/*==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 Mead, WA 99021 *==LICENSE==*/ #include "../plAvatar/plPhysicalControllerCore.h" class NxCapsuleController; class NxActor; class NxCapsule; class PXControllerHitReport; class plPhysicalProxy; class plDrawableSpans; class hsGMaterial; class plSceneObject; class plPXPhysical; class plCollideMsg; #ifndef PLASMA_EXTERNAL_RELEASE class plDbgCollisionInfo { public: plSceneObject *fSO; hsVector3 fNormal; hsBool fOverlap; }; #endif // PLASMA_EXTERNAL_RELEASE class plPXPhysicalControllerCore: public plPhysicalControllerCore { public: plPXPhysicalControllerCore(plKey ownerSO, hsScalar height, hsScalar radius, bool human); ~plPXPhysicalControllerCore(); // An ArmatureMod has its own idea about when physics should be enabled/disabled. // Use plArmatureModBase::EnablePhysics() instead. virtual void Enable(bool enable); // Subworld virtual void SetSubworld(plKey world); // For the avatar SDL only virtual void GetState(hsPoint3& pos, float& zRot); virtual void SetState(const hsPoint3& pos, float zRot); // Movement strategy virtual void SetMovementStrategy(plMovementStrategy* strategy); // Global location virtual void SetGlobalLoc(const hsMatrix44& l2w); // Local Sim Position virtual void GetPositionSim(hsPoint3& pos); // Move kinematic controller virtual void Move(hsVector3 displacement, unsigned int collideWith, unsigned int &collisionResults); // Set linear velocity on dynamic controller virtual void SetLinearVelocitySim(const hsVector3& linearVel); // Sweep the controller path from startPos through endPos virtual int SweepControllerPath(const hsPoint3& startPos, const hsPoint3& endPos, hsBool vsDynamics, hsBool vsStatics, UInt32& vsSimGroups, std::vector& hits); // any clean up for the controller should go here virtual void LeaveAge(); // Capsule void GetWorldSpaceCapsule(NxCapsule& cap) const; // Create Proxy for debug rendering plDrawableSpans* CreateProxy(hsGMaterial* mat, hsTArray& idx, plDrawableSpans* addTo); // Dynamic hits void AddDynamicHit(plPXPhysical* phys); ////////////////////////////////////////// //Static Helper Functions //////////////////////////////////////// // Call pre-sim to apply movement to controllers static void Apply(hsScalar delSecs); // Call post-sim to update controllers static void Update(int numSubSteps, hsScalar alpha); // Update controllers when not performing a physics step static void UpdateNonPhysical(hsScalar alpha); // Rebuild the controller cache, required when a static actor in the scene has changed. static void RebuildCache(); // Returns the plPXPhysicalControllerCore associated with the given NxActor static plPXPhysicalControllerCore* GetController(NxActor& actor); // Subworld controller queries static bool AnyControllersInThisWorld(plKey world); static int GetNumberOfControllersInThisSubWorld(plKey world); static int GetControllersInThisSubWorld(plKey world, int maxToReturn, plPXPhysicalControllerCore** bufferout); // Controller count static int NumControllers(); static void SetMaxNumberOfControllers(int max) { fPXControllersMax = max; } static int fPXControllersMax; #ifndef PLASMA_EXTERNAL_RELEASE static hsBool fDebugDisplay; #endif protected: friend class PXControllerHitReport; virtual void IHandleEnableChanged(); void IInformDetectors(bool entering); void ICreateController(const hsPoint3& pos); void IDeleteController(); void IDispatchQueuedMsgs(); void IProcessDynamicHits(); #ifndef PLASMA_EXTERNAL_RELEASE void IDrawDebugDisplay(); hsTArray fDbgCollisionInfo; #endif std::vector fQueuedCollideMsgs; std::vector fDynamicHits; NxCapsuleController* fController; NxActor* fActor; plPhysicalProxy* fProxyGen; bool fKinematicCCT; bool fHuman; };