4342 lines
140 KiB
C++
Executable File
4342 lines
140 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 = 0.03f;
|
|
|
|
// Amount of time if takes to transition to a new action sequence.
|
|
static F32 sAnimationTransitionTime = 0.25f;
|
|
static bool sUseAnimationTransitions = true;
|
|
static F32 sLandReverseScale = 0.25f;
|
|
static F32 sStandingJumpSpeed = 2.0f;
|
|
static F32 sJumpingThreshold = 4.0f;
|
|
static F32 sSlowStandThreshSquared = 1.69f;
|
|
static S32 sRenderMyPlayer = true;
|
|
static S32 sRenderMyItems = true;
|
|
|
|
// Chooses new action animations every n ticks.
|
|
static const F32 sNewAnimationTickTime = 4.0f;
|
|
static const F32 sMountPendingTickWait = (13.0f * 32.0f);
|
|
|
|
// 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 = -10.0f;
|
|
|
|
// Movement constants
|
|
static F32 sVerticalStepDot = 0.173f; // 80
|
|
static F32 sMinFaceDistance = 0.01f;
|
|
static F32 sTractionDistance = 0.03f;
|
|
static F32 sNormalElasticity = 0.01f;
|
|
static U32 sMoveRetryCount = 5;
|
|
|
|
// Client prediction
|
|
static F32 sMinWarpTicks = 0.5f; // 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 = 32.0f;
|
|
|
|
//
|
|
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", { 0.0f, 1.0f, 0.0f } }, // RunForwardAnim,
|
|
{ "back", { 0.0f, -1.0f, 0.0f } }, // BackBackwardAnim
|
|
{ "side", { -1.0f, 0.0f, 0.0f } }, // SideLeftAnim,
|
|
|
|
// These are set explicitly based on player actions
|
|
{ "fall" }, // FallAnim
|
|
{ "jump" }, // JumpAnim
|
|
{ "standjump" }, // StandJumpAnim
|
|
{ "land" }, // LandAnim
|
|
};
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
//----------------------------------------------------------------------------
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
IMPLEMENT_CO_DATABLOCK_V1(PlayerData);
|
|
|
|
PlayerData::PlayerData()
|
|
{
|
|
shadowEnable = true;
|
|
shadowCanMove = true;
|
|
shadowCanAnimate = true;
|
|
|
|
renderFirstPerson = true;
|
|
pickupRadius = 0.0f;
|
|
minLookAngle = -1.4f;
|
|
maxLookAngle = 1.4f;
|
|
maxFreelookAngle = 3.0f;
|
|
maxTimeScale = 1.5f;
|
|
|
|
mass = 9.0f;
|
|
maxEnergy = 60.0f;
|
|
|
|
runForce = 40.0f * 9.0f;
|
|
runEnergyDrain = 0.0f;
|
|
minRunEnergy = 0.0f;
|
|
maxForwardSpeed = 10.0f;
|
|
maxBackwardSpeed = 10.0f;
|
|
maxSideSpeed = 10.0f;
|
|
maxUnderwaterForwardSpeed = 10.0f;
|
|
maxUnderwaterBackwardSpeed = 10.0f;
|
|
maxUnderwaterSideSpeed = 10.0f;
|
|
|
|
maxStepHeight = 1.0f;
|
|
runSurfaceAngle = 80.0f;
|
|
|
|
recoverDelay = 30;
|
|
recoverRunForceScale = 1.0f;
|
|
|
|
jumpForce = 75.0f;
|
|
jumpEnergyDrain = 0.0f;
|
|
minJumpEnergy = 0.0f;
|
|
jumpSurfaceAngle = 78.0f;
|
|
jumpDelay = 30;
|
|
minJumpSpeed = 500.0f;
|
|
maxJumpSpeed = 2.0f * minJumpSpeed;
|
|
|
|
horizMaxSpeed = 80.0f;
|
|
horizResistSpeed = 38.0f;
|
|
horizResistFactor = 1.0f;
|
|
|
|
upMaxSpeed = 80.0f;
|
|
upResistSpeed = 38.0f;
|
|
upResistFactor = 1.0f;
|
|
|
|
minImpactSpeed = 25.0f;
|
|
|
|
decalData = NULL;
|
|
decalID = 0;
|
|
decalOffset = 0.0f;
|
|
|
|
lookAction = 0;
|
|
|
|
// size of bounding box
|
|
boxSize.set(1.0f, 1.0f, 2.3f );
|
|
|
|
// location of head, torso, legs
|
|
boxHeadPercentage = 0.85f;
|
|
boxTorsoPercentage = 0.55f;
|
|
|
|
// damage locations
|
|
boxHeadLeftPercentage = 0;
|
|
boxHeadRightPercentage = 1;
|
|
boxHeadBackPercentage = 0;
|
|
boxHeadFrontPercentage = 1;
|
|
|
|
for (S32 i = 0; i < MaxSounds; i++)
|
|
sound[i] = NULL;
|
|
|
|
footPuffEmitter = NULL;
|
|
footPuffID = 0;
|
|
footPuffNumParts = 15;
|
|
footPuffRadius = .25f;
|
|
|
|
dustEmitter = NULL;
|
|
dustID = 0;
|
|
|
|
splash = NULL;
|
|
splashId = 0;
|
|
splashVelocity = 1.0f;
|
|
splashAngle = 45.0f;
|
|
splashFreqMod = 300.0f;
|
|
splashVelEpsilon = 0.25f;
|
|
bubbleEmitTime = 0.4f;
|
|
|
|
medSplashSoundVel = 2.0f;
|
|
hardSplashSoundVel = 3.0f;
|
|
exitSplashSoundVel = 2.0f;
|
|
footSplashHeight = 0.1f;
|
|
|
|
dMemset( splashEmitterList, 0, sizeof( splashEmitterList ) );
|
|
dMemset( splashEmitterIDList, 0, sizeof( splashEmitterIDList ) );
|
|
|
|
genericShadowLevel = Player_GenericShadowLevel;
|
|
noShadowLevel = Player_NoShadowLevel;
|
|
|
|
groundImpactMinSpeed = 10.0f;
|
|
groundImpactShakeFreq.set( 10.0f, 10.0f, 10.0f );
|
|
groundImpactShakeAmp.set( 20.0f, 20.0f, 20.0f );
|
|
groundImpactShakeDuration = 1.0f;
|
|
groundImpactShakeFalloff = 10.0f;
|
|
}
|
|
|
|
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 > 2.0f * dr)
|
|
pickupRadius = 2.0f * dr;
|
|
pickupDelta = (S32)(pickupRadius - dr);
|
|
|
|
// Validate jump speed
|
|
if (maxJumpSpeed <= minJumpSpeed)
|
|
maxJumpSpeed = minJumpSpeed + 0.1f;
|
|
|
|
// Load up all the emitters
|
|
if (!footPuffEmitter && footPuffID != 0)
|
|
if (!Sim::findObject(footPuffID, footPuffEmitter))
|
|
Con::errorf(ConsoleLogEntry::General, "PlayerData::preload - Invalid packet, bad datablockId(footPuffEmitter): 0x%x", footPuffID);
|
|
|
|
if (!decalData && decalID != 0 )
|
|
if (!Sim::findObject(decalID, decalData))
|
|
Con::errorf(ConsoleLogEntry::General, "PlayerData::preload - Invalid packet, bad datablockId(decalData): 0x%x", decalID);
|
|
|
|
if (!dustEmitter && dustID != 0 )
|
|
if (!Sim::findObject(dustID, dustEmitter))
|
|
Con::errorf(ConsoleLogEntry::General, "PlayerData::preload - Invalid packet, bad datablockId(dustEmitter): 0x%x", dustID);
|
|
|
|
for (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 = 0.0f;
|
|
dp->dir.set(0.0f, 0.0f, 0.0f);
|
|
}
|
|
else
|
|
{
|
|
VectorF save = dp->dir;
|
|
si->setSequence(thread,dp->sequence,0);
|
|
si->animate();
|
|
si->advanceTime(1);
|
|
si->animateGround();
|
|
si->getGroundTransform().getColumn(3,&dp->dir);
|
|
if ((dp->speed = dp->dir.len()) < 0.01f)
|
|
{
|
|
// No ground displacement... In this case we'll use the
|
|
// default table entry, if there is one.
