player.cpp 256 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
  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, const char * animName), ( obj, animName),
  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. mControlMap = StringTable->EmptyString();
  382. dMemset( actionList, 0, sizeof(actionList) );
  383. }
  384. bool PlayerData::preload(bool server, String &errorStr)
  385. {
  386. if(!Parent::preload(server, errorStr))
  387. return false;
  388. if (!server) {
  389. for (U32 i = 0; i < MaxSounds; ++i)
  390. {
  391. if (!isPlayerSoundValid(i))
  392. {
  393. //return false; -TODO: trigger asset download
  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 (getShape())
  419. {
  420. // Go ahead a pre-load the player shape
  421. TSShapeInstance* si = new TSShapeInstance(getShape(), 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 = getShape()->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 = getShape()->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 < getShape()->sequences.size(); b++)
  446. {
  447. if (!isTableSequence(b))
  448. {
  449. dp->sequence = b;
  450. dp->name = getShape()->getName(getShape()->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] = getShape()->findNode("Bip01 Pelvis");
  466. spineNode[1] = getShape()->findNode("Bip01 Spine");
  467. spineNode[2] = getShape()->findNode("Bip01 Spine1");
  468. spineNode[3] = getShape()->findNode("Bip01 Spine2");
  469. spineNode[4] = getShape()->findNode("Bip01 Neck");
  470. spineNode[5] = getShape()->findNode("Bip01 Head");
  471. // Recoil animations
  472. recoilSequence[0] = getShape()->findSequence("light_recoil");
  473. recoilSequence[1] = getShape()->findSequence("medium_recoil");
  474. recoilSequence[2] = getShape()->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. IRangeValidator jumpDelayRange(0, 1 << PlayerData::JumpDelayBits);
  591. void PlayerData::initPersistFields()
  592. {
  593. docsURL;
  594. Parent::initPersistFields();
  595. addFieldV( "pickupRadius", TypeRangedF32, Offset(pickupRadius, PlayerData), &CommonValidators::PositiveFloat,
  596. "@brief Radius around the player to collide with Items in the scene (on server).\n\n"
  597. "Internally the pickupRadius is added to the larger side of the initial bounding box "
  598. "to determine the actual distance, to a maximum of 2 times the bounding box size. The "
  599. "initial bounding box is that used for the root pose, and therefore doesn't take into "
  600. "account the change in pose.\n");
  601. addFieldV( "maxTimeScale", TypeRangedF32, Offset(maxTimeScale, PlayerData), &CommonValidators::PositiveFloat,
  602. "@brief Maximum time scale for action animations.\n\n"
  603. "If an action animation has a defined ground frame, it is automatically scaled to match the "
  604. "player's ground velocity. This field limits the maximum time scale used even if "
  605. "the player's velocity exceeds it." );
  606. addGroup( "Camera" );
  607. addField( "renderFirstPerson", TypeBool, Offset(renderFirstPerson, PlayerData),
  608. "@brief Flag controlling whether to render the player shape in first person view.\n\n" );
  609. addField( "firstPersonShadows", TypeBool, Offset(firstPersonShadows, PlayerData),
  610. "@brief Forces shadows to be rendered in first person when renderFirstPerson is disabled. Defaults to false.\n\n" );
  611. addFieldV( "minLookAngle", TypeRangedF32, Offset(minLookAngle, PlayerData), &CommonValidators::DirFloatPi,
  612. "@brief Lowest angle (in radians) the player can look.\n\n"
  613. "@note An angle of zero is straight ahead, with positive up and negative down." );
  614. addFieldV( "maxLookAngle", TypeRangedF32, Offset(maxLookAngle, PlayerData), &CommonValidators::DirFloatPi,
  615. "@brief Highest angle (in radians) the player can look.\n\n"
  616. "@note An angle of zero is straight ahead, with positive up and negative down." );
  617. addFieldV( "maxFreelookAngle", TypeRangedF32, Offset(maxFreelookAngle, PlayerData), &CommonValidators::PositiveFloat,
  618. "@brief Defines the maximum left and right angles (in radians) the player can "
  619. "look in freelook mode.\n\n" );
  620. endGroup( "Camera" );
  621. addGroup( "Movement" );
  622. addField("controlMap", TypeString, Offset(mControlMap, PlayerData),
  623. "@brief movemap used by these types of objects.\n\n");
  624. addFieldV( "maxStepHeight", TypeRangedF32, Offset(maxStepHeight, PlayerData), &CommonValidators::PositiveFloat,
  625. "@brief Maximum height the player can step up.\n\n"
  626. "The player will automatically step onto changes in ground height less "
  627. "than maxStepHeight. The player will collide with ground height changes "
  628. "greater than this." );
  629. addFieldV( "runForce", TypeRangedF32, Offset(runForce, PlayerData), &CommonValidators::PositiveFloat,
  630. "@brief Force used to accelerate the player when running.\n\n" );
  631. addFieldV( "runEnergyDrain", TypeRangedF32, Offset(runEnergyDrain, PlayerData), &CommonValidators::PositiveFloat,
  632. "@brief Energy value drained each tick that the player is moving.\n\n"
  633. "The player will not be able to move when his energy falls below "
  634. "minRunEnergy.\n"
  635. "@note Setting this to zero will disable any energy drain.\n"
  636. "@see minRunEnergy\n");
  637. addFieldV( "minRunEnergy", TypeRangedF32, Offset(minRunEnergy, PlayerData), &CommonValidators::PositiveFloat,
  638. "@brief Minimum energy level required to run or swim.\n\n"
  639. "@see runEnergyDrain\n");
  640. addFieldV( "maxForwardSpeed", TypeRangedF32, Offset(maxForwardSpeed, PlayerData), &CommonValidators::PositiveFloat,
  641. "@brief Maximum forward speed when running." );
  642. addFieldV( "maxBackwardSpeed", TypeRangedF32, Offset(maxBackwardSpeed, PlayerData), &CommonValidators::PositiveFloat,
  643. "@brief Maximum backward speed when running." );
  644. addFieldV( "maxSideSpeed", TypeRangedF32, Offset(maxSideSpeed, PlayerData), &CommonValidators::PositiveFloat,
  645. "@brief Maximum sideways speed when running." );
  646. addFieldV( "runSurfaceAngle", TypeRangedF32, Offset(runSurfaceAngle, PlayerData), &CommonValidators::PosDegreeRangeQuarter,
  647. "@brief Maximum angle from vertical (in degrees) the player can run up.\n\n" );
  648. addFieldV( "minImpactSpeed", TypeRangedF32, Offset(minImpactSpeed, PlayerData), &CommonValidators::PositiveFloat,
  649. "@brief Minimum impact speed to apply falling damage.\n\n"
  650. "This field also sets the minimum speed for the onImpact callback "
  651. "to be invoked.\n"
  652. "@see ShapeBaseData::onImpact()\n");
  653. addFieldV( "minLateralImpactSpeed", TypeRangedF32, Offset(minLateralImpactSpeed, PlayerData), &CommonValidators::PositiveFloat,
  654. "@brief Minimum impact speed to apply non-falling damage.\n\n"
  655. "This field also sets the minimum speed for the onLateralImpact callback "
  656. "to be invoked.\n"
  657. "@see ShapeBaseData::onLateralImpact()\n");
  658. addFieldV( "horizMaxSpeed", TypeRangedF32, Offset(horizMaxSpeed, PlayerData), &CommonValidators::PositiveFloat,
  659. "@brief Maximum horizontal speed.\n\n"
  660. "@note This limit is only enforced if the player's horizontal speed "
  661. "exceeds horizResistSpeed.\n"
  662. "@see horizResistSpeed\n"
  663. "@see horizResistFactor\n" );
  664. addFieldV( "horizResistSpeed", TypeRangedF32, Offset(horizResistSpeed, PlayerData), &CommonValidators::PositiveFloat,
  665. "@brief Horizontal speed at which resistence will take place.\n\n"
  666. "@see horizMaxSpeed\n"
  667. "@see horizResistFactor\n" );
  668. addFieldV( "horizResistFactor", TypeRangedF32, Offset(horizResistFactor, PlayerData), &CommonValidators::PositiveFloat,
  669. "@brief Factor of resistence once horizResistSpeed has been reached.\n\n"
  670. "@see horizMaxSpeed\n"
  671. "@see horizResistSpeed\n" );
  672. addFieldV( "upMaxSpeed", TypeRangedF32, Offset(upMaxSpeed, PlayerData), &CommonValidators::PositiveFloat,
  673. "@brief Maximum upwards speed.\n\n"
  674. "@note This limit is only enforced if the player's upward speed exceeds "
  675. "upResistSpeed.\n"
  676. "@see upResistSpeed\n"
  677. "@see upResistFactor\n" );
  678. addFieldV( "upResistSpeed", TypeRangedF32, Offset(upResistSpeed, PlayerData), &CommonValidators::PositiveFloat,
  679. "@brief Upwards speed at which resistence will take place.\n\n"
  680. "@see upMaxSpeed\n"
  681. "@see upResistFactor\n" );
  682. addFieldV( "upResistFactor", TypeRangedF32, Offset(upResistFactor, PlayerData), &CommonValidators::PositiveFloat,
  683. "@brief Factor of resistence once upResistSpeed has been reached.\n\n"
  684. "@see upMaxSpeed\n"
  685. "@see upResistSpeed\n" );
  686. endGroup( "Movement" );
  687. addGroup( "Movement: Jumping" );
  688. addFieldV( "jumpForce", TypeRangedF32, Offset(jumpForce, PlayerData), &CommonValidators::PositiveFloat,
  689. "@brief Force used to accelerate the player when a jump is initiated.\n\n" );
  690. addFieldV( "jumpEnergyDrain", TypeRangedF32, Offset(jumpEnergyDrain, PlayerData), &CommonValidators::PositiveFloat,
  691. "@brief Energy level drained each time the player jumps.\n\n"
  692. "@note Setting this to zero will disable any energy drain\n"
  693. "@see minJumpEnergy\n");
  694. addFieldV( "minJumpEnergy", TypeRangedF32, Offset(minJumpEnergy, PlayerData), &CommonValidators::PositiveFloat,
  695. "@brief Minimum energy level required to jump.\n\n"
  696. "@see jumpEnergyDrain\n");
  697. addFieldV( "minJumpSpeed", TypeRangedF32, Offset(minJumpSpeed, PlayerData), &CommonValidators::PositiveFloat,
  698. "@brief Minimum speed needed to jump.\n\n"
  699. "If the player's own z velocity is greater than this, then it is used to scale "
  700. "the jump speed, up to maxJumpSpeed.\n"
  701. "@see maxJumpSpeed\n");
  702. addFieldV( "maxJumpSpeed", TypeRangedF32, Offset(maxJumpSpeed, PlayerData), &CommonValidators::PositiveFloat,
  703. "@brief Maximum vertical speed before the player can no longer jump.\n\n" );
  704. addFieldV( "jumpSurfaceAngle", TypeRangedF32, Offset(jumpSurfaceAngle, PlayerData), &CommonValidators::PosDegreeRangeQuarter,
  705. "@brief Angle from vertical (in degrees) where the player can jump.\n\n" );
  706. addFieldV( "jumpDelay", TypeRangedS32, Offset(jumpDelay, PlayerData), &jumpDelayRange,
  707. "@brief Delay time in number of ticks ticks between jumps.\n\n" );
  708. addFieldV( "airControl", TypeRangedF32, Offset(airControl, PlayerData), &CommonValidators::PositiveFloat,
  709. "@brief Amount of movement control the player has when in the air.\n\n"
  710. "This is applied as a multiplier to the player's x and y motion.\n");
  711. addField( "jumpTowardsNormal", TypeBool, Offset(jumpTowardsNormal, PlayerData),
  712. "@brief Controls the direction of the jump impulse.\n"
  713. "When false, jumps are always in the vertical (+Z) direction. When true "
  714. "jumps are in the direction of the ground normal so long as the player is not "
  715. "directly facing the surface. If the player is directly facing the surface, then "
  716. "they will jump straight up.\n" );
  717. endGroup( "Movement: Jumping" );
  718. addGroup( "Movement: Sprinting" );
  719. addFieldV( "sprintForce", TypeRangedF32, Offset(sprintForce, PlayerData), &CommonValidators::PositiveFloat,
  720. "@brief Force used to accelerate the player when sprinting.\n\n" );
  721. addFieldV( "sprintEnergyDrain", TypeRangedF32, Offset(sprintEnergyDrain, PlayerData), &CommonValidators::PositiveFloat,
  722. "@brief Energy value drained each tick that the player is sprinting.\n\n"
  723. "The player will not be able to move when his energy falls below "
  724. "sprintEnergyDrain.\n"
  725. "@note Setting this to zero will disable any energy drain.\n"
  726. "@see minSprintEnergy\n");
  727. addFieldV( "minSprintEnergy", TypeRangedF32, Offset(minSprintEnergy, PlayerData), &CommonValidators::PositiveFloat,
  728. "@brief Minimum energy level required to sprint.\n\n"
