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1226 lines
42 KiB
1226 lines
42 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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#include "plPXPhysicalControllerCore.h" |
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#include "plgDispatch.h" |
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#include "plSimulationMgr.h" |
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#include "plPXPhysical.h" |
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#include "plPXConvert.h" |
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#include "pnSceneObject/plSimulationInterface.h" |
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#include "pnSceneObject/plSceneObject.h" |
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#include "pnMessage/plCorrectionMsg.h" |
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#include "plAvatar/plArmatureMod.h" |
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#include "pnSceneObject/plCoordinateInterface.h" |
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#include "plDrawable/plDrawableGenerator.h" |
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#include "plPhysical/plPhysicalProxy.h" |
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#include "pnMessage/plSetNetGroupIDMsg.h" |
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#include "plMessage/plCollideMsg.h" |
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#include "plModifier/plDetectorLog.h" |
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//#include "NxVecExtendedVec3.h" |
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#include "NxPhysics.h" |
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#include "ControllerManager.h" |
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#include "NxCapsuleController.h" |
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#include "NxCapsuleShape.h" |
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#include "plSurface/hsGMaterial.h" |
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#include "plSurface/plLayerInterface.h" |
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#ifndef PLASMA_EXTERNAL_RELEASE |
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#include "plPipeline/plDebugText.h" |
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#endif |
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#define kPhysxSkinWidth 0.1f |
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#define kPhysZOffset ((fRadius + (fHeight / 2)) + kPhysxSkinWidth) |
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//#define kSLOPELIMIT (cosf(NxMath::degToRad(55.f))) |
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//#define kPhysicalHeightFudge 0.4f // this fudge was used for PhysX 2.4 |
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#define kPhysicalHeightFudge 0.0f |
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//#define STEP_OFFSET 1.0f |
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#define STEP_OFFSET 0.5f |
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//#define STEP_OFFSET 0.15f |
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#ifndef PLASMA_EXTERNAL_RELEASE |
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hsBool plPXPhysicalControllerCore::fDebugDisplay = false; |
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#endif // PLASMA_EXTERNAL_RELEASE |
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int plPXPhysicalControllerCore::fPXControllersMax = 0; |
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static ControllerManager gControllerMgr; |
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static std::vector<plPXPhysicalControllerCore*> gControllers; |
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static bool gRebuildCache=false; |
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#define AvatarMass 200.f |
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class PXControllerHitReportWalk : public NxUserControllerHitReport |
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{ |
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public: |
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virtual NxControllerAction onShapeHit(const NxControllerShapeHit& hit) |
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{ |
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plPXPhysicalControllerCore* ac = plPXPhysicalControllerCore::FindController(hit.controller); |
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NxActor& actor = hit.shape->getActor(); |
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plPXPhysical* phys = (plPXPhysical*)actor.userData; |
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static float SlopeLimit = kSLOPELIMIT; |
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hsVector3 normal = plPXConvert::Vector(hit.worldNormal); |
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ac->fMovementInterface->IAddContactNormals(normal); |
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#ifndef PLASMA_EXTERNAL_RELEASE |
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plDbgCollisionInfo info; |
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info.fNormal = normal; |
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info.fSO = plSceneObject::ConvertNoRef(phys->GetObjectKey()->ObjectIsLoaded()); |
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info.fOverlap = false; |
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NxShape* const *shapes = hit.controller->getActor()->getShapes(); |
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int numShapes = hit.controller->getActor()->getNbShapes(); |
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int i; |
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for (i = 0; i < numShapes; i++) |
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{ |
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// should only be one capsule shape |
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const NxCapsuleShape *capShape = shapes[i]->isCapsule(); |
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if (capShape) |
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{ |
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NxCapsule cap; |
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capShape->getWorldCapsule(cap); |
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if (hit.shape->checkOverlapCapsule(cap)) |
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info.fOverlap = true; |
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} |
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} |
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ac->fDbgCollisionInfo.Append(info); |
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#endif PLASMA_EXTERNAL_RELEASE |
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// If the avatar hit a movable physical, apply some force to it. |
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hsVector3 dir = plPXConvert::Vector(hit.dir); |
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float dirdotup=dir.fZ; |
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hsPoint3 pos((float)hit.worldPos.x, (float)hit.worldPos.y, (float)hit.worldPos.z); |
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NxExtendedVec3 controllerPos=hit.controller->getPosition(); |
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hsVector3 bottomOfTheCapsule((float)controllerPos.x,(float)controllerPos.y,(float)controllerPos.z); |
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bottomOfTheCapsule.fZ=bottomOfTheCapsule.fZ-(ac->fHeight/2.0f + ac->fRadius); |
