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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 "plAvBrainRideAnimatedPhysical.h"
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#include "plArmatureMod.h"
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#include "plAvBrainHuman.h"
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#include "plAvBrain.h"
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#include "plAvCallbackAction.h"
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#include "plMessage/plRideAnimatedPhysMsg.h"
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void plAvBrainRideAnimatedPhysical::Activate(plArmatureModBase *avMod)
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{
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plArmatureBrain::Activate(avMod);
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IInitAnimations();
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if (!fCallbackAction)
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{
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plSceneObject* avObj = fArmature->GetTarget(0);
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plAGModifier* agMod = const_cast<plAGModifier*>(plAGModifier::ConvertNoRef(FindModifierByClass(avObj, plAGModifier::Index())));
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plPhysicalControllerCore* controller = avMod->GetController();
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fCallbackAction = new plRidingAnimatedPhysicalController(avObj, agMod->GetApplicator(kAGPinTransform), controller);
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fCallbackAction->ActivateController();
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}
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}
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plAvBrainRideAnimatedPhysical::~plAvBrainRideAnimatedPhysical()
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{
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delete fCallbackAction;
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fCallbackAction=nil;
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}
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void plAvBrainRideAnimatedPhysical::Deactivate()
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{
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plArmatureBrain::Deactivate();
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}
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hsBool plAvBrainRideAnimatedPhysical::MsgReceive(plMessage *msg)
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{
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plRideAnimatedPhysMsg *ride = plRideAnimatedPhysMsg::ConvertNoRef(msg);
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if(ride)
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{
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if(!ride->Entering())
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{
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/*this->fArmature->PopBrain();
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delete this;
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return true;
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*/
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fMode=kAbort;
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}
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}
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return plArmatureBrain::MsgReceive(msg);
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}
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hsBool plAvBrainRideAnimatedPhysical::IInitAnimations()
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{
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hsBool result = false;
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plAGAnim *idle = fAvMod->FindCustomAnim("Idle");
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plAGAnim *walk = fAvMod->FindCustomAnim("Walk");
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plAGAnim *run = fAvMod->FindCustomAnim("Run");
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plAGAnim *walkBack = fAvMod->FindCustomAnim("WalkBack");
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plAGAnim *stepLeft = fAvMod->FindCustomAnim("StepLeft");
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plAGAnim *stepRight = fAvMod->FindCustomAnim("StepRight");
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plAGAnim *standingLeft = fAvMod->FindCustomAnim("TurnLeft");
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plAGAnim *standingRight = fAvMod->FindCustomAnim("TurnRight");
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plAGAnim *fall = fAvMod->FindCustomAnim("Fall");
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plAGAnim *standJump = fAvMod->FindCustomAnim("StandingJump");
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plAGAnim *walkJump = fAvMod->FindCustomAnim("WalkingJump");
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plAGAnim *runJump = fAvMod->FindCustomAnim("RunningJump");
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plAGAnim *groundImpact = fAvMod->FindCustomAnim("GroundImpact");
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plAGAnim *runningImpact = fAvMod->FindCustomAnim("RunningImpact");
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plAGAnim *movingLeft = nil; // fAvMod->FindCustomAnim("LeanLeft");
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plAGAnim *movingRight = nil; // fAvMod->FindCustomAnim("LeanRight");
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plAGAnim *pushWalk = fAvMod->FindCustomAnim("BallPushWalk");
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//plAGAnim *pushIdle = fAvMod->FindCustomAnim("BallPushIdle");
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const float kDefaultFade = 3.0; // most animations fade in and out in 1/4 of a second.
