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155 lines
4.2 KiB
155 lines
4.2 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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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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#if 0 |
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// havok first |
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#include <hkdynamics/entity/rigidbody.h> |
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#include <hkdynamics/world/subspace.h> |
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#include "plAntiGravAction.h" |
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#include "../pnSceneObject/plSceneObject.h" |
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#include "../plHavok1/plHKPhysical.h" |
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#include "../plAvatar/plSwimRegion.h" |
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#include "hsTimer.h" |
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// This is meant to be a specific physicsAction for the swim behavior |
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plAntiGravAction::plAntiGravAction(plHKPhysical *physical, plAGApplicator *rootApp) : |
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plAnimatedCallbackAction(physical, rootApp), |
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fOnGround(false), |
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fBuoyancy(1.f), |
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fSurfaceHeight(0.f), |
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fCurrentRegion(nil), |
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fHadContacts(false) |
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{ |
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} |
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plSimDefs::ActionType plAntiGravAction::GetType() |
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{ |
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return plSimDefs::kAntiGravAction; |
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} |
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void plAntiGravAction::apply(Havok::Subspace &space, Havok::hkTime time) |
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{ |
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double elapsed = time.asDouble() - getRefresh().asDouble(); |
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setRefresh(time); |
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IAdjustBuoyancy(); |
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Havok::RigidBody *body = fPhysical->GetBody(); |
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float mass = body->getMass(); |
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Havok::Vector3 gravity = space.getGravity(); |
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Havok::Vector3 force = -gravity * (mass * fBuoyancy); |
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body->applyForce(force); |
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hsVector3 vel; |
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fPhysical->GetLinearVelocitySim(vel); |
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fAnimPosVel.fZ = vel.fZ; |
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hsVector3 linCurrent(0.f, 0.f, 0.f); |
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hsScalar angCurrent = 0.f; |
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if (fCurrentRegion != nil) |
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fCurrentRegion->GetCurrent(fPhysical, linCurrent, angCurrent, (hsScalar)elapsed); |
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int numContacts = fPhysical->GetNumContacts(); |
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fHadContacts = (numContacts > 0); |
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const Havok::Vector3 straightUp(0.0f, 0.0f, 1.0f); |
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fOnGround = false; |
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int i; |
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for (i = 0; i < numContacts; i++) |
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{ |
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const Havok::ContactPoint *contact = fPhysical->GetContactPoint(i); |
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hsScalar dotUp = straightUp.dot(contact->m_normal); |
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if (dotUp > .5) |
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{ |
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fOnGround = true; |
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break; |
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} |
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} |
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fPhysical->SetLinearVelocitySim(fAnimPosVel + linCurrent); |
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fPhysical->SetAngularVelocitySim(hsVector3(0.f, 0.f, fAnimAngVel + fTurnStr + angCurrent)); |
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} |
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void plAntiGravAction::SetSurface(plSwimRegionInterface *region, hsScalar surfaceHeight) |
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{ |
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fCurrentRegion = region; |
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if (region != nil) |
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fSurfaceHeight = surfaceHeight; |
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} |
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void plAntiGravAction::IAdjustBuoyancy() |
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{ |
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// "surface depth" refers to the depth our handle object should be below |
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// the surface for the avatar to be "at the surface" |
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static const float surfaceDepth = 4.0f; |
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// 1.0 = neutral buoyancy |
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// 0 = no buoyancy (normal gravity) |
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// 2.0 = opposite of gravity, floating upwards |
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static const float buoyancyAtSurface = 1.0f; |
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if (fCurrentRegion == nil) |
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{ |
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fBuoyancy = 0.f; |
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return; |
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} |
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hsMatrix44 l2w, w2l; |
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fPhysical->GetTransform(l2w, w2l); |
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float depth = fSurfaceHeight - surfaceDepth - l2w.GetTranslate().fZ; |
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if (depth < -1) |
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fBuoyancy = 0.f; // Same as being above ground. Plain old gravity. |
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else if (depth < 0) |
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fBuoyancy = 1 + depth; |
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else |
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{ |
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hsVector3 vel; |
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fPhysical->GetLinearVelocitySim(vel); |
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if (vel.fZ > 0) |
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{ |
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if (vel.fZ > fCurrentRegion->fMaxUpwardVel) |
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{ |
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vel.fZ = fCurrentRegion->fMaxUpwardVel; |
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fPhysical->SetLinearVelocitySim(vel); |
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} |
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else |
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{ |
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if (depth > 1) |
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fBuoyancy = fCurrentRegion->fUpBuoyancy; |
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else |
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fBuoyancy = (fCurrentRegion->fUpBuoyancy - 1) * depth + 1; |
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} |
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} |
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else |
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{ |
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if (depth > 1) |
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fBuoyancy = fCurrentRegion->fDownBuoyancy; |
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else |
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fBuoyancy = (fCurrentRegion->fDownBuoyancy - 1) * depth + 1; |
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} |
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} |
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} |
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#endif
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