  729. "@see sprintEnergyDrain\n");
  730. addFieldV( "maxSprintForwardSpeed", TypeRangedF32, Offset(maxSprintForwardSpeed, PlayerData), &CommonValidators::PositiveFloat,
  731. "@brief Maximum forward speed when sprinting." );
  732. addFieldV( "maxSprintBackwardSpeed", TypeRangedF32, Offset(maxSprintBackwardSpeed, PlayerData), &CommonValidators::PositiveFloat,
  733. "@brief Maximum backward speed when sprinting." );
  734. addFieldV( "maxSprintSideSpeed", TypeRangedF32, Offset(maxSprintSideSpeed, PlayerData), &CommonValidators::PositiveFloat,
  735. "@brief Maximum sideways speed when sprinting." );
  736. addFieldV( "sprintStrafeScale", TypeRangedF32, Offset(sprintStrafeScale, PlayerData), &CommonValidators::PositiveFloat,
  737. "@brief Amount to scale strafing motion vector while sprinting." );
  738. addFieldV( "sprintYawScale", TypeRangedF32, Offset(sprintYawScale, PlayerData), &CommonValidators::PositiveFloat,
  739. "@brief Amount to scale yaw motion while sprinting." );
  740. addFieldV( "sprintPitchScale", TypeRangedF32, Offset(sprintPitchScale, PlayerData), &CommonValidators::PositiveFloat,
  741. "@brief Amount to scale pitch motion while sprinting." );
  742. addField( "sprintCanJump", TypeBool, Offset(sprintCanJump, PlayerData),
  743. "@brief Can the player jump while sprinting." );
  744. endGroup( "Movement: Sprinting" );
  745. addGroup( "Movement: Swimming" );
  746. addFieldV( "swimForce", TypeRangedF32, Offset(swimForce, PlayerData), &CommonValidators::PositiveFloat,
  747. "@brief Force used to accelerate the player when swimming.\n\n" );
  748. addFieldV( "maxUnderwaterForwardSpeed", TypeRangedF32, Offset(maxUnderwaterForwardSpeed, PlayerData), &CommonValidators::PositiveFloat,
  749. "@brief Maximum forward speed when underwater.\n\n" );
  750. addFieldV( "maxUnderwaterBackwardSpeed", TypeRangedF32, Offset(maxUnderwaterBackwardSpeed, PlayerData), &CommonValidators::PositiveFloat,
  751. "@brief Maximum backward speed when underwater.\n\n" );
  752. addFieldV( "maxUnderwaterSideSpeed", TypeRangedF32, Offset(maxUnderwaterSideSpeed, PlayerData), &CommonValidators::PositiveFloat,
  753. "@brief Maximum sideways speed when underwater.\n\n" );
  754. endGroup( "Movement: Swimming" );
  755. addGroup( "Movement: Crouching" );
  756. addFieldV( "crouchForce", TypeRangedF32, Offset(crouchForce, PlayerData), &CommonValidators::PositiveFloat,
  757. "@brief Force used to accelerate the player when crouching.\n\n" );
  758. addFieldV( "maxCrouchForwardSpeed", TypeRangedF32, Offset(maxCrouchForwardSpeed, PlayerData), &CommonValidators::PositiveFloat,
  759. "@brief Maximum forward speed when crouching.\n\n" );
  760. addFieldV( "maxCrouchBackwardSpeed", TypeRangedF32, Offset(maxCrouchBackwardSpeed, PlayerData), &CommonValidators::PositiveFloat,
  761. "@brief Maximum backward speed when crouching.\n\n" );
  762. addFieldV( "maxCrouchSideSpeed", TypeRangedF32, Offset(maxCrouchSideSpeed, PlayerData), &CommonValidators::PositiveFloat,
  763. "@brief Maximum sideways speed when crouching.\n\n" );
  764. endGroup( "Movement: Crouching" );
  765. addGroup( "Movement: Prone" );
  766. addFieldV( "proneForce", TypeRangedF32, Offset(proneForce, PlayerData), &CommonValidators::PositiveFloat,
  767. "@brief Force used to accelerate the player when prone (laying down).\n\n" );
  768. addFieldV( "maxProneForwardSpeed", TypeRangedF32, Offset(maxProneForwardSpeed, PlayerData), &CommonValidators::PositiveFloat,
  769. "@brief Maximum forward speed when prone (laying down).\n\n" );
  770. addFieldV( "maxProneBackwardSpeed", TypeRangedF32, Offset(maxProneBackwardSpeed, PlayerData), &CommonValidators::PositiveFloat,
  771. "@brief Maximum backward speed when prone (laying down).\n\n" );
  772. addFieldV( "maxProneSideSpeed", TypeRangedF32, Offset(maxProneSideSpeed, PlayerData), &CommonValidators::PositiveFloat,
  773. "@brief Maximum sideways speed when prone (laying down).\n\n" );
  774. endGroup( "Movement: Prone" );
  775. addGroup( "Movement: Jetting" );
  776. addFieldV( "jetJumpForce", TypeRangedF32, Offset(jetJumpForce, PlayerData), &CommonValidators::PositiveFloat,
  777. "@brief Force used to accelerate the player when a jet jump is initiated.\n\n" );
  778. addFieldV( "jetJumpEnergyDrain", TypeRangedF32, Offset(jetJumpEnergyDrain, PlayerData), &CommonValidators::PositiveFloat,
  779. "@brief Energy level drained each time the player jet jumps.\n\n"
  780. "@note Setting this to zero will disable any energy drain\n"
  781. "@see jetMinJumpEnergy\n");
  782. addFieldV( "jetMinJumpEnergy", TypeRangedF32, Offset(jetMinJumpEnergy, PlayerData), &CommonValidators::PositiveFloat,
  783. "@brief Minimum energy level required to jet jump.\n\n"
  784. "@see jetJumpEnergyDrain\n");
  785. addFieldV( "jetMinJumpSpeed", TypeRangedF32, Offset(jetMinJumpSpeed, PlayerData), &CommonValidators::PositiveFloat,
  786. "@brief Minimum speed needed to jet jump.\n\n"
  787. "If the player's own z velocity is greater than this, then it is used to scale "
  788. "the jet jump speed, up to jetMaxJumpSpeed.\n"
  789. "@see jetMaxJumpSpeed\n");
  790. addFieldV( "jetMaxJumpSpeed", TypeRangedF32, Offset(jetMaxJumpSpeed, PlayerData), &CommonValidators::PositiveFloat,
  791. "@brief Maximum vertical speed before the player can no longer jet jump.\n\n" );
  792. addFieldV( "jetJumpSurfaceAngle", TypeRangedF32, Offset(jetJumpSurfaceAngle, PlayerData), &CommonValidators::PosDegreeRangeQuarter,
  793. "@brief Angle from vertical (in degrees) where the player can jet jump.\n\n" );
  794. endGroup( "Movement: Jetting" );
  795. addGroup( "Falling" );
  796. addFieldV( "fallingSpeedThreshold", TypeRangedF32, Offset(fallingSpeedThreshold, PlayerData), &CommonValidators::F32Range,
  797. "@brief Downward speed at which we consider the player falling.\n\n" );
  798. addFieldV( "recoverDelay", TypeRangedS32, Offset(recoverDelay, PlayerData), &CommonValidators::PositiveInt,
  799. "@brief Number of ticks for the player to recover from falling.\n\n" );
  800. addFieldV( "recoverRunForceScale", TypeRangedF32, Offset(recoverRunForceScale, PlayerData), &CommonValidators::PositiveFloat,
  801. "@brief Scale factor applied to runForce while in the recover state.\n\n"
  802. "This can be used to temporarily slow the player's movement after a fall, or "
  803. "prevent the player from moving at all if set to zero.\n" );
  804. addFieldV( "landSequenceTime", TypeRangedF32, Offset(landSequenceTime, PlayerData), &CommonValidators::PositiveFloat,
  805. "@brief Time of land sequence play back when using new recover system.\n\n"
  806. "If greater than 0 then the legacy fall recovery system will be bypassed "
  807. "in favour of just playing the player's land sequence. The time to "
  808. "recover from a fall then becomes this parameter's time and the land "
  809. "sequence's playback will be scaled to match.\n"
  810. "@see transitionToLand\n" );
  811. addField( "transitionToLand", TypeBool, Offset(transitionToLand, PlayerData),
  812. "@brief When going from a fall to a land, should we transition between the two.\n\n"
  813. "@note Only takes affect when landSequenceTime is greater than 0.\n"
  814. "@see landSequenceTime\n" );
  815. endGroup( "Falling" );
  816. addGroup( "Collision" );
  817. addField( "boundingBox", TypePoint3F, Offset(boxSize, PlayerData),
  818. "@brief Size of the bounding box used by the player for collision.\n\n"
  819. "Dimensions are given as \"width depth height\"." );
  820. addField( "crouchBoundingBox", TypePoint3F, Offset(crouchBoxSize, PlayerData),
  821. "@brief Collision bounding box used when the player is crouching.\n\n"
  822. "@see boundingBox" );
  823. addField( "proneBoundingBox", TypePoint3F, Offset(proneBoxSize, PlayerData),
  824. "@brief Collision bounding box used when the player is prone (laying down).\n\n"
  825. "@see boundingBox" );
  826. addField( "swimBoundingBox", TypePoint3F, Offset(swimBoxSize, PlayerData),
  827. "@brief Collision bounding box used when the player is swimming.\n\n"
  828. "@see boundingBox" );
  829. addFieldV( "boxHeadPercentage", TypeRangedF32, Offset(boxHeadPercentage, PlayerData), &CommonValidators::NormalizedFloat,
  830. "@brief Percentage of the player's bounding box height that represents the head.\n\n"
  831. "Used when computing the damage location.\n"
  832. "@see Player::getDamageLocation" );
  833. addFieldV( "boxTorsoPercentage", TypeRangedF32, Offset(boxTorsoPercentage, PlayerData), &CommonValidators::NormalizedFloat,
  834. "@brief Percentage of the player's bounding box height that represents the torso.\n\n"
  835. "Used when computing the damage location.\n"
  836. "@see Player::getDamageLocation" );
  837. addFieldV( "boxHeadLeftPercentage", TypeRangedF32, Offset(boxHeadLeftPercentage, PlayerData), &CommonValidators::NormalizedFloat,
  838. "@brief Percentage of the player's bounding box width that represents the left side of the head.\n\n"
  839. "Used when computing the damage location.\n"
  840. "@see Player::getDamageLocation" );
  841. addFieldV( "boxHeadRightPercentage", TypeRangedF32, Offset(boxHeadRightPercentage, PlayerData), &CommonValidators::NormalizedFloat,
  842. "@brief Percentage of the player's bounding box width that represents the right side of the head.\n\n"
  843. "Used when computing the damage location.\n"
  844. "@see Player::getDamageLocation" );
  845. addFieldV( "boxHeadBackPercentage", TypeRangedF32, Offset(boxHeadBackPercentage, PlayerData), &CommonValidators::NormalizedFloat,
  846. "@brief Percentage of the player's bounding box depth that represents the back side of the head.\n\n"
  847. "Used when computing the damage location.\n"
  848. "@see Player::getDamageLocation" );
  849. addFieldV( "boxHeadFrontPercentage", TypeRangedF32, Offset(boxHeadFrontPercentage, PlayerData), &CommonValidators::NormalizedFloat,
  850. "@brief Percentage of the player's bounding box depth that represents the front side of the head.\n\n"
  851. "Used when computing the damage location.\n"
  852. "@see Player::getDamageLocation" );
  853. endGroup( "Collision" );
  854. addGroup( "Interaction: Footsteps" );
  855. addField( "footPuffEmitter", TYPEID< ParticleEmitterData >(), Offset(footPuffEmitter, PlayerData),
  856. "@brief Particle emitter used to generate footpuffs (particles created as the player "
  857. "walks along the ground).\n\n"
  858. "@note The generation of foot puffs requires the appropriate triggeres to be defined in the "
  859. "player's animation sequences. Without these, no foot puffs will be generated.\n");
  860. addFieldV( "footPuffNumParts", TypeRangedS32, Offset(footPuffNumParts, PlayerData), &CommonValidators::PositiveInt,
  861. "@brief Number of footpuff particles to generate each step.\n\n"
  862. "Each foot puff is randomly placed within the defined foot puff radius. This "
  863. "includes having footPuffNumParts set to one.\n"
  864. "@see footPuffRadius\n");
  865. addFieldV( "footPuffRadius", TypeRangedF32, Offset(footPuffRadius, PlayerData), &CommonValidators::PositiveFloat,
  866. "@brief Particle creation radius for footpuff particles.\n\n"
  867. "This is applied to each foot puff particle, even if footPuffNumParts is set to one. So "
  868. "set this value to zero if you want a single foot puff placed at exactly the same location "
  869. "under the player each time.\n");
  870. addField( "dustEmitter", TYPEID< ParticleEmitterData >(), Offset(dustEmitter, PlayerData),
  871. "@brief Emitter used to generate dust particles.\n\n"
  872. "@note Currently unused." );
  873. addField( "decalData", TYPEID< DecalData >(), Offset(decalData, PlayerData),
  874. "@brief Decal to place on the ground for player footsteps.\n\n" );
  875. addFieldV( "decalOffset", TypeRangedF32, Offset(decalOffset, PlayerData), &CommonValidators::PositiveFloat,
  876. "@brief Distance from the center of the model to the right foot.\n\n"
  877. "While this defines the distance to the right foot, it is also used to place "
