player.cpp 237 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "platform/platform.h"
  23. #include "T3D/player.h"
  24. #include "platform/profiler.h"
  25. #include "math/mMath.h"
  26. #include "math/mathIO.h"
  27. #include "core/resourceManager.h"
  28. #include "core/stringTable.h"
  29. #include "core/volume.h"
  30. #include "core/stream/bitStream.h"
  31. #include "console/consoleTypes.h"
  32. #include "console/engineAPI.h"
  33. #include "collision/extrudedPolyList.h"
  34. #include "collision/clippedPolyList.h"
  35. #include "collision/earlyOutPolyList.h"
  36. #include "ts/tsShapeInstance.h"
  37. #include "sfx/sfxSystem.h"
  38. #include "sfx/sfxTrack.h"
  39. #include "sfx/sfxSource.h"
  40. #include "sfx/sfxTypes.h"
  41. #include "scene/sceneManager.h"
  42. #include "scene/sceneRenderState.h"
  43. #include "T3D/gameBase/gameConnection.h"
  44. #include "T3D/trigger.h"
  45. #include "T3D/physicalZone.h"
  46. #include "T3D/item.h"
  47. #include "T3D/missionArea.h"
  48. #include "T3D/fx/particleEmitter.h"
  49. #include "T3D/fx/cameraFXMgr.h"
  50. #include "T3D/fx/splash.h"
  51. #include "T3D/tsStatic.h"
  52. #include "T3D/physics/physicsPlugin.h"
  53. #include "T3D/physics/physicsPlayer.h"
  54. #include "T3D/decal/decalManager.h"
  55. #include "T3D/decal/decalData.h"
  56. #include "materials/baseMatInstance.h"
  57. #ifdef TORQUE_EXTENDED_MOVE
  58. #include "T3D/gameBase/extended/extendedMove.h"
  59. #endif
  60. // Amount of time if takes to transition to a new action sequence.
  61. static F32 sAnimationTransitionTime = 0.25f;
  62. static bool sUseAnimationTransitions = true;
  63. static F32 sLandReverseScale = 0.25f;
  64. static F32 sSlowStandThreshSquared = 1.69f;
  65. static S32 sRenderMyPlayer = true;
  66. static S32 sRenderMyItems = true;
  67. static bool sRenderPlayerCollision = false;
  68. // Chooses new action animations every n ticks.
  69. static const F32 sNewAnimationTickTime = 4.0f;
  70. static const F32 sMountPendingTickWait = 13.0f * F32(TickMs);
  71. // Number of ticks before we pick non-contact animations
  72. static const S32 sContactTickTime = 10;
  73. // Movement constants
  74. static F32 sVerticalStepDot = 0.173f; // 80
  75. static F32 sMinFaceDistance = 0.01f;
  76. static F32 sTractionDistance = 0.04f;
  77. static F32 sNormalElasticity = 0.01f;
  78. static U32 sMoveRetryCount = 5;
  79. static F32 sMaxImpulseVelocity = 200.0f;
  80. // Move triggers
  81. static S32 sJumpTrigger = 2;
  82. static S32 sCrouchTrigger = 3;
  83. static S32 sProneTrigger = 4;
  84. static S32 sSprintTrigger = 5;
  85. static S32 sImageTrigger0 = 0;
  86. static S32 sImageTrigger1 = 1;
  87. static S32 sJumpJetTrigger = 1;
  88. static S32 sVehicleDismountTrigger = 2;
  89. // Client prediction
  90. static F32 sMinWarpTicks = 0.5f; // Fraction of tick at which instant warp occurs
  91. static S32 sMaxWarpTicks = 3; // Max warp duration in ticks
  92. static S32 sMaxPredictionTicks = 30; // Number of ticks to predict
  93. S32 Player::smExtendedMoveHeadPosRotIndex = 0; // The ExtendedMove position/rotation index used for head movements
  94. // Anchor point compression
  95. const F32 sAnchorMaxDistance = 32.0f;
  96. //
  97. static U32 sCollisionMoveMask = TerrainObjectType |
  98. InteriorObjectType |
  99. WaterObjectType |
  100. PlayerObjectType |
  101. StaticShapeObjectType |
  102. VehicleObjectType |
  103. PhysicalZoneObjectType;
  104. static U32 sServerCollisionContactMask = sCollisionMoveMask |
  105. ItemObjectType |
  106. TriggerObjectType |
  107. CorpseObjectType;
  108. static U32 sClientCollisionContactMask = sCollisionMoveMask |
  109. TriggerObjectType;
  110. enum PlayerConstants {
  111. JumpSkipContactsMax = 8
  112. };
  113. //----------------------------------------------------------------------------
  114. // Player shape animation sequences:
  115. // look Used to control the upper body arm motion. Must animate
  116. // vertically +-80 deg.
  117. Player::Range Player::mArmRange(mDegToRad(-80.0f),mDegToRad(+80.0f));
  118. // head Used to control the direction the head is looking. Must
  119. // animated vertically +-80 deg .
  120. Player::Range Player::mHeadVRange(mDegToRad(-80.0f),mDegToRad(+80.0f));
  121. // Action Animations:
  122. PlayerData::ActionAnimationDef PlayerData::ActionAnimationList[NumTableActionAnims] =
  123. {
  124. // *** WARNING ***
  125. // This array is indexed using the enum values defined in player.h
  126. // Root is the default animation
  127. { "root" }, // RootAnim,
  128. // These are selected in the move state based on velocity
  129. { "run", { 0.0f, 1.0f, 0.0f } }, // RunForwardAnim,
  130. { "back", { 0.0f,-1.0f, 0.0f } }, // BackBackwardAnim
  131. { "side", {-1.0f, 0.0f, 0.0f } }, // SideLeftAnim,
  132. { "side_right", { 1.0f, 0.0f, 0.0f } }, // SideRightAnim,
  133. { "sprint_root" },
  134. { "sprint_forward", { 0.0f, 1.0f, 0.0f } },
  135. { "sprint_backward", { 0.0f,-1.0f, 0.0f } },
  136. { "sprint_side", {-1.0f, 0.0f, 0.0f } },
  137. { "sprint_right", { 1.0f, 0.0f, 0.0f } },
  138. { "crouch_root" },
  139. { "crouch_forward", { 0.0f, 1.0f, 0.0f } },
  140. { "crouch_backward", { 0.0f,-1.0f, 0.0f } },
  141. { "crouch_side", {-1.0f, 0.0f, 0.0f } },
  142. { "crouch_right", { 1.0f, 0.0f, 0.0f } },
  143. { "prone_root" },
  144. { "prone_forward", { 0.0f, 1.0f, 0.0f } },
  145. { "prone_backward", { 0.0f,-1.0f, 0.0f } },
  146. { "swim_root" },
  147. { "swim_forward", { 0.0f, 1.0f, 0.0f } },
  148. { "swim_backward", { 0.0f,-1.0f, 0.0f } },
  149. { "swim_left", {-1.0f, 0.0f, 0.0f } },
  150. { "swim_right", { 1.0f, 0.0f, 0.0f } },
  151. // These are set explicitly based on player actions
  152. { "fall" }, // FallAnim
  153. { "jump" }, // JumpAnim
  154. { "standjump" }, // StandJumpAnim
  155. { "land" }, // LandAnim
  156. { "jet" }, // JetAnim
  157. };
  158. //----------------------------------------------------------------------------
  159. //----------------------------------------------------------------------------
  160. //----------------------------------------------------------------------------
  161. IMPLEMENT_CO_DATABLOCK_V1(PlayerData);
  162. ConsoleDocClass( PlayerData,
  163. "@brief Defines properties for a Player object.\n\n"
  164. "@see Player\n"
  165. "@ingroup gameObjects\n"
  166. );
  167. IMPLEMENT_CALLBACK( PlayerData, onPoseChange, void, ( Player* obj, const char* oldPose, const char* newPose ), ( obj, oldPose, newPose ),
  168. "@brief Called when the player changes poses.\n\n"
  169. "@param obj The Player object\n"
  170. "@param oldPose The pose the player is switching from.\n"
  171. "@param newPose The pose the player is switching to.\n");
  172. IMPLEMENT_CALLBACK( PlayerData, onStartSwim, void, ( Player* obj ), ( obj ),
  173. "@brief Called when the player starts swimming.\n\n"
  174. "@param obj The Player object\n" );
  175. IMPLEMENT_CALLBACK( PlayerData, onStopSwim, void, ( Player* obj ), ( obj ),
  176. "@brief Called when the player stops swimming.\n\n"
  177. "@param obj The Player object\n" );
  178. IMPLEMENT_CALLBACK( PlayerData, onStartSprintMotion, void, ( Player* obj ), ( obj ),
  179. "@brief Called when the player starts moving while in a Sprint pose.\n\n"
  180. "@param obj The Player object\n" );
  181. IMPLEMENT_CALLBACK( PlayerData, onStopSprintMotion, void, ( Player* obj ), ( obj ),
  182. "@brief Called when the player stops moving while in a Sprint pose.\n\n"
  183. "@param obj The Player object\n" );
  184. IMPLEMENT_CALLBACK( PlayerData, doDismount, void, ( Player* obj ), ( obj ),
  185. "@brief Called when attempting to dismount the player from a vehicle.\n\n"
  186. "It is up to the doDismount() method to actually perform the dismount. Often "
  187. "there are some conditions that prevent this, such as the vehicle moving too fast.\n"
  188. "@param obj The Player object\n" );
  189. IMPLEMENT_CALLBACK( PlayerData, onEnterLiquid, void, ( Player* obj, F32 coverage, const char* type ), ( obj, coverage, type ),
  190. "@brief Called when the player enters a liquid.\n\n"
  191. "@param obj The Player object\n"
  192. "@param coverage Percentage of the player's bounding box covered by the liquid\n"
  193. "@param type The type of liquid the player has entered\n" );
  194. IMPLEMENT_CALLBACK( PlayerData, onLeaveLiquid, void, ( Player* obj, const char* type ), ( obj, type ),
  195. "@brief Called when the player leaves a liquid.\n\n"
  196. "@param obj The Player object\n"
  197. "@param type The type of liquid the player has left\n" );
  198. IMPLEMENT_CALLBACK( PlayerData, animationDone, void, ( Player* obj ), ( obj ),
  199. "@brief Called on the server when a scripted animation completes.\n\n"
  200. "@param obj The Player object\n"
  201. "@see Player::setActionThread() for setting a scripted animation and its 'hold' parameter to "
  202. "determine if this callback is used.\n" );
  203. IMPLEMENT_CALLBACK( PlayerData, onEnterMissionArea, void, ( Player* obj ), ( obj ),
  204. "@brief Called when the player enters the mission area.\n\n"
  205. "@param obj The Player object\n"
  206. "@see MissionArea\n" );
  207. IMPLEMENT_CALLBACK( PlayerData, onLeaveMissionArea, void, ( Player* obj ), ( obj ),
  208. "@brief Called when the player leaves the mission area.\n"
  209. "@param obj The Player object\n"
  210. "@see MissionArea\n" );
  211. PlayerData::PlayerData()
  212. {
  213. shadowEnable = true;
  214. shadowSize = 256;
  215. shadowProjectionDistance = 14.0f;
  216. renderFirstPerson = true;
  217. firstPersonShadows = false;
  218. // Used for third person image rendering
  219. imageAnimPrefix = StringTable->insert("");
  220. allowImageStateAnimation = false;
  221. // Used for first person image rendering
  222. imageAnimPrefixFP = StringTable->insert("");
  223. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  224. {
  225. shapeNameFP[i] = StringTable->insert("");
  226. mCRCFP[i] = 0;
  227. mValidShapeFP[i] = false;
  228. }
  229. pickupRadius = 0.0f;
  230. minLookAngle = -1.4f;
  231. maxLookAngle = 1.4f;
  232. maxFreelookAngle = 3.0f;
  233. maxTimeScale = 1.5f;
  234. mass = 9.0f; // from ShapeBase
  235. maxEnergy = 60.0f; // from ShapeBase
  236. drag = 0.3f; // from ShapeBase
  237. density = 1.1f; // from ShapeBase
  238. maxStepHeight = 1.0f;
  239. runSurfaceAngle = 80.0f;
  240. fallingSpeedThreshold = -10.0f;
  241. recoverDelay = 30;
  242. recoverRunForceScale = 1.0f;
  243. landSequenceTime = 0.0f;
  244. transitionToLand = false;
  245. // Running/Walking
  246. runForce = 40.0f * 9.0f;
  247. runEnergyDrain = 0.0f;
  248. minRunEnergy = 0.0f;
  249. maxForwardSpeed = 10.0f;
  250. maxBackwardSpeed = 10.0f;
  251. maxSideSpeed = 10.0f;
  252. // Jumping
  253. jumpForce = 75.0f;
  254. jumpEnergyDrain = 0.0f;
  255. minJumpEnergy = 0.0f;
  256. jumpSurfaceAngle = 78.0f;
  257. jumpDelay = 30;
  258. minJumpSpeed = 500.0f;
  259. maxJumpSpeed = 2.0f * minJumpSpeed;
  260. // Sprinting
  261. sprintForce = 50.0f * 9.0f;
  262. sprintEnergyDrain = 0.0f;
  263. minSprintEnergy = 0.0f;
  264. maxSprintForwardSpeed = 15.0f;
  265. maxSprintBackwardSpeed = 10.0f;
  266. maxSprintSideSpeed = 10.0f;
  267. sprintStrafeScale = 1.0f;
  268. sprintYawScale = 1.0f;
  269. sprintPitchScale = 1.0f;
  270. sprintCanJump = true;
  271. // Swimming
  272. swimForce = 55.0f * 9.0f;
  273. maxUnderwaterForwardSpeed = 6.0f;
  274. maxUnderwaterBackwardSpeed = 6.0f;
  275. maxUnderwaterSideSpeed = 6.0f;
  276. // Crouching
  277. crouchForce = 45.0f * 9.0f;
  278. maxCrouchForwardSpeed = 4.0f;
  279. maxCrouchBackwardSpeed = 4.0f;
  280. maxCrouchSideSpeed = 4.0f;
  281. // Prone
  282. proneForce = 45.0f * 9.0f;
  283. maxProneForwardSpeed = 2.0f;
  284. maxProneBackwardSpeed = 2.0f;
  285. maxProneSideSpeed = 0.0f;
  286. // Jetting
  287. jetJumpForce = 0;
  288. jetJumpEnergyDrain = 0;
  289. jetMinJumpEnergy = 0;
  290. jetJumpSurfaceAngle = 78;
  291. jetMinJumpSpeed = 20;
  292. jetMaxJumpSpeed = 100;
  293. horizMaxSpeed = 80.0f;
  294. horizResistSpeed = 38.0f;
  295. horizResistFactor = 1.0f;
  296. upMaxSpeed = 80.0f;
  297. upResistSpeed = 38.0f;
  298. upResistFactor = 1.0f;
  299. minImpactSpeed = 25.0f;
  300. minLateralImpactSpeed = 25.0f;
  301. decalData = NULL;
  302. decalID = 0;
  303. decalOffset = 0.0f;
  304. lookAction = 0;
  305. // size of bounding box
  306. boxSize.set(1.0f, 1.0f, 2.3f);
  307. crouchBoxSize.set(1.0f, 1.0f, 2.0f);
  308. proneBoxSize.set(1.0f, 2.3f, 1.0f);
  309. swimBoxSize.set(1.0f, 2.3f, 1.0f);
  310. // location of head, torso, legs
  311. boxHeadPercentage = 0.85f;
  312. boxTorsoPercentage = 0.55f;
  313. // damage locations
  314. boxHeadLeftPercentage = 0;
  315. boxHeadRightPercentage = 1;
  316. boxHeadBackPercentage = 0;
  317. boxHeadFrontPercentage = 1;
  318. for (S32 i = 0; i < MaxSounds; i++)
  319. sound[i] = NULL;
  320. footPuffEmitter = NULL;
  321. footPuffID = 0;
  322. footPuffNumParts = 15;
  323. footPuffRadius = .25f;
  324. dustEmitter = NULL;
  325. dustID = 0;
  326. splash = NULL;
  327. splashId = 0;
  328. splashVelocity = 1.0f;
  329. splashAngle = 45.0f;
  330. splashFreqMod = 300.0f;
  331. splashVelEpsilon = 0.25f;
  332. bubbleEmitTime = 0.4f;
  333. medSplashSoundVel = 2.0f;
  334. hardSplashSoundVel = 3.0f;
  335. exitSplashSoundVel = 2.0f;
  336. footSplashHeight = 0.1f;
  337. dMemset( splashEmitterList, 0, sizeof( splashEmitterList ) );
  338. dMemset( splashEmitterIDList, 0, sizeof( splashEmitterIDList ) );
  339. groundImpactMinSpeed = 10.0f;
  340. groundImpactShakeFreq.set( 10.0f, 10.0f, 10.0f );
  341. groundImpactShakeAmp.set( 20.0f, 20.0f, 20.0f );
  342. groundImpactShakeDuration = 1.0f;
  343. groundImpactShakeFalloff = 10.0f;
  344. // Air control
  345. airControl = 0.0f;
  346. jumpTowardsNormal = true;
  347. physicsPlayerType = StringTable->insert("");
  348. dMemset( actionList, 0, sizeof(actionList) );
  349. }
  350. bool PlayerData::preload(bool server, String &errorStr)
  351. {
  352. if(!Parent::preload(server, errorStr))
  353. return false;
  354. // Resolve objects transmitted from server
  355. if( !server )
  356. {
  357. for( U32 i = 0; i < MaxSounds; ++ i )
  358. {
  359. String errorStr;
  360. if( !sfxResolve( &sound[ i ], errorStr ) )
  361. Con::errorf( "PlayerData::preload: %s", errorStr.c_str() );
  362. }
  363. }
  364. //
  365. runSurfaceCos = mCos(mDegToRad(runSurfaceAngle));
  366. jumpSurfaceCos = mCos(mDegToRad(jumpSurfaceAngle));
  367. if (minJumpEnergy < jumpEnergyDrain)
  368. minJumpEnergy = jumpEnergyDrain;
  369. // Jetting
  370. if (jetMinJumpEnergy < jetJumpEnergyDrain)
  371. jetMinJumpEnergy = jetJumpEnergyDrain;
  372. // Validate some of the data
  373. if (fallingSpeedThreshold > 0.0f)
  374. Con::printf("PlayerData:: Falling speed threshold should be downwards (negative)");
  375. if (recoverDelay > (1 << RecoverDelayBits) - 1) {
  376. recoverDelay = (1 << RecoverDelayBits) - 1;
  377. Con::printf("PlayerData:: Recover delay exceeds range (0-%d)",recoverDelay);
  378. }
  379. if (jumpDelay > (1 << JumpDelayBits) - 1) {
  380. jumpDelay = (1 << JumpDelayBits) - 1;
  381. Con::printf("PlayerData:: Jump delay exceeds range (0-%d)",jumpDelay);
  382. }
  383. // If we don't have a shape don't crash out trying to
  384. // setup animations and sequences.
  385. if ( mShape )
  386. {
  387. // Go ahead a pre-load the player shape
  388. TSShapeInstance* si = new TSShapeInstance(mShape, false);
  389. TSThread* thread = si->addThread();
  390. // Extract ground transform velocity from animations
  391. // Get the named ones first so they can be indexed directly.
  392. ActionAnimation *dp = &actionList[0];
  393. for (int i = 0; i < NumTableActionAnims; i++,dp++)
  394. {
  395. ActionAnimationDef *sp = &ActionAnimationList[i];
  396. dp->name = sp->name;
  397. dp->dir.set(sp->dir.x,sp->dir.y,sp->dir.z);
  398. dp->sequence = mShape->findSequence(sp->name);
  399. // If this is a sprint action and is missing a sequence, attempt to use
  400. // the standard run ones.
  401. if(dp->sequence == -1 && i >= SprintRootAnim && i <= SprintRightAnim)
  402. {
  403. S32 offset = i-SprintRootAnim;
  404. ActionAnimationDef *standDef = &ActionAnimationList[RootAnim+offset];
  405. dp->sequence = mShape->findSequence(standDef->name);
  406. }
  407. dp->velocityScale = true;
  408. dp->death = false;
  409. if (dp->sequence != -1)
  410. getGroundInfo(si,thread,dp);
  411. // No real reason to spam the console about a missing jet animation
  412. if (dStricmp(sp->name, "jet") != 0)
  413. AssertWarn(dp->sequence != -1, avar("PlayerData::preload - Unable to find named animation sequence '%s'!", sp->name));
  414. }
  415. for (int b = 0; b < mShape->sequences.size(); b++)
  416. {
  417. if (!isTableSequence(b))
  418. {
  419. dp->sequence = b;
  420. dp->name = mShape->getName(mShape->sequences[b].nameIndex);
  421. dp->velocityScale = false;
  422. getGroundInfo(si,thread,dp++);
  423. }
  424. }
  425. actionCount = dp - actionList;
  426. AssertFatal(actionCount <= NumActionAnims, "Too many action animations!");
  427. delete si;
  428. // Resolve lookAction index
  429. dp = &actionList[0];
  430. String lookName("look");
  431. for (int c = 0; c < actionCount; c++,dp++)
  432. if( dStricmp( dp->name, lookName ) == 0 )
  433. lookAction = c;
  434. // Resolve spine
  435. spineNode[0] = mShape->findNode("Bip01 Pelvis");
  436. spineNode[1] = mShape->findNode("Bip01 Spine");
  437. spineNode[2] = mShape->findNode("Bip01 Spine1");
  438. spineNode[3] = mShape->findNode("Bip01 Spine2");
  439. spineNode[4] = mShape->findNode("Bip01 Neck");
  440. spineNode[5] = mShape->findNode("Bip01 Head");
  441. // Recoil animations
  442. recoilSequence[0] = mShape->findSequence("light_recoil");
  443. recoilSequence[1] = mShape->findSequence("medium_recoil");
  444. recoilSequence[2] = mShape->findSequence("heavy_recoil");
  445. }
  446. // Convert pickupRadius to a delta of boundingBox
  447. //
  448. // NOTE: it is not really correct to precalculate a pickupRadius based
  449. // on boxSize since the actual player's bounds can vary by "pose".
  450. //
  451. F32 dr = (boxSize.x > boxSize.y)? boxSize.x: boxSize.y;
  452. if (pickupRadius < dr)
  453. pickupRadius = dr;
  454. else
  455. if (pickupRadius > 2.0f * dr)
  456. pickupRadius = 2.0f * dr;
  457. pickupDelta = (S32)(pickupRadius - dr);
  458. // Validate jump speed
  459. if (maxJumpSpeed <= minJumpSpeed)
  460. maxJumpSpeed = minJumpSpeed + 0.1f;
  461. // Load up all the emitters
  462. if (!footPuffEmitter && footPuffID != 0)
  463. if (!Sim::findObject(footPuffID, footPuffEmitter))
  464. Con::errorf(ConsoleLogEntry::General, "PlayerData::preload - Invalid packet, bad datablockId(footPuffEmitter): 0x%x", footPuffID);
  465. if (!decalData && decalID != 0 )
  466. if (!Sim::findObject(decalID, decalData))
  467. Con::errorf(ConsoleLogEntry::General, "PlayerData::preload Invalid packet, bad datablockId(decalData): 0x%x", decalID);
  468. if (!dustEmitter && dustID != 0 )
  469. if (!Sim::findObject(dustID, dustEmitter))
  470. Con::errorf(ConsoleLogEntry::General, "PlayerData::preload - Invalid packet, bad datablockId(dustEmitter): 0x%x", dustID);
  471. for (int i=0; i<NUM_SPLASH_EMITTERS; i++)
  472. if( !splashEmitterList[i] && splashEmitterIDList[i] != 0 )
  473. if( Sim::findObject( splashEmitterIDList[i], splashEmitterList[i] ) == false)
  474. Con::errorf(ConsoleLogEntry::General, "PlayerData::onAdd - Invalid packet, bad datablockId(particle emitter): 0x%x", splashEmitterIDList[i]);
  475. // First person mounted image shapes.
  476. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  477. {
  478. bool shapeError = false;
  479. if (shapeNameFP[i] && shapeNameFP[i][0])
  480. {
  481. mShapeFP[i] = ResourceManager::get().load(shapeNameFP[i]);
  482. if (bool(mShapeFP[i]) == false)
  483. {
  484. errorStr = String::ToString("PlayerData: Couldn't load mounted image %d shape \"%s\"",i,shapeNameFP[i]);
  485. return false;
  486. }
  487. if(!server && !mShapeFP[i]->preloadMaterialList(mShapeFP[i].getPath()) && NetConnection::filesWereDownloaded())
  488. shapeError = true;
  489. if(computeCRC)
  490. {
  491. Con::printf("Validation required for mounted image %d shape: %s", i, shapeNameFP[i]);
  492. Torque::FS::FileNodeRef fileRef = Torque::FS::GetFileNode(mShapeFP[i].getPath());
  493. if (!fileRef)
  494. return false;
  495. if(server)
  496. mCRCFP[i] = fileRef->getChecksum();
  497. else if(mCRCFP[i] != fileRef->getChecksum())
  498. {
  499. errorStr = String::ToString("PlayerData: Mounted image %d shape \"%s\" does not match version on server.",i,shapeNameFP[i]);
  500. return false;
  501. }
  502. }
  503. mValidShapeFP[i] = true;
  504. }
  505. }
  506. return true;
  507. }
  508. void PlayerData::getGroundInfo(TSShapeInstance* si, TSThread* thread,ActionAnimation *dp)
  509. {
  510. dp->death = !dStrnicmp(dp->name, "death", 5);
  511. if (dp->death)
  512. {
  513. // Death animations use roll frame-to-frame changes in ground transform into position
  514. dp->speed = 0.0f;
  515. dp->dir.set(0.0f, 0.0f, 0.0f);
  516. // Death animations MUST define ground transforms, so add dummy ones if required
  517. if (si->getShape()->sequences[dp->sequence].numGroundFrames == 0)
  518. si->getShape()->setSequenceGroundSpeed(dp->name, Point3F(0, 0, 0), Point3F(0, 0, 0));
  519. }
  520. else
  521. {
  522. VectorF save = dp->dir;
  523. si->setSequence(thread,dp->sequence,0);
  524. si->animate();
  525. si->advanceTime(1);
  526. si->animateGround();
  527. si->getGroundTransform().getColumn(3,&dp->dir);
  528. if ((dp->speed = dp->dir.len()) < 0.01f)
  529. {
  530. // No ground displacement... In this case we'll use the
  531. // default table entry, if there is one.
  532. if (save.len() > 0.01f)
  533. {
  534. dp->dir = save;
  535. dp->speed = 1.0f;
  536. dp->velocityScale = false;
  537. }
  538. else
  539. dp->speed = 0.0f;
  540. }
  541. else
  542. dp->dir *= 1.0f / dp->speed;
  543. }
  544. }
  545. bool PlayerData::isTableSequence(S32 seq)
  546. {
  547. // The sequences from the table must already have
  548. // been loaded for this to work.
