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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 "plSimulationMgr.h"
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#include <NxPhysics.h>
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#include "plgDispatch.h"
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#include "hsTimer.h"
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#include "plProfile.h"
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#include "plPXPhysical.h"
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#include "plPXPhysicalControllerCore.h"
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#include "plPXConvert.h"
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#include "plLOSDispatch.h"
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#include "plPhysical/plPhysicsSoundMgr.h"
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#include "plStatusLog/plStatusLog.h"
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#include "pnSceneObject/plSimulationInterface.h"
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#include "pnSceneObject/plCoordinateInterface.h"
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#include "pnNetCommon/plSDLTypes.h"
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#include "plMessage/plCollideMsg.h"
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#include "plMessage/plAgeLoadedMsg.h"
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#include "plModifier/plDetectorLog.h"
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#ifndef PLASMA_EXTERNAL_RELEASE
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#include "plPipeline/plDebugText.h"
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bool plSimulationMgr::fDisplayAwakeActors=false;
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#endif //PLASMA_EXTERNAL_RELEASE
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// This gets called by PhysX whenever a trigger gets penetrated. This is used
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// for any Plasma detectors.
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class SensorReport : public NxUserTriggerReport
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{
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virtual void onTrigger(NxShape& triggerShape, NxShape& otherShape, NxTriggerFlag status)
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{
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plKey otherKey = nil;
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bool doReport = false;
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// Get our trigger physical. This should definitely have a plPXPhysical
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plPXPhysical* triggerPhys = (plPXPhysical*)triggerShape.getActor().userData;
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// Get the triggerer. If it doesn't have a plPXPhyscial, it's an avatar
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plPXPhysical* otherPhys = (plPXPhysical*)otherShape.getActor().userData;
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if (otherPhys)
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{
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otherKey = otherPhys->GetObjectKey();
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doReport = triggerPhys->DoReportOn((plSimDefs::Group)otherPhys->GetGroup());
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}
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else
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{
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plPXPhysicalControllerCore* controller = plPXPhysicalControllerCore::GetController(otherShape.getActor());
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if (controller)
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{
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otherKey = controller->GetOwner();
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doReport = triggerPhys->DoReportOn(plSimDefs::kGroupAvatar);
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}
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}
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if (doReport)
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{
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if (status & NX_TRIGGER_ON_ENTER)
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{
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if (plSimulationMgr::fExtraProfile)
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DetectorLogRed("-->Send Collision %s enter",triggerPhys->GetObjectKey()->GetName().c_str());
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plSimulationMgr::GetInstance()->AddCollisionMsg(triggerPhys->GetObjectKey(), otherKey, true);
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}
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else if (status & NX_TRIGGER_ON_LEAVE)
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{
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if (plSimulationMgr::fExtraProfile)
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DetectorLogRed("-->Send Collision %s exit",triggerPhys->GetObjectKey()->GetName().c_str());
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plSimulationMgr::GetInstance()->AddCollisionMsg(triggerPhys->GetObjectKey(), otherKey, false);
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}
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}
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}
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} gSensorReport;
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// This gets called by PhysX whenever two actor groups that are set to report
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// have a collision. We enable this for when a dynamic collides with anything.
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class ContactReport : public NxUserContactReport
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{
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virtual void onContactNotify(NxContactPair& pair, NxU32 events)
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{
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plPXPhysical* phys1 = (plPXPhysical*)pair.actors[0]->userData;
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plPXPhysical* phys2 = (plPXPhysical*)pair.actors[1]->userData;
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// Normally, these are always valid because the avatar (who doesn't have
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// a physical) will push other physicals away before they actually touch
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// his actor. However, if the avatar is warped to a new position he may
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// collide with the object for a few frames. We just ignore it.
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if (!phys1 || !phys2)
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return;
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plSimulationMgr::GetInstance()->ConsiderSynch(phys1, phys2);
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if (phys1->GetSoundGroup() && phys2->GetSoundGroup())
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{
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hsPoint3 contactPoint(0, 0, 0);
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// Just grab the last contact point
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NxContactStreamIterator i(pair.stream);
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while (i.goNextPair())
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{
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while (i.goNextPatch())
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{
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const NxVec3& contactNormal = i.getPatchNormal();
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while (i.goNextPoint())
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{
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contactPoint = plPXConvert::Point(i.getPoint());
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}
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}
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}
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plSimulationMgr::GetInstance()->fSoundMgr->AddContact(
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phys1, phys2, contactPoint,
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plPXConvert::Vector(pair.sumNormalForce));
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}
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}
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} gContactReport;
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// This directs any errors or warnings from PhysX to the simulation log.
