예제 #1
0
void VBlobShadowShader::UpdateShadow(const VBlobShadow *pShadow)
{
  if (m_iShadowTexSampler>=0)
  {
    VStateGroupTexture *pStateGroupTexture = GetStateGroupTexture(VSS_PixelShader, m_iShadowTexSampler);
    if (pStateGroupTexture != NULL)
      pStateGroupTexture->m_spCustomTex = pShadow->GetShadowTexture();
  }

  // update the uv projection planes
  const float fSizeX = pShadow->m_ShadowBox.getSizeX();
  const float fSizeY = pShadow->m_ShadowBox.getSizeY();

  hkvPlane planeU; 
  planeU.m_vNormal = hkvVec3(1.f/fSizeX, 0, 0);  
  planeU.m_fNegDist = -planeU.m_vNormal.dot (pShadow->m_ShadowBox.m_vMin);

  hkvPlane planeV; 
  planeV.m_vNormal = hkvVec3(0, 1.f/fSizeY, 0);  
  planeV.m_fNegDist = -planeV.m_vNormal.dot (pShadow->m_ShadowBox.m_vMin);

  GetConstantBuffer(VSS_VertexShader)->SetSingleRegisterF(m_iRegPlaneU, &planeU.m_vNormal.x);
  GetConstantBuffer(VSS_VertexShader)->SetSingleRegisterF(m_iRegPlaneV, &planeV.m_vNormal.x);

  // shadow color
  GetConstantBuffer(VSS_PixelShader)->SetSingleRegisterF(m_iRegColor, pShadow->m_vBlendColor.data);

  m_bModified = true;
}
void vHavokPointToPlaneConstraintDesc::Reset()
{
  vHavokConstraintDesc::Reset();

  m_vPointToPlanePivot = hkvVec3(0.0f, 0.0f, 0.0f);
  m_vPlaneNormal = hkvVec3(0.0f, 0.0f, 1.0f);
}
예제 #3
0
MergedModelFactory_cl::MergedModelFactory_cl()
{
  m_pMergedModelEntity = NULL;
  m_pPreviewModelEntities = NULL;

  m_iModelsToMerge = 2;
  m_bArmArmor = false;
  m_bShoulderArmor = false;
  m_bLegsArmor = false;
  m_bKneeArmor = false;
  m_bAccessoire = false;
  m_bBelt = false;
  m_bCloth = false;
  m_bBeard = false;
  m_bAxe = true;

  m_vPos = hkvVec3(0.f, 0.f, 0.f);
  m_vOri = hkvVec3(0.f, 0.f, 0.f);

  m_pPlayerCamera = new VPlayerCamera();
  m_pPlayerCamera->InitialYaw = 90.f;
  m_pPlayerCamera->RelativeLookAtHeight = 1.0f;
  m_pPlayerCamera->Follow = false;
  m_pPlayerCamera->Collides = false;
  m_pPlayerCamera->DepthOfField = true;
#if defined( _VISION_MOBILE )
  float fContentScaleFactor = Vision::Video.GetVideoConfig()->DisplayDensity;
  m_pPlayerCamera->CameraSensitivity /= fContentScaleFactor * 1.5f;
#endif
  m_pCameraEntity = Vision::Game.CreateEntity( "VisBaseEntity_cl", hkvVec3(0.f, 0.f, 100.f), "");
  m_pCameraEntity->AddComponent(m_pPlayerCamera);
}
예제 #4
0
void Vehicle::CacheEntities()
{
	
	hkvVec3 pos; 
	
	if(this->automated){
	 pos = hkvVec3(100,100,100);
	}
	else{
		pos = hkvVec3(-400,100,100);
	}
	m_chassis = Vision::Game.CreateEntity("VisBaseEntity_cl", pos, "Models\\DirtRacer.model");
	m_chassis->AddComponent(new vHavokRigidBody());
	VASSERT(m_chassis);
	if(!this->automated){
		m_camera = Vision::Game.CreateEntity("VisBaseEntity_cl", hkvVec3(100,100,100));
		VASSERT(m_camera);
	}
	//for (int wi = 0; wi < 4; wi ++)
	//{
	//  VString entityName;
	//  entityName.Format("CruiserWheel%d", wi);