  549. for (int i = 0; i < NumTableActionAnims; i++)
  550. if (actionList[i].sequence == seq)
  551. return true;
  552. return false;
  553. }
  554. bool PlayerData::isJumpAction(U32 action)
  555. {
  556. return (action == JumpAnim || action == StandJumpAnim);
  557. }
  558. void PlayerData::initPersistFields()
  559. {
  560. addField( "pickupRadius", TypeF32, Offset(pickupRadius, PlayerData),
  561. "@brief Radius around the player to collide with Items in the scene (on server).\n\n"
  562. "Internally the pickupRadius is added to the larger side of the initial bounding box "
  563. "to determine the actual distance, to a maximum of 2 times the bounding box size. The "
  564. "initial bounding box is that used for the root pose, and therefore doesn't take into "
  565. "account the change in pose.\n");
  566. addField( "maxTimeScale", TypeF32, Offset(maxTimeScale, PlayerData),
  567. "@brief Maximum time scale for action animations.\n\n"
  568. "If an action animation has a defined ground frame, it is automatically scaled to match the "
  569. "player's ground velocity. This field limits the maximum time scale used even if "
  570. "the player's velocity exceeds it." );
  571. addGroup( "Camera" );
  572. addField( "renderFirstPerson", TypeBool, Offset(renderFirstPerson, PlayerData),
  573. "@brief Flag controlling whether to render the player shape in first person view.\n\n" );
  574. addField( "firstPersonShadows", TypeBool, Offset(firstPersonShadows, PlayerData),
  575. "@brief Forces shadows to be rendered in first person when renderFirstPerson is disabled. Defaults to false.\n\n" );
  576. addField( "minLookAngle", TypeF32, Offset(minLookAngle, PlayerData),
  577. "@brief Lowest angle (in radians) the player can look.\n\n"
  578. "@note An angle of zero is straight ahead, with positive up and negative down." );
  579. addField( "maxLookAngle", TypeF32, Offset(maxLookAngle, PlayerData),
  580. "@brief Highest angle (in radians) the player can look.\n\n"
  581. "@note An angle of zero is straight ahead, with positive up and negative down." );
  582. addField( "maxFreelookAngle", TypeF32, Offset(maxFreelookAngle, PlayerData),
  583. "@brief Defines the maximum left and right angles (in radians) the player can "
  584. "look in freelook mode.\n\n" );
  585. endGroup( "Camera" );
  586. addGroup( "Movement" );
  587. addField( "maxStepHeight", TypeF32, Offset(maxStepHeight, PlayerData),
  588. "@brief Maximum height the player can step up.\n\n"
  589. "The player will automatically step onto changes in ground height less "
  590. "than maxStepHeight. The player will collide with ground height changes "
  591. "greater than this." );
  592. addField( "runForce", TypeF32, Offset(runForce, PlayerData),
  593. "@brief Force used to accelerate the player when running.\n\n" );
  594. addField( "runEnergyDrain", TypeF32, Offset(runEnergyDrain, PlayerData),
  595. "@brief Energy value drained each tick that the player is moving.\n\n"
  596. "The player will not be able to move when his energy falls below "
  597. "minRunEnergy.\n"
  598. "@note Setting this to zero will disable any energy drain.\n"
  599. "@see minRunEnergy\n");
  600. addField( "minRunEnergy", TypeF32, Offset(minRunEnergy, PlayerData),
  601. "@brief Minimum energy level required to run or swim.\n\n"
  602. "@see runEnergyDrain\n");
  603. addField( "maxForwardSpeed", TypeF32, Offset(maxForwardSpeed, PlayerData),
  604. "@brief Maximum forward speed when running." );
  605. addField( "maxBackwardSpeed", TypeF32, Offset(maxBackwardSpeed, PlayerData),
  606. "@brief Maximum backward speed when running." );
  607. addField( "maxSideSpeed", TypeF32, Offset(maxSideSpeed, PlayerData),
  608. "@brief Maximum sideways speed when running." );
  609. addField( "runSurfaceAngle", TypeF32, Offset(runSurfaceAngle, PlayerData),
  610. "@brief Maximum angle from vertical (in degrees) the player can run up.\n\n" );
  611. addField( "minImpactSpeed", TypeF32, Offset(minImpactSpeed, PlayerData),
  612. "@brief Minimum impact speed to apply falling damage.\n\n"
  613. "This field also sets the minimum speed for the onImpact callback "
  614. "to be invoked.\n"
  615. "@see ShapeBaseData::onImpact()\n");
  616. addField( "minLateralImpactSpeed", TypeF32, Offset(minLateralImpactSpeed, PlayerData),
  617. "@brief Minimum impact speed to apply non-falling damage.\n\n"
  618. "This field also sets the minimum speed for the onLateralImpact callback "
  619. "to be invoked.\n"
  620. "@see ShapeBaseData::onLateralImpact()\n");
  621. addField( "horizMaxSpeed", TypeF32, Offset(horizMaxSpeed, PlayerData),
  622. "@brief Maximum horizontal speed.\n\n"
  623. "@note This limit is only enforced if the player's horizontal speed "
  624. "exceeds horizResistSpeed.\n"
  625. "@see horizResistSpeed\n"
  626. "@see horizResistFactor\n" );
  627. addField( "horizResistSpeed", TypeF32, Offset(horizResistSpeed, PlayerData),
  628. "@brief Horizontal speed at which resistence will take place.\n\n"
  629. "@see horizMaxSpeed\n"
  630. "@see horizResistFactor\n" );
  631. addField( "horizResistFactor", TypeF32, Offset(horizResistFactor, PlayerData),
  632. "@brief Factor of resistence once horizResistSpeed has been reached.\n\n"
  633. "@see horizMaxSpeed\n"
  634. "@see horizResistSpeed\n" );
  635. addField( "upMaxSpeed", TypeF32, Offset(upMaxSpeed, PlayerData),
  636. "@brief Maximum upwards speed.\n\n"
  637. "@note This limit is only enforced if the player's upward speed exceeds "
  638. "upResistSpeed.\n"
  639. "@see upResistSpeed\n"
  640. "@see upResistFactor\n" );
  641. addField( "upResistSpeed", TypeF32, Offset(upResistSpeed, PlayerData),
  642. "@brief Upwards speed at which resistence will take place.\n\n"
  643. "@see upMaxSpeed\n"
  644. "@see upResistFactor\n" );
  645. addField( "upResistFactor", TypeF32, Offset(upResistFactor, PlayerData),
  646. "@brief Factor of resistence once upResistSpeed has been reached.\n\n"
  647. "@see upMaxSpeed\n"
  648. "@see upResistSpeed\n" );
  649. endGroup( "Movement" );
  650. addGroup( "Movement: Jumping" );
  651. addField( "jumpForce", TypeF32, Offset(jumpForce, PlayerData),
  652. "@brief Force used to accelerate the player when a jump is initiated.\n\n" );
  653. addField( "jumpEnergyDrain", TypeF32, Offset(jumpEnergyDrain, PlayerData),
  654. "@brief Energy level drained each time the player jumps.\n\n"
  655. "@note Setting this to zero will disable any energy drain\n"
  656. "@see minJumpEnergy\n");
  657. addField( "minJumpEnergy", TypeF32, Offset(minJumpEnergy, PlayerData),
  658. "@brief Minimum energy level required to jump.\n\n"
  659. "@see jumpEnergyDrain\n");
  660. addField( "minJumpSpeed", TypeF32, Offset(minJumpSpeed, PlayerData),
  661. "@brief Minimum speed needed to jump.\n\n"
  662. "If the player's own z velocity is greater than this, then it is used to scale "
  663. "the jump speed, up to maxJumpSpeed.\n"
  664. "@see maxJumpSpeed\n");
  665. addField( "maxJumpSpeed", TypeF32, Offset(maxJumpSpeed, PlayerData),
  666. "@brief Maximum vertical speed before the player can no longer jump.\n\n" );
  667. addField( "jumpSurfaceAngle", TypeF32, Offset(jumpSurfaceAngle, PlayerData),
  668. "@brief Angle from vertical (in degrees) where the player can jump.\n\n" );
  669. addField( "jumpDelay", TypeS32, Offset(jumpDelay, PlayerData),
  670. "@brief Delay time in number of ticks ticks between jumps.\n\n" );
  671. addField( "airControl", TypeF32, Offset(airControl, PlayerData),
  672. "@brief Amount of movement control the player has when in the air.\n\n"
  673. "This is applied as a multiplier to the player's x and y motion.\n");
  674. addField( "jumpTowardsNormal", TypeBool, Offset(jumpTowardsNormal, PlayerData),
  675. "@brief Controls the direction of the jump impulse.\n"
  676. "When false, jumps are always in the vertical (+Z) direction. When true "
  677. "jumps are in the direction of the ground normal so long as the player is not "
  678. "directly facing the surface. If the player is directly facing the surface, then "
  679. "they will jump straight up.\n" );
  680. endGroup( "Movement: Jumping" );
  681. addGroup( "Movement: Sprinting" );
  682. addField( "sprintForce", TypeF32, Offset(sprintForce, PlayerData),
  683. "@brief Force used to accelerate the player when sprinting.\n\n" );
  684. addField( "sprintEnergyDrain", TypeF32, Offset(sprintEnergyDrain, PlayerData),
  685. "@brief Energy value drained each tick that the player is sprinting.\n\n"
  686. "The player will not be able to move when his energy falls below "
  687. "sprintEnergyDrain.\n"
  688. "@note Setting this to zero will disable any energy drain.\n"
  689. "@see minSprintEnergy\n");
  690. addField( "minSprintEnergy", TypeF32, Offset(minSprintEnergy, PlayerData),
  691. "@brief Minimum energy level required to sprint.\n\n"
  692. "@see sprintEnergyDrain\n");
  693. addField( "maxSprintForwardSpeed", TypeF32, Offset(maxSprintForwardSpeed, PlayerData),
  694. "@brief Maximum forward speed when sprinting." );
  695. addField( "maxSprintBackwardSpeed", TypeF32, Offset(maxSprintBackwardSpeed, PlayerData),
  696. "@brief Maximum backward speed when sprinting." );
  697. addField( "maxSprintSideSpeed", TypeF32, Offset(maxSprintSideSpeed, PlayerData),
  698. "@brief Maximum sideways speed when sprinting." );
  699. addField( "sprintStrafeScale", TypeF32, Offset(sprintStrafeScale, PlayerData),
  700. "@brief Amount to scale strafing motion vector while sprinting." );
  701. addField( "sprintYawScale", TypeF32, Offset(sprintYawScale, PlayerData),
  702. "@brief Amount to scale yaw motion while sprinting." );
  703. addField( "sprintPitchScale", TypeF32, Offset(sprintPitchScale, PlayerData),
  704. "@brief Amount to scale pitch motion while sprinting." );
  705. addField( "sprintCanJump", TypeBool, Offset(sprintCanJump, PlayerData),
  706. "@brief Can the player jump while sprinting." );
  707. endGroup( "Movement: Sprinting" );
  708. addGroup( "Movement: Swimming" );
  709. addField( "swimForce", TypeF32, Offset(swimForce, PlayerData),
  710. "@brief Force used to accelerate the player when swimming.\n\n" );
  711. addField( "maxUnderwaterForwardSpeed", TypeF32, Offset(maxUnderwaterForwardSpeed, PlayerData),
  712. "@brief Maximum forward speed when underwater.\n\n" );
  713. addField( "maxUnderwaterBackwardSpeed", TypeF32, Offset(maxUnderwaterBackwardSpeed, PlayerData),
  714. "@brief Maximum backward speed when underwater.\n\n" );
  715. addField( "maxUnderwaterSideSpeed", TypeF32, Offset(maxUnderwaterSideSpeed, PlayerData),
  716. "@brief Maximum sideways speed when underwater.\n\n" );
  717. endGroup( "Movement: Swimming" );
  718. addGroup( "Movement: Crouching" );
  719. addField( "crouchForce", TypeF32, Offset(crouchForce, PlayerData),
  720. "@brief Force used to accelerate the player when crouching.\n\n" );
  721. addField( "maxCrouchForwardSpeed", TypeF32, Offset(maxCrouchForwardSpeed, PlayerData),
  722. "@brief Maximum forward speed when crouching.\n\n" );
  723. addField( "maxCrouchBackwardSpeed", TypeF32, Offset(maxCrouchBackwardSpeed, PlayerData),
  724. "@brief Maximum backward speed when crouching.\n\n" );
  725. addField( "maxCrouchSideSpeed", TypeF32, Offset(maxCrouchSideSpeed, PlayerData),
  726. "@brief Maximum sideways speed when crouching.\n\n" );
  727. endGroup( "Movement: Crouching" );
  728. addGroup( "Movement: Prone" );
  729. addField( "proneForce", TypeF32, Offset(proneForce, PlayerData),
  730. "@brief Force used to accelerate the player when prone (laying down).\n\n" );
  731. addField( "maxProneForwardSpeed", TypeF32, Offset(maxProneForwardSpeed, PlayerData),
  732. "@brief Maximum forward speed when prone (laying down).\n\n" );
  733. addField( "maxProneBackwardSpeed", TypeF32, Offset(maxProneBackwardSpeed, PlayerData),
  734. "@brief Maximum backward speed when prone (laying down).\n\n" );
  735. addField( "maxProneSideSpeed", TypeF32, Offset(maxProneSideSpeed, PlayerData),
  736. "@brief Maximum sideways speed when prone (laying down).\n\n" );
  737. endGroup( "Movement: Prone" );
  738. addGroup( "Movement: Jetting" );
  739. addField( "jetJumpForce", TypeF32, Offset(jetJumpForce, PlayerData),
  740. "@brief Force used to accelerate the player when a jet jump is initiated.\n\n" );
  741. addField( "jetJumpEnergyDrain", TypeF32, Offset(jetJumpEnergyDrain, PlayerData),
  742. "@brief Energy level drained each time the player jet jumps.\n\n"
  743. "@note Setting this to zero will disable any energy drain\n"
  744. "@see jetMinJumpEnergy\n");
  745. addField( "jetMinJumpEnergy", TypeF32, Offset(jetMinJumpEnergy, PlayerData),
  746. "@brief Minimum energy level required to jet jump.\n\n"
  747. "@see jetJumpEnergyDrain\n");
  748. addField( "jetMinJumpSpeed", TypeF32, Offset(jetMinJumpSpeed, PlayerData),
  749. "@brief Minimum speed needed to jet jump.\n\n"
  750. "If the player's own z velocity is greater than this, then it is used to scale "
  751. "the jet jump speed, up to jetMaxJumpSpeed.\n"
  752. "@see jetMaxJumpSpeed\n");
  753. addField( "jetMaxJumpSpeed", TypeF32, Offset(jetMaxJumpSpeed, PlayerData),
  754. "@brief Maximum vertical speed before the player can no longer jet jump.\n\n" );
  755. addField( "jetJumpSurfaceAngle", TypeF32, Offset(jetJumpSurfaceAngle, PlayerData),
  756. "@brief Angle from vertical (in degrees) where the player can jet jump.\n\n" );
  757. endGroup( "Movement: Jetting" );
  758. addGroup( "Falling" );
  759. addField( "fallingSpeedThreshold", TypeF32, Offset(fallingSpeedThreshold, PlayerData),
  760. "@brief Downward speed at which we consider the player falling.\n\n" );
  761. addField( "recoverDelay", TypeS32, Offset(recoverDelay, PlayerData),
  762. "@brief Number of ticks for the player to recover from falling.\n\n" );
  763. addField( "recoverRunForceScale", TypeF32, Offset(recoverRunForceScale, PlayerData),
  764. "@brief Scale factor applied to runForce while in the recover state.\n\n"
  765. "This can be used to temporarily slow the player's movement after a fall, or "
  766. "prevent the player from moving at all if set to zero.\n" );
  767. addField( "landSequenceTime", TypeF32, Offset(landSequenceTime, PlayerData),
  768. "@brief Time of land sequence play back when using new recover system.\n\n"
  769. "If greater than 0 then the legacy fall recovery system will be bypassed "
  770. "in favour of just playing the player's land sequence. The time to "
  771. "recover from a fall then becomes this parameter's time and the land "
  772. "sequence's playback will be scaled to match.\n"
  773. "@see transitionToLand\n" );
  774. addField( "transitionToLand", TypeBool, Offset(transitionToLand, PlayerData),
  775. "@brief When going from a fall to a land, should we transition between the two.\n\n"
  776. "@note Only takes affect when landSequenceTime is greater than 0.\n"
  777. "@see landSequenceTime\n" );
  778. endGroup( "Falling" );
  779. addGroup( "Collision" );
  780. addField( "boundingBox", TypePoint3F, Offset(boxSize, PlayerData),
  781. "@brief Size of the bounding box used by the player for collision.\n\n"
  782. "Dimensions are given as \"width depth height\"." );
  783. addField( "crouchBoundingBox", TypePoint3F, Offset(crouchBoxSize, PlayerData),
  784. "@brief Collision bounding box used when the player is crouching.\n\n"
  785. "@see boundingBox" );
  786. addField( "proneBoundingBox", TypePoint3F, Offset(proneBoxSize, PlayerData),
  787. "@brief Collision bounding box used when the player is prone (laying down).\n\n"
  788. "@see boundingBox" );
  789. addField( "swimBoundingBox", TypePoint3F, Offset(swimBoxSize, PlayerData),
  790. "@brief Collision bounding box used when the player is swimming.\n\n"
  791. "@see boundingBox" );
  792. addField( "boxHeadPercentage", TypeF32, Offset(boxHeadPercentage, PlayerData),
  793. "@brief Percentage of the player's bounding box height that represents the head.\n\n"
  794. "Used when computing the damage location.\n"
  795. "@see Player::getDamageLocation" );
  796. addField( "boxTorsoPercentage", TypeF32, Offset(boxTorsoPercentage, PlayerData),
  797. "@brief Percentage of the player's bounding box height that represents the torso.\n\n"
  798. "Used when computing the damage location.\n"
  799. "@see Player::getDamageLocation" );
  800. addField( "boxHeadLeftPercentage", TypeF32, Offset(boxHeadLeftPercentage, PlayerData),
  801. "@brief Percentage of the player's bounding box width that represents the left side of the head.\n\n"
  802. "Used when computing the damage location.\n"
  803. "@see Player::getDamageLocation" );
  804. addField( "boxHeadRightPercentage", TypeF32, Offset(boxHeadRightPercentage, PlayerData),
  805. "@brief Percentage of the player's bounding box width that represents the right side of the head.\n\n"
  806. "Used when computing the damage location.\n"
  807. "@see Player::getDamageLocation" );
  808. addField( "boxHeadBackPercentage", TypeF32, Offset(boxHeadBackPercentage, PlayerData),
  809. "@brief Percentage of the player's bounding box depth that represents the back side of the head.\n\n"
  810. "Used when computing the damage location.\n"
  811. "@see Player::getDamageLocation" );
  812. addField( "boxHeadFrontPercentage", TypeF32, Offset(boxHeadFrontPercentage, PlayerData),
  813. "@brief Percentage of the player's bounding box depth that represents the front side of the head.\n\n"
  814. "Used when computing the damage location.\n"
  815. "@see Player::getDamageLocation" );
  816. endGroup( "Collision" );
  817. addGroup( "Interaction: Footsteps" );
  818. addField( "footPuffEmitter", TYPEID< ParticleEmitterData >(), Offset(footPuffEmitter, PlayerData),
  819. "@brief Particle emitter used to generate footpuffs (particles created as the player "
  820. "walks along the ground).\n\n"
  821. "@note The generation of foot puffs requires the appropriate triggeres to be defined in the "
  822. "player's animation sequences. Without these, no foot puffs will be generated.\n");
  823. addField( "footPuffNumParts", TypeS32, Offset(footPuffNumParts, PlayerData),
  824. "@brief Number of footpuff particles to generate each step.\n\n"
  825. "Each foot puff is randomly placed within the defined foot puff radius. This "
  826. "includes having footPuffNumParts set to one.\n"
  827. "@see footPuffRadius\n");
  828. addField( "footPuffRadius", TypeF32, Offset(footPuffRadius, PlayerData),
  829. "@brief Particle creation radius for footpuff particles.\n\n"
  830. "This is applied to each foot puff particle, even if footPuffNumParts is set to one. So "
  831. "set this value to zero if you want a single foot puff placed at exactly the same location "
  832. "under the player each time.\n");
  833. addField( "dustEmitter", TYPEID< ParticleEmitterData >(), Offset(dustEmitter, PlayerData),
  834. "@brief Emitter used to generate dust particles.\n\n"
  835. "@note Currently unused." );
  836. addField( "decalData", TYPEID< DecalData >(), Offset(decalData, PlayerData),
  837. "@brief Decal to place on the ground for player footsteps.\n\n" );
  838. addField( "decalOffset",TypeF32, Offset(decalOffset, PlayerData),
  839. "@brief Distance from the center of the model to the right foot.\n\n"
  840. "While this defines the distance to the right foot, it is also used to place "
  841. "the left foot decal as well. Just on the opposite side of the player." );
  842. endGroup( "Interaction: Footsteps" );
  843. addGroup( "Interaction: Sounds" );
  844. addField( "FootSoftSound", TypeSFXTrackName, Offset(sound[FootSoft], PlayerData),
  845. "@brief Sound to play when walking on a surface with Material footstepSoundId 0.\n\n" );
  846. addField( "FootHardSound", TypeSFXTrackName, Offset(sound[FootHard], PlayerData),
  847. "@brief Sound to play when walking on a surface with Material footstepSoundId 1.\n\n" );
  848. addField( "FootMetalSound", TypeSFXTrackName, Offset(sound[FootMetal], PlayerData),
  849. "@brief Sound to play when walking on a surface with Material footstepSoundId 2.\n\n" );
  850. addField( "FootSnowSound", TypeSFXTrackName, Offset(sound[FootSnow], PlayerData),
  851. "@brief Sound to play when walking on a surface with Material footstepSoundId 3.\n\n" );
  852. addField( "FootShallowSound", TypeSFXTrackName, Offset(sound[FootShallowSplash], PlayerData),
  853. "@brief Sound to play when walking in water and coverage is less than "
  854. "footSplashHeight.\n\n"
  855. "@see footSplashHeight\n" );
  856. addField( "FootWadingSound", TypeSFXTrackName, Offset(sound[FootWading], PlayerData),
  857. "@brief Sound to play when walking in water and coverage is less than 1, "
  858. "but > footSplashHeight.\n\n"
  859. "@see footSplashHeight\n" );
  860. addField( "FootUnderwaterSound", TypeSFXTrackName, Offset(sound[FootUnderWater], PlayerData),
  861. "@brief Sound to play when walking in water and coverage equals 1.0 "
  862. "(fully underwater).\n\n" );
  863. addField( "FootBubblesSound", TypeSFXTrackName, Offset(sound[FootBubbles], PlayerData),
  864. "@brief Sound to play when walking in water and coverage equals 1.0 "
  865. "(fully underwater).\n\n" );
  866. addField( "movingBubblesSound", TypeSFXTrackName, Offset(sound[MoveBubbles], PlayerData),
  867. "@brief Sound to play when in water and coverage equals 1.0 (fully underwater).\n\n"
  868. "Note that unlike FootUnderwaterSound, this sound plays even if the "
  869. "player is not moving around in the water.\n" );
  870. addField( "waterBreathSound", TypeSFXTrackName, Offset(sound[WaterBreath], PlayerData),
  871. "@brief Sound to play when in water and coverage equals 1.0 (fully underwater).\n\n"
  872. "Note that unlike FootUnderwaterSound, this sound plays even if the "
  873. "player is not moving around in the water.\n" );
  874. addField( "impactSoftSound", TypeSFXTrackName, Offset(sound[ImpactSoft], PlayerData),
  875. "@brief Sound to play after falling on a surface with Material footstepSoundId 0.\n\n" );
  876. addField( "impactHardSound", TypeSFXTrackName, Offset(sound[ImpactHard], PlayerData),
  877. "@brief Sound to play after falling on a surface with Material footstepSoundId 1.\n\n" );
  878. addField( "impactMetalSound", TypeSFXTrackName, Offset(sound[ImpactMetal], PlayerData),
  879. "@brief Sound to play after falling on a surface with Material footstepSoundId 2.\n\n" );
  880. addField( "impactSnowSound", TypeSFXTrackName, Offset(sound[ImpactSnow], PlayerData),
  881. "@brief Sound to play after falling on a surface with Material footstepSoundId 3.\n\n" );
  882. addField( "impactWaterEasy", TypeSFXTrackName, Offset(sound[ImpactWaterEasy], PlayerData),
  883. "@brief Sound to play when entering the water with velocity < "
  884. "mediumSplashSoundVelocity.\n\n"
  885. "@see mediumSplashSoundVelocity\n");
  886. addField( "impactWaterMedium", TypeSFXTrackName, Offset(sound[ImpactWaterMedium], PlayerData),
  887. "@brief Sound to play when entering the water with velocity >= "
  888. "mediumSplashSoundVelocity and < hardSplashSoundVelocity.\n\n"
  889. "@see mediumSplashSoundVelocity\n"
  890. "@see hardSplashSoundVelocity\n");
  891. addField( "impactWaterHard", TypeSFXTrackName, Offset(sound[ImpactWaterHard], PlayerData),
  892. "@brief Sound to play when entering the water with velocity >= "
  893. "hardSplashSoundVelocity.\n\n"
  894. "@see hardSplashSoundVelocity\n");
  895. addField( "exitingWater", TypeSFXTrackName, Offset(sound[ExitWater], PlayerData),
  896. "@brief Sound to play when exiting the water with velocity >= exitSplashSoundVelocity.\n\n"
  897. "@see exitSplashSoundVelocity\n");
  898. endGroup( "Interaction: Sounds" );
  899. addGroup( "Interaction: Splashes" );
  900. addField( "splash", TYPEID< SplashData >(), Offset(splash, PlayerData),
  901. "@brief SplashData datablock used to create splashes when the player moves "
  902. "through water.\n\n" );
  903. addField( "splashVelocity", TypeF32, Offset(splashVelocity, PlayerData),
  904. "@brief Minimum velocity when moving through water to generate splashes.\n\n" );
  905. addField( "splashAngle", TypeF32, Offset(splashAngle, PlayerData),
  906. "@brief Maximum angle (in degrees) from pure vertical movement in water to "
  907. "generate splashes.\n\n" );
  908. addField( "splashFreqMod", TypeF32, Offset(splashFreqMod, PlayerData),
  909. "@brief Multipled by speed to determine the number of splash particles to generate.\n\n" );
  910. addField( "splashVelEpsilon", TypeF32, Offset(splashVelEpsilon, PlayerData),
  911. "@brief Minimum speed to generate splash particles.\n\n" );
  912. addField( "bubbleEmitTime", TypeF32, Offset(bubbleEmitTime, PlayerData),
  913. "@brief Time in seconds to generate bubble particles after entering the water.\n\n" );
  914. addField( "splashEmitter", TYPEID< ParticleEmitterData >(), Offset(splashEmitterList, PlayerData), NUM_SPLASH_EMITTERS,
  915. "@brief Particle emitters used to generate splash particles.\n\n" );
  916. addField( "footstepSplashHeight", TypeF32, Offset(footSplashHeight, PlayerData),
  917. "@brief Water coverage level to choose between FootShallowSound and FootWadingSound.\n\n"
  918. "@see FootShallowSound\n"
  919. "@see FootWadingSound\n");
  920. addField( "mediumSplashSoundVelocity", TypeF32, Offset(medSplashSoundVel, PlayerData),
  921. "@brief Minimum velocity when entering the water for choosing between the impactWaterEasy and "
  922. "impactWaterMedium sounds to play.\n\n"
  923. "@see impactWaterEasy\n"
  924. "@see impactWaterMedium\n" );
  925. addField( "hardSplashSoundVelocity", TypeF32, Offset(hardSplashSoundVel, PlayerData),
  926. "@brief Minimum velocity when entering the water for choosing between the impactWaterMedium and "
  927. "impactWaterHard sound to play.\n\n"
  928. "@see impactWaterMedium\n"
  929. "@see impactWaterHard\n" );
  930. addField( "exitSplashSoundVelocity", TypeF32, Offset(exitSplashSoundVel, PlayerData),
  931. "@brief Minimum velocity when leaving the water for the exitingWater sound to "
  932. "play.\n\n"
  933. "@see exitingWater");
  934. endGroup( "Interaction: Splashes" );
  935. addGroup( "Interaction: Ground Impact" );
  936. addField( "groundImpactMinSpeed", TypeF32, Offset(groundImpactMinSpeed, PlayerData),
  937. "@brief Minimum falling impact speed to apply damage and initiate the camera "
  938. "shaking effect.\n\n" );
  939. addField( "groundImpactShakeFreq", TypePoint3F, Offset(groundImpactShakeFreq, PlayerData),
  940. "@brief Frequency of the camera shake effect after falling.\n\n"
  941. "This is how fast to shake the camera.\n");
  942. addField( "groundImpactShakeAmp", TypePoint3F, Offset(groundImpactShakeAmp, PlayerData),
  943. "@brief Amplitude of the camera shake effect after falling.\n\n"
  944. "This is how much to shake the camera.\n");
  945. addField( "groundImpactShakeDuration", TypeF32, Offset(groundImpactShakeDuration, PlayerData),
  946. "@brief Duration (in seconds) of the camera shake effect after falling.\n\n"
  947. "This is how long to shake the camera.\n");
  948. addField( "groundImpactShakeFalloff", TypeF32, Offset(groundImpactShakeFalloff, PlayerData),
  949. "@brief Falloff factor of the camera shake effect after falling.\n\n"
  950. "This is how to fade the camera shake over the duration.\n");
  951. endGroup( "Interaction: Ground Impact" );
  952. addGroup( "Physics" );
  953. // PhysicsPlayer
  954. addField( "physicsPlayerType", TypeString, Offset(physicsPlayerType, PlayerData),
  955. "@brief Specifies the type of physics used by the player.\n\n"
  956. "This depends on the physics module used. An example is 'Capsule'.\n"
  957. "@note Not current used.\n");
  958. endGroup( "Physics" );
  959. addGroup( "First Person Arms" );
  960. addField( "imageAnimPrefixFP", TypeCaseString, Offset(imageAnimPrefixFP, PlayerData),
  961. "@brief Optional prefix to all mounted image animation sequences in first person.\n\n"
  962. "This defines a prefix that will be added when looking up mounted image "
  963. "animation sequences while in first person. It allows for the customization "
  964. "of a first person image based on the type of player.\n");
  965. // Mounted images arrays
  966. addArray( "Mounted Images", ShapeBase::MaxMountedImages );
  967. addField( "shapeNameFP", TypeShapeFilename, Offset(shapeNameFP, PlayerData), ShapeBase::MaxMountedImages,
  968. "@brief File name of this player's shape that will be used in conjunction with the corresponding mounted image.\n\n"
  969. "These optional parameters correspond to each mounted image slot to indicate a shape that is rendered "
  970. "in addition to the mounted image shape. Typically these are a player's arms (or arm) that is "
  971. "animated along with the mounted image's state animation sequences.\n");
  972. endArray( "Mounted Images" );
  973. endGroup( "First Person Arms" );
  974. addGroup( "Third Person" );
  975. addField( "imageAnimPrefix", TypeCaseString, Offset(imageAnimPrefix, PlayerData),
  976. "@brief Optional prefix to all mounted image animation sequences in third person.\n\n"
  977. "This defines a prefix that will be added when looking up mounted image "
  978. "animation sequences while in third person. It allows for the customization "
  979. "of a third person image based on the type of player.\n");
  980. addField( "allowImageStateAnimation", TypeBool, Offset(allowImageStateAnimation, PlayerData),
  981. "@brief Allow mounted images to request a sequence be played on the Player.\n\n"
  982. "When true a new thread is added to the player to allow for "
  983. "mounted images to request a sequence be played on the player "
  984. "through the image's state machine. It is only optional so "
  985. "that we don't create a TSThread on the player if we don't "
  986. "need to.\n");
  987. endGroup( "Third Person" );
  988. Parent::initPersistFields();
  989. }
  990. void PlayerData::packData(BitStream* stream)
  991. {
  992. Parent::packData(stream);
  993. stream->writeFlag(renderFirstPerson);
  994. stream->writeFlag(firstPersonShadows);
  995. stream->write(minLookAngle);
  996. stream->write(maxLookAngle);
  997. stream->write(maxFreelookAngle);
  998. stream->write(maxTimeScale);
  999. stream->write(mass);
  1000. stream->write(maxEnergy);
  1001. stream->write(drag);
  1002. stream->write(density);
  1003. stream->write(maxStepHeight);
  1004. stream->write(runForce);
  1005. stream->write(runEnergyDrain);
  1006. stream->write(minRunEnergy);
  1007. stream->write(maxForwardSpeed);
  1008. stream->write(maxBackwardSpeed);
  1009. stream->write(maxSideSpeed);
  1010. stream->write(runSurfaceAngle);
  1011. stream->write(fallingSpeedThreshold);
  1012. stream->write(recoverDelay);
  1013. stream->write(recoverRunForceScale);
  1014. stream->write(landSequenceTime);
  1015. stream->write(transitionToLand);
  1016. // Jumping
  1017. stream->write(jumpForce);
  1018. stream->write(jumpEnergyDrain);
  1019. stream->write(minJumpEnergy);
  1020. stream->write(minJumpSpeed);
  1021. stream->write(maxJumpSpeed);
  1022. stream->write(jumpSurfaceAngle);
  1023. stream->writeInt(jumpDelay,JumpDelayBits);
  1024. // Sprinting
  1025. stream->write(sprintForce);
  1026. stream->write(sprintEnergyDrain);
  1027. stream->write(minSprintEnergy);
  1028. stream->write(maxSprintForwardSpeed);
  1029. stream->write(maxSprintBackwardSpeed);
  1030. stream->write(maxSprintSideSpeed);
  1031. stream->write(sprintStrafeScale);
  1032. stream->write(sprintYawScale);
  1033. stream->write(sprintPitchScale);
  1034. stream->writeFlag(sprintCanJump);
  1035. // Swimming
  1036. stream->write(swimForce);
  1037. stream->write(maxUnderwaterForwardSpeed);
  1038. stream->write(maxUnderwaterBackwardSpeed);
  1039. stream->write(maxUnderwaterSideSpeed);
  1040. // Crouching
  1041. stream->write(crouchForce);
  1042. stream->write(maxCrouchForwardSpeed);
  1043. stream->write(maxCrouchBackwardSpeed);
  1044. stream->write(maxCrouchSideSpeed);
  1045. // Prone
  1046. stream->write(proneForce);
  1047. stream->write(maxProneForwardSpeed);
  1048. stream->write(maxProneBackwardSpeed);
  1049. stream->write(maxProneSideSpeed);
  1050. // Jetting
  1051. stream->write(jetJumpForce);
  1052. stream->write(jetJumpEnergyDrain);
  1053. stream->write(jetMinJumpEnergy);
  1054. stream->write(jetMinJumpSpeed);
  1055. stream->write(jetMaxJumpSpeed);
  1056. stream->write(jetJumpSurfaceAngle);
  1057. stream->write(horizMaxSpeed);
  1058. stream->write(horizResistSpeed);
  1059. stream->write(horizResistFactor);
  1060. stream->write(upMaxSpeed);
  1061. stream->write(upResistSpeed);
  1062. stream->write(upResistFactor);
  1063. stream->write(splashVelocity);
  1064. stream->write(splashAngle);
  1065. stream->write(splashFreqMod);
  1066. stream->write(splashVelEpsilon);
  1067. stream->write(bubbleEmitTime);
  1068. stream->write(medSplashSoundVel);
  1069. stream->write(hardSplashSoundVel);
  1070. stream->write(exitSplashSoundVel);
  1071. stream->write(footSplashHeight);
  1072. // Don't need damage scale on the client
  1073. stream->write(minImpactSpeed);
  1074. stream->write(minLateralImpactSpeed);
  1075. for( U32 i = 0; i < MaxSounds; i++)
  1076. sfxWrite( stream, sound[ i ] );
  1077. mathWrite(*stream, boxSize);
  1078. mathWrite(*stream, crouchBoxSize);
  1079. mathWrite(*stream, proneBoxSize);
  1080. mathWrite(*stream, swimBoxSize);
  1081. if( stream->writeFlag( footPuffEmitter ) )
  1082. {
  1083. stream->writeRangedU32( footPuffEmitter->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
  1084. }
  1085. stream->write( footPuffNumParts );
  1086. stream->write( footPuffRadius );
  1087. if( stream->writeFlag( decalData ) )
  1088. {
  1089. stream->writeRangedU32( decalData->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
  1090. }
  1091. stream->write(decalOffset);
  1092. if( stream->writeFlag( dustEmitter ) )
  1093. {
  1094. stream->writeRangedU32( dustEmitter->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
  1095. }
  1096. if (stream->writeFlag( splash ))
  1097. {
  1098. stream->writeRangedU32(splash->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast);
  1099. }
  1100. for( U32 i=0; i<NUM_SPLASH_EMITTERS; i++ )
  1101. {
  1102. if( stream->writeFlag( splashEmitterList[i] != NULL ) )
  1103. {
  1104. stream->writeRangedU32( splashEmitterList[i]->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
  1105. }
  1106. }
  1107. stream->write(groundImpactMinSpeed);
  1108. stream->write(groundImpactShakeFreq.x);
  1109. stream->write(groundImpactShakeFreq.y);
  1110. stream->write(groundImpactShakeFreq.z);
  1111. stream->write(groundImpactShakeAmp.x);
  1112. stream->write(groundImpactShakeAmp.y);
  1113. stream->write(groundImpactShakeAmp.z);
  1114. stream->write(groundImpactShakeDuration);
  1115. stream->write(groundImpactShakeFalloff);
  1116. // Air control
  1117. stream->write(airControl);
  1118. // Jump off at normal
  1119. stream->writeFlag(jumpTowardsNormal);
  1120. stream->writeString(physicsPlayerType);
  1121. // Third person mounted image shapes
  1122. stream->writeString(imageAnimPrefix);
  1123. stream->writeFlag(allowImageStateAnimation);
  1124. // First person mounted image shapes
  1125. stream->writeString(imageAnimPrefixFP);
  1126. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  1127. {
  1128. stream->writeString(shapeNameFP[i]);
  1129. // computeCRC is handled in ShapeBaseData
  1130. if (computeCRC)
  1131. {
  1132. stream->write(mCRCFP[i]);
  1133. }
  1134. }
  1135. }
  1136. void PlayerData::unpackData(BitStream* stream)
  1137. {
  1138. Parent::unpackData(stream);
  1139. renderFirstPerson = stream->readFlag();
  1140. firstPersonShadows = stream->readFlag();
  1141. stream->read(&minLookAngle);
  1142. stream->read(&maxLookAngle);
  1143. stream->read(&maxFreelookAngle);
  1144. stream->read(&maxTimeScale);
  1145. stream->read(&mass);
  1146. stream->read(&maxEnergy);
  1147. stream->read(&drag);
  1148. stream->read(&density);
  1149. stream->read(&maxStepHeight);
  1150. stream->read(&runForce);
  1151. stream->read(&runEnergyDrain);
  1152. stream->read(&minRunEnergy);
  1153. stream->read(&maxForwardSpeed);
  1154. stream->read(&maxBackwardSpeed);
  1155. stream->read(&maxSideSpeed);
  1156. stream->read(&runSurfaceAngle);
  1157. stream->read(&fallingSpeedThreshold);
  1158. stream->read(&recoverDelay);
  1159. stream->read(&recoverRunForceScale);
  1160. stream->read(&landSequenceTime);
  1161. stream->read(&transitionToLand);
  1162. // Jumping
  1163. stream->read(&jumpForce);
  1164. stream->read(&jumpEnergyDrain);
  1165. stream->read(&minJumpEnergy);
  1166. stream->read(&minJumpSpeed);
  1167. stream->read(&maxJumpSpeed);
  1168. stream->read(&jumpSurfaceAngle);
  1169. jumpDelay = stream->readInt(JumpDelayBits);
  1170. // Sprinting
  1171. stream->read(&sprintForce);
  1172. stream->read(&sprintEnergyDrain);
  1173. stream->read(&minSprintEnergy);
  1174. stream->read(&maxSprintForwardSpeed);
  1175. stream->read(&maxSprintBackwardSpeed);
  1176. stream->read(&maxSprintSideSpeed);
  1177. stream->read(&sprintStrafeScale);
  1178. stream->read(&sprintYawScale);
  1179. stream->read(&sprintPitchScale);
  1180. sprintCanJump = stream->readFlag();
  1181. // Swimming
  1182. stream->read(&swimForce);
  1183. stream->read(&maxUnderwaterForwardSpeed);
  1184. stream->read(&maxUnderwaterBackwardSpeed);
  1185. stream->read(&maxUnderwaterSideSpeed);
  1186. // Crouching
  1187. stream->read(&crouchForce);
  1188. stream->read(&maxCrouchForwardSpeed);
  1189. stream->read(&maxCrouchBackwardSpeed);
  1190. stream->read(&maxCrouchSideSpeed);
  1191. // Prone
  1192. stream->read(&proneForce);
  1193. stream->read(&maxProneForwardSpeed);
  1194. stream->read(&maxProneBackwardSpeed);
  1195. stream->read(&maxProneSideSpeed);
  1196. // Jetting
  1197. stream->read(&jetJumpForce);
  1198. stream->read(&jetJumpEnergyDrain);
  1199. stream->read(&jetMinJumpEnergy);
  1200. stream->read(&jetMinJumpSpeed);
  1201. stream->read(&jetMaxJumpSpeed);
  1202. stream->read(&jetJumpSurfaceAngle);
  1203. stream->read(&horizMaxSpeed);
  1204. stream->read(&horizResistSpeed);
  1205. stream->read(&horizResistFactor);
  1206. stream->read(&upMaxSpeed);
  1207. stream->read(&upResistSpeed);
  1208. stream->read(&upResistFactor);
  1209. stream->read(&splashVelocity);
  1210. stream->read(&splashAngle);
  1211. stream->read(&splashFreqMod);
  1212. stream->read(&splashVelEpsilon);
  1213. stream->read(&bubbleEmitTime);
  1214. stream->read(&medSplashSoundVel);
  1215. stream->read(&hardSplashSoundVel);
  1216. stream->read(&exitSplashSoundVel);
  1217. stream->read(&footSplashHeight);
  1218. stream->read(&minImpactSpeed);
  1219. stream->read(&minLateralImpactSpeed);
  1220. for( U32 i = 0; i < MaxSounds; i++)
  1221. sfxRead( stream, &sound[ i ] );
  1222. mathRead(*stream, &boxSize);
  1223. mathRead(*stream, &crouchBoxSize);
  1224. mathRead(*stream, &proneBoxSize);
  1225. mathRead(*stream, &swimBoxSize);
  1226. if( stream->readFlag() )
  1227. {
  1228. footPuffID = (S32) stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
  1229. }
  1230. stream->read(&footPuffNumParts);
  1231. stream->read(&footPuffRadius);
  1232. if( stream->readFlag() )
  1233. {
  1234. decalID = (S32) stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
  1235. }
  1236. stream->read(&decalOffset);
  1237. if( stream->readFlag() )
  1238. {
  1239. dustID = (S32) stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
  1240. }
  1241. if (stream->readFlag())
  1242. {
  1243. splashId = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
  1244. }
  1245. for( U32 i=0; i<NUM_SPLASH_EMITTERS; i++ )
  1246. {
  1247. if( stream->readFlag() )
  1248. {
  1249. splashEmitterIDList[i] = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
  1250. }
  1251. }
  1252. stream->read(&groundImpactMinSpeed);
  1253. stream->read(&groundImpactShakeFreq.x);
  1254. stream->read(&groundImpactShakeFreq.y);
  1255. stream->read(&groundImpactShakeFreq.z);
  1256. stream->read(&groundImpactShakeAmp.x);
  1257. stream->read(&groundImpactShakeAmp.y);
  1258. stream->read(&groundImpactShakeAmp.z);
  1259. stream->read(&groundImpactShakeDuration);
  1260. stream->read(&groundImpactShakeFalloff);
  1261. // Air control
  1262. stream->read(&airControl);
  1263. // Jump off at normal
  1264. jumpTowardsNormal = stream->readFlag();
  1265. physicsPlayerType = stream->readSTString();
  1266. // Third person mounted image shapes
  1267. imageAnimPrefix = stream->readSTString();
  1268. allowImageStateAnimation = stream->readFlag();
  1269. // First person mounted image shapes
  1270. imageAnimPrefixFP = stream->readSTString();
  1271. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  1272. {
  1273. shapeNameFP[i] = stream->readSTString();
  1274. // computeCRC is handled in ShapeBaseData
  1275. if (computeCRC)
  1276. {
  1277. stream->read(&(mCRCFP[i]));
  1278. }
  1279. }
  1280. }
  1281. //----------------------------------------------------------------------------
  1282. //----------------------------------------------------------------------------
  1283. ImplementEnumType( PlayerPose,
  1284. "@brief The pose of the Player.\n\n"
  1285. "@ingroup gameObjects\n\n")
  1286. { Player::StandPose, "Stand", "Standard movement pose.\n" },
  1287. { Player::SprintPose, "Sprint", "Sprinting pose.\n" },
  1288. { Player::CrouchPose, "Crouch", "Crouch pose.\n" },
  1289. { Player::PronePose, "Prone", "Prone pose.\n" },
  1290. { Player::SwimPose, "Swim", "Swimming pose.\n" },
  1291. EndImplementEnumType;
  1292. //----------------------------------------------------------------------------
  1293. IMPLEMENT_CO_NETOBJECT_V1(Player);
  1294. ConsoleDocClass( Player,
  1295. "@ingroup gameObjects\n"
  1296. );
  1297. F32 Player::mGravity = -20;
  1298. //----------------------------------------------------------------------------
  1299. Player::Player()
  1300. {
  1301. mTypeMask |= PlayerObjectType | DynamicShapeObjectType;
  1302. delta.pos = mAnchorPoint = Point3F(0,0,100);
  1303. delta.rot = delta.head = Point3F(0,0,0);
  1304. delta.rotOffset.set(0.0f,0.0f,0.0f);
  1305. delta.warpOffset.set(0.0f,0.0f,0.0f);
  1306. delta.posVec.set(0.0f,0.0f,0.0f);
  1307. delta.rotVec.set(0.0f,0.0f,0.0f);
  1308. delta.headVec.set(0.0f,0.0f,0.0f);
  1309. delta.warpTicks = 0;
  1310. delta.dt = 1.0f;
  1311. delta.move = NullMove;
  1312. mPredictionCount = sMaxPredictionTicks;
  1313. mObjToWorld.setColumn(3,delta.pos);
  1314. mRot = delta.rot;
  1315. mHead = delta.head;
  1316. mVelocity.set(0.0f, 0.0f, 0.0f);
  1317. mDataBlock = 0;
  1318. mHeadHThread = mHeadVThread = mRecoilThread = mImageStateThread = 0;
  1319. mArmAnimation.action = PlayerData::NullAnimation;
  1320. mArmAnimation.thread = 0;
  1321. mActionAnimation.action = PlayerData::NullAnimation;
  1322. mActionAnimation.thread = 0;
  1323. mActionAnimation.delayTicks = 0;
  1324. mActionAnimation.forward = true;
  1325. mActionAnimation.firstPerson = false;
  1326. //mActionAnimation.time = 1.0f; //ActionAnimation::Scale;
  1327. mActionAnimation.waitForEnd = false;
  1328. mActionAnimation.holdAtEnd = false;
  1329. mActionAnimation.animateOnServer = false;
  1330. mActionAnimation.atEnd = false;
  1331. mState = MoveState;
  1332. mJetting = false;
  1333. mFalling = false;
  1334. mSwimming = false;
  1335. mInWater = false;
  1336. mPose = StandPose;
  1337. mContactTimer = 0;
  1338. mJumpDelay = 0;
  1339. mJumpSurfaceLastContact = 0;
  1340. mJumpSurfaceNormal.set(0.0f, 0.0f, 1.0f);
  1341. mControlObject = 0;
  1342. dMemset( mSplashEmitter, 0, sizeof( mSplashEmitter ) );
  1343. mUseHeadZCalc = true;
  1344. allowAllPoses();
  1345. mImpactSound = 0;
  1346. mRecoverTicks = 0;
  1347. mReversePending = 0;
  1348. mLastPos.set( 0.0f, 0.0f, 0.0f );
  1349. mMoveBubbleSound = 0;
  1350. mWaterBreathSound = 0;
  1351. mConvex.init(this);
  1352. mWorkingQueryBox.minExtents.set(-1e9f, -1e9f, -1e9f);
  1353. mWorkingQueryBox.maxExtents.set(-1e9f, -1e9f, -1e9f);
  1354. mWeaponBackFraction = 0.0f;
  1355. mInMissionArea = true;
  1356. mBubbleEmitterTime = 10.0;
  1357. mLastWaterPos.set( 0.0, 0.0, 0.0 );
  1358. mMountPending = 0;
  1359. mPhysicsRep = NULL;
  1360. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  1361. {
  1362. mShapeFPInstance[i] = 0;
  1363. mShapeFPAmbientThread[i] = 0;
  1364. mShapeFPVisThread[i] = 0;
  1365. mShapeFPAnimThread[i] = 0;
  1366. mShapeFPFlashThread[i] = 0;
  1367. mShapeFPSpinThread[i] = 0;
  1368. }
  1369. mLastAbsoluteYaw = 0.0f;
  1370. mLastAbsolutePitch = 0.0f;
  1371. }
  1372. Player::~Player()
  1373. {
  1374. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  1375. {
  1376. delete mShapeFPInstance[i];
  1377. mShapeFPInstance[i] = 0;
  1378. }
  1379. }
  1380. //----------------------------------------------------------------------------
  1381. bool Player::onAdd()
  1382. {
  1383. ActionAnimation serverAnim = mActionAnimation;
  1384. if(!Parent::onAdd() || !mDataBlock)
  1385. return false;
  1386. mWorkingQueryBox.minExtents.set(-1e9f, -1e9f, -1e9f);
  1387. mWorkingQueryBox.maxExtents.set(-1e9f, -1e9f, -1e9f);
  1388. addToScene();
  1389. // Make sure any state and animation passed from the server
  1390. // in the initial update is set correctly.
