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293 lines
9.3 KiB
293 lines
9.3 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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#ifndef plPXPhysical_h_inc |
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#define plPXPhysical_h_inc |
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#include "plPhysical.h" |
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#include "hsMatrix44.h" |
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#include "../plPhysical/plSimDefs.h" |
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#include "hsBitVector.h" |
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#include "hsUtils.h" |
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class NxActor; |
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class NxConvexMesh; |
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class NxTriangleMesh; |
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struct hsPoint3; |
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class hsQuat; |
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class plPhysicalProxy; |
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class plDrawableSpans; |
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class hsGMaterial; |
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struct hsPlane3; |
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class plMessage; |
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class plLOSHit; |
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class plSimulationMsg; |
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class plSDLModifier; |
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class plPhysicalSndGroup; |
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class plGenRefMsg; |
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class plSceneObject; |
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class hsVectorStream; |
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class NxCapsule; |
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class PhysRecipe |
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{ |
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public: |
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PhysRecipe(); |
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hsScalar mass; |
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hsScalar friction; |
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hsScalar restitution; |
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plSimDefs::Bounds bounds; |
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plSimDefs::Group group; |
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UInt32 reportsOn; |
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plKey objectKey; |
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plKey sceneNode; |
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plKey worldKey; |
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// The local to subworld matrix (or local to world if worldKey is nil) |
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hsMatrix44 l2s; |
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NxConvexMesh* convexMesh; |
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NxTriangleMesh* triMesh; |
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// For spheres only |
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hsScalar radius; |
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hsPoint3 offset; |
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// For Boxes |
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hsPoint3 bDimensions; |
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hsPoint3 bOffset; |
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// For export time only. The original data used to create the mesh |
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hsVectorStream* meshStream; |
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}; |
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class plPXPhysical : public plPhysical |
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{ |
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public: |
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friend class plSimulationMgr; |
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enum PhysRefType |
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{ |
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kPhysRefWorld, |
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kPhysRefSndGroup |
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}; |
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plPXPhysical(); |
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virtual ~plPXPhysical(); |
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CLASSNAME_REGISTER(plPXPhysical); |
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GETINTERFACE_ANY(plPXPhysical, plPhysical); |
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// Export time and internal use only |
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hsBool Init(PhysRecipe& recipe); |
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virtual void Read(hsStream* s, hsResMgr* mgr); |
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virtual void Write(hsStream* s, hsResMgr* mgr); |
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virtual hsBool MsgReceive(plMessage* msg); |
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// |
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// From plPhysical |
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// |
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virtual plPhysical& SetProperty(int prop, hsBool b); |
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virtual hsBool GetProperty(int prop) const { return fProps.IsBitSet(prop) != 0; } |
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virtual void SetObjectKey(plKey key) { fObjectKey = key; } |
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virtual plKey GetObjectKey() const { return fObjectKey; } |
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virtual void SetSceneNode(plKey node); |
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virtual plKey GetSceneNode() const; |
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virtual hsBool GetLinearVelocitySim(hsVector3& vel) const; |
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virtual void SetLinearVelocitySim(const hsVector3& vel); |
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virtual void ClearLinearVelocity(); |
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virtual hsBool GetAngularVelocitySim(hsVector3& vel) const; |
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virtual void SetAngularVelocitySim(const hsVector3& vel); |
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virtual void SetTransform(const hsMatrix44& l2w, const hsMatrix44& w2l, hsBool force=false); |
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virtual void GetTransform(hsMatrix44& l2w, hsMatrix44& w2l); |
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virtual int GetGroup() const { return fGroup; } |
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virtual void AddLOSDB(UInt16 flag) { hsSetBits(fLOSDBs, flag); } |
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virtual void RemoveLOSDB(UInt16 flag) { hsClearBits(fLOSDBs, flag); } |
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virtual UInt16 GetAllLOSDBs() { return fLOSDBs; } |
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virtual hsBool IsInLOSDB(UInt16 flag) { return hsCheckBits(fLOSDBs, flag); } |
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virtual hsBool DoDetectorHullWorkaround() { return fSaveTriangles ? true : false; } |
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virtual hsBool Should_I_Trigger(hsBool enter, hsPoint3& pos); |
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virtual hsBool IsObjectInsideHull(const hsPoint3& pos); |
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virtual void SetInsideConvexHull(hsBool inside) { fInsideConvexHull = inside; } |
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virtual plKey GetWorldKey() const { return fWorldKey; } |
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virtual plPhysicalSndGroup* GetSoundGroup() const { return fSndGroup; } |
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virtual void GetPositionSim(hsPoint3& pos) const { IGetPositionSim(pos); } |
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virtual void SendNewLocation(hsBool synchTransform = false, hsBool isSynchUpdate = false); |
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virtual void SetHitForce(const hsVector3& force, const hsPoint3& pos) { fWeWereHit=true; fHitForce = force; fHitPos = pos; } |
