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832 lines
27 KiB
832 lines
27 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 <cmath> |
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#include <algorithm> |
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#include "plPhysicalControllerCore.h" |
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#include "plArmatureMod.h" |
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#include "plSwimRegion.h" |
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#include "plAnimation/plMatrixChannel.h" |
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#include "pnSceneObject/plCoordinateInterface.h" |
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#include "plPhysical.h" |
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#include "pnMessage/plCorrectionMsg.h" |
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// Gravity constants |
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#define kGravity -32.174f |
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#define kTerminalVelocity kGravity |
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static inline hsVector3 GetYAxis(hsMatrix44 &mat) { return hsVector3(mat.fMap[1][0], mat.fMap[1][1], mat.fMap[1][2]); } |
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static float AngleRad2d(float x1, float y1, float x3, float y3); |
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bool CompareMatrices(const hsMatrix44 &matA, const hsMatrix44 &matB, float tolerance); |
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// plPhysicalControllerCore |
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plPhysicalControllerCore::plPhysicalControllerCore(plKey OwnerSceneObject, float height, float radius) |
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: fOwner(OwnerSceneObject), |
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fWorldKey(nil), |
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fHeight(height), |
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fRadius(radius), |
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fLOSDB(plSimDefs::kLOSDBNone), |
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fMovementStrategy(nil), |
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fSimLength(0.0f), |
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fLocalRotation(0.0f, 0.0f, 0.0f, 1.0f), |
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fLocalPosition(0.0f, 0.0f, -2000.0f), |
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fLastLocalPosition(0.0f, 0.0f, 0.0f), |
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fLinearVelocity(0.0f, 0.0f, 0.0f), |
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fAchievedLinearVelocity(0.0f, 0.0f, 0.0f), |
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fPushingPhysical(nil), |
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fFacingPushingPhysical(false), |
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fSeeking(false), |
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fEnabled(false), |
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fEnableChanged(false) |
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{ |
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fLastGlobalLoc.Reset(); |
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fPrevSubworldW2L.Reset(); |
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} |
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const plCoordinateInterface* plPhysicalControllerCore::GetSubworldCI() |
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{ |
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if (fWorldKey) |
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{ |
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plSceneObject* so = plSceneObject::ConvertNoRef(fWorldKey->ObjectIsLoaded()); |
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if (so) |
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return so->GetCoordinateInterface(); |
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} |
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return nil; |
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} |
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void plPhysicalControllerCore::IncrementAngle(float deltaAngle) |
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{ |
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hsVector3 axis; |
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float angle; |
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fLocalRotation.NormalizeIfNeeded(); |
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fLocalRotation.GetAngleAxis(&angle, &axis); |
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if (axis.fZ < 0) |
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angle = (2.0f * float(M_PI)) - angle; // axis is backwards, so reverse the angle too |
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angle += deltaAngle; |
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// make sure we wrap around |
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if (angle < 0.0f) |
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angle = (2.0f * float(M_PI)) + angle; // angle is -, so this works like a subtract |
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if (angle >= (2.0f * float(M_PI))) |
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angle = angle - (2.0f * float(M_PI)); |
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// set the new angle |
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axis.Set(0.0f, 0.0f, 1.0f); |
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fLocalRotation.SetAngleAxis(angle, axis); |
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} |
