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/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
#include "plPXPhysicalControllerCore.h"
#include "plSimulationMgr.h"
#include "plPXPhysical.h"
#include "plPXConvert.h"
#include "pnSceneObject/plSimulationInterface.h"
#include "pnSceneObject/plSceneObject.h"
#include "pnMessage/plCorrectionMsg.h"
#include "plAvatar/plArmatureMod.h"
#include "pnSceneObject/plCoordinateInterface.h"
#include "plDrawable/plDrawableGenerator.h"
#include "plPhysical/plPhysicalProxy.h"
#include "pnMessage/plSetNetGroupIDMsg.h"
#include "plMessage/plCollideMsg.h"
#include "plModifier/plDetectorLog.h"
//#include "NxVecExtendedVec3.h"
#include "NxPhysics.h"
#include "ControllerManager.h"
#include "NxCapsuleController.h"
#include "NxCapsuleShape.h"
#include "plSurface/hsGMaterial.h"
#include "plSurface/plLayerInterface.h"
#ifndef PLASMA_EXTERNAL_RELEASE
#include "plPipeline/plDebugText.h"
#endif
#define kPhysxSkinWidth 0.1f
#define kPhysZOffset ((fRadius + (fHeight / 2)) + kPhysxSkinWidth)
//#define kSLOPELIMIT (cosf(NxMath::degToRad(55.f)))
//#define kPhysicalHeightFudge 0.4f // this fudge was used for PhysX 2.4
#define kPhysicalHeightFudge 0.0f
//#define STEP_OFFSET 1.0f
#define STEP_OFFSET 0.5f
//#define STEP_OFFSET 0.15f
#ifndef PLASMA_EXTERNAL_RELEASE
hsBool plPXPhysicalControllerCore::fDebugDisplay = false;
#endif // PLASMA_EXTERNAL_RELEASE
int plPXPhysicalControllerCore::fPXControllersMax = 0;
static ControllerManager gControllerMgr;
static std::vector<plPXPhysicalControllerCore*> gControllers;
static bool gRebuildCache=false;
#define AvatarMass 200.f
class PXControllerHitReportWalk : public NxUserControllerHitReport
{
public:
virtual NxControllerAction onShapeHit(const NxControllerShapeHit& hit)
{
plPXPhysicalControllerCore* ac = plPXPhysicalControllerCore::FindController(hit.controller);
NxActor& actor = hit.shape->getActor();
plPXPhysical* phys = (plPXPhysical*)actor.userData;
static hsScalar SlopeLimit = kSLOPELIMIT;
hsVector3 normal = plPXConvert::Vector(hit.worldNormal);
ac->fMovementInterface->IAddContactNormals(normal);
#ifndef PLASMA_EXTERNAL_RELEASE
plDbgCollisionInfo info;
info.fNormal = normal;
info.fSO = plSceneObject::ConvertNoRef(phys->GetObjectKey()->ObjectIsLoaded());
info.fOverlap = false;
NxShape* const *shapes = hit.controller->getActor()->getShapes();
int numShapes = hit.controller->getActor()->getNbShapes();
int i;
for (i = 0; i < numShapes; i++)
{
// should only be one capsule shape
const NxCapsuleShape *capShape = shapes[i]->isCapsule();
if (capShape)
{
NxCapsule cap;
capShape->getWorldCapsule(cap);
if (hit.shape->checkOverlapCapsule(cap))
info.fOverlap = true;
}
}
ac->fDbgCollisionInfo.Append(info);
#endif PLASMA_EXTERNAL_RELEASE
// If the avatar hit a movable physical, apply some force to it.
hsVector3 dir = plPXConvert::Vector(hit.dir);
float dirdotup=dir.fZ;
hsPoint3 pos((hsScalar)hit.worldPos.x, (hsScalar)hit.worldPos.y, (hsScalar)hit.worldPos.z);
NxExtendedVec3 controllerPos=hit.controller->getPosition();
hsVector3 bottomOfTheCapsule((hsScalar)controllerPos.x,(hsScalar)controllerPos.y,(hsScalar)controllerPos.z);
bottomOfTheCapsule.fZ=bottomOfTheCapsule.fZ-(ac->fHeight/2.0f + ac->fRadius);
if (actor.isDynamic() )
{
if((hit.worldPos.z- bottomOfTheCapsule.fZ)<=ac->fRadius)//bottom hemisphere
{
//onTopOfSlopeLimit
if (phys && phys->GetProperty(plSimulationInterface::kPhysAnim))
{
if(normal.fZ>=0)
{//we consider this ground
ac->fMovementInterface->AddOnTopOfObject(phys);
}
}
}
if ( !actor.readBodyFlag(NX_BF_KINEMATIC) && !actor.readBodyFlag(NX_BF_FROZEN))
{
// If this is the local avatar, we need to take ownership of this
// dynamic if we haven't already
if (ac->fLOSDB == plSimDefs::kLOSDBLocalAvatar && !phys->IsLocallyOwned() &&
!phys->GetProperty(plSimulationInterface::kNoOwnershipChange))
{
plSynchedObject* obj = plSynchedObject::ConvertNoRef(phys->GetObjectKey()->ObjectIsLoaded());
obj->SetNetGroupConstant(plNetGroup::kNetGroupLocalPhysicals);
// Tell all the other clients that we own this physical
plSetNetGroupIDMsg* setNetGroupID = TRACKED_NEW plSetNetGroupIDMsg;
setNetGroupID->fId = plNetGroup::kNetGroupRemotePhysicals;
setNetGroupID->SetBCastFlag(plMessage::kNetPropagate | plMessage::kNetForce);
setNetGroupID->SetBCastFlag(plMessage::kLocalPropagate, false);
setNetGroupID->Send(obj->GetKey());
}
plSimulationMgr::GetInstance()->ConsiderSynch(phys, nil);
// We only allow horizontal pushes. Vertical pushes when we stand on
// dynamic objects creates useless stress on the solver.
