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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#include "plPXPhysicalControllerCore.h"
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#include "plgDispatch.h"
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#include "plSimulationMgr.h"
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#include "plPXPhysical.h"
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#include "plPXConvert.h"
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#include "pnSceneObject/plSimulationInterface.h"
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#include "pnSceneObject/plSceneObject.h"
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#include "pnMessage/plCorrectionMsg.h"
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#include "plAvatar/plArmatureMod.h"
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#include "pnSceneObject/plCoordinateInterface.h"
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#include "plDrawable/plDrawableGenerator.h"
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#include "plPhysical/plPhysicalProxy.h"
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#include "pnMessage/plSetNetGroupIDMsg.h"
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#include "plMessage/plCollideMsg.h"
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#include "plModifier/plDetectorLog.h"
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//#include "NxVecExtendedVec3.h"
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#include "NxPhysics.h"
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#include "ControllerManager.h"
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#include "NxCapsuleController.h"
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#include "NxCapsuleShape.h"
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#include "plSurface/hsGMaterial.h"
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#include "plSurface/plLayerInterface.h"
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#ifndef PLASMA_EXTERNAL_RELEASE
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#include "plPipeline/plDebugText.h"
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#endif
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#define kPhysxSkinWidth 0.1f
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#define kPhysZOffset ((fRadius + (fHeight / 2)) + kPhysxSkinWidth)
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//#define kSLOPELIMIT (cosf(NxMath::degToRad(55.f)))
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//#define kPhysicalHeightFudge 0.4f // this fudge was used for PhysX 2.4
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#define kPhysicalHeightFudge 0.0f
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//#define STEP_OFFSET 1.0f
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#define STEP_OFFSET 0.5f
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//#define STEP_OFFSET 0.15f
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#ifndef PLASMA_EXTERNAL_RELEASE
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hsBool plPXPhysicalControllerCore::fDebugDisplay = false;
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#endif // PLASMA_EXTERNAL_RELEASE
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int plPXPhysicalControllerCore::fPXControllersMax = 0;
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static ControllerManager gControllerMgr;
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static std::vector<plPXPhysicalControllerCore*> gControllers;
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static bool gRebuildCache=false;
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#define AvatarMass 200.f
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class PXControllerHitReportWalk : public NxUserControllerHitReport
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{
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public:
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virtual NxControllerAction onShapeHit(const NxControllerShapeHit& hit)
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{
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plPXPhysicalControllerCore* ac = plPXPhysicalControllerCore::FindController(hit.controller);
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NxActor& actor = hit.shape->getActor();
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plPXPhysical* phys = (plPXPhysical*)actor.userData;
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static float SlopeLimit = kSLOPELIMIT;
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hsVector3 normal = plPXConvert::Vector(hit.worldNormal);
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ac->fMovementInterface->IAddContactNormals(normal);
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#ifndef PLASMA_EXTERNAL_RELEASE
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plDbgCollisionInfo info;
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info.fNormal = normal;
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info.fSO = plSceneObject::ConvertNoRef(phys->GetObjectKey()->ObjectIsLoaded());
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info.fOverlap = false;
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NxShape* const *shapes = hit.controller->getActor()->getShapes();
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int numShapes = hit.controller->getActor()->getNbShapes();
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int i;
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for (i = 0; i < numShapes; i++)
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{
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// should only be one capsule shape
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const NxCapsuleShape *capShape = shapes[i]->isCapsule();
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if (capShape)
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{
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NxCapsule cap;
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capShape->getWorldCapsule(cap);
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if (hit.shape->checkOverlapCapsule(cap))
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info.fOverlap = true;
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}
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}
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ac->fDbgCollisionInfo.Append(info);
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#endif PLASMA_EXTERNAL_RELEASE
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// If the avatar hit a movable physical, apply some force to it.
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hsVector3 dir = plPXConvert::Vector(hit.dir);
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float dirdotup=dir.fZ;
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hsPoint3 pos((float)hit.worldPos.x, (float)hit.worldPos.y, (float)hit.worldPos.z);
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NxExtendedVec3 controllerPos=hit.controller->getPosition();
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hsVector3 bottomOfTheCapsule((float)controllerPos.x,(float)controllerPos.y,(float)controllerPos.z);
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bottomOfTheCapsule.fZ=bottomOfTheCapsule.fZ-(ac->fHeight/2.0f + ac->fRadius);
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if (actor.isDynamic() )
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{
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if((hit.worldPos.z- bottomOfTheCapsule.fZ)<=ac->fRadius)//bottom hemisphere
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{
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//onTopOfSlopeLimit
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if (phys && phys->GetProperty(plSimulationInterface::kPhysAnim))
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{
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if(normal.fZ>=0)
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{//we consider this ground
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ac->fMovementInterface->AddOnTopOfObject(phys);
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}
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}
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}
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if ( !actor.readBodyFlag(NX_BF_KINEMATIC) && !actor.readBodyFlag(NX_BF_FROZEN))
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{
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// If this is the local avatar, we need to take ownership of this
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// dynamic if we haven't already
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if (ac->fLOSDB == plSimDefs::kLOSDBLocalAvatar && !phys->IsLocallyOwned() &&
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!phys->GetProperty(plSimulationInterface::kNoOwnershipChange))
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{
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plSynchedObject* obj = plSynchedObject::ConvertNoRef(phys->GetObjectKey()->ObjectIsLoaded());
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obj->SetNetGroupConstant(plNetGroup::kNetGroupLocalPhysicals);
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// Tell all the other clients that we own this physical
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plSetNetGroupIDMsg* setNetGroupID = new plSetNetGroupIDMsg;
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setNetGroupID->fId = plNetGroup::kNetGroupRemotePhysicals;
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setNetGroupID->SetBCastFlag(plMessage::kNetPropagate | plMessage::kNetForce);
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setNetGroupID->SetBCastFlag(plMessage::kLocalPropagate, false);
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setNetGroupID->Send(obj->GetKey());
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}
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plSimulationMgr::GetInstance()->ConsiderSynch(phys, nil);
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// We only allow horizontal pushes. Vertical pushes when we stand on
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// dynamic objects creates useless stress on the solver.