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void plPhysicalControllerCore::IApply(float delSecs) |
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{ |
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fSimLength = delSecs; |
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// Match controller to owner if transform has changed since the last frame |
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plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded()); |
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const hsMatrix44& l2w = so->GetCoordinateInterface()->GetLocalToWorld(); |
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if (!CompareMatrices(fLastGlobalLoc, l2w, 0.0001f)) |
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SetGlobalLoc(l2w); |
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if (fEnabled) |
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{ |
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// Convert velocity from avatar to world space |
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if (!fLinearVelocity.IsEmpty()) |
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{ |
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fLinearVelocity = l2w * fLinearVelocity; |
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const plCoordinateInterface* subworldCI = GetSubworldCI(); |
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if (subworldCI) |
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fLinearVelocity = subworldCI->GetWorldToLocal() * fLinearVelocity; |
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} |
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fMovementStrategy->Apply(delSecs); |
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} |
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} |
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void plPhysicalControllerCore::IUpdate(int numSubSteps, float alpha) |
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{ |
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if (fEnabled) |
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{ |
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// Update local position and acheived velocity |
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fLastLocalPosition = fLocalPosition; |
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GetPositionSim(fLocalPosition); |
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hsVector3 displacement = (hsVector3)(fLocalPosition - fLastLocalPosition); |
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fAchievedLinearVelocity = displacement / fSimLength; |
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displacement /= (float)numSubSteps; |
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fLastLocalPosition = fLocalPosition - displacement; |
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hsPoint3 interpLocalPos = fLastLocalPosition + (displacement * alpha); |
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// Update global location |
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fLocalRotation.MakeMatrix(&fLastGlobalLoc); |
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fLastGlobalLoc.SetTranslate(&interpLocalPos); |
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const plCoordinateInterface* subworldCI = GetSubworldCI(); |
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if (subworldCI) |
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{ |
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const hsMatrix44& subL2W = subworldCI->GetLocalToWorld(); |
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fLastGlobalLoc = subL2W * fLastGlobalLoc; |
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fPrevSubworldW2L = subworldCI->GetWorldToLocal(); |
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} |
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fMovementStrategy->Update(fSimLength); |
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ISendCorrectionMessages(true); |
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} |
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else |
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{ |
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fAchievedLinearVelocity.Set(0.0f, 0.0f, 0.0f); |
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// Update global location if in a subworld |
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const plCoordinateInterface* subworldCI = GetSubworldCI(); |
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if (subworldCI) |
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{ |
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hsMatrix44 l2s = fPrevSubworldW2L * fLastGlobalLoc; |
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const hsMatrix44& subL2W = subworldCI->GetLocalToWorld(); |
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fLastGlobalLoc = subL2W * l2s; |
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fPrevSubworldW2L = subworldCI->GetWorldToLocal(); |
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ISendCorrectionMessages(); |
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} |
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} |
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if (fEnableChanged) |
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IHandleEnableChanged(); |
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} |
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void plPhysicalControllerCore::IUpdateNonPhysical(float alpha) |
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{ |
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// Update global location if owner transform hasn't changed. |
