From 383346c1aa9d111e17e04b5e8f0ebb2cd968b2d5 Mon Sep 17 00:00:00 2001 From: Skoader Date: Sat, 16 Jun 2012 13:35:59 +1000 Subject: [PATCH] Refactor avatar movement code plMovementStrategy classes have been reworked and completely replace all plAvatarControllers. While based on the old implementation, plPhysicalControllerCore has essentially been rewritten. Remnants of long gone physical "actions" have been removed. 4 files removed - plAVCallbackAction.h & plAVCallbackAction.cpp plAntiGravAction.h & plAntiGravAction.cpp This revision will not compile, requires new plPXPhysicalControllerCore implementation. --- .../PubUtilLib/plAvatar/plAvatar.vcxproj | 4 - .../plAvatar/plAvatar.vcxproj.filters | 12 - .../PubUtilLib/plAvatar/plAvatar.vcproj | 46 - .../Plasma/FeatureLib/pfAudio/plListener.cpp | 2 +- .../FeatureLib/pfCamera/plCameraModifier.cpp | 2 +- .../FeatureLib/pfPython/pySceneObject.cpp | 2 +- .../PubUtilLib/plAvatar/plAnimStage.cpp | 1 - .../PubUtilLib/plAvatar/plAntiGravAction.cpp | 171 -- .../PubUtilLib/plAvatar/plAntiGravAction.h | 79 - .../PubUtilLib/plAvatar/plArmatureEffects.cpp | 1 - .../PubUtilLib/plAvatar/plArmatureMod.cpp | 17 +- .../PubUtilLib/plAvatar/plArmatureMod.h | 1 + .../PubUtilLib/plAvatar/plAvBrainCritter.cpp | 20 +- .../PubUtilLib/plAvatar/plAvBrainCritter.h | 6 +- .../PubUtilLib/plAvatar/plAvBrainDrive.cpp | 1 - .../PubUtilLib/plAvatar/plAvBrainGeneric.cpp | 4 - .../PubUtilLib/plAvatar/plAvBrainGeneric.h | 2 - .../PubUtilLib/plAvatar/plAvBrainHuman.cpp | 159 +- .../PubUtilLib/plAvatar/plAvBrainHuman.h | 4 +- .../plAvBrainRideAnimatedPhysical.cpp | 13 +- .../plAvatar/plAvBrainRideAnimatedPhysical.h | 2 - .../PubUtilLib/plAvatar/plAvBrainSwim.cpp | 137 +- .../PubUtilLib/plAvatar/plAvBrainSwim.h | 7 +- .../plAvatar/plAvCallbackAction.cpp | 579 ------- .../PubUtilLib/plAvatar/plAvCallbackAction.h | 217 --- .../plAvatar/plAvLadderModifier.cpp | 4 +- .../PubUtilLib/plAvatar/plAvTaskSeek.cpp | 6 +- .../plAvatar/plAvatarSDLModifier.cpp | 2 +- .../PubUtilLib/plAvatar/plAvatarTasks.cpp | 4 +- .../plAvatar/plPhysicalControllerCore.cpp | 1436 +++++++---------- .../plAvatar/plPhysicalControllerCore.h | 442 +++-- .../plInputCore/plSceneInputInterface.cpp | 2 +- .../plModifier/plExcludeRegionModifier.cpp | 1 - .../plPhysical/plCollisionDetector.cpp | 12 +- .../Plasma/PubUtilLib/plPhysical/plSimDefs.h | 19 - 35 files changed, 989 insertions(+), 2428 deletions(-) delete mode 100644 MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAntiGravAction.cpp delete mode 100644 MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAntiGravAction.h delete mode 100644 MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvCallbackAction.cpp delete mode 100644 MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvCallbackAction.h diff --git a/MOULOpenSourceClientPlugin/Plasma20/MSVC10Projects/Plasma/PubUtilLib/plAvatar/plAvatar.vcxproj b/MOULOpenSourceClientPlugin/Plasma20/MSVC10Projects/Plasma/PubUtilLib/plAvatar/plAvatar.vcxproj index 4f719944..bdff6ddc 100644 --- a/MOULOpenSourceClientPlugin/Plasma20/MSVC10Projects/Plasma/PubUtilLib/plAvatar/plAvatar.vcxproj +++ b/MOULOpenSourceClientPlugin/Plasma20/MSVC10Projects/Plasma/PubUtilLib/plAvatar/plAvatar.vcxproj @@ -328,7 +328,6 @@ %(PreprocessorDefinitions) %(PreprocessorDefinitions) - Disabled Disabled @@ -555,7 +554,6 @@ %(PreprocessorDefinitions) %(PreprocessorDefinitions) - Disabled Disabled @@ -807,7 +805,6 @@ - @@ -825,7 +822,6 @@ - diff --git a/MOULOpenSourceClientPlugin/Plasma20/MSVC10Projects/Plasma/PubUtilLib/plAvatar/plAvatar.vcxproj.filters b/MOULOpenSourceClientPlugin/Plasma20/MSVC10Projects/Plasma/PubUtilLib/plAvatar/plAvatar.vcxproj.filters index 4f4cb2d2..a1d89d7d 100644 --- a/MOULOpenSourceClientPlugin/Plasma20/MSVC10Projects/Plasma/PubUtilLib/plAvatar/plAvatar.vcxproj.filters +++ b/MOULOpenSourceClientPlugin/Plasma20/MSVC10Projects/Plasma/PubUtilLib/plAvatar/plAvatar.vcxproj.filters @@ -35,9 +35,6 @@ Source Files - - Source Files - Source Files @@ -86,9 +83,6 @@ Source Files - - Source Files - Source Files @@ -163,9 +157,6 @@ Header Files - - Header Files - Header Files @@ -217,9 +208,6 @@ Header Files - - Header Files - Header Files diff --git a/MOULOpenSourceClientPlugin/Plasma20/MsDevProjects/Plasma/PubUtilLib/plAvatar/plAvatar.vcproj b/MOULOpenSourceClientPlugin/Plasma20/MsDevProjects/Plasma/PubUtilLib/plAvatar/plAvatar.vcproj index ae798721..f8d53b38 100644 --- a/MOULOpenSourceClientPlugin/Plasma20/MsDevProjects/Plasma/PubUtilLib/plAvatar/plAvatar.vcproj +++ b/MOULOpenSourceClientPlugin/Plasma20/MsDevProjects/Plasma/PubUtilLib/plAvatar/plAvatar.vcproj @@ -282,26 +282,6 @@ PreprocessorDefinitions=""/> - - - - - - - - - - - - - - - - - - @@ -993,9 +950,6 @@ - - diff --git a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/FeatureLib/pfAudio/plListener.cpp b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/FeatureLib/pfAudio/plListener.cpp index 3dd47931..48401135 100644 --- a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/FeatureLib/pfAudio/plListener.cpp +++ b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/FeatureLib/pfAudio/plListener.cpp @@ -57,7 +57,7 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com #include "../plAvatar/plAvatarMgr.h" #include "../plAvatar/plArmatureMod.h" -#include "../plAvatar/plAvCallbackAction.h" +#include "../plAvatar/plPhysicalControllerCore.h" hsBool plListener::fPrintDbgInfo = false; diff --git a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/FeatureLib/pfCamera/plCameraModifier.cpp b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/FeatureLib/pfCamera/plCameraModifier.cpp index 0a40eb29..90397012 100644 --- a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/FeatureLib/pfCamera/plCameraModifier.cpp +++ b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/FeatureLib/pfCamera/plCameraModifier.cpp @@ -63,7 +63,7 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com #include "../pnSceneObject/plSimulationInterface.h" #include "../plAvatar/plAvatarMgr.h" #include "../plAvatar/plArmatureMod.h" -#include "../plAvatar/plAvCallbackAction.h" +#include "../plAvatar/plPhysicalControllerCore.h" // new stuff diff --git a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/FeatureLib/pfPython/pySceneObject.cpp b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/FeatureLib/pfPython/pySceneObject.cpp index c7bacef2..20e8dcc2 100644 --- a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/FeatureLib/pfPython/pySceneObject.cpp +++ b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/FeatureLib/pfPython/pySceneObject.cpp @@ -545,7 +545,7 @@ hsBool pySceneObject::IsAvatar() return false; } -#include "../plAvatar/plAvCallbackAction.h" +#include "../plAvatar/plPhysicalControllerCore.h" PyObject* pySceneObject::GetAvatarVelocity() { diff --git a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAnimStage.cpp b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAnimStage.cpp index 917ff1e0..129c052e 100644 --- a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAnimStage.cpp +++ b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAnimStage.cpp @@ -39,7 +39,6 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com Mead, WA 99021 *==LICENSE==*/ -#include "plAvCallbackAction.h" // must be first: references havok new // singular #include "plAnimStage.h" diff --git a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAntiGravAction.cpp b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAntiGravAction.cpp deleted file mode 100644 index e78d319e..00000000 --- a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAntiGravAction.cpp +++ /dev/null @@ -1,171 +0,0 @@ -/*==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 . - -Additional permissions under GNU GPL version 3 section 7 - -If you modify this Program, or any covered work, by linking or -combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, -NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent -JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK -(or a modified version of those libraries), -containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, -PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG -JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the -licensors of this Program grant you additional -permission to convey the resulting work. Corresponding Source for a -non-source form of such a combination shall include the source code for -the parts of OpenSSL and IJG JPEG Library used as well as that of the covered -work. - -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 -#include - -#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 \ No newline at end of file diff --git a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAntiGravAction.h b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAntiGravAction.h deleted file mode 100644 index f8dd2125..00000000 --- a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAntiGravAction.h +++ /dev/null @@ -1,79 +0,0 @@ -/*==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 . - -Additional permissions under GNU GPL version 3 section 7 - -If you modify this Program, or any covered work, by linking or -combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, -NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent -JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK -(or a modified version of those libraries), -containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, -PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG -JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the -licensors of this Program grant you additional -permission to convey the resulting work. Corresponding Source for a -non-source form of such a combination shall include the source code for -the parts of OpenSSL and IJG JPEG Library used as well as that of the covered -work. - -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//ndef PL_ANTI_GRAV_ACTION_H -#define PL_ANTI_GRAV_ACTION_H - -#include "plAvCallbackAction.h" - -class plSwimRegionInterface; - -class plAntiGravAction : public plAnimatedCallbackAction -{ -public: - plAntiGravAction(plHKPhysical *physical, plAGApplicator *rootApp); - - /** Return the type of the action as defined in the enum plSimDefs::ActionType. - Used to retrieve actions by entity/type indexing, and to - reuse actions that can be shared between entities. */ - virtual plSimDefs::ActionType GetType(); - - /** Called by Havok at substep frequency. */ - void apply(Havok::Subspace &s, Havok::hkTime time); - - void SetSurface(plSwimRegionInterface *region, hsScalar surfaceHeight); - hsScalar GetBuoyancy() { return fBuoyancy; } - hsBool IsOnGround() { return fOnGround; } - hsBool HadContacts() { return fHadContacts; } - -protected: - void IAdjustBuoyancy(); - - hsBool fOnGround; - hsBool fHadContacts; - hsScalar fBuoyancy; - hsScalar fSurfaceHeight; - plSwimRegionInterface *fCurrentRegion; -}; - -#endif - - diff --git a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plArmatureEffects.cpp b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plArmatureEffects.cpp index 2f6907f6..16835813 100644 --- a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plArmatureEffects.cpp +++ b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plArmatureEffects.cpp @@ -39,7 +39,6 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com Mead, WA 99021 *==LICENSE==*/ -#include "plAvCallbackAction.h" #include "../plStatusLog/plStatusLog.h" #include "plArmatureEffects.h" diff --git a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plArmatureMod.cpp b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plArmatureMod.cpp index 8f879739..051219c7 100644 --- a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plArmatureMod.cpp +++ b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plArmatureMod.cpp @@ -54,7 +54,7 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com #include "plAvBrainHuman.h" #include "plMatrixChannel.h" #include "plAvatarTasks.h" -#include "plAvCallbackAction.h" +#include "plPhysicalControllerCore.h" #include "plAvBrainCritter.h" // global @@ -534,8 +534,7 @@ void plArmatureModBase::EnablePhysics(hsBool status, UInt16 reason /* = kDisable // i.e. normal enabled physical void plArmatureModBase::EnablePhysicsKinematic(hsBool status) { - if (fController) - fController->Kinematic(status); + EnablePhysics(!status, kDisableReasonKinematic); } void plArmatureModBase::EnableDrawing(hsBool status, UInt16 reason /* = kDisableReasonUnknown */) @@ -2684,19 +2683,7 @@ void plArmatureMod::DumpToDebugDisplay(int &x, int &y, int lineHeight, char *str debugTxt.DrawString(x, y, strBuf); y += lineHeight; - hsPoint3 kPos; - char *kinematic = "n.a."; const char* frozen = "n.a."; - if (fController) - { - fController->GetKinematicPosition(kPos); - kinematic = fController->IsKinematic() ? "on" : "off"; - } - sprintf(strBuf, "kinematc(world): %.2f, %.2f, %.2f Kinematic: %3s", - kPos.fX, kPos.fY, kPos.fZ,kinematic); - debugTxt.DrawString(x, y, strBuf); - y += lineHeight; - if (fController) frozen = fController->IsEnabled() ? "no" : "yes"; diff --git a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plArmatureMod.h b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plArmatureMod.h index afc1cddf..8353125e 100644 --- a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plArmatureMod.h +++ b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plArmatureMod.h @@ -145,6 +145,7 @@ public: kDisableReasonCCR = 0x0008, kDisableReasonVehicle = 0x0010, kDisableReasonGenericBrain = 0x0020, + kDisableReasonKinematic = 0x0040 }; void EnablePhysics(hsBool status, UInt16 reason = kDisableReasonUnknown); void EnablePhysicsKinematic(hsBool status); diff --git a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainCritter.cpp b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainCritter.cpp index 7a6ad23f..b86912cf 100644 --- a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainCritter.cpp +++ b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainCritter.cpp @@ -42,7 +42,7 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com #include "hsConfig.h" #include "hsWindows.h" -#include "plAvCallbackAction.h" +#include "plPhysicalControllerCore.h" #include "plAvBrainCritter.h" #include "plAvBrainHuman.h" #include "plArmatureMod.h" @@ -127,7 +127,7 @@ protected: /////////////////////////////////////////////////////////////////////////////// -plAvBrainCritter::plAvBrainCritter(): fCallbackAction(nil), fCurMode(kIdle), fNextMode(kIdle), fFadingNextBehavior(true), +plAvBrainCritter::plAvBrainCritter(): fWalkingStrategy(nil), fCurMode(kIdle), fNextMode(kIdle), fFadingNextBehavior(true), fLocallyControlled(false), fAvoidingAvatars(false), fFinalGoalPos(0, 0, 0), fImmediateGoalPos(0, 0, 0), fDotGoal(0), fAngRight(0) { @@ -145,8 +145,8 @@ plAvBrainCritter::~plAvBrainCritter() fBehaviors[i] = nil; } - delete fCallbackAction; - fCallbackAction = nil; + delete fWalkingStrategy; + fWalkingStrategy = nil; fUserBehaviors.clear(); fReceivers.clear(); @@ -169,8 +169,8 @@ hsBool plAvBrainCritter::Apply(double time, hsScalar elapsed) IProcessBehavior(time, elapsed); // just continue with the currently running one // update our controller to keep us turned and moving to where we want to go - fCallbackAction->RecalcVelocity(time, time - elapsed); - fCallbackAction->SetTurnStrength(IGetTurnStrength(time)); + fWalkingStrategy->SetTurnStrength(IGetTurnStrength(time)); + fWalkingStrategy->RecalcVelocity(time, elapsed); return plArmatureBrain::Apply(time, elapsed); } @@ -190,13 +190,13 @@ void plAvBrainCritter::Activate(plArmatureModBase* avMod) IInitBaseAnimations(); // create the controller if we haven't done so already - if (!fCallbackAction) + if (!fWalkingStrategy) { plSceneObject* avObj = fArmature->GetTarget(0); plAGModifier* agMod = const_cast(plAGModifier::ConvertNoRef(FindModifierByClass(avObj, plAGModifier::Index()))); plPhysicalControllerCore* controller = avMod->GetController(); - fCallbackAction = TRACKED_NEW plWalkingController(avObj, agMod->GetApplicator(kAGPinTransform), controller); - fCallbackAction->ActivateController(); + fWalkingStrategy = TRACKED_NEW plWalkingStrategy(agMod->GetApplicator(kAGPinTransform), controller); + controller->SetMovementStrategy(fWalkingStrategy); } // tell people that care that we are good to go @@ -226,7 +226,7 @@ void plAvBrainCritter::Resume() // fade in the idle fNextMode = kIdle; - fCallbackAction->Reset(false); + fWalkingStrategy->Reset(false); plArmatureBrain::Resume(); } diff --git a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainCritter.h b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainCritter.h index ab44245b..7b6359d7 100644 --- a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainCritter.h +++ b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainCritter.h @@ -47,7 +47,7 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com #include "../pnKeyedObject/plKey.h" class plArmatureMod; -class plWalkingController; +class plWalkingStrategy; class plAIMsg; class plAvBrainCritter : public plArmatureBrain @@ -127,8 +127,6 @@ public: virtual void DumpToDebugDisplay(int& x, int& y, int lineHeight, char* strBuf, plDebugText& debugTxt); - plWalkingController* GetCallbackAction() {return fCallbackAction;} - // For the console static bool fDrawDebug; @@ -152,7 +150,7 @@ protected: std::vector IAvatarsICanSee() const; std::vector IAvatarsICanHear() const; - plWalkingController* fCallbackAction; + plWalkingStrategy* fWalkingStrategy; int fCurMode; // current behavior we are running int fNextMode; // the next behavior to run (-1 if we aren't switching on next eval) bool fFadingNextBehavior; // is the next behavior supposed to blend? diff --git a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainDrive.cpp b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainDrive.cpp index 9521cf95..1a5b6cb5 100644 --- a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainDrive.cpp +++ b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainDrive.cpp @@ -42,7 +42,6 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com // local includes #include "plAvBrainDrive.h" #include "plArmatureMod.h" -#include "plAvCallbackAction.h" // global includes #include "hsTimer.h" diff --git a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainGeneric.cpp b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainGeneric.cpp index d20862b9..32655893 100644 --- a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainGeneric.cpp +++ b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainGeneric.cpp @@ -39,7 +39,6 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com Mead, WA 99021 *==LICENSE==*/ -#include "plAvCallbackAction.h" // havok-contaminated file: must go first // singular #include "plAvBrainGeneric.h" @@ -94,7 +93,6 @@ plAvBrainGeneric::plAvBrainGeneric() fFadeIn(0.0f), fFadeOut(0.0f), fMoveMode(kMoveRelative), - fCallbackAction(nil), fBodyUsage(plAGAnim::kBodyUnknown) { } @@ -122,7 +120,6 @@ plAvBrainGeneric::plAvBrainGeneric(plAnimStageVec *stages, fFadeIn(fadeIn), fFadeOut(fadeOut), fMoveMode(moveMode), - fCallbackAction(nil), fBodyUsage(plAGAnim::kBodyUnknown) { } @@ -141,7 +138,6 @@ plAvBrainGeneric::plAvBrainGeneric(UInt32 exitFlags, float fadeIn, float fadeOut fFadeIn(fadeIn), fFadeOut(fadeOut), fMoveMode(moveMode), - fCallbackAction(nil), fBodyUsage(plAGAnim::kBodyUnknown) { diff --git a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainGeneric.h b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainGeneric.h index 79be24fc..fc3c16c2 100644 --- a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainGeneric.h +++ b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainGeneric.h @@ -49,7 +49,6 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com class plAnimStage; class plAnimStageVec; class plAvBrainGenericMsg; -class plHorizontalFreezeAction; class plNotifyMsg; /** \class plAvBrainGeneric @@ -300,7 +299,6 @@ protected: int fCurStage; // which stage are we playing? (zero-based) BrainType fType; // what type of brain are we? UInt32 fExitFlags; // what will cause us to exit? - plHorizontalFreezeAction *fCallbackAction; bool fForward; // are we currently moving forward or backward through the stages? // this is used by the "auto-" movement types in the stages diff --git a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainHuman.cpp b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainHuman.cpp index b6acd180..62ac40e5 100644 --- a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainHuman.cpp +++ b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainHuman.cpp @@ -42,9 +42,7 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com #include "hsConfig.h" #include "hsWindows.h" -#include "plAvCallbackAction.h" // subclasses a havok object; must be in first include section - - +#include "plPhysicalControllerCore.h" #include "plAvBrainHuman.h" #include "plAvBrainClimb.h" #include "plAvBrainDrive.h" @@ -142,7 +140,7 @@ plAvBrainHuman::TurnCurve plAvBrainHuman::GetTurnCurve(hsBool walk) plAvBrainHuman::plAvBrainHuman(bool isActor /* = false */) : fHandleAGMod(nil), fStartedTurning(-1.0f), - fCallbackAction(nil), + fWalkingStrategy(nil), fPreconditions(0), fIsActor(isActor) { @@ -156,9 +154,9 @@ hsBool plAvBrainHuman::Apply(double timeNow, hsScalar elapsed) #endif // SetTurnStrength runs first to make sure it's set to a sane value // (or cleared). RunStandardBehaviors may overwrite it. - fCallbackAction->SetTurnStrength(IGetTurnStrength(timeNow)); + fWalkingStrategy->SetTurnStrength(IGetTurnStrength(timeNow)); RunStandardBehaviors(timeNow, elapsed); - fCallbackAction->RecalcVelocity(timeNow, timeNow - elapsed, (fPreconditions & plHBehavior::kBehaviorTypeNeedsRecalcMask)); + fWalkingStrategy->RecalcVelocity(timeNow, elapsed, (fPreconditions & plHBehavior::kBehaviorTypeNeedsRecalcMask)); plArmatureBrain::Apply(timeNow, elapsed); #ifndef _DEBUG @@ -179,13 +177,13 @@ void plAvBrainHuman::Activate(plArmatureModBase *avMod) IInitBoneMap(); IInitAnimations(); - if (!fCallbackAction) + if (!fWalkingStrategy) { plSceneObject* avObj = fArmature->GetTarget(0); plAGModifier* agMod = const_cast(plAGModifier::ConvertNoRef(FindModifierByClass(avObj, plAGModifier::Index()))); plPhysicalControllerCore* controller = avMod->GetController(); - fCallbackAction = TRACKED_NEW plWalkingController(avObj, agMod->GetApplicator(kAGPinTransform), controller); - fCallbackAction->ActivateController(); + fWalkingStrategy = TRACKED_NEW plWalkingStrategy(agMod->GetApplicator(kAGPinTransform), controller); + controller->SetMovementStrategy(fWalkingStrategy); } @@ -330,8 +328,8 @@ plAvBrainHuman::~plAvBrainHuman() delete fBehaviors[i]; fBehaviors.Reset(); - delete fCallbackAction; - fCallbackAction = nil; + delete fWalkingStrategy; + fWalkingStrategy = nil; } void plAvBrainHuman::Deactivate() @@ -364,7 +362,7 @@ void plAvBrainHuman::Resume() if (fAvMod->GetInputFlag(S_PUSH_TO_TALK)) IChatOn(); - fCallbackAction->Reset(false); + fWalkingStrategy->Reset(false); plArmatureBrain::Resume(); } @@ -468,25 +466,23 @@ hsBool plAvBrainHuman::MsgReceive(plMessage * msg) { if(ride->Entering()) { - //plAvBrainRideAnimatedPhysical *rideBrain = TRACKED_NEW plAvBrainRideAnimatedPhysical(); - //fAvMod->PushBrain(rideBrain); - delete fCallbackAction; + // Switch to dynamic walking strategy + delete fWalkingStrategy; plSceneObject* avObj = fArmature->GetTarget(0); plAGModifier* agMod = const_cast(plAGModifier::ConvertNoRef(FindModifierByClass(avObj, plAGModifier::Index()))); plPhysicalControllerCore* controller = fAvMod->GetController(); - fCallbackAction= TRACKED_NEW plRidingAnimatedPhysicalController(avObj, agMod->GetApplicator(kAGPinTransform), controller); - fCallbackAction->ActivateController(); - + fWalkingStrategy = TRACKED_NEW plDynamicWalkingStrategy(agMod->GetApplicator(kAGPinTransform), controller); + controller->SetMovementStrategy(fWalkingStrategy); } else { - delete fCallbackAction; + // Restore default walking strategy + delete fWalkingStrategy; plSceneObject* avObj = fArmature->GetTarget(0); plAGModifier* agMod = const_cast(plAGModifier::ConvertNoRef(FindModifierByClass(avObj, plAGModifier::Index()))); plPhysicalControllerCore* controller = fAvMod->GetController(); - fCallbackAction= TRACKED_NEW plWalkingController(avObj, agMod->GetApplicator(kAGPinTransform), controller); - fCallbackAction->ActivateController(); - //hsStatusMessage("Got an exiting ride animated physical message"); + fWalkingStrategy = TRACKED_NEW plWalkingStrategy(agMod->GetApplicator(kAGPinTransform), controller); + controller->SetMovementStrategy(fWalkingStrategy); } } @@ -560,8 +556,8 @@ hsScalar plAvBrainHuman::IGetTurnStrength(double timeNow) // Turning based on keypress if ((turnLeftStrength > 0.f) || (turnRightStrength > 0.f) - || (!fCallbackAction->IsOnGround() - && !fCallbackAction->IsControlledFlight()) + || (!fWalkingStrategy->IsOnGround() + && !fWalkingStrategy->IsControlledFlight()) ) { float t = (float)(timeNow - fStartedTurning); float turnSpeed; @@ -593,7 +589,7 @@ hsScalar plAvBrainHuman::IGetTurnStrength(double timeNow) result += fAvMod->GetKeyTurnStrength() * turnSpeed; } - if (!fCallbackAction->IsControlledFlight()) + if (!fWalkingStrategy->IsControlledFlight()) result += fAvMod->GetAnalogTurnStrength() * maxTurnSpeed; return result; @@ -650,7 +646,7 @@ void plAvBrainHuman::ResetIdle() void plAvBrainHuman::IdleOnly(bool instantOff) { - if (!fCallbackAction) + if (!fWalkingStrategy) return; hsScalar rate = instantOff ? 0.f : 1.f; @@ -676,7 +672,7 @@ bool plAvBrainHuman::IsMovementZeroBlend() void plAvBrainHuman::TurnToPoint(hsPoint3 point) { - if (!fCallbackAction->IsOnGround() || IsRunningTask() || fAvMod->GetCurrentBrain() != this || !IsMovementZeroBlend()) + if (!fWalkingStrategy->IsOnGround() || IsRunningTask() || fAvMod->GetCurrentBrain() != this || !IsMovementZeroBlend()) return; hsPoint3 avPos; @@ -875,23 +871,23 @@ void plAvBrainHuman::Spawn(double timeNow) hsBool plAvBrainHuman::LeaveAge() { plPhysicalControllerCore* controller = fAvMod->GetController(); - if(!controller->BehavingLikeAnAnimatedPhysical()) + + // If our current walking strategy is dynamic, restore the default kinematic strategy. + if (!fWalkingStrategy->IsKinematic()) { - controller->BehaveLikeAnimatedPhysical(true); - delete fCallbackAction; + delete fWalkingStrategy; plSceneObject* avObj = fArmature->GetTarget(0); plAGModifier* agMod = const_cast(plAGModifier::ConvertNoRef(FindModifierByClass(avObj, plAGModifier::Index()))); - fCallbackAction= TRACKED_NEW plWalkingController(avObj, agMod->GetApplicator(kAGPinTransform), controller); - fCallbackAction->ActivateController(); + fWalkingStrategy = TRACKED_NEW plWalkingStrategy(agMod->GetApplicator(kAGPinTransform), controller); } - plArmatureBrain::LeaveAge(); - + fWalkingStrategy->Reset(true); + + plArmatureBrain::LeaveAge(); // pin the physical so it doesn't fall when the world is deleted fAvMod->EnablePhysics(false); - // this will get set to true when we hit ground - fCallbackAction->Reset(true); + return false; } @@ -901,11 +897,10 @@ void plAvBrainHuman::DumpToDebugDisplay(int &x, int &y, int lineHeight, char *st debugTxt.DrawString(x, y, strBuf); y += lineHeight; - const char *grounded = fCallbackAction->IsOnGround() ? "yes" : "no"; - const char *falseGrounded = fCallbackAction->IsOnFalseGround() ? "yes" : "no"; - const char *pushing = (fCallbackAction->GetPushingPhysical() ? (fCallbackAction->GetFacingPushingPhysical() ? "facing" : "behind") : "none"); - sprintf(strBuf, "Ground: %3s, FalseGround: %3s, AirTime: %5.2f (Peak: %5.2f), PushingPhys: %6s", - grounded, falseGrounded, fCallbackAction->GetAirTime(), fCallbackAction->GetImpactTime(), pushing); + const char *grounded = fWalkingStrategy->IsOnGround() ? "yes" : "no"; + const char *pushing = (fWalkingStrategy->GetPushingPhysical() ? (fWalkingStrategy->GetFacingPushingPhysical() ? "facing" : "behind") : "none"); + sprintf(strBuf, "Ground: %3s, AirTime: %5.2f (Peak: %5.2f), PushingPhys: %6s", + grounded, fWalkingStrategy->GetAirTime(), fWalkingStrategy->GetImpactTime(), pushing); debugTxt.DrawString(x, y, strBuf); y += lineHeight; @@ -1018,8 +1013,8 @@ hsBool Run::PreCondition(double time, float elapsed) { if (fAnim) { - if (fAvMod->ForwardKeyDown() && fAvMod->FastKeyDown() && fHuBrain->fCallbackAction->IsOnGround() && - (!fHuBrain->fCallbackAction->GetPushingPhysical() || !fHuBrain->fCallbackAction->GetFacingPushingPhysical())) + if (fAvMod->ForwardKeyDown() && fAvMod->FastKeyDown() && fHuBrain->fWalkingStrategy->IsOnGround() && + (!fHuBrain->fWalkingStrategy->GetPushingPhysical() || !fHuBrain->fWalkingStrategy->GetFacingPushingPhysical())) return true; } return false; @@ -1029,8 +1024,8 @@ hsBool Walk::PreCondition(double time, float elapsed) { if (fAnim) { - if (fAvMod->ForwardKeyDown() && !fAvMod->FastKeyDown() && fHuBrain->fCallbackAction->IsOnGround() && - (!fHuBrain->fCallbackAction->GetPushingPhysical() || !fHuBrain->fCallbackAction->GetFacingPushingPhysical())) + if (fAvMod->ForwardKeyDown() && !fAvMod->FastKeyDown() && fHuBrain->fWalkingStrategy->IsOnGround() && + (!fHuBrain->fWalkingStrategy->GetPushingPhysical() || !fHuBrain->fWalkingStrategy->GetFacingPushingPhysical())) return true; } return false; @@ -1040,8 +1035,8 @@ hsBool WalkBack::PreCondition(double time, float elapsed) { if (fAnim) { - if (fAvMod->BackwardKeyDown() && !fAvMod->ForwardKeyDown() && fHuBrain->fCallbackAction->IsOnGround() && - (!fHuBrain->fCallbackAction->GetPushingPhysical() || fHuBrain->fCallbackAction->GetFacingPushingPhysical())) + if (fAvMod->BackwardKeyDown() && !fAvMod->ForwardKeyDown() && fHuBrain->fWalkingStrategy->IsOnGround() && + (!fHuBrain->fWalkingStrategy->GetPushingPhysical() || fHuBrain->fWalkingStrategy->GetFacingPushingPhysical())) return true; } return false; @@ -1054,7 +1049,7 @@ hsBool StepLeft::PreCondition(double time, float elapsed) return ((fAvMod->StrafeLeftKeyDown() || (fAvMod->StrafeKeyDown() && fAvMod->TurnLeftKeyDown())) && !(fAvMod->StrafeRightKeyDown() || (fAvMod->StrafeKeyDown() && fAvMod->TurnRightKeyDown())) && !(fAvMod->ForwardKeyDown() || fAvMod->BackwardKeyDown()) && - fHuBrain->fCallbackAction->IsOnGround()); + fHuBrain->fWalkingStrategy->IsOnGround()); } return false; } @@ -1066,7 +1061,7 @@ hsBool StepRight::PreCondition(double time, float elapsed) return ((fAvMod->StrafeRightKeyDown() || (fAvMod->StrafeKeyDown() && fAvMod->TurnRightKeyDown())) && !(fAvMod->StrafeLeftKeyDown() || (fAvMod->StrafeKeyDown() && fAvMod->TurnLeftKeyDown())) && !(fAvMod->ForwardKeyDown() || fAvMod->BackwardKeyDown()) && - fHuBrain->fCallbackAction->IsOnGround()); + fHuBrain->fWalkingStrategy->IsOnGround()); } return false; } @@ -1107,8 +1102,8 @@ hsBool MovingTurnLeft::PreCondition(double time, float elapsed) { if (fAvMod->GetTurnStrength() > 0) { - if (fHuBrain->fCallbackAction->IsOnGround() && (fAvMod->ForwardKeyDown() || fAvMod->BackwardKeyDown()) && - (!fHuBrain->fCallbackAction->GetPushingPhysical() || !fHuBrain->fCallbackAction->GetFacingPushingPhysical())) + if (fHuBrain->fWalkingStrategy->IsOnGround() && (fAvMod->ForwardKeyDown() || fAvMod->BackwardKeyDown()) && + (!fHuBrain->fWalkingStrategy->GetPushingPhysical() || !fHuBrain->fWalkingStrategy->GetFacingPushingPhysical())) return true; } return false; @@ -1118,8 +1113,8 @@ hsBool MovingTurnRight::PreCondition(double time, float elapsed) { if (fAvMod->GetTurnStrength() < 0) { - if (fHuBrain->fCallbackAction->IsOnGround() && (fAvMod->ForwardKeyDown() || fAvMod->BackwardKeyDown()) && - (!fHuBrain->fCallbackAction->GetPushingPhysical() || !fHuBrain->fCallbackAction->GetFacingPushingPhysical())) + if (fHuBrain->fWalkingStrategy->IsOnGround() && (fAvMod->ForwardKeyDown() || fAvMod->BackwardKeyDown()) && + (!fHuBrain->fWalkingStrategy->GetPushingPhysical() || !fHuBrain->fWalkingStrategy->GetFacingPushingPhysical())) return true; } @@ -1128,14 +1123,14 @@ hsBool MovingTurnRight::PreCondition(double time, float elapsed) void Jump::IStart() { - fHuBrain->fCallbackAction->EnableControlledFlight(true); + fHuBrain->fWalkingStrategy->EnableControlledFlight(true); plHBehavior::IStart(); } void Jump::IStop() { - fHuBrain->fCallbackAction->EnableControlledFlight(false); + fHuBrain->fWalkingStrategy->EnableControlledFlight(false); plHBehavior::IStop(); } @@ -1146,7 +1141,7 @@ hsBool StandingJump::PreCondition(double time, float elapsed) { if (GetStrength() > 0.f) { - if (!fHuBrain->fCallbackAction->IsControlledFlight() || + if (!fHuBrain->fWalkingStrategy->IsControlledFlight() || fAnim->GetTimeConvert()->WorldToAnimTimeNoUpdate(time) >= fAnim->GetTimeConvert()->GetEnd()) { return false; @@ -1158,7 +1153,7 @@ hsBool StandingJump::PreCondition(double time, float elapsed) if (fAvMod->JumpKeyDown() && !fAvMod->ForwardKeyDown() && fAnim->GetBlend() == 0.0f && - fHuBrain->fCallbackAction->IsOnGround()) + fHuBrain->fWalkingStrategy->IsOnGround()) { if (fAvMod->ConsumeJump()) return true; @@ -1174,7 +1169,7 @@ hsBool WalkingJump::PreCondition(double time, float elapsed) { if (GetStrength() > 0.f) { - if (!fHuBrain->fCallbackAction->IsControlledFlight() || + if (!fHuBrain->fWalkingStrategy->IsControlledFlight() || fAnim->GetTimeConvert()->WorldToAnimTimeNoUpdate(time) >= fAnim->GetTimeConvert()->GetEnd()) { return false; @@ -1187,8 +1182,8 @@ hsBool WalkingJump::PreCondition(double time, float elapsed) !fAvMod->FastKeyDown() && fAvMod->ForwardKeyDown() && fAnim->GetBlend() == 0.0f && - fHuBrain->fCallbackAction->IsOnGround() && - (!fHuBrain->fCallbackAction->GetPushingPhysical() || !fHuBrain->fCallbackAction->GetFacingPushingPhysical())) + fHuBrain->fWalkingStrategy->IsOnGround() && + (!fHuBrain->fWalkingStrategy->GetPushingPhysical() || !fHuBrain->fWalkingStrategy->GetFacingPushingPhysical())) { if (fAvMod->ConsumeJump()) return true; @@ -1204,7 +1199,7 @@ hsBool RunningJump::PreCondition(double time, float elapsed) { if (GetStrength() > 0.f) { - if (!fHuBrain->fCallbackAction->IsControlledFlight() || + if (!fHuBrain->fWalkingStrategy->IsControlledFlight() || fAnim->GetTimeConvert()->WorldToAnimTimeNoUpdate(time) >= fAnim->GetTimeConvert()->GetEnd()) { return false; @@ -1217,8 +1212,8 @@ hsBool RunningJump::PreCondition(double time, float elapsed) fAvMod->ForwardKeyDown() && fAvMod->FastKeyDown() && fAnim->GetBlend() == 0.0f && - fHuBrain->fCallbackAction->IsOnGround() && - (!fHuBrain->fCallbackAction->GetPushingPhysical() || !fHuBrain->fCallbackAction->GetFacingPushingPhysical())) + fHuBrain->fWalkingStrategy->IsOnGround() && + (!fHuBrain->fWalkingStrategy->GetPushingPhysical() || !fHuBrain->fWalkingStrategy->GetFacingPushingPhysical())) { if (fAvMod->ConsumeJump()) return true; @@ -1243,13 +1238,13 @@ hsBool RunningImpact::PreCondition(double time, float elapsed) { if (fDuration > 0.0f) fDuration = fDuration - elapsed; - else if (fHuBrain->fCallbackAction->IsOnGround() && fHuBrain->fCallbackAction->GetImpactTime() > kMinAirTime) + else if (fHuBrain->fWalkingStrategy->IsOnGround() && fHuBrain->fWalkingStrategy->GetImpactTime() > kMinAirTime) { - if (fHuBrain->fCallbackAction->GetImpactVelocity().fZ < -kMinImpactVel) + if (fHuBrain->fWalkingStrategy->GetImpactVelocity().fZ < -kMinImpactVel) { - if (fHuBrain->fCallbackAction->GetImpactVelocity().fY < kRunningImpactThresh) + if (fHuBrain->fWalkingStrategy->GetImpactVelocity().fY < kRunningImpactThresh) { - fMaxBlend = 0.5f + (0.5f * (-fHuBrain->fCallbackAction->GetImpactVelocity().fZ / (kFullImpactVel - kMinImpactVel))); + fMaxBlend = 0.5f + (0.5f * (-fHuBrain->fWalkingStrategy->GetImpactVelocity().fZ / (kFullImpactVel - kMinImpactVel))); if (fMaxBlend > 1) fMaxBlend = 1; fDuration = 1.0f / fFadeIn; @@ -1273,13 +1268,13 @@ hsBool GroundImpact::PreCondition(double time, float elapsed) bool result = false; if (fDuration > 0.0f) fDuration = fDuration - elapsed; - else if (fHuBrain->fCallbackAction->IsOnGround() && fHuBrain->fCallbackAction->GetImpactTime() > kMinAirTime) + else if (fHuBrain->fWalkingStrategy->IsOnGround() && fHuBrain->fWalkingStrategy->GetImpactTime() > kMinAirTime) { - if (fHuBrain->fCallbackAction->GetImpactVelocity().fZ < -kMinImpactVel) + if (fHuBrain->fWalkingStrategy->GetImpactVelocity().fZ < -kMinImpactVel) { - if (fHuBrain->fCallbackAction->GetImpactVelocity().fY >= kRunningImpactThresh) + if (fHuBrain->fWalkingStrategy->GetImpactVelocity().fY >= kRunningImpactThresh) { - fMaxBlend = 0.5f + (0.5f * (-fHuBrain->fCallbackAction->GetImpactVelocity().fZ / (kFullImpactVel - kMinImpactVel))); + fMaxBlend = 0.5f + (0.5f * (-fHuBrain->fWalkingStrategy->GetImpactVelocity().fZ / (kFullImpactVel - kMinImpactVel))); if (fMaxBlend > 1) fMaxBlend = 1; fDuration = 1.0f / fFadeIn; @@ -1298,7 +1293,7 @@ void GroundImpact::IStop() hsBool Fall::PreCondition(double time, float elapsed) { - return !fHuBrain->fCallbackAction->IsOnGround() && fHuBrain->fCallbackAction->HitGroundInThisAge(); + return !fHuBrain->fWalkingStrategy->IsOnGround() && fHuBrain->fWalkingStrategy->HitGroundInThisAge(); } void Fall::Process(double time, float elapsed) @@ -1310,7 +1305,7 @@ void Fall::Process(double time, float elapsed) if (fAnim && fAnim->GetBlend() > 0.8) { float panicThresh = plAvBrainHuman::kAirTimePanicThreshold; - if (panicThresh > 0.0f && fHuBrain->fCallbackAction->GetAirTime() > panicThresh) + if (panicThresh > 0.0f && fHuBrain->fWalkingStrategy->GetAirTime() > panicThresh) { fHuBrain->IdleOnly(); // clear the fall state; we're going somewhere new fAvMod->PanicLink(); @@ -1327,7 +1322,7 @@ void Push::Process(double time, float elapsed) fAvMod->GetPositionAndRotationSim(&pos, &rot); hsPoint3 lookAt; - fHuBrain->fCallbackAction->GetPushingPhysical()->GetPositionSim(lookAt); + fHuBrain->fWalkingStrategy->GetPushingPhysical()->GetPositionSim(lookAt); hsVector3 up(0.f, 0.f, 1.f); hsScalar angle = hsATan2(lookAt.fY - pos.fY, lookAt.fX - pos.fX) + hsScalarPI / 2; hsQuat targRot(angle, &up); @@ -1341,23 +1336,23 @@ void Push::Process(double time, float elapsed) globFwd = rot.Rotate(&globFwd); if (globFwd.fX < 0) - fHuBrain->fCallbackAction->SetTurnStrength(-turnSpeed); + fHuBrain->fWalkingStrategy->SetTurnStrength(-turnSpeed); else - fHuBrain->fCallbackAction->SetTurnStrength(turnSpeed); + fHuBrain->fWalkingStrategy->SetTurnStrength(turnSpeed); } //hsBool PushIdle::PreCondition(double time, float elapsed) //{ -// return (fHuBrain->fCallbackAction->GetPushingPhysical() && -// fHuBrain->fCallbackAction->IsOnGround() && +// return (fHuBrain->fWalkingStrategy->GetPushingPhysical() && +// fHuBrain->fWalkingStrategy->IsOnGround() && // !fAvMod->TurnLeftKeyDown() && !fAvMod->TurnRightKeyDown() // && fAvMod->GetTurnStrength() == 0); //} hsBool PushWalk::PreCondition(double time, float elapsed) { - return (fHuBrain->fCallbackAction->GetPushingPhysical() && fHuBrain->fCallbackAction->GetFacingPushingPhysical() && - fHuBrain->fCallbackAction->IsOnGround() && + return (fHuBrain->fWalkingStrategy->GetPushingPhysical() && fHuBrain->fWalkingStrategy->GetFacingPushingPhysical() && + fHuBrain->fWalkingStrategy->IsOnGround() && fAvMod->ForwardKeyDown()); } @@ -1372,7 +1367,7 @@ bool PushSimpleMultiStage(plArmatureMod *avatar, const char *enterAnim, const ch { plAvBrainHuman *huBrain = plAvBrainHuman::ConvertNoRef(avatar->FindBrainByClass(plAvBrainHuman::Index())); const char *names[3] = {enterAnim, idleAnim, exitAnim}; - if (!huBrain || !huBrain->fCallbackAction->IsOnGround() || !huBrain->fCallbackAction->HitGroundInThisAge() || huBrain->IsRunningTask() || + if (!huBrain || !huBrain->fWalkingStrategy->IsOnGround() || !huBrain->fWalkingStrategy->HitGroundInThisAge() || huBrain->IsRunningTask() || !avatar->IsPhysicsEnabled() || avatar->FindMatchingGenericBrain(names, 3)) return false; @@ -1436,7 +1431,7 @@ bool AvatarEmote(plArmatureMod *avatar, const char *emoteName) if (swimBrain && swimBrain->IsSwimming()) return false; - if (huBrain && huBrain->fCallbackAction->IsOnGround() && huBrain->fCallbackAction->HitGroundInThisAge() && !huBrain->IsRunningTask() && + if (huBrain && huBrain->fWalkingStrategy->IsOnGround() && huBrain->fWalkingStrategy->HitGroundInThisAge() && !huBrain->IsRunningTask() && emote && !alreadyActive && avatar->IsPhysicsEnabled()) { plKey avKey = avatar->GetKey(); diff --git a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainHuman.h b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainHuman.h index 008c0324..1544d151 100644 --- a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainHuman.h +++ b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainHuman.h @@ -58,7 +58,7 @@ class plAGAnimInstance; class plAvTask; class plAvTaskMsg; class plAvBrainHuman; -class plWalkingController; +class plWalkingStrategy; class plArmatureUpdateMsg; class plClimbMsg; class plControlEventMsg; @@ -164,7 +164,7 @@ public: static const hsScalar kControlledFlightThreshold; static const hsScalar kAirTimeThreshold; static const hsScalar kAirTimePanicThreshold; - plWalkingController* fCallbackAction; + plWalkingStrategy* fWalkingStrategy; protected: plAGAnim *FindCustomAnim(const char *baseName); diff --git a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainRideAnimatedPhysical.cpp b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainRideAnimatedPhysical.cpp index 85a1d975..8c71b456 100644 --- a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainRideAnimatedPhysical.cpp +++ b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainRideAnimatedPhysical.cpp @@ -44,7 +44,7 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com #include "plAvBrainHuman.h" #include "plAvBrain.h" -#include "plAvCallbackAction.h" +#include "plPhysicalControllerCore.h" #include "../plMessage/plRideAnimatedPhysMsg.h" @@ -52,20 +52,19 @@ void plAvBrainRideAnimatedPhysical::Activate(plArmatureModBase *avMod) { plArmatureBrain::Activate(avMod); IInitAnimations(); - if (!fCallbackAction) + if (!fWalkingStrategy) { plSceneObject* avObj = fArmature->GetTarget(0); plAGModifier* agMod = const_cast(plAGModifier::ConvertNoRef(FindModifierByClass(avObj, plAGModifier::Index()))); plPhysicalControllerCore* controller = avMod->GetController(); - fCallbackAction = TRACKED_NEW plRidingAnimatedPhysicalController(avObj, agMod->GetApplicator(kAGPinTransform), controller); - fCallbackAction->ActivateController(); + fWalkingStrategy = TRACKED_NEW plDynamicWalkingStrategy(agMod->GetApplicator(kAGPinTransform), controller); + controller->SetMovementStrategy(fWalkingStrategy); } } plAvBrainRideAnimatedPhysical::~plAvBrainRideAnimatedPhysical() { - delete fCallbackAction; - fCallbackAction=nil; - + delete fWalkingStrategy; + fWalkingStrategy = nil; } void plAvBrainRideAnimatedPhysical::Deactivate() diff --git a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainRideAnimatedPhysical.h b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainRideAnimatedPhysical.h index 6e02bbe2..520dfb96 100644 --- a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainRideAnimatedPhysical.h +++ b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainRideAnimatedPhysical.h @@ -41,8 +41,6 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com *==LICENSE==*/ #include "plAvBrainHuman.h" -class plRidingAnimatedPhysicalController; - class plAvBrainRideAnimatedPhysical : public plAvBrainHuman { public: diff --git a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainSwim.cpp b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainSwim.cpp index 3f0bd8ca..1499b36f 100644 --- a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainSwim.cpp +++ b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainSwim.cpp @@ -46,10 +46,6 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com // ///////////////////////////////////////////////////////////////////////////////////////// -//#include -//#include -#include "plAntiGravAction.h" // descends from Havok class, so must be included first, like havok objects - // singular #include "plAvBrainSwim.h" @@ -69,7 +65,6 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com #include "hsTimer.h" #include "plPhysical.h" #include "plPhysicalControllerCore.h" -#include "plAvCallbackAction.h" // other #include "../plPhysical/plCollisionDetector.h" #include "../plPipeline/plDebugText.h" @@ -180,18 +175,16 @@ public: static const float timeToMaxTurn = 0.5f; static const float incPerSec = maxTurnSpeed / timeToMaxTurn; -// hsAssert(0, "fixme physx"); - float oldSpeed = fabs(fSwimBrain->fCallbackAction->GetTurnStrength()); + float oldSpeed = fabs(fSwimBrain->fSwimStrategy->GetTurnStrength()); float thisInc = elapsed * incPerSec; float newSpeed = __min(oldSpeed + thisInc, maxTurnSpeed); - fSwimBrain->fCallbackAction->SetTurnStrength(newSpeed * fAvMod->GetKeyTurnStrength() + fAvMod->GetAnalogTurnStrength()); + fSwimBrain->fSwimStrategy->SetTurnStrength(newSpeed * fAvMod->GetKeyTurnStrength() + fAvMod->GetAnalogTurnStrength()); // the turn is actually applied during PhysicsUpdate } virtual void IStop() { -// hsAssert(0, "fixme physx"); - if (fSwimBrain->fCallbackAction) - fSwimBrain->fCallbackAction->SetTurnStrength(0.0f); + if (fSwimBrain->fSwimStrategy) + fSwimBrain->fSwimStrategy->SetTurnStrength(0.0f); plSwimBehavior::IStop(); } }; @@ -237,7 +230,7 @@ public: const hsScalar plAvBrainSwim::kMinSwimDepth = 4.0f; plAvBrainSwim::plAvBrainSwim() : - fCallbackAction(nil), + fSwimStrategy(nil), fMode(kWalking), fSurfaceDistance(0.f) { @@ -250,12 +243,9 @@ plAvBrainSwim::plAvBrainSwim() : plAvBrainSwim::~plAvBrainSwim() { - if(fCallbackAction) - { - IDetachAction(); - delete fCallbackAction; - fCallbackAction=nil; - } + delete fSwimStrategy; + fSwimStrategy = nil; + fSurfaceProbeMsg->UnRef(); int i; @@ -273,8 +263,7 @@ hsBool plAvBrainSwim::Apply(double time, hsScalar elapsed) fMode = kWading; plAvBrainHuman *huBrain = plAvBrainHuman::ConvertNoRef(fAvMod->GetNextBrain(this)); -// hsAssert(0, "fixme physx"); - if (huBrain && !huBrain->fCallbackAction->IsOnGround()) + if (huBrain && !huBrain->fWalkingStrategy->IsOnGround()) { // We're jumping in! Trigger splash effect (sound) plArmatureEffectMsg *msg = TRACKED_NEW plArmatureEffectMsg(fAvMod->GetArmatureEffects()->GetKey(), kTime); @@ -318,8 +307,7 @@ hsBool plAvBrainSwim::Apply(double time, hsScalar elapsed) // The contact check is so that if buoyancy bobs us a little too high, we don't // switch to wading only to fall again. -// hsAssert(0, "fixme physx"); - if (fSurfaceDistance < kMinSwimDepth-.5 && fCallbackAction->HadContacts()) + if (fSurfaceDistance < kMinSwimDepth-.5 && fSwimStrategy->HadContacts()) IStartWading(); } else if (fMode == kSwimming3D) @@ -346,13 +334,12 @@ hsBool plAvBrainSwim::MsgReceive(plMessage *msg) else fSurfaceDistance = -100.f; -// hsAssert(0, "fixme physx"); - if (fCallbackAction) + if (fSwimStrategy) { if (region) - fCallbackAction->SetSurface(region, fArmature->GetTarget(0)->GetLocalToWorld().GetTranslate().fZ + fSurfaceDistance); + fSwimStrategy->SetSurface(region, fArmature->GetTarget(0)->GetLocalToWorld().GetTranslate().fZ + fSurfaceDistance); else - fCallbackAction->SetSurface(nil, 0.f); + fSwimStrategy->SetSurface(nil, 0.f); } return true; } @@ -419,20 +406,16 @@ void plAvBrainSwim::Activate(plArmatureModBase* avMod) void plAvBrainSwim::Deactivate() { plArmatureBrain::Deactivate(); - - IDetachAction(); } void plAvBrainSwim::Suspend() { - if (fMode == kSwimming2D) - IDetachAction(); } void plAvBrainSwim::Resume() { if (fMode == kSwimming2D) - IAttachAction(); + fSwimStrategy->Reset(false); } bool plAvBrainSwim::IsWalking() @@ -460,8 +443,6 @@ void plAvBrainSwim::IStartWading() for (i = 0; i < fBehaviors.GetCount(); i++) fBehaviors[i]->SetStrength(0.f, 2.f); - IDetachAction(); - if (fAvMod->IsLocalAvatar()) { plCameraMsg* pMsg = TRACKED_NEW plCameraMsg; @@ -479,7 +460,16 @@ void plAvBrainSwim::IStartSwimming(bool is2D) plArmatureBrain *nextBrain = fAvMod->GetNextBrain(this); nextBrain->Suspend(); - IAttachAction(); + if (!fSwimStrategy) + { + plSceneObject * avObj = fArmature->GetTarget(0); + plAGModifier *agMod = const_cast(plAGModifier::ConvertNoRef(FindModifierByClass(avObj, plAGModifier::Index()))); + plPhysicalControllerCore *controller = fAvMod->GetController(); + fSwimStrategy = new plSwimStrategy(agMod->GetApplicator(kAGPinTransform), controller); + } + + fSwimStrategy->Reset(false); + if (is2D) fMode = kSwimming2D; else @@ -509,8 +499,8 @@ hsBool plAvBrainSwim::IProcessSwimming2D(double time, float elapsed) else behavior->SetStrength(0.f, 2.f); } -// hsAssert(0, "fixme physx"); - fCallbackAction->RecalcVelocity(time, time - elapsed); + + fSwimStrategy->RecalcVelocity(time, elapsed); return true; } @@ -568,59 +558,6 @@ hsBool plAvBrainSwim::IInitAnimations() return true; } -bool plAvBrainSwim::IAttachAction() -{ - bool result = false; - if(fAvMod) - { -// hsAssert(0, "fixme physx"); - plPhysicalControllerCore *physical = fAvMod->GetController(); - - if (physical) - { - if (!fCallbackAction) - { - plSceneObject * avObj = fArmature->GetTarget(0); - plAGModifier *agMod = const_cast(plAGModifier::ConvertNoRef(FindModifierByClass(avObj, plAGModifier::Index()))); - fCallbackAction = new plSwimmingController(avObj, agMod->GetApplicator(kAGPinTransform),physical); -// physical->AttachAction(fCallbackAction, true, false); - result = true; - } - else - { - fCallbackAction->ActivateController(); - } - - } - } - return result; -} - -bool plAvBrainSwim::IDetachAction() -{ - bool result = false; - - if (fCallbackAction) - { -// hsAssert(0, "fixme physx"); -// plPhysical *physical = fAvMod->GetPhysical(); -// -// if(physical) -// { -// physical->RemoveAction(fCallbackAction); -// result = true; // there was an action and we removed it -// } - - // TODO: We get a compiler warning about deleting a pointer to an - // undefined class. So, who knows what the code is actually doing. - // Seems bad. Just putting a note in here for whoever fixes the - // physx issue. - //delete fCallbackAction; - //fCallbackAction = nil; - } - return result; -} - void plAvBrainSwim::IProbeSurface() { hsPoint3 ourPos = fAvMod->GetTarget(0)->GetLocalToWorld().GetTranslate(); @@ -676,21 +613,15 @@ void plAvBrainSwim::DumpToDebugDisplay(int &x, int &y, int lineHeight, char *str debugTxt.DrawString(x, y, strBuf); y += lineHeight; + float buoy = fSwimStrategy ? fSwimStrategy->GetBuoyancy() : 0.0f; + sprintf(strBuf, "Distance to surface: %f Buoyancy: %f", fSurfaceDistance, buoy); + debugTxt.DrawString(x, y, strBuf); + y += lineHeight; -// hsAssert(0, "fixme physx"); -// float buoy = fCallbackAction? fCallbackAction->GetBuoyancy() : 0.0f; -// sprintf(strBuf, "Distance to surface: %f Buoyancy: %f", fSurfaceDistance, buoy); -// debugTxt.DrawString(x, y, strBuf); -// y += lineHeight; -// -// hsVector3 linV; -// fAvMod->GetPhysical()->GetLinearVelocitySim(linV); -// hsVector3 angV; -// fAvMod->GetPhysical()->GetAngularVelocitySim(angV); -// hsScalar angle = angV.fZ > 0 ? angV.Magnitude() : -angV.Magnitude(); -// sprintf(strBuf, "Velocity: Linear (%5.2f, %5.2f, %5.2f), Angular %5.2f", linV.fX, linV.fY, linV.fZ, angle); -// debugTxt.DrawString(x, y, strBuf); -// y += lineHeight; + hsVector3 linV = fAvMod->GetController()->GetAchievedLinearVelocity(); + sprintf(strBuf, "Linear Velocity: (%5.2f, %5.2f, %5.2f)", linV.fX, linV.fY, linV.fZ); + debugTxt.DrawString(x, y, strBuf); + y += lineHeight; int i; for (i = 0; i < fBehaviors.GetCount(); i++) diff --git a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainSwim.h b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainSwim.h index b75651ef..d3e9f83b 100644 --- a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainSwim.h +++ b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvBrainSwim.h @@ -47,11 +47,10 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com #include "../pnKeyedObject/plKey.h" class plArmatureMod; -class plAntiGravAction; class plControlEventMsg; class plLOSRequestMsg; class plSwimRegionInterface; -class plSwimmingController; +class plSwimStrategy; class plAvBrainSwim : public plArmatureBrain { public: @@ -73,7 +72,7 @@ public: bool IsSwimming(); hsScalar GetSurfaceDistance() { return fSurfaceDistance; } - plSwimmingController *fCallbackAction; + plSwimStrategy *fSwimStrategy; static const hsScalar kMinSwimDepth; protected: @@ -86,8 +85,6 @@ protected: hsBool IProcessBehaviors(double time, float elapsed); virtual hsBool IInitAnimations(); - bool IAttachAction(); - bool IDetachAction(); void IProbeSurface(); hsBool IHandleControlMsg(plControlEventMsg* msg); float IGetTargetZ(); diff --git a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvCallbackAction.cpp b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvCallbackAction.cpp deleted file mode 100644 index c192f3b9..00000000 --- a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvCallbackAction.cpp +++ /dev/null @@ -1,579 +0,0 @@ -/*==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 . - -Additional permissions under GNU GPL version 3 section 7 - -If you modify this Program, or any covered work, by linking or -combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, -NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent -JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK -(or a modified version of those libraries), -containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, -PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG -JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the -licensors of this Program grant you additional -permission to convey the resulting work. Corresponding Source for a -non-source form of such a combination shall include the source code for -the parts of OpenSSL and IJG JPEG Library used as well as that of the covered -work. - -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 "plAvCallbackAction.h" -#include "../plMessage/plLOSHitMsg.h" - -#include "plArmatureMod.h" // for LOS enum type -#include "plMatrixChannel.h" -#include "hsTimer.h" -#include "plPhysicalControllerCore.h" - -// Generic geom utils. -hsBool LinearVelocity(hsVector3 &outputV, float elapsed, hsMatrix44 &prevMat, hsMatrix44 &curMat); -void AngularVelocity(hsScalar &outputV, float elapsed, hsMatrix44 &prevMat, hsMatrix44 &curMat); -float AngleRad2d (float x1, float y1, float x3, float y3); -inline hsVector3 GetYAxis(hsMatrix44 &mat) -{ - return hsVector3(mat.fMap[1][0], mat.fMap[1][1], mat.fMap[1][2]); -} - -plAnimatedController::plAnimatedController(plSceneObject* rootObject, plAGApplicator* rootApp, plPhysicalControllerCore* controller) - : fRootObject(rootObject) - , fRootApp(rootApp) - , fController(controller) - , fTurnStr(0.f) - , fAnimAngVel(0.f) - , fAnimPosVel(0.f, 0.f, 0.f) -{ -} - -void plAnimatedController::RecalcVelocity(double timeNow, double timePrev, hsBool useAnim /* = true */) -{ - if (useAnim) - { - // while you may think it would be correct to cache this, - // what we're actually asking is "what would the animation's - // position be at the previous time given its *current* - // parameters (particularly blends)" - hsMatrix44 prevMat = ((plMatrixChannel *)fRootApp->GetChannel())->Value(timePrev, true); - hsMatrix44 curMat = ((plMatrixChannel *)fRootApp->GetChannel())->Value(timeNow, true); - - // If we get a valid linear velocity (ie, we didn't wrap around in the anim), - // use it. Otherwise just reuse the previous frames velocity. - hsVector3 linearVel; - if (LinearVelocity(linearVel, (float)(timeNow - timePrev), prevMat, curMat)) - fAnimPosVel = linearVel; - - // Automatically sets fAnimAngVel - AngularVelocity(fAnimAngVel, (float)(timeNow - timePrev), prevMat, curMat); - } - else - { - fAnimPosVel.Set(0.f, 0.f, 0.f); - fAnimAngVel = 0.f; - } - - if (fController) - fController->SetVelocities(fAnimPosVel, fAnimAngVel + fTurnStr); -} - -/////////////////////////////////////////////////////////////////////////// - -const hsScalar plWalkingController::kControlledFlightThreshold = 1.f; // seconds - -plWalkingController::plWalkingController(plSceneObject* rootObject, plAGApplicator* rootApp, plPhysicalControllerCore* controller) - : plAnimatedController(rootObject, rootApp, controller) - , fHitGroundInThisAge(false) - , fWaitingForGround(false) - , fControlledFlightTime(0) - , fControlledFlight(0) - , fImpactTime(0.f) - , fImpactVelocity(0.f, 0.f, 0.f) - , fClearImpact(false) - , fGroundLastFrame(false) -{ - if (fController) - { - fWalkingStrategy= TRACKED_NEW plWalkingStrategy(fController); - fController->SetMovementSimulationInterface(fWalkingStrategy); - } - else - fWalkingStrategy = nil; -} - -void plWalkingController::RecalcVelocity(double timeNow, double timePrev, hsBool useAnim) -{ - if (!fHitGroundInThisAge && fController && fController->IsEnabled() && fWalkingStrategy->IsOnGround()) - fHitGroundInThisAge = true; // if we're not pinned and we're not in an age yet, we are now. - - if (fClearImpact) - { - fImpactTime = 0.f; - fImpactVelocity.Set(0.f, 0.f, 0.f); - } - - if (fController && !fWalkingStrategy->IsOnGround()) - { - // PhysX Hack - // LinearVelocity is always (0,0,0) outside the PhysController - fImpactTime = fWalkingStrategy->GetAirTime(); - fImpactVelocity = fController->GetAchievedLinearVelocity(); - // convert orientation from subworld to avatar-local coordinates - fImpactVelocity = (hsVector3)fController->GetLocalRotation().Rotate(&fImpactVelocity); - fClearImpact = false; - } - else - fClearImpact = true; - - if (IsControlledFlight()) - { - if (fWalkingStrategy && fWalkingStrategy->IsOnGround()) - fControlledFlightTime = fWalkingStrategy->GetAirTime(); - if(fGroundLastFrame&&(fWalkingStrategy && !fWalkingStrategy->IsOnGround())) - { - //we have started to leave the ground tell the movement strategy in case it cares - fWalkingStrategy->StartJump(); - } - if (fControlledFlightTime > kControlledFlightThreshold) - EnableControlledFlight(false); - } - if (fWalkingStrategy) - fGroundLastFrame = fWalkingStrategy->IsOnGround(); - else - fGroundLastFrame=false; - plAnimatedController::RecalcVelocity(timeNow, timePrev, useAnim); -} - -void plWalkingController::Reset(bool newAge) -{ - - ActivateController(); - if (newAge) - { - if (fWalkingStrategy) - fWalkingStrategy->ResetAirTime(); - fHitGroundInThisAge = false; - } -} - void plWalkingController::ActivateController() -{ - if (fWalkingStrategy) - { - fWalkingStrategy->RefreshConnectionToControllerCore(); - } - else - { - fWalkingStrategy= TRACKED_NEW plWalkingStrategy(fController); - fWalkingStrategy->RefreshConnectionToControllerCore(); - - } -} - -bool plWalkingController::EnableControlledFlight(bool status) -{ - if (status) - { - if (fControlledFlight == 0) - fControlledFlightTime = 0.f; - - ++fControlledFlight; - fWaitingForGround = true; - } - else - fControlledFlight = __max(--fControlledFlight, 0); - - return status; -} -plWalkingController::~plWalkingController() -{ - delete fWalkingStrategy; - if (fController) - fController->SetMovementSimulationInterface(nil); -} -#if 