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627 lines
18 KiB
627 lines
18 KiB
4 years ago
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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 warning(disable: 4503 4786)
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//#define HK_HARDCORE
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//
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//#include <hkmath/vector3.h> // for havok Vector3
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////#include <.//gpi/math/quaternion.h> // for havok Vector3
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//#include <hkgeometry/geomdef.h> // for havok Vertex
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//
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//
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//#include "hsTypes.h"
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//#include "../plInterp/plController.h"
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//#include "plPlayerModifier.h"
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//#include "hsTimer.h"
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//#include "../pnSceneObject/plSceneObject.h"
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//#include "../pnSceneObject/plSimulationInterface.h"
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//#include "../pnInputCore/plControlEventCodes.h"
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//#include "../pnMessage/plTimeMsg.h"
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//#include "../pnMessage/plWarpMsg.h"
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//#include "../pnMessage/plCameraMsg.h"
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//#include "../pnSceneObject/plCoordinateInterface.h"
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//#include "plgDispatch.h"
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//#include "../pfCamera/plCameraModifier.h"
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//#include "hsResMgr.h"
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//#include "../pnKeyedObject/plKey.h"
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//#include "../plNetClient/plNetClientMgr.h"
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//#include "../plModifier/plSpawnModifier.h"
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//#include "../plMessage/plMatrixUpdateMsg.h"
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//
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//#include "../pnTimer/plTimerCallbackManager.h"
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//#include "../plAudio/plAudioSystem.h"
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//#include "../plMessage/plInputEventMsg.h"
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//#include "../plMessage/plSpawnRequestMsg.h"
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//#include "../plMessage/plSpawnModMsg.h"
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//#include "../plMessage/plPlayerMsg.h"
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//#include "../pnMessage/plAudioSysMsg.h"
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//#include "../pfCamera/plCameraBrain.h"
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//
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//#include "../plHavok1/plHKPhysical.h"
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//
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//hsScalar plPlayerModifier::fTurnRate = 1.0f;
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//hsScalar plPlayerModifier::fAcceleration = 80.0f;
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//hsScalar plPlayerModifier::fDeceleration = 80.0f;
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//hsScalar plPlayerModifier::fMaxVelocity = 200.0f;
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//
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//plPlayerModifier::plPlayerModifier() :
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//bUseDesiredFacing(false),
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//bUseDesiredMatrix(false)
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//{
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// fCurSpeed = 0.0f;
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// fLastTime = 0.0;
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// bMoving = false;
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// fRotationScalar = 1.0f;
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// bIgnoreDesiredMatrix = false;
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// SetFlag( kWantsToSpawn );
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//}
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//
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//plPlayerModifier::~plPlayerModifier()
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//{
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// for (int i = 0; i < fSpawnPoints.Count(); i++)
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// delete fSpawnPoints[i];
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// fSpawnPoints.SetCount(0);
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//}
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//
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//// Adding RemoveTarget override of plSingleModifier to tell everyone we
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//// told in AddTarget about our subject that he's gone now.
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//void plPlayerModifier::RemoveTarget(plSceneObject* so)
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//{
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// if( fTarget && fTarget->IsLocallyOwned()==plSynchedObject::kYes )
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// {
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// plCameraMsg* pMsg = TRACKED_NEW plCameraMsg;
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// pMsg->SetCmd(plCameraMsg::kSetSubject);
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// pMsg->SetSubject(nil);
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// pMsg->SetBCastFlag( plMessage::kBCastByExactType );
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// plgDispatch::MsgSend(pMsg);
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//
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// plAudioSysMsg* pAudMsg1 = TRACKED_NEW plAudioSysMsg(plAudioSysMsg::kSetListenerCoordinateRefCamera);
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// plAudioSysMsg* pAudMsg2 = TRACKED_NEW plAudioSysMsg(plAudioSysMsg::kSetListenerVelocityRefCamera);
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// plAudioSysMsg* pAudMsg3 = TRACKED_NEW plAudioSysMsg(plAudioSysMsg::kSetListenerFacingRefCamera);
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// plgDispatch::MsgSend(pAudMsg1);
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// plgDispatch::MsgSend(pAudMsg2);
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// plgDispatch::MsgSend(pAudMsg3);
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// }
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// plSingleModifier::RemoveTarget(so);
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//}
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//
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//void plPlayerModifier::AddTarget(plSceneObject* so)
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//{
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// fTarget = so;
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// plSimulationInterface * pSI = IGetTargetSimulationInterface(0); // so->GetSimulationInterface(); //
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//
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// plgDispatch::Dispatch()->RegisterForExactType(plEvalMsg::Index(), GetKey());
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//
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// // set the desired rotation vector...
