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487 lines
18 KiB
487 lines
18 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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/** \file plArmatureMod.h |
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A modifier which manages multi-channel animation and has a physical body. |
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Designed for avatars; also good for vehicles, creatures, etc. |
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*/ |
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// PLARMATUREMOD |
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// |
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// An armature is an object with both a physical presence (physics behavior) and articulated animated parts. |
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// (The parts are not themselves physical) |
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// An avatar is a type of armature, as is a critter, and anything else that moves around. |
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// |
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// This modifier combines multi-channel animation with blending (inherited from plAGMasterMod) |
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// with convenience functions for moving a physical body around and some specialized animation support |
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#ifndef plArmatureMod_inc |
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#define plArmatureMod_inc |
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#include "plAGMasterMod.h" |
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// other local |
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#include "plAvDefs.h" |
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#include "pnSceneObject/plSimulationInterface.h" |
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#include "hsMatrix44.h" |
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#include "plNetCommon/plNetCommon.h" |
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#include <float.h> |
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///////////////////////////////////////////////////////////////////////////////////////// |
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// |
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// FORWARDS |
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// |
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///////////////////////////////////////////////////////////////////////////////////////// |
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class hsQuat; |
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class plMatrixChannel; |
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class plAGModifier; |
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class plAGMasterMod; |
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class plAGChannel; |
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class plClothingOutfit; |
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class plClothingSDLModifier; |
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class plAvatarSDLModifier; |
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class plAvatarPhysicalSDLModifier; |
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class plMatrixDelayedCorrectionApplicator; |
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class plMatrixDifferenceApp; |
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class plDebugText; |
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class plArmatureEffectsMgr; |
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class plAvBoneMap; // below |
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class plDrawable; |
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class plControlEventMsg; |
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class plAvatarInputStateMsg; |
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class plLayerLinkAnimation; |
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class plPipeline; |
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class plArmatureBrain; |
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class plArmatureUpdateMsg; |
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class plPhysicalControllerCore; |
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typedef std::vector<plKey> plKeyVector; |
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typedef std::vector<plArmatureBrain*> plBrainStack; |
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class plArmatureModBase : public plAGMasterMod |
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{ |
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public: |
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plArmatureModBase(); |
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virtual ~plArmatureModBase(); |
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CLASSNAME_REGISTER( plArmatureModBase ); |
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GETINTERFACE_ANY( plArmatureModBase, plAGMasterMod ); |
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virtual bool MsgReceive(plMessage* msg); |
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virtual void AddTarget(plSceneObject* so); |
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virtual void RemoveTarget(plSceneObject* so); |
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virtual bool IEval(double secs, float del, uint32_t dirty); |
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virtual void Read(hsStream *stream, hsResMgr *mgr); |
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virtual void Write(hsStream *stream, hsResMgr *mgr); |
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plMatrixDifferenceApp *GetRootAnimator() { return fRootAnimator; } |
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plPhysicalControllerCore* GetController() const { return fController; } |
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plKey GetWorldKey() const; |
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virtual bool ValidatePhysics(); |
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virtual bool ValidateMesh(); |
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virtual void PushBrain(plArmatureBrain *brain); |
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virtual void PopBrain(); |
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plArmatureBrain *GetCurrentBrain() const; |
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plDrawable *FindDrawable() const; |
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virtual void LeaveAge(); |
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virtual bool IsFinal(); |
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// LOD stuff |
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void AdjustLOD(); // see if we need to switch to a different resolution |
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bool SetLOD(int newLOD); // switch to a different resolution |