	//  m_wheel[wi] = Vision::Game.SearchEntity(entityName);
	//  VASSERT(m_wheel[wi]);
	//}

	//m_shadowLight = Vision::Game.SearchLightSource("CruiserShadow");
	//VASSERT(m_shadowLight);
	//m_shadowLightOffset = m_shadowLight->GetRotationMatrix().transformDirection(hkvVec3(2500.0f, 0.0f, 0.0f));
}
void ConstraintVisualizer::RenderPrismaticBoxes (IVRenderInterface* pRenderer, const hkvVec3& vStartPos, const hkvVec3& vEndPos)
{
  const VColorRef colorIB(0, 0, 200);
  const VColorRef colorOB(180, 180, 180);

  // Calculate the look at matrix
  hkvMat3 lookAtMat (hkvNoInitialization);
  lookAtMat.setLookInDirectionMatrix (vEndPos - vStartPos);

  // Compute box widths, so that they work for all world scales
  float fVecLen = (vStartPos - vEndPos).getLength();
  const float fWidthIB = fVecLen / 100.0f;
  const float fWidthOB = fWidthIB * 2.0f;

  // Setup the two boxes
  hkvAlignedBBox bBoxInner (hkvVec3 (0, fWidthIB, fWidthIB), hkvVec3 (fVecLen/2, -fWidthIB, -fWidthIB));
  hkvAlignedBBox bBoxOuter (hkvVec3 (fVecLen/2, fWidthOB, fWidthOB), hkvVec3 (fVecLen, -fWidthOB, -fWidthOB));

  // Render the two bounding boxes
  VSimpleRenderState_t state(VIS_TRANSP_ALPHA, RENDERSTATEFLAG_FRONTFACE);
  hkvVec3 corners[8];

  const hkvMat4 ThisIsALookAtMatrixYARLY (lookAtMat, vStartPos);

  bBoxInner.getCorners(corners);
  ThisIsALookAtMatrixYARLY.transformPositions(corners, 8);

  pRenderer->RenderBox(corners,sizeof(hkvVec3),colorIB,state);

  bBoxOuter.getCorners(corners);
  ThisIsALookAtMatrixYARLY.transformPositions(corners, 8);

  pRenderer->RenderBox(corners,sizeof(hkvVec3),colorOB,state);
}
void VTerrainSectorRenderer::SetSector(VTerrainSector *pSector)
{
  const VTerrainConfig &config(pSector->m_Config);
  m_pSector = pSector;
  
  const int iSx = m_pSector->m_iIndexX;
  const int iSy = m_pSector->m_iIndexY;

  const int iCountX = (config.m_iSectorCount[0] == 1) ? 1 : (((iSx > 0) && (iSx < config.m_iSectorCount[0] - 1)) ? 3 : 2);
  const int iCountY = (config.m_iSectorCount[1] == 1) ? 1 : (((iSy > 0) && (iSy < config.m_iSectorCount[1] - 1)) ? 3 : 2);

  m_spOwner->EnsureSectorRangeLoaded(hkvMath::Max(0, iSx-1), hkvMath::Max(0, iSy-1), iCountX, iCountY);
  
  m_pRenderLoop->SetSector(m_pSector);
  m_pRenderLoop->m_pTargetData = m_spTargetData; // save next time...

