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807 lines
25 KiB
807 lines
25 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 <Python.h> |
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#include "plgDispatch.h" |
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#include "pyGeometry3.h" |
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#include "pnKeyedObject/plKey.h" |
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#include "pyKey.h" |
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#include "hsQuat.h" |
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#include "pyMatrix44.h" |
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#pragma hdrstop |
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#include "cyPhysics.h" |
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#include "pnMessage/plEnableMsg.h" |
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#include "pnMessage/plWarpMsg.h" |
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#include "plMessage/plSimInfluenceMsg.h" |
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#include "plMessage/plSimStateMsg.h" |
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#include "plMessage/plLinearVelocityMsg.h" |
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#include "plMessage/plAngularVelocityMsg.h" |
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#include "pnSceneObject/plSceneObject.h" |
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#include "pnSceneObject/plCoordinateInterface.h" |
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cyPhysics::cyPhysics(plKey sender, plKey recvr) |
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{ |
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SetSender(sender); |
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AddRecvr(recvr); |
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fNetForce = false; |
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} |
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// setters |
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void cyPhysics::SetSender(plKey &sender) |
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{ |
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fSender = sender; |
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} |
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void cyPhysics::AddRecvr(plKey &recvr) |
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{ |
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if ( recvr != nil ) |
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fRecvr.Append(recvr); |
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} |
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void cyPhysics::SetNetForce(hsBool state) |
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{ |
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// set our flag |
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fNetForce = state; |
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} |
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///////////////////////////////////////////////////////////////////////////// |
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// |
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// Function : Enable |
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// PARAMETERS : |
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// |
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// PURPOSE : Enable physics (must already be there) |
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// |
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void cyPhysics::EnableT(hsBool state) |
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{ |
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// must have a receiver! |
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if ( fRecvr.Count() > 0 ) |
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{ |
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// create message |
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plEnableMsg* pMsg = new plEnableMsg; |
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// check if this needs to be network forced to all clients |
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if (fNetForce ) |
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{ |
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// set the network propagate flag to make sure it gets to the other clients |
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pMsg->SetBCastFlag(plMessage::kNetPropagate); |
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pMsg->SetBCastFlag(plMessage::kNetForce); |
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} |
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if ( fSender ) |
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pMsg->SetSender(fSender); |
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// add all our receivers to the message receiver list |
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int i; |
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for ( i=0; i<fRecvr.Count(); i++ ) |
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{ |
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pMsg->AddReceiver(fRecvr[i]); |
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} |
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// jump back to frame 0 |
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pMsg->SetCmd(plEnableMsg::kPhysical); |
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// which way are we doin' it? |
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if ( state ) |
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pMsg->SetCmd(plEnableMsg::kEnable); |
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else |
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pMsg->SetCmd(plEnableMsg::kDisable); |
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// make sure to propagate this to the modifiers to tell things like the clickables to disable. |
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pMsg->SetBCastFlag(plMessage::kPropagateToModifiers); |
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plgDispatch::MsgSend( pMsg ); // whoosh... off it goes |
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} |
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} |
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void cyPhysics::Enable() |
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{ |
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EnableT(true); |
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} |
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void cyPhysics::Disable() |
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{ |
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EnableT(false); |
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} |
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///////////////////////////////////////////////////////////////////////////// |
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// |
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// Function : Enable / Disable Collision |
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// |
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// PURPOSE : Enable / Disable collision for terrain and proxy terrain objects |
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// because using cyPhysics::Enable() does not work for these physical types |
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// |
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// |
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void cyPhysics::EnableCollision() |
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{ |
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hsAssert(0, "Who uses this?"); |