  878. "the left foot decal as well. Just on the opposite side of the player." );
  879. endGroup( "Interaction: Footsteps" );
  880. addGroup( "Interaction: Sounds" );
  881. INITPERSISTFIELD_SOUNDASSET_ENUMED(PlayerSound, playerSoundsEnum, PlayerData::Sounds::MaxSounds, PlayerData, "Sounds related to player interaction.");
  882. endGroup( "Interaction: Sounds" );
  883. addGroup( "Interaction: Splashes" );
  884. addField( "splash", TYPEID< SplashData >(), Offset(splash, PlayerData),
  885. "@brief SplashData datablock used to create splashes when the player moves "
  886. "through water.\n\n" );
  887. addFieldV( "splashVelocity", TypeRangedF32, Offset(splashVelocity, PlayerData), &CommonValidators::PositiveFloat,
  888. "@brief Minimum velocity when moving through water to generate splashes.\n\n" );
  889. addFieldV( "splashAngle", TypeRangedF32, Offset(splashAngle, PlayerData), &CommonValidators::PosDegreeRange,
  890. "@brief Maximum angle (in degrees) from pure vertical movement in water to "
  891. "generate splashes.\n\n" );
  892. addFieldV( "splashFreqMod", TypeRangedF32, Offset(splashFreqMod, PlayerData), &CommonValidators::PositiveFloat,
  893. "@brief Multipled by speed to determine the number of splash particles to generate.\n\n" );
  894. addFieldV( "splashVelEpsilon", TypeRangedF32, Offset(splashVelEpsilon, PlayerData), &CommonValidators::PositiveFloat,
  895. "@brief Minimum speed to generate splash particles.\n\n" );
  896. addFieldV( "bubbleEmitTime", TypeRangedF32, Offset(bubbleEmitTime, PlayerData), &CommonValidators::PositiveFloat,
  897. "@brief Time in seconds to generate bubble particles after entering the water.\n\n" );
  898. addField( "splashEmitter", TYPEID< ParticleEmitterData >(), Offset(splashEmitterList, PlayerData), NUM_SPLASH_EMITTERS,
  899. "@brief Particle emitters used to generate splash particles.\n\n" );
  900. addFieldV( "footstepSplashHeight", TypeRangedF32, Offset(footSplashHeight, PlayerData), &CommonValidators::PositiveFloat,
  901. "@brief Water coverage level to choose between FootShallowSound and FootWadingSound.\n\n"
  902. "@see FootShallowSound\n"
  903. "@see FootWadingSound\n");
  904. addFieldV( "mediumSplashSoundVelocity", TypeRangedF32, Offset(medSplashSoundVel, PlayerData), &CommonValidators::PositiveFloat,
  905. "@brief Minimum velocity when entering the water for choosing between the impactWaterEasy and "
  906. "impactWaterMedium sounds to play.\n\n"
  907. "@see impactWaterEasy\n"
  908. "@see impactWaterMedium\n" );
  909. addFieldV( "hardSplashSoundVelocity", TypeRangedF32, Offset(hardSplashSoundVel, PlayerData), &CommonValidators::PositiveFloat,
  910. "@brief Minimum velocity when entering the water for choosing between the impactWaterMedium and "
  911. "impactWaterHard sound to play.\n\n"
  912. "@see impactWaterMedium\n"
  913. "@see impactWaterHard\n" );
  914. addFieldV( "exitSplashSoundVelocity", TypeRangedF32, Offset(exitSplashSoundVel, PlayerData), &CommonValidators::PositiveFloat,
  915. "@brief Minimum velocity when leaving the water for the exitingWater sound to "
  916. "play.\n\n"
  917. "@see exitingWater");
  918. endGroup( "Interaction: Splashes" );
  919. addGroup( "Interaction: Ground Impact" );
  920. addFieldV( "groundImpactMinSpeed", TypeRangedF32, Offset(groundImpactMinSpeed, PlayerData), &CommonValidators::PositiveFloat,
  921. "@brief Minimum falling impact speed to apply damage and initiate the camera "
  922. "shaking effect.\n\n" );
  923. addField( "groundImpactShakeFreq", TypePoint3F, Offset(groundImpactShakeFreq, PlayerData),
  924. "@brief Frequency of the camera shake effect after falling.\n\n"
  925. "This is how fast to shake the camera.\n");
  926. addField( "groundImpactShakeAmp", TypePoint3F, Offset(groundImpactShakeAmp, PlayerData),
  927. "@brief Amplitude of the camera shake effect after falling.\n\n"
  928. "This is how much to shake the camera.\n");
  929. addFieldV( "groundImpactShakeDuration", TypeRangedF32, Offset(groundImpactShakeDuration, PlayerData), &CommonValidators::PositiveFloat,
  930. "@brief Duration (in seconds) of the camera shake effect after falling.\n\n"
  931. "This is how long to shake the camera.\n");
  932. addFieldV( "groundImpactShakeFalloff", TypeRangedF32, Offset(groundImpactShakeFalloff, PlayerData), &CommonValidators::PositiveFloat,
  933. "@brief Falloff factor of the camera shake effect after falling.\n\n"
  934. "This is how to fade the camera shake over the duration.\n");
  935. endGroup( "Interaction: Ground Impact" );
  936. addGroup( "Physics" );
  937. // PhysicsPlayer
  938. addField( "physicsPlayerType", TypeString, Offset(physicsPlayerType, PlayerData),
  939. "@brief Specifies the type of physics used by the player.\n\n"
  940. "This depends on the physics module used. An example is 'Capsule'.\n"
  941. "@note Not current used.\n");
  942. endGroup( "Physics" );
  943. addGroup( "First Person Arms" );
  944. addField( "imageAnimPrefixFP", TypeCaseString, Offset(imageAnimPrefixFP, PlayerData),
  945. "@brief Optional prefix to all mounted image animation sequences in first person.\n\n"
  946. "This defines a prefix that will be added when looking up mounted image "
  947. "animation sequences while in first person. It allows for the customization "
  948. "of a first person image based on the type of player.\n");
  949. // Mounted images arrays
  950. addArray( "Mounted Images", ShapeBase::MaxMountedImages );
  951. addProtectedField("shapeNameFP", TypeShapeFilename, Offset(mShapeFPName, PlayerData), &_setShapeFPData, &defaultProtectedGetFn, ShapeBase::MaxMountedImages,
  952. "@brief File name of this player's shape that will be used in conjunction with the corresponding mounted image.\n\n"
  953. "These optional parameters correspond to each mounted image slot to indicate a shape that is rendered "
  954. "in addition to the mounted image shape. Typically these are a player's arms (or arm) that is "
  955. "animated along with the mounted image's state animation sequences.\n", AbstractClassRep::FIELD_HideInInspectors);
  956. 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"
  957. "These optional parameters correspond to each mounted image slot to indicate a shape that is rendered "
  958. "in addition to the mounted image shape. Typically these are a player's arms (or arm) that is "
  959. "animated along with the mounted image's state animation sequences.\n");
  960. endArray( "Mounted Images" );
  961. endGroup( "First Person Arms" );
  962. addGroup( "Third Person" );
  963. addField( "imageAnimPrefix", TypeCaseString, Offset(imageAnimPrefix, PlayerData),
  964. "@brief Optional prefix to all mounted image animation sequences in third person.\n\n"
  965. "This defines a prefix that will be added when looking up mounted image "
  966. "animation sequences while in third person. It allows for the customization "
  967. "of a third person image based on the type of player.\n");
  968. addField( "allowImageStateAnimation", TypeBool, Offset(allowImageStateAnimation, PlayerData),
  969. "@brief Allow mounted images to request a sequence be played on the Player.\n\n"
  970. "When true a new thread is added to the player to allow for "
  971. "mounted images to request a sequence be played on the player "
  972. "through the image's state machine. It is only optional so "
  973. "that we don't create a TSThread on the player if we don't "
  974. "need to.\n");
  975. endGroup( "Third Person" );
  976. }
  977. void PlayerData::packData(BitStream* stream)
  978. {
  979. Parent::packData(stream);
  980. stream->writeFlag(renderFirstPerson);
  981. stream->writeFlag(firstPersonShadows);
  982. stream->write(minLookAngle);
  983. stream->write(maxLookAngle);
  984. stream->write(maxFreelookAngle);
  985. stream->write(maxTimeScale);
  986. stream->write(mass);
  987. stream->write(maxEnergy);
  988. stream->write(drag);
  989. stream->write(density);
  990. stream->write(maxStepHeight);
  991. stream->write(runForce);
  992. stream->write(runEnergyDrain);
  993. stream->write(minRunEnergy);
  994. stream->write(maxForwardSpeed);
  995. stream->write(maxBackwardSpeed);
  996. stream->write(maxSideSpeed);
  997. stream->write(runSurfaceAngle);
  998. stream->write(fallingSpeedThreshold);
  999. stream->write(recoverDelay);
  1000. stream->write(recoverRunForceScale);
  1001. stream->write(landSequenceTime);
  1002. stream->write(transitionToLand);
  1003. // Jumping
  1004. stream->write(jumpForce);
  1005. stream->write(jumpEnergyDrain);
  1006. stream->write(minJumpEnergy);
  1007. stream->write(minJumpSpeed);
  1008. stream->write(maxJumpSpeed);
  1009. stream->write(jumpSurfaceAngle);
  1010. stream->writeInt(jumpDelay,JumpDelayBits);
  1011. // Sprinting
  1012. stream->write(sprintForce);
  1013. stream->write(sprintEnergyDrain);
  1014. stream->write(minSprintEnergy);
  1015. stream->write(maxSprintForwardSpeed);
  1016. stream->write(maxSprintBackwardSpeed);
  1017. stream->write(maxSprintSideSpeed);
  1018. stream->write(sprintStrafeScale);
  1019. stream->write(sprintYawScale);
  1020. stream->write(sprintPitchScale);
  1021. stream->writeFlag(sprintCanJump);
  1022. // Swimming
  1023. stream->write(swimForce);
  1024. stream->write(maxUnderwaterForwardSpeed);
  1025. stream->write(maxUnderwaterBackwardSpeed);
  1026. stream->write(maxUnderwaterSideSpeed);
  1027. // Crouching
  1028. stream->write(crouchForce);
  1029. stream->write(maxCrouchForwardSpeed);
  1030. stream->write(maxCrouchBackwardSpeed);
  1031. stream->write(maxCrouchSideSpeed);
  1032. // Prone
  1033. stream->write(proneForce);
  1034. stream->write(maxProneForwardSpeed);
  1035. stream->write(maxProneBackwardSpeed);
  1036. stream->write(maxProneSideSpeed);
  1037. // Jetting
  1038. stream->write(jetJumpForce);
  1039. stream->write(jetJumpEnergyDrain);
  1040. stream->write(jetMinJumpEnergy);
  1041. stream->write(jetMinJumpSpeed);
  1042. stream->write(jetMaxJumpSpeed);
  1043. stream->write(jetJumpSurfaceAngle);
  1044. stream->write(horizMaxSpeed);
  1045. stream->write(horizResistSpeed);
  1046. stream->write(horizResistFactor);
  1047. stream->write(upMaxSpeed);
  1048. stream->write(upResistSpeed);
  1049. stream->write(upResistFactor);
  1050. stream->write(splashVelocity);
  1051. stream->write(splashAngle);
  1052. stream->write(splashFreqMod);
  1053. stream->write(splashVelEpsilon);
  1054. stream->write(bubbleEmitTime);
  1055. stream->write(medSplashSoundVel);
  1056. stream->write(hardSplashSoundVel);
  1057. stream->write(exitSplashSoundVel);
  1058. stream->write(footSplashHeight);
  1059. // Don't need damage scale on the client
  1060. stream->write(minImpactSpeed);
  1061. stream->write(minLateralImpactSpeed);
  1062. for (U32 i = 0; i < MaxSounds; i++)
  1063. PACKDATA_SOUNDASSET_ARRAY(PlayerSound, i);
  1064. mathWrite(*stream, boxSize);
  1065. mathWrite(*stream, crouchBoxSize);
  1066. mathWrite(*stream, proneBoxSize);
  1067. mathWrite(*stream, swimBoxSize);
  1068. if( stream->writeFlag( footPuffEmitter ) )
  1069. {
  1070. stream->writeRangedU32( footPuffEmitter->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
  1071. }
  1072. stream->write( footPuffNumParts );
  1073. stream->write( footPuffRadius );
  1074. if( stream->writeFlag( decalData ) )
  1075. {
  1076. stream->writeRangedU32( decalData->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
  1077. }
  1078. stream->write(decalOffset);
  1079. if( stream->writeFlag( dustEmitter ) )
  1080. {
  1081. stream->writeRangedU32( dustEmitter->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
  1082. }
  1083. if (stream->writeFlag( splash ))
  1084. {
  1085. stream->writeRangedU32(splash->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast);
  1086. }
  1087. for( U32 i=0; i<NUM_SPLASH_EMITTERS; i++ )
  1088. {
  1089. if( stream->writeFlag( splashEmitterList[i] != NULL ) )
  1090. {