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hsVector3 vel=ac->GetLinearVelocity()- plPXConvert::Vector( actor.getLinearVelocity());
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if(dirdotup>=0)vel.fZ=0.001f;
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else vel.fZ=0.0f;
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static float kAvieMass = 140.f/32.f;
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if (!vel.IsEmpty())
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{
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static float kForceScale = 140.0f;
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NxF32 coeff;
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NxExtendedVec3 norm2=hit.controller->getPosition();
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norm2.x=hit.worldPos.x-bottomOfTheCapsule.fX;
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norm2.y=hit.worldPos.y-bottomOfTheCapsule.fY;
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if((hit.worldPos.z- bottomOfTheCapsule.fZ)<ac->fRadius)//bottom hemisphere
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{
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norm2.normalize();
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norm2.z=0.01f;
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}
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else if((hit.worldPos.z- bottomOfTheCapsule.fZ)<(ac->fRadius+ac->fHeight))
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{
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norm2.z=0.0f;
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norm2.normalize();
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}
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else
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{//must be the top so the normal is displacement from the pos - center
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//of top hemisphere
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norm2.z=hit.worldPos.z - ((ac->fRadius+ac->fHeight + bottomOfTheCapsule.fZ));
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norm2.normalize();
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}
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float proj=(float)(norm2.x*dir.fX+dir.fY*norm2.y+dir.fZ*norm2.z);
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coeff =abs(proj*kForceScale*vel.Magnitude());
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vel.fZ=(float)norm2.z;
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vel.fY=(float)norm2.y;
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vel.fX=(float)norm2.x;
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phys->SetHitForce(vel*coeff, pos);
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}
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}
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}
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else // else if the avatar hit a static
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{
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return NX_ACTION_NONE;
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}
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if (phys && phys->GetProperty(plSimulationInterface::kAvAnimPushable))
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{
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hsQuat inverseRotation = ac->fLocalRotation.Inverse();
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hsVector3 normal = plPXConvert::Vector(hit.worldNormal);
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ac->SetPushingPhysical( phys);
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ac->SetFacingPushingPhysical((inverseRotation.Rotate(&kAvatarForward).InnerProduct(normal) < 0 ? true : false));
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}
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return NX_ACTION_NONE;
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}
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virtual NxControllerAction onControllerHit(const NxControllersHit& hit)
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{
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return NX_ACTION_NONE;
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}
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} gMyReport;
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plPhysicalControllerCore* plPhysicalControllerCore::Create(plKey ownerSO, float height, float width)
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{
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// Test to see how many controller there already is
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if ( !plPXPhysicalControllerCore::fPXControllersMax || plPXPhysicalControllerCore::NumControllers() < plPXPhysicalControllerCore::fPXControllersMax )
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{
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float radius = width / 2.f;
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float realHeight = height - width + kPhysicalHeightFudge;
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return new plPXPhysicalControllerCore(ownerSO, realHeight,radius);
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}
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return nil;
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}
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//Static Helper Func
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plPXPhysicalControllerCore* plPXPhysicalControllerCore::FindController(NxController* controller)
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{
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for (int i = 0; i < gControllers.size(); i++)
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{
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plPXPhysicalControllerCore* ac = gControllers[i];
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if (ac->fController == controller)
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return ac;
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}
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return nil;
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}
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void plPXPhysicalControllerCore::RebuildCache(){gRebuildCache=true;}
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plPXPhysicalControllerCore* plPXPhysicalControllerCore::GetController(NxActor& actor, bool* isController)
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{
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*isController = false;
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for (int i = 0; i < gControllers.size(); i++)
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{
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plPXPhysicalControllerCore* ac = gControllers[i];
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if (ac->fController && ac->fController->getActor() == &actor)
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{
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*isController = true;
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return ac;
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}
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if ( ac->fKinematicActor == &actor)
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{
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return ac;
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}
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}
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return nil;
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}
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void plPXPhysicalControllerCore::GetWorldSpaceCapsule(NxCapsule& cap) const
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{
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if(this->fKinematicActor)
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{
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int numshapes=fKinematicActor->getNbShapes();
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if (numshapes==1)
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{
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//there should only be one shape on a controller
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NxShape* const *shapes=fKinematicActor->getShapes();
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//and since it is a capsule controller it better be a capsule;
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NxCapsuleShape *capShape = shapes[0]->isCapsule();
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if(capShape) capShape->getWorldCapsule(cap);
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}
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}
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}
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bool plPXPhysicalControllerCore::AnyControllersInThisWorld(plKey world)
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{
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for (int i = 0; i < gControllers.size(); i++)
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{
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plPXPhysicalControllerCore* ac = gControllers[i];
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if (ac->GetSubworld() == world)
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return true;
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}
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return false;
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}
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int plPXPhysicalControllerCore::NumControllers()
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{
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return gControllers.size();
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}
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int plPXPhysicalControllerCore::GetControllersInThisSubWorld(plKey world, int maxToReturn,plPXPhysicalControllerCore** bufferout)
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{
