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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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/////////////////////////////////////////////////////////////////////////////////////////
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//
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// INCLUDES
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//
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/////////////////////////////////////////////////////////////////////////////////////////
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#include <cmath>
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// singular
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#include "plAvTaskSeek.h"
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// local
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#include "plAvBrainHuman.h"
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#include "plAGAnim.h"
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#include "plArmatureMod.h"
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#include "plAvatarMgr.h"
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#include "plPhysicalControllerCore.h"
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// other
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#include "plMessage/plAvatarMsg.h"
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#include "pnMessage/plCameraMsg.h"
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#include "pnInputCore/plControlEventCodes.h"
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#include "plPipeline/plDebugText.h"
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#include "plStatusLog/plStatusLog.h"
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#include "pnSceneObject/plCoordinateInterface.h"
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#include "hsTimer.h"
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#include "plgDispatch.h"
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/////////////////////////////////////////////////////////////////////////////////////////
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//
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// PROTOTYPES
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//
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/////////////////////////////////////////////////////////////////////////////////////////
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float QuatAngleDiff(const hsQuat &a, const hsQuat &b);
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void MakeMatrixUpright(hsMatrix44 &mat);
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/////////////////////////////////////////////////////////////////////////////////////////
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//
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// DEFINES
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//
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/////////////////////////////////////////////////////////////////////////////////////////
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#define kSeekTimeout 5.0f
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#define kRotSpeed 1.0f // normal rotation speed is 1.0 radians per second
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#define kFloatSpeed 3.0f
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#define kMaxRadiansPerSecond 1.5
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#define kDefaultShuffleRange 0.5f
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#define kDefaultMaxSidleRange 4.0f
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#define kDefaultMaxSidleAngle 0.2f
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bool plAvTaskSeek::fLogProcess = false;
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/////////////////////////////////////////////////////////////////////////////////////////
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//
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// IMPLEMENTATION
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//
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/////////////////////////////////////////////////////////////////////////////////////////
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void plAvTaskSeek::IInitDefaults()
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{
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fSeekObject = nil;
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fMovingTarget = false;
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fAlign = kAlignHandle;
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fAnimName = "";
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fPosGoalHit = false;
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fRotGoalHit = false;
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fStillPositioning = true;
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fStillRotating = true;
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fShuffleRange = kDefaultShuffleRange;
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fMaxSidleRange = kDefaultMaxSidleRange;
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fMaxSidleAngle = kDefaultMaxSidleAngle;
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fFlags = kSeekFlagForce3rdPersonOnStart;
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fState = kSeekRunNormal;
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fNotifyFinishedKey = nil;
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}
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// plAvTaskSeek ------------
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// -------------
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plAvTaskSeek::plAvTaskSeek() {}
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plAvTaskSeek::plAvTaskSeek(plAvSeekMsg *msg)
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{
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IInitDefaults();
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fAlign = msg->fAlignType;
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fAnimName = msg->fAnimName;
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plKey &target = msg->fSeekPoint;
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if (target)
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SetTarget(target);
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else
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SetTarget(msg->fTargetPos, msg->fTargetLookAt);
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if (msg->UnForce3rdPersonOnFinish())
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fFlags |= kSeekFlagUnForce3rdPersonOnFinish;
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else
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fFlags &= ~kSeekFlagUnForce3rdPersonOnFinish;
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if (msg->Force3rdPersonOnStart())
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fFlags |= kSeekFlagForce3rdPersonOnStart;
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else
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fFlags &= ~kSeekFlagForce3rdPersonOnStart;
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if (msg->NoWarpOnTimeout())
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fFlags |= kSeekFlagNoWarpOnTimeout;
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else
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fFlags &= ~kSeekFlagNoWarpOnTimeout;
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if (msg->RotationOnly())
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{
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fFlags |= kSeekFlagRotationOnly;
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fStillPositioning = false;
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fPosGoalHit = true;
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}
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else
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fFlags &= ~kSeekFlagRotationOnly;
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fNotifyFinishedKey = msg->fFinishKey;