  float fDistance = 0.0f;

  const int iBaseX = hkvMath::Max(0, m_pSector->m_iIndexX - 1);
  const int iBaseY = hkvMath::Max(0, m_pSector->m_iIndexY - 1);

  for (int x = 0; x < iCountX; ++x)
  {
    for (int y = 0; y < iCountY; ++y)
    {
      VTerrainSector* pCurrentSector = m_pSector->GetSectorManager()->GetSector(iBaseX + x, iBaseY + y);
      fDistance = hkvMath::Max(fDistance, hkvMath::Max(config.m_vTerrainPos.z, pCurrentSector->m_fMaxHeightValue) -
        hkvMath::Min(config.m_vTerrainPos.z, pCurrentSector->m_fMinHeightValue));
    }
  }

  // In case the terrain's sectors all have min/max height values of zero, a default distance of 100.0f is assumed.
  if (fDistance <= 0.0f)
    fDistance = 100.0f;

  hkvVec3 vCenter = m_pSector->GetSectorOrigin() + config.m_vSectorSize.getAsVec3(0.0f)*0.5f;
  vCenter.z = config.m_vTerrainPos.z + fDistance;

  hkvMat3 cameraMatrix (hkvNoInitialization);
  cameraMatrix.setLookInDirectionMatrix (hkvVec3(0, 0, -1), hkvVec3(0, 1, 0));

  m_pCamera->Set(cameraMatrix,vCenter);

  const float fWidth = (float)(m_spTargetTex->GetTextureWidth());
  const float fBorderWidth = ((config.m_vSectorSize.x * fWidth) / (fWidth - m_iBorderWidth*2));

  const float fHeigth = (float)(m_spTargetTex->GetTextureHeight());
  const float fBorderHeigth = ((config.m_vSectorSize.y * fHeigth) / (fHeigth - m_iBorderWidth*2));

  m_spContext->GetViewProperties()->setOrthographicSize(fBorderWidth, fBorderHeigth);

  

  const float fNear = 0.0f;
  const float fFar  = config.m_vTerrainPos.z + fDistance*2.0f;
  m_spContext->GetViewProperties()->setClipPlanes(fNear, fFar);

  m_pCamera->ReComputeVisibility();
}
예제 #7
0
void VParticleWallmark::InflateBoundingBox(hkvAlignedBBox &bbox)
{
  hkvVec3 vDist(distortion[0],distortion[1],distortion[2]);
  float fRadius = vDist.getLength();
  fRadius = hkvMath::Max(fRadius,size);
  hkvAlignedBBox thisBox(hkvVec3 (pos[0]-fRadius,pos[1]-fRadius,pos[2]-fRadius), hkvVec3 (pos[0]+fRadius,pos[1]+fRadius,pos[2]+fRadius));
  bbox.expandToInclude(thisBox);
}
// ----------------------------------------------------------------------------
void vHavokPointToPathConstraintDesc::Reset()
{
  vHavokConstraintDesc::Reset();

  m_vPathPivot = hkvVec3(0.0f, 0.0f, 0.0f);
  m_vPathDirection = hkvVec3(1.0f, 0.0f, 0.0f); 
  m_fPathLength = 0.0f;
  m_fFriction = 0.0f;           
}
VDecorationCollisionPrimitive* VTerrainDecorationEntityModel::GetCollisionSubObject(int iIndex)
{
  VASSERT(iIndex==0 && m_Properties.m_fCollisionCapsuleRadius>0.f);
  // The lower end should stick into the ground, the upper half-sphere should be inside the bounding box - if possible
  float fUpper = m_LocalBBox.m_vMax.z - m_Properties.m_fCollisionCapsuleRadius;
  float fLower = m_LocalBBox.m_vMin.z;
  if (fUpper<fLower) fUpper=fLower;
  m_CollisionCapsule.Set(hkvVec3(0,0,fLower), hkvVec3(0,0,fUpper), m_Properties.m_fCollisionCapsuleRadius);
  return &m_CollisionCapsule;
}
예제 #10
0
// ----------------------------------------------------------------------------
void vHavokConstraintDesc::Reset()
{
  m_spBodies[0] = NULL;
  m_spBodies[1] = NULL;
  m_vPivots[0] = hkvVec3(0, 0, 0);
  m_vPivots[1] = hkvVec3(0, 0, 0);