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int i=0;
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for (int j=0;j<gControllers.size();j++)
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{
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plPXPhysicalControllerCore* ac = gControllers[i];
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if (ac->GetSubworld()==world)
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{
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if(i<maxToReturn)
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{
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bufferout[i]=ac;
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i++;
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}
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}
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}
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return i;
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}
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int plPXPhysicalControllerCore::GetNumberOfControllersInThisSubWorld(plKey world)
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{
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int i=0;
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for (int j=0;j<gControllers.size();j++)
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{
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plPXPhysicalControllerCore* ac = gControllers[i];
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if (ac->GetSubworld()==world)i++;
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}
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return i;
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}
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//
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plPXPhysicalControllerCore::plPXPhysicalControllerCore(plKey ownerSO, float height, float radius)
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: plPhysicalControllerCore(ownerSO,height,radius)
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, fController(nil)
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, fProxyGen(nil)
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, fKinematicActor(nil)
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,fPreferedRadius(radius)
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,fPreferedHeight(height)
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, fBehavingLikeAnimatedPhys(true)
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{
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fLocalPosition.Set(0, 0, 0);
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fLocalRotation.Set(0, 0, 0, 1);
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gControllers.push_back(this);
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fLastGlobalLoc.Reset();
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ICreateController();
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Enable(false);
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}
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void plPXPhysicalControllerCore::ISetGlobalLoc(const hsMatrix44& l2w)
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{
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fLastGlobalLoc = l2w;
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|
|
// Update our subworld position and rotation
|
|
|
|
const plCoordinateInterface* subworldCI = GetSubworldCI();
|
|
|
|
if (subworldCI)
|
|
|
|
{
|
|
|
|
const hsMatrix44& w2s = fPrevSubworldW2L;
|
|
|
|
hsMatrix44 l2s = w2s * l2w;
|
|
|
|
|
|
|
|
l2s.GetTranslate(&fLocalPosition);
|
|
|
|
fLocalRotation.SetFromMatrix44(l2s);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
l2w.GetTranslate(&fLocalPosition);
|
|
|
|
fLocalRotation.SetFromMatrix44(l2w);
|
|
|
|
}
|
|
|
|
hsMatrix44 w2l;
|
|
|
|
l2w.GetInverse(&w2l);
|
|
|
|
if (fProxyGen)
|
|
|
|
fProxyGen->SetTransform(l2w, w2l);
|
|
|
|
// Update the physical position
|
|
|
|
NxExtendedVec3 nxPos(fLocalPosition.fX, fLocalPosition.fY, fLocalPosition.fZ + kPhysZOffset);
|
|
|
|
fController->setPosition(nxPos);
|
|
|
|
IMatchKinematicToController();
|
|
|
|
}
|
|
|
|
plPXPhysicalControllerCore::~plPXPhysicalControllerCore()
|
|
|
|
{
|
|
|
|
IDeleteController();
|
|
|
|
for (int i = 0; i < gControllers.size(); i++)
|
|
|
|
{
|
|
|
|
if (gControllers[i] == this)
|
|
|
|
{
|
|
|
|
gControllers.erase(gControllers.begin()+i);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
delete fProxyGen;
|
|
|
|
}
|
|
|
|
void plPXPhysicalControllerCore::IMatchKinematicToController()
|
|
|
|
{
|
|
|
|
if ( fKinematicActor)
|
|
|
|
{
|
|
|
|
NxExtendedVec3 cPos = fController->getPosition();
|
|
|
|
NxVec3 prevKinPos = fKinematicActor->getGlobalPosition();
|
|
|
|
NxVec3 kinPos;
|
|
|
|
kinPos.x = (NxReal)cPos.x;
|
|
|
|
kinPos.y = (NxReal)cPos.y;
|
|
|
|
kinPos.z = (NxReal)cPos.z;
|
|
|
|
if (plSimulationMgr::fExtraProfile)
|
|
|
|
SimLog("Match setting kinematic from %f,%f,%f to %f,%f,%f",prevKinPos.x,prevKinPos.y,prevKinPos.z,kinPos.x,kinPos.y,kinPos.z );
|
|
|
|
fKinematicActor->moveGlobalPosition(kinPos);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
void plPXPhysicalControllerCore::UpdateControllerAndPhysicalRep()
|
|
|
|
{
|
|
|
|
if ( fKinematicActor)
|
|
|
|
{
|
|
|
|
if(this->fBehavingLikeAnimatedPhys)
|
|
|
|
{//this means we are moving the controller and then synchnig the kin
|
|
|
|
NxExtendedVec3 ControllerPos= fController->getPosition();
|
|
|
|
NxVec3 NewKinPos((NxReal)ControllerPos.x, (NxReal)ControllerPos.y, (NxReal)ControllerPos.z);
|
|
|
|
if (fEnabled && fKinematicActor->readBodyFlag(NX_BF_KINEMATIC))
|
|
|
|
{
|
|
|
|
if (plSimulationMgr::fExtraProfile)
|
|
|
|
SimLog("Moving kinematic to %f,%f,%f",NewKinPos.x, NewKinPos.y, NewKinPos.z );
|
|
|
|
// use the position
|
|
|
|
fKinematicActor->moveGlobalPosition(NewKinPos);
|
|
|
|
|
|
|
|
}
|
|
|
|
else if (fEnabled)
|
|
|
|
{
|
|
|
|
if (plSimulationMgr::fExtraProfile)
|
|
|
|
SimLog("Setting kinematic to %f,%f,%f", NewKinPos.x, NewKinPos.y, NewKinPos.z );
|
|
|
|
fKinematicActor->setGlobalPosition(NewKinPos);
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
NxVec3 KinPos= fKinematicActor->getGlobalPosition();
|
|
|
|
NxExtendedVec3 NewControllerPos(KinPos.x, KinPos.y, KinPos.z);
|
|
|
|
if (plSimulationMgr::fExtraProfile)
|
|
|
|
SimLog("Setting Controller to %f,%f,%f", NewControllerPos.x, NewControllerPos.y, NewControllerPos.z );
|
|
|
|
fController->setPosition(NewControllerPos);
|
|
|
|
}
|
|
|
|
hsPoint3 curLocalPos;
|
|
|
|
GetPositionSim(curLocalPos);
|
|
|
|
fLocalPosition = curLocalPos;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
void plPXPhysicalControllerCore::MoveKinematicToController(hsPoint3& pos)
|
|
|
|
{
|
|
|
|
if ( fKinematicActor)
|
|
|
|
{
|
|
|
|
NxVec3 kinPos = fKinematicActor->getGlobalPosition();
|
|
|
|
if ( abs(kinPos.x-pos.fX) + abs(kinPos.y-pos.fY) + (abs(kinPos.z-pos.fZ+kPhysZOffset)) > 0.0001f)
|
|
|
|
{
|
|
|
|
NxVec3 newPos;
|
|
|
|
newPos.x = (NxReal)pos.fX;
|
|
|
|
newPos.y = (NxReal)pos.fY;
|
|
|
|
newPos.z = (NxReal)pos.fZ+kPhysZOffset;
|
|
|
|
if (fEnabled && fKinematicActor->readBodyFlag(NX_BF_KINEMATIC))
|
|
|
|
{
|
|
|
|
if (plSimulationMgr::fExtraProfile)
|
|
|
|
SimLog("Moving kinematic from %f,%f,%f to %f,%f,%f",pos.fX,pos.fY,pos.fZ+kPhysZOffset,kinPos.x,kinPos.y,kinPos.z );
|
|
|
|
// use the position
|
|
|
|
fKinematicActor->moveGlobalPosition(newPos);
|
|
|
|
}
|
|
|
|
else if (fEnabled)
|
|
|
|
{
|
|
|
|
if (plSimulationMgr::fExtraProfile)
|
|
|
|
SimLog("Setting kinematic from %f,%f,%f to %f,%f,%f",pos.fX,pos.fY,pos.fZ+kPhysZOffset,kinPos.x,kinPos.y,kinPos.z );
|
|
|
|
fKinematicActor->setGlobalPosition(newPos);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void plPXPhysicalControllerCore::ISetKinematicLoc(const hsMatrix44& l2w)
|
|
|
|
{
|
|
|
|
hsPoint3 kPos;
|
|
|
|
// Update our subworld position and rotation
|
|
|
|
const plCoordinateInterface* subworldCI = GetSubworldCI();
|
|
|
|
if (subworldCI)
|
|
|
|
{
|
|
|
|
const hsMatrix44& w2s = subworldCI->GetWorldToLocal();
|
|
|
|
hsMatrix44 l2s = w2s * l2w;
|
|
|
|
|
|
|
|
l2s.GetTranslate(&kPos);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
l2w.GetTranslate(&kPos);
|
|
|
|
}
|
|
|
|
|
|
|
|
hsMatrix44 w2l;
|
|
|
|
l2w.GetInverse(&w2l);
|
|
|
|
if (fProxyGen)
|
|
|
|
fProxyGen->SetTransform(l2w, w2l);
|
|
|
|
|
|
|
|
// add z offset
|
|
|
|
kPos.fZ += kPhysZOffset;
|
|
|
|
// Update the physical position of kinematic
|
|
|
|
if (fEnabled && fKinematicActor->readBodyFlag(NX_BF_KINEMATIC))
|
|
|
|
fKinematicActor->moveGlobalPosition(plPXConvert::Point(kPos));
|
|
|
|
else if (fEnabled)
|
|
|
|
fKinematicActor->setGlobalPosition(plPXConvert::Point(kPos));
|
|
|
|
}
|
|
|
|
void plPXPhysicalControllerCore::IGetPositionSim(hsPoint3& pos) const
|
|
|
|
{
|
|
|
|
|
|
|
|
if(this->fBehavingLikeAnimatedPhys)
|
|
|
|
{
|
|
|
|
const NxExtendedVec3& nxPos = fController->getPosition();
|
|
|
|
pos.Set(float(nxPos.x), float(nxPos.y), float(nxPos.z) - kPhysZOffset);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
NxVec3 Pos = fKinematicActor->getGlobalPosition();
|
|
|
|
pos.Set(float(Pos.x), float(Pos.y), float(Pos.z) - kPhysZOffset);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
void plPXPhysicalControllerCore::ICreateController()
|
|
|
|
{
|
|
|
|
NxScene* scene = plSimulationMgr::GetInstance()->GetScene(fWorldKey);
|
|
|
|
|
|
|
|
NxCapsuleControllerDesc desc;
|
|
|
|
desc.position.x = 0;
|
|
|
|
desc.position.y = 0;
|
|
|
|
desc.position.z = 0;
|
|
|
|
desc.upDirection = NX_Z;
|
|
|
|
desc.slopeLimit = kSLOPELIMIT;
|
|
|
|
desc.skinWidth = kPhysxSkinWidth;
|
|
|
|
desc.stepOffset = STEP_OFFSET;
|
|
|
|
desc.callback = &gMyReport;
|
|
|
|
desc.userData = this;
|
|
|
|
desc.radius = fRadius;
|
|
|
|
desc.height = fHeight;
|
|
|
|
desc.interactionFlag = NXIF_INTERACTION_EXCLUDE;
|
|
|
|
//desc.interactionFlag = NXIF_INTERACTION_INCLUDE;
|
|
|
|
fController = (NxCapsuleController*)gControllerMgr.createController(scene, desc);
|
|
|
|
|
|
|
|
// Change the avatars shape groups. The avatar doesn't actually use these when
|
|
|
|
// it's determining collision, but if you're standing still and an object runs
|
|
|
|
// into you, it'll pass through without this.
