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/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
Additional permissions under GNU GPL version 3 section 7
If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
permission to convey the resulting work. Corresponding Source for a
non-source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
#include "plPXPhysicalControllerCore.h"
#include "plgDispatch.h"
#include "plSimulationMgr.h"
#include "plPXPhysical.h"
#include "plPXConvert.h"
#include "pnSceneObject/plSimulationInterface.h"
#include "pnSceneObject/plSceneObject.h"
#include "pnMessage/plCorrectionMsg.h"
#include "plAvatar/plArmatureMod.h"
#include "pnSceneObject/plCoordinateInterface.h"
#include "plDrawable/plDrawableGenerator.h"
#include "plPhysical/plPhysicalProxy.h"
#include "pnMessage/plSetNetGroupIDMsg.h"
#include "plMessage/plCollideMsg.h"
#include "plModifier/plDetectorLog.h"
//#include "NxVecExtendedVec3.h"
#include "NxPhysics.h"
#include "ControllerManager.h"
#include "NxCapsuleController.h"
#include "NxCapsuleShape.h"
#include "plSurface/hsGMaterial.h"
#include "plSurface/plLayerInterface.h"
#ifndef PLASMA_EXTERNAL_RELEASE
#include "plPipeline/plDebugText.h"
#endif
#define kPhysxSkinWidth 0.1f
#define kPhysZOffset ((fRadius + (fHeight / 2)) + kPhysxSkinWidth)
#define kPhysicalHeightFudge 0.0f
#define STEP_OFFSET 1.f
#define kAvatarMass 160.f
#ifndef PLASMA_EXTERNAL_RELEASE
hsBool plPXPhysicalControllerCore::fDebugDisplay = false;
#endif // PLASMA_EXTERNAL_RELEASE
int plPXPhysicalControllerCore::fPXControllersMax = 0;
static ControllerManager gControllerMgr;
static std::vector<plPXPhysicalControllerCore*> gControllers;
static bool gRebuildCache=false;
class PXControllerHitReportWalk : public NxUserControllerHitReport
{
public:
virtual NxControllerAction onShapeHit(const NxControllerShapeHit& hit)
{
plPXPhysicalControllerCore* ac = plPXPhysicalControllerCore::FindController(hit.controller);
NxActor& actor = hit.shape->getActor();
plPXPhysical* phys = (plPXPhysical*)actor.userData;
hsVector3 normal = plPXConvert::Vector(hit.worldNormal);
ac->fMovementInterface->IAddContactNormals(normal);
#ifndef PLASMA_EXTERNAL_RELEASE
plDbgCollisionInfo info;
info.fNormal = normal;
info.fSO = plSceneObject::ConvertNoRef(phys->GetObjectKey()->ObjectIsLoaded());
info.fOverlap = false;
NxShape* const *shapes = hit.controller->getActor()->getShapes();
int numShapes = hit.controller->getActor()->getNbShapes();
int i;
for (i = 0; i < numShapes; i++)
{
// should only be one capsule shape
const NxCapsuleShape *capShape = shapes[i]->isCapsule();
if (capShape)
{
NxCapsule cap;
capShape->getWorldCapsule(cap);
if (hit.shape->checkOverlapCapsule(cap))
info.fOverlap = true;
}
}
ac->fDbgCollisionInfo.Append(info);
#endif PLASMA_EXTERNAL_RELEASE
// If the avatar hit a movable physical, apply some force to it.
hsVector3 dir = plPXConvert::Vector(hit.dir);
float dirdotup=dir.fZ;
hsPoint3 pos((float)hit.worldPos.x, (float)hit.worldPos.y, (float)hit.worldPos.z);
NxExtendedVec3 controllerPos=hit.controller->getPosition();
hsVector3 bottomOfTheCapsule((float)controllerPos.x,(float)controllerPos.y,(float)controllerPos.z);
bottomOfTheCapsule.fZ=bottomOfTheCapsule.fZ-(ac->fHeight/2.0f + ac->fRadius);
if (actor.isDynamic() && phys )
{
if((hit.worldPos.z- bottomOfTheCapsule.fZ)<=ac->fRadius)//bottom hemisphere
{
// If this is an animated physical, we can stand on it
if (phys->GetProperty(plSimulationInterface::kPhysAnim))
{
if(normal.fZ>=0)
{
//we consider this ground
ac->fMovementInterface->AddOnTopOfObject(phys);
}
}
}
if ( !actor.readBodyFlag(NX_BF_KINEMATIC) && !actor.readBodyFlag(NX_BF_FROZEN))
{
// If this is the local avatar, we need to take ownership of this
// dynamic if we haven't already
if (ac->fLOSDB == plSimDefs::kLOSDBLocalAvatar && !phys->IsLocallyOwned() &&
!phys->GetProperty(plSimulationInterface::kNoOwnershipChange))
{
plSynchedObject* obj = plSynchedObject::ConvertNoRef(phys->GetObjectKey()->ObjectIsLoaded());
obj->SetNetGroupConstant(plNetGroup::kNetGroupLocalPhysicals);
// Tell all the other clients that we own this physical
plSetNetGroupIDMsg* setNetGroupID = new plSetNetGroupIDMsg;
setNetGroupID->fId = plNetGroup::kNetGroupRemotePhysicals;
setNetGroupID->SetBCastFlag(plMessage::kNetPropagate | plMessage::kNetForce);
setNetGroupID->SetBCastFlag(plMessage::kLocalPropagate, false);
setNetGroupID->Send(obj->GetKey());
}
plSimulationMgr::GetInstance()->ConsiderSynch(phys, nil);
// Now, let's impart some force, fool.
