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349 lines
14 KiB
349 lines
14 KiB
/*==LICENSE==* |
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CyanWorlds.com Engine - MMOG client, server and tools |
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Copyright (C) 2011 Cyan Worlds, Inc. |
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program. If not, see <http://www.gnu.org/licenses/>. |
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Additional permissions under GNU GPL version 3 section 7 |
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If you modify this Program, or any covered work, by linking or |
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
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(or a modified version of those libraries), |
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
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licensors of this Program grant you additional |
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permission to convey the resulting work. Corresponding Source for a |
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non-source form of such a combination shall include the source code for |
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
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work. |
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You can contact Cyan Worlds, Inc. by email legal@cyan.com |
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or by snail mail at: |
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Cyan Worlds, Inc. |
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14617 N Newport Hwy |
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Mead, WA 99021 |
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*==LICENSE==*/ |
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#ifndef PLPHYSICALCONTROLLERCORE_H |
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#define PLPHYSICALCONTROLLERCORE_H |
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#include "hsGeometry3.h" |
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#include "hsMatrix44.h" |
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#include "hsTemplates.h" |
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#include "pnKeyedObject/plKey.h" |
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#include "plPhysical/plSimDefs.h" |
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#include "pnMessage/plMessage.h" |
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#include "hsQuat.h" |
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#define PHYSX_ONLY_TRIGGER_FROM_KINEMATIC 1 |
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#define kSLOPELIMIT (cosf(hsScalarDegToRad(55.f))) |
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class plCoordinateInterface; |
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class plPhysical; |
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class plPXPhysical; |
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class plSwimRegionInterface; |
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//Replacement for for plPhysicalController stripped out some walk specific code |
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//plPhysicalControllerCore needs to have movement strategies registered to it these will then |
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//be called by the controller during the simulation steps. The Strategies need to at least have an |
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// Apply and Update definition. Everything else should be movement specific. I hope to come back and |
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//and refactor when I have time this in the future. |
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enum plControllerCollisionFlags |
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{ |
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kSides=1, |
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kTop= (1<<1), |
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kBottom=(1<<2), |
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}; |
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class plMovementStrategySimulationInterface |
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{ |
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public: |
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virtual void Apply(hsScalar delSecs)=0; |
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virtual void Update(hsScalar delSecs)=0; |
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//most strategies don't require this. Only the ones that require behavior like a physical or need |
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//something after the sim step. this used to be taken care of by Update, but this was moved to take care of |
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//some of the frame lag |
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virtual void PostStep(hsScalar delSecs){}; |
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virtual void IAddContactNormals(hsVector3& vec){fContactNormals.Append(vec);} |
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virtual void AddOnTopOfObject(plPhysical* phys){ fOnTopOf.Append(phys);} |
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virtual void LeaveAge() |
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{ |
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fContactNormals.SetCount(0); |
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fOnTopOf.SetCount(0); |
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} |
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protected: |
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hsTArray<hsVector3> fContactNormals; |
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hsTArray<plPhysical* > fOnTopOf; |
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}; |
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class plControllerSweepRecord |
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{ |
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public: |
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plPhysical *ObjHit; |
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hsPoint3 locHit;//World space |
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hsScalar TimeHit;//Normalized between 0 and 1 |
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hsVector3 Norm; |
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}; |
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bool operator<(const plControllerSweepRecord left, const plControllerSweepRecord right); |
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class plPhysicalControllerCore |
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{ |
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public: |
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virtual ~plPhysicalControllerCore(); |
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virtual void Move(hsVector3 displacement, unsigned int collideWith, unsigned int &collisionResults)=0; |
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virtual void SetMovementSimulationInterface(plMovementStrategySimulationInterface* strat){fMovementInterface=strat;} |
