Esempio n. 1
0
void plAvBrainCritter::IStartBehavior()
{
    if ((fNextMode >= fBehaviors.Count()) || (fNextMode < 0))
        return; // invalid fNextMode

    // fade in our behavior
    CritterBehavior* behavior = (CritterBehavior*)fBehaviors[fNextMode];
    behavior->SetStrength(1.f, fFadingNextBehavior ? behavior->FadeInLength() : 0.f);

    // if we start at a random point, do so
    if (behavior->RandomStartPoint())
    {
        float newStart = sRandom.RandZeroToOne() * behavior->GetAnimLength();
        behavior->SetAnimTime(newStart);
    }

    // clean up the internal variables
    fCurMode = fNextMode;
    fNextMode = -1;
}
hsBool plDynaRippleVSMgr::IRippleFromShape(const plPrintShape* shape, hsBool force)
{
    if( !ICheckRTMat() )
        return false;

    if( !shape )
        return false;

    hsBool retVal = false;

    plDynaDecalInfo& info = IGetDecalInfo(uintptr_t(shape), shape->GetKey());

    const hsMatrix44& shapeL2W = shape->GetOwner()->GetLocalToWorld();

    plConst(float) kMinDist(2.0f);
    plConst(float) kMinTime(1.5f);
    double t = hsTimer::GetSysSeconds();
    float dt = float(t - info.fLastTime) * sRand.RandZeroToOne();
    hsBool longEnough = (dt >= kMinTime);
    hsPoint3 xlate = shapeL2W.GetTranslate();
    hsBool farEnough = (hsVector3(&info.fLastPos, &xlate).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(float) kRandPert = 0.5f;
            randPert *= kRandPert;
        }
        else
        {
            plConst(float) kRandPert = 0.15f;
            randPert *= kRandPert;
        }
        pos += randPert;

        // Are we potentially touching the water?
        float waterHeight = fWaveSetBase->GetHeight();
        if( (pos.fZ - fScale.fZ * shape->GetHeight() < waterHeight)
            &&(pos.fZ + fScale.fZ * shape->GetHeight() > waterHeight) )
        {

            hsVector3 dir(fWaveSetBase->GetWindDir());
            hsVector3 up(0.f, 0.f, 1.f);

            float wid = hsMaximum(shape->GetWidth(), shape->GetLength());
            
            plConst(float) kMaxWaterDepth(1000.f);

            hsVector3 size(wid * fScale.fX, wid * fScale.fY, kMaxWaterDepth);
            fCutter->SetLength(size);
            fCutter->Set(pos, dir, up);


            hsBool hit = ICutoutTargets(t);
            if( hit )
            {
                info.fLastTime = t;
                info.fLastPos = shapeL2W.GetTranslate();
                retVal = true;
            }
            else
            {
                retVal = false; // No-effect else just for break points.
            }
        }
    }
    return retVal;
}