mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
7711 lines
256 KiB
C++
7711 lines
256 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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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
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// Copyright (C) 2015 Faust Logic, Inc.
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#include "platform/platform.h"
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#include "T3D/player.h"
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#include "platform/profiler.h"
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#include "math/mMath.h"
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#include "math/mathIO.h"
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#include "core/resourceManager.h"
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#include "core/stringTable.h"
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#include "core/volume.h"
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#include "core/stream/bitStream.h"
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#include "console/consoleTypes.h"
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#include "console/engineAPI.h"
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#include "collision/extrudedPolyList.h"
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#include "collision/clippedPolyList.h"
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#include "collision/earlyOutPolyList.h"
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#include "ts/tsShapeInstance.h"
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#include "sfx/sfxSystem.h"
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#include "sfx/sfxTrack.h"
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#include "sfx/sfxSource.h"
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#include "sfx/sfxTypes.h"
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#include "scene/sceneManager.h"
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#include "scene/sceneRenderState.h"
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#include "T3D/gameBase/gameConnection.h"
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#include "T3D/trigger.h"
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#include "T3D/physicalZone.h"
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#include "T3D/item.h"
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#include "T3D/missionArea.h"
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#include "T3D/fx/particleEmitter.h"
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#include "T3D/fx/cameraFXMgr.h"
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#include "T3D/fx/splash.h"
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#include "T3D/tsStatic.h"
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#include "T3D/physics/physicsPlugin.h"
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#include "T3D/physics/physicsPlayer.h"
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#include "T3D/decal/decalManager.h"
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#include "T3D/decal/decalData.h"
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#include "materials/baseMatInstance.h"
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#include "math/mathUtils.h"
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#include "gfx/sim/debugDraw.h"
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#ifdef TORQUE_EXTENDED_MOVE
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#include "T3D/gameBase/extended/extendedMove.h"
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#endif
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#ifdef TORQUE_OPENVR
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#include "platform/input/openVR/openVRProvider.h"
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#include "platform/input/openVR/openVRTrackedObject.h"
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#endif
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// Amount of time if takes to transition to a new action sequence.
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static F32 sAnimationTransitionTime = 0.25f;
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static bool sUseAnimationTransitions = true;
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static F32 sLandReverseScale = 0.25f;
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static F32 sSlowStandThreshSquared = 1.69f;
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static S32 sRenderMyPlayer = true;
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static S32 sRenderMyItems = true;
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static bool sRenderPlayerCollision = false;
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// Chooses new action animations every n ticks.
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static const F32 sNewAnimationTickTime = 4.0f;
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static const F32 sMountPendingTickWait = 13.0f * F32(TickMs);
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// Number of ticks before we pick non-contact animations
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static const S32 sContactTickTime = 10;
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// Movement constants
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static F32 sVerticalStepDot = 0.173f; // 80
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static F32 sMinFaceDistance = 0.01f;
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static F32 sTractionDistance = 0.04f;
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static F32 sNormalElasticity = 0.01f;
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static U32 sMoveRetryCount = 5;
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static F32 sMaxImpulseVelocity = 200.0f;
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// Move triggers
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static S32 sJumpTrigger = 2;
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static S32 sCrouchTrigger = 3;
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static S32 sProneTrigger = 4;
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static S32 sSprintTrigger = 5;
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static S32 sImageTrigger0 = 0;
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static S32 sImageTrigger1 = 1;
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static S32 sJumpJetTrigger = 1;
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static S32 sVehicleDismountTrigger = 2;
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// Client prediction
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static F32 sMinWarpTicks = 0.5f; // Fraction of tick at which instant warp occurs
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static S32 sMaxWarpTicks = 3; // Max warp duration in ticks
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static S32 sMaxPredictionTicks = 30; // Number of ticks to predict
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S32 Player::smExtendedMoveHeadPosRotIndex = 0; // The ExtendedMove position/rotation index used for head movements
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//
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static U32 sCollisionMoveMask = TerrainObjectType |
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WaterObjectType |
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PlayerObjectType |
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StaticShapeObjectType |
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VehicleObjectType |
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PhysicalZoneObjectType |
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// PATHSHAPE
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PathShapeObjectType;
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// PATHSHAPE END
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static U32 sServerCollisionContactMask = sCollisionMoveMask |
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ItemObjectType |
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TriggerObjectType |
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CorpseObjectType;
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static U32 sClientCollisionContactMask = sCollisionMoveMask |
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TriggerObjectType;
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enum PlayerConstants {
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JumpSkipContactsMax = 8
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};
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//----------------------------------------------------------------------------
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// Player shape animation sequences:
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// Action Animations:
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PlayerData::ActionAnimationDef PlayerData::ActionAnimationList[NumTableActionAnims] =
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{
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// *** WARNING ***
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// This array is indexed using the enum values defined in player.h
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// Root is the default animation
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{ "root" }, // RootAnim,
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// These are selected in the move state based on velocity
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{ "run", { 0.0f, 1.0f, 0.0f } }, // RunForwardAnim,
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{ "back", { 0.0f,-1.0f, 0.0f } }, // BackBackwardAnim
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{ "side", {-1.0f, 0.0f, 0.0f } }, // SideLeftAnim,
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{ "side_right", { 1.0f, 0.0f, 0.0f } }, // SideRightAnim,
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{ "sprint_root" },
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{ "sprint_forward", { 0.0f, 1.0f, 0.0f } },
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{ "sprint_backward", { 0.0f,-1.0f, 0.0f } },
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{ "sprint_side", {-1.0f, 0.0f, 0.0f } },
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{ "sprint_right", { 1.0f, 0.0f, 0.0f } },
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{ "crouch_root" },
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{ "crouch_forward", { 0.0f, 1.0f, 0.0f } },
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{ "crouch_backward", { 0.0f,-1.0f, 0.0f } },
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{ "crouch_side", {-1.0f, 0.0f, 0.0f } },
