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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 <Python.h>
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#include "plgDispatch.h"
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#include "pyGeometry3.h"
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#include "pnKeyedObject/plKey.h"
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#include "pyKey.h"
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#include "hsQuat.h"
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#include "pyMatrix44.h"
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#pragma hdrstop
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#include "cyPhysics.h"
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#include "pnMessage/plEnableMsg.h"
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#include "pnMessage/plWarpMsg.h"
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#include "plMessage/plSimStateMsg.h"
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#include "plMessage/plLinearVelocityMsg.h"
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#include "plMessage/plAngularVelocityMsg.h"
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#include "pnSceneObject/plSceneObject.h"
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#include "pnSceneObject/plCoordinateInterface.h"
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cyPhysics::cyPhysics(plKey sender, plKey recvr)
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{
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SetSender(sender);
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AddRecvr(recvr);
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fNetForce = false;
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}
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// setters
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void cyPhysics::SetSender(plKey &sender)
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{
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fSender = sender;
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}
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void cyPhysics::AddRecvr(plKey &recvr)
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{
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if ( recvr != nil )
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fRecvr.Append(recvr);
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : Enable
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// PARAMETERS :
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//
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// PURPOSE : Enable physics (must already be there)
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//
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void cyPhysics::EnableT(bool state)
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{
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// must have a receiver!
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if ( fRecvr.Count() > 0 )
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{
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// create message
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plEnableMsg* pMsg = new plEnableMsg;
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// check if this needs to be network forced to all clients
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if (fNetForce )
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{
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// set the network propagate flag to make sure it gets to the other clients
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pMsg->SetBCastFlag(plMessage::kNetPropagate);
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pMsg->SetBCastFlag(plMessage::kNetForce);
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}
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if ( fSender )
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pMsg->SetSender(fSender);
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// add all our receivers to the message receiver list
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int i;
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for ( i=0; i<fRecvr.Count(); i++ )
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{
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pMsg->AddReceiver(fRecvr[i]);
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}
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// jump back to frame 0
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pMsg->SetCmd(plEnableMsg::kPhysical);
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// which way are we doin' it?
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if ( state )
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pMsg->SetCmd(plEnableMsg::kEnable);
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else
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pMsg->SetCmd(plEnableMsg::kDisable);
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// make sure to propagate this to the modifiers to tell things like the clickables to disable.
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pMsg->SetBCastFlag(plMessage::kPropagateToModifiers);
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plgDispatch::MsgSend( pMsg ); // whoosh... off it goes
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}
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : Enable / Disable Collision
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//
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// PURPOSE : Enable / Disable collision for terrain and proxy terrain objects
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// because using cyPhysics::Enable() does not work for these physical types
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//
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//
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void cyPhysics::EnableCollision()
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{
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hsAssert(0, "Who uses this?");
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/*
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// must have a receiver!
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if ( fRecvr.Count() > 0 )
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{
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plEventGroupEnableMsg* pMsg = new plEventGroupEnableMsg;
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if (fNetForce )
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{
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// set the network propagate flag to make sure it gets to the other clients
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pMsg->SetBCastFlag(plMessage::kNetPropagate);
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pMsg->SetBCastFlag(plMessage::kNetForce);
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}
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if ( fSender )
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pMsg->SetSender(fSender);
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// add all our receivers to the message receiver list
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int i;
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for ( i=0; i<fRecvr.Count(); i++ )
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{
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pMsg->AddReceiver(fRecvr[i]);
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}
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pMsg->SetFlags(plEventGroupEnableMsg::kCollideOn);
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plgDispatch::MsgSend( pMsg ); // whoosh... off it goes
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}
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*/
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}
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void cyPhysics::DisableCollision()
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{
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hsAssert(0, "Who uses this?");
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/*
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// must have a receiver!
