mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
777 lines
28 KiB
C++
777 lines
28 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _PLAYER_H_
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#define _PLAYER_H_
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#ifndef _SHAPEBASE_H_
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#include "T3D/shapeBase.h"
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#endif
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#ifndef _BOXCONVEX_H_
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#include "collision/boxConvex.h"
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#endif
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#include "T3D/gameBase/gameProcess.h"
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class Material;
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class ParticleEmitter;
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class ParticleEmitterData;
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class DecalData;
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class SplashData;
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class PhysicsPlayer;
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class Player;
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//----------------------------------------------------------------------------
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struct PlayerData: public ShapeBaseData {
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typedef ShapeBaseData Parent;
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enum Constants {
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RecoverDelayBits = 7,
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JumpDelayBits = 7,
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NumSpineNodes = 6,
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ImpactBits = 3,
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NUM_SPLASH_EMITTERS = 3,
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BUBBLE_EMITTER = 2,
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};
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bool renderFirstPerson; ///< Render the player shape in first person
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StringTableEntry imageAnimPrefix; ///< Passed along to mounted images to modify
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/// animation sequences played in third person. [optional]
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bool allowImageStateAnimation; ///< When true a new thread is added to the player to allow for
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/// mounted images to request a sequence be played on the player
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/// through the image's state machine. It is only optional so
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/// that we don't create a TSThread on the player if we don't
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/// need to.
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StringTableEntry shapeNameFP[ShapeBase::MaxMountedImages]; ///< Used to render with mounted images in first person [optional]
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StringTableEntry imageAnimPrefixFP; ///< Passed along to mounted images to modify
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/// animation sequences played in first person. [optional]
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Resource<TSShape> mShapeFP[ShapeBase::MaxMountedImages]; ///< First person mounted image shape resources [optional]
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U32 mCRCFP[ShapeBase::MaxMountedImages]; ///< Computed CRC values for the first person mounted image shapes
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/// Depends on the ShapeBaseData computeCRC field.
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bool mValidShapeFP[ShapeBase::MaxMountedImages]; ///< Indicates that there is a valid first person mounted image shape
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F32 pickupRadius; ///< Radius around player for items (on server)
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F32 maxTimeScale; ///< Max timeScale for action animations
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F32 minLookAngle; ///< Lowest angle (radians) the player can look
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F32 maxLookAngle; ///< Highest angle (radians) the player can look
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F32 maxFreelookAngle; ///< Max left/right angle the player can look
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/// @name Physics constants
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/// @{
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F32 maxStepHeight; ///< Maximum height the player can step up
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F32 runSurfaceAngle; ///< Maximum angle from vertical in degrees the player can run up
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F32 horizMaxSpeed; ///< Max speed attainable in the horizontal
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F32 horizResistSpeed; ///< Speed at which resistance will take place
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F32 horizResistFactor; ///< Factor of resistance once horizResistSpeed has been reached
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F32 upMaxSpeed; ///< Max vertical speed attainable
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F32 upResistSpeed; ///< Speed at which resistance will take place
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F32 upResistFactor; ///< Factor of resistance once upResistSpeed has been reached
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F32 fallingSpeedThreshold; ///< Downward speed at which we consider the player falling
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S32 recoverDelay; ///< # tick
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F32 recoverRunForceScale; ///< RunForce multiplier in recover state
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F32 landSequenceTime; ///< If greater than 0 then the legacy fall recovery system will be bypassed
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/// in favour of just playing the player's land sequence. The time to
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/// recover from a fall then becomes this parameter's time and the land
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/// sequence's playback will be scaled to match.
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bool transitionToLand; ///< When going from a fall to a land, should we transition between the two?
