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