  m_bBreakable = false;
  m_fBreakThreshold = 1000.f;
  m_bRevertVelocityOnBreak = false;

  m_bMalleable = false;
  m_fConstraintStrength = 1.f;
}
예제 #11
0
void Vehicle::UpdateWheels()
{
	if (m_instance == HK_NULL)
		return;

	for (int wi = 0; wi < 4; wi ++)
	{
		if (m_wheel[wi] != NULL)
		{
			hkVector4 pos;
			hkQuaternion rot;
			m_instance->calcCurrentPositionAndRotation(m_instance->getChassis(), m_instance->m_suspension, wi, pos, rot);
			rot.normalize();
			hkTransform trans(rot, pos);

			// Convert to Vision space
			hkvVec3 position;
			hkvMat3 rotation;
			vHavokConversionUtils::PhysTransformToVisMatVec(trans, rotation, position);

			// Update wheel entity
			m_wheel[wi]->SetPosition(position);

			// Rotate the wheels on the left hand side of the car 180 degrees so their model is facing the right way
			if (wi % 2 == 1)
			{
				hkvMat3 flipWheelMatrix;
				flipWheelMatrix.setRotationMatrix(hkvVec3(1,0,0), 180.f);
				rotation = rotation.multiply(flipWheelMatrix);
			}

			m_wheel[wi]->SetRotationMatrix(rotation);
		}
	}
}
예제 #12
0
void VPathRenderingData::RemoveLinkRoll(hkvMat3 const& mPrevRot, hkvMat3& mRot, bool& bDirection) const
{
  hkvMat3 mPrevRotInv(mPrevRot);
  VVERIFY(mPrevRotInv.invert() == HKV_SUCCESS);

  // Calculate the rotation of the current link in the space of the
  // previous link
  hkvMat3 mThisInPrev = mPrevRotInv.multiply(mRot);

  // Check whether we are changing direction (that is, we have a sharp angle 
  // between two links). In this case, we need to change how we adjust the roll.
  hkvVec3 v2(mThisInPrev * hkvVec3(1, 0, 0));
  bool bChangingDirection = bDirection ? v2[0] > 0 : v2[0] < 0;
  if (bChangingDirection)
    bDirection = !bDirection;

  // Adjust the roll component
  float rgfThisInPrev[3];
  mThisInPrev.getAsEulerAngles(rgfThisInPrev[2], rgfThisInPrev[1], rgfThisInPrev[0]);

  if (bDirection)
    rgfThisInPrev[2] = 180.f;
  else
    rgfThisInPrev[2] = 0.f;

  mRot.setFromEulerAngles(rgfThisInPrev[2], rgfThisInPrev[1], rgfThisInPrev[0]);

  // Transform back to global space
  mRot = mPrevRot.multiply(mRot);
}
 ///\brief
 ///Evaluates the bounding box of the capsule
 inline void GetBoundingBox(hkvAlignedBBox &dest)
 {
   dest.m_vMin = m_vStartPosition;
   dest.m_vMax = m_vStartPosition;
   dest.expandToInclude(m_vStartPosition+m_vDirection*GetLength());
   dest.addBoundary (hkvVec3 (GetRadius()));
 }
예제 #14
0
파일: mArea.cpp 프로젝트: ymko13/Chaos
hkvVec3 mArea::TopLeft()
{
	float X = (startPoint.x >= endPoint.x) ? endPoint.x : startPoint.x;
	float Y = (startPoint.y >= endPoint.y) ? startPoint.y : endPoint.y;

	return hkvVec3(X,Y,0);
}
예제 #15
0
파일: mArea.cpp 프로젝트: ymko13/Chaos
hkvVec3 mArea::BottomRight()
{
	float X = (startPoint.x >= endPoint.x) ? startPoint.x : endPoint.x;
	float Y = (startPoint.y >= endPoint.y) ? endPoint.y : startPoint.y;

