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209 lines
6.1 KiB
209 lines
6.1 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 "plSimulationInterface.h" |
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#include "plgDispatch.h" |
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#include "plPhysical.h" |
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#include "hsBounds.h" |
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#include "hsStream.h" |
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#include "hsResMgr.h" |
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#include "plSceneObject.h" |
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#include "pnMessage/plEnableMsg.h" |
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#include "pnMessage/plIntRefMsg.h" |
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#include "pnMessage/plWarpMsg.h" |
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#include "pnMessage/plSimulationSynchMsg.h" |
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#include "pnMessage/plSimulationMsg.h" |
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#include "pnMessage/plNodeRefMsg.h" |
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#include "pnKeyedObject/plKey.h" |
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plSimulationInterface::plSimulationInterface() : fPhysical(nil) |
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{ |
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} |
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plSimulationInterface::~plSimulationInterface() |
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{ |
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} |
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void plSimulationInterface::ISetSceneNode(plKey newNode) |
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{ |
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if (fPhysical) |
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fPhysical->SetSceneNode(newNode); |
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} |
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void plSimulationInterface::SetProperty(int prop, hsBool on) |
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{ |
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plObjInterface::SetProperty(prop, on); // set the property locally |
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if (fPhysical) |
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fPhysical->SetProperty(prop, on ? true : false); |
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} |
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void plSimulationInterface::SetTransform(const hsMatrix44& l2w, const hsMatrix44& w2l) |
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{ |
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if (fPhysical) |
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fPhysical->SetTransform(l2w, w2l); |
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} |
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void plSimulationInterface::ClearLinearVelocity() |
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{ |
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if (fPhysical) |
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fPhysical->ClearLinearVelocity(); |
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} |
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void plSimulationInterface::Read(hsStream* s, hsResMgr* mgr) |
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{ |
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plObjInterface::Read(s, mgr); |
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// fProps is already read by plObjInterface, but we'll do it again here to |
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// avoid breaking the format |
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fProps.Read(s); |
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// Also unnecessary |
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int poop = s->ReadLE32(); |
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plIntRefMsg* refMsg = TRACKED_NEW plIntRefMsg(GetKey(), plRefMsg::kOnCreate, 0, plIntRefMsg::kPhysical, 0); |
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mgr->ReadKeyNotifyMe(s, refMsg, plRefFlags::kActiveRef); |
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} |
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void plSimulationInterface::Write(hsStream* s, hsResMgr* mgr) |
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{ |
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plObjInterface::Write(s, mgr); |
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// Legacy crap |
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fProps.Write(s); |
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s->WriteLE32(0); |
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mgr->WriteKey(s, fPhysical); |
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} |
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void plSimulationInterface::ReleaseData() |
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{ |
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plPhysical *physical = fPhysical; |
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if (physical) |
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{ |
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// To get rid of our data, we need to release our active ref and tell the SceneNode |
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// to dump it. It will autodestruct after those two active refs are released, unless |
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// someone else has a ref on it as well (in which case we don't want to be nuking it |
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// anyway). |
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if (physical->GetSceneNode()) |
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{ |
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plKey nodeKey = physical->GetSceneNode(); |
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nodeKey->Release(physical->GetKey()); |
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} |
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GetKey()->Release(physical->GetKey()); |
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} |
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} |
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hsBool plSimulationInterface::MsgReceive(plMessage* msg) |
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{ |
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plIntRefMsg* intRefMsg = plIntRefMsg::ConvertNoRef(msg); |
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if (intRefMsg) |
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{ |
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switch (intRefMsg->fType) |
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{ |
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case plIntRefMsg::kPhysical: |
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if (intRefMsg->GetContext() & (plRefMsg::kOnDestroy|plRefMsg::kOnRemove)) |
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{ |
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plPhysical* phys = plPhysical::ConvertNoRef(intRefMsg->GetRef()); |
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// *** for some reason, we sometimes get a null pointer here |
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// *** if we do, we're just going to ignore it for now |
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if (phys) |
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{ |
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hsAssert(phys == fPhysical, "Removing Physical I don't have"); |
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fPhysical = nil; |
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} |
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} |
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else |
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{ |
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fPhysical = plPhysical::ConvertNoRef(intRefMsg->GetRef()); |
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} |
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return true; |
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} |
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} |
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plEnableMsg* pEnableMsg = plEnableMsg::ConvertNoRef(msg); |
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if (pEnableMsg) |
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{ |
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SetProperty(kDisable, pEnableMsg->Cmd(kDisable)); |
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SetProperty(kPinned, pEnableMsg->Cmd(kDisable)); |
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return true; |
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} |
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plWarpMsg* pWarpMsg = plWarpMsg::ConvertNoRef(msg); |
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if (pWarpMsg) |
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{ |
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if (fPhysical) |
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{ |
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hsMatrix44 l2w = pWarpMsg->GetTransform(); |
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hsMatrix44 inv; |
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l2w.GetInverse(&inv); |
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SetTransform(l2w, inv); |
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if (pWarpMsg->GetWarpFlags() & plWarpMsg::kZeroVelocity) |
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{ |
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ClearLinearVelocity(); |
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} |
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} |
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} |
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plSimulationMsg* pSimMsg = plSimulationMsg::ConvertNoRef(msg); |
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if (pSimMsg) |
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{ |
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if (fPhysical) |
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fPhysical->MsgReceive(pSimMsg); |
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} |
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return plObjInterface::MsgReceive(msg); |
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} |
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// Export only. Use messages for runtime. |
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void plSimulationInterface::SetPhysical(plPhysical* ph) |
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{ |
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fPhysical = ph; |
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} |
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plPhysical* plSimulationInterface::GetPhysical() const |
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{ |
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return fPhysical; |
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} |
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