/*==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==*/
/** \file plArmatureMod.h
A modifier which manages multi-channel animation and has a physical body.
Designed for avatars; also good for vehicles, creatures, etc.
*/
// PLARMATUREMOD
//
// An armature is an object with both a physical presence (physics behavior) and articulated animated parts.
// (The parts are not themselves physical)
// An avatar is a type of armature, as is a critter, and anything else that moves around.
//
// This modifier combines multi-channel animation with blending (inherited from plAGMasterMod)
// with convenience functions for moving a physical body around and some specialized animation support
#ifndef plArmatureMod_inc
#define plArmatureMod_inc
#include "plAGMasterMod.h"
// other local
#include "plAvDefs.h"
#include "../pnSceneObject/plSimulationInterface.h"
#include "hsMatrix44.h"
#include "../plNetCommon/plNetCommon.h"
#include
/////////////////////////////////////////////////////////////////////////////////////////
//
// FORWARDS
//
/////////////////////////////////////////////////////////////////////////////////////////
class hsQuat;
class plMatrixChannel;
class plAGModifier;
class plAGMasterMod;
class plAGChannel;
class plClothingOutfit;
class plClothingSDLModifier;
class plAvatarSDLModifier;
class plMatrixDelayedCorrectionApplicator;
class plMatrixDifferenceApp;
class plDebugText;
class plArmatureEffectsMgr;
class plAvBoneMap; // below
class plDrawable;
class plControlEventMsg;
class plAvatarInputStateMsg;
class plLayerLinkAnimation;
class plPipeline;
class plArmatureBrain;
class plArmatureUpdateMsg;
class plPhysicalControllerCore;
typedef std::vector plKeyVector;
typedef std::vector plBrainStack;
class plArmatureModBase : public plAGMasterMod
{
public:
plArmatureModBase();
virtual ~plArmatureModBase();
CLASSNAME_REGISTER( plArmatureModBase );
GETINTERFACE_ANY( plArmatureModBase, plAGMasterMod );
virtual hsBool MsgReceive(plMessage* msg);
virtual void AddTarget(plSceneObject* so);
virtual void RemoveTarget(plSceneObject* so);
virtual hsBool IEval(double secs, hsScalar del, UInt32 dirty);
virtual void Read(hsStream *stream, hsResMgr *mgr);
virtual void Write(hsStream *stream, hsResMgr *mgr);
plMatrixDifferenceApp *GetRootAnimator() { return fRootAnimator; }
plPhysicalControllerCore* GetController() const { return fController; }
plKey GetWorldKey() const;
virtual hsBool ValidatePhysics();
virtual hsBool ValidateMesh();
virtual void PushBrain(plArmatureBrain *brain);
virtual void PopBrain();
plArmatureBrain *GetCurrentBrain() const;
plDrawable *FindDrawable() const;
virtual void LeaveAge();
virtual hsBool IsFinal();
// LOD stuff
void AdjustLOD(); // see if we need to switch to a different resolution
hsBool SetLOD(int newLOD); // switch to a different resolution
void RefreshTree(); // Resend an LOD update to all our nodes (for when geometry changes)
int AppendMeshKey(plKey meshKey);
int AppendBoneVec(plKeyVector *boneVec);
UInt8 GetNumLOD() const;
// A collection of reasons (flags) that things might be disabled. When all flags are gone
// The object is re-enabled.
enum
{
kDisableReasonUnknown = 0x0001,
kDisableReasonRelRegion = 0x0002,
kDisableReasonLinking = 0x0004,
kDisableReasonCCR = 0x0008,
kDisableReasonVehicle = 0x0010,
kDisableReasonGenericBrain = 0x0020,
kDisableReasonKinematic = 0x0040
};
void EnablePhysics(hsBool status, UInt16 reason = kDisableReasonUnknown);
void EnablePhysicsKinematic(hsBool status);
void EnableDrawing(hsBool status, UInt16 reason = kDisableReasonUnknown);
hsBool IsPhysicsEnabled() { return fDisabledPhysics == 0; }
hsBool IsDrawEnabled() { return fDisabledDraw == 0; }
static void AddressMessageToDescendants(const plCoordinateInterface * CI, plMessage *msg);
static void EnableDrawingTree(const plSceneObject *object, hsBool status);
static int fMinLOD; // throttle for lowest-indexed LOD
static double fLODDistance; // Distance for first LOD switch 2nd is 2x this distance (for now)
protected:
virtual void IFinalize();
virtual void ICustomizeApplicator();
void IEnableBones(int lod, hsBool enable);
// Some of these flags are only needed by derived classes, but I just want
// the one waitFlags variable.