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void RefreshTree(); // Resend an LOD update to all our nodes (for when geometry changes) |
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int AppendMeshKey(plKey meshKey); |
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int AppendBoneVec(plKeyVector *boneVec); |
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uint8_t GetNumLOD() const; |
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// A collection of reasons (flags) that things might be disabled. When all flags are gone |
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// The object is re-enabled. |
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enum |
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{ |
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kDisableReasonUnknown = 0x0001, |
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kDisableReasonRelRegion = 0x0002, |
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kDisableReasonLinking = 0x0004, |
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kDisableReasonCCR = 0x0008, |
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kDisableReasonVehicle = 0x0010, |
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kDisableReasonGenericBrain = 0x0020, |
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}; |
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void EnablePhysics(bool status, uint16_t reason = kDisableReasonUnknown); |
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void EnablePhysicsKinematic(bool status); |
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void EnableDrawing(bool status, uint16_t reason = kDisableReasonUnknown); |
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bool IsPhysicsEnabled() { return fDisabledPhysics == 0; } |
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bool IsDrawEnabled() { return fDisabledDraw == 0; } |
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static void AddressMessageToDescendants(const plCoordinateInterface * CI, plMessage *msg); |
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static void EnableDrawingTree(const plSceneObject *object, bool status); |
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static int fMinLOD; // throttle for lowest-indexed LOD |
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static double fLODDistance; // Distance for first LOD switch 2nd is 2x this distance (for now) |
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protected: |
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virtual void IFinalize(); |
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virtual void ICustomizeApplicator(); |
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void IEnableBones(int lod, bool enable); |
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// Some of these flags are only needed by derived classes, but I just want |
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// the one waitFlags variable. |
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enum |
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{ |
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kNeedMesh = 0x01, |
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kNeedPhysics = 0x02, |
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kNeedAudio = 0x04, |
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kNeedCamera = 0x08, |
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kNeedSpawn = 0x10, |
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kNeedApplicator = 0x20, |
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kNeedBrainActivation = 0x40, |
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}; |
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uint16_t fWaitFlags; |
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int fCurLOD; |
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plPhysicalControllerCore* fController; |
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plKeyVector fMeshKeys; |
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plBrainStack fBrains; |
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plMatrixDifferenceApp *fRootAnimator; |
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std::vector<plKeyVector*> fUnusedBones; |
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uint16_t fDisabledPhysics; |
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uint16_t fDisabledDraw; |
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}; |
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class plArmatureMod : public plArmatureModBase |
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{ |
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friend class plHBehavior; |
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friend class plAvatarSDLModifier; |
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friend class plAvatarPhysicalSDLModifier; |
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friend class plClothingSDLModifier; |
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friend class plAvOneShotLinkTask; |
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public: |
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plArmatureMod(); |
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virtual ~plArmatureMod(); |
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CLASSNAME_REGISTER( plArmatureMod ); |
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GETINTERFACE_ANY( plArmatureMod, plArmatureModBase ); |
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virtual bool MsgReceive(plMessage* msg); |
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virtual void AddTarget(plSceneObject* so); |
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virtual void RemoveTarget(plSceneObject* so); |
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virtual bool IEval(double secs, float del, uint32_t dirty); |
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virtual void Read(hsStream *stream, hsResMgr *mgr); |
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virtual void Write(hsStream *stream, hsResMgr *mgr); |
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virtual bool ValidatePhysics(); |
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virtual bool ValidateMesh(); |
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// Get or set the position of the avatar in simulation space. Set any |
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// arguments you don't care about to nil. |
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void SetPositionAndRotationSim(const hsPoint3* position, const hsQuat* rotation); |
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void GetPositionAndRotationSim(hsPoint3* position, hsQuat* rotation); |
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bool IsLocalAvatar(); |
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bool IsLocalAI(); |
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virtual const plSceneObject *FindBone(const plString & name) const; |
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virtual const plSceneObject *FindBone(uint32_t id) const; // use an id from an appropriate taxonomy, such as plAvBrainHuman::BoneID |