hsVector3 vel=ac->GetLinearVelocity()- plPXConvert::Vector( actor.getLinearVelocity());
if(dirdotup>=0)vel.fZ=0.001f;
else vel.fZ=0.0f;
static hsScalar kAvieMass = 140.f/32.f;
if (!vel.IsEmpty())
{
static hsScalar kForceScale = 140.0f;
NxF32 coeff;
NxExtendedVec3 norm2=hit.controller->getPosition();
norm2.x=hit.worldPos.x-bottomOfTheCapsule.fX;
norm2.y=hit.worldPos.y-bottomOfTheCapsule.fY;
if((hit.worldPos.z- bottomOfTheCapsule.fZ)<ac->fRadius)//bottom hemisphere
{
norm2.normalize();
norm2.z=0.01f;
}
else if((hit.worldPos.z- bottomOfTheCapsule.fZ)<(ac->fRadius+ac->fHeight))
{
norm2.z=0.0f;
norm2.normalize();
}
else
{//must be the top so the normal is displacement from the pos - center
//of top hemisphere
norm2.z=hit.worldPos.z - ((ac->fRadius+ac->fHeight + bottomOfTheCapsule.fZ));
norm2.normalize();
}
float proj=(float)(norm2.x*dir.fX+dir.fY*norm2.y+dir.fZ*norm2.z);
coeff =abs(proj*kForceScale*vel.Magnitude());
vel.fZ=(hsScalar)norm2.z;
vel.fY=(hsScalar)norm2.y;
vel.fX=(hsScalar)norm2.x;
phys->SetHitForce(vel*coeff, pos);
}
}
}
else // else if the avatar hit a static
{
return NX_ACTION_NONE;
}
if (phys && phys->GetProperty(plSimulationInterface::kAvAnimPushable))
{
hsQuat inverseRotation = ac->fLocalRotation.Inverse();
hsVector3 normal = plPXConvert::Vector(hit.worldNormal);
ac->SetPushingPhysical( phys);
ac->SetFacingPushingPhysical((inverseRotation.Rotate(&kAvatarForward).InnerProduct(normal) < 0 ? true : false));
}
return NX_ACTION_NONE;
}
virtual NxControllerAction onControllerHit(const NxControllersHit& hit)
{
return NX_ACTION_NONE;
}
} gMyReport;
plPhysicalControllerCore* plPhysicalControllerCore::Create(plKey ownerSO, hsScalar height, hsScalar width)
{
// Test to see how many controller there already is
if ( !plPXPhysicalControllerCore::fPXControllersMax || plPXPhysicalControllerCore::NumControllers() < plPXPhysicalControllerCore::fPXControllersMax )
{
hsScalar radius = width / 2.f;
hsScalar realHeight = height - width + kPhysicalHeightFudge;
return TRACKED_NEW plPXPhysicalControllerCore(ownerSO, realHeight,radius);
}
return nil;
}
//Static Helper Func
plPXPhysicalControllerCore* plPXPhysicalControllerCore::FindController(NxController* controller)
{
for (int i = 0; i < gControllers.size(); i++)
{
plPXPhysicalControllerCore* ac = gControllers[i];
if (ac->fController == controller)
return ac;
}
return nil;
}
void plPXPhysicalControllerCore::RebuildCache(){gRebuildCache=true;}
plPXPhysicalControllerCore* plPXPhysicalControllerCore::GetController(NxActor& actor, bool* isController)
{
*isController = false;
for (int i = 0; i < gControllers.size(); i++)
{
plPXPhysicalControllerCore* ac = gControllers[i];
if (ac->fController && ac->fController->getActor() == &actor)
{
*isController = true;
return ac;
}
if ( ac->fKinematicActor == &actor)
{
return ac;
}
}
return nil;
}
void plPXPhysicalControllerCore::GetWorldSpaceCapsule(NxCapsule& cap) const
{
if(this->fKinematicActor)
{
int numshapes=fKinematicActor->getNbShapes();
if (numshapes==1)
{
//there should only be one shape on a controller
NxShape* const *shapes=fKinematicActor->getShapes();
//and since it is a capsule controller it better be a capsule;
NxCapsuleShape *capShape = shapes[0]->isCapsule();
if(capShape) capShape->getWorldCapsule(cap);
}
}
}
bool plPXPhysicalControllerCore::AnyControllersInThisWorld(plKey world)
{
for (int i = 0; i < gControllers.size(); i++)
{
plPXPhysicalControllerCore* ac = gControllers[i];
if (ac->GetSubworld() == world)
return true;
}
return false;
}
int plPXPhysicalControllerCore::NumControllers()
{
return gControllers.size();
}
int plPXPhysicalControllerCore::GetControllersInThisSubWorld(plKey world, int maxToReturn,plPXPhysicalControllerCore** bufferout)
{
int i=0;
for (int j=0;j<gControllers.size();j++)
{
plPXPhysicalControllerCore* ac = gControllers[i];
if (ac->GetSubworld()==world)
{
if(i<maxToReturn)
{
bufferout[i]=ac;
i++;
}
}
}
return i;
}
int plPXPhysicalControllerCore::GetNumberOfControllersInThisSubWorld(plKey world)
{
int i=0;
for (int j=0;j<gControllers.size();j++)
{
plPXPhysicalControllerCore* ac = gControllers[i];
if (ac->GetSubworld()==world)i++;
}
return i;
}
//
plPXPhysicalControllerCore::plPXPhysicalControllerCore(plKey ownerSO, hsScalar height, hsScalar radius)
