2
0

player.cpp 252 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646164716481649165016511652165316541655165616571658165916601661166216631664166516661667166816691670167116721673167416751676167716781679168016811682168316841685168616871688168916901691169216931694169516961697169816991700170117021703170417051706170717081709171017111712171317141715171617171718171917201721172217231724172517261727172817291730173117321733173417351736173717381739174017411742174317441745174617471748174917501751175217531754175517561757175817591760176117621763176417651766176717681769177017711772177317741775177617771778177917801781178217831784178517861787178817891790179117921793179417951796179717981799180018011802180318041805180618071808180918101811181218131814181518161817181818191820182118221823182418251826182718281829183018311832183318341835183618371838183918401841184218431844184518461847184818491850185118521853185418551856185718581859186018611862186318641865186618671868186918701871187218731874187518761877187818791880188118821883188418851886188718881889189018911892189318941895189618971898189919001901190219031904190519061907190819091910191119121913191419151916191719181919192019211922192319241925192619271928192919301931193219331934193519361937193819391940194119421943194419451946194719481949195019511952195319541955195619571958195919601961196219631964196519661967196819691970197119721973197419751976197719781979198019811982198319841985198619871988198919901991199219931994199519961997199819992000200120022003200420052006200720082009201020112012201320142015201620172018201920202021202220232024202520262027202820292030203120322033203420352036203720382039204020412042204320442045204620472048204920502051205220532054205520562057205820592060206120622063206420652066206720682069207020712072207320742075207620772078207920802081208220832084208520862087208820892090209120922093209420952096209720982099210021012102210321042105210621072108210921102111211221132114211521162117211821192120212121222123212421252126212721282129213021312132213321342135213621372138213921402141214221432144214521462147214821492150215121522153215421552156215721582159216021612162216321642165216621672168216921702171217221732174217521762177217821792180218121822183218421852186218721882189219021912192219321942195219621972198219922002201220222032204220522062207220822092210221122122213221422152216221722182219222022212222222322242225222622272228222922302231223222332234223522362237223822392240224122422243224422452246224722482249225022512252225322542255225622572258225922602261226222632264226522662267226822692270227122722273227422752276227722782279228022812282228322842285228622872288228922902291229222932294229522962297229822992300230123022303230423052306230723082309231023112312231323142315231623172318231923202321232223232324232523262327232823292330233123322333233423352336233723382339234023412342234323442345234623472348234923502351235223532354235523562357235823592360236123622363236423652366236723682369237023712372237323742375237623772378237923802381238223832384238523862387238823892390239123922393239423952396239723982399240024012402240324042405240624072408240924102411241224132414241524162417241824192420242124222423242424252426242724282429243024312432243324342435243624372438243924402441244224432444244524462447244824492450245124522453245424552456245724582459246024612462246324642465246624672468246924702471247224732474247524762477247824792480248124822483248424852486248724882489249024912492249324942495249624972498249925002501250225032504250525062507250825092510251125122513251425152516251725182519252025212522252325242525252625272528252925302531253225332534253525362537253825392540254125422543254425452546254725482549255025512552255325542555255625572558255925602561256225632564256525662567256825692570257125722573257425752576257725782579258025812582258325842585258625872588258925902591259225932594259525962597259825992600260126022603260426052606260726082609261026112612261326142615261626172618261926202621262226232624262526262627262826292630263126322633263426352636263726382639264026412642264326442645264626472648264926502651265226532654265526562657265826592660266126622663266426652666266726682669267026712672267326742675267626772678267926802681268226832684268526862687268826892690269126922693269426952696269726982699270027012702270327042705270627072708270927102711271227132714271527162717271827192720272127222723272427252726272727282729273027312732273327342735273627372738273927402741274227432744274527462747274827492750275127522753275427552756275727582759276027612762276327642765276627672768276927702771277227732774277527762777277827792780278127822783278427852786278727882789279027912792279327942795279627972798279928002801280228032804280528062807280828092810281128122813281428152816281728182819282028212822282328242825282628272828282928302831283228332834283528362837283828392840284128422843284428452846284728482849285028512852285328542855285628572858285928602861286228632864286528662867286828692870287128722873287428752876287728782879288028812882288328842885288628872888288928902891289228932894289528962897289828992900290129022903290429052906290729082909291029112912291329142915291629172918291929202921292229232924292529262927292829292930293129322933293429352936293729382939294029412942294329442945294629472948294929502951295229532954295529562957295829592960296129622963296429652966296729682969297029712972297329742975297629772978297929802981298229832984298529862987298829892990299129922993299429952996299729982999300030013002300330043005300630073008300930103011301230133014301530163017301830193020302130223023302430253026302730283029303030313032303330343035303630373038303930403041304230433044304530463047304830493050305130523053305430553056305730583059306030613062306330643065306630673068306930703071307230733074307530763077307830793080308130823083308430853086308730883089309030913092309330943095309630973098309931003101310231033104310531063107310831093110311131123113311431153116311731183119312031213122312331243125312631273128312931303131313231333134313531363137313831393140314131423143314431453146314731483149315031513152315331543155315631573158315931603161316231633164316531663167316831693170317131723173317431753176317731783179318031813182318331843185318631873188318931903191319231933194319531963197319831993200320132023203320432053206320732083209321032113212321332143215321632173218321932203221322232233224322532263227322832293230323132323233323432353236323732383239324032413242324332443245324632473248324932503251325232533254325532563257325832593260326132623263326432653266326732683269327032713272327332743275327632773278327932803281328232833284328532863287328832893290329132923293329432953296329732983299330033013302330333043305330633073308330933103311331233133314331533163317331833193320332133223323332433253326332733283329333033313332333333343335333633373338333933403341334233433344334533463347334833493350335133523353335433553356335733583359336033613362336333643365336633673368336933703371337233733374337533763377337833793380338133823383338433853386338733883389339033913392339333943395339633973398339934003401340234033404340534063407340834093410341134123413341434153416341734183419342034213422342334243425342634273428342934303431343234333434343534363437343834393440344134423443344434453446344734483449345034513452345334543455345634573458345934603461346234633464346534663467346834693470347134723473347434753476347734783479348034813482348334843485348634873488348934903491349234933494349534963497349834993500350135023503350435053506350735083509351035113512351335143515351635173518351935203521352235233524352535263527352835293530353135323533353435353536353735383539354035413542354335443545354635473548354935503551355235533554355535563557355835593560356135623563356435653566356735683569357035713572357335743575357635773578357935803581358235833584358535863587358835893590359135923593359435953596359735983599360036013602360336043605360636073608360936103611361236133614361536163617361836193620362136223623362436253626362736283629363036313632363336343635363636373638363936403641364236433644364536463647364836493650365136523653365436553656365736583659366036613662366336643665366636673668366936703671367236733674367536763677367836793680368136823683368436853686368736883689369036913692369336943695369636973698369937003701370237033704370537063707370837093710371137123713371437153716371737183719372037213722372337243725372637273728372937303731373237333734373537363737373837393740374137423743374437453746374737483749375037513752375337543755375637573758375937603761376237633764376537663767376837693770377137723773377437753776377737783779378037813782378337843785378637873788378937903791379237933794379537963797379837993800380138023803380438053806380738083809381038113812381338143815381638173818381938203821382238233824382538263827382838293830383138323833383438353836383738383839384038413842384338443845384638473848384938503851385238533854385538563857385838593860386138623863386438653866386738683869387038713872387338743875387638773878387938803881388238833884388538863887388838893890389138923893389438953896389738983899390039013902390339043905390639073908390939103911391239133914391539163917391839193920392139223923392439253926392739283929393039313932393339343935393639373938393939403941394239433944394539463947394839493950395139523953395439553956395739583959396039613962396339643965396639673968396939703971397239733974397539763977397839793980398139823983398439853986398739883989399039913992399339943995399639973998399940004001400240034004400540064007400840094010401140124013401440154016401740184019402040214022402340244025402640274028402940304031403240334034403540364037403840394040404140424043404440454046404740484049405040514052405340544055405640574058405940604061406240634064406540664067406840694070407140724073407440754076407740784079408040814082408340844085408640874088408940904091409240934094409540964097409840994100410141024103410441054106410741084109411041114112411341144115411641174118411941204121412241234124412541264127412841294130413141324133413441354136413741384139414041414142414341444145414641474148414941504151415241534154415541564157415841594160416141624163416441654166416741684169417041714172417341744175417641774178417941804181418241834184418541864187418841894190419141924193419441954196419741984199420042014202420342044205420642074208420942104211421242134214421542164217421842194220422142224223422442254226422742284229423042314232423342344235423642374238423942404241424242434244424542464247424842494250425142524253425442554256425742584259426042614262426342644265426642674268426942704271427242734274427542764277427842794280428142824283428442854286428742884289429042914292429342944295429642974298429943004301430243034304430543064307430843094310431143124313431443154316431743184319432043214322432343244325432643274328432943304331433243334334433543364337433843394340434143424343434443454346434743484349435043514352435343544355435643574358435943604361436243634364436543664367436843694370437143724373437443754376437743784379438043814382438343844385438643874388438943904391439243934394439543964397439843994400440144024403440444054406440744084409441044114412441344144415441644174418441944204421442244234424442544264427442844294430443144324433443444354436443744384439444044414442444344444445444644474448444944504451445244534454445544564457445844594460446144624463446444654466446744684469447044714472447344744475447644774478447944804481448244834484448544864487448844894490449144924493449444954496449744984499450045014502450345044505450645074508450945104511451245134514451545164517451845194520452145224523452445254526452745284529453045314532453345344535453645374538453945404541454245434544454545464547454845494550455145524553455445554556455745584559456045614562456345644565456645674568456945704571457245734574457545764577457845794580458145824583458445854586458745884589459045914592459345944595459645974598459946004601460246034604460546064607460846094610461146124613461446154616461746184619462046214622462346244625462646274628462946304631463246334634463546364637463846394640464146424643464446454646464746484649465046514652465346544655465646574658465946604661466246634664466546664667466846694670467146724673467446754676467746784679468046814682468346844685468646874688468946904691469246934694469546964697469846994700470147024703470447054706470747084709471047114712471347144715471647174718471947204721472247234724472547264727472847294730473147324733473447354736473747384739474047414742474347444745474647474748474947504751475247534754475547564757475847594760476147624763476447654766476747684769477047714772477347744775477647774778477947804781478247834784478547864787478847894790479147924793479447954796479747984799480048014802480348044805480648074808480948104811481248134814481548164817481848194820482148224823482448254826482748284829483048314832483348344835483648374838483948404841484248434844484548464847484848494850485148524853485448554856485748584859486048614862486348644865486648674868486948704871487248734874487548764877487848794880488148824883488448854886488748884889489048914892489348944895489648974898489949004901490249034904490549064907490849094910491149124913491449154916491749184919492049214922492349244925492649274928492949304931493249334934493549364937493849394940494149424943494449454946494749484949495049514952495349544955495649574958495949604961496249634964496549664967496849694970497149724973497449754976497749784979498049814982498349844985498649874988498949904991499249934994499549964997499849995000500150025003500450055006500750085009501050115012501350145015501650175018501950205021502250235024502550265027502850295030503150325033503450355036503750385039504050415042504350445045504650475048504950505051505250535054505550565057505850595060506150625063506450655066506750685069507050715072507350745075507650775078507950805081508250835084508550865087508850895090509150925093509450955096509750985099510051015102510351045105510651075108510951105111511251135114511551165117511851195120512151225123512451255126512751285129513051315132513351345135513651375138513951405141514251435144514551465147514851495150515151525153515451555156515751585159516051615162516351645165516651675168516951705171517251735174517551765177517851795180518151825183518451855186518751885189519051915192519351945195519651975198519952005201520252035204520552065207520852095210521152125213521452155216521752185219522052215222522352245225522652275228522952305231523252335234523552365237523852395240524152425243524452455246524752485249525052515252525352545255525652575258525952605261526252635264526552665267526852695270527152725273527452755276527752785279528052815282528352845285528652875288528952905291529252935294529552965297529852995300530153025303530453055306530753085309531053115312531353145315531653175318531953205321532253235324532553265327532853295330533153325333533453355336533753385339534053415342534353445345534653475348534953505351535253535354535553565357535853595360536153625363536453655366536753685369537053715372537353745375537653775378537953805381538253835384538553865387538853895390539153925393539453955396539753985399540054015402540354045405540654075408540954105411541254135414541554165417541854195420542154225423542454255426542754285429543054315432543354345435543654375438543954405441544254435444544554465447544854495450545154525453545454555456545754585459546054615462546354645465546654675468546954705471547254735474547554765477547854795480548154825483548454855486548754885489549054915492549354945495549654975498549955005501550255035504550555065507550855095510551155125513551455155516551755185519552055215522552355245525552655275528552955305531553255335534553555365537553855395540554155425543554455455546554755485549555055515552555355545555555655575558555955605561556255635564556555665567556855695570557155725573557455755576557755785579558055815582558355845585558655875588558955905591559255935594559555965597559855995600560156025603560456055606560756085609561056115612561356145615561656175618561956205621562256235624562556265627562856295630563156325633563456355636563756385639564056415642564356445645564656475648564956505651565256535654565556565657565856595660566156625663566456655666566756685669567056715672567356745675567656775678567956805681568256835684568556865687568856895690569156925693569456955696569756985699570057015702570357045705570657075708570957105711571257135714571557165717571857195720572157225723572457255726572757285729573057315732573357345735573657375738573957405741574257435744574557465747574857495750575157525753575457555756575757585759576057615762576357645765576657675768576957705771577257735774577557765777577857795780578157825783578457855786578757885789579057915792579357945795579657975798579958005801580258035804580558065807580858095810581158125813581458155816581758185819582058215822582358245825582658275828582958305831583258335834583558365837583858395840584158425843584458455846584758485849585058515852585358545855585658575858585958605861586258635864586558665867586858695870587158725873587458755876587758785879588058815882588358845885588658875888588958905891589258935894589558965897589858995900590159025903590459055906590759085909591059115912591359145915591659175918591959205921592259235924592559265927592859295930593159325933593459355936593759385939594059415942594359445945594659475948594959505951595259535954595559565957595859595960596159625963596459655966596759685969597059715972597359745975597659775978597959805981598259835984598559865987598859895990599159925993599459955996599759985999600060016002600360046005600660076008600960106011601260136014601560166017601860196020602160226023602460256026602760286029603060316032603360346035603660376038603960406041604260436044604560466047604860496050605160526053605460556056605760586059606060616062606360646065606660676068606960706071607260736074607560766077607860796080608160826083608460856086608760886089609060916092609360946095609660976098609961006101610261036104610561066107610861096110611161126113611461156116611761186119612061216122612361246125612661276128612961306131613261336134613561366137613861396140614161426143614461456146614761486149615061516152615361546155615661576158615961606161616261636164616561666167616861696170617161726173617461756176617761786179618061816182618361846185618661876188618961906191619261936194619561966197619861996200620162026203620462056206620762086209621062116212621362146215621662176218621962206221622262236224622562266227622862296230623162326233623462356236623762386239624062416242624362446245624662476248624962506251625262536254625562566257625862596260626162626263626462656266626762686269627062716272627362746275627662776278627962806281628262836284628562866287628862896290629162926293629462956296629762986299630063016302630363046305630663076308630963106311631263136314631563166317631863196320632163226323632463256326632763286329633063316332633363346335633663376338633963406341634263436344634563466347634863496350635163526353635463556356635763586359636063616362636363646365636663676368636963706371637263736374637563766377637863796380638163826383638463856386638763886389639063916392639363946395639663976398639964006401640264036404640564066407640864096410641164126413641464156416641764186419642064216422642364246425642664276428642964306431643264336434643564366437643864396440644164426443644464456446644764486449645064516452645364546455645664576458645964606461646264636464646564666467646864696470647164726473647464756476647764786479648064816482648364846485648664876488648964906491649264936494649564966497649864996500650165026503650465056506650765086509651065116512651365146515651665176518651965206521652265236524652565266527652865296530653165326533653465356536653765386539654065416542654365446545654665476548654965506551655265536554655565566557655865596560656165626563656465656566656765686569657065716572657365746575657665776578657965806581658265836584658565866587658865896590659165926593659465956596659765986599660066016602660366046605660666076608660966106611661266136614661566166617661866196620662166226623662466256626662766286629663066316632663366346635663666376638663966406641664266436644664566466647664866496650665166526653665466556656665766586659666066616662666366646665666666676668666966706671667266736674667566766677667866796680668166826683668466856686668766886689669066916692669366946695669666976698669967006701670267036704670567066707670867096710671167126713671467156716671767186719672067216722672367246725672667276728672967306731673267336734673567366737673867396740674167426743674467456746674767486749675067516752675367546755675667576758675967606761676267636764676567666767676867696770677167726773677467756776677767786779678067816782678367846785678667876788678967906791679267936794679567966797679867996800680168026803680468056806680768086809681068116812681368146815681668176818681968206821682268236824682568266827682868296830683168326833683468356836683768386839684068416842684368446845684668476848684968506851685268536854685568566857685868596860686168626863686468656866686768686869687068716872687368746875687668776878687968806881688268836884688568866887688868896890689168926893689468956896689768986899690069016902690369046905690669076908690969106911691269136914691569166917691869196920692169226923692469256926692769286929693069316932693369346935693669376938693969406941694269436944694569466947694869496950695169526953695469556956695769586959696069616962696369646965696669676968696969706971697269736974697569766977697869796980698169826983698469856986698769886989699069916992699369946995699669976998699970007001700270037004700570067007700870097010701170127013701470157016701770187019702070217022702370247025702670277028702970307031703270337034703570367037703870397040704170427043704470457046704770487049705070517052705370547055705670577058705970607061706270637064706570667067706870697070707170727073707470757076707770787079708070817082708370847085708670877088708970907091709270937094709570967097709870997100710171027103710471057106710771087109711071117112711371147115711671177118711971207121712271237124712571267127712871297130713171327133713471357136713771387139714071417142714371447145714671477148714971507151715271537154715571567157715871597160716171627163716471657166716771687169717071717172717371747175717671777178717971807181718271837184718571867187718871897190719171927193719471957196719771987199720072017202720372047205720672077208720972107211721272137214721572167217721872197220722172227223722472257226722772287229723072317232723372347235723672377238723972407241724272437244724572467247724872497250725172527253725472557256725772587259726072617262726372647265726672677268726972707271727272737274727572767277727872797280728172827283728472857286728772887289729072917292729372947295729672977298729973007301730273037304730573067307730873097310731173127313731473157316731773187319732073217322732373247325732673277328732973307331733273337334733573367337733873397340734173427343734473457346734773487349735073517352735373547355735673577358735973607361736273637364736573667367736873697370737173727373737473757376737773787379738073817382738373847385738673877388738973907391739273937394739573967397739873997400740174027403740474057406740774087409741074117412741374147415741674177418741974207421742274237424742574267427742874297430743174327433743474357436743774387439744074417442744374447445744674477448744974507451745274537454745574567457745874597460746174627463746474657466746774687469747074717472747374747475747674777478747974807481748274837484748574867487748874897490749174927493749474957496749774987499750075017502750375047505750675077508750975107511751275137514751575167517751875197520752175227523752475257526752775287529753075317532753375347535753675377538753975407541754275437544754575467547754875497550755175527553755475557556755775587559756075617562756375647565756675677568756975707571757275737574757575767577757875797580758175827583758475857586758775887589759075917592759375947595759675977598759976007601760276037604760576067607760876097610761176127613761476157616761776187619762076217622762376247625762676277628762976307631763276337634763576367637763876397640764176427643764476457646764776487649765076517652765376547655765676577658765976607661766276637664766576667667766876697670767176727673767476757676767776787679768076817682768376847685768676877688768976907691769276937694
  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. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
  23. // Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
  24. // Copyright (C) 2015 Faust Logic, Inc.
  25. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
  26. #include "platform/platform.h"
  27. #include "T3D/player.h"
  28. #include "platform/profiler.h"
  29. #include "math/mMath.h"
  30. #include "math/mathIO.h"
  31. #include "core/resourceManager.h"
  32. #include "core/stringTable.h"
  33. #include "core/volume.h"
  34. #include "core/stream/bitStream.h"
  35. #include "console/consoleTypes.h"
  36. #include "console/engineAPI.h"
  37. #include "collision/extrudedPolyList.h"
  38. #include "collision/clippedPolyList.h"
  39. #include "collision/earlyOutPolyList.h"
  40. #include "ts/tsShapeInstance.h"
  41. #include "sfx/sfxSystem.h"
  42. #include "sfx/sfxTrack.h"
  43. #include "sfx/sfxSource.h"
  44. #include "sfx/sfxTypes.h"
  45. #include "scene/sceneManager.h"
  46. #include "scene/sceneRenderState.h"
  47. #include "T3D/gameBase/gameConnection.h"
  48. #include "T3D/trigger.h"
  49. #include "T3D/physicalZone.h"
  50. #include "T3D/item.h"
  51. #include "T3D/missionArea.h"
  52. #include "T3D/fx/particleEmitter.h"
  53. #include "T3D/fx/cameraFXMgr.h"
  54. #include "T3D/fx/splash.h"
  55. #include "T3D/tsStatic.h"
  56. #include "T3D/physics/physicsPlugin.h"
  57. #include "T3D/physics/physicsPlayer.h"
  58. #include "T3D/decal/decalManager.h"
  59. #include "T3D/decal/decalData.h"
  60. #include "materials/baseMatInstance.h"
  61. #include "math/mathUtils.h"
  62. #include "gfx/sim/debugDraw.h"
  63. #ifdef TORQUE_EXTENDED_MOVE
  64. #include "T3D/gameBase/extended/extendedMove.h"
  65. #endif
  66. #ifdef TORQUE_OPENVR
  67. #include "platform/input/openVR/openVRProvider.h"
  68. #include "platform/input/openVR/openVRTrackedObject.h"
  69. #endif
  70. // Amount of time if takes to transition to a new action sequence.
  71. static F32 sAnimationTransitionTime = 0.25f;
  72. static bool sUseAnimationTransitions = true;
  73. static F32 sLandReverseScale = 0.25f;
  74. static F32 sSlowStandThreshSquared = 1.69f;
  75. static S32 sRenderMyPlayer = true;
  76. static S32 sRenderMyItems = true;
  77. static bool sRenderPlayerCollision = false;
  78. // Chooses new action animations every n ticks.
  79. static const F32 sNewAnimationTickTime = 4.0f;
  80. static const F32 sMountPendingTickWait = 13.0f * F32(TickMs);
  81. // Number of ticks before we pick non-contact animations
  82. static const S32 sContactTickTime = 10;
  83. // Movement constants
  84. static F32 sVerticalStepDot = 0.173f; // 80
  85. static F32 sMinFaceDistance = 0.01f;
  86. static F32 sTractionDistance = 0.04f;
  87. static F32 sNormalElasticity = 0.01f;
  88. static U32 sMoveRetryCount = 5;
  89. static F32 sMaxImpulseVelocity = 200.0f;
  90. // Move triggers
  91. static S32 sJumpTrigger = 2;
  92. static S32 sCrouchTrigger = 3;
  93. static S32 sProneTrigger = 4;
  94. static S32 sSprintTrigger = 5;
  95. static S32 sImageTrigger0 = 0;
  96. static S32 sImageTrigger1 = 1;
  97. static S32 sJumpJetTrigger = 1;
  98. static S32 sVehicleDismountTrigger = 2;
  99. // Client prediction
  100. static F32 sMinWarpTicks = 0.5f; // Fraction of tick at which instant warp occurs
  101. static S32 sMaxWarpTicks = 3; // Max warp duration in ticks
  102. static S32 sMaxPredictionTicks = 30; // Number of ticks to predict
  103. S32 Player::smExtendedMoveHeadPosRotIndex = 0; // The ExtendedMove position/rotation index used for head movements
  104. //
  105. static U32 sCollisionMoveMask = TerrainObjectType |
  106. WaterObjectType |
  107. PlayerObjectType |
  108. StaticShapeObjectType |
  109. VehicleObjectType |
  110. PhysicalZoneObjectType |
  111. // PATHSHAPE
  112. PathShapeObjectType;
  113. // PATHSHAPE END
  114. static U32 sServerCollisionContactMask = sCollisionMoveMask |
  115. ItemObjectType |
  116. TriggerObjectType |
  117. CorpseObjectType;
  118. static U32 sClientCollisionContactMask = sCollisionMoveMask |
  119. TriggerObjectType;
  120. enum PlayerConstants {
  121. JumpSkipContactsMax = 8
  122. };
  123. //----------------------------------------------------------------------------
  124. // Player shape animation sequences:
  125. // Action Animations:
  126. PlayerData::ActionAnimationDef PlayerData::ActionAnimationList[NumTableActionAnims] =
  127. {
  128. // *** WARNING ***
  129. // This array is indexed using the enum values defined in player.h
  130. // Root is the default animation
  131. { "root" }, // RootAnim,
  132. // These are selected in the move state based on velocity
  133. { "run", { 0.0f, 1.0f, 0.0f } }, // RunForwardAnim,
  134. { "back", { 0.0f,-1.0f, 0.0f } }, // BackBackwardAnim
  135. { "side", {-1.0f, 0.0f, 0.0f } }, // SideLeftAnim,
  136. { "side_right", { 1.0f, 0.0f, 0.0f } }, // SideRightAnim,
  137. { "sprint_root" },
  138. { "sprint_forward", { 0.0f, 1.0f, 0.0f } },
  139. { "sprint_backward", { 0.0f,-1.0f, 0.0f } },
  140. { "sprint_side", {-1.0f, 0.0f, 0.0f } },
  141. { "sprint_right", { 1.0f, 0.0f, 0.0f } },
  142. { "crouch_root" },
  143. { "crouch_forward", { 0.0f, 1.0f, 0.0f } },
  144. { "crouch_backward", { 0.0f,-1.0f, 0.0f } },
  145. { "crouch_side", {-1.0f, 0.0f, 0.0f } },
  146. { "crouch_right", { 1.0f, 0.0f, 0.0f } },
  147. { "prone_root" },
  148. { "prone_forward", { 0.0f, 1.0f, 0.0f } },
  149. { "prone_backward", { 0.0f,-1.0f, 0.0f } },
  150. { "swim_root" },
  151. { "swim_forward", { 0.0f, 1.0f, 0.0f } },
  152. { "swim_backward", { 0.0f,-1.0f, 0.0f } },
  153. { "swim_left", {-1.0f, 0.0f, 0.0f } },
  154. { "swim_right", { 1.0f, 0.0f, 0.0f } },
  155. // These are set explicitly based on player actions
  156. { "fall" }, // FallAnim
  157. { "jump" }, // JumpAnim
  158. { "standjump" }, // StandJumpAnim
  159. { "land" }, // LandAnim
  160. { "jet" }, // JetAnim
  161. };
  162. //----------------------------------------------------------------------------
  163. typedef PlayerData::Sounds playerSoundsEnum;
  164. DefineEnumType(playerSoundsEnum);
  165. ImplementEnumType(playerSoundsEnum, "enum types.\n"
  166. "@ingroup PlayerData\n\n")
  167. { playerSoundsEnum::FootSoft, "FootSoft", "..." },
  168. { playerSoundsEnum::FootHard, "FootHard","..." },
  169. { playerSoundsEnum::FootMetal, "FootMetal","..." },
  170. { playerSoundsEnum::FootSnow, "FootSnow","..." },
  171. { playerSoundsEnum::FootShallowSplash, "FootShallowSplash","..." },
  172. { playerSoundsEnum::FootWading, "FootWading","..." },
  173. { playerSoundsEnum::FootUnderWater, "FootUnderWater","..." },
  174. { playerSoundsEnum::FootBubbles, "FootBubbles","..." },
  175. { playerSoundsEnum::MoveBubbles, "MoveBubbles","..." },
  176. { playerSoundsEnum::WaterBreath, "WaterBreath","..." },
  177. { playerSoundsEnum::ImpactSoft, "ImpactSoft","..." },
  178. { playerSoundsEnum::ImpactHard, "ImpactHard","..." },
  179. { playerSoundsEnum::ImpactMetal, "ImpactMetal","..." },
  180. { playerSoundsEnum::ImpactSnow, "ImpactSnow","..." },
  181. { playerSoundsEnum::ImpactWaterEasy, "ImpactWaterEasy","..." },
  182. { playerSoundsEnum::ImpactWaterMedium, "ImpactWaterMedium","..." },
  183. { playerSoundsEnum::ImpactWaterHard, "ImpactWaterHard","..." },
  184. { playerSoundsEnum::ExitWater, "ExitWater","..." },
  185. EndImplementEnumType;
  186. //----------------------------------------------------------------------------
  187. //----------------------------------------------------------------------------
  188. IMPLEMENT_CO_DATABLOCK_V1(PlayerData);
  189. ConsoleDocClass( PlayerData,
  190. "@brief Defines properties for a Player object.\n\n"
  191. "@see Player\n"
  192. "@ingroup gameObjects\n"
  193. );
  194. IMPLEMENT_CALLBACK( PlayerData, onPoseChange, void, ( Player* obj, const char* oldPose, const char* newPose ), ( obj, oldPose, newPose ),
  195. "@brief Called when the player changes poses.\n\n"
  196. "@param obj The Player object\n"
  197. "@param oldPose The pose the player is switching from.\n"
  198. "@param newPose The pose the player is switching to.\n");
  199. IMPLEMENT_CALLBACK( PlayerData, onStartSwim, void, ( Player* obj ), ( obj ),
  200. "@brief Called when the player starts swimming.\n\n"
  201. "@param obj The Player object\n" );
  202. IMPLEMENT_CALLBACK( PlayerData, onStopSwim, void, ( Player* obj ), ( obj ),
  203. "@brief Called when the player stops swimming.\n\n"
  204. "@param obj The Player object\n" );
  205. IMPLEMENT_CALLBACK( PlayerData, onStartSprintMotion, void, ( Player* obj ), ( obj ),
  206. "@brief Called when the player starts moving while in a Sprint pose.\n\n"
  207. "@param obj The Player object\n" );
  208. IMPLEMENT_CALLBACK( PlayerData, onStopSprintMotion, void, ( Player* obj ), ( obj ),
  209. "@brief Called when the player stops moving while in a Sprint pose.\n\n"
  210. "@param obj The Player object\n" );
  211. IMPLEMENT_CALLBACK( PlayerData, doDismount, void, ( Player* obj ), ( obj ),
  212. "@brief Called when attempting to dismount the player from a vehicle.\n\n"
  213. "It is up to the doDismount() method to actually perform the dismount. Often "
  214. "there are some conditions that prevent this, such as the vehicle moving too fast.\n"
  215. "@param obj The Player object\n" );
  216. IMPLEMENT_CALLBACK( PlayerData, onEnterLiquid, void, ( Player* obj, F32 coverage, const char* type ), ( obj, coverage, type ),
  217. "@brief Called when the player enters a liquid.\n\n"
  218. "@param obj The Player object\n"
  219. "@param coverage Percentage of the player's bounding box covered by the liquid\n"
  220. "@param type The type of liquid the player has entered\n" );
  221. IMPLEMENT_CALLBACK( PlayerData, onLeaveLiquid, void, ( Player* obj, const char* type ), ( obj, type ),
  222. "@brief Called when the player leaves a liquid.\n\n"
  223. "@param obj The Player object\n"
  224. "@param type The type of liquid the player has left\n" );
  225. IMPLEMENT_CALLBACK( PlayerData, animationDone, void, ( Player* obj ), ( obj ),
  226. "@brief Called on the server when a scripted animation completes.\n\n"
  227. "@param obj The Player object\n"
  228. "@see Player::setActionThread() for setting a scripted animation and its 'hold' parameter to "
  229. "determine if this callback is used.\n" );
  230. IMPLEMENT_CALLBACK( PlayerData, onEnterMissionArea, void, ( Player* obj ), ( obj ),
  231. "@brief Called when the player enters the mission area.\n\n"
  232. "@param obj The Player object\n"
  233. "@see MissionArea\n" );
  234. IMPLEMENT_CALLBACK( PlayerData, onLeaveMissionArea, void, ( Player* obj ), ( obj ),
  235. "@brief Called when the player leaves the mission area.\n"
  236. "@param obj The Player object\n"
  237. "@see MissionArea\n" );
  238. PlayerData::PlayerData()
  239. {
  240. shadowSize = 256;
  241. shadowProjectionDistance = 14.0f;
  242. renderFirstPerson = true;
  243. firstPersonShadows = false;
  244. // Used for third person image rendering
  245. imageAnimPrefix = StringTable->EmptyString();
  246. allowImageStateAnimation = false;
  247. // Used for first person image rendering
  248. imageAnimPrefixFP = StringTable->EmptyString();
  249. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  250. {
  251. INIT_ASSET_ARRAY(ShapeFP, i);
  252. mCRCFP[i] = 0;
  253. mValidShapeFP[i] = false;
  254. }
  255. pickupRadius = 0.0f;
  256. minLookAngle = -1.4f;
  257. maxLookAngle = 1.4f;
  258. maxFreelookAngle = 3.0f;
  259. maxTimeScale = 1.5f;
  260. mass = 9.0f; // from ShapeBase
  261. maxEnergy = 60.0f; // from ShapeBase
  262. drag = 0.3f; // from ShapeBase
  263. density = 1.1f; // from ShapeBase
  264. maxStepHeight = 1.0f;
  265. runSurfaceAngle = 80.0f;
  266. runSurfaceCos = mCos(mDegToRad(runSurfaceAngle));
  267. fallingSpeedThreshold = -10.0f;
  268. recoverDelay = 30;
  269. recoverRunForceScale = 1.0f;
  270. landSequenceTime = 0.0f;
  271. transitionToLand = false;
  272. // Running/Walking
  273. runForce = 40.0f * 9.0f;
  274. runEnergyDrain = 0.0f;
  275. minRunEnergy = 0.0f;
  276. maxForwardSpeed = 10.0f;
  277. maxBackwardSpeed = 10.0f;
  278. maxSideSpeed = 10.0f;
  279. // Jumping
  280. jumpForce = 75.0f;
  281. jumpEnergyDrain = 0.0f;
  282. minJumpEnergy = 0.0f;
  283. jumpSurfaceAngle = 78.0f;
  284. jumpSurfaceCos = mCos(mDegToRad(jumpSurfaceAngle));
  285. for (U32 i = 0; i < NumRecoilSequences; i++)
  286. recoilSequence[i] = -1;
  287. jumpDelay = 30;
  288. minJumpSpeed = 500.0f;
  289. maxJumpSpeed = 2.0f * minJumpSpeed;
  290. // Sprinting
  291. sprintForce = 50.0f * 9.0f;
  292. sprintEnergyDrain = 0.0f;
  293. minSprintEnergy = 0.0f;
  294. maxSprintForwardSpeed = 15.0f;
  295. maxSprintBackwardSpeed = 10.0f;
  296. maxSprintSideSpeed = 10.0f;
  297. sprintStrafeScale = 1.0f;
  298. sprintYawScale = 1.0f;
  299. sprintPitchScale = 1.0f;
  300. sprintCanJump = true;
  301. // Swimming
  302. swimForce = 55.0f * 9.0f;
  303. maxUnderwaterForwardSpeed = 6.0f;
  304. maxUnderwaterBackwardSpeed = 6.0f;
  305. maxUnderwaterSideSpeed = 6.0f;
  306. // Crouching
  307. crouchForce = 45.0f * 9.0f;
  308. maxCrouchForwardSpeed = 4.0f;
  309. maxCrouchBackwardSpeed = 4.0f;
  310. maxCrouchSideSpeed = 4.0f;
  311. // Prone
  312. proneForce = 45.0f * 9.0f;
  313. maxProneForwardSpeed = 2.0f;
  314. maxProneBackwardSpeed = 2.0f;
  315. maxProneSideSpeed = 0.0f;
  316. // Jetting
  317. jetJumpForce = 0;
  318. jetJumpEnergyDrain = 0;
  319. jetMinJumpEnergy = 0;
  320. jetJumpSurfaceAngle = 78;
  321. jetMinJumpSpeed = 20;
  322. jetMaxJumpSpeed = 100;
  323. horizMaxSpeed = 80.0f;
  324. horizResistSpeed = 38.0f;
  325. horizResistFactor = 1.0f;
  326. upMaxSpeed = 80.0f;
  327. upResistSpeed = 38.0f;
  328. upResistFactor = 1.0f;
  329. minImpactSpeed = 25.0f;
  330. minLateralImpactSpeed = 25.0f;
  331. decalData = NULL;
  332. decalID = 0;
  333. decalOffset = 0.0f;
  334. actionCount = 0;
  335. lookAction = 0;
  336. dMemset(spineNode, 0, sizeof(spineNode));
  337. pickupDelta = 0.0f;
  338. // size of bounding box
  339. boxSize.set(1.0f, 1.0f, 2.3f);
  340. crouchBoxSize.set(1.0f, 1.0f, 2.0f);
  341. proneBoxSize.set(1.0f, 2.3f, 1.0f);
  342. swimBoxSize.set(1.0f, 2.3f, 1.0f);
  343. // location of head, torso, legs
  344. boxHeadPercentage = 0.85f;
  345. boxTorsoPercentage = 0.55f;
  346. // damage locations
  347. boxHeadLeftPercentage = 0;
  348. boxHeadRightPercentage = 1;
  349. boxHeadBackPercentage = 0;
  350. boxHeadFrontPercentage = 1;
  351. for (S32 i = 0; i < MaxSounds; i++)
  352. INIT_SOUNDASSET_ARRAY(PlayerSound, i);
  353. footPuffEmitter = NULL;
  354. footPuffID = 0;
  355. footPuffNumParts = 15;
  356. footPuffRadius = .25f;
  357. dustEmitter = NULL;
  358. dustID = 0;
  359. splash = NULL;
  360. splashId = 0;
  361. splashVelocity = 1.0f;
  362. splashAngle = 45.0f;
  363. splashFreqMod = 300.0f;
  364. splashVelEpsilon = 0.25f;
  365. bubbleEmitTime = 0.4f;
  366. medSplashSoundVel = 2.0f;
  367. hardSplashSoundVel = 3.0f;
  368. exitSplashSoundVel = 2.0f;
  369. footSplashHeight = 0.1f;
  370. dMemset( splashEmitterList, 0, sizeof( splashEmitterList ) );
  371. dMemset( splashEmitterIDList, 0, sizeof( splashEmitterIDList ) );
  372. groundImpactMinSpeed = 10.0f;
  373. groundImpactShakeFreq.set( 10.0f, 10.0f, 10.0f );
  374. groundImpactShakeAmp.set( 20.0f, 20.0f, 20.0f );
  375. groundImpactShakeDuration = 1.0f;
  376. groundImpactShakeFalloff = 10.0f;
  377. // Air control
  378. airControl = 0.0f;
  379. jumpTowardsNormal = true;
  380. physicsPlayerType = StringTable->EmptyString();
  381. dMemset( actionList, 0, sizeof(actionList) );
  382. }
  383. bool PlayerData::preload(bool server, String &errorStr)
  384. {
  385. if(!Parent::preload(server, errorStr))
  386. return false;
  387. if (!server) {
  388. for (U32 i = 0; i < MaxSounds; ++i)
  389. {
  390. if (getPlayerSound(i) != StringTable->EmptyString() && !isPlayerSoundValid(i))
  391. {
  392. Con::errorf(ConsoleLogEntry::General, "ExplosionData::preload: Invalid PlayerSound asset.");
  393. return false;
  394. }
  395. }
  396. }
  397. //
  398. runSurfaceCos = mCos(mDegToRad(runSurfaceAngle));
  399. jumpSurfaceCos = mCos(mDegToRad(jumpSurfaceAngle));
  400. if (minJumpEnergy < jumpEnergyDrain)
  401. minJumpEnergy = jumpEnergyDrain;
  402. // Jetting
  403. if (jetMinJumpEnergy < jetJumpEnergyDrain)
  404. jetMinJumpEnergy = jetJumpEnergyDrain;
  405. // Validate some of the data
  406. if (fallingSpeedThreshold > 0.0f)
  407. Con::printf("PlayerData:: Falling speed threshold should be downwards (negative)");
  408. if (recoverDelay > (1 << RecoverDelayBits) - 1) {
  409. recoverDelay = (1 << RecoverDelayBits) - 1;
  410. Con::printf("PlayerData:: Recover delay exceeds range (0-%d)",recoverDelay);
  411. }
  412. if (jumpDelay > (1 << JumpDelayBits) - 1) {
  413. jumpDelay = (1 << JumpDelayBits) - 1;
  414. Con::printf("PlayerData:: Jump delay exceeds range (0-%d)",jumpDelay);
  415. }
  416. // If we don't have a shape don't crash out trying to
  417. // setup animations and sequences.
  418. if ( mShape )
  419. {
  420. // Go ahead a pre-load the player shape
  421. TSShapeInstance* si = new TSShapeInstance(mShape, false);
  422. TSThread* thread = si->addThread();
  423. // Extract ground transform velocity from animations
  424. // Get the named ones first so they can be indexed directly.
  425. ActionAnimation *dp = &actionList[0];
  426. for (S32 i = 0; i < NumTableActionAnims; i++,dp++)
  427. {
  428. ActionAnimationDef *sp = &ActionAnimationList[i];
  429. dp->name = sp->name;
  430. dp->dir.set(sp->dir.x,sp->dir.y,sp->dir.z);
  431. dp->sequence = mShape->findSequence(sp->name);
  432. // If this is a sprint action and is missing a sequence, attempt to use
  433. // the standard run ones.