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virtual void AddBoneMapping(uint32_t id, const plSceneObject *bone); |
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plAGModifier *GetRootAGMod(); |
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plAGAnim *FindCustomAnim(const char *baseName) const; |
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virtual void Spawn(double timeNow); |
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virtual void SpawnAt(int which, double timeNow); |
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virtual void EnterAge(bool reSpawn); |
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virtual void LeaveAge(); |
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virtual void PanicLink(bool playLinkOutAnim = true); |
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virtual void PersonalLink(); |
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virtual bool ToggleDontPanicLinkFlag() { fDontPanicLink = fDontPanicLink ? false : true; return fDontPanicLink; } |
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int GetBrainCount(); |
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plArmatureBrain *GetNextBrain(plArmatureBrain *brain); |
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plArmatureBrain *GetBrain(int index) { if(index <= fBrains.size()) return fBrains.at(index); else return nil; } |
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plArmatureBrain *FindBrainByClass(uint32_t classID) const; |
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void TurnToPoint(hsPoint3 &point); |
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void SuspendInput(); |
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void ResumeInput(); |
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uint8_t IsInputSuspended() { return fSuspendInputCount; } |
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void IProcessQueuedInput(); |
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void PreserveInputState(); |
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void RestoreInputState(); |
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bool GetInputFlag(int f) const; |
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void SetInputFlag(int which, bool status); |
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void ClearInputFlags(bool saveAlwaysRun, bool clearBackup); |
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bool HasMovementFlag() const; // Is any *movement* input flag on? |
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float GetTurnStrength() const; |
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float GetKeyTurnStrength() const; |
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float GetAnalogTurnStrength() const; |
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void SetReverseFBOnIdle(bool val); |
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bool IsFBReversed(); |
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bool ForwardKeyDown() const; |
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bool BackwardKeyDown() const; |
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bool StrafeLeftKeyDown() const; |
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bool StrafeRightKeyDown() const; |
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bool StrafeKeyDown() const; |
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bool FastKeyDown() const; |
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bool TurnLeftKeyDown() const; |
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bool TurnRightKeyDown() const; |
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bool JumpKeyDown() const; |
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bool ExitModeKeyDown() const; |
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void SetForwardKeyDown(); |
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void SetBackwardKeyDown(); |
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void SetStrafeLeftKeyDown(bool on = true); |
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void SetStrafeRightKeyDown(bool on = true); |
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void SetFastKeyDown(); |
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void SetTurnLeftKeyDown(bool status = true); |
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void SetTurnRightKeyDown(bool status = true); |
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void SetJumpKeyDown(); |
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void DebugDumpMoveKeys(int &x, int &y, int lineHeight, char *strBuf, plDebugText &debugTxt); |
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void GetMoveKeyString(char *buff); |
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void SynchIfLocal(double timeNow, int force); // Just physical state |
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void SynchInputState(uint32_t rcvID = kInvalidPlayerID); |
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bool DirtySynchState(const char* SDLStateName, uint32_t synchFlags ); |
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bool DirtyPhysicalSynchState(uint32_t synchFlags); |
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plClothingOutfit *GetClothingOutfit() const { return fClothingOutfit; } |
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plClothingSDLModifier *GetClothingSDLMod() const { return fClothingSDLMod; } |
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const plSceneObject *GetClothingSO(uint8_t lod) const; |
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plArmatureEffectsMgr *GetArmatureEffects() const { return fEffects; } |
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enum |
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{ |
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kWalk, |
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kRun, |
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kTurn, |
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kImpact, |
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kSwim, |
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}; |
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plString GetAnimRootName(const plString &name); |
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int8_t AnimNameToIndex(const plString &name); |
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void SetBodyType(int type) { fBodyType = type; } |
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int GetBodyType(int type) { return fBodyType; } |
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int GetCurrentGenericType(); |
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bool FindMatchingGenericBrain(const char *names[], int count); |
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plString MakeAnimationName(const char * baseName) const; |
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plString GetRootName(); |
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void SetRootName(const plString &name); |