	return hkvVec3(X,Y,0);
}
예제 #16
0
// ----------------------------------------------------------------------------
void vHavokRagdollConstraintDesc::Reset()
{
    vHavokConstraintDesc::Reset();

    m_vPivot = hkvVec3::ZeroVector ();
    m_vTwistAxis = hkvVec3(1.f, 0.f, 0.f);
    m_vPlaneAxis = hkvVec3(0.f, 1.f, 0.f);
    m_fConeAngle = hkvMath::pi () / 4.f;
    m_fPlaneConeMinAngle = -hkvMath::pi () / 4.f;
    m_fPlaneConeMaxAngle = hkvMath::pi () / 4.f;
    m_fTwistMinAngle = -hkvMath::pi ();
    m_fTwistMaxAngle = hkvMath::pi ();
    m_bConeLimitStabilization = false;
    m_fMaxFrictionTorque = 0.f;
    m_fAngularLimitsTauFactor = 0.8f;
    m_fConeAngle = hkvMath::pi ()*0.5f;
}
예제 #17
0
void Vehicle::CacheEffects()
{
	VisParticleEffectFile_cl* fxDustTrail = VisParticleGroupManager_cl::GlobalManager().LoadFromFile("Particles\\Car_DustTrail_Sand_SingleTire.xml");
	VASSERT(fxDustTrail);
	VisParticleEffectFile_cl* fxTyreMark = VisParticleGroupManager_cl::GlobalManager().LoadFromFile("Particles\\Car_Tyremark_Sand.xml");
	VASSERT(fxTyreMark);

	for (int wi = 0; wi < 4; wi ++)
	{
		m_wheelFX[wi] = fxDustTrail->CreateParticleEffectInstance(hkvVec3(0.f, 0.f, 0.f), hkvVec3(0.f, 0.f, 0.f), 1.0f);
		m_tyremarkFX[wi] = fxTyreMark->CreateParticleEffectInstance(hkvVec3(0.f, 0.f, 0.f), hkvVec3(0.f, 0.f, 0.f), 1.0f);

		// Tweak the particle color
		m_wheelFX[wi]->SetAmbientColor(VColorRef(75, 75, 75, 255));
		m_tyremarkFX[wi]->SetAmbientColor(VColorRef(75, 75, 75, 255));
	}
}
// ----------------------------------------------------------------------------
void vHavokPulleyConstraintDesc::Reset()
{
  vHavokConstraintDesc::Reset();

  m_vPulleyPivots[0] = m_vPulleyPivots[1] = hkvVec3(0.0f, 0.0f, 0.0f);
  m_fLeverage = 0.0f;
  m_fRopeLength = 0.0f;
}
예제 #19
0
void RPG_InventoryHandler::DebugDisplayInventory()
{
  const float verticalOffset = 350.f; //@todo: Get the character's height here & replace offset magic number
  VString msg, tempLine; //@todo: Is there a less crufty way to build these strings?

  // add inventory list
  for (int i = 0; i < m_inventoryCollection.Count (); ++i)
  {
    tempLine.Format("Item #%i - %s\n", i, m_inventoryCollection.GetAt(i)->GetName().AsChar());
    msg += tempLine;
  }

  tempLine.Format("Equipped:\n");
  msg += tempLine;

  // add equipped weapon info
  if (GetEquippedWeapon())
  {
    tempLine.Format("Equipped weapon: %s (Dmg: %.1f%%%% - %.1f%%%%, Spd: %.1f%%%%, Rng: %.1f)\n", 
      GetEquippedWeapon()->GetName().AsChar(), 
      GetEquippedWeapon()->GetMinDamage(), 
      GetEquippedWeapon()->GetMaxDamage(),
      GetEquippedWeapon()->GetSpeed(),
      GetEquippedWeapon()->GetRange()
      );
  }
  else
  {
    tempLine.Format("Equipped weapon: None\n");
  }
  msg += tempLine;