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if ( fRecvr.Count() > 0 )
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{
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plEventGroupEnableMsg* pMsg = new plEventGroupEnableMsg;
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if (fNetForce )
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{
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// set the network propagate flag to make sure it gets to the other clients
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pMsg->SetBCastFlag(plMessage::kNetPropagate);
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pMsg->SetBCastFlag(plMessage::kNetForce);
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}
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if ( fSender )
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pMsg->SetSender(fSender);
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// add all our receivers to the message receiver list
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int i;
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for ( i=0; i<fRecvr.Count(); i++ )
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{
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pMsg->AddReceiver(fRecvr[i]);
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}
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pMsg->SetFlags(plEventGroupEnableMsg::kCollideOff);
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plgDispatch::MsgSend( pMsg ); // whoosh... off it goes
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}
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*/
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : Warp
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// PARAMETERS : pos - the point to translate to
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//
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// PURPOSE : Suggest to physics engine where you want to place something
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//
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//
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void cyPhysics::Warp(pyPoint3& pos)
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{
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// create message
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PyObject* matObj = pyMatrix44::New();
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pyMatrix44* mat = pyMatrix44::ConvertFrom(matObj);
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mat->fMatrix.IdentityMatrix();
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mat->fMatrix.SetTranslate(&pos.fPoint);
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WarpMat(*mat);
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Py_DECREF(matObj);
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}
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// warp v2 - for warping to the matching transform of an object (like a reference point)
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void cyPhysics::WarpObj(pyKey& obj)
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{
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plKey obKey = obj.getKey();
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plSceneObject* pObj = plSceneObject::ConvertNoRef(obKey->GetObjectPtr());
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if (pObj && pObj->GetCoordinateInterface())
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{
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// create message
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PyObject* matObj = pyMatrix44::New();
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pyMatrix44* mat = pyMatrix44::ConvertFrom(matObj);
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mat->fMatrix = pObj->GetCoordinateInterface()->GetLocalToWorld();
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WarpMat(*mat);
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Py_DECREF(matObj);
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}
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : WarpMat
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// PARAMETERS : mat - the matrix to translate to
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//
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// PURPOSE : Suggest to physics engine where you want to place something
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//
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//
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void cyPhysics::WarpMat(pyMatrix44& mat)
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{
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// must have a receiver!
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if ( fRecvr.Count() > 0 )
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{
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// create message
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plWarpMsg* pMsg = new plWarpMsg(mat.fMatrix);
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pMsg->SetWarpFlags(plWarpMsg::kFlushTransform);
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// check if this needs to be network forced to all clients
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if (fNetForce )
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{
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// set the network propagate flag to make sure it gets to the other clients
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pMsg->SetBCastFlag(plMessage::kNetPropagate);
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pMsg->SetBCastFlag(plMessage::kNetForce);
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}
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if ( fSender )
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pMsg->SetSender(fSender);
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// add all our receivers to the message receiver list
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int i;
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for ( i=0; i<fRecvr.Count(); i++ )
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{
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pMsg->AddReceiver(fRecvr[i]);
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}
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plgDispatch::MsgSend( pMsg ); // whoosh... off it goes
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}
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : Move
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// PARAMETERS : direction - vector of direction to move towards
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// : distance - how far to move in that direction
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//
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// PURPOSE : Move the object in a direction and distance
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// : if the object is physical then warp it
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// : otherwise just use the coordinate interface and set the transform
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//
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void cyPhysics::Move(pyVector3& direction, float distance)
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{
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//move each receiver (object) separately
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int i;
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for ( i=0; i<fRecvr.Count(); i++ )
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{
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// get the object pointer of just the first one in the list
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// (We really can't tell which one the user is thinking of if they are
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// referring to multiple objects, so the first one in the list will do.)
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plSceneObject* obj = plSceneObject::ConvertNoRef(fRecvr[i]->GetObjectPtr());
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if ( obj )
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{
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const plCoordinateInterface* ci = obj->GetCoordinateInterface();
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if ( ci )
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{
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hsVector3 offset = direction.fVector * distance;
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hsMatrix44 trans;
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trans.MakeTranslateMat(&offset);
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hsMatrix44 target_matrix = ci->GetWorldToLocal();
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target_matrix = target_matrix * trans;
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// see if this has a physical interface, if so, then its physical, therefore use warp
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const plSimulationInterface* si = obj->GetSimulationInterface();
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if ( si )
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{
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// create message for each receiver
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plWarpMsg* pMsg = new plWarpMsg(target_matrix);
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// check if this needs to be network forced to all clients
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if (fNetForce )
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{
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// set the network propagate flag to make sure it gets to the other clients
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pMsg->SetBCastFlag(plMessage::kNetPropagate);
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pMsg->SetBCastFlag(plMessage::kNetForce);
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}
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if ( fSender )
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pMsg->SetSender(fSender);
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// must have a receiver!