  434. if(dp->sequence == -1 && i >= SprintRootAnim && i <= SprintRightAnim)
  435. {
  436. S32 offset = i-SprintRootAnim;
  437. ActionAnimationDef *standDef = &ActionAnimationList[RootAnim+offset];
  438. dp->sequence = mShape->findSequence(standDef->name);
  439. }
  440. dp->velocityScale = true;
  441. dp->death = false;
  442. if (dp->sequence != -1)
  443. getGroundInfo(si,thread,dp);
  444. }
  445. for (S32 b = 0; b < mShape->sequences.size(); b++)
  446. {
  447. if (!isTableSequence(b))
  448. {
  449. dp->sequence = b;
  450. dp->name = mShape->getName(mShape->sequences[b].nameIndex);
  451. dp->velocityScale = false;
  452. getGroundInfo(si,thread,dp++);
  453. }
  454. }
  455. actionCount = dp - actionList;
  456. AssertFatal(actionCount <= NumActionAnims, "Too many action animations!");
  457. delete si;
  458. // Resolve lookAction index
  459. dp = &actionList[0];
  460. String lookName("look");
  461. for (S32 c = 0; c < actionCount; c++,dp++)
  462. if( dStricmp( dp->name, lookName ) == 0 )
  463. lookAction = c;
  464. // Resolve spine
  465. spineNode[0] = mShape->findNode("Bip01 Pelvis");
  466. spineNode[1] = mShape->findNode("Bip01 Spine");
  467. spineNode[2] = mShape->findNode("Bip01 Spine1");
  468. spineNode[3] = mShape->findNode("Bip01 Spine2");
  469. spineNode[4] = mShape->findNode("Bip01 Neck");
  470. spineNode[5] = mShape->findNode("Bip01 Head");
  471. // Recoil animations
  472. recoilSequence[0] = mShape->findSequence("light_recoil");
  473. recoilSequence[1] = mShape->findSequence("medium_recoil");
  474. recoilSequence[2] = mShape->findSequence("heavy_recoil");
  475. }
  476. // Convert pickupRadius to a delta of boundingBox
  477. //
  478. // NOTE: it is not really correct to precalculate a pickupRadius based
  479. // on boxSize since the actual player's bounds can vary by "pose".
  480. //
  481. F32 dr = (boxSize.x > boxSize.y)? boxSize.x: boxSize.y;
  482. if (pickupRadius < dr)
  483. pickupRadius = dr;
  484. else
  485. if (pickupRadius > 2.0f * dr)
  486. pickupRadius = 2.0f * dr;
  487. pickupDelta = (S32)(pickupRadius - dr);
  488. // Validate jump speed
  489. if (maxJumpSpeed <= minJumpSpeed)
  490. maxJumpSpeed = minJumpSpeed + 0.1f;
  491. // Load up all the emitters
  492. if (!footPuffEmitter && footPuffID != 0)
  493. if (!Sim::findObject(footPuffID, footPuffEmitter))
  494. Con::errorf(ConsoleLogEntry::General, "PlayerData::preload - Invalid packet, bad datablockId(footPuffEmitter): 0x%x", footPuffID);
  495. if (!decalData && decalID != 0 )
  496. if (!Sim::findObject(decalID, decalData))
  497. Con::errorf(ConsoleLogEntry::General, "PlayerData::preload Invalid packet, bad datablockId(decalData): 0x%x", decalID);
  498. if (!dustEmitter && dustID != 0 )
  499. if (!Sim::findObject(dustID, dustEmitter))
  500. Con::errorf(ConsoleLogEntry::General, "PlayerData::preload - Invalid packet, bad datablockId(dustEmitter): 0x%x", dustID);
  501. for (S32 i=0; i<NUM_SPLASH_EMITTERS; i++)
  502. if( !splashEmitterList[i] && splashEmitterIDList[i] != 0 )
  503. if( Sim::findObject( splashEmitterIDList[i], splashEmitterList[i] ) == false)
  504. Con::errorf(ConsoleLogEntry::General, "PlayerData::onAdd - Invalid packet, bad datablockId(particle emitter): 0x%x", splashEmitterIDList[i]);
  505. // First person mounted image shapes.
  506. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  507. {
  508. bool shapeError = false;
  509. if (mShapeFPAssetId[i] != StringTable->EmptyString())
  510. {
  511. if (!mShapeFP[i])
  512. {
  513. errorStr = String::ToString("PlayerData: Couldn't load mounted image %d shape \"%s\"", i, mShapeFPAssetId[i]);
  514. return false;
  515. }
  516. if (!server && !mShapeFP[i]->preloadMaterialList(mShapeFP[i].getPath()) && NetConnection::filesWereDownloaded())
  517. shapeError = true;
  518. if (computeCRC)
  519. {
  520. Con::printf("Validation required for mounted image %d shape: %s", i, mShapeFPAssetId[i]);
  521. Torque::FS::FileNodeRef fileRef = Torque::FS::GetFileNode(mShapeFP[i].getPath());
  522. if (!fileRef)
  523. {
  524. errorStr = String::ToString("PlayerData: Mounted image %d loading failed, shape \"%s\" is not found.", i, mShapeFP[i].getPath().getFullPath().c_str());
  525. return false;
  526. }
  527. if (server)
  528. mCRCFP[i] = fileRef->getChecksum();
  529. else if (mCRCFP[i] != fileRef->getChecksum())
  530. {
  531. errorStr = String::ToString("PlayerData: Mounted image %d shape \"%s\" does not match version on server.", i, mShapeFPAssetId[i]);
  532. return false;
  533. }
  534. }
  535. mValidShapeFP[i] = true;
  536. }
  537. }
  538. return true;
  539. }
  540. void PlayerData::getGroundInfo(TSShapeInstance* si, TSThread* thread,ActionAnimation *dp)
  541. {
  542. dp->death = !dStrnicmp(dp->name, "death", 5);
  543. if (dp->death)
  544. {
  545. // Death animations use roll frame-to-frame changes in ground transform into position
  546. dp->speed = 0.0f;
  547. dp->dir.set(0.0f, 0.0f, 0.0f);
  548. // Death animations MUST define ground transforms, so add dummy ones if required
  549. if (si->getShape()->sequences[dp->sequence].numGroundFrames == 0)
  550. si->getShape()->setSequenceGroundSpeed(dp->name, Point3F(0, 0, 0), Point3F(0, 0, 0));
  551. }
  552. else
  553. {
  554. VectorF save = dp->dir;
  555. si->setSequence(thread,dp->sequence,0);
  556. si->animate();
  557. si->advanceTime(1);
  558. si->animateGround();
  559. si->getGroundTransform().getColumn(3,&dp->dir);
  560. if ((dp->speed = dp->dir.len()) < 0.01f)
  561. {
  562. // No ground displacement... In this case we'll use the
  563. // default table entry, if there is one.
  564. if (save.len() > 0.01f)
  565. {
  566. dp->dir = save;
  567. dp->speed = 1.0f;
  568. dp->velocityScale = false;
  569. }
  570. else
  571. dp->speed = 0.0f;
  572. }
  573. else
  574. dp->dir *= 1.0f / dp->speed;
  575. }
  576. }
  577. bool PlayerData::isTableSequence(S32 seq)
  578. {
  579. // The sequences from the table must already have
  580. // been loaded for this to work.
  581. for (S32 i = 0; i < NumTableActionAnims; i++)
  582. if (actionList[i].sequence == seq)
  583. return true;
  584. return false;
  585. }
  586. bool PlayerData::isJumpAction(U32 action)
  587. {
  588. return (action == JumpAnim || action == StandJumpAnim);
  589. }
  590. void PlayerData::initPersistFields()
  591. {
  592. docsURL;
  593. Parent::initPersistFields();
  594. addField( "pickupRadius", TypeF32, Offset(pickupRadius, PlayerData),
  595. "@brief Radius around the player to collide with Items in the scene (on server).\n\n"
  596. "Internally the pickupRadius is added to the larger side of the initial bounding box "
  597. "to determine the actual distance, to a maximum of 2 times the bounding box size. The "
  598. "initial bounding box is that used for the root pose, and therefore doesn't take into "
  599. "account the change in pose.\n");
  600. addField( "maxTimeScale", TypeF32, Offset(maxTimeScale, PlayerData),
  601. "@brief Maximum time scale for action animations.\n\n"
  602. "If an action animation has a defined ground frame, it is automatically scaled to match the "
  603. "player's ground velocity. This field limits the maximum time scale used even if "
  604. "the player's velocity exceeds it." );
  605. addGroup( "Camera" );
  606. addField( "renderFirstPerson", TypeBool, Offset(renderFirstPerson, PlayerData),
  607. "@brief Flag controlling whether to render the player shape in first person view.\n\n" );
  608. addField( "firstPersonShadows", TypeBool, Offset(firstPersonShadows, PlayerData),
  609. "@brief Forces shadows to be rendered in first person when renderFirstPerson is disabled. Defaults to false.\n\n" );
  610. addField( "minLookAngle", TypeF32, Offset(minLookAngle, PlayerData),
  611. "@brief Lowest angle (in radians) the player can look.\n\n"
  612. "@note An angle of zero is straight ahead, with positive up and negative down." );
  613. addField( "maxLookAngle", TypeF32, Offset(maxLookAngle, PlayerData),
  614. "@brief Highest angle (in radians) the player can look.\n\n"
  615. "@note An angle of zero is straight ahead, with positive up and negative down." );
  616. addField( "maxFreelookAngle", TypeF32, Offset(maxFreelookAngle, PlayerData),
  617. "@brief Defines the maximum left and right angles (in radians) the player can "
  618. "look in freelook mode.\n\n" );
  619. endGroup( "Camera" );
  620. addGroup( "Movement" );
  621. addField( "maxStepHeight", TypeF32, Offset(maxStepHeight, PlayerData),
  622. "@brief Maximum height the player can step up.\n\n"
  623. "The player will automatically step onto changes in ground height less "
  624. "than maxStepHeight. The player will collide with ground height changes "
  625. "greater than this." );
  626. addField( "runForce", TypeF32, Offset(runForce, PlayerData),
  627. "@brief Force used to accelerate the player when running.\n\n" );
  628. addField( "runEnergyDrain", TypeF32, Offset(runEnergyDrain, PlayerData),
  629. "@brief Energy value drained each tick that the player is moving.\n\n"
  630. "The player will not be able to move when his energy falls below "
  631. "minRunEnergy.\n"
  632. "@note Setting this to zero will disable any energy drain.\n"
  633. "@see minRunEnergy\n");
  634. addField( "minRunEnergy", TypeF32, Offset(minRunEnergy, PlayerData),
  635. "@brief Minimum energy level required to run or swim.\n\n"
  636. "@see runEnergyDrain\n");
  637. addField( "maxForwardSpeed", TypeF32, Offset(maxForwardSpeed, PlayerData),
  638. "@brief Maximum forward speed when running." );
  639. addField( "maxBackwardSpeed", TypeF32, Offset(maxBackwardSpeed, PlayerData),
  640. "@brief Maximum backward speed when running." );
  641. addField( "maxSideSpeed", TypeF32, Offset(maxSideSpeed, PlayerData),
  642. "@brief Maximum sideways speed when running." );
  643. addField( "runSurfaceAngle", TypeF32, Offset(runSurfaceAngle, PlayerData),
  644. "@brief Maximum angle from vertical (in degrees) the player can run up.\n\n" );
  645. addField( "minImpactSpeed", TypeF32, Offset(minImpactSpeed, PlayerData),
  646. "@brief Minimum impact speed to apply falling damage.\n\n"
  647. "This field also sets the minimum speed for the onImpact callback "
  648. "to be invoked.\n"
  649. "@see ShapeBaseData::onImpact()\n");
  650. addField( "minLateralImpactSpeed", TypeF32, Offset(minLateralImpactSpeed, PlayerData),
  651. "@brief Minimum impact speed to apply non-falling damage.\n\n"
  652. "This field also sets the minimum speed for the onLateralImpact callback "
  653. "to be invoked.\n"
  654. "@see ShapeBaseData::onLateralImpact()\n");
  655. addField( "horizMaxSpeed", TypeF32, Offset(horizMaxSpeed, PlayerData),
  656. "@brief Maximum horizontal speed.\n\n"
  657. "@note This limit is only enforced if the player's horizontal speed "
  658. "exceeds horizResistSpeed.\n"
  659. "@see horizResistSpeed\n"
  660. "@see horizResistFactor\n" );
  661. addField( "horizResistSpeed", TypeF32, Offset(horizResistSpeed, PlayerData),
  662. "@brief Horizontal speed at which resistence will take place.\n\n"
  663. "@see horizMaxSpeed\n"
  664. "@see horizResistFactor\n" );
  665. addField( "horizResistFactor", TypeF32, Offset(horizResistFactor, PlayerData),
  666. "@brief Factor of resistence once horizResistSpeed has been reached.\n\n"
  667. "@see horizMaxSpeed\n"
  668. "@see horizResistSpeed\n" );
  669. addField( "upMaxSpeed", TypeF32, Offset(upMaxSpeed, PlayerData),
  670. "@brief Maximum upwards speed.\n\n"
  671. "@note This limit is only enforced if the player's upward speed exceeds "
  672. "upResistSpeed.\n"
  673. "@see upResistSpeed\n"
  674. "@see upResistFactor\n" );
  675. addField( "upResistSpeed", TypeF32, Offset(upResistSpeed, PlayerData),
  676. "@brief Upwards speed at which resistence will take place.\n\n"
  677. "@see upMaxSpeed\n"
  678. "@see upResistFactor\n" );
  679. addField( "upResistFactor", TypeF32, Offset(upResistFactor, PlayerData),
  680. "@brief Factor of resistence once upResistSpeed has been reached.\n\n"
  681. "@see upMaxSpeed\n"
  682. "@see upResistSpeed\n" );
  683. endGroup( "Movement" );
  684. addGroup( "Movement: Jumping" );
  685. addField( "jumpForce", TypeF32, Offset(jumpForce, PlayerData),
  686. "@brief Force used to accelerate the player when a jump is initiated.\n\n" );
  687. addField( "jumpEnergyDrain", TypeF32, Offset(jumpEnergyDrain, PlayerData),
  688. "@brief Energy level drained each time the player jumps.\n\n"
  689. "@note Setting this to zero will disable any energy drain\n"
  690. "@see minJumpEnergy\n");
  691. addField( "minJumpEnergy", TypeF32, Offset(minJumpEnergy, PlayerData),
  692. "@brief Minimum energy level required to jump.\n\n"
  693. "@see jumpEnergyDrain\n");
  694. addField( "minJumpSpeed", TypeF32, Offset(minJumpSpeed, PlayerData),
  695. "@brief Minimum speed needed to jump.\n\n"
  696. "If the player's own z velocity is greater than this, then it is used to scale "
  697. "the jump speed, up to maxJumpSpeed.\n"
  698. "@see maxJumpSpeed\n");
  699. addField( "maxJumpSpeed", TypeF32, Offset(maxJumpSpeed, PlayerData),
  700. "@brief Maximum vertical speed before the player can no longer jump.\n\n" );
  701. addField( "jumpSurfaceAngle", TypeF32, Offset(jumpSurfaceAngle, PlayerData),
  702. "@brief Angle from vertical (in degrees) where the player can jump.\n\n" );
  703. addField( "jumpDelay", TypeS32, Offset(jumpDelay, PlayerData),
  704. "@brief Delay time in number of ticks ticks between jumps.\n\n" );
  705. addField( "airControl", TypeF32, Offset(airControl, PlayerData),
  706. "@brief Amount of movement control the player has when in the air.\n\n"
  707. "This is applied as a multiplier to the player's x and y motion.\n");
  708. addField( "jumpTowardsNormal", TypeBool, Offset(jumpTowardsNormal, PlayerData),
  709. "@brief Controls the direction of the jump impulse.\n"
  710. "When false, jumps are always in the vertical (+Z) direction. When true "
  711. "jumps are in the direction of the ground normal so long as the player is not "
  712. "directly facing the surface. If the player is directly facing the surface, then "
  713. "they will jump straight up.\n" );
  714. endGroup( "Movement: Jumping" );
  715. addGroup( "Movement: Sprinting" );
  716. addField( "sprintForce", TypeF32, Offset(sprintForce, PlayerData),
  717. "@brief Force used to accelerate the player when sprinting.\n\n" );
  718. addField( "sprintEnergyDrain", TypeF32, Offset(sprintEnergyDrain, PlayerData),
  719. "@brief Energy value drained each tick that the player is sprinting.\n\n"
  720. "The player will not be able to move when his energy falls below "
  721. "sprintEnergyDrain.\n"
  722. "@note Setting this to zero will disable any energy drain.\n"
  723. "@see minSprintEnergy\n");
  724. addField( "minSprintEnergy", TypeF32, Offset(minSprintEnergy, PlayerData),
  725. "@brief Minimum energy level required to sprint.\n\n"
  726. "@see sprintEnergyDrain\n");
  727. addField( "maxSprintForwardSpeed", TypeF32, Offset(maxSprintForwardSpeed, PlayerData),
  728. "@brief Maximum forward speed when sprinting." );
  729. addField( "maxSprintBackwardSpeed", TypeF32, Offset(maxSprintBackwardSpeed, PlayerData),
  730. "@brief Maximum backward speed when sprinting." );
  731. addField( "maxSprintSideSpeed", TypeF32, Offset(maxSprintSideSpeed, PlayerData),
  732. "@brief Maximum sideways speed when sprinting." );
  733. addField( "sprintStrafeScale", TypeF32, Offset(sprintStrafeScale, PlayerData),
  734. "@brief Amount to scale strafing motion vector while sprinting." );
  735. addField( "sprintYawScale", TypeF32, Offset(sprintYawScale, PlayerData),
  736. "@brief Amount to scale yaw motion while sprinting." );
  737. addField( "sprintPitchScale", TypeF32, Offset(sprintPitchScale, PlayerData),
  738. "@brief Amount to scale pitch motion while sprinting." );
  739. addField( "sprintCanJump", TypeBool, Offset(sprintCanJump, PlayerData),
  740. "@brief Can the player jump while sprinting." );
  741. endGroup( "Movement: Sprinting" );
  742. addGroup( "Movement: Swimming" );
  743. addField( "swimForce", TypeF32, Offset(swimForce, PlayerData),
  744. "@brief Force used to accelerate the player when swimming.\n\n" );
  745. addField( "maxUnderwaterForwardSpeed", TypeF32, Offset(maxUnderwaterForwardSpeed, PlayerData),
  746. "@brief Maximum forward speed when underwater.\n\n" );
  747. addField( "maxUnderwaterBackwardSpeed", TypeF32, Offset(maxUnderwaterBackwardSpeed, PlayerData),
  748. "@brief Maximum backward speed when underwater.\n\n" );
  749. addField( "maxUnderwaterSideSpeed", TypeF32, Offset(maxUnderwaterSideSpeed, PlayerData),
  750. "@brief Maximum sideways speed when underwater.\n\n" );
  751. endGroup( "Movement: Swimming" );
  752. addGroup( "Movement: Crouching" );
  753. addField( "crouchForce", TypeF32, Offset(crouchForce, PlayerData),
  754. "@brief Force used to accelerate the player when crouching.\n\n" );
  755. addField( "maxCrouchForwardSpeed", TypeF32, Offset(maxCrouchForwardSpeed, PlayerData),
  756. "@brief Maximum forward speed when crouching.\n\n" );
  757. addField( "maxCrouchBackwardSpeed", TypeF32, Offset(maxCrouchBackwardSpeed, PlayerData),
  758. "@brief Maximum backward speed when crouching.\n\n" );
  759. addField( "maxCrouchSideSpeed", TypeF32, Offset(maxCrouchSideSpeed, PlayerData),
  760. "@brief Maximum sideways speed when crouching.\n\n" );
  761. endGroup( "Movement: Crouching" );
  762. addGroup( "Movement: Prone" );
  763. addField( "proneForce", TypeF32, Offset(proneForce, PlayerData),
  764. "@brief Force used to accelerate the player when prone (laying down).\n\n" );
  765. addField( "maxProneForwardSpeed", TypeF32, Offset(maxProneForwardSpeed, PlayerData),
  766. "@brief Maximum forward speed when prone (laying down).\n\n" );
  767. addField( "maxProneBackwardSpeed", TypeF32, Offset(maxProneBackwardSpeed, PlayerData),
  768. "@brief Maximum backward speed when prone (laying down).\n\n" );
  769. addField( "maxProneSideSpeed", TypeF32, Offset(maxProneSideSpeed, PlayerData),
  770. "@brief Maximum sideways speed when prone (laying down).\n\n" );
  771. endGroup( "Movement: Prone" );
  772. addGroup( "Movement: Jetting" );
  773. addField( "jetJumpForce", TypeF32, Offset(jetJumpForce, PlayerData),
  774. "@brief Force used to accelerate the player when a jet jump is initiated.\n\n" );
  775. addField( "jetJumpEnergyDrain", TypeF32, Offset(jetJumpEnergyDrain, PlayerData),
  776. "@brief Energy level drained each time the player jet jumps.\n\n"
  777. "@note Setting this to zero will disable any energy drain\n"
  778. "@see jetMinJumpEnergy\n");
  779. addField( "jetMinJumpEnergy", TypeF32, Offset(jetMinJumpEnergy, PlayerData),
  780. "@brief Minimum energy level required to jet jump.\n\n"
  781. "@see jetJumpEnergyDrain\n");
  782. addField( "jetMinJumpSpeed", TypeF32, Offset(jetMinJumpSpeed, PlayerData),
  783. "@brief Minimum speed needed to jet jump.\n\n"
  784. "If the player's own z velocity is greater than this, then it is used to scale "
  785. "the jet jump speed, up to jetMaxJumpSpeed.\n"
  786. "@see jetMaxJumpSpeed\n");
  787. addField( "jetMaxJumpSpeed", TypeF32, Offset(jetMaxJumpSpeed, PlayerData),
  788. "@brief Maximum vertical speed before the player can no longer jet jump.\n\n" );
  789. addField( "jetJumpSurfaceAngle", TypeF32, Offset(jetJumpSurfaceAngle, PlayerData),
  790. "@brief Angle from vertical (in degrees) where the player can jet jump.\n\n" );
  791. endGroup( "Movement: Jetting" );
  792. addGroup( "Falling" );
  793. addField( "fallingSpeedThreshold", TypeF32, Offset(fallingSpeedThreshold, PlayerData),
  794. "@brief Downward speed at which we consider the player falling.\n\n" );
  795. addField( "recoverDelay", TypeS32, Offset(recoverDelay, PlayerData),
  796. "@brief Number of ticks for the player to recover from falling.\n\n" );
  797. addField( "recoverRunForceScale", TypeF32, Offset(recoverRunForceScale, PlayerData),
  798. "@brief Scale factor applied to runForce while in the recover state.\n\n"
  799. "This can be used to temporarily slow the player's movement after a fall, or "
  800. "prevent the player from moving at all if set to zero.\n" );
  801. addField( "landSequenceTime", TypeF32, Offset(landSequenceTime, PlayerData),
  802. "@brief Time of land sequence play back when using new recover system.\n\n"
  803. "If greater than 0 then the legacy fall recovery system will be bypassed "
  804. "in favour of just playing the player's land sequence. The time to "
  805. "recover from a fall then becomes this parameter's time and the land "
  806. "sequence's playback will be scaled to match.\n"
  807. "@see transitionToLand\n" );
  808. addField( "transitionToLand", TypeBool, Offset(transitionToLand, PlayerData),
  809. "@brief When going from a fall to a land, should we transition between the two.\n\n"
  810. "@note Only takes affect when landSequenceTime is greater than 0.\n"
  811. "@see landSequenceTime\n" );
  812. endGroup( "Falling" );
  813. addGroup( "Collision" );
  814. addField( "boundingBox", TypePoint3F, Offset(boxSize, PlayerData),
  815. "@brief Size of the bounding box used by the player for collision.\n\n"
  816. "Dimensions are given as \"width depth height\"." );
  817. addField( "crouchBoundingBox", TypePoint3F, Offset(crouchBoxSize, PlayerData),
  818. "@brief Collision bounding box used when the player is crouching.\n\n"
  819. "@see boundingBox" );
  820. addField( "proneBoundingBox", TypePoint3F, Offset(proneBoxSize, PlayerData),
  821. "@brief Collision bounding box used when the player is prone (laying down).\n\n"
  822. "@see boundingBox" );
  823. addField( "swimBoundingBox", TypePoint3F, Offset(swimBoxSize, PlayerData),
  824. "@brief Collision bounding box used when the player is swimming.\n\n"
  825. "@see boundingBox" );
  826. addField( "boxHeadPercentage", TypeF32, Offset(boxHeadPercentage, PlayerData),
  827. "@brief Percentage of the player's bounding box height that represents the head.\n\n"
  828. "Used when computing the damage location.\n"
  829. "@see Player::getDamageLocation" );
  830. addField( "boxTorsoPercentage", TypeF32, Offset(boxTorsoPercentage, PlayerData),
  831. "@brief Percentage of the player's bounding box height that represents the torso.\n\n"
  832. "Used when computing the damage location.\n"
  833. "@see Player::getDamageLocation" );
  834. addField( "boxHeadLeftPercentage", TypeF32, Offset(boxHeadLeftPercentage, PlayerData),
  835. "@brief Percentage of the player's bounding box width that represents the left side of the head.\n\n"
  836. "Used when computing the damage location.\n"
  837. "@see Player::getDamageLocation" );
  838. addField( "boxHeadRightPercentage", TypeF32, Offset(boxHeadRightPercentage, PlayerData),
  839. "@brief Percentage of the player's bounding box width that represents the right side of the head.\n\n"
  840. "Used when computing the damage location.\n"
  841. "@see Player::getDamageLocation" );
  842. addField( "boxHeadBackPercentage", TypeF32, Offset(boxHeadBackPercentage, PlayerData),
  843. "@brief Percentage of the player's bounding box depth that represents the back side of the head.\n\n"
  844. "Used when computing the damage location.\n"
  845. "@see Player::getDamageLocation" );
  846. addField( "boxHeadFrontPercentage", TypeF32, Offset(boxHeadFrontPercentage, PlayerData),
  847. "@brief Percentage of the player's bounding box depth that represents the front side of the head.\n\n"
  848. "Used when computing the damage location.\n"
  849. "@see Player::getDamageLocation" );
  850. endGroup( "Collision" );
  851. addGroup( "Interaction: Footsteps" );
  852. addField( "footPuffEmitter", TYPEID< ParticleEmitterData >(), Offset(footPuffEmitter, PlayerData),
  853. "@brief Particle emitter used to generate footpuffs (particles created as the player "
  854. "walks along the ground).\n\n"
  855. "@note The generation of foot puffs requires the appropriate triggeres to be defined in the "
  856. "player's animation sequences. Without these, no foot puffs will be generated.\n");
  857. addField( "footPuffNumParts", TypeS32, Offset(footPuffNumParts, PlayerData),
  858. "@brief Number of footpuff particles to generate each step.\n\n"
  859. "Each foot puff is randomly placed within the defined foot puff radius. This "
  860. "includes having footPuffNumParts set to one.\n"
  861. "@see footPuffRadius\n");
  862. addField( "footPuffRadius", TypeF32, Offset(footPuffRadius, PlayerData),
  863. "@brief Particle creation radius for footpuff particles.\n\n"
  864. "This is applied to each foot puff particle, even if footPuffNumParts is set to one. So "
  865. "set this value to zero if you want a single foot puff placed at exactly the same location "
  866. "under the player each time.\n");
  867. addField( "dustEmitter", TYPEID< ParticleEmitterData >(), Offset(dustEmitter, PlayerData),
  868. "@brief Emitter used to generate dust particles.\n\n"
  869. "@note Currently unused." );
  870. addField( "decalData", TYPEID< DecalData >(), Offset(decalData, PlayerData),
  871. "@brief Decal to place on the ground for player footsteps.\n\n" );
  872. addField( "decalOffset",TypeF32, Offset(decalOffset, PlayerData),
  873. "@brief Distance from the center of the model to the right foot.\n\n"
  874. "While this defines the distance to the right foot, it is also used to place "
  875. "the left foot decal as well. Just on the opposite side of the player." );
  876. endGroup( "Interaction: Footsteps" );
  877. addGroup( "Interaction: Sounds" );
  878. INITPERSISTFIELD_SOUNDASSET_ENUMED(PlayerSound, playerSoundsEnum, PlayerData::Sounds::MaxSounds, PlayerData, "Sounds related to player interaction.");
  879. endGroup( "Interaction: Sounds" );
  880. addGroup( "Interaction: Splashes" );
  881. addField( "splash", TYPEID< SplashData >(), Offset(splash, PlayerData),
  882. "@brief SplashData datablock used to create splashes when the player moves "
  883. "through water.\n\n" );
  884. addField( "splashVelocity", TypeF32, Offset(splashVelocity, PlayerData),
  885. "@brief Minimum velocity when moving through water to generate splashes.\n\n" );
  886. addField( "splashAngle", TypeF32, Offset(splashAngle, PlayerData),
  887. "@brief Maximum angle (in degrees) from pure vertical movement in water to "
  888. "generate splashes.\n\n" );
  889. addField( "splashFreqMod", TypeF32, Offset(splashFreqMod, PlayerData),
  890. "@brief Multipled by speed to determine the number of splash particles to generate.\n\n" );
  891. addField( "splashVelEpsilon", TypeF32, Offset(splashVelEpsilon, PlayerData),
  892. "@brief Minimum speed to generate splash particles.\n\n" );
  893. addField( "bubbleEmitTime", TypeF32, Offset(bubbleEmitTime, PlayerData),
  894. "@brief Time in seconds to generate bubble particles after entering the water.\n\n" );
  895. addField( "splashEmitter", TYPEID< ParticleEmitterData >(), Offset(splashEmitterList, PlayerData), NUM_SPLASH_EMITTERS,
  896. "@brief Particle emitters used to generate splash particles.\n\n" );
  897. addField( "footstepSplashHeight", TypeF32, Offset(footSplashHeight, PlayerData),
  898. "@brief Water coverage level to choose between FootShallowSound and FootWadingSound.\n\n"
  899. "@see FootShallowSound\n"
  900. "@see FootWadingSound\n");
  901. addField( "mediumSplashSoundVelocity", TypeF32, Offset(medSplashSoundVel, PlayerData),
  902. "@brief Minimum velocity when entering the water for choosing between the impactWaterEasy and "
  903. "impactWaterMedium sounds to play.\n\n"
  904. "@see impactWaterEasy\n"
  905. "@see impactWaterMedium\n" );
  906. addField( "hardSplashSoundVelocity", TypeF32, Offset(hardSplashSoundVel, PlayerData),
  907. "@brief Minimum velocity when entering the water for choosing between the impactWaterMedium and "
  908. "impactWaterHard sound to play.\n\n"
  909. "@see impactWaterMedium\n"
  910. "@see impactWaterHard\n" );
  911. addField( "exitSplashSoundVelocity", TypeF32, Offset(exitSplashSoundVel, PlayerData),
  912. "@brief Minimum velocity when leaving the water for the exitingWater sound to "
  913. "play.\n\n"
  914. "@see exitingWater");
  915. endGroup( "Interaction: Splashes" );
  916. addGroup( "Interaction: Ground Impact" );
  917. addField( "groundImpactMinSpeed", TypeF32, Offset(groundImpactMinSpeed, PlayerData),
  918. "@brief Minimum falling impact speed to apply damage and initiate the camera "
  919. "shaking effect.\n\n" );
  920. addField( "groundImpactShakeFreq", TypePoint3F, Offset(groundImpactShakeFreq, PlayerData),
  921. "@brief Frequency of the camera shake effect after falling.\n\n"
  922. "This is how fast to shake the camera.\n");
  923. addField( "groundImpactShakeAmp", TypePoint3F, Offset(groundImpactShakeAmp, PlayerData),
  924. "@brief Amplitude of the camera shake effect after falling.\n\n"
  925. "This is how much to shake the camera.\n");
  926. addField( "groundImpactShakeDuration", TypeF32, Offset(groundImpactShakeDuration, PlayerData),
  927. "@brief Duration (in seconds) of the camera shake effect after falling.\n\n"
  928. "This is how long to shake the camera.\n");
  929. addField( "groundImpactShakeFalloff", TypeF32, Offset(groundImpactShakeFalloff, PlayerData),
  930. "@brief Falloff factor of the camera shake effect after falling.\n\n"
  931. "This is how to fade the camera shake over the duration.\n");
  932. endGroup( "Interaction: Ground Impact" );
  933. addGroup( "Physics" );
  934. // PhysicsPlayer
  935. addField( "physicsPlayerType", TypeString, Offset(physicsPlayerType, PlayerData),
  936. "@brief Specifies the type of physics used by the player.\n\n"
  937. "This depends on the physics module used. An example is 'Capsule'.\n"
  938. "@note Not current used.\n");
  939. endGroup( "Physics" );
  940. addGroup( "First Person Arms" );
  941. addField( "imageAnimPrefixFP", TypeCaseString, Offset(imageAnimPrefixFP, PlayerData),
  942. "@brief Optional prefix to all mounted image animation sequences in first person.\n\n"
  943. "This defines a prefix that will be added when looking up mounted image "
  944. "animation sequences while in first person. It allows for the customization "
  945. "of a first person image based on the type of player.\n");
  946. // Mounted images arrays
  947. addArray( "Mounted Images", ShapeBase::MaxMountedImages );
  948. addProtectedField("shapeNameFP", TypeShapeFilename, Offset(mShapeFPName, PlayerData), &_setShapeFPData, &defaultProtectedGetFn, ShapeBase::MaxMountedImages,
  949. "@brief File name of this player's shape that will be used in conjunction with the corresponding mounted image.\n\n"
  950. "These optional parameters correspond to each mounted image slot to indicate a shape that is rendered "
  951. "in addition to the mounted image shape. Typically these are a player's arms (or arm) that is "
  952. "animated along with the mounted image's state animation sequences.\n", AbstractClassRep::FIELD_HideInInspectors);
  953. INITPERSISTFIELD_SHAPEASSET_ARRAY(ShapeFP, ShapeBase::MaxMountedImages, PlayerData, "@brief File name of this player's shape that will be used in conjunction with the corresponding mounted image.\n\n"
  954. "These optional parameters correspond to each mounted image slot to indicate a shape that is rendered "
  955. "in addition to the mounted image shape. Typically these are a player's arms (or arm) that is "
  956. "animated along with the mounted image's state animation sequences.\n");
  957. endArray( "Mounted Images" );
  958. endGroup( "First Person Arms" );
  959. addGroup( "Third Person" );
  960. addField( "imageAnimPrefix", TypeCaseString, Offset(imageAnimPrefix, PlayerData),
  961. "@brief Optional prefix to all mounted image animation sequences in third person.\n\n"
  962. "This defines a prefix that will be added when looking up mounted image "
  963. "animation sequences while in third person. It allows for the customization "
  964. "of a third person image based on the type of player.\n");
  965. addField( "allowImageStateAnimation", TypeBool, Offset(allowImageStateAnimation, PlayerData),
  966. "@brief Allow mounted images to request a sequence be played on the Player.\n\n"
  967. "When true a new thread is added to the player to allow for "
  968. "mounted images to request a sequence be played on the player "
  969. "through the image's state machine. It is only optional so "
  970. "that we don't create a TSThread on the player if we don't "
  971. "need to.\n");
  972. endGroup( "Third Person" );
  973. }
  974. void PlayerData::packData(BitStream* stream)
  975. {
  976. Parent::packData(stream);
  977. stream->writeFlag(renderFirstPerson);
  978. stream->writeFlag(firstPersonShadows);
  979. stream->write(minLookAngle);
  980. stream->write(maxLookAngle);
  981. stream->write(maxFreelookAngle);
  982. stream->write(maxTimeScale);
  983. stream->write(mass);
  984. stream->write(maxEnergy);
  985. stream->write(drag);
  986. stream->write(density);
  987. stream->write(maxStepHeight);
  988. stream->write(runForce);
  989. stream->write(runEnergyDrain);
  990. stream->write(minRunEnergy);
  991. stream->write(maxForwardSpeed);
  992. stream->write(maxBackwardSpeed);
  993. stream->write(maxSideSpeed);
  994. stream->write(runSurfaceAngle);
  995. stream->write(fallingSpeedThreshold);
  996. stream->write(recoverDelay);
  997. stream->write(recoverRunForceScale);
  998. stream->write(landSequenceTime);
  999. stream->write(transitionToLand);
  1000. // Jumping
  1001. stream->write(jumpForce);
  1002. stream->write(jumpEnergyDrain);
  1003. stream->write(minJumpEnergy);
  1004. stream->write(minJumpSpeed);
  1005. stream->write(maxJumpSpeed);
  1006. stream->write(jumpSurfaceAngle);
  1007. stream->writeInt(jumpDelay,JumpDelayBits);
  1008. // Sprinting
  1009. stream->write(sprintForce);
  1010. stream->write(sprintEnergyDrain);
  1011. stream->write(minSprintEnergy);
  1012. stream->write(maxSprintForwardSpeed);
  1013. stream->write(maxSprintBackwardSpeed);
  1014. stream->write(maxSprintSideSpeed);
  1015. stream->write(sprintStrafeScale);
  1016. stream->write(sprintYawScale);
  1017. stream->write(sprintPitchScale);
  1018. stream->writeFlag(sprintCanJump);
  1019. // Swimming
  1020. stream->write(swimForce);
  1021. stream->write(maxUnderwaterForwardSpeed);
  1022. stream->write(maxUnderwaterBackwardSpeed);
  1023. stream->write(maxUnderwaterSideSpeed);
  1024. // Crouching
  1025. stream->write(crouchForce);
  1026. stream->write(maxCrouchForwardSpeed);
  1027. stream->write(maxCrouchBackwardSpeed);
  1028. stream->write(maxCrouchSideSpeed);
  1029. // Prone
  1030. stream->write(proneForce);
  1031. stream->write(maxProneForwardSpeed);
  1032. stream->write(maxProneBackwardSpeed);
  1033. stream->write(maxProneSideSpeed);
  1034. // Jetting
  1035. stream->write(jetJumpForce);
  1036. stream->write(jetJumpEnergyDrain);
  1037. stream->write(jetMinJumpEnergy);
  1038. stream->write(jetMinJumpSpeed);
  1039. stream->write(jetMaxJumpSpeed);
  1040. stream->write(jetJumpSurfaceAngle);
  1041. stream->write(horizMaxSpeed);
  1042. stream->write(horizResistSpeed);
  1043. stream->write(horizResistFactor);
  1044. stream->write(upMaxSpeed);
  1045. stream->write(upResistSpeed);
  1046. stream->write(upResistFactor);
  1047. stream->write(splashVelocity);
  1048. stream->write(splashAngle);
  1049. stream->write(splashFreqMod);
  1050. stream->write(splashVelEpsilon);
  1051. stream->write(bubbleEmitTime);
  1052. stream->write(medSplashSoundVel);
  1053. stream->write(hardSplashSoundVel);
  1054. stream->write(exitSplashSoundVel);
  1055. stream->write(footSplashHeight);
  1056. // Don't need damage scale on the client
  1057. stream->write(minImpactSpeed);
  1058. stream->write(minLateralImpactSpeed);
  1059. for (U32 i = 0; i < MaxSounds; i++)
  1060. PACKDATA_SOUNDASSET_ARRAY(PlayerSound, i);
  1061. mathWrite(*stream, boxSize);
  1062. mathWrite(*stream, crouchBoxSize);
  1063. mathWrite(*stream, proneBoxSize);
  1064. mathWrite(*stream, swimBoxSize);
  1065. if( stream->writeFlag( footPuffEmitter ) )
  1066. {
  1067. stream->writeRangedU32( footPuffEmitter->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
  1068. }
  1069. stream->write( footPuffNumParts );
  1070. stream->write( footPuffRadius );
  1071. if( stream->writeFlag( decalData ) )
  1072. {
  1073. stream->writeRangedU32( decalData->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
  1074. }
  1075. stream->write(decalOffset);
  1076. if( stream->writeFlag( dustEmitter ) )
  1077. {
  1078. stream->writeRangedU32( dustEmitter->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
  1079. }
  1080. if (stream->writeFlag( splash ))
  1081. {
  1082. stream->writeRangedU32(splash->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast);
  1083. }
  1084. for( U32 i=0; i<NUM_SPLASH_EMITTERS; i++ )
  1085. {
  1086. if( stream->writeFlag( splashEmitterList[i] != NULL ) )
  1087. {
  1088. stream->writeRangedU32( splashEmitterList[i]->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
  1089. }
  1090. }
  1091. stream->write(groundImpactMinSpeed);
  1092. stream->write(groundImpactShakeFreq.x);
  1093. stream->write(groundImpactShakeFreq.y);
  1094. stream->write(groundImpactShakeFreq.z);
  1095. stream->write(groundImpactShakeAmp.x);
  1096. stream->write(groundImpactShakeAmp.y);
  1097. stream->write(groundImpactShakeAmp.z);
  1098. stream->write(groundImpactShakeDuration);
  1099. stream->write(groundImpactShakeFalloff);
  1100. // Air control
  1101. stream->write(airControl);
  1102. // Jump off at normal
  1103. stream->writeFlag(jumpTowardsNormal);
  1104. stream->writeString(physicsPlayerType);
  1105. // Third person mounted image shapes
  1106. stream->writeString(imageAnimPrefix);
  1107. stream->writeFlag(allowImageStateAnimation);
  1108. // First person mounted image shapes
  1109. stream->writeString(imageAnimPrefixFP);
  1110. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  1111. {
  1112. PACKDATA_ASSET_ARRAY(ShapeFP, i);
  1113. // computeCRC is handled in ShapeBaseData
  1114. if (computeCRC)
  1115. {
  1116. stream->write(mCRCFP[i]);
  1117. }
  1118. }
  1119. }
  1120. void PlayerData::unpackData(BitStream* stream)
  1121. {
  1122. Parent::unpackData(stream);
  1123. renderFirstPerson = stream->readFlag();
  1124. firstPersonShadows = stream->readFlag();
  1125. stream->read(&minLookAngle);
  1126. stream->read(&maxLookAngle);
  1127. stream->read(&maxFreelookAngle);
  1128. stream->read(&maxTimeScale);
  1129. stream->read(&mass);
  1130. stream->read(&maxEnergy);
  1131. stream->read(&drag);
  1132. stream->read(&density);
  1133. stream->read(&maxStepHeight);
  1134. stream->read(&runForce);
  1135. stream->read(&runEnergyDrain);
  1136. stream->read(&minRunEnergy);
  1137. stream->read(&maxForwardSpeed);
  1138. stream->read(&maxBackwardSpeed);
  1139. stream->read(&maxSideSpeed);
  1140. stream->read(&runSurfaceAngle);
  1141. stream->read(&fallingSpeedThreshold);
  1142. stream->read(&recoverDelay);
  1143. stream->read(&recoverRunForceScale);
  1144. stream->read(&landSequenceTime);
  1145. stream->read(&transitionToLand);
  1146. // Jumping
  1147. stream->read(&jumpForce);
  1148. stream->read(&jumpEnergyDrain);
  1149. stream->read(&minJumpEnergy);
  1150. stream->read(&minJumpSpeed);
  1151. stream->read(&maxJumpSpeed);
  1152. stream->read(&jumpSurfaceAngle);
  1153. jumpDelay = stream->readInt(JumpDelayBits);
  1154. // Sprinting
  1155. stream->read(&sprintForce);
  1156. stream->read(&sprintEnergyDrain);
  1157. stream->read(&minSprintEnergy);
  1158. stream->read(&maxSprintForwardSpeed);
  1159. stream->read(&maxSprintBackwardSpeed);
  1160. stream->read(&maxSprintSideSpeed);
  1161. stream->read(&sprintStrafeScale);
  1162. stream->read(&sprintYawScale);
  1163. stream->read(&sprintPitchScale);
  1164. sprintCanJump = stream->readFlag();
  1165. // Swimming
  1166. stream->read(&swimForce);
  1167. stream->read(&maxUnderwaterForwardSpeed);
  1168. stream->read(&maxUnderwaterBackwardSpeed);
  1169. stream->read(&maxUnderwaterSideSpeed);
  1170. // Crouching
  1171. stream->read(&crouchForce);
  1172. stream->read(&maxCrouchForwardSpeed);
  1173. stream->read(&maxCrouchBackwardSpeed);
  1174. stream->read(&maxCrouchSideSpeed);
  1175. // Prone
  1176. stream->read(&proneForce);
  1177. stream->read(&maxProneForwardSpeed);
  1178. stream->read(&maxProneBackwardSpeed);
  1179. stream->read(&maxProneSideSpeed);
  1180. // Jetting
  1181. stream->read(&jetJumpForce);
  1182. stream->read(&jetJumpEnergyDrain);
  1183. stream->read(&jetMinJumpEnergy);
  1184. stream->read(&jetMinJumpSpeed);
  1185. stream->read(&jetMaxJumpSpeed);
  1186. stream->read(&jetJumpSurfaceAngle);
  1187. stream->read(&horizMaxSpeed);
  1188. stream->read(&horizResistSpeed);
  1189. stream->read(&horizResistFactor);
  1190. stream->read(&upMaxSpeed);
  1191. stream->read(&upResistSpeed);
  1192. stream->read(&upResistFactor);
  1193. stream->read(&splashVelocity);
  1194. stream->read(&splashAngle);
  1195. stream->read(&splashFreqMod);
  1196. stream->read(&splashVelEpsilon);
  1197. stream->read(&bubbleEmitTime);
  1198. stream->read(&medSplashSoundVel);
  1199. stream->read(&hardSplashSoundVel);
  1200. stream->read(&exitSplashSoundVel);
  1201. stream->read(&footSplashHeight);
  1202. stream->read(&minImpactSpeed);
  1203. stream->read(&minLateralImpactSpeed);
  1204. for (U32 i = 0; i < MaxSounds; i++)
  1205. UNPACKDATA_SOUNDASSET_ARRAY(PlayerSound, i);
  1206. mathRead(*stream, &boxSize);
  1207. mathRead(*stream, &crouchBoxSize);
  1208. mathRead(*stream, &proneBoxSize);
  1209. mathRead(*stream, &swimBoxSize);
  1210. if( stream->readFlag() )
  1211. {
  1212. footPuffID = (S32) stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
  1213. }
  1214. stream->read(&footPuffNumParts);
  1215. stream->read(&footPuffRadius);
  1216. if( stream->readFlag() )
  1217. {
  1218. decalID = (S32) stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
  1219. }
  1220. stream->read(&decalOffset);
  1221. if( stream->readFlag() )
  1222. {
  1223. dustID = (S32) stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
  1224. }
  1225. if (stream->readFlag())
  1226. {
  1227. splashId = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
  1228. }
  1229. for( U32 i=0; i<NUM_SPLASH_EMITTERS; i++ )
  1230. {
  1231. if( stream->readFlag() )
  1232. {
  1233. splashEmitterIDList[i] = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
  1234. }
  1235. }
  1236. stream->read(&groundImpactMinSpeed);
  1237. stream->read(&groundImpactShakeFreq.x);
  1238. stream->read(&groundImpactShakeFreq.y);
  1239. stream->read(&groundImpactShakeFreq.z);
  1240. stream->read(&groundImpactShakeAmp.x);
  1241. stream->read(&groundImpactShakeAmp.y);
  1242. stream->read(&groundImpactShakeAmp.z);
  1243. stream->read(&groundImpactShakeDuration);
  1244. stream->read(&groundImpactShakeFalloff);
  1245. // Air control
  1246. stream->read(&airControl);
  1247. // Jump off at normal
  1248. jumpTowardsNormal = stream->readFlag();
  1249. physicsPlayerType = stream->readSTString();
  1250. // Third person mounted image shapes
  1251. imageAnimPrefix = stream->readSTString();
  1252. allowImageStateAnimation = stream->readFlag();
  1253. // First person mounted image shapes
  1254. imageAnimPrefixFP = stream->readSTString();
  1255. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  1256. {
  1257. UNPACKDATA_ASSET_ARRAY(ShapeFP, i);
  1258. // computeCRC is handled in ShapeBaseData
  1259. if (computeCRC)
  1260. {
  1261. stream->read(&(mCRCFP[i]));
  1262. }
  1263. }
  1264. }
  1265. //----------------------------------------------------------------------------
  1266. //----------------------------------------------------------------------------
  1267. ImplementEnumType( PlayerPose,
  1268. "@brief The pose of the Player.\n\n"
  1269. "@ingroup gameObjects\n\n")
  1270. { Player::StandPose, "Stand", "Standard movement pose.\n" },
  1271. { Player::SprintPose, "Sprint", "Sprinting pose.\n" },
  1272. { Player::CrouchPose, "Crouch", "Crouch pose.\n" },
  1273. { Player::PronePose, "Prone", "Prone pose.\n" },
  1274. { Player::SwimPose, "Swim", "Swimming pose.\n" },
  1275. EndImplementEnumType;
  1276. //----------------------------------------------------------------------------
  1277. IMPLEMENT_CO_NETOBJECT_V1(Player);
  1278. ConsoleDocClass( Player,
  1279. "@ingroup gameObjects\n"
  1280. );
  1281. //----------------------------------------------------------------------------
  1282. Player::Player()
  1283. {
  1284. mTypeMask |= PlayerObjectType | DynamicShapeObjectType;
  1285. mDelta.pos = mAnchorPoint = Point3F(0,0,100);
  1286. mDelta.rot = mDelta.head = Point3F(0,0,0);
  1287. mDelta.rotOffset.set(0.0f,0.0f,0.0f);
  1288. mDelta.warpOffset.set(0.0f,0.0f,0.0f);
  1289. mDelta.posVec.set(0.0f,0.0f,0.0f);
  1290. mDelta.rotVec.set(0.0f,0.0f,0.0f);
  1291. mDelta.headVec.set(0.0f,0.0f,0.0f);
  1292. mDelta.warpTicks = 0;
  1293. mDelta.dt = 1.0f;
  1294. mDelta.move = NullMove;
  1295. mPredictionCount = sMaxPredictionTicks;
  1296. mObjToWorld.setColumn(3, mDelta.pos);
  1297. mRot = mDelta.rot;
  1298. mHead = mDelta.head;
  1299. mVelocity.set(0.0f, 0.0f, 0.0f);
  1300. mDataBlock = 0;
  1301. mHeadHThread = mHeadVThread = mRecoilThread = mImageStateThread = 0;
  1302. mArmAnimation.action = PlayerData::NullAnimation;
  1303. mArmAnimation.thread = 0;
  1304. mActionAnimation.action = PlayerData::NullAnimation;
  1305. mActionAnimation.thread = 0;
  1306. mActionAnimation.delayTicks = 0;
  1307. mActionAnimation.forward = true;
  1308. mActionAnimation.firstPerson = false;
  1309. //mActionAnimation.time = 1.0f; //ActionAnimation::Scale;
  1310. mActionAnimation.waitForEnd = false;
  1311. mActionAnimation.holdAtEnd = false;
  1312. mActionAnimation.animateOnServer = false;
  1313. mActionAnimation.atEnd = false;
  1314. mState = MoveState;
  1315. mJetting = false;
  1316. mFalling = false;
  1317. mSwimming = false;
  1318. mInWater = false;
  1319. mPose = StandPose;
  1320. mContactTimer = 0;
  1321. mJumpDelay = 0;
  1322. mJumpSurfaceLastContact = 0;
  1323. mJumpSurfaceNormal.set(0.0f, 0.0f, 1.0f);
  1324. mControlObject = 0;
  1325. dMemset( mSplashEmitter, 0, sizeof( mSplashEmitter ) );
  1326. mUseHeadZCalc = true;
  1327. allowAllPoses();
  1328. mImpactSound = 0;
  1329. mRecoverTicks = 0;
  1330. mReversePending = 0;
  1331. mLastPos.set( 0.0f, 0.0f, 0.0f );
  1332. mMoveBubbleSound = 0;
  1333. mWaterBreathSound = 0;
  1334. mConvex.init(this);
  1335. mWorkingQueryBox.minExtents.set(-1e9f, -1e9f, -1e9f);
  1336. mWorkingQueryBox.maxExtents.set(-1e9f, -1e9f, -1e9f);
  1337. mWeaponBackFraction = 0.0f;
  1338. mInMissionArea = true;
  1339. mBubbleEmitterTime = 10.0;
  1340. mLastWaterPos.set( 0.0, 0.0, 0.0 );
  1341. mMountPending = 0;
  1342. mPhysicsRep = NULL;
  1343. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  1344. {
  1345. mShapeFPInstance[i] = 0;
  1346. mShapeFPAmbientThread[i] = 0;
  1347. mShapeFPVisThread[i] = 0;
  1348. mShapeFPAnimThread[i] = 0;
  1349. mShapeFPFlashThread[i] = 0;
  1350. mShapeFPSpinThread[i] = 0;
  1351. }
  1352. mLastAbsoluteYaw = 0.0f;
  1353. mLastAbsolutePitch = 0.0f;
  1354. mLastAbsoluteRoll = 0.0f;
  1355. afx_init();
  1356. }
  1357. Player::~Player()
  1358. {
  1359. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  1360. {
  1361. delete mShapeFPInstance[i];
  1362. mShapeFPInstance[i] = 0;
  1363. }
  1364. }
  1365. //----------------------------------------------------------------------------
  1366. bool Player::onAdd()
  1367. {
  1368. ActionAnimation serverAnim = mActionAnimation;
  1369. if(!Parent::onAdd() || !mDataBlock)
  1370. return false;
  1371. mWorkingQueryBox.minExtents.set(-1e9f, -1e9f, -1e9f);
  1372. mWorkingQueryBox.maxExtents.set(-1e9f, -1e9f, -1e9f);
  1373. addToScene();
  1374. // Make sure any state and animation passed from the server
  1375. // in the initial update is set correctly.
