mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-08 13:14:33 +00:00
Update player.cpp
fixed validator stuff
This commit is contained in:
parent
b351b3ffbe
commit
7e72dfba81
1 changed files with 59 additions and 59 deletions
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@ -120,9 +120,9 @@ static U32 sCollisionMoveMask = TerrainObjectType |
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PlayerObjectType |
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StaticShapeObjectType |
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VehicleObjectType |
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PhysicalZoneObjectType |
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PhysicalZoneObjectType |
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// PATHSHAPE
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PathShapeObjectType;
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PathShapeObjectType;
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// PATHSHAPE END
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static U32 sServerCollisionContactMask = sCollisionMoveMask |
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@ -740,14 +740,14 @@ void PlayerData::initPersistFields()
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addFieldV( "maxFreelookAngle", TypeRangedF32, Offset(maxFreelookAngle, PlayerData), &CommonValidators::PositiveFloat,
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"@brief Defines the maximum left and right angles (in radians) the player can "
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"look in freelook mode.\n\n" );
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addField( "minProneLookAngle", TypeF32, Offset(minProneLookAngle, PlayerData),
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addField( "minProneLookAngle", TypeF32, Offset(minProneLookAngle, PlayerData),
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"@brief Lowest angle (in radians) the player can look when Prone.\n\n"
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"@note An angle of zero is straight ahead, with positive up and negative down." ); //Skurps
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addField( "maxProneLookAngle", TypeF32, Offset(maxProneLookAngle, PlayerData),
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"@brief Highest angle (in radians) the player can look when Prone.\n\n"
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"@note An angle of zero is straight ahead, with positive up and negative down." ); //Skurps
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endGroup( "Camera" );
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@ -1004,28 +1004,28 @@ void PlayerData::initPersistFields()
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"@brief Collision bounding box used when the player is swimming.\n\n"
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"@see boundingBox" );
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// Damage collision boxes changed by Skurps
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addField( "boxHeadPercentage", TypeF32, Offset(boxHeadPercentage, PlayerData), &CommonValidators::NormalizedFloat,
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// Damage collision boxes changed by Skurps
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addFieldV( "boxHeadPercentage", TypeRangedF32, Offset(boxHeadPercentage, PlayerData), &CommonValidators::NormalizedFloat,
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"@brief Percentage of the player's bounding box height that represents the head.\n\n"
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"Used when computing the damage location.\n"
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"@see Player::getDamageLocation" );
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addField( "boxTorsoPercentage", TypeF32, Offset(boxTorsoPercentage, PlayerData), &CommonValidators::NormalizedFloat,
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addFieldV( "boxTorsoPercentage", TypeRangedF32, Offset(boxTorsoPercentage, PlayerData), &CommonValidators::NormalizedFloat,
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"@brief Percentage of the player's bounding box height that represents the torso.\n\n"
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"Used when computing the damage location.\n"
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"@see Player::getDamageLocation" );
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addField( "boxTorsoLeftPercentage", TypeF32, Offset(boxTorsoLeftPercentage, PlayerData), &CommonValidators::NormalizedFloat,
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addFieldV( "boxTorsoLeftPercentage", TypeRangedF32, Offset(boxTorsoLeftPercentage, PlayerData), &CommonValidators::NormalizedFloat,
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"@brief Percentage of the player's bounding box width that represents the left side of the torso.\n\n"
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"Used when computing the damage location.\n"
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"@see Player::getDamageLocation" );
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addField( "boxTorsoRightPercentage", TypeF32, Offset(boxTorsoRightPercentage, PlayerData), &CommonValidators::NormalizedFloat,
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addFieldV( "boxTorsoRightPercentage", TypeRangedF32, Offset(boxTorsoRightPercentage, PlayerData), &CommonValidators::NormalizedFloat,
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"@brief Percentage of the player's bounding box width that represents the right side of the torso.\n\n"
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"Used when computing the damage location.\n"
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"@see Player::getDamageLocation" );
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addField( "boxTorsoBackPercentage", TypeF32, Offset(boxTorsoBackPercentage, PlayerData), &CommonValidators::NormalizedFloat,
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addFieldV( "boxTorsoBackPercentage", TypeRangedF32, Offset(boxTorsoBackPercentage, PlayerData), &CommonValidators::NormalizedFloat,
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"@brief Percentage of the player's bounding box depth that represents the back side of the torso.\n\n"
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"Used when computing the damage location.\n"
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"@see Player::getDamageLocation" );
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addField( "boxTorsoFrontPercentage", TypeF32, Offset(boxTorsoFrontPercentage, PlayerData), &CommonValidators::NormalizedFloat,
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addFieldV( "boxTorsoFrontPercentage", TypeRangedF32, Offset(boxTorsoFrontPercentage, PlayerData), &CommonValidators::NormalizedFloat,
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"@brief Percentage of the player's bounding box depth that represents the front side of the torso.\n\n"
