Torque3D/Engine/source/T3D/player.cpp

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
// Copyright (C) 2015 Faust Logic, Inc.
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#include "platform/platform.h"
#include "T3D/player.h"
#include "platform/profiler.h"
#include "math/mMath.h"
#include "math/mathIO.h"
#include "core/resourceManager.h"
#include "core/stringTable.h"
#include "core/volume.h"
#include "core/stream/bitStream.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
#include "collision/extrudedPolyList.h"
#include "collision/clippedPolyList.h"
#include "collision/earlyOutPolyList.h"
#include "ts/tsShapeInstance.h"
#include "sfx/sfxSystem.h"
#include "sfx/sfxTrack.h"
#include "sfx/sfxSource.h"
#include "sfx/sfxTypes.h"
#include "scene/sceneManager.h"
#include "scene/sceneRenderState.h"
#include "T3D/gameBase/gameConnection.h"
#include "T3D/trigger.h"
#include "T3D/physicalZone.h"
#include "T3D/item.h"
#include "T3D/missionArea.h"
#include "T3D/fx/particleEmitter.h"
#include "T3D/fx/cameraFXMgr.h"
#include "T3D/fx/splash.h"
#include "T3D/tsStatic.h"
#include "T3D/physics/physicsPlugin.h"
#include "T3D/physics/physicsPlayer.h"
#include "T3D/decal/decalManager.h"
#include "T3D/decal/decalData.h"
#include "materials/baseMatInstance.h"
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#include "math/mathUtils.h"
#include "gfx/sim/debugDraw.h"
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#ifdef TORQUE_EXTENDED_MOVE
#include "T3D/gameBase/extended/extendedMove.h"
#endif
#ifdef TORQUE_OPENVR
#include "platform/input/openVR/openVRProvider.h"
#include "platform/input/openVR/openVRTrackedObject.h"
#endif
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// Amount of time if takes to transition to a new action sequence.
static F32 sAnimationTransitionTime = 0.25f;
static bool sUseAnimationTransitions = true;
static F32 sLandReverseScale = 0.25f;
static F32 sSlowStandThreshSquared = 1.69f;
static S32 sRenderMyPlayer = true;
static S32 sRenderMyItems = true;
static bool sRenderPlayerCollision = false;
// Chooses new action animations every n ticks.
static const F32 sNewAnimationTickTime = 4.0f;
static const F32 sMountPendingTickWait = 13.0f * F32(TickMs);
// Number of ticks before we pick non-contact animations
static const S32 sContactTickTime = 10;
// Movement constants
static F32 sVerticalStepDot = 0.173f; // 80
static F32 sMinFaceDistance = 0.01f;
static F32 sTractionDistance = 0.04f;
static F32 sNormalElasticity = 0.01f;
static U32 sMoveRetryCount = 5;
static F32 sMaxImpulseVelocity = 200.0f;
// Move triggers
static S32 sJumpTrigger = 2;
static S32 sCrouchTrigger = 3;
static S32 sProneTrigger = 4;
static S32 sSprintTrigger = 5;
static S32 sImageTrigger0 = 0;
static S32 sImageTrigger1 = 1;
static S32 sJumpJetTrigger = 1;
static S32 sVehicleDismountTrigger = 2;
// Client prediction
static F32 sMinWarpTicks = 0.5f; // Fraction of tick at which instant warp occurs
static S32 sMaxWarpTicks = 3; // Max warp duration in ticks
static S32 sMaxPredictionTicks = 30; // Number of ticks to predict
S32 Player::smExtendedMoveHeadPosRotIndex = 0; // The ExtendedMove position/rotation index used for head movements
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//
static U32 sCollisionMoveMask = TerrainObjectType |
WaterObjectType |
PlayerObjectType |
StaticShapeObjectType |
VehicleObjectType |
PhysicalZoneObjectType;
static U32 sServerCollisionContactMask = sCollisionMoveMask |
ItemObjectType |
TriggerObjectType |
CorpseObjectType;
static U32 sClientCollisionContactMask = sCollisionMoveMask |
TriggerObjectType;
enum PlayerConstants {
JumpSkipContactsMax = 8
};
//----------------------------------------------------------------------------
// Player shape animation sequences:
// Action Animations:
PlayerData::ActionAnimationDef PlayerData::ActionAnimationList[NumTableActionAnims] =
{
// *** WARNING ***
// This array is indexed using the enum values defined in player.h
// Root is the default animation
{ "root" }, // RootAnim,
// These are selected in the move state based on velocity
{ "run", { 0.0f, 1.0f, 0.0f } }, // RunForwardAnim,
{ "back", { 0.0f,-1.0f, 0.0f } }, // BackBackwardAnim
{ "side", {-1.0f, 0.0f, 0.0f } }, // SideLeftAnim,
{ "side_right", { 1.0f, 0.0f, 0.0f } }, // SideRightAnim,
{ "sprint_root" },
{ "sprint_forward", { 0.0f, 1.0f, 0.0f } },
{ "sprint_backward", { 0.0f,-1.0f, 0.0f } },
{ "sprint_side", {-1.0f, 0.0f, 0.0f } },
{ "sprint_right", { 1.0f, 0.0f, 0.0f } },
{ "crouch_root" },
{ "crouch_forward", { 0.0f, 1.0f, 0.0f } },
{ "crouch_backward", { 0.0f,-1.0f, 0.0f } },
{ "crouch_side", {-1.0f, 0.0f, 0.0f } },
{ "crouch_right", { 1.0f, 0.0f, 0.0f } },
{ "prone_root" },
{ "prone_forward", { 0.0f, 1.0f, 0.0f } },
{ "prone_backward", { 0.0f,-1.0f, 0.0f } },
{ "swim_root" },
{ "swim_forward", { 0.0f, 1.0f, 0.0f } },
{ "swim_backward", { 0.0f,-1.0f, 0.0f } },
{ "swim_left", {-1.0f, 0.0f, 0.0f } },
{ "swim_right", { 1.0f, 0.0f, 0.0f } },
// These are set explicitly based on player actions
{ "fall" }, // FallAnim
{ "jump" }, // JumpAnim
{ "standjump" }, // StandJumpAnim
{ "land" }, // LandAnim
{ "jet" }, // JetAnim
};
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
IMPLEMENT_CO_DATABLOCK_V1(PlayerData);
ConsoleDocClass( PlayerData,
"@brief Defines properties for a Player object.\n\n"
"@see Player\n"
"@ingroup gameObjects\n"
);
IMPLEMENT_CALLBACK( PlayerData, onPoseChange, void, ( Player* obj, const char* oldPose, const char* newPose ), ( obj, oldPose, newPose ),
"@brief Called when the player changes poses.\n\n"
"@param obj The Player object\n"
"@param oldPose The pose the player is switching from.\n"
"@param newPose The pose the player is switching to.\n");
IMPLEMENT_CALLBACK( PlayerData, onStartSwim, void, ( Player* obj ), ( obj ),
"@brief Called when the player starts swimming.\n\n"
"@param obj The Player object\n" );
IMPLEMENT_CALLBACK( PlayerData, onStopSwim, void, ( Player* obj ), ( obj ),
"@brief Called when the player stops swimming.\n\n"
"@param obj The Player object\n" );
IMPLEMENT_CALLBACK( PlayerData, onStartSprintMotion, void, ( Player* obj ), ( obj ),
"@brief Called when the player starts moving while in a Sprint pose.\n\n"
"@param obj The Player object\n" );
IMPLEMENT_CALLBACK( PlayerData, onStopSprintMotion, void, ( Player* obj ), ( obj ),
"@brief Called when the player stops moving while in a Sprint pose.\n\n"
"@param obj The Player object\n" );
IMPLEMENT_CALLBACK( PlayerData, doDismount, void, ( Player* obj ), ( obj ),
"@brief Called when attempting to dismount the player from a vehicle.\n\n"
"It is up to the doDismount() method to actually perform the dismount. Often "
"there are some conditions that prevent this, such as the vehicle moving too fast.\n"
"@param obj The Player object\n" );
IMPLEMENT_CALLBACK( PlayerData, onEnterLiquid, void, ( Player* obj, F32 coverage, const char* type ), ( obj, coverage, type ),
"@brief Called when the player enters a liquid.\n\n"
"@param obj The Player object\n"
"@param coverage Percentage of the player's bounding box covered by the liquid\n"
"@param type The type of liquid the player has entered\n" );
IMPLEMENT_CALLBACK( PlayerData, onLeaveLiquid, void, ( Player* obj, const char* type ), ( obj, type ),
"@brief Called when the player leaves a liquid.\n\n"
"@param obj The Player object\n"
"@param type The type of liquid the player has left\n" );
IMPLEMENT_CALLBACK( PlayerData, animationDone, void, ( Player* obj ), ( obj ),
"@brief Called on the server when a scripted animation completes.\n\n"
"@param obj The Player object\n"
"@see Player::setActionThread() for setting a scripted animation and its 'hold' parameter to "
"determine if this callback is used.\n" );
IMPLEMENT_CALLBACK( PlayerData, onEnterMissionArea, void, ( Player* obj ), ( obj ),
"@brief Called when the player enters the mission area.\n\n"
"@param obj The Player object\n"
"@see MissionArea\n" );
IMPLEMENT_CALLBACK( PlayerData, onLeaveMissionArea, void, ( Player* obj ), ( obj ),
"@brief Called when the player leaves the mission area.\n"
"@param obj The Player object\n"
"@see MissionArea\n" );
PlayerData::PlayerData()
{
shadowEnable = true;
shadowSize = 256;
shadowProjectionDistance = 14.0f;
renderFirstPerson = true;
firstPersonShadows = false;
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// Used for third person image rendering
imageAnimPrefix = StringTable->EmptyString();
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allowImageStateAnimation = false;
// Used for first person image rendering
imageAnimPrefixFP = StringTable->EmptyString();
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for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
{
shapeNameFP[i] = StringTable->EmptyString();
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mCRCFP[i] = 0;
mValidShapeFP[i] = false;
}
pickupRadius = 0.0f;
minLookAngle = -1.4f;
maxLookAngle = 1.4f;
maxFreelookAngle = 3.0f;
maxTimeScale = 1.5f;
mass = 9.0f; // from ShapeBase
maxEnergy = 60.0f; // from ShapeBase
drag = 0.3f; // from ShapeBase
density = 1.1f; // from ShapeBase
maxStepHeight = 1.0f;
runSurfaceAngle = 80.0f;
fallingSpeedThreshold = -10.0f;
recoverDelay = 30;
recoverRunForceScale = 1.0f;
landSequenceTime = 0.0f;
transitionToLand = false;
// Running/Walking
runForce = 40.0f * 9.0f;
runEnergyDrain = 0.0f;
minRunEnergy = 0.0f;
maxForwardSpeed = 10.0f;
maxBackwardSpeed = 10.0f;
maxSideSpeed = 10.0f;
// Jumping
jumpForce = 75.0f;
jumpEnergyDrain = 0.0f;
minJumpEnergy = 0.0f;
jumpSurfaceAngle = 78.0f;
jumpDelay = 30;
minJumpSpeed = 500.0f;
maxJumpSpeed = 2.0f * minJumpSpeed;
// Sprinting
sprintForce = 50.0f * 9.0f;
sprintEnergyDrain = 0.0f;
minSprintEnergy = 0.0f;
maxSprintForwardSpeed = 15.0f;
maxSprintBackwardSpeed = 10.0f;
maxSprintSideSpeed = 10.0f;
sprintStrafeScale = 1.0f;
sprintYawScale = 1.0f;
sprintPitchScale = 1.0f;
sprintCanJump = true;
// Swimming
swimForce = 55.0f * 9.0f;
maxUnderwaterForwardSpeed = 6.0f;
maxUnderwaterBackwardSpeed = 6.0f;
maxUnderwaterSideSpeed = 6.0f;
// Crouching
crouchForce = 45.0f * 9.0f;
maxCrouchForwardSpeed = 4.0f;
maxCrouchBackwardSpeed = 4.0f;
maxCrouchSideSpeed = 4.0f;
// Prone
proneForce = 45.0f * 9.0f;
maxProneForwardSpeed = 2.0f;
maxProneBackwardSpeed = 2.0f;
maxProneSideSpeed = 0.0f;
// Jetting
jetJumpForce = 0;
jetJumpEnergyDrain = 0;
jetMinJumpEnergy = 0;
jetJumpSurfaceAngle = 78;
jetMinJumpSpeed = 20;
jetMaxJumpSpeed = 100;
horizMaxSpeed = 80.0f;
horizResistSpeed = 38.0f;
horizResistFactor = 1.0f;
upMaxSpeed = 80.0f;
upResistSpeed = 38.0f;
upResistFactor = 1.0f;
minImpactSpeed = 25.0f;
minLateralImpactSpeed = 25.0f;
decalData = NULL;
decalID = 0;
decalOffset = 0.0f;
actionCount = 0;
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lookAction = 0;
// size of bounding box
boxSize.set(1.0f, 1.0f, 2.3f);
crouchBoxSize.set(1.0f, 1.0f, 2.0f);
proneBoxSize.set(1.0f, 2.3f, 1.0f);
swimBoxSize.set(1.0f, 2.3f, 1.0f);
// location of head, torso, legs
boxHeadPercentage = 0.85f;
boxTorsoPercentage = 0.55f;
// damage locations
boxHeadLeftPercentage = 0;
boxHeadRightPercentage = 1;
boxHeadBackPercentage = 0;
boxHeadFrontPercentage = 1;
for (S32 i = 0; i < MaxSounds; i++)
sound[i] = NULL;
footPuffEmitter = NULL;
footPuffID = 0;
footPuffNumParts = 15;
footPuffRadius = .25f;
dustEmitter = NULL;
dustID = 0;
splash = NULL;
splashId = 0;
splashVelocity = 1.0f;
splashAngle = 45.0f;
splashFreqMod = 300.0f;
splashVelEpsilon = 0.25f;
bubbleEmitTime = 0.4f;
medSplashSoundVel = 2.0f;
hardSplashSoundVel = 3.0f;
exitSplashSoundVel = 2.0f;
footSplashHeight = 0.1f;
dMemset( splashEmitterList, 0, sizeof( splashEmitterList ) );
dMemset( splashEmitterIDList, 0, sizeof( splashEmitterIDList ) );
groundImpactMinSpeed = 10.0f;
groundImpactShakeFreq.set( 10.0f, 10.0f, 10.0f );
groundImpactShakeAmp.set( 20.0f, 20.0f, 20.0f );
groundImpactShakeDuration = 1.0f;
groundImpactShakeFalloff = 10.0f;
// Air control
airControl = 0.0f;
jumpTowardsNormal = true;
physicsPlayerType = StringTable->EmptyString();
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dMemset( actionList, 0, sizeof(actionList) );
}
bool PlayerData::preload(bool server, String &errorStr)
{
if(!Parent::preload(server, errorStr))
return false;
// Resolve objects transmitted from server
if( !server )
{
for( U32 i = 0; i < MaxSounds; ++ i )
{
String sfxErrorStr;
if( !sfxResolve( &sound[ i ], sfxErrorStr ) )
Con::errorf( "PlayerData::preload: %s", sfxErrorStr.c_str() );
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}
}
//
runSurfaceCos = mCos(mDegToRad(runSurfaceAngle));
jumpSurfaceCos = mCos(mDegToRad(jumpSurfaceAngle));
if (minJumpEnergy < jumpEnergyDrain)
minJumpEnergy = jumpEnergyDrain;
// Jetting
if (jetMinJumpEnergy < jetJumpEnergyDrain)
jetMinJumpEnergy = jetJumpEnergyDrain;
// Validate some of the data
if (fallingSpeedThreshold > 0.0f)
Con::printf("PlayerData:: Falling speed threshold should be downwards (negative)");
if (recoverDelay > (1 << RecoverDelayBits) - 1) {
recoverDelay = (1 << RecoverDelayBits) - 1;
Con::printf("PlayerData:: Recover delay exceeds range (0-%d)",recoverDelay);
}
if (jumpDelay > (1 << JumpDelayBits) - 1) {
jumpDelay = (1 << JumpDelayBits) - 1;
Con::printf("PlayerData:: Jump delay exceeds range (0-%d)",jumpDelay);
}
// If we don't have a shape don't crash out trying to
// setup animations and sequences.
if ( mShape )
{
// Go ahead a pre-load the player shape
TSShapeInstance* si = new TSShapeInstance(mShape, false);
TSThread* thread = si->addThread();
// Extract ground transform velocity from animations
// Get the named ones first so they can be indexed directly.
ActionAnimation *dp = &actionList[0];
for (S32 i = 0; i < NumTableActionAnims; i++,dp++)
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{
ActionAnimationDef *sp = &ActionAnimationList[i];
dp->name = sp->name;
dp->dir.set(sp->dir.x,sp->dir.y,sp->dir.z);
dp->sequence = mShape->findSequence(sp->name);
// If this is a sprint action and is missing a sequence, attempt to use
// the standard run ones.
if(dp->sequence == -1 && i >= SprintRootAnim && i <= SprintRightAnim)
{
S32 offset = i-SprintRootAnim;
ActionAnimationDef *standDef = &ActionAnimationList[RootAnim+offset];
dp->sequence = mShape->findSequence(standDef->name);
}
dp->velocityScale = true;
dp->death = false;
if (dp->sequence != -1)
getGroundInfo(si,thread,dp);
}
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for (S32 b = 0; b < mShape->sequences.size(); b++)
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{
if (!isTableSequence(b))
{
dp->sequence = b;
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dp->name = mShape->getName(mShape->sequences[b].nameIndex);
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dp->velocityScale = false;
getGroundInfo(si,thread,dp++);
}
}
actionCount = dp - actionList;
AssertFatal(actionCount <= NumActionAnims, "Too many action animations!");
delete si;
// Resolve lookAction index
dp = &actionList[0];
String lookName("look");
for (S32 c = 0; c < actionCount; c++,dp++)
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if( dStricmp( dp->name, lookName ) == 0 )
lookAction = c;
// Resolve spine
spineNode[0] = mShape->findNode("Bip01 Pelvis");
spineNode[1] = mShape->findNode("Bip01 Spine");
spineNode[2] = mShape->findNode("Bip01 Spine1");
spineNode[3] = mShape->findNode("Bip01 Spine2");
spineNode[4] = mShape->findNode("Bip01 Neck");
spineNode[5] = mShape->findNode("Bip01 Head");
// Recoil animations
recoilSequence[0] = mShape->findSequence("light_recoil");
recoilSequence[1] = mShape->findSequence("medium_recoil");
recoilSequence[2] = mShape->findSequence("heavy_recoil");
}
// Convert pickupRadius to a delta of boundingBox
//
// NOTE: it is not really correct to precalculate a pickupRadius based
// on boxSize since the actual player's bounds can vary by "pose".
//
F32 dr = (boxSize.x > boxSize.y)? boxSize.x: boxSize.y;
if (pickupRadius < dr)
pickupRadius = dr;
else
if (pickupRadius > 2.0f * dr)
pickupRadius = 2.0f * dr;
pickupDelta = (S32)(pickupRadius - dr);
// Validate jump speed
if (maxJumpSpeed <= minJumpSpeed)
maxJumpSpeed = minJumpSpeed + 0.1f;
// Load up all the emitters
if (!footPuffEmitter && footPuffID != 0)
if (!Sim::findObject(footPuffID, footPuffEmitter))
Con::errorf(ConsoleLogEntry::General, "PlayerData::preload - Invalid packet, bad datablockId(footPuffEmitter): 0x%x", footPuffID);
if (!decalData && decalID != 0 )
if (!Sim::findObject(decalID, decalData))
Con::errorf(ConsoleLogEntry::General, "PlayerData::preload Invalid packet, bad datablockId(decalData): 0x%x", decalID);
if (!dustEmitter && dustID != 0 )
if (!Sim::findObject(dustID, dustEmitter))
Con::errorf(ConsoleLogEntry::General, "PlayerData::preload - Invalid packet, bad datablockId(dustEmitter): 0x%x", dustID);
for (S32 i=0; i<NUM_SPLASH_EMITTERS; i++)
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if( !splashEmitterList[i] && splashEmitterIDList[i] != 0 )
if( Sim::findObject( splashEmitterIDList[i], splashEmitterList[i] ) == false)
Con::errorf(ConsoleLogEntry::General, "PlayerData::onAdd - Invalid packet, bad datablockId(particle emitter): 0x%x", splashEmitterIDList[i]);
// First person mounted image shapes.
for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
{
bool shapeError = false;
if (shapeNameFP[i] && shapeNameFP[i][0])
{
mShapeFP[i] = ResourceManager::get().load(shapeNameFP[i]);
if (bool(mShapeFP[i]) == false)
{
errorStr = String::ToString("PlayerData: Couldn't load mounted image %d shape \"%s\"",i,shapeNameFP[i]);
return false;
}
if(!server && !mShapeFP[i]->preloadMaterialList(mShapeFP[i].getPath()) && NetConnection::filesWereDownloaded())
shapeError = true;
if(computeCRC)
{
Con::printf("Validation required for mounted image %d shape: %s", i, shapeNameFP[i]);
Torque::FS::FileNodeRef fileRef = Torque::FS::GetFileNode(mShapeFP[i].getPath());
if (!fileRef)
{
errorStr = String::ToString("PlayerData: Mounted image %d loading failed, shape \"%s\" is not found.",i,mShapeFP[i].getPath().getFullPath().c_str());
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return false;
}
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if(server)
mCRCFP[i] = fileRef->getChecksum();
else if(mCRCFP[i] != fileRef->getChecksum())
{
errorStr = String::ToString("PlayerData: Mounted image %d shape \"%s\" does not match version on server.",i,shapeNameFP[i]);
return false;
}
}
mValidShapeFP[i] = true;
}
}
return true;
}
void PlayerData::getGroundInfo(TSShapeInstance* si, TSThread* thread,ActionAnimation *dp)
{
dp->death = !dStrnicmp(dp->name, "death", 5);
if (dp->death)
{
// Death animations use roll frame-to-frame changes in ground transform into position
dp->speed = 0.0f;
dp->dir.set(0.0f, 0.0f, 0.0f);
// Death animations MUST define ground transforms, so add dummy ones if required
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if (si->getShape()->sequences[dp->sequence].numGroundFrames == 0)
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si->getShape()->setSequenceGroundSpeed(dp->name, Point3F(0, 0, 0), Point3F(0, 0, 0));
}
else
{
VectorF save = dp->dir;
si->setSequence(thread,dp->sequence,0);
si->animate();
si->advanceTime(1);
si->animateGround();
si->getGroundTransform().getColumn(3,&dp->dir);
if ((dp->speed = dp->dir.len()) < 0.01f)
{
// No ground displacement... In this case we'll use the
// default table entry, if there is one.
if (save.len() > 0.01f)
{
dp->dir = save;
dp->speed = 1.0f;
dp->velocityScale = false;
}
else
dp->speed = 0.0f;
}
else
dp->dir *= 1.0f / dp->speed;
}
}
bool PlayerData::isTableSequence(S32 seq)
{
// The sequences from the table must already have
// been loaded for this to work.
