Browse Source

Merge pull request #230 from Hoikas/physx

PhysX Cleanup (forward port from OU)
Branan Purvine-Riley 12 years ago
parent
commit
3d15f529aa
  1. 2
      Sources/Plasma/FeatureLib/pfAudio/plListener.cpp
  2. 2
      Sources/Plasma/FeatureLib/pfCamera/plCameraModifier.cpp
  3. 2
      Sources/Plasma/FeatureLib/pfPython/pySceneObject.cpp
  4. 4
      Sources/Plasma/PubUtilLib/plAvatar/CMakeLists.txt
  5. 1
      Sources/Plasma/PubUtilLib/plAvatar/plAnimStage.cpp
  6. 171
      Sources/Plasma/PubUtilLib/plAvatar/plAntiGravAction.cpp
  7. 79
      Sources/Plasma/PubUtilLib/plAvatar/plAntiGravAction.h
  8. 1
      Sources/Plasma/PubUtilLib/plAvatar/plArmatureEffects.cpp
  9. 23
      Sources/Plasma/PubUtilLib/plAvatar/plArmatureMod.cpp
  10. 1
      Sources/Plasma/PubUtilLib/plAvatar/plArmatureMod.h
  11. 20
      Sources/Plasma/PubUtilLib/plAvatar/plAvBrainCritter.cpp
  12. 6
      Sources/Plasma/PubUtilLib/plAvatar/plAvBrainCritter.h
  13. 1
      Sources/Plasma/PubUtilLib/plAvatar/plAvBrainDrive.cpp
  14. 4
      Sources/Plasma/PubUtilLib/plAvatar/plAvBrainGeneric.cpp
  15. 2
      Sources/Plasma/PubUtilLib/plAvatar/plAvBrainGeneric.h
  16. 157
      Sources/Plasma/PubUtilLib/plAvatar/plAvBrainHuman.cpp
  17. 4
      Sources/Plasma/PubUtilLib/plAvatar/plAvBrainHuman.h
  18. 13
      Sources/Plasma/PubUtilLib/plAvatar/plAvBrainRideAnimatedPhysical.cpp
  19. 2
      Sources/Plasma/PubUtilLib/plAvatar/plAvBrainRideAnimatedPhysical.h
  20. 137
      Sources/Plasma/PubUtilLib/plAvatar/plAvBrainSwim.cpp
  21. 6
      Sources/Plasma/PubUtilLib/plAvatar/plAvBrainSwim.h
  22. 579
      Sources/Plasma/PubUtilLib/plAvatar/plAvCallbackAction.cpp
  23. 217
      Sources/Plasma/PubUtilLib/plAvatar/plAvCallbackAction.h
  24. 4
      Sources/Plasma/PubUtilLib/plAvatar/plAvLadderModifier.cpp
  25. 6
      Sources/Plasma/PubUtilLib/plAvatar/plAvTaskSeek.cpp
  26. 2
      Sources/Plasma/PubUtilLib/plAvatar/plAvatarSDLModifier.cpp
  27. 4
      Sources/Plasma/PubUtilLib/plAvatar/plAvatarTasks.cpp
  28. 1423
      Sources/Plasma/PubUtilLib/plAvatar/plPhysicalControllerCore.cpp
  29. 450
      Sources/Plasma/PubUtilLib/plAvatar/plPhysicalControllerCore.h
  30. 2
      Sources/Plasma/PubUtilLib/plInputCore/plSceneInputInterface.cpp
  31. 1
      Sources/Plasma/PubUtilLib/plModifier/plExcludeRegionModifier.cpp
  32. 3
      Sources/Plasma/PubUtilLib/plPhysX/plLOSDispatch.cpp
  33. 184
      Sources/Plasma/PubUtilLib/plPhysX/plPXPhysical.cpp
  34. 33
      Sources/Plasma/PubUtilLib/plPhysX/plPXPhysical.h
  35. 1280
      Sources/Plasma/PubUtilLib/plPhysX/plPXPhysicalController.cpp
  36. 211
      Sources/Plasma/PubUtilLib/plPhysX/plPXPhysicalController.h
  37. 1452
      Sources/Plasma/PubUtilLib/plPhysX/plPXPhysicalControllerCore.cpp
  38. 163
      Sources/Plasma/PubUtilLib/plPhysX/plPXPhysicalControllerCore.h
  39. 256
      Sources/Plasma/PubUtilLib/plPhysX/plSimulationMgr.cpp
  40. 13
      Sources/Plasma/PubUtilLib/plPhysX/plSimulationMgr.h
  41. 231
      Sources/Plasma/PubUtilLib/plPhysical/plCollisionDetector.cpp
  42. 55
      Sources/Plasma/PubUtilLib/plPhysical/plCollisionDetector.h
  43. 23
      Sources/Plasma/PubUtilLib/plPhysical/plSimDefs.h

2
Sources/Plasma/FeatureLib/pfAudio/plListener.cpp

@ -57,7 +57,7 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
#include "plAvatar/plAvatarMgr.h"
#include "plAvatar/plArmatureMod.h"
#include "plAvatar/plAvCallbackAction.h"
#include "plAvatar/plPhysicalControllerCore.h"
bool plListener::fPrintDbgInfo = false;

2
Sources/Plasma/FeatureLib/pfCamera/plCameraModifier.cpp

@ -63,7 +63,7 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
#include "pnSceneObject/plSimulationInterface.h"
#include "plAvatar/plAvatarMgr.h"
#include "plAvatar/plArmatureMod.h"
#include "plAvatar/plAvCallbackAction.h"
#include "plAvatar/plPhysicalControllerCore.h"
// new stuff

2
Sources/Plasma/FeatureLib/pfPython/pySceneObject.cpp

@ -554,7 +554,7 @@ bool pySceneObject::IsAvatar()
return false;
}
#include "plAvatar/plAvCallbackAction.h"
#include "plAvatar/plPhysicalControllerCore.h"
PyObject* pySceneObject::GetAvatarVelocity()
{

4
Sources/Plasma/PubUtilLib/plAvatar/CMakeLists.txt

@ -15,7 +15,6 @@ set(plAvatar_SOURCES
plAGMasterSDLModifier.cpp
plAGModifier.cpp
plAnimStage.cpp
plAntiGravAction.cpp
plArmatureEffects.cpp
plArmatureMod.cpp
plAvatarClothing.cpp
@ -32,7 +31,6 @@ set(plAvatar_SOURCES
plAvBrainHuman.cpp
plAvBrainRideAnimatedPhysical.cpp
plAvBrainSwim.cpp
plAvCallbackAction.cpp
plAvLadderModifier.cpp
plAvTaskBrain.cpp
plAvTaskSeek.cpp
@ -60,7 +58,6 @@ set(plAvatar_HEADERS
plAGMasterSDLModifier.h
plAGModifier.h
plAnimStage.h
plAntiGravAction.h
plArmatureEffects.h
plArmatureMod.h
plAvatarClothing.h
@ -78,7 +75,6 @@ set(plAvatar_HEADERS
plAvBrainHuman.h
plAvBrainRideAnimatedPhysical.h
plAvBrainSwim.h
plAvCallbackAction.h
plAvDefs.h
plAvLadderModifier.h
plAvTask.h

1
Sources/Plasma/PubUtilLib/plAvatar/plAnimStage.cpp

@ -39,7 +39,6 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
Mead, WA 99021
*==LICENSE==*/
#include "plAvCallbackAction.h" // must be first: references havok new
// singular
#include "plAnimStage.h"

171
Sources/Plasma/PubUtilLib/plAvatar/plAntiGravAction.cpp

@ -1,171 +0,0 @@
/*==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==*/
#if 0
// havok first
#include <hkdynamics/entity/rigidbody.h>
#include <hkdynamics/world/subspace.h>
#include "plAntiGravAction.h"
#include "pnSceneObject/plSceneObject.h"
#include "plHavok1/plHKPhysical.h"
#include "plAvatar/plSwimRegion.h"
#include "hsTimer.h"
// This is meant to be a specific physicsAction for the swim behavior
plAntiGravAction::plAntiGravAction(plHKPhysical *physical, plAGApplicator *rootApp) :
plAnimatedCallbackAction(physical, rootApp),
fOnGround(false),
fBuoyancy(1.f),
fSurfaceHeight(0.f),
fCurrentRegion(nil),
fHadContacts(false)
{
}
plSimDefs::ActionType plAntiGravAction::GetType()
{
return plSimDefs::kAntiGravAction;
}
void plAntiGravAction::apply(Havok::Subspace &space, Havok::hkTime time)
{
double elapsed = time.asDouble() - getRefresh().asDouble();
setRefresh(time);
IAdjustBuoyancy();
Havok::RigidBody *body = fPhysical->GetBody();
float mass = body->getMass();
Havok::Vector3 gravity = space.getGravity();
Havok::Vector3 force = -gravity * (mass * fBuoyancy);
body->applyForce(force);
hsVector3 vel;
fPhysical->GetLinearVelocitySim(vel);
fAnimPosVel.fZ = vel.fZ;
hsVector3 linCurrent(0.f, 0.f, 0.f);
float angCurrent = 0.f;
if (fCurrentRegion != nil)
fCurrentRegion->GetCurrent(fPhysical, linCurrent, angCurrent, (float)elapsed);
int numContacts = fPhysical->GetNumContacts();
fHadContacts = (numContacts > 0);
const Havok::Vector3 straightUp(0.0f, 0.0f, 1.0f);
fOnGround = false;
int i;
for (i = 0; i < numContacts; i++)
{
const Havok::ContactPoint *contact = fPhysical->GetContactPoint(i);
float dotUp = straightUp.dot(contact->m_normal);
if (dotUp > .5)
{
fOnGround = true;
break;
}
}
fPhysical->SetLinearVelocitySim(fAnimPosVel + linCurrent);
fPhysical->SetAngularVelocitySim(hsVector3(0.f, 0.f, fAnimAngVel + fTurnStr + angCurrent));
}
void plAntiGravAction::SetSurface(plSwimRegionInterface *region, float surfaceHeight)
{
fCurrentRegion = region;
if (region != nil)
fSurfaceHeight = surfaceHeight;
}
void plAntiGravAction::IAdjustBuoyancy()
{
// "surface depth" refers to the depth our handle object should be below
// the surface for the avatar to be "at the surface"
static const float surfaceDepth = 4.0f;
// 1.0 = neutral buoyancy
// 0 = no buoyancy (normal gravity)
// 2.0 = opposite of gravity, floating upwards
static const float buoyancyAtSurface = 1.0f;
if (fCurrentRegion == nil)
{
fBuoyancy = 0.f;
return;
}
hsMatrix44 l2w, w2l;
fPhysical->GetTransform(l2w, w2l);
float depth = fSurfaceHeight - surfaceDepth - l2w.GetTranslate().fZ;
if (depth < -1)
fBuoyancy = 0.f; // Same as being above ground. Plain old gravity.
else if (depth < 0)
fBuoyancy = 1 + depth;
else
{
hsVector3 vel;
fPhysical->GetLinearVelocitySim(vel);
if (vel.fZ > 0)
{
if (vel.fZ > fCurrentRegion->fMaxUpwardVel)
{
vel.fZ = fCurrentRegion->fMaxUpwardVel;
fPhysical->SetLinearVelocitySim(vel);
}
else
{
if (depth > 1)
fBuoyancy = fCurrentRegion->fUpBuoyancy;
else
fBuoyancy = (fCurrentRegion->fUpBuoyancy - 1) * depth + 1;
}
}
else
{
if (depth > 1)
fBuoyancy = fCurrentRegion->fDownBuoyancy;
else
fBuoyancy = (fCurrentRegion->fDownBuoyancy - 1) * depth + 1;
}
}
}
#endif

79
Sources/Plasma/PubUtilLib/plAvatar/plAntiGravAction.h

@ -1,79 +0,0 @@
/*==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==*/
#if 0//ndef PL_ANTI_GRAV_ACTION_H
#define PL_ANTI_GRAV_ACTION_H
#include "plAvCallbackAction.h"
class plSwimRegionInterface;
class plAntiGravAction : public plAnimatedCallbackAction
{
public:
plAntiGravAction(plHKPhysical *physical, plAGApplicator *rootApp);
/** Return the type of the action as defined in the enum plSimDefs::ActionType.
Used to retrieve actions by entity/type indexing, and to
reuse actions that can be shared between entities. */
virtual plSimDefs::ActionType GetType();
/** Called by Havok at substep frequency. */
void apply(Havok::Subspace &s, Havok::hkTime time);
void SetSurface(plSwimRegionInterface *region, float surfaceHeight);
float GetBuoyancy() { return fBuoyancy; }
bool IsOnGround() { return fOnGround; }
bool HadContacts() { return fHadContacts; }
protected:
void IAdjustBuoyancy();
bool fOnGround;
bool fHadContacts;
float fBuoyancy;
float fSurfaceHeight;
plSwimRegionInterface *fCurrentRegion;
};
#endif

1
Sources/Plasma/PubUtilLib/plAvatar/plArmatureEffects.cpp

@ -39,7 +39,6 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
Mead, WA 99021
*==LICENSE==*/
#include "plAvCallbackAction.h"
#include "plStatusLog/plStatusLog.h"
#include "plArmatureEffects.h"

23
Sources/Plasma/PubUtilLib/plAvatar/plArmatureMod.cpp

@ -54,7 +54,7 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
#include "plAvBrainHuman.h"
#include "plMatrixChannel.h"
#include "plAvatarTasks.h"
#include "plAvCallbackAction.h"
#include "plPhysicalControllerCore.h"
#include "plAvBrainCritter.h"
// global
@ -534,8 +534,7 @@ void plArmatureModBase::EnablePhysics(bool status, uint16_t reason /* = kDisable
// i.e. normal enabled physical
void plArmatureModBase::EnablePhysicsKinematic(bool status)
{
if (fController)
fController->Kinematic(status);
EnablePhysics(!status, kDisableReasonKinematic);
}
void plArmatureModBase::EnableDrawing(bool status, uint16_t reason /* = kDisableReasonUnknown */)
@ -1994,7 +1993,11 @@ bool plArmatureMod::ValidatePhysics()
return false;
if (!fController)
fController = plPhysicalControllerCore::Create(GetTarget(0)->GetKey(), fPhysHeight, fPhysWidth);
{
// The kinematic actor is made taller if the avatar is human (male or female)
fController = plPhysicalControllerCore::Create(GetTarget(0)->GetKey(), fPhysHeight,
fPhysWidth, (fBodyType == kBoneBaseMale || fBodyType == kBoneBaseFemale));
}
if (fController)
{
@ -2670,19 +2673,7 @@ void plArmatureMod::DumpToDebugDisplay(int &x, int &y, int lineHeight, char *str
debugTxt.DrawString(x, y, strBuf);
y += lineHeight;
hsPoint3 kPos;
const char *kinematic = "n.a.";
const char* frozen = "n.a.";
if (fController)
{
fController->GetKinematicPosition(kPos);
kinematic = fController->IsKinematic() ? "on" : "off";
}
sprintf(strBuf, "kinematc(world): %.2f, %.2f, %.2f Kinematic: %3s",
kPos.fX, kPos.fY, kPos.fZ,kinematic);
debugTxt.DrawString(x, y, strBuf);
y += lineHeight;
if (fController)
frozen = fController->IsEnabled() ? "no" : "yes";

1
Sources/Plasma/PubUtilLib/plAvatar/plArmatureMod.h

@ -146,6 +146,7 @@ public:
kDisableReasonCCR = 0x0008,
kDisableReasonVehicle = 0x0010,
kDisableReasonGenericBrain = 0x0020,
kDisableReasonKinematic = 0x0040
};
void EnablePhysics(bool status, uint16_t reason = kDisableReasonUnknown);
void EnablePhysicsKinematic(bool status);

20
Sources/Plasma/PubUtilLib/plAvatar/plAvBrainCritter.cpp

@ -40,7 +40,7 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
*==LICENSE==*/
#include "plAvCallbackAction.h"
#include "plPhysicalControllerCore.h"
#include "plAvBrainCritter.h"
#include "plAvBrainHuman.h"
#include "plArmatureMod.h"
@ -125,7 +125,7 @@ protected:
///////////////////////////////////////////////////////////////////////////////
plAvBrainCritter::plAvBrainCritter(): fCallbackAction(nil), fCurMode(kIdle), fNextMode(kIdle), fFadingNextBehavior(true),
plAvBrainCritter::plAvBrainCritter(): fWalkingStrategy(nil), fCurMode(kIdle), fNextMode(kIdle), fFadingNextBehavior(true),
fAvoidingAvatars(false), fFinalGoalPos(0, 0, 0), fImmediateGoalPos(0, 0, 0), fDotGoal(0),
fAngRight(0)
{
@ -143,8 +143,8 @@ plAvBrainCritter::~plAvBrainCritter()
fBehaviors[i] = nil;
}
delete fCallbackAction;
fCallbackAction = nil;
delete fWalkingStrategy;
fWalkingStrategy = nil;
fUserBehaviors.clear();
fReceivers.clear();
@ -167,8 +167,8 @@ bool plAvBrainCritter::Apply(double time, float elapsed)
IProcessBehavior(time, elapsed); // just continue with the currently running one
// update our controller to keep us turned and moving to where we want to go
fCallbackAction->RecalcVelocity(time, time - elapsed);
fCallbackAction->SetTurnStrength(IGetTurnStrength(time));
fWalkingStrategy->SetTurnStrength(IGetTurnStrength(time));
fWalkingStrategy->RecalcVelocity(time, elapsed);
return plArmatureBrain::Apply(time, elapsed);
}
@ -188,13 +188,13 @@ void plAvBrainCritter::Activate(plArmatureModBase* avMod)
IInitBaseAnimations();
// create the controller if we haven't done so already
if (!fCallbackAction)
if (!fWalkingStrategy)
{
plSceneObject* avObj = fArmature->GetTarget(0);
plAGModifier* agMod = const_cast<plAGModifier*>(plAGModifier::ConvertNoRef(FindModifierByClass(avObj, plAGModifier::Index())));
plPhysicalControllerCore* controller = avMod->GetController();
fCallbackAction = new plWalkingController(avObj, agMod->GetApplicator(kAGPinTransform), controller);
fCallbackAction->ActivateController();
fWalkingStrategy = new plWalkingStrategy(agMod->GetApplicator(kAGPinTransform), controller);
controller->SetMovementStrategy(fWalkingStrategy);
}
// tell people that care that we are good to go
@ -224,7 +224,7 @@ void plAvBrainCritter::Resume()
// fade in the idle
fNextMode = kIdle;
fCallbackAction->Reset(false);
fWalkingStrategy->Reset(false);
plArmatureBrain::Resume();
}

6
Sources/Plasma/PubUtilLib/plAvatar/plAvBrainCritter.h

@ -47,7 +47,7 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
#include "pnKeyedObject/plKey.h"
class plArmatureMod;
class plWalkingController;
class plWalkingStrategy;
class plAIMsg;
class plAvBrainCritter : public plArmatureBrain
@ -134,8 +134,6 @@ public:
virtual void DumpToDebugDisplay(int& x, int& y, int lineHeight, char* strBuf, plDebugText& debugTxt);
plWalkingController* GetCallbackAction() {return fCallbackAction;}
// For the console
static bool fDrawDebug;
@ -159,7 +157,7 @@ protected:
std::vector<plArmatureMod*> IAvatarsICanSee() const;
std::vector<plArmatureMod*> IAvatarsICanHear() const;
plWalkingController* fCallbackAction;
plWalkingStrategy* fWalkingStrategy;
int fCurMode; // current behavior we are running
int fNextMode; // the next behavior to run (-1 if we aren't switching on next eval)
bool fFadingNextBehavior; // is the next behavior supposed to blend?

