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1280 lines
44 KiB
1280 lines
44 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 "plPXPhysicalController.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 "plSurface/hsGMaterial.h" |
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#include "plSurface/plLayerInterface.h"" |
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#include "plMessage/plCollideMsg.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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#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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#include "plPipeline/plDebugText.h" |
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hsBool plPXPhysicalController::fDebugDisplay = false; |
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#endif // PLASMA_EXTERNAL_RELEASE |
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static ControllerManager gControllerMgr; |
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static std::vector<plPXPhysicalController*> gControllers; |
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static bool gRebuildCache = false; |
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// KLUDGE: From plPXPhysical.cpp |
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bool CompareMatrices(const hsMatrix44 &matA, const hsMatrix44 &matB, float tolerance); |
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plPhysicalController* plPhysicalController::Create(plKey ownerSO, hsScalar height, hsScalar width) |
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{ |
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hsScalar radius = width / 2.f; |
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//hsScalar realHeight = height - width; |
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hsScalar realHeight = height - radius + kPhysicalHeightFudge; |
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return new plPXPhysicalController(ownerSO, radius, realHeight); |
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} |
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////////////////////////////////////////////////////////////////////////// |
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plPXPhysicalController* plPXPhysicalController::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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plPXPhysicalController* 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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plPXPhysicalController* plPXPhysicalController::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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plPXPhysicalController* 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 plPXPhysicalController::GetWorldSpaceCapsule(NxCapsule& cap) |
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{ |
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if(fController){ |
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int numshapes=fController->getActor()->getNbShapes(); |
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if (numshapes==1) |
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{//there should only be one shape on a controller |
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NxShape* const *shapes=fController->getActor()->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 plPXPhysicalController::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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plPXPhysicalController* 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 plPXPhysicalController::NumControllers() |
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{ |
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return gControllers.size(); |
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} |
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int plPXPhysicalController::GetControllersInThisSubWorld(plKey world, int maxToReturn,plPXPhysicalController** 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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plPXPhysicalController* 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 plPXPhysicalController::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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plPXPhysicalController* 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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void plPXPhysicalController::Update(bool prestep, hsScalar delSecs) |
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{ |
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// Apparently the user data field of the controllers is broken |
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// uint32_t count = gControllerMgr.getNbControllers(); |
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// NxController* controllers = (NxController*)gControllerMgr.getControllers(); |
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// |
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// for (int i = 0; i < count; i++) |
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// { |
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// plPXPhysicalController* ac = (plPXPhysicalController*)controllers[i].getAppData(); |
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for (int i = 0; i < gControllers.size(); i++) |