|
|
|
|
NxActor* actor = fController->getActor();
|
|
|
|
NxShape* shape = actor->getShapes()[0];
|
|
|
|
shape->setGroup(plSimDefs::kGroupAvatar);
|
|
|
|
|
|
|
|
// need to create the non-bouncing object that can be used to trigger things while the avatar is doing behaviors.
|
|
|
|
NxActorDesc actorDesc;
|
|
|
|
NxCapsuleShapeDesc capDesc;
|
|
|
|
capDesc.radius = fRadius;
|
|
|
|
capDesc.height = fHeight;
|
|
|
|
capDesc.group = plSimDefs::kGroupAvatar;
|
|
|
|
capDesc.materialIndex= plSimulationMgr::GetInstance()->GetMaterialIdx(scene, 0.0,0.0);
|
|
|
|
actorDesc.shapes.pushBack(&capDesc);
|
|
|
|
NxBodyDesc bodyDesc;
|
|
|
|
bodyDesc.mass = AvatarMass;//1.f;
|
|
|
|
actorDesc.body = &bodyDesc;
|
|
|
|
bodyDesc.flags = NX_BF_KINEMATIC;
|
|
|
|
bodyDesc.flags |=NX_BF_DISABLE_GRAVITY ;
|
|
|
|
|
|
|
|
actorDesc.name = "AvatarTriggerKinematicGuy";
|
|
|
|
fSeeking=false;
|
|
|
|
try
|
|
|
|
{
|
|
|
|
fKinematicActor = scene->createActor(actorDesc);
|
|
|
|
} catch (...)
|
|
|
|
{
|
|
|
|
hsAssert(false, "Actor creation crashed");
|
|
|
|
}
|
|
|
|
#ifdef PHYSX_KINEMATIC_IS_DISABLED
|
|
|
|
// initially start as in-active
|
|
|
|
fKinematicActor->raiseActorFlag(NX_AF_DISABLE_COLLISION);
|
|
|
|
#endif
|
|
|
|
// set the matrix to be the same as the controller's actor... that should orient it to be the same
|
|
|
|
fKinematicActor->moveGlobalPose(actor->getGlobalPose());
|
|
|
|
|
|
|
|
// the proxy for the debug display
|
|
|
|
//hsAssert(!fProxyGen, "Already have proxy gen, double read?");
|
|
|
|
|
|
|
|
hsColorRGBA physColor;
|
|
|
|
float opac = 1.0f;
|
|
|
|
|
|
|
|
// local avatar is light purple and transparent
|
|
|
|
physColor.Set(.2f, .1f, .2f, 1.f);
|
|
|
|
opac = 0.8f;
|
|
|
|
|
|
|
|
/*
|
|
|
|
// the avatar proxy doesn't seem to work... not sure why?
|
|
|
|
fProxyGen = new plPhysicalProxy(hsColorRGBA().Set(0,0,0,1.f), physColor, opac);
|
|
|
|
fProxyGen->Init(this);
|
|
|
|
*/
|
|
|
|
}
|
|
|
|
void plPXPhysicalControllerCore::ICreateController(const hsPoint3& pos)
|
|
|
|
{
|
|
|
|
NxScene* scene = plSimulationMgr::GetInstance()->GetScene(fWorldKey);
|
|
|
|
NxCapsuleControllerDesc desc;
|
|
|
|
desc.position.x = pos.fX;
|
|
|
|
desc.position.y = pos.fY;
|
|
|
|
desc.position.z = pos.fZ;
|
|
|
|
desc.upDirection = NX_Z;
|
|
|
|
desc.slopeLimit = kSLOPELIMIT;
|
|
|
|
desc.skinWidth = kPhysxSkinWidth;
|
|
|
|
desc.stepOffset = STEP_OFFSET;
|
|
|
|
desc.callback = &gMyReport;
|
|
|
|
desc.userData = this;
|
|
|
|
desc.radius = fRadius;
|
|
|
|
desc.height = fHeight;
|
|
|
|
desc.interactionFlag = NXIF_INTERACTION_EXCLUDE;
|
|
|
|
//desc.interactionFlag = NXIF_INTERACTION_INCLUDE;
|
|
|
|
fController = (NxCapsuleController*)gControllerMgr.createController(scene, desc);
|
|
|
|
|
|
|
|
// Change the avatars shape groups. The avatar doesn't actually use these when
|
|
|
|
// it's determining collision, but if you're standing still and an object runs
|
|
|
|
// into you, it'll pass through without this.
|
|
|
|
NxActor* actor = fController->getActor();
|
|
|
|
NxShape* shape = actor->getShapes()[0];
|
|
|
|
shape->setGroup(plSimDefs::kGroupAvatar);
|
|
|
|
|
|
|
|
// need to create the non-bouncing object that can be used to trigger things while the avatar is doing behaviors.
|
|
|
|
NxActorDesc actorDesc;
|
|
|
|
NxCapsuleShapeDesc capDesc;
|
|
|
|
capDesc.radius = fRadius;
|
|
|
|
capDesc.height = fHeight;
|
|
|
|
capDesc.group = plSimDefs::kGroupAvatar;
|
|
|
|
actorDesc.shapes.pushBack(&capDesc);
|
|
|
|
capDesc.materialIndex= plSimulationMgr::GetInstance()->GetMaterialIdx(scene, 0.0,0.0);
|
|
|
|
actorDesc.globalPose=actor->getGlobalPose();
|
|
|
|
NxBodyDesc bodyDesc;
|
|
|
|
bodyDesc.mass = AvatarMass;
|
|
|
|
actorDesc.body = &bodyDesc;
|
|
|
|
bodyDesc.flags = NX_BF_KINEMATIC;
|
|
|
|
bodyDesc.flags |=NX_BF_DISABLE_GRAVITY ;
|
|
|
|
actorDesc.name = "AvatarTriggerKinematicGuy";
|
|
|
|
fSeeking=false;
|
|
|
|
try
|
|
|
|
{
|
|
|
|
fKinematicActor = scene->createActor(actorDesc);
|
|
|
|
}
|
|
|
|
catch (...)
|
|
|
|
{
|
|
|
|
hsAssert(false, "Actor creation crashed");
|
|
|
|
}
|
|
|
|
|
|
|
|
// set the matrix to be the same as the controller's actor... that should orient it to be the same
|
|
|
|
//fKinematicActor->setGlobalPose(actor->getGlobalPose());
|
|
|
|
|
|
|
|
// the proxy for the debug display
|
|
|
|
//hsAssert(!fProxyGen, "Already have proxy gen, double read?");
|
|
|
|
|
|
|
|
hsColorRGBA physColor;
|
|
|
|
float opac = 1.0f;
|
|
|
|
|
|
|
|
// local avatar is light purple and transparent
|
|
|
|
physColor.Set(.2f, .1f, .2f, 1.f);
|
|
|
|
opac = 0.8f;
|
|
|
|
|
|
|
|
/*
|
|
|
|
// the avatar proxy doesn't seem to work... not sure why?
