tge/engine/game/player.cc
2025-02-17 23:17:30 -06:00

4265 lines
138 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "game/player.h"
#include "platform/platform.h"
#include "platform/profiler.h"
#include "dgl/dgl.h"
#include "dgl/materialPropertyMap.h"
#include "math/mMath.h"
#include "core/stringTable.h"
#include "core/bitStream.h"
#include "core/dnet.h"
#include "core/resManager.h"
#include "console/simBase.h"
#include "console/console.h"
#include "console/consoleTypes.h"
#include "collision/extrudedPolyList.h"
#include "collision/clippedPolyList.h"
#include "collision/earlyOutPolyList.h"
#include "sim/decalManager.h"
#include "ts/tsShapeInstance.h"
#include "audio/audioDataBlock.h"
#include "sceneGraph/sceneGraph.h"
#include "sceneGraph/sceneState.h"
#include "sceneGraph/detailManager.h"
#include "terrain/terrData.h"
#include "terrain/terrRender.h"
#include "terrain/waterBlock.h"
#include "game/game.h"
#include "game/moveManager.h"
#include "game/gameConnection.h"
#include "game/trigger.h"
#include "game/physicalZone.h"
#include "game/item.h"
#include "game/shadow.h"
#include "game/missionArea.h"
#include "game/fx/particleEngine.h"
#include "game/fx/splash.h"
#include "game/fx/cameraFXMgr.h"
//----------------------------------------------------------------------------
// Amount we try to stay out of walls by...
static F32 sWeaponPushBack = 0.03;
// Amount of time if takes to transition to a new action sequence.
static F32 sAnimationTransitionTime = 0.25;
static bool sUseAnimationTransitions = true;
static F32 sLandReverseScale = 0.25;
static F32 sStandingJumpSpeed = 2.0;
static F32 sJumpingThreshold = 4.0;
static F32 sSlowStandThreshSquared = 1.69;
static S32 sRenderMyPlayer = true;
static S32 sRenderMyItems = true;
// Chooses new action animations every n ticks.
static const F32 sNewAnimationTickTime = 4;
static const F32 sMountPendingTickWait = (13 * 32);
// Number of ticks before we pick non-contact animations
static const S32 sContactTickTime = 30;
// Downward velocity at which we consider the player falling
static const F32 sFallingThreshold = -10;
// Movement constants
static F32 sVerticalStepDot = 0.173; // 80
static F32 sMinFaceDistance = 0.01;
static F32 sTractionDistance = 0.03;
static F32 sNormalElasticity = 0.01;
static U32 sMoveRetryCount = 5;
// Client prediction
static F32 sMinWarpTicks = 0.5; // Fraction of tick at which instant warp occures
static S32 sMaxWarpTicks = 3; // Max warp duration in ticks
static S32 sMaxPredictionTicks = 30; // Number of ticks to predict
// Anchor point compression
const F32 sAnchorMaxDistance = 32;
//
static U32 sCollisionMoveMask = (TerrainObjectType | InteriorObjectType |
WaterObjectType | PlayerObjectType |
StaticShapeObjectType | VehicleObjectType |
PhysicalZoneObjectType | StaticTSObjectType);
static U32 sServerCollisionContactMask = (sCollisionMoveMask |
(ItemObjectType |
TriggerObjectType |
CorpseObjectType));
static U32 sClientCollisionContactMask = sCollisionMoveMask | PhysicalZoneObjectType;
enum PlayerConstants {
JumpSkipContactsMax = 8
};
//----------------------------------------------------------------------------
// Player shape animation sequences:
// look Used to contol the upper body arm motion. Must animate
// vertically +-80 deg.
Player::Range Player::mArmRange(mDegToRad(-80.0f),mDegToRad(+80.0f));
// head Used to control the direction the head is looking. Must
// animated vertically +-80 deg .
Player::Range Player::mHeadVRange(mDegToRad(-80.0f),mDegToRad(+80.0f));
// Action Animations:
PlayerData::ActionAnimationDef PlayerData::ActionAnimationList[NumTableActionAnims] =
{
// *** WARNING ***
// This array is indexed useing the enum values defined in player.h
// Root is the default animation
{ "root" }, // RootAnim,
// These are selected in the move state based on velocity
{ "run", { 0,+1,0 } }, // RunForwardAnim,
{ "back", { 0,-1,0 } }, // BackBackwardAnim
{ "side", { -1,0,0 } }, // SideLeftAnim,
// These are set explicitly based on player actions
{ "fall" }, // FallAnim
{ "jump" }, // JumpAnim
{ "standjump" }, // StandJumpAnim
{ "land" }, // LandAnim
};
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
IMPLEMENT_CO_DATABLOCK_V1(PlayerData);
PlayerData::PlayerData()
{
renderFirstPerson = true;
pickupRadius = 0;
minLookAngle = -1.4;
maxLookAngle = 1.4;
maxFreelookAngle = 3.0;
maxTimeScale = 1.5;
mass = 9;
maxEnergy = 60;
runForce = 40 * 9;
runEnergyDrain = 0;
minRunEnergy = 0;
maxForwardSpeed = 10;
maxBackwardSpeed = 10;
maxSideSpeed = 10;
maxUnderwaterForwardSpeed = 10;
maxUnderwaterBackwardSpeed = 10;
maxUnderwaterSideSpeed = 10;
maxStepHeight = 1;
runSurfaceAngle = 80;
recoverDelay = 30;
recoverRunForceScale = 1;
jumpForce = 75;
jumpEnergyDrain = 0;
minJumpEnergy = 0;
jumpSurfaceAngle = 78;
jumpDelay = 30;
minJumpSpeed = 500;
maxJumpSpeed = 2 * minJumpSpeed;
horizMaxSpeed = 80;
horizResistSpeed = 38;
horizResistFactor = 1;
upMaxSpeed = 80;
upResistSpeed = 38;
upResistFactor = 1;
minImpactSpeed = 25;
decalData = NULL;
decalID = 0;
decalOffset = 0.0f;
lookAction = 0;
// size of bounding box
boxSize.set(1,1,2.3);
// location of head, torso, legs
boxHeadPercentage = 0.85;
boxTorsoPercentage = 0.55;
// damage locations
boxHeadLeftPercentage = 0;
boxHeadRightPercentage = 1;
boxHeadBackPercentage = 0;
boxHeadFrontPercentage = 1;
for (S32 i = 0; i < MaxSounds; i++)
sound[i] = 0;
footPuffEmitter = NULL;
footPuffID = 0;
footPuffNumParts = 15;
footPuffRadius = .25;
dustEmitter = NULL;
dustID = 0;
splash = NULL;
splashId = 0;
splashVelocity = 1.0;
splashAngle = 45.0;
splashFreqMod = 300.0;
splashVelEpsilon = 0.25;
bubbleEmitTime = 0.4;
medSplashSoundVel = 2.0;
hardSplashSoundVel = 3.0;
exitSplashSoundVel = 2.0;
footSplashHeight = 0.1;
dMemset( splashEmitterList, 0, sizeof( splashEmitterList ) );
dMemset( splashEmitterIDList, 0, sizeof( splashEmitterIDList ) );
genericShadowLevel = Player_GenericShadowLevel;
noShadowLevel = Player_NoShadowLevel;
groundImpactMinSpeed = 10.0;
groundImpactShakeFreq.set( 10.0, 10.0, 10.0 );
groundImpactShakeAmp.set( 20.0, 20.0, 20.0 );
groundImpactShakeDuration = 1.0;
groundImpactShakeFalloff = 10.0;
}
bool PlayerData::preload(bool server, char errorBuffer[256])
{
if(!Parent::preload(server, errorBuffer))
return false;
// Resolve objects transmitted from server
if (!server) {
for (S32 i = 0; i < MaxSounds; i++)
if (sound[i])
Sim::findObject(SimObjectId(sound[i]),sound[i]);
}
//
runSurfaceCos = mCos(mDegToRad(runSurfaceAngle));
jumpSurfaceCos = mCos(mDegToRad(jumpSurfaceAngle));
if (minJumpEnergy < jumpEnergyDrain)
minJumpEnergy = jumpEnergyDrain;
// Validate some of the data
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);
}
// Go ahead a pre-load the player shape
TSShapeInstance* si = new TSShapeInstance(shape, 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 (int 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 = shape->findSequence(sp->name);
dp->velocityScale = true;
dp->death = false;
if (dp->sequence != -1)
getGroundInfo(si,thread,dp);
AssertWarn(dp->sequence != -1, avar("PlayerData::preload - Unable to find named animation sequence '%s'!", sp->name));
}
for (int b = 0; b < shape->sequences.size(); b++)
{
if (!isTableSequence(b))
{
dp->sequence = b;
dp->name = shape->getName(shape->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];
const char *lookName = StringTable->insert("look");
for (int c = 0; c < actionCount; c++,dp++)
if (dp->name == lookName)
lookAction = c;
// Resolve spine
spineNode[0] = shape->findNode("Bip01 Pelvis");
spineNode[1] = shape->findNode("Bip01 Spine");
spineNode[2] = shape->findNode("Bip01 Spine1");
spineNode[3] = shape->findNode("Bip01 Spine2");
spineNode[4] = shape->findNode("Bip01 Neck");
spineNode[5] = shape->findNode("Bip01 Head");
// Recoil animations
recoilSequence[0] = shape->findSequence("light_recoil");
recoilSequence[1] = shape->findSequence("medium_recoil");
recoilSequence[2] = shape->findSequence("heavy_recoil");
// Lookup shadow node (shadow center moves in synch with this node)
shadowNode = spineNode[0];
// Convert pickupRadius to a delta of boundingBox
F32 dr = (boxSize.x > boxSize.y)? boxSize.x: boxSize.y;
if (pickupRadius < dr)
pickupRadius = dr;
else
if (pickupRadius > 2 * dr)
pickupRadius = 2 * dr;
pickupDelta = (S32)(pickupRadius - dr);
// Validate jump speed
if (maxJumpSpeed <= minJumpSpeed)
maxJumpSpeed = minJumpSpeed + 0.1;
// 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 (int 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]);
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;
dp->dir.set(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()) < 0.01)
{
// No ground displacement... In this case we'll use the
// default table entry, if there is one.
if (save.len() > 0.01)
{
dp->dir = save;
dp->speed = 1;
dp->velocityScale = false;
}
else
dp->speed = 0;
}
else
dp->dir *= 1 / dp->speed;
}
}
bool PlayerData::isTableSequence(S32 seq)
{
// The sequences from the table must already have
// been loaded for this to work.