|
|
if (save.len() > 0.01f)
|
|
{
|
|
dp->dir = save;
|
|
dp->speed = 1.0f;
|
|
dp->velocityScale = false;
|
|
}
|
|
else
|
|
dp->speed = 0.0f;
|
|
}
|
|
else
|
|
dp->dir *= 1.0f / dp->speed;
|
|
}
|
|
}
|
|
|
|
bool PlayerData::isTableSequence(S32 seq)
|
|
{
|
|
// The sequences from the table must already have
|
|
// been loaded for this to work.
|
|
for (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 = -20.0f;
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
Player::Player()
|
|
{
|
|
mTypeMask |= PlayerObjectType;
|
|
delta.pos.set(0.0f,0.0f,100.0f);
|
|
delta.rot.set(0.0f,0.0f,0.0f);
|
|
delta.head.set(0.0f,0.0f,0.0f);
|
|
delta.rotOffset.set(0.0f,0.0f,0.0f);
|
|
delta.warpOffset.set(0.0f,0.0f,0.0f);
|
|
delta.posVec.set(0.0f,0.0f,0.0f);
|
|
delta.rotVec.set(0.0f,0.0f,0.0f);
|
|
delta.headVec.set(0.0f,0.0f,0.0f);
|
|
delta.warpTicks = 0;
|
|
delta.dt = 1.0f;
|
|
delta.move = NullMove;
|
|
mPredictionCount = sMaxPredictionTicks;
|
|
mObjToWorld.setColumn(3,delta.pos);
|
|
mRot = delta.rot;
|
|
mHead = delta.head;
|
|
mVelocity.set(0.0f, 0.0f, 0.0f);
|
|
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(0.0f, 0.0f, 1.0f);
|
|
mControlObject = 0;
|
|
dMemset( mSplashEmitter, 0, sizeof( mSplashEmitter ) );
|
|
|
|
mImpactSound = 0;
|
|
mRecoverTicks = 0;
|
|
mReversePending = 0;
|
|
|
|
mLastPos.set( 0.0f, 0.0f, 0.0f );
|
|
|
|
mMoveBubbleHandle = 0;
|
|
mWaterBreathHandle = 0;
|
|
inLiquid = false;
|
|
|
|
mConvex.init(this);
|
|
mWorkingQueryBox.min.set(-1e9f, -1e9f, -1e9f);
|
|
mWorkingQueryBox.max.set(-1e9f, -1e9f, -1e9f);
|
|
|
|
mWeaponBackFraction = 0.0f;
|
|
|
|
mInMissionArea = true;
|
|
|
|
mBubbleEmitterTime = 10.0f;
|
|
mLastWaterPos.set( 0.0f, 0.0f, 0.0f );
|
|
|
|
mMountPending = 0;
|
|
}
|
|
|
|
Player::~Player()
|
|
{
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
bool Player::onAdd()
|
|
{
|
|
ActionAnimation serverAnim = mActionAnimation;
|
|
if(!Parent::onAdd() || !mDataBlock)
|
|
return false;
|
|
|
|
mWorkingQueryBox.min.set(-1e9f, -1e9f, -1e9f);
|
|
mWorkingQueryBox.max.set(-1e9f, -1e9f, -1e9f);
|
|
|
|
addToScene();
|
|
|
|
// Make sure any state and animation passed from the server
|
|
// in the initial update is set correctly.
|
|
ActionState state = mState;
|
|
mState = NullState;
|
|
setState(state);
|
|
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 = 1.0f;
|
|
}
|
|
|
|
// We have to leave them sitting for a while since mounts don't come through right
|
|
// away (and sometimes not for a while). Still going to let this time out because
|
|
// I'm not sure if we're guaranteed another anim will come through and cancel.
|
|
if (!isServerObject() && inSittingAnim())
|
|
mMountPending = (S32) sMountPendingTickWait;
|
|
else
|
|
mMountPending = 0;
|
|
}
|
|
if (mArmAnimation.action != PlayerData::NullAnimation)
|
|
setArmThread(mArmAnimation.action);
|
|
|
|
//
|
|
if (isServerObject())
|
|
{
|
|
scriptOnAdd();
|
|
}
|
|
else
|
|
{
|
|
U32 i;
|
|
for( i=0; i<PlayerData::NUM_SPLASH_EMITTERS; i++ )
|
|
{
|
|
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(-1e9f, -1e9f, -1e9f);
|
|
mWorkingQueryBox.max.set(-1e9f, -1e9f, -1e9f);
|
|
|
|
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 * 0.5f;
|
|
mObjBox.max.y = mDataBlock->boxSize.y * 0.5f;
|
|
mObjBox.max.z = mDataBlock->boxSize.z;
|
|
mObjBox.min.x = -mObjBox.max.x;
|
|
mObjBox.min.y = -mObjBox.max.y;
|
|
mObjBox.min.z = 0.0f;
|
|
|
|
// Setup the box for our convex object...
