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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 "plAvatar/plAvCallbackAction.h"
#include "HeadSpin.h"
#include "plCollisionDetector.h"
#include "plMessage/plCollideMsg.h"
#include "plgDispatch.h"
#include "plMessage/plActivatorMsg.h"
#include "pnMessage/plCameraMsg.h"
#include "pnMessage/plTimeMsg.h"
#include "plMessage/plInputIfaceMgrMsg.h"
#include "pnInputCore/plControlEventCodes.h"
#include "pnNetCommon/plNetApp.h"
#include "pnSceneObject/plSceneObject.h"
#include "pnNetCommon/plNetApp.h"
#include "plNetClient/plNetLinkingMgr.h"
#include "plPhysical.h"
#include "pnMessage/plPlayerPageMsg.h"
#include "plMessage/plSimStateMsg.h"
#include "pnSceneObject/plCoordinateInterface.h"
#include "plAvatar/plArmatureMod.h"
#include "plAvatar/plAvatarMgr.h"
#include "plAvatar/plAvBrainHuman.h"
#include "plAvatar/plAvBrainDrive.h"
#include "plModifier/plDetectorLog.h"
#define USE_PHYSX_MULTIPLE_CAMREGION_ENTER 1
#define USE_PHYSX_COLLISION_FLUTTER_WORKAROUND 1
plArmatureMod* plCollisionDetector::IGetAvatarModifier(plKey key)
{
plSceneObject* avObj = plSceneObject::ConvertNoRef(key->ObjectIsLoaded());
if (avObj)
{
// search through its modifiers to see if one of them is an avatar modifier
plArmatureMod* avMod = nil;
for (int i = 0; i < avObj->GetNumModifiers(); i++)
{
const plModifier* mod = avObj->GetModifier(i);
// see if it is an avatar mod base class
avMod = const_cast<plArmatureMod*>(plArmatureMod::ConvertNoRef(mod));
if (avMod)
return avMod;
}
}
return nil;
}
bool plCollisionDetector::IIsDisabledAvatar(plKey key)
{
plArmatureMod* avMod = IGetAvatarModifier(key);
plArmatureBrain* avBrain = avMod ? avMod->GetCurrentBrain() : nil;
return (plAvBrainDrive::ConvertNoRef(avBrain) != nil);
}
hsBool plCollisionDetector::MsgReceive(plMessage* msg)
{
plCollideMsg* pCollMsg = plCollideMsg::ConvertNoRef(msg);
if (pCollMsg)
{
// If the avatar is disabled (flying around), don't trigger
if (IIsDisabledAvatar(pCollMsg->fOtherKey))
return false;
if (fType & kTypeBump)
{
if (!fBumped && !fTriggered)
{
for (int i = 0; i < fReceivers.Count(); i++)
{
plActivatorMsg* pMsg = new plActivatorMsg;
pMsg->AddReceiver( fReceivers[i] );
if (fProxyKey)
pMsg->fHiteeObj = fProxyKey;
else
pMsg->fHiteeObj = GetTarget()->GetKey();
pMsg->fHitterObj = pCollMsg->fOtherKey;
pMsg->SetSender(GetKey());
pMsg->SetTriggerType( plActivatorMsg::kCollideContact );
plgDispatch::MsgSend( pMsg );
}
fBumped = true;
fTriggered = true;
plgDispatch::Dispatch()->RegisterForExactType(plEvalMsg::Index(), GetKey());
return true;
}
if (fTriggered)
{
fBumped = true;
return true;
}
return false;
}
for (int i = 0; i < fReceivers.Count(); i++)
{
plActivatorMsg* pMsg = new plActivatorMsg;
pMsg->AddReceiver( fReceivers[i] );
if (fProxyKey)
pMsg->fHiteeObj = fProxyKey;
else
pMsg->fHiteeObj = GetTarget()->GetKey();
pMsg->fHitterObj = pCollMsg->fOtherKey;
pMsg->SetSender(GetKey());
if (fType & kTypeEnter && pCollMsg->fEntering)
{
pMsg->SetTriggerType( plActivatorMsg::kCollideEnter );
plgDispatch::MsgSend( pMsg );
continue;
}
if (fType & kTypeUnEnter && pCollMsg->fEntering)
{
pMsg->SetTriggerType( plActivatorMsg::kEnterUnTrigger );
plgDispatch::MsgSend( pMsg );
continue;
}
if(fType & kTypeExit && !pCollMsg->fEntering)
{
