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101 lines
3.9 KiB
101 lines
3.9 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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/** \file plAvBrainDrive.h |
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*/ |
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#ifndef AVBRAINDRIVE_INC |
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#define AVBRAINDRIVE_INC |
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// base class |
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#include "plAvBrain.h" |
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/** A simple brain used to steer the player around without regard |
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for physics. Used in production to quickly fly through a scene |
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without having to actually solve puzzles, jump, etc. |
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The 'Drive Brain' uses the same input keys as the avatar, with |
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a few secret additions for convenience. At the time of this |
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writing, you invoke the drive brain by pressing shift-P, and |
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then use the forward and back arrows to move and th e left and |
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right arrows to rotate. The 'u' and 'j' keys will move your avatar |
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vertically. |
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Gravity and collision are completely suspended for avatars in |
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drive mode, but they *can* still trigger region detectors if |
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you need to fire off triggers, puzzles, or whatnot. |
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Note that the drive brain inherits from the user brain, which |
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parses control input for us. |
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*/ |
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class plAvBrainDrive : public plArmatureBrain |
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{ |
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public: |
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plAvBrainDrive(); |
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/** Canonical constructer. Use this one. |
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\param maxVelocity The highest speed this avatar can fly at. |
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\param turnRate The speed at which we will turn, in radians per second. |
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*/ |
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plAvBrainDrive(float maxVelocity, float turnRate); |
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// BRAIN PROTOCOL |
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/** Suspend physics and get in line to receive keyboard control messages. */ |
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virtual void Activate(plArmatureModBase *avMod); |
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/** Restore physical reality and stop handling input messages */ |
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virtual void Deactivate(); |
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/** Look at the key states and figure out if and how we should move */ |
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virtual bool Apply(double timeNow, float elapsed); // main control loop. called by avatar eval() |
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// the user brain base handles most of the details of control messages, |
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// so this function just looks for the special command which gets us out |
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// of drive mode. |
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virtual bool MsgReceive(plMessage* pMsg); // handle control input from the user |
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CLASSNAME_REGISTER( plAvBrainDrive ); |
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GETINTERFACE_ANY( plAvBrainDrive, plArmatureBrain ); |
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protected: |
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void IEnablePhysics(bool enable, plKey avKey); |
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float fMaxVelocity; |
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float fTurnRate; |
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}; |
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#endif // AVBRAINDRIVE_INC
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