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884 lines
28 KiB
884 lines
28 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 "plPXPhysicalControllerCore.h" |
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#include "plSimulationMgr.h" |
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#include "plPXPhysical.h" |
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#include "plPXConvert.h" |
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#include "pnSceneObject/plSimulationInterface.h" |
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#include "pnSceneObject/plSceneObject.h" |
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#include "plAvatar/plArmatureMod.h" |
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#include "pnSceneObject/plCoordinateInterface.h" |
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#include "plDrawable/plDrawableGenerator.h" |
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#include "plPhysical/plPhysicalProxy.h" |
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#include "pnMessage/plSetNetGroupIDMsg.h" |
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#include "plMessage/plCollideMsg.h" |
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#include "plModifier/plDetectorLog.h" |
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#include "plSurface/hsGMaterial.h" // For our proxy |
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#include "plSurface/plLayerInterface.h" // For our proxy |
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#include "NxPhysics.h" |
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#include "NxCapsuleController.h" |
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#include "NxCapsuleShape.h" |
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#include "ControllerManager.h" |
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static ControllerManager gControllerMgr; |
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static std::vector<plPXPhysicalControllerCore*> gControllers; |
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static bool gRebuildCache = false; |
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#ifndef PLASMA_EXTERNAL_RELEASE |
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bool plPXPhysicalControllerCore::fDebugDisplay = false; |
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#endif // PLASMA_EXTERNAL_RELEASE |
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int plPXPhysicalControllerCore::fPXControllersMax = 0; |
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#define kCCTSkinWidth 0.1f |
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#define kCCTStepOffset 0.6f |
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#define kCCTZOffset ((fRadius + (fHeight / 2)) + kCCTSkinWidth) |
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#define kPhysHeightCorrection 0.8f |
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#define kPhysZOffset ((kCCTZOffset + (kPhysHeightCorrection / 2)) - 0.05f) |
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#define kAvatarMass 200.0f |
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static class PXControllerHitReport : public NxUserControllerHitReport |
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{ |
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public: |
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virtual NxControllerAction onShapeHit(const NxControllerShapeHit& hit) |
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{ |
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plPXPhysicalControllerCore* controller = (plPXPhysicalControllerCore*)hit.controller->getUserData(); |
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NxActor& actor = hit.shape->getActor(); |
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plPXPhysical* phys = (plPXPhysical*)actor.userData; |
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hsVector3 normal = plPXConvert::Vector(hit.worldNormal); |
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#ifndef PLASMA_EXTERNAL_RELEASE |
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plDbgCollisionInfo info; |
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info.fNormal = normal; |
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info.fSO = plSceneObject::ConvertNoRef(phys->GetObjectKey()->ObjectIsLoaded()); |
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NxCapsule capsule; |
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controller->GetWorldSpaceCapsule(capsule); |
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info.fOverlap = hit.shape->checkOverlapCapsule(capsule); |
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controller->fDbgCollisionInfo.Append(info); |
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#endif PLASMA_EXTERNAL_RELEASE |
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// If the avatar hit a movable physical, apply some force to it. |
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if (actor.isDynamic()) |
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{ |
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if (!actor.readBodyFlag(NX_BF_KINEMATIC) && !actor.readBodyFlag(NX_BF_FROZEN)) |
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{ |
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// Don't apply force when standing on top of an object. |
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if (normal.fZ < 0.85f) |
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{ |
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hsVector3 velocity = controller->GetLinearVelocity(); |
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velocity.fZ = 0.0f; |
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float length = velocity.Magnitude(); |
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if (length > 0) |
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{ |
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// Only allow horizontal pushes for now |
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NxVec3 hitDir = hit.worldPos - hit.controller->getPosition(); |
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hitDir.z = 0.0f; |
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hitDir.normalize(); |
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// Get controller speed along the hitDir |
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float cctProj = velocity.fX * hitDir.x + velocity.fY * hitDir.y; |
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length = length + cctProj / 2.0f; |
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// Get hit actors speed along the hitDir |
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float hitProj = actor.getLinearVelocity().dot(hitDir); |
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if (hitProj > 0) |
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length -= hitProj; |
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length *= kAvatarMass; |
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hsPoint3 pos((float)hit.worldPos.x, (float)hit.worldPos.y, (float)hit.worldPos.z); |
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phys->SetHitForce(plPXConvert::Vector(hitDir * length), pos); |
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controller->AddDynamicHit(phys); |
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} |
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} |
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} |
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} |
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else // else if the avatar hit a static |
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{ |
