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/*==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 <cmath>
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#include "plPhysicalControllerCore.h"
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#include "plArmatureMod.h"
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#include "plSwimRegion.h"
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#include "plMatrixChannel.h"
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#include "pnSceneObject/plCoordinateInterface.h"
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#include "plPhysical.h"
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#include "pnMessage/plCorrectionMsg.h"
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// Gravity constants
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#define kGravity -32.174f
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#define kTerminalVelocity kGravity
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static inline hsVector3 GetYAxis(hsMatrix44 &mat) { return hsVector3(mat.fMap[1][0], mat.fMap[1][1], mat.fMap[1][2]); }
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static float AngleRad2d(float x1, float y1, float x3, float y3);
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bool CompareMatrices(const hsMatrix44 &matA, const hsMatrix44 &matB, float tolerance);
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// plPhysicalControllerCore
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plPhysicalControllerCore::plPhysicalControllerCore(plKey OwnerSceneObject, float height, float radius)
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: fOwner(OwnerSceneObject),
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fWorldKey(nil),
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fHeight(height),
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fRadius(radius),
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fLOSDB(plSimDefs::kLOSDBNone),
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fMovementStrategy(nil),
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fSimLength(0.0f),
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fLocalRotation(0.0f, 0.0f, 0.0f, 1.0f),
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fLocalPosition(0.0f, 0.0f, 0.0f),
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fLastLocalPosition(0.0f, 0.0f, 0.0f),
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fLinearVelocity(0.0f, 0.0f, 0.0f),
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fAchievedLinearVelocity(0.0f, 0.0f, 0.0f),
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fPushingPhysical(nil),
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fFacingPushingPhysical(false),
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fSeeking(false),
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fEnabled(false),
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fEnableChanged(false)
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{
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fLastGlobalLoc.Reset();
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fPrevSubworldW2L.Reset();
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}
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const plCoordinateInterface* plPhysicalControllerCore::GetSubworldCI()
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{
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if (fWorldKey)
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{
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plSceneObject* so = plSceneObject::ConvertNoRef(fWorldKey->ObjectIsLoaded());
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if (so)
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return so->GetCoordinateInterface();
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}
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return nil;
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}
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void plPhysicalControllerCore::IncrementAngle(float deltaAngle)
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{
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hsVector3 axis;
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float angle;
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fLocalRotation.NormalizeIfNeeded();
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fLocalRotation.GetAngleAxis(&angle, &axis);
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if (axis.fZ < 0)
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angle = (2.0f * float(M_PI)) - angle; // axis is backwards, so reverse the angle too
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angle += deltaAngle;
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// make sure we wrap around
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if (angle < 0.0f)
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angle = (2.0f * float(M_PI)) + angle; // angle is -, so this works like a subtract
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if (angle >= (2.0f * float(M_PI)))
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angle = angle - (2.0f * float(M_PI));
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// set the new angle
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axis.Set(0.0f, 0.0f, 1.0f);
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fLocalRotation.SetAngleAxis(angle, axis);
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}
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void plPhysicalControllerCore::IApply(float delSecs)
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{
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fSimLength = delSecs;
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// Match controller to owner if transform has changed since the last frame
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plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded());
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const hsMatrix44& l2w = so->GetCoordinateInterface()->GetLocalToWorld();
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if (!CompareMatrices(fLastGlobalLoc, l2w, 0.0001f))
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SetGlobalLoc(l2w);
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if (fEnabled)
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{
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// Convert velocity from avatar to world space
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if (!fLinearVelocity.IsEmpty())
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{
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fLinearVelocity = l2w * fLinearVelocity;
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const plCoordinateInterface* subworldCI = GetSubworldCI();
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if (subworldCI)
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fLinearVelocity = subworldCI->GetWorldToLocal() * fLinearVelocity;
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}
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fMovementStrategy->Apply(delSecs);
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}
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}
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void plPhysicalControllerCore::IUpdate(int numSubSteps, float alpha)
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{
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if (fEnabled)
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{
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// Update local position and acheived velocity
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fLastLocalPosition = fLocalPosition;
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GetPositionSim(fLocalPosition);