|
|
mObjBox.getCenter(&mConvex.mCenter);
|
|
mConvex.mSize.x = mObjBox.len_x() / 2.0f;
|
|
mConvex.mSize.y = mObjBox.len_y() / 2.0f;
|
|
mConvex.mSize.z = mObjBox.len_z() / 2.0f;
|
|
|
|
// Initialize our scaled attributes as well
|
|
onScaleChanged();
|
|
|
|
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 = 0.0f;
|
|
}
|
|
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 - 0.5f);
|
|
F32 frontPoint = backToFront * (mDataBlock->boxHeadFrontPercentage - 0.5f);
|
|
F32 leftPoint = leftToRight * (mDataBlock->boxHeadLeftPercentage - 0.5f);
|
|
F32 rightPoint = leftToRight * (mDataBlock->boxHeadRightPercentage - 0.5f);
|
|
|
|
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_F)
|
|
p -= M_2PI_F;
|
|
mHead.x = mClampF(mHead.x + p,mDataBlock->minLookAngle,
|
|
mDataBlock->maxLookAngle);
|
|
|
|
F32 y = move->yaw;
|
|
if (y > M_PI_F)
|
|
y -= M_2PI_F;
|
|
|
|
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 *= 0.5f;
|
|
if (mControlObject)
|
|
mHead.x *= 0.5f;
|
|
}
|
|
|
|
// constrain the range of mRot.z
|
|
while (mRot.z < 0.0f)
|
|
mRot.z += M_2PI_F;
|
|
while (mRot.z > M_2PI_F)
|
|
mRot.z -= M_2PI_F;
|
|
|
|
delta.rot = mRot;
|
|
delta.rotVec.x = delta.rotVec.y = 0.0f;
|
|
delta.rotVec.z = prevZRot - mRot.z;
|
|
if (delta.rotVec.z > M_PI_F)
|
|
delta.rotVec.z -= M_2PI_F;
|
|
else if (delta.rotVec.z < -M_PI_F)
|
|
delta.rotVec.z += M_2PI_F;
|
|
|
|
delta.head = mHead;
|
|
delta.headVec -= mHead;
|
|
}
|
|
MatrixF zRot;
|
|
zRot.set(EulerF(0.0f, 0.0f, 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 > 0.0f)
|
|
{
|
|
if( mWaterCoverage >= 0.9f )
|
|
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 >= 0.9f )
|
|
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 != 0.0f &&
|
|
(mActionAnimation.action >= PlayerData::NumTableActionAnims
|
|
|| mActionAnimation.action == PlayerData::LandAnim))
|
|
mActionAnimation.action = PlayerData::NullAnimation;
|
|
}
|
|
else
|
|
{
|
|
moveVec.set(0.0f, 0.0f, 0.0f);
|
|
moveSpeed = 0.0f;
|
|
}
|
|
|
|
// Acceleration due to gravity
|
|
VectorF acc(0.0f, 0.0f, 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 > 0.0f) {
|
|
VectorF dv = contactNormal * (vd + 0.002f);
|
|
acc += dv;
|
|
if (acc.len() < 0.0001f)
|
|
acc.set(0.0f, 0.0f, 0.0f);
|
|
}
|
|
|
|
// Force a 0 move if there is no energy, and only drain
|
|
// move energy if we're moving.
|
|
VectorF pv;
|
|
if (mEnergy >= mDataBlock->minRunEnergy) {
|
|
if (moveSpeed)
|
|
mEnergy -= mDataBlock->runEnergyDrain;
|
|
pv = moveVec;
|
|
}
|
|
else
|
|
pv.set(0.0f, 0.0f, 0.0f);
|
|
|
|
// Adjust the players's requested dir. to be parallel
|
|
// to the contact surface.
|
|
F32 pvl = pv.len();
|
|
if (pvl) {
|
|
VectorF nn;
|
|
mCross(pv,VectorF(0.0f, 0.0f, 1.0f),&nn);
|
|
nn *= 1.0f / pvl;
|
|
VectorF cv = contactNormal;
|
|
cv -= nn * mDot(nn,cv);
|
|
pv -= cv * mDot(pv,cv);
|
|
pvl = pv.len();
|
|
}
|
|
|
|
// Convert to acceleration
|
|
if (pvl)
|
|
pv *= moveSpeed / pvl;
|
|
VectorF runAcc = pv - (mVelocity + acc);
|
|
F32 runSpeed = runAcc.len();
|
|
|
|
// Clamp 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)? 1.0f :
|
|
1.0f - (zSpeedScale - mDataBlock->minJumpSpeed) /
|
|
(mDataBlock->maxJumpSpeed - mDataBlock->minJumpSpeed);
|
|
|
|
// Desired jump direction
|
|
VectorF pv = moveVec;
|
|
F32 len = pv.len();
|
|
if (len > 0.0f)
|
|
pv *= 1.0f / 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 * 0.25f) + 0.75f;
|
|
|
|
// 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 <= 0.0f)
|
|
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() < 0.5f) ?
|
|
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 != 0.0f)
|
|
{ // Applying buoyancy when standing still causing some jitters-
|
|
if (mBuoyancy > 1.0f || !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(0.0f, 0.0f, 0.0f);
|
|
polyList.mPlaneList.clear();
|
|
polyList.mPlaneList.setSize(6);
|
|
polyList.mPlaneList[0].set(wBox.min,VectorF(-1.0f, 0.0f, 0.0f));
|
|
polyList.mPlaneList[1].set(wBox.max,VectorF(0.0f, 1.0f, 0.0f));
|
|
polyList.mPlaneList[2].set(wBox.max,VectorF(1.0f, 0.0f, 0.0f));
|
|
polyList.mPlaneList[3].set(wBox.min,VectorF(0.0f, -1.0f, 0.0f));
|
|
polyList.mPlaneList[4].set(wBox.min,VectorF(0.0f, 0.0f, -1.0f));
|
|
polyList.mPlaneList[5].set(wBox.max,VectorF(0.0f, 0.0f, 1.0f));
|
|
|
|
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? 0.5f :
|
|
(mHead.x - mArmRange.min) / mArmRange.delta;
|
|
mShapeInstance->setPos(mArmAnimation.thread,mClampF(tp, 0.0f, 1.0f));
|
|
}
|
|
if (mHeadVThread) {
|
|
F32 tp = (mHead.x - mHeadVRange.min) / mHeadVRange.delta;
|
|
mShapeInstance->setPos(mHeadVThread,mClampF(tp, 0.0f, 1.0f));
|
|
}
|
|
if (mHeadHThread) {
|
|
F32 dt = 2.0f * mDataBlock->maxLookAngle;
|
|
F32 tp = (mHead.z + mDataBlock->maxLookAngle) / dt;
|
|
mShapeInstance->setPos(mHeadHThread,mClampF(tp, 0.0f, 1.0f));
|
|
}
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
// 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 = 4.0f;
|
|
RayInfo coll;
|
|
bool conformToStairs = false;
|
|
Point3F pos(loc.x, loc.y, loc.z + 0.1f);
|
|
Point3F below(pos.x, pos.y, loc.z - sConformCheckDown);
|
|
MatrixF * retVal = NULL;
|
|
|
|
PROFILE_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 >= 0.0f)
|
|
adjust = dt * TickSec;
|
|
else
|
|
adjust = TickSec;
|
|
|
|
// Try to get them to conform to stairs by doing several LOS calls. We do this if
|
|
// normal is within about 5 deg. of vertical.