enum
{
kNeedMesh = 0x01,
kNeedPhysics = 0x02,
kNeedAudio = 0x04,
kNeedCamera = 0x08,
kNeedSpawn = 0x10,
kNeedApplicator = 0x20,
kNeedBrainActivation = 0x40,
};
UInt16 fWaitFlags;
int fCurLOD;
plPhysicalControllerCore* fController;
plKeyVector fMeshKeys;
plBrainStack fBrains;
plMatrixDifferenceApp *fRootAnimator;
std::vector fUnusedBones;
UInt16 fDisabledPhysics;
UInt16 fDisabledDraw;
};
class plArmatureMod : public plArmatureModBase
{
friend class plHBehavior;
friend class plAvatarSDLModifier;
friend class plAvatarPhysicalSDLModifier;
friend class plClothingSDLModifier;
friend class plAvOneShotLinkTask;
public:
plArmatureMod();
virtual ~plArmatureMod();
CLASSNAME_REGISTER( plArmatureMod );
GETINTERFACE_ANY( plArmatureMod, plArmatureModBase );
virtual hsBool MsgReceive(plMessage* msg);
virtual void AddTarget(plSceneObject* so);
virtual void RemoveTarget(plSceneObject* so);
virtual hsBool IEval(double secs, hsScalar del, UInt32 dirty);
virtual void Read(hsStream *stream, hsResMgr *mgr);
virtual void Write(hsStream *stream, hsResMgr *mgr);
virtual hsBool ValidatePhysics();
virtual hsBool ValidateMesh();
// Get or set the position of the avatar in simulation space. Set any
// arguments you don't care about to nil.
void SetPositionAndRotationSim(const hsPoint3* position, const hsQuat* rotation);
void GetPositionAndRotationSim(hsPoint3* position, hsQuat* rotation);
hsBool IsLocalAvatar();
hsBool IsLocalAI();
virtual const plSceneObject *FindBone(const char * name) const;
virtual const plSceneObject *FindBone(UInt32 id) const; // use an id from an appropriate taxonomy, such as plAvBrainHuman::BoneID
virtual void AddBoneMapping(UInt32 id, const plSceneObject *bone);
plAGModifier *GetRootAGMod();
plAGAnim *FindCustomAnim(const char *baseName) const;
virtual void Spawn(double timeNow);
virtual void SpawnAt(int which, double timeNow);
virtual void EnterAge(hsBool reSpawn);
virtual void LeaveAge();
virtual void PanicLink(hsBool playLinkOutAnim = true);
virtual void PersonalLink();
virtual bool ToggleDontPanicLinkFlag() { fDontPanicLink = fDontPanicLink ? false : true; return fDontPanicLink; }
int GetBrainCount();
plArmatureBrain *GetNextBrain(plArmatureBrain *brain);
plArmatureBrain *GetBrain(int index) { if(index <= fBrains.size()) return fBrains.at(index); else return nil; }
plArmatureBrain *FindBrainByClass(UInt32 classID) const;
void TurnToPoint(hsPoint3 &point);
void SuspendInput();
void ResumeInput();
UInt8 IsInputSuspended() { return fSuspendInputCount; }
void IProcessQueuedInput();
void PreserveInputState();
void RestoreInputState();
hsBool GetInputFlag(int f) const;
void SetInputFlag(int which, hsBool status);
void ClearInputFlags(bool saveAlwaysRun, bool clearBackup);
hsBool HasMovementFlag() const; // Is any *movement* input flag on?
