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/*==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 <http://www.gnu.org/licenses/>.
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==*/
#ifndef plPXPhysicalController_h_inc
#define plPXPhysicalController_h_inc
#include "plAvatar/plAvCallbackAction.h"
#include "hsQuat.h"
#define PHYSX_ONLY_TRIGGER_FROM_KINEMATIC 1
class NxController;
class NxCapsuleController;
class NxActor;
class plCoordinateInterface;
class plPhysicalProxy;
class plDrawableSpans;
class hsGMaterial;
class NxCapsule;
#ifndef PLASMA_EXTERNAL_RELEASE
class plDbgCollisionInfo
{
public:
plSceneObject *fSO;
hsVector3 fNormal;
bool fOverlap;
};
#endif // PLASMA_EXTERNAL_RELEASE
class plPXPhysicalController : public plPhysicalController
{
public:
plPXPhysicalController(plKey ownerSO, hsScalar height, hsScalar radius);
virtual ~plPXPhysicalController();
virtual void Enable(bool enable);
virtual bool IsEnabled() const { return fEnable; }
virtual void SetLOSDB(plSimDefs::plLOSDB losDB) { fLOSDB = losDB; }
plSimDefs::plLOSDB GetLOSDB() const { return fLOSDB; }
virtual void SetVelocities(const hsVector3& linearVel, hsScalar angVel)
{
fLinearVelocity = linearVel;
fAngularVelocity = angVel;
}
virtual const hsVector3& GetLinearVelocity() const { return fAchievedLinearVelocity; }
virtual void ResetAchievedLinearVelocity() { fAchievedLinearVelocity.Set(0.f, 0.f, 0.f); }
virtual plKey GetSubworld() const { return fWorldKey; }
virtual void SetSubworld(plKey world);
virtual bool IsOnGround() const { return fTimeInAir < kAirTimeThreshold || fFalseGround; }
virtual bool IsOnFalseGround() const { return fFalseGround && !fGroundHit; }
virtual void GroundHit() { fGroundHit = true; }
virtual hsScalar GetAirTime() const { return fTimeInAir; }
virtual void ResetAirTime() { fTimeInAir = 0.f; }
virtual void AddSlidingNormal(hsVector3 vec);
virtual hsTArray<hsVector3>* GetSlidingNormals() { return &fSlidingNormals; }
virtual plPhysical* GetPushingPhysical() const { return fPushingPhysical; }
virtual bool GetFacingPushingPhysical() const { return fFacingPushingPhysical; }
virtual const plCoordinateInterface* GetSubworldCI() const;
virtual void GetState(hsPoint3& pos, float& zRot);
virtual void SetState(const hsPoint3& pos, float zRot);
plKey GetOwner() const { return fOwner; }
// Called by the simulation mgr each frame
static void Update(bool prestep, hsScalar delSecs);
// Used by the LOS mgr to find the controller for an actor it hit
static plPXPhysicalController* GetController(NxActor& actor, bool* isController);
// test to see if there are any controllers (i.e. avatars) in this subworld
static bool plPXPhysicalController::AnyControllersInThisWorld(plKey world);
static int plPXPhysicalController::NumControllers();
static int plPXPhysicalController::GetControllersInThisSubWorld(plKey world, int maxToReturn,
plPXPhysicalController** bufferout);
static int plPXPhysicalController::GetNumberOfControllersInThisSubWorld(plKey world);
// Call this if a static physical in the scene has changed (unloaded,
// collision enabled/disabled, etc)
static void RebuildCache();
virtual void GetPositionSim(hsPoint3& pos) const { IGetPositionSim(pos); }
virtual void Kinematic(bool state);
virtual bool IsKinematic();
virtual void GetKinematicPosition(hsPoint3& pos);
virtual plDrawableSpans* CreateProxy(hsGMaterial* mat, hsTArray<uint32_t>& idx, plDrawableSpans* addTo);
virtual const hsMatrix44& GetPrevSubworldW2L() { return fPrevSubworldW2L; }
virtual void SetSeek(bool seek){fSeeking=seek;}
virtual void GetWorldSpaceCapsule(NxCapsule& cap);
#ifndef PLASMA_EXTERNAL_RELEASE
static bool fDebugDisplay;
#endif // PLASMA_EXTERNAL_RELEASE
protected:
static const hsScalar kAirTimeThreshold;
friend class PXControllerHitReport;
static plPXPhysicalController* FindController(NxController* controller);
void IApply(hsScalar delSecs);
void ISendUpdates(hsScalar delSecs);
void ICheckForFalseGround();
void ISetGlobalLoc(const hsMatrix44& l2w);
void IMatchKinematicToController();
void IMoveKinematicToController(hsPoint3& pos);
void ISetKinematicLoc(const hsMatrix44& l2w);
void IGetPositionSim(hsPoint3& pos) const;
void ICreateController();
void IDeleteController();
void IInformDetectors(bool entering);
plKey fOwner;
plKey fWorldKey;
hsScalar fRadius, fHeight;
NxCapsuleController* fController;
// this is the kinematic actor for triggering things when the avatar is collision-less during behaviors
NxActor* fKinematicActor;
hsVector3 fLinearVelocity;
hsScalar fAngularVelocity;
hsVector3 fAchievedLinearVelocity;
// The global position and rotation of the avatar last time we set it (so we
// can detect if someone else moves him)
hsMatrix44 fLastGlobalLoc;
//
hsPoint3 fLocalPosition;
hsQuat fLocalRotation;
hsMatrix44 fPrevSubworldW2L;
bool fEnable;
bool fEnableChanged;
plSimDefs::plLOSDB fLOSDB;
bool fKinematic;
bool fKinematicChanged;
bool fKinematicEnableNextUpdate;
bool fGroundHit;
bool fFalseGround;
hsScalar fTimeInAir;
hsTArray<hsVector3> fSlidingNormals;
hsTArray<hsVector3> fPrevSlidingNormals;
#ifndef PLASMA_EXTERNAL_RELEASE
hsTArray<plDbgCollisionInfo> fDbgCollisionInfo;
void IDrawDebugDisplay();
#endif // PLASMA_EXTERNAL_RELEASE
plPhysical* fPushingPhysical;
bool fFacingPushingPhysical;
plPhysicalProxy* fProxyGen; // visual proxy for debugging
bool fHitHead;
bool fSeeking;
};
#endif // plPXPhysicalController_h_inc