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644 lines
21 KiB
644 lines
21 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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///////////////////////////////////////////////////////////////////////////////////////// |
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// |
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// INCLUDES |
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// |
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///////////////////////////////////////////////////////////////////////////////////////// |
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#include <cmath> |
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// singular |
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#include "plAvTaskSeek.h" |
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// local |
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#include "plAvBrainHuman.h" |
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#include "plAnimation/plAGAnim.h" |
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#include "plArmatureMod.h" |
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#include "plAvatarMgr.h" |
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#include "plPhysicalControllerCore.h" |
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// other |
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#include "plMessage/plAvatarMsg.h" |
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#include "pnMessage/plCameraMsg.h" |
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#include "pnInputCore/plControlEventCodes.h" |
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#include "plPipeline/plDebugText.h" |
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#include "plStatusLog/plStatusLog.h" |
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#include "pnSceneObject/plCoordinateInterface.h" |
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#include "hsTimer.h" |
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#include "plgDispatch.h" |
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///////////////////////////////////////////////////////////////////////////////////////// |
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// |
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// PROTOTYPES |
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// |
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///////////////////////////////////////////////////////////////////////////////////////// |
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float QuatAngleDiff(const hsQuat &a, const hsQuat &b); |
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void MakeMatrixUpright(hsMatrix44 &mat); |
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///////////////////////////////////////////////////////////////////////////////////////// |
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// |
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// DEFINES |
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// |
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///////////////////////////////////////////////////////////////////////////////////////// |
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#define kSeekTimeout 5.0f |
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#define kRotSpeed 1.0f // normal rotation speed is 1.0 radians per second |
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#define kFloatSpeed 3.0f |
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#define kMaxRadiansPerSecond 1.5 |
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#define kDefaultShuffleRange 0.5f |
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#define kDefaultMaxSidleRange 4.0f |
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#define kDefaultMaxSidleAngle 0.2f |
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bool plAvTaskSeek::fLogProcess = false; |
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///////////////////////////////////////////////////////////////////////////////////////// |
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// |
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// IMPLEMENTATION |
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// |
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///////////////////////////////////////////////////////////////////////////////////////// |
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void plAvTaskSeek::IInitDefaults() |
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{ |
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fSeekObject = nullptr; |
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fMovingTarget = false; |
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fAlign = kAlignHandle; |
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fAnimName = ""; |
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fPosGoalHit = false; |
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fRotGoalHit = false; |
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fStillPositioning = true; |
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fStillRotating = true; |
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fShuffleRange = kDefaultShuffleRange; |
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fMaxSidleRange = kDefaultMaxSidleRange; |
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fMaxSidleAngle = kDefaultMaxSidleAngle; |
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fFlags = kSeekFlagForce3rdPersonOnStart; |
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fState = kSeekRunNormal; |
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fNotifyFinishedKey = nullptr; |
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fFinishMsg = nullptr; |
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} |
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// plAvTaskSeek ------------ |
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// ------------- |
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plAvTaskSeek::plAvTaskSeek() {} |
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plAvTaskSeek::plAvTaskSeek(plAvSeekMsg *msg) |
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{ |
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IInitDefaults(); |
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fAlign = msg->fAlignType; |
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fAnimName = msg->fAnimName; |
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plKey &target = msg->fSeekPoint; |
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if (target) |
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SetTarget(target); |
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else |
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SetTarget(msg->fTargetPos, msg->fTargetLookAt); |
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if (msg->UnForce3rdPersonOnFinish()) |
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fFlags |= kSeekFlagUnForce3rdPersonOnFinish; |
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else |
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fFlags &= ~kSeekFlagUnForce3rdPersonOnFinish; |
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if (msg->Force3rdPersonOnStart()) |