|
|
if (desNormal.z > 0.995f)
|
|
{
|
|
Point3F corners[3], downpts[3];
|
|
S32 c;
|
|
|
|
for (c = 0; c < 3; c++) { // Build 3 corners to cast down from-
|
|
corners[c].set(loc.x - boxRad, loc.y - boxRad, loc.z + 1.0f);
|
|
if (c) // add (0,boxWidth) and (boxWidth,0)
|
|
corners[c][c - 1] += (boxRad * 2.0f);
|
|
downpts[c].set(corners[c].x, corners[c].y, loc.z - sConformCheckDown);
|
|
}
|
|
|
|
// Do the three casts-
|
|
for (c = 0; c < 3; c++)
|
|
if (gClientContainer.castRay(corners[c], downpts[c], sPlayerConformMask, &coll))
|
|
downpts[c] = coll.point;
|
|
else
|
|
break;
|
|
|
|
// Do the math if everything hit below-
|
|
if (c == 3) {
|
|
mCross(downpts[1] - downpts[0], downpts[2] - downpts[1], &desNormal);
|
|
AssertFatal(desNormal.z > 0, "Abnormality in Player::Death::fallToGround()");
|
|
downpts[2] = downpts[2] - downpts[1];
|
|
downpts[1] = downpts[1] - downpts[0];
|
|
desNormal.normalize();
|
|
conformToStairs = true;
|
|
}
|
|
}
|
|
|
|
// Move normal in direction we want-
|
|
F32 * cur = normal, * des = desNormal;
|
|
for (S32 i = 0; i < 3; i++)
|
|
accel(*cur++, *des++, adjust * 0.25f);
|
|
|
|
if (mFabs(height) < 2.2f && !normal.isZero() && desNormal.z > 0.01f)
|
|
{
|
|
VectorF upY(0.0f, 1.0f, 0.0f), ahead;
|
|
VectorF sideVec;
|
|
MatrixF mat(true);
|
|
|
|
normal.normalize();
|
|
mat.set(EulerF (0.0f, 0.0f, curZ));
|
|
mat.mulV(upY, & ahead);
|
|
mCross(ahead, normal, &sideVec);
|
|
sideVec.normalize();
|
|
mCross(normal, sideVec, &ahead);
|
|
|
|
static MatrixF resMat(true);
|
|
resMat.setColumn(0, sideVec);
|
|
resMat.setColumn(1, ahead);
|
|
resMat.setColumn(2, normal);
|
|
|
|
// Adjust Z down to account for box offset on slope. Figure out how
|
|
// much we want to sink, and gradually accel to this amount. Don't do if
|
|
// we're conforming to stairs though
|
|
F32 xy = mSqrt(desNormal.x * desNormal.x + desNormal.y * desNormal.y);
|
|
F32 desiredSink = (boxRad * xy / desNormal.z);
|
|
if (conformToStairs)
|
|
desiredSink *= 0.5f;
|
|
|
|
accel(sink, desiredSink, adjust * 0.15f);
|
|
|
|
Point3F position(pos);
|
|
position.z -= sink;
|
|
resMat.setColumn(3, position);
|
|
|
|
if (dt < 0.0f)
|
|
{ // we're moving, so update normal and sink amount
|
|
curNormal = normal;
|
|
curSink = sink;
|
|
}
|
|
|
|
retVal = &resMat;
|
|
}
|
|
}
|
|
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 = 0.15f;
|
|
|
|
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;
|
|
static 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->getTerrainMapIndex(rInfo.point);
|
|
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 <= 0.5f && 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( 1.0f, 1.0f, 1.0f, 0.0f );
|
|
|
|
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( 0.0f, 0.0f, 1.0f ), mDataBlock->footPuffRadius,
|
|
Point3F(0.0f, 0.0f, 0.0f), 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
|
|
else if( rInfo.object->getTypeMask() & InteriorObjectType)
|
|
{
|
|
MaterialPropertyMap* pMatMap = static_cast<MaterialPropertyMap*> (Sim::findObject ("MaterialPropertyMap"));
|
|
const MaterialPropertyMap::MapEntry* pEntry = pMatMap->getMapEntryFromIndex(rInfo.material);
|
|
if(pEntry)
|
|
sound = pEntry->sound;
|
|
else
|
|
sound = 0;
|
|
}
|
|
else
|
|
sound = 0;
|
|
|
|
// 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 = 0.1f;
|
|
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(0.0f,0.0f,-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) * 0.5f;
|
|
VectorF bv = box.max - sphere.center;
|
|
sphere.radius = bv.len();
|
|
|
|
ClippedPolyList polyList;
|
|
polyList.mPlaneList.clear();
|
|
polyList.mNormal.set(0.0f, 0.0f, 0.0f);
|
|
polyList.mPlaneList.setSize(6);
|
|
polyList.mPlaneList[0].set(box.min,VectorF(-1.0f, 0.0f, 0.0f));
|
|
polyList.mPlaneList[1].set(box.max,VectorF(0.0f, 1.0f, 0.0f));
|
|
polyList.mPlaneList[2].set(box.max,VectorF(1.0f, 0.0f, 0.0f));
|
|
polyList.mPlaneList[3].set(box.min,VectorF(0.0f, -1.0f, 0.0f));
|
|
polyList.mPlaneList[4].set(box.min,VectorF(0.0f, 0.0f, -1.0f));
|
|
polyList.mPlaneList[5].set(box.max,VectorF(0.0f, 0.0f, 1.0f));
|
|
|
|
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(0.0f, 0.0f, 0.0f), mRot);
|
|
setMaskBits(MoveMask);
|
|
PROFILE_END();
|
|
return true;
|
|
}
|
|
|
|
// Try and move to new pos
|
|
F32 totalMotion = 0.0f;
|
|
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(0.0f, 0.0f, 0.0f);
|
|
eaPolyList.mPlaneList.clear();
|
|
eaPolyList.mPlaneList.setSize(6);
|
|
eaPolyList.mPlaneList[0].set(wBox.min,VectorF(-1.0f, 0.0f, 0.0f));
|
|
eaPolyList.mPlaneList[1].set(wBox.max,VectorF(0.0f, 1.0f, 0.0f));
|
|
eaPolyList.mPlaneList[2].set(wBox.max,VectorF(1.0f, 0.0f, 0.0f));
|
|
eaPolyList.mPlaneList[3].set(wBox.min,VectorF(0.0f, -1.0f, 0.0f));
|
|
eaPolyList.mPlaneList[4].set(wBox.min,VectorF(0.0f, 0.0f, -1.0f));
|
|
eaPolyList.mPlaneList[5].set(wBox.max,VectorF(0.0f, 0.0f, 1.0f));
|
|
|
|
// Build list from convex states here...
