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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 "plAvatar/plPhysicalControllerCore.h"
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class NxCapsuleController;
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class NxActor;
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class NxCapsule;
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class PXControllerHitReport;
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class plPhysicalProxy;
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class plDrawableSpans;
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class hsGMaterial;
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class plSceneObject;
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class plPXPhysical;
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class plCollideMsg;
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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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bool fOverlap;
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};
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#endif // PLASMA_EXTERNAL_RELEASE
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class plPXPhysicalControllerCore: public plPhysicalControllerCore
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{
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public:
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plPXPhysicalControllerCore(plKey ownerSO, float height, float radius, bool human);
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~plPXPhysicalControllerCore();
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// An ArmatureMod has its own idea about when physics should be enabled/disabled.
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// Use plArmatureModBase::EnablePhysics() instead.
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virtual void Enable(bool enable);
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// Subworld
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virtual void SetSubworld(plKey world);
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// For the avatar SDL only
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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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// Movement strategy
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virtual void SetMovementStrategy(plMovementStrategy* strategy);
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// Global location
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virtual void SetGlobalLoc(const hsMatrix44& l2w);
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// Local Sim Position
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virtual void GetPositionSim(hsPoint3& pos);
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// Move kinematic controller
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virtual void Move(hsVector3 displacement, unsigned int collideWith, unsigned int &collisionResults);
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// Set linear velocity on dynamic controller
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virtual void SetLinearVelocitySim(const hsVector3& linearVel);
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// Sweep the controller path from startPos through endPos
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virtual int SweepControllerPath(const hsPoint3& startPos, const hsPoint3& endPos, bool vsDynamics,
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bool vsStatics, uint32_t& vsSimGroups, std::vector<plControllerSweepRecord>& hits);
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// any clean up for the controller should go here
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virtual void LeaveAge();
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// Capsule
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void GetWorldSpaceCapsule(NxCapsule& cap) const;
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// Create Proxy for debug rendering
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plDrawableSpans* CreateProxy(hsGMaterial* mat, hsTArray<uint32_t>& idx, plDrawableSpans* addTo);
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// Dynamic hits
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void AddDynamicHit(plPXPhysical* phys);
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//////////////////////////////////////////
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//Static Helper Functions
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////////////////////////////////////////
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// Call pre-sim to apply movement to controllers
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static void Apply(float delSecs);
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// Call post-sim to update controllers
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static void Update(int numSubSteps, float alpha);
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// Update controllers when not performing a physics step
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static void UpdateNonPhysical(float alpha);
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// Rebuild the controller cache, required when a static actor in the scene has changed.
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static void RebuildCache();
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// Returns the plPXPhysicalControllerCore associated with the given NxActor
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static plPXPhysicalControllerCore* GetController(NxActor& actor);
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// Subworld controller queries
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static bool AnyControllersInThisWorld(plKey world);
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static int GetNumberOfControllersInThisSubWorld(plKey world);
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static int GetControllersInThisSubWorld(plKey world, int maxToReturn, plPXPhysicalControllerCore** bufferout);
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// Controller count
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static int NumControllers();
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static void SetMaxNumberOfControllers(int max) { fPXControllersMax = max; }
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static int fPXControllersMax;
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#ifndef PLASMA_EXTERNAL_RELEASE
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static bool fDebugDisplay;
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#endif
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protected:
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friend class PXControllerHitReport;
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virtual void IHandleEnableChanged();
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void IInformDetectors(bool entering);
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void ICreateController(const hsPoint3& pos);
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void IDeleteController();
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void IDispatchQueuedMsgs();
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void IProcessDynamicHits();
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#ifndef PLASMA_EXTERNAL_RELEASE
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void IDrawDebugDisplay();
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hsTArray<plDbgCollisionInfo> fDbgCollisionInfo;
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#endif
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std::vector<plCollideMsg*> fQueuedCollideMsgs;
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std::vector<plPXPhysical*> fDynamicHits;
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NxCapsuleController* fController;
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NxActor* fActor;
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plPhysicalProxy* fProxyGen;
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bool fKinematicCCT;
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bool fHuman;
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};
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