: plPhysicalControllerCore(ownerSO,height,radius)
, fController(nil)
, fProxyGen(nil)
, fKinematicActor(nil)
,fPreferedRadius(radius)
,fPreferedHeight(height)
, fBehavingLikeAnimatedPhys(true)
{
fLocalPosition.Set(0, 0, 0);
fLocalRotation.Set(0, 0, 0, 1);
gControllers.push_back(this);
fLastGlobalLoc.Reset();
ICreateController();
Enable(false);
}
void plPXPhysicalControllerCore::ISetGlobalLoc(const hsMatrix44& l2w)
{
fLastGlobalLoc = l2w;
// Update our subworld position and rotation
const plCoordinateInterface* subworldCI = GetSubworldCI();
if (subworldCI)
{
const hsMatrix44& w2s = fPrevSubworldW2L;
hsMatrix44 l2s = w2s * l2w;
l2s.GetTranslate(&fLocalPosition);
fLocalRotation.SetFromMatrix44(l2s);
}
else
{
l2w.GetTranslate(&fLocalPosition);
fLocalRotation.SetFromMatrix44(l2w);
}
hsMatrix44 w2l;
l2w.GetInverse(&w2l);
if (fProxyGen)
fProxyGen->SetTransform(l2w, w2l);
// Update the physical position
NxExtendedVec3 nxPos(fLocalPosition.fX, fLocalPosition.fY, fLocalPosition.fZ + kPhysZOffset);
fController->setPosition(nxPos);
IMatchKinematicToController();
}
plPXPhysicalControllerCore::~plPXPhysicalControllerCore()
{
IDeleteController();
//need to make sure my queued messages are released
for(int j=0;j<fQueuedCollideMsgs.GetCount();j++)
{
delete fQueuedCollideMsgs[j];
fQueuedCollideMsgs[j]=nil;
}
fQueuedCollideMsgs.SetCount(0);
for (int i = 0; i < gControllers.size(); i++)
{
if (gControllers[i] == this)
{
gControllers.erase(gControllers.begin()+i);
break;
}
}
delete fProxyGen;
}
void plPXPhysicalControllerCore::IMatchKinematicToController()
{
if ( fKinematicActor)
{
NxExtendedVec3 cPos = fController->getPosition();
NxVec3 prevKinPos = fKinematicActor->getGlobalPosition();
NxVec3 kinPos;
kinPos.x = (NxReal)cPos.x;
kinPos.y = (NxReal)cPos.y;
kinPos.z = (NxReal)cPos.z;
if (plSimulationMgr::fExtraProfile)
SimLog("Match setting kinematic from %f,%f,%f to %f,%f,%f",prevKinPos.x,prevKinPos.y,prevKinPos.z,kinPos.x,kinPos.y,kinPos.z );
fKinematicActor->setGlobalPosition(kinPos);
}
}
void plPXPhysicalControllerCore::UpdateControllerAndPhysicalRep()
{
if ( fKinematicActor)
{
if(this->fBehavingLikeAnimatedPhys)
{//this means we are moving the controller and then synchnig the kin
NxExtendedVec3 ControllerPos= fController->getPosition();
NxVec3 NewKinPos((NxReal)ControllerPos.x, (NxReal)ControllerPos.y, (NxReal)ControllerPos.z);
if (fEnabled || fKinematic)
{
if (plSimulationMgr::fExtraProfile)
SimLog("Moving kinematic to %f,%f,%f",NewKinPos.x, NewKinPos.y, NewKinPos.z );
// use the position
fKinematicActor->moveGlobalPosition(NewKinPos);
}
else
{
if (plSimulationMgr::fExtraProfile)
SimLog("Setting kinematic to %f,%f,%f", NewKinPos.x, NewKinPos.y, NewKinPos.z );
fKinematicActor->setGlobalPosition(NewKinPos);
}
}
else
{
NxVec3 KinPos= fKinematicActor->getGlobalPosition();
NxExtendedVec3 NewControllerPos(KinPos.x, KinPos.y, KinPos.z);
if (plSimulationMgr::fExtraProfile)
SimLog("Setting Controller to %f,%f,%f", NewControllerPos.x, NewControllerPos.y, NewControllerPos.z );
fController->setPosition(NewControllerPos);
}
hsPoint3 curLocalPos;
GetPositionSim(curLocalPos);
fLocalPosition = curLocalPos;
}
}
void plPXPhysicalControllerCore::MoveKinematicToController(hsPoint3& pos)
{
if ( fKinematicActor)
{
NxVec3 kinPos = fKinematicActor->getGlobalPosition();
if ( abs(kinPos.x-pos.fX) + abs(kinPos.y-pos.fY) + (abs(kinPos.z-pos.fZ+kPhysZOffset)) > 0.0001f)
{
NxVec3 newPos;
newPos.x = (NxReal)pos.fX;
newPos.y = (NxReal)pos.fY;
newPos.z = (NxReal)pos.fZ+kPhysZOffset;
if ((fEnabled || fKinematic) && fBehavingLikeAnimatedPhys)
{
if (plSimulationMgr::fExtraProfile)
SimLog("Moving kinematic from %f,%f,%f to %f,%f,%f",pos.fX,pos.fY,pos.fZ+kPhysZOffset,kinPos.x,kinPos.y,kinPos.z );
// use the position
fKinematicActor->moveGlobalPosition(newPos);
}
else
{
if (plSimulationMgr::fExtraProfile)
SimLog("Setting kinematic from %f,%f,%f to %f,%f,%f",pos.fX,pos.fY,pos.fZ+kPhysZOffset,kinPos.x,kinPos.y,kinPos.z );
fKinematicActor->setGlobalPosition(newPos);
}
}
}
}
void plPXPhysicalControllerCore::ISetKinematicLoc(const hsMatrix44& l2w)
{
hsPoint3 kPos;
// Update our subworld position and rotation
const plCoordinateInterface* subworldCI = GetSubworldCI();
if (subworldCI)
{
const hsMatrix44& w2s = subworldCI->GetWorldToLocal();
hsMatrix44 l2s = w2s * l2w;