|
|
CollisionWorkingList& rList = mConvex.getWorkingList();
|
|
CollisionWorkingList* pList = rList.wLink.mNext;
|
|
while (pList != &rList) {
|
|
Convex* pConvex = pList->mConvex;
|
|
if (pConvex->getObject()->getTypeMask() & sCollisionMoveMask) {
|
|
Box3F convexBox = pConvex->getBoundingBox();
|
|
if (wBox.isOverlapped(convexBox))
|
|
{
|
|
// No need to 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(0.1f, 0.1f, 0.1f));
|
|
plistBox.max.setMax(oldMax + (mVelocity * time) + Point3F(0.1f, 0.1f, 0.1f));
|
|
|
|
// Build extruded polyList...
|
|
VectorF vector = end - start;
|
|
sExtrudedPolyList.extrude(sBoxPolyhedron,vector);
|
|
sExtrudedPolyList.setVelocity(mVelocity);
|
|
sExtrudedPolyList.setCollisionList(&collisionList);
|
|
|
|
sPhysZonePolyList.extrude(sBoxPolyhedron,vector);
|
|
sPhysZonePolyList.setVelocity(mVelocity);
|
|
sPhysZonePolyList.setCollisionList(&physZoneCollisionList);
|
|
|
|
// Build list from convex states here...
|
|
CollisionWorkingList& rList = mConvex.getWorkingList();
|
|
CollisionWorkingList* pList = rList.wLink.mNext;
|
|
while (pList != &rList) {
|
|
Convex* pConvex = pList->mConvex;
|
|
if (pConvex->getObject()->getTypeMask() & sCollisionMoveMask) {
|
|
Box3F convexBox = pConvex->getBoundingBox();
|
|
if (plistBox.isOverlapped(convexBox))
|
|
{
|
|
if (pConvex->getObject()->getTypeMask() & PhysicalZoneObjectType)
|
|
pConvex->getPolyList(&sPhysZonePolyList);
|
|
else
|
|
pConvex->getPolyList(&sExtrudedPolyList);
|
|
}
|
|
}
|
|
pList = pList->wLink.mNext;
|
|
}
|
|
|
|
// Take into account any physical zones...
|
|
for (U32 j = 0; j < physZoneCollisionList.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 < 1.0f) {
|
|
// 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 * 0.9f);
|
|
U32 recover = mDataBlock->recoverDelay;
|
|
if (value < range)
|
|
recover = 1 + S32(mFloor( F32(recover) * value / range) );
|
|
// Con::printf("Used %d recover ticks", recover);
|
|
// Con::printf(" minImpact = %g, this one = %g", mDataBlock->minImpactSpeed, bd);
|
|
setState(RecoverState, recover);
|
|
}
|
|
}
|
|
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) < 0.0f &&
|
|
mDot(collision->normal,firstNormal) < 0.0f)
|
|
{
|
|
VectorF nv;
|
|
mCross(collision->normal,firstNormal,&nv);
|
|
F32 nvl = nv.len();
|
|
if (nvl)
|
|
{
|
|
if (mDot(nv,mVelocity) < 0.0f)
|
|
nvl = -nvl;
|
|
nv *= mVelocity.len() / nvl;
|
|
mVelocity = nv;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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(0.0f, 0.0f, 0.0f);
|
|
}
|
|
|
|
// Set new position
|
|
// If on the client, calc delta for backstepping
|
|
if (isClientObject())
|
|
{
|
|
delta.pos = start;
|
|
delta.posVec = delta.posVec - delta.pos;
|
|
delta.dt = 1.0f;
|
|
}
|
|
|
|
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 >= (0.001f * 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(0.0f, 0.0f, 0.0f);
|
|
polyList.setInterestNormal(Point3F(0.0f, 0.0f, -1.0f));
|
|
|
|
polyList.mPlaneList.setSize(6);
|
|
polyList.mPlaneList[0].setYZ(wBox.min, -1.0f);
|
|
polyList.mPlaneList[1].setXZ(wBox.max, 1.0f);
|
|
polyList.mPlaneList[2].setYZ(wBox.max, 1.0f);
|
|
polyList.mPlaneList[3].setXZ(wBox.min, -1.0f);
|
|
polyList.mPlaneList[4].setXY(wBox.min, -1.0f);
|
|
polyList.mPlaneList[5].setXY(wBox.max, 1.0f);
|
|
Box3F plistBox = wBox;
|
|
|
|
// Expand build box as it will be used to collide with items.
|
|
// PickupRadius will be at least the size of the box.