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fFlags |= kSeekFlagForce3rdPersonOnStart; |
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else |
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fFlags &= ~kSeekFlagForce3rdPersonOnStart; |
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if (msg->NoWarpOnTimeout()) |
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fFlags |= kSeekFlagNoWarpOnTimeout; |
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else |
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fFlags &= ~kSeekFlagNoWarpOnTimeout; |
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if (msg->RotationOnly()) |
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{ |
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fFlags |= kSeekFlagRotationOnly; |
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fStillPositioning = false; |
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fPosGoalHit = true; |
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} |
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else |
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fFlags &= ~kSeekFlagRotationOnly; |
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fNotifyFinishedKey = msg->fFinishKey; |
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fFinishMsg = msg->fFinishMsg; |
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} |
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// plAvTaskSeek ------------------------ |
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// ------------- |
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plAvTaskSeek::plAvTaskSeek(plKey target) |
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{ |
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IInitDefaults(); |
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SetTarget(target); |
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} |
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// plAvTaskSeek ------------------------------------------------------------------------------------------- |
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// ------------- |
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plAvTaskSeek::plAvTaskSeek(plKey target, plAvAlignment align, const plString& animName, bool moving) |
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{ |
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IInitDefaults(); |
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fMovingTarget = moving; |
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fAlign = align; |
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fAnimName = animName; |
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SetTarget(target); |
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} |
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void plAvTaskSeek::SetTarget(plKey target) |
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{ |
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hsAssert(target, "Bad key to seek task"); |
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if(target) |
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{ |
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fSeekObject = plSceneObject::ConvertNoRef(target->ObjectIsLoaded()); |
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} |
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else |
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{ |
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fSeekObject = nil; |
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} |
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} |
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void plAvTaskSeek::SetTarget(hsPoint3 &pos, hsPoint3 &lookAt) |
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{ |
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fSeekPos = pos; |
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hsVector3 up(0.f, 0.f, 1.f); |
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float angle = atan2(lookAt.fY - pos.fY, lookAt.fX - pos.fX) + M_PI / 2; |
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fSeekRot.SetAngleAxis(angle, up); |
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} |
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// Start ----------------------------------------------------------------------------------------- |
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// ------ |
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bool plAvTaskSeek::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed) |
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{ |
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plAvBrainHuman *huBrain = plAvBrainHuman::ConvertNoRef(brain); |
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hsAssert(huBrain, "Seek task only works on human brains"); |
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plAvatarMgr::GetInstance()->GetLog()->AddLine("Starting SMART SEEK"); |
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//controller needs to know we are seeking. prevents controller from interacting with exclusion regions |
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if (avatar->GetController() ) |
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avatar->GetController()->SetSeek(true); |
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fStartTime = time; |
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if(huBrain) |
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{ |
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avatar->SuspendInput(); // stop accepting input from the user, but queue any messages |
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// ...and save our current input state. |
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ILimitPlayersInput(avatar); |
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if (plAvOneShotTask::fForce3rdPerson && avatar->IsLocalAvatar() && (fFlags & plAvSeekMsg::kSeekFlagForce3rdPersonOnStart)) |
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{ |
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// create message |
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plCameraMsg* pMsg = new plCameraMsg; |
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pMsg->SetBCastFlag(plMessage::kBCastByExactType); |
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pMsg->SetBCastFlag(plMessage::kNetPropagate, false); |
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pMsg->SetCmd(plCameraMsg::kResponderSetThirdPerson); |
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plgDispatch::MsgSend( pMsg ); // whoosh... off it goes |
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} |
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huBrain->IdleOnly(); // Makes sure to kill jumps too. Just calling ClearInputFlags isn't enough |
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IUpdateObjective(avatar); |
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return true; |
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} |
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else |
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{ |
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return false; |
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} |
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} |