|
|
|
|
fProxyGen = new plPhysicalProxy(hsColorRGBA().Set(0,0,0,1.f), physColor, opac);
|
|
|
|
fProxyGen->Init(this);
|
|
|
|
*/
|
|
|
|
|
|
|
|
}
|
|
|
|
void plPXPhysicalControllerCore::IDeleteController()
|
|
|
|
{
|
|
|
|
if (fController)
|
|
|
|
{
|
|
|
|
gControllerMgr.releaseController(*fController);
|
|
|
|
fController = nil;
|
|
|
|
|
|
|
|
if (fKinematicActor)
|
|
|
|
{
|
|
|
|
NxScene* scene = plSimulationMgr::GetInstance()->GetScene(fWorldKey);
|
|
|
|
scene->releaseActor(*fKinematicActor);
|
|
|
|
fKinematicActor = nil;
|
|
|
|
}
|
|
|
|
plSimulationMgr::GetInstance()->ReleaseScene(fWorldKey);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void plPXPhysicalControllerCore::IInformDetectors(bool entering,bool deferUntilNextSim=true)
|
|
|
|
{
|
|
|
|
static const NxU32 DetectorFlag= 1<<plSimDefs::kGroupDetector;
|
|
|
|
if (fController)
|
|
|
|
{
|
|
|
|
#ifndef PLASMA_EXTERNAL_RELEASE
|
|
|
|
DetectorLog("Informing from plPXPhysicalControllerCore::IInformDetectors");
|
|
|
|
#endif
|
|
|
|
NxScene* scene = plSimulationMgr::GetInstance()->GetScene(fWorldKey);
|
|
|
|
int kNumofShapesToStore=30;
|
|
|
|
NxCapsule cap;
|
|
|
|
GetWorldSpaceCapsule(cap);
|
|
|
|
NxShape* shapes[30];
|
|
|
|
int numCollided=scene->overlapCapsuleShapes(cap,NX_ALL_SHAPES,kNumofShapesToStore,shapes,NULL,DetectorFlag,NULL,true);
|
|
|
|
for (int i=0;i<numCollided;i++)
|
|
|
|
{
|
|
|
|
NxActor* myactor=&(shapes[i]->getActor());
|
|
|
|
|
|
|
|
if (myactor)
|
|
|
|
{
|
|
|
|
plPXPhysical* physical = (plPXPhysical*)myactor->userData;
|
|
|
|
if (physical)
|
|
|
|
{
|
|
|
|
bool doReport = physical->DoReportOn(plSimDefs::kGroupAvatar);
|
|
|
|
if(doReport)
|
|
|
|
{
|
|
|
|
plCollideMsg* msg = new plCollideMsg;
|
|
|
|
msg->fOtherKey = fOwner;
|
|
|
|
msg->fEntering = entering;
|
|
|
|
msg->AddReceiver(physical->GetObjectKey());
|
|
|
|
if(!deferUntilNextSim)
|
|
|
|
{
|
|
|
|
DetectorLog("Sending an %s msg to %s" , entering? "entering":"exit", physical->GetObjectKey()->GetName());
|
|
|
|
msg->Send();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
DetectorLog("Queuing an %s msg to %s, which will be sent after the client update" , entering? "entering":"exit", physical->GetObjectKey()->GetName());
|
|
|
|
plgDispatch::Dispatch()->MsgQueue(msg);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
DetectorLog("Done informing from plPXPhysicalControllerCore::IInformDetectors");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
void plPXPhysicalControllerCore::Move(hsVector3 displacement, unsigned int collideWith, unsigned int &collisionResults)
|
|
|
|
{
|
|
|
|
collisionResults=0;
|
|
|
|
if(fController)
|
|
|
|
{
|
|
|
|
NxVec3 dis(displacement.fX,displacement.fY,displacement.fZ);
|
|
|
|
NxU32 colFlags = 0;
|
|
|
|
this->fController->move(dis,collideWith,.00001,colFlags);
|
|
|
|
if(colFlags&NXCC_COLLISION_DOWN)collisionResults|=kBottom;
|
|
|
|
if(colFlags&NXCC_COLLISION_UP)collisionResults|=kTop;
|
|
|
|
if(colFlags&&NXCC_COLLISION_SIDES)collisionResults|=kSides;
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
void plPXPhysicalControllerCore::Enable(bool enable)
|
|
|
|
{
|
|
|
|
if (fEnabled != enable)
|
|
|
|
{
|
|
|
|
fEnabled = enable;
|
|
|
|
if (fEnabled)
|
|
|
|
fEnableChanged = true;
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// See ISendUpdates for why we don't re-enable right away
|
|
|
|
fController->setCollision(fEnabled);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void plPXPhysicalControllerCore::SetSubworld(plKey world)
|
|
|
|
{
|
|
|
|
if (fWorldKey != world)
|
|
|
|
{
|
|
|
|
bool wasEnabled = fEnabled;
|
|
|
|
#ifdef USE_PHYSX_CONVEXHULL_WORKAROUND
|
|
|
|
// PHYSX FIXME - before leaving this world, sending leaving detector events if we are inside a convex hull detector
|
|
|
|
hsPoint3 pos;
|
|
|
|
IGetPositionSim(pos);
|
|
|
|
plSimulationMgr::GetInstance()->UpdateDetectorsInScene(fWorldKey,GetOwner(),pos,false);
|
|
|
|
#endif // USE_PHYSX_CONVEXHULL_WORKAROUND
|
|
|
|
//need to inform detectors in the old world that we are leaving
|
|
|
|
IInformDetectors(false);
|
|
|
|
//done informing old world
|
|
|
|
SimLog("Changing subworlds!");
|
|
|
|
IDeleteController();
|
|
|
|
SimLog("Deleted old controller");
|
|
|
|
fWorldKey = world;
|
|
|
|
if (GetSubworldCI())
|
|
|
|
fPrevSubworldW2L = GetSubworldCI()->GetWorldToLocal();
|
|
|
|
// Update our subworld position and rotation
|
|
|
|
const plCoordinateInterface* subworldCI = GetSubworldCI();
|
|
|
|
if (subworldCI)
|
|
|
|
{
|
|
|
|
const hsMatrix44& w2s = fPrevSubworldW2L;
|
|
|
|
hsMatrix44 l2s = w2s * fLastGlobalLoc;
|
|
|
|
l2s.GetTranslate(&fLocalPosition);
|
|
|
|
fLocalRotation.SetFromMatrix44(l2s);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
fLastGlobalLoc.GetTranslate(&fLocalPosition);
|
|
|
|
fLocalRotation.SetFromMatrix44(fLastGlobalLoc);
|
|
|
|
}
|
|
|
|
hsMatrix44 w2l;
|
|
|
|
fLastGlobalLoc.GetInverse(&w2l);
|
|
|
|
if (fProxyGen)
|
|
|
|
fProxyGen->SetTransform(fLastGlobalLoc, w2l);
|
|
|
|
// Update the physical position
|
|
|
|
SimLog("creating new controller");
|
|
|
|
hsPoint3 PositionPlusOffset=fLocalPosition;
|
|
|
|
PositionPlusOffset.fZ +=kPhysZOffset;