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//// hsAssert(fTarget->GetCoordinateInterface(), "Player modifier target has no coordinate interface");
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//
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// // These are now set in the component
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//// if(pSI)
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//// {
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//// pSI->SetProperty(plSimulationInterface::kAffectLOS, false);
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//// pSI->SetProperty(kUpright, true);
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//// }
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//
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// //
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// // setup for local player if necessary
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// //
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// int locallyOwned=so->IsLocallyOwned();
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// if (locallyOwned==plSynchedObject::kMaybe) // don't know since we're still loading, defer
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// SetFlag(kNeedsLocalSetup);
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// else if (locallyOwned==plSynchedObject::kYes)
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// IDoLocalSetup(so);
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//}
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//
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//void plPlayerModifier::IDoLocalSetup(plSceneObject* so)
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//{
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// plCameraMsg* pMsg = TRACKED_NEW plCameraMsg;
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// pMsg->SetCmd(plCameraMsg::kSetSubject);
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// pMsg->SetSubject(so);
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// pMsg->SetBCastFlag( plMessage::kBCastByExactType );
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// plgDispatch::MsgSend(pMsg);
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//
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// // this is to solve the problem of physical vs nonphysical players...
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//// plCameraMsg* pMsg2 = TRACKED_NEW plCameraMsg;
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//// pMsg2->SetBCastFlag(plMessage::kBCastByExactType);
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//// pMsg2->SetCmd(plCameraMsg::kSetOffset);
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//// pMsg2->SetCmd(plCameraMsg::kEntering);
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//// pMsg2->SetTriggerer(so->GetKey());
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//// pMsg2->SetOffsetY(50);
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//// pMsg2->SetOffsetZ(10);
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//// plgDispatch::MsgSend(pMsg2);
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//}
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//
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//void plPlayerModifier::IMakeUsListener( plSceneObject *so )
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//{
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// // set the listener to use us...
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// plAudioSysMsg* pAudMsg1 = TRACKED_NEW plAudioSysMsg(plAudioSysMsg::kSetListenerFacingRef);
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// pAudMsg1->SetSceneObject(so->GetKey());
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// plAudioSysMsg* pAudMsg2 = TRACKED_NEW plAudioSysMsg(plAudioSysMsg::kSetListenerCoordinateRef);
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// pAudMsg2->SetSceneObject(so->GetKey());
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// plAudioSysMsg* pAudMsg3 = TRACKED_NEW plAudioSysMsg(plAudioSysMsg::kSetListenerVelocityRef);
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// pAudMsg3->SetSceneObject(so->GetKey());
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// plgDispatch::MsgSend(pAudMsg1);
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// plgDispatch::MsgSend(pAudMsg2);
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// plgDispatch::MsgSend(pAudMsg3);
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//
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// // Now that we have a valid listener, unmute the audio system
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// plgAudioSys::SetMuted( false );
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//}
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//
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//hsBool plPlayerModifier::MsgReceive(plMessage* msg)
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//{
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// plControlEventMsg* pCommandMsg = plControlEventMsg::ConvertNoRef(msg);
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// if (pCommandMsg)
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// return(HandleControlInput(pCommandMsg));
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//
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// plMatrixUpdateMsg* pMMsg = plMatrixUpdateMsg::ConvertNoRef( msg );
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// if (pMMsg && HasFlag(kHasSpawned))
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// {
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// hsAssert(GetTarget()->IsLocallyOwned()==plSynchedObject::kNo, "master objects should not get correction msgs");
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// fDesiredMatrix = pMMsg->fMatrix;
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// if (bIgnoreDesiredMatrix)
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// bIgnoreDesiredMatrix = false;
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// else
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// {
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// bUseDesiredMatrix = true;
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// }
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// return true;
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// }
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//
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// plSpawnModMsg* pSpawn = plSpawnModMsg::ConvertNoRef(msg);
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// if (pSpawn && HasFlag(kWantsToSpawn))
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// {
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// spawnPt* pt = TRACKED_NEW spawnPt;
