From 827ea85af021b8d351dea798f3558c5a648f457f Mon Sep 17 00:00:00 2001 From: Michael Hansen Date: Tue, 22 Jul 2014 23:43:45 -0700 Subject: [PATCH] Remove some additional usless / unused junk --- Sources/Plasma/CoreLib/HeadSpin.h | 18 - Sources/Plasma/CoreLib/hsColorRGBA.h | 1 - .../FeatureLib/pfCharacter/CMakeLists.txt | 2 - .../pfCharacter/plPlayerModifier.cpp | 626 ------------------ .../FeatureLib/pfCharacter/plPlayerModifier.h | 149 ----- .../pfConsole/pfConsoleCommands.cpp | 1 - .../pfConsole/pfConsoleCommandsNet.cpp | 1 - Sources/Tools/MaxMain/plMaxNode.cpp | 1 - 8 files changed, 799 deletions(-) delete mode 100644 Sources/Plasma/FeatureLib/pfCharacter/plPlayerModifier.cpp delete mode 100644 Sources/Plasma/FeatureLib/pfCharacter/plPlayerModifier.h diff --git a/Sources/Plasma/CoreLib/HeadSpin.h b/Sources/Plasma/CoreLib/HeadSpin.h index ab9c72af..c2875a8f 100644 --- a/Sources/Plasma/CoreLib/HeadSpin.h +++ b/Sources/Plasma/CoreLib/HeadSpin.h @@ -95,12 +95,6 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com //====================================== // Basic macros //====================================== -#ifdef __cplusplus - #define hsCTypeDefStruct(foo) -#else - #define hsCTypeDefStruct(foo) typedef struct foo foo; -#endif - #ifdef HS_BUILD_FOR_WIN32 # ifndef CDECL # define CDECL __cdecl @@ -109,9 +103,6 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com # define CDECL #endif -#define kPosInfinity16 (32767) -#define kNegInfinity16 (-32768) - #define kPosInfinity32 (0x7fffffff) #define kNegInfinity32 (0x80000000) @@ -124,21 +115,12 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com #endif typedef int32_t hsError; -typedef uint32_t hsGSeedValue; #define hsOK 0 #define hsFail -1 #define hsFailed(r) ((hsError)(r)=hsOK) -#define hsLongAlign(n) (((n) + 3) & ~3L) - -#define hsSGN(x) (((x) < 0) ? -1 : ( ((x) > 0) ? 1 : 0 )) - -#define hsBitTst2Bool(value, mask) (((value) & (mask)) != 0) - -#define hsFourByteTag(a, b, c, d) (((uint32_t)(a) << 24) | ((uint32_t)(b) << 16) | ((uint32_t)(c) << 8) | (d)) - #if defined(HAVE_CXX14_DEPRECATED_ATTR) # define hsDeprecated(message) [[deprecated(message)]] #elif defined(HAVE_GCC_DEPRECATED_ATTR) diff --git a/Sources/Plasma/CoreLib/hsColorRGBA.h b/Sources/Plasma/CoreLib/hsColorRGBA.h index 398acaf2..8567111a 100644 --- a/Sources/Plasma/CoreLib/hsColorRGBA.h +++ b/Sources/Plasma/CoreLib/hsColorRGBA.h @@ -75,7 +75,6 @@ struct hsColor32 { } int operator!=(const hsColor32& aa) { return !(aa == *this); } }; -hsCTypeDefStruct(hsColor32) typedef hsColor32 hsRGBAColor32; struct hsColorRGBA { diff --git a/Sources/Plasma/FeatureLib/pfCharacter/CMakeLists.txt b/Sources/Plasma/FeatureLib/pfCharacter/CMakeLists.txt index 3f6fd895..7b94bca7 100644 --- a/Sources/Plasma/FeatureLib/pfCharacter/CMakeLists.txt +++ b/Sources/Plasma/FeatureLib/pfCharacter/CMakeLists.txt @@ -7,14 +7,12 @@ include_directories(../../PubUtilLib) set(pfCharacter_SOURCES pfMarkerInfo.cpp pfMarkerMgr.cpp - plPlayerModifier.cpp ) set(pfCharacter_HEADERS pfCharacterCreatable.h pfMarkerInfo.h pfMarkerMgr.h - plPlayerModifier.h ) add_library(pfCharacter STATIC ${pfCharacter_SOURCES} ${pfCharacter_HEADERS}) diff --git a/Sources/Plasma/FeatureLib/pfCharacter/plPlayerModifier.cpp b/Sources/Plasma/FeatureLib/pfCharacter/plPlayerModifier.cpp deleted file mode 100644 index 1c26c315..00000000 --- a/Sources/Plasma/FeatureLib/pfCharacter/plPlayerModifier.cpp +++ /dev/null @@ -1,626 +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==*/ -//#pragma warning(disable: 4503 4786) -//#define HK_HARDCORE -// -//#include // for havok Vector3 -////#include <.