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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==*/
#include "hsTypes.h"
#include "plDynaRippleVSMgr.h"
#include "plDynaDecal.h"
#include "plPrintShape.h"
#include "plCutter.h"
#include "plgDispatch.h"
#include "hsStream.h"
#include "hsResMgr.h"
#include "hsTimer.h"
#include "plWaveSetBase.h"
#include "plRipVSConsts.h"
#include "../plSurface/hsGMaterial.h"
#include "../plSurface/plLayerInterface.h"
#include "../plMessage/plDynaDecalEnableMsg.h"
#include "../plMessage/plRippleShapeMsg.h"
#include "../plMessage/plAvatarMsg.h"
#include "../plAvatar/plAvBrainHuman.h"
#include "../plAvatar/plArmatureMod.h"
#include "../plMath/plRandom.h"
static plRandom sRand;
#include "plTweak.h"
int plDynaRippleVSMgr::INewDecal()
{
int idx = fDecals.GetCount();
plDynaRippleVS* rip = TRACKED_NEW plDynaRippleVS();
rip->fC1U = fInitUVW.fX;
rip->fC2U = (fInitUVW.fX - fFinalUVW.fX) / (fLifeSpan * fFinalUVW.fX);
rip->fC1V = fInitUVW.fY;
rip->fC2V = (fInitUVW.fY - fFinalUVW.fY) / (fLifeSpan * fFinalUVW.fY);
fDecals.Append(rip);
return idx;
}
plDynaRippleVSMgr::plDynaRippleVSMgr()
: fWaveSetBase(nil)
{
}
plDynaRippleVSMgr::~plDynaRippleVSMgr()
{
}
void plDynaRippleVSMgr::Read(hsStream* stream, hsResMgr* mgr)
{
plDynaRippleMgr::Read(stream, mgr);
mgr->ReadKeyNotifyMe(stream, TRACKED_NEW plGenRefMsg(GetKey(), plRefMsg::kOnCreate, 0, kRefWaveSetBase), plRefFlags::kPassiveRef);
}
void plDynaRippleVSMgr::Write(hsStream* stream, hsResMgr* mgr)
{
plDynaRippleMgr::Write(stream, mgr);
mgr->WriteKey(stream, fWaveSetBase);
}
hsBool plDynaRippleVSMgr::MsgReceive(plMessage* msg)
{
hsBool retVal = plDynaRippleMgr::MsgReceive(msg);
if( retVal )
return true;
plGenRefMsg* refMsg = plGenRefMsg::ConvertNoRef(msg);
if( refMsg )
{
switch( refMsg->fType )
{
case kRefWaveSetBase:
if( refMsg->GetContext() & (plRefMsg::kOnCreate|plRefMsg::kOnRequest|plRefMsg::kOnReplace) )
fWaveSetBase = plWaveSetBase::ConvertNoRef(refMsg->GetRef());
else
fWaveSetBase = nil;
return true;
}
}
return false;
}
hsBool plDynaRippleVSMgr::ICheckRTMat()
{
if( !fMatRTShade )
return false;
if( !fWaveSetBase )
return false;
if( fMatRTShade->GetLayer(0)->GetVertexShader() )
return true;
plRipVSConsts ripConsts;
ripConsts.fC1U = fInitUVW.fX;
ripConsts.fC2U = (fInitUVW.fX - fFinalUVW.fX) / (fLifeSpan * fFinalUVW.fX);
ripConsts.fC1V = fInitUVW.fY;
ripConsts.fC2V = (fInitUVW.fY - fFinalUVW.fY) / (fLifeSpan * fFinalUVW.fY);
ripConsts.fInitAtten = fInitAtten;
ripConsts.fLife = fLifeSpan;
ripConsts.fDecay = fDecayStart;
ripConsts.fRamp = fRampEnd;
return fWaveSetBase->SetupRippleMat(fMatRTShade, ripConsts);
}
hsBool plDynaRippleVSMgr::IRippleFromShape(const plPrintShape* shape, hsBool force)
{
if( !ICheckRTMat() )
return false;
if( !shape )
return false;
hsBool retVal = false;
plDynaDecalInfo& info = IGetDecalInfo(UInt32(shape), shape->GetKey());
const hsMatrix44& shapeL2W = shape->GetOwner()->GetLocalToWorld();
plConst(hsScalar) kMinDist(2.0f);
plConst(hsScalar) kMinTime(1.5f);
double t = hsTimer::GetSysSeconds();
hsScalar dt = hsScalar(t - info.fLastTime) * sRand.RandZeroToOne();
hsBool longEnough = (dt >= kMinTime);
hsBool farEnough = (hsVector3(&info.fLastPos, &shapeL2W.GetTranslate()).Magnitude() > kMinDist);
if( force || longEnough || farEnough )
{
hsPoint3 pos = shapeL2W.GetTranslate();
// We'll perturb the position a little so it doesn't look quite so regular,
// but we perturb it more if we're just standing still
hsVector3 randPert(sRand.RandMinusOneToOne(), sRand.RandMinusOneToOne(), 0);
randPert.Normalize();
if( !farEnough )
{
plConst(hsScalar) kRandPert = 0.5f;
randPert *= kRandPert;
}
else
{
plConst(hsScalar) kRandPert = 0.15f;
randPert *= kRandPert;
}
pos += randPert;
// Are we potentially touching the water?
hsScalar waterHeight = fWaveSetBase->GetHeight();
if( (pos.fZ - fScale.fZ * shape->GetHeight() < waterHeight)
&&(pos.fZ + fScale.fZ * shape->GetHeight() > waterHeight) )
{
hsVector3 dir(fWaveSetBase->GetWindDir());
hsVector3 up(0.f, 0.f, 1.f);
hsScalar wid = hsMaximum(shape->GetWidth(), shape->GetLength());
plConst(hsScalar) kMaxWaterDepth(1000.f);
hsVector3 size(wid * fScale.fX, wid * fScale.fY, kMaxWaterDepth);
fCutter->SetLength(size);
fCutter->Set(pos, dir, up);
hsBool hit = ICutoutTargets(t);
if( hit )
{
info.fLastTime = t;
info.fLastPos = shapeL2W.GetTranslate();
retVal = true;
}
else
{
retVal = false; // No-effect else just for break points.
}
}
}
return retVal;
}