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"Used when computing the damage location.\n"
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"@see Player::getDamageLocation" );
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@ -2061,18 +2061,18 @@ void Player::processTick(const Move* move)
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}
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// Warp to catch up to server
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if (mDelta.warpTicks > 0) {
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mDelta.warpTicks--;
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mDelta.warpTicks--;
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// Set new pos
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getTransform().getColumn(3, &mDelta.pos);
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mDelta.pos += mDelta.warpOffset;
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mDelta.rot += mDelta.rotOffset;
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mDelta.pos += mDelta.warpOffset;
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mDelta.rot += mDelta.rotOffset;
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// Wrap yaw to +/-PI
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if (mDelta.rot.z < - M_PI_F)
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mDelta.rot.z += M_2PI_F;
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mDelta.rot.z += M_2PI_F;
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else if (mDelta.rot.z > M_PI_F)
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mDelta.rot.z -= M_2PI_F;
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mDelta.rot.z -= M_2PI_F;
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if (!ignore_updates)
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{
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@ -2082,8 +2082,8 @@ void Player::processTick(const Move* move)
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updateLookAnimation();
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// Backstepping
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mDelta.posVec = -mDelta.warpOffset;
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mDelta.rotVec = -mDelta.rotOffset;
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mDelta.posVec = -mDelta.warpOffset;
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mDelta.rotVec = -mDelta.rotOffset;
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}
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else {
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// If there is no move, the player is either an
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@ -2583,7 +2583,7 @@ void Player::updateMove(const Move* move)
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// Update current orientation
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if (mDamageState == Enabled) {
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F32 prevZRot = mRot.z;
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mDelta.headVec = mHead;
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mDelta.headVec = mHead;
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bool doStandardMove = true;
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bool absoluteDelta = false;
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@ -2714,8 +2714,8 @@ void Player::updateMove(const Move* move)
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F32 p = move->pitch * (mPose == SprintPose ? mDataBlock->sprintPitchScale : 1.0f);
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if (p > M_PI_F)
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p -= M_2PI_F;
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//Skurps - use different min/max if prone
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//Skurps - use different min/max if prone
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F32 curMinLookAngle = mPose == PronePose ? mDataBlock->minProneLookAngle : mDataBlock->minLookAngle;
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F32 curMaxLookAngle = mPose == PronePose ? mDataBlock->maxProneLookAngle : mDataBlock->maxLookAngle;
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@ -2749,21 +2749,21 @@ void Player::updateMove(const Move* move)
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mRot.z -= M_2PI_F;
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}
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mDelta.rot = mRot;
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mDelta.rotVec.x = mDelta.rotVec.y = 0.0f;
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mDelta.rotVec.z = prevZRot - mRot.z;
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mDelta.rot = mRot;
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mDelta.rotVec.x = mDelta.rotVec.y = 0.0f;
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mDelta.rotVec.z = prevZRot - mRot.z;
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if (mDelta.rotVec.z > M_PI_F)
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mDelta.rotVec.z -= M_2PI_F;
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mDelta.rotVec.z -= M_2PI_F;
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else if (mDelta.rotVec.z < -M_PI_F)
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mDelta.rotVec.z += M_2PI_F;
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mDelta.rotVec.z += M_2PI_F;
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mDelta.head = mHead;
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mDelta.headVec -= mHead;
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mDelta.head = mHead;
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mDelta.headVec -= mHead;
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if (absoluteDelta)
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{
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mDelta.headVec = Point3F(0, 0, 0);
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mDelta.rotVec = Point3F(0, 0, 0);
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mDelta.rotVec = Point3F(0, 0, 0);
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}
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for(U32 i=0; i<3; ++i)
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@ -2850,7 +2850,7 @@ void Player::updateMove(const Move* move)
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// Acceleration due to gravity
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VectorF acc(0.0f, 0.0f, mNetGravity/(1.0 - mBuoyancy) * TickSec);
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if (getParent() !=NULL)
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acc = VectorF::Zero;
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acc = VectorF::Zero;
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// Determine ground contact normal. Only look for contacts if
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// we can move and aren't mounted.