//gpi/math/quaternion.h> // for havok Vector3 -//#include // for havok Vertex -// -// -//#include "HeadSpin.h" -//#include "../plInterp/plController.h" -//#include "plPlayerModifier.h" -//#include "hsTimer.h" -//#include "../pnSceneObject/plSceneObject.h" -//#include "../pnSceneObject/plSimulationInterface.h" -//#include "../pnInputCore/plControlEventCodes.h" -//#include "../pnMessage/plTimeMsg.h" -//#include "../pnMessage/plWarpMsg.h" -//#include "../pnMessage/plCameraMsg.h" -//#include "../pnSceneObject/plCoordinateInterface.h" -//#include "plgDispatch.h" -//#include "../pfCamera/plCameraModifier.h" -//#include "hsResMgr.h" -//#include "../pnKeyedObject/plKey.h" -//#include "../plNetClient/plNetClientMgr.h" -//#include "../plModifier/plSpawnModifier.h" -//#include "../plMessage/plMatrixUpdateMsg.h" -// -//#include "../pnTimer/plTimerCallbackManager.h" -//#include "../plAudio/plAudioSystem.h" -//#include "../plMessage/plInputEventMsg.h" -//#include "../plMessage/plSpawnRequestMsg.h" -//#include "../plMessage/plSpawnModMsg.h" -//#include "../plMessage/plPlayerMsg.h" -//#include "../pnMessage/plAudioSysMsg.h" -//#include "../pfCamera/plCameraBrain.h" -// -//#include "../plHavok1/plHKPhysical.h" -// -//float plPlayerModifier::fTurnRate = 1.0f; -//float plPlayerModifier::fAcceleration = 80.0f; -//float plPlayerModifier::fDeceleration = 80.0f; -//float plPlayerModifier::fMaxVelocity = 200.0f; -// -//plPlayerModifier::plPlayerModifier() : -//bUseDesiredFacing(false), -//bUseDesiredMatrix(false) -//{ -// fCurSpeed = 0.0f; -// fLastTime = 0.0; -// bMoving = false; -// fRotationScalar = 1.0f; -// bIgnoreDesiredMatrix = false; -// SetFlag( kWantsToSpawn ); -//} -// -//plPlayerModifier::~plPlayerModifier() -//{ -// for (int i = 0; i < fSpawnPoints.Count(); i++) -// delete fSpawnPoints[i]; -// fSpawnPoints.SetCount(0); -//} -// -//// Adding RemoveTarget override of plSingleModifier to tell everyone we -//// told in AddTarget about our subject that he's gone now. -//void plPlayerModifier::RemoveTarget(plSceneObject* so) -//{ -// if( fTarget && fTarget->IsLocallyOwned()==plSynchedObject::kYes ) -// { -// plCameraMsg* pMsg = new plCameraMsg; -// pMsg->SetCmd(plCameraMsg::kSetSubject); -// pMsg->SetSubject(nil); -// pMsg->SetBCastFlag( plMessage::kBCastByExactType ); -// plgDispatch::MsgSend(pMsg); -// -// plAudioSysMsg* pAudMsg1 = new plAudioSysMsg(plAudioSysMsg::kSetListenerCoordinateRefCamera); -// plAudioSysMsg* pAudMsg2 = new plAudioSysMsg(plAudioSysMsg::kSetListenerVelocityRefCamera); -// plAudioSysMsg* pAudMsg3 = new plAudioSysMsg(plAudioSysMsg::kSetListenerFacingRefCamera); -// plgDispatch::MsgSend(pAudMsg1); -// plgDispatch::MsgSend(pAudMsg2); -// plgDispatch::MsgSend(pAudMsg3); -// } -// plSingleModifier::RemoveTarget(so); -//} -// -//void