|
|
F32 pd = 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 = -1.0f;
|
|
ClippedPolyList::Poly* poly = polyList.mPolyList.begin();
|
|
ClippedPolyList::Poly* end = polyList.mPolyList.end();
|
|
for (; poly != end; poly++)
|
|
{
|
|
F32 vd = poly->plane.z; // i.e. mDot(Point3F(0,0,1), poly->plane);
|
|
if (vd > bestVd)
|
|
{
|
|
bestVd = vd;
|
|
*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 < 0.001f || sBalance > 16) {
|
|
mVelocity.set(0.0f, 0.0f, 0.0f);
|
|
return false;
|
|
}
|
|
|
|
F32 dt = displacement.len() / vellen;
|
|
|
|
sBalance++;
|
|
|
|
bool result = updatePos(dt);
|
|
|
|
sBalance--;
|
|
|
|
getTransform().getColumn(3, &delta.pos);
|
|
delta.posVec.set(0.0f, 0.0f, 0.0f);
|
|
|
|
return result;
|
|
}
|
|
|
|
#else
|
|
|
|
bool Player::displaceObject(const Point3F& displacement)
|
|
{
|
|
F32 vellen = mVelocity.len();
|
|
if (vellen < 0.001f) {
|
|
mVelocity.set(0.0f, 0.0f, 0.0f);
|
|
return false;
|
|
}
|
|
|
|
F32 dt = displacement.len() / vellen;
|
|
|
|
bool result = updatePos(dt);
|
|
|
|
mObjToWorld.getColumn(3, &delta.pos);
|
|
delta.posVec.set(0.0f, 0.0f, 0.0f);
|
|
|
|
return result;
|
|
}
|
|
|
|
#endif
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
void Player::setPosition(const Point3F& pos,const Point3F& rot)
|
|
{
|
|
MatrixF mat;
|
|
if (isMounted()) {
|
|
// Use transform from mounted object
|
|
MatrixF nmat,zrot;
|
|
mMount.object->getMountTransform(mMount.node,&nmat);
|
|
zrot.set(EulerF(0.0f, 0.0f, rot.z));
|
|
mat.mul(nmat,zrot);
|
|
}
|
|
else {
|
|
mat.set(EulerF(0.0f, 0.0f, rot.z));
|
|
mat.setColumn(3,pos);
|
|
}
|
|
Parent::setTransform(mat);
|
|
mRot = rot;
|
|
}
|
|
|
|
|
|
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(0.0f, 0.0f, rot.z));
|
|
mat.mul(nmat,zrot);
|
|
}
|
|
else {
|
|
EulerF orient(0.0f, 0.0f, rot.z);
|
|
|
|
mat.set(orient);
|
|
mat.setColumn(3, pos);
|
|
|
|
if (inDeathAnim()) {
|
|
F32 boxRad = (mDataBlock->boxSize.x * 0.5f);
|
|
if (MatrixF * fallMat = mDeath.fallToGround(dt, pos, rot.z, boxRad))
|
|
mat = * fallMat;
|
|
}
|
|
else
|
|
mDeath.initFall();
|
|
}
|
|
Parent::setRenderTransform(mat);
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
void Player::setTransform(const MatrixF& mat)
|
|
{
|
|
// This method should never be called on the client.
|
|
|
|
// This currently converts all rotation in the mat into
|
|
// rotations around the z axis.
|
|
Point3F pos,vec;
|
|
mat.getColumn(1,&vec);
|
|
mat.getColumn(3,&pos);
|
|
Point3F rot(0.0f, 0.0f, -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, 0.0f, 0.0f));
|
|
zmat.set(EulerF(0.0f, 0.0f, mHead.z));
|
|
pmat.mul(zmat,xmat);
|
|
|
|
F32 *dp = pmat;
|
|
F32* sp;
|
|
if (mDataBlock->eyeNode != -1)
|
|
{
|
|
sp = mShapeInstance->mNodeTransforms[mDataBlock->eyeNode];
|
|
}
|
|
else
|
|
{
|
|
Point3F center;
|
|
mObjBox.getCenter(¢er);
|
|
MatrixF eyeMat(true);
|
|
eyeMat.setPosition(center);
|
|
|
|
sp = eyeMat;
|
|
}
|
|
|
|
const Point3F& scale = getScale();
|
|
dp[3] = sp[3] * scale.x;
|
|
dp[7] = sp[7] * scale.y;
|
|
dp[11] = sp[11] * scale.z;
|
|
mat->mul(getTransform(),pmat);
|
|
}
|
|
|
|
void Player::getRenderEyeTransform(MatrixF* mat)
|
|
{
|
|
// 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, 0.0f, 0.0f));
|
|
zmat.set(EulerF(0.0f, 0.0f, mHead.z));
|
|
pmat.mul(zmat,xmat);
|
|
|
|
F32 *dp = pmat;
|
|
F32* sp;
|
|
if (mDataBlock->eyeNode != -1)
|
|
{
|
|
sp = mShapeInstance->mNodeTransforms[mDataBlock->eyeNode];
|
|
}
|
|
else
|
|
{
|
|
Point3F center;
|
|
mObjBox.getCenter(¢er);
|
|
MatrixF eyeMat(true);
|
|
eyeMat.setPosition(center);
|
|
|
|
sp = eyeMat;
|
|
}
|
|
|
|
const Point3F& scale = getScale();
|
|
dp[3] = sp[3] * scale.x;
|
|
dp[7] = sp[7] * scale.y;
|
|
dp[11] = sp[11] * scale.z;
|
|
mat->mul(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, 0.0f, 0.0f));
|
|
mat->mul(getTransform(),xmat);
|
|
F32 *sp = nmat;
|
|
F32 *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, 0.0f, 0.0f));
|
|
mat->mul(getRenderTransform(),xmat);
|
|
F32 *sp = nmat;
|
|
F32 *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, 0.0f, 0.0f));
|
|
MatrixF result;
|
|
result.mul(getTransform(), xmat);
|
|
F32 *sp = nmat;
|
|
F32 *dp = result;
|
|
dp[3] = sp[3];
|
|
dp[7] = sp[7];
|
|
dp[11] = sp[11];
|
|
result.getColumn(3, point);
|
|
}
|
|
else
|
|
{
|
|
nmat.getColumn(3, point);
|
|
}
|
|
}
|
|
|
|
void Player::getCameraParameters(F32 *min,F32* max,Point3F* off,MatrixF* rot)
|
|
{
|
|
if (!mControlObject.isNull() && mControlObject == getObjectMount()) {
|
|
mControlObject->getCameraParameters(min,max,off,rot);
|
|
return;
|
|
}
|
|
const Point3F& scale = getScale();
|
|
*min = mDataBlock->cameraMinDist * scale.y;
|
|
*max = mDataBlock->cameraMaxDist * scale.y;
|
|
off->set(0.0f, 0.0f, 0.0f);
|
|
rot->identity();
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
Point3F Player::getVelocity() const
|
|
{
|
|
return mVelocity;
|
|
}
|
|
|
|
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 = 0.0f,fet = 1.0f;
|
|
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: 0.0f;
|
|
et = (*ei > *bmax)? (*bmax - *si) / di: 1.0f;
|
|
}
|
|
else {
|
|
if (*ei > *bmax || *si < *bmin)
|
|
return false;
|
|
F32 di = *ei - *si;
|
|
st = (*si > *bmax)? (*bmax - *si) / di: 0.0f;
|
|
et = (*ei < *bmin)? (*bmin - *si) / di: 1.0f;
|
|
}
|
|
if (st > fst) fst = st;
|
|
if (et < fet) fet = et;
|
|
if (fet < fst)
|
|
return false;
|
|
bmin++; bmax++;
|
|
si++; ei++;
|
|
}
|
|
|
|
info->normal = start - end;
|
|
info->normal.normalizeSafe();
|
|
getTransform().mulV( info->normal );
|
|
|
|
info->t = fst;
|
|
info->object = this;
|
|
info->point.interpolate(start,end,fst);
|
|
info->material = 0;
|
|
return true;
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
static MatrixF IMat(1);
|
|
|
|
bool Player::buildPolyList(AbstractPolyList* polyList, const Box3F&, const SphereF&)
|
|
{
|
|
// Collision with the player is always against the player's object
|
|
// space bounding box axis aligned in world space.