  // add equipped armor info
  tempLine.Format("Equipped armor: %s (%i), %s (%i), %s (%i),\n      %s (%i), %s (%i), %s (%i)\n", 
    GetEquippedArmor(ES_Helmet) ? GetEquippedArmor(ES_Helmet)->GetName().AsChar() : "<None>", 
    GetEquippedArmor(ES_Helmet) ? GetEquippedArmor(ES_Helmet)->GetArmorValue() : 0,

    GetEquippedArmor(ES_Chest) ? GetEquippedArmor(ES_Chest)->GetName().AsChar() : "<None>", 
    GetEquippedArmor(ES_Chest) ? GetEquippedArmor(ES_Chest)->GetArmorValue() : 0,

    GetEquippedArmor(ES_Gloves) ? GetEquippedArmor(ES_Gloves)->GetName().AsChar() : "<None>", 
    GetEquippedArmor(ES_Gloves) ? GetEquippedArmor(ES_Gloves)->GetArmorValue() : 0,

    GetEquippedArmor(ES_Shoulder) ? GetEquippedArmor(ES_Shoulder)->GetName().AsChar() : "<None>",
    GetEquippedArmor(ES_Shoulder) ? GetEquippedArmor(ES_Shoulder)->GetArmorValue() : 0,

    GetEquippedArmor(ES_Belt) ? GetEquippedArmor(ES_Belt)->GetName().AsChar() : "<None>", 
    GetEquippedArmor(ES_Belt) ? GetEquippedArmor(ES_Belt)->GetArmorValue() : 0,

    GetEquippedArmor(ES_Boots) ? GetEquippedArmor(ES_Boots)->GetName().AsChar() : "<None>",
    GetEquippedArmor(ES_Boots) ? GetEquippedArmor(ES_Boots)->GetArmorValue() : 0
    );
  msg += tempLine;

  // display the message
  const hkvVec3 vPos = m_characterOwner->GetPosition() + hkvVec3(0.0f, 0.0f, verticalOffset);
  Vision::Message.DrawMessage3D(msg, vPos);
}
void VLineFollowerComponent::CommonInit()
{
  StartAnimation(Model_AnimationName);

  if (m_pPhys)
    m_pPhys->SetDebugRendering(Debug_RenderMesh);

  m_mDeltaRotation.setRotationMatrix (hkvVec3(0,0,1), Model_DeltaRotation);
}
 EngineInstanceFmodCollisionMesh::EngineInstanceFmodCollisionMesh()
 {
   m_bIsVisible = true;
   m_bSelected = false;  
   m_pEntity = Vision::Game.CreateEntity("VisBaseEntity_cl", hkvVec3(0.0f,0.0f,0.0f), NULL);
   m_pStaticMeshInst = NULL;
   m_pMeshInstance = new VFmodCollisionMeshInstance();
   m_pEntity->AttachToParent(m_pMeshInstance); // move with it
 }
// ----------------------------------------------------------------------------
void vHavokHingeConstraintDesc::Reset()
{
    vHavokConstraintDesc::Reset();