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controller->fMovementStrategy->AddContactNormals(normal); |
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return NX_ACTION_NONE; |
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} |
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if (phys && phys->GetProperty(plSimulationInterface::kAvAnimPushable)) |
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{ |
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hsQuat inverseRotation = controller->fLocalRotation.Inverse(); |
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hsVector3 normal = plPXConvert::Vector(hit.worldNormal); |
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controller->SetPushingPhysical(phys); |
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controller->SetFacingPushingPhysical((inverseRotation.Rotate(&kAvatarForward).InnerProduct(normal) < 0 ? true : false)); |
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} |
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return NX_ACTION_NONE; |
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} |
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virtual NxControllerAction onControllerHit(const NxControllersHit& hit) |
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{ |
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return NX_ACTION_NONE; |
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} |
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} gControllerHitReport; |
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plPhysicalControllerCore* plPhysicalControllerCore::Create(plKey ownerSO, float height, float width, bool human) |
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{ |
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if (!plPXPhysicalControllerCore::fPXControllersMax || gControllers.size() < plPXPhysicalControllerCore::fPXControllersMax) |
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{ |
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float radius = width / 2.0f; |
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float realHeight = height - width; |
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return new plPXPhysicalControllerCore(ownerSO, realHeight, radius, human); |
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} |
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return nil; |
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} |
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plPXPhysicalControllerCore::plPXPhysicalControllerCore(plKey ownerSO, float height, float radius, bool human) |
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: plPhysicalControllerCore(ownerSO, height, radius), |
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fController(nil), |
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fActor(nil), |
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fProxyGen(nil), |
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fKinematicCCT(true), |
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fHuman(human) |
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{ |
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ICreateController(fLocalPosition); |
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fActor->raiseActorFlag(NX_AF_DISABLE_COLLISION); |
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gControllers.push_back(this); |
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} |
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plPXPhysicalControllerCore::~plPXPhysicalControllerCore() |
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{ |
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int numControllers = gControllers.size(); |
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for (int i = 0; i < numControllers; ++i) |
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{ |
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if (gControllers[i] == this) |
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{ |
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gControllers.erase(gControllers.begin()+i); |
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break; |
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} |
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} |
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IDeleteController(); |
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// Release any queued messages we may have |
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int numMsgs = fQueuedCollideMsgs.size(); |
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if (numMsgs) |
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{ |
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for (int i = 0; i < numMsgs; ++i) |
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delete fQueuedCollideMsgs[i]; |
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fQueuedCollideMsgs.clear(); |
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} |
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delete fProxyGen; |
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} |
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void plPXPhysicalControllerCore::Enable(bool enable) |
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{ |
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if (fEnabled != enable) |
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{ |
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fEnabled = enable; |
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if (fEnabled) |
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{ |
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// Defer until the next physics update. |
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fEnableChanged = true; |
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} |
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else |
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{ |
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if (!fKinematicCCT) |
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{ |
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// Dynamic controllers are forced kinematic |
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fActor->raiseBodyFlag(NX_BF_KINEMATIC); |
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NxShape* shape = fActor->getShapes()[0]; |
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shape->setGroup(plSimDefs::kGroupAvatarKinematic); |
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} |
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} |
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} |
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} |
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void plPXPhysicalControllerCore::SetSubworld(plKey world) |
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{ |
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if (fWorldKey != world) |
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{ |
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SimLog("Changing subworlds!"); |
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// Inform detectors in the old world that we are leaving |
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IInformDetectors(false); |
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IDeleteController(); |
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// We need our real global location here, not the interpolated location |
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fLocalRotation.MakeMatrix(&fLastGlobalLoc); |
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fLastGlobalLoc.SetTranslate(&fLocalPosition); |
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if (fWorldKey) |