l2s.GetTranslate(&kPos);
}
else
{
l2w.GetTranslate(&kPos);
}
hsMatrix44 w2l;
l2w.GetInverse(&w2l);
if (fProxyGen)
fProxyGen->SetTransform(l2w, w2l);
// add z offset
kPos.fZ += kPhysZOffset;
// Update the physical position of kinematic
if (fEnabled|| fKinematic)
fKinematicActor->moveGlobalPosition(plPXConvert::Point(kPos));
else
fKinematicActor->setGlobalPosition(plPXConvert::Point(kPos));
}
void plPXPhysicalControllerCore::IGetPositionSim(hsPoint3& pos) const
{
if(this->fBehavingLikeAnimatedPhys)
{
const NxExtendedVec3& nxPos = fController->getPosition();
pos.Set(hsScalar(nxPos.x), hsScalar(nxPos.y), hsScalar(nxPos.z) - kPhysZOffset);
}
else
{
NxVec3 Pos = fKinematicActor->getGlobalPosition();
pos.Set(hsScalar(Pos.x), hsScalar(Pos.y), hsScalar(Pos.z) - kPhysZOffset);
}
}
void plPXPhysicalControllerCore::ICreateController()
{
NxScene* scene = plSimulationMgr::GetInstance()->GetScene(fWorldKey);
NxCapsuleControllerDesc desc;
desc.position.x = 0;
desc.position.y = 0;
desc.position.z = 0;
desc.upDirection = NX_Z;
desc.slopeLimit = kSLOPELIMIT;
desc.skinWidth = kPhysxSkinWidth;
desc.stepOffset = STEP_OFFSET;
desc.callback = &gMyReport;
desc.userData = this;
desc.radius = fRadius;
desc.height = fHeight;
desc.interactionFlag = NXIF_INTERACTION_EXCLUDE;
//desc.interactionFlag = NXIF_INTERACTION_INCLUDE;
fController = (NxCapsuleController*)gControllerMgr.createController(scene, desc);
// Change the avatars shape groups. The avatar doesn't actually use these when
// it's determining collision, but if you're standing still and an object runs
// into you, it'll pass through without this.
NxActor* actor = fController->getActor();
NxShape* shape = actor->getShapes()[0];
shape->setGroup(plSimDefs::kGroupAvatar);
// need to create the non-bouncing object that can be used to trigger things while the avatar is doing behaviors.
NxActorDesc actorDesc;
NxCapsuleShapeDesc capDesc;
capDesc.radius = fRadius;
capDesc.height = fHeight;
capDesc.group = plSimDefs::kGroupAvatar;
capDesc.materialIndex= plSimulationMgr::GetInstance()->GetMaterialIdx(scene, 0.0,0.0);
actorDesc.shapes.pushBack(&capDesc);
NxBodyDesc bodyDesc;
bodyDesc.mass = AvatarMass;//1.f;
actorDesc.body = &bodyDesc;
bodyDesc.flags = NX_BF_KINEMATIC;
bodyDesc.flags |=NX_BF_DISABLE_GRAVITY ;
actorDesc.name = "AvatarTriggerKinematicGuy";
fSeeking=false;
try
{
fKinematicActor = scene->createActor(actorDesc);
} catch (...)
{
hsAssert(false, "Actor creation crashed");
}
#ifdef PHYSX_KINEMATIC_IS_DISABLED
// initially start as in-active
fKinematicActor->raiseActorFlag(NX_AF_DISABLE_COLLISION);
#endif
// set the matrix to be the same as the controller's actor... that should orient it to be the same
fKinematicActor->setGlobalPose(actor->getGlobalPose());
// the proxy for the debug display
//hsAssert(!fProxyGen, "Already have proxy gen, double read?");
hsColorRGBA physColor;
hsScalar opac = 1.0f;
// local avatar is light purple and transparent
physColor.Set(.2f, .1f, .2f, 1.f);
opac = 0.8f;
/*
// the avatar proxy doesn't seem to work... not sure why?
fProxyGen = TRACKED_NEW plPhysicalProxy(hsColorRGBA().Set(0,0,0,1.f), physColor, opac);
fProxyGen->Init(this);
*/
}
void plPXPhysicalControllerCore::ICreateController(const hsPoint3& pos)
{
NxScene* scene = plSimulationMgr::GetInstance()->GetScene(fWorldKey);
NxCapsuleControllerDesc desc;
desc.position.x = pos.fX;
desc.position.y = pos.fY;
desc.position.z = pos.fZ;
desc.upDirection = NX_Z;
desc.slopeLimit = kSLOPELIMIT;
desc.skinWidth = kPhysxSkinWidth;
desc.stepOffset = STEP_OFFSET;
desc.callback = &gMyReport;
desc.userData = this;
desc.radius = fRadius;
desc.height = fHeight;
desc.interactionFlag = NXIF_INTERACTION_EXCLUDE;
//desc.interactionFlag = NXIF_INTERACTION_INCLUDE;
fController = (NxCapsuleController*)gControllerMgr.createController(scene, desc);
// Change the avatars shape groups. The avatar doesn't actually use these when
// it's determining collision, but if you're standing still and an object runs
// into you, it'll pass through without this.
NxActor* actor = fController->getActor();
NxShape* shape = actor->getShapes()[0];
shape->setGroup(plSimDefs::kGroupAvatar);
// need to create the non-bouncing object that can be used to trigger things while the avatar is doing behaviors.