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{ |
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plPXPhysicalController* ac = gControllers[i]; |
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hsAssert(ac, "Bad avatar controller"); |
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if (prestep) |
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{ |
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if (gRebuildCache) |
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ac->fController->reportSceneChanged(); |
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ac->IApply(delSecs); |
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} |
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else |
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{ |
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gControllerMgr.updateControllers(); |
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ac->ISendUpdates(delSecs); |
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if (ac->GetSubworldCI()) |
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ac->fPrevSubworldW2L = ac->GetSubworldCI()->GetWorldToLocal(); |
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else |
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{ |
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if (!ac->fPrevSubworldW2L.IsIdentity()) |
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ac->fPrevSubworldW2L.Reset(); |
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} |
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} |
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} |
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gRebuildCache = false; |
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} |
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void plPXPhysicalController::RebuildCache() |
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{ |
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gRebuildCache = true; |
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} |
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void plPXPhysicalController::IInformDetectors(bool entering) |
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{ |
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static const NxU32 DetectorFlag= 1<<plSimDefs::kGroupDetector; |
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if (fController) |
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{ |
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NxScene* scene = plSimulationMgr::GetInstance()->GetScene(fWorldKey); |
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int kNumofShapesToStore=30; |
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NxCapsule cap; |
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GetWorldSpaceCapsule(cap); |
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NxShape* shapes[30]; |
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int numCollided=scene->overlapCapsuleShapes(cap,NX_ALL_SHAPES,kNumofShapesToStore,shapes,NULL,DetectorFlag,NULL,true); |
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for (int i=0;i<numCollided;i++) |
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{ |
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NxActor* myactor=&(shapes[i]->getActor()); |
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if (myactor) |
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{ |
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plPXPhysical* physical = (plPXPhysical*)myactor->userData; |
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if (physical) |
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{ |
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plCollideMsg* msg = new plCollideMsg; |
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msg->fOtherKey = fOwner; |
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msg->fEntering = entering; |
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msg->AddReceiver(physical->GetKey()); |
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msg->Send(); |
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} |
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} |
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} |
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} |
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} |
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////////////////////////////////////////////////////////////////////////// |
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class PXControllerHitReport : 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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plPXPhysicalController* ac = plPXPhysicalController::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 hsScalar SlopeLimit = kSLOPELIMIT; |
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hsVector3 normal = plPXConvert::Vector(hit.worldNormal); |
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hsScalar dot = normal * kAvatarUp; |
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if ( dot < SlopeLimit ) |
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ac->AddSlidingNormal(normal); |
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else |
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ac->GroundHit(); |
