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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==*/
#ifndef plPXPhysical_h_inc
#define plPXPhysical_h_inc
#include "plPhysical.h"
#include "hsMatrix44.h"
#include "plPhysical/plSimDefs.h"
#include "hsBitVector.h"
class NxActor;
class NxConvexMesh;
class NxTriangleMesh;
struct hsPoint3;
class hsQuat;
class plPhysicalProxy;
class plDrawableSpans;
class hsGMaterial;
struct hsPlane3;
class plMessage;
class plLOSHit;
class plSimulationMsg;
class plSDLModifier;
class plPhysicalSndGroup;
class plGenRefMsg;
class plSceneObject;
class hsVectorStream;
class NxCapsule;
class PhysRecipe
{
public:
PhysRecipe();
float mass;
float friction;
float restitution;
plSimDefs::Bounds bounds;
plSimDefs::Group group;
uint32_t reportsOn;
plKey objectKey;
plKey sceneNode;
plKey worldKey;
// The local to subworld matrix (or local to world if worldKey is nil)
hsMatrix44 l2s;
NxConvexMesh* convexMesh;
NxTriangleMesh* triMesh;
// For spheres only
float radius;
hsPoint3 offset;
// For Boxes
hsPoint3 bDimensions;
hsPoint3 bOffset;
// For export time only. The original data used to create the mesh
hsVectorStream* meshStream;
};
class plPXPhysical : public plPhysical
{
public:
friend class plSimulationMgr;
enum PhysRefType
{
kPhysRefWorld,
kPhysRefSndGroup
};
plPXPhysical();
virtual ~plPXPhysical();
CLASSNAME_REGISTER(plPXPhysical);
GETINTERFACE_ANY(plPXPhysical, plPhysical);
// Export time and internal use only
bool Init(PhysRecipe& recipe);
virtual void Read(hsStream* s, hsResMgr* mgr);
virtual void Write(hsStream* s, hsResMgr* mgr);
virtual bool MsgReceive(plMessage* msg);
//
// From plPhysical
//
virtual plPhysical& SetProperty(int prop, bool b);
virtual bool GetProperty(int prop) const { return fProps.IsBitSet(prop) != 0; }
virtual void SetObjectKey(plKey key) { fObjectKey = key; }
virtual plKey GetObjectKey() const { return fObjectKey; }
virtual void SetSceneNode(plKey node);
virtual plKey GetSceneNode() const;
virtual bool GetLinearVelocitySim(hsVector3& vel) const;
virtual void SetLinearVelocitySim(const hsVector3& vel);
virtual void ClearLinearVelocity();
virtual bool GetAngularVelocitySim(hsVector3& vel) const;
virtual void SetAngularVelocitySim(const hsVector3& vel);
virtual void SetTransform(const hsMatrix44& l2w, const hsMatrix44& w2l, bool force=false);
virtual void GetTransform(hsMatrix44& l2w, hsMatrix44& w2l);
virtual int GetGroup() const { return fGroup; }
virtual void AddLOSDB(uint16_t flag) { hsSetBits(fLOSDBs, flag); }
virtual void RemoveLOSDB(uint16_t flag) { hsClearBits(fLOSDBs, flag); }
virtual uint16_t GetAllLOSDBs() { return fLOSDBs; }
virtual bool IsInLOSDB(uint16_t flag) { return hsCheckBits(fLOSDBs, flag); }
virtual plKey GetWorldKey() const { return fWorldKey; }
virtual plPhysicalSndGroup* GetSoundGroup() const { return fSndGroup; }
virtual void GetPositionSim(hsPoint3& pos) const { IGetPositionSim(pos); }
virtual void SendNewLocation(bool synchTransform = false, bool isSynchUpdate = false);
virtual void SetHitForce(const hsVector3& force, const hsPoint3& pos) { fWeWereHit=true; fHitForce = force; fHitPos = pos; }
virtual void ApplyHitForce();
virtual void ResetHitForce() { fWeWereHit=false; fHitForce.Set(0,0,0); fHitPos.Set(0,0,0); }
virtual void GetSyncState(hsPoint3& pos, hsQuat& rot, hsVector3& linV, hsVector3& angV);
virtual void SetSyncState(hsPoint3* pos, hsQuat* rot, hsVector3* linV, hsVector3* angV);
virtual void ExcludeRegionHack(bool cleared);
virtual plDrawableSpans* CreateProxy(hsGMaterial* mat, hsTArray<uint32_t>& idx, plDrawableSpans* addTo);
bool DoReportOn(plSimDefs::Group group) const { return hsCheckBits(fReportsOn, 1<<group); }
// Returns true if this object is *really* dynamic. We can have physicals
// that are in the dynamic group but are actually animated or something.
// This weeds those out.
bool IsDynamic() const;
//Hack to check if there is an overlap with the avatar controller
bool OverlapWithController(const class plPXPhysicalControllerCore* controller);
virtual float GetMass() {return fMass;}
protected:
void IGetPositionSim(hsPoint3& pos) const;
void IGetRotationSim(hsQuat& rot) const;
void ISetPositionSim(const hsPoint3& pos);
void ISetRotationSim(const hsQuat& rot);
/** Handle messages about our references. */
bool HandleRefMsg(plGenRefMsg * refM);
/** See if the object is in a valid, non-overlapping position.
A valid overlap is one which is approved by the collision
masking code, i.e. my memberOf has no intersection with your
bounceOff and vice-versa
*/
// Set overlapText to get a string naming all the overlapping physicals (that you must delete)
bool CheckValidPosition(char** overlapText=nil);
/////////////////////////////////////////////////////////////
//
// NETWORK SYNCHRONIZATION
//
/////////////////////////////////////////////////////////////
/** Remember that we need to do a synch soon. */
bool DirtySynchState(const char* SDLStateName, uint32_t synchFlags );
double GetLastSyncTime() { return fLastSyncTime; }
/** Get the simulation transform of the physical, in world
coordinates (factoring in the subworld if necessary */
void IGetTransformGlobal(hsMatrix44 &l2w) const;
void ISetTransformGlobal(const hsMatrix44& l2w);
// Enable/disable collisions and dynamic movement
void IEnable(bool enable);
NxActor* fActor;
plKey fWorldKey; // either a subworld or nil
plSimDefs::Bounds fBoundsType;
plSimDefs::Group fGroup;
uint32_t fReportsOn; // bit vector for groups we report interactions with
uint16_t fLOSDBs; // Which LOS databases we get put into
hsBitVector fProps; // plSimulationInterface::plSimulationProperties kept here
float fMass;
plKey fObjectKey; // the key to our scene object
plKey fSceneNode; // the room we're in
// we need to remember the last matrices we sent to the coordinate interface
// so that we can recognize them when we send them back and not reapply them,
// which would reactivate our body. inelegant but effective
hsMatrix44 fCachedLocal2World;
// Syncronization
double fLastSyncTime;
plSDLModifier* fSDLMod;
plPhysicalSndGroup* fSndGroup;
bool fWeWereHit;
hsVector3 fHitForce;
hsPoint3 fHitPos;
plPhysicalProxy* fProxyGen; // visual proxy for debugging
static int fNumberAnimatedPhysicals;
static int fNumberAnimatedActivators;
};
#endif