|
|
Point3F pos;
|
|
getTransform().getColumn(3,&pos);
|
|
IMat.setColumn(3,pos);
|
|
polyList->setTransform(&IMat, Point3F(1.0f,1.0f,1.0f));
|
|
polyList->setObject(this);
|
|
polyList->addBox(mObjBox);
|
|
return true;
|
|
}
|
|
|
|
|
|
void Player::buildConvex(const Box3F& box, Convex* convex)
|
|
{
|
|
if (mShapeInstance == NULL)
|
|
return;
|
|
|
|
// These should really come out of a pool
|
|
mConvexList->collectGarbage();
|
|
|
|
Box3F realBox = box;
|
|
mWorldToObj.mul(realBox);
|
|
realBox.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 + (10.0f * TickSec);
|
|
|
|
// Check to see if it is actually necessary to construct the new working list,
|
|
// or if we can use the cached version from the last query. We use the x
|
|
// component of the min member of the mWorkingQueryBox, which is lame, but
|
|
// it works ok.
|
|
bool updateSet = false;
|
|
|
|
Box3F convexBox = mConvex.getBoundingBox(getTransform(), getScale());
|
|
F32 l = (newLen * 1.1f) + 0.1f; // from Convex::updateWorkingList
|
|
const Point3F lPoint( l, l, l );
|
|
convexBox.min -= lPoint;
|
|
convexBox.max += lPoint;
|
|
|
|
// Check containment
|
|
if (mWorkingQueryBox.min.x != -1e9f)
|
|
{
|
|
if (mWorkingQueryBox.isContained(convexBox) == false)
|
|
// Needed region is outside the cached region. Update it.
|
|
updateSet = true;
|
|
}
|
|
else
|
|
{
|
|
// Must update
|
|
updateSet = true;
|
|
}
|
|
|
|
// Actually perform the query, if necessary
|
|
if (updateSet == true)
|
|
{
|
|
const Point3F twolPoint( 2.0f * l, 2.0f * l, 2.0f * l );
|
|
mWorkingQueryBox = convexBox;
|
|
mWorkingQueryBox.min -= twolPoint;
|
|
mWorkingQueryBox.max += twolPoint;
|
|
|
|
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 > 0.02f))
|
|
{
|
|
Point3F outVel = mVelocity;
|
|
outVel *= 1.0f/len;
|
|
stream->writeNormalVector(outVel, 10);
|
|
len *= 32.0f; // 5 bits of fraction
|
|
if(len > 8191)
|
|
len = 8191;
|
|
stream->writeInt((S32)len, 13);
|
|
}
|
|
stream->writeFloat(mRot.z / M_2PI_F, 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 = -1.0f;
|
|
if (!atEnd && stream->readFlag())
|
|
animPos = stream->readSignedFloat(6);
|
|
|
|
if (isProperlyAdded()) {
|
|
setActionThread(action,true,hold,true,fsp);
|
|
bool inDeath = inDeathAnim();
|
|
if (atEnd)
|
|
{
|
|
mShapeInstance->clearTransition(mActionAnimation.thread);
|
|
mShapeInstance->setPos(mActionAnimation.thread,
|
|
mActionAnimation.forward? 1: 0);
|
|
if (inDeath)
|
|
mDeath.lastPos = 1.0f;
|
|
}
|
|
else if (animPos > 0) {
|
|
mShapeInstance->setPos(mActionAnimation.thread, animPos);
|
|
if (inDeath)
|
|
mDeath.lastPos = animPos;
|
|
}
|
|
|
|
// mMountPending suppresses tickDelay countdown so players will sit until
|
|
// their mount, or another animation, comes through (or 13 seconds elapses).
|
|
mMountPending = (S32) (inSittingAnim() ? sMountPendingTickWait : 0);
|
|
}
|
|
else {
|
|
mActionAnimation.action = action;
|
|
mActionAnimation.holdAtEnd = hold;
|
|
mActionAnimation.atEnd = atEnd;
|
|
mActionAnimation.firstPerson = fsp;
|
|
}
|
|
}
|
|
|
|
// Server specified arm animation
|
|
if (stream->readFlag()) {
|
|
U32 action = stream->readInt(PlayerData::ActionAnimBits);
|
|
if (isProperlyAdded())
|
|
setArmThread(action);
|
|
else
|
|
mArmAnimation.action = action;
|
|
}
|
|
|
|
// 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(0.0f, 0.0f, 0.0f);
|
|
}
|
|
|
|
rot.y = rot.x = 0.0f;
|
|
rot.z = stream->readFloat(7) * M_2PI_F;
|
|
mHead.x = stream->readSignedFloat(6) * mDataBlock->maxLookAngle;
|
|
mHead.z = stream->readSignedFloat(6) * mDataBlock->maxLookAngle;
|
|
delta.move.unpack(stream);
|
|
|
|
delta.head = mHead;
|
|
delta.headVec.set(0.0f, 0.0f, 0.0f);
|
|
|
|
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()) * 0.5f * TickSec;
|
|
F32 dt = (as > 0.00001f) ? delta.warpOffset.len() / as: sMaxWarpTicks;
|
|
delta.warpTicks = (S32)((dt > sMinWarpTicks) ? getMax(mFloor(dt + 0.5f), 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.