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}
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// plAvTaskSeek ------------------------
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// -------------
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plAvTaskSeek::plAvTaskSeek(plKey target)
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{
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IInitDefaults();
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SetTarget(target);
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}
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// plAvTaskSeek -------------------------------------------------------------------------------------------
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// -------------
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plAvTaskSeek::plAvTaskSeek(plKey target, plAvAlignment align, const plString& animName, bool moving)
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{
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IInitDefaults();
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fMovingTarget = moving;
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fAlign = align;
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fAnimName = animName;
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SetTarget(target);
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}
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void plAvTaskSeek::SetTarget(plKey target)
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{
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hsAssert(target, "Bad key to seek task");
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if(target)
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{
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fSeekObject = plSceneObject::ConvertNoRef(target->ObjectIsLoaded());
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}
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else
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{
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fSeekObject = nil;
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}
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}
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void plAvTaskSeek::SetTarget(hsPoint3 &pos, hsPoint3 &lookAt)
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{
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fSeekPos = pos;
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hsVector3 up(0.f, 0.f, 1.f);
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float angle = atan2(lookAt.fY - pos.fY, lookAt.fX - pos.fX) + M_PI / 2;
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fSeekRot.SetAngleAxis(angle, up);
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}
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// Start -----------------------------------------------------------------------------------------
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// ------
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bool plAvTaskSeek::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
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{
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plAvBrainHuman *huBrain = plAvBrainHuman::ConvertNoRef(brain);
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hsAssert(huBrain, "Seek task only works on human brains");
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plAvatarMgr::GetInstance()->GetLog()->AddLine("Starting SMART SEEK");
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//controller needs to know we are seeking. prevents controller from interacting with exclusion regions
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if (avatar->GetController() )
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avatar->GetController()->SetSeek(true);
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fStartTime = time;
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if(huBrain)
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{
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avatar->SuspendInput(); // stop accepting input from the user, but queue any messages
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// ...and save our current input state.
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ILimitPlayersInput(avatar);
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if (plAvOneShotTask::fForce3rdPerson && avatar->IsLocalAvatar() && (fFlags & plAvSeekMsg::kSeekFlagForce3rdPersonOnStart))
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{
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// create message
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plCameraMsg* pMsg = new plCameraMsg;
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pMsg->SetBCastFlag(plMessage::kBCastByExactType);
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pMsg->SetBCastFlag(plMessage::kNetPropagate, false);
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pMsg->SetCmd(plCameraMsg::kResponderSetThirdPerson);
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plgDispatch::MsgSend( pMsg ); // whoosh... off it goes
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}
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huBrain->IdleOnly(); // Makes sure to kill jumps too. Just calling ClearInputFlags isn't enough
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IUpdateObjective(avatar);
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return true;
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}
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else
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{
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return false;
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}
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}
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// Process -------------------------------------------------------------------------------------------
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// --------
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bool plAvTaskSeek::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
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{
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if (fState == kSeekAbort)
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return false;
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plAvBrainHuman *uBrain = plAvBrainHuman::ConvertNoRef(brain);
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if (uBrain)
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{
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if (fMovingTarget)
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{
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IUpdateObjective(avatar);
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}
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IAnalyze(avatar);
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bool result = IMoveTowardsGoal(avatar, uBrain, time, elapsed);
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if (fLogProcess)
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DumpToAvatarLog(avatar);
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return result;
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}
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return false;
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}
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// Finish ---------------------------------------------------------------------------------------
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// -------
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void plAvTaskSeek::Finish(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
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{
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plAvBrainHuman *huBrain = plAvBrainHuman::ConvertNoRef(brain);
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if(huBrain)
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{
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// this will process any queued input messages so if the user pressed or released a key while we were busy, we'll note it now.