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plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded()); |
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const hsMatrix44& l2w = so->GetCoordinateInterface()->GetLocalToWorld(); |
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if (CompareMatrices(fLastGlobalLoc, l2w, 0.0001f)) |
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{ |
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if (fEnabled) |
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{ |
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hsVector3 displacement = (hsVector3)(fLocalPosition - fLastLocalPosition); |
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hsPoint3 interpLocalPos = fLastLocalPosition + (displacement * alpha); |
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fLocalRotation.MakeMatrix(&fLastGlobalLoc); |
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fLastGlobalLoc.SetTranslate(&interpLocalPos); |
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const plCoordinateInterface* subworldCI = GetSubworldCI(); |
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if (subworldCI) |
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{ |
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const hsMatrix44& subL2W = subworldCI->GetLocalToWorld(); |
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fLastGlobalLoc = subL2W * fLastGlobalLoc; |
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fPrevSubworldW2L = subworldCI->GetWorldToLocal(); |
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} |
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ISendCorrectionMessages(); |
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} |
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else |
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{ |
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// Update global location if in a subworld |
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const plCoordinateInterface* subworldCI = GetSubworldCI(); |
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if (subworldCI) |
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{ |
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hsMatrix44 l2s = fPrevSubworldW2L * fLastGlobalLoc; |
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const hsMatrix44& subL2W = subworldCI->GetLocalToWorld(); |
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fLastGlobalLoc = subL2W * l2s; |
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fPrevSubworldW2L = subworldCI->GetWorldToLocal(); |
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ISendCorrectionMessages(); |
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} |
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} |
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} |
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} |
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void plPhysicalControllerCore::ISendCorrectionMessages(bool dirtySynch) |
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{ |
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plCorrectionMsg* corrMsg = new plCorrectionMsg(); |
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corrMsg->fLocalToWorld = fLastGlobalLoc; |
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corrMsg->fLocalToWorld.GetInverse(&corrMsg->fWorldToLocal); |
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corrMsg->fDirtySynch = dirtySynch; |
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corrMsg->AddReceiver(fOwner); |
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corrMsg->Send(); |
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} |
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// Movement Strategy |
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plMovementStrategy::plMovementStrategy(plPhysicalControllerCore* controller) |
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: fController(controller) |
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{ |
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} |
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void plMovementStrategy::Reset(bool newAge) { fController->SetMovementStrategy(this); } |
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// Animated Movement Strategy |
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plAnimatedMovementStrategy::plAnimatedMovementStrategy(plAGApplicator* rootApp, plPhysicalControllerCore* controller) |
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: plMovementStrategy(controller), |
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fRootApp(rootApp), |
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fAnimLinearVel(0.0f, 0.0f, 0.0f), |
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fAnimAngularVel(0.0f), |
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fTurnStr(0.0f) |
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{ |
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} |
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void plAnimatedMovementStrategy::RecalcVelocity(double timeNow, float elapsed, bool useAnim) |
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{ |
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if (useAnim) |
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{ |
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// while you may think it would be correct to cache this, what we're actually asking is "what would the animation's |
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// position be at the previous time given its *current* parameters (particularly blends)" |