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/* |
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// must have a receiver! |
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if ( fRecvr.Count() > 0 ) |
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{ |
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plEventGroupEnableMsg* pMsg = new plEventGroupEnableMsg; |
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if (fNetForce ) |
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{ |
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// set the network propagate flag to make sure it gets to the other clients |
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pMsg->SetBCastFlag(plMessage::kNetPropagate); |
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pMsg->SetBCastFlag(plMessage::kNetForce); |
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} |
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if ( fSender ) |
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pMsg->SetSender(fSender); |
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// add all our receivers to the message receiver list |
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int i; |
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for ( i=0; i<fRecvr.Count(); i++ ) |
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{ |
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pMsg->AddReceiver(fRecvr[i]); |
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} |
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pMsg->SetFlags(plEventGroupEnableMsg::kCollideOn); |
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plgDispatch::MsgSend( pMsg ); // whoosh... off it goes |
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} |
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*/ |
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} |
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void cyPhysics::DisableCollision() |
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{ |
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hsAssert(0, "Who uses this?"); |
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/* |
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// must have a receiver! |
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if ( fRecvr.Count() > 0 ) |
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{ |
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plEventGroupEnableMsg* pMsg = new plEventGroupEnableMsg; |
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if (fNetForce ) |
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{ |
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// set the network propagate flag to make sure it gets to the other clients |
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pMsg->SetBCastFlag(plMessage::kNetPropagate); |
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pMsg->SetBCastFlag(plMessage::kNetForce); |
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} |
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if ( fSender ) |
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pMsg->SetSender(fSender); |
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// add all our receivers to the message receiver list |
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int i; |
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for ( i=0; i<fRecvr.Count(); i++ ) |
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{ |
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pMsg->AddReceiver(fRecvr[i]); |
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} |
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pMsg->SetFlags(plEventGroupEnableMsg::kCollideOff); |
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plgDispatch::MsgSend( pMsg ); // whoosh... off it goes |
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} |
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*/ |
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} |
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///////////////////////////////////////////////////////////////////////////// |
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// |
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// Function : Warp |
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// PARAMETERS : pos - the point to translate to |
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// |
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// PURPOSE : Suggest to physics engine where you want to place something |
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// |
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// |
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void cyPhysics::Warp(pyPoint3& pos) |
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{ |
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// create message |
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PyObject* matObj = pyMatrix44::New(); |
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pyMatrix44* mat = pyMatrix44::ConvertFrom(matObj); |
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mat->fMatrix.IdentityMatrix(); |
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mat->fMatrix.SetTranslate(&pos.fPoint); |
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WarpMat(*mat); |
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Py_DECREF(matObj); |
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} |
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// warp v2 - for warping to the matching transform of an object (like a reference point) |
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void cyPhysics::WarpObj(pyKey& obj) |
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{ |
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plKey obKey = obj.getKey(); |
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plSceneObject* pObj = plSceneObject::ConvertNoRef(obKey->GetObjectPtr()); |
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if (pObj && pObj->GetCoordinateInterface()) |
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{ |
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// create message |
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PyObject* matObj = pyMatrix44::New(); |
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pyMatrix44* mat = pyMatrix44::ConvertFrom(matObj); |
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mat->fMatrix = pObj->GetCoordinateInterface()->GetLocalToWorld(); |
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WarpMat(*mat); |
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Py_DECREF(matObj); |
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} |
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} |
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///////////////////////////////////////////////////////////////////////////// |
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// |
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// Function : WarpMat |
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// PARAMETERS : mat - the matrix to translate to |
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// |
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// PURPOSE : Suggest to physics engine where you want to place something |
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// |
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// |
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void cyPhysics::WarpMat(pyMatrix44& mat) |
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{ |
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// must have a receiver! |
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if ( fRecvr.Count() > 0 ) |
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{ |
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// create message |