NxActorDesc actorDesc;
NxCapsuleShapeDesc capDesc;
capDesc.radius = fRadius;
capDesc.height = fHeight;
capDesc.group = plSimDefs::kGroupAvatar;
actorDesc.shapes.pushBack(&capDesc);
capDesc.materialIndex= plSimulationMgr::GetInstance()->GetMaterialIdx(scene, 0.0,0.0);
actorDesc.globalPose=actor->getGlobalPose();
NxBodyDesc bodyDesc;
bodyDesc.mass = AvatarMass;
actorDesc.body = &bodyDesc;
bodyDesc.flags = NX_BF_KINEMATIC;
bodyDesc.flags |=NX_BF_DISABLE_GRAVITY ;
actorDesc.name = "AvatarTriggerKinematicGuy";
fSeeking=false;
try
{
fKinematicActor = scene->createActor(actorDesc);
}
catch (...)
{
hsAssert(false, "Actor creation crashed");
}
// set the matrix to be the same as the controller's actor... that should orient it to be the same
//fKinematicActor->setGlobalPose(actor->getGlobalPose());
// the proxy for the debug display
//hsAssert(!fProxyGen, "Already have proxy gen, double read?");
hsColorRGBA physColor;
hsScalar opac = 1.0f;
// local avatar is light purple and transparent
physColor.Set(.2f, .1f, .2f, 1.f);
opac = 0.8f;
/*
// the avatar proxy doesn't seem to work... not sure why?
fProxyGen = TRACKED_NEW plPhysicalProxy(hsColorRGBA().Set(0,0,0,1.f), physColor, opac);
fProxyGen->Init(this);
*/
}
void plPXPhysicalControllerCore::IDeleteController()
{
if (fController)
{
gControllerMgr.releaseController(*fController);
fController = nil;
if (fKinematicActor)
{
NxScene* scene = plSimulationMgr::GetInstance()->GetScene(fWorldKey);
scene->releaseActor(*fKinematicActor);
fKinematicActor = nil;
}
plSimulationMgr::GetInstance()->ReleaseScene(fWorldKey);
}
}
void plPXPhysicalControllerCore::IInformDetectors(bool entering,bool deferUntilNextSim=true)
{
static const NxU32 DetectorFlag= 1<<plSimDefs::kGroupDetector;
if (fController)
{
#ifndef PLASMA_EXTERNAL_RELEASE
DetectorLog("Informing from plPXPhysicalControllerCore::IInformDetectors");
#endif
NxScene* scene = plSimulationMgr::GetInstance()->GetScene(fWorldKey);
int kNumofShapesToStore=30;
NxCapsule cap;
GetWorldSpaceCapsule(cap);
NxShape* shapes[30];
int numCollided=scene->overlapCapsuleShapes(cap,NX_ALL_SHAPES,kNumofShapesToStore,shapes,NULL,DetectorFlag,NULL,true);
for (int i=0;i<numCollided;i++)
{
NxActor* myactor=&(shapes[i]->getActor());
if (myactor)
{
plPXPhysical* physical = (plPXPhysical*)myactor->userData;
if (physical)
{
bool doReport = physical->DoReportOn(plSimDefs::kGroupAvatar);
if(doReport)
{
plCollideMsg* msg = TRACKED_NEW plCollideMsg;
msg->fOtherKey = fOwner;
msg->fEntering = entering;
msg->AddReceiver(physical->GetObjectKey());
if(!deferUntilNextSim)
{
#ifndef PLASMA_EXTERNAL_RELEASE
DetectorLog("Sending an %s msg to %s" , entering? "entering":"exit", physical->GetObjectKey()->GetName());
#endif
msg->Send();
}
else
{
#ifndef PLASMA_EXTERNAL_RELEASE
DetectorLog("Queuing an %s msg to %s, which will be sent after the next simstep" , entering? "entering":"exit", physical->GetObjectKey()->GetName());
#endif
//these will be fired in update prestep on the next lap
fQueuedCollideMsgs.Append(msg);
}
}
}
}
}
#ifndef PLASMA_EXTERNAL_RELEASE
DetectorLog("Done informing from plPXPhysicalControllerCore::IInformDetectors");
#endif
}
}
void plPXPhysicalControllerCore::Move(hsVector3 displacement, unsigned int collideWith, unsigned int &collisionResults)
{
collisionResults=0;
if(fController)
{
NxVec3 dis(displacement.fX,displacement.fY,displacement.fZ);
NxU32 colFlags = 0;
this->fController->move(dis,collideWith,.00001,colFlags);
if(colFlags&NXCC_COLLISION_DOWN)collisionResults|=kBottom;
if(colFlags&NXCC_COLLISION_UP)collisionResults|=kTop;
if(colFlags&&NXCC_COLLISION_SIDES)collisionResults|=kSides;
}
return;
}
void plPXPhysicalControllerCore::Enable(bool enable)
{
if (fEnabled != enable)
{
fEnabled = enable;
if (fEnabled)
fEnableChanged = true;
else
{
// See ISendUpdates for why we don't re-enable right away
fController->setCollision(fEnabled);
}
}
}
void plPXPhysicalControllerCore::SetSubworld(plKey world)
{
if (fWorldKey != world)
{
bool wasEnabled = fEnabled;
#ifdef USE_PHYSX_CONVEXHULL_WORKAROUND
// PHYSX FIXME - before leaving this world, sending leaving detector events if we are inside a convex hull detector
hsPoint3 pos;
IGetPositionSim(pos);
plSimulationMgr::GetInstance()->UpdateDetectorsInScene(fWorldKey,GetOwner(),pos,false);
#endif // USE_PHYSX_CONVEXHULL_WORKAROUND