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if (actor.isDynamic() ) |
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{ |
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if((hit.worldPos.z- bottomOfTheCapsule.fZ)<=ac->fRadius)//bottom hemisphere |
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{ |
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//onTopOfSlopeLimit |
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if (phys && phys->GetProperty(plSimulationInterface::kPhysAnim)) |
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{ |
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if(normal.fZ>=0) |
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{//we consider this ground |
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ac->fMovementInterface->AddOnTopOfObject(phys); |
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} |
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} |
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} |
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if ( !actor.readBodyFlag(NX_BF_KINEMATIC) && !actor.readBodyFlag(NX_BF_FROZEN)) |
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{ |
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// If this is the local avatar, we need to take ownership of this |
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// dynamic if we haven't already |
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if (ac->fLOSDB == plSimDefs::kLOSDBLocalAvatar && !phys->IsLocallyOwned() && |
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!phys->GetProperty(plSimulationInterface::kNoOwnershipChange)) |
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{ |
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plSynchedObject* obj = plSynchedObject::ConvertNoRef(phys->GetObjectKey()->ObjectIsLoaded()); |
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obj->SetNetGroupConstant(plNetGroup::kNetGroupLocalPhysicals); |
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// Tell all the other clients that we own this physical |
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plSetNetGroupIDMsg* setNetGroupID = new plSetNetGroupIDMsg; |
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setNetGroupID->fId = plNetGroup::kNetGroupRemotePhysicals; |
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setNetGroupID->SetBCastFlag(plMessage::kNetPropagate | plMessage::kNetForce); |
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setNetGroupID->SetBCastFlag(plMessage::kLocalPropagate, false); |
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setNetGroupID->Send(obj->GetKey()); |
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} |
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plSimulationMgr::GetInstance()->ConsiderSynch(phys, nil); |
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// We only allow horizontal pushes. Vertical pushes when we stand on |
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// dynamic objects creates useless stress on the solver. |
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hsVector3 vel=ac->GetLinearVelocity()- plPXConvert::Vector( actor.getLinearVelocity()); |
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if(dirdotup>=0)vel.fZ=0.001f; |
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else vel.fZ=0.0f; |
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static float kAvieMass = 140.f/32.f; |
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if (!vel.IsEmpty()) |
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{ |
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static float kForceScale = 140.0f; |
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NxF32 coeff; |
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NxExtendedVec3 norm2=hit.controller->getPosition(); |
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norm2.x=hit.worldPos.x-bottomOfTheCapsule.fX; |
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norm2.y=hit.worldPos.y-bottomOfTheCapsule.fY; |
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if((hit.worldPos.z- bottomOfTheCapsule.fZ)<ac->fRadius)//bottom hemisphere |
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{ |
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norm2.normalize(); |
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norm2.z=0.01f; |
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} |
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else if((hit.worldPos.z- bottomOfTheCapsule.fZ)<(ac->fRadius+ac->fHeight)) |
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{ |
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norm2.z=0.0f; |
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norm2.normalize(); |
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} |
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else |
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{//must be the top so the normal is displacement from the pos - center |
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//of top hemisphere |
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norm2.z=hit.worldPos.z - ((ac->fRadius+ac->fHeight + bottomOfTheCapsule.fZ)); |
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norm2.normalize(); |
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} |
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float proj=(float)(norm2.x*dir.fX+dir.fY*norm2.y+dir.fZ*norm2.z); |
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coeff =abs(proj*kForceScale*vel.Magnitude()); |
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vel.fZ=(float)norm2.z; |
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vel.fY=(float)norm2.y; |
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vel.fX=(float)norm2.x; |
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phys->SetHitForce(vel*coeff, pos); |
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} |
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} |
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} |
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else // else if the avatar hit a static |
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{ |
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return NX_ACTION_NONE; |
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} |
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if (phys && phys->GetProperty(plSimulationInterface::kAvAnimPushable)) |
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{ |
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hsQuat inverseRotation = ac->fLocalRotation.Inverse(); |
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hsVector3 normal = plPXConvert::Vector(hit.worldNormal); |
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ac->SetPushingPhysical( phys); |
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ac->SetFacingPushingPhysical((inverseRotation.Rotate(&kAvatarForward).InnerProduct(normal) < 0 ? true : false)); |
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} |
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return NX_ACTION_NONE; |
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} |
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virtual NxControllerAction onControllerHit(const NxControllersHit& hit) |
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{ |
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return NX_ACTION_NONE; |
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} |
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} gMyReport; |
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plPhysicalControllerCore* plPhysicalControllerCore::Create(plKey ownerSO, float height, float width) |
