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326 lines
9.6 KiB
326 lines
9.6 KiB
/*==LICENSE==* |
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CyanWorlds.com Engine - MMOG client, server and tools |
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Copyright (C) 2011 Cyan Worlds, Inc. |
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program. If not, see <http://www.gnu.org/licenses/>. |
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Additional permissions under GNU GPL version 3 section 7 |
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If you modify this Program, or any covered work, by linking or |
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
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(or a modified version of those libraries), |
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
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licensors of this Program grant you additional |
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permission to convey the resulting work. Corresponding Source for a |
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non-source form of such a combination shall include the source code for |
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
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work. |
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You can contact Cyan Worlds, Inc. by email legal@cyan.com |
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or by snail mail at: |
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Cyan Worlds, Inc. |
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14617 N Newport Hwy |
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Mead, WA 99021 |
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*==LICENSE==*/ |
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#ifndef PLPHYSICALCONTROLLERCORE_H |
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#define PLPHYSICALCONTROLLERCORE_H |
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#include "hsGeometry3.h" |
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#include "hsMatrix44.h" |
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#include "hsQuat.h" |
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#include "hsTemplates.h" |
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#include "../pnKeyedObject/plKey.h" |
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#include "../plPhysical/plSimDefs.h" |
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#include <vector> |
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class plCoordinateInterface; |
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class plPhysical; |
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class plMovementStrategy; |
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class plAGApplicator; |
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class plSwimRegionInterface; |
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#define kSlopeLimit (cosf(hsScalarDegToRad(55.f))) |
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enum plControllerCollisionFlags |
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{ |
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kSides = 1, |
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kTop = (1 << 1), |
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kBottom = (1 << 2) |
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}; |
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struct plControllerSweepRecord |
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{ |
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plPhysical *ObjHit; |
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hsPoint3 Point; |
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hsVector3 Normal; |
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}; |
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class plPhysicalControllerCore |
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{ |
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public: |
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plPhysicalControllerCore(plKey ownerSceneObject, hsScalar height, hsScalar radius); |
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virtual ~plPhysicalControllerCore() { } |
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// An ArmatureMod has its own idea about when physics should be enabled/disabled. |
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// Use plArmatureModBase::EnablePhysics() instead. |
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virtual void Enable(bool enable) = 0; |
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virtual bool IsEnabled() { return fEnabled; } |
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// Subworld |
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virtual plKey GetSubworld() { return fWorldKey; } |
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virtual void SetSubworld(plKey world) = 0; |
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virtual const plCoordinateInterface* GetSubworldCI(); |
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// For the avatar SDL only |
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virtual void GetState(hsPoint3& pos, float& zRot) = 0; |
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virtual void SetState(const hsPoint3& pos, float zRot) = 0; |
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// The LOS DB this avatar is in (only one) |
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virtual plSimDefs::plLOSDB GetLOSDB() { return fLOSDB; } |
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virtual void SetLOSDB(plSimDefs::plLOSDB losDB) { fLOSDB = losDB; } |
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// Movement strategy |
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virtual void SetMovementStrategy(plMovementStrategy* strategy) = 0; |
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// Global location |
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virtual const hsMatrix44& GetLastGlobalLoc() { return fLastGlobalLoc; } |
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virtual void SetGlobalLoc(const hsMatrix44& l2w) = 0; |
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// Local sim position |
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virtual void GetPositionSim(hsPoint3& pos) = 0; |
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// Move kinematic controller |
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virtual void Move(hsVector3 displacement, unsigned int collideWith, unsigned int &collisionResults) = 0; |
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// Set linear velocity on dynamic controller |
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virtual void SetLinearVelocitySim(const hsVector3& linearVel) = 0; |
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// Sweep the controller path from startPos through endPos |
