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281 lines
8.8 KiB
281 lines
8.8 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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#include "hsGeometry3.h" |
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#include "hsResMgr.h" |
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#include "plPhysicalControllerCore.h" |
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#include "plSwimRegion.h" |
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#include "plArmatureMod.h" |
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void plSwimRegionInterface::Read(hsStream* s, hsResMgr* mgr) |
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{ |
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plObjInterface::Read(s, mgr); |
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fDownBuoyancy = s->ReadLEScalar(); |
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fUpBuoyancy = s->ReadLEScalar(); |
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fMaxUpwardVel = s->ReadLEScalar(); |
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} |
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void plSwimRegionInterface::Write(hsStream* s, hsResMgr* mgr) |
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{ |
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plObjInterface::Write(s, mgr); |
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s->WriteLEScalar(fDownBuoyancy); |
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s->WriteLEScalar(fUpBuoyancy); |
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s->WriteLEScalar(fMaxUpwardVel); |
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} |
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void plSwimRegionInterface::GetCurrent(plPhysicalControllerCore *physical, hsVector3 &linearResult, float &angularResult, float elapsed) |
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{ |
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linearResult.Set(0.f, 0.f, 0.f); |
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angularResult = 0.f; |
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} |
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///////////////////////////////////////////////////////////////////////// |
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plSwimCircularCurrentRegion::plSwimCircularCurrentRegion() : |
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fCurrentSO(nil), |
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fRotation(0.f), |
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fPullNearDistSq(1.f), |
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fPullNearVel(0.f), |
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fPullFarDistSq(1.f), |
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fPullFarVel(0.f) |
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{ |
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} |
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void plSwimCircularCurrentRegion::Read(hsStream* stream, hsResMgr* mgr) |
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{ |
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plSwimRegionInterface::Read(stream, mgr); |
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fRotation = stream->ReadLEScalar(); |
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fPullNearDistSq = stream->ReadLEScalar(); |
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fPullNearVel = stream->ReadLEScalar(); |
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fPullFarDistSq = stream->ReadLEScalar(); |
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fPullFarVel = stream->ReadLEScalar(); |
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mgr->ReadKeyNotifyMe(stream, new plGenRefMsg(GetKey(), plRefMsg::kOnCreate, -1, -1), plRefFlags::kActiveRef); // currentSO |
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} |
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void plSwimCircularCurrentRegion::Write(hsStream* stream, hsResMgr* mgr) |
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{ |
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plSwimRegionInterface::Write(stream, mgr); |
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stream->WriteLEScalar(fRotation); |
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stream->WriteLEScalar(fPullNearDistSq); |
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stream->WriteLEScalar(fPullNearVel); |
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stream->WriteLEScalar(fPullFarDistSq); |
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stream->WriteLEScalar(fPullFarVel); |
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mgr->WriteKey(stream, fCurrentSO); |
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} |
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hsBool plSwimCircularCurrentRegion::MsgReceive(plMessage* msg) |
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{ |
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plGenRefMsg *refMsg = plGenRefMsg::ConvertNoRef(msg); |
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if (refMsg) |
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{ |
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plSceneObject *so = plSceneObject::ConvertNoRef(refMsg->GetRef()); |
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if (so) |
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{ |
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if (refMsg->GetContext() & (plRefMsg::kOnCreate|plRefMsg::kOnRequest|plRefMsg::kOnReplace)) |
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fCurrentSO = so; |
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else if (refMsg->GetContext() & (plRefMsg::kOnDestroy|plRefMsg::kOnRemove)) |
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fCurrentSO = nil; |
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return true; |
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} |
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} |
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return plSwimRegionInterface::MsgReceive(msg); |
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} |
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void plSwimCircularCurrentRegion::GetCurrent(plPhysicalControllerCore *physical, hsVector3 &linearResult, float &angularResult, float elapsed) |
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{ |
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if (elapsed <= 0.f || fCurrentSO == nil || GetProperty(kDisable)) |
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{ |
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linearResult.Set(0.f, 0.f, 0.f); |
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angularResult = 0.f; |
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return; |
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} |
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hsPoint3 center, pos; |
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center.Set(&fCurrentSO->GetLocalToWorld().GetTranslate()); |
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plKey worldKey = physical->GetSubworld(); |
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if (worldKey) |
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{ |
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plSceneObject* so = plSceneObject::ConvertNoRef(worldKey->ObjectIsLoaded()); |
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center = so->GetWorldToLocal() * center; |
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} |
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center.fZ = 0.f; // Just doing 2D |
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physical->GetPositionSim(pos); |
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hsBool applyPull = true; |
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hsVector3 pos2Center(center.fX - pos.fX, center.fY - pos.fY, 0.f); |
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float pullVel; |
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float distSq = pos2Center.MagnitudeSquared(); |
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if (distSq < .5) |
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{ |
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// Don't want to pull us too close to the center, or we |
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// get this annoying jitter. |
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pullVel = 0.f; |
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} |
