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190 lines
7.3 KiB
190 lines
7.3 KiB
/*==LICENSE==* |
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CyanWorlds.com Engine - MMOG client, server and tools |
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Copyright (C) 2011 Cyan Worlds, Inc. |
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program. If not, see <http://www.gnu.org/licenses/>. |
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Additional permissions under GNU GPL version 3 section 7 |
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If you modify this Program, or any covered work, by linking or |
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
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(or a modified version of those libraries), |
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
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licensors of this Program grant you additional |
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permission to convey the resulting work. Corresponding Source for a |
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non-source form of such a combination shall include the source code for |
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
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work. |
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You can contact Cyan Worlds, Inc. by email legal@cyan.com |
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or by snail mail at: |
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Cyan Worlds, Inc. |
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14617 N Newport Hwy |
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Mead, WA 99021 |
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*==LICENSE==*/ |
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#ifndef PLAVTASKSEEK_INC |
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#define PLAVTASKSEEK_INC |
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#pragma once |
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#include "plAvatarTasks.h" |
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#include "hsQuat.h" |
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#include "..\CoreLib\hsGeometry3.h" |
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class plArmatureMod; |
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class plArmatureBrain; |
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class plAvBrainHuman; |
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class plSceneObject; |
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// PLAVTASKSEEK |
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class plAvTaskSeek : public plAvTask |
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{ |
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public: |
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static hsBool fLogProcess; |
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enum State { |
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kSeekRunNormal, |
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kSeekAbort, |
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}; |
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UInt8 fState; |
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enum |
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{ |
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kSeekFlagUnForce3rdPersonOnFinish = 0x1, |
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kSeekFlagForce3rdPersonOnStart = 0x2, |
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kSeekFlagNoWarpOnTimeout = 0x4, |
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kSeekFlagRotationOnly = 0x8, |
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}; |
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plAvTaskSeek(); |
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plAvTaskSeek(plKey target); |
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plAvTaskSeek(plAvSeekMsg *msg); |
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plAvTaskSeek(plKey target, plAvAlignment align, const char *animName, bool moving); |
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void SetTarget(plKey target); |
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void SetTarget(hsPoint3 &pos, hsPoint3 &lookAt); |
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/** Initiate the task; make sure we're running on the right type of brain, save off |
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user input state, and turn off any other running behaviors.*/ |
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virtual hsBool Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed); |
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/** Progress towards the goal using a combination of walking and cheating-via-sliding. |
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Returns true if we're still working on it; false if we're done. */ |
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virtual hsBool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed); |
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/** Restore user input state, etc. */ |
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virtual void Finish(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed); |
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/** clear our target, and when we try to eval, we'll just finish */ |
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virtual void LeaveAge(plArmatureMod *avatar); |
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/** Spew "useful" information to the game screen. Used when Avatar.Debug is active. */ |
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virtual void DumpDebug(const char *name, int &x, int&y, int lineHeight, char *strBuf, plDebugText &debugTxt); |
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void DumpToAvatarLog(plArmatureMod *avatar); |
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CLASSNAME_REGISTER( plAvTaskSeek ); |
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GETINTERFACE_ANY( plAvTaskSeek, plAvTask ); |
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protected: |
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///////////////////////////////////////////////////////////////////////////////////// |
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// |
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// METHODS |
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// |
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///////////////////////////////////////////////////////////////////////////////////// |
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/** Called by constructors */ |
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void IInitDefaults(); |
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/** Make some observations about our current relation to our target. |
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Done every frame. */ |
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hsBool IAnalyze(plArmatureMod *avatar); |
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/** Progress towards the goal. We get as close as we can by just pushing the same |
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buttons as the user (forward, turn, etc.) when we're really close we slide |
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around a bit so we can wind up on the *exact* initial orientation. */ |
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hsBool IMoveTowardsGoal(plArmatureMod *avatar, plAvBrainHuman *brain, double time, hsScalar elapsed); |
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/** Okay, we're in the pure cheating mode now. Try to wrap it up; |
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returns true when it's finally there. */ |
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bool ITryFinish(plArmatureMod *avatar, plAvBrainHuman *brain, double time, hsScalar elapsed); |
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/** Final cheating for position */ |
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hsBool IFinishPosition(hsPoint3 &newPosition, plArmatureMod *avatar, plAvBrainHuman *brain, |
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double time, hsScalar elapsed); |
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/** Final cheating for rotation */ |
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hsBool IFinishRotation(hsQuat &newRotation, plArmatureMod *avatar, plAvBrainHuman *brain, |
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double time, hsScalar elapsed); |
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/** If our target's moving, cache its new position and orientation for later math */ |
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hsBool IUpdateObjective(plArmatureMod *avatar); |
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///////////////////////////////////////////////////////////////////////////////////// |
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// |
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// VARS |
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// |
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///////////////////////////////////////////////////////////////////////////////////// |
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plSceneObject * fSeekObject; // the seek target.... |
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hsQuat fSeekRot; // The (current) orientation of our objective |
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hsPoint3 fSeekPos; // The (current) position of our objective |
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bool fMovingTarget; // do we check our target's position each frame? |
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// animation alignment: |
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// sometimes your seek position depends on a particular animation |
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// for example, you can say "find a good start point so that you can play this animation |
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// and have your handle wind up here" i.e: aligntype = "kAlignHandleAnimEnd" |
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plAvAlignment fAlign; // how to line up with the seek point |
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const char * fAnimName; // an (optional) anim to use to line up our target |
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// so you can say "seek to a place where your hand |
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// will be here after you play animation foo" |
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hsPoint3 fPosition; // our current position |
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hsQuat fRotation; // our current rotation |
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// These are set to true once we EVER get close enough to the goal, so that if we fall out |
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// of range from the anim blend out, we don't later try and correct again, and get in a fun |
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// little back-and-forth loop. |
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hsBool fPosGoalHit; |
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hsBool fRotGoalHit; |
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hsBool fStillPositioning; // haven't yet reached the final position |
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hsBool fStillRotating; // haven't yet reached the final orientation |
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hsVector3 fGoalVec; // vec from us to the goal |
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hsScalar fDistance; // how far to the goal? |
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hsScalar fAngForward; // 1.0 = goal is forward; -1.0 = goal is backward |
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hsScalar fAngRight; // 1.0 = goal is directly right; -1.0 = goal is directly left |
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hsScalar fDistForward; // distance straight forward to goal plane |
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hsScalar fDistRight; // distance straight right to goal plane |
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hsScalar fShuffleRange; |
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hsScalar fMaxSidleAngle; // in right . goal |
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hsScalar fMaxSidleRange; // in feet |
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hsScalar fMinFwdAngle; // in fwd . goal |
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hsScalar fMaxBackAngle; // in fwd . goal |
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double fStartTime; |
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UInt8 fFlags; |
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plKey fNotifyFinishedKey; // Send a message to this key when we're done. |
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}; |
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#endif |