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// pt->pt = pSpawn->fPos;
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//
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// hsVector3 temp(fTarget->GetCoordinateInterface()->GetLocalToWorld().GetTranslate() - pt->pt);
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// pt->dist = temp.MagnitudeSquared();
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// fSpawnPoints.Append(pt);
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// }
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// plPlayerMsg* pPMsg = plPlayerMsg::ConvertNoRef(msg);
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// if (pPMsg)
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// {
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// if (pPMsg->Cmd(plPlayerMsg::kWarpToSpawnPoint))
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// {
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// WarpToSpawnPoint();
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// return true;
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// }
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// }
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// return plSingleModifier::MsgReceive(msg);
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//}
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//
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//hsBool plPlayerModifier::HandleControlInput(plControlEventMsg* pMsg)
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//{
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// hsBool ret=false;
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//
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// if (pMsg->ControlActivated() && (pMsg->GetControlCode() == B_CONTROL_ROTATE_RIGHT || pMsg->GetControlCode() == B_CONTROL_ROTATE_LEFT || pMsg->GetControlCode() == A_CONTROL_TURN))
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// {
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// fRotationScalar = pMsg->GetPct();
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// if ( HasMovementFlag( pMsg->GetControlCode() ) )
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// bIgnoreDesiredMatrix = true;
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// }
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// if (pMsg->ControlActivated() && !HasMovementFlag( pMsg->GetControlCode() ) )
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// {
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// SetMovementFlag( pMsg->GetControlCode() );
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// if ( pMsg->GetControlCode() == B_CONTROL_TURN_TO )
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// {
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// //fFacingTarget = pMsg->GetTurnToPt();
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// }
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// }
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// else
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// if ( !pMsg->ControlActivated() && HasMovementFlag( pMsg->GetControlCode() ) )
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// {
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// ClearMovementFlag( pMsg->GetControlCode() );
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// }
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//
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// ret = true;
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// return ret;
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//}
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//
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//void plPlayerModifier::SetMoving(hsBool b)
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//{
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// if (b != bMoving)
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// {
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// plPlayerMsg* pMsg = TRACKED_NEW plPlayerMsg;
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//
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// if (b)
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// pMsg->SetCmd( plPlayerMsg::kMovementStarted );
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// else
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// pMsg->SetCmd( plPlayerMsg::kMovementStopped );
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//
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// plgDispatch::MsgSend( pMsg );
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// bMoving = b;
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// }
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//}
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//
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//
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//hsPoint3 forceForward(0,-200,0);
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//hsPoint3 forceRight(-200,0,0);
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//hsPoint3 forceUp(0,0,15);
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//
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//hsBool plPlayerModifier::IEval(double secs, hsScalar del, UInt32 dirty)
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//{
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// // setup for local player if necessary
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// if (HasFlag(kNeedsLocalSetup))
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// {
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// int locallyOwned=fTarget->IsLocallyOwned();
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// if (locallyOwned==plSynchedObject::kYes)
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// IDoLocalSetup(fTarget);
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// else
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// if (locallyOwned==plSynchedObject::kNo)
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// ClearFlag(kNeedsLocalSetup);
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// }
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//
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// if (HasFlag(kWantsToSpawn))
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// {
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// if (fTarget->IsLocallyOwned()==plSynchedObject::kNo)
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// {
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// // if our target is a proxy player, don't warp him to a spawn point;
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// // we will receive his location as a state update.