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// Process ------------------------------------------------------------------------------------------- |
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// -------- |
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bool plAvTaskSeek::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed) |
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{ |
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if (fState == kSeekAbort) |
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return false; |
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plAvBrainHuman *uBrain = plAvBrainHuman::ConvertNoRef(brain); |
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if (uBrain) |
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{ |
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if (fMovingTarget) |
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{ |
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IUpdateObjective(avatar); |
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} |
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IAnalyze(avatar); |
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bool result = IMoveTowardsGoal(avatar, uBrain, time, elapsed); |
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if (fLogProcess) |
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DumpToAvatarLog(avatar); |
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return result; |
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} |
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return false; |
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} |
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// Finish --------------------------------------------------------------------------------------- |
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// ------- |
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void plAvTaskSeek::Finish(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed) |
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{ |
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plAvBrainHuman *huBrain = plAvBrainHuman::ConvertNoRef(brain); |
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if(huBrain) |
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{ |
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// this will process any queued input messages so if the user pressed or released a key while we were busy, we'll note it now. |
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avatar->ResumeInput(); |
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IUndoLimitPlayersInput(avatar); |
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if (plAvOneShotTask::fForce3rdPerson && avatar->IsLocalAvatar() && (fFlags & plAvSeekMsg::kSeekFlagUnForce3rdPersonOnFinish)) |
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{ |
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// create message |
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plCameraMsg* pMsg = new plCameraMsg; |
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pMsg->SetBCastFlag(plMessage::kBCastByExactType); |
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pMsg->SetBCastFlag(plMessage::kNetPropagate, false); |
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pMsg->SetCmd(plCameraMsg::kResponderUndoThirdPerson); |
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plgDispatch::MsgSend( pMsg ); // whoosh... off it goes |
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} |
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avatar->SynchIfLocal(hsTimer::GetSysSeconds(), false); |
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} |
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if (fNotifyFinishedKey) |
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{ |
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plAvTaskSeekDoneMsg *msg = new plAvTaskSeekDoneMsg(avatar->GetKey(), fNotifyFinishedKey); |
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msg->fAborted = (fState == kSeekAbort); |
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msg->Send(); |
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} |
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plAvatarMgr::GetInstance()->GetLog()->AddLine("Finished SMART SEEK"); |
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//inform controller we are done seeking |
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if (avatar->GetController()) |
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avatar->GetController()->SetSeek(false); |
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if (fFinishMsg) |
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fFinishMsg->Send(); |
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} |
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void plAvTaskSeek::LeaveAge(plArmatureMod *avatar) |
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{ |
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fSeekObject = nil; |
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fState = kSeekAbort; |
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} |
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// IAnalyze ---------------------------------------- |
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// --------- |
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bool plAvTaskSeek::IAnalyze(plArmatureMod *avatar) |
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{ |
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avatar->GetPositionAndRotationSim(&fPosition, &fRotation); |
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hsScalarTriple tmp(fSeekPos - fPosition); |
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fGoalVec.Set(&tmp); |
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hsVector3 normalizedGoalVec(fGoalVec); |
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normalizedGoalVec.Normalize(); |
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fDistance = sqrt(fGoalVec.fX * fGoalVec.fX + fGoalVec.fY * fGoalVec.fY); |
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if(fDistance < 3.0f) |
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{ |
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// we're in "near target" mode |
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fMinFwdAngle = .5f; // walk forward if target's in 90' cone straight ahead |
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fMaxBackAngle = -.2f; // walk backward if target's in a 144' cone behind |
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} |
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else |
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{ |
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// we're in "far target" mode |
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fMinFwdAngle = .2f; // walk forward if target's in a 144' cone ahead |
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fMaxBackAngle = -2.0; // disable backing up if goal is far out (-1 is the minimum usable value here) |
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} |
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hsQuat invRot = fRotation.Conjugate(); |
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hsPoint3 globFwd = invRot.Rotate(&kAvatarForward); |