0 -void plWalkingController::Update() -{ -// double elapsed = time.asDouble() - getRefresh().asDouble(); -// setRefresh(time); -// -// hsBool isPhysical = !fPhysical->GetProperty(plSimulationInterface::kPinned); -// const Havok::Vector3 straightUp(0.0f, 0.0f, 1.0f); -// hsBool alreadyInAge = fHitGroundInThisAge; -// -// int numContacts = fPhysical->GetNumContacts(); -// bool ground = false; -// fPushingPhysical = nil; -// int i, j; - -/* for(i = 0; i < numContacts; i++) - { - plHKPhysical *contactPhys = fPhysical->GetContactPhysical(i); - if (!contactPhys) - continue; // Physical no longer exists. Skip it. - - const Havok::ContactPoint *contact = fPhysical->GetContactPoint(i); - hsScalar dotUp = straightUp.dot(contact->m_normal); - if (dotUp > .5) - ground = true; - else if (contactPhys->GetProperty(plSimulationInterface::kAvAnimPushable)) - { - hsPoint3 position; - hsQuat rotation; - fPhysical->GetPositionAndRotationSim(&position, &rotation); - - hsQuat inverseRotation = rotation.Inverse(); - hsVector3 normal(contact->m_normal.x, contact->m_normal.y, contact->m_normal.z); - fFacingPushingPhysical = (inverseRotation.Rotate(&kAvatarForward).InnerProduct(normal) < 0 ? true : false); - - fPushingPhysical = contactPhys; - } - } - - // We need to check for the case where the avatar hasn't collided with "ground", but is colliding - // with a few other objects so that he's not actually falling (wedged in between some slopes). - // We do this by answering the following question (in 2d top-down space): "If you sort the contact - // normals by angle, is there a large enough gap between normals?" - // - // If you think in terms of geometry, this means a collection of surfaces are all pushing on you. - // If they're pushing from all sides, you have nowhere to go, and you won't fall. There needs to be - // a gap, so that you're pushed out and have somewhere to fall. This is the same as finding a gap - // larger than 180 degrees between sorted normals. - // - // The problem is that on top of that, the avatar needs enough force to shove him out that gap (he - // has to overcome friction). I deal with that by making the threshold (360 - (180 - 60) = 240). I've - // seen up to 220 reached in actual gameplay in a situation where we'd want this to take effect. - // This is the same running into 2 walls where the angle between them is 60. - const hsScalar threshold = hsScalarDegToRad(240); - if (!ground && numContacts >= 2) - { - // Can probably do a special case for exactly 2 contacts. Not sure if it's worth it... - - fCollisionAngles.SetCount(numContacts); - for (i = 0; i < numContacts; i++) - { - const Havok::ContactPoint *contact = fPhysical->GetContactPoint(i); - fCollisionAngles[i] = hsATan2(contact->m_normal.y, contact->m_normal.x); - } - - // numContacts is rarely larger than 6, so let's do a simple bubble sort. - for (i = 0; i < numContacts; i++) - { - for (j = i + 1; j < numContacts; j++) - { - if (fCollisionAngles[i] > fCollisionAngles[j]) - { - hsScalar tempAngle = fCollisionAngles[i]; - fCollisionAngles[i] = fCollisionAngles[j]; - fCollisionAngles[j] = tempAngle; - } - } - } - - // sorted, now we check. - for (i = 1; i < numContacts; i++) - { - if (fCollisionAngles[i] - fCollisionAngles[i - 1] >= threshold) - break; - } - - if (i == numContacts) - { - // We got to the end. Check the last with the first and make your decision. - if (!(fCollisionAngles[0] - fCollisionAngles[numContacts - 1] >= (threshold - 2 * hsScalarPI))) - ground = true; - } - } -*/ - - bool ground = fController ? fController->GotGroundHit() : true; - bool isPhysical = true; - - if (!fHitGroundInThisAge && isPhysical) - fHitGroundInThisAge = true; // if we're not pinned and we're not in an age yet, we are now. - - if (IsControlledFlight()) - fControlledFlightTime += (hsScalar)elapsed; - if (fControlledFlightTime > kControlledFlightThreshold && numContacts > 0) - EnableControlledFlight(false); - - if (ground || !isPhysical) - { - if (!IsControlledFlight() && !IsOnGround()) - { - // The first ground contact in an age doesn't count. -// if (alreadyInAge) -// { -// hsVector3 vel; -// fPhysical->GetLinearVelocitySim(vel); -// fImpactVel = vel.fZ; -// fTimeInAirPeak = (hsScalar)(fTimeInAir + elapsed); -// } - - fWaitingForGround = false; - } - fTimeInAir = 0; - } - else if (elapsed < plSimulationMgr::GetInstance()->GetMaxDelta()) - { - // If the simultation skipped a huge chunk of time, we didn't process the - // collisions, which could trick us into thinking we've just gone a long - // time without hitting ground. So we only count the time if this wasn't - // the case. - fTimeInAir += (hsScalar)elapsed; - } - - - // Tweakage so that we still fall under the right conditions. - // If we're in controlled flight, or standing still with ground solidly under us (probe hit). We only use anim velocity. -// if (!IsControlledFlight() && !(ground && fProbeHitGround && fAnimPosVel.fX == 0 && fAnimPosVel.fY == 0)) -// { -// hsVector3 curV; -// fPhysical->GetLinearVelocitySim(curV); -// fAnimPosVel.fZ = curV.fZ; -// -// // Prevents us from going airborn from running up bumps/inclines. -// if (IsOnGround() && fAnimPosVel.fZ > 0.f) -// fAnimPosVel.fZ = 0.f; -// -// // Unless we're on the ground and moving, or standing still with a probe hit, we use the sim's other axes too. -// if (!(IsOnGround() && (fProbeHitGround || fAnimPosVel.fX != 0 || fAnimPosVel.fY != 0))) -// { -// fAnimPosVel.fX = curV.fX; -// fAnimPosVel.fY = curV.fY; -// } -// } -// -// fPhysical->SetLinearVelocitySim(fAnimPosVel); -// fPhysical->SetSpin(fAnimAngVel + fTurnStr, hsVector3(0.0f, 0.0f, 1.0f)); -} -#endif - - -#if 0 - -///////////////////////////////////////////////////////////////////////// - -plSimDefs::ActionType plHorizontalFreezeAction::GetType() -{ - return plSimDefs::kHorizontalFreeze; -} - -void plHorizontalFreezeAction::apply(Havok::Subspace &s, Havok::hkTime time) -{ - double elapsed = time.asDouble() - getRefresh().asDouble(); - setRefresh(time); - - int numContacts = fPhysical->GetNumContacts(); - bool ground = false; - const Havok::Vector3 straightUp(0.0f, 0.0f, 1.0f); - 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) - ground = true; - } - - hsVector3 vel; - fPhysical->GetLinearVelocitySim(vel); - vel.fX = 0.0; - vel.fY = 0.0; - if (ground) - vel.fZ = 0; - fPhysical->SetLinearVelocitySim(vel); - fPhysical->ClearContacts(); -} -#endif -plSwimmingController::plSwimmingController(plSceneObject* rootObject, plAGApplicator* rootApp, plPhysicalControllerCore* controller) -:plAnimatedController(rootObject,rootApp,controller) -{ - if (controller) - fSwimmingStrategy= TRACKED_NEW plSwimStrategy(controller); - else - fSwimmingStrategy = nil; -} -plSwimmingController::~plSwimmingController() -{ - delete fSwimmingStrategy; -} - -plRidingAnimatedPhysicalController::plRidingAnimatedPhysicalController(plSceneObject* rootObject, plAGApplicator* rootApp, plPhysicalControllerCore* controller) -: plWalkingController(rootObject, rootApp, controller) -{ - if(controller) - fWalkingStrategy = TRACKED_NEW plRidingAnimatedPhysicalStrategy(controller); - else - fWalkingStrategy = nil; -} -plRidingAnimatedPhysicalController::~plRidingAnimatedPhysicalController() -{ - delete fWalkingStrategy; - fWalkingStrategy=nil; -} - - -////////////////////////////////////////////////////////////////////////// - - -/* -Purpose: - -ANGLE_RAD_2D returns the angle in radians swept out between two rays in 2D. - -Discussion: - -Except for the zero angle case, it should be true that - -ANGLE_RAD_2D(X1,Y1,X2,Y2,X3,Y3) -+ ANGLE_RAD_2D(X3,Y3,X2,Y2,X1,Y1) = 2 * PI - -Modified: - -19 April 1999 - -Author: - -John Burkardt - -Parameters: - -Input, float X1, Y1, X2, Y2, X3, Y3, define the rays -( X1-X2, Y1-Y2 ) and ( X3-X2, Y3-Y2 ) which in turn define the -angle, counterclockwise from ( X1-X2, Y1-Y2 ). - -Output, float ANGLE_RAD_2D, the angle swept out by the rays, measured -in radians. 0 <= ANGLE_DEG_2D < 2 PI. If either ray has zero length, -then ANGLE_RAD_2D is set to 0. -*/ - -static float AngleRad2d ( float x1, float y1, float x3, float y3 ) -{ - float value; - float x; - float y; - - x = ( x1 ) * ( x3 ) + ( y1 ) * ( y3 ); - y = ( x1 ) * ( y3 ) - ( y1 ) * ( x3 ); - - if ( x == 0.0 && y == 0.0 ) { - value = 0.0; - } - else - { - value = atan2 ( y, x ); - - if ( value < 0.0 ) - { - value = (float)(value + TWO_PI); - } - } - return value; -} - -static hsBool LinearVelocity(hsVector3 &outputV, float elapsed, hsMatrix44 &prevMat, hsMatrix44 &curMat) -{ - bool result = false; - - hsPoint3 startPos(0.0f, 0.0f, 0.0f); // default position (at start of anim) - hsPoint3 prevPos = prevMat.GetTranslate(); // position previous frame - hsPoint3 nowPos = curMat.GetTranslate(); // position current frame - - hsVector3 prev2Now = (hsVector3)(nowPos - prevPos); // frame-to-frame delta - - if (fabs(prev2Now.fX) < 0.0001f && fabs(prev2Now.fY) < 0.0001f && fabs(prev2Now.fZ) < 0.0001f) - { - outputV.Set(0.f, 0.f, 0.f); - result = true; - } - else - { - hsVector3 start2Now = (hsVector3)(nowPos - startPos); // start-to-frame delta - - float prev2NowMagSqr = prev2Now.MagnitudeSquared(); - float start2NowMagSqr = start2Now.MagnitudeSquared(); - - float dot = prev2Now.InnerProduct(start2Now); - - // HANDLING ANIMATION WRAPPING: - // the vector from the animation origin to the current frame should point in roughly - // the same direction as the vector from the previous animation position to the - // current animation position. - // - // If they don't agree (dot < 0,) then we probably mpst wrapped around. - // The right answer would be to compare the current frame to the start of - // the anim loop, but it's cheaper to cheat and return false, - // telling the caller to use the previous frame's velocity. - if (dot > 0.0f) - { - prev2Now /= elapsed; - - float xfabs = fabs(prev2Now.fX); - float yfabs = fabs(prev2Now.fY); - float zfabs = fabs(prev2Now.fZ); - static const float maxVel = 20.0f; - hsBool valid = xfabs < maxVel && yfabs < maxVel && zfabs < maxVel; - - if (valid) - { - outputV = prev2Now; - result = true; - } - } - } - - return result; -} - -static void AngularVelocity(hsScalar &outputV, float elapsed, hsMatrix44 &prevMat, hsMatrix44 &curMat) -{ - outputV = 0.f; - hsScalar appliedVelocity = 0.0f; - hsVector3 prevForward = GetYAxis(prevMat); - hsVector3 curForward = GetYAxis(curMat); - - hsScalar angleSincePrev = AngleRad2d(curForward.fX, curForward.fY, prevForward.fX, prevForward.fY); - hsBool sincePrevSign = angleSincePrev > 0.0f; - if (angleSincePrev > hsScalarPI) - angleSincePrev = angleSincePrev - TWO_PI; - - const hsVector3 startForward = hsVector3(0, -1.0, 0); // the Y orientation of a "resting" armature.... - hsScalar angleSinceStart = AngleRad2d(curForward.fX, curForward.fY, startForward.fX, startForward.fY); - hsBool sinceStartSign = angleSinceStart > 0.0f; - if (angleSinceStart > hsScalarPI) - angleSinceStart = angleSinceStart - TWO_PI; - - // HANDLING ANIMATION WRAPPING: - // under normal conditions, the angle from rest to the current frame will have the same - // sign as the angle from the previous frame to the current frame. - // if it does not, we have (most likely) wrapped the motivating animation from frame n back - // to frame zero, creating a large angle from the previous frame to the current one - if (sincePrevSign == sinceStartSign) - { - // signs are the same; didn't wrap; use the frame-to-frame angle difference - appliedVelocity = angleSincePrev / elapsed; // rotation / time - if (fabs(appliedVelocity) < 3) - { - outputV = appliedVelocity; - } - } -} diff --git a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvCallbackAction.h b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvCallbackAction.h deleted file mode 100644 index c4e374ba..00000000 --- a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvCallbackAction.h +++ /dev/null @@ -1,217 +0,0 @@ -/*==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 . - -Additional permissions under GNU GPL version 3 section 7 - -If you modify this Program, or any covered work, by linking or -combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, -NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent -JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK -(or a modified version of those libraries), -containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, -PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG -JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the -licensors of this Program grant you additional -permission to convey the resulting work. Corresponding Source for a -non-source form of such a combination shall include the source code for -the parts of OpenSSL and IJG JPEG Library used as well as that of the covered -work. - -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==*/ -#ifndef PL_HK_CALLBACK_ACTION_H -#define PL_HK_CALLBACK_ACTION_H - -#include "hsGeometry3.h" -#include "hsMatrix44.h" -#include "hsTemplates.h" -#include "../pnKeyedObject/plKey.h" -#include "../plPhysical/plSimDefs.h" -#include "../pnMessage/plMessage.h" -#include "plPhysicalControllerCore.h" -class plLOSHitMsg; -class plAGApplicator; -class plSceneObject; -class plPhysical; -class plAvatarController; -class plCoordinateInterface; -class plPhysicalControllerCore; -// Used by the other controllers to actually move the avatar. The actual -// implementation is in the physics system. -/*class plPhysicalController -{ -public: - // Implemented in the physics system. If you're linking this without that for - // some reason, just stub this function out. - // - // Pass in the key to the root sceneobject for the avatar - static plPhysicalController* Create(plKey ownerSO, hsScalar height, hsScalar width); - - virtual ~plPhysicalController() {} - - // A disabled avatar doesn't move or accumulate air time if he's off the ground. - virtual void Enable(bool enable) = 0; - virtual bool IsEnabled() const = 0; - - // Set the LOS DB this avatar will be in (only one) - virtual void SetLOSDB(plSimDefs::plLOSDB losDB) = 0; - - // Call this once per frame with the velocities of the avatar in avatar space. - virtual void SetVelocities(const hsVector3& linearVel, hsScalar angVel) = 0; - - // Gets the actual velocity we achieved in the last step (relative to our subworld) - virtual const hsVector3& GetLinearVelocity() const = 0; - virtual void ResetAchievedLinearVelocity() = 0; - - // Get and set the current subworld for the avatar. Use nil for the main world. - virtual plKey GetSubworld() const = 0; - virtual void SetSubworld(plKey world) = 0; - - // If IsOnGround returns false, GetAirTime will tell you how long the avatar - // has been airborne. Use ResetAirTime to reset the air time to zero, for - // cases like when the avatar spawns into a new age. - virtual bool IsOnGround() const = 0; - virtual bool IsOnFalseGround() const = 0; - virtual hsScalar GetAirTime() const = 0; - virtual void ResetAirTime() = 0; - - virtual plPhysical* GetPushingPhysical() const = 0; - virtual bool GetFacingPushingPhysical() const = 0; - - // A helper function to get the coordinate interface for the avatars current - // world. Handy if you need to convert points to and from that. This will - // return nil if the avatar is in the main world (ie, you don't need to do - // any translation). - virtual const plCoordinateInterface* GetSubworldCI() const = 0; - - // For the avatar SDL only - virtual void GetState(hsPoint3& pos, float& zRot) = 0; - virtual void SetState(const hsPoint3& pos, float zRot) = 0; - - // kinematic stuff .... should be just for when playing a behavior... - virtual void Kinematic(bool state) = 0; - virtual bool IsKinematic() = 0; - virtual void GetKinematicPosition(hsPoint3& pos) = 0; - - virtual const hsMatrix44& GetPrevSubworldW2L() = 0; - - //when seeking no longer want to interact with exclusion regions - virtual void SetSeek(bool seek)=0; - - -}; -*/ -class plAvatarController -{ -public: - virtual ~plAvatarController() {} -}; - -class plAnimatedController : public plAvatarController -{ -public: - plAnimatedController(plSceneObject* rootObject, plAGApplicator* rootApp, plPhysicalControllerCore* controller); - - virtual void RecalcVelocity(double timeNow, double timePrev, hsBool useAnim = true); - void SetTurnStrength(hsScalar val) { fTurnStr = val; } - hsScalar GetTurnStrength() { return fTurnStr; } - virtual void ActivateController()=0; -protected: - plSceneObject* fRootObject; - plPhysicalControllerCore* fController; - plAGApplicator* fRootApp; - hsScalar fAnimAngVel; - hsVector3 fAnimPosVel; - hsScalar fTurnStr; // Explicit turning, separate from animations -}; - -class plWalkingController : public plAnimatedController -{ -public: - plWalkingController(plSceneObject* rootObject, plAGApplicator* rootApp, plPhysicalControllerCore* controller); - virtual ~plWalkingController(); - virtual void RecalcVelocity(double timeNow, double timePrev, hsBool useAnim = true); - - void Reset(bool newAge); - bool IsControlledFlight() const { return fControlledFlight != 0; } - bool IsOnGround() const { return fWalkingStrategy ? fWalkingStrategy->IsOnGround() : true; } - bool IsOnFalseGround() const { return fWalkingStrategy ? fWalkingStrategy->IsOnFalseGround() : true; } - bool HitGroundInThisAge() const { return fHitGroundInThisAge; } - bool EnableControlledFlight(bool status); - hsScalar GetAirTime() const { return fWalkingStrategy ? fWalkingStrategy->GetAirTime() : 0.f; } - void ResetAirTime() { if (fWalkingStrategy) fWalkingStrategy->ResetAirTime(); } - hsScalar GetForwardVelocity() const; - void ActivateController(); - // Check these after the avatar the avatar hits the ground for his total - // hangtime and impact velocity. - hsScalar GetImpactTime() const { return fImpactTime; } - const hsVector3& GetImpactVelocity() const { return fImpactVelocity; } - - plPhysical* GetPushingPhysical() const - { - if(fController)return fController->GetPushingPhysical(); - else return nil; - } - bool GetFacingPushingPhysical() const - { if(fController)return fController->GetFacingPushingPhysical(); - else return false; - } - - -protected: - bool fHitGroundInThisAge; - bool fWaitingForGround; // We've gone airborne. IsOnGround() returns false until we hit ground again. - hsScalar fControlledFlightTime; - int fControlledFlight; // Count of how many are currently forcing flight - plWalkingStrategy* fWalkingStrategy; - hsScalar fImpactTime; - hsVector3 fImpactVelocity; - bool fClearImpact; - bool fGroundLastFrame;//used for a test to pass the event of first getting air during a jump - static const hsScalar kControlledFlightThreshold; -}; -class plSwimmingController: public plAnimatedController -{ -public : - plSwimmingController(plSceneObject* rootObject, plAGApplicator* rootApp, plPhysicalControllerCore* controller); - virtual ~plSwimmingController(); - void SetSurface(plSwimRegionInterface *region, hsScalar surfaceHeight){ - fSwimmingStrategy->SetSurface(region,surfaceHeight); - } - hsScalar GetBuoyancy() { return fSwimmingStrategy->GetBuoyancy(); } - hsBool IsOnGround() { return fSwimmingStrategy->IsOnGround(); } - hsBool HadContacts() { return fSwimmingStrategy->HadContacts();} - void Enable(bool en){if (fController) fController->Enable(en);} - plPhysicalControllerCore* GetController(){return fController;} - virtual void ActivateController(){fSwimmingStrategy->RefreshConnectionToControllerCore();} -protected: - plSwimStrategy* fSwimmingStrategy; - -}; -class plRidingAnimatedPhysicalController: public plWalkingController -{ -public: - plRidingAnimatedPhysicalController(plSceneObject* rootObject, plAGApplicator* rootApp, plPhysicalControllerCore* controller); - virtual ~plRidingAnimatedPhysicalController(); -}; -#endif // PL_HK_CALLBACK_ACTION_H diff --git a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvLadderModifier.cpp b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvLadderModifier.cpp index f303c47f..2c214e92 100644 --- a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvLadderModifier.cpp +++ b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvLadderModifier.cpp @@ -39,7 +39,7 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com Mead, WA 99021 *==LICENSE==*/ -#include "../plAvatar/plAvCallbackAction.h" +#include "plPhysicalControllerCore.h" #include "hsTypes.h" @@ -129,7 +129,7 @@ bool plAvLadderMod::IIsReadyToClimb() if (armMod) { plAvBrainHuman* brain = plAvBrainHuman::ConvertNoRef(armMod->GetCurrentBrain()); - if (brain && brain->IsMovingForward() && brain->fCallbackAction->IsOnGround()) + if (brain && brain->IsMovingForward() && brain->fWalkingStrategy->IsOnGround()) movingForward = true; } diff --git a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvTaskSeek.cpp b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvTaskSeek.cpp index 3b70bca4..84b80cfe 100644 --- a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvTaskSeek.cpp +++ b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvTaskSeek.cpp @@ -54,7 +54,7 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com #include "plAGAnim.h" #include "plArmatureMod.h" #include "plAvatarMgr.h" -#include "plAvCallbackAction.h" +#include "plPhysicalControllerCore.h" // other #include "../plMessage/plAvatarMsg.h" @@ -462,10 +462,10 @@ hsBool plAvTaskSeek::IFinishPosition(hsPoint3 &newPosition, { // While warping, we might be hovering just above the ground. Don't want that to // trigger any falling behavior. - if(brain&&brain->fCallbackAction) + if(brain&&brain->fWalkingStrategy) { - brain->fCallbackAction->ResetAirTime(); + brain->fWalkingStrategy->ResetAirTime(); } // how far will we translate this frame? float thisDist = kFloatSpeed * elapsed; diff --git a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvatarSDLModifier.cpp b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvatarSDLModifier.cpp index d728b8fd..9f132f2a 100644 --- a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvatarSDLModifier.cpp +++ b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvatarSDLModifier.cpp @@ -47,7 +47,7 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com #include "../plAvatar/plAvBrainClimb.h" #include "../plAvatar/plAvBrainDrive.h" #include "../plAvatar/plAnimStage.h" -#include "../plAvatar/plAvCallbackAction.h" +#include "../plAvatar/plPhysicalControllerCore.h" #include "../pnSceneObject/plSceneObject.h" #include "../pnMessage/plSDLModifierMsg.h" #include "../plSDL/plSDL.h" diff --git a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvatarTasks.cpp b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvatarTasks.cpp index b3ed9ea6..cf67d229 100644 --- a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvatarTasks.cpp +++ b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvatarTasks.cpp @@ -53,7 +53,7 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com #include "plAGAnimInstance.h" #include "plAGModifier.h" #include "plMatrixChannel.h" -#include "plAvCallbackAction.h" +#include "plPhysicalControllerCore.h" #include "plAvatarMgr.h" // global @@ -689,7 +689,7 @@ hsBool plAvOneShotTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, d if(fEnablePhysicsAtEnd) { #if 0//ndef PLASMA_EXTERNAL_RELEASE - if (!humanBrain || humanBrain->fCallbackAction->HitGroundInThisAge()) + if (!humanBrain || humanBrain->fWalkingStrategy->HitGroundInThisAge()) { // For some reason, calling CheckValidPosition at the beginning of // an age can cause detectors to incorrectly report collisions. So diff --git a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plPhysicalControllerCore.cpp b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plPhysicalControllerCore.cpp index 9dff5e3d..710645ff 100644 --- a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plPhysicalControllerCore.cpp +++ b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plPhysicalControllerCore.cpp @@ -40,548 +40,601 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com *==LICENSE==*/ #include "plPhysicalControllerCore.h" -#include "../plMessage/plLOSHitMsg.h" + +#include "plArmatureMod.h" +#include "plSwimRegion.h" +#include "plMatrixChannel.h" #include "../pnSceneObject/plCoordinateInterface.h" #include "../../NucleusLib/inc/plPhysical.h" #include "../../NucleusLib/pnMessage/plCorrectionMsg.h" -#include "plSwimRegion.h" -#include "plArmatureMod.h" // for LOS enum type -#include "plMatrixChannel.h" -#include "hsTimer.h" -#include "../plPhysx/plSimulationMgr.h" -#include "../plPhysx/plPXPhysical.h" -#include "../pnMessage/plSetNetGroupIDMsg.h" -#define kSWIMRADIUS 1.1f -#define kSWIMHEIGHT 2.8f -#define kGENERICCONTROLLERRADIUS 1.1f -#define kGENERICCONTROLLERHEIGHT 2.8f - -//#define kSWIMMINGCONTACTSLOPELIMIT (cosf(hsScalarDegToRad(80.f))) -const hsScalar plMovementStrategy::kAirTimeThreshold = .1f; // seconds + +// Gravity constants +#define kGravity -32.174f +#define kTerminalVelocity kGravity + +static inline hsVector3 GetYAxis(hsMatrix44 &mat) { return hsVector3(mat.fMap[1][0], mat.fMap[1][1], mat.fMap[1][2]); } +static float AngleRad2d(float x1, float y1, float x3, float y3); + bool CompareMatrices(const hsMatrix44 &matA, const hsMatrix44 &matB, float tolerance); -bool operator<(const plControllerSweepRecord left, const plControllerSweepRecord right) + + +// plPhysicalControllerCore +plPhysicalControllerCore::plPhysicalControllerCore(plKey OwnerSceneObject, hsScalar height, hsScalar radius) + : fOwner(OwnerSceneObject), + fWorldKey(nil), + fHeight(height), + fRadius(radius), + fLOSDB(plSimDefs::kLOSDBNone), + fMovementStrategy(nil), + fSimLength(0.0f), + fLocalRotation(0.0f, 0.0f, 0.0f, 1.0f), + fLocalPosition(0.0f, 0.0f, 0.0f), + fLastLocalPosition(0.0f, 0.0f, 0.0f), + fLinearVelocity(0.0f, 0.0f, 0.0f), + fAchievedLinearVelocity(0.0f, 0.0f, 0.0f), + fPushingPhysical(nil), + fFacingPushingPhysical(false), + fSeeking(false), + fEnabled(false), + fEnableChanged(false) +{ + fLastGlobalLoc.Reset(); + fPrevSubworldW2L.Reset(); +} + +const plCoordinateInterface* plPhysicalControllerCore::GetSubworldCI() { - if(left.TimeHit < right.TimeHit) return true; - else return false; + if (fWorldKey) + { + plSceneObject* so = plSceneObject::ConvertNoRef(fWorldKey->ObjectIsLoaded()); + if (so) + return so->GetCoordinateInterface(); + } + + return nil; } -plMovementStrategy::plMovementStrategy(plPhysicalControllerCore* core) + +void plPhysicalControllerCore::IncrementAngle(hsScalar deltaAngle) { - this->fTimeInAir=0.0f; - fCore=core; - fOwner=core->GetOwner(); - this->fPreferedControllerHeight=kGENERICCONTROLLERHEIGHT; - this->fPreferedControllerWidth=kGENERICCONTROLLERRADIUS; + hsVector3 axis; + hsScalar angle; + + fLocalRotation.NormalizeIfNeeded(); + fLocalRotation.GetAngleAxis(&angle, &axis); + if (axis.fZ < 0) + angle = (2.0f * hsScalarPI) - angle; // axis is backwards, so reverse the angle too + + angle += deltaAngle; + + // make sure we wrap around + if (angle < 0.0f) + angle = (2.0f * hsScalarPI) + angle; // angle is -, so this works like a subtract + if (angle >= (2.0f * hsScalarPI)) + angle = angle - (2.0f * hsScalarPI); + + // set the new angle + axis.Set(0.0f, 0.0f, 1.0f); + fLocalRotation.SetAngleAxis(angle, axis); } -void plMovementStrategy::IApplyKinematic() + +void plPhysicalControllerCore::IApply(hsScalar delSecs) { - // first apply sceneobject update to the kinematic + fSimLength = delSecs; + + // Match controller to owner if transform has changed since the last frame plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded()); - if (so) + const hsMatrix44& l2w = so->GetCoordinateInterface()->GetLocalToWorld(); + if (!CompareMatrices(fLastGlobalLoc, l2w, 0.0001f)) + SetGlobalLoc(l2w); + + if (fEnabled) { - // If we've been moved since the last physics update (somebody warped us), - // update the physics before we apply velocity. - const hsMatrix44& l2w = so->GetCoordinateInterface()->GetLocalToWorld(); - if (!CompareMatrices(l2w, fCore->GetLastGlobalLoc(), .0001f)) + // Convert velocity from avatar to world space + if (!fLinearVelocity.IsEmpty()) { - fCore->SetKinematicLoc(l2w); - //fCore->SetGlobalLoc(l2w); + fLinearVelocity = l2w * fLinearVelocity; + + const plCoordinateInterface* subworldCI = GetSubworldCI(); + if (subworldCI) + fLinearVelocity = subworldCI->GetWorldToLocal() * fLinearVelocity; } + + fMovementStrategy->Apply(delSecs); } } -plPhysicalControllerCore::~plPhysicalControllerCore() +void plPhysicalControllerCore::IUpdate(int numSubSteps, hsScalar alpha) { + if (fEnabled) + { + // Update local position and acheived velocity + fLastLocalPosition = fLocalPosition; + GetPositionSim(fLocalPosition); + hsVector3 displacement = (hsVector3)(fLocalPosition - fLastLocalPosition); + fAchievedLinearVelocity = displacement / fSimLength; + + displacement /= (hsScalar)numSubSteps; + fLastLocalPosition = fLocalPosition - displacement; + hsPoint3 interpLocalPos = fLastLocalPosition + (displacement * alpha); + + // Update global location + fLocalRotation.MakeMatrix(&fLastGlobalLoc); + fLastGlobalLoc.SetTranslate(&interpLocalPos); + const plCoordinateInterface* subworldCI = GetSubworldCI(); + if (subworldCI) + { + const hsMatrix44& subL2W = subworldCI->GetLocalToWorld(); + fLastGlobalLoc = subL2W * fLastGlobalLoc; + fPrevSubworldW2L = subworldCI->GetWorldToLocal(); + } + + fMovementStrategy->Update(fSimLength); + ISendCorrectionMessages(true); + } + else + { + // Update global location if in a subworld + const plCoordinateInterface* subworldCI = GetSubworldCI(); + if (subworldCI) + { + hsMatrix44 l2s = fPrevSubworldW2L * fLastGlobalLoc; + const hsMatrix44& subL2W = subworldCI->GetLocalToWorld(); + fLastGlobalLoc = subL2W * l2s; + fPrevSubworldW2L = subworldCI->GetWorldToLocal(); + + ISendCorrectionMessages(); + } + } + + if (fEnableChanged) + IHandleEnableChanged(); } -void plPhysicalControllerCore::Apply(hsScalar delSecs) -{ - fSimLength=delSecs; - hsAssert(fMovementInterface, "plPhysicalControllerCore::Apply() missing a movement interface"); - if(fMovementInterface)fMovementInterface->Apply(delSecs); -} -void plPhysicalControllerCore::PostStep(hsScalar delSecs) -{ - hsAssert(fMovementInterface, "plPhysicalControllerCore::PostStep() missing a movement interface"); - if(fMovementInterface)fMovementInterface->PostStep(delSecs); -} -void plPhysicalControllerCore::Update(hsScalar delSecs) +void plPhysicalControllerCore::IUpdateNonPhysical(hsScalar alpha) { - hsAssert(fMovementInterface, "plPhysicalControllerCore::Update() missing a movement interface"); - if(fMovementInterface)fMovementInterface->Update(delSecs); - + // Update global location if owner transform hasn't changed. + plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded()); + const hsMatrix44& l2w = so->GetCoordinateInterface()->GetLocalToWorld(); + if (CompareMatrices(fLastGlobalLoc, l2w, 0.0001f)) + { + hsVector3 displacement = (hsVector3)(fLocalPosition - fLastLocalPosition); + hsPoint3 interpLocalPos = fLastLocalPosition + (displacement * alpha); + + fLocalRotation.MakeMatrix(&fLastGlobalLoc); + fLastGlobalLoc.SetTranslate(&interpLocalPos); + const plCoordinateInterface* subworldCI = GetSubworldCI(); + if (subworldCI) + { + const hsMatrix44& subL2W = subworldCI->GetLocalToWorld(); + fLastGlobalLoc = subL2W * fLastGlobalLoc; + fPrevSubworldW2L = subworldCI->GetWorldToLocal(); + } + + ISendCorrectionMessages(); + } } -void plPhysicalControllerCore::SendCorrectionMessages() + +void plPhysicalControllerCore::ISendCorrectionMessages(bool dirtySynch) { - plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded()); - plCorrectionMsg* corrMsg = TRACKED_NEW plCorrectionMsg; + plCorrectionMsg* corrMsg = TRACKED_NEW plCorrectionMsg(); corrMsg->fLocalToWorld = fLastGlobalLoc; corrMsg->fLocalToWorld.GetInverse(&corrMsg->fWorldToLocal); - corrMsg->fDirtySynch = true; - // Send the new position to the plArmatureMod and the scene object - const plArmatureMod* armMod = plArmatureMod::ConvertNoRef(so->GetModifierByType(plArmatureMod::Index())); - if (armMod) - corrMsg->AddReceiver(armMod->GetKey()); + corrMsg->fDirtySynch = dirtySynch; corrMsg->AddReceiver(fOwner); corrMsg->Send(); } -plPhysicalControllerCore::plPhysicalControllerCore(plKey OwnerSceneObject, hsScalar height, hsScalar radius) -:fMovementInterface(nil) -,fOwner(OwnerSceneObject) -,fHeight(height) -,fRadius(radius) -,fWorldKey(nil) -,fLinearVelocity(0.f,0.f,0.f) -,fAngularVelocity(0.f) -,fAchievedLinearVelocity(0.0f,0.0f,0.0f) -,fLocalPosition(0.0f,0.0f,0.0f) -,fLocalRotation(0.0f,0.0f,0.0f,1.0f) -,fSeeking(false) -,fEnabled(true) -,fEnableChanged(false) -,fLOSDB(plSimDefs::kLOSDBNone) -,fDisplacementThisStep(0.f,0.f,0.f) -,fSimLength(0.f) -,fKinematic(false) -,fKinematicEnableNextUpdate(false) -,fNeedsResize(false) -,fPushingPhysical(nil) + + +// Movement Strategy +plMovementStrategy::plMovementStrategy(plPhysicalControllerCore* controller) + : fController(controller) { } -void plPhysicalControllerCore::UpdateSubstepNonPhysical() -{ - // When we're in non-phys or a behavior we can't go through the rest of the function - // so we need to get out early, but we need to update the current position if we're - // in a subworld. - plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded()); - const plCoordinateInterface* ci = GetSubworldCI(); - if (ci && so) - { - const hsMatrix44& soL2W = so->GetCoordinateInterface()->GetLocalToWorld(); - const hsMatrix44& ciL2W = ci->GetLocalToWorld(); - hsMatrix44 l2w =GetPrevSubworldW2L()* soL2W; - l2w = ciL2W * l2w; - hsMatrix44 w2l; - l2w.GetInverse(&w2l); - ((plCoordinateInterface*)so->GetCoordinateInterface())->SetTransform(l2w, w2l); - ((plCoordinateInterface*)so->GetCoordinateInterface())->FlushTransform(); - SetGlobalLoc(l2w); - } +void plMovementStrategy::Reset(bool newAge) { fController->SetMovementStrategy(this); } -} -void plPhysicalControllerCore::CheckAndHandleAnyStateChanges() -{ - if (IsEnabledChanged())HandleEnableChanged(); - if (IsKinematicChanged())HandleKinematicChanged(); - if (IsKinematicEnableNextUpdate())HandleKinematicEnableNextUpdate(); -} -void plPhysicalControllerCore::MoveActorToSim() +// Animated Movement Strategy +plAnimatedMovementStrategy::plAnimatedMovementStrategy(plAGApplicator* rootApp, plPhysicalControllerCore* controller) + : plMovementStrategy(controller), + fRootApp(rootApp), + fAnimLinearVel(0.0f, 0.0f, 0.0f), + fAnimAngularVel(0.0f), + fTurnStr(0.0f) { - // Get the current position of the physical - hsPoint3 curLocalPos; - hsPoint3 lastLocalPos; - GetPositionSim(curLocalPos); - MoveKinematicToController(curLocalPos); - lastLocalPos=GetLocalPosition(); - fDisplacementThisStep= hsVector3(curLocalPos - lastLocalPos); - fLocalPosition = curLocalPos; - if(fSimLength>0.0f) - fAchievedLinearVelocity=fDisplacementThisStep/fSimLength; - else fAchievedLinearVelocity.Set(0.0f,0.0f,0.0f); -} -void plPhysicalControllerCore::IncrementAngle(hsScalar deltaAngle) -{ - hsScalar angle; - hsVector3 axis; - fLocalRotation.NormalizeIfNeeded(); - fLocalRotation.GetAngleAxis(&angle, &axis); - // adjust it (quaternions are weird...) - if (axis.fZ < 0) - angle = (2*hsScalarPI) - angle; // axis is backwards, so reverse the angle too - angle += deltaAngle; - // make sure we wrap around - if (angle < 0) - angle = (2*hsScalarPI) + angle; // angle is -, so this works like a subtract - if (angle >= (2*hsScalarPI)) - angle = angle - (2*hsScalarPI); - // and set the new angle - fLocalRotation.SetAngleAxis(angle, hsVector3(0,0,1)); } -void plPhysicalControllerCore::UpdateWorldRelativePos() +void plAnimatedMovementStrategy::RecalcVelocity(double timeNow, hsScalar elapsed, hsBool useAnim) { + if (useAnim) + { + // while you may think it would be correct to cache this, what we're actually asking is "what would the animation's + // position be at the previous time given its *current* parameters (particularly blends)" + hsMatrix44 prevMat = ((plMatrixChannel *)fRootApp->GetChannel())->Value(timeNow - elapsed, true); + hsMatrix44 curMat = ((plMatrixChannel *)fRootApp->GetChannel())->Value(timeNow, true); - // Apply rotation and translation - fLocalRotation.MakeMatrix(&fLastGlobalLoc); - fLastGlobalLoc.SetTranslate(&fLocalPosition); - // Localize to global coords if in a subworld - const plCoordinateInterface* ci = GetSubworldCI(); - if (ci) + IRecalcLinearVelocity(elapsed, prevMat, curMat); + IRecalcAngularVelocity(elapsed, prevMat, curMat); + + // Update controller rotation + hsScalar zRot = fAnimAngularVel + fTurnStr; + if (hsABS(zRot) > 0.0001f) + fController->IncrementAngle(zRot * elapsed); + } + else { - const hsMatrix44& l2w = ci->GetLocalToWorld(); - fLastGlobalLoc = l2w * fLastGlobalLoc; + fAnimLinearVel.Set(0.0f, 0.0f, 0.0f); + fAnimAngularVel = 0.0f; } + + // Update controller velocity + fController->SetLinearVelocity(fAnimLinearVel); } -plPhysical* plPhysicalControllerCore::GetPushingPhysical() + +void plAnimatedMovementStrategy::IRecalcLinearVelocity(float elapsed, hsMatrix44 &prevMat, hsMatrix44 &curMat) { - return fPushingPhysical; + hsPoint3 startPos(0.0f, 0.0f, 0.0f); // default position (at start of anim) + hsPoint3 prevPos = prevMat.GetTranslate(); // position previous frame + hsPoint3 nowPos = curMat.GetTranslate(); // position current frame + + hsVector3 prev2Now = (hsVector3)(nowPos - prevPos); // frame-to-frame delta + + if (fabs(prev2Now.fX) < 0.0001f && fabs(prev2Now.fY) < 0.0001f && fabs(prev2Now.fZ) < 0.0001f) + { + fAnimLinearVel.Set(0.f, 0.f, 0.f); + } + else + { + hsVector3 start2Now = (hsVector3)(nowPos - startPos); // start-to-frame delta + + float prev2NowMagSqr = prev2Now.MagnitudeSquared(); + float start2NowMagSqr = start2Now.MagnitudeSquared(); + + float dot = prev2Now.InnerProduct(start2Now); + + // HANDLING ANIMATION WRAPPING: + // the vector from the animation origin to the current frame should point in roughly + // the same direction as the vector from the previous animation position to the + // current animation position. + // + // If they don't agree (dot < 0,) then we probably mpst wrapped around. + // The right answer would be to compare the current frame to the start of + // the anim loop, but it's cheaper to cheat and use the previous frame's velocity. + if (dot > 0.0f) + { + prev2Now /= elapsed; + + float xfabs = fabs(prev2Now.fX); + float yfabs = fabs(prev2Now.fY); + float zfabs = fabs(prev2Now.fZ); + static const float maxVel = 20.0f; + hsBool valid = xfabs < maxVel && yfabs < maxVel && zfabs < maxVel; + + if (valid) + { + fAnimLinearVel = prev2Now; + } + } + } } -const hsVector3& plPhysicalControllerCore::GetLinearVelocity() + +void plAnimatedMovementStrategy::IRecalcAngularVelocity(float elapsed, hsMatrix44 &prevMat, hsMatrix44 &curMat) { - return fLinearVelocity; + fAnimAngularVel = 0.0f; + hsScalar appliedVelocity = 0.0f; + hsVector3 prevForward = GetYAxis(prevMat); + hsVector3 curForward = GetYAxis(curMat); + + hsScalar angleSincePrev = AngleRad2d(curForward.fX, curForward.fY, prevForward.fX, prevForward.fY); + hsBool sincePrevSign = angleSincePrev > 0.0f; + if (angleSincePrev > hsScalarPI) + angleSincePrev = angleSincePrev - TWO_PI; + + const hsVector3 startForward = hsVector3(0.0f, -1.0f, 0.0f); // the Y orientation of a "resting" armature.... + hsScalar angleSinceStart = AngleRad2d(curForward.fX, curForward.fY, startForward.fX, startForward.fY); + hsBool