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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 "HeadSpin.h"
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#include "plDynaFootMgr.h"
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#include "plDynaDecal.h"
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#include "plCutter.h"
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#include "plPrintShape.h"
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#include "plgDispatch.h"
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#include "hsStream.h"
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#include "hsResMgr.h"
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#include "hsTimer.h"
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#include "plMessage/plDynaDecalEnableMsg.h"
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#include "plMessage/plAvatarFootMsg.h"
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#include "plAvatar/plArmatureMod.h"
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#include "plAvatar/plAvBrainHuman.h"
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#include "plMath/plRandom.h"
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static plRandom sRand;
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static const uint32_t kNumPrintIDs = 2;
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static const uint32_t kPrintIDs[kNumPrintIDs] =
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{
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plAvBrainHuman::RFootPrint,
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plAvBrainHuman::LFootPrint
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};
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int plDynaFootMgr::INewDecal()
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{
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int idx = fDecals.GetCount();
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fDecals.Append(new plDynaSplot());
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return idx;
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}
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plDynaFootMgr::plDynaFootMgr()
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{
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fPartIDs.SetCount(kNumPrintIDs);
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int i;
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for( i = 0; i < kNumPrintIDs; i++ )
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fPartIDs[i] = kPrintIDs[i];
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}
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plDynaFootMgr::~plDynaFootMgr()
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{
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}
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void plDynaFootMgr::Read(hsStream* stream, hsResMgr* mgr)
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{
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plDynaDecalMgr::Read(stream, mgr);
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plgDispatch::Dispatch()->RegisterForExactType(plAvatarFootMsg::Index(), GetKey());
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}
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void plDynaFootMgr::Write(hsStream* stream, hsResMgr* mgr)
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{
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plDynaDecalMgr::Write(stream, mgr);
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}
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hsBool plDynaFootMgr::MsgReceive(plMessage* msg)
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{
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plAvatarFootMsg* footMsg = plAvatarFootMsg::ConvertNoRef(msg);
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if( footMsg )
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{
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uint32_t id = footMsg->IsLeft() ? plAvBrainHuman::LFootPrint : plAvBrainHuman::RFootPrint;
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plArmatureMod* armMod = footMsg->GetArmature();
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const plPrintShape* shape = IGetPrintShape(armMod, id);
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if( shape )
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{
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plDynaDecalInfo& info = IGetDecalInfo(uintptr_t(shape), shape->GetKey());
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if( IPrintFromShape(shape, footMsg->IsLeft()) )
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{
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INotifyActive(info, armMod->GetKey(), id);
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}
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else
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{
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INotifyInactive(info, armMod->GetKey(), id);
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}
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}
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return true;
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}
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return plDynaDecalMgr::MsgReceive(msg);
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}
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hsBool plDynaFootMgr::IPrintFromShape(const plPrintShape* shape, hsBool flip)
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{
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hsBool retVal = false;
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if( shape )
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{
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plDynaDecalInfo& info = IGetDecalInfo(uintptr_t(shape), shape->GetKey());
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double secs = hsTimer::GetSysSeconds();
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float wetness = IHowWet(info, secs);
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fInitAtten = wetness;
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if( wetness <= 0 )
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return true;
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hsMatrix44 shapeL2W = shape->GetOwner()->GetLocalToWorld();
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hsPoint3 newPos = shapeL2W.GetTranslate();
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hsVector3 newDir = shapeL2W.GetAxis(hsMatrix44::kView);
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hsVector3 newUp(0.f, 0.f, 1.f);
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hsVector3 size(shape->GetWidth() * fScale.fX, shape->GetLength() * fScale.fY, shape->GetHeight() * fScale.fZ * 2.f);
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fCutter->SetLength(size);
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fCutter->Set(newPos, newDir, newUp, flip);
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// Should this be moved inside the if( ICutout() ) clause? I think so. Probably doesn't
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// matter for foot prints, but it seems more correct, since fLastPos/fLastTime is the
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// last time and position we actually dropped a print, not tried to.
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info.fLastPos = newPos;
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info.fLastTime = secs;
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if( ICutoutTargets(secs) )
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{
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retVal = true;
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}
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}
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return retVal;
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}
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