pMsg->SetTriggerType( plActivatorMsg::kCollideExit );
plgDispatch::MsgSend( pMsg );
continue;
}
if(fType & kTypeUnExit && !pCollMsg->fEntering)
{
pMsg->SetTriggerType( plActivatorMsg::kExitUnTrigger );
plgDispatch::MsgSend( pMsg );
continue;
}
if (fType & kTypeAny)
{
pMsg->SetTriggerType( plActivatorMsg::kCollideContact );
plgDispatch::MsgSend( pMsg );
continue;
}
delete (pMsg);
}
return true;
}
plEvalMsg* pEval = plEvalMsg::ConvertNoRef(msg);
if (pEval)
{
if (!fBumped && fTriggered)
{
plgDispatch::Dispatch()->UnRegisterForExactType(plEvalMsg::Index(), GetKey());
for (int i = 0; i < fReceivers.Count(); i++)
{
plActivatorMsg* pMsg = new plActivatorMsg;
pMsg->AddReceiver( fReceivers[i] );
if (fProxyKey)
pMsg->fHiteeObj = fProxyKey;
else
pMsg->fHiteeObj = GetTarget()->GetKey();
pMsg->SetSender(GetKey());
pMsg->SetTriggerType( plActivatorMsg::kCollideUnTrigger );
plgDispatch::MsgSend( pMsg );
fTriggered = false;
}
}
else
if (fTriggered && fBumped)
{
fBumped = false;
}
return true;
}
return plDetectorModifier::MsgReceive(msg);
}
void plCollisionDetector::Read(hsStream* stream, hsResMgr* mgr)
{
plDetectorModifier::Read(stream, mgr);
stream->ReadLE(&fType);
}
void plCollisionDetector::Write(hsStream* stream, hsResMgr* mgr)
{
plDetectorModifier::Write(stream, mgr);
stream->WriteLE(fType);
}
/////////////////////////////////
/////////////////////////////////
/////////////////////////////////
/////////////////////////////////
// camera region detector
plCameraRegionDetector::~plCameraRegionDetector()
{
for(int i = 0; i < fMessages.Count(); i++)
{
plMessage* pMsg = fMessages[i];
fMessages.Remove(i);
delete(pMsg);
}
fMessages.SetCountAndZero(0);
}
void plCameraRegionDetector::ITrigger(plKey hitter, bool entering, bool immediate)
{
#ifdef USE_PHYSX_COLLISION_FLUTTER_WORKAROUND
// PHYSX_FIXME hack for PhysX turd that sends bunches of enter/exits over one frame
if (entering && fNumEvals - fLastExitEval <= 1 && fSavingSendMsg)
{
DetectorLog("%s: Skipping Camera Entering volume", GetKeyName().c_str());
fLastEnterEval = fNumEvals;
if (fSavingSendMsg)
{
DetectorLog("%s: Dumping saved Camera Exiting volume", GetKeyName().c_str());
}
fSavingSendMsg = false;
return;
}
if (!entering && fNumEvals - fLastEnterEval <= 1 && fSavingSendMsg)
{
DetectorLog("%s: Skipping Exiting volume", GetKeyName().c_str());
fLastExitEval = fNumEvals;
if (fSavingSendMsg)
{
DetectorLog("%s: Dumping saved Camera Entering volume", GetKeyName().c_str());
}
fSavingSendMsg = false;
return;
}
// get rid of any saved messages... this should happen though
if (fSavingSendMsg)
{
DetectorLog("%s: Killing saved camera message... shouldn't happen", GetKeyName().c_str());
}
// end PHYSX_FIXME hack for PhysX turd that sends bunches of enter/exits over one frame
#endif // USE_PHYSX_COLLISION_FLUTTER_WORKAROUND
fSavingSendMsg = true;
fSavedMsgEnterFlag = entering;
if (entering)
{
//DetectorLog("%s: Saving camera Entering volume - Evals=%d", GetKeyName().c_str(),fNumEvals);
fLastEnterEval = fNumEvals;
}
else
{
//DetectorLog("%s: Saving camera Exiting volume - Evals=%d", GetKeyName().c_str(),fNumEvals);
fLastExitEval = fNumEvals;
}
#ifdef USE_PHYSX_COLLISION_FLUTTER_WORKAROUND
// PHYSX_FIXME hack for PhysX turd that sends bunches of enter/exits over one frame
// we're saving the message to be dispatched later...