plPlayerModifier::AddTarget(plSceneObject* so) -//{ -// fTarget = so; -// plSimulationInterface * pSI = IGetTargetSimulationInterface(0); // so->GetSimulationInterface(); // -// -// plgDispatch::Dispatch()->RegisterForExactType(plEvalMsg::Index(), GetKey()); -// -// // set the desired rotation vector... -//// hsAssert(fTarget->GetCoordinateInterface(), "Player modifier target has no coordinate interface"); -// -// // These are now set in the component -//// if(pSI) -//// { -//// pSI->SetProperty(plSimulationInterface::kAffectLOS, false); -//// pSI->SetProperty(kUpright, true); -//// } -// -// // -// // setup for local player if necessary -// // -// int locallyOwned=so->IsLocallyOwned(); -// if (locallyOwned==plSynchedObject::kMaybe) // don't know since we're still loading, defer -// SetFlag(kNeedsLocalSetup); -// else if (locallyOwned==plSynchedObject::kYes) -// IDoLocalSetup(so); -//} -// -//void plPlayerModifier::IDoLocalSetup(plSceneObject* so) -//{ -// plCameraMsg* pMsg = new plCameraMsg; -// pMsg->SetCmd(plCameraMsg::kSetSubject); -// pMsg->SetSubject(so); -// pMsg->SetBCastFlag( plMessage::kBCastByExactType ); -// plgDispatch::MsgSend(pMsg); -// -// // this is to solve the problem of physical vs nonphysical players... -//// plCameraMsg* pMsg2 = new plCameraMsg; -//// pMsg2->SetBCastFlag(plMessage::kBCastByExactType); -//// pMsg2->SetCmd(plCameraMsg::kSetOffset); -//// pMsg2->SetCmd(plCameraMsg::kEntering); -//// pMsg2->SetTriggerer(so->GetKey()); -//// pMsg2->SetOffsetY(50); -//// pMsg2->SetOffsetZ(10); -//// plgDispatch::MsgSend(pMsg2); -//} -// -//void plPlayerModifier::IMakeUsListener( plSceneObject *so ) -//{ -// // set the listener to use us... -// plAudioSysMsg* pAudMsg1 = new plAudioSysMsg(plAudioSysMsg::kSetListenerFacingRef); -// pAudMsg1->SetSceneObject(so->GetKey()); -// plAudioSysMsg* pAudMsg2 = new plAudioSysMsg(plAudioSysMsg::kSetListenerCoordinateRef); -// pAudMsg2->SetSceneObject(so->GetKey()); -// plAudioSysMsg* pAudMsg3 = new plAudioSysMsg(plAudioSysMsg::kSetListenerVelocityRef); -// pAudMsg3->SetSceneObject(so->GetKey()); -// plgDispatch::MsgSend(pAudMsg1); -// plgDispatch::MsgSend(pAudMsg2); -// plgDispatch::MsgSend(pAudMsg3); -// -// // Now that we have a valid listener, unmute the audio system -// plgAudioSys::SetMuted( false ); -//} -// -//bool plPlayerModifier::MsgReceive(plMessage* msg) -//{ -// plControlEventMsg* pCommandMsg = plControlEventMsg::ConvertNoRef(msg); -// if (pCommandMsg) -// return(HandleControlInput(pCommandMsg)); -// -// plMatrixUpdateMsg* pMMsg = plMatrixUpdateMsg::ConvertNoRef( msg ); -// if (pMMsg && HasFlag(kHasSpawned)) -// { -// hsAssert(GetTarget()->IsLocallyOwned()==plSynchedObject::kNo, "master objects should not get correction msgs"); -// fDesiredMatrix = pMMsg->fMatrix; -// if (bIgnoreDesiredMatrix) -// bIgnoreDesiredMatrix = false; -// else -// { -// bUseDesiredMatrix = true; -// } -// return true; -// } -// -// plSpawnModMsg* pSpawn = plSpawnModMsg::ConvertNoRef(msg); -// if (pSpawn && HasFlag(kWantsToSpawn)) -// { -// spawnPt* pt = new spawnPt; -// pt->pt = pSpawn->fPos; -// -// hsVector3 