|
|
|
|
//placing new controller and kinematic in the appropriate location
|
|
|
|
ICreateController(PositionPlusOffset);
|
|
|
|
RebuildCache();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
const plCoordinateInterface* plPXPhysicalControllerCore::GetSubworldCI() const
|
|
|
|
{
|
|
|
|
if (fWorldKey)
|
|
|
|
{
|
|
|
|
plSceneObject* so = plSceneObject::ConvertNoRef(fWorldKey->ObjectIsLoaded());
|
|
|
|
if (so)
|
|
|
|
return so->GetCoordinateInterface();
|
|
|
|
}
|
|
|
|
return nil;
|
|
|
|
}
|
|
|
|
// For the avatar SDL only
|
|
|
|
void plPXPhysicalControllerCore::GetState(hsPoint3& pos, float& zRot)
|
|
|
|
{
|
|
|
|
// Temporarily use the position point while we get the z rotation
|
|
|
|
fLocalRotation.NormalizeIfNeeded();
|
|
|
|
fLocalRotation.GetAngleAxis(&zRot, (hsVector3*)&pos);
|
|
|
|
|
|
|
|
if (pos.fZ < 0)
|
|
|
|
zRot = (2 * M_PI) - zRot; // axis is backwards, so reverse the angle too
|
|
|
|
|
|
|
|
pos = fLocalPosition;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
void plPXPhysicalControllerCore::SetState(const hsPoint3& pos, float zRot)
|
|
|
|
{
|
|
|
|
plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded());
|
|
|
|
if (so)
|
|
|
|
{
|
|
|
|
hsQuat worldRot;
|
|
|
|
hsVector3 zAxis(0.f, 0.f, 1.f);
|
|
|
|
worldRot.SetAngleAxis(zRot, zAxis);
|
|
|
|
|
|
|
|
hsMatrix44 l2w, w2l;
|
|
|
|
worldRot.MakeMatrix(&l2w);
|
|
|
|
l2w.SetTranslate(&pos);
|
|
|
|
|
|
|
|
// Localize new position and rotation to global coords if we're in a subworld
|
|
|
|
const plCoordinateInterface* ci = GetSubworldCI();
|
|
|
|
if (ci)
|
|
|
|
{
|
|
|
|
const hsMatrix44& subworldL2W = ci->GetLocalToWorld();
|
|
|
|
l2w = subworldL2W * l2w;
|
|
|
|
}
|
|
|
|
l2w.GetInverse(&w2l);
|
|
|
|
so->SetTransform(l2w, w2l);
|
|
|
|
so->FlushTransform();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// kinematic stuff .... should be just for when playing a behavior...
|
|
|
|
void plPXPhysicalControllerCore::Kinematic(bool state)
|
|
|
|
{
|
|
|
|
if (fKinematic != state)
|
|
|
|
{
|
|
|
|
fKinematic = state;
|
|
|
|
if (fKinematic)
|
|
|
|
{
|
|
|
|
// See ISendUpdates for why we don't re-enable right away
|
|
|
|
fController->setCollision(false);
|
|
|
|
#ifdef PHYSX_KINEMATIC_IS_DISABLED
|
|
|
|
fKinematicActor->clearActorFlag(NX_AF_DISABLE_COLLISION);
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
fKinematicChanged = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
bool plPXPhysicalControllerCore::IsKinematic()
|
|
|
|
{
|
|
|
|
return fKinematic;
|
|
|
|
}
|
|
|
|
void plPXPhysicalControllerCore::GetKinematicPosition(hsPoint3& pos)
|
|
|
|
{
|
|
|
|
pos.Set(-1,-1,-1);
|
|
|
|
if ( fKinematicActor )
|
|
|
|
{
|
|
|
|
NxVec3 klPos = fKinematicActor->getGlobalPosition();
|
|
|
|
pos.Set(float(klPos.x), float(klPos.y), float(klPos.z) - kPhysZOffset);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
void plPXPhysicalControllerCore::UpdatePoststep( float delSecs)
|
|
|
|
{
|
|
|
|
// Apparently the user data field of the controllers is broken
|
|
|
|
// uint32_t count = gControllerMgr.getNbControllers();
|
|
|
|
// NxController* controllers = (NxController*)gControllerMgr.getControllers();
|
|
|
|
//
|
|
|
|
// for (int i = 0; i < count; i++)
|
|
|
|
// {
|
|
|
|
// plPXPhysicalController* ac = (plPXPhysicalController*)controllers[i].getAppData();
|
|
|
|
for (int i = 0; i < gControllers.size(); i++)
|
|
|
|
{
|
|
|
|
plPXPhysicalControllerCore* ac = gControllers[i];
|
|
|
|
|
|
|
|
hsAssert(ac, "Bad avatar controller");
|
|
|
|
|
|
|
|
gControllerMgr.updateControllers();
|
|
|
|
if(ac->fMovementInterface)
|
|
|
|
ac->Update(delSecs);
|
|
|
|
|
|
|
|
if (ac->GetSubworldCI())
|
|
|
|
ac->fPrevSubworldW2L = ac->GetSubworldCI()->GetWorldToLocal();
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (!ac->fPrevSubworldW2L.IsIdentity())
|
|
|
|
ac->fPrevSubworldW2L.Reset();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
void plPXPhysicalControllerCore::UpdatePrestep(float delSecs)
|
|
|
|
{
|
|
|
|
for (int i = 0; i < gControllers.size(); i++)
|
|
|
|
{
|
|
|
|
plPXPhysicalControllerCore* ac = gControllers[i];
|
|
|
|
|
|
|
|
hsAssert(ac, "Bad avatar controller");
|
|
|
|
//FIXME
|
|
|
|
#ifndef PLASMA_EXTERNAL_RELEASE
|
|
|
|
ac->fDbgCollisionInfo.SetCount(0);
|
|
|
|
#endif // PLASMA_EXTERNAL_RELEASE
|
|
|
|
|
|
|
|
if (gRebuildCache&&ac->fController)
|
|
|
|
ac->fController->reportSceneChanged();
|
|
|
|
//hsAssert(ac->fMovementInterface,"Updating a controller with out a movement strategy");
|
|
|
|
if(ac)
|
|
|
|
{
|
|
|
|
if(ac->fNeedsResize)ac->IHandleResize();
|
|
|
|
ac->Apply(delSecs);
|
|
|
|
}
|
|
|
|
#ifndef PLASMA_EXTERNAL_RELEASE
|
|
|
|
if (fDebugDisplay)
|
|
|
|
ac->IDrawDebugDisplay();
|
|
|
|
#endif // PLASMA_EXTERNAL_RELEASE
|
|
|
|
}
|
|
|
|
gRebuildCache = false;
|
|
|
|
}
|
|
|
|
void plPXPhysicalControllerCore::UpdatePostSimStep(float delSecs)
|
|
|
|
{
|
|
|
|
for (int i = 0; i < gControllers.size(); i++)
|
|
|
|
{
|
|
|
|
plPXPhysicalControllerCore* ac = gControllers[i];
|
|
|
|
hsAssert(ac, "Bad avatar controller");
|
|
|
|
ac->PostStep(delSecs);
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