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pMsg->AddReceiver(fRecvr[i]);
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plgDispatch::MsgSend( pMsg ); // whoosh... off it goes
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}
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else
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{
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// else just use the coordinate interface
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hsMatrix44 w2l;
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target_matrix.GetInverse(&w2l);
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obj->SetTransform(target_matrix,w2l);
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}
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}
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else
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{
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plString errmsg = plString::Format("Sceneobject %s does not have a coordinate interface.",
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obj->GetKeyName().c_str());
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PyErr_SetString(PyExc_RuntimeError, errmsg.c_str());
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}
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}
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}
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : Rotate
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// PARAMETERS : rad - radians to rotate
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// : axis - axis to rotate around
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//
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// PURPOSE : Rotate the object
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// : if the object is physical then warp it
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// : otherwise just use the coordinate interface and set the transform
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//
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void cyPhysics::Rotate(float rad, pyVector3& axis)
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{
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// rotate each receiver (object) separately
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int i;
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for ( i=0; i<fRecvr.Count(); i++ )
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{
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// get the object pointer of just the first one in the list
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// (We really can't tell which one the user is thinking of if they are
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// referring to multiple objects, so the first one in the list will do.)
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plSceneObject* obj = plSceneObject::ConvertNoRef(fRecvr[i]->GetObjectPtr());
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if ( obj )
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{
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const plCoordinateInterface* ci = obj->GetCoordinateInterface();
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if ( ci )
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{
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hsQuat q(rad, &axis.fVector);
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q.Normalize();
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hsMatrix44 rot;
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q.MakeMatrix(&rot);
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hsMatrix44 target_matrix = ci->GetWorldToLocal();
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target_matrix = target_matrix * rot;
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// see if this has a physical interface, then its physical, therefore use warp
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const plSimulationInterface* si = obj->GetSimulationInterface();
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if ( si )
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{
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// create message for each receiver
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plWarpMsg* pMsg = new plWarpMsg(target_matrix);
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// check if this needs to be network forced to all clients
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if (fNetForce )
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{
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// set the network propagate flag to make sure it gets to the other clients
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pMsg->SetBCastFlag(plMessage::kNetPropagate);
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pMsg->SetBCastFlag(plMessage::kNetForce);
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}
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if ( fSender )
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pMsg->SetSender(fSender);
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|
|
// must have a receiver!
|
|
|
|
pMsg->AddReceiver(fRecvr[i]);
|
|
|
|
plgDispatch::MsgSend( pMsg ); // whoosh... off it goes
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// else just use the coordinate interface
|
|
|
|
hsMatrix44 w2l;
|
|
|
|
target_matrix.GetInverse(&w2l);
|
|
|
|
obj->SetTransform(target_matrix,w2l);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
plString errmsg = plString::Format("Sceneobject %s does not have a coordinate interface.",
|
|
|
|
obj->GetKeyName().c_str());
|
|
|
|
PyErr_SetString(PyExc_RuntimeError, errmsg.c_str());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
|
|
//
|
|
|
|
// Function : Force
|
|
|
|
// PARAMETERS :
|
|
|
|
//
|
|
|
|
// PURPOSE : apply a force to the center of mass of the receiver
|
|
|
|
//
|
|
|
|
//
|
|
|
|
void cyPhysics::Force(pyVector3& force)
|
|
|
|
{
|
|
|
|
hsAssert(0, "Who uses this?");
|
|
|
|
// must have a receiver!