for (S32 i = 0; i < NumTableActionAnims; i++)
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if (actionList[i].sequence == seq)
return true;
return false;
}
bool PlayerData::isJumpAction(U32 action)
{
return (action == JumpAnim || action == StandJumpAnim);
}
void PlayerData::initPersistFields()
{
addField( "pickupRadius", TypeF32, Offset(pickupRadius, PlayerData),
"@brief Radius around the player to collide with Items in the scene (on server).\n\n"
"Internally the pickupRadius is added to the larger side of the initial bounding box "
"to determine the actual distance, to a maximum of 2 times the bounding box size. The "
"initial bounding box is that used for the root pose, and therefore doesn't take into "
"account the change in pose.\n");
addField( "maxTimeScale", TypeF32, Offset(maxTimeScale, PlayerData),
"@brief Maximum time scale for action animations.\n\n"
"If an action animation has a defined ground frame, it is automatically scaled to match the "
"player's ground velocity. This field limits the maximum time scale used even if "
"the player's velocity exceeds it." );
addGroup( "Camera" );
addField( "renderFirstPerson", TypeBool, Offset(renderFirstPerson, PlayerData),
"@brief Flag controlling whether to render the player shape in first person view.\n\n" );
addField( "firstPersonShadows", TypeBool, Offset(firstPersonShadows, PlayerData),
"@brief Forces shadows to be rendered in first person when renderFirstPerson is disabled. Defaults to false.\n\n" );
2012-09-19 15:15:01 +00:00
addField( "minLookAngle", TypeF32, Offset(minLookAngle, PlayerData),
"@brief Lowest angle (in radians) the player can look.\n\n"
"@note An angle of zero is straight ahead, with positive up and negative down." );
addField( "maxLookAngle", TypeF32, Offset(maxLookAngle, PlayerData),
"@brief Highest angle (in radians) the player can look.\n\n"
"@note An angle of zero is straight ahead, with positive up and negative down." );
addField( "maxFreelookAngle", TypeF32, Offset(maxFreelookAngle, PlayerData),
"@brief Defines the maximum left and right angles (in radians) the player can "
"look in freelook mode.\n\n" );
endGroup( "Camera" );
addGroup( "Movement" );
addField( "maxStepHeight", TypeF32, Offset(maxStepHeight, PlayerData),
"@brief Maximum height the player can step up.\n\n"
"The player will automatically step onto changes in ground height less "
"than maxStepHeight. The player will collide with ground height changes "
"greater than this." );
addField( "runForce", TypeF32, Offset(runForce, PlayerData),
"@brief Force used to accelerate the player when running.\n\n" );
addField( "runEnergyDrain", TypeF32, Offset(runEnergyDrain, PlayerData),
"@brief Energy value drained each tick that the player is moving.\n\n"
"The player will not be able to move when his energy falls below "
"minRunEnergy.\n"
"@note Setting this to zero will disable any energy drain.\n"
"@see minRunEnergy\n");
addField( "minRunEnergy", TypeF32, Offset(minRunEnergy, PlayerData),
"@brief Minimum energy level required to run or swim.\n\n"
"@see runEnergyDrain\n");
addField( "maxForwardSpeed", TypeF32, Offset(maxForwardSpeed, PlayerData),
"@brief Maximum forward speed when running." );
addField( "maxBackwardSpeed", TypeF32, Offset(maxBackwardSpeed, PlayerData),
"@brief Maximum backward speed when running." );
addField( "maxSideSpeed", TypeF32, Offset(maxSideSpeed, PlayerData),
"@brief Maximum sideways speed when running." );
addField( "runSurfaceAngle", TypeF32, Offset(runSurfaceAngle, PlayerData),
"@brief Maximum angle from vertical (in degrees) the player can run up.\n\n" );
addField( "minImpactSpeed", TypeF32, Offset(minImpactSpeed, PlayerData),
"@brief Minimum impact speed to apply falling damage.\n\n"
"This field also sets the minimum speed for the onImpact callback "
"to be invoked.\n"
"@see ShapeBaseData::onImpact()\n");
addField( "minLateralImpactSpeed", TypeF32, Offset(minLateralImpactSpeed, PlayerData),
"@brief Minimum impact speed to apply non-falling damage.\n\n"
"This field also sets the minimum speed for the onLateralImpact callback "
"to be invoked.\n"
"@see ShapeBaseData::onLateralImpact()\n");
addField( "horizMaxSpeed", TypeF32, Offset(horizMaxSpeed, PlayerData),
"@brief Maximum horizontal speed.\n\n"
"@note This limit is only enforced if the player's horizontal speed "
"exceeds horizResistSpeed.\n"
"@see horizResistSpeed\n"
"@see horizResistFactor\n" );
addField( "horizResistSpeed", TypeF32, Offset(horizResistSpeed, PlayerData),
"@brief Horizontal speed at which resistence will take place.\n\n"
"@see horizMaxSpeed\n"
"@see horizResistFactor\n" );
addField( "horizResistFactor", TypeF32, Offset(horizResistFactor, PlayerData),
"@brief Factor of resistence once horizResistSpeed has been reached.\n\n"
"@see horizMaxSpeed\n"
"@see horizResistSpeed\n" );
addField( "upMaxSpeed", TypeF32, Offset(upMaxSpeed, PlayerData),
"@brief Maximum upwards speed.\n\n"
"@note This limit is only enforced if the player's upward speed exceeds "
"upResistSpeed.\n"
"@see upResistSpeed\n"
"@see upResistFactor\n" );
addField( "upResistSpeed", TypeF32, Offset(upResistSpeed, PlayerData),
"@brief Upwards speed at which resistence will take place.\n\n"
"@see upMaxSpeed\n"
"@see upResistFactor\n" );
addField( "upResistFactor", TypeF32, Offset(upResistFactor, PlayerData),
"@brief Factor of resistence once upResistSpeed has been reached.\n\n"
"@see upMaxSpeed\n"
"@see upResistSpeed\n" );
endGroup( "Movement" );
addGroup( "Movement: Jumping" );
addField( "jumpForce", TypeF32, Offset(jumpForce, PlayerData),
"@brief Force used to accelerate the player when a jump is initiated.\n\n" );
addField( "jumpEnergyDrain", TypeF32, Offset(jumpEnergyDrain, PlayerData),
"@brief Energy level drained each time the player jumps.\n\n"
"@note Setting this to zero will disable any energy drain\n"
"@see minJumpEnergy\n");
addField( "minJumpEnergy", TypeF32, Offset(minJumpEnergy, PlayerData),
"@brief Minimum energy level required to jump.\n\n"
"@see jumpEnergyDrain\n");
addField( "minJumpSpeed", TypeF32, Offset(minJumpSpeed, PlayerData),
"@brief Minimum speed needed to jump.\n\n"
"If the player's own z velocity is greater than this, then it is used to scale "
"the jump speed, up to maxJumpSpeed.\n"
"@see maxJumpSpeed\n");
addField( "maxJumpSpeed", TypeF32, Offset(maxJumpSpeed, PlayerData),
"@brief Maximum vertical speed before the player can no longer jump.\n\n" );
addField( "jumpSurfaceAngle", TypeF32, Offset(jumpSurfaceAngle, PlayerData),
"@brief Angle from vertical (in degrees) where the player can jump.\n\n" );
addField( "jumpDelay", TypeS32, Offset(jumpDelay, PlayerData),
"@brief Delay time in number of ticks ticks between jumps.\n\n" );
addField( "airControl", TypeF32, Offset(airControl, PlayerData),
"@brief Amount of movement control the player has when in the air.\n\n"
"This is applied as a multiplier to the player's x and y motion.\n");
addField( "jumpTowardsNormal", TypeBool, Offset(jumpTowardsNormal, PlayerData),
"@brief Controls the direction of the jump impulse.\n"
"When false, jumps are always in the vertical (+Z) direction. When true "
"jumps are in the direction of the ground normal so long as the player is not "
"directly facing the surface. If the player is directly facing the surface, then "
"they will jump straight up.\n" );
endGroup( "Movement: Jumping" );
addGroup( "Movement: Sprinting" );
addField( "sprintForce", TypeF32, Offset(sprintForce, PlayerData),
"@brief Force used to accelerate the player when sprinting.\n\n" );
addField( "sprintEnergyDrain", TypeF32, Offset(sprintEnergyDrain, PlayerData),
"@brief Energy value drained each tick that the player is sprinting.\n\n"
"The player will not be able to move when his energy falls below "
"sprintEnergyDrain.\n"
"@note Setting this to zero will disable any energy drain.\n"
"@see minSprintEnergy\n");
addField( "minSprintEnergy", TypeF32, Offset(minSprintEnergy, PlayerData),
"@brief Minimum energy level required to sprint.\n\n"
"@see sprintEnergyDrain\n");
addField( "maxSprintForwardSpeed", TypeF32, Offset(maxSprintForwardSpeed, PlayerData),
"@brief Maximum forward speed when sprinting." );
addField( "maxSprintBackwardSpeed", TypeF32, Offset(maxSprintBackwardSpeed, PlayerData),
"@brief Maximum backward speed when sprinting." );
addField( "maxSprintSideSpeed", TypeF32, Offset(maxSprintSideSpeed, PlayerData),
"@brief Maximum sideways speed when sprinting." );
addField( "sprintStrafeScale", TypeF32, Offset(sprintStrafeScale, PlayerData),
"@brief Amount to scale strafing motion vector while sprinting." );
addField( "sprintYawScale", TypeF32, Offset(sprintYawScale, PlayerData),
"@brief Amount to scale yaw motion while sprinting." );
addField( "sprintPitchScale", TypeF32, Offset(sprintPitchScale, PlayerData),
"@brief Amount to scale pitch motion while sprinting." );
addField( "sprintCanJump", TypeBool, Offset(sprintCanJump, PlayerData),
"@brief Can the player jump while sprinting." );
endGroup( "Movement: Sprinting" );
addGroup( "Movement: Swimming" );
addField( "swimForce", TypeF32, Offset(swimForce, PlayerData),
"@brief Force used to accelerate the player when swimming.\n\n" );
addField( "maxUnderwaterForwardSpeed", TypeF32, Offset(maxUnderwaterForwardSpeed, PlayerData),
"@brief Maximum forward speed when underwater.\n\n" );
addField( "maxUnderwaterBackwardSpeed", TypeF32, Offset(maxUnderwaterBackwardSpeed, PlayerData),
"@brief Maximum backward speed when underwater.\n\n" );
addField( "maxUnderwaterSideSpeed", TypeF32, Offset(maxUnderwaterSideSpeed, PlayerData),
"@brief Maximum sideways speed when underwater.\n\n" );
endGroup( "Movement: Swimming" );
addGroup( "Movement: Crouching" );
addField( "crouchForce", TypeF32, Offset(crouchForce, PlayerData),
"@brief Force used to accelerate the player when crouching.\n\n" );
addField( "maxCrouchForwardSpeed", TypeF32, Offset(maxCrouchForwardSpeed, PlayerData),
"@brief Maximum forward speed when crouching.\n\n" );
addField( "maxCrouchBackwardSpeed", TypeF32, Offset(maxCrouchBackwardSpeed, PlayerData),
"@brief Maximum backward speed when crouching.\n\n" );
addField( "maxCrouchSideSpeed", TypeF32, Offset(maxCrouchSideSpeed, PlayerData),
"@brief Maximum sideways speed when crouching.\n\n" );
endGroup( "Movement: Crouching" );
addGroup( "Movement: Prone" );
addField( "proneForce", TypeF32, Offset(proneForce, PlayerData),
"@brief Force used to accelerate the player when prone (laying down).\n\n" );
addField( "maxProneForwardSpeed", TypeF32, Offset(maxProneForwardSpeed, PlayerData),
"@brief Maximum forward speed when prone (laying down).\n\n" );
addField( "maxProneBackwardSpeed", TypeF32, Offset(maxProneBackwardSpeed, PlayerData),
"@brief Maximum backward speed when prone (laying down).\n\n" );
addField( "maxProneSideSpeed", TypeF32, Offset(maxProneSideSpeed, PlayerData),
"@brief Maximum sideways speed when prone (laying down).\n\n" );
endGroup( "Movement: Prone" );
addGroup( "Movement: Jetting" );
addField( "jetJumpForce", TypeF32, Offset(jetJumpForce, PlayerData),
"@brief Force used to accelerate the player when a jet jump is initiated.\n\n" );
addField( "jetJumpEnergyDrain", TypeF32, Offset(jetJumpEnergyDrain, PlayerData),
"@brief Energy level drained each time the player jet jumps.\n\n"
"@note Setting this to zero will disable any energy drain\n"
"@see jetMinJumpEnergy\n");
addField( "jetMinJumpEnergy", TypeF32, Offset(jetMinJumpEnergy, PlayerData),
"@brief Minimum energy level required to jet jump.\n\n"
"@see jetJumpEnergyDrain\n");
addField( "jetMinJumpSpeed", TypeF32, Offset(jetMinJumpSpeed, PlayerData),
"@brief Minimum speed needed to jet jump.\n\n"
"If the player's own z velocity is greater than this, then it is used to scale "
"the jet jump speed, up to jetMaxJumpSpeed.\n"
"@see jetMaxJumpSpeed\n");
addField( "jetMaxJumpSpeed", TypeF32, Offset(jetMaxJumpSpeed, PlayerData),
"@brief Maximum vertical speed before the player can no longer jet jump.\n\n" );
addField( "jetJumpSurfaceAngle", TypeF32, Offset(jetJumpSurfaceAngle, PlayerData),
"@brief Angle from vertical (in degrees) where the player can jet jump.\n\n" );
endGroup( "Movement: Jetting" );
addGroup( "Falling" );
addField( "fallingSpeedThreshold", TypeF32, Offset(fallingSpeedThreshold, PlayerData),
"@brief Downward speed at which we consider the player falling.\n\n" );
addField( "recoverDelay", TypeS32, Offset(recoverDelay, PlayerData),
"@brief Number of ticks for the player to recover from falling.\n\n" );
addField( "recoverRunForceScale", TypeF32, Offset(recoverRunForceScale, PlayerData),
"@brief Scale factor applied to runForce while in the recover state.\n\n"
"This can be used to temporarily slow the player's movement after a fall, or "
"prevent the player from moving at all if set to zero.\n" );
addField( "landSequenceTime", TypeF32, Offset(landSequenceTime, PlayerData),
"@brief Time of land sequence play back when using new recover system.\n\n"
"If greater than 0 then the legacy fall recovery system will be bypassed "
"in favour of just playing the player's land sequence. The time to "
"recover from a fall then becomes this parameter's time and the land "
"sequence's playback will be scaled to match.\n"
"@see transitionToLand\n" );
addField( "transitionToLand", TypeBool, Offset(transitionToLand, PlayerData),
"@brief When going from a fall to a land, should we transition between the two.\n\n"
"@note Only takes affect when landSequenceTime is greater than 0.\n"
"@see landSequenceTime\n" );
endGroup( "Falling" );
addGroup( "Collision" );
addField( "boundingBox", TypePoint3F, Offset(boxSize, PlayerData),
"@brief Size of the bounding box used by the player for collision.\n\n"
"Dimensions are given as \"width depth height\"." );
addField( "crouchBoundingBox", TypePoint3F, Offset(crouchBoxSize, PlayerData),
"@brief Collision bounding box used when the player is crouching.\n\n"
"@see boundingBox" );
addField( "proneBoundingBox", TypePoint3F, Offset(proneBoxSize, PlayerData),
"@brief Collision bounding box used when the player is prone (laying down).\n\n"
"@see boundingBox" );
addField( "swimBoundingBox", TypePoint3F, Offset(swimBoxSize, PlayerData),
"@brief Collision bounding box used when the player is swimming.\n\n"
"@see boundingBox" );
addField( "boxHeadPercentage", TypeF32, Offset(boxHeadPercentage, PlayerData),
"@brief Percentage of the player's bounding box height that represents the head.\n\n"
"Used when computing the damage location.\n"
"@see Player::getDamageLocation" );
addField( "boxTorsoPercentage", TypeF32, Offset(boxTorsoPercentage, PlayerData),
"@brief Percentage of the player's bounding box height that represents the torso.\n\n"
"Used when computing the damage location.\n"
"@see Player::getDamageLocation" );
addField( "boxHeadLeftPercentage", TypeF32, Offset(boxHeadLeftPercentage, PlayerData),
"@brief Percentage of the player's bounding box width that represents the left side of the head.\n\n"
"Used when computing the damage location.\n"
"@see Player::getDamageLocation" );
addField( "boxHeadRightPercentage", TypeF32, Offset(boxHeadRightPercentage, PlayerData),
"@brief Percentage of the player's bounding box width that represents the right side of the head.\n\n"
"Used when computing the damage location.\n"
"@see Player::getDamageLocation" );
addField( "boxHeadBackPercentage", TypeF32, Offset(boxHeadBackPercentage, PlayerData),
"@brief Percentage of the player's bounding box depth that represents the back side of the head.\n\n"
"Used when computing the damage location.\n"
"@see Player::getDamageLocation" );
addField( "boxHeadFrontPercentage", TypeF32, Offset(boxHeadFrontPercentage, PlayerData),
"@brief Percentage of the player's bounding box depth that represents the front side of the head.\n\n"
"Used when computing the damage location.\n"
"@see Player::getDamageLocation" );
endGroup( "Collision" );
addGroup( "Interaction: Footsteps" );
addField( "footPuffEmitter", TYPEID< ParticleEmitterData >(), Offset(footPuffEmitter, PlayerData),
"@brief Particle emitter used to generate footpuffs (particles created as the player "
"walks along the ground).\n\n"
"@note The generation of foot puffs requires the appropriate triggeres to be defined in the "
"player's animation sequences. Without these, no foot puffs will be generated.\n");
addField( "footPuffNumParts", TypeS32, Offset(footPuffNumParts, PlayerData),
"@brief Number of footpuff particles to generate each step.\n\n"
"Each foot puff is randomly placed within the defined foot puff radius. This "
"includes having footPuffNumParts set to one.\n"
"@see footPuffRadius\n");
addField( "footPuffRadius", TypeF32, Offset(footPuffRadius, PlayerData),
"@brief Particle creation radius for footpuff particles.\n\n"
"This is applied to each foot puff particle, even if footPuffNumParts is set to one. So "
"set this value to zero if you want a single foot puff placed at exactly the same location "
"under the player each time.\n");
addField( "dustEmitter", TYPEID< ParticleEmitterData >(), Offset(dustEmitter, PlayerData),
"@brief Emitter used to generate dust particles.\n\n"
"@note Currently unused." );
addField( "decalData", TYPEID< DecalData >(), Offset(decalData, PlayerData),
"@brief Decal to place on the ground for player footsteps.\n\n" );
addField( "decalOffset",TypeF32, Offset(decalOffset, PlayerData),
"@brief Distance from the center of the model to the right foot.\n\n"
"While this defines the distance to the right foot, it is also used to place "
"the left foot decal as well. Just on the opposite side of the player." );
endGroup( "Interaction: Footsteps" );
addGroup( "Interaction: Sounds" );
addField( "FootSoftSound", TypeSFXTrackName, Offset(sound[FootSoft], PlayerData),
"@brief Sound to play when walking on a surface with Material footstepSoundId 0.\n\n" );
addField( "FootHardSound", TypeSFXTrackName, Offset(sound[FootHard], PlayerData),
"@brief Sound to play when walking on a surface with Material footstepSoundId 1.\n\n" );
addField( "FootMetalSound", TypeSFXTrackName, Offset(sound[FootMetal], PlayerData),
"@brief Sound to play when walking on a surface with Material footstepSoundId 2.\n\n" );
addField( "FootSnowSound", TypeSFXTrackName, Offset(sound[FootSnow], PlayerData),
"@brief Sound to play when walking on a surface with Material footstepSoundId 3.\n\n" );
addField( "FootShallowSound", TypeSFXTrackName, Offset(sound[FootShallowSplash], PlayerData),
"@brief Sound to play when walking in water and coverage is less than "
"footSplashHeight.\n\n"
"@see footSplashHeight\n" );
addField( "FootWadingSound", TypeSFXTrackName, Offset(sound[FootWading], PlayerData),
"@brief Sound to play when walking in water and coverage is less than 1, "
"but > footSplashHeight.\n\n"
"@see footSplashHeight\n" );
addField( "FootUnderwaterSound", TypeSFXTrackName, Offset(sound[FootUnderWater], PlayerData),
"@brief Sound to play when walking in water and coverage equals 1.0 "
"(fully underwater).\n\n" );
addField( "FootBubblesSound", TypeSFXTrackName, Offset(sound[FootBubbles], PlayerData),
"@brief Sound to play when walking in water and coverage equals 1.0 "
"(fully underwater).\n\n" );
addField( "movingBubblesSound", TypeSFXTrackName, Offset(sound[MoveBubbles], PlayerData),
"@brief Sound to play when in water and coverage equals 1.0 (fully underwater).\n\n"
"Note that unlike FootUnderwaterSound, this sound plays even if the "
"player is not moving around in the water.\n" );
addField( "waterBreathSound", TypeSFXTrackName, Offset(sound[WaterBreath], PlayerData),
"@brief Sound to play when in water and coverage equals 1.0 (fully underwater).\n\n"
"Note that unlike FootUnderwaterSound, this sound plays even if the "
"player is not moving around in the water.\n" );
addField( "impactSoftSound", TypeSFXTrackName, Offset(sound[ImpactSoft], PlayerData),
"@brief Sound to play after falling on a surface with Material footstepSoundId 0.\n\n" );
addField( "impactHardSound", TypeSFXTrackName, Offset(sound[ImpactHard], PlayerData),
"@brief Sound to play after falling on a surface with Material footstepSoundId 1.\n\n" );
addField( "impactMetalSound", TypeSFXTrackName, Offset(sound[ImpactMetal], PlayerData),
"@brief Sound to play after falling on a surface with Material footstepSoundId 2.\n\n" );
addField( "impactSnowSound", TypeSFXTrackName, Offset(sound[ImpactSnow], PlayerData),
"@brief Sound to play after falling on a surface with Material footstepSoundId 3.\n\n" );
addField( "impactWaterEasy", TypeSFXTrackName, Offset(sound[ImpactWaterEasy], PlayerData),
"@brief Sound to play when entering the water with velocity < "
"mediumSplashSoundVelocity.\n\n"
"@see mediumSplashSoundVelocity\n");
addField( "impactWaterMedium", TypeSFXTrackName, Offset(sound[ImpactWaterMedium], PlayerData),
"@brief Sound to play when entering the water with velocity >= "
"mediumSplashSoundVelocity and < hardSplashSoundVelocity.\n\n"
"@see mediumSplashSoundVelocity\n"
"@see hardSplashSoundVelocity\n");
addField( "impactWaterHard", TypeSFXTrackName, Offset(sound[ImpactWaterHard], PlayerData),
"@brief Sound to play when entering the water with velocity >= "
"hardSplashSoundVelocity.\n\n"
"@see hardSplashSoundVelocity\n");
addField( "exitingWater", TypeSFXTrackName, Offset(sound[ExitWater], PlayerData),
"@brief Sound to play when exiting the water with velocity >= exitSplashSoundVelocity.\n\n"
"@see exitSplashSoundVelocity\n");
endGroup( "Interaction: Sounds" );
addGroup( "Interaction: Splashes" );
addField( "splash", TYPEID< SplashData >(), Offset(splash, PlayerData),
"@brief SplashData datablock used to create splashes when the player moves "
"through water.\n\n" );
addField( "splashVelocity", TypeF32, Offset(splashVelocity, PlayerData),
"@brief Minimum velocity when moving through water to generate splashes.\n\n" );
addField( "splashAngle", TypeF32, Offset(splashAngle, PlayerData),
"@brief Maximum angle (in degrees) from pure vertical movement in water to "
"generate splashes.\n\n" );
addField( "splashFreqMod", TypeF32, Offset(splashFreqMod, PlayerData),
"@brief Multipled by speed to determine the number of splash particles to generate.\n\n" );
addField( "splashVelEpsilon", TypeF32, Offset(splashVelEpsilon, PlayerData),
"@brief Minimum speed to generate splash particles.\n\n" );
addField( "bubbleEmitTime", TypeF32, Offset(bubbleEmitTime, PlayerData),
"@brief Time in seconds to generate bubble particles after entering the water.\n\n" );
addField( "splashEmitter", TYPEID< ParticleEmitterData >(), Offset(splashEmitterList, PlayerData), NUM_SPLASH_EMITTERS,
"@brief Particle emitters used to generate splash particles.\n\n" );
addField( "footstepSplashHeight", TypeF32, Offset(footSplashHeight, PlayerData),
"@brief Water coverage level to choose between FootShallowSound and FootWadingSound.\n\n"
"@see FootShallowSound\n"
"@see FootWadingSound\n");
addField( "mediumSplashSoundVelocity", TypeF32, Offset(medSplashSoundVel, PlayerData),
"@brief Minimum velocity when entering the water for choosing between the impactWaterEasy and "
"impactWaterMedium sounds to play.\n\n"
"@see impactWaterEasy\n"
"@see impactWaterMedium\n" );
addField( "hardSplashSoundVelocity", TypeF32, Offset(hardSplashSoundVel, PlayerData),
"@brief Minimum velocity when entering the water for choosing between the impactWaterMedium and "
"impactWaterHard sound to play.\n\n"
"@see impactWaterMedium\n"
"@see impactWaterHard\n" );
addField( "exitSplashSoundVelocity", TypeF32, Offset(exitSplashSoundVel, PlayerData),
"@brief Minimum velocity when leaving the water for the exitingWater sound to "
"play.\n\n"
"@see exitingWater");
endGroup( "Interaction: Splashes" );
addGroup( "Interaction: Ground Impact" );
addField( "groundImpactMinSpeed", TypeF32, Offset(groundImpactMinSpeed, PlayerData),
"@brief Minimum falling impact speed to apply damage and initiate the camera "
"shaking effect.\n\n" );
addField( "groundImpactShakeFreq", TypePoint3F, Offset(groundImpactShakeFreq, PlayerData),
"@brief Frequency of the camera shake effect after falling.\n\n"
"This is how fast to shake the camera.\n");
addField( "groundImpactShakeAmp", TypePoint3F, Offset(groundImpactShakeAmp, PlayerData),
"@brief Amplitude of the camera shake effect after falling.\n\n"
"This is how much to shake the camera.\n");
addField( "groundImpactShakeDuration", TypeF32, Offset(groundImpactShakeDuration, PlayerData),
"@brief Duration (in seconds) of the camera shake effect after falling.\n\n"
"This is how long to shake the camera.\n");
addField( "groundImpactShakeFalloff", TypeF32, Offset(groundImpactShakeFalloff, PlayerData),
"@brief Falloff factor of the camera shake effect after falling.\n\n"
"This is how to fade the camera shake over the duration.\n");
endGroup( "Interaction: Ground Impact" );
addGroup( "Physics" );
// PhysicsPlayer
addField( "physicsPlayerType", TypeString, Offset(physicsPlayerType, PlayerData),
"@brief Specifies the type of physics used by the player.\n\n"
"This depends on the physics module used. An example is 'Capsule'.\n"
"@note Not current used.\n");
endGroup( "Physics" );
addGroup( "First Person Arms" );
addField( "imageAnimPrefixFP", TypeCaseString, Offset(imageAnimPrefixFP, PlayerData),
"@brief Optional prefix to all mounted image animation sequences in first person.\n\n"
"This defines a prefix that will be added when looking up mounted image "
"animation sequences while in first person. It allows for the customization "
"of a first person image based on the type of player.\n");
// Mounted images arrays
addArray( "Mounted Images", ShapeBase::MaxMountedImages );
addField( "shapeNameFP", TypeShapeFilename, Offset(shapeNameFP, PlayerData), ShapeBase::MaxMountedImages,
"@brief File name of this player's shape that will be used in conjunction with the corresponding mounted image.\n\n"
"These optional parameters correspond to each mounted image slot to indicate a shape that is rendered "
"in addition to the mounted image shape. Typically these are a player's arms (or arm) that is "
"animated along with the mounted image's state animation sequences.\n");
endArray( "Mounted Images" );
endGroup( "First Person Arms" );
addGroup( "Third Person" );
addField( "imageAnimPrefix", TypeCaseString, Offset(imageAnimPrefix, PlayerData),
"@brief Optional prefix to all mounted image animation sequences in third person.\n\n"
"This defines a prefix that will be added when looking up mounted image "
"animation sequences while in third person. It allows for the customization "
"of a third person image based on the type of player.\n");
addField( "allowImageStateAnimation", TypeBool, Offset(allowImageStateAnimation, PlayerData),
"@brief Allow mounted images to request a sequence be played on the Player.\n\n"
"When true a new thread is added to the player to allow for "
"mounted images to request a sequence be played on the player "
"through the image's state machine. It is only optional so "
"that we don't create a TSThread on the player if we don't "
"need to.\n");
endGroup( "Third Person" );
Parent::initPersistFields();
}
void PlayerData::packData(BitStream* stream)
{
Parent::packData(stream);
stream->writeFlag(renderFirstPerson);
stream->writeFlag(firstPersonShadows);
2012-09-19 15:15:01 +00:00
stream->write(minLookAngle);
stream->write(maxLookAngle);
stream->write(maxFreelookAngle);
stream->write(maxTimeScale);
stream->write(mass);
stream->write(maxEnergy);
stream->write(drag);
stream->write(density);
stream->write(maxStepHeight);
stream->write(runForce);
stream->write(runEnergyDrain);
stream->write(minRunEnergy);
stream->write(maxForwardSpeed);
stream->write(maxBackwardSpeed);
stream->write(maxSideSpeed);
stream->write(runSurfaceAngle);
stream->write(fallingSpeedThreshold);
stream->write(recoverDelay);
stream->write(recoverRunForceScale);
stream->write(landSequenceTime);
stream->write(transitionToLand);
// Jumping
stream->write(jumpForce);
stream->write(jumpEnergyDrain);
stream->write(minJumpEnergy);
stream->write(minJumpSpeed);
stream->write(maxJumpSpeed);
stream->write(jumpSurfaceAngle);
stream->writeInt(jumpDelay,JumpDelayBits);
// Sprinting
stream->write(sprintForce);
stream->write(sprintEnergyDrain);
stream->write(minSprintEnergy);
stream->write(maxSprintForwardSpeed);
stream->write(maxSprintBackwardSpeed);
stream->write(maxSprintSideSpeed);
stream->write(sprintStrafeScale);
stream->write(sprintYawScale);
stream->write(sprintPitchScale);
stream->writeFlag(sprintCanJump);
// Swimming
stream->write(swimForce);
stream->write(maxUnderwaterForwardSpeed);
stream->write(maxUnderwaterBackwardSpeed);
stream->write(maxUnderwaterSideSpeed);
// Crouching
stream->write(crouchForce);
stream->write(maxCrouchForwardSpeed);
stream->write(maxCrouchBackwardSpeed);
stream->write(maxCrouchSideSpeed);
// Prone
stream->write(proneForce);
stream->write(maxProneForwardSpeed);
stream->write(maxProneBackwardSpeed);
stream->write(maxProneSideSpeed);
// Jetting
stream->write(jetJumpForce);
stream->write(jetJumpEnergyDrain);
stream->write(jetMinJumpEnergy);
stream->write(jetMinJumpSpeed);
stream->write(jetMaxJumpSpeed);
stream->write(jetJumpSurfaceAngle);
stream->write(horizMaxSpeed);
stream->write(horizResistSpeed);
stream->write(horizResistFactor);
stream->write(upMaxSpeed);
stream->write(upResistSpeed);
stream->write(upResistFactor);
stream->write(splashVelocity);
stream->write(splashAngle);
stream->write(splashFreqMod);
stream->write(splashVelEpsilon);
stream->write(bubbleEmitTime);
stream->write(medSplashSoundVel);
stream->write(hardSplashSoundVel);
stream->write(exitSplashSoundVel);
stream->write(footSplashHeight);
// Don't need damage scale on the client
stream->write(minImpactSpeed);
stream->write(minLateralImpactSpeed);
for( U32 i = 0; i < MaxSounds; i++)
sfxWrite( stream, sound[ i ] );
mathWrite(*stream, boxSize);
mathWrite(*stream, crouchBoxSize);
mathWrite(*stream, proneBoxSize);
mathWrite(*stream, swimBoxSize);
if( stream->writeFlag( footPuffEmitter ) )
{
stream->writeRangedU32( footPuffEmitter->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
}
stream->write( footPuffNumParts );
stream->write( footPuffRadius );
if( stream->writeFlag( decalData ) )
{
stream->writeRangedU32( decalData->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
}
stream->write(decalOffset);
if( stream->writeFlag( dustEmitter ) )
{
stream->writeRangedU32( dustEmitter->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
}
if (stream->writeFlag( splash ))
{
stream->writeRangedU32(splash->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast);
}
for( U32 i=0; i<NUM_SPLASH_EMITTERS; i++ )
{
if( stream->writeFlag( splashEmitterList[i] != NULL ) )
{
stream->writeRangedU32( splashEmitterList[i]->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
}
}
stream->write(groundImpactMinSpeed);
stream->write(groundImpactShakeFreq.x);
stream->write(groundImpactShakeFreq.y);
stream->write(groundImpactShakeFreq.z);
stream->write(groundImpactShakeAmp.x);
stream->write(groundImpactShakeAmp.y);
stream->write(groundImpactShakeAmp.z);
stream->write(groundImpactShakeDuration);
stream->write(groundImpactShakeFalloff);
// Air control
stream->write(airControl);
// Jump off at normal
stream->writeFlag(jumpTowardsNormal);
stream->writeString(physicsPlayerType);
// Third person mounted image shapes
stream->writeString(imageAnimPrefix);
stream->writeFlag(allowImageStateAnimation);
// First person mounted image shapes
stream->writeString(imageAnimPrefixFP);
for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
{
stream->writeString(shapeNameFP[i]);
// computeCRC is handled in ShapeBaseData
if (computeCRC)
{
stream->write(mCRCFP[i]);
}
}
}
void PlayerData::unpackData(BitStream* stream)
{
Parent::unpackData(stream);
renderFirstPerson = stream->readFlag();
firstPersonShadows = stream->readFlag();
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stream->read(&minLookAngle);
stream->read(&maxLookAngle);
stream->read(&maxFreelookAngle);
stream->read(&maxTimeScale);
stream->read(&mass);
stream->read(&maxEnergy);
stream->read(&drag);
stream->read(&density);
stream->read(&maxStepHeight);
stream->read(&runForce);
stream->read(&runEnergyDrain);
stream->read(&minRunEnergy);
stream->read(&maxForwardSpeed);
stream->read(&maxBackwardSpeed);
stream->read(&maxSideSpeed);
stream->read(&runSurfaceAngle);
stream->read(&fallingSpeedThreshold);
stream->read(&recoverDelay);
stream->read(&recoverRunForceScale);
stream->read(&landSequenceTime);
stream->read(&transitionToLand);
// Jumping
stream->read(&jumpForce);
stream->read(&jumpEnergyDrain);
stream->read(&minJumpEnergy);
stream->read(&minJumpSpeed);
stream->read(&maxJumpSpeed);
stream->read(&jumpSurfaceAngle);
jumpDelay = stream->readInt(JumpDelayBits);
// Sprinting
stream->read(&sprintForce);
stream->read(&sprintEnergyDrain);
stream->read(&minSprintEnergy);
stream->read(&maxSprintForwardSpeed);
stream->read(&maxSprintBackwardSpeed);
stream->read(&maxSprintSideSpeed);
stream->read(&sprintStrafeScale);
stream->read(&sprintYawScale);
stream->read(&sprintPitchScale);
sprintCanJump = stream->readFlag();
// Swimming
stream->read(&swimForce);
stream->read(&maxUnderwaterForwardSpeed);
stream->read(&maxUnderwaterBackwardSpeed);
stream->read(&maxUnderwaterSideSpeed);
// Crouching
stream->read(&crouchForce);
stream->read(&maxCrouchForwardSpeed);
stream->read(&maxCrouchBackwardSpeed);
stream->read(&maxCrouchSideSpeed);
// Prone
stream->read(&proneForce);
stream->read(&maxProneForwardSpeed);
stream->read(&maxProneBackwardSpeed);
stream->read(&maxProneSideSpeed);
// Jetting
stream->read(&jetJumpForce);
stream->read(&jetJumpEnergyDrain);
stream->read(&jetMinJumpEnergy);
stream->read(&jetMinJumpSpeed);
stream->read(&jetMaxJumpSpeed);
stream->read(&jetJumpSurfaceAngle);
stream->read(&horizMaxSpeed);
stream->read(&horizResistSpeed);
stream->read(&horizResistFactor);
stream->read(&upMaxSpeed);
stream->read(&upResistSpeed);
stream->read(&upResistFactor);
stream->read(&splashVelocity);
stream->read(&splashAngle);
stream->read(&splashFreqMod);
stream->read(&splashVelEpsilon);
stream->read(&bubbleEmitTime);
stream->read(&medSplashSoundVel);
stream->read(&hardSplashSoundVel);
stream->read(&exitSplashSoundVel);
stream->read(&footSplashHeight);
stream->read(&minImpactSpeed);
stream->read(&minLateralImpactSpeed);
for( U32 i = 0; i < MaxSounds; i++)
sfxRead( stream, &sound[ i ] );
mathRead(*stream, &boxSize);
mathRead(*stream, &crouchBoxSize);
mathRead(*stream, &proneBoxSize);
mathRead(*stream, &swimBoxSize);
if( stream->readFlag() )
{
footPuffID = (S32) stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
}
stream->read(&footPuffNumParts);
stream->read(&footPuffRadius);
if( stream->readFlag() )
{
decalID = (S32) stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
}
stream->read(&decalOffset);
if( stream->readFlag() )
{
dustID = (S32) stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
}
if (stream->readFlag())
{
splashId = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
}
for( U32 i=0; i<NUM_SPLASH_EMITTERS; i++ )
{
if( stream->readFlag() )
{
splashEmitterIDList[i] = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
}
}
stream->read(&groundImpactMinSpeed);
stream->read(&groundImpactShakeFreq.x);
stream->read(&groundImpactShakeFreq.y);
stream->read(&groundImpactShakeFreq.z);
stream->read(&groundImpactShakeAmp.x);
stream->read(&groundImpactShakeAmp.y);
stream->read(&groundImpactShakeAmp.z);
stream->read(&groundImpactShakeDuration);
stream->read(&groundImpactShakeFalloff);
// Air control
stream->read(&airControl);
// Jump off at normal
jumpTowardsNormal = stream->readFlag();
physicsPlayerType = stream->readSTString();
// Third person mounted image shapes
imageAnimPrefix = stream->readSTString();
allowImageStateAnimation = stream->readFlag();
// First person mounted image shapes
imageAnimPrefixFP = stream->readSTString();
for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
{
shapeNameFP[i] = stream->readSTString();
// computeCRC is handled in ShapeBaseData
if (computeCRC)
{
stream->read(&(mCRCFP[i]));
}
}
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
ImplementEnumType( PlayerPose,
"@brief The pose of the Player.\n\n"
"@ingroup gameObjects\n\n")
{ Player::StandPose, "Stand", "Standard movement pose.\n" },
{ Player::SprintPose, "Sprint", "Sprinting pose.\n" },
{ Player::CrouchPose, "Crouch", "Crouch pose.\n" },
{ Player::PronePose, "Prone", "Prone pose.\n" },
{ Player::SwimPose, "Swim", "Swimming pose.\n" },
EndImplementEnumType;
//----------------------------------------------------------------------------
IMPLEMENT_CO_NETOBJECT_V1(Player);
ConsoleDocClass( Player,
"@ingroup gameObjects\n"
);
F32 Player::mGravity = -20;
//----------------------------------------------------------------------------
Player::Player()
{
mTypeMask |= PlayerObjectType | DynamicShapeObjectType;
mDelta.pos = mAnchorPoint = Point3F(0,0,100);
mDelta.rot = mDelta.head = Point3F(0,0,0);
mDelta.rotOffset.set(0.0f,0.0f,0.0f);
mDelta.warpOffset.set(0.0f,0.0f,0.0f);
mDelta.posVec.set(0.0f,0.0f,0.0f);
mDelta.rotVec.set(0.0f,0.0f,0.0f);
mDelta.headVec.set(0.0f,0.0f,0.0f);
mDelta.warpTicks = 0;
mDelta.dt = 1.0f;
mDelta.move = NullMove;
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mPredictionCount = sMaxPredictionTicks;
mObjToWorld.setColumn(3, mDelta.pos);
mRot = mDelta.rot;
mHead = mDelta.head;
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mVelocity.set(0.0f, 0.0f, 0.0f);
mDataBlock = 0;
mHeadHThread = mHeadVThread = mRecoilThread = mImageStateThread = 0;
mArmAnimation.action = PlayerData::NullAnimation;
mArmAnimation.thread = 0;
mActionAnimation.action = PlayerData::NullAnimation;
mActionAnimation.thread = 0;
mActionAnimation.delayTicks = 0;
mActionAnimation.forward = true;
mActionAnimation.firstPerson = false;
//mActionAnimation.time = 1.0f; //ActionAnimation::Scale;
mActionAnimation.waitForEnd = false;
mActionAnimation.holdAtEnd = false;
mActionAnimation.animateOnServer = false;
mActionAnimation.atEnd = false;
mState = MoveState;
mJetting = false;
mFalling = false;
mSwimming = false;
mInWater = false;
mPose = StandPose;
mContactTimer = 0;
mJumpDelay = 0;
mJumpSurfaceLastContact = 0;
mJumpSurfaceNormal.set(0.0f, 0.0f, 1.0f);
mControlObject = 0;
dMemset( mSplashEmitter, 0, sizeof( mSplashEmitter ) );
mUseHeadZCalc = true;
allowAllPoses();
mImpactSound = 0;
mRecoverTicks = 0;
mReversePending = 0;
mLastPos.set( 0.0f, 0.0f, 0.0f );
mMoveBubbleSound = 0;
mWaterBreathSound = 0;
mConvex.init(this);
mWorkingQueryBox.minExtents.set(-1e9f, -1e9f, -1e9f);
mWorkingQueryBox.maxExtents.set(-1e9f, -1e9f, -1e9f);
mWeaponBackFraction = 0.0f;
mInMissionArea = true;
mBubbleEmitterTime = 10.0;
mLastWaterPos.set( 0.0, 0.0, 0.0 );
mMountPending = 0;
mPhysicsRep = NULL;
for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
{
mShapeFPInstance[i] = 0;
mShapeFPAmbientThread[i] = 0;
mShapeFPVisThread[i] = 0;
mShapeFPAnimThread[i] = 0;
mShapeFPFlashThread[i] = 0;
mShapeFPSpinThread[i] = 0;
}
mLastAbsoluteYaw = 0.0f;
mLastAbsolutePitch = 0.0f;
mLastAbsoluteRoll = 0.0f;
afx_init();
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}
Player::~Player()
{
for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
{
delete mShapeFPInstance[i];
mShapeFPInstance[i] = 0;
}
}
//----------------------------------------------------------------------------
bool Player::onAdd()
{
ActionAnimation serverAnim = mActionAnimation;
if(!Parent::onAdd() || !mDataBlock)
return false;
mWorkingQueryBox.minExtents.set(-1e9f, -1e9f, -1e9f);
mWorkingQueryBox.maxExtents.set(-1e9f, -1e9f, -1e9f);
addToScene();
// Make sure any state and animation passed from the server
// in the initial update is set correctly.