  1376. ActionState state = mState;
  1377. mState = NullState;
  1378. setState(state);
  1379. setPose(StandPose);
  1380. if (serverAnim.action != PlayerData::NullAnimation)
  1381. {
  1382. setActionThread(serverAnim.action, true, serverAnim.holdAtEnd, true, false, true);
  1383. if (serverAnim.atEnd)
  1384. {
  1385. mShapeInstance->clearTransition(mActionAnimation.thread);
  1386. mShapeInstance->setPos(mActionAnimation.thread,
  1387. mActionAnimation.forward ? 1.0f : 0.0f);
  1388. if (inDeathAnim())
  1389. mDeath.lastPos = 1.0f;
  1390. }
  1391. // We have to leave them sitting for a while since mounts don't come through right
  1392. // away (and sometimes not for a while). Still going to let this time out because
  1393. // I'm not sure if we're guaranteed another anim will come through and cancel.
  1394. if (!isServerObject() && inSittingAnim())
  1395. mMountPending = (S32) sMountPendingTickWait;
  1396. else
  1397. mMountPending = 0;
  1398. }
  1399. if (mArmAnimation.action != PlayerData::NullAnimation)
  1400. setArmThread(mArmAnimation.action);
  1401. //
  1402. if (isServerObject())
  1403. {
  1404. scriptOnAdd();
  1405. }
  1406. else
  1407. {
  1408. U32 i;
  1409. for( i=0; i<PlayerData::NUM_SPLASH_EMITTERS; i++ )
  1410. {
  1411. if ( mDataBlock->splashEmitterList[i] )
  1412. {
  1413. mSplashEmitter[i] = new ParticleEmitter;
  1414. mSplashEmitter[i]->onNewDataBlock( mDataBlock->splashEmitterList[i], false );
  1415. if( !mSplashEmitter[i]->registerObject() )
  1416. {
  1417. Con::warnf( ConsoleLogEntry::General, "Could not register splash emitter for class: %s", mDataBlock->getName() );
  1418. mSplashEmitter[i].getPointer()->destroySelf();
  1419. mSplashEmitter[i] = NULL;
  1420. }
  1421. }
  1422. }
  1423. mLastWaterPos = getPosition();
  1424. // clear out all camera effects
  1425. gCamFXMgr.clear();
  1426. }
  1427. if ( PHYSICSMGR )
  1428. {
  1429. PhysicsWorld *world = PHYSICSMGR->getWorld( isServerObject() ? "server" : "client" );
  1430. mPhysicsRep = PHYSICSMGR->createPlayer();
  1431. mPhysicsRep->init( mDataBlock->physicsPlayerType,
  1432. mDataBlock->boxSize,
  1433. mDataBlock->runSurfaceCos,
  1434. mDataBlock->maxStepHeight,
  1435. this,
  1436. world );
  1437. mPhysicsRep->setTransform( getTransform() );
  1438. }
  1439. return true;
  1440. }
  1441. void Player::onRemove()
  1442. {
  1443. setControlObject(0);
  1444. scriptOnRemove();
  1445. removeFromScene();
  1446. if ( isGhost() )
  1447. {
  1448. SFX_DELETE( mMoveBubbleSound );
  1449. SFX_DELETE( mWaterBreathSound );
  1450. }
  1451. U32 i;
  1452. for( i=0; i<PlayerData::NUM_SPLASH_EMITTERS; i++ )
  1453. {
  1454. if( mSplashEmitter[i] )
  1455. {
  1456. mSplashEmitter[i]->deleteWhenEmpty();
  1457. mSplashEmitter[i] = NULL;
  1458. }
  1459. }
  1460. mWorkingQueryBox.minExtents.set(-1e9f, -1e9f, -1e9f);
  1461. mWorkingQueryBox.maxExtents.set(-1e9f, -1e9f, -1e9f);
  1462. SAFE_DELETE( mPhysicsRep );
  1463. Parent::onRemove();
  1464. }
  1465. void Player::onScaleChanged()
  1466. {
  1467. const Point3F& scale = getScale();
  1468. mScaledBox = mObjBox;
  1469. mScaledBox.minExtents.convolve( scale );
  1470. mScaledBox.maxExtents.convolve( scale );
  1471. }
  1472. //----------------------------------------------------------------------------
  1473. bool Player::onNewDataBlock( GameBaseData *dptr, bool reload )
  1474. {
  1475. PlayerData* prevData = mDataBlock;
  1476. mDataBlock = dynamic_cast<PlayerData*>(dptr);
  1477. if ( !mDataBlock || !Parent::onNewDataBlock( dptr, reload ) )
  1478. return false;
  1479. // Player requires a shape instance.
  1480. if ( mShapeInstance == NULL )
  1481. return false;
  1482. // Initialize arm thread, preserve arm sequence from last datablock.
  1483. // Arm animation can be from last datablock, or sent from the server.
  1484. U32 prevAction = mArmAnimation.action;
  1485. mArmAnimation.action = PlayerData::NullAnimation;
  1486. if (mDataBlock->lookAction) {
  1487. mArmAnimation.thread = mShapeInstance->addThread();
  1488. mShapeInstance->setTimeScale(mArmAnimation.thread,0);
  1489. if (prevData) {
  1490. if (prevAction != prevData->lookAction && prevAction != PlayerData::NullAnimation)
  1491. setArmThread(prevData->actionList[prevAction].name);
  1492. prevAction = PlayerData::NullAnimation;
  1493. }
  1494. if (mArmAnimation.action == PlayerData::NullAnimation) {
  1495. mArmAnimation.action = (prevAction != PlayerData::NullAnimation)?
  1496. prevAction: mDataBlock->lookAction;
  1497. mShapeInstance->setSequence(mArmAnimation.thread,
  1498. mDataBlock->actionList[mArmAnimation.action].sequence,0);
  1499. }
  1500. }
  1501. else
  1502. mArmAnimation.thread = 0;
  1503. // Initialize head look thread
  1504. TSShape const* shape = mShapeInstance->getShape();
  1505. S32 headSeq = shape->findSequence("head");
  1506. if (headSeq != -1) {
  1507. mHeadVThread = mShapeInstance->addThread();
  1508. mShapeInstance->setSequence(mHeadVThread,headSeq,0);
  1509. mShapeInstance->setTimeScale(mHeadVThread,0);
  1510. }
  1511. else
  1512. mHeadVThread = 0;
  1513. headSeq = shape->findSequence("headside");
  1514. if (headSeq != -1) {
  1515. mHeadHThread = mShapeInstance->addThread();
  1516. mShapeInstance->setSequence(mHeadHThread,headSeq,0);
  1517. mShapeInstance->setTimeScale(mHeadHThread,0);
  1518. }
  1519. else
  1520. mHeadHThread = 0;
  1521. // Create Recoil thread if any recoil sequences are specified.
  1522. // Note that the server player does not play this animation.
  1523. mRecoilThread = 0;
  1524. if (isGhost())
  1525. for (U32 s = 0; s < PlayerData::NumRecoilSequences; s++)
  1526. if (mDataBlock->recoilSequence[s] != -1) {
  1527. mRecoilThread = mShapeInstance->addThread();
  1528. mShapeInstance->setSequence(mRecoilThread, mDataBlock->recoilSequence[s], 0);
  1529. mShapeInstance->setTimeScale(mRecoilThread, 0);
  1530. break;
  1531. }
  1532. // Reset the image state driven animation thread. This will be properly built
  1533. // in onImageStateAnimation() when needed.
  1534. mImageStateThread = 0;
  1535. // Initialize the primary thread, the actual sequence is
  1536. // set later depending on player actions.
  1537. mActionAnimation.action = PlayerData::NullAnimation;
  1538. mActionAnimation.thread = mShapeInstance->addThread();
  1539. updateAnimationTree(!isGhost());
  1540. // First person mounted image shapes. Only on client.
  1541. if ( isGhost() )
  1542. {
  1543. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  1544. {
  1545. if (bool(mDataBlock->mShapeFP[i]))
  1546. {
  1547. mShapeFPInstance[i] = new TSShapeInstance(mDataBlock->mShapeFP[i], isClientObject());
  1548. mShapeFPInstance[i]->cloneMaterialList();
  1549. // Ambient animation
  1550. if (mShapeFPAmbientThread[i])
  1551. {
  1552. S32 seq = mShapeFPInstance[i]->getShape()->findSequence("ambient");
  1553. if (seq != -1)
  1554. {
  1555. mShapeFPAmbientThread[i] = mShapeFPInstance[i]->addThread();
  1556. mShapeFPInstance[i]->setTimeScale(mShapeFPAmbientThread[i], 1);
  1557. mShapeFPInstance[i]->setSequence(mShapeFPAmbientThread[i], seq, 0);
  1558. }
  1559. }
  1560. // Standard state animation
  1561. mShapeFPAnimThread[i] = mShapeFPInstance[i]->addThread();
  1562. if (mShapeFPAnimThread[i])
  1563. {
  1564. mShapeFPInstance[i]->setTimeScale(mShapeFPAnimThread[i],0);
  1565. }
  1566. }
  1567. }
  1568. }
  1569. if ( isGhost() )
  1570. {
  1571. // Create the sounds ahead of time. This reduces runtime
  1572. // costs and makes the system easier to understand.
  1573. SFX_DELETE( mMoveBubbleSound );
  1574. SFX_DELETE( mWaterBreathSound );
  1575. if ( mDataBlock->getPlayerSound(PlayerData::MoveBubbles) )
  1576. mMoveBubbleSound = SFX->createSource( mDataBlock->getPlayerSoundProfile(PlayerData::MoveBubbles) );
  1577. if ( mDataBlock->getPlayerSound(PlayerData::WaterBreath) )
  1578. mWaterBreathSound = SFX->createSource( mDataBlock->getPlayerSoundProfile(PlayerData::WaterBreath) );
  1579. }
  1580. mObjBox.maxExtents.x = mDataBlock->boxSize.x * 0.5f;
  1581. mObjBox.maxExtents.y = mDataBlock->boxSize.y * 0.5f;
  1582. mObjBox.maxExtents.z = mDataBlock->boxSize.z;
  1583. mObjBox.minExtents.x = -mObjBox.maxExtents.x;
  1584. mObjBox.minExtents.y = -mObjBox.maxExtents.y;
  1585. mObjBox.minExtents.z = 0.0f;
  1586. // Setup the box for our convex object...
  1587. mObjBox.getCenter(&mConvex.mCenter);
  1588. mConvex.mSize.x = mObjBox.len_x() / 2.0f;
  1589. mConvex.mSize.y = mObjBox.len_y() / 2.0f;
  1590. mConvex.mSize.z = mObjBox.len_z() / 2.0f;
  1591. // Initialize our scaled attributes as well
  1592. onScaleChanged();
  1593. resetWorldBox();
  1594. scriptOnNewDataBlock();
  1595. return true;
  1596. }
  1597. //----------------------------------------------------------------------------
  1598. void Player::reSkin()
  1599. {
  1600. if ( isGhost() && mShapeInstance && mSkinNameHandle.isValidString() )
  1601. {
  1602. mShapeInstance->resetMaterialList();
  1603. Vector<String> skins;
  1604. String(mSkinNameHandle.getString()).split( ";", skins );
  1605. for ( S32 i = 0; i < skins.size(); i++ )
  1606. {
  1607. String oldSkin( mAppliedSkinName.c_str() );
  1608. String newSkin( skins[i] );
  1609. // Check if the skin handle contains an explicit "old" base string. This
  1610. // allows all models to support skinning, even if they don't follow the
  1611. // "base_xxx" material naming convention.
  1612. S32 split = newSkin.find( '=' ); // "old=new" format skin?
  1613. if ( split != String::NPos )
  1614. {
  1615. oldSkin = newSkin.substr( 0, split );
  1616. newSkin = newSkin.erase( 0, split+1 );
  1617. }
  1618. // Apply skin to both 3rd person and 1st person shape instances
  1619. mShapeInstance->reSkin( newSkin, oldSkin );
  1620. for ( S32 j = 0; j < ShapeBase::MaxMountedImages; j++ )
  1621. {
  1622. if (mShapeFPInstance[j])
  1623. mShapeFPInstance[j]->reSkin( newSkin, oldSkin );
  1624. }
  1625. mAppliedSkinName = newSkin;
  1626. }
  1627. }
  1628. }
  1629. //----------------------------------------------------------------------------
  1630. void Player::setControllingClient(GameConnection* client)
  1631. {
  1632. Parent::setControllingClient(client);
  1633. if (mControlObject)
  1634. mControlObject->setControllingClient(client);
  1635. }
  1636. void Player::setControlObject(ShapeBase* obj)
  1637. {
  1638. if (mControlObject == obj)
  1639. return;
  1640. if (mControlObject) {
  1641. mControlObject->setControllingObject(0);
  1642. mControlObject->setControllingClient(0);
  1643. }
  1644. if (obj == this || obj == 0)
  1645. mControlObject = 0;
  1646. else {
  1647. if (ShapeBase* coo = obj->getControllingObject())
  1648. coo->setControlObject(0);
  1649. if (GameConnection* con = obj->getControllingClient())
  1650. con->setControlObject(0);
  1651. mControlObject = obj;
  1652. mControlObject->setControllingObject(this);
  1653. mControlObject->setControllingClient(getControllingClient());
  1654. }
  1655. }
  1656. void Player::onCameraScopeQuery(NetConnection *connection, CameraScopeQuery *query)
  1657. {
  1658. // First, we are certainly in scope, and whatever we're riding is too...
  1659. if(mControlObject.isNull() || mControlObject == mMount.object)
  1660. Parent::onCameraScopeQuery(connection, query);
  1661. else
  1662. {
  1663. connection->objectInScope(this);
  1664. if (isMounted())
  1665. connection->objectInScope(mMount.object);
  1666. mControlObject->onCameraScopeQuery(connection, query);
  1667. }
  1668. }
  1669. ShapeBase* Player::getControlObject()
  1670. {
  1671. return mControlObject;
  1672. }
  1673. void Player::processTick(const Move* move)
  1674. {
  1675. PROFILE_SCOPE(Player_ProcessTick);
  1676. bool prevMoveMotion = mMoveMotion;
  1677. Pose prevPose = getPose();
  1678. // If we're not being controlled by a client, let the
  1679. // AI sub-module get a chance at producing a move.
  1680. Move aiMove;
  1681. if (!move && isServerObject() && getAIMove(&aiMove))
  1682. move = &aiMove;
  1683. // Manage the control object and filter moves for the player
  1684. Move pMove,cMove;
  1685. if (mControlObject) {
  1686. if (!move)
  1687. mControlObject->processTick(0);
  1688. else {
  1689. pMove = NullMove;
  1690. cMove = *move;
  1691. //if (isMounted()) {
  1692. // Filter Jump trigger if mounted
  1693. //pMove.trigger[2] = move->trigger[2];
  1694. //cMove.trigger[2] = false;
  1695. //}
  1696. if (move->freeLook) {
  1697. // Filter yaw/picth/roll when freelooking.
  1698. pMove.yaw = move->yaw;
  1699. pMove.pitch = move->pitch;
  1700. pMove.roll = move->roll;
  1701. pMove.freeLook = true;
  1702. cMove.freeLook = false;
  1703. cMove.yaw = cMove.pitch = cMove.roll = 0.0f;
  1704. }
  1705. mControlObject->processTick((mDamageState == Enabled)? &cMove: &NullMove);
  1706. move = &pMove;
  1707. }
  1708. }
  1709. Parent::processTick(move);
  1710. // Check for state changes in the standard move triggers and
  1711. // set bits for any triggers that switched on this tick in
  1712. // the fx_s_triggers mask. Flag any changes to be packed to
  1713. // clients.
  1714. if (isServerObject())
  1715. {
  1716. fx_s_triggers = 0;
  1717. if (move)
  1718. {
  1719. U8 on_bits = 0;
  1720. for (S32 i = 0; i < MaxTriggerKeys; i++)
  1721. if (move->trigger[i])
  1722. on_bits |= BIT(i);
  1723. if (on_bits != move_trigger_states)
  1724. {
  1725. U8 switched_on_bits = (on_bits & ~move_trigger_states);
  1726. if (switched_on_bits)
  1727. {
  1728. fx_s_triggers |= (U32)switched_on_bits;
  1729. setMaskBits(TriggerMask);
  1730. }
  1731. move_trigger_states = on_bits;
  1732. }
  1733. }
  1734. }
  1735. // Warp to catch up to server
  1736. if (mDelta.warpTicks > 0) {
  1737. mDelta.warpTicks--;
  1738. // Set new pos
  1739. getTransform().getColumn(3, &mDelta.pos);
  1740. mDelta.pos += mDelta.warpOffset;
  1741. mDelta.rot += mDelta.rotOffset;
  1742. // Wrap yaw to +/-PI
  1743. if (mDelta.rot.z < - M_PI_F)
  1744. mDelta.rot.z += M_2PI_F;
  1745. else if (mDelta.rot.z > M_PI_F)
  1746. mDelta.rot.z -= M_2PI_F;
  1747. if (!ignore_updates)
  1748. {
  1749. setPosition(mDelta.pos, mDelta.rot);
  1750. }
  1751. updateDeathOffsets();
  1752. updateLookAnimation();
  1753. // Backstepping
  1754. mDelta.posVec = -mDelta.warpOffset;
  1755. mDelta.rotVec = -mDelta.rotOffset;
  1756. }
  1757. else {
  1758. // If there is no move, the player is either an
  1759. // unattached player on the server, or a player's
  1760. // client ghost.
  1761. if (!move) {
  1762. if (isGhost()) {
  1763. // If we haven't run out of prediction time,
  1764. // predict using the last known move.
  1765. if (mPredictionCount-- <= 0)
  1766. return;
  1767. move = &mDelta.move;
  1768. }
  1769. else
  1770. move = &NullMove;
  1771. }
  1772. if (!isGhost())
  1773. updateAnimation(TickSec);
  1774. PROFILE_START(Player_PhysicsSection);
  1775. if ( isServerObject() || didRenderLastRender() || getControllingClient() )
  1776. {
  1777. if ( !mPhysicsRep )
  1778. {
  1779. if ( isMounted() )
  1780. {
  1781. // If we're mounted then do not perform any collision checks
  1782. // and clear our previous working list.
  1783. mConvex.clearWorkingList();
  1784. }
  1785. else
  1786. {
  1787. updateWorkingCollisionSet();
  1788. }
  1789. }
  1790. updateState();
  1791. updateMove(move);
  1792. updateLookAnimation();
  1793. updateDeathOffsets();
  1794. updatePos();
  1795. }
  1796. PROFILE_END();
  1797. if (!isGhost())
  1798. {
  1799. // Animations are advanced based on frame rate on the
  1800. // client and must be ticked on the server.
  1801. updateActionThread();
  1802. updateAnimationTree(true);
  1803. // Check for sprinting motion changes
  1804. Pose currentPose = getPose();
  1805. // Player has just switched into Sprint pose and is moving
  1806. if (currentPose == SprintPose && prevPose != SprintPose && mMoveMotion)
  1807. {
  1808. mDataBlock->onStartSprintMotion_callback( this );
  1809. }
  1810. // Player has just switched out of Sprint pose and is moving, or was just moving
  1811. else if (currentPose != SprintPose && prevPose == SprintPose && (mMoveMotion || prevMoveMotion))
  1812. {
  1813. mDataBlock->onStopSprintMotion_callback( this );
  1814. }
  1815. // Player is in Sprint pose and has modified their motion
  1816. else if (currentPose == SprintPose && prevMoveMotion != mMoveMotion)
  1817. {
  1818. if (mMoveMotion)
  1819. {
  1820. mDataBlock->onStartSprintMotion_callback( this );
  1821. }
  1822. else
  1823. {
  1824. mDataBlock->onStopSprintMotion_callback( this );
  1825. }
  1826. }
  1827. }
  1828. }
  1829. // PATHSHAPE
  1830. if (!isGhost()) updateAttachment();
  1831. // PATHSHAPE END
  1832. }
  1833. void Player::interpolateTick(F32 dt)
  1834. {
  1835. if (mControlObject)
  1836. mControlObject->interpolateTick(dt);
  1837. // Client side interpolation
  1838. Parent::interpolateTick(dt);
  1839. Point3F pos = mDelta.pos + mDelta.posVec * dt;
  1840. Point3F rot = mDelta.rot + mDelta.rotVec * dt;
  1841. if (!ignore_updates)
  1842. setRenderPosition(pos,rot,dt);
  1843. /*
  1844. // apply camera effects - is this the best place? - bramage
  1845. GameConnection* connection = GameConnection::getConnectionToServer();
  1846. if( connection->isFirstPerson() )
  1847. {
  1848. ShapeBase *obj = dynamic_cast<ShapeBase*>(connection->getControlObject());
  1849. if( obj == this )
  1850. {
  1851. MatrixF curTrans = getRenderTransform();
  1852. curTrans.mul( gCamFXMgr.getTrans() );
  1853. Parent::setRenderTransform( curTrans );
  1854. }
  1855. }
  1856. */
  1857. updateLookAnimation(dt);
  1858. mDelta.dt = dt;
  1859. // PATHSHAPE
  1860. updateRenderChangesByParent();
  1861. // PATHSHAPE END
  1862. }
  1863. void Player::advanceTime(F32 dt)
  1864. {
  1865. // Client side animations
  1866. Parent::advanceTime(dt);
  1867. // Increment timer for triggering idle events.
  1868. if (idle_timer >= 0.0f)
  1869. idle_timer += dt;
  1870. updateActionThread();
  1871. updateAnimation(dt);
  1872. updateSplash();
  1873. updateFroth(dt);
  1874. updateWaterSounds(dt);
  1875. mLastPos = getPosition();
  1876. if (mImpactSound)
  1877. playImpactSound();
  1878. // update camera effects. Definitely need to find better place for this - bramage
  1879. if( isControlObject() )
  1880. {
  1881. if( mDamageState == Disabled || mDamageState == Destroyed )
  1882. {
  1883. // clear out all camera effects being applied to player if dead
  1884. gCamFXMgr.clear();
  1885. }
  1886. }
  1887. }
  1888. bool Player::getAIMove(Move* move)
  1889. {
  1890. return false;
  1891. }
  1892. void Player::setState(ActionState state, U32 recoverTicks)
  1893. {
  1894. if (state != mState) {
  1895. // Skip initialization if there is no manager, the state
  1896. // will get reset when the object is added to a manager.
  1897. if (isProperlyAdded()) {
  1898. switch (state) {
  1899. case RecoverState: {
  1900. if (mDataBlock->landSequenceTime > 0.0f)
  1901. {
  1902. // Use the land sequence as the basis for the recovery
  1903. setActionThread(PlayerData::LandAnim, true, false, true, true);
  1904. F32 timeScale = mShapeInstance->getDuration(mActionAnimation.thread) / mDataBlock->landSequenceTime;
  1905. mShapeInstance->setTimeScale(mActionAnimation.thread,timeScale);
  1906. mRecoverDelay = mDataBlock->landSequenceTime;
  1907. }
  1908. else
  1909. {
  1910. // Legacy recover system
  1911. mRecoverTicks = recoverTicks;
  1912. mReversePending = U32(F32(mRecoverTicks) / sLandReverseScale);
  1913. setActionThread(PlayerData::LandAnim, true, false, true, true);
  1914. }
  1915. break;
  1916. }
  1917. default:
  1918. break;
  1919. }
  1920. }
  1921. mState = state;
  1922. }
  1923. }
  1924. void Player::updateState()
  1925. {
  1926. switch (mState)
  1927. {
  1928. case RecoverState:
  1929. if (mDataBlock->landSequenceTime > 0.0f)
  1930. {
  1931. // Count down the land time
  1932. mRecoverDelay -= TickSec;
  1933. if (mRecoverDelay <= 0.0f)
  1934. {
  1935. setState(MoveState);
  1936. }
  1937. }
  1938. else
  1939. {
  1940. // Legacy recover system
  1941. if (mRecoverTicks-- <= 0)
  1942. {
  1943. if (mReversePending && mActionAnimation.action != PlayerData::NullAnimation)
  1944. {
  1945. // this serves and counter, and direction state
  1946. mRecoverTicks = mReversePending;
  1947. mActionAnimation.forward = false;
  1948. S32 seq = mDataBlock->actionList[mActionAnimation.action].sequence;
  1949. S32 imageBasedSeq = convertActionToImagePrefix(mActionAnimation.action);
  1950. if (imageBasedSeq != -1)
  1951. seq = imageBasedSeq;
  1952. F32 pos = mShapeInstance->getPos(mActionAnimation.thread);
  1953. mShapeInstance->setTimeScale(mActionAnimation.thread, -sLandReverseScale);
  1954. mShapeInstance->transitionToSequence(mActionAnimation.thread,
  1955. seq, pos, sAnimationTransitionTime, true);
  1956. mReversePending = 0;
  1957. }
  1958. else
  1959. {
  1960. setState(MoveState);
  1961. }
  1962. } // Stand back up slowly only if not moving much-
  1963. else if (!mReversePending && mVelocity.lenSquared() > sSlowStandThreshSquared)
  1964. {
  1965. mActionAnimation.waitForEnd = false;
  1966. setState(MoveState);
  1967. }
  1968. }
  1969. break;
  1970. default:
  1971. break;
  1972. }
  1973. }
  1974. const char* Player::getStateName()
  1975. {
  1976. if (mDamageState != Enabled)
  1977. return "Dead";
  1978. if (isMounted())
  1979. return "Mounted";
  1980. if (mState == RecoverState)
  1981. return "Recover";
  1982. return "Move";
  1983. }
  1984. void Player::getDamageLocation(const Point3F& in_rPos, const char *&out_rpVert, const char *&out_rpQuad)
  1985. {
  1986. // TODO: This will be WRONG when player is prone or swimming!
  1987. Point3F newPoint;
  1988. mWorldToObj.mulP(in_rPos, &newPoint);
  1989. Point3F boxSize = mObjBox.getExtents();
  1990. F32 zHeight = boxSize.z;
  1991. F32 zTorso = mDataBlock->boxTorsoPercentage;
  1992. F32 zHead = mDataBlock->boxHeadPercentage;
  1993. zTorso *= zHeight;
  1994. zHead *= zHeight;
  1995. if (newPoint.z <= zTorso)
  1996. out_rpVert = "legs";
  1997. else if (newPoint.z <= zHead)
  1998. out_rpVert = "torso";
  1999. else
  2000. out_rpVert = "head";
  2001. if(String::compare(out_rpVert, "head") != 0)
  2002. {
  2003. if (newPoint.y >= 0.0f)
  2004. {
  2005. if (newPoint.x <= 0.0f)
  2006. out_rpQuad = "front_left";
  2007. else
  2008. out_rpQuad = "front_right";
  2009. }
  2010. else
  2011. {
  2012. if (newPoint.x <= 0.0f)
  2013. out_rpQuad = "back_left";
  2014. else
  2015. out_rpQuad = "back_right";
  2016. }
  2017. }
  2018. else
  2019. {
  2020. F32 backToFront = boxSize.x;
  2021. F32 leftToRight = boxSize.y;
  2022. F32 backPoint = backToFront * mDataBlock->boxHeadBackPercentage;
  2023. F32 frontPoint = backToFront * mDataBlock->boxHeadFrontPercentage;
  2024. F32 leftPoint = leftToRight * mDataBlock->boxHeadLeftPercentage;
  2025. F32 rightPoint = leftToRight * mDataBlock->boxHeadRightPercentage;
  2026. S32 index = 0;
  2027. if (newPoint.y < backPoint)
  2028. index += 0;
  2029. else if (newPoint.y >= frontPoint)
  2030. index += 3;
  2031. else
  2032. index += 6;
  2033. if (newPoint.x < leftPoint)
  2034. index += 0;
  2035. else if (newPoint.x >= rightPoint)
  2036. index += 1;
  2037. else
  2038. index += 2;
  2039. switch (index)
  2040. {
  2041. case 0: out_rpQuad = "left_back"; break;
  2042. case 1: out_rpQuad = "middle_back"; break;
  2043. case 2: out_rpQuad = "right_back"; break;
  2044. case 3: out_rpQuad = "left_middle"; break;
  2045. case 4: out_rpQuad = "middle_middle"; break;
  2046. case 5: out_rpQuad = "right_middle"; break;
  2047. case 6: out_rpQuad = "left_front"; break;
  2048. case 7: out_rpQuad = "middle_front"; break;
  2049. case 8: out_rpQuad = "right_front"; break;
  2050. default:
  2051. AssertFatal(0, "Bad non-tant index");
  2052. };
  2053. }
  2054. }
  2055. const char* Player::getPoseName() const
  2056. {
  2057. return EngineMarshallData< PlayerPose >(getPose());
  2058. }
  2059. void Player::setPose( Pose pose )
  2060. {
  2061. // Already the set pose, return.
  2062. if ( pose == mPose )
  2063. return;
  2064. Pose oldPose = mPose;
  2065. mPose = pose;
  2066. // Not added yet, just assign the pose and return.
  2067. if ( !isProperlyAdded() )
  2068. return;
  2069. Point3F boxSize(1,1,1);
  2070. // Resize the player boxes
  2071. switch (pose)
  2072. {
  2073. case StandPose:
  2074. case SprintPose:
  2075. boxSize = mDataBlock->boxSize;
  2076. break;
  2077. case CrouchPose:
  2078. boxSize = mDataBlock->crouchBoxSize;
  2079. break;
  2080. case PronePose:
  2081. boxSize = mDataBlock->proneBoxSize;
  2082. break;
  2083. case SwimPose:
  2084. boxSize = mDataBlock->swimBoxSize;
  2085. break;
  2086. }
  2087. // Object and World Boxes...
  2088. mObjBox.maxExtents.x = boxSize.x * 0.5f;
  2089. mObjBox.maxExtents.y = boxSize.y * 0.5f;
  2090. mObjBox.maxExtents.z = boxSize.z;
  2091. mObjBox.minExtents.x = -mObjBox.maxExtents.x;
  2092. mObjBox.minExtents.y = -mObjBox.maxExtents.y;
  2093. mObjBox.minExtents.z = 0.0f;
  2094. resetWorldBox();
  2095. // Setup the box for our convex object...
