You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
171 lines
5.1 KiB
171 lines
5.1 KiB
/*==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/>. |
|
|
|
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==*/ |
|
#if 0 |
|
// havok first |
|
#include <hkdynamics/entity/rigidbody.h> |
|
#include <hkdynamics/world/subspace.h> |
|
|
|
#include "plAntiGravAction.h" |
|
|
|
#include "../pnSceneObject/plSceneObject.h" |
|
#include "../plHavok1/plHKPhysical.h" |
|
#include "../plAvatar/plSwimRegion.h" |
|
#include "hsTimer.h" |
|
|
|
// This is meant to be a specific physicsAction for the swim behavior |
|
plAntiGravAction::plAntiGravAction(plHKPhysical *physical, plAGApplicator *rootApp) : |
|
plAnimatedCallbackAction(physical, rootApp), |
|
fOnGround(false), |
|
fBuoyancy(1.f), |
|
fSurfaceHeight(0.f), |
|
fCurrentRegion(nil), |
|
fHadContacts(false) |
|
{ |
|
} |
|
|
|
plSimDefs::ActionType plAntiGravAction::GetType() |
|
{ |
|
return plSimDefs::kAntiGravAction; |
|
} |
|
|
|
void plAntiGravAction::apply(Havok::Subspace &space, Havok::hkTime time) |
|
{ |
|
double elapsed = time.asDouble() - getRefresh().asDouble(); |
|
setRefresh(time); |
|
|
|
IAdjustBuoyancy(); |
|
Havok::RigidBody *body = fPhysical->GetBody(); |
|
float mass = body->getMass(); |
|
Havok::Vector3 gravity = space.getGravity(); |
|
Havok::Vector3 force = -gravity * (mass * fBuoyancy); |
|
body->applyForce(force); |
|
|
|
hsVector3 vel; |
|
fPhysical->GetLinearVelocitySim(vel); |
|
fAnimPosVel.fZ = vel.fZ; |
|
|
|
hsVector3 linCurrent(0.f, 0.f, 0.f); |
|
hsScalar angCurrent = 0.f; |
|
if (fCurrentRegion != nil) |
|
fCurrentRegion->GetCurrent(fPhysical, linCurrent, angCurrent, (hsScalar)elapsed); |
|
|
|
int numContacts = fPhysical->GetNumContacts(); |
|
fHadContacts = (numContacts > 0); |
|
|
|
const Havok::Vector3 straightUp(0.0f, 0.0f, 1.0f); |
|
fOnGround = false; |
|
int i; |
|
for (i = 0; i < numContacts; i++) |
|
{ |
|
const Havok::ContactPoint *contact = fPhysical->GetContactPoint(i); |
|
hsScalar dotUp = straightUp.dot(contact->m_normal); |
|
if (dotUp > .5) |
|
{ |
|
fOnGround = true; |
|
break; |
|
} |
|
} |
|
|
|
fPhysical->SetLinearVelocitySim(fAnimPosVel + linCurrent); |
|
fPhysical->SetAngularVelocitySim(hsVector3(0.f, 0.f, fAnimAngVel + fTurnStr + angCurrent)); |
|
} |
|
|
|
void plAntiGravAction::SetSurface(plSwimRegionInterface *region, hsScalar surfaceHeight) |
|
{ |
|
fCurrentRegion = region; |
|
if (region != nil) |
|
fSurfaceHeight = surfaceHeight; |
|
} |
|
|
|
void plAntiGravAction::IAdjustBuoyancy() |
|
{ |
|
// "surface depth" refers to the depth our handle object should be below |
|
// the surface for the avatar to be "at the surface" |
|
static const float surfaceDepth = 4.0f; |
|
// 1.0 = neutral buoyancy |
|
// 0 = no buoyancy (normal gravity) |
|
// 2.0 = opposite of gravity, floating upwards |
|
static const float buoyancyAtSurface = 1.0f; |
|
|
|
if (fCurrentRegion == nil) |
|
{ |
|
fBuoyancy = 0.f; |
|
return; |
|
} |
|
|
|
hsMatrix44 l2w, w2l; |
|
fPhysical->GetTransform(l2w, w2l); |
|
float depth = fSurfaceHeight - surfaceDepth - l2w.GetTranslate().fZ; |
|
if (depth < -1) |
|
fBuoyancy = 0.f; // Same as being above ground. Plain old gravity. |
|
else if (depth < 0) |
|
fBuoyancy = 1 + depth; |
|
else |
|
{ |
|
hsVector3 vel; |
|
fPhysical->GetLinearVelocitySim(vel); |
|
if (vel.fZ > 0) |
|
{ |
|
if (vel.fZ > fCurrentRegion->fMaxUpwardVel) |
|
{ |
|
vel.fZ = fCurrentRegion->fMaxUpwardVel; |
|
fPhysical->SetLinearVelocitySim(vel); |
|
} |
|
else |
|
{ |
|
if (depth > 1) |
|
fBuoyancy = fCurrentRegion->fUpBuoyancy; |
|
else |
|
fBuoyancy = (fCurrentRegion->fUpBuoyancy - 1) * depth + 1; |
|
} |
|
} |
|
else |
|
{ |
|
if (depth > 1) |
|
fBuoyancy = fCurrentRegion->fDownBuoyancy; |
|
else |
|
fBuoyancy = (fCurrentRegion->fDownBuoyancy - 1) * depth + 1; |
|
} |
|
} |
|
} |
|
|
|
#endif
|