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hsPoint3 globRight = invRot.Rotate(&kAvatarRight); |
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hsPoint3 locGoalVec = fRotation.Rotate(&fGoalVec); |
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fDistForward = -(locGoalVec.fY); |
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fDistRight = -(locGoalVec.fX); |
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fAngForward = globFwd.InnerProduct(normalizedGoalVec); |
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fAngRight = globRight.InnerProduct(normalizedGoalVec); |
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return true; |
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} |
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// IMoveTowardsGoal -------------------------------------------------------------- |
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// ----------------- |
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bool plAvTaskSeek::IMoveTowardsGoal(plArmatureMod *avatar, plAvBrainHuman *brain, |
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double time, float elapsed) |
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{ |
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bool stillRunning = true; |
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avatar->ClearInputFlags(false, false); |
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double duration = time - fStartTime; |
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if(duration > kSeekTimeout) |
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{ |
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if (fFlags & kSeekFlagNoWarpOnTimeout) |
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{ |
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fState = kSeekAbort; |
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return false; |
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} |
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fSeekRot.Normalize(); |
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avatar->SetPositionAndRotationSim(&fSeekPos, &fSeekRot); |
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IAnalyze(avatar); // Recalcs fPosition, fDistance, etc. |
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hsStatusMessage("Timing out on smart seek - jumping to target."); |
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stillRunning = false; |
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// We just set the pos/rot, so we know these are hit. |
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fPosGoalHit = true; |
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fRotGoalHit = true; |
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} |
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if (!(fDistance > fShuffleRange)) |
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fPosGoalHit = true; |
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if (!fPosGoalHit) |
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{ |
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bool right = fAngRight > 0.0f; |
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bool inSidleRange = fDistance < fMaxSidleRange; |
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bool sidling = fabs(fDistRight) > fabs(fDistForward) && inSidleRange; |
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if(sidling) |
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{ |
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if(right) |
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avatar->SetStrafeRightKeyDown(); |
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else |
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avatar->SetStrafeLeftKeyDown(); |
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} |
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else |
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{ |
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if(fAngForward < fMaxBackAngle) |
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avatar->SetBackwardKeyDown(); |
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else |
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{ |
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if(fAngForward > fMinFwdAngle) |
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avatar->SetForwardKeyDown(); |
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if(right) |
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avatar->SetTurnRightKeyDown(); |
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else |
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avatar->SetTurnLeftKeyDown(); |
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} |
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} |
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} |
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else |
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{ |
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if (!(QuatAngleDiff(fRotation, fSeekRot) > .1)) |
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fRotGoalHit = true; |
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if (!fRotGoalHit) |
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{ |
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hsQuat invRot = fSeekRot.Conjugate(); |
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hsPoint3 globFwd = invRot.Rotate(&kAvatarForward); |
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globFwd = fRotation.Rotate(&globFwd); |
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if (globFwd.fX < 0) |
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avatar->SetTurnRightKeyDown(); |
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else |
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avatar->SetTurnLeftKeyDown(); |
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} |
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} |
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if (fPosGoalHit && fRotGoalHit) |
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stillRunning = ITryFinish(avatar, brain, time, elapsed); |
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return stillRunning; |
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} |
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// ITRYFINISH |
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bool plAvTaskSeek::ITryFinish(plArmatureMod *avatar, plAvBrainHuman *brain, double time, float elapsed) |
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{ |
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bool animsDone = brain->IsMovementZeroBlend(); |
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hsPoint3 newPosition = fPosition; |
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hsQuat newRotation = fRotation; |
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if (!(fFlags & kSeekFlagRotationOnly) && (fStillPositioning || !animsDone)) |
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fStillPositioning = IFinishPosition(newPosition, avatar, brain, time, elapsed); |
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if (fStillRotating || !animsDone) |
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fStillRotating = IFinishRotation(newRotation, avatar, brain, time, elapsed); |