  2096. mObjBox.getCenter(&mConvex.mCenter);
  2097. mConvex.mSize.x = mObjBox.len_x() / 2.0f;
  2098. mConvex.mSize.y = mObjBox.len_y() / 2.0f;
  2099. mConvex.mSize.z = mObjBox.len_z() / 2.0f;
  2100. // Initialize our scaled attributes as well...
  2101. onScaleChanged();
  2102. // Resize the PhysicsPlayer rep. should we have one
  2103. if ( mPhysicsRep )
  2104. mPhysicsRep->setSpacials( getPosition(), boxSize );
  2105. if ( isServerObject() )
  2106. mDataBlock->onPoseChange_callback( this, EngineMarshallData< PlayerPose >(oldPose), EngineMarshallData< PlayerPose >(mPose));
  2107. }
  2108. void Player::allowAllPoses()
  2109. {
  2110. mAllowJumping = true;
  2111. mAllowJetJumping = true;
  2112. mAllowSprinting = true;
  2113. mAllowCrouching = true;
  2114. mAllowProne = true;
  2115. mAllowSwimming = true;
  2116. }
  2117. AngAxisF gPlayerMoveRot;
  2118. void Player::updateMove(const Move* move)
  2119. {
  2120. struct Move my_move;
  2121. if (override_movement && movement_op < 3)
  2122. {
  2123. my_move = *move;
  2124. switch (movement_op)
  2125. {
  2126. case 0: // add
  2127. my_move.x += movement_data.x;
  2128. my_move.y += movement_data.y;
  2129. my_move.z += movement_data.z;
  2130. break;
  2131. case 1: // mult
  2132. my_move.x *= movement_data.x;
  2133. my_move.y *= movement_data.y;
  2134. my_move.z *= movement_data.z;
  2135. break;
  2136. case 2: // replace
  2137. my_move.x = movement_data.x;
  2138. my_move.y = movement_data.y;
  2139. my_move.z = movement_data.z;
  2140. break;
  2141. }
  2142. move = &my_move;
  2143. }
  2144. mDelta.move = *move;
  2145. #ifdef TORQUE_OPENVR
  2146. if (mControllers[0])
  2147. {
  2148. mControllers[0]->processTick(move);
  2149. }
  2150. if (mControllers[1])
  2151. {
  2152. mControllers[1]->processTick(move);
  2153. }
  2154. #endif
  2155. // Is waterCoverage high enough to be 'swimming'?
  2156. {
  2157. bool swimming = mWaterCoverage > 0.65f && canSwim();
  2158. if ( swimming != mSwimming )
  2159. {
  2160. if ( !isGhost() )
  2161. {
  2162. if ( swimming )
  2163. mDataBlock->onStartSwim_callback( this );
  2164. else
  2165. mDataBlock->onStopSwim_callback( this );
  2166. }
  2167. mSwimming = swimming;
  2168. }
  2169. }
  2170. // Trigger images
  2171. if (mDamageState == Enabled)
  2172. {
  2173. setImageTriggerState( 0, move->trigger[sImageTrigger0] );
  2174. // If you have a secondary mounted image then
  2175. // send the second trigger to it. Else give it
  2176. // to the first image as an alt fire.
  2177. if ( getMountedImage( 1 ) )
  2178. setImageTriggerState( 1, move->trigger[sImageTrigger1] );
  2179. else
  2180. setImageAltTriggerState( 0, move->trigger[sImageTrigger1] );
  2181. }
  2182. // Update current orientation
  2183. if (mDamageState == Enabled) {
  2184. F32 prevZRot = mRot.z;
  2185. mDelta.headVec = mHead;
  2186. bool doStandardMove = true;
  2187. bool absoluteDelta = false;
  2188. GameConnection* con = getControllingClient();
  2189. #ifdef TORQUE_EXTENDED_MOVE
  2190. // Work with an absolute rotation from the ExtendedMove class?
  2191. if(con && con->getControlSchemeAbsoluteRotation())
  2192. {
  2193. doStandardMove = false;
  2194. const ExtendedMove* emove = dynamic_cast<const ExtendedMove*>(move);
  2195. U32 emoveIndex = smExtendedMoveHeadPosRotIndex;
  2196. if(emoveIndex >= ExtendedMove::MaxPositionsRotations)
  2197. emoveIndex = 0;
  2198. if(emove->EulerBasedRotation[emoveIndex])
  2199. {
  2200. // Head pitch
  2201. mHead.x += (emove->rotX[emoveIndex] - mLastAbsolutePitch);
  2202. // Do we also include the relative yaw value?
  2203. if(con->getControlSchemeAddPitchToAbsRot())
  2204. {
  2205. F32 x = move->pitch;
  2206. if (x > M_PI_F)
  2207. x -= M_2PI_F;
  2208. mHead.x += x;
  2209. }
  2210. // Constrain the range of mHead.x
  2211. while (mHead.x < -M_PI_F)
  2212. mHead.x += M_2PI_F;
  2213. while (mHead.x > M_PI_F)
  2214. mHead.x -= M_2PI_F;
  2215. // Rotate (heading) head or body?
  2216. if (move->freeLook && ((isMounted() && getMountNode() == 0) || (con && !con->isFirstPerson())))
  2217. {
  2218. // Rotate head
  2219. mHead.z += (emove->rotZ[emoveIndex] - mLastAbsoluteYaw);
  2220. // Do we also include the relative yaw value?
  2221. if(con->getControlSchemeAddYawToAbsRot())
  2222. {
  2223. F32 z = move->yaw;
  2224. if (z > M_PI_F)
  2225. z -= M_2PI_F;
  2226. mHead.z += z;
  2227. }
  2228. // Constrain the range of mHead.z
  2229. while (mHead.z < 0.0f)
  2230. mHead.z += M_2PI_F;
  2231. while (mHead.z > M_2PI_F)
  2232. mHead.z -= M_2PI_F;
  2233. }
  2234. else
  2235. {
  2236. // Rotate body
  2237. mRot.z += (emove->rotZ[emoveIndex] - mLastAbsoluteYaw);
  2238. // Do we also include the relative yaw value?
  2239. if(con->getControlSchemeAddYawToAbsRot())
  2240. {
  2241. F32 z = move->yaw;
  2242. if (z > M_PI_F)
  2243. z -= M_2PI_F;
  2244. mRot.z += z;
  2245. }
  2246. // Constrain the range of mRot.z
  2247. while (mRot.z < 0.0f)
  2248. mRot.z += M_2PI_F;
  2249. while (mRot.z > M_2PI_F)
  2250. mRot.z -= M_2PI_F;
  2251. }
  2252. mLastAbsoluteYaw = emove->rotZ[emoveIndex];
  2253. mLastAbsolutePitch = emove->rotX[emoveIndex];
  2254. mLastAbsoluteRoll = emove->rotY[emoveIndex];
  2255. // Head bank
  2256. mHead.y = emove->rotY[emoveIndex];
  2257. // Constrain the range of mHead.y
  2258. while (mHead.y > M_PI_F)
  2259. mHead.y -= M_2PI_F;
  2260. }
  2261. else
  2262. {
  2263. // Orient the player so we are looking towards the required position, ignoring any banking
  2264. AngAxisF moveRot(Point3F(emove->rotX[emoveIndex], emove->rotY[emoveIndex], emove->rotZ[emoveIndex]), emove->rotW[emoveIndex]);
  2265. MatrixF trans(1);
  2266. moveRot.setMatrix(&trans);
  2267. trans.inverse();
  2268. Point3F vecForward(0, 10, 0);
  2269. Point3F viewAngle;
  2270. Point3F orient;
  2271. EulerF rot;
  2272. trans.mulV(vecForward);
  2273. viewAngle = vecForward;
  2274. vecForward.z = 0; // flatten
  2275. vecForward.normalizeSafe();
  2276. F32 yawAng;
  2277. F32 pitchAng;
  2278. MathUtils::getAnglesFromVector(vecForward, yawAng, pitchAng);
  2279. mRot = EulerF(0);
  2280. mRot.z = yawAng;
  2281. mHead = EulerF(0);
  2282. while (mRot.z < 0.0f)
  2283. mRot.z += M_2PI_F;
  2284. while (mRot.z > M_2PI_F)
  2285. mRot.z -= M_2PI_F;
  2286. absoluteDelta = true;
  2287. }
  2288. }
  2289. #endif
  2290. if(doStandardMove)
  2291. {
  2292. F32 p = move->pitch * (mPose == SprintPose ? mDataBlock->sprintPitchScale : 1.0f);
  2293. if (p > M_PI_F)
  2294. p -= M_2PI_F;
  2295. mHead.x = mClampF(mHead.x + p,mDataBlock->minLookAngle,
  2296. mDataBlock->maxLookAngle);
  2297. F32 y = move->yaw * (mPose == SprintPose ? mDataBlock->sprintYawScale : 1.0f);
  2298. if (y > M_PI_F)
  2299. y -= M_2PI_F;
  2300. if (move->freeLook && ((isMounted() && getMountNode() == 0) || (con && !con->isFirstPerson())))
  2301. {
  2302. mHead.z = mClampF(mHead.z + y,
  2303. -mDataBlock->maxFreelookAngle,
  2304. mDataBlock->maxFreelookAngle);
  2305. }
  2306. else
  2307. {
  2308. mRot.z += y;
  2309. // Rotate the head back to the front, center horizontal
  2310. // as well if we're controlling another object.
  2311. mHead.z *= 0.5f;
  2312. if (mControlObject)
  2313. mHead.x *= 0.5f;
  2314. }
  2315. // constrain the range of mRot.z
  2316. while (mRot.z < 0.0f)
  2317. mRot.z += M_2PI_F;
  2318. while (mRot.z > M_2PI_F)
  2319. mRot.z -= M_2PI_F;
  2320. }
  2321. mDelta.rot = mRot;
  2322. mDelta.rotVec.x = mDelta.rotVec.y = 0.0f;
  2323. mDelta.rotVec.z = prevZRot - mRot.z;
  2324. if (mDelta.rotVec.z > M_PI_F)
  2325. mDelta.rotVec.z -= M_2PI_F;
  2326. else if (mDelta.rotVec.z < -M_PI_F)
  2327. mDelta.rotVec.z += M_2PI_F;
  2328. mDelta.head = mHead;
  2329. mDelta.headVec -= mHead;
  2330. if (absoluteDelta)
  2331. {
  2332. mDelta.headVec = Point3F(0, 0, 0);
  2333. mDelta.rotVec = Point3F(0, 0, 0);
  2334. }
  2335. for(U32 i=0; i<3; ++i)
  2336. {
  2337. if (mDelta.headVec[i] > M_PI_F)
  2338. mDelta.headVec[i] -= M_2PI_F;
  2339. else if (mDelta.headVec[i] < -M_PI_F)
  2340. mDelta.headVec[i] += M_2PI_F;
  2341. }
  2342. }
  2343. MatrixF zRot;
  2344. zRot.set(EulerF(0.0f, 0.0f, mRot.z));
  2345. // Desired move direction & speed
  2346. VectorF moveVec;
  2347. F32 moveSpeed;
  2348. // If BLOCK_USER_CONTROL is set in anim_clip_flags, the user won't be able to
  2349. // resume control over the player character. This generally happens for
  2350. // short periods of time synchronized with script driven animation at places
  2351. // where it makes sense that user motion is prohibited, such as when the
  2352. // player is lifted off the ground or knocked down.
  2353. if ((mState == MoveState || (mState == RecoverState && mDataBlock->recoverRunForceScale > 0.0f)) && mDamageState == Enabled && !isAnimationLocked())
  2354. {
  2355. zRot.getColumn(0,&moveVec);
  2356. moveVec *= (move->x * (mPose == SprintPose ? mDataBlock->sprintStrafeScale : 1.0f));
  2357. VectorF tv;
  2358. zRot.getColumn(1,&tv);
  2359. moveVec += tv * move->y;
  2360. // Clamp water movement
  2361. if (move->y > 0.0f)
  2362. {
  2363. if ( mSwimming )
  2364. moveSpeed = getMax(mDataBlock->maxUnderwaterForwardSpeed * move->y,
  2365. mDataBlock->maxUnderwaterSideSpeed * mFabs(move->x));
  2366. else if ( mPose == PronePose )
  2367. moveSpeed = getMax(mDataBlock->maxProneForwardSpeed * move->y,
  2368. mDataBlock->maxProneSideSpeed * mFabs(move->x));
  2369. else if ( mPose == CrouchPose )
  2370. moveSpeed = getMax(mDataBlock->maxCrouchForwardSpeed * move->y,
  2371. mDataBlock->maxCrouchSideSpeed * mFabs(move->x));
  2372. else if ( mPose == SprintPose )
  2373. moveSpeed = getMax(mDataBlock->maxSprintForwardSpeed * move->y,
  2374. mDataBlock->maxSprintSideSpeed * mFabs(move->x));
  2375. else // StandPose
  2376. moveSpeed = getMax(mDataBlock->maxForwardSpeed * move->y,
  2377. mDataBlock->maxSideSpeed * mFabs(move->x));
  2378. }
  2379. else
  2380. {
  2381. if ( mSwimming )
  2382. moveSpeed = getMax(mDataBlock->maxUnderwaterBackwardSpeed * mFabs(move->y),
  2383. mDataBlock->maxUnderwaterSideSpeed * mFabs(move->x));
  2384. else if ( mPose == PronePose )
  2385. moveSpeed = getMax(mDataBlock->maxProneBackwardSpeed * mFabs(move->y),
  2386. mDataBlock->maxProneSideSpeed * mFabs(move->x));
  2387. else if ( mPose == CrouchPose )
  2388. moveSpeed = getMax(mDataBlock->maxCrouchBackwardSpeed * mFabs(move->y),
  2389. mDataBlock->maxCrouchSideSpeed * mFabs(move->x));
  2390. else if ( mPose == SprintPose )
  2391. moveSpeed = getMax(mDataBlock->maxSprintBackwardSpeed * mFabs(move->y),
  2392. mDataBlock->maxSprintSideSpeed * mFabs(move->x));
  2393. else // StandPose
  2394. moveSpeed = getMax(mDataBlock->maxBackwardSpeed * mFabs(move->y),
  2395. mDataBlock->maxSideSpeed * mFabs(move->x));
  2396. }
  2397. // Cancel any script driven animations if we are going to move.
  2398. if (moveVec.x + moveVec.y + moveVec.z != 0.0f &&
  2399. (mActionAnimation.action >= PlayerData::NumTableActionAnims
  2400. || mActionAnimation.action == PlayerData::LandAnim))
  2401. mActionAnimation.action = PlayerData::NullAnimation;
  2402. }
  2403. else
  2404. {
  2405. moveVec.set(0.0f, 0.0f, 0.0f);
  2406. moveSpeed = 0.0f;
  2407. }
  2408. // apply speed bias here.
  2409. speed_bias = speed_bias + (speed_bias_goal - speed_bias)*0.1f;
  2410. moveSpeed *= speed_bias;
  2411. // Acceleration due to gravity
  2412. VectorF acc(0.0f, 0.0f, mNetGravity/(1.0 - mBuoyancy) * TickSec);
  2413. if (getParent() !=NULL)
  2414. acc = VectorF::Zero;
  2415. // Determine ground contact normal. Only look for contacts if
  2416. // we can move and aren't mounted.
  2417. VectorF contactNormal(0,0,0);
  2418. bool jumpSurface = false, runSurface = false;
  2419. if ( !isMounted() )
  2420. findContact( &runSurface, &jumpSurface, &contactNormal );
  2421. if ( jumpSurface )
  2422. mJumpSurfaceNormal = contactNormal;
  2423. // If we don't have a runSurface but we do have a contactNormal,
  2424. // then we are standing on something that is too steep.
  2425. // Deflect the force of gravity by the normal so we slide.
  2426. // We could also try aligning it to the runSurface instead,
  2427. // but this seems to work well.
  2428. if ( !runSurface && !contactNormal.isZero() )
  2429. acc = ( acc - 2 * contactNormal * mDot( acc, contactNormal ) );
  2430. // Acceleration on run surface
  2431. if (runSurface && !mSwimming) {
  2432. mContactTimer = 0;
  2433. // Remove acc into contact surface (should only be gravity)
  2434. // Clear out floating point acc errors, this will allow
  2435. // the player to "rest" on the ground.
  2436. // However, no need to do that if we're using a physics library.
  2437. // It will take care of itself.
  2438. if (!mPhysicsRep)
  2439. {
  2440. F32 vd = -mDot(acc,contactNormal);
  2441. if (vd > 0.0f) {
  2442. VectorF dv = contactNormal * (vd + 0.002f);
  2443. acc += dv;
  2444. if (acc.len() < 0.0001f)
  2445. acc.set(0.0f, 0.0f, 0.0f);
  2446. }
  2447. }
  2448. // Force a 0 move if there is no energy, and only drain
  2449. // move energy if we're moving.
  2450. VectorF pv;
  2451. if (mPose == SprintPose && mEnergy >= mDataBlock->minSprintEnergy) {
  2452. if (moveSpeed)
  2453. mEnergy -= mDataBlock->sprintEnergyDrain;
  2454. pv = moveVec;
  2455. }
  2456. else if (mEnergy >= mDataBlock->minRunEnergy) {
  2457. if (moveSpeed)
  2458. mEnergy -= mDataBlock->runEnergyDrain;
  2459. pv = moveVec;
  2460. }
  2461. else
  2462. pv.set(0.0f, 0.0f, 0.0f);
  2463. // Adjust the player's requested dir. to be parallel
  2464. // to the contact surface.
  2465. F32 pvl = pv.len();
  2466. if(mJetting)
  2467. {
  2468. pvl = moveVec.len();
  2469. if (pvl)
  2470. {
  2471. VectorF nn;
  2472. mCross(pv,VectorF(0.0f, 0.0f, 0.0f),&nn);
  2473. nn *= 1 / pvl;
  2474. VectorF cv(0.0f, 0.0f, 0.0f);
  2475. cv -= nn * mDot(nn,cv);
  2476. pv -= cv * mDot(pv,cv);
  2477. pvl = pv.len();
  2478. }
  2479. }
  2480. else if (!mPhysicsRep)
  2481. {
  2482. // We only do this if we're not using a physics library. The
  2483. // library will take care of itself.
  2484. if (pvl)
  2485. {
  2486. VectorF nn;
  2487. mCross(pv,VectorF(0.0f, 0.0f, 1.0f),&nn);
  2488. nn *= 1.0f / pvl;
  2489. VectorF cv = contactNormal;
  2490. cv -= nn * mDot(nn,cv);
  2491. pv -= cv * mDot(pv,cv);
  2492. pvl = pv.len();
  2493. }
  2494. }
  2495. // Convert to acceleration
  2496. if ( pvl )
  2497. pv *= moveSpeed / pvl;
  2498. VectorF runAcc = pv - (mVelocity + acc);
  2499. F32 runSpeed = runAcc.len();
  2500. // Clamp acceleration, player also accelerates faster when
  2501. // in his hard landing recover state.
  2502. F32 maxAcc;
  2503. if (mPose == SprintPose)
  2504. {
  2505. maxAcc = (mDataBlock->sprintForce / getMass()) * TickSec;
  2506. }
  2507. else
  2508. {
  2509. maxAcc = (mDataBlock->runForce / getMass()) * TickSec;
  2510. }
  2511. if (mState == RecoverState)
  2512. maxAcc *= mDataBlock->recoverRunForceScale;
  2513. if (runSpeed > maxAcc)
  2514. runAcc *= maxAcc / runSpeed;
  2515. acc += runAcc;
  2516. // If we are running on the ground, then we're not jumping
  2517. if (mDataBlock->isJumpAction(mActionAnimation.action))
  2518. mActionAnimation.action = PlayerData::NullAnimation;
  2519. }
  2520. else if (!mSwimming && mDataBlock->airControl > 0.0f)
  2521. {
  2522. VectorF pv;
  2523. pv = moveVec;
  2524. F32 pvl = pv.len();
  2525. if (pvl)
  2526. pv *= moveSpeed / pvl;
  2527. VectorF runAcc = pv - (mVelocity + acc);
  2528. runAcc.z = 0;
  2529. runAcc.x = runAcc.x * mDataBlock->airControl;
  2530. runAcc.y = runAcc.y * mDataBlock->airControl;
  2531. F32 runSpeed = runAcc.len();
  2532. // We don't test for sprinting when performing air control
  2533. F32 maxAcc = (mDataBlock->runForce / getMass()) * TickSec * 0.3f;
  2534. if (runSpeed > maxAcc)
  2535. runAcc *= maxAcc / runSpeed;
  2536. acc += runAcc;
  2537. // There are no special air control animations
  2538. // so... increment this unless you really want to
  2539. // play the run anims in the air.
  2540. mContactTimer++;
  2541. }
  2542. else if (mSwimming)
  2543. {
  2544. // Remove acc into contact surface (should only be gravity)
  2545. // Clear out floating point acc errors, this will allow
  2546. // the player to "rest" on the ground.
  2547. F32 vd = -mDot(acc,contactNormal);
  2548. if (vd > 0.0f) {
  2549. VectorF dv = contactNormal * (vd + 0.002f);
  2550. acc += dv;
  2551. if (acc.len() < 0.0001f)
  2552. acc.set(0.0f, 0.0f, 0.0f);
  2553. }
  2554. // get the head pitch and add it to the moveVec
  2555. // This more accurate swim vector calc comes from Matt Fairfax
  2556. MatrixF xRot;
  2557. xRot.set(EulerF(mHead.x, 0, 0));
  2558. zRot.set(EulerF(0, 0, mRot.z));
  2559. MatrixF rot;
  2560. rot.mul(zRot, xRot);
  2561. rot.getColumn(0,&moveVec);
  2562. moveVec *= move->x;
  2563. VectorF tv;
  2564. rot.getColumn(1,&tv);
  2565. moveVec += tv * move->y;
  2566. rot.getColumn(2,&tv);
  2567. moveVec += tv * move->z;
  2568. // Force a 0 move if there is no energy, and only drain
  2569. // move energy if we're moving.
  2570. VectorF swimVec;
  2571. if (mEnergy >= mDataBlock->minRunEnergy) {
  2572. if (moveSpeed)
  2573. mEnergy -= mDataBlock->runEnergyDrain;
  2574. swimVec = moveVec;
  2575. }
  2576. else
  2577. swimVec.set(0.0f, 0.0f, 0.0f);
  2578. // If we are swimming but close enough to the shore/ground
  2579. // we can still have a surface-normal. In this case align the
  2580. // velocity to the normal to make getting out of water easier.
  2581. moveVec.normalize();
  2582. F32 isSwimUp = mDot( moveVec, contactNormal );
  2583. if ( !contactNormal.isZero() && isSwimUp < 0.1f )
  2584. {
  2585. F32 pvl = swimVec.len();
  2586. if ( true && pvl )
  2587. {
  2588. VectorF nn;
  2589. mCross(swimVec,VectorF(0.0f, 0.0f, 1.0f),&nn);
  2590. nn *= 1.0f / pvl;
  2591. VectorF cv = contactNormal;
  2592. cv -= nn * mDot(nn,cv);
  2593. swimVec -= cv * mDot(swimVec,cv);
  2594. }
  2595. }
  2596. F32 swimVecLen = swimVec.len();
  2597. // Convert to acceleration.
  2598. if ( swimVecLen )
  2599. swimVec *= moveSpeed / swimVecLen;
  2600. VectorF swimAcc = swimVec - (mVelocity + acc);
  2601. F32 swimSpeed = swimAcc.len();
  2602. // Clamp acceleration.
  2603. F32 maxAcc = (mDataBlock->swimForce / getMass()) * TickSec;
  2604. if ( swimSpeed > maxAcc )
  2605. swimAcc *= maxAcc / swimSpeed;
  2606. acc += swimAcc;
  2607. mContactTimer++;
  2608. }
  2609. else
  2610. mContactTimer++;
  2611. // Acceleration from Jumping
  2612. // While BLOCK_USER_CONTROL is set in anim_clip_flags, the user won't be able to
  2613. // make the player character jump.
  2614. if (move->trigger[sJumpTrigger] && canJump() && !isAnimationLocked())
  2615. {
  2616. // Scale the jump impulse base on maxJumpSpeed
  2617. F32 zSpeedScale = mVelocity.z;
  2618. if (zSpeedScale <= mDataBlock->maxJumpSpeed)
  2619. {
  2620. zSpeedScale = (zSpeedScale <= mDataBlock->minJumpSpeed)? 1:
  2621. 1 - (zSpeedScale - mDataBlock->minJumpSpeed) /
  2622. (mDataBlock->maxJumpSpeed - mDataBlock->minJumpSpeed);
  2623. // Desired jump direction
  2624. VectorF pv = moveVec;
  2625. F32 len = pv.len();
  2626. if (len > 0)
  2627. pv *= 1 / len;
  2628. // We want to scale the jump size by the player size, somewhat
  2629. // in reduced ratio so a smaller player can jump higher in
  2630. // proportion to his size, than a larger player.
  2631. F32 scaleZ = (getScale().z * 0.25) + 0.75;
  2632. // Calculate our jump impulse
  2633. F32 impulse = mDataBlock->jumpForce / getMass();
  2634. if (mDataBlock->jumpTowardsNormal)
  2635. {
  2636. // If we are facing into the surface jump up, otherwise
  2637. // jump away from surface.
  2638. F32 dot = mDot(pv,mJumpSurfaceNormal);
  2639. if (dot <= 0)
  2640. acc.z += mJumpSurfaceNormal.z * scaleZ * impulse * zSpeedScale;
  2641. else
  2642. {
  2643. acc.x += pv.x * impulse * dot;
  2644. acc.y += pv.y * impulse * dot;
  2645. acc.z += mJumpSurfaceNormal.z * scaleZ * impulse * zSpeedScale;
  2646. }
  2647. }
  2648. else
  2649. acc.z += scaleZ * impulse * zSpeedScale;
  2650. mJumpDelay = mDataBlock->jumpDelay;
  2651. mEnergy -= mDataBlock->jumpEnergyDrain;
  2652. // If we don't have a StandJumpAnim, just play the JumpAnim...
  2653. S32 seq = (mVelocity.len() < 0.5) ? PlayerData::StandJumpAnim: PlayerData::JumpAnim;
  2654. if ( mDataBlock->actionList[seq].sequence == -1 )
  2655. seq = PlayerData::JumpAnim;
  2656. setActionThread( seq, true, false, true );
  2657. mJumpSurfaceLastContact = JumpSkipContactsMax;
  2658. // Flag the jump event trigger.
  2659. fx_s_triggers |= PLAYER_JUMP_S_TRIGGER;
  2660. setMaskBits(TriggerMask);
  2661. }
  2662. }
  2663. else
  2664. {
  2665. if (jumpSurface)
  2666. {
  2667. if (mJumpDelay > 0)
  2668. mJumpDelay--;
  2669. mJumpSurfaceLastContact = 0;
  2670. }
  2671. else
  2672. mJumpSurfaceLastContact++;
  2673. }
  2674. if (move->trigger[sJumpJetTrigger] && !isMounted() && canJetJump())
  2675. {
  2676. mJetting = true;
  2677. // Scale the jump impulse base on maxJumpSpeed
  2678. F32 zSpeedScale = mVelocity.z;
  2679. if (zSpeedScale <= mDataBlock->jetMaxJumpSpeed)
  2680. {
  2681. zSpeedScale = (zSpeedScale <= mDataBlock->jetMinJumpSpeed)? 1:
  2682. 1 - (zSpeedScale - mDataBlock->jetMinJumpSpeed) / (mDataBlock->jetMaxJumpSpeed - mDataBlock->jetMinJumpSpeed);
  2683. // Desired jump direction
  2684. VectorF pv = moveVec;
  2685. F32 len = pv.len();
  2686. if (len > 0.0f)
  2687. pv *= 1 / len;
  2688. // If we are facing into the surface jump up, otherwise
  2689. // jump away from surface.
  2690. F32 dot = mDot(pv,mJumpSurfaceNormal);
  2691. F32 impulse = mDataBlock->jetJumpForce / getMass();
  2692. if (dot <= 0)
  2693. acc.z += mJumpSurfaceNormal.z * impulse * zSpeedScale;
  2694. else
  2695. {
  2696. acc.x += pv.x * impulse * dot;
  2697. acc.y += pv.y * impulse * dot;
  2698. acc.z += mJumpSurfaceNormal.z * impulse * zSpeedScale;
  2699. }
  2700. mEnergy -= mDataBlock->jetJumpEnergyDrain;
  2701. }
  2702. }
  2703. else
  2704. {
  2705. mJetting = false;
  2706. }
  2707. // Add in force from physical zones...
  2708. acc += (mAppliedForce / getMass()) * TickSec;
  2709. // Adjust velocity with all the move & gravity acceleration
  2710. // TG: I forgot why doesn't the TickSec multiply happen here...
  2711. mVelocity += acc;
  2712. // apply horizontal air resistance
  2713. F32 hvel = mSqrt(mVelocity.x * mVelocity.x + mVelocity.y * mVelocity.y);
  2714. if(hvel > mDataBlock->horizResistSpeed)
  2715. {
  2716. F32 speedCap = hvel;
  2717. if(speedCap > mDataBlock->horizMaxSpeed)
  2718. speedCap = mDataBlock->horizMaxSpeed;
  2719. speedCap -= mDataBlock->horizResistFactor * TickSec * (speedCap - mDataBlock->horizResistSpeed);
  2720. F32 scale = speedCap / hvel;
  2721. mVelocity.x *= scale;
  2722. mVelocity.y *= scale;
  2723. }
  2724. if(mVelocity.z > mDataBlock->upResistSpeed)
  2725. {
  2726. if(mVelocity.z > mDataBlock->upMaxSpeed)
  2727. mVelocity.z = mDataBlock->upMaxSpeed;
  2728. mVelocity.z -= mDataBlock->upResistFactor * TickSec * (mVelocity.z - mDataBlock->upResistSpeed);
  2729. }
  2730. // Apply drag
  2731. if ( mSwimming )
  2732. mVelocity -= mVelocity * mDrag * TickSec * ( mVelocity.len() / mDataBlock->maxUnderwaterForwardSpeed );
  2733. else
  2734. mVelocity -= mVelocity * mDrag * TickSec;
  2735. // Clamp very small velocity to zero
  2736. if ( mVelocity.isZero() )
  2737. mVelocity = Point3F::Zero;
  2738. // If we are not touching anything and have sufficient -z vel,
  2739. // we are falling.
  2740. if (runSurface)
  2741. mFalling = false;
  2742. else
  2743. {
  2744. VectorF vel;
  2745. mWorldToObj.mulV(mVelocity,&vel);
  2746. mFalling = vel.z < mDataBlock->fallingSpeedThreshold;
  2747. }
  2748. // Vehicle Dismount
  2749. if ( !isGhost() && move->trigger[sVehicleDismountTrigger] && canJump())
  2750. mDataBlock->doDismount_callback( this );
  2751. // Enter/Leave Liquid
  2752. if ( !mInWater && mWaterCoverage > 0.0f )
  2753. {
  2754. mInWater = true;
  2755. if ( !isGhost() )
  2756. mDataBlock->onEnterLiquid_callback( this, mWaterCoverage, mLiquidType.c_str() );
  2757. }
  2758. else if ( mInWater && mWaterCoverage <= 0.0f )
  2759. {
  2760. mInWater = false;
  2761. if ( !isGhost() )
  2762. mDataBlock->onLeaveLiquid_callback( this, mLiquidType.c_str() );
  2763. else
  2764. {
  2765. // exit-water splash sound happens for client only
  2766. if ( getSpeed() >= mDataBlock->exitSplashSoundVel && !isMounted() )
  2767. SFX->playOnce( mDataBlock->getPlayerSoundProfile(PlayerData::ExitWater), &getTransform() );
  2768. }
  2769. }
  2770. // Update the PlayerPose
  2771. Pose desiredPose = mPose;
  2772. if ( !mIsAiControlled )
  2773. {
  2774. if ( mSwimming )
  2775. desiredPose = SwimPose;
  2776. else if ( runSurface && move->trigger[sCrouchTrigger] && canCrouch() )
  2777. desiredPose = CrouchPose;
  2778. else if ( runSurface && move->trigger[sProneTrigger] && canProne() )
  2779. desiredPose = PronePose;
  2780. else if ( move->trigger[sSprintTrigger] && canSprint() )
  2781. desiredPose = SprintPose;
  2782. else if ( canStand() )
  2783. desiredPose = StandPose;
  2784. setPose( desiredPose );
  2785. }
  2786. }
  2787. //----------------------------------------------------------------------------
  2788. bool Player::checkDismountPosition(const MatrixF& oldMat, const MatrixF& mat)
  2789. {
  2790. AssertFatal(getContainer() != NULL, "Error, must have a container!");
  2791. AssertFatal(getObjectMount() != NULL, "Error, must be mounted!");
  2792. Point3F pos;
  2793. Point3F oldPos;
  2794. mat.getColumn(3, &pos);
  2795. oldMat.getColumn(3, &oldPos);
  2796. RayInfo info;
  2797. disableCollision();
  2798. getObjectMount()->disableCollision();
  2799. if (getContainer()->castRay(oldPos, pos, sCollisionMoveMask, &info))
  2800. {
  2801. enableCollision();
  2802. getObjectMount()->enableCollision();
  2803. return false;
  2804. }
  2805. Box3F wBox = mObjBox;
  2806. wBox.minExtents += pos;
  2807. wBox.maxExtents += pos;
  2808. EarlyOutPolyList polyList;
  2809. polyList.mNormal.set(0.0f, 0.0f, 0.0f);
  2810. polyList.mPlaneList.clear();
  2811. polyList.mPlaneList.setSize(6);
  2812. polyList.mPlaneList[0].set(wBox.minExtents,VectorF(-1.0f, 0.0f, 0.0f));
  2813. polyList.mPlaneList[1].set(wBox.maxExtents,VectorF(0.0f, 1.0f, 0.0f));
  2814. polyList.mPlaneList[2].set(wBox.maxExtents,VectorF(1.0f, 0.0f, 0.0f));
  2815. polyList.mPlaneList[3].set(wBox.minExtents,VectorF(0.0f, -1.0f, 0.0f));
  2816. polyList.mPlaneList[4].set(wBox.minExtents,VectorF(0.0f, 0.0f, -1.0f));
  2817. polyList.mPlaneList[5].set(wBox.maxExtents,VectorF(0.0f, 0.0f, 1.0f));
  2818. if (getContainer()->buildPolyList(PLC_Collision, wBox, sCollisionMoveMask, &polyList))
  2819. {
  2820. enableCollision();
  2821. getObjectMount()->enableCollision();
  2822. return false;
  2823. }
  2824. enableCollision();
  2825. getObjectMount()->enableCollision();
  2826. return true;
  2827. }
  2828. //----------------------------------------------------------------------------
  2829. bool Player::canJump()
  2830. {
  2831. return mAllowJumping && mState == MoveState && mDamageState == Enabled && !isMounted() && !mJumpDelay && mEnergy >= mDataBlock->minJumpEnergy && mJumpSurfaceLastContact < JumpSkipContactsMax && !mSwimming && (mPose != SprintPose || mDataBlock->sprintCanJump);
  2832. }
  2833. bool Player::canJetJump()
  2834. {
  2835. return mAllowJetJumping && mState == MoveState && mDamageState == Enabled && !isMounted() && mEnergy >= mDataBlock->jetMinJumpEnergy && mDataBlock->jetJumpForce != 0.0f;
  2836. }
  2837. bool Player::canSwim()
  2838. {
  2839. // Not used!
  2840. //return mState == MoveState && mDamageState == Enabled && !isMounted() && mEnergy >= mDataBlock->minSwimEnergy && mWaterCoverage >= 0.8f;
  2841. return mAllowSwimming;
  2842. }
  2843. bool Player::canCrouch()
  2844. {
  2845. if (!mAllowCrouching)
  2846. return false;
  2847. if ( mState != MoveState ||
  2848. mDamageState != Enabled ||
  2849. isMounted() ||
  2850. mSwimming ||
  2851. mFalling )
  2852. return false;
  2853. // Can't crouch if no crouch animation!
  2854. if ( mDataBlock->actionList[PlayerData::CrouchRootAnim].sequence == -1 )
  2855. return false;
  2856. // We are already in this pose, so don't test it again...
  2857. if ( mPose == CrouchPose )
  2858. return true;
  2859. // Do standard Torque physics test here!
  2860. if ( !mPhysicsRep )
  2861. {
  2862. F32 radius;
  2863. if ( mPose == PronePose )
  2864. radius = mDataBlock->proneBoxSize.z;
  2865. else
  2866. return true;
  2867. // use our X and Y dimentions on our boxsize as the radii for our search, and the difference between a standing position
  2868. // and the position we currently are in.
  2869. Point3F extent( mDataBlock->crouchBoxSize.x / 2, mDataBlock->crouchBoxSize.y / 2, mDataBlock->crouchBoxSize.z - radius );
  2870. Point3F position = getPosition();
  2871. position.z += radius;
  2872. // Use these radii to create a box that represents the difference between a standing position and the position
  2873. // we want to move into.
  2874. Box3F B(position - extent, position + extent, true);
  2875. EarlyOutPolyList polyList;
  2876. polyList.mPlaneList.clear();
  2877. polyList.mNormal.set( 0,0,0 );
  2878. polyList.mPlaneList.setSize( 6 );
  2879. polyList.mPlaneList[0].set( B.minExtents, VectorF( -1,0,0 ) );
  2880. polyList.mPlaneList[1].set( B.maxExtents, VectorF( 0,1,0 ) );
  2881. polyList.mPlaneList[2].set( B.maxExtents, VectorF( 1,0,0 ) );
  2882. polyList.mPlaneList[3].set( B.minExtents, VectorF( 0,-1,0 ) );
  2883. polyList.mPlaneList[4].set( B.minExtents, VectorF( 0,0,-1 ) );
  2884. polyList.mPlaneList[5].set( B.maxExtents, VectorF( 0,0,1 ) );
  2885. // If an object exists in this space, we must stay prone. Otherwise we are free to crouch.
  2886. return !getContainer()->buildPolyList( PLC_Collision, B, StaticShapeObjectType, &polyList );
  2887. }
  2888. return mPhysicsRep->testSpacials( getPosition(), mDataBlock->crouchBoxSize );
  2889. }
  2890. bool Player::canStand()
  2891. {
  2892. if ( mState != MoveState ||
  2893. mDamageState != Enabled ||
  2894. isMounted() ||
  2895. mSwimming )
  2896. return false;
  2897. // We are already in this pose, so don't test it again...
  2898. if ( mPose == StandPose )
  2899. return true;
  2900. // Do standard Torque physics test here!
  2901. if ( !mPhysicsRep )
  2902. {
  2903. F32 radius;
  2904. if (mPose == CrouchPose)
  2905. radius = mDataBlock->crouchBoxSize.z;
  2906. else if (mPose == PronePose)
  2907. radius = mDataBlock->proneBoxSize.z;
  2908. else
  2909. return true;
  2910. // use our X and Y dimentions on our boxsize as the radii for our search, and the difference between a standing position
  2911. // and the position we currently are in.
  2912. Point3F extent( mDataBlock->boxSize.x / 2, mDataBlock->boxSize.y / 2, mDataBlock->boxSize.z - radius );
  2913. Point3F position = getPosition();
  2914. position.z += radius;
  2915. // Use these radii to create a box that represents the difference between a standing position and the position
  2916. // we want to move into.
  2917. Box3F B(position - extent, position + extent, true);
  2918. EarlyOutPolyList polyList;
  2919. polyList.mPlaneList.clear();
  2920. polyList.mNormal.set(0,0,0);
  2921. polyList.mPlaneList.setSize(6);
  2922. polyList.mPlaneList[0].set(B.minExtents, VectorF(-1,0,0));
  2923. polyList.mPlaneList[1].set(B.maxExtents, VectorF(0,1,0));
  2924. polyList.mPlaneList[2].set(B.maxExtents, VectorF(1,0,0));
  2925. polyList.mPlaneList[3].set(B.minExtents, VectorF(0,-1,0));
  2926. polyList.mPlaneList[4].set(B.minExtents, VectorF(0,0,-1));
  2927. polyList.mPlaneList[5].set(B.maxExtents, VectorF(0,0,1));
  2928. // If an object exists in this space, we must stay crouched/prone. Otherwise we are free to stand.
  2929. return !getContainer()->buildPolyList(PLC_Collision, B, StaticShapeObjectType, &polyList);
  2930. }
  2931. return mPhysicsRep->testSpacials( getPosition(), mDataBlock->boxSize );
  2932. }
  2933. bool Player::canProne()
  2934. {
  2935. if (!mAllowProne)
  2936. return false;
  2937. if ( mState != MoveState ||
  2938. mDamageState != Enabled ||
  2939. isMounted() ||
  2940. mSwimming ||
  2941. mFalling )
  2942. return false;
  2943. // Can't go prone if no prone animation!
  2944. if ( mDataBlock->actionList[PlayerData::ProneRootAnim].sequence == -1 )
  2945. return false;
  2946. // Do standard Torque physics test here!
  2947. if ( !mPhysicsRep )
  2948. return true;
  2949. // We are already in this pose, so don't test it again...
  2950. if ( mPose == PronePose )
  2951. return true;
  2952. return mPhysicsRep->testSpacials( getPosition(), mDataBlock->proneBoxSize );
  2953. }
  2954. bool Player::canSprint()
  2955. {
  2956. return mAllowSprinting && mState == MoveState && mDamageState == Enabled && !isMounted() && mEnergy >= mDataBlock->minSprintEnergy && !mSwimming;
  2957. }
  2958. //----------------------------------------------------------------------------
  2959. void Player::updateDamageLevel()
  2960. {
  2961. if (!isGhost())
  2962. setDamageState((mDamage >= mDataBlock->maxDamage)? Disabled: Enabled);
  2963. if (mDamageThread)
  2964. mShapeInstance->setPos(mDamageThread, mDamage / mDataBlock->destroyedLevel);
  2965. }
  2966. void Player::updateDamageState()
  2967. {
  2968. // Become a corpse when we're disabled (dead).
