You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
217 lines
8.6 KiB
217 lines
8.6 KiB
/*==LICENSE==* |
|
|
|
CyanWorlds.com Engine - MMOG client, server and tools |
|
Copyright (C) 2011 Cyan Worlds, Inc. |
|
|
|
This program is free software: you can redistribute it and/or modify |
|
it under the terms of the GNU General Public License as published by |
|
the Free Software Foundation, either version 3 of the License, or |
|
(at your option) any later version. |
|
|
|
This program is distributed in the hope that it will be useful, |
|
but WITHOUT ANY WARRANTY; without even the implied warranty of |
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
|
GNU General Public License for more details. |
|
|
|
You should have received a copy of the GNU General Public License |
|
along with this program. If not, see <http://www.gnu.org/licenses/>. |
|
|
|
Additional permissions under GNU GPL version 3 section 7 |
|
|
|
If you modify this Program, or any covered work, by linking or |
|
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
|
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
|
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
|
(or a modified version of those libraries), |
|
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
|
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
|
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
|
licensors of this Program grant you additional |
|
permission to convey the resulting work. Corresponding Source for a |
|
non-source form of such a combination shall include the source code for |
|
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
|
work. |
|
|
|
You can contact Cyan Worlds, Inc. by email legal@cyan.com |
|
or by snail mail at: |
|
Cyan Worlds, Inc. |
|
14617 N Newport Hwy |
|
Mead, WA 99021 |
|
|
|
*==LICENSE==*/ |
|
#ifndef PL_HK_CALLBACK_ACTION_H |
|
#define PL_HK_CALLBACK_ACTION_H |
|
|
|
#include "hsGeometry3.h" |
|
#include "hsMatrix44.h" |
|
#include "hsTemplates.h" |
|
#include "../pnKeyedObject/plKey.h" |
|
#include "../plPhysical/plSimDefs.h" |
|
#include "../pnMessage/plMessage.h" |
|
#include "plPhysicalControllerCore.h" |
|
class plLOSHitMsg; |
|
class plAGApplicator; |
|
class plSceneObject; |
|
class plPhysical; |
|
class plAvatarController; |
|
class plCoordinateInterface; |
|
class plPhysicalControllerCore; |
|
// Used by the other controllers to actually move the avatar. The actual |
|
// implementation is in the physics system. |
|
/*class plPhysicalController |
|
{ |
|
public: |
|
// Implemented in the physics system. If you're linking this without that for |
|
// some reason, just stub this function out. |
|
// |
|
// Pass in the key to the root sceneobject for the avatar |
|
static plPhysicalController* Create(plKey ownerSO, hsScalar height, hsScalar width); |
|
|
|
virtual ~plPhysicalController() {} |
|
|
|
// A disabled avatar doesn't move or accumulate air time if he's off the ground. |
|
virtual void Enable(bool enable) = 0; |
|
virtual bool IsEnabled() const = 0; |
|
|
|
// Set the LOS DB this avatar will be in (only one) |
|
virtual void SetLOSDB(plSimDefs::plLOSDB losDB) = 0; |
|
|
|
// Call this once per frame with the velocities of the avatar in avatar space. |
|
virtual void SetVelocities(const hsVector3& linearVel, hsScalar angVel) = 0; |
|
|
|
// Gets the actual velocity we achieved in the last step (relative to our subworld) |
|
virtual const hsVector3& GetLinearVelocity() const = 0; |
|
virtual void ResetAchievedLinearVelocity() = 0; |
|
|
|
// Get and set the current subworld for the avatar. Use nil for the main world. |
|
virtual plKey GetSubworld() const = 0; |
|
virtual void SetSubworld(plKey world) = 0; |
|
|
|
// If IsOnGround returns false, GetAirTime will tell you how long the avatar |
|
// has been airborne. Use ResetAirTime to reset the air time to zero, for |
|
// cases like when the avatar spawns into a new age. |
|
virtual bool IsOnGround() const = 0; |
|
virtual bool IsOnFalseGround() const = 0; |
|
virtual hsScalar GetAirTime() const = 0; |
|
virtual void ResetAirTime() = 0; |
|
|
|
virtual plPhysical* GetPushingPhysical() const = 0; |
|
virtual bool GetFacingPushingPhysical() const = 0; |
|
|
|
// A helper function to get the coordinate interface for the avatars current |
|
// world. Handy if you need to convert points to and from that. This will |
|
// return nil if the avatar is in the main world (ie, you don't need to do |
|
// any translation). |
|
virtual const plCoordinateInterface* GetSubworldCI() const = 0; |
|
|
|
// For the avatar SDL only |
|