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{ |
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// Test to see how many controller there already is |
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if ( !plPXPhysicalControllerCore::fPXControllersMax || plPXPhysicalControllerCore::NumControllers() < plPXPhysicalControllerCore::fPXControllersMax ) |
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{ |
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float radius = width / 2.f; |
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float realHeight = height - width + kPhysicalHeightFudge; |
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return new plPXPhysicalControllerCore(ownerSO, realHeight,radius); |
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} |
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return nil; |
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} |
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//Static Helper Func |
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plPXPhysicalControllerCore* plPXPhysicalControllerCore::FindController(NxController* controller) |
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{ |
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for (int i = 0; i < gControllers.size(); i++) |
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{ |
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plPXPhysicalControllerCore* ac = gControllers[i]; |
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if (ac->fController == controller) |
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return ac; |
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} |
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return nil; |
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} |
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void plPXPhysicalControllerCore::RebuildCache(){gRebuildCache=true;} |
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plPXPhysicalControllerCore* plPXPhysicalControllerCore::GetController(NxActor& actor, bool* isController) |
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{ |
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*isController = false; |
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for (int i = 0; i < gControllers.size(); i++) |
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{ |
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plPXPhysicalControllerCore* ac = gControllers[i]; |
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if (ac->fController && ac->fController->getActor() == &actor) |
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{ |
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*isController = true; |
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return ac; |
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} |
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if ( ac->fKinematicActor == &actor) |
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{ |
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return ac; |
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} |
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} |
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return nil; |
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} |
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void plPXPhysicalControllerCore::GetWorldSpaceCapsule(NxCapsule& cap) const |
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{ |
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if(this->fKinematicActor) |
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{ |
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int numshapes=fKinematicActor->getNbShapes(); |
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if (numshapes==1) |
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{ |
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//there should only be one shape on a controller |
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NxShape* const *shapes=fKinematicActor->getShapes(); |
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//and since it is a capsule controller it better be a capsule; |
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NxCapsuleShape *capShape = shapes[0]->isCapsule(); |
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if(capShape) capShape->getWorldCapsule(cap); |
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} |
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} |
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} |
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bool plPXPhysicalControllerCore::AnyControllersInThisWorld(plKey world) |
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{ |
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for (int i = 0; i < gControllers.size(); i++) |
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{ |
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plPXPhysicalControllerCore* ac = gControllers[i]; |
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if (ac->GetSubworld() == world) |
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return true; |
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} |
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return false; |
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} |
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int plPXPhysicalControllerCore::NumControllers() |
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{ |
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return gControllers.size(); |
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} |
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int plPXPhysicalControllerCore::GetControllersInThisSubWorld(plKey world, int maxToReturn,plPXPhysicalControllerCore** bufferout) |
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{ |
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int i=0; |
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for (int j=0;j<gControllers.size();j++) |
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{ |
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plPXPhysicalControllerCore* ac = gControllers[i]; |
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if (ac->GetSubworld()==world) |
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{ |
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if(i<maxToReturn) |
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{ |
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bufferout[i]=ac; |
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i++; |
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} |
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} |
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} |
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return i; |
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} |
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int plPXPhysicalControllerCore::GetNumberOfControllersInThisSubWorld(plKey world) |
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{ |
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int i=0; |
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for (int j=0;j<gControllers.size();j++) |
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{ |
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plPXPhysicalControllerCore* ac = gControllers[i]; |
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if (ac->GetSubworld()==world)i++; |
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} |
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return i; |