  2969. if (mDamageState == Enabled) {
  2970. mTypeMask &= ~CorpseObjectType;
  2971. mTypeMask |= PlayerObjectType;
  2972. }
  2973. else {
  2974. mTypeMask &= ~PlayerObjectType;
  2975. mTypeMask |= CorpseObjectType;
  2976. }
  2977. Parent::updateDamageState();
  2978. }
  2979. //----------------------------------------------------------------------------
  2980. void Player::updateLookAnimation(F32 dt)
  2981. {
  2982. // If the preference setting overrideLookAnimation is true, the player's
  2983. // arm and head no longer animate according to the view direction. They
  2984. // are instead given fixed positions.
  2985. if (overrideLookAnimation)
  2986. {
  2987. if (mArmAnimation.thread)
  2988. mShapeInstance->setPos(mArmAnimation.thread, armLookOverridePos);
  2989. if (mHeadVThread)
  2990. mShapeInstance->setPos(mHeadVThread, headVLookOverridePos);
  2991. if (mHeadHThread)
  2992. mShapeInstance->setPos(mHeadHThread, headHLookOverridePos);
  2993. return;
  2994. }
  2995. // Calculate our interpolated head position.
  2996. Point3F renderHead = mDelta.head + mDelta.headVec * dt;
  2997. // Adjust look pos. This assumes that the animations match
  2998. // the min and max look angles provided in the datablock.
  2999. if (mArmAnimation.thread)
  3000. {
  3001. if(mControlObject)
  3002. {
  3003. mShapeInstance->setPos(mArmAnimation.thread,0.5f);
  3004. }
  3005. else
  3006. {
  3007. F32 d = mDataBlock->maxLookAngle - mDataBlock->minLookAngle;
  3008. F32 tp = (renderHead.x - mDataBlock->minLookAngle) / d;
  3009. mShapeInstance->setPos(mArmAnimation.thread,mClampF(tp,0,1));
  3010. }
  3011. }
  3012. if (mHeadVThread)
  3013. {
  3014. F32 d = mDataBlock->maxLookAngle - mDataBlock->minLookAngle;
  3015. F32 tp = (renderHead.x - mDataBlock->minLookAngle) / d;
  3016. mShapeInstance->setPos(mHeadVThread,mClampF(tp,0,1));
  3017. }
  3018. if (mHeadHThread)
  3019. {
  3020. F32 d = 2 * mDataBlock->maxFreelookAngle;
  3021. F32 tp = (renderHead.z + mDataBlock->maxFreelookAngle) / d;
  3022. mShapeInstance->setPos(mHeadHThread,mClampF(tp,0,1));
  3023. }
  3024. }
  3025. //----------------------------------------------------------------------------
  3026. // Methods to get delta (as amount to affect velocity by)
  3027. bool Player::inDeathAnim()
  3028. {
  3029. if ((anim_clip_flags & ANIM_OVERRIDDEN) != 0 && (anim_clip_flags & IS_DEATH_ANIM) == 0)
  3030. return false;
  3031. if (mActionAnimation.thread && mActionAnimation.action >= 0)
  3032. if (mActionAnimation.action < mDataBlock->actionCount)
  3033. return mDataBlock->actionList[mActionAnimation.action].death;
  3034. return false;
  3035. }
  3036. // Get change from mLastDeathPos - return current pos. Assumes we're in death anim.
  3037. F32 Player::deathDelta(Point3F & delta)
  3038. {
  3039. // Get ground delta from the last time we offset this.
  3040. MatrixF mat;
  3041. F32 pos = mShapeInstance->getPos(mActionAnimation.thread);
  3042. mShapeInstance->deltaGround1(mActionAnimation.thread, mDeath.lastPos, pos, mat);
  3043. mat.getColumn(3, & delta);
  3044. return pos;
  3045. }
  3046. // Called before updatePos() to prepare it's needed change to velocity, which
  3047. // must roll over. Should be updated on tick, this is where we remember last
  3048. // position of animation that was used to roll into velocity.
  3049. void Player::updateDeathOffsets()
  3050. {
  3051. if (inDeathAnim())
  3052. // Get ground delta from the last time we offset this.
  3053. mDeath.lastPos = deathDelta(mDeath.posAdd);
  3054. else
  3055. mDeath.clear();
  3056. }
  3057. //----------------------------------------------------------------------------
  3058. // PATHSHAPE
  3059. static const U32 sPlayerConformMask = StaticShapeObjectType | StaticObjectType |
  3060. TerrainObjectType | PathShapeObjectType;
  3061. // PATHSHAPE END
  3062. static void accel(F32& from, F32 to, F32 rate)
  3063. {
  3064. if (from < to)
  3065. from = getMin(from += rate, to);
  3066. else
  3067. from = getMax(from -= rate, to);
  3068. }
  3069. // if (dt == -1)
  3070. // normal tick, so we advance.
  3071. // else
  3072. // interpolate with dt as % of tick, don't advance
  3073. //
  3074. MatrixF * Player::Death::fallToGround(F32 dt, const Point3F& loc, F32 curZ, F32 boxRad)
  3075. {
  3076. static const F32 sConformCheckDown = 4.0f;
  3077. RayInfo coll;
  3078. bool conformToStairs = false;
  3079. Point3F pos(loc.x, loc.y, loc.z + 0.1f);
  3080. Point3F below(pos.x, pos.y, loc.z - sConformCheckDown);
  3081. MatrixF * retVal = NULL;
  3082. PROFILE_SCOPE(ConformToGround);
  3083. if (gClientContainer.castRay(pos, below, sPlayerConformMask, &coll))
  3084. {
  3085. F32 adjust, height = (loc.z - coll.point.z), sink = curSink;
  3086. VectorF desNormal = coll.normal;
  3087. VectorF normal = curNormal;
  3088. // dt >= 0 means we're interpolating and don't accel the numbers
  3089. if (dt >= 0.0f)
  3090. adjust = dt * TickSec;
  3091. else
  3092. adjust = TickSec;
  3093. // Try to get them to conform to stairs by doing several LOS calls. We do this if
  3094. // normal is within about 5 deg. of vertical.
  3095. if (desNormal.z > 0.995f)
  3096. {
  3097. Point3F corners[3], downpts[3];
  3098. S32 c;
  3099. for (c = 0; c < 3; c++) { // Build 3 corners to cast down from-
  3100. corners[c].set(loc.x - boxRad, loc.y - boxRad, loc.z + 1.0f);
  3101. if (c) // add (0,boxWidth) and (boxWidth,0)
  3102. corners[c][c - 1] += (boxRad * 2.0f);
  3103. downpts[c].set(corners[c].x, corners[c].y, loc.z - sConformCheckDown);
  3104. }
  3105. // Do the three casts-
  3106. for (c = 0; c < 3; c++)
  3107. if (gClientContainer.castRay(corners[c], downpts[c], sPlayerConformMask, &coll))
  3108. downpts[c] = coll.point;
  3109. else
  3110. break;
  3111. // Do the math if everything hit below-
  3112. if (c == 3) {
  3113. mCross(downpts[1] - downpts[0], downpts[2] - downpts[1], &desNormal);
  3114. AssertFatal(desNormal.z > 0, "Abnormality in Player::Death::fallToGround()");
  3115. downpts[2] = downpts[2] - downpts[1];
  3116. downpts[1] = downpts[1] - downpts[0];
  3117. desNormal.normalize();
  3118. conformToStairs = true;
  3119. }
  3120. }
  3121. // Move normal in direction we want-
  3122. F32 * cur = normal, * des = desNormal;
  3123. for (S32 i = 0; i < 3; i++)
  3124. accel(*cur++, *des++, adjust * 0.25f);
  3125. if (mFabs(height) < 2.2f && !normal.isZero() && desNormal.z > 0.01f)
  3126. {
  3127. VectorF upY(0.0f, 1.0f, 0.0f), ahead;
  3128. VectorF sideVec;
  3129. MatrixF mat(true);
  3130. normal.normalize();
  3131. mat.set(EulerF (0.0f, 0.0f, curZ));
  3132. mat.mulV(upY, & ahead);
  3133. mCross(ahead, normal, &sideVec);
  3134. sideVec.normalize();
  3135. mCross(normal, sideVec, &ahead);
  3136. static MatrixF resMat(true);
  3137. resMat.setColumn(0, sideVec);
  3138. resMat.setColumn(1, ahead);
  3139. resMat.setColumn(2, normal);
  3140. // Adjust Z down to account for box offset on slope. Figure out how
  3141. // much we want to sink, and gradually accel to this amount. Don't do if
  3142. // we're conforming to stairs though
  3143. F32 xy = mSqrt(desNormal.x * desNormal.x + desNormal.y * desNormal.y);
  3144. F32 desiredSink = (boxRad * xy / desNormal.z);
  3145. if (conformToStairs)
  3146. desiredSink *= 0.5f;
  3147. accel(sink, desiredSink, adjust * 0.15f);
  3148. Point3F position(pos);
  3149. position.z -= sink;
  3150. resMat.setColumn(3, position);
  3151. if (dt < 0.0f)
  3152. { // we're moving, so update normal and sink amount
  3153. curNormal = normal;
  3154. curSink = sink;
  3155. }
  3156. retVal = &resMat;
  3157. }
  3158. }
  3159. return retVal;
  3160. }
  3161. //-------------------------------------------------------------------------------------
  3162. // This is called ::onAdd() to see if we're in a sitting animation. These then
  3163. // can use a longer tick delay for the mount to get across.
  3164. bool Player::inSittingAnim()
  3165. {
  3166. U32 action = mActionAnimation.action;
  3167. if (mActionAnimation.thread && action < mDataBlock->actionCount) {
  3168. const char * name = mDataBlock->actionList[action].name;
  3169. if (!dStricmp(name, "Sitting") || !dStricmp(name, "Scoutroot"))
  3170. return true;
  3171. }
  3172. return false;
  3173. }
  3174. //----------------------------------------------------------------------------
  3175. const String& Player::getArmThread() const
  3176. {
  3177. if (mArmAnimation.thread && mArmAnimation.thread->hasSequence())
  3178. {
  3179. return mArmAnimation.thread->getSequenceName();
  3180. }
  3181. return String::EmptyString;
  3182. }
  3183. bool Player::setArmThread(const char* sequence)
  3184. {
  3185. // The arm sequence must be in the action list.
  3186. for (U32 i = 1; i < mDataBlock->actionCount; i++)
  3187. if (!dStricmp(mDataBlock->actionList[i].name,sequence))
  3188. return setArmThread(i);
  3189. return false;
  3190. }
  3191. bool Player::setArmThread(U32 action)
  3192. {
  3193. PlayerData::ActionAnimation &anim = mDataBlock->actionList[action];
  3194. if (anim.sequence != -1 &&
  3195. anim.sequence != mShapeInstance->getSequence(mArmAnimation.thread))
  3196. {
  3197. mShapeInstance->setSequence(mArmAnimation.thread,anim.sequence,0);
  3198. mArmAnimation.action = action;
  3199. setMaskBits(ActionMask);
  3200. return true;
  3201. }
  3202. return false;
  3203. }
  3204. //----------------------------------------------------------------------------
  3205. bool Player::setActionThread(const char* sequence,bool hold,bool wait,bool fsp)
  3206. {
  3207. if (anim_clip_flags & ANIM_OVERRIDDEN)
  3208. return false;
  3209. for (U32 i = 1; i < mDataBlock->actionCount; i++)
  3210. {
  3211. PlayerData::ActionAnimation &anim = mDataBlock->actionList[i];
  3212. if (!dStricmp(anim.name,sequence))
  3213. {
  3214. setActionThread(i,true,hold,wait,fsp);
  3215. setMaskBits(ActionMask);
  3216. return true;
  3217. }
  3218. }
  3219. return false;
  3220. }
  3221. void Player::setActionThread(U32 action,bool forward,bool hold,bool wait,bool fsp, bool forceSet)
  3222. {
  3223. if (!mDataBlock || !mDataBlock->actionCount || (mActionAnimation.action == action && mActionAnimation.forward == forward && !forceSet))
  3224. return;
  3225. if (action >= PlayerData::NumActionAnims)
  3226. {
  3227. Con::errorf("Player::setActionThread(%d): Player action out of range", action);
  3228. return;
  3229. }
  3230. if (isClientObject())
  3231. {
  3232. mark_idle = (action == PlayerData::RootAnim);
  3233. idle_timer = (mark_idle) ? 0.0f : -1.0f;
  3234. }
  3235. PlayerData::ActionAnimation &anim = mDataBlock->actionList[action];
  3236. if (anim.sequence != -1)
  3237. {
  3238. U32 lastAction = mActionAnimation.action;
  3239. mActionAnimation.action = action;
  3240. mActionAnimation.forward = forward;
  3241. mActionAnimation.firstPerson = fsp;
  3242. mActionAnimation.holdAtEnd = hold;
  3243. mActionAnimation.waitForEnd = hold? true: wait;
  3244. mActionAnimation.animateOnServer = fsp;
  3245. mActionAnimation.atEnd = false;
  3246. mActionAnimation.delayTicks = (S32)sNewAnimationTickTime;
  3247. mActionAnimation.atEnd = false;
  3248. if (sUseAnimationTransitions && (action != PlayerData::LandAnim || !(mDataBlock->landSequenceTime > 0.0f && !mDataBlock->transitionToLand)) && (isGhost()/* || mActionAnimation.animateOnServer*/))
  3249. {
  3250. // The transition code needs the timeScale to be set in the
  3251. // right direction to know which way to go.
  3252. F32 transTime = sAnimationTransitionTime;
  3253. if (mDataBlock && mDataBlock->isJumpAction(action))
  3254. transTime = 0.15f;
  3255. F32 timeScale = mActionAnimation.forward ? 1.0f : -1.0f;
  3256. if (mDataBlock && mDataBlock->isJumpAction(action))
  3257. timeScale *= 1.5f;
  3258. mShapeInstance->setTimeScale(mActionAnimation.thread,timeScale);
  3259. S32 seq = anim.sequence;
  3260. S32 imageBasedSeq = convertActionToImagePrefix(mActionAnimation.action);
  3261. if (imageBasedSeq != -1)
  3262. seq = imageBasedSeq;
  3263. // If we're transitioning into the same sequence (an action may use the
  3264. // same sequence as a previous action) then we want to start at the same
  3265. // position.
  3266. F32 pos = mActionAnimation.forward ? 0.0f : 1.0f;
  3267. PlayerData::ActionAnimation &lastAnim = mDataBlock->actionList[lastAction];
  3268. if (lastAnim.sequence == anim.sequence)
  3269. {
  3270. pos = mShapeInstance->getPos(mActionAnimation.thread);
  3271. }
  3272. mShapeInstance->transitionToSequence(mActionAnimation.thread,seq,
  3273. pos, transTime, true);
  3274. }
  3275. else
  3276. {
  3277. S32 seq = anim.sequence;
  3278. S32 imageBasedSeq = convertActionToImagePrefix(mActionAnimation.action);
  3279. if (imageBasedSeq != -1)
  3280. seq = imageBasedSeq;
  3281. mShapeInstance->setSequence(mActionAnimation.thread,seq,
  3282. mActionAnimation.forward ? 0.0f : 1.0f);
  3283. }
  3284. }
  3285. }
  3286. void Player::updateActionThread()
  3287. {
  3288. PROFILE_START(UpdateActionThread);
  3289. // Select an action animation sequence, this assumes that
  3290. // this function is called once per tick.
  3291. if(mActionAnimation.action != PlayerData::NullAnimation)
  3292. {
  3293. if (mActionAnimation.forward)
  3294. mActionAnimation.atEnd = mShapeInstance->getPos(mActionAnimation.thread) == 1;
  3295. else
  3296. mActionAnimation.atEnd = mShapeInstance->getPos(mActionAnimation.thread) == 0;
  3297. }
  3298. // Only need to deal with triggers on the client
  3299. if( isGhost() )
  3300. {
  3301. bool triggeredLeft = false;
  3302. bool triggeredRight = false;
  3303. F32 offset = 0.0f;
  3304. if( mShapeInstance->getTriggerState( 1 ) )
  3305. {
  3306. triggeredLeft = true;
  3307. offset = -mDataBlock->decalOffset * getScale().x;
  3308. }
  3309. else if(mShapeInstance->getTriggerState( 2 ) )
  3310. {
  3311. triggeredRight = true;
  3312. offset = mDataBlock->decalOffset * getScale().x;
  3313. }
  3314. process_client_triggers(triggeredLeft, triggeredRight);
  3315. if ((triggeredLeft || triggeredRight) && !noFootfallFX)
  3316. {
  3317. Point3F rot, pos;
  3318. RayInfo rInfo;
  3319. MatrixF mat = getRenderTransform();
  3320. mat.getColumn( 1, &rot );
  3321. mat.mulP( Point3F( offset, 0.0f, 0.0f), &pos );
  3322. if( gClientContainer.castRay( Point3F( pos.x, pos.y, pos.z + 0.01f ),
  3323. Point3F( pos.x, pos.y, pos.z - 2.0f ),
  3324. STATIC_COLLISION_TYPEMASK | VehicleObjectType, &rInfo ) )
  3325. {
  3326. Material* material = ( rInfo.material ? dynamic_cast< Material* >( rInfo.material->getMaterial() ) : 0 );
  3327. // Put footprints on surface, if appropriate for material.
  3328. if( material && material->mShowFootprints
  3329. && mDataBlock->decalData && !footfallDecalOverride )
  3330. {
  3331. Point3F normal;
  3332. Point3F tangent;
  3333. mObjToWorld.getColumn( 0, &tangent );
  3334. mObjToWorld.getColumn( 2, &normal );
  3335. gDecalManager->addDecal( rInfo.point, normal, tangent, mDataBlock->decalData, getScale().y );
  3336. }
  3337. // Emit footpuffs.
  3338. if (!footfallDustOverride && rInfo.t <= 0.5f && mWaterCoverage == 0.0f
  3339. && material && material->mShowDust
  3340. && mDataBlock->footPuffEmitter != nullptr)
  3341. {
  3342. // New emitter every time for visibility reasons
  3343. ParticleEmitter * emitter = new ParticleEmitter;
  3344. emitter->onNewDataBlock( mDataBlock->footPuffEmitter, false );
  3345. LinearColorF colorList[ ParticleData::PDC_NUM_KEYS];
  3346. for( U32 x = 0; x < getMin( Material::NUM_EFFECT_COLOR_STAGES, ParticleData::PDC_NUM_KEYS ); ++ x )
  3347. colorList[ x ].set( material->mEffectColor[ x ].red,
  3348. material->mEffectColor[ x ].green,
  3349. material->mEffectColor[ x ].blue,
  3350. material->mEffectColor[ x ].alpha );
  3351. for( U32 x = Material::NUM_EFFECT_COLOR_STAGES; x < ParticleData::PDC_NUM_KEYS; ++ x )
  3352. colorList[ x ].set( 1.0, 1.0, 1.0, 0.0 );
  3353. emitter->setColors( colorList );
  3354. if( !emitter->registerObject() )
  3355. {
  3356. Con::warnf( ConsoleLogEntry::General, "Could not register emitter for particle of class: %s", mDataBlock->getName() );
  3357. delete emitter;
  3358. emitter = NULL;
  3359. }
  3360. else
  3361. {
  3362. emitter->emitParticles( pos, Point3F( 0.0, 0.0, 1.0 ), mDataBlock->footPuffRadius,
  3363. Point3F( 0, 0, 0 ), mDataBlock->footPuffNumParts );
  3364. emitter->deleteWhenEmpty();
  3365. }
  3366. }
  3367. // Play footstep sound.
  3368. if (footfallSoundOverride <= 0)
  3369. playFootstepSound( triggeredLeft, material, rInfo.object );
  3370. }
  3371. }
  3372. }
  3373. // Mount pending variable puts a hold on the delayTicks below so players don't
  3374. // inadvertently stand up because their mount has not come over yet.
  3375. if (mMountPending)
  3376. mMountPending = (isMounted() ? 0 : (mMountPending - 1));
  3377. if ((mActionAnimation.action == PlayerData::NullAnimation) ||
  3378. ((!mActionAnimation.waitForEnd || mActionAnimation.atEnd) &&
  3379. (!mActionAnimation.holdAtEnd && (mActionAnimation.delayTicks -= !mMountPending) <= 0)))
  3380. {
  3381. //The scripting language will get a call back when a script animation has finished...
  3382. // example: When the chat menu animations are done playing...
  3383. if ( isServerObject() && mActionAnimation.action >= PlayerData::NumTableActionAnims )
  3384. mDataBlock->animationDone_callback( this );
  3385. pickActionAnimation();
  3386. }
  3387. // prevent scaling of AFX picked actions
  3388. if ( (mActionAnimation.action != PlayerData::LandAnim) &&
  3389. (mActionAnimation.action != PlayerData::NullAnimation) &&
  3390. !(anim_clip_flags & ANIM_OVERRIDDEN))
  3391. {
  3392. // Update action animation time scale to match ground velocity
  3393. PlayerData::ActionAnimation &anim =
  3394. mDataBlock->actionList[mActionAnimation.action];
  3395. F32 scale = 1;
  3396. if (anim.velocityScale && anim.speed) {
  3397. VectorF vel;
  3398. mWorldToObj.mulV(mVelocity,&vel);
  3399. scale = mFabs(mDot(vel, anim.dir) / anim.speed);
  3400. if (scale > mDataBlock->maxTimeScale)
  3401. scale = mDataBlock->maxTimeScale;
  3402. }
  3403. mShapeInstance->setTimeScale(mActionAnimation.thread,
  3404. mActionAnimation.forward? scale: -scale);
  3405. }
  3406. PROFILE_END();
  3407. }
  3408. void Player::pickBestMoveAction(U32 startAnim, U32 endAnim, U32 * action, bool * forward) const
  3409. {
  3410. *action = startAnim;
  3411. *forward = false;
  3412. VectorF vel;
  3413. mWorldToObj.mulV(mVelocity,&vel);
  3414. if (vel.lenSquared() > 0.01f)
  3415. {
  3416. // Bias the velocity towards picking the forward/backward anims over
  3417. // the sideways ones to prevent oscillation between anims.
  3418. vel *= VectorF(0.5f, 1.0f, 0.5f);
  3419. // Pick animation that is the best fit for our current (local) velocity.
  3420. // Assumes that the root (stationary) animation is at startAnim.
  3421. F32 curMax = -0.1f;
  3422. for (U32 i = startAnim+1; i <= endAnim; i++)
  3423. {
  3424. const PlayerData::ActionAnimation &anim = mDataBlock->actionList[i];
  3425. if (anim.sequence != -1 && anim.speed)
  3426. {
  3427. F32 d = mDot(vel, anim.dir);
  3428. if (d > curMax)
  3429. {
  3430. curMax = d;
  3431. *action = i;
  3432. *forward = true;
  3433. }
  3434. else
  3435. {
  3436. // Check if reversing this animation would fit (bias against this
  3437. // so that when moving right, the real right anim is still chosen,
  3438. // but if not present, the reversed left anim will be used instead)
  3439. d *= -0.75f;
  3440. if (d > curMax)
  3441. {
  3442. curMax = d;
  3443. *action = i;
  3444. *forward = false;
  3445. }
  3446. }
  3447. }
  3448. }
  3449. }
  3450. }
  3451. void Player::pickActionAnimation()
  3452. {
  3453. // Only select animations in our normal move state.
  3454. if (mState != MoveState || mDamageState != Enabled)
  3455. return;
  3456. if (isMounted() || mMountPending)
  3457. {
  3458. // Go into root position unless something was set explicitly
  3459. // from a script.
  3460. if (mActionAnimation.action != PlayerData::RootAnim &&
  3461. mActionAnimation.action < PlayerData::NumTableActionAnims)
  3462. setActionThread(PlayerData::RootAnim,true,false,false);
  3463. return;
  3464. }
  3465. bool forward = true;
  3466. U32 action = PlayerData::RootAnim;
  3467. bool fsp = false;
  3468. // Jetting overrides the fall animation condition
  3469. if (mJetting)
  3470. {
  3471. // Play the jetting animation
  3472. action = PlayerData::JetAnim;
  3473. }
  3474. else if (mFalling)
  3475. {
  3476. // Not in contact with any surface and falling
  3477. action = PlayerData::FallAnim;
  3478. }
  3479. else if ( mSwimming )
  3480. {
  3481. pickBestMoveAction(PlayerData::SwimRootAnim, PlayerData::SwimRightAnim, &action, &forward);
  3482. }
  3483. else if ( mPose == StandPose )
  3484. {
  3485. if (mContactTimer >= sContactTickTime)
  3486. {
  3487. // Nothing under our feet
  3488. action = PlayerData::RootAnim;
  3489. }
  3490. else
  3491. {
  3492. // Our feet are on something
  3493. pickBestMoveAction(PlayerData::RootAnim, PlayerData::SideRightAnim, &action, &forward);
  3494. }
  3495. }
  3496. else if ( mPose == CrouchPose )
  3497. {
  3498. pickBestMoveAction(PlayerData::CrouchRootAnim, PlayerData::CrouchRightAnim, &action, &forward);
  3499. }
  3500. else if ( mPose == PronePose )
  3501. {
  3502. pickBestMoveAction(PlayerData::ProneRootAnim, PlayerData::ProneBackwardAnim, &action, &forward);
  3503. }
  3504. else if ( mPose == SprintPose )
  3505. {
  3506. pickBestMoveAction(PlayerData::SprintRootAnim, PlayerData::SprintRightAnim, &action, &forward);
  3507. }
  3508. setActionThread(action,forward,false,false,fsp);
  3509. }
  3510. void Player::onImage(U32 imageSlot, bool unmount)
  3511. {
  3512. // Update 3rd person sequences based on images used. Start be getting a
  3513. // list of all possible image prefix sequences.
  3514. String prefixPaths[ShapeBase::MaxMountedImages];
  3515. buildImagePrefixPaths(prefixPaths);
  3516. // Clear out any previous image state animation
  3517. if (mImageStateThread)
  3518. {
  3519. mShapeInstance->destroyThread(mImageStateThread);
  3520. mImageStateThread = 0;
  3521. }
  3522. // Attempt to update the action thread
  3523. U32 action = mActionAnimation.action;
  3524. if (action != PlayerData::NullAnimation)
  3525. {
  3526. String actionSeq = mDataBlock->actionList[action].name;
  3527. if (actionSeq.isNotEmpty())
  3528. {
  3529. S32 seqIndex = mDataBlock->actionList[action].sequence;
  3530. S32 prefixIndex = findPrefixSequence(prefixPaths, actionSeq);
  3531. if (prefixIndex != -1)
  3532. {
  3533. seqIndex = prefixIndex;
  3534. }
  3535. // Only change the sequence if it isn't already playing.
  3536. if (seqIndex != mShapeInstance->getSequence(mActionAnimation.thread))
  3537. {
  3538. F32 pos = mShapeInstance->getPos(mActionAnimation.thread);
  3539. mShapeInstance->setSequence(mActionAnimation.thread, seqIndex, pos);
  3540. }
  3541. }
  3542. }
  3543. // Attempt to update the arm thread
  3544. U32 armAction = getArmAction();
  3545. if (armAction != PlayerData::NullAnimation)
  3546. {
  3547. String armSeq = mDataBlock->actionList[armAction].name;
  3548. if (armSeq.isNotEmpty())
  3549. {
  3550. S32 seqIndex = mDataBlock->actionList[armAction].sequence;
  3551. S32 prefixIndex = findPrefixSequence(prefixPaths, armSeq);
  3552. if (prefixIndex != -1)
  3553. {
  3554. seqIndex = prefixIndex;
  3555. }
  3556. // Only change the sequence if it isn't already playing.
  3557. if (seqIndex != mShapeInstance->getSequence(mArmAnimation.thread))
  3558. {
  3559. F32 pos = mShapeInstance->getPos(mArmAnimation.thread);
  3560. mShapeInstance->setSequence(mArmAnimation.thread, seqIndex, pos);
  3561. }
  3562. }
  3563. }
  3564. // Attempt to update the head threads
  3565. if (mHeadVThread)
  3566. {
  3567. TSShape const* shape = mShapeInstance->getShape();
  3568. S32 seqIndex = shape->findSequence("head");
  3569. S32 prefixIndex = findPrefixSequence(prefixPaths, "head");
  3570. if (prefixIndex != -1)
  3571. {
  3572. seqIndex = prefixIndex;
  3573. }
  3574. // Only change the sequence if it isn't already playing.
  3575. if (seqIndex != mShapeInstance->getSequence(mHeadVThread))
  3576. {
  3577. F32 pos = mShapeInstance->getPos(mHeadVThread);
  3578. mShapeInstance->setSequence(mHeadVThread, seqIndex, pos);
  3579. }
  3580. }
  3581. if (mHeadHThread)
  3582. {
  3583. TSShape const* shape = mShapeInstance->getShape();
  3584. S32 seqIndex = shape->findSequence("headside");
  3585. S32 prefixIndex = findPrefixSequence(prefixPaths, "headside");
  3586. if (prefixIndex != -1)
  3587. {
  3588. seqIndex = prefixIndex;
  3589. }
  3590. // Only change the sequence if it isn't already playing.
  3591. if (seqIndex != mShapeInstance->getSequence(mHeadHThread))
  3592. {
  3593. F32 pos = mShapeInstance->getPos(mHeadHThread);
  3594. mShapeInstance->setSequence(mHeadHThread, seqIndex, pos);
  3595. }
  3596. }
  3597. }
  3598. void Player::buildImagePrefixPaths(String* prefixPaths)
  3599. {
  3600. // We begin obtaining the anim prefix for each image.
  3601. String prefix[ShapeBase::MaxMountedImages];
  3602. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  3603. {
  3604. MountedImage& image = mMountedImageList[i];
  3605. if (image.dataBlock && image.dataBlock->imageAnimPrefix && image.dataBlock->imageAnimPrefix[0])
  3606. {
  3607. prefix[i] = String(image.dataBlock->imageAnimPrefix);
  3608. }
  3609. }
  3610. // Build out the full prefix names we will be searching for.
  3611. S32 counter = ShapeBase::MaxMountedImages-1;
  3612. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  3613. {
  3614. // Only build out the prefix path for images that have a defined prefix.
  3615. if (prefix[i].isNotEmpty())
  3616. {
  3617. bool start = true;
  3618. for (U32 j=0; j<=i; ++j)
  3619. {
  3620. if (prefix[j].isNotEmpty())
  3621. {
  3622. if (!start)
  3623. {
  3624. prefixPaths[counter] += "_";
  3625. }
  3626. else
  3627. {
  3628. start = false;
  3629. }
  3630. prefixPaths[counter] += prefix[j];
  3631. }
  3632. }
  3633. }
  3634. -- counter;
  3635. }
  3636. }
  3637. S32 Player::findPrefixSequence(String* prefixPaths, const String& baseSeq)
  3638. {
  3639. // Go through the prefix list. If we find a match then return the sequence
  3640. // index.
  3641. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  3642. {
  3643. if (prefixPaths[i].isNotEmpty())
  3644. {
  3645. String seq = prefixPaths[i] + "_" + baseSeq;
  3646. S32 seqIndex = mShapeInstance->getShape()->findSequence(seq);
  3647. if (seqIndex != -1)
  3648. {
  3649. return seqIndex;
  3650. }
  3651. }
  3652. }
  3653. return -1;
  3654. }
  3655. S32 Player::convertActionToImagePrefix(U32 action)
  3656. {
  3657. String prefixPaths[ShapeBase::MaxMountedImages];
  3658. buildImagePrefixPaths(prefixPaths);
  3659. if (action != PlayerData::NullAnimation)
  3660. {
  3661. String actionSeq;
  3662. S32 seq = -1;
  3663. // We'll first attempt to find the action sequence by name
  3664. // as defined within the action list.
  3665. actionSeq = mDataBlock->actionList[action].name;
  3666. if (actionSeq.isNotEmpty())
  3667. {
  3668. seq = findPrefixSequence(prefixPaths, actionSeq);
  3669. }
  3670. if (seq == -1)
  3671. {
  3672. // Couldn't find a valid sequence. If this is a sprint action
  3673. // then we also need to search through the standard movement
  3674. // sequences.
  3675. if (action >= PlayerData::SprintRootAnim && action <= PlayerData::SprintRightAnim)
  3676. {
  3677. U32 standardAction = action - PlayerData::SprintRootAnim;
  3678. actionSeq = mDataBlock->actionList[standardAction].name;
  3679. if (actionSeq.isNotEmpty())
  3680. {
  3681. seq = findPrefixSequence(prefixPaths, actionSeq);
  3682. }
  3683. }
  3684. }
  3685. return seq;
  3686. }
  3687. return -1;
  3688. }
  3689. void Player::onImageRecoil( U32, ShapeBaseImageData::StateData::RecoilState state )
  3690. {
  3691. if ( mRecoilThread )
  3692. {
  3693. if ( state != ShapeBaseImageData::StateData::NoRecoil )
  3694. {
  3695. S32 stateIndex = state - ShapeBaseImageData::StateData::LightRecoil;
  3696. if ( mDataBlock->recoilSequence[stateIndex] != -1 )
  3697. {
  3698. mShapeInstance->setSequence( mRecoilThread, mDataBlock->recoilSequence[stateIndex], 0 );
  3699. mShapeInstance->setTimeScale( mRecoilThread, 1 );
  3700. }
  3701. }
  3702. }
  3703. }
  3704. void Player::onImageStateAnimation(U32 imageSlot, const char* seqName, bool direction, bool scaleToState, F32 stateTimeOutValue)
  3705. {
  3706. if (mDataBlock->allowImageStateAnimation && isGhost())
  3707. {
  3708. MountedImage& image = mMountedImageList[imageSlot];
  3709. // Just as with onImageAnimThreadChange we're going to apply various prefixes to determine the final sequence to use.
  3710. // Here is the order:
  3711. // imageBasePrefix_scriptPrefix_baseAnimName
  3712. // imageBasePrefix_baseAnimName
  3713. // scriptPrefix_baseAnimName
  3714. // baseAnimName
  3715. // Collect the prefixes
  3716. const char* imageBasePrefix = "";
  3717. bool hasImageBasePrefix = image.dataBlock && image.dataBlock->imageAnimPrefix && image.dataBlock->imageAnimPrefix[0];
  3718. if (hasImageBasePrefix)
  3719. imageBasePrefix = image.dataBlock->imageAnimPrefix;
  3720. const char* scriptPrefix = getImageScriptAnimPrefix(imageSlot).getString();
  3721. bool hasScriptPrefix = scriptPrefix && scriptPrefix[0];
  3722. S32 seqIndex = mShapeInstance->getShape()->findSequence(seqName);
  3723. // Find the final sequence based on the prefix combinations
  3724. if (hasImageBasePrefix || hasScriptPrefix)
  3725. {
  3726. bool found = false;
  3727. String baseSeqName(seqName);
  3728. if (!found && hasImageBasePrefix && hasScriptPrefix)
  3729. {
  3730. String comboSeqName = String(imageBasePrefix) + String("_") + String(scriptPrefix) + String("_") + baseSeqName;
  3731. S32 index = mShapeInstance->getShape()->findSequence(comboSeqName);
  3732. if (index != -1)
  3733. {
  3734. seqIndex = index;
  3735. found = true;
  3736. }
  3737. }
  3738. if (!found && hasImageBasePrefix)
  3739. {
  3740. String imgSeqName = String(imageBasePrefix) + String("_") + baseSeqName;
  3741. S32 index = mShapeInstance->getShape()->findSequence(imgSeqName);
  3742. if (index != -1)
  3743. {
  3744. seqIndex = index;
  3745. found = true;
  3746. }
  3747. }
  3748. if (!found && hasScriptPrefix)
  3749. {
  3750. String scriptSeqName = String(scriptPrefix) + String("_") + baseSeqName;
  3751. S32 index = mShapeInstance->getShape()->findSequence(scriptSeqName);
  3752. if (index != -1)
  3753. {
  3754. seqIndex = index;
  3755. found = true;
  3756. }
  3757. }
  3758. }
  3759. if (seqIndex != -1)
  3760. {
  3761. if (!mImageStateThread)
  3762. {
  3763. mImageStateThread = mShapeInstance->addThread();
  3764. }
  3765. mShapeInstance->setSequence( mImageStateThread, seqIndex, 0 );
  3766. F32 timeScale = (scaleToState && stateTimeOutValue) ?
  3767. mShapeInstance->getDuration(mImageStateThread) / stateTimeOutValue : 1.0f;
  3768. mShapeInstance->setTimeScale( mImageStateThread, direction ? timeScale : -timeScale );
  3769. }
  3770. }
  3771. }
  3772. const char* Player::getImageAnimPrefix(U32 imageSlot, S32 imageShapeIndex)
  3773. {
  3774. if (!mDataBlock)
  3775. return "";
  3776. switch (imageShapeIndex)
  3777. {
  3778. case ShapeBaseImageData::StandardImageShape:
  3779. {
  3780. return mDataBlock->imageAnimPrefix;
  3781. }
  3782. case ShapeBaseImageData::FirstPersonImageShape:
  3783. {
  3784. return mDataBlock->imageAnimPrefixFP;
  3785. }
  3786. default:
  3787. {
  3788. return "";
  3789. }
  3790. }
  3791. }
  3792. void Player::onImageAnimThreadChange(U32 imageSlot, S32 imageShapeIndex, ShapeBaseImageData::StateData* lastState, const char* anim, F32 pos, F32 timeScale, bool reset)
  3793. {
  3794. if (!mShapeFPInstance[imageSlot] || !mShapeFPAnimThread[imageSlot])
  3795. return;
  3796. MountedImage& image = mMountedImageList[imageSlot];
  3797. ShapeBaseImageData::StateData& stateData = *image.state;
  3798. if (reset)
  3799. {
  3800. // Reset cyclic sequences back to the first frame to turn it off
  3801. // (the first key frame should be it's off state).
  3802. if (mShapeFPAnimThread[imageSlot]->getSequence()->isCyclic() && (stateData.sequenceNeverTransition || !(stateData.sequenceTransitionIn || (lastState && lastState->sequenceTransitionOut))) )
  3803. {
  3804. mShapeFPInstance[imageSlot]->setPos(mShapeFPAnimThread[imageSlot],0);
  3805. mShapeFPInstance[imageSlot]->setTimeScale(mShapeFPAnimThread[imageSlot],0);
  3806. }
  3807. return;
  3808. }
  3809. // Just as with ShapeBase::udpateAnimThread we're going to apply various prefixes to determine the final sequence to use.
  3810. // Here is the order:
  3811. // imageBasePrefix_scriptPrefix_baseAnimName
  3812. // imageBasePrefix_baseAnimName
  3813. // scriptPrefix_baseAnimName
  3814. // baseAnimName
  3815. // Collect the prefixes
  3816. const char* imageBasePrefix = "";
  3817. bool hasImageBasePrefix = image.dataBlock && image.dataBlock->imageAnimPrefixFP && image.dataBlock->imageAnimPrefixFP[0];
  3818. if (hasImageBasePrefix)
  3819. imageBasePrefix = image.dataBlock->imageAnimPrefixFP;
  3820. const char* scriptPrefix = getImageScriptAnimPrefix(imageSlot).getString();
  3821. bool hasScriptPrefix = scriptPrefix && scriptPrefix[0];
  3822. S32 seqIndex = mShapeFPInstance[imageSlot]->getShape()->findSequence(anim);
  3823. // Find the final sequence based on the prefix combinations
  3824. if (hasImageBasePrefix || hasScriptPrefix)
  3825. {
  3826. bool found = false;
  3827. String baseSeqName(anim);
  3828. if (!found && hasImageBasePrefix && hasScriptPrefix)
  3829. {
  3830. String seqName = String(imageBasePrefix) + String("_") + String(scriptPrefix) + String("_") + baseSeqName;
  3831. S32 index = mShapeFPInstance[imageSlot]->getShape()->findSequence(seqName);
  3832. if (index != -1)
  3833. {
  3834. seqIndex = index;
  3835. found = true;
  3836. }
  3837. }
  3838. if (!found && hasImageBasePrefix)
  3839. {
  3840. String seqName = String(imageBasePrefix) + String("_") + baseSeqName;
  3841. S32 index = mShapeFPInstance[imageSlot]->getShape()->findSequence(seqName);
  3842. if (index != -1)
  3843. {
  3844. seqIndex = index;
  3845. found = true;
  3846. }
  3847. }
  3848. if (!found && hasScriptPrefix)
  3849. {
  3850. String seqName = String(scriptPrefix) + String("_") + baseSeqName;
  3851. S32 index = mShapeFPInstance[imageSlot]->getShape()->findSequence(seqName);
  3852. if (index != -1)
  3853. {
  3854. seqIndex = index;
  3855. found = true;
  3856. }
  3857. }
  3858. }
  3859. if (seqIndex != -1)
  3860. {
  3861. if (!lastState)
  3862. {
  3863. // No lastState indicates that we are just switching animation sequences, not states. Transition into this new sequence, but only
  3864. // if it is different than what we're currently playing.