for (int i = 0; i < NumTableActionAnims; i++)
if (actionList[i].sequence == seq)
return true;
return false;
}
bool PlayerData::isJumpAction(U32 action)
{
return (action == JumpAnim || action == StandJumpAnim);
}
void PlayerData::initPersistFields()
{
Parent::initPersistFields();
addField("renderFirstPerson", TypeBool, Offset(renderFirstPerson, PlayerData));
addField("pickupRadius", TypeF32, Offset(pickupRadius, PlayerData));
addField("minLookAngle", TypeF32, Offset(minLookAngle, PlayerData));
addField("maxLookAngle", TypeF32, Offset(maxLookAngle, PlayerData));
addField("maxFreelookAngle", TypeF32, Offset(maxFreelookAngle, PlayerData));
addField("maxTimeScale", TypeF32, Offset(maxTimeScale, PlayerData));
addField("maxStepHeight", TypeF32, Offset(maxStepHeight, PlayerData));
addField("runForce", TypeF32, Offset(runForce, PlayerData));
addField("runEnergyDrain", TypeF32, Offset(runEnergyDrain, PlayerData));
addField("minRunEnergy", TypeF32, Offset(minRunEnergy, PlayerData));
addField("maxForwardSpeed", TypeF32, Offset(maxForwardSpeed, PlayerData));
addField("maxBackwardSpeed", TypeF32, Offset(maxBackwardSpeed, PlayerData));
addField("maxSideSpeed", TypeF32, Offset(maxSideSpeed, PlayerData));
addField("maxUnderwaterForwardSpeed", TypeF32, Offset(maxUnderwaterForwardSpeed, PlayerData));
addField("maxUnderwaterBackwardSpeed", TypeF32, Offset(maxUnderwaterBackwardSpeed, PlayerData));
addField("maxUnderwaterSideSpeed", TypeF32, Offset(maxUnderwaterSideSpeed, PlayerData));
addField("runSurfaceAngle", TypeF32, Offset(runSurfaceAngle, PlayerData));
addField("minImpactSpeed", TypeF32, Offset(minImpactSpeed, PlayerData));
addField("recoverDelay", TypeS32, Offset(recoverDelay, PlayerData));
addField("recoverRunForceScale", TypeF32, Offset(recoverRunForceScale, PlayerData));
addField("jumpForce", TypeF32, Offset(jumpForce, PlayerData));
addField("jumpEnergyDrain", TypeF32, Offset(jumpEnergyDrain, PlayerData));
addField("minJumpEnergy", TypeF32, Offset(minJumpEnergy, PlayerData));
addField("minJumpSpeed", TypeF32, Offset(minJumpSpeed, PlayerData));
addField("maxJumpSpeed", TypeF32, Offset(maxJumpSpeed, PlayerData));
addField("jumpSurfaceAngle", TypeF32, Offset(jumpSurfaceAngle, PlayerData));
addField("jumpDelay", TypeS32, Offset(jumpDelay, PlayerData));
addField("boundingBox", TypePoint3F, Offset(boxSize, PlayerData));
addField("boxHeadPercentage", TypeF32, Offset(boxHeadPercentage, PlayerData));
addField("boxTorsoPercentage", TypeF32, Offset(boxTorsoPercentage, PlayerData));
addField("boxHeadLeftPercentage", TypeS32, Offset(boxHeadLeftPercentage, PlayerData));
addField("boxHeadRightPercentage", TypeS32, Offset(boxHeadRightPercentage, PlayerData));
addField("boxHeadBackPercentage", TypeS32, Offset(boxHeadBackPercentage, PlayerData));
addField("boxHeadFrontPercentage", TypeS32, Offset(boxHeadFrontPercentage, PlayerData));
addField("horizMaxSpeed", TypeF32, Offset(horizMaxSpeed, PlayerData));
addField("horizResistSpeed", TypeF32, Offset(horizResistSpeed, PlayerData));
addField("horizResistFactor", TypeF32, Offset(horizResistFactor, PlayerData));
addField("upMaxSpeed", TypeF32, Offset(upMaxSpeed, PlayerData));
addField("upResistSpeed", TypeF32, Offset(upResistSpeed, PlayerData));
addField("upResistFactor", TypeF32, Offset(upResistFactor, PlayerData));
addField("decalData", TypeDecalDataPtr, Offset(decalData, PlayerData));
addField("decalOffset",TypeF32, Offset(decalOffset, PlayerData));
addField("footPuffEmitter", TypeParticleEmitterDataPtr, Offset(footPuffEmitter, PlayerData));
addField("footPuffNumParts", TypeS32, Offset(footPuffNumParts, PlayerData));
addField("footPuffRadius", TypeF32, Offset(footPuffRadius, PlayerData));
addField("dustEmitter", TypeParticleEmitterDataPtr, Offset(dustEmitter, PlayerData));
addField("FootSoftSound", TypeAudioProfilePtr, Offset(sound[FootSoft], PlayerData));
addField("FootHardSound", TypeAudioProfilePtr, Offset(sound[FootHard], PlayerData));
addField("FootMetalSound", TypeAudioProfilePtr, Offset(sound[FootMetal], PlayerData));
addField("FootSnowSound", TypeAudioProfilePtr, Offset(sound[FootSnow], PlayerData));
addField("FootShallowSound", TypeAudioProfilePtr, Offset(sound[FootShallowSplash], PlayerData));
addField("FootWadingSound", TypeAudioProfilePtr, Offset(sound[FootWading], PlayerData));
addField("FootUnderwaterSound", TypeAudioProfilePtr, Offset(sound[FootUnderWater], PlayerData));
addField("FootBubblesSound", TypeAudioProfilePtr, Offset(sound[FootBubbles], PlayerData));
addField("movingBubblesSound", TypeAudioProfilePtr, Offset(sound[MoveBubbles], PlayerData));
addField("waterBreathSound", TypeAudioProfilePtr, Offset(sound[WaterBreath], PlayerData));
addField("impactSoftSound", TypeAudioProfilePtr, Offset(sound[ImpactSoft], PlayerData));
addField("impactHardSound", TypeAudioProfilePtr, Offset(sound[ImpactHard], PlayerData));
addField("impactMetalSound", TypeAudioProfilePtr, Offset(sound[ImpactMetal], PlayerData));
addField("impactSnowSound", TypeAudioProfilePtr, Offset(sound[ImpactSnow], PlayerData));
addField("mediumSplashSoundVelocity", TypeF32, Offset(medSplashSoundVel, PlayerData));
addField("hardSplashSoundVelocity", TypeF32, Offset(hardSplashSoundVel, PlayerData));
addField("exitSplashSoundVelocity", TypeF32, Offset(exitSplashSoundVel, PlayerData));
addField("impactWaterEasy", TypeAudioProfilePtr, Offset(sound[ImpactWaterEasy], PlayerData));
addField("impactWaterMedium", TypeAudioProfilePtr, Offset(sound[ImpactWaterMedium], PlayerData));
addField("impactWaterHard", TypeAudioProfilePtr, Offset(sound[ImpactWaterHard], PlayerData));
addField("exitingWater", TypeAudioProfilePtr, Offset(sound[ExitWater], PlayerData));
addField("splash", TypeSplashDataPtr, Offset(splash, PlayerData));
addField("splashVelocity", TypeF32, Offset(splashVelocity, PlayerData));
addField("splashAngle", TypeF32, Offset(splashAngle, PlayerData));
addField("splashFreqMod", TypeF32, Offset(splashFreqMod, PlayerData));
addField("splashVelEpsilon", TypeF32, Offset(splashVelEpsilon, PlayerData));
addField("bubbleEmitTime", TypeF32, Offset(bubbleEmitTime, PlayerData));
addField("splashEmitter", TypeParticleEmitterDataPtr, Offset(splashEmitterList, PlayerData), NUM_SPLASH_EMITTERS);
addField("footstepSplashHeight", TypeF32, Offset(footSplashHeight, PlayerData));
addField("groundImpactMinSpeed", TypeF32, Offset(groundImpactMinSpeed, PlayerData));
addField("groundImpactShakeFreq", TypePoint3F, Offset(groundImpactShakeFreq, PlayerData));
addField("groundImpactShakeAmp", TypePoint3F, Offset(groundImpactShakeAmp, PlayerData));
addField("groundImpactShakeDuration", TypeF32, Offset(groundImpactShakeDuration, PlayerData));
addField("groundImpactShakeFalloff", TypeF32, Offset(groundImpactShakeFalloff, PlayerData));
}
void PlayerData::packData(BitStream* stream)
{
Parent::packData(stream);
stream->writeFlag(renderFirstPerson);
stream->write(minLookAngle);
stream->write(maxLookAngle);
stream->write(maxFreelookAngle);
stream->write(maxTimeScale);
stream->write(maxStepHeight);
stream->write(runForce);
stream->write(runEnergyDrain);
stream->write(minRunEnergy);
stream->write(maxForwardSpeed);
stream->write(maxBackwardSpeed);
stream->write(maxSideSpeed);
stream->write(maxUnderwaterForwardSpeed);
stream->write(maxUnderwaterBackwardSpeed);
stream->write(maxUnderwaterSideSpeed);
stream->write(runSurfaceAngle);
stream->write(recoverDelay);
stream->write(recoverRunForceScale);
stream->write(jumpForce);
stream->write(jumpEnergyDrain);
stream->write(minJumpEnergy);
stream->write(minJumpSpeed);
stream->write(maxJumpSpeed);
stream->write(jumpSurfaceAngle);
stream->writeInt(jumpDelay,JumpDelayBits);
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);
S32 i;
for ( i = 0; i < MaxSounds; i++)
if (stream->writeFlag(sound[i]))
stream->writeRangedU32(packed? SimObjectId(sound[i]):
sound[i]->getId(),DataBlockObjectIdFirst,DataBlockObjectIdLast);
stream->write(boxSize.x);
stream->write(boxSize.y);
stream->write(boxSize.z);
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( 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);
}
void PlayerData::unpackData(BitStream* stream)
{
Parent::unpackData(stream);
renderFirstPerson = stream->readFlag();
stream->read(&minLookAngle);
stream->read(&maxLookAngle);
stream->read(&maxFreelookAngle);
stream->read(&maxTimeScale);
stream->read(&maxStepHeight);
stream->read(&runForce);
stream->read(&runEnergyDrain);
stream->read(&minRunEnergy);
stream->read(&maxForwardSpeed);
stream->read(&maxBackwardSpeed);
stream->read(&maxSideSpeed);
stream->read(&maxUnderwaterForwardSpeed);
stream->read(&maxUnderwaterBackwardSpeed);
stream->read(&maxUnderwaterSideSpeed);
stream->read(&runSurfaceAngle);
stream->read(&recoverDelay);
stream->read(&recoverRunForceScale);
stream->read(&jumpForce);
stream->read(&jumpEnergyDrain);
stream->read(&minJumpEnergy);
stream->read(&minJumpSpeed);
stream->read(&maxJumpSpeed);
stream->read(&jumpSurfaceAngle);
jumpDelay = stream->readInt(JumpDelayBits);
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);
S32 i;
for (i = 0; i < MaxSounds; i++) {
sound[i] = NULL;
if (stream->readFlag())
sound[i] = (AudioProfile*)stream->readRangedU32(DataBlockObjectIdFirst,
DataBlockObjectIdLast);
}
stream->read(&boxSize.x);
stream->read(&boxSize.y);
stream->read(&boxSize.z);
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( 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);
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
IMPLEMENT_CO_NETOBJECT_V1(Player);
F32 Player::mGravity = -20;
//----------------------------------------------------------------------------
Player::Player()
{
mTypeMask |= PlayerObjectType;
delta.pos = mAnchorPoint = Point3F(0,0,100);
delta.rot = delta.head = Point3F(0,0,0);
delta.rotOffset = delta.warpOffset = Point3F(0,0,0);
delta.posVec = delta.rotVec = delta.headVec = VectorF(0,0,0);
delta.warpTicks = 0;
delta.dt = 1;
delta.move = NullMove;
mPredictionCount = sMaxPredictionTicks;
mObjToWorld.setColumn(3,delta.pos);