// Note: This is a VERY simple implementation. The old one was too hacky and caused weird stuff to happen.
hsVector3 acceleration = (ac->GetLinearVelocity() - plPXConvert::Vector(actor.getLinearVelocity()));
hsVector3 force2impart = acceleration * kAvatarMass;
// Bad things happen if we impart force directly on top of the actor, so let's allow the avatar to run
// over those physicals and not break them. This is mostly an issue with stuff smaller than step size.
if (!force2impart.IsEmpty() && normal.fZ < .90f)
phys->SetHitForce(force2impart, pos);
}
}
else // else if the avatar hit a static
{
return NX_ACTION_NONE;
}
if (phys->GetProperty(plSimulationInterface::kAvAnimPushable))
{
hsQuat inverseRotation = ac->fLocalRotation.Inverse();
hsVector3 normal = plPXConvert::Vector(hit.worldNormal);
ac->SetPushingPhysical( phys);
ac->SetFacingPushingPhysical((inverseRotation.Rotate(&kAvatarForward).InnerProduct(normal) < 0 ? true : false));
}
return NX_ACTION_NONE;
}
virtual NxControllerAction onControllerHit(const NxControllersHit& hit)
{
return NX_ACTION_NONE;
}
} gMyReport;
plPhysicalControllerCore* plPhysicalControllerCore::Create(plKey ownerSO, float height, float width)
{
// Test to see how many controller there already is
if ( !plPXPhysicalControllerCore::fPXControllersMax || plPXPhysicalControllerCore::NumControllers() < plPXPhysicalControllerCore::fPXControllersMax )
{
float radius = width / 2.f;
float realHeight = height - width + kPhysicalHeightFudge;
return new plPXPhysicalControllerCore(ownerSO, realHeight,radius);
}
return nil;
}
//Static Helper Func
plPXPhysicalControllerCore* plPXPhysicalControllerCore::FindController(NxController* controller)
{
for (int i = 0; i < gControllers.size(); i++)
{
plPXPhysicalControllerCore* ac = gControllers[i];
if (ac->fController == controller)
return ac;
}
return nil;
}
void plPXPhysicalControllerCore::RebuildCache(){gRebuildCache=true;}
plPXPhysicalControllerCore* plPXPhysicalControllerCore::GetController(NxActor& actor, bool* isController)
{
*isController = false;
for (int i = 0; i < gControllers.size(); i++)
{
plPXPhysicalControllerCore* ac = gControllers[i];
if (ac->fController && ac->fController->getActor() == &actor)
{
*isController = true;
return ac;
}
if ( ac->fKinematicActor == &actor)
{
return ac;
}
}
return nil;
}
void plPXPhysicalControllerCore::GetWorldSpaceCapsule(NxCapsule& cap) const
{
if(this->fKinematicActor)
{
int numshapes=fKinematicActor->getNbShapes();
if (numshapes==1)
{
//there should only be one shape on a controller
NxShape* const *shapes=fKinematicActor->getShapes();
//and since it is a capsule controller it better be a capsule;
NxCapsuleShape *capShape = shapes[0]->isCapsule();
if(capShape) capShape->getWorldCapsule(cap);
}
}
}
bool plPXPhysicalControllerCore::AnyControllersInThisWorld(plKey world)
{
for (int i = 0; i < gControllers.size(); i++)
{
plPXPhysicalControllerCore* ac = gControllers[i];
if (ac->GetSubworld() == world)
return true;
}
return false;
}
int plPXPhysicalControllerCore::NumControllers()
{
return gControllers.size();
}
int plPXPhysicalControllerCore::GetControllersInThisSubWorld(plKey world, int maxToReturn,plPXPhysicalControllerCore** bufferout)
{
int i=0;
for (int j=0;j<gControllers.size();j++)
{
plPXPhysicalControllerCore* ac = gControllers[i];
