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131 lines
3.6 KiB
131 lines
3.6 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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#pragma once |
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#ifndef PLAVMOTORHUMAN_INC |
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/*** \file plAvMotorHuman.h |
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*/ |
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#include <hkdynamics\action\action.h> |
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class plAvBrainHuman; |
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/** \class plAvMotorHuman |
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Applies avatar at simulation frequency rather than frame frequency. |
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*/ |
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class plAvMotorHuman : public Havok::Action |
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{ |
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public: |
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plAvMotorHuman(); |
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/** Called from havok during integration; converts time to plasma format |
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and asks the brain to move. Brain will sample animation at current time |
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and apply velocity or forces to the body. |
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*/ |
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virtual void apply(Havok::Subspace &subspace, Havok::hkTime time); |
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/** Sets the motor to control a different human brain. |
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Returns the previously controlled brain, or nil. |
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*/ |
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plAvBrainHuman * SetBrain(plAvBrainHuman *brain); |
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/** Which brain is this motor currently controlling? |
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*/ |
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plAvBrainHuman * GetBrain(); |
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private: |
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/** The brain we get our movement data from */ |
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plAvBrainHuman *fBrain; |
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double fLastTime; |
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}; |
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/*** \file plAvMotorHuman.cpp |
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*/ |
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#include "plAvBrainHuman.h" |
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plAvMotorHuman::plAvMotorHuman() |
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: fBrain(0), |
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fLastTime(0.0f) |
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{ |
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} |
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//plAvMotorHuman::plAvMotorHuman(plAvBrainHuman *brain) |
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//: fBrain(brain), |
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// fLastTime(0.0f); |
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void plAvMotorHuman::apply(Havok::Subspace &subspace, Havok::hkTime time) |
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{ |
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double timeNow = time.asDouble(); |
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double elapsedD = timeNow - fLastTime; |
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float elapsed = elapsedD; |
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if(elapsed > 1.0f) |
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{ |
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elapsed = 0.1f; |
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hsStatusMessageF("Clamping plAvMotorHuman::apply interval to <%f>", elapsed); |
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fLastTime = timeNow - elapsed; |
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} |
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// fBrain->MoveViaAnimation(timeNow, elapsed); |
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} |
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plAvBrainHuman * plAvMotorHuman::SetBrain(plAvBrainHuman *brain) |
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{ |
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plAvBrainHuman * oldBrain = fBrain; |
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fBrain = brain; |
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return oldBrain; |
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} |
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plAvBrainHuman * plAvMotorHuman::GetBrain() |
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{ |
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return fBrain; |
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} |
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#endif
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