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160 lines
6.9 KiB
160 lines
6.9 KiB
/*==LICENSE==* |
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CyanWorlds.com Engine - MMOG client, server and tools |
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Copyright (C) 2011 Cyan Worlds, Inc. |
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program. If not, see <http://www.gnu.org/licenses/>. |
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Additional permissions under GNU GPL version 3 section 7 |
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If you modify this Program, or any covered work, by linking or |
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
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(or a modified version of those libraries), |
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
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licensors of this Program grant you additional |
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permission to convey the resulting work. Corresponding Source for a |
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non-source form of such a combination shall include the source code for |
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
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work. |
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You can contact Cyan Worlds, Inc. by email legal@cyan.com |
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or by snail mail at: |
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Cyan Worlds, Inc. |
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14617 N Newport Hwy |
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Mead, WA 99021 |
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*==LICENSE==*/ |
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#include "plAvatar/plPhysicalControllerCore.h" |
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#include "hsQuat.h" |
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#define PHYSX_ONLY_TRIGGER_FROM_KINEMATIC 1 |
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class NxController; |
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class NxCapsuleController; |
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class NxActor; |
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class plCoordinateInterface; |
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class plPhysicalProxy; |
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class plDrawableSpans; |
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class hsGMaterial; |
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class NxCapsule; |
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class plSceneObject; |
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class PXControllerHitReportWalk; |
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class plCollideMsg; |
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#ifndef PLASMA_EXTERNAL_RELEASE |
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class plDbgCollisionInfo |
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{ |
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public: |
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plSceneObject *fSO; |
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hsVector3 fNormal; |
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hsBool fOverlap; |
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}; |
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#endif // PLASMA_EXTERNAL_RELEASE |
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class plPXPhysicalControllerCore: public plPhysicalControllerCore |
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{ |
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friend class PXControllerHitReportWalk; |
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public: |
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plPXPhysicalControllerCore(plKey ownerSO, float height, float radius); |
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~plPXPhysicalControllerCore(); |
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//should actually be a 3 vector but everywhere else it is assumed to be just around Z |
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inline virtual void Move(hsVector3 displacement, unsigned int collideWith, unsigned int &collisionResults); |
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// A disabled avatar doesn't move or accumulate air time if he's off the ground. |
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virtual void Enable(bool enable); |
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virtual void SetSubworld(plKey world) ; |
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virtual const plCoordinateInterface* GetSubworldCI() const ; |
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// For the avatar SDL only |
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virtual void GetState(hsPoint3& pos, float& zRot); |
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virtual void SetState(const hsPoint3& pos, float zRot); |
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// kinematic stuff .... should be just for when playing a behavior... |
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virtual void Kinematic(bool state); |
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virtual bool IsKinematic(); |
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virtual void GetKinematicPosition(hsPoint3& pos); |
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virtual const hsMatrix44& GetPrevSubworldW2L(){ return fPrevSubworldW2L; } |
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//when seeking no longer want to interact with exclusion regions |
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virtual void GetWorldSpaceCapsule(NxCapsule& cap) const; |
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static void RebuildCache(); |
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virtual const hsMatrix44& GetLastGlobalLoc(){return fLastGlobalLoc;} |
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virtual void SetKinematicLoc(const hsMatrix44& l2w){ISetKinematicLoc(l2w);} |
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virtual void SetGlobalLoc(const hsMatrix44& l2w){ISetGlobalLoc(l2w);} |
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virtual void HandleEnableChanged(); |
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virtual void HandleKinematicChanged(); |
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virtual void HandleKinematicEnableNextUpdate(); |
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virtual void GetPositionSim(hsPoint3& pos){IGetPositionSim(pos);} |
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virtual void MoveKinematicToController(hsPoint3& pos); |
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virtual const hsPoint3& GetLocalPosition(){return fLocalPosition;} |
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virtual void SetControllerDimensions(float radius, float height); |
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virtual void LeaveAge(); |
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virtual void UpdateControllerAndPhysicalRep(); |
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////////////////////////////////////////// |
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//Static Helper Functions |
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//////////////////////////////////////// |
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// Used by the LOS mgr to find the controller for an actor it hit |
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static plPXPhysicalControllerCore* GetController(NxActor& actor, bool* isController); |
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// test to see if there are any controllers (i.e. avatars) in this subworld |
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static bool AnyControllersInThisWorld(plKey world); |
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static int NumControllers(); |
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static int GetControllersInThisSubWorld(plKey world, int maxToReturn, |
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plPXPhysicalControllerCore** bufferout); |
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static int GetNumberOfControllersInThisSubWorld(plKey world); |
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static void UpdatePrestep(float delSecs); |
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static void UpdatePoststep(float delSecs); |
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static void UpdatePostSimStep(float delSecs); |
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virtual plDrawableSpans* CreateProxy(hsGMaterial* mat, hsTArray<uint32_t>& idx, plDrawableSpans* addTo); |
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#ifndef PLASMA_EXTERNAL_RELEASE |
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static hsBool fDebugDisplay; |
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#endif // PLASMA_EXTERNAL_RELEASE |
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static void SetMaxNumberOfControllers(int max) { fPXControllersMax = max; } |
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static int fPXControllersMax; |
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virtual int SweepControllerPath(const hsPoint3& startPos, const hsPoint3& endPos, hsBool vsDynamics, hsBool vsStatics, uint32_t& vsSimGroups, std::multiset< plControllerSweepRecord >& WhatWasHitOut); |
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virtual void BehaveLikeAnimatedPhysical(hsBool actLikeAnAnimatedPhys); |
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virtual hsBool BehavingLikeAnAnimatedPhysical(); |
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virtual const hsVector3& GetLinearVelocity(); |
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virtual void SetLinearVelocity(const hsVector3& linearVel); |
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//should actually be a 3 vector but everywhere else it is assumed to be just around Z |
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virtual void SetAngularVelocity(const float angvel); |
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virtual void SetVelocities(const hsVector3& linearVel, float angVel); |
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protected: |
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friend class PXControllerHitReport; |
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static plPXPhysicalControllerCore* FindController(NxController* controller); |
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void ISetGlobalLoc(const hsMatrix44& l2w); |
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void IMatchKinematicToController(); |
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void IMatchControllerToKinematic(); |
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void ISetKinematicLoc(const hsMatrix44& l2w); |
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void IGetPositionSim(hsPoint3& pos) const; |
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void ICreateController(); |
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void IDeleteController(); |
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void IInformDetectors(bool entering,bool deferUntilNextSim); |
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void ICreateController(const hsPoint3& pos); |
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NxActor* fKinematicActor; |
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NxCapsuleController* fController; |
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#ifndef PLASMA_EXTERNAL_RELEASE |
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hsTArray<plDbgCollisionInfo> fDbgCollisionInfo; |
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void IDrawDebugDisplay(); |
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#endif |
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void IHandleResize(); |
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float fPreferedRadius; |
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float fPreferedHeight; |
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// The global position and rotation of the avatar last time we set it (so we |
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// can detect if someone else moves him) |
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plPhysicalProxy* fProxyGen; |
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hsBool fBehavingLikeAnimatedPhys; |
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};
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