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hsVector3 displacement = (hsVector3)(fLocalPosition - fLastLocalPosition);
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fAchievedLinearVelocity = displacement / fSimLength;
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displacement /= (float)numSubSteps;
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fLastLocalPosition = fLocalPosition - displacement;
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hsPoint3 interpLocalPos = fLastLocalPosition + (displacement * alpha);
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// Update global location
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fLocalRotation.MakeMatrix(&fLastGlobalLoc);
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fLastGlobalLoc.SetTranslate(&interpLocalPos);
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const plCoordinateInterface* subworldCI = GetSubworldCI();
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if (subworldCI)
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{
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const hsMatrix44& subL2W = subworldCI->GetLocalToWorld();
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fLastGlobalLoc = subL2W * fLastGlobalLoc;
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fPrevSubworldW2L = subworldCI->GetWorldToLocal();
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}
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fMovementStrategy->Update(fSimLength);
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ISendCorrectionMessages(true);
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}
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else
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{
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fAchievedLinearVelocity.Set(0.0f, 0.0f, 0.0f);
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// Update global location if in a subworld
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const plCoordinateInterface* subworldCI = GetSubworldCI();
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if (subworldCI)
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{
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hsMatrix44 l2s = fPrevSubworldW2L * fLastGlobalLoc;
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const hsMatrix44& subL2W = subworldCI->GetLocalToWorld();
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fLastGlobalLoc = subL2W * l2s;
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fPrevSubworldW2L = subworldCI->GetWorldToLocal();
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ISendCorrectionMessages();
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}
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}
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if (fEnableChanged)
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IHandleEnableChanged();
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}
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void plPhysicalControllerCore::IUpdateNonPhysical(float alpha)
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{
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// Update global location if owner transform hasn't changed.
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plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded());
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const hsMatrix44& l2w = so->GetCoordinateInterface()->GetLocalToWorld();
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if (CompareMatrices(fLastGlobalLoc, l2w, 0.0001f))
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{
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if (fEnabled)
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{
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hsVector3 displacement = (hsVector3)(fLocalPosition - fLastLocalPosition);
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hsPoint3 interpLocalPos = fLastLocalPosition + (displacement * alpha);
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fLocalRotation.MakeMatrix(&fLastGlobalLoc);
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fLastGlobalLoc.SetTranslate(&interpLocalPos);
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const plCoordinateInterface* subworldCI = GetSubworldCI();
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if (subworldCI)
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{
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const hsMatrix44& subL2W = subworldCI->GetLocalToWorld();
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fLastGlobalLoc = subL2W * fLastGlobalLoc;
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fPrevSubworldW2L = subworldCI->GetWorldToLocal();
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}
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ISendCorrectionMessages();
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}
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else
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{
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// Update global location if in a subworld
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const plCoordinateInterface* subworldCI = GetSubworldCI();
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if (subworldCI)
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{
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hsMatrix44 l2s = fPrevSubworldW2L * fLastGlobalLoc;
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const hsMatrix44& subL2W = subworldCI->GetLocalToWorld();
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fLastGlobalLoc = subL2W * l2s;
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fPrevSubworldW2L = subworldCI->GetWorldToLocal();
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ISendCorrectionMessages();
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}
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}
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}
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}
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void plPhysicalControllerCore::ISendCorrectionMessages(bool dirtySynch)
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{
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plCorrectionMsg* corrMsg = new plCorrectionMsg();
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corrMsg->fLocalToWorld = fLastGlobalLoc;
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corrMsg->fLocalToWorld.GetInverse(&corrMsg->fWorldToLocal);
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corrMsg->fDirtySynch = dirtySynch;
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corrMsg->AddReceiver(fOwner);
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corrMsg->Send();
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}
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// Movement Strategy
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plMovementStrategy::plMovementStrategy(plPhysicalControllerCore* controller)
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: fController(controller)
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{
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}
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void plMovementStrategy::Reset(bool newAge) { fController->SetMovementStrategy(this); }
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// Animated Movement Strategy
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plAnimatedMovementStrategy::plAnimatedMovementStrategy(plAGApplicator* rootApp, plPhysicalControllerCore* controller)
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: plMovementStrategy(controller),
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fRootApp(rootApp),
