コード例 #1
0
 BOOL DlgProc(TimeValue t, IParamMap2 *map, HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
 {
     if (msg == WM_COMMAND && HIWORD(wParam) == BN_CLICKED && LOWORD(wParam) == IDC_TRIGGER_ON_FACING_CHECK)
         IEnable(hWnd, Button_GetCheck((HWND)lParam) == BST_CHECKED);
     else if (msg == WM_INITDIALOG)
         IEnable(hWnd, (map->GetParamBlock()->GetInt(kVolumeTriggerOnFacing) != 0));
     return FALSE;
 }
コード例 #2
0
ファイル: plPXPhysical.cpp プロジェクト: branan/Plasma-nobink
plPhysical& plPXPhysical::SetProperty(int prop, bool status)
{
    if (GetProperty(prop) == status)
    {
        const char* propName = "(unknown)";
        switch (prop)
        {
        case plSimulationInterface::kDisable:           propName = "kDisable";              break;
        case plSimulationInterface::kPinned:            propName = "kPinned";               break;
        case plSimulationInterface::kPassive:           propName = "kPassive";              break;
        case plSimulationInterface::kPhysAnim:          propName = "kPhysAnim";             break;
        case plSimulationInterface::kStartInactive:     propName = "kStartInactive";        break;
        case plSimulationInterface::kNoSynchronize:     propName = "kNoSynchronize";        break;
        }

        plString name = "(unknown)";
        if (GetKey())
            name = GetKeyName();
        if (plSimulationMgr::fExtraProfile)
            plSimulationMgr::Log("Warning: Redundant physical property set (property %s, value %s) on %s", propName, status ? "true" : "false", name.c_str());
    }

    switch (prop)
    {
    case plSimulationInterface::kDisable:
        IEnable(!status);
        break;

    case plSimulationInterface::kPinned:
        if (fActor->isDynamic())
        {
            // if the body is already unpinned and you unpin it again,
            // you'll wipe out its velocity. hence the check.
            bool current = fActor->readBodyFlag(NX_BF_FROZEN);
            if (status != current)
            {
                if (status)
                    fActor->raiseBodyFlag(NX_BF_FROZEN);
                else
                {
                    fActor->clearBodyFlag(NX_BF_FROZEN);
                    LogActivate("SetProperty");
                    fActor->wakeUp();
                }
            }
        }
        break;
    }

    fProps.SetBit(prop, status);

    return *this;
}
コード例 #3
0
ファイル: plPXPhysical.cpp プロジェクト: branan/Plasma-nobink
// Called after the simulation has run....sends new positions to the various scene objects
// *** want to do this in response to an update message....
void plPXPhysical::SendNewLocation(bool synchTransform, bool isSynchUpdate)
{
    // we only send if:
    // - the body is active or forceUpdate is on
    // - the mass is non-zero
    // - the physical is not passive
    bool bodyActive = !fActor->isSleeping();
    bool dynamic = fActor->isDynamic();
    
    if ((bodyActive || isSynchUpdate) && dynamic)// && fInitialTransform)
    {
        plProfile_Inc(MaySendLocation);

        if (!GetProperty(plSimulationInterface::kPassive))
        {
            hsMatrix44 curl2w = fCachedLocal2World;
            // we're going to cache the transform before sending so we can recognize if it comes back
            IGetTransformGlobal(fCachedLocal2World);

            if (!CompareMatrices(curl2w, fCachedLocal2World, .0001f))
            {
                plProfile_Inc(LocationsSent);
                plProfile_BeginLap(PhysicsUpdates, GetKeyName().c_str());

                // quick peek at the translation...last time it was corrupted because we applied a non-unit quaternion
//              hsAssert(real_finite(fCachedLocal2World.fMap[0][3]) &&
//                       real_finite(fCachedLocal2World.fMap[1][3]) &&
//                       real_finite(fCachedLocal2World.fMap[2][3]), "Bad transform outgoing");

                if (fCachedLocal2World.GetTranslate().fZ < kMaxNegativeZPos)
                {
                    SimLog("Physical %s fell to %.1f (%.1f is the max).  Suppressing.", GetKeyName().c_str(), fCachedLocal2World.GetTranslate().fZ, kMaxNegativeZPos);
                    // Since this has probably been falling for a while, and thus not getting any syncs,
                    // make sure to save it's current pos so we'll know to reset it later
                    DirtySynchState(kSDLPhysical, plSynchedObject::kBCastToClients);
                    IEnable(false);
                }