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{ |
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hsMatrix44 prevSubL2W; |
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fPrevSubworldW2L.GetInverse(&prevSubL2W); |
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fLastGlobalLoc = prevSubL2W * fLastGlobalLoc; |
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} |
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// Update our scene object so the change isn't wiped out |
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plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded()); |
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if (so) |
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{ |
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hsMatrix44 globalLocInv; |
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fLastGlobalLoc.GetInverse(&globalLocInv); |
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so->SetTransform(fLastGlobalLoc, globalLocInv); |
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so->FlushTransform(); |
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} |
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// Update Local Position and rotation |
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fWorldKey = world; |
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const plCoordinateInterface* subworldCI = GetSubworldCI(); |
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if (subworldCI) |
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{ |
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fPrevSubworldW2L = subworldCI->GetWorldToLocal(); |
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hsMatrix44 l2s = fPrevSubworldW2L * fLastGlobalLoc; |
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l2s.GetTranslate(&fLocalPosition); |
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fLocalRotation.SetFromMatrix44(l2s); |
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} |
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else |
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{ |
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fPrevSubworldW2L.Reset(); |
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fLastGlobalLoc.GetTranslate(&fLocalPosition); |
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fLocalRotation.SetFromMatrix44(fLastGlobalLoc); |
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} |
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fLastLocalPosition = fLocalPosition; |
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// Create new controller |
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ICreateController(fLocalPosition); |
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RebuildCache(); |
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} |
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} |
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void plPXPhysicalControllerCore::GetState(hsPoint3& pos, float& zRot) |
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{ |
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// Temporarily use the position point while we get the z rotation |
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fLocalRotation.NormalizeIfNeeded(); |
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fLocalRotation.GetAngleAxis(&zRot, (hsVector3*)&pos); |
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if (pos.fZ < 0) |
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zRot = (2 * float(M_PI)) - zRot; // axis is backwards, so reverse the angle too |
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pos = fLocalPosition; |
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} |
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void plPXPhysicalControllerCore::SetState(const hsPoint3& pos, float zRot) |
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{ |
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plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded()); |
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if (so) |
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{ |
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hsQuat worldRot; |
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hsVector3 zAxis(0.f, 0.f, 1.f); |
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worldRot.SetAngleAxis(zRot, zAxis); |
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hsMatrix44 l2w, w2l; |
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worldRot.MakeMatrix(&l2w); |
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l2w.SetTranslate(&pos); |
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// Localize new position and rotation to global coords if we're in a subworld |
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const plCoordinateInterface* ci = GetSubworldCI(); |
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if (ci) |
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{ |
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const hsMatrix44& subworldL2W = ci->GetLocalToWorld(); |
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l2w = subworldL2W * l2w; |
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} |
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l2w.GetInverse(&w2l); |
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so->SetTransform(l2w, w2l); |
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so->FlushTransform(); |
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} |
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} |
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void plPXPhysicalControllerCore::SetMovementStrategy(plMovementStrategy* strategy) |
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{ |
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if (fKinematicCCT != strategy->IsKinematic()) |
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{ |
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IDeleteController(); |
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fKinematicCCT = !fKinematicCCT; |
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ICreateController(fLocalPosition); |
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} |
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fMovementStrategy = strategy; |
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} |
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void plPXPhysicalControllerCore::SetGlobalLoc(const hsMatrix44& l2w) |
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{ |
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fLastGlobalLoc = l2w; |
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// Update our local position and rotation |
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hsPoint3 prevPosition = fLocalPosition; |
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const plCoordinateInterface* subworldCI = GetSubworldCI(); |
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if (subworldCI) |
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{ |
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hsMatrix44 l2s = fPrevSubworldW2L * l2w; |
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l2s.GetTranslate(&fLocalPosition); |
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fLocalRotation.SetFromMatrix44(l2s); |
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} |
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else |
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{ |
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l2w.GetTranslate(&fLocalPosition); |
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fLocalRotation.SetFromMatrix44(l2w); |
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} |