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hsMatrix44 prevMat = ((plMatrixChannel *)fRootApp->GetChannel())->Value(timeNow - elapsed, true); |
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hsMatrix44 curMat = ((plMatrixChannel *)fRootApp->GetChannel())->Value(timeNow, true); |
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IRecalcLinearVelocity(elapsed, prevMat, curMat); |
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IRecalcAngularVelocity(elapsed, prevMat, curMat); |
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} |
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else |
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{ |
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fAnimLinearVel.Set(0.0f, 0.0f, 0.0f); |
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fAnimAngularVel = 0.0f; |
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} |
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// Update controller rotation |
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float zRot = fAnimAngularVel + fTurnStr; |
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if (fabs(zRot) > 0.0001f) |
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fController->IncrementAngle(zRot * elapsed); |
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// Update controller velocity |
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fController->SetLinearVelocity(fAnimLinearVel); |
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} |
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void plAnimatedMovementStrategy::IRecalcLinearVelocity(float elapsed, hsMatrix44 &prevMat, hsMatrix44 &curMat) |
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{ |
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hsPoint3 startPos(0.0f, 0.0f, 0.0f); // default position (at start of anim) |
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hsPoint3 prevPos = prevMat.GetTranslate(); // position previous frame |
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hsPoint3 nowPos = curMat.GetTranslate(); // position current frame |
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hsVector3 prev2Now = (hsVector3)(nowPos - prevPos); // frame-to-frame delta |
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if (fabs(prev2Now.fX) < 0.0001f && fabs(prev2Now.fY) < 0.0001f && fabs(prev2Now.fZ) < 0.0001f) |
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{ |
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fAnimLinearVel.Set(0.f, 0.f, 0.f); |
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} |
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else |
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{ |
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hsVector3 start2Now = (hsVector3)(nowPos - startPos); // start-to-frame delta |
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float prev2NowMagSqr = prev2Now.MagnitudeSquared(); |
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float start2NowMagSqr = start2Now.MagnitudeSquared(); |
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float dot = prev2Now.InnerProduct(start2Now); |
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// HANDLING ANIMATION WRAPPING: |
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// the vector from the animation origin to the current frame should point in roughly |
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// the same direction as the vector from the previous animation position to the |
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// current animation position. |
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// |
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// If they don't agree (dot < 0,) then we probably mpst wrapped around. |
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// The right answer would be to compare the current frame to the start of |
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// the anim loop, but it's cheaper to cheat and use the previous frame's velocity. |
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if (dot > 0.0f) |
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{ |
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prev2Now /= elapsed; |
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float xfabs = fabs(prev2Now.fX); |
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float yfabs = fabs(prev2Now.fY); |
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float zfabs = fabs(prev2Now.fZ); |
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static const float maxVel = 20.0f; |
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bool valid = xfabs < maxVel && yfabs < maxVel && zfabs < maxVel; |
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if (valid) |
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{ |
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fAnimLinearVel = prev2Now; |
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} |
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} |
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} |
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} |
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void plAnimatedMovementStrategy::IRecalcAngularVelocity(float elapsed, hsMatrix44 &prevMat, hsMatrix44 &curMat) |
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{ |
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fAnimAngularVel = 0.0f; |
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float appliedVelocity = 0.0f; |
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hsVector3 prevForward = GetYAxis(prevMat); |
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hsVector3 curForward = GetYAxis(curMat); |