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fAnimLinearVel(0.0f, 0.0f, 0.0f),
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fAnimAngularVel(0.0f),
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fTurnStr(0.0f)
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{
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}
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void plAnimatedMovementStrategy::RecalcVelocity(double timeNow, float elapsed, bool useAnim)
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{
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if (useAnim)
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{
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// while you may think it would be correct to cache this, what we're actually asking is "what would the animation's
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// position be at the previous time given its *current* parameters (particularly blends)"
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hsMatrix44 prevMat = ((plMatrixChannel *)fRootApp->GetChannel())->Value(timeNow - elapsed, true);
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hsMatrix44 curMat = ((plMatrixChannel *)fRootApp->GetChannel())->Value(timeNow, true);
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IRecalcLinearVelocity(elapsed, prevMat, curMat);
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IRecalcAngularVelocity(elapsed, prevMat, curMat);
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}
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else
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{
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fAnimLinearVel.Set(0.0f, 0.0f, 0.0f);
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fAnimAngularVel = 0.0f;
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}
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// Update controller rotation
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float zRot = fAnimAngularVel + fTurnStr;
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if (hsABS(zRot) > 0.0001f)
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fController->IncrementAngle(zRot * elapsed);
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// Update controller velocity
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fController->SetLinearVelocity(fAnimLinearVel);
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}
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void plAnimatedMovementStrategy::IRecalcLinearVelocity(float elapsed, hsMatrix44 &prevMat, hsMatrix44 &curMat)
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{
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hsPoint3 startPos(0.0f, 0.0f, 0.0f); // default position (at start of anim)
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hsPoint3 prevPos = prevMat.GetTranslate(); // position previous frame
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hsPoint3 nowPos = curMat.GetTranslate(); // position current frame
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hsVector3 prev2Now = (hsVector3)(nowPos - prevPos); // frame-to-frame delta
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if (fabs(prev2Now.fX) < 0.0001f && fabs(prev2Now.fY) < 0.0001f && fabs(prev2Now.fZ) < 0.0001f)
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{
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fAnimLinearVel.Set(0.f, 0.f, 0.f);
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}
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else
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{
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hsVector3 start2Now = (hsVector3)(nowPos - startPos); // start-to-frame delta
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float prev2NowMagSqr = prev2Now.MagnitudeSquared();
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float start2NowMagSqr = start2Now.MagnitudeSquared();
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float dot = prev2Now.InnerProduct(start2Now);
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// HANDLING ANIMATION WRAPPING:
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// the vector from the animation origin to the current frame should point in roughly
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// the same direction as the vector from the previous animation position to the
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// current animation position.
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//
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// If they don't agree (dot < 0,) then we probably mpst wrapped around.
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// The right answer would be to compare the current frame to the start of
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// the anim loop, but it's cheaper to cheat and use the previous frame's velocity.
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if (dot > 0.0f)
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{
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prev2Now /= elapsed;
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float xfabs = fabs(prev2Now.fX);
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float yfabs = fabs(prev2Now.fY);
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float zfabs = fabs(prev2Now.fZ);
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static const float maxVel = 20.0f;
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bool valid = xfabs < maxVel && yfabs < maxVel && zfabs < maxVel;
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if (valid)
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{
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fAnimLinearVel = prev2Now;
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}
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}
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}
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}
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void plAnimatedMovementStrategy::IRecalcAngularVelocity(float elapsed, hsMatrix44 &prevMat, hsMatrix44 &curMat)
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{
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fAnimAngularVel = 0.0f;
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float appliedVelocity = 0.0f;
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hsVector3 prevForward = GetYAxis(prevMat);
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hsVector3 curForward = GetYAxis(curMat);
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float angleSincePrev = AngleRad2d(curForward.fX, curForward.fY, prevForward.fX, prevForward.fY);
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bool sincePrevSign = angleSincePrev > 0.0f;
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if (angleSincePrev > float(M_PI))
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angleSincePrev = angleSincePrev - TWO_PI;
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const hsVector3 startForward = hsVector3(0.0f, -1.0f, 0.0f); // the Y orientation of a "resting" armature....
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float angleSinceStart = AngleRad2d(curForward.fX, curForward.fY, startForward.fX, startForward.fY);
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bool sinceStartSign = angleSinceStart > 0.0f;
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if (angleSinceStart > float(M_PI))
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angleSinceStart = angleSinceStart - TWO_PI;
|
|
|
|
|
|
|
|
// HANDLING ANIMATION WRAPPING:
|
|
|
|
// under normal conditions, the angle from rest to the current frame will have the same
|
|
|
|
// sign as the angle from the previous frame to the current frame.