  1091. stream->writeRangedU32( splashEmitterList[i]->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
  1092. }
  1093. }
  1094. stream->write(groundImpactMinSpeed);
  1095. stream->write(groundImpactShakeFreq.x);
  1096. stream->write(groundImpactShakeFreq.y);
  1097. stream->write(groundImpactShakeFreq.z);
  1098. stream->write(groundImpactShakeAmp.x);
  1099. stream->write(groundImpactShakeAmp.y);
  1100. stream->write(groundImpactShakeAmp.z);
  1101. stream->write(groundImpactShakeDuration);
  1102. stream->write(groundImpactShakeFalloff);
  1103. // Air control
  1104. stream->write(airControl);
  1105. // Jump off at normal
  1106. stream->writeFlag(jumpTowardsNormal);
  1107. stream->writeString(physicsPlayerType);
  1108. // Third person mounted image shapes
  1109. stream->writeString(imageAnimPrefix);
  1110. stream->writeFlag(allowImageStateAnimation);
  1111. // First person mounted image shapes
  1112. stream->writeString(imageAnimPrefixFP);
  1113. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  1114. {
  1115. PACKDATA_ASSET_ARRAY(ShapeFP, i);
  1116. // computeCRC is handled in ShapeBaseData
  1117. if (computeCRC)
  1118. {
  1119. stream->write(mCRCFP[i]);
  1120. }
  1121. }
  1122. }
  1123. void PlayerData::unpackData(BitStream* stream)
  1124. {
  1125. Parent::unpackData(stream);
  1126. renderFirstPerson = stream->readFlag();
  1127. firstPersonShadows = stream->readFlag();
  1128. stream->read(&minLookAngle);
  1129. stream->read(&maxLookAngle);
  1130. stream->read(&maxFreelookAngle);
  1131. stream->read(&maxTimeScale);
  1132. stream->read(&mass);
  1133. stream->read(&maxEnergy);
  1134. stream->read(&drag);
  1135. stream->read(&density);
  1136. stream->read(&maxStepHeight);
  1137. stream->read(&runForce);
  1138. stream->read(&runEnergyDrain);
  1139. stream->read(&minRunEnergy);
  1140. stream->read(&maxForwardSpeed);
  1141. stream->read(&maxBackwardSpeed);
  1142. stream->read(&maxSideSpeed);
  1143. stream->read(&runSurfaceAngle);
  1144. stream->read(&fallingSpeedThreshold);
  1145. stream->read(&recoverDelay);
  1146. stream->read(&recoverRunForceScale);
  1147. stream->read(&landSequenceTime);
  1148. stream->read(&transitionToLand);
  1149. // Jumping
  1150. stream->read(&jumpForce);
  1151. stream->read(&jumpEnergyDrain);
  1152. stream->read(&minJumpEnergy);
  1153. stream->read(&minJumpSpeed);
  1154. stream->read(&maxJumpSpeed);
  1155. stream->read(&jumpSurfaceAngle);
  1156. jumpDelay = stream->readInt(JumpDelayBits);
  1157. // Sprinting
  1158. stream->read(&sprintForce);
  1159. stream->read(&sprintEnergyDrain);
  1160. stream->read(&minSprintEnergy);
  1161. stream->read(&maxSprintForwardSpeed);
  1162. stream->read(&maxSprintBackwardSpeed);
  1163. stream->read(&maxSprintSideSpeed);
  1164. stream->read(&sprintStrafeScale);
  1165. stream->read(&sprintYawScale);
  1166. stream->read(&sprintPitchScale);
  1167. sprintCanJump = stream->readFlag();
  1168. // Swimming
  1169. stream->read(&swimForce);
  1170. stream->read(&maxUnderwaterForwardSpeed);
  1171. stream->read(&maxUnderwaterBackwardSpeed);
  1172. stream->read(&maxUnderwaterSideSpeed);
  1173. // Crouching
  1174. stream->read(&crouchForce);
  1175. stream->read(&maxCrouchForwardSpeed);
  1176. stream->read(&maxCrouchBackwardSpeed);
  1177. stream->read(&maxCrouchSideSpeed);
  1178. // Prone
  1179. stream->read(&proneForce);
  1180. stream->read(&maxProneForwardSpeed);
  1181. stream->read(&maxProneBackwardSpeed);
  1182. stream->read(&maxProneSideSpeed);
  1183. // Jetting
  1184. stream->read(&jetJumpForce);
  1185. stream->read(&jetJumpEnergyDrain);
  1186. stream->read(&jetMinJumpEnergy);
  1187. stream->read(&jetMinJumpSpeed);
  1188. stream->read(&jetMaxJumpSpeed);
  1189. stream->read(&jetJumpSurfaceAngle);
  1190. stream->read(&horizMaxSpeed);
  1191. stream->read(&horizResistSpeed);
  1192. stream->read(&horizResistFactor);
  1193. stream->read(&upMaxSpeed);
  1194. stream->read(&upResistSpeed);
  1195. stream->read(&upResistFactor);
  1196. stream->read(&splashVelocity);
  1197. stream->read(&splashAngle);
  1198. stream->read(&splashFreqMod);
  1199. stream->read(&splashVelEpsilon);
  1200. stream->read(&bubbleEmitTime);
  1201. stream->read(&medSplashSoundVel);
  1202. stream->read(&hardSplashSoundVel);
  1203. stream->read(&exitSplashSoundVel);
  1204. stream->read(&footSplashHeight);
  1205. stream->read(&minImpactSpeed);
  1206. stream->read(&minLateralImpactSpeed);
  1207. for (U32 i = 0; i < MaxSounds; i++)
  1208. UNPACKDATA_SOUNDASSET_ARRAY(PlayerSound, i);
  1209. mathRead(*stream, &boxSize);
  1210. mathRead(*stream, &crouchBoxSize);
  1211. mathRead(*stream, &proneBoxSize);
  1212. mathRead(*stream, &swimBoxSize);
  1213. if( stream->readFlag() )
  1214. {
  1215. footPuffID = (S32) stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
  1216. }
  1217. stream->read(&footPuffNumParts);
  1218. stream->read(&footPuffRadius);
  1219. if( stream->readFlag() )
  1220. {
  1221. decalID = (S32) stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
  1222. }
  1223. stream->read(&decalOffset);
  1224. if( stream->readFlag() )
  1225. {
  1226. dustID = (S32) stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
  1227. }
  1228. if (stream->readFlag())
  1229. {
  1230. splashId = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
  1231. }
  1232. for( U32 i=0; i<NUM_SPLASH_EMITTERS; i++ )
  1233. {
  1234. if( stream->readFlag() )
  1235. {
  1236. splashEmitterIDList[i] = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
  1237. }
  1238. }
  1239. stream->read(&groundImpactMinSpeed);
  1240. stream->read(&groundImpactShakeFreq.x);
  1241. stream->read(&groundImpactShakeFreq.y);
  1242. stream->read(&groundImpactShakeFreq.z);
  1243. stream->read(&groundImpactShakeAmp.x);
  1244. stream->read(&groundImpactShakeAmp.y);
  1245. stream->read(&groundImpactShakeAmp.z);
  1246. stream->read(&groundImpactShakeDuration);
  1247. stream->read(&groundImpactShakeFalloff);
  1248. // Air control
  1249. stream->read(&airControl);
  1250. // Jump off at normal
  1251. jumpTowardsNormal = stream->readFlag();
  1252. physicsPlayerType = stream->readSTString();
  1253. // Third person mounted image shapes
  1254. imageAnimPrefix = stream->readSTString();
  1255. allowImageStateAnimation = stream->readFlag();
  1256. // First person mounted image shapes
  1257. imageAnimPrefixFP = stream->readSTString();
  1258. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  1259. {
  1260. UNPACKDATA_ASSET_ARRAY(ShapeFP, i);
  1261. // computeCRC is handled in ShapeBaseData
  1262. if (computeCRC)
  1263. {
  1264. stream->read(&(mCRCFP[i]));
  1265. }
  1266. }
  1267. }
  1268. //----------------------------------------------------------------------------
  1269. //----------------------------------------------------------------------------
  1270. ImplementEnumType( PlayerPose,
  1271. "@brief The pose of the Player.\n\n"
  1272. "@ingroup gameObjects\n\n")
  1273. { Player::StandPose, "Stand", "Standard movement pose.\n" },
  1274. { Player::SprintPose, "Sprint", "Sprinting pose.\n" },
  1275. { Player::CrouchPose, "Crouch", "Crouch pose.\n" },
  1276. { Player::PronePose, "Prone", "Prone pose.\n" },
  1277. { Player::SwimPose, "Swim", "Swimming pose.\n" },
  1278. EndImplementEnumType;
  1279. //----------------------------------------------------------------------------
  1280. IMPLEMENT_CO_NETOBJECT_V1(Player);
  1281. ConsoleDocClass( Player,
  1282. "@ingroup gameObjects\n"
  1283. );
  1284. //----------------------------------------------------------------------------
  1285. Player::Player()
  1286. {
  1287. mTypeMask |= PlayerObjectType | DynamicShapeObjectType;
  1288. mDelta.pos = mAnchorPoint = Point3F(0,0,100);
  1289. mDelta.rot = mDelta.head = Point3F(0,0,0);
  1290. mDelta.rotOffset.set(0.0f,0.0f,0.0f);
  1291. mDelta.warpOffset.set(0.0f,0.0f,0.0f);
  1292. mDelta.posVec.set(0.0f,0.0f,0.0f);
  1293. mDelta.rotVec.set(0.0f,0.0f,0.0f);
  1294. mDelta.headVec.set(0.0f,0.0f,0.0f);
  1295. mDelta.warpTicks = 0;
  1296. mDelta.dt = 1.0f;
  1297. mDelta.move = NullMove;
  1298. mPredictionCount = sMaxPredictionTicks;
  1299. mObjToWorld.setColumn(3, mDelta.pos);
  1300. mRot = mDelta.rot;
  1301. mHead = mDelta.head;
  1302. mVelocity.set(0.0f, 0.0f, 0.0f);
  1303. mDataBlock = 0;
  1304. mHeadHThread = mHeadVThread = mRecoilThread = mImageStateThread = 0;
  1305. mArmAnimation.action = PlayerData::NullAnimation;
  1306. mArmAnimation.thread = 0;
  1307. mActionAnimation.action = PlayerData::NullAnimation;
  1308. mActionAnimation.thread = 0;
  1309. mActionAnimation.delayTicks = 0;
  1310. mActionAnimation.forward = true;
  1311. mActionAnimation.firstPerson = false;
  1312. //mActionAnimation.time = 1.0f; //ActionAnimation::Scale;
  1313. mActionAnimation.waitForEnd = false;
  1314. mActionAnimation.holdAtEnd = false;
  1315. mActionAnimation.animateOnServer = false;
  1316. mActionAnimation.atEnd = false;
  1317. mActionAnimation.callbackTripped = false;
  1318. mState = MoveState;
  1319. mJetting = false;
  1320. mFalling = false;
  1321. mSwimming = false;
  1322. mInWater = false;
  1323. mPose = StandPose;
  1324. mContactTimer = 0;
  1325. mJumpDelay = 0;
  1326. mJumpSurfaceLastContact = 0;
  1327. mJumpSurfaceNormal.set(0.0f, 0.0f, 1.0f);
  1328. mControlObject = 0;
  1329. dMemset( mSplashEmitter, 0, sizeof( mSplashEmitter ) );
  1330. mUseHeadZCalc = true;
  1331. allowAllPoses();
  1332. mImpactSound = 0;
  1333. mRecoverTicks = 0;
  1334. mReversePending = 0;
  1335. mLastPos.set( 0.0f, 0.0f, 0.0f );
  1336. mMoveBubbleSound = 0;
  1337. mWaterBreathSound = 0;
  1338. mConvex.init(this);
  1339. mWorkingQueryBox.minExtents.set(-1e9f, -1e9f, -1e9f);
  1340. mWorkingQueryBox.maxExtents.set(-1e9f, -1e9f, -1e9f);
  1341. mWeaponBackFraction = 0.0f;
  1342. mInMissionArea = true;
  1343. mBubbleEmitterTime = 10.0;
  1344. mLastWaterPos.set( 0.0, 0.0, 0.0 );
  1345. mMountPending = 0;
  1346. mPhysicsRep = NULL;
  1347. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  1348. {
  1349. mShapeFPInstance[i] = 0;
  1350. mShapeFPAmbientThread[i] = 0;
  1351. mShapeFPVisThread[i] = 0;
  1352. mShapeFPAnimThread[i] = 0;
  1353. mShapeFPFlashThread[i] = 0;
  1354. mShapeFPSpinThread[i] = 0;
  1355. }
  1356. mLastAbsoluteYaw = 0.0f;
  1357. mLastAbsolutePitch = 0.0f;
  1358. mLastAbsoluteRoll = 0.0f;
  1359. afx_init();
  1360. }
  1361. Player::~Player()
  1362. {
  1363. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  1364. {
  1365. delete mShapeFPInstance[i];
  1366. mShapeFPInstance[i] = 0;
  1367. }
  1368. }
  1369. //----------------------------------------------------------------------------
  1370. bool Player::onAdd()
  1371. {
  1372. ActionAnimation serverAnim = mActionAnimation;
  1373. if(!Parent::onAdd() || !mDataBlock)
  1374. return false;
  1375. mWorkingQueryBox.minExtents.set(-1e9f, -1e9f, -1e9f);
  1376. mWorkingQueryBox.maxExtents.set(-1e9f, -1e9f, -1e9f);
  1377. addToScene();
  1378. // Make sure any state and animation passed from the server
  1379. // in the initial update is set correctly.
  1380. ActionState state = mState;
  1381. mState = NullState;
  1382. setState(state);
  1383. setPose(StandPose);
  1384. if (serverAnim.action != PlayerData::NullAnimation)
  1385. {
  1386. setActionThread(serverAnim.action, true, serverAnim.holdAtEnd, true, false, true);
  1387. if (serverAnim.atEnd)
  1388. {
  1389. mShapeInstance->clearTransition(mActionAnimation.thread);
  1390. mShapeInstance->setPos(mActionAnimation.thread,
  1391. mActionAnimation.forward ? 1.0f : 0.0f);
  1392. if (inDeathAnim())
  1393. mDeath.lastPos = 1.0f;
  1394. }
  1395. // We have to leave them sitting for a while since mounts don't come through right
  1396. // away (and sometimes not for a while). Still going to let this time out because
  1397. // I'm not sure if we're guaranteed another anim will come through and cancel.