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if (idle && walk && run && walkBack && standingLeft && standingRight && stepLeft && stepRight)
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{
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plHBehavior *behavior;
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fBehaviors.SetCountAndZero(kHuBehaviorMax);
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fBehaviors[kIdle] = behavior = new Idle;
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behavior->Init(idle, true, this, fAvMod, kDefaultFade, kDefaultFade, kIdle, plHBehavior::kBehaviorTypeIdle);
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behavior->SetStrength(1.f, 0.f);
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fBehaviors[kWalk] = behavior = new Walk;
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behavior->Init(walk, true, this, fAvMod, kDefaultFade, 5.f, kWalk, plHBehavior::kBehaviorTypeWalk);
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fBehaviors[kRun] = behavior = new Run;
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behavior->Init(run, true, this, fAvMod, kDefaultFade, 2.0, kRun, plHBehavior::kBehaviorTypeRun);
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fBehaviors[kWalkBack] = behavior = new WalkBack;
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behavior->Init(walkBack, true, this, fAvMod, kDefaultFade, kDefaultFade, kWalkBack, plHBehavior::kBehaviorTypeWalkBack);
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fBehaviors[kStandingTurnLeft] = behavior = new StandingTurnLeft;
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behavior->Init(standingLeft, true, this, fAvMod, 3.0f, 6.0f, kStandingTurnLeft, plHBehavior::kBehaviorTypeTurnLeft);
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fBehaviors[kStandingTurnRight] = behavior = new StandingTurnRight;
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behavior->Init(standingRight, true, this, fAvMod, 3.0f, 6.0f, kStandingTurnRight, plHBehavior::kBehaviorTypeTurnRight);
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fBehaviors[kStepLeft] = behavior = new StepLeft;
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behavior->Init(stepLeft, true, this, fAvMod, kDefaultFade, kDefaultFade, kStepLeft, plHBehavior::kBehaviorTypeSidestepLeft);
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fBehaviors[kStepRight] = behavior = new StepRight;
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behavior->Init(stepRight, true, this, fAvMod, kDefaultFade, kDefaultFade, kStepRight, plHBehavior::kBehaviorTypeSidestepRight);
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// Warning: Changing the blend times of the jump animations will affect the path you take, because until we're fully blended,
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// we won't be using the full motion defined in the animation. This isn't an issue for standing jump, but you need to be
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// aware of it for the walk/run jumps.
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fBehaviors[kFall] = behavior = new Fall;
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behavior->Init(fall, true, this, fAvMod, 1.0f, 10, kFall, plHBehavior::kBehaviorTypeFall);
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fBehaviors[kStandingJump] = behavior = new StandingJump;
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behavior->Init(standJump, false, this, fAvMod, kDefaultFade, kDefaultFade, kStandingJump, plHBehavior::kBehaviorTypeStandingJump);
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fBehaviors[kWalkingJump] = behavior = new WalkingJump;
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behavior->Init(walkJump, false, this, fAvMod, 10, 3.0, kWalkingJump, plHBehavior::kBehaviorTypeWalkingJump);
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fBehaviors[kRunningJump] = behavior = new RunningJump;
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behavior->Init(runJump, false, this, fAvMod, 10, 2.0, kRunningJump, plHBehavior::kBehaviorTypeRunningJump);
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fBehaviors[kGroundImpact] = behavior = new GroundImpact;
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behavior->Init(groundImpact, false, this, fAvMod, 6.0f, kDefaultFade, kGroundImpact, plHBehavior::kBehaviorTypeGroundImpact);
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fBehaviors[kRunningImpact] = behavior = new RunningImpact;
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behavior->Init(runningImpact, false, this, fAvMod, 6.0f, kDefaultFade, kRunningImpact, plHBehavior::kBehaviorTypeRunningImpact);
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fBehaviors[kMovingTurnLeft] = behavior = new MovingTurnLeft;
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behavior->Init(movingLeft, true, this, fAvMod, kDefaultFade, kDefaultFade, kMovingTurnLeft, plHBehavior::kBehaviorTypeMovingTurnLeft);
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fBehaviors[kMovingTurnRight] = behavior = new MovingTurnRight;
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behavior->Init(movingRight, true, this, fAvMod, kDefaultFade, kDefaultFade, kMovingTurnRight, plHBehavior::kBehaviorTypeMovingTurnRight);
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fBehaviors[kPushWalk] = behavior = new PushWalk;
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behavior->Init(pushWalk, true, this, fAvMod, kDefaultFade, kDefaultFade, kPushWalk, plHBehavior::kBehaviorTypePushWalk);
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//fBehaviors[kPushIdle] = behavior = new PushIdle;
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//behavior->Init(pushIdle, true, this, fAvMod, kDefaultFade, kDefaultFade, kPushIdle, plHBehavior::kBehaviorTypePushIdle);
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result = true;
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}
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return result;
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}
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hsBool plAvBrainRideAnimatedPhysical::LeaveAge()
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{
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return plArmatureBrain::LeaveAge();
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}
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hsBool plAvBrainRideAnimatedPhysical::Apply(double timeNow, float elapsed)
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{
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if(this->fMode==kAbort) return false;
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else return plAvBrainHuman::Apply(timeNow, elapsed);
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}
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