|
|
|
|
// if it does not, we have (most likely) wrapped the motivating animation from frame n back
|
|
|
|
// to frame zero, creating a large angle from the previous frame to the current one
|
|
|
|
if (sincePrevSign == sinceStartSign)
|
|
|
|
{
|
|
|
|
// signs are the same; didn't wrap; use the frame-to-frame angle difference
|
|
|
|
appliedVelocity = angleSincePrev / elapsed; // rotation / time
|
|
|
|
if (fabs(appliedVelocity) < 3)
|
|
|
|
{
|
|
|
|
fAnimAngularVel = appliedVelocity;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Walking Strategy
|
|
|
|
plWalkingStrategy::plWalkingStrategy(plAGApplicator* rootApp, plPhysicalControllerCore* controller)
|
|
|
|
: plAnimatedMovementStrategy(rootApp, controller),
|
|
|
|
fSlidingNormals(),
|
|
|
|
fImpactVelocity(0.0f, 0.0f, 0.0f),
|
|
|
|
fImpactTime(0.0f),
|
|
|
|
fTimeInAir(0.0f),
|
|
|
|
fControlledFlightTime(0.0f),
|
|
|
|
fControlledFlight(0),
|
|
|
|
fGroundHit(false),
|
|
|
|
fFalseGround(false),
|
|
|
|
fHeadHit(false),
|
|
|
|
fClearImpact(false),
|
|
|
|
fHitGroundInThisAge(false)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
void plWalkingStrategy::Apply(float delSecs)
|
|
|
|
{
|
|
|
|
hsVector3 velocity = fController->GetLinearVelocity();
|
|
|
|
hsVector3 achievedVelocity = fController->GetAchievedLinearVelocity();
|
|
|
|
|
|
|
|
// Add in gravity if the avatar's z velocity isn't being set explicitly
|
|
|
|
if (hsABS(velocity.fZ) < 0.001f)
|
|
|
|
{
|
|
|
|
// Get our previous z velocity. If we're on the ground, clamp it to zero at
|
|
|
|
// the largest, so we won't launch into the air if we're running uphill.
|
|
|
|
float prevZVel = achievedVelocity.fZ;
|
|
|
|
if (IsOnGround())
|
|
|
|
prevZVel = hsMinimum(prevZVel, 0.0f);
|
|
|
|
|
|
|
|
velocity.fZ = prevZVel + (kGravity * delSecs);
|
|
|
|
}
|
|
|
|
|
|
|
|
// If we're airborne and the velocity isn't set, use the velocity from
|
|
|
|
// the last frame so we maintain momentum.
|
|
|
|
if (!IsOnGround() && velocity.fX == 0.0f && velocity.fY == 0.0f)
|
|
|
|
{
|
|
|
|
velocity.fX = achievedVelocity.fX;
|
|
|
|
velocity.fY = achievedVelocity.fY;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!fGroundHit && fSlidingNormals.Count())
|
|
|
|
{
|
|
|
|
// We're not on solid ground, so we should be sliding against whatever
|
|
|
|
// we're hitting (like a rock cliff). Each vector in fSlidingNormals is
|
|
|
|
// the surface normal of a collision that's too steep to be ground, so
|
|
|
|
// we project our current velocity onto that plane and slide along the
|
|
|
|
// wall.
|
|
|
|
//
|
|
|
|
// Also, sometimes PhysX reports a bunch of collisions from the wall,
|
|
|
|
// but nothing from underneath (when there should be). So if we're not
|
|
|
|
// touching ground, we offset the avatar in the direction of the
|
|
|
|
// surface normal(s). This doesn't fix the issue 100%, but it's a hell
|
|
|
|
// of a lot better than nothing, and suitable duct tape until a future
|
|
|
|
// PhysX revision fixes the issue.
|
|
|
|
//
|
|
|
|
// Yes, there's room for optimization here if we care.
|
|
|
|
hsVector3 offset(0.0f, 0.0f, 0.0f);
|
|
|
|
for (int i = 0; i < fSlidingNormals.GetCount(); i++)
|
|
|
|
{
|
|
|
|
offset += fSlidingNormals[i];
|
|
|
|
hsVector3 velNorm = velocity;
|
|
|
|
|
|
|
|
if (velNorm.MagnitudeSquared() > 0.0f)
|
|
|
|
velNorm.Normalize();
|
|
|
|
|
|
|
|
if (velNorm * fSlidingNormals[i] < 0.0f)
|
|
|
|
{
|
|
|
|
hsVector3 proj = (velNorm % fSlidingNormals[i]) % fSlidingNormals[i];
|
|
|
|
if (velNorm * proj < 0.0f)
|
|
|
|
proj *= -1.0f;
|
|
|
|
|
|
|
|
velocity = velocity.Magnitude() * proj;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (offset.MagnitudeSquared() > 0.0f)
|
|
|
|
{
|
|
|
|
// 5 ft/sec is roughly the speed we walk backwards.