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fLastLocalPosition = fLocalPosition; |
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if (fProxyGen) |
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{ |
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hsMatrix44 w2l; |
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l2w.GetInverse(&w2l); |
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fProxyGen->SetTransform(l2w, w2l); |
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} |
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// Update the physical position |
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if (fKinematicCCT) |
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{ |
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hsVector3 disp(&fLocalPosition, &prevPosition); |
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if (disp.Magnitude() > 2.f) |
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{ |
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// Teleport the underlying actor most of the way |
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disp.Normalize(); |
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disp *= 0.001f; |
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hsPoint3 teleportPos = fLocalPosition - disp; |
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NxVec3 pos(teleportPos.fX, teleportPos.fY, teleportPos.fZ + kPhysZOffset); |
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fActor->setGlobalPosition(pos); |
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} |
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NxExtendedVec3 extPos(fLocalPosition.fX, fLocalPosition.fY, fLocalPosition.fZ + kCCTZOffset); |
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fController->setPosition(extPos); |
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} |
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else |
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{ |
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NxVec3 pos(fLocalPosition.fX, fLocalPosition.fY, fLocalPosition.fZ + kPhysZOffset); |
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if (fActor->readBodyFlag(NX_BF_KINEMATIC)) |
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fActor->moveGlobalPosition(pos); |
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else |
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fActor->setGlobalPosition(pos); |
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} |
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} |
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void plPXPhysicalControllerCore::GetPositionSim(hsPoint3& pos) |
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{ |
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if (fKinematicCCT) |
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{ |
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const NxExtendedVec3& extPos = fController->getPosition(); |
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pos.Set((float)extPos.x, (float)extPos.y, (float)extPos.z - kCCTZOffset); |
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} |
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else |
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{ |
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NxVec3 nxPos = fActor->getGlobalPosition(); |
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pos.Set(nxPos.x, nxPos.y, nxPos.z - kPhysZOffset); |
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} |
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} |
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void plPXPhysicalControllerCore::Move(hsVector3 displacement, unsigned int collideWith, unsigned int &collisionResults) |
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{ |
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NxU32 colFlags = 0; |
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fController->move(plPXConvert::Vector(displacement), collideWith, 0.00001f, colFlags); |
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collisionResults = 0; |
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if (colFlags & NXCC_COLLISION_DOWN) |
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collisionResults |= kBottom; |
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if (colFlags & NXCC_COLLISION_UP) |
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collisionResults |= kTop; |
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if (colFlags & NXCC_COLLISION_SIDES) |
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collisionResults |= kSides; |
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} |
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void plPXPhysicalControllerCore::SetLinearVelocitySim(const hsVector3& linearVel) |
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{ |
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if (!fKinematicCCT) |
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{ |
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NxVec3 vel = plPXConvert::Vector(linearVel); |
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fActor->setLinearVelocity(vel); |
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} |
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} |
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int plPXPhysicalControllerCore::SweepControllerPath(const hsPoint3& startPos, const hsPoint3& endPos, bool vsDynamics, bool vsStatics, |
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uint32_t& vsSimGroups, std::vector<plControllerSweepRecord>& hits) |
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{ |
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NxSweepQueryHit queryHit[10]; |
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unsigned int flags = NX_SF_ALL_HITS; |
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if (vsDynamics) |
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flags |= NX_SF_DYNAMICS; |
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if (vsStatics) |
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flags |= NX_SF_STATICS; |
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NxVec3 vec; |
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vec.x = endPos.fX - startPos.fX; |
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vec.y = endPos.fY - startPos.fY; |
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vec.z = endPos.fZ - startPos.fZ; |
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NxShape* shape = fActor->getShapes()[0]; |
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NxCapsuleShape* capShape = shape->isCapsule(); |
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float radius = capShape->getRadius(); |
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float height = capShape->getHeight(); |
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NxCapsule capsule; |
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capsule.p0 = plPXConvert::Point(startPos); |
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capsule.p0.z = capsule.p0.z + radius; |
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capsule.radius = radius; |
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capsule.p1 = capsule.p0; |
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capsule.p1.z = capsule.p1.z + height; |
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NxScene *scene = plSimulationMgr::GetInstance()->GetScene(fWorldKey); |
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int numHits = scene->linearCapsuleSweep(capsule, vec, flags, nil, 10, queryHit, nil, vsSimGroups); |
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if (numHits) |