                hsMatrix44 w2l;
                fCachedLocal2World.GetInverse(&w2l);
                plCorrectionMsg *pCorrMsg = new plCorrectionMsg(GetObjectKey(), fCachedLocal2World, w2l, synchTransform);
                pCorrMsg->Send();
                if (fProxyGen)
                    fProxyGen->SetTransform(fCachedLocal2World, w2l);
                plProfile_EndLap(PhysicsUpdates, GetKeyName().c_str());
            }
        }
    }
}
コード例 #4
0
ファイル: plPXPhysical.cpp プロジェクト: branan/Plasma-nobink
bool plPXPhysical::Init(PhysRecipe& recipe)
{
    bool    startAsleep = false;
    fBoundsType = recipe.bounds;
    fGroup = recipe.group;
    fReportsOn = recipe.reportsOn;
    fObjectKey = recipe.objectKey;
    fSceneNode = recipe.sceneNode;
    fWorldKey = recipe.worldKey;

    NxActorDesc actorDesc;
    NxSphereShapeDesc sphereDesc;
    NxConvexShapeDesc convexShapeDesc;
    NxTriangleMeshShapeDesc trimeshShapeDesc;
    NxBoxShapeDesc boxDesc;

    plPXConvert::Matrix(recipe.l2s, actorDesc.globalPose);

    switch (fBoundsType)
    {
    case plSimDefs::kSphereBounds:
        {
            hsMatrix44 sphereL2W;
            sphereL2W.Reset();
            sphereL2W.SetTranslate(&recipe.offset);

            sphereDesc.radius = recipe.radius;
            plPXConvert::Matrix(sphereL2W, sphereDesc.localPose);
            sphereDesc.group = fGroup;
            actorDesc.shapes.pushBack(&sphereDesc);
        }
        break;
    case plSimDefs::kHullBounds:
        // FIXME PHYSX - Remove when hull detection is fixed
        // If this is read time (ie, meshStream is nil), turn the convex hull
        // into a box.  That way the data won't have to change when convex hulls
        // actually work right.
        if (fGroup == plSimDefs::kGroupDetector && recipe.meshStream == nil)
        {
#ifdef USE_BOXES_FOR_DETECTOR_HULLS
            MakeBoxFromHull(recipe.convexMesh, boxDesc);
            plSimulationMgr::GetInstance()->GetSDK()->releaseConvexMesh(*recipe.convexMesh);
            boxDesc.group = fGroup;
            actorDesc.shapes.push_back(&boxDesc);
#else
#ifdef USE_PHYSX_CONVEXHULL_WORKAROUND
            // make a hull of planes for testing IsInside
            IMakeHull(recipe.convexMesh,recipe.l2s);
#endif  // USE_PHYSX_CONVEXHULL_WORKAROUND
            convexShapeDesc.meshData = recipe.convexMesh;
            convexShapeDesc.userData = recipe.meshStream;
            convexShapeDesc.group = fGroup;
            actorDesc.shapes.pushBack(&convexShapeDesc);
#endif // USE_BOXES_FOR_DETECTOR_HULLS
        }
        else
        {
            convexShapeDesc.meshData = recipe.convexMesh;
            convexShapeDesc.userData = recipe.meshStream;
            convexShapeDesc.group = fGroup;
            actorDesc.shapes.pushBack(&convexShapeDesc);
        }
        break;
    case plSimDefs::kBoxBounds:
        {
            boxDesc.dimensions = plPXConvert::Point(recipe.bDimensions);

            hsMatrix44 boxL2W;
            boxL2W.Reset();
            boxL2W.SetTranslate(&recipe.bOffset);
            plPXConvert::Matrix(boxL2W, boxDesc.localPose);

            boxDesc.group = fGroup;
            actorDesc.shapes.push_back(&boxDesc);
        }
        break;
    case plSimDefs::kExplicitBounds:
    case plSimDefs::kProxyBounds:
        if (fGroup == plSimDefs::kGroupDetector)
        {
            SimLog("Someone using an Exact on a detector region: %s", GetKeyName().c_str());
        }
        trimeshShapeDesc.meshData = recipe.triMesh;
        trimeshShapeDesc.userData = recipe.meshStream;
        trimeshShapeDesc.group = fGroup;
        actorDesc.shapes.pushBack(&trimeshShapeDesc);
        break;
    default:
        hsAssert(false, "Unknown geometry type during read.");
        return false;
        break;
    }

    //  Now fill out the body, or dynamic part of the physical
    NxBodyDesc bodyDesc;
    fMass = recipe.mass;
    if (recipe.mass != 0)
    {
        bodyDesc.mass = recipe.mass;
        actorDesc.body = &bodyDesc;

        if (GetProperty(plSimulationInterface::kPinned))
        {
            bodyDesc.flags |= NX_BF_FROZEN;
            startAsleep = true;             // put it to sleep if they are going to be frozen
        }

        if (fGroup != plSimDefs::kGroupDynamic || GetProperty(plSimulationInterface::kPhysAnim))
        {
            SetProperty(plSimulationInterface::kPassive, true);