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virtual void Apply(hsScalar delSecs); |
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virtual void Update(hsScalar delSecs); |
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virtual void PostStep(hsScalar delSecs); |
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// A disabled avatar doesn't move or accumulate air time if he's off the ground. |
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virtual void Enable(bool enable) = 0; |
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virtual bool IsEnabled() {return fEnabled;} |
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virtual plKey GetSubworld() {return fWorldKey;} |
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virtual void SetSubworld(plKey world) = 0; |
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virtual const plCoordinateInterface* GetSubworldCI() const = 0; |
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// For the avatar SDL only |
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virtual void GetState(hsPoint3& pos, float& zRot) = 0; |
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virtual void SetState(const hsPoint3& pos, float zRot) = 0; |
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// kinematic stuff .... should be just for when playing a behavior... |
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virtual void Kinematic(bool state) = 0; |
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virtual bool IsKinematic() = 0; |
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virtual void GetKinematicPosition(hsPoint3& pos) = 0; |
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virtual const hsMatrix44& GetPrevSubworldW2L() = 0; |
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//when seeking no longer want to interact with exclusion regions |
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virtual void SetSeek(bool seek){fSeeking=seek;} |
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virtual bool IsSeeking(){return fSeeking;} |
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static plPhysicalControllerCore* Create(plKey ownerSO, hsScalar height, hsScalar radius); |
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virtual plMovementStrategySimulationInterface* GetMovementInterface(){return fMovementInterface;} |
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plPhysicalControllerCore(plKey ownerSceneObject, hsScalar height, hsScalar radius); |
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virtual plKey GetOwner(){return fOwner;}; |
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// Set the LOS DB this avatar will be in (only one) |
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virtual void SetLOSDB(plSimDefs::plLOSDB losDB) { fLOSDB = losDB; } ; |
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virtual plSimDefs::plLOSDB GetLOSDB() {return fLOSDB ; } |
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virtual const hsMatrix44& GetLastGlobalLoc()=0; |
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virtual void SetKinematicLoc(const hsMatrix44& l2w)=0; |
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virtual void SetGlobalLoc(const hsMatrix44& l2w)=0; |
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virtual bool IsEnabledChanged(){return fEnableChanged;} |
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virtual void HandleEnableChanged()=0; |
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virtual bool IsKinematicChanged(){return fKinematicChanged;} |
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virtual void GetPositionSim(hsPoint3& pos)=0; |
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virtual void HandleKinematicChanged()=0; |
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virtual bool IsKinematicEnableNextUpdate(){return fKinematicEnableNextUpdate;} |
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virtual void HandleKinematicEnableNextUpdate()=0; |
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virtual void MoveKinematicToController(hsPoint3& pos)=0; |
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virtual void UpdateControllerAndPhysicalRep()=0; |
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virtual void CheckAndHandleAnyStateChanges(); |
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virtual void UpdateSubstepNonPhysical(); |
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virtual const hsPoint3& GetLocalPosition()=0; |
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virtual void MoveActorToSim(); |
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virtual void OverrideAchievedVelocity(hsVector3 newAchievedVel) |
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{//because of things like superjumps this is needed I'd rather not, but can't help it |
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fAchievedLinearVelocity=newAchievedVel; |
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} |
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//any clean up for the controller should go here |
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virtual void LeaveAge()=0; |
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hsVector3 DisplacementLastStep(){return fDisplacementThisStep;} |
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hsVector3 MeanVelocityForLastStep() |
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{ |
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hsVector3 vel=fDisplacementThisStep; |
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return vel/fSimLength; |
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} |
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void SendCorrectionMessages(); |
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void IncrementAngle(hsScalar deltaAngle); |
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void UpdateWorldRelativePos(); |
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virtual void SetLinearVelocity(const hsVector3& linearVel){fLinearVelocity=linearVel;} |
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//should actually be a 3 vector but everywhere else it is assumed to be just around Z |
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virtual void SetAngularVelocity(const hsScalar angvel){ fAngularVelocity=angvel;} |
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virtual void SetVelocities(const hsVector3& linearVel, hsScalar angVel) |
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{ |
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fLinearVelocity=linearVel; |
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fAngularVelocity=angVel; |
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} |
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virtual const hsVector3& GetLinearVelocity() ; |
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virtual hsScalar GetAngularVelocity(){return fAngularVelocity;} |
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virtual const hsVector3& GetAchievedLinearVelocity()const {return fAchievedLinearVelocity;} |
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plPhysical* GetPushingPhysical(); |
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bool GetFacingPushingPhysical(); |