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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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if (actor.isDynamic() ) |
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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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hsVector3 dir = plPXConvert::Vector(hit.dir); |
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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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if (dir.fZ < 0) |
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{ |
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dir.fZ = 0; |
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dir.Normalize(); |
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} |
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if (!dir.IsEmpty()) |
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{ |
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static hsScalar kForceScale = 5.f; |
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//static hsScalar kForceScale = 4.f; |
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NxF32 coeff = actor.getMass() * hit.length * kForceScale; |
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hsPoint3 pos((hsScalar)hit.worldPos.x, (hsScalar)hit.worldPos.y, (hsScalar)hit.worldPos.z); |
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phys->SetHitForce((dir*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->fPushingPhysical = phys; |
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ac->fFacingPushingPhysical = (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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////////////////////////////////////////////////////////////////////////// |
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const hsScalar plPXPhysicalController::kAirTimeThreshold = .1f; // seconds |
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plPXPhysicalController::plPXPhysicalController(plKey ownerSO, hsScalar radius, hsScalar height) |
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: fOwner(ownerSO) |
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, fWorldKey(nil) |
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, fRadius(radius) |
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, fHeight(height) |
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, fController(nil) |
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, fLinearVelocity(0, 0, 0) |
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, fAngularVelocity(0) |
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, fAchievedLinearVelocity(0, 0, 0) |
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, fLocalPosition(0, 0, 0) |
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, fLocalRotation(0, 0, 0, 1) |
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, fEnable(true) |
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, fEnableChanged(false) |
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, fLOSDB(plSimDefs::kLOSDBNone) |
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, fGroundHit(false) |
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, fFalseGround(false) |
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, fTimeInAir(0) |
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, fPushingPhysical(nil) |
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, fFacingPushingPhysical(false) |
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, fProxyGen(nil) |
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, fKinematicActor(nil) |
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, fKinematic(false) |
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, fKinematicChanged(false) |
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, fKinematicEnableNextUpdate(false) |
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, fHitHead(false) |
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{ |
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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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plPXPhysicalController::~plPXPhysicalController() |
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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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// WARNING: If this is an armatureMod, it'll have its own idea about when |
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// physics should be enabled/disabled. Use plArmatureModBase::EnablePhysics() instead. |
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void plPXPhysicalController::Enable(bool enable) |
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{ |
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if (fEnable != enable) |
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{ |
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fEnable = enable; |
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if (fEnable) |
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fEnableChanged = true; |
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else |
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{ |
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// See ISendUpdates for why we don't re-enable right away |
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fController->setCollision(fEnable); |