1
Sources/Plasma/PubUtilLib/plAvatar/plAvBrainDrive.cpp

@ -42,7 +42,6 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
// local includes
#include "plAvBrainDrive.h"
#include "plArmatureMod.h"
#include "plAvCallbackAction.h"
// global includes
#include "hsTimer.h"

4
Sources/Plasma/PubUtilLib/plAvatar/plAvBrainGeneric.cpp

@ -39,7 +39,6 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
Mead, WA 99021
*==LICENSE==*/
#include "plAvCallbackAction.h" // havok-contaminated file: must go first
// singular
#include "plAvBrainGeneric.h"
@ -94,7 +93,6 @@ plAvBrainGeneric::plAvBrainGeneric()
fFadeIn(0.0f),
fFadeOut(0.0f),
fMoveMode(kMoveRelative),
fCallbackAction(nil),
fBodyUsage(plAGAnim::kBodyUnknown)
{
}
@ -122,7 +120,6 @@ plAvBrainGeneric::plAvBrainGeneric(plAnimStageVec *stages,
fFadeIn(fadeIn),
fFadeOut(fadeOut),
fMoveMode(moveMode),
fCallbackAction(nil),
fBodyUsage(plAGAnim::kBodyUnknown)
{
}
@ -141,7 +138,6 @@ plAvBrainGeneric::plAvBrainGeneric(uint32_t exitFlags, float fadeIn, float fadeO
fFadeIn(fadeIn),
fFadeOut(fadeOut),
fMoveMode(moveMode),
fCallbackAction(nil),
fBodyUsage(plAGAnim::kBodyUnknown)
{

2
Sources/Plasma/PubUtilLib/plAvatar/plAvBrainGeneric.h

@ -49,7 +49,6 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
class plAnimStage;
class plAnimStageVec;
class plAvBrainGenericMsg;
class plHorizontalFreezeAction;
class plNotifyMsg;
/** \class plAvBrainGeneric
@ -300,7 +299,6 @@ protected:
int fCurStage; // which stage are we playing? (zero-based)
BrainType fType; // what type of brain are we?
uint32_t fExitFlags; // what will cause us to exit?
plHorizontalFreezeAction *fCallbackAction;
bool fForward; // are we currently moving forward or backward through the stages?
// this is used by the "auto-" movement types in the stages

157
Sources/Plasma/PubUtilLib/plAvatar/plAvBrainHuman.cpp

@ -40,9 +40,9 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
*==LICENSE==*/
#include "plAvCallbackAction.h" // subclasses a havok object; must be in first include section
#include "HeadSpin.h"
#include "plPhysicalControllerCore.h"
#include "plAvBrainHuman.h"
#include "plAvBrainClimb.h"
#include "plAvBrainDrive.h"
@ -140,7 +140,7 @@ plAvBrainHuman::TurnCurve plAvBrainHuman::GetTurnCurve(bool walk)
plAvBrainHuman::plAvBrainHuman(bool isActor /* = false */) :
fHandleAGMod(nil),
fStartedTurning(-1.0f),
fCallbackAction(nil),
fWalkingStrategy(nil),
fPreconditions(0),
fIsActor(isActor)
{
@ -154,9 +154,9 @@ bool plAvBrainHuman::Apply(double timeNow, float elapsed)
#endif
// SetTurnStrength runs first to make sure it's set to a sane value
// (or cleared). RunStandardBehaviors may overwrite it.
fCallbackAction->SetTurnStrength(IGetTurnStrength(timeNow));
fWalkingStrategy->SetTurnStrength(IGetTurnStrength(timeNow));
RunStandardBehaviors(timeNow, elapsed);
fCallbackAction->RecalcVelocity(timeNow, timeNow - elapsed, (fPreconditions & plHBehavior::kBehaviorTypeNeedsRecalcMask));
fWalkingStrategy->RecalcVelocity(timeNow, elapsed, (fPreconditions & plHBehavior::kBehaviorTypeNeedsRecalcMask));
plArmatureBrain::Apply(timeNow, elapsed);
#ifndef _DEBUG
@ -177,13 +177,13 @@ void plAvBrainHuman::Activate(plArmatureModBase *avMod)
IInitBoneMap();
IInitAnimations();
if (!fCallbackAction)
if (!fWalkingStrategy)
{
plSceneObject* avObj = fArmature->GetTarget(0);
plAGModifier* agMod = const_cast<plAGModifier*>(plAGModifier::ConvertNoRef(FindModifierByClass(avObj, plAGModifier::Index())));
plPhysicalControllerCore* controller = avMod->GetController();
fCallbackAction = new plWalkingController(avObj, agMod->GetApplicator(kAGPinTransform), controller);
fCallbackAction->ActivateController();
fWalkingStrategy = new plWalkingStrategy(agMod->GetApplicator(kAGPinTransform), controller);
controller->SetMovementStrategy(fWalkingStrategy);
}
@ -328,8 +328,8 @@ plAvBrainHuman::~plAvBrainHuman()
delete fBehaviors[i];
fBehaviors.Reset();
delete fCallbackAction;
fCallbackAction = nil;
delete fWalkingStrategy;
fWalkingStrategy = nil;
}
void plAvBrainHuman::Deactivate()
@ -361,7 +361,7 @@ void plAvBrainHuman::Resume()
if (fAvMod->GetInputFlag(S_PUSH_TO_TALK))
IChatOn();
fCallbackAction->Reset(false);
fWalkingStrategy->Reset(false);
plArmatureBrain::Resume();
}
@ -465,25 +465,23 @@ bool plAvBrainHuman::MsgReceive(plMessage * msg)
{
if(ride->Entering())
{
//plAvBrainRideAnimatedPhysical *rideBrain = new plAvBrainRideAnimatedPhysical();
//fAvMod->PushBrain(rideBrain);
delete fCallbackAction;
// Switch to dynamic walking strategy
delete fWalkingStrategy;
plSceneObject* avObj = fArmature->GetTarget(0);
plAGModifier* agMod = const_cast<plAGModifier*>(plAGModifier::ConvertNoRef(FindModifierByClass(avObj, plAGModifier::Index())));
plPhysicalControllerCore* controller = fAvMod->GetController();
fCallbackAction= new plRidingAnimatedPhysicalController(avObj, agMod->GetApplicator(kAGPinTransform), controller);
fCallbackAction->ActivateController();
fWalkingStrategy = new plDynamicWalkingStrategy(agMod->GetApplicator(kAGPinTransform), controller);
controller->SetMovementStrategy(fWalkingStrategy);
}
else
{
delete fCallbackAction;
// Restore default walking strategy
delete fWalkingStrategy;
plSceneObject* avObj = fArmature->GetTarget(0);
plAGModifier* agMod = const_cast<plAGModifier*>(plAGModifier::ConvertNoRef(FindModifierByClass(avObj, plAGModifier::Index())));
plPhysicalControllerCore* controller = fAvMod->GetController();
fCallbackAction= new plWalkingController(avObj, agMod->GetApplicator(kAGPinTransform), controller);
fCallbackAction->ActivateController();
//hsStatusMessage("Got an exiting ride animated physical message");
fWalkingStrategy = new plWalkingStrategy(agMod->GetApplicator(kAGPinTransform), controller);
controller->SetMovementStrategy(fWalkingStrategy);
}
}
@ -557,8 +555,8 @@ float plAvBrainHuman::IGetTurnStrength(double timeNow)
// Turning based on keypress
if ((turnLeftStrength > 0.f)
|| (turnRightStrength > 0.f)
|| (!fCallbackAction->IsOnGround()
&& !fCallbackAction->IsControlledFlight())
|| (!fWalkingStrategy->IsOnGround()
&& !fWalkingStrategy->IsControlledFlight())
) {
float t = (float)(timeNow - fStartedTurning);
float turnSpeed;
@ -590,7 +588,7 @@ float plAvBrainHuman::IGetTurnStrength(double timeNow)
result += fAvMod->GetKeyTurnStrength() * turnSpeed;
}
if (!fCallbackAction->IsControlledFlight())
if (!fWalkingStrategy->IsControlledFlight())
result += fAvMod->GetAnalogTurnStrength() * maxTurnSpeed;
return result;
@ -647,7 +645,7 @@ void plAvBrainHuman::ResetIdle()
void plAvBrainHuman::IdleOnly(bool instantOff)
{
if (!fCallbackAction)
if (!fWalkingStrategy)
return;
float rate = instantOff ? 0.f : 1.f;
@ -673,7 +671,7 @@ bool plAvBrainHuman::IsMovementZeroBlend()
void plAvBrainHuman::TurnToPoint(hsPoint3 point)
{
if (!fCallbackAction->IsOnGround() || IsRunningTask() || fAvMod->GetCurrentBrain() != this || !IsMovementZeroBlend())
if (!fWalkingStrategy->IsOnGround() || IsRunningTask() || fAvMod->GetCurrentBrain() != this || !IsMovementZeroBlend())
return;
hsPoint3 avPos;
@ -869,23 +867,23 @@ void plAvBrainHuman::Spawn(double timeNow)
bool plAvBrainHuman::LeaveAge()
{
plPhysicalControllerCore* controller = fAvMod->GetController();
if(!controller->BehavingLikeAnAnimatedPhysical())
// If our current walking strategy is dynamic, restore the default kinematic strategy.
if (!fWalkingStrategy->IsKinematic())
{
controller->BehaveLikeAnimatedPhysical(true);
delete fCallbackAction;
delete fWalkingStrategy;
plSceneObject* avObj = fArmature->GetTarget(0);
plAGModifier* agMod = const_cast<plAGModifier*>(plAGModifier::ConvertNoRef(FindModifierByClass(avObj, plAGModifier::Index())));
fCallbackAction= new plWalkingController(avObj, agMod->GetApplicator(kAGPinTransform), controller);
fCallbackAction->ActivateController();
fWalkingStrategy = new plWalkingStrategy(agMod->GetApplicator(kAGPinTransform), controller);
}
fWalkingStrategy->Reset(true);
plArmatureBrain::LeaveAge();
// pin the physical so it doesn't fall when the world is deleted
fAvMod->EnablePhysics(false);
// this will get set to true when we hit ground
fCallbackAction->Reset(true);
return false;
}
@ -895,11 +893,10 @@ void plAvBrainHuman::DumpToDebugDisplay(int &x, int &y, int lineHeight, char *st
debugTxt.DrawString(x, y, strBuf);
y += lineHeight;
const char *grounded = fCallbackAction->IsOnGround() ? "yes" : "no";
const char *falseGrounded = fCallbackAction->IsOnFalseGround() ? "yes" : "no";
const char *pushing = (fCallbackAction->GetPushingPhysical() ? (fCallbackAction->GetFacingPushingPhysical() ? "facing" : "behind") : "none");
sprintf(strBuf, "Ground: %3s, FalseGround: %3s, AirTime: %5.2f (Peak: %5.2f), PushingPhys: %6s",
grounded, falseGrounded, fCallbackAction->GetAirTime(), fCallbackAction->GetImpactTime(), pushing);
const char *grounded = fWalkingStrategy->IsOnGround() ? "yes" : "no";
const char *pushing = (fWalkingStrategy->GetPushingPhysical() ? (fWalkingStrategy->GetFacingPushingPhysical() ? "facing" : "behind") : "none");
sprintf(strBuf, "Ground: %3s, AirTime: %5.2f (Peak: %5.2f), PushingPhys: %6s",
grounded, fWalkingStrategy->GetAirTime(), fWalkingStrategy->GetImpactTime(), pushing);
debugTxt.DrawString(x, y, strBuf);
y += lineHeight;
@ -1012,8 +1009,8 @@ bool Run::PreCondition(double time, float elapsed)
{
if (fAnim)
{
if (fAvMod->ForwardKeyDown() && fAvMod->FastKeyDown() && fHuBrain->fCallbackAction->IsOnGround() &&
(!fHuBrain->fCallbackAction->GetPushingPhysical() || !fHuBrain->fCallbackAction->GetFacingPushingPhysical()))
if (fAvMod->ForwardKeyDown() && fAvMod->FastKeyDown() && fHuBrain->fWalkingStrategy->IsOnGround() &&
(!fHuBrain->fWalkingStrategy->GetPushingPhysical() || !fHuBrain->fWalkingStrategy->GetFacingPushingPhysical()))
return true;
}
return false;
@ -1023,8 +1020,8 @@ bool Walk::PreCondition(double time, float elapsed)
{
if (fAnim)
{
if (fAvMod->ForwardKeyDown() && !fAvMod->FastKeyDown() && fHuBrain->fCallbackAction->IsOnGround() &&
(!fHuBrain->fCallbackAction->GetPushingPhysical() || !fHuBrain->fCallbackAction->GetFacingPushingPhysical()))
if (fAvMod->ForwardKeyDown() && !fAvMod->FastKeyDown() && fHuBrain->fWalkingStrategy->IsOnGround() &&
(!fHuBrain->fWalkingStrategy->GetPushingPhysical() || !fHuBrain->fWalkingStrategy->GetFacingPushingPhysical()))
return true;
}
return false;
@ -1034,8 +1031,8 @@ bool WalkBack::PreCondition(double time, float elapsed)
{
if (fAnim)
{
if (fAvMod->BackwardKeyDown() && !fAvMod->ForwardKeyDown() && fHuBrain->fCallbackAction->IsOnGround() &&
(!fHuBrain->fCallbackAction->GetPushingPhysical() || fHuBrain->fCallbackAction->GetFacingPushingPhysical()))
if (fAvMod->BackwardKeyDown() && !fAvMod->ForwardKeyDown() && fHuBrain->fWalkingStrategy->IsOnGround() &&
(!fHuBrain->fWalkingStrategy->GetPushingPhysical() || fHuBrain->fWalkingStrategy->GetFacingPushingPhysical()))
return true;
}
return false;
@ -1048,7 +1045,7 @@ bool StepLeft::PreCondition(double time, float elapsed)
return ((fAvMod->StrafeLeftKeyDown() || (fAvMod->StrafeKeyDown() && fAvMod->TurnLeftKeyDown())) &&
!(fAvMod->StrafeRightKeyDown() || (fAvMod->StrafeKeyDown() && fAvMod->TurnRightKeyDown())) &&
!(fAvMod->ForwardKeyDown() || fAvMod->BackwardKeyDown()) &&
fHuBrain->fCallbackAction->IsOnGround());
fHuBrain->fWalkingStrategy->IsOnGround());
}
return false;
}
@ -1060,7 +1057,7 @@ bool StepRight::PreCondition(double time, float elapsed)
return ((fAvMod->StrafeRightKeyDown() || (fAvMod->StrafeKeyDown() && fAvMod->TurnRightKeyDown())) &&
!(fAvMod->StrafeLeftKeyDown() || (fAvMod->StrafeKeyDown() && fAvMod->TurnLeftKeyDown())) &&
!(fAvMod->ForwardKeyDown() || fAvMod->BackwardKeyDown()) &&
fHuBrain->fCallbackAction->IsOnGround());
fHuBrain->fWalkingStrategy->IsOnGround());
}
return false;
}
@ -1101,8 +1098,8 @@ bool MovingTurnLeft::PreCondition(double time, float elapsed)
{
if (fAvMod->GetTurnStrength() > 0)
{
if (fHuBrain->fCallbackAction->IsOnGround() && (fAvMod->ForwardKeyDown() || fAvMod->BackwardKeyDown()) &&
(!fHuBrain->fCallbackAction->GetPushingPhysical() || !fHuBrain->fCallbackAction->GetFacingPushingPhysical()))
if (fHuBrain->fWalkingStrategy->IsOnGround() && (fAvMod->ForwardKeyDown() || fAvMod->BackwardKeyDown()) &&
(!fHuBrain->fWalkingStrategy->GetPushingPhysical() || !fHuBrain->fWalkingStrategy->GetFacingPushingPhysical()))
return true;
}
return false;
@ -1112,8 +1109,8 @@ bool MovingTurnRight::PreCondition(double time, float elapsed)
{
if (fAvMod->GetTurnStrength() < 0)
{
if (fHuBrain->fCallbackAction->IsOnGround() && (fAvMod->ForwardKeyDown() || fAvMod->BackwardKeyDown()) &&
(!fHuBrain->fCallbackAction->GetPushingPhysical() || !fHuBrain->fCallbackAction->GetFacingPushingPhysical()))
if (fHuBrain->fWalkingStrategy->IsOnGround() && (fAvMod->ForwardKeyDown() || fAvMod->BackwardKeyDown()) &&
(!fHuBrain->fWalkingStrategy->GetPushingPhysical() || !fHuBrain->fWalkingStrategy->GetFacingPushingPhysical()))
return true;
}
@ -1122,14 +1119,14 @@ bool MovingTurnRight::PreCondition(double time, float elapsed)
void Jump::IStart()
{
fHuBrain->fCallbackAction->EnableControlledFlight(true);
fHuBrain->fWalkingStrategy->EnableControlledFlight(true);
plHBehavior::IStart();
}
void Jump::IStop()
{
fHuBrain->fCallbackAction->EnableControlledFlight(false);
fHuBrain->fWalkingStrategy->EnableControlledFlight(false);
plHBehavior::IStop();
}
@ -1140,7 +1137,7 @@ bool StandingJump::PreCondition(double time, float elapsed)
{
if (GetStrength() > 0.f)
{
if (!fHuBrain->fCallbackAction->IsControlledFlight() ||
if (!fHuBrain->fWalkingStrategy->IsControlledFlight() ||
fAnim->GetTimeConvert()->WorldToAnimTimeNoUpdate(time) >= fAnim->GetTimeConvert()->GetEnd())
{
return false;
@ -1152,7 +1149,7 @@ bool StandingJump::PreCondition(double time, float elapsed)
if (fAvMod->JumpKeyDown() &&
!fAvMod->ForwardKeyDown() &&
fAnim->GetBlend() == 0.0f &&
fHuBrain->fCallbackAction->IsOnGround())
fHuBrain->fWalkingStrategy->IsOnGround())
{
if (fAvMod->ConsumeJump())
return true;
@ -1168,7 +1165,7 @@ bool WalkingJump::PreCondition(double time, float elapsed)
{
if (GetStrength() > 0.f)
{
if (!fHuBrain->fCallbackAction->IsControlledFlight() ||
if (!fHuBrain->fWalkingStrategy->IsControlledFlight() ||
fAnim->GetTimeConvert()->WorldToAnimTimeNoUpdate(time) >= fAnim->GetTimeConvert()->GetEnd())
{
return false;
@ -1181,8 +1178,8 @@ bool WalkingJump::PreCondition(double time, float elapsed)
!fAvMod->FastKeyDown() &&
fAvMod->ForwardKeyDown() &&
fAnim->GetBlend() == 0.0f &&
fHuBrain->fCallbackAction->IsOnGround() &&
(!fHuBrain->fCallbackAction->GetPushingPhysical() || !fHuBrain->fCallbackAction->GetFacingPushingPhysical()))
fHuBrain->fWalkingStrategy->IsOnGround() &&
(!fHuBrain->fWalkingStrategy->GetPushingPhysical() || !fHuBrain->fWalkingStrategy->GetFacingPushingPhysical()))
{
if (fAvMod->ConsumeJump())
return true;
@ -1198,7 +1195,7 @@ bool RunningJump::PreCondition(double time, float elapsed)
{
if (GetStrength() > 0.f)
{
if (!fHuBrain->fCallbackAction->IsControlledFlight() ||
if (!fHuBrain->fWalkingStrategy->IsControlledFlight() ||
fAnim->GetTimeConvert()->WorldToAnimTimeNoUpdate(time) >= fAnim->GetTimeConvert()->GetEnd())
{
return false;
@ -1211,8 +1208,8 @@ bool RunningJump::PreCondition(double time, float elapsed)
fAvMod->ForwardKeyDown() &&
fAvMod->FastKeyDown() &&
fAnim->GetBlend() == 0.0f &&
fHuBrain->fCallbackAction->IsOnGround() &&
(!fHuBrain->fCallbackAction->GetPushingPhysical() || !fHuBrain->fCallbackAction->GetFacingPushingPhysical()))
fHuBrain->fWalkingStrategy->IsOnGround() &&
(!fHuBrain->fWalkingStrategy->GetPushingPhysical() || !fHuBrain->fWalkingStrategy->GetFacingPushingPhysical()))
{
if (fAvMod->ConsumeJump())
return true;
@ -1237,13 +1234,13 @@ bool RunningImpact::PreCondition(double time, float elapsed)
{
if (fDuration > 0.0f)
fDuration = fDuration - elapsed;
else if (fHuBrain->fCallbackAction->IsOnGround() && fHuBrain->fCallbackAction->GetImpactTime() > kMinAirTime)
else if (fHuBrain->fWalkingStrategy->IsOnGround() && fHuBrain->fWalkingStrategy->GetImpactTime() > kMinAirTime)
{
if (fHuBrain->fCallbackAction->GetImpactVelocity().fZ < -kMinImpactVel)
if (fHuBrain->fWalkingStrategy->GetImpactVelocity().fZ < -kMinImpactVel)
{
if (fHuBrain->fCallbackAction->GetImpactVelocity().fY < kRunningImpactThresh)
if (fHuBrain->fWalkingStrategy->GetImpactVelocity().fY < kRunningImpactThresh)
{
fMaxBlend = 0.5f + (0.5f * (-fHuBrain->fCallbackAction->GetImpactVelocity().fZ / (kFullImpactVel - kMinImpactVel)));
fMaxBlend = 0.5f + (0.5f * (-fHuBrain->fWalkingStrategy->GetImpactVelocity().fZ / (kFullImpactVel - kMinImpactVel)));
if (fMaxBlend > 1)
fMaxBlend = 1;
fDuration = 1.0f / fFadeIn;
@ -1267,13 +1264,13 @@ bool GroundImpact::PreCondition(double time, float elapsed)
bool result = false;
if (fDuration > 0.0f)
fDuration = fDuration - elapsed;
else if (fHuBrain->fCallbackAction->IsOnGround() && fHuBrain->fCallbackAction->GetImpactTime() > kMinAirTime)
else if (fHuBrain->fWalkingStrategy->IsOnGround() && fHuBrain->fWalkingStrategy->GetImpactTime() > kMinAirTime)
{
if (fHuBrain->fCallbackAction->GetImpactVelocity().fZ < -kMinImpactVel)
if (fHuBrain->fWalkingStrategy->GetImpactVelocity().fZ < -kMinImpactVel)
{
if (fHuBrain->fCallbackAction->GetImpactVelocity().fY >= kRunningImpactThresh)
if (fHuBrain->fWalkingStrategy->GetImpactVelocity().fY >= kRunningImpactThresh)
{
fMaxBlend = 0.5f + (0.5f * (-fHuBrain->fCallbackAction->GetImpactVelocity().fZ / (kFullImpactVel - kMinImpactVel)));
fMaxBlend = 0.5f + (0.5f * (-fHuBrain->fWalkingStrategy->GetImpactVelocity().fZ / (kFullImpactVel - kMinImpactVel)));
if (fMaxBlend > 1)
fMaxBlend = 1;
fDuration = 1.0f / fFadeIn;
@ -1292,7 +1289,7 @@ void GroundImpact::IStop()
bool Fall::PreCondition(double time, float elapsed)
{
return !fHuBrain->fCallbackAction->IsOnGround() && fHuBrain->fCallbackAction->HitGroundInThisAge();
return !fHuBrain->fWalkingStrategy->IsOnGround() && fHuBrain->fWalkingStrategy->HitGroundInThisAge();
}
void Fall::Process(double time, float elapsed)
@ -1304,7 +1301,7 @@ void Fall::Process(double time, float elapsed)
if (fAnim && fAnim->GetBlend() > 0.8)
{
float panicThresh = plAvBrainHuman::kAirTimePanicThreshold;
if (panicThresh > 0.0f && fHuBrain->fCallbackAction->GetAirTime() > panicThresh)
if (panicThresh > 0.0f && fHuBrain->fWalkingStrategy->GetAirTime() > panicThresh)
{
fHuBrain->IdleOnly(); // clear the fall state; we're going somewhere new
fAvMod->PanicLink();
@ -1321,7 +1318,7 @@ void Push::Process(double time, float elapsed)
fAvMod->GetPositionAndRotationSim(&pos, &rot);
hsPoint3 lookAt;
fHuBrain->fCallbackAction->GetPushingPhysical()->GetPositionSim(lookAt);
fHuBrain->fWalkingStrategy->GetPushingPhysical()->GetPositionSim(lookAt);
hsVector3 up(0.f, 0.f, 1.f);
float angle = atan2(lookAt.fY - pos.fY, lookAt.fX - pos.fX) + M_PI / 2;
hsQuat targRot(angle, &up);
@ -1335,23 +1332,23 @@ void Push::Process(double time, float elapsed)
globFwd = rot.Rotate(&globFwd);
if (globFwd.fX < 0)
fHuBrain->fCallbackAction->SetTurnStrength(-turnSpeed);
fHuBrain->fWalkingStrategy->SetTurnStrength(-turnSpeed);
else
fHuBrain->fCallbackAction->SetTurnStrength(turnSpeed);
fHuBrain->fWalkingStrategy->SetTurnStrength(turnSpeed);
}
//bool PushIdle::PreCondition(double time, float elapsed)
//{
// return (fHuBrain->fCallbackAction->GetPushingPhysical() &&
// fHuBrain->fCallbackAction->IsOnGround() &&
// return (fHuBrain->fWalkingStrategy->GetPushingPhysical() &&
// fHuBrain->fWalkingStrategy->IsOnGround() &&
// !fAvMod->TurnLeftKeyDown() && !fAvMod->TurnRightKeyDown()
// && fAvMod->GetTurnStrength() == 0);
//}
bool PushWalk::PreCondition(double time, float elapsed)
{
return (fHuBrain->fCallbackAction->GetPushingPhysical() && fHuBrain->fCallbackAction->GetFacingPushingPhysical() &&
fHuBrain->fCallbackAction->IsOnGround() &&
return (fHuBrain->fWalkingStrategy->GetPushingPhysical() && fHuBrain->fWalkingStrategy->GetFacingPushingPhysical() &&
fHuBrain->fWalkingStrategy->IsOnGround() &&
fAvMod->ForwardKeyDown());
}
@ -1366,7 +1363,7 @@ bool PushSimpleMultiStage(plArmatureMod *avatar, const char *enterAnim, const ch
{
plAvBrainHuman *huBrain = plAvBrainHuman::ConvertNoRef(avatar->FindBrainByClass(plAvBrainHuman::Index()));
const char *names[3] = {enterAnim, idleAnim, exitAnim};
if (!huBrain || !huBrain->fCallbackAction->IsOnGround() || !huBrain->fCallbackAction->HitGroundInThisAge() || huBrain->IsRunningTask() ||
if (!huBrain || !huBrain->fWalkingStrategy->IsOnGround() || !huBrain->fWalkingStrategy->HitGroundInThisAge() || huBrain->IsRunningTask() ||
!avatar->IsPhysicsEnabled() || avatar->FindMatchingGenericBrain(names, 3))
return false;
@ -1429,7 +1426,7 @@ bool AvatarEmote(plArmatureMod *avatar, const char *emoteName)
if (swimBrain && swimBrain->IsSwimming())
return false;
if (huBrain && huBrain->fCallbackAction->IsOnGround() && huBrain->fCallbackAction->HitGroundInThisAge() && !huBrain->IsRunningTask() &&
if (huBrain && huBrain->fWalkingStrategy->IsOnGround() && huBrain->fWalkingStrategy->HitGroundInThisAge() && !huBrain->IsRunningTask() &&
emote && !alreadyActive && avatar->IsPhysicsEnabled())
{
plKey avKey = avatar->GetKey();