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virtual void SetPushingPhysical(plPhysical* pl){fPushingPhysical=pl;} |
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virtual void SetFacingPushingPhysical(bool ans){fFacingPushingPhysical=ans;} |
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//To be Used during runtime conversions, say to switch a tall controller to a ball for swimming |
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virtual void SetControllerDimensions(hsScalar radius, hsScalar height)=0; |
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virtual hsScalar GetControllerWidth(){return fRadius;} |
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virtual hsScalar GetControllerHeight(){return fHeight;} |
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virtual void ResetAchievedLinearVelocity() |
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{ |
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fAchievedLinearVelocity.Set(0.f,0.f,0.f); |
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} |
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virtual int SweepControllerPath(const hsPoint3& startPos,const hsPoint3& endPos, hsBool vsDynamics, hsBool vsStatics, UInt32& vsSimGroups, std::multiset< plControllerSweepRecord >& WhatWasHitOut)=0; |
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//this should only be used to force a move it could place your head into a wall and that would be good |
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virtual hsScalar GetHeight() {return fHeight;} |
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virtual hsScalar GetRadius() {return fRadius;} |
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//Wether the avatar thing has mass and forces things down or not, and changes the way things move |
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//This is an attempt fix things like riding on an animated physical |
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virtual void BehaveLikeAnimatedPhysical(hsBool actLikeAnAnimatedPhys)=0; |
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virtual hsBool BehavingLikeAnAnimatedPhysical()=0; |
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protected: |
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plKey fOwner; |
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hsScalar fHeight; |
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hsScalar fRadius; |
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plKey fWorldKey; |
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plSimDefs::plLOSDB fLOSDB; |
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bool fSeeking; |
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bool fEnabled; |
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bool fEnableChanged; |
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bool fKinematic; |
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bool fKinematicEnableNextUpdate; |
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bool fKinematicChanged; |
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plMovementStrategySimulationInterface* fMovementInterface; |
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hsMatrix44 fLastGlobalLoc; |
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hsPoint3 fLocalPosition; |
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hsQuat fLocalRotation; |
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hsMatrix44 fPrevSubworldW2L; |
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hsVector3 fDisplacementThisStep; |
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hsScalar fSimLength; |
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//physical properties |
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hsVector3 fLinearVelocity; |
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hsScalar fAngularVelocity; |
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hsVector3 fAchievedLinearVelocity; |
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plPhysical* fPushingPhysical; |
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bool fFacingPushingPhysical; |
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bool fNeedsResize; |
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}; |
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class plMovementStrategy: public plMovementStrategySimulationInterface |
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{ |
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public: |
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virtual void SetControllerCore(plPhysicalControllerCore* core) |
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{ |
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fCore=core; |
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fCore->SetMovementSimulationInterface(this); |
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} |
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virtual void RefreshConnectionToControllerCore() |
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{ |
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fCore->SetMovementSimulationInterface(this); |
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//fCore->SetControllerDimensions(fPreferedControllerWidth,fPreferedControllerHeight); |
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fCore->BehaveLikeAnimatedPhysical(this->IRequireBehaviourLikeAnAnimatedPhysical()); |
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} |
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plMovementStrategy(plPhysicalControllerCore* core); |
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//should actually be a 3 vector but everywhere else it is assumed to be just around Z |
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virtual void SetLinearAcceleration(const hsVector3& accel){fLinearAcceleration=accel;} |
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virtual const hsVector3& GetLinearAcceleration()const{return fLinearAcceleration;} |
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//should actually be a 3 vector but everywhere else it is assumed to be just around Z |
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virtual void ResetAchievedLinearVelocity() |
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{ |
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hsVector3 AchievedLinearVelocity(0.f,0.f,0.f); |
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if(fCore)fCore->OverrideAchievedVelocity(AchievedLinearVelocity); |
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} |
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//proxy functions for Controller Core |
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virtual hsScalar GetAirTime() const { return fTimeInAir; } |
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virtual void ResetAirTime() { fTimeInAir = 0.f; } |
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protected: |
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virtual hsBool IRequireBehaviourLikeAnAnimatedPhysical()=0; |
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virtual void IApplyKinematic(); |
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plPhysicalControllerCore* fCore; |