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plWarpMsg* pMsg = new plWarpMsg(mat.fMatrix); |
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pMsg->SetWarpFlags(plWarpMsg::kFlushTransform); |
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// check if this needs to be network forced to all clients |
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if (fNetForce ) |
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{ |
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// set the network propagate flag to make sure it gets to the other clients |
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pMsg->SetBCastFlag(plMessage::kNetPropagate); |
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pMsg->SetBCastFlag(plMessage::kNetForce); |
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} |
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if ( fSender ) |
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pMsg->SetSender(fSender); |
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// add all our receivers to the message receiver list |
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int i; |
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for ( i=0; i<fRecvr.Count(); i++ ) |
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{ |
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pMsg->AddReceiver(fRecvr[i]); |
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} |
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plgDispatch::MsgSend( pMsg ); // whoosh... off it goes |
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} |
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} |
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///////////////////////////////////////////////////////////////////////////// |
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// |
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// Function : Move |
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// PARAMETERS : direction - vector of direction to move towards |
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// : distance - how far to move in that direction |
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// |
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// PURPOSE : Move the object in a direction and distance |
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// : if the object is physical then warp it |
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// : otherwise just use the coordinate interface and set the transform |
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// |
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void cyPhysics::Move(pyVector3& direction, float distance) |
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{ |
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//move each receiver (object) separately |
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int i; |
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for ( i=0; i<fRecvr.Count(); i++ ) |
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{ |
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// get the object pointer of just the first one in the list |
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// (We really can't tell which one the user is thinking of if they are |
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// referring to multiple objects, so the first one in the list will do.) |
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plSceneObject* obj = plSceneObject::ConvertNoRef(fRecvr[i]->GetObjectPtr()); |
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if ( obj ) |
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{ |
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const plCoordinateInterface* ci = obj->GetCoordinateInterface(); |
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if ( ci ) |
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{ |
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hsVector3 offset = direction.fVector * distance; |
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hsMatrix44 trans; |
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trans.MakeTranslateMat(&offset); |
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hsMatrix44 target_matrix = ci->GetWorldToLocal(); |
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target_matrix = target_matrix * trans; |
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// see if this has a physical interface, if so, then its physical, therefore use warp |
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const plSimulationInterface* si = obj->GetSimulationInterface(); |
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if ( si ) |
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{ |
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// create message for each receiver |
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plWarpMsg* pMsg = new plWarpMsg(target_matrix); |
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// check if this needs to be network forced to all clients |
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if (fNetForce ) |
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{ |
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// set the network propagate flag to make sure it gets to the other clients |
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pMsg->SetBCastFlag(plMessage::kNetPropagate); |
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pMsg->SetBCastFlag(plMessage::kNetForce); |
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} |
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if ( fSender ) |
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pMsg->SetSender(fSender); |
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// must have a receiver! |
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pMsg->AddReceiver(fRecvr[i]); |
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plgDispatch::MsgSend( pMsg ); // whoosh... off it goes |
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} |
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else |
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{ |
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// else just use the coordinate interface |
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hsMatrix44 w2l; |
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target_matrix.GetInverse(&w2l); |
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obj->SetTransform(target_matrix,w2l); |
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} |
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} |
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else |
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{ |
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plString errmsg = plString::Format("Sceneobject %s does not have a coordinate interface.", |
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obj->GetKeyName().c_str()); |
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PyErr_SetString(PyExc_RuntimeError, errmsg.c_str()); |
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} |
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} |
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} |
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} |
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///////////////////////////////////////////////////////////////////////////// |
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// |
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// Function : Rotate |
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// PARAMETERS : rad - radians to rotate |
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// : axis - axis to rotate around |
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// |