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// Running/Walking
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F32 runForce; ///< Force used to accelerate player
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F32 runEnergyDrain; ///< Energy drain/tick
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F32 minRunEnergy; ///< Minimum energy required to run
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F32 maxForwardSpeed; ///< Maximum forward speed when running
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F32 maxBackwardSpeed; ///< Maximum backward speed when running
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F32 maxSideSpeed; ///< Maximum side speed when running
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// Jumping
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F32 jumpForce; ///< Force exerted per jump
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F32 jumpEnergyDrain; ///< Energy drained per jump
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F32 minJumpEnergy; ///< Minimum energy required to jump
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F32 minJumpSpeed; ///< Minimum speed needed to jump
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F32 maxJumpSpeed; ///< Maximum speed before the player can no longer jump
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F32 jumpSurfaceAngle; ///< Angle from vertical in degrees where the player can jump
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S32 jumpDelay; ///< Delay time in ticks between jumps
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// Sprinting
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F32 sprintForce; ///< Force used to accelerate player
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F32 sprintEnergyDrain; ///< Energy drain/tick
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F32 minSprintEnergy; ///< Minimum energy required to sprint
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F32 maxSprintForwardSpeed; ///< Maximum forward speed when sprinting
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F32 maxSprintBackwardSpeed; ///< Maximum backward speed when sprinting
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F32 maxSprintSideSpeed; ///< Maximum side speed when sprinting
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F32 sprintStrafeScale; ///< Amount to scale strafing motion vector while sprinting
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F32 sprintYawScale; ///< Amount to scale yaw motion while sprinting
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F32 sprintPitchScale; ///< Amount to scale pitch motion while sprinting
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bool sprintCanJump; ///< Can the player jump while sprinting
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// Swimming
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F32 swimForce; ///< Force used to accelerate player while swimming
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F32 maxUnderwaterForwardSpeed; ///< Maximum underwater forward speed when running
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F32 maxUnderwaterBackwardSpeed; ///< Maximum underwater backward speed when running
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F32 maxUnderwaterSideSpeed; ///< Maximum underwater side speed when running
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// Crouching
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F32 crouchForce; ///< Force used to accelerate player while crouching
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F32 maxCrouchForwardSpeed; ///< Maximum forward speed when crouching
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F32 maxCrouchBackwardSpeed; ///< Maximum backward speed when crouching
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F32 maxCrouchSideSpeed; ///< Maximum side speed when crouching
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// Prone
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F32 proneForce; ///< Force used to accelerate player while prone
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F32 maxProneForwardSpeed; ///< Maximum forward speed when prone
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F32 maxProneBackwardSpeed; ///< Maximum backward speed when prone
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F32 maxProneSideSpeed; ///< Maximum side speed when prone
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// Jetting
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F32 jetJumpForce;
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F32 jetJumpEnergyDrain; ///< Energy per jump
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F32 jetMinJumpEnergy;
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F32 jetMinJumpSpeed;
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F32 jetMaxJumpSpeed;
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F32 jetJumpSurfaceAngle; ///< Angle vertical degrees
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/// @}
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/// @name Hitboxes
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/// @{
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F32 boxHeadPercentage;
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F32 boxTorsoPercentage;
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F32 boxHeadLeftPercentage;
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F32 boxHeadRightPercentage;
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F32 boxHeadBackPercentage;
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F32 boxHeadFrontPercentage;
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/// @}
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F32 minImpactSpeed; ///< Minimum impact speed required to apply fall damage
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F32 minLateralImpactSpeed; ///< Minimum impact speed required to apply non-falling damage.
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F32 decalOffset;
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F32 groundImpactMinSpeed; ///< Minimum impact speed required to apply fall damage with the ground
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VectorF groundImpactShakeFreq; ///< Frequency in each direction for the camera to shake
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VectorF groundImpactShakeAmp; ///< How much to shake
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F32 groundImpactShakeDuration; ///< How long to shake
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F32 groundImpactShakeFalloff; ///< How fast the shake disapates
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/// Zounds!
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enum Sounds {
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FootSoft,
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FootHard,
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FootMetal,
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FootSnow,
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FootShallowSplash,
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FootWading,
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FootUnderWater,
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FootBubbles,
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MoveBubbles,
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WaterBreath,
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ImpactSoft,
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ImpactHard,
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ImpactMetal,
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ImpactSnow,
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ImpactWaterEasy,
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ImpactWaterMedium,
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ImpactWaterHard,
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ExitWater,
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MaxSounds
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};
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SFXTrack* sound[MaxSounds];
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Point3F boxSize; ///< Width, depth, height
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Point3F crouchBoxSize;
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Point3F proneBoxSize;
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Point3F swimBoxSize;
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/// Animation and other data initialized in onAdd
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struct ActionAnimationDef {
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const char* name; ///< Sequence name
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struct Vector {
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F32 x,y,z;
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} dir; ///< Default direction
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};
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struct ActionAnimation {
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const char* name; ///< Sequence name
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S32 sequence; ///< Sequence index
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VectorF dir; ///< Dir of animation ground transform
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F32 speed; ///< Speed in m/s
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bool velocityScale; ///< Scale animation by velocity
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bool death; ///< Are we dying?