mRot = delta.rot;
mHead = delta.head;
mVelocity.set(0,0,0);
mDataBlock = 0;
mHeadHThread = mHeadVThread = mRecoilThread = 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.waitForEnd = false;
mActionAnimation.holdAtEnd = false;
mActionAnimation.animateOnServer = false;
mActionAnimation.atEnd = false;
mState = MoveState;
mFalling = false;
mContactTimer = 0;
mJumpDelay = 0;
mJumpSurfaceLastContact = 0;
mJumpSurfaceNormal.set(0,0,1);
mControlObject = 0;
mGenerateShadow = true;
dMemset( mSplashEmitter, 0, sizeof( mSplashEmitter ) );
mImpactSound = 0;
mRecoverTicks = 0;
mReversePending = 0;
mLastPos.set( 0.0, 0.0, 0.0 );
mMoveBubbleHandle = 0;
mWaterBreathHandle = 0;
inLiquid = false;
mConvex.init(this);
mWorkingQueryBox.min.set(-1e9, -1e9, -1e9);
mWorkingQueryBox.max.set(-1e9, -1e9, -1e9);
mWeaponBackFraction = 0.0;
mInMissionArea = true;
mBubbleEmitterTime = 10.0;
mLastWaterPos.set( 0.0, 0.0, 0.0 );
mMountPending = 0;
}
Player::~Player()
{
}
//----------------------------------------------------------------------------
bool Player::onAdd()
{
ActionAnimation serverAnim = mActionAnimation;
if(!Parent::onAdd() || !mDataBlock)
return false;
mWorkingQueryBox.min.set(-1e9, -1e9, -1e9);
mWorkingQueryBox.max.set(-1e9, -1e9, -1e9);
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);
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: 0);
if (inDeathAnim())
mDeath.lastPos = 1.0;
}
// 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++ )
{
mSplashEmitter[i] = new ParticleEmitter;
mSplashEmitter[i]->onNewDataBlock( mDataBlock->splashEmitterList[i] );
if( !mSplashEmitter[i]->registerObject() )
{
Con::warnf( ConsoleLogEntry::General, "Could not register dust emitter for class: %s", mDataBlock->getName() );
delete mSplashEmitter[i];
mSplashEmitter[i] = NULL;
}
}
mLastWaterPos = getPosition();
// clear out all camera effects
gCamFXMgr.clear();
}
return true;
}
void Player::onRemove()
{
setControlObject(0);
scriptOnRemove();
removeFromScene();
U32 i;
for( i=0; i<PlayerData::NUM_SPLASH_EMITTERS; i++ )
{
if( mSplashEmitter[i] )
{
mSplashEmitter[i]->deleteWhenEmpty();
mSplashEmitter[i] = NULL;
}
}
mWorkingQueryBox.min.set(-1e9, -1e9, -1e9);
mWorkingQueryBox.max.set(-1e9, -1e9, -1e9);
Parent::onRemove();
}
void Player::onScaleChanged()
{
const Point3F& scale = getScale();
mScaledBox = mObjBox;
mScaledBox.min.convolve( scale );
mScaledBox.max.convolve( scale );
}
//----------------------------------------------------------------------------
bool Player::onNewDataBlock(GameBaseData* dptr)
{
PlayerData* prevData = mDataBlock;
mDataBlock = dynamic_cast<PlayerData*>(dptr);
if (!mDataBlock || !Parent::onNewDataBlock(dptr))
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;
// Recoil thread. 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);
}
// Initialize the primary thread, the actual sequence is
// set later depending on player actions.
mActionAnimation.action = PlayerData::NullAnimation;
mActionAnimation.thread = mShapeInstance->addThread();
updateAnimationTree(!isGhost());
mObjBox.max.x = mDataBlock->boxSize.x * 0.5;
mObjBox.max.y = mDataBlock->boxSize.y * 0.5;
mObjBox.max.z = mDataBlock->boxSize.z;
mObjBox.min.x = -mObjBox.max.x;
mObjBox.min.y = -mObjBox.max.y;
mObjBox.min.z = 0;
// Setup the box for our convex object...
mObjBox.getCenter(&mConvex.mCenter);
mConvex.mSize.x = mObjBox.len_x() / 2.0;
mConvex.mSize.y = mObjBox.len_y() / 2.0;
mConvex.mSize.z = mObjBox.len_z() / 2.0;
// Initialize our scaled attributes as well
onScaleChanged();
scriptOnNewDataBlock();
return true;
}
//----------------------------------------------------------------------------
void Player::setControllingClient(GameConnection* client)
{
Parent::setControllingClient(client);
if (mControlObject)
mControlObject->setControllingClient(client);
}
void Player::setControlObject(ShapeBase* obj)
{
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_START(Player_ProcessTick);
// 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;
}
mControlObject->processTick((mDamageState == Enabled)? &cMove: &NullMove);
move = &pMove;
}
}
Parent::processTick(move);
// Warp to catch up to server
if (delta.warpTicks > 0) {
delta.warpTicks--;
// Set new pos.
getTransform().getColumn(3,&delta.pos);
delta.pos += delta.warpOffset;
delta.rot += delta.rotOffset;
setPosition(delta.pos,delta.rot);
setRenderPosition(delta.pos,delta.rot);
updateDeathOffsets();
updateLookAnimation();
// Backstepping
delta.posVec.x = -delta.warpOffset.x;
delta.posVec.y = -delta.warpOffset.y;
delta.posVec.z = -delta.warpOffset.z;
delta.rotVec.x = -delta.rotOffset.x;
delta.rotVec.y = -delta.rotOffset.y;
delta.rotVec.z = -delta.rotOffset.z;
}
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)
{
PROFILE_END();
return;
}
move = &delta.move;
}
else
move = &NullMove;
}
if (!isGhost())
updateAnimation(TickSec);
PROFILE_START(Player_PhysicsSection);
if(isServerObject() || (didRenderLastRender() || getControllingClient()))
{
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);
}
}
PROFILE_END();
}
void Player::interpolateTick(F32 dt)
{
if (mControlObject)
mControlObject->interpolateTick(dt);
// Client side interpolation
Parent::interpolateTick(dt);
if(dt != 0.0f)
{
Point3F pos = delta.pos + delta.posVec * dt;
Point3F rot = delta.rot + delta.rotVec * dt;
mHead = delta.head + delta.headVec * dt;
setRenderPosition(pos,rot,dt);
// apply camera effects - is this the best place? - bramage
GameConnection* connection = GameConnection::getConnectionToServer();
if( connection->isFirstPerson() )
{
ShapeBase *obj = connection->getControlObject();
if( obj == this )
{
MatrixF curTrans = getRenderTransform();
curTrans.mul( gCamFXMgr.getTrans() );
Parent::setRenderTransform( curTrans );
}
}
}
else
{
mHead = delta.head;
setRenderPosition(delta.pos, delta.rot, 0);
}
updateLookAnimation();
delta.dt = dt;
}
void Player::advanceTime(F32 dt)
{
// Client side animations
Parent::advanceTime(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();
}
gCamFXMgr.update( dt );
}
}
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: {
mRecoverTicks = recoverTicks;
mReversePending = U32(F32(mRecoverTicks) / sLandReverseScale);
setActionThread(PlayerData::LandAnim, true, false, true, true);
break;
}
}
}
mState = state;
}
}
void Player::updateState()
{
switch (mState)
{
case RecoverState:
if (mRecoverTicks-- == 0)
{
if (mReversePending)
{
// this serves and counter, and direction state
mRecoverTicks = mReversePending;
mActionAnimation.forward = false;
S32 seq = mDataBlock->actionList[mActionAnimation.action].sequence;
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;
}
}
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)
{
Point3F newPoint;
mWorldToObj.mulP(in_rPos, &newPoint);
F32 zHeight = mDataBlock->boxSize.z;
F32 zTorso = mDataBlock->boxTorsoPercentage;
F32 zHead = mDataBlock->boxHeadPercentage;
zTorso *= zHeight;
zHead *= zHeight;
if (newPoint.z <= zTorso)
out_rpVert = "legs";
else if (newPoint.z <= zHead)
out_rpVert = "torso";
else
out_rpVert = "head";
if(dStrcmp(out_rpVert, "head") != 0)
{
if (newPoint.y >= 0.0f)
{
if (newPoint.x <= 0.0f)
out_rpQuad = "front_left";
else
out_rpQuad = "front_right";
}
else
{
if (newPoint.x <= 0.0f)
out_rpQuad = "back_left";
else
out_rpQuad = "back_right";
}
}
else
{
F32 backToFront = mDataBlock->boxSize.x;
F32 leftToRight = mDataBlock->boxSize.y;
F32 backPoint = backToFront * (mDataBlock->boxHeadBackPercentage - 0.5);
F32 frontPoint = backToFront * (mDataBlock->boxHeadFrontPercentage - 0.5);
F32 leftPoint = leftToRight * (mDataBlock->boxHeadLeftPercentage - 0.5);
F32 rightPoint = leftToRight * (mDataBlock->boxHeadRightPercentage - 0.5);
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");
};
}
}
//----------------------------------------------------------------------------
void Player::updateMove(const Move* move)
{
delta.move = *move;
// Trigger images
if (mDamageState == Enabled) {
setImageTriggerState(0,move->trigger[0]);
setImageTriggerState(1,move->trigger[1]);
}
// Update current orientation
if (mDamageState == Enabled) {
F32 prevZRot = mRot.z;
delta.headVec = mHead;
F32 p = move->pitch;
if (p > M_PI) p -= M_2PI;
mHead.x = mClampF(mHead.x + p,mDataBlock->minLookAngle,
mDataBlock->maxLookAngle);
F32 y = move->yaw;
if (y > M_PI) y -= M_2PI;
GameConnection* con = getControllingClient();
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 *= 0.5;
if (mControlObject)
mHead.x *= 0.5;
}
// constrain the range of mRot.z
while (mRot.z < 0)
mRot.z += M_2PI;
while (mRot.z > M_2PI)
mRot.z -= M_2PI;
delta.rot = mRot;
delta.rotVec.x = delta.rotVec.y = 0;
delta.rotVec.z = prevZRot - mRot.z;
if (delta.rotVec.z > M_PI)
delta.rotVec.z -= M_2PI;
else if (delta.rotVec.z < -M_PI)
delta.rotVec.z += M_2PI;
delta.head = mHead;
delta.headVec -= mHead;
}
MatrixF zRot;
zRot.set(EulerF(0, 0, mRot.z));
// Desired move direction & speed
VectorF moveVec;
F32 moveSpeed;
if (mState == MoveState && mDamageState == Enabled)
{
zRot.getColumn(0,&moveVec);
moveVec *= move->x;
VectorF tv;
zRot.getColumn(1,&tv);
moveVec += tv * move->y;
// Clamp water movement
if (move->y > 0)
{
if( mWaterCoverage >= 0.9 )
moveSpeed = getMax(mDataBlock->maxUnderwaterForwardSpeed * move->y,
mDataBlock->maxUnderwaterSideSpeed * mFabs(move->x));
else
moveSpeed = getMax(mDataBlock->maxForwardSpeed * move->y,
mDataBlock->maxSideSpeed * mFabs(move->x));
}
else
{
if( mWaterCoverage >= 0.9 )
moveSpeed = getMax(mDataBlock->maxUnderwaterBackwardSpeed * mFabs(move->y),
mDataBlock->maxUnderwaterSideSpeed * mFabs(move->x));
else
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 &&
(mActionAnimation.action >= PlayerData::NumTableActionAnims
|| mActionAnimation.action == PlayerData::LandAnim))
mActionAnimation.action = PlayerData::NullAnimation;
}
else
{
moveVec.set(0,0,0);
moveSpeed = 0;
}
// Acceleration due to gravity
VectorF acc(0,0,mGravity * mGravityMod * TickSec);
// Determine ground contact normal. Only look for contacts if
// we can move.
