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409 lines
13 KiB
409 lines
13 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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#ifndef PLAVBRAINHUMAN_INC |
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#define PLAVBRAINHUMAN_INC |
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#define HI_RES_MOVEMENT |
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#include "plAvBrainGeneric.h" |
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#include "plAvBehaviors.h" |
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#include "plAnimation/plAGAnim.h" |
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#pragma warning(disable: 4284) |
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#include <deque> |
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#include "hsTemplates.h" |
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class plMatrixChannel; |
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class plMatrixMultiplyApplicator; |
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class plAGAnimInstance; |
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class plAvTask; |
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class plAvTaskMsg; |
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class plAvBrainHuman; |
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class plWalkingStrategy; |
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class plArmatureUpdateMsg; |
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class plClimbMsg; |
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class plControlEventMsg; |
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class plAvBrainHuman : public plArmatureBrain |
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{ |
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public: |
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plAvBrainHuman(bool isActor = false); |
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virtual ~plAvBrainHuman(); |
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CLASSNAME_REGISTER( plAvBrainHuman ); |
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GETINTERFACE_ANY( plAvBrainHuman, plArmatureBrain ); |
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virtual bool Apply(double timeNow, float elapsed); |
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virtual void Activate(plArmatureModBase *avMod); |
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virtual void Deactivate(); |
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virtual void Suspend(); |
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virtual void Resume(); |
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virtual void Spawn(double timeNow); |
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virtual bool LeaveAge(); |
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bool IsActor() const {return fIsActor;} |
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void IsActor(bool isActor) {fIsActor = isActor;} |
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bool IsMovementZeroBlend(); |
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void TurnToPoint(hsPoint3 point); |
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bool RunStandardBehaviors(double timeNow, float elapsed); |
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void SetStartedTurning(double when); |
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virtual bool IsMovingForward(); // we're either walking or running. doesn't account for sliding. |
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void ResetIdle(); |
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void IdleOnly(bool instantOff = false); |
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bool IsBehaviorPlaying(int behavior); // returns whether the specified behavior is playing at all (see list of behaviors below) |
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virtual void Write(hsStream *stream, hsResMgr *mgr); |
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virtual void Read(hsStream *stream, hsResMgr *mgr); |
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virtual bool MsgReceive(plMessage *msg); |
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virtual void DumpToDebugDisplay(int &x, int &y, int lineHeight, plDebugText &debugTxt); |
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// Hardwired Identifiers for all the canonical bones. |
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enum HumanBoneID { |
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Pelvis, |
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// left leg |
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LThigh, LCalf, LFoot, LFootPrint, LToe0, |
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// right leg |
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RThigh, RCalf, RFoot, RFootPrint, RToe0, |
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// spine and head, starting at base of spine |
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Spine, TrunkPrint, Spine1, Spine2, Neck, Head, Jaw, LMouthLower, RMouthLower, |
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LBrowInner, LBrowOuter, LCheek, LEye, LEyeLid01, LEyeLid02, LMouthCorner, LMouthUpper, |
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RBrowInner, RBrowOuter, RCheek, REye, REyeLid01, REyeLid02, RMouthCorner, RMouthUpper, |
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// Left Arm |
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LClavicle, LUpperArm, LForearm, LHand, LHandPrint, LMiddleFinger1, LMiddleFinger2, LMiddleFinger3, |
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LPinkyFinger1, LPinkyFinger2, LPinkyFinger3, LPointerFinger1, LPointerFinger2, LPointerFinger3, |
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LRingFinger1, LRingFinger2, LRingFinger3, LThumb1, LThumb2, LThumb3, |
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// Right Arm |
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RClavicle, RUpperArm, RForearm, RHand, RHandPrint, RMiddleFinger1, RMiddleFinger2, RMiddleFinger3, |
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RPinkyFinger1, RPinkyFinger2, RPinkyFinger3, RPointerFinger1, RPointerFinger2, RPointerFinger3, |
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RRingFinger1, RRingFinger2, RRingFinger3, RThumb1, RThumb2, RThumb3 |
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}; |
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enum TurnCurve |
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{ |
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kTurnLinear, |
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kTurnExponential, |
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kTurnLogarithmic |
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}; |
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enum // Indicies for the brains array of behaviors |
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{ |
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kIdle, |
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kWalk, |
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kRun, |
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kWalkBack, |
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kStandingTurnLeft, |
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kStandingTurnRight, |
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kStepLeft, |
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kStepRight, |
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kFall, |
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kStandingJump, |
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kWalkingJump, |
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kRunningJump, |
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kGroundImpact, |
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kRunningImpact, |
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kMovingTurnLeft, |
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kMovingTurnRight, |
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kPushWalk, |
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//kPushIdle, |
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kHuBehaviorMax, |
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}; |
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static void SetTimeToMaxTurn(float time, bool walk); |
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static float GetTimeToMaxTurn(bool walk); |
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static void SetMaxTurnSpeed(float radsPerSec, bool walk); |
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static float GetMaxTurnSpeed(bool walk); |