4
Sources/Plasma/PubUtilLib/plAvatar/plAvBrainHuman.h

@ -58,7 +58,7 @@ class plAGAnimInstance;
class plAvTask;
class plAvTaskMsg;
class plAvBrainHuman;
class plWalkingController;
class plWalkingStrategy;
class plArmatureUpdateMsg;
class plClimbMsg;
class plControlEventMsg;
@ -164,7 +164,7 @@ public:
static const float kControlledFlightThreshold;
static const float kAirTimeThreshold;
static const float kAirTimePanicThreshold;
plWalkingController* fCallbackAction;
plWalkingStrategy* fWalkingStrategy;
protected:
plAGAnim *FindCustomAnim(const char *baseName);

13
Sources/Plasma/PubUtilLib/plAvatar/plAvBrainRideAnimatedPhysical.cpp

@ -44,7 +44,7 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
#include "plAvBrainHuman.h"
#include "plAvBrain.h"
#include "plAvCallbackAction.h"
#include "plPhysicalControllerCore.h"
#include "plMessage/plRideAnimatedPhysMsg.h"
@ -52,20 +52,19 @@ void plAvBrainRideAnimatedPhysical::Activate(plArmatureModBase *avMod)
{
plArmatureBrain::Activate(avMod);
IInitAnimations();
if (!fCallbackAction)
if (!fWalkingStrategy)
{
plSceneObject* avObj = fArmature->GetTarget(0);
plAGModifier* agMod = const_cast<plAGModifier*>(plAGModifier::ConvertNoRef(FindModifierByClass(avObj, plAGModifier::Index())));
plPhysicalControllerCore* controller = avMod->GetController();
fCallbackAction = new plRidingAnimatedPhysicalController(avObj, agMod->GetApplicator(kAGPinTransform), controller);
fCallbackAction->ActivateController();
fWalkingStrategy = new plDynamicWalkingStrategy(agMod->GetApplicator(kAGPinTransform), controller);
controller->SetMovementStrategy(fWalkingStrategy);
}
}
plAvBrainRideAnimatedPhysical::~plAvBrainRideAnimatedPhysical()
{
delete fCallbackAction;
fCallbackAction=nil;
delete fWalkingStrategy;
fWalkingStrategy = nil;
}
void plAvBrainRideAnimatedPhysical::Deactivate()

2
Sources/Plasma/PubUtilLib/plAvatar/plAvBrainRideAnimatedPhysical.h

@ -41,8 +41,6 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
*==LICENSE==*/
#include "plAvBrainHuman.h"
class plRidingAnimatedPhysicalController;
class plAvBrainRideAnimatedPhysical : public plAvBrainHuman
{
public:

137
Sources/Plasma/PubUtilLib/plAvatar/plAvBrainSwim.cpp

@ -46,10 +46,6 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
//
/////////////////////////////////////////////////////////////////////////////////////////
//#include <hkmath/vector3.h>
//#include <hkdynamics/entity/rigidbody.h>
#include "plAntiGravAction.h" // descends from Havok class, so must be included first, like havok objects
// singular
#include "plAvBrainSwim.h"
@ -69,7 +65,6 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
#include "hsTimer.h"
#include "plPhysical.h"
#include "plPhysicalControllerCore.h"
#include "plAvCallbackAction.h"
// other
#include "plPhysical/plCollisionDetector.h"
#include "plPipeline/plDebugText.h"
@ -180,18 +175,16 @@ public:
static const float timeToMaxTurn = 0.5f;
static const float incPerSec = maxTurnSpeed / timeToMaxTurn;
// hsAssert(0, "fixme physx");
float oldSpeed = fabs(fSwimBrain->fCallbackAction->GetTurnStrength());
float oldSpeed = fabs(fSwimBrain->fSwimStrategy->GetTurnStrength());
float thisInc = elapsed * incPerSec;
float newSpeed = min(oldSpeed + thisInc, maxTurnSpeed);
fSwimBrain->fCallbackAction->SetTurnStrength(newSpeed * fAvMod->GetKeyTurnStrength() + fAvMod->GetAnalogTurnStrength());
fSwimBrain->fSwimStrategy->SetTurnStrength(newSpeed * fAvMod->GetKeyTurnStrength() + fAvMod->GetAnalogTurnStrength());
// the turn is actually applied during PhysicsUpdate
}
virtual void IStop()
{
// hsAssert(0, "fixme physx");
if (fSwimBrain->fCallbackAction)
fSwimBrain->fCallbackAction->SetTurnStrength(0.0f);
if (fSwimBrain->fSwimStrategy)
fSwimBrain->fSwimStrategy->SetTurnStrength(0.0f);
plSwimBehavior::IStop();
}
};
@ -237,7 +230,7 @@ public:
const float plAvBrainSwim::kMinSwimDepth = 4.0f;
plAvBrainSwim::plAvBrainSwim() :
fCallbackAction(nil),
fSwimStrategy(nil),
fMode(kWalking),
fSurfaceDistance(0.f)
{
@ -250,12 +243,9 @@ plAvBrainSwim::plAvBrainSwim() :
plAvBrainSwim::~plAvBrainSwim()
{
if(fCallbackAction)
{
IDetachAction();
delete fCallbackAction;
fCallbackAction=nil;
}
delete fSwimStrategy;
fSwimStrategy = nil;
fSurfaceProbeMsg->UnRef();
int i;
@ -273,8 +263,7 @@ bool plAvBrainSwim::Apply(double time, float elapsed)
fMode = kWading;
plAvBrainHuman *huBrain = plAvBrainHuman::ConvertNoRef(fAvMod->GetNextBrain(this));
// hsAssert(0, "fixme physx");
if (huBrain && !huBrain->fCallbackAction->IsOnGround())
if (huBrain && !huBrain->fWalkingStrategy->IsOnGround())
{
// We're jumping in! Trigger splash effect (sound)
plArmatureEffectMsg *msg = new plArmatureEffectMsg(fAvMod->GetArmatureEffects()->GetKey(), kTime);
@ -318,8 +307,7 @@ bool plAvBrainSwim::Apply(double time, float elapsed)
// The contact check is so that if buoyancy bobs us a little too high, we don't
// switch to wading only to fall again.
// hsAssert(0, "fixme physx");
if (fSurfaceDistance < kMinSwimDepth-.5 && fCallbackAction->HadContacts())
if (fSurfaceDistance < kMinSwimDepth-.5 && fSwimStrategy->HadContacts())
IStartWading();
}
else if (fMode == kSwimming3D)
@ -346,13 +334,12 @@ bool plAvBrainSwim::MsgReceive(plMessage *msg)
else
fSurfaceDistance = -100.f;
// hsAssert(0, "fixme physx");
if (fCallbackAction)
if (fSwimStrategy)
{
if (region)
fCallbackAction->SetSurface(region, fArmature->GetTarget(0)->GetLocalToWorld().GetTranslate().fZ + fSurfaceDistance);
fSwimStrategy->SetSurface(region, fArmature->GetTarget(0)->GetLocalToWorld().GetTranslate().fZ + fSurfaceDistance);
else
fCallbackAction->SetSurface(nil, 0.f);
fSwimStrategy->SetSurface(nil, 0.f);
}
return true;
}
@ -419,20 +406,16 @@ void plAvBrainSwim::Activate(plArmatureModBase* avMod)
void plAvBrainSwim::Deactivate()
{
plArmatureBrain::Deactivate();
IDetachAction();
}
void plAvBrainSwim::Suspend()
{
if (fMode == kSwimming2D)
IDetachAction();
}
void plAvBrainSwim::Resume()
{
if (fMode == kSwimming2D)
IAttachAction();
fSwimStrategy->Reset(false);
}
bool plAvBrainSwim::IsWalking()
@ -460,8 +443,6 @@ void plAvBrainSwim::IStartWading()
for (i = 0; i < fBehaviors.GetCount(); i++)
fBehaviors[i]->SetStrength(0.f, 2.f);
IDetachAction();
if (fAvMod->IsLocalAvatar())
{
plCameraMsg* pMsg = new plCameraMsg;
@ -479,7 +460,16 @@ void plAvBrainSwim::IStartSwimming(bool is2D)
plArmatureBrain *nextBrain = fAvMod->GetNextBrain(this);
nextBrain->Suspend();
IAttachAction();
if (!fSwimStrategy)
{
plSceneObject * avObj = fArmature->GetTarget(0);
plAGModifier *agMod = const_cast<plAGModifier*>(plAGModifier::ConvertNoRef(FindModifierByClass(avObj, plAGModifier::Index())));
plPhysicalControllerCore *controller = fAvMod->GetController();
fSwimStrategy = new plSwimStrategy(agMod->GetApplicator(kAGPinTransform), controller);
}
fSwimStrategy->Reset(false);
if (is2D)
fMode = kSwimming2D;
else
@ -509,8 +499,8 @@ bool plAvBrainSwim::IProcessSwimming2D(double time, float elapsed)
else
behavior->SetStrength(0.f, 2.f);
}
// hsAssert(0, "fixme physx");
fCallbackAction->RecalcVelocity(time, time - elapsed);
fSwimStrategy->RecalcVelocity(time, elapsed);
return true;
}
@ -568,59 +558,6 @@ bool plAvBrainSwim::IInitAnimations()
return true;
}
bool plAvBrainSwim::IAttachAction()
{
bool result = false;
if(fAvMod)
{
// hsAssert(0, "fixme physx");
plPhysicalControllerCore *physical = fAvMod->GetController();
if (physical)
{
if (!fCallbackAction)
{
plSceneObject * avObj = fArmature->GetTarget(0);
plAGModifier *agMod = const_cast<plAGModifier*>(plAGModifier::ConvertNoRef(FindModifierByClass(avObj, plAGModifier::Index())));
fCallbackAction = new plSwimmingController(avObj, agMod->GetApplicator(kAGPinTransform),physical);
// physical->AttachAction(fCallbackAction, true, false);
result = true;
}
else
{
fCallbackAction->ActivateController();
}
}
}
return result;
}
bool plAvBrainSwim::IDetachAction()
{
bool result = false;
if (fCallbackAction)
{
// hsAssert(0, "fixme physx");
// plPhysical *physical = fAvMod->GetPhysical();
//
// if(physical)
// {
// physical->RemoveAction(fCallbackAction);
// result = true; // there was an action and we removed it
// }
// TODO: We get a compiler warning about deleting a pointer to an
// undefined class. So, who knows what the code is actually doing.
// Seems bad. Just putting a note in here for whoever fixes the
// physx issue.
//delete fCallbackAction;
//fCallbackAction = nil;
}
return result;
}
void plAvBrainSwim::IProbeSurface()
{
hsPoint3 ourPos = fAvMod->GetTarget(0)->GetLocalToWorld().GetTranslate();
@ -676,21 +613,15 @@ void plAvBrainSwim::DumpToDebugDisplay(int &x, int &y, int lineHeight, char *str
debugTxt.DrawString(x, y, strBuf);
y += lineHeight;
float buoy = fSwimStrategy ? fSwimStrategy->GetBuoyancy() : 0.0f;
sprintf(strBuf, "Distance to surface: %f Buoyancy: %f", fSurfaceDistance, buoy);
debugTxt.DrawString(x, y, strBuf);
y += lineHeight;
// hsAssert(0, "fixme physx");
// float buoy = fCallbackAction? fCallbackAction->GetBuoyancy() : 0.0f;
// sprintf(strBuf, "Distance to surface: %f Buoyancy: %f", fSurfaceDistance, buoy);
// debugTxt.DrawString(x, y, strBuf);
// y += lineHeight;
//
// hsVector3 linV;
// fAvMod->GetPhysical()->GetLinearVelocitySim(linV);
// hsVector3 angV;
// fAvMod->GetPhysical()->GetAngularVelocitySim(angV);
// float angle = angV.fZ > 0 ? angV.Magnitude() : -angV.Magnitude();
// sprintf(strBuf, "Velocity: Linear (%5.2f, %5.2f, %5.2f), Angular %5.2f", linV.fX, linV.fY, linV.fZ, angle);
// debugTxt.DrawString(x, y, strBuf);
// y += lineHeight;
hsVector3 linV = fAvMod->GetController()->GetAchievedLinearVelocity();
sprintf(strBuf, "Linear Velocity: (%5.2f, %5.2f, %5.2f)", linV.fX, linV.fY, linV.fZ);
debugTxt.DrawString(x, y, strBuf);
y += lineHeight;
int i;
for (i = 0; i < fBehaviors.GetCount(); i++)

6
Sources/Plasma/PubUtilLib/plAvatar/plAvBrainSwim.h

@ -51,7 +51,7 @@ class plAntiGravAction;
class plControlEventMsg;
class plLOSRequestMsg;
class plSwimRegionInterface;
class plSwimmingController;
class plSwimStrategy;
class plAvBrainSwim : public plArmatureBrain
{
public:
@ -73,7 +73,7 @@ public:
bool IsSwimming();
float GetSurfaceDistance() { return fSurfaceDistance; }
plSwimmingController *fCallbackAction;
plSwimStrategy *fSwimStrategy;
static const float kMinSwimDepth;
protected:
@ -86,8 +86,6 @@ protected:
bool IProcessBehaviors(double time, float elapsed);
virtual bool IInitAnimations();
bool IAttachAction();
bool IDetachAction();
void IProbeSurface();
bool IHandleControlMsg(plControlEventMsg* msg);
float IGetTargetZ();

