|
|
|
/*==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/>.
|
|
|
|
|
|
|
|
Additional permissions under GNU GPL version 3 section 7
|
|
|
|
|
|
|
|
If you modify this Program, or any covered work, by linking or
|
|
|
|
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
|
|
|
|
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
|
|
|
|
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
|
|
|
|
(or a modified version of those libraries),
|
|
|
|
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
|
|
|
|
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
|
|
|
|
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
|
|
|
|
licensors of this Program grant you additional
|
|
|
|
permission to convey the resulting work. Corresponding Source for a
|
|
|
|
non-source form of such a combination shall include the source code for
|
|
|
|
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
|
|
|
|
work.
|
|
|
|
|
|
|
|
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 class 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 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 ICreateController(const hsPoint3& pos);
|
|
|
|
NxActor* fKinematicActor;
|
|
|
|
NxCapsuleController* fController;
|
|
|
|
#ifndef PLASMA_EXTERNAL_RELEASE
|
|
|
|
hsTArray<plDbgCollisionInfo> fDbgCollisionInfo;
|
|
|
|
void IDrawDebugDisplay();
|
|
|
|
#endif
|
|
|
|
void 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;
|
|
|
|
};
|