//need to inform detectors in the old world that we are leaving
IInformDetectors(false);
//done informing old world
SimLog("Changing subworlds!");
IDeleteController();
SimLog("Deleted old controller");
fWorldKey = world;
if (GetSubworldCI())
fPrevSubworldW2L = GetSubworldCI()->GetWorldToLocal();
// Update our subworld position and rotation
const plCoordinateInterface* subworldCI = GetSubworldCI();
if (subworldCI)
{
const hsMatrix44& w2s = fPrevSubworldW2L;
hsMatrix44 l2s = w2s * fLastGlobalLoc;
l2s.GetTranslate(&fLocalPosition);
fLocalRotation.SetFromMatrix44(l2s);
}
else
{
fLastGlobalLoc.GetTranslate(&fLocalPosition);
fLocalRotation.SetFromMatrix44(fLastGlobalLoc);
}
hsMatrix44 w2l;
fLastGlobalLoc.GetInverse(&w2l);
if (fProxyGen)
fProxyGen->SetTransform(fLastGlobalLoc, w2l);
// Update the physical position
SimLog("creating new controller");
hsPoint3 PositionPlusOffset=fLocalPosition;
PositionPlusOffset.fZ +=kPhysZOffset;
//placing new controller and kinematic in the appropriate location
ICreateController(PositionPlusOffset);
RebuildCache();
}
}
const plCoordinateInterface* plPXPhysicalControllerCore::GetSubworldCI() const
{
if (fWorldKey)
{
plSceneObject* so = plSceneObject::ConvertNoRef(fWorldKey->ObjectIsLoaded());
if (so)
return so->GetCoordinateInterface();
}
return nil;
}
// For the avatar SDL only
void plPXPhysicalControllerCore::GetState(hsPoint3& pos, float& zRot)
{
// Temporarily use the position point while we get the z rotation
fLocalRotation.NormalizeIfNeeded();
fLocalRotation.GetAngleAxis(&zRot, (hsVector3*)&pos);
if (pos.fZ < 0)
zRot = (2 * hsScalarPI) - zRot; // axis is backwards, so reverse the angle too
pos = fLocalPosition;
}
void plPXPhysicalControllerCore::SetState(const hsPoint3& pos, float zRot)
{
plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded());
if (so)
{
hsQuat worldRot;
hsVector3 zAxis(0.f, 0.f, 1.f);
worldRot.SetAngleAxis(zRot, zAxis);
hsMatrix44 l2w, w2l;
worldRot.MakeMatrix(&l2w);
l2w.SetTranslate(&pos);
// Localize new position and rotation to global coords if we're in a subworld
const plCoordinateInterface* ci = GetSubworldCI();
if (ci)
{
const hsMatrix44& subworldL2W = ci->GetLocalToWorld();
l2w = subworldL2W * l2w;
}
l2w.GetInverse(&w2l);
so->SetTransform(l2w, w2l);
so->FlushTransform();
}
}
// kinematic stuff .... should be just for when playing a behavior...
void plPXPhysicalControllerCore::Kinematic(bool state)
{
if (fKinematic != state)
{
fKinematic = state;
if (fKinematic)
{
// See ISendUpdates for why we don't re-enable right away
fController->setCollision(false);
#ifdef PHYSX_KINEMATIC_IS_DISABLED
fKinematicActor->clearActorFlag(NX_AF_DISABLE_COLLISION);
#endif
}
else
{
fKinematicChanged = true;
}
}
}
bool plPXPhysicalControllerCore::IsKinematic()
{
return fKinematic;
}
void plPXPhysicalControllerCore::GetKinematicPosition(hsPoint3& pos)
{
pos.Set(-1,-1,-1);
if ( fKinematicActor )
{
NxVec3 klPos = fKinematicActor->getGlobalPosition();
pos.Set(hsScalar(klPos.x), hsScalar(klPos.y), hsScalar(klPos.z) - kPhysZOffset);
}
}
void plPXPhysicalControllerCore::UpdatePoststep( hsScalar delSecs)
{
// Apparently the user data field of the controllers is broken
// UInt32 count = gControllerMgr.getNbControllers();
// NxController* controllers = (NxController*)gControllerMgr.getControllers();
//
// for (int i = 0; i < count; i++)
// {
// plPXPhysicalController* ac = (plPXPhysicalController*)controllers[i].getAppData();
for (int i = 0; i < gControllers.size(); i++)
{
plPXPhysicalControllerCore* ac = gControllers[i];
hsAssert(ac, "Bad avatar controller");
gControllerMgr.updateControllers();
if(ac->fMovementInterface)
ac->Update(delSecs);
if (ac->GetSubworldCI())
ac->fPrevSubworldW2L = ac->GetSubworldCI()->GetWorldToLocal();
else
{
if (!ac->fPrevSubworldW2L.IsIdentity())
ac->fPrevSubworldW2L.Reset();
}
}
}
void plPXPhysicalControllerCore::UpdatePrestep(hsScalar delSecs)
{
for (int i = 0; i < gControllers.size(); i++)
{
plPXPhysicalControllerCore* ac = gControllers[i];
hsAssert(ac, "Bad avatar controller");
//FIXME
#ifndef PLASMA_EXTERNAL_RELEASE
ac->fDbgCollisionInfo.SetCount(0);
#endif // PLASMA_EXTERNAL_RELEASE
if (gRebuildCache&&ac->fController)
ac->fController->reportSceneChanged();
//hsAssert(ac->fMovementInterface,"Updating a controller with out a movement strategy");
if(ac)
{
if(ac->fNeedsResize)ac->IHandleResize();