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virtual int SweepControllerPath(const hsPoint3& startPos,const hsPoint3& endPos, hsBool vsDynamics, hsBool vsStatics, |
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UInt32& vsSimGroups, std::vector<plControllerSweepRecord>& hits) = 0; |
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// any clean up for the controller should go here |
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virtual void LeaveAge() = 0; |
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// Local rotation |
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const hsQuat& GetLocalRotation() const { return fLocalRotation; } |
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void IncrementAngle(hsScalar deltaAngle); |
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// Linear velocity |
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void SetLinearVelocity(const hsVector3& linearVel) { fLinearVelocity = linearVel; } |
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const hsVector3& GetLinearVelocity() const { return fLinearVelocity; } |
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// Acheived linear velocity |
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const hsVector3& GetAchievedLinearVelocity() const { return fAchievedLinearVelocity; } |
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void OverrideAchievedLinearVelocity(const hsVector3& linearVel) { fAchievedLinearVelocity = linearVel; } |
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void ResetAchievedLinearVelocity() { fAchievedLinearVelocity.Set(0.f, 0.f, 0.f); } |
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// SceneObject |
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plKey GetOwner() { return fOwner; } |
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// When seeking no longer want to interact with exclude regions |
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void SetSeek(bool seek) { fSeeking = seek; } |
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bool IsSeeking() const { return fSeeking; } |
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// Pushing physical |
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plPhysical* GetPushingPhysical() const { return fPushingPhysical; } |
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void SetPushingPhysical(plPhysical* phys) { fPushingPhysical = phys; } |
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bool GetFacingPushingPhysical() const { return fFacingPushingPhysical; } |
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void SetFacingPushingPhysical(bool facing) { fFacingPushingPhysical = facing; } |
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// Controller dimensions |
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hsScalar GetRadius() const { return fRadius; } |
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hsScalar GetHeight() const { return fHeight; } |
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// Create a new controller instance - Implemented in the physics system |
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static plPhysicalControllerCore* Create(plKey ownerSO, hsScalar height, hsScalar radius, bool human); |
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protected: |
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virtual void IHandleEnableChanged() = 0; |
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void IApply(hsScalar delSecs); |
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void IUpdate(int numSubSteps, hsScalar alpha); |
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void IUpdateNonPhysical(hsScalar alpha); |
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void ISendCorrectionMessages(bool dirtySynch = false); |
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plKey fOwner; |
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plKey fWorldKey; |
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hsScalar fHeight; |
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hsScalar fRadius; |
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plSimDefs::plLOSDB fLOSDB; |
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plMovementStrategy* fMovementStrategy; |
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hsScalar fSimLength; |
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hsQuat fLocalRotation; |
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hsPoint3 fLocalPosition; |
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hsPoint3 fLastLocalPosition; |
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hsMatrix44 fLastGlobalLoc; |
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hsMatrix44 fPrevSubworldW2L; |
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hsVector3 fLinearVelocity; |
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hsVector3 fAchievedLinearVelocity; |
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plPhysical* fPushingPhysical; |
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bool fFacingPushingPhysical; |
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bool fSeeking; |
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bool fEnabled; |
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bool fEnableChanged; |
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}; |
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class plMovementStrategy |
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{ |
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public: |
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plMovementStrategy(plPhysicalControllerCore* controller); |
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virtual ~plMovementStrategy() { } |
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virtual void Apply(hsScalar delSecs) = 0; |
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virtual void Update(hsScalar delSecs) { } |
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virtual void AddContactNormals(hsVector3& vec) { } |
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virtual void Reset(bool newAge); |
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virtual bool IsKinematic() { return true; } |
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protected: |
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plPhysicalControllerCore* fController; |
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}; |
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class plAnimatedMovementStrategy : public plMovementStrategy |
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{ |
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public: |
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plAnimatedMovementStrategy(plAGApplicator* rootApp, plPhysicalControllerCore* controller); |
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virtual ~plAnimatedMovementStrategy() { } |
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virtual void RecalcVelocity(double timeNow, hsScalar elapsed, hsBool useAnim = true); |
