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Merge pull request #131 from Hoikas/physx

Fix the Relto panic link weird stuff
Branan Purvine-Riley 13 years ago
parent
commit
5301d05dd4
  1. 17
      Sources/Plasma/PubUtilLib/plPhysX/plPXPhysicalControllerCore.cpp

17
Sources/Plasma/PubUtilLib/plPhysX/plPXPhysicalControllerCore.cpp

@ -395,7 +395,10 @@ void plPXPhysicalControllerCore::IMatchKinematicToController()
kinPos.z = (NxReal)cPos.z; kinPos.z = (NxReal)cPos.z;
if (plSimulationMgr::fExtraProfile) if (plSimulationMgr::fExtraProfile)
SimLog("Match setting kinematic from %f,%f,%f to %f,%f,%f",prevKinPos.x,prevKinPos.y,prevKinPos.z,kinPos.x,kinPos.y,kinPos.z ); SimLog("Match setting kinematic from %f,%f,%f to %f,%f,%f",prevKinPos.x,prevKinPos.y,prevKinPos.z,kinPos.x,kinPos.y,kinPos.z );
fKinematicActor->moveGlobalPosition(kinPos); if (fBehavingLikeAnimatedPhys && fKinematic) // if NX_BF_KINEMATIC && (avatar is on a ladder or something)
fKinematicActor->moveGlobalPosition(kinPos);
else
fKinematicActor->setGlobalPosition(kinPos);
} }
} }
void plPXPhysicalControllerCore::UpdateControllerAndPhysicalRep() void plPXPhysicalControllerCore::UpdateControllerAndPhysicalRep()
@ -406,7 +409,7 @@ void plPXPhysicalControllerCore::UpdateControllerAndPhysicalRep()
{//this means we are moving the controller and then synchnig the kin {//this means we are moving the controller and then synchnig the kin
NxExtendedVec3 ControllerPos= fController->getPosition(); NxExtendedVec3 ControllerPos= fController->getPosition();
NxVec3 NewKinPos((NxReal)ControllerPos.x, (NxReal)ControllerPos.y, (NxReal)ControllerPos.z); NxVec3 NewKinPos((NxReal)ControllerPos.x, (NxReal)ControllerPos.y, (NxReal)ControllerPos.z);
if (fEnabled && fKinematicActor->readBodyFlag(NX_BF_KINEMATIC)) if (fEnabled || fKinematic)
{ {
if (plSimulationMgr::fExtraProfile) if (plSimulationMgr::fExtraProfile)
SimLog("Moving kinematic to %f,%f,%f",NewKinPos.x, NewKinPos.y, NewKinPos.z ); SimLog("Moving kinematic to %f,%f,%f",NewKinPos.x, NewKinPos.y, NewKinPos.z );
@ -414,7 +417,7 @@ void plPXPhysicalControllerCore::UpdateControllerAndPhysicalRep()
fKinematicActor->moveGlobalPosition(NewKinPos); fKinematicActor->moveGlobalPosition(NewKinPos);
} }
else if (fEnabled) else
{ {
if (plSimulationMgr::fExtraProfile) if (plSimulationMgr::fExtraProfile)
SimLog("Setting kinematic to %f,%f,%f", NewKinPos.x, NewKinPos.y, NewKinPos.z ); SimLog("Setting kinematic to %f,%f,%f", NewKinPos.x, NewKinPos.y, NewKinPos.z );
@ -446,14 +449,14 @@ void plPXPhysicalControllerCore::MoveKinematicToController(hsPoint3& pos)
newPos.x = (NxReal)pos.fX; newPos.x = (NxReal)pos.fX;
newPos.y = (NxReal)pos.fY; newPos.y = (NxReal)pos.fY;
newPos.z = (NxReal)pos.fZ+kPhysZOffset; newPos.z = (NxReal)pos.fZ+kPhysZOffset;
if (fEnabled && fKinematicActor->readBodyFlag(NX_BF_KINEMATIC)) if ((fEnabled || fKinematic) && fBehavingLikeAnimatedPhys)
{ {
if (plSimulationMgr::fExtraProfile) if (plSimulationMgr::fExtraProfile)
SimLog("Moving kinematic from %f,%f,%f to %f,%f,%f",pos.fX,pos.fY,pos.fZ+kPhysZOffset,kinPos.x,kinPos.y,kinPos.z ); SimLog("Moving kinematic from %f,%f,%f to %f,%f,%f",pos.fX,pos.fY,pos.fZ+kPhysZOffset,kinPos.x,kinPos.y,kinPos.z );
// use the position // use the position
fKinematicActor->moveGlobalPosition(newPos); fKinematicActor->moveGlobalPosition(newPos);
} }
else if (fEnabled) else
{ {
if (plSimulationMgr::fExtraProfile) if (plSimulationMgr::fExtraProfile)
SimLog("Setting kinematic from %f,%f,%f to %f,%f,%f",pos.fX,pos.fY,pos.fZ+kPhysZOffset,kinPos.x,kinPos.y,kinPos.z ); SimLog("Setting kinematic from %f,%f,%f to %f,%f,%f",pos.fX,pos.fY,pos.fZ+kPhysZOffset,kinPos.x,kinPos.y,kinPos.z );
@ -488,9 +491,9 @@ void plPXPhysicalControllerCore::ISetKinematicLoc(const hsMatrix44& l2w)
// add z offset // add z offset
kPos.fZ += kPhysZOffset; kPos.fZ += kPhysZOffset;
// Update the physical position of kinematic // Update the physical position of kinematic
if (fEnabled && fKinematicActor->readBodyFlag(NX_BF_KINEMATIC)) if (fEnabled || fBehavingLikeAnimatedPhys)
fKinematicActor->moveGlobalPosition(plPXConvert::Point(kPos)); fKinematicActor->moveGlobalPosition(plPXConvert::Point(kPos));
else if (fEnabled) else
fKinematicActor->setGlobalPosition(plPXConvert::Point(kPos)); fKinematicActor->setGlobalPosition(plPXConvert::Point(kPos));
} }
void plPXPhysicalControllerCore::IGetPositionSim(hsPoint3& pos) const void plPXPhysicalControllerCore::IGetPositionSim(hsPoint3& pos) const

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