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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==*/
/////////////////////////////////////////////////////////////////////////////////////////
//
// INCLUDES
//
/////////////////////////////////////////////////////////////////////////////////////////
// singular
#include "plAvTaskSeek.h"
// local
#include "plAvBrainHuman.h"
#include "plAGAnim.h"
#include "plArmatureMod.h"
#include "plAvatarMgr.h"
#include "plAvCallbackAction.h"
// other
#include "../plMessage/plAvatarMsg.h"
#include "../pnMessage/plCameraMsg.h"
#include "../pnInputCore/plControlEventCodes.h"
#include "../plPipeline/plDebugText.h"
#include "../plStatusLog/plStatusLog.h"
#include "../pnSceneObject/plCoordinateInterface.h"
#include "hsTimer.h"
#include "plgDispatch.h"
/////////////////////////////////////////////////////////////////////////////////////////
//
// PROTOTYPES
//
/////////////////////////////////////////////////////////////////////////////////////////
float QuatAngleDiff(const hsQuat &a, const hsQuat &b);
void MakeMatrixUpright(hsMatrix44 &mat);
/////////////////////////////////////////////////////////////////////////////////////////
//
// DEFINES
//
/////////////////////////////////////////////////////////////////////////////////////////
#define kSeekTimeout 5.0f
#define kRotSpeed 1.0f // normal rotation speed is 1.0 radians per second
#define kFloatSpeed 3.0f
#define kMaxRadiansPerSecond 1.5
#define kDefaultShuffleRange 0.5f
#define kDefaultMaxSidleRange 4.0f
#define kDefaultMaxSidleAngle 0.2f
hsBool plAvTaskSeek::fLogProcess = false;
/////////////////////////////////////////////////////////////////////////////////////////
//
// IMPLEMENTATION
//
/////////////////////////////////////////////////////////////////////////////////////////
void plAvTaskSeek::IInitDefaults()
{
fSeekObject = nil;
fMovingTarget = false;
fAlign = kAlignHandle;
fAnimName = nil;
fPosGoalHit = false;
fRotGoalHit = false;
fStillPositioning = true;
fStillRotating = true;
fShuffleRange = kDefaultShuffleRange;
fMaxSidleRange = kDefaultMaxSidleRange;
fMaxSidleAngle = kDefaultMaxSidleAngle;
fFlags = kSeekFlagForce3rdPersonOnStart;
fState = kSeekRunNormal;
fNotifyFinishedKey = nil;
}
// plAvTaskSeek ------------
// -------------
plAvTaskSeek::plAvTaskSeek() {}
plAvTaskSeek::plAvTaskSeek(plAvSeekMsg *msg)
{
IInitDefaults();
fAlign = msg->fAlignType;
fAnimName = msg->fAnimName;
plKey &target = msg->fSeekPoint;
if (target)
SetTarget(target);
else
SetTarget(msg->fTargetPos, msg->fTargetLookAt);
if (msg->UnForce3rdPersonOnFinish())
fFlags |= kSeekFlagUnForce3rdPersonOnFinish;
else
fFlags &= ~kSeekFlagUnForce3rdPersonOnFinish;
if (msg->Force3rdPersonOnStart())
fFlags |= kSeekFlagForce3rdPersonOnStart;
else
fFlags &= ~kSeekFlagForce3rdPersonOnStart;
if (msg->NoWarpOnTimeout())
fFlags |= kSeekFlagNoWarpOnTimeout;
else
fFlags &= ~kSeekFlagNoWarpOnTimeout;
if (msg->RotationOnly())
{
fFlags |= kSeekFlagRotationOnly;
fStillPositioning = false;
fPosGoalHit = true;
}
else
fFlags &= ~kSeekFlagRotationOnly;
fNotifyFinishedKey = msg->fFinishKey;
}