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} |
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// |
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plPXPhysicalControllerCore::plPXPhysicalControllerCore(plKey ownerSO, float height, float radius) |
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: plPhysicalControllerCore(ownerSO,height,radius) |
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, fController(nil) |
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, fProxyGen(nil) |
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, fKinematicActor(nil) |
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,fPreferedRadius(radius) |
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,fPreferedHeight(height) |
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, fBehavingLikeAnimatedPhys(true) |
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{ |
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fLocalPosition.Set(0, 0, 0); |
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fLocalRotation.Set(0, 0, 0, 1); |
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gControllers.push_back(this); |
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fLastGlobalLoc.Reset(); |
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ICreateController(); |
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Enable(false); |
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} |
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void plPXPhysicalControllerCore::ISetGlobalLoc(const hsMatrix44& l2w) |
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{ |
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fLastGlobalLoc = l2w; |
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// Update our subworld position and rotation |
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const plCoordinateInterface* subworldCI = GetSubworldCI(); |
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if (subworldCI) |
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{ |
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const hsMatrix44& w2s = fPrevSubworldW2L; |
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hsMatrix44 l2s = w2s * l2w; |
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l2s.GetTranslate(&fLocalPosition); |
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fLocalRotation.SetFromMatrix44(l2s); |
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} |
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else |
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{ |
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l2w.GetTranslate(&fLocalPosition); |
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fLocalRotation.SetFromMatrix44(l2w); |
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} |
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hsMatrix44 w2l; |
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l2w.GetInverse(&w2l); |
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if (fProxyGen) |
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fProxyGen->SetTransform(l2w, w2l); |
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// Update the physical position |
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NxExtendedVec3 nxPos(fLocalPosition.fX, fLocalPosition.fY, fLocalPosition.fZ + kPhysZOffset); |
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fController->setPosition(nxPos); |
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IMatchKinematicToController(); |
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} |
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plPXPhysicalControllerCore::~plPXPhysicalControllerCore() |
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{ |
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IDeleteController(); |
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for (int i = 0; i < gControllers.size(); i++) |
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{ |
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if (gControllers[i] == this) |
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{ |
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gControllers.erase(gControllers.begin()+i); |
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break; |
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} |
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} |
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delete fProxyGen; |
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} |
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void plPXPhysicalControllerCore::IMatchKinematicToController() |
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{ |
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if ( fKinematicActor) |
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{ |
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NxExtendedVec3 cPos = fController->getPosition(); |
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NxVec3 prevKinPos = fKinematicActor->getGlobalPosition(); |
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NxVec3 kinPos; |
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kinPos.x = (NxReal)cPos.x; |
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kinPos.y = (NxReal)cPos.y; |
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kinPos.z = (NxReal)cPos.z; |
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if (plSimulationMgr::fExtraProfile) |
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SimLog("Match setting kinematic from %f,%f,%f to %f,%f,%f",prevKinPos.x,prevKinPos.y,prevKinPos.z,kinPos.x,kinPos.y,kinPos.z ); |
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if (fBehavingLikeAnimatedPhys && fKinematic) // if NX_BF_KINEMATIC && (avatar is on a ladder or something) |
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fKinematicActor->moveGlobalPosition(kinPos); |
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else |
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fKinematicActor->setGlobalPosition(kinPos); |
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} |
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} |
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void plPXPhysicalControllerCore::UpdateControllerAndPhysicalRep() |
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{ |
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if ( fKinematicActor) |
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{ |
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if(this->fBehavingLikeAnimatedPhys) |
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{//this means we are moving the controller and then synchnig the kin |
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NxExtendedVec3 ControllerPos= fController->getPosition(); |
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NxVec3 NewKinPos((NxReal)ControllerPos.x, (NxReal)ControllerPos.y, (NxReal)ControllerPos.z); |
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if (fEnabled || fKinematic) |
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{ |
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if (plSimulationMgr::fExtraProfile) |
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SimLog("Moving kinematic to %f,%f,%f",NewKinPos.x, NewKinPos.y, NewKinPos.z ); |
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// use the position |
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fKinematicActor->moveGlobalPosition(NewKinPos); |
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} |
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else |
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{ |
