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.
791 lines
25 KiB
791 lines
25 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==*/ |
|
|
|
#include <Python.h> |
|
#include "plgDispatch.h" |
|
#include "pyGeometry3.h" |
|
#include "pnKeyedObject/plKey.h" |
|
#include "pyKey.h" |
|
#include "hsQuat.h" |
|
#include "pyMatrix44.h" |
|
#pragma hdrstop |
|
|
|
#include "cyPhysics.h" |
|
|
|
#include "pnMessage/plEnableMsg.h" |
|
#include "pnMessage/plWarpMsg.h" |
|
#include "plMessage/plSimStateMsg.h" |
|
#include "plMessage/plLinearVelocityMsg.h" |
|
#include "plMessage/plAngularVelocityMsg.h" |
|
|
|
#include "pnSceneObject/plSceneObject.h" |
|
#include "pnSceneObject/plCoordinateInterface.h" |
|
|
|
cyPhysics::cyPhysics(plKey sender, plKey recvr) |
|
{ |
|
SetSender(sender); |
|
AddRecvr(recvr); |
|
fNetForce = false; |
|
} |
|
|
|
// setters |
|
void cyPhysics::SetSender(plKey &sender) |
|
{ |
|
fSender = sender; |
|
} |
|
|
|
void cyPhysics::AddRecvr(plKey &recvr) |
|
{ |
|
if ( recvr != nil ) |
|
fRecvr.Append(recvr); |
|
} |
|
|
|
///////////////////////////////////////////////////////////////////////////// |
|
// |
|
// Function : Enable |
|
// PARAMETERS : |
|
// |
|
// PURPOSE : Enable physics (must already be there) |
|
// |
|
void cyPhysics::EnableT(bool state) |
|
{ |
|
// must have a receiver! |
|
if ( fRecvr.Count() > 0 ) |
|
{ |
|
// create message |
|
plEnableMsg* pMsg = new plEnableMsg; |
|
// check if this needs to be network forced to all clients |
|
if (fNetForce ) |
|
{ |
|
// set the network propagate flag to make sure it gets to the other clients |
|
pMsg->SetBCastFlag(plMessage::kNetPropagate); |
|
pMsg->SetBCastFlag(plMessage::kNetForce); |
|
} |
|
if ( fSender ) |
|
pMsg->SetSender(fSender); |
|
|
|
// add all our receivers to the message receiver list |
|
int i; |
|
for ( i=0; i<fRecvr.Count(); i++ ) |
|
{ |
|
pMsg->AddReceiver(fRecvr[i]); |
|
} |
|
// jump back to frame 0 |
|
pMsg->SetCmd(plEnableMsg::kPhysical); |
|
// which way are we doin' it? |
|
if ( state ) |
|
pMsg->SetCmd(plEnableMsg::kEnable); |
|
else |
|
pMsg->SetCmd(plEnableMsg::kDisable); |
|
// make sure to propagate this to the modifiers to tell things like the clickables to disable. |
|
pMsg->SetBCastFlag(plMessage::kPropagateToModifiers); |
|
plgDispatch::MsgSend( pMsg ); // whoosh... off it goes |
|
} |
|
} |
|
|
|
///////////////////////////////////////////////////////////////////////////// |
|
// |
|
// Function : Enable / Disable Collision |
|
// |
|
// PURPOSE : Enable / Disable collision for terrain and proxy terrain objects |
|
// because using cyPhysics::Enable() does not work for these physical types |
|
// |
|
// |
|
|
|
void cyPhysics::EnableCollision() |
|
{ |
|
hsAssert(0, "Who uses this?"); |
|
/* |
|
// must have a receiver! |
|
if ( fRecvr.Count() > 0 ) |
|
{ |
|
plEventGroupEnableMsg* pMsg = new plEventGroupEnableMsg; |
|
if (fNetForce ) |
|
{ |
|
// set the network propagate flag to make sure it gets to the other clients |
|
pMsg->SetBCastFlag(plMessage::kNetPropagate); |
|
pMsg->SetBCastFlag(plMessage::kNetForce); |
|
} |
|
if ( fSender ) |
|
pMsg->SetSender(fSender); |