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avatar->ResumeInput();
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IUndoLimitPlayersInput(avatar);
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if (plAvOneShotTask::fForce3rdPerson && avatar->IsLocalAvatar() && (fFlags & plAvSeekMsg::kSeekFlagUnForce3rdPersonOnFinish))
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{
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// create message
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plCameraMsg* pMsg = new plCameraMsg;
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pMsg->SetBCastFlag(plMessage::kBCastByExactType);
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pMsg->SetBCastFlag(plMessage::kNetPropagate, false);
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pMsg->SetCmd(plCameraMsg::kResponderUndoThirdPerson);
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plgDispatch::MsgSend( pMsg ); // whoosh... off it goes
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}
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avatar->SynchIfLocal(hsTimer::GetSysSeconds(), false);
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}
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if (fNotifyFinishedKey)
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{
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plAvTaskSeekDoneMsg *msg = new plAvTaskSeekDoneMsg(avatar->GetKey(), fNotifyFinishedKey);
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msg->fAborted = (fState == kSeekAbort);
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msg->Send();
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}
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plAvatarMgr::GetInstance()->GetLog()->AddLine("Finished SMART SEEK");
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//inform controller we are done seeking
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if (avatar->GetController())
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avatar->GetController()->SetSeek(false);
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}
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void plAvTaskSeek::LeaveAge(plArmatureMod *avatar)
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{
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fSeekObject = nil;
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fState = kSeekAbort;
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}
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// IAnalyze ----------------------------------------
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// ---------
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bool plAvTaskSeek::IAnalyze(plArmatureMod *avatar)
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{
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avatar->GetPositionAndRotationSim(&fPosition, &fRotation);
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hsScalarTriple tmp(fSeekPos - fPosition);
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fGoalVec.Set(&tmp);
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hsVector3 normalizedGoalVec(fGoalVec);
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normalizedGoalVec.Normalize();
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fDistance = sqrt(fGoalVec.fX * fGoalVec.fX + fGoalVec.fY * fGoalVec.fY);
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if(fDistance < 3.0f)
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{
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// we're in "near target" mode
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fMinFwdAngle = .5f; // walk forward if target's in 90' cone straight ahead
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fMaxBackAngle = -.2f; // walk backward if target's in a 144' cone behind
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}
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else
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{
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// we're in "far target" mode
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fMinFwdAngle = .2f; // walk forward if target's in a 144' cone ahead
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fMaxBackAngle = -2.0; // disable backing up if goal is far out (-1 is the minimum usable value here)
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}
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hsQuat invRot = fRotation.Conjugate();
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hsPoint3 globFwd = invRot.Rotate(&kAvatarForward);
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hsPoint3 globRight = invRot.Rotate(&kAvatarRight);
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hsPoint3 locGoalVec = fRotation.Rotate(&fGoalVec);
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fDistForward = -(locGoalVec.fY);
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fDistRight = -(locGoalVec.fX);
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fAngForward = globFwd.InnerProduct(normalizedGoalVec);
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fAngRight = globRight.InnerProduct(normalizedGoalVec);
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return true;
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}
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// IMoveTowardsGoal --------------------------------------------------------------
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// -----------------
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bool plAvTaskSeek::IMoveTowardsGoal(plArmatureMod *avatar, plAvBrainHuman *brain,
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double time, float elapsed)
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{
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bool stillRunning = true;
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avatar->ClearInputFlags(false, false);
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double duration = time - fStartTime;
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if(duration > kSeekTimeout)
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{
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if (fFlags & kSeekFlagNoWarpOnTimeout)
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{
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fState = kSeekAbort;
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return false;
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}
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fSeekRot.Normalize();
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avatar->SetPositionAndRotationSim(&fSeekPos, &fSeekRot);
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IAnalyze(avatar); // Recalcs fPosition, fDistance, etc.
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hsStatusMessage("Timing out on smart seek - jumping to target.");
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stillRunning = false;
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// We just set the pos/rot, so we know these are hit.
