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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 "plDynaWakeMgr.h"
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#include "plDynaDecal.h"
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#include "plPrintShape.h"
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#include "plCutter.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/plRippleShapeMsg.h"
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#include "plMessage/plAvatarMsg.h"
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#include "plAvatar/plAvBrainHuman.h"
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#include "plAvatar/plArmatureMod.h"
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#include "plInterp/plAnimPath.h"
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#include "hsFastMath.h"
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#include "plMath/plRandom.h"
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static plRandom sRand;
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int plDynaWakeMgr::INewDecal()
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{
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int idx = fDecals.GetCount();
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plDynaWake* wake = new plDynaWake();
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wake->fC1U = fInitUVW.fX;
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wake->fC2U = (fInitUVW.fX - fFinalUVW.fX) / (fLifeSpan * fFinalUVW.fX);
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wake->fC1V = fInitUVW.fY;
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wake->fC2V = (fInitUVW.fY - fFinalUVW.fY) / (fLifeSpan * fFinalUVW.fY);
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fDecals.Append(wake);
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return idx;
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}
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plDynaWakeMgr::plDynaWakeMgr()
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:
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fAnimPath(nil),
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fDefaultDir(0.f, 1.f, 0.f),
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fAnimWgt(0),
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fVelWgt(1.f)
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{
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}
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plDynaWakeMgr::~plDynaWakeMgr()
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{
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delete fAnimPath;
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}
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void plDynaWakeMgr::SetAnimPath(plAnimPath* a)
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{
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delete fAnimPath;
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fAnimPath = a;
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}
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void plDynaWakeMgr::SetDefaultDir(const hsVector3& v)
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{
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fDefaultDir = v;
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hsFastMath::Normalize(fDefaultDir);
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}
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void plDynaWakeMgr::Read(hsStream* stream, hsResMgr* mgr)
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{
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plDynaRippleMgr::Read(stream, mgr);
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fDefaultDir.Read(stream);
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fAnimPath = plAnimPath::ConvertNoRef(mgr->ReadCreatable(stream));
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fAnimWgt = stream->ReadLEScalar();
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fVelWgt = stream->ReadLEScalar();
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}
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void plDynaWakeMgr::Write(hsStream* stream, hsResMgr* mgr)
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{
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plDynaRippleMgr::Write(stream, mgr);
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fDefaultDir.Write(stream);
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mgr->WriteCreatable(stream, fAnimPath);
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stream->WriteLEScalar(fAnimWgt);
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stream->WriteLEScalar(fVelWgt);
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}
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hsVector3 plDynaWakeMgr::IGetDirection(const plDynaDecalInfo& info, const hsPoint3& pos) const
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{
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hsVector3 dir = fDefaultDir;
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// If we have an animpath, figure a direction based on position here
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if( fAnimPath )
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{
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hsVector3 animDir;
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hsPoint3 p = pos;
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float t = fAnimPath->GetExtremePoint(p);
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fAnimPath->SetCurTime(t, plAnimPath::kNone);
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fAnimPath->GetVelocity(&animDir);
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animDir *= fAnimWgt;
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dir += animDir;
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}
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// Now if we want to factor in velocity, we can use (pos - info.fLastPos) / (hsTimer::GetSysSeconds() - info.fLastTime)
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float dt = float(hsTimer::GetSysSeconds() - info.fLastTime);
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const float kMinDt = 1.e-3f;
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if( (info.fFlags & plDynaDecalInfo::kImmersed) && (dt > kMinDt) )
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{
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hsVector3 velDir(&pos, &info.fLastPos);
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velDir *= 1.f / dt * fVelWgt;
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dir += velDir;
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}
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hsFastMath::Normalize(dir);
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return dir;
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}
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hsBool plDynaWakeMgr::IRippleFromShape(const plPrintShape* shape, hsBool force)
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{
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if( !shape )
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return false;
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hsBool retVal = false;
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plDynaDecalInfo& info = IGetDecalInfo(uintptr_t(shape), shape->GetKey());
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const hsMatrix44& shapeL2W = shape->GetOwner()->GetLocalToWorld();
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static float kMinDist = 1.0f;
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static float kMinTime = 0.25f;
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double t = hsTimer::GetSysSeconds();
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float dt = float(t - info.fLastTime) * sRand.RandZeroToOne();
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hsBool longEnough = (dt >= kMinTime);
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hsPoint3 xlate = shapeL2W.GetTranslate();
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hsBool farEnough = (hsVector3(&info.fLastPos, &xlate).Magnitude() > kMinDist);
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if( force || longEnough || farEnough )
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{
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hsPoint3 pos = shapeL2W.GetTranslate();
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// Base the direction on the unperturbed pos.
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hsVector3 dir = IGetDirection(info, pos);
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// We'll perturb the position a little so it doesn't look quite so regular,
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// but we perturb it more if we're just standing still
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hsVector3 randPert(sRand.RandMinusOneToOne(), sRand.RandMinusOneToOne(), 0);
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randPert.Normalize();
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if( !farEnough )
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{
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static float kRandPert = 0.05f;
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randPert *= kRandPert * shape->GetWidth();
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}
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else
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{
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static float kRandPert = 0.05f;
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randPert *= kRandPert * shape->GetWidth();
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}
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pos += randPert;
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hsVector3 up(0.f, 0.f, 1.f);
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static float kHeightScale = 1.f;
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pos.fZ += (shape->GetHeight() * fScale.fZ * kHeightScale) * 0.25f;
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pos += dir * shape->GetLength() * 0.5f * (1.f - fScale.fY);
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hsVector3 size(shape->GetWidth() * fScale.fX, shape->GetLength() * fScale.fY, shape->GetHeight() * fScale.fZ * kHeightScale);
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fCutter->SetLength(size);
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fCutter->Set(pos, dir, up);
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info.fLastTime = t;
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info.fLastPos = shapeL2W.GetTranslate();
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hsBool hit = ICutoutTargets(t);
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if( hit )
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retVal = true;
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}
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return retVal;
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}
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