  1391. ActionState state = mState;
  1392. mState = NullState;
  1393. setState(state);
  1394. setPose(StandPose);
  1395. if (serverAnim.action != PlayerData::NullAnimation)
  1396. {
  1397. setActionThread(serverAnim.action, true, serverAnim.holdAtEnd, true, false, true);
  1398. if (serverAnim.atEnd)
  1399. {
  1400. mShapeInstance->clearTransition(mActionAnimation.thread);
  1401. mShapeInstance->setPos(mActionAnimation.thread,
  1402. mActionAnimation.forward ? 1.0f : 0.0f);
  1403. if (inDeathAnim())
  1404. mDeath.lastPos = 1.0f;
  1405. }
  1406. // We have to leave them sitting for a while since mounts don't come through right
  1407. // away (and sometimes not for a while). Still going to let this time out because
  1408. // I'm not sure if we're guaranteed another anim will come through and cancel.
  1409. if (!isServerObject() && inSittingAnim())
  1410. mMountPending = (S32) sMountPendingTickWait;
  1411. else
  1412. mMountPending = 0;
  1413. }
  1414. if (mArmAnimation.action != PlayerData::NullAnimation)
  1415. setArmThread(mArmAnimation.action);
  1416. //
  1417. if (isServerObject())
  1418. {
  1419. scriptOnAdd();
  1420. }
  1421. else
  1422. {
  1423. U32 i;
  1424. for( i=0; i<PlayerData::NUM_SPLASH_EMITTERS; i++ )
  1425. {
  1426. if ( mDataBlock->splashEmitterList[i] )
  1427. {
  1428. mSplashEmitter[i] = new ParticleEmitter;
  1429. mSplashEmitter[i]->onNewDataBlock( mDataBlock->splashEmitterList[i], false );
  1430. if( !mSplashEmitter[i]->registerObject() )
  1431. {
  1432. Con::warnf( ConsoleLogEntry::General, "Could not register splash emitter for class: %s", mDataBlock->getName() );
  1433. mSplashEmitter[i].getPointer()->destroySelf();
  1434. mSplashEmitter[i] = NULL;
  1435. }
  1436. }
  1437. }
  1438. mLastWaterPos = getPosition();
  1439. // clear out all camera effects
  1440. gCamFXMgr.clear();
  1441. }
  1442. if ( PHYSICSMGR )
  1443. {
  1444. PhysicsWorld *world = PHYSICSMGR->getWorld( isServerObject() ? "server" : "client" );
  1445. mPhysicsRep = PHYSICSMGR->createPlayer();
  1446. mPhysicsRep->init( mDataBlock->physicsPlayerType,
  1447. mDataBlock->boxSize,
  1448. mDataBlock->runSurfaceCos,
  1449. mDataBlock->maxStepHeight,
  1450. this,
  1451. world );
  1452. mPhysicsRep->setTransform( getTransform() );
  1453. }
  1454. return true;
  1455. }
  1456. void Player::onRemove()
  1457. {
  1458. setControlObject(0);
  1459. scriptOnRemove();
  1460. removeFromScene();
  1461. U32 i;
  1462. for( i=0; i<PlayerData::NUM_SPLASH_EMITTERS; i++ )
  1463. {
  1464. if( mSplashEmitter[i] )
  1465. {
  1466. mSplashEmitter[i]->deleteWhenEmpty();
  1467. mSplashEmitter[i] = NULL;
  1468. }
  1469. }
  1470. mWorkingQueryBox.minExtents.set(-1e9f, -1e9f, -1e9f);
  1471. mWorkingQueryBox.maxExtents.set(-1e9f, -1e9f, -1e9f);
  1472. SAFE_DELETE( mPhysicsRep );
  1473. Parent::onRemove();
  1474. }
  1475. void Player::onScaleChanged()
  1476. {
  1477. const Point3F& scale = getScale();
  1478. mScaledBox = mObjBox;
  1479. mScaledBox.minExtents.convolve( scale );
  1480. mScaledBox.maxExtents.convolve( scale );
  1481. }
  1482. //----------------------------------------------------------------------------
  1483. bool Player::onNewDataBlock( GameBaseData *dptr, bool reload )
  1484. {
  1485. PlayerData* prevData = mDataBlock;
  1486. mDataBlock = dynamic_cast<PlayerData*>(dptr);
  1487. if ( !mDataBlock || !Parent::onNewDataBlock( dptr, reload ) )
  1488. return false;
  1489. // Player requires a shape instance.
  1490. if ( mShapeInstance == NULL )
  1491. return false;
  1492. // Initialize arm thread, preserve arm sequence from last datablock.
  1493. // Arm animation can be from last datablock, or sent from the server.
  1494. U32 prevAction = mArmAnimation.action;
  1495. mArmAnimation.action = PlayerData::NullAnimation;
  1496. if (mDataBlock->lookAction) {
  1497. mArmAnimation.thread = mShapeInstance->addThread();
  1498. mShapeInstance->setTimeScale(mArmAnimation.thread,0);
  1499. if (prevData) {
  1500. if (prevAction != prevData->lookAction && prevAction != PlayerData::NullAnimation)
  1501. setArmThread(prevData->actionList[prevAction].name);
  1502. prevAction = PlayerData::NullAnimation;
  1503. }
  1504. if (mArmAnimation.action == PlayerData::NullAnimation) {
  1505. mArmAnimation.action = (prevAction != PlayerData::NullAnimation)?
  1506. prevAction: mDataBlock->lookAction;
  1507. mShapeInstance->setSequence(mArmAnimation.thread,
  1508. mDataBlock->actionList[mArmAnimation.action].sequence,0);
  1509. }
  1510. }
  1511. else
  1512. mArmAnimation.thread = 0;
  1513. // Initialize head look thread
  1514. TSShape const* shape = mShapeInstance->getShape();
  1515. S32 headSeq = shape->findSequence("head");
  1516. if (headSeq != -1) {
  1517. mHeadVThread = mShapeInstance->addThread();
  1518. mShapeInstance->setSequence(mHeadVThread,headSeq,0);
  1519. mShapeInstance->setTimeScale(mHeadVThread,0);
  1520. }
  1521. else
  1522. mHeadVThread = 0;
  1523. headSeq = shape->findSequence("headside");
  1524. if (headSeq != -1) {
  1525. mHeadHThread = mShapeInstance->addThread();
  1526. mShapeInstance->setSequence(mHeadHThread,headSeq,0);
  1527. mShapeInstance->setTimeScale(mHeadHThread,0);
  1528. }
  1529. else
  1530. mHeadHThread = 0;
  1531. // Create Recoil thread if any recoil sequences are specified.
  1532. // Note that the server player does not play this animation.
  1533. mRecoilThread = 0;
  1534. if (isGhost())
  1535. for (U32 s = 0; s < PlayerData::NumRecoilSequences; s++)
  1536. if (mDataBlock->recoilSequence[s] != -1) {
  1537. mRecoilThread = mShapeInstance->addThread();
  1538. mShapeInstance->setSequence(mRecoilThread, mDataBlock->recoilSequence[s], 0);
  1539. mShapeInstance->setTimeScale(mRecoilThread, 0);
  1540. break;
  1541. }
  1542. // Reset the image state driven animation thread. This will be properly built
  1543. // in onImageStateAnimation() when needed.
  1544. mImageStateThread = 0;
  1545. // Initialize the primary thread, the actual sequence is
  1546. // set later depending on player actions.
  1547. mActionAnimation.action = PlayerData::NullAnimation;
  1548. mActionAnimation.thread = mShapeInstance->addThread();
  1549. updateAnimationTree(!isGhost());
  1550. // First person mounted image shapes. Only on client.
  1551. if ( isGhost() )
  1552. {
  1553. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  1554. {
  1555. if (bool(mDataBlock->mShapeFP[i]))
  1556. {
  1557. mShapeFPInstance[i] = new TSShapeInstance(mDataBlock->mShapeFP[i], isClientObject());
  1558. mShapeFPInstance[i]->cloneMaterialList();
  1559. // Ambient animation
  1560. if (mShapeFPAmbientThread[i])
  1561. {
  1562. S32 seq = mShapeFPInstance[i]->getShape()->findSequence("ambient");
  1563. if (seq != -1)
  1564. {
  1565. mShapeFPAmbientThread[i] = mShapeFPInstance[i]->addThread();
  1566. mShapeFPInstance[i]->setTimeScale(mShapeFPAmbientThread[i], 1);
  1567. mShapeFPInstance[i]->setSequence(mShapeFPAmbientThread[i], seq, 0);
  1568. }
  1569. }
  1570. // Standard state animation
  1571. mShapeFPAnimThread[i] = mShapeFPInstance[i]->addThread();
  1572. if (mShapeFPAnimThread[i])
  1573. {
  1574. mShapeFPInstance[i]->setTimeScale(mShapeFPAnimThread[i],0);
  1575. }
  1576. }
  1577. }
  1578. }
  1579. if ( isGhost() )
  1580. {
  1581. // Create the sounds ahead of time. This reduces runtime
  1582. // costs and makes the system easier to understand.
  1583. SFX_DELETE( mMoveBubbleSound );
  1584. SFX_DELETE( mWaterBreathSound );
  1585. if ( mDataBlock->sound[PlayerData::MoveBubbles] )
  1586. mMoveBubbleSound = SFX->createSource( mDataBlock->sound[PlayerData::MoveBubbles] );
  1587. if ( mDataBlock->sound[PlayerData::WaterBreath] )
  1588. mWaterBreathSound = SFX->createSource( mDataBlock->sound[PlayerData::WaterBreath] );
  1589. }
  1590. mObjBox.maxExtents.x = mDataBlock->boxSize.x * 0.5f;
  1591. mObjBox.maxExtents.y = mDataBlock->boxSize.y * 0.5f;
  1592. mObjBox.maxExtents.z = mDataBlock->boxSize.z;
  1593. mObjBox.minExtents.x = -mObjBox.maxExtents.x;
  1594. mObjBox.minExtents.y = -mObjBox.maxExtents.y;
  1595. mObjBox.minExtents.z = 0.0f;
  1596. // Setup the box for our convex object...
  1597. mObjBox.getCenter(&mConvex.mCenter);
  1598. mConvex.mSize.x = mObjBox.len_x() / 2.0f;
  1599. mConvex.mSize.y = mObjBox.len_y() / 2.0f;
  1600. mConvex.mSize.z = mObjBox.len_z() / 2.0f;
  1601. // Initialize our scaled attributes as well
  1602. onScaleChanged();
  1603. resetWorldBox();
  1604. scriptOnNewDataBlock();
  1605. return true;
  1606. }
  1607. //----------------------------------------------------------------------------
  1608. void Player::reSkin()
  1609. {
  1610. if ( isGhost() && mShapeInstance && mSkinNameHandle.isValidString() )
  1611. {
  1612. Vector<String> skins;
  1613. String(mSkinNameHandle.getString()).split( ";", skins );
  1614. for ( int i = 0; i < skins.size(); i++ )
  1615. {
  1616. String oldSkin( mAppliedSkinName.c_str() );
  1617. String newSkin( skins[i] );
  1618. // Check if the skin handle contains an explicit "old" base string. This
  1619. // allows all models to support skinning, even if they don't follow the
  1620. // "base_xxx" material naming convention.
  1621. S32 split = newSkin.find( '=' ); // "old=new" format skin?
  1622. if ( split != String::NPos )
  1623. {
  1624. oldSkin = newSkin.substr( 0, split );
  1625. newSkin = newSkin.erase( 0, split+1 );
  1626. }
  1627. // Apply skin to both 3rd person and 1st person shape instances
  1628. mShapeInstance->reSkin( newSkin, oldSkin );
  1629. for ( int j = 0; j < ShapeBase::MaxMountedImages; j++ )
  1630. {
  1631. if (mShapeFPInstance[j])
  1632. mShapeFPInstance[j]->reSkin( newSkin, oldSkin );
  1633. }
  1634. mAppliedSkinName = newSkin;
  1635. }
  1636. }
  1637. }
  1638. //----------------------------------------------------------------------------
  1639. void Player::setControllingClient(GameConnection* client)
  1640. {
  1641. Parent::setControllingClient(client);
  1642. if (mControlObject)
  1643. mControlObject->setControllingClient(client);
  1644. }
  1645. void Player::setControlObject(ShapeBase* obj)
  1646. {
  1647. if (mControlObject == obj)
  1648. return;
  1649. if (mControlObject) {
  1650. mControlObject->setControllingObject(0);
  1651. mControlObject->setControllingClient(0);
  1652. }
  1653. if (obj == this || obj == 0)
  1654. mControlObject = 0;
  1655. else {
  1656. if (ShapeBase* coo = obj->getControllingObject())
  1657. coo->setControlObject(0);
  1658. if (GameConnection* con = obj->getControllingClient())
  1659. con->setControlObject(0);
  1660. mControlObject = obj;
  1661. mControlObject->setControllingObject(this);
  1662. mControlObject->setControllingClient(getControllingClient());
  1663. }
  1664. }
  1665. void Player::onCameraScopeQuery(NetConnection *connection, CameraScopeQuery *query)
  1666. {
  1667. // First, we are certainly in scope, and whatever we're riding is too...
  1668. if(mControlObject.isNull() || mControlObject == mMount.object)
  1669. Parent::onCameraScopeQuery(connection, query);
  1670. else
  1671. {
  1672. connection->objectInScope(this);
  1673. if (isMounted())
  1674. connection->objectInScope(mMount.object);
  1675. mControlObject->onCameraScopeQuery(connection, query);
  1676. }
  1677. }
  1678. ShapeBase* Player::getControlObject()
  1679. {
  1680. return mControlObject;
  1681. }
  1682. void Player::processTick(const Move* move)
  1683. {
  1684. PROFILE_SCOPE(Player_ProcessTick);
  1685. bool prevMoveMotion = mMoveMotion;
  1686. Pose prevPose = getPose();
  1687. // If we're not being controlled by a client, let the
  1688. // AI sub-module get a chance at producing a move.
  1689. Move aiMove;
  1690. if (!move && isServerObject() && getAIMove(&aiMove))
  1691. move = &aiMove;
  1692. // Manage the control object and filter moves for the player
  1693. Move pMove,cMove;
  1694. if (mControlObject) {
  1695. if (!move)
  1696. mControlObject->processTick(0);
  1697. else {
  1698. pMove = NullMove;
  1699. cMove = *move;
  1700. //if (isMounted()) {
  1701. // Filter Jump trigger if mounted
  1702. //pMove.trigger[2] = move->trigger[2];
  1703. //cMove.trigger[2] = false;
  1704. //}
  1705. if (move->freeLook) {
  1706. // Filter yaw/picth/roll when freelooking.
  1707. pMove.yaw = move->yaw;
  1708. pMove.pitch = move->pitch;
  1709. pMove.roll = move->roll;
  1710. pMove.freeLook = true;
  1711. cMove.freeLook = false;
  1712. cMove.yaw = cMove.pitch = cMove.roll = 0.0f;
  1713. }
  1714. mControlObject->processTick((mDamageState == Enabled)? &cMove: &NullMove);
  1715. move = &pMove;
  1716. }
  1717. }
  1718. Parent::processTick(move);
  1719. // Warp to catch up to server
  1720. if (delta.warpTicks > 0) {
  1721. delta.warpTicks--;
  1722. // Set new pos
  1723. getTransform().getColumn(3, &delta.pos);
  1724. delta.pos += delta.warpOffset;
  1725. delta.rot += delta.rotOffset;
  1726. // Wrap yaw to +/-PI
  1727. if (delta.rot.z < - M_PI_F)
  1728. delta.rot.z += M_2PI_F;
  1729. else if (delta.rot.z > M_PI_F)
  1730. delta.rot.z -= M_2PI_F;
  1731. setPosition(delta.pos,delta.rot);
  1732. updateDeathOffsets();
  1733. updateLookAnimation();
  1734. // Backstepping
  1735. delta.posVec = -delta.warpOffset;
  1736. delta.rotVec = -delta.rotOffset;
  1737. }
  1738. else {
  1739. // If there is no move, the player is either an
  1740. // unattached player on the server, or a player's
  1741. // client ghost.
  1742. if (!move) {
  1743. if (isGhost()) {
  1744. // If we haven't run out of prediction time,
  1745. // predict using the last known move.
  1746. if (mPredictionCount-- <= 0)
  1747. return;
  1748. move = &delta.move;
  1749. }
  1750. else
  1751. move = &NullMove;
  1752. }
  1753. if (!isGhost())
  1754. updateAnimation(TickSec);
  1755. PROFILE_START(Player_PhysicsSection);
  1756. if ( isServerObject() || didRenderLastRender() || getControllingClient() )
  1757. {
  1758. if ( !mPhysicsRep )
  1759. {
  1760. if ( isMounted() )
  1761. {
  1762. // If we're mounted then do not perform any collision checks
  1763. // and clear our previous working list.
  1764. mConvex.clearWorkingList();
  1765. }
  1766. else
  1767. {
  1768. updateWorkingCollisionSet();
  1769. }
  1770. }
  1771. updateState();
  1772. updateMove(move);
  1773. updateLookAnimation();
  1774. updateDeathOffsets();
  1775. updatePos();
  1776. }
  1777. PROFILE_END();
  1778. if (!isGhost())
  1779. {
  1780. // Animations are advanced based on frame rate on the
  1781. // client and must be ticked on the server.
  1782. updateActionThread();
  1783. updateAnimationTree(true);
  1784. // Check for sprinting motion changes
  1785. Pose currentPose = getPose();
  1786. // Player has just switched into Sprint pose and is moving
  1787. if (currentPose == SprintPose && prevPose != SprintPose && mMoveMotion)
  1788. {
  1789. mDataBlock->onStartSprintMotion_callback( this );
  1790. }
  1791. // Player has just switched out of Sprint pose and is moving, or was just moving
  1792. else if (currentPose != SprintPose && prevPose == SprintPose && (mMoveMotion || prevMoveMotion))
  1793. {
  1794. mDataBlock->onStopSprintMotion_callback( this );
  1795. }
  1796. // Player is in Sprint pose and has modified their motion
  1797. else if (currentPose == SprintPose && prevMoveMotion != mMoveMotion)
  1798. {
  1799. if (mMoveMotion)
  1800. {
  1801. mDataBlock->onStartSprintMotion_callback( this );
  1802. }
  1803. else
  1804. {
  1805. mDataBlock->onStopSprintMotion_callback( this );
  1806. }
  1807. }
  1808. }
  1809. }
  1810. }
  1811. void Player::interpolateTick(F32 dt)
  1812. {
  1813. if (mControlObject)
  1814. mControlObject->interpolateTick(dt);
  1815. // Client side interpolation
  1816. Parent::interpolateTick(dt);
  1817. Point3F pos = delta.pos + delta.posVec * dt;
  1818. Point3F rot = delta.rot + delta.rotVec * dt;
  1819. setRenderPosition(pos,rot,dt);
  1820. /*
  1821. // apply camera effects - is this the best place? - bramage
  1822. GameConnection* connection = GameConnection::getConnectionToServer();
  1823. if( connection->isFirstPerson() )
  1824. {
  1825. ShapeBase *obj = dynamic_cast<ShapeBase*>(connection->getControlObject());
  1826. if( obj == this )
  1827. {
  1828. MatrixF curTrans = getRenderTransform();
  1829. curTrans.mul( gCamFXMgr.getTrans() );
  1830. Parent::setRenderTransform( curTrans );
  1831. }
  1832. }
  1833. */
  1834. updateLookAnimation(dt);
  1835. delta.dt = dt;
  1836. }
  1837. void Player::advanceTime(F32 dt)
  1838. {
  1839. // Client side animations
  1840. Parent::advanceTime(dt);
  1841. updateActionThread();
  1842. updateAnimation(dt);
  1843. updateSplash();
  1844. updateFroth(dt);
  1845. updateWaterSounds(dt);
  1846. mLastPos = getPosition();
  1847. if (mImpactSound)
  1848. playImpactSound();
  1849. // update camera effects. Definitely need to find better place for this - bramage
  1850. if( isControlObject() )
  1851. {
  1852. if( mDamageState == Disabled || mDamageState == Destroyed )
  1853. {
  1854. // clear out all camera effects being applied to player if dead
  1855. gCamFXMgr.clear();
  1856. }
  1857. }
  1858. }
  1859. bool Player::getAIMove(Move* move)
  1860. {
  1861. return false;
  1862. }
  1863. void Player::setState(ActionState state, U32 recoverTicks)
  1864. {
  1865. if (state != mState) {
  1866. // Skip initialization if there is no manager, the state
  1867. // will get reset when the object is added to a manager.
  1868. if (isProperlyAdded()) {
  1869. switch (state) {
  1870. case RecoverState: {
  1871. if (mDataBlock->landSequenceTime > 0.0f)
  1872. {
  1873. // Use the land sequence as the basis for the recovery
  1874. setActionThread(PlayerData::LandAnim, true, false, true, true);
  1875. F32 timeScale = mShapeInstance->getDuration(mActionAnimation.thread) / mDataBlock->landSequenceTime;
  1876. mShapeInstance->setTimeScale(mActionAnimation.thread,timeScale);
  1877. mRecoverDelay = mDataBlock->landSequenceTime;
  1878. }
  1879. else
  1880. {
  1881. // Legacy recover system
  1882. mRecoverTicks = recoverTicks;
  1883. mReversePending = U32(F32(mRecoverTicks) / sLandReverseScale);
  1884. setActionThread(PlayerData::LandAnim, true, false, true, true);
  1885. }
  1886. break;
  1887. }
  1888. default:
  1889. break;
  1890. }
  1891. }
  1892. mState = state;
  1893. }
  1894. }
  1895. void Player::updateState()
  1896. {
  1897. switch (mState)
  1898. {
  1899. case RecoverState:
  1900. if (mDataBlock->landSequenceTime > 0.0f)
  1901. {
  1902. // Count down the land time
  1903. mRecoverDelay -= TickSec;
  1904. if (mRecoverDelay <= 0.0f)
  1905. {
  1906. setState(MoveState);
  1907. }
  1908. }
  1909. else
  1910. {
  1911. // Legacy recover system
  1912. if (mRecoverTicks-- <= 0)
  1913. {
  1914. if (mReversePending && mActionAnimation.action != PlayerData::NullAnimation)
  1915. {
  1916. // this serves and counter, and direction state
  1917. mRecoverTicks = mReversePending;
  1918. mActionAnimation.forward = false;
  1919. S32 seq = mDataBlock->actionList[mActionAnimation.action].sequence;
  1920. S32 imageBasedSeq = convertActionToImagePrefix(mActionAnimation.action);
  1921. if (imageBasedSeq != -1)
  1922. seq = imageBasedSeq;
  1923. F32 pos = mShapeInstance->getPos(mActionAnimation.thread);
  1924. mShapeInstance->setTimeScale(mActionAnimation.thread, -sLandReverseScale);
  1925. mShapeInstance->transitionToSequence(mActionAnimation.thread,
  1926. seq, pos, sAnimationTransitionTime, true);
  1927. mReversePending = 0;
  1928. }
  1929. else
  1930. {
  1931. setState(MoveState);
  1932. }
  1933. } // Stand back up slowly only if not moving much-
  1934. else if (!mReversePending && mVelocity.lenSquared() > sSlowStandThreshSquared)
  1935. {
  1936. mActionAnimation.waitForEnd = false;
  1937. setState(MoveState);
  1938. }
  1939. }
  1940. break;
  1941. default:
  1942. break;
  1943. }
  1944. }
  1945. const char* Player::getStateName()
  1946. {
  1947. if (mDamageState != Enabled)
  1948. return "Dead";
  1949. if (isMounted())
  1950. return "Mounted";
  1951. if (mState == RecoverState)
  1952. return "Recover";
  1953. return "Move";
  1954. }
  1955. void Player::getDamageLocation(const Point3F& in_rPos, const char *&out_rpVert, const char *&out_rpQuad)
  1956. {
  1957. // TODO: This will be WRONG when player is prone or swimming!
  1958. Point3F newPoint;
  1959. mWorldToObj.mulP(in_rPos, &newPoint);
  1960. Point3F boxSize = mObjBox.getExtents();
  1961. F32 zHeight = boxSize.z;
  1962. F32 zTorso = mDataBlock->boxTorsoPercentage;
  1963. F32 zHead = mDataBlock->boxHeadPercentage;
  1964. zTorso *= zHeight;
  1965. zHead *= zHeight;
  1966. if (newPoint.z <= zTorso)
  1967. out_rpVert = "legs";
  1968. else if (newPoint.z <= zHead)
  1969. out_rpVert = "torso";
  1970. else
  1971. out_rpVert = "head";
  1972. if(dStrcmp(out_rpVert, "head") != 0)
  1973. {
  1974. if (newPoint.y >= 0.0f)
  1975. {
  1976. if (newPoint.x <= 0.0f)
  1977. out_rpQuad = "front_left";
  1978. else
  1979. out_rpQuad = "front_right";
  1980. }
  1981. else
  1982. {
  1983. if (newPoint.x <= 0.0f)
  1984. out_rpQuad = "back_left";
  1985. else
  1986. out_rpQuad = "back_right";
  1987. }
  1988. }
  1989. else
  1990. {
  1991. F32 backToFront = boxSize.x;
  1992. F32 leftToRight = boxSize.y;
  1993. F32 backPoint = backToFront * mDataBlock->boxHeadBackPercentage;
  1994. F32 frontPoint = backToFront * mDataBlock->boxHeadFrontPercentage;
  1995. F32 leftPoint = leftToRight * mDataBlock->boxHeadLeftPercentage;
  1996. F32 rightPoint = leftToRight * mDataBlock->boxHeadRightPercentage;
  1997. S32 index = 0;
  1998. if (newPoint.y < backPoint)
  1999. index += 0;
  2000. else if (newPoint.y >= frontPoint)
  2001. index += 3;
  2002. else
  2003. index += 6;
  2004. if (newPoint.x < leftPoint)
  2005. index += 0;
  2006. else if (newPoint.x >= rightPoint)
  2007. index += 1;
  2008. else
  2009. index += 2;
  2010. switch (index)
  2011. {
  2012. case 0: out_rpQuad = "left_back"; break;
  2013. case 1: out_rpQuad = "middle_back"; break;
  2014. case 2: out_rpQuad = "right_back"; break;
  2015. case 3: out_rpQuad = "left_middle"; break;
  2016. case 4: out_rpQuad = "middle_middle"; break;
  2017. case 5: out_rpQuad = "right_middle"; break;
  2018. case 6: out_rpQuad = "left_front"; break;
  2019. case 7: out_rpQuad = "middle_front"; break;
  2020. case 8: out_rpQuad = "right_front"; break;
  2021. default:
  2022. AssertFatal(0, "Bad non-tant index");
  2023. };
  2024. }
  2025. }
  2026. const char* Player::getPoseName() const
  2027. {
  2028. return EngineMarshallData< PlayerPose >(getPose());
  2029. }
  2030. void Player::setPose( Pose pose )
  2031. {
  2032. // Already the set pose, return.
  2033. if ( pose == mPose )
  2034. return;
  2035. Pose oldPose = mPose;
  2036. mPose = pose;
  2037. // Not added yet, just assign the pose and return.
  2038. if ( !isProperlyAdded() )
  2039. return;
  2040. Point3F boxSize(1,1,1);
  2041. // Resize the player boxes
  2042. switch (pose)
  2043. {
  2044. case StandPose:
  2045. case SprintPose:
  2046. boxSize = mDataBlock->boxSize;
  2047. break;
  2048. case CrouchPose:
  2049. boxSize = mDataBlock->crouchBoxSize;
  2050. break;
  2051. case PronePose:
  2052. boxSize = mDataBlock->proneBoxSize;
  2053. break;
  2054. case SwimPose:
  2055. boxSize = mDataBlock->swimBoxSize;
  2056. break;
  2057. }
  2058. // Object and World Boxes...
  2059. mObjBox.maxExtents.x = boxSize.x * 0.5f;
  2060. mObjBox.maxExtents.y = boxSize.y * 0.5f;
  2061. mObjBox.maxExtents.z = boxSize.z;
  2062. mObjBox.minExtents.x = -mObjBox.maxExtents.x;
  2063. mObjBox.minExtents.y = -mObjBox.maxExtents.y;
  2064. mObjBox.minExtents.z = 0.0f;
  2065. resetWorldBox();
  2066. // Setup the box for our convex object...
  2067. mObjBox.getCenter(&mConvex.mCenter);
  2068. mConvex.mSize.x = mObjBox.len_x() / 2.0f;
  2069. mConvex.mSize.y = mObjBox.len_y() / 2.0f;
  2070. mConvex.mSize.z = mObjBox.len_z() / 2.0f;
  2071. // Initialize our scaled attributes as well...
  2072. onScaleChanged();
  2073. // Resize the PhysicsPlayer rep. should we have one
  2074. if ( mPhysicsRep )
  2075. mPhysicsRep->setSpacials( getPosition(), boxSize );
  2076. if ( isServerObject() )
  2077. mDataBlock->onPoseChange_callback( this, EngineMarshallData< PlayerPose >(oldPose), EngineMarshallData< PlayerPose >(mPose));
  2078. }
  2079. void Player::allowAllPoses()
  2080. {
  2081. mAllowJumping = true;
  2082. mAllowJetJumping = true;
  2083. mAllowSprinting = true;
  2084. mAllowCrouching = true;
  2085. mAllowProne = true;
  2086. mAllowSwimming = true;
  2087. }
  2088. void Player::updateMove(const Move* move)
  2089. {
  2090. delta.move = *move;
  2091. // Is waterCoverage high enough to be 'swimming'?
  2092. {
  2093. bool swimming = mWaterCoverage > 0.65f && canSwim();
  2094. if ( swimming != mSwimming )
  2095. {
  2096. if ( !isGhost() )
  2097. {
  2098. if ( swimming )
  2099. mDataBlock->onStartSwim_callback( this );
  2100. else
  2101. mDataBlock->onStopSwim_callback( this );
  2102. }
  2103. mSwimming = swimming;
  2104. }
  2105. }
  2106. // Trigger images
  2107. if (mDamageState == Enabled)
  2108. {
  2109. setImageTriggerState( 0, move->trigger[sImageTrigger0] );
  2110. // If you have a secondary mounted image then
  2111. // send the second trigger to it. Else give it
  2112. // to the first image as an alt fire.
  2113. if ( getMountedImage( 1 ) )
  2114. setImageTriggerState( 1, move->trigger[sImageTrigger1] );
  2115. else
  2116. setImageAltTriggerState( 0, move->trigger[sImageTrigger1] );
  2117. }
  2118. // Update current orientation
  2119. if (mDamageState == Enabled) {
  2120. F32 prevZRot = mRot.z;
  2121. delta.headVec = mHead;
  2122. bool doStandardMove = true;
  2123. GameConnection* con = getControllingClient();
  2124. #ifdef TORQUE_EXTENDED_MOVE
  2125. // Work with an absolute rotation from the ExtendedMove class?
  2126. if(con && con->getControlSchemeAbsoluteRotation())
  2127. {
  2128. doStandardMove = false;
  2129. const ExtendedMove* emove = dynamic_cast<const ExtendedMove*>(move);
  2130. U32 emoveIndex = smExtendedMoveHeadPosRotIndex;
  2131. if(emoveIndex >= ExtendedMove::MaxPositionsRotations)
  2132. emoveIndex = 0;
  2133. if(emove->EulerBasedRotation[emoveIndex])
  2134. {
  2135. // Head pitch
  2136. mHead.x += (emove->rotX[emoveIndex] - mLastAbsolutePitch);
  2137. // Do we also include the relative yaw value?
  2138. if(con->getControlSchemeAddPitchToAbsRot())
  2139. {
  2140. F32 x = move->pitch;
  2141. if (x > M_PI_F)
  2142. x -= M_2PI_F;
  2143. mHead.x += x;
  2144. }
  2145. // Constrain the range of mHead.x
  2146. while (mHead.x < -M_PI_F)
  2147. mHead.x += M_2PI_F;
  2148. while (mHead.x > M_PI_F)
  2149. mHead.x -= M_2PI_F;
  2150. // Rotate (heading) head or body?
  2151. if (move->freeLook && ((isMounted() && getMountNode() == 0) || (con && !con->isFirstPerson())))
  2152. {
  2153. // Rotate head
  2154. mHead.z += (emove->rotZ[emoveIndex] - mLastAbsoluteYaw);
  2155. // Do we also include the relative yaw value?
  2156. if(con->getControlSchemeAddYawToAbsRot())
  2157. {
  2158. F32 z = move->yaw;
  2159. if (z > M_PI_F)
  2160. z -= M_2PI_F;
  2161. mHead.z += z;
  2162. }
  2163. // Constrain the range of mHead.z
  2164. while (mHead.z < 0.0f)
  2165. mHead.z += M_2PI_F;
  2166. while (mHead.z > M_2PI_F)
  2167. mHead.z -= M_2PI_F;
  2168. }
  2169. else
  2170. {
  2171. // Rotate body
  2172. mRot.z += (emove->rotZ[emoveIndex] - mLastAbsoluteYaw);
  2173. // Do we also include the relative yaw value?