if (immediate)
{
#endif // USE_PHYSX_COLLISION_FLUTTER_WORKAROUND
ISendSavedTriggerMsgs();
#ifdef USE_PHYSX_COLLISION_FLUTTER_WORKAROUND
}
#endif // USE_PHYSX_COLLISION_FLUTTER_WORKAROUND
}
void plCameraRegionDetector::ISendSavedTriggerMsgs()
{
if (fSavingSendMsg)
{
for (int i = 0; i < fMessages.Count(); i++)
{
char str[256];
hsRefCnt_SafeRef(fMessages[i]);
if (fSavedMsgEnterFlag)
{
fMessages[i]->SetCmd(plCameraMsg::kEntering);
sprintf(str, "Entering cameraRegion: %s - Evals=%d -msg %d of %d\n", GetKeyName().c_str(),fNumEvals,i+1,fMessages.Count());
fIsInside = true;
}
else
{
fMessages[i]->ClearCmd(plCameraMsg::kEntering);
sprintf(str, "Exiting cameraRegion: %s - Evals=%d -msg %d of %d\n", GetKeyName().c_str(),fNumEvals,i+1,fMessages.Count());
fIsInside = false;
}
plgDispatch::MsgSend(fMessages[i]);
DetectorLog("%s", str);
}
}
fSavingSendMsg = false;
}
hsBool plCameraRegionDetector::MsgReceive(plMessage* msg)
{
plCollideMsg* pCollMsg = plCollideMsg::ConvertNoRef(msg);
if (pCollMsg)
{
// camera collisions are only for the local player
if (plNetClientApp::GetInstance()->GetLocalPlayerKey() != pCollMsg->fOtherKey)
return true;
#ifdef USE_PHYSX_MULTIPLE_CAMREGION_ENTER
// first determine if this is a multiple camera region enter (PHYSX BUG WORKAROUND)
if (!fWaitingForEval)
{//plObjectInVolumeCollisionDetector::MsgReceive() will flip fWaitingForEval
// and registers for the Eval, child objects of plObjectInVolumeCollisionDetector
//must decide when they are no longer interested in Evals. I suggest using IHandleEvals()
fNumEvals = 0;
fLastEnterEval=-999;
fLastExitEval=-999;
}
// end of (PHYSX BUG WORKAROUND)
#endif // USE_PHYSX_MULTIPLE_CAMREG_ENTER
}
return plObjectInVolumeDetector::MsgReceive(msg);
}
void plCameraRegionDetector::Read(hsStream* stream, hsResMgr* mgr)
{
plDetectorModifier::Read(stream, mgr);
int n = stream->ReadLE32();
fMessages.SetCountAndZero(n);
for(int i = 0; i < n; i++ )
{
plCameraMsg* pMsg = plCameraMsg::ConvertNoRef(mgr->ReadCreatable(stream));
fMessages[i] = pMsg;
}
}
void plCameraRegionDetector::Write(hsStream* stream, hsResMgr* mgr)
{
plDetectorModifier::Write(stream, mgr);
stream->WriteLE32(fMessages.GetCount());
for(int i = 0; i < fMessages.GetCount(); i++ )
mgr->WriteCreatable( stream, fMessages[i] );
}
void plCameraRegionDetector::IHandleEval(plEvalMsg *pEval)
{
fNumEvals++;
if (fNumEvals - fLastEnterEval > 1 && fNumEvals-fLastExitEval>1)
{
ISendSavedTriggerMsgs();
plgDispatch::Dispatch()->UnRegisterForExactType(plEvalMsg::Index(), GetKey());
fWaitingForEval = false;
}
else
{
if(fSavedActivatorMsg)
DetectorLog("%s didn't send its message. fNumEvals=%d fLastEnterEval=%d, fLastExit=%d",
GetKeyName().c_str(),fNumEvals, fLastEnterEval, fLastExitEval);
}
}
/////////////////////////////////
/////////////////////////////////
/////////////////////////////////
/////////////////////////////////
// object-in-volume detector
void plObjectInVolumeDetector::ITrigger(plKey hitter, bool entering, bool immediate)
{
#ifdef USE_PHYSX_COLLISION_FLUTTER_WORKAROUND
// PHYSX_FIXME hack for PhysX turd that sends bunches of enter/exits over one frame
/* if (entering && fNumEvals - fLastExitEval <= 1 && fSavedActivatorMsg)
{
//DetectorLog("%s: Skipping Entering volume", GetKeyName());
fLastEnterEval = fNumEvals;
if (fSavedActivatorMsg)
{
//DetectorLog("%s: Dumping saved Exiting volume", GetKeyName());
delete fSavedActivatorMsg;
}
fSavedActivatorMsg = nil;
return;
}
if (!entering && fNumEvals - fLastEnterEval <= 1 && fSavedActivatorMsg)
{