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{ |
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for (int i = 0; i < numHits; ++i) |
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{ |
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plControllerSweepRecord currentHit; |
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currentHit.ObjHit = (plPhysical*)queryHit[i].hitShape->getActor().userData; |
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if (currentHit.ObjHit) |
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{ |
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currentHit.Point = plPXConvert::Point(queryHit[i].point); |
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currentHit.Normal = plPXConvert::Vector(queryHit[i].normal); |
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hits.push_back(currentHit); |
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} |
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} |
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} |
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return hits.size(); |
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} |
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void plPXPhysicalControllerCore::LeaveAge() |
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{ |
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SetPushingPhysical(nil); |
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if (fWorldKey) |
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SetSubworld(nil); |
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// Disable all collisions |
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fActor->raiseActorFlag(NX_AF_DISABLE_COLLISION); |
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} |
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void plPXPhysicalControllerCore::GetWorldSpaceCapsule(NxCapsule& cap) const |
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{ |
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NxShape* shape = fActor->getShapes()[0]; |
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NxCapsuleShape* capShape = shape->isCapsule(); |
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capShape->getWorldCapsule(cap); |
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} |
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plDrawableSpans* plPXPhysicalControllerCore::CreateProxy(hsGMaterial* mat, hsTArray<uint32_t>& idx, plDrawableSpans* addTo) |
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{ |
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// FIXME |
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plDrawableSpans* myDraw = addTo; |
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bool blended = ((mat->GetLayer(0)->GetBlendFlags() & hsGMatState::kBlendMask)); |
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float radius = fRadius; |
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myDraw = plDrawableGenerator::GenerateSphericalDrawable(fLocalPosition, radius, |
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mat, fLastGlobalLoc, blended, |
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nil, &idx, myDraw); |
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/* |
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plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded()); |
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if (so) |
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{ |
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bool blended = ((mat->GetLayer(0)->GetBlendFlags() & hsGMatState::kBlendMask)); |
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myDraw = plDrawableGenerator::GenerateConicalDrawable(fRadius*10, fHeight*10, |
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mat, so->GetLocalToWorld(), blended, |
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nil, &idx, myDraw); |
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} |
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*/ |
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return myDraw; |
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} |
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void plPXPhysicalControllerCore::AddDynamicHit(plPXPhysical* phys) |
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{ |
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int numHits = fDynamicHits.size(); |
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for (int i = 0; i < numHits; ++i) |
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{ |
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if (fDynamicHits[i] == phys) |
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return; |
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} |
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fDynamicHits.push_back(phys); |
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} |
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void plPXPhysicalControllerCore::Apply(float delSecs) |
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{ |
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plPXPhysicalControllerCore* controller; |
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int numControllers = gControllers.size(); |
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for (int i = 0; i < numControllers; ++i) |
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{ |
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controller = gControllers[i]; |
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if (gRebuildCache && controller->fController) |
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controller->fController->reportSceneChanged(); |
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#ifndef PLASMA_EXTERNAL_RELEASE |
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controller->fDbgCollisionInfo.SetCount(0); |
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#endif |
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controller->IDispatchQueuedMsgs(); |
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controller->IApply(delSecs); |
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controller->IProcessDynamicHits(); |
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} |
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gRebuildCache = false; |
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} |
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void plPXPhysicalControllerCore::Update(int numSubSteps, float alpha) |
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{ |
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gControllerMgr.updateControllers(); |
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plPXPhysicalControllerCore* controller; |
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int numControllers = gControllers.size(); |
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for (int i = 0; i < numControllers; ++i) |
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{ |
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controller = gControllers[i]; |
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|
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controller->IUpdate(numSubSteps, alpha); |
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|
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#ifndef PLASMA_EXTERNAL_RELEASE |
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if (fDebugDisplay) |
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controller->IDrawDebugDisplay(); |
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#endif |
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} |
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} |