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} |
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} |
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} |
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void plPXPhysicalController::AddSlidingNormal(hsVector3 vec) |
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{ |
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// We get lots of duplicates, so check. |
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int i; |
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for (i = 0; i < fSlidingNormals.GetCount(); i++) |
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{ |
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if (hsABS(fSlidingNormals[i].fX - vec.fX) <= .01 && |
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hsABS(fSlidingNormals[i].fY - vec.fY) <= .01 && |
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hsABS(fSlidingNormals[i].fZ - vec.fZ) <= .01) |
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{ |
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return; |
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} |
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} |
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fSlidingNormals.Append(vec); |
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} |
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void plPXPhysicalController::IGetPositionSim(hsPoint3& pos) const |
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{ |
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const NxExtendedVec3& nxPos = fController->getPosition(); |
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pos.Set(hsScalar(nxPos.x), hsScalar(nxPos.y), hsScalar(nxPos.z) - kPhysZOffset); |
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} |
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void plPXPhysicalController::SetSubworld(plKey world) |
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{ |
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if (fWorldKey != world) |
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{ |
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bool wasEnabled = fEnable; |
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#ifdef USE_PHYSX_CONVEXHULL_WORKAROUND |
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// PHYSX FIXME - before leaving this world, sending leaving detector events if we are inside a convex hull detector |
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hsPoint3 pos; |
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IGetPositionSim(pos); |
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plSimulationMgr::GetInstance()->UpdateDetectorsInScene(fWorldKey,GetOwner(),pos,false); |
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#endif // USE_PHYSX_CONVEXHULL_WORKAROUND |
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//need to inform detectors in the old world that we are leaving |
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//IInformDetectors(false); |
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//done informing old world |
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IDeleteController(); |
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fWorldKey = world; |
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ICreateController(); |
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if (wasEnabled) |
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Enable(false); |
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// need to disable the kinematic also so that it doesn't trip over random detector regions |
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fKinematicActor->raiseActorFlag(NX_AF_DISABLE_COLLISION); |
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hsMatrix44 globalLoc = fLastGlobalLoc; |
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if (GetSubworldCI()) |
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fPrevSubworldW2L = GetSubworldCI()->GetWorldToLocal(); |
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ISetGlobalLoc(globalLoc); |
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// we need to let the re-enable code put thing in order... so that 0,0,0 is not triggered and ISendUpdates do the enable and update detectors |
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if (wasEnabled) |
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Enable(true); |
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// and then re-enable the kinematic on the next update (ISendUpdates) |
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fKinematicEnableNextUpdate = true; |
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plPXPhysicalController::RebuildCache(); |
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} |
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} |
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const plCoordinateInterface* plPXPhysicalController::GetSubworldCI() const |
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{ |
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if (fWorldKey) |
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{ |
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plSceneObject* so = plSceneObject::ConvertNoRef(fWorldKey->ObjectIsLoaded()); |