//DetectorLog("%s: Skipping Exiting volume", GetKeyName());
fLastExitEval = fNumEvals;
if (fSavedActivatorMsg)
{
//DetectorLog("%s: Dumping saved Entering volume", GetKeyName());
delete fSavedActivatorMsg;
}
fSavedActivatorMsg = nil;
return;
}
// get rid of any saved messages... this should happen though
if (fSavedActivatorMsg)
{
delete fSavedActivatorMsg;
DetectorLog("%s: Killing saved message... shouldn't happen", GetKeyName());
}
// end PHYSX_FIXME hack for PhysX turd that sends bunches of enter/exits over one frame
*/
if(!immediate)
{
bookKeepingList::iterator curit=fCollisionList.begin();
while(curit!=fCollisionList.end())
{
if(hitter==(*curit)->hitter)
{//hey the object is already in my list
//try and figure out what my real state is
if(entering)
{
(*curit)->enters++;
if(!(*curit)->fSubStepCurState)
{//We weren't already in
(*curit)->fSubStepCurState =true;
}
}
else
{
(*curit)->exits++;
if((*curit)->fSubStepCurState)
{//We were already in
(*curit)->fSubStepCurState =false;
}
}
//get out
break;
}
curit++;
}
if(curit==fCollisionList.end())
{
//hitter was not in the list add him in
//hitter was not in the current frame list
//lets find out its state in the begining of the frame
ResidentSet::iterator curres = fCurrentResidents.find(hitter);
bool initialState;
if(curres != fCurrentResidents.end())
initialState =true;
else
initialState =false;
plCollisionBookKeepingInfo* BookKeeper=new plCollisionBookKeepingInfo(hitter);
if(entering)
{
BookKeeper->enters++;
BookKeeper->fSubStepCurState =true;
}
else
{
BookKeeper->exits++;
BookKeeper->fSubStepCurState =false;
}
fCollisionList.push_front(BookKeeper);
}
}
else
{
plActivatorMsg* ActivatorMsg = new plActivatorMsg;
ActivatorMsg->AddReceivers(fReceivers);
if (fProxyKey)
ActivatorMsg->fHiteeObj = fProxyKey;
else
ActivatorMsg->fHiteeObj = GetTarget()->GetKey();
ActivatorMsg->fHitterObj = hitter;
ActivatorMsg->SetSender(GetKey());
if (entering)
{
ActivatorMsg->SetTriggerType(plActivatorMsg::kVolumeEnter);
}
else
{
ActivatorMsg->SetTriggerType(plActivatorMsg::kVolumeExit);
}
plgDispatch::MsgSend(ActivatorMsg);
}
#endif // USE_PHYSX_COLLISION_FLUTTER_WORKAROUND
/* fSavedActivatorMsg = new plActivatorMsg;
fSavedActivatorMsg->AddReceivers(fReceivers);
if (fProxyKey)
fSavedActivatorMsg->fHiteeObj = fProxyKey;
else
fSavedActivatorMsg->fHiteeObj = GetTarget()->GetKey();
fSavedActivatorMsg->fHitterObj = hitter;
fSavedActivatorMsg->SetSender(GetKey());
if (entering)
{
//DetectorLog("%s: Saving Entering volume - Evals=%d", GetKeyName(),fNumEvals);
fSavedActivatorMsg->SetTriggerType(plActivatorMsg::kVolumeEnter);
fLastEnterEval = fNumEvals;
}
else
{
//DetectorLog("%s: Saving Exiting volume - Evals=%d", GetKeyName(),fNumEvals);
fSavedActivatorMsg->SetTriggerType(plActivatorMsg::kVolumeExit);
fLastExitEval = fNumEvals;
}
*/
#ifdef USE_PHYSX_COLLISION_FLUTTER_WORKAROUND
// PHYSX_FIXME hack for PhysX turd that sends bunches of enter/exits over one frame
// we're saving the message to be dispatched later...
if (immediate)
{
#endif // USE_PHYSX_COLLISION_FLUTTER_WORKAROUND
// fSavedActivatorMsg = nil;
#ifdef USE_PHYSX_COLLISION_FLUTTER_WORKAROUND
}
#endif // USE_PHYSX_COLLISION_FLUTTER_WORKAROUND
}
/*
void plObjectInVolumeDetector::ISendSavedTriggerMsgs()
{
if (fSavedActivatorMsg)
{
if (fSavedActivatorMsg->fTriggerType == plActivatorMsg::kVolumeEnter)
DetectorLog("%s: Sending Entering volume - Evals=%d", GetKeyName(),fNumEvals);
else
DetectorLog("%s: Sending Exiting volume - Evals=%d", GetKeyName(),fNumEvals);
// we're saving the message to be dispatched later...