  2174. if(con->getControlSchemeAddYawToAbsRot())
  2175. {
  2176. F32 z = move->yaw;
  2177. if (z > M_PI_F)
  2178. z -= M_2PI_F;
  2179. mRot.z += z;
  2180. }
  2181. // Constrain the range of mRot.z
  2182. while (mRot.z < 0.0f)
  2183. mRot.z += M_2PI_F;
  2184. while (mRot.z > M_2PI_F)
  2185. mRot.z -= M_2PI_F;
  2186. }
  2187. mLastAbsoluteYaw = emove->rotZ[emoveIndex];
  2188. mLastAbsolutePitch = emove->rotX[emoveIndex];
  2189. // Head bank
  2190. mHead.y = emove->rotY[emoveIndex];
  2191. // Constrain the range of mHead.y
  2192. while (mHead.y > M_PI_F)
  2193. mHead.y -= M_2PI_F;
  2194. }
  2195. }
  2196. #endif
  2197. if(doStandardMove)
  2198. {
  2199. F32 p = move->pitch * (mPose == SprintPose ? mDataBlock->sprintPitchScale : 1.0f);
  2200. if (p > M_PI_F)
  2201. p -= M_2PI_F;
  2202. mHead.x = mClampF(mHead.x + p,mDataBlock->minLookAngle,
  2203. mDataBlock->maxLookAngle);
  2204. F32 y = move->yaw * (mPose == SprintPose ? mDataBlock->sprintYawScale : 1.0f);
  2205. if (y > M_PI_F)
  2206. y -= M_2PI_F;
  2207. if (move->freeLook && ((isMounted() && getMountNode() == 0) || (con && !con->isFirstPerson())))
  2208. {
  2209. mHead.z = mClampF(mHead.z + y,
  2210. -mDataBlock->maxFreelookAngle,
  2211. mDataBlock->maxFreelookAngle);
  2212. }
  2213. else
  2214. {
  2215. mRot.z += y;
  2216. // Rotate the head back to the front, center horizontal
  2217. // as well if we're controlling another object.
  2218. mHead.z *= 0.5f;
  2219. if (mControlObject)
  2220. mHead.x *= 0.5f;
  2221. }
  2222. // constrain the range of mRot.z
  2223. while (mRot.z < 0.0f)
  2224. mRot.z += M_2PI_F;
  2225. while (mRot.z > M_2PI_F)
  2226. mRot.z -= M_2PI_F;
  2227. }
  2228. delta.rot = mRot;
  2229. delta.rotVec.x = delta.rotVec.y = 0.0f;
  2230. delta.rotVec.z = prevZRot - mRot.z;
  2231. if (delta.rotVec.z > M_PI_F)
  2232. delta.rotVec.z -= M_2PI_F;
  2233. else if (delta.rotVec.z < -M_PI_F)
  2234. delta.rotVec.z += M_2PI_F;
  2235. delta.head = mHead;
  2236. delta.headVec -= mHead;
  2237. for(U32 i=0; i<3; ++i)
  2238. {
  2239. if (delta.headVec[i] > M_PI_F)
  2240. delta.headVec[i] -= M_2PI_F;
  2241. else if (delta.headVec[i] < -M_PI_F)
  2242. delta.headVec[i] += M_2PI_F;
  2243. }
  2244. }
  2245. MatrixF zRot;
  2246. zRot.set(EulerF(0.0f, 0.0f, mRot.z));
  2247. // Desired move direction & speed
  2248. VectorF moveVec;
  2249. F32 moveSpeed;
  2250. if ((mState == MoveState || (mState == RecoverState && mDataBlock->recoverRunForceScale > 0.0f)) && mDamageState == Enabled)
  2251. {
  2252. zRot.getColumn(0,&moveVec);
  2253. moveVec *= (move->x * (mPose == SprintPose ? mDataBlock->sprintStrafeScale : 1.0f));
  2254. VectorF tv;
  2255. zRot.getColumn(1,&tv);
  2256. moveVec += tv * move->y;
  2257. // Clamp water movement
  2258. if (move->y > 0.0f)
  2259. {
  2260. if ( mSwimming )
  2261. moveSpeed = getMax(mDataBlock->maxUnderwaterForwardSpeed * move->y,
  2262. mDataBlock->maxUnderwaterSideSpeed * mFabs(move->x));
  2263. else if ( mPose == PronePose )
  2264. moveSpeed = getMax(mDataBlock->maxProneForwardSpeed * move->y,
  2265. mDataBlock->maxProneSideSpeed * mFabs(move->x));
  2266. else if ( mPose == CrouchPose )
  2267. moveSpeed = getMax(mDataBlock->maxCrouchForwardSpeed * move->y,
  2268. mDataBlock->maxCrouchSideSpeed * mFabs(move->x));
  2269. else if ( mPose == SprintPose )
  2270. moveSpeed = getMax(mDataBlock->maxSprintForwardSpeed * move->y,
  2271. mDataBlock->maxSprintSideSpeed * mFabs(move->x));
  2272. else // StandPose
  2273. moveSpeed = getMax(mDataBlock->maxForwardSpeed * move->y,
  2274. mDataBlock->maxSideSpeed * mFabs(move->x));
  2275. }
  2276. else
  2277. {
  2278. if ( mSwimming )
  2279. moveSpeed = getMax(mDataBlock->maxUnderwaterBackwardSpeed * mFabs(move->y),
  2280. mDataBlock->maxUnderwaterSideSpeed * mFabs(move->x));
  2281. else if ( mPose == PronePose )
  2282. moveSpeed = getMax(mDataBlock->maxProneBackwardSpeed * mFabs(move->y),
  2283. mDataBlock->maxProneSideSpeed * mFabs(move->x));
  2284. else if ( mPose == CrouchPose )
  2285. moveSpeed = getMax(mDataBlock->maxCrouchBackwardSpeed * mFabs(move->y),
  2286. mDataBlock->maxCrouchSideSpeed * mFabs(move->x));
  2287. else if ( mPose == SprintPose )
  2288. moveSpeed = getMax(mDataBlock->maxSprintBackwardSpeed * mFabs(move->y),
  2289. mDataBlock->maxSprintSideSpeed * mFabs(move->x));
  2290. else // StandPose
  2291. moveSpeed = getMax(mDataBlock->maxBackwardSpeed * mFabs(move->y),
  2292. mDataBlock->maxSideSpeed * mFabs(move->x));
  2293. }
  2294. // Cancel any script driven animations if we are going to move.
  2295. if (moveVec.x + moveVec.y + moveVec.z != 0.0f &&
  2296. (mActionAnimation.action >= PlayerData::NumTableActionAnims
  2297. || mActionAnimation.action == PlayerData::LandAnim))
  2298. mActionAnimation.action = PlayerData::NullAnimation;
  2299. }
  2300. else
  2301. {
  2302. moveVec.set(0.0f, 0.0f, 0.0f);
  2303. moveSpeed = 0.0f;
  2304. }
  2305. // Acceleration due to gravity
  2306. VectorF acc(0.0f, 0.0f, mGravity * mGravityMod * TickSec);
  2307. // Determine ground contact normal. Only look for contacts if
  2308. // we can move and aren't mounted.
  2309. VectorF contactNormal(0,0,0);
  2310. bool jumpSurface = false, runSurface = false;
  2311. if ( !isMounted() )
  2312. findContact( &runSurface, &jumpSurface, &contactNormal );
  2313. if ( jumpSurface )
  2314. mJumpSurfaceNormal = contactNormal;
  2315. // If we don't have a runSurface but we do have a contactNormal,
  2316. // then we are standing on something that is too steep.
  2317. // Deflect the force of gravity by the normal so we slide.
  2318. // We could also try aligning it to the runSurface instead,
  2319. // but this seems to work well.
  2320. if ( !runSurface && !contactNormal.isZero() )
  2321. acc = ( acc - 2 * contactNormal * mDot( acc, contactNormal ) );
  2322. // Acceleration on run surface
  2323. if (runSurface && !mSwimming) {
  2324. mContactTimer = 0;
  2325. // Remove acc into contact surface (should only be gravity)
  2326. // Clear out floating point acc errors, this will allow
  2327. // the player to "rest" on the ground.
  2328. // However, no need to do that if we're using a physics library.
  2329. // It will take care of itself.
  2330. if (!mPhysicsRep)
  2331. {
  2332. F32 vd = -mDot(acc,contactNormal);
  2333. if (vd > 0.0f) {
  2334. VectorF dv = contactNormal * (vd + 0.002f);
  2335. acc += dv;
  2336. if (acc.len() < 0.0001f)
  2337. acc.set(0.0f, 0.0f, 0.0f);
  2338. }
  2339. }
  2340. // Force a 0 move if there is no energy, and only drain
  2341. // move energy if we're moving.
  2342. VectorF pv;
  2343. if (mPose == SprintPose && mEnergy >= mDataBlock->minSprintEnergy) {
  2344. if (moveSpeed)
  2345. mEnergy -= mDataBlock->sprintEnergyDrain;
  2346. pv = moveVec;
  2347. }
  2348. else if (mEnergy >= mDataBlock->minRunEnergy) {
  2349. if (moveSpeed)
  2350. mEnergy -= mDataBlock->runEnergyDrain;
  2351. pv = moveVec;
  2352. }
  2353. else
  2354. pv.set(0.0f, 0.0f, 0.0f);
  2355. // Adjust the player's requested dir. to be parallel
  2356. // to the contact surface.
  2357. F32 pvl = pv.len();
  2358. if(mJetting)
  2359. {
  2360. pvl = moveVec.len();
  2361. if (pvl)
  2362. {
  2363. VectorF nn;
  2364. mCross(pv,VectorF(0.0f, 0.0f, 0.0f),&nn);
  2365. nn *= 1 / pvl;
  2366. VectorF cv(0.0f, 0.0f, 0.0f);
  2367. cv -= nn * mDot(nn,cv);
  2368. pv -= cv * mDot(pv,cv);
  2369. pvl = pv.len();
  2370. }
  2371. }
  2372. else if (!mPhysicsRep)
  2373. {
  2374. // We only do this if we're not using a physics library. The
  2375. // library will take care of itself.
  2376. if (pvl)
  2377. {
  2378. VectorF nn;
  2379. mCross(pv,VectorF(0.0f, 0.0f, 1.0f),&nn);
  2380. nn *= 1.0f / pvl;
  2381. VectorF cv = contactNormal;
  2382. cv -= nn * mDot(nn,cv);
  2383. pv -= cv * mDot(pv,cv);
  2384. pvl = pv.len();
  2385. }
  2386. }
  2387. // Convert to acceleration
  2388. if ( pvl )
  2389. pv *= moveSpeed / pvl;
  2390. VectorF runAcc = pv - (mVelocity + acc);
  2391. F32 runSpeed = runAcc.len();
  2392. // Clamp acceleration, player also accelerates faster when
  2393. // in his hard landing recover state.
  2394. F32 maxAcc;
  2395. if (mPose == SprintPose)
  2396. {
  2397. maxAcc = (mDataBlock->sprintForce / getMass()) * TickSec;
  2398. }
  2399. else
  2400. {
  2401. maxAcc = (mDataBlock->runForce / getMass()) * TickSec;
  2402. }
  2403. if (mState == RecoverState)
  2404. maxAcc *= mDataBlock->recoverRunForceScale;
  2405. if (runSpeed > maxAcc)
  2406. runAcc *= maxAcc / runSpeed;
  2407. acc += runAcc;
  2408. // If we are running on the ground, then we're not jumping
  2409. if (mDataBlock->isJumpAction(mActionAnimation.action))
  2410. mActionAnimation.action = PlayerData::NullAnimation;
  2411. }
  2412. else if (!mSwimming && mDataBlock->airControl > 0.0f)
  2413. {
  2414. VectorF pv;
  2415. pv = moveVec;
  2416. F32 pvl = pv.len();
  2417. if (pvl)
  2418. pv *= moveSpeed / pvl;
  2419. VectorF runAcc = pv - acc;
  2420. runAcc.z = 0;
  2421. runAcc.x = runAcc.x * mDataBlock->airControl;
  2422. runAcc.y = runAcc.y * mDataBlock->airControl;
  2423. F32 runSpeed = runAcc.len();
  2424. // We don't test for sprinting when performing air control
  2425. F32 maxAcc = (mDataBlock->runForce / getMass()) * TickSec * 0.3f;
  2426. if (runSpeed > maxAcc)
  2427. runAcc *= maxAcc / runSpeed;
  2428. acc += runAcc;
  2429. // There are no special air control animations
  2430. // so... increment this unless you really want to
  2431. // play the run anims in the air.
  2432. mContactTimer++;
  2433. }
  2434. else if (mSwimming)
  2435. {
  2436. // Remove acc into contact surface (should only be gravity)
  2437. // Clear out floating point acc errors, this will allow
  2438. // the player to "rest" on the ground.
  2439. F32 vd = -mDot(acc,contactNormal);
  2440. if (vd > 0.0f) {
  2441. VectorF dv = contactNormal * (vd + 0.002f);
  2442. acc += dv;
  2443. if (acc.len() < 0.0001f)
  2444. acc.set(0.0f, 0.0f, 0.0f);
  2445. }
  2446. // get the head pitch and add it to the moveVec
  2447. // This more accurate swim vector calc comes from Matt Fairfax
  2448. MatrixF xRot, zRot;
  2449. xRot.set(EulerF(mHead.x, 0, 0));
  2450. zRot.set(EulerF(0, 0, mRot.z));
  2451. MatrixF rot;
  2452. rot.mul(zRot, xRot);
  2453. rot.getColumn(0,&moveVec);
  2454. moveVec *= move->x;
  2455. VectorF tv;
  2456. rot.getColumn(1,&tv);
  2457. moveVec += tv * move->y;
  2458. rot.getColumn(2,&tv);
  2459. moveVec += tv * move->z;
  2460. // Force a 0 move if there is no energy, and only drain
  2461. // move energy if we're moving.
  2462. VectorF swimVec;
  2463. if (mEnergy >= mDataBlock->minRunEnergy) {
  2464. if (moveSpeed)
  2465. mEnergy -= mDataBlock->runEnergyDrain;
  2466. swimVec = moveVec;
  2467. }
  2468. else
  2469. swimVec.set(0.0f, 0.0f, 0.0f);
  2470. // If we are swimming but close enough to the shore/ground
  2471. // we can still have a surface-normal. In this case align the
  2472. // velocity to the normal to make getting out of water easier.
  2473. moveVec.normalize();
  2474. F32 isSwimUp = mDot( moveVec, contactNormal );
  2475. if ( !contactNormal.isZero() && isSwimUp < 0.1f )
  2476. {
  2477. F32 pvl = swimVec.len();
  2478. if ( true && pvl )
  2479. {
  2480. VectorF nn;
  2481. mCross(swimVec,VectorF(0.0f, 0.0f, 1.0f),&nn);
  2482. nn *= 1.0f / pvl;
  2483. VectorF cv = contactNormal;
  2484. cv -= nn * mDot(nn,cv);
  2485. swimVec -= cv * mDot(swimVec,cv);
  2486. }
  2487. }
  2488. F32 swimVecLen = swimVec.len();
  2489. // Convert to acceleration.
  2490. if ( swimVecLen )
  2491. swimVec *= moveSpeed / swimVecLen;
  2492. VectorF swimAcc = swimVec - (mVelocity + acc);
  2493. F32 swimSpeed = swimAcc.len();
  2494. // Clamp acceleration.
  2495. F32 maxAcc = (mDataBlock->swimForce / getMass()) * TickSec;
  2496. if ( false && swimSpeed > maxAcc )
  2497. swimAcc *= maxAcc / swimSpeed;
  2498. acc += swimAcc;
  2499. mContactTimer++;
  2500. }
  2501. else
  2502. mContactTimer++;
  2503. // Acceleration from Jumping
  2504. if (move->trigger[sJumpTrigger] && canJump())// !isMounted() &&
  2505. {
  2506. // Scale the jump impulse base on maxJumpSpeed
  2507. F32 zSpeedScale = mVelocity.z;
  2508. if (zSpeedScale <= mDataBlock->maxJumpSpeed)
  2509. {
  2510. zSpeedScale = (zSpeedScale <= mDataBlock->minJumpSpeed)? 1:
  2511. 1 - (zSpeedScale - mDataBlock->minJumpSpeed) /
  2512. (mDataBlock->maxJumpSpeed - mDataBlock->minJumpSpeed);
  2513. // Desired jump direction
  2514. VectorF pv = moveVec;
  2515. F32 len = pv.len();
  2516. if (len > 0)
  2517. pv *= 1 / len;
  2518. // We want to scale the jump size by the player size, somewhat
  2519. // in reduced ratio so a smaller player can jump higher in
  2520. // proportion to his size, than a larger player.
  2521. F32 scaleZ = (getScale().z * 0.25) + 0.75;
  2522. // Calculate our jump impulse
  2523. F32 impulse = mDataBlock->jumpForce / getMass();
  2524. if (mDataBlock->jumpTowardsNormal)
  2525. {
  2526. // If we are facing into the surface jump up, otherwise
  2527. // jump away from surface.
  2528. F32 dot = mDot(pv,mJumpSurfaceNormal);
  2529. if (dot <= 0)
  2530. acc.z += mJumpSurfaceNormal.z * scaleZ * impulse * zSpeedScale;
  2531. else
  2532. {
  2533. acc.x += pv.x * impulse * dot;
  2534. acc.y += pv.y * impulse * dot;
  2535. acc.z += mJumpSurfaceNormal.z * scaleZ * impulse * zSpeedScale;
  2536. }
  2537. }
  2538. else
  2539. acc.z += scaleZ * impulse * zSpeedScale;
  2540. mJumpDelay = mDataBlock->jumpDelay;
  2541. mEnergy -= mDataBlock->jumpEnergyDrain;
  2542. // If we don't have a StandJumpAnim, just play the JumpAnim...
  2543. S32 seq = (mVelocity.len() < 0.5) ? PlayerData::StandJumpAnim: PlayerData::JumpAnim;
  2544. if ( mDataBlock->actionList[seq].sequence == -1 )
  2545. seq = PlayerData::JumpAnim;
  2546. setActionThread( seq, true, false, true );
  2547. mJumpSurfaceLastContact = JumpSkipContactsMax;
  2548. }
  2549. }
  2550. else
  2551. {
  2552. if (jumpSurface)
  2553. {
  2554. if (mJumpDelay > 0)
  2555. mJumpDelay--;
  2556. mJumpSurfaceLastContact = 0;
  2557. }
  2558. else
  2559. mJumpSurfaceLastContact++;
  2560. }
  2561. if (move->trigger[sJumpJetTrigger] && !isMounted() && canJetJump())
  2562. {
  2563. mJetting = true;
  2564. // Scale the jump impulse base on maxJumpSpeed
  2565. F32 zSpeedScale = mVelocity.z;
  2566. if (zSpeedScale <= mDataBlock->jetMaxJumpSpeed)
  2567. {
  2568. zSpeedScale = (zSpeedScale <= mDataBlock->jetMinJumpSpeed)? 1:
  2569. 1 - (zSpeedScale - mDataBlock->jetMinJumpSpeed) / (mDataBlock->jetMaxJumpSpeed - mDataBlock->jetMinJumpSpeed);
  2570. // Desired jump direction
  2571. VectorF pv = moveVec;
  2572. F32 len = pv.len();
  2573. if (len > 0.0f)
  2574. pv *= 1 / len;
  2575. // If we are facing into the surface jump up, otherwise
  2576. // jump away from surface.
  2577. F32 dot = mDot(pv,mJumpSurfaceNormal);
  2578. F32 impulse = mDataBlock->jetJumpForce / getMass();
  2579. if (dot <= 0)
  2580. acc.z += mJumpSurfaceNormal.z * impulse * zSpeedScale;
  2581. else
  2582. {
  2583. acc.x += pv.x * impulse * dot;
  2584. acc.y += pv.y * impulse * dot;
  2585. acc.z += mJumpSurfaceNormal.z * impulse * zSpeedScale;
  2586. }
  2587. mEnergy -= mDataBlock->jetJumpEnergyDrain;
  2588. }
  2589. }
  2590. else
  2591. {
  2592. mJetting = false;
  2593. }
  2594. // Add in force from physical zones...
  2595. acc += (mAppliedForce / getMass()) * TickSec;
  2596. // Adjust velocity with all the move & gravity acceleration
  2597. // TG: I forgot why doesn't the TickSec multiply happen here...
  2598. mVelocity += acc;
  2599. // apply horizontal air resistance
  2600. F32 hvel = mSqrt(mVelocity.x * mVelocity.x + mVelocity.y * mVelocity.y);
  2601. if(hvel > mDataBlock->horizResistSpeed)
  2602. {
  2603. F32 speedCap = hvel;
  2604. if(speedCap > mDataBlock->horizMaxSpeed)
  2605. speedCap = mDataBlock->horizMaxSpeed;
  2606. speedCap -= mDataBlock->horizResistFactor * TickSec * (speedCap - mDataBlock->horizResistSpeed);
  2607. F32 scale = speedCap / hvel;
  2608. mVelocity.x *= scale;
  2609. mVelocity.y *= scale;
  2610. }
  2611. if(mVelocity.z > mDataBlock->upResistSpeed)
  2612. {
  2613. if(mVelocity.z > mDataBlock->upMaxSpeed)
  2614. mVelocity.z = mDataBlock->upMaxSpeed;
  2615. mVelocity.z -= mDataBlock->upResistFactor * TickSec * (mVelocity.z - mDataBlock->upResistSpeed);
  2616. }
  2617. // Container buoyancy & drag
  2618. if (mBuoyancy != 0)
  2619. {
  2620. // Applying buoyancy when standing still causing some jitters-
  2621. if (mBuoyancy > 1.0 || !mVelocity.isZero() || !runSurface)
  2622. {
  2623. // A little hackery to prevent oscillation
  2624. // based on http://reinot.blogspot.com/2005/11/oh-yes-they-float-georgie-they-all.html
  2625. F32 buoyancyForce = mBuoyancy * mGravity * mGravityMod * TickSec;
  2626. F32 currHeight = getPosition().z;
  2627. const F32 C = 2.0f;
  2628. const F32 M = 0.1f;
  2629. if ( currHeight + mVelocity.z * TickSec * C > mLiquidHeight )
  2630. buoyancyForce *= M;
  2631. //mVelocity.z -= buoyancyForce;
  2632. }
  2633. }
  2634. // Apply drag
  2635. if ( mSwimming )
  2636. mVelocity -= mVelocity * mDrag * TickSec * ( mVelocity.len() / mDataBlock->maxUnderwaterForwardSpeed );
  2637. else
  2638. mVelocity -= mVelocity * mDrag * TickSec;
  2639. // Clamp very small velocity to zero
  2640. if ( mVelocity.isZero() )
  2641. mVelocity = Point3F::Zero;
  2642. // If we are not touching anything and have sufficient -z vel,
  2643. // we are falling.
  2644. if (runSurface)
  2645. mFalling = false;
  2646. else
  2647. {
  2648. VectorF vel;
  2649. mWorldToObj.mulV(mVelocity,&vel);
  2650. mFalling = vel.z < mDataBlock->fallingSpeedThreshold;
  2651. }
  2652. // Vehicle Dismount
  2653. if ( !isGhost() && move->trigger[sVehicleDismountTrigger] && canJump())
  2654. mDataBlock->doDismount_callback( this );
  2655. // Enter/Leave Liquid
  2656. if ( !mInWater && mWaterCoverage > 0.0f )
  2657. {
  2658. mInWater = true;
  2659. if ( !isGhost() )
  2660. mDataBlock->onEnterLiquid_callback( this, mWaterCoverage, mLiquidType.c_str() );
  2661. }
  2662. else if ( mInWater && mWaterCoverage <= 0.0f )
  2663. {
  2664. mInWater = false;
  2665. if ( !isGhost() )
  2666. mDataBlock->onLeaveLiquid_callback( this, mLiquidType.c_str() );
  2667. else
  2668. {
  2669. // exit-water splash sound happens for client only
  2670. if ( getSpeed() >= mDataBlock->exitSplashSoundVel && !isMounted() )
  2671. SFX->playOnce( mDataBlock->sound[PlayerData::ExitWater], &getTransform() );
  2672. }
  2673. }
  2674. // Update the PlayerPose
  2675. Pose desiredPose = mPose;
  2676. if ( mSwimming )
  2677. desiredPose = SwimPose;
  2678. else if ( runSurface && move->trigger[sCrouchTrigger] && canCrouch() )
  2679. desiredPose = CrouchPose;
  2680. else if ( runSurface && move->trigger[sProneTrigger] && canProne() )
  2681. desiredPose = PronePose;
  2682. else if ( move->trigger[sSprintTrigger] && canSprint() )
  2683. desiredPose = SprintPose;
  2684. else if ( canStand() )
  2685. desiredPose = StandPose;
  2686. setPose( desiredPose );
  2687. }
  2688. //----------------------------------------------------------------------------
  2689. bool Player::checkDismountPosition(const MatrixF& oldMat, const MatrixF& mat)
  2690. {
  2691. AssertFatal(getContainer() != NULL, "Error, must have a container!");
  2692. AssertFatal(getObjectMount() != NULL, "Error, must be mounted!");
  2693. Point3F pos;
  2694. Point3F oldPos;
  2695. mat.getColumn(3, &pos);
  2696. oldMat.getColumn(3, &oldPos);
  2697. RayInfo info;
  2698. disableCollision();
  2699. getObjectMount()->disableCollision();
  2700. if (getContainer()->castRay(oldPos, pos, sCollisionMoveMask, &info))
  2701. {
  2702. enableCollision();
  2703. getObjectMount()->enableCollision();
  2704. return false;
  2705. }
  2706. Box3F wBox = mObjBox;
  2707. wBox.minExtents += pos;
  2708. wBox.maxExtents += pos;
  2709. EarlyOutPolyList polyList;
  2710. polyList.mNormal.set(0.0f, 0.0f, 0.0f);
  2711. polyList.mPlaneList.clear();
  2712. polyList.mPlaneList.setSize(6);
  2713. polyList.mPlaneList[0].set(wBox.minExtents,VectorF(-1.0f, 0.0f, 0.0f));
  2714. polyList.mPlaneList[1].set(wBox.maxExtents,VectorF(0.0f, 1.0f, 0.0f));
  2715. polyList.mPlaneList[2].set(wBox.maxExtents,VectorF(1.0f, 0.0f, 0.0f));
  2716. polyList.mPlaneList[3].set(wBox.minExtents,VectorF(0.0f, -1.0f, 0.0f));
  2717. polyList.mPlaneList[4].set(wBox.minExtents,VectorF(0.0f, 0.0f, -1.0f));
  2718. polyList.mPlaneList[5].set(wBox.maxExtents,VectorF(0.0f, 0.0f, 1.0f));
  2719. if (getContainer()->buildPolyList(PLC_Collision, wBox, sCollisionMoveMask, &polyList))
  2720. {
  2721. enableCollision();
  2722. getObjectMount()->enableCollision();
  2723. return false;
  2724. }
  2725. enableCollision();
  2726. getObjectMount()->enableCollision();
  2727. return true;
  2728. }
  2729. //----------------------------------------------------------------------------
  2730. bool Player::canJump()
  2731. {
  2732. return mAllowJumping && mState == MoveState && mDamageState == Enabled && !isMounted() && !mJumpDelay && mEnergy >= mDataBlock->minJumpEnergy && mJumpSurfaceLastContact < JumpSkipContactsMax && !mSwimming && (mPose != SprintPose || mDataBlock->sprintCanJump);
  2733. }
  2734. bool Player::canJetJump()
  2735. {
  2736. return mAllowJetJumping && mState == MoveState && mDamageState == Enabled && !isMounted() && mEnergy >= mDataBlock->jetMinJumpEnergy && mDataBlock->jetJumpForce != 0.0f;
  2737. }
  2738. bool Player::canSwim()
  2739. {
  2740. // Not used!
  2741. //return mState == MoveState && mDamageState == Enabled && !isMounted() && mEnergy >= mDataBlock->minSwimEnergy && mWaterCoverage >= 0.8f;
  2742. return mAllowSwimming;
  2743. }
  2744. bool Player::canCrouch()
  2745. {
  2746. if (!mAllowCrouching)
  2747. return false;
  2748. if ( mState != MoveState ||
  2749. mDamageState != Enabled ||
  2750. isMounted() ||
  2751. mSwimming ||
  2752. mFalling )
  2753. return false;
  2754. // Can't crouch if no crouch animation!
  2755. if ( mDataBlock->actionList[PlayerData::CrouchRootAnim].sequence == -1 )
  2756. return false;
  2757. // We are already in this pose, so don't test it again...
  2758. if ( mPose == CrouchPose )
  2759. return true;
  2760. // Do standard Torque physics test here!
  2761. if ( !mPhysicsRep )
  2762. {
  2763. F32 radius;
  2764. if ( mPose == PronePose )
  2765. radius = mDataBlock->proneBoxSize.z;
  2766. else
  2767. return true;
  2768. // use our X and Y dimentions on our boxsize as the radii for our search, and the difference between a standing position
  2769. // and the position we currently are in.
  2770. Point3F extent( mDataBlock->crouchBoxSize.x / 2, mDataBlock->crouchBoxSize.y / 2, mDataBlock->crouchBoxSize.z - radius );
  2771. Point3F position = getPosition();
  2772. position.z += radius;
  2773. // Use these radii to create a box that represents the difference between a standing position and the position
  2774. // we want to move into.
  2775. Box3F B(position - extent, position + extent, true);
  2776. EarlyOutPolyList polyList;
  2777. polyList.mPlaneList.clear();
  2778. polyList.mNormal.set( 0,0,0 );
  2779. polyList.mPlaneList.setSize( 6 );
  2780. polyList.mPlaneList[0].set( B.minExtents, VectorF( -1,0,0 ) );
  2781. polyList.mPlaneList[1].set( B.maxExtents, VectorF( 0,1,0 ) );
  2782. polyList.mPlaneList[2].set( B.maxExtents, VectorF( 1,0,0 ) );
  2783. polyList.mPlaneList[3].set( B.minExtents, VectorF( 0,-1,0 ) );
  2784. polyList.mPlaneList[4].set( B.minExtents, VectorF( 0,0,-1 ) );
  2785. polyList.mPlaneList[5].set( B.maxExtents, VectorF( 0,0,1 ) );
  2786. // If an object exists in this space, we must stay prone. Otherwise we are free to crouch.
  2787. return !getContainer()->buildPolyList( PLC_Collision, B, StaticShapeObjectType, &polyList );
  2788. }
  2789. return mPhysicsRep->testSpacials( getPosition(), mDataBlock->crouchBoxSize );
  2790. }
  2791. bool Player::canStand()
  2792. {
  2793. if ( mState != MoveState ||
  2794. mDamageState != Enabled ||
  2795. isMounted() ||
  2796. mSwimming )
  2797. return false;
  2798. // We are already in this pose, so don't test it again...
  2799. if ( mPose == StandPose )
  2800. return true;
  2801. // Do standard Torque physics test here!
  2802. if ( !mPhysicsRep )
  2803. {
  2804. F32 radius;
  2805. if (mPose == CrouchPose)
  2806. radius = mDataBlock->crouchBoxSize.z;
  2807. else if (mPose == PronePose)
  2808. radius = mDataBlock->proneBoxSize.z;
  2809. else
  2810. return true;
  2811. // use our X and Y dimentions on our boxsize as the radii for our search, and the difference between a standing position
  2812. // and the position we currently are in.
  2813. Point3F extent( mDataBlock->boxSize.x / 2, mDataBlock->boxSize.y / 2, mDataBlock->boxSize.z - radius );
  2814. Point3F position = getPosition();
  2815. position.z += radius;
  2816. // Use these radii to create a box that represents the difference between a standing position and the position
  2817. // we want to move into.
  2818. Box3F B(position - extent, position + extent, true);
  2819. EarlyOutPolyList polyList;
  2820. polyList.mPlaneList.clear();
  2821. polyList.mNormal.set(0,0,0);
  2822. polyList.mPlaneList.setSize(6);
  2823. polyList.mPlaneList[0].set(B.minExtents, VectorF(-1,0,0));
  2824. polyList.mPlaneList[1].set(B.maxExtents, VectorF(0,1,0));
  2825. polyList.mPlaneList[2].set(B.maxExtents, VectorF(1,0,0));
  2826. polyList.mPlaneList[3].set(B.minExtents, VectorF(0,-1,0));
  2827. polyList.mPlaneList[4].set(B.minExtents, VectorF(0,0,-1));
  2828. polyList.mPlaneList[5].set(B.maxExtents, VectorF(0,0,1));
  2829. // If an object exists in this space, we must stay crouched/prone. Otherwise we are free to stand.
  2830. return !getContainer()->buildPolyList(PLC_Collision, B, StaticShapeObjectType, &polyList);
  2831. }
  2832. return mPhysicsRep->testSpacials( getPosition(), mDataBlock->boxSize );
  2833. }
  2834. bool Player::canProne()
  2835. {
  2836. if (!mAllowProne)
  2837. return false;
  2838. if ( mState != MoveState ||
  2839. mDamageState != Enabled ||
  2840. isMounted() ||
  2841. mSwimming ||
  2842. mFalling )
  2843. return false;
  2844. // Can't go prone if no prone animation!
  2845. if ( mDataBlock->actionList[PlayerData::ProneRootAnim].sequence == -1 )
  2846. return false;
  2847. // Do standard Torque physics test here!
  2848. if ( !mPhysicsRep )
  2849. return true;
  2850. // We are already in this pose, so don't test it again...
  2851. if ( mPose == PronePose )
  2852. return true;
  2853. return mPhysicsRep->testSpacials( getPosition(), mDataBlock->proneBoxSize );
  2854. }
  2855. bool Player::canSprint()
  2856. {
  2857. return mAllowSprinting && mState == MoveState && mDamageState == Enabled && !isMounted() && mEnergy >= mDataBlock->minSprintEnergy && !mSwimming;
  2858. }
  2859. //----------------------------------------------------------------------------
  2860. void Player::updateDamageLevel()
  2861. {
  2862. if (!isGhost())
  2863. setDamageState((mDamage >= mDataBlock->maxDamage)? Disabled: Enabled);
  2864. if (mDamageThread)
  2865. mShapeInstance->setPos(mDamageThread, mDamage / mDataBlock->destroyedLevel);
  2866. }
  2867. void Player::updateDamageState()
  2868. {
  2869. // Become a corpse when we're disabled (dead).
  2870. if (mDamageState == Enabled) {
  2871. mTypeMask &= ~CorpseObjectType;
  2872. mTypeMask |= PlayerObjectType;
  2873. }
  2874. else {
  2875. mTypeMask &= ~PlayerObjectType;
  2876. mTypeMask |= CorpseObjectType;
  2877. }
  2878. Parent::updateDamageState();
  2879. }
  2880. //----------------------------------------------------------------------------
  2881. void Player::updateLookAnimation(F32 dT)
  2882. {
  2883. // Calculate our interpolated head position.
  2884. Point3F renderHead = delta.head + delta.headVec * dT;
  2885. // Adjust look pos. This assumes that the animations match
  2886. // the min and max look angles provided in the datablock.
  2887. if (mArmAnimation.thread)
  2888. {
  2889. // TG: Adjust arm position to avoid collision.
  2890. F32 tp = mControlObject? 0.5:
  2891. (renderHead.x - mArmRange.min) / mArmRange.delta;
  2892. mShapeInstance->setPos(mArmAnimation.thread,mClampF(tp,0,1));
  2893. }
  2894. if (mHeadVThread)
  2895. {
  2896. F32 tp = (renderHead.x - mHeadVRange.min) / mHeadVRange.delta;
  2897. mShapeInstance->setPos(mHeadVThread,mClampF(tp,0,1));
  2898. }
  2899. if (mHeadHThread)
  2900. {
  2901. F32 dt = 2 * mDataBlock->maxFreelookAngle;
  2902. F32 tp = (renderHead.z + mDataBlock->maxFreelookAngle) / dt;
  2903. mShapeInstance->setPos(mHeadHThread,mClampF(tp,0,1));
  2904. }
  2905. }
  2906. //----------------------------------------------------------------------------
  2907. // Methods to get delta (as amount to affect velocity by)
  2908. bool Player::inDeathAnim()
  2909. {
  2910. if (mActionAnimation.thread && mActionAnimation.action >= 0)
  2911. if (mActionAnimation.action < mDataBlock->actionCount)
  2912. return mDataBlock->actionList[mActionAnimation.action].death;
  2913. return false;
  2914. }
  2915. // Get change from mLastDeathPos - return current pos. Assumes we're in death anim.