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// PURPOSE : Rotate the object |
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// : if the object is physical then warp it |
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// : otherwise just use the coordinate interface and set the transform |
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// |
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void cyPhysics::Rotate(float rad, pyVector3& axis) |
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{ |
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// rotate each receiver (object) separately |
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int i; |
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for ( i=0; i<fRecvr.Count(); i++ ) |
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{ |
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// get the object pointer of just the first one in the list |
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// (We really can't tell which one the user is thinking of if they are |
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// referring to multiple objects, so the first one in the list will do.) |
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plSceneObject* obj = plSceneObject::ConvertNoRef(fRecvr[i]->GetObjectPtr()); |
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if ( obj ) |
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{ |
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const plCoordinateInterface* ci = obj->GetCoordinateInterface(); |
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if ( ci ) |
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{ |
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hsQuat q(rad, &axis.fVector); |
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q.Normalize(); |
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hsMatrix44 rot; |
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q.MakeMatrix(&rot); |
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hsMatrix44 target_matrix = ci->GetWorldToLocal(); |
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target_matrix = target_matrix * rot; |
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// see if this has a physical interface, then its physical, therefore use warp |
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const plSimulationInterface* si = obj->GetSimulationInterface(); |
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if ( si ) |
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{ |
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// create message for each receiver |
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plWarpMsg* pMsg = new plWarpMsg(target_matrix); |
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// check if this needs to be network forced to all clients |
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if (fNetForce ) |
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{ |
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// set the network propagate flag to make sure it gets to the other clients |
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pMsg->SetBCastFlag(plMessage::kNetPropagate); |
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pMsg->SetBCastFlag(plMessage::kNetForce); |
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} |
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if ( fSender ) |
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pMsg->SetSender(fSender); |
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// must have a receiver! |
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pMsg->AddReceiver(fRecvr[i]); |
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plgDispatch::MsgSend( pMsg ); // whoosh... off it goes |
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} |
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else |
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{ |
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// else just use the coordinate interface |
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hsMatrix44 w2l; |
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target_matrix.GetInverse(&w2l); |
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obj->SetTransform(target_matrix,w2l); |
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} |
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} |
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else |
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{ |
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plString errmsg = plString::Format("Sceneobject %s does not have a coordinate interface.", |
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obj->GetKeyName().c_str()); |
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PyErr_SetString(PyExc_RuntimeError, errmsg.c_str()); |
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} |
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} |
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} |
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} |
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///////////////////////////////////////////////////////////////////////////// |
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// |
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// Function : Force |
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// PARAMETERS : |
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// |
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// PURPOSE : apply a force to the center of mass of the receiver |
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// |
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// |
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void cyPhysics::Force(pyVector3& force) |
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{ |
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hsAssert(0, "Who uses this?"); |
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// must have a receiver! |
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/* if ( fRecvr.Count() > 0 ) |
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{ |
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// create message |
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plForceMsg* pMsg = new plForceMsg; |
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// check if this needs to be network forced to all clients |
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if (fNetForce ) |
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{ |
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// set the network propagate flag to make sure it gets to the other clients |
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pMsg->SetBCastFlag(plMessage::kNetPropagate); |
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pMsg->SetBCastFlag(plMessage::kNetForce); |
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} |
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if ( fSender ) |
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pMsg->SetSender(fSender); |
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// add all our receivers to the message receiver list |
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int i; |
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for ( i=0; i<fRecvr.Count(); i++ ) |
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{ |
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pMsg->AddReceiver(fRecvr[i]); |
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} |
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pMsg->SetForce(force.fVector); |
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plgDispatch::MsgSend( pMsg ); // whoosh... off it goes |
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} |
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*/ |