hsScalar GetTurnStrength() const;
hsScalar GetKeyTurnStrength() const;
hsScalar GetAnalogTurnStrength() const;
void SetReverseFBOnIdle(bool val);
hsBool IsFBReversed();
bool ForwardKeyDown() const;
bool BackwardKeyDown() const;
bool StrafeLeftKeyDown() const;
bool StrafeRightKeyDown() const;
bool StrafeKeyDown() const;
bool FastKeyDown() const;
bool TurnLeftKeyDown() const;
bool TurnRightKeyDown() const;
bool JumpKeyDown() const;
bool ExitModeKeyDown() const;
void SetForwardKeyDown();
void SetBackwardKeyDown();
void SetStrafeLeftKeyDown(bool on = true);
void SetStrafeRightKeyDown(bool on = true);
void SetFastKeyDown();
void SetTurnLeftKeyDown(bool status = true);
void SetTurnRightKeyDown(bool status = true);
void SetJumpKeyDown();
void DebugDumpMoveKeys(int &x, int &y, int lineHeight, char *strBuf, plDebugText &debugTxt);
void GetMoveKeyString(char *buff);
void SynchIfLocal(double timeNow, int force); // Just physical state
void SynchInputState(UInt32 rcvID = kInvalidPlayerID);
hsBool DirtySynchState(const char* SDLStateName, UInt32 synchFlags );
hsBool DirtyPhysicalSynchState(UInt32 synchFlags);
plClothingOutfit *GetClothingOutfit() const { return fClothingOutfit; }
plClothingSDLModifier *GetClothingSDLMod() const { return fClothingSDLMod; }
const plSceneObject *GetClothingSO(UInt8 lod) const;
plArmatureEffectsMgr *GetArmatureEffects() const { return fEffects; }
enum
{
kWalk,
kRun,
kTurn,
kImpact,
kSwim,
};
const char *plArmatureMod::GetAnimRootName(const char *name);
Int8 AnimNameToIndex(const char *name);
void SetBodyType(int type) { fBodyType = type; }
int GetBodyType(int type) { return fBodyType; }
int GetCurrentGenericType();
bool FindMatchingGenericBrain(const char *names[], int count);
char *MakeAnimationName(const char * baseName) const;
char *GetRootName();
void SetRootName(const char *name);
int RefreshDebugDisplay();
void DumpToDebugDisplay(int &x, int &y, int lineHeight, char *strBuf, plDebugText &debugTxt);
void SetDebugState(hsBool state) { fDebugOn = (state != 0); }
bool GetDebugState() { return fDebugOn; }
virtual void RefreshTree() {}
hsBool IsInStealthMode() const;
int GetStealthLevel() const { return fStealthLevel; }
bool IsOpaque();
bool IsMidLink();
hsBool ConsumeJump(); // returns true if the jump keypress was available to consume
void SendBehaviorNotify(UInt32 type, hsBool start = true) { IFireBehaviorNotify(type,start); }
// Discovered a bug which makes these values horribly out of scale. So we do the rescale
// in the Get/Set functions for backwards compatability.
static void SetMouseTurnSensitivity(hsScalar val) { fMouseTurnSensitivity = val / 150.f; }
static hsScalar GetMouseTurnSensitivity() { return fMouseTurnSensitivity * 150.f; }
static void SetSpawnPointOverride( const char *overrideObjName );
static void WindowActivate(bool active);
void SetFollowerParticleSystemSO(plSceneObject *follower);
plSceneObject *GetFollowerParticleSystemSO();
void RegisterForBehaviorNotify(plKey key);
void UnRegisterForBehaviorNotify(plKey key);
const hsBitVector& GetRelRegionCareAbout() const { return fRegionsICareAbout; }
const hsBitVector& GetRelRegionImIn() const { return fRegionsImIn; }
bool IsKILowestLevel();
int GetKILevel();
void SetLinkInAnim(const char *animName);
plKey GetLinkInAnimKey() const;
enum
{
kSwapTargetShadow,
kMaxSwapType
};
enum
{
kBoneBaseMale = 0,
kBoneBaseFemale,
kBoneBaseCritter, // AI controlled avatar
kBoneBaseActor, // human controlled, non human avatar
kMaxBoneBase
};
enum
{
kAvatarLOSGround,
kAvatarLOSSwimSurface,
};
plMatrixDelayedCorrectionApplicator *fBoneRootAnimator;
static const hsScalar kAvatarInputSynchThreshold;
static hsBool fClickToTurn;
static const char *BoneStrings[];
void SetPhysicalDims(hsScalar height, hsScalar width) { fPhysHeight = height; fPhysWidth = width; }
void SetBodyAgeName(const char* ageName) {if (ageName) fBodyAgeName = ageName; else fBodyAgeName = "";}
void SetBodyFootstepSoundPage(const char* pageName) {if (pageName) fBodyFootstepSoundPage = pageName; else fBodyFootstepSoundPage = "";}
void SetAnimationPrefix(const char* prefix) {if (prefix) fAnimationPrefix = prefix; else fAnimationPrefix = "";}
const char* GetUserStr() {return fUserStr.c_str();}
protected:
void IInitDefaults();
virtual void IFinalize();
virtual void ICustomizeApplicator();
virtual void ISetupMarkerCallbacks(plATCAnim *anim, plAnimTimeConvert *atc);
void NetworkSynch(double timeNow, int force = 0);
hsBool IHandleControlMsg(plControlEventMsg* pMsg);
void IFireBehaviorNotify(UInt32 type, hsBool behaviorStart = true);
void IHandleInputStateMsg(plAvatarInputStateMsg *msg);
void ILinkToPersonalAge();
int IFindSpawnOverride(void);
void ISetTransparentDrawOrder(bool val);
plLayerLinkAnimation *IFindLayerLinkAnim();
char *fRootName; // the name of the player root (from the max file)
hsBitVector fMoveFlags; // which keys/buttons are currently pressed
hsBitVector fMoveFlagsBackup; // a copy of fMoveFlags
typedef std::vector CtrlMessageVec;
CtrlMessageVec fQueuedCtrlMessages; // input messages we haven't processed
hsScalar fMouseFrameTurnStrength; // Sum turnage from mouse delta messages since last eval.