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fPosGoalHit = true;
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fRotGoalHit = true;
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}
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|
|
|
if (!(fDistance > fShuffleRange))
|
|
|
|
fPosGoalHit = true;
|
|
|
|
|
|
|
|
if (!fPosGoalHit)
|
|
|
|
{
|
|
|
|
bool right = fAngRight > 0.0f;
|
|
|
|
bool inSidleRange = fDistance < fMaxSidleRange;
|
|
|
|
|
|
|
|
bool sidling = fabs(fDistRight) > fabs(fDistForward) && inSidleRange;
|
|
|
|
|
|
|
|
if(sidling)
|
|
|
|
{
|
|
|
|
if(right)
|
|
|
|
avatar->SetStrafeRightKeyDown();
|
|
|
|
else
|
|
|
|
avatar->SetStrafeLeftKeyDown();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if(fAngForward < fMaxBackAngle)
|
|
|
|
avatar->SetBackwardKeyDown();
|
|
|
|
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if(fAngForward > fMinFwdAngle)
|
|
|
|
avatar->SetForwardKeyDown();
|
|
|
|
|
|
|
|
if(right)
|
|
|
|
avatar->SetTurnRightKeyDown();
|
|
|
|
else
|
|
|
|
avatar->SetTurnLeftKeyDown();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (!(QuatAngleDiff(fRotation, fSeekRot) > .1))
|
|
|
|
fRotGoalHit = true;
|
|
|
|
|
|
|
|
if (!fRotGoalHit)
|
|
|
|
{
|
|
|
|
hsQuat invRot = fSeekRot.Conjugate();
|
|
|
|
hsPoint3 globFwd = invRot.Rotate(&kAvatarForward);
|
|
|
|
globFwd = fRotation.Rotate(&globFwd);
|
|
|
|
|
|
|
|
if (globFwd.fX < 0)
|
|
|
|
avatar->SetTurnRightKeyDown();
|
|
|
|
else
|
|
|
|
avatar->SetTurnLeftKeyDown();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (fPosGoalHit && fRotGoalHit)
|
|
|
|
stillRunning = ITryFinish(avatar, brain, time, elapsed);
|
|
|
|
|
|
|
|
return stillRunning;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ITRYFINISH
|
|
|
|
bool plAvTaskSeek::ITryFinish(plArmatureMod *avatar, plAvBrainHuman *brain, double time, float elapsed)
|
|
|
|
{
|
|
|
|
bool animsDone = brain->IsMovementZeroBlend();
|
|
|
|
|
|
|
|
hsPoint3 newPosition = fPosition;
|
|
|
|
hsQuat newRotation = fRotation;
|
|
|
|
|
|
|
|
if (!(fFlags & kSeekFlagRotationOnly) && (fStillPositioning || !animsDone))
|
|
|
|
fStillPositioning = IFinishPosition(newPosition, avatar, brain, time, elapsed);
|
|
|
|
if (fStillRotating || !animsDone)
|
|
|
|
fStillRotating = IFinishRotation(newRotation, avatar, brain, time, elapsed);
|
|
|
|
|
|
|
|
newRotation.Normalize();
|
|
|
|
if (hsCheckBits(fFlags, kSeekFlagRotationOnly))
|
|
|
|
avatar->SetPositionAndRotationSim(nil, &newRotation);
|
|
|
|
else
|
|
|
|
avatar->SetPositionAndRotationSim(&newPosition, &newRotation);
|
|
|
|
|
|
|
|
return fStillPositioning || fStillRotating || !animsDone;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool plAvTaskSeek::IFinishPosition(hsPoint3 &newPosition,
|
|
|
|
plArmatureMod *avatar, plAvBrainHuman *brain,
|
|
|
|
double time, float elapsed)
|
|
|
|
{
|
|
|
|
// While warping, we might be hovering just above the ground. Don't want that to
|
|
|
|
// trigger any falling behavior.
|
|
|
|
if(brain&&brain->fWalkingStrategy)
|
|
|
|
{
|
|
|
|
|
|
|
|
brain->fWalkingStrategy->ResetAirTime();
|
|
|
|
}
|
|
|
|
// how far will we translate this frame?
|
|
|
|
float thisDist = kFloatSpeed * elapsed;
|
|
|
|
// what percentage of the remaining distance will we cover?