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} |
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///////////////////////////////////////////////////////////////////////////// |
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// |
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// Function : ForceWithOffset |
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// PARAMETERS : |
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// |
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// PURPOSE : apply a force to the receiver as though it were being impacted at the |
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// : given point in global space |
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// |
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// |
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void cyPhysics::ForceWithOffset(pyVector3& force, pyPoint3& offset) |
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{ |
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hsAssert(0, "Who uses this?"); |
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// must have a receiver! |
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/* if ( fRecvr.Count() > 0 ) |
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{ |
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// create message |
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plOffsetForceMsg* pMsg = new plOffsetForceMsg; |
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// check if this needs to be network forced to all clients |
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if (fNetForce ) |
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{ |
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// set the network propagate flag to make sure it gets to the other clients |
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pMsg->SetBCastFlag(plMessage::kNetPropagate); |
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pMsg->SetBCastFlag(plMessage::kNetForce); |
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} |
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if ( fSender ) |
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pMsg->SetSender(fSender); |
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// add all our receivers to the message receiver list |
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int i; |
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for ( i=0; i<fRecvr.Count(); i++ ) |
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{ |
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pMsg->AddReceiver(fRecvr[i]); |
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} |
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pMsg->SetForce(force.fVector); |
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pMsg->SetPoint(offset.fPoint); |
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plgDispatch::MsgSend( pMsg ); // whoosh... off it goes |
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} |
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*/ |
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} |
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///////////////////////////////////////////////////////////////////////////// |
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// |
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// Function : Torque |
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// PARAMETERS : |
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// |
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// PURPOSE : Apply the given torque force to the body |
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// : The vector indicates the axes, and the magnitude indicates the strength |
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// |
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// |
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void cyPhysics::Torque(pyVector3& torque) |
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{ |
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hsAssert(0, "Who uses this?"); |
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// must have a receiver! |
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/* if ( fRecvr.Count() > 0 ) |
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{ |
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// create message |
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plTorqueMsg* pMsg = new plTorqueMsg; |
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// check if this needs to be network forced to all clients |
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if (fNetForce ) |
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{ |
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// set the network propagate flag to make sure it gets to the other clients |
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pMsg->SetBCastFlag(plMessage::kNetPropagate); |
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pMsg->SetBCastFlag(plMessage::kNetForce); |
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} |
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if ( fSender ) |
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pMsg->SetSender(fSender); |
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// add all our receivers to the message receiver list |
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int i; |
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for ( i=0; i<fRecvr.Count(); i++ ) |
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{ |
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pMsg->AddReceiver(fRecvr[i]); |
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} |
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pMsg->SetTorque(torque.fVector); |
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plgDispatch::MsgSend( pMsg ); // whoosh... off it goes |
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} |
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*/ |
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} |
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///////////////////////////////////////////////////////////////////////////// |
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// |
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// Function : Impulse |
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// PARAMETERS : |
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// |
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// PURPOSE : Add the given vector to the objects velocity |
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// |
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// |
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void cyPhysics::Impulse(pyVector3& impulse) |
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{ |
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hsAssert(0, "Who uses this?"); |
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// must have a receiver! |
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/* if ( fRecvr.Count() > 0 ) |
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{ |
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// create message |
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plImpulseMsg* pMsg = new plImpulseMsg; |
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// check if this needs to be network forced to all clients |
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if (fNetForce ) |
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{ |
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// set the network propagate flag to make sure it gets to the other clients |
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pMsg->SetBCastFlag(plMessage::kNetPropagate); |