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// ClearFlag(kWantsToSpawn);
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// }
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// else
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// if (fSpawnPoints.Count()
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// // if MP game, make sure we're connected before spawning
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// && (!plNetClientMgr::GetInstance()->IsEnabled() ||
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// plNetClientMgr::GetInstance()->HasJoined())
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// )
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// {
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// int i;
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//#if 0
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// for (i = 0; i < fSpawnPoints.Count(); i++)
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// {
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// for (int j = i + 1; j < fSpawnPoints.Count(); j++)
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// {
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// if (fSpawnPoints[j]->dist < fSpawnPoints[i]->dist)
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// {
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// spawnPt* pt;
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// pt = fSpawnPoints[j];
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// fSpawnPoints[j] = fSpawnPoints[i];
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// fSpawnPoints[i] = pt;
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// }
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// }
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// }
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// hsPoint3 warpPoint = fSpawnPoints[0]->pt;
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//#else
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// // choose spawnPoint based on netID, not distance
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// int netID = plNetClientMgr::GetInstance()->GetClientNum();
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// if (netID==-1)
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// netID=0;
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// hsPoint3 warpPoint = netID>=fSpawnPoints.Count() ?
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// fSpawnPoints[fSpawnPoints.Count()-1]->pt : fSpawnPoints[netID]->pt;
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//#endif
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// // Send msg for net synchronization
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// plWarpMsg* warpMsg = TRACKED_NEW plWarpMsg;
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// warpMsg->fPos = warpPoint;
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// warpMsg->AddReceiver( fTarget->GetKey() );
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// warpMsg->SetWarpFlags(warpMsg->GetWarpFlags() | plWarpMsg::kFlushTransform | plWarpMsg::kZeroVelocity );
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// plgDispatch::MsgSend( warpMsg );
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//#ifdef HS_DEBUGGING
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// char str[256];
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// sprintf(str, "%s has %d spawnPoints. Using pt %f %f %f\n",
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// GetKeyName(), fSpawnPoints.GetCount(),
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// fSpawnPoints[0]->pt.fX,fSpawnPoints[0]->pt.fY,fSpawnPoints[0]->pt.fZ);