579
Sources/Plasma/PubUtilLib/plAvatar/plAvCallbackAction.cpp

@ -1,579 +0,0 @@
/*==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 "plAvCallbackAction.h"
#include "plMessage/plLOSHitMsg.h"
#include "plArmatureMod.h" // for LOS enum type
#include "plMatrixChannel.h"
#include "hsTimer.h"
#include "plPhysicalControllerCore.h"
// Generic geom utils.
static bool LinearVelocity(hsVector3 &outputV, float elapsed, hsMatrix44 &prevMat, hsMatrix44 &curMat);
static void AngularVelocity(float &outputV, float elapsed, hsMatrix44 &prevMat, hsMatrix44 &curMat);
static float AngleRad2d (float x1, float y1, float x3, float y3);
inline hsVector3 GetYAxis(hsMatrix44 &mat)
{
return hsVector3(mat.fMap[1][0], mat.fMap[1][1], mat.fMap[1][2]);
}
plAnimatedController::plAnimatedController(plSceneObject* rootObject, plAGApplicator* rootApp, plPhysicalControllerCore* controller)
: fRootObject(rootObject)
, fRootApp(rootApp)
, fController(controller)
, fTurnStr(0.f)
, fAnimAngVel(0.f)
, fAnimPosVel(0.f, 0.f, 0.f)
{
}
void plAnimatedController::RecalcVelocity(double timeNow, double timePrev, bool useAnim /* = true */)
{
if (useAnim)
{
// while you may think it would be correct to cache this,
// what we're actually asking is "what would the animation's
// position be at the previous time given its *current*
// parameters (particularly blends)"
hsMatrix44 prevMat = ((plMatrixChannel *)fRootApp->GetChannel())->Value(timePrev, true);
hsMatrix44 curMat = ((plMatrixChannel *)fRootApp->GetChannel())->Value(timeNow, true);
// If we get a valid linear velocity (ie, we didn't wrap around in the anim),
// use it. Otherwise just reuse the previous frames velocity.
hsVector3 linearVel;
if (LinearVelocity(linearVel, (float)(timeNow - timePrev), prevMat, curMat))
fAnimPosVel = linearVel;
// Automatically sets fAnimAngVel
AngularVelocity(fAnimAngVel, (float)(timeNow - timePrev), prevMat, curMat);
}
else
{
fAnimPosVel.Set(0.f, 0.f, 0.f);
fAnimAngVel = 0.f;
}
if (fController)
fController->SetVelocities(fAnimPosVel, fAnimAngVel + fTurnStr);
}
///////////////////////////////////////////////////////////////////////////
const float plWalkingController::kControlledFlightThreshold = 1.f; // seconds
plWalkingController::plWalkingController(plSceneObject* rootObject, plAGApplicator* rootApp, plPhysicalControllerCore* controller)
: plAnimatedController(rootObject, rootApp, controller)
, fHitGroundInThisAge(false)
, fWaitingForGround(false)
, fControlledFlightTime(0)
, fControlledFlight(0)
, fImpactTime(0.f)
, fImpactVelocity(0.f, 0.f, 0.f)
, fClearImpact(false)
, fGroundLastFrame(false)
{
if (fController)
{
fWalkingStrategy= new plWalkingStrategy(fController);
fController->SetMovementSimulationInterface(fWalkingStrategy);
}
else
fWalkingStrategy = nil;
}
void plWalkingController::RecalcVelocity(double timeNow, double timePrev, bool useAnim)
{
if (!fHitGroundInThisAge && fController && fController->IsEnabled() && fWalkingStrategy->IsOnGround())
fHitGroundInThisAge = true; // if we're not pinned and we're not in an age yet, we are now.
if (fClearImpact)
{
fImpactTime = 0.f;
fImpactVelocity.Set(0.f, 0.f, 0.f);
}
if (fController && !fWalkingStrategy->IsOnGround())
{
// PhysX Hack: AchievedLinearVelocity is a Cyanic fix for superjumps. LinearVelocity is
// always (0,0,0) outside of the controller update proc
fImpactTime = fWalkingStrategy->GetAirTime();
fImpactVelocity = fController->GetAchievedLinearVelocity();
// convert orientation from subworld to avatar-local coordinates
fImpactVelocity = (hsVector3)fController->GetLocalRotation().Rotate(&fImpactVelocity);
fClearImpact = false;
}
else
fClearImpact = true;
if (IsControlledFlight())
{
if (fWalkingStrategy && fWalkingStrategy->IsOnGround())
fControlledFlightTime = fWalkingStrategy->GetAirTime();
if(fGroundLastFrame&&(fWalkingStrategy && !fWalkingStrategy->IsOnGround()))
{
//we have started to leave the ground tell the movement strategy in case it cares
fWalkingStrategy->StartJump();
}
if (fControlledFlightTime > kControlledFlightThreshold)
EnableControlledFlight(false);
}
if (fWalkingStrategy)
fGroundLastFrame = fWalkingStrategy->IsOnGround();
else
fGroundLastFrame=false;
plAnimatedController::RecalcVelocity(timeNow, timePrev, useAnim);
}
void plWalkingController::Reset(bool newAge)
{
ActivateController();
if (newAge)
{
if (fWalkingStrategy)
fWalkingStrategy->ResetAirTime();
fHitGroundInThisAge = false;
}
}
void plWalkingController::ActivateController()
{
if (fWalkingStrategy)
{
fWalkingStrategy->RefreshConnectionToControllerCore();
}
else
{
fWalkingStrategy= new plWalkingStrategy(fController);
fWalkingStrategy->RefreshConnectionToControllerCore();
}
}
bool plWalkingController::EnableControlledFlight(bool status)
{
if (status)
{
if (fControlledFlight == 0)
fControlledFlightTime = 0.f;
++fControlledFlight;
fWaitingForGround = true;
}
else
fControlledFlight = max(--fControlledFlight, 0);
return status;
}
plWalkingController::~plWalkingController()
{
delete fWalkingStrategy;
if (fController)
fController->SetMovementSimulationInterface(nil);
}
#if 0
void plWalkingController::Update()
{
// double elapsed = time.asDouble() - getRefresh().asDouble();
// setRefresh(time);
//
// bool isPhysical = !fPhysical->GetProperty(plSimulationInterface::kPinned);
// const Havok::Vector3 straightUp(0.0f, 0.0f, 1.0f);
// bool alreadyInAge = fHitGroundInThisAge;
//
// int numContacts = fPhysical->GetNumContacts();
// bool ground = false;
// fPushingPhysical = nil;
// int i, j;
/* for(i = 0; i < numContacts; i++)
{
plHKPhysical *contactPhys = fPhysical->GetContactPhysical(i);
if (!contactPhys)
continue; // Physical no longer exists. Skip it.
const Havok::ContactPoint *contact = fPhysical->GetContactPoint(i);
float dotUp = straightUp.dot(contact->m_normal);
if (dotUp > .5)
ground = true;
else if (contactPhys->GetProperty(plSimulationInterface::kAvAnimPushable))
{
hsPoint3 position;
hsQuat rotation;
fPhysical->GetPositionAndRotationSim(&position, &rotation);
hsQuat inverseRotation = rotation.Inverse();
hsVector3 normal(contact->m_normal.x, contact->m_normal.y, contact->m_normal.z);
fFacingPushingPhysical = (inverseRotation.Rotate(&kAvatarForward).InnerProduct(normal) < 0 ? true : false);
fPushingPhysical = contactPhys;
}
}
// We need to check for the case where the avatar hasn't collided with "ground", but is colliding
// with a few other objects so that he's not actually falling (wedged in between some slopes).
// We do this by answering the following question (in 2d top-down space): "If you sort the contact
// normals by angle, is there a large enough gap between normals?"
//
// If you think in terms of geometry, this means a collection of surfaces are all pushing on you.
// If they're pushing from all sides, you have nowhere to go, and you won't fall. There needs to be
// a gap, so that you're pushed out and have somewhere to fall. This is the same as finding a gap
// larger than 180 degrees between sorted normals.
//
// The problem is that on top of that, the avatar needs enough force to shove him out that gap (he
// has to overcome friction). I deal with that by making the threshold (360 - (180 - 60) = 240). I've
// seen up to 220 reached in actual gameplay in a situation where we'd want this to take effect.
// This is the same running into 2 walls where the angle between them is 60.
const float threshold = hsDegreesToRadians(240);
if (!ground && numContacts >= 2)
{
// Can probably do a special case for exactly 2 contacts. Not sure if it's worth it...
fCollisionAngles.SetCount(numContacts);
for (i = 0; i < numContacts; i++)
{
const Havok::ContactPoint *contact = fPhysical->GetContactPoint(i);
fCollisionAngles[i] = atan2(contact->m_normal.y, contact->m_normal.x);
}
// numContacts is rarely larger than 6, so let's do a simple bubble sort.
for (i = 0; i < numContacts; i++)
{
for (j = i + 1; j < numContacts; j++)
{
if (fCollisionAngles[i] > fCollisionAngles[j])
{
float tempAngle = fCollisionAngles[i];
fCollisionAngles[i] = fCollisionAngles[j];
fCollisionAngles[j] = tempAngle;
}
}
}
// sorted, now we check.
for (i = 1; i < numContacts; i++)
{
if (fCollisionAngles[i] - fCollisionAngles[i - 1] >= threshold)
break;
}
if (i == numContacts)
{
// We got to the end. Check the last with the first and make your decision.
if (!(fCollisionAngles[0] - fCollisionAngles[numContacts - 1] >= (threshold - 2 * M_PI)))
ground = true;
}
}
*/
bool ground = fController ? fController->GotGroundHit() : true;
bool isPhysical = true;
if (!fHitGroundInThisAge && isPhysical)
fHitGroundInThisAge = true; // if we're not pinned and we're not in an age yet, we are now.
if (IsControlledFlight())
fControlledFlightTime += (float)elapsed;
if (fControlledFlightTime > kControlledFlightThreshold && numContacts > 0)
EnableControlledFlight(false);
if (ground || !isPhysical)
{
if (!IsControlledFlight() && !IsOnGround())
{
// The first ground contact in an age doesn't count.
// if (alreadyInAge)
// {
// hsVector3 vel;
// fPhysical->GetLinearVelocitySim(vel);
// fImpactVel = vel.fZ;
// fTimeInAirPeak = (float)(fTimeInAir + elapsed);
// }
fWaitingForGround = false;
}
fTimeInAir = 0;
}
else if (elapsed < plSimulationMgr::GetInstance()->GetMaxDelta())
{
// If the simultation skipped a huge chunk of time, we didn't process the
// collisions, which could trick us into thinking we've just gone a long
// time without hitting ground. So we only count the time if this wasn't
// the case.
fTimeInAir += (float)elapsed;
}
// Tweakage so that we still fall under the right conditions.
// If we're in controlled flight, or standing still with ground solidly under us (probe hit). We only use anim velocity.
// if (!IsControlledFlight() && !(ground && fProbeHitGround && fAnimPosVel.fX == 0 && fAnimPosVel.fY == 0))
// {
// hsVector3 curV;
// fPhysical->GetLinearVelocitySim(curV);
// fAnimPosVel.fZ = curV.fZ;
//
// // Prevents us from going airborn from running up bumps/inclines.
// if (IsOnGround() && fAnimPosVel.fZ > 0.f)
// fAnimPosVel.fZ = 0.f;
//
// // Unless we're on the ground and moving, or standing still with a probe hit, we use the sim's other axes too.
// if (!(IsOnGround() && (fProbeHitGround || fAnimPosVel.fX != 0 || fAnimPosVel.fY != 0)))
// {
// fAnimPosVel.fX = curV.fX;
// fAnimPosVel.fY = curV.fY;
// }
// }
//
// fPhysical->SetLinearVelocitySim(fAnimPosVel);
// fPhysical->SetSpin(fAnimAngVel + fTurnStr, hsVector3(0.0f, 0.0f, 1.0f));
}
#endif
#if 0
/////////////////////////////////////////////////////////////////////////
plSimDefs::ActionType plHorizontalFreezeAction::GetType()
{
return plSimDefs::kHorizontalFreeze;
}
void plHorizontalFreezeAction::apply(Havok::Subspace &s, Havok::hkTime time)
{
double elapsed = time.asDouble() - getRefresh().asDouble();
setRefresh(time);
int numContacts = fPhysical->GetNumContacts();
bool ground = false;
const Havok::Vector3 straightUp(0.0f, 0.0f, 1.0f);
int i;
for(i = 0; i < numContacts; i++)
{
const Havok::ContactPoint *contact = fPhysical->GetContactPoint(i);
float dotUp = straightUp.dot(contact->m_normal);
if (dotUp > .5)
ground = true;
}
hsVector3 vel;
fPhysical->GetLinearVelocitySim(vel);
vel.fX = 0.0;
vel.fY = 0.0;
if (ground)
vel.fZ = 0;
fPhysical->SetLinearVelocitySim(vel);
fPhysical->ClearContacts();
}
#endif
plSwimmingController::plSwimmingController(plSceneObject* rootObject, plAGApplicator* rootApp, plPhysicalControllerCore* controller)
:plAnimatedController(rootObject,rootApp,controller)
{
if (controller)
fSwimmingStrategy= new plSwimStrategy(controller);
else
fSwimmingStrategy = nil;
}
plSwimmingController::~plSwimmingController()
{
delete fSwimmingStrategy;
}
plRidingAnimatedPhysicalController::plRidingAnimatedPhysicalController(plSceneObject* rootObject, plAGApplicator* rootApp, plPhysicalControllerCore* controller)
: plWalkingController(rootObject, rootApp, controller)
{
if(controller)
fWalkingStrategy = new plRidingAnimatedPhysicalStrategy(controller);
else
fWalkingStrategy = nil;
}
plRidingAnimatedPhysicalController::~plRidingAnimatedPhysicalController()
{
delete fWalkingStrategy;
fWalkingStrategy=nil;
}
//////////////////////////////////////////////////////////////////////////
/*
Purpose:
ANGLE_RAD_2D returns the angle in radians swept out between two rays in 2D.
Discussion:
Except for the zero angle case, it should be true that
ANGLE_RAD_2D(X1,Y1,X2,Y2,X3,Y3)
+ ANGLE_RAD_2D(X3,Y3,X2,Y2,X1,Y1) = 2 * PI
Modified:
19 April 1999
Author:
John Burkardt
Parameters:
Input, float X1, Y1, X2, Y2, X3, Y3, define the rays
( X1-X2, Y1-Y2 ) and ( X3-X2, Y3-Y2 ) which in turn define the
angle, counterclockwise from ( X1-X2, Y1-Y2 ).
Output, float ANGLE_RAD_2D, the angle swept out by the rays, measured
in radians. 0 <= ANGLE_DEG_2D < 2 PI. If either ray has zero length,
then ANGLE_RAD_2D is set to 0.
*/
static float AngleRad2d ( float x1, float y1, float x3, float y3 )
{
float value;
float x;
float y;
x = ( x1 ) * ( x3 ) + ( y1 ) * ( y3 );
y = ( x1 ) * ( y3 ) - ( y1 ) * ( x3 );
if ( x == 0.0 && y == 0.0 ) {
value = 0.0;
}
else
{
value = atan2 ( y, x );
if ( value < 0.0 )
{
value = (float)(value + TWO_PI);
}
}
return value;
}
static bool LinearVelocity(hsVector3 &outputV, float elapsed, hsMatrix44 &prevMat, hsMatrix44 &curMat)
{
bool result = false;
hsPoint3 startPos(0.0f, 0.0f, 0.0f); // default position (at start of anim)
hsPoint3 prevPos = prevMat.GetTranslate(); // position previous frame
hsPoint3 nowPos = curMat.GetTranslate(); // position current frame
hsVector3 prev2Now = (hsVector3)(nowPos - prevPos); // frame-to-frame delta
if (fabs(prev2Now.fX) < 0.0001f && fabs(prev2Now.fY) < 0.0001f && fabs(prev2Now.fZ) < 0.0001f)
{
outputV.Set(0.f, 0.f, 0.f);
result = true;
}
else
{
hsVector3 start2Now = (hsVector3)(nowPos - startPos); // start-to-frame delta
float prev2NowMagSqr = prev2Now.MagnitudeSquared();
float start2NowMagSqr = start2Now.MagnitudeSquared();
float dot = prev2Now.InnerProduct(start2Now);
// HANDLING ANIMATION WRAPPING:
// the vector from the animation origin to the current frame should point in roughly
// the same direction as the vector from the previous animation position to the
// current animation position.
//
// If they don't agree (dot < 0,) then we probably mpst wrapped around.
// The right answer would be to compare the current frame to the start of
// the anim loop, but it's cheaper to cheat and return false,
// telling the caller to use the previous frame's velocity.
if (dot > 0.0f)
{
prev2Now /= elapsed;
float xfabs = fabs(prev2Now.fX);
float yfabs = fabs(prev2Now.fY);
float zfabs = fabs(prev2Now.fZ);
static const float maxVel = 20.0f;
bool valid = xfabs < maxVel && yfabs < maxVel && zfabs < maxVel;
if (valid)
{
outputV = prev2Now;
result = true;
}
}
}
return result;
}
static void AngularVelocity(float &outputV, float elapsed, hsMatrix44 &prevMat, hsMatrix44 &curMat)
{
outputV = 0.f;
float appliedVelocity = 0.0f;
hsVector3 prevForward = GetYAxis(prevMat);
hsVector3 curForward = GetYAxis(curMat);
float angleSincePrev = AngleRad2d(curForward.fX, curForward.fY, prevForward.fX, prevForward.fY);
bool sincePrevSign = angleSincePrev > 0.0f;
if (angleSincePrev > M_PI)
angleSincePrev = angleSincePrev - TWO_PI;
const hsVector3 startForward = hsVector3(0, -1.0, 0); // the Y orientation of a "resting" armature....
float angleSinceStart = AngleRad2d(curForward.fX, curForward.fY, startForward.fX, startForward.fY);
bool sinceStartSign = angleSinceStart > 0.0f;
if (angleSinceStart > M_PI)
angleSinceStart = angleSinceStart - TWO_PI;
// HANDLING ANIMATION WRAPPING:
// under normal conditions, the angle from rest to the current frame will have the same
// sign as the angle from the previous frame to the current frame.
// if it does not, we have (most likely) wrapped the motivating animation from frame n back
// to frame zero, creating a large angle from the previous frame to the current one
if (sincePrevSign == sinceStartSign)
{
// signs are the same; didn't wrap; use the frame-to-frame angle difference
appliedVelocity = angleSincePrev / elapsed; // rotation / time
if (fabs(appliedVelocity) < 3)
{
outputV = appliedVelocity;
}
}
}

217
Sources/Plasma/PubUtilLib/plAvatar/plAvCallbackAction.h

@ -1,217 +0,0 @@
/*==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==*/
#ifndef PL_HK_CALLBACK_ACTION_H
#define PL_HK_CALLBACK_ACTION_H
#include "hsGeometry3.h"
#include "hsMatrix44.h"
#include "hsTemplates.h"
#include "pnKeyedObject/plKey.h"
#include "plPhysical/plSimDefs.h"
#include "pnMessage/plMessage.h"
#include "plPhysicalControllerCore.h"
class plLOSHitMsg;
class plAGApplicator;
class plSceneObject;
class plPhysical;
class plAvatarController;
class plCoordinateInterface;
class plPhysicalControllerCore;
// Used by the other controllers to actually move the avatar. The actual
// implementation is in the physics system.
/*class plPhysicalController
{
public:
// Implemented in the physics system. If you're linking this without that for
// some reason, just stub this function out.
//
// Pass in the key to the root sceneobject for the avatar
static plPhysicalController* Create(plKey ownerSO, float height, float width);
virtual ~plPhysicalController() {}
// A disabled avatar doesn't move or accumulate air time if he's off the ground.
virtual void Enable(bool enable) = 0;
virtual bool IsEnabled() const = 0;
// Set the LOS DB this avatar will be in (only one)
virtual void SetLOSDB(plSimDefs::plLOSDB losDB) = 0;
// Call this once per frame with the velocities of the avatar in avatar space.
virtual void SetVelocities(const hsVector3& linearVel, float angVel) = 0;
// Gets the actual velocity we achieved in the last step (relative to our subworld)
virtual const hsVector3& GetLinearVelocity() const = 0;
virtual void ResetAchievedLinearVelocity() = 0;
// Get and set the current subworld for the avatar. Use nil for the main world.
virtual plKey GetSubworld() const = 0;
virtual void SetSubworld(plKey world) = 0;
// If IsOnGround returns false, GetAirTime will tell you how long the avatar
// has been airborne. Use ResetAirTime to reset the air time to zero, for
// cases like when the avatar spawns into a new age.
virtual bool IsOnGround() const = 0;
virtual bool IsOnFalseGround() const = 0;
virtual float GetAirTime() const = 0;
virtual void ResetAirTime() = 0;
virtual plPhysical* GetPushingPhysical() const = 0;
virtual bool GetFacingPushingPhysical() const = 0;
// A helper function to get the coordinate interface for the avatars current
// world. Handy if you need to convert points to and from that. This will
// return nil if the avatar is in the main world (ie, you don't need to do
// any translation).
virtual const plCoordinateInterface* GetSubworldCI() const = 0;
// For the avatar SDL only
virtual void GetState(hsPoint3& pos, float& zRot) = 0;
virtual void SetState(const hsPoint3& pos, float zRot) = 0;
// kinematic stuff .... should be just for when playing a behavior...
virtual void Kinematic(bool state) = 0;
virtual bool IsKinematic() = 0;
virtual void GetKinematicPosition(hsPoint3& pos) = 0;
virtual const hsMatrix44& GetPrevSubworldW2L() = 0;
//when seeking no longer want to interact with exclusion regions
virtual void SetSeek(bool seek)=0;
};
*/
class plAvatarController
{
public:
virtual ~plAvatarController() {}
};
class plAnimatedController : public plAvatarController
{
public:
plAnimatedController(plSceneObject* rootObject, plAGApplicator* rootApp, plPhysicalControllerCore* controller);
virtual void RecalcVelocity(double timeNow, double timePrev, bool useAnim = true);
void SetTurnStrength(float val) { fTurnStr = val; }
float GetTurnStrength() { return fTurnStr; }
virtual void ActivateController()=0;
protected:
plSceneObject* fRootObject;
plPhysicalControllerCore* fController;
plAGApplicator* fRootApp;
float fAnimAngVel;
hsVector3 fAnimPosVel;
float fTurnStr; // Explicit turning, separate from animations
};
class plWalkingController : public plAnimatedController
{
public:
plWalkingController(plSceneObject* rootObject, plAGApplicator* rootApp, plPhysicalControllerCore* controller);
virtual ~plWalkingController();
virtual void RecalcVelocity(double timeNow, double timePrev, bool useAnim = true);
void Reset(bool newAge);
bool IsControlledFlight() const { return fControlledFlight != 0; }
bool IsOnGround() const { return fWalkingStrategy ? fWalkingStrategy->IsOnGround() : true; }
bool IsOnFalseGround() const { return fWalkingStrategy ? fWalkingStrategy->IsOnFalseGround() : true; }
bool HitGroundInThisAge() const { return fHitGroundInThisAge; }
bool EnableControlledFlight(bool status);
float GetAirTime() const { return fWalkingStrategy ? fWalkingStrategy->GetAirTime() : 0.f; }
void ResetAirTime() { if (fWalkingStrategy) fWalkingStrategy->ResetAirTime(); }
float GetForwardVelocity() const;
void ActivateController();
// Check these after the avatar the avatar hits the ground for his total
// hangtime and impact velocity.
float GetImpactTime() const { return fImpactTime; }
const hsVector3& GetImpactVelocity() const { return fImpactVelocity; }
plPhysical* GetPushingPhysical() const
{
if(fController)return fController->GetPushingPhysical();
else return nil;
}
bool GetFacingPushingPhysical() const
{ if(fController)return fController->GetFacingPushingPhysical();
else return false;
}
protected:
bool fHitGroundInThisAge;
bool fWaitingForGround; // We've gone airborne. IsOnGround() returns false until we hit ground again.
float fControlledFlightTime;
int fControlledFlight; // Count of how many are currently forcing flight
plWalkingStrategy* fWalkingStrategy;
float fImpactTime;
hsVector3 fImpactVelocity;
bool fClearImpact;
bool fGroundLastFrame;//used for a test to pass the event of first getting air during a jump
static const float kControlledFlightThreshold;
};
class plSwimmingController: public plAnimatedController
{
public :
plSwimmingController(plSceneObject* rootObject, plAGApplicator* rootApp, plPhysicalControllerCore* controller);
virtual ~plSwimmingController();
void SetSurface(plSwimRegionInterface *region, float surfaceHeight){
fSwimmingStrategy->SetSurface(region,surfaceHeight);
}
float GetBuoyancy() { return fSwimmingStrategy->GetBuoyancy(); }
bool IsOnGround() { return fSwimmingStrategy->IsOnGround(); }
bool HadContacts() { return fSwimmingStrategy->HadContacts();}
void Enable(bool en){if (fController) fController->Enable(en);}
plPhysicalControllerCore* GetController(){return fController;}
virtual void ActivateController(){fSwimmingStrategy->RefreshConnectionToControllerCore();}
protected:
plSwimStrategy* fSwimmingStrategy;
};
class plRidingAnimatedPhysicalController: public plWalkingController
{
public:
plRidingAnimatedPhysicalController(plSceneObject* rootObject, plAGApplicator* rootApp, plPhysicalControllerCore* controller);
virtual ~plRidingAnimatedPhysicalController();
};
#endif // PL_HK_CALLBACK_ACTION_H