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};
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enum {
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// *** WARNING ***
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// These enum values are used to index the ActionAnimationList
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// array instantiated in player.cc
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// The first several are selected in the move state based on velocity
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RootAnim,
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RunForwardAnim,
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BackBackwardAnim,
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SideLeftAnim,
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SideRightAnim,
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SprintRootAnim,
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SprintForwardAnim,
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SprintBackwardAnim,
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SprintLeftAnim,
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SprintRightAnim,
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CrouchRootAnim,
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CrouchForwardAnim,
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CrouchBackwardAnim,
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CrouchLeftAnim,
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CrouchRightAnim,
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ProneRootAnim,
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ProneForwardAnim,
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ProneBackwardAnim,
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SwimRootAnim,
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SwimForwardAnim,
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SwimBackwardAnim,
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SwimLeftAnim,
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SwimRightAnim,
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// These are set explicitly based on player actions
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FallAnim,
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JumpAnim,
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StandJumpAnim,
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LandAnim,
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JetAnim,
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//
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NumTableActionAnims = JetAnim + 1,
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NumExtraActionAnims = 512 - NumTableActionAnims,
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NumActionAnims = NumTableActionAnims + NumExtraActionAnims,
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ActionAnimBits = 9,
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NullAnimation = (1 << ActionAnimBits) - 1
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};
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static ActionAnimationDef ActionAnimationList[NumTableActionAnims];
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ActionAnimation actionList[NumActionAnims];
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U32 actionCount;
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U32 lookAction;
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S32 spineNode[NumSpineNodes];
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S32 pickupDelta; ///< Base off of pcikupRadius
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F32 runSurfaceCos; ///< Angle from vertical in cos(runSurfaceAngle)
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F32 jumpSurfaceCos; ///< Angle from vertical in cos(jumpSurfaceAngle)
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enum Impacts {
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ImpactNone,
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ImpactNormal,
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};
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enum Recoil {
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LightRecoil,
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MediumRecoil,
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HeavyRecoil,
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NumRecoilSequences
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};
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S32 recoilSequence[NumRecoilSequences];
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/// @name Particles
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/// All of the data relating to environmental effects
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/// @{
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ParticleEmitterData * footPuffEmitter;
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S32 footPuffID;
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S32 footPuffNumParts;
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F32 footPuffRadius;
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DecalData* decalData;
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S32 decalID;
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ParticleEmitterData * dustEmitter;
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S32 dustID;
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SplashData* splash;
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S32 splashId;
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F32 splashVelocity;
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F32 splashAngle;
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F32 splashFreqMod;
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F32 splashVelEpsilon;
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F32 bubbleEmitTime;
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F32 medSplashSoundVel;
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F32 hardSplashSoundVel;
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F32 exitSplashSoundVel;
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F32 footSplashHeight;
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// Air control
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F32 airControl;
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// Jump off surfaces at their normal rather than straight up
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bool jumpTowardsNormal;
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// For use if/when mPhysicsPlayer is created
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StringTableEntry physicsPlayerType;
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ParticleEmitterData* splashEmitterList[NUM_SPLASH_EMITTERS];
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S32 splashEmitterIDList[NUM_SPLASH_EMITTERS];
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/// @}
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//
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DECLARE_CONOBJECT(PlayerData);
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PlayerData();
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bool preload(bool server, String &errorStr);
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void getGroundInfo(TSShapeInstance*,TSThread*,ActionAnimation*);
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bool isTableSequence(S32 seq);
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bool isJumpAction(U32 action);
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static void initPersistFields();
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virtual void packData(BitStream* stream);
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virtual void unpackData(BitStream* stream);
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/// @name Callbacks
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/// @{
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DECLARE_CALLBACK( void, onPoseChange, ( Player* obj, const char* oldPose, const char* newPose ) );
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DECLARE_CALLBACK( void, onStartSwim, ( Player* obj ) );
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DECLARE_CALLBACK( void, onStopSwim, ( Player* obj ) );
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DECLARE_CALLBACK( void, onStartSprintMotion, ( Player* obj ) );
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DECLARE_CALLBACK( void, onStopSprintMotion, ( Player* obj ) );
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DECLARE_CALLBACK( void, doDismount, ( Player* obj ) );
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DECLARE_CALLBACK( void, onEnterLiquid, ( Player* obj, F32 coverage, const char* type ) );
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DECLARE_CALLBACK( void, onLeaveLiquid, ( Player* obj, const char* type ) );
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DECLARE_CALLBACK( void, animationDone, ( Player* obj ) );
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DECLARE_CALLBACK( void, onEnterMissionArea, ( Player* obj ) );
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DECLARE_CALLBACK( void, onLeaveMissionArea, ( Player* obj ) );