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if (plSimulationMgr::fExtraProfile) |
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SimLog("Setting kinematic to %f,%f,%f", NewKinPos.x, NewKinPos.y, NewKinPos.z ); |
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fKinematicActor->setGlobalPosition(NewKinPos); |
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} |
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} |
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else |
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{ |
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NxVec3 KinPos= fKinematicActor->getGlobalPosition(); |
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NxExtendedVec3 NewControllerPos(KinPos.x, KinPos.y, KinPos.z); |
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if (plSimulationMgr::fExtraProfile) |
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SimLog("Setting Controller to %f,%f,%f", NewControllerPos.x, NewControllerPos.y, NewControllerPos.z ); |
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fController->setPosition(NewControllerPos); |
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} |
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hsPoint3 curLocalPos; |
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GetPositionSim(curLocalPos); |
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fLocalPosition = curLocalPos; |
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} |
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} |
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void plPXPhysicalControllerCore::MoveKinematicToController(hsPoint3& pos) |
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{ |
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if ( fKinematicActor) |
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{ |
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NxVec3 kinPos = fKinematicActor->getGlobalPosition(); |
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if ( abs(kinPos.x-pos.fX) + abs(kinPos.y-pos.fY) + (abs(kinPos.z-pos.fZ+kPhysZOffset)) > 0.0001f) |
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{ |
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NxVec3 newPos; |
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newPos.x = (NxReal)pos.fX; |
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newPos.y = (NxReal)pos.fY; |
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newPos.z = (NxReal)pos.fZ+kPhysZOffset; |
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if ((fEnabled || fKinematic) && fBehavingLikeAnimatedPhys) |
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{ |
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if (plSimulationMgr::fExtraProfile) |
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SimLog("Moving kinematic from %f,%f,%f to %f,%f,%f",pos.fX,pos.fY,pos.fZ+kPhysZOffset,kinPos.x,kinPos.y,kinPos.z ); |
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// use the position |
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fKinematicActor->moveGlobalPosition(newPos); |
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} |
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else |
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{ |
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if (plSimulationMgr::fExtraProfile) |
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SimLog("Setting kinematic from %f,%f,%f to %f,%f,%f",pos.fX,pos.fY,pos.fZ+kPhysZOffset,kinPos.x,kinPos.y,kinPos.z ); |
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fKinematicActor->setGlobalPosition(newPos); |
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} |
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} |
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} |
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} |
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void plPXPhysicalControllerCore::ISetKinematicLoc(const hsMatrix44& l2w) |
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{ |
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hsPoint3 kPos; |
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// Update our subworld position and rotation |
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const plCoordinateInterface* subworldCI = GetSubworldCI(); |
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if (subworldCI) |
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{ |
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const hsMatrix44& w2s = subworldCI->GetWorldToLocal(); |
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hsMatrix44 l2s = w2s * l2w; |
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|
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l2s.GetTranslate(&kPos); |
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} |
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else |
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{ |
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l2w.GetTranslate(&kPos); |
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} |
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hsMatrix44 w2l; |
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l2w.GetInverse(&w2l); |
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if (fProxyGen) |
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fProxyGen->SetTransform(l2w, w2l); |
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|
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// add z offset |
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kPos.fZ += kPhysZOffset; |
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// Update the physical position of kinematic |
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if (fEnabled || fBehavingLikeAnimatedPhys) |
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fKinematicActor->moveGlobalPosition(plPXConvert::Point(kPos)); |
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else |
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fKinematicActor->setGlobalPosition(plPXConvert::Point(kPos)); |
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} |
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void plPXPhysicalControllerCore::IGetPositionSim(hsPoint3& pos) const |
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{ |
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|
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if(this->fBehavingLikeAnimatedPhys) |
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{ |
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const NxExtendedVec3& nxPos = fController->getPosition(); |
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pos.Set(float(nxPos.x), float(nxPos.y), float(nxPos.z) - kPhysZOffset); |
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} |
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else |
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{ |
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NxVec3 Pos = fKinematicActor->getGlobalPosition(); |
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pos.Set(float(Pos.x), float(Pos.y), float(Pos.z) - kPhysZOffset); |
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} |
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} |
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void plPXPhysicalControllerCore::ICreateController() |
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{ |
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NxScene* scene = plSimulationMgr::GetInstance()->GetScene(fWorldKey); |
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|