temp(fTarget->GetCoordinateInterface()->GetLocalToWorld().GetTranslate() - pt->pt); -// pt->dist = temp.MagnitudeSquared(); -// fSpawnPoints.Append(pt); -// } -// plPlayerMsg* pPMsg = plPlayerMsg::ConvertNoRef(msg); -// if (pPMsg) -// { -// if (pPMsg->Cmd(plPlayerMsg::kWarpToSpawnPoint)) -// { -// WarpToSpawnPoint(); -// return true; -// } -// } -// return plSingleModifier::MsgReceive(msg); -//} -// -//bool plPlayerModifier::HandleControlInput(plControlEventMsg* pMsg) -//{ -// bool ret=false; -// -// if (pMsg->ControlActivated() && (pMsg->GetControlCode() == B_CONTROL_ROTATE_RIGHT || pMsg->GetControlCode() == B_CONTROL_ROTATE_LEFT || pMsg->GetControlCode() == A_CONTROL_TURN)) -// { -// fRotationScalar = pMsg->GetPct(); -// if ( HasMovementFlag( pMsg->GetControlCode() ) ) -// bIgnoreDesiredMatrix = true; -// } -// if (pMsg->ControlActivated() && !HasMovementFlag( pMsg->GetControlCode() ) ) -// { -// SetMovementFlag( pMsg->GetControlCode() ); -// if ( pMsg->GetControlCode() == B_CONTROL_TURN_TO ) -// { -// //fFacingTarget = pMsg->GetTurnToPt(); -// } -// } -// else -// if ( !pMsg->ControlActivated() && HasMovementFlag( pMsg->GetControlCode() ) ) -// { -// ClearMovementFlag( pMsg->GetControlCode() ); -// } -// -// ret = true; -// return ret; -//} -// -//void plPlayerModifier::SetMoving(bool b) -//{ -// if (b != bMoving) -// { -// plPlayerMsg* pMsg = new plPlayerMsg; -// -// if (b) -// pMsg->SetCmd( plPlayerMsg::kMovementStarted ); -// else -// pMsg->SetCmd( plPlayerMsg::kMovementStopped ); -// -// plgDispatch::MsgSend( pMsg ); -// bMoving = b; -// } -//} -// -// -//hsPoint3 forceForward(0,-200,0); -//hsPoint3 forceRight(-200,0,0); -//hsPoint3 forceUp(0,0,15); -// -//bool plPlayerModifier::IEval(double secs, float del, uint32_t dirty) -//{ -// // setup for local player if necessary -// if (HasFlag(kNeedsLocalSetup)) -// { -// int locallyOwned=fTarget->IsLocallyOwned(); -// if (locallyOwned==plSynchedObject::kYes) -// IDoLocalSetup(fTarget); -// else -// if (locallyOwned==plSynchedObject::kNo) -// ClearFlag(kNeedsLocalSetup); -// } -// -// if (HasFlag(kWantsToSpawn)) -// { -// if (fTarget->IsLocallyOwned()==plSynchedObject::kNo) -// { -// // if our target is a proxy player, don't warp him to a spawn point; -// // we will receive his location as a state update. -// ClearFlag(kWantsToSpawn); -// } -// else -// if (fSpawnPoints.Count() -// // if MP game, make sure we're connected before spawning -// && (!plNetClientMgr::GetInstance()->IsEnabled() || -// plNetClientMgr::GetInstance()->HasJoined()) -// ) -// { -// int i; -//#if 0 -// for (i = 0; i < fSpawnPoints.Count(); i++) -// { -// for (int j = i + 1; j < fSpawnPoints.Count(); j++) -// { -// if (fSpawnPoints[j]->dist < fSpawnPoints[i]->dist) -// { -// spawnPt* pt; -// pt = fSpawnPoints[j]; -// fSpawnPoints[j] = fSpawnPoints[i]; -// fSpawnPoints[i] = pt; -// } -// } -// } -// hsPoint3 warpPoint = fSpawnPoints[0]->pt; -//#else -// // choose spawnPoint based on netID, not distance -// int netID = plNetClientMgr::GetInstance()->GetClientNum(); -// if (netID==-1) -// netID=0; -// hsPoint3 warpPoint = netID>=fSpawnPoints.Count() ? -// fSpawnPoints[fSpawnPoints.Count()-1]->pt : fSpawnPoints[netID]->pt; -//#endif -// // Send msg for