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if (so) |
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return so->GetCoordinateInterface(); |
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} |
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return nil; |
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} |
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void plPXPhysicalController::GetState(hsPoint3& pos, float& zRot) |
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{ |
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// Temporarily use the position point while we get the z rotation |
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fLocalRotation.NormalizeIfNeeded(); |
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fLocalRotation.GetAngleAxis(&zRot, (hsVector3*)&pos); |
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if (pos.fZ < 0) |
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zRot = (2 * hsScalarPI) - zRot; // axis is backwards, so reverse the angle too |
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pos = fLocalPosition; |
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} |
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void plPXPhysicalController::SetState(const hsPoint3& pos, float zRot) |
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{ |
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plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded()); |
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if (so) |
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{ |
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hsQuat worldRot; |
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hsVector3 zAxis(0.f, 0.f, 1.f); |
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worldRot.SetAngleAxis(zRot, zAxis); |
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hsMatrix44 l2w, w2l; |
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worldRot.MakeMatrix(&l2w); |
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l2w.SetTranslate(&pos); |
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// Localize new position and rotation to global coords if we're in a subworld |
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const plCoordinateInterface* ci = GetSubworldCI(); |
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if (ci) |
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{ |
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const hsMatrix44& subworldL2W = ci->GetLocalToWorld(); |
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l2w = subworldL2W * l2w; |
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} |
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l2w.GetInverse(&w2l); |
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so->SetTransform(l2w, w2l); |
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so->FlushTransform(); |
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} |
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} |
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void plPXPhysicalController::ISetGlobalLoc(const hsMatrix44& l2w) |
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{ |
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fLastGlobalLoc = l2w; |
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|
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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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|
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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); |
|
} |
|
|
|
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(); |
|
} |
|
|
|
void plPXPhysicalController::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 ); |
|
fKinematicActor->setGlobalPosition(kinPos); |
|
} |
|
} |
|
|
|
void plPXPhysicalController::IMoveKinematicToController(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 (fEnable || fKinematic) |
|
{ |
|
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 plPXPhysicalController::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 (fEnable || fKinematic) |
|
fKinematicActor->moveGlobalPosition(plPXConvert::Point(kPos)); |
|
else |
|
fKinematicActor->setGlobalPosition(plPXConvert::Point(kPos)); |
|
} |
|
|
|
|
|
void plPXPhysicalController::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 plPXPhysicalController::IsKinematic() |
|
{ |
|
if (fKinematicActor) |
|
{ |
|
#ifdef PHYSX_KINEMATIC_IS_DISABLED |
|
if (!fKinematicActor->readActorFlag(NX_AF_DISABLE_COLLISION)) |
|
return true; |
|
#else |
|
return fKinematic; |
|
#endif |
|
} |
|
return false; |
|
} |
|
|
|
void plPXPhysicalController::GetKinematicPosition(hsPoint3& pos) |
|
{ |
|
pos.Set(-1,-1,-1); |
|
if ( fKinematicActor ) |
|
{ |
|
NxVec3 klPos = fKinematicActor->getGlobalPosition(); |
|
pos.Set(hsScalar(klPos.x), hsScalar(klPos.y), hsScalar(klPos.z) - kPhysZOffset); |
|
} |
|
} |
|
|
|
|
|
void plPXPhysicalController::IApply(hsScalar delSecs) |
|
{ |
|
/*static const uint32_t collideFlags = |
|
1<<plSimDefs::kGroupStatic | |
|
1<<plSimDefs::kGroupAvatarBlocker | |
|
1<<plSimDefs::kGroupDynamic;*/ |
|
uint32_t collideFlags = |
|
1<<plSimDefs::kGroupStatic | |
|
1<<plSimDefs::kGroupAvatarBlocker | |
|
1<<plSimDefs::kGroupDynamic; |
|
if(!fSeeking) |
|
{ |
|
collideFlags|=(1<<plSimDefs::kGroupExcludeRegion); |
|
} |
|