ActionState state = mState;
mState = NullState;
setState(state);
setPose(StandPose);
if (serverAnim.action != PlayerData::NullAnimation)
{
setActionThread(serverAnim.action, true, serverAnim.holdAtEnd, true, false, true);
if (serverAnim.atEnd)
{
mShapeInstance->clearTransition(mActionAnimation.thread);
mShapeInstance->setPos(mActionAnimation.thread,
mActionAnimation.forward ? 1.0f : 0.0f);
if (inDeathAnim())
mDeath.lastPos = 1.0f;
}
// We have to leave them sitting for a while since mounts don't come through right
// away (and sometimes not for a while). Still going to let this time out because
// I'm not sure if we're guaranteed another anim will come through and cancel.
if (!isServerObject() && inSittingAnim())
mMountPending = (S32) sMountPendingTickWait;
else
mMountPending = 0;
}
if (mArmAnimation.action != PlayerData::NullAnimation)
setArmThread(mArmAnimation.action);
//
if (isServerObject())
{
scriptOnAdd();
}
else
{
U32 i;
for( i=0; i<PlayerData::NUM_SPLASH_EMITTERS; i++ )
{
if ( mDataBlock->splashEmitterList[i] )
{
mSplashEmitter[i] = new ParticleEmitter;
mSplashEmitter[i]->onNewDataBlock( mDataBlock->splashEmitterList[i], false );
if( !mSplashEmitter[i]->registerObject() )
{
Con::warnf( ConsoleLogEntry::General, "Could not register splash emitter for class: %s", mDataBlock->getName() );
mSplashEmitter[i].getPointer()->destroySelf();
mSplashEmitter[i] = NULL;
}
}
}
mLastWaterPos = getPosition();
// clear out all camera effects
gCamFXMgr.clear();
}
if ( PHYSICSMGR )
{
PhysicsWorld *world = PHYSICSMGR->getWorld( isServerObject() ? "server" : "client" );
mPhysicsRep = PHYSICSMGR->createPlayer();
mPhysicsRep->init( mDataBlock->physicsPlayerType,
mDataBlock->boxSize,
mDataBlock->runSurfaceCos,
mDataBlock->maxStepHeight,
this,
world );
mPhysicsRep->setTransform( getTransform() );
}
return true;
}
void Player::onRemove()
{
setControlObject(0);
scriptOnRemove();
removeFromScene();
if ( isGhost() )
{
SFX_DELETE( mMoveBubbleSound );
SFX_DELETE( mWaterBreathSound );
}
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U32 i;
for( i=0; i<PlayerData::NUM_SPLASH_EMITTERS; i++ )
{
if( mSplashEmitter[i] )
{
mSplashEmitter[i]->deleteWhenEmpty();
mSplashEmitter[i] = NULL;
}
}
mWorkingQueryBox.minExtents.set(-1e9f, -1e9f, -1e9f);
mWorkingQueryBox.maxExtents.set(-1e9f, -1e9f, -1e9f);
2016-07-12 22:30:11 +00:00
SAFE_DELETE( mPhysicsRep );
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Parent::onRemove();
}
void Player::onScaleChanged()
{
const Point3F& scale = getScale();
mScaledBox = mObjBox;
mScaledBox.minExtents.convolve( scale );
mScaledBox.maxExtents.convolve( scale );
}
//----------------------------------------------------------------------------
bool Player::onNewDataBlock( GameBaseData *dptr, bool reload )
{
PlayerData* prevData = mDataBlock;
mDataBlock = dynamic_cast<PlayerData*>(dptr);
if ( !mDataBlock || !Parent::onNewDataBlock( dptr, reload ) )
return false;
// Player requires a shape instance.
if ( mShapeInstance == NULL )
return false;
// Initialize arm thread, preserve arm sequence from last datablock.
// Arm animation can be from last datablock, or sent from the server.
U32 prevAction = mArmAnimation.action;
mArmAnimation.action = PlayerData::NullAnimation;
if (mDataBlock->lookAction) {
mArmAnimation.thread = mShapeInstance->addThread();
mShapeInstance->setTimeScale(mArmAnimation.thread,0);
if (prevData) {
if (prevAction != prevData->lookAction && prevAction != PlayerData::NullAnimation)
setArmThread(prevData->actionList[prevAction].name);
prevAction = PlayerData::NullAnimation;
}
if (mArmAnimation.action == PlayerData::NullAnimation) {
mArmAnimation.action = (prevAction != PlayerData::NullAnimation)?
prevAction: mDataBlock->lookAction;
mShapeInstance->setSequence(mArmAnimation.thread,
mDataBlock->actionList[mArmAnimation.action].sequence,0);
}
}
else
mArmAnimation.thread = 0;
// Initialize head look thread
TSShape const* shape = mShapeInstance->getShape();
S32 headSeq = shape->findSequence("head");
if (headSeq != -1) {
mHeadVThread = mShapeInstance->addThread();
mShapeInstance->setSequence(mHeadVThread,headSeq,0);
mShapeInstance->setTimeScale(mHeadVThread,0);
}
else
mHeadVThread = 0;
headSeq = shape->findSequence("headside");
if (headSeq != -1) {
mHeadHThread = mShapeInstance->addThread();
mShapeInstance->setSequence(mHeadHThread,headSeq,0);
mShapeInstance->setTimeScale(mHeadHThread,0);
}
else
mHeadHThread = 0;
// Create Recoil thread if any recoil sequences are specified.
// Note that the server player does not play this animation.
mRecoilThread = 0;
if (isGhost())
for (U32 s = 0; s < PlayerData::NumRecoilSequences; s++)
if (mDataBlock->recoilSequence[s] != -1) {
mRecoilThread = mShapeInstance->addThread();
mShapeInstance->setSequence(mRecoilThread, mDataBlock->recoilSequence[s], 0);
mShapeInstance->setTimeScale(mRecoilThread, 0);
break;
}
// Reset the image state driven animation thread. This will be properly built
// in onImageStateAnimation() when needed.
mImageStateThread = 0;
// Initialize the primary thread, the actual sequence is
// set later depending on player actions.
mActionAnimation.action = PlayerData::NullAnimation;
mActionAnimation.thread = mShapeInstance->addThread();
updateAnimationTree(!isGhost());
// First person mounted image shapes. Only on client.
if ( isGhost() )
{
for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
{
if (bool(mDataBlock->mShapeFP[i]))
{
mShapeFPInstance[i] = new TSShapeInstance(mDataBlock->mShapeFP[i], isClientObject());
mShapeFPInstance[i]->cloneMaterialList();
// Ambient animation
if (mShapeFPAmbientThread[i])
{
S32 seq = mShapeFPInstance[i]->getShape()->findSequence("ambient");
if (seq != -1)
{
mShapeFPAmbientThread[i] = mShapeFPInstance[i]->addThread();
mShapeFPInstance[i]->setTimeScale(mShapeFPAmbientThread[i], 1);
mShapeFPInstance[i]->setSequence(mShapeFPAmbientThread[i], seq, 0);
}
}
// Standard state animation
mShapeFPAnimThread[i] = mShapeFPInstance[i]->addThread();
if (mShapeFPAnimThread[i])
{
mShapeFPInstance[i]->setTimeScale(mShapeFPAnimThread[i],0);
}
}
}
}
if ( isGhost() )
{
// Create the sounds ahead of time. This reduces runtime
// costs and makes the system easier to understand.
SFX_DELETE( mMoveBubbleSound );
SFX_DELETE( mWaterBreathSound );
if ( mDataBlock->sound[PlayerData::MoveBubbles] )
mMoveBubbleSound = SFX->createSource( mDataBlock->sound[PlayerData::MoveBubbles] );
if ( mDataBlock->sound[PlayerData::WaterBreath] )
mWaterBreathSound = SFX->createSource( mDataBlock->sound[PlayerData::WaterBreath] );
}
mObjBox.maxExtents.x = mDataBlock->boxSize.x * 0.5f;
mObjBox.maxExtents.y = mDataBlock->boxSize.y * 0.5f;
mObjBox.maxExtents.z = mDataBlock->boxSize.z;
mObjBox.minExtents.x = -mObjBox.maxExtents.x;
mObjBox.minExtents.y = -mObjBox.maxExtents.y;
mObjBox.minExtents.z = 0.0f;
// Setup the box for our convex object...
mObjBox.getCenter(&mConvex.mCenter);
mConvex.mSize.x = mObjBox.len_x() / 2.0f;
mConvex.mSize.y = mObjBox.len_y() / 2.0f;
mConvex.mSize.z = mObjBox.len_z() / 2.0f;
// Initialize our scaled attributes as well
onScaleChanged();
resetWorldBox();
scriptOnNewDataBlock();
return true;
}
//----------------------------------------------------------------------------
void Player::reSkin()
{
if ( isGhost() && mShapeInstance && mSkinNameHandle.isValidString() )
{
mShapeInstance->resetMaterialList();
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Vector<String> skins;
String(mSkinNameHandle.getString()).split( ";", skins );
for ( S32 i = 0; i < skins.size(); i++ )
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{
String oldSkin( mAppliedSkinName.c_str() );
String newSkin( skins[i] );
// Check if the skin handle contains an explicit "old" base string. This
// allows all models to support skinning, even if they don't follow the
// "base_xxx" material naming convention.
S32 split = newSkin.find( '=' ); // "old=new" format skin?
if ( split != String::NPos )
{
oldSkin = newSkin.substr( 0, split );
newSkin = newSkin.erase( 0, split+1 );
}
// Apply skin to both 3rd person and 1st person shape instances
mShapeInstance->reSkin( newSkin, oldSkin );
for ( S32 j = 0; j < ShapeBase::MaxMountedImages; j++ )
2012-09-19 15:15:01 +00:00
{
if (mShapeFPInstance[j])
mShapeFPInstance[j]->reSkin( newSkin, oldSkin );
}
mAppliedSkinName = newSkin;
}
}
}
//----------------------------------------------------------------------------
void Player::setControllingClient(GameConnection* client)
{
Parent::setControllingClient(client);
if (mControlObject)
mControlObject->setControllingClient(client);
}
void Player::setControlObject(ShapeBase* obj)
{
if (mControlObject == obj)
return;
if (mControlObject) {
mControlObject->setControllingObject(0);
mControlObject->setControllingClient(0);
}
if (obj == this || obj == 0)
mControlObject = 0;
else {
if (ShapeBase* coo = obj->getControllingObject())
coo->setControlObject(0);
if (GameConnection* con = obj->getControllingClient())
con->setControlObject(0);
mControlObject = obj;
mControlObject->setControllingObject(this);
mControlObject->setControllingClient(getControllingClient());
}
}
void Player::onCameraScopeQuery(NetConnection *connection, CameraScopeQuery *query)
{
// First, we are certainly in scope, and whatever we're riding is too...
if(mControlObject.isNull() || mControlObject == mMount.object)
Parent::onCameraScopeQuery(connection, query);
else
{
connection->objectInScope(this);
if (isMounted())
connection->objectInScope(mMount.object);
mControlObject->onCameraScopeQuery(connection, query);
}
}
ShapeBase* Player::getControlObject()
{
return mControlObject;
}
void Player::processTick(const Move* move)
{
PROFILE_SCOPE(Player_ProcessTick);
bool prevMoveMotion = mMoveMotion;
Pose prevPose = getPose();
// If we're not being controlled by a client, let the
// AI sub-module get a chance at producing a move.
Move aiMove;
if (!move && isServerObject() && getAIMove(&aiMove))
move = &aiMove;
// Manage the control object and filter moves for the player
Move pMove,cMove;
if (mControlObject) {
if (!move)
mControlObject->processTick(0);
else {
pMove = NullMove;
cMove = *move;
//if (isMounted()) {
// Filter Jump trigger if mounted
//pMove.trigger[2] = move->trigger[2];
//cMove.trigger[2] = false;
//}
if (move->freeLook) {
// Filter yaw/picth/roll when freelooking.
pMove.yaw = move->yaw;
pMove.pitch = move->pitch;
pMove.roll = move->roll;
pMove.freeLook = true;
cMove.freeLook = false;
cMove.yaw = cMove.pitch = cMove.roll = 0.0f;
}
mControlObject->processTick((mDamageState == Enabled)? &cMove: &NullMove);
move = &pMove;
}
}
Parent::processTick(move);
// Check for state changes in the standard move triggers and
// set bits for any triggers that switched on this tick in
// the fx_s_triggers mask. Flag any changes to be packed to
// clients.
if (isServerObject())
{
fx_s_triggers = 0;
if (move)
{
U8 on_bits = 0;
for (S32 i = 0; i < MaxTriggerKeys; i++)
if (move->trigger[i])
on_bits |= BIT(i);
if (on_bits != move_trigger_states)
{
U8 switched_on_bits = (on_bits & ~move_trigger_states);
if (switched_on_bits)
{
fx_s_triggers |= (U32)switched_on_bits;
setMaskBits(TriggerMask);
}
move_trigger_states = on_bits;
}
}
}
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// Warp to catch up to server
if (mDelta.warpTicks > 0) {
mDelta.warpTicks--;
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// Set new pos
getTransform().getColumn(3, &mDelta.pos);
mDelta.pos += mDelta.warpOffset;
mDelta.rot += mDelta.rotOffset;
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// Wrap yaw to +/-PI
if (mDelta.rot.z < - M_PI_F)
mDelta.rot.z += M_2PI_F;
else if (mDelta.rot.z > M_PI_F)
mDelta.rot.z -= M_2PI_F;
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if (!ignore_updates)
{
setPosition(mDelta.pos, mDelta.rot);
}
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updateDeathOffsets();
updateLookAnimation();
// Backstepping
mDelta.posVec = -mDelta.warpOffset;
mDelta.rotVec = -mDelta.rotOffset;
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}
else {
// If there is no move, the player is either an
// unattached player on the server, or a player's
// client ghost.
if (!move) {
if (isGhost()) {
// If we haven't run out of prediction time,
// predict using the last known move.
if (mPredictionCount-- <= 0)
return;
move = &mDelta.move;
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}
else
move = &NullMove;
}
if (!isGhost())
updateAnimation(TickSec);
PROFILE_START(Player_PhysicsSection);
if ( isServerObject() || didRenderLastRender() || getControllingClient() )
{
if ( !mPhysicsRep )
{
if ( isMounted() )
{
// If we're mounted then do not perform any collision checks
// and clear our previous working list.
mConvex.clearWorkingList();
}
else
{
updateWorkingCollisionSet();
}
}
updateState();
updateMove(move);
updateLookAnimation();
updateDeathOffsets();
updatePos();
}
PROFILE_END();
if (!isGhost())
{
// Animations are advanced based on frame rate on the
// client and must be ticked on the server.
updateActionThread();
updateAnimationTree(true);
// Check for sprinting motion changes
Pose currentPose = getPose();
// Player has just switched into Sprint pose and is moving
if (currentPose == SprintPose && prevPose != SprintPose && mMoveMotion)
{
mDataBlock->onStartSprintMotion_callback( this );
}
// Player has just switched out of Sprint pose and is moving, or was just moving
else if (currentPose != SprintPose && prevPose == SprintPose && (mMoveMotion || prevMoveMotion))
{
mDataBlock->onStopSprintMotion_callback( this );
}
// Player is in Sprint pose and has modified their motion
else if (currentPose == SprintPose && prevMoveMotion != mMoveMotion)
{
if (mMoveMotion)
{
mDataBlock->onStartSprintMotion_callback( this );
}
else
{
mDataBlock->onStopSprintMotion_callback( this );
}
}
}
}
}
void Player::interpolateTick(F32 dt)
{
if (mControlObject)
mControlObject->interpolateTick(dt);
// Client side interpolation
Parent::interpolateTick(dt);
Point3F pos = mDelta.pos + mDelta.posVec * dt;
Point3F rot = mDelta.rot + mDelta.rotVec * dt;
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if (!ignore_updates)
setRenderPosition(pos,rot,dt);
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/*
// apply camera effects - is this the best place? - bramage
GameConnection* connection = GameConnection::getConnectionToServer();
if( connection->isFirstPerson() )
{
ShapeBase *obj = dynamic_cast<ShapeBase*>(connection->getControlObject());
if( obj == this )
{
MatrixF curTrans = getRenderTransform();
curTrans.mul( gCamFXMgr.getTrans() );
Parent::setRenderTransform( curTrans );
}
}
*/
updateLookAnimation(dt);
mDelta.dt = dt;
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}
void Player::advanceTime(F32 dt)
{
// Client side animations
Parent::advanceTime(dt);
// Increment timer for triggering idle events.
if (idle_timer >= 0.0f)
idle_timer += dt;
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updateActionThread();
updateAnimation(dt);
updateSplash();
updateFroth(dt);
updateWaterSounds(dt);
mLastPos = getPosition();
if (mImpactSound)
playImpactSound();
// update camera effects. Definitely need to find better place for this - bramage
if( isControlObject() )
{
if( mDamageState == Disabled || mDamageState == Destroyed )
{
// clear out all camera effects being applied to player if dead
gCamFXMgr.clear();
}
}
}
bool Player::getAIMove(Move* move)
{
return false;
}
void Player::setState(ActionState state, U32 recoverTicks)
{
if (state != mState) {
// Skip initialization if there is no manager, the state
// will get reset when the object is added to a manager.
if (isProperlyAdded()) {
switch (state) {
case RecoverState: {
if (mDataBlock->landSequenceTime > 0.0f)
{
// Use the land sequence as the basis for the recovery
setActionThread(PlayerData::LandAnim, true, false, true, true);
F32 timeScale = mShapeInstance->getDuration(mActionAnimation.thread) / mDataBlock->landSequenceTime;
mShapeInstance->setTimeScale(mActionAnimation.thread,timeScale);
mRecoverDelay = mDataBlock->landSequenceTime;
}
else
{
// Legacy recover system
mRecoverTicks = recoverTicks;
mReversePending = U32(F32(mRecoverTicks) / sLandReverseScale);
setActionThread(PlayerData::LandAnim, true, false, true, true);
}
break;
}
default:
break;
}
}
mState = state;
}
}
void Player::updateState()
{
switch (mState)
{
case RecoverState:
if (mDataBlock->landSequenceTime > 0.0f)
{
// Count down the land time
mRecoverDelay -= TickSec;
if (mRecoverDelay <= 0.0f)
{
setState(MoveState);
}
}
else
{
// Legacy recover system
if (mRecoverTicks-- <= 0)
{
if (mReversePending && mActionAnimation.action != PlayerData::NullAnimation)
{
// this serves and counter, and direction state
mRecoverTicks = mReversePending;
mActionAnimation.forward = false;
S32 seq = mDataBlock->actionList[mActionAnimation.action].sequence;
S32 imageBasedSeq = convertActionToImagePrefix(mActionAnimation.action);
if (imageBasedSeq != -1)
seq = imageBasedSeq;
F32 pos = mShapeInstance->getPos(mActionAnimation.thread);
mShapeInstance->setTimeScale(mActionAnimation.thread, -sLandReverseScale);
mShapeInstance->transitionToSequence(mActionAnimation.thread,
seq, pos, sAnimationTransitionTime, true);
mReversePending = 0;
}
else
{
setState(MoveState);
}
} // Stand back up slowly only if not moving much-
else if (!mReversePending && mVelocity.lenSquared() > sSlowStandThreshSquared)
{
mActionAnimation.waitForEnd = false;
setState(MoveState);
}
}
break;
default:
break;
}
}
const char* Player::getStateName()
{
if (mDamageState != Enabled)
return "Dead";
if (isMounted())
return "Mounted";
if (mState == RecoverState)
return "Recover";
return "Move";
}
void Player::getDamageLocation(const Point3F& in_rPos, const char *&out_rpVert, const char *&out_rpQuad)
{
// TODO: This will be WRONG when player is prone or swimming!
Point3F newPoint;
mWorldToObj.mulP(in_rPos, &newPoint);
Point3F boxSize = mObjBox.getExtents();
F32 zHeight = boxSize.z;
F32 zTorso = mDataBlock->boxTorsoPercentage;
F32 zHead = mDataBlock->boxHeadPercentage;
zTorso *= zHeight;
zHead *= zHeight;
if (newPoint.z <= zTorso)
out_rpVert = "legs";
else if (newPoint.z <= zHead)
out_rpVert = "torso";
else
out_rpVert = "head";
if(dStrcmp(out_rpVert, "head") != 0)
{
if (newPoint.y >= 0.0f)
{
if (newPoint.x <= 0.0f)
out_rpQuad = "front_left";
else
out_rpQuad = "front_right";
}
else
{
if (newPoint.x <= 0.0f)
out_rpQuad = "back_left";
else
out_rpQuad = "back_right";
}
}
else
{
F32 backToFront = boxSize.x;
F32 leftToRight = boxSize.y;
F32 backPoint = backToFront * mDataBlock->boxHeadBackPercentage;
F32 frontPoint = backToFront * mDataBlock->boxHeadFrontPercentage;
F32 leftPoint = leftToRight * mDataBlock->boxHeadLeftPercentage;
F32 rightPoint = leftToRight * mDataBlock->boxHeadRightPercentage;
S32 index = 0;
if (newPoint.y < backPoint)
index += 0;
else if (newPoint.y >= frontPoint)
index += 3;
else
index += 6;
if (newPoint.x < leftPoint)
index += 0;
else if (newPoint.x >= rightPoint)
index += 1;
else
index += 2;
switch (index)
{
case 0: out_rpQuad = "left_back"; break;
case 1: out_rpQuad = "middle_back"; break;
case 2: out_rpQuad = "right_back"; break;
case 3: out_rpQuad = "left_middle"; break;
case 4: out_rpQuad = "middle_middle"; break;
case 5: out_rpQuad = "right_middle"; break;
case 6: out_rpQuad = "left_front"; break;
case 7: out_rpQuad = "middle_front"; break;
case 8: out_rpQuad = "right_front"; break;
default:
AssertFatal(0, "Bad non-tant index");
};
}
}
const char* Player::getPoseName() const
{
return EngineMarshallData< PlayerPose >(getPose());
}
void Player::setPose( Pose pose )
{
// Already the set pose, return.
if ( pose == mPose )
return;
Pose oldPose = mPose;
mPose = pose;
// Not added yet, just assign the pose and return.
if ( !isProperlyAdded() )
return;
Point3F boxSize(1,1,1);
// Resize the player boxes
switch (pose)
{
case StandPose:
case SprintPose:
boxSize = mDataBlock->boxSize;
break;
case CrouchPose:
boxSize = mDataBlock->crouchBoxSize;
break;
case PronePose:
boxSize = mDataBlock->proneBoxSize;
break;
case SwimPose:
boxSize = mDataBlock->swimBoxSize;
break;
}
// Object and World Boxes...
mObjBox.maxExtents.x = boxSize.x * 0.5f;
mObjBox.maxExtents.y = boxSize.y * 0.5f;
mObjBox.maxExtents.z = boxSize.z;
mObjBox.minExtents.x = -mObjBox.maxExtents.x;
mObjBox.minExtents.y = -mObjBox.maxExtents.y;
mObjBox.minExtents.z = 0.0f;
resetWorldBox();
// Setup the box for our convex object...
mObjBox.getCenter(&mConvex.mCenter);
mConvex.mSize.x = mObjBox.len_x() / 2.0f;
mConvex.mSize.y = mObjBox.len_y() / 2.0f;
mConvex.mSize.z = mObjBox.len_z() / 2.0f;
// Initialize our scaled attributes as well...
onScaleChanged();
// Resize the PhysicsPlayer rep. should we have one
if ( mPhysicsRep )
mPhysicsRep->setSpacials( getPosition(), boxSize );
if ( isServerObject() )
mDataBlock->onPoseChange_callback( this, EngineMarshallData< PlayerPose >(oldPose), EngineMarshallData< PlayerPose >(mPose));
}
void Player::allowAllPoses()
{
mAllowJumping = true;
mAllowJetJumping = true;
mAllowSprinting = true;
mAllowCrouching = true;
mAllowProne = true;
mAllowSwimming = true;
}
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AngAxisF gPlayerMoveRot;
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void Player::updateMove(const Move* move)
{
struct Move my_move;
if (override_movement && movement_op < 3)
{
my_move = *move;
switch (movement_op)
{
case 0: // add
my_move.x += movement_data.x;
my_move.y += movement_data.y;
my_move.z += movement_data.z;
break;
case 1: // mult
my_move.x *= movement_data.x;
my_move.y *= movement_data.y;
my_move.z *= movement_data.z;
break;
case 2: // replace
my_move.x = movement_data.x;
my_move.y = movement_data.y;
my_move.z = movement_data.z;
break;
}
move = &my_move;
}
mDelta.move = *move;
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#ifdef TORQUE_OPENVR
if (mControllers[0])
{
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mControllers[0]->processTick(move);
}
if (mControllers[1])
{
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mControllers[1]->processTick(move);
}
#endif
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// Is waterCoverage high enough to be 'swimming'?
{
bool swimming = mWaterCoverage > 0.65f && canSwim();
if ( swimming != mSwimming )
{
if ( !isGhost() )
{
if ( swimming )
mDataBlock->onStartSwim_callback( this );
else
mDataBlock->onStopSwim_callback( this );
}
mSwimming = swimming;
}
}
// Trigger images
if (mDamageState == Enabled)
{
setImageTriggerState( 0, move->trigger[sImageTrigger0] );
// If you have a secondary mounted image then
// send the second trigger to it. Else give it
// to the first image as an alt fire.
if ( getMountedImage( 1 ) )
setImageTriggerState( 1, move->trigger[sImageTrigger1] );
else
setImageAltTriggerState( 0, move->trigger[sImageTrigger1] );
}
// Update current orientation
if (mDamageState == Enabled) {
F32 prevZRot = mRot.z;
mDelta.headVec = mHead;
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bool doStandardMove = true;
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bool absoluteDelta = false;
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GameConnection* con = getControllingClient();
#ifdef TORQUE_EXTENDED_MOVE
// Work with an absolute rotation from the ExtendedMove class?
if(con && con->getControlSchemeAbsoluteRotation())
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{
doStandardMove = false;
const ExtendedMove* emove = dynamic_cast<const ExtendedMove*>(move);
U32 emoveIndex = smExtendedMoveHeadPosRotIndex;
if(emoveIndex >= ExtendedMove::MaxPositionsRotations)
emoveIndex = 0;
if(emove->EulerBasedRotation[emoveIndex])
{
// Head pitch
mHead.x += (emove->rotX[emoveIndex] - mLastAbsolutePitch);
// Do we also include the relative yaw value?
if(con->getControlSchemeAddPitchToAbsRot())
{
F32 x = move->pitch;
if (x > M_PI_F)
x -= M_2PI_F;
mHead.x += x;
}
// Constrain the range of mHead.x
while (mHead.x < -M_PI_F)
mHead.x += M_2PI_F;
while (mHead.x > M_PI_F)
mHead.x -= M_2PI_F;
// Rotate (heading) head or body?
if (move->freeLook && ((isMounted() && getMountNode() == 0) || (con && !con->isFirstPerson())))
{
// Rotate head
mHead.z += (emove->rotZ[emoveIndex] - mLastAbsoluteYaw);
// Do we also include the relative yaw value?
if(con->getControlSchemeAddYawToAbsRot())
{
F32 z = move->yaw;
if (z > M_PI_F)
z -= M_2PI_F;
mHead.z += z;
}
// Constrain the range of mHead.z
while (mHead.z < 0.0f)
mHead.z += M_2PI_F;
while (mHead.z > M_2PI_F)
mHead.z -= M_2PI_F;
}
else
{
// Rotate body
mRot.z += (emove->rotZ[emoveIndex] - mLastAbsoluteYaw);
// Do we also include the relative yaw value?
if(con->getControlSchemeAddYawToAbsRot())
{
F32 z = move->yaw;
if (z > M_PI_F)
z -= M_2PI_F;
mRot.z += z;
}
// Constrain the range of mRot.z
while (mRot.z < 0.0f)
mRot.z += M_2PI_F;
while (mRot.z > M_2PI_F)
mRot.z -= M_2PI_F;
}
mLastAbsoluteYaw = emove->rotZ[emoveIndex];
mLastAbsolutePitch = emove->rotX[emoveIndex];
mLastAbsoluteRoll = emove->rotY[emoveIndex];
// Head bank
mHead.y = emove->rotY[emoveIndex];
// Constrain the range of mHead.y
while (mHead.y > M_PI_F)
mHead.y -= M_2PI_F;
}
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else
{
// Orient the player so we are looking towards the required position, ignoring any banking
AngAxisF moveRot(Point3F(emove->rotX[emoveIndex], emove->rotY[emoveIndex], emove->rotZ[emoveIndex]), emove->rotW[emoveIndex]);
MatrixF trans(1);
moveRot.setMatrix(&trans);
trans.inverse();
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Point3F vecForward(0, 10, 0);
Point3F viewAngle;
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Point3F orient;
EulerF rot;
trans.mulV(vecForward);
viewAngle = vecForward;
vecForward.z = 0; // flatten
vecForward.normalizeSafe();
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F32 yawAng;
F32 pitchAng;
MathUtils::getAnglesFromVector(vecForward, yawAng, pitchAng);
mRot = EulerF(0);
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mRot.z = yawAng;
mHead = EulerF(0);
while (mRot.z < 0.0f)
mRot.z += M_2PI_F;
while (mRot.z > M_2PI_F)
mRot.z -= M_2PI_F;
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absoluteDelta = true;
}
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}
#endif
if(doStandardMove)
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{
F32 p = move->pitch * (mPose == SprintPose ? mDataBlock->sprintPitchScale : 1.0f);
if (p > M_PI_F)
p -= M_2PI_F;
mHead.x = mClampF(mHead.x + p,mDataBlock->minLookAngle,
mDataBlock->maxLookAngle);
F32 y = move->yaw * (mPose == SprintPose ? mDataBlock->sprintYawScale : 1.0f);
if (y > M_PI_F)
y -= M_2PI_F;
if (move->freeLook && ((isMounted() && getMountNode() == 0) || (con && !con->isFirstPerson())))
{
mHead.z = mClampF(mHead.z + y,
-mDataBlock->maxFreelookAngle,
mDataBlock->maxFreelookAngle);
}
else
{
mRot.z += y;
// Rotate the head back to the front, center horizontal
// as well if we're controlling another object.