VectorF contactNormal;
bool jumpSurface = false, runSurface = false;
if (!isMounted())
findContact(&runSurface,&jumpSurface,&contactNormal);
if (jumpSurface)
mJumpSurfaceNormal = contactNormal;
// Acceleration on run surface
if (runSurface) {
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.
F32 vd = -mDot(acc,contactNormal);
if (vd > 0) {
VectorF dv = contactNormal * (vd + 0.002);
acc += dv;
if (acc.len() < 0.0001)
acc.set(0,0,0);
}
// Force a 0 move if there is no energy, and only drain
// move energy if we're moving.
VectorF pv;
if (mEnergy >= mDataBlock->minRunEnergy) {
if (moveSpeed)
mEnergy -= mDataBlock->runEnergyDrain;
pv = moveVec;
}
else
pv.set(0,0,0);
// Adjust the players's requested dir. to be parallel
// to the contact surface.
F32 pvl = pv.len();
if (pvl) {
VectorF nn;
mCross(pv,VectorF(0,0,1),&nn);
nn *= 1 / 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 acceleratin, player also accelerates faster when
// in his hard landing recover state.
F32 maxAcc = (mDataBlock->runForce / mMass) * 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
mContactTimer++;
// Acceleration from Jumping
if (move->trigger[2] && !isMounted() && canJump())
{
// 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;
// If we are facing into the surface jump up, otherwise
// jump away from surface.
F32 dot = mDot(pv,mJumpSurfaceNormal);
F32 impulse = mDataBlock->jumpForce / mMass;
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;
}
mJumpDelay = mDataBlock->jumpDelay;
mEnergy -= mDataBlock->jumpEnergyDrain;
setActionThread((mVelocity.len() < 0.5)?
PlayerData::StandJumpAnim: PlayerData::JumpAnim, true, false, true);
mJumpSurfaceLastContact = JumpSkipContactsMax;
}
}
else
if (jumpSurface) {
if (mJumpDelay > 0)
mJumpDelay--;
mJumpSurfaceLastContact = 0;
}
else
mJumpSurfaceLastContact++;
// Add in force from physical zones...
acc += (mAppliedForce / mMass) * TickSec;
// Adjust velocity with all the move & gravity acceleration
// TG: I forgot why doesn't the TickSec multiply happen here...
mVelocity += acc;
// apply horizontal air resistance
F32 hvel = mSqrt(mVelocity.x * mVelocity.x + mVelocity.y * mVelocity.y);
if(hvel > mDataBlock->horizResistSpeed)
{
F32 speedCap = hvel;
if(speedCap > mDataBlock->horizMaxSpeed)
speedCap = mDataBlock->horizMaxSpeed;
speedCap -= mDataBlock->horizResistFactor * TickSec * (speedCap - mDataBlock->horizResistSpeed);
F32 scale = speedCap / hvel;
mVelocity.x *= scale;
mVelocity.y *= scale;
}
if(mVelocity.z > mDataBlock->upResistSpeed)
{
if(mVelocity.z > mDataBlock->upMaxSpeed)
mVelocity.z = mDataBlock->upMaxSpeed;
mVelocity.z -= mDataBlock->upResistFactor * TickSec * (mVelocity.z - mDataBlock->upResistSpeed);
}
// Container buoyancy & drag
if (mBuoyancy != 0)
{ // Applying buoyancy when standing still causing some jitters-
if (mBuoyancy > 1.0 || !mVelocity.isZero() || !runSurface)
mVelocity.z -= mBuoyancy * mGravity * mGravityMod * TickSec;
}
mVelocity -= mVelocity * mDrag * TickSec;
// 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 < sFallingThreshold;
}
if (!isGhost()) {
// Vehicle Dismount
if(move->trigger[2] && isMounted())
Con::executef(mDataBlock,2,"doDismount",scriptThis());
if(!inLiquid && mWaterCoverage != 0.0f) {
Con::executef(mDataBlock,4,"onEnterLiquid",scriptThis(), Con::getFloatArg(mWaterCoverage), Con::getIntArg(mLiquidType));
inLiquid = true;
}
else if(inLiquid && mWaterCoverage == 0.0f) {
Con::executef(mDataBlock,3,"onLeaveLiquid",scriptThis(), Con::getIntArg(mLiquidType));
inLiquid = false;
}
}
else {
if(!inLiquid && mWaterCoverage >= 1.0f) {
inLiquid = true;
}
else if(inLiquid && mWaterCoverage < 0.8f) {
if(getVelocity().len() >= mDataBlock->exitSplashSoundVel && !isMounted())
alxPlay(mDataBlock->sound[PlayerData::ExitWater], &getTransform());
inLiquid = false;
}
}
}
//----------------------------------------------------------------------------
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.min += pos;
wBox.max += pos;
EarlyOutPolyList polyList;
polyList.mNormal.set(0,0,0);
polyList.mPlaneList.clear();
polyList.mPlaneList.setSize(6);
polyList.mPlaneList[0].set(wBox.min,VectorF(-1,0,0));
polyList.mPlaneList[1].set(wBox.max,VectorF(0,1,0));
polyList.mPlaneList[2].set(wBox.max,VectorF(1,0,0));
polyList.mPlaneList[3].set(wBox.min,VectorF(0,-1,0));
polyList.mPlaneList[4].set(wBox.min,VectorF(0,0,-1));
polyList.mPlaneList[5].set(wBox.max,VectorF(0,0,1));
if (getContainer()->buildPolyList(wBox, sCollisionMoveMask, &polyList))
{
enableCollision();
getObjectMount()->enableCollision();
return false;
}
enableCollision();
getObjectMount()->enableCollision();
return true;
}
//----------------------------------------------------------------------------
bool Player::canJump()
{
return mState == MoveState && mDamageState == Enabled && !isMounted() && !mJumpDelay && mEnergy >= mDataBlock->minJumpEnergy && mJumpSurfaceLastContact < JumpSkipContactsMax;
}
//----------------------------------------------------------------------------
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()
{
// Adjust look pos. This assumes that the animations match
// the min and max look angles provided in the datablock.
if (mArmAnimation.thread) {
// TG: Adjust arm position to avoid collision.
F32 tp = mControlObject? 0.5:
(mHead.x - mArmRange.min) / mArmRange.delta;
mShapeInstance->setPos(mArmAnimation.thread,mClampF(tp,0,1));
}
if (mHeadVThread) {
F32 tp = (mHead.x - mHeadVRange.min) / mHeadVRange.delta;
mShapeInstance->setPos(mHeadVThread,mClampF(tp,0,1));
}
if (mHeadHThread) {
F32 dt = 2 * mDataBlock->maxLookAngle;
F32 tp = (mHead.z + mDataBlock->maxLookAngle) / dt;
mShapeInstance->setPos(mHeadHThread,mClampF(tp,0,1));
}
}
//----------------------------------------------------------------------------
// Methods to get delta (as amount to affect velocity by)
bool Player::inDeathAnim()
{
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();
}
//----------------------------------------------------------------------------
static const U32 sPlayerConformMask = InteriorObjectType|StaticShapeObjectType
|StaticObjectType|TerrainObjectType;
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 = 4.0;
RayInfo coll;
bool conformToStairs = false;
Point3F pos(loc.x, loc.y, loc.z + 0.1);
Point3F below(pos.x, pos.y, loc.z - sConformCheckDown);
MatrixF * retVal = NULL;
PROFILE_START(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)
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 > 0.995)
{
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 + 1.0);
if (c) // add (0,boxWidth) and (boxWidth,0)
corners[c][c - 1] += (boxRad * 2.0);
downpts[c].set(corners[c].x, corners[c].y, loc.z - sConformCheckDown);
}
// Do the three casts-
for (S32 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()");
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 * 0.25);
if (mFabs(height) < 2.2 && !normal.isZero() && desNormal.z > 0.01)
{
VectorF upY(0, 1, 0), ahead;
VectorF sideVec;
MatrixF mat(true);
normal.normalize();
mat.set(EulerF (0, 0, 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 *= 0.5;
accel(sink, desiredSink, adjust * 0.15);
Point3F position(pos);
position.z -= sink;
resMat.setColumn(3, position);
if (dt < 0)
{ // we're moving, so update normal and sink amount
curNormal = normal;
curSink = sink;
}
retVal = &resMat;
}
}
PROFILE_END();
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;
}
//----------------------------------------------------------------------------
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)
{
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 (mActionAnimation.action == action && !forceSet)
return;
if (action >= PlayerData::NumActionAnims)
{
Con::errorf("Player::setActionThread(%d): Player action out of range", action);
return;
}
PlayerData::ActionAnimation &anim = mDataBlock->actionList[action];
if (anim.sequence != -1)
{
mActionAnimation.action = action;
mActionAnimation.forward = forward;
mActionAnimation.firstPerson = fsp;
mActionAnimation.holdAtEnd = hold;
mActionAnimation.waitForEnd = hold? true: wait;
mActionAnimation.animateOnServer = fsp;
mActionAnimation.atEnd = false;
mActionAnimation.delayTicks = (S32)sNewAnimationTickTime;
mActionAnimation.atEnd = false;
if (sUseAnimationTransitions && (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 = 0.15;
mShapeInstance->setTimeScale(mActionAnimation.thread,
mActionAnimation.forward? 1: -1);
mShapeInstance->transitionToSequence(mActionAnimation.thread,anim.sequence,
mActionAnimation.forward? 0: 1, transTime, true);
}
else
mShapeInstance->setSequence(mActionAnimation.thread,anim.sequence,
mActionAnimation.forward? 0: 1);
}
}
void Player::updateActionThread()
{
PROFILE_START(UpdateActionThread);
// Select an action animation sequence, this assumes that
// this function is called once per tick.