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else if (distSq <= fPullNearDistSq) |
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pullVel = fPullNearVel; |
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else if (distSq >= fPullFarDistSq) |
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pullVel = fPullFarVel; |
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else |
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pullVel = fPullNearVel + (fPullFarVel - fPullNearVel) * (distSq - fPullNearDistSq) / (fPullFarDistSq - fPullNearDistSq); |
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hsVector3 pull = pos2Center; |
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pull.Normalize(); |
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linearResult.Set(pull.fY, -pull.fX, pull.fZ); |
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pull *= pullVel; |
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linearResult *= fRotation; |
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linearResult += pull; |
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hsVector3 v1 = linearResult * elapsed - pos2Center; |
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hsVector3 v2 = -pos2Center; |
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float invCos = v1.InnerProduct(v2) / v1.Magnitude() / v2.Magnitude(); |
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if (invCos > 1) |
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invCos = 1; |
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if (invCos < -1) |
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invCos = -1; |
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angularResult = acos(invCos) / elapsed; |
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// hsAssert(real_finite(linearResult.fX) && |
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// real_finite(linearResult.fY) && |
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// real_finite(linearResult.fZ) && |
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// real_finite(angularResult), "Bad water current computation."); |
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} |
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///////////////////////////////////////////////////////////////////////////////////// |
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plSwimStraightCurrentRegion::plSwimStraightCurrentRegion() : |
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fCurrentSO(nil), |
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fNearDist(1.f), |
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fNearVel(0.f), |
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fFarDist(1.f), |
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fFarVel(0.f) |
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{ |
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} |
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void plSwimStraightCurrentRegion::Read(hsStream* stream, hsResMgr* mgr) |
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{ |
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plSwimRegionInterface::Read(stream, mgr); |
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fNearDist = stream->ReadLEScalar(); |
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fNearVel = stream->ReadLEScalar(); |
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fFarDist = stream->ReadLEScalar(); |
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fFarVel = stream->ReadLEScalar(); |
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mgr->ReadKeyNotifyMe(stream, new plGenRefMsg(GetKey(), plRefMsg::kOnCreate, -1, -1), plRefFlags::kActiveRef); // currentSO |
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} |
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void plSwimStraightCurrentRegion::Write(hsStream* stream, hsResMgr* mgr) |
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{ |
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plSwimRegionInterface::Write(stream, mgr); |
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stream->WriteLEScalar(fNearDist); |
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stream->WriteLEScalar(fNearVel); |
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stream->WriteLEScalar(fFarDist); |
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stream->WriteLEScalar(fFarVel); |
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mgr->WriteKey(stream, fCurrentSO); |
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} |
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hsBool plSwimStraightCurrentRegion::MsgReceive(plMessage* msg) |
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{ |
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plGenRefMsg *refMsg = plGenRefMsg::ConvertNoRef(msg); |
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if (refMsg) |
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{ |
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plSceneObject *so = plSceneObject::ConvertNoRef(refMsg->GetRef()); |
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if (so) |
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{ |
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if (refMsg->GetContext() & (plRefMsg::kOnCreate|plRefMsg::kOnRequest|plRefMsg::kOnReplace)) |
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fCurrentSO = so; |
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else if (refMsg->GetContext() & (plRefMsg::kOnDestroy|plRefMsg::kOnRemove)) |
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fCurrentSO = nil; |
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return true; |
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} |
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} |
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return plSwimRegionInterface::MsgReceive(msg); |
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} |
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void plSwimStraightCurrentRegion::GetCurrent(plPhysicalControllerCore *physical, hsVector3 &linearResult, float &angularResult, float elapsed) |
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{ |
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angularResult = 0.f; |
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if (elapsed <= 0.f || GetProperty(kDisable)) |
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{ |
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linearResult.Set(0.f, 0.f, 0.f); |
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return; |
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} |
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hsPoint3 center, pos; |
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hsVector3 current = fCurrentSO->GetLocalToWorld() * hsVector3(0.f, 1.f, 0.f); |
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center.Set(&fCurrentSO->GetLocalToWorld().GetTranslate()); |
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physical->GetPositionSim(pos); |
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plKey worldKey = physical->GetSubworld(); |
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if (worldKey) |
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{ |
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plSceneObject* so = plSceneObject::ConvertNoRef(worldKey->ObjectIsLoaded()); |
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hsMatrix44 w2l = so->GetWorldToLocal(); |
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center = w2l * center; |
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current = w2l * current; |
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} |
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hsVector3 pos2Center(center.fX - pos.fX, center.fY - pos.fY, 0.f); |
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float dist = current.InnerProduct(pos - center); |
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float pullVel; |
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if (dist <= fNearDist) |
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pullVel = fNearVel; |
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else if (dist >= fFarDist) |
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pullVel = fFarVel; |
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else |
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pullVel = fNearVel + (fFarVel - fNearVel) * (dist - fNearDist) / (fFarDist - fNearDist); |
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linearResult = current * pullVel; |
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}
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