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/*==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/>.
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==*/
#if 0
// havok first
#include <hkdynamics/entity/rigidbody.h>
#include <hkdynamics/world/subspace.h>
#include "plAntiGravAction.h"
#include "pnSceneObject/plSceneObject.h"
#include "plHavok1/plHKPhysical.h"
#include "plAvatar/plSwimRegion.h"
#include "hsTimer.h"
// This is meant to be a specific physicsAction for the swim behavior
plAntiGravAction::plAntiGravAction(plHKPhysical *physical, plAGApplicator *rootApp) :
plAnimatedCallbackAction(physical, rootApp),
fOnGround(false),
fBuoyancy(1.f),
fSurfaceHeight(0.f),
fCurrentRegion(nil),
fHadContacts(false)
{
}
plSimDefs::ActionType plAntiGravAction::GetType()
{
return plSimDefs::kAntiGravAction;
}
void plAntiGravAction::apply(Havok::Subspace &space, Havok::hkTime time)
{
double elapsed = time.asDouble() - getRefresh().asDouble();
setRefresh(time);
IAdjustBuoyancy();
Havok::RigidBody *body = fPhysical->GetBody();
float mass = body->getMass();
Havok::Vector3 gravity = space.getGravity();
Havok::Vector3 force = -gravity * (mass * fBuoyancy);
body->applyForce(force);
hsVector3 vel;
fPhysical->GetLinearVelocitySim(vel);
fAnimPosVel.fZ = vel.fZ;
hsVector3 linCurrent(0.f, 0.f, 0.f);
hsScalar angCurrent = 0.f;
if (fCurrentRegion != nil)
fCurrentRegion->GetCurrent(fPhysical, linCurrent, angCurrent, (hsScalar)elapsed);
int numContacts = fPhysical->GetNumContacts();
fHadContacts = (numContacts > 0);
const Havok::Vector3 straightUp(0.0f, 0.0f, 1.0f);
fOnGround = false;
int i;
for (i = 0; i < numContacts; i++)
{
const Havok::ContactPoint *contact = fPhysical->GetContactPoint(i);
hsScalar dotUp = straightUp.dot(contact->m_normal);
if (dotUp > .5)
{
fOnGround = true;
break;
}
}
fPhysical->SetLinearVelocitySim(fAnimPosVel + linCurrent);
fPhysical->SetAngularVelocitySim(hsVector3(0.f, 0.f, fAnimAngVel + fTurnStr + angCurrent));
}
void plAntiGravAction::SetSurface(plSwimRegionInterface *region, hsScalar surfaceHeight)
{
fCurrentRegion = region;
if (region != nil)
fSurfaceHeight = surfaceHeight;
}
void plAntiGravAction::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;
}
hsMatrix44 l2w, w2l;
fPhysical->GetTransform(l2w, w2l);
float depth = fSurfaceHeight - surfaceDepth - l2w.GetTranslate().fZ;
if (depth < -1)
fBuoyancy = 0.f; // Same as being above ground. Plain old gravity.
else if (depth < 0)
fBuoyancy = 1 + depth;
else
{
hsVector3 vel;
fPhysical->GetLinearVelocitySim(vel);
if (vel.fZ > 0)
{
if (vel.fZ > fCurrentRegion->fMaxUpwardVel)
{
vel.fZ = fCurrentRegion->fMaxUpwardVel;
fPhysical->SetLinearVelocitySim(vel);
}
else
{
if (depth > 1)
fBuoyancy = fCurrentRegion->fUpBuoyancy;
else
fBuoyancy = (fCurrentRegion->fUpBuoyancy - 1) * depth + 1;
}
}
else
{
if (depth > 1)
fBuoyancy = fCurrentRegion->fDownBuoyancy;
else
fBuoyancy = (fCurrentRegion->fDownBuoyancy - 1) * depth + 1;
}
}
}
#endif