|
|
|
|
// The higher the value, the less likely you'll trip
|
|
|
|
// the bug, and this seems reasonable.
|
|
|
|
offset.Normalize();
|
|
|
|
velocity += offset * 5.0f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (velocity.fZ < kTerminalVelocity)
|
|
|
|
velocity.fZ = kTerminalVelocity;
|
|
|
|
|
|
|
|
// Convert to a displacement vector
|
|
|
|
hsVector3 displacement = velocity * delSecs;
|
|
|
|
|
|
|
|
// Reset vars and move the controller
|
|
|
|
fController->SetPushingPhysical(nil);
|
|
|
|
fController->SetFacingPushingPhysical(false);
|
|
|
|
fGroundHit = fFalseGround = fHeadHit = false;
|
|
|
|
fSlidingNormals.SetCount(0);
|
|
|
|
|
|
|
|
unsigned int collideResults = 0;
|
|
|
|
unsigned int collideFlags = 1<<plSimDefs::kGroupStatic | 1<<plSimDefs::kGroupAvatarBlocker | 1<<plSimDefs::kGroupDynamic;
|
|
|
|
if (!fController->IsSeeking())
|
|
|
|
collideFlags |= (1<<plSimDefs::kGroupExcludeRegion);
|
|
|
|
|
|
|
|
fController->Move(displacement, collideFlags, collideResults);
|
|
|
|
|
|
|
|
if ((!fGroundHit) && (collideResults & kBottom))
|
|
|
|
fFalseGround = true;
|
|
|
|
|
|
|
|
if (collideResults & kTop)
|
|
|
|
fHeadHit = true;
|
|
|
|
}
|
|
|
|
void plWalkingStrategy::Update(float delSecs)
|
|
|
|
{
|
|
|
|
if (fGroundHit || fFalseGround)
|
|
|
|
fTimeInAir = 0.0f;
|
|
|
|
else
|
|
|
|
{
|
|
|
|
fTimeInAir += delSecs;
|
|
|
|
if (fHeadHit)
|
|
|
|
{
|
|
|
|
// If we're airborne and hit our head, override achieved velocity to avoid being shoved sideways
|
|
|
|
hsVector3 velocity = fController->GetLinearVelocity();
|
|
|
|
hsVector3 achievedVelocity = fController->GetAchievedLinearVelocity();
|
|
|
|
|
|
|
|
achievedVelocity.fX = velocity.fX;
|
|
|
|
achievedVelocity.fY = velocity.fY;
|
|
|
|
if (achievedVelocity.fZ > 0.0f)
|
|
|
|
achievedVelocity.fZ = 0.0f;
|
|
|
|
|
|
|
|
fController->OverrideAchievedLinearVelocity(achievedVelocity);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
hsVector3 zeroVelocity(0.f, 0.f, 0.f);
|
|
|
|
fController->SetLinearVelocity(zeroVelocity);
|
|
|
|
|
|
|
|
if (!fHitGroundInThisAge && IsOnGround())
|
|
|
|
fHitGroundInThisAge = true;
|
|
|
|
|
|
|
|
if (fClearImpact)
|
|
|
|
{
|
|
|
|
fImpactTime = 0.0f;
|
|
|
|
fImpactVelocity.Set(0.0f, 0.0f, 0.0f);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (IsOnGround())
|
|
|
|
fClearImpact = true;
|
|
|
|
else
|
|
|
|
{
|
|
|
|
fImpactTime = fTimeInAir;
|
|
|
|
fImpactVelocity = fController->GetAchievedLinearVelocity();
|
|
|
|
// convert orientation from subworld to avatar-local coordinates
|
|
|
|
fImpactVelocity = (hsVector3)fController->GetLocalRotation().Rotate(&fImpactVelocity);
|
|
|
|
fClearImpact = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void plWalkingStrategy::AddContactNormals(hsVector3& vec)
|
|
|
|
{
|
|
|
|
float dot = vec * kAvatarUp;
|
|
|
|
if (dot >= 0.5f)
|
|
|
|
fGroundHit = true;
|
|
|
|
else
|
|
|
|
fSlidingNormals.Append(vec);
|
|
|
|
}
|
|
|
|
|
|
|
|
void plWalkingStrategy::Reset(bool newAge)
|
|
|
|
{
|
|
|
|
plMovementStrategy::Reset(newAge);
|
|
|
|
fImpactVelocity.Set(0.0f, 0.0f, 0.0f);