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NxCapsuleControllerDesc desc; |
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desc.position.x = 0; |
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desc.position.y = 0; |
|
desc.position.z = 0; |
|
desc.upDirection = NX_Z; |
|
desc.slopeLimit = kSLOPELIMIT; |
|
desc.skinWidth = kPhysxSkinWidth; |
|
desc.stepOffset = STEP_OFFSET; |
|
desc.callback = &gMyReport; |
|
desc.userData = this; |
|
desc.radius = fRadius; |
|
desc.height = fHeight; |
|
desc.interactionFlag = NXIF_INTERACTION_EXCLUDE; |
|
//desc.interactionFlag = NXIF_INTERACTION_INCLUDE; |
|
fController = (NxCapsuleController*)gControllerMgr.createController(scene, desc); |
|
|
|
// Change the avatars shape groups. The avatar doesn't actually use these when |
|
// it's determining collision, but if you're standing still and an object runs |
|
// into you, it'll pass through without this. |
|
NxActor* actor = fController->getActor(); |
|
NxShape* shape = actor->getShapes()[0]; |
|
shape->setGroup(plSimDefs::kGroupAvatar); |
|
|
|
// need to create the non-bouncing object that can be used to trigger things while the avatar is doing behaviors. |
|
NxActorDesc actorDesc; |
|
NxCapsuleShapeDesc capDesc; |
|
capDesc.radius = fRadius; |
|
capDesc.height = fHeight; |
|
capDesc.group = plSimDefs::kGroupAvatar; |
|
capDesc.materialIndex= plSimulationMgr::GetInstance()->GetMaterialIdx(scene, 0.0,0.0); |
|
actorDesc.shapes.pushBack(&capDesc); |
|
NxBodyDesc bodyDesc; |
|
bodyDesc.mass = AvatarMass;//1.f; |
|
actorDesc.body = &bodyDesc; |
|
bodyDesc.flags = NX_BF_KINEMATIC; |
|
bodyDesc.flags |=NX_BF_DISABLE_GRAVITY ; |
|
|
|
actorDesc.name = "AvatarTriggerKinematicGuy"; |
|
fSeeking=false; |
|
try |
|
{ |
|
fKinematicActor = scene->createActor(actorDesc); |
|
} catch (...) |
|
{ |
|
hsAssert(false, "Actor creation crashed"); |
|
} |
|
#ifdef PHYSX_KINEMATIC_IS_DISABLED |
|
// initially start as in-active |
|
fKinematicActor->raiseActorFlag(NX_AF_DISABLE_COLLISION); |
|
#endif |
|
// set the matrix to be the same as the controller's actor... that should orient it to be the same |
|
fKinematicActor->moveGlobalPose(actor->getGlobalPose()); |
|
|
|
// the proxy for the debug display |
|
//hsAssert(!fProxyGen, "Already have proxy gen, double read?"); |
|
|
|
hsColorRGBA physColor; |
|
float opac = 1.0f; |
|
|
|
// local avatar is light purple and transparent |
|
physColor.Set(.2f, .1f, .2f, 1.f); |
|
opac = 0.8f; |
|
|
|
/* |
|
// the avatar proxy doesn't seem to work... not sure why? |
|
fProxyGen = new plPhysicalProxy(hsColorRGBA().Set(0,0,0,1.f), physColor, opac); |
|
fProxyGen->Init(this); |
|
*/ |
|
} |
|
void plPXPhysicalControllerCore::ICreateController(const hsPoint3& pos) |
|
{ |
|
NxScene* scene = plSimulationMgr::GetInstance()->GetScene(fWorldKey); |
|
NxCapsuleControllerDesc desc; |
|
desc.position.x = pos.fX; |
|
desc.position.y = pos.fY; |
|
desc.position.z = pos.fZ; |
|
desc.upDirection = NX_Z; |
|
desc.slopeLimit = kSLOPELIMIT; |
|
desc.skinWidth = kPhysxSkinWidth; |
|
desc.stepOffset = STEP_OFFSET; |
|
desc.callback = &gMyReport; |
|
desc.userData = this; |
|
desc.radius = fRadius; |
|
desc.height = fHeight; |
|
desc.interactionFlag = NXIF_INTERACTION_EXCLUDE; |
|
//desc.interactionFlag = NXIF_INTERACTION_INCLUDE; |
|
fController = (NxCapsuleController*)gControllerMgr.createController(scene, desc); |
|
|
|
// Change the avatars shape groups. The avatar doesn't actually use these when |
|
// it's determining collision, but if you're standing still and an object runs |
|
// into you, it'll pass through without this. |
|
NxActor* actor = fController->getActor(); |
|
NxShape* shape = actor->getShapes()[0]; |
|
shape->setGroup(plSimDefs::kGroupAvatar); |
|
|
|
// need to create the non-bouncing object that can be used to trigger things while the avatar is doing behaviors. |
|
NxActorDesc actorDesc; |
|
NxCapsuleShapeDesc capDesc; |
|
capDesc.radius = fRadius; |
|
capDesc.height = fHeight; |
|
capDesc.group = plSimDefs::kGroupAvatar; |
|
actorDesc.shapes.pushBack(&capDesc); |
|
capDesc.materialIndex= plSimulationMgr::GetInstance()->GetMaterialIdx(scene, 0.0,0.0); |
|
actorDesc.globalPose=actor->getGlobalPose(); |
|
NxBodyDesc bodyDesc; |
|
bodyDesc.mass = AvatarMass; |
|
actorDesc.body = &bodyDesc; |
|
bodyDesc.flags = NX_BF_KINEMATIC; |
|
bodyDesc.flags |=NX_BF_DISABLE_GRAVITY ; |
|
actorDesc.name = "AvatarTriggerKinematicGuy"; |
|
fSeeking=false; |
|
try |
|
{ |
|
fKinematicActor = scene->createActor(actorDesc); |
|
} |
|
catch (...) |
|
{ |
|
hsAssert(false, "Actor creation crashed"); |
|
} |
|
|
|
// set the matrix to be the same as the controller's actor... that should orient it to be the same |
|
//fKinematicActor->setGlobalPose(actor->getGlobalPose()); |
|
|
|
// the proxy for the debug display |
|
//hsAssert(!fProxyGen, "Already have proxy gen, double read?"); |
|
|
|
hsColorRGBA physColor; |
|
float opac = 1.0f; |
|
|
|
// local avatar is light purple and transparent |
|
physColor.Set(.2f, .1f, .2f, 1.f); |
|
opac = 0.8f; |
|
|
|
/* |
|
// the avatar proxy doesn't seem to work... not sure why? |
|
fProxyGen = new plPhysicalProxy(hsColorRGBA().Set(0,0,0,1.f), physColor, opac); |
|
fProxyGen->Init(this); |
|
*/ |
|
|
|
} |
|
void plPXPhysicalControllerCore::IDeleteController() |
|
{ |
|
if (fController) |
|
{ |
|
gControllerMgr.releaseController(*fController); |
|
fController = nil; |
|
|
|
if (fKinematicActor) |
|
{ |
|
NxScene* scene = plSimulationMgr::GetInstance()->GetScene(fWorldKey); |
|
scene->releaseActor(*fKinematicActor); |
|
fKinematicActor = nil; |
|
} |
|
plSimulationMgr::GetInstance()->ReleaseScene(fWorldKey); |
|
} |
|
} |
|
|
|
void plPXPhysicalControllerCore::IInformDetectors(bool entering,bool deferUntilNextSim=true) |
|
{ |
|
static const NxU32 DetectorFlag= 1<<plSimDefs::kGroupDetector; |
|
if (fController) |
|
{ |
|
#ifndef PLASMA_EXTERNAL_RELEASE |
|
DetectorLog("Informing from plPXPhysicalControllerCore::IInformDetectors"); |
|
#endif |
|
NxScene* scene = plSimulationMgr::GetInstance()->GetScene(fWorldKey); |
|
int kNumofShapesToStore=30; |
|
NxCapsule cap; |
|
GetWorldSpaceCapsule(cap); |
|
NxShape* shapes[30]; |
|
int numCollided=scene->overlapCapsuleShapes(cap,NX_ALL_SHAPES,kNumofShapesToStore,shapes,NULL,DetectorFlag,NULL,true); |
|
for (int i=0;i<numCollided;i++) |
|
{ |
|
NxActor* myactor=&(shapes[i]->getActor()); |
|
|
|
if (myactor) |
|
{ |
|
plPXPhysical* physical = (plPXPhysical*)myactor->userData; |
|
if (physical) |
|
{ |
|
bool doReport = physical->DoReportOn(plSimDefs::kGroupAvatar); |
|
if(doReport) |
|
{ |
|
plCollideMsg* msg = new plCollideMsg; |
|
msg->fOtherKey = fOwner; |
|
msg->fEntering = entering; |
|
msg->AddReceiver(physical->GetObjectKey()); |
|
if(!deferUntilNextSim) |
|
{ |
|
DetectorLog("Sending an %s msg to %s" , entering? "entering":"exit", physical->GetObjectKey()->GetName()); |
|
msg->Send(); |
|
} |
|
else |
|
{ |
|
DetectorLog("Queuing an %s msg to %s, which will be sent after the client update" , entering? "entering":"exit", physical->GetObjectKey()->GetName()); |
|
plgDispatch::Dispatch()->MsgQueue(msg); |
|
} |
|
} |
|
} |
|
} |
|
} |
|
DetectorLog("Done informing from plPXPhysicalControllerCore::IInformDetectors"); |
|
} |
|
} |
|
void plPXPhysicalControllerCore::Move(hsVector3 displacement, unsigned int collideWith, unsigned int &collisionResults) |
|
{ |
|
collisionResults=0; |
|
if(fController) |
|
{ |
|
NxVec3 dis(displacement.fX,displacement.fY,displacement.fZ); |
|
NxU32 colFlags = 0; |
|
this->fController->move(dis,collideWith,.00001,colFlags); |
|
if(colFlags&NXCC_COLLISION_DOWN)collisionResults|=kBottom; |
|
if(colFlags&NXCC_COLLISION_UP)collisionResults|=kTop; |
|