int i; |
|
if (fKinematic) |
|
{ |
|
// first apply sceneobject update to the kinematic |
|
plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded()); |
|
if (so) |
|
{ |
|
// If we've been moved since the last physics update (somebody warped us), |
|
// update the physics before we apply velocity. |
|
const hsMatrix44& l2w = so->GetCoordinateInterface()->GetLocalToWorld(); |
|
if (!CompareMatrices(l2w, fLastGlobalLoc, .0001f)) |
|
{ |
|
ISetKinematicLoc(l2w); |
|
} |
|
} |
|
// then jump out |
|
return; |
|
} |
|
|
|
if (!fEnable) |
|
return; |
|
|
|
bool gotGroundHit = fGroundHit; |
|
fGroundHit = false; |
|
|
|
fPushingPhysical = nil; |
|
fFacingPushingPhysical = false; |
|
|
|
plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded()); |
|
if (so) |
|
{ |
|
// If we've been moved since the last physics update (somebody warped us), |
|
// update the physics before we apply velocity. |
|
const hsMatrix44& l2w = so->GetCoordinateInterface()->GetLocalToWorld(); |
|
if (!CompareMatrices(l2w, fLastGlobalLoc, .0001f)) |
|
ISetGlobalLoc(l2w); |
|
|
|
// Convert our avatar relative velocity to subworld relative |
|
if (!fLinearVelocity.IsEmpty()) |
|
{ |
|
fLinearVelocity = l2w * fLinearVelocity; |
|
|
|
const plCoordinateInterface* subworldCI = GetSubworldCI(); |
|
if (subworldCI) |
|
fLinearVelocity = subworldCI->GetWorldToLocal() * fLinearVelocity; |
|
} |
|
|
|
// Add in gravity if the avatar's z velocity isn't being set explicitly |
|
// (Add in a little fudge factor, since the animations usually add a |
|
// tiny bit of z.) |
|
if (hsABS(fLinearVelocity.fZ) < 0.001f) |
|
{ |
|
static const float kGravity = -32.f; |
|
|
|
// Get our previous z velocity. If we're on the ground, clamp it to zero at |
|
// the largest, so we won't launch into the air if we're running uphill. |
|
hsScalar prevZVel = fAchievedLinearVelocity.fZ; |
|
if (IsOnGround()) |
|
prevZVel = hsMinimum(prevZVel, 0.f); |
|
|
|
hsScalar grav = kGravity * delSecs; |
|
|
|
// If our gravity contribution isn't high enough this frame, we won't |
|
// report a collision even when standing on solid ground. |
|
hsScalar maxGrav = -.001f / delSecs; |
|
if (grav > maxGrav) |
|
grav = maxGrav; |
|
|
|
fLinearVelocity.fZ = prevZVel + grav; |
|
|
|
// Technically this is nonsensical and wrong, capping our velocity to |
|
// an accelleration constant. But no one seems to really mind. |
|
if (fLinearVelocity.fZ < kGravity) |
|
fLinearVelocity.fZ = kGravity; |
|
} |
|
|
|
// If we're airborne and the velocity isn't set, use the velocity from |
|
// the last frame so we maintain momentum. |
|
if (!IsOnGround() && fLinearVelocity.fX == 0.f && fLinearVelocity.fY == 0.f) |
|
{ |
|
fLinearVelocity.fX = fAchievedLinearVelocity.fX; |
|
fLinearVelocity.fY = fAchievedLinearVelocity.fY; |
|
} |
|
|
|
if (!IsOnGround() || IsOnFalseGround()) |
|
{ |
|
// We're not on solid ground, so we should be sliding against whatever |
|
// we're hitting (like a rock cliff). Each vector in fSlidingNormals is |
|
// the surface normal of a collision that's too steep to be ground, so |
|
// we project our current velocity onto that plane and slide along the |
|
// wall. |
|
// |
|
// Also, sometimes PhysX reports a bunch of collisions from the wall, |
|
// but nothing from underneath (when there should be). So if we're not |
|
// touching ground, we offset the avatar in the direction of the |
|
// surface normal(s). This doesn't fix the issue 100%, but it's a hell |
|
// of a lot better than nothing, and suitable duct tape until a future |
|
// PhysX revision fixes the issue. |
|
// |
|
// Yes, there's room for optimization here if we care. |
|
hsVector3 offset(0.f, 0.f, 0.f); |
|
for (i = 0; i < fSlidingNormals.GetCount(); i++) |
|
{ |
|
offset += fSlidingNormals[i]; |
|
|
|
hsVector3 velNorm = fLinearVelocity; |
|
if (velNorm.MagnitudeSquared() > 0) |
|
velNorm.Normalize(); |
|
|
|
if (velNorm * fSlidingNormals[i] < 0) |
|
{ |
|
hsVector3 proj = (velNorm % fSlidingNormals[i]) % fSlidingNormals[i]; |
|
if (velNorm * proj < 0) |
|
proj *= -1.f; |
|
|
|
fLinearVelocity = fLinearVelocity.Magnitude() * proj; |
|
} |
|
} |
|
if (offset.MagnitudeSquared() > 0) |
|
{ |
|
// 5 ft/sec is roughly the speed we walk backwards. |
|
// The higher the value, the less likely you'll trip |
|
// the bug, and this seems reasonable. |
|
offset.Normalize(); |
|
fLinearVelocity += offset * 5; |
|
} |
|
} |
|
|
|
// Scale the velocity to our actual step size (by default it's feet/sec) |
|
NxVec3 vel(fLinearVelocity.fX * delSecs, fLinearVelocity.fY * delSecs, fLinearVelocity.fZ * delSecs); |
|
NxU32 colFlags = 0; |
|
|
|
fGroundHit = false; |
|
fFalseGround = false; |
|
fSlidingNormals.Swap(fPrevSlidingNormals); |
|
fSlidingNormals.SetCount(0); |
|
|
|
#ifndef PLASMA_EXTERNAL_RELEASE |
|
fDbgCollisionInfo.SetCount(0); |
|
#endif // PLASMA_EXTERNAL_RELEASE |
|
|
|
fController->move(vel, collideFlags, 0.0001, colFlags); |
|
|
|
|
|
ICheckForFalseGround(); |
|
/*If the Physx controller thinks we have a collision from below, need to make sure we |
|
have at least have false ground, otherwise Autostepping can send us into the air, and we will some times |
|
float/panic link. For some reason the NxControllerHitReport does not always send messages |
|
regarding Controller contact with ground plane, but will (almost) always return NXCC_COLLISION_DOWN |
|
with the move method. |
|
*/ |
|