|
|
|
|
/* if ( fRecvr.Count() > 0 )
|
|
|
|
{
|
|
|
|
// create message
|
|
|
|
plForceMsg* pMsg = new plForceMsg;
|
|
|
|
// check if this needs to be network forced to all clients
|
|
|
|
if (fNetForce )
|
|
|
|
{
|
|
|
|
// set the network propagate flag to make sure it gets to the other clients
|
|
|
|
pMsg->SetBCastFlag(plMessage::kNetPropagate);
|
|
|
|
pMsg->SetBCastFlag(plMessage::kNetForce);
|
|
|
|
}
|
|
|
|
if ( fSender )
|
|
|
|
pMsg->SetSender(fSender);
|
|
|
|
|
|
|
|
// add all our receivers to the message receiver list
|
|
|
|
int i;
|
|
|
|
for ( i=0; i<fRecvr.Count(); i++ )
|
|
|
|
{
|
|
|
|
pMsg->AddReceiver(fRecvr[i]);
|
|
|
|
}
|
|
|
|
pMsg->SetForce(force.fVector);
|
|
|
|
plgDispatch::MsgSend( pMsg ); // whoosh... off it goes
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
}
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
|
|
//
|
|
|
|
// Function : ForceWithOffset
|
|
|
|
// PARAMETERS :
|
|
|
|
//
|
|
|
|
// PURPOSE : apply a force to the receiver as though it were being impacted at the
|
|
|
|
// : given point in global space
|
|
|
|
//
|
|
|
|
//
|
|
|
|
void cyPhysics::ForceWithOffset(pyVector3& force, pyPoint3& offset)
|
|
|
|
{
|
|
|
|
hsAssert(0, "Who uses this?");
|
|
|
|
// must have a receiver!
|
|
|
|
/* if ( fRecvr.Count() > 0 )
|
|
|
|
{
|
|
|
|
// create message
|
|
|
|
plOffsetForceMsg* pMsg = new plOffsetForceMsg;
|
|
|
|
// check if this needs to be network forced to all clients
|
|
|
|
if (fNetForce )
|
|
|
|
{
|
|
|
|
// set the network propagate flag to make sure it gets to the other clients
|
|
|
|
pMsg->SetBCastFlag(plMessage::kNetPropagate);
|
|
|
|
pMsg->SetBCastFlag(plMessage::kNetForce);
|
|
|
|
}
|
|
|
|
if ( fSender )
|
|
|
|
pMsg->SetSender(fSender);
|
|
|
|
|
|
|
|
// add all our receivers to the message receiver list
|
|
|
|
int i;
|
|
|
|
for ( i=0; i<fRecvr.Count(); i++ )
|
|
|
|
{
|
|
|
|
pMsg->AddReceiver(fRecvr[i]);
|
|
|
|
}
|
|
|
|
pMsg->SetForce(force.fVector);
|
|
|
|
pMsg->SetPoint(offset.fPoint);
|
|
|
|
plgDispatch::MsgSend( pMsg ); // whoosh... off it goes
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
}
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
|
|
//
|
|
|
|
// Function : Torque
|
|
|
|
// PARAMETERS :
|
|
|
|
//
|
|
|
|
// PURPOSE : Apply the given torque force to the body
|
|
|
|
// : The vector indicates the axes, and the magnitude indicates the strength
|
|
|
|
//
|
|
|
|
//
|
|
|
|
void cyPhysics::Torque(pyVector3& torque)
|
|
|
|
{
|
|
|
|
hsAssert(0, "Who uses this?");
|
|
|
|
// must have a receiver!
|
|
|
|
/* if ( fRecvr.Count() > 0 )
|
|
|
|
{
|
|
|
|
// create message
|
|
|
|
plTorqueMsg* pMsg = new plTorqueMsg;
|
|
|
|
// check if this needs to be network forced to all clients
|
|
|
|
if (fNetForce )
|
|
|
|
{
|
|
|
|
// set the network propagate flag to make sure it gets to the other clients
|
|
|
|
pMsg->SetBCastFlag(plMessage::kNetPropagate);
|
|
|
|
pMsg->SetBCastFlag(plMessage::kNetForce);
|
|
|
|
}
|
|
|
|
if ( fSender )
|
|
|
|
pMsg->SetSender(fSender);
|
|
|
|
|
|
|
|
// add all our receivers to the message receiver list
|
|
|
|
int i;
|
|
|
|
for ( i=0; i<fRecvr.Count(); i++ )
|
|
|
|
{
|
|
|
|
pMsg->AddReceiver(fRecvr[i]);
|
|
|
|
}
|
|
|
|
pMsg->SetTorque(torque.fVector);
|
|
|
|
plgDispatch::MsgSend( pMsg ); // whoosh... off it goes
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
}
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
|
|
//
|
|
|
|
// Function : Impulse
|
|
|
|
// PARAMETERS :
|
|
|
|
//
|
|
|
|
// PURPOSE : Add the given vector to the objects velocity
|
|
|
|
//
|
|
|
|
//
|
|
|
|
void cyPhysics::Impulse(pyVector3& impulse)
|
|
|
|
{
|
|
|
|
hsAssert(0, "Who uses this?");
|
|
|
|
// must have a receiver!