|
|
|
// add all our receivers to the message receiver list |
|
int i; |
|
for ( i=0; i<fRecvr.Count(); i++ ) |
|
{ |
|
pMsg->AddReceiver(fRecvr[i]); |
|
} |
|
pMsg->SetFlags(plEventGroupEnableMsg::kCollideOn); |
|
plgDispatch::MsgSend( pMsg ); // whoosh... off it goes |
|
} |
|
*/ |
|
} |
|
|
|
void cyPhysics::DisableCollision() |
|
{ |
|
hsAssert(0, "Who uses this?"); |
|
/* |
|
// must have a receiver! |
|
if ( fRecvr.Count() > 0 ) |
|
{ |
|
plEventGroupEnableMsg* pMsg = new plEventGroupEnableMsg; |
|
if (fNetForce ) |
|
{ |
|
// set the network propagate flag to make sure it gets to the other clients |
|
pMsg->SetBCastFlag(plMessage::kNetPropagate); |
|
pMsg->SetBCastFlag(plMessage::kNetForce); |
|
} |
|
if ( fSender ) |
|
pMsg->SetSender(fSender); |
|
|
|
// add all our receivers to the message receiver list |
|
int i; |
|
for ( i=0; i<fRecvr.Count(); i++ ) |
|
{ |
|
pMsg->AddReceiver(fRecvr[i]); |
|
} |
|
pMsg->SetFlags(plEventGroupEnableMsg::kCollideOff); |
|
plgDispatch::MsgSend( pMsg ); // whoosh... off it goes |
|
} |
|
*/ |
|
} |
|
|
|
///////////////////////////////////////////////////////////////////////////// |
|
// |
|
// Function : Warp |
|
// PARAMETERS : pos - the point to translate to |
|
// |
|
// PURPOSE : Suggest to physics engine where you want to place something |
|
// |
|
// |
|
void cyPhysics::Warp(pyPoint3& pos) |
|
{ |
|
// create message |
|
PyObject* matObj = pyMatrix44::New(); |
|
pyMatrix44* mat = pyMatrix44::ConvertFrom(matObj); |
|
mat->fMatrix.IdentityMatrix(); |
|
mat->fMatrix.SetTranslate(&pos.fPoint); |
|
WarpMat(*mat); |
|
Py_DECREF(matObj); |
|
} |
|
|
|
// warp v2 - for warping to the matching transform of an object (like a reference point) |
|
void cyPhysics::WarpObj(pyKey& obj) |
|
{ |
|
plKey obKey = obj.getKey(); |
|
plSceneObject* pObj = plSceneObject::ConvertNoRef(obKey->GetObjectPtr()); |
|
if (pObj && pObj->GetCoordinateInterface()) |
|
{ |
|
// create message |
|
PyObject* matObj = pyMatrix44::New(); |
|
pyMatrix44* mat = pyMatrix44::ConvertFrom(matObj); |
|
mat->fMatrix = pObj->GetCoordinateInterface()->GetLocalToWorld(); |
|
WarpMat(*mat); |
|
Py_DECREF(matObj); |
|
} |
|
} |
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////// |
|
// |
|
// Function : WarpMat |
|
// PARAMETERS : mat - the matrix to translate to |
|
// |
|
// PURPOSE : Suggest to physics engine where you want to place something |
|
// |
|
// |
|
void cyPhysics::WarpMat(pyMatrix44& mat) |
|
{ |
|
// must have a receiver! |
|
if ( fRecvr.Count() > 0 ) |
|
{ |
|
// create message |
|
plWarpMsg* pMsg = new plWarpMsg(mat.fMatrix); |
|
pMsg->SetWarpFlags(plWarpMsg::kFlushTransform); |
|
// check if this needs to be network forced to all clients |
|
if (fNetForce ) |
|
{ |
|
// set the network propagate flag to make sure it gets to the other clients |
|
pMsg->SetBCastFlag(plMessage::kNetPropagate); |
|
pMsg->SetBCastFlag(plMessage::kNetForce); |
|
} |
|
if ( fSender ) |
|
pMsg->SetSender(fSender); |
|
|
|
// add all our receivers to the message receiver list |
|
int i; |
|
for ( i=0; i<fRecvr.Count(); i++ ) |
|
{ |
|
pMsg->AddReceiver(fRecvr[i]); |
|
} |
|
