You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
173 lines
5.6 KiB
173 lines
5.6 KiB
/*==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/plPhysicalControllerCore.h" |
|
|
|
class NxCapsuleController; |
|
class NxActor; |
|
class NxCapsule; |
|
class PXControllerHitReport; |
|
class plPhysicalProxy; |
|
class plDrawableSpans; |
|
class hsGMaterial; |
|
class plSceneObject; |
|
class plPXPhysical; |
|
class plCollideMsg; |
|
|
|
#ifndef PLASMA_EXTERNAL_RELEASE |
|
class plDbgCollisionInfo |
|
{ |
|
public: |
|
plSceneObject *fSO; |
|
hsVector3 fNormal; |
|
bool fOverlap; |
|
}; |
|
#endif // PLASMA_EXTERNAL_RELEASE |
|
|
|
class plPXPhysicalControllerCore: public plPhysicalControllerCore |
|
{ |
|
public: |
|
plPXPhysicalControllerCore(plKey ownerSO, float height, float radius, bool human); |
|
~plPXPhysicalControllerCore(); |
|
|
|
// An ArmatureMod has its own idea about when physics should be enabled/disabled. |
|
// Use plArmatureModBase::EnablePhysics() instead. |
|
virtual void Enable(bool enable); |
|
|
|
// Subworld |
|
virtual void SetSubworld(plKey world); |
|
|
|
// For the avatar SDL only |
|
virtual void GetState(hsPoint3& pos, float& zRot); |
|
virtual void SetState(const hsPoint3& pos, float zRot); |
|
|
|
// Movement strategy |
|
virtual void SetMovementStrategy(plMovementStrategy* strategy); |
|
|
|
// Global location |
|
virtual void SetGlobalLoc(const hsMatrix44& l2w); |
|
|
|
// Local Sim Position |
|
virtual void GetPositionSim(hsPoint3& pos); |
|
|
|
// Move kinematic controller |
|
virtual void Move(hsVector3 displacement, unsigned int collideWith, unsigned int &collisionResults); |
|
|
|
// Set linear velocity on dynamic controller |
|
virtual void SetLinearVelocitySim(const hsVector3& linearVel); |
|
|
|
// Sweep the controller path from startPos through endPos |
|
virtual int SweepControllerPath(const hsPoint3& startPos, const hsPoint3& endPos, bool vsDynamics, |
|
bool vsStatics, uint32_t& vsSimGroups, std::vector<plControllerSweepRecord>& hits); |
|
|
|
// any clean up for the controller should go here |
|
virtual void LeaveAge(); |
|
|
|
// Capsule |
|
void GetWorldSpaceCapsule(NxCapsule& cap) const; |
|
|
|
// Create Proxy for debug rendering |
|
plDrawableSpans* CreateProxy(hsGMaterial* mat, hsTArray<uint32_t>& idx, plDrawableSpans* addTo); |
|
|
|
// Dynamic hits |
|
void AddDynamicHit(plPXPhysical* phys); |
|
|
|
////////////////////////////////////////// |
|
//Static Helper Functions |
|
//////////////////////////////////////// |
|
|
|
// Call pre-sim to apply movement to controllers |
|
static void Apply(float delSecs); |
|
|
|
// Call post-sim to update controllers |
|
static void Update(int numSubSteps, float alpha); |
|
|
|
// Update controllers when not performing a physics step |
|
static void UpdateNonPhysical(float alpha); |
|
|
|
// Rebuild the controller cache, required when a static actor in the scene has changed. |
|
static void RebuildCache(); |
|
|
|
// Returns the plPXPhysicalControllerCore associated with the given NxActor |
|
static plPXPhysicalControllerCore* GetController(NxActor& actor); |
|
|
|
// Subworld controller queries |
|
static bool AnyControllersInThisWorld(plKey world); |
|
static int GetNumberOfControllersInThisSubWorld(plKey world); |
|
static int GetControllersInThisSubWorld(plKey world, int maxToReturn, plPXPhysicalControllerCore** bufferout); |
|
|
|
// Controller count |
|
static int NumControllers(); |
|
static void SetMaxNumberOfControllers(int max) { fPXControllersMax = max; } |
|
static int fPXControllersMax; |
|
|
|
#ifndef PLASMA_EXTERNAL_RELEASE |
|
static bool fDebugDisplay; |
|
#endif |
|
|
|
protected: |
|
friend class PXControllerHitReport; |
|
|
|
virtual void IHandleEnableChanged(); |
|
|
|
void IInformDetectors(bool entering); |
|
|
|
void ICreateController(const hsPoint3& pos); |
|
void IDeleteController(); |
|
|
|
void IDispatchQueuedMsgs(); |
|
void IProcessDynamicHits(); |
|
|
|
#ifndef PLASMA_EXTERNAL_RELEASE |
|
void IDrawDebugDisplay(); |
|
hsTArray<plDbgCollisionInfo> fDbgCollisionInfo; |
|
#endif |
|
|
|
std::vector<plCollideMsg*> fQueuedCollideMsgs; |
|
std::vector<plPXPhysical*> fDynamicHits; |
|
|
|
NxCapsuleController* fController; |
|
NxActor* fActor; |
|
|
|
plPhysicalProxy* fProxyGen; |
|
bool fKinematicCCT; |
|
bool fHuman; |
|
};
|
|
|