  2916. F32 Player::deathDelta(Point3F & delta)
  2917. {
  2918. // Get ground delta from the last time we offset this.
  2919. MatrixF mat;
  2920. F32 pos = mShapeInstance->getPos(mActionAnimation.thread);
  2921. mShapeInstance->deltaGround1(mActionAnimation.thread, mDeath.lastPos, pos, mat);
  2922. mat.getColumn(3, & delta);
  2923. return pos;
  2924. }
  2925. // Called before updatePos() to prepare it's needed change to velocity, which
  2926. // must roll over. Should be updated on tick, this is where we remember last
  2927. // position of animation that was used to roll into velocity.
  2928. void Player::updateDeathOffsets()
  2929. {
  2930. if (inDeathAnim())
  2931. // Get ground delta from the last time we offset this.
  2932. mDeath.lastPos = deathDelta(mDeath.posAdd);
  2933. else
  2934. mDeath.clear();
  2935. }
  2936. //----------------------------------------------------------------------------
  2937. static const U32 sPlayerConformMask = InteriorObjectType|StaticShapeObjectType|
  2938. StaticObjectType|TerrainObjectType;
  2939. static void accel(F32& from, F32 to, F32 rate)
  2940. {
  2941. if (from < to)
  2942. from = getMin(from += rate, to);
  2943. else
  2944. from = getMax(from -= rate, to);
  2945. }
  2946. // if (dt == -1)
  2947. // normal tick, so we advance.
  2948. // else
  2949. // interpolate with dt as % of tick, don't advance
  2950. //
  2951. MatrixF * Player::Death::fallToGround(F32 dt, const Point3F& loc, F32 curZ, F32 boxRad)
  2952. {
  2953. static const F32 sConformCheckDown = 4.0f;
  2954. RayInfo coll;
  2955. bool conformToStairs = false;
  2956. Point3F pos(loc.x, loc.y, loc.z + 0.1f);
  2957. Point3F below(pos.x, pos.y, loc.z - sConformCheckDown);
  2958. MatrixF * retVal = NULL;
  2959. PROFILE_SCOPE(ConformToGround);
  2960. if (gClientContainer.castRay(pos, below, sPlayerConformMask, &coll))
  2961. {
  2962. F32 adjust, height = (loc.z - coll.point.z), sink = curSink;
  2963. VectorF desNormal = coll.normal;
  2964. VectorF normal = curNormal;
  2965. // dt >= 0 means we're interpolating and don't accel the numbers
  2966. if (dt >= 0.0f)
  2967. adjust = dt * TickSec;
  2968. else
  2969. adjust = TickSec;
  2970. // Try to get them to conform to stairs by doing several LOS calls. We do this if
  2971. // normal is within about 5 deg. of vertical.
  2972. if (desNormal.z > 0.995f)
  2973. {
  2974. Point3F corners[3], downpts[3];
  2975. S32 c;
  2976. for (c = 0; c < 3; c++) { // Build 3 corners to cast down from-
  2977. corners[c].set(loc.x - boxRad, loc.y - boxRad, loc.z + 1.0f);
  2978. if (c) // add (0,boxWidth) and (boxWidth,0)
  2979. corners[c][c - 1] += (boxRad * 2.0f);
  2980. downpts[c].set(corners[c].x, corners[c].y, loc.z - sConformCheckDown);
  2981. }
  2982. // Do the three casts-
  2983. for (c = 0; c < 3; c++)
  2984. if (gClientContainer.castRay(corners[c], downpts[c], sPlayerConformMask, &coll))
  2985. downpts[c] = coll.point;
  2986. else
  2987. break;
  2988. // Do the math if everything hit below-
  2989. if (c == 3) {
  2990. mCross(downpts[1] - downpts[0], downpts[2] - downpts[1], &desNormal);
  2991. AssertFatal(desNormal.z > 0, "Abnormality in Player::Death::fallToGround()");
  2992. downpts[2] = downpts[2] - downpts[1];
  2993. downpts[1] = downpts[1] - downpts[0];
  2994. desNormal.normalize();
  2995. conformToStairs = true;
  2996. }
  2997. }
  2998. // Move normal in direction we want-
  2999. F32 * cur = normal, * des = desNormal;
  3000. for (S32 i = 0; i < 3; i++)
  3001. accel(*cur++, *des++, adjust * 0.25f);
  3002. if (mFabs(height) < 2.2f && !normal.isZero() && desNormal.z > 0.01f)
  3003. {
  3004. VectorF upY(0.0f, 1.0f, 0.0f), ahead;
  3005. VectorF sideVec;
  3006. MatrixF mat(true);
  3007. normal.normalize();
  3008. mat.set(EulerF (0.0f, 0.0f, curZ));
  3009. mat.mulV(upY, & ahead);
  3010. mCross(ahead, normal, &sideVec);
  3011. sideVec.normalize();
  3012. mCross(normal, sideVec, &ahead);
  3013. static MatrixF resMat(true);
  3014. resMat.setColumn(0, sideVec);
  3015. resMat.setColumn(1, ahead);
  3016. resMat.setColumn(2, normal);
  3017. // Adjust Z down to account for box offset on slope. Figure out how
  3018. // much we want to sink, and gradually accel to this amount. Don't do if
  3019. // we're conforming to stairs though
  3020. F32 xy = mSqrt(desNormal.x * desNormal.x + desNormal.y * desNormal.y);
  3021. F32 desiredSink = (boxRad * xy / desNormal.z);
  3022. if (conformToStairs)
  3023. desiredSink *= 0.5f;
  3024. accel(sink, desiredSink, adjust * 0.15f);
  3025. Point3F position(pos);
  3026. position.z -= sink;
  3027. resMat.setColumn(3, position);
  3028. if (dt < 0.0f)
  3029. { // we're moving, so update normal and sink amount
  3030. curNormal = normal;
  3031. curSink = sink;
  3032. }
  3033. retVal = &resMat;
  3034. }
  3035. }
  3036. return retVal;
  3037. }
  3038. //-------------------------------------------------------------------------------------
  3039. // This is called ::onAdd() to see if we're in a sitting animation. These then
  3040. // can use a longer tick delay for the mount to get across.
  3041. bool Player::inSittingAnim()
  3042. {
  3043. U32 action = mActionAnimation.action;
  3044. if (mActionAnimation.thread && action < mDataBlock->actionCount) {
  3045. const char * name = mDataBlock->actionList[action].name;
  3046. if (!dStricmp(name, "Sitting") || !dStricmp(name, "Scoutroot"))
  3047. return true;
  3048. }
  3049. return false;
  3050. }
  3051. //----------------------------------------------------------------------------
  3052. const String& Player::getArmThread() const
  3053. {
  3054. if (mArmAnimation.thread && mArmAnimation.thread->hasSequence())
  3055. {
  3056. return mArmAnimation.thread->getSequenceName();
  3057. }
  3058. return String::EmptyString;
  3059. }
  3060. bool Player::setArmThread(const char* sequence)
  3061. {
  3062. // The arm sequence must be in the action list.
  3063. for (U32 i = 1; i < mDataBlock->actionCount; i++)
  3064. if (!dStricmp(mDataBlock->actionList[i].name,sequence))
  3065. return setArmThread(i);
  3066. return false;
  3067. }
  3068. bool Player::setArmThread(U32 action)
  3069. {
  3070. PlayerData::ActionAnimation &anim = mDataBlock->actionList[action];
  3071. if (anim.sequence != -1 &&
  3072. anim.sequence != mShapeInstance->getSequence(mArmAnimation.thread))
  3073. {
  3074. mShapeInstance->setSequence(mArmAnimation.thread,anim.sequence,0);
  3075. mArmAnimation.action = action;
  3076. setMaskBits(ActionMask);
  3077. return true;
  3078. }
  3079. return false;
  3080. }
  3081. //----------------------------------------------------------------------------
  3082. bool Player::setActionThread(const char* sequence,bool hold,bool wait,bool fsp)
  3083. {
  3084. for (U32 i = 1; i < mDataBlock->actionCount; i++)
  3085. {
  3086. PlayerData::ActionAnimation &anim = mDataBlock->actionList[i];
  3087. if (!dStricmp(anim.name,sequence))
  3088. {
  3089. setActionThread(i,true,hold,wait,fsp);
  3090. setMaskBits(ActionMask);
  3091. return true;
  3092. }
  3093. }
  3094. return false;
  3095. }
  3096. void Player::setActionThread(U32 action,bool forward,bool hold,bool wait,bool fsp, bool forceSet)
  3097. {
  3098. if (!mDataBlock || (mActionAnimation.action == action && mActionAnimation.forward == forward && !forceSet))
  3099. return;
  3100. if (action >= PlayerData::NumActionAnims)
  3101. {
  3102. Con::errorf("Player::setActionThread(%d): Player action out of range", action);
  3103. return;
  3104. }
  3105. PlayerData::ActionAnimation &anim = mDataBlock->actionList[action];
  3106. if (anim.sequence != -1)
  3107. {
  3108. U32 lastAction = mActionAnimation.action;
  3109. mActionAnimation.action = action;
  3110. mActionAnimation.forward = forward;
  3111. mActionAnimation.firstPerson = fsp;
  3112. mActionAnimation.holdAtEnd = hold;
  3113. mActionAnimation.waitForEnd = hold? true: wait;
  3114. mActionAnimation.animateOnServer = fsp;
  3115. mActionAnimation.atEnd = false;
  3116. mActionAnimation.delayTicks = (S32)sNewAnimationTickTime;
  3117. mActionAnimation.atEnd = false;
  3118. if (sUseAnimationTransitions && (action != PlayerData::LandAnim || !(mDataBlock->landSequenceTime > 0.0f && !mDataBlock->transitionToLand)) && (isGhost()/* || mActionAnimation.animateOnServer*/))
  3119. {
  3120. // The transition code needs the timeScale to be set in the
  3121. // right direction to know which way to go.
  3122. F32 transTime = sAnimationTransitionTime;
  3123. if (mDataBlock && mDataBlock->isJumpAction(action))
  3124. transTime = 0.15f;
  3125. F32 timeScale = mActionAnimation.forward ? 1.0f : -1.0f;
  3126. if (mDataBlock && mDataBlock->isJumpAction(action))
  3127. timeScale *= 1.5f;
  3128. mShapeInstance->setTimeScale(mActionAnimation.thread,timeScale);
  3129. S32 seq = anim.sequence;
  3130. S32 imageBasedSeq = convertActionToImagePrefix(mActionAnimation.action);
  3131. if (imageBasedSeq != -1)
  3132. seq = imageBasedSeq;
  3133. // If we're transitioning into the same sequence (an action may use the
  3134. // same sequence as a previous action) then we want to start at the same
  3135. // position.
  3136. F32 pos = mActionAnimation.forward ? 0.0f : 1.0f;
  3137. PlayerData::ActionAnimation &lastAnim = mDataBlock->actionList[lastAction];
  3138. if (lastAnim.sequence == anim.sequence)
  3139. {
  3140. pos = mShapeInstance->getPos(mActionAnimation.thread);
  3141. }
  3142. mShapeInstance->transitionToSequence(mActionAnimation.thread,seq,
  3143. pos, transTime, true);
  3144. }
  3145. else
  3146. {
  3147. S32 seq = anim.sequence;
  3148. S32 imageBasedSeq = convertActionToImagePrefix(mActionAnimation.action);
  3149. if (imageBasedSeq != -1)
  3150. seq = imageBasedSeq;
  3151. mShapeInstance->setSequence(mActionAnimation.thread,seq,
  3152. mActionAnimation.forward ? 0.0f : 1.0f);
  3153. }
  3154. }
  3155. }
  3156. void Player::updateActionThread()
  3157. {
  3158. PROFILE_START(UpdateActionThread);
  3159. // Select an action animation sequence, this assumes that
  3160. // this function is called once per tick.
  3161. if(mActionAnimation.action != PlayerData::NullAnimation)
  3162. if (mActionAnimation.forward)
  3163. mActionAnimation.atEnd = mShapeInstance->getPos(mActionAnimation.thread) == 1;
  3164. else
  3165. mActionAnimation.atEnd = mShapeInstance->getPos(mActionAnimation.thread) == 0;
  3166. // Only need to deal with triggers on the client
  3167. if( isGhost() )
  3168. {
  3169. bool triggeredLeft = false;
  3170. bool triggeredRight = false;
  3171. F32 offset = 0.0f;
  3172. if( mShapeInstance->getTriggerState( 1 ) )
  3173. {
  3174. triggeredLeft = true;
  3175. offset = -mDataBlock->decalOffset * getScale().x;
  3176. }
  3177. else if(mShapeInstance->getTriggerState( 2 ) )
  3178. {
  3179. triggeredRight = true;
  3180. offset = mDataBlock->decalOffset * getScale().x;
  3181. }
  3182. if( triggeredLeft || triggeredRight )
  3183. {
  3184. Point3F rot, pos;
  3185. RayInfo rInfo;
  3186. MatrixF mat = getRenderTransform();
  3187. mat.getColumn( 1, &rot );
  3188. mat.mulP( Point3F( offset, 0.0f, 0.0f), &pos );
  3189. if( gClientContainer.castRay( Point3F( pos.x, pos.y, pos.z + 0.01f ),
  3190. Point3F( pos.x, pos.y, pos.z - 2.0f ),
  3191. STATIC_COLLISION_TYPEMASK | VehicleObjectType, &rInfo ) )
  3192. {
  3193. Material* material = ( rInfo.material ? dynamic_cast< Material* >( rInfo.material->getMaterial() ) : 0 );
  3194. // Put footprints on surface, if appropriate for material.
  3195. if( material && material->mShowFootprints
  3196. && mDataBlock->decalData )
  3197. {
  3198. Point3F normal;
  3199. Point3F tangent;
  3200. mObjToWorld.getColumn( 0, &tangent );
  3201. mObjToWorld.getColumn( 2, &normal );
  3202. gDecalManager->addDecal( rInfo.point, normal, tangent, mDataBlock->decalData, getScale().y );
  3203. }
  3204. // Emit footpuffs.
  3205. if( rInfo.t <= 0.5 && mWaterCoverage == 0.0
  3206. && material && material->mShowDust )
  3207. {
  3208. // New emitter every time for visibility reasons
  3209. ParticleEmitter * emitter = new ParticleEmitter;
  3210. emitter->onNewDataBlock( mDataBlock->footPuffEmitter, false );
  3211. ColorF colorList[ ParticleData::PDC_NUM_KEYS];
  3212. for( U32 x = 0; x < getMin( Material::NUM_EFFECT_COLOR_STAGES, ParticleData::PDC_NUM_KEYS ); ++ x )
  3213. colorList[ x ].set( material->mEffectColor[ x ].red,
  3214. material->mEffectColor[ x ].green,
  3215. material->mEffectColor[ x ].blue,
  3216. material->mEffectColor[ x ].alpha );
  3217. for( U32 x = Material::NUM_EFFECT_COLOR_STAGES; x < ParticleData::PDC_NUM_KEYS; ++ x )
  3218. colorList[ x ].set( 1.0, 1.0, 1.0, 0.0 );
  3219. emitter->setColors( colorList );
  3220. if( !emitter->registerObject() )
  3221. {
  3222. Con::warnf( ConsoleLogEntry::General, "Could not register emitter for particle of class: %s", mDataBlock->getName() );
  3223. delete emitter;
  3224. emitter = NULL;
  3225. }
  3226. else
  3227. {
  3228. emitter->emitParticles( pos, Point3F( 0.0, 0.0, 1.0 ), mDataBlock->footPuffRadius,
  3229. Point3F( 0, 0, 0 ), mDataBlock->footPuffNumParts );
  3230. emitter->deleteWhenEmpty();
  3231. }
  3232. }
  3233. // Play footstep sound.
  3234. playFootstepSound( triggeredLeft, material, rInfo.object );
  3235. }
  3236. }
  3237. }
  3238. // Mount pending variable puts a hold on the delayTicks below so players don't
  3239. // inadvertently stand up because their mount has not come over yet.
  3240. if (mMountPending)
  3241. mMountPending = (isMounted() ? 0 : (mMountPending - 1));
  3242. if (mActionAnimation.action == PlayerData::NullAnimation ||
  3243. ((!mActionAnimation.waitForEnd || mActionAnimation.atEnd)) &&
  3244. !mActionAnimation.holdAtEnd && (mActionAnimation.delayTicks -= !mMountPending) <= 0)
  3245. {
  3246. //The scripting language will get a call back when a script animation has finished...
  3247. // example: When the chat menu animations are done playing...
  3248. if ( isServerObject() && mActionAnimation.action >= PlayerData::NumTableActionAnims )
  3249. mDataBlock->animationDone_callback( this );
  3250. pickActionAnimation();
  3251. }
  3252. if ( (mActionAnimation.action != PlayerData::LandAnim) &&
  3253. (mActionAnimation.action != PlayerData::NullAnimation) )
  3254. {
  3255. // Update action animation time scale to match ground velocity
  3256. PlayerData::ActionAnimation &anim =
  3257. mDataBlock->actionList[mActionAnimation.action];
  3258. F32 scale = 1;
  3259. if (anim.velocityScale && anim.speed) {
  3260. VectorF vel;
  3261. mWorldToObj.mulV(mVelocity,&vel);
  3262. scale = mFabs(mDot(vel, anim.dir) / anim.speed);
  3263. if (scale > mDataBlock->maxTimeScale)
  3264. scale = mDataBlock->maxTimeScale;
  3265. }
  3266. mShapeInstance->setTimeScale(mActionAnimation.thread,
  3267. mActionAnimation.forward? scale: -scale);
  3268. }
  3269. PROFILE_END();
  3270. }
  3271. void Player::pickBestMoveAction(U32 startAnim, U32 endAnim, U32 * action, bool * forward) const
  3272. {
  3273. *action = startAnim;
  3274. *forward = false;
  3275. VectorF vel;
  3276. mWorldToObj.mulV(mVelocity,&vel);
  3277. if (vel.lenSquared() > 0.01f)
  3278. {
  3279. // Bias the velocity towards picking the forward/backward anims over
  3280. // the sideways ones to prevent oscillation between anims.
  3281. vel *= VectorF(0.5f, 1.0f, 0.5f);
  3282. // Pick animation that is the best fit for our current (local) velocity.
  3283. // Assumes that the root (stationary) animation is at startAnim.
  3284. F32 curMax = -0.1f;
  3285. for (U32 i = startAnim+1; i <= endAnim; i++)
  3286. {
  3287. const PlayerData::ActionAnimation &anim = mDataBlock->actionList[i];
  3288. if (anim.sequence != -1 && anim.speed)
  3289. {
  3290. F32 d = mDot(vel, anim.dir);
  3291. if (d > curMax)
  3292. {
  3293. curMax = d;
  3294. *action = i;
  3295. *forward = true;
  3296. }
  3297. else
  3298. {
  3299. // Check if reversing this animation would fit (bias against this
  3300. // so that when moving right, the real right anim is still chosen,
  3301. // but if not present, the reversed left anim will be used instead)
  3302. d *= -0.75f;
  3303. if (d > curMax)
  3304. {
  3305. curMax = d;
  3306. *action = i;
  3307. *forward = false;
  3308. }
  3309. }
  3310. }
  3311. }
  3312. }
  3313. }
  3314. void Player::pickActionAnimation()
  3315. {
  3316. // Only select animations in our normal move state.
  3317. if (mState != MoveState || mDamageState != Enabled)
  3318. return;
  3319. if (isMounted() || mMountPending)
  3320. {
  3321. // Go into root position unless something was set explicitly
  3322. // from a script.
  3323. if (mActionAnimation.action != PlayerData::RootAnim &&
  3324. mActionAnimation.action < PlayerData::NumTableActionAnims)
  3325. setActionThread(PlayerData::RootAnim,true,false,false);
  3326. return;
  3327. }
  3328. bool forward = true;
  3329. U32 action = PlayerData::RootAnim;
  3330. bool fsp = false;
  3331. // Jetting overrides the fall animation condition
  3332. if (mJetting)
  3333. {
  3334. // Play the jetting animation
  3335. action = PlayerData::JetAnim;
  3336. }
  3337. else if (mFalling)
  3338. {
  3339. // Not in contact with any surface and falling
  3340. action = PlayerData::FallAnim;
  3341. }
  3342. else if ( mSwimming )
  3343. {
  3344. pickBestMoveAction(PlayerData::SwimRootAnim, PlayerData::SwimRightAnim, &action, &forward);
  3345. }
  3346. else if ( mPose == StandPose )
  3347. {
  3348. if (mContactTimer >= sContactTickTime)
  3349. {
  3350. // Nothing under our feet
  3351. action = PlayerData::RootAnim;
  3352. }
  3353. else
  3354. {
  3355. // Our feet are on something
  3356. pickBestMoveAction(PlayerData::RootAnim, PlayerData::SideRightAnim, &action, &forward);
  3357. }
  3358. }
  3359. else if ( mPose == CrouchPose )
  3360. {
  3361. pickBestMoveAction(PlayerData::CrouchRootAnim, PlayerData::CrouchRightAnim, &action, &forward);
  3362. }
  3363. else if ( mPose == PronePose )
  3364. {
  3365. pickBestMoveAction(PlayerData::ProneRootAnim, PlayerData::ProneBackwardAnim, &action, &forward);
  3366. }
  3367. else if ( mPose == SprintPose )
  3368. {
  3369. pickBestMoveAction(PlayerData::SprintRootAnim, PlayerData::SprintRightAnim, &action, &forward);
  3370. }
  3371. setActionThread(action,forward,false,false,fsp);
  3372. }
  3373. void Player::onImage(U32 imageSlot, bool unmount)
  3374. {
  3375. // Update 3rd person sequences based on images used. Start be getting a
  3376. // list of all possible image prefix sequences.
  3377. String prefixPaths[ShapeBase::MaxMountedImages];
  3378. buildImagePrefixPaths(prefixPaths);
  3379. // Clear out any previous image state animation
  3380. if (mImageStateThread)
  3381. {
  3382. mShapeInstance->destroyThread(mImageStateThread);
  3383. mImageStateThread = 0;
  3384. }
  3385. // Attempt to update the action thread
  3386. U32 action = mActionAnimation.action;
  3387. if (action != PlayerData::NullAnimation)
  3388. {
  3389. String actionSeq = mDataBlock->actionList[action].name;
  3390. if (actionSeq.isNotEmpty())
  3391. {
  3392. S32 seqIndex = mDataBlock->actionList[action].sequence;
  3393. S32 prefixIndex = findPrefixSequence(prefixPaths, actionSeq);
  3394. if (prefixIndex != -1)
  3395. {
  3396. seqIndex = prefixIndex;
  3397. }
  3398. // Only change the sequence if it isn't already playing.
  3399. if (seqIndex != mShapeInstance->getSequence(mActionAnimation.thread))
  3400. {
  3401. F32 pos = mShapeInstance->getPos(mActionAnimation.thread);
  3402. mShapeInstance->setSequence(mActionAnimation.thread, seqIndex, pos);
  3403. }
  3404. }
  3405. }
  3406. // Attempt to update the arm thread
  3407. U32 armAction = getArmAction();
  3408. if (armAction != PlayerData::NullAnimation)
  3409. {
  3410. String armSeq = mDataBlock->actionList[armAction].name;
  3411. if (armSeq.isNotEmpty())
  3412. {
  3413. S32 seqIndex = mDataBlock->actionList[armAction].sequence;
  3414. S32 prefixIndex = findPrefixSequence(prefixPaths, armSeq);
  3415. if (prefixIndex != -1)
  3416. {
  3417. seqIndex = prefixIndex;
  3418. }
  3419. // Only change the sequence if it isn't already playing.
  3420. if (seqIndex != mShapeInstance->getSequence(mArmAnimation.thread))
  3421. {
  3422. F32 pos = mShapeInstance->getPos(mArmAnimation.thread);
  3423. mShapeInstance->setSequence(mArmAnimation.thread, seqIndex, pos);
  3424. }
  3425. }
  3426. }
  3427. // Attempt to update the head threads
  3428. if (mHeadVThread)
  3429. {
  3430. TSShape const* shape = mShapeInstance->getShape();
  3431. S32 seqIndex = shape->findSequence("head");
  3432. S32 prefixIndex = findPrefixSequence(prefixPaths, "head");
  3433. if (prefixIndex != -1)
  3434. {
  3435. seqIndex = prefixIndex;
  3436. }
  3437. // Only change the sequence if it isn't already playing.
  3438. if (seqIndex != mShapeInstance->getSequence(mHeadVThread))
  3439. {
  3440. F32 pos = mShapeInstance->getPos(mHeadVThread);
  3441. mShapeInstance->setSequence(mHeadVThread, seqIndex, pos);
  3442. }
  3443. }
  3444. if (mHeadHThread)
  3445. {
  3446. TSShape const* shape = mShapeInstance->getShape();
  3447. S32 seqIndex = shape->findSequence("headside");
  3448. S32 prefixIndex = findPrefixSequence(prefixPaths, "headside");
  3449. if (prefixIndex != -1)
  3450. {
  3451. seqIndex = prefixIndex;
  3452. }
  3453. // Only change the sequence if it isn't already playing.
  3454. if (seqIndex != mShapeInstance->getSequence(mHeadHThread))
  3455. {
  3456. F32 pos = mShapeInstance->getPos(mHeadHThread);
  3457. mShapeInstance->setSequence(mHeadHThread, seqIndex, pos);
  3458. }
  3459. }
  3460. }
  3461. void Player::buildImagePrefixPaths(String* prefixPaths)
  3462. {
  3463. // We begin obtaining the anim prefix for each image.
  3464. String prefix[ShapeBase::MaxMountedImages];
  3465. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  3466. {
  3467. MountedImage& image = mMountedImageList[i];
  3468. if (image.dataBlock && image.dataBlock->imageAnimPrefix && image.dataBlock->imageAnimPrefix[0])
  3469. {
  3470. prefix[i] = String(image.dataBlock->imageAnimPrefix);
  3471. }
  3472. }
  3473. // Build out the full prefix names we will be searching for.
  3474. S32 counter = ShapeBase::MaxMountedImages-1;
  3475. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  3476. {
  3477. // Only build out the prefix path for images that have a defined prefix.
  3478. if (prefix[i].isNotEmpty())
  3479. {
  3480. bool start = true;
  3481. for (U32 j=0; j<=i; ++j)
  3482. {
  3483. if (prefix[j].isNotEmpty())
  3484. {
  3485. if (!start)
  3486. {
  3487. prefixPaths[counter] += "_";
  3488. }
  3489. else
  3490. {
  3491. start = false;
  3492. }
  3493. prefixPaths[counter] += prefix[j];
  3494. }
  3495. }
  3496. }
  3497. -- counter;
  3498. }
  3499. }
  3500. S32 Player::findPrefixSequence(String* prefixPaths, const String& baseSeq)
  3501. {
  3502. // Go through the prefix list. If we find a match then return the sequence
  3503. // index.
  3504. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  3505. {
  3506. if (prefixPaths[i].isNotEmpty())
  3507. {
  3508. String seq = prefixPaths[i] + "_" + baseSeq;
  3509. S32 seqIndex = mShapeInstance->getShape()->findSequence(seq);
  3510. if (seqIndex != -1)
  3511. {
  3512. return seqIndex;
  3513. }
  3514. }
  3515. }
  3516. return -1;
  3517. }
  3518. S32 Player::convertActionToImagePrefix(U32 action)
  3519. {
  3520. String prefixPaths[ShapeBase::MaxMountedImages];
  3521. buildImagePrefixPaths(prefixPaths);
  3522. if (action != PlayerData::NullAnimation)
  3523. {
  3524. String actionSeq;
  3525. S32 seq = -1;
  3526. // We'll first attempt to find the action sequence by name
  3527. // as defined within the action list.
  3528. actionSeq = mDataBlock->actionList[action].name;
  3529. if (actionSeq.isNotEmpty())
  3530. {
  3531. seq = findPrefixSequence(prefixPaths, actionSeq);
  3532. }
  3533. if (seq == -1)
  3534. {
  3535. // Couldn't find a valid sequence. If this is a sprint action
  3536. // then we also need to search through the standard movement
  3537. // sequences.
  3538. if (action >= PlayerData::SprintRootAnim && action <= PlayerData::SprintRightAnim)
  3539. {
  3540. U32 standardAction = action - PlayerData::SprintRootAnim;
  3541. actionSeq = mDataBlock->actionList[standardAction].name;
  3542. if (actionSeq.isNotEmpty())
  3543. {
  3544. seq = findPrefixSequence(prefixPaths, actionSeq);
  3545. }
  3546. }
  3547. }
  3548. return seq;
  3549. }
  3550. return -1;
  3551. }
  3552. void Player::onImageRecoil( U32, ShapeBaseImageData::StateData::RecoilState state )
  3553. {
  3554. if ( mRecoilThread )
  3555. {
  3556. if ( state != ShapeBaseImageData::StateData::NoRecoil )
  3557. {
  3558. S32 stateIndex = state - ShapeBaseImageData::StateData::LightRecoil;
  3559. if ( mDataBlock->recoilSequence[stateIndex] != -1 )
  3560. {
  3561. mShapeInstance->setSequence( mRecoilThread, mDataBlock->recoilSequence[stateIndex], 0 );
  3562. mShapeInstance->setTimeScale( mRecoilThread, 1 );
  3563. }
  3564. }
  3565. }
  3566. }
  3567. void Player::onImageStateAnimation(U32 imageSlot, const char* seqName, bool direction, bool scaleToState, F32 stateTimeOutValue)
  3568. {
  3569. if (mDataBlock->allowImageStateAnimation && isGhost())
  3570. {
  3571. MountedImage& image = mMountedImageList[imageSlot];
  3572. // Just as with onImageAnimThreadChange we're going to apply various prefixes to determine the final sequence to use.
  3573. // Here is the order:
  3574. // imageBasePrefix_scriptPrefix_baseAnimName
  3575. // imageBasePrefix_baseAnimName
  3576. // scriptPrefix_baseAnimName
  3577. // baseAnimName
  3578. // Collect the prefixes
  3579. const char* imageBasePrefix = "";
  3580. bool hasImageBasePrefix = image.dataBlock && image.dataBlock->imageAnimPrefix && image.dataBlock->imageAnimPrefix[0];
  3581. if (hasImageBasePrefix)
  3582. imageBasePrefix = image.dataBlock->imageAnimPrefix;
  3583. const char* scriptPrefix = getImageScriptAnimPrefix(imageSlot).getString();
  3584. bool hasScriptPrefix = scriptPrefix && scriptPrefix[0];
  3585. S32 seqIndex = mShapeInstance->getShape()->findSequence(seqName);
  3586. // Find the final sequence based on the prefix combinations
  3587. if (hasImageBasePrefix || hasScriptPrefix)
  3588. {
  3589. bool found = false;
  3590. String baseSeqName(seqName);
  3591. if (!found && hasImageBasePrefix && hasScriptPrefix)
  3592. {
  3593. String seqName = String(imageBasePrefix) + String("_") + String(scriptPrefix) + String("_") + baseSeqName;
  3594. S32 index = mShapeInstance->getShape()->findSequence(seqName);
  3595. if (index != -1)
  3596. {
  3597. seqIndex = index;
  3598. found = true;
  3599. }
  3600. }
  3601. if (!found && hasImageBasePrefix)
  3602. {
  3603. String seqName = String(imageBasePrefix) + String("_") + baseSeqName;
  3604. S32 index = mShapeInstance->getShape()->findSequence(seqName);
  3605. if (index != -1)
  3606. {
  3607. seqIndex = index;
  3608. found = true;
  3609. }
  3610. }
  3611. if (!found && hasScriptPrefix)
  3612. {
  3613. String seqName = String(scriptPrefix) + String("_") + baseSeqName;
  3614. S32 index = mShapeInstance->getShape()->findSequence(seqName);
  3615. if (index != -1)
  3616. {
  3617. seqIndex = index;
  3618. found = true;
  3619. }
  3620. }
  3621. }
  3622. if (seqIndex != -1)
  3623. {
  3624. if (!mImageStateThread)
  3625. {
  3626. mImageStateThread = mShapeInstance->addThread();
  3627. }
  3628. mShapeInstance->setSequence( mImageStateThread, seqIndex, 0 );
  3629. F32 timeScale = (scaleToState && stateTimeOutValue) ?
  3630. mShapeInstance->getDuration(mImageStateThread) / stateTimeOutValue : 1.0f;
  3631. mShapeInstance->setTimeScale( mImageStateThread, direction ? timeScale : -timeScale );
  3632. }
  3633. }
  3634. }
  3635. const char* Player::getImageAnimPrefix(U32 imageSlot, S32 imageShapeIndex)
  3636. {
  3637. if (!mDataBlock)
  3638. return "";
  3639. switch (imageShapeIndex)
  3640. {
  3641. case ShapeBaseImageData::StandardImageShape:
  3642. {
  3643. return mDataBlock->imageAnimPrefix;
  3644. }
  3645. case ShapeBaseImageData::FirstPersonImageShape:
  3646. {
  3647. return mDataBlock->imageAnimPrefixFP;
  3648. }
  3649. default:
  3650. {
  3651. return "";
  3652. }
  3653. }
  3654. }
  3655. void Player::onImageAnimThreadChange(U32 imageSlot, S32 imageShapeIndex, ShapeBaseImageData::StateData* lastState, const char* anim, F32 pos, F32 timeScale, bool reset)
  3656. {
  3657. if (!mShapeFPInstance[imageSlot] || !mShapeFPAnimThread[imageSlot])
  3658. return;
  3659. MountedImage& image = mMountedImageList[imageSlot];
  3660. ShapeBaseImageData::StateData& stateData = *image.state;
  3661. if (reset)
  3662. {
  3663. // Reset cyclic sequences back to the first frame to turn it off
  3664. // (the first key frame should be it's off state).
  3665. if (mShapeFPAnimThread[imageSlot]->getSequence()->isCyclic() && (stateData.sequenceNeverTransition || !(stateData.sequenceTransitionIn || (lastState && lastState->sequenceTransitionOut))) )
  3666. {
  3667. mShapeFPInstance[imageSlot]->setPos(mShapeFPAnimThread[imageSlot],0);
  3668. mShapeFPInstance[imageSlot]->setTimeScale(mShapeFPAnimThread[imageSlot],0);
  3669. }
  3670. return;
  3671. }
  3672. // Just as with ShapeBase::udpateAnimThread we're going to apply various prefixes to determine the final sequence to use.
  3673. // Here is the order:
  3674. // imageBasePrefix_scriptPrefix_baseAnimName
  3675. // imageBasePrefix_baseAnimName
  3676. // scriptPrefix_baseAnimName
  3677. // baseAnimName
  3678. // Collect the prefixes
  3679. const char* imageBasePrefix = "";
  3680. bool hasImageBasePrefix = image.dataBlock && image.dataBlock->imageAnimPrefixFP && image.dataBlock->imageAnimPrefixFP[0];
  3681. if (hasImageBasePrefix)
  3682. imageBasePrefix = image.dataBlock->imageAnimPrefixFP;
  3683. const char* scriptPrefix = getImageScriptAnimPrefix(imageSlot).getString();
  3684. bool hasScriptPrefix = scriptPrefix && scriptPrefix[0];
  3685. S32 seqIndex = mShapeFPInstance[imageSlot]->getShape()->findSequence(anim);
  3686. // Find the final sequence based on the prefix combinations
  3687. if (hasImageBasePrefix || hasScriptPrefix)
  3688. {
  3689. bool found = false;
  3690. String baseSeqName(anim);
  3691. if (!found && hasImageBasePrefix && hasScriptPrefix)
  3692. {
  3693. String seqName = String(imageBasePrefix) + String("_") + String(scriptPrefix) + String("_") + baseSeqName;
  3694. S32 index = mShapeFPInstance[imageSlot]->getShape()->findSequence(seqName);
  3695. if (index != -1)
  3696. {
  3697. seqIndex = index;
  3698. found = true;
  3699. }
  3700. }
  3701. if (!found && hasImageBasePrefix)
  3702. {
  3703. String seqName = String(imageBasePrefix) + String("_") + baseSeqName;
  3704. S32 index = mShapeFPInstance[imageSlot]->getShape()->findSequence(seqName);
  3705. if (index != -1)
  3706. {
  3707. seqIndex = index;
  3708. found = true;
  3709. }
  3710. }
  3711. if (!found && hasScriptPrefix)
  3712. {
  3713. String seqName = String(scriptPrefix) + String("_") + baseSeqName;
  3714. S32 index = mShapeFPInstance[imageSlot]->getShape()->findSequence(seqName);
  3715. if (index != -1)
  3716. {
  3717. seqIndex = index;
  3718. found = true;
  3719. }
  3720. }
  3721. }
  3722. if (seqIndex != -1)
  3723. {
  3724. if (!lastState)
  3725. {
  3726. // No lastState indicates that we are just switching animation sequences, not states. Transition into this new sequence, but only
  3727. // if it is different than what we're currently playing.