// This is annoying - BJG
//AssertWarn(mActionAnimation.action != PlayerData::NullAnimation, "Attempting to advance position of NULL animation thread.");
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;
}
else if(mShapeInstance->getTriggerState(2)) {
triggeredRight = true;
offset = mDataBlock->decalOffset;
}
if (triggeredLeft || triggeredRight)
{
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 ),
TerrainObjectType | InteriorObjectType | VehicleObjectType, &rInfo))
{
S32 sound = -1;
// Only put footpuffs and prints on the terrain
if( rInfo.object->getTypeMask() & TerrainObjectType)
{
TerrainBlock* tBlock = static_cast<TerrainBlock*>(rInfo.object);
// Footpuffs, if we can get the material color...
S32 mapIndex = tBlock->mMPMIndex[0];
if (mapIndex != -1) {
MaterialPropertyMap* pMatMap = static_cast<MaterialPropertyMap*>(Sim::findObject("MaterialPropertyMap"));
const MaterialPropertyMap::MapEntry* pEntry = pMatMap->getMapEntryFromIndex(mapIndex);
if(pEntry)
{
sound = pEntry->sound;
if( rInfo.t <= 0.5 && mWaterCoverage == 0.0f)
{
// New emitter every time for visibility reasons
ParticleEmitter * emitter = new ParticleEmitter;
emitter->onNewDataBlock( mDataBlock->footPuffEmitter );
S32 x;
ColorF colorList[ParticleEngine::PC_COLOR_KEYS];
for(x = 0; x < 2; ++x)
colorList[x].set( pEntry->puffColor[x].red, pEntry->puffColor[x].green, pEntry->puffColor[x].blue, pEntry->puffColor[x].alpha );
for(x = 2; x < ParticleEngine::PC_COLOR_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();
}
}
}
}
// Footprint...
if (mDataBlock->decalData != NULL)
mSceneManager->getCurrentDecalManager()->addDecal(rInfo.point, rot,
Point3F(rInfo.normal), getScale(), mDataBlock->decalData);
}
else
if ( rInfo.object->getTypeMask() & VehicleObjectType)
sound = 2; // Play metal sound
// Play footstep sounds
playFootstepSound(triggeredLeft, sound);
}
}
}
// Mount pending variable puts a hold on the delayTicks below so players don't
// inadvertently stand up because their mount has not come over yet.
if (mMountPending)
mMountPending = (isMounted() ? 0 : (mMountPending - 1));
if (mActionAnimation.action == PlayerData::NullAnimation ||
((!mActionAnimation.waitForEnd || mActionAnimation.atEnd)) &&
!mActionAnimation.holdAtEnd && (mActionAnimation.delayTicks -= !mMountPending) <= 0)
{
//The scripting language will get a call back when a script animation has finished...
// example: When the chat menu animations are done playing...
if ( isServerObject() && mActionAnimation.action >= PlayerData::NumTableActionAnims )
Con::executef(mDataBlock,3,"animationDone",scriptThis());
pickActionAnimation();
}
if ( (mActionAnimation.action != PlayerData::LandAnim) &&
(mActionAnimation.action != PlayerData::NullAnimation) )
{
// 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::pickActionAnimation()
{
// Only select animations in our normal move state.
if (mState != MoveState || mDamageState != Enabled)
return;
if (isMounted())
{
// 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;
if (mFalling)
{
// Not in contact with any surface and falling
action = PlayerData::FallAnim;
}
else
{
if (mContactTimer >= sContactTickTime) {
// Nothing under our feet
action = PlayerData::RootAnim;
}
else
{
// Our feet are on something
// Pick animation that is the best fit for our current velocity.
// Assumes that root is the first animation in the list.
F32 curMax = 0.1;
VectorF vel;
mWorldToObj.mulV(mVelocity,&vel);
for (U32 i = 1; i < PlayerData::NumMoveActionAnims; i++)
{
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
{
// Special case, re-use slide left animation to slide right
if (i == PlayerData::SideLeftAnim && -d > curMax)
{
curMax = -d;
action = i;
forward = false;
}
}
}
}
}
}
setActionThread(action,forward,false,false);
}
void Player::onImageRecoil(U32,ShapeBaseImageData::StateData::RecoilState)
{
if (mRecoilThread)
{
mShapeInstance->setPos(mRecoilThread,0);
mShapeInstance->setTimeScale(mRecoilThread,1);
}
}
void Player::onUnmount(ShapeBase* 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(0,0,-mAtan(-vec.x,vec.y));
setPosition(pos,rot);
// Parent function will call script
Parent::onUnmount(obj,node);
}
//----------------------------------------------------------------------------
void Player::updateAnimation(F32 dt)
{
if ((isGhost() || mActionAnimation.animateOnServer) && mActionAnimation.thread)
mShapeInstance->advanceTime(dt,mActionAnimation.thread);
if (mRecoilThread)
mShapeInstance->advanceTime(dt,mRecoilThread);
// 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);
}
}
}
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.min = mObjBox.min + offset + *pos;
box.max = mObjBox.max + offset + *pos;
box.max.z += mDataBlock->maxStepHeight * scale.z + sMinFaceDistance;
SphereF sphere;
sphere.center = (box.min + box.max) * 0.5;
VectorF bv = box.max - sphere.center;
sphere.radius = bv.len();
ClippedPolyList polyList;
polyList.mPlaneList.clear();
polyList.mNormal.set(0,0,0);
polyList.mPlaneList.setSize(6);
polyList.mPlaneList[0].set(box.min,VectorF(-1,0,0));
polyList.mPlaneList[1].set(box.max,VectorF(0,1,0));
polyList.mPlaneList[2].set(box.max,VectorF(1,0,0));
polyList.mPlaneList[3].set(box.min,VectorF(0,-1,0));
polyList.mPlaneList[4].set(box.min,VectorF(0,0,-1));
polyList.mPlaneList[5].set(box.max,VectorF(0,0,1));
CollisionWorkingList& rList = mConvex.getWorkingList();
CollisionWorkingList* pList = rList.wLink.mNext;
while (pList != &rList) {
Convex* pConvex = pList->mConvex;
if ((pConvex->getObject()->getType() & StaticObjectType) != 0)
{
Box3F convexBox = pConvex->getBoundingBox();
if (box.isOverlapped(convexBox))
pConvex->getPolyList(&polyList);
}
pList = pList->wLink.mNext;
}
// Find max step height
F32 stepHeight = pos->z - sMinFaceDistance;
U32* vp = polyList.mIndexList.begin();
U32* ep = polyList.mIndexList.end();
for (; vp != ep; vp++) {
F32 h = polyList.mVertexList[*vp].point.z + sMinFaceDistance;
if (h > stepHeight)
stepHeight = h;
}
F32 step = stepHeight - pos->z;
if (stepHeight > pos->z && step < *maxStep) {
// Go ahead and step
pos->z = stepHeight;
*maxStep -= step;
return true;
}
return false;
}
//----------------------------------------------------------------------------
inline Point3F createInterpPos(const Point3F& s, const Point3F& e, const F32 t, const F32 d)
{
Point3F ret;
ret.interpolate(s, e, t/d);
return ret;
}
bool Player::updatePos(const F32 travelTime)
{
PROFILE_START(Player_UpdatePos);
getTransform().getColumn(3,&delta.posVec);
// When mounted to another object, only Z rotation used.
if (isMounted()) {
mVelocity = mMount.object->getVelocity();
setPosition(Point3F(0,0,0),mRot);
setMaskBits(MoveMask);
PROFILE_END();
return true;
}
// Try and move to new pos
F32 totalMotion = 0;
F32 initialSpeed = mVelocity.len();
Point3F start;
Point3F initialPosition;
getTransform().getColumn(3,&start);
initialPosition = start;
CollisionList collisionList;
CollisionList physZoneCollisionList;
MatrixF collisionMatrix(true);
collisionMatrix.setColumn(3, start);
VectorF firstNormal;
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) < mObjBox.len_x() &&
mFabs(distance.y) < mObjBox.len_y() &&
mFabs(distance.z) < mObjBox.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.min += end;
wBox.max += end;
static EarlyOutPolyList eaPolyList;
eaPolyList.clear();
eaPolyList.mNormal.set(0,0,0);
eaPolyList.mPlaneList.clear();
eaPolyList.mPlaneList.setSize(6);
eaPolyList.mPlaneList[0].set(wBox.min,VectorF(-1,0,0));
eaPolyList.mPlaneList[1].set(wBox.max,VectorF(0,1,0));
eaPolyList.mPlaneList[2].set(wBox.max,VectorF(1,0,0));
eaPolyList.mPlaneList[3].set(wBox.min,VectorF(0,-1,0));
eaPolyList.mPlaneList[4].set(wBox.min,VectorF(0,0,-1));
eaPolyList.mPlaneList[5].set(wBox.max,VectorF(0,0,1));
// 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 seperate 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);
// Setup the bounding box for the extrudedPolyList
Box3F plistBox = mScaledBox;
collisionMatrix.mul(plistBox);
Point3F oldMin = plistBox.min;
Point3F oldMax = plistBox.max;
plistBox.min.setMin(oldMin + (mVelocity * time) - Point3F(0.1, 0.1, 0.1));
plistBox.max.setMax(oldMax + (mVelocity * time) + Point3F(0.1, 0.1, 0.1));
// 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.count; j++) {
AssertFatal(dynamic_cast<PhysicalZone*>(physZoneCollisionList.collision[j].object), "Bad phys zone!");
PhysicalZone* pZone = (PhysicalZone*)physZoneCollisionList.collision[j].object;
if (pZone->isActive())
mVelocity *= pZone->getVelocityMod();
}
if (collisionList.count != 0 && collisionList.t < 1.0) {
// Set to collision point
F32 velLen = mVelocity.len();
F32 dt = time * getMin(collisionList.t, 1.0f);
start += mVelocity * dt;
time -= dt;
totalMotion += velLen * dt;
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.maxHeight < start.z + mDataBlock->maxStepHeight * scale.z) {
bool stepped = false;
for (U32 c = 0; c < collisionList.count; c++) {
Collision& cp = collisionList.collision[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.