  3865. S32 prevSeq = -1;
  3866. if (mShapeFPAnimThread[imageSlot]->hasSequence())
  3867. {
  3868. prevSeq = mShapeFPInstance[imageSlot]->getSequence(mShapeFPAnimThread[imageSlot]);
  3869. }
  3870. if (seqIndex != prevSeq)
  3871. {
  3872. mShapeFPInstance[imageSlot]->transitionToSequence(mShapeFPAnimThread[imageSlot], seqIndex, pos, image.dataBlock->scriptAnimTransitionTime, true);
  3873. }
  3874. }
  3875. else if (!stateData.sequenceNeverTransition && stateData.sequenceTransitionTime && (stateData.sequenceTransitionIn || (lastState && lastState->sequenceTransitionOut)) )
  3876. {
  3877. mShapeFPInstance[imageSlot]->transitionToSequence(mShapeFPAnimThread[imageSlot], seqIndex, pos, stateData.sequenceTransitionTime, true);
  3878. }
  3879. else
  3880. {
  3881. mShapeFPInstance[imageSlot]->setSequence(mShapeFPAnimThread[imageSlot], seqIndex, pos);
  3882. }
  3883. mShapeFPInstance[imageSlot]->setTimeScale(mShapeFPAnimThread[imageSlot], timeScale);
  3884. }
  3885. }
  3886. void Player::onImageAnimThreadUpdate(U32 imageSlot, S32 imageShapeIndex, F32 dt)
  3887. {
  3888. if (!mShapeFPInstance[imageSlot])
  3889. return;
  3890. if (mShapeFPAmbientThread[imageSlot] && mShapeFPAmbientThread[imageSlot]->hasSequence())
  3891. {
  3892. mShapeFPInstance[imageSlot]->advanceTime(dt,mShapeFPAmbientThread[imageSlot]);
  3893. }
  3894. if (mShapeFPAnimThread[imageSlot] && mShapeFPAnimThread[imageSlot]->hasSequence())
  3895. {
  3896. mShapeFPInstance[imageSlot]->advanceTime(dt,mShapeFPAnimThread[imageSlot]);
  3897. }
  3898. }
  3899. void Player::onUnmount( SceneObject *obj, S32 node )
  3900. {
  3901. // Reset back to root position during dismount.
  3902. setActionThread(PlayerData::RootAnim,true,false,false);
  3903. // Re-orient the player straight up
  3904. Point3F pos,vec;
  3905. getTransform().getColumn(1,&vec);
  3906. getTransform().getColumn(3,&pos);
  3907. Point3F rot(0.0f,0.0f,-mAtan2(-vec.x,vec.y));
  3908. setPosition(pos,rot);
  3909. // Parent function will call script
  3910. Parent::onUnmount( obj, node );
  3911. }
  3912. void Player::unmount()
  3913. {
  3914. // Reset back to root position during dismount. This copies what is
  3915. // done on the server and corrects the fact that the RootAnim change
  3916. // is not sent across to the client using the standard ActionMask.
  3917. setActionThread(PlayerData::RootAnim,true,false,false);
  3918. Parent::unmount();
  3919. }
  3920. //----------------------------------------------------------------------------
  3921. void Player::updateAnimation(F32 dt)
  3922. {
  3923. // If dead then remove any image animations
  3924. if ((mDamageState == Disabled || mDamageState == Destroyed) && mImageStateThread)
  3925. {
  3926. // Remove the image state animation
  3927. mShapeInstance->destroyThread(mImageStateThread);
  3928. mImageStateThread = 0;
  3929. }
  3930. if ((isGhost() || mActionAnimation.animateOnServer) && mActionAnimation.thread)
  3931. mShapeInstance->advanceTime(dt,mActionAnimation.thread);
  3932. if (mRecoilThread)
  3933. mShapeInstance->advanceTime(dt,mRecoilThread);
  3934. if (mImageStateThread)
  3935. mShapeInstance->advanceTime(dt,mImageStateThread);
  3936. // update any active blend clips
  3937. if (isGhost())
  3938. for (S32 i = 0; i < blend_clips.size(); i++)
  3939. mShapeInstance->advanceTime(dt, blend_clips[i].thread);
  3940. // If we are the client's player on this machine, then we need
  3941. // to make sure the transforms are up to date as they are used
  3942. // to setup the camera.
  3943. if (isGhost())
  3944. {
  3945. if (getControllingClient())
  3946. {
  3947. updateAnimationTree(isFirstPerson());
  3948. mShapeInstance->animate();
  3949. }
  3950. else
  3951. {
  3952. updateAnimationTree(false);
  3953. // This addition forces recently visible players to animate their
  3954. // skeleton now rather than in pre-render so that constrained effects
  3955. // get up-to-date node transforms.
  3956. if (didRenderLastRender())
  3957. mShapeInstance->animate();
  3958. }
  3959. }
  3960. }
  3961. void Player::updateAnimationTree(bool firstPerson)
  3962. {
  3963. S32 mode = 0;
  3964. if (firstPerson)
  3965. {
  3966. if (mActionAnimation.firstPerson)
  3967. mode = 0;
  3968. // TSShapeInstance::MaskNodeRotation;
  3969. // TSShapeInstance::MaskNodePosX |
  3970. // TSShapeInstance::MaskNodePosY;
  3971. else
  3972. mode = TSShapeInstance::MaskNodeAllButBlend;
  3973. }
  3974. for (U32 i = 0; i < PlayerData::NumSpineNodes; i++)
  3975. if (mDataBlock->spineNode[i] != -1)
  3976. mShapeInstance->setNodeAnimationState(mDataBlock->spineNode[i],mode);
  3977. }
  3978. //----------------------------------------------------------------------------
  3979. bool Player::step(Point3F *pos,F32 *maxStep,F32 time)
  3980. {
  3981. const Point3F& scale = getScale();
  3982. Box3F box;
  3983. VectorF offset = mVelocity * time;
  3984. box.minExtents = mObjBox.minExtents + offset + *pos;
  3985. box.maxExtents = mObjBox.maxExtents + offset + *pos;
  3986. box.maxExtents.z += mDataBlock->maxStepHeight * scale.z + sMinFaceDistance;
  3987. SphereF sphere;
  3988. sphere.center = (box.minExtents + box.maxExtents) * 0.5f;
  3989. VectorF bv = box.maxExtents - sphere.center;
  3990. sphere.radius = bv.len();
  3991. ClippedPolyList polyList;
  3992. polyList.mPlaneList.clear();
  3993. polyList.mNormal.set(0.0f, 0.0f, 0.0f);
  3994. polyList.mPlaneList.setSize(6);
  3995. polyList.mPlaneList[0].set(box.minExtents,VectorF(-1.0f, 0.0f, 0.0f));
  3996. polyList.mPlaneList[1].set(box.maxExtents,VectorF(0.0f, 1.0f, 0.0f));
  3997. polyList.mPlaneList[2].set(box.maxExtents,VectorF(1.0f, 0.0f, 0.0f));
  3998. polyList.mPlaneList[3].set(box.minExtents,VectorF(0.0f, -1.0f, 0.0f));
  3999. polyList.mPlaneList[4].set(box.minExtents,VectorF(0.0f, 0.0f, -1.0f));
  4000. polyList.mPlaneList[5].set(box.maxExtents,VectorF(0.0f, 0.0f, 1.0f));
  4001. CollisionWorkingList& rList = mConvex.getWorkingList();
  4002. CollisionWorkingList* pList = rList.wLink.mNext;
  4003. while (pList != &rList) {
  4004. Convex* pConvex = pList->mConvex;
  4005. // Alright, here's the deal... a polysoup mesh really needs to be
  4006. // designed with stepping in mind. If there are too many smallish polygons
  4007. // the stepping system here gets confused and allows you to run up walls
  4008. // or on the edges/seams of meshes.
  4009. TSStatic *st = dynamic_cast<TSStatic *> (pConvex->getObject());
  4010. bool skip = false;
  4011. if (st && !st->allowPlayerStep())
  4012. skip = true;
  4013. if ((pConvex->getObject()->getTypeMask() & StaticObjectType) != 0 && !skip)
  4014. {
  4015. Box3F convexBox = pConvex->getBoundingBox();
  4016. if (box.isOverlapped(convexBox))
  4017. pConvex->getPolyList(&polyList);
  4018. }
  4019. pList = pList->wLink.mNext;
  4020. }
  4021. // Find max step height
  4022. F32 stepHeight = pos->z - sMinFaceDistance;
  4023. U32* vp = polyList.mIndexList.begin();
  4024. U32* ep = polyList.mIndexList.end();
  4025. for (; vp != ep; vp++) {
  4026. F32 h = polyList.mVertexList[*vp].point.z + sMinFaceDistance;
  4027. if (h > stepHeight)
  4028. stepHeight = h;
  4029. }
  4030. F32 step = stepHeight - pos->z;
  4031. if (stepHeight > pos->z && step < *maxStep) {
  4032. // Go ahead and step
  4033. pos->z = stepHeight;
  4034. *maxStep -= step;
  4035. return true;
  4036. }
  4037. return false;
  4038. }
  4039. // PATHSHAPE
  4040. // This Function does a ray cast down to see if a pathshape object is below
  4041. // If so, it will attempt to attach to it.
  4042. void Player::updateAttachment(){
  4043. Point3F rot, pos;
  4044. RayInfo rInfo;
  4045. MatrixF mat = getTransform();
  4046. mat.getColumn(3, &pos);
  4047. if (gServerContainer.castRay(Point3F(pos.x, pos.y, pos.z + 0.1f),
  4048. Point3F(pos.x, pos.y, pos.z - 1.0f ),
  4049. PathShapeObjectType, &rInfo))
  4050. {
  4051. if( rInfo.object->getTypeMask() & PathShapeObjectType) //Ramen
  4052. {
  4053. if (getParent() == NULL)
  4054. { // ONLY do this if we are not parented
  4055. //Con::printf("I'm on a pathshape object. Going to attempt attachment.");
  4056. ShapeBase* col = static_cast<ShapeBase*>(rInfo.object);
  4057. if (!isGhost())
  4058. {
  4059. this->attachToParent(col);
  4060. }
  4061. }
  4062. }
  4063. else
  4064. {
  4065. //Con::printf("object %i",rInfo.object->getId());
  4066. }
  4067. }
  4068. else
  4069. {
  4070. if (getParent() !=NULL)
  4071. {
  4072. clearProcessAfter();
  4073. attachToParent(NULL);
  4074. }
  4075. }
  4076. }
  4077. // PATHSHAPE END
  4078. //----------------------------------------------------------------------------
  4079. inline Point3F createInterpPos(const Point3F& s, const Point3F& e, const F32 t, const F32 d)
  4080. {
  4081. Point3F ret;
  4082. ret.interpolate(s, e, t/d);
  4083. return ret;
  4084. }
  4085. Point3F Player::_move( const F32 travelTime, Collision *outCol )
  4086. {
  4087. // Try and move to new pos
  4088. F32 totalMotion = 0.0f;
  4089. // TODO: not used?
  4090. //F32 initialSpeed = mVelocity.len();
  4091. Point3F start;
  4092. Point3F initialPosition;
  4093. getTransform().getColumn(3,&start);
  4094. initialPosition = start;
  4095. static CollisionList collisionList;
  4096. static CollisionList physZoneCollisionList;
  4097. collisionList.clear();
  4098. physZoneCollisionList.clear();
  4099. MatrixF collisionMatrix(true);
  4100. collisionMatrix.setColumn(3, start);
  4101. VectorF firstNormal(0.0f, 0.0f, 0.0f);
  4102. F32 maxStep = mDataBlock->maxStepHeight;
  4103. F32 time = travelTime;
  4104. U32 count = 0;
  4105. const Point3F& scale = getScale();
  4106. static Polyhedron sBoxPolyhedron;
  4107. static ExtrudedPolyList sExtrudedPolyList;
  4108. static ExtrudedPolyList sPhysZonePolyList;
  4109. for (; count < sMoveRetryCount; count++) {
  4110. F32 speed = mVelocity.len();
  4111. if (!speed && !mDeath.haveVelocity())
  4112. break;
  4113. Point3F end = start + mVelocity * time;
  4114. if (mDeath.haveVelocity()) {
  4115. // Add in death movement-
  4116. VectorF deathVel = mDeath.getPosAdd();
  4117. VectorF resVel;
  4118. getTransform().mulV(deathVel, & resVel);
  4119. end += resVel;
  4120. }
  4121. Point3F distance = end - start;
  4122. if (mFabs(distance.x) < mScaledBox.len_x() &&
  4123. mFabs(distance.y) < mScaledBox.len_y() &&
  4124. mFabs(distance.z) < mScaledBox.len_z())
  4125. {
  4126. // We can potentially early out of this. If there are no polys in the clipped polylist at our
  4127. // end position, then we can bail, and just set start = end;
  4128. Box3F wBox = mScaledBox;
  4129. wBox.minExtents += end;
  4130. wBox.maxExtents += end;
  4131. static EarlyOutPolyList eaPolyList;
  4132. eaPolyList.clear();
  4133. eaPolyList.mNormal.set(0.0f, 0.0f, 0.0f);
  4134. eaPolyList.mPlaneList.clear();
  4135. eaPolyList.mPlaneList.setSize(6);
  4136. eaPolyList.mPlaneList[0].set(wBox.minExtents,VectorF(-1.0f, 0.0f, 0.0f));
  4137. eaPolyList.mPlaneList[1].set(wBox.maxExtents,VectorF(0.0f, 1.0f, 0.0f));
  4138. eaPolyList.mPlaneList[2].set(wBox.maxExtents,VectorF(1.0f, 0.0f, 0.0f));
  4139. eaPolyList.mPlaneList[3].set(wBox.minExtents,VectorF(0.0f, -1.0f, 0.0f));
  4140. eaPolyList.mPlaneList[4].set(wBox.minExtents,VectorF(0.0f, 0.0f, -1.0f));
  4141. eaPolyList.mPlaneList[5].set(wBox.maxExtents,VectorF(0.0f, 0.0f, 1.0f));
  4142. // Build list from convex states here...
  4143. CollisionWorkingList& rList = mConvex.getWorkingList();
  4144. CollisionWorkingList* pList = rList.wLink.mNext;
  4145. while (pList != &rList) {
  4146. Convex* pConvex = pList->mConvex;
  4147. if (pConvex->getObject()->getTypeMask() & sCollisionMoveMask) {
  4148. Box3F convexBox = pConvex->getBoundingBox();
  4149. if (wBox.isOverlapped(convexBox))
  4150. {
  4151. // No need to separate out the physical zones here, we want those
  4152. // to cause a fallthrough as well...
  4153. pConvex->getPolyList(&eaPolyList);
  4154. }
  4155. }
  4156. pList = pList->wLink.mNext;
  4157. }
  4158. if (eaPolyList.isEmpty())
  4159. {
  4160. totalMotion += (end - start).len();
  4161. start = end;
  4162. break;
  4163. }
  4164. }
  4165. collisionMatrix.setColumn(3, start);
  4166. sBoxPolyhedron.buildBox(collisionMatrix, mScaledBox, true);
  4167. // Setup the bounding box for the extrudedPolyList
  4168. Box3F plistBox = mScaledBox;
  4169. collisionMatrix.mul(plistBox);
  4170. Point3F oldMin = plistBox.minExtents;
  4171. Point3F oldMax = plistBox.maxExtents;
  4172. plistBox.minExtents.setMin(oldMin + (mVelocity * time) - Point3F(0.1f, 0.1f, 0.1f));
  4173. plistBox.maxExtents.setMax(oldMax + (mVelocity * time) + Point3F(0.1f, 0.1f, 0.1f));
  4174. // Build extruded polyList...
  4175. VectorF vector = end - start;
  4176. sExtrudedPolyList.extrude(sBoxPolyhedron,vector);
  4177. sExtrudedPolyList.setVelocity(mVelocity);
  4178. sExtrudedPolyList.setCollisionList(&collisionList);
  4179. sPhysZonePolyList.extrude(sBoxPolyhedron,vector);
  4180. sPhysZonePolyList.setVelocity(mVelocity);
  4181. sPhysZonePolyList.setCollisionList(&physZoneCollisionList);
  4182. // Build list from convex states here...
  4183. CollisionWorkingList& rList = mConvex.getWorkingList();
  4184. CollisionWorkingList* pList = rList.wLink.mNext;
  4185. while (pList != &rList) {
  4186. Convex* pConvex = pList->mConvex;
  4187. if (pConvex->getObject()->getTypeMask() & sCollisionMoveMask) {
  4188. Box3F convexBox = pConvex->getBoundingBox();
  4189. if (plistBox.isOverlapped(convexBox))
  4190. {
  4191. if (pConvex->getObject()->getTypeMask() & PhysicalZoneObjectType)
  4192. pConvex->getPolyList(&sPhysZonePolyList);
  4193. else
  4194. pConvex->getPolyList(&sExtrudedPolyList);
  4195. }
  4196. }
  4197. pList = pList->wLink.mNext;
  4198. }
  4199. // Take into account any physical zones...
  4200. for (U32 j = 0; j < physZoneCollisionList.getCount(); j++)
  4201. {
  4202. AssertFatal(dynamic_cast<PhysicalZone*>(physZoneCollisionList[j].object), "Bad phys zone!");
  4203. const PhysicalZone* pZone = (PhysicalZone*)physZoneCollisionList[j].object;
  4204. if (pZone->isActive())
  4205. mVelocity *= pZone->getVelocityMod();
  4206. }
  4207. if (collisionList.getCount() != 0 && collisionList.getTime() < 1.0f)
  4208. {
  4209. // Set to collision point
  4210. F32 velLen = mVelocity.len();
  4211. F32 dt = time * getMin(collisionList.getTime(), 1.0f);
  4212. start += mVelocity * dt;
  4213. time -= dt;
  4214. totalMotion += velLen * dt;
  4215. bool wasFalling = mFalling;
  4216. mFalling = false;
  4217. // Back off...
  4218. if ( velLen > 0.f ) {
  4219. F32 newT = getMin(0.01f / velLen, dt);
  4220. start -= mVelocity * newT;
  4221. totalMotion -= velLen * newT;
  4222. }
  4223. // Try stepping if there is a vertical surface
  4224. if (collisionList.getMaxHeight() < start.z + mDataBlock->maxStepHeight * scale.z)
  4225. {
  4226. bool stepped = false;
  4227. for (U32 c = 0; c < collisionList.getCount(); c++)
  4228. {
  4229. const Collision& cp = collisionList[c];
  4230. // if (mFabs(mDot(cp.normal,VectorF(0,0,1))) < sVerticalStepDot)
  4231. // Dot with (0,0,1) just extracts Z component [lh]-
  4232. if (mFabs(cp.normal.z) < sVerticalStepDot)
  4233. {
  4234. stepped = step(&start,&maxStep,time);
  4235. break;
  4236. }
  4237. }
  4238. if (stepped)
  4239. {
  4240. continue;
  4241. }
  4242. }
  4243. // Pick the surface most parallel to the face that was hit.
  4244. const Collision *collision = &collisionList[0];
  4245. const Collision *cp = collision + 1;
  4246. const Collision *ep = collision + collisionList.getCount();
  4247. for (; cp != ep; cp++)
  4248. {
  4249. if (cp->faceDot > collision->faceDot)
  4250. collision = cp;
  4251. }
  4252. F32 bd = _doCollisionImpact( collision, wasFalling );
  4253. // Copy this collision out so
  4254. // we can use it to do impacts
  4255. // and query collision.
  4256. *outCol = *collision;
  4257. if (isServerObject() && bd > 6.8f && collision->normal.z > 0.7f)
  4258. {
  4259. fx_s_triggers |= PLAYER_LANDING_S_TRIGGER;
  4260. setMaskBits(TriggerMask);
  4261. }
  4262. // Subtract out velocity
  4263. VectorF dv = collision->normal * (bd + sNormalElasticity);
  4264. mVelocity += dv;
  4265. if (count == 0)
  4266. {
  4267. firstNormal = collision->normal;
  4268. }
  4269. else
  4270. {
  4271. if (count == 1)
  4272. {
  4273. // Re-orient velocity along the crease.
  4274. if (mDot(dv,firstNormal) < 0.0f &&
  4275. mDot(collision->normal,firstNormal) < 0.0f)
  4276. {
  4277. VectorF nv;
  4278. mCross(collision->normal,firstNormal,&nv);
  4279. F32 nvl = nv.len();
  4280. if (nvl)
  4281. {
  4282. if (mDot(nv,mVelocity) < 0.0f)
  4283. nvl = -nvl;
  4284. nv *= mVelocity.len() / nvl;
  4285. mVelocity = nv;
  4286. }
  4287. }
  4288. }
  4289. }
  4290. }
  4291. else
  4292. {
  4293. totalMotion += (end - start).len();
  4294. start = end;
  4295. break;
  4296. }
  4297. }
  4298. if (count == sMoveRetryCount)
  4299. {
  4300. // Failed to move
  4301. start = initialPosition;
  4302. mVelocity.set(0.0f, 0.0f, 0.0f);
  4303. }
  4304. return start;
  4305. }
  4306. F32 Player::_doCollisionImpact( const Collision *collision, bool fallingCollision)
  4307. {
  4308. F32 bd = -mDot( mVelocity, collision->normal);
  4309. // shake camera on ground impact
  4310. if( bd > mDataBlock->groundImpactMinSpeed && isControlObject() )
  4311. {
  4312. F32 ampScale = (bd - mDataBlock->groundImpactMinSpeed) / mDataBlock->minImpactSpeed;
  4313. CameraShake *groundImpactShake = new CameraShake;
  4314. groundImpactShake->setDuration( mDataBlock->groundImpactShakeDuration );
  4315. groundImpactShake->setFrequency( mDataBlock->groundImpactShakeFreq );
  4316. VectorF shakeAmp = mDataBlock->groundImpactShakeAmp * ampScale;
  4317. groundImpactShake->setAmplitude( shakeAmp );
  4318. groundImpactShake->setFalloff( mDataBlock->groundImpactShakeFalloff );
  4319. groundImpactShake->init();
  4320. gCamFXMgr.addFX( groundImpactShake );
  4321. }
  4322. if ( ((bd > mDataBlock->minImpactSpeed && fallingCollision) || bd > mDataBlock->minLateralImpactSpeed)
  4323. && !mMountPending )
  4324. {
  4325. if ( !isGhost() )
  4326. onImpact( collision->object, collision->normal * bd );
  4327. if (mDamageState == Enabled && mState != RecoverState)
  4328. {
  4329. // Scale how long we're down for
  4330. if (mDataBlock->landSequenceTime > 0.0f)
  4331. {
  4332. // Recover time is based on the land sequence
  4333. setState(RecoverState);
  4334. }
  4335. else
  4336. {
  4337. // Legacy recover system
  4338. F32 value = (bd - mDataBlock->minImpactSpeed);
  4339. F32 range = (mDataBlock->minImpactSpeed * 0.9f);
  4340. U32 recover = mDataBlock->recoverDelay;
  4341. if (value < range)
  4342. recover = 1 + S32(mFloor( F32(recover) * value / range) );
  4343. //Con::printf("Used %d recover ticks", recover);
  4344. //Con::printf(" minImpact = %g, this one = %g", mDataBlock->minImpactSpeed, bd);
  4345. setState(RecoverState, recover);
  4346. }
  4347. }
  4348. }
  4349. if ( isServerObject() &&
  4350. (bd > (mDataBlock->minImpactSpeed / 3.0f) || bd > (mDataBlock->minLateralImpactSpeed / 3.0f )) )
  4351. {
  4352. mImpactSound = PlayerData::ImpactNormal;
  4353. setMaskBits(ImpactMask);
  4354. }
  4355. return bd;
  4356. }
  4357. void Player::_handleCollision( const Collision &collision )
  4358. {
  4359. // Track collisions
  4360. if ( !isGhost() &&
  4361. collision.object &&
  4362. collision.object != mContactInfo.contactObject )
  4363. queueCollision( collision.object, mVelocity - collision.object->getVelocity() );
  4364. }
  4365. bool Player::updatePos(const F32 travelTime)
  4366. {
  4367. PROFILE_SCOPE(Player_UpdatePos);
  4368. getTransform().getColumn(3,&mDelta.posVec);
  4369. // When mounted to another object, only Z rotation used.
  4370. if (isMounted()) {
  4371. mVelocity = mMount.object->getVelocity();
  4372. setPosition(Point3F(0.0f, 0.0f, 0.0f), mRot);
  4373. setMaskBits(MoveMask);
  4374. return true;
  4375. }
  4376. Point3F newPos;
  4377. Collision col;
  4378. dMemset( &col, 0, sizeof( col ) );
  4379. // DEBUG:
  4380. //Point3F savedVelocity = mVelocity;
  4381. if ( mPhysicsRep )
  4382. {
  4383. static CollisionList collisionList;
  4384. collisionList.clear();
  4385. newPos = mPhysicsRep->move( mVelocity * travelTime, collisionList );
  4386. bool haveCollisions = false;
  4387. bool wasFalling = mFalling;
  4388. if (collisionList.getCount() > 0)
  4389. {
  4390. mFalling = false;
  4391. haveCollisions = true;
  4392. }
  4393. if (haveCollisions)
  4394. {
  4395. // Pick the collision that most closely matches our direction
  4396. VectorF velNormal = mVelocity;
  4397. velNormal.normalizeSafe();
  4398. const Collision *collision = &collisionList[0];
  4399. F32 collisionDot = mDot(velNormal, collision->normal);
  4400. const Collision *cp = collision + 1;
  4401. const Collision *ep = collision + collisionList.getCount();
  4402. for (; cp != ep; cp++)
  4403. {
  4404. F32 dp = mDot(velNormal, cp->normal);
  4405. if (dp < collisionDot)
  4406. {
  4407. collisionDot = dp;
  4408. collision = cp;
  4409. }
  4410. }
  4411. _doCollisionImpact( collision, wasFalling );
  4412. // Modify our velocity based on collisions
  4413. for (U32 i=0; i<collisionList.getCount(); ++i)
  4414. {
  4415. F32 bd = -mDot( mVelocity, collisionList[i].normal );
  4416. VectorF dv = collisionList[i].normal * (bd + sNormalElasticity);
  4417. mVelocity += dv;
  4418. }
  4419. // Store the last collision for use later on. The handle collision
  4420. // code only expects a single collision object.
  4421. if (collisionList.getCount() > 0)
  4422. col = collisionList[collisionList.getCount() - 1];
  4423. // We'll handle any player-to-player collision, and the last collision
  4424. // with other obejct types.
  4425. for (U32 i=0; i<collisionList.getCount(); ++i)
  4426. {
  4427. Collision& colCheck = collisionList[i];
  4428. if (colCheck.object)
  4429. {
  4430. SceneObject* obj = static_cast<SceneObject*>(col.object);
  4431. if (obj->getTypeMask() & PlayerObjectType)
  4432. {
  4433. _handleCollision( colCheck );
  4434. }
  4435. else
  4436. {
  4437. col = colCheck;
  4438. }
  4439. }
  4440. }
  4441. _handleCollision( col );
  4442. }
  4443. }
  4444. else
  4445. {
  4446. if ( mVelocity.isZero() )
  4447. newPos = mDelta.posVec;
  4448. else
  4449. newPos = _move( travelTime, &col );
  4450. _handleCollision( col );
  4451. }
  4452. // DEBUG:
  4453. //if ( isClientObject() )
  4454. // Con::printf( "(client) vel: %g %g %g", mVelocity.x, mVelocity.y, mVelocity.z );
  4455. //else
  4456. // Con::printf( "(server) vel: %g %g %g", mVelocity.x, mVelocity.y, mVelocity.z );
  4457. // Set new position
  4458. // If on the client, calc delta for backstepping
  4459. if (isClientObject())
  4460. {
  4461. mDelta.pos = newPos;
  4462. mDelta.posVec = mDelta.posVec - mDelta.pos;
  4463. mDelta.dt = 1.0f;
  4464. }
  4465. setPosition( newPos, mRot );
  4466. setMaskBits( MoveMask );
  4467. updateContainer();
  4468. if (!isGhost())
  4469. {
  4470. // Collisions are only queued on the server and can be
  4471. // generated by either updateMove or updatePos
  4472. notifyCollision();
  4473. // Do mission area callbacks on the server as well
  4474. checkMissionArea();
  4475. }
  4476. // Check the total distance moved. If it is more than 1000th of the velocity, then
  4477. // we moved a fair amount...
  4478. //if (totalMotion >= (0.001f * initialSpeed))
  4479. return true;
  4480. //else
  4481. //return false;
  4482. }
  4483. //----------------------------------------------------------------------------
  4484. void Player::_findContact( SceneObject **contactObject,
  4485. VectorF *contactNormal,
  4486. Vector<SceneObject*> *outOverlapObjects )
  4487. {
  4488. Point3F pos;
  4489. getTransform().getColumn(3,&pos);
  4490. Box3F wBox;
  4491. Point3F exp(0,0,sTractionDistance);
  4492. wBox.minExtents = pos + mScaledBox.minExtents - exp;
  4493. wBox.maxExtents.x = pos.x + mScaledBox.maxExtents.x;
  4494. wBox.maxExtents.y = pos.y + mScaledBox.maxExtents.y;
  4495. wBox.maxExtents.z = pos.z + mScaledBox.minExtents.z + sTractionDistance;
  4496. static ClippedPolyList polyList;
  4497. polyList.clear();
  4498. polyList.doConstruct();
  4499. polyList.mNormal.set(0.0f, 0.0f, 0.0f);
  4500. polyList.setInterestNormal(Point3F(0.0f, 0.0f, -1.0f));
  4501. polyList.mPlaneList.setSize(6);
  4502. polyList.mPlaneList[0].setYZ(wBox.minExtents, -1.0f);
  4503. polyList.mPlaneList[1].setXZ(wBox.maxExtents, 1.0f);
  4504. polyList.mPlaneList[2].setYZ(wBox.maxExtents, 1.0f);
  4505. polyList.mPlaneList[3].setXZ(wBox.minExtents, -1.0f);
  4506. polyList.mPlaneList[4].setXY(wBox.minExtents, -1.0f);
  4507. polyList.mPlaneList[5].setXY(wBox.maxExtents, 1.0f);
  4508. Box3F plistBox = wBox;
  4509. // Expand build box as it will be used to collide with items.
  4510. // PickupRadius will be at least the size of the box.
  4511. F32 pd = (F32)mDataBlock->pickupDelta;
  4512. wBox.minExtents.x -= pd; wBox.minExtents.y -= pd;
  4513. wBox.maxExtents.x += pd; wBox.maxExtents.y += pd;
  4514. wBox.maxExtents.z = pos.z + mScaledBox.maxExtents.z;
  4515. // Build list from convex states here...
  4516. CollisionWorkingList& rList = mConvex.getWorkingList();
  4517. CollisionWorkingList* pList = rList.wLink.mNext;
  4518. while (pList != &rList)
  4519. {
  4520. Convex* pConvex = pList->mConvex;
  4521. U32 objectMask = pConvex->getObject()->getTypeMask();
  4522. if ( ( objectMask & sCollisionMoveMask ) &&
  4523. !( objectMask & PhysicalZoneObjectType ) )
  4524. {
  4525. Box3F convexBox = pConvex->getBoundingBox();
  4526. if (plistBox.isOverlapped(convexBox))
  4527. pConvex->getPolyList(&polyList);
  4528. }
  4529. else
  4530. outOverlapObjects->push_back( pConvex->getObject() );
  4531. pList = pList->wLink.mNext;
  4532. }
  4533. if (!polyList.isEmpty())
  4534. {
  4535. // Pick flattest surface
  4536. F32 bestVd = -1.0f;
  4537. ClippedPolyList::Poly* poly = polyList.mPolyList.begin();
  4538. ClippedPolyList::Poly* end = polyList.mPolyList.end();
  4539. for (; poly != end; poly++)
  4540. {
  4541. F32 vd = poly->plane.z; // i.e. mDot(Point3F(0,0,1), poly->plane);
  4542. if (vd > bestVd)
  4543. {
  4544. bestVd = vd;
  4545. *contactObject = poly->object;
  4546. *contactNormal = poly->plane;
  4547. }
  4548. }
  4549. }
  4550. }
  4551. void Player::findContact( bool *run, bool *jump, VectorF *contactNormal )
  4552. {
  4553. SceneObject *contactObject = NULL;
  4554. Vector<SceneObject*> overlapObjects;
  4555. if ( mPhysicsRep )
  4556. mPhysicsRep->findContact( &contactObject, contactNormal, &overlapObjects );
  4557. else
  4558. _findContact( &contactObject, contactNormal, &overlapObjects );
  4559. // Check for triggers, corpses and items.
  4560. const U32 filterMask = isGhost() ? sClientCollisionContactMask : sServerCollisionContactMask;
  4561. for ( U32 i=0; i < overlapObjects.size(); i++ )
  4562. {
  4563. SceneObject *obj = overlapObjects[i];
  4564. U32 objectMask = obj->getTypeMask();
  4565. if ( !( objectMask & filterMask ) )
  4566. continue;
  4567. // Check: triggers, corpses and items...
  4568. //
  4569. if (objectMask & TriggerObjectType)
  4570. {
  4571. Trigger* pTrigger = static_cast<Trigger*>( obj );
  4572. pTrigger->potentialEnterObject(this);
  4573. }
  4574. else if (objectMask & CorpseObjectType)
  4575. {
  4576. // If we've overlapped the worldbounding boxes, then that's it...
  4577. if ( getWorldBox().isOverlapped( obj->getWorldBox() ) )
  4578. {
  4579. ShapeBase* col = static_cast<ShapeBase*>( obj );
  4580. queueCollision(col,getVelocity() - col->getVelocity());
  4581. }
  4582. }
  4583. else if (objectMask & ItemObjectType)
  4584. {
  4585. // If we've overlapped the worldbounding boxes, then that's it...
  4586. Item* item = static_cast<Item*>( obj );
  4587. if ( getWorldBox().isOverlapped(item->getWorldBox()) &&
  4588. item->getCollisionObject() != this &&
  4589. !item->isHidden() )
  4590. queueCollision(item,getVelocity() - item->getVelocity());
  4591. }
  4592. }
  4593. F32 vd = (*contactNormal).z;
  4594. *run = vd > mDataBlock->runSurfaceCos;
  4595. *jump = vd > mDataBlock->jumpSurfaceCos;
  4596. mContactInfo.clear();
  4597. mContactInfo.contacted = contactObject != NULL;
  4598. mContactInfo.contactObject = contactObject;
  4599. if ( mContactInfo.contacted )
  4600. mContactInfo.contactNormal = *contactNormal;
  4601. mContactInfo.run = *run;
  4602. mContactInfo.jump = *jump;
  4603. }
  4604. //----------------------------------------------------------------------------
  4605. void Player::checkMissionArea()
  4606. {
  4607. // Checks to see if the player is in the Mission Area...
  4608. Point3F pos;
  4609. MissionArea * obj = MissionArea::getServerObject();
  4610. if(!obj)
  4611. return;
  4612. const RectI &area = obj->getArea();
  4613. getTransform().getColumn(3, &pos);
  4614. if ((pos.x < area.point.x || pos.x > area.point.x + area.extent.x ||
  4615. pos.y < area.point.y || pos.y > area.point.y + area.extent.y)) {
  4616. if(mInMissionArea) {
  4617. mInMissionArea = false;
  4618. mDataBlock->onLeaveMissionArea_callback( this );
  4619. }
  4620. }
  4621. else if(!mInMissionArea)
  4622. {
  4623. mInMissionArea = true;
  4624. mDataBlock->onEnterMissionArea_callback( this );
  4625. }
  4626. }
  4627. //----------------------------------------------------------------------------
  4628. bool Player::isDisplacable() const
  4629. {
  4630. return true;
  4631. }
  4632. Point3F Player::getMomentum() const
  4633. {
  4634. return mVelocity * getMass();
  4635. }
  4636. void Player::setMomentum(const Point3F& newMomentum)
  4637. {
  4638. Point3F newVelocity = newMomentum / getMass();
  4639. mVelocity = newVelocity;
  4640. }
  4641. #define LH_HACK 1
  4642. // Hack for short-term soln to Training crash -
  4643. #if LH_HACK
  4644. static U32 sBalance;
  4645. bool Player::displaceObject(const Point3F& displacement)
  4646. {
  4647. F32 vellen = mVelocity.len();
  4648. if (vellen < 0.001f || sBalance > 16) {
  4649. mVelocity.set(0.0f, 0.0f, 0.0f);
  4650. return false;
  4651. }
  4652. F32 dt = displacement.len() / vellen;
  4653. sBalance++;
  4654. bool result = updatePos(dt);
  4655. sBalance--;
  4656. getTransform().getColumn(3, &mDelta.pos);
  4657. mDelta.posVec.set(0.0f, 0.0f, 0.0f);
  4658. return result;
  4659. }
  4660. #else
  4661. bool Player::displaceObject(const Point3F& displacement)
  4662. {
  4663. F32 vellen = mVelocity.len();
  4664. if (vellen < 0.001f) {
  4665. mVelocity.set(0.0f, 0.0f, 0.0f);
  4666. return false;
  4667. }
  4668. F32 dt = displacement.len() / vellen;
  4669. bool result = updatePos(dt);
  4670. mObjToWorld.getColumn(3, &mDelta.pos);
  4671. mDelta.posVec.set(0.0f, 0.0f, 0.0f);
  4672. return result;
  4673. }
  4674. #endif
  4675. //----------------------------------------------------------------------------
  4676. void Player::setPosition(const Point3F& pos,const Point3F& rot)
  4677. {
  4678. MatrixF mat;
  4679. if (isMounted()) {
  4680. // Use transform from mounted object
  4681. //MatrixF nmat,zrot;
  4682. mMount.object->getMountTransform( mMount.node, mMount.xfm, &mat );
  4683. //zrot.set(EulerF(0.0f, 0.0f, rot.z));
  4684. //mat.mul(nmat,zrot);
  4685. }
  4686. else {
  4687. mat.set(EulerF(0.0f, 0.0f, rot.z));
  4688. mat.setColumn(3,pos);
  4689. }
  4690. Parent::setTransform(mat);
  4691. mRot = rot;
  4692. if ( mPhysicsRep )
  4693. mPhysicsRep->setTransform( mat );
  4694. }
  4695. void Player::setRenderPosition(const Point3F& pos, const Point3F& rot, F32 dt)
  4696. {
  4697. MatrixF mat;
  4698. if (isMounted()) {
  4699. // Use transform from mounted object
  4700. //MatrixF nmat,zrot;
  4701. mMount.object->getRenderMountTransform( dt, mMount.node, mMount.xfm, &mat );
  4702. //zrot.set(EulerF(0.0f, 0.0f, rot.z));
  4703. //mat.mul(nmat,zrot);
  4704. }
  4705. else {
  4706. EulerF orient(0.0f, 0.0f, rot.z);
  4707. mat.set(orient);
  4708. mat.setColumn(3, pos);
  4709. if (inDeathAnim()) {
  4710. F32 boxRad = (mDataBlock->boxSize.x * 0.5f);
  4711. if (MatrixF * fallMat = mDeath.fallToGround(dt, pos, rot.z, boxRad))
  4712. mat = * fallMat;
  4713. }
  4714. else
  4715. mDeath.initFall();
  4716. }
  4717. Parent::setRenderTransform(mat);
  4718. }
  4719. //----------------------------------------------------------------------------
  4720. void Player::setTransform(const MatrixF& mat)
  4721. {
  4722. // This method should never be called on the client.
  4723. // This currently converts all rotation in the mat into
  4724. // rotations around the z axis.
  4725. Point3F pos,vec;
  4726. mat.getColumn(1,&vec);
  4727. mat.getColumn(3,&pos);
  4728. Point3F rot(0.0f, 0.0f, -mAtan2(-vec.x,vec.y));
  4729. setPosition(pos,rot);
  4730. setMaskBits(MoveMask | NoWarpMask);
  4731. }
  4732. void Player::getEyeTransform(MatrixF* mat)
  4733. {
  4734. getEyeBaseTransform(mat, true);
  4735. // The shape instance is animated in getEyeBaseTransform() so we're
  4736. // good here when attempting to get the eye node position on the server.
  4737. S32 imageIndex = -1;
  4738. S32 shapeIndex = -1;
  4739. MountedImage* image = NULL;
  4740. ShapeBaseImageData* data = NULL;
  4741. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  4742. {
  4743. image = &(mMountedImageList[i]);
  4744. if (image->dataBlock)
  4745. {
  4746. data = image->dataBlock;
  4747. shapeIndex = getImageShapeIndex(*image);
  4748. if ( data->useEyeNode && (data->animateOnServer || isGhost()) && isFirstPerson() && data->eyeMountNode[shapeIndex] != -1 && data->eyeNode[shapeIndex] != -1 )
  4749. {
  4750. imageIndex = i;
  4751. break;
  4752. }
  4753. }
  4754. }
  4755. if (imageIndex >= 0)
  4756. {
  4757. // Get the image's eye node's position relative to the eye mount node
  4758. MatrixF mountTransform = image->shapeInstance[shapeIndex]->mNodeTransforms[data->eyeMountNode[shapeIndex]];
  4759. Point3F eyeMountNodePos = mountTransform.getPosition();
  4760. mountTransform = image->shapeInstance[shapeIndex]->mNodeTransforms[data->eyeNode[shapeIndex]];
  4761. Point3F eyeNodePos = mountTransform.getPosition() - eyeMountNodePos;
  4762. // Now transform to the image's eye node (position only)
  4763. MatrixF xfm(true);
  4764. xfm.setPosition(eyeNodePos);
  4765. mat->mul(xfm);
  4766. }
  4767. }
  4768. void Player::getEyeBaseTransform(MatrixF* mat, bool includeBank)
  4769. {
  4770. // Eye transform in world space. We only use the eye position
  4771. // from the animation and supply our own rotation.