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pMsg->SetBCastFlag(plMessage::kNetForce); |
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} |
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if ( fSender ) |
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pMsg->SetSender(fSender); |
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// add all our receivers to the message receiver list |
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int i; |
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for ( i=0; i<fRecvr.Count(); i++ ) |
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{ |
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pMsg->AddReceiver(fRecvr[i]); |
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} |
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pMsg->SetImpulse(impulse.fVector); |
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plgDispatch::MsgSend( pMsg ); // whoosh... off it goes |
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} |
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*/ |
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} |
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///////////////////////////////////////////////////////////////////////////// |
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// |
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// Function : ImpulseWithOffset |
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// PARAMETERS : |
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// |
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// PURPOSE : Apply the given impulse to the object at the given point in global space |
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// : Will impart torque if not applied to center of mass |
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// |
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// |
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void cyPhysics::ImpulseWithOffset(pyVector3& impulse, pyPoint3& offset) |
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{ |
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hsAssert(0, "Who uses this?"); |
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// must have a receiver! |
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/* if ( fRecvr.Count() > 0 ) |
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{ |
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// create message |
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plOffsetImpulseMsg* pMsg = new plOffsetImpulseMsg; |
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// check if this needs to be network forced to all clients |
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if (fNetForce ) |
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{ |
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// set the network propagate flag to make sure it gets to the other clients |
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pMsg->SetBCastFlag(plMessage::kNetPropagate); |
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pMsg->SetBCastFlag(plMessage::kNetForce); |
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} |
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if ( fSender ) |
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pMsg->SetSender(fSender); |
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|
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// add all our receivers to the message receiver list |
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int i; |
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for ( i=0; i<fRecvr.Count(); i++ ) |
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{ |
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pMsg->AddReceiver(fRecvr[i]); |
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} |
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pMsg->SetImpulse(impulse.fVector); |
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pMsg->SetPoint(offset.fPoint); |
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plgDispatch::MsgSend( pMsg ); // whoosh... off it goes |
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} |
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*/ |
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} |
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///////////////////////////////////////////////////////////////////////////// |
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// |
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// Function : AngularImpulse |
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// PARAMETERS : |
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// |
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// PURPOSE : Add the given vector (representing a rotation axis and magnitude) |
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// |
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// |
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void cyPhysics::AngularImpulse(pyVector3& impulse) |
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{ |
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hsAssert(0, "Who uses this?"); |
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// must have a receiver! |
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/* if ( fRecvr.Count() > 0 ) |
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{ |
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// create message |
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plAngularImpulseMsg* pMsg = new plAngularImpulseMsg; |
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// check if this needs to be network forced to all clients |
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if (fNetForce ) |
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{ |
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// set the network propagate flag to make sure it gets to the other clients |
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pMsg->SetBCastFlag(plMessage::kNetPropagate); |
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pMsg->SetBCastFlag(plMessage::kNetForce); |
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} |
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if ( fSender ) |
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pMsg->SetSender(fSender); |
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|
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// add all our receivers to the message receiver list |
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int i; |
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for ( i=0; i<fRecvr.Count(); i++ ) |
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{ |
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pMsg->AddReceiver(fRecvr[i]); |
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} |
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pMsg->SetImpulse(impulse.fVector); |
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plgDispatch::MsgSend( pMsg ); // whoosh... off it goes |
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} |
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*/ |
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} |
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///////////////////////////////////////////////////////////////////////////// |
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// |
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// Function : Damp |
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// PARAMETERS : |
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// |
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// PURPOSE : Decrease all velocities on the given object. |
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// : A damp factor of 0 nulls them all entirely; |