|
|
|
|
/* if ( fRecvr.Count() > 0 )
|
|
|
|
{
|
|
|
|
// create message
|
|
|
|
plImpulseMsg* pMsg = new plImpulseMsg;
|
|
|
|
// check if this needs to be network forced to all clients
|
|
|
|
if (fNetForce )
|
|
|
|
{
|
|
|
|
// set the network propagate flag to make sure it gets to the other clients
|
|
|
|
pMsg->SetBCastFlag(plMessage::kNetPropagate);
|
|
|
|
pMsg->SetBCastFlag(plMessage::kNetForce);
|
|
|
|
}
|
|
|
|
if ( fSender )
|
|
|
|
pMsg->SetSender(fSender);
|
|
|
|
|
|
|
|
// add all our receivers to the message receiver list
|
|
|
|
int i;
|
|
|
|
for ( i=0; i<fRecvr.Count(); i++ )
|
|
|
|
{
|
|
|
|
pMsg->AddReceiver(fRecvr[i]);
|
|
|
|
}
|
|
|
|
pMsg->SetImpulse(impulse.fVector);
|
|
|
|
plgDispatch::MsgSend( pMsg ); // whoosh... off it goes
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
}
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
|
|
//
|
|
|
|
// Function : ImpulseWithOffset
|
|
|
|
// PARAMETERS :
|
|
|
|
//
|
|
|
|
// PURPOSE : Apply the given impulse to the object at the given point in global space
|
|
|
|
// : Will impart torque if not applied to center of mass
|
|
|
|
//
|
|
|
|
//
|
|
|
|
void cyPhysics::ImpulseWithOffset(pyVector3& impulse, pyPoint3& offset)
|
|
|
|
{
|
|
|
|
hsAssert(0, "Who uses this?");
|
|
|
|
// must have a receiver!
|
|
|
|
/* if ( fRecvr.Count() > 0 )
|
|
|
|
{
|
|
|
|
// create message
|
|
|
|
plOffsetImpulseMsg* pMsg = new plOffsetImpulseMsg;
|
|
|
|
// check if this needs to be network forced to all clients
|
|
|
|
if (fNetForce )
|
|
|
|
{
|
|
|
|
// set the network propagate flag to make sure it gets to the other clients
|
|
|
|
pMsg->SetBCastFlag(plMessage::kNetPropagate);
|
|
|
|
pMsg->SetBCastFlag(plMessage::kNetForce);
|
|
|
|
}
|
|
|
|
if ( fSender )
|
|
|
|
pMsg->SetSender(fSender);
|
|
|
|
|
|
|
|
// add all our receivers to the message receiver list
|
|
|
|
int i;
|
|
|
|
for ( i=0; i<fRecvr.Count(); i++ )
|
|
|
|
{
|
|
|
|
pMsg->AddReceiver(fRecvr[i]);
|
|
|
|
}
|
|
|
|
pMsg->SetImpulse(impulse.fVector);
|
|
|
|
pMsg->SetPoint(offset.fPoint);
|
|
|
|
plgDispatch::MsgSend( pMsg ); // whoosh... off it goes
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
}
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
|
|
//
|
|
|
|
// Function : AngularImpulse
|
|
|
|
// PARAMETERS :
|
|
|
|
//
|
|
|
|
// PURPOSE : Add the given vector (representing a rotation axis and magnitude)
|
|
|
|
//
|
|
|
|
//
|
|
|
|
void cyPhysics::AngularImpulse(pyVector3& impulse)
|
|
|
|
{
|
|
|
|
hsAssert(0, "Who uses this?");
|
|
|
|
// must have a receiver!