mHead.z *= 0.5f;
if (mControlObject)
mHead.x *= 0.5f;
}
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// constrain the range of mRot.z
while (mRot.z < 0.0f)
mRot.z += M_2PI_F;
while (mRot.z > M_2PI_F)
mRot.z -= M_2PI_F;
}
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mDelta.rot = mRot;
mDelta.rotVec.x = mDelta.rotVec.y = 0.0f;
mDelta.rotVec.z = prevZRot - mRot.z;
if (mDelta.rotVec.z > M_PI_F)
mDelta.rotVec.z -= M_2PI_F;
else if (mDelta.rotVec.z < -M_PI_F)
mDelta.rotVec.z += M_2PI_F;
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mDelta.head = mHead;
mDelta.headVec -= mHead;
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if (absoluteDelta)
{
mDelta.headVec = Point3F(0, 0, 0);
mDelta.rotVec = Point3F(0, 0, 0);
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}
for(U32 i=0; i<3; ++i)
{
if (mDelta.headVec[i] > M_PI_F)
mDelta.headVec[i] -= M_2PI_F;
else if (mDelta.headVec[i] < -M_PI_F)
mDelta.headVec[i] += M_2PI_F;
}
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}
MatrixF zRot;
zRot.set(EulerF(0.0f, 0.0f, mRot.z));
// Desired move direction & speed
VectorF moveVec;
F32 moveSpeed;
// If BLOCK_USER_CONTROL is set in anim_clip_flags, the user won't be able to
// resume control over the player character. This generally happens for
// short periods of time synchronized with script driven animation at places
// where it makes sense that user motion is prohibited, such as when the
// player is lifted off the ground or knocked down.
if ((mState == MoveState || (mState == RecoverState && mDataBlock->recoverRunForceScale > 0.0f)) && mDamageState == Enabled && !isAnimationLocked())
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{
zRot.getColumn(0,&moveVec);
moveVec *= (move->x * (mPose == SprintPose ? mDataBlock->sprintStrafeScale : 1.0f));
VectorF tv;
zRot.getColumn(1,&tv);
moveVec += tv * move->y;
// Clamp water movement
if (move->y > 0.0f)
{
if ( mSwimming )
moveSpeed = getMax(mDataBlock->maxUnderwaterForwardSpeed * move->y,
mDataBlock->maxUnderwaterSideSpeed * mFabs(move->x));
else if ( mPose == PronePose )
moveSpeed = getMax(mDataBlock->maxProneForwardSpeed * move->y,
mDataBlock->maxProneSideSpeed * mFabs(move->x));
else if ( mPose == CrouchPose )
moveSpeed = getMax(mDataBlock->maxCrouchForwardSpeed * move->y,
mDataBlock->maxCrouchSideSpeed * mFabs(move->x));
else if ( mPose == SprintPose )
moveSpeed = getMax(mDataBlock->maxSprintForwardSpeed * move->y,
mDataBlock->maxSprintSideSpeed * mFabs(move->x));
else // StandPose
moveSpeed = getMax(mDataBlock->maxForwardSpeed * move->y,
mDataBlock->maxSideSpeed * mFabs(move->x));
}
else
{
if ( mSwimming )
moveSpeed = getMax(mDataBlock->maxUnderwaterBackwardSpeed * mFabs(move->y),
mDataBlock->maxUnderwaterSideSpeed * mFabs(move->x));
else if ( mPose == PronePose )
moveSpeed = getMax(mDataBlock->maxProneBackwardSpeed * mFabs(move->y),
mDataBlock->maxProneSideSpeed * mFabs(move->x));
else if ( mPose == CrouchPose )
moveSpeed = getMax(mDataBlock->maxCrouchBackwardSpeed * mFabs(move->y),
mDataBlock->maxCrouchSideSpeed * mFabs(move->x));
else if ( mPose == SprintPose )
moveSpeed = getMax(mDataBlock->maxSprintBackwardSpeed * mFabs(move->y),
mDataBlock->maxSprintSideSpeed * mFabs(move->x));
else // StandPose
moveSpeed = getMax(mDataBlock->maxBackwardSpeed * mFabs(move->y),
mDataBlock->maxSideSpeed * mFabs(move->x));
}
// Cancel any script driven animations if we are going to move.
if (moveVec.x + moveVec.y + moveVec.z != 0.0f &&
(mActionAnimation.action >= PlayerData::NumTableActionAnims
|| mActionAnimation.action == PlayerData::LandAnim))
mActionAnimation.action = PlayerData::NullAnimation;
}
else
{
moveVec.set(0.0f, 0.0f, 0.0f);
moveSpeed = 0.0f;
}
// apply speed bias here.
speed_bias = speed_bias + (speed_bias_goal - speed_bias)*0.1f;
moveSpeed *= speed_bias;
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// Acceleration due to gravity
VectorF acc(0.0f, 0.0f, mGravity * mGravityMod * TickSec);
// Determine ground contact normal. Only look for contacts if
// we can move and aren't mounted.
VectorF contactNormal(0,0,0);
bool jumpSurface = false, runSurface = false;
if ( !isMounted() )
findContact( &runSurface, &jumpSurface, &contactNormal );
if ( jumpSurface )
mJumpSurfaceNormal = contactNormal;
// If we don't have a runSurface but we do have a contactNormal,
// then we are standing on something that is too steep.
// Deflect the force of gravity by the normal so we slide.
// We could also try aligning it to the runSurface instead,
// but this seems to work well.
if ( !runSurface && !contactNormal.isZero() )
acc = ( acc - 2 * contactNormal * mDot( acc, contactNormal ) );
// Acceleration on run surface
if (runSurface && !mSwimming) {
mContactTimer = 0;
// Remove acc into contact surface (should only be gravity)
// Clear out floating point acc errors, this will allow
// the player to "rest" on the ground.
// However, no need to do that if we're using a physics library.
// It will take care of itself.
if (!mPhysicsRep)
{
F32 vd = -mDot(acc,contactNormal);
if (vd > 0.0f) {
VectorF dv = contactNormal * (vd + 0.002f);
acc += dv;
if (acc.len() < 0.0001f)
acc.set(0.0f, 0.0f, 0.0f);
}
}
// Force a 0 move if there is no energy, and only drain
// move energy if we're moving.
VectorF pv;
if (mPose == SprintPose && mEnergy >= mDataBlock->minSprintEnergy) {
if (moveSpeed)
mEnergy -= mDataBlock->sprintEnergyDrain;
pv = moveVec;
}
else if (mEnergy >= mDataBlock->minRunEnergy) {
if (moveSpeed)
mEnergy -= mDataBlock->runEnergyDrain;
pv = moveVec;
}
else
pv.set(0.0f, 0.0f, 0.0f);
// Adjust the player's requested dir. to be parallel
// to the contact surface.
F32 pvl = pv.len();
if(mJetting)
{
pvl = moveVec.len();
if (pvl)
{
VectorF nn;
mCross(pv,VectorF(0.0f, 0.0f, 0.0f),&nn);
nn *= 1 / pvl;
VectorF cv(0.0f, 0.0f, 0.0f);
cv -= nn * mDot(nn,cv);
pv -= cv * mDot(pv,cv);
pvl = pv.len();
}
}
else if (!mPhysicsRep)
{
// We only do this if we're not using a physics library. The
// library will take care of itself.
if (pvl)
{
VectorF nn;
mCross(pv,VectorF(0.0f, 0.0f, 1.0f),&nn);
nn *= 1.0f / pvl;
VectorF cv = contactNormal;
cv -= nn * mDot(nn,cv);
pv -= cv * mDot(pv,cv);
pvl = pv.len();
}
}
// Convert to acceleration
if ( pvl )
pv *= moveSpeed / pvl;
VectorF runAcc = pv - (mVelocity + acc);
F32 runSpeed = runAcc.len();
// Clamp acceleration, player also accelerates faster when
// in his hard landing recover state.
F32 maxAcc;
if (mPose == SprintPose)
{
maxAcc = (mDataBlock->sprintForce / getMass()) * TickSec;
}
else
{
maxAcc = (mDataBlock->runForce / getMass()) * TickSec;
}
if (mState == RecoverState)
maxAcc *= mDataBlock->recoverRunForceScale;
if (runSpeed > maxAcc)
runAcc *= maxAcc / runSpeed;
acc += runAcc;
// If we are running on the ground, then we're not jumping
if (mDataBlock->isJumpAction(mActionAnimation.action))
mActionAnimation.action = PlayerData::NullAnimation;
}
else if (!mSwimming && mDataBlock->airControl > 0.0f)
{
VectorF pv;
pv = moveVec;
F32 pvl = pv.len();
if (pvl)
pv *= moveSpeed / pvl;
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VectorF runAcc = pv - (mVelocity + acc);
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runAcc.z = 0;
runAcc.x = runAcc.x * mDataBlock->airControl;
runAcc.y = runAcc.y * mDataBlock->airControl;
F32 runSpeed = runAcc.len();
// We don't test for sprinting when performing air control
F32 maxAcc = (mDataBlock->runForce / getMass()) * TickSec * 0.3f;
if (runSpeed > maxAcc)
runAcc *= maxAcc / runSpeed;
acc += runAcc;
// There are no special air control animations
// so... increment this unless you really want to
// play the run anims in the air.
mContactTimer++;
}
else if (mSwimming)
{
// Remove acc into contact surface (should only be gravity)
// Clear out floating point acc errors, this will allow
// the player to "rest" on the ground.
F32 vd = -mDot(acc,contactNormal);
if (vd > 0.0f) {
VectorF dv = contactNormal * (vd + 0.002f);
acc += dv;
if (acc.len() < 0.0001f)
acc.set(0.0f, 0.0f, 0.0f);
}
// get the head pitch and add it to the moveVec
// This more accurate swim vector calc comes from Matt Fairfax
MatrixF xRot;
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xRot.set(EulerF(mHead.x, 0, 0));
zRot.set(EulerF(0, 0, mRot.z));
MatrixF rot;
rot.mul(zRot, xRot);
rot.getColumn(0,&moveVec);
moveVec *= move->x;
VectorF tv;
rot.getColumn(1,&tv);
moveVec += tv * move->y;
rot.getColumn(2,&tv);
moveVec += tv * move->z;
// Force a 0 move if there is no energy, and only drain
// move energy if we're moving.
VectorF swimVec;
if (mEnergy >= mDataBlock->minRunEnergy) {
if (moveSpeed)
mEnergy -= mDataBlock->runEnergyDrain;
swimVec = moveVec;
}
else
swimVec.set(0.0f, 0.0f, 0.0f);
// If we are swimming but close enough to the shore/ground
// we can still have a surface-normal. In this case align the
// velocity to the normal to make getting out of water easier.
moveVec.normalize();
F32 isSwimUp = mDot( moveVec, contactNormal );
if ( !contactNormal.isZero() && isSwimUp < 0.1f )
{
F32 pvl = swimVec.len();
if ( true && pvl )
{
VectorF nn;
mCross(swimVec,VectorF(0.0f, 0.0f, 1.0f),&nn);
nn *= 1.0f / pvl;
VectorF cv = contactNormal;
cv -= nn * mDot(nn,cv);
swimVec -= cv * mDot(swimVec,cv);
}
}
F32 swimVecLen = swimVec.len();
// Convert to acceleration.
if ( swimVecLen )
swimVec *= moveSpeed / swimVecLen;
VectorF swimAcc = swimVec - (mVelocity + acc);
F32 swimSpeed = swimAcc.len();
// Clamp acceleration.
F32 maxAcc = (mDataBlock->swimForce / getMass()) * TickSec;
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if ( swimSpeed > maxAcc )
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swimAcc *= maxAcc / swimSpeed;
acc += swimAcc;
mContactTimer++;
}
else
mContactTimer++;
// Acceleration from Jumping
// While BLOCK_USER_CONTROL is set in anim_clip_flags, the user won't be able to
// make the player character jump.
if (move->trigger[sJumpTrigger] && canJump() && !isAnimationLocked())
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{
// Scale the jump impulse base on maxJumpSpeed
F32 zSpeedScale = mVelocity.z;
if (zSpeedScale <= mDataBlock->maxJumpSpeed)
{
zSpeedScale = (zSpeedScale <= mDataBlock->minJumpSpeed)? 1:
1 - (zSpeedScale - mDataBlock->minJumpSpeed) /
(mDataBlock->maxJumpSpeed - mDataBlock->minJumpSpeed);
// Desired jump direction
VectorF pv = moveVec;
F32 len = pv.len();
if (len > 0)
pv *= 1 / len;
// We want to scale the jump size by the player size, somewhat
// in reduced ratio so a smaller player can jump higher in
// proportion to his size, than a larger player.
F32 scaleZ = (getScale().z * 0.25) + 0.75;
// Calculate our jump impulse
F32 impulse = mDataBlock->jumpForce / getMass();
if (mDataBlock->jumpTowardsNormal)
{
// If we are facing into the surface jump up, otherwise
// jump away from surface.
F32 dot = mDot(pv,mJumpSurfaceNormal);
if (dot <= 0)
acc.z += mJumpSurfaceNormal.z * scaleZ * impulse * zSpeedScale;
else
{
acc.x += pv.x * impulse * dot;
acc.y += pv.y * impulse * dot;
acc.z += mJumpSurfaceNormal.z * scaleZ * impulse * zSpeedScale;
}
}
else
acc.z += scaleZ * impulse * zSpeedScale;
mJumpDelay = mDataBlock->jumpDelay;
mEnergy -= mDataBlock->jumpEnergyDrain;
// If we don't have a StandJumpAnim, just play the JumpAnim...
S32 seq = (mVelocity.len() < 0.5) ? PlayerData::StandJumpAnim: PlayerData::JumpAnim;
if ( mDataBlock->actionList[seq].sequence == -1 )
seq = PlayerData::JumpAnim;
setActionThread( seq, true, false, true );
mJumpSurfaceLastContact = JumpSkipContactsMax;
// Flag the jump event trigger.
fx_s_triggers |= PLAYER_JUMP_S_TRIGGER;
setMaskBits(TriggerMask);
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}
}
else
{
if (jumpSurface)
{
if (mJumpDelay > 0)
mJumpDelay--;
mJumpSurfaceLastContact = 0;
}
else
mJumpSurfaceLastContact++;
}
if (move->trigger[sJumpJetTrigger] && !isMounted() && canJetJump())
{
mJetting = true;
// Scale the jump impulse base on maxJumpSpeed
F32 zSpeedScale = mVelocity.z;
if (zSpeedScale <= mDataBlock->jetMaxJumpSpeed)
{
zSpeedScale = (zSpeedScale <= mDataBlock->jetMinJumpSpeed)? 1:
1 - (zSpeedScale - mDataBlock->jetMinJumpSpeed) / (mDataBlock->jetMaxJumpSpeed - mDataBlock->jetMinJumpSpeed);
// Desired jump direction
VectorF pv = moveVec;
F32 len = pv.len();
if (len > 0.0f)
pv *= 1 / len;
// If we are facing into the surface jump up, otherwise
// jump away from surface.
F32 dot = mDot(pv,mJumpSurfaceNormal);
F32 impulse = mDataBlock->jetJumpForce / getMass();
if (dot <= 0)
acc.z += mJumpSurfaceNormal.z * impulse * zSpeedScale;
else
{
acc.x += pv.x * impulse * dot;
acc.y += pv.y * impulse * dot;
acc.z += mJumpSurfaceNormal.z * impulse * zSpeedScale;
}
mEnergy -= mDataBlock->jetJumpEnergyDrain;
}
}
else
{
mJetting = false;
}
// Add in force from physical zones...
acc += (mAppliedForce / getMass()) * TickSec;
// Adjust velocity with all the move & gravity acceleration
// TG: I forgot why doesn't the TickSec multiply happen here...
mVelocity += acc;
// apply horizontal air resistance
F32 hvel = mSqrt(mVelocity.x * mVelocity.x + mVelocity.y * mVelocity.y);
if(hvel > mDataBlock->horizResistSpeed)
{
F32 speedCap = hvel;
if(speedCap > mDataBlock->horizMaxSpeed)
speedCap = mDataBlock->horizMaxSpeed;
speedCap -= mDataBlock->horizResistFactor * TickSec * (speedCap - mDataBlock->horizResistSpeed);
F32 scale = speedCap / hvel;
mVelocity.x *= scale;
mVelocity.y *= scale;
}
if(mVelocity.z > mDataBlock->upResistSpeed)
{
if(mVelocity.z > mDataBlock->upMaxSpeed)
mVelocity.z = mDataBlock->upMaxSpeed;
mVelocity.z -= mDataBlock->upResistFactor * TickSec * (mVelocity.z - mDataBlock->upResistSpeed);
}
// Container buoyancy & drag
/* Commented out until the buoyancy calculation can be reworked so that a container and
** player with the same density will result in neutral buoyancy.
2012-09-19 15:15:01 +00:00
if (mBuoyancy != 0)
{
// Applying buoyancy when standing still causing some jitters-
if (mBuoyancy > 1.0 || !mVelocity.isZero() || !runSurface)
{
// A little hackery to prevent oscillation
// based on http://reinot.blogspot.com/2005/11/oh-yes-they-float-georgie-they-all.html
F32 buoyancyForce = mBuoyancy * mGravity * mGravityMod * TickSec;
F32 currHeight = getPosition().z;
const F32 C = 2.0f;
const F32 M = 0.1f;
if ( currHeight + mVelocity.z * TickSec * C > mLiquidHeight )
buoyancyForce *= M;
mVelocity.z -= buoyancyForce;
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}
}
*/
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// Apply drag
if ( mSwimming )
mVelocity -= mVelocity * mDrag * TickSec * ( mVelocity.len() / mDataBlock->maxUnderwaterForwardSpeed );
else
mVelocity -= mVelocity * mDrag * TickSec;
// Clamp very small velocity to zero
if ( mVelocity.isZero() )
mVelocity = Point3F::Zero;
// If we are not touching anything and have sufficient -z vel,
// we are falling.
if (runSurface)
mFalling = false;
else
{
VectorF vel;
mWorldToObj.mulV(mVelocity,&vel);
mFalling = vel.z < mDataBlock->fallingSpeedThreshold;
}
// Vehicle Dismount
if ( !isGhost() && move->trigger[sVehicleDismountTrigger] && canJump())
mDataBlock->doDismount_callback( this );
// Enter/Leave Liquid
if ( !mInWater && mWaterCoverage > 0.0f )
{
mInWater = true;
if ( !isGhost() )
mDataBlock->onEnterLiquid_callback( this, mWaterCoverage, mLiquidType.c_str() );
}
else if ( mInWater && mWaterCoverage <= 0.0f )
{
mInWater = false;
if ( !isGhost() )
mDataBlock->onLeaveLiquid_callback( this, mLiquidType.c_str() );
else
{
// exit-water splash sound happens for client only
if ( getSpeed() >= mDataBlock->exitSplashSoundVel && !isMounted() )
SFX->playOnce( mDataBlock->sound[PlayerData::ExitWater], &getTransform() );
}
}
// Update the PlayerPose
Pose desiredPose = mPose;
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if ( !mIsAiControlled )
{
if ( mSwimming )
desiredPose = SwimPose;
else if ( runSurface && move->trigger[sCrouchTrigger] && canCrouch() )
desiredPose = CrouchPose;
else if ( runSurface && move->trigger[sProneTrigger] && canProne() )
desiredPose = PronePose;
else if ( move->trigger[sSprintTrigger] && canSprint() )
desiredPose = SprintPose;
else if ( canStand() )
desiredPose = StandPose;
setPose( desiredPose );
}
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}
//----------------------------------------------------------------------------
bool Player::checkDismountPosition(const MatrixF& oldMat, const MatrixF& mat)
{
AssertFatal(getContainer() != NULL, "Error, must have a container!");
AssertFatal(getObjectMount() != NULL, "Error, must be mounted!");
Point3F pos;
Point3F oldPos;
mat.getColumn(3, &pos);
oldMat.getColumn(3, &oldPos);
RayInfo info;
disableCollision();
getObjectMount()->disableCollision();
if (getContainer()->castRay(oldPos, pos, sCollisionMoveMask, &info))
{
enableCollision();
getObjectMount()->enableCollision();
return false;
}
Box3F wBox = mObjBox;
wBox.minExtents += pos;
wBox.maxExtents += pos;
EarlyOutPolyList polyList;
polyList.mNormal.set(0.0f, 0.0f, 0.0f);
polyList.mPlaneList.clear();
polyList.mPlaneList.setSize(6);
polyList.mPlaneList[0].set(wBox.minExtents,VectorF(-1.0f, 0.0f, 0.0f));
polyList.mPlaneList[1].set(wBox.maxExtents,VectorF(0.0f, 1.0f, 0.0f));
polyList.mPlaneList[2].set(wBox.maxExtents,VectorF(1.0f, 0.0f, 0.0f));
polyList.mPlaneList[3].set(wBox.minExtents,VectorF(0.0f, -1.0f, 0.0f));
polyList.mPlaneList[4].set(wBox.minExtents,VectorF(0.0f, 0.0f, -1.0f));
polyList.mPlaneList[5].set(wBox.maxExtents,VectorF(0.0f, 0.0f, 1.0f));
if (getContainer()->buildPolyList(PLC_Collision, wBox, sCollisionMoveMask, &polyList))
{
enableCollision();
getObjectMount()->enableCollision();
return false;
}
enableCollision();
getObjectMount()->enableCollision();
return true;
}
//----------------------------------------------------------------------------
bool Player::canJump()
{
return mAllowJumping && mState == MoveState && mDamageState == Enabled && !isMounted() && !mJumpDelay && mEnergy >= mDataBlock->minJumpEnergy && mJumpSurfaceLastContact < JumpSkipContactsMax && !mSwimming && (mPose != SprintPose || mDataBlock->sprintCanJump);
}
bool Player::canJetJump()
{
return mAllowJetJumping && mState == MoveState && mDamageState == Enabled && !isMounted() && mEnergy >= mDataBlock->jetMinJumpEnergy && mDataBlock->jetJumpForce != 0.0f;
}
bool Player::canSwim()
{
// Not used!
//return mState == MoveState && mDamageState == Enabled && !isMounted() && mEnergy >= mDataBlock->minSwimEnergy && mWaterCoverage >= 0.8f;
return mAllowSwimming;
}
bool Player::canCrouch()
{
if (!mAllowCrouching)
return false;
if ( mState != MoveState ||
mDamageState != Enabled ||
isMounted() ||
mSwimming ||
mFalling )
return false;
// Can't crouch if no crouch animation!
if ( mDataBlock->actionList[PlayerData::CrouchRootAnim].sequence == -1 )
return false;
2016-07-12 22:30:11 +00:00
// We are already in this pose, so don't test it again...
if ( mPose == CrouchPose )
return true;
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// Do standard Torque physics test here!
if ( !mPhysicsRep )
{
F32 radius;
if ( mPose == PronePose )
radius = mDataBlock->proneBoxSize.z;
else
return true;
// use our X and Y dimentions on our boxsize as the radii for our search, and the difference between a standing position
// and the position we currently are in.
Point3F extent( mDataBlock->crouchBoxSize.x / 2, mDataBlock->crouchBoxSize.y / 2, mDataBlock->crouchBoxSize.z - radius );
Point3F position = getPosition();
position.z += radius;
// Use these radii to create a box that represents the difference between a standing position and the position
// we want to move into.
Box3F B(position - extent, position + extent, true);
EarlyOutPolyList polyList;
polyList.mPlaneList.clear();
polyList.mNormal.set( 0,0,0 );
polyList.mPlaneList.setSize( 6 );
polyList.mPlaneList[0].set( B.minExtents, VectorF( -1,0,0 ) );
polyList.mPlaneList[1].set( B.maxExtents, VectorF( 0,1,0 ) );
polyList.mPlaneList[2].set( B.maxExtents, VectorF( 1,0,0 ) );
polyList.mPlaneList[3].set( B.minExtents, VectorF( 0,-1,0 ) );
polyList.mPlaneList[4].set( B.minExtents, VectorF( 0,0,-1 ) );
polyList.mPlaneList[5].set( B.maxExtents, VectorF( 0,0,1 ) );
// If an object exists in this space, we must stay prone. Otherwise we are free to crouch.
return !getContainer()->buildPolyList( PLC_Collision, B, StaticShapeObjectType, &polyList );
}
return mPhysicsRep->testSpacials( getPosition(), mDataBlock->crouchBoxSize );
}
bool Player::canStand()
{
if ( mState != MoveState ||
mDamageState != Enabled ||
isMounted() ||
mSwimming )
return false;
// We are already in this pose, so don't test it again...
2016-07-12 22:30:11 +00:00
if ( mPose == StandPose )
return true;
2012-09-19 15:15:01 +00:00
// Do standard Torque physics test here!
if ( !mPhysicsRep )
{
F32 radius;
if (mPose == CrouchPose)
radius = mDataBlock->crouchBoxSize.z;
else if (mPose == PronePose)
radius = mDataBlock->proneBoxSize.z;
else
return true;
// use our X and Y dimentions on our boxsize as the radii for our search, and the difference between a standing position
// and the position we currently are in.
Point3F extent( mDataBlock->boxSize.x / 2, mDataBlock->boxSize.y / 2, mDataBlock->boxSize.z - radius );
Point3F position = getPosition();
position.z += radius;
// Use these radii to create a box that represents the difference between a standing position and the position
// we want to move into.
Box3F B(position - extent, position + extent, true);
EarlyOutPolyList polyList;
polyList.mPlaneList.clear();
polyList.mNormal.set(0,0,0);
polyList.mPlaneList.setSize(6);
polyList.mPlaneList[0].set(B.minExtents, VectorF(-1,0,0));
polyList.mPlaneList[1].set(B.maxExtents, VectorF(0,1,0));
polyList.mPlaneList[2].set(B.maxExtents, VectorF(1,0,0));
polyList.mPlaneList[3].set(B.minExtents, VectorF(0,-1,0));
polyList.mPlaneList[4].set(B.minExtents, VectorF(0,0,-1));
polyList.mPlaneList[5].set(B.maxExtents, VectorF(0,0,1));
// If an object exists in this space, we must stay crouched/prone. Otherwise we are free to stand.
return !getContainer()->buildPolyList(PLC_Collision, B, StaticShapeObjectType, &polyList);
}
return mPhysicsRep->testSpacials( getPosition(), mDataBlock->boxSize );
}
bool Player::canProne()
{
if (!mAllowProne)
return false;
if ( mState != MoveState ||
mDamageState != Enabled ||
isMounted() ||
mSwimming ||
mFalling )
return false;
// Can't go prone if no prone animation!
if ( mDataBlock->actionList[PlayerData::ProneRootAnim].sequence == -1 )
return false;
// Do standard Torque physics test here!
if ( !mPhysicsRep )
return true;
2016-07-12 22:30:11 +00:00
// We are already in this pose, so don't test it again...
if ( mPose == PronePose )
return true;
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return mPhysicsRep->testSpacials( getPosition(), mDataBlock->proneBoxSize );
}
bool Player::canSprint()
{
return mAllowSprinting && mState == MoveState && mDamageState == Enabled && !isMounted() && mEnergy >= mDataBlock->minSprintEnergy && !mSwimming;
}
//----------------------------------------------------------------------------
void Player::updateDamageLevel()
{
if (!isGhost())
setDamageState((mDamage >= mDataBlock->maxDamage)? Disabled: Enabled);
if (mDamageThread)
mShapeInstance->setPos(mDamageThread, mDamage / mDataBlock->destroyedLevel);
}
void Player::updateDamageState()
{
// Become a corpse when we're disabled (dead).
if (mDamageState == Enabled) {
mTypeMask &= ~CorpseObjectType;
mTypeMask |= PlayerObjectType;
}
else {
mTypeMask &= ~PlayerObjectType;
mTypeMask |= CorpseObjectType;
}
Parent::updateDamageState();
}
//----------------------------------------------------------------------------
void Player::updateLookAnimation(F32 dt)
2012-09-19 15:15:01 +00:00
{
// If the preference setting overrideLookAnimation is true, the player's
// arm and head no longer animate according to the view direction. They
// are instead given fixed positions.
if (overrideLookAnimation)
{
if (mArmAnimation.thread)
mShapeInstance->setPos(mArmAnimation.thread, armLookOverridePos);
if (mHeadVThread)
mShapeInstance->setPos(mHeadVThread, headVLookOverridePos);
if (mHeadHThread)
mShapeInstance->setPos(mHeadHThread, headHLookOverridePos);
return;
}
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// Calculate our interpolated head position.
Point3F renderHead = mDelta.head + mDelta.headVec * dt;
2012-09-19 15:15:01 +00:00
// Adjust look pos. This assumes that the animations match
// the min and max look angles provided in the datablock.
if (mArmAnimation.thread)
{
if(mControlObject)
{
mShapeInstance->setPos(mArmAnimation.thread,0.5f);
}
else
{
F32 d = mDataBlock->maxLookAngle - mDataBlock->minLookAngle;
F32 tp = (renderHead.x - mDataBlock->minLookAngle) / d;
mShapeInstance->setPos(mArmAnimation.thread,mClampF(tp,0,1));
}
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}
if (mHeadVThread)
{
F32 d = mDataBlock->maxLookAngle - mDataBlock->minLookAngle;
F32 tp = (renderHead.x - mDataBlock->minLookAngle) / d;
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mShapeInstance->setPos(mHeadVThread,mClampF(tp,0,1));
}
if (mHeadHThread)
{
F32 d = 2 * mDataBlock->maxFreelookAngle;
F32 tp = (renderHead.z + mDataBlock->maxFreelookAngle) / d;
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mShapeInstance->setPos(mHeadHThread,mClampF(tp,0,1));
}
}
//----------------------------------------------------------------------------
// Methods to get delta (as amount to affect velocity by)
bool Player::inDeathAnim()
{
if ((anim_clip_flags & ANIM_OVERRIDDEN) != 0 && (anim_clip_flags & IS_DEATH_ANIM) == 0)
return false;
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if (mActionAnimation.thread && mActionAnimation.action >= 0)
if (mActionAnimation.action < mDataBlock->actionCount)
return mDataBlock->actionList[mActionAnimation.action].death;
return false;
}
// Get change from mLastDeathPos - return current pos. Assumes we're in death anim.
F32 Player::deathDelta(Point3F & delta)
{
// Get ground delta from the last time we offset this.
MatrixF mat;
F32 pos = mShapeInstance->getPos(mActionAnimation.thread);
mShapeInstance->deltaGround1(mActionAnimation.thread, mDeath.lastPos, pos, mat);
mat.getColumn(3, & delta);
return pos;
}
// Called before updatePos() to prepare it's needed change to velocity, which
// must roll over. Should be updated on tick, this is where we remember last
// position of animation that was used to roll into velocity.
void Player::updateDeathOffsets()
{
if (inDeathAnim())
// Get ground delta from the last time we offset this.
mDeath.lastPos = deathDelta(mDeath.posAdd);
else
mDeath.clear();
}
//----------------------------------------------------------------------------
2013-04-05 16:39:26 +00:00
static const U32 sPlayerConformMask = StaticShapeObjectType | StaticObjectType | TerrainObjectType;
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static void accel(F32& from, F32 to, F32 rate)
{
if (from < to)
from = getMin(from += rate, to);
else
from = getMax(from -= rate, to);
}
// if (dt == -1)
// normal tick, so we advance.