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{ "crouch_right", { 1.0f, 0.0f, 0.0f } },
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{ "prone_root" },
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{ "prone_forward", { 0.0f, 1.0f, 0.0f } },
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{ "prone_backward", { 0.0f,-1.0f, 0.0f } },
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{ "swim_root" },
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{ "swim_forward", { 0.0f, 1.0f, 0.0f } },
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{ "swim_backward", { 0.0f,-1.0f, 0.0f } },
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{ "swim_left", {-1.0f, 0.0f, 0.0f } },
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{ "swim_right", { 1.0f, 0.0f, 0.0f } },
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// These are set explicitly based on player actions
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{ "fall" }, // FallAnim
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{ "jump" }, // JumpAnim
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{ "standjump" }, // StandJumpAnim
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{ "land" }, // LandAnim
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{ "jet" }, // JetAnim
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};
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//----------------------------------------------------------------------------
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typedef PlayerData::Sounds playerSoundsEnum;
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DefineEnumType(playerSoundsEnum);
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ImplementEnumType(playerSoundsEnum, "enum types.\n"
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"@ingroup PlayerData\n\n")
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{ playerSoundsEnum::FootSoft, "FootSoft", "..." },
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{ playerSoundsEnum::FootHard, "FootHard","..." },
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{ playerSoundsEnum::FootMetal, "FootMetal","..." },
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{ playerSoundsEnum::FootSnow, "FootSnow","..." },
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{ playerSoundsEnum::FootShallowSplash, "FootShallowSplash","..." },
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{ playerSoundsEnum::FootWading, "FootWading","..." },
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{ playerSoundsEnum::FootUnderWater, "FootUnderWater","..." },
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{ playerSoundsEnum::FootBubbles, "FootBubbles","..." },
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{ playerSoundsEnum::MoveBubbles, "MoveBubbles","..." },
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{ playerSoundsEnum::WaterBreath, "WaterBreath","..." },
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{ playerSoundsEnum::ImpactSoft, "ImpactSoft","..." },
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{ playerSoundsEnum::ImpactHard, "ImpactHard","..." },
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{ playerSoundsEnum::ImpactMetal, "ImpactMetal","..." },
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{ playerSoundsEnum::ImpactSnow, "ImpactSnow","..." },
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{ playerSoundsEnum::ImpactWaterEasy, "ImpactWaterEasy","..." },
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{ playerSoundsEnum::ImpactWaterMedium, "ImpactWaterMedium","..." },
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{ playerSoundsEnum::ImpactWaterHard, "ImpactWaterHard","..." },
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{ playerSoundsEnum::ExitWater, "ExitWater","..." },
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EndImplementEnumType;
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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IMPLEMENT_CO_DATABLOCK_V1(PlayerData);
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ConsoleDocClass( PlayerData,
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"@brief Defines properties for a Player object.\n\n"
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"@see Player\n"
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"@ingroup gameObjects\n"
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);
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IMPLEMENT_CALLBACK( PlayerData, onPoseChange, void, ( Player* obj, const char* oldPose, const char* newPose ), ( obj, oldPose, newPose ),
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"@brief Called when the player changes poses.\n\n"
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"@param obj The Player object\n"
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"@param oldPose The pose the player is switching from.\n"
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"@param newPose The pose the player is switching to.\n");
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IMPLEMENT_CALLBACK( PlayerData, onStartSwim, void, ( Player* obj ), ( obj ),
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"@brief Called when the player starts swimming.\n\n"
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"@param obj The Player object\n" );
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IMPLEMENT_CALLBACK( PlayerData, onStopSwim, void, ( Player* obj ), ( obj ),
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"@brief Called when the player stops swimming.\n\n"
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"@param obj The Player object\n" );
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IMPLEMENT_CALLBACK( PlayerData, onStartSprintMotion, void, ( Player* obj ), ( obj ),
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"@brief Called when the player starts moving while in a Sprint pose.\n\n"
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"@param obj The Player object\n" );
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IMPLEMENT_CALLBACK( PlayerData, onStopSprintMotion, void, ( Player* obj ), ( obj ),
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"@brief Called when the player stops moving while in a Sprint pose.\n\n"
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"@param obj The Player object\n" );
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IMPLEMENT_CALLBACK( PlayerData, doDismount, void, ( Player* obj ), ( obj ),
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"@brief Called when attempting to dismount the player from a vehicle.\n\n"
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"It is up to the doDismount() method to actually perform the dismount. Often "
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"there are some conditions that prevent this, such as the vehicle moving too fast.\n"
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"@param obj The Player object\n" );
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IMPLEMENT_CALLBACK( PlayerData, onEnterLiquid, void, ( Player* obj, F32 coverage, const char* type ), ( obj, coverage, type ),
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"@brief Called when the player enters a liquid.\n\n"
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"@param obj The Player object\n"
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"@param coverage Percentage of the player's bounding box covered by the liquid\n"
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"@param type The type of liquid the player has entered\n" );
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IMPLEMENT_CALLBACK( PlayerData, onLeaveLiquid, void, ( Player* obj, const char* type ), ( obj, type ),
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"@brief Called when the player leaves a liquid.\n\n"
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"@param obj The Player object\n"
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"@param type The type of liquid the player has left\n" );
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IMPLEMENT_CALLBACK( PlayerData, animationDone, void, ( Player* obj, const char * animName), ( obj, animName),
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"@brief Called on the server when a scripted animation completes.\n\n"
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"@param obj The Player object\n"
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"@see Player::setActionThread() for setting a scripted animation and its 'hold' parameter to "
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"determine if this callback is used.\n" );
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IMPLEMENT_CALLBACK( PlayerData, onEnterMissionArea, void, ( Player* obj ), ( obj ),
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"@brief Called when the player enters the mission area.\n\n"
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"@param obj The Player object\n"
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"@see MissionArea\n" );
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IMPLEMENT_CALLBACK( PlayerData, onLeaveMissionArea, void, ( Player* obj ), ( obj ),
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"@brief Called when the player leaves the mission area.\n"
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"@param obj The Player object\n"
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"@see MissionArea\n" );
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PlayerData::PlayerData()
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{
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shadowSize = 256;
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shadowProjectionDistance = 14.0f;
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renderFirstPerson = true;
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firstPersonShadows = false;
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// Used for third person image rendering
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imageAnimPrefix = StringTable->EmptyString();
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allowImageStateAnimation = false;
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// Used for first person image rendering
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imageAnimPrefixFP = StringTable->EmptyString();
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for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
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{
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INIT_ASSET_ARRAY(ShapeFP, i);
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mCRCFP[i] = 0;
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mValidShapeFP[i] = false;
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}