  3728. S32 prevSeq = -1;
  3729. if (mShapeFPAnimThread[imageSlot]->hasSequence())
  3730. {
  3731. prevSeq = mShapeFPInstance[imageSlot]->getSequence(mShapeFPAnimThread[imageSlot]);
  3732. }
  3733. if (seqIndex != prevSeq)
  3734. {
  3735. mShapeFPInstance[imageSlot]->transitionToSequence(mShapeFPAnimThread[imageSlot], seqIndex, pos, image.dataBlock->scriptAnimTransitionTime, true);
  3736. }
  3737. }
  3738. else if (!stateData.sequenceNeverTransition && stateData.sequenceTransitionTime && (stateData.sequenceTransitionIn || (lastState && lastState->sequenceTransitionOut)) )
  3739. {
  3740. mShapeFPInstance[imageSlot]->transitionToSequence(mShapeFPAnimThread[imageSlot], seqIndex, pos, stateData.sequenceTransitionTime, true);
  3741. }
  3742. else
  3743. {
  3744. mShapeFPInstance[imageSlot]->setSequence(mShapeFPAnimThread[imageSlot], seqIndex, pos);
  3745. }
  3746. mShapeFPInstance[imageSlot]->setTimeScale(mShapeFPAnimThread[imageSlot], timeScale);
  3747. }
  3748. }
  3749. void Player::onImageAnimThreadUpdate(U32 imageSlot, S32 imageShapeIndex, F32 dt)
  3750. {
  3751. if (!mShapeFPInstance[imageSlot])
  3752. return;
  3753. if (mShapeFPAmbientThread[imageSlot] && mShapeFPAmbientThread[imageSlot]->hasSequence())
  3754. {
  3755. mShapeFPInstance[imageSlot]->advanceTime(dt,mShapeFPAmbientThread[imageSlot]);
  3756. }
  3757. if (mShapeFPAnimThread[imageSlot] && mShapeFPAnimThread[imageSlot]->hasSequence())
  3758. {
  3759. mShapeFPInstance[imageSlot]->advanceTime(dt,mShapeFPAnimThread[imageSlot]);
  3760. }
  3761. }
  3762. void Player::onUnmount( ShapeBase *obj, S32 node )
  3763. {
  3764. // Reset back to root position during dismount.
  3765. setActionThread(PlayerData::RootAnim,true,false,false);
  3766. // Re-orient the player straight up
  3767. Point3F pos,vec;
  3768. getTransform().getColumn(1,&vec);
  3769. getTransform().getColumn(3,&pos);
  3770. Point3F rot(0.0f,0.0f,-mAtan2(-vec.x,vec.y));
  3771. setPosition(pos,rot);
  3772. // Parent function will call script
  3773. Parent::onUnmount( obj, node );
  3774. }
  3775. void Player::unmount()
  3776. {
  3777. // Reset back to root position during dismount. This copies what is
  3778. // done on the server and corrects the fact that the RootAnim change
  3779. // is not sent across to the client using the standard ActionMask.
  3780. setActionThread(PlayerData::RootAnim,true,false,false);
  3781. Parent::unmount();
  3782. }
  3783. //----------------------------------------------------------------------------
  3784. void Player::updateAnimation(F32 dt)
  3785. {
  3786. // If dead then remove any image animations
  3787. if ((mDamageState == Disabled || mDamageState == Destroyed) && mImageStateThread)
  3788. {
  3789. // Remove the image state animation
  3790. mShapeInstance->destroyThread(mImageStateThread);
  3791. mImageStateThread = 0;
  3792. }
  3793. if ((isGhost() || mActionAnimation.animateOnServer) && mActionAnimation.thread)
  3794. mShapeInstance->advanceTime(dt,mActionAnimation.thread);
  3795. if (mRecoilThread)
  3796. mShapeInstance->advanceTime(dt,mRecoilThread);
  3797. if (mImageStateThread)
  3798. mShapeInstance->advanceTime(dt,mImageStateThread);
  3799. // If we are the client's player on this machine, then we need
  3800. // to make sure the transforms are up to date as they are used
  3801. // to setup the camera.
  3802. if (isGhost())
  3803. {
  3804. if (getControllingClient())
  3805. {
  3806. updateAnimationTree(isFirstPerson());
  3807. mShapeInstance->animate();
  3808. }
  3809. else
  3810. {
  3811. updateAnimationTree(false);
  3812. }
  3813. }
  3814. }
  3815. void Player::updateAnimationTree(bool firstPerson)
  3816. {
  3817. S32 mode = 0;
  3818. if (firstPerson)
  3819. if (mActionAnimation.firstPerson)
  3820. mode = 0;
  3821. // TSShapeInstance::MaskNodeRotation;
  3822. // TSShapeInstance::MaskNodePosX |
  3823. // TSShapeInstance::MaskNodePosY;
  3824. else
  3825. mode = TSShapeInstance::MaskNodeAllButBlend;
  3826. for (U32 i = 0; i < PlayerData::NumSpineNodes; i++)
  3827. if (mDataBlock->spineNode[i] != -1)
  3828. mShapeInstance->setNodeAnimationState(mDataBlock->spineNode[i],mode);
  3829. }
  3830. //----------------------------------------------------------------------------
  3831. bool Player::step(Point3F *pos,F32 *maxStep,F32 time)
  3832. {
  3833. const Point3F& scale = getScale();
  3834. Box3F box;
  3835. VectorF offset = mVelocity * time;
  3836. box.minExtents = mObjBox.minExtents + offset + *pos;
  3837. box.maxExtents = mObjBox.maxExtents + offset + *pos;
  3838. box.maxExtents.z += mDataBlock->maxStepHeight * scale.z + sMinFaceDistance;
  3839. SphereF sphere;
  3840. sphere.center = (box.minExtents + box.maxExtents) * 0.5f;
  3841. VectorF bv = box.maxExtents - sphere.center;
  3842. sphere.radius = bv.len();
  3843. ClippedPolyList polyList;
  3844. polyList.mPlaneList.clear();
  3845. polyList.mNormal.set(0.0f, 0.0f, 0.0f);
  3846. polyList.mPlaneList.setSize(6);
  3847. polyList.mPlaneList[0].set(box.minExtents,VectorF(-1.0f, 0.0f, 0.0f));
  3848. polyList.mPlaneList[1].set(box.maxExtents,VectorF(0.0f, 1.0f, 0.0f));
  3849. polyList.mPlaneList[2].set(box.maxExtents,VectorF(1.0f, 0.0f, 0.0f));
  3850. polyList.mPlaneList[3].set(box.minExtents,VectorF(0.0f, -1.0f, 0.0f));
  3851. polyList.mPlaneList[4].set(box.minExtents,VectorF(0.0f, 0.0f, -1.0f));
  3852. polyList.mPlaneList[5].set(box.maxExtents,VectorF(0.0f, 0.0f, 1.0f));
  3853. CollisionWorkingList& rList = mConvex.getWorkingList();
  3854. CollisionWorkingList* pList = rList.wLink.mNext;
  3855. while (pList != &rList) {
  3856. Convex* pConvex = pList->mConvex;
  3857. // Alright, here's the deal... a polysoup mesh really needs to be
  3858. // designed with stepping in mind. If there are too many smallish polygons
  3859. // the stepping system here gets confused and allows you to run up walls
  3860. // or on the edges/seams of meshes.
  3861. TSStatic *st = dynamic_cast<TSStatic *> (pConvex->getObject());
  3862. bool skip = false;
  3863. if (st && !st->allowPlayerStep())
  3864. skip = true;
  3865. if ((pConvex->getObject()->getTypeMask() & StaticObjectType) != 0 && !skip)
  3866. {
  3867. Box3F convexBox = pConvex->getBoundingBox();
  3868. if (box.isOverlapped(convexBox))
  3869. pConvex->getPolyList(&polyList);
  3870. }
  3871. pList = pList->wLink.mNext;
  3872. }
  3873. // Find max step height
  3874. F32 stepHeight = pos->z - sMinFaceDistance;
  3875. U32* vp = polyList.mIndexList.begin();
  3876. U32* ep = polyList.mIndexList.end();
  3877. for (; vp != ep; vp++) {
  3878. F32 h = polyList.mVertexList[*vp].point.z + sMinFaceDistance;
  3879. if (h > stepHeight)
  3880. stepHeight = h;
  3881. }
  3882. F32 step = stepHeight - pos->z;
  3883. if (stepHeight > pos->z && step < *maxStep) {
  3884. // Go ahead and step
  3885. pos->z = stepHeight;
  3886. *maxStep -= step;
  3887. return true;
  3888. }
  3889. return false;
  3890. }
  3891. //----------------------------------------------------------------------------
  3892. inline Point3F createInterpPos(const Point3F& s, const Point3F& e, const F32 t, const F32 d)
  3893. {
  3894. Point3F ret;
  3895. ret.interpolate(s, e, t/d);
  3896. return ret;
  3897. }
  3898. Point3F Player::_move( const F32 travelTime, Collision *outCol )
  3899. {
  3900. // Try and move to new pos
  3901. F32 totalMotion = 0.0f;
  3902. // TODO: not used?
  3903. //F32 initialSpeed = mVelocity.len();
  3904. Point3F start;
  3905. Point3F initialPosition;
  3906. getTransform().getColumn(3,&start);
  3907. initialPosition = start;
  3908. static CollisionList collisionList;
  3909. static CollisionList physZoneCollisionList;
  3910. collisionList.clear();
  3911. physZoneCollisionList.clear();
  3912. MatrixF collisionMatrix(true);
  3913. collisionMatrix.setColumn(3, start);
  3914. VectorF firstNormal(0.0f, 0.0f, 0.0f);
  3915. F32 maxStep = mDataBlock->maxStepHeight;
  3916. F32 time = travelTime;
  3917. U32 count = 0;
  3918. const Point3F& scale = getScale();
  3919. static Polyhedron sBoxPolyhedron;
  3920. static ExtrudedPolyList sExtrudedPolyList;
  3921. static ExtrudedPolyList sPhysZonePolyList;
  3922. for (; count < sMoveRetryCount; count++) {
  3923. F32 speed = mVelocity.len();
  3924. if (!speed && !mDeath.haveVelocity())
  3925. break;
  3926. Point3F end = start + mVelocity * time;
  3927. if (mDeath.haveVelocity()) {
  3928. // Add in death movement-
  3929. VectorF deathVel = mDeath.getPosAdd();
  3930. VectorF resVel;
  3931. getTransform().mulV(deathVel, & resVel);
  3932. end += resVel;
  3933. }
  3934. Point3F distance = end - start;
  3935. if (mFabs(distance.x) < mObjBox.len_x() &&
  3936. mFabs(distance.y) < mObjBox.len_y() &&
  3937. mFabs(distance.z) < mObjBox.len_z())
  3938. {
  3939. // We can potentially early out of this. If there are no polys in the clipped polylist at our
  3940. // end position, then we can bail, and just set start = end;
  3941. Box3F wBox = mScaledBox;
  3942. wBox.minExtents += end;
  3943. wBox.maxExtents += end;
  3944. static EarlyOutPolyList eaPolyList;
  3945. eaPolyList.clear();
  3946. eaPolyList.mNormal.set(0.0f, 0.0f, 0.0f);
  3947. eaPolyList.mPlaneList.clear();
  3948. eaPolyList.mPlaneList.setSize(6);
  3949. eaPolyList.mPlaneList[0].set(wBox.minExtents,VectorF(-1.0f, 0.0f, 0.0f));
  3950. eaPolyList.mPlaneList[1].set(wBox.maxExtents,VectorF(0.0f, 1.0f, 0.0f));
  3951. eaPolyList.mPlaneList[2].set(wBox.maxExtents,VectorF(1.0f, 0.0f, 0.0f));
  3952. eaPolyList.mPlaneList[3].set(wBox.minExtents,VectorF(0.0f, -1.0f, 0.0f));
  3953. eaPolyList.mPlaneList[4].set(wBox.minExtents,VectorF(0.0f, 0.0f, -1.0f));
  3954. eaPolyList.mPlaneList[5].set(wBox.maxExtents,VectorF(0.0f, 0.0f, 1.0f));
  3955. // Build list from convex states here...
  3956. CollisionWorkingList& rList = mConvex.getWorkingList();
  3957. CollisionWorkingList* pList = rList.wLink.mNext;
  3958. while (pList != &rList) {
  3959. Convex* pConvex = pList->mConvex;
  3960. if (pConvex->getObject()->getTypeMask() & sCollisionMoveMask) {
  3961. Box3F convexBox = pConvex->getBoundingBox();
  3962. if (wBox.isOverlapped(convexBox))
  3963. {
  3964. // No need to separate out the physical zones here, we want those
  3965. // to cause a fallthrough as well...
  3966. pConvex->getPolyList(&eaPolyList);
  3967. }
  3968. }
  3969. pList = pList->wLink.mNext;
  3970. }
  3971. if (eaPolyList.isEmpty())
  3972. {
  3973. totalMotion += (end - start).len();
  3974. start = end;
  3975. break;
  3976. }
  3977. }
  3978. collisionMatrix.setColumn(3, start);
  3979. sBoxPolyhedron.buildBox(collisionMatrix, mScaledBox, true);
  3980. // Setup the bounding box for the extrudedPolyList
  3981. Box3F plistBox = mScaledBox;
  3982. collisionMatrix.mul(plistBox);
  3983. Point3F oldMin = plistBox.minExtents;
  3984. Point3F oldMax = plistBox.maxExtents;
  3985. plistBox.minExtents.setMin(oldMin + (mVelocity * time) - Point3F(0.1f, 0.1f, 0.1f));
  3986. plistBox.maxExtents.setMax(oldMax + (mVelocity * time) + Point3F(0.1f, 0.1f, 0.1f));
  3987. // Build extruded polyList...
  3988. VectorF vector = end - start;
  3989. sExtrudedPolyList.extrude(sBoxPolyhedron,vector);
  3990. sExtrudedPolyList.setVelocity(mVelocity);
  3991. sExtrudedPolyList.setCollisionList(&collisionList);
  3992. sPhysZonePolyList.extrude(sBoxPolyhedron,vector);
  3993. sPhysZonePolyList.setVelocity(mVelocity);
  3994. sPhysZonePolyList.setCollisionList(&physZoneCollisionList);
  3995. // Build list from convex states here...
  3996. CollisionWorkingList& rList = mConvex.getWorkingList();
  3997. CollisionWorkingList* pList = rList.wLink.mNext;
  3998. while (pList != &rList) {
  3999. Convex* pConvex = pList->mConvex;
  4000. if (pConvex->getObject()->getTypeMask() & sCollisionMoveMask) {
  4001. Box3F convexBox = pConvex->getBoundingBox();
  4002. if (plistBox.isOverlapped(convexBox))
  4003. {
  4004. if (pConvex->getObject()->getTypeMask() & PhysicalZoneObjectType)
  4005. pConvex->getPolyList(&sPhysZonePolyList);
  4006. else
  4007. pConvex->getPolyList(&sExtrudedPolyList);
  4008. }
  4009. }
  4010. pList = pList->wLink.mNext;
  4011. }
  4012. // Take into account any physical zones...
  4013. for (U32 j = 0; j < physZoneCollisionList.getCount(); j++)
  4014. {
  4015. AssertFatal(dynamic_cast<PhysicalZone*>(physZoneCollisionList[j].object), "Bad phys zone!");
  4016. const PhysicalZone* pZone = (PhysicalZone*)physZoneCollisionList[j].object;
  4017. if (pZone->isActive())
  4018. mVelocity *= pZone->getVelocityMod();
  4019. }
  4020. if (collisionList.getCount() != 0 && collisionList.getTime() < 1.0f)
  4021. {
  4022. // Set to collision point
  4023. F32 velLen = mVelocity.len();
  4024. F32 dt = time * getMin(collisionList.getTime(), 1.0f);
  4025. start += mVelocity * dt;
  4026. time -= dt;
  4027. totalMotion += velLen * dt;
  4028. bool wasFalling = mFalling;
  4029. mFalling = false;
  4030. // Back off...
  4031. if ( velLen > 0.f ) {
  4032. F32 newT = getMin(0.01f / velLen, dt);
  4033. start -= mVelocity * newT;
  4034. totalMotion -= velLen * newT;
  4035. }
  4036. // Try stepping if there is a vertical surface
  4037. if (collisionList.getMaxHeight() < start.z + mDataBlock->maxStepHeight * scale.z)
  4038. {
  4039. bool stepped = false;
  4040. for (U32 c = 0; c < collisionList.getCount(); c++)
  4041. {
  4042. const Collision& cp = collisionList[c];
  4043. // if (mFabs(mDot(cp.normal,VectorF(0,0,1))) < sVerticalStepDot)
  4044. // Dot with (0,0,1) just extracts Z component [lh]-
  4045. if (mFabs(cp.normal.z) < sVerticalStepDot)
  4046. {
  4047. stepped = step(&start,&maxStep,time);
  4048. break;
  4049. }
  4050. }
  4051. if (stepped)
  4052. {
  4053. continue;
  4054. }
  4055. }
  4056. // Pick the surface most parallel to the face that was hit.
  4057. const Collision *collision = &collisionList[0];
  4058. const Collision *cp = collision + 1;
  4059. const Collision *ep = collision + collisionList.getCount();
  4060. for (; cp != ep; cp++)
  4061. {
  4062. if (cp->faceDot > collision->faceDot)
  4063. collision = cp;
  4064. }
  4065. F32 bd = _doCollisionImpact( collision, wasFalling );
  4066. // Copy this collision out so
  4067. // we can use it to do impacts
  4068. // and query collision.
  4069. *outCol = *collision;
  4070. // Subtract out velocity
  4071. VectorF dv = collision->normal * (bd + sNormalElasticity);
  4072. mVelocity += dv;
  4073. if (count == 0)
  4074. {
  4075. firstNormal = collision->normal;
  4076. }
  4077. else
  4078. {
  4079. if (count == 1)
  4080. {
  4081. // Re-orient velocity along the crease.
  4082. if (mDot(dv,firstNormal) < 0.0f &&
  4083. mDot(collision->normal,firstNormal) < 0.0f)
  4084. {
  4085. VectorF nv;
  4086. mCross(collision->normal,firstNormal,&nv);
  4087. F32 nvl = nv.len();
  4088. if (nvl)
  4089. {
  4090. if (mDot(nv,mVelocity) < 0.0f)
  4091. nvl = -nvl;
  4092. nv *= mVelocity.len() / nvl;
  4093. mVelocity = nv;
  4094. }
  4095. }
  4096. }
  4097. }
  4098. }
  4099. else
  4100. {
  4101. totalMotion += (end - start).len();
  4102. start = end;
  4103. break;
  4104. }
  4105. }
  4106. if (count == sMoveRetryCount)
  4107. {
  4108. // Failed to move
  4109. start = initialPosition;
  4110. mVelocity.set(0.0f, 0.0f, 0.0f);
  4111. }
  4112. return start;
  4113. }
  4114. F32 Player::_doCollisionImpact( const Collision *collision, bool fallingCollision)
  4115. {
  4116. F32 bd = -mDot( mVelocity, collision->normal);
  4117. // shake camera on ground impact
  4118. if( bd > mDataBlock->groundImpactMinSpeed && isControlObject() )
  4119. {
  4120. F32 ampScale = (bd - mDataBlock->groundImpactMinSpeed) / mDataBlock->minImpactSpeed;
  4121. CameraShake *groundImpactShake = new CameraShake;
  4122. groundImpactShake->setDuration( mDataBlock->groundImpactShakeDuration );
  4123. groundImpactShake->setFrequency( mDataBlock->groundImpactShakeFreq );
  4124. VectorF shakeAmp = mDataBlock->groundImpactShakeAmp * ampScale;
  4125. groundImpactShake->setAmplitude( shakeAmp );
  4126. groundImpactShake->setFalloff( mDataBlock->groundImpactShakeFalloff );
  4127. groundImpactShake->init();
  4128. gCamFXMgr.addFX( groundImpactShake );
  4129. }
  4130. if ( ((bd > mDataBlock->minImpactSpeed && fallingCollision) || bd > mDataBlock->minLateralImpactSpeed)
  4131. && !mMountPending )
  4132. {
  4133. if ( !isGhost() )
  4134. onImpact( collision->object, collision->normal * bd );
  4135. if (mDamageState == Enabled && mState != RecoverState)
  4136. {
  4137. // Scale how long we're down for
  4138. if (mDataBlock->landSequenceTime > 0.0f)
  4139. {
  4140. // Recover time is based on the land sequence
  4141. setState(RecoverState);
  4142. }
  4143. else
  4144. {
  4145. // Legacy recover system
  4146. F32 value = (bd - mDataBlock->minImpactSpeed);
  4147. F32 range = (mDataBlock->minImpactSpeed * 0.9f);
  4148. U32 recover = mDataBlock->recoverDelay;
  4149. if (value < range)
  4150. recover = 1 + S32(mFloor( F32(recover) * value / range) );
  4151. //Con::printf("Used %d recover ticks", recover);
  4152. //Con::printf(" minImpact = %g, this one = %g", mDataBlock->minImpactSpeed, bd);
  4153. setState(RecoverState, recover);
  4154. }
  4155. }
  4156. }
  4157. if ( isServerObject() &&
  4158. (bd > (mDataBlock->minImpactSpeed / 3.0f) || bd > (mDataBlock->minLateralImpactSpeed / 3.0f )) )
  4159. {
  4160. mImpactSound = PlayerData::ImpactNormal;
  4161. setMaskBits(ImpactMask);
  4162. }
  4163. return bd;
  4164. }
  4165. void Player::_handleCollision( const Collision &collision )
  4166. {
  4167. // Track collisions
  4168. if ( !isGhost() &&
  4169. collision.object &&
  4170. collision.object != mContactInfo.contactObject )
  4171. queueCollision( collision.object, mVelocity - collision.object->getVelocity() );
  4172. }
  4173. bool Player::updatePos(const F32 travelTime)
  4174. {
  4175. PROFILE_SCOPE(Player_UpdatePos);
  4176. getTransform().getColumn(3,&delta.posVec);
  4177. // When mounted to another object, only Z rotation used.
  4178. if (isMounted()) {
  4179. mVelocity = mMount.object->getVelocity();
  4180. setPosition(Point3F(0.0f, 0.0f, 0.0f), mRot);
  4181. setMaskBits(MoveMask);
  4182. return true;
  4183. }
  4184. Point3F newPos;
  4185. Collision col;
  4186. dMemset( &col, 0, sizeof( col ) );
  4187. // DEBUG:
  4188. //Point3F savedVelocity = mVelocity;
  4189. if ( mPhysicsRep )
  4190. {
  4191. static CollisionList collisionList;
  4192. collisionList.clear();
  4193. newPos = mPhysicsRep->move( mVelocity * travelTime, collisionList );
  4194. bool haveCollisions = false;
  4195. bool wasFalling = mFalling;
  4196. if (collisionList.getCount() > 0)
  4197. {
  4198. mFalling = false;
  4199. haveCollisions = true;
  4200. }
  4201. if (haveCollisions)
  4202. {
  4203. // Pick the collision that most closely matches our direction
  4204. VectorF velNormal = mVelocity;
  4205. velNormal.normalizeSafe();
  4206. const Collision *collision = &collisionList[0];
  4207. F32 collisionDot = mDot(velNormal, collision->normal);
  4208. const Collision *cp = collision + 1;
  4209. const Collision *ep = collision + collisionList.getCount();
  4210. for (; cp != ep; cp++)
  4211. {
  4212. F32 dp = mDot(velNormal, cp->normal);
  4213. if (dp < collisionDot)
  4214. {
  4215. collisionDot = dp;
  4216. collision = cp;
  4217. }
  4218. }
  4219. _doCollisionImpact( collision, wasFalling );
  4220. // Modify our velocity based on collisions
  4221. for (U32 i=0; i<collisionList.getCount(); ++i)
  4222. {
  4223. F32 bd = -mDot( mVelocity, collisionList[i].normal );
  4224. VectorF dv = collisionList[i].normal * (bd + sNormalElasticity);
  4225. mVelocity += dv;
  4226. }
  4227. // Store the last collision for use later on. The handle collision
  4228. // code only expects a single collision object.
  4229. if (collisionList.getCount() > 0)
  4230. col = collisionList[collisionList.getCount() - 1];
  4231. // We'll handle any player-to-player collision, and the last collision
  4232. // with other obejct types.
  4233. for (U32 i=0; i<collisionList.getCount(); ++i)
  4234. {
  4235. Collision& colCheck = collisionList[i];
  4236. if (colCheck.object)
  4237. {
  4238. SceneObject* obj = static_cast<SceneObject*>(col.object);
  4239. if (obj->getTypeMask() & PlayerObjectType)
  4240. {
  4241. _handleCollision( colCheck );
  4242. }
  4243. else
  4244. {
  4245. col = colCheck;
  4246. }
  4247. }
  4248. }
  4249. _handleCollision( col );
  4250. }
  4251. }
  4252. else
  4253. {
  4254. if ( mVelocity.isZero() )
  4255. newPos = delta.posVec;
  4256. else
  4257. newPos = _move( travelTime, &col );
  4258. _handleCollision( col );
  4259. }
  4260. // DEBUG:
  4261. //if ( isClientObject() )
  4262. // Con::printf( "(client) vel: %g %g %g", mVelocity.x, mVelocity.y, mVelocity.z );
  4263. //else
  4264. // Con::printf( "(server) vel: %g %g %g", mVelocity.x, mVelocity.y, mVelocity.z );
  4265. // Set new position
  4266. // If on the client, calc delta for backstepping
  4267. if (isClientObject())
  4268. {
  4269. delta.pos = newPos;
  4270. delta.posVec = delta.posVec - delta.pos;
  4271. delta.dt = 1.0f;
  4272. }
  4273. setPosition( newPos, mRot );
  4274. setMaskBits( MoveMask );
  4275. updateContainer();
  4276. if (!isGhost())
  4277. {
  4278. // Collisions are only queued on the server and can be
  4279. // generated by either updateMove or updatePos
  4280. notifyCollision();
  4281. // Do mission area callbacks on the server as well
  4282. checkMissionArea();
  4283. }
  4284. // Check the total distance moved. If it is more than 1000th of the velocity, then
  4285. // we moved a fair amount...
  4286. //if (totalMotion >= (0.001f * initialSpeed))
  4287. return true;
  4288. //else
  4289. //return false;
  4290. }
  4291. //----------------------------------------------------------------------------
  4292. void Player::_findContact( SceneObject **contactObject,
  4293. VectorF *contactNormal,
  4294. Vector<SceneObject*> *outOverlapObjects )
  4295. {
  4296. Point3F pos;
  4297. getTransform().getColumn(3,&pos);
  4298. Box3F wBox;
  4299. Point3F exp(0,0,sTractionDistance);
  4300. wBox.minExtents = pos + mScaledBox.minExtents - exp;
  4301. wBox.maxExtents.x = pos.x + mScaledBox.maxExtents.x;
  4302. wBox.maxExtents.y = pos.y + mScaledBox.maxExtents.y;
  4303. wBox.maxExtents.z = pos.z + mScaledBox.minExtents.z + sTractionDistance;
  4304. static ClippedPolyList polyList;
  4305. polyList.clear();
  4306. polyList.doConstruct();
  4307. polyList.mNormal.set(0.0f, 0.0f, 0.0f);
  4308. polyList.setInterestNormal(Point3F(0.0f, 0.0f, -1.0f));
  4309. polyList.mPlaneList.setSize(6);
  4310. polyList.mPlaneList[0].setYZ(wBox.minExtents, -1.0f);
  4311. polyList.mPlaneList[1].setXZ(wBox.maxExtents, 1.0f);
  4312. polyList.mPlaneList[2].setYZ(wBox.maxExtents, 1.0f);
  4313. polyList.mPlaneList[3].setXZ(wBox.minExtents, -1.0f);
  4314. polyList.mPlaneList[4].setXY(wBox.minExtents, -1.0f);
  4315. polyList.mPlaneList[5].setXY(wBox.maxExtents, 1.0f);
  4316. Box3F plistBox = wBox;
  4317. // Expand build box as it will be used to collide with items.
  4318. // PickupRadius will be at least the size of the box.
  4319. F32 pd = (F32)mDataBlock->pickupDelta;
  4320. wBox.minExtents.x -= pd; wBox.minExtents.y -= pd;
  4321. wBox.maxExtents.x += pd; wBox.maxExtents.y += pd;
  4322. wBox.maxExtents.z = pos.z + mScaledBox.maxExtents.z;
  4323. // Build list from convex states here...
  4324. CollisionWorkingList& rList = mConvex.getWorkingList();
  4325. CollisionWorkingList* pList = rList.wLink.mNext;
  4326. while (pList != &rList)
  4327. {
  4328. Convex* pConvex = pList->mConvex;
  4329. U32 objectMask = pConvex->getObject()->getTypeMask();
  4330. if ( ( objectMask & sCollisionMoveMask ) &&
  4331. !( objectMask & PhysicalZoneObjectType ) )
  4332. {
  4333. Box3F convexBox = pConvex->getBoundingBox();
  4334. if (plistBox.isOverlapped(convexBox))
  4335. pConvex->getPolyList(&polyList);
  4336. }
  4337. else
  4338. outOverlapObjects->push_back( pConvex->getObject() );
  4339. pList = pList->wLink.mNext;
  4340. }
  4341. if (!polyList.isEmpty())
  4342. {
  4343. // Pick flattest surface
  4344. F32 bestVd = -1.0f;
  4345. ClippedPolyList::Poly* poly = polyList.mPolyList.begin();
  4346. ClippedPolyList::Poly* end = polyList.mPolyList.end();
  4347. for (; poly != end; poly++)
  4348. {
  4349. F32 vd = poly->plane.z; // i.e. mDot(Point3F(0,0,1), poly->plane);
  4350. if (vd > bestVd)
  4351. {
  4352. bestVd = vd;
  4353. *contactObject = poly->object;
  4354. *contactNormal = poly->plane;
  4355. }
  4356. }
  4357. }
  4358. }
  4359. void Player::findContact( bool *run, bool *jump, VectorF *contactNormal )
  4360. {
  4361. SceneObject *contactObject = NULL;
  4362. Vector<SceneObject*> overlapObjects;
  4363. if ( mPhysicsRep )
  4364. mPhysicsRep->findContact( &contactObject, contactNormal, &overlapObjects );
  4365. else
  4366. _findContact( &contactObject, contactNormal, &overlapObjects );
  4367. // Check for triggers, corpses and items.
  4368. const U32 filterMask = isGhost() ? sClientCollisionContactMask : sServerCollisionContactMask;
  4369. for ( U32 i=0; i < overlapObjects.size(); i++ )
  4370. {
  4371. SceneObject *obj = overlapObjects[i];
  4372. U32 objectMask = obj->getTypeMask();
  4373. if ( !( objectMask & filterMask ) )
  4374. continue;
  4375. // Check: triggers, corpses and items...
  4376. //
  4377. if (objectMask & TriggerObjectType)
  4378. {
  4379. Trigger* pTrigger = static_cast<Trigger*>( obj );
  4380. pTrigger->potentialEnterObject(this);
  4381. }
  4382. else if (objectMask & CorpseObjectType)
  4383. {
  4384. // If we've overlapped the worldbounding boxes, then that's it...
  4385. if ( getWorldBox().isOverlapped( obj->getWorldBox() ) )
  4386. {
  4387. ShapeBase* col = static_cast<ShapeBase*>( obj );
  4388. queueCollision(col,getVelocity() - col->getVelocity());
  4389. }
  4390. }
  4391. else if (objectMask & ItemObjectType)
  4392. {
  4393. // If we've overlapped the worldbounding boxes, then that's it...
  4394. Item* item = static_cast<Item*>( obj );
  4395. if ( getWorldBox().isOverlapped(item->getWorldBox()) &&
  4396. item->getCollisionObject() != this &&
  4397. !item->isHidden() )
  4398. queueCollision(item,getVelocity() - item->getVelocity());
  4399. }
  4400. }
  4401. F32 vd = (*contactNormal).z;
  4402. *run = vd > mDataBlock->runSurfaceCos;
  4403. *jump = vd > mDataBlock->jumpSurfaceCos;
  4404. mContactInfo.clear();
  4405. mContactInfo.contacted = contactObject != NULL;
  4406. mContactInfo.contactObject = contactObject;
  4407. if ( mContactInfo.contacted )
  4408. mContactInfo.contactNormal = *contactNormal;
  4409. mContactInfo.run = *run;
  4410. mContactInfo.jump = *jump;
  4411. }
  4412. //----------------------------------------------------------------------------
  4413. void Player::checkMissionArea()
  4414. {
  4415. // Checks to see if the player is in the Mission Area...
  4416. Point3F pos;
  4417. MissionArea * obj = MissionArea::getServerObject();
  4418. if(!obj)
  4419. return;
  4420. const RectI &area = obj->getArea();
  4421. getTransform().getColumn(3, &pos);
  4422. if ((pos.x < area.point.x || pos.x > area.point.x + area.extent.x ||
  4423. pos.y < area.point.y || pos.y > area.point.y + area.extent.y)) {
  4424. if(mInMissionArea) {
  4425. mInMissionArea = false;
  4426. mDataBlock->onLeaveMissionArea_callback( this );
  4427. }
  4428. }
  4429. else if(!mInMissionArea)
  4430. {
  4431. mInMissionArea = true;
  4432. mDataBlock->onEnterMissionArea_callback( this );
  4433. }
  4434. }
  4435. //----------------------------------------------------------------------------
  4436. bool Player::isDisplacable() const
  4437. {
  4438. return true;
  4439. }
  4440. Point3F Player::getMomentum() const
  4441. {
  4442. return mVelocity * getMass();
  4443. }
  4444. void Player::setMomentum(const Point3F& newMomentum)
  4445. {
  4446. Point3F newVelocity = newMomentum / getMass();
  4447. mVelocity = newVelocity;
  4448. }
  4449. #define LH_HACK 1
  4450. // Hack for short-term soln to Training crash -
  4451. #if LH_HACK
  4452. static U32 sBalance;
  4453. bool Player::displaceObject(const Point3F& displacement)
  4454. {
  4455. F32 vellen = mVelocity.len();
  4456. if (vellen < 0.001f || sBalance > 16) {
  4457. mVelocity.set(0.0f, 0.0f, 0.0f);
  4458. return false;
  4459. }
  4460. F32 dt = displacement.len() / vellen;
  4461. sBalance++;
  4462. bool result = updatePos(dt);
  4463. sBalance--;
  4464. getTransform().getColumn(3, &delta.pos);
  4465. delta.posVec.set(0.0f, 0.0f, 0.0f);
  4466. return result;
  4467. }
  4468. #else
  4469. bool Player::displaceObject(const Point3F& displacement)
  4470. {
  4471. F32 vellen = mVelocity.len();
  4472. if (vellen < 0.001f) {
  4473. mVelocity.set(0.0f, 0.0f, 0.0f);
  4474. return false;
  4475. }
  4476. F32 dt = displacement.len() / vellen;
  4477. bool result = updatePos(dt);
  4478. mObjToWorld.getColumn(3, &delta.pos);
  4479. delta.posVec.set(0.0f, 0.0f, 0.0f);
  4480. return result;
  4481. }
  4482. #endif
  4483. //----------------------------------------------------------------------------
  4484. void Player::setPosition(const Point3F& pos,const Point3F& rot)
  4485. {
  4486. MatrixF mat;
  4487. if (isMounted()) {
  4488. // Use transform from mounted object
  4489. MatrixF nmat,zrot;
  4490. mMount.object->getMountTransform( mMount.node, mMount.xfm, &nmat );
  4491. zrot.set(EulerF(0.0f, 0.0f, rot.z));
  4492. mat.mul(nmat,zrot);
  4493. }
  4494. else {
  4495. mat.set(EulerF(0.0f, 0.0f, rot.z));
  4496. mat.setColumn(3,pos);
  4497. }
  4498. Parent::setTransform(mat);
  4499. mRot = rot;
  4500. if ( mPhysicsRep )
  4501. mPhysicsRep->setTransform( mat );
  4502. }
  4503. void Player::setRenderPosition(const Point3F& pos, const Point3F& rot, F32 dt)
  4504. {
  4505. MatrixF mat;
  4506. if (isMounted()) {
  4507. // Use transform from mounted object
  4508. MatrixF nmat,zrot;
  4509. mMount.object->getRenderMountTransform( dt, mMount.node, mMount.xfm, &nmat );
  4510. zrot.set(EulerF(0.0f, 0.0f, rot.z));
  4511. mat.mul(nmat,zrot);
  4512. }
  4513. else {
  4514. EulerF orient(0.0f, 0.0f, rot.z);
  4515. mat.set(orient);
  4516. mat.setColumn(3, pos);
  4517. if (inDeathAnim()) {
  4518. F32 boxRad = (mDataBlock->boxSize.x * 0.5f);
  4519. if (MatrixF * fallMat = mDeath.fallToGround(dt, pos, rot.z, boxRad))
  4520. mat = * fallMat;
  4521. }
  4522. else
  4523. mDeath.initFall();
  4524. }
  4525. Parent::setRenderTransform(mat);
  4526. }
  4527. //----------------------------------------------------------------------------
  4528. void Player::setTransform(const MatrixF& mat)
  4529. {
  4530. // This method should never be called on the client.