  4772. MatrixF pmat,xmat,zmat;
  4773. if(!isGhost())
  4774. mShapeInstance->animate();
  4775. xmat.set(EulerF(mHead.x, 0.0f, 0.0f));
  4776. if (mUseHeadZCalc)
  4777. zmat.set(EulerF(0.0f, 0.0f, mHead.z));
  4778. else
  4779. zmat.identity();
  4780. if(includeBank && mDataBlock->cameraCanBank)
  4781. {
  4782. // Take mHead.y into account to bank the camera
  4783. MatrixF imat;
  4784. imat.mul(zmat, xmat);
  4785. MatrixF ymat;
  4786. ymat.set(EulerF(0.0f, mHead.y, 0.0f));
  4787. pmat.mul(imat, ymat);
  4788. }
  4789. else
  4790. {
  4791. pmat.mul(zmat,xmat);
  4792. }
  4793. F32 *dp = pmat;
  4794. F32* sp;
  4795. MatrixF eyeMat(true);
  4796. if (mDataBlock->eyeNode != -1)
  4797. {
  4798. sp = mShapeInstance->mNodeTransforms[mDataBlock->eyeNode];
  4799. }
  4800. else
  4801. {
  4802. Point3F center;
  4803. mObjBox.getCenter(&center);
  4804. eyeMat.setPosition(center);
  4805. sp = eyeMat;
  4806. }
  4807. const Point3F& scale = getScale();
  4808. dp[3] = sp[3] * scale.x;
  4809. dp[7] = sp[7] * scale.y;
  4810. dp[11] = sp[11] * scale.z;
  4811. mat->mul(getTransform(),pmat);
  4812. }
  4813. void Player::getRenderEyeTransform(MatrixF* mat)
  4814. {
  4815. getRenderEyeBaseTransform(mat, true);
  4816. // Use the first image that is set to use the eye node
  4817. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  4818. {
  4819. MountedImage& image = mMountedImageList[i];
  4820. if (image.dataBlock)
  4821. {
  4822. ShapeBaseImageData& data = *image.dataBlock;
  4823. U32 shapeIndex = getImageShapeIndex(image);
  4824. if ( data.useEyeNode && isFirstPerson() && data.eyeMountNode[shapeIndex] != -1 && data.eyeNode[shapeIndex] != -1 )
  4825. {
  4826. // Get the eye node's position relative to the eye mount node
  4827. MatrixF mountTransform = image.shapeInstance[shapeIndex]->mNodeTransforms[data.eyeMountNode[shapeIndex]];
  4828. Point3F eyeMountNodePos = mountTransform.getPosition();
  4829. mountTransform = image.shapeInstance[shapeIndex]->mNodeTransforms[data.eyeNode[shapeIndex]];
  4830. Point3F eyeNodePos = mountTransform.getPosition() - eyeMountNodePos;
  4831. // Now transform to the image's eye node (position only)
  4832. MatrixF xfm(true);
  4833. xfm.setPosition(eyeNodePos);
  4834. mat->mul(xfm);
  4835. return;
  4836. }
  4837. }
  4838. }
  4839. }
  4840. void Player::getRenderEyeBaseTransform(MatrixF* mat, bool includeBank)
  4841. {
  4842. // Eye transform in world space. We only use the eye position
  4843. // from the animation and supply our own rotation.
  4844. MatrixF pmat,xmat,zmat;
  4845. xmat.set(EulerF(mDelta.head.x + mDelta.headVec.x * mDelta.dt, 0.0f, 0.0f));
  4846. if (mUseHeadZCalc)
  4847. zmat.set(EulerF(0.0f, 0.0f, mDelta.head.z + mDelta.headVec.z * mDelta.dt));
  4848. else
  4849. zmat.identity();
  4850. if(includeBank && mDataBlock->cameraCanBank)
  4851. {
  4852. // Take mHead.y delta into account to bank the camera
  4853. MatrixF imat;
  4854. imat.mul(zmat, xmat);
  4855. MatrixF ymat;
  4856. ymat.set(EulerF(0.0f, mDelta.head.y + mDelta.headVec.y * mDelta.dt, 0.0f));
  4857. pmat.mul(imat, ymat);
  4858. }
  4859. else
  4860. {
  4861. pmat.mul(zmat,xmat);
  4862. }
  4863. F32 *dp = pmat;
  4864. F32* sp;
  4865. MatrixF eyeMat(true);
  4866. if (mDataBlock->eyeNode != -1)
  4867. {
  4868. sp = mShapeInstance->mNodeTransforms[mDataBlock->eyeNode];
  4869. }
  4870. else
  4871. {
  4872. // Use the center of the Player's bounding box for the eye position.
  4873. Point3F center;
  4874. mObjBox.getCenter(&center);
  4875. eyeMat.setPosition(center);
  4876. sp = eyeMat;
  4877. }
  4878. // Only use position of eye node, and take Player's scale
  4879. // into account.
  4880. const Point3F& scale = getScale();
  4881. dp[3] = sp[3] * scale.x;
  4882. dp[7] = sp[7] * scale.y;
  4883. dp[11] = sp[11] * scale.z;
  4884. mat->mul(getRenderTransform(), pmat);
  4885. }
  4886. void Player::getMuzzleTransform(U32 imageSlot,MatrixF* mat)
  4887. {
  4888. disableHeadZCalc();
  4889. MatrixF nmat;
  4890. Parent::getRetractionTransform(imageSlot,&nmat);
  4891. MatrixF smat;
  4892. Parent::getImageTransform(imageSlot,&smat);
  4893. disableCollision();
  4894. // See if we are pushed into a wall...
  4895. if (getDamageState() == Enabled) {
  4896. Point3F start, end;
  4897. smat.getColumn(3, &start);
  4898. nmat.getColumn(3, &end);
  4899. RayInfo rinfo;
  4900. if (getContainer()->castRay(start, end, sCollisionMoveMask, &rinfo)) {
  4901. Point3F finalPoint;
  4902. finalPoint.interpolate(start, end, rinfo.t);
  4903. nmat.setColumn(3, finalPoint);
  4904. }
  4905. else
  4906. Parent::getMuzzleTransform(imageSlot,&nmat);
  4907. }
  4908. else
  4909. Parent::getMuzzleTransform(imageSlot,&nmat);
  4910. enableCollision();
  4911. enableHeadZCalc();
  4912. *mat = nmat;
  4913. }
  4914. void Player::getRenderMuzzleTransform(U32 imageSlot,MatrixF* mat)
  4915. {
  4916. disableHeadZCalc();
  4917. MatrixF nmat;
  4918. Parent::getRenderRetractionTransform(imageSlot,&nmat);
  4919. MatrixF smat;
  4920. Parent::getRenderImageTransform(imageSlot,&smat);
  4921. disableCollision();
  4922. // See if we are pushed into a wall...
  4923. if (getDamageState() == Enabled)
  4924. {
  4925. Point3F start, end;
  4926. smat.getColumn(3, &start);
  4927. nmat.getColumn(3, &end);
  4928. RayInfo rinfo;
  4929. if (getContainer()->castRay(start, end, sCollisionMoveMask, &rinfo)) {
  4930. Point3F finalPoint;
  4931. finalPoint.interpolate(start, end, rinfo.t);
  4932. nmat.setColumn(3, finalPoint);
  4933. }
  4934. else
  4935. {
  4936. Parent::getRenderMuzzleTransform(imageSlot,&nmat);
  4937. }
  4938. }
  4939. else
  4940. {
  4941. Parent::getRenderMuzzleTransform(imageSlot,&nmat);
  4942. }
  4943. enableCollision();
  4944. enableHeadZCalc();
  4945. *mat = nmat;
  4946. }
  4947. void Player::getMuzzleVector(U32 imageSlot,VectorF* vec)
  4948. {
  4949. MatrixF mat;
  4950. getMuzzleTransform(imageSlot,&mat);
  4951. GameConnection * gc = getControllingClient();
  4952. if (gc && !gc->isAIControlled())
  4953. {
  4954. MountedImage& image = mMountedImageList[imageSlot];
  4955. bool fp = gc->isFirstPerson();
  4956. if ((fp && image.dataBlock->correctMuzzleVector) ||
  4957. (!fp && image.dataBlock->correctMuzzleVectorTP))
  4958. {
  4959. disableHeadZCalc();
  4960. if (getCorrectedAim(mat, vec))
  4961. {
  4962. enableHeadZCalc();
  4963. return;
  4964. }
  4965. enableHeadZCalc();
  4966. }
  4967. }
  4968. mat.getColumn(1,vec);
  4969. }
  4970. void Player::renderMountedImage( U32 imageSlot, TSRenderState &rstate, SceneRenderState *state )
  4971. {
  4972. GFX->pushWorldMatrix();
  4973. MatrixF world;
  4974. MountedImage& image = mMountedImageList[imageSlot];
  4975. ShapeBaseImageData& data = *image.dataBlock;
  4976. U32 imageShapeIndex;
  4977. if ( state->isShadowPass() )
  4978. {
  4979. // Force the standard image shapes for the shadow pass.
  4980. imageShapeIndex = ShapeBaseImageData::StandardImageShape;
  4981. }
  4982. else
  4983. {
  4984. imageShapeIndex = getImageShapeIndex(image);
  4985. }
  4986. if ( !state->isShadowPass() && isFirstPerson() && (data.useEyeOffset || (data.useEyeNode && data.eyeMountNode[imageShapeIndex] != -1)) )
  4987. {
  4988. if (data.useEyeNode && data.eyeMountNode[imageShapeIndex] != -1)
  4989. {
  4990. MatrixF nmat;
  4991. getRenderEyeBaseTransform(&nmat, mDataBlock->mountedImagesBank);
  4992. MatrixF offsetMat = image.shapeInstance[imageShapeIndex]->mNodeTransforms[data.eyeMountNode[imageShapeIndex]];
  4993. offsetMat.affineInverse();
  4994. world.mul(nmat,offsetMat);
  4995. }
  4996. else
  4997. {
  4998. MatrixF nmat;
  4999. getRenderEyeBaseTransform(&nmat, mDataBlock->mountedImagesBank);
  5000. world.mul(nmat,data.eyeOffset);
  5001. }
  5002. if ( imageSlot == 0 )
  5003. {
  5004. MatrixF nmat;
  5005. MatrixF smat;
  5006. getRenderRetractionTransform(0,&nmat);
  5007. getRenderImageTransform(0,&smat);
  5008. // See if we are pushed into a wall...
  5009. Point3F start, end;
  5010. smat.getColumn(3, &start);
  5011. nmat.getColumn(3, &end);
  5012. Point3F displace = (start - end) * mWeaponBackFraction;
  5013. world.setPosition( world.getPosition() + displace );
  5014. }
  5015. }
  5016. else
  5017. {
  5018. MatrixF nmat;
  5019. getRenderMountTransform( 0.0f, data.mountPoint, MatrixF::Identity, &nmat);
  5020. world.mul(nmat,data.mountTransform[imageShapeIndex]);
  5021. }
  5022. GFX->setWorldMatrix( world );
  5023. image.shapeInstance[imageShapeIndex]->animate();
  5024. image.shapeInstance[imageShapeIndex]->render( rstate );
  5025. // Render the first person mount image shape?
  5026. if (!state->isShadowPass() && imageShapeIndex == ShapeBaseImageData::FirstPersonImageShape && mShapeFPInstance[imageSlot])
  5027. {
  5028. mShapeFPInstance[imageSlot]->animate();
  5029. mShapeFPInstance[imageSlot]->render( rstate );
  5030. }
  5031. GFX->popWorldMatrix();
  5032. }
  5033. // Bot aiming code calls this frequently and will work fine without the check
  5034. // for being pushed into a wall, which shows up on profile at ~ 3% (eight bots)
  5035. void Player::getMuzzlePointAI(U32 imageSlot, Point3F* point)
  5036. {
  5037. MatrixF nmat;
  5038. Parent::getMuzzleTransform(imageSlot, &nmat);
  5039. // If we are in one of the standard player animations, adjust the
  5040. // muzzle to point in the direction we are looking.
  5041. if (mActionAnimation.action < PlayerData::NumTableActionAnims)
  5042. {
  5043. MatrixF xmat;
  5044. xmat.set(EulerF(mHead.x, 0, 0));
  5045. MatrixF result;
  5046. result.mul(getTransform(), xmat);
  5047. F32 *sp = nmat, *dp = result;
  5048. dp[3] = sp[3]; dp[7] = sp[7]; dp[11] = sp[11];
  5049. result.getColumn(3, point);
  5050. }
  5051. else
  5052. nmat.getColumn(3, point);
  5053. }
  5054. void Player::getCameraParameters(F32 *min,F32* max,Point3F* off,MatrixF* rot)
  5055. {
  5056. if (!mControlObject.isNull() && mControlObject == getObjectMount()) {
  5057. mControlObject->getCameraParameters(min,max,off,rot);
  5058. return;
  5059. }
  5060. const Point3F& scale = getScale();
  5061. *min = mDataBlock->cameraMinDist * scale.y;
  5062. *max = mDataBlock->cameraMaxDist * scale.y;
  5063. off->set(0.0f, 0.0f, 0.0f);
  5064. rot->identity();
  5065. }
  5066. //----------------------------------------------------------------------------
  5067. Point3F Player::getVelocity() const
  5068. {
  5069. return mVelocity;
  5070. }
  5071. F32 Player::getSpeed() const
  5072. {
  5073. return mVelocity.len();
  5074. }
  5075. void Player::setVelocity(const VectorF& vel)
  5076. {
  5077. AssertFatal( !mIsNaN( vel ), "Player::setVelocity() - The velocity is NaN!" );
  5078. mVelocity = vel;
  5079. setMaskBits(MoveMask);
  5080. }
  5081. void Player::applyImpulse(const Point3F&,const VectorF& vec)
  5082. {
  5083. AssertFatal( !mIsNaN( vec ), "Player::applyImpulse() - The vector is NaN!" );
  5084. // Players ignore angular velocity
  5085. VectorF vel;
  5086. vel.x = vec.x / getMass();
  5087. vel.y = vec.y / getMass();
  5088. vel.z = vec.z / getMass();
  5089. // Make sure the impulse isn't too big
  5090. F32 len = vel.magnitudeSafe();
  5091. if (len > sMaxImpulseVelocity)
  5092. {
  5093. Point3F excess = vel * ( 1.0f - (sMaxImpulseVelocity / len ) );
  5094. vel -= excess;
  5095. }
  5096. setVelocity(mVelocity + vel);
  5097. }
  5098. //----------------------------------------------------------------------------
  5099. bool Player::castRay(const Point3F &start, const Point3F &end, RayInfo* info)
  5100. {
  5101. // In standard Torque there's a rather brute force culling of all
  5102. // non-enabled players (corpses) from the ray cast. But, to
  5103. // demonstrate a resurrection spell, we need corpses to be
  5104. // selectable, so this code change allows consideration of corpses
  5105. // in the ray cast if corpsesHiddenFromRayCast is set to false.
  5106. if (sCorpsesHiddenFromRayCast && getDamageState() != Enabled)
  5107. return false;
  5108. // Collide against bounding box. Need at least this for the editor.
  5109. F32 st,et,fst = 0.0f,fet = 1.0f;
  5110. F32 *bmin = &mObjBox.minExtents.x;
  5111. F32 *bmax = &mObjBox.maxExtents.x;
  5112. F32 const *si = &start.x;
  5113. F32 const *ei = &end.x;
  5114. for (S32 i = 0; i < 3; i++) {
  5115. if (*si < *ei) {
  5116. if (*si > *bmax || *ei < *bmin)
  5117. return false;
  5118. F32 di = *ei - *si;
  5119. st = (*si < *bmin)? (*bmin - *si) / di: 0.0f;
  5120. et = (*ei > *bmax)? (*bmax - *si) / di: 1.0f;
  5121. }
  5122. else {
  5123. if (*ei > *bmax || *si < *bmin)
  5124. return false;
  5125. F32 di = *ei - *si;
  5126. st = (*si > *bmax)? (*bmax - *si) / di: 0.0f;
  5127. et = (*ei < *bmin)? (*bmin - *si) / di: 1.0f;
  5128. }
  5129. if (st > fst) fst = st;
  5130. if (et < fet) fet = et;
  5131. if (fet < fst)
  5132. return false;
  5133. bmin++; bmax++;
  5134. si++; ei++;
  5135. }
  5136. info->normal = start - end;
  5137. info->normal.normalizeSafe();
  5138. getTransform().mulV( info->normal );
  5139. info->t = fst;
  5140. info->object = this;
  5141. info->point.interpolate(start,end,fst);
  5142. info->material = 0;
  5143. return true;
  5144. }
  5145. //----------------------------------------------------------------------------
  5146. static MatrixF IMat(1);
  5147. bool Player::buildPolyList(PolyListContext, AbstractPolyList* polyList, const Box3F&, const SphereF&)
  5148. {
  5149. // Collision with the player is always against the player's object
  5150. // space bounding box axis aligned in world space.
  5151. Point3F pos;
  5152. getTransform().getColumn(3,&pos);
  5153. IMat.setColumn(3,pos);
  5154. polyList->setTransform(&IMat, Point3F(1.0f,1.0f,1.0f));
  5155. polyList->setObject(this);
  5156. polyList->addBox(mObjBox);
  5157. return true;
  5158. }
  5159. void Player::buildConvex(const Box3F& box, Convex* convex)
  5160. {
  5161. if (mShapeInstance == NULL)
  5162. return;
  5163. // These should really come out of a pool
  5164. mConvexList->collectGarbage();
  5165. Box3F realBox = box;
  5166. mWorldToObj.mul(realBox);
  5167. realBox.minExtents.convolveInverse(mObjScale);
  5168. realBox.maxExtents.convolveInverse(mObjScale);
  5169. if (realBox.isOverlapped(getObjBox()) == false)
  5170. return;
  5171. Convex* cc = 0;
  5172. CollisionWorkingList& wl = convex->getWorkingList();
  5173. for (CollisionWorkingList* itr = wl.wLink.mNext; itr != &wl; itr = itr->wLink.mNext) {
  5174. if (itr->mConvex->getType() == BoxConvexType &&
  5175. itr->mConvex->getObject() == this) {
  5176. cc = itr->mConvex;
  5177. break;
  5178. }
  5179. }
  5180. if (cc)
  5181. return;
  5182. // Create a new convex.
  5183. BoxConvex* cp = new OrthoBoxConvex;
  5184. mConvexList->registerObject(cp);
  5185. convex->addToWorkingList(cp);
  5186. cp->init(this);
  5187. mObjBox.getCenter(&cp->mCenter);
  5188. cp->mSize.x = mObjBox.len_x() / 2.0f;
  5189. cp->mSize.y = mObjBox.len_y() / 2.0f;
  5190. cp->mSize.z = mObjBox.len_z() / 2.0f;
  5191. }
  5192. //----------------------------------------------------------------------------
  5193. void Player::updateWorkingCollisionSet()
  5194. {
  5195. // First, we need to adjust our velocity for possible acceleration. It is assumed
  5196. // that we will never accelerate more than 20 m/s for gravity, plus 10 m/s for
  5197. // jetting, and an equivalent 10 m/s for jumping. We also assume that the
  5198. // working list is updated on a Tick basis, which means we only expand our
  5199. // box by the possible movement in that tick.
  5200. Point3F scaledVelocity = mVelocity * TickSec;
  5201. F32 len = scaledVelocity.len();
  5202. F32 newLen = len + (10.0f * TickSec);
  5203. // Check to see if it is actually necessary to construct the new working list,
  5204. // or if we can use the cached version from the last query. We use the x
  5205. // component of the min member of the mWorkingQueryBox, which is lame, but
  5206. // it works ok.
  5207. bool updateSet = false;
  5208. Box3F convexBox = mConvex.getBoundingBox(getTransform(), getScale());
  5209. F32 l = (newLen * 1.1f) + 0.1f; // from Convex::updateWorkingList
  5210. const Point3F lPoint( l, l, l );
  5211. convexBox.minExtents -= lPoint;
  5212. convexBox.maxExtents += lPoint;
  5213. // Check containment
  5214. if (mWorkingQueryBox.minExtents.x != -1e9f)
  5215. {
  5216. if (mWorkingQueryBox.isContained(convexBox) == false)
  5217. // Needed region is outside the cached region. Update it.
  5218. updateSet = true;
  5219. }
  5220. else
  5221. {
  5222. // Must update
  5223. updateSet = true;
  5224. }
  5225. // Actually perform the query, if necessary
  5226. if (updateSet == true) {
  5227. const Point3F twolPoint( 2.0f * l, 2.0f * l, 2.0f * l );
  5228. mWorkingQueryBox = convexBox;
  5229. mWorkingQueryBox.minExtents -= twolPoint;
  5230. mWorkingQueryBox.maxExtents += twolPoint;
  5231. disableCollision();
  5232. //We temporarily disable the collisions of anything mounted to us so we don't accidentally walk into things we've attached to us
  5233. for (SceneObject *ptr = mMount.list; ptr; ptr = ptr->getMountLink())
  5234. {
  5235. ptr->disableCollision();
  5236. }
  5237. mConvex.updateWorkingList(mWorkingQueryBox,
  5238. isGhost() ? sClientCollisionContactMask : sServerCollisionContactMask);
  5239. //And now re-enable the collisions of the mounted things
  5240. for (SceneObject *ptr = mMount.list; ptr; ptr = ptr->getMountLink())
  5241. {
  5242. ptr->enableCollision();
  5243. }
  5244. enableCollision();
  5245. }
  5246. }
  5247. //----------------------------------------------------------------------------
  5248. void Player::writePacketData(GameConnection *connection, BitStream *stream)
  5249. {
  5250. Parent::writePacketData(connection, stream);
  5251. stream->writeInt(mState,NumStateBits);
  5252. if (stream->writeFlag(mState == RecoverState))
  5253. stream->writeInt(mRecoverTicks,PlayerData::RecoverDelayBits);
  5254. if (stream->writeFlag(mJumpDelay > 0))
  5255. stream->writeInt(mJumpDelay,PlayerData::JumpDelayBits);
  5256. Point3F pos;
  5257. getTransform().getColumn(3,&pos);
  5258. if (stream->writeFlag(!isMounted())) {
  5259. // Will get position from mount
  5260. stream->setCompressionPoint(pos);
  5261. stream->write(pos.x);
  5262. stream->write(pos.y);
  5263. stream->write(pos.z);
  5264. stream->write(mVelocity.x);
  5265. stream->write(mVelocity.y);
  5266. stream->write(mVelocity.z);
  5267. stream->writeInt(mJumpSurfaceLastContact > 15 ? 15 : mJumpSurfaceLastContact, 4);
  5268. if (stream->writeFlag(!mAllowSprinting || !mAllowCrouching || !mAllowProne || !mAllowJumping || !mAllowJetJumping || !mAllowSwimming))
  5269. {
  5270. stream->writeFlag(mAllowJumping);
  5271. stream->writeFlag(mAllowJetJumping);
  5272. stream->writeFlag(mAllowSprinting);
  5273. stream->writeFlag(mAllowCrouching);
  5274. stream->writeFlag(mAllowProne);
  5275. stream->writeFlag(mAllowSwimming);
  5276. }
  5277. }
  5278. stream->write(mHead.x);
  5279. if(stream->writeFlag(mDataBlock->cameraCanBank))
  5280. {
  5281. // Include mHead.y to allow for camera banking
  5282. stream->write(mHead.y);
  5283. }
  5284. stream->write(mHead.z);
  5285. stream->write(mRot.z);
  5286. if (mControlObject) {
  5287. S32 gIndex = connection->getGhostIndex(mControlObject);
  5288. if (stream->writeFlag(gIndex != -1)) {
  5289. stream->writeInt(gIndex,NetConnection::GhostIdBitSize);
  5290. mControlObject->writePacketData(connection, stream);
  5291. }
  5292. }
  5293. else
  5294. stream->writeFlag(false);
  5295. }
  5296. void Player::readPacketData(GameConnection *connection, BitStream *stream)
  5297. {
  5298. Parent::readPacketData(connection, stream);
  5299. mState = (ActionState)stream->readInt(NumStateBits);
  5300. if (stream->readFlag())
  5301. mRecoverTicks = stream->readInt(PlayerData::RecoverDelayBits);
  5302. if (stream->readFlag())
  5303. mJumpDelay = stream->readInt(PlayerData::JumpDelayBits);
  5304. else
  5305. mJumpDelay = 0;
  5306. Point3F pos,rot;
  5307. if (stream->readFlag()) {
  5308. // Only written if we are not mounted
  5309. stream->read(&pos.x);
  5310. stream->read(&pos.y);
  5311. stream->read(&pos.z);
  5312. stream->read(&mVelocity.x);
  5313. stream->read(&mVelocity.y);
  5314. stream->read(&mVelocity.z);
  5315. stream->setCompressionPoint(pos);
  5316. mDelta.pos = pos;
  5317. mJumpSurfaceLastContact = stream->readInt(4);
  5318. if (stream->readFlag())
  5319. {
  5320. mAllowJumping = stream->readFlag();
  5321. mAllowJetJumping = stream->readFlag();
  5322. mAllowSprinting = stream->readFlag();
  5323. mAllowCrouching = stream->readFlag();
  5324. mAllowProne = stream->readFlag();
  5325. mAllowSwimming = stream->readFlag();
  5326. }
  5327. else
  5328. {
  5329. mAllowJumping = true;
  5330. mAllowJetJumping = true;
  5331. mAllowSprinting = true;
  5332. mAllowCrouching = true;
  5333. mAllowProne = true;
  5334. mAllowSwimming = true;
  5335. }
  5336. }
  5337. else
  5338. pos = mDelta.pos;
  5339. stream->read(&mHead.x);
  5340. if(stream->readFlag())
  5341. {
  5342. // Include mHead.y to allow for camera banking
  5343. stream->read(&mHead.y);
  5344. }
  5345. stream->read(&mHead.z);
  5346. stream->read(&rot.z);
  5347. rot.x = rot.y = 0;
  5348. if (!ignore_updates)
  5349. setPosition(pos,rot);
  5350. mDelta.head = mHead;
  5351. mDelta.rot = rot;
  5352. if (stream->readFlag()) {
  5353. S32 gIndex = stream->readInt(NetConnection::GhostIdBitSize);
  5354. ShapeBase* obj = static_cast<ShapeBase*>(connection->resolveGhost(gIndex));
  5355. setControlObject(obj);
  5356. obj->readPacketData(connection, stream);
  5357. }
  5358. else
  5359. setControlObject(0);
  5360. }
  5361. U32 Player::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
  5362. {
  5363. U32 retMask = Parent::packUpdate(con, mask, stream);
  5364. if (stream->writeFlag((mask & ImpactMask) && !(mask & InitialUpdateMask)))
  5365. stream->writeInt(mImpactSound, PlayerData::ImpactBits);
  5366. if (stream->writeFlag(mask & ActionMask &&
  5367. mActionAnimation.action != PlayerData::NullAnimation &&
  5368. mActionAnimation.action >= PlayerData::NumTableActionAnims)) {
  5369. stream->writeInt(mActionAnimation.action,PlayerData::ActionAnimBits);
  5370. stream->writeFlag(mActionAnimation.holdAtEnd);
  5371. stream->writeFlag(mActionAnimation.atEnd);
  5372. stream->writeFlag(mActionAnimation.firstPerson);
  5373. if (!mActionAnimation.atEnd) {
  5374. // If somewhere in middle on initial update, must send position-
  5375. F32 where = mShapeInstance->getPos(mActionAnimation.thread);
  5376. if (stream->writeFlag((mask & InitialUpdateMask) != 0 && where > 0))
  5377. stream->writeSignedFloat(where, 6);
  5378. }
  5379. }
  5380. if (stream->writeFlag(mask & ActionMask &&
  5381. mArmAnimation.action != PlayerData::NullAnimation &&
  5382. (!(mask & InitialUpdateMask) ||
  5383. mArmAnimation.action != mDataBlock->lookAction))) {
  5384. stream->writeInt(mArmAnimation.action,PlayerData::ActionAnimBits);
  5385. }
  5386. retMask = afx_packUpdate(con, mask, stream, retMask);
  5387. // The rest of the data is part of the control object packet update.
  5388. // If we're controlled by this client, we don't need to send it.
  5389. // we only need to send it if this is the initial update - in that case,
  5390. // the client won't know this is the control object yet.
  5391. if(stream->writeFlag(getControllingClient() == con && !(mask & InitialUpdateMask)))
  5392. return(retMask);
  5393. if (stream->writeFlag(mask & MoveMask))
  5394. {
  5395. stream->writeFlag(mFalling);
  5396. stream->writeFlag(mSwimming);
  5397. stream->writeFlag(mJetting);
  5398. stream->writeInt(mPose, NumPoseBits);
  5399. stream->writeInt(mState,NumStateBits);
  5400. if (stream->writeFlag(mState == RecoverState))
  5401. stream->writeInt(mRecoverTicks,PlayerData::RecoverDelayBits);
  5402. Point3F pos;
  5403. getTransform().getColumn(3,&pos);
  5404. stream->writeCompressedPoint(pos);
  5405. F32 len = mVelocity.len();
  5406. if(stream->writeFlag(len > 0.02f))
  5407. {
  5408. Point3F outVel = mVelocity;
  5409. outVel *= 1.0f/len;
  5410. stream->writeNormalVector(outVel, 10);
  5411. len *= 32.0f; // 5 bits of fraction
  5412. if(len > 8191)
  5413. len = 8191;
  5414. stream->writeInt((S32)len, 13);
  5415. }
  5416. // constrain the range of mRot.z
  5417. mRot.z = mWrapF(mRot.z, 0.0f, M_2PI_F);
  5418. stream->writeFloat(mRot.z / M_2PI_F, 7);
  5419. stream->writeSignedFloat(mHead.x / (mDataBlock->maxLookAngle - mDataBlock->minLookAngle), 6);
  5420. stream->writeSignedFloat(mHead.z / mDataBlock->maxFreelookAngle, 6);
  5421. mDelta.move.pack(stream);
  5422. stream->writeFlag(!(mask & NoWarpMask));
  5423. }
  5424. // Ghost need energy to predict reliably
  5425. if (mDataBlock->maxEnergy > 0.f)
  5426. stream->writeFloat(getEnergyLevel() / mDataBlock->maxEnergy, EnergyLevelBits);
  5427. else
  5428. stream->writeFloat(0.f, EnergyLevelBits);
  5429. return retMask;
  5430. }
  5431. void Player::unpackUpdate(NetConnection *con, BitStream *stream)
  5432. {
  5433. Parent::unpackUpdate(con,stream);
  5434. if (stream->readFlag())
  5435. mImpactSound = stream->readInt(PlayerData::ImpactBits);
  5436. // Server specified action animation
  5437. if (stream->readFlag()) {
  5438. U32 action = stream->readInt(PlayerData::ActionAnimBits);
  5439. bool hold = stream->readFlag();
  5440. bool atEnd = stream->readFlag();
  5441. bool fsp = stream->readFlag();
  5442. F32 animPos = -1.0f;
  5443. if (!atEnd && stream->readFlag())
  5444. animPos = stream->readSignedFloat(6);
  5445. if (isProperlyAdded()) {
  5446. setActionThread(action,true,hold,true,fsp);
  5447. bool inDeath = inDeathAnim();
  5448. if (atEnd)
  5449. {
  5450. mShapeInstance->clearTransition(mActionAnimation.thread);
  5451. mShapeInstance->setPos(mActionAnimation.thread,
  5452. mActionAnimation.forward? 1: 0);
  5453. if (inDeath)
  5454. mDeath.lastPos = 1.0f;
  5455. }
  5456. else if (animPos > 0) {
  5457. mShapeInstance->setPos(mActionAnimation.thread, animPos);
  5458. if (inDeath)
  5459. mDeath.lastPos = animPos;
  5460. }
  5461. // mMountPending suppresses tickDelay countdown so players will sit until
  5462. // their mount, or another animation, comes through (or 13 seconds elapses).
  5463. mMountPending = (S32) (inSittingAnim() ? sMountPendingTickWait : 0);
  5464. }
  5465. else {
  5466. mActionAnimation.action = action;
  5467. mActionAnimation.holdAtEnd = hold;
  5468. mActionAnimation.atEnd = atEnd;
  5469. mActionAnimation.firstPerson = fsp;
  5470. }
  5471. }
  5472. // Server specified arm animation
  5473. if (stream->readFlag()) {
  5474. U32 action = stream->readInt(PlayerData::ActionAnimBits);
  5475. if (isProperlyAdded())
  5476. setArmThread(action);
  5477. else
  5478. mArmAnimation.action = action;
  5479. }
  5480. afx_unpackUpdate(con, stream);
  5481. // Done if controlled by client ( and not initial update )
  5482. if(stream->readFlag())
  5483. return;
  5484. // MoveMask
  5485. if (stream->readFlag()) {
  5486. mPredictionCount = sMaxPredictionTicks;
  5487. mFalling = stream->readFlag();
  5488. mSwimming = stream->readFlag();
  5489. mJetting = stream->readFlag();
  5490. mPose = (Pose)(stream->readInt(NumPoseBits));
  5491. ActionState actionState = (ActionState)stream->readInt(NumStateBits);
  5492. if (stream->readFlag()) {
  5493. mRecoverTicks = stream->readInt(PlayerData::RecoverDelayBits);
  5494. setState(actionState, mRecoverTicks);
  5495. }
  5496. else
  5497. setState(actionState);
  5498. Point3F pos,rot;
  5499. stream->readCompressedPoint(&pos);
  5500. F32 speed = mVelocity.len();
  5501. if(stream->readFlag())
  5502. {
  5503. stream->readNormalVector(&mVelocity, 10);
  5504. mVelocity *= stream->readInt(13) / 32.0f;
  5505. }
  5506. else
  5507. {
  5508. mVelocity.set(0.0f, 0.0f, 0.0f);
  5509. }
  5510. rot.y = rot.x = 0.0f;
  5511. rot.z = stream->readFloat(7) * M_2PI_F;
  5512. mHead.x = stream->readSignedFloat(6) * (mDataBlock->maxLookAngle - mDataBlock->minLookAngle);
  5513. mHead.z = stream->readSignedFloat(6) * mDataBlock->maxFreelookAngle;
  5514. mDelta.move.unpack(stream);
  5515. mDelta.head = mHead;
  5516. mDelta.headVec.set(0.0f, 0.0f, 0.0f);
  5517. if (stream->readFlag() && isProperlyAdded())
  5518. {
  5519. // Determine number of ticks to warp based on the average
  5520. // of the client and server velocities.
  5521. mDelta.warpOffset = pos - mDelta.pos;
  5522. F32 as = (speed + mVelocity.len()) * 0.5f * TickSec;
  5523. F32 dt = (as > 0.00001f) ? mDelta.warpOffset.len() / as: sMaxWarpTicks;
  5524. mDelta.warpTicks = (S32)((dt > sMinWarpTicks) ? getMax(mFloor(dt + 0.5f), 1.0f) : 0.0f);
  5525. if (mDelta.warpTicks)
  5526. {
  5527. // Setup the warp to start on the next tick.
  5528. if (mDelta.warpTicks > sMaxWarpTicks)
  5529. mDelta.warpTicks = sMaxWarpTicks;
  5530. mDelta.warpOffset /= (F32)mDelta.warpTicks;
  5531. mDelta.rotOffset = rot - mDelta.rot;
  5532. // Ignore small rotation differences
  5533. if (mFabs(mDelta.rotOffset.z) < 0.001f)
  5534. mDelta.rotOffset.z = 0;
  5535. // Wrap rotation to +/-PI
  5536. if(mDelta.rotOffset.z < - M_PI_F)
  5537. mDelta.rotOffset.z += M_2PI_F;
  5538. else if(mDelta.rotOffset.z > M_PI_F)
  5539. mDelta.rotOffset.z -= M_2PI_F;
  5540. mDelta.rotOffset /= (F32)mDelta.warpTicks;
  5541. }
  5542. else
  5543. {
  5544. // Going to skip the warp, server and client are real close.
  5545. // Adjust the frame interpolation to move smoothly to the
  5546. // new position within the current tick.