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pickupRadius = 0.0f;
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minLookAngle = -1.4f;
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maxLookAngle = 1.4f;
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maxFreelookAngle = 3.0f;
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maxTimeScale = 1.5f;
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mass = 9.0f; // from ShapeBase
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maxEnergy = 60.0f; // from ShapeBase
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drag = 0.3f; // from ShapeBase
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density = 1.1f; // from ShapeBase
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maxStepHeight = 1.0f;
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runSurfaceAngle = 80.0f;
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runSurfaceCos = mCos(mDegToRad(runSurfaceAngle));
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fallingSpeedThreshold = -10.0f;
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recoverDelay = 30;
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recoverRunForceScale = 1.0f;
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landSequenceTime = 0.0f;
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transitionToLand = false;
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// Running/Walking
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runForce = 40.0f * 9.0f;
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runEnergyDrain = 0.0f;
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minRunEnergy = 0.0f;
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maxForwardSpeed = 10.0f;
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maxBackwardSpeed = 10.0f;
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maxSideSpeed = 10.0f;
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// Jumping
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jumpForce = 75.0f;
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jumpEnergyDrain = 0.0f;
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minJumpEnergy = 0.0f;
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jumpSurfaceAngle = 78.0f;
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jumpSurfaceCos = mCos(mDegToRad(jumpSurfaceAngle));
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for (U32 i = 0; i < NumRecoilSequences; i++)
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recoilSequence[i] = -1;
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jumpDelay = 30;
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minJumpSpeed = 500.0f;
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maxJumpSpeed = 2.0f * minJumpSpeed;
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// Sprinting
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sprintForce = 50.0f * 9.0f;
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sprintEnergyDrain = 0.0f;
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minSprintEnergy = 0.0f;
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maxSprintForwardSpeed = 15.0f;
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maxSprintBackwardSpeed = 10.0f;
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maxSprintSideSpeed = 10.0f;
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sprintStrafeScale = 1.0f;
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sprintYawScale = 1.0f;
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sprintPitchScale = 1.0f;
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sprintCanJump = true;
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// Swimming
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swimForce = 55.0f * 9.0f;
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maxUnderwaterForwardSpeed = 6.0f;
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maxUnderwaterBackwardSpeed = 6.0f;
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maxUnderwaterSideSpeed = 6.0f;
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// Crouching
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crouchForce = 45.0f * 9.0f;
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maxCrouchForwardSpeed = 4.0f;
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maxCrouchBackwardSpeed = 4.0f;
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maxCrouchSideSpeed = 4.0f;
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// Prone
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proneForce = 45.0f * 9.0f;
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maxProneForwardSpeed = 2.0f;
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maxProneBackwardSpeed = 2.0f;
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maxProneSideSpeed = 0.0f;
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// Jetting
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jetJumpForce = 0;
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jetJumpEnergyDrain = 0;
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jetMinJumpEnergy = 0;
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jetJumpSurfaceAngle = 78;
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jetMinJumpSpeed = 20;
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jetMaxJumpSpeed = 100;
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horizMaxSpeed = 80.0f;
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horizResistSpeed = 38.0f;
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horizResistFactor = 1.0f;
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upMaxSpeed = 80.0f;
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upResistSpeed = 38.0f;
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upResistFactor = 1.0f;
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minImpactSpeed = 25.0f;
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minLateralImpactSpeed = 25.0f;
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decalData = NULL;
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decalID = 0;
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decalOffset = 0.0f;
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actionCount = 0;
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lookAction = 0;
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dMemset(spineNode, 0, sizeof(spineNode));
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pickupDelta = 0.0f;
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// size of bounding box
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boxSize.set(1.0f, 1.0f, 2.3f);
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crouchBoxSize.set(1.0f, 1.0f, 2.0f);
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proneBoxSize.set(1.0f, 2.3f, 1.0f);
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swimBoxSize.set(1.0f, 2.3f, 1.0f);
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// location of head, torso, legs
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boxHeadPercentage = 0.85f;
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boxTorsoPercentage = 0.55f;
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// damage locations
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boxHeadLeftPercentage = 0;
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boxHeadRightPercentage = 1;
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boxHeadBackPercentage = 0;
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boxHeadFrontPercentage = 1;
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for (S32 i = 0; i < MaxSounds; i++)
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INIT_SOUNDASSET_ARRAY(PlayerSound, i);
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footPuffEmitter = NULL;
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footPuffID = 0;
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footPuffNumParts = 15;
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footPuffRadius = .25f;
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dustEmitter = NULL;
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dustID = 0;
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splash = NULL;
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splashId = 0;
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splashVelocity = 1.0f;
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splashAngle = 45.0f;
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splashFreqMod = 300.0f;
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splashVelEpsilon = 0.25f;
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bubbleEmitTime = 0.4f;
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medSplashSoundVel = 2.0f;
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hardSplashSoundVel = 3.0f;
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exitSplashSoundVel = 2.0f;
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footSplashHeight = 0.1f;
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dMemset( splashEmitterList, 0, sizeof( splashEmitterList ) );
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dMemset( splashEmitterIDList, 0, sizeof( splashEmitterIDList ) );
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groundImpactMinSpeed = 10.0f;
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groundImpactShakeFreq.set( 10.0f, 10.0f, 10.0f );
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groundImpactShakeAmp.set( 20.0f, 20.0f, 20.0f );
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groundImpactShakeDuration = 1.0f;
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groundImpactShakeFalloff = 10.0f;
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// Air control
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airControl = 0.0f;
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jumpTowardsNormal = true;
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|
|
physicsPlayerType = StringTable->EmptyString();
|
|
|
|
dMemset( actionList, 0, sizeof(actionList) );
|
|
}
|
|
|
|
bool PlayerData::preload(bool server, String &errorStr)
|
|
{
|
|
if(!Parent::preload(server, errorStr))
|
|
return false;
|
|
if (!server) {
|
|
for (U32 i = 0; i < MaxSounds; ++i)
|
|
{
|
|
if (!isPlayerSoundValid(i))
|
|
{
|
|
//return false; -TODO: trigger asset download
|
|
}
|
|
}
|
|
}
|
|
//
|
|
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++)
|
|
{
|
|
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);
|
|
}
|
|
for (S32 b = 0; b < mShape->sequences.size(); b++)
|
|
{
|
|
if (!isTableSequence(b))
|
|
{
|
|
dp->sequence = b;
|
|
dp->name = mShape->getName(mShape->sequences[b].nameIndex);
|
|
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++)
|
|
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++)
|
|
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 (mShapeFPAssetId[i] != StringTable->EmptyString())
|
|
{