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class ErrorStream : public NxUserOutputStream
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{
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virtual void reportError(NxErrorCode e, const char* message, const char* file, int line)
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{
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const char* errorType = nil;
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switch (e)
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{
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case NXE_INVALID_PARAMETER: errorType = "invalid parameter"; break;
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case NXE_INVALID_OPERATION: errorType = "invalid operation"; break;
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case NXE_OUT_OF_MEMORY: errorType = "out of memory"; break;
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case NXE_DB_INFO: errorType = "info"; break;
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case NXE_DB_WARNING: errorType = "warning"; break;
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default: errorType = "unknown error";
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}
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plSimulationMgr::Log("%s(%d) : %s: %s", file, line, errorType, message);
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}
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virtual NxAssertResponse reportAssertViolation(const char* message, const char* file, int line)
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{
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plSimulationMgr::Log("access violation : %s (%s(%d))", message, file, line);
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hsAssert(0, "PhysX assert, see simulation log for details");
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return NX_AR_CONTINUE;
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}
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virtual void print(const char* message)
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{
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plSimulationMgr::Log(message);
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}
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} gErrorStream;
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/////////////////////////////////////////////////////////////////
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//
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// DEFAULTS
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//
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/////////////////////////////////////////////////////////////////
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#define kDefaultMaxDelta (0.15) // if the step is greater than .15 seconds, clamp to that
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#define kDefaultStepSize (1.f / 60.f) // default simulation freqency is 60hz
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/////////////////////////////////////////////////////////////////
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//
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// CONSTRUCTION, INITIALIZATION, DESTRUCTION
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//
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/////////////////////////////////////////////////////////////////
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//
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// Alloc all the sim timers here so they make a nice pretty display
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//
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//plProfile_CreateTimer( "ClearContacts", "Simulation", ClearContacts);
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plProfile_CreateTimer( "Step", "Simulation", Step);
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// plProfile_CreateTimer( " Broadphase", "Simulation", Broadphase);
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plProfile_CreateCounter(" Awake", "Simulation", Awake);
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plProfile_CreateCounter(" Contacts", "Simulation", Contacts);
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plProfile_CreateCounter(" DynActors", "Simulation", DynActors);
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plProfile_CreateCounter(" DynShapes", "Simulation", DynShapes);
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plProfile_CreateCounter(" StaticShapes", "Simulation", StaticShapes);
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plProfile_CreateCounter(" Actors", "Simulation", Actors);
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plProfile_CreateCounter(" PhyScenes", "Simulation", Scenes);
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// plProfile_CreateCounter(" Broadphase Rejected", "Simulation", BroadphaseReject);
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// plProfile_CreateCounter(" Broadphase Accepted", "Simulation", BroadphaseAccept);
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// plProfile_CreateCounter(" Impact", "Simulation", Impact);
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// plProfile_CreateCounter(" Penetration", "Simulation", Penetration);
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// plProfile_CreateTimer( "Narrowphase", "Simulation", Narrowphase);
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// plProfile_CreateTimer( "ProcessInterpenetration", "Simulation", ProcessInterpenetration);
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plProfile_CreateTimer( "LineOfSight", "Simulation", LineOfSight);
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plProfile_CreateTimer( "ProcessSyncs", "Simulation", ProcessSyncs);
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plProfile_CreateTimer( "UpdateContexts", "Simulation", UpdateContexts);
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// plProfile_CreateCounter(" ContextUpdates", "Simulation", ContextUpdates);
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plProfile_CreateCounter(" MaySendLocation", "Simulation", MaySendLocation);
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plProfile_CreateCounter(" LocationsSent", "Simulation", LocationsSent);
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plProfile_CreateTimer( " PhysicsUpdates","Simulation",PhysicsUpdates);
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// plProfile_CreateTimer( "EntityCleanup", "Simulation", EntityCleanup);
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plProfile_CreateCounter("SetTransforms Accepted", "Simulation", SetTransforms);
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plProfile_CreateCounter("AnimatedPhysicals", "Simulation", AnimatedPhysicals);
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plProfile_CreateCounter("AnimatedActivators", "Simulation", AnimatedActivators);
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plProfile_CreateCounter("Controllers", "Simulation", Controllers);
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// plProfile_CreateCounter("NumSteps", "Simulation", NumSteps);
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plProfile_CreateCounter("StepLength", "Simulation", StepLen);
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// declared at file scope so that both GetInstance and the destructor can access it.