|
|
if (delta.dt == 0.0f) {
|
|
delta.posVec.set(0.0f, 0.0f, 0.0f);
|
|
delta.rotVec.set(0.0f, 0.0f, 0.0f);
|
|
}
|
|
else {
|
|
Point3F cp = delta.pos + delta.posVec * delta.dt;
|
|
F32 dti = 1.0f / delta.dt;
|
|
delta.posVec = (cp - pos) * dti;
|
|
delta.rotVec.z = mRot.z - rot.z;
|
|
|
|
if(delta.rotVec.z > M_PI_F)
|
|
delta.rotVec.z -= M_2PI_F;
|
|
else if(delta.rotVec.z < -M_PI_F)
|
|
delta.rotVec.z += M_2PI_F;
|
|
|
|
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(0.0f, 0.0f, 0.0f);
|
|
delta.rotVec.set(0.0f, 0.0f, 0.0f);
|
|
delta.warpTicks = 0;
|
|
delta.dt = 0.0f;
|
|
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(0.0f, 0.0f, 0.0f);
|
|
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(0.0f, 0.0f, 0.0f);
|
|
Point3F pos(0.0f, 0.0f, 0.0f);
|
|
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 < 1.0f)
|
|
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 != 0.0f && 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 != 0.0f)
|
|
image.shapeInstance->setAlphaAlways(0.04f + (1.0f - mCloakLevel) * 0.96f);
|
|
else
|
|
image.shapeInstance->setAlphaAlways(1.0f);
|
|
|
|
if (image.dataBlock->cloakable && mCloakLevel == 0.0f &&
|
|
(image.dataBlock->emap && gRenderEnvMaps) &&
|
|
state->getEnvironmentMap().getGLName() != 0) {
|
|
image.shapeInstance->setEnvironmentMap(state->getEnvironmentMap());
|
|
image.shapeInstance->setEnvironmentMapOn(true, 1.0f);
|
|
} else {
|
|
image.shapeInstance->setEnvironmentMapOn(false, 1.0f);
|
|
}
|
|
|
|
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, 1.0f);
|
|
|
|
glPopMatrix();
|
|
}
|
|
PROFILE_END();
|
|
}
|
|
|
|
|
|
void Player::renderImage(SceneState* state, SceneRenderImage* image)
|
|
{
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
// Base shape
|
|
F32 fogAmount = 0.0f;
|
|
F32 dist = 0.0f;
|
|
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 != 0.0f) {
|
|
glMatrixMode(GL_TEXTURE);
|
|
glPushMatrix();
|
|
|
|
static U32 shiftX = 0;
|
|
static U32 shiftY = 0;
|
|
|
|
shiftX = (shiftX + 1) % 128;
|
|
shiftY = (shiftY + 1) % 127;
|
|
glTranslatef(F32(shiftX) / 127.0f, F32(shiftY)/126.0f, 0.0f);
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
mShapeInstance->smRenderData.renderDecals = false;
|
|
mShapeInstance->setAlphaAlways(0.04f + (1.0f - mCloakLevel) * 0.96f);
|
|
mShapeInstance->setOverrideTexture(mCloakTexture);
|
|
}
|
|
else {
|
|
mShapeInstance->setAlphaAlways(1.0f);
|
|
}
|
|
|
|
if (mCloakLevel == 0.0f && (mDataBlock->emap && gRenderEnvMaps) && state->getEnvironmentMap().getGLName() != 0) {
|
|
mShapeInstance->setEnvironmentMap(state->getEnvironmentMap());
|
|
mShapeInstance->setEnvironmentMapOn(true, 1.0f);
|
|
} else {
|
|
mShapeInstance->setEnvironmentMapOn(false, 1.0f);
|
|
}
|
|
|
|
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 ? 0.0f : state->getHazeAndFog(dist,cameraOffset.z);
|
|
|
|
if( mCloakLevel > 0.0f )
|
|
{
|
|
fogAmount = 0.0f;
|
|
}
|
|
|
|
TSMesh::setOverrideFade( mFadeVal );
|
|
|
|
mShapeInstance->setupFog(fogAmount,state->getFogColor());
|
|
mShapeInstance->animate();
|
|
mShapeInstance->render();
|
|
|
|
TSMesh::setOverrideFade( 1.0f );
|
|
|
|
mShapeInstance->setEnvironmentMapOn(false, 1.0f);
|
|
|
|
if (mCloakLevel != 0.0f) {
|
|
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 == 0.0f &&
|
|
mMount.object == NULL && image->isTranslucent == true)
|
|
{
|
|
renderShadow(dist,fogAmount);
|
|
}
|
|
|
|
TSMesh::setOverrideFade( 1.0f );
|
|
PROFILE_END();
|
|
|
|
dglSetCanonicalState();
|
|
|
|
// Debugging Bounding Box
|
|
if (!mShapeInstance || gShowBoundingBox) {
|
|
Point3F box;
|
|
glPushMatrix();
|
|
box = (mWorkingQueryBox.min + mWorkingQueryBox.max) * 0.5f;
|
|
glTranslatef(box.x,box.y,box.z);
|
|
box = (mWorkingQueryBox.max - mWorkingQueryBox.min) * 0.5f;
|
|
glScalef(box.x,box.y,box.z);
|
|
glColor3f(1.0f, 1.0f, 0.0f);
|
|
wireCube(Point3F(1.0f, 1.0f, 1.0f),Point3F(0.0f, 0.0f, 0.0f));
|
|
glPopMatrix();
|
|
|
|
Box3F convexBox = mConvex.getBoundingBox(getRenderTransform(), getScale());
|
|
glPushMatrix();
|
|
box = (convexBox.min + convexBox.max) * 0.5f;
|
|
glTranslatef(box.x,box.y,box.z);
|
|
box = (convexBox.max - convexBox.min) * 0.5f;
|
|
glScalef(box.x,box.y,box.z);
|
|
glColor3f(1.0f, 1.0f, 1.0f);
|
|
wireCube(Point3F(1.0f, 1.0f, 1.0f),Point3F(0.0f, 0.0f, 0.0f));
|
|
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 < 1.0f)
|
|
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 / 360.0f;
|
|
if( mDot( norm, Point3F(0.0f, 0.0f, -1.0f) ) < splashAng )
|
|
return;
|
|
|
|
RayInfo rInfo;
|
|
if (gClientContainer.castRay(mLastPos, curPos,
|
|
WaterObjectType, &rInfo)) {
|
|
createSplash( rInfo.point, speed );
|
|
mBubbleEmitterTime = 0.0f;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------
|
|
|
|
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( 0.0f, 0.0f, 1.0f ), moveDir, (U32)(dt * 1000.0f));
|
|
}
|
|
}
|
|
|
|
Point3F contactPoint;
|
|
if (!collidingWithWater(contactPoint)) {
|
|
mLastWaterPos = mLastPos;
|
|
return;
|
|
}
|
|
|
|
F32 speed = moveDir.len();
|
|
if( speed < mDataBlock->splashVelEpsilon )
|
|
speed = 0.0f;
|
|
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( 0.0f, 0.0f, 1.0f ),
|
|
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(0.0f, 0.0f, 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( 0.0f, 0.0f, 1.0f ) );
|
|
if (!splash->registerObject())
|
|
delete splash;
|
|
}
|
|
}
|
|
|
|
bool Player::isControlObject()
|
|
{
|
|
GameConnection* connection = GameConnection::getConnectionToServer();
|
|
if( !connection ) return false;
|
|
ShapeBase *obj = connection->getControlObject();
|
|
return ( obj == this );
|
|
}
|
|
|