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float angleSincePrev = AngleRad2d(curForward.fX, curForward.fY, prevForward.fX, prevForward.fY); |
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bool sincePrevSign = angleSincePrev > 0.0f; |
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if (angleSincePrev > float(M_PI)) |
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angleSincePrev = angleSincePrev - TWO_PI; |
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const hsVector3 startForward = hsVector3(0.0f, -1.0f, 0.0f); // the Y orientation of a "resting" armature.... |
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float angleSinceStart = AngleRad2d(curForward.fX, curForward.fY, startForward.fX, startForward.fY); |
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bool sinceStartSign = angleSinceStart > 0.0f; |
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if (angleSinceStart > float(M_PI)) |
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angleSinceStart = angleSinceStart - TWO_PI; |
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// HANDLING ANIMATION WRAPPING: |
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// under normal conditions, the angle from rest to the current frame will have the same |
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// sign as the angle from the previous frame to the current frame. |
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// if it does not, we have (most likely) wrapped the motivating animation from frame n back |
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// to frame zero, creating a large angle from the previous frame to the current one |
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if (sincePrevSign == sinceStartSign) |
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{ |
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// signs are the same; didn't wrap; use the frame-to-frame angle difference |
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appliedVelocity = angleSincePrev / elapsed; // rotation / time |
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if (fabs(appliedVelocity) < 3) |
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{ |
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fAnimAngularVel = appliedVelocity; |
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} |
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} |
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} |
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// Walking Strategy |
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plWalkingStrategy::plWalkingStrategy(plAGApplicator* rootApp, plPhysicalControllerCore* controller) |
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: plAnimatedMovementStrategy(rootApp, controller), |
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fSlidingNormals(), |
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fImpactVelocity(0.0f, 0.0f, 0.0f), |
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fImpactTime(0.0f), |
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fTimeInAir(0.0f), |
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fControlledFlightTime(0.0f), |
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fControlledFlight(0), |
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fGroundHit(false), |
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fFalseGround(false), |
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fHeadHit(false), |
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fClearImpact(false), |
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fHitGroundInThisAge(false) |
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{ |
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} |
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void plWalkingStrategy::Apply(float delSecs) |
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{ |
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hsVector3 velocity = fController->GetLinearVelocity(); |
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hsVector3 achievedVelocity = fController->GetAchievedLinearVelocity(); |
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// Add in gravity if the avatar's z velocity isn't being set explicitly |
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if (fabs(velocity.fZ) < 0.001f) |
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{ |
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// Get our previous z velocity. If we're on the ground, clamp it to zero at |
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// the largest, so we won't launch into the air if we're running uphill. |
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float prevZVel = achievedVelocity.fZ; |
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if (IsOnGround()) |
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prevZVel = std::min(prevZVel, 0.0f); |
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velocity.fZ = prevZVel + (kGravity * delSecs); |
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} |
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// If we're airborne and the velocity isn't set, use the velocity from |
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// the last frame so we maintain momentum. |
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if (!IsOnGround() && velocity.fX == 0.0f && velocity.fY == 0.0f) |
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{ |
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velocity.fX = achievedVelocity.fX; |
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velocity.fY = achievedVelocity.fY; |
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} |
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if (!fGroundHit && fSlidingNormals.Count()) |
