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173 lines
5.6 KiB
173 lines
5.6 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 "plAvatar/plPhysicalControllerCore.h" |
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class NxCapsuleController; |
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class NxActor; |
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class NxCapsule; |
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class PXControllerHitReport; |
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class plPhysicalProxy; |
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class plDrawableSpans; |
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class hsGMaterial; |
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class plSceneObject; |
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class plPXPhysical; |
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class plCollideMsg; |
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#ifndef PLASMA_EXTERNAL_RELEASE |
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class plDbgCollisionInfo |
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{ |
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public: |
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plSceneObject *fSO; |
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hsVector3 fNormal; |
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bool fOverlap; |
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}; |
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#endif // PLASMA_EXTERNAL_RELEASE |
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class plPXPhysicalControllerCore: public plPhysicalControllerCore |
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{ |
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public: |
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plPXPhysicalControllerCore(plKey ownerSO, float height, float radius, bool human); |
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~plPXPhysicalControllerCore(); |
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// An ArmatureMod has its own idea about when physics should be enabled/disabled. |
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// Use plArmatureModBase::EnablePhysics() instead. |
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virtual void Enable(bool enable); |
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// Subworld |
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virtual void SetSubworld(plKey world); |
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// For the avatar SDL only |
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virtual void GetState(hsPoint3& pos, float& zRot); |
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virtual void SetState(const hsPoint3& pos, float zRot); |
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// Movement strategy |
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virtual void SetMovementStrategy(plMovementStrategy* strategy); |
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// Global location |
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virtual void SetGlobalLoc(const hsMatrix44& l2w); |
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// Local Sim Position |
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virtual void GetPositionSim(hsPoint3& pos); |
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// Move kinematic controller |
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virtual void Move(hsVector3 displacement, unsigned int collideWith, unsigned int &collisionResults); |
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// Set linear velocity on dynamic controller |
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virtual void SetLinearVelocitySim(const hsVector3& linearVel); |
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// Sweep the controller path from startPos through endPos |
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virtual int SweepControllerPath(const hsPoint3& startPos, const hsPoint3& endPos, bool vsDynamics, |
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bool vsStatics, uint32_t& vsSimGroups, std::vector<plControllerSweepRecord>& hits); |
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// any clean up for the controller should go here |
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virtual void LeaveAge(); |
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// Capsule |
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void GetWorldSpaceCapsule(NxCapsule& cap) const; |
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// Create Proxy for debug rendering |
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plDrawableSpans* CreateProxy(hsGMaterial* mat, hsTArray<uint32_t>& idx, plDrawableSpans* addTo); |
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// Dynamic hits |
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void AddDynamicHit(plPXPhysical* phys); |
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////////////////////////////////////////// |
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//Static Helper Functions |
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//////////////////////////////////////// |
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// Call pre-sim to apply movement to controllers |
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static void Apply(float delSecs); |
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// Call post-sim to update controllers |
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static void Update(int numSubSteps, float alpha); |
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// Update controllers when not performing a physics step |
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static void UpdateNonPhysical(float alpha); |
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// Rebuild the controller cache, required when a static actor in the scene has changed. |
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static void RebuildCache(); |
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// Returns the plPXPhysicalControllerCore associated with the given NxActor |
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static plPXPhysicalControllerCore* GetController(NxActor& actor); |
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// Subworld controller queries |
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static bool AnyControllersInThisWorld(plKey world); |
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static int GetNumberOfControllersInThisSubWorld(plKey world); |
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static int GetControllersInThisSubWorld(plKey world, int maxToReturn, plPXPhysicalControllerCore** bufferout); |
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// Controller count |
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static int NumControllers(); |
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static void SetMaxNumberOfControllers(int max) { fPXControllersMax = max; } |
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static int fPXControllersMax; |
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#ifndef PLASMA_EXTERNAL_RELEASE |
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static bool fDebugDisplay; |
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#endif |
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protected: |
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friend class PXControllerHitReport; |
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virtual void IHandleEnableChanged(); |
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void IInformDetectors(bool entering); |
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void ICreateController(const hsPoint3& pos); |
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void IDeleteController(); |
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void IDispatchQueuedMsgs(); |
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void IProcessDynamicHits(); |
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#ifndef PLASMA_EXTERNAL_RELEASE |
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void IDrawDebugDisplay(int controllerIdx); |
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hsTArray<plDbgCollisionInfo> fDbgCollisionInfo; |
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#endif |
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std::vector<plCollideMsg*> fQueuedCollideMsgs; |
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std::vector<plPXPhysical*> fDynamicHits; |
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NxCapsuleController* fController; |
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NxActor* fActor; |
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plPhysicalProxy* fProxyGen; |
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bool fKinematicCCT; |
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bool fHuman; |
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};
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