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static plSimulationMgr* gTheInstance = NULL;
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bool plSimulationMgr::fExtraProfile = false;
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bool plSimulationMgr::fSubworldOptimization = false;
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bool plSimulationMgr::fDoClampingOnStep=true;
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void plSimulationMgr::Init()
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{
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hsAssert(!gTheInstance, "Initializing the sim when it's already been done");
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gTheInstance = new plSimulationMgr();
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if (gTheInstance->InitSimulation())
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gTheInstance->RegisterAs(kSimulationMgr_KEY);
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else
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{
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// There was an error when creating the PhysX simulation
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// ...then get rid of the simulation instance
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delete gTheInstance; // clean up the memory we allocated
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gTheInstance = nil;
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}
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}
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// when the app is going away completely
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void plSimulationMgr::Shutdown()
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{
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hsAssert(gTheInstance, "Simulation manager missing during shutdown.");
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if (gTheInstance)
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{
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gTheInstance->UnRegisterAs(kSimulationMgr_KEY); // this will destroy the instance
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gTheInstance = nil;
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}
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}
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plSimulationMgr* plSimulationMgr::GetInstance()
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{
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return gTheInstance;
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}
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//////////////////////////////////////////////////////////////////////////
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plSimulationMgr::plSimulationMgr()
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: fSuspended(true)
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, fAccumulator(0.0f)
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, fStepCount(0)
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, fLOSDispatch(new plLOSDispatch())
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, fSoundMgr(new plPhysicsSoundMgr)
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, fLog(nil)
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{
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}
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bool plSimulationMgr::InitSimulation()
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{
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fSDK = NxCreatePhysicsSDK(NX_PHYSICS_SDK_VERSION, NULL, &gErrorStream);
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if (!fSDK)
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return false; // client will handle this and ask user to install
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fLog = plStatusLogMgr::GetInstance().CreateStatusLog(40, "Simulation.log", plStatusLog::kFilledBackground | plStatusLog::kAlignToTop);
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fLog->AddLine("Initialized simulation mgr");
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#ifndef PLASMA_EXTERNAL_RELEASE
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// If this is an internal build, enable the PhysX debugger
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fSDK->getFoundationSDK().getRemoteDebugger()->connect("localhost", 5425);
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#endif
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return true;
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}
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plSimulationMgr::~plSimulationMgr()
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{
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fLOSDispatch->UnRef();
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fLOSDispatch = nil;
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delete fSoundMgr;
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fSoundMgr = nil;
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hsAssert(fScenes.empty(), "Unreleased scenes at shutdown");
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if (fSDK)
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fSDK->release();
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delete fLog;
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fLog = nil;
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}
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NxScene* plSimulationMgr::GetScene(plKey world)
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{
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if (!world)
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world = GetKey();
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NxScene* scene = fScenes[world];
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if (!scene)
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{
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NxSceneDesc sceneDesc;
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sceneDesc.gravity.set(0, 0, -32.174049f);
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sceneDesc.userTriggerReport = &gSensorReport;
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sceneDesc.userContactReport = &gContactReport;
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scene = fSDK->createScene(sceneDesc);
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// See "Advancing The Simulation State" in the PhysX SDK Documentation
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// This will cause PhysX to only update for our step size. If we call simulate
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// faster than that, PhysX will return immediately. If we call it slower than that,
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// PhysX will do some extra steps for us (isn't that nice?).
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// Anyway, this should be a good way to make us independent of the framerate.
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// If not, I blame the usual suspects (Tye, eap, etc...)
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scene->setTiming(kDefaultStepSize);
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// Most physicals use the default friction and restitution values, so we
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// make them the default.
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NxMaterial* mat = scene->getMaterialFromIndex(0);
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float rest = mat->getRestitution();
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float sfriction = mat->getStaticFriction();
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float dfriction = mat->getDynamicFriction();
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mat->setRestitution(0.5);
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mat->setStaticFriction(0.5);
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|
|
mat->setDynamicFriction(0.5);
|
|
|
|
|
|
|
|
// By default we just leave all the collision groups enabled, since
|
|
|
|
// PhysX already makes sure that things like statics and statics don't
|
|
|
|
// collide. However, we do make it so the avatar and dynamic blockers
|
|
|
|
// only block avatars and dynamics.