if (ac->GetSubworld()==world)
{
if(i<maxToReturn)
{
bufferout[i]=ac;
i++;
}
}
}
return i;
}
int plPXPhysicalControllerCore::GetNumberOfControllersInThisSubWorld(plKey world)
{
int i=0;
for (int j=0;j<gControllers.size();j++)
{
plPXPhysicalControllerCore* ac = gControllers[i];
if (ac->GetSubworld()==world)i++;
}
return i;
}
//
plPXPhysicalControllerCore::plPXPhysicalControllerCore(plKey ownerSO, float height, float radius)
: plPhysicalControllerCore(ownerSO,height,radius)
, fController(nil)
, fProxyGen(nil)
, fKinematicActor(nil)
,fPreferedRadius(radius)
,fPreferedHeight(height)
, fBehavingLikeAnimatedPhys(true)
{
fLocalPosition.Set(0, 0, 0);
fLocalRotation.Set(0, 0, 0, 1);
gControllers.push_back(this);
fLastGlobalLoc.Reset();
ICreateController();
Enable(false);
}
void plPXPhysicalControllerCore::ISetGlobalLoc(const hsMatrix44& l2w)
{
fLastGlobalLoc = l2w;
// Update our subworld position and rotation
const plCoordinateInterface* subworldCI = GetSubworldCI();
if (subworldCI)
{
const hsMatrix44& w2s = fPrevSubworldW2L;
hsMatrix44 l2s = w2s * l2w;
l2s.GetTranslate(&fLocalPosition);
fLocalRotation.SetFromMatrix44(l2s);
}
else
{
l2w.GetTranslate(&fLocalPosition);
fLocalRotation.SetFromMatrix44(l2w);
}
hsMatrix44 w2l;
l2w.GetInverse(&w2l);
if (fProxyGen)
fProxyGen->SetTransform(l2w, w2l);
// Update the physical position
NxExtendedVec3 nxPos(fLocalPosition.fX, fLocalPosition.fY, fLocalPosition.fZ + kPhysZOffset);
fController->setPosition(nxPos);
IMatchKinematicToController();
}
plPXPhysicalControllerCore::~plPXPhysicalControllerCore()
{
IDeleteController();
for (int i = 0; i < gControllers.size(); i++)
{
if (gControllers[i] == this)
{
gControllers.erase(gControllers.begin()+i);
break;
}
}
delete fProxyGen;
}
void plPXPhysicalControllerCore::IMatchKinematicToController()
{
if ( fKinematicActor)
{
NxExtendedVec3 cPos = fController->getPosition();
NxVec3 prevKinPos = fKinematicActor->getGlobalPosition();
NxVec3 kinPos;
kinPos.x = (NxReal)cPos.x;
kinPos.y = (NxReal)cPos.y;
kinPos.z = (NxReal)cPos.z;
if (plSimulationMgr::fExtraProfile)
SimLog("Match setting kinematic from %f,%f,%f to %f,%f,%f",prevKinPos.x,prevKinPos.y,prevKinPos.z,kinPos.x,kinPos.y,kinPos.z );
if (fKinematicActor->readBodyFlag(NX_BF_KINEMATIC))
fKinematicActor->moveGlobalPosition(kinPos);
else
fKinematicActor->setGlobalPosition(kinPos);
}
}
void plPXPhysicalControllerCore::UpdateControllerAndPhysicalRep()
{
if ( fKinematicActor)
{
if(this->fBehavingLikeAnimatedPhys)
{//this means we are moving the controller and then synchnig the kin
NxExtendedVec3 ControllerPos= fController->getPosition();
NxVec3 NewKinPos((NxReal)ControllerPos.x, (NxReal)ControllerPos.y, (NxReal)ControllerPos.z);
if (fKinematicActor->readBodyFlag(NX_BF_KINEMATIC))
{
if (plSimulationMgr::fExtraProfile)
SimLog("Moving kinematic to %f,%f,%f",NewKinPos.x, NewKinPos.y, NewKinPos.z );
// use the position
fKinematicActor->moveGlobalPosition(NewKinPos);
}
else
{
if (plSimulationMgr::fExtraProfile)
SimLog("Setting kinematic to %f,%f,%f", NewKinPos.x, NewKinPos.y, NewKinPos.z );
fKinematicActor->setGlobalPosition(NewKinPos);
}
}
else
{
NxVec3 KinPos= fKinematicActor->getGlobalPosition();
NxExtendedVec3 NewControllerPos(KinPos.x, KinPos.y, KinPos.z);
if (plSimulationMgr::fExtraProfile)
