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.
 
 
 
 
 

233 lines
6.5 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/>.
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==*/
#include "hsTypes.h"
#include "plDynaRippleMgr.h"
#include "plDynaDecal.h"
#include "plPrintShape.h"
#include "plCutter.h"
#include "plgDispatch.h"
#include "hsStream.h"
#include "hsResMgr.h"
#include "hsTimer.h"
#include "plMessage/plDynaDecalEnableMsg.h"
#include "plMessage/plRippleShapeMsg.h"
#include "plMessage/plAvatarMsg.h"
#include "plAvatar/plAvBrainHuman.h"
#include "plAvatar/plArmatureMod.h"
#include "plMath/plRandom.h"
static plRandom sRand;
#include "plTweak.h"
static const UInt32 kNumPrintIDs = 5;
static const UInt32 kPrintIDs[kNumPrintIDs] =
{
plAvBrainHuman::TrunkPrint,
plAvBrainHuman::LHandPrint,
plAvBrainHuman::RHandPrint,
plAvBrainHuman::LFootPrint,
plAvBrainHuman::RFootPrint
};
int plDynaRippleMgr::INewDecal()
{
int idx = fDecals.GetCount();
#if 1
plDynaRipple* rip = TRACKED_NEW plDynaRipple();
rip->fC1U = fInitUVW.fX;
rip->fC2U = (fInitUVW.fX - fFinalUVW.fX) / (fLifeSpan * fFinalUVW.fX);
rip->fC1V = fInitUVW.fY;
rip->fC2V = (fInitUVW.fY - fFinalUVW.fY) / (fLifeSpan * fFinalUVW.fY);
fDecals.Append(rip);
#else
plDynaWave* wave = TRACKED_NEW plDynaWave();
static hsScalar kDefScrollRate = 0.1f;
wave->fScrollRate = kDefScrollRate;
fDecals.Append(wave);
#endif
return idx;
}
plDynaRippleMgr::plDynaRippleMgr()
:
fInitUVW(1.f,1.f,1.f),
fFinalUVW(1.f,1.f,1.f)
{
fPartIDs.SetCount(kNumPrintIDs);
int i;
for( i = 0; i < kNumPrintIDs; i++ )
fPartIDs[i] = kPrintIDs[i];
}
plDynaRippleMgr::~plDynaRippleMgr()
{
}
void plDynaRippleMgr::Read(hsStream* stream, hsResMgr* mgr)
{
plDynaDecalMgr::Read(stream, mgr);
fInitUVW.Read(stream);
fFinalUVW.Read(stream);
// plgDispatch::Dispatch()->RegisterForExactType(plRenderMsg::Index(), GetKey()); // ###HACKTEST
// plgDispatch::Dispatch()->RegisterForExactType(plListenerMsg::Index(), GetKey()); // ###HACKTEST
plgDispatch::Dispatch()->RegisterForExactType(plArmatureUpdateMsg::Index(), GetKey());
}
void plDynaRippleMgr::Write(hsStream* stream, hsResMgr* mgr)
{
plDynaDecalMgr::Write(stream, mgr);
fInitUVW.Write(stream);
fFinalUVW.Write(stream);
}
hsBool plDynaRippleMgr::MsgReceive(plMessage* msg)
{
plArmatureUpdateMsg* armMsg = plArmatureUpdateMsg::ConvertNoRef(msg);
if( armMsg && !armMsg->IsInvis())
{
int i;
for( i = 0; i < fPartIDs.GetCount(); i++ )
{
const plPrintShape* shape = IGetPrintShape(armMsg->fArmature, fPartIDs[i]);
if( shape )
{
plDynaDecalInfo& info = IGetDecalInfo(UInt32(shape), shape->GetKey());
if( IRippleFromShape(shape, false) )
{
INotifyActive(info, armMsg->fArmature->GetKey(), fPartIDs[i]);
}
else
{
INotifyInactive(info, armMsg->fArmature->GetKey(), fPartIDs[i]);
}
}
}
return true;
}
plRippleShapeMsg* shapeMsg = plRippleShapeMsg::ConvertNoRef(msg);
if( shapeMsg )
{
const plPrintShape* shape = shapeMsg->GetShape();
if( shape )
{
// Note we don't care about the return value here, because we only send notifies
// for avatar based ripples.
IRippleFromShape(shape);
}
return true;
}
return plDynaDecalMgr::MsgReceive(msg);
}
hsBool plDynaRippleMgr::IRippleFromShape(const plPrintShape* shape, hsBool force)
{
if( !shape )
return false;
hsBool retVal = false;
plDynaDecalInfo& info = IGetDecalInfo(UInt32(shape), shape->GetKey());
const hsMatrix44& shapeL2W = shape->GetOwner()->GetLocalToWorld();
plConst(hsScalar) kMinDist(2.0f);
plConst(hsScalar) kMinTime(1.5f);
double t = hsTimer::GetSysSeconds();
hsScalar dt = hsScalar(t - info.fLastTime) * sRand.RandZeroToOne();
hsBool longEnough = (dt >= kMinTime);
hsBool farEnough = (hsVector3(&info.fLastPos, &shapeL2W.GetTranslate()).Magnitude() > kMinDist);
if( force || longEnough || farEnough )
{
hsPoint3 pos = shapeL2W.GetTranslate();
// We'll perturb the position a little so it doesn't look quite so regular,
// but we perturb it more if we're just standing still
hsVector3 randPert(sRand.RandMinusOneToOne(), sRand.RandMinusOneToOne(), 0);
randPert.Normalize();
if( !farEnough )
{
plConst(hsScalar) kRandPert = 0.5f;
randPert *= kRandPert;
}
else
{
plConst(hsScalar) kRandPert = 0.15f;
randPert *= kRandPert;
}
pos += randPert;
hsVector3 dir(0.f, 1.f, 0.f);
hsVector3 up(0.f, 0.f, 1.f);
plConst(hsScalar) kHeightScale = 1.f;
pos.fZ += (shape->GetHeight() * fScale.fZ * kHeightScale) * 0.25f;
hsScalar wid = hsMaximum(shape->GetWidth(), shape->GetLength());
hsVector3 size(wid * fScale.fX, wid * fScale.fY, shape->GetHeight() * fScale.fZ * kHeightScale);
fCutter->SetLength(size);
fCutter->Set(pos, dir, up);
hsBool hit = ICutoutTargets(t);
if( hit )
{
retVal = true;
}
else
{
retVal = false; // No-effect else just for break points.
}
// This isn't ideal, but it's a quick fix. ICutoutTargets returns true if the center
// of our cutter hit a face, which is what we want for notifies. But here we want to
// know whether any decal faces were generated at all. At some point, I'll have ICutoutTargets
// return a bit field, with separate bits for different interesting cases. But for now, we'll
// just keep track of when we last TRIED to throw down a decal. That'll get rid of the
// current problem of tons of decals piling up when you are standing next to a puddle,
// so the center isn't covered, so last time doesn't get set, and there's no throttle
// on how frequently we throw down decals.
info.fLastTime = t;
info.fLastPos = shapeL2W.GetTranslate();
}
return retVal;
}