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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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#pragma once
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#ifndef PLAVMOTORHUMAN_INC
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/*** \file plAvMotorHuman.h
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*/
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#include <hkdynamics\action\action.h>
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class plAvBrainHuman;
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/** \class plAvMotorHuman
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Applies avatar at simulation frequency rather than frame frequency.
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*/
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class plAvMotorHuman : public Havok::Action
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{
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public:
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plAvMotorHuman();
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/** Called from havok during integration; converts time to plasma format
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and asks the brain to move. Brain will sample animation at current time
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and apply velocity or forces to the body.
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*/
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virtual void apply(Havok::Subspace &subspace, Havok::hkTime time);
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/** Sets the motor to control a different human brain.
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Returns the previously controlled brain, or nil.
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*/
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plAvBrainHuman * SetBrain(plAvBrainHuman *brain);
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/** Which brain is this motor currently controlling?
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*/
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plAvBrainHuman * GetBrain();
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private:
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/** The brain we get our movement data from */
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plAvBrainHuman *fBrain;
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double fLastTime;
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};
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/*** \file plAvMotorHuman.cpp
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*/
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#include "plAvBrainHuman.h"
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plAvMotorHuman::plAvMotorHuman()
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: fBrain(0),
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fLastTime(0.0f)
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{
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}
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//plAvMotorHuman::plAvMotorHuman(plAvBrainHuman *brain)
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//: fBrain(brain),
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// fLastTime(0.0f);
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void plAvMotorHuman::apply(Havok::Subspace &subspace, Havok::hkTime time)
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{
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double timeNow = time.asDouble();
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double elapsedD = timeNow - fLastTime;
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float elapsed = elapsedD;
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if(elapsed > 1.0f)
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{
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elapsed = 0.1f;
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hsStatusMessageF("Clamping plAvMotorHuman::apply interval to <%f>", elapsed);
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fLastTime = timeNow - elapsed;
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}
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// fBrain->MoveViaAnimation(timeNow, elapsed);
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}
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plAvBrainHuman * plAvMotorHuman::SetBrain(plAvBrainHuman *brain)
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{
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plAvBrainHuman * oldBrain = fBrain;
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fBrain = brain;
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return oldBrain;
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}
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plAvBrainHuman * plAvMotorHuman::GetBrain()
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{
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return fBrain;
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}
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#endif
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