|
|
|
|
/* if ( fRecvr.Count() > 0 )
|
|
|
|
{
|
|
|
|
// create message
|
|
|
|
plAngularImpulseMsg* pMsg = new plAngularImpulseMsg;
|
|
|
|
// check if this needs to be network forced to all clients
|
|
|
|
if (fNetForce )
|
|
|
|
{
|
|
|
|
// set the network propagate flag to make sure it gets to the other clients
|
|
|
|
pMsg->SetBCastFlag(plMessage::kNetPropagate);
|
|
|
|
pMsg->SetBCastFlag(plMessage::kNetForce);
|
|
|
|
}
|
|
|
|
if ( fSender )
|
|
|
|
pMsg->SetSender(fSender);
|
|
|
|
|
|
|
|
// add all our receivers to the message receiver list
|
|
|
|
int i;
|
|
|
|
for ( i=0; i<fRecvr.Count(); i++ )
|
|
|
|
{
|
|
|
|
pMsg->AddReceiver(fRecvr[i]);
|
|
|
|
}
|
|
|
|
pMsg->SetImpulse(impulse.fVector);
|
|
|
|
plgDispatch::MsgSend( pMsg ); // whoosh... off it goes
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
}
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
|
|
//
|
|
|
|
// Function : Damp
|
|
|
|
// PARAMETERS :
|
|
|
|
//
|
|
|
|
// PURPOSE : Decrease all velocities on the given object.
|
|
|
|
// : A damp factor of 0 nulls them all entirely;
|
|
|
|
// : A damp factor of 1 leaves them alone.
|
|
|
|
//
|
|
|
|
//
|
|
|
|
void cyPhysics::Damp(float damp)
|
|
|
|
{
|
|
|
|
hsAssert(0, "Who uses this?");
|
|
|
|
// must have a receiver!
|
|
|
|
/* if ( fRecvr.Count() > 0 )
|
|
|
|
{
|
|
|
|
// create message
|
|
|
|
plDampMsg* pMsg = new plDampMsg;
|
|
|
|
// check if this needs to be network forced to all clients
|
|
|
|
if (fNetForce )
|
|
|
|
{
|
|
|
|
// set the network propagate flag to make sure it gets to the other clients
|
|
|
|
pMsg->SetBCastFlag(plMessage::kNetPropagate);
|
|
|
|
pMsg->SetBCastFlag(plMessage::kNetForce);
|
|
|
|
}
|
|
|
|
if ( fSender )
|
|
|
|
pMsg->SetSender(fSender);
|
|
|
|
|
|
|
|
// add all our receivers to the message receiver list
|
|
|
|
int i;
|
|
|
|
for ( i=0; i<fRecvr.Count(); i++ )
|
|
|
|
{
|
|
|
|
pMsg->AddReceiver(fRecvr[i]);
|
|
|
|
}
|
|
|
|
pMsg->SetDamp(damp);
|
|
|
|
plgDispatch::MsgSend( pMsg ); // whoosh... off it goes
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
}
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
|
|
//
|
|
|
|
// Function : ShiftMass
|
|
|
|
// PARAMETERS :
|
|
|
|
//
|
|
|
|
// PURPOSE : Shift the center of mass of the given object by the given
|
|
|
|
// : amount in the given direction.
|
|
|
|
//
|
|
|
|
//
|
|
|
|
void cyPhysics::ShiftMass(pyVector3& offset)
|
|
|
|
{
|
|
|
|
hsAssert(0, "Who uses this?");
|
|
|
|
// must have a receiver!