|
|
if (!mShapeFP[i])
|
|
{
|
|
errorStr = String::ToString("PlayerData: Couldn't load mounted image %d shape \"%s\"", i, mShapeFPAssetId[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, mShapeFPAssetId[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());
|
|
return false;
|
|
}
|
|
|
|
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, mShapeFPAssetId[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
|
|
if (si->getShape()->sequences[dp->sequence].numGroundFrames == 0)
|
|
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++)
|
|
if (actionList[i].sequence == seq)
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
bool PlayerData::isJumpAction(U32 action)
|
|
{
|
|
return (action == JumpAnim || action == StandJumpAnim);
|
|
}
|
|
IRangeValidator jumpDelayRange(0, 1 << PlayerData::JumpDelayBits);
|
|
|
|
void PlayerData::initPersistFields()
|
|
{
|
|
docsURL;
|
|
Parent::initPersistFields();
|
|
|
|
addFieldV( "pickupRadius", TypeRangedF32, Offset(pickupRadius, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@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");
|
|
addFieldV( "maxTimeScale", TypeRangedF32, Offset(maxTimeScale, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@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" );
|
|
|
|
addFieldV( "minLookAngle", TypeRangedF32, Offset(minLookAngle, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@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." );
|
|
addFieldV( "maxLookAngle", TypeRangedF32, Offset(maxLookAngle, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@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." );
|
|
addFieldV( "maxFreelookAngle", TypeRangedF32, Offset(maxFreelookAngle, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Defines the maximum left and right angles (in radians) the player can "
|
|
"look in freelook mode.\n\n" );
|
|
|
|
endGroup( "Camera" );
|
|
|
|
addGroup( "Movement" );
|
|
|
|
addFieldV( "maxStepHeight", TypeRangedF32, Offset(maxStepHeight, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@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." );
|
|
|
|
addFieldV( "runForce", TypeRangedF32, Offset(runForce, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Force used to accelerate the player when running.\n\n" );
|
|
|
|
addFieldV( "runEnergyDrain", TypeRangedF32, Offset(runEnergyDrain, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@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");
|
|
addFieldV( "minRunEnergy", TypeRangedF32, Offset(minRunEnergy, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Minimum energy level required to run or swim.\n\n"
|
|
"@see runEnergyDrain\n");
|
|
|
|
addFieldV( "maxForwardSpeed", TypeRangedF32, Offset(maxForwardSpeed, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Maximum forward speed when running." );
|
|
addFieldV( "maxBackwardSpeed", TypeRangedF32, Offset(maxBackwardSpeed, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Maximum backward speed when running." );
|
|
addFieldV( "maxSideSpeed", TypeRangedF32, Offset(maxSideSpeed, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Maximum sideways speed when running." );
|
|
|
|
addFieldV( "runSurfaceAngle", TypeRangedF32, Offset(runSurfaceAngle, PlayerData), &CommonValidators::PosDegreeRangeQuarter,
|
|
"@brief Maximum angle from vertical (in degrees) the player can run up.\n\n" );
|
|
|
|
addFieldV( "minImpactSpeed", TypeRangedF32, Offset(minImpactSpeed, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@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");
|
|
addFieldV( "minLateralImpactSpeed", TypeRangedF32, Offset(minLateralImpactSpeed, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@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");
|
|
|
|
addFieldV( "horizMaxSpeed", TypeRangedF32, Offset(horizMaxSpeed, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@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" );
|
|
addFieldV( "horizResistSpeed", TypeRangedF32, Offset(horizResistSpeed, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Horizontal speed at which resistence will take place.\n\n"
|
|
"@see horizMaxSpeed\n"
|
|
"@see horizResistFactor\n" );
|
|
addFieldV( "horizResistFactor", TypeRangedF32, Offset(horizResistFactor, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Factor of resistence once horizResistSpeed has been reached.\n\n"
|
|
"@see horizMaxSpeed\n"
|
|
"@see horizResistSpeed\n" );
|
|
|
|
addFieldV( "upMaxSpeed", TypeRangedF32, Offset(upMaxSpeed, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@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" );
|
|
addFieldV( "upResistSpeed", TypeRangedF32, Offset(upResistSpeed, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Upwards speed at which resistence will take place.\n\n"
|
|
"@see upMaxSpeed\n"
|
|
"@see upResistFactor\n" );
|
|
addFieldV( "upResistFactor", TypeRangedF32, Offset(upResistFactor, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Factor of resistence once upResistSpeed has been reached.\n\n"
|
|
"@see upMaxSpeed\n"
|
|
"@see upResistSpeed\n" );
|
|
|
|
endGroup( "Movement" );
|
|
|
|
addGroup( "Movement: Jumping" );
|
|
|
|
addFieldV( "jumpForce", TypeRangedF32, Offset(jumpForce, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Force used to accelerate the player when a jump is initiated.\n\n" );
|
|
|
|
addFieldV( "jumpEnergyDrain", TypeRangedF32, Offset(jumpEnergyDrain, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@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");
|
|
addFieldV( "minJumpEnergy", TypeRangedF32, Offset(minJumpEnergy, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Minimum energy level required to jump.\n\n"
|
|
"@see jumpEnergyDrain\n");
|
|
|
|
addFieldV( "minJumpSpeed", TypeRangedF32, Offset(minJumpSpeed, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@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");
|
|
addFieldV( "maxJumpSpeed", TypeRangedF32, Offset(maxJumpSpeed, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Maximum vertical speed before the player can no longer jump.\n\n" );
|
|
addFieldV( "jumpSurfaceAngle", TypeRangedF32, Offset(jumpSurfaceAngle, PlayerData), &CommonValidators::PosDegreeRangeQuarter,
|
|
"@brief Angle from vertical (in degrees) where the player can jump.\n\n" );
|
|
addFieldV( "jumpDelay", TypeRangedS32, Offset(jumpDelay, PlayerData), &jumpDelayRange,
|
|
"@brief Delay time in number of ticks ticks between jumps.\n\n" );
|
|
addFieldV( "airControl", TypeRangedF32, Offset(airControl, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@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" );
|
|
|
|
addFieldV( "sprintForce", TypeRangedF32, Offset(sprintForce, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Force used to accelerate the player when sprinting.\n\n" );
|
|
|
|
addFieldV( "sprintEnergyDrain", TypeRangedF32, Offset(sprintEnergyDrain, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@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");
|
|
addFieldV( "minSprintEnergy", TypeRangedF32, Offset(minSprintEnergy, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Minimum energy level required to sprint.\n\n"
|
|
"@see sprintEnergyDrain\n");
|
|
|
|
addFieldV( "maxSprintForwardSpeed", TypeRangedF32, Offset(maxSprintForwardSpeed, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Maximum forward speed when sprinting." );
|
|
addFieldV( "maxSprintBackwardSpeed", TypeRangedF32, Offset(maxSprintBackwardSpeed, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Maximum backward speed when sprinting." );
|
|
addFieldV( "maxSprintSideSpeed", TypeRangedF32, Offset(maxSprintSideSpeed, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Maximum sideways speed when sprinting." );
|
|
|
|
addFieldV( "sprintStrafeScale", TypeRangedF32, Offset(sprintStrafeScale, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Amount to scale strafing motion vector while sprinting." );
|
|
addFieldV( "sprintYawScale", TypeRangedF32, Offset(sprintYawScale, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Amount to scale yaw motion while sprinting." );
|
|
addFieldV( "sprintPitchScale", TypeRangedF32, Offset(sprintPitchScale, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@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" );
|
|
|
|
addFieldV( "swimForce", TypeRangedF32, Offset(swimForce, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Force used to accelerate the player when swimming.\n\n" );
|
|
addFieldV( "maxUnderwaterForwardSpeed", TypeRangedF32, Offset(maxUnderwaterForwardSpeed, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Maximum forward speed when underwater.\n\n" );
|
|
addFieldV( "maxUnderwaterBackwardSpeed", TypeRangedF32, Offset(maxUnderwaterBackwardSpeed, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Maximum backward speed when underwater.\n\n" );
|
|
addFieldV( "maxUnderwaterSideSpeed", TypeRangedF32, Offset(maxUnderwaterSideSpeed, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Maximum sideways speed when underwater.\n\n" );
|
|
|
|
endGroup( "Movement: Swimming" );
|
|
|
|
addGroup( "Movement: Crouching" );
|
|
|
|
addFieldV( "crouchForce", TypeRangedF32, Offset(crouchForce, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Force used to accelerate the player when crouching.\n\n" );
|
|
addFieldV( "maxCrouchForwardSpeed", TypeRangedF32, Offset(maxCrouchForwardSpeed, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Maximum forward speed when crouching.\n\n" );
|
|
addFieldV( "maxCrouchBackwardSpeed", TypeRangedF32, Offset(maxCrouchBackwardSpeed, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Maximum backward speed when crouching.\n\n" );
|
|
addFieldV( "maxCrouchSideSpeed", TypeRangedF32, Offset(maxCrouchSideSpeed, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Maximum sideways speed when crouching.\n\n" );
|
|
|
|
endGroup( "Movement: Crouching" );
|
|
|
|
addGroup( "Movement: Prone" );
|
|
|
|
addFieldV( "proneForce", TypeRangedF32, Offset(proneForce, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Force used to accelerate the player when prone (laying down).\n\n" );
|
|
addFieldV( "maxProneForwardSpeed", TypeRangedF32, Offset(maxProneForwardSpeed, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Maximum forward speed when prone (laying down).\n\n" );
|
|
addFieldV( "maxProneBackwardSpeed", TypeRangedF32, Offset(maxProneBackwardSpeed, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Maximum backward speed when prone (laying down).\n\n" );
|
|
addFieldV( "maxProneSideSpeed", TypeRangedF32, Offset(maxProneSideSpeed, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Maximum sideways speed when prone (laying down).\n\n" );
|
|
|
|
endGroup( "Movement: Prone" );
|
|
|
|
addGroup( "Movement: Jetting" );
|
|
|
|
addFieldV( "jetJumpForce", TypeRangedF32, Offset(jetJumpForce, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Force used to accelerate the player when a jet jump is initiated.\n\n" );