|
|
|
|
for (int i = 0; i < plSimDefs::kGroupMax; i++)
|
|
|
|
{
|
|
|
|
scene->setGroupCollisionFlag(i, plSimDefs::kGroupAvatarBlocker, false);
|
|
|
|
scene->setGroupCollisionFlag(i, plSimDefs::kGroupDynamicBlocker, false);
|
|
|
|
scene->setGroupCollisionFlag(i, plSimDefs::kGroupLOSOnly, false);
|
|
|
|
scene->setGroupCollisionFlag(plSimDefs::kGroupLOSOnly, i, false);
|
|
|
|
scene->setGroupCollisionFlag(i, plSimDefs::kGroupAvatarKinematic, false);
|
|
|
|
}
|
|
|
|
scene->setGroupCollisionFlag(plSimDefs::kGroupAvatar, plSimDefs::kGroupAvatar, false);
|
|
|
|
scene->setGroupCollisionFlag(plSimDefs::kGroupAvatar, plSimDefs::kGroupAvatarBlocker, true);
|
|
|
|
scene->setGroupCollisionFlag(plSimDefs::kGroupDynamic, plSimDefs::kGroupDynamicBlocker, true);
|
|
|
|
scene->setGroupCollisionFlag(plSimDefs::kGroupAvatar, plSimDefs::kGroupStatic, true);
|
|
|
|
scene->setGroupCollisionFlag(plSimDefs::kGroupStatic, plSimDefs::kGroupAvatar, true);
|
|
|
|
scene->setGroupCollisionFlag(plSimDefs::kGroupAvatar, plSimDefs::kGroupDynamic, true);
|
|
|
|
|
|
|
|
// Kinematically controlled avatars interact with detectors and dynamics
|
|
|
|
scene->setGroupCollisionFlag(plSimDefs::kGroupAvatarKinematic, plSimDefs::kGroupDetector, true);
|
|
|
|
scene->setGroupCollisionFlag(plSimDefs::kGroupAvatarKinematic, plSimDefs::kGroupDynamic, true);
|
|
|
|
|
|
|
|
// The dynamics are in actor group 1, everything else is in 0. Request
|
|
|
|
// a callback for whenever a dynamic touches something.
|
|
|
|
scene->setActorGroupPairFlags(0, 1, NX_NOTIFY_ON_TOUCH);
|
|
|
|
scene->setActorGroupPairFlags(1, 1, NX_NOTIFY_ON_TOUCH);
|
|
|
|
|
|
|
|
fScenes[world] = scene;
|
|
|
|
}
|
|
|
|
|
|
|
|
return scene;
|
|
|
|
}
|
|
|
|
|
|
|
|
void plSimulationMgr::ReleaseScene(plKey world)
|
|
|
|
{
|
|
|
|
if (!world)
|
|
|
|
world = GetKey();
|
|
|
|
|
|
|
|
SceneMap::iterator it = fScenes.find(world);
|
|
|
|
hsAssert(it != fScenes.end(), "Unknown scene");
|
|
|
|
if (it != fScenes.end())
|
|
|
|
{
|
|
|
|
NxScene* scene = it->second;
|
|
|
|
if (scene->getNbActors() == 0)
|
|
|
|
{
|
|
|
|
fSDK->releaseScene(*scene);
|
|
|
|
fScenes.erase(it);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void plSimulationMgr::AddCollisionMsg(plKey hitee, plKey hitter, bool enter)
|
|
|
|
{
|
|
|
|
// First, make sure we have no dupes
|
|
|
|
for (CollisionVec::iterator it = fCollideMsgs.begin(); it != fCollideMsgs.end(); ++it)
|
|
|
|
{
|
|
|
|
plCollideMsg* pMsg = *it;
|
|
|
|
|
|
|
|
// Should only ever be one receiver.
|
|
|
|
// Oh, it seems we should update the hit status. The latest might be different than the older...
|
|
|
|
// Even in the same frame >.<
|
|
|
|
if (pMsg->fOtherKey == hitter && pMsg->GetReceiver(0) == hitee)
|
|
|
|
{
|
|
|
|
pMsg->fEntering = enter;
|
|
|
|
DetectorLogRed("DUPLICATE COLLISION: %s hit %s",
|
|
|
|
(hitter ? hitter->GetName().c_str() : "(nil)"),
|
|
|
|
(hitee ? hitee->GetName().c_str() : "(nil)"));
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Still here? Then this must be a unique hit!