// else
// interpolate with dt as % of tick, don't advance
//
MatrixF * Player::Death::fallToGround(F32 dt, const Point3F& loc, F32 curZ, F32 boxRad)
{
static const F32 sConformCheckDown = 4.0f;
RayInfo coll;
bool conformToStairs = false;
Point3F pos(loc.x, loc.y, loc.z + 0.1f);
Point3F below(pos.x, pos.y, loc.z - sConformCheckDown);
MatrixF * retVal = NULL;
PROFILE_SCOPE(ConformToGround);
if (gClientContainer.castRay(pos, below, sPlayerConformMask, &coll))
{
F32 adjust, height = (loc.z - coll.point.z), sink = curSink;
VectorF desNormal = coll.normal;
VectorF normal = curNormal;
// dt >= 0 means we're interpolating and don't accel the numbers
if (dt >= 0.0f)
adjust = dt * TickSec;
else
adjust = TickSec;
// Try to get them to conform to stairs by doing several LOS calls. We do this if
// normal is within about 5 deg. of vertical.
if (desNormal.z > 0.995f)
{
Point3F corners[3], downpts[3];
S32 c;
for (c = 0; c < 3; c++) { // Build 3 corners to cast down from-
corners[c].set(loc.x - boxRad, loc.y - boxRad, loc.z + 1.0f);
if (c) // add (0,boxWidth) and (boxWidth,0)
corners[c][c - 1] += (boxRad * 2.0f);
downpts[c].set(corners[c].x, corners[c].y, loc.z - sConformCheckDown);
}
// Do the three casts-
for (c = 0; c < 3; c++)
if (gClientContainer.castRay(corners[c], downpts[c], sPlayerConformMask, &coll))
downpts[c] = coll.point;
else
break;
// Do the math if everything hit below-
if (c == 3) {
mCross(downpts[1] - downpts[0], downpts[2] - downpts[1], &desNormal);
AssertFatal(desNormal.z > 0, "Abnormality in Player::Death::fallToGround()");
downpts[2] = downpts[2] - downpts[1];
downpts[1] = downpts[1] - downpts[0];
desNormal.normalize();
conformToStairs = true;
}
}
// Move normal in direction we want-
F32 * cur = normal, * des = desNormal;
for (S32 i = 0; i < 3; i++)
accel(*cur++, *des++, adjust * 0.25f);
if (mFabs(height) < 2.2f && !normal.isZero() && desNormal.z > 0.01f)
{
VectorF upY(0.0f, 1.0f, 0.0f), ahead;
VectorF sideVec;
MatrixF mat(true);
normal.normalize();
mat.set(EulerF (0.0f, 0.0f, curZ));
mat.mulV(upY, & ahead);
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mCross(ahead, normal, &sideVec);
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sideVec.normalize();
mCross(normal, sideVec, &ahead);
static MatrixF resMat(true);
resMat.setColumn(0, sideVec);
resMat.setColumn(1, ahead);
resMat.setColumn(2, normal);
// Adjust Z down to account for box offset on slope. Figure out how
// much we want to sink, and gradually accel to this amount. Don't do if
// we're conforming to stairs though
F32 xy = mSqrt(desNormal.x * desNormal.x + desNormal.y * desNormal.y);
F32 desiredSink = (boxRad * xy / desNormal.z);
if (conformToStairs)
desiredSink *= 0.5f;
accel(sink, desiredSink, adjust * 0.15f);
Point3F position(pos);
position.z -= sink;
resMat.setColumn(3, position);
if (dt < 0.0f)
{ // we're moving, so update normal and sink amount
curNormal = normal;
curSink = sink;
}
retVal = &resMat;
}
}
return retVal;
}
//-------------------------------------------------------------------------------------
// This is called ::onAdd() to see if we're in a sitting animation. These then
// can use a longer tick delay for the mount to get across.
bool Player::inSittingAnim()
{
U32 action = mActionAnimation.action;
if (mActionAnimation.thread && action < mDataBlock->actionCount) {
const char * name = mDataBlock->actionList[action].name;
if (!dStricmp(name, "Sitting") || !dStricmp(name, "Scoutroot"))
return true;
}
return false;
}
//----------------------------------------------------------------------------
const String& Player::getArmThread() const
{
if (mArmAnimation.thread && mArmAnimation.thread->hasSequence())
{
return mArmAnimation.thread->getSequenceName();
}
return String::EmptyString;
}
bool Player::setArmThread(const char* sequence)
{
// The arm sequence must be in the action list.
for (U32 i = 1; i < mDataBlock->actionCount; i++)
if (!dStricmp(mDataBlock->actionList[i].name,sequence))
return setArmThread(i);
return false;
}
bool Player::setArmThread(U32 action)
{
PlayerData::ActionAnimation &anim = mDataBlock->actionList[action];
if (anim.sequence != -1 &&
anim.sequence != mShapeInstance->getSequence(mArmAnimation.thread))
{
mShapeInstance->setSequence(mArmAnimation.thread,anim.sequence,0);
mArmAnimation.action = action;
setMaskBits(ActionMask);
return true;
}
return false;
}
//----------------------------------------------------------------------------
bool Player::setActionThread(const char* sequence,bool hold,bool wait,bool fsp)
{
if (anim_clip_flags & ANIM_OVERRIDDEN)
return false;
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for (U32 i = 1; i < mDataBlock->actionCount; i++)
{
PlayerData::ActionAnimation &anim = mDataBlock->actionList[i];
if (!dStricmp(anim.name,sequence))
{
setActionThread(i,true,hold,wait,fsp);
setMaskBits(ActionMask);
return true;
}
}
return false;
}
void Player::setActionThread(U32 action,bool forward,bool hold,bool wait,bool fsp, bool forceSet)
{
if (!mDataBlock || !mDataBlock->actionCount || (mActionAnimation.action == action && mActionAnimation.forward == forward && !forceSet))
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return;
if (action >= PlayerData::NumActionAnims)
{
Con::errorf("Player::setActionThread(%d): Player action out of range", action);
return;
}
if (isClientObject())
{
mark_idle = (action == PlayerData::RootAnim);
idle_timer = (mark_idle) ? 0.0f : -1.0f;
}
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PlayerData::ActionAnimation &anim = mDataBlock->actionList[action];
if (anim.sequence != -1)
{
U32 lastAction = mActionAnimation.action;
mActionAnimation.action = action;
mActionAnimation.forward = forward;
mActionAnimation.firstPerson = fsp;
mActionAnimation.holdAtEnd = hold;
mActionAnimation.waitForEnd = hold? true: wait;
mActionAnimation.animateOnServer = fsp;
mActionAnimation.atEnd = false;
mActionAnimation.delayTicks = (S32)sNewAnimationTickTime;
mActionAnimation.atEnd = false;
if (sUseAnimationTransitions && (action != PlayerData::LandAnim || !(mDataBlock->landSequenceTime > 0.0f && !mDataBlock->transitionToLand)) && (isGhost()/* || mActionAnimation.animateOnServer*/))
{
// The transition code needs the timeScale to be set in the
// right direction to know which way to go.
F32 transTime = sAnimationTransitionTime;
if (mDataBlock && mDataBlock->isJumpAction(action))
transTime = 0.15f;
F32 timeScale = mActionAnimation.forward ? 1.0f : -1.0f;
if (mDataBlock && mDataBlock->isJumpAction(action))
timeScale *= 1.5f;
mShapeInstance->setTimeScale(mActionAnimation.thread,timeScale);
S32 seq = anim.sequence;
S32 imageBasedSeq = convertActionToImagePrefix(mActionAnimation.action);
if (imageBasedSeq != -1)
seq = imageBasedSeq;
// If we're transitioning into the same sequence (an action may use the
// same sequence as a previous action) then we want to start at the same
// position.
F32 pos = mActionAnimation.forward ? 0.0f : 1.0f;
PlayerData::ActionAnimation &lastAnim = mDataBlock->actionList[lastAction];
if (lastAnim.sequence == anim.sequence)
{
pos = mShapeInstance->getPos(mActionAnimation.thread);
}
mShapeInstance->transitionToSequence(mActionAnimation.thread,seq,
pos, transTime, true);
}
else
{
S32 seq = anim.sequence;
S32 imageBasedSeq = convertActionToImagePrefix(mActionAnimation.action);
if (imageBasedSeq != -1)
seq = imageBasedSeq;
mShapeInstance->setSequence(mActionAnimation.thread,seq,
mActionAnimation.forward ? 0.0f : 1.0f);
}
}
}
void Player::updateActionThread()
{
PROFILE_START(UpdateActionThread);
// Select an action animation sequence, this assumes that
// this function is called once per tick.
if(mActionAnimation.action != PlayerData::NullAnimation)
2016-10-18 13:58:15 +00:00
{
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if (mActionAnimation.forward)
mActionAnimation.atEnd = mShapeInstance->getPos(mActionAnimation.thread) == 1;
else
mActionAnimation.atEnd = mShapeInstance->getPos(mActionAnimation.thread) == 0;
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}
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// Only need to deal with triggers on the client
if( isGhost() )
{
bool triggeredLeft = false;
bool triggeredRight = false;
F32 offset = 0.0f;
if( mShapeInstance->getTriggerState( 1 ) )
{
triggeredLeft = true;
offset = -mDataBlock->decalOffset * getScale().x;
}
else if(mShapeInstance->getTriggerState( 2 ) )
{
triggeredRight = true;
offset = mDataBlock->decalOffset * getScale().x;
}
process_client_triggers(triggeredLeft, triggeredRight);
if ((triggeredLeft || triggeredRight) && !noFootfallFX)
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{
Point3F rot, pos;
RayInfo rInfo;
MatrixF mat = getRenderTransform();
mat.getColumn( 1, &rot );
mat.mulP( Point3F( offset, 0.0f, 0.0f), &pos );
if( gClientContainer.castRay( Point3F( pos.x, pos.y, pos.z + 0.01f ),
Point3F( pos.x, pos.y, pos.z - 2.0f ),
STATIC_COLLISION_TYPEMASK | VehicleObjectType, &rInfo ) )
{
Material* material = ( rInfo.material ? dynamic_cast< Material* >( rInfo.material->getMaterial() ) : 0 );
// Put footprints on surface, if appropriate for material.
if( material && material->mShowFootprints
&& mDataBlock->decalData && !footfallDecalOverride )
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{
Point3F normal;
Point3F tangent;
mObjToWorld.getColumn( 0, &tangent );
mObjToWorld.getColumn( 2, &normal );
gDecalManager->addDecal( rInfo.point, normal, tangent, mDataBlock->decalData, getScale().y );
}
// Emit footpuffs.
if (!footfallDustOverride && rInfo.t <= 0.5f && mWaterCoverage == 0.0f
&& material && material->mShowDust )
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{
// New emitter every time for visibility reasons
ParticleEmitter * emitter = new ParticleEmitter;
emitter->onNewDataBlock( mDataBlock->footPuffEmitter, false );
LinearColorF colorList[ ParticleData::PDC_NUM_KEYS];
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for( U32 x = 0; x < getMin( Material::NUM_EFFECT_COLOR_STAGES, ParticleData::PDC_NUM_KEYS ); ++ x )
colorList[ x ].set( material->mEffectColor[ x ].red,
material->mEffectColor[ x ].green,
material->mEffectColor[ x ].blue,
material->mEffectColor[ x ].alpha );
for( U32 x = Material::NUM_EFFECT_COLOR_STAGES; x < ParticleData::PDC_NUM_KEYS; ++ x )
colorList[ x ].set( 1.0, 1.0, 1.0, 0.0 );
emitter->setColors( colorList );
if( !emitter->registerObject() )
{
Con::warnf( ConsoleLogEntry::General, "Could not register emitter for particle of class: %s", mDataBlock->getName() );
delete emitter;
emitter = NULL;
}
else
{
emitter->emitParticles( pos, Point3F( 0.0, 0.0, 1.0 ), mDataBlock->footPuffRadius,
Point3F( 0, 0, 0 ), mDataBlock->footPuffNumParts );
emitter->deleteWhenEmpty();
}
}
// Play footstep sound.
if (footfallSoundOverride <= 0)
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playFootstepSound( triggeredLeft, material, rInfo.object );
}
}
}
// Mount pending variable puts a hold on the delayTicks below so players don't
// inadvertently stand up because their mount has not come over yet.
if (mMountPending)
mMountPending = (isMounted() ? 0 : (mMountPending - 1));
if ((mActionAnimation.action == PlayerData::NullAnimation) ||
((!mActionAnimation.waitForEnd || mActionAnimation.atEnd) &&
(!mActionAnimation.holdAtEnd && (mActionAnimation.delayTicks -= !mMountPending) <= 0)))
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{
//The scripting language will get a call back when a script animation has finished...
// example: When the chat menu animations are done playing...
if ( isServerObject() && mActionAnimation.action >= PlayerData::NumTableActionAnims )
mDataBlock->animationDone_callback( this );
pickActionAnimation();
}
// prevent scaling of AFX picked actions
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if ( (mActionAnimation.action != PlayerData::LandAnim) &&
(mActionAnimation.action != PlayerData::NullAnimation) &&
!(anim_clip_flags & ANIM_OVERRIDDEN))
2012-09-19 15:15:01 +00:00
{
// Update action animation time scale to match ground velocity
PlayerData::ActionAnimation &anim =
mDataBlock->actionList[mActionAnimation.action];
F32 scale = 1;
if (anim.velocityScale && anim.speed) {
VectorF vel;
mWorldToObj.mulV(mVelocity,&vel);
scale = mFabs(mDot(vel, anim.dir) / anim.speed);
if (scale > mDataBlock->maxTimeScale)
scale = mDataBlock->maxTimeScale;
}
mShapeInstance->setTimeScale(mActionAnimation.thread,
mActionAnimation.forward? scale: -scale);
}
PROFILE_END();
}
void Player::pickBestMoveAction(U32 startAnim, U32 endAnim, U32 * action, bool * forward) const
{
*action = startAnim;
*forward = false;
VectorF vel;
mWorldToObj.mulV(mVelocity,&vel);
if (vel.lenSquared() > 0.01f)
{
// Bias the velocity towards picking the forward/backward anims over
// the sideways ones to prevent oscillation between anims.
vel *= VectorF(0.5f, 1.0f, 0.5f);
// Pick animation that is the best fit for our current (local) velocity.
// Assumes that the root (stationary) animation is at startAnim.
F32 curMax = -0.1f;
for (U32 i = startAnim+1; i <= endAnim; i++)
{
const PlayerData::ActionAnimation &anim = mDataBlock->actionList[i];
if (anim.sequence != -1 && anim.speed)
{
F32 d = mDot(vel, anim.dir);
if (d > curMax)
{
curMax = d;
*action = i;
*forward = true;
}
else
{
// Check if reversing this animation would fit (bias against this
// so that when moving right, the real right anim is still chosen,
// but if not present, the reversed left anim will be used instead)
d *= -0.75f;
if (d > curMax)
{
curMax = d;
*action = i;
*forward = false;
}
}
}
}
}
}
void Player::pickActionAnimation()
{
// Only select animations in our normal move state.
if (mState != MoveState || mDamageState != Enabled)
return;
if (isMounted() || mMountPending)
{
// Go into root position unless something was set explicitly
// from a script.
if (mActionAnimation.action != PlayerData::RootAnim &&
mActionAnimation.action < PlayerData::NumTableActionAnims)
setActionThread(PlayerData::RootAnim,true,false,false);
return;
}
bool forward = true;
U32 action = PlayerData::RootAnim;
bool fsp = false;
// Jetting overrides the fall animation condition
if (mJetting)
{
// Play the jetting animation
action = PlayerData::JetAnim;
}
else if (mFalling)
{
// Not in contact with any surface and falling
action = PlayerData::FallAnim;
}
else if ( mSwimming )
{
pickBestMoveAction(PlayerData::SwimRootAnim, PlayerData::SwimRightAnim, &action, &forward);
}
else if ( mPose == StandPose )
{
if (mContactTimer >= sContactTickTime)
{
// Nothing under our feet
action = PlayerData::RootAnim;
}
else
{
// Our feet are on something
pickBestMoveAction(PlayerData::RootAnim, PlayerData::SideRightAnim, &action, &forward);
}
}
else if ( mPose == CrouchPose )
{
pickBestMoveAction(PlayerData::CrouchRootAnim, PlayerData::CrouchRightAnim, &action, &forward);
}
else if ( mPose == PronePose )
{
pickBestMoveAction(PlayerData::ProneRootAnim, PlayerData::ProneBackwardAnim, &action, &forward);
}
else if ( mPose == SprintPose )
{
pickBestMoveAction(PlayerData::SprintRootAnim, PlayerData::SprintRightAnim, &action, &forward);
}
setActionThread(action,forward,false,false,fsp);
}
void Player::onImage(U32 imageSlot, bool unmount)
{
// Update 3rd person sequences based on images used. Start be getting a
// list of all possible image prefix sequences.
String prefixPaths[ShapeBase::MaxMountedImages];
buildImagePrefixPaths(prefixPaths);
// Clear out any previous image state animation
if (mImageStateThread)
{
mShapeInstance->destroyThread(mImageStateThread);
mImageStateThread = 0;
}
// Attempt to update the action thread
U32 action = mActionAnimation.action;
if (action != PlayerData::NullAnimation)
{
String actionSeq = mDataBlock->actionList[action].name;
if (actionSeq.isNotEmpty())
{
S32 seqIndex = mDataBlock->actionList[action].sequence;
S32 prefixIndex = findPrefixSequence(prefixPaths, actionSeq);
if (prefixIndex != -1)
{
seqIndex = prefixIndex;
}
// Only change the sequence if it isn't already playing.
if (seqIndex != mShapeInstance->getSequence(mActionAnimation.thread))
{
F32 pos = mShapeInstance->getPos(mActionAnimation.thread);
mShapeInstance->setSequence(mActionAnimation.thread, seqIndex, pos);
}
}
}
// Attempt to update the arm thread
U32 armAction = getArmAction();
if (armAction != PlayerData::NullAnimation)
{
String armSeq = mDataBlock->actionList[armAction].name;
if (armSeq.isNotEmpty())
{
S32 seqIndex = mDataBlock->actionList[armAction].sequence;
S32 prefixIndex = findPrefixSequence(prefixPaths, armSeq);
if (prefixIndex != -1)
{
seqIndex = prefixIndex;
}
// Only change the sequence if it isn't already playing.
if (seqIndex != mShapeInstance->getSequence(mArmAnimation.thread))
{
F32 pos = mShapeInstance->getPos(mArmAnimation.thread);
mShapeInstance->setSequence(mArmAnimation.thread, seqIndex, pos);
}
}
}
// Attempt to update the head threads
if (mHeadVThread)
{
TSShape const* shape = mShapeInstance->getShape();
S32 seqIndex = shape->findSequence("head");
S32 prefixIndex = findPrefixSequence(prefixPaths, "head");
if (prefixIndex != -1)
{
seqIndex = prefixIndex;
}
// Only change the sequence if it isn't already playing.
if (seqIndex != mShapeInstance->getSequence(mHeadVThread))
{
F32 pos = mShapeInstance->getPos(mHeadVThread);
mShapeInstance->setSequence(mHeadVThread, seqIndex, pos);
}
}
if (mHeadHThread)
{
TSShape const* shape = mShapeInstance->getShape();
S32 seqIndex = shape->findSequence("headside");
S32 prefixIndex = findPrefixSequence(prefixPaths, "headside");
if (prefixIndex != -1)
{
seqIndex = prefixIndex;
}
// Only change the sequence if it isn't already playing.
if (seqIndex != mShapeInstance->getSequence(mHeadHThread))
{
F32 pos = mShapeInstance->getPos(mHeadHThread);
mShapeInstance->setSequence(mHeadHThread, seqIndex, pos);
}
}
}
void Player::buildImagePrefixPaths(String* prefixPaths)
{
// We begin obtaining the anim prefix for each image.
String prefix[ShapeBase::MaxMountedImages];
for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
{
MountedImage& image = mMountedImageList[i];
if (image.dataBlock && image.dataBlock->imageAnimPrefix && image.dataBlock->imageAnimPrefix[0])
{
prefix[i] = String(image.dataBlock->imageAnimPrefix);
}
}
// Build out the full prefix names we will be searching for.
S32 counter = ShapeBase::MaxMountedImages-1;
for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
{
// Only build out the prefix path for images that have a defined prefix.
if (prefix[i].isNotEmpty())
{
bool start = true;
for (U32 j=0; j<=i; ++j)
{
if (prefix[j].isNotEmpty())
{
if (!start)
{
prefixPaths[counter] += "_";
}
else
{
start = false;
}
prefixPaths[counter] += prefix[j];
}
}
}
-- counter;
}
}
S32 Player::findPrefixSequence(String* prefixPaths, const String& baseSeq)
{
// Go through the prefix list. If we find a match then return the sequence
// index.
for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
{
if (prefixPaths[i].isNotEmpty())
{
String seq = prefixPaths[i] + "_" + baseSeq;
S32 seqIndex = mShapeInstance->getShape()->findSequence(seq);
if (seqIndex != -1)
{
return seqIndex;
}
}
}
return -1;
}
S32 Player::convertActionToImagePrefix(U32 action)
{
String prefixPaths[ShapeBase::MaxMountedImages];
buildImagePrefixPaths(prefixPaths);
if (action != PlayerData::NullAnimation)
{
String actionSeq;
S32 seq = -1;
// We'll first attempt to find the action sequence by name
// as defined within the action list.
actionSeq = mDataBlock->actionList[action].name;
if (actionSeq.isNotEmpty())
{
seq = findPrefixSequence(prefixPaths, actionSeq);
}
if (seq == -1)
{
// Couldn't find a valid sequence. If this is a sprint action
// then we also need to search through the standard movement
// sequences.
if (action >= PlayerData::SprintRootAnim && action <= PlayerData::SprintRightAnim)
{
U32 standardAction = action - PlayerData::SprintRootAnim;
actionSeq = mDataBlock->actionList[standardAction].name;
if (actionSeq.isNotEmpty())
{
seq = findPrefixSequence(prefixPaths, actionSeq);
}
}
}
return seq;
}
return -1;
}
void Player::onImageRecoil( U32, ShapeBaseImageData::StateData::RecoilState state )
{
if ( mRecoilThread )
{
if ( state != ShapeBaseImageData::StateData::NoRecoil )
{
S32 stateIndex = state - ShapeBaseImageData::StateData::LightRecoil;
if ( mDataBlock->recoilSequence[stateIndex] != -1 )
{
mShapeInstance->setSequence( mRecoilThread, mDataBlock->recoilSequence[stateIndex], 0 );
mShapeInstance->setTimeScale( mRecoilThread, 1 );
}
}
}
}
void Player::onImageStateAnimation(U32 imageSlot, const char* seqName, bool direction, bool scaleToState, F32 stateTimeOutValue)
{
if (mDataBlock->allowImageStateAnimation && isGhost())
{
MountedImage& image = mMountedImageList[imageSlot];
// Just as with onImageAnimThreadChange we're going to apply various prefixes to determine the final sequence to use.
// Here is the order:
// imageBasePrefix_scriptPrefix_baseAnimName
// imageBasePrefix_baseAnimName
// scriptPrefix_baseAnimName
// baseAnimName
// Collect the prefixes
const char* imageBasePrefix = "";
bool hasImageBasePrefix = image.dataBlock && image.dataBlock->imageAnimPrefix && image.dataBlock->imageAnimPrefix[0];
if (hasImageBasePrefix)
imageBasePrefix = image.dataBlock->imageAnimPrefix;
const char* scriptPrefix = getImageScriptAnimPrefix(imageSlot).getString();
bool hasScriptPrefix = scriptPrefix && scriptPrefix[0];
S32 seqIndex = mShapeInstance->getShape()->findSequence(seqName);
// Find the final sequence based on the prefix combinations
if (hasImageBasePrefix || hasScriptPrefix)
{
bool found = false;
String baseSeqName(seqName);
if (!found && hasImageBasePrefix && hasScriptPrefix)
{
String comboSeqName = String(imageBasePrefix) + String("_") + String(scriptPrefix) + String("_") + baseSeqName;
S32 index = mShapeInstance->getShape()->findSequence(comboSeqName);
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if (index != -1)
{
seqIndex = index;
found = true;
}
}
if (!found && hasImageBasePrefix)
{
String imgSeqName = String(imageBasePrefix) + String("_") + baseSeqName;
S32 index = mShapeInstance->getShape()->findSequence(imgSeqName);
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if (index != -1)
{
seqIndex = index;
found = true;
}
}
if (!found && hasScriptPrefix)
{
String scriptSeqName = String(scriptPrefix) + String("_") + baseSeqName;
S32 index = mShapeInstance->getShape()->findSequence(scriptSeqName);
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if (index != -1)
{
seqIndex = index;
found = true;
}
}
}
if (seqIndex != -1)
{
if (!mImageStateThread)
{
mImageStateThread = mShapeInstance->addThread();
}
mShapeInstance->setSequence( mImageStateThread, seqIndex, 0 );
F32 timeScale = (scaleToState && stateTimeOutValue) ?
mShapeInstance->getDuration(mImageStateThread) / stateTimeOutValue : 1.0f;
mShapeInstance->setTimeScale( mImageStateThread, direction ? timeScale : -timeScale );
}
}
}
const char* Player::getImageAnimPrefix(U32 imageSlot, S32 imageShapeIndex)
{
if (!mDataBlock)
return "";
switch (imageShapeIndex)
{
case ShapeBaseImageData::StandardImageShape:
{
return mDataBlock->imageAnimPrefix;
}
case ShapeBaseImageData::FirstPersonImageShape:
{
return mDataBlock->imageAnimPrefixFP;
}
default:
{
return "";
}
}
}
void Player::onImageAnimThreadChange(U32 imageSlot, S32 imageShapeIndex, ShapeBaseImageData::StateData* lastState, const char* anim, F32 pos, F32 timeScale, bool reset)
{
if (!mShapeFPInstance[imageSlot] || !mShapeFPAnimThread[imageSlot])
return;
MountedImage& image = mMountedImageList[imageSlot];
ShapeBaseImageData::StateData& stateData = *image.state;
if (reset)
{
// Reset cyclic sequences back to the first frame to turn it off
// (the first key frame should be it's off state).
if (mShapeFPAnimThread[imageSlot]->getSequence()->isCyclic() && (stateData.sequenceNeverTransition || !(stateData.sequenceTransitionIn || (lastState && lastState->sequenceTransitionOut))) )
{
mShapeFPInstance[imageSlot]->setPos(mShapeFPAnimThread[imageSlot],0);
mShapeFPInstance[imageSlot]->setTimeScale(mShapeFPAnimThread[imageSlot],0);
}
return;
}
// Just as with ShapeBase::udpateAnimThread we're going to apply various prefixes to determine the final sequence to use.
// Here is the order:
// imageBasePrefix_scriptPrefix_baseAnimName
// imageBasePrefix_baseAnimName
// scriptPrefix_baseAnimName
// baseAnimName
// Collect the prefixes
const char* imageBasePrefix = "";
bool hasImageBasePrefix = image.dataBlock && image.dataBlock->imageAnimPrefixFP && image.dataBlock->imageAnimPrefixFP[0];
if (hasImageBasePrefix)
imageBasePrefix = image.dataBlock->imageAnimPrefixFP;
const char* scriptPrefix = getImageScriptAnimPrefix(imageSlot).getString();
bool hasScriptPrefix = scriptPrefix && scriptPrefix[0];
S32 seqIndex = mShapeFPInstance[imageSlot]->getShape()->findSequence(anim);
// Find the final sequence based on the prefix combinations
if (hasImageBasePrefix || hasScriptPrefix)
{
bool found = false;
String baseSeqName(anim);
if (!found && hasImageBasePrefix && hasScriptPrefix)
{
String seqName = String(imageBasePrefix) + String("_") + String(scriptPrefix) + String("_") + baseSeqName;
S32 index = mShapeFPInstance[imageSlot]->getShape()->findSequence(seqName);
if (index != -1)
{
seqIndex = index;
found = true;
}
}
if (!found && hasImageBasePrefix)
{
String seqName = String(imageBasePrefix) + String("_") + baseSeqName;
S32 index = mShapeFPInstance[imageSlot]->getShape()->findSequence(seqName);
if (index != -1)
{
seqIndex = index;
found = true;
}
}
if (!found && hasScriptPrefix)
{
String seqName = String(scriptPrefix) + String("_") + baseSeqName;
S32 index = mShapeFPInstance[imageSlot]->getShape()->findSequence(seqName);
if (index != -1)
{
seqIndex = index;
found = true;
}
}
}
if (seqIndex != -1)
{
if (!lastState)
{
// No lastState indicates that we are just switching animation sequences, not states. Transition into this new sequence, but only
// if it is different than what we're currently playing.
S32 prevSeq = -1;
if (mShapeFPAnimThread[imageSlot]->hasSequence())
{
prevSeq = mShapeFPInstance[imageSlot]->getSequence(mShapeFPAnimThread[imageSlot]);
}
if (seqIndex != prevSeq)
{
mShapeFPInstance[imageSlot]->transitionToSequence(mShapeFPAnimThread[imageSlot], seqIndex, pos, image.dataBlock->scriptAnimTransitionTime, true);
}
}
else if (!stateData.sequenceNeverTransition && stateData.sequenceTransitionTime && (stateData.sequenceTransitionIn || (lastState && lastState->sequenceTransitionOut)) )
{
mShapeFPInstance[imageSlot]->transitionToSequence(mShapeFPAnimThread[imageSlot], seqIndex, pos, stateData.sequenceTransitionTime, true);
}
else
{
mShapeFPInstance[imageSlot]->setSequence(mShapeFPAnimThread[imageSlot], seqIndex, pos);
}
mShapeFPInstance[imageSlot]->setTimeScale(mShapeFPAnimThread[imageSlot], timeScale);
}
}
void Player::onImageAnimThreadUpdate(U32 imageSlot, S32 imageShapeIndex, F32 dt)
{
if (!mShapeFPInstance[imageSlot])
return;
if (mShapeFPAmbientThread[imageSlot] && mShapeFPAmbientThread[imageSlot]->hasSequence())
{
mShapeFPInstance[imageSlot]->advanceTime(dt,mShapeFPAmbientThread[imageSlot]);
}
if (mShapeFPAnimThread[imageSlot] && mShapeFPAnimThread[imageSlot]->hasSequence())
{
mShapeFPInstance[imageSlot]->advanceTime(dt,mShapeFPAnimThread[imageSlot]);
}
}
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void Player::onUnmount( SceneObject *obj, S32 node )
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{
// Reset back to root position during dismount.
setActionThread(PlayerData::RootAnim,true,false,false);
// Re-orient the player straight up
Point3F pos,vec;
getTransform().getColumn(1,&vec);
getTransform().getColumn(3,&pos);
Point3F rot(0.0f,0.0f,-mAtan2(-vec.x,vec.y));
setPosition(pos,rot);
// Parent function will call script
Parent::onUnmount( obj, node );
}
void Player::unmount()
{
// Reset back to root position during dismount. This copies what is
// done on the server and corrects the fact that the RootAnim change
// is not sent across to the client using the standard ActionMask.
setActionThread(PlayerData::RootAnim,true,false,false);
Parent::unmount();
}
//----------------------------------------------------------------------------
void Player::updateAnimation(F32 dt)
{
// If dead then remove any image animations
if ((mDamageState == Disabled || mDamageState == Destroyed) && mImageStateThread)
{
// Remove the image state animation
mShapeInstance->destroyThread(mImageStateThread);
mImageStateThread = 0;
}
if ((isGhost() || mActionAnimation.animateOnServer) && mActionAnimation.thread)
mShapeInstance->advanceTime(dt,mActionAnimation.thread);
if (mRecoilThread)
mShapeInstance->advanceTime(dt,mRecoilThread);
if (mImageStateThread)
mShapeInstance->advanceTime(dt,mImageStateThread);
// update any active blend clips
if (isGhost())
for (S32 i = 0; i < blend_clips.size(); i++)
mShapeInstance->advanceTime(dt, blend_clips[i].thread);
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// If we are the client's player on this machine, then we need
// to make sure the transforms are up to date as they are used
// to setup the camera.
if (isGhost())
{
if (getControllingClient())
{
updateAnimationTree(isFirstPerson());
mShapeInstance->animate();
}
else
{
updateAnimationTree(false);
// This addition forces recently visible players to animate their
// skeleton now rather than in pre-render so that constrained effects
// get up-to-date node transforms.
if (didRenderLastRender())
mShapeInstance->animate();
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}
}
}
void Player::updateAnimationTree(bool firstPerson)
{
S32 mode = 0;
if (firstPerson)
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{
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if (mActionAnimation.firstPerson)
mode = 0;
// TSShapeInstance::MaskNodeRotation;
// TSShapeInstance::MaskNodePosX |
// TSShapeInstance::MaskNodePosY;
else
mode = TSShapeInstance::MaskNodeAllButBlend;
2016-10-18 13:58:15 +00:00
}
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for (U32 i = 0; i < PlayerData::NumSpineNodes; i++)
if (mDataBlock->spineNode[i] != -1)
mShapeInstance->setNodeAnimationState(mDataBlock->spineNode[i],mode);
}
//----------------------------------------------------------------------------
bool Player::step(Point3F *pos,F32 *maxStep,F32 time)
{
const Point3F& scale = getScale();
Box3F box;
VectorF offset = mVelocity * time;
box.minExtents = mObjBox.minExtents + offset + *pos;
box.maxExtents = mObjBox.maxExtents + offset + *pos;
box.maxExtents.z += mDataBlock->maxStepHeight * scale.z + sMinFaceDistance;
SphereF sphere;
sphere.center = (box.minExtents + box.maxExtents) * 0.5f;
VectorF bv = box.maxExtents - sphere.center;
sphere.radius = bv.len();
ClippedPolyList polyList;
polyList.mPlaneList.clear();
polyList.mNormal.set(0.0f, 0.0f, 0.0f);
polyList.mPlaneList.setSize(6);
polyList.mPlaneList[0].set(box.minExtents,VectorF(-1.0f, 0.0f, 0.0f));
polyList.mPlaneList[1].set(box.maxExtents,VectorF(0.0f, 1.0f, 0.0f));
polyList.mPlaneList[2].set(box.maxExtents,VectorF(1.0f, 0.0f, 0.0f));
polyList.mPlaneList[3].set(box.minExtents,VectorF(0.0f, -1.0f, 0.0f));
polyList.mPlaneList[4].set(box.minExtents,VectorF(0.0f, 0.0f, -1.0f));
polyList.mPlaneList[5].set(box.maxExtents,VectorF(0.0f, 0.0f, 1.0f));
CollisionWorkingList& rList = mConvex.getWorkingList();
CollisionWorkingList* pList = rList.wLink.mNext;
while (pList != &rList) {
Convex* pConvex = pList->mConvex;
// Alright, here's the deal... a polysoup mesh really needs to be
// designed with stepping in mind. If there are too many smallish polygons
// the stepping system here gets confused and allows you to run up walls
// or on the edges/seams of meshes.