|
|
|
|
fImpactTime = 0.0f;
|
|
|
|
if (newAge)
|
|
|
|
{
|
|
|
|
fTimeInAir = 0.0f;
|
|
|
|
fClearImpact = true;
|
|
|
|
fHitGroundInThisAge = false;
|
|
|
|
fSlidingNormals.SetCount(0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void plWalkingStrategy::RecalcVelocity(double timeNow, float elapsed, bool useAnim)
|
|
|
|
{
|
|
|
|
if (fControlledFlight != 0)
|
|
|
|
{
|
|
|
|
if (IsOnGround())
|
|
|
|
fControlledFlightTime = fTimeInAir;
|
|
|
|
|
|
|
|
if (fControlledFlightTime > kControlledFlightThreshold)
|
|
|
|
EnableControlledFlight(false);
|
|
|
|
}
|
|
|
|
|
|
|
|
plAnimatedMovementStrategy::RecalcVelocity(timeNow, elapsed, useAnim);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool plWalkingStrategy::EnableControlledFlight(bool status)
|
|
|
|
{
|
|
|
|
if (status)
|
|
|
|
{
|
|
|
|
if (fControlledFlight == 0)
|
|
|
|
fControlledFlightTime = 0.0f;
|
|
|
|
|
|
|
|
++fControlledFlight;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
fControlledFlight = max(--fControlledFlight, 0);
|
|
|
|
|
|
|
|
return status;
|
|
|
|
}
|
|
|
|
|
|
|
|
plPhysical* plWalkingStrategy::GetPushingPhysical() const { return fController->GetPushingPhysical(); }
|
|
|
|
bool plWalkingStrategy::GetFacingPushingPhysical() const { return fController->GetFacingPushingPhysical(); }
|
|
|
|
|
|
|
|
const float plWalkingStrategy::kAirTimeThreshold = 0.1f;
|
|
|
|
const float plWalkingStrategy::kControlledFlightThreshold = 1.0f;
|
|
|
|
|
|
|
|
|
|
|
|
// Swim Strategy
|
|
|
|
plSwimStrategy::plSwimStrategy(plAGApplicator* rootApp, plPhysicalControllerCore* controller)
|
|
|
|
: plAnimatedMovementStrategy(rootApp, controller),
|
|
|
|
fBuoyancy(0.0f),
|
|
|
|
fSurfaceHeight(0.0f),
|
|
|
|
fCurrentRegion(nil),
|
|
|
|
fOnGround(false),
|
|
|
|
fHadContacts(false)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
void plSwimStrategy::Apply(float delSecs)
|
|
|
|
{
|
|
|
|
hsVector3 velocity = fController->GetLinearVelocity();
|
|
|
|
hsVector3 achievedVelocity = fController->GetAchievedLinearVelocity();
|
|
|
|
|
|
|
|
IAdjustBuoyancy();
|
|
|
|
|
|
|
|
//trying to dampen the oscillations
|
|
|
|
float retardent = 0.0f;
|
|
|
|
static float finalBobSpeed = 0.5f;
|
|
|
|
if ((achievedVelocity.fZ > finalBobSpeed) || (achievedVelocity.fZ < -finalBobSpeed))
|
|
|
|
retardent = achievedVelocity.fZ * -0.90f;
|
|
|
|
|
|
|
|
float zacc = (1.0f - fBuoyancy) * kGravity + retardent;
|
|
|
|
velocity.fZ += (zacc * delSecs);
|
|
|
|
|
|
|
|
velocity.fZ += achievedVelocity.fZ;
|
|
|
|
|
|
|
|
// Water Current
|
|
|
|
if (fCurrentRegion != nil)
|
|
|
|
{
|
|
|
|
float angCurrent = 0.0f;
|
|
|
|
hsVector3 linCurrent(0.0f, 0.0f, 0.0f);
|
|
|
|
fCurrentRegion->GetCurrent(fController, linCurrent, angCurrent, delSecs);
|
|
|
|
|
|
|
|
if (hsABS(angCurrent) > 0.0001f)
|
|
|
|
fController->IncrementAngle(angCurrent * delSecs);
|
|
|
|
|
|
|
|
velocity += linCurrent;
|
|
|
|
|
|
|
|
if (velocity.fZ > fCurrentRegion->fMaxUpwardVel)
|
|
|
|
velocity.fZ = fCurrentRegion->fMaxUpwardVel;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (velocity.fZ < kTerminalVelocity)