SimLog("Setting Controller to %f,%f,%f", NewControllerPos.x, NewControllerPos.y, NewControllerPos.z );
fController->setPosition(NewControllerPos);
}
hsPoint3 curLocalPos;
GetPositionSim(curLocalPos);
fLocalPosition = curLocalPos;
}
}
void plPXPhysicalControllerCore::MoveKinematicToController(hsPoint3& pos)
{
if ( fKinematicActor)
{
NxVec3 kinPos = fKinematicActor->getGlobalPosition();
if ( abs(kinPos.x-pos.fX) + abs(kinPos.y-pos.fY) + (abs(kinPos.z-pos.fZ+kPhysZOffset)) > 0.0001f)
{
NxVec3 newPos;
newPos.x = (NxReal)pos.fX;
newPos.y = (NxReal)pos.fY;
newPos.z = (NxReal)pos.fZ+kPhysZOffset;
if (fKinematicActor->readBodyFlag(NX_BF_KINEMATIC))
{
if (plSimulationMgr::fExtraProfile)
SimLog("Moving kinematic from %f,%f,%f to %f,%f,%f",pos.fX,pos.fY,pos.fZ+kPhysZOffset,kinPos.x,kinPos.y,kinPos.z );
// use the position
fKinematicActor->moveGlobalPosition(newPos);
}
else
{
if (plSimulationMgr::fExtraProfile)
SimLog("Setting kinematic from %f,%f,%f to %f,%f,%f",pos.fX,pos.fY,pos.fZ+kPhysZOffset,kinPos.x,kinPos.y,kinPos.z );
fKinematicActor->setGlobalPosition(newPos);
}
}
}
}
void plPXPhysicalControllerCore::ISetKinematicLoc(const hsMatrix44& l2w)
{
hsPoint3 kPos;
// Update our subworld position and rotation
const plCoordinateInterface* subworldCI = GetSubworldCI();
if (subworldCI)
{
const hsMatrix44& w2s = subworldCI->GetWorldToLocal();
hsMatrix44 l2s = w2s * l2w;
l2s.GetTranslate(&kPos);
}
else
{
l2w.GetTranslate(&kPos);
}
hsMatrix44 w2l;
l2w.GetInverse(&w2l);
if (fProxyGen)
fProxyGen->SetTransform(l2w, w2l);
// add z offset
kPos.fZ += kPhysZOffset;
// Update the physical position of kinematic
if (fKinematicActor->readBodyFlag(NX_BF_KINEMATIC))
fKinematicActor->moveGlobalPosition(plPXConvert::Point(kPos));
else
fKinematicActor->setGlobalPosition(plPXConvert::Point(kPos));
}
void plPXPhysicalControllerCore::IGetPositionSim(hsPoint3& pos) const
{
if(this->fBehavingLikeAnimatedPhys)
{
const NxExtendedVec3& nxPos = fController->getPosition();
pos.Set(float(nxPos.x), float(nxPos.y), float(nxPos.z) - kPhysZOffset);
}
else
{
NxVec3 Pos = fKinematicActor->getGlobalPosition();
pos.Set(float(Pos.x), float(Pos.y), float(Pos.z) - kPhysZOffset);
}
}
void plPXPhysicalControllerCore::ICreateController()
{
NxScene* scene = plSimulationMgr::GetInstance()->GetScene(fWorldKey);
NxCapsuleControllerDesc desc;
desc.position.x = 0;
desc.position.y = 0;
desc.position.z = -10000; // No one should be building down there... (-2000 is kickable limit)
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 = kAvatarMass;
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
// PhysX HACK TURD: Sometimes, using the ***wrong*** function is desirable...
// Changing this to moveGlobalPose will cause camera regions to fire before linking in.
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::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 = kAvatarMass;
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().c_str());
msg->Send();
}
else
{
DetectorLog("Queuing an %s msg to %s, which will be sent after the client update" , entering? "entering":"exit", physical->GetObjectKey()->GetName().c_str());
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().c_str(),
normal.fX, normal.fY, normal.fZ, angle, overlapStr);
debugTxt.DrawString(x, y, strBuf);
y += lineHeight;
}
}
#endif PLASMA_EXTERNAL_RELEASE