/*==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 . 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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 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 class plCoordinateInterface; class plPhysical; class plMovementStrategy; class plAGApplicator; class plSwimRegionInterface; #define kSlopeLimit (cosf(hsDegreesToRadians(55.f))) enum plControllerCollisionFlags { kSides = 1, kTop = (1 << 1), kBottom = (1 << 2) }; struct plControllerSweepRecord { plPhysical *ObjHit; hsPoint3 Point; hsVector3 Normal; }; class plPhysicalControllerCore { public: 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; } // Subworld virtual plKey GetSubworld() { return fWorldKey; } virtual void SetSubworld(plKey world) = 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; // 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& 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); // 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; plSimDefs::plLOSDB fLOSDB; plMovementStrategy* fMovementStrategy; float fSimLength; hsQuat fLocalRotation; hsPoint3 fLocalPosition; hsPoint3 fLastLocalPosition; hsMatrix44 fLastGlobalLoc; hsMatrix44 fPrevSubworldW2L; hsVector3 fLinearVelocity; hsVector3 fAchievedLinearVelocity; plPhysical* fPushingPhysical; bool fFacingPushingPhysical; bool fSeeking; bool fEnabled; bool fEnableChanged; }; class plMovementStrategy { public: 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: 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 plAnimatedMovementStrategy { public: plWalkingStrategy(plAGApplicator* rootApp, plPhysicalControllerCore* controller); virtual ~plWalkingStrategy() { } virtual void Apply(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; } 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: static const float kAirTimeThreshold; static const float kControlledFlightThreshold; hsTArray fSlidingNormals; hsVector3 fImpactVelocity; float fImpactTime; float fTimeInAir; float fControlledFlightTime; int fControlledFlight; bool fGroundHit; bool fFalseGround; bool fHeadHit; bool fSliding; bool fClearImpact; bool fHitGroundInThisAge; }; class plSwimStrategy : public plAnimatedMovementStrategy { public: plSwimStrategy(plAGApplicator* rootApp, plPhysicalControllerCore* controller); virtual ~plSwimStrategy() { } virtual void Apply(float delSecs); 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: void IAdjustBuoyancy(); float fBuoyancy; float fSurfaceHeight; plSwimRegionInterface *fCurrentRegion; bool fOnGround; bool fHadContacts; }; class plDynamicWalkingStrategy : public plWalkingStrategy { public: plDynamicWalkingStrategy(plAGApplicator* rootApp, plPhysicalControllerCore* controller); virtual ~plDynamicWalkingStrategy() { } virtual void Apply(float delSecs); virtual bool IsKinematic() { return false; } protected: bool ICheckForGround(float& zVelocity); }; #endif// PLPHYSICALCONTROLLERCORE_H