virtual void GetState(hsPoint3& pos, float& zRot) = 0; |
|
virtual void SetState(const hsPoint3& pos, float zRot) = 0; |
|
|
|
// kinematic stuff .... should be just for when playing a behavior... |
|
virtual void Kinematic(bool state) = 0; |
|
virtual bool IsKinematic() = 0; |
|
virtual void GetKinematicPosition(hsPoint3& pos) = 0; |
|
|
|
virtual const hsMatrix44& GetPrevSubworldW2L() = 0; |
|
|
|
//when seeking no longer want to interact with exclusion regions |
|
virtual void SetSeek(bool seek)=0; |
|
|
|
|
|
}; |
|
*/ |
|
class plAvatarController |
|
{ |
|
public: |
|
virtual ~plAvatarController() {} |
|
}; |
|
|
|
class plAnimatedController : public plAvatarController |
|
{ |
|
public: |
|
plAnimatedController(plSceneObject* rootObject, plAGApplicator* rootApp, plPhysicalControllerCore* controller); |
|
|
|
virtual void RecalcVelocity(double timeNow, double timePrev, hsBool useAnim = true); |
|
void SetTurnStrength(hsScalar val) { fTurnStr = val; } |
|
hsScalar GetTurnStrength() { return fTurnStr; } |
|
virtual void ActivateController()=0; |
|
protected: |
|
plSceneObject* fRootObject; |
|
plPhysicalControllerCore* fController; |
|
plAGApplicator* fRootApp; |
|
hsScalar fAnimAngVel; |
|
hsVector3 fAnimPosVel; |
|
hsScalar fTurnStr; // Explicit turning, separate from animations |
|
}; |
|
|
|
class plWalkingController : public plAnimatedController |
|
{ |
|
public: |
|
plWalkingController(plSceneObject* rootObject, plAGApplicator* rootApp, plPhysicalControllerCore* controller); |
|
virtual ~plWalkingController(); |
|
virtual void RecalcVelocity(double timeNow, double timePrev, hsBool useAnim = true); |
|
|
|
void Reset(bool newAge); |
|
bool IsControlledFlight() const { return fControlledFlight != 0; } |
|
bool IsOnGround() const { return fWalkingStrategy ? fWalkingStrategy->IsOnGround() : true; } |
|
bool IsOnFalseGround() const { return fWalkingStrategy ? fWalkingStrategy->IsOnFalseGround() : true; } |
|
bool HitGroundInThisAge() const { return fHitGroundInThisAge; } |
|
bool EnableControlledFlight(bool status); |
|
hsScalar GetAirTime() const { return fWalkingStrategy ? fWalkingStrategy->GetAirTime() : 0.f; } |
|
void ResetAirTime() { if (fWalkingStrategy) fWalkingStrategy->ResetAirTime(); } |
|
hsScalar GetForwardVelocity() const; |
|
void ActivateController(); |
|
// Check these after the avatar the avatar hits the ground for his total |
|
// hangtime and impact velocity. |
|
hsScalar GetImpactTime() const { return fImpactTime; } |
|
const hsVector3& GetImpactVelocity() const { return fImpactVelocity; } |
|
|
|
plPhysical* GetPushingPhysical() const |
|
{ |
|
if(fController)return fController->GetPushingPhysical(); |
|
else return nil; |
|
} |
|
bool GetFacingPushingPhysical() const |
|
{ if(fController)return fController->GetFacingPushingPhysical(); |
|
else return false; |
|
} |
|
|
|
|
|
protected: |
|
bool fHitGroundInThisAge; |
|
bool fWaitingForGround; // We've gone airborne. IsOnGround() returns false until we hit ground again. |
|
hsScalar fControlledFlightTime; |
|
int fControlledFlight; // Count of how many are currently forcing flight |
|
plWalkingStrategy* fWalkingStrategy; |
|
hsScalar fImpactTime; |
|
hsVector3 fImpactVelocity; |
|
bool fClearImpact; |
|
bool fGroundLastFrame;//used for a test to pass the event of first getting air during a jump |
|
static const hsScalar kControlledFlightThreshold; |
|
}; |
|
class plSwimmingController: public plAnimatedController |
|
{ |
|
public : |
|
plSwimmingController(plSceneObject* rootObject, plAGApplicator* rootApp, plPhysicalControllerCore* controller); |
|
virtual ~plSwimmingController(); |
|
void SetSurface(plSwimRegionInterface *region, hsScalar surfaceHeight){ |
|
fSwimmingStrategy->SetSurface(region,surfaceHeight); |
|
} |
|
hsScalar GetBuoyancy() { return fSwimmingStrategy->GetBuoyancy(); } |
|
hsBool IsOnGround() { return fSwimmingStrategy->IsOnGround(); } |
|
hsBool HadContacts() { return fSwimmingStrategy->HadContacts();} |
|
void Enable(bool en){if (fController) fController->Enable(en);} |
|
plPhysicalControllerCore* GetController(){return fController;} |
|
virtual void ActivateController(){fSwimmingStrategy->RefreshConnectionToControllerCore();} |
|
protected: |
|
plSwimStrategy* fSwimmingStrategy; |
|
|
|
}; |
|
class plRidingAnimatedPhysicalController: public plWalkingController |
|
{ |
|
public: |
|
plRidingAnimatedPhysicalController(plSceneObject* rootObject, plAGApplicator* rootApp, plPhysicalControllerCore* controller); |
|
virtual ~plRidingAnimatedPhysicalController(); |
|
}; |
|
#endif // PL_HK_CALLBACK_ACTION_H
|
|
|