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// hsStatusMessage(str);
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//#endif
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// for (i = 0; i < fSpawnPoints.Count(); i++)
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// delete fSpawnPoints[i];
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//
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// fSpawnPoints.SetCount(0);
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// ClearFlag(kWantsToSpawn);
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// }
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// else
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// {
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// plSpawnRequestMsg* pMsg = TRACKED_NEW plSpawnRequestMsg;
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// pMsg->SetSender(GetKey());
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// plgDispatch::MsgSend( pMsg );
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// }
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// bIgnoreDesiredMatrix = true;
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// return true;
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// }
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// else
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// {
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// if( !HasFlag( kHasSpawned ) )
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// {
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// // Don't make us listener until we have actually spawned
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// IMakeUsListener( fTarget );
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// SetFlag(kHasSpawned);
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// }
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// }
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//
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// if (!fTarget->GetCoordinateInterface())
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// return true;
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//
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// // update our desired position:
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//// hsScalar eTime = secs - fLastTime;
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// hsScalar eTime = hsTimer::GetDelSysSeconds();
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//
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// hsPoint3 newLinearForce(0,0,0);
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//
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// hsMatrix44 targetMatrix;
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// if (bUseDesiredMatrix)
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// targetMatrix = fDesiredMatrix;
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// else
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||
|
// targetMatrix = fTarget->GetCoordinateInterface()->GetLocalToWorld();
|
||
|
// hsPoint3 playerPos = targetMatrix.GetTranslate();
|
||
|
// hsVector3 view, up, right;
|
||
|
// targetMatrix.GetAxis(&view, &up, &right);
|
||
|
//
|
||
|
// hsScalar speed = fMaxVelocity;
|
||
|
// hsScalar turn = fTurnRate;
|
||
|
//
|
||
|
// if (HasMovementFlag(B_CONTROL_MODIFIER_FAST))
|
||
|
// {
|
||
|
// turn *= 0.25;
|
||
|
// speed *= 3.5;
|
||
|
// }
|
||
|
// if (HasMovementFlag(B_CONTROL_MOVE_FORWARD))
|
||
|
// {
|
||
|
// playerPos += view * speed * eTime;
|
||
|