int storedCollideMsgs=ac->fQueuedCollideMsgs.GetCount();
if(storedCollideMsgs)
{
plSimulationMgr* simMgr=plSimulationMgr::GetInstance();
for(int j=0; j<storedCollideMsgs;j++)
{
simMgr->AddCollisionMsg(ac->fQueuedCollideMsgs[j]);
}
ac->fQueuedCollideMsgs.SetCount(0);
}
ac->Apply(delSecs);
}
#ifndef PLASMA_EXTERNAL_RELEASE
if (fDebugDisplay)
ac->IDrawDebugDisplay();
#endif // PLASMA_EXTERNAL_RELEASE
}
gRebuildCache = false;
}
void plPXPhysicalControllerCore::UpdatePostSimStep(hsScalar delSecs)
{
for (int i = 0; i < gControllers.size(); i++)
{
plPXPhysicalControllerCore* ac = gControllers[i];
hsAssert(ac, "Bad avatar controller");
ac->PostStep(delSecs);
}
}
void plPXPhysicalControllerCore::HandleEnableChanged()
{
fEnableChanged = false;
if(this->fBehavingLikeAnimatedPhys)
{
fController->setCollision(fEnabled);
}
else
{
fController->setCollision(false);
}
#ifdef USE_PHYSX_CONVEXHULL_WORKAROUND
// PHYSX FIXME - after re-enabling check to see if we are inside any convex hull detector regions
hsPoint3 pos;
IGetPositionSim(pos);
plSimulationMgr::GetInstance()->UpdateDetectorsInScene(fWorldKey,GetOwner(),pos,fEnabled);
#endif // USE_PHYSX_CONVEXHULL_WORKAROUND
//IInformDetectors(true);
}
void plPXPhysicalControllerCore::HandleKinematicChanged()
{
fKinematicChanged = false;
if(this->fBehavingLikeAnimatedPhys)
{
fController->setCollision(true);
}
else
{
fController->setCollision(false);
}
#ifdef PHYSX_KINEMATIC_IS_DISABLED
fKinematicActor->raiseActorFlag(NX_AF_DISABLE_COLLISION);
#endif // PHYSX_KINEMATIC_IS_DISABLED
}
void plPXPhysicalControllerCore::HandleKinematicEnableNextUpdate()
{
fKinematicActor->clearActorFlag(NX_AF_DISABLE_COLLISION);
fKinematicEnableNextUpdate = false;
}
void plPXPhysicalControllerCore::IHandleResize()
{
UInt32 collideFlags =
1<<plSimDefs::kGroupStatic |
1<<plSimDefs::kGroupAvatarBlocker |
1<<plSimDefs::kGroupDynamic;
if(!IsSeeking())
{
collideFlags|=(1<<plSimDefs::kGroupExcludeRegion);
}
NxScene* myscene = plSimulationMgr::GetInstance()->GetScene(this->fWorldKey);
// NxShape** response=TRACKED_NEW NxShape*[2];
NxVec3 center(fLocalPosition.fX,fLocalPosition.fY,fLocalPosition.fZ+fPreferedRadius);
NxSegment Seg(center,center);
const NxCapsule newCap(Seg,fPreferedRadius);
int numintersect =myscene->checkOverlapCapsule(newCap,NX_ALL_SHAPES,collideFlags);
//with new capsule dimensions check for overlap
//with objects we would collide with
if(numintersect==0)
{
fHeight=fPreferedHeight;
fRadius=fPreferedRadius;
fController->setRadius(fRadius);
fController->setHeight(fHeight);
fNeedsResize=false;
}
// delete[] response;
}
void plPXPhysicalControllerCore::SetControllerDimensions(hsScalar radius, hsScalar height)
{
fNeedsResize=false;
if(fRadius!=radius)
{
fNeedsResize=true;
}
if(fHeight!=height)
{
fNeedsResize=true;
}
fPreferedRadius=radius;
fPreferedHeight=height;
}
void plPXPhysicalControllerCore::LeaveAge()
{
SetPushingPhysical(nil);
if(fWorldKey) this->SetSubworld(nil);
this->fMovementInterface->LeaveAge();
}
int plPXPhysicalControllerCore::SweepControllerPath(const hsPoint3& startPos, const hsPoint3& endPos, hsBool vsDynamics, hsBool vsStatics,
UInt32& vsSimGroups, std::multiset< plControllerSweepRecord >& WhatWasHitOut)
{
NxCapsule tempCap;
tempCap.p0 =plPXConvert::Point( startPos);
tempCap.p0.z = tempCap.p0.z + fPreferedRadius;
tempCap.radius = fPreferedRadius ;
tempCap.p1 = tempCap.p0;
tempCap.p1.z = tempCap.p1.z + fPreferedHeight;
NxVec3 vec;
vec.x = endPos.fX - startPos.fX;
vec.y = endPos.fY - startPos.fY;
vec.z = endPos.fZ - startPos.fZ;
int numberofHits = 0;
int HitsReturned = 0;
WhatWasHitOut.clear();
NxScene *myscene = plSimulationMgr::GetInstance()->GetScene(fWorldKey);
NxSweepQueryHit whatdidIhit[10];
unsigned int flags = NX_SF_ALL_HITS;
if(vsDynamics)
flags |= NX_SF_DYNAMICS;
if(vsStatics)
flags |= NX_SF_STATICS;
numberofHits = myscene->linearCapsuleSweep(tempCap, vec, flags, nil, 10, whatdidIhit, nil, vsSimGroups);
if(numberofHits)
{//we hit a dynamic object lets make sure it is not animatable
for(int i=0; i<numberofHits; i++)
{
plControllerSweepRecord CurrentHit;
CurrentHit.ObjHit=(plPhysical*)whatdidIhit[i].hitShape->getActor().userData;
CurrentHit.Norm.fX = whatdidIhit[i].normal.x;
CurrentHit.Norm.fY = whatdidIhit[i].normal.y;
CurrentHit.Norm.fZ = whatdidIhit[i].normal.z;
if(CurrentHit.ObjHit != nil)
{
hsPoint3 where;