  1398. if (!isServerObject() && inSittingAnim())
  1399. mMountPending = (S32) sMountPendingTickWait;
  1400. else
  1401. mMountPending = 0;
  1402. }
  1403. if (mArmAnimation.action != PlayerData::NullAnimation)
  1404. setArmThread(mArmAnimation.action);
  1405. //
  1406. if (isServerObject())
  1407. {
  1408. scriptOnAdd();
  1409. }
  1410. else
  1411. {
  1412. U32 i;
  1413. for( i=0; i<PlayerData::NUM_SPLASH_EMITTERS; i++ )
  1414. {
  1415. if ( mDataBlock->splashEmitterList[i] )
  1416. {
  1417. mSplashEmitter[i] = new ParticleEmitter;
  1418. mSplashEmitter[i]->onNewDataBlock( mDataBlock->splashEmitterList[i], false );
  1419. if( !mSplashEmitter[i]->registerObject() )
  1420. {
  1421. Con::warnf( ConsoleLogEntry::General, "Could not register splash emitter for class: %s", mDataBlock->getName() );
  1422. mSplashEmitter[i].getPointer()->destroySelf();
  1423. mSplashEmitter[i] = NULL;
  1424. }
  1425. }
  1426. }
  1427. mLastWaterPos = getPosition();
  1428. // clear out all camera effects
  1429. gCamFXMgr.clear();
  1430. }
  1431. if ( PHYSICSMGR )
  1432. {
  1433. PhysicsWorld *world = PHYSICSMGR->getWorld( isServerObject() ? "server" : "client" );
  1434. mPhysicsRep = PHYSICSMGR->createPlayer();
  1435. mPhysicsRep->init( mDataBlock->physicsPlayerType,
  1436. mDataBlock->boxSize,
  1437. mDataBlock->runSurfaceCos,
  1438. mDataBlock->maxStepHeight,
  1439. this,
  1440. world );
  1441. mPhysicsRep->setTransform( getTransform() );
  1442. }
  1443. return true;
  1444. }
  1445. void Player::onRemove()
  1446. {
  1447. setControlObject(0);
  1448. scriptOnRemove();
  1449. removeFromScene();
  1450. if ( isGhost() )
  1451. {
  1452. SFX_DELETE( mMoveBubbleSound );
  1453. SFX_DELETE( mWaterBreathSound );
  1454. }
  1455. U32 i;
  1456. for( i=0; i<PlayerData::NUM_SPLASH_EMITTERS; i++ )
  1457. {
  1458. if( mSplashEmitter[i] )
  1459. {
  1460. mSplashEmitter[i]->deleteWhenEmpty();
  1461. mSplashEmitter[i] = NULL;
  1462. }
  1463. }
  1464. mWorkingQueryBox.minExtents.set(-1e9f, -1e9f, -1e9f);
  1465. mWorkingQueryBox.maxExtents.set(-1e9f, -1e9f, -1e9f);
  1466. SAFE_DELETE( mPhysicsRep );
  1467. Parent::onRemove();
  1468. }
  1469. void Player::onScaleChanged()
  1470. {
  1471. const Point3F& scale = getScale();
  1472. mScaledBox = mObjBox;
  1473. mScaledBox.minExtents.convolve( scale );
  1474. mScaledBox.maxExtents.convolve( scale );
  1475. }
  1476. //----------------------------------------------------------------------------
  1477. bool Player::onNewDataBlock( GameBaseData *dptr, bool reload )
  1478. {
  1479. PlayerData* prevData = mDataBlock;
  1480. mDataBlock = dynamic_cast<PlayerData*>(dptr);
  1481. if ( !mDataBlock || !Parent::onNewDataBlock( dptr, reload ) )
  1482. return false;
  1483. // Player requires a shape instance.
  1484. if ( mShapeInstance == NULL )
  1485. return false;
  1486. // Initialize arm thread, preserve arm sequence from last datablock.
  1487. // Arm animation can be from last datablock, or sent from the server.
  1488. U32 prevAction = mArmAnimation.action;
  1489. mArmAnimation.action = PlayerData::NullAnimation;
  1490. if (mDataBlock->lookAction) {
  1491. mArmAnimation.thread = mShapeInstance->addThread();
  1492. mShapeInstance->setTimeScale(mArmAnimation.thread,0);
  1493. if (prevData) {
  1494. if (prevAction != prevData->lookAction && prevAction != PlayerData::NullAnimation)
  1495. setArmThread(prevData->actionList[prevAction].name);
  1496. prevAction = PlayerData::NullAnimation;
  1497. }
  1498. if (mArmAnimation.action == PlayerData::NullAnimation) {
  1499. mArmAnimation.action = (prevAction != PlayerData::NullAnimation)?
  1500. prevAction: mDataBlock->lookAction;
  1501. mShapeInstance->setSequence(mArmAnimation.thread,
  1502. mDataBlock->actionList[mArmAnimation.action].sequence,0);
  1503. }
  1504. }
  1505. else
  1506. mArmAnimation.thread = 0;
  1507. // Initialize head look thread
  1508. TSShape const* shape = mShapeInstance->getShape();
  1509. S32 headSeq = shape->findSequence("head");
  1510. if (headSeq != -1) {
  1511. mHeadVThread = mShapeInstance->addThread();
  1512. mShapeInstance->setSequence(mHeadVThread,headSeq,0);
  1513. mShapeInstance->setTimeScale(mHeadVThread,0);
  1514. }
  1515. else
  1516. mHeadVThread = 0;
  1517. headSeq = shape->findSequence("headside");
  1518. if (headSeq != -1) {
  1519. mHeadHThread = mShapeInstance->addThread();
  1520. mShapeInstance->setSequence(mHeadHThread,headSeq,0);
  1521. mShapeInstance->setTimeScale(mHeadHThread,0);
  1522. }
  1523. else
  1524. mHeadHThread = 0;
  1525. // Create Recoil thread if any recoil sequences are specified.
  1526. // Note that the server player does not play this animation.
  1527. mRecoilThread = 0;
  1528. if (isGhost())
  1529. for (U32 s = 0; s < PlayerData::NumRecoilSequences; s++)
  1530. if (mDataBlock->recoilSequence[s] != -1) {
  1531. mRecoilThread = mShapeInstance->addThread();
  1532. mShapeInstance->setSequence(mRecoilThread, mDataBlock->recoilSequence[s], 0);
  1533. mShapeInstance->setTimeScale(mRecoilThread, 0);
  1534. break;
  1535. }
  1536. // Reset the image state driven animation thread. This will be properly built
  1537. // in onImageStateAnimation() when needed.
  1538. mImageStateThread = 0;
  1539. // Initialize the primary thread, the actual sequence is
  1540. // set later depending on player actions.
  1541. mActionAnimation.action = PlayerData::NullAnimation;
  1542. mActionAnimation.thread = mShapeInstance->addThread();
  1543. updateAnimationTree(!isGhost());
  1544. // First person mounted image shapes. Only on client.
  1545. if ( isGhost() )
  1546. {
  1547. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  1548. {
  1549. if (bool(mDataBlock->mShapeFP[i]))
  1550. {
  1551. mShapeFPInstance[i] = new TSShapeInstance(mDataBlock->mShapeFP[i], isClientObject());
  1552. mShapeFPInstance[i]->cloneMaterialList();
  1553. // Ambient animation
  1554. if (mShapeFPAmbientThread[i])
  1555. {
  1556. S32 seq = mShapeFPInstance[i]->getShape()->findSequence("ambient");
  1557. if (seq != -1)
  1558. {
  1559. mShapeFPAmbientThread[i] = mShapeFPInstance[i]->addThread();
  1560. mShapeFPInstance[i]->setTimeScale(mShapeFPAmbientThread[i], 1);
  1561. mShapeFPInstance[i]->setSequence(mShapeFPAmbientThread[i], seq, 0);
  1562. }
  1563. }
  1564. // Standard state animation
  1565. mShapeFPAnimThread[i] = mShapeFPInstance[i]->addThread();
  1566. if (mShapeFPAnimThread[i])
  1567. {
  1568. mShapeFPInstance[i]->setTimeScale(mShapeFPAnimThread[i],0);
  1569. }
  1570. }
  1571. }
  1572. }
  1573. if ( isGhost() )
  1574. {
  1575. // Create the sounds ahead of time. This reduces runtime
  1576. // costs and makes the system easier to understand.
  1577. SFX_DELETE( mMoveBubbleSound );
  1578. SFX_DELETE( mWaterBreathSound );
  1579. if ( mDataBlock->getPlayerSound(PlayerData::MoveBubbles) )
  1580. mMoveBubbleSound = SFX->createSource( mDataBlock->getPlayerSoundProfile(PlayerData::MoveBubbles) );
  1581. if ( mDataBlock->getPlayerSound(PlayerData::WaterBreath) )
  1582. mWaterBreathSound = SFX->createSource( mDataBlock->getPlayerSoundProfile(PlayerData::WaterBreath) );
  1583. }
  1584. mObjBox.maxExtents.x = mDataBlock->boxSize.x * 0.5f;
  1585. mObjBox.maxExtents.y = mDataBlock->boxSize.y * 0.5f;
  1586. mObjBox.maxExtents.z = mDataBlock->boxSize.z;
  1587. mObjBox.minExtents.x = -mObjBox.maxExtents.x;
  1588. mObjBox.minExtents.y = -mObjBox.maxExtents.y;
  1589. mObjBox.minExtents.z = 0.0f;
  1590. // Setup the box for our convex object...
  1591. mObjBox.getCenter(&mConvex.mCenter);
  1592. mConvex.mSize.x = mObjBox.len_x() / 2.0f;
  1593. mConvex.mSize.y = mObjBox.len_y() / 2.0f;
  1594. mConvex.mSize.z = mObjBox.len_z() / 2.0f;
  1595. // Initialize our scaled attributes as well
  1596. onScaleChanged();
  1597. resetWorldBox();
  1598. scriptOnNewDataBlock(reload);
  1599. return true;
  1600. }
  1601. //----------------------------------------------------------------------------
  1602. void Player::reSkin()
  1603. {
  1604. if ( isGhost() && mShapeInstance && mSkinNameHandle.isValidString() )
  1605. {
  1606. mShapeInstance->resetMaterialList();
  1607. Vector<String> skins;
  1608. String(mSkinNameHandle.getString()).split( ";", skins );
  1609. for ( S32 i = 0; i < skins.size(); i++ )
  1610. {
  1611. String oldSkin( mAppliedSkinName.c_str() );
  1612. String newSkin( skins[i] );
  1613. // Check if the skin handle contains an explicit "old" base string. This
  1614. // allows all models to support skinning, even if they don't follow the
  1615. // "base_xxx" material naming convention.
  1616. S32 split = newSkin.find( '=' ); // "old=new" format skin?
  1617. if ( split != String::NPos )
  1618. {
  1619. oldSkin = newSkin.substr( 0, split );
  1620. newSkin = newSkin.erase( 0, split+1 );
  1621. }
  1622. // Apply skin to both 3rd person and 1st person shape instances
  1623. mShapeInstance->reSkin( newSkin, oldSkin );
  1624. for ( S32 j = 0; j < ShapeBase::MaxMountedImages; j++ )
  1625. {
  1626. if (mShapeFPInstance[j])
  1627. mShapeFPInstance[j]->reSkin( newSkin, oldSkin );
  1628. }
  1629. mAppliedSkinName = newSkin;
  1630. }
  1631. }
  1632. }
  1633. //----------------------------------------------------------------------------
  1634. void Player::setControllingClient(GameConnection* client)
  1635. {
  1636. Parent::setControllingClient(client);
  1637. if (mControlObject)
  1638. mControlObject->setControllingClient(client);
  1639. }
  1640. void Player::setControlObject(ShapeBase* obj)
  1641. {
  1642. if (mControlObject == obj)
  1643. return;
  1644. if (mControlObject) {
  1645. mControlObject->setControllingObject(0);
  1646. mControlObject->setControllingClient(0);
  1647. }
  1648. if (obj == this || obj == 0)
  1649. mControlObject = 0;
  1650. else {
  1651. if (ShapeBase* coo = obj->getControllingObject())
  1652. coo->setControlObject(0);
  1653. if (GameConnection* con = obj->getControllingClient())
  1654. con->setControlObject(0);
  1655. mControlObject = obj;
  1656. mControlObject->setControllingObject(this);
  1657. mControlObject->setControllingClient(getControllingClient());
  1658. }
  1659. }
  1660. void Player::onCameraScopeQuery(NetConnection *connection, CameraScopeQuery *query)
  1661. {
  1662. // First, we are certainly in scope, and whatever we're riding is too...
  1663. if(mControlObject.isNull() || mControlObject == mMount.object)
  1664. Parent::onCameraScopeQuery(connection, query);
  1665. else
  1666. {
  1667. connection->objectInScope(this);
  1668. if (isMounted())
  1669. connection->objectInScope(mMount.object);
  1670. mControlObject->onCameraScopeQuery(connection, query);
  1671. }
  1672. }
  1673. ShapeBase* Player::getControlObject()
  1674. {
  1675. return mControlObject;
  1676. }
  1677. void Player::processTick(const Move* move)
  1678. {
  1679. PROFILE_SCOPE(Player_ProcessTick);
  1680. bool prevMoveMotion = mMoveMotion;
  1681. Pose prevPose = getPose();
  1682. // If we're not being controlled by a client, let the
  1683. // AI sub-module get a chance at producing a move.