|
|
|
|
float thisPct = (fDistance ? thisDist / fDistance : 1.f);
|
|
|
|
|
|
|
|
if(thisPct > 0.9f)
|
|
|
|
{
|
|
|
|
// we're pretty much done; just hop the rest of the way
|
|
|
|
newPosition = fSeekPos;
|
|
|
|
return false; // we're done
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// move incrementally toward the target position
|
|
|
|
hsVector3 thisMove = fGoalVec * thisPct;
|
|
|
|
newPosition = fPosition + thisMove;
|
|
|
|
return true; // we're still processing
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// IFinishRotation --------------------------------------
|
|
|
|
// ----------------
|
|
|
|
bool plAvTaskSeek::IFinishRotation(hsQuat &newRotation,
|
|
|
|
plArmatureMod *avatar, plAvBrainHuman *brain,
|
|
|
|
double time, float elapsed)
|
|
|
|
{
|
|
|
|
// we're pretty much done; just hop the rest of the way
|
|
|
|
newRotation = fSeekRot;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// IUpdateObjective ----------------------------------------
|
|
|
|
// -----------------
|
|
|
|
bool plAvTaskSeek::IUpdateObjective(plArmatureMod *avatar)
|
|
|
|
{
|
|
|
|
// This is an entirely valid case. It just means our goal is fixed.
|
|
|
|
if (fSeekObject == nil)
|
|
|
|
return true;
|
|
|
|
|
|
|
|
// goal here is to express the target matrix in the avatar's PHYSICAL space
|
|
|
|
hsMatrix44 targL2W = fSeekObject->GetLocalToWorld();
|
|
|
|
const plCoordinateInterface* subworldCI = nil;
|
|
|
|
if (avatar->GetController())
|
|
|
|
subworldCI = avatar->GetController()->GetSubworldCI();
|
|
|
|
if (subworldCI)
|
|
|
|
targL2W = subworldCI->GetWorldToLocal() * targL2W;
|
|
|
|
|
|
|
|
MakeMatrixUpright(targL2W);
|
|
|
|
|
|
|
|
switch(fAlign)
|
|
|
|
{
|
|
|
|
// match our handle to the target matrix at the end of the given animation
|
|
|
|
// This case isn't currently used but will be important someday. The idea
|
|
|
|
// is that you have a target point and an animation, and you want to seek
|
|
|
|
// the avatar to a point where he can start playing the animation and wind
|
|
|
|
// up, after the animation completes, at the target location.
|
|
|
|
// Hence "AlignHandleAnimEnd" = "align the avatar so the animation will
|
|
|
|
// end on the target."
|
|
|
|
case kAlignHandleAnimEnd:
|
|
|
|
{
|
|
|
|
hsMatrix44 adjustment;
|
|
|
|
plAGAnim *anim = avatar->FindCustomAnim(fAnimName);
|
|
|
|
// don't need to do this every frame; the animation doesn't change.
|
|
|
|
// *** cache the adjustment;
|
|
|
|
GetStartToEndTransform(anim, nil, &adjustment, "Handle"); // actually getting end-to-start
|
|
|
|
// ... but we do still need to multiply by the (potentially changed) target
|
|
|
|
targL2W = targL2W * adjustment;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case kAlignHandle: // targetMat is already correct
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
};
|
|
|
|
|
|
|
|
GetPositionAndRotation(targL2W, &fSeekPos, &fSeekRot);
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// DumpDebug -----------------------------------------------------------------------------------------------------
|
|
|
|
// ----------
|
|
|
|
void plAvTaskSeek::DumpDebug(const char *name, int &x, int&y, int lineHeight, plDebugText &debugTxt)
|
|
|
|
{
|
|
|
|
debugTxt.DrawString(x, y, plString::Format("duration: %.2f pos: (%.3f, %.3f, %.3f) goalPos: (%.3f, %.3f, %.3f) ",