TSStatic *st = dynamic_cast<TSStatic *> (pConvex->getObject());
bool skip = false;
if (st && !st->allowPlayerStep())
skip = true;
if ((pConvex->getObject()->getTypeMask() & StaticObjectType) != 0 && !skip)
{
Box3F convexBox = pConvex->getBoundingBox();
if (box.isOverlapped(convexBox))
pConvex->getPolyList(&polyList);
}
pList = pList->wLink.mNext;
}
// Find max step height
F32 stepHeight = pos->z - sMinFaceDistance;
U32* vp = polyList.mIndexList.begin();
U32* ep = polyList.mIndexList.end();
for (; vp != ep; vp++) {
F32 h = polyList.mVertexList[*vp].point.z + sMinFaceDistance;
if (h > stepHeight)
stepHeight = h;
}
F32 step = stepHeight - pos->z;
if (stepHeight > pos->z && step < *maxStep) {
// Go ahead and step
pos->z = stepHeight;
*maxStep -= step;
return true;
}
return false;
}
//----------------------------------------------------------------------------
inline Point3F createInterpPos(const Point3F& s, const Point3F& e, const F32 t, const F32 d)
{
Point3F ret;
ret.interpolate(s, e, t/d);
return ret;
}
Point3F Player::_move( const F32 travelTime, Collision *outCol )
{
// Try and move to new pos
F32 totalMotion = 0.0f;
// TODO: not used?
//F32 initialSpeed = mVelocity.len();
Point3F start;
Point3F initialPosition;
getTransform().getColumn(3,&start);
initialPosition = start;
static CollisionList collisionList;
static CollisionList physZoneCollisionList;
collisionList.clear();
physZoneCollisionList.clear();
MatrixF collisionMatrix(true);
collisionMatrix.setColumn(3, start);
VectorF firstNormal(0.0f, 0.0f, 0.0f);
F32 maxStep = mDataBlock->maxStepHeight;
F32 time = travelTime;
U32 count = 0;
const Point3F& scale = getScale();
static Polyhedron sBoxPolyhedron;
static ExtrudedPolyList sExtrudedPolyList;
static ExtrudedPolyList sPhysZonePolyList;
for (; count < sMoveRetryCount; count++) {
F32 speed = mVelocity.len();
if (!speed && !mDeath.haveVelocity())
break;
Point3F end = start + mVelocity * time;
if (mDeath.haveVelocity()) {
// Add in death movement-
VectorF deathVel = mDeath.getPosAdd();
VectorF resVel;
getTransform().mulV(deathVel, & resVel);
end += resVel;
}
Point3F distance = end - start;
if (mFabs(distance.x) < mScaledBox.len_x() &&
mFabs(distance.y) < mScaledBox.len_y() &&
mFabs(distance.z) < mScaledBox.len_z())
2012-09-19 15:15:01 +00:00
{
// We can potentially early out of this. If there are no polys in the clipped polylist at our
// end position, then we can bail, and just set start = end;
Box3F wBox = mScaledBox;
wBox.minExtents += end;
wBox.maxExtents += end;
static EarlyOutPolyList eaPolyList;
eaPolyList.clear();
eaPolyList.mNormal.set(0.0f, 0.0f, 0.0f);
eaPolyList.mPlaneList.clear();
eaPolyList.mPlaneList.setSize(6);
eaPolyList.mPlaneList[0].set(wBox.minExtents,VectorF(-1.0f, 0.0f, 0.0f));
eaPolyList.mPlaneList[1].set(wBox.maxExtents,VectorF(0.0f, 1.0f, 0.0f));
eaPolyList.mPlaneList[2].set(wBox.maxExtents,VectorF(1.0f, 0.0f, 0.0f));
eaPolyList.mPlaneList[3].set(wBox.minExtents,VectorF(0.0f, -1.0f, 0.0f));
eaPolyList.mPlaneList[4].set(wBox.minExtents,VectorF(0.0f, 0.0f, -1.0f));
eaPolyList.mPlaneList[5].set(wBox.maxExtents,VectorF(0.0f, 0.0f, 1.0f));
// Build list from convex states here...
CollisionWorkingList& rList = mConvex.getWorkingList();
CollisionWorkingList* pList = rList.wLink.mNext;
while (pList != &rList) {
Convex* pConvex = pList->mConvex;
if (pConvex->getObject()->getTypeMask() & sCollisionMoveMask) {
Box3F convexBox = pConvex->getBoundingBox();
if (wBox.isOverlapped(convexBox))
{
// No need to separate out the physical zones here, we want those
// to cause a fallthrough as well...
pConvex->getPolyList(&eaPolyList);
}
}
pList = pList->wLink.mNext;
}
if (eaPolyList.isEmpty())
{
totalMotion += (end - start).len();
start = end;
break;
}
}
collisionMatrix.setColumn(3, start);
sBoxPolyhedron.buildBox(collisionMatrix, mScaledBox, true);
// Setup the bounding box for the extrudedPolyList
Box3F plistBox = mScaledBox;
collisionMatrix.mul(plistBox);
Point3F oldMin = plistBox.minExtents;
Point3F oldMax = plistBox.maxExtents;
plistBox.minExtents.setMin(oldMin + (mVelocity * time) - Point3F(0.1f, 0.1f, 0.1f));
plistBox.maxExtents.setMax(oldMax + (mVelocity * time) + Point3F(0.1f, 0.1f, 0.1f));
// Build extruded polyList...
VectorF vector = end - start;
sExtrudedPolyList.extrude(sBoxPolyhedron,vector);
sExtrudedPolyList.setVelocity(mVelocity);
sExtrudedPolyList.setCollisionList(&collisionList);
sPhysZonePolyList.extrude(sBoxPolyhedron,vector);
sPhysZonePolyList.setVelocity(mVelocity);
sPhysZonePolyList.setCollisionList(&physZoneCollisionList);
// Build list from convex states here...
CollisionWorkingList& rList = mConvex.getWorkingList();
CollisionWorkingList* pList = rList.wLink.mNext;
while (pList != &rList) {
Convex* pConvex = pList->mConvex;
if (pConvex->getObject()->getTypeMask() & sCollisionMoveMask) {
Box3F convexBox = pConvex->getBoundingBox();
if (plistBox.isOverlapped(convexBox))
{
if (pConvex->getObject()->getTypeMask() & PhysicalZoneObjectType)
pConvex->getPolyList(&sPhysZonePolyList);
else
pConvex->getPolyList(&sExtrudedPolyList);
}
}
pList = pList->wLink.mNext;
}
// Take into account any physical zones...
for (U32 j = 0; j < physZoneCollisionList.getCount(); j++)
{
AssertFatal(dynamic_cast<PhysicalZone*>(physZoneCollisionList[j].object), "Bad phys zone!");
const PhysicalZone* pZone = (PhysicalZone*)physZoneCollisionList[j].object;
if (pZone->isActive())
mVelocity *= pZone->getVelocityMod();
}
if (collisionList.getCount() != 0 && collisionList.getTime() < 1.0f)
{
// Set to collision point
F32 velLen = mVelocity.len();
F32 dt = time * getMin(collisionList.getTime(), 1.0f);
start += mVelocity * dt;
time -= dt;
totalMotion += velLen * dt;
bool wasFalling = mFalling;
mFalling = false;
// Back off...
if ( velLen > 0.f ) {
F32 newT = getMin(0.01f / velLen, dt);
start -= mVelocity * newT;
totalMotion -= velLen * newT;
}
// Try stepping if there is a vertical surface
if (collisionList.getMaxHeight() < start.z + mDataBlock->maxStepHeight * scale.z)
{
bool stepped = false;
for (U32 c = 0; c < collisionList.getCount(); c++)
{
const Collision& cp = collisionList[c];
// if (mFabs(mDot(cp.normal,VectorF(0,0,1))) < sVerticalStepDot)
// Dot with (0,0,1) just extracts Z component [lh]-
if (mFabs(cp.normal.z) < sVerticalStepDot)
{
stepped = step(&start,&maxStep,time);
break;
}
}
if (stepped)
{
continue;
}
}
// Pick the surface most parallel to the face that was hit.
const Collision *collision = &collisionList[0];
const Collision *cp = collision + 1;
const Collision *ep = collision + collisionList.getCount();
for (; cp != ep; cp++)
{
if (cp->faceDot > collision->faceDot)
collision = cp;
}
F32 bd = _doCollisionImpact( collision, wasFalling );
// Copy this collision out so
// we can use it to do impacts
// and query collision.
*outCol = *collision;
if (isServerObject() && bd > 6.8f && collision->normal.z > 0.7f)
{
fx_s_triggers |= PLAYER_LANDING_S_TRIGGER;
setMaskBits(TriggerMask);
}
2012-09-19 15:15:01 +00:00
// Subtract out velocity
VectorF dv = collision->normal * (bd + sNormalElasticity);
mVelocity += dv;
if (count == 0)
{
firstNormal = collision->normal;
}
else
{
if (count == 1)
{
// Re-orient velocity along the crease.
if (mDot(dv,firstNormal) < 0.0f &&
mDot(collision->normal,firstNormal) < 0.0f)
{
VectorF nv;
mCross(collision->normal,firstNormal,&nv);
F32 nvl = nv.len();
if (nvl)
{
if (mDot(nv,mVelocity) < 0.0f)
nvl = -nvl;
nv *= mVelocity.len() / nvl;
mVelocity = nv;
}
}
}
}
}
else
{
totalMotion += (end - start).len();
start = end;
break;
}
}
if (count == sMoveRetryCount)
{
// Failed to move
start = initialPosition;
mVelocity.set(0.0f, 0.0f, 0.0f);
}
return start;
}
F32 Player::_doCollisionImpact( const Collision *collision, bool fallingCollision)
{
F32 bd = -mDot( mVelocity, collision->normal);
// shake camera on ground impact
if( bd > mDataBlock->groundImpactMinSpeed && isControlObject() )
{
F32 ampScale = (bd - mDataBlock->groundImpactMinSpeed) / mDataBlock->minImpactSpeed;
CameraShake *groundImpactShake = new CameraShake;
groundImpactShake->setDuration( mDataBlock->groundImpactShakeDuration );
groundImpactShake->setFrequency( mDataBlock->groundImpactShakeFreq );
VectorF shakeAmp = mDataBlock->groundImpactShakeAmp * ampScale;
groundImpactShake->setAmplitude( shakeAmp );
groundImpactShake->setFalloff( mDataBlock->groundImpactShakeFalloff );
groundImpactShake->init();
gCamFXMgr.addFX( groundImpactShake );
}
if ( ((bd > mDataBlock->minImpactSpeed && fallingCollision) || bd > mDataBlock->minLateralImpactSpeed)
&& !mMountPending )
{
if ( !isGhost() )
onImpact( collision->object, collision->normal * bd );
if (mDamageState == Enabled && mState != RecoverState)
{
// Scale how long we're down for
if (mDataBlock->landSequenceTime > 0.0f)
{
// Recover time is based on the land sequence
setState(RecoverState);
}
else
{
// Legacy recover system
F32 value = (bd - mDataBlock->minImpactSpeed);
F32 range = (mDataBlock->minImpactSpeed * 0.9f);
U32 recover = mDataBlock->recoverDelay;
if (value < range)
recover = 1 + S32(mFloor( F32(recover) * value / range) );
//Con::printf("Used %d recover ticks", recover);
//Con::printf(" minImpact = %g, this one = %g", mDataBlock->minImpactSpeed, bd);
setState(RecoverState, recover);
}
}
}
if ( isServerObject() &&
(bd > (mDataBlock->minImpactSpeed / 3.0f) || bd > (mDataBlock->minLateralImpactSpeed / 3.0f )) )
{
mImpactSound = PlayerData::ImpactNormal;
setMaskBits(ImpactMask);
}
return bd;
}
void Player::_handleCollision( const Collision &collision )
{
// Track collisions
if ( !isGhost() &&
collision.object &&
collision.object != mContactInfo.contactObject )
queueCollision( collision.object, mVelocity - collision.object->getVelocity() );
}
bool Player::updatePos(const F32 travelTime)
{
PROFILE_SCOPE(Player_UpdatePos);
getTransform().getColumn(3,&mDelta.posVec);
2012-09-19 15:15:01 +00:00
// When mounted to another object, only Z rotation used.
if (isMounted()) {
mVelocity = mMount.object->getVelocity();
setPosition(Point3F(0.0f, 0.0f, 0.0f), mRot);
setMaskBits(MoveMask);
return true;
}
Point3F newPos;
Collision col;
dMemset( &col, 0, sizeof( col ) );
// DEBUG:
//Point3F savedVelocity = mVelocity;
if ( mPhysicsRep )
{
static CollisionList collisionList;
collisionList.clear();
newPos = mPhysicsRep->move( mVelocity * travelTime, collisionList );
bool haveCollisions = false;
bool wasFalling = mFalling;
if (collisionList.getCount() > 0)
{
mFalling = false;
haveCollisions = true;
}
if (haveCollisions)
{
// Pick the collision that most closely matches our direction
VectorF velNormal = mVelocity;
velNormal.normalizeSafe();
const Collision *collision = &collisionList[0];
F32 collisionDot = mDot(velNormal, collision->normal);
const Collision *cp = collision + 1;
const Collision *ep = collision + collisionList.getCount();
for (; cp != ep; cp++)
{
F32 dp = mDot(velNormal, cp->normal);
if (dp < collisionDot)
{
collisionDot = dp;
collision = cp;
}
}
_doCollisionImpact( collision, wasFalling );
// Modify our velocity based on collisions
for (U32 i=0; i<collisionList.getCount(); ++i)
{
F32 bd = -mDot( mVelocity, collisionList[i].normal );
VectorF dv = collisionList[i].normal * (bd + sNormalElasticity);
mVelocity += dv;
}
// Store the last collision for use later on. The handle collision
// code only expects a single collision object.
if (collisionList.getCount() > 0)
col = collisionList[collisionList.getCount() - 1];
// We'll handle any player-to-player collision, and the last collision
// with other obejct types.
for (U32 i=0; i<collisionList.getCount(); ++i)
{
Collision& colCheck = collisionList[i];
if (colCheck.object)
{
SceneObject* obj = static_cast<SceneObject*>(col.object);
if (obj->getTypeMask() & PlayerObjectType)
{
_handleCollision( colCheck );
}
else
{
col = colCheck;
}
}
}
_handleCollision( col );
}
}
else
{
if ( mVelocity.isZero() )
newPos = mDelta.posVec;
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else
newPos = _move( travelTime, &col );
_handleCollision( col );
}
// DEBUG:
//if ( isClientObject() )
// Con::printf( "(client) vel: %g %g %g", mVelocity.x, mVelocity.y, mVelocity.z );
//else
// Con::printf( "(server) vel: %g %g %g", mVelocity.x, mVelocity.y, mVelocity.z );
// Set new position
// If on the client, calc delta for backstepping
if (isClientObject())
{
mDelta.pos = newPos;
mDelta.posVec = mDelta.posVec - mDelta.pos;
mDelta.dt = 1.0f;
2012-09-19 15:15:01 +00:00
}
setPosition( newPos, mRot );
setMaskBits( MoveMask );
updateContainer();
if (!isGhost())
{
// Collisions are only queued on the server and can be
// generated by either updateMove or updatePos
notifyCollision();
// Do mission area callbacks on the server as well
checkMissionArea();
}
// Check the total distance moved. If it is more than 1000th of the velocity, then
// we moved a fair amount...
//if (totalMotion >= (0.001f * initialSpeed))
return true;
//else
//return false;
}
//----------------------------------------------------------------------------
void Player::_findContact( SceneObject **contactObject,
VectorF *contactNormal,
Vector<SceneObject*> *outOverlapObjects )
{
Point3F pos;
getTransform().getColumn(3,&pos);
Box3F wBox;
Point3F exp(0,0,sTractionDistance);
wBox.minExtents = pos + mScaledBox.minExtents - exp;
wBox.maxExtents.x = pos.x + mScaledBox.maxExtents.x;
wBox.maxExtents.y = pos.y + mScaledBox.maxExtents.y;
wBox.maxExtents.z = pos.z + mScaledBox.minExtents.z + sTractionDistance;
static ClippedPolyList polyList;
polyList.clear();
polyList.doConstruct();
polyList.mNormal.set(0.0f, 0.0f, 0.0f);
polyList.setInterestNormal(Point3F(0.0f, 0.0f, -1.0f));
polyList.mPlaneList.setSize(6);
polyList.mPlaneList[0].setYZ(wBox.minExtents, -1.0f);
polyList.mPlaneList[1].setXZ(wBox.maxExtents, 1.0f);
polyList.mPlaneList[2].setYZ(wBox.maxExtents, 1.0f);
polyList.mPlaneList[3].setXZ(wBox.minExtents, -1.0f);
polyList.mPlaneList[4].setXY(wBox.minExtents, -1.0f);
polyList.mPlaneList[5].setXY(wBox.maxExtents, 1.0f);
Box3F plistBox = wBox;
// Expand build box as it will be used to collide with items.
// PickupRadius will be at least the size of the box.
F32 pd = (F32)mDataBlock->pickupDelta;
wBox.minExtents.x -= pd; wBox.minExtents.y -= pd;
wBox.maxExtents.x += pd; wBox.maxExtents.y += pd;
wBox.maxExtents.z = pos.z + mScaledBox.maxExtents.z;
// Build list from convex states here...
CollisionWorkingList& rList = mConvex.getWorkingList();
CollisionWorkingList* pList = rList.wLink.mNext;
while (pList != &rList)
{
Convex* pConvex = pList->mConvex;
U32 objectMask = pConvex->getObject()->getTypeMask();
if ( ( objectMask & sCollisionMoveMask ) &&
!( objectMask & PhysicalZoneObjectType ) )
{
Box3F convexBox = pConvex->getBoundingBox();
if (plistBox.isOverlapped(convexBox))
pConvex->getPolyList(&polyList);
}
else
outOverlapObjects->push_back( pConvex->getObject() );
pList = pList->wLink.mNext;
}
if (!polyList.isEmpty())
{
// Pick flattest surface
F32 bestVd = -1.0f;
ClippedPolyList::Poly* poly = polyList.mPolyList.begin();
ClippedPolyList::Poly* end = polyList.mPolyList.end();
for (; poly != end; poly++)
{
F32 vd = poly->plane.z; // i.e. mDot(Point3F(0,0,1), poly->plane);
if (vd > bestVd)
{
bestVd = vd;
*contactObject = poly->object;
*contactNormal = poly->plane;
}
}
}
}
void Player::findContact( bool *run, bool *jump, VectorF *contactNormal )
{
SceneObject *contactObject = NULL;
Vector<SceneObject*> overlapObjects;
if ( mPhysicsRep )
mPhysicsRep->findContact( &contactObject, contactNormal, &overlapObjects );
else
_findContact( &contactObject, contactNormal, &overlapObjects );
// Check for triggers, corpses and items.
const U32 filterMask = isGhost() ? sClientCollisionContactMask : sServerCollisionContactMask;
for ( U32 i=0; i < overlapObjects.size(); i++ )
{
SceneObject *obj = overlapObjects[i];
U32 objectMask = obj->getTypeMask();
if ( !( objectMask & filterMask ) )
continue;
// Check: triggers, corpses and items...
//
if (objectMask & TriggerObjectType)
{
Trigger* pTrigger = static_cast<Trigger*>( obj );
pTrigger->potentialEnterObject(this);
}
else if (objectMask & CorpseObjectType)
{
// If we've overlapped the worldbounding boxes, then that's it...
if ( getWorldBox().isOverlapped( obj->getWorldBox() ) )
{
ShapeBase* col = static_cast<ShapeBase*>( obj );
queueCollision(col,getVelocity() - col->getVelocity());
}
}
else if (objectMask & ItemObjectType)
{
// If we've overlapped the worldbounding boxes, then that's it...
Item* item = static_cast<Item*>( obj );
if ( getWorldBox().isOverlapped(item->getWorldBox()) &&
item->getCollisionObject() != this &&
!item->isHidden() )
queueCollision(item,getVelocity() - item->getVelocity());
}
}
F32 vd = (*contactNormal).z;
*run = vd > mDataBlock->runSurfaceCos;
*jump = vd > mDataBlock->jumpSurfaceCos;
mContactInfo.clear();
mContactInfo.contacted = contactObject != NULL;
mContactInfo.contactObject = contactObject;
if ( mContactInfo.contacted )
mContactInfo.contactNormal = *contactNormal;
mContactInfo.run = *run;
mContactInfo.jump = *jump;
}
//----------------------------------------------------------------------------
void Player::checkMissionArea()
{
// Checks to see if the player is in the Mission Area...
Point3F pos;
MissionArea * obj = MissionArea::getServerObject();
if(!obj)
return;
const RectI &area = obj->getArea();
getTransform().getColumn(3, &pos);
if ((pos.x < area.point.x || pos.x > area.point.x + area.extent.x ||
pos.y < area.point.y || pos.y > area.point.y + area.extent.y)) {
if(mInMissionArea) {
mInMissionArea = false;
mDataBlock->onLeaveMissionArea_callback( this );
}
}
else if(!mInMissionArea)
{
mInMissionArea = true;
mDataBlock->onEnterMissionArea_callback( this );
}
}
//----------------------------------------------------------------------------
bool Player::isDisplacable() const
{
return true;
}
Point3F Player::getMomentum() const
{
return mVelocity * getMass();
}
void Player::setMomentum(const Point3F& newMomentum)
{
Point3F newVelocity = newMomentum / getMass();
mVelocity = newVelocity;
}
#define LH_HACK 1
// Hack for short-term soln to Training crash -
#if LH_HACK
static U32 sBalance;
bool Player::displaceObject(const Point3F& displacement)
{
F32 vellen = mVelocity.len();
if (vellen < 0.001f || sBalance > 16) {
mVelocity.set(0.0f, 0.0f, 0.0f);
return false;
}
F32 dt = displacement.len() / vellen;
sBalance++;
bool result = updatePos(dt);
sBalance--;
getTransform().getColumn(3, &mDelta.pos);
mDelta.posVec.set(0.0f, 0.0f, 0.0f);
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return result;
}
#else
bool Player::displaceObject(const Point3F& displacement)
{
F32 vellen = mVelocity.len();
if (vellen < 0.001f) {
mVelocity.set(0.0f, 0.0f, 0.0f);
return false;
}
F32 dt = displacement.len() / vellen;
bool result = updatePos(dt);
mObjToWorld.getColumn(3, &mDelta.pos);
mDelta.posVec.set(0.0f, 0.0f, 0.0f);
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return result;
}
#endif
//----------------------------------------------------------------------------
void Player::setPosition(const Point3F& pos,const Point3F& rot)
{
MatrixF mat;
if (isMounted()) {
// Use transform from mounted object
//MatrixF nmat,zrot;
mMount.object->getMountTransform( mMount.node, mMount.xfm, &mat );
//zrot.set(EulerF(0.0f, 0.0f, rot.z));
//mat.mul(nmat,zrot);
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}
else {
mat.set(EulerF(0.0f, 0.0f, rot.z));
mat.setColumn(3,pos);
}
Parent::setTransform(mat);
mRot = rot;
if ( mPhysicsRep )
mPhysicsRep->setTransform( mat );
}
void Player::setRenderPosition(const Point3F& pos, const Point3F& rot, F32 dt)
{
MatrixF mat;
if (isMounted()) {
// Use transform from mounted object
//MatrixF nmat,zrot;
mMount.object->getRenderMountTransform( dt, mMount.node, mMount.xfm, &mat );
//zrot.set(EulerF(0.0f, 0.0f, rot.z));
//mat.mul(nmat,zrot);
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}
else {
EulerF orient(0.0f, 0.0f, rot.z);
mat.set(orient);
mat.setColumn(3, pos);
if (inDeathAnim()) {
F32 boxRad = (mDataBlock->boxSize.x * 0.5f);
if (MatrixF * fallMat = mDeath.fallToGround(dt, pos, rot.z, boxRad))
mat = * fallMat;
}
else
mDeath.initFall();
}
Parent::setRenderTransform(mat);
}
//----------------------------------------------------------------------------
void Player::setTransform(const MatrixF& mat)
{
// This method should never be called on the client.
// This currently converts all rotation in the mat into
// rotations around the z axis.
Point3F pos,vec;
mat.getColumn(1,&vec);
mat.getColumn(3,&pos);
Point3F rot(0.0f, 0.0f, -mAtan2(-vec.x,vec.y));
setPosition(pos,rot);
setMaskBits(MoveMask | NoWarpMask);
}
void Player::getEyeTransform(MatrixF* mat)
{
getEyeBaseTransform(mat, true);
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// The shape instance is animated in getEyeBaseTransform() so we're
// good here when attempting to get the eye node position on the server.
S32 imageIndex = -1;
S32 shapeIndex = -1;
MountedImage* image = NULL;
ShapeBaseImageData* data = NULL;
for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
{
image = &(mMountedImageList[i]);
if (image->dataBlock)
{
data = image->dataBlock;
shapeIndex = getImageShapeIndex(*image);
if ( data->useEyeNode && (data->animateOnServer || isGhost()) && isFirstPerson() && data->eyeMountNode[shapeIndex] != -1 && data->eyeNode[shapeIndex] != -1 )
{
imageIndex = i;
break;
}
}
}
if (imageIndex >= 0)
{
// Get the image's eye node's position relative to the eye mount node
MatrixF mountTransform = image->shapeInstance[shapeIndex]->mNodeTransforms[data->eyeMountNode[shapeIndex]];
Point3F eyeMountNodePos = mountTransform.getPosition();
mountTransform = image->shapeInstance[shapeIndex]->mNodeTransforms[data->eyeNode[shapeIndex]];
Point3F eyeNodePos = mountTransform.getPosition() - eyeMountNodePos;
// Now transform to the image's eye node (position only)
MatrixF xfm(true);
xfm.setPosition(eyeNodePos);
mat->mul(xfm);
}
}
void Player::getEyeBaseTransform(MatrixF* mat, bool includeBank)
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{
// Eye transform in world space. We only use the eye position
// from the animation and supply our own rotation.
MatrixF pmat,xmat,zmat;
if(!isGhost())
mShapeInstance->animate();
xmat.set(EulerF(mHead.x, 0.0f, 0.0f));
if (mUseHeadZCalc)
zmat.set(EulerF(0.0f, 0.0f, mHead.z));
else
zmat.identity();
if(includeBank && mDataBlock->cameraCanBank)
{
// Take mHead.y into account to bank the camera
MatrixF imat;
imat.mul(zmat, xmat);
MatrixF ymat;
ymat.set(EulerF(0.0f, mHead.y, 0.0f));
pmat.mul(imat, ymat);
}
else
{
pmat.mul(zmat,xmat);
}
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F32 *dp = pmat;
F32* sp;
MatrixF eyeMat(true);
if (mDataBlock->eyeNode != -1)
{
sp = mShapeInstance->mNodeTransforms[mDataBlock->eyeNode];
}
else
{
Point3F center;
mObjBox.getCenter(&center);
eyeMat.setPosition(center);
sp = eyeMat;
}
const Point3F& scale = getScale();
dp[3] = sp[3] * scale.x;
dp[7] = sp[7] * scale.y;
dp[11] = sp[11] * scale.z;
mat->mul(getTransform(),pmat);
}
void Player::getRenderEyeTransform(MatrixF* mat)
{
getRenderEyeBaseTransform(mat, true);
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// Use the first image that is set to use the eye node
for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
{
MountedImage& image = mMountedImageList[i];
if (image.dataBlock)
{
ShapeBaseImageData& data = *image.dataBlock;
U32 shapeIndex = getImageShapeIndex(image);
if ( data.useEyeNode && isFirstPerson() && data.eyeMountNode[shapeIndex] != -1 && data.eyeNode[shapeIndex] != -1 )
{
// Get the eye node's position relative to the eye mount node
MatrixF mountTransform = image.shapeInstance[shapeIndex]->mNodeTransforms[data.eyeMountNode[shapeIndex]];
Point3F eyeMountNodePos = mountTransform.getPosition();
mountTransform = image.shapeInstance[shapeIndex]->mNodeTransforms[data.eyeNode[shapeIndex]];
Point3F eyeNodePos = mountTransform.getPosition() - eyeMountNodePos;
// Now transform to the image's eye node (position only)
MatrixF xfm(true);
xfm.setPosition(eyeNodePos);
mat->mul(xfm);
return;
}
}
}
}
void Player::getRenderEyeBaseTransform(MatrixF* mat, bool includeBank)
2012-09-19 15:15:01 +00:00
{
// Eye transform in world space. We only use the eye position
// from the animation and supply our own rotation.
MatrixF pmat,xmat,zmat;
xmat.set(EulerF(mDelta.head.x + mDelta.headVec.x * mDelta.dt, 0.0f, 0.0f));
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if (mUseHeadZCalc)
zmat.set(EulerF(0.0f, 0.0f, mDelta.head.z + mDelta.headVec.z * mDelta.dt));
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else
zmat.identity();
if(includeBank && mDataBlock->cameraCanBank)
{
// Take mHead.y delta into account to bank the camera
MatrixF imat;
imat.mul(zmat, xmat);
MatrixF ymat;
ymat.set(EulerF(0.0f, mDelta.head.y + mDelta.headVec.y * mDelta.dt, 0.0f));
pmat.mul(imat, ymat);
}
else
{
pmat.mul(zmat,xmat);
}
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F32 *dp = pmat;
F32* sp;
MatrixF eyeMat(true);
if (mDataBlock->eyeNode != -1)
{
sp = mShapeInstance->mNodeTransforms[mDataBlock->eyeNode];
}
else
{
// Use the center of the Player's bounding box for the eye position.
