|
|
|
/*==LICENSE==*
|
|
|
|
|
|
|
|
CyanWorlds.com Engine - MMOG client, server and tools
|
|
|
|
Copyright (C) 2011 Cyan Worlds, Inc.
|
|
|
|
|
|
|
|
This program is free software: you can redistribute it and/or modify
|
|
|
|
it under the terms of the GNU General Public License as published by
|
|
|
|
the Free Software Foundation, either version 3 of the License, or
|
|
|
|
(at your option) any later version.
|
|
|
|
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
|
|
GNU General Public License for more details.
|
|
|
|
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
|
|
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
|
|
|
|
You can contact Cyan Worlds, Inc. by email legal@cyan.com
|
|
|
|
or by snail mail at:
|
|
|
|
Cyan Worlds, Inc.
|
|
|
|
14617 N Newport Hwy
|
|
|
|
Mead, WA 99021
|
|
|
|
|
|
|
|
*==LICENSE==*/
|
|
|
|
#if 0
|
|
|
|
// havok first
|
|
|
|
#include <hkdynamics/entity/rigidbody.h>
|
|
|
|
#include <hkdynamics/world/subspace.h>
|
|
|
|
|
|
|
|
#include "plAntiGravAction.h"
|
|
|
|
|
|
|
|
#include "pnSceneObject/plSceneObject.h"
|
|
|
|
#include "plHavok1/plHKPhysical.h"
|
|
|
|
#include "plAvatar/plSwimRegion.h"
|
|
|
|
#include "hsTimer.h"
|
|
|
|
|
|
|
|
// This is meant to be a specific physicsAction for the swim behavior
|
|
|
|
plAntiGravAction::plAntiGravAction(plHKPhysical *physical, plAGApplicator *rootApp) :
|
|
|
|
plAnimatedCallbackAction(physical, rootApp),
|
|
|
|
fOnGround(false),
|
|
|
|
fBuoyancy(1.f),
|
|
|
|
fSurfaceHeight(0.f),
|
|
|
|
fCurrentRegion(nil),
|
|
|
|
fHadContacts(false)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
plSimDefs::ActionType plAntiGravAction::GetType()
|
|
|
|
{
|
|
|
|
return plSimDefs::kAntiGravAction;
|
|
|
|
}
|
|
|
|
|
|
|
|
void plAntiGravAction::apply(Havok::Subspace &space, Havok::hkTime time)
|
|
|
|
{
|
|
|
|
double elapsed = time.asDouble() - getRefresh().asDouble();
|
|
|
|
setRefresh(time);
|
|
|
|
|
|
|
|
IAdjustBuoyancy();
|
|
|
|
Havok::RigidBody *body = fPhysical->GetBody();
|
|
|
|
float mass = body->getMass();
|
|
|
|
Havok::Vector3 gravity = space.getGravity();
|
|
|
|
Havok::Vector3 force = -gravity * (mass * fBuoyancy);
|
|
|
|
body->applyForce(force);
|
|
|
|
|
|
|
|
hsVector3 vel;
|
|
|
|
fPhysical->GetLinearVelocitySim(vel);
|
|
|
|
fAnimPosVel.fZ = vel.fZ;
|
|
|
|
|
|
|
|
hsVector3 linCurrent(0.f, 0.f, 0.f);
|
|
|
|
hsScalar angCurrent = 0.f;
|
|
|
|
if (fCurrentRegion != nil)
|
|
|
|
fCurrentRegion->GetCurrent(fPhysical, linCurrent, angCurrent, (hsScalar)elapsed);
|
|
|
|
|
|
|
|
int numContacts = fPhysical->GetNumContacts();
|
|
|
|
fHadContacts = (numContacts > 0);
|
|
|
|
|
|
|
|
const Havok::Vector3 straightUp(0.0f, 0.0f, 1.0f);
|
|
|
|
fOnGround = false;
|
|
|
|
int i;
|
|
|
|
for (i = 0; i < numContacts; i++)
|
|
|
|
{
|
|
|
|
const Havok::ContactPoint *contact = fPhysical->GetContactPoint(i);
|
|
|
|
hsScalar dotUp = straightUp.dot(contact->m_normal);
|
|
|
|
if (dotUp > .5)
|
|
|
|
{
|
|
|
|
fOnGround = true;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fPhysical->SetLinearVelocitySim(fAnimPosVel + linCurrent);
|
|
|
|
fPhysical->SetAngularVelocitySim(hsVector3(0.f, 0.f, fAnimAngVel + fTurnStr + angCurrent));
|
|
|
|
}
|
|
|
|
|
|
|
|
void plAntiGravAction::SetSurface(plSwimRegionInterface *region, hsScalar surfaceHeight)
|
|
|
|
{
|
|
|
|
fCurrentRegion = region;
|
|
|
|
if (region != nil)
|
|
|
|
fSurfaceHeight = surfaceHeight;
|
|
|
|
}
|
|
|
|
|
|
|
|
void plAntiGravAction::IAdjustBuoyancy()
|
|
|
|
{
|
|
|
|
// "surface depth" refers to the depth our handle object should be below
|
|
|
|
// the surface for the avatar to be "at the surface"
|
|
|
|
static const float surfaceDepth = 4.0f;
|
|
|
|
// 1.0 = neutral buoyancy
|
|
|
|
// 0 = no buoyancy (normal gravity)
|
|
|
|
// 2.0 = opposite of gravity, floating upwards
|
|
|
|
static const float buoyancyAtSurface = 1.0f;
|
|
|
|
|
|
|
|
if (fCurrentRegion == nil)
|
|
|
|
{
|
|
|
|
fBuoyancy = 0.f;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
hsMatrix44 l2w, w2l;
|
|
|
|
fPhysical->GetTransform(l2w, w2l);
|
|
|
|
float depth = fSurfaceHeight - surfaceDepth - l2w.GetTranslate().fZ;
|
|
|
|
if (depth < -1)
|
|
|
|
fBuoyancy = 0.f; // Same as being above ground. Plain old gravity.
|
|
|
|
else if (depth < 0)
|
|
|
|
fBuoyancy = 1 + depth;
|
|
|
|
else
|
|
|
|
{
|
|
|
|
hsVector3 vel;
|
|
|
|
fPhysical->GetLinearVelocitySim(vel);
|
|
|
|
if (vel.fZ > 0)
|
|
|
|
{
|
|
|
|
if (vel.fZ > fCurrentRegion->fMaxUpwardVel)
|
|
|
|
{
|
|
|
|
vel.fZ = fCurrentRegion->fMaxUpwardVel;
|
|
|
|
fPhysical->SetLinearVelocitySim(vel);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (depth > 1)
|
|
|
|
fBuoyancy = fCurrentRegion->fUpBuoyancy;
|
|
|
|
else
|
|
|
|
fBuoyancy = (fCurrentRegion->fUpBuoyancy - 1) * depth + 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (depth > 1)
|
|
|
|
fBuoyancy = fCurrentRegion->fDownBuoyancy;
|
|
|
|
else
|
|
|
|
fBuoyancy = (fCurrentRegion->fDownBuoyancy - 1) * depth + 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|