|
|
|
|
plCollideMsg* pMsg = new plCollideMsg;
|
|
|
|
pMsg->AddReceiver(hitee);
|
|
|
|
pMsg->fOtherKey = hitter;
|
|
|
|
pMsg->fEntering = enter;
|
|
|
|
fCollideMsgs.push_back(pMsg);
|
|
|
|
}
|
|
|
|
void plSimulationMgr::AddCollisionMsg(plCollideMsg* msg)
|
|
|
|
{
|
|
|
|
fCollideMsgs.push_back(msg);
|
|
|
|
}
|
|
|
|
|
|
|
|
void plSimulationMgr::Advance(float delSecs)
|
|
|
|
{
|
|
|
|
if (fSuspended)
|
|
|
|
return;
|
|
|
|
|
|
|
|
fAccumulator += delSecs;
|
|
|
|
if (fAccumulator < kDefaultStepSize)
|
|
|
|
{
|
|
|
|
// Not enough time has passed to perform a substep.
|
|
|
|
plPXPhysicalControllerCore::UpdateNonPhysical(fAccumulator / kDefaultStepSize);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
else if (fAccumulator > kDefaultMaxDelta)
|
|
|
|
{
|
|
|
|
if (fExtraProfile)
|
|
|
|
Log("Step clamped from %f to limit of %f", fAccumulator, kDefaultMaxDelta);
|
|
|
|
fAccumulator = kDefaultMaxDelta;
|
|
|
|
}
|
|
|
|
|
|
|
|
++fStepCount;
|
|
|
|
|
|
|
|
// Perform as many whole substeps as possible saving the remainder in our accumulator.
|
|
|
|
int numSubSteps = (int)(fAccumulator / kDefaultStepSize + 0.000001f);
|
|
|
|
float delta = numSubSteps * kDefaultStepSize;
|
|
|
|
fAccumulator -= delta;
|
|
|
|
|
|
|
|
plProfile_IncCount(StepLen, (int)(delta*1000));
|
|
|
|
plProfile_BeginTiming(Step);
|
|
|
|
|
|
|
|
plPXPhysicalControllerCore::Apply(delta);
|
|
|
|
|
|
|
|
for (SceneMap::iterator it = fScenes.begin(); it != fScenes.end(); it++)
|
|
|
|
{
|
|
|
|
NxScene* scene = it->second;
|
|
|
|
bool do_advance = true;
|
|
|
|
if (fSubworldOptimization)
|
|
|
|
{
|
|
|
|
plKey world = (plKey)it->first;
|
|
|
|
if (world == GetKey())
|
|
|
|
world = nil;
|
|
|
|
do_advance = plPXPhysicalControllerCore::AnyControllersInThisWorld(world);
|
|
|
|
}
|
|
|
|
if (do_advance)
|
|
|
|
{
|
|
|
|
scene->simulate(delta);
|
|
|
|
scene->flushStream();
|
|
|
|
scene->fetchResults(NX_RIGID_BODY_FINISHED, true);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
plPXPhysicalControllerCore::Update(numSubSteps, fAccumulator / kDefaultStepSize);
|
|
|
|
|
|
|
|
plProfile_EndTiming(Step);
|
|
|
|
#ifndef PLASMA_EXTERNAL_RELEASE
|
|
|
|
if(plSimulationMgr::fDisplayAwakeActors)IDrawActiveActorList();
|
|
|
|
#endif
|
|
|
|
if (fExtraProfile)
|
|
|
|
{
|
|
|
|
int contacts = 0, dynActors = 0, dynShapes = 0, awake = 0, stShapes=0, actors=0, scenes=0, controllers=0 ;
|
|
|
|
for (SceneMap::iterator it = fScenes.begin(); it != fScenes.end(); it++)
|
|
|
|
{
|
|
|
|
bool do_advance = true;
|
|
|
|
if (fSubworldOptimization)
|
|
|
|
{
|
|
|
|
plKey world = (plKey)it->first;
|
|
|
|
if (world == GetKey())
|
|
|
|
world = nil;
|
|
|
|
do_advance = plPXPhysicalControllerCore::AnyControllersInThisWorld(world);
|
|
|
|
}
|
|
|
|
if (do_advance)
|
|
|
|
{
|
|
|
|
NxScene* scene = it->second;
|
|
|
|
NxSceneStats stats;
|
|
|
|
scene->getStats(stats);
|
|
|
