@ -73,6 +73,7 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
# define kPhysZOffset ((fRadius + (fHeight / 2)) + kPhysxSkinWidth)
# define kPhysZOffset ((fRadius + (fHeight / 2)) + kPhysxSkinWidth)
# define kPhysicalHeightFudge 0.0f
# define kPhysicalHeightFudge 0.0f
# define STEP_OFFSET 1.f
# define STEP_OFFSET 1.f
# define kAvatarMass 160.f
# ifndef PLASMA_EXTERNAL_RELEASE
# ifndef PLASMA_EXTERNAL_RELEASE
@ -84,8 +85,6 @@ static ControllerManager gControllerMgr;
static std : : vector < plPXPhysicalControllerCore * > gControllers ;
static std : : vector < plPXPhysicalControllerCore * > gControllers ;
static bool gRebuildCache = false ;
static bool gRebuildCache = false ;
# define AvatarMass 200.f
class PXControllerHitReportWalk : public NxUserControllerHitReport
class PXControllerHitReportWalk : public NxUserControllerHitReport
{
{
public :
public :
@ -127,15 +126,16 @@ public:
NxExtendedVec3 controllerPos = hit . controller - > getPosition ( ) ;
NxExtendedVec3 controllerPos = hit . controller - > getPosition ( ) ;
hsVector3 bottomOfTheCapsule ( ( float ) controllerPos . x , ( float ) controllerPos . y , ( float ) controllerPos . z ) ;
hsVector3 bottomOfTheCapsule ( ( float ) controllerPos . x , ( float ) controllerPos . y , ( float ) controllerPos . z ) ;
bottomOfTheCapsule . fZ = bottomOfTheCapsule . fZ - ( ac - > fHeight / 2.0f + ac - > fRadius ) ;
bottomOfTheCapsule . fZ = bottomOfTheCapsule . fZ - ( ac - > fHeight / 2.0f + ac - > fRadius ) ;
if ( actor . isDynamic ( ) )
if ( actor . isDynamic ( ) & & phys )
{
{
if ( ( hit . worldPos . z - bottomOfTheCapsule . fZ ) < = ac - > fRadius ) //bottom hemisphere
if ( ( hit . worldPos . z - bottomOfTheCapsule . fZ ) < = ac - > fRadius ) //bottom hemisphere
{
{
//onTopOfSlopeLim it
// If this is an animated physical, we can stand on it
if ( phys & & phys - > GetProperty ( plSimulationInterface : : kPhysAnim ) )
if ( phys - > GetProperty ( plSimulationInterface : : kPhysAnim ) )
{
{
if ( normal . fZ > = 0 )
if ( normal . fZ > = 0 )
{ //we consider this ground
{
//we consider this ground
ac - > fMovementInterface - > AddOnTopOfObject ( phys ) ;
ac - > fMovementInterface - > AddOnTopOfObject ( phys ) ;
}
}
}
}
@ -157,52 +157,22 @@ public:
setNetGroupID - > Send ( obj - > GetKey ( ) ) ;
setNetGroupID - > Send ( obj - > GetKey ( ) ) ;
}
}
plSimulationMgr : : GetInstance ( ) - > ConsiderSynch ( phys , nil ) ;
plSimulationMgr : : GetInstance ( ) - > ConsiderSynch ( phys , nil ) ;
// We only allow horizontal pushes. Vertical pushes when we stand on
// dynamic objects creates useless stress on the solver.
hsVector3 vel = ac - > GetLinearVelocity ( ) - plPXConvert : : Vector ( actor . getLinearVelocity ( ) ) ;
if ( dirdotup > = 0 ) vel . fZ = 0.001f ;
else vel . fZ = 0.0f ;
static float kAvieMass = 140.f / 32.f ;
if ( ! vel . IsEmpty ( ) )
{
static float kForceScale = 140.0f ;
NxF32 coeff ;
NxExtendedVec3 norm2 = hit . controller - > getPosition ( ) ;
norm2 . x = hit . worldPos . x - bottomOfTheCapsule . fX ;
norm2 . y = hit . worldPos . y - bottomOfTheCapsule . fY ;
if ( ( hit . worldPos . z - bottomOfTheCapsule . fZ ) < ac - > fRadius ) //bottom hemisphere
{
norm2 . normalize ( ) ;
norm2 . z = 0.01f ;
}
else if ( ( hit . worldPos . z - bottomOfTheCapsule . fZ ) < ( ac - > fRadius + ac - > fHeight ) )
{
norm2 . z = 0.0f ;
norm2 . normalize ( ) ;
}
else
{ //must be the top so the normal is displacement from the pos - center
//of top hemisphere
norm2 . z = hit . worldPos . z - ( ( ac - > fRadius + ac - > fHeight + bottomOfTheCapsule . fZ ) ) ;
norm2 . normalize ( ) ;
}
// Now, let's impart some force, fool.