// plAvTaskSeek ------------------------
// -------------
plAvTaskSeek::plAvTaskSeek(plKey target)
{
IInitDefaults();
SetTarget(target);
}
// plAvTaskSeek -------------------------------------------------------------------------------------------
// -------------
plAvTaskSeek::plAvTaskSeek(plKey target, plAvAlignment align, const char *animName, bool moving)
{
IInitDefaults();
fMovingTarget = moving;
fAlign = align;
fAnimName = animName;
SetTarget(target);
}
void plAvTaskSeek::SetTarget(plKey target)
{
hsAssert(target, "Bad key to seek task");
if(target)
{
fSeekObject = plSceneObject::ConvertNoRef(target->ObjectIsLoaded());
}
else
{
fSeekObject = nil;
}
}
void plAvTaskSeek::SetTarget(hsPoint3 &pos, hsPoint3 &lookAt)
{
fSeekPos = pos;
hsVector3 up(0.f, 0.f, 1.f);
hsScalar angle = hsATan2(lookAt.fY - pos.fY, lookAt.fX - pos.fX) + hsScalarPI / 2;
fSeekRot.SetAngleAxis(angle, up);
}
// Start -----------------------------------------------------------------------------------------
// ------
hsBool plAvTaskSeek::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed)
{
plAvBrainHuman *huBrain = plAvBrainHuman::ConvertNoRef(brain);
hsAssert(huBrain, "Seek task only works on human brains");
plAvatarMgr::GetInstance()->GetLog()->AddLine("Starting SMART SEEK");
//controller needs to know we are seeking. prevents controller from interacting with exclusion regions
if (avatar->GetController() )
avatar->GetController()->SetSeek(true);
fStartTime = time;
if(huBrain)
{
avatar->SuspendInput(); // stop accepting input from the user, but queue any messages
// ...and save our current input state.
ILimitPlayersInput(avatar);
if (plAvOneShotTask::fForce3rdPerson && avatar->IsLocalAvatar() && (fFlags & plAvSeekMsg::kSeekFlagForce3rdPersonOnStart))
{
// create message
plCameraMsg* pMsg = TRACKED_NEW plCameraMsg;
pMsg->SetBCastFlag(plMessage::kBCastByExactType);
pMsg->SetBCastFlag(plMessage::kNetPropagate, false);
pMsg->SetCmd(plCameraMsg::kResponderSetThirdPerson);
plgDispatch::MsgSend( pMsg ); // whoosh... off it goes
}
huBrain->IdleOnly(); // Makes sure to kill jumps too. Just calling ClearInputFlags isn't enough
IUpdateObjective(avatar);
return true;
}
else
{
return false;
}
}
// Process -------------------------------------------------------------------------------------------
// --------
hsBool plAvTaskSeek::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed)
{
if (fState == kSeekAbort)
return false;
plAvBrainHuman *uBrain = plAvBrainHuman::ConvertNoRef(brain);
if (uBrain)
{
if (fMovingTarget)
{
IUpdateObjective(avatar);
}
IAnalyze(avatar);
hsBool result = IMoveTowardsGoal(avatar, uBrain, time, elapsed);
if (fLogProcess)
DumpToAvatarLog(avatar);
return result;
}
return false;
}
// Finish ---------------------------------------------------------------------------------------
// -------
void plAvTaskSeek::Finish(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed)
{
plAvBrainHuman *huBrain = plAvBrainHuman::ConvertNoRef(brain);
if(huBrain)
{
// this will process any queued input messages so if the user pressed or released a key while we were busy, we'll note it now.