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{ |
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// We're not on solid ground, so we should be sliding against whatever |
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// we're hitting (like a rock cliff). Each vector in fSlidingNormals is |
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// the surface normal of a collision that's too steep to be ground, so |
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// we project our current velocity onto that plane and slide along the |
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// wall. |
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// |
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// Also, sometimes PhysX reports a bunch of collisions from the wall, |
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// but nothing from underneath (when there should be). So if we're not |
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// touching ground, we offset the avatar in the direction of the |
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// surface normal(s). This doesn't fix the issue 100%, but it's a hell |
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// of a lot better than nothing, and suitable duct tape until a future |
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// PhysX revision fixes the issue. |
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// |
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// Yes, there's room for optimization here if we care. |
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hsVector3 offset(0.0f, 0.0f, 0.0f); |
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for (int i = 0; i < fSlidingNormals.GetCount(); i++) |
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{ |
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offset += fSlidingNormals[i]; |
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hsVector3 velNorm = velocity; |
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if (velNorm.MagnitudeSquared() > 0.0f) |
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velNorm.Normalize(); |
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if (velNorm * fSlidingNormals[i] < 0.0f) |
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{ |
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hsVector3 proj = (velNorm % fSlidingNormals[i]) % fSlidingNormals[i]; |
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if (velNorm * proj < 0.0f) |
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proj *= -1.0f; |
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velocity = velocity.Magnitude() * proj; |
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} |
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} |
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if (offset.MagnitudeSquared() > 0.0f) |
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{ |
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// 5 ft/sec is roughly the speed we walk backwards. |
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// The higher the value, the less likely you'll trip |
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// the bug, and this seems reasonable. |
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offset.Normalize(); |
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velocity += offset * 5.0f; |
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} |
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} |
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if (velocity.fZ < kTerminalVelocity) |
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velocity.fZ = kTerminalVelocity; |
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// Convert to a displacement vector |
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hsVector3 displacement = velocity * delSecs; |
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// Reset vars and move the controller |
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fController->SetPushingPhysical(nil); |
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fController->SetFacingPushingPhysical(false); |
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fGroundHit = fFalseGround = fHeadHit = false; |
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fSlidingNormals.SetCount(0); |
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unsigned int collideResults = 0; |
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unsigned int collideFlags = 1<<plSimDefs::kGroupStatic | 1<<plSimDefs::kGroupAvatarBlocker | 1<<plSimDefs::kGroupDynamic; |
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if (!fController->IsSeeking()) |
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collideFlags |= (1<<plSimDefs::kGroupExcludeRegion); |
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fController->Move(displacement, collideFlags, collideResults); |
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if ((!fGroundHit) && (collideResults & kBottom)) |
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fFalseGround = true; |
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if (collideResults & kTop) |
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fHeadHit = true; |
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} |
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void plWalkingStrategy::Update(float delSecs) |
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{ |
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if (fGroundHit || fFalseGround) |
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fTimeInAir = 0.0f; |
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else |