  4531. // This currently converts all rotation in the mat into
  4532. // rotations around the z axis.
  4533. Point3F pos,vec;
  4534. mat.getColumn(1,&vec);
  4535. mat.getColumn(3,&pos);
  4536. Point3F rot(0.0f, 0.0f, -mAtan2(-vec.x,vec.y));
  4537. setPosition(pos,rot);
  4538. setMaskBits(MoveMask | NoWarpMask);
  4539. }
  4540. void Player::getEyeTransform(MatrixF* mat)
  4541. {
  4542. getEyeBaseTransform(mat, true);
  4543. // The shape instance is animated in getEyeBaseTransform() so we're
  4544. // good here when attempting to get the eye node position on the server.
  4545. S32 imageIndex = -1;
  4546. S32 shapeIndex = -1;
  4547. MountedImage* image = NULL;
  4548. ShapeBaseImageData* data = NULL;
  4549. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  4550. {
  4551. image = &(mMountedImageList[i]);
  4552. if (image->dataBlock)
  4553. {
  4554. data = image->dataBlock;
  4555. shapeIndex = getImageShapeIndex(*image);
  4556. if ( data->useEyeNode && (data->animateOnServer || isGhost()) && isFirstPerson() && data->eyeMountNode[shapeIndex] != -1 && data->eyeNode[shapeIndex] != -1 )
  4557. {
  4558. imageIndex = i;
  4559. break;
  4560. }
  4561. }
  4562. }
  4563. if (imageIndex >= 0)
  4564. {
  4565. // Get the image's eye node's position relative to the eye mount node
  4566. MatrixF mountTransform = image->shapeInstance[shapeIndex]->mNodeTransforms[data->eyeMountNode[shapeIndex]];
  4567. Point3F eyeMountNodePos = mountTransform.getPosition();
  4568. mountTransform = image->shapeInstance[shapeIndex]->mNodeTransforms[data->eyeNode[shapeIndex]];
  4569. Point3F eyeNodePos = mountTransform.getPosition() - eyeMountNodePos;
  4570. // Now transform to the image's eye node (position only)
  4571. MatrixF xfm(true);
  4572. xfm.setPosition(eyeNodePos);
  4573. mat->mul(xfm);
  4574. }
  4575. }
  4576. void Player::getEyeBaseTransform(MatrixF* mat, bool includeBank)
  4577. {
  4578. // Eye transform in world space. We only use the eye position
  4579. // from the animation and supply our own rotation.
  4580. MatrixF pmat,xmat,zmat;
  4581. if(!isGhost())
  4582. mShapeInstance->animate();
  4583. xmat.set(EulerF(mHead.x, 0.0f, 0.0f));
  4584. if (mUseHeadZCalc)
  4585. zmat.set(EulerF(0.0f, 0.0f, mHead.z));
  4586. else
  4587. zmat.identity();
  4588. if(includeBank && mDataBlock->cameraCanBank)
  4589. {
  4590. // Take mHead.y into account to bank the camera
  4591. MatrixF imat;
  4592. imat.mul(zmat, xmat);
  4593. MatrixF ymat;
  4594. ymat.set(EulerF(0.0f, mHead.y, 0.0f));
  4595. pmat.mul(imat, ymat);
  4596. }
  4597. else
  4598. {
  4599. pmat.mul(zmat,xmat);
  4600. }
  4601. F32 *dp = pmat;
  4602. F32* sp;
  4603. MatrixF eyeMat(true);
  4604. if (mDataBlock->eyeNode != -1)
  4605. {
  4606. sp = mShapeInstance->mNodeTransforms[mDataBlock->eyeNode];
  4607. }
  4608. else
  4609. {
  4610. Point3F center;
  4611. mObjBox.getCenter(&center);
  4612. eyeMat.setPosition(center);
  4613. sp = eyeMat;
  4614. }
  4615. const Point3F& scale = getScale();
  4616. dp[3] = sp[3] * scale.x;
  4617. dp[7] = sp[7] * scale.y;
  4618. dp[11] = sp[11] * scale.z;
  4619. mat->mul(getTransform(),pmat);
  4620. }
  4621. void Player::getRenderEyeTransform(MatrixF* mat)
  4622. {
  4623. getRenderEyeBaseTransform(mat, true);
  4624. // Use the first image that is set to use the eye node
  4625. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  4626. {
  4627. MountedImage& image = mMountedImageList[i];
  4628. if (image.dataBlock)
  4629. {
  4630. ShapeBaseImageData& data = *image.dataBlock;
  4631. U32 shapeIndex = getImageShapeIndex(image);
  4632. if ( data.useEyeNode && isFirstPerson() && data.eyeMountNode[shapeIndex] != -1 && data.eyeNode[shapeIndex] != -1 )
  4633. {
  4634. // Get the eye node's position relative to the eye mount node
  4635. MatrixF mountTransform = image.shapeInstance[shapeIndex]->mNodeTransforms[data.eyeMountNode[shapeIndex]];
  4636. Point3F eyeMountNodePos = mountTransform.getPosition();
  4637. mountTransform = image.shapeInstance[shapeIndex]->mNodeTransforms[data.eyeNode[shapeIndex]];
  4638. Point3F eyeNodePos = mountTransform.getPosition() - eyeMountNodePos;
  4639. // Now transform to the image's eye node (position only)
  4640. MatrixF xfm(true);
  4641. xfm.setPosition(eyeNodePos);
  4642. mat->mul(xfm);
  4643. return;
  4644. }
  4645. }
  4646. }
  4647. }
  4648. void Player::getRenderEyeBaseTransform(MatrixF* mat, bool includeBank)
  4649. {
  4650. // Eye transform in world space. We only use the eye position
  4651. // from the animation and supply our own rotation.
  4652. MatrixF pmat,xmat,zmat;
  4653. xmat.set(EulerF(delta.head.x + delta.headVec.x * delta.dt, 0.0f, 0.0f));
  4654. if (mUseHeadZCalc)
  4655. zmat.set(EulerF(0.0f, 0.0f, delta.head.z + delta.headVec.z * delta.dt));
  4656. else
  4657. zmat.identity();
  4658. if(includeBank && mDataBlock->cameraCanBank)
  4659. {
  4660. // Take mHead.y delta into account to bank the camera
  4661. MatrixF imat;
  4662. imat.mul(zmat, xmat);
  4663. MatrixF ymat;
  4664. ymat.set(EulerF(0.0f, delta.head.y + delta.headVec.y * delta.dt, 0.0f));
  4665. pmat.mul(imat, ymat);
  4666. }
  4667. else
  4668. {
  4669. pmat.mul(zmat,xmat);
  4670. }
  4671. F32 *dp = pmat;
  4672. F32* sp;
  4673. MatrixF eyeMat(true);
  4674. if (mDataBlock->eyeNode != -1)
  4675. {
  4676. sp = mShapeInstance->mNodeTransforms[mDataBlock->eyeNode];
  4677. }
  4678. else
  4679. {
  4680. // Use the center of the Player's bounding box for the eye position.
  4681. Point3F center;
  4682. mObjBox.getCenter(&center);
  4683. eyeMat.setPosition(center);
  4684. sp = eyeMat;
  4685. }
  4686. // Only use position of eye node, and take Player's scale
  4687. // into account.
  4688. const Point3F& scale = getScale();
  4689. dp[3] = sp[3] * scale.x;
  4690. dp[7] = sp[7] * scale.y;
  4691. dp[11] = sp[11] * scale.z;
  4692. mat->mul(getRenderTransform(), pmat);
  4693. }
  4694. void Player::getMuzzleTransform(U32 imageSlot,MatrixF* mat)
  4695. {
  4696. disableHeadZCalc();
  4697. MatrixF nmat;
  4698. Parent::getRetractionTransform(imageSlot,&nmat);
  4699. MatrixF smat;
  4700. Parent::getImageTransform(imageSlot,&smat);
  4701. disableCollision();
  4702. // See if we are pushed into a wall...
  4703. if (getDamageState() == Enabled) {
  4704. Point3F start, end;
  4705. smat.getColumn(3, &start);
  4706. nmat.getColumn(3, &end);
  4707. RayInfo rinfo;
  4708. if (getContainer()->castRay(start, end, sCollisionMoveMask, &rinfo)) {
  4709. Point3F finalPoint;
  4710. finalPoint.interpolate(start, end, rinfo.t);
  4711. nmat.setColumn(3, finalPoint);
  4712. }
  4713. else
  4714. Parent::getMuzzleTransform(imageSlot,&nmat);
  4715. }
  4716. else
  4717. Parent::getMuzzleTransform(imageSlot,&nmat);
  4718. enableCollision();
  4719. enableHeadZCalc();
  4720. *mat = nmat;
  4721. }
  4722. void Player::getRenderMuzzleTransform(U32 imageSlot,MatrixF* mat)
  4723. {
  4724. disableHeadZCalc();
  4725. MatrixF nmat;
  4726. Parent::getRenderRetractionTransform(imageSlot,&nmat);
  4727. MatrixF smat;
  4728. Parent::getRenderImageTransform(imageSlot,&smat);
  4729. disableCollision();
  4730. // See if we are pushed into a wall...
  4731. if (getDamageState() == Enabled)
  4732. {
  4733. Point3F start, end;
  4734. smat.getColumn(3, &start);
  4735. nmat.getColumn(3, &end);
  4736. RayInfo rinfo;
  4737. if (getContainer()->castRay(start, end, sCollisionMoveMask, &rinfo)) {
  4738. Point3F finalPoint;
  4739. finalPoint.interpolate(start, end, rinfo.t);
  4740. nmat.setColumn(3, finalPoint);
  4741. }
  4742. else
  4743. {
  4744. Parent::getRenderMuzzleTransform(imageSlot,&nmat);
  4745. }
  4746. }
  4747. else
  4748. {
  4749. Parent::getRenderMuzzleTransform(imageSlot,&nmat);
  4750. }
  4751. enableCollision();
  4752. enableHeadZCalc();
  4753. *mat = nmat;
  4754. }
  4755. void Player::getMuzzleVector(U32 imageSlot,VectorF* vec)
  4756. {
  4757. MatrixF mat;
  4758. getMuzzleTransform(imageSlot,&mat);
  4759. GameConnection * gc = getControllingClient();
  4760. if (gc && !gc->isAIControlled())
  4761. {
  4762. MountedImage& image = mMountedImageList[imageSlot];
  4763. bool fp = gc->isFirstPerson();
  4764. if ((fp && image.dataBlock->correctMuzzleVector) ||
  4765. (!fp && image.dataBlock->correctMuzzleVectorTP))
  4766. {
  4767. disableHeadZCalc();
  4768. if (getCorrectedAim(mat, vec))
  4769. {
  4770. enableHeadZCalc();
  4771. return;
  4772. }
  4773. enableHeadZCalc();
  4774. }
  4775. }
  4776. mat.getColumn(1,vec);
  4777. }
  4778. void Player::renderMountedImage( U32 imageSlot, TSRenderState &rstate, SceneRenderState *state )
  4779. {
  4780. GFX->pushWorldMatrix();
  4781. MatrixF world;
  4782. MountedImage& image = mMountedImageList[imageSlot];
  4783. ShapeBaseImageData& data = *image.dataBlock;
  4784. U32 imageShapeIndex;
  4785. if ( state->isShadowPass() )
  4786. {
  4787. // Force the standard image shapes for the shadow pass.
  4788. imageShapeIndex = ShapeBaseImageData::StandardImageShape;
  4789. }
  4790. else
  4791. {
  4792. imageShapeIndex = getImageShapeIndex(image);
  4793. }
  4794. if ( !state->isShadowPass() && isFirstPerson() && (data.useEyeOffset || (data.useEyeNode && data.eyeMountNode[imageShapeIndex] != -1)) )
  4795. {
  4796. if (data.useEyeNode && data.eyeMountNode[imageShapeIndex] != -1)
  4797. {
  4798. MatrixF nmat;
  4799. getRenderEyeBaseTransform(&nmat, mDataBlock->mountedImagesBank);
  4800. MatrixF offsetMat = image.shapeInstance[imageShapeIndex]->mNodeTransforms[data.eyeMountNode[imageShapeIndex]];
  4801. offsetMat.affineInverse();
  4802. world.mul(nmat,offsetMat);
  4803. }
  4804. else
  4805. {
  4806. MatrixF nmat;
  4807. getRenderEyeBaseTransform(&nmat, mDataBlock->mountedImagesBank);
  4808. world.mul(nmat,data.eyeOffset);
  4809. }
  4810. if ( imageSlot == 0 )
  4811. {
  4812. MatrixF nmat;
  4813. MatrixF smat;
  4814. getRenderRetractionTransform(0,&nmat);
  4815. getRenderImageTransform(0,&smat);
  4816. // See if we are pushed into a wall...
  4817. Point3F start, end;
  4818. smat.getColumn(3, &start);
  4819. nmat.getColumn(3, &end);
  4820. Point3F displace = (start - end) * mWeaponBackFraction;
  4821. world.setPosition( world.getPosition() + displace );
  4822. }
  4823. }
  4824. else
  4825. {
  4826. MatrixF nmat;
  4827. getRenderMountTransform( 0.0f, data.mountPoint, MatrixF::Identity, &nmat);
  4828. world.mul(nmat,data.mountTransform[imageShapeIndex]);
  4829. }
  4830. GFX->setWorldMatrix( world );
  4831. image.shapeInstance[imageShapeIndex]->animate();
  4832. image.shapeInstance[imageShapeIndex]->render( rstate );
  4833. // Render the first person mount image shape?
  4834. if (!state->isShadowPass() && imageShapeIndex == ShapeBaseImageData::FirstPersonImageShape && mShapeFPInstance[imageSlot])
  4835. {
  4836. mShapeFPInstance[imageSlot]->animate();
  4837. mShapeFPInstance[imageSlot]->render( rstate );
  4838. }
  4839. GFX->popWorldMatrix();
  4840. }
  4841. // Bot aiming code calls this frequently and will work fine without the check
  4842. // for being pushed into a wall, which shows up on profile at ~ 3% (eight bots)
  4843. void Player::getMuzzlePointAI(U32 imageSlot, Point3F* point)
  4844. {
  4845. MatrixF nmat;
  4846. Parent::getMuzzleTransform(imageSlot, &nmat);
  4847. // If we are in one of the standard player animations, adjust the
  4848. // muzzle to point in the direction we are looking.
  4849. if (mActionAnimation.action < PlayerData::NumTableActionAnims)
  4850. {
  4851. MatrixF xmat;
  4852. xmat.set(EulerF(mHead.x, 0, 0));
  4853. MatrixF result;
  4854. result.mul(getTransform(), xmat);
  4855. F32 *sp = nmat, *dp = result;
  4856. dp[3] = sp[3]; dp[7] = sp[7]; dp[11] = sp[11];
  4857. result.getColumn(3, point);
  4858. }
  4859. else
  4860. nmat.getColumn(3, point);
  4861. }
  4862. void Player::getCameraParameters(F32 *min,F32* max,Point3F* off,MatrixF* rot)
  4863. {
  4864. if (!mControlObject.isNull() && mControlObject == getObjectMount()) {
  4865. mControlObject->getCameraParameters(min,max,off,rot);
  4866. return;
  4867. }
  4868. const Point3F& scale = getScale();
  4869. *min = mDataBlock->cameraMinDist * scale.y;
  4870. *max = mDataBlock->cameraMaxDist * scale.y;
  4871. off->set(0.0f, 0.0f, 0.0f);
  4872. rot->identity();
  4873. }
  4874. //----------------------------------------------------------------------------
  4875. Point3F Player::getVelocity() const
  4876. {
  4877. return mVelocity;
  4878. }
  4879. F32 Player::getSpeed() const
  4880. {
  4881. return mVelocity.len();
  4882. }
  4883. void Player::setVelocity(const VectorF& vel)
  4884. {
  4885. AssertFatal( !mIsNaN( vel ), "Player::setVelocity() - The velocity is NaN!" );
  4886. mVelocity = vel;
  4887. setMaskBits(MoveMask);
  4888. }
  4889. void Player::applyImpulse(const Point3F&,const VectorF& vec)
  4890. {
  4891. AssertFatal( !mIsNaN( vec ), "Player::applyImpulse() - The vector is NaN!" );
  4892. // Players ignore angular velocity
  4893. VectorF vel;
  4894. vel.x = vec.x / getMass();
  4895. vel.y = vec.y / getMass();
  4896. vel.z = vec.z / getMass();
  4897. // Make sure the impulse isn't too big
  4898. F32 len = vel.magnitudeSafe();
  4899. if (len > sMaxImpulseVelocity)
  4900. {
  4901. Point3F excess = vel * ( 1.0f - (sMaxImpulseVelocity / len ) );
  4902. vel -= excess;
  4903. }
  4904. setVelocity(mVelocity + vel);
  4905. }
  4906. //----------------------------------------------------------------------------
  4907. bool Player::castRay(const Point3F &start, const Point3F &end, RayInfo* info)
  4908. {
  4909. if (getDamageState() != Enabled)
  4910. return false;
  4911. // Collide against bounding box. Need at least this for the editor.
  4912. F32 st,et,fst = 0.0f,fet = 1.0f;
  4913. F32 *bmin = &mObjBox.minExtents.x;
  4914. F32 *bmax = &mObjBox.maxExtents.x;
  4915. F32 const *si = &start.x;
  4916. F32 const *ei = &end.x;
  4917. for (int i = 0; i < 3; i++) {
  4918. if (*si < *ei) {
  4919. if (*si > *bmax || *ei < *bmin)
  4920. return false;
  4921. F32 di = *ei - *si;
  4922. st = (*si < *bmin)? (*bmin - *si) / di: 0.0f;
  4923. et = (*ei > *bmax)? (*bmax - *si) / di: 1.0f;
  4924. }
  4925. else {
  4926. if (*ei > *bmax || *si < *bmin)
  4927. return false;
  4928. F32 di = *ei - *si;
  4929. st = (*si > *bmax)? (*bmax - *si) / di: 0.0f;
  4930. et = (*ei < *bmin)? (*bmin - *si) / di: 1.0f;
  4931. }
  4932. if (st > fst) fst = st;
  4933. if (et < fet) fet = et;
  4934. if (fet < fst)
  4935. return false;
  4936. bmin++; bmax++;
  4937. si++; ei++;
  4938. }
  4939. info->normal = start - end;
  4940. info->normal.normalizeSafe();
  4941. getTransform().mulV( info->normal );
  4942. info->t = fst;
  4943. info->object = this;
  4944. info->point.interpolate(start,end,fst);
  4945. info->material = 0;
  4946. return true;
  4947. }
  4948. //----------------------------------------------------------------------------
  4949. static MatrixF IMat(1);
  4950. bool Player::buildPolyList(PolyListContext, AbstractPolyList* polyList, const Box3F&, const SphereF&)
  4951. {
  4952. // Collision with the player is always against the player's object
  4953. // space bounding box axis aligned in world space.
  4954. Point3F pos;
  4955. getTransform().getColumn(3,&pos);
  4956. IMat.setColumn(3,pos);
  4957. polyList->setTransform(&IMat, Point3F(1.0f,1.0f,1.0f));
  4958. polyList->setObject(this);
  4959. polyList->addBox(mObjBox);
  4960. return true;
  4961. }
  4962. void Player::buildConvex(const Box3F& box, Convex* convex)
  4963. {
  4964. if (mShapeInstance == NULL)
  4965. return;
  4966. // These should really come out of a pool
  4967. mConvexList->collectGarbage();
  4968. Box3F realBox = box;
  4969. mWorldToObj.mul(realBox);
  4970. realBox.minExtents.convolveInverse(mObjScale);
  4971. realBox.maxExtents.convolveInverse(mObjScale);
  4972. if (realBox.isOverlapped(getObjBox()) == false)
  4973. return;
  4974. Convex* cc = 0;
  4975. CollisionWorkingList& wl = convex->getWorkingList();
  4976. for (CollisionWorkingList* itr = wl.wLink.mNext; itr != &wl; itr = itr->wLink.mNext) {
  4977. if (itr->mConvex->getType() == BoxConvexType &&
  4978. itr->mConvex->getObject() == this) {
  4979. cc = itr->mConvex;
  4980. break;
  4981. }
  4982. }
  4983. if (cc)
  4984. return;
  4985. // Create a new convex.
  4986. BoxConvex* cp = new OrthoBoxConvex;
  4987. mConvexList->registerObject(cp);
  4988. convex->addToWorkingList(cp);
  4989. cp->init(this);
  4990. mObjBox.getCenter(&cp->mCenter);
  4991. cp->mSize.x = mObjBox.len_x() / 2.0f;
  4992. cp->mSize.y = mObjBox.len_y() / 2.0f;
  4993. cp->mSize.z = mObjBox.len_z() / 2.0f;
  4994. }
  4995. //----------------------------------------------------------------------------
  4996. void Player::updateWorkingCollisionSet()
  4997. {
  4998. // First, we need to adjust our velocity for possible acceleration. It is assumed
  4999. // that we will never accelerate more than 20 m/s for gravity, plus 10 m/s for
  5000. // jetting, and an equivalent 10 m/s for jumping. We also assume that the
  5001. // working list is updated on a Tick basis, which means we only expand our
  5002. // box by the possible movement in that tick.
  5003. Point3F scaledVelocity = mVelocity * TickSec;
  5004. F32 len = scaledVelocity.len();
  5005. F32 newLen = len + (10.0f * TickSec);
  5006. // Check to see if it is actually necessary to construct the new working list,
  5007. // or if we can use the cached version from the last query. We use the x
  5008. // component of the min member of the mWorkingQueryBox, which is lame, but
  5009. // it works ok.
  5010. bool updateSet = false;
  5011. Box3F convexBox = mConvex.getBoundingBox(getTransform(), getScale());
  5012. F32 l = (newLen * 1.1f) + 0.1f; // from Convex::updateWorkingList
  5013. const Point3F lPoint( l, l, l );
  5014. convexBox.minExtents -= lPoint;
  5015. convexBox.maxExtents += lPoint;
  5016. // Check containment
  5017. if (mWorkingQueryBox.minExtents.x != -1e9f)
  5018. {
  5019. if (mWorkingQueryBox.isContained(convexBox) == false)
  5020. // Needed region is outside the cached region. Update it.
  5021. updateSet = true;
  5022. }
  5023. else
  5024. {
  5025. // Must update
  5026. updateSet = true;
  5027. }
  5028. // Actually perform the query, if necessary
  5029. if (updateSet == true) {
  5030. const Point3F twolPoint( 2.0f * l, 2.0f * l, 2.0f * l );
  5031. mWorkingQueryBox = convexBox;
  5032. mWorkingQueryBox.minExtents -= twolPoint;
  5033. mWorkingQueryBox.maxExtents += twolPoint;
  5034. disableCollision();
  5035. mConvex.updateWorkingList(mWorkingQueryBox,
  5036. isGhost() ? sClientCollisionContactMask : sServerCollisionContactMask);
  5037. enableCollision();
  5038. }
  5039. }
  5040. //----------------------------------------------------------------------------
  5041. void Player::writePacketData(GameConnection *connection, BitStream *stream)
  5042. {
  5043. Parent::writePacketData(connection, stream);
  5044. stream->writeInt(mState,NumStateBits);
  5045. if (stream->writeFlag(mState == RecoverState))
  5046. stream->writeInt(mRecoverTicks,PlayerData::RecoverDelayBits);
  5047. if (stream->writeFlag(mJumpDelay > 0))
  5048. stream->writeInt(mJumpDelay,PlayerData::JumpDelayBits);
  5049. Point3F pos;
  5050. getTransform().getColumn(3,&pos);
  5051. if (stream->writeFlag(!isMounted())) {
  5052. // Will get position from mount
  5053. stream->setCompressionPoint(pos);
  5054. stream->write(pos.x);
  5055. stream->write(pos.y);
  5056. stream->write(pos.z);
  5057. stream->write(mVelocity.x);
  5058. stream->write(mVelocity.y);
  5059. stream->write(mVelocity.z);
  5060. stream->writeInt(mJumpSurfaceLastContact > 15 ? 15 : mJumpSurfaceLastContact, 4);
  5061. if (stream->writeFlag(!mAllowSprinting || !mAllowCrouching || !mAllowProne || !mAllowJumping || !mAllowJetJumping || !mAllowSwimming))
  5062. {
  5063. stream->writeFlag(mAllowJumping);
  5064. stream->writeFlag(mAllowJetJumping);
  5065. stream->writeFlag(mAllowSprinting);
  5066. stream->writeFlag(mAllowCrouching);
  5067. stream->writeFlag(mAllowProne);
  5068. stream->writeFlag(mAllowSwimming);
  5069. }
  5070. }
  5071. stream->write(mHead.x);
  5072. if(stream->writeFlag(mDataBlock->cameraCanBank))
  5073. {
  5074. // Include mHead.y to allow for camera banking
  5075. stream->write(mHead.y);
  5076. }
  5077. stream->write(mHead.z);
  5078. stream->write(mRot.z);
  5079. if (mControlObject) {
  5080. S32 gIndex = connection->getGhostIndex(mControlObject);
  5081. if (stream->writeFlag(gIndex != -1)) {
  5082. stream->writeInt(gIndex,NetConnection::GhostIdBitSize);
  5083. mControlObject->writePacketData(connection, stream);
  5084. }
  5085. }
  5086. else
  5087. stream->writeFlag(false);
  5088. }
  5089. void Player::readPacketData(GameConnection *connection, BitStream *stream)
  5090. {
  5091. Parent::readPacketData(connection, stream);
  5092. mState = (ActionState)stream->readInt(NumStateBits);
  5093. if (stream->readFlag())
  5094. mRecoverTicks = stream->readInt(PlayerData::RecoverDelayBits);
  5095. if (stream->readFlag())
  5096. mJumpDelay = stream->readInt(PlayerData::JumpDelayBits);
  5097. else
  5098. mJumpDelay = 0;
  5099. Point3F pos,rot;
  5100. if (stream->readFlag()) {
  5101. // Only written if we are not mounted
  5102. stream->read(&pos.x);
  5103. stream->read(&pos.y);
  5104. stream->read(&pos.z);
  5105. stream->read(&mVelocity.x);
  5106. stream->read(&mVelocity.y);
  5107. stream->read(&mVelocity.z);
  5108. stream->setCompressionPoint(pos);
  5109. delta.pos = pos;
  5110. mJumpSurfaceLastContact = stream->readInt(4);
  5111. if (stream->readFlag())
  5112. {
  5113. mAllowJumping = stream->readFlag();
  5114. mAllowJetJumping = stream->readFlag();
  5115. mAllowSprinting = stream->readFlag();
  5116. mAllowCrouching = stream->readFlag();
  5117. mAllowProne = stream->readFlag();
  5118. mAllowSwimming = stream->readFlag();
  5119. }
  5120. else
  5121. {
  5122. mAllowJumping = true;
  5123. mAllowJetJumping = true;
  5124. mAllowSprinting = true;
  5125. mAllowCrouching = true;
  5126. mAllowProne = true;
  5127. mAllowSwimming = true;
  5128. }
  5129. }
  5130. else
  5131. pos = delta.pos;
  5132. stream->read(&mHead.x);
  5133. if(stream->readFlag())
  5134. {
  5135. // Include mHead.y to allow for camera banking
  5136. stream->read(&mHead.y);
  5137. }
  5138. stream->read(&mHead.z);
  5139. stream->read(&rot.z);
  5140. rot.x = rot.y = 0;
  5141. setPosition(pos,rot);
  5142. delta.head = mHead;
  5143. delta.rot = rot;
  5144. if (stream->readFlag()) {
  5145. S32 gIndex = stream->readInt(NetConnection::GhostIdBitSize);
  5146. ShapeBase* obj = static_cast<ShapeBase*>(connection->resolveGhost(gIndex));
  5147. setControlObject(obj);
  5148. obj->readPacketData(connection, stream);
  5149. }
  5150. else
  5151. setControlObject(0);
  5152. }
  5153. U32 Player::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
  5154. {
  5155. U32 retMask = Parent::packUpdate(con, mask, stream);
  5156. if (stream->writeFlag((mask & ImpactMask) && !(mask & InitialUpdateMask)))
  5157. stream->writeInt(mImpactSound, PlayerData::ImpactBits);
  5158. if (stream->writeFlag(mask & ActionMask &&
  5159. mActionAnimation.action != PlayerData::NullAnimation &&
  5160. mActionAnimation.action >= PlayerData::NumTableActionAnims)) {
  5161. stream->writeInt(mActionAnimation.action,PlayerData::ActionAnimBits);
  5162. stream->writeFlag(mActionAnimation.holdAtEnd);
  5163. stream->writeFlag(mActionAnimation.atEnd);
  5164. stream->writeFlag(mActionAnimation.firstPerson);
  5165. if (!mActionAnimation.atEnd) {
  5166. // If somewhere in middle on initial update, must send position-
  5167. F32 where = mShapeInstance->getPos(mActionAnimation.thread);
  5168. if (stream->writeFlag((mask & InitialUpdateMask) != 0 && where > 0))
  5169. stream->writeSignedFloat(where, 6);
  5170. }
  5171. }
  5172. if (stream->writeFlag(mask & ActionMask &&
  5173. mArmAnimation.action != PlayerData::NullAnimation &&
  5174. (!(mask & InitialUpdateMask) ||
  5175. mArmAnimation.action != mDataBlock->lookAction))) {
  5176. stream->writeInt(mArmAnimation.action,PlayerData::ActionAnimBits);
  5177. }
  5178. // The rest of the data is part of the control object packet update.
  5179. // If we're controlled by this client, we don't need to send it.
  5180. // we only need to send it if this is the initial update - in that case,
  5181. // the client won't know this is the control object yet.
  5182. if(stream->writeFlag(getControllingClient() == con && !(mask & InitialUpdateMask)))
  5183. return(retMask);
  5184. if (stream->writeFlag(mask & MoveMask))
  5185. {
  5186. stream->writeFlag(mFalling);
  5187. stream->writeInt(mState,NumStateBits);
  5188. if (stream->writeFlag(mState == RecoverState))
  5189. stream->writeInt(mRecoverTicks,PlayerData::RecoverDelayBits);
  5190. Point3F pos;
  5191. getTransform().getColumn(3,&pos);
  5192. stream->writeCompressedPoint(pos);
  5193. F32 len = mVelocity.len();
  5194. if(stream->writeFlag(len > 0.02f))
  5195. {
  5196. Point3F outVel = mVelocity;
  5197. outVel *= 1.0f/len;
  5198. stream->writeNormalVector(outVel, 10);
  5199. len *= 32.0f; // 5 bits of fraction
  5200. if(len > 8191)
  5201. len = 8191;
  5202. stream->writeInt((S32)len, 13);
  5203. }
  5204. stream->writeFloat(mRot.z / M_2PI_F, 7);
  5205. stream->writeSignedFloat(mHead.x / mDataBlock->maxLookAngle, 6);
  5206. stream->writeSignedFloat(mHead.z / mDataBlock->maxFreelookAngle, 6);
  5207. delta.move.pack(stream);
  5208. stream->writeFlag(!(mask & NoWarpMask));
  5209. }
  5210. // Ghost need energy to predict reliably
  5211. stream->writeFloat(getEnergyLevel() / mDataBlock->maxEnergy,EnergyLevelBits);
  5212. return retMask;
  5213. }
  5214. void Player::unpackUpdate(NetConnection *con, BitStream *stream)
  5215. {
  5216. Parent::unpackUpdate(con,stream);
  5217. if (stream->readFlag())
  5218. mImpactSound = stream->readInt(PlayerData::ImpactBits);
  5219. // Server specified action animation
  5220. if (stream->readFlag()) {
  5221. U32 action = stream->readInt(PlayerData::ActionAnimBits);
  5222. bool hold = stream->readFlag();
  5223. bool atEnd = stream->readFlag();
  5224. bool fsp = stream->readFlag();
  5225. F32 animPos = -1.0f;
  5226. if (!atEnd && stream->readFlag())
  5227. animPos = stream->readSignedFloat(6);
  5228. if (isProperlyAdded()) {
  5229. setActionThread(action,true,hold,true,fsp);
  5230. bool inDeath = inDeathAnim();
  5231. if (atEnd)
  5232. {
  5233. mShapeInstance->clearTransition(mActionAnimation.thread);
  5234. mShapeInstance->setPos(mActionAnimation.thread,
  5235. mActionAnimation.forward? 1: 0);
  5236. if (inDeath)
  5237. mDeath.lastPos = 1.0f;
  5238. }
  5239. else if (animPos > 0) {
  5240. mShapeInstance->setPos(mActionAnimation.thread, animPos);
  5241. if (inDeath)
  5242. mDeath.lastPos = animPos;
  5243. }
  5244. // mMountPending suppresses tickDelay countdown so players will sit until
  5245. // their mount, or another animation, comes through (or 13 seconds elapses).
  5246. mMountPending = (S32) (inSittingAnim() ? sMountPendingTickWait : 0);
  5247. }
  5248. else {
  5249. mActionAnimation.action = action;
  5250. mActionAnimation.holdAtEnd = hold;
  5251. mActionAnimation.atEnd = atEnd;
  5252. mActionAnimation.firstPerson = fsp;
  5253. }
  5254. }
  5255. // Server specified arm animation
  5256. if (stream->readFlag()) {
  5257. U32 action = stream->readInt(PlayerData::ActionAnimBits);
  5258. if (isProperlyAdded())
  5259. setArmThread(action);
  5260. else
  5261. mArmAnimation.action = action;
  5262. }
  5263. // Done if controlled by client ( and not initial update )
  5264. if(stream->readFlag())
  5265. return;
  5266. // MoveMask
  5267. if (stream->readFlag()) {
  5268. mPredictionCount = sMaxPredictionTicks;
  5269. mFalling = stream->readFlag();
  5270. ActionState actionState = (ActionState)stream->readInt(NumStateBits);
  5271. if (stream->readFlag()) {
  5272. mRecoverTicks = stream->readInt(PlayerData::RecoverDelayBits);
  5273. setState(actionState, mRecoverTicks);
  5274. }
  5275. else
  5276. setState(actionState);
  5277. Point3F pos,rot;
  5278. stream->readCompressedPoint(&pos);
  5279. F32 speed = mVelocity.len();
  5280. if(stream->readFlag())
  5281. {
  5282. stream->readNormalVector(&mVelocity, 10);
  5283. mVelocity *= stream->readInt(13) / 32.0f;
  5284. }
  5285. else
  5286. {
  5287. mVelocity.set(0.0f, 0.0f, 0.0f);
  5288. }
  5289. rot.y = rot.x = 0.0f;
  5290. rot.z = stream->readFloat(7) * M_2PI_F;
  5291. mHead.x = stream->readSignedFloat(6) * mDataBlock->maxLookAngle;
  5292. mHead.z = stream->readSignedFloat(6) * mDataBlock->maxFreelookAngle;
  5293. delta.move.unpack(stream);
  5294. delta.head = mHead;
  5295. delta.headVec.set(0.0f, 0.0f, 0.0f);
  5296. if (stream->readFlag() && isProperlyAdded())
  5297. {
  5298. // Determine number of ticks to warp based on the average
  5299. // of the client and server velocities.
  5300. delta.warpOffset = pos - delta.pos;
  5301. F32 as = (speed + mVelocity.len()) * 0.5f * TickSec;
  5302. F32 dt = (as > 0.00001f) ? delta.warpOffset.len() / as: sMaxWarpTicks;
  5303. delta.warpTicks = (S32)((dt > sMinWarpTicks) ? getMax(mFloor(dt + 0.5f), 1.0f) : 0.0f);
  5304. if (delta.warpTicks)
  5305. {
  5306. // Setup the warp to start on the next tick.