plgDispatch::MsgSend(fSavedActivatorMsg);
}
fSavedActivatorMsg = nil;
}
*/
hsBool plObjectInVolumeDetector::MsgReceive(plMessage* msg)
{
plCollideMsg* pCollMsg = plCollideMsg::ConvertNoRef(msg);
if (pCollMsg)
{
// If the avatar is disabled (flying around), don't trigger
if (IIsDisabledAvatar(pCollMsg->fOtherKey))
return false;
#ifdef USE_PHYSX_COLLISION_FLUTTER_WORKAROUND
// PHYSX_FIXME hack for PhysX turd that sends bunches of enter/exits over one frame
if (!fWaitingForEval)
{
plgDispatch::Dispatch()->RegisterForExactType(plEvalMsg::Index(), GetKey());
fWaitingForEval = true;
}
// end PHYSX_FIXME hack for PhysX turd that sends bunches of enter/exits over one frame
#endif // USE_PHYSX_COLLISION_FLUTTER_WORKAROUND
ITrigger(pCollMsg->fOtherKey, (pCollMsg->fEntering != 0));
return true;
}
#ifdef USE_PHYSX_COLLISION_FLUTTER_WORKAROUND
// PHYSX_FIXME hack for PhysX turd that sends bunches of enter/exits over one frame
plEvalMsg* pEval = plEvalMsg::ConvertNoRef(msg);
if (pEval)
{
//if (fSavedActivatorMsg)
// DetectorLog("%s: InVolumeEval=%d with saved message", GetKeyName(), fNumEvals);
//else
// DetectorLog("%s: InVolumeEval=%d without saved message", GetKeyName(), fNumEvals);
IHandleEval(pEval);
}
// end PHYSX_FIXME hack for PhysX turd that sends bunches of enter/exits over one frame
#endif // USE_PHYSX_COLLISION_FLUTTER_WORKAROUND
plPlayerPageMsg* pageMsg = plPlayerPageMsg::ConvertNoRef(msg);
if (pageMsg && pageMsg->fUnload)
{
ITrigger(pageMsg->fPlayer, false);
}
return plCollisionDetector::MsgReceive(msg);
}
void plObjectInVolumeDetector::IHandleEval(plEvalMsg* pEval)
{
plgDispatch::Dispatch()->UnRegisterForExactType(plEvalMsg::Index(), GetKey());
fWaitingForEval = false;
for(bookKeepingList::reverse_iterator it= fCollisionList.rbegin();it!=fCollisionList.rend(); it++)
{
bool alreadyInside;
ResidentSet::iterator HitIt;
HitIt = fCurrentResidents.find((*it)->hitter);
if(HitIt != fCurrentResidents.end()) alreadyInside = true;
else alreadyInside=false;
plActivatorMsg* actout=new plActivatorMsg;
actout->fHitterObj=((*it)->hitter);
actout->SetSender(GetKey());
if (fProxyKey)
actout->fHiteeObj = fProxyKey;
else
actout->fHiteeObj = GetTarget()->GetKey();
if((*it)->fSubStepCurState)//current substate says we are entered
{//different enters and exits
//figure out what to do
if(!alreadyInside)
{//we are actuall entering
actout->SetTriggerType(plActivatorMsg::kVolumeEnter);
fCurrentResidents.insert((*it)->hitter);
actout->AddReceivers(fReceivers);
actout->Send();
DetectorLog("%s sent an Enter ActivatorMsg. To: %s", GetKeyName().c_str(), GetTarget()->GetKeyName().c_str() );
}
else
{
DetectorLog("%s squelched an Enter ActivatorMsg.", GetKeyName().c_str());
delete actout;
}
}
else
{
//fSubStepCurState says we are outside
if(alreadyInside)
{//we are actuall exiting
actout->SetTriggerType(plActivatorMsg::kVolumeExit);
fCurrentResidents.erase((*it)->hitter);
actout->AddReceivers(fReceivers);
actout->Send();
DetectorLog("%s sent an Exit ActivatorMsg. To: %s", GetKeyName().c_str(), GetTarget()->GetKeyName().c_str());
}
else
{
DetectorLog("%s squelched an Exit ActivatorMsg.", GetKeyName().c_str());
delete actout;
}
}
}
DetectorLog("*********");
for(bookKeepingList::iterator it = fCollisionList.begin(); it != fCollisionList.end(); it ++)
{
delete (*it);
}
DetectorLog("This is the regions inhabitants after the op");
for(ResidentSet::iterator it = fCurrentResidents.begin(); it!= fCurrentResidents.end(); it++)
{
DetectorLog("%s", (*it)->GetName().c_str());
}
DetectorLog("*********");
fCollisionList.clear();
}
void plObjectInVolumeDetector::SetTarget(plSceneObject* so)
{
plCollisionDetector::SetTarget(so);