  1684. Move aiMove;
  1685. if (!move && isServerObject() && getAIMove(&aiMove))
  1686. move = &aiMove;
  1687. // Manage the control object and filter moves for the player
  1688. Move pMove,cMove;
  1689. if (mControlObject) {
  1690. if (!move)
  1691. mControlObject->processTick(0);
  1692. else {
  1693. pMove = NullMove;
  1694. cMove = *move;
  1695. //if (isMounted()) {
  1696. // Filter Jump trigger if mounted
  1697. //pMove.trigger[2] = move->trigger[2];
  1698. //cMove.trigger[2] = false;
  1699. //}
  1700. if (move->freeLook) {
  1701. // Filter yaw/picth/roll when freelooking.
  1702. pMove.yaw = move->yaw;
  1703. pMove.pitch = move->pitch;
  1704. pMove.roll = move->roll;
  1705. pMove.freeLook = true;
  1706. cMove.freeLook = false;
  1707. cMove.yaw = cMove.pitch = cMove.roll = 0.0f;
  1708. }
  1709. mControlObject->processTick((mDamageState == Enabled)? &cMove: &NullMove);
  1710. move = &pMove;
  1711. }
  1712. }
  1713. Parent::processTick(move);
  1714. // Check for state changes in the standard move triggers and
  1715. // set bits for any triggers that switched on this tick in
  1716. // the fx_s_triggers mask. Flag any changes to be packed to
  1717. // clients.
  1718. if (isServerObject())
  1719. {
  1720. fx_s_triggers = 0;
  1721. if (move)
  1722. {
  1723. U8 on_bits = 0;
  1724. for (S32 i = 0; i < MaxTriggerKeys; i++)
  1725. if (move->trigger[i])
  1726. on_bits |= BIT(i);
  1727. if (on_bits != move_trigger_states)
  1728. {
  1729. U8 switched_on_bits = (on_bits & ~move_trigger_states);
  1730. if (switched_on_bits)
  1731. {
  1732. fx_s_triggers |= (U32)switched_on_bits;
  1733. setMaskBits(TriggerMask);
  1734. }
  1735. move_trigger_states = on_bits;
  1736. }
  1737. }
  1738. }
  1739. // Warp to catch up to server
  1740. if (mDelta.warpTicks > 0) {
  1741. mDelta.warpTicks--;
  1742. // Set new pos
  1743. getTransform().getColumn(3, &mDelta.pos);
  1744. mDelta.pos += mDelta.warpOffset;
  1745. mDelta.rot += mDelta.rotOffset;
  1746. // Wrap yaw to +/-PI
  1747. if (mDelta.rot.z < - M_PI_F)
  1748. mDelta.rot.z += M_2PI_F;
  1749. else if (mDelta.rot.z > M_PI_F)
  1750. mDelta.rot.z -= M_2PI_F;
  1751. if (!ignore_updates)
  1752. {
  1753. setPosition(mDelta.pos, mDelta.rot);
  1754. }
  1755. updateDeathOffsets();
  1756. updateLookAnimation();
  1757. // Backstepping
  1758. mDelta.posVec = -mDelta.warpOffset;
  1759. mDelta.rotVec = -mDelta.rotOffset;
  1760. }
  1761. else {
  1762. // If there is no move, the player is either an
  1763. // unattached player on the server, or a player's
  1764. // client ghost.
  1765. if (!move) {
  1766. if (isGhost()) {
  1767. // If we haven't run out of prediction time,
  1768. // predict using the last known move.
  1769. if (mPredictionCount-- <= 0)
  1770. return;
  1771. move = &mDelta.move;
  1772. }
  1773. else
  1774. move = &NullMove;
  1775. }
  1776. if (!isGhost())
  1777. updateAnimation(TickSec);
  1778. PROFILE_START(Player_PhysicsSection);
  1779. if ( isServerObject() || didRenderLastRender() || getControllingClient() )
  1780. {
  1781. if ( !mPhysicsRep )
  1782. {
  1783. if ( isMounted() )
  1784. {
  1785. // If we're mounted then do not perform any collision checks
  1786. // and clear our previous working list.
  1787. mConvex.clearWorkingList();
  1788. }
  1789. else
  1790. {
  1791. updateWorkingCollisionSet();
  1792. }
  1793. }
  1794. updateState();
  1795. updateMove(move);
  1796. updateLookAnimation();
  1797. updateDeathOffsets();
  1798. updatePos();
  1799. }
  1800. PROFILE_END();
  1801. if (!isGhost())
  1802. {
  1803. // Animations are advanced based on frame rate on the
  1804. // client and must be ticked on the server.
  1805. updateActionThread();
  1806. updateAnimationTree(true);
  1807. // Check for sprinting motion changes
  1808. Pose currentPose = getPose();
  1809. // Player has just switched into Sprint pose and is moving
  1810. if (currentPose == SprintPose && prevPose != SprintPose && mMoveMotion)
  1811. {
  1812. mDataBlock->onStartSprintMotion_callback( this );
  1813. }
  1814. // Player has just switched out of Sprint pose and is moving, or was just moving
  1815. else if (currentPose != SprintPose && prevPose == SprintPose && (mMoveMotion || prevMoveMotion))
  1816. {
  1817. mDataBlock->onStopSprintMotion_callback( this );
  1818. }
  1819. // Player is in Sprint pose and has modified their motion
  1820. else if (currentPose == SprintPose && prevMoveMotion != mMoveMotion)
  1821. {
  1822. if (mMoveMotion)
  1823. {
  1824. mDataBlock->onStartSprintMotion_callback( this );
  1825. }
  1826. else
  1827. {
  1828. mDataBlock->onStopSprintMotion_callback( this );
  1829. }
  1830. }
  1831. }
  1832. }
  1833. // PATHSHAPE
  1834. if (!isGhost()) updateAttachment();
  1835. // PATHSHAPE END
  1836. }
  1837. void Player::interpolateTick(F32 dt)
  1838. {
  1839. if (mControlObject)
  1840. mControlObject->interpolateTick(dt);
  1841. // Client side interpolation
  1842. Parent::interpolateTick(dt);
  1843. Point3F pos = mDelta.pos + mDelta.posVec * dt;
  1844. Point3F rot = mDelta.rot + mDelta.rotVec * dt;
  1845. if (!ignore_updates)
  1846. setRenderPosition(pos,rot,dt);
  1847. /*
  1848. // apply camera effects - is this the best place? - bramage
  1849. GameConnection* connection = GameConnection::getConnectionToServer();
  1850. if( connection->isFirstPerson() )
  1851. {
  1852. ShapeBase *obj = dynamic_cast<ShapeBase*>(connection->getControlObject());
  1853. if( obj == this )
  1854. {
  1855. MatrixF curTrans = getRenderTransform();
  1856. curTrans.mul( gCamFXMgr.getTrans() );
  1857. Parent::setRenderTransform( curTrans );
  1858. }
  1859. }
  1860. */
  1861. updateLookAnimation(dt);
  1862. mDelta.dt = dt;
  1863. // PATHSHAPE
  1864. updateRenderChangesByParent();
  1865. // PATHSHAPE END
  1866. }
  1867. void Player::advanceTime(F32 dt)
  1868. {
  1869. // Client side animations
  1870. Parent::advanceTime(dt);
  1871. // Increment timer for triggering idle events.
  1872. if (idle_timer >= 0.0f)
  1873. idle_timer += dt;
  1874. updateActionThread();
  1875. updateAnimation(dt);
  1876. updateSplash();
  1877. updateFroth(dt);
  1878. updateWaterSounds(dt);
  1879. mLastPos = getPosition();
  1880. if (mImpactSound)
  1881. playImpactSound();
  1882. // update camera effects. Definitely need to find better place for this - bramage
  1883. if( isControlObject() )
  1884. {
  1885. if( mDamageState == Disabled || mDamageState == Destroyed )
  1886. {
  1887. // clear out all camera effects being applied to player if dead
  1888. gCamFXMgr.clear();
  1889. }
  1890. }
  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. PlayerData::ActionAnimation& anim = mDataBlock->actionList[PlayerData::LandAnim];
  1903. if (anim.sequence != -1)
  1904. {
  1905. // Use the land sequence as the basis for the recovery
  1906. setActionThread(PlayerData::LandAnim, true, false, true, true);
  1907. F32 timeScale = mShapeInstance->getDuration(mActionAnimation.thread) / mDataBlock->landSequenceTime;
  1908. mShapeInstance->setTimeScale(mActionAnimation.thread, timeScale);
  1909. }
  1910. mRecoverDelay = mDataBlock->landSequenceTime;
  1911. }
  1912. else
  1913. {
  1914. // Legacy recover system
  1915. mRecoverTicks = recoverTicks;
  1916. mReversePending = U32(F32(mRecoverTicks) / sLandReverseScale);
  1917. setActionThread(PlayerData::LandAnim, true, false, true, true);
  1918. }
  1919. break;
  1920. }
  1921. default:
  1922. break;
  1923. }
  1924. }
  1925. mState = state;
  1926. }
  1927. }
  1928. void Player::updateState()
  1929. {
  1930. switch (mState)
  1931. {
  1932. case RecoverState:
  1933. if (mDataBlock->landSequenceTime > 0.0f)
  1934. {
  1935. // Count down the land time
  1936. mRecoverDelay -= TickSec;
  1937. if (mRecoverDelay <= 0.0f)
  1938. {
  1939. setState(MoveState);
  1940. }
  1941. }
  1942. else
  1943. {
  1944. // Legacy recover system
  1945. if (mRecoverTicks-- <= 0)
  1946. {
  1947. if (mReversePending && mActionAnimation.action != PlayerData::NullAnimation)
  1948. {
  1949. // this serves and counter, and direction state
  1950. mRecoverTicks = mReversePending;
  1951. mActionAnimation.forward = false;
  1952. S32 seq = mDataBlock->actionList[mActionAnimation.action].sequence;
  1953. S32 imageBasedSeq = convertActionToImagePrefix(mActionAnimation.action);
  1954. if (imageBasedSeq != -1)
  1955. seq = imageBasedSeq;
  1956. F32 pos = mShapeInstance->getPos(mActionAnimation.thread);
  1957. mShapeInstance->setTimeScale(mActionAnimation.thread, -sLandReverseScale);
  1958. mShapeInstance->transitionToSequence(mActionAnimation.thread,
  1959. seq, pos, sAnimationTransitionTime, true);
  1960. mReversePending = 0;
  1961. }
  1962. else
  1963. {
  1964. setState(MoveState);
  1965. }
  1966. } // Stand back up slowly only if not moving much-
  1967. else if (!mReversePending && mVelocity.lenSquared() > sSlowStandThreshSquared)
  1968. {
  1969. mActionAnimation.waitForEnd = false;
  1970. setState(MoveState);
  1971. }
  1972. }
  1973. break;
  1974. default:
  1975. break;
  1976. }
  1977. }
  1978. const char* Player::getStateName()
  1979. {
  1980. if (mDamageState != Enabled)
  1981. return "Dead";
  1982. if (isMounted())
  1983. return "Mounted";
  1984. if (mState == RecoverState)
  1985. return "Recover";
  1986. return "Move";
  1987. }
  1988. void Player::getDamageLocation(const Point3F& in_rPos, const char *&out_rpVert, const char *&out_rpQuad)
  1989. {
  1990. // TODO: This will be WRONG when player is prone or swimming!
  1991. Point3F newPoint;
  1992. mWorldToObj.mulP(in_rPos, &newPoint);
  1993. Point3F boxSize = mObjBox.getExtents();
  1994. F32 zHeight = boxSize.z;
  1995. F32 zTorso = mDataBlock->boxTorsoPercentage;
  1996. F32 zHead = mDataBlock->boxHeadPercentage;
  1997. zTorso *= zHeight;
  1998. zHead *= zHeight;
  1999. if (newPoint.z <= zTorso)
  2000. out_rpVert = "legs";
  2001. else if (newPoint.z <= zHead)
  2002. out_rpVert = "torso";
  2003. else
  2004. out_rpVert = "head";
  2005. if(String::compare(out_rpVert, "head") != 0)
  2006. {
  2007. if (newPoint.y >= 0.0f)
  2008. {
  2009. if (newPoint.x <= 0.0f)
  2010. out_rpQuad = "front_left";
  2011. else
  2012. out_rpQuad = "front_right";
  2013. }
  2014. else
  2015. {
  2016. if (newPoint.x <= 0.0f)
  2017. out_rpQuad = "back_left";
  2018. else
  2019. out_rpQuad = "back_right";
  2020. }
  2021. }
  2022. else
  2023. {
  2024. F32 backToFront = boxSize.x;
  2025. F32 leftToRight = boxSize.y;
  2026. F32 backPoint = backToFront * mDataBlock->boxHeadBackPercentage;
  2027. F32 frontPoint = backToFront * mDataBlock->boxHeadFrontPercentage;
  2028. F32 leftPoint = leftToRight * mDataBlock->boxHeadLeftPercentage;
  2029. F32 rightPoint = leftToRight * mDataBlock->boxHeadRightPercentage;
  2030. S32 index = 0;
  2031. if (newPoint.y < backPoint)
  2032. index += 0;
  2033. else if (newPoint.y >= frontPoint)
  2034. index += 3;
  2035. else
  2036. index += 6;
  2037. if (newPoint.x < leftPoint)
  2038. index += 0;
  2039. else if (newPoint.x >= rightPoint)
  2040. index += 1;
  2041. else
  2042. index += 2;
  2043. switch (index)
  2044. {
  2045. case 0: out_rpQuad = "left_back"; break;
  2046. case 1: out_rpQuad = "middle_back"; break;
  2047. case 2: out_rpQuad = "right_back"; break;
  2048. case 3: out_rpQuad = "left_middle"; break;
  2049. case 4: out_rpQuad = "middle_middle"; break;
  2050. case 5: out_rpQuad = "right_middle"; break;
  2051. case 6: out_rpQuad = "left_front"; break;
  2052. case 7: out_rpQuad = "middle_front"; break;
  2053. case 8: out_rpQuad = "right_front"; break;
  2054. default:
  2055. AssertFatal(0, "Bad non-tant index");
  2056. };
  2057. }
  2058. }
  2059. const char* Player::getPoseName() const
  2060. {
  2061. return EngineMarshallData< PlayerPose >(getPose());
  2062. }
  2063. void Player::setPose( Pose pose )
  2064. {
  2065. // Already the set pose, return.
