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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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#ifndef PL_HK_CALLBACK_ACTION_H
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#define PL_HK_CALLBACK_ACTION_H
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#include "hsGeometry3.h"
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#include "hsMatrix44.h"
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#include "hsTemplates.h"
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#include "pnKeyedObject/plKey.h"
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#include "plPhysical/plSimDefs.h"
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#include "pnMessage/plMessage.h"
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#include "plPhysicalControllerCore.h"
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class plLOSHitMsg;
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class plAGApplicator;
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class plSceneObject;
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class plPhysical;
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class plAvatarController;
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class plCoordinateInterface;
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class plPhysicalControllerCore;
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// Used by the other controllers to actually move the avatar. The actual
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// implementation is in the physics system.
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/*class plPhysicalController
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{
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public:
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// Implemented in the physics system. If you're linking this without that for
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// some reason, just stub this function out.
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//
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// Pass in the key to the root sceneobject for the avatar
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static plPhysicalController* Create(plKey ownerSO, hsScalar height, hsScalar width);
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virtual ~plPhysicalController() {}
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// A disabled avatar doesn't move or accumulate air time if he's off the ground.
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virtual void Enable(bool enable) = 0;
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virtual bool IsEnabled() const = 0;
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// Set the LOS DB this avatar will be in (only one)
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virtual void SetLOSDB(plSimDefs::plLOSDB losDB) = 0;
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// Call this once per frame with the velocities of the avatar in avatar space.
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virtual void SetVelocities(const hsVector3& linearVel, hsScalar angVel) = 0;
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// Gets the actual velocity we achieved in the last step (relative to our subworld)
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virtual const hsVector3& GetLinearVelocity() const = 0;
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virtual void ResetAchievedLinearVelocity() = 0;
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// Get and set the current subworld for the avatar. Use nil for the main world.
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virtual plKey GetSubworld() const = 0;
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virtual void SetSubworld(plKey world) = 0;
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// If IsOnGround returns false, GetAirTime will tell you how long the avatar
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// has been airborne. Use ResetAirTime to reset the air time to zero, for
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// cases like when the avatar spawns into a new age.
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virtual bool IsOnGround() const = 0;
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virtual bool IsOnFalseGround() const = 0;
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virtual hsScalar GetAirTime() const = 0;
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virtual void ResetAirTime() = 0;
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virtual plPhysical* GetPushingPhysical() const = 0;
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virtual bool GetFacingPushingPhysical() const = 0;
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// A helper function to get the coordinate interface for the avatars current
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// world. Handy if you need to convert points to and from that. This will
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// return nil if the avatar is in the main world (ie, you don't need to do
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// any translation).
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virtual const plCoordinateInterface* GetSubworldCI() const = 0;
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// For the avatar SDL only
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virtual void GetState(hsPoint3& pos, float& zRot) = 0;
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virtual void SetState(const hsPoint3& pos, float zRot) = 0;
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// kinematic stuff .... should be just for when playing a behavior...
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virtual void Kinematic(bool state) = 0;
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virtual bool IsKinematic() = 0;
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virtual void GetKinematicPosition(hsPoint3& pos) = 0;
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virtual const hsMatrix44& GetPrevSubworldW2L() = 0;
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//when seeking no longer want to interact with exclusion regions
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virtual void SetSeek(bool seek)=0;
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};
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*/
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class plAvatarController
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{
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public:
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virtual ~plAvatarController() {}
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};
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class plAnimatedController : public plAvatarController
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{
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public:
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plAnimatedController(plSceneObject* rootObject, plAGApplicator* rootApp, plPhysicalControllerCore* controller);
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virtual void RecalcVelocity(double timeNow, double timePrev, hsBool useAnim = true);
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void SetTurnStrength(hsScalar val) { fTurnStr = val; }
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hsScalar GetTurnStrength() { return fTurnStr; }
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virtual void ActivateController()=0;
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protected:
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plSceneObject* fRootObject;
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plPhysicalControllerCore* fController;
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plAGApplicator* fRootApp;
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hsScalar fAnimAngVel;
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hsVector3 fAnimPosVel;
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hsScalar fTurnStr; // Explicit turning, separate from animations
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};
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class plWalkingController : public plAnimatedController
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{
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public:
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plWalkingController(plSceneObject* rootObject, plAGApplicator* rootApp, plPhysicalControllerCore* controller);
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virtual ~plWalkingController();
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virtual void RecalcVelocity(double timeNow, double timePrev, hsBool useAnim = true);
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void Reset(bool newAge);
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bool IsControlledFlight() const { return fControlledFlight != 0; }
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bool IsOnGround() const { return fWalkingStrategy ? fWalkingStrategy->IsOnGround() : true; }
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bool IsOnFalseGround() const { return fWalkingStrategy ? fWalkingStrategy->IsOnFalseGround() : true; }
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bool HitGroundInThisAge() const { return fHitGroundInThisAge; }
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bool EnableControlledFlight(bool status);
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hsScalar GetAirTime() const { return fWalkingStrategy ? fWalkingStrategy->GetAirTime() : 0.f; }
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void ResetAirTime() { if (fWalkingStrategy) fWalkingStrategy->ResetAirTime(); }
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hsScalar GetForwardVelocity() const;
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void ActivateController();
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// Check these after the avatar the avatar hits the ground for his total
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// hangtime and impact velocity.
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hsScalar GetImpactTime() const { return fImpactTime; }
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const hsVector3& GetImpactVelocity() const { return fImpactVelocity; }
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plPhysical* GetPushingPhysical() const
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{
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if(fController)return fController->GetPushingPhysical();
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else return nil;
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}
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bool GetFacingPushingPhysical() const
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{ if(fController)return fController->GetFacingPushingPhysical();
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else return false;
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}
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protected:
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bool fHitGroundInThisAge;
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bool fWaitingForGround; // We've gone airborne. IsOnGround() returns false until we hit ground again.
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hsScalar fControlledFlightTime;
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int fControlledFlight; // Count of how many are currently forcing flight
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plWalkingStrategy* fWalkingStrategy;
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hsScalar fImpactTime;
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hsVector3 fImpactVelocity;
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bool fClearImpact;
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bool fGroundLastFrame;//used for a test to pass the event of first getting air during a jump
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static const hsScalar kControlledFlightThreshold;
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};
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class plSwimmingController: public plAnimatedController
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{
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public :
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plSwimmingController(plSceneObject* rootObject, plAGApplicator* rootApp, plPhysicalControllerCore* controller);
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virtual ~plSwimmingController();
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void SetSurface(plSwimRegionInterface *region, hsScalar surfaceHeight){
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fSwimmingStrategy->SetSurface(region,surfaceHeight);
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}
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hsScalar GetBuoyancy() { return fSwimmingStrategy->GetBuoyancy(); }
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hsBool IsOnGround() { return fSwimmingStrategy->IsOnGround(); }
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hsBool HadContacts() { return fSwimmingStrategy->HadContacts();}
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void Enable(bool en){if (fController) fController->Enable(en);}
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plPhysicalControllerCore* GetController(){return fController;}
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virtual void ActivateController(){fSwimmingStrategy->RefreshConnectionToControllerCore();}
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protected:
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plSwimStrategy* fSwimmingStrategy;
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};
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class plRidingAnimatedPhysicalController: public plWalkingController
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{
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public:
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plRidingAnimatedPhysicalController(plSceneObject* rootObject, plAGApplicator* rootApp, plPhysicalControllerCore* controller);
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virtual ~plRidingAnimatedPhysicalController();
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};
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#endif // PL_HK_CALLBACK_ACTION_H
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