if(colFlags&&NXCC_COLLISION_SIDES)collisionResults|=kSides; |
|
} |
|
return; |
|
} |
|
void plPXPhysicalControllerCore::Enable(bool enable) |
|
{ |
|
if (fEnabled != enable) |
|
{ |
|
fEnabled = enable; |
|
if (fEnabled) |
|
fEnableChanged = true; |
|
else |
|
{ |
|
// See ISendUpdates for why we don't re-enable right away |
|
fController->setCollision(fEnabled); |
|
} |
|
} |
|
} |
|
|
|
void plPXPhysicalControllerCore::SetSubworld(plKey world) |
|
{ |
|
if (fWorldKey != world) |
|
{ |
|
bool wasEnabled = fEnabled; |
|
#ifdef USE_PHYSX_CONVEXHULL_WORKAROUND |
|
// PHYSX FIXME - before leaving this world, sending leaving detector events if we are inside a convex hull detector |
|
hsPoint3 pos; |
|
IGetPositionSim(pos); |
|
plSimulationMgr::GetInstance()->UpdateDetectorsInScene(fWorldKey,GetOwner(),pos,false); |
|
#endif // USE_PHYSX_CONVEXHULL_WORKAROUND |
|
//need to inform detectors in the old world that we are leaving |
|
IInformDetectors(false); |
|
//done informing old world |
|
SimLog("Changing subworlds!"); |
|
IDeleteController(); |
|
SimLog("Deleted old controller"); |
|
fWorldKey = world; |
|
if (GetSubworldCI()) |
|
fPrevSubworldW2L = GetSubworldCI()->GetWorldToLocal(); |
|
// Update our subworld position and rotation |
|
const plCoordinateInterface* subworldCI = GetSubworldCI(); |
|
if (subworldCI) |
|
{ |
|
const hsMatrix44& w2s = fPrevSubworldW2L; |
|
hsMatrix44 l2s = w2s * fLastGlobalLoc; |
|
l2s.GetTranslate(&fLocalPosition); |
|
fLocalRotation.SetFromMatrix44(l2s); |
|
} |
|
else |
|
{ |
|
fLastGlobalLoc.GetTranslate(&fLocalPosition); |
|
fLocalRotation.SetFromMatrix44(fLastGlobalLoc); |
|
} |
|
hsMatrix44 w2l; |
|
fLastGlobalLoc.GetInverse(&w2l); |
|
if (fProxyGen) |
|
fProxyGen->SetTransform(fLastGlobalLoc, w2l); |
|
// Update the physical position |
|
SimLog("creating new controller"); |
|
hsPoint3 PositionPlusOffset=fLocalPosition; |
|
PositionPlusOffset.fZ +=kPhysZOffset; |
|
//placing new controller and kinematic in the appropriate location |
|
ICreateController(PositionPlusOffset); |
|
RebuildCache(); |
|
} |
|
} |
|
const plCoordinateInterface* plPXPhysicalControllerCore::GetSubworldCI() const |
|
{ |
|
if (fWorldKey) |
|
{ |
|
plSceneObject* so = plSceneObject::ConvertNoRef(fWorldKey->ObjectIsLoaded()); |
|
if (so) |
|
return so->GetCoordinateInterface(); |
|
} |
|
return nil; |
|
} |
|
// For the avatar SDL only |
|
void plPXPhysicalControllerCore::GetState(hsPoint3& pos, float& zRot) |
|
{ |
|
// Temporarily use the position point while we get the z rotation |
|
fLocalRotation.NormalizeIfNeeded(); |
|
fLocalRotation.GetAngleAxis(&zRot, (hsVector3*)&pos); |
|
|
|
if (pos.fZ < 0) |
|
zRot = (2 * M_PI) - zRot; // axis is backwards, so reverse the angle too |
|
|
|
pos = fLocalPosition; |
|
|
|
} |
|
|
|
void plPXPhysicalControllerCore::SetState(const hsPoint3& pos, float zRot) |
|
{ |
|
plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded()); |
|
if (so) |
|
{ |
|
hsQuat worldRot; |
|
hsVector3 zAxis(0.f, 0.f, 1.f); |
|
worldRot.SetAngleAxis(zRot, zAxis); |
|
|
|
hsMatrix44 l2w, w2l; |
|
worldRot.MakeMatrix(&l2w); |
|
l2w.SetTranslate(&pos); |
|
|
|
// Localize new position and rotation to global coords if we're in a subworld |
|
const plCoordinateInterface* ci = GetSubworldCI(); |
|
if (ci) |
|
{ |
|
const hsMatrix44& subworldL2W = ci->GetLocalToWorld(); |
|
l2w = subworldL2W * l2w; |
|
} |
|
l2w.GetInverse(&w2l); |
|
so->SetTransform(l2w, w2l); |
|
so->FlushTransform(); |
|
} |
|
} |
|
// kinematic stuff .... should be just for when playing a behavior... |
|
void plPXPhysicalControllerCore::Kinematic(bool state) |
|
{ |
|
if (fKinematic != state) |
|
{ |
|
fKinematic = state; |
|
if (fKinematic) |
|
{ |
|
// See ISendUpdates for why we don't re-enable right away |
|
fController->setCollision(false); |
|
#ifdef PHYSX_KINEMATIC_IS_DISABLED |
|
fKinematicActor->clearActorFlag(NX_AF_DISABLE_COLLISION); |
|
#endif |
|
} |
|
else |
|
{ |
|
fKinematicChanged = true; |
|
} |
|
} |
|
} |
|
bool plPXPhysicalControllerCore::IsKinematic() |
|
{ |
|
return fKinematic; |
|
} |
|
void plPXPhysicalControllerCore::GetKinematicPosition(hsPoint3& pos) |
|
{ |
|
pos.Set(-1,-1,-1); |
|
if ( fKinematicActor ) |
|
{ |
|
NxVec3 klPos = fKinematicActor->getGlobalPosition(); |
|
pos.Set(float(klPos.x), float(klPos.y), float(klPos.z) - kPhysZOffset); |
|
} |
|
} |
|
void plPXPhysicalControllerCore::UpdatePoststep( float delSecs) |
|
{ |
|
// Apparently the user data field of the controllers is broken |
|
// uint32_t count = gControllerMgr.getNbControllers(); |
|
// NxController* controllers = (NxController*)gControllerMgr.getControllers(); |
|
// |
|
// for (int i = 0; i < count; i++) |
|
// { |
|
// plPXPhysicalController* ac = (plPXPhysicalController*)controllers[i].getAppData(); |
|
for (int i = 0; i < gControllers.size(); i++) |
|
{ |
|
plPXPhysicalControllerCore* ac = gControllers[i]; |
|
|
|
hsAssert(ac, "Bad avatar controller"); |
|
|
|
gControllerMgr.updateControllers(); |
|
if(ac->fMovementInterface) |
|
ac->Update(delSecs); |
|
|
|
if (ac->GetSubworldCI()) |
|
ac->fPrevSubworldW2L = ac->GetSubworldCI()->GetWorldToLocal(); |
|
else |
|
{ |
|
if (!ac->fPrevSubworldW2L.IsIdentity()) |
|
ac->fPrevSubworldW2L.Reset(); |
|
} |
|
} |
|
} |
|
void plPXPhysicalControllerCore::UpdatePrestep(float delSecs) |
|
{ |
|
for (int i = 0; i < gControllers.size(); i++) |
|
{ |
|
plPXPhysicalControllerCore* ac = gControllers[i]; |
|
|
|
hsAssert(ac, "Bad avatar controller"); |
|
//FIXME |
|
#ifndef PLASMA_EXTERNAL_RELEASE |
|
ac->fDbgCollisionInfo.SetCount(0); |
|
#endif // PLASMA_EXTERNAL_RELEASE |
|
|
|
if (gRebuildCache&&ac->fController) |
|
ac->fController->reportSceneChanged(); |
|
//hsAssert(ac->fMovementInterface,"Updating a controller with out a movement strategy"); |
|
if(ac) |
|
{ |
|
if(ac->fNeedsResize)ac->IHandleResize(); |
|
ac->Apply(delSecs); |
|
} |
|
#ifndef PLASMA_EXTERNAL_RELEASE |
|
if (fDebugDisplay) |
|
ac->IDrawDebugDisplay(); |
|
#endif // PLASMA_EXTERNAL_RELEASE |
|
} |
|
gRebuildCache = false; |
|
} |
|
void plPXPhysicalControllerCore::UpdatePostSimStep(float delSecs) |
|
{ |
|
for (int i = 0; i < gControllers.size(); i++) |
|
{ |
|
plPXPhysicalControllerCore* ac = gControllers[i]; |
|
hsAssert(ac, "Bad avatar controller"); |
|
ac->PostStep(delSecs); |
|
|
|
} |
|
} |
|
void plPXPhysicalControllerCore::HandleEnableChanged() |
|
{ |
|
fEnableChanged = false; |
|
if(this->fBehavingLikeAnimatedPhys) |
|
{ |
|
fController->setCollision(fEnabled); |
|
} |
|
else |
|
{ |
|
fController->setCollision(false); |
|
} |
|
#ifdef USE_PHYSX_CONVEXHULL_WORKAROUND |
|
// PHYSX FIXME - after re-enabling check to see if we are inside any convex hull detector regions |
|
hsPoint3 pos; |
|
IGetPositionSim(pos); |
|
plSimulationMgr::GetInstance()->UpdateDetectorsInScene(fWorldKey,GetOwner(),pos,fEnabled); |
|
#endif // USE_PHYSX_CONVEXHULL_WORKAROUND |
|
//IInformDetectors(true); |
|
} |
|
|
|
void plPXPhysicalControllerCore::HandleKinematicChanged() |
|
{ |
|
fKinematicChanged = false; |
|
if(this->fBehavingLikeAnimatedPhys) |
|
{ |
|
fController->setCollision(true); |
|
} |
|
else |
|
{ |
|
fController->setCollision(false); |
|
} |
|
#ifdef PHYSX_KINEMATIC_IS_DISABLED |
|
fKinematicActor->raiseActorFlag(NX_AF_DISABLE_COLLISION); |
|
#endif // PHYSX_KINEMATIC_IS_DISABLED |
|
} |
|
void plPXPhysicalControllerCore::HandleKinematicEnableNextUpdate() |
|
{ |
|
fKinematicActor->clearActorFlag(NX_AF_DISABLE_COLLISION); |
|
fKinematicEnableNextUpdate = false; |
|
} |
|
void plPXPhysicalControllerCore::IHandleResize() |
|
{ |
|
|
|
uint32_t collideFlags = |
|
1<<plSimDefs::kGroupStatic | |
|
1<<plSimDefs::kGroupAvatarBlocker | |
|
1<<plSimDefs::kGroupDynamic; |
|