    m_vHingePivot = hkvVec3::ZeroVector ();
    m_vRotAxis = hkvVec3(1.f, 0.f, 0.f);
    m_bUseLimits = false;
    m_fAngleMin = -180.f;
    m_fAngleMax = 180.f;
}
예제 #23
0
VisBaseEntity_cl* IController::AddCube(float x, float y, float z) {
    VisBaseEntity_cl *ent = Vision::Game.CreateEntity("VisBaseEntity_cl", hkvVec3(x, y, z), "Models\\Misc\\Cube.Model");
    vHavokRigidBody *cube = new vHavokRigidBody();
    cube->Havok_TightFit = true;
    ent->AddComponent(cube);
    //EntityStack stack = *entityStack;
    //stack.push(ent);
    entityStack->push(ent);
    return ent;
}
예제 #24
0
VisBaseEntity_cl* IController::AddRagdoll(float x, float y, float z) {
    VisBaseEntity_cl *ent = Vision::Game.CreateEntity("VisBaseEntity_cl", hkvVec3(x, y, z), "Models\\Warrior\\Warrior.model");
    vHavokRagdoll *ragdoll = new vHavokRagdoll();
    ragdoll->SetRagdollCollisionFile("Models\\Warrior\\WarriorRagdoll.hkt");
    ent->AddComponent(ragdoll);
    //EntityStack stack = *entityStack;
    //stack.push(ent);
    entityStack->push(ent);
    return ent;
}
예제 #25
0
VisBaseEntity_cl* IController::AddSphere(float x, float y, float z) {
    VisBaseEntity_cl *ent = Vision::Game.CreateEntity("VisBaseEntity_cl", hkvVec3(x, y, z), "Models\\Misc\\Sphere.Model");
    vHavokRigidBody *sphere = new vHavokRigidBody();
    sphere->Havok_TightFit = true;
    sphere->Havok_Restitution = 1.0f;
    ent->AddComponent(sphere);
    //EntityStack stack = *entityStack;
    //stack.push(ent);
    entityStack->push(ent);
    return ent;
}
예제 #26
0
VisBaseEntity_cl* RPG_GameManager::SpawnPlayer(const VString& prefabName)
{
  VisBaseEntity_cl* entity = NULL;

  if(m_levelInfo)
  {
      RPG_PlayerSpawnPoint* playerSpawnPoint = m_levelInfo->GetInitialPlayerSpawnPoint();

      if(playerSpawnPoint)
      {
        entity = CreateEntityFromPrefab(prefabName, playerSpawnPoint->GetPosition(), playerSpawnPoint->GetOrientation());
      }
      else
      {
        entity = CreateEntityFromPrefab(prefabName, hkvVec3(0.0f, 0.0f, 0.0f), hkvVec3(0.0f, 0.0f, 0.0f));
      }
  }

  return entity;
}
예제 #27
0
//////////////////////////// Water Simulation Controls //////////////////////////////////////////////////////////////
VisBaseEntity_cl *IController::AddWaterDrop(float x, float y, float z, float scaling) {
    VisBaseEntity_cl *ent = Vision::Game.CreateEntity("VisBaseEntity_cl", hkvVec3(x, y, z), "Assets\\Models\\Misc\\Sphere.Model");
    ent->SetScaling(scaling);
    vHavokRigidBody *sphere = new vHavokRigidBody();
    sphere->Havok_TightFit = true;
    sphere->Havok_Restitution = .35f;
    ent->AddComponent(sphere);
    ent->Tag();
    entityStack->push(ent);
    return ent;
}
예제 #28
0
void VFpsCameraEntity::UpdateCharacterController()
{
  if (m_pCharacterController == NULL)
    return;

  const float fActualStandHeight = hkvMath::Max(m_fHeight, m_fEyeHeight);
  const float fActualRadius = hkvMath::Min(m_fRadius, fActualStandHeight * 0.5f);

  m_pCharacterController->Capsule_Radius = fActualRadius;
  m_pCharacterController->Character_Top = hkvVec3(0.0f, 0.0f, fActualStandHeight - m_fEyeHeight);
  m_pCharacterController->Character_Bottom = hkvVec3(0.0f, 0.0f, -m_fEyeHeight);
  m_pCharacterController->Step_Height = fActualStandHeight / 3.0f;
  m_pCharacterController->Jump_Height = (fActualStandHeight / 3.0f) * vHavokConversionUtils::GetVision2HavokScale();