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void plPXPhysicalControllerCore::UpdateNonPhysical(float alpha) |
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{ |
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plPXPhysicalControllerCore* controller; |
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int numControllers = gControllers.size(); |
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for (int i = 0; i < numControllers; ++i) |
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{ |
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controller = gControllers[i]; |
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controller->IUpdateNonPhysical(alpha); |
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} |
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} |
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void plPXPhysicalControllerCore::RebuildCache() { gRebuildCache = true; } |
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plPXPhysicalControllerCore* plPXPhysicalControllerCore::GetController(NxActor& actor) |
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{ |
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plPXPhysicalControllerCore* controller; |
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int numControllers = gControllers.size(); |
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for (int i = 0; i < numControllers; ++i) |
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{ |
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controller = gControllers[i]; |
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if (controller->fActor == &actor) |
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return controller; |
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} |
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return nil; |
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} |
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bool plPXPhysicalControllerCore::AnyControllersInThisWorld(plKey world) |
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{ |
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plPXPhysicalControllerCore* controller; |
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int numControllers = gControllers.size(); |
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for (int i = 0; i < numControllers; ++i) |
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{ |
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controller = gControllers[i]; |
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if (controller->GetSubworld() == world) |
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return true; |
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} |
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return false; |
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} |
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int plPXPhysicalControllerCore::GetNumberOfControllersInThisSubWorld(plKey world) |
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{ |
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int count = 0; |
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plPXPhysicalControllerCore* controller; |
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int numControllers = gControllers.size(); |
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for (int i = 0; i < numControllers; ++i) |
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{ |
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controller = gControllers[i]; |
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if (controller->GetSubworld() == world) |
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++count; |
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} |
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return count; |
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} |
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int plPXPhysicalControllerCore::GetControllersInThisSubWorld(plKey world, int maxToReturn, plPXPhysicalControllerCore** bufferout) |
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{ |
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int count = 0; |
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plPXPhysicalControllerCore* controller; |
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int numControllers = gControllers.size(); |
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for (int i = 0; i < numControllers; ++i) |
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{ |
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controller = gControllers[i]; |
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if (controller->GetSubworld() == world) |
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{ |
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if (count < maxToReturn) |
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{ |
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bufferout[count] = controller; |
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++count; |
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} |
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} |
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} |
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return count; |
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} |
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int plPXPhysicalControllerCore::NumControllers() { return gControllers.size(); } |
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void plPXPhysicalControllerCore::IHandleEnableChanged() |
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{ |
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// Defered enable |
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fEnableChanged = false; |
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if (!fKinematicCCT) |
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{ |
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// Restore dynamic controller |
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fActor->clearBodyFlag(NX_BF_KINEMATIC); |
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NxShape* shape = fActor->getShapes()[0]; |
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shape->setGroup(plSimDefs::kGroupAvatar); |
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} |
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// Enable actor collisions |
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if (fActor->readActorFlag(NX_AF_DISABLE_COLLISION)) |
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fActor->clearActorFlag(NX_AF_DISABLE_COLLISION); |
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} |
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void plPXPhysicalControllerCore::IInformDetectors(bool entering) |
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{ |
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static const NxU32 kDetectorFlag = 1<<plSimDefs::kGroupDetector; |
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static const int kNumShapes = 30; |
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DetectorLog("Informing from plPXPhysicalControllerCore::IInformDetectors"); |
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NxShape* shapes[kNumShapes]; |
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NxCapsule capsule; |
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GetWorldSpaceCapsule(capsule); |
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NxScene* scene = plSimulationMgr::GetInstance()->GetScene(fWorldKey); |
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int numCollided = scene->overlapCapsuleShapes(capsule, NX_ALL_SHAPES, kNumShapes, shapes, NULL, kDetectorFlag, NULL, true); |