if (so)
plgDispatch::Dispatch()->RegisterForExactType(plPlayerPageMsg::Index(), GetKey());
else
plgDispatch::Dispatch()->UnRegisterForExactType(plPlayerPageMsg::Index(), GetKey());
}
void plObjectInVolumeDetector::Read(hsStream* stream, hsResMgr* mgr)
{
plCollisionDetector::Read(stream, mgr);
}
void plObjectInVolumeDetector::Write(hsStream* stream, hsResMgr* mgr)
{
plCollisionDetector::Write(stream, mgr);
}
///////////////////////////////////////////////////////////////////////////////
plObjectInVolumeAndFacingDetector::plObjectInVolumeAndFacingDetector() :
fFacingTolerance(0),
fNeedWalkingForward(false),
fAvatarInVolume(false),
fTriggered(false)
{
}
plObjectInVolumeAndFacingDetector::~plObjectInVolumeAndFacingDetector()
{
}
void plObjectInVolumeAndFacingDetector::SetFacingTolerance(int degrees)
{
fFacingTolerance = cos(hsDegreesToRadians(degrees));
}
void plObjectInVolumeAndFacingDetector::ICheckForTrigger()
{
plArmatureMod* armMod = plAvatarMgr::GetInstance()->GetLocalAvatar();
plSceneObject* avatar = armMod ? armMod->GetTarget(0) : nil;
plSceneObject* target = GetTarget();
if (armMod && target)
{
hsVector3 playerView = avatar->GetCoordinateInterface()->GetLocalToWorld().GetAxis(hsMatrix44::kView);
hsVector3 objView = target->GetCoordinateInterface()->GetLocalToWorld().GetAxis(hsMatrix44::kView);
playerView.Normalize();
objView.Normalize();
float dot = playerView * objView;
// hsStatusMessageF("Dot: %f Tolerance: %f", dot, fFacingTolerance);
bool facing = dot >= fFacingTolerance;
bool movingForward = false;
if (fNeedWalkingForward)
{
// And are we walking towards it?
plArmatureBrain* abrain = armMod->FindBrainByClass(plAvBrainHuman::Index()); //armMod->GetCurrentBrain();
plAvBrainHuman* brain = plAvBrainHuman::ConvertNoRef(abrain);
if (brain && brain->IsMovingForward() && brain->fCallbackAction->IsOnGround())
movingForward = true;
}
else
movingForward = true;
if (facing && movingForward && !fTriggered)
{
DetectorLog("%s: Trigger InVolume&Facing", GetKeyName().c_str());
fTriggered = true;
ITrigger(avatar->GetKey(), true, true);
}
else if (!facing && fTriggered)
{
DetectorLog("%s: Untrigger InVolume&Facing", GetKeyName().c_str());
fTriggered = false;
ITrigger(avatar->GetKey(), false, true);
}
}
}
hsBool plObjectInVolumeAndFacingDetector::MsgReceive(plMessage* msg)
{
// Avatar is entering or exiting our detector box
plCollideMsg* collMsg = plCollideMsg::ConvertNoRef(msg);
if (collMsg)
{
// make sure this is the local player... the notify will be the thing that propagates over the network
if (plNetClientApp::GetInstance()->GetLocalPlayerKey() != collMsg->fOtherKey)
return true;
// If the avatar is disabled (flying around), don't trigger
if (IIsDisabledAvatar(collMsg->fOtherKey))
return false;
fAvatarInVolume = (collMsg->fEntering != 0);
if (fAvatarInVolume)
{
plgDispatch::Dispatch()->RegisterForExactType(plEvalMsg::Index(), GetKey());
ICheckForTrigger();
}
else
{
plgDispatch::Dispatch()->UnRegisterForExactType(plEvalMsg::Index(), GetKey());
// Avatar is leaving the volume, make sure to untrigger if we haven't already
if (fTriggered)
{
fTriggered = false;
ITrigger(plNetClientApp::GetInstance()->GetLocalPlayerKey(), false, true);
}
}
return true;
}
// Avatar is inside our detector box, so every frame we check if we need to trigger
plEvalMsg* evalMsg = plEvalMsg::ConvertNoRef(msg);
if (evalMsg)
{
ICheckForTrigger();
return true;
}
return plObjectInVolumeDetector::MsgReceive(msg);
}
void plObjectInVolumeAndFacingDetector::Read(hsStream* stream, hsResMgr* mgr)
{
plObjectInVolumeDetector::Read(stream, mgr);
fFacingTolerance = stream->ReadLEScalar();