sinceStartSign = angleSinceStart > 0.0f; + if (angleSinceStart > hsScalarPI) + angleSinceStart = angleSinceStart - TWO_PI; + + // HANDLING ANIMATION WRAPPING: + // under normal conditions, the angle from rest to the current frame will have the same + // sign as the angle from the previous frame to the current frame. + // if it does not, we have (most likely) wrapped the motivating animation from frame n back + // to frame zero, creating a large angle from the previous frame to the current one + if (sincePrevSign == sinceStartSign) + { + // signs are the same; didn't wrap; use the frame-to-frame angle difference + appliedVelocity = angleSincePrev / elapsed; // rotation / time + if (fabs(appliedVelocity) < 3) + { + fAnimAngularVel = appliedVelocity; + } + } } -bool plPhysicalControllerCore::GetFacingPushingPhysical() + + +// Walking Strategy +plWalkingStrategy::plWalkingStrategy(plAGApplicator* rootApp, plPhysicalControllerCore* controller) + : plAnimatedMovementStrategy(rootApp, controller), + fSlidingNormals(), + fImpactVelocity(0.0f, 0.0f, 0.0f), + fImpactTime(0.0f), + fTimeInAir(0.0f), + fControlledFlightTime(0.0f), + fControlledFlight(0), + fGroundHit(false), + fFalseGround(false), + fHeadHit(false), + fClearImpact(false), + fHitGroundInThisAge(false) { - return fFacingPushingPhysical; } -/////////////////////////// -//Walking Strategy + void plWalkingStrategy::Apply(hsScalar delSecs) { - //Apply Should Only be Called from a PhysicalControllerCore - hsAssert(fCore,"No Core shouldn't be Applying"); - UInt32 collideFlags = - 1<IsSeeking()) + hsVector3 velocity = fController->GetLinearVelocity(); + hsVector3 achievedVelocity = fController->GetAchievedLinearVelocity(); + + // Add in gravity if the avatar's z velocity isn't being set explicitly + if (hsABS(velocity.fZ) < 0.001f) { - collideFlags|=(1<GetLinearVelocity(); - hsVector3 AchievedLinearVelocity=fCore->GetAchievedLinearVelocity(); - hsPoint3 positionBegin; - fCore->GetPositionSim(positionBegin); - bool recovered=false; - if (fCore->IsKinematic()) + + // If we're airborne and the velocity isn't set, use the velocity from + // the last frame so we maintain momentum. + if (!IsOnGround() && velocity.fX == 0.0f && velocity.fY == 0.0f) { - plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded()); - if (so) - { - // If we've been moved since the last physics update (somebody warped us), - // update the physics before we apply velocity. - const hsMatrix44& l2w = so->GetCoordinateInterface()->GetLocalToWorld(); - if (!CompareMatrices(l2w, fCore->GetLastGlobalLoc(), .0001f)) - { - fCore->SetKinematicLoc(l2w); - fCore->SetGlobalLoc(l2w); - } - } - return; + velocity.fX = achievedVelocity.fX; + velocity.fY = achievedVelocity.fY; } - if (!fCore->IsEnabled()) - return; - - bool gotGroundHit = fGroundHit; - fGroundHit = false; - - fCore->SetPushingPhysical(nil); - fCore->SetFacingPushingPhysical( false); - plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded()); - if (so) + if (!fGroundHit && fSlidingNormals.Count()) { - static const float kGravity = -32.f; - // If we've been moved since the last physics update (somebody warped us), - // update the physics before we apply velocity. - const hsMatrix44& l2w = so->GetCoordinateInterface()->GetLocalToWorld(); - if (!CompareMatrices(l2w, fCore->GetLastGlobalLoc(), .0001f)) - fCore->SetGlobalLoc(l2w); - - // Convert our avatar relative velocity to subworld relative - if (!LinearVelocity.IsEmpty()) + // We're not on solid ground, so we should be sliding against whatever + // we're hitting (like a rock cliff). Each vector in fSlidingNormals is + // the surface normal of a collision that's too steep to be ground, so + // we project our current velocity onto that plane and slide along the + // wall. + // + // Also, sometimes PhysX reports a bunch of collisions from the wall, + // but nothing from underneath (when there should be). So if we're not + // touching ground, we offset the avatar in the direction of the + // surface normal(s). This doesn't fix the issue 100%, but it's a hell + // of a lot better than nothing, and suitable duct tape until a future + // PhysX revision fixes the issue. + // + // Yes, there's room for optimization here if we care. + hsVector3 offset(0.0f, 0.0f, 0.0f); + for (int i = 0; i < fSlidingNormals.GetCount(); i++) { - LinearVelocity = l2w * LinearVelocity; - const plCoordinateInterface* subworldCI = fCore->GetSubworldCI(); - if (subworldCI) - LinearVelocity = subworldCI->GetWorldToLocal() * LinearVelocity; - } + offset += fSlidingNormals[i]; + hsVector3 velNorm = velocity; - // Add in gravity if the avatar's z velocity isn't being set explicitly - // (Add in a little fudge factor, since the animations usually add a - // tiny bit of z.) - if (hsABS(LinearVelocity.fZ) < 0.001f) - { - // Get our previous z velocity. If we're on the ground, clamp it to zero at - // the largest, so we won't launch into the air if we're running uphill. - hsScalar prevZVel = AchievedLinearVelocity.fZ; - if (IsOnGround()) - prevZVel = hsMinimum(prevZVel, 0.f); - hsScalar grav = kGravity * delSecs; - // If our gravity contribution isn't high enough this frame, we won't - // report a collision even when standing on solid ground. - hsScalar maxGrav = -.001f / delSecs; - if (grav > maxGrav) - grav = maxGrav; - LinearVelocity.fZ = prevZVel + grav; - } + if (velNorm.MagnitudeSquared() > 0.0f) + velNorm.Normalize(); - // If we're airborne and the velocity isn't set, use the velocity from - // the last frame so we maintain momentum. - if (!IsOnGround() && LinearVelocity.fX == 0.f && LinearVelocity.fY == 0.f) - { - LinearVelocity.fX = AchievedLinearVelocity.fX; - LinearVelocity.fY = AchievedLinearVelocity.fY; - } - if (!IsOnGround() || IsOnFalseGround()) - { - // We're not on solid ground, so we should be sliding against whatever - // we're hitting (like a rock cliff). Each vector in fSlidingNormals is - // the surface normal of a collision that's too steep to be ground, so - // we project our current velocity onto that plane and slide along the - // wall. - // - // Also, sometimes PhysX reports a bunch of collisions from the wall, - // but nothing from underneath (when there should be). So if we're not - // touching ground, we offset the avatar in the direction of the - // surface normal(s). This doesn't fix the issue 100%, but it's a hell - // of a lot better than nothing, and suitable duct tape until a future - // PhysX revision fixes the issue. - // - // Yes, there's room for optimization here if we care. - hsVector3 offset(0.f, 0.f, 0.f); - for (int i = 0; i < fContactNormals.GetCount(); i++) + if (velNorm * fSlidingNormals[i] < 0.0f) { - offset += fContactNormals[i]; - hsVector3 velNorm = LinearVelocity; - - if (velNorm.MagnitudeSquared() > 0) - velNorm.Normalize(); - - if (velNorm * fContactNormals[i] < 0) - { - hsVector3 proj = (velNorm % fContactNormals[i]) % fContactNormals[i]; - if (velNorm * proj < 0) - proj *= -1.f; - LinearVelocity = LinearVelocity.Magnitude() * proj; - } - } - if (offset.MagnitudeSquared() > 0) - { - // 5 ft/sec is roughly the speed we walk backwards. - // The higher the value, the less likely you'll trip - // the bug, and this seems reasonable. - offset.Normalize(); - LinearVelocity += offset * 5.0f; - } - } - //make terminal velocity equal to k. it is wrong but has been this way and - //don't want to break any puzzles. on top of that it will reduce tunneling behavior - if(LinearVelocity.fZSetLinearVelocity(LinearVelocity); - // Scale the velocity to our actual step size (by default it's feet/sec) - hsVector3 vel(LinearVelocity.fX * delSecs, LinearVelocity.fY * delSecs, LinearVelocity.fZ * delSecs); - unsigned int colFlags = 0; - fGroundHit = false; - fFalseGround = false; - fContactNormals.Swap(fPrevSlidingNormals); - fContactNormals.SetCount(0); - fCore->Move(vel, collideFlags, colFlags); - ICheckForFalseGround(); - //if(fReqMove2) fCore->Move2(vel); - /*If the Physx controller thinks we have a collision from below, need to make sure we - have at least have false ground, otherwise Autostepping can send us into the air, and we will some times - float/panic link. For some reason the NxControllerHitReport does not always send messages - regarding Controller contact with ground plane, but will (almost) always return NXCC_COLLISION_DOWN - with the move method. - */ - if((colFlags&kBottom ) &&(fGroundHit==false)) - { - fFalseGround=true; + velocity = velocity.Magnitude() * proj; + } } - - if(colFlags&kTop) + if (offset.MagnitudeSquared() > 0.0f) { - fHitHead=true; - //Did you hit your head on a dynamic? - //with Physx's wonderful controller hit report vs flags issues we need to actually sweep to see - std::multiset< plControllerSweepRecord > HitsDynamic; - UInt32 testFlag=1<GetPositionSim(startPos); - endPos= startPos + vel; - int NumObjsHit=fCore->SweepControllerPath(startPos, endPos, true, false, testFlag, HitsDynamic); - if(NumObjsHit>0) - { - for(std::multiset< plControllerSweepRecord >::iterator curObj= HitsDynamic.begin(); - curObj!=HitsDynamic.end(); curObj++) - { - - hsAssert(curObj->ObjHit,"We allegedly hit something, but there is no plasma physical associated with it"); - if(curObj->ObjHit) - {//really we shouldn't have to check hitObj should be nil only if we miss, or the physX object - //doesn't have a user data associated with this either way this just shouldn't happen - hsVector3 hitObjVel; - curObj->ObjHit->GetLinearVelocitySim(hitObjVel); - hsVector3 relativevel=LinearVelocity-hitObjVel; - curObj->ObjHit->SetHitForce(relativevel * 10.0f * (*curObj).ObjHit->GetMass(), (*curObj).locHit); - } - } - HitsDynamic.clear(); - } + // 5 ft/sec is roughly the speed we walk backwards. + // The higher the value, the less likely you'll trip + // the bug, and this seems reasonable. + offset.Normalize(); + velocity += offset * 5.0f; } } + + if (velocity.fZ < kTerminalVelocity) + velocity.fZ = kTerminalVelocity; + + // Convert to a displacement vector + hsVector3 displacement = velocity * delSecs; + + // Reset vars and move the controller + fController->SetPushingPhysical(nil); + fController->SetFacingPushingPhysical(false); + fGroundHit = fFalseGround = fHeadHit = false; + fSlidingNormals.SetCount(0); + + unsigned int collideResults = 0; + unsigned int collideFlags = 1<IsSeeking()) + collideFlags |= (1<Move(displacement, collideFlags, collideResults); + + if ((!fGroundHit) && (collideResults & kBottom)) + fFalseGround = true; + + if (collideResults & kTop) + fHeadHit = true; } -void plWalkingStrategy::ICheckForFalseGround() +void plWalkingStrategy::Update(hsScalar delSecs) { - if (fGroundHit) - return; // Already collided with "real" ground. - - // We need to check for the case where the avatar hasn't collided with "ground", but is colliding - // with a few other objects so that he's not actually falling (wedged in between some slopes). - // We do this by answering the following question (in 2d top-down space): "If you sort the contact - // normals by angle, is there a large enough gap between normals?" - // - // If you think in terms of geometry, this means a collection of surfaces are all pushing on you. - // If they're pushing from all sides, you have nowhere to go, and you won't fall. There needs to be - // a gap, so that you're pushed out and have somewhere to fall. This is the same as finding a gap - // larger than 180 degrees between sorted normals. - // - // The problem is that on top of that, the avatar needs enough force to shove him out that gap (he - // has to overcome friction). I deal with that by making the threshold (360 - (180 - 60) = 240). I've - // seen up to 220 reached in actual gameplay in a situation where we'd want this to take effect. - // This is the same running into 2 walls where the angle between them is 60. - int i, j; - const hsScalar threshold = hsScalarDegToRad(240.f); - int numContacts = fContactNormals.GetCount() + fPrevSlidingNormals.GetCount(); - if (numContacts >= 2) + if (fGroundHit || fFalseGround) + fTimeInAir = 0.0f; + else { - // For extra fun... PhysX will actually report some collisions every other frame, as though - // we're bouncing back and forth between the two (or more) objects blocking us. So it's not - // enough to look at this frame's collisions, we have to check previous frames too. - hsTArray fCollisionAngles; - fCollisionAngles.SetCount(numContacts); - int angleIdx = 0; - for (i = 0; i < fContactNormals.GetCount(); i++, angleIdx++) - { - fCollisionAngles[angleIdx] = hsATan2(fContactNormals[i].fY, fContactNormals[i].fX); - } - for (i = 0; i < fPrevSlidingNormals.GetCount(); i++, angleIdx++) - { - fCollisionAngles[angleIdx] = hsATan2(fPrevSlidingNormals[i].fY, fPrevSlidingNormals[i].fX); - } - // numContacts is rarely larger than 6, so let's do a simple bubble sort. - for (i = 0; i < numContacts; i++) - { - for (j = i + 1; j < numContacts; j++) - { - if (fCollisionAngles[i] > fCollisionAngles[j]) - { - hsScalar tempAngle = fCollisionAngles[i]; - fCollisionAngles[i] = fCollisionAngles[j]; - fCollisionAngles[j] = tempAngle; - } - } - } - // sorted, now we check. - for (i = 1; i < numContacts; i++) - { - if (fCollisionAngles[i] - fCollisionAngles[i - 1] >= threshold) - break; - } - if (i == numContacts) - { - // We got to the end. Check the last with the first and make your decision. - if (!(fCollisionAngles[0] - fCollisionAngles[numContacts - 1] >= (threshold - 2 * hsScalarPI))) - fFalseGround = true; + fTimeInAir += delSecs; + if (fHeadHit) + { + // If we're airborne and hit our head, override achieved velocity to avoid being shoved sideways + hsVector3 velocity = fController->GetLinearVelocity(); + hsVector3 achievedVelocity = fController->GetAchievedLinearVelocity(); + + achievedVelocity.fX = velocity.fX; + achievedVelocity.fY = velocity.fY; + if (achievedVelocity.fZ > 0.0f) + achievedVelocity.fZ = 0.0f; + + fController->OverrideAchievedLinearVelocity(achievedVelocity); } } + + if (!fHitGroundInThisAge && IsOnGround()) + fHitGroundInThisAge = true; + + if (fClearImpact) + { + fImpactTime = 0.0f; + fImpactVelocity.Set(0.0f, 0.0f, 0.0f); + } + + if (IsOnGround()) + fClearImpact = true; + else + { + fImpactTime = fTimeInAir; + fImpactVelocity = fController->GetAchievedLinearVelocity(); + // convert orientation from subworld to avatar-local coordinates + fImpactVelocity = (hsVector3)fController->GetLocalRotation().Rotate(&fImpactVelocity); + fClearImpact = false; + } + + if (fControlledFlight != 0) + { + if (IsOnGround()) + fControlledFlightTime = fTimeInAir; + + if (fControlledFlightTime > kControlledFlightThreshold) + EnableControlledFlight(false); + } } -void plWalkingStrategy::Update(hsScalar delSecs) + +void plWalkingStrategy::AddContactNormals(hsVector3& vec) { - //Update Should Only be Called from a PhysicalControllerCore - hsAssert(fCore,"Running Update: but have no Core"); - hsScalar AngularVelocity=fCore->GetAngularVelocity(); - hsVector3 LinearVelocity=fCore->GetLinearVelocity(); + hsScalar dot = vec * kAvatarUp; + if (dot >= 0.5f) + fGroundHit = true; + else + fSlidingNormals.Append(vec); +} - if (!fCore->IsEnabled() || fCore->IsKinematic()) +void plWalkingStrategy::Reset(bool newAge) +{ + plMovementStrategy::Reset(newAge); + if (newAge) { - fCore->UpdateSubstepNonPhysical(); - return; + fTimeInAir = 0.0f; + fClearImpact = true; + fHitGroundInThisAge = false; + fSlidingNormals.SetCount(0); } - fCore->CheckAndHandleAnyStateChanges(); - if (!fGroundHit && !fFalseGround) - fTimeInAir += delSecs; - else - fTimeInAir = 0.f; - plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded()); - if (so) +} + +bool plWalkingStrategy::EnableControlledFlight(bool status) +{ + if (status) { - fCore->MoveActorToSim(); - if (AngularVelocity != 0.f) - { - hsScalar deltaAngle=AngularVelocity*delSecs; - fCore->IncrementAngle( deltaAngle); - } - // We can't only send updates when the physical position changes because the - // world relative position may be changing all the time if we're in a subworld. - fCore->UpdateWorldRelativePos(); - fCore->SendCorrectionMessages(); - bool headhit=fHitHead; - fHitHead=false; - hsVector3 AchievedLinearVelocity; - AchievedLinearVelocity = fCore->DisplacementLastStep(); - AchievedLinearVelocity=AchievedLinearVelocity/delSecs; - - /*if we hit our head the sweep api might try to - move us laterally to go as high as we requested kind of like autostep, to top it off the - way the NxCharacter and the sweep api work as a whole NxControllerHitReport::OnShapeHit - wont be called regarding the head blow. - if we are airborne: with out this we will gain large amounts of velocity in the x y plane - and on account of fAchievedLinearVelocity being used in the next step we will fly sideways - */ - if(headhit&&!