plgDispatch::MsgSend( pMsg ); // whoosh... off it goes |
|
} |
|
} |
|
|
|
///////////////////////////////////////////////////////////////////////////// |
|
// |
|
// Function : Move |
|
// PARAMETERS : direction - vector of direction to move towards |
|
// : distance - how far to move in that direction |
|
// |
|
// PURPOSE : Move the object in a direction and distance |
|
// : if the object is physical then warp it |
|
// : otherwise just use the coordinate interface and set the transform |
|
// |
|
void cyPhysics::Move(pyVector3& direction, float distance) |
|
{ |
|
//move each receiver (object) separately |
|
int i; |
|
for ( i=0; i<fRecvr.Count(); i++ ) |
|
{ |
|
// get the object pointer of just the first one in the list |
|
// (We really can't tell which one the user is thinking of if they are |
|
// referring to multiple objects, so the first one in the list will do.) |
|
plSceneObject* obj = plSceneObject::ConvertNoRef(fRecvr[i]->GetObjectPtr()); |
|
if ( obj ) |
|
{ |
|
const plCoordinateInterface* ci = obj->GetCoordinateInterface(); |
|
if ( ci ) |
|
{ |
|
hsVector3 offset = direction.fVector * distance; |
|
hsMatrix44 trans; |
|
trans.MakeTranslateMat(&offset); |
|
|
|
hsMatrix44 target_matrix = ci->GetWorldToLocal(); |
|
target_matrix = target_matrix * trans; |
|
|
|
// see if this has a physical interface, if so, then its physical, therefore use warp |
|
const plSimulationInterface* si = obj->GetSimulationInterface(); |
|
if ( si ) |
|
{ |
|
// create message for each receiver |
|
plWarpMsg* pMsg = new plWarpMsg(target_matrix); |
|
// check if this needs to be network forced to all clients |
|
if (fNetForce ) |
|
{ |
|
// set the network propagate flag to make sure it gets to the other clients |
|
pMsg->SetBCastFlag(plMessage::kNetPropagate); |
|
pMsg->SetBCastFlag(plMessage::kNetForce); |
|
} |
|
if ( fSender ) |
|
pMsg->SetSender(fSender); |
|
// must have a receiver! |
|
pMsg->AddReceiver(fRecvr[i]); |
|
plgDispatch::MsgSend( pMsg ); // whoosh... off it goes |
|
} |
|
else |
|
{ |
|
// else just use the coordinate interface |
|
hsMatrix44 w2l; |
|
target_matrix.GetInverse(&w2l); |
|
obj->SetTransform(target_matrix,w2l); |
|
} |
|
} |
|
else |
|
{ |
|
plString errmsg = plFormat("Sceneobject {} does not have a coordinate interface.", |
|
obj->GetKeyName()); |
|
PyErr_SetString(PyExc_RuntimeError, errmsg.c_str()); |
|
} |
|
} |
|
} |
|
} |
|
|
|
///////////////////////////////////////////////////////////////////////////// |
|
// |
|
// Function : Rotate |
|
// PARAMETERS : rad - radians to rotate |
|
// : axis - axis to rotate around |
|
// |
|
// PURPOSE : Rotate the object |
|
// : if the object is physical then warp it |
|
// : otherwise just use the coordinate interface and set the transform |
|
// |
|
void cyPhysics::Rotate(float rad, pyVector3& axis) |
|
{ |
|
// rotate each receiver (object) separately |
|
int i; |
|
for ( i=0; i<fRecvr.Count(); i++ ) |
|
{ |
|
// get the object pointer of just the first one in the list |
|
// (We really can't tell which one the user is thinking of if they are |
|
// referring to multiple objects, so the first one in the list will do.) |