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@ -3527,7 +3527,7 @@ void Player::updateLookAnimation(F32 dt)
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// Skurps
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F32 curMinLookAngle = mPose == PronePose ? mDataBlock->minProneLookAngle : mDataBlock->minLookAngle;
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F32 curMaxLookAngle = mPose == PronePose ? mDataBlock->maxProneLookAngle : mDataBlock->maxLookAngle;
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if(mControlObject)
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{
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mShapeInstance->setPos(mArmAnimation.thread,0.5f);
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@ -3967,7 +3967,7 @@ void Player::updateActionThread()
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playFootstepSound( triggeredLeft, material, rInfo.object );
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}
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}
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//Prone crawl sound - Skurps
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//Prone crawl sound - Skurps
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if( mShapeInstance->getTriggerState( 3 ) )
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{
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playCrawlSound();
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@ -4777,7 +4777,7 @@ void Player::updateAttachment()
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}
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}
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else
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{
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{
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if (getParent() != NULL)
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{
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clearProcessAfter();
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@ -5280,8 +5280,8 @@ bool Player::updatePos(const F32 travelTime)
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if (isClientObject())
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{
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mDelta.pos = newPos;
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mDelta.posVec = mDelta.posVec - mDelta.pos;
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mDelta.dt = 1.0f;
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mDelta.posVec = mDelta.posVec - mDelta.pos;
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mDelta.dt = 1.0f;
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}
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setPosition( newPos, mRot );
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@ -6305,7 +6305,7 @@ void Player::readPacketData(GameConnection *connection, BitStream *stream)
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stream->read(&mVelocity.y);
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stream->read(&mVelocity.z);
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stream->setCompressionPoint(pos);
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mDelta.pos = pos;
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mDelta.pos = pos;
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mJumpSurfaceLastContact = stream->readInt(4);
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if (stream->readFlag())
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@ -6421,12 +6421,12 @@ U32 Player::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
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mRot.z = mWrapF(mRot.z, 0.0f, M_2PI_F);
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stream->writeFloat(mRot.z / M_2PI_F, 7);
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//Skurps - use different min/max if prone
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//Skurps - use different min/max if prone
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F32 curMinLookAngle = mPose == PronePose ? mDataBlock->minProneLookAngle : mDataBlock->minLookAngle;
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F32 curMaxLookAngle = mPose == PronePose ? mDataBlock->maxProneLookAngle : mDataBlock->maxLookAngle;
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stream->writeSignedFloat(mHead.x / ( curMaxLookAngle - curMinLookAngle), 6); //Skurps
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stream->writeSignedFloat(mHead.z / mDataBlock->maxFreelookAngle, 6);
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mDelta.move.pack(stream);
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mDelta.move.pack(stream);
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stream->writeFlag(!(mask & NoWarpMask));
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}
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// Ghost need energy to predict reliably
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@ -6530,33 +6530,33 @@ void Player::unpackUpdate(NetConnection *con, BitStream *stream)
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rot.y = rot.x = 0.0f;
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rot.z = stream->readFloat(7) * M_2PI_F;
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//Skurps - use different min/max if prone
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//Skurps - use different min/max if prone
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F32 curMinLookAngle = mPose == PronePose ? mDataBlock->minProneLookAngle : mDataBlock->minLookAngle; //Skurps
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F32 curMaxLookAngle = mPose == PronePose ? mDataBlock->maxProneLookAngle : mDataBlock->maxLookAngle; //Skurps
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mHead.x = stream->readSignedFloat(6) * (curMaxLookAngle - curMinLookAngle); //Skurps
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mHead.z = stream->readSignedFloat(6) * mDataBlock->maxFreelookAngle;
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mDelta.move.unpack(stream);
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mDelta.move.unpack(stream);
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mDelta.head = mHead;
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mDelta.headVec.set(0.0f, 0.0f, 0.0f);
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mDelta.head = mHead;
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mDelta.headVec.set(0.0f, 0.0f, 0.0f);
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if (stream->readFlag() && isProperlyAdded())
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{
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// Determine number of ticks to warp based on the average
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// of the client and server velocities.