|
|
|
|
addFieldV( "jetJumpEnergyDrain", TypeRangedF32, Offset(jetJumpEnergyDrain, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@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");
|
|
addFieldV( "jetMinJumpEnergy", TypeRangedF32, Offset(jetMinJumpEnergy, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Minimum energy level required to jet jump.\n\n"
|
|
"@see jetJumpEnergyDrain\n");
|
|
|
|
addFieldV( "jetMinJumpSpeed", TypeRangedF32, Offset(jetMinJumpSpeed, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@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");
|
|
addFieldV( "jetMaxJumpSpeed", TypeRangedF32, Offset(jetMaxJumpSpeed, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Maximum vertical speed before the player can no longer jet jump.\n\n" );
|
|
addFieldV( "jetJumpSurfaceAngle", TypeRangedF32, Offset(jetJumpSurfaceAngle, PlayerData), &CommonValidators::PosDegreeRangeQuarter,
|
|
"@brief Angle from vertical (in degrees) where the player can jet jump.\n\n" );
|
|
|
|
endGroup( "Movement: Jetting" );
|
|
|
|
addGroup( "Falling" );
|
|
|
|
addFieldV( "fallingSpeedThreshold", TypeRangedF32, Offset(fallingSpeedThreshold, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Downward speed at which we consider the player falling.\n\n" );
|
|
|
|
addFieldV( "recoverDelay", TypeRangedS32, Offset(recoverDelay, PlayerData), &CommonValidators::PositiveInt,
|
|
"@brief Number of ticks for the player to recover from falling.\n\n" );
|
|
|
|
addFieldV( "recoverRunForceScale", TypeRangedF32, Offset(recoverRunForceScale, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@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" );
|
|
|
|
addFieldV( "landSequenceTime", TypeRangedF32, Offset(landSequenceTime, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@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" );
|
|
|
|
addFieldV( "boxHeadPercentage", TypeRangedF32, Offset(boxHeadPercentage, PlayerData), &CommonValidators::NormalizedFloat,
|
|
"@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" );
|
|
addFieldV( "boxTorsoPercentage", TypeRangedF32, Offset(boxTorsoPercentage, PlayerData), &CommonValidators::NormalizedFloat,
|
|
"@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" );
|
|
addFieldV( "boxHeadLeftPercentage", TypeRangedF32, Offset(boxHeadLeftPercentage, PlayerData), &CommonValidators::NormalizedFloat,
|
|
"@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" );
|
|
addFieldV( "boxHeadRightPercentage", TypeRangedF32, Offset(boxHeadRightPercentage, PlayerData), &CommonValidators::NormalizedFloat,
|
|
"@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" );
|
|
addFieldV( "boxHeadBackPercentage", TypeRangedF32, Offset(boxHeadBackPercentage, PlayerData), &CommonValidators::NormalizedFloat,
|
|
"@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" );
|
|
addFieldV( "boxHeadFrontPercentage", TypeRangedF32, Offset(boxHeadFrontPercentage, PlayerData), &CommonValidators::NormalizedFloat,
|
|
"@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");
|
|
addFieldV( "footPuffNumParts", TypeRangedS32, Offset(footPuffNumParts, PlayerData), &CommonValidators::PositiveInt,
|
|
"@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");
|
|
addFieldV( "footPuffRadius", TypeRangedF32, Offset(footPuffRadius, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@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" );
|
|
addFieldV( "decalOffset", TypeRangedF32, Offset(decalOffset, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@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" );
|
|
INITPERSISTFIELD_SOUNDASSET_ENUMED(PlayerSound, playerSoundsEnum, PlayerData::Sounds::MaxSounds, PlayerData, "Sounds related to player interaction.");
|
|
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" );
|
|
addFieldV( "splashVelocity", TypeRangedF32, Offset(splashVelocity, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Minimum velocity when moving through water to generate splashes.\n\n" );
|
|
addFieldV( "splashAngle", TypeRangedF32, Offset(splashAngle, PlayerData), &CommonValidators::PosDegreeRange,
|
|
"@brief Maximum angle (in degrees) from pure vertical movement in water to "
|
|
"generate splashes.\n\n" );
|
|
|
|
addFieldV( "splashFreqMod", TypeRangedF32, Offset(splashFreqMod, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Multipled by speed to determine the number of splash particles to generate.\n\n" );
|
|
addFieldV( "splashVelEpsilon", TypeRangedF32, Offset(splashVelEpsilon, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Minimum speed to generate splash particles.\n\n" );
|
|
addFieldV( "bubbleEmitTime", TypeRangedF32, Offset(bubbleEmitTime, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@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" );
|
|
|
|
addFieldV( "footstepSplashHeight", TypeRangedF32, Offset(footSplashHeight, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Water coverage level to choose between FootShallowSound and FootWadingSound.\n\n"
|
|
"@see FootShallowSound\n"
|
|
"@see FootWadingSound\n");
|
|
|
|
addFieldV( "mediumSplashSoundVelocity", TypeRangedF32, Offset(medSplashSoundVel, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@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" );
|
|
addFieldV( "hardSplashSoundVelocity", TypeRangedF32, Offset(hardSplashSoundVel, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@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" );
|
|
addFieldV( "exitSplashSoundVelocity", TypeRangedF32, Offset(exitSplashSoundVel, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Minimum velocity when leaving the water for the exitingWater sound to "
|
|
"play.\n\n"
|
|
"@see exitingWater");
|
|
|
|
endGroup( "Interaction: Splashes" );
|
|
|
|
addGroup( "Interaction: Ground Impact" );
|
|
|
|
addFieldV( "groundImpactMinSpeed", TypeRangedF32, Offset(groundImpactMinSpeed, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@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");
|
|
addFieldV( "groundImpactShakeDuration", TypeRangedF32, Offset(groundImpactShakeDuration, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@brief Duration (in seconds) of the camera shake effect after falling.\n\n"
|
|
"This is how long to shake the camera.\n");
|
|
addFieldV( "groundImpactShakeFalloff", TypeRangedF32, Offset(groundImpactShakeFalloff, PlayerData), &CommonValidators::PositiveFloat,
|
|
"@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 );
|
|
addProtectedField("shapeNameFP", TypeShapeFilename, Offset(mShapeFPName, PlayerData), &_setShapeFPData, &defaultProtectedGetFn, 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", AbstractClassRep::FIELD_HideInInspectors);
|
|
|
|
INITPERSISTFIELD_SHAPEASSET_ARRAY(ShapeFP, ShapeBase::MaxMountedImages, PlayerData, "@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" );
|
|
}
|
|
|
|
void PlayerData::packData(BitStream* stream)
|
|
{
|
|
Parent::packData(stream);
|
|
|
|
stream->writeFlag(renderFirstPerson);
|
|
stream->writeFlag(firstPersonShadows);
|
|
|
|
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++)
|
|
PACKDATA_SOUNDASSET_ARRAY(PlayerSound, 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)
|
|
{
|
|
PACKDATA_ASSET_ARRAY(ShapeFP, 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();
|
|
|
|
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++)
|
|
UNPACKDATA_SOUNDASSET_ARRAY(PlayerSound, 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)
|
|
{
|
|
UNPACKDATA_ASSET_ARRAY(ShapeFP, i);
|
|
|
|
// 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"
|
|
);
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
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;
|
|
mPredictionCount = sMaxPredictionTicks;
|
|
mObjToWorld.setColumn(3, mDelta.pos);
|
|
mRot = mDelta.rot;
|
|
mHead = mDelta.head;
|
|
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;
|
|
mActionAnimation.callbackTripped = 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();
|
|
}
|
|
|
|
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 );
|
|
}
|
|
|
|
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);
|
|
|
|
SAFE_DELETE( mPhysicsRep );
|
|
|
|
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->getPlayerSound(PlayerData::MoveBubbles) )
|
|
mMoveBubbleSound = SFX->createSource( mDataBlock->getPlayerSoundProfile(PlayerData::MoveBubbles) );
|
|
|
|
if ( mDataBlock->getPlayerSound(PlayerData::WaterBreath) )
|
|
mWaterBreathSound = SFX->createSource( mDataBlock->getPlayerSoundProfile(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();
|
|
Vector<String> skins;
|
|
String(mSkinNameHandle.getString()).split( ";", skins );
|
|
|
|
for ( S32 i = 0; i < skins.size(); i++ )
|
|
{
|
|
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++ )
|
|
{
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
// Warp to catch up to server
|
|
if (mDelta.warpTicks > 0) {
|
|
mDelta.warpTicks--;
|
|
|
|
// Set new pos
|
|
getTransform().getColumn(3, &mDelta.pos);
|
|
mDelta.pos += mDelta.warpOffset;
|
|
mDelta.rot += mDelta.rotOffset;
|
|
|
|
// 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;
|
|
|
|
if (!ignore_updates)
|
|
{
|
|
setPosition(mDelta.pos, mDelta.rot);
|
|
}
|
|
updateDeathOffsets();
|
|
updateLookAnimation();
|
|
|
|
// Backstepping
|
|
mDelta.posVec = -mDelta.warpOffset;
|
|
mDelta.rotVec = -mDelta.rotOffset;
|
|
}
|
|
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;
|
|
}
|
|
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 );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// PATHSHAPE
|
|
if (!isGhost()) updateAttachment();
|
|
// PATHSHAPE END
|
|
}
|
|
|
|
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;
|
|
|
|
if (!ignore_updates)
|
|
setRenderPosition(pos,rot,dt);
|
|
|
|
/*
|
|
// 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;
|
|
// PATHSHAPE
|
|
updateRenderChangesByParent();
|
|
// PATHSHAPE END
|
|
}
|
|
|
|
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;
|
|
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)
|
|
{
|
|
PlayerData::ActionAnimation& anim = mDataBlock->actionList[PlayerData::LandAnim];
|
|
if (anim.sequence != -1)
|
|
{
|
|
// 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(String::compare(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;
|
|
}
|
|
|
|
AngAxisF gPlayerMoveRot;
|
|
|
|
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;
|
|
|
|
#ifdef TORQUE_OPENVR
|
|
if (mControllers[0])
|
|
{
|
|
mControllers[0]->processTick(move);
|
|
}
|
|
|
|
if (mControllers[1])
|
|
{
|
|
mControllers[1]->processTick(move);
|
|
}
|
|
|
|
#endif
|
|
|
|
// 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;
|
|
|
|
bool doStandardMove = true;
|
|
bool absoluteDelta = false;
|
|
GameConnection* con = getControllingClient();
|
|
|
|
#ifdef TORQUE_EXTENDED_MOVE
|
|
// Work with an absolute rotation from the ExtendedMove class?
