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217 lines
8.7 KiB
217 lines
8.7 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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#ifndef PL_HK_CALLBACK_ACTION_H |
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#define PL_HK_CALLBACK_ACTION_H |
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#include "hsGeometry3.h" |
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#include "hsMatrix44.h" |
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#include "hsTemplates.h" |
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#include "pnKeyedObject/plKey.h" |
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#include "plPhysical/plSimDefs.h" |
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#include "pnMessage/plMessage.h" |
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#include "plPhysicalControllerCore.h" |
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class plLOSHitMsg; |
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class plAGApplicator; |
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class plSceneObject; |
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class plPhysical; |
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class plAvatarController; |
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class plCoordinateInterface; |
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class plPhysicalControllerCore; |
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// Used by the other controllers to actually move the avatar. The actual |
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// implementation is in the physics system. |
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/*class plPhysicalController |
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{ |
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public: |
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// Implemented in the physics system. If you're linking this without that for |
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// some reason, just stub this function out. |
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// |
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// Pass in the key to the root sceneobject for the avatar |
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static plPhysicalController* Create(plKey ownerSO, hsScalar height, hsScalar width); |
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virtual ~plPhysicalController() {} |
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// A disabled avatar doesn't move or accumulate air time if he's off the ground. |
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virtual void Enable(bool enable) = 0; |
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virtual bool IsEnabled() const = 0; |
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// Set the LOS DB this avatar will be in (only one) |
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virtual void SetLOSDB(plSimDefs::plLOSDB losDB) = 0; |
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// Call this once per frame with the velocities of the avatar in avatar space. |
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virtual void SetVelocities(const hsVector3& linearVel, hsScalar angVel) = 0; |
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// Gets the actual velocity we achieved in the last step (relative to our subworld) |
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virtual const hsVector3& GetLinearVelocity() const = 0; |
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virtual void ResetAchievedLinearVelocity() = 0; |
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// Get and set the current subworld for the avatar. Use nil for the main world. |
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virtual plKey GetSubworld() const = 0; |
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virtual void SetSubworld(plKey world) = 0; |
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// If IsOnGround returns false, GetAirTime will tell you how long the avatar |
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// has been airborne. Use ResetAirTime to reset the air time to zero, for |
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// cases like when the avatar spawns into a new age. |
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virtual bool IsOnGround() const = 0; |
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virtual bool IsOnFalseGround() const = 0; |
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virtual hsScalar GetAirTime() const = 0; |
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virtual void ResetAirTime() = 0; |
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virtual plPhysical* GetPushingPhysical() const = 0; |
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virtual bool GetFacingPushingPhysical() const = 0; |
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// A helper function to get the coordinate interface for the avatars current |
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// world. Handy if you need to convert points to and from that. This will |
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// return nil if the avatar is in the main world (ie, you don't need to do |
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// any translation). |
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virtual const plCoordinateInterface* GetSubworldCI() const = 0; |
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// For the avatar SDL only |
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virtual void GetState(hsPoint3& pos, float& zRot) = 0; |
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virtual void SetState(const hsPoint3& pos, float zRot) = 0; |
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// kinematic stuff .... should be just for when playing a behavior... |
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virtual void Kinematic(bool state) = 0; |
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virtual bool IsKinematic() = 0; |
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virtual void GetKinematicPosition(hsPoint3& pos) = 0; |
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virtual const hsMatrix44& GetPrevSubworldW2L() = 0; |
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//when seeking no longer want to interact with exclusion regions |
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virtual void SetSeek(bool seek)=0; |
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}; |
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*/ |
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class plAvatarController |
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{ |
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public: |
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virtual ~plAvatarController() {} |
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}; |
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class plAnimatedController : public plAvatarController |
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{ |
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public: |
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plAnimatedController(plSceneObject* rootObject, plAGApplicator* rootApp, plPhysicalControllerCore* controller); |
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virtual void RecalcVelocity(double timeNow, double timePrev, hsBool useAnim = true); |