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mDelta.warpOffset = pos - mDelta.pos;
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mDelta.warpOffset = pos - mDelta.pos;
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F32 as = (speed + mVelocity.len()) * 0.5f * TickSec;
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F32 dt = (as > 0.00001f) ? mDelta.warpOffset.len() / as: sMaxWarpTicks;
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mDelta.warpTicks = (S32)((dt > sMinWarpTicks) ? getMax(mFloor(dt + 0.5f), 1.0f) : 0.0f);
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mDelta.warpTicks = (S32)((dt > sMinWarpTicks) ? getMax(mFloor(dt + 0.5f), 1.0f) : 0.0f);
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if (mDelta.warpTicks)
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{
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// Setup the warp to start on the next tick.
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if (mDelta.warpTicks > sMaxWarpTicks)
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mDelta.warpTicks = sMaxWarpTicks;
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mDelta.warpOffset /= (F32)mDelta.warpTicks;
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mDelta.warpTicks = sMaxWarpTicks;
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mDelta.warpOffset /= (F32)mDelta.warpTicks;
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mDelta.rotOffset = rot - mDelta.rot;
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mDelta.rotOffset = rot - mDelta.rot;
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// Ignore small rotation differences
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if (mFabs(mDelta.rotOffset.z) < 0.001f)
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@ -6564,11 +6564,11 @@ void Player::unpackUpdate(NetConnection *con, BitStream *stream)
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// Wrap rotation to +/-PI
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if(mDelta.rotOffset.z < - M_PI_F)
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mDelta.rotOffset.z += M_2PI_F;
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mDelta.rotOffset.z += M_2PI_F;
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else if(mDelta.rotOffset.z > M_PI_F)
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mDelta.rotOffset.z -= M_2PI_F;
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mDelta.rotOffset.z -= M_2PI_F;
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mDelta.rotOffset /= (F32)mDelta.warpTicks;
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mDelta.rotOffset /= (F32)mDelta.warpTicks;
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}
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else
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{
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@ -6584,18 +6584,18 @@ void Player::unpackUpdate(NetConnection *con, BitStream *stream)
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else
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{
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F32 dti = 1.0f / mDelta.dt;
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mDelta.posVec = (cp - pos) * dti;
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mDelta.rotVec.z = mRot.z - rot.z;
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mDelta.posVec = (cp - pos) * dti;
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mDelta.rotVec.z = mRot.z - rot.z;
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if(mDelta.rotVec.z > M_PI_F)
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mDelta.rotVec.z -= M_2PI_F;
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else if(mDelta.rotVec.z < -M_PI_F)
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mDelta.rotVec.z += M_2PI_F;
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mDelta.rotVec.z *= dti;
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mDelta.rotVec.z *= dti;
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}
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mDelta.pos = pos;
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mDelta.rot = rot;
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mDelta.pos = pos;
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mDelta.rot = rot;
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if (!ignore_updates)
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setPosition(pos,rot);
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}
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@ -6605,10 +6605,10 @@ void Player::unpackUpdate(NetConnection *con, BitStream *stream)
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// Set the player to the server position
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mDelta.pos = pos;
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mDelta.rot = rot;
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mDelta.posVec.set(0.0f, 0.0f, 0.0f);
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mDelta.rotVec.set(0.0f, 0.0f, 0.0f);
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mDelta.warpTicks = 0;
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mDelta.dt = 0.0f;
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mDelta.posVec.set(0.0f, 0.0f, 0.0f);
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mDelta.rotVec.set(0.0f, 0.0f, 0.0f);
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mDelta.warpTicks = 0;
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mDelta.dt = 0.0f;
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if (!ignore_updates)
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setPosition(pos,rot);
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}
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