4
Sources/Plasma/PubUtilLib/plAvatar/plAvLadderModifier.cpp

@ -39,7 +39,7 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
Mead, WA 99021
*==LICENSE==*/
#include "plAvatar/plAvCallbackAction.h"
#include "plPhysicalControllerCore.h"
#include "HeadSpin.h"
@ -129,7 +129,7 @@ bool plAvLadderMod::IIsReadyToClimb()
if (armMod)
{
plAvBrainHuman* brain = plAvBrainHuman::ConvertNoRef(armMod->GetCurrentBrain());
if (brain && brain->IsMovingForward() && brain->fCallbackAction->IsOnGround())
if (brain && brain->IsMovingForward() && brain->fWalkingStrategy->IsOnGround())
movingForward = true;
}

6
Sources/Plasma/PubUtilLib/plAvatar/plAvTaskSeek.cpp

@ -54,7 +54,7 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
#include "plAGAnim.h"
#include "plArmatureMod.h"
#include "plAvatarMgr.h"
#include "plAvCallbackAction.h"
#include "plPhysicalControllerCore.h"
// other
#include "plMessage/plAvatarMsg.h"
@ -463,10 +463,10 @@ bool plAvTaskSeek::IFinishPosition(hsPoint3 &newPosition,
{
// While warping, we might be hovering just above the ground. Don't want that to
// trigger any falling behavior.
if(brain&&brain->fCallbackAction)
if(brain&&brain->fWalkingStrategy)
{
brain->fCallbackAction->ResetAirTime();
brain->fWalkingStrategy->ResetAirTime();
}
// how far will we translate this frame?
float thisDist = kFloatSpeed * elapsed;

2
Sources/Plasma/PubUtilLib/plAvatar/plAvatarSDLModifier.cpp

@ -47,7 +47,7 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
#include "plAvatar/plAvBrainClimb.h"
#include "plAvatar/plAvBrainDrive.h"
#include "plAvatar/plAnimStage.h"
#include "plAvatar/plAvCallbackAction.h"
#include "plAvatar/plPhysicalControllerCore.h"
#include "pnSceneObject/plSceneObject.h"
#include "pnMessage/plSDLModifierMsg.h"
#include "plSDL/plSDL.h"

4
Sources/Plasma/PubUtilLib/plAvatar/plAvatarTasks.cpp

@ -52,7 +52,7 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
#include "plAGAnimInstance.h"
#include "plAGModifier.h"
#include "plMatrixChannel.h"
#include "plAvCallbackAction.h"
#include "plPhysicalControllerCore.h"
#include "plAvatarMgr.h"
// global
@ -671,7 +671,7 @@ bool plAvOneShotTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, dou
if(fEnablePhysicsAtEnd)
{
#if 0//ndef PLASMA_EXTERNAL_RELEASE
if (!humanBrain || humanBrain->fCallbackAction->HitGroundInThisAge())
if (!humanBrain || humanBrain->fWalkingStrategy->HitGroundInThisAge())
{
// For some reason, calling CheckValidPosition at the beginning of
// an age can cause detectors to incorrectly report collisions. So

1423
Sources/Plasma/PubUtilLib/plAvatar/plPhysicalControllerCore.cpp

File diff suppressed because it is too large Load Diff

450
Sources/Plasma/PubUtilLib/plAvatar/plPhysicalControllerCore.h

@ -41,310 +41,286 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
*==LICENSE==*/
#ifndef PLPHYSICALCONTROLLERCORE_H
#define PLPHYSICALCONTROLLERCORE_H
#include "hsGeometry3.h"
#include "hsMatrix44.h"
#include "hsQuat.h"
#include "hsTemplates.h"
#include "pnKeyedObject/plKey.h"
#include "plPhysical/plSimDefs.h"
#include "pnMessage/plMessage.h"
#include "hsQuat.h"
#define PHYSX_ONLY_TRIGGER_FROM_KINEMATIC 1
#define kSLOPELIMIT (cosf(hsDegreesToRadians(45.f)))
#include <vector>
class plCoordinateInterface;
class plPhysical;
class plPXPhysical;
class plMovementStrategy;
class plAGApplicator;
class plSwimRegionInterface;
//Replacement for for plPhysicalController stripped out some walk specific code
//plPhysicalControllerCore needs to have movement strategies registered to it these will then
//be called by the controller during the simulation steps. The Strategies need to at least have an
// Apply and Update definition. Everything else should be movement specific. I hope to come back and
//and refactor when I have time this in the future.
enum plControllerCollisionFlags
{
kSides=1,
kTop= (1<<1),
kBottom=(1<<2),
};
class plMovementStrategySimulationInterface
{
public:
#define kSlopeLimit (cosf(hsDegreesToRadians(55.f)))
virtual void Apply(float delSecs)=0;
virtual void Update(float delSecs)=0;
//most strategies don't require this. Only the ones that require behavior like a physical or need
//something after the sim step. this used to be taken care of by Update, but this was moved to take care of
//some of the frame lag
virtual void PostStep(float delSecs){};
virtual void IAddContactNormals(hsVector3& vec){fContactNormals.Append(vec);}
virtual void AddOnTopOfObject(plPhysical* phys){ fOnTopOf.Append(phys);}
virtual void LeaveAge()
{
fContactNormals.SetCount(0);
fOnTopOf.SetCount(0);
}
protected:
hsTArray<hsVector3> fContactNormals;
hsTArray<plPhysical* > fOnTopOf;
enum plControllerCollisionFlags
{
kSides = 1,
kTop = (1 << 1),
kBottom = (1 << 2)
};
class plControllerSweepRecord
struct plControllerSweepRecord
{
public:
plPhysical *ObjHit;
hsPoint3 locHit;//World space
float TimeHit;//Normalized between 0 and 1
hsVector3 Norm;
hsPoint3 Point;
hsVector3 Normal;
};
bool operator<(const plControllerSweepRecord left, const plControllerSweepRecord right);
class plPhysicalControllerCore
{
public:
virtual ~plPhysicalControllerCore();
virtual void Move(hsVector3 displacement, unsigned int collideWith, unsigned int &collisionResults)=0;
virtual void SetMovementSimulationInterface(plMovementStrategySimulationInterface* strat){fMovementInterface=strat;}
virtual void Apply(float delSecs);
virtual void Update(float delSecs);
virtual void PostStep(float delSecs);
// A disabled avatar doesn't move or accumulate air time if he's off the ground.
plPhysicalControllerCore(plKey ownerSceneObject, float height, float radius);
virtual ~plPhysicalControllerCore() { }
// An ArmatureMod has its own idea about when physics should be enabled/disabled.
// Use plArmatureModBase::EnablePhysics() instead.
virtual void Enable(bool enable) = 0;
virtual bool IsEnabled() {return fEnabled;}
virtual plKey GetSubworld() {return fWorldKey;}
virtual bool IsEnabled() { return fEnabled; }
// Subworld
virtual plKey GetSubworld() { return fWorldKey; }
virtual void SetSubworld(plKey world) = 0;
virtual const plCoordinateInterface* GetSubworldCI() const = 0;
virtual const plCoordinateInterface* GetSubworldCI();
// For the avatar SDL only
virtual void GetState(hsPoint3& pos, float& zRot) = 0;
virtual void SetState(const hsPoint3& pos, float zRot) = 0;
// kinematic stuff .... should be just for when playing a behavior...
virtual void Kinematic(bool state) = 0;
virtual bool IsKinematic() = 0;
virtual void GetKinematicPosition(hsPoint3& pos) = 0;
virtual const hsMatrix44& GetPrevSubworldW2L() = 0;
//when seeking no longer want to interact with exclusion regions
virtual void SetSeek(bool seek){fSeeking=seek;}
virtual bool IsSeeking(){return fSeeking;}
static plPhysicalControllerCore* Create(plKey ownerSO, float height, float radius);
virtual plMovementStrategySimulationInterface* GetMovementInterface(){return fMovementInterface;}
plPhysicalControllerCore(plKey ownerSceneObject, float height, float radius);
virtual plKey GetOwner(){return fOwner;};
// Set the LOS DB this avatar will be in (only one)
virtual void SetLOSDB(plSimDefs::plLOSDB losDB) { fLOSDB = losDB; } ;
virtual plSimDefs::plLOSDB GetLOSDB() {return fLOSDB ; }
virtual const hsMatrix44& GetLastGlobalLoc()=0;
virtual void SetKinematicLoc(const hsMatrix44& l2w)=0;
virtual void SetGlobalLoc(const hsMatrix44& l2w)=0;
virtual bool IsEnabledChanged(){return fEnableChanged;}
virtual void HandleEnableChanged()=0;
virtual bool IsKinematicChanged(){return fKinematicChanged;}
virtual void GetPositionSim(hsPoint3& pos)=0;
virtual void HandleKinematicChanged()=0;
virtual bool IsKinematicEnableNextUpdate(){return fKinematicEnableNextUpdate;}
virtual void HandleKinematicEnableNextUpdate()=0;
virtual void MoveKinematicToController(hsPoint3& pos)=0;
virtual void UpdateControllerAndPhysicalRep()=0;
virtual void CheckAndHandleAnyStateChanges();
virtual void UpdateSubstepNonPhysical();
virtual const hsPoint3& GetLocalPosition()=0;
const hsQuat& GetLocalRotation() { return fLocalRotation; }
virtual void MoveActorToSim();
virtual void OverrideAchievedVelocity(hsVector3 newAchievedVel)
{//because of things like superjumps this is needed I'd rather not, but can't help it
fAchievedLinearVelocity=newAchievedVel;
}
//any clean up for the controller should go here
virtual void LeaveAge()=0;
hsVector3 DisplacementLastStep(){return fDisplacementThisStep;}
hsVector3 MeanVelocityForLastStep()
{
hsVector3 vel=fDisplacementThisStep;
return vel/fSimLength;
}
void SendCorrectionMessages();
// The LOS DB this avatar is in (only one)
virtual plSimDefs::plLOSDB GetLOSDB() { return fLOSDB; }
virtual void SetLOSDB(plSimDefs::plLOSDB losDB) { fLOSDB = losDB; }
// Movement strategy
virtual void SetMovementStrategy(plMovementStrategy* strategy) = 0;
// Global location
virtual const hsMatrix44& GetLastGlobalLoc() { return fLastGlobalLoc; }
virtual void SetGlobalLoc(const hsMatrix44& l2w) = 0;
// Local sim position
virtual void GetPositionSim(hsPoint3& pos) = 0;
// Move kinematic controller
virtual void Move(hsVector3 displacement, unsigned int collideWith, unsigned int &collisionResults) = 0;
// Set linear velocity on dynamic controller
virtual void SetLinearVelocitySim(const hsVector3& linearVel) = 0;
// Sweep the controller path from startPos through endPos
virtual int SweepControllerPath(const hsPoint3& startPos,const hsPoint3& endPos, bool vsDynamics, bool vsStatics,
uint32_t& vsSimGroups, std::vector<plControllerSweepRecord>& hits) = 0;
// any clean up for the controller should go here
virtual void LeaveAge() = 0;
// Local rotation
const hsQuat& GetLocalRotation() const { return fLocalRotation; }
void IncrementAngle(float deltaAngle);
void UpdateWorldRelativePos();
virtual void SetLinearVelocity(const hsVector3& linearVel){fLinearVelocity=linearVel;}
//should actually be a 3 vector but everywhere else it is assumed to be just around Z
virtual void SetAngularVelocity(const float angvel){ fAngularVelocity=angvel;}
virtual void SetVelocities(const hsVector3& linearVel, float angVel)
{
fLinearVelocity=linearVel;
fAngularVelocity=angVel;
}
virtual const hsVector3& GetLinearVelocity() ;
virtual float GetAngularVelocity(){return fAngularVelocity;}
virtual const hsVector3& GetAchievedLinearVelocity()const {return fAchievedLinearVelocity;}
plPhysical* GetPushingPhysical();
bool GetFacingPushingPhysical();
virtual void SetPushingPhysical(plPhysical* pl){fPushingPhysical=pl;}
virtual void SetFacingPushingPhysical(bool ans){fFacingPushingPhysical=ans;}
//To be Used during runtime conversions, say to switch a tall controller to a ball for swimming
virtual void SetControllerDimensions(float radius, float height)=0;
virtual float GetControllerWidth(){return fRadius;}
virtual float GetControllerHeight(){return fHeight;}
virtual void ResetAchievedLinearVelocity()
{
fAchievedLinearVelocity.Set(0.f,0.f,0.f);
}
virtual int SweepControllerPath(const hsPoint3& startPos,const hsPoint3& endPos, bool vsDynamics, bool vsStatics, uint32_t& vsSimGroups, std::multiset< plControllerSweepRecord >& WhatWasHitOut)=0;
//this should only be used to force a move it could place your head into a wall and that would be good
virtual float GetHeight() {return fHeight;}
virtual float GetRadius() {return fRadius;}
//Wether the avatar thing has mass and forces things down or not, and changes the way things move
//This is an attempt fix things like riding on an animated physical
virtual void BehaveLikeAnimatedPhysical(bool actLikeAnAnimatedPhys)=0;
virtual bool BehavingLikeAnAnimatedPhysical()=0;
// Linear velocity
void SetLinearVelocity(const hsVector3& linearVel) { fLinearVelocity = linearVel; }
const hsVector3& GetLinearVelocity() const { return fLinearVelocity; }
// Acheived linear velocity
const hsVector3& GetAchievedLinearVelocity() const { return fAchievedLinearVelocity; }
void OverrideAchievedLinearVelocity(const hsVector3& linearVel) { fAchievedLinearVelocity = linearVel; }
void ResetAchievedLinearVelocity() { fAchievedLinearVelocity.Set(0.f, 0.f, 0.f); }
// SceneObject
plKey GetOwner() { return fOwner; }
// When seeking no longer want to interact with exclude regions
void SetSeek(bool seek) { fSeeking = seek; }
bool IsSeeking() const { return fSeeking; }
// Pushing physical
plPhysical* GetPushingPhysical() const { return fPushingPhysical; }
void SetPushingPhysical(plPhysical* phys) { fPushingPhysical = phys; }
bool GetFacingPushingPhysical() const { return fFacingPushingPhysical; }
void SetFacingPushingPhysical(bool facing) { fFacingPushingPhysical = facing; }
// Controller dimensions
float GetRadius() const { return fRadius; }
float GetHeight() const { return fHeight; }
// Create a new controller instance - Implemented in the physics system
static plPhysicalControllerCore* Create(plKey ownerSO, float height, float radius, bool human);
protected:
virtual void IHandleEnableChanged() = 0;
void IApply(float delSecs);
void IUpdate(int numSubSteps, float alpha);
void IUpdateNonPhysical(float alpha);
void ISendCorrectionMessages(bool dirtySynch = false);
plKey fOwner;
plKey fWorldKey;
float fHeight;
float fRadius;
plKey fWorldKey;
plSimDefs::plLOSDB fLOSDB;
bool fSeeking;
bool fEnabled;
bool fEnableChanged;
bool fKinematic;
bool fKinematicEnableNextUpdate;
bool fKinematicChanged;
plMovementStrategySimulationInterface* fMovementInterface;
hsMatrix44 fLastGlobalLoc;
hsPoint3 fLocalPosition;
plMovementStrategy* fMovementStrategy;
float fSimLength;
hsQuat fLocalRotation;
hsPoint3 fLocalPosition;
hsPoint3 fLastLocalPosition;
hsMatrix44 fLastGlobalLoc;
hsMatrix44 fPrevSubworldW2L;
hsVector3 fDisplacementThisStep;
float fSimLength;
//physical properties
hsVector3 fLinearVelocity;
float fAngularVelocity;
hsVector3 fAchievedLinearVelocity;
plPhysical* fPushingPhysical;
bool fFacingPushingPhysical;
bool fNeedsResize;
bool fSeeking;
bool fEnabled;
bool fEnableChanged;
};
class plMovementStrategy: public plMovementStrategySimulationInterface
class plMovementStrategy
{
public:
virtual void SetControllerCore(plPhysicalControllerCore* core)
{
fCore=core;
fCore->SetMovementSimulationInterface(this);
}
virtual void RefreshConnectionToControllerCore()
{
fCore->SetMovementSimulationInterface(this);
//fCore->SetControllerDimensions(fPreferedControllerWidth,fPreferedControllerHeight);
fCore->BehaveLikeAnimatedPhysical(this->IRequireBehaviourLikeAnAnimatedPhysical());
}
plMovementStrategy(plPhysicalControllerCore* core);
//should actually be a 3 vector but everywhere else it is assumed to be just around Z
virtual void SetLinearAcceleration(const hsVector3& accel){fLinearAcceleration=accel;}
virtual const hsVector3& GetLinearAcceleration()const{return fLinearAcceleration;}
//should actually be a 3 vector but everywhere else it is assumed to be just around Z
virtual void ResetAchievedLinearVelocity()
{
hsVector3 AchievedLinearVelocity(0.f,0.f,0.f);
if(fCore)fCore->OverrideAchievedVelocity(AchievedLinearVelocity);
}
//proxy functions for Controller Core
virtual float GetAirTime() const { return fTimeInAir; }
virtual void ResetAirTime() { fTimeInAir = 0.f; }
plMovementStrategy(plPhysicalControllerCore* controller);
virtual ~plMovementStrategy() { }
virtual void Apply(float delSecs) = 0;
virtual void Update(float delSecs) { }
virtual void AddContactNormals(hsVector3& vec) { }
virtual void Reset(bool newAge);
virtual bool IsKinematic() { return true; }
protected:
virtual bool IRequireBehaviourLikeAnAnimatedPhysical()=0;
virtual void IApplyKinematic();
plPhysicalControllerCore* fCore;
hsVector3 fLinearAcceleration;
float fAngularAcceleration;
plKey fOwner;
static const float kAirTimeThreshold;
float fTimeInAir;
float fPreferedControllerWidth;
float fPreferedControllerHeight;
plPhysicalControllerCore* fController;
};
class plAnimatedMovementStrategy : public plMovementStrategy
{
public:
plAnimatedMovementStrategy(plAGApplicator* rootApp, plPhysicalControllerCore* controller);
virtual ~plAnimatedMovementStrategy() { }
virtual void RecalcVelocity(double timeNow, float elapsed, bool useAnim = true);
void SetTurnStrength(float val) { fTurnStr = val; }
float GetTurnStrength() const { return fTurnStr; }
private:
void IRecalcLinearVelocity(float elapsed, hsMatrix44 &prevMat, hsMatrix44 &curMat);
void IRecalcAngularVelocity(float elapsed, hsMatrix44 &prevMat, hsMatrix44 &curMat);
plAGApplicator* fRootApp;
hsVector3 fAnimLinearVel;
float fAnimAngularVel;
float fTurnStr;
};
class plWalkingStrategy: public plMovementStrategy
class plWalkingStrategy : public plAnimatedMovementStrategy
{
public:
plWalkingStrategy(plPhysicalControllerCore* core):plMovementStrategy(core)
{
fGroundHit=false;
fFalseGround=false;
fHitHead=false;
fCore->SetMovementSimulationInterface(this);
fPreferedControllerWidth=core->GetControllerWidth();
fPreferedControllerHeight=core->GetControllerHeight();
fOnTopOfAnimatedPhysLastFrame=false;
}
virtual ~plWalkingStrategy(){};
plWalkingStrategy(plAGApplicator* rootApp, plPhysicalControllerCore* controller);
virtual ~plWalkingStrategy() { }
virtual void Apply(float delSecs);
virtual void Update(float delSecs);
virtual void Update(float delSecs);
virtual void AddContactNormals(hsVector3& vec);
virtual void Reset(bool newAge);
virtual void RecalcVelocity(double timeNow, float elapsed, bool useAnim = true);
bool HitGroundInThisAge() const { return fHitGroundInThisAge; }
bool IsOnGround() const { return fTimeInAir < kAirTimeThreshold || fFalseGround; }
bool IsOnFalseGround() const { return fFalseGround && !fGroundHit; }
void GroundHit() { fGroundHit = true; }
virtual void IAddContactNormals(hsVector3& vec);
virtual void StartJump(){};
float GetAirTime() const { return fTimeInAir; }
void ResetAirTime() { fTimeInAir = 0.0f; }
float GetImpactTime() const { return fImpactTime; }
const hsVector3& GetImpactVelocity() const { return fImpactVelocity; }
bool EnableControlledFlight(bool status);
bool IsControlledFlight() const { return fControlledFlight != 0; }
plPhysical* GetPushingPhysical() const;
bool GetFacingPushingPhysical() const;
protected:
void ICheckForFalseGround();
static const float kAirTimeThreshold;
static const float kControlledFlightThreshold;
hsTArray<hsVector3> fSlidingNormals;
hsVector3 fImpactVelocity;
float fImpactTime;
float fTimeInAir;
float fControlledFlightTime;
int fControlledFlight;
bool fGroundHit;
bool fFalseGround;
bool fHitHead;
bool fOnTopOfAnimatedPhysLastFrame;
hsTArray<hsVector3> fPrevSlidingNormals;
virtual bool IRequireBehaviourLikeAnAnimatedPhysical(){return true;}
bool fHeadHit;
bool fSliding;
bool fClearImpact;
bool fHitGroundInThisAge;
};
class plSwimStrategy: public plMovementStrategy
class plSwimStrategy : public plAnimatedMovementStrategy
{
public:
plSwimStrategy(plPhysicalControllerCore *core);
virtual ~plSwimStrategy(){};
void SetSurface(plSwimRegionInterface *region, float surfaceHeight);
plSwimStrategy(plAGApplicator* rootApp, plPhysicalControllerCore* controller);
virtual ~plSwimStrategy() { }
virtual void Apply(float delSecs);
virtual void Update(float delSecs);
float GetBuoyancy() { return fBuoyancy; }
bool IsOnGround() { return fOnGround; }
bool HadContacts() { return fHadContacts; }
virtual void IAddContactNormals(hsVector3& vec);
virtual void AddContactNormals(hsVector3& vec);
void SetSurface(plSwimRegionInterface* region, float surfaceHeight);
float GetBuoyancy() const { return fBuoyancy; }
bool IsOnGround() const { return fOnGround; }
bool HadContacts() const { return fHadContacts; }
protected:
virtual bool IRequireBehaviourLikeAnAnimatedPhysical(){return true;}
private:
void IAdjustBuoyancy();
float fBuoyancy;
bool fOnGround;
bool fHadContacts;
float fSurfaceHeight;
plSwimRegionInterface *fCurrentRegion;
bool fOnGround;
bool fHadContacts;
};
class plRidingAnimatedPhysicalStrategy : public plWalkingStrategy
class plDynamicWalkingStrategy : public plWalkingStrategy
{
public:
plRidingAnimatedPhysicalStrategy(plPhysicalControllerCore *core ) :
fNeedVelocityOverride(false),fStartJump(false),plWalkingStrategy(core){};
virtual ~plRidingAnimatedPhysicalStrategy(){};
plDynamicWalkingStrategy(plAGApplicator* rootApp, plPhysicalControllerCore* controller);
virtual ~plDynamicWalkingStrategy() { }
virtual void Apply(float delSecs);
virtual void Update(float delSecs);
virtual void PostStep(float delSecs);
bool IsOnGround() const { return fTimeInAir < kAirTimeThreshold || fFalseGround; }
bool IsOnFalseGround() const { return fFalseGround && !fGroundHit; }
void GroundHit() { fGroundHit = true; }
virtual void StartJump(){fStartJump = true;}
virtual bool IsKinematic() { return false; }
protected:
virtual bool IRequireBehaviourLikeAnAnimatedPhysical(){return false;}
bool ICheckMove(const hsPoint3& startPos, const hsPoint3& desiredPos);
bool fNeedVelocityOverride;
hsVector3 fOverrideVelocity;
bool fStartJump;
bool ICheckForGround(float& zVelocity);
};
#endif// PLPHYSICALCONTROLLERCORE_H

