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/*==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 <http://www.gnu.org/licenses/>.
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 "plDynaWakeMgr.h"
#include "plDynaDecal.h"
#include "plPrintShape.h"
#include "plCutter.h"
#include "plgDispatch.h"
#include "hsStream.h"
#include "hsResMgr.h"
#include "hsTimer.h"
#include "../plMessage/plDynaDecalEnableMsg.h"
#include "../plMessage/plRippleShapeMsg.h"
#include "../plMessage/plAvatarMsg.h"
#include "../plAvatar/plAvBrainHuman.h"
#include "../plAvatar/plArmatureMod.h"
#include "../plInterp/plAnimPath.h"
#include "hsFastMath.h"
#include "../plMath/plRandom.h"
static plRandom sRand;
int plDynaWakeMgr::INewDecal()
{
int idx = fDecals.GetCount();
plDynaWake* wake = TRACKED_NEW plDynaWake();
wake->fC1U = fInitUVW.fX;
wake->fC2U = (fInitUVW.fX - fFinalUVW.fX) / (fLifeSpan * fFinalUVW.fX);
wake->fC1V = fInitUVW.fY;
wake->fC2V = (fInitUVW.fY - fFinalUVW.fY) / (fLifeSpan * fFinalUVW.fY);
fDecals.Append(wake);
return idx;
}
plDynaWakeMgr::plDynaWakeMgr()
:
fAnimPath(nil),
fDefaultDir(0.f, 1.f, 0.f),
fAnimWgt(0),
fVelWgt(1.f)
{
}
plDynaWakeMgr::~plDynaWakeMgr()
{
delete fAnimPath;
}
void plDynaWakeMgr::SetAnimPath(plAnimPath* a)
{
delete fAnimPath;
fAnimPath = a;
}
void plDynaWakeMgr::SetDefaultDir(const hsVector3& v)
{
fDefaultDir = v;
hsFastMath::Normalize(fDefaultDir);
}
void plDynaWakeMgr::Read(hsStream* stream, hsResMgr* mgr)
{
plDynaRippleMgr::Read(stream, mgr);
fDefaultDir.Read(stream);
fAnimPath = plAnimPath::ConvertNoRef(mgr->ReadCreatable(stream));
fAnimWgt = stream->ReadSwapScalar();
fVelWgt = stream->ReadSwapScalar();
}
void plDynaWakeMgr::Write(hsStream* stream, hsResMgr* mgr)
{
plDynaRippleMgr::Write(stream, mgr);
fDefaultDir.Write(stream);
mgr->WriteCreatable(stream, fAnimPath);
stream->WriteSwapScalar(fAnimWgt);
stream->WriteSwapScalar(fVelWgt);
}
hsVector3 plDynaWakeMgr::IGetDirection(const plDynaDecalInfo& info, const hsPoint3& pos) const
{
hsVector3 dir = fDefaultDir;
// If we have an animpath, figure a direction based on position here
if( fAnimPath )
{
hsVector3 animDir;
hsPoint3 p = pos;
hsScalar t = fAnimPath->GetExtremePoint(p);
fAnimPath->SetCurTime(t, plAnimPath::kNone);
fAnimPath->GetVelocity(&animDir);
animDir *= fAnimWgt;
dir += animDir;
}
// Now if we want to factor in velocity, we can use (pos - info.fLastPos) / (hsTimer::GetSysSeconds() - info.fLastTime)
hsScalar dt = hsScalar(hsTimer::GetSysSeconds() - info.fLastTime);
const hsScalar kMinDt = 1.e-3f;
if( (info.fFlags & plDynaDecalInfo::kImmersed) && (dt > kMinDt) )
{
hsVector3 velDir(&pos, &info.fLastPos);
velDir *= 1.f / dt * fVelWgt;
dir += velDir;
}
hsFastMath::Normalize(dir);
return dir;
}
hsBool plDynaWakeMgr::IRippleFromShape(const plPrintShape* shape, hsBool force)
{
if( !shape )
return false;
hsBool retVal = false;
plDynaDecalInfo& info = IGetDecalInfo(UInt32(shape), shape->GetKey());
const hsMatrix44& shapeL2W = shape->GetOwner()->GetLocalToWorld();
static hsScalar kMinDist = 1.0f;
static hsScalar kMinTime = 0.25f;
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();
// Base the direction on the unperturbed pos.
hsVector3 dir = IGetDirection(info, pos);
// 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 )
{
static hsScalar kRandPert = 0.05f;
randPert *= kRandPert * shape->GetWidth();
}
else
{
static hsScalar kRandPert = 0.05f;
randPert *= kRandPert * shape->GetWidth();
}
pos += randPert;
hsVector3 up(0.f, 0.f, 1.f);
static hsScalar kHeightScale = 1.f;
pos.fZ += (shape->GetHeight() * fScale.fZ * kHeightScale) * 0.25f;
pos += dir * shape->GetLength() * 0.5f * (1.f - fScale.fY);
hsVector3 size(shape->GetWidth() * fScale.fX, shape->GetLength() * fScale.fY, shape->GetHeight() * fScale.fZ * kHeightScale);
fCutter->SetLength(size);
fCutter->Set(pos, dir, up);
info.fLastTime = t;
info.fLastPos = shapeL2W.GetTranslate();
hsBool hit = ICutoutTargets(t);
if( hit )
retVal = true;
}
return retVal;
}