where.fX = whatdidIhit[i].point.x;
where.fY = whatdidIhit[i].point.y;
where.fZ = whatdidIhit[i].point.z;
CurrentHit.locHit = where;
CurrentHit.TimeHit = whatdidIhit[i].t ;
WhatWasHitOut.insert(CurrentHit);
HitsReturned++;
}
}
}
return HitsReturned;
}
void plPXPhysicalControllerCore::BehaveLikeAnimatedPhysical(hsBool actLikeAnAnimatedPhys)
{
hsAssert(fKinematicActor, "Changing behavior, but plPXPhysicalControllerCore has no Kinematic actor associated with it");
if(fBehavingLikeAnimatedPhys!=actLikeAnAnimatedPhys)
{
fBehavingLikeAnimatedPhys=actLikeAnAnimatedPhys;
if(fKinematicActor)
{
if(actLikeAnAnimatedPhys)
{
//need to set BX Kinematic if true and kill any rotation
fController->setCollision(fEnabled);
fKinematicActor->raiseBodyFlag(NX_BF_KINEMATIC);
fKinematicActor->clearBodyFlag(NX_BF_FROZEN_ROT);
fKinematicActor->raiseBodyFlag(NX_BF_DISABLE_GRAVITY);
}
else
{
//don't really use the controller now don't bother with collisions
fController->setCollision(false);
fKinematicActor->clearBodyFlag(NX_BF_KINEMATIC);
fKinematicActor->raiseBodyFlag(NX_BF_FROZEN_ROT_X);
fKinematicActor->raiseBodyFlag(NX_BF_FROZEN_ROT_Y);
fKinematicActor->clearBodyFlag(NX_BF_DISABLE_GRAVITY);
}
}
}
}
hsBool plPXPhysicalControllerCore::BehavingLikeAnAnimatedPhysical()
{
hsAssert(fKinematicActor, "plPXPhysicalControllerCore is missing a kinematic actor");
return fBehavingLikeAnimatedPhys;
}
void plPXPhysicalControllerCore::SetLinearVelocity(const hsVector3& linearVel)
{
plPhysicalControllerCore::SetLinearVelocity(linearVel);
if(fKinematicActor && !fBehavingLikeAnimatedPhys)
{
NxVec3 vel= plPXConvert::Vector(linearVel);
fKinematicActor->setLinearVelocity(vel);
}
}
void plPXPhysicalControllerCore::SetAngularVelocity(const hsScalar angvel)
{
plPhysicalControllerCore::SetAngularVelocity(angvel);
if(fKinematicActor && !fBehavingLikeAnimatedPhys)
{
NxVec3 vel(0.0f, 0.0f, angvel);
fKinematicActor->setAngularVelocity(vel);
}
}
void plPXPhysicalControllerCore::SetVelocities(const hsVector3& linearVel, hsScalar angVel)
{
SetLinearVelocity(linearVel);
SetAngularVelocity(angVel);
}
void plPXPhysicalControllerCore::IMatchControllerToKinematic()
{
NxExtendedVec3 newpos;
NxVec3 pos=fKinematicActor->getGlobalPosition();
newpos.x=pos.x;
newpos.y=pos.y;
newpos.z=pos.z;
fController->setPosition(newpos);
}
const hsVector3& plPXPhysicalControllerCore::GetLinearVelocity()
{
if(BehavingLikeAnAnimatedPhysical())
return fLinearVelocity;
else
{
fLinearVelocity = plPXConvert::Vector(fKinematicActor->getLinearVelocity());
return fLinearVelocity;
}
}
// Make a visible object that can be viewed by users for debugging purposes.
plDrawableSpans* plPXPhysicalControllerCore::CreateProxy(hsGMaterial* mat, hsTArray<UInt32>& idx, plDrawableSpans* addTo)
{
plDrawableSpans* myDraw = addTo;
hsBool blended = ((mat->GetLayer(0)->GetBlendFlags() & hsGMatState::kBlendMask));
float radius = fRadius;
myDraw = plDrawableGenerator::GenerateSphericalDrawable(fLocalPosition, radius,
mat, fLastGlobalLoc, blended,
nil, &idx, myDraw);
/*
plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded());
if (so)
{
hsBool blended = ((mat->GetLayer(0)->GetBlendFlags() & hsGMatState::kBlendMask));
myDraw = plDrawableGenerator::GenerateConicalDrawable(fRadius*10, fHeight*10,
mat, so->GetLocalToWorld(), blended,
nil, &idx, myDraw);
}
*/
return myDraw;
}
#ifndef PLASMA_EXTERNAL_RELEASE
void plPXPhysicalControllerCore::IDrawDebugDisplay()
{
plDebugText &debugTxt = plDebugText::Instance();
char strBuf[ 2048 ];
int lineHeight = debugTxt.GetFontSize() + 4;
UInt32 scrnWidth, scrnHeight;
debugTxt.GetScreenSize( &scrnWidth, &scrnHeight );
int y = 10;
int x = 10;
sprintf(strBuf, "Controller Count: %d", gControllers.size());
debugTxt.DrawString(x, y, strBuf);
y += lineHeight;
debugTxt.DrawString(x, y, "Avatar Collisions:");
y += lineHeight;
int i;
for (i = 0; i < fDbgCollisionInfo.GetCount(); i++)
{
hsVector3 normal = fDbgCollisionInfo[i].fNormal;
char *overlapStr = fDbgCollisionInfo[i].fOverlap ? "yes" : "no";
hsScalar angle = hsScalarRadToDeg(hsACosine(normal * hsVector3(0, 0, 1)));
sprintf(strBuf, " Obj: %s, Normal: (%.2f, %.2f, %.2f), Angle(%.1f), Overlap(%3s)",
fDbgCollisionInfo[i].fSO->GetKeyName(),
normal.fX, normal.fY, normal.fZ, angle, overlapStr);
debugTxt.DrawString(x, y, strBuf);
y += lineHeight;
}
}
#endif PLASMA_EXTERNAL_RELEASE