Point3F center;
mObjBox.getCenter(&center);
eyeMat.setPosition(center);
sp = eyeMat;
}
// Only use position of eye node, and take Player's scale
// into account.
const Point3F& scale = getScale();
dp[3] = sp[3] * scale.x;
dp[7] = sp[7] * scale.y;
dp[11] = sp[11] * scale.z;
mat->mul(getRenderTransform(), pmat);
}
void Player::getMuzzleTransform(U32 imageSlot,MatrixF* mat)
{
disableHeadZCalc();
MatrixF nmat;
Parent::getRetractionTransform(imageSlot,&nmat);
MatrixF smat;
Parent::getImageTransform(imageSlot,&smat);
disableCollision();
// See if we are pushed into a wall...
if (getDamageState() == Enabled) {
Point3F start, end;
smat.getColumn(3, &start);
nmat.getColumn(3, &end);
RayInfo rinfo;
if (getContainer()->castRay(start, end, sCollisionMoveMask, &rinfo)) {
Point3F finalPoint;
finalPoint.interpolate(start, end, rinfo.t);
nmat.setColumn(3, finalPoint);
}
else
Parent::getMuzzleTransform(imageSlot,&nmat);
}
else
Parent::getMuzzleTransform(imageSlot,&nmat);
enableCollision();
enableHeadZCalc();
*mat = nmat;
}
void Player::getRenderMuzzleTransform(U32 imageSlot,MatrixF* mat)
{
disableHeadZCalc();
MatrixF nmat;
Parent::getRenderRetractionTransform(imageSlot,&nmat);
MatrixF smat;
Parent::getRenderImageTransform(imageSlot,&smat);
disableCollision();
// See if we are pushed into a wall...
if (getDamageState() == Enabled)
{
Point3F start, end;
smat.getColumn(3, &start);
nmat.getColumn(3, &end);
RayInfo rinfo;
if (getContainer()->castRay(start, end, sCollisionMoveMask, &rinfo)) {
Point3F finalPoint;
finalPoint.interpolate(start, end, rinfo.t);
nmat.setColumn(3, finalPoint);
}
else
{
Parent::getRenderMuzzleTransform(imageSlot,&nmat);
}
}
else
{
Parent::getRenderMuzzleTransform(imageSlot,&nmat);
}
enableCollision();
enableHeadZCalc();
*mat = nmat;
}
void Player::getMuzzleVector(U32 imageSlot,VectorF* vec)
{
MatrixF mat;
getMuzzleTransform(imageSlot,&mat);
GameConnection * gc = getControllingClient();
if (gc && !gc->isAIControlled())
{
MountedImage& image = mMountedImageList[imageSlot];
bool fp = gc->isFirstPerson();
if ((fp && image.dataBlock->correctMuzzleVector) ||
(!fp && image.dataBlock->correctMuzzleVectorTP))
{
disableHeadZCalc();
if (getCorrectedAim(mat, vec))
{
enableHeadZCalc();
return;
}
enableHeadZCalc();
}
}
mat.getColumn(1,vec);
}
void Player::renderMountedImage( U32 imageSlot, TSRenderState &rstate, SceneRenderState *state )
{
GFX->pushWorldMatrix();
MatrixF world;
MountedImage& image = mMountedImageList[imageSlot];
ShapeBaseImageData& data = *image.dataBlock;
U32 imageShapeIndex;
if ( state->isShadowPass() )
{
// Force the standard image shapes for the shadow pass.
imageShapeIndex = ShapeBaseImageData::StandardImageShape;
}
else
{
imageShapeIndex = getImageShapeIndex(image);
}
if ( !state->isShadowPass() && isFirstPerson() && (data.useEyeOffset || (data.useEyeNode && data.eyeMountNode[imageShapeIndex] != -1)) )
{
if (data.useEyeNode && data.eyeMountNode[imageShapeIndex] != -1)
{
MatrixF nmat;
getRenderEyeBaseTransform(&nmat, mDataBlock->mountedImagesBank);
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MatrixF offsetMat = image.shapeInstance[imageShapeIndex]->mNodeTransforms[data.eyeMountNode[imageShapeIndex]];
offsetMat.affineInverse();
world.mul(nmat,offsetMat);
}
else
{
MatrixF nmat;
getRenderEyeBaseTransform(&nmat, mDataBlock->mountedImagesBank);
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world.mul(nmat,data.eyeOffset);
}
if ( imageSlot == 0 )
{
MatrixF nmat;
MatrixF smat;
getRenderRetractionTransform(0,&nmat);
getRenderImageTransform(0,&smat);
// See if we are pushed into a wall...
Point3F start, end;
smat.getColumn(3, &start);
nmat.getColumn(3, &end);
Point3F displace = (start - end) * mWeaponBackFraction;
world.setPosition( world.getPosition() + displace );
}
}
else
{
MatrixF nmat;
getRenderMountTransform( 0.0f, data.mountPoint, MatrixF::Identity, &nmat);
world.mul(nmat,data.mountTransform[imageShapeIndex]);
}
GFX->setWorldMatrix( world );
image.shapeInstance[imageShapeIndex]->animate();
image.shapeInstance[imageShapeIndex]->render( rstate );
// Render the first person mount image shape?
if (!state->isShadowPass() && imageShapeIndex == ShapeBaseImageData::FirstPersonImageShape && mShapeFPInstance[imageSlot])
{
mShapeFPInstance[imageSlot]->animate();
mShapeFPInstance[imageSlot]->render( rstate );
}
GFX->popWorldMatrix();
}
// Bot aiming code calls this frequently and will work fine without the check
// for being pushed into a wall, which shows up on profile at ~ 3% (eight bots)
void Player::getMuzzlePointAI(U32 imageSlot, Point3F* point)
{
MatrixF nmat;
Parent::getMuzzleTransform(imageSlot, &nmat);
// If we are in one of the standard player animations, adjust the
// muzzle to point in the direction we are looking.
if (mActionAnimation.action < PlayerData::NumTableActionAnims)
{
MatrixF xmat;
xmat.set(EulerF(mHead.x, 0, 0));
MatrixF result;
result.mul(getTransform(), xmat);
F32 *sp = nmat, *dp = result;
dp[3] = sp[3]; dp[7] = sp[7]; dp[11] = sp[11];
result.getColumn(3, point);
}
else
nmat.getColumn(3, point);
}
void Player::getCameraParameters(F32 *min,F32* max,Point3F* off,MatrixF* rot)
{
if (!mControlObject.isNull() && mControlObject == getObjectMount()) {
mControlObject->getCameraParameters(min,max,off,rot);
return;
}
const Point3F& scale = getScale();
*min = mDataBlock->cameraMinDist * scale.y;
*max = mDataBlock->cameraMaxDist * scale.y;
off->set(0.0f, 0.0f, 0.0f);
rot->identity();
}
//----------------------------------------------------------------------------
Point3F Player::getVelocity() const
{
return mVelocity;
}
F32 Player::getSpeed() const
{
return mVelocity.len();
}
void Player::setVelocity(const VectorF& vel)
{
2016-07-12 22:30:11 +00:00
AssertFatal( !mIsNaN( vel ), "Player::setVelocity() - The velocity is NaN!" );
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mVelocity = vel;
setMaskBits(MoveMask);
}
void Player::applyImpulse(const Point3F&,const VectorF& vec)
{
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AssertFatal( !mIsNaN( vec ), "Player::applyImpulse() - The vector is NaN!" );
2012-09-19 15:15:01 +00:00
// Players ignore angular velocity
VectorF vel;
vel.x = vec.x / getMass();
vel.y = vec.y / getMass();
vel.z = vec.z / getMass();
// Make sure the impulse isn't too big
F32 len = vel.magnitudeSafe();
if (len > sMaxImpulseVelocity)
{
Point3F excess = vel * ( 1.0f - (sMaxImpulseVelocity / len ) );
vel -= excess;
}
setVelocity(mVelocity + vel);
}
//----------------------------------------------------------------------------
bool Player::castRay(const Point3F &start, const Point3F &end, RayInfo* info)
{
// In standard Torque there's a rather brute force culling of all
// non-enabled players (corpses) from the ray cast. But, to
// demonstrate a resurrection spell, we need corpses to be
// selectable, so this code change allows consideration of corpses
// in the ray cast if corpsesHiddenFromRayCast is set to false.
if (sCorpsesHiddenFromRayCast && getDamageState() != Enabled)
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return false;
// Collide against bounding box. Need at least this for the editor.
F32 st,et,fst = 0.0f,fet = 1.0f;
F32 *bmin = &mObjBox.minExtents.x;
F32 *bmax = &mObjBox.maxExtents.x;
F32 const *si = &start.x;
F32 const *ei = &end.x;
for (S32 i = 0; i < 3; i++) {
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if (*si < *ei) {
if (*si > *bmax || *ei < *bmin)
return false;
F32 di = *ei - *si;
st = (*si < *bmin)? (*bmin - *si) / di: 0.0f;
et = (*ei > *bmax)? (*bmax - *si) / di: 1.0f;
}
else {
if (*ei > *bmax || *si < *bmin)
return false;
F32 di = *ei - *si;
st = (*si > *bmax)? (*bmax - *si) / di: 0.0f;
et = (*ei < *bmin)? (*bmin - *si) / di: 1.0f;
}
if (st > fst) fst = st;
if (et < fet) fet = et;
if (fet < fst)
return false;
bmin++; bmax++;
si++; ei++;
}
info->normal = start - end;
info->normal.normalizeSafe();
getTransform().mulV( info->normal );
info->t = fst;
info->object = this;
info->point.interpolate(start,end,fst);
info->material = 0;
return true;
}
//----------------------------------------------------------------------------
static MatrixF IMat(1);
bool Player::buildPolyList(PolyListContext, AbstractPolyList* polyList, const Box3F&, const SphereF&)
{
// Collision with the player is always against the player's object
// space bounding box axis aligned in world space.
Point3F pos;
getTransform().getColumn(3,&pos);
IMat.setColumn(3,pos);
polyList->setTransform(&IMat, Point3F(1.0f,1.0f,1.0f));
polyList->setObject(this);
polyList->addBox(mObjBox);
return true;
}
void Player::buildConvex(const Box3F& box, Convex* convex)
{
if (mShapeInstance == NULL)
return;
// These should really come out of a pool
mConvexList->collectGarbage();
Box3F realBox = box;
mWorldToObj.mul(realBox);
realBox.minExtents.convolveInverse(mObjScale);
realBox.maxExtents.convolveInverse(mObjScale);
if (realBox.isOverlapped(getObjBox()) == false)
return;
Convex* cc = 0;
CollisionWorkingList& wl = convex->getWorkingList();
for (CollisionWorkingList* itr = wl.wLink.mNext; itr != &wl; itr = itr->wLink.mNext) {
if (itr->mConvex->getType() == BoxConvexType &&
itr->mConvex->getObject() == this) {
cc = itr->mConvex;
break;
}
}
if (cc)
return;
// Create a new convex.
BoxConvex* cp = new OrthoBoxConvex;
mConvexList->registerObject(cp);
convex->addToWorkingList(cp);
cp->init(this);
mObjBox.getCenter(&cp->mCenter);
cp->mSize.x = mObjBox.len_x() / 2.0f;
cp->mSize.y = mObjBox.len_y() / 2.0f;
cp->mSize.z = mObjBox.len_z() / 2.0f;
}
//----------------------------------------------------------------------------
void Player::updateWorkingCollisionSet()
{
// First, we need to adjust our velocity for possible acceleration. It is assumed
// that we will never accelerate more than 20 m/s for gravity, plus 10 m/s for
// jetting, and an equivalent 10 m/s for jumping. We also assume that the
// working list is updated on a Tick basis, which means we only expand our
// box by the possible movement in that tick.
Point3F scaledVelocity = mVelocity * TickSec;
F32 len = scaledVelocity.len();
F32 newLen = len + (10.0f * TickSec);
// Check to see if it is actually necessary to construct the new working list,
// or if we can use the cached version from the last query. We use the x
// component of the min member of the mWorkingQueryBox, which is lame, but
// it works ok.
bool updateSet = false;
Box3F convexBox = mConvex.getBoundingBox(getTransform(), getScale());
F32 l = (newLen * 1.1f) + 0.1f; // from Convex::updateWorkingList
const Point3F lPoint( l, l, l );
convexBox.minExtents -= lPoint;
convexBox.maxExtents += lPoint;
// Check containment
if (mWorkingQueryBox.minExtents.x != -1e9f)
{
if (mWorkingQueryBox.isContained(convexBox) == false)
// Needed region is outside the cached region. Update it.
updateSet = true;
}
else
{
// Must update
updateSet = true;
}
// Actually perform the query, if necessary
if (updateSet == true) {
const Point3F twolPoint( 2.0f * l, 2.0f * l, 2.0f * l );
mWorkingQueryBox = convexBox;
mWorkingQueryBox.minExtents -= twolPoint;
mWorkingQueryBox.maxExtents += twolPoint;
disableCollision();
//We temporarily disable the collisions of anything mounted to us so we don't accidentally walk into things we've attached to us
for (SceneObject *ptr = mMount.list; ptr; ptr = ptr->getMountLink())
{
ptr->disableCollision();
}
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mConvex.updateWorkingList(mWorkingQueryBox,
isGhost() ? sClientCollisionContactMask : sServerCollisionContactMask);
//And now re-enable the collisions of the mounted things
for (SceneObject *ptr = mMount.list; ptr; ptr = ptr->getMountLink())
{
ptr->enableCollision();
}
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enableCollision();
}
}
//----------------------------------------------------------------------------
void Player::writePacketData(GameConnection *connection, BitStream *stream)
{
Parent::writePacketData(connection, stream);
stream->writeInt(mState,NumStateBits);
if (stream->writeFlag(mState == RecoverState))
stream->writeInt(mRecoverTicks,PlayerData::RecoverDelayBits);
if (stream->writeFlag(mJumpDelay > 0))
stream->writeInt(mJumpDelay,PlayerData::JumpDelayBits);
Point3F pos;
getTransform().getColumn(3,&pos);
if (stream->writeFlag(!isMounted())) {
// Will get position from mount
stream->setCompressionPoint(pos);
stream->write(pos.x);
stream->write(pos.y);
stream->write(pos.z);
stream->write(mVelocity.x);
stream->write(mVelocity.y);
stream->write(mVelocity.z);
stream->writeInt(mJumpSurfaceLastContact > 15 ? 15 : mJumpSurfaceLastContact, 4);
if (stream->writeFlag(!mAllowSprinting || !mAllowCrouching || !mAllowProne || !mAllowJumping || !mAllowJetJumping || !mAllowSwimming))
{
stream->writeFlag(mAllowJumping);
stream->writeFlag(mAllowJetJumping);
stream->writeFlag(mAllowSprinting);
stream->writeFlag(mAllowCrouching);
stream->writeFlag(mAllowProne);
stream->writeFlag(mAllowSwimming);
}
}
stream->write(mHead.x);
if(stream->writeFlag(mDataBlock->cameraCanBank))
{
// Include mHead.y to allow for camera banking
stream->write(mHead.y);
}
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stream->write(mHead.z);
stream->write(mRot.z);
if (mControlObject) {
S32 gIndex = connection->getGhostIndex(mControlObject);
if (stream->writeFlag(gIndex != -1)) {
stream->writeInt(gIndex,NetConnection::GhostIdBitSize);
mControlObject->writePacketData(connection, stream);
}
}
else
stream->writeFlag(false);
}
void Player::readPacketData(GameConnection *connection, BitStream *stream)
{
Parent::readPacketData(connection, stream);
mState = (ActionState)stream->readInt(NumStateBits);
if (stream->readFlag())
mRecoverTicks = stream->readInt(PlayerData::RecoverDelayBits);
if (stream->readFlag())
mJumpDelay = stream->readInt(PlayerData::JumpDelayBits);
else
mJumpDelay = 0;
Point3F pos,rot;
if (stream->readFlag()) {
// Only written if we are not mounted
stream->read(&pos.x);
stream->read(&pos.y);
stream->read(&pos.z);
stream->read(&mVelocity.x);
stream->read(&mVelocity.y);
stream->read(&mVelocity.z);
stream->setCompressionPoint(pos);
mDelta.pos = pos;
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mJumpSurfaceLastContact = stream->readInt(4);
if (stream->readFlag())
{
mAllowJumping = stream->readFlag();
mAllowJetJumping = stream->readFlag();
mAllowSprinting = stream->readFlag();
mAllowCrouching = stream->readFlag();
mAllowProne = stream->readFlag();
mAllowSwimming = stream->readFlag();
}
else
{
mAllowJumping = true;
mAllowJetJumping = true;
mAllowSprinting = true;
mAllowCrouching = true;
mAllowProne = true;
mAllowSwimming = true;
}
}
else
pos = mDelta.pos;
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stream->read(&mHead.x);
if(stream->readFlag())
{
// Include mHead.y to allow for camera banking
stream->read(&mHead.y);
}
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stream->read(&mHead.z);
stream->read(&rot.z);
rot.x = rot.y = 0;
if (!ignore_updates)
setPosition(pos,rot);
mDelta.head = mHead;
mDelta.rot = rot;
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if (stream->readFlag()) {
S32 gIndex = stream->readInt(NetConnection::GhostIdBitSize);
ShapeBase* obj = static_cast<ShapeBase*>(connection->resolveGhost(gIndex));
setControlObject(obj);
obj->readPacketData(connection, stream);
}
else
setControlObject(0);
}
U32 Player::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
{
U32 retMask = Parent::packUpdate(con, mask, stream);
if (stream->writeFlag((mask & ImpactMask) && !(mask & InitialUpdateMask)))
stream->writeInt(mImpactSound, PlayerData::ImpactBits);
if (stream->writeFlag(mask & ActionMask &&
mActionAnimation.action != PlayerData::NullAnimation &&
mActionAnimation.action >= PlayerData::NumTableActionAnims)) {
stream->writeInt(mActionAnimation.action,PlayerData::ActionAnimBits);
stream->writeFlag(mActionAnimation.holdAtEnd);
stream->writeFlag(mActionAnimation.atEnd);
stream->writeFlag(mActionAnimation.firstPerson);
if (!mActionAnimation.atEnd) {
// If somewhere in middle on initial update, must send position-
F32 where = mShapeInstance->getPos(mActionAnimation.thread);
if (stream->writeFlag((mask & InitialUpdateMask) != 0 && where > 0))
stream->writeSignedFloat(where, 6);
}
}
if (stream->writeFlag(mask & ActionMask &&
mArmAnimation.action != PlayerData::NullAnimation &&
(!(mask & InitialUpdateMask) ||
mArmAnimation.action != mDataBlock->lookAction))) {
stream->writeInt(mArmAnimation.action,PlayerData::ActionAnimBits);
}
retMask = afx_packUpdate(con, mask, stream, retMask);
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// The rest of the data is part of the control object packet update.
// If we're controlled by this client, we don't need to send it.
// we only need to send it if this is the initial update - in that case,
// the client won't know this is the control object yet.
if(stream->writeFlag(getControllingClient() == con && !(mask & InitialUpdateMask)))
return(retMask);
if (stream->writeFlag(mask & MoveMask))
{
stream->writeFlag(mFalling);
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stream->writeFlag(mSwimming);
stream->writeFlag(mJetting);
stream->writeInt(mPose, NumPoseBits);
2016-07-12 22:30:11 +00:00
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stream->writeInt(mState,NumStateBits);
if (stream->writeFlag(mState == RecoverState))
stream->writeInt(mRecoverTicks,PlayerData::RecoverDelayBits);
Point3F pos;
getTransform().getColumn(3,&pos);
stream->writeCompressedPoint(pos);
F32 len = mVelocity.len();
if(stream->writeFlag(len > 0.02f))
{
Point3F outVel = mVelocity;
outVel *= 1.0f/len;
stream->writeNormalVector(outVel, 10);
len *= 32.0f; // 5 bits of fraction
if(len > 8191)
len = 8191;
stream->writeInt((S32)len, 13);
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// constrain the range of mRot.z
while (mRot.z < 0.0f)
mRot.z += M_2PI_F;
while (mRot.z > M_2PI_F)
mRot.z -= M_2PI_F;
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}
stream->writeFloat(mRot.z / M_2PI_F, 7);
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stream->writeSignedFloat(mHead.x / (mDataBlock->maxLookAngle - mDataBlock->minLookAngle), 6);
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stream->writeSignedFloat(mHead.z / mDataBlock->maxFreelookAngle, 6);
mDelta.move.pack(stream);
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stream->writeFlag(!(mask & NoWarpMask));
}
// Ghost need energy to predict reliably
if (mDataBlock->maxEnergy > 0.f)
stream->writeFloat(getEnergyLevel() / mDataBlock->maxEnergy, EnergyLevelBits);
else
stream->writeFloat(0.f, EnergyLevelBits);
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return retMask;
}
void Player::unpackUpdate(NetConnection *con, BitStream *stream)
{
Parent::unpackUpdate(con,stream);
if (stream->readFlag())
mImpactSound = stream->readInt(PlayerData::ImpactBits);
// Server specified action animation
if (stream->readFlag()) {
U32 action = stream->readInt(PlayerData::ActionAnimBits);
bool hold = stream->readFlag();
bool atEnd = stream->readFlag();
bool fsp = stream->readFlag();
F32 animPos = -1.0f;
if (!atEnd && stream->readFlag())
animPos = stream->readSignedFloat(6);
if (isProperlyAdded()) {
setActionThread(action,true,hold,true,fsp);
bool inDeath = inDeathAnim();
if (atEnd)
{
mShapeInstance->clearTransition(mActionAnimation.thread);
mShapeInstance->setPos(mActionAnimation.thread,
mActionAnimation.forward? 1: 0);
if (inDeath)
mDeath.lastPos = 1.0f;
}
else if (animPos > 0) {
mShapeInstance->setPos(mActionAnimation.thread, animPos);
if (inDeath)
mDeath.lastPos = animPos;
}
// mMountPending suppresses tickDelay countdown so players will sit until
// their mount, or another animation, comes through (or 13 seconds elapses).
mMountPending = (S32) (inSittingAnim() ? sMountPendingTickWait : 0);
}
else {
mActionAnimation.action = action;
mActionAnimation.holdAtEnd = hold;
mActionAnimation.atEnd = atEnd;
mActionAnimation.firstPerson = fsp;
}
}
// Server specified arm animation
if (stream->readFlag()) {
U32 action = stream->readInt(PlayerData::ActionAnimBits);
if (isProperlyAdded())
setArmThread(action);
else
mArmAnimation.action = action;
}
afx_unpackUpdate(con, stream);
2012-09-19 15:15:01 +00:00
// Done if controlled by client ( and not initial update )
if(stream->readFlag())
return;
// MoveMask
if (stream->readFlag()) {
mPredictionCount = sMaxPredictionTicks;
mFalling = stream->readFlag();
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mSwimming = stream->readFlag();
mJetting = stream->readFlag();
mPose = (Pose)(stream->readInt(NumPoseBits));
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ActionState actionState = (ActionState)stream->readInt(NumStateBits);
if (stream->readFlag()) {
mRecoverTicks = stream->readInt(PlayerData::RecoverDelayBits);
setState(actionState, mRecoverTicks);
}
else
setState(actionState);
Point3F pos,rot;
stream->readCompressedPoint(&pos);
F32 speed = mVelocity.len();
if(stream->readFlag())
{
stream->readNormalVector(&mVelocity, 10);
mVelocity *= stream->readInt(13) / 32.0f;
}
else
{
mVelocity.set(0.0f, 0.0f, 0.0f);
}
rot.y = rot.x = 0.0f;
rot.z = stream->readFloat(7) * M_2PI_F;
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mHead.x = stream->readSignedFloat(6) * (mDataBlock->maxLookAngle - mDataBlock->minLookAngle);
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mHead.z = stream->readSignedFloat(6) * mDataBlock->maxFreelookAngle;
mDelta.move.unpack(stream);
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mDelta.head = mHead;
mDelta.headVec.set(0.0f, 0.0f, 0.0f);
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if (stream->readFlag() && isProperlyAdded())
{
// Determine number of ticks to warp based on the average
// of the client and server velocities.
mDelta.warpOffset = pos - mDelta.pos;
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F32 as = (speed + mVelocity.len()) * 0.5f * TickSec;
F32 dt = (as > 0.00001f) ? mDelta.warpOffset.len() / as: sMaxWarpTicks;
mDelta.warpTicks = (S32)((dt > sMinWarpTicks) ? getMax(mFloor(dt + 0.5f), 1.0f) : 0.0f);
2012-09-19 15:15:01 +00:00
if (mDelta.warpTicks)
2012-09-19 15:15:01 +00:00
{
// Setup the warp to start on the next tick.
if (mDelta.warpTicks > sMaxWarpTicks)
mDelta.warpTicks = sMaxWarpTicks;
mDelta.warpOffset /= (F32)mDelta.warpTicks;
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mDelta.rotOffset = rot - mDelta.rot;
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// Ignore small rotation differences
if (mFabs(mDelta.rotOffset.z) < 0.001f)
mDelta.rotOffset.z = 0;
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// Wrap rotation to +/-PI
if(mDelta.rotOffset.z < - M_PI_F)
mDelta.rotOffset.z += M_2PI_F;
else if(mDelta.rotOffset.z > M_PI_F)
mDelta.rotOffset.z -= M_2PI_F;
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mDelta.rotOffset /= (F32)mDelta.warpTicks;
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}
else
{
// Going to skip the warp, server and client are real close.
// Adjust the frame interpolation to move smoothly to the
// new position within the current tick.
