/*==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 .
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
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*==LICENSE==*/
#ifndef plSimulationMgr_H
#define plSimulationMgr_H
#include "hsStlUtils.h"
#include "pnKeyedObject/hsKeyedObject.h"
#include "hsTemplates.h"
class plPXPhysical;
class plLOSDispatch;
class plStatusLog;
class plPhysicsSoundMgr;
class NxPhysicsSDK;
class NxScene;
class plCollideMsg;
struct hsPoint3;
class plSimulationMgr : public hsKeyedObject
{
public:
CLASSNAME_REGISTER(plSimulationMgr);
GETINTERFACE_ANY(plSimulationMgr, hsKeyedObject);
static plSimulationMgr* GetInstance();
static void Init();
static void Shutdown();
static bool fExtraProfile;
static bool fSubworldOptimization;
static bool fDoClampingOnStep;
// initialiation of the PhysX simulation
virtual bool InitSimulation();
// Advance the simulation by the given number of seconds
void Advance(float delSecs);
// The simulation won't run at all if it is suspended
void Suspend() { fSuspended = true; }
void Resume() { fSuspended = false; }
bool IsSuspended() { return fSuspended; }
// Output the given debug text to the simulation log.
static void Log(const char* formatStr, ...);
static void LogV(const char* formatStr, va_list args);
static void ClearLog();
// We've detected a collision, which may be grounds for synchronizing the involved
// physicals over the network.
void ConsiderSynch(plPXPhysical *physical, plPXPhysical *other);
NxPhysicsSDK* GetSDK() const { return fSDK; }
NxScene* GetScene(plKey world);
// Called when an actor is removed from a scene, checks if it's time to delete
// the scene
void ReleaseScene(plKey world);
int GetMaterialIdx(NxScene* scene, hsScalar friction, hsScalar restitution);
UInt32 GetStepCount() { return fStepCount; }
// 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);
//Fix to Move collision messages and their handling out of the simulation step
void AddCollisionMsg(plCollideMsg* msg);
#ifndef PLASMA_EXTERNAL_RELEASE
static bool fDisplayAwakeActors;
#endif //PLASMA_EXTERNAL_RELEASE
protected:
friend class ContactReport;
void ISendUpdates();
plSimulationMgr();
virtual ~plSimulationMgr();
// Set the maximum amount of time (in seconds) that the physics will advance
// between frames. If a frame-to-frame delta is bigger than this, we'll
// clamp it to this value.
// WARNING: animation doesn't do this, so if we clamp the time animated
// physicals and the avatar may move at a faster rate than usual.
void SetMaxDelta(float maxDelta);
float GetMaxDelta() const;
// Set the number of steps per second that physics will advance.
// The more steps per second, the less fallthough and more accurate
// simulation response.
void SetStepsPerSecond(int stepsPerSecond);
int GetStepsPerSecond();
// 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, hsBool entering);
NxPhysicsSDK* fSDK;
plPhysicsSoundMgr* fSoundMgr;
//a list of collision messages generated by the simulation steps. Added to by AddCollisionMsg(plCollideMsg* msg)
//cleared by IDispatchCollisionMessages when done
hsTArray fCollisionMessages;
void IDispatchCollisionMessages();
// A mapping from a key to a PhysX scene. The key is either the
// SimulationMgr key, for the main world, or a SceneObject key if it's a
// subworld.
typedef std::map SceneMap;
SceneMap fScenes;
plLOSDispatch* fLOSDispatch;
// Is the entire physics world suspended? If so, the clock can still advance
// but nothing will move.
bool fSuspended;
float fMaxDelta;
float fStepSize;
float fAccumulator;
UInt32 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.
class SynchRequest
{
public:
double fTime; // when to synch
plKey fKey; // key of the object to be synched, so we can make sure it still lives
static const double kDefaultTime;
SynchRequest() : fTime(kDefaultTime) {};
};
// All currently pending synch requests. Keyed by the physical in question
// so we can quickly eliminate redundant requests, which are very common.
typedef std::map PhysSynchMap;
PhysSynchMap fPendingSynchs;
plStatusLog *fLog;
#ifndef PLASMA_EXTERNAL_RELEASE
void IDrawActiveActorList();
#endif //PLASMA_EXTERNAL_RELEASE
};
#define SIM_VERBOSE
#ifdef SIM_VERBOSE
#include // only include when we need to call plSimulationMgr::Log
inline void SimLog(const char *str, ...)
{
va_list args;
va_start(args, str);
plSimulationMgr::LogV(str, args);
va_end(args);
}
#else
inline void SimLog(const char *str, ...)
{
// will get stripped out
}
#endif
#endif