|
|
|
|
velocity.fZ = kTerminalVelocity;
|
|
|
|
|
|
|
|
// Convert to displacement vector
|
|
|
|
hsVector3 displacement = velocity * delSecs;
|
|
|
|
|
|
|
|
// Reset vars and move controller //
|
|
|
|
fController->SetPushingPhysical(nil);
|
|
|
|
fController->SetFacingPushingPhysical(false);
|
|
|
|
fHadContacts = fOnGround = false;
|
|
|
|
|
|
|
|
unsigned int collideResults = 0;
|
|
|
|
unsigned int collideFlags = 1<<plSimDefs::kGroupStatic | 1<<plSimDefs::kGroupAvatarBlocker | 1<<plSimDefs::kGroupDynamic;
|
|
|
|
if (!fController->IsSeeking())
|
|
|
|
collideFlags |= (1<<plSimDefs::kGroupExcludeRegion);
|
|
|
|
|
|
|
|
fController->Move(displacement, collideFlags, collideResults);
|
|
|
|
|
|
|
|
if ((collideResults & kBottom) || (collideResults & kSides))
|
|
|
|
fHadContacts = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void plSwimStrategy::AddContactNormals(hsVector3& vec)
|
|
|
|
{
|
|
|
|
float dot = vec * kAvatarUp;
|
|
|
|
if (dot >= kSlopeLimit)
|
|
|
|
fOnGround = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void plSwimStrategy::SetSurface(plSwimRegionInterface *region, float surfaceHeight)
|
|
|
|
{
|
|
|
|
fCurrentRegion = region;
|
|
|
|
fSurfaceHeight = surfaceHeight;
|
|
|
|
}
|
|
|
|
void plSwimStrategy::IAdjustBuoyancy()
|
|
|
|
{
|
|
|
|
// "surface depth" refers to the depth our handle object should be below
|
|
|
|
// the surface for the avatar to be "at the surface"
|
|
|
|
static const float surfaceDepth = 4.0f;
|
|
|
|
// 1.0 = neutral buoyancy
|
|
|
|
// 0 = no buoyancy (normal gravity)
|
|
|
|
// 2.0 = opposite of gravity, floating upwards
|
|
|
|
static const float buoyancyAtSurface = 1.0f;
|
|
|
|
|
|
|
|
if (fCurrentRegion == nil)
|
|
|
|
{
|
|
|
|
fBuoyancy = 0.f;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
hsPoint3 posSim;
|
|
|
|
fController->GetPositionSim(posSim);
|
|
|
|
float depth = fSurfaceHeight - posSim.fZ;
|
|
|
|
|
|
|
|
// this isn't a smooth transition but hopefully it won't be too obvious
|
|
|
|
if (depth <= 0.0) //all the away above water
|
|
|
|
fBuoyancy = 0.f; // Same as being above ground. Plain old gravity.
|
|
|
|
else if (depth >= 5.0f)
|
|
|
|
fBuoyancy = 3.0f; //completely Submereged
|
|
|
|
else
|
|
|
|
fBuoyancy = depth / surfaceDepth;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Dynamic Walking Strategy
|
|
|
|
plDynamicWalkingStrategy::plDynamicWalkingStrategy(plAGApplicator* rootApp, plPhysicalControllerCore* controller)
|
|
|
|
: plWalkingStrategy(rootApp, controller)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
void plDynamicWalkingStrategy::Apply(float delSecs)
|
|
|
|
{
|
|
|
|
hsVector3 velocity = fController->GetLinearVelocity();
|
|
|
|
hsVector3 achievedVelocity = fController->GetAchievedLinearVelocity();
|
|
|
|
|
|
|
|
// Add in gravity if the avatar's z velocity isn't being set explicitly
|
|
|
|
if (hsABS(velocity.fZ) < 0.001f)
|
|
|
|
{
|
|
|
|
// Get our previous z velocity. If we're on the ground, clamp it to zero at
|
|
|
|
// the largest, so we won't launch into the air if we're running uphill.