void plPXPhysicalControllerCore::HandleEnableChanged()
|
|
|
|
{
|
|
|
|
fEnableChanged = false;
|
|
|
|
if(this->fBehavingLikeAnimatedPhys)
|
|
|
|
{
|
|
|
|
fController->setCollision(fEnabled);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
fController->setCollision(false);
|
|
|
|
}
|
|
|
|
#ifdef USE_PHYSX_CONVEXHULL_WORKAROUND
|
|
|
|
// PHYSX FIXME - after re-enabling check to see if we are inside any convex hull detector regions
|
|
|
|
hsPoint3 pos;
|
|
|
|
IGetPositionSim(pos);
|
|
|
|
plSimulationMgr::GetInstance()->UpdateDetectorsInScene(fWorldKey,GetOwner(),pos,fEnabled);
|
|
|
|
#endif // USE_PHYSX_CONVEXHULL_WORKAROUND
|
|
|
|
//IInformDetectors(true);
|
|
|
|
}
|
|
|
|
|
|
|
|
void plPXPhysicalControllerCore::HandleKinematicChanged()
|
|
|
|
{
|
|
|
|
fKinematicChanged = false;
|
|
|
|
if(this->fBehavingLikeAnimatedPhys)
|
|
|
|
{
|
|
|
|
fController->setCollision(true);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
fController->setCollision(false);
|
|
|
|
}
|
|
|
|
#ifdef PHYSX_KINEMATIC_IS_DISABLED
|
|
|
|
fKinematicActor->raiseActorFlag(NX_AF_DISABLE_COLLISION);
|
|
|
|
#endif // PHYSX_KINEMATIC_IS_DISABLED
|
|
|
|
}
|
|
|
|
void plPXPhysicalControllerCore::HandleKinematicEnableNextUpdate()
|
|
|
|
{
|
|
|
|
fKinematicActor->clearActorFlag(NX_AF_DISABLE_COLLISION);
|
|
|
|
fKinematicEnableNextUpdate = false;
|
|
|
|
}
|
|
|
|
void plPXPhysicalControllerCore::IHandleResize()
|
|
|
|
{
|
|
|
|
|
|
|
|
uint32_t collideFlags =
|
|
|
|
1<<plSimDefs::kGroupStatic |
|
|
|
|
1<<plSimDefs::kGroupAvatarBlocker |
|
|
|
|
1<<plSimDefs::kGroupDynamic;
|
|
|
|
if(!IsSeeking())
|
|
|
|
{
|
|
|
|
collideFlags|=(1<<plSimDefs::kGroupExcludeRegion);
|
|
|
|
}
|
|
|
|
NxScene* myscene = plSimulationMgr::GetInstance()->GetScene(this->fWorldKey);
|
|
|
|
// NxShape** response=new NxShape*[2];
|
|
|
|
|
|
|
|
NxVec3 center(fLocalPosition.fX,fLocalPosition.fY,fLocalPosition.fZ+fPreferedRadius);
|
|
|
|
NxSegment Seg(center,center);
|
|
|
|
const NxCapsule newCap(Seg,fPreferedRadius);
|
|
|
|
int numintersect =myscene->checkOverlapCapsule(newCap,NX_ALL_SHAPES,collideFlags);
|
|
|
|
//with new capsule dimensions check for overlap
|
|
|
|
//with objects we would collide with
|
|
|
|
|
|
|
|
if(numintersect==0)
|
|
|
|
{
|
|
|
|
fHeight=fPreferedHeight;
|
|
|
|
fRadius=fPreferedRadius;
|
|
|
|
fController->setRadius(fRadius);
|
|
|
|
fController->setHeight(fHeight);
|
|
|
|
|
|
|
|
fNeedsResize=false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// delete[] response;
|
|
|
|
}
|
|
|
|
void plPXPhysicalControllerCore::SetControllerDimensions(float radius, float height)
|
|
|
|
{
|
|
|
|
fNeedsResize=false;
|
|
|
|
if(fRadius!=radius)
|
|
|
|
{
|
|
|
|
fNeedsResize=true;
|
|
|
|
}
|
|
|
|
if(fHeight!=height)
|
|
|
|
{
|
|
|
|
fNeedsResize=true;
|
|
|
|
}
|
|
|
|
fPreferedRadius=radius;
|
|
|
|
fPreferedHeight=height;
|
|
|
|
}
|
|
|
|
|
|
|
|
void plPXPhysicalControllerCore::LeaveAge()
|
|
|
|
{
|
|
|
|
SetPushingPhysical(nil);
|
|
|
|
if(fWorldKey) this->SetSubworld(nil);
|
|
|
|
this->fMovementInterface->LeaveAge();
|
|
|
|
}
|
|
|
|
int plPXPhysicalControllerCore::SweepControllerPath(const hsPoint3& startPos, const hsPoint3& endPos, hsBool vsDynamics, hsBool vsStatics,
|
|
|
|
uint32_t& vsSimGroups, std::multiset< plControllerSweepRecord >& WhatWasHitOut)
|
|
|
|
{
|
|
|
|
NxCapsule tempCap;
|
|
|
|
tempCap.p0 =plPXConvert::Point( startPos);
|
|
|
|
tempCap.p0.z = tempCap.p0.z + fPreferedRadius;
|
|
|
|
tempCap.radius = fPreferedRadius ;
|
|
|
|
tempCap.p1 = tempCap.p0;
|
|
|
|
tempCap.p1.z = tempCap.p1.z + fPreferedHeight;
|
|
|
|
|
|
|
|
NxVec3 vec;
|
|
|
|
vec.x = endPos.fX - startPos.fX;
|
|
|
|
vec.y = endPos.fY - startPos.fY;
|
|
|
|
vec.z = endPos.fZ - startPos.fZ;
|
|
|
|
|
|
|
|
int numberofHits = 0;
|
|
|
|
int HitsReturned = 0;
|
|
|
|
WhatWasHitOut.clear();
|
|
|
|
NxScene *myscene = plSimulationMgr::GetInstance()->GetScene(fWorldKey);
|
|
|
|
NxSweepQueryHit whatdidIhit[10];
|
|
|
|
unsigned int flags = NX_SF_ALL_HITS;
|
|
|
|
if(vsDynamics)
|
|
|
|
flags |= NX_SF_DYNAMICS;
|
|
|
|
if(vsStatics)
|
|
|
|
flags |= NX_SF_STATICS;
|
|
|
|
numberofHits = myscene->linearCapsuleSweep(tempCap, vec, flags, nil, 10, whatdidIhit, nil, vsSimGroups);
|
|
|
|
if(numberofHits)
|
|
|
|
{//we hit a dynamic object lets make sure it is not animatable
|
|
|
|
for(int i=0; i<numberofHits; i++)
|
|
|
|
{
|
|
|
|
plControllerSweepRecord CurrentHit;
|
|
|
|
CurrentHit.ObjHit=(plPhysical*)whatdidIhit[i].hitShape->getActor().userData;
|
|
|
|
CurrentHit.Norm.fX = whatdidIhit[i].normal.x;
|
|
|
|
CurrentHit.Norm.fY = whatdidIhit[i].normal.y;
|
|
|
|
CurrentHit.Norm.fZ = whatdidIhit[i].normal.z;
|
|
|
|
if(CurrentHit.ObjHit != nil)
|
|
|
|
{
|
|
|
|
hsPoint3 where;
|
|
|
|
where.fX = whatdidIhit[i].point.x;
|
|
|
|
where.fY = whatdidIhit[i].point.y;
|
|
|
|
where.fZ = whatdidIhit[i].point.z;
|
|
|
|
CurrentHit.locHit = where;
|
|
|
|
CurrentHit.TimeHit = whatdidIhit[i].t ;
|
|
|
|
WhatWasHitOut.insert(CurrentHit);
|
|
|
|
HitsReturned++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return HitsReturned;
|
|
|
|
}
|
|
|
|
void plPXPhysicalControllerCore::BehaveLikeAnimatedPhysical(hsBool actLikeAnAnimatedPhys)