avatar->ResumeInput();
IUndoLimitPlayersInput(avatar);
if (plAvOneShotTask::fForce3rdPerson && avatar->IsLocalAvatar() && (fFlags & plAvSeekMsg::kSeekFlagUnForce3rdPersonOnFinish))
{
// create message
plCameraMsg* pMsg = TRACKED_NEW plCameraMsg;
pMsg->SetBCastFlag(plMessage::kBCastByExactType);
pMsg->SetBCastFlag(plMessage::kNetPropagate, false);
pMsg->SetCmd(plCameraMsg::kResponderUndoThirdPerson);
plgDispatch::MsgSend( pMsg ); // whoosh... off it goes
}
avatar->SynchIfLocal(hsTimer::GetSysSeconds(), false);
}
if (fNotifyFinishedKey)
{
plAvTaskSeekDoneMsg *msg = TRACKED_NEW plAvTaskSeekDoneMsg(avatar->GetKey(), fNotifyFinishedKey);
msg->fAborted = (fState == kSeekAbort);
msg->Send();
}
plAvatarMgr::GetInstance()->GetLog()->AddLine("Finished SMART SEEK");
//inform controller we are done seeking
if (avatar->GetController())
avatar->GetController()->SetSeek(false);
}
void plAvTaskSeek::LeaveAge(plArmatureMod *avatar)
{
fSeekObject = nil;
fState = kSeekAbort;
}
// IAnalyze ----------------------------------------
// ---------
hsBool plAvTaskSeek::IAnalyze(plArmatureMod *avatar)
{
avatar->GetPositionAndRotationSim(&fPosition, &fRotation);
fGoalVec.Set(&(hsScalarTriple)(fSeekPos - fPosition));
hsVector3 normalizedGoalVec(fGoalVec);
normalizedGoalVec.Normalize();
fDistance = hsSquareRoot(fGoalVec.fX * fGoalVec.fX + fGoalVec.fY * fGoalVec.fY);
if(fDistance < 3.0f)
{
// we're in "near target" mode
fMinFwdAngle = .5f; // walk forward if target's in 90' cone straight ahead
fMaxBackAngle = -.2f; // walk backward if target's in a 144' cone behind
}
else
{
// we're in "far target" mode
fMinFwdAngle = .2f; // walk forward if target's in a 144' cone ahead
fMaxBackAngle = -2.0; // disable backing up if goal is far out (-1 is the minimum usable value here)
}
hsQuat invRot = fRotation.Conjugate();
hsPoint3 globFwd = invRot.Rotate(&kAvatarForward);
hsPoint3 globRight = invRot.Rotate(&kAvatarRight);
hsPoint3 locGoalVec = fRotation.Rotate(&fGoalVec);
fDistForward = -(locGoalVec.fY);
fDistRight = -(locGoalVec.fX);
fAngForward = globFwd.InnerProduct(normalizedGoalVec);
fAngRight = globRight.InnerProduct(normalizedGoalVec);
return true;
}
// IMoveTowardsGoal --------------------------------------------------------------
// -----------------
hsBool plAvTaskSeek::IMoveTowardsGoal(plArmatureMod *avatar, plAvBrainHuman *brain,
double time, hsScalar elapsed)
{
bool stillRunning = true;
avatar->ClearInputFlags(false, false);
double duration = time - fStartTime;
if(duration > kSeekTimeout)
{
if (fFlags & kSeekFlagNoWarpOnTimeout)
{
fState = kSeekAbort;
return false;
}
fSeekRot.Normalize();
avatar->SetPositionAndRotationSim(&fSeekPos, &fSeekRot);
IAnalyze(avatar); // Recalcs fPosition, fDistance, etc.
hsStatusMessage("Timing out on smart seek - jumping to target.");
stillRunning = false;
// We just set the pos/rot, so we know these are hit.
fPosGoalHit = true;
fRotGoalHit = true;
}
if (!(fDistance > fShuffleRange))
fPosGoalHit = true;
if (!fPosGoalHit)
{
bool right = fAngRight > 0.0f;
bool inSidleRange = fDistance < fMaxSidleRange;
bool sidling = fabs(fDistRight) > fabs(fDistForward) && inSidleRange;
if(sidling)
{
if(right)
avatar->SetStrafeRightKeyDown();
else
avatar->SetStrafeLeftKeyDown();
}
else
{
if(fAngForward < fMaxBackAngle)
avatar->SetBackwardKeyDown();
else
{
if(fAngForward > fMinFwdAngle)
avatar->SetForwardKeyDown();
if(right)
avatar->SetTurnRightKeyDown();
else
avatar->SetTurnLeftKeyDown();
}
}
}
else
{
if (!(QuatAngleDiff(fRotation, fSeekRot) > .1))
fRotGoalHit = true;