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int RefreshDebugDisplay(); |
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void DumpToDebugDisplay(int &x, int &y, int lineHeight, char *strBuf, plDebugText &debugTxt); |
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void SetDebugState(bool state) { fDebugOn = (state != 0); } |
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bool GetDebugState() { return fDebugOn; } |
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virtual void RefreshTree() {} |
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bool IsInStealthMode() const; |
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int GetStealthLevel() const { return fStealthLevel; } |
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bool IsOpaque(); |
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bool IsLinkedIn(); |
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bool IsMidLink(); |
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bool ConsumeJump(); // returns true if the jump keypress was available to consume |
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void SendBehaviorNotify(uint32_t type, bool start = true) { IFireBehaviorNotify(type,start); } |
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// Discovered a bug which makes these values horribly out of scale. So we do the rescale |
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// in the Get/Set functions for backwards compatability. |
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static void SetMouseTurnSensitivity(float val) { fMouseTurnSensitivity = val / 150.f; } |
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static float GetMouseTurnSensitivity() { return fMouseTurnSensitivity * 150.f; } |
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static void SetSpawnPointOverride( const char *overrideObjName ); |
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static void WindowActivate(bool active); |
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void SetFollowerParticleSystemSO(plSceneObject *follower); |
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plSceneObject *GetFollowerParticleSystemSO(); |
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void RegisterForBehaviorNotify(plKey key); |
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void UnRegisterForBehaviorNotify(plKey key); |
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const hsBitVector& GetRelRegionCareAbout() const { return fRegionsICareAbout; } |
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const hsBitVector& GetRelRegionImIn() const { return fRegionsImIn; } |
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bool IsKILowestLevel(); |
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int GetKILevel(); |
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void SetLinkInAnim(const char *animName); |
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plKey GetLinkInAnimKey() const; |
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enum |
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{ |
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kSwapTargetShadow, |
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kMaxSwapType |
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}; |
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enum |
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{ |
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kBoneBaseMale = 0, |
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kBoneBaseFemale, |
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kBoneBaseCritter, // AI controlled avatar |
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kBoneBaseActor, // human controlled, non human avatar |
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kMaxBoneBase |
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}; |
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enum |
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{ |
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kAvatarLOSGround, |
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kAvatarLOSSwimSurface, |
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}; |
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plMatrixDelayedCorrectionApplicator *fBoneRootAnimator; |
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static const float kAvatarInputSynchThreshold; |
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static bool fClickToTurn; |
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static const char *BoneStrings[]; |
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void SetPhysicalDims(float height, float width) { fPhysHeight = height; fPhysWidth = width; } |
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void SetBodyAgeName(const char* ageName) {if (ageName) fBodyAgeName = ageName; else fBodyAgeName = "";} |
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void SetBodyFootstepSoundPage(const char* pageName) {if (pageName) fBodyFootstepSoundPage = pageName; else fBodyFootstepSoundPage = "";} |
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void SetAnimationPrefix(const plString& prefix) { fAnimationPrefix = prefix; } |
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const char* GetUserStr() {return fUserStr.c_str();} |
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protected: |
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void IInitDefaults(); |
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virtual void IFinalize(); |
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virtual void ICustomizeApplicator(); |
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virtual void ISetupMarkerCallbacks(plATCAnim *anim, plAnimTimeConvert *atc); |
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void NetworkSynch(double timeNow, int force = 0); |
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bool IHandleControlMsg(plControlEventMsg* pMsg); |
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void IFireBehaviorNotify(uint32_t type, bool behaviorStart = true); |
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void IHandleInputStateMsg(plAvatarInputStateMsg *msg); |
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void ILinkToPersonalAge(); |
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int IFindSpawnOverride(void); |
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void ISetTransparentDrawOrder(bool val); |
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plLayerLinkAnimation *IFindLayerLinkAnim(); |
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plString fRootName; // the name of the player root (from the max file) |
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hsBitVector fMoveFlags; // which keys/buttons are currently pressed |
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hsBitVector fMoveFlagsBackup; // a copy of fMoveFlags |
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typedef std::vector<plControlEventMsg*> CtrlMessageVec; |
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CtrlMessageVec fQueuedCtrlMessages; // input messages we haven't processed |
