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https://foundry.openuru.org/gitblit/r/CWE-ou-minkata.git
synced 2025-07-17 10:52:46 +00:00
Merge remote-tracking branch 'origin/master' into plString
This commit is contained in:
@ -827,7 +827,12 @@ void plPXPhysical::ApplyHitForce()
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void plPXPhysical::ISetTransformGlobal(const hsMatrix44& l2w)
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{
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hsAssert(fActor->isDynamic(), "Shouldn't move a static actor");
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fActor->wakeUp();
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// If we wake up normal dynamic actors, they might explode.
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// However, kinematics won't update if they are asleep. Thankfully, kinematics don't
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// explode, move, or cause spontaneous nuclear warfare.
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if (fActor->readBodyFlag(NX_BF_KINEMATIC))
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fActor->wakeUp();
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NxMat34 mat;
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@ -56,6 +56,7 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
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#include "pnSceneObject/plCoordinateInterface.h"
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#include "pnNetCommon/plSDLTypes.h"
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#include "plMessage/plCollideMsg.h"
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#include "plMessage/plAgeLoadedMsg.h"
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#include "plModifier/plDetectorLog.h"
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@ -357,7 +358,7 @@ void plSimulationMgr::Init()
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if (gTheInstance->InitSimulation())
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{
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gTheInstance->RegisterAs(kSimulationMgr_KEY);
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gTheInstance->GetKey()->RefObject();
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plgDispatch::Dispatch()->RegisterForExactType(plAgeLoadedMsg::Index(), gTheInstance->GetKey());
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}
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else
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{
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@ -374,10 +375,8 @@ void plSimulationMgr::Shutdown()
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hsAssert(gTheInstance, "Simulation manager missing during shutdown.");
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if (gTheInstance)
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{
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// UnRef to match our Ref in Init(). Unless something strange is
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// going on, this should destroy the instance and set gTheInstance to nil.
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// gTheInstance->GetKey()->UnRefObject();
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gTheInstance->UnRegister(); // this will destroy the instance
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plgDispatch::Dispatch()->UnRegisterForExactType(plAgeLoadedMsg::Index(), gTheInstance->GetKey());
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gTheInstance->UnRegisterAs(kSimulationMgr_KEY); // this will destroy the instance
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gTheInstance = nil;
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}
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}
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@ -391,8 +390,6 @@ plSimulationMgr* plSimulationMgr::GetInstance()
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plSimulationMgr::plSimulationMgr()
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: fSuspended(true)
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, fMaxDelta(kDefaultMaxDelta)
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, fStepSize(kDefaultStepSize)
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, fLOSDispatch(new plLOSDispatch())
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, fSoundMgr(new plPhysicsSoundMgr)
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, fLog(nil)
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@ -451,16 +448,20 @@ NxScene* plSimulationMgr::GetScene(plKey world)
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if (!scene)
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{
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uint32_t maxSteps = (uint32_t)ceil(fMaxDelta / fStepSize);
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NxSceneDesc sceneDesc;
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sceneDesc.gravity.set(0, 0, -32.174049f);
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sceneDesc.userTriggerReport = &gSensorReport;
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sceneDesc.userContactReport = &gContactReport;
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sceneDesc.maxTimestep = fStepSize;
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sceneDesc.maxIter = maxSteps;
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scene = fSDK->createScene(sceneDesc);
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// See "Advancing The Simulation State" in the PhysX SDK Documentation
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// This will cause PhysX to only update for our step size. If we call simulate
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// faster than that, PhysX will return immediately. If we call it slower than that,
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// PhysX will do some extra steps for us (isn't that nice?).
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// Anyway, this should be a good way to make us independent of the framerate.
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// If not, I blame the usual suspects (Tye, eap, etc...)
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scene->setTiming(kDefaultStepSize);
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// Most physicals use the default friction and restitution values, so we
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// make them the default.
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NxMaterial* mat = scene->getMaterialFromIndex(0);
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@ -603,12 +604,6 @@ void plSimulationMgr::Advance(float delSecs)
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if (fSuspended)
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return;
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if (delSecs > fMaxDelta)
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{
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if (fExtraProfile)
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Log("Step clamped from %f to limit of %f", delSecs, fMaxDelta);
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delSecs = fMaxDelta;
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}
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plProfile_IncCount(StepLen, (int)(delSecs*1000));
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#ifndef PLASMA_EXTERNAL_RELASE
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@ -756,6 +751,13 @@ void plSimulationMgr::ISendUpdates()
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hsBool plSimulationMgr::MsgReceive(plMessage *msg)
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{
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// Suspend/resume the simulation based on whether or not we're in an age...
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if (plAgeLoadedMsg* aMsg = plAgeLoadedMsg::ConvertNoRef(msg))
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{
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fSuspended = !aMsg->fLoaded;
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return true;
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}
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return hsKeyedObject::MsgReceive(msg);
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}
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@ -765,26 +767,6 @@ hsBool plSimulationMgr::MsgReceive(plMessage *msg)
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//
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/////////////////////////////////////////////////////////////////
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void plSimulationMgr::SetMaxDelta(float maxDelta)
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{
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fMaxDelta = maxDelta;
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}
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float plSimulationMgr::GetMaxDelta() const
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{
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return fMaxDelta;
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}
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void plSimulationMgr::SetStepsPerSecond(int stepsPerSecond)
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{
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fStepSize = 1.0f / (float)stepsPerSecond;
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}
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int plSimulationMgr::GetStepsPerSecond()
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{
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return (int)((1.0 / fStepSize) + 0.5f); // round to nearest int
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}
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int plSimulationMgr::GetMaterialIdx(NxScene* scene, float friction, float restitution)
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{
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if (friction == 0.5f && restitution == 0.5f)
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@ -115,20 +115,6 @@ protected:
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plSimulationMgr();
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virtual ~plSimulationMgr();
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// Set the maximum amount of time (in seconds) that the physics will advance
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// between frames. If a frame-to-frame delta is bigger than this, we'll
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// clamp it to this value.
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// WARNING: animation doesn't do this, so if we clamp the time animated
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// physicals and the avatar may move at a faster rate than usual.
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void SetMaxDelta(float maxDelta);
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float GetMaxDelta() const;
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// Set the number of steps per second that physics will advance.
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// The more steps per second, the less fallthough and more accurate
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// simulation response.
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void SetStepsPerSecond(int stepsPerSecond);
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int GetStepsPerSecond();
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// Walk through the synchronization requests and send them as appropriate.
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void IProcessSynchs();
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@ -151,9 +137,6 @@ protected:
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// but nothing will move.
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bool fSuspended;
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float fMaxDelta;
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float fStepSize;
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// A utility class to keep track of a request for a physical synchronization.
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// These requests must pass a certain criteria (see the code for the latest)
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// before they are actually either sent over the network or rejected.
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