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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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#ifndef plPXPhysicalController_h_inc
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#define plPXPhysicalController_h_inc
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#include "../plAvatar/plAvCallbackAction.h"
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#include "hsQuat.h"
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#define PHYSX_ONLY_TRIGGER_FROM_KINEMATIC 1
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class NxController;
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class NxCapsuleController;
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class NxActor;
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class plCoordinateInterface;
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class plPhysicalProxy;
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class plDrawableSpans;
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class hsGMaterial;
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class NxCapsule;
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#ifndef PLASMA_EXTERNAL_RELEASE
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class plDbgCollisionInfo
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{
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public:
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plSceneObject *fSO;
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hsVector3 fNormal;
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hsBool fOverlap;
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};
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#endif // PLASMA_EXTERNAL_RELEASE
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class plPXPhysicalController : public plPhysicalController
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{
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public:
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plPXPhysicalController(plKey ownerSO, hsScalar height, hsScalar radius);
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virtual ~plPXPhysicalController();
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virtual void Enable(bool enable);
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virtual bool IsEnabled() const { return fEnable; }
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virtual void SetLOSDB(plSimDefs::plLOSDB losDB) { fLOSDB = losDB; }
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plSimDefs::plLOSDB GetLOSDB() const { return fLOSDB; }
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virtual void SetVelocities(const hsVector3& linearVel, hsScalar angVel)
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{
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fLinearVelocity = linearVel;
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fAngularVelocity = angVel;
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}
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virtual const hsVector3& GetLinearVelocity() const { return fAchievedLinearVelocity; }
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virtual void ResetAchievedLinearVelocity() { fAchievedLinearVelocity.Set(0.f, 0.f, 0.f); }
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virtual plKey GetSubworld() const { return fWorldKey; }
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virtual void SetSubworld(plKey world);
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virtual bool IsOnGround() const { return fTimeInAir < kAirTimeThreshold || fFalseGround; }
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virtual bool IsOnFalseGround() const { return fFalseGround && !fGroundHit; }
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virtual void GroundHit() { fGroundHit = true; }
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virtual hsScalar GetAirTime() const { return fTimeInAir; }
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virtual void ResetAirTime() { fTimeInAir = 0.f; }
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virtual void AddSlidingNormal(hsVector3 vec);
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virtual hsTArray<hsVector3>* GetSlidingNormals() { return &fSlidingNormals; }
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virtual plPhysical* GetPushingPhysical() const { return fPushingPhysical; }
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virtual bool GetFacingPushingPhysical() const { return fFacingPushingPhysical; }
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virtual const plCoordinateInterface* GetSubworldCI() const;
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virtual void GetState(hsPoint3& pos, float& zRot);
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virtual void SetState(const hsPoint3& pos, float zRot);
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plKey GetOwner() const { return fOwner; }
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// Called by the simulation mgr each frame
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static void Update(bool prestep, hsScalar delSecs);
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// Used by the LOS mgr to find the controller for an actor it hit
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static plPXPhysicalController* GetController(NxActor& actor, bool* isController);
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// test to see if there are any controllers (i.e. avatars) in this subworld
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static bool plPXPhysicalController::AnyControllersInThisWorld(plKey world);
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static int plPXPhysicalController::NumControllers();
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static int plPXPhysicalController::GetControllersInThisSubWorld(plKey world, int maxToReturn,
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plPXPhysicalController** bufferout);
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static int plPXPhysicalController::GetNumberOfControllersInThisSubWorld(plKey world);
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// Call this if a static physical in the scene has changed (unloaded,
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// collision enabled/disabled, etc)
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static void RebuildCache();
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virtual void GetPositionSim(hsPoint3& pos) const { IGetPositionSim(pos); }
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virtual void Kinematic(bool state);
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virtual bool IsKinematic();
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virtual void GetKinematicPosition(hsPoint3& pos);
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virtual plDrawableSpans* CreateProxy(hsGMaterial* mat, hsTArray<UInt32>& idx, plDrawableSpans* addTo);
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virtual const hsMatrix44& GetPrevSubworldW2L() { return fPrevSubworldW2L; }
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virtual void SetSeek(bool seek){fSeeking=seek;}
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virtual void GetWorldSpaceCapsule(NxCapsule& cap);
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#ifndef PLASMA_EXTERNAL_RELEASE
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static hsBool fDebugDisplay;
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#endif // PLASMA_EXTERNAL_RELEASE
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protected:
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static const hsScalar kAirTimeThreshold;
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friend class PXControllerHitReport;
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static plPXPhysicalController* FindController(NxController* controller);
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void IApply(hsScalar delSecs);
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void ISendUpdates(hsScalar delSecs);
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void ICheckForFalseGround();
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void ISetGlobalLoc(const hsMatrix44& l2w);
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void IMatchKinematicToController();
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void IMoveKinematicToController(hsPoint3& pos);
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void ISetKinematicLoc(const hsMatrix44& l2w);
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void IGetPositionSim(hsPoint3& pos) const;
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void ICreateController();
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void IDeleteController();
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void IInformDetectors(bool entering);
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plKey fOwner;
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plKey fWorldKey;
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hsScalar fRadius, fHeight;
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NxCapsuleController* fController;
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// this is the kinematic actor for triggering things when the avatar is collision-less during behaviors
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NxActor* fKinematicActor;
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hsVector3 fLinearVelocity;
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hsScalar fAngularVelocity;
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hsVector3 fAchievedLinearVelocity;
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// The global position and rotation of the avatar last time we set it (so we
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// can detect if someone else moves him)
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hsMatrix44 fLastGlobalLoc;
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//
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hsPoint3 fLocalPosition;
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hsQuat fLocalRotation;
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hsMatrix44 fPrevSubworldW2L;
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bool fEnable;
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bool fEnableChanged;
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plSimDefs::plLOSDB fLOSDB;
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bool fKinematic;
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bool fKinematicChanged;
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bool fKinematicEnableNextUpdate;
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bool fGroundHit;
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bool fFalseGround;
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hsScalar fTimeInAir;
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hsTArray<hsVector3> fSlidingNormals;
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hsTArray<hsVector3> fPrevSlidingNormals;
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#ifndef PLASMA_EXTERNAL_RELEASE
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hsTArray<plDbgCollisionInfo> fDbgCollisionInfo;
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void IDrawDebugDisplay();
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#endif // PLASMA_EXTERNAL_RELEASE
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plPhysical* fPushingPhysical;
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bool fFacingPushingPhysical;
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plPhysicalProxy* fProxyGen; // visual proxy for debugging
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bool fHitHead;
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bool fSeeking;
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};
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#endif // plPXPhysicalController_h_inc
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