2
Sources/Plasma/PubUtilLib/plInputCore/plSceneInputInterface.cpp

@ -70,7 +70,7 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
#include "plAvatar/plArmatureMod.h"
#include "plAvatar/plAvBrain.h"
#include "plAvatar/plAvatarMgr.h"
#include "plAvatar/plAvCallbackAction.h"
#include "plAvatar/plPhysicalControllerCore.h"
#include "plModifier/plInterfaceInfoModifier.h"
#include "pnModifier/plLogicModBase.h"
#include "plVault/plVault.h"

1
Sources/Plasma/PubUtilLib/plModifier/plExcludeRegionModifier.cpp

@ -54,7 +54,6 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
#include "plMessage/plAvatarMsg.h"
#include "plPhysical.h"
#include "plPhysical/plSimDefs.h"
#include "plAvatar/plAvCallbackAction.h"
#include "plAvatar/plAvBrainGeneric.h"

3
Sources/Plasma/PubUtilLib/plPhysX/plLOSDispatch.cpp

@ -94,8 +94,7 @@ private:
}
else
{
bool isController;
plPXPhysicalControllerCore* controller = plPXPhysicalControllerCore::GetController(hitActor,&isController);
plPXPhysicalControllerCore* controller = plPXPhysicalControllerCore::GetController(hitActor);
if (controller)
{
objKey = controller->GetOwner();

184
Sources/Plasma/PubUtilLib/plPhysX/plPXPhysical.cpp

@ -138,14 +138,10 @@ plPXPhysical::plPXPhysical()
, fSceneNode(nil)
, fWorldKey(nil)
, fSndGroup(nil)
, fWorldHull(nil)
, fSaveTriangles(nil)
, fHullNumberPlanes(0)
, fMass(0.f)
, fWeWereHit(false)
, fHitForce(0,0,0)
, fHitPos(0,0,0)
, fInsideConvexHull(false)
{
}
@ -190,11 +186,6 @@ plPXPhysical::~plPXPhysical()
plSimulationMgr::GetInstance()->ReleaseScene(fWorldKey);
}
if (fWorldHull)
delete [] fWorldHull;
if (fSaveTriangles)
delete [] fSaveTriangles;
delete fProxyGen;
// remove sdl modifier
@ -206,155 +197,6 @@ plPXPhysical::~plPXPhysical()
delete fSDLMod;
}
static void MakeBoxFromHull(NxConvexMesh* convexMesh, NxBoxShapeDesc& box)
{
NxConvexMeshDesc desc;
convexMesh->saveToDesc(desc);
float minX, minY, minZ, maxX, maxY, maxZ;
minX = minY = minZ = FLT_MAX;
maxX = maxY = maxZ = -FLT_MAX;
for (int i = 0; i < desc.numVertices; i++)
{
float* point = (float*)(((char*)desc.points) + desc.pointStrideBytes*i);
float x = point[0];
float y = point[1];
float z = point[2];
minX = hsMinimum(minX, x);
minY = hsMinimum(minY, y);
minZ = hsMinimum(minZ, z);
maxX = hsMaximum(maxX, x);
maxY = hsMaximum(maxY, y);
maxZ = hsMaximum(maxZ, z);
}
float xWidth = maxX - minX;
float yWidth = maxY - minY;
float zWidth = maxZ - minZ;
box.dimensions.x = xWidth / 2;
box.dimensions.y = yWidth / 2;
box.dimensions.z = zWidth / 2;
//hsMatrix44 mat;
//box.localPose.getRowMajor44(&mat.fMap[0][0]);
hsPoint3 trans(minX + (xWidth / 2), minY + (yWidth / 2), minZ + (zWidth / 2));
//mat.SetTranslate(&trans);
//box.localPose.setRowMajor44(&mat.fMap[0][0]);
hsMatrix44 boxL2W;
boxL2W.Reset();
boxL2W.SetTranslate(&trans);
plPXConvert::Matrix(boxL2W, box.localPose);
}
void plPXPhysical::IMakeHull(NxConvexMesh* convexMesh, hsMatrix44 l2w)
{
NxConvexMeshDesc desc;
convexMesh->saveToDesc(desc);
// make sure there are some triangles to work with
if (desc.numTriangles == 0)
return;
// get rid of any we may have already had
if (fSaveTriangles)
delete [] fSaveTriangles;
fHullNumberPlanes = desc.numTriangles;
fSaveTriangles = new hsPoint3[fHullNumberPlanes*3];
for (int i = 0; i < desc.numTriangles; i++)
{
uint32_t* triangle = (uint32_t*)(((char*)desc.triangles) + desc.triangleStrideBytes*i);
float* vertex1 = (float*)(((char*)desc.points) + desc.pointStrideBytes*triangle[0]);
float* vertex2 = (float*)(((char*)desc.points) + desc.pointStrideBytes*triangle[1]);
float* vertex3 = (float*)(((char*)desc.points) + desc.pointStrideBytes*triangle[2]);
hsPoint3 pt1(vertex1[0],vertex1[1],vertex1[2]);
hsPoint3 pt2(vertex2[0],vertex2[1],vertex2[2]);
hsPoint3 pt3(vertex3[0],vertex3[1],vertex3[2]);
fSaveTriangles[(i*3)+0] = pt1;
fSaveTriangles[(i*3)+1] = pt2;
fSaveTriangles[(i*3)+2] = pt3;
}
}
void plPXPhysical::ISetHullToWorldWTriangles()
{
// if we have a detector hull and the world hasn't been updated
if (fWorldHull == nil)
{
fWorldHull = new hsPlane3[fHullNumberPlanes];
// use the local2world from the physics engine so that it matches the transform of the positions from the triggerees
hsMatrix44 l2w;
plPXConvert::Matrix(fActor->getGlobalPose(), l2w);
int i;
for( i = 0; i < fHullNumberPlanes; i++ )
{
hsPoint3 pt1 = fSaveTriangles[i*3];
hsPoint3 pt2 = fSaveTriangles[(i*3)+1];
hsPoint3 pt3 = fSaveTriangles[(i*3)+2];
// local to world translation
pt1 = l2w * pt1;
pt2 = l2w * pt2;
pt3 = l2w * pt3;
hsPlane3 plane(&pt1, &pt2, &pt3);
fWorldHull[i] = plane;
}
}
}
bool plPXPhysical::IsObjectInsideHull(const hsPoint3& pos)
{
if (fSaveTriangles)
{
ISetHullToWorldWTriangles();
int i;
for( i = 0; i < fHullNumberPlanes; i++ )
{
if (!ITestPlane(pos, fWorldHull[i]))
return false;
}
return true;
}
return false;
}
bool plPXPhysical::Should_I_Trigger(bool enter, hsPoint3& pos)
{
// see if we are inside the detector hull, if so, then don't trigger
bool trigger = false;
bool inside = IsObjectInsideHull(pos);
if ( !inside)
{
trigger = true;
fInsideConvexHull = enter;
}
else
{
// catch those rare cases on slow machines that miss the collision before avatar penetrated the face
if (enter && !fInsideConvexHull)
{
#ifdef PHYSX_SAVE_TRIGGERS_WORKAROUND
trigger = true;
fInsideConvexHull = enter;
DetectorLogSpecial("**>Saved a missing enter collision: %s",GetObjectKey()->GetName().c_str());
#else
DetectorLogSpecial("**>Could have saved a missing enter collision: %s",GetObjectKey()->GetName().c_str());
#endif PHYSX_SAVE_TRIGGERS_WORKAROUND
}
}
return trigger;
}
bool plPXPhysical::Init(PhysRecipe& recipe)
{
bool startAsleep = false;
@ -388,29 +230,6 @@ bool plPXPhysical::Init(PhysRecipe& recipe)
}
break;
case plSimDefs::kHullBounds:
// FIXME PHYSX - Remove when hull detection is fixed
// If this is read time (ie, meshStream is nil), turn the convex hull
// into a box. That way the data won't have to change when convex hulls
// actually work right.
if (fGroup == plSimDefs::kGroupDetector && recipe.meshStream == nil)
{
#ifdef USE_BOXES_FOR_DETECTOR_HULLS
MakeBoxFromHull(recipe.convexMesh, boxDesc);
plSimulationMgr::GetInstance()->GetSDK()->releaseConvexMesh(*recipe.convexMesh);
boxDesc.group = fGroup;
actorDesc.shapes.push_back(&boxDesc);
#else
#ifdef USE_PHYSX_CONVEXHULL_WORKAROUND
// make a hull of planes for testing IsInside
IMakeHull(recipe.convexMesh,recipe.l2s);
#endif // USE_PHYSX_CONVEXHULL_WORKAROUND
convexShapeDesc.meshData = recipe.convexMesh;
convexShapeDesc.userData = recipe.meshStream;
convexShapeDesc.group = fGroup;
actorDesc.shapes.pushBack(&convexShapeDesc);
#endif // USE_BOXES_FOR_DETECTOR_HULLS
}
else
{
convexShapeDesc.meshData = recipe.convexMesh;
convexShapeDesc.userData = recipe.meshStream;
@ -669,9 +488,6 @@ void plPXPhysical::IEnable(bool enable)
{
fActor->clearActorFlag(NX_AF_DISABLE_COLLISION);
// PHYSX FIXME - after re-enabling a possible detector, we need to check to see if any avatar is already in the PhysX turdy hull detector region
plSimulationMgr::GetInstance()->UpdateAvatarInDetector(fWorldKey, this);
if (fActor->isDynamic())
fActor->clearBodyFlag(NX_BF_FROZEN);
else

33
Sources/Plasma/PubUtilLib/plPhysX/plPXPhysical.h

@ -156,11 +156,6 @@ public:
virtual uint16_t GetAllLOSDBs() { return fLOSDBs; }
virtual bool IsInLOSDB(uint16_t flag) { return hsCheckBits(fLOSDBs, flag); }
virtual bool DoDetectorHullWorkaround() { return fSaveTriangles ? true : false; }
virtual bool Should_I_Trigger(bool enter, hsPoint3& pos);
virtual bool IsObjectInsideHull(const hsPoint3& pos);
virtual void SetInsideConvexHull(bool inside) { fInsideConvexHull = inside; }
virtual plKey GetWorldKey() const { return fWorldKey; }
virtual plPhysicalSndGroup* GetSoundGroup() const { return fSndGroup; }
@ -201,14 +196,6 @@ protected:
/** Handle messages about our references. */
bool HandleRefMsg(plGenRefMsg * refM);
/////////////////////////////////////////////////////////////
//
// WORLDS, SUBWORLDS && CONTEXTS
//
/////////////////////////////////////////////////////////////
void IConvertGroups(uint32_t memberOf, uint32_t reportsOn, uint32_t collideWith);
/** See if the object is in a valid, non-overlapping position.
A valid overlap is one which is approved by the collision
masking code, i.e. my memberOf has no intersection with your
@ -236,8 +223,6 @@ protected:
// Enable/disable collisions and dynamic movement
void IEnable(bool enable);
void IMakeHull(NxConvexMesh* convexMesh, hsMatrix44 l2w);
NxActor* fActor;
plKey fWorldKey; // either a subworld or nil
@ -251,24 +236,6 @@ protected:
plKey fObjectKey; // the key to our scene object
plKey fSceneNode; // the room we're in
// PHYSX FIXME - need to create a plasma hull so that we can determine if inside
hsPlane3* fWorldHull;
uint32_t fHullNumberPlanes;
hsPoint3* fSaveTriangles;
bool fInsideConvexHull;
void ISetHullToWorldWTriangles();
inline bool ITestPlane(const hsPoint3 &pos, const hsPlane3 &plane)
{
float dis = plane.fN.InnerProduct(pos);
dis += plane.fD;
if (dis == 0.f)
return false;
if( dis >= 0.f )
return false;
return true;
}
// we need to remember the last matrices we sent to the coordinate interface
// so that we can recognize them when we send them back and not reapply them,
// which would reactivate our body. inelegant but effective

1280
Sources/Plasma/PubUtilLib/plPhysX/plPXPhysicalController.cpp

File diff suppressed because it is too large Load Diff

211
Sources/Plasma/PubUtilLib/plPhysX/plPXPhysicalController.h

@ -1,211 +0,0 @@
/*==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==*/
#ifndef plPXPhysicalController_h_inc
#define plPXPhysicalController_h_inc
#include "plAvatar/plAvCallbackAction.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;
#ifndef PLASMA_EXTERNAL_RELEASE
class plDbgCollisionInfo
{
public:
plSceneObject *fSO;
hsVector3 fNormal;
bool fOverlap;
};
#endif // PLASMA_EXTERNAL_RELEASE
class plPXPhysicalController : public plPhysicalController
{
public:
plPXPhysicalController(plKey ownerSO, hsScalar height, hsScalar radius);
virtual ~plPXPhysicalController();
virtual void Enable(bool enable);
virtual bool IsEnabled() const { return fEnable; }
virtual void SetLOSDB(plSimDefs::plLOSDB losDB) { fLOSDB = losDB; }
plSimDefs::plLOSDB GetLOSDB() const { return fLOSDB; }
virtual void SetVelocities(const hsVector3& linearVel, hsScalar angVel)
{
fLinearVelocity = linearVel;
fAngularVelocity = angVel;
}
virtual const hsVector3& GetLinearVelocity() const { return fAchievedLinearVelocity; }
virtual void ResetAchievedLinearVelocity() { fAchievedLinearVelocity.Set(0.f, 0.f, 0.f); }
virtual plKey GetSubworld() const { return fWorldKey; }
virtual void SetSubworld(plKey world);
virtual bool IsOnGround() const { return fTimeInAir < kAirTimeThreshold || fFalseGround; }
virtual bool IsOnFalseGround() const { return fFalseGround && !fGroundHit; }
virtual void GroundHit() { fGroundHit = true; }
virtual hsScalar GetAirTime() const { return fTimeInAir; }
virtual void ResetAirTime() { fTimeInAir = 0.f; }
virtual void AddSlidingNormal(hsVector3 vec);
virtual hsTArray<hsVector3>* GetSlidingNormals() { return &fSlidingNormals; }
virtual plPhysical* GetPushingPhysical() const { return fPushingPhysical; }
virtual bool GetFacingPushingPhysical() const { return fFacingPushingPhysical; }
virtual const plCoordinateInterface* GetSubworldCI() const;
virtual void GetState(hsPoint3& pos, float& zRot);
virtual void SetState(const hsPoint3& pos, float zRot);
plKey GetOwner() const { return fOwner; }
// Called by the simulation mgr each frame
static void Update(bool prestep, hsScalar delSecs);
// Used by the LOS mgr to find the controller for an actor it hit
static plPXPhysicalController* GetController(NxActor& actor, bool* isController);
// test to see if there are any controllers (i.e. avatars) in this subworld
static bool plPXPhysicalController::AnyControllersInThisWorld(plKey world);
static int plPXPhysicalController::NumControllers();
static int plPXPhysicalController::GetControllersInThisSubWorld(plKey world, int maxToReturn,
plPXPhysicalController** bufferout);
static int plPXPhysicalController::GetNumberOfControllersInThisSubWorld(plKey world);
// Call this if a static physical in the scene has changed (unloaded,
// collision enabled/disabled, etc)
static void RebuildCache();
virtual void GetPositionSim(hsPoint3& pos) const { IGetPositionSim(pos); }
virtual void Kinematic(bool state);
virtual bool IsKinematic();
virtual void GetKinematicPosition(hsPoint3& pos);
virtual plDrawableSpans* CreateProxy(hsGMaterial* mat, hsTArray<uint32_t>& idx, plDrawableSpans* addTo);
virtual const hsMatrix44& GetPrevSubworldW2L() { return fPrevSubworldW2L; }
virtual void SetSeek(bool seek){fSeeking=seek;}
virtual void GetWorldSpaceCapsule(NxCapsule& cap);
#ifndef PLASMA_EXTERNAL_RELEASE
static bool fDebugDisplay;
#endif // PLASMA_EXTERNAL_RELEASE
protected:
static const hsScalar kAirTimeThreshold;
friend class PXControllerHitReport;
static plPXPhysicalController* FindController(NxController* controller);
void IApply(hsScalar delSecs);
void ISendUpdates(hsScalar delSecs);
void ICheckForFalseGround();
void ISetGlobalLoc(const hsMatrix44& l2w);
void IMatchKinematicToController();
void IMoveKinematicToController(hsPoint3& pos);
void ISetKinematicLoc(const hsMatrix44& l2w);
void IGetPositionSim(hsPoint3& pos) const;
void ICreateController();
void IDeleteController();
void IInformDetectors(bool entering);
plKey fOwner;
plKey fWorldKey;
hsScalar fRadius, fHeight;
NxCapsuleController* fController;
// this is the kinematic actor for triggering things when the avatar is collision-less during behaviors
NxActor* fKinematicActor;
hsVector3 fLinearVelocity;
hsScalar fAngularVelocity;
hsVector3 fAchievedLinearVelocity;
// The global position and rotation of the avatar last time we set it (so we
// can detect if someone else moves him)
hsMatrix44 fLastGlobalLoc;
//
hsPoint3 fLocalPosition;
hsQuat fLocalRotation;
hsMatrix44 fPrevSubworldW2L;
bool fEnable;
bool fEnableChanged;
plSimDefs::plLOSDB fLOSDB;
bool fKinematic;
bool fKinematicChanged;
bool fKinematicEnableNextUpdate;
bool fGroundHit;
bool fFalseGround;
hsScalar fTimeInAir;
hsTArray<hsVector3> fSlidingNormals;
hsTArray<hsVector3> fPrevSlidingNormals;
#ifndef PLASMA_EXTERNAL_RELEASE
hsTArray<plDbgCollisionInfo> fDbgCollisionInfo;
void IDrawDebugDisplay();
#endif // PLASMA_EXTERNAL_RELEASE
plPhysical* fPushingPhysical;
bool fFacingPushingPhysical;
plPhysicalProxy* fProxyGen; // visual proxy for debugging
bool fHitHead;
bool fSeeking;
};
#endif // plPXPhysicalController_h_inc

