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