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/// @}
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};
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//----------------------------------------------------------------------------
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class Player: public ShapeBase
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{
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typedef ShapeBase Parent;
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public:
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enum Pose {
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StandPose = 0,
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SprintPose,
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CrouchPose,
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PronePose,
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SwimPose,
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NumPoseBits = 3
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};
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protected:
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/// Bit masks for different types of events
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enum MaskBits {
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ActionMask = Parent::NextFreeMask << 0,
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MoveMask = Parent::NextFreeMask << 1,
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ImpactMask = Parent::NextFreeMask << 2,
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NextFreeMask = Parent::NextFreeMask << 3
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};
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struct Range {
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Range(F32 _min,F32 _max) {
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min = _min;
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max = _max;
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delta = _max - _min;
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};
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F32 min,max;
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F32 delta;
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};
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SimObjectPtr<ParticleEmitter> mSplashEmitter[PlayerData::NUM_SPLASH_EMITTERS];
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F32 mBubbleEmitterTime;
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/// Client interpolation/warp data
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struct StateDelta {
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Move move; ///< Last move from server
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F32 dt; ///< Last interpolation time
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/// @name Interpolation data
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/// @{
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Point3F pos;
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Point3F rot;
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Point3F head;
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VectorF posVec;
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VectorF rotVec;
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VectorF headVec;
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/// @}
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/// @name Warp data
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/// @{
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S32 warpTicks;
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Point3F warpOffset;
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Point3F rotOffset;
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/// @}
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};
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StateDelta delta; ///< Used for interpolation on the client. @see StateDelta
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S32 mPredictionCount; ///< Number of ticks to predict
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// Current pos, vel etc.
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Point3F mHead; ///< Head rotation, uses only x & z
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Point3F mRot; ///< Body rotation, uses only z
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VectorF mVelocity; ///< Velocity
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Point3F mAnchorPoint; ///< Pos compression anchor
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static F32 mGravity; ///< Gravity
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S32 mImpactSound;
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bool mUseHeadZCalc; ///< Including mHead.z in transform calculations
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S32 mMountPending; ///< mMountPending suppresses tickDelay countdown so players will sit until
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///< their mount, or another animation, comes through (or 13 seconds elapses).
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/// Main player state
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enum ActionState {
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NullState,
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MoveState,
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RecoverState,
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NumStateBits = 3
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};
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ActionState mState; ///< What is the player doing? @see ActionState
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bool mFalling; ///< Falling in mid-air?
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S32 mJumpDelay; ///< Delay till next jump
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Pose mPose;
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bool mAllowJumping;
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bool mAllowJetJumping;
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bool mAllowSprinting;
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bool mAllowCrouching;
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bool mAllowProne;
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bool mAllowSwimming;
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S32 mContactTimer; ///< Ticks since last contact
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Point3F mJumpSurfaceNormal; ///< Normal of the surface the player last jumped on
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U32 mJumpSurfaceLastContact; ///< How long it's been since the player landed (ticks)
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F32 mWeaponBackFraction; ///< Amount to slide the weapon back (if it's up against something)
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SFXSource* mMoveBubbleSound; ///< Sound for moving bubbles
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SFXSource* mWaterBreathSound; ///< Sound for underwater breath
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SimObjectPtr<ShapeBase> mControlObject; ///< Controlling object
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/// @name Animation threads & data
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/// @{
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struct ActionAnimation {
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U32 action;
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TSThread* thread;
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S32 delayTicks; // before picking another.
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bool forward;
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bool firstPerson;
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bool waitForEnd;
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bool holdAtEnd;
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bool animateOnServer;
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bool atEnd;
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} mActionAnimation;
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struct ArmAnimation {
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U32 action;
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TSThread* thread;
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} mArmAnimation;
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TSThread* mArmThread;
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TSThread* mHeadVThread;
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TSThread* mHeadHThread;
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TSThread* mRecoilThread;
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TSThread* mImageStateThread;
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static Range mArmRange;
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static Range mHeadVRange;
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static Range mHeadHRange;
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/// @}
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bool mInMissionArea; ///< Are we in the mission area?