  5547. Point3F cp = mDelta.pos + mDelta.posVec * mDelta.dt;
  5548. if (mDelta.dt == 0)
  5549. {
  5550. mDelta.posVec.set(0.0f, 0.0f, 0.0f);
  5551. mDelta.rotVec.set(0.0f, 0.0f, 0.0f);
  5552. }
  5553. else
  5554. {
  5555. F32 dti = 1.0f / mDelta.dt;
  5556. mDelta.posVec = (cp - pos) * dti;
  5557. mDelta.rotVec.z = mRot.z - rot.z;
  5558. if(mDelta.rotVec.z > M_PI_F)
  5559. mDelta.rotVec.z -= M_2PI_F;
  5560. else if(mDelta.rotVec.z < -M_PI_F)
  5561. mDelta.rotVec.z += M_2PI_F;
  5562. mDelta.rotVec.z *= dti;
  5563. }
  5564. mDelta.pos = pos;
  5565. mDelta.rot = rot;
  5566. if (!ignore_updates)
  5567. setPosition(pos,rot);
  5568. }
  5569. }
  5570. else
  5571. {
  5572. // Set the player to the server position
  5573. mDelta.pos = pos;
  5574. mDelta.rot = rot;
  5575. mDelta.posVec.set(0.0f, 0.0f, 0.0f);
  5576. mDelta.rotVec.set(0.0f, 0.0f, 0.0f);
  5577. mDelta.warpTicks = 0;
  5578. mDelta.dt = 0.0f;
  5579. if (!ignore_updates)
  5580. setPosition(pos,rot);
  5581. }
  5582. }
  5583. F32 energy = stream->readFloat(EnergyLevelBits) * mDataBlock->maxEnergy;
  5584. setEnergyLevel(energy);
  5585. }
  5586. //----------------------------------------------------------------------------
  5587. DefineEngineMethod( Player, getPose, const char*, (),,
  5588. "@brief Get the name of the player's current pose.\n\n"
  5589. "The pose is one of the following:\n\n<ul>"
  5590. "<li>Stand - Standard movement pose.</li>"
  5591. "<li>Sprint - Sprinting pose.</li>"
  5592. "<li>Crouch - Crouch pose.</li>"
  5593. "<li>Prone - Prone pose.</li>"
  5594. "<li>Swim - Swimming pose.</li></ul>\n"
  5595. "@return The current pose; one of: \"Stand\", \"Sprint\", \"Crouch\", \"Prone\", \"Swim\"\n" )
  5596. {
  5597. return object->getPoseName();
  5598. }
  5599. DefineEngineMethod( Player, allowAllPoses, void, (),,
  5600. "@brief Allow all poses a chance to occur.\n\n"
  5601. "This method resets any poses that have manually been blocked from occuring. "
  5602. "This includes the regular pose states such as sprinting, crouch, being prone "
  5603. "and swimming. It also includes being able to jump and jet jump. While this "
  5604. "is allowing these poses to occur it doesn't mean that they all can due to other "
  5605. "conditions. We're just not manually blocking them from being allowed.\n"
  5606. "@see allowJumping()\n"
  5607. "@see allowJetJumping()\n"
  5608. "@see allowSprinting()\n"
  5609. "@see allowCrouching()\n"
  5610. "@see allowProne()\n"
  5611. "@see allowSwimming()\n" )
  5612. {
  5613. object->allowAllPoses();
  5614. }
  5615. DefineEngineMethod( Player, allowJumping, void, (bool state),,
  5616. "@brief Set if the Player is allowed to jump.\n\n"
  5617. "The default is to allow jumping unless there are other environmental concerns "
  5618. "that prevent it. This method is mainly used to explicitly disallow jumping "
  5619. "at any time.\n"
  5620. "@param state Set to true to allow jumping, false to disable it.\n"
  5621. "@see allowAllPoses()\n" )
  5622. {
  5623. object->allowJumping(state);
  5624. }
  5625. DefineEngineMethod( Player, allowJetJumping, void, (bool state),,
  5626. "@brief Set if the Player is allowed to jet jump.\n\n"
  5627. "The default is to allow jet jumping unless there are other environmental concerns "
  5628. "that prevent it. This method is mainly used to explicitly disallow jet jumping "
  5629. "at any time.\n"
  5630. "@param state Set to true to allow jet jumping, false to disable it.\n"
  5631. "@see allowAllPoses()\n" )
  5632. {
  5633. object->allowJetJumping(state);
  5634. }
  5635. DefineEngineMethod( Player, allowSprinting, void, (bool state),,
  5636. "@brief Set if the Player is allowed to sprint.\n\n"
  5637. "The default is to allow sprinting unless there are other environmental concerns "
  5638. "that prevent it. This method is mainly used to explicitly disallow sprinting "
  5639. "at any time.\n"
  5640. "@param state Set to true to allow sprinting, false to disable it.\n"
  5641. "@see allowAllPoses()\n" )
  5642. {
  5643. object->allowSprinting(state);
  5644. }
  5645. DefineEngineMethod( Player, allowCrouching, void, (bool state),,
  5646. "@brief Set if the Player is allowed to crouch.\n\n"
  5647. "The default is to allow crouching unless there are other environmental concerns "
  5648. "that prevent it. This method is mainly used to explicitly disallow crouching "
  5649. "at any time.\n"
  5650. "@param state Set to true to allow crouching, false to disable it.\n"
  5651. "@see allowAllPoses()\n" )
  5652. {
  5653. object->allowCrouching(state);
  5654. }
  5655. DefineEngineMethod( Player, allowProne, void, (bool state),,
  5656. "@brief Set if the Player is allowed to go prone.\n\n"
  5657. "The default is to allow being prone unless there are other environmental concerns "
  5658. "that prevent it. This method is mainly used to explicitly disallow going prone "
  5659. "at any time.\n"
  5660. "@param state Set to true to allow being prone, false to disable it.\n"
  5661. "@see allowAllPoses()\n" )
  5662. {
  5663. object->allowProne(state);
  5664. }
  5665. DefineEngineMethod( Player, allowSwimming, void, (bool state),,
  5666. "@brief Set if the Player is allowed to swim.\n\n"
  5667. "The default is to allow swimming unless there are other environmental concerns "
  5668. "that prevent it. This method is mainly used to explicitly disallow swimming "
  5669. "at any time.\n"
  5670. "@param state Set to true to allow swimming, false to disable it.\n"
  5671. "@see allowAllPoses()\n" )
  5672. {
  5673. object->allowSwimming(state);
  5674. }
  5675. //----------------------------------------------------------------------------
  5676. DefineEngineMethod( Player, getState, const char*, (),,
  5677. "@brief Get the name of the player's current state.\n\n"
  5678. "The state is one of the following:\n\n<ul>"
  5679. "<li>Dead - The Player is dead.</li>"
  5680. "<li>Mounted - The Player is mounted to an object such as a vehicle.</li>"
  5681. "<li>Move - The Player is free to move. The usual state.</li>"
  5682. "<li>Recover - The Player is recovering from a fall. See PlayerData::recoverDelay.</li></ul>\n"
  5683. "@return The current state; one of: \"Dead\", \"Mounted\", \"Move\", \"Recover\"\n" )
  5684. {
  5685. return object->getStateName();
  5686. }
  5687. DefineEngineMethod( Player, getDamageLocation, const char*, ( Point3F pos ),,
  5688. "@brief Get the named damage location and modifier for a given world position.\n\n"
  5689. "the Player object can simulate different hit locations based on a pre-defined set "
  5690. "of PlayerData defined percentages. These hit percentages divide up the Player's "
  5691. "bounding box into different regions. The diagram below demonstrates how the various "
  5692. "PlayerData properties split up the bounding volume:\n\n"
  5693. "<img src=\"images/player_damageloc.png\">\n\n"
  5694. "While you may pass in any world position and getDamageLocation() will provide a best-fit "
  5695. "location, you should be aware that this can produce some interesting results. For example, "
  5696. "any position that is above PlayerData::boxHeadPercentage will be considered a 'head' hit, even "
  5697. "if the world position is high in the sky. Therefore it may be wise to keep the passed in point "
  5698. "to somewhere on the surface of, or within, the Player's bounding volume.\n\n"
  5699. "@note This method will not return an accurate location when the player is "
  5700. "prone or swimming.\n\n"
  5701. "@param pos A world position for which to retrieve a body region on this player.\n"
  5702. "@return a string containing two words (space separated strings), where the "
  5703. "first is a location and the second is a modifier.\n\n"
  5704. "Posible locations:<ul>"
  5705. "<li>head</li>"
  5706. "<li>torso</li>"
  5707. "<li>legs</li></ul>\n"
  5708. "Head modifiers:<ul>"
  5709. "<li>left_back</li>"
  5710. "<li>middle_back</li>"
  5711. "<li>right_back</li>"
  5712. "<li>left_middle</li>"
  5713. "<li>middle_middle</li>"
  5714. "<li>right_middle</li>"
  5715. "<li>left_front</li>"
  5716. "<li>middle_front</li>"
  5717. "<li>right_front</li></ul>\n"
  5718. "Legs/Torso modifiers:<ul>"
  5719. "<li>front_left</li>"
  5720. "<li>front_right</li>"
  5721. "<li>back_left</li>"
  5722. "<li>back_right</li></ul>\n"
  5723. "@see PlayerData::boxHeadPercentage\n"
  5724. "@see PlayerData::boxHeadFrontPercentage\n"
  5725. "@see PlayerData::boxHeadBackPercentage\n"
  5726. "@see PlayerData::boxHeadLeftPercentage\n"
  5727. "@see PlayerData::boxHeadRightPercentage\n"
  5728. "@see PlayerData::boxTorsoPercentage\n"
  5729. )
  5730. {
  5731. const char *buffer1;
  5732. const char *buffer2;
  5733. object->getDamageLocation(pos, buffer1, buffer2);
  5734. static const U32 bufSize = 128;
  5735. char *buff = Con::getReturnBuffer(bufSize);
  5736. dSprintf(buff, bufSize, "%s %s", buffer1, buffer2);
  5737. return buff;
  5738. }
  5739. DefineEngineMethod( Player, setArmThread, bool, ( const char* name ),,
  5740. "@brief Set the sequence that controls the player's arms (dynamically adjusted "
  5741. "to match look direction).\n\n"
  5742. "@param name Name of the sequence to play on the player's arms.\n"
  5743. "@return true if successful, false if failed.\n"
  5744. "@note By default the 'look' sequence is used, if available.\n")
  5745. {
  5746. return object->setArmThread( name );
  5747. }
  5748. DefineEngineMethod( Player, setActionThread, bool, ( const char* name, bool hold, bool fsp ), ( false, true ),
  5749. "@brief Set the main action sequence to play for this player.\n\n"
  5750. "@param name Name of the action sequence to set\n"
  5751. "@param hold Set to false to get a callback on the datablock when the sequence ends (PlayerData::animationDone()). "
  5752. "When set to true no callback is made.\n"
  5753. "@param fsp True if first person and none of the spine nodes in the shape should animate. False will allow the shape's "
  5754. "spine nodes to animate.\n"
  5755. "@return True if succesful, false if failed\n"
  5756. "@note The spine nodes for the Player's shape are named as follows:\n\n<ul>"
  5757. "<li>Bip01 Pelvis</li>"
  5758. "<li>Bip01 Spine</li>"
  5759. "<li>Bip01 Spine1</li>"
  5760. "<li>Bip01 Spine2</li>"
  5761. "<li>Bip01 Neck</li>"
  5762. "<li>Bip01 Head</li></ul>\n\n"
  5763. "You cannot use setActionThread() to have the Player play one of the motion "
  5764. "determined action animation sequences. These sequences are chosen based on how "
  5765. "the Player moves and the Player's current pose. The names of these sequences are:\n\n<ul>"
  5766. "<li>root</li>"
  5767. "<li>run</li>"
  5768. "<li>side</li>"
  5769. "<li>side_right</li>"
  5770. "<li>crouch_root</li>"
  5771. "<li>crouch_forward</li>"
  5772. "<li>crouch_backward</li>"
  5773. "<li>crouch_side</li>"
  5774. "<li>crouch_right</li>"
  5775. "<li>prone_root</li>"
  5776. "<li>prone_forward</li>"
  5777. "<li>prone_backward</li>"
  5778. "<li>swim_root</li>"
  5779. "<li>swim_forward</li>"
  5780. "<li>swim_backward</li>"
  5781. "<li>swim_left</li>"
  5782. "<li>swim_right</li>"
  5783. "<li>fall</li>"
  5784. "<li>jump</li>"
  5785. "<li>standjump</li>"
  5786. "<li>land</li>"
  5787. "<li>jet</li></ul>\n\n"
  5788. "If the player moves in any direction then the animation sequence set using this "
  5789. "method will be cancelled and the chosen mation-based sequence will take over. This makes "
  5790. "great for times when the Player cannot move, such as when mounted, or when it doesn't matter "
  5791. "if the action sequence changes, such as waving and saluting.\n"
  5792. "@tsexample\n"
  5793. "// Place the player in a sitting position after being mounted\n"
  5794. "%player.setActionThread( \"sitting\", true, true );\n"
  5795. "@endtsexample\n")
  5796. {
  5797. return object->setActionThread( name, hold, true, fsp);
  5798. }
  5799. DefineEngineMethod( Player, setControlObject, bool, ( ShapeBase* obj ),,
  5800. "@brief Set the object to be controlled by this player\n\n"
  5801. "It is possible to have the moves sent to the Player object from the "
  5802. "GameConnection to be passed along to another object. This happens, for example "
  5803. "when a player is mounted to a vehicle. The move commands pass through the Player "
  5804. "and on to the vehicle (while the player remains stationary within the vehicle). "
  5805. "With setControlObject() you can have the Player pass along its moves to any object. "
  5806. "One possible use is for a player to move a remote controlled vehicle. In this case "
  5807. "the player does not mount the vehicle directly, but still wants to be able to control it.\n"
  5808. "@param obj Object to control with this player\n"
  5809. "@return True if the object is valid, false if not\n"
  5810. "@see getControlObject()\n"
  5811. "@see clearControlObject()\n"
  5812. "@see GameConnection::setControlObject()")
  5813. {
  5814. if (obj) {
  5815. object->setControlObject(obj);
  5816. return true;
  5817. }
  5818. else
  5819. object->setControlObject(0);
  5820. return false;
  5821. }
  5822. DefineEngineMethod( Player, getControlObject, S32, (),,
  5823. "@brief Get the current object we are controlling.\n\n"
  5824. "@return ID of the ShapeBase object we control, or 0 if not controlling an "
  5825. "object.\n"
  5826. "@see setControlObject()\n"
  5827. "@see clearControlObject()")
  5828. {
  5829. ShapeBase* controlObject = object->getControlObject();
  5830. return controlObject ? controlObject->getId(): 0;
  5831. }
  5832. DefineEngineMethod( Player, clearControlObject, void, (),,
  5833. "@brief Clears the player's current control object.\n\n"
  5834. "Returns control to the player. This internally calls "
  5835. "Player::setControlObject(0).\n"
  5836. "@tsexample\n"
  5837. "%player.clearControlObject();\n"
  5838. "echo(%player.getControlObject()); //<-- Returns 0, player assumes control\n"
  5839. "%player.setControlObject(%vehicle);\n"
  5840. "echo(%player.getControlObject()); //<-- Returns %vehicle, player controls the vehicle now.\n"
  5841. "@endtsexample\n"
  5842. "@note If the player does not have a control object, the player will receive all moves "
  5843. "from its GameConnection. If you're looking to remove control from the player itself "
  5844. "(i.e. stop sending moves to the player) use GameConnection::setControlObject() to transfer "
  5845. "control to another object, such as a camera.\n"
  5846. "@see setControlObject()\n"
  5847. "@see getControlObject()\n"
  5848. "@see GameConnection::setControlObject()\n")
  5849. {
  5850. object->setControlObject(0);
  5851. }
  5852. DefineEngineMethod( Player, checkDismountPoint, bool, ( Point3F oldPos, Point3F pos ),,
  5853. "@brief Check if it is safe to dismount at this position.\n\n"
  5854. "Internally this method casts a ray from oldPos to pos to determine if it hits the "
  5855. "terrain, an interior object, a water object, another player, a static shape, "
  5856. "a vehicle (exluding the one currently mounted), or physical zone. If this ray "
  5857. "is in the clear, then the player's bounding box is also checked for a collision at "
  5858. "the pos position. If this displaced bounding box is also in the clear, then "
  5859. "checkDismountPoint() returns true.\n"
  5860. "@param oldPos The player's current position\n"
  5861. "@param pos The dismount position to check\n"
  5862. "@return True if the dismount position is clear, false if not\n"
  5863. "@note The player must be already mounted for this method to not assert.\n")
  5864. {
  5865. MatrixF oldPosMat(true);
  5866. oldPosMat.setColumn(3, oldPos);
  5867. MatrixF posMat(true);
  5868. posMat.setColumn(3, pos);
  5869. return object->checkDismountPosition(oldPosMat, posMat);
  5870. }
  5871. DefineEngineMethod( Player, getNumDeathAnimations, S32, ( ),,
  5872. "@brief Get the number of death animations available to this player.\n\n"
  5873. "Death animations are assumed to be named death1-N using consecutive indices." )
  5874. {
  5875. S32 count = 0;
  5876. const PlayerData * db = dynamic_cast<PlayerData*>( object->getDataBlock() );
  5877. if ( db )
  5878. {
  5879. for ( S32 i = 0; i < db->actionCount; i++ )
  5880. if ( db->actionList[i].death )
  5881. count++;
  5882. }
  5883. return count;
  5884. }
  5885. //----------------------------------------------------------------------------
  5886. void Player::consoleInit()
  5887. {
  5888. Con::addVariable("$player::renderMyPlayer",TypeBool, &sRenderMyPlayer,
  5889. "@brief Determines if the player is rendered or not.\n\n"
  5890. "Used on the client side to disable the rendering of all Player objects. This is "
  5891. "mainly for the tools or debugging.\n"
  5892. "@ingroup GameObjects\n");
  5893. Con::addVariable("$player::renderMyItems",TypeBool, &sRenderMyItems,
  5894. "@brief Determines if mounted shapes are rendered or not.\n\n"
  5895. "Used on the client side to disable the rendering of all Player mounted objects. This is "
  5896. "mainly used for the tools or debugging.\n"
  5897. "@ingroup GameObjects\n");
  5898. Con::addVariable("$player::renderCollision", TypeBool, &sRenderPlayerCollision,
  5899. "@brief Determines if the player's collision mesh should be rendered.\n\n"
  5900. "This is mainly used for the tools and debugging.\n"
  5901. "@ingroup GameObjects\n");
  5902. Con::addVariable("$player::minWarpTicks",TypeF32,&sMinWarpTicks,
  5903. "@brief Fraction of tick at which instant warp occures on the client.\n\n"
  5904. "@ingroup GameObjects\n");
  5905. Con::addVariable("$player::maxWarpTicks",TypeS32,&sMaxWarpTicks,
  5906. "@brief When a warp needs to occur due to the client being too far off from the server, this is the "
  5907. "maximum number of ticks we'll allow the client to warp to catch up.\n\n"
  5908. "@ingroup GameObjects\n");
  5909. Con::addVariable("$player::maxPredictionTicks",TypeS32,&sMaxPredictionTicks,
  5910. "@brief Maximum number of ticks to predict on the client from the last known move obtained from the server.\n\n"
  5911. "@ingroup GameObjects\n");
  5912. Con::addVariable("$player::maxImpulseVelocity", TypeF32, &sMaxImpulseVelocity,
  5913. "@brief The maximum velocity allowed due to a single impulse.\n\n"
  5914. "@ingroup GameObjects\n");
  5915. // Move triggers
  5916. Con::addVariable("$player::jumpTrigger", TypeS32, &sJumpTrigger,
  5917. "@brief The move trigger index used for player jumping.\n\n"
  5918. "@ingroup GameObjects\n");
  5919. Con::addVariable("$player::crouchTrigger", TypeS32, &sCrouchTrigger,
  5920. "@brief The move trigger index used for player crouching.\n\n"
  5921. "@ingroup GameObjects\n");
  5922. Con::addVariable("$player::proneTrigger", TypeS32, &sProneTrigger,
  5923. "@brief The move trigger index used for player prone pose.\n\n"
  5924. "@ingroup GameObjects\n");
  5925. Con::addVariable("$player::sprintTrigger", TypeS32, &sSprintTrigger,
  5926. "@brief The move trigger index used for player sprinting.\n\n"
  5927. "@ingroup GameObjects\n");
  5928. Con::addVariable("$player::imageTrigger0", TypeS32, &sImageTrigger0,
  5929. "@brief The move trigger index used to trigger mounted image 0.\n\n"
  5930. "@ingroup GameObjects\n");
  5931. Con::addVariable("$player::imageTrigger1", TypeS32, &sImageTrigger1,
  5932. "@brief The move trigger index used to trigger mounted image 1 or alternate fire "
  5933. "on mounted image 0.\n\n"
  5934. "@ingroup GameObjects\n");
  5935. Con::addVariable("$player::jumpJetTrigger", TypeS32, &sJumpJetTrigger,
  5936. "@brief The move trigger index used for player jump jetting.\n\n"
  5937. "@ingroup GameObjects\n");
  5938. Con::addVariable("$player::vehicleDismountTrigger", TypeS32, &sVehicleDismountTrigger,
  5939. "@brief The move trigger index used to dismount player.\n\n"
  5940. "@ingroup GameObjects\n");
  5941. // ExtendedMove support
  5942. Con::addVariable("$player::extendedMoveHeadPosRotIndex", TypeS32, &smExtendedMoveHeadPosRotIndex,
  5943. "@brief The ExtendedMove position/rotation index used for head movements.\n\n"
  5944. "@ingroup GameObjects\n");
  5945. afx_consoleInit();
  5946. }
  5947. //--------------------------------------------------------------------------
  5948. void Player::calcClassRenderData()
  5949. {
  5950. Parent::calcClassRenderData();
  5951. // If nothing is mounted do not perform the calculations below. Otherwise,
  5952. // we'll end up with a bad ray cast as both nmat and smat will be the
  5953. // Player's transform.
  5954. MountedImage& image = mMountedImageList[0];
  5955. if (!image.dataBlock)
  5956. {
  5957. mWeaponBackFraction = 0.0f;
  5958. return;
  5959. }
  5960. disableCollision();
  5961. MatrixF nmat;
  5962. MatrixF smat;
  5963. Parent::getRetractionTransform(0,&nmat);
  5964. Parent::getImageTransform(0, &smat);
  5965. // See if we are pushed into a wall...
  5966. Point3F start, end;
  5967. smat.getColumn(3, &start);
  5968. nmat.getColumn(3, &end);
  5969. RayInfo rinfo;
  5970. if (getContainer()->castRay(start, end, sCollisionMoveMask & ~(WaterObjectType|PhysicalZoneObjectType|MarkerObjectType), &rinfo)) {
  5971. if (rinfo.t < 1.0f)
  5972. mWeaponBackFraction = 1.0f - rinfo.t;
  5973. else
  5974. mWeaponBackFraction = 0.0f;
  5975. } else {
  5976. mWeaponBackFraction = 0.0f;
  5977. }
  5978. enableCollision();
  5979. }
  5980. //-----------------------------------------------------------------------------
  5981. void Player::playFootstepSound( bool triggeredLeft, Material* contactMaterial, SceneObject* contactObject )
  5982. {
  5983. if (footfallSoundOverride > 0)
  5984. return;
  5985. MatrixF footMat = getTransform();
  5986. if( mWaterCoverage > 0.0 )
  5987. {
  5988. // Treading water.
  5989. if ( mWaterCoverage < mDataBlock->footSplashHeight )
  5990. SFX->playOnce( mDataBlock->getPlayerSoundProfile( PlayerData::FootShallowSplash ), &footMat );
  5991. else
  5992. {
  5993. if ( mWaterCoverage < 1.0 )
  5994. SFX->playOnce( mDataBlock->getPlayerSoundProfile( PlayerData::FootWading ), &footMat );
  5995. else
  5996. {
  5997. if ( triggeredLeft )
  5998. {
  5999. SFX->playOnce( mDataBlock->getPlayerSoundProfile( PlayerData::FootUnderWater ), &footMat );
  6000. SFX->playOnce( mDataBlock->getPlayerSoundProfile( PlayerData::FootBubbles ), &footMat );
  6001. }
  6002. }
  6003. }
  6004. }
  6005. else if( contactMaterial && contactMaterial->getCustomFootstepSoundProfile())
  6006. {
  6007. // Footstep sound defined on material.
  6008. SFX->playOnce( contactMaterial->getCustomFootstepSoundProfile(), &footMat );
  6009. }
  6010. else
  6011. {
  6012. // Play default sound.
  6013. S32 sound = -1;
  6014. if (contactMaterial && (contactMaterial->mFootstepSoundId > -1 && contactMaterial->mFootstepSoundId < PlayerData::WaterStart))
  6015. sound = contactMaterial->mFootstepSoundId;
  6016. else if( contactObject && contactObject->getTypeMask() & VehicleObjectType )
  6017. sound = 2;
  6018. if (sound>=0)
  6019. SFX->playOnce(mDataBlock->getPlayerSoundProfile(sound), &footMat);
  6020. }
  6021. }
  6022. void Player:: playImpactSound()
  6023. {
  6024. if( mWaterCoverage == 0.0f )
  6025. {
  6026. Point3F pos;
  6027. RayInfo rInfo;
  6028. MatrixF mat = getTransform();
  6029. mat.mulP(Point3F(mDataBlock->decalOffset,0.0f,0.0f), &pos);
  6030. if( gClientContainer.castRay( Point3F( pos.x, pos.y, pos.z + 0.01f ),
  6031. Point3F( pos.x, pos.y, pos.z - 2.0f ),
  6032. STATIC_COLLISION_TYPEMASK | VehicleObjectType,
  6033. &rInfo ) )
  6034. {
  6035. Material* material = ( rInfo.material ? dynamic_cast< Material* >( rInfo.material->getMaterial() ) : 0 );
  6036. if( material && material->getCustomImpactSoundProfile() )
  6037. SFX->playOnce( material->getCustomImpactSoundProfile(), &getTransform() );
  6038. else
  6039. {
  6040. S32 sound = -1;
  6041. if (material && (material->mImpactSoundId > -1 && material->mImpactSoundId < PlayerData::WaterStart))
  6042. sound = material->mImpactSoundId;
  6043. else if( rInfo.object->getTypeMask() & VehicleObjectType )
  6044. sound = 2; // Play metal;
  6045. if (sound >= 0)
  6046. SFX->playOnce(mDataBlock->getPlayerSoundProfile(PlayerData::ImpactSoft + sound), &getTransform());
  6047. }
  6048. }
  6049. }
  6050. mImpactSound = 0;
  6051. }
  6052. //--------------------------------------------------------------------------
  6053. // Update splash
  6054. //--------------------------------------------------------------------------
  6055. void Player::updateSplash()
  6056. {
  6057. F32 speed = getVelocity().len();
  6058. if( speed < mDataBlock->splashVelocity || isMounted() ) return;
  6059. Point3F curPos = getPosition();
  6060. if ( curPos.equal( mLastPos ) )
  6061. return;
  6062. if (pointInWater( curPos )) {
  6063. if (!pointInWater( mLastPos )) {
  6064. Point3F norm = getVelocity();
  6065. norm.normalize();
  6066. // make sure player is moving vertically at good pace before playing splash
  6067. F32 splashAng = mDataBlock->splashAngle / 360.0;
  6068. if( mDot( norm, Point3F(0.0, 0.0, -1.0) ) < splashAng )
  6069. return;
  6070. RayInfo rInfo;
  6071. if (gClientContainer.castRay(mLastPos, curPos,
  6072. WaterObjectType, &rInfo)) {
  6073. createSplash( rInfo.point, speed );
  6074. mBubbleEmitterTime = 0.0;
  6075. }
  6076. }
  6077. }
  6078. }
  6079. //--------------------------------------------------------------------------
  6080. void Player::updateFroth( F32 dt )
  6081. {
  6082. // update bubbles
  6083. Point3F moveDir = getVelocity();
  6084. mBubbleEmitterTime += dt;
  6085. if (mBubbleEmitterTime < mDataBlock->bubbleEmitTime) {
  6086. if (mSplashEmitter[PlayerData::BUBBLE_EMITTER]) {
  6087. Point3F emissionPoint = getRenderPosition();
  6088. U32 emitNum = PlayerData::BUBBLE_EMITTER;
  6089. mSplashEmitter[emitNum]->emitParticles(mLastPos, emissionPoint,
  6090. Point3F( 0.0, 0.0, 1.0 ), moveDir, (U32)(dt * 1000.0));
  6091. }
  6092. }
  6093. Point3F contactPoint;
  6094. if (!collidingWithWater(contactPoint)) {
  6095. mLastWaterPos = mLastPos;
  6096. return;
  6097. }
  6098. F32 speed = moveDir.len();
  6099. if ( speed < mDataBlock->splashVelEpsilon )
  6100. speed = 0.0;
  6101. U32 emitRate = (U32) (speed * mDataBlock->splashFreqMod * dt);
  6102. // If we're in the water, swimming, but not
  6103. // moving, then lets emit some particles because
  6104. // we're treading water.
  6105. if ( mSwimming && speed == 0.0 )
  6106. {
  6107. emitRate = (U32) (2.0f * mDataBlock->splashFreqMod * dt);
  6108. }
  6109. U32 i;
  6110. for ( i=0; i<PlayerData::BUBBLE_EMITTER; i++ ) {
  6111. if (mSplashEmitter[i] )
  6112. mSplashEmitter[i]->emitParticles( mLastWaterPos,
  6113. contactPoint, Point3F( 0.0, 0.0, 1.0 ),
  6114. moveDir, emitRate );
  6115. }
  6116. mLastWaterPos = contactPoint;
  6117. }
  6118. void Player::updateWaterSounds(F32 dt)
  6119. {
  6120. if ( mWaterCoverage < 1.0f || mDamageState != Enabled )
  6121. {
  6122. // Stop everything
  6123. if ( mMoveBubbleSound )
  6124. mMoveBubbleSound->stop();
  6125. if ( mWaterBreathSound )
  6126. mWaterBreathSound->stop();
  6127. return;
  6128. }
  6129. if ( mMoveBubbleSound )
  6130. {
  6131. // We're under water and still alive, so let's play something
  6132. if ( mVelocity.len() > 1.0f )
  6133. {
  6134. if ( !mMoveBubbleSound->isPlaying() )
  6135. mMoveBubbleSound->play();
  6136. mMoveBubbleSound->setTransform( getTransform() );
  6137. }
  6138. else
  6139. mMoveBubbleSound->stop();
  6140. }
  6141. if ( mWaterBreathSound )
  6142. {
  6143. if ( !mWaterBreathSound->isPlaying() )
  6144. mWaterBreathSound->play();
  6145. mWaterBreathSound->setTransform( getTransform() );
  6146. }
  6147. }
  6148. //--------------------------------------------------------------------------
  6149. // Returns true if player is intersecting a water surface
  6150. //--------------------------------------------------------------------------
  6151. bool Player::collidingWithWater( Point3F &waterHeight )
  6152. {
  6153. if ( !mCurrentWaterObject )
  6154. return false;
  6155. Point3F curPos = getPosition();
  6156. if ( mWorldBox.maxExtents.z < mLiquidHeight )
  6157. return false;
  6158. curPos.z = mLiquidHeight;
  6159. waterHeight = getPosition();
  6160. waterHeight.z = mLiquidHeight;
  6161. return true;
  6162. }
  6163. //--------------------------------------------------------------------------
  6164. void Player::createSplash( Point3F &pos, F32 speed )
  6165. {
  6166. if ( speed >= mDataBlock->hardSplashSoundVel )
  6167. SFX->playOnce( mDataBlock->getPlayerSoundProfile(PlayerData::ImpactWaterHard), &getTransform() );
  6168. else if ( speed >= mDataBlock->medSplashSoundVel )
  6169. SFX->playOnce( mDataBlock->getPlayerSoundProfile(PlayerData::ImpactWaterMedium), &getTransform() );
  6170. else
  6171. SFX->playOnce( mDataBlock->getPlayerSoundProfile(PlayerData::ImpactWaterEasy), &getTransform() );
  6172. if( mDataBlock->splash )
  6173. {
  6174. MatrixF trans = getTransform();
  6175. trans.setPosition( pos );
  6176. Splash *splash = new Splash;
  6177. splash->onNewDataBlock( mDataBlock->splash, false );
  6178. splash->setTransform( trans );
  6179. splash->setInitialState( trans.getPosition(), Point3F( 0.0, 0.0, 1.0 ) );
  6180. if (!splash->registerObject())
  6181. delete splash;
  6182. }
  6183. }
  6184. bool Player::isControlObject()
  6185. {
  6186. GameConnection* connection = GameConnection::getConnectionToServer();
  6187. if( !connection ) return false;
  6188. ShapeBase *obj = dynamic_cast<ShapeBase*>(connection->getControlObject());
  6189. return ( obj == this );
  6190. }
  6191. void Player::prepRenderImage( SceneRenderState* state )
  6192. {
  6193. bool renderPlayer = true;
  6194. bool renderItems = true;
  6195. /*
  6196. if ( mPhysicsRep && Con::getBoolVariable("$PhysicsPlayer::DebugRender",false) )
  6197. {
  6198. ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
  6199. ri->renderDelegate.bind( mPhysicsRep, &PhysicsPlayer::renderDebug );
  6200. ri->objectIndex = -1;
  6201. ri->type = RenderPassManager::RIT_Editor;
  6202. state->getRenderPass()->addInst( ri );
  6203. }
  6204. */
  6205. // Debug rendering for all convexes in the Players working list.
  6206. if ( sRenderPlayerCollision )
  6207. {
  6208. ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
  6209. ri->renderDelegate.bind( this, &Player::renderConvex );
  6210. ri->objectIndex = -1;
  6211. ri->type = RenderPassManager::RIT_Editor;
  6212. state->getRenderPass()->addInst( ri );
  6213. }
  6214. GameConnection* connection = GameConnection::getConnectionToServer();
  6215. if( connection && connection->getControlObject() == this && connection->isFirstPerson() )
  6216. {
  6217. // If we're first person and we are not rendering the player
  6218. // then disable all shadow rendering... a floating gun shadow sucks.
  6219. if ( state->isShadowPass() && !mDataBlock->renderFirstPerson && !mDataBlock->firstPersonShadows )
  6220. return;
  6221. renderPlayer = mDataBlock->renderFirstPerson || !state->isDiffusePass();
  6222. if( !sRenderMyPlayer )
  6223. renderPlayer = false;
  6224. if( !sRenderMyItems )
  6225. renderItems = false;
  6226. }
  6227. // Call the protected base class to do the work
  6228. // now that we know if we're rendering the player
  6229. // and mounted shapes.
  6230. return ShapeBase::_prepRenderImage( state,
  6231. renderPlayer,
  6232. renderItems );
  6233. }
  6234. void Player::renderConvex( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat )
  6235. {
  6236. GFX->enterDebugEvent( ColorI(255,0,255), "Player_renderConvex" );
  6237. mConvex.renderWorkingList();
  6238. GFX->leaveDebugEvent();
  6239. }
  6240. // static
  6241. bool Player::sCorpsesHiddenFromRayCast = true; // this default matches stock Torque behavior.
  6242. // static
  6243. void Player::afx_consoleInit()
  6244. {
  6245. Con::addVariable("pref::Player::corpsesHiddenFromRayCast", TypeBool, &sCorpsesHiddenFromRayCast);
  6246. }
  6247. void Player::afx_init()
  6248. {
  6249. overrideLookAnimation = false;
  6250. armLookOverridePos = 0.5f;
  6251. headVLookOverridePos = 0.5f;
  6252. headHLookOverridePos = 0.5f;
  6253. ignore_updates = false;
  6254. fx_c_triggers = 0;
  6255. mark_fx_c_triggers = 0;
  6256. fx_s_triggers = 0;
  6257. move_trigger_states = 0;
  6258. z_velocity = 0.0f;
  6259. mark_idle = false;
  6260. idle_timer = 0.0f;
  6261. mark_s_landing = false;
  6262. speed_bias = 1.0f;
  6263. speed_bias_goal = 1.0f;
  6264. override_movement = 0;
  6265. movement_data.zero();
  6266. movement_op = 1;
  6267. last_movement_tag = 0;
  6268. footfallDecalOverride = 0;
  6269. footfallSoundOverride = 0;
  6270. footfallDustOverride = 0;
  6271. noFootfallFX = false;
  6272. }
  6273. U32 Player::afx_packUpdate(NetConnection* con, U32 mask, BitStream* stream, U32 retMask)
  6274. {
  6275. #if 0
  6276. if (stream->writeFlag(mask & LookOverrideMask))
  6277. #else
  6278. if (stream->writeFlag(mask & ActionMask))
  6279. #endif
  6280. stream->writeFlag(overrideLookAnimation);
  6281. if (stream->writeFlag(mask & TriggerMask))
  6282. stream->write(fx_s_triggers);
  6283. return retMask;
  6284. }
  6285. void Player::afx_unpackUpdate(NetConnection* con, BitStream* stream)
  6286. {
  6287. if (stream->readFlag()) // LookOverrideMask
  6288. overrideLookAnimation = stream->readFlag();
  6289. if (stream->readFlag()) // TriggerMask
  6290. {
  6291. U32 mask;
  6292. stream->read(&mask);
  6293. mark_fx_c_triggers = mask;
  6294. }
  6295. }
  6296. // Code for overriding player's animation with sequences selected by the
  6297. // anim-clip component effect.
  6298. void Player::restoreAnimation(U32 tag)
  6299. {
  6300. // check if this is a blended clip
  6301. if ((tag & BLENDED_CLIP) != 0)
  6302. {
  6303. restoreBlendAnimation(tag);
  6304. return;
  6305. }
  6306. if (tag != 0 && tag == last_anim_tag)
  6307. {
  6308. bool is_death_anim = ((anim_clip_flags & IS_DEATH_ANIM) != 0);
  6309. anim_clip_flags &= ~(ANIM_OVERRIDDEN | IS_DEATH_ANIM);
  6310. if (isClientObject())
  6311. {
  6312. if (mDamageState != Enabled)
  6313. {
  6314. if (!is_death_anim)
  6315. {
  6316. // this is a bit hardwired and desperate,
  6317. // but if he's dead he needs to look like it.
  6318. setActionThread("death10", false, false, false);
  6319. }
  6320. }
  6321. else if (mState != MoveState)
  6322. {
  6323. // not sure what happens here
  6324. }
  6325. else
  6326. {
  6327. pickActionAnimation();
  6328. }
  6329. }
  6330. last_anim_tag = 0;
  6331. last_anim_id = -1;
  6332. }
  6333. }
  6334. U32 Player::getAnimationID(const char* name)
  6335. {
  6336. for (U32 i = 0; i < mDataBlock->actionCount; i++)
  6337. {
  6338. PlayerData::ActionAnimation &anim = mDataBlock->actionList[i];
  6339. if (dStricmp(anim.name, name) == 0)
  6340. return i;
  6341. }
  6342. Con::errorf("Player::getAnimationID() -- Player does not contain a sequence that matches the name, %s.", name);
  6343. return BAD_ANIM_ID;
  6344. }
  6345. U32 Player::playAnimationByID(U32 anim_id, F32 pos, F32 rate, F32 trans, bool hold, bool wait, bool is_death_anim)
  6346. {
  6347. if (anim_id == BAD_ANIM_ID)
  6348. return 0;
  6349. S32 seq_id = mDataBlock->actionList[anim_id].sequence;
  6350. if (seq_id == -1)
  6351. {
  6352. Con::errorf("Player::playAnimation() problem. BAD_SEQ_ID");
  6353. return 0;
  6354. }
  6355. if (mShapeInstance->getShape()->sequences[seq_id].isBlend())
  6356. return playBlendAnimation(seq_id, pos, rate);
  6357. if (isClientObject())
  6358. {
  6359. PlayerData::ActionAnimation &anim = mDataBlock->actionList[anim_id];
  6360. if (anim.sequence != -1)
  6361. {
  6362. mActionAnimation.action = anim_id;
  6363. mActionAnimation.forward = (rate >= 0);
  6364. mActionAnimation.firstPerson = false;
  6365. mActionAnimation.holdAtEnd = hold;
  6366. mActionAnimation.waitForEnd = hold? true: wait;
  6367. mActionAnimation.animateOnServer = false;
  6368. mActionAnimation.atEnd = false;
  6369. mActionAnimation.delayTicks = (S32)sNewAnimationTickTime;
  6370. F32 transTime = (trans < 0) ? sAnimationTransitionTime : trans;
  6371. mShapeInstance->setTimeScale(mActionAnimation.thread, rate);
  6372. mShapeInstance->transitionToSequence(mActionAnimation.thread,anim.sequence,
  6373. pos, transTime, true);
  6374. }
  6375. }
  6376. if (is_death_anim)
  6377. anim_clip_flags |= IS_DEATH_ANIM;
  6378. else
  6379. anim_clip_flags &= ~IS_DEATH_ANIM;
  6380. anim_clip_flags |= ANIM_OVERRIDDEN;
  6381. last_anim_tag = unique_anim_tag_counter++;
  6382. last_anim_id = anim_id;
  6383. return last_anim_tag;
  6384. }
  6385. F32 Player::getAnimationDurationByID(U32 anim_id)
  6386. {
  6387. if (anim_id == BAD_ANIM_ID)
  6388. return 0.0f;
  6389. S32 seq_id = mDataBlock->actionList[anim_id].sequence;
  6390. if (seq_id >= 0 && seq_id < mDataBlock->mShape->sequences.size())
  6391. return mDataBlock->mShape->sequences[seq_id].duration;
  6392. return 0.0f;
  6393. }
  6394. bool Player::isBlendAnimation(const char* name)
  6395. {
  6396. U32 anim_id = getAnimationID(name);
  6397. if (anim_id == BAD_ANIM_ID)
  6398. return false;
  6399. S32 seq_id = mDataBlock->actionList[anim_id].sequence;
  6400. if (seq_id >= 0 && seq_id < mDataBlock->mShape->sequences.size())
  6401. return mDataBlock->mShape->sequences[seq_id].isBlend();
  6402. return false;
  6403. }
  6404. const char* Player::getLastClipName(U32 clip_tag)
  6405. {
  6406. if (clip_tag != last_anim_tag || last_anim_id >= PlayerData::NumActionAnims)
  6407. return "";
  6408. return mDataBlock->actionList[last_anim_id].name;
  6409. }
  6410. void Player::unlockAnimation(U32 tag, bool force)
  6411. {
  6412. if ((tag != 0 && tag == last_anim_lock_tag) || force)
  6413. anim_clip_flags &= ~BLOCK_USER_CONTROL;
  6414. }
  6415. U32 Player::lockAnimation()
  6416. {
  6417. anim_clip_flags |= BLOCK_USER_CONTROL;
  6418. last_anim_lock_tag = unique_anim_tag_counter++;
  6419. return last_anim_lock_tag;
  6420. }
  6421. DefineEngineMethod(Player, isAnimationLocked, bool, (),, "")
  6422. {
  6423. return object->isAnimationLocked();
  6424. }
  6425. void Player::setLookAnimationOverride(bool flag)
  6426. {
  6427. overrideLookAnimation = flag;
  6428. #if 0
  6429. setMaskBits(LookOverrideMask);
  6430. #else
  6431. setMaskBits(ActionMask);
  6432. #endif
  6433. }
  6434. DefineEngineMethod(Player, setLookAnimationOverride, void, (bool flag),, "")
  6435. {
  6436. object->setLookAnimationOverride(flag);
  6437. }
  6438. DefineEngineMethod(Player, copyHeadRotation, void, (Player* other_player),, "")
  6439. {
  6440. if (other_player)
  6441. object->copyHeadRotation(other_player);
  6442. }
  6443. void Player::process_client_triggers(bool triggeredLeft, bool triggeredRight)
  6444. {
  6445. bool mark_landing = false;
  6446. Point3F my_vel = getVelocity();
  6447. if (my_vel.z > 5.0f)
  6448. z_velocity = 1;
  6449. else if (my_vel.z < -5.0f)
  6450. z_velocity = -1;
  6451. else
  6452. {
  6453. if (z_velocity < 0)
  6454. mark_landing = true;
  6455. z_velocity = 0.0f;
  6456. }
  6457. fx_c_triggers = mark_fx_c_triggers;
  6458. if (triggeredLeft)
  6459. fx_c_triggers |= PLAYER_LF_FOOT_C_TRIGGER;
  6460. if (triggeredRight)
  6461. fx_c_triggers |= PLAYER_RT_FOOT_C_TRIGGER;
  6462. if (mark_landing)
  6463. fx_c_triggers |= PLAYER_LANDING_C_TRIGGER;
  6464. if (idle_timer > 10.0f)
  6465. {
  6466. fx_c_triggers |= PLAYER_IDLE_C_TRIGGER;
  6467. idle_timer = 0.0f;
  6468. }
  6469. if (fx_c_triggers & PLAYER_LANDING_S_TRIGGER)
  6470. {
  6471. fx_c_triggers &= ~(PLAYER_LANDING_S_TRIGGER);
  6472. }
  6473. }
  6474. U32 Player::unique_movement_tag_counter = 1;
  6475. void Player::setMovementSpeedBias(F32 bias)
  6476. {
  6477. speed_bias_goal = bias;
  6478. }
  6479. U32 Player::setMovementOverride(F32 bias, const Point3F* mov, U32 op)
  6480. {
  6481. if (mov)
  6482. {
  6483. movement_data = *mov;
  6484. override_movement = true;
  6485. movement_op = (U8)op;
  6486. }
  6487. else
  6488. override_movement = false;
  6489. speed_bias_goal = bias;
  6490. last_movement_tag = unique_movement_tag_counter++;
  6491. return last_movement_tag;
  6492. }
  6493. void Player::restoreMovement(U32 tag)
  6494. {
  6495. if (tag != 0 && tag == last_movement_tag)
  6496. {
  6497. speed_bias_goal = 1.0;
  6498. override_movement = false;
  6499. }
  6500. }
  6501. DefineEngineMethod(Player, setMovementSpeedBias, void, (F32 bias),, "setMovementSpeedBias(F32 bias)")
  6502. {
  6503. object->setMovementSpeedBias(bias);
  6504. }
  6505. void Player::overrideFootfallFX(bool decals, bool sounds, bool dust)
  6506. {
  6507. if (decals)
  6508. footfallDecalOverride++;
  6509. if (sounds)
  6510. footfallSoundOverride++;
  6511. if (dust)
  6512. footfallDustOverride++;
  6513. noFootfallFX = (footfallDecalOverride > 0 && footfallSoundOverride > 0 && footfallDustOverride > 0);
  6514. }
  6515. void Player::restoreFootfallFX(bool decals, bool sounds, bool dust)
  6516. {
  6517. if (decals && footfallDecalOverride)
  6518. footfallDecalOverride--;
  6519. if (sounds && footfallSoundOverride)
  6520. footfallSoundOverride--;
  6521. if (dust && footfallDustOverride)
  6522. footfallDustOverride--;
  6523. noFootfallFX = (footfallDecalOverride > 0 && footfallSoundOverride > 0 && footfallDustOverride > 0);
  6524. }
  6525. #ifdef TORQUE_OPENVR
  6526. void Player::setControllers(Vector<OpenVRTrackedObject*> controllerList)
  6527. {
  6528. mControllers[0] = controllerList.size() > 0 ? controllerList[0] : NULL;
  6529. mControllers[1] = controllerList.size() > 1 ? controllerList[1] : NULL;
  6530. }
  6531. DefineEngineMethod(Player, setVRControllers, void, (OpenVRTrackedObject* controllerL, OpenVRTrackedObject* controllerR,, "")
  6532. {
  6533. Vector<OpenVRTrackedObject*> list;
  6534. if (controllerL)
  6535. {
  6536. list.push_back(controllerL);
  6537. }
  6538. else
  6539. {
  6540. list.push_back(NULL);
  6541. }
  6542. if (controllerR)
  6543. {
  6544. list.push_back(controllerR);
  6545. }
  6546. else
  6547. {
  6548. list.push_back(NULL);
  6549. }
  6550. object->setControllers(list);
  6551. }
  6552. #endif