  2066. if ( pose == mPose )
  2067. return;
  2068. Pose oldPose = mPose;
  2069. mPose = pose;
  2070. // Not added yet, just assign the pose and return.
  2071. if ( !isProperlyAdded() )
  2072. return;
  2073. Point3F boxSize(1,1,1);
  2074. // Resize the player boxes
  2075. switch (pose)
  2076. {
  2077. case StandPose:
  2078. case SprintPose:
  2079. boxSize = mDataBlock->boxSize;
  2080. break;
  2081. case CrouchPose:
  2082. boxSize = mDataBlock->crouchBoxSize;
  2083. break;
  2084. case PronePose:
  2085. boxSize = mDataBlock->proneBoxSize;
  2086. break;
  2087. case SwimPose:
  2088. boxSize = mDataBlock->swimBoxSize;
  2089. break;
  2090. }
  2091. // Object and World Boxes...
  2092. mObjBox.maxExtents.x = boxSize.x * 0.5f;
  2093. mObjBox.maxExtents.y = boxSize.y * 0.5f;
  2094. mObjBox.maxExtents.z = boxSize.z;
  2095. mObjBox.minExtents.x = -mObjBox.maxExtents.x;
  2096. mObjBox.minExtents.y = -mObjBox.maxExtents.y;
  2097. mObjBox.minExtents.z = 0.0f;
  2098. resetWorldBox();
  2099. // Setup the box for our convex object...
  2100. mObjBox.getCenter(&mConvex.mCenter);
  2101. mConvex.mSize.x = mObjBox.len_x() / 2.0f;
  2102. mConvex.mSize.y = mObjBox.len_y() / 2.0f;
  2103. mConvex.mSize.z = mObjBox.len_z() / 2.0f;
  2104. // Initialize our scaled attributes as well...
  2105. onScaleChanged();
  2106. // Resize the PhysicsPlayer rep. should we have one
  2107. if ( mPhysicsRep )
  2108. mPhysicsRep->setSpacials( getPosition(), boxSize );
  2109. if ( isServerObject() )
  2110. mDataBlock->onPoseChange_callback( this, EngineMarshallData< PlayerPose >(oldPose), EngineMarshallData< PlayerPose >(mPose));
  2111. }
  2112. void Player::allowAllPoses()
  2113. {
  2114. mAllowJumping = true;
  2115. mAllowJetJumping = true;
  2116. mAllowSprinting = true;
  2117. mAllowCrouching = true;
  2118. mAllowProne = true;
  2119. mAllowSwimming = true;
  2120. }
  2121. AngAxisF gPlayerMoveRot;
  2122. void Player::updateMove(const Move* move)
  2123. {
  2124. struct Move my_move;
  2125. if (override_movement && movement_op < 3)
  2126. {
  2127. my_move = *move;
  2128. switch (movement_op)
  2129. {
  2130. case 0: // add
  2131. my_move.x += movement_data.x;
  2132. my_move.y += movement_data.y;
  2133. my_move.z += movement_data.z;
  2134. break;
  2135. case 1: // mult
  2136. my_move.x *= movement_data.x;
  2137. my_move.y *= movement_data.y;
  2138. my_move.z *= movement_data.z;
  2139. break;
  2140. case 2: // replace
  2141. my_move.x = movement_data.x;
  2142. my_move.y = movement_data.y;
  2143. my_move.z = movement_data.z;
  2144. break;
  2145. }
  2146. move = &my_move;
  2147. }
  2148. mDelta.move = *move;
  2149. #ifdef TORQUE_OPENVR
  2150. if (mControllers[0])
  2151. {
  2152. mControllers[0]->processTick(move);
  2153. }
  2154. if (mControllers[1])
  2155. {
  2156. mControllers[1]->processTick(move);
  2157. }
  2158. #endif
  2159. // Is waterCoverage high enough to be 'swimming'?
  2160. {
  2161. bool swimming = mWaterCoverage > 0.65f && canSwim();
  2162. if ( swimming != mSwimming )
  2163. {
  2164. if ( !isGhost() )
  2165. {
  2166. if ( swimming )
  2167. mDataBlock->onStartSwim_callback( this );
  2168. else
  2169. mDataBlock->onStopSwim_callback( this );
  2170. }
  2171. mSwimming = swimming;
  2172. }
  2173. }
  2174. // Trigger images
  2175. if (mDamageState == Enabled)
  2176. {
  2177. setImageTriggerState( 0, move->trigger[sImageTrigger0] );
  2178. // If you have a secondary mounted image then
  2179. // send the second trigger to it. Else give it
  2180. // to the first image as an alt fire.
  2181. if ( getMountedImage( 1 ) )
  2182. setImageTriggerState( 1, move->trigger[sImageTrigger1] );
  2183. else
  2184. setImageAltTriggerState( 0, move->trigger[sImageTrigger1] );
  2185. }
  2186. // Update current orientation
  2187. if (mDamageState == Enabled) {
  2188. F32 prevZRot = mRot.z;
  2189. mDelta.headVec = mHead;
  2190. bool doStandardMove = true;
  2191. bool absoluteDelta = false;
  2192. GameConnection* con = getControllingClient();
  2193. #ifdef TORQUE_EXTENDED_MOVE
  2194. // Work with an absolute rotation from the ExtendedMove class?
  2195. if(con && con->getControlSchemeAbsoluteRotation())
  2196. {
  2197. doStandardMove = false;
  2198. const ExtendedMove* emove = dynamic_cast<const ExtendedMove*>(move);
  2199. U32 emoveIndex = smExtendedMoveHeadPosRotIndex;
  2200. if(emoveIndex >= ExtendedMove::MaxPositionsRotations)
  2201. emoveIndex = 0;
  2202. if(emove->EulerBasedRotation[emoveIndex])
  2203. {
  2204. // Head pitch
  2205. mHead.x += (emove->rotX[emoveIndex] - mLastAbsolutePitch);
  2206. // Do we also include the relative yaw value?
  2207. if(con->getControlSchemeAddPitchToAbsRot())
  2208. {
  2209. F32 x = move->pitch;
  2210. if (x > M_PI_F)
  2211. x -= M_2PI_F;
  2212. mHead.x += x;
  2213. }
  2214. // Constrain the range of mHead.x
  2215. while (mHead.x < -M_PI_F)
  2216. mHead.x += M_2PI_F;
  2217. while (mHead.x > M_PI_F)
  2218. mHead.x -= M_2PI_F;
  2219. // Rotate (heading) head or body?
  2220. if (move->freeLook && ((isMounted() && getMountNode() == 0) || (con && !con->isFirstPerson())))
  2221. {
  2222. // Rotate head
  2223. mHead.z += (emove->rotZ[emoveIndex] - mLastAbsoluteYaw);
  2224. // Do we also include the relative yaw value?
  2225. if(con->getControlSchemeAddYawToAbsRot())
  2226. {
  2227. F32 z = move->yaw;
  2228. if (z > M_PI_F)
  2229. z -= M_2PI_F;
  2230. mHead.z += z;
  2231. }
  2232. // Constrain the range of mHead.z
  2233. while (mHead.z < 0.0f)
  2234. mHead.z += M_2PI_F;
  2235. while (mHead.z > M_2PI_F)
  2236. mHead.z -= M_2PI_F;
  2237. }
  2238. else
  2239. {
  2240. // Rotate body
  2241. mRot.z += (emove->rotZ[emoveIndex] - mLastAbsoluteYaw);
  2242. // Do we also include the relative yaw value?
  2243. if(con->getControlSchemeAddYawToAbsRot())
  2244. {
  2245. F32 z = move->yaw;
  2246. if (z > M_PI_F)
  2247. z -= M_2PI_F;
  2248. mRot.z += z;
  2249. }
  2250. // Constrain the range of mRot.z
  2251. while (mRot.z < 0.0f)
  2252. mRot.z += M_2PI_F;
  2253. while (mRot.z > M_2PI_F)
  2254. mRot.z -= M_2PI_F;
  2255. }
  2256. mLastAbsoluteYaw = emove->rotZ[emoveIndex];
  2257. mLastAbsolutePitch = emove->rotX[emoveIndex];
  2258. mLastAbsoluteRoll = emove->rotY[emoveIndex];
  2259. // Head bank
  2260. mHead.y = emove->rotY[emoveIndex];
  2261. // Constrain the range of mHead.y
  2262. while (mHead.y > M_PI_F)
  2263. mHead.y -= M_2PI_F;
  2264. }
  2265. else
  2266. {
  2267. // Orient the player so we are looking towards the required position, ignoring any banking
  2268. AngAxisF moveRot(Point3F(emove->rotX[emoveIndex], emove->rotY[emoveIndex], emove->rotZ[emoveIndex]), emove->rotW[emoveIndex]);
  2269. MatrixF trans(1);
  2270. moveRot.setMatrix(&trans);
  2271. trans.inverse();
  2272. Point3F vecForward(0, 10, 0);
  2273. Point3F viewAngle;
  2274. Point3F orient;
  2275. EulerF rot;
  2276. trans.mulV(vecForward);
  2277. viewAngle = vecForward;
  2278. vecForward.z = 0; // flatten
  2279. vecForward.normalizeSafe();
  2280. F32 yawAng;
  2281. F32 pitchAng;
  2282. MathUtils::getAnglesFromVector(vecForward, yawAng, pitchAng);
  2283. mRot = EulerF(0);
  2284. mRot.z = yawAng;
  2285. mHead = EulerF(0);
  2286. while (mRot.z < 0.0f)
  2287. mRot.z += M_2PI_F;
  2288. while (mRot.z > M_2PI_F)
  2289. mRot.z -= M_2PI_F;
  2290. absoluteDelta = true;
  2291. }
  2292. }
  2293. #endif
  2294. if(doStandardMove)
  2295. {
  2296. F32 p = move->pitch * (mPose == SprintPose ? mDataBlock->sprintPitchScale : 1.0f);
  2297. if (p > M_PI_F)
  2298. p -= M_2PI_F;
  2299. mHead.x = mClampF(mHead.x + p,mDataBlock->minLookAngle,
  2300. mDataBlock->maxLookAngle);
  2301. F32 y = move->yaw * (mPose == SprintPose ? mDataBlock->sprintYawScale : 1.0f);
  2302. if (y > M_PI_F)
  2303. y -= M_2PI_F;
  2304. if (move->freeLook && ((isMounted() && getMountNode() == 0) || (con && !con->isFirstPerson())))
  2305. {
  2306. mHead.z = mClampF(mHead.z + y,
  2307. -mDataBlock->maxFreelookAngle,
  2308. mDataBlock->maxFreelookAngle);
  2309. }
  2310. else
  2311. {
  2312. mRot.z += y;
  2313. // Rotate the head back to the front, center horizontal
  2314. // as well if we're controlling another object.
  2315. mHead.z *= 0.5f;
  2316. if (mControlObject)
  2317. mHead.x *= 0.5f;
  2318. }
  2319. // constrain the range of mRot.z
  2320. while (mRot.z < 0.0f)
  2321. mRot.z += M_2PI_F;
  2322. while (mRot.z > M_2PI_F)
  2323. mRot.z -= M_2PI_F;
  2324. }
  2325. mDelta.rot = mRot;
  2326. mDelta.rotVec.x = mDelta.rotVec.y = 0.0f;
  2327. mDelta.rotVec.z = prevZRot - mRot.z;
  2328. if (mDelta.rotVec.z > M_PI_F)
  2329. mDelta.rotVec.z -= M_2PI_F;
  2330. else if (mDelta.rotVec.z < -M_PI_F)
  2331. mDelta.rotVec.z += M_2PI_F;
  2332. mDelta.head = mHead;
  2333. mDelta.headVec -= mHead;
  2334. if (absoluteDelta)
  2335. {
  2336. mDelta.headVec = Point3F(0, 0, 0);
  2337. mDelta.rotVec = Point3F(0, 0, 0);
  2338. }
  2339. for(U32 i=0; i<3; ++i)
  2340. {
  2341. if (mDelta.headVec[i] > M_PI_F)
  2342. mDelta.headVec[i] -= M_2PI_F;
  2343. else if (mDelta.headVec[i] < -M_PI_F)
  2344. mDelta.headVec[i] += M_2PI_F;
  2345. }
  2346. }
  2347. MatrixF zRot;
  2348. zRot.set(EulerF(0.0f, 0.0f, mRot.z));
  2349. // Desired move direction & speed
  2350. VectorF moveVec;
  2351. F32 moveSpeed;
  2352. // If BLOCK_USER_CONTROL is set in anim_clip_flags, the user won't be able to
  2353. // resume control over the player character. This generally happens for
  2354. // short periods of time synchronized with script driven animation at places
  2355. // where it makes sense that user motion is prohibited, such as when the
  2356. // player is lifted off the ground or knocked down.