|
|
|
|
float prevZVel = achievedVelocity.fZ;
|
|
|
|
if (IsOnGround())
|
|
|
|
prevZVel = hsMinimum(prevZVel, 0.f);
|
|
|
|
|
|
|
|
velocity.fZ = prevZVel + (kGravity * delSecs);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (velocity.fZ < kTerminalVelocity)
|
|
|
|
velocity.fZ = kTerminalVelocity;
|
|
|
|
|
|
|
|
fController->SetPushingPhysical(nil);
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fController->SetFacingPushingPhysical(false);
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|
|
fGroundHit = fFalseGround = false;
|
|
|
|
|
|
|
|
float groundZVelocity;
|
|
|
|
if (ICheckForGround(groundZVelocity))
|
|
|
|
velocity.fZ += groundZVelocity;
|
|
|
|
|
|
|
|
fController->SetLinearVelocitySim(velocity);
|
|
|
|
}
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|
|
|
|
|
|
bool plDynamicWalkingStrategy::ICheckForGround(float& zVelocity)
|
|
|
|
{
|
|
|
|
std::vector<plControllerSweepRecord> groundHits;
|
|
|
|
uint32_t collideFlags = 1<<plSimDefs::kGroupStatic | 1<<plSimDefs::kGroupAvatarBlocker | 1<<plSimDefs::kGroupDynamic;
|
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|
|
|
|
|
|
hsPoint3 startPos;
|
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|
|
fController->GetPositionSim(startPos);
|
|
|
|
hsPoint3 endPos = startPos;
|
|
|
|
|
|
|
|
// Set sweep length
|
|
|
|
startPos.fZ += 0.05f;
|
|
|
|
endPos.fZ -= 0.05f;
|
|
|
|
|
|
|
|
int possiblePlatformCount = fController->SweepControllerPath(startPos, endPos, true, true, collideFlags, groundHits);
|
|
|
|
if (possiblePlatformCount)
|
|
|
|
{
|
|
|
|
zVelocity = -FLT_MAX;
|
|
|
|
|
|
|
|
std::vector<plControllerSweepRecord>::iterator curRecord;
|
|
|
|
for (curRecord = groundHits.begin(); curRecord != groundHits.end(); ++curRecord)
|
|
|
|
{
|
|
|
|
if (curRecord->ObjHit != nil)
|
|
|
|
{
|
|
|
|
hsVector3 objVelocity;
|
|
|
|
curRecord->ObjHit->GetLinearVelocitySim(objVelocity);
|
|
|
|
if (objVelocity.fZ > zVelocity)
|
|
|
|
zVelocity = objVelocity.fZ;
|
|
|
|
|
|
|
|
fGroundHit = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return fGroundHit;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
/*
|
|
|
|
Purpose:
|
|
|
|
|
|
|
|
ANGLE_RAD_2D returns the angle in radians swept out between two rays in 2D.
|
|
|
|
|
|
|
|
Discussion:
|
|
|
|
|
|
|
|
Except for the zero angle case, it should be true that
|
|
|
|
|
|
|
|
ANGLE_RAD_2D(X1,Y1,X2,Y2,X3,Y3)
|
|
|
|
+ ANGLE_RAD_2D(X3,Y3,X2,Y2,X1,Y1) = 2 * PI
|
|
|
|
|
|
|
|
Modified:
|
|
|
|
|
|
|
|
19 April 1999
|
|
|
|
|
|
|
|
Author:
|
|
|
|
|
|
|
|
John Burkardt
|
|
|
|
|
|
|
|
Parameters:
|
|
|
|
|
|
|
|
Input, float X1, Y1, X2, Y2, X3, Y3, define the rays
|
|
|
|
( X1-X2, Y1-Y2 ) and ( X3-X2, Y3-Y2 ) which in turn define the
|
|
|
|
angle, counterclockwise from ( X1-X2, Y1-Y2 ).
|
|
|
|
|
|
|
|
Output, float ANGLE_RAD_2D, the angle swept out by the rays, measured
|
|
|
|
in radians. 0 <= ANGLE_DEG_2D < 2 PI. If either ray has zero length,
|
|
|
|
then ANGLE_RAD_2D is set to 0.
|
|
|
|
*/
|
|
|
|
|
|
|
|
static float AngleRad2d( float x1, float y1, float x3, float y3 )
|
|
|
|
{
|
|
|
|
float value;
|
|
|
|
float x;
|
|
|
|
float y;
|
|
|
|
|
|
|
|
x = ( x1 ) * ( x3 ) + ( y1 ) * ( y3 );
|
|
|
|
y = ( x1 ) * ( y3 ) - ( y1 ) * ( x3 );
|
|
|
|
|
|
|
|
if ( x == 0.0 && y == 0.0 ) {
|
|
|
|
value = 0.0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
value = atan2 ( y, x );
|
|
|
|
|
|
|
|
if ( value < 0.0 )
|
|
|
|
{
|
|
|
|
value = (float)(value + TWO_PI);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return value;
|
|
|
|
}
|
|
|
|
|