plKey fFootSoundSOKey; // The Scene Object we attach to targets for footstep sounds
plKey fLinkSoundSOKey; // Same thing for linking... wwwwawAWAWAwawa...
plKey fLinkInAnimKey; // Set when we link out, this is the anim to play (backwards) when we link in.
static hsScalar fMouseTurnSensitivity;
plArmatureUpdateMsg *fUpdateMsg;
// Trying to be a good lad here and align all our bools and UInt8s...
bool fMidLink; // We're in between a LeaveAge and an EnterAge
bool fAlreadyPanicLinking; // Cleared when you enter an age. Prevents spamming the server with panic link requests.
bool fUnconsumedJump; // We've pressed the jump key, but haven't jumped yet
bool fReverseFBOnIdle; // see set/getters for comments
bool fPendingSynch;
bool fDebugOn;
bool fOpaque;
UInt8 fSuspendInputCount;
UInt8 fStealthMode;
int fStealthLevel; // you are invisible to other players/CCRs of lower stealthLevel
double fLastInputSynch;
plAGModifier * fRootAGMod;
plAvBoneMap * fBoneMap; // uses id codes to look up bones. set up by the brain as needed.
double fLastSynch;
int fBodyType;
plClothingOutfit *fClothingOutfit;
plClothingSDLModifier *fClothingSDLMod;
plAvatarSDLModifier *fAvatarSDLMod;
plAvatarPhysicalSDLModifier *fAvatarPhysicalSDLMod;
hsTArray fClothToSOMap;
plArmatureEffectsMgr *fEffects;
plSceneObject *fFollowerParticleSystemSO;
static char *fSpawnPointOverride;
// These vectors are used with relevance regions for culling out other objects
hsBitVector fRegionsImIn;
hsBitVector fRegionsICareAbout;
hsBitVector fOldRegionsImIn;
hsBitVector fOldRegionsICareAbout;
hsTArray fNotifyKeys;
// Extra info for creating our special physical at runtime
float fPhysHeight;
float fPhysWidth;
bool fDontPanicLink;
// strings for animations, age names, footstep sounds, etc
std::string fBodyAgeName;
std::string fBodyFootstepSoundPage;
std::string fAnimationPrefix;
// user-defined string assigned to this avatar
std::string fUserStr;
};
// PLARMATURELOD
// This class has been phased into plArmatureModBase. It's left behind
// for backwards compatability.
class plArmatureLODMod : public plArmatureMod
{
public:
// tors
plArmatureLODMod();
plArmatureLODMod(const char * root_name);
virtual ~plArmatureLODMod();
CLASSNAME_REGISTER( plArmatureLODMod );
GETINTERFACE_ANY( plArmatureLODMod, plArmatureMod );
virtual void Read(hsStream *stream, hsResMgr *mgr);
virtual void Write(hsStream *stream, hsResMgr *mgr);
};
class plAvBoneMap
{
public:
plAvBoneMap();
virtual ~plAvBoneMap();
const plSceneObject * FindBone(UInt32 boneID); // you probably want to use plAvBrainHuman::BoneID;
void AddBoneMapping(UInt32 boneID, const plSceneObject *SO);
protected:
class BoneMapImp; // forward declaration to keep the header clean: see .cpp for implementation
BoneMapImp *fImp; // the thing that actually holds our map
};
#define TWO_PI (hsScalarPI * 2)
#endif plArmatureMod_inc