|
|
if(con && con->getControlSchemeAbsoluteRotation())
|
|
{
|
|
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;
|
|
}
|
|
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();
|
|
|
|
Point3F vecForward(0, 10, 0);
|
|
Point3F viewAngle;
|
|
Point3F orient;
|
|
EulerF rot;
|
|
trans.mulV(vecForward);
|
|
viewAngle = vecForward;
|
|
vecForward.z = 0; // flatten
|
|
vecForward.normalizeSafe();
|
|
|
|
F32 yawAng;
|
|
F32 pitchAng;
|
|
MathUtils::getAnglesFromVector(vecForward, yawAng, pitchAng);
|
|
|
|
mRot = EulerF(0);
|
|
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;
|
|
|
|
absoluteDelta = true;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if(doStandardMove)
|
|
{
|
|
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;
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
|
|
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;
|
|
|
|
mDelta.head = mHead;
|
|
mDelta.headVec -= mHead;
|
|
|
|
if (absoluteDelta)
|
|
{
|
|
mDelta.headVec = Point3F(0, 0, 0);
|
|
mDelta.rotVec = Point3F(0, 0, 0);
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
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())
|
|
{
|
|
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;
|
|
// Acceleration due to gravity
|
|
VectorF acc(0.0f, 0.0f, mNetGravity/(1.0 - mBuoyancy) * TickSec);
|
|
if (getParent() !=NULL)
|
|
acc = VectorF::Zero;
|
|
|
|
// 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;
|
|
|
|
VectorF runAcc = pv - (mVelocity + acc);
|
|
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;
|
|
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;
|
|
if ( swimSpeed > maxAcc )
|
|
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())
|
|
{
|
|
// 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);
|
|
}
|
|
}
|
|
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);
|
|
}
|
|
|
|
// 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->getPlayerSoundProfile(PlayerData::ExitWater), &getTransform() );
|
|
}
|
|
}
|
|
|
|
// Update the PlayerPose
|
|
Pose desiredPose = mPose;
|
|
|
|
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 );
|
|
}
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
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;
|
|
|
|
// We are already in this pose, so don't test it again...
|
|
if ( mPose == CrouchPose )
|
|
return true;
|
|
|
|
// 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...
|
|
if ( mPose == StandPose )
|
|
return true;
|
|
|
|
// 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;
|
|
|
|
// We are already in this pose, so don't test it again...
|
|
if ( mPose == PronePose )
|
|
return true;
|
|
|
|
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)
|
|
{
|
|
// 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;
|
|
}
|
|
// Calculate our interpolated head position.
|
|
Point3F renderHead = mDelta.head + mDelta.headVec * dt;
|
|
|
|
// 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));
|
|
}
|
|
}
|
|
|
|
if (mHeadVThread)
|
|
{
|
|
F32 d = mDataBlock->maxLookAngle - mDataBlock->minLookAngle;
|
|
F32 tp = (renderHead.x - mDataBlock->minLookAngle) / d;
|
|
mShapeInstance->setPos(mHeadVThread,mClampF(tp,0,1));
|
|
}
|
|
|
|
if (mHeadHThread)
|
|
{
|
|
F32 d = 2 * mDataBlock->maxFreelookAngle;
|
|
F32 tp = (renderHead.z + mDataBlock->maxFreelookAngle) / d;
|
|
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;
|
|
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();
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
// PATHSHAPE
|
|
static const U32 sPlayerConformMask = StaticShapeObjectType | StaticObjectType |
|
|
TerrainObjectType | PathShapeObjectType;
|
|
// PATHSHAPE END
|
|
|
|
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);
|
|
mCross(ahead, normal, &sideVec);
|
|
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;
|
|
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))
|
|
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;
|
|
}
|
|
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;
|
|
mActionAnimation.callbackTripped = 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)
|
|
{
|
|
if (mActionAnimation.forward)
|
|
mActionAnimation.atEnd = mShapeInstance->getPos(mActionAnimation.thread) == 1;
|
|
else
|
|
mActionAnimation.atEnd = mShapeInstance->getPos(mActionAnimation.thread) == 0;
|
|
}
|
|
|
|
// 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)
|
|
{
|
|
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 ),
|
|
(U32)STATIC_COLLISION_TYPEMASK | (U32)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 )
|
|
{
|
|
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
|
|
&& mDataBlock->footPuffEmitter != nullptr)
|
|
{
|
|
// New emitter every time for visibility reasons
|
|
ParticleEmitter * emitter = new ParticleEmitter;
|
|
emitter->onNewDataBlock( mDataBlock->footPuffEmitter, false );
|
|
|
|
LinearColorF colorList[ ParticleData::PDC_NUM_KEYS];
|
|
|
|
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)
|
|
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 (isServerObject() && (mActionAnimation.action >= PlayerData::NumTableActionAnims) && mActionAnimation.atEnd)
|
|
{
|
|
//The scripting language will get a call back when a script animation has finished...
|
|
// example: When the chat menu animations are done playing...
|
|
bool tripCallback = false;
|
|
if ((!mActionAnimation.holdAtEnd)||(mActionAnimation.holdAtEnd && !mActionAnimation.callbackTripped))
|
|
tripCallback = true;
|
|
if (tripCallback)
|
|
mDataBlock->animationDone_callback(this, mActionAnimation.thread->getSequenceName());
|
|
mActionAnimation.callbackTripped = true;
|
|
}
|
|
|
|
if ((mActionAnimation.action == PlayerData::NullAnimation) ||
|
|
((!mActionAnimation.waitForEnd || mActionAnimation.atEnd) &&
|
|
(!mActionAnimation.holdAtEnd && (mActionAnimation.delayTicks -= !mMountPending) <= 0)))
|
|
{
|
|
pickActionAnimation();
|
|
}
|
|
|
|
// prevent scaling of AFX picked actions
|
|
if ( (mActionAnimation.action != PlayerData::LandAnim) &&
|
|
(mActionAnimation.action != PlayerData::NullAnimation) &&
|
|
!(anim_clip_flags & ANIM_OVERRIDDEN))
|
|
{
|
|
// 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);
|
|
if (index != -1)
|
|
{
|
|
seqIndex = index;
|
|
found = true;
|
|
}
|
|
}
|
|
|
|
if (!found && hasImageBasePrefix)
|
|
{
|
|
String imgSeqName = String(imageBasePrefix) + String("_") + baseSeqName;
|
|
S32 index = mShapeInstance->getShape()->findSequence(imgSeqName);
|
|
if (index != -1)
|
|
{
|
|
seqIndex = index;
|
|
found = true;
|
|
}
|
|
}
|
|
|
|
if (!found && hasScriptPrefix)
|
|
{
|
|
String scriptSeqName = String(scriptPrefix) + String("_") + baseSeqName;
|
|
S32 index = mShapeInstance->getShape()->findSequence(scriptSeqName);
|
|
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]);
|
|
}
|
|
}
|
|
|
|
void Player::onUnmount( SceneObject *obj, S32 node )
|
|
{
|
|
// 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);
|
|
// 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();
|
|
}
|
|
}
|
|
}
|
|
|
|
void Player::updateAnimationTree(bool firstPerson)
|
|
{
|
|
S32 mode = 0;
|
|
if (firstPerson)
|
|
{
|
|
if (mActionAnimation.firstPerson)
|
|
mode = 0;
|
|
// TSShapeInstance::MaskNodeRotation;
|
|
// TSShapeInstance::MaskNodePosX |
|
|
// TSShapeInstance::MaskNodePosY;
|
|
else
|
|
mode = TSShapeInstance::MaskNodeAllButBlend;
|
|
}
|
|
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;
|
|
}
|
|
|
|
// PATHSHAPE
|
|
// This Function does a ray cast down to see if a pathshape object is below
|
|
// If so, it will attempt to attach to it.