Collision* collision = &collisionList.collision[0];
Collision* cp = collision + 1;
Collision *ep = collision + collisionList.count;
for (; cp != ep; cp++)
{
if (cp->faceDot > collision->faceDot)
collision = cp;
}
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 && !mMountPending) {
if (!isGhost())
onImpact(collision->object, collision->normal*bd);
if (mDamageState == Enabled && mState != RecoverState) {
// Scale how long we're down for
F32 value = (bd - mDataBlock->minImpactSpeed);
F32 range = (mDataBlock->minImpactSpeed * 0.9);
U32 recover = mDataBlock->recoverDelay;
if (value < range)
recover = 1 + S32(mFloor( F32(recover) * value / range) );
// Con::printf("Used %d recover ticks", recover);
// Con::printf(" minImpact = %g, this one = %g", mDataBlock->minImpactSpeed, bd);
setState(RecoverState, recover);
}
}
if (isServerObject() && bd > (mDataBlock->minImpactSpeed / 3.0f)) {
mImpactSound = PlayerData::ImpactNormal;
setMaskBits(ImpactMask);
}
// 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 &&
mDot(collision->normal,firstNormal) < 0)
{
VectorF nv;
mCross(collision->normal,firstNormal,&nv);
F32 nvl = nv.len();
if (nvl)
{
if (mDot(nv,mVelocity) < 0)
nvl = -nvl;
nv *= mVelocity.len() / nvl;
mVelocity = nv;
}
}
}
}
// Track collisions
if (!isGhost() && collision->object->getTypeMask() & ShapeBaseObjectType) {
ShapeBase* col = static_cast<ShapeBase*>(collision->object);
queueCollision(col,mVelocity - col->getVelocity());
}
}
else
{
totalMotion += (end - start).len();
start = end;
break;
}
}
if (count == sMoveRetryCount)
{
// Failed to move
start = initialPosition;
mVelocity.set(0,0,0);
}
// Set new position
// If on the client, calc delta for backstepping
if (isClientObject())
{
delta.pos = start;
delta.posVec = delta.posVec - delta.pos;
delta.dt = 1;
}
setPosition(start,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();
}
PROFILE_END();
// Check the totaldistance moved. If it is more than 1000th of the velocity, then
// we moved a fair amount...
if (totalMotion >= (0.001 * initialSpeed))
return true;
else
return false;
}
//----------------------------------------------------------------------------
void Player::findContact(bool* run,bool* jump,VectorF* contactNormal)
{
Point3F pos;
getTransform().getColumn(3,&pos);
Box3F wBox;
Point3F exp(0,0,sTractionDistance);
wBox.min = pos + mScaledBox.min - exp;
wBox.max.x = pos.x + mScaledBox.max.x;
wBox.max.y = pos.y + mScaledBox.max.y;
wBox.max.z = pos.z + mScaledBox.min.z + sTractionDistance;
static ClippedPolyList polyList;
polyList.clear();
polyList.doConstruct();
polyList.mNormal.set(0,0,0);
polyList.setInterestNormal(Point3F(0, 0, -1));
polyList.mPlaneList.setSize(6);
polyList.mPlaneList[0].setYZ(wBox.min, -1);
polyList.mPlaneList[1].setXZ(wBox.max, 1);
polyList.mPlaneList[2].setYZ(wBox.max, 1);
polyList.mPlaneList[3].setXZ(wBox.min, -1);
polyList.mPlaneList[4].setXY(wBox.min, -1);
polyList.mPlaneList[5].setXY(wBox.max, 1);
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 = mDataBlock->pickupDelta;
wBox.min.x -= pd; wBox.min.y -= pd;
wBox.max.x += pd; wBox.max.y += pd;
wBox.max.z = pos.z + mScaledBox.max.z;
Player * serverParent = NULL;
if (bool(mServerObject))
{
serverParent = dynamic_cast<Player* >((NetObject *)mServerObject);
GameConnection * con = serverParent->getControllingClient();
if (con && !con->isAIControlled())
serverParent = NULL;
}
// Build list from convex states here...
CollisionWorkingList& rList = mConvex.getWorkingList();
CollisionWorkingList* pList = rList.wLink.mNext;
U32 mask = isGhost() ? sClientCollisionContactMask : sServerCollisionContactMask;
while (pList != &rList)
{
Convex* pConvex = pList->mConvex;
U32 objectMask = pConvex->getObject()->getTypeMask();
// Check: triggers, corpses and items...
//
if (objectMask & TriggerObjectType)
{
Trigger* pTrigger = static_cast<Trigger*>(pConvex->getObject());
pTrigger->potentialEnterObject(this);
}
else if (objectMask & CorpseObjectType)
{
// If we've overlapped the worldbounding boxes, then that's it...
if (getWorldBox().isOverlapped(pConvex->getObject()->getWorldBox()))
{
ShapeBase* col = static_cast<ShapeBase*>(pConvex->getObject());
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*>(pConvex->getObject());
if (getWorldBox().isOverlapped(item->getWorldBox()))
if (this != item->getCollisionObject())
queueCollision(item,getVelocity() - item->getVelocity());
}
else if ((objectMask & mask) && !(objectMask & PhysicalZoneObjectType))
{
Box3F convexBox = pConvex->getBoundingBox();
if (plistBox.isOverlapped(convexBox) && serverParent == NULL)
pConvex->getPolyList(&polyList);
}
pList = pList->wLink.mNext;
}
if (serverParent)
{
// Just grab the info-
const ContactInfo & info = serverParent->mContactInfo;
*jump = info.jump;
*run = info.run;
if (info.contacted)
*contactNormal = info.contactNormal;
return;
}
if (!polyList.isEmpty())
{
// Pick flattest surface
F32 bestVd = -1;
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;
*contactNormal = poly->plane;
}
}
*run = bestVd > mDataBlock->runSurfaceCos;
*jump = bestVd > mDataBlock->jumpSurfaceCos;
}
else
*jump = *run = false;
// Save the info for client peeking hack-
mContactInfo.clear();
if ((mContactInfo.contacted = !polyList.isEmpty()))
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 = dynamic_cast<MissionArea*>(Sim::findObject("MissionArea"));
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;
Con::executef(mDataBlock,3,"onLeaveMissionArea",scriptThis());
}
}
else if(!mInMissionArea)
{
mInMissionArea = true;
Con::executef(mDataBlock,3,"onEnterMissionArea",scriptThis());
}
}
//----------------------------------------------------------------------------
bool Player::isDisplacable() const
{
return true;
}
Point3F Player::getMomentum() const
{
return mVelocity * mMass;
}
void Player::setMomentum(const Point3F& newMomentum)
{
Point3F newVelocity = newMomentum / mMass;
mVelocity = newVelocity;
}
F32 Player::getMass() const
{
return mMass;
}
#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 < 0.001 || sBalance > 16) {
mVelocity.set(0, 0, 0);
return false;
}
F32 dt = displacement.len() / vellen;
sBalance++;
bool result = updatePos(dt);
sBalance--;
getTransform().getColumn(3, &delta.pos);
delta.posVec.set(0, 0, 0);
return result;
}
#else
bool Player::displaceObject(const Point3F& displacement)
{
F32 vellen = mVelocity.len();
if (vellen < 0.001) {
mVelocity.set(0, 0, 0);
return false;
}
F32 dt = displacement.len() / vellen;
bool result = updatePos(dt);
mObjToWorld.getColumn(3, &delta.pos);
delta.posVec.set(0, 0, 0);
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,&nmat);
zrot.set(EulerF(0, 0, rot.z));
mat.mul(nmat,zrot);
}
else {
mat.set(EulerF(0, 0, rot.z));
mat.setColumn(3,pos);
}
Parent::setTransform(mat);
mRot = rot;
}
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(mMount.node,&nmat);
zrot.set(EulerF(0, 0, rot.z));
mat.mul(nmat,zrot);
}
else {
EulerF orient(0, 0, rot.z);
mat.set(orient);
mat.setColumn(3, pos);
if (inDeathAnim()) {
F32 boxRad = (mDataBlock->boxSize.x * 0.5);
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(0,0,-mAtan(-vec.x,vec.y));
setPosition(pos,rot);
setMaskBits(MoveMask | NoWarpMask);
}
void Player::getEyeTransform(MatrixF* mat)
{
// 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(mHead.x, 0, 0));
zmat.set(EulerF(0, 0, mHead.z));
pmat.mul(zmat,xmat);
F32 *dp = pmat;
AssertFatal(mDataBlock->eyeNode != -1, "Trying to transform eyeNode that does not exist in model!");
F32 *sp = mShapeInstance->mNodeTransforms[mDataBlock->eyeNode];
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)
{
// 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(mHead.x, 0, 0));
zmat.set(EulerF(0, 0, mHead.z));
pmat.mul(zmat,xmat);
F32 *dp = pmat,*sp = mShapeInstance->mNodeTransforms[mDataBlock->eyeNode];
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)
{
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, 0xFFFFFFFF, &rinfo)) {
Point3F finalPoint;
finalPoint.interpolate(start, end, rinfo.t);
nmat.setColumn(3, finalPoint);
}
else
Parent::getMuzzleTransform(imageSlot,&nmat);
}
else
Parent::getMuzzleTransform(imageSlot,&nmat);
enableCollision();
// 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));
mat->mul(getTransform(),xmat);
F32 *sp = nmat,*dp = *mat;
dp[3] = sp[3]; dp[7] = sp[7]; dp[11] = sp[11];
}
else
*mat = nmat;
}
void Player::getRenderMuzzleTransform(U32 imageSlot,MatrixF* mat)
{
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, 0xFFFFFFFF, &rinfo)) {
Point3F finalPoint;
finalPoint.interpolate(start, end, rinfo.t);
nmat.setColumn(3, finalPoint);
}
else
{
Parent::getRenderMuzzleTransform(imageSlot,&nmat);
}
}
else
{
Parent::getRenderMuzzleTransform(imageSlot,&nmat);
}
enableCollision();
// 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));
mat->mul(getRenderTransform(),xmat);
F32 *sp = nmat,*dp = *mat;
dp[3] = sp[3]; dp[7] = sp[7]; dp[11] = sp[11];
}
else
*mat = nmat;
}
// 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(0,0,0);
rot->identity();
}
//----------------------------------------------------------------------------
Point3F Player::getVelocity() const
{
return mVelocity;
}
void Player::setVelocity(const VectorF& vel)
{
mVelocity = vel;
setMaskBits(MoveMask);
}
void Player::applyImpulse(const Point3F&,const VectorF& vec)
{
// Players ignore angular velocity
VectorF vel;
vel.x = vec.x / mMass;
vel.y = vec.y / mMass;
vel.z = vec.z / mMass;
setVelocity(mVelocity + vel);
}
//----------------------------------------------------------------------------
bool Player::castRay(const Point3F &start, const Point3F &end, RayInfo* info)
{
if (getDamageState() != Enabled)
return false;
// Collide against bounding box. Need at least this for the editor.