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void SetTurnStrength(hsScalar val) { fTurnStr = val; } |
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hsScalar GetTurnStrength() { return fTurnStr; } |
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virtual void ActivateController()=0; |
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protected: |
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plSceneObject* fRootObject; |
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plPhysicalControllerCore* fController; |
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plAGApplicator* fRootApp; |
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hsScalar fAnimAngVel; |
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hsVector3 fAnimPosVel; |
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hsScalar fTurnStr; // Explicit turning, separate from animations |
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}; |
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class plWalkingController : public plAnimatedController |
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{ |
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public: |
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plWalkingController(plSceneObject* rootObject, plAGApplicator* rootApp, plPhysicalControllerCore* controller); |
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virtual ~plWalkingController(); |
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virtual void RecalcVelocity(double timeNow, double timePrev, hsBool useAnim = true); |
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void Reset(bool newAge); |
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bool IsControlledFlight() const { return fControlledFlight != 0; } |
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bool IsOnGround() const { return fWalkingStrategy ? fWalkingStrategy->IsOnGround() : true; } |
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bool IsOnFalseGround() const { return fWalkingStrategy ? fWalkingStrategy->IsOnFalseGround() : true; } |
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bool HitGroundInThisAge() const { return fHitGroundInThisAge; } |
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bool EnableControlledFlight(bool status); |
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hsScalar GetAirTime() const { return fWalkingStrategy ? fWalkingStrategy->GetAirTime() : 0.f; } |
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void ResetAirTime() { if (fWalkingStrategy) fWalkingStrategy->ResetAirTime(); } |
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hsScalar GetForwardVelocity() const; |
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void ActivateController(); |
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// Check these after the avatar the avatar hits the ground for his total |
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// hangtime and impact velocity. |
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hsScalar GetImpactTime() const { return fImpactTime; } |
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const hsVector3& GetImpactVelocity() const { return fImpactVelocity; } |
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plPhysical* GetPushingPhysical() const |
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{ |
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if(fController)return fController->GetPushingPhysical(); |
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else return nil; |
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} |
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bool GetFacingPushingPhysical() const |
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{ if(fController)return fController->GetFacingPushingPhysical(); |
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else return false; |
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} |
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protected: |
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bool fHitGroundInThisAge; |
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bool fWaitingForGround; // We've gone airborne. IsOnGround() returns false until we hit ground again. |
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hsScalar fControlledFlightTime; |
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int fControlledFlight; // Count of how many are currently forcing flight |
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plWalkingStrategy* fWalkingStrategy; |
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hsScalar fImpactTime; |
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hsVector3 fImpactVelocity; |
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bool fClearImpact; |
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bool fGroundLastFrame;//used for a test to pass the event of first getting air during a jump |
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static const hsScalar kControlledFlightThreshold; |
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}; |
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class plSwimmingController: public plAnimatedController |
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{ |
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public : |
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plSwimmingController(plSceneObject* rootObject, plAGApplicator* rootApp, plPhysicalControllerCore* controller); |
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virtual ~plSwimmingController(); |
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void SetSurface(plSwimRegionInterface *region, hsScalar surfaceHeight){ |
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fSwimmingStrategy->SetSurface(region,surfaceHeight); |
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} |
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hsScalar GetBuoyancy() { return fSwimmingStrategy->GetBuoyancy(); } |
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hsBool IsOnGround() { return fSwimmingStrategy->IsOnGround(); } |
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hsBool HadContacts() { return fSwimmingStrategy->HadContacts();} |
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void Enable(bool en){if (fController) fController->Enable(en);} |
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plPhysicalControllerCore* GetController(){return fController;} |
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virtual void ActivateController(){fSwimmingStrategy->RefreshConnectionToControllerCore();} |
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protected: |
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plSwimStrategy* fSwimmingStrategy; |
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}; |
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class plRidingAnimatedPhysicalController: public plWalkingController |
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{ |
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public: |
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plRidingAnimatedPhysicalController(plSceneObject* rootObject, plAGApplicator* rootApp, plPhysicalControllerCore* controller); |
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virtual ~plRidingAnimatedPhysicalController(); |
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}; |
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#endif // PL_HK_CALLBACK_ACTION_H
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