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virtual void ApplyHitForce(); |
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virtual void ResetHitForce() { fWeWereHit=false; fHitForce.Set(0,0,0); fHitPos.Set(0,0,0); } |
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virtual void GetSyncState(hsPoint3& pos, hsQuat& rot, hsVector3& linV, hsVector3& angV); |
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virtual void SetSyncState(hsPoint3* pos, hsQuat* rot, hsVector3* linV, hsVector3* angV); |
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virtual void ExcludeRegionHack(hsBool cleared); |
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virtual plDrawableSpans* CreateProxy(hsGMaterial* mat, hsTArray<UInt32>& idx, plDrawableSpans* addTo); |
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hsBool DoReportOn(plSimDefs::Group group) const { return hsCheckBits(fReportsOn, 1<<group); } |
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// Returns true if this object is *really* dynamic. We can have physicals |
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// that are in the dynamic group but are actually animated or something. |
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// This weeds those out. |
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hsBool IsDynamic() const; |
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//Hack to check if there is an overlap with the capsule |
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//this partially for exclude regions vs avatar capsule |
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virtual hsBool OverlapWithCapsule(NxCapsule& cap); |
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virtual hsScalar GetMass() {return fMass;} |
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protected: |
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void IGetPositionSim(hsPoint3& pos) const; |
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void IGetRotationSim(hsQuat& rot) const; |
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void ISetPositionSim(const hsPoint3& pos); |
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void ISetRotationSim(const hsQuat& rot); |
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/** Handle messages about our references. */ |
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hsBool HandleRefMsg(plGenRefMsg * refM); |
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///////////////////////////////////////////////////////////// |
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// |
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// WORLDS, SUBWORLDS && CONTEXTS |
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// |
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///////////////////////////////////////////////////////////// |
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void IConvertGroups(UInt32 memberOf, UInt32 reportsOn, UInt32 collideWith); |
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/** See if the object is in a valid, non-overlapping position. |
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A valid overlap is one which is approved by the collision |
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masking code, i.e. my memberOf has no intersection with your |
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bounceOff and vice-versa |
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*/ |
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// Set overlapText to get a string naming all the overlapping physicals (that you must delete) |
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hsBool CheckValidPosition(char** overlapText=nil); |
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///////////////////////////////////////////////////////////// |
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// |
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// NETWORK SYNCHRONIZATION |
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// |
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///////////////////////////////////////////////////////////// |
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/** Remember that we need to do a synch soon. */ |
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hsBool DirtySynchState(const char* SDLStateName, UInt32 synchFlags ); |
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double GetLastSyncTime() { return fLastSyncTime; } |
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/** Get the simulation transform of the physical, in world |
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coordinates (factoring in the subworld if necessary */ |
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void IGetTransformGlobal(hsMatrix44 &l2w) const; |
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void ISetTransformGlobal(const hsMatrix44& l2w); |
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// Enable/disable collisions and dynamic movement |
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void IEnable(hsBool enable); |
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void IMakeHull(NxConvexMesh* convexMesh, hsMatrix44 l2w); |
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NxActor* fActor; |
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plKey fWorldKey; // either a subworld or nil |
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plSimDefs::Bounds fBoundsType; |
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plSimDefs::Group fGroup; |
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UInt32 fReportsOn; // bit vector for groups we report interactions with |
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UInt16 fLOSDBs; // Which LOS databases we get put into |
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hsBitVector fProps; // plSimulationInterface::plSimulationProperties kept here |
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float fMass; |
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plKey fObjectKey; // the key to our scene object |
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plKey fSceneNode; // the room we're in |
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// PHYSX FIXME - need to create a plasma hull so that we can determine if inside |
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hsPlane3* fWorldHull; |
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UInt32 fHullNumberPlanes; |
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hsPoint3* fSaveTriangles; |
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hsBool fInsideConvexHull; |
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void ISetHullToWorldWTriangles(); |
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inline hsBool ITestPlane(const hsPoint3 &pos, const hsPlane3 &plane) |
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{ |
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hsScalar dis = plane.fN.InnerProduct(pos); |
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dis += plane.fD; |
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if (dis == 0.f) |
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return false; |
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if( dis >= 0.f ) |
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return false; |
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return true; |
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} |
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// we need to remember the last matrices we sent to the coordinate interface |
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// so that we can recognize them when we send them back and not reapply them, |
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// which would reactivate our body. inelegant but effective |
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hsMatrix44 fCachedLocal2World; |
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// Syncronization |
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double fLastSyncTime; |
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plSDLModifier* fSDLMod; |
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plPhysicalSndGroup* fSndGroup; |
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hsBool fWeWereHit; |
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hsVector3 fHitForce; |
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hsPoint3 fHitPos; |
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plPhysicalProxy* fProxyGen; // visual proxy for debugging |
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static int fNumberAnimatedPhysicals; |
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static int fNumberAnimatedActivators; |
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}; |
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#endif
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