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Remove PhysX Dependency from plExcludeRegionMod

Adam Johnson 12 years ago
parent
commit
061f129e70
  1. 1
      Sources/Plasma/PubUtilLib/plModifier/CMakeLists.txt
  2. 6
      Sources/Plasma/PubUtilLib/plModifier/plExcludeRegionModifier.cpp
  3. 4
      Sources/Plasma/PubUtilLib/plPhysX/plPXPhysical.cpp
  4. 5
      Sources/Plasma/PubUtilLib/plPhysX/plPXPhysical.h

1
Sources/Plasma/PubUtilLib/plModifier/CMakeLists.txt

@ -4,7 +4,6 @@ include_directories("../../NucleusLib/inc")
include_directories("../../NucleusLib")
include_directories("../../PubUtilLib")
include_directories(${PHYSX_INCLUDE_DIRS})
include_directories(${OPENAL_INCLUDE_DIR})
set(plModifier_SOURCES

6
Sources/Plasma/PubUtilLib/plModifier/plExcludeRegionModifier.cpp

@ -62,7 +62,7 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
//for hack
#include "plPhysX/plPXPhysical.h"
#include "plPhysX/plPXPhysicalControllerCore.h"
#include <NxCapsule.h>
static plPhysical* GetPhysical(plSceneObject* obj)
{
if (obj)
@ -310,9 +310,7 @@ void plExcludeRegionModifier::IMoveAvatars()
for (int i=0;i<actualCount;i++)
{
NxCapsule cap;
controllers[i]->GetWorldSpaceCapsule(cap);
if(phys->OverlapWithCapsule(cap))
if (phys->OverlapWithController(controllers[i]))
{
plSceneObject* so = plSceneObject::ConvertNoRef(controllers[i]->GetOwner()->ObjectIsLoaded());
const plArmatureMod* constAvMod = (plArmatureMod*)so->GetModifierByType(plArmatureMod::Index());

4
Sources/Plasma/PubUtilLib/plPhysX/plPXPhysical.cpp

@ -1080,8 +1080,10 @@ void plPXPhysical::ExcludeRegionHack(bool cleared)
plPXPhysicalControllerCore::RebuildCache();
}
bool plPXPhysical::OverlapWithCapsule(NxCapsule& cap)
bool plPXPhysical::OverlapWithController(const plPXPhysicalControllerCore* controller)
{
NxCapsule cap;
controller->GetWorldSpaceCapsule(cap);
NxShape* shape = fActor->getShapes()[0];
return shape->checkOverlapCapsule(cap);
}

5
Sources/Plasma/PubUtilLib/plPhysX/plPXPhysical.h

@ -182,9 +182,8 @@ public:
// This weeds those out.
bool IsDynamic() const;
//Hack to check if there is an overlap with the capsule
//this partially for exclude regions vs avatar capsule
virtual bool OverlapWithCapsule(NxCapsule& cap);
//Hack to check if there is an overlap with the avatar controller
bool OverlapWithController(const class plPXPhysicalControllerCore* controller);
virtual float GetMass() {return fMass;}
protected:

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