fNeedWalkingForward = stream->Readbool();
}
void plObjectInVolumeAndFacingDetector::Write(hsStream* stream, hsResMgr* mgr)
{
plObjectInVolumeDetector::Write(stream, mgr);
stream->WriteLEScalar(fFacingTolerance);
stream->Writebool(fNeedWalkingForward);
}
/////////////////////////////////
/////////////////////////////////
/////////////////////////////////
/////////////////////////////////
// subworld region detector
plSubworldRegionDetector::~plSubworldRegionDetector()
{
}
hsBool plSubworldRegionDetector::MsgReceive(plMessage* msg)
{
plCollideMsg* pCollMsg = plCollideMsg::ConvertNoRef(msg);
if (pCollMsg)
{
if (plNetClientApp::GetInstance()->GetLocalPlayerKey() != pCollMsg->fOtherKey)
return true;
plArmatureMod* avMod = IGetAvatarModifier(pCollMsg->fOtherKey);
if (avMod)
{
DetectorLog("%s subworld detector %s", pCollMsg->fEntering ? "Entering" : "Exiting", GetKeyName().c_str());
if ((pCollMsg->fEntering && !fOnExit) ||
(!pCollMsg->fEntering && fOnExit))
{
if (fSub)
{
plSceneObject* SO = plSceneObject::ConvertNoRef(fSub->ObjectIsLoaded());
if (SO)
{
DetectorLogSpecial("Switching to subworld %s", fSub->GetName().c_str());
plKey nilKey;
plSubWorldMsg* msg = new plSubWorldMsg(GetKey(), avMod->GetKey(), fSub);
msg->Send();
}
}
else
{
DetectorLogSpecial("Switching to main subworld");
plSubWorldMsg* msg = new plSubWorldMsg(GetKey(), avMod->GetKey(), nil);
msg->Send();
}
}
}
return true;
}
return plCollisionDetector::MsgReceive(msg);
}
void plSubworldRegionDetector::Read(hsStream* stream, hsResMgr* mgr)
{
plDetectorModifier::Read(stream, mgr);
fSub = mgr->ReadKey(stream);
fOnExit = stream->ReadBool();
}
void plSubworldRegionDetector::Write(hsStream* stream, hsResMgr* mgr)
{
plDetectorModifier::Write(stream, mgr);
mgr->WriteKey(stream, fSub);
stream->WriteBool(fOnExit);
}
///////////////////////////////////
///////////////////////////////////
/// plPanicLinkDetector
///////////////////////////////////
hsBool plPanicLinkRegion::MsgReceive(plMessage* msg)
{
if (plCollideMsg* pCollMsg = plCollideMsg::ConvertNoRef(msg))
{
if (plNetClientApp::GetInstance()->GetLocalPlayerKey() != pCollMsg->fOtherKey)
return true;
if (pCollMsg->fEntering)
{
plArmatureMod* avMod = IGetAvatarModifier(pCollMsg->fOtherKey);
if (avMod)
{
if (avMod->IsLinkedIn())
{
hsPoint3 kinPos;
if (avMod->GetController())
{
avMod->GetController()->GetKinematicPosition(kinPos);
DetectorLogSpecial("Avatar is panic linking. KinPos at %f,%f,%f and is %s",kinPos.fX,kinPos.fY,kinPos.fZ,avMod->GetController()->IsEnabled() ? "enabled" : "disabled");
}
avMod->PanicLink(fPlayLinkOutAnim);
} else
DetectorLogRed("PANIC LINK %s before we actually linked in!", GetKey()->GetName().c_str());
}
}
return true;
}
return plCollisionDetector::MsgReceive(msg);
}
void plPanicLinkRegion::Read(hsStream* stream, hsResMgr* mgr)
{
plCollisionDetector::Read(stream, mgr);
fPlayLinkOutAnim = stream->ReadBool();
}
void plPanicLinkRegion::Write(hsStream* stream, hsResMgr* mgr)
{
plCollisionDetector::Write(stream, mgr);
stream->WriteBool(fPlayLinkOutAnim);
}
/////////////////////////////////////////////////////////////////
//
// PLSIMPLEREGIONSENSOR
//
/////////////////////////////////////////////////////////////////
// ctor default
plSimpleRegionSensor::plSimpleRegionSensor()
: fEnterMsg(nil), fExitMsg(nil)
{
}
// ctor canonical
plSimpleRegionSensor::plSimpleRegionSensor(plMessage *enterMsg, plMessage *exitMsg)
: fEnterMsg(enterMsg), fExitMsg(exitMsg)
{
}
// dtor
plSimpleRegionSensor::~plSimpleRegionSensor()
{
if(fEnterMsg)
fEnterMsg->UnRef();
if(fExitMsg)
fExitMsg->UnRef();
}
// WRITE
void plSimpleRegionSensor::Write(hsStream *stream, hsResMgr *mgr)
{
plSingleModifier::Write(stream, mgr);