F32 st,et,fst = 0,fet = 1;
F32 *bmin = &mObjBox.min.x;
F32 *bmax = &mObjBox.max.x;
F32 const *si = &start.x;
F32 const *ei = &end.x;
for (int 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;
et = (*ei > *bmax)? (*bmax - *si) / di: 1;
}
else {
if (*ei > *bmax || *si < *bmin)
return false;
F32 di = *ei - *si;
st = (*si > *bmax)? (*bmax - *si) / di: 0;
et = (*ei < *bmin)? (*bmin - *si) / di: 1;
}
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(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(1,1,1));
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.min.convolveInverse(mObjScale);
realBox.max.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 * 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 * 1.1) + 0.1; // from Convex::updateWorkingList
convexBox.min -= Point3F(l, l, l);
convexBox.max += Point3F(l, l, l);
// Check containment
if (mWorkingQueryBox.min.x != -1e9)
{
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) {
mWorkingQueryBox = convexBox;
mWorkingQueryBox.min -= Point3F(2 * l, 2 * l, 2 * l);
mWorkingQueryBox.max += Point3F(2 * l, 2 * l, 2 * l);
disableCollision();
mConvex.updateWorkingList(mWorkingQueryBox,
isGhost() ? sClientCollisionContactMask : sServerCollisionContactMask);
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))
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);
}
stream->write(mHead.x);
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);
delta.pos = pos;
mJumpSurfaceLastContact = stream->readInt(4);
}
else
pos = delta.pos;
stream->read(&mHead.x);
stream->read(&mHead.z);
stream->read(&rot.z);
rot.x = rot.y = 0;
setPosition(pos,rot);
delta.head = mHead;
delta.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);
}
// 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->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 > 0.02))
{
Point3F outVel = mVelocity;
outVel *= 1/len;
stream->writeNormalVector(outVel, 10);
len *= 32.0; // 5 bits of fraction
if(len > 8191)
len = 8191;
stream->writeInt((S32)len, 13);
}
stream->writeFloat(mRot.z / M_2PI, 7);
stream->writeSignedFloat(mHead.x / mDataBlock->maxLookAngle, 6);
stream->writeSignedFloat(mHead.z / mDataBlock->maxLookAngle, 6);
delta.move.pack(stream);
stream->writeFlag(!(mask & NoWarpMask));
}
// Ghost need energy to predict reliably
stream->writeFloat(getEnergyLevel() / mDataBlock->maxEnergy,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 = -1.0;
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 = 1.0;
}
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;
}
// controlled by the client?
if(stream->readFlag())
return;
if (stream->readFlag()) {
mPredictionCount = sMaxPredictionTicks;
mFalling = stream->readFlag();
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(0,0,0);
rot.y = rot.x = 0;
rot.z = stream->readFloat(7) * M_2PI;
mHead.x = stream->readSignedFloat(6) * mDataBlock->maxLookAngle;
mHead.z = stream->readSignedFloat(6) * mDataBlock->maxLookAngle;
delta.move.unpack(stream);
delta.head = mHead;
delta.headVec.set(0,0,0);
if (stream->readFlag() && isProperlyAdded())
{
// Determin number of ticks to warp based on the average
// of the client and server velocities.
delta.warpOffset = pos - delta.pos;
F32 as = (speed + mVelocity.len()) * 0.5 * TickSec;
F32 dt = (as > 0.00001f) ? delta.warpOffset.len() / as: sMaxWarpTicks;
delta.warpTicks = (S32)((dt > sMinWarpTicks) ? getMax(mFloor(dt + 0.5), 1.0f) : 0.0f);
if (delta.warpTicks) {
// Setup the warp to start on the next tick.
if (delta.warpTicks > sMaxWarpTicks)
delta.warpTicks = sMaxWarpTicks;
delta.warpOffset /= delta.warpTicks;
delta.rotOffset = rot - delta.rot;
if(delta.rotOffset.z < - M_PI)
delta.rotOffset.z += M_2PI;
else if(delta.rotOffset.z > M_PI)
delta.rotOffset.z -= M_2PI;
delta.rotOffset /= delta.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 = delta.pos + delta.posVec * delta.dt;
if (delta.dt == 0) {
delta.posVec.set(0,0,0);
delta.rotVec.set(0,0,0);
}
else {
F32 dti = 1 / delta.dt;
delta.posVec = (cp - pos) * dti;
delta.rotVec.z = mRot.z - rot.z;
if(delta.rotVec.z > M_PI)
delta.rotVec.z -= M_2PI;
else if(delta.rotVec.z < -M_PI)
delta.rotVec.z += M_2PI;
delta.rotVec.z *= dti;
}
delta.pos = pos;
delta.rot = rot;
setPosition(pos,rot);
}
}
else {
// Set the player to the server position
delta.pos = pos;
delta.rot = rot;
delta.posVec.set(0,0,0);
delta.rotVec.set(0,0,0);
delta.warpTicks = 0;
delta.dt = 0;
setPosition(pos,rot);
}
}
F32 energy = stream->readFloat(EnergyLevelBits) * mDataBlock->maxEnergy;
setEnergyLevel(energy);
}
//----------------------------------------------------------------------------
ConsoleMethod( Player, getState, const char*, 2, 2, "Return the current state name.")
{
return object->getStateName();
}
ConsoleMethod( Player, getDamageLocation, const char*, 3, 3, "(Point3F pos)")
{
const char *buffer1;
const char *buffer2;
char *buff = Con::getReturnBuffer(128);
Point3F pos;
dSscanf(argv[2], "%g %g %g", &pos.x, &pos.y, &pos.z);
object->getDamageLocation(pos, buffer1, buffer2);
dSprintf(buff, 128, "%s %s", buffer1, buffer2);
return buff;
}
ConsoleMethod( Player, setArmThread, bool, 3, 3, "(string sequenceName)")
{
return object->setArmThread(argv[2]);
}
ConsoleMethod( Player, setActionThread, bool, 3, 5, "(string sequenceName, bool hold, bool fsp)")
{
bool hold = (argc > 3)? dAtob(argv[3]): false;
bool fsp = (argc > 4)? dAtob(argv[4]): true;
return object->setActionThread(argv[2],hold,true,fsp);
}
ConsoleMethod( Player, setControlObject, bool, 3, 3, "(ShapeBase obj)")
{
ShapeBase* controlObject;
if (Sim::findObject(argv[2],controlObject)) {
object->setControlObject(controlObject);
return true;
}
else
object->setControlObject(0);
return false;
}
ConsoleMethod( Player, getControlObject, F32, 2, 2, "Get the current control object.")
{
ShapeBase* controlObject = object->getControlObject();
return controlObject? controlObject->getId(): 0;
}
ConsoleMethod( Player, clearControlObject, void, 2, 2, "")
{
object->setControlObject(0);
}
ConsoleMethod( Player, checkDismountPoint, bool, 4, 4, "(Point3F oldPos, Point3F pos)")
{
Point3F oldPos;
Point3F pos;
dSscanf(argv[2], "%g %g %g",
&oldPos.x,
&oldPos.y,
&oldPos.z);
dSscanf(argv[3], "%g %g %g",
&pos.x,
&pos.y,
&pos.z);
MatrixF oldPosMat(true);
oldPosMat.setColumn(3, oldPos);
MatrixF posMat(true);
posMat.setColumn(3, pos);
return object->checkDismountPosition(oldPosMat, posMat);
}
//----------------------------------------------------------------------------
void Player::consoleInit()
{
Con::addVariable("pref::Player::renderMyPlayer",TypeBool, &sRenderMyPlayer);
Con::addVariable("pref::Player::renderMyItems",TypeBool, &sRenderMyItems);
Con::addVariable("Player::minWarpTicks",TypeF32,&sMinWarpTicks);
Con::addVariable("Player::maxWarpTicks",TypeS32,&sMaxWarpTicks);
Con::addVariable("Player::maxPredictionTicks",TypeS32,&sMaxPredictionTicks);
}
//--------------------------------------------------------------------------
void Player::calcClassRenderData()
{
Parent::calcClassRenderData();
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, 0xFFFFFFFF & ~(WaterObjectType|DefaultObjectType), &rinfo)) {
if (rinfo.t < 1.0)
mWeaponBackFraction = 1.0f - rinfo.t;
else
mWeaponBackFraction = 0.0f;
} else {
mWeaponBackFraction = 0.0f;
}
enableCollision();
}
void Player::renderMountedImage(SceneState* state, ShapeImageRenderImage* rimage)
{
AssertFatal(rimage->mSBase == this, "Error, wrong image");
GameConnection *con = GameConnection::getConnectionToServer();
bool renderMounts = true;
if(con && con->getControlObject() == this && con->isFirstPerson())
renderMounts = sRenderMyItems;
if (renderMounts == false)
return;
bool fogExemption = false;
if(con && con->getControlObject() == this && con->isFirstPerson() == true)
fogExemption = true;
F32 fogAmount = 0.0f;
if (fogExemption == false)
{
Point3F cameraOffset;
getRenderTransform().getColumn(3,&cameraOffset);
cameraOffset -= state->getCameraPosition();
F32 dist = cameraOffset.len();
fogAmount = state->getHazeAndFog(dist,cameraOffset.z);
}
// Mounted items
PROFILE_START(PlayerRenderMounted);
MountedImage& image = *getImageStruct(rimage->mIndex);
if (image.dataBlock && image.shapeInstance && DetailManager::selectCurrentDetail(image.shapeInstance)) {
MatrixF mat;
getRenderImageTransform(rimage->mIndex, &mat);
glPushMatrix();
if (rimage->mIndex == 0 && mWeaponBackFraction != 0.0 && getDamageState() == Enabled) {
MatrixF nmat;
MatrixF smat;
Parent::getRenderMuzzleTransform(0,&nmat);
Parent::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;
glTranslatef(displace.x, displace.y, displace.z);
}
dglMultMatrix(&mat);
if (image.dataBlock->cloakable && mCloakLevel != 0.0)
image.shapeInstance->setAlphaAlways(0.04 + (1 - mCloakLevel) * 0.96);
else
image.shapeInstance->setAlphaAlways(1.0);
if (image.dataBlock->cloakable && mCloakLevel == 0.0 &&
(image.dataBlock->emap && gRenderEnvMaps) &&
state->getEnvironmentMap().getGLName() != 0) {
image.shapeInstance->setEnvironmentMap(state->getEnvironmentMap());
image.shapeInstance->setEnvironmentMapOn(true, 1.0);
} else {
image.shapeInstance->setEnvironmentMapOn(false, 1.0);
}
image.shapeInstance->setupFog(fogAmount,state->getFogColor());
image.shapeInstance->animate();
image.shapeInstance->render();
// easiest just to shut it off here. If we're cloaked on the next frame,
// we don't want envmaps...