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newRotation.Normalize(); |
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if (hsCheckBits(fFlags, kSeekFlagRotationOnly)) |
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avatar->SetPositionAndRotationSim(nil, &newRotation); |
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else |
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avatar->SetPositionAndRotationSim(&newPosition, &newRotation); |
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return fStillPositioning || fStillRotating || !animsDone; |
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} |
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bool plAvTaskSeek::IFinishPosition(hsPoint3 &newPosition, |
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plArmatureMod *avatar, plAvBrainHuman *brain, |
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double time, float elapsed) |
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{ |
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// While warping, we might be hovering just above the ground. Don't want that to |
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// trigger any falling behavior. |
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if(brain&&brain->fWalkingStrategy) |
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{ |
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brain->fWalkingStrategy->ResetAirTime(); |
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} |
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// how far will we translate this frame? |
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float thisDist = kFloatSpeed * elapsed; |
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// what percentage of the remaining distance will we cover? |
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float thisPct = (fDistance ? thisDist / fDistance : 1.f); |
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if(thisPct > 0.9f) |
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{ |
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// we're pretty much done; just hop the rest of the way |
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newPosition = fSeekPos; |
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return false; // we're done |
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} |
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else |
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{ |
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// move incrementally toward the target position |
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hsVector3 thisMove = fGoalVec * thisPct; |
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newPosition = fPosition + thisMove; |
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return true; // we're still processing |
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} |
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return true; |
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} |
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// IFinishRotation -------------------------------------- |
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// ---------------- |
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bool plAvTaskSeek::IFinishRotation(hsQuat &newRotation, |
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plArmatureMod *avatar, plAvBrainHuman *brain, |
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double time, float elapsed) |
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{ |
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// we're pretty much done; just hop the rest of the way |
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newRotation = fSeekRot; |
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return false; |
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} |
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// IUpdateObjective ---------------------------------------- |
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// ----------------- |
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bool plAvTaskSeek::IUpdateObjective(plArmatureMod *avatar) |
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{ |
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// This is an entirely valid case. It just means our goal is fixed. |
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if (fSeekObject == nil) |
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return true; |
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// goal here is to express the target matrix in the avatar's PHYSICAL space |
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hsMatrix44 targL2W = fSeekObject->GetLocalToWorld(); |
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const plCoordinateInterface* subworldCI = nil; |
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if (avatar->GetController()) |
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subworldCI = avatar->GetController()->GetSubworldCI(); |
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if (subworldCI) |
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targL2W = subworldCI->GetWorldToLocal() * targL2W; |
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MakeMatrixUpright(targL2W); |
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switch(fAlign) |
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{ |
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// match our handle to the target matrix at the end of the given animation |
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// This case isn't currently used but will be important someday. The idea |
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// is that you have a target point and an animation, and you want to seek |
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// the avatar to a point where he can start playing the animation and wind |
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// up, after the animation completes, at the target location. |
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// Hence "AlignHandleAnimEnd" = "align the avatar so the animation will |
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// end on the target." |
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case kAlignHandleAnimEnd: |
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{ |
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hsMatrix44 adjustment; |
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plAGAnim *anim = avatar->FindCustomAnim(fAnimName); |
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// don't need to do this every frame; the animation doesn't change. |
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// *** cache the adjustment; |
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GetStartToEndTransform(anim, nil, &adjustment, "Handle"); // actually getting end-to-start |
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// ... but we do still need to multiply by the (potentially changed) target |
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targL2W = targL2W * adjustment; |
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} |
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break; |
