MyPhantomShape.cpp
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上传日期:2020-08-09
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文件大小:5k
- /*
- *
- * Confidential Information of Telekinesys Research Limited (t/a Havok). Not for disclosure or distribution without Havok's
- * prior written consent. This software contains code, techniques and know-how which is confidential and proprietary to Havok.
- * Level 2 and Level 3 source code contains trade secrets of Havok. Havok Software (C) Copyright 1999-2009 Telekinesys Research Limited t/a Havok. All Rights Reserved. Use of this software is subject to the terms of an end user license agreement.
- *
- */
- #include <ContentTools/Common/Filters/FilterTutorial/hctFilterTutorial.h>
- #include <ContentTools/Common/Filters/FilterTutorial/ConvertToPhantomAction/MyPhantomShape.h>
- #include <Physics/Dynamics/Action/hkpBinaryAction.h>
- #include <Physics/Dynamics/Entity/hkpRigidBody.h>
- //
- // Actions
- //
- // Apply a constant force to the rigid body
- // (Use a binary action so that it maintains a ref to the phantom)
- class MyWindAction : public hkpBinaryAction
- {
- public:
- MyWindAction( hkpRigidBody* phantom, hkpRigidBody* rb, const hkVector4& force ) : hkpBinaryAction(phantom,rb), m_force(force) {}
- MyWindAction( hkFinishLoadedObjectFlag flag ) : hkpBinaryAction(flag) {}
-
- /*virtual*/ void applyAction( const hkStepInfo& stepInfo )
- {
- hkpRigidBody* rb = (hkpRigidBody*)getEntityB();
- rb->applyForce( stepInfo.m_deltaTime, m_force );
- }
-
- /*virtual*/ MyWindAction* clone( const hkArray<hkpEntity*>& newEntities, const hkArray<hkpPhantom*>& newPhantoms ) const
- {
- return HK_NULL;
- }
-
- hkVector4 m_force;
- };
- // Apply a 'point' force to the rigid body
- class MyAttractAction : public hkpBinaryAction
- {
- public:
- MyAttractAction( hkpRigidBody* phantom, hkpRigidBody* rb, float strength ) : hkpBinaryAction(phantom,rb), m_strength(strength) {}
- MyAttractAction( hkFinishLoadedObjectFlag flag ) : hkpBinaryAction(flag) {}
-
- /*virtual*/ void applyAction( const hkStepInfo& stepInfo )
- {
- hkVector4 force;
- force.setSub4( getEntityA()->getMotion()->getPosition(), getEntityB()->getMotion()->getPosition() );
- float distance = force.length3();
- force.mul4( m_strength / ( ( distance * distance ) + HK_REAL_EPSILON ) );
-
- hkpRigidBody* rb = (hkpRigidBody*)getEntityB();
- rb->applyForce( stepInfo.m_deltaTime, force );
- }
-
- /*virtual*/ MyAttractAction* clone( const hkArray<hkpEntity*>& newEntities, const hkArray<hkpPhantom*>& newPhantoms ) const
- {
- return HK_NULL;
- }
-
- float m_strength;
- };
- //
- // hkpPhantom interface implementation
- //
- MyPhantomShape::MyPhantomShape()
- {
- m_actionType = ACTION_WIND;
- m_direction.setZero4();
- m_strength = 0.0f;
- }
- /*virtual*/ void MyPhantomShape::phantomEnterEvent( const hkpCollidable* phantomColl, const hkpCollidable* otherColl, const hkpCollisionInput& env )
- {
- hkpRigidBody* phantom = hkGetRigidBody( phantomColl );
- hkpRigidBody* rb = hkGetRigidBody( otherColl );
- if( !phantom || !rb )
- {
- return;
- }
-
- // Create the appropriate action
- hkpAction* action = HK_NULL;
- switch( m_actionType )
- {
- case ACTION_WIND:
- {
- hkVector4 force;
- force.setMul4( m_strength, m_direction );
- action = new MyWindAction( phantom, rb, force );
- }
- break;
- case ACTION_ATTRACT:
- {
- action = new MyAttractAction( phantom, rb, m_strength );
- }
- break;
- case ACTION_DEFLECT:
- {
- // use the attract action with a negative strength
- action = new MyAttractAction( phantom, rb, -m_strength );
- }
- break;
- }
-
- // Add it to the world
- if( action )
- {
- rb->getWorld()->addAction( action );
- action->removeReference();
- }
- }
- /*virtual*/ void MyPhantomShape::phantomLeaveEvent( const hkpCollidable* phantomColl, const hkpCollidable* otherColl )
- {
- hkpRigidBody* phantom = hkGetRigidBody( phantomColl );
- hkpRigidBody* rb = hkGetRigidBody( otherColl );
- if( !phantom || !rb )
- {
- return;
- }
-
- // Find and remove the appropriate action
- int numActions = phantom->getNumActions();
- for( int i=numActions-1; i>=0; --i )
- {
- hkpAction* action = phantom->getAction(i);
-
- if (action)
- {
- hkArray<hkpEntity*> entities;
- action->getEntities( entities );
- for( int j=0; j<entities.getSize(); ++j )
- {
- if( entities[j] == rb )
- {
- action->getWorld()->removeAction( action );
- }
- }
- }
- }
- }
- /*
- * Havok SDK - NO SOURCE PC DOWNLOAD, BUILD(#20090216)
- *
- * Confidential Information of Havok. (C) Copyright 1999-2009
- * Telekinesys Research Limited t/a Havok. All Rights Reserved. The Havok
- * Logo, and the Havok buzzsaw logo are trademarks of Havok. Title, ownership
- * rights, and intellectual property rights in the Havok software remain in
- * Havok and/or its suppliers.
- *
- * Use of this software for evaluation purposes is subject to and indicates
- * acceptance of the End User licence Agreement for this product. A copy of
- * the license is included with this software and is also available at www.havok.com/tryhavok.
- *
- */