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static void SetTurnCurve(TurnCurve curve, bool walk); |
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static TurnCurve GetTurnCurve(bool walk); |
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static const float kControlledFlightThreshold; |
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static const float kAirTimeThreshold; |
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static const float kAirTimePanicThreshold; |
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plWalkingStrategy* fWalkingStrategy; |
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protected: |
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plAGAnim *FindCustomAnim(const char *baseName); |
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virtual bool IHandleControlMsg(plControlEventMsg *ctrlMsg); |
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virtual bool IHandleClimbMsg(plClimbMsg *msg); |
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virtual bool IHandleTaskMsg(plAvTaskMsg *msg); |
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virtual bool IInitAnimations(); |
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virtual void IInitBoneMap(); |
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float IGetTurnStrength(double timeNow); |
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void IChatOn(); |
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void IChatOff(); |
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bool IValidateAnimations(); |
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plAGModifier *fHandleAGMod; // the ag modifier that's attached to our top object |
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double fStartedTurning; // when did we start turning? |
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uint32_t fPreconditions; |
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bool fIsActor; // are we an actor with special privileges? |
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static float fWalkTimeToMaxTurn; |
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static float fRunTimeToMaxTurn; |
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static float fWalkMaxTurnSpeed; |
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static float fRunMaxTurnSpeed; |
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static TurnCurve fWalkTurnCurve; |
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static TurnCurve fRunTurnCurve; |
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}; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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class plHBehavior : public plArmatureBehavior |
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{ |
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friend class plAvBrainHuman; |
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friend class plAvBrainCritter; |
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public: |
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// ID flags for human behaviors. These are used by plBehaviorNotifyMsg |
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// to identify what type of behavior just triggered. |
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// This is an old way of doing things. I'd like to remove it, but a lot of |
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// python scripts use it as is. |
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enum BehaviorType |
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{ |
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kBehaviorTypeStandingJump = 0x00000001, |
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kBehaviorTypeWalkingJump = 0x00000002, |
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kBehaviorTypeRunningJump = 0x00000004, |
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kBehaviorTypeAnyJump = kBehaviorTypeStandingJump | kBehaviorTypeWalkingJump | kBehaviorTypeRunningJump, |
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kBehaviorTypeRunningImpact = 0x00000008, |
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kBehaviorTypeGroundImpact = 0x00000010, |
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kBehaviorTypeAnyImpact = kBehaviorTypeRunningImpact | kBehaviorTypeGroundImpact, |
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kBehaviorTypeIdle = 0x00000020, |
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kBehaviorTypeWalk = 0x00000040, |
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kBehaviorTypeRun = 0x00000080, |
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kBehaviorTypeWalkBack = 0x00000100, |
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kBehaviorTypeTurnLeft = 0x00000200, |
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kBehaviorTypeTurnRight = 0x00000400, |
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kBehaviorTypeSidestepLeft = 0x00000800, |
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kBehaviorTypeSidestepRight = 0x00001000, |
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kBehaviorTypeFall = 0x00002000, |
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kBehaviorTypeMovingTurnLeft = 0x00004000, |
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kBehaviorTypeMovingTurnRight = 0x00008000, |
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kBehaviorTypeLinkIn = 0x00010000, |
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kBehaviorTypeLinkOut = 0x00020000, |
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kBehaviorTypeEmote = 0x00040000, |
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kBehaviorTypePushWalk = 0x00080000, |
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//kBehaviorTypePushIdle = 0x00100000, |
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kBehaviorTypeNeedsRecalcMask = kBehaviorTypeAnyJump | kBehaviorTypeRunningImpact | kBehaviorTypeWalk | |
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kBehaviorTypeRun | kBehaviorTypeWalkBack | kBehaviorTypeTurnLeft | |
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kBehaviorTypeTurnRight | kBehaviorTypeSidestepLeft | |
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kBehaviorTypeSidestepRight | kBehaviorTypePushWalk, |
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}; |
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plHBehavior(); |
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~plHBehavior(); |
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void Init(plAGAnim *anim, bool loop, plAvBrainHuman *brain, plArmatureMod *body, |
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float fadeIn, float fadeOut, uint8_t index, uint32_t type = 0); |
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virtual bool PreCondition(double time, float elapsed) { return true; } |
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uint32_t GetType() const { return fType; } |
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protected: |
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virtual void IStart(); |
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virtual void IStop(); |
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plArmatureMod *fAvMod; |
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plAvBrainHuman *fHuBrain; |
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float fFadeIn; // speed at which the animation fades in, in blend units per second |
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float fFadeOut; // speed at which the animation fades out, in blend units per second |
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float fMaxBlend; // the maximum blend the animation should reach |
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uint32_t fType; // (see the behaviorType enum) |
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bool fStartMsgSent; // flags to prevent multiple start and stop messages from being sent |
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bool fStopMsgSent; |
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}; |
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class Idle : public plHBehavior |
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{ |
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virtual void IStart(); |
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}; |
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class Run : public plHBehavior |
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{ |
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public: |
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virtual bool PreCondition(double time, float elapsed); |
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}; |
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class Walk : public plHBehavior |
