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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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// local includes
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#include "plAvBrainDrive.h"
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#include "plArmatureMod.h"
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#include "plAvCallbackAction.h"
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// global includes
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#include "hsTimer.h"
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#include "hsGeometry3.h"
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// other includes
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#include "hsQuat.h"
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#include "plMessage/plSimStateMsg.h"
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#include "pnMessage/plCameraMsg.h"
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// messages
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#include "plMessage/plInputEventMsg.h"
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// CTOR default
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plAvBrainDrive::plAvBrainDrive()
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: fMaxVelocity(20), fTurnRate(1)
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{
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}
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// CTOR max velocity, turn rate
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plAvBrainDrive::plAvBrainDrive(float maxVelocity, float turnRate)
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: fMaxVelocity(maxVelocity), fTurnRate(turnRate)
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{
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}
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// ACTIVATE
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void plAvBrainDrive::Activate(plArmatureModBase *avMod)
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{
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plArmatureBrain::Activate(avMod);
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IEnablePhysics(false, avMod->GetTarget(0)->GetKey());
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plCameraMsg* pMsg = new plCameraMsg;
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pMsg->SetCmd(plCameraMsg::kNonPhysOn);
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pMsg->SetBCastFlag(plMessage::kBCastByExactType);
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pMsg->Send();
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}
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// DEACTIVATE
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void plAvBrainDrive::Deactivate()
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{
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if (fAvMod)
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{
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IEnablePhysics(true, fAvMod->GetTarget(0)->GetKey());
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plCameraMsg* pMsg = new plCameraMsg;
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pMsg->SetCmd(plCameraMsg::kNonPhysOff);
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pMsg->SetBCastFlag(plMessage::kBCastByExactType);
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pMsg->Send();
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}
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}
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void plAvBrainDrive::IEnablePhysics(bool enable, plKey avKey)
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{
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fAvMod->EnablePhysics(enable);
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}
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// APPLY
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bool plAvBrainDrive::Apply(double timeNow, float elapsed)
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{
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plSceneObject * avSO = fAvMod->GetTarget(0);
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float eTime = hsTimer::GetDelSysSeconds();
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hsMatrix44 targetMatrix = avSO->GetLocalToWorld();
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hsPoint3 playerPos = targetMatrix.GetTranslate();
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hsVector3 view, up, right;
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targetMatrix.GetAxis(&view, &up, &right);
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float speed = fMaxVelocity;
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float turn = fTurnRate;
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if (fAvMod->FastKeyDown())
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{
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turn *= 0.25;
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speed *= 3.5;
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}
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if (fAvMod->GetInputFlag(B_CONTROL_MOVE_FORWARD))
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{
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playerPos += view * speed * eTime;
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}
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if (fAvMod->GetInputFlag(B_CONTROL_MOVE_BACKWARD))
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{
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playerPos += view * speed * eTime * -1;
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}
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if (fAvMod->StrafeLeftKeyDown() || (fAvMod->StrafeKeyDown() && fAvMod->TurnLeftKeyDown()))
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{
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playerPos += right * speed * eTime * -1;
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}
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if (fAvMod->StrafeRightKeyDown() || (fAvMod->StrafeKeyDown() && fAvMod->TurnRightKeyDown()))
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{
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playerPos += right * speed * eTime;
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}
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if (fAvMod->GetInputFlag(B_CONTROL_MOVE_DOWN))
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{
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playerPos += up * speed * eTime * -1;
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}
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if (fAvMod->GetInputFlag(B_CONTROL_MOVE_UP))
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{
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playerPos += up * speed * eTime;
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}
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hsPoint3 desiredPosition = playerPos;
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// calculate rotation matrix
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hsVector3 rotUp(0,0,1);
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hsVector3 rotRight(1,0,0);
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hsMatrix44 rot;
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float angle = 0;
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if ( fAvMod->GetInputFlag( B_CONTROL_ROTATE_RIGHT ) || fAvMod->GetInputFlag( B_CONTROL_ROTATE_LEFT ) || fAvMod->GetInputFlag( A_CONTROL_TURN ) )
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{
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angle = fTurnRate * eTime * fAvMod->GetTurnStrength();
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}
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hsMatrix44 justRot(targetMatrix);
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hsPoint3 zero(0,0,0);
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justRot.SetTranslate(&zero);
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if( angle ) {
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hsQuat q( angle, &rotUp );
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q.NormalizeIfNeeded();
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q.MakeMatrix( &rot );
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justRot = rot * justRot;
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targetMatrix = rot * targetMatrix;
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}
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// use the desired rotation matrix to set position and rotation:
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hsMatrix44 inv;
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targetMatrix.SetTranslate( &desiredPosition );
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targetMatrix.GetInverse( &inv );
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avSO->SetTransform( targetMatrix, inv );
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avSO->FlushTransform();
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return true;
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}
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// IHANDLECONTROLMSG
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bool plAvBrainDrive::MsgReceive(plMessage* msg)
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{
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plControlEventMsg *ctrlMsg = plControlEventMsg::ConvertNoRef(msg);
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if(ctrlMsg)
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{
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if( ctrlMsg->ControlActivated() )
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{
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if(ctrlMsg->GetControlCode() == B_CONTROL_TOGGLE_PHYSICAL)
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{
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fAvMod->PopBrain();
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return true;
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}
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}
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}
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return false;
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}
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