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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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#if 0
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// havok first
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#include <hkdynamics/entity/rigidbody.h>
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#include <hkdynamics/world/subspace.h>
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#include "plAntiGravAction.h"
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#include "../pnSceneObject/plSceneObject.h"
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#include "../plHavok1/plHKPhysical.h"
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#include "../plAvatar/plSwimRegion.h"
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#include "hsTimer.h"
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// This is meant to be a specific physicsAction for the swim behavior
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plAntiGravAction::plAntiGravAction(plHKPhysical *physical, plAGApplicator *rootApp) :
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plAnimatedCallbackAction(physical, rootApp),
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fOnGround(false),
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fBuoyancy(1.f),
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fSurfaceHeight(0.f),
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fCurrentRegion(nil),
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fHadContacts(false)
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{
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}
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plSimDefs::ActionType plAntiGravAction::GetType()
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{
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return plSimDefs::kAntiGravAction;
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}
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void plAntiGravAction::apply(Havok::Subspace &space, Havok::hkTime time)
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{
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double elapsed = time.asDouble() - getRefresh().asDouble();
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setRefresh(time);
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IAdjustBuoyancy();
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Havok::RigidBody *body = fPhysical->GetBody();
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float mass = body->getMass();
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Havok::Vector3 gravity = space.getGravity();
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Havok::Vector3 force = -gravity * (mass * fBuoyancy);
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body->applyForce(force);
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hsVector3 vel;
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fPhysical->GetLinearVelocitySim(vel);
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fAnimPosVel.fZ = vel.fZ;
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hsVector3 linCurrent(0.f, 0.f, 0.f);
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hsScalar angCurrent = 0.f;
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if (fCurrentRegion != nil)
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fCurrentRegion->GetCurrent(fPhysical, linCurrent, angCurrent, (hsScalar)elapsed);
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int numContacts = fPhysical->GetNumContacts();
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fHadContacts = (numContacts > 0);
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const Havok::Vector3 straightUp(0.0f, 0.0f, 1.0f);
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fOnGround = false;
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int i;
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for (i = 0; i < numContacts; i++)
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{
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const Havok::ContactPoint *contact = fPhysical->GetContactPoint(i);
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hsScalar dotUp = straightUp.dot(contact->m_normal);
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if (dotUp > .5)
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{
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fOnGround = true;
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break;
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}
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}
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fPhysical->SetLinearVelocitySim(fAnimPosVel + linCurrent);
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fPhysical->SetAngularVelocitySim(hsVector3(0.f, 0.f, fAnimAngVel + fTurnStr + angCurrent));
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}
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void plAntiGravAction::SetSurface(plSwimRegionInterface *region, hsScalar surfaceHeight)
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{
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fCurrentRegion = region;
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if (region != nil)
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fSurfaceHeight = surfaceHeight;
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}
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void plAntiGravAction::IAdjustBuoyancy()
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{
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// "surface depth" refers to the depth our handle object should be below
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// the surface for the avatar to be "at the surface"
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static const float surfaceDepth = 4.0f;
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// 1.0 = neutral buoyancy
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// 0 = no buoyancy (normal gravity)
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// 2.0 = opposite of gravity, floating upwards
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static const float buoyancyAtSurface = 1.0f;
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if (fCurrentRegion == nil)
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{
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fBuoyancy = 0.f;
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return;
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}
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hsMatrix44 l2w, w2l;
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fPhysical->GetTransform(l2w, w2l);
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float depth = fSurfaceHeight - surfaceDepth - l2w.GetTranslate().fZ;
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if (depth < -1)
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fBuoyancy = 0.f; // Same as being above ground. Plain old gravity.
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else if (depth < 0)
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fBuoyancy = 1 + depth;
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else
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{
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hsVector3 vel;
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fPhysical->GetLinearVelocitySim(vel);
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if (vel.fZ > 0)
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{
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if (vel.fZ > fCurrentRegion->fMaxUpwardVel)
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{
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vel.fZ = fCurrentRegion->fMaxUpwardVel;
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fPhysical->SetLinearVelocitySim(vel);
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}
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else
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{
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if (depth > 1)
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fBuoyancy = fCurrentRegion->fUpBuoyancy;
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else
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fBuoyancy = (fCurrentRegion->fUpBuoyancy - 1) * depth + 1;
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}
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}
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else
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{
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if (depth > 1)
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fBuoyancy = fCurrentRegion->fDownBuoyancy;
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else
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fBuoyancy = (fCurrentRegion->fDownBuoyancy - 1) * depth + 1;
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}
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}
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}
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#endif
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