// newLinearForce = newLinearForce + forceForward * speed * eTime; // calc force for physics
|
||
|
// }
|
||
|
// if (HasMovementFlag(B_CONTROL_MOVE_BACKWARD))
|
||
|
// {
|
||
|
// playerPos += view * speed * eTime * -1;
|
||
|
// newLinearForce = newLinearForce + forceForward * speed * eTime * -1; // calc force for physics
|
||
|
// }
|
||
|
// if (HasMovementFlag(B_CONTROL_STRAFE_LEFT))
|
||
|
// {
|
||
|
// playerPos += right * speed * eTime * -1;
|
||
|
//
|
||
|
// newLinearForce = newLinearForce + forceRight * speed * eTime * -1;
|
||
|
// }
|
||
|
// if (HasMovementFlag(B_CONTROL_STRAFE_RIGHT))
|
||
|
// {
|
||
|
// playerPos += right * speed * eTime;
|
||
|
//
|
||
|
// newLinearForce = newLinearForce + forceRight * speed * eTime;
|
||
|
// }
|
||
|
// if (HasMovementFlag(B_CONTROL_MOVE_DOWN))
|
||
|
// {
|
||
|
// playerPos += up * speed * eTime * -1;
|
||
|
//
|
||
|
// newLinearForce = newLinearForce + forceUp * speed * eTime * -1;
|
||
|
// }
|
||
|
// if (HasMovementFlag(B_CONTROL_MOVE_UP))
|
||
|
// {
|
||
|
// playerPos += up * speed * eTime;
|
||
|
//
|
||
|
// newLinearForce = newLinearForce + forceUp * speed * eTime;
|
||
|
// }
|
||
|
//
|
||
|
//
|
||
|
// fDesiredPosition = playerPos;
|
||
|
//
|
||
|
// // move toward our desired position...
|
||
|
//
|
||
|
// hsPoint3 curPos = targetMatrix.GetTranslate();
|
||
|
// hsPoint3 newPos;
|
||
|
//
|
||
|
// hsVector3 dir(fDesiredPosition - curPos);
|
||
|
// hsScalar distToGoal=dir.Magnitude();
|
||
|
//
|
||
|
// if (dir.MagnitudeSquared() > 0.0f)
|
||
|
// dir.Normalize();
|
||
|
//
|
||
|
// hsVector3 vel( view * fCurSpeed );
|
||
|
//
|
||
|
// IAdjustVelocity(fAcceleration, fDeceleration, &dir, &vel, fMaxVelocity, distToGoal, eTime);
|
||
|
// fCurSpeed = vel.Magnitude();
|
||
|
//
|
||
|
// hsScalar distMoved = IClampVelocity(&vel, fMaxVelocity, eTime);
|
||
|
//
|
||
|
// // compute final pos
|
||
|
// if (distMoved > distToGoal)
|
||
|
// newPos = fDesiredPosition;
|
||
|
// else
|
||
|
// newPos = curPos + vel;
|
||
|
//
|
||
|
// // calculate rotation matrix
|
||
|
//
|
||
|
// hsVector3 rotUp(0,0,1);
|
||
|
// hsVector3 rotRight(1,0,0);
|
||
|
// hsMatrix44 rot;
|
||
|
//
|
||
|
// if ( HasMovementFlag( B_CONTROL_TURN_TO ) )
|
||
|
// {
|
||
|
// // compute view goal
|
||
|
//
|
||
|
// hsVector3 fPlayerViewGoal(&fFacingTarget,&curPos);
|
||
|
// fPlayerViewGoal.fZ = 0;
|
||
|
// fPlayerViewGoal.Normalize();
|
||
|
//
|
||
|
// // compute degrees needed to turn left/right
|
||
|
// hsVector3 cross = fPlayerViewGoal % view;
|
||
|
// hsScalar dot = fPlayerViewGoal * view;
|
||
|
// hsScalar rad = hsACosine(dot);
|
||
|
// fRotationScalar = 1.0f;
|
||
|
//
|
||
|
// if (cross.fZ<0)
|
||
|
// {
|
||
|
// SetMovementFlag( B_CONTROL_ROTATE_LEFT );
|
||
|
// }
|
||
|
// else
|
||
|
// {
|
||
|
// SetMovementFlag( B_CONTROL_ROTATE_RIGHT );
|
||
|
// }
|
||
|
// if (dot >= 0.999f)
|
||
|
// {
|
||
|
// ClearMovementFlag( B_CONTROL_TURN_TO );
|
||
|
// ClearMovementFlag( B_CONTROL_ROTATE_RIGHT );
|
||
|
// ClearMovementFlag( B_CONTROL_ROTATE_LEFT );
|
||
|
// }
|
||
|
// }
|
||
|
//
|
||
|
// hsScalar angle = 0;
|
||
|
//
|
||
|
// if ( HasMovementFlag( B_CONTROL_ROTATE_RIGHT ) )
|
||
|
// {
|
||
|
// angle = fTurnRate * eTime * -1 * fRotationScalar;
|
||
|
// }
|
||
|
//
|
||
|
// if ( HasMovementFlag( B_CONTROL_ROTATE_LEFT ) || HasMovementFlag( A_CONTROL_TURN ) )
|
||
|
// {
|
||
|
// angle = fTurnRate * eTime * fRotationScalar;
|
||
|
// }
|
||
|
//
|
||
|
// hsMatrix44 justRot(targetMatrix);
|
||
|
// hsPoint3 zero(0,0,0);
|
||
|
// justRot.SetTranslate(&zero);
|
||
|
//
|
||
|
// if(angle) {
|
||
|
// hsQuat q(angle, &rotUp);
|
||
|
// q.NormalizeIfNeeded();
|
||
|
