/*==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 . 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 plPXPhysical_h_inc #define plPXPhysical_h_inc #include "plPhysical.h" #include "hsMatrix44.h" #include "plPhysical/plSimDefs.h" #include "hsBitVector.h" #include "hsUtils.h" class NxActor; class NxConvexMesh; class NxTriangleMesh; struct hsPoint3; class hsQuat; class plPhysicalProxy; class plDrawableSpans; class hsGMaterial; struct hsPlane3; class plMessage; class plLOSHit; class plSimulationMsg; class plSDLModifier; class plPhysicalSndGroup; class plGenRefMsg; class plSceneObject; class hsVectorStream; class NxCapsule; class PhysRecipe { public: PhysRecipe(); hsScalar mass; hsScalar friction; hsScalar restitution; plSimDefs::Bounds bounds; plSimDefs::Group group; UInt32 reportsOn; plKey objectKey; plKey sceneNode; plKey worldKey; // The local to subworld matrix (or local to world if worldKey is nil) hsMatrix44 l2s; NxConvexMesh* convexMesh; NxTriangleMesh* triMesh; // For spheres only hsScalar radius; hsPoint3 offset; // For Boxes hsPoint3 bDimensions; hsPoint3 bOffset; // For export time only. The original data used to create the mesh hsVectorStream* meshStream; }; class plPXPhysical : public plPhysical { public: friend class plSimulationMgr; enum PhysRefType { kPhysRefWorld, kPhysRefSndGroup }; plPXPhysical(); virtual ~plPXPhysical(); CLASSNAME_REGISTER(plPXPhysical); GETINTERFACE_ANY(plPXPhysical, plPhysical); // Export time and internal use only hsBool Init(PhysRecipe& recipe); virtual void Read(hsStream* s, hsResMgr* mgr); virtual void Write(hsStream* s, hsResMgr* mgr); virtual hsBool MsgReceive(plMessage* msg); // // From plPhysical // virtual plPhysical& SetProperty(int prop, hsBool b); virtual hsBool GetProperty(int prop) const { return fProps.IsBitSet(prop) != 0; } virtual void SetObjectKey(plKey key) { fObjectKey = key; } virtual plKey GetObjectKey() const { return fObjectKey; } virtual void SetSceneNode(plKey node); virtual plKey GetSceneNode() const; virtual hsBool GetLinearVelocitySim(hsVector3& vel) const; virtual void SetLinearVelocitySim(const hsVector3& vel); virtual void ClearLinearVelocity(); virtual hsBool GetAngularVelocitySim(hsVector3& vel) const; virtual void SetAngularVelocitySim(const hsVector3& vel); virtual void SetTransform(const hsMatrix44& l2w, const hsMatrix44& w2l, hsBool force=false); virtual void GetTransform(hsMatrix44& l2w, hsMatrix44& w2l); virtual int GetGroup() const { return fGroup; } virtual void AddLOSDB(UInt16 flag) { hsSetBits(fLOSDBs, flag); } virtual void RemoveLOSDB(UInt16 flag) { hsClearBits(fLOSDBs, flag); } virtual UInt16 GetAllLOSDBs() { return fLOSDBs; } virtual hsBool IsInLOSDB(UInt16 flag) { return hsCheckBits(fLOSDBs, flag); } virtual hsBool DoDetectorHullWorkaround() { return fSaveTriangles ? true : false; } virtual hsBool Should_I_Trigger(hsBool enter, hsPoint3& pos); virtual hsBool IsObjectInsideHull(const hsPoint3& pos); virtual void SetInsideConvexHull(hsBool inside) { fInsideConvexHull = inside; } virtual plKey GetWorldKey() const { return fWorldKey; } virtual plPhysicalSndGroup* GetSoundGroup() const { return fSndGroup; } virtual void GetPositionSim(hsPoint3& pos) const { IGetPositionSim(pos); } virtual void SendNewLocation(hsBool synchTransform = false, hsBool isSynchUpdate = false); virtual void SetHitForce(const hsVector3& force, const hsPoint3& pos) { fWeWereHit=true; fHitForce = force; fHitPos = pos; } virtual void ApplyHitForce(); virtual void ResetHitForce() { fWeWereHit=false; fHitForce.Set(0,0,0); fHitPos.Set(0,0,0); } virtual void GetSyncState(hsPoint3& pos, hsQuat& rot, hsVector3& linV, hsVector3& angV); virtual void SetSyncState(hsPoint3* pos, hsQuat* rot, hsVector3* linV, hsVector3* angV); virtual void ExcludeRegionHack(hsBool cleared); virtual plDrawableSpans* CreateProxy(hsGMaterial* mat, hsTArray& idx, plDrawableSpans* addTo); hsBool DoReportOn(plSimDefs::Group group) const { return hsCheckBits(fReportsOn, 1<= 0.f ) return false; return true; } // we need to remember the last matrices we sent to the coordinate interface // so that we can recognize them when we send them back and not reapply them, // which would reactivate our body. inelegant but effective hsMatrix44 fCachedLocal2World; // Syncronization double fLastSyncTime; plSDLModifier* fSDLMod; plPhysicalSndGroup* fSndGroup; hsBool fWeWereHit; hsVector3 fHitForce; hsPoint3 fHitPos; plPhysicalProxy* fProxyGen; // visual proxy for debugging static int fNumberAnimatedPhysicals; static int fNumberAnimatedActivators; }; #endif