float proj = ( float ) ( norm2 . x * dir . fX + dir . fY * norm2 . y + dir . fZ * norm2 . z ) ;
// Note: This is a VERY simple implementation. The old one was too hacky and caused weird stuff to happen.
coeff = abs ( proj * kForceScale * vel . Magnitude ( ) ) ;
hsVector3 acceleration = ( ac - > GetLinearVelocity ( ) - plPXConvert : : Vector ( actor . getLinearVelocity ( ) ) ) ;
vel . fZ = ( float ) norm2 . z ;
hsVector3 force2impart = acceleration * kAvatarMass ;
vel . fY = ( float ) norm2 . y ;
// Bad things happen if we impart force directly on top of the actor, so let's allow the avatar to run
vel . fX = ( float ) norm2 . x ;
// over those physicals and not break them. This is mostly an issue with stuff smaller than step size.
phys - > SetHitForce ( vel * coeff , pos ) ;
if ( ! force2impart . IsEmpty ( ) & & normal . fZ < .90f )
}
phys - > SetHitForce ( force2impart , pos ) ;
}
}
}
}
else // else if the avatar hit a static
else // else if the avatar hit a static
{
{
return NX_ACTION_NONE ;
return NX_ACTION_NONE ;
}
}
if ( phys & & phys - > GetProperty ( plSimulationInterface : : kAvAnimPushable ) )
if ( phys - > GetProperty ( plSimulationInterface : : kAvAnimPushable ) )
{
{
hsQuat inverseRotation = ac - > fLocalRotation . Inverse ( ) ;
hsQuat inverseRotation = ac - > fLocalRotation . Inverse ( ) ;
hsVector3 normal = plPXConvert : : Vector ( hit . worldNormal ) ;
hsVector3 normal = plPXConvert : : Vector ( hit . worldNormal ) ;
@ -542,7 +512,7 @@ NxScene* scene = plSimulationMgr::GetInstance()->GetScene(fWorldKey);
capDesc . materialIndex = plSimulationMgr : : GetInstance ( ) - > GetMaterialIdx ( scene , 0.0 , 0.0 ) ;
capDesc . materialIndex = plSimulationMgr : : GetInstance ( ) - > GetMaterialIdx ( scene , 0.0 , 0.0 ) ;
actorDesc . shapes . pushBack ( & capDesc ) ;
actorDesc . shapes . pushBack ( & capDesc ) ;
NxBodyDesc bodyDesc ;
NxBodyDesc bodyDesc ;
bodyDesc . mass = AvatarMass ; //1.f;
bodyDesc . mass = k AvatarMass;
actorDesc . body = & bodyDesc ;
actorDesc . body = & bodyDesc ;
bodyDesc . flags = NX_BF_KINEMATIC ;
bodyDesc . flags = NX_BF_KINEMATIC ;
bodyDesc . flags | = NX_BF_DISABLE_GRAVITY ;
bodyDesc . flags | = NX_BF_DISABLE_GRAVITY ;
@ -615,7 +585,7 @@ void plPXPhysicalControllerCore::ICreateController(const hsPoint3& pos)
capDesc . materialIndex = plSimulationMgr : : GetInstance ( ) - > GetMaterialIdx ( scene , 0.0 , 0.0 ) ;
capDesc . materialIndex = plSimulationMgr : : GetInstance ( ) - > GetMaterialIdx ( scene , 0.0 , 0.0 ) ;
actorDesc . globalPose = actor - > getGlobalPose ( ) ;
actorDesc . globalPose = actor - > getGlobalPose ( ) ;
NxBodyDesc bodyDesc ;
NxBodyDesc bodyDesc ;
bodyDesc . mass = AvatarMass ;
bodyDesc . mass = k AvatarMass;
actorDesc . body = & bodyDesc ;
actorDesc . body = & bodyDesc ;
bodyDesc . flags = NX_BF_KINEMATIC ;
bodyDesc . flags = NX_BF_KINEMATIC ;
bodyDesc . flags | = NX_BF_DISABLE_GRAVITY ;
bodyDesc . flags | = NX_BF_DISABLE_GRAVITY ;