|
plSceneObject* obj = plSceneObject::ConvertNoRef(fRecvr[i]->GetObjectPtr()); |
|
if ( obj ) |
|
{ |
|
const plCoordinateInterface* ci = obj->GetCoordinateInterface(); |
|
if ( ci ) |
|
{ |
|
hsQuat q(rad, &axis.fVector); |
|
q.Normalize(); |
|
hsMatrix44 rot; |
|
q.MakeMatrix(&rot); |
|
|
|
hsMatrix44 target_matrix = ci->GetWorldToLocal(); |
|
target_matrix = target_matrix * rot; |
|
|
|
// see if this has a physical interface, then its physical, therefore use warp |
|
const plSimulationInterface* si = obj->GetSimulationInterface(); |
|
if ( si ) |
|
{ |
|
// create message for each receiver |
|
plWarpMsg* pMsg = new plWarpMsg(target_matrix); |
|
// check if this needs to be network forced to all clients |
|
if (fNetForce ) |
|
{ |
|
// set the network propagate flag to make sure it gets to the other clients |
|
pMsg->SetBCastFlag(plMessage::kNetPropagate); |
|
pMsg->SetBCastFlag(plMessage::kNetForce); |
|
} |
|
if ( fSender ) |
|
pMsg->SetSender(fSender); |
|
// must have a receiver! |
|
pMsg->AddReceiver(fRecvr[i]); |
|
plgDispatch::MsgSend( pMsg ); // whoosh... off it goes |
|
} |
|
else |
|
{ |
|
// else just use the coordinate interface |
|
hsMatrix44 w2l; |
|
target_matrix.GetInverse(&w2l); |
|
obj->SetTransform(target_matrix,w2l); |
|
} |
|
} |
|
else |
|
{ |
|
plString errmsg = plFormat("Sceneobject {} does not have a coordinate interface.", |
|
obj->GetKeyName()); |
|
PyErr_SetString(PyExc_RuntimeError, errmsg.c_str()); |
|
} |
|
} |
|
} |
|
} |
|
|
|
///////////////////////////////////////////////////////////////////////////// |
|
// |
|
// Function : Force |
|
// PARAMETERS : |
|
// |
|
// PURPOSE : apply a force to the center of mass of the receiver |
|
// |
|
// |
|
void cyPhysics::Force(pyVector3& force) |
|
{ |
|
hsAssert(0, "Who uses this?"); |
|
// must have a receiver! |
|
/* if ( fRecvr.Count() > 0 ) |
|
{ |
|
// create message |
|
plForceMsg* pMsg = new plForceMsg; |
|
// check if this needs to be network forced to all clients |
|
if (fNetForce ) |
|
{ |
|
// set the network propagate flag to make sure it gets to the other clients |
|
pMsg->SetBCastFlag(plMessage::kNetPropagate); |
|
pMsg->SetBCastFlag(plMessage::kNetForce); |
|
} |
|
if ( fSender ) |
|
pMsg->SetSender(fSender); |
|
|
|
// add all our receivers to the message receiver list |
|
int i; |
|
for ( i=0; i<fRecvr.Count(); i++ ) |
|
{ |
|
pMsg->AddReceiver(fRecvr[i]); |
|
} |
|
pMsg->SetForce(force.fVector); |
|
plgDispatch::MsgSend( pMsg ); // whoosh... off it goes |
|
} |
|
*/ |
|
} |
|
|
|
///////////////////////////////////////////////////////////////////////////// |
|
// |
|
// Function : ForceWithOffset |
|
// PARAMETERS : |
|
// |
|
// PURPOSE : apply a force to the receiver as though it were being impacted at the |
|
// : given point in global space |
|
// |
|
// |
|
void cyPhysics::ForceWithOffset(pyVector3& force, pyPoint3& offset) |
|
{ |
|
hsAssert(0, "Who uses this?"); |
|
// must have a receiver! |
|
/* if ( fRecvr.Count() > 0 ) |
|
{ |
|
// create message |
|
plOffsetForceMsg* pMsg = new plOffsetForceMsg; |
|
// check if this needs to be network forced to all clients |
|
if (fNetForce ) |