image.shapeInstance->setEnvironmentMapOn(false, 1.0);
glPopMatrix();
}
PROFILE_END();
}
void Player::renderImage(SceneState* state, SceneRenderImage* image)
{
glMatrixMode(GL_MODELVIEW);
// Base shape
F32 fogAmount = 0;
F32 dist = 0;
PROFILE_START(PlayerRenderPrimary);
GameConnection *con = GameConnection::getConnectionToServer();
// Decide whether we are going to render the player shape or not
bool renderPlayer = true;
bool renderMounts = true;
if (con && con->getControlObject() == this && con->isFirstPerson()) {
renderPlayer = mDataBlock->renderFirstPerson;
// Options that let the client turn off (but not on) rendering
if (!sRenderMyPlayer)
renderPlayer = false;
if (!sRenderMyItems)
renderMounts = false;
}
//
if (mShapeInstance && renderPlayer && DetailManager::selectCurrentDetail(mShapeInstance)) {
glPushMatrix();
dglMultMatrix(&getRenderTransform());
glScalef(mObjScale.x,mObjScale.y,mObjScale.z);
if (mCloakLevel != 0.0) {
glMatrixMode(GL_TEXTURE);
glPushMatrix();
static U32 shiftX = 0;
static U32 shiftY = 0;
shiftX = (shiftX + 1) % 128;
shiftY = (shiftY + 1) % 127;
glTranslatef(F32(shiftX) / 127.0, F32(shiftY)/126.0, 0);
glMatrixMode(GL_MODELVIEW);
mShapeInstance->smRenderData.renderDecals = false;
mShapeInstance->setAlphaAlways(0.04 + (1 - mCloakLevel) * 0.96);
mShapeInstance->setOverrideTexture(mCloakTexture);
}
else {
mShapeInstance->setAlphaAlways(1.0);
}
if (mCloakLevel == 0.0 && (mDataBlock->emap && gRenderEnvMaps) && state->getEnvironmentMap().getGLName() != 0) {
mShapeInstance->setEnvironmentMap(state->getEnvironmentMap());
mShapeInstance->setEnvironmentMapOn(true, 1.0);
} else {
mShapeInstance->setEnvironmentMapOn(false, 1.0);
}
Point3F cameraOffset;
getRenderTransform().getColumn(3,&cameraOffset);
cameraOffset -= state->getCameraPosition();
dist = cameraOffset.len();
bool fogExemption = false;
GameConnection *con = GameConnection::getConnectionToServer();
if(con && con->getControlObject() == this && con->isFirstPerson() == true)
fogExemption = true;
fogAmount = fogExemption ? 0.0 : state->getHazeAndFog(dist,cameraOffset.z);
if( mCloakLevel > 0.0 )
{
fogAmount = 0.0;
}
TSMesh::setOverrideFade( mFadeVal );
mShapeInstance->setupFog(fogAmount,state->getFogColor());
mShapeInstance->animate();
mShapeInstance->render();
TSMesh::setOverrideFade( 1.0 );
mShapeInstance->setEnvironmentMapOn(false, 1.0);
if (mCloakLevel != 0.0) {
glMatrixMode(GL_TEXTURE);
glPopMatrix();
mShapeInstance->clearOverrideTexture();
mShapeInstance->smRenderData.renderDecals = true;
}
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
PROFILE_END();
// draw the shadow...
// only render shadow if 1) we have one, 2) we are close enough to be visible
// 3) we are not the very last visible detail level (stop rendering shadow a little before shape)
PROFILE_START(PlayerRenderShadow);
TSMesh::setOverrideFade( mFadeVal );
if (mShapeInstance && renderPlayer && mCloakLevel == 0.0 &&
mMount.object == NULL && image->isTranslucent == true)
{
renderShadow(dist,fogAmount);
}
TSMesh::setOverrideFade( 1.0 );
PROFILE_END();
dglSetCanonicalState();
// Debugging Bounding Box
if (!mShapeInstance || gShowBoundingBox) {
Point3F box;
glPushMatrix();
box = (mWorkingQueryBox.min + mWorkingQueryBox.max) * 0.5;
glTranslatef(box.x,box.y,box.z);
box = (mWorkingQueryBox.max - mWorkingQueryBox.min) * 0.5;
glScalef(box.x,box.y,box.z);
glColor3f(1, 1, 0);
wireCube(Point3F(1,1,1),Point3F(0,0,0));
glPopMatrix();
Box3F convexBox = mConvex.getBoundingBox(getRenderTransform(), getScale());
glPushMatrix();
box = (convexBox.min + convexBox.max) * 0.5;
glTranslatef(box.x,box.y,box.z);
box = (convexBox.max - convexBox.min) * 0.5;
glScalef(box.x,box.y,box.z);
glColor3f(1, 1, 1);
wireCube(Point3F(1,1,1),Point3F(0,0,0));
glPopMatrix();
glEnable(GL_DEPTH_TEST);
}
}
void Player::playFootstepSound(bool triggeredLeft, S32 sound)
{
MatrixF footMat = getTransform();
if (mWaterCoverage == 0.0f) {
switch (sound) {
case 0: // Soft
alxPlay(mDataBlock->sound[PlayerData::FootSoft], &footMat);
break;
case 1: // Hard
alxPlay(mDataBlock->sound[PlayerData::FootHard], &footMat);
break;
case 2: // Metal
alxPlay(mDataBlock->sound[PlayerData::FootMetal], &footMat);
break;
case 3: // Snow
alxPlay(mDataBlock->sound[PlayerData::FootSnow], &footMat);
break;
default: //Hard
alxPlay(mDataBlock->sound[PlayerData::FootHard], &footMat);
break;
}
}
else {
if (mWaterCoverage < mDataBlock->footSplashHeight)
alxPlay(mDataBlock->sound[PlayerData::FootShallowSplash], &footMat);
else
if (mWaterCoverage < 1.0)
alxPlay(mDataBlock->sound[PlayerData::FootWading], &footMat);
else
if(triggeredLeft) {
alxPlay(mDataBlock->sound[PlayerData::FootUnderWater], &footMat);
alxPlay(mDataBlock->sound[PlayerData::FootBubbles], &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 ), TerrainObjectType | InteriorObjectType | VehicleObjectType, &rInfo))
{
S32 sound = -1;
if( rInfo.object->getTypeMask() & TerrainObjectType)
{
TerrainBlock* tBlock = static_cast<TerrainBlock*>(rInfo.object);
S32 mapIndex = tBlock->mMPMIndex[0];
if (mapIndex != -1) {
MaterialPropertyMap* pMatMap = static_cast<MaterialPropertyMap*>(Sim::findObject("MaterialPropertyMap"));
const MaterialPropertyMap::MapEntry* pEntry = pMatMap->getMapEntryFromIndex(mapIndex);
if(pEntry)
sound = pEntry->sound;
}
}
else if( rInfo.object->getTypeMask() & VehicleObjectType)
sound = 2; // Play metal sound
switch(sound) {
case 0:
//Soft
alxPlay(mDataBlock->sound[PlayerData::ImpactSoft], &getTransform());
break;
case 1:
//Hard
alxPlay(mDataBlock->sound[PlayerData::ImpactHard], &getTransform());
break;
case 2:
//Metal
alxPlay(mDataBlock->sound[PlayerData::ImpactMetal], &getTransform());
break;
case 3:
//Snow
alxPlay(mDataBlock->sound[PlayerData::ImpactSnow], &getTransform());
break;
default:
//Hard
alxPlay(mDataBlock->sound[PlayerData::ImpactHard], &getTransform());
break;
}
}
}
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);
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) {
// We're under water and still alive, so let's play something
if (mVelocity.len() > 1.0f) {
if (!mMoveBubbleHandle)
mMoveBubbleHandle = alxPlay(mDataBlock->sound[PlayerData::MoveBubbles], &getTransform());
alxSourceMatrixF(mMoveBubbleHandle, &getTransform());
}
else
if (mMoveBubbleHandle) {
alxStop(mMoveBubbleHandle);
mMoveBubbleHandle = 0;
}
if (!mWaterBreathHandle)
mWaterBreathHandle = alxPlay(mDataBlock->sound[PlayerData::WaterBreath], &getTransform());
alxSourceMatrixF(mWaterBreathHandle, &getTransform());
}
else {
// Stop everything
if (mMoveBubbleHandle) {
alxStop(mMoveBubbleHandle);
mMoveBubbleHandle = 0;
}
if (mWaterBreathHandle) {
alxStop(mWaterBreathHandle);
mWaterBreathHandle = 0;
}
}
}
//--------------------------------------------------------------------------
// Returns true if player is intersecting a water surface
//--------------------------------------------------------------------------
bool Player::collidingWithWater( Point3F &waterHeight )
{
Point3F curPos = getPosition();
F32 height = mFabs( mObjBox.max.z - mObjBox.min.z );
RayInfo rInfo;
if( gClientContainer.castRay( curPos + Point3F(0.0, 0.0, height), curPos, WaterObjectType, &rInfo) )
{
WaterBlock* pBlock = dynamic_cast<WaterBlock*>(rInfo.object);
if( !pBlock )
return false;
if( !pBlock->isWater( pBlock->getLiquidType() ))
return false;
waterHeight = rInfo.point;
return true;
}
return false;
}
//--------------------------------------------------------------------------
bool Player::pointInWater( Point3F &point )
{
SimpleQueryList sql;
if (isServerObject())
gServerSceneGraph->getWaterObjectList(sql);
else
gClientSceneGraph->getWaterObjectList(sql);
for (U32 i = 0; i < sql.mList.size(); i++)
{
WaterBlock* pBlock = dynamic_cast<WaterBlock*>(sql.mList[i]);
if (pBlock && pBlock->isWater( pBlock->getLiquidType() ))
{
if (pBlock->isPointSubmergedSimple( point ))
return true;
}
}
return false;
}
//--------------------------------------------------------------------------
void Player::createSplash( Point3F &pos, F32 speed )
{
if(speed >= mDataBlock->hardSplashSoundVel)
alxPlay(mDataBlock->sound[PlayerData::ImpactWaterHard], &getTransform());
else if(speed >= mDataBlock->medSplashSoundVel)
alxPlay(mDataBlock->sound[PlayerData::ImpactWaterMedium], &getTransform());
else
alxPlay(mDataBlock->sound[PlayerData::ImpactWaterEasy], &getTransform());
if( mDataBlock->splash )
{
MatrixF trans = getTransform();
trans.setPosition( pos );
Splash *splash = new Splash;
splash->onNewDataBlock( mDataBlock->splash );
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 = connection->getControlObject();
return ( obj == this );
}