if (!fRotGoalHit)
{
hsQuat invRot = fSeekRot.Conjugate();
hsPoint3 globFwd = invRot.Rotate(&kAvatarForward);
globFwd = fRotation.Rotate(&globFwd);
if (globFwd.fX < 0)
avatar->SetTurnRightKeyDown();
else
avatar->SetTurnLeftKeyDown();
}
}
if (fPosGoalHit && fRotGoalHit)
stillRunning = ITryFinish(avatar, brain, time, elapsed);
return stillRunning;
}
// ITRYFINISH
bool plAvTaskSeek::ITryFinish(plArmatureMod *avatar, plAvBrainHuman *brain, double time, hsScalar elapsed)
{
hsBool animsDone = brain->IsMovementZeroBlend();
hsPoint3 newPosition = fPosition;
hsQuat newRotation = fRotation;
if (!(fFlags & kSeekFlagRotationOnly) && (fStillPositioning || !animsDone))
fStillPositioning = IFinishPosition(newPosition, avatar, brain, time, elapsed);
if (fStillRotating || !animsDone)
fStillRotating = IFinishRotation(newRotation, avatar, brain, time, elapsed);
newRotation.Normalize();
if (hsCheckBits(fFlags, kSeekFlagRotationOnly))
avatar->SetPositionAndRotationSim(nil, &newRotation);
else
avatar->SetPositionAndRotationSim(&newPosition, &newRotation);
return fStillPositioning || fStillRotating || !animsDone;
}
hsBool plAvTaskSeek::IFinishPosition(hsPoint3 &newPosition,
plArmatureMod *avatar, plAvBrainHuman *brain,
double time, hsScalar elapsed)
{
// While warping, we might be hovering just above the ground. Don't want that to
// trigger any falling behavior.
if(brain&&brain->fCallbackAction)
{
brain->fCallbackAction->ResetAirTime();
}
// how far will we translate this frame?
float thisDist = kFloatSpeed * elapsed;
// what percentage of the remaining distance will we cover?
float thisPct = (fDistance ? thisDist / fDistance : 1.f);
if(thisPct > 0.9f)
{
// we're pretty much done; just hop the rest of the way
newPosition = fSeekPos;
return false; // we're done
}
else
{
// move incrementally toward the target position
hsVector3 thisMove = fGoalVec * thisPct;
newPosition = fPosition + thisMove;
return true; // we're still processing
}
return true;
}
// IFinishRotation --------------------------------------
// ----------------
hsBool plAvTaskSeek::IFinishRotation(hsQuat &newRotation,
plArmatureMod *avatar, plAvBrainHuman *brain,
double time, hsScalar elapsed)
{
// we're pretty much done; just hop the rest of the way
newRotation = fSeekRot;
return false;
}
// IUpdateObjective ----------------------------------------
// -----------------
hsBool plAvTaskSeek::IUpdateObjective(plArmatureMod *avatar)
{
// This is an entirely valid case. It just means our goal is fixed.
if (fSeekObject == nil)
return true;
// goal here is to express the target matrix in the avatar's PHYSICAL space
hsMatrix44 targL2W = fSeekObject->GetLocalToWorld();
const plCoordinateInterface* subworldCI = nil;
if (avatar->GetController())
subworldCI = avatar->GetController()->GetSubworldCI();
if (subworldCI)
targL2W = subworldCI->GetWorldToLocal() * targL2W;
MakeMatrixUpright(targL2W);
switch(fAlign)
{
// match our handle to the target matrix at the end of the given animation
// This case isn't currently used but will be important someday. The idea
// is that you have a target point and an animation, and you want to seek
// the avatar to a point where he can start playing the animation and wind
// up, after the animation completes, at the target location.
// Hence "AlignHandleAnimEnd" = "align the avatar so the animation will
// end on the target."
case kAlignHandleAnimEnd:
{
hsMatrix44 adjustment;
plAGAnim *anim = avatar->FindCustomAnim(fAnimName);
// don't need to do this every frame; the animation doesn't change.
