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.
228 lines
6.4 KiB
228 lines
6.4 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/>. |
|
|
|
Additional permissions under GNU GPL version 3 section 7 |
|
|
|
If you modify this Program, or any covered work, by linking or |
|
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
|
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
|
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
|
(or a modified version of those libraries), |
|
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
|
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
|
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
|
licensors of this Program grant you additional |
|
permission to convey the resulting work. Corresponding Source for a |
|
non-source form of such a combination shall include the source code for |
|
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
|
work. |
|
|
|
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 "plDynaWakeMgr.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 "plInterp/plAnimPath.h" |
|
|
|
#include "hsFastMath.h" |
|
#include "plMath/plRandom.h" |
|
static plRandom sRand; |
|
|
|
|
|
int plDynaWakeMgr::INewDecal() |
|
{ |
|
int idx = fDecals.GetCount(); |
|
|
|
plDynaWake* wake = TRACKED_NEW plDynaWake(); |
|
wake->fC1U = fInitUVW.fX; |
|
wake->fC2U = (fInitUVW.fX - fFinalUVW.fX) / (fLifeSpan * fFinalUVW.fX); |
|
|
|
wake->fC1V = fInitUVW.fY; |
|
wake->fC2V = (fInitUVW.fY - fFinalUVW.fY) / (fLifeSpan * fFinalUVW.fY); |
|
|
|
fDecals.Append(wake); |
|
|
|
return idx; |
|
} |
|
|
|
plDynaWakeMgr::plDynaWakeMgr() |
|
: |
|
fAnimPath(nil), |
|
fDefaultDir(0.f, 1.f, 0.f), |
|
fAnimWgt(0), |
|
fVelWgt(1.f) |
|
{ |
|
} |
|
|
|
plDynaWakeMgr::~plDynaWakeMgr() |
|
{ |
|
delete fAnimPath; |
|
} |
|
|
|
void plDynaWakeMgr::SetAnimPath(plAnimPath* a) |
|
{ |
|
delete fAnimPath; |
|
fAnimPath = a; |
|
} |
|
|
|
void plDynaWakeMgr::SetDefaultDir(const hsVector3& v) |
|
{ |
|
fDefaultDir = v; |
|
hsFastMath::Normalize(fDefaultDir); |
|
} |
|
|
|
void plDynaWakeMgr::Read(hsStream* stream, hsResMgr* mgr) |
|
{ |
|
plDynaRippleMgr::Read(stream, mgr); |
|
|
|
fDefaultDir.Read(stream); |
|
fAnimPath = plAnimPath::ConvertNoRef(mgr->ReadCreatable(stream)); |
|
|
|
fAnimWgt = stream->ReadLEScalar(); |
|
fVelWgt = stream->ReadLEScalar(); |
|
} |
|
|
|
void plDynaWakeMgr::Write(hsStream* stream, hsResMgr* mgr) |
|
{ |
|
plDynaRippleMgr::Write(stream, mgr); |
|
|
|
fDefaultDir.Write(stream); |
|
mgr->WriteCreatable(stream, fAnimPath); |
|
|
|
stream->WriteLEScalar(fAnimWgt); |
|
stream->WriteLEScalar(fVelWgt); |
|
} |
|
|
|
hsVector3 plDynaWakeMgr::IGetDirection(const plDynaDecalInfo& info, const hsPoint3& pos) const |
|
{ |
|
hsVector3 dir = fDefaultDir; |
|
// If we have an animpath, figure a direction based on position here |
|
if( fAnimPath ) |
|
{ |
|
hsVector3 animDir; |
|
hsPoint3 p = pos; |
|
hsScalar t = fAnimPath->GetExtremePoint(p); |
|
fAnimPath->SetCurTime(t, plAnimPath::kNone); |
|
|
|
fAnimPath->GetVelocity(&animDir); |
|
|
|
animDir *= fAnimWgt; |
|
|
|
dir += animDir; |
|
} |
|
|
|
// Now if we want to factor in velocity, we can use (pos - info.fLastPos) / (hsTimer::GetSysSeconds() - info.fLastTime) |
|
hsScalar dt = hsScalar(hsTimer::GetSysSeconds() - info.fLastTime); |
|
const hsScalar kMinDt = 1.e-3f; |
|
if( (info.fFlags & plDynaDecalInfo::kImmersed) && (dt > kMinDt) ) |
|
{ |
|
hsVector3 velDir(&pos, &info.fLastPos); |
|
|
|
velDir *= 1.f / dt * fVelWgt; |
|
|
|
dir += velDir; |
|
} |
|
hsFastMath::Normalize(dir); |
|
|
|
return dir; |
|
} |
|
|
|
hsBool plDynaWakeMgr::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(); |
|
|
|
static hsScalar kMinDist = 1.0f; |
|
static hsScalar kMinTime = 0.25f; |
|
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(); |
|
|
|
// Base the direction on the unperturbed pos. |
|
hsVector3 dir = IGetDirection(info, pos); |
|
|
|
// 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 ) |
|
{ |
|
static hsScalar kRandPert = 0.05f; |
|
randPert *= kRandPert * shape->GetWidth(); |
|
} |
|
else |
|
{ |
|
static hsScalar kRandPert = 0.05f; |
|
randPert *= kRandPert * shape->GetWidth(); |
|
} |
|
pos += randPert; |
|
|
|
hsVector3 up(0.f, 0.f, 1.f); |
|
|
|
static hsScalar kHeightScale = 1.f; |
|
pos.fZ += (shape->GetHeight() * fScale.fZ * kHeightScale) * 0.25f; |
|
|
|
pos += dir * shape->GetLength() * 0.5f * (1.f - fScale.fY); |
|
|
|
hsVector3 size(shape->GetWidth() * fScale.fX, shape->GetLength() * fScale.fY, shape->GetHeight() * fScale.fZ * kHeightScale); |
|
fCutter->SetLength(size); |
|
fCutter->Set(pos, dir, up); |
|
|
|
info.fLastTime = t; |
|
info.fLastPos = shapeL2W.GetTranslate(); |
|
|
|
hsBool hit = ICutoutTargets(t); |
|
if( hit ) |
|
retVal = true; |
|
} |
|
return retVal; |
|
} |