|
|
|
|
|
contacts += stats.numContacts;
|
|
|
|
dynActors += stats.numDynamicActors;
|
|
|
|
dynShapes += stats.numDynamicShapes;
|
|
|
|
awake += stats.numDynamicActorsInAwakeGroups;
|
|
|
|
stShapes += stats.numStaticShapes;
|
|
|
|
actors += stats.numActors;
|
|
|
|
scenes += 1;
|
|
|
|
controllers += plPXPhysicalControllerCore::NumControllers();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
plProfile_IncCount(Awake, awake);
|
|
|
|
plProfile_IncCount(Contacts, contacts);
|
|
|
|
plProfile_IncCount(DynActors, dynActors);
|
|
|
|
plProfile_IncCount(DynShapes, dynShapes);
|
|
|
|
plProfile_IncCount(StaticShapes, stShapes);
|
|
|
|
plProfile_IncCount(Actors, actors);
|
|
|
|
plProfile_IncCount(Scenes, scenes);
|
|
|
|
plProfile_IncCount(Controllers, controllers);
|
|
|
|
}
|
|
|
|
|
|
|
|
plProfile_IncCount(AnimatedPhysicals, plPXPhysical::fNumberAnimatedPhysicals);
|
|
|
|
plProfile_IncCount(AnimatedActivators, plPXPhysical::fNumberAnimatedActivators);
|
|
|
|
|
|
|
|
fSoundMgr->Update();
|
|
|
|
|
|
|
|
plProfile_BeginTiming(ProcessSyncs);
|
|
|
|
IProcessSynchs();
|
|
|
|
plProfile_EndTiming(ProcessSyncs);
|
|
|
|
|
|
|
|
plProfile_BeginTiming(UpdateContexts);
|
|
|
|
ISendUpdates();
|
|
|
|
plProfile_EndTiming(UpdateContexts);
|
|
|
|
}
|
|
|
|
|
|
|
|
void plSimulationMgr::ISendUpdates()
|
|
|
|
{
|
|
|
|
for (CollisionVec::iterator it = fCollideMsgs.begin(); it != fCollideMsgs.end(); ++it)
|
|
|
|
{
|
|
|
|
plCollideMsg* pMsg = *it;
|
|
|
|
DetectorLogYellow("Collision: %s was triggered by %s. Sending an %s msg", pMsg->GetReceiver(0)->GetName().c_str(),
|
|
|
|
pMsg->fOtherKey ? pMsg->fOtherKey->GetName().c_str() : "(nil)" , pMsg->fEntering ? "'enter'" : "'exit'");
|
|
|
|
plgDispatch::Dispatch()->MsgSend(pMsg);
|
|
|
|
}
|
|
|
|
fCollideMsgs.clear();
|
|
|
|
|
|
|
|
SceneMap::iterator it = fScenes.begin();
|
|
|
|
for (; it != fScenes.end(); it++)
|
|
|
|
{
|
|
|
|
NxScene* scene = it->second;
|
|
|
|
uint32_t numActors = scene->getNbActors();
|
|
|
|
NxActor** actors = scene->getActors();
|
|
|
|
|
|
|
|
for (int i = 0; i < numActors; i++)
|
|
|
|
{
|
|
|
|
plPXPhysical* physical = (plPXPhysical*)actors[i]->userData;
|
|
|
|
if (physical)
|
|
|
|
{
|
|
|
|
if (physical->GetSceneNode())
|
|
|
|
{
|
|
|
|
physical->SendNewLocation();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// if there's no scene node, it's not active (probably about to be collected)
|
|
|
|
const plKey physKey = physical->GetKey();
|
|
|
|
if (physKey)
|
|
|
|
{
|
|
|
|
const plString &physName = physical->GetKeyName();
|
|
|
|
if (!physName.IsNull())
|
|
|
|
{
|
|
|
|
plSimulationMgr::Log("Removing physical <%s> because of missing scene node.\n", physName.c_str());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Remove(physical);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// // iterate through the db types, which are powers-of-two enums.
