예제 #1
0
파일: PHSkeleton.cpp 프로젝트: 2asoft/xray
void CPHSkeleton::UnsplitSingle(CPHSkeleton* SO)
{
	//Msg("%o,received has %d,",this,m_unsplited_shels.size());
	if (0==m_unsplited_shels.size())	return;	//. hack
	CPhysicsShellHolder* obj = PPhysicsShellHolder();
	CPhysicsShellHolder* O =SO->PPhysicsShellHolder();
	VERIFY2(m_unsplited_shels.size(),"NO_SHELLS !!");
	VERIFY2(!O->m_pPhysicsShell,"this has shell already!!!");
	CPhysicsShell* newPhysicsShell=m_unsplited_shels.front().first;
	O->m_pPhysicsShell=newPhysicsShell;
	VERIFY(_valid(newPhysicsShell->mXFORM));
	IKinematics *newKinematics=smart_cast<IKinematics*>(O->Visual());
	IKinematics *pKinematics  =smart_cast<IKinematics*>(obj->Visual());

	Flags64 mask0,mask1;
	u16 split_bone=m_unsplited_shels.front().second;
	mask1.assign(pKinematics->LL_GetBonesVisible());//source bones mask
	pKinematics->LL_SetBoneVisible(split_bone,FALSE,TRUE);

	pKinematics->CalculateBones_Invalidate	();
	pKinematics->CalculateBones				(TRUE);

	mask0.assign(pKinematics->LL_GetBonesVisible());//first part mask
	VERIFY2(mask0.flags,"mask0 -Zero");
	mask0.invert();
	mask1.and(mask0.flags);//second part mask


	newKinematics->LL_SetBoneRoot		(split_bone);
	VERIFY2(mask1.flags,"mask1 -Zero");
	newKinematics->LL_SetBonesVisible	(mask1.flags);

	newKinematics->CalculateBones_Invalidate	();
	newKinematics->CalculateBones				(TRUE);

	newPhysicsShell->set_Kinematics(newKinematics);
	VERIFY(_valid(newPhysicsShell->mXFORM));
	newPhysicsShell->ResetCallbacks(split_bone,mask1);
	VERIFY(_valid(newPhysicsShell->mXFORM));

	newPhysicsShell->ObjectInRoot().identity();

	if(!newPhysicsShell->isEnabled())O->processing_deactivate();
	newPhysicsShell->set_PhysicsRefObject(O);
	
	m_unsplited_shels.erase(m_unsplited_shels.begin());
	O->setVisible(TRUE);
	O->setEnabled(TRUE);


	SO->CopySpawnInit		();
	CopySpawnInit			();
	VERIFY3(CheckObjectSize(pKinematics),*(O->cNameVisual()),"Object unsplit whith no size");
	VERIFY3(CheckObjectSize(newKinematics),*(O->cNameVisual()),"Object unsplit whith no size");

}
예제 #2
0
void CPhysicsShellHolder::PHSaveState(NET_Packet &P)
{

	//CPhysicsShell* pPhysicsShell=PPhysicsShell();
	IKinematics* K	=smart_cast<IKinematics*>(Visual());
	//Flags8 lflags;
	//if(pPhysicsShell&&pPhysicsShell->isActive())			lflags.set(CSE_PHSkeleton::flActive,pPhysicsShell->isEnabled());

//	P.w_u8 (lflags.get());
	if(K)
	{
		P.w_u64(K->LL_GetBonesVisible());
		P.w_u16(K->LL_GetBoneRoot());
	}
	else
	{
		P.w_u64(u64(-1));
		P.w_u16(0);
	}
	/////////////////////////////
	Fvector min,max;

	min.set(flt_max,flt_max,flt_max);
	max.set(-flt_max,-flt_max,-flt_max);
	/////////////////////////////////////

	u16 bones_number=PHGetSyncItemsNumber();
	for(u16 i=0;i<bones_number;i++)
	{
		SPHNetState state;
		PHGetSyncItem(i)->get_State(state);
		Fvector& p=state.position;
		if(p.x<min.x)min.x=p.x;
		if(p.y<min.y)min.y=p.y;
		if(p.z<min.z)min.z=p.z;

		if(p.x>max.x)max.x=p.x;
		if(p.y>max.y)max.y=p.y;
		if(p.z>max.z)max.z=p.z;
	}

	min.sub(2.f*EPS_L);
	max.add(2.f*EPS_L);

	VERIFY(!min.similar(max));
	P.w_vec3(min);
	P.w_vec3(max);

	P.w_u16(bones_number);

	for(u16 i=0;i<bones_number;i++)
	{
		SPHNetState state;
		PHGetSyncItem(i)->get_State(state);
		state.net_Save(P,min,max);
	}
}
예제 #3
0
파일: PHSkeleton.cpp 프로젝트: 2asoft/xray
void CPHSkeleton::SaveNetState(NET_Packet& P)
{

	CPhysicsShellHolder* obj=PPhysicsShellHolder();
	CPhysicsShell* pPhysicsShell=obj->PPhysicsShell();
	IKinematics* K	=smart_cast<IKinematics*>(obj->Visual());
	if(pPhysicsShell&&pPhysicsShell->isActive())			m_flags.set(CSE_PHSkeleton::flActive,pPhysicsShell->isEnabled());

	P.w_u8 (m_flags.get());
	if(K)
	{
		P.w_u64(K->LL_GetBonesVisible());
		P.w_u16(K->LL_GetBoneRoot());
	}
	else
	{
		P.w_u64(u64(-1));
		P.w_u16(0);
	}
	/////////////////////////////
	Fvector min,max;

	min.set(F_MAX,F_MAX,F_MAX);
	max.set(-F_MAX,-F_MAX,-F_MAX);
	/////////////////////////////////////

	u16 bones_number=obj->PHGetSyncItemsNumber();
	for(u16 i=0;i<bones_number;i++)
	{
		SPHNetState state;
		obj->PHGetSyncItem(i)->get_State(state);
		Fvector& p=state.position;
		if(p.x<min.x)min.x=p.x;
		if(p.y<min.y)min.y=p.y;
		if(p.z<min.z)min.z=p.z;

		if(p.x>max.x)max.x=p.x;
		if(p.y>max.y)max.y=p.y;
		if(p.z>max.z)max.z=p.z;
	}

	min.sub(2.f*EPS_L);
	max.add(2.f*EPS_L);

	P.w_vec3(min);
	P.w_vec3(max);

	P.w_u16(bones_number);

	for(u16 i=0;i<bones_number;i++)
	{
		SPHNetState state;
		obj->PHGetSyncItem(i)->get_State(state);
		state.net_Save(P,min,max);
	}
}
예제 #4
0
파일: PHSkeleton.cpp 프로젝트: 2asoft/xray
void CPHSkeleton::RecursiveBonesCheck(u16 id)
{
	if(!removable) return;
	CPhysicsShellHolder* obj=PPhysicsShellHolder();
	IKinematics* K		= smart_cast<IKinematics*>(obj->Visual());
	CBoneData& BD		= K->LL_GetData(u16(id));
	//////////////////////////////////////////
	Flags64 mask;
	mask.assign(K->LL_GetBonesVisible());
	///////////////////////////////////////////
	if(
		mask.is(1ui64<<(u64)id)&& 
		!(BD.shape.flags.is(SBoneShape::sfRemoveAfterBreak))
		) {
			removable = false;
			return;
		}
		///////////////////////////////////////////////
		for (vecBonesIt it=BD.children.begin(); BD.children.end() != it; ++it){
			RecursiveBonesCheck		((*it)->GetSelfID());
		}
}