            // Even though the code for animated physicals and animated activators are the same
            // keep these code snippets separated for fine tuning. Thanks.
            if (fGroup == plSimDefs::kGroupDynamic)
            {
                // handle the animated physicals.... make kinematic for now.
                fNumberAnimatedPhysicals++;
                bodyDesc.flags |= NX_BF_KINEMATIC;
                startAsleep = true;
            }
            else
            {
                // handle the animated activators.... 
                fNumberAnimatedActivators++;
                bodyDesc.flags |= NX_BF_KINEMATIC;
                startAsleep = true;
            }

        }
    }
    else
    {
        if ( GetProperty(plSimulationInterface::kPhysAnim) )
            SimLog("An animated physical that has no mass: %s", GetKeyName().c_str());
    }

    actorDesc.userData = this;
    actorDesc.name = GetKeyName().c_str();

    // Put the dynamics into actor group 1.  The actor groups are only used for
    // deciding who we get contact reports for.
    if (fGroup == plSimDefs::kGroupDynamic)
        actorDesc.group = 1;

    NxScene* scene = plSimulationMgr::GetInstance()->GetScene(fWorldKey);
    try
    {
        fActor = scene->createActor(actorDesc);
    } catch (...)
    {
        hsAssert(false, "Actor creation crashed");
        return false;
    }
    hsAssert(fActor, "Actor creation failed");
    if (!fActor)
        return false;

    NxShape* shape = fActor->getShapes()[0];
    shape->setMaterial(plSimulationMgr::GetInstance()->GetMaterialIdx(scene, recipe.friction, recipe.restitution));

    // Turn on the trigger flags for any detectors.
    //
    // Normally, we'd set these flags on the shape before it's created.  However,
    // in the case where the detector is going to be animated, it'll have a rigid
    // body too, and that will cause problems at creation.  According to Ageia,
    // a detector shape doesn't actually count as a shape, so the SDK will have
    // problems trying to calculate an intertial tensor.  By letting it be
    // created as a normal dynamic first, then setting the flags, we work around
    // that problem.
    if (fGroup == plSimDefs::kGroupDetector)
    {
        shape->setFlag(NX_TRIGGER_ON_ENTER, true);
        shape->setFlag(NX_TRIGGER_ON_LEAVE, true);
    }

    if (GetProperty(plSimulationInterface::kStartInactive) || startAsleep)
    {
        if (!fActor->isSleeping())
        {
            if (plSimulationMgr::fExtraProfile)
                SimLog("Deactivating %s in SetPositionAndRotationSim", GetKeyName().c_str());
            fActor->putToSleep();
        }
    }

    if (GetProperty(plSimulationInterface::kDisable))
        IEnable(false);
    if (GetProperty(plSimulationInterface::kSuppressed_DEAD))
        IEnable(false);

    plNodeRefMsg* refMsg = new plNodeRefMsg(fSceneNode, plRefMsg::kOnCreate, -1, plNodeRefMsg::kPhysical); 
    hsgResMgr::ResMgr()->AddViaNotify(GetKey(), refMsg, plRefFlags::kActiveRef);

    if (fWorldKey)
    {
        plGenRefMsg* ref = new plGenRefMsg(GetKey(), plRefMsg::kOnCreate, 0, kPhysRefWorld);
        hsgResMgr::ResMgr()->AddViaNotify(fWorldKey, ref, plRefFlags::kActiveRef);
    }

    // only dynamic physicals without noSync need SDLs
    if ( fGroup == plSimDefs::kGroupDynamic && !fProps.IsBitSet(plSimulationInterface::kNoSynchronize) )
    {
        // add SDL modifier
        plSceneObject* sceneObj = plSceneObject::ConvertNoRef(fObjectKey->ObjectIsLoaded());
        hsAssert(sceneObj, "nil sceneObject, failed to create and attach SDL modifier");

        delete fSDLMod;
        fSDLMod = new plPhysicalSDLModifier;
        sceneObj->AddModifier(fSDLMod);
    }

    return true;
}
コード例 #5
0
ファイル: pyKey.cpp プロジェクト: cwalther/Plasma-nobink-test
// send disable message to the plKey
void pyKey::Disable()
{
    IEnable(false);
}
コード例 #6
0
ファイル: pyKey.cpp プロジェクト: cwalther/Plasma-nobink-test
// send enable message to the plKey
void pyKey::Enable()
{
    IEnable(true);
}