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for (int i = 0; i < numCollided; ++i) |
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{ |
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plPXPhysical* physical = (plPXPhysical*)shapes[i]->getActor().userData; |
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if (physical && physical->DoReportOn(plSimDefs::kGroupAvatar)) |
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{ |
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plCollideMsg* msg = new plCollideMsg(); |
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msg->fOtherKey = fOwner; |
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msg->fEntering = entering; |
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msg->AddReceiver(physical->GetObjectKey()); |
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// Queue until the next sim step |
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fQueuedCollideMsgs.push_back(msg); |
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} |
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} |
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DetectorLog("Done informing from plPXPhysicalControllerCore::IInformDetectors"); |
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} |
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void plPXPhysicalControllerCore::ICreateController(const hsPoint3& pos) |
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{ |
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NxScene* scene = plSimulationMgr::GetInstance()->GetScene(fWorldKey); |
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if (fKinematicCCT) |
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{ |
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// Use PhysX character controller |
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NxCapsuleControllerDesc desc; |
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desc.position.x = pos.fX; |
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desc.position.y = pos.fY; |
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desc.position.z = pos.fZ + kCCTZOffset; |
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desc.upDirection = NX_Z; |
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desc.slopeLimit = kSlopeLimit; |
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desc.skinWidth = kCCTSkinWidth; |
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desc.stepOffset = kCCTStepOffset; |
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desc.callback = &gControllerHitReport; |
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desc.userData = this; |
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desc.radius = fRadius; |
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desc.height = fHeight; |
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desc.interactionFlag = NXIF_INTERACTION_EXCLUDE; |
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fController = (NxCapsuleController*)gControllerMgr.createController(scene, desc); |
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fActor = fController->getActor(); |
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// Set the actor group - Dynamics are in group 1 and will report on everything in group 0. |
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// We don't want notifications |
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fActor->setGroup(2); |
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// Set the shape group. Not used by the NxController itself, |
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// But required for correct group interactions in the simulation. |
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NxShape* shape = fActor->getShapes()[0]; |
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shape->setGroup(plSimDefs::kGroupAvatarKinematic); |
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// In PhysX 2, the kinematic actors scale factor isn't exposed. |
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// It is hardcoded at 0.8 which doesn't suit, so we have to manually adjust its dimensions. |
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float kineRadius = fRadius + kCCTSkinWidth; |
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float kineHeight = fHeight; |
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NxCapsuleShape* capShape = shape->isCapsule(); |
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if (fHuman) |
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{ |
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kineHeight += kPhysHeightCorrection; |
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capShape->setLocalPosition(NxVec3(0.0f, (kPhysHeightCorrection / 2.0f), 0.0f)); |
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} |
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capShape->setDimensions(kineRadius, kineHeight); |
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} |
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else |
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{ |
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// Use dynamic actor for the character controller |
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NxCapsuleShapeDesc capDesc; |
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capDesc.materialIndex = plSimulationMgr::GetInstance()->GetMaterialIdx(scene, 0.0f, 0.0f); |
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capDesc.radius = fRadius + kCCTSkinWidth; |
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capDesc.height = fHeight + kPhysHeightCorrection; |
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NxBodyDesc bodyDesc; |
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bodyDesc.mass = kAvatarMass; |
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bodyDesc.flags = NX_BF_DISABLE_GRAVITY; |
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bodyDesc.flags |= NX_BF_FROZEN_ROT; |
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if (fEnabled) |
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capDesc.group = plSimDefs::kGroupAvatar; |
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else |
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{ |
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bodyDesc.flags |= NX_BF_KINEMATIC; |
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capDesc.group = plSimDefs::kGroupAvatarKinematic; |
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} |
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NxActorDesc actorDesc; |
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actorDesc.shapes.pushBack(&capDesc); |
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actorDesc.body = &bodyDesc; |
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actorDesc.group = 2; |
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actorDesc.globalPose.M.rotX(NxHalfPiF32); |
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actorDesc.globalPose.t.x = pos.fX; |
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actorDesc.globalPose.t.y = pos.fY; |
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actorDesc.globalPose.t.z = pos.fZ + kPhysZOffset; |
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fActor = scene->createActor(actorDesc); |
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} |
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fSeeking = false; |
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// Create proxy for the debug display |
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/* FIXME |
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// the avatar proxy doesn't seem to work... not sure why? |
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hsColorRGBA physColor; |