if(((colFlags&NXCC_COLLISION_DOWN )==NXCC_COLLISION_DOWN )&&(fGroundHit==false)) |
|
{ |
|
fFalseGround=true; |
|
} |
|
/* |
|
The top sphere half was hit, but the ControllerHit Report doesn't know |
|
In IUpdate fHitHead will be used to keep from gaining unrealistic velocity in the x&y Direction |
|
*/ |
|
if(colFlags&NXCC_COLLISION_UP) |
|
{ |
|
fHitHead=true; |
|
} |
|
|
|
#ifndef PLASMA_EXTERNAL_RELEASE |
|
if (fDebugDisplay) |
|
IDrawDebugDisplay(); |
|
#endif // PLASMA_EXTERNAL_RELEASE |
|
} |
|
} |
|
|
|
void plPXPhysicalController::ISendUpdates(hsScalar delSecs) |
|
{ |
|
if (!fEnable || fKinematic) |
|
{ |
|
// When we're in non-phys or a behavior we can't go through the rest of the function |
|
// so we need to get out early, but we need to update the current position if we're |
|
// in a subworld. |
|
|
|
plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded()); |
|
const plCoordinateInterface* ci = GetSubworldCI(); |
|
if (ci && so) |
|
{ |
|
const hsMatrix44& soL2W = so->GetCoordinateInterface()->GetLocalToWorld(); |
|
const hsMatrix44& ciL2W = ci->GetLocalToWorld(); |
|
|
|
hsMatrix44 l2w = fPrevSubworldW2L * soL2W; |
|
l2w = ciL2W * l2w; |
|
|
|
hsMatrix44 w2l; |
|
l2w.GetInverse(&w2l); |
|
|
|
((plCoordinateInterface*)so->GetCoordinateInterface())->SetTransform(l2w, w2l); |
|
((plCoordinateInterface*)so->GetCoordinateInterface())->FlushTransform(); |
|
|
|
ISetGlobalLoc(l2w); |
|
} |
|
|
|
return; |
|
} |
|
|
|
// PhysX loves to cache stuff. However, it doesn't like to update it (see |
|
// the RebuildCache crap above). Say the avatar is disabled and sitting at |
|
// point 0,0,0. We warp him to some other position and enable him. If you |
|
// do the enable before the sim step is done, regardless of whether you move |
|
// him first, he will send out a penetration with any detector at 0,0,0. As |
|
// far as I can tell there's no way around this, and I tried a lot of things. |
|
// The only solution I found is to move the avatar, run the sim step, then |
|
// enable him. This means he won't trigger any detectors at his new position |
|
// until the next frame, but hopefully that won't be too noticeable. |
|
if (fEnableChanged) |
|
{ |
|
fEnableChanged = false; |
|
fController->setCollision(fEnable); |
|
#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,fEnable); |
|
#endif // USE_PHYSX_CONVEXHULL_WORKAROUND |
|
//IInformDetectors(true); |
|
} |
|
if (fKinematicChanged) |
|
{ |
|
fKinematicChanged = false; |
|
fController->setCollision(true); |
|
#ifdef PHYSX_KINEMATIC_IS_DISABLED |
|
fKinematicActor->raiseActorFlag(NX_AF_DISABLE_COLLISION); |
|
#endif // PHYSX_KINEMATIC_IS_DISABLED |
|
} |
|
if (fKinematicEnableNextUpdate) |
|
{ |
|
fKinematicActor->clearActorFlag(NX_AF_DISABLE_COLLISION); |
|
fKinematicEnableNextUpdate = false; |
|
} |
|
|
|
if (!fGroundHit && !fFalseGround) |
|
fTimeInAir += delSecs; |
|
else |
|
fTimeInAir = 0.f; |
|
|
|
plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded()); |
|
if (so) |
|
{ |
|
// Get the current position of the physical |
|
hsPoint3 curLocalPos; |
|
IGetPositionSim(curLocalPos); |
|
IMoveKinematicToController(curLocalPos); |
|
|
|
{ |
|
const hsMatrix44& w2l = so->GetCoordinateInterface()->GetLocalToWorld(); |
|
fAchievedLinearVelocity = hsVector3(curLocalPos - fLocalPosition); |
|
fAchievedLinearVelocity /= delSecs; |
|
} |
|
/*if we hit our head the sweep api might try to |
|
move us laterally to go as high as we requested kind of like autostep, to top it off the |
|
way the NxCharacter and the sweep api work as a whole NxControllerHitReport::OnShapeHit |
|
wont be called regarding the head blow. |
|
if we are airborne: with out this we will gain large amounts of velocity in the x y plane |
|
and on account of fAchievedLinearVelocity being used in the next step we will fly sideways |
|
*/ |
|
bool headhit=fHitHead; |
|
fHitHead=false; |
|
if(headhit&&!(fGroundHit||fFalseGround)) |
|
{ |
|
//we have hit our head and we don't have anything beneath our feet |
|
//not really friction just a way to make it seem more realistic keep between 0 and 1 |
|
hsScalar headFriction=0.0; |
|
fAchievedLinearVelocity.fX=(1.0-headFriction)*fLinearVelocity.fX; |
|
fAchievedLinearVelocity.fY=(1.0-headFriction)*fLinearVelocity.fY; |
|
//only clamping when hitting head and going upwards, if going down leave it be |
|
// this should only occur when going down stairwells with low ceilings like in cleft |
|
//kitchen area |
|
if(fAchievedLinearVelocity.fZ>0.0) |
|
{ |
|
fAchievedLinearVelocity.fZ=0.0; |
|
} |
|
|
|
} |
|
|
|
// Apply angular velocity |
|
if (fAngularVelocity != 0.f) |
|
{ |
|
hsScalar angle; |
|
hsVector3 axis; |
|
fLocalRotation.NormalizeIfNeeded(); |
|
fLocalRotation.GetAngleAxis(&angle, &axis); |
|
|
|
// adjust it (quaternions are weird...) |
|
if (axis.fZ < 0) |
|
angle = (2*hsScalarPI) - angle; // axis is backwards, so reverse the angle too |
|
|
|
angle += fAngularVelocity * delSecs; |
|
|
|
// make sure we wrap around |
|
if (angle < 0) |
|
angle = (2*hsScalarPI) + angle; // angle is -, so this works like a subtract |
|
if (angle >= (2*hsScalarPI)) |
|
angle = angle - (2*hsScalarPI); |
|
|
|
// and set the new angle |
|
fLocalRotation.SetAngleAxis(angle, hsVector3(0,0,1)); |
|
} |
|
|
|
// We can't only send updates when the physical position changes because the |
|
// world relative position may be changing all the time if we're in a subworld. |