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{ |
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fTimeInAir += delSecs; |
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if (fHeadHit) |
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{ |
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// If we're airborne and hit our head, override achieved velocity to avoid being shoved sideways |
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hsVector3 velocity = fController->GetLinearVelocity(); |
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hsVector3 achievedVelocity = fController->GetAchievedLinearVelocity(); |
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achievedVelocity.fX = velocity.fX; |
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achievedVelocity.fY = velocity.fY; |
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if (achievedVelocity.fZ > 0.0f) |
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achievedVelocity.fZ = 0.0f; |
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fController->OverrideAchievedLinearVelocity(achievedVelocity); |
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} |
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} |
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hsVector3 zeroVelocity(0.f, 0.f, 0.f); |
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fController->SetLinearVelocity(zeroVelocity); |
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if (!fHitGroundInThisAge && IsOnGround()) |
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fHitGroundInThisAge = true; |
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if (fClearImpact) |
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{ |
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fImpactTime = 0.0f; |
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fImpactVelocity.Set(0.0f, 0.0f, 0.0f); |
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} |
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if (IsOnGround()) |
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fClearImpact = true; |
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else |
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{ |
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fImpactTime = fTimeInAir; |
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fImpactVelocity = fController->GetAchievedLinearVelocity(); |
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// convert orientation from subworld to avatar-local coordinates |
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fImpactVelocity = (hsVector3)fController->GetLocalRotation().Rotate(&fImpactVelocity); |
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fClearImpact = false; |
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} |
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} |
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void plWalkingStrategy::AddContactNormals(hsVector3& vec) |
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{ |
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float dot = vec * kAvatarUp; |
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if (dot >= 0.5f) |
|
fGroundHit = true; |
|
else |
|
fSlidingNormals.Append(vec); |
|
} |
|
|
|
void plWalkingStrategy::Reset(bool newAge) |
|
{ |
|
plMovementStrategy::Reset(newAge); |
|
fImpactVelocity.Set(0.0f, 0.0f, 0.0f); |
|
fImpactTime = 0.0f; |
|
if (newAge) |
|
{ |
|
fTimeInAir = 0.0f; |
|
fClearImpact = true; |
|
fHitGroundInThisAge = false; |
|
fSlidingNormals.SetCount(0); |
|
} |
|
} |
|
|
|
void plWalkingStrategy::RecalcVelocity(double timeNow, float elapsed, bool useAnim) |
|
{ |
|
if (fControlledFlight != 0) |
|
{ |
|
if (IsOnGround()) |
|
fControlledFlightTime = fTimeInAir; |
|
|
|
if (fControlledFlightTime > kControlledFlightThreshold) |
|
EnableControlledFlight(false); |
|
} |
|
|
|
plAnimatedMovementStrategy::RecalcVelocity(timeNow, elapsed, useAnim); |
|
} |
|
|
|
bool plWalkingStrategy::EnableControlledFlight(bool status) |
|
{ |
|
if (status) |
|
{ |
|
if (fControlledFlight == 0) |
|
fControlledFlightTime = 0.0f; |
|
|
|
++fControlledFlight; |
|
} |
|
else |
|
fControlledFlight = std::max(--fControlledFlight, 0); |
|
|
|
return status; |
|
} |
|
|
|
plPhysical* plWalkingStrategy::GetPushingPhysical() const { return fController->GetPushingPhysical(); } |
|
bool plWalkingStrategy::GetFacingPushingPhysical() const { return fController->GetFacingPushingPhysical(); } |
|
|
|
const float plWalkingStrategy::kAirTimeThreshold = 0.1f; |
|
const float plWalkingStrategy::kControlledFlightThreshold = 1.0f; |
|
|
|
|
|
// Swim Strategy |
|
plSwimStrategy::plSwimStrategy(plAGApplicator* rootApp, plPhysicalControllerCore* controller) |
|
: plAnimatedMovementStrategy(rootApp, controller), |
|
fBuoyancy(0.0f), |
|
fSurfaceHeight(0.0f), |
|
fCurrentRegion(nil), |
|
fOnGround(false), |
|
fHadContacts(false) |
|
{ |
|
} |
|
|
|
void plSwimStrategy::Apply(float delSecs) |
|
{ |
|
hsVector3 velocity = fController->GetLinearVelocity(); |
|
hsVector3 achievedVelocity = fController->GetAchievedLinearVelocity(); |
|
|
|
IAdjustBuoyancy(); |
|
|
|
//trying to dampen the oscillations |
|
float retardent = 0.0f; |
|
static float finalBobSpeed = 0.5f; |
|
if ((achievedVelocity.fZ > finalBobSpeed) || (achievedVelocity.fZ < -finalBobSpeed)) |
|
retardent = achievedVelocity.fZ * -0.90f; |
|
|
|
float zacc = (1.0f - fBuoyancy) * kGravity + retardent; |
|
velocity.fZ += (zacc * delSecs); |
|
|
|
velocity.fZ += achievedVelocity.fZ; |
|
|
|
// Water Current |
|
if (fCurrentRegion != nil) |
|
{ |
|
float angCurrent = 0.0f; |
|
hsVector3 linCurrent(0.0f, 0.0f, 0.0f); |
|
fCurrentRegion->GetCurrent(fController, linCurrent, angCurrent, delSecs); |
|
|
|
if (fabs(angCurrent) > 0.0001f) |
|