|
|
|
|
{
|
|
|
|
hsAssert(fKinematicActor, "Changing behavior, but plPXPhysicalControllerCore has no Kinematic actor associated with it");
|
|
|
|
if(fBehavingLikeAnimatedPhys!=actLikeAnAnimatedPhys)
|
|
|
|
{
|
|
|
|
fBehavingLikeAnimatedPhys=actLikeAnAnimatedPhys;
|
|
|
|
if(fKinematicActor)
|
|
|
|
{
|
|
|
|
if(actLikeAnAnimatedPhys)
|
|
|
|
{
|
|
|
|
//need to set BX Kinematic if true and kill any rotation
|
|
|
|
fController->setCollision(fEnabled);
|
|
|
|
fKinematicActor->raiseBodyFlag(NX_BF_KINEMATIC);
|
|
|
|
fKinematicActor->clearBodyFlag(NX_BF_FROZEN_ROT);
|
|
|
|
fKinematicActor->raiseBodyFlag(NX_BF_DISABLE_GRAVITY);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//don't really use the controller now don't bother with collisions
|
|
|
|
fController->setCollision(false);
|
|
|
|
fKinematicActor->clearBodyFlag(NX_BF_KINEMATIC);
|
|
|
|
fKinematicActor->raiseBodyFlag(NX_BF_FROZEN_ROT_X);
|
|
|
|
fKinematicActor->raiseBodyFlag(NX_BF_FROZEN_ROT_Y);
|
|
|
|
fKinematicActor->clearBodyFlag(NX_BF_DISABLE_GRAVITY);
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
hsBool plPXPhysicalControllerCore::BehavingLikeAnAnimatedPhysical()
|
|
|
|
{
|
|
|
|
hsAssert(fKinematicActor, "plPXPhysicalControllerCore is missing a kinematic actor");
|
|
|
|
return fBehavingLikeAnimatedPhys;
|
|
|
|
}
|
|
|
|
|
|
|
|
void plPXPhysicalControllerCore::SetLinearVelocity(const hsVector3& linearVel)
|
|
|
|
{
|
|
|
|
plPhysicalControllerCore::SetLinearVelocity(linearVel);
|
|
|
|
if(fKinematicActor && !fBehavingLikeAnimatedPhys)
|
|
|
|
{
|
|
|
|
NxVec3 vel= plPXConvert::Vector(linearVel);
|
|
|
|
fKinematicActor->setLinearVelocity(vel);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
void plPXPhysicalControllerCore::SetAngularVelocity(const float angvel)
|
|
|
|
{
|
|
|
|
plPhysicalControllerCore::SetAngularVelocity(angvel);
|
|
|
|
if(fKinematicActor && !fBehavingLikeAnimatedPhys)
|
|
|
|
{
|
|
|
|
NxVec3 vel(0.0f, 0.0f, angvel);
|
|
|
|
fKinematicActor->setAngularVelocity(vel);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
void plPXPhysicalControllerCore::SetVelocities(const hsVector3& linearVel, float angVel)
|
|
|
|
{
|
|
|
|
SetLinearVelocity(linearVel);
|
|
|
|
SetAngularVelocity(angVel);
|
|
|
|
}
|
|
|
|
|
|
|
|
void plPXPhysicalControllerCore::IMatchControllerToKinematic()
|
|
|
|
{
|
|
|
|
NxExtendedVec3 newpos;
|
|
|
|
NxVec3 pos=fKinematicActor->getGlobalPosition();
|
|
|
|
newpos.x=pos.x;
|
|
|
|
newpos.y=pos.y;
|
|
|
|
newpos.z=pos.z;
|
|
|
|
fController->setPosition(newpos);
|
|
|
|
}
|
|
|
|
const hsVector3& plPXPhysicalControllerCore::GetLinearVelocity()
|
|
|
|
{
|
|
|
|
if(BehavingLikeAnAnimatedPhysical())
|
|
|
|
return fLinearVelocity;
|
|
|
|
else
|
|
|
|
{
|
|
|
|
fLinearVelocity = plPXConvert::Vector(fKinematicActor->getLinearVelocity());
|
|
|
|
return fLinearVelocity;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Make a visible object that can be viewed by users for debugging purposes.
|
|
|
|
plDrawableSpans* plPXPhysicalControllerCore::CreateProxy(hsGMaterial* mat, hsTArray<uint32_t>& idx, plDrawableSpans* addTo)
|
|
|
|
{
|
|
|
|
plDrawableSpans* myDraw = addTo;
|
|
|
|
hsBool blended = ((mat->GetLayer(0)->GetBlendFlags() & hsGMatState::kBlendMask));
|
|
|
|
float radius = fRadius;
|
|
|
|
myDraw = plDrawableGenerator::GenerateSphericalDrawable(fLocalPosition, radius,
|
|
|
|
mat, fLastGlobalLoc, blended,
|
|
|
|
nil, &idx, myDraw);
|
|
|
|
|
|
|
|
/*
|
|
|
|
plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded());
|
|
|
|
if (so)
|
|
|
|
{
|
|
|
|
hsBool blended = ((mat->GetLayer(0)->GetBlendFlags() & hsGMatState::kBlendMask));
|
|
|
|
|
|
|
|
myDraw = plDrawableGenerator::GenerateConicalDrawable(fRadius*10, fHeight*10,
|
|
|
|
mat, so->GetLocalToWorld(), blended,
|
|
|
|
nil, &idx, myDraw);
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
return myDraw;
|
|
|
|
}
|
|
|
|
#ifndef PLASMA_EXTERNAL_RELEASE
|
|
|
|
|
|
|
|
void plPXPhysicalControllerCore::IDrawDebugDisplay()
|
|
|
|
{
|
|
|
|
plDebugText &debugTxt = plDebugText::Instance();
|
|
|
|
char strBuf[ 2048 ];
|
|
|
|
int lineHeight = debugTxt.GetFontSize() + 4;
|
|
|
|
uint32_t scrnWidth, scrnHeight;
|
|
|
|
|
|
|
|
debugTxt.GetScreenSize( &scrnWidth, &scrnHeight );
|
|
|
|
int y = 10;
|
|
|
|
int x = 10;
|
|
|
|
|
|
|
|
sprintf(strBuf, "Controller Count: %d", gControllers.size());
|
|
|
|
debugTxt.DrawString(x, y, strBuf);
|
|
|
|
y += lineHeight;
|
|
|
|
|
|
|
|
debugTxt.DrawString(x, y, "Avatar Collisions:");
|
|
|
|
y += lineHeight;
|
|
|
|
|
|
|
|
int i;
|
|
|
|
for (i = 0; i < fDbgCollisionInfo.GetCount(); i++)
|
|
|
|
{
|
|
|
|
hsVector3 normal = fDbgCollisionInfo[i].fNormal;
|
|
|
|
char *overlapStr = fDbgCollisionInfo[i].fOverlap ? "yes" : "no";
|
|
|
|
float angle = hsRadiansToDegrees(acos(normal * hsVector3(0, 0, 1)));
|
|
|
|
sprintf(strBuf, " Obj: %s, Normal: (%.2f, %.2f, %.2f), Angle(%.1f), Overlap(%3s)",
|
|
|
|
fDbgCollisionInfo[i].fSO->GetKeyName(),
|
|
|
|
normal.fX, normal.fY, normal.fZ, angle, overlapStr);
|
|
|
|
debugTxt.DrawString(x, y, strBuf);
|
|
|
|
y += lineHeight;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif PLASMA_EXTERNAL_RELEASE
|