  // Re-create the Havok Physics controller if it was already initialized.
  if (m_pCharacterController->GetCharacterProxy() != NULL)
  {
    m_pCharacterController->DeleteHavokController();
    m_pCharacterController->CreateHavokController();
  }
}
void VLineFollowerComponent::PerFrameUpdate()
{
  VisBaseEntity_cl* pOwner = (VisBaseEntity_cl *)GetOwner();
  if (!pOwner || !m_pFollowPath)
    return;
    
  hkvVec3 vPos;
  hkvVec3 vDir;
  m_pFollowPath->EvalPoint(m_fCurrentPathPos, vPos, &vDir);
  vPos.z = pOwner->GetPosition().z;
  float fDiff  = Vision::GetTimer()->GetTimeDifference();

  if((vPos - pOwner->GetPosition()).getLength() < Path_TriggerDistance)
  {
    if(fDiff>0.1) 
      m_fCurrentPathPos += (3/Path_NumberSteps);
    else
      m_fCurrentPathPos += (1/Path_NumberSteps);

    if (m_fCurrentPathPos>1.f)
    {
      if (m_pFollowPath->IsClosed())
        m_fCurrentPathPos = hkvMath::mod (m_fCurrentPathPos,1.f);
      else
        m_fCurrentPathPos = 1.f;
    }

    m_pFollowPath->EvalPoint(m_fCurrentPathPos, vPos, &vDir);
    vPos.z = pOwner->GetPosition().z;
    if(Vision::Editor.IsAnimatingOrPlaying() && Debug_DisplayBoxes) 
      Vision::Game.DrawCube(vPos,80.f);
  } 
  else
  {
    if(Vision::Editor.IsAnimatingOrPlaying() && Debug_DisplayBoxes) 
      Vision::Game.DrawCube(vPos,80.f,V_RGBA_YELLOW);
  }

  // Orient the entity in the right direction
  hkvMat3 mRot(hkvNoInitialization);
  mRot.setLookInDirectionMatrix (vPos - pOwner->GetPosition());

  mRot = mRot.multiply (m_mDeltaRotation);
  pOwner->SetRotationMatrix(mRot);
  
  // The animation we are playing should have motion delta which will 
  // move towards the target position. No animation, well lets add at
  // least some motion delta
  if (!m_bPlayingAnim) 
  {
    pOwner->SetMotionDeltaLocalSpace( hkvVec3(1.f,0.f,0.f)*(Model_CapsuleRadius*fDiff) );
  }
}
// ----------------------------------------------------------------------------
void vHavokConstraintChainDesc::Reset()
{
  m_spAnchorBodies[0] = NULL;
  m_spAnchorBodies[1] = NULL;

  m_vAnchorPivots[0] = hkvVec3(0, 0, 0);
  m_vAnchorPivots[1] = hkvVec3(0, 0, 0);


  m_fLinkLength = 10.f;
  m_fLinkGap = 0.f;
  m_fDiameter = 1.0f;
  m_fMaterialDensity = 1.0f * 1e3f;
  m_fMaterialStretchingConstant = 1.0f * 1e9f;
  
  m_fChainDamping = 1.0f;
  m_fLinkLinearDamping = 0.1f;
  m_fLinkAngularDamping = 0.1f;

  m_bCalculateLinkInertia = false;
  m_vInertiaTensorAxisScaling.set (1.0f);
  m_fInertiaTensorUniformScaling = 1.f;

  m_iLinkCollisionGroup = 0;
  m_iLinkCollisionLayer = 0;
  m_iLinkSubSystemId = 0;
  m_iLinkSubSystemDontCollideWith = 0;

  m_bComputeCfm = false;
  m_fCfmFactor = 1.f;
  m_fFixedCfm = 0.0001f;

  m_bUseAngularFriction = false;
  m_fFrictionFactorMin = 0.3f;
  m_fFrictionFactorMax = 30.f;
  m_fBaseTension = 0.f;

  if (m_pszPathKey)
    V_SAFE_STRFREE(m_pszPathKey);
}