// q.MakeMatrix(&rot);
|
||
|
//
|
||
|
// justRot = rot * justRot;
|
||
|
//
|
||
|
// targetMatrix = rot * targetMatrix;
|
||
|
// }
|
||
|
//
|
||
|
// // use the desired rotation matrix to set position and rotation:
|
||
|
//
|
||
|
//
|
||
|
// plSimulationInterface * SI = IGetTargetSimulationInterface(0);
|
||
|
//
|
||
|
// if(SI)
|
||
|
// {
|
||
|
// Havok::Vector3 hkLocalForce(newLinearForce.fX, newLinearForce.fY, newLinearForce.fZ);
|
||
|
// if (bUseDesiredMatrix)
|
||
|
// {
|
||
|
// hsMatrix44 inv;
|
||
|
//
|
||
|
// fDesiredMatrix.GetInverse(&inv);
|
||
|
//
|
||
|
// // we're just going to set the position on the simulation interface directly
|
||
|
// // because it will then be further modified by the simulation and its final position
|
||
|
// // will *then* be sent to the coordinate interface
|
||
|
// SI->SetTransform(fDesiredMatrix, inv);
|
||
|
// }
|
||
|
//
|
||
|
// SI->SetRotation(justRot);//rot);
|
||
|
// SI->ApplyForce(plSimulationInterface::kForce, hkLocalForce);
|
||
|
// } else {
|
||
|
// hsMatrix44 inv;
|
||
|
// targetMatrix.SetTranslate(&newPos);
|
||
|
// targetMatrix.GetInverse(&inv);
|
||
|
//
|
||
|
// plCoordinateInterface* pCI = pCI = IGetTargetCoordinateInterface(0);
|
||
|
// pCI->SetTransform(targetMatrix, inv);
|
||
|
//
|
||
|
//
|
||
|
// }
|
||
|
//
|
||
|
// fLastTime = secs;
|
||
|
// SetMoving(fCurSpeed);
|
||
|
//
|
||
|
// if (bUseDesiredMatrix)
|
||
|
// bUseDesiredMatrix = false;
|
||
|
// return true;
|
||
|
//}
|
||
|
//
|
||
|
////
|
||
|
//// vector version. dir vector should be normalized
|
||
|
////
|
||
|
//void plPlayerModifier::IAdjustVelocity(hsScalar adjAccelRate, hsScalar adjDecelRate,
|
||
|
// hsVector3* dir, hsVector3* vel, hsScalar maxSpeed,
|
||
|
// hsScalar distToGoal, double elapsedTime)
|
||
|
//{
|
||
|
// hsScalar speed = vel->Magnitude(); // save current speed
|
||
|
// *vel = *dir * speed; // change vel to correct dir
|
||
|
//
|
||
|
// // compute accel/decel
|
||
|
// hsScalar finalAccelRate;
|
||
|
// if (IShouldDecelerate(adjDecelRate, speed, distToGoal))
|
||
|
// {
|
||
|
// finalAccelRate = -adjDecelRate;
|
||
|
// }
|
||
|
// else
|
||
|
// {
|
||
|
// finalAccelRate = adjAccelRate;
|
||
|
// }
|
||
|
//
|
||
|
// if (finalAccelRate != 0)
|
||
|
// {
|
||
|
// // compute accel vector in the direction of the goal
|
||
|
// hsVector3 accelVec = *dir * finalAccelRate;
|
||
|
// accelVec = accelVec * elapsedTime;
|
||
|
//
|
||
|
// // add acceleration to velocity
|
||
|
// *vel = *vel + accelVec;
|
||
|
// }
|
||
|
// else
|
||
|
// {
|
||
|
// *vel = *dir * maxSpeed;
|
||
|
// }
|
||
|
//}
|
||
|
//
|
||
|
//hsScalar plPlayerModifier::IClampVelocity(hsVector3* vel, hsScalar maxSpeed, double elapsedTime)
|
||
|
//{
|
||
|
// *vel = *vel * elapsedTime;
|
||
|
// maxSpeed *= elapsedTime;
|
||
|
//
|
||
|
// // clamp speed (clamp if going negative?)
|
||
|
// hsScalar distMoved = vel->Magnitude();
|
||
|
// if (distMoved > maxSpeed)
|
||
|
// {
|
||
|
// vel->Normalize();
|
||
|
// *vel = *vel * maxSpeed;
|
||
|
// return maxSpeed;
|
||
|
// }
|
||
|
// return distMoved;
|
||
|
//}
|
||
|
//
|
||
|
//hsBool32 plPlayerModifier::IShouldDecelerate(hsScalar decelSpeed, hsScalar curSpeed, hsScalar distToGoal)
|
||
|
//{
|
||
|
// if (decelSpeed == 0)
|
||
|
// // no deceleration
|
||
|
// return false;
|
||
|
//
|
||
|
// // compute distance required to stop, given decel speed (in units/sec sq)
|
||
|
// hsScalar stopTime = curSpeed / decelSpeed;
|
||
|
// hsScalar avgSpeed = curSpeed * .5f;
|
||
|
// hsScalar stopDist = avgSpeed * stopTime;
|
||
|
//
|
||
|
// return (hsABS(distToGoal) <= hsABS(stopDist)); // stopDist+avgSpeed?
|
||
|
//}
|
||
|
//
|