|
|
|
|
/* if ( fRecvr.Count() > 0 )
|
|
|
|
{
|
|
|
|
// create message
|
|
|
|
plShiftMassMsg* pMsg = new plShiftMassMsg;
|
|
|
|
// check if this needs to be network forced to all clients
|
|
|
|
if (fNetForce )
|
|
|
|
{
|
|
|
|
// set the network propagate flag to make sure it gets to the other clients
|
|
|
|
pMsg->SetBCastFlag(plMessage::kNetPropagate);
|
|
|
|
pMsg->SetBCastFlag(plMessage::kNetForce);
|
|
|
|
}
|
|
|
|
if ( fSender )
|
|
|
|
pMsg->SetSender(fSender);
|
|
|
|
|
|
|
|
// add all our receivers to the message receiver list
|
|
|
|
int i;
|
|
|
|
for ( i=0; i<fRecvr.Count(); i++ )
|
|
|
|
{
|
|
|
|
pMsg->AddReceiver(fRecvr[i]);
|
|
|
|
}
|
|
|
|
pMsg->SetOffset(offset.fVector);
|
|
|
|
plgDispatch::MsgSend( pMsg ); // whoosh... off it goes
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
}
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
|
|
//
|
|
|
|
// Function : Suppress
|
|
|
|
// PARAMETERS : doSuppress: if true, remove the physical (see below)
|
|
|
|
// if false, add it back
|
|
|
|
//
|
|
|
|
// PURPOSE : Completely remove the physical, but keep it around so it
|
|
|
|
// can be added back later.
|
|
|
|
//
|
|
|
|
//
|
|
|
|
void cyPhysics::Suppress(bool doSuppress)
|
|
|
|
{
|
|
|
|
EnableT(!doSuppress);
|
|
|
|
}
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
|
|
//
|
|
|
|
// Function : SetLinearVelocity
|
|
|
|
// PARAMETERS : velocity
|
|
|
|
//
|
|
|
|
// PURPOSE : Change the objects linear velocity to this
|
|
|
|
//
|
|
|
|
//
|
|
|
|
void cyPhysics::SetLinearVelocity(pyVector3& velocity)
|
|
|
|
{
|
|
|
|
if ( fRecvr.Count() > 0 )
|
|
|
|
{
|
|
|
|
// create message
|
|
|
|
plLinearVelocityMsg* pMsg = new plLinearVelocityMsg;
|
|
|
|
// check if this needs to be network forced to all clients
|
|
|
|
if (fNetForce )
|
|
|
|
{
|
|
|
|
// set the network propagate flag to make sure it gets to the other clients
|
|
|
|
pMsg->SetBCastFlag(plMessage::kNetPropagate);
|
|
|
|
pMsg->SetBCastFlag(plMessage::kNetForce);
|
|
|
|
}
|
|
|
|
if ( fSender )
|
|
|
|
pMsg->SetSender(fSender);
|
|
|
|
|
|
|
|
// add all our receivers to the message receiver list
|
|
|
|
int i;
|
|
|
|
for ( i=0; i<fRecvr.Count(); i++ )
|
|
|
|
{
|
|
|
|
pMsg->AddReceiver(fRecvr[i]);
|
|
|
|
}
|
|
|
|
|
|
|
|
pMsg->Velocity(velocity.fVector);
|
|
|
|
plgDispatch::MsgSend( pMsg ); // whoosh... off it goes
|
|
|
|
}
|
|
|
|
}
|
|
|
|
void cyPhysics::SetAngularVelocity(pyVector3& angVel)
|
|
|
|
{
|
|
|
|
if ( fRecvr.Count() > 0 )
|
|
|
|
{
|
|
|
|
// create message
|
|
|
|
plAngularVelocityMsg* pMsg = new plAngularVelocityMsg;
|
|
|
|
// check if this needs to be network forced to all clients
|
|
|
|
if (fNetForce )
|
|
|
|
{
|
|
|
|
// set the network propagate flag to make sure it gets to the other clients
|
|
|
|
pMsg->SetBCastFlag(plMessage::kNetPropagate);
|
|
|
|
pMsg->SetBCastFlag(plMessage::kNetForce);
|
|
|
|
}
|
|
|
|
if ( fSender )
|
|
|
|
pMsg->SetSender(fSender);
|
|
|
|
|
|
|
|
// add all our receivers to the message receiver list
|
|
|
|
int i;
|
|
|
|
for ( i=0; i<fRecvr.Count(); i++ )
|
|
|
|
{
|
|
|
|
pMsg->AddReceiver(fRecvr[i]);
|
|
|
|
}
|
|
|
|
pMsg->AngularVelocity(angVel.fVector);
|
|
|
|
plgDispatch::MsgSend( pMsg ); // whoosh... off it goes
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|