You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
192 lines
5.8 KiB
192 lines
5.8 KiB
/*==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 plSimulationMgr_H |
|
#define plSimulationMgr_H |
|
|
|
#include <map> |
|
#include "pnKeyedObject/hsKeyedObject.h" |
|
#include "hsTemplates.h" |
|
|
|
class plPXPhysical; |
|
class plLOSDispatch; |
|
class plStatusLog; |
|
class plPhysicsSoundMgr; |
|
class NxPhysicsSDK; |
|
class NxScene; |
|
class plCollideMsg; |
|
struct hsPoint3; |
|
|
|
class plSimulationMgr : public hsKeyedObject |
|
{ |
|
public: |
|
CLASSNAME_REGISTER(plSimulationMgr); |
|
GETINTERFACE_ANY(plSimulationMgr, hsKeyedObject); |
|
|
|
static plSimulationMgr* GetInstance(); |
|
static void Init(); |
|
static void Shutdown(); |
|
|
|
static bool fExtraProfile; |
|
static bool fSubworldOptimization; |
|
static bool fDoClampingOnStep; |
|
|
|
// initialiation of the PhysX simulation |
|
virtual bool InitSimulation(); |
|
|
|
// Advance the simulation by the given number of seconds |
|
void Advance(float delSecs); |
|
|
|
bool MsgReceive(plMessage* msg); |
|
|
|
// The simulation won't run at all if it is suspended |
|
void Suspend() { fSuspended = true; } |
|
void Resume() { fSuspended = false; } |
|
bool IsSuspended() { return fSuspended; } |
|
|
|
// Output the given debug text to the simulation log. |
|
static void Log(const char* formatStr, ...); |
|
static void LogV(const char* formatStr, va_list args); |
|
static void ClearLog(); |
|
|
|
// We've detected a collision, which may be grounds for synchronizing the involved |
|
// physicals over the network. |
|
void ConsiderSynch(plPXPhysical *physical, plPXPhysical *other); |
|
|
|
NxPhysicsSDK* GetSDK() const { return fSDK; } |
|
NxScene* GetScene(plKey world); |
|
// Called when an actor is removed from a scene, checks if it's time to delete |
|
// the scene |
|
void ReleaseScene(plKey world); |
|
|
|
int GetMaterialIdx(NxScene* scene, float friction, float restitution); |
|
|
|
uint32_t GetStepCount() const { return fStepCount; } |
|
|
|
//Fix to Move collision messages and their handling out of the simulation step |
|
void AddCollisionMsg(plKey hitee, plKey hitter, bool entering); |
|
void AddCollisionMsg(plCollideMsg* msg); |
|
|
|
#ifndef PLASMA_EXTERNAL_RELEASE |
|
static bool fDisplayAwakeActors; |
|
#endif //PLASMA_EXTERNAL_RELEASE |
|
|
|
protected: |
|
friend class ContactReport; |
|
|
|
void ISendUpdates(); |
|
|
|
plSimulationMgr(); |
|
virtual ~plSimulationMgr(); |
|
|
|
// Walk through the synchronization requests and send them as appropriate. |
|
void IProcessSynchs(); |
|
|
|
NxPhysicsSDK* fSDK; |
|
|
|
plPhysicsSoundMgr* fSoundMgr; |
|
|
|
// Pending collision messages |
|
typedef std::vector<plCollideMsg*> CollisionVec; |
|
CollisionVec fCollideMsgs; |
|
|
|
// A mapping from a key to a PhysX scene. The key is either the |
|
// SimulationMgr key, for the main world, or a SceneObject key if it's a |
|
// subworld. |
|
typedef std::map<plKey, NxScene*> SceneMap; |
|
SceneMap fScenes; |
|
|
|
plLOSDispatch* fLOSDispatch; |
|
|
|
// Is the entire physics world suspended? If so, the clock can still advance |
|
// but nothing will move. |
|
bool fSuspended; |
|
|
|
float fAccumulator; |
|
uint32_t fStepCount; |
|
|
|
// A utility class to keep track of a request for a physical synchronization. |
|
// These requests must pass a certain criteria (see the code for the latest) |
|
// before they are actually either sent over the network or rejected. |
|
class SynchRequest |
|
{ |
|
public: |
|
double fTime; // when to synch |
|
plKey fKey; // key of the object to be synched, so we can make sure it still lives |
|
|
|
static const double kDefaultTime; |
|
SynchRequest() : fTime(kDefaultTime) {}; |
|
}; |
|
|
|
// All currently pending synch requests. Keyed by the physical in question |
|
// so we can quickly eliminate redundant requests, which are very common. |
|
typedef std::map<plPXPhysical*, SynchRequest> PhysSynchMap; |
|
PhysSynchMap fPendingSynchs; |
|
|
|
plStatusLog *fLog; |
|
#ifndef PLASMA_EXTERNAL_RELEASE |
|
void IDrawActiveActorList(); |
|
#endif //PLASMA_EXTERNAL_RELEASE |
|
}; |
|
|
|
#define SIM_VERBOSE |
|
|
|
#ifdef SIM_VERBOSE |
|
#include <cstdarg> // only include when we need to call plSimulationMgr::Log |
|
|
|
inline void SimLog(const char *str, ...) |
|
{ |
|
va_list args; |
|
va_start(args, str); |
|
plSimulationMgr::LogV(str, args); |
|
va_end(args); |
|
} |
|
|
|
#else |
|
|
|
inline void SimLog(const char *str, ...) |
|
{ |
|
// will get stripped out |
|
} |
|
|
|
#endif |
|
|
|
#endif
|
|
|