|
|
|
|
hsTimer::GetSysSeconds() - fStartTime,
|
|
|
|
fPosition.fX, fPosition.fY, fPosition.fZ, fSeekPos.fX, fSeekPos.fY, fSeekPos.fZ));
|
|
|
|
y += lineHeight;
|
|
|
|
|
|
|
|
debugTxt.DrawString(x, y, plString::Format("positioning: %d rotating %d goalVec: (%.3f, %.3f, %.3f) dist: %.3f angFwd: %.3f angRt: %.3f",
|
|
|
|
fStillPositioning, fStillRotating, fGoalVec.fX, fGoalVec.fY, fGoalVec.fZ,
|
|
|
|
fDistance, fAngForward, fAngRight));
|
|
|
|
y += lineHeight;
|
|
|
|
|
|
|
|
debugTxt.DrawString(x, y, plString::Format(" distFwd: %.3f distRt: %.3f shufRange: %.3f sidAngle: %.3f sidRange: %.3f, fMinWalk: %.3f",
|
|
|
|
fDistForward, fDistRight, fShuffleRange, fMaxSidleAngle, fMaxSidleRange, fMinFwdAngle));
|
|
|
|
y += lineHeight;
|
|
|
|
}
|
|
|
|
|
|
|
|
void plAvTaskSeek::DumpToAvatarLog(plArmatureMod *avatar)
|
|
|
|
{
|
|
|
|
plStatusLog *log = plAvatarMgr::GetInstance()->GetLog();
|
|
|
|
char strBuf[256];
|
|
|
|
avatar->GetMoveKeyString(strBuf);
|
|
|
|
log->AddLine(strBuf);
|
|
|
|
|
|
|
|
sprintf(strBuf, " duration: %.2f pos: (%.3f, %.3f, %.3f) goalPos: (%.3f, %.3f, %.3f) ",
|
|
|
|
hsTimer::GetSysSeconds() - fStartTime,
|
|
|
|
fPosition.fX, fPosition.fY, fPosition.fZ, fSeekPos.fX, fSeekPos.fY, fSeekPos.fZ);
|
|
|
|
log->AddLine(strBuf);
|
|
|
|
|
|
|
|
sprintf(strBuf, " positioning: %d rotating %d goalVec: (%.3f, %.3f, %.3f) dist: %.3f angFwd: %.3f angRt: %.3f",
|
|
|
|
fStillPositioning, fStillRotating, fGoalVec.fX, fGoalVec.fY, fGoalVec.fZ, fDistance, fAngForward, fAngRight);
|
|
|
|
log->AddLine(strBuf);
|
|
|
|
|
|
|
|
sprintf(strBuf, " distFwd: %.3f distRt: %.3f shufRange: %.3f sidAngle: %.3f sidRange: %.3f, fMinWalk: %.3f",
|
|
|
|
fDistForward, fDistRight, fShuffleRange, fMaxSidleAngle, fMaxSidleRange, fMinFwdAngle);
|
|
|
|
log->AddLine(strBuf);
|
|
|
|
}
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
//
|
|
|
|
// LOCALS
|
|
|
|
//
|
|
|
|
/////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
// QuatAngleDiff ------------------------------------
|
|
|
|
// --------------
|
|
|
|
float QuatAngleDiff(const hsQuat &a, const hsQuat &b)
|
|
|
|
{
|
|
|
|
float theta; /* angle between A and B */
|
|
|
|
float cos_t; /* sine, cosine of theta */
|
|
|
|
|
|
|
|
/* cosine theta = dot product of A and B */
|
|
|
|
cos_t = a.Dot(b);
|
|
|
|
|
|
|
|
/* if B is on opposite hemisphere from A, use -B instead */
|
|
|
|
if (cos_t < 0.0)
|
|
|
|
{
|
|
|
|
cos_t = -cos_t;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Calling acos on 1.0 is returning an undefined value. Need to check for it.
|
|
|
|
float epsilon = 0.00001;
|
|
|
|
if (hsABS(cos_t - 1.f) < epsilon)
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
theta = acos(cos_t);
|
|
|
|
return theta;
|
|
|
|
}
|
|
|
|
|
|
|
|
// MakeMatrixUpright -------------------------------------------
|
|
|
|
// ------------------
|
|
|
|
// ensure that the z axis of the given matrix points at the sky.
|
|
|
|
// does not orthonormalize
|
|
|
|
// man, I could have sworn I did this somewhere else...
|
|
|
|
void MakeMatrixUpright(hsMatrix44 &mat)
|
|
|
|
{
|
|
|
|
mat.fMap[0][2] = 0.0f; // eliminate any z in the x axis
|
|
|
|
mat.fMap[1][2] = 0.0f; // eliminate any z in the y axis
|
|
|
|
mat.fMap[2][0] = 0.0f; mat.fMap[2][1] = 0.0f; mat.fMap[2][2] = 1.0f; // z axis = pure sky
|
|
|
|
}
|
|
|
|
|
|
|
|
|