1452
Sources/Plasma/PubUtilLib/plPhysX/plPXPhysicalControllerCore.cpp

File diff suppressed because it is too large Load Diff

163
Sources/Plasma/PubUtilLib/plPhysX/plPXPhysicalControllerCore.h

@ -40,22 +40,19 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
*==LICENSE==*/
#include "plAvatar/plPhysicalControllerCore.h"
#include "hsQuat.h"
#define PHYSX_ONLY_TRIGGER_FROM_KINEMATIC 1
class NxController;
class NxCapsuleController;
class NxActor;
class plCoordinateInterface;
class NxCapsule;
class PXControllerHitReport;
class plPhysicalProxy;
class plDrawableSpans;
class hsGMaterial;
class NxCapsule;
class plSceneObject;
class PXControllerHitReportWalk;
class plPXPhysical;
class plCollideMsg;
#ifndef PLASMA_EXTERNAL_RELEASE
#ifndef PLASMA_EXTERNAL_RELEASE
class plDbgCollisionInfo
{
public:
@ -64,97 +61,113 @@ public:
bool fOverlap;
};
#endif // PLASMA_EXTERNAL_RELEASE
class plPXPhysicalControllerCore: public plPhysicalControllerCore
{
friend class PXControllerHitReportWalk;
public:
plPXPhysicalControllerCore(plKey ownerSO, float height, float radius);
plPXPhysicalControllerCore(plKey ownerSO, float height, float radius, bool human);
~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.
// An ArmatureMod has its own idea about when physics should be enabled/disabled.
// Use plArmatureModBase::EnablePhysics() instead.
virtual void Enable(bool enable);
virtual void SetSubworld(plKey world) ;
virtual const plCoordinateInterface* GetSubworldCI() const ;
// Subworld
virtual void SetSubworld(plKey world);
// 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(float radius, float height);
// Movement strategy
virtual void SetMovementStrategy(plMovementStrategy* strategy);
// Global location
virtual void SetGlobalLoc(const hsMatrix44& l2w);
// Local Sim Position
virtual void GetPositionSim(hsPoint3& pos);
// Move kinematic controller
virtual void Move(hsVector3 displacement, unsigned int collideWith, unsigned int &collisionResults);
// Set linear velocity on dynamic controller
virtual void SetLinearVelocitySim(const hsVector3& linearVel);
// Sweep the controller path from startPos through endPos
virtual int SweepControllerPath(const hsPoint3& startPos, const hsPoint3& endPos, bool vsDynamics,
bool vsStatics, uint32_t& vsSimGroups, std::vector<plControllerSweepRecord>& hits);
// any clean up for the controller should go here
virtual void LeaveAge();
virtual void UpdateControllerAndPhysicalRep();
// Capsule
void GetWorldSpaceCapsule(NxCapsule& cap) const;
// Create Proxy for debug rendering
plDrawableSpans* CreateProxy(hsGMaterial* mat, hsTArray<uint32_t>& idx, plDrawableSpans* addTo);
// Dynamic hits
void AddDynamicHit(plPXPhysical* phys);
//////////////////////////////////////////
//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
// Call pre-sim to apply movement to controllers
static void Apply(float delSecs);
// Call post-sim to update controllers
static void Update(int numSubSteps, float alpha);
// Update controllers when not performing a physics step
static void UpdateNonPhysical(float alpha);
// Rebuild the controller cache, required when a static actor in the scene has changed.
static void RebuildCache();
// Returns the plPXPhysicalControllerCore associated with the given NxActor
static plPXPhysicalControllerCore* GetController(NxActor& actor);
// Subworld controller queries
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(float delSecs);
static void UpdatePoststep(float delSecs);
static void UpdatePostSimStep(float delSecs);
virtual plDrawableSpans* CreateProxy(hsGMaterial* mat, hsTArray<uint32_t>& idx, plDrawableSpans* addTo);
#ifndef PLASMA_EXTERNAL_RELEASE
static bool fDebugDisplay;
#endif // PLASMA_EXTERNAL_RELEASE
static int GetControllersInThisSubWorld(plKey world, int maxToReturn, plPXPhysicalControllerCore** bufferout);
// Controller count
static int NumControllers();
static void SetMaxNumberOfControllers(int max) { fPXControllersMax = max; }
static int fPXControllersMax;
virtual int SweepControllerPath(const hsPoint3& startPos, const hsPoint3& endPos, bool vsDynamics, bool vsStatics, uint32_t& vsSimGroups, std::multiset< plControllerSweepRecord >& WhatWasHitOut);
virtual void BehaveLikeAnimatedPhysical(bool actLikeAnAnimatedPhys);
virtual bool 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 float angvel);
virtual void SetVelocities(const hsVector3& linearVel, float angVel);
#ifndef PLASMA_EXTERNAL_RELEASE
static bool fDebugDisplay;
#endif
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);
virtual void IHandleEnableChanged();
void IInformDetectors(bool entering);
void ICreateController(const hsPoint3& pos);
NxActor* fKinematicActor;
NxCapsuleController* fController;
void IDeleteController();
void IDispatchQueuedMsgs();
void IProcessDynamicHits();
#ifndef PLASMA_EXTERNAL_RELEASE
hsTArray<plDbgCollisionInfo> fDbgCollisionInfo;
void IDrawDebugDisplay();
hsTArray<plDbgCollisionInfo> fDbgCollisionInfo;
#endif
void IHandleResize();
float fPreferedRadius;
float 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;
bool fBehavingLikeAnimatedPhys;
std::vector<plCollideMsg*> fQueuedCollideMsgs;
std::vector<plPXPhysical*> fDynamicHits;
NxCapsuleController* fController;
NxActor* fActor;
plPhysicalProxy* fProxyGen;
bool fKinematicCCT;
bool fHuman;
};

256
Sources/Plasma/PubUtilLib/plPhysX/plSimulationMgr.cpp

@ -70,139 +70,43 @@ class SensorReport : public NxUserTriggerReport
{
virtual void onTrigger(NxShape& triggerShape, NxShape& otherShape, NxTriggerFlag status)
{
// Get our trigger physical. This should definitely have a plPXPhysical
plPXPhysical* triggerPhys = (plPXPhysical*)triggerShape.getActor().userData;
bool doReport = false;
// Get the triggerer. This may be an avatar, which doesn't have a
// plPXPhysical, so we have to extract the necessary info.
plKey otherKey = nil;
hsPoint3 otherPos = plPXConvert::Point(otherShape.getGlobalPosition());
bool doReport = false;
if (plSimulationMgr::fExtraProfile)
DetectorLogRed("-->%s %s (status=%x) other@(%f,%f,%f)",triggerPhys->GetObjectKey()->GetName().c_str(),status & NX_TRIGGER_ON_ENTER ? "enter" : "exit",status,otherPos.fX,otherPos.fY,otherPos.fZ);
// Get our trigger physical. This should definitely have a plPXPhysical
plPXPhysical* triggerPhys = (plPXPhysical*)triggerShape.getActor().userData;
// Get the triggerer. If it doesn't have a plPXPhyscial, it's an avatar
plPXPhysical* otherPhys = (plPXPhysical*)otherShape.getActor().userData;
if (otherPhys)
{
otherKey = otherPhys->GetObjectKey();
doReport = triggerPhys->DoReportOn((plSimDefs::Group)otherPhys->GetGroup());
if (!doReport)
{
if (plSimulationMgr::fExtraProfile)
DetectorLogRed("<--Kill collision %s :failed group. US=%x OTHER=(%s)%x",triggerPhys->GetObjectKey()->GetName().c_str(),triggerPhys->GetGroup(),otherPhys->GetObjectKey()->GetName().c_str(),otherPhys->GetGroup());
}
}
else
{
bool isController;
plPXPhysicalControllerCore* controller = plPXPhysicalControllerCore::GetController(otherShape.getActor(),&isController);
plPXPhysicalControllerCore* controller = plPXPhysicalControllerCore::GetController(otherShape.getActor());
if (controller)
{
if (isController)
{
#ifdef PHYSX_ONLY_TRIGGER_FROM_KINEMATIC
if (plSimulationMgr::fExtraProfile)
DetectorLogRed("<--Kill collision %s : ignoring controller events.",triggerPhys->GetObjectKey()->GetName().c_str());
return;
#else // else if trigger on both controller and kinematic
// only suppress controller collision 'enters' when disabled but let 'exits' continue
// ...this is because there are detector regions that are on the edge on ladders that the exit gets missed.
if ( ( !controller->IsEnabled() /*&& (status & NX_TRIGGER_ON_ENTER)*/ ) || controller->IsKinematic() )
{
if (plSimulationMgr::fExtraProfile)
DetectorLogRed("<--Kill collision %s : controller is not enabled.",triggerPhys->GetObjectKey()->GetName().c_str());
return;
}
#endif // PHYSX_ONLY_TRIGGER_FROM_KINEMATIC
}
#ifndef PHYSX_ONLY_TRIGGER_FROM_KINEMATIC // if triggering only kinematics, then all should trigger
else
{
// only suppress kinematic collision 'enters' when disabled but let 'exits' continue
// ...this is because there are detector regions that are on the edge on ladders that the exit gets missed.
if ( !controller->IsKinematic() /*&& (status & NX_TRIGGER_ON_ENTER) */ )
{
if (plSimulationMgr::fExtraProfile)
DetectorLogRed("<--Kill collision %s : kinematic is not enabled.",triggerPhys->GetObjectKey()->GetName().c_str());
return;
}
}
#endif // PHYSX_ONLY_TRIGGER_FROM_KINEMATIC
otherKey = controller->GetOwner();
doReport = triggerPhys->DoReportOn(plSimDefs::kGroupAvatar);
if (plSimulationMgr::fExtraProfile )
{
if (!doReport)
{
DetectorLogRed("<--Kill collision %s :failed group. US=%x OTHER=(NotAvatar)",triggerPhys->GetObjectKey()->GetName().c_str(),triggerPhys->GetGroup());
}
else
{
hsPoint3 avpos;
controller->GetPositionSim(avpos);
DetectorLogRed("-->Avatar at (%f,%f,%f)",avpos.fX,avpos.fY,avpos.fZ);
}
}
}
}
if (doReport)
{
#ifdef USE_PHYSX_CONVEXHULL_WORKAROUND
if ( triggerPhys->DoDetectorHullWorkaround() )
if (status & NX_TRIGGER_ON_ENTER)
{
if (status & NX_TRIGGER_ON_ENTER && triggerPhys->Should_I_Trigger(status & NX_TRIGGER_ON_ENTER, otherPos) )
{
if (plSimulationMgr::fExtraProfile)
DetectorLogRed("-->Send Collision (CH) %s %s",triggerPhys->GetObjectKey()->GetName().c_str(),status & NX_TRIGGER_ON_ENTER ? "enter" : "exit");
plSimulationMgr::GetInstance()->AddCollisionMsg(triggerPhys->GetObjectKey(), otherKey, true);
}
else if (status & NX_TRIGGER_ON_ENTER)
{
if (plSimulationMgr::fExtraProfile)
DetectorLogRed("<--Kill collision %s :failed Should I trigger",triggerPhys->GetObjectKey()->GetName().c_str());
}
if (status & NX_TRIGGER_ON_LEAVE && triggerPhys->Should_I_Trigger(status & NX_TRIGGER_ON_ENTER, otherPos) )
{
if (plSimulationMgr::fExtraProfile)
DetectorLogRed("-->Send Collision (CH) %s %s",triggerPhys->GetObjectKey()->GetName().c_str(),status & NX_TRIGGER_ON_ENTER ? "enter" : "exit");
plSimulationMgr::GetInstance()->AddCollisionMsg(triggerPhys->GetObjectKey(), otherKey, false);
}
else if (status & NX_TRIGGER_ON_LEAVE)
{
if (plSimulationMgr::fExtraProfile)
DetectorLogRed("<--Kill collision %s :failed Should I trigger",triggerPhys->GetObjectKey()->GetName().c_str());
}
if (!(status & NX_TRIGGER_ON_ENTER) && !(status & NX_TRIGGER_ON_LEAVE) )
{
if (plSimulationMgr::fExtraProfile)
DetectorLogRed("<--Kill collision %s :failed event(CH)",triggerPhys->GetObjectKey()->GetName().c_str());
}
if (plSimulationMgr::fExtraProfile)
DetectorLogRed("-->Send Collision %s enter",triggerPhys->GetObjectKey()->GetName().c_str());
plSimulationMgr::GetInstance()->AddCollisionMsg(triggerPhys->GetObjectKey(), otherKey, true);
}
else
else if (status & NX_TRIGGER_ON_LEAVE)
{
#endif // USE_PHYSX_CONVEXHULL_WORKAROUND
if (status & NX_TRIGGER_ON_ENTER)
{
if (plSimulationMgr::fExtraProfile)
DetectorLogRed("-->Send Collision %s %s",triggerPhys->GetObjectKey()->GetName().c_str(),status & NX_TRIGGER_ON_ENTER ? "enter" : "exit");
plSimulationMgr::GetInstance()->AddCollisionMsg(triggerPhys->GetObjectKey(), otherKey, true);
}
if (status & NX_TRIGGER_ON_LEAVE)
{
if (plSimulationMgr::fExtraProfile)
DetectorLogRed("-->Send Collision %s %s",triggerPhys->GetObjectKey()->GetName().c_str(),status & NX_TRIGGER_ON_ENTER ? "enter" : "exit");
plSimulationMgr::GetInstance()->AddCollisionMsg(triggerPhys->GetObjectKey(), otherKey, false);
}
if (!(status & NX_TRIGGER_ON_ENTER) && !(status & NX_TRIGGER_ON_LEAVE) )
{
if (plSimulationMgr::fExtraProfile)
DetectorLogRed("<--Kill collision %s :failed event",triggerPhys->GetObjectKey()->GetName().c_str());
}
#ifdef USE_PHYSX_CONVEXHULL_WORKAROUND
if (plSimulationMgr::fExtraProfile)
DetectorLogRed("-->Send Collision %s exit",triggerPhys->GetObjectKey()->GetName().c_str());
plSimulationMgr::GetInstance()->AddCollisionMsg(triggerPhys->GetObjectKey(), otherKey, false);
}
#endif // USE_PHYSX_CONVEXHULL_WORKAROUND
}
}
} gSensorReport;
@ -289,8 +193,8 @@ class ErrorStream : public NxUserOutputStream
//
/////////////////////////////////////////////////////////////////
#define kDefaultMaxDelta 0.1 // if the step is greater than .1 seconds, clamp to that
#define kDefaultStepSize 1.f / 60.f // default simulation freqency is 60hz
#define kDefaultMaxDelta (0.15) // if the step is greater than .15 seconds, clamp to that
#define kDefaultStepSize (1.f / 60.f) // default simulation freqency is 60hz
/////////////////////////////////////////////////////////////////
//
@ -378,6 +282,8 @@ plSimulationMgr* plSimulationMgr::GetInstance()
plSimulationMgr::plSimulationMgr()
: fSuspended(true)
, fAccumulator(0.0f)
, fStepCount(0)
, fLOSDispatch(new plLOSDispatch())
, fSoundMgr(new plPhysicsSoundMgr)
, fLog(nil)
@ -470,6 +376,7 @@ NxScene* plSimulationMgr::GetScene(plKey world)
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);
@ -477,7 +384,11 @@ NxScene* plSimulationMgr::GetScene(plKey world)
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);
@ -507,86 +418,6 @@ void plSimulationMgr::ReleaseScene(plKey world)
}
}
void plSimulationMgr::ISendCollisionMsg(plKey receiver, plKey hitter, bool entering)
{
DetectorLogYellow("Collision: %s is inside %s. Sending an %s msg", hitter ? hitter->GetName().c_str() : "(nil)",
receiver->GetName().c_str(), entering ? "'enter'" : "'exit'");
plCollideMsg* msg = new plCollideMsg;
msg->fOtherKey = hitter;
msg->fEntering = entering;
msg->AddReceiver(receiver);
msg->Send();
}
void plSimulationMgr::UpdateDetectorsInScene(plKey world, plKey avatar, hsPoint3& pos, bool entering)
{
// search thru the actors in a scene looking for convex hull detectors and see if the avatar is inside it
// ... and then send appropiate collision message if needed
NxScene* scene = GetScene(world);
plSceneObject* avObj = plSceneObject::ConvertNoRef(avatar->ObjectIsLoaded());
const plCoordinateInterface* ci = avObj->GetCoordinateInterface();
hsPoint3 soPos = ci->GetWorldPos();
if (scene)
{
uint32_t numActors = scene->getNbActors();
NxActor** actors = scene->getActors();
for (int i = 0; i < numActors; i++)
{
plPXPhysical* physical = (plPXPhysical*)actors[i]->userData;
if (physical && physical->DoDetectorHullWorkaround())
{
if ( physical->IsObjectInsideHull(pos) )
{
physical->SetInsideConvexHull(entering);
// we are entering this world... say we entered this detector
ISendCollisionMsg(physical->GetObjectKey(), avatar, entering);
}
}
}
}
}
void plSimulationMgr::UpdateAvatarInDetector(plKey world, plPXPhysical* detector)
{
// search thru the actors in a scene looking for avatars that might be in the newly enabled detector region
// ... and then send appropiate collision message if needed
if ( detector->DoDetectorHullWorkaround() )
{
NxScene* scene = GetScene(world);
if (scene)
{
uint32_t numActors = scene->getNbActors();
NxActor** actors = scene->getActors();
for (int i = 0; i < numActors; i++)
{
if ( actors[i]->userData == nil )
{
// we go a controller
bool isController;
plPXPhysicalControllerCore* controller = plPXPhysicalControllerCore::GetController(*actors[i],&isController);
if (controller && controller->IsEnabled())
{
plKey avatar = controller->GetOwner();
plSceneObject* avObj = plSceneObject::ConvertNoRef(avatar->ObjectIsLoaded());
const plCoordinateInterface* ci;
if ( avObj && ( ci = avObj->GetCoordinateInterface() ) )
{
if ( detector->IsObjectInsideHull(ci->GetWorldPos()) )
{
detector->SetInsideConvexHull(true);
// we are entering this world... say we entered this detector
ISendCollisionMsg(detector->GetObjectKey(), avatar, true);
}
}
}
}
}
}
}
}
void plSimulationMgr::AddCollisionMsg(plKey hitee, plKey hitter, bool enter)
{
// First, make sure we have no dupes
@ -614,20 +445,41 @@ void plSimulationMgr::AddCollisionMsg(plKey hitee, plKey hitter, bool enter)
pMsg->fEntering = enter;
fCollideMsgs.push_back(pMsg);
}
void plSimulationMgr::AddCollisionMsg(plCollideMsg* msg)
{
fCollideMsgs.push_back(msg);
}
void plSimulationMgr::Advance(float delSecs)
{
if (fSuspended)
return;
plProfile_IncCount(StepLen, (int)(delSecs*1000));
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;
}
#ifndef PLASMA_EXTERNAL_RELASE
uint32_t stepTime = hsTimer::GetPrecTickCount();
#endif
++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::UpdatePrestep(delSecs);
plPXPhysicalControllerCore::UpdatePoststep( delSecs);
plPXPhysicalControllerCore::Apply(delta);
for (SceneMap::iterator it = fScenes.begin(); it != fScenes.end(); it++)
{
@ -642,12 +494,13 @@ void plSimulationMgr::Advance(float delSecs)
}
if (do_advance)
{
scene->simulate(delSecs);
scene->simulate(delta);
scene->flushStream();
scene->fetchResults(NX_RIGID_BODY_FINISHED, true);
}
}
plPXPhysicalControllerCore::UpdatePostSimStep(delSecs);
plPXPhysicalControllerCore::Update(numSubSteps, fAccumulator / kDefaultStepSize);
plProfile_EndTiming(Step);
#ifndef PLASMA_EXTERNAL_RELEASE
@ -730,9 +583,6 @@ void plSimulationMgr::ISendUpdates()
plPXPhysical* physical = (plPXPhysical*)actors[i]->userData;
if (physical)
{
// apply any hit forces
physical->ApplyHitForce();
if (physical->GetSceneNode())
{
physical->SendNewLocation();

13
Sources/Plasma/PubUtilLib/plPhysX/plSimulationMgr.h

@ -99,12 +99,11 @@ public:
int GetMaterialIdx(NxScene* scene, float friction, float restitution);
// PHYSX FIXME - walk thru all the convex hull detector regions to see if we are in any... we're either coming or going
void UpdateDetectorsInScene(plKey world, plKey avatar, hsPoint3& pos, bool entering);
void UpdateAvatarInDetector(plKey world, plPXPhysical* detector);
uint32_t GetStepCount() const { return fStepCount; }
//Fix to Move collision messages and their handling out of the simulation step
void AddCollisionMsg(plKey hitee, plKey hitter, bool entering);
void AddCollisionMsg(plCollideMsg* msg);
#ifndef PLASMA_EXTERNAL_RELEASE
static bool fDisplayAwakeActors;
@ -121,9 +120,6 @@ protected:
// Walk through the synchronization requests and send them as appropriate.
void IProcessSynchs();
// PHYSX FIXME send a collision message - should only be used with UpdateDetectorsInScene
void ISendCollisionMsg(plKey receiver, plKey hitter, bool entering);
NxPhysicsSDK* fSDK;
plPhysicsSoundMgr* fSoundMgr;
@ -144,6 +140,9 @@ protected:
// but nothing will move.
bool fSuspended;
float fAccumulator;
uint32_t fStepCount;
// A utility class to keep track of a request for a physical synchronization.
// These requests must pass a certain criteria (see the code for the latest)
// before they are actually either sent over the network or rejected.