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//
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S32 mRecoverTicks; ///< same as recoverTicks in the player datablock
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U32 mReversePending;
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F32 mRecoverDelay; ///< When bypassing the legacy recover system and only using the land sequence,
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/// this is how long the player will be in the land sequence.
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bool mInWater; ///< Is true if WaterCoverage is greater than zero
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bool mSwimming; ///< Is true if WaterCoverage is above the swimming threshold
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//
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PlayerData* mDataBlock; ///< MMmmmmm...datablock...
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Point3F mLastPos; ///< Holds the last position for physics updates
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Point3F mLastWaterPos; ///< Same as mLastPos, but for water
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struct ContactInfo
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{
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bool contacted, jump, run;
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SceneObject *contactObject;
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VectorF contactNormal;
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void clear()
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{
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contacted=jump=run=false;
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contactObject = NULL;
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contactNormal.set(1,1,1);
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}
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ContactInfo() { clear(); }
|
|
|
|
} mContactInfo;
|
|
|
|
struct Death {
|
|
F32 lastPos;
|
|
Point3F posAdd;
|
|
VectorF rotate;
|
|
VectorF curNormal;
|
|
F32 curSink;
|
|
void clear() {dMemset(this, 0, sizeof(*this)); initFall();}
|
|
VectorF getPosAdd() {VectorF ret(posAdd); posAdd.set(0,0,0); return ret;}
|
|
bool haveVelocity() {return posAdd.x != 0 || posAdd.y != 0;}
|
|
void initFall() {curNormal.set(0,0,1); curSink = 0;}
|
|
Death() {clear();}
|
|
MatrixF* fallToGround(F32 adjust, const Point3F& pos, F32 zrot, F32 boxRad);
|
|
} mDeath;
|
|
|
|
PhysicsPlayer *mPhysicsRep;
|
|
|
|
// First person mounted image shapes
|
|
TSShapeInstance* mShapeFPInstance[ShapeBase::MaxMountedImages];
|
|
TSThread *mShapeFPAmbientThread[ShapeBase::MaxMountedImages];
|
|
TSThread *mShapeFPVisThread[ShapeBase::MaxMountedImages];
|
|
TSThread *mShapeFPAnimThread[ShapeBase::MaxMountedImages];
|
|
TSThread *mShapeFPFlashThread[ShapeBase::MaxMountedImages];
|
|
TSThread *mShapeFPSpinThread[ShapeBase::MaxMountedImages];
|
|
|
|
|
|
public:
|
|
|
|
// New collision
|
|
OrthoBoxConvex mConvex;
|
|
Box3F mWorkingQueryBox;
|
|
|
|
/// Standing / Crouched / Prone or Swimming
|
|
Pose getPose() const { return mPose; }
|
|
virtual const char* getPoseName() const;
|
|
|
|
/// Setting this from script directly might not actually work,
|
|
/// This is really just a helper for the player class so that its bounding box
|
|
/// will get resized appropriately when the pose changes
|
|
void setPose( Pose pose );
|
|
|
|
PhysicsPlayer* getPhysicsRep() const { return mPhysicsRep; }
|
|
|
|
protected:
|
|
virtual void reSkin();
|
|
|
|
void setState(ActionState state, U32 ticks=0);
|
|