Point3F cp = mDelta.pos + mDelta.posVec * mDelta.dt;
if (mDelta.dt == 0)
2012-09-19 15:15:01 +00:00
{
mDelta.posVec.set(0.0f, 0.0f, 0.0f);
mDelta.rotVec.set(0.0f, 0.0f, 0.0f);
2012-09-19 15:15:01 +00:00
}
else
{
F32 dti = 1.0f / mDelta.dt;
mDelta.posVec = (cp - pos) * dti;
mDelta.rotVec.z = mRot.z - rot.z;
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if(mDelta.rotVec.z > M_PI_F)
mDelta.rotVec.z -= M_2PI_F;
else if(mDelta.rotVec.z < -M_PI_F)
mDelta.rotVec.z += M_2PI_F;
2012-09-19 15:15:01 +00:00
mDelta.rotVec.z *= dti;
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}
mDelta.pos = pos;
mDelta.rot = rot;
if (!ignore_updates)
setPosition(pos,rot);
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}
}
else
{
// Set the player to the server position
mDelta.pos = pos;
mDelta.rot = rot;
mDelta.posVec.set(0.0f, 0.0f, 0.0f);
mDelta.rotVec.set(0.0f, 0.0f, 0.0f);
mDelta.warpTicks = 0;
mDelta.dt = 0.0f;
if (!ignore_updates)
setPosition(pos,rot);
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}
}
F32 energy = stream->readFloat(EnergyLevelBits) * mDataBlock->maxEnergy;
setEnergyLevel(energy);
}
//----------------------------------------------------------------------------
DefineEngineMethod( Player, getPose, const char*, (),,
"@brief Get the name of the player's current pose.\n\n"
"The pose is one of the following:\n\n<ul>"
"<li>Stand - Standard movement pose.</li>"
"<li>Sprint - Sprinting pose.</li>"
"<li>Crouch - Crouch pose.</li>"
"<li>Prone - Prone pose.</li>"
"<li>Swim - Swimming pose.</li></ul>\n"
"@return The current pose; one of: \"Stand\", \"Sprint\", \"Crouch\", \"Prone\", \"Swim\"\n" )
{
return object->getPoseName();
}
DefineEngineMethod( Player, allowAllPoses, void, (),,
"@brief Allow all poses a chance to occur.\n\n"
"This method resets any poses that have manually been blocked from occuring. "
"This includes the regular pose states such as sprinting, crouch, being prone "
"and swimming. It also includes being able to jump and jet jump. While this "
"is allowing these poses to occur it doesn't mean that they all can due to other "
"conditions. We're just not manually blocking them from being allowed.\n"
"@see allowJumping()\n"
"@see allowJetJumping()\n"
"@see allowSprinting()\n"
"@see allowCrouching()\n"
"@see allowProne()\n"
"@see allowSwimming()\n" )
{
object->allowAllPoses();
}
DefineEngineMethod( Player, allowJumping, void, (bool state),,
"@brief Set if the Player is allowed to jump.\n\n"
"The default is to allow jumping unless there are other environmental concerns "
"that prevent it. This method is mainly used to explicitly disallow jumping "
"at any time.\n"
"@param state Set to true to allow jumping, false to disable it.\n"
"@see allowAllPoses()\n" )
{
object->allowJumping(state);
}
DefineEngineMethod( Player, allowJetJumping, void, (bool state),,
"@brief Set if the Player is allowed to jet jump.\n\n"
"The default is to allow jet jumping unless there are other environmental concerns "
"that prevent it. This method is mainly used to explicitly disallow jet jumping "
"at any time.\n"
"@param state Set to true to allow jet jumping, false to disable it.\n"
"@see allowAllPoses()\n" )
{
object->allowJetJumping(state);
}
DefineEngineMethod( Player, allowSprinting, void, (bool state),,
"@brief Set if the Player is allowed to sprint.\n\n"
"The default is to allow sprinting unless there are other environmental concerns "
"that prevent it. This method is mainly used to explicitly disallow sprinting "
"at any time.\n"
"@param state Set to true to allow sprinting, false to disable it.\n"
"@see allowAllPoses()\n" )
{
object->allowSprinting(state);
}
DefineEngineMethod( Player, allowCrouching, void, (bool state),,
"@brief Set if the Player is allowed to crouch.\n\n"
"The default is to allow crouching unless there are other environmental concerns "
"that prevent it. This method is mainly used to explicitly disallow crouching "
"at any time.\n"
"@param state Set to true to allow crouching, false to disable it.\n"
"@see allowAllPoses()\n" )
{
object->allowCrouching(state);
}
DefineEngineMethod( Player, allowProne, void, (bool state),,
"@brief Set if the Player is allowed to go prone.\n\n"
"The default is to allow being prone unless there are other environmental concerns "
"that prevent it. This method is mainly used to explicitly disallow going prone "
"at any time.\n"
"@param state Set to true to allow being prone, false to disable it.\n"
"@see allowAllPoses()\n" )
{
object->allowProne(state);
}
DefineEngineMethod( Player, allowSwimming, void, (bool state),,
"@brief Set if the Player is allowed to swim.\n\n"
"The default is to allow swimming unless there are other environmental concerns "
"that prevent it. This method is mainly used to explicitly disallow swimming "
"at any time.\n"
"@param state Set to true to allow swimming, false to disable it.\n"
"@see allowAllPoses()\n" )
{
object->allowSwimming(state);
}
//----------------------------------------------------------------------------
DefineEngineMethod( Player, getState, const char*, (),,
"@brief Get the name of the player's current state.\n\n"
"The state is one of the following:\n\n<ul>"
"<li>Dead - The Player is dead.</li>"
"<li>Mounted - The Player is mounted to an object such as a vehicle.</li>"
"<li>Move - The Player is free to move. The usual state.</li>"
"<li>Recover - The Player is recovering from a fall. See PlayerData::recoverDelay.</li></ul>\n"
"@return The current state; one of: \"Dead\", \"Mounted\", \"Move\", \"Recover\"\n" )
{
return object->getStateName();
}
DefineEngineMethod( Player, getDamageLocation, const char*, ( Point3F pos ),,
"@brief Get the named damage location and modifier for a given world position.\n\n"
"the Player object can simulate different hit locations based on a pre-defined set "
"of PlayerData defined percentages. These hit percentages divide up the Player's "
"bounding box into different regions. The diagram below demonstrates how the various "
"PlayerData properties split up the bounding volume:\n\n"
"<img src=\"images/player_damageloc.png\">\n\n"
"While you may pass in any world position and getDamageLocation() will provide a best-fit "
"location, you should be aware that this can produce some interesting results. For example, "
"any position that is above PlayerData::boxHeadPercentage will be considered a 'head' hit, even "
"if the world position is high in the sky. Therefore it may be wise to keep the passed in point "
"to somewhere on the surface of, or within, the Player's bounding volume.\n\n"
"@note This method will not return an accurate location when the player is "
"prone or swimming.\n\n"
"@param pos A world position for which to retrieve a body region on this player.\n"
"@return a string containing two words (space separated strings), where the "
"first is a location and the second is a modifier.\n\n"
"Posible locations:<ul>"
"<li>head</li>"
"<li>torso</li>"
"<li>legs</li></ul>\n"
"Head modifiers:<ul>"
"<li>left_back</li>"
"<li>middle_back</li>"
"<li>right_back</li>"
"<li>left_middle</li>"
"<li>middle_middle</li>"
"<li>right_middle</li>"
"<li>left_front</li>"
"<li>middle_front</li>"
"<li>right_front</li></ul>\n"
"Legs/Torso modifiers:<ul>"
"<li>front_left</li>"
"<li>front_right</li>"
"<li>back_left</li>"
"<li>back_right</li></ul>\n"
"@see PlayerData::boxHeadPercentage\n"
"@see PlayerData::boxHeadFrontPercentage\n"
"@see PlayerData::boxHeadBackPercentage\n"
"@see PlayerData::boxHeadLeftPercentage\n"
"@see PlayerData::boxHeadRightPercentage\n"
"@see PlayerData::boxTorsoPercentage\n"
)
{
const char *buffer1;
const char *buffer2;
object->getDamageLocation(pos, buffer1, buffer2);
static const U32 bufSize = 128;
char *buff = Con::getReturnBuffer(bufSize);
dSprintf(buff, bufSize, "%s %s", buffer1, buffer2);
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return buff;
}
DefineEngineMethod( Player, setArmThread, bool, ( const char* name ),,
"@brief Set the sequence that controls the player's arms (dynamically adjusted "
"to match look direction).\n\n"
"@param name Name of the sequence to play on the player's arms.\n"
"@return true if successful, false if failed.\n"
"@note By default the 'look' sequence is used, if available.\n")
{
return object->setArmThread( name );
}
DefineEngineMethod( Player, setActionThread, bool, ( const char* name, bool hold, bool fsp ), ( false, true ),
"@brief Set the main action sequence to play for this player.\n\n"
"@param name Name of the action sequence to set\n"
"@param hold Set to false to get a callback on the datablock when the sequence ends (PlayerData::animationDone()). "
"When set to true no callback is made.\n"
"@param fsp True if first person and none of the spine nodes in the shape should animate. False will allow the shape's "
"spine nodes to animate.\n"
"@return True if succesful, false if failed\n"
"@note The spine nodes for the Player's shape are named as follows:\n\n<ul>"
"<li>Bip01 Pelvis</li>"
"<li>Bip01 Spine</li>"
"<li>Bip01 Spine1</li>"
"<li>Bip01 Spine2</li>"
"<li>Bip01 Neck</li>"
"<li>Bip01 Head</li></ul>\n\n"
"You cannot use setActionThread() to have the Player play one of the motion "
"determined action animation sequences. These sequences are chosen based on how "
"the Player moves and the Player's current pose. The names of these sequences are:\n\n<ul>"
"<li>root</li>"
"<li>run</li>"
"<li>side</li>"
"<li>side_right</li>"
"<li>crouch_root</li>"
"<li>crouch_forward</li>"
"<li>crouch_backward</li>"
"<li>crouch_side</li>"
"<li>crouch_right</li>"
"<li>prone_root</li>"
"<li>prone_forward</li>"
"<li>prone_backward</li>"
"<li>swim_root</li>"
"<li>swim_forward</li>"
"<li>swim_backward</li>"
"<li>swim_left</li>"
"<li>swim_right</li>"
"<li>fall</li>"
"<li>jump</li>"
"<li>standjump</li>"
"<li>land</li>"
"<li>jet</li></ul>\n\n"
"If the player moves in any direction then the animation sequence set using this "
"method will be cancelled and the chosen mation-based sequence will take over. This makes "
"great for times when the Player cannot move, such as when mounted, or when it doesn't matter "
"if the action sequence changes, such as waving and saluting.\n"
"@tsexample\n"
"// Place the player in a sitting position after being mounted\n"
"%player.setActionThread( \"sitting\", true, true );\n"
"@endtsexample\n")
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{
return object->setActionThread( name, hold, true, fsp);
}
DefineEngineMethod( Player, setControlObject, bool, ( ShapeBase* obj ),,
"@brief Set the object to be controlled by this player\n\n"
"It is possible to have the moves sent to the Player object from the "
"GameConnection to be passed along to another object. This happens, for example "
"when a player is mounted to a vehicle. The move commands pass through the Player "
"and on to the vehicle (while the player remains stationary within the vehicle). "
"With setControlObject() you can have the Player pass along its moves to any object. "
"One possible use is for a player to move a remote controlled vehicle. In this case "
"the player does not mount the vehicle directly, but still wants to be able to control it.\n"
"@param obj Object to control with this player\n"
"@return True if the object is valid, false if not\n"
"@see getControlObject()\n"
"@see clearControlObject()\n"
"@see GameConnection::setControlObject()")
{
if (obj) {
object->setControlObject(obj);
return true;
}
else
object->setControlObject(0);
return false;
}
DefineEngineMethod( Player, getControlObject, S32, (),,
"@brief Get the current object we are controlling.\n\n"
"@return ID of the ShapeBase object we control, or 0 if not controlling an "
"object.\n"
"@see setControlObject()\n"
"@see clearControlObject()")
{
ShapeBase* controlObject = object->getControlObject();
return controlObject ? controlObject->getId(): 0;
}
DefineEngineMethod( Player, clearControlObject, void, (),,
"@brief Clears the player's current control object.\n\n"
"Returns control to the player. This internally calls "
"Player::setControlObject(0).\n"
"@tsexample\n"
"%player.clearControlObject();\n"
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"echo(%player.getControlObject()); //<-- Returns 0, player assumes control\n"
"%player.setControlObject(%vehicle);\n"
"echo(%player.getControlObject()); //<-- Returns %vehicle, player controls the vehicle now.\n"
"@endtsexample\n"
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"@note If the player does not have a control object, the player will receive all moves "
"from its GameConnection. If you're looking to remove control from the player itself "
"(i.e. stop sending moves to the player) use GameConnection::setControlObject() to transfer "
"control to another object, such as a camera.\n"
"@see setControlObject()\n"
"@see getControlObject()\n"
"@see GameConnection::setControlObject()\n")
{
object->setControlObject(0);
}
DefineEngineMethod( Player, checkDismountPoint, bool, ( Point3F oldPos, Point3F pos ),,
"@brief Check if it is safe to dismount at this position.\n\n"
"Internally this method casts a ray from oldPos to pos to determine if it hits the "
"terrain, an interior object, a water object, another player, a static shape, "
"a vehicle (exluding the one currently mounted), or physical zone. If this ray "
"is in the clear, then the player's bounding box is also checked for a collision at "
"the pos position. If this displaced bounding box is also in the clear, then "
"checkDismountPoint() returns true.\n"
"@param oldPos The player's current position\n"
"@param pos The dismount position to check\n"
"@return True if the dismount position is clear, false if not\n"
"@note The player must be already mounted for this method to not assert.\n")
{
MatrixF oldPosMat(true);
oldPosMat.setColumn(3, oldPos);
MatrixF posMat(true);
posMat.setColumn(3, pos);
return object->checkDismountPosition(oldPosMat, posMat);
}
DefineEngineMethod( Player, getNumDeathAnimations, S32, ( ),,
"@brief Get the number of death animations available to this player.\n\n"
"Death animations are assumed to be named death1-N using consecutive indices." )
{
S32 count = 0;
const PlayerData * db = dynamic_cast<PlayerData*>( object->getDataBlock() );
if ( db )
{
for ( S32 i = 0; i < db->actionCount; i++ )
if ( db->actionList[i].death )
count++;
}
return count;
}
//----------------------------------------------------------------------------
void Player::consoleInit()
{
Con::addVariable("$player::renderMyPlayer",TypeBool, &sRenderMyPlayer,
"@brief Determines if the player is rendered or not.\n\n"
"Used on the client side to disable the rendering of all Player objects. This is "
"mainly for the tools or debugging.\n"
"@ingroup GameObjects\n");
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Con::addVariable("$player::renderMyItems",TypeBool, &sRenderMyItems,
"@brief Determines if mounted shapes are rendered or not.\n\n"
"Used on the client side to disable the rendering of all Player mounted objects. This is "
"mainly used for the tools or debugging.\n"
"@ingroup GameObjects\n");
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Con::addVariable("$player::renderCollision", TypeBool, &sRenderPlayerCollision,
"@brief Determines if the player's collision mesh should be rendered.\n\n"
"This is mainly used for the tools and debugging.\n"
"@ingroup GameObjects\n");
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Con::addVariable("$player::minWarpTicks",TypeF32,&sMinWarpTicks,
"@brief Fraction of tick at which instant warp occures on the client.\n\n"
"@ingroup GameObjects\n");
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Con::addVariable("$player::maxWarpTicks",TypeS32,&sMaxWarpTicks,
"@brief When a warp needs to occur due to the client being too far off from the server, this is the "
"maximum number of ticks we'll allow the client to warp to catch up.\n\n"
"@ingroup GameObjects\n");
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Con::addVariable("$player::maxPredictionTicks",TypeS32,&sMaxPredictionTicks,
"@brief Maximum number of ticks to predict on the client from the last known move obtained from the server.\n\n"
"@ingroup GameObjects\n");
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Con::addVariable("$player::maxImpulseVelocity", TypeF32, &sMaxImpulseVelocity,
"@brief The maximum velocity allowed due to a single impulse.\n\n"
"@ingroup GameObjects\n");
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// Move triggers
Con::addVariable("$player::jumpTrigger", TypeS32, &sJumpTrigger,
"@brief The move trigger index used for player jumping.\n\n"
"@ingroup GameObjects\n");
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Con::addVariable("$player::crouchTrigger", TypeS32, &sCrouchTrigger,
"@brief The move trigger index used for player crouching.\n\n"
"@ingroup GameObjects\n");
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Con::addVariable("$player::proneTrigger", TypeS32, &sProneTrigger,
"@brief The move trigger index used for player prone pose.\n\n"
"@ingroup GameObjects\n");
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Con::addVariable("$player::sprintTrigger", TypeS32, &sSprintTrigger,
"@brief The move trigger index used for player sprinting.\n\n"
"@ingroup GameObjects\n");
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Con::addVariable("$player::imageTrigger0", TypeS32, &sImageTrigger0,
"@brief The move trigger index used to trigger mounted image 0.\n\n"
"@ingroup GameObjects\n");
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Con::addVariable("$player::imageTrigger1", TypeS32, &sImageTrigger1,
"@brief The move trigger index used to trigger mounted image 1 or alternate fire "
"on mounted image 0.\n\n"
"@ingroup GameObjects\n");
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Con::addVariable("$player::jumpJetTrigger", TypeS32, &sJumpJetTrigger,
"@brief The move trigger index used for player jump jetting.\n\n"
"@ingroup GameObjects\n");
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Con::addVariable("$player::vehicleDismountTrigger", TypeS32, &sVehicleDismountTrigger,
"@brief The move trigger index used to dismount player.\n\n"
"@ingroup GameObjects\n");
// ExtendedMove support
Con::addVariable("$player::extendedMoveHeadPosRotIndex", TypeS32, &smExtendedMoveHeadPosRotIndex,
"@brief The ExtendedMove position/rotation index used for head movements.\n\n"
"@ingroup GameObjects\n");
afx_consoleInit();
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}
//--------------------------------------------------------------------------
void Player::calcClassRenderData()
{
Parent::calcClassRenderData();
// If nothing is mounted do not perform the calculations below. Otherwise,
// we'll end up with a bad ray cast as both nmat and smat will be the
// Player's transform.
MountedImage& image = mMountedImageList[0];
if (!image.dataBlock)
{
mWeaponBackFraction = 0.0f;
return;
}
disableCollision();
MatrixF nmat;
MatrixF smat;
Parent::getRetractionTransform(0,&nmat);
Parent::getImageTransform(0, &smat);
// See if we are pushed into a wall...
Point3F start, end;
smat.getColumn(3, &start);
nmat.getColumn(3, &end);
RayInfo rinfo;
if (getContainer()->castRay(start, end, sCollisionMoveMask & ~(WaterObjectType|PhysicalZoneObjectType|MarkerObjectType), &rinfo)) {
if (rinfo.t < 1.0f)
mWeaponBackFraction = 1.0f - rinfo.t;
else
mWeaponBackFraction = 0.0f;
} else {
mWeaponBackFraction = 0.0f;
}
enableCollision();
}
//-----------------------------------------------------------------------------
void Player::playFootstepSound( bool triggeredLeft, Material* contactMaterial, SceneObject* contactObject )
{
if (footfallSoundOverride > 0)
return;
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MatrixF footMat = getTransform();
if( mWaterCoverage > 0.0 )
{
// Treading water.
if ( mWaterCoverage < mDataBlock->footSplashHeight )
SFX->playOnce( mDataBlock->sound[ PlayerData::FootShallowSplash ], &footMat );
else
{
if ( mWaterCoverage < 1.0 )
SFX->playOnce( mDataBlock->sound[ PlayerData::FootWading ], &footMat );
else
{
if ( triggeredLeft )
{
SFX->playOnce( mDataBlock->sound[ PlayerData::FootUnderWater ], &footMat );
SFX->playOnce( mDataBlock->sound[ PlayerData::FootBubbles ], &footMat );
}
}
}
}
else if( contactMaterial && contactMaterial->mFootstepSoundCustom )
{
// Footstep sound defined on material.
SFX->playOnce( contactMaterial->mFootstepSoundCustom, &footMat );
}
else
{
// Play default sound.
S32 sound = -1;
if (contactMaterial && (contactMaterial->mFootstepSoundId>-1 && contactMaterial->mFootstepSoundId<PlayerData::MaxSoundOffsets))
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sound = contactMaterial->mFootstepSoundId;
else if( contactObject && contactObject->getTypeMask() & VehicleObjectType )
sound = 2;
if (sound>=0)
SFX->playOnce(mDataBlock->sound[sound], &footMat);
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}
}
void Player:: playImpactSound()
{
if( mWaterCoverage == 0.0f )
{
Point3F pos;
RayInfo rInfo;
MatrixF mat = getTransform();
mat.mulP(Point3F(mDataBlock->decalOffset,0.0f,0.0f), &pos);
if( gClientContainer.castRay( Point3F( pos.x, pos.y, pos.z + 0.01f ),
Point3F( pos.x, pos.y, pos.z - 2.0f ),
STATIC_COLLISION_TYPEMASK | VehicleObjectType,
&rInfo ) )
{
Material* material = ( rInfo.material ? dynamic_cast< Material* >( rInfo.material->getMaterial() ) : 0 );
if( material && material->mImpactSoundCustom )
SFX->playOnce( material->mImpactSoundCustom, &getTransform() );
else
{
S32 sound = -1;
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if (material && (material->mImpactSoundId>-1 && material->mImpactSoundId<PlayerData::MaxSoundOffsets))
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sound = material->mImpactSoundId;
else if( rInfo.object->getTypeMask() & VehicleObjectType )
sound = 2; // Play metal;
if (sound >= 0)
SFX->playOnce(mDataBlock->sound[PlayerData::ImpactStart + sound], &getTransform());
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}
}
}
mImpactSound = 0;
}
//--------------------------------------------------------------------------
// Update splash
//--------------------------------------------------------------------------
void Player::updateSplash()
{
F32 speed = getVelocity().len();
if( speed < mDataBlock->splashVelocity || isMounted() ) return;
Point3F curPos = getPosition();
if ( curPos.equal( mLastPos ) )
return;
if (pointInWater( curPos )) {
if (!pointInWater( mLastPos )) {
Point3F norm = getVelocity();
norm.normalize();
// make sure player is moving vertically at good pace before playing splash
F32 splashAng = mDataBlock->splashAngle / 360.0;
if( mDot( norm, Point3F(0.0, 0.0, -1.0) ) < splashAng )
return;
RayInfo rInfo;
if (gClientContainer.castRay(mLastPos, curPos,
WaterObjectType, &rInfo)) {
createSplash( rInfo.point, speed );
mBubbleEmitterTime = 0.0;
}
}
}
}
//--------------------------------------------------------------------------
void Player::updateFroth( F32 dt )
{
// update bubbles
Point3F moveDir = getVelocity();
mBubbleEmitterTime += dt;
if (mBubbleEmitterTime < mDataBlock->bubbleEmitTime) {
if (mSplashEmitter[PlayerData::BUBBLE_EMITTER]) {
Point3F emissionPoint = getRenderPosition();
U32 emitNum = PlayerData::BUBBLE_EMITTER;
mSplashEmitter[emitNum]->emitParticles(mLastPos, emissionPoint,
Point3F( 0.0, 0.0, 1.0 ), moveDir, (U32)(dt * 1000.0));
}
}
Point3F contactPoint;
if (!collidingWithWater(contactPoint)) {
mLastWaterPos = mLastPos;
return;
}
F32 speed = moveDir.len();
if ( speed < mDataBlock->splashVelEpsilon )
speed = 0.0;
U32 emitRate = (U32) (speed * mDataBlock->splashFreqMod * dt);
// If we're in the water, swimming, but not
// moving, then lets emit some particles because
// we're treading water.
if ( mSwimming && speed == 0.0 )
{
emitRate = (U32) (2.0f * mDataBlock->splashFreqMod * dt);
}
U32 i;
for ( i=0; i<PlayerData::BUBBLE_EMITTER; i++ ) {
if (mSplashEmitter[i] )
mSplashEmitter[i]->emitParticles( mLastWaterPos,
contactPoint, Point3F( 0.0, 0.0, 1.0 ),
moveDir, emitRate );
}
mLastWaterPos = contactPoint;
}
void Player::updateWaterSounds(F32 dt)
{
if ( mWaterCoverage < 1.0f || mDamageState != Enabled )
{
// Stop everything
if ( mMoveBubbleSound )
mMoveBubbleSound->stop();
if ( mWaterBreathSound )
mWaterBreathSound->stop();
return;
}
if ( mMoveBubbleSound )
{
// We're under water and still alive, so let's play something
if ( mVelocity.len() > 1.0f )
{
if ( !mMoveBubbleSound->isPlaying() )
mMoveBubbleSound->play();
mMoveBubbleSound->setTransform( getTransform() );
}
else
mMoveBubbleSound->stop();
}
if ( mWaterBreathSound )
{
if ( !mWaterBreathSound->isPlaying() )
mWaterBreathSound->play();
mWaterBreathSound->setTransform( getTransform() );
}
}
//--------------------------------------------------------------------------
// Returns true if player is intersecting a water surface
//--------------------------------------------------------------------------
bool Player::collidingWithWater( Point3F &waterHeight )
{
if ( !mCurrentWaterObject )
return false;
Point3F curPos = getPosition();
if ( mWorldBox.maxExtents.z < mLiquidHeight )
return false;
curPos.z = mLiquidHeight;
waterHeight = getPosition();
waterHeight.z = mLiquidHeight;
return true;
}
//--------------------------------------------------------------------------
void Player::createSplash( Point3F &pos, F32 speed )
{
if ( speed >= mDataBlock->hardSplashSoundVel )
SFX->playOnce( mDataBlock->sound[PlayerData::ImpactWaterHard], &getTransform() );
else if ( speed >= mDataBlock->medSplashSoundVel )
SFX->playOnce( mDataBlock->sound[PlayerData::ImpactWaterMedium], &getTransform() );
else
SFX->playOnce( mDataBlock->sound[PlayerData::ImpactWaterEasy], &getTransform() );
if( mDataBlock->splash )
{
MatrixF trans = getTransform();
trans.setPosition( pos );
Splash *splash = new Splash;
splash->onNewDataBlock( mDataBlock->splash, false );
splash->setTransform( trans );
splash->setInitialState( trans.getPosition(), Point3F( 0.0, 0.0, 1.0 ) );
if (!splash->registerObject())
delete splash;
}
}
bool Player::isControlObject()
{
GameConnection* connection = GameConnection::getConnectionToServer();
if( !connection ) return false;
ShapeBase *obj = dynamic_cast<ShapeBase*>(connection->getControlObject());
return ( obj == this );
}
void Player::prepRenderImage( SceneRenderState* state )
{
bool renderPlayer = true;
bool renderItems = true;
/*
if ( mPhysicsRep && Con::getBoolVariable("$PhysicsPlayer::DebugRender",false) )
{
ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
ri->renderDelegate.bind( mPhysicsRep, &PhysicsPlayer::renderDebug );
ri->objectIndex = -1;
ri->type = RenderPassManager::RIT_Editor;
state->getRenderPass()->addInst( ri );
}
*/
// Debug rendering for all convexes in the Players working list.
if ( sRenderPlayerCollision )
{
ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
ri->renderDelegate.bind( this, &Player::renderConvex );
ri->objectIndex = -1;
ri->type = RenderPassManager::RIT_Editor;
state->getRenderPass()->addInst( ri );
}
GameConnection* connection = GameConnection::getConnectionToServer();
if( connection && connection->getControlObject() == this && connection->isFirstPerson() )
{
// If we're first person and we are not rendering the player
// then disable all shadow rendering... a floating gun shadow sucks.
if ( state->isShadowPass() && !mDataBlock->renderFirstPerson && !mDataBlock->firstPersonShadows )
return;
2012-09-19 15:15:01 +00:00
renderPlayer = mDataBlock->renderFirstPerson || !state->isDiffusePass();
if( !sRenderMyPlayer )
renderPlayer = false;
if( !sRenderMyItems )
renderItems = false;
}
// Call the protected base class to do the work
// now that we know if we're rendering the player
// and mounted shapes.
return ShapeBase::_prepRenderImage( state,
renderPlayer,
renderItems );
}
void Player::renderConvex( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat )
{
GFX->enterDebugEvent( ColorI(255,0,255), "Player_renderConvex" );
mConvex.renderWorkingList();
GFX->leaveDebugEvent();
}
// static
bool Player::sCorpsesHiddenFromRayCast = true; // this default matches stock Torque behavior.
// static
void Player::afx_consoleInit()
{
Con::addVariable("pref::Player::corpsesHiddenFromRayCast", TypeBool, &sCorpsesHiddenFromRayCast);
}
void Player::afx_init()
{
overrideLookAnimation = false;
armLookOverridePos = 0.5f;
headVLookOverridePos = 0.5f;
headHLookOverridePos = 0.5f;
ignore_updates = false;
fx_c_triggers = 0;
mark_fx_c_triggers = 0;
fx_s_triggers = 0;
move_trigger_states = 0;
z_velocity = 0.0f;
mark_idle = false;
idle_timer = 0.0f;
mark_s_landing = false;
speed_bias = 1.0f;
speed_bias_goal = 1.0f;
override_movement = 0;
movement_data.zero();
movement_op = 1;
last_movement_tag = 0;
footfallDecalOverride = 0;
footfallSoundOverride = 0;
footfallDustOverride = 0;
noFootfallFX = false;
}
U32 Player::afx_packUpdate(NetConnection* con, U32 mask, BitStream* stream, U32 retMask)
{
#if 0
if (stream->writeFlag(mask & LookOverrideMask))
#else
if (stream->writeFlag(mask & ActionMask))
#endif
stream->writeFlag(overrideLookAnimation);
if (stream->writeFlag(mask & TriggerMask))
stream->write(fx_s_triggers);
return retMask;
}
void Player::afx_unpackUpdate(NetConnection* con, BitStream* stream)
{
if (stream->readFlag()) // LookOverrideMask
overrideLookAnimation = stream->readFlag();
if (stream->readFlag()) // TriggerMask
{
U32 mask;
stream->read(&mask);
mark_fx_c_triggers = mask;
}
}
// Code for overriding player's animation with sequences selected by the
// anim-clip component effect.
void Player::restoreAnimation(U32 tag)
{
// check if this is a blended clip
if ((tag & BLENDED_CLIP) != 0)
{
restoreBlendAnimation(tag);
return;
}
if (tag != 0 && tag == last_anim_tag)
{
bool is_death_anim = ((anim_clip_flags & IS_DEATH_ANIM) != 0);
anim_clip_flags &= ~(ANIM_OVERRIDDEN | IS_DEATH_ANIM);
if (isClientObject())
{
if (mDamageState != Enabled)
{
if (!is_death_anim)
{
// this is a bit hardwired and desperate,
// but if he's dead he needs to look like it.
setActionThread("death10", false, false, false);
}
}
else if (mState != MoveState)
{
// not sure what happens here
}
else
{
pickActionAnimation();
}
}
last_anim_tag = 0;
last_anim_id = -1;
}
}
U32 Player::getAnimationID(const char* name)
{
for (U32 i = 0; i < mDataBlock->actionCount; i++)
{
PlayerData::ActionAnimation &anim = mDataBlock->actionList[i];
if (dStricmp(anim.name, name) == 0)
return i;
}
Con::errorf("Player::getAnimationID() -- Player does not contain a sequence that matches the name, %s.", name);
return BAD_ANIM_ID;
}
U32 Player::playAnimationByID(U32 anim_id, F32 pos, F32 rate, F32 trans, bool hold, bool wait, bool is_death_anim)
{
if (anim_id == BAD_ANIM_ID)
return 0;
S32 seq_id = mDataBlock->actionList[anim_id].sequence;
if (seq_id == -1)
{
Con::errorf("Player::playAnimation() problem. BAD_SEQ_ID");
return 0;
}
if (mShapeInstance->getShape()->sequences[seq_id].isBlend())
return playBlendAnimation(seq_id, pos, rate);
if (isClientObject())
{
PlayerData::ActionAnimation &anim = mDataBlock->actionList[anim_id];
if (anim.sequence != -1)
{
mActionAnimation.action = anim_id;
mActionAnimation.forward = (rate >= 0);
mActionAnimation.firstPerson = false;
mActionAnimation.holdAtEnd = hold;
mActionAnimation.waitForEnd = hold? true: wait;
mActionAnimation.animateOnServer = false;
mActionAnimation.atEnd = false;
mActionAnimation.delayTicks = (S32)sNewAnimationTickTime;
F32 transTime = (trans < 0) ? sAnimationTransitionTime : trans;
mShapeInstance->setTimeScale(mActionAnimation.thread, rate);
mShapeInstance->transitionToSequence(mActionAnimation.thread,anim.sequence,
pos, transTime, true);
}
}
if (is_death_anim)
anim_clip_flags |= IS_DEATH_ANIM;
else
anim_clip_flags &= ~IS_DEATH_ANIM;
anim_clip_flags |= ANIM_OVERRIDDEN;
last_anim_tag = unique_anim_tag_counter++;
last_anim_id = anim_id;
return last_anim_tag;
}
F32 Player::getAnimationDurationByID(U32 anim_id)
{
if (anim_id == BAD_ANIM_ID)
return 0.0f;
S32 seq_id = mDataBlock->actionList[anim_id].sequence;
if (seq_id >= 0 && seq_id < mDataBlock->mShape->sequences.size())
return mDataBlock->mShape->sequences[seq_id].duration;
return 0.0f;
}
bool Player::isBlendAnimation(const char* name)
{
U32 anim_id = getAnimationID(name);
if (anim_id == BAD_ANIM_ID)
return false;
S32 seq_id = mDataBlock->actionList[anim_id].sequence;
if (seq_id >= 0 && seq_id < mDataBlock->mShape->sequences.size())
return mDataBlock->mShape->sequences[seq_id].isBlend();
return false;
}
const char* Player::getLastClipName(U32 clip_tag)
{
if (clip_tag != last_anim_tag || last_anim_id >= PlayerData::NumActionAnims)
return "";
return mDataBlock->actionList[last_anim_id].name;
}
void Player::unlockAnimation(U32 tag, bool force)
{
if ((tag != 0 && tag == last_anim_lock_tag) || force)
anim_clip_flags &= ~BLOCK_USER_CONTROL;
}
U32 Player::lockAnimation()
{
anim_clip_flags |= BLOCK_USER_CONTROL;
last_anim_lock_tag = unique_anim_tag_counter++;
return last_anim_lock_tag;
}
DefineEngineMethod(Player, isAnimationLocked, bool, (),, "")
{
return object->isAnimationLocked();
}
void Player::setLookAnimationOverride(bool flag)
{
overrideLookAnimation = flag;
#if 0
setMaskBits(LookOverrideMask);
#else
setMaskBits(ActionMask);
#endif
}
DefineEngineMethod(Player, setLookAnimationOverride, void, (bool flag),, "")
{
object->setLookAnimationOverride(flag);
}
DefineEngineMethod(Player, copyHeadRotation, void, (Player* other_player),, "")
{
if (other_player)
object->copyHeadRotation(other_player);
}
void Player::process_client_triggers(bool triggeredLeft, bool triggeredRight)
{
bool mark_landing = false;
Point3F my_vel = getVelocity();
if (my_vel.z > 5.0f)
z_velocity = 1;
else if (my_vel.z < -5.0f)
z_velocity = -1;
else
{
if (z_velocity < 0)
mark_landing = true;
z_velocity = 0.0f;
}
fx_c_triggers = mark_fx_c_triggers;
if (triggeredLeft)
fx_c_triggers |= PLAYER_LF_FOOT_C_TRIGGER;
if (triggeredRight)
fx_c_triggers |= PLAYER_RT_FOOT_C_TRIGGER;
if (mark_landing)
fx_c_triggers |= PLAYER_LANDING_C_TRIGGER;
if (idle_timer > 10.0f)
{
fx_c_triggers |= PLAYER_IDLE_C_TRIGGER;
idle_timer = 0.0f;
}
if (fx_c_triggers & PLAYER_LANDING_S_TRIGGER)
{
fx_c_triggers &= ~(PLAYER_LANDING_S_TRIGGER);
}
}
U32 Player::unique_movement_tag_counter = 1;
void Player::setMovementSpeedBias(F32 bias)
{
speed_bias_goal = bias;
}
U32 Player::setMovementOverride(F32 bias, const Point3F* mov, U32 op)
{
if (mov)
{
movement_data = *mov;
override_movement = true;
movement_op = (U8)op;
}
else
override_movement = false;
speed_bias_goal = bias;
last_movement_tag = unique_movement_tag_counter++;
return last_movement_tag;
}
void Player::restoreMovement(U32 tag)
{
if (tag != 0 && tag == last_movement_tag)
{
speed_bias_goal = 1.0;
override_movement = false;
}
}
DefineEngineMethod(Player, setMovementSpeedBias, void, (F32 bias),, "setMovementSpeedBias(F32 bias)")
{
object->setMovementSpeedBias(bias);
}
void Player::overrideFootfallFX(bool decals, bool sounds, bool dust)
{
if (decals)
footfallDecalOverride++;
if (sounds)
footfallSoundOverride++;
if (dust)
footfallDustOverride++;
noFootfallFX = (footfallDecalOverride > 0 && footfallSoundOverride > 0 && footfallDustOverride > 0);
}
void Player::restoreFootfallFX(bool decals, bool sounds, bool dust)
{
if (decals && footfallDecalOverride)
footfallDecalOverride--;
if (sounds && footfallSoundOverride)
footfallSoundOverride--;
if (dust && footfallDustOverride)
footfallDustOverride--;
noFootfallFX = (footfallDecalOverride > 0 && footfallSoundOverride > 0 && footfallDustOverride > 0);
}
#ifdef TORQUE_OPENVR
void Player::setControllers(Vector<OpenVRTrackedObject*> controllerList)
{
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mControllers[0] = controllerList.size() > 0 ? controllerList[0] : NULL;
mControllers[1] = controllerList.size() > 1 ? controllerList[1] : NULL;
}
DefineEngineMethod(Player, setVRControllers, void, (OpenVRTrackedObject* controllerL, OpenVRTrackedObject* controllerR,, "")
{
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Vector<OpenVRTrackedObject*> list;
if (controllerL)
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{
list.push_back(controllerL);
}
else
{
list.push_back(NULL);
}
if (controllerR)
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{
list.push_back(controllerR);
}
else
{
list.push_back(NULL);
}
object->setControllers(list);
}
#endif