// *** cache the adjustment;
GetStartToEndTransform(anim, nil, &adjustment, "Handle"); // actually getting end-to-start
// ... but we do still need to multiply by the (potentially changed) target
targL2W = targL2W * adjustment;
}
break;
case kAlignHandle: // targetMat is already correct
default:
break;
};
GetPositionAndRotation(targL2W, &fSeekPos, &fSeekRot);
return true;
}
// DumpDebug -----------------------------------------------------------------------------------------------------
// ----------
void plAvTaskSeek::DumpDebug(const char *name, int &x, int&y, int lineHeight, char *strBuf, plDebugText &debugTxt)
{
sprintf(strBuf, "duration: %.2f pos: (%.3f, %.3f, %.3f) goalPos: (%.3f, %.3f, %.3f) ",
hsTimer::GetSysSeconds() - fStartTime,
fPosition.fX, fPosition.fY, fPosition.fZ, fSeekPos.fX, fSeekPos.fY, fSeekPos.fZ);
debugTxt.DrawString(x, y, strBuf);
y += lineHeight;
sprintf(strBuf, "positioning: %d rotating %d goalVec: (%.3f, %.3f, %.3f) dist: %.3f angFwd: %.3f angRt: %.3f",
fStillPositioning, fStillRotating, fGoalVec.fX, fGoalVec.fY, fGoalVec.fZ, fDistance, fAngForward, fAngRight);
debugTxt.DrawString(x, y, strBuf);
y += lineHeight;
sprintf(strBuf, " distFwd: %.3f distRt: %.3f shufRange: %.3f sidAngle: %.3f sidRange: %.3f, fMinWalk: %.3f",
fDistForward, fDistRight, fShuffleRange, fMaxSidleAngle, fMaxSidleRange, fMinFwdAngle);
debugTxt.DrawString(x, y, strBuf);
y += lineHeight;
}
void plAvTaskSeek::DumpToAvatarLog(plArmatureMod *avatar)
{
plStatusLog *log = plAvatarMgr::GetInstance()->GetLog();
char strBuf[256];
avatar->GetMoveKeyString(strBuf);
log->AddLine(strBuf);
sprintf(strBuf, " duration: %.2f pos: (%.3f, %.3f, %.3f) goalPos: (%.3f, %.3f, %.3f) ",
hsTimer::GetSysSeconds() - fStartTime,
fPosition.fX, fPosition.fY, fPosition.fZ, fSeekPos.fX, fSeekPos.fY, fSeekPos.fZ);
log->AddLine(strBuf);
sprintf(strBuf, " positioning: %d rotating %d goalVec: (%.3f, %.3f, %.3f) dist: %.3f angFwd: %.3f angRt: %.3f",
fStillPositioning, fStillRotating, fGoalVec.fX, fGoalVec.fY, fGoalVec.fZ, fDistance, fAngForward, fAngRight);
log->AddLine(strBuf);
sprintf(strBuf, " distFwd: %.3f distRt: %.3f shufRange: %.3f sidAngle: %.3f sidRange: %.3f, fMinWalk: %.3f",
fDistForward, fDistRight, fShuffleRange, fMaxSidleAngle, fMaxSidleRange, fMinFwdAngle);
log->AddLine(strBuf);
}
/////////////////////////////////////////////////////////////////////////////////////////
//
// LOCALS
//
/////////////////////////////////////////////////////////////////////////////////////////
// QuatAngleDiff ------------------------------------
// --------------
float QuatAngleDiff(const hsQuat &a, const hsQuat &b)
{
hsScalar theta; /* angle between A and B */
hsScalar cos_t; /* sine, cosine of theta */
/* cosine theta = dot product of A and B */
cos_t = a.Dot(b);
/* if B is on opposite hemisphere from A, use -B instead */
if (cos_t < 0.0)
{
cos_t = -cos_t;
}
// Calling acos on 1.0 is returning an undefined value. Need to check for it.
hsScalar epsilon = 0.00001;
if (hsABS(cos_t - 1.f) < epsilon)
return 0;
theta = hsACosine(cos_t);
return theta;
}
// MakeMatrixUpright -------------------------------------------
// ------------------
// ensure that the z axis of the given matrix points at the sky.
// does not orthonormalize
// man, I could have sworn I did this somewhere else...
void MakeMatrixUpright(hsMatrix44 &mat)
{
mat.fMap[0][2] = 0.0f; // eliminate any z in the x axis
mat.fMap[1][2] = 0.0f; // eliminate any z in the y axis
mat.fMap[2][0] = 0.0f; mat.fMap[2][1] = 0.0f; mat.fMap[2][2] = 1.0f; // z axis = pure sky
}