|
|
void Player::updateAttachment()
|
|
{
|
|
Point3F rot, pos;
|
|
RayInfo rInfo;
|
|
MatrixF mat = getTransform();
|
|
mat.getColumn(3, &pos);
|
|
disableCollision();
|
|
if (gServerContainer.castRay(Point3F(pos.x, pos.y, pos.z + 0.1f),
|
|
Point3F(pos.x, pos.y, pos.z - 1.0f ),
|
|
sCollisionMoveMask, &rInfo))
|
|
{
|
|
if ((mJumpSurfaceLastContact < JumpSkipContactsMax) && !mSwimming)
|
|
setPosition(rInfo.point, getRotation());
|
|
|
|
if( rInfo.object->getTypeMask() & PathShapeObjectType) //Ramen
|
|
{
|
|
if (getParent() == NULL)
|
|
{ // ONLY do this if we are not parented
|
|
//Con::printf("I'm on a pathshape object. Going to attempt attachment.");
|
|
ShapeBase* col = static_cast<ShapeBase*>(rInfo.object);
|
|
if (!isGhost())
|
|
{
|
|
this->attachToParent(col);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//Con::printf("object %i",rInfo.object->getId());
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (getParent() != NULL)
|
|
{
|
|
clearProcessAfter();
|
|
attachToParent(NULL);
|
|
}
|
|
}
|
|
enableCollision();
|
|
}
|
|
// PATHSHAPE END
|
|
|
|
//----------------------------------------------------------------------------
|
|
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())
|
|
{
|
|
// 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);
|
|
}
|
|
|
|
// 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);
|
|
mImpactSound = PlayerData::ImpactNormal;
|
|
setMaskBits(ImpactMask);
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
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);
|
|
|
|
// 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;
|
|
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;
|
|
}
|
|
|
|
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);
|
|
|
|
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);
|
|
|
|
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);
|
|
}
|
|
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);
|
|
}
|
|
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((U32)MoveMask | (U32)NoWarpMask);
|
|
}
|
|
|
|
void Player::getEyeTransform(MatrixF* mat)
|
|
{
|
|
getEyeBaseTransform(mat, true);
|
|
|
|
// 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)
|
|
{
|
|
// 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);
|
|
}
|
|
|
|
F32 *dp = pmat;
|
|
|
|
F32* sp;
|
|
MatrixF eyeMat(true);
|
|
if (mDataBlock->eyeNode != -1)
|
|
{
|
|
sp = mShapeInstance->mNodeTransforms[mDataBlock->eyeNode];
|
|
}
|
|
else
|
|
{
|
|
Point3F center;
|
|
mObjBox.getCenter(¢er);
|
|
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);
|
|
|
|
// 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)
|
|
{
|
|
// 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));
|
|
|
|
if (mUseHeadZCalc)
|
|
zmat.set(EulerF(0.0f, 0.0f, mDelta.head.z + mDelta.headVec.z * mDelta.dt));
|
|
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);
|
|
}
|
|
|
|
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(¢er);
|
|
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);
|
|
MatrixF offsetMat = image.shapeInstance[imageShapeIndex]->mNodeTransforms[data.eyeMountNode[imageShapeIndex]];
|
|
offsetMat.affineInverse();
|
|
world.mul(nmat,offsetMat);
|
|
}
|
|
else
|
|
{
|
|
MatrixF nmat;
|
|
getRenderEyeBaseTransform(&nmat, mDataBlock->mountedImagesBank);
|
|
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)
|
|
{
|
|
AssertFatal( !mIsNaN( vel ), "Player::setVelocity() - The velocity is NaN!" );
|
|
|
|
mVelocity = vel;
|
|
setMaskBits(MoveMask);
|
|
}
|
|
|
|
void Player::applyImpulse(const Point3F&,const VectorF& vec)
|
|
{
|
|
AssertFatal( !mIsNaN( vec ), "Player::applyImpulse() - The vector is NaN!" );
|
|
|
|
// 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)
|
|
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++) {
|
|
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();
|
|
}
|
|
|
|
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();
|
|
}
|
|
|
|
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);
|
|
}
|
|
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;
|
|
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;
|
|
stream->read(&mHead.x);
|
|
if(stream->readFlag())
|
|
{
|
|
// Include mHead.y to allow for camera banking
|
|
stream->read(&mHead.y);
|
|
}
|
|
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;
|
|
|
|
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);
|
|
|
|
// 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);
|
|
|
|
stream->writeFlag(mSwimming);
|
|
stream->writeFlag(mJetting);
|
|
stream->writeInt(mPose, NumPoseBits);
|
|
|
|
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);
|
|
}
|
|
|
|
// constrain the range of mRot.z
|
|
mRot.z = mWrapF(mRot.z, 0.0f, M_2PI_F);
|
|
|
|
stream->writeFloat(mRot.z / M_2PI_F, 7);
|
|
stream->writeSignedFloat(mHead.x / (mDataBlock->maxLookAngle - mDataBlock->minLookAngle), 6);
|
|
stream->writeSignedFloat(mHead.z / mDataBlock->maxFreelookAngle, 6);
|
|
mDelta.move.pack(stream);
|
|
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);
|
|
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);
|
|
// Done if controlled by client ( and not initial update )
|
|
if(stream->readFlag())
|
|
return;
|
|
|
|
// MoveMask
|
|
if (stream->readFlag()) {
|
|
mPredictionCount = sMaxPredictionTicks;
|
|
mFalling = stream->readFlag();
|
|
|
|
mSwimming = stream->readFlag();
|
|
mJetting = stream->readFlag();
|
|
mPose = (Pose)(stream->readInt(NumPoseBits));
|
|
|
|
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;
|
|
mHead.x = stream->readSignedFloat(6) * (mDataBlock->maxLookAngle - mDataBlock->minLookAngle);
|
|
mHead.z = stream->readSignedFloat(6) * mDataBlock->maxFreelookAngle;
|
|
mDelta.move.unpack(stream);
|
|
|
|
mDelta.head = mHead;
|
|
mDelta.headVec.set(0.0f, 0.0f, 0.0f);
|
|
|
|
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;
|
|
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);
|
|
|
|
if (mDelta.warpTicks)
|
|
{
|
|
// Setup the warp to start on the next tick.
