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/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
#include "../plAvatar/plPhysicalControllerCore.h"
#include "hsQuat.h"
#define PHYSX_ONLY_TRIGGER_FROM_KINEMATIC 1
class NxController;
class NxCapsuleController;
class NxActor;
class plCoordinateInterface;
class plPhysicalProxy;
class plDrawableSpans;
class hsGMaterial;
class NxCapsule;
class plSceneObject;
class PXControllerHitReportWalk;
class plCollideMsg;
#ifndef PLASMA_EXTERNAL_RELEASE
class plDbgCollisionInfo
{
public:
plSceneObject *fSO;
hsVector3 fNormal;
hsBool fOverlap;
};
#endif // PLASMA_EXTERNAL_RELEASE
class plPXPhysicalControllerCore: public plPhysicalControllerCore
{
friend PXControllerHitReportWalk;
public:
plPXPhysicalControllerCore(plKey ownerSO, hsScalar height, hsScalar radius);
~plPXPhysicalControllerCore();
//should actually be a 3 vector but everywhere else it is assumed to be just around Z
inline virtual void Move(hsVector3 displacement, unsigned int collideWith, unsigned int &collisionResults);
// A disabled avatar doesn't move or accumulate air time if he's off the ground.
virtual void Enable(bool enable);
virtual void SetSubworld(plKey world) ;
virtual const plCoordinateInterface* GetSubworldCI() const ;
// For the avatar SDL only
virtual void GetState(hsPoint3& pos, float& zRot);
virtual void SetState(const hsPoint3& pos, float zRot);
// kinematic stuff .... should be just for when playing a behavior...
virtual void Kinematic(bool state);
virtual bool IsKinematic();
virtual void GetKinematicPosition(hsPoint3& pos);
virtual const hsMatrix44& GetPrevSubworldW2L(){ return fPrevSubworldW2L; }
//when seeking no longer want to interact with exclusion regions
virtual void GetWorldSpaceCapsule(NxCapsule& cap) const;
static void RebuildCache();
virtual const hsMatrix44& GetLastGlobalLoc(){return fLastGlobalLoc;}
virtual void SetKinematicLoc(const hsMatrix44& l2w){ISetKinematicLoc(l2w);}
virtual void SetGlobalLoc(const hsMatrix44& l2w){ISetGlobalLoc(l2w);}
virtual void HandleEnableChanged();
virtual void HandleKinematicChanged();
virtual void HandleKinematicEnableNextUpdate();
virtual void GetPositionSim(hsPoint3& pos){IGetPositionSim(pos);}
virtual void MoveKinematicToController(hsPoint3& pos);
virtual const hsPoint3& GetLocalPosition(){return fLocalPosition;}
virtual void SetControllerDimensions(hsScalar radius, hsScalar height);
virtual void LeaveAge();
virtual void UpdateControllerAndPhysicalRep();
//////////////////////////////////////////
//Static Helper Functions
////////////////////////////////////////
// Used by the LOS mgr to find the controller for an actor it hit
static plPXPhysicalControllerCore* GetController(NxActor& actor, bool* isController);
// test to see if there are any controllers (i.e. avatars) in this subworld
static bool AnyControllersInThisWorld(plKey world);
static int NumControllers();
static int GetControllersInThisSubWorld(plKey world, int maxToReturn,
plPXPhysicalControllerCore** bufferout);
static int GetNumberOfControllersInThisSubWorld(plKey world);
static void UpdatePrestep(hsScalar delSecs);
static void UpdatePoststep(hsScalar delSecs);
static void UpdatePostSimStep(hsScalar delSecs);
virtual plDrawableSpans* CreateProxy(hsGMaterial* mat, hsTArray<UInt32>& idx, plDrawableSpans* addTo);
#ifndef PLASMA_EXTERNAL_RELEASE
static hsBool fDebugDisplay;
#endif // PLASMA_EXTERNAL_RELEASE
static void plPXPhysicalControllerCore::SetMaxNumberOfControllers(int max) { fPXControllersMax = max; }
static int fPXControllersMax;
virtual int SweepControllerPath(const hsPoint3& startPos, const hsPoint3& endPos, hsBool vsDynamics, hsBool vsStatics, UInt32& vsSimGroups, std::multiset< plControllerSweepRecord >& WhatWasHitOut);
virtual void BehaveLikeAnimatedPhysical(hsBool actLikeAnAnimatedPhys);
virtual hsBool BehavingLikeAnAnimatedPhysical();
virtual const hsVector3& GetLinearVelocity();
virtual void SetLinearVelocity(const hsVector3& linearVel);
//should actually be a 3 vector but everywhere else it is assumed to be just around Z
virtual void SetAngularVelocity(const hsScalar angvel);
virtual void SetVelocities(const hsVector3& linearVel, hsScalar angVel);
protected:
friend class PXControllerHitReport;
static plPXPhysicalControllerCore* FindController(NxController* controller);
void ISetGlobalLoc(const hsMatrix44& l2w);
void IMatchKinematicToController();
void IMatchControllerToKinematic();
void ISetKinematicLoc(const hsMatrix44& l2w);
void IGetPositionSim(hsPoint3& pos) const;
void ICreateController();
void IDeleteController();
void IInformDetectors(bool entering,bool deferUntilNextSim);
void plPXPhysicalControllerCore::ICreateController(const hsPoint3& pos);
NxActor* fKinematicActor;
NxCapsuleController* fController;
#ifndef PLASMA_EXTERNAL_RELEASE
hsTArray<plDbgCollisionInfo> fDbgCollisionInfo;
void IDrawDebugDisplay();
#endif
void plPXPhysicalControllerCore::IHandleResize();
hsTArray<plCollideMsg*> fQueuedCollideMsgs;
hsScalar fPreferedRadius;
hsScalar fPreferedHeight;
// The global position and rotation of the avatar last time we set it (so we
// can detect if someone else moves him)
plPhysicalProxy* fProxyGen;
hsBool fBehavingLikeAnimatedPhys;
};