net synchronization -// plWarpMsg* warpMsg = new plWarpMsg; -// warpMsg->fPos = warpPoint; -// warpMsg->AddReceiver( fTarget->GetKey() ); -// warpMsg->SetWarpFlags(warpMsg->GetWarpFlags() | plWarpMsg::kFlushTransform | plWarpMsg::kZeroVelocity ); -// plgDispatch::MsgSend( warpMsg ); -//#ifdef HS_DEBUGGING -// char str[256]; -// sprintf(str, "%s has %d spawnPoints. Using pt %f %f %f\n", -// GetKeyName(), fSpawnPoints.GetCount(), -// fSpawnPoints[0]->pt.fX,fSpawnPoints[0]->pt.fY,fSpawnPoints[0]->pt.fZ); -// hsStatusMessage(str); -//#endif -// for (i = 0; i < fSpawnPoints.Count(); i++) -// delete fSpawnPoints[i]; -// -// fSpawnPoints.SetCount(0); -// ClearFlag(kWantsToSpawn); -// } -// else -// { -// plSpawnRequestMsg* pMsg = new plSpawnRequestMsg; -// pMsg->SetSender(GetKey()); -// plgDispatch::MsgSend( pMsg ); -// } -// bIgnoreDesiredMatrix = true; -// return true; -// } -// else -// { -// if( !HasFlag( kHasSpawned ) ) -// { -// // Don't make us listener until we have actually spawned -// IMakeUsListener( fTarget ); -// SetFlag(kHasSpawned); -// } -// } -// -// if (!fTarget->GetCoordinateInterface()) -// return true; -// -// // update our desired position: -//// float eTime = secs - fLastTime; -// float eTime = hsTimer::GetDelSysSeconds(); -// -// hsPoint3 newLinearForce(0,0,0); -// -// hsMatrix44 targetMatrix; -// if (bUseDesiredMatrix) -// targetMatrix = fDesiredMatrix; -// else -// targetMatrix = fTarget->GetCoordinateInterface()->GetLocalToWorld(); -// hsPoint3 playerPos = targetMatrix.GetTranslate(); -// hsVector3 view, up, right; -// targetMatrix.GetAxis(&view, &up, &right); -// -// float speed = fMaxVelocity; -// float turn = fTurnRate; -// -// if (HasMovementFlag(B_CONTROL_MODIFIER_FAST)) -// { -// turn *= 0.25; -// speed *= 3.5; -// } -// if (HasMovementFlag(B_CONTROL_MOVE_FORWARD)) -// { -// playerPos += view * speed * eTime; -// newLinearForce = newLinearForce + forceForward * speed * eTime; // calc force for physics -// } -// if (HasMovementFlag(B_CONTROL_MOVE_BACKWARD)) -// { -// playerPos += view * speed * eTime * -1; -// newLinearForce = newLinearForce + forceForward * speed * eTime * -1; // calc force for physics -// } -// if (HasMovementFlag(B_CONTROL_STRAFE_LEFT)) -// { -// playerPos += right * speed * eTime * -1; -// -// newLinearForce = newLinearForce + forceRight * speed * eTime * -1; -// } -// if (HasMovementFlag(B_CONTROL_STRAFE_RIGHT)) -// { -// playerPos += right * speed * eTime; -// -// newLinearForce = newLinearForce + forceRight * speed * eTime; -// } -// if (HasMovementFlag(B_CONTROL_MOVE_DOWN)) -// { -// playerPos += up * speed * eTime * -1; -// -// newLinearForce = newLinearForce + forceUp * speed * eTime * -1; -// } -// if (HasMovementFlag(B_CONTROL_MOVE_UP)) -// { -// playerPos += up * speed * eTime; -// -// newLinearForce = newLinearForce + forceUp * speed * eTime; -// } -// -// -// fDesiredPosition = playerPos; -// -// // move toward our desired position... -// -// hsPoint3 curPos = targetMatrix.GetTranslate(); -// hsPoint3 newPos; -// -// hsVector3 dir(fDesiredPosition - curPos); -// float distToGoal=dir.Magnitude(); -// -// if (dir.MagnitudeSquared() > 0.0f) -// dir.Normalize(); -// -// hsVector3 