if(fEnterMsg)
{
stream->Writebool(true);
mgr->WriteCreatable(stream, fEnterMsg);
} else {
stream->Writebool(false);
}
if(fExitMsg)
{
stream->Writebool(true);
mgr->WriteCreatable(stream, fExitMsg);
} else {
stream->Writebool(false);
}
}
// READ
void plSimpleRegionSensor::Read(hsStream *stream, hsResMgr *mgr)
{
plSingleModifier::Read(stream, mgr);
if(stream->Readbool())
{
fEnterMsg = plMessage::ConvertNoRef(mgr->ReadCreatable(stream));
} else {
fEnterMsg = nil;
}
if(stream->Readbool())
{
fExitMsg = plMessage::ConvertNoRef(mgr->ReadCreatable(stream));
hsAssert(fExitMsg, "Corrupted plSimpleRegionSensor during read.");
} else {
fExitMsg = nil;
}
}
// MSGRECEIVE
hsBool plSimpleRegionSensor::MsgReceive(plMessage *msg)
{
plCollideMsg* pCollMsg = plCollideMsg::ConvertNoRef(msg);
if (pCollMsg)
{
// make sure this is the local player... the notify will be the thing that propagates over the network
if (plNetClientApp::GetInstance()->GetLocalPlayerKey() != pCollMsg->fOtherKey)
return true;
plKey theThingWhatDoneHitUs = pCollMsg->fOtherKey;
if(pCollMsg->fEntering)
{
if(fEnterMsg)
{
fEnterMsg->ClearReceivers();
fEnterMsg->AddReceiver(theThingWhatDoneHitUs);
fEnterMsg->Ref();
fEnterMsg->Send();
}
}
else {
if(fExitMsg)
{
fExitMsg->ClearReceivers();
fExitMsg->AddReceiver(theThingWhatDoneHitUs);
fExitMsg->Ref();
fExitMsg->Send();
}
}
return true;
}
return plSingleModifier::MsgReceive(msg);
}
// IEVAL
hsBool plSimpleRegionSensor::IEval(double secs, float del, uint32_t dirty)
{
return false;
}
//////////////////////////////////////////////////////////////////////////////
// Nuke the Read/Write functions on the next file format change
void plSwimDetector::Write(hsStream *stream, hsResMgr *mgr)
{
plSimpleRegionSensor::Write(stream, mgr);
stream->WriteByte(0);
stream->WriteLEScalar(0);
stream->WriteLEScalar(0);
}
void plSwimDetector::Read(hsStream *stream, hsResMgr *mgr)
{
plSimpleRegionSensor::Read(stream, mgr);
stream->ReadByte();
stream->ReadLEScalar();
stream->ReadLEScalar();
}
hsBool plSwimDetector::MsgReceive(plMessage *msg)
{
plCollideMsg* pCollMsg = plCollideMsg::ConvertNoRef(msg);
if (pCollMsg)
{
//removed local player check because this will apply the brain to the local
//controller of the foreign avatar which we still want.
//and if we prop swim state by notify messages we still have a chance of missing it from players
//who were in the region before we linked in
plKey theThingWhatDoneHitUs = pCollMsg->fOtherKey;
if(pCollMsg->fEntering)
{
if(fEnterMsg)
{
fEnterMsg->ClearReceivers();
fEnterMsg->AddReceiver(theThingWhatDoneHitUs);
fEnterMsg->Ref();
fEnterMsg->Send();
}
}
else {
if(fExitMsg)
{
fExitMsg->ClearReceivers();
fExitMsg->AddReceiver(theThingWhatDoneHitUs);
fExitMsg->Ref();
fExitMsg->Send();
}
}
return true;
}
return plSimpleRegionSensor::MsgReceive(msg);
}
hsBool plRidingAnimatedPhysicalDetector::MsgReceive(plMessage *msg)
{
plCollideMsg* pCollMsg = plCollideMsg::ConvertNoRef(msg);
if (pCollMsg)
{
//removed local player check because this will apply the brain to the local
//controller of the foreign avatar which we still want.
//and if we prop state by notify messages we still have a chance of missing it from players
//who were in the region before we linked in
plKey theThingWhatDoneHitUs = pCollMsg->fOtherKey;
if(pCollMsg->fEntering)
{
if(fEnterMsg)
{
fEnterMsg->ClearReceivers();
fEnterMsg->AddReceiver(theThingWhatDoneHitUs);
fEnterMsg->Ref();
fEnterMsg->Send();
}
}
else {
if(fExitMsg)
{
fExitMsg->ClearReceivers();
fExitMsg->AddReceiver(theThingWhatDoneHitUs);
fExitMsg->Ref();
fExitMsg->Send();
}
}
return true;
}
return plSimpleRegionSensor::MsgReceive(msg);
}