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.
 
 
 
 
 

241 lines
6.8 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==*/
#include "HeadSpin.h"
#include "plBlower.h"
#include "plgDispatch.h"
#include "hsFastMath.h"
#include "pnSceneObject/plSceneObject.h"
#include "pnSceneObject/plCoordinateInterface.h"
#include "pnMessage/plTimeMsg.h"
#include "hsTimer.h"
plRandom plBlower::fRandom;
static const float kDefaultMasterPower = 20.f;
static const float kDefaultMasterFrequency = 2.f;
static const float kDefaultDirectRate = 1.f;
static const float kDefaultImpulseRate = 1.e2f;
static const float kDefaultSpringKonst = 20.f;
static const float kDefaultBias = 0.25f;
static const float kInitialMaxOffDist = 1.f;
plBlower::plBlower()
:
fMasterPower(kDefaultMasterPower),
fMasterFrequency(kDefaultMasterFrequency),
fDirectRate(kDefaultDirectRate),
fImpulseRate(kDefaultImpulseRate),
fSpringKonst(kDefaultSpringKonst),
fBias(kDefaultBias),
fMaxOffsetDist(kInitialMaxOffDist),
fAccumTime(0)
{
fRestPos.Set(0,0,0);
fLocalRestPos.Set(0,0,0);
fCurrDel.Set(0,0,0);
fDirection.Set(fRandom.RandMinusOneToOne(), fRandom.RandMinusOneToOne(), 0);
hsFastMath::NormalizeAppr(fDirection);
}
plBlower::~plBlower()
{
}
void plBlower::IBlow(double secs, float delSecs)
{
hsPoint3 worldPos = fTarget->GetLocalToWorld().GetTranslate();
hsPoint3 localPos = fTarget->GetLocalToParent().GetTranslate();
// fast oscillation vs slow
// Completely random walk in the rotation
// Strength = Strength + rnd01 * (MaxStrength - Strength)
float t = (fAccumTime += delSecs);
float strength = 0;
int i;
for( i = 0; i < fOscillators.GetCount(); i++ )
{
float c, s;
t *= fOscillators[i].fFrequency * fMasterFrequency;
t += fOscillators[i].fPhase;
hsFastMath::SinCosAppr(t, s, c);
c += fBias;
strength += c * fOscillators[i].fPower;
}
strength *= fMasterPower;
if( strength < 0 )
strength = 0;
fDirection.fX += fRandom.RandMinusOneToOne() * delSecs * fDirectRate;
fDirection.fY += fRandom.RandMinusOneToOne() * delSecs * fDirectRate;
hsFastMath::NormalizeAppr(fDirection);
float offDist = hsVector3(&fRestPos, &worldPos).Magnitude();
if( offDist > fMaxOffsetDist )
fMaxOffsetDist = offDist;
hsVector3 force = fDirection * strength;
static float kOffsetDistFrac = 0.5f; // make me const
if( offDist > fMaxOffsetDist * kOffsetDistFrac )
{
offDist /= fMaxOffsetDist;
offDist *= fMasterPower;
float impulse = offDist * delSecs * fImpulseRate;
force.fX += impulse * fRandom.RandMinusOneToOne();
force.fY += impulse * fRandom.RandMinusOneToOne();
force.fZ += impulse * fRandom.RandMinusOneToOne();
}
const float kOffsetDistDecay = 0.999f;
fMaxOffsetDist *= kOffsetDistDecay;
hsVector3 accel = force;
accel += fSpringKonst * hsVector3(&fLocalRestPos, &localPos);
hsVector3 del = accel * (delSecs * delSecs);
fCurrDel = del;
}
hsBool plBlower::IEval(double secs, float delSecs, uint32_t dirty)
{
const float kMaxDelSecs = 0.1f;
if( delSecs > kMaxDelSecs )
delSecs = kMaxDelSecs;
IBlow(secs, delSecs);
ISetTargetTransform();
return true;
}
void plBlower::ISetTargetTransform()
{
plCoordinateInterface* ci = IGetTargetCoordinateInterface(0);
if( ci )
{
hsMatrix44 l2p = ci->GetLocalToParent();
hsMatrix44 p2l = ci->GetParentToLocal();
hsPoint3 pos = l2p.GetTranslate();
pos += fCurrDel;
hsPoint3 neg = -pos;
l2p.SetTranslate(&pos);
p2l.SetTranslate(&neg);
ci->SetLocalToParent(l2p, p2l);
}
}
void plBlower::SetTarget(plSceneObject* so)
{
plSingleModifier::SetTarget(so);
if( fTarget )
{
fRestPos = fTarget->GetLocalToWorld().GetTranslate();
fLocalRestPos = fTarget->GetLocalToParent().GetTranslate();
plgDispatch::Dispatch()->RegisterForExactType(plEvalMsg::Index(), GetKey());
}
IInitOscillators();
}
void plBlower::Read(hsStream* s, hsResMgr* mgr)
{
plSingleModifier::Read(s, mgr);
fMasterPower = s->ReadLEScalar();
fDirectRate = s->ReadLEScalar();
fImpulseRate = s->ReadLEScalar();
fSpringKonst = s->ReadLEScalar();
}
void plBlower::Write(hsStream* s, hsResMgr* mgr)
{
plSingleModifier::Write(s, mgr);
s->WriteLEScalar(fMasterPower);
s->WriteLEScalar(fDirectRate);
s->WriteLEScalar(fImpulseRate);
s->WriteLEScalar(fSpringKonst);
}
void plBlower::IInitOscillators()
{
const float kBasePower = 5.f;
fOscillators.SetCount(5);
int i;
for( i = 0; i < fOscillators.GetCount(); i++ )
{
float fi = float(i+1);
fOscillators[i].fFrequency = fi / M_PI * fRandom.RandRangeF(0.75f, 1.25f);
// fOscillators[i].fFrequency = 1.f / M_PI * fRandom.RandRangeF(0.5f, 1.5f);
fOscillators[i].fPhase = fRandom.RandZeroToOne();
fOscillators[i].fPower = kBasePower * fRandom.RandRangeF(0.75f, 1.25f);
}
}
void plBlower::SetConstancy(float f)
{
if( f < 0 )
f = 0;
else if( f > 1.f )
f = 1.f;
fBias = f;
}
float plBlower::GetConstancy() const
{
return fBias;
}