if(!IsSeeking()) |
|
{ |
|
collideFlags|=(1<<plSimDefs::kGroupExcludeRegion); |
|
} |
|
NxScene* myscene = plSimulationMgr::GetInstance()->GetScene(this->fWorldKey); |
|
// NxShape** response=new NxShape*[2]; |
|
|
|
NxVec3 center(fLocalPosition.fX,fLocalPosition.fY,fLocalPosition.fZ+fPreferedRadius); |
|
NxSegment Seg(center,center); |
|
const NxCapsule newCap(Seg,fPreferedRadius); |
|
int numintersect =myscene->checkOverlapCapsule(newCap,NX_ALL_SHAPES,collideFlags); |
|
//with new capsule dimensions check for overlap |
|
//with objects we would collide with |
|
|
|
if(numintersect==0) |
|
{ |
|
fHeight=fPreferedHeight; |
|
fRadius=fPreferedRadius; |
|
fController->setRadius(fRadius); |
|
fController->setHeight(fHeight); |
|
|
|
fNeedsResize=false; |
|
} |
|
|
|
// delete[] response; |
|
} |
|
void plPXPhysicalControllerCore::SetControllerDimensions(float radius, float height) |
|
{ |
|
fNeedsResize=false; |
|
if(fRadius!=radius) |
|
{ |
|
fNeedsResize=true; |
|
} |
|
if(fHeight!=height) |
|
{ |
|
fNeedsResize=true; |
|
} |
|
fPreferedRadius=radius; |
|
fPreferedHeight=height; |
|
} |
|
|
|
void plPXPhysicalControllerCore::LeaveAge() |
|
{ |
|
SetPushingPhysical(nil); |
|
if(fWorldKey) this->SetSubworld(nil); |
|
this->fMovementInterface->LeaveAge(); |
|
} |
|
int plPXPhysicalControllerCore::SweepControllerPath(const hsPoint3& startPos, const hsPoint3& endPos, hsBool vsDynamics, hsBool vsStatics, |
|
uint32_t& vsSimGroups, std::multiset< plControllerSweepRecord >& WhatWasHitOut) |
|
{ |
|
NxCapsule tempCap; |
|
tempCap.p0 =plPXConvert::Point( startPos); |
|
tempCap.p0.z = tempCap.p0.z + fPreferedRadius; |
|
tempCap.radius = fPreferedRadius ; |
|
tempCap.p1 = tempCap.p0; |
|
tempCap.p1.z = tempCap.p1.z + fPreferedHeight; |
|
|
|
NxVec3 vec; |
|
vec.x = endPos.fX - startPos.fX; |
|
vec.y = endPos.fY - startPos.fY; |
|
vec.z = endPos.fZ - startPos.fZ; |
|
|
|
int numberofHits = 0; |
|
int HitsReturned = 0; |
|
WhatWasHitOut.clear(); |
|
NxScene *myscene = plSimulationMgr::GetInstance()->GetScene(fWorldKey); |
|
NxSweepQueryHit whatdidIhit[10]; |
|
unsigned int flags = NX_SF_ALL_HITS; |
|
if(vsDynamics) |
|
flags |= NX_SF_DYNAMICS; |
|
if(vsStatics) |
|
flags |= NX_SF_STATICS; |
|
numberofHits = myscene->linearCapsuleSweep(tempCap, vec, flags, nil, 10, whatdidIhit, nil, vsSimGroups); |
|
if(numberofHits) |
|
{//we hit a dynamic object lets make sure it is not animatable |
|
for(int i=0; i<numberofHits; i++) |
|
{ |
|
plControllerSweepRecord CurrentHit; |
|
CurrentHit.ObjHit=(plPhysical*)whatdidIhit[i].hitShape->getActor().userData; |
|
CurrentHit.Norm.fX = whatdidIhit[i].normal.x; |
|
CurrentHit.Norm.fY = whatdidIhit[i].normal.y; |
|
CurrentHit.Norm.fZ = whatdidIhit[i].normal.z; |
|
if(CurrentHit.ObjHit != nil) |
|
{ |
|
hsPoint3 where; |
|
where.fX = whatdidIhit[i].point.x; |
|
where.fY = whatdidIhit[i].point.y; |
|
where.fZ = whatdidIhit[i].point.z; |
|
CurrentHit.locHit = where; |
|
CurrentHit.TimeHit = whatdidIhit[i].t ; |
|
WhatWasHitOut.insert(CurrentHit); |
|
HitsReturned++; |
|
} |
|
} |
|
} |
|
|
|
return HitsReturned; |
|
} |
|
void plPXPhysicalControllerCore::BehaveLikeAnimatedPhysical(hsBool actLikeAnAnimatedPhys) |
|
{ |
|
hsAssert(fKinematicActor, "Changing behavior, but plPXPhysicalControllerCore has no Kinematic actor associated with it"); |
|
if(fBehavingLikeAnimatedPhys!=actLikeAnAnimatedPhys) |
|
{ |
|
fBehavingLikeAnimatedPhys=actLikeAnAnimatedPhys; |
|
if(fKinematicActor) |
|
{ |
|
if(actLikeAnAnimatedPhys) |
|
{ |
|
//need to set BX Kinematic if true and kill any rotation |
|
fController->setCollision(fEnabled); |
|
fKinematicActor->raiseBodyFlag(NX_BF_KINEMATIC); |
|
fKinematicActor->clearBodyFlag(NX_BF_FROZEN_ROT); |
|
fKinematicActor->raiseBodyFlag(NX_BF_DISABLE_GRAVITY); |
|
} |
|
else |
|
{ |
|
//don't really use the controller now don't bother with collisions |
|
fController->setCollision(false); |
|
fKinematicActor->clearBodyFlag(NX_BF_KINEMATIC); |
|
fKinematicActor->raiseBodyFlag(NX_BF_FROZEN_ROT_X); |
|
fKinematicActor->raiseBodyFlag(NX_BF_FROZEN_ROT_Y); |
|
fKinematicActor->clearBodyFlag(NX_BF_DISABLE_GRAVITY); |
|
|
|
|
|
} |
|
} |
|
} |
|
} |
|
|
|
hsBool plPXPhysicalControllerCore::BehavingLikeAnAnimatedPhysical() |
|
{ |
|
hsAssert(fKinematicActor, "plPXPhysicalControllerCore is missing a kinematic actor"); |
|
return fBehavingLikeAnimatedPhys; |
|
} |
|
|
|
void plPXPhysicalControllerCore::SetLinearVelocity(const hsVector3& linearVel) |
|
{ |
|
plPhysicalControllerCore::SetLinearVelocity(linearVel); |
|
if(fKinematicActor && !fBehavingLikeAnimatedPhys) |
|
{ |
|
NxVec3 vel= plPXConvert::Vector(linearVel); |
|
fKinematicActor->setLinearVelocity(vel); |
|
} |
|
} |
|
void plPXPhysicalControllerCore::SetAngularVelocity(const float angvel) |
|
{ |
|
plPhysicalControllerCore::SetAngularVelocity(angvel); |
|
if(fKinematicActor && !fBehavingLikeAnimatedPhys) |
|
{ |
|
NxVec3 vel(0.0f, 0.0f, angvel); |
|
fKinematicActor->setAngularVelocity(vel); |
|
} |
|
} |
|
void plPXPhysicalControllerCore::SetVelocities(const hsVector3& linearVel, float angVel) |
|
{ |
|
SetLinearVelocity(linearVel); |
|
SetAngularVelocity(angVel); |
|
} |
|
|
|
void plPXPhysicalControllerCore::IMatchControllerToKinematic() |
|
{ |
|
NxExtendedVec3 newpos; |
|
NxVec3 pos=fKinematicActor->getGlobalPosition(); |
|
newpos.x=pos.x; |
|
newpos.y=pos.y; |
|
newpos.z=pos.z; |
|
fController->setPosition(newpos); |
|
} |
|
const hsVector3& plPXPhysicalControllerCore::GetLinearVelocity() |
|
{ |
|
if(BehavingLikeAnAnimatedPhysical()) |
|
return fLinearVelocity; |
|
else |
|
{ |
|
fLinearVelocity = plPXConvert::Vector(fKinematicActor->getLinearVelocity()); |
|
return fLinearVelocity; |
|
} |
|
} |
|
|
|
// Make a visible object that can be viewed by users for debugging purposes. |
|
plDrawableSpans* plPXPhysicalControllerCore::CreateProxy(hsGMaterial* mat, hsTArray<uint32_t>& idx, plDrawableSpans* addTo) |
|
{ |
|
plDrawableSpans* myDraw = addTo; |
|
hsBool blended = ((mat->GetLayer(0)->GetBlendFlags() & hsGMatState::kBlendMask)); |
|
float radius = fRadius; |
|
myDraw = plDrawableGenerator::GenerateSphericalDrawable(fLocalPosition, radius, |
|
mat, fLastGlobalLoc, blended, |
|
nil, &idx, myDraw); |
|
|
|
/* |
|
plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded()); |
|
if (so) |
|
{ |
|
hsBool blended = ((mat->GetLayer(0)->GetBlendFlags() & hsGMatState::kBlendMask)); |
|
|
|
myDraw = plDrawableGenerator::GenerateConicalDrawable(fRadius*10, fHeight*10, |
|
mat, so->GetLocalToWorld(), blended, |
|
nil, &idx, myDraw); |
|
} |
|
*/ |
|
return myDraw; |
|
} |
|
#ifndef PLASMA_EXTERNAL_RELEASE |
|
|
|
void plPXPhysicalControllerCore::IDrawDebugDisplay() |
|
{ |
|
plDebugText &debugTxt = plDebugText::Instance(); |
|
char strBuf[ 2048 ]; |
|
int lineHeight = debugTxt.GetFontSize() + 4; |
|
uint32_t scrnWidth, scrnHeight; |
|
|
|
debugTxt.GetScreenSize( &scrnWidth, &scrnHeight ); |
|
int y = 10; |
|
int x = 10; |
|
|
|
sprintf(strBuf, "Controller Count: %d", gControllers.size()); |
|
debugTxt.DrawString(x, y, strBuf); |
|
y += lineHeight; |
|
|
|
debugTxt.DrawString(x, y, "Avatar Collisions:"); |
|
y += lineHeight; |
|
|
|
int i; |
|
for (i = 0; i < fDbgCollisionInfo.GetCount(); i++) |
|
{ |
|
hsVector3 normal = fDbgCollisionInfo[i].fNormal; |
|
char *overlapStr = fDbgCollisionInfo[i].fOverlap ? "yes" : "no"; |
|
float angle = hsRadiansToDegrees(acos(normal * hsVector3(0, 0, 1))); |
|
sprintf(strBuf, " Obj: %s, Normal: (%.2f, %.2f, %.2f), Angle(%.1f), Overlap(%3s)", |
|
fDbgCollisionInfo[i].fSO->GetKeyName(), |
|
normal.fX, normal.fY, normal.fZ, angle, overlapStr); |
|
debugTxt.DrawString(x, y, strBuf); |
|
y += lineHeight; |
|
} |
|
} |
|
#endif PLASMA_EXTERNAL_RELEASE
|
|
|