vel( view * fCurSpeed ); -// -// IAdjustVelocity(fAcceleration, fDeceleration, &dir, &vel, fMaxVelocity, distToGoal, eTime); -// fCurSpeed = vel.Magnitude(); -// -// float distMoved = IClampVelocity(&vel, fMaxVelocity, eTime); -// -// // compute final pos -// if (distMoved > distToGoal) -// newPos = fDesiredPosition; -// else -// newPos = curPos + vel; -// -// // calculate rotation matrix -// -// hsVector3 rotUp(0,0,1); -// hsVector3 rotRight(1,0,0); -// hsMatrix44 rot; -// -// if ( HasMovementFlag( B_CONTROL_TURN_TO ) ) -// { -// // compute view goal -// -// hsVector3 fPlayerViewGoal(&fFacingTarget,&curPos); -// fPlayerViewGoal.fZ = 0; -// fPlayerViewGoal.Normalize(); -// -// // compute degrees needed to turn left/right -// hsVector3 cross = fPlayerViewGoal % view; -// float dot = fPlayerViewGoal * view; -// float rad = acos(dot); -// fRotationScalar = 1.0f; -// -// if (cross.fZ<0) -// { -// SetMovementFlag( B_CONTROL_ROTATE_LEFT ); -// } -// else -// { -// SetMovementFlag( B_CONTROL_ROTATE_RIGHT ); -// } -// if (dot >= 0.999f) -// { -// ClearMovementFlag( B_CONTROL_TURN_TO ); -// ClearMovementFlag( B_CONTROL_ROTATE_RIGHT ); -// ClearMovementFlag( B_CONTROL_ROTATE_LEFT ); -// } -// } -// -// float angle = 0; -// -// if ( HasMovementFlag( B_CONTROL_ROTATE_RIGHT ) ) -// { -// angle = fTurnRate * eTime * -1 * fRotationScalar; -// } -// -// if ( HasMovementFlag( B_CONTROL_ROTATE_LEFT ) || HasMovementFlag( A_CONTROL_TURN ) ) -// { -// angle = fTurnRate * eTime * fRotationScalar; -// } -// -// hsMatrix44 justRot(targetMatrix); -// hsPoint3 zero(0,0,0); -// justRot.SetTranslate(&zero); -// -// if(angle) { -// hsQuat q(angle, &rotUp); -// q.NormalizeIfNeeded(); -// q.MakeMatrix(&rot); -// -// justRot = rot * justRot; -// -// targetMatrix = rot * targetMatrix; -// } -// -// // use the desired rotation matrix to set position and rotation: -// -// -// plSimulationInterface * SI = IGetTargetSimulationInterface(0); -// -// if(SI) -// { -// Havok::Vector3 hkLocalForce(newLinearForce.fX, newLinearForce.fY, newLinearForce.fZ); -// if (bUseDesiredMatrix) -// { -// hsMatrix44 inv; -// -// fDesiredMatrix.GetInverse(&inv); -// -// // we're just going to set the position on the simulation interface directly -// // because it will then be further modified by the simulation and its final position -// // will *then* be sent to the coordinate interface -// SI->SetTransform(fDesiredMatrix, inv); -// } -// -// SI->SetRotation(justRot);//rot); -// SI->ApplyForce(plSimulationInterface::kForce, hkLocalForce); -// } else { -// hsMatrix44 inv; -// targetMatrix.SetTranslate(&newPos); -// targetMatrix.GetInverse(&inv); -// -// plCoordinateInterface* pCI = pCI = IGetTargetCoordinateInterface(0); -// pCI->SetTransform(targetMatrix, inv); -// -// -// } -// -// fLastTime = secs; -// SetMoving(fCurSpeed); -// -// if (bUseDesiredMatrix) -// bUseDesiredMatrix = false; -// return true; -//} -// -//// -//// vector version. dir vector should be normalized -//// -//void plPlayerModifier::IAdjustVelocity(float adjAccelRate, float adjDecelRate, -// hsVector3* dir, hsVector3* vel, float maxSpeed, -// float distToGoal, double elapsedTime) -//{ -// float speed = vel->Magnitude(); // save current speed -// *vel = *dir * speed; // change vel to correct dir -// -// // compute accel/decel -// float finalAccelRate; -// if (IShouldDecelerate(adjDecelRate, speed, distToGoal)) -// { -// finalAccelRate = -adjDecelRate; -// } -// else -// { -// finalAccelRate = adjAccelRate; -// } -// -// if (finalAccelRate != 0) -// { -// // compute accel vector in the direction of the goal -// hsVector3 accelVec = *dir * finalAccelRate; -// accelVec = accelVec * elapsedTime; -// -// // add acceleration to velocity -// *vel = *vel + accelVec; -// } -// else -// { -// *vel = *dir * maxSpeed; -// } -//} -// -//float plPlayerModifier::IClampVelocity(hsVector3* vel, float maxSpeed, double elapsedTime) -//{ -// *vel = *vel * elapsedTime; -// maxSpeed *= elapsedTime; -// -// // clamp speed (clamp if going negative?) -// float distMoved = vel->Magnitude(); -// if (distMoved > maxSpeed) -// { -// vel->Normalize(); -// *vel = *vel * maxSpeed; -// return maxSpeed; -// } -// return distMoved; -//} -// -//bool32 plPlayerModifier::IShouldDecelerate(float decelSpeed, float curSpeed, float distToGoal) -//{ -// if (decelSpeed == 0) -// // no deceleration -// return false; -// -// // compute distance required to stop, given decel speed (in units/sec sq) -// float stopTime = curSpeed / decelSpeed; -// float avgSpeed = curSpeed * .5f; -// float stopDist = avgSpeed * stopTime; -// -// return (hsABS(distToGoal) <= hsABS(stopDist)); // stopDist+avgSpeed? -//} -// diff --git a/Sources/Plasma/FeatureLib/pfCharacter/plPlayerModifier.h b/Sources/Plasma/FeatureLib/pfCharacter/plPlayerModifier.h deleted file mode 100644 index 92d4c694..00000000 --- a/Sources/Plasma/FeatureLib/pfCharacter/plPlayerModifier.h +++ /dev/null @@ -1,149 +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 plPlayerModifier_inc -//#define plPlayerModifier_inc -// -//#include "../pnModifier/plSingleModifier.h" -//#include "../pnSceneObject/plSimulationInterface.h" -//#include "hsMatrix44.h" -// -//class plControlEventMsg; -// -//namespace Havok { -// class Vector3; -//} -// -//class plPlayerModifier : public plSingleModifier -//{ -//protected: -// -// enum -// { -// kWantsToSpawn = 0, -// kTimerSet, -// kHasSpawned, -// kNeedsLocalSetup -// }; -// -// struct spawnPt -// { -// hsPoint3 pt; -// float dist; -// }; -// -// static float fTurnRate; -// -// static float fAcceleration; -// static float fDeceleration; -// static float fMaxVelocity; -// float fCurSpeed; -// -// -// double fLastTime; -// hsMatrix44 fDesiredMatrix; -// -// hsPoint3 fDesiredPosition; -// hsPoint3 fFacingTarget; -// bool bUseDesiredFacing; -// bool bUseDesiredMatrix; -// bool bIgnoreDesiredMatrix; -// -// float fRotationScalar; -// hsTArray fSpawnPoints; -// -// void IAdjustVelocity(float adjAccelRate, -// float adjDecelRate, -// hsVector3* dir, -// hsVector3* vel, -// float maxSpeed, -// float distToGoal, -// double elapsedTime); -// -// float IClampVelocity(hsVector3* vel, float maxSpeed, double elapsedTime); -// bool32 IShouldDecelerate(float decelSpeed, float curSpeed, float distToGoal); -// -// bool HasMovementFlag(int f) const { return fMoveFlags.IsBitSet(f); } -// void SetMovementFlag(int