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case kAlignHandle: // targetMat is already correct |
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default: |
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break; |
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}; |
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GetPositionAndRotation(targL2W, &fSeekPos, &fSeekRot); |
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return true; |
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} |
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// DumpDebug ----------------------------------------------------------------------------------------------------- |
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// ---------- |
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void plAvTaskSeek::DumpDebug(const char *name, int &x, int&y, int lineHeight, plDebugText &debugTxt) |
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{ |
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debugTxt.DrawString(x, y, plFormat("duration: {.2f} pos: ({.3f}, {.3f}, {.3f}) goalPos: ({.3f}, {.3f}, {.3f}) ", |
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hsTimer::GetSysSeconds() - fStartTime, |
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fPosition.fX, fPosition.fY, fPosition.fZ, fSeekPos.fX, fSeekPos.fY, fSeekPos.fZ)); |
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y += lineHeight; |
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debugTxt.DrawString(x, y, plFormat("positioning: {} rotating {} goalVec: ({.3f}, {.3f}, {.3f}) dist: {.3f} angFwd: {.3f} angRt: {.3f}", |
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fStillPositioning, fStillRotating, fGoalVec.fX, fGoalVec.fY, fGoalVec.fZ, |
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fDistance, fAngForward, fAngRight)); |
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y += lineHeight; |
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debugTxt.DrawString(x, y, plFormat(" distFwd: {.3f} distRt: {.3f} shufRange: {.3f} sidAngle: {.3f} sidRange: {.3f}, fMinWalk: {.3f}", |
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fDistForward, fDistRight, fShuffleRange, fMaxSidleAngle, fMaxSidleRange, fMinFwdAngle)); |
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y += lineHeight; |
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} |
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|
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void plAvTaskSeek::DumpToAvatarLog(plArmatureMod *avatar) |
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{ |
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plStatusLog *log = plAvatarMgr::GetInstance()->GetLog(); |
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log->AddLine(avatar->GetMoveKeyString().c_str()); |
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|
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log->AddLine(plFormat(" duration: {.2f} pos: ({.3f}, {.3f}, {.3f}) goalPos: ({.3f}, {.3f}, {.3f}) ", |
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hsTimer::GetSysSeconds() - fStartTime, |
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fPosition.fX, fPosition.fY, fPosition.fZ, |
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fSeekPos.fX, fSeekPos.fY, fSeekPos.fZ).c_str()); |
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|
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log->AddLine(plFormat(" positioning: {} rotating {} goalVec: ({.3f}, {.3f}, {.3f}) dist: {.3f} angFwd: {.3f} angRt: {.3f}", |
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fStillPositioning, fStillRotating, |
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fGoalVec.fX, fGoalVec.fY, fGoalVec.fZ, |
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fDistance, fAngForward, fAngRight).c_str()); |
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|
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log->AddLine(plFormat(" distFwd: {.3f} distRt: {.3f} shufRange: {.3f} sidAngle: {.3f} sidRange: {.3f}, fMinWalk: {.3f}", |
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fDistForward, fDistRight, fShuffleRange, |
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fMaxSidleAngle, fMaxSidleRange, fMinFwdAngle).c_str()); |
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} |
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|
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///////////////////////////////////////////////////////////////////////////////////////// |
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// |
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// LOCALS |
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// |
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///////////////////////////////////////////////////////////////////////////////////////// |
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|
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// QuatAngleDiff ------------------------------------ |
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// -------------- |
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float QuatAngleDiff(const hsQuat &a, const hsQuat &b) |
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{ |
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float theta; /* angle between A and B */ |
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float cos_t; /* sine, cosine of theta */ |
|
|
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/* cosine theta = dot product of A and B */ |
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cos_t = a.Dot(b); |
|
|
|
/* if B is on opposite hemisphere from A, use -B instead */ |
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if (cos_t < 0.0) |
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{ |
|
cos_t = -cos_t; |
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} |
|
|
|
// Calling acos on 1.0 is returning an undefined value. Need to check for it. |
|
float epsilon = 0.00001; |
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if (fabs(cos_t - 1.f) < epsilon) |
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return 0; |
|
|
|
theta = acos(cos_t); |
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return theta; |
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} |
|
|
|
// MakeMatrixUpright ------------------------------------------- |
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// ------------------ |
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// ensure that the z axis of the given matrix points at the sky. |
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// does not orthonormalize |
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// man, I could have sworn I did this somewhere else... |
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void MakeMatrixUpright(hsMatrix44 &mat) |
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{ |
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mat.fMap[0][2] = 0.0f; // eliminate any z in the x axis |
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mat.fMap[1][2] = 0.0f; // eliminate any z in the y axis |
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mat.fMap[2][0] = 0.0f; mat.fMap[2][1] = 0.0f; mat.fMap[2][2] = 1.0f; // z axis = pure sky |
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} |
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