231
Sources/Plasma/PubUtilLib/plPhysical/plCollisionDetector.cpp

@ -39,7 +39,6 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
Mead, WA 99021
*==LICENSE==*/
#include "plAvatar/plAvCallbackAction.h"
#include "HeadSpin.h"
#include "plCollisionDetector.h"
@ -65,11 +64,15 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
#include "plAvatar/plAvatarMgr.h"
#include "plAvatar/plAvBrainHuman.h"
#include "plAvatar/plAvBrainDrive.h"
#include "plAvatar/plPhysicalControllerCore.h"
#include "plModifier/plDetectorLog.h"
#define USE_PHYSX_MULTIPLE_CAMREGION_ENTER 1
#define USE_PHYSX_COLLISION_FLUTTER_WORKAROUND 1
#ifdef USE_PHYSX_COLLISION_FLUTTER_WORKAROUND
#include "plPhysX/plSimulationMgr.h"
#endif
plArmatureMod* plCollisionDetector::IGetAvatarModifier(plKey key)
{
@ -240,58 +243,19 @@ plCameraRegionDetector::~plCameraRegionDetector()
hsRefCnt_SafeUnRef(*it);
}
void plCameraRegionDetector::ITrigger(plKey hitter, bool entering, bool immediate)
void plCameraRegionDetector::ISendTriggerMsg()
{
if (fSavingSendMsg)
DetectorLogRed("%s: Stale messages on ITrigger. This should never happen!", GetKeyName().c_str());
if (fIsInside && entering)
DetectorLogRed("%s: Duplicate enter! Did we miss an exit?", GetKeyName().c_str());
else if (!fIsInside && !entering)
DetectorLogRed("%s: Duplicate exit! Did we miss an enter?", GetKeyName().c_str());
fSavingSendMsg = true;
fSavedMsgEnterFlag = entering;
if (entering)
{
DetectorLog("%s: Saving camera Entering volume - Evals=%d", GetKeyName().c_str(),fNumEvals);
fLastEnterEval = fNumEvals;
}
else
{
DetectorLog("%s: Saving camera Exiting volume - Evals=%d", GetKeyName().c_str(),fNumEvals);
fLastExitEval = fNumEvals;
}
if (immediate)
ISendSavedTriggerMsgs();
}
void plCameraRegionDetector::ISendSavedTriggerMsgs()
{
if (fSavingSendMsg)
for (plCameraMsgVec::iterator it = fMessages.begin(); it != fMessages.end(); ++it)
{
for (size_t i = 0; i < fMessages.size(); ++i)
{
hsRefCnt_SafeRef(fMessages[i]);
if (fSavedMsgEnterFlag)
{
fMessages[i]->SetCmd(plCameraMsg::kEntering);
DetectorLog("Entering cameraRegion: %s - Evals=%d -msg %d of %d\n", GetKeyName().c_str(),fNumEvals,i+1,fMessages.size());
fIsInside = true;
}
else
{
fMessages[i]->ClearCmd(plCameraMsg::kEntering);
DetectorLog("Exiting cameraRegion: %s - Evals=%d -msg %d of %d\n", GetKeyName().c_str(),fNumEvals,i+1,fMessages.size());
fIsInside = false;
}
plgDispatch::MsgSend(fMessages[i]);
}
plCameraMsg* msg = *it;
if (fIsInside)
msg->SetCmd(plCameraMsg::kEntering);
else
msg->ClearCmd(plCameraMsg::kEntering);
msg->SendAndKeep();
}
fSavingSendMsg = false;
}
bool plCameraRegionDetector::MsgReceive(plMessage* msg)
{
plCollideMsg* pCollMsg = plCollideMsg::ConvertNoRef(msg);
@ -300,8 +264,16 @@ bool plCameraRegionDetector::MsgReceive(plMessage* msg)
// camera collisions are only for the local player
if (plNetClientApp::GetInstance()->GetLocalPlayerKey() != pCollMsg->fOtherKey)
return true;
// Fall through to plObjectInVolumeDetector, which will register us for plEvalMsg
// and handle it for us. (Hint: See ISendSavedTriggerMsgs)
if (!fWaitingForEval)
IRegisterForEval();
fEntering = (pCollMsg->fEntering != 0);
#ifdef USE_PHYSX_COLLISION_FLUTTER_WORKAROUND
fLastStep = plSimulationMgr::GetInstance()->GetStepCount();
#endif
return true;
}
return plObjectInVolumeDetector::MsgReceive(msg);
@ -327,56 +299,72 @@ void plCameraRegionDetector::Write(hsStream* stream, hsResMgr* mgr)
}
void plCameraRegionDetector::IHandleEval(plEvalMsg*)
{
#ifdef USE_PHYSX_COLLISION_FLUTTER_WORKAROUND
if (plSimulationMgr::GetInstance()->GetStepCount() - fLastStep > 1)
{
#endif
if (fIsInside != fEntering)
{
fIsInside = fEntering;
DetectorLog("%s CameraRegion: %s", fIsInside ? "Entering" : "Exiting", GetKeyName().c_str());
ISendTriggerMsg();
}
plgDispatch::Dispatch()->UnRegisterForExactType(plEvalMsg::Index(), GetKey());
fWaitingForEval = false;
#ifdef USE_PHYSX_COLLISION_FLUTTER_WORKAROUND
}
#endif
}
/////////////////////////////////
/////////////////////////////////
/////////////////////////////////
/////////////////////////////////
// object-in-volume detector
void plObjectInVolumeDetector::ITrigger(plKey hitter, bool entering, bool immediate)
void plObjectInVolumeDetector::ITrigger(plKey hitter, bool entering)
{
hsRefCnt_SafeUnRef(fSavedActivatorMsg);
fSavedActivatorMsg = new plActivatorMsg;
fSavedActivatorMsg->AddReceivers(fReceivers);
if (fProxyKey)
fSavedActivatorMsg->fHiteeObj = fProxyKey;
else
fSavedActivatorMsg->fHiteeObj = GetTarget()->GetKey();
fSavedActivatorMsg->fHitterObj = hitter;
fSavedActivatorMsg->SetSender(GetKey());
if (entering)
#ifdef USE_PHYSX_COLLISION_FLUTTER_WORKAROUND
for (bookKeepingList::iterator it = fCollisionList.begin(); it != fCollisionList.end(); ++it)
{
DetectorLog("%s: Saving Entering volume - Evals=%d", GetKeyName().c_str(), fNumEvals);
fSavedActivatorMsg->SetTriggerType(plActivatorMsg::kVolumeEnter);
fLastEnterEval = fNumEvals;
}
else
{
DetectorLog("%s: Saving Exiting volume - Evals=%d", GetKeyName().c_str(), fNumEvals);
fSavedActivatorMsg->SetTriggerType(plActivatorMsg::kVolumeExit);
fLastExitEval = fNumEvals;
plCollisionBookKeepingInfo* collisionInfo = *it;
if (collisionInfo->fHitter == hitter)
{
collisionInfo->fEntering = entering;
collisionInfo->fLastStep = plSimulationMgr::GetInstance()->GetStepCount();
return;
}
}
#endif
if (immediate)
ISendSavedTriggerMsgs();
plCollisionBookKeepingInfo* collisionInfo = new plCollisionBookKeepingInfo(hitter, entering);
fCollisionList.push_back(collisionInfo);
#ifdef USE_PHYSX_COLLISION_FLUTTER_WORKAROUND
collisionInfo->fLastStep = plSimulationMgr::GetInstance()->GetStepCount();
#endif
}
void plObjectInVolumeDetector::ISendSavedTriggerMsgs()
void plObjectInVolumeDetector::IRegisterForEval()
{
if (fSavedActivatorMsg)
{
if (fSavedActivatorMsg->fTriggerType == plActivatorMsg::kVolumeEnter)
DetectorLog("%s: Sending Entering volume - Evals=%d", GetKeyName().c_str(), fNumEvals);
else
DetectorLog("%s: Sending Exiting volume - Evals=%d", GetKeyName().c_str(), fNumEvals);
fWaitingForEval = true;
plgDispatch::Dispatch()->RegisterForExactType(plEvalMsg::Index(), GetKey());
}
// we're saving the message to be dispatched later...
plgDispatch::MsgSend(fSavedActivatorMsg);
}
fSavedActivatorMsg = nil;
void plObjectInVolumeDetector::ISendTriggerMsg(plKey hitter, bool entering)
{
plActivatorMsg* activatorMsg = new plActivatorMsg();
activatorMsg->SetSender(GetKey());
activatorMsg->AddReceivers(fReceivers);
activatorMsg->fHiteeObj = fProxyKey ? fProxyKey : GetTarget()->GetKey();
activatorMsg->fHitterObj = hitter;
if (entering)
activatorMsg->SetTriggerType(plActivatorMsg::kVolumeEnter);
else
activatorMsg->SetTriggerType(plActivatorMsg::kVolumeExit);
plgDispatch::MsgSend(activatorMsg);
}
bool plObjectInVolumeDetector::MsgReceive(plMessage* msg)
@ -387,18 +375,17 @@ bool plObjectInVolumeDetector::MsgReceive(plMessage* msg)
// If the avatar is disabled (flying around), don't trigger
if (IIsDisabledAvatar(pCollMsg->fOtherKey))
return false;
if (!fWaitingForEval)
IRegisterForEval();
ITrigger(pCollMsg->fOtherKey, (pCollMsg->fEntering != 0));
plgDispatch::Dispatch()->RegisterForExactType(plEvalMsg::Index(), GetKey());
return true;
}
plEvalMsg* pEvalMsg = plEvalMsg::ConvertNoRef(msg);
if (pEvalMsg)
{
fNumEvals++;
ISendSavedTriggerMsgs();
plgDispatch::Dispatch()->UnRegisterForExactType(plEvalMsg::Index(), GetKey());
}
IHandleEval(pEvalMsg);
plPlayerPageMsg* pageMsg = plPlayerPageMsg::ConvertNoRef(msg);
if (pageMsg && pageMsg->fUnload)
@ -409,6 +396,48 @@ bool plObjectInVolumeDetector::MsgReceive(plMessage* msg)
return plCollisionDetector::MsgReceive(msg);
}
void plObjectInVolumeDetector::IHandleEval(plEvalMsg*)
{
bookKeepingList::iterator it = fCollisionList.begin();
while (it != fCollisionList.end())
{
plCollisionBookKeepingInfo* collisionInfo = *it;
#ifdef USE_PHYSX_COLLISION_FLUTTER_WORKAROUND
if (plSimulationMgr::GetInstance()->GetStepCount() - collisionInfo->fLastStep > 1)
{
#endif // USE_PHYSX_COLLISION_FLUTTER_WORKAROUND
ResidentSet::iterator j = fCurrentResidents.find(collisionInfo->fHitter);
bool wasInside = j != fCurrentResidents.end();
if (collisionInfo->fEntering != wasInside)
{
if (collisionInfo->fEntering)
{
fCurrentResidents.insert(collisionInfo->fHitter);
DetectorLog("%s: Sending Volume Enter ActivatorMsg", GetKeyName().c_str());
ISendTriggerMsg(collisionInfo->fHitter, true);
}
else
{
fCurrentResidents.erase(j);
DetectorLog("%s: Sending Volume Exit ActivatorMsg", GetKeyName().c_str());
ISendTriggerMsg(collisionInfo->fHitter, false);
}
}
delete collisionInfo;
#ifdef USE_PHYSX_COLLISION_FLUTTER_WORKAROUND
it = fCollisionList.erase(it);
}
else
{
++it;
}
#else
++it;
#endif // USE_PHYSX_COLLISION_FLUTTER_WORKAROUND
}
}
void plObjectInVolumeDetector::SetTarget(plSceneObject* so)
{
plCollisionDetector::SetTarget(so);
@ -475,7 +504,7 @@ void plObjectInVolumeAndFacingDetector::ICheckForTrigger()
// And are we walking towards it?
plArmatureBrain* abrain = armMod->FindBrainByClass(plAvBrainHuman::Index()); //armMod->GetCurrentBrain();
plAvBrainHuman* brain = plAvBrainHuman::ConvertNoRef(abrain);
if (brain && brain->IsMovingForward() && brain->fCallbackAction->IsOnGround())
if (brain && brain->IsMovingForward() && brain->fWalkingStrategy->IsOnGround())
movingForward = true;
}
else
@ -485,13 +514,13 @@ void plObjectInVolumeAndFacingDetector::ICheckForTrigger()
{
DetectorLog("%s: Trigger InVolume&Facing", GetKeyName().c_str());
fTriggered = true;
ITrigger(avatar->GetKey(), true, true);
ISendTriggerMsg(avatar->GetKey(), true);
}
else if (!facing && fTriggered)
{
DetectorLog("%s: Untrigger InVolume&Facing", GetKeyName().c_str());
fTriggered = false;
ITrigger(avatar->GetKey(), false, true);
ISendTriggerMsg(avatar->GetKey(), false);
}
}
}
@ -525,7 +554,7 @@ bool plObjectInVolumeAndFacingDetector::MsgReceive(plMessage* msg)
if (fTriggered)
{
fTriggered = false;
ITrigger(plNetClientApp::GetInstance()->GetLocalPlayerKey(), false, true);
ISendTriggerMsg(plNetClientApp::GetInstance()->GetLocalPlayerKey(), false);
}
}
@ -645,11 +674,11 @@ bool plPanicLinkRegion::MsgReceive(plMessage* msg)
{
if (avMod->IsLinkedIn())
{
hsPoint3 kinPos;
hsPoint3 pos;
if (avMod->GetController())
{
avMod->GetController()->GetKinematicPosition(kinPos);
DetectorLogSpecial("Avatar is panic linking. KinPos at %f,%f,%f and is %s",kinPos.fX,kinPos.fY,kinPos.fZ,avMod->GetController()->IsEnabled() ? "enabled" : "disabled");
avMod->GetController()->GetPositionSim(pos);
DetectorLogSpecial("Avatar is panic linking. Position %f,%f,%f and is %s", pos.fX, pos.fY, pos.fZ, avMod->GetController()->IsEnabled() ? "enabled" : "disabled");
}
avMod->PanicLink(fPlayLinkOutAnim);
} else

55
Sources/Plasma/PubUtilLib/plPhysical/plCollisionDetector.h

@ -53,6 +53,8 @@ class plArmatureMod;
class plActivatorMsg;
class plEvalMsg;
#define USE_PHYSX_COLLISION_FLUTTER_WORKAROUND
class plCollisionDetector : public plDetectorModifier
{
protected:
@ -92,23 +94,37 @@ public:
class plObjectInVolumeDetector : public plCollisionDetector
{
protected:
virtual void ITrigger(plKey hitter, bool entering, bool immediate=false);
virtual void ISendSavedTriggerMsgs();
plActivatorMsg* fSavedActivatorMsg;
uint32_t fNumEvals;
uint32_t fLastEnterEval;
uint32_t fLastExitEval;
class plCollisionBookKeepingInfo
{
public:
plCollisionBookKeepingInfo(const plKey& key, bool entering)
: fHitter(key), fEntering(entering) { }
plKey fHitter;
#ifdef USE_PHYSX_COLLISION_FLUTTER_WORKAROUND
uint32_t fLastStep;
#endif // USE_PHYSX_COLLISION_FLUTTER_WORKAROUND
bool fEntering;
};
void ITrigger(plKey hitter, bool entering);
void ISendTriggerMsg(plKey hitter, bool entering);
void IRegisterForEval();
virtual void IHandleEval(plEvalMsg*);
bool fWaitingForEval;
typedef std::list<plCollisionBookKeepingInfo*> bookKeepingList;
bookKeepingList fCollisionList;
typedef std::set<plKey> ResidentSet;
ResidentSet fCurrentResidents;
public:
plObjectInVolumeDetector()
: plCollisionDetector(), fSavedActivatorMsg(nil), fNumEvals(0), fLastEnterEval(0), fLastExitEval(0)
{ }
: plCollisionDetector(), fWaitingForEval(false) { }
plObjectInVolumeDetector(int8_t type)
: plCollisionDetector(type), fSavedActivatorMsg(nil), fNumEvals(0), fLastEnterEval(0), fLastExitEval(0)
{ }
: plCollisionDetector(type), fWaitingForEval(false) { }
virtual ~plObjectInVolumeDetector() { }
@ -159,16 +175,17 @@ protected:
typedef std::vector<plCameraMsg*> plCameraMsgVec;
plCameraMsgVec fMessages;
bool fIsInside;
bool fSavingSendMsg;
bool fSavedMsgEnterFlag;
virtual void ITrigger(plKey hitter, bool entering, bool immediate=false);
virtual void ISendSavedTriggerMsgs();
#ifdef USE_PHYSX_COLLISION_FLUTTER_WORKAROUND
uint32_t fLastStep;
#endif
bool fIsInside;
bool fEntering;
void ISendTriggerMsg();
virtual void IHandleEval(plEvalMsg*);
public:
plCameraRegionDetector()
: plObjectInVolumeDetector(), fIsInside(false), fSavingSendMsg(false)
{ }
: plObjectInVolumeDetector(), fIsInside(false) { }
~plCameraRegionDetector();
virtual bool MsgReceive(plMessage* msg);

23
Sources/Plasma/PubUtilLib/plPhysical/plSimDefs.h

@ -68,27 +68,10 @@ namespace plSimDefs
kGroupLOSOnly,
//kExcludeRegion setting up so only blocks avatars and only when not in seek mode
kGroupExcludeRegion,
// A kinematic avatar only interacts with dynamics and detectors
kGroupAvatarKinematic,
// Just for error checking
kGroupMax,
};
/** A taxonomy of action types. Crucial for doing things like making sure you don't
do things like attach duplicate actions. */
enum ActionType
{
kUnknownAction = 0x01, // don't know the type (probably forgot to override GetType())
kUnknownZAction = 0x02, // unknown type of z-order action
kAntiGravityAction = 0x03, // an action that counters gravity exactly
kUprightAction = 0x04, // an action that keeps an object upright by apply force
kPhysAnimAction = 0x05, // an action that parses keyframed animation into physical information
kConstraint = 0x06, // a general constraint.
kCallbackAction = 0x07, // an action that just hands us the physics "tick"
kPseudoPhysAction = 0x08, // replacement for the physAnim
kAntiGravAction = 0x09, // makes things float in the air
kBasicGroundAction = 0x0a, // for your basic walkAroundOnGround corrections
kHorizontalFreeze = 0x0b, // Let's you fall vertically, but otherwise keeps you in place (generic brains)
kMaxAction = 0xffff // force 16-bit
kGroupMax
};
/** Different types of line-of-sight requests. */

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