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hsVector3 fLinearAcceleration; |
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hsScalar fAngularAcceleration; |
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plKey fOwner; |
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static const hsScalar kAirTimeThreshold; |
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hsScalar fTimeInAir; |
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hsScalar fPreferedControllerWidth; |
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hsScalar fPreferedControllerHeight; |
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}; |
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class plWalkingStrategy: public plMovementStrategy |
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{ |
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public: |
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plWalkingStrategy(plPhysicalControllerCore* core):plMovementStrategy(core) |
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{ |
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fGroundHit=false; |
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fFalseGround=false; |
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fHitHead=false; |
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fCore->SetMovementSimulationInterface(this); |
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fPreferedControllerWidth=core->GetControllerWidth(); |
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fPreferedControllerHeight=core->GetControllerHeight(); |
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fOnTopOfAnimatedPhysLastFrame=false; |
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} |
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virtual ~plWalkingStrategy(){}; |
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virtual void Apply(hsScalar delSecs); |
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virtual void Update(hsScalar delSecs); |
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bool IsOnGround() const { return fTimeInAir < kAirTimeThreshold || fFalseGround; } |
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bool IsOnFalseGround() const { return fFalseGround && !fGroundHit; } |
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void GroundHit() { fGroundHit = true; } |
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virtual void IAddContactNormals(hsVector3& vec); |
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virtual void StartJump(){}; |
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protected: |
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void ICheckForFalseGround(); |
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bool fGroundHit; |
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bool fFalseGround; |
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bool fHitHead; |
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bool fOnTopOfAnimatedPhysLastFrame; |
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hsTArray<hsVector3> fPrevSlidingNormals; |
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virtual hsBool IRequireBehaviourLikeAnAnimatedPhysical(){return true;} |
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}; |
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class plSwimStrategy: public plMovementStrategy |
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{ |
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public: |
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plSwimStrategy(plPhysicalControllerCore *core); |
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virtual ~plSwimStrategy(){}; |
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void SetSurface(plSwimRegionInterface *region, hsScalar surfaceHeight); |
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virtual void Apply(hsScalar delSecs); |
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virtual void Update(hsScalar delSecs); |
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hsScalar GetBuoyancy() { return fBuoyancy; } |
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hsBool IsOnGround() { return fOnGround; } |
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hsBool HadContacts() { return fHadContacts; } |
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virtual void IAddContactNormals(hsVector3& vec); |
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protected: |
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virtual hsBool IRequireBehaviourLikeAnAnimatedPhysical(){return true;} |
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private: |
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void IAdjustBuoyancy(); |
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hsScalar fBuoyancy; |
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hsBool fOnGround; |
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hsBool fHadContacts; |
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hsScalar fSurfaceHeight; |
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plSwimRegionInterface *fCurrentRegion; |
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}; |
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class plRidingAnimatedPhysicalStrategy : public plWalkingStrategy |
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{ |
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public: |
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plRidingAnimatedPhysicalStrategy(plPhysicalControllerCore *core ) : |
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fNeedVelocityOverride(false),fStartJump(false),plWalkingStrategy(core){}; |
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virtual ~plRidingAnimatedPhysicalStrategy(){}; |
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virtual void Apply(hsScalar delSecs); |
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virtual void Update(hsScalar delSecs); |
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virtual void PostStep(hsScalar delSecs); |
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bool IsOnGround() const { return fTimeInAir < kAirTimeThreshold || fFalseGround; } |
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bool IsOnFalseGround() const { return fFalseGround && !fGroundHit; } |
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void GroundHit() { fGroundHit = true; } |
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virtual void StartJump(){fStartJump = true;} |
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protected: |
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virtual hsBool IRequireBehaviourLikeAnAnimatedPhysical(){return false;} |
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bool ICheckMove(const hsPoint3& startPos, const hsPoint3& desiredPos); |
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hsBool fNeedVelocityOverride; |
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hsVector3 fOverrideVelocity; |
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bool fStartJump; |
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}; |
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#endif// PLPHYSICALCONTROLLERCORE_H
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