|
|
|
|
// for( plLOSDB db = static_cast<plLOSDB>(1) ;
|
|
|
|
// db < plSimDefs::kLOSDBMax;
|
|
|
|
// db = static_cast<plLOSDB>(db << 1) )
|
|
|
|
// {
|
|
|
|
// fLOSSolvers[db]->Resolve(fSubspace);
|
|
|
|
// }
|
|
|
|
// if(fNeedLOSCullPhase)
|
|
|
|
// {
|
|
|
|
// for( plLOSDB db = static_cast<plLOSDB>(1) ;
|
|
|
|
// db < plSimDefs::kLOSDBMax;
|
|
|
|
// db = static_cast<plLOSDB>(db << 1) )
|
|
|
|
// {
|
|
|
|
// fLOSSolvers[db]->Resolve(fSubspace);
|
|
|
|
// }
|
|
|
|
// fNeedLOSCullPhase = false;
|
|
|
|
// }
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////
|
|
|
|
//
|
|
|
|
// RESOLUTION & TIMEOUT PARAMETERS
|
|
|
|
//
|
|
|
|
/////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
int plSimulationMgr::GetMaterialIdx(NxScene* scene, float friction, float restitution)
|
|
|
|
{
|
|
|
|
if (friction == 0.5f && restitution == 0.5f)
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
// Use the nutty PhysX method to search for a matching material
|
|
|
|
#define kNumMatsPerCall 32
|
|
|
|
NxMaterial* materials[kNumMatsPerCall];
|
|
|
|
NxU32 iterator = 0;
|
|
|
|
bool getMore = true;
|
|
|
|
while (getMore)
|
|
|
|
{
|
|
|
|
int numMats = scene->getMaterialArray(materials, kNumMatsPerCall, iterator);
|
|
|
|
|
|
|
|
for (int i = 0; i < numMats; i++)
|
|
|
|
{
|
|
|
|
if (materials[i]->getDynamicFriction() == friction &&
|
|
|
|
materials[i]->getRestitution() == restitution)
|
|
|
|
{
|
|
|
|
return materials[i]->getMaterialIndex();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
getMore = (numMats == kNumMatsPerCall);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Couldn't find the material, so create it
|
|
|
|
NxMaterialDesc desc;
|
|
|
|
desc.restitution = restitution;
|
|
|
|
desc.dynamicFriction = friction;
|
|
|
|
desc.staticFriction = friction;
|
|
|
|
NxMaterial* mat = scene->createMaterial(desc);
|
|
|
|
if (mat)
|
|
|
|
return mat->getMaterialIndex();
|
|
|
|
else
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////
|
|
|
|
//
|
|
|
|
// SYNCHRONIZATION
|
|
|
|
// Very much a work in progress.
|
|
|
|
// *** would like to synchronize interacting groups as an atomic unit
|
|
|
|
// *** need a "morphing synch" that incrementally approaches the target
|
|
|
|
//
|
|
|
|
/////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
const double plSimulationMgr::SynchRequest::kDefaultTime = -1000.0;
|
|
|
|
|
|
|
|
void plSimulationMgr::ConsiderSynch(plPXPhysical* physical, plPXPhysical* other)
|
|
|
|
{
|
|
|
|
if (physical->GetProperty(plSimulationInterface::kNoSynchronize) &&
|
|
|
|
(!other || other->GetProperty(plSimulationInterface::kNoSynchronize)))
|
|
|
|
return;
|
|
|
|
|
|
|
|
// We only need to sync if a dynamic is colliding with something.
|
|
|
|
// Set it up so the dynamic is in 'physical'
|
|
|
|
if (other && other->GetGroup() == plSimDefs::kGroupDynamic)
|
|
|
|
{
|
|
|
|
plPXPhysical* temp = physical;
|
|
|
|
physical = other;
|
|
|
|
other = temp;
|
|
|
|
}
|
|
|
|
// Neither is dynamic, so we can exit now
|
|
|
|
else if (physical->GetGroup() != plSimDefs::kGroupDynamic)
|
|
|
|
return;
|
|
|
|
|
|
|
|
bool syncPhys = !physical->GetProperty(plSimulationInterface::kNoSynchronize) &&
|
|
|
|
physical->IsDynamic() &&
|
|
|
|
physical->IsLocallyOwned();
|
|
|
|
bool syncOther = other &&
|
|
|
|
!other->GetProperty(plSimulationInterface::kNoSynchronize) &&
|
|
|
|
other->IsDynamic() != 0.f &&
|
|
|
|
other->IsLocallyOwned();
|
|
|
|
|
|
|
|
if (syncPhys)
|
|
|
|
{
|
|
|
|
double timeNow = hsTimer::GetSysSeconds();
|
|
|
|
double timeElapsed = timeNow - physical->GetLastSyncTime();
|
|
|
|
|
|
|
|
// If both objects are capable of syncing, we want to do it at the same
|
|
|
|
// time, so no interpenetration issues pop up on other clients
|
|
|
|
if (syncOther)
|
|
|
|
timeElapsed = std::max(timeElapsed, timeNow - other->GetLastSyncTime());
|
|
|
|
|
|
|
|
// Set the sync time to 1 second from the last sync
|
|
|
|
double syncTime = 0.0;
|
|
|
|
if (timeElapsed > 1.0)
|
|
|
|
syncTime = hsTimer::GetSysSeconds();
|
|
|
|
else
|
|
|
|
syncTime = hsTimer::GetSysSeconds() + (1.0 - timeElapsed);
|
|
|
|
|
|
|
|
// This line will create and insert the request if it's not there already.