  5307. if (delta.warpTicks > sMaxWarpTicks)
  5308. delta.warpTicks = sMaxWarpTicks;
  5309. delta.warpOffset /= (F32)delta.warpTicks;
  5310. delta.rotOffset = rot - delta.rot;
  5311. // Ignore small rotation differences
  5312. if (mFabs(delta.rotOffset.z) < 0.001f)
  5313. delta.rotOffset.z = 0;
  5314. // Wrap rotation to +/-PI
  5315. if(delta.rotOffset.z < - M_PI_F)
  5316. delta.rotOffset.z += M_2PI_F;
  5317. else if(delta.rotOffset.z > M_PI_F)
  5318. delta.rotOffset.z -= M_2PI_F;
  5319. delta.rotOffset /= (F32)delta.warpTicks;
  5320. }
  5321. else
  5322. {
  5323. // Going to skip the warp, server and client are real close.
  5324. // Adjust the frame interpolation to move smoothly to the
  5325. // new position within the current tick.
  5326. Point3F cp = delta.pos + delta.posVec * delta.dt;
  5327. if (delta.dt == 0)
  5328. {
  5329. delta.posVec.set(0.0f, 0.0f, 0.0f);
  5330. delta.rotVec.set(0.0f, 0.0f, 0.0f);
  5331. }
  5332. else
  5333. {
  5334. F32 dti = 1.0f / delta.dt;
  5335. delta.posVec = (cp - pos) * dti;
  5336. delta.rotVec.z = mRot.z - rot.z;
  5337. if(delta.rotVec.z > M_PI_F)
  5338. delta.rotVec.z -= M_2PI_F;
  5339. else if(delta.rotVec.z < -M_PI_F)
  5340. delta.rotVec.z += M_2PI_F;
  5341. delta.rotVec.z *= dti;
  5342. }
  5343. delta.pos = pos;
  5344. delta.rot = rot;
  5345. setPosition(pos,rot);
  5346. }
  5347. }
  5348. else
  5349. {
  5350. // Set the player to the server position
  5351. delta.pos = pos;
  5352. delta.rot = rot;
  5353. delta.posVec.set(0.0f, 0.0f, 0.0f);
  5354. delta.rotVec.set(0.0f, 0.0f, 0.0f);
  5355. delta.warpTicks = 0;
  5356. delta.dt = 0.0f;
  5357. setPosition(pos,rot);
  5358. }
  5359. }
  5360. F32 energy = stream->readFloat(EnergyLevelBits) * mDataBlock->maxEnergy;
  5361. setEnergyLevel(energy);
  5362. }
  5363. //----------------------------------------------------------------------------
  5364. DefineEngineMethod( Player, getPose, const char*, (),,
  5365. "@brief Get the name of the player's current pose.\n\n"
  5366. "The pose is one of the following:\n\n<ul>"
  5367. "<li>Stand - Standard movement pose.</li>"
  5368. "<li>Sprint - Sprinting pose.</li>"
  5369. "<li>Crouch - Crouch pose.</li>"
  5370. "<li>Prone - Prone pose.</li>"
  5371. "<li>Swim - Swimming pose.</li></ul>\n"
  5372. "@return The current pose; one of: \"Stand\", \"Sprint\", \"Crouch\", \"Prone\", \"Swim\"\n" )
  5373. {
  5374. return object->getPoseName();
  5375. }
  5376. DefineEngineMethod( Player, allowAllPoses, void, (),,
  5377. "@brief Allow all poses a chance to occur.\n\n"
  5378. "This method resets any poses that have manually been blocked from occuring. "
  5379. "This includes the regular pose states such as sprinting, crouch, being prone "
  5380. "and swimming. It also includes being able to jump and jet jump. While this "
  5381. "is allowing these poses to occur it doesn't mean that they all can due to other "
  5382. "conditions. We're just not manually blocking them from being allowed.\n"
  5383. "@see allowJumping()\n"
  5384. "@see allowJetJumping()\n"
  5385. "@see allowSprinting()\n"
  5386. "@see allowCrouching()\n"
  5387. "@see allowProne()\n"
  5388. "@see allowSwimming()\n" )
  5389. {
  5390. object->allowAllPoses();
  5391. }
  5392. DefineEngineMethod( Player, allowJumping, void, (bool state),,
  5393. "@brief Set if the Player is allowed to jump.\n\n"
  5394. "The default is to allow jumping unless there are other environmental concerns "
  5395. "that prevent it. This method is mainly used to explicitly disallow jumping "
  5396. "at any time.\n"
  5397. "@param state Set to true to allow jumping, false to disable it.\n"
  5398. "@see allowAllPoses()\n" )
  5399. {
  5400. object->allowJumping(state);
  5401. }
  5402. DefineEngineMethod( Player, allowJetJumping, void, (bool state),,
  5403. "@brief Set if the Player is allowed to jet jump.\n\n"
  5404. "The default is to allow jet jumping unless there are other environmental concerns "
  5405. "that prevent it. This method is mainly used to explicitly disallow jet jumping "
  5406. "at any time.\n"
  5407. "@param state Set to true to allow jet jumping, false to disable it.\n"
  5408. "@see allowAllPoses()\n" )
  5409. {
  5410. object->allowJetJumping(state);
  5411. }
  5412. DefineEngineMethod( Player, allowSprinting, void, (bool state),,
  5413. "@brief Set if the Player is allowed to sprint.\n\n"
  5414. "The default is to allow sprinting unless there are other environmental concerns "
  5415. "that prevent it. This method is mainly used to explicitly disallow sprinting "
  5416. "at any time.\n"
  5417. "@param state Set to true to allow sprinting, false to disable it.\n"
  5418. "@see allowAllPoses()\n" )
  5419. {
  5420. object->allowSprinting(state);
  5421. }
  5422. DefineEngineMethod( Player, allowCrouching, void, (bool state),,
  5423. "@brief Set if the Player is allowed to crouch.\n\n"
  5424. "The default is to allow crouching unless there are other environmental concerns "
  5425. "that prevent it. This method is mainly used to explicitly disallow crouching "
  5426. "at any time.\n"
  5427. "@param state Set to true to allow crouching, false to disable it.\n"
  5428. "@see allowAllPoses()\n" )
  5429. {
  5430. object->allowCrouching(state);
  5431. }
  5432. DefineEngineMethod( Player, allowProne, void, (bool state),,
  5433. "@brief Set if the Player is allowed to go prone.\n\n"
  5434. "The default is to allow being prone unless there are other environmental concerns "
  5435. "that prevent it. This method is mainly used to explicitly disallow going prone "
  5436. "at any time.\n"
  5437. "@param state Set to true to allow being prone, false to disable it.\n"
  5438. "@see allowAllPoses()\n" )
  5439. {
  5440. object->allowProne(state);
  5441. }
  5442. DefineEngineMethod( Player, allowSwimming, void, (bool state),,
  5443. "@brief Set if the Player is allowed to swim.\n\n"
  5444. "The default is to allow swimming unless there are other environmental concerns "
  5445. "that prevent it. This method is mainly used to explicitly disallow swimming "
  5446. "at any time.\n"
  5447. "@param state Set to true to allow swimming, false to disable it.\n"
  5448. "@see allowAllPoses()\n" )
  5449. {
  5450. object->allowSwimming(state);
  5451. }
  5452. //----------------------------------------------------------------------------
  5453. DefineEngineMethod( Player, getState, const char*, (),,
  5454. "@brief Get the name of the player's current state.\n\n"
  5455. "The state is one of the following:\n\n<ul>"
  5456. "<li>Dead - The Player is dead.</li>"
  5457. "<li>Mounted - The Player is mounted to an object such as a vehicle.</li>"
  5458. "<li>Move - The Player is free to move. The usual state.</li>"
  5459. "<li>Recover - The Player is recovering from a fall. See PlayerData::recoverDelay.</li></ul>\n"
  5460. "@return The current state; one of: \"Dead\", \"Mounted\", \"Move\", \"Recover\"\n" )
  5461. {
  5462. return object->getStateName();
  5463. }
  5464. DefineEngineMethod( Player, getDamageLocation, const char*, ( Point3F pos ),,
  5465. "@brief Get the named damage location and modifier for a given world position.\n\n"
  5466. "the Player object can simulate different hit locations based on a pre-defined set "
  5467. "of PlayerData defined percentages. These hit percentages divide up the Player's "
  5468. "bounding box into different regions. The diagram below demonstrates how the various "
  5469. "PlayerData properties split up the bounding volume:\n\n"
  5470. "<img src=\"images/player_damageloc.png\">\n\n"
  5471. "While you may pass in any world position and getDamageLocation() will provide a best-fit "
  5472. "location, you should be aware that this can produce some interesting results. For example, "
  5473. "any position that is above PlayerData::boxHeadPercentage will be considered a 'head' hit, even "
  5474. "if the world position is high in the sky. Therefore it may be wise to keep the passed in point "
  5475. "to somewhere on the surface of, or within, the Player's bounding volume.\n\n"
  5476. "@note This method will not return an accurate location when the player is "
  5477. "prone or swimming.\n\n"
  5478. "@param pos A world position for which to retrieve a body region on this player.\n"
  5479. "@return a string containing two words (space separated strings), where the "
  5480. "first is a location and the second is a modifier.\n\n"
  5481. "Posible locations:<ul>"
  5482. "<li>head</li>"
  5483. "<li>torso</li>"
  5484. "<li>legs</li></ul>\n"
  5485. "Head modifiers:<ul>"
  5486. "<li>left_back</li>"
  5487. "<li>middle_back</li>"
  5488. "<li>right_back</li>"
  5489. "<li>left_middle</li>"
  5490. "<li>middle_middle</li>"
  5491. "<li>right_middle</li>"
  5492. "<li>left_front</li>"
  5493. "<li>middle_front</li>"
  5494. "<li>right_front</li></ul>\n"
  5495. "Legs/Torso modifiers:<ul>"
  5496. "<li>front_left</li>"
  5497. "<li>front_right</li>"
  5498. "<li>back_left</li>"
  5499. "<li>back_right</li></ul>\n"
  5500. "@see PlayerData::boxHeadPercentage\n"
  5501. "@see PlayerData::boxHeadFrontPercentage\n"
  5502. "@see PlayerData::boxHeadBackPercentage\n"
  5503. "@see PlayerData::boxHeadLeftPercentage\n"
  5504. "@see PlayerData::boxHeadRightPercentage\n"
  5505. "@see PlayerData::boxTorsoPercentage\n"
  5506. )
  5507. {
  5508. const char *buffer1;
  5509. const char *buffer2;
  5510. object->getDamageLocation(pos, buffer1, buffer2);
  5511. char *buff = Con::getReturnBuffer(128);
  5512. dSprintf(buff, 128, "%s %s", buffer1, buffer2);
  5513. return buff;
  5514. }
  5515. DefineEngineMethod( Player, setArmThread, bool, ( const char* name ),,
  5516. "@brief Set the sequence that controls the player's arms (dynamically adjusted "
  5517. "to match look direction).\n\n"
  5518. "@param name Name of the sequence to play on the player's arms.\n"
  5519. "@return true if successful, false if failed.\n"
  5520. "@note By default the 'look' sequence is used, if available.\n")
  5521. {
  5522. return object->setArmThread( name );
  5523. }
  5524. DefineEngineMethod( Player, setActionThread, bool, ( const char* name, bool hold, bool fsp ), ( false, true ),
  5525. "@brief Set the main action sequence to play for this player.\n\n"
  5526. "@param name Name of the action sequence to set\n"
  5527. "@param hold Set to false to get a callback on the datablock when the sequence ends (PlayerData::animationDone()). "
  5528. "When set to true no callback is made.\n"
  5529. "@param fsp True if first person and none of the spine nodes in the shape should animate. False will allow the shape's "
  5530. "spine nodes to animate.\n"
  5531. "@return True if succesful, false if failed\n"
  5532. "@note The spine nodes for the Player's shape are named as follows:\n\n<ul>"
  5533. "<li>Bip01 Pelvis</li>"
  5534. "<li>Bip01 Spine</li>"
  5535. "<li>Bip01 Spine1</li>"
  5536. "<li>Bip01 Spine2</li>"
  5537. "<li>Bip01 Neck</li>"
  5538. "<li>Bip01 Head</li></ul>\n\n"
  5539. "You cannot use setActionThread() to have the Player play one of the motion "
  5540. "determined action animation sequences. These sequences are chosen based on how "
  5541. "the Player moves and the Player's current pose. The names of these sequences are:\n\n<ul>"
  5542. "<li>root</li>"
  5543. "<li>run</li>"
  5544. "<li>side</li>"
  5545. "<li>side_right</li>"
  5546. "<li>crouch_root</li>"
  5547. "<li>crouch_forward</li>"
  5548. "<li>crouch_backward</li>"
  5549. "<li>crouch_side</li>"
  5550. "<li>crouch_right</li>"
  5551. "<li>prone_root</li>"
  5552. "<li>prone_forward</li>"
  5553. "<li>prone_backward</li>"
  5554. "<li>swim_root</li>"
  5555. "<li>swim_forward</li>"
  5556. "<li>swim_backward</li>"
  5557. "<li>swim_left</li>"
  5558. "<li>swim_right</li>"
  5559. "<li>fall</li>"
  5560. "<li>jump</li>"
  5561. "<li>standjump</li>"
  5562. "<li>land</li>"
  5563. "<li>jet</li></ul>\n\n"
  5564. "If the player moves in any direction then the animation sequence set using this "
  5565. "method will be cancelled and the chosen mation-based sequence will take over. This makes "
  5566. "great for times when the Player cannot move, such as when mounted, or when it doesn't matter "
  5567. "if the action sequence changes, such as waving and saluting.\n"
  5568. "@tsexample\n"
  5569. "// Place the player in a sitting position after being mounted\n"
  5570. "%player.setActionThread( \"sitting\", true, true );\n"
  5571. "@endtsexample\n")
  5572. {
  5573. return object->setActionThread( name, hold, true, fsp);
  5574. }
  5575. DefineEngineMethod( Player, setControlObject, bool, ( ShapeBase* obj ),,
  5576. "@brief Set the object to be controlled by this player\n\n"
  5577. "It is possible to have the moves sent to the Player object from the "
  5578. "GameConnection to be passed along to another object. This happens, for example "
  5579. "when a player is mounted to a vehicle. The move commands pass through the Player "
  5580. "and on to the vehicle (while the player remains stationary within the vehicle). "
  5581. "With setControlObject() you can have the Player pass along its moves to any object. "
  5582. "One possible use is for a player to move a remote controlled vehicle. In this case "
  5583. "the player does not mount the vehicle directly, but still wants to be able to control it.\n"
  5584. "@param obj Object to control with this player\n"
  5585. "@return True if the object is valid, false if not\n"
  5586. "@see getControlObject()\n"
  5587. "@see clearControlObject()\n"
  5588. "@see GameConnection::setControlObject()")
  5589. {
  5590. if (obj) {
  5591. object->setControlObject(obj);
  5592. return true;
  5593. }
  5594. else
  5595. object->setControlObject(0);
  5596. return false;
  5597. }
  5598. DefineEngineMethod( Player, getControlObject, S32, (),,
  5599. "@brief Get the current object we are controlling.\n\n"
  5600. "@return ID of the ShapeBase object we control, or 0 if not controlling an "
  5601. "object.\n"
  5602. "@see setControlObject()\n"
  5603. "@see clearControlObject()")
  5604. {
  5605. ShapeBase* controlObject = object->getControlObject();
  5606. return controlObject ? controlObject->getId(): 0;
  5607. }
  5608. DefineEngineMethod( Player, clearControlObject, void, (),,
  5609. "@brief Clears the player's current control object.\n\n"
  5610. "Returns control to the player. This internally calls "
  5611. "Player::setControlObject(0).\n"
  5612. "@tsexample\n"
  5613. "%player.clearControlObject();\n"
  5614. "echo(%player.getControlObject()); //<-- Returns 0, player assumes control\n"
  5615. "%player.setControlObject(%vehicle);\n"
  5616. "echo(%player.getControlObject()); //<-- Returns %vehicle, player controls the vehicle now.\n"
  5617. "@endtsexample\n"
  5618. "@note If the player does not have a control object, the player will receive all moves "
  5619. "from its GameConnection. If you're looking to remove control from the player itself "
  5620. "(i.e. stop sending moves to the player) use GameConnection::setControlObject() to transfer "
  5621. "control to another object, such as a camera.\n"
  5622. "@see setControlObject()\n"
  5623. "@see getControlObject()\n"
  5624. "@see GameConnection::setControlObject()\n")
  5625. {
  5626. object->setControlObject(0);
  5627. }
  5628. DefineEngineMethod( Player, checkDismountPoint, bool, ( Point3F oldPos, Point3F pos ),,
  5629. "@brief Check if it is safe to dismount at this position.\n\n"
  5630. "Internally this method casts a ray from oldPos to pos to determine if it hits the "
  5631. "terrain, an interior object, a water object, another player, a static shape, "
  5632. "a vehicle (exluding the one currently mounted), or physical zone. If this ray "
  5633. "is in the clear, then the player's bounding box is also checked for a collision at "
  5634. "the pos position. If this displaced bounding box is also in the clear, then "
  5635. "checkDismountPoint() returns true.\n"
  5636. "@param oldPos The player's current position\n"
  5637. "@param pos The dismount position to check\n"
  5638. "@return True if the dismount position is clear, false if not\n"
  5639. "@note The player must be already mounted for this method to not assert.\n")
  5640. {
  5641. MatrixF oldPosMat(true);
  5642. oldPosMat.setColumn(3, oldPos);
  5643. MatrixF posMat(true);
  5644. posMat.setColumn(3, pos);
  5645. return object->checkDismountPosition(oldPosMat, posMat);
  5646. }
  5647. DefineEngineMethod( Player, getNumDeathAnimations, S32, ( ),,
  5648. "@brief Get the number of death animations available to this player.\n\n"
  5649. "Death animations are assumed to be named death1-N using consecutive indices." )
  5650. {
  5651. S32 count = 0;
  5652. const PlayerData * db = dynamic_cast<PlayerData*>( object->getDataBlock() );
  5653. if ( db )
  5654. {
  5655. for ( S32 i = 0; i < db->actionCount; i++ )
  5656. if ( db->actionList[i].death )
  5657. count++;
  5658. }
  5659. return count;
  5660. }
  5661. //----------------------------------------------------------------------------
  5662. void Player::consoleInit()
  5663. {
  5664. Con::addVariable("$player::renderMyPlayer",TypeBool, &sRenderMyPlayer,
  5665. "@brief Determines if the player is rendered or not.\n\n"
  5666. "Used on the client side to disable the rendering of all Player objects. This is "
  5667. "mainly for the tools or debugging.\n"
  5668. "@ingroup GameObjects\n");
  5669. Con::addVariable("$player::renderMyItems",TypeBool, &sRenderMyItems,
  5670. "@brief Determines if mounted shapes are rendered or not.\n\n"
  5671. "Used on the client side to disable the rendering of all Player mounted objects. This is "
  5672. "mainly used for the tools or debugging.\n"
  5673. "@ingroup GameObjects\n");
  5674. Con::addVariable("$player::renderCollision", TypeBool, &sRenderPlayerCollision,
  5675. "@brief Determines if the player's collision mesh should be rendered.\n\n"
  5676. "This is mainly used for the tools and debugging.\n"
  5677. "@ingroup GameObjects\n");
  5678. Con::addVariable("$player::minWarpTicks",TypeF32,&sMinWarpTicks,
  5679. "@brief Fraction of tick at which instant warp occures on the client.\n\n"
  5680. "@ingroup GameObjects\n");
  5681. Con::addVariable("$player::maxWarpTicks",TypeS32,&sMaxWarpTicks,
  5682. "@brief When a warp needs to occur due to the client being too far off from the server, this is the "
  5683. "maximum number of ticks we'll allow the client to warp to catch up.\n\n"
  5684. "@ingroup GameObjects\n");
  5685. Con::addVariable("$player::maxPredictionTicks",TypeS32,&sMaxPredictionTicks,
  5686. "@brief Maximum number of ticks to predict on the client from the last known move obtained from the server.\n\n"
  5687. "@ingroup GameObjects\n");
  5688. Con::addVariable("$player::maxImpulseVelocity", TypeF32, &sMaxImpulseVelocity,
  5689. "@brief The maximum velocity allowed due to a single impulse.\n\n"
  5690. "@ingroup GameObjects\n");
  5691. // Move triggers
  5692. Con::addVariable("$player::jumpTrigger", TypeS32, &sJumpTrigger,
  5693. "@brief The move trigger index used for player jumping.\n\n"
  5694. "@ingroup GameObjects\n");
  5695. Con::addVariable("$player::crouchTrigger", TypeS32, &sCrouchTrigger,
  5696. "@brief The move trigger index used for player crouching.\n\n"
  5697. "@ingroup GameObjects\n");
  5698. Con::addVariable("$player::proneTrigger", TypeS32, &sProneTrigger,
  5699. "@brief The move trigger index used for player prone pose.\n\n"
  5700. "@ingroup GameObjects\n");
  5701. Con::addVariable("$player::sprintTrigger", TypeS32, &sSprintTrigger,
  5702. "@brief The move trigger index used for player sprinting.\n\n"
  5703. "@ingroup GameObjects\n");
  5704. Con::addVariable("$player::imageTrigger0", TypeS32, &sImageTrigger0,
  5705. "@brief The move trigger index used to trigger mounted image 0.\n\n"
  5706. "@ingroup GameObjects\n");
  5707. Con::addVariable("$player::imageTrigger1", TypeS32, &sImageTrigger1,
  5708. "@brief The move trigger index used to trigger mounted image 1 or alternate fire "
  5709. "on mounted image 0.\n\n"
  5710. "@ingroup GameObjects\n");
  5711. Con::addVariable("$player::jumpJetTrigger", TypeS32, &sJumpJetTrigger,
  5712. "@brief The move trigger index used for player jump jetting.\n\n"
  5713. "@ingroup GameObjects\n");
  5714. Con::addVariable("$player::vehicleDismountTrigger", TypeS32, &sVehicleDismountTrigger,
  5715. "@brief The move trigger index used to dismount player.\n\n"
  5716. "@ingroup GameObjects\n");
  5717. // ExtendedMove support
  5718. Con::addVariable("$player::extendedMoveHeadPosRotIndex", TypeS32, &smExtendedMoveHeadPosRotIndex,
  5719. "@brief The ExtendedMove position/rotation index used for head movements.\n\n"
  5720. "@ingroup GameObjects\n");
  5721. }
  5722. //--------------------------------------------------------------------------
  5723. void Player::calcClassRenderData()
  5724. {
  5725. Parent::calcClassRenderData();
  5726. // If nothing is mounted do not perform the calculations below. Otherwise,
  5727. // we'll end up with a bad ray cast as both nmat and smat will be the
  5728. // Player's transform.
  5729. MountedImage& image = mMountedImageList[0];
  5730. if (!image.dataBlock)
  5731. {
  5732. mWeaponBackFraction = 0.0f;
  5733. return;
  5734. }
  5735. disableCollision();
  5736. MatrixF nmat;
  5737. MatrixF smat;
  5738. Parent::getRetractionTransform(0,&nmat);
  5739. Parent::getImageTransform(0, &smat);
  5740. // See if we are pushed into a wall...
  5741. Point3F start, end;
  5742. smat.getColumn(3, &start);
  5743. nmat.getColumn(3, &end);
  5744. RayInfo rinfo;
  5745. if (getContainer()->castRay(start, end, sCollisionMoveMask & ~(WaterObjectType|PhysicalZoneObjectType|MarkerObjectType), &rinfo)) {
  5746. if (rinfo.t < 1.0f)
  5747. mWeaponBackFraction = 1.0f - rinfo.t;
  5748. else
  5749. mWeaponBackFraction = 0.0f;
  5750. } else {
  5751. mWeaponBackFraction = 0.0f;
  5752. }
  5753. enableCollision();
  5754. }
  5755. //-----------------------------------------------------------------------------
  5756. void Player::playFootstepSound( bool triggeredLeft, Material* contactMaterial, SceneObject* contactObject )
  5757. {
  5758. MatrixF footMat = getTransform();
  5759. if( mWaterCoverage > 0.0 )
  5760. {
  5761. // Treading water.
  5762. if ( mWaterCoverage < mDataBlock->footSplashHeight )
  5763. SFX->playOnce( mDataBlock->sound[ PlayerData::FootShallowSplash ], &footMat );
  5764. else
  5765. {
  5766. if ( mWaterCoverage < 1.0 )
  5767. SFX->playOnce( mDataBlock->sound[ PlayerData::FootWading ], &footMat );
  5768. else
  5769. {
  5770. if ( triggeredLeft )
  5771. {
  5772. SFX->playOnce( mDataBlock->sound[ PlayerData::FootUnderWater ], &footMat );
  5773. SFX->playOnce( mDataBlock->sound[ PlayerData::FootBubbles ], &footMat );
  5774. }
  5775. }
  5776. }
  5777. }
  5778. else if( contactMaterial && contactMaterial->mFootstepSoundCustom )
  5779. {
  5780. // Footstep sound defined on material.
  5781. SFX->playOnce( contactMaterial->mFootstepSoundCustom, &footMat );
  5782. }
  5783. else
  5784. {
  5785. // Play default sound.
  5786. S32 sound = -1;
  5787. if( contactMaterial && contactMaterial->mFootstepSoundId != -1 )
  5788. sound = contactMaterial->mFootstepSoundId;
  5789. else if( contactObject && contactObject->getTypeMask() & VehicleObjectType )
  5790. sound = 2;
  5791. switch ( sound )
  5792. {
  5793. case 0: // Soft
  5794. SFX->playOnce( mDataBlock->sound[PlayerData::FootSoft], &footMat );
  5795. break;
  5796. case 1: // Hard
  5797. SFX->playOnce( mDataBlock->sound[PlayerData::FootHard], &footMat );
  5798. break;
  5799. case 2: // Metal
  5800. SFX->playOnce( mDataBlock->sound[PlayerData::FootMetal], &footMat );
  5801. break;
  5802. case 3: // Snow
  5803. SFX->playOnce( mDataBlock->sound[PlayerData::FootSnow], &footMat );
  5804. break;
  5805. /*
  5806. default: //Hard
  5807. SFX->playOnce( mDataBlock->sound[PlayerData::FootHard], &footMat );
  5808. break;
  5809. */
  5810. }
  5811. }
  5812. }
  5813. void Player:: playImpactSound()
  5814. {
  5815. if( mWaterCoverage == 0.0f )
  5816. {
  5817. Point3F pos;
  5818. RayInfo rInfo;
  5819. MatrixF mat = getTransform();
  5820. mat.mulP(Point3F(mDataBlock->decalOffset,0.0f,0.0f), &pos);
  5821. if( gClientContainer.castRay( Point3F( pos.x, pos.y, pos.z + 0.01f ),
  5822. Point3F( pos.x, pos.y, pos.z - 2.0f ),
  5823. STATIC_COLLISION_TYPEMASK | VehicleObjectType,
  5824. &rInfo ) )
  5825. {
  5826. Material* material = ( rInfo.material ? dynamic_cast< Material* >( rInfo.material->getMaterial() ) : 0 );
  5827. if( material && material->mImpactSoundCustom )
  5828. SFX->playOnce( material->mImpactSoundCustom, &getTransform() );
  5829. else
  5830. {
  5831. S32 sound = -1;
  5832. if( material && material->mImpactSoundId )
  5833. sound = material->mImpactSoundId;
  5834. else if( rInfo.object->getTypeMask() & VehicleObjectType )
  5835. sound = 2; // Play metal;
  5836. switch( sound )
  5837. {
  5838. case 0:
  5839. //Soft
  5840. SFX->playOnce( mDataBlock->sound[ PlayerData::ImpactSoft ], &getTransform() );
  5841. break;
  5842. case 1:
  5843. //Hard
  5844. SFX->playOnce( mDataBlock->sound[ PlayerData::ImpactHard ], &getTransform() );
  5845. break;
  5846. case 2:
  5847. //Metal
  5848. SFX->playOnce( mDataBlock->sound[ PlayerData::ImpactMetal ], &getTransform() );
  5849. break;
  5850. case 3:
  5851. //Snow
  5852. SFX->playOnce( mDataBlock->sound[ PlayerData::ImpactSnow ], &getTransform() );
  5853. break;
  5854. /*
  5855. default:
  5856. //Hard
  5857. alxPlay(mDataBlock->sound[PlayerData::ImpactHard], &getTransform());
  5858. break;
  5859. */
  5860. }
  5861. }
  5862. }
  5863. }
  5864. mImpactSound = 0;
  5865. }
  5866. //--------------------------------------------------------------------------
  5867. // Update splash
  5868. //--------------------------------------------------------------------------
  5869. void Player::updateSplash()
  5870. {
  5871. F32 speed = getVelocity().len();
  5872. if( speed < mDataBlock->splashVelocity || isMounted() ) return;
  5873. Point3F curPos = getPosition();
  5874. if ( curPos.equal( mLastPos ) )
  5875. return;
  5876. if (pointInWater( curPos )) {
  5877. if (!pointInWater( mLastPos )) {
  5878. Point3F norm = getVelocity();
  5879. norm.normalize();
  5880. // make sure player is moving vertically at good pace before playing splash
  5881. F32 splashAng = mDataBlock->splashAngle / 360.0;
  5882. if( mDot( norm, Point3F(0.0, 0.0, -1.0) ) < splashAng )
  5883. return;
  5884. RayInfo rInfo;
  5885. if (gClientContainer.castRay(mLastPos, curPos,
  5886. WaterObjectType, &rInfo)) {
  5887. createSplash( rInfo.point, speed );
  5888. mBubbleEmitterTime = 0.0;
  5889. }
  5890. }
  5891. }
  5892. }
  5893. //--------------------------------------------------------------------------
  5894. void Player::updateFroth( F32 dt )
  5895. {
  5896. // update bubbles
  5897. Point3F moveDir = getVelocity();
  5898. mBubbleEmitterTime += dt;
  5899. if (mBubbleEmitterTime < mDataBlock->bubbleEmitTime) {
  5900. if (mSplashEmitter[PlayerData::BUBBLE_EMITTER]) {
  5901. Point3F emissionPoint = getRenderPosition();
  5902. U32 emitNum = PlayerData::BUBBLE_EMITTER;
  5903. mSplashEmitter[emitNum]->emitParticles(mLastPos, emissionPoint,
  5904. Point3F( 0.0, 0.0, 1.0 ), moveDir, (U32)(dt * 1000.0));
  5905. }
  5906. }
  5907. Point3F contactPoint;
  5908. if (!collidingWithWater(contactPoint)) {
  5909. mLastWaterPos = mLastPos;
  5910. return;
  5911. }
  5912. F32 speed = moveDir.len();
  5913. if ( speed < mDataBlock->splashVelEpsilon )
  5914. speed = 0.0;
  5915. U32 emitRate = (U32) (speed * mDataBlock->splashFreqMod * dt);
  5916. // If we're in the water, swimming, but not
  5917. // moving, then lets emit some particles because
  5918. // we're treading water.
  5919. if ( mSwimming && speed == 0.0 )
  5920. {
  5921. emitRate = (U32) (2.0f * mDataBlock->splashFreqMod * dt);
  5922. }
  5923. U32 i;
  5924. for ( i=0; i<PlayerData::BUBBLE_EMITTER; i++ ) {
  5925. if (mSplashEmitter[i] )
  5926. mSplashEmitter[i]->emitParticles( mLastWaterPos,
  5927. contactPoint, Point3F( 0.0, 0.0, 1.0 ),
  5928. moveDir, emitRate );
  5929. }
  5930. mLastWaterPos = contactPoint;
  5931. }
  5932. void Player::updateWaterSounds(F32 dt)
  5933. {
  5934. if ( mWaterCoverage < 1.0f || mDamageState != Enabled )
  5935. {
  5936. // Stop everything
  5937. if ( mMoveBubbleSound )
  5938. mMoveBubbleSound->stop();
  5939. if ( mWaterBreathSound )
  5940. mWaterBreathSound->stop();
  5941. return;
  5942. }
  5943. if ( mMoveBubbleSound )
  5944. {
  5945. // We're under water and still alive, so let's play something
  5946. if ( mVelocity.len() > 1.0f )
  5947. {
  5948. if ( !mMoveBubbleSound->isPlaying() )
  5949. mMoveBubbleSound->play();
  5950. mMoveBubbleSound->setTransform( getTransform() );
  5951. }
  5952. else
  5953. mMoveBubbleSound->stop();
  5954. }
  5955. if ( mWaterBreathSound )
  5956. {
  5957. if ( !mWaterBreathSound->isPlaying() )
  5958. mWaterBreathSound->play();
  5959. mWaterBreathSound->setTransform( getTransform() );
  5960. }
  5961. }
  5962. //--------------------------------------------------------------------------
  5963. // Returns true if player is intersecting a water surface
  5964. //--------------------------------------------------------------------------
  5965. bool Player::collidingWithWater( Point3F &waterHeight )
  5966. {
  5967. if ( !mCurrentWaterObject )
  5968. return false;
  5969. Point3F curPos = getPosition();
  5970. if ( mWorldBox.maxExtents.z < mLiquidHeight )
  5971. return false;
  5972. curPos.z = mLiquidHeight;
  5973. waterHeight = getPosition();
  5974. waterHeight.z = mLiquidHeight;
  5975. return true;
  5976. }
  5977. //--------------------------------------------------------------------------
  5978. void Player::createSplash( Point3F &pos, F32 speed )
  5979. {
  5980. if ( speed >= mDataBlock->hardSplashSoundVel )
  5981. SFX->playOnce( mDataBlock->sound[PlayerData::ImpactWaterHard], &getTransform() );
  5982. else if ( speed >= mDataBlock->medSplashSoundVel )
  5983. SFX->playOnce( mDataBlock->sound[PlayerData::ImpactWaterMedium], &getTransform() );
  5984. else
  5985. SFX->playOnce( mDataBlock->sound[PlayerData::ImpactWaterEasy], &getTransform() );
  5986. if( mDataBlock->splash )
  5987. {
  5988. MatrixF trans = getTransform();
  5989. trans.setPosition( pos );
  5990. Splash *splash = new Splash;
  5991. splash->onNewDataBlock( mDataBlock->splash, false );
  5992. splash->setTransform( trans );
  5993. splash->setInitialState( trans.getPosition(), Point3F( 0.0, 0.0, 1.0 ) );
  5994. if (!splash->registerObject())
  5995. delete splash;
  5996. }
  5997. }
  5998. bool Player::isControlObject()
  5999. {
  6000. GameConnection* connection = GameConnection::getConnectionToServer();
  6001. if( !connection ) return false;
  6002. ShapeBase *obj = dynamic_cast<ShapeBase*>(connection->getControlObject());
  6003. return ( obj == this );
  6004. }
  6005. void Player::prepRenderImage( SceneRenderState* state )
  6006. {
  6007. bool renderPlayer = true;
  6008. bool renderItems = true;
  6009. /*
  6010. if ( mPhysicsRep && Con::getBoolVariable("$PhysicsPlayer::DebugRender",false) )
  6011. {
  6012. ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
  6013. ri->renderDelegate.bind( mPhysicsRep, &PhysicsPlayer::renderDebug );
  6014. ri->objectIndex = -1;
  6015. ri->type = RenderPassManager::RIT_Editor;
  6016. state->getRenderPass()->addInst( ri );
  6017. }
  6018. */
  6019. // Debug rendering for all convexes in the Players working list.
  6020. if ( sRenderPlayerCollision )
  6021. {
  6022. ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
  6023. ri->renderDelegate.bind( this, &Player::renderConvex );
  6024. ri->objectIndex = -1;
  6025. ri->type = RenderPassManager::RIT_Editor;
  6026. state->getRenderPass()->addInst( ri );
  6027. }
  6028. GameConnection* connection = GameConnection::getConnectionToServer();
  6029. if( connection && connection->getControlObject() == this && connection->isFirstPerson() )
  6030. {
  6031. // If we're first person and we are not rendering the player
  6032. // then disable all shadow rendering... a floating gun shadow sucks.
  6033. if ( state->isShadowPass() && !mDataBlock->renderFirstPerson && !mDataBlock->firstPersonShadows )
  6034. return;
  6035. renderPlayer = mDataBlock->renderFirstPerson || !state->isDiffusePass();
  6036. if( !sRenderMyPlayer )
  6037. renderPlayer = false;
  6038. if( !sRenderMyItems )
  6039. renderItems = false;
  6040. }
  6041. // Call the protected base class to do the work
  6042. // now that we know if we're rendering the player
  6043. // and mounted shapes.
  6044. return ShapeBase::_prepRenderImage( state,
  6045. renderPlayer,
  6046. renderItems );
  6047. }
  6048. void Player::renderConvex( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat )
  6049. {
  6050. GFX->enterDebugEvent( ColorI(255,0,255), "Player_renderConvex" );
  6051. mConvex.renderWorkingList();
  6052. GFX->leaveDebugEvent();
  6053. }