|
|
if (mDelta.warpTicks > sMaxWarpTicks)
|
|
mDelta.warpTicks = sMaxWarpTicks;
|
|
mDelta.warpOffset /= (F32)mDelta.warpTicks;
|
|
|
|
mDelta.rotOffset = rot - mDelta.rot;
|
|
|
|
// Ignore small rotation differences
|
|
if (mFabs(mDelta.rotOffset.z) < 0.001f)
|
|
mDelta.rotOffset.z = 0;
|
|
|
|
// 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;
|
|
|
|
mDelta.rotOffset /= (F32)mDelta.warpTicks;
|
|
}
|
|
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)
|
|
{
|
|
mDelta.posVec.set(0.0f, 0.0f, 0.0f);
|
|
mDelta.rotVec.set(0.0f, 0.0f, 0.0f);
|
|
}
|
|
else
|
|
{
|
|
F32 dti = 1.0f / mDelta.dt;
|
|
mDelta.posVec = (cp - pos) * dti;
|
|
mDelta.rotVec.z = mRot.z - rot.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;
|
|
|
|
mDelta.rotVec.z *= dti;
|
|
}
|
|
mDelta.pos = pos;
|
|
mDelta.rot = rot;
|
|
if (!ignore_updates)
|
|
setPosition(pos,rot);
|
|
}
|
|
}
|
|
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);
|
|
}
|
|
}
|
|
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);
|
|
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")
|
|
{
|
|
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"
|
|
"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"
|
|
"@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("$player::renderMyPlayer",TypeBool, &sRenderMyPlayer,
|
|
"@brief Determines if the player is rendered or not.\n\n"
|
|
"Used on the client side to disable the rendering of all Player objects. This is "
|
|
"mainly for the tools or debugging.\n"
|
|
"@ingroup GameObjects\n");
|
|
Con::addVariable("$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");
|
|
Con::addVariable("$player::renderCollision", TypeBool, &sRenderPlayerCollision,
|
|
"@brief Determines if the player's collision mesh should be rendered.\n\n"
|
|
"This is mainly used for the tools and debugging.\n"
|
|
"@ingroup GameObjects\n");
|
|
|
|
Con::addVariable("$player::minWarpTicks",TypeF32,&sMinWarpTicks,
|
|
"@brief Fraction of tick at which instant warp occures on the client.\n\n"
|
|
"@ingroup GameObjects\n");
|
|
Con::addVariable("$player::maxWarpTicks",TypeS32,&sMaxWarpTicks,
|
|
"@brief When a warp needs to occur due to the client being too far off from the server, this is the "
|
|
"maximum number of ticks we'll allow the client to warp to catch up.\n\n"
|
|
"@ingroup GameObjects\n");
|
|
Con::addVariable("$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");
|
|
|
|
Con::addVariable("$player::maxImpulseVelocity", TypeF32, &sMaxImpulseVelocity,
|
|
"@brief The maximum velocity allowed due to a single impulse.\n\n"
|
|
"@ingroup GameObjects\n");
|
|
|
|
// Move triggers
|
|
Con::addVariable("$player::jumpTrigger", TypeS32, &sJumpTrigger,
|
|
"@brief The move trigger index used for player jumping.\n\n"
|
|
"@ingroup GameObjects\n");
|
|
Con::addVariable("$player::crouchTrigger", TypeS32, &sCrouchTrigger,
|
|
"@brief The move trigger index used for player crouching.\n\n"
|
|
"@ingroup GameObjects\n");
|
|
Con::addVariable("$player::proneTrigger", TypeS32, &sProneTrigger,
|
|
"@brief The move trigger index used for player prone pose.\n\n"
|
|
"@ingroup GameObjects\n");
|
|
Con::addVariable("$player::sprintTrigger", TypeS32, &sSprintTrigger,
|
|
"@brief The move trigger index used for player sprinting.\n\n"
|
|
"@ingroup GameObjects\n");
|
|
Con::addVariable("$player::imageTrigger0", TypeS32, &sImageTrigger0,
|
|
"@brief The move trigger index used to trigger mounted image 0.\n\n"
|
|
"@ingroup GameObjects\n");
|
|
Con::addVariable("$player::imageTrigger1", TypeS32, &sImageTrigger1,
|
|
"@brief The move trigger index used to trigger mounted image 1 or alternate fire "
|
|
"on mounted image 0.\n\n"
|
|
"@ingroup GameObjects\n");
|
|
Con::addVariable("$player::jumpJetTrigger", TypeS32, &sJumpJetTrigger,
|
|
"@brief The move trigger index used for player jump jetting.\n\n"
|
|
"@ingroup GameObjects\n");
|
|
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();
|
|
}
|
|
|
|
//--------------------------------------------------------------------------
|
|
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;
|
|
MatrixF footMat = getTransform();
|
|
if( mWaterCoverage > 0.0 )
|
|
{
|
|
// Treading water.
|
|
|
|
if ( mWaterCoverage < mDataBlock->footSplashHeight )
|
|
SFX->playOnce( mDataBlock->getPlayerSoundProfile( PlayerData::FootShallowSplash ), &footMat );
|
|
else
|
|
{
|
|
if ( mWaterCoverage < 1.0 )
|
|
SFX->playOnce( mDataBlock->getPlayerSoundProfile( PlayerData::FootWading ), &footMat );
|
|
else
|
|
{
|
|
if ( triggeredLeft )
|
|
{
|
|
SFX->playOnce( mDataBlock->getPlayerSoundProfile( PlayerData::FootUnderWater ), &footMat );
|
|
SFX->playOnce( mDataBlock->getPlayerSoundProfile( PlayerData::FootBubbles ), &footMat );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if( contactMaterial && contactMaterial->getCustomFootstepSoundProfile())
|
|
{
|
|
// Footstep sound defined on material.
|
|
|
|
SFX->playOnce( contactMaterial->getCustomFootstepSoundProfile(), &footMat );
|
|
}
|
|
else
|
|
{
|
|
// Play default sound.
|
|
|
|
S32 sound = -1;
|
|
if (contactMaterial && (contactMaterial->mFootstepSoundId > -1 && contactMaterial->mFootstepSoundId < PlayerData::WaterStart))
|
|
sound = contactMaterial->mFootstepSoundId;
|
|
else if( contactObject && contactObject->getTypeMask() & VehicleObjectType )
|
|
sound = 2;
|
|
|
|
if (sound>=0)
|
|
SFX->playOnce(mDataBlock->getPlayerSoundProfile(sound), &footMat);
|
|
}
|
|
}
|
|
|
|
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 ),
|
|
(U32)STATIC_COLLISION_TYPEMASK | (U32)VehicleObjectType,
|
|
&rInfo ) )
|
|
{
|
|
Material* material = ( rInfo.material ? dynamic_cast< Material* >( rInfo.material->getMaterial() ) : 0 );
|
|
|
|
if( material && material->getCustomImpactSoundProfile() )
|
|
SFX->playOnce( material->getCustomImpactSoundProfile(), &getTransform() );
|
|
else
|
|
{
|
|
S32 sound = -1;
|
|
if (material && (material->mImpactSoundId > -1 && material->mImpactSoundId < PlayerData::WaterStart))
|
|
sound = material->mImpactSoundId;
|
|
else if( rInfo.object->getTypeMask() & VehicleObjectType )
|
|
sound = 2; // Play metal;
|
|
|
|
if (sound >= 0)
|
|
SFX->playOnce(mDataBlock->getPlayerSoundProfile(PlayerData::ImpactSoft + sound), &getTransform());
|
|
}
|
|
}
|
|
}
|
|
|
|
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->getPlayerSoundProfile(PlayerData::ImpactWaterHard), &getTransform() );
|
|
else if ( speed >= mDataBlock->medSplashSoundVel )
|
|
SFX->playOnce( mDataBlock->getPlayerSoundProfile(PlayerData::ImpactWaterMedium), &getTransform() );
|
|
else
|
|
SFX->playOnce( mDataBlock->getPlayerSoundProfile(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;
|
|
|
|
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)
|
|
{
|
|
mControllers[0] = controllerList.size() > 0 ? controllerList[0] : NULL;
|
|
mControllers[1] = controllerList.size() > 1 ? controllerList[1] : NULL;
|
|
}
|
|
|
|
DefineEngineMethod(Player, setVRControllers, void, (OpenVRTrackedObject* controllerL, OpenVRTrackedObject* controllerR,, "")
|
|
{
|
|
Vector<OpenVRTrackedObject*> list;
|
|
|
|
if (controllerL)
|
|
{
|
|
list.push_back(controllerL);
|
|
}
|
|
else
|
|
{
|
|
list.push_back(NULL);
|
|
}
|
|
|
|
if (controllerR)
|
|
{
|
|
list.push_back(controllerR);
|
|
}
|
|
else
|
|
{
|
|
list.push_back(NULL);
|
|
}
|
|
|
|
object->setControllers(list);
|
|
}
|
|
|
|
#endif
|