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/*==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==*/
#pragma once
#ifndef PLAVMOTORHUMAN_INC
/*** \file plAvMotorHuman.h
*/
#include <hkdynamics\action\action.h>
class plAvBrainHuman;
/** \class plAvMotorHuman
Applies avatar at simulation frequency rather than frame frequency.
*/
class plAvMotorHuman : public Havok::Action
{
public:
plAvMotorHuman();
/** Called from havok during integration; converts time to plasma format
and asks the brain to move. Brain will sample animation at current time
and apply velocity or forces to the body.
*/
virtual void apply(Havok::Subspace &subspace, Havok::hkTime time);
/** Sets the motor to control a different human brain.
Returns the previously controlled brain, or nil.
*/
plAvBrainHuman * SetBrain(plAvBrainHuman *brain);
/** Which brain is this motor currently controlling?
*/
plAvBrainHuman * GetBrain();
private:
/** The brain we get our movement data from */
plAvBrainHuman *fBrain;
double fLastTime;
};
/*** \file plAvMotorHuman.cpp
*/
#include "plAvBrainHuman.h"
plAvMotorHuman::plAvMotorHuman()
: fBrain(0),
fLastTime(0.0f)
{
}
//plAvMotorHuman::plAvMotorHuman(plAvBrainHuman *brain)
//: fBrain(brain),
// fLastTime(0.0f);
void plAvMotorHuman::apply(Havok::Subspace &subspace, Havok::hkTime time)
{
double timeNow = time.asDouble();
double elapsedD = timeNow - fLastTime;
float elapsed = elapsedD;
if(elapsed > 1.0f)
{
elapsed = 0.1f;
hsStatusMessageF("Clamping plAvMotorHuman::apply interval to <%f>", elapsed);
fLastTime = timeNow - elapsed;
}
// fBrain->MoveViaAnimation(timeNow, elapsed);
}
plAvBrainHuman * plAvMotorHuman::SetBrain(plAvBrainHuman *brain)
{
plAvBrainHuman * oldBrain = fBrain;
fBrain = brain;
return oldBrain;
}
plAvBrainHuman * plAvMotorHuman::GetBrain()
{
return fBrain;
}
#endif