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{ |
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public: |
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virtual bool PreCondition(double time, float elapsed); |
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}; |
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class WalkBack : public plHBehavior |
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{ |
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public: |
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virtual bool PreCondition(double time, float elapsed); |
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}; |
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class StepLeft : public plHBehavior |
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{ |
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public: |
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virtual bool PreCondition(double time, float elapsed); |
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}; |
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class StepRight : public plHBehavior |
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{ |
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public: |
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virtual bool PreCondition(double time, float elapsed); |
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}; |
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class StandingTurnLeft : public plHBehavior |
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{ |
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public: |
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virtual bool PreCondition(double time, float elapsed); |
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}; |
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class StandingTurnRight : public plHBehavior |
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{ |
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public: |
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virtual bool PreCondition(double time, float elapsed); |
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}; |
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class MovingTurn : public plHBehavior |
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{ |
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public: |
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protected: |
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void IStart(); |
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}; |
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class MovingTurnLeft : public MovingTurn |
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{ |
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public: |
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virtual bool PreCondition(double time, float elapsed); |
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}; |
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class MovingTurnRight : public MovingTurn |
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{ |
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public: |
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virtual bool PreCondition(double time, float elapsed); |
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}; |
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class Jump : public plHBehavior |
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{ |
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protected: |
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bool fReleased; |
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virtual void IStart(); |
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virtual void IStop(); |
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public: |
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Jump() : plHBehavior(), fReleased(true) {} |
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}; |
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class StandingJump : public Jump |
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{ |
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public: |
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virtual bool PreCondition(double time, float elapsed); |
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}; |
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class WalkingJump : public Jump |
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{ |
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public: |
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virtual bool PreCondition(double time, float elapsed); |
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}; |
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class RunningJump : public Jump |
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{ |
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public: |
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virtual bool PreCondition(double time, float elapsed); |
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}; |
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class GroundImpact : public plHBehavior |
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{ |
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public: |
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GroundImpact(); |
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virtual bool PreCondition(double time, float elapsed); |
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private: |
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virtual void IStop(); |
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float fDuration; |
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}; |
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class RunningImpact : public plHBehavior |
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{ |
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public: |
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RunningImpact(); |
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virtual bool PreCondition(double time, float elapsed); |
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private: |
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virtual void IStop(); |
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float fDuration; |
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}; |
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class Fall : public plHBehavior |
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{ |
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public: |
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virtual bool PreCondition(double time, float elapsed); |
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virtual void Process(double time, float elapsed); |
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}; |
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class Push : public plHBehavior |
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{ |
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public: |
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virtual void Process(double time, float elapsed); |
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}; |
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//class PushIdle : public Push |
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//{ |
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//public: |
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// virtual bool PreCondition(double time, float elapsed); |
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//}; |
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class PushWalk : public Push |
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{ |
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public: |
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virtual bool PreCondition(double time, float elapsed); |
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}; |
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bool PushSimpleMultiStage(plArmatureMod *avatar, const char *enterAnim, const char *idleAnim, |
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const char *exitAnim, bool netPropagate, bool autoExit, plAGAnim::BodyUsage bodyUsage, |
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plAvBrainGeneric::BrainType type = plAvBrainGeneric::kGeneric); |
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bool PushRepeatEmote(plArmatureMod* avatar, const plString& anim); |
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bool AvatarEmote(plArmatureMod *avatar, const char *emoteName); |
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#endif // PLAVBRAINHUMAN_INC
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