void updateState();
|
|
|
|
// Jetting
|
|
bool mJetting;
|
|
|
|
///Update the movement
|
|
virtual void updateMove(const Move *move);
|
|
|
|
///Interpolate movement
|
|
Point3F _move( const F32 travelTime, Collision *outCol );
|
|
F32 _doCollisionImpact( const Collision *collision, bool fallingCollision);
|
|
void _handleCollision( const Collision &collision );
|
|
virtual bool updatePos(const F32 travelTime = TickSec);
|
|
|
|
///Update head animation
|
|
void updateLookAnimation(F32 dT = 0.f);
|
|
|
|
///Update other animations
|
|
void updateAnimation(F32 dt);
|
|
void updateAnimationTree(bool firstPerson);
|
|
bool step(Point3F *pos,F32 *maxStep,F32 time);
|
|
|
|
///See if the player is still in the mission area
|
|
void checkMissionArea();
|
|
|
|
virtual U32 getArmAction() const { return mArmAnimation.action; }
|
|
virtual bool setArmThread(U32 action);
|
|
virtual void setActionThread(U32 action,bool forward,bool hold = false,bool wait = false,bool fsp = false, bool forceSet = false);
|
|
virtual void updateActionThread();
|
|
virtual void pickBestMoveAction(U32 startAnim, U32 endAnim, U32 * action, bool * forward) const;
|
|
virtual void pickActionAnimation();
|
|
|
|
/// @name Mounted objects
|
|
/// @{
|
|
virtual void onUnmount( ShapeBase *obj, S32 node );
|
|
virtual void unmount();
|
|
/// @}
|
|
|
|
void setPosition(const Point3F& pos,const Point3F& viewRot);
|
|
void setRenderPosition(const Point3F& pos,const Point3F& viewRot,F32 dt=-1);
|
|
void _findContact( SceneObject **contactObject, VectorF *contactNormal, Vector<SceneObject*> *outOverlapObjects );
|
|
void findContact( bool *run, bool *jump, VectorF *contactNormal );
|
|
|
|
void buildImagePrefixPaths(String* prefixPaths);
|
|
S32 findPrefixSequence(String* prefixPaths, const String& baseSeq);
|
|
S32 convertActionToImagePrefix(U32 action);
|
|
|
|
virtual void onImage(U32 imageSlot, bool unmount);
|
|
virtual void onImageRecoil(U32 imageSlot,ShapeBaseImageData::StateData::RecoilState);
|
|
virtual void onImageStateAnimation(U32 imageSlot, const char* seqName, bool direction, bool scaleToState, F32 stateTimeOutValue);
|
|
virtual const char* getImageAnimPrefix(U32 imageSlot, S32 imageShapeIndex);
|
|
virtual void onImageAnimThreadChange(U32 imageSlot, S32 imageShapeIndex, ShapeBaseImageData::StateData* lastState, const char* anim, F32 pos, F32 timeScale, bool reset=false);
|
|
virtual void onImageAnimThreadUpdate(U32 imageSlot, S32 imageShapeIndex, F32 dt);
|
|
|
|
virtual void updateDamageLevel();
|
|
virtual void updateDamageState();
|
|
/// Set which client is controlling this player
|
|
void setControllingClient(GameConnection* client);
|
|
|
|
void calcClassRenderData();
|
|
|
|
/// Play sound for foot contact.
|
|
///
|
|
/// @param triggeredLeft If true, left foot hit; right otherwise.
|
|
/// @param contactMaterial Material onto which the player stepped; may be NULL.
|
|
/// @param contactObject Object onto which the player stepped; may be NULL.
|
|
void playFootstepSound( bool triggeredLeft, Material* contactMaterial, SceneObject* contactObject );
|
|
|
|
/// Play an impact sound.
|
|
void playImpactSound();
|
|
|
|
/// Are we in the process of dying?
|
|
bool inDeathAnim();
|
|
F32 deathDelta(Point3F &delta);
|
|
void updateDeathOffsets();
|
|
bool inSittingAnim();
|
|
|
|
/// @name Water
|
|
/// @{
|
|
|
|
void updateSplash(); ///< Update the splash effect
|
|
void updateFroth( F32 dt ); ///< Update any froth
|
|
void updateWaterSounds( F32 dt ); ///< Update water sounds
|
|
void createSplash( Point3F &pos, F32 speed ); ///< Creates a splash
|
|
bool collidingWithWater( Point3F &waterHeight ); ///< Are we colliding with water?
