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198 lines
5.6 KiB
198 lines
5.6 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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// local includes |
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#include "plAvBrainDrive.h" |
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#include "plArmatureMod.h" |
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// global includes |
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#include "hsTimer.h" |
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#include "hsGeometry3.h" |
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// other includes |
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#include "hsQuat.h" |
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#include "plMessage/plSimStateMsg.h" |
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#include "pnMessage/plCameraMsg.h" |
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// messages |
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#include "plMessage/plInputEventMsg.h" |
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// CTOR default |
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plAvBrainDrive::plAvBrainDrive() |
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: fMaxVelocity(20), fTurnRate(1) |
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{ |
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} |
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// CTOR max velocity, turn rate |
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plAvBrainDrive::plAvBrainDrive(float maxVelocity, float turnRate) |
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: fMaxVelocity(maxVelocity), fTurnRate(turnRate) |
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{ |
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} |
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// ACTIVATE |
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void plAvBrainDrive::Activate(plArmatureModBase *avMod) |
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{ |
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plArmatureBrain::Activate(avMod); |
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IEnablePhysics(false, avMod->GetTarget(0)->GetKey()); |
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plCameraMsg* pMsg = new plCameraMsg; |
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pMsg->SetCmd(plCameraMsg::kNonPhysOn); |
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pMsg->SetBCastFlag(plMessage::kBCastByExactType); |
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pMsg->Send(); |
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} |
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// DEACTIVATE |
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void plAvBrainDrive::Deactivate() |
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{ |
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if (fAvMod) |
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{ |
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IEnablePhysics(true, fAvMod->GetTarget(0)->GetKey()); |
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plCameraMsg* pMsg = new plCameraMsg; |
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pMsg->SetCmd(plCameraMsg::kNonPhysOff); |
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pMsg->SetBCastFlag(plMessage::kBCastByExactType); |
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pMsg->Send(); |
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} |
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} |
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void plAvBrainDrive::IEnablePhysics(bool enable, plKey avKey) |
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{ |
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fAvMod->EnablePhysics(enable); |
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} |
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// APPLY |
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bool plAvBrainDrive::Apply(double timeNow, float elapsed) |
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{ |
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plSceneObject * avSO = fAvMod->GetTarget(0); |
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float eTime = hsTimer::GetDelSysSeconds(); |
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hsMatrix44 targetMatrix = avSO->GetLocalToWorld(); |
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hsPoint3 playerPos = targetMatrix.GetTranslate(); |
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hsVector3 view, up, right; |
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targetMatrix.GetAxis(&view, &up, &right); |
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float speed = fMaxVelocity; |
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float turn = fTurnRate; |
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if (fAvMod->FastKeyDown()) |
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{ |
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turn *= 0.25; |
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speed *= 3.5; |
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} |
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if (fAvMod->GetInputFlag(B_CONTROL_MOVE_FORWARD)) |
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{ |
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playerPos += view * speed * eTime; |
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} |
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if (fAvMod->GetInputFlag(B_CONTROL_MOVE_BACKWARD)) |
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{ |
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playerPos += view * speed * eTime * -1; |
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} |
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if (fAvMod->StrafeLeftKeyDown() || (fAvMod->StrafeKeyDown() && fAvMod->TurnLeftKeyDown())) |
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{ |
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playerPos += right * speed * eTime * -1; |
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} |
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if (fAvMod->StrafeRightKeyDown() || (fAvMod->StrafeKeyDown() && fAvMod->TurnRightKeyDown())) |
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{ |
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playerPos += right * speed * eTime; |
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} |
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if (fAvMod->GetInputFlag(B_CONTROL_MOVE_DOWN)) |
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{ |
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playerPos += up * speed * eTime * -1; |
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} |
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if (fAvMod->GetInputFlag(B_CONTROL_MOVE_UP)) |
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{ |
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playerPos += up * speed * eTime; |
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} |
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hsPoint3 desiredPosition = playerPos; |
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// calculate rotation matrix |
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hsVector3 rotUp(0,0,1); |
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hsVector3 rotRight(1,0,0); |
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hsMatrix44 rot; |
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float angle = 0; |
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if ( fAvMod->GetInputFlag( B_CONTROL_ROTATE_RIGHT ) || fAvMod->GetInputFlag( B_CONTROL_ROTATE_LEFT ) || fAvMod->GetInputFlag( A_CONTROL_TURN ) ) |
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{ |
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angle = fTurnRate * eTime * fAvMod->GetTurnStrength(); |
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} |
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hsMatrix44 justRot(targetMatrix); |
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hsPoint3 zero(0,0,0); |
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justRot.SetTranslate(&zero); |
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if( angle ) { |
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hsQuat q( angle, &rotUp ); |
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q.NormalizeIfNeeded(); |
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q.MakeMatrix( &rot ); |
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justRot = rot * justRot; |
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targetMatrix = rot * targetMatrix; |
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} |
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// use the desired rotation matrix to set position and rotation: |
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hsMatrix44 inv; |
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targetMatrix.SetTranslate( &desiredPosition ); |
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targetMatrix.GetInverse( &inv ); |
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avSO->SetTransform( targetMatrix, inv ); |
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avSO->FlushTransform(); |
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return true; |
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} |
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// IHANDLECONTROLMSG |
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bool plAvBrainDrive::MsgReceive(plMessage* msg) |
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{ |
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plControlEventMsg *ctrlMsg = plControlEventMsg::ConvertNoRef(msg); |
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if(ctrlMsg) |
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{ |
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if( ctrlMsg->ControlActivated() ) |
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{ |
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if(ctrlMsg->GetControlCode() == B_CONTROL_TOGGLE_PHYSICAL) |
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{ |
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fAvMod->PopBrain(); |
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return true; |
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} |
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} |
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} |
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return false; |
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} |
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