fController->IncrementAngle(angCurrent * delSecs); |
|
|
|
velocity += linCurrent; |
|
|
|
if (velocity.fZ > fCurrentRegion->fMaxUpwardVel) |
|
velocity.fZ = fCurrentRegion->fMaxUpwardVel; |
|
} |
|
|
|
if (velocity.fZ < kTerminalVelocity) |
|
velocity.fZ = kTerminalVelocity; |
|
|
|
// Convert to displacement vector |
|
hsVector3 displacement = velocity * delSecs; |
|
|
|
// Reset vars and move controller // |
|
fController->SetPushingPhysical(nil); |
|
fController->SetFacingPushingPhysical(false); |
|
fHadContacts = fOnGround = false; |
|
|
|
unsigned int collideResults = 0; |
|
unsigned int collideFlags = 1<<plSimDefs::kGroupStatic | 1<<plSimDefs::kGroupAvatarBlocker | 1<<plSimDefs::kGroupDynamic; |
|
if (!fController->IsSeeking()) |
|
collideFlags |= (1<<plSimDefs::kGroupExcludeRegion); |
|
|
|
fController->Move(displacement, collideFlags, collideResults); |
|
|
|
if ((collideResults & kBottom) || (collideResults & kSides)) |
|
fHadContacts = true; |
|
} |
|
|
|
void plSwimStrategy::AddContactNormals(hsVector3& vec) |
|
{ |
|
float dot = vec * kAvatarUp; |
|
if (dot >= kSlopeLimit) |
|
fOnGround = true; |
|
} |
|
|
|
void plSwimStrategy::SetSurface(plSwimRegionInterface *region, float surfaceHeight) |
|
{ |
|
fCurrentRegion = region; |
|
fSurfaceHeight = surfaceHeight; |
|
} |
|
void plSwimStrategy::IAdjustBuoyancy() |
|
{ |
|
// "surface depth" refers to the depth our handle object should be below |
|
// the surface for the avatar to be "at the surface" |
|
static const float surfaceDepth = 4.0f; |
|
// 1.0 = neutral buoyancy |
|
// 0 = no buoyancy (normal gravity) |
|
// 2.0 = opposite of gravity, floating upwards |
|
static const float buoyancyAtSurface = 1.0f; |
|
|
|
if (fCurrentRegion == nil) |
|
{ |
|
fBuoyancy = 0.f; |
|
return; |
|
} |
|
|
|
hsPoint3 posSim; |
|
fController->GetPositionSim(posSim); |
|
float depth = fSurfaceHeight - posSim.fZ; |
|
|
|
// this isn't a smooth transition but hopefully it won't be too obvious |
|
if (depth <= 0.0) //all the away above water |
|
fBuoyancy = 0.f; // Same as being above ground. Plain old gravity. |
|
else if (depth >= 5.0f) |
|
fBuoyancy = 3.0f; //completely Submereged |
|
else |
|
fBuoyancy = depth / surfaceDepth; |
|
} |
|
|
|
|
|
// Dynamic Walking Strategy |
|
plDynamicWalkingStrategy::plDynamicWalkingStrategy(plAGApplicator* rootApp, plPhysicalControllerCore* controller) |
|
: plWalkingStrategy(rootApp, controller) |
|
{ |
|
} |
|
|
|
void plDynamicWalkingStrategy::Apply(float delSecs) |
|
{ |
|
hsVector3 velocity = fController->GetLinearVelocity(); |
|
hsVector3 achievedVelocity = fController->GetAchievedLinearVelocity(); |
|
|
|
// Add in gravity if the avatar's z velocity isn't being set explicitly |
|
if (fabs(velocity.fZ) < 0.001f) |
|
{ |
|
// Get our previous z velocity. If we're on the ground, clamp it to zero at |
|
// the largest, so we won't launch into the air if we're running uphill. |
|
float prevZVel = achievedVelocity.fZ; |
|
if (IsOnGround()) |
|
prevZVel = std::min(prevZVel, 0.f); |
|
|
|
velocity.fZ = prevZVel + (kGravity * delSecs); |
|
} |
|
|
|
if (velocity.fZ < kTerminalVelocity) |
|
velocity.fZ = kTerminalVelocity; |
|
|
|
fController->SetPushingPhysical(nil); |
|
fController->SetFacingPushingPhysical(false); |
|
fGroundHit = fFalseGround = false; |
|
|
|
float groundZVelocity; |
|
if (ICheckForGround(groundZVelocity)) |
|
velocity.fZ += groundZVelocity; |
|
|
|
fController->SetLinearVelocitySim(velocity); |
|
} |
|
|
|
bool plDynamicWalkingStrategy::ICheckForGround(float& zVelocity) |
|
{ |
|
std::vector<plControllerSweepRecord> groundHits; |
|
uint32_t collideFlags = 1<<plSimDefs::kGroupStatic | 1<<plSimDefs::kGroupAvatarBlocker | 1<<plSimDefs::kGroupDynamic; |
|
|
|
hsPoint3 startPos; |
|
fController->GetPositionSim(startPos); |
|
hsPoint3 endPos = startPos; |
|
|
|
// Set sweep length |
|
startPos.fZ += 0.05f; |
|
endPos.fZ -= 0.05f; |
|
|
|
int possiblePlatformCount = fController->SweepControllerPath(startPos, endPos, true, true, collideFlags, groundHits); |
|
if (possiblePlatformCount) |
|
{ |
|
zVelocity = -FLT_MAX; |
|
|
|
std::vector<plControllerSweepRecord>::iterator curRecord; |
|
for (curRecord = groundHits.begin(); curRecord != groundHits.end(); ++curRecord) |
|
{ |
|
if (curRecord->ObjHit != nil) |
|
{ |
|
hsVector3 objVelocity; |
|
curRecord->ObjHit->GetLinearVelocitySim(objVelocity); |
|
if (objVelocity.fZ > zVelocity) |
|
zVelocity = objVelocity.fZ; |
|
|
|
fGroundHit = true; |
|
} |
|
} |
|
} |
|
|
|
return fGroundHit; |
|
} |
|
|
|
|
|
////////////////////////////////////////////////////////////////////////// |
|
|
|
/* |
|
Purpose: |
|
|
|
ANGLE_RAD_2D returns the angle in radians swept out between two rays in 2D. |
|
|
|
Discussion: |
|
|
|
Except for the zero angle case, it should be true that |
|
|
|
ANGLE_RAD_2D(X1,Y1,X2,Y2,X3,Y3) |
|
+ ANGLE_RAD_2D(X3,Y3,X2,Y2,X1,Y1) = 2 * PI |
|
|
|
Modified: |
|
|
|
19 April 1999 |
|
|
|
Author: |
|
|
|
John Burkardt |
|
|
|
Parameters: |
|
|
|
Input, float X1, Y1, X2, Y2, X3, Y3, define the rays |
|
( X1-X2, Y1-Y2 ) and ( X3-X2, Y3-Y2 ) which in turn define the |
|
angle, counterclockwise from ( X1-X2, Y1-Y2 ). |
|
|
|
Output, float ANGLE_RAD_2D, the angle swept out by the rays, measured |
|
in radians. 0 <= ANGLE_DEG_2D < 2 PI. If either ray has zero length, |
|
then ANGLE_RAD_2D is set to 0. |
|
*/ |
|
|
|
static float AngleRad2d( float x1, float y1, float x3, float y3 ) |
|
{ |
|
float value; |
|
float x; |
|
float y; |
|
|
|
x = ( x1 ) * ( x3 ) + ( y1 ) * ( y3 ); |
|
y = ( x1 ) * ( y3 ) - ( y1 ) * ( x3 ); |
|
|
|
if ( x == 0.0 && y == 0.0 ) { |
|
value = 0.0; |
|
} |
|
else |
|
{ |
|
value = atan2 ( y, x ); |
|
|
|
if ( value < 0.0 ) |
|
{ |
|
value = (float)(value + TWO_PI); |
|
} |
|
} |
|
return value; |
|
} |
|
|
|
|