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float fMouseFrameTurnStrength; // Sum turnage from mouse delta messages since last eval. |
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plKey fFootSoundSOKey; // The Scene Object we attach to targets for footstep sounds |
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plKey fLinkSoundSOKey; // Same thing for linking... wwwwawAWAWAwawa... |
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plKey fLinkInAnimKey; // Set when we link out, this is the anim to play (backwards) when we link in. |
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static float fMouseTurnSensitivity; |
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plArmatureUpdateMsg *fUpdateMsg; |
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// Trying to be a good lad here and align all our bools and bytes... |
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bool fIsLinkedIn; // We have finished playing the LinkEffects and are properly in the age |
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bool fMidLink; // We're in between a LeaveAge and an EnterAge |
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bool fAlreadyPanicLinking; // Cleared when you enter an age. Prevents spamming the server with panic link requests. |
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bool fUnconsumedJump; // We've pressed the jump key, but haven't jumped yet |
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bool fReverseFBOnIdle; // see set/getters for comments |
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bool fPendingSynch; |
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bool fDebugOn; |
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bool fOpaque; |
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uint8_t fSuspendInputCount; |
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uint8_t fStealthMode; |
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int fStealthLevel; // you are invisible to other players/CCRs of lower stealthLevel |
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plAGModifier * fRootAGMod; |
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plAvBoneMap * fBoneMap; // uses id codes to look up bones. set up by the brain as needed. |
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double fLastSynch; |
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int fBodyType; |
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plClothingOutfit *fClothingOutfit; |
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plClothingSDLModifier *fClothingSDLMod; |
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plAvatarSDLModifier *fAvatarSDLMod; |
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plAvatarPhysicalSDLModifier *fAvatarPhysicalSDLMod; |
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hsTArray<const plSceneObject*> fClothToSOMap; |
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plArmatureEffectsMgr *fEffects; |
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plSceneObject *fFollowerParticleSystemSO; |
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static char *fSpawnPointOverride; |
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// These vectors are used with relevance regions for culling out other objects |
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hsBitVector fRegionsImIn; |
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hsBitVector fRegionsICareAbout; |
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hsBitVector fOldRegionsImIn; |
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hsBitVector fOldRegionsICareAbout; |
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hsTArray<plKey> fNotifyKeys; |
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// Extra info for creating our special physical at runtime |
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float fPhysHeight; |
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float fPhysWidth; |
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bool fDontPanicLink; |
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// strings for animations, age names, footstep sounds, etc |
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std::string fBodyAgeName; |
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std::string fBodyFootstepSoundPage; |
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plString fAnimationPrefix; |
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// user-defined string assigned to this avatar |
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std::string fUserStr; |
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}; |
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// PLARMATURELOD |
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// This class has been phased into plArmatureModBase. It's left behind |
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// for backwards compatability. |
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class plArmatureLODMod : public plArmatureMod |
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{ |
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public: |
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// tors |
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plArmatureLODMod(); |
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plArmatureLODMod(const plString & root_name); |
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virtual ~plArmatureLODMod(); |
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CLASSNAME_REGISTER( plArmatureLODMod ); |
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GETINTERFACE_ANY( plArmatureLODMod, plArmatureMod ); |
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virtual void Read(hsStream *stream, hsResMgr *mgr); |
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virtual void Write(hsStream *stream, hsResMgr *mgr); |
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}; |
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class plAvBoneMap |
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{ |
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public: |
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plAvBoneMap(); |
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virtual ~plAvBoneMap(); |
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const plSceneObject * FindBone(uint32_t boneID); // you probably want to use plAvBrainHuman::BoneID; |
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void AddBoneMapping(uint32_t boneID, const plSceneObject *SO); |
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protected: |
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class BoneMapImp; // forward declaration to keep the header clean: see .cpp for implementation |
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BoneMapImp *fImp; // the thing that actually holds our map |
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}; |
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#define TWO_PI (M_PI * 2) |
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#endif //plArmatureMod_inc
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