|
|
|
|
SynchRequest& physReq = fPendingSynchs[physical];
|
|
|
|
if (physReq.fTime == SynchRequest::kDefaultTime)
|
|
|
|
physReq.fKey = physical->GetKey();
|
|
|
|
physReq.fTime = syncTime;
|
|
|
|
|
|
|
|
if (syncOther)
|
|
|
|
{
|
|
|
|
SynchRequest& otherReq = fPendingSynchs[other];
|
|
|
|
if (otherReq.fTime == SynchRequest::kDefaultTime)
|
|
|
|
otherReq.fKey = other->GetKey();
|
|
|
|
otherReq.fTime = syncTime;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void plSimulationMgr::IProcessSynchs()
|
|
|
|
{
|
|
|
|
double time = hsTimer::GetSysSeconds();
|
|
|
|
|
|
|
|
PhysSynchMap::iterator i = fPendingSynchs.begin();
|
|
|
|
|
|
|
|
while (i != fPendingSynchs.end())
|
|
|
|
{
|
|
|
|
SynchRequest req = (*i).second;
|
|
|
|
if (req.fKey->ObjectIsLoaded())
|
|
|
|
{
|
|
|
|
plPXPhysical* phys = (*i).first;
|
|
|
|
bool timesUp = (time >= req.fTime);
|
|
|
|
bool allQuiet = false;//phys->GetActo GetBody()->isActive() == false;
|
|
|
|
|
|
|
|
if (timesUp || allQuiet)
|
|
|
|
{
|
|
|
|
phys->DirtySynchState(kSDLPhysical, plSynchedObject::kBCastToClients);
|
|
|
|
i = fPendingSynchs.erase(i);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
i++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
i = fPendingSynchs.erase(i);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void plSimulationMgr::Log(const char * fmt, ...)
|
|
|
|
{
|
|
|
|
if(gTheInstance)
|
|
|
|
{
|
|
|
|
plStatusLog* log = GetInstance()->fLog;
|
|
|
|
if(log)
|
|
|
|
{
|
|
|
|
va_list args;
|
|
|
|
va_start(args, fmt);
|
|
|
|
log->AddLineV(fmt, args);
|
|
|
|
va_end(args);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void plSimulationMgr::LogV(const char* formatStr, va_list args)
|
|
|
|
{
|
|
|
|
if(gTheInstance)
|
|
|
|
{
|
|
|
|
plStatusLog * log = GetInstance()->fLog;
|
|
|
|
if(log)
|
|
|
|
{
|
|
|
|
log->AddLineV(formatStr, args);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void plSimulationMgr::ClearLog()
|
|
|
|
{
|
|
|
|
if(gTheInstance)
|
|
|
|
{
|
|
|
|
plStatusLog *log = GetInstance()->fLog;
|
|
|
|
if(log)
|
|
|
|
{
|
|
|
|
log->Clear();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#ifndef PLASMA_EXTERNAL_RELEASE
|
|
|
|
|
|
|
|
void plSimulationMgr::IDrawActiveActorList()
|
|
|
|
{
|
|
|
|
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, "Number of scenes: %d", fScenes.size());
|
|
|
|
debugTxt.DrawString(x, y, strBuf);
|
|
|
|
y += lineHeight;
|
|
|
|
int sceneNumber=1;
|
|
|
|
for (SceneMap::iterator it = fScenes.begin(); it != fScenes.end(); it++)
|
|
|
|
{
|
|
|
|
|
|
|
|
sprintf(strBuf, "Scene: %s",it->first->GetName().c_str());
|
|
|
|
debugTxt.DrawString(x, y, strBuf);
|
|
|
|
y += lineHeight;
|
|
|
|
uint32_t numActors =it->second->getNbActors();
|
|
|
|
NxActor** actors =it->second->getActors();
|
|
|
|
for(uint32_t i=0;i<numActors;i++)
|
|
|
|
{
|
|
|
|
if(!actors[i]->isSleeping())
|
|
|
|
{
|
|
|
|
sprintf(strBuf,"\t%s",actors[i]->getName());
|
|
|
|
debugTxt.DrawString(x, y, strBuf);
|
|
|
|
y += lineHeight;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
sceneNumber++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif //PLASMA_EXTERNAL_RELEASE
|