Game cam and eye banking, control schemes

- ShapeBaseData has two new properties.  cameraCanBank indicates that
the game object may bank its eye/camera, if supported by the object.
mountedImagesBank indicates that mounted images should bank with the
eye/camera in first person view.  Both default to false.
- Player supports 1st person eye and 3rd person camera banking when
making use of the new ExtendedMove class.
- Camera class supports banking when making use of the new ExtendedMove
class.
- GameConnection now has an idea of a control scheme.  This determines
how game objects should respond to input events.  A control scheme may
be set by either the server or client.  Current control schemes are:
-- Absolute rotation (likely though the ExtendedMove class)
-- Add relative yaw (from mouse or gamepad) to absolute rotation.
-- Add relative pitch (from mouse or gamepad) to absolute rotation.
- Player class supports the new control schemes when using the
ExtendedMove class.
- Camera class supports the new control scheme when using the
ExtendedMove class.
This commit is contained in:
DavidWyand-GG 2013-04-09 16:14:19 -04:00
parent 2805ec81c8
commit 660250cccf
10 changed files with 570 additions and 127 deletions

View file

@ -219,6 +219,13 @@ GameConnection::GameConnection()
// first person
mFirstPerson = true;
mUpdateFirstPerson = false;
// Control scheme
mUpdateControlScheme = false;
mAbsoluteRotation = false;
mAddYawToAbsRot = false;
mAddPitchToAbsRot = false;
clearDisplayDevice();
}
@ -743,7 +750,15 @@ void GameConnection::setFirstPerson(bool firstPerson)
mUpdateFirstPerson = true;
}
//----------------------------------------------------------------------------
void GameConnection::setControlSchemeParameters(bool absoluteRotation, bool addYawToAbsRot, bool addPitchToAbsRot)
{
mAbsoluteRotation = absoluteRotation;
mAddYawToAbsRot = addYawToAbsRot;
mAddPitchToAbsRot = addPitchToAbsRot;
mUpdateControlScheme = true;
}
//----------------------------------------------------------------------------
@ -826,6 +841,11 @@ void GameConnection::writeDemoStartBlock(ResizeBitStream *stream)
stream->write(mCameraPos);
stream->write(mCameraSpeed);
// Control scheme
stream->write(mAbsoluteRotation);
stream->write(mAddYawToAbsRot);
stream->write(mAddPitchToAbsRot);
stream->writeString(Con::getVariable("$Client::MissionFile"));
mMoveList->writeDemoStartBlock(stream);
@ -902,6 +922,11 @@ bool GameConnection::readDemoStartBlock(BitStream *stream)
stream->read(&mCameraPos);
stream->read(&mCameraSpeed);
// Control scheme
stream->read(&mAbsoluteRotation);
stream->read(&mAddYawToAbsRot);
stream->read(&mAddPitchToAbsRot);
char buf[256];
stream->readString(buf);
Con::setVariable("$Client::MissionFile",buf);
@ -1078,6 +1103,16 @@ void GameConnection::readPacket(BitStream *bstream)
else
setCameraObject(0);
// server changed control scheme
if(bstream->readFlag())
{
bool absoluteRotation = bstream->readFlag();
bool addYawToAbsRot = bstream->readFlag();
bool addPitchToAbsRot = bstream->readFlag();
setControlSchemeParameters(absoluteRotation, addYawToAbsRot, addPitchToAbsRot);
mUpdateControlScheme = false;
}
// server changed first person
if(bstream->readFlag())
{
@ -1108,6 +1143,16 @@ void GameConnection::readPacket(BitStream *bstream)
if (bstream->readFlag())
mControlForceMismatch = true;
// client changed control scheme
if(bstream->readFlag())
{
bool absoluteRotation = bstream->readFlag();
bool addYawToAbsRot = bstream->readFlag();
bool addPitchToAbsRot = bstream->readFlag();
setControlSchemeParameters(absoluteRotation, addYawToAbsRot, addPitchToAbsRot);
mUpdateControlScheme = false;
}
// client changed first person
if(bstream->readFlag())
{
@ -1170,6 +1215,15 @@ void GameConnection::writePacket(BitStream *bstream, PacketNotify *note)
}
bstream->writeFlag(forceUpdate);
// Control scheme changed?
if(bstream->writeFlag(mUpdateControlScheme))
{
bstream->writeFlag(mAbsoluteRotation);
bstream->writeFlag(mAddYawToAbsRot);
bstream->writeFlag(mAddPitchToAbsRot);
mUpdateControlScheme = false;
}
// first person changed?
if(bstream->writeFlag(mUpdateFirstPerson))
{
@ -1258,6 +1312,15 @@ void GameConnection::writePacket(BitStream *bstream, PacketNotify *note)
else
bstream->writeFlag( false );
// Control scheme changed?
if(bstream->writeFlag(mUpdateControlScheme))
{
bstream->writeFlag(mAbsoluteRotation);
bstream->writeFlag(mAddYawToAbsRot);
bstream->writeFlag(mAddPitchToAbsRot);
mUpdateControlScheme = false;
}
// first person changed?
if(bstream->writeFlag(mUpdateFirstPerson))
{
@ -2115,3 +2178,21 @@ DefineEngineMethod( GameConnection, setFirstPerson, void, (bool firstPerson),,
{
object->setFirstPerson(firstPerson);
}
DefineEngineMethod( GameConnection, setControlSchemeParameters, void, (bool absoluteRotation, bool addYawToAbsRot, bool addPitchToAbsRot),,
"@brief Set the control scheme that may be used by a connection's control object.\n\n"
"@param absoluteRotation Use absolute rotation values from client, likely through ExtendedMove.\n"
"@param addYawToAbsRot Add relative yaw control to the absolute rotation calculation. Only useful when absoluteRotation is true.\n\n" )
{
object->setControlSchemeParameters(absoluteRotation, addYawToAbsRot, addPitchToAbsRot);
}
DefineEngineMethod( GameConnection, getControlSchemeAbsoluteRotation, bool, (),,
"@brief Get the connection's control scheme absolute rotation property.\n\n"
"@return True if the connection's control object should use an absolute rotation control scheme.\n\n"
"@see GameConnection::setControlSchemeParameters()\n\n")
{
return object->getControlSchemeAbsoluteRotation();
}