(fGroundHit||fFalseGround)) - { - //we have hit our head and we don't have anything beneath our feet - //not really friction just a way to make it seem more realistic keep between 0 and 1 - hsScalar headFriction=0.0f; - AchievedLinearVelocity.fX=(1.0f-headFriction)*LinearVelocity.fX; - AchievedLinearVelocity.fY=(1.0f-headFriction)*LinearVelocity.fY; - //only clamping when hitting head and going upwards, if going down leave it be - // this should only occur when going down stairwells with low ceilings like in cleft - //kitchen area - if(AchievedLinearVelocity.fZ>0.0f) - { - AchievedLinearVelocity.fZ=0.0f; - } - fCore->OverrideAchievedVelocity(AchievedLinearVelocity); - } - fCore->OverrideAchievedVelocity(AchievedLinearVelocity); - // Apply angular velocity + if (fControlledFlight == 0) + fControlledFlightTime = 0.0f; + + ++fControlledFlight; } + else + fControlledFlight = __max(--fControlledFlight, 0); + + return status; +} + +plPhysical* plWalkingStrategy::GetPushingPhysical() const { return fController->GetPushingPhysical(); } +bool plWalkingStrategy::GetFacingPushingPhysical() const { return fController->GetFacingPushingPhysical(); } + +const hsScalar plWalkingStrategy::kAirTimeThreshold = 0.1f; +const hsScalar plWalkingStrategy::kControlledFlightThreshold = 1.0f; - LinearVelocity.Set(0.f, 0.f, 0.f); - AngularVelocity = 0.f; - fCore->SetVelocities(LinearVelocity,AngularVelocity); +// Swim Strategy +plSwimStrategy::plSwimStrategy(plAGApplicator* rootApp, plPhysicalControllerCore* controller) + : plAnimatedMovementStrategy(rootApp, controller), + fBuoyancy(0.0f), + fSurfaceHeight(0.0f), + fCurrentRegion(nil), + fOnGround(false), + fHadContacts(false) +{ } +void plSwimStrategy::Apply(hsScalar delSecs) +{ + hsVector3 velocity = fController->GetLinearVelocity(); + hsVector3 achievedVelocity = fController->GetAchievedLinearVelocity(); + + IAdjustBuoyancy(); + + //trying to dampen the oscillations + hsScalar retardent = 0.0f; + static hsScalar finalBobSpeed = 0.5f; + if ((achievedVelocity.fZ > finalBobSpeed) || (achievedVelocity.fZ < -finalBobSpeed)) + retardent = achievedVelocity.fZ * -0.90f; + + hsScalar zacc = (1.0f - fBuoyancy) * kGravity + retardent; + velocity.fZ += (zacc * delSecs); + + velocity.fZ += achievedVelocity.fZ; + + // Water Current + if (fCurrentRegion != nil) + { + hsScalar angCurrent = 0.0f; + hsVector3 linCurrent(0.0f, 0.0f, 0.0f); + fCurrentRegion->GetCurrent(fController, linCurrent, angCurrent, delSecs); + + if (hsABS(angCurrent) > 0.0001f) + fController->IncrementAngle(angCurrent * delSecs); + + velocity += linCurrent; -void plWalkingStrategy::IAddContactNormals(hsVector3& vec) -{ - //TODO: ADD in functionality to Adjust walkable slope for controller, also apply that in here + if (velocity.fZ > fCurrentRegion->fMaxUpwardVel) + velocity.fZ = fCurrentRegion->fMaxUpwardVel; + } + + if (velocity.fZ < kTerminalVelocity) + velocity.fZ = kTerminalVelocity; + + // Convert to displacement vector + hsVector3 displacement = velocity * delSecs; + + // Reset vars and move controller // + fController->SetPushingPhysical(nil); + fController->SetFacingPushingPhysical(false); + fHadContacts = fOnGround = false; + + unsigned int collideResults = 0; + unsigned int collideFlags = 1<IsSeeking()) + collideFlags |= (1<Move(displacement, collideFlags, collideResults); + + if ((collideResults & kBottom) || (collideResults & kSides)) + fHadContacts = true; +} + +void plSwimStrategy::AddContactNormals(hsVector3& vec) +{ hsScalar dot = vec * kAvatarUp; - if ( dot >= kSLOPELIMIT ) fGroundHit=true; - else plMovementStrategySimulationInterface::IAddContactNormals(vec); + if (dot >= kSlopeLimit) + fOnGround = true; } -//swimming strategy -plSwimStrategy::plSwimStrategy(plPhysicalControllerCore* core) - :plMovementStrategy(core) - ,fOnGround(false) - ,fHadContacts(false) - ,fBuoyancy(0.f) - ,fSurfaceHeight(0.0f) - ,fCurrentRegion(nil) +void plSwimStrategy::SetSurface(plSwimRegionInterface *region, hsScalar surfaceHeight) { - fPreferedControllerHeight=kSWIMHEIGHT; - fPreferedControllerWidth=kSWIMRADIUS; - fCore->SetMovementSimulationInterface(this); + fCurrentRegion = region; + fSurfaceHeight = surfaceHeight; } void plSwimStrategy::IAdjustBuoyancy() { @@ -599,383 +652,148 @@ void plSwimStrategy::IAdjustBuoyancy() return; } - hsMatrix44 l2w, w2l; hsPoint3 posSim; - fCore->GetPositionSim(posSim); - float depth = fSurfaceHeight - posSim.fZ; - //this isn't a smooth transition but hopefully it won't be too obvious - if(depth<=0.0)//all the away above water + fController->GetPositionSim(posSim); + float depth = fSurfaceHeight - posSim.fZ; + + // this isn't a smooth transition but hopefully it won't be too obvious + if (depth <= 0.0) //all the away above water fBuoyancy = 0.f; // Same as being above ground. Plain old gravity. - else if(depth >= 5.0f) fBuoyancy=3.0f;//completely Submereged - else fBuoyancy =(depth/surfaceDepth ); - + else if (depth >= 5.0f) + fBuoyancy = 3.0f; //completely Submereged + else + fBuoyancy = depth / surfaceDepth; } -void plSwimStrategy::Apply(hsScalar delSecs) -{ - hsAssert(fCore,"PlSwimStrategy::Apply No Core shouldn't be Applying"); - UInt32 collideFlags = - 1<IsSeeking()) - { - collideFlags|=(1<GetLinearVelocity(); - hsVector3 AchievedLinearVelocity=fCore->GetAchievedLinearVelocity(); - if (fCore->IsKinematic()) - { - plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded()); - if (so) - { - // If we've been moved since the last physics update (somebody warped us), - // update the physics before we apply velocity. - const hsMatrix44& l2w = so->GetCoordinateInterface()->GetLocalToWorld(); - if (!CompareMatrices(l2w, fCore->GetLastGlobalLoc(), .0001f)) - { - fCore->SetKinematicLoc(l2w); - fCore->SetGlobalLoc(l2w); - } - } - return; - - } - if (!fCore->IsEnabled()) - return; - - fCore->SetPushingPhysical(nil); - fCore->SetFacingPushingPhysical( false); - fHadContacts=false; - fOnGround=false; - plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded()); - if (so) - { - // If we've been moved since the last physics update (somebody warped us), - // update the physics before we apply velocity. - const hsMatrix44& l2w = so->GetCoordinateInterface()->GetLocalToWorld(); - if (!CompareMatrices(l2w, fCore->GetLastGlobalLoc(), .0001f)) - fCore->SetGlobalLoc(l2w); - - // Convert our avatar relative velocity to subworld relative - if (!LinearVelocity.IsEmpty()) - { - LinearVelocity = l2w * LinearVelocity; - const plCoordinateInterface* subworldCI = fCore->GetSubworldCI(); - if (subworldCI) - LinearVelocity = subworldCI->GetWorldToLocal() * LinearVelocity; - } - IAdjustBuoyancy(); - hsScalar zacc; - hsScalar retardent=0.0f; - static hsScalar FinalBobSpeed=0.5f; - //trying to dampen the oscillations - if((AchievedLinearVelocity.fZ>FinalBobSpeed)||(AchievedLinearVelocity.fZ<-FinalBobSpeed)) - retardent=AchievedLinearVelocity.fZ *-.90f; - zacc=(1-fBuoyancy)*-32.f + retardent; - - hsVector3 linCurrent(0.0f,0.0f,0.0f); - hsScalar angCurrent = 0.f; - if (fCurrentRegion != nil) - { - - fCurrentRegion->GetCurrent(fCore, linCurrent, angCurrent, delSecs); - //fAngularVelocity+= angCurrent; - } - hsVector3 vel(LinearVelocity.fX , LinearVelocity.fY , AchievedLinearVelocity.fZ+ LinearVelocity.fZ ); - vel.fZ= vel.fZ + zacc*delSecs; - if(fCurrentRegion!=nil){ - if (vel.fZ > fCurrentRegion->fMaxUpwardVel) - { - vel.fZ = fCurrentRegion->fMaxUpwardVel; - } - vel+= linCurrent; - } - static const float kGravity = -32.f; - if(vel.fZMove(displacement,collideFlags,colFlags); - if((colFlags&kBottom)||(colFlags&kSides))fHadContacts=true; - hsScalar angvel=fCore->GetAngularVelocity(); - fCore->SetAngularVelocity(angvel +angCurrent); - } + +// Dynamic Walking Strategy +plDynamicWalkingStrategy::plDynamicWalkingStrategy(plAGApplicator* rootApp, plPhysicalControllerCore* controller) + : plWalkingStrategy(rootApp, controller) +{ } -void plSwimStrategy::Update(hsScalar delSecs) + +void plDynamicWalkingStrategy::Apply(hsScalar delSecs) { - hsAssert(fCore,"Running Update: but have no Core"); - hsScalar AngularVelocity=fCore->GetAngularVelocity(); - hsVector3 LinearVelocity=fCore->GetLinearVelocity(); - if (!fCore->IsEnabled() || fCore->IsKinematic()) - { - fCore->UpdateSubstepNonPhysical(); - return; - } - fCore->CheckAndHandleAnyStateChanges(); - plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded()); - if (so) - { - fCore->MoveActorToSim(); + hsVector3 velocity = fController->GetLinearVelocity(); + hsVector3 achievedVelocity = fController->GetAchievedLinearVelocity(); - if (AngularVelocity != 0.f) - { - hsScalar deltaAngle=AngularVelocity*delSecs; - fCore->IncrementAngle( deltaAngle); - } - fCore->UpdateWorldRelativePos(); - fCore->SendCorrectionMessages(); - } - LinearVelocity.Set(0.f, 0.f, 0.f); - AngularVelocity = 0.f; - fCore->SetVelocities(LinearVelocity,AngularVelocity); -} -void plSwimStrategy::IAddContactNormals(hsVector3& vec) -{ - //TODO: ADD in functionality to Adjust walkable slope for controller, also apply that in here - hsScalar dot = vec * kAvatarUp; - if ( dot >= kSLOPELIMIT ) + // Add in gravity if the avatar's z velocity isn't being set explicitly + if (hsABS(velocity.fZ) < 0.001f) { - fOnGround=true; - // fHadContacts=true; + // Get our previous z velocity. If we're on the ground, clamp it to zero at + // the largest, so we won't launch into the air if we're running uphill. + hsScalar prevZVel = achievedVelocity.fZ; + if (IsOnGround()) + prevZVel = hsMinimum(prevZVel, 0.f); + + velocity.fZ = prevZVel + (kGravity * delSecs); } - else plMovementStrategySimulationInterface::IAddContactNormals(vec); -} -void plSwimStrategy::SetSurface(plSwimRegionInterface *region, hsScalar surfaceHeight) -{ - fCurrentRegion=region; - fSurfaceHeight=surfaceHeight; + + if (velocity.fZ < kTerminalVelocity) + velocity.fZ = kTerminalVelocity; + + fController->SetPushingPhysical(nil); + fController->SetFacingPushingPhysical(false); + fGroundHit = fFalseGround = false; + + hsScalar groundZVelocity; + if (ICheckForGround(groundZVelocity)) + velocity.fZ += groundZVelocity; + + fController->SetLinearVelocitySim(velocity); } -void plRidingAnimatedPhysicalStrategy::Apply(hsScalar delSecs) + +bool plDynamicWalkingStrategy::ICheckForGround(hsScalar& zVelocity) { - hsVector3 LinearVelocity=fCore->GetLinearVelocity(); - hsVector3 AchievedLinearVelocity=fCore->GetAchievedLinearVelocity(); - if (fCore->IsKinematic()) - { - //want to make sure nothing funky happens in the sim - IApplyKinematic(); - return; - } - if (!fCore->IsEnabled()) - return; + std::vector groundHits; + UInt32 collideFlags = 1<GetPositionSim(startPos); + hsPoint3 endPos = startPos; - - fCore->SetPushingPhysical(nil); - fCore->SetFacingPushingPhysical( false); - plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded()); - hsPoint3 startPos, desiredDestination, endPos; - fCore->GetPositionSim(startPos); - UInt32 collideFlags = - 1< GroundHitRecords; - int possiblePlatformCount =fCore->SweepControllerPath(startPos, startPos + hsPoint3(0.f,0.f, -0.002f), true, true, collideFlags, GroundHitRecords); - float maxPlatformVel = - FLT_MAX; - int platformCount=0; - fGroundHit = false; - if(possiblePlatformCount) + // Set sweep length + startPos.fZ += 0.05f; + endPos.fZ -= 0.05f; + + int possiblePlatformCount = fController->SweepControllerPath(startPos, endPos, true, true, collideFlags, groundHits); + if (possiblePlatformCount) { - - std::multiset::iterator curRecord; + zVelocity = -FLT_MAX; - for(curRecord = GroundHitRecords.begin(); curRecord != GroundHitRecords.end(); curRecord++) + std::vector::iterator curRecord; + for (curRecord = groundHits.begin(); curRecord != groundHits.end(); ++curRecord) { - hsBool groundlike=false; - if((curRecord->locHit.fZ - startPos.fZ)<= .2) groundlike= true; - if(groundlike) + if (curRecord->ObjHit != nil) { - if(curRecord->ObjHit !=nil) - { - hsVector3 vel; - curRecord->ObjHit->GetLinearVelocitySim(vel); - if(vel.fZ > maxPlatformVel) - { - maxPlatformVel= vel.fZ; - } - } - platformCount ++; + hsVector3 objVelocity; + curRecord->ObjHit->GetLinearVelocitySim(objVelocity); + if (objVelocity.fZ > zVelocity) + zVelocity = objVelocity.fZ; + fGroundHit = true; } } } - - - - bool gotGroundHit = fGroundHit; - if (so) - { - - // If we've been moved since the last physics update (somebody warped us), - // update the physics before we apply velocity. - const hsMatrix44& l2w = so->GetCoordinateInterface()->GetLocalToWorld(); - if (!CompareMatrices(l2w, fCore->GetLastGlobalLoc(), .0001f)) - fCore->SetGlobalLoc(l2w); - - // Convert our avatar relative velocity to subworld relative - if (!LinearVelocity.IsEmpty()) - { - LinearVelocity = l2w * LinearVelocity; - const plCoordinateInterface* subworldCI = fCore->GetSubworldCI(); - if (subworldCI) - LinearVelocity = subworldCI->GetWorldToLocal() * LinearVelocity; - } - - if(!IsOnGround()) - { - if(!fNeedVelocityOverride) - { - LinearVelocity.fZ= AchievedLinearVelocity.fZ; - } - else - { - LinearVelocity = fOverrideVelocity; - } - } - if(fStartJump) - { - LinearVelocity.fZ =12.0f; - } - if(platformCount) - { - LinearVelocity.fZ = LinearVelocity.fZ + maxPlatformVel; - } - - //probably neeed to do something with contact normals in here - //for false ground stuff - - fFalseGround = false; - hsVector3 testLength = LinearVelocity * delSecs + hsVector3(0.0, 0.0, -0.00f); - // - hsPoint3 desiredDestination= startPos + testLength; - if(!IsOnGround()) - { - if(ICheckMove(startPos, desiredDestination)) - {//we can get there soley by the LinearVelocity - - fNeedVelocityOverride =false; - } - else - { - - fNeedVelocityOverride =true; - fOverrideVelocity = LinearVelocity; - fOverrideVelocity.fZ -= delSecs * 32.f; - } - } - else - { - fNeedVelocityOverride =false; - } - fCore->SetLinearVelocity(LinearVelocity); - - } + return fGroundHit; } -bool plRidingAnimatedPhysicalStrategy::ICheckMove(const hsPoint3& startPos, const hsPoint3& desiredPos) + + +////////////////////////////////////////////////////////////////////////// + +/* +Purpose: + +ANGLE_RAD_2D returns the angle in radians swept out between two rays in 2D. + +Discussion: + +Except for the zero angle case, it should be true that + +ANGLE_RAD_2D(X1,Y1,X2,Y2,X3,Y3) ++ ANGLE_RAD_2D(X3,Y3,X2,Y2,X1,Y1) = 2 * PI + +Modified: + +19 April 1999 + +Author: + +John Burkardt + +Parameters: + +Input, float X1, Y1, X2, Y2, X3, Y3, define the rays +( X1-X2, Y1-Y2 ) and ( X3-X2, Y3-Y2 ) which in turn define the +angle, counterclockwise from ( X1-X2, Y1-Y2 ). + +Output, float ANGLE_RAD_2D, the angle swept out by the rays, measured +in radians. 0 <= ANGLE_DEG_2D < 2 PI. If either ray has zero length, +then ANGLE_RAD_2D is set to 0. +*/ + +static float AngleRad2d( float x1, float y1, float x3, float y3 ) { - //returns false if it believes the end result can't be obtained by pure application of velocity (collides into somthing that it can't climb up) - //used as a way to check if it needs to hack getting there like in jumping - - UInt32 collideFlags = - 1<IsSeeking()) - { - collideFlags|=(1< DynamicHits; - int NumberOfHits=fCore->SweepControllerPath(startPos, desiredPos, true, true, collideFlags, DynamicHits); - - hsPoint3 stepFromPoint; - hsVector3 movementdir(&startPos, &desiredPos); - movementdir.Normalize(); - if(NumberOfHits) - { - hsPoint3 initBottomPos; - fCore->GetPositionSim(initBottomPos); - std::multiset< plControllerSweepRecord >::iterator cur; - hsVector3 testLength(desiredPos - startPos); - bool freeMove=true; - for(cur = DynamicHits.begin(); cur != DynamicHits.end(); cur++) - { - if(movementdir.InnerProduct(cur->Norm)>0.01f) - { - hsVector3 topOfBottomHemAtTimeT=hsVector3(initBottomPos + testLength * cur->TimeHit ); - topOfBottomHemAtTimeT.fZ = topOfBottomHemAtTimeT.fZ + fCore->GetControllerWidth(); - if(cur->locHit.fZ <= (topOfBottomHemAtTimeT.fZ -.5f)) - { - hitBottomOfCapsule=true; - hsVector3 norm= hsVector3(-1*(cur->locHit-topOfBottomHemAtTimeT)); - norm.Normalize(); - IAddContactNormals(norm); - } - else - { - return false; - } - } + float value; + float x; + float y; - } - return true; + x = ( x1 ) * ( x3 ) + ( y1 ) * ( y3 ); + y = ( x1 ) * ( y3 ) - ( y1 ) * ( x3 ); + + if ( x == 0.0 && y == 0.0 ) { + value = 0.0; } - else + else { - return true; - } - -} -void plRidingAnimatedPhysicalStrategy::Update(hsScalar delSecs) -{ - if (!fCore->IsEnabled() || fCore->IsKinematic()) - { - fCore->UpdateSubstepNonPhysical(); - return; - } - fCore->CheckAndHandleAnyStateChanges(); -} -void plRidingAnimatedPhysicalStrategy::PostStep(hsScalar delSecs) -{ - if(!(!fCore->IsEnabled() || fCore->IsKinematic())) - { - if (!fGroundHit && !fFalseGround) - fTimeInAir += delSecs; - else - fTimeInAir = 0.f; - hsVector3 AchievedLinearVelocity, LinearVelocity; - AchievedLinearVelocity = fCore->GetLinearVelocity(); - hsScalar AngularVelocity=fCore->GetAngularVelocity(); - fCore->OverrideAchievedVelocity(AchievedLinearVelocity); - plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded()); - if (so) + value = atan2 ( y, x ); + + if ( value < 0.0 ) { - fCore->UpdateControllerAndPhysicalRep(); - if (AngularVelocity != 0.f) - { - hsScalar deltaAngle=AngularVelocity*delSecs; - fCore->IncrementAngle( deltaAngle); - } - fCore->UpdateWorldRelativePos(); - fCore->SendCorrectionMessages(); + value = (float)(value + TWO_PI); } - LinearVelocity.Set(0.f, 0.f, 0.f); - AngularVelocity = 0.f; - fCore->SetVelocities(LinearVelocity, AngularVelocity); } - fStartJump = false; + return value; } + diff --git a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plPhysicalControllerCore.h b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plPhysicalControllerCore.h index bc96f697..8f56ddc2 100644 --- a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plPhysicalControllerCore.h +++ b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plPhysicalControllerCore.h @@ -41,310 +41,284 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com *==LICENSE==*/ #ifndef PLPHYSICALCONTROLLERCORE_H #define PLPHYSICALCONTROLLERCORE_H + #include "hsGeometry3.h" #include "hsMatrix44.h" +#include "hsQuat.h" #include "hsTemplates.h" #include "../pnKeyedObject/plKey.h" #include "../plPhysical/plSimDefs.h" -#include "../pnMessage/plMessage.h" - -#include "hsQuat.h" -#define PHYSX_ONLY_TRIGGER_FROM_KINEMATIC 1 -#define kSLOPELIMIT (cosf(hsScalarDegToRad(55.f))) +#include class plCoordinateInterface; class plPhysical; -class plPXPhysical; +class plMovementStrategy; +class plAGApplicator; class plSwimRegionInterface; -//Replacement for for plPhysicalController stripped out some walk specific code -//plPhysicalControllerCore needs to have movement strategies registered to it these will then -//be called by the controller during the simulation steps. The Strategies need to at least have an -// Apply and Update definition. Everything else should be movement specific. I hope to come back and -//and refactor when I have time this in the future. -enum plControllerCollisionFlags -{ - kSides=1, - kTop= (1<<1), - kBottom=(1<<2), -}; -class plMovementStrategySimulationInterface -{ -public: +#define kSlopeLimit (cosf(hsScalarDegToRad(55.f))) - virtual void Apply(hsScalar delSecs)=0; - virtual void Update(hsScalar delSecs)=0; - //most strategies don't require this. Only the ones that require behavior like a physical or need - //something after the sim step. this used to be taken care of by Update, but this was moved to take care of - //some of the frame lag - virtual void PostStep(hsScalar delSecs){}; - virtual void IAddContactNormals(hsVector3& vec){fContactNormals.Append(vec);} - virtual void AddOnTopOfObject(plPhysical* phys){ fOnTopOf.Append(phys);} - virtual void LeaveAge() - { - fContactNormals.SetCount(0); - fOnTopOf.SetCount(0); - } -protected: - hsTArray fContactNormals; - hsTArray fOnTopOf; +enum plControllerCollisionFlags +{ + kSides = 1, + kTop = (1 << 1), + kBottom = (1 << 2) }; -class plControllerSweepRecord +struct plControllerSweepRecord { -public: plPhysical *ObjHit; - hsPoint3 locHit;//World space - hsScalar TimeHit;//Normalized between 0 and 1 - hsVector3 Norm; + hsPoint3 Point; + hsVector3 Normal; }; -bool operator<(const plControllerSweepRecord left, const plControllerSweepRecord right); + class plPhysicalControllerCore { public: - virtual ~plPhysicalControllerCore(); - virtual void Move(hsVector3 displacement, unsigned int collideWith, unsigned int &collisionResults)=0; - virtual void SetMovementSimulationInterface(plMovementStrategySimulationInterface* strat){fMovementInterface=strat;} - virtual void Apply(hsScalar delSecs); - virtual void Update(hsScalar delSecs); - virtual void PostStep(hsScalar delSecs); - // A disabled avatar doesn't move or accumulate air time if he's off the ground. + plPhysicalControllerCore(plKey ownerSceneObject, hsScalar height, hsScalar radius); + virtual ~plPhysicalControllerCore() { } + + // An ArmatureMod has its own idea about when physics should be enabled/disabled. + // Use plArmatureModBase::EnablePhysics() instead. virtual void Enable(bool enable) = 0; - virtual bool IsEnabled() {return fEnabled;} - virtual plKey GetSubworld() {return fWorldKey;} + virtual bool IsEnabled() { return fEnabled; } + + // Subworld + virtual plKey GetSubworld() { return fWorldKey; } virtual void SetSubworld(plKey world) = 0; - virtual const plCoordinateInterface* GetSubworldCI() const = 0; + virtual const plCoordinateInterface* GetSubworldCI(); + // For the avatar SDL only virtual void GetState(hsPoint3& pos, float& zRot) = 0; virtual void SetState(const hsPoint3& pos, float zRot) = 0; - // kinematic stuff .... should be just for when playing a behavior... - virtual void Kinematic(bool state) = 0; - virtual bool IsKinematic() = 0; - virtual void GetKinematicPosition(hsPoint3& pos) = 0; - virtual const hsMatrix44& GetPrevSubworldW2L() = 0; - //when seeking no longer want to interact with exclusion regions - virtual void SetSeek(bool seek){fSeeking=seek;} - virtual bool IsSeeking(){return fSeeking;} - static plPhysicalControllerCore* Create(plKey ownerSO, hsScalar height, hsScalar radius); - virtual plMovementStrategySimulationInterface* GetMovementInterface(){return fMovementInterface;} - plPhysicalControllerCore(plKey ownerSceneObject, hsScalar height, hsScalar radius); - virtual plKey GetOwner(){return fOwner;}; - // Set the LOS DB this avatar will be in (only one) - virtual void SetLOSDB(plSimDefs::plLOSDB losDB) { fLOSDB = losDB; } ; - virtual plSimDefs::plLOSDB GetLOSDB() {return fLOSDB ; } - virtual const hsMatrix44& GetLastGlobalLoc()=0; - virtual void SetKinematicLoc(const hsMatrix44& l2w)=0; - virtual void SetGlobalLoc(const hsMatrix44& l2w)=0; - virtual bool IsEnabledChanged(){return fEnableChanged;} - virtual void HandleEnableChanged()=0; - virtual bool IsKinematicChanged(){return fKinematicChanged;} - virtual void GetPositionSim(hsPoint3& pos)=0; - virtual void HandleKinematicChanged()=0; - virtual bool IsKinematicEnableNextUpdate(){return fKinematicEnableNextUpdate;} - virtual void HandleKinematicEnableNextUpdate()=0; - virtual void MoveKinematicToController(hsPoint3& pos)=0; - virtual void UpdateControllerAndPhysicalRep()=0; - virtual void CheckAndHandleAnyStateChanges(); - virtual void UpdateSubstepNonPhysical(); - virtual const hsPoint3& GetLocalPosition()=0; - const hsQuat& GetLocalRotation() { return fLocalRotation; } - virtual void MoveActorToSim(); - - virtual void OverrideAchievedVelocity(hsVector3 newAchievedVel) - {//because of things like superjumps this is needed I'd rather not, but can't help it - fAchievedLinearVelocity=newAchievedVel; - } - //any clean up for the controller should go here - virtual void LeaveAge()=0; - hsVector3 DisplacementLastStep(){return fDisplacementThisStep;} - hsVector3 MeanVelocityForLastStep() - { - hsVector3 vel=fDisplacementThisStep; - return vel/fSimLength; - } - void SendCorrectionMessages(); + + // The LOS DB this avatar is in (only one) + virtual plSimDefs::plLOSDB GetLOSDB() { return fLOSDB; } + virtual void SetLOSDB(plSimDefs::plLOSDB losDB) { fLOSDB = losDB; } + + // Movement strategy + virtual void SetMovementStrategy(plMovementStrategy* strategy) = 0; + + // Global location + virtual const hsMatrix44& GetLastGlobalLoc() { return fLastGlobalLoc; } + virtual void SetGlobalLoc(const hsMatrix44& l2w) = 0; + + // Local sim position + virtual void GetPositionSim(hsPoint3& pos) = 0; + + // Move kinematic controller + virtual void Move(hsVector3 displacement, unsigned int collideWith, unsigned int &collisionResults) = 0; + + // Set linear velocity on dynamic controller + virtual void SetLinearVelocitySim(const hsVector3& linearVel) = 0; + + // Sweep the controller path from startPos through endPos + virtual int SweepControllerPath(const hsPoint3& startPos,const hsPoint3& endPos, hsBool vsDynamics, hsBool vsStatics, + UInt32& vsSimGroups, std::vector& hits) = 0; + + // any clean up for the controller should go here + virtual void LeaveAge() = 0; + + // Local rotation + const hsQuat& GetLocalRotation() const { return fLocalRotation; } void IncrementAngle(hsScalar deltaAngle); - void UpdateWorldRelativePos(); - virtual void SetLinearVelocity(const hsVector3& linearVel){fLinearVelocity=linearVel;} - //should actually be a 3 vector but everywhere else it is assumed to be just around Z - virtual void SetAngularVelocity(const hsScalar angvel){ fAngularVelocity=angvel;} - virtual void SetVelocities(const hsVector3& linearVel, hsScalar angVel) - { - fLinearVelocity=linearVel; - fAngularVelocity=angVel; - } - virtual const hsVector3& GetLinearVelocity() ; - virtual hsScalar GetAngularVelocity(){return fAngularVelocity;} - virtual const hsVector3& GetAchievedLinearVelocity()const {return fAchievedLinearVelocity;} - plPhysical* GetPushingPhysical(); - bool GetFacingPushingPhysical(); - virtual void SetPushingPhysical(plPhysical* pl){fPushingPhysical=pl;} - virtual void SetFacingPushingPhysical(bool ans){fFacingPushingPhysical=ans;} - //To be Used during runtime conversions, say to switch a tall controller to a ball for swimming - virtual void SetControllerDimensions(hsScalar radius, hsScalar height)=0; - virtual hsScalar GetControllerWidth(){return fRadius;} - virtual hsScalar GetControllerHeight(){return fHeight;} - virtual void ResetAchievedLinearVelocity() - { - fAchievedLinearVelocity.Set(0.f,0.f,0.f); - } - virtual int SweepControllerPath(const hsPoint3& startPos,const hsPoint3& endPos, hsBool vsDynamics, hsBool vsStatics, UInt32& vsSimGroups, std::multiset< plControllerSweepRecord >& WhatWasHitOut)=0; - //this should only be used to force a move it could place your head into a wall and that would be good - virtual hsScalar GetHeight() {return fHeight;} - virtual hsScalar GetRadius() {return fRadius;} - //Wether the avatar thing has mass and forces things down or not, and changes the way things move - //This is an attempt fix things like riding on an animated physical - virtual void BehaveLikeAnimatedPhysical(hsBool actLikeAnAnimatedPhys)=0; - virtual hsBool BehavingLikeAnAnimatedPhysical()=0; -protected: + // Linear velocity + void SetLinearVelocity(const hsVector3& linearVel) { fLinearVelocity = linearVel; } + const hsVector3& GetLinearVelocity() const { return fLinearVelocity; } + + // Acheived linear velocity + const hsVector3& GetAchievedLinearVelocity() const { return fAchievedLinearVelocity; } + void OverrideAchievedLinearVelocity(const hsVector3& linearVel) { fAchievedLinearVelocity = linearVel; } + void ResetAchievedLinearVelocity() { fAchievedLinearVelocity.Set(0.f, 0.f, 0.f); } + + // SceneObject + plKey GetOwner() { return fOwner; } + + // When seeking no longer want to interact with exclude regions + void SetSeek(bool seek) { fSeeking = seek; } + bool IsSeeking() const { return fSeeking; } + + // Pushing physical + plPhysical* GetPushingPhysical() const { return fPushingPhysical; } + void SetPushingPhysical(plPhysical* phys) { fPushingPhysical = phys; } + bool GetFacingPushingPhysical() const { return fFacingPushingPhysical; } + void SetFacingPushingPhysical(bool facing) { fFacingPushingPhysical = facing; } + // Controller dimensions + hsScalar GetRadius() const { return fRadius; } + hsScalar GetHeight() const { return fHeight; } + + // Create a new controller instance - Implemented in the physics system + static plPhysicalControllerCore* Create(plKey ownerSO, hsScalar height, hsScalar radius); + +protected: + virtual void IHandleEnableChanged() = 0; + + void IApply(hsScalar delSecs); + void IUpdate(int numSubSteps, hsScalar alpha); + void IUpdateNonPhysical(hsScalar alpha); + + void ISendCorrectionMessages(bool dirtySynch = false); + plKey fOwner; + plKey fWorldKey; + hsScalar fHeight; hsScalar fRadius; - plKey fWorldKey; + plSimDefs::plLOSDB fLOSDB; - bool fSeeking; - bool fEnabled; - bool fEnableChanged; - bool fKinematic; - bool fKinematicEnableNextUpdate; - bool fKinematicChanged; - plMovementStrategySimulationInterface* fMovementInterface; - hsMatrix44 fLastGlobalLoc; - hsPoint3 fLocalPosition; + + plMovementStrategy* fMovementStrategy; + + hsScalar fSimLength; + hsQuat fLocalRotation; + hsPoint3 fLocalPosition; + hsPoint3 fLastLocalPosition; + + hsMatrix44 fLastGlobalLoc; hsMatrix44 fPrevSubworldW2L; - hsVector3 fDisplacementThisStep; - hsScalar fSimLength; - //physical properties hsVector3 fLinearVelocity; - hsScalar fAngularVelocity; hsVector3 fAchievedLinearVelocity; + plPhysical* fPushingPhysical; bool fFacingPushingPhysical; - bool fNeedsResize; + + bool fSeeking; + bool fEnabled; + bool fEnableChanged; }; -class plMovementStrategy: public plMovementStrategySimulationInterface +class plMovementStrategy { public: - virtual void SetControllerCore(plPhysicalControllerCore* core) - { - fCore=core; - fCore->SetMovementSimulationInterface(this); - } - virtual void RefreshConnectionToControllerCore() - { - fCore->SetMovementSimulationInterface(this); - //fCore->SetControllerDimensions(fPreferedControllerWidth,fPreferedControllerHeight); - fCore->BehaveLikeAnimatedPhysical(this->IRequireBehaviourLikeAnAnimatedPhysical()); - } - plMovementStrategy(plPhysicalControllerCore* core); - //should actually be a 3 vector but everywhere else it is assumed to be just around Z - virtual void SetLinearAcceleration(const hsVector3& accel){fLinearAcceleration=accel;} - virtual const hsVector3& GetLinearAcceleration()const{return fLinearAcceleration;} - //should actually be a 3 vector but everywhere else it is assumed to be just around Z - virtual void ResetAchievedLinearVelocity() - { - hsVector3 AchievedLinearVelocity(0.f,0.f,0.f); - if(fCore)fCore->OverrideAchievedVelocity(AchievedLinearVelocity); - } -//proxy functions for Controller Core - virtual hsScalar GetAirTime() const { return fTimeInAir; } - virtual void ResetAirTime() { fTimeInAir = 0.f; } - + plMovementStrategy(plPhysicalControllerCore* controller); + virtual ~plMovementStrategy() { } + + virtual void Apply(hsScalar delSecs) = 0; + virtual void Update(hsScalar delSecs) { } + + virtual void AddContactNormals(hsVector3& vec) { } + virtual void Reset(bool newAge); + virtual bool IsKinematic() { return true; } + protected: - virtual hsBool IRequireBehaviourLikeAnAnimatedPhysical()=0; - virtual void IApplyKinematic(); - plPhysicalControllerCore* fCore; - hsVector3 fLinearAcceleration; - hsScalar fAngularAcceleration; - plKey fOwner; - static const hsScalar kAirTimeThreshold; - hsScalar fTimeInAir; - hsScalar fPreferedControllerWidth; - hsScalar fPreferedControllerHeight; - + plPhysicalControllerCore* fController; +}; + +class plAnimatedMovementStrategy : public plMovementStrategy +{ +public: + plAnimatedMovementStrategy(plAGApplicator* rootApp, plPhysicalControllerCore* controller); + virtual ~plAnimatedMovementStrategy() { } + + void RecalcVelocity(double timeNow, hsScalar elapsed, hsBool useAnim = true); + void SetTurnStrength(hsScalar val) { fTurnStr = val; } + hsScalar GetTurnStrength() const { return fTurnStr; } +private: + void IRecalcLinearVelocity(float elapsed, hsMatrix44 &prevMat, hsMatrix44 &curMat); + void IRecalcAngularVelocity(float elapsed, hsMatrix44 &prevMat, hsMatrix44 &curMat); + + plAGApplicator* fRootApp; + hsVector3 fAnimLinearVel; + hsScalar fAnimAngularVel; + hsScalar fTurnStr; }; -class plWalkingStrategy: public plMovementStrategy +class plWalkingStrategy : public plAnimatedMovementStrategy { public: - plWalkingStrategy(plPhysicalControllerCore* core):plMovementStrategy(core) - { - fGroundHit=false; - fFalseGround=false; - fHitHead=false; - fCore->SetMovementSimulationInterface(this); - fPreferedControllerWidth=core->GetControllerWidth(); - fPreferedControllerHeight=core->GetControllerHeight(); - fOnTopOfAnimatedPhysLastFrame=false; - } - virtual ~plWalkingStrategy(){}; + plWalkingStrategy(plAGApplicator* rootApp, plPhysicalControllerCore* controller); + virtual ~plWalkingStrategy() { } + virtual void Apply(hsScalar delSecs); - virtual void Update(hsScalar delSecs); + virtual void Update(hsScalar delSecs); + + virtual void AddContactNormals(hsVector3& vec); + virtual void Reset(bool newAge); + bool HitGroundInThisAge() const { return fHitGroundInThisAge; } bool IsOnGround() const { return fTimeInAir < kAirTimeThreshold || fFalseGround; } - bool IsOnFalseGround() const { return fFalseGround && !fGroundHit; } - void GroundHit() { fGroundHit = true; } - virtual void IAddContactNormals(hsVector3& vec); - virtual void StartJump(){}; - + + hsScalar GetAirTime() const { return fTimeInAir; } + void ResetAirTime() { fTimeInAir = 0.0f; } + + hsScalar GetImpactTime() const { return fImpactTime; } + const hsVector3& GetImpactVelocity() const { return fImpactVelocity; } + + bool EnableControlledFlight(bool status); + bool IsControlledFlight() const { return fControlledFlight != 0; } + + plPhysical* GetPushingPhysical() const; + bool GetFacingPushingPhysical() const; protected: + static const hsScalar kAirTimeThreshold; + static const hsScalar kControlledFlightThreshold; + + hsTArray fSlidingNormals; + + hsVector3 fImpactVelocity; + hsScalar fImpactTime; + + hsScalar fTimeInAir; - void ICheckForFalseGround(); + hsScalar fControlledFlightTime; + int fControlledFlight; + bool fGroundHit; bool fFalseGround; - bool fHitHead; - bool fOnTopOfAnimatedPhysLastFrame; - hsTArray fPrevSlidingNormals; - virtual hsBool IRequireBehaviourLikeAnAnimatedPhysical(){return true;} + bool fHeadHit; + bool fSliding; + bool fClearImpact; + bool fHitGroundInThisAge; }; -class plSwimStrategy: public plMovementStrategy + +class plSwimStrategy : public plAnimatedMovementStrategy { public: - plSwimStrategy(plPhysicalControllerCore *core); - virtual ~plSwimStrategy(){}; - void SetSurface(plSwimRegionInterface *region, hsScalar surfaceHeight); + plSwimStrategy(plAGApplicator* rootApp, plPhysicalControllerCore* controller); + virtual ~plSwimStrategy() { } + virtual void Apply(hsScalar delSecs); - virtual void Update(hsScalar delSecs); - hsScalar GetBuoyancy() { return fBuoyancy; } - hsBool IsOnGround() { return fOnGround; } - hsBool HadContacts() { return fHadContacts; } - virtual void IAddContactNormals(hsVector3& vec); + + virtual void AddContactNormals(hsVector3& vec); + + void SetSurface(plSwimRegionInterface* region, hsScalar surfaceHeight); + + hsScalar GetBuoyancy() const { return fBuoyancy; } + bool IsOnGround() const { return fOnGround; } + bool HadContacts() const { return fHadContacts; } + protected: - virtual hsBool IRequireBehaviourLikeAnAnimatedPhysical(){return true;} -private: void IAdjustBuoyancy(); + hsScalar fBuoyancy; - hsBool fOnGround; - hsBool fHadContacts; hsScalar fSurfaceHeight; + plSwimRegionInterface *fCurrentRegion; + + bool fOnGround; + bool fHadContacts; }; -class plRidingAnimatedPhysicalStrategy : public plWalkingStrategy + +class plDynamicWalkingStrategy : public plWalkingStrategy { public: - plRidingAnimatedPhysicalStrategy(plPhysicalControllerCore *core ) : - fNeedVelocityOverride(false),fStartJump(false),plWalkingStrategy(core){}; - virtual ~plRidingAnimatedPhysicalStrategy(){}; + plDynamicWalkingStrategy(plAGApplicator* rootApp, plPhysicalControllerCore* controller); + virtual ~plDynamicWalkingStrategy() { } + virtual void Apply(hsScalar delSecs); - virtual void Update(hsScalar delSecs); - virtual void PostStep(hsScalar delSecs); - bool IsOnGround() const { return fTimeInAir < kAirTimeThreshold || fFalseGround; } - bool IsOnFalseGround() const { return fFalseGround && !fGroundHit; } - void GroundHit() { fGroundHit = true; } - virtual void StartJump(){fStartJump = true;} + + virtual bool IsKinematic() { return false; } + protected: - virtual hsBool IRequireBehaviourLikeAnAnimatedPhysical(){return false;} - bool ICheckMove(const hsPoint3& startPos, const hsPoint3& desiredPos); - hsBool fNeedVelocityOverride; - hsVector3 fOverrideVelocity; - bool fStartJump; + bool ICheckForGround(hsScalar& zVelocity); }; + #endif// PLPHYSICALCONTROLLERCORE_H + diff --git a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plInputCore/plSceneInputInterface.cpp b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plInputCore/plSceneInputInterface.cpp index 4d40e538..57d9ee7c 100644 --- a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plInputCore/plSceneInputInterface.cpp +++ b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plInputCore/plSceneInputInterface.cpp @@ -73,7 +73,7 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com #include "../plAvatar/plArmatureMod.h" #include "../plAvatar/plAvBrain.h" #include "../plAvatar/plAvatarMgr.h" -#include "../plAvatar/plAvCallbackAction.h" +#include "../plAvatar/plPhysicalControllerCore.h" #include "../plModifier/plInterfaceInfoModifier.h" #include "../pnModifier/plLogicModBase.h" #include "../plVault/plVault.h" diff --git a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plModifier/plExcludeRegionModifier.cpp b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plModifier/plExcludeRegionModifier.cpp index c1f0d5f2..5872072a 100644 --- a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plModifier/plExcludeRegionModifier.cpp +++ b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plModifier/plExcludeRegionModifier.cpp @@ -54,7 +54,6 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com #include "../plMessage/plAvatarMsg.h" #include "plPhysical.h" #include "../plPhysical/plSimDefs.h" -#include "../plAvatar/plAvCallbackAction.h" #include "../plAvatar/plAvBrainGeneric.h" diff --git a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plPhysical/plCollisionDetector.cpp b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plPhysical/plCollisionDetector.cpp index a2ea1df0..5b8f23a8 100644 --- a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plPhysical/plCollisionDetector.cpp +++ b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plPhysical/plCollisionDetector.cpp @@ -39,7 +39,6 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com Mead, WA 99021 *==LICENSE==*/ -#include "../plAvatar/plAvCallbackAction.h" #include "hsTypes.h" #include "plCollisionDetector.h" @@ -65,6 +64,7 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com #include "../plAvatar/plAvatarMgr.h" #include "../plAvatar/plAvBrainHuman.h" #include "../plAvatar/plAvBrainDrive.h" +#include "../plAvatar/plPhysicalControllerCore.h" #include "../plModifier/plDetectorLog.h" @@ -770,7 +770,7 @@ void plObjectInVolumeAndFacingDetector::ICheckForTrigger() // And are we walking towards it? plArmatureBrain* abrain = armMod->FindBrainByClass(plAvBrainHuman::Index()); //armMod->GetCurrentBrain(); plAvBrainHuman* brain = plAvBrainHuman::ConvertNoRef(abrain); - if (brain && brain->IsMovingForward() && brain->fCallbackAction->IsOnGround()) + if (brain && brain->IsMovingForward() && brain->fWalkingStrategy->IsOnGround()) movingForward = true; } else @@ -940,11 +940,11 @@ hsBool plPanicLinkRegion::MsgReceive(plMessage* msg) plArmatureMod* avMod = IGetAvatarModifier(pCollMsg->fOtherKey); if (avMod) { - hsPoint3 kinPos; + hsPoint3 pos; if (avMod->GetController()) { - avMod->GetController()->GetKinematicPosition(kinPos); - DetectorLogSpecial("Avatar is panic linking. KinPos at %f,%f,%f and is %s",kinPos.fX,kinPos.fY,kinPos.fZ,avMod->GetController()->IsEnabled() ? "enabled" : "disabled"); + avMod->GetController()->GetPositionSim(pos); + DetectorLogSpecial("Avatar is panic linking. Position %f,%f,%f and is %s", pos.fX, pos.fY, pos.fZ, avMod->GetController()->IsEnabled() ? "enabled" : "disabled"); } avMod->PanicLink(fPlayLinkOutAnim); } @@ -1168,4 +1168,4 @@ hsBool plRidingAnimatedPhysicalDetector::MsgReceive(plMessage *msg) return true; } return plSimpleRegionSensor::MsgReceive(msg); -} +} diff --git a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plPhysical/plSimDefs.h b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plPhysical/plSimDefs.h index 24b4583e..b98d6f97 100644 --- a/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plPhysical/plSimDefs.h +++ b/MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plPhysical/plSimDefs.h @@ -72,25 +72,6 @@ namespace plSimDefs kGroupMax, }; - /** A taxonomy of action types. Crucial for doing things like making sure you don't - do things like attach duplicate actions. */ - enum ActionType - { - kUnknownAction = 0x01, // don't know the type (probably forgot to override GetType()) - kUnknownZAction = 0x02, // unknown type of z-order action - kAntiGravityAction = 0x03, // an action that counters gravity exactly - kUprightAction = 0x04, // an action that keeps an object upright by apply force - kPhysAnimAction = 0x05, // an action that parses keyframed animation into physical information - kConstraint = 0x06, // a general constraint. - kCallbackAction = 0x07, // an action that just hands us the physics "tick" - kPseudoPhysAction = 0x08, // replacement for the physAnim - kAntiGravAction = 0x09, // makes things float in the air - kBasicGroundAction = 0x0a, // for your basic walkAroundOnGround corrections - kHorizontalFreeze = 0x0b, // Let's you fall vertically, but otherwise keeps you in place (generic brains) - - kMaxAction = 0xffff // force 16-bit - }; - /** Different types of line-of-sight requests. */ enum LOSReqType {