f) { fMoveFlags.SetBit(f); } -// void ClearMovementFlag(int which) { fMoveFlags.ClearBit( which ); } -// -// hsBitVector fMoveFlags; -// hsBitVector fFlags; -// -// void WarpToSpawnPoint() { SetFlag( kWantsToSpawn ); } -// -// bool bMoving; -// -// void IApplyForce(plSimulationInterface::plSimpleForce type, const Havok::Vector3 &vec); -// void IDoLocalSetup(plSceneObject*); -// void IMakeUsListener( plSceneObject *so ); -// -//public: -// plPlayerModifier(); -// virtual ~plPlayerModifier(); -// -// CLASSNAME_REGISTER( plPlayerModifier ); -// GETINTERFACE_ANY( plPlayerModifier, plSingleModifier ); -// -// virtual bool MsgReceive(plMessage* msg); -// virtual void AddTarget(plSceneObject* so); -// virtual void RemoveTarget(plSceneObject* so); -// -// bool HandleControlInput(plControlEventMsg* pMsg); -// virtual bool IEval(double secs, float del, uint32_t dirty); -// -// void SetMoving(bool b); -// bool IsMoving() { return bMoving; } -// -// bool HasFlag(int f) const { return fFlags.IsBitSet(f); } -// void SetFlag(int f) { fFlags.SetBit(f); } -// void ClearFlag(int which) { fFlags.ClearBit( which ); } -// -// static void SetTurnRate(float f) {fTurnRate = f;} -// static void SetAcceleration(float f) {fAcceleration = f;} -// static void SetDeceleration(float f) {fDeceleration = f;} -// static void SetVelocity(float f) {fMaxVelocity = f;} -// -// -//}; -// -//#endif plPlayerModifier_inc diff --git a/Sources/Plasma/FeatureLib/pfConsole/pfConsoleCommands.cpp b/Sources/Plasma/FeatureLib/pfConsole/pfConsoleCommands.cpp index c59f127b..985fdcba 100644 --- a/Sources/Plasma/FeatureLib/pfConsole/pfConsoleCommands.cpp +++ b/Sources/Plasma/FeatureLib/pfConsole/pfConsoleCommands.cpp @@ -72,7 +72,6 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com #include "pnModifier/plLogicModBase.h" #include "plModifier/plSDLModifier.h" #include "plSDL/plSDL.h" -#include "pfCharacter/plPlayerModifier.h" #include "plSurface/plLayerDepth.h" #include "plSurface/plLayerOr.h" #include "plSurface/plLayerOr.h" diff --git a/Sources/Plasma/FeatureLib/pfConsole/pfConsoleCommandsNet.cpp b/Sources/Plasma/FeatureLib/pfConsole/pfConsoleCommandsNet.cpp index 99784a84..7f9ec74d 100644 --- a/Sources/Plasma/FeatureLib/pfConsole/pfConsoleCommandsNet.cpp +++ b/Sources/Plasma/FeatureLib/pfConsole/pfConsoleCommandsNet.cpp @@ -64,7 +64,6 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com #include "pnKeyedObject/plKey.h" #include "pnKeyedObject/plKeyImp.h" #include "pnModifier/plLogicModBase.h" -#include "pfCharacter/plPlayerModifier.h" #include "hsTimer.h" #include "pnMessage/plClientMsg.h" #include "pnMessage/plEnableMsg.h" diff --git a/Sources/Tools/MaxMain/plMaxNode.cpp b/Sources/Tools/MaxMain/plMaxNode.cpp index 97b6d400..f3a0bb51 100644 --- a/Sources/Tools/MaxMain/plMaxNode.cpp +++ b/Sources/Tools/MaxMain/plMaxNode.cpp @@ -91,7 +91,6 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com #include "plModifier/plResponderModifier.h" #include "plModifier/plInterfaceInfoModifier.h" #include "pfAnimation/plLightModifier.h" -#include "pfCharacter/plPlayerModifier.h" #include "plAvatar/plAGModifier.h" #include "plAvatar/plAGAnim.h" #include "plAvatar/plPointChannel.h"