|
// if (curLocalPos != fLocalPosition || fAngularVelocity != 0.f) |
|
{ |
|
fLocalPosition = curLocalPos; |
|
|
|
// Apply rotation and translation |
|
fLocalRotation.MakeMatrix(&fLastGlobalLoc); |
|
fLastGlobalLoc.SetTranslate(&fLocalPosition); |
|
|
|
// Localize to global coords if in a subworld |
|
const plCoordinateInterface* ci = GetSubworldCI(); |
|
if (ci) |
|
{ |
|
const hsMatrix44& l2w = ci->GetLocalToWorld(); |
|
fLastGlobalLoc = l2w * fLastGlobalLoc; |
|
} |
|
|
|
plCorrectionMsg* corrMsg = new plCorrectionMsg; |
|
corrMsg->fLocalToWorld = fLastGlobalLoc; |
|
corrMsg->fLocalToWorld.GetInverse(&corrMsg->fWorldToLocal); |
|
corrMsg->fDirtySynch = true; |
|
|
|
hsMatrix44 w2l; |
|
fLastGlobalLoc.GetInverse(&w2l); |
|
//if (fProxyGen) |
|
// fProxyGen->SetTransform(fLastGlobalLoc, w2l); |
|
|
|
// Send the new position to the plArmatureMod and the scene object |
|
const plArmatureMod* armMod = plArmatureMod::ConvertNoRef(so->GetModifierByType(plArmatureMod::Index())); |
|
if (armMod) |
|
corrMsg->AddReceiver(armMod->GetKey()); |
|
corrMsg->AddReceiver(fOwner); |
|
|
|
corrMsg->Send(); |
|
} |
|
} |
|
|
|
fLinearVelocity.Set(0, 0, 0); |
|
fAngularVelocity = 0; |
|
} |
|
|
|
void plPXPhysicalController::ICheckForFalseGround() |
|
{ |
|
if (fGroundHit) |
|
return; // Already collided with "real" ground. |
|
|
|
// We need to check for the case where the avatar hasn't collided with "ground", but is colliding |
|
// with a few other objects so that he's not actually falling (wedged in between some slopes). |
|
// We do this by answering the following question (in 2d top-down space): "If you sort the contact |
|
// normals by angle, is there a large enough gap between normals?" |
|
// |
|
// If you think in terms of geometry, this means a collection of surfaces are all pushing on you. |
|
// If they're pushing from all sides, you have nowhere to go, and you won't fall. There needs to be |
|
// a gap, so that you're pushed out and have somewhere to fall. This is the same as finding a gap |
|
// larger than 180 degrees between sorted normals. |
|
// |
|
// The problem is that on top of that, the avatar needs enough force to shove him out that gap (he |
|
// has to overcome friction). I deal with that by making the threshold (360 - (180 - 60) = 240). I've |
|
// seen up to 220 reached in actual gameplay in a situation where we'd want this to take effect. |
|
// This is the same running into 2 walls where the angle between them is 60. |
|
int i, j; |
|
const hsScalar threshold = hsScalarDegToRad(240); |
|
int numContacts = fSlidingNormals.GetCount() + fPrevSlidingNormals.GetCount(); |
|
if (numContacts >= 2) |
|
{ |
|
// For extra fun... PhysX will actually report some collisions every other frame, as though |
|
// we're bouncing back and forth between the two (or more) objects blocking us. So it's not |
|
// enough to look at this frame's collisions, we have to check previous frames too. |
|
hsTArray<hsScalar> fCollisionAngles; |
|
fCollisionAngles.SetCount(numContacts); |
|
int angleIdx = 0; |
|
for (i = 0; i < fSlidingNormals.GetCount(); i++, angleIdx++) |
|
{ |
|
fCollisionAngles[angleIdx] = hsATan2(fSlidingNormals[i].fY, fSlidingNormals[i].fX); |
|
} |
|
for (i = 0; i < fPrevSlidingNormals.GetCount(); i++, angleIdx++) |
|
{ |
|
fCollisionAngles[angleIdx] = hsATan2(fPrevSlidingNormals[i].fY, fPrevSlidingNormals[i].fX); |
|
} |
|
|
|
// numContacts is rarely larger than 6, so let's do a simple bubble sort. |
|
for (i = 0; i < numContacts; i++) |
|
{ |
|
for (j = i + 1; j < numContacts; j++) |
|
{ |
|
if (fCollisionAngles[i] > fCollisionAngles[j]) |
|
{ |
|
hsScalar tempAngle = fCollisionAngles[i]; |
|
fCollisionAngles[i] = fCollisionAngles[j]; |
|
fCollisionAngles[j] = tempAngle; |
|
} |
|
} |
|
} |
|
|
|
// sorted, now we check. |
|
for (i = 1; i < numContacts; i++) |
|
{ |
|
if (fCollisionAngles[i] - fCollisionAngles[i - 1] >= threshold) |
|
break; |
|
} |
|
|
|
if (i == numContacts) |
|
{ |
|
// We got to the end. Check the last with the first and make your decision. |
|
if (!(fCollisionAngles[0] - fCollisionAngles[numContacts - 1] >= (threshold - 2 * hsScalarPI))) |
|
fFalseGround = true; |
|
} |
|
} |
|
} |
|
|
|
void plPXPhysicalController::ICreateController() |
|
{ |
|
NxScene* scene = plSimulationMgr::GetInstance()->GetScene(fWorldKey); |
|
|
|
NxCapsuleControllerDesc desc; |
|
desc.position.x = 0; |
|
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; |
|
actorDesc.shapes.pushBack(&capDesc); |
|
NxBodyDesc bodyDesc; |
|
bodyDesc.mass = 1.f; |
|
actorDesc.body = &bodyDesc; |
|
bodyDesc.flags |= NX_BF_KINEMATIC; |
|
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->setGlobalPose(actor->getGlobalPose()); |
|
|
|
// the proxy for the debug display |
|
//hsAssert(!fProxyGen, "Already have proxy gen, double read?"); |
|
|
|
hsColorRGBA physColor; |
|
hsScalar 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 plPXPhysicalController::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); |
|
} |
|
} |
|
|
|
// Make a visible object that can be viewed by users for debugging purposes. |
|
plDrawableSpans* plPXPhysicalController::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 plPXPhysicalController::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"; |
|
hsScalar angle = hsScalarRadToDeg(hsACosine(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
|
|
|