|
{ |
|
// set the network propagate flag to make sure it gets to the other clients |
|
pMsg->SetBCastFlag(plMessage::kNetPropagate); |
|
pMsg->SetBCastFlag(plMessage::kNetForce); |
|
} |
|
if ( fSender ) |
|
pMsg->SetSender(fSender); |
|
|
|
// add all our receivers to the message receiver list |
|
int i; |
|
for ( i=0; i<fRecvr.Count(); i++ ) |
|
{ |
|
pMsg->AddReceiver(fRecvr[i]); |
|
} |
|
pMsg->SetForce(force.fVector); |
|
pMsg->SetPoint(offset.fPoint); |
|
plgDispatch::MsgSend( pMsg ); // whoosh... off it goes |
|
} |
|
*/ |
|
} |
|
|
|
///////////////////////////////////////////////////////////////////////////// |
|
// |
|
// Function : Torque |
|
// PARAMETERS : |
|
// |
|
// PURPOSE : Apply the given torque force to the body |
|
// : The vector indicates the axes, and the magnitude indicates the strength |
|
// |
|
// |
|
void cyPhysics::Torque(pyVector3& torque) |
|
{ |
|
hsAssert(0, "Who uses this?"); |
|
// must have a receiver! |
|
/* if ( fRecvr.Count() > 0 ) |
|
{ |
|
// create message |
|
plTorqueMsg* pMsg = new plTorqueMsg; |
|
// check if this needs to be network forced to all clients |
|
if (fNetForce ) |
|
{ |
|
// set the network propagate flag to make sure it gets to the other clients |
|
pMsg->SetBCastFlag(plMessage::kNetPropagate); |
|
pMsg->SetBCastFlag(plMessage::kNetForce); |
|
} |
|
if ( fSender ) |
|
pMsg->SetSender(fSender); |
|
|
|
// add all our receivers to the message receiver list |
|
int i; |
|
for ( i=0; i<fRecvr.Count(); i++ ) |
|
{ |
|
pMsg->AddReceiver(fRecvr[i]); |
|
} |
|
pMsg->SetTorque(torque.fVector); |
|
plgDispatch::MsgSend( pMsg ); // whoosh... off it goes |
|
} |
|
*/ |
|
} |
|
|
|
///////////////////////////////////////////////////////////////////////////// |
|
// |
|
// Function : Impulse |
|
// PARAMETERS : |
|
// |
|
// PURPOSE : Add the given vector to the objects velocity |
|
// |
|
// |
|
void cyPhysics::Impulse(pyVector3& impulse) |
|
{ |
|
hsAssert(0, "Who uses this?"); |
|
// must have a receiver! |
|
/* if ( fRecvr.Count() > 0 ) |
|
{ |
|
// create message |
|
plImpulseMsg* pMsg = new plImpulseMsg; |
|
// check if this needs to be network forced to all clients |
|
if (fNetForce ) |
|
{ |
|
// set the network propagate flag to make sure it gets to the other clients |
|
pMsg->SetBCastFlag(plMessage::kNetPropagate); |
|
pMsg->SetBCastFlag(plMessage::kNetForce); |
|
} |
|
if ( fSender ) |
|
pMsg->SetSender(fSender); |
|
|
|
// add all our receivers to the message receiver list |
|
int i; |
|
for ( i=0; i<fRecvr.Count(); i++ ) |
|
{ |
|
pMsg->AddReceiver(fRecvr[i]); |
|
} |
|
pMsg->SetImpulse(impulse.fVector); |
|
plgDispatch::MsgSend( pMsg ); // whoosh... off it goes |
|
} |
|
*/ |
|
} |
|
|
|
///////////////////////////////////////////////////////////////////////////// |
|
// |
|
// Function : ImpulseWithOffset |
|
// PARAMETERS : |
|
// |
|
// PURPOSE : Apply the given impulse to the object at the given point in global space |
|
// : Will impart torque if not applied to center of mass |
|
// |
|
// |
|
void cyPhysics::ImpulseWithOffset(pyVector3& impulse, pyPoint3& offset) |
|
{ |
|
hsAssert(0, "Who uses this?"); |
|