|
|
/// @}
|
|
|
|
void disableHeadZCalc() { mUseHeadZCalc = false; }
|
|
void enableHeadZCalc() { mUseHeadZCalc = true; }
|
|
|
|
public:
|
|
DECLARE_CONOBJECT(Player);
|
|
|
|
Player();
|
|
~Player();
|
|
static void consoleInit();
|
|
|
|
/// @name Transforms
|
|
/// @{
|
|
|
|
void setTransform(const MatrixF &mat);
|
|
void getEyeTransform(MatrixF* mat);
|
|
void getEyeBaseTransform(MatrixF* mat);
|
|
void getRenderEyeTransform(MatrixF* mat);
|
|
void getRenderEyeBaseTransform(MatrixF* mat);
|
|
void getCameraParameters(F32 *min, F32 *max, Point3F *offset, MatrixF *rot);
|
|
void getMuzzleTransform(U32 imageSlot,MatrixF* mat);
|
|
void getRenderMuzzleTransform(U32 imageSlot,MatrixF* mat);
|
|
|
|
virtual void getMuzzleVector(U32 imageSlot,VectorF* vec);
|
|
/// @}
|
|
|
|
F32 getSpeed() const;
|
|
Point3F getVelocity() const;
|
|
void setVelocity(const VectorF& vel);
|
|
/// Apply an impulse at the given point, with magnitude/direction of vec
|
|
void applyImpulse(const Point3F& pos,const VectorF& vec);
|
|
/// Get the rotation of the player
|
|
const Point3F& getRotation() { return mRot; }
|
|
/// Get the rotation of the head of the player
|
|
const Point3F& getHeadRotation() { return mHead; }
|
|
void getDamageLocation(const Point3F& in_rPos, const char *&out_rpVert, const char *&out_rpQuad);
|
|
|
|
void allowAllPoses();
|
|
void allowJumping(bool state) { mAllowJumping = state; }
|
|
void allowJetJumping(bool state) { mAllowJetJumping = state; }
|
|
void allowSprinting(bool state) { mAllowSprinting = state; }
|
|
void allowCrouching(bool state) { mAllowCrouching = state; }
|
|
void allowProne(bool state) { mAllowProne = state; }
|
|
void allowSwimming(bool state) { mAllowSwimming = state; }
|
|
|
|
bool canJump(); ///< Can the player jump?
|
|
bool canJetJump(); ///< Can the player jet?
|
|
bool canSwim(); ///< Can the player swim?
|
|
bool canCrouch();
|
|
bool canStand();
|
|
bool canProne();
|
|
bool canSprint();
|
|
bool haveContact() const { return !mContactTimer; } ///< Is it in contact with something
|
|
void getMuzzlePointAI( U32 imageSlot, Point3F *point );
|
|
F32 getMaxForwardVelocity() const { return (mDataBlock != NULL ? mDataBlock->maxForwardSpeed : 0); }
|
|
|
|
virtual bool isDisplacable() const;
|
|
virtual Point3F getMomentum() const;
|
|
virtual void setMomentum(const Point3F &momentum);
|
|
virtual bool displaceObject(const Point3F& displaceVector);
|
|
virtual bool getAIMove(Move*);
|
|
|
|
bool checkDismountPosition(const MatrixF& oldPos, const MatrixF& newPos); ///< Is it safe to dismount here?
|
|
|
|
//
|
|
bool onAdd();
|
|
void onRemove();
|
|
bool onNewDataBlock( GameBaseData *dptr, bool reload );
|
|
void onScaleChanged();
|
|
Box3F mScaledBox;
|
|
|
|
// Animation
|
|
const char* getStateName();
|
|
bool setActionThread(const char* sequence,bool hold,bool wait,bool fsp = false);
|
|
const String& getArmThread() const;
|
|
bool setArmThread(const char* sequence);
|
|
|
|
// Object control
|
|
void setControlObject(ShapeBase *obj);
|
|
ShapeBase* getControlObject();
|
|
|
|
//
|
|
void updateWorkingCollisionSet();
|
|
virtual void processTick(const Move *move);
|
|
void interpolateTick(F32 delta);
|
|
void advanceTime(F32 dt);
|
|
bool castRay(const Point3F &start, const Point3F &end, RayInfo* info);
|
|
bool buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF &sphere);
|
|
void buildConvex(const Box3F& box, Convex* convex);
|
|
bool isControlObject();
|
|
|
|
void onCameraScopeQuery(NetConnection *cr, CameraScopeQuery *);
|
|
void writePacketData(GameConnection *conn, BitStream *stream);
|
|
void readPacketData (GameConnection *conn, BitStream *stream);
|
|
U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream);
|
|
void unpackUpdate(NetConnection *conn, BitStream *stream);
|
|
|
|
virtual void prepRenderImage( SceneRenderState* state );
|
|
virtual void renderConvex( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat );
|
|
virtual void renderMountedImage( U32 imageSlot, TSRenderState &rstate, SceneRenderState *state );
|
|
};
|
|
|
|
typedef Player::Pose PlayerPose;
|
|
|
|
DefineEnumType( PlayerPose );
|
|
|
|
#endif
|