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// : A damp factor of 1 leaves them alone. |
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// |
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// |
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void cyPhysics::Damp(float damp) |
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{ |
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hsAssert(0, "Who uses this?"); |
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// must have a receiver! |
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/* if ( fRecvr.Count() > 0 ) |
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{ |
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// create message |
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plDampMsg* pMsg = new plDampMsg; |
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// check if this needs to be network forced to all clients |
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if (fNetForce ) |
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{ |
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// set the network propagate flag to make sure it gets to the other clients |
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pMsg->SetBCastFlag(plMessage::kNetPropagate); |
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pMsg->SetBCastFlag(plMessage::kNetForce); |
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} |
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if ( fSender ) |
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pMsg->SetSender(fSender); |
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|
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// add all our receivers to the message receiver list |
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int i; |
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for ( i=0; i<fRecvr.Count(); i++ ) |
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{ |
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pMsg->AddReceiver(fRecvr[i]); |
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} |
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pMsg->SetDamp(damp); |
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plgDispatch::MsgSend( pMsg ); // whoosh... off it goes |
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} |
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*/ |
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} |
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|
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///////////////////////////////////////////////////////////////////////////// |
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// |
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// Function : ShiftMass |
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// PARAMETERS : |
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// |
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// PURPOSE : Shift the center of mass of the given object by the given |
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// : amount in the given direction. |
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// |
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// |
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void cyPhysics::ShiftMass(pyVector3& offset) |
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{ |
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hsAssert(0, "Who uses this?"); |
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// must have a receiver! |
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/* if ( fRecvr.Count() > 0 ) |
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{ |
|
// create message |
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plShiftMassMsg* pMsg = new plShiftMassMsg; |
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// check if this needs to be network forced to all clients |
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if (fNetForce ) |
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{ |
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// set the network propagate flag to make sure it gets to the other clients |
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pMsg->SetBCastFlag(plMessage::kNetPropagate); |
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pMsg->SetBCastFlag(plMessage::kNetForce); |
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} |
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if ( fSender ) |
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pMsg->SetSender(fSender); |
|
|
|
// add all our receivers to the message receiver list |
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int i; |
|
for ( i=0; i<fRecvr.Count(); i++ ) |
|
{ |
|
pMsg->AddReceiver(fRecvr[i]); |
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} |
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pMsg->SetOffset(offset.fVector); |
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plgDispatch::MsgSend( pMsg ); // whoosh... off it goes |
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} |
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*/ |
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} |
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|
|
///////////////////////////////////////////////////////////////////////////// |
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// |
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// Function : Suppress |
|
// PARAMETERS : doSuppress: if true, remove the physical (see below) |
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// if false, add it back |
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// |
|
// PURPOSE : Completely remove the physical, but keep it around so it |
|
// can be added back later. |
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// |
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// |
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void cyPhysics::Suppress(bool doSuppress) |
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{ |
|
EnableT(!doSuppress); |
|
} |
|
|
|
///////////////////////////////////////////////////////////////////////////// |
|
// |
|
// Function : SetLinearVelocity |
|
// PARAMETERS : velocity |
|
// |
|
// PURPOSE : Change the objects linear velocity to this |
|
// |
|
// |
|
void cyPhysics::SetLinearVelocity(pyVector3& velocity) |
|
{ |
|
if ( fRecvr.Count() > 0 ) |
|
{ |
|
// create message |
|
plLinearVelocityMsg* pMsg = new plLinearVelocityMsg; |
|
// check if this needs to be network forced to all clients |
|
if (fNetForce ) |
|
{ |
|
// set the network propagate flag to make sure it gets to the other clients |
|
pMsg->SetBCastFlag(plMessage::kNetPropagate); |
|
pMsg->SetBCastFlag(plMessage::kNetForce); |
|
} |
|
if ( fSender ) |
|
pMsg->SetSender(fSender); |
|
|
|
// add all our receivers to the message receiver list |
|
int i; |
|
for ( i=0; i<fRecvr.Count(); i++ ) |
|
{ |
|
pMsg->AddReceiver(fRecvr[i]); |
|
} |
|
|
|
pMsg->Velocity(velocity.fVector); |
|
plgDispatch::MsgSend( pMsg ); // whoosh... off it goes |
|
} |
|
} |
|
void cyPhysics::SetAngularVelocity(pyVector3& angVel) |
|
{ |
|
if ( fRecvr.Count() > 0 ) |
|
{ |
|
// create message |
|
plAngularVelocityMsg* pMsg = new plAngularVelocityMsg; |
|
// check if this needs to be network forced to all clients |
|
if (fNetForce ) |
|
{ |
|
// set the network propagate flag to make sure it gets to the other clients |
|
pMsg->SetBCastFlag(plMessage::kNetPropagate); |
|
pMsg->SetBCastFlag(plMessage::kNetForce); |
|
} |
|
if ( fSender ) |
|
pMsg->SetSender(fSender); |
|
|
|
// add all our receivers to the message receiver list |
|
int i; |
|
for ( i=0; i<fRecvr.Count(); i++ ) |
|
{ |
|
pMsg->AddReceiver(fRecvr[i]); |
|
} |
|
pMsg->AngularVelocity(angVel.fVector); |
|
plgDispatch::MsgSend( pMsg ); // whoosh... off it goes |
|
} |
|
|
|
}
|
|
|