// must have a receiver! |
|
/* if ( fRecvr.Count() > 0 ) |
|
{ |
|
// create message |
|
plOffsetImpulseMsg* pMsg = new plOffsetImpulseMsg; |
|
// check if this needs to be network forced to all clients |
|
if (fNetForce ) |
|
{ |
|
// set the network propagate flag to make sure it gets to the other clients |
|
pMsg->SetBCastFlag(plMessage::kNetPropagate); |
|
pMsg->SetBCastFlag(plMessage::kNetForce); |
|
} |
|
if ( fSender ) |
|
pMsg->SetSender(fSender); |
|
|
|
// add all our receivers to the message receiver list |
|
int i; |
|
for ( i=0; i<fRecvr.Count(); i++ ) |
|
{ |
|
pMsg->AddReceiver(fRecvr[i]); |
|
} |
|
pMsg->SetImpulse(impulse.fVector); |
|
pMsg->SetPoint(offset.fPoint); |
|
plgDispatch::MsgSend( pMsg ); // whoosh... off it goes |
|
} |
|
*/ |
|
} |
|
|
|
///////////////////////////////////////////////////////////////////////////// |
|
// |
|
// Function : AngularImpulse |
|
// PARAMETERS : |
|
// |
|
// PURPOSE : Add the given vector (representing a rotation axis and magnitude) |
|
// |
|
// |
|
void cyPhysics::AngularImpulse(pyVector3& impulse) |
|
{ |
|
hsAssert(0, "Who uses this?"); |
|
// must have a receiver! |
|
/* if ( fRecvr.Count() > 0 ) |
|
{ |
|
// create message |
|
plAngularImpulseMsg* pMsg = new plAngularImpulseMsg; |
|
// check if this needs to be network forced to all clients |
|
if (fNetForce ) |
|
{ |
|
// set the network propagate flag to make sure it gets to the other clients |
|
pMsg->SetBCastFlag(plMessage::kNetPropagate); |
|
pMsg->SetBCastFlag(plMessage::kNetForce); |
|
} |
|
if ( fSender ) |
|
pMsg->SetSender(fSender); |
|
|
|
// add all our receivers to the message receiver list |
|
int i; |
|
for ( i=0; i<fRecvr.Count(); i++ ) |
|
{ |
|
pMsg->AddReceiver(fRecvr[i]); |
|
} |
|
pMsg->SetImpulse(impulse.fVector); |
|
plgDispatch::MsgSend( pMsg ); // whoosh... off it goes |
|
} |
|
*/ |
|
} |
|
|
|
///////////////////////////////////////////////////////////////////////////// |
|
// |
|
// Function : Damp |
|
// PARAMETERS : |
|
// |
|
// PURPOSE : Decrease all velocities on the given object. |
|
// : A damp factor of 0 nulls them all entirely; |
|
// : A damp factor of 1 leaves them alone. |
|
// |
|
// |
|
void cyPhysics::Damp(float damp) |
|
{ |
|
hsAssert(0, "Who uses this?"); |
|
// must have a receiver! |
|
/* if ( fRecvr.Count() > 0 ) |
|
{ |
|
// create message |
|
plDampMsg* pMsg = new plDampMsg; |
|
// check if this needs to be network forced to all clients |
|
if (fNetForce ) |
|
{ |
|
// set the network propagate flag to make sure it gets to the other clients |
|
pMsg->SetBCastFlag(plMessage::kNetPropagate); |
|
pMsg->SetBCastFlag(plMessage::kNetForce); |
|
} |
|
if ( fSender ) |
|
pMsg->SetSender(fSender); |
|
|
|
// add all our receivers to the message receiver list |
|
int i; |
|
for ( i=0; i<fRecvr.Count(); i++ ) |
|
{ |
|
pMsg->AddReceiver(fRecvr[i]); |
|
} |
|
pMsg->SetDamp(damp); |
|
plgDispatch::MsgSend( pMsg ); // whoosh... off it goes |
|
} |
|
*/ |
|
} |
|
|
|
///////////////////////////////////////////////////////////////////////////// |
|
// |
|
// Function : ShiftMass |
|
// PARAMETERS : |
|
// |
|