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float opac = 1.0f; |
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// local avatar is light purple and transparent |
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physColor.Set(.2f, .1f, .2f, 1.f); |
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opac = 0.8f; |
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fProxyGen = new plPhysicalProxy(hsColorRGBA().Set(0,0,0,1.f), physColor, opac); |
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fProxyGen->Init(this); |
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*/ |
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} |
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void plPXPhysicalControllerCore::IDeleteController() |
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{ |
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if (fKinematicCCT) |
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{ |
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gControllerMgr.releaseController(*fController); |
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fController = nil; |
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} |
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else |
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{ |
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NxScene* scene = plSimulationMgr::GetInstance()->GetScene(fWorldKey); |
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scene->releaseActor(*fActor); |
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} |
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fActor = nil; |
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plSimulationMgr::GetInstance()->ReleaseScene(fWorldKey); |
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} |
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void plPXPhysicalControllerCore::IDispatchQueuedMsgs() |
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{ |
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int numMsgs = fQueuedCollideMsgs.size(); |
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if (numMsgs) |
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{ |
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plSimulationMgr* simMgr = plSimulationMgr::GetInstance(); |
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for (int i = 0; i < numMsgs; ++i) |
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simMgr->AddCollisionMsg(fQueuedCollideMsgs[i]); |
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fQueuedCollideMsgs.clear(); |
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} |
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} |
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void plPXPhysicalControllerCore::IProcessDynamicHits() |
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{ |
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int numHits = fDynamicHits.size(); |
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if (numHits) |
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{ |
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plPXPhysical* phys; |
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plSimulationMgr* simMgr = plSimulationMgr::GetInstance(); |
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for (int i = 0; i < numHits; ++i) |
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{ |
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phys = fDynamicHits[i]; |
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|
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// If this is the local avatar, we need to take ownership of this dynamic if we haven't already |
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if (fLOSDB == plSimDefs::kLOSDBLocalAvatar && !phys->IsLocallyOwned() && !phys->GetProperty(plSimulationInterface::kNoOwnershipChange)) |
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{ |
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plSynchedObject* obj = plSynchedObject::ConvertNoRef(phys->GetObjectKey()->ObjectIsLoaded()); |
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obj->SetNetGroupConstant(plNetGroup::kNetGroupLocalPhysicals); |
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plSetNetGroupIDMsg* setNetGroupID = new plSetNetGroupIDMsg; |
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setNetGroupID->fId = plNetGroup::kNetGroupRemotePhysicals; |
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setNetGroupID->SetBCastFlag(plMessage::kNetPropagate | plMessage::kNetForce); |
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setNetGroupID->SetBCastFlag(plMessage::kLocalPropagate, false); |
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setNetGroupID->Send(obj->GetKey()); |
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} |
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phys->ApplyHitForce(); |
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simMgr->ConsiderSynch(phys, nil); |
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} |
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fDynamicHits.clear(); |
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} |
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} |
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#ifndef PLASMA_EXTERNAL_RELEASE |
|
#include "../plPipeline/plDebugText.h" |
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void plPXPhysicalControllerCore::IDrawDebugDisplay() |
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{ |
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plDebugText &debugTxt = plDebugText::Instance(); |
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plString debugString; |
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int y = 10; // Initial draw position |
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int x = 10; |
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int lineHeight = debugTxt.GetFontSize() + 4; |
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|
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debugString = plString::Format("Controller Count: %d", gControllers.size()); |
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debugTxt.DrawString(x, y, debugString.c_str()); |
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y += lineHeight; |
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|
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// Only display avatar collisions if any exist... |
|
int collisionCount = fDbgCollisionInfo.GetCount(); |
|
if (collisionCount > 0) |
|
{ |
|
debugTxt.DrawString(x, y, "Avatar Collisions:"); |
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y += lineHeight; |
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|
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for (int i = 0; i < collisionCount; i++) |
|
{ |
|
hsVector3 normal = fDbgCollisionInfo[i].fNormal; |
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const char* overlapStr = fDbgCollisionInfo[i].fOverlap ? "yes" : "no"; |
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float angle = hsRadiansToDegrees(acos(normal * hsVector3(0, 0, 1))); |
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debugString = plString::Format("\tObj: %s, Normal: (%.2f, %.2f, %.2f), Angle(%.1f), Overlap(%s)", |
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fDbgCollisionInfo[i].fSO->GetKeyName().c_str(), |
|
normal.fX, normal.fY, normal.fZ, angle, |
|
overlapStr); |
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debugTxt.DrawString(x, y, debugString.c_str()); |
|
y += lineHeight; |
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} |
|
} |
|
} |
|
#endif PLASMA_EXTERNAL_RELEASE |
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