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void SetTurnStrength(hsScalar val) { fTurnStr = val; } |
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hsScalar GetTurnStrength() const { return fTurnStr; } |
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private: |
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void IRecalcLinearVelocity(float elapsed, hsMatrix44 &prevMat, hsMatrix44 &curMat); |
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void IRecalcAngularVelocity(float elapsed, hsMatrix44 &prevMat, hsMatrix44 &curMat); |
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plAGApplicator* fRootApp; |
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hsVector3 fAnimLinearVel; |
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hsScalar fAnimAngularVel; |
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hsScalar fTurnStr; |
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}; |
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class plWalkingStrategy : public plAnimatedMovementStrategy |
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{ |
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public: |
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plWalkingStrategy(plAGApplicator* rootApp, plPhysicalControllerCore* controller); |
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virtual ~plWalkingStrategy() { } |
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virtual void Apply(hsScalar delSecs); |
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virtual void Update(hsScalar delSecs); |
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virtual void AddContactNormals(hsVector3& vec); |
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virtual void Reset(bool newAge); |
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virtual void RecalcVelocity(double timeNow, hsScalar elapsed, hsBool useAnim = true); |
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bool HitGroundInThisAge() const { return fHitGroundInThisAge; } |
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bool IsOnGround() const { return fTimeInAir < kAirTimeThreshold || fFalseGround; } |
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hsScalar GetAirTime() const { return fTimeInAir; } |
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void ResetAirTime() { fTimeInAir = 0.0f; } |
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hsScalar GetImpactTime() const { return fImpactTime; } |
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const hsVector3& GetImpactVelocity() const { return fImpactVelocity; } |
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bool EnableControlledFlight(bool status); |
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bool IsControlledFlight() const { return fControlledFlight != 0; } |
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plPhysical* GetPushingPhysical() const; |
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bool GetFacingPushingPhysical() const; |
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protected: |
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static const hsScalar kAirTimeThreshold; |
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static const hsScalar kControlledFlightThreshold; |
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hsTArray<hsVector3> fSlidingNormals; |
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hsVector3 fImpactVelocity; |
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hsScalar fImpactTime; |
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hsScalar fTimeInAir; |
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hsScalar fControlledFlightTime; |
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int fControlledFlight; |
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bool fGroundHit; |
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bool fFalseGround; |
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bool fHeadHit; |
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bool fSliding; |
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bool fClearImpact; |
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bool fHitGroundInThisAge; |
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}; |
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class plSwimStrategy : public plAnimatedMovementStrategy |
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{ |
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public: |
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plSwimStrategy(plAGApplicator* rootApp, plPhysicalControllerCore* controller); |
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virtual ~plSwimStrategy() { } |
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virtual void Apply(hsScalar delSecs); |
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virtual void AddContactNormals(hsVector3& vec); |
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void SetSurface(plSwimRegionInterface* region, hsScalar surfaceHeight); |
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hsScalar GetBuoyancy() const { return fBuoyancy; } |
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bool IsOnGround() const { return fOnGround; } |
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bool HadContacts() const { return fHadContacts; } |
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protected: |
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void IAdjustBuoyancy(); |
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hsScalar fBuoyancy; |
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hsScalar fSurfaceHeight; |
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plSwimRegionInterface *fCurrentRegion; |
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bool fOnGround; |
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bool fHadContacts; |
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}; |
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class plDynamicWalkingStrategy : public plWalkingStrategy |
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{ |
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public: |
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plDynamicWalkingStrategy(plAGApplicator* rootApp, plPhysicalControllerCore* controller); |
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virtual ~plDynamicWalkingStrategy() { } |
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virtual void Apply(hsScalar delSecs); |
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virtual bool IsKinematic() { return false; } |
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protected: |
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bool ICheckForGround(hsScalar& zVelocity); |
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}; |
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#endif// PLPHYSICALCONTROLLERCORE_H |
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