// PURPOSE : Shift the center of mass of the given object by the given |
|
// : amount in the given direction. |
|
// |
|
// |
|
void cyPhysics::ShiftMass(pyVector3& offset) |
|
{ |
|
hsAssert(0, "Who uses this?"); |
|
// must have a receiver! |
|
/* if ( fRecvr.Count() > 0 ) |
|
{ |
|
// create message |
|
plShiftMassMsg* pMsg = new plShiftMassMsg; |
|
// check if this needs to be network forced to all clients |
|
if (fNetForce ) |
|
{ |
|
// set the network propagate flag to make sure it gets to the other clients |
|
pMsg->SetBCastFlag(plMessage::kNetPropagate); |
|
pMsg->SetBCastFlag(plMessage::kNetForce); |
|
} |
|
if ( fSender ) |
|
pMsg->SetSender(fSender); |
|
|
|
// add all our receivers to the message receiver list |
|
int i; |
|
for ( i=0; i<fRecvr.Count(); i++ ) |
|
{ |
|
pMsg->AddReceiver(fRecvr[i]); |
|
} |
|
pMsg->SetOffset(offset.fVector); |
|
plgDispatch::MsgSend( pMsg ); // whoosh... off it goes |
|
} |
|
*/ |
|
} |
|
|
|
///////////////////////////////////////////////////////////////////////////// |
|
// |
|
// Function : Suppress |
|
// PARAMETERS : doSuppress: if true, remove the physical (see below) |
|
// if false, add it back |
|
// |
|
// PURPOSE : Completely remove the physical, but keep it around so it |
|
// can be added back later. |
|
// |
|
// |
|
void cyPhysics::Suppress(bool doSuppress) |
|
{ |
|
EnableT(!doSuppress); |
|
} |
|
|
|
///////////////////////////////////////////////////////////////////////////// |
|
// |
|
// Function : SetLinearVelocity |
|
// PARAMETERS : velocity |
|
// |
|
// PURPOSE : Change the objects linear velocity to this |
|
// |
|
// |
|
void cyPhysics::SetLinearVelocity(pyVector3& velocity) |
|
{ |
|
if ( fRecvr.Count() > 0 ) |
|
{ |
|
// create message |
|
plLinearVelocityMsg* pMsg = new plLinearVelocityMsg; |
|
// check if this needs to be network forced to all clients |
|
if (fNetForce ) |
|
{ |
|
// set the network propagate flag to make sure it gets to the other clients |
|
pMsg->SetBCastFlag(plMessage::kNetPropagate); |
|
pMsg->SetBCastFlag(plMessage::kNetForce); |
|
} |
|
if ( fSender ) |
|
pMsg->SetSender(fSender); |
|
|
|
// add all our receivers to the message receiver list |
|
int i; |
|
for ( i=0; i<fRecvr.Count(); i++ ) |
|
{ |
|
pMsg->AddReceiver(fRecvr[i]); |
|
} |
|
|
|
pMsg->Velocity(velocity.fVector); |
|
plgDispatch::MsgSend( pMsg ); // whoosh... off it goes |
|
} |
|
} |
|
void cyPhysics::SetAngularVelocity(pyVector3& angVel) |
|
{ |
|
if ( fRecvr.Count() > 0 ) |
|
{ |
|
// create message |
|
plAngularVelocityMsg* pMsg = new plAngularVelocityMsg; |
|
// check if this needs to be network forced to all clients |
|
if (fNetForce ) |
|
{ |
|
// set the network propagate flag to make sure it gets to the other clients |
|
pMsg->SetBCastFlag(plMessage::kNetPropagate); |
|
pMsg->SetBCastFlag(plMessage::kNetForce); |
|
} |
|
if ( fSender ) |
|
pMsg->SetSender(fSender); |
|
|
|
// add all our receivers to the message receiver list |
|
int i; |
|
for ( i=0; i<fRecvr.Count(); i++ ) |
|
{ |
|
pMsg->AddReceiver(fRecvr[i]); |
|
} |
|
pMsg->AngularVelocity(angVel.fVector); |
|
plgDispatch::MsgSend( pMsg ); // whoosh... off it goes |
|
} |
|
|
|
}
|
|
|