  2357. if ((mState == MoveState || (mState == RecoverState && mDataBlock->recoverRunForceScale > 0.0f)) && mDamageState == Enabled && !isAnimationLocked())
  2358. {
  2359. zRot.getColumn(0,&moveVec);
  2360. moveVec *= (move->x * (mPose == SprintPose ? mDataBlock->sprintStrafeScale : 1.0f));
  2361. VectorF tv;
  2362. zRot.getColumn(1,&tv);
  2363. moveVec += tv * move->y;
  2364. // Clamp water movement
  2365. if (move->y > 0.0f)
  2366. {
  2367. if ( mSwimming )
  2368. moveSpeed = getMax(mDataBlock->maxUnderwaterForwardSpeed * move->y,
  2369. mDataBlock->maxUnderwaterSideSpeed * mFabs(move->x));
  2370. else if ( mPose == PronePose )
  2371. moveSpeed = getMax(mDataBlock->maxProneForwardSpeed * move->y,
  2372. mDataBlock->maxProneSideSpeed * mFabs(move->x));
  2373. else if ( mPose == CrouchPose )
  2374. moveSpeed = getMax(mDataBlock->maxCrouchForwardSpeed * move->y,
  2375. mDataBlock->maxCrouchSideSpeed * mFabs(move->x));
  2376. else if ( mPose == SprintPose )
  2377. moveSpeed = getMax(mDataBlock->maxSprintForwardSpeed * move->y,
  2378. mDataBlock->maxSprintSideSpeed * mFabs(move->x));
  2379. else // StandPose
  2380. moveSpeed = getMax(mDataBlock->maxForwardSpeed * move->y,
  2381. mDataBlock->maxSideSpeed * mFabs(move->x));
  2382. }
  2383. else
  2384. {
  2385. if ( mSwimming )
  2386. moveSpeed = getMax(mDataBlock->maxUnderwaterBackwardSpeed * mFabs(move->y),
  2387. mDataBlock->maxUnderwaterSideSpeed * mFabs(move->x));
  2388. else if ( mPose == PronePose )
  2389. moveSpeed = getMax(mDataBlock->maxProneBackwardSpeed * mFabs(move->y),
  2390. mDataBlock->maxProneSideSpeed * mFabs(move->x));
  2391. else if ( mPose == CrouchPose )
  2392. moveSpeed = getMax(mDataBlock->maxCrouchBackwardSpeed * mFabs(move->y),
  2393. mDataBlock->maxCrouchSideSpeed * mFabs(move->x));
  2394. else if ( mPose == SprintPose )
  2395. moveSpeed = getMax(mDataBlock->maxSprintBackwardSpeed * mFabs(move->y),
  2396. mDataBlock->maxSprintSideSpeed * mFabs(move->x));
  2397. else // StandPose
  2398. moveSpeed = getMax(mDataBlock->maxBackwardSpeed * mFabs(move->y),
  2399. mDataBlock->maxSideSpeed * mFabs(move->x));
  2400. }
  2401. // Cancel any script driven animations if we are going to move.
  2402. if (moveVec.x + moveVec.y + moveVec.z != 0.0f &&
  2403. (mActionAnimation.action >= PlayerData::NumTableActionAnims
  2404. || mActionAnimation.action == PlayerData::LandAnim))
  2405. mActionAnimation.action = PlayerData::NullAnimation;
  2406. }
  2407. else
  2408. {
  2409. moveVec.set(0.0f, 0.0f, 0.0f);
  2410. moveSpeed = 0.0f;
  2411. }
  2412. // apply speed bias here.
  2413. speed_bias = speed_bias + (speed_bias_goal - speed_bias)*0.1f;
  2414. moveSpeed *= speed_bias;
  2415. // Acceleration due to gravity
  2416. VectorF acc(0.0f, 0.0f, mNetGravity/(1.0 - mBuoyancy) * TickSec);
  2417. if (getParent() !=NULL)
  2418. acc = VectorF::Zero;
  2419. // Determine ground contact normal. Only look for contacts if
  2420. // we can move and aren't mounted.
  2421. VectorF contactNormal(0,0,0);
  2422. bool jumpSurface = false, runSurface = false;
  2423. if ( !isMounted() )
  2424. findContact( &runSurface, &jumpSurface, &contactNormal );
  2425. if ( jumpSurface )
  2426. mJumpSurfaceNormal = contactNormal;
  2427. // If we don't have a runSurface but we do have a contactNormal,
  2428. // then we are standing on something that is too steep.
  2429. // Deflect the force of gravity by the normal so we slide.
  2430. // We could also try aligning it to the runSurface instead,
  2431. // but this seems to work well.
  2432. if ( !runSurface && !contactNormal.isZero() )
  2433. acc = ( acc - 2 * contactNormal * mDot( acc, contactNormal ) );
  2434. // Acceleration on run surface
  2435. if (runSurface && !mSwimming) {
  2436. mContactTimer = 0;
  2437. // Remove acc into contact surface (should only be gravity)
  2438. // Clear out floating point acc errors, this will allow
  2439. // the player to "rest" on the ground.
  2440. // However, no need to do that if we're using a physics library.
  2441. // It will take care of itself.
  2442. if (!mPhysicsRep)
  2443. {
  2444. F32 vd = -mDot(acc,contactNormal);
  2445. if (vd > 0.0f) {
  2446. VectorF dv = contactNormal * (vd + 0.002f);
  2447. acc += dv;
  2448. if (acc.len() < 0.0001f)
  2449. acc.set(0.0f, 0.0f, 0.0f);
  2450. }
  2451. }
  2452. // Force a 0 move if there is no energy, and only drain
  2453. // move energy if we're moving.
  2454. VectorF pv;
  2455. if (mPose == SprintPose && mEnergy >= mDataBlock->minSprintEnergy) {
  2456. if (moveSpeed)
  2457. mEnergy -= mDataBlock->sprintEnergyDrain;
  2458. pv = moveVec;
  2459. }
  2460. else if (mEnergy >= mDataBlock->minRunEnergy) {
  2461. if (moveSpeed)
  2462. mEnergy -= mDataBlock->runEnergyDrain;
  2463. pv = moveVec;
  2464. }
  2465. else
  2466. pv.set(0.0f, 0.0f, 0.0f);
  2467. // Adjust the player's requested dir. to be parallel
  2468. // to the contact surface.
  2469. F32 pvl = pv.len();
  2470. if(mJetting)
  2471. {
  2472. pvl = moveVec.len();
  2473. if (pvl)
  2474. {
  2475. VectorF nn;
  2476. mCross(pv,VectorF(0.0f, 0.0f, 0.0f),&nn);
  2477. nn *= 1 / pvl;
  2478. VectorF cv(0.0f, 0.0f, 0.0f);
  2479. cv -= nn * mDot(nn,cv);
  2480. pv -= cv * mDot(pv,cv);
  2481. pvl = pv.len();
  2482. }
  2483. }
  2484. else if (!mPhysicsRep)
  2485. {
  2486. // We only do this if we're not using a physics library. The
  2487. // library will take care of itself.
  2488. if (pvl)
  2489. {
  2490. VectorF nn;
  2491. mCross(pv,VectorF(0.0f, 0.0f, 1.0f),&nn);
  2492. nn *= 1.0f / pvl;
  2493. VectorF cv = contactNormal;
  2494. cv -= nn * mDot(nn,cv);
  2495. pv -= cv * mDot(pv,cv);
  2496. pvl = pv.len();
  2497. }
  2498. }
  2499. // Convert to acceleration
  2500. if ( pvl )
  2501. pv *= moveSpeed / pvl;
  2502. VectorF runAcc = pv - (mVelocity + acc);
  2503. F32 runSpeed = runAcc.len();
  2504. // Clamp acceleration, player also accelerates faster when
  2505. // in his hard landing recover state.
  2506. F32 maxAcc;
  2507. if (mPose == SprintPose)
  2508. {
  2509. maxAcc = (mDataBlock->sprintForce / getMass()) * TickSec;
  2510. }
  2511. else
  2512. {
  2513. maxAcc = (mDataBlock->runForce / getMass()) * TickSec;
  2514. }
  2515. if (mState == RecoverState)
  2516. maxAcc *= mDataBlock->recoverRunForceScale;
  2517. if (runSpeed > maxAcc)
  2518. runAcc *= maxAcc / runSpeed;
  2519. acc += runAcc;
  2520. // If we are running on the ground, then we're not jumping
  2521. if (mDataBlock->isJumpAction(mActionAnimation.action))
  2522. mActionAnimation.action = PlayerData::NullAnimation;
  2523. }
  2524. else if (!mSwimming && mDataBlock->airControl > 0.0f)
  2525. {
  2526. VectorF pv;
  2527. pv = moveVec;
  2528. F32 pvl = pv.len();
  2529. if (pvl)
  2530. pv *= moveSpeed / pvl;
  2531. VectorF runAcc = pv - (mVelocity + acc);
  2532. runAcc.z = 0;
  2533. runAcc.x = runAcc.x * mDataBlock->airControl;
  2534. runAcc.y = runAcc.y * mDataBlock->airControl;
  2535. F32 runSpeed = runAcc.len();
  2536. // We don't test for sprinting when performing air control
  2537. F32 maxAcc = (mDataBlock->runForce / getMass()) * TickSec * 0.3f;
  2538. if (runSpeed > maxAcc)
  2539. runAcc *= maxAcc / runSpeed;
  2540. acc += runAcc;
  2541. // There are no special air control animations
  2542. // so... increment this unless you really want to
  2543. // play the run anims in the air.
  2544. mContactTimer++;
  2545. }
  2546. else if (mSwimming)
  2547. {
  2548. // Remove acc into contact surface (should only be gravity)
  2549. // Clear out floating point acc errors, this will allow
  2550. // the player to "rest" on the ground.
  2551. F32 vd = -mDot(acc,contactNormal);
  2552. if (vd > 0.0f) {
  2553. VectorF dv = contactNormal * (vd + 0.002f);
  2554. acc += dv;
  2555. if (acc.len() < 0.0001f)
  2556. acc.set(0.0f, 0.0f, 0.0f);
  2557. }
  2558. // get the head pitch and add it to the moveVec
  2559. // This more accurate swim vector calc comes from Matt Fairfax
  2560. MatrixF xRot;
  2561. xRot.set(EulerF(mHead.x, 0, 0));
  2562. zRot.set(EulerF(0, 0, mRot.z));
  2563. MatrixF rot;
  2564. rot.mul(zRot, xRot);
  2565. rot.getColumn(0,&moveVec);
  2566. moveVec *= move->x;
  2567. VectorF tv;
  2568. rot.getColumn(1,&tv);
  2569. moveVec += tv * move->y;
  2570. rot.getColumn(2,&tv);
  2571. moveVec += tv * move->z;
  2572. // Force a 0 move if there is no energy, and only drain
  2573. // move energy if we're moving.
  2574. VectorF swimVec;
  2575. if (mEnergy >= mDataBlock->minRunEnergy) {
  2576. if (moveSpeed)
  2577. mEnergy -= mDataBlock->runEnergyDrain;
  2578. swimVec = moveVec;
  2579. }
  2580. else
  2581. swimVec.set(0.0f, 0.0f, 0.0f);
  2582. // If we are swimming but close enough to the shore/ground
  2583. // we can still have a surface-normal. In this case align the
  2584. // velocity to the normal to make getting out of water easier.
  2585. moveVec.normalize();
  2586. F32 isSwimUp = mDot( moveVec, contactNormal );
  2587. if ( !contactNormal.isZero() && isSwimUp < 0.1f )
  2588. {
  2589. F32 pvl = swimVec.len();
  2590. if ( true && pvl )
  2591. {
  2592. VectorF nn;
  2593. mCross(swimVec,VectorF(0.0f, 0.0f, 1.0f),&nn);
  2594. nn *= 1.0f / pvl;
  2595. VectorF cv = contactNormal;
  2596. cv -= nn * mDot(nn,cv);
  2597. swimVec -= cv * mDot(swimVec,cv);
  2598. }
  2599. }
  2600. F32 swimVecLen = swimVec.len();
  2601. // Convert to acceleration.
  2602. if ( swimVecLen )
  2603. swimVec *= moveSpeed / swimVecLen;
  2604. VectorF swimAcc = swimVec - (mVelocity + acc);
  2605. F32 swimSpeed = swimAcc.len();
  2606. // Clamp acceleration.
  2607. F32 maxAcc = (mDataBlock->swimForce / getMass()) * TickSec;
  2608. if ( swimSpeed > maxAcc )
  2609. swimAcc *= maxAcc / swimSpeed;
  2610. acc += swimAcc;
  2611. mContactTimer++;
  2612. }
  2613. else
  2614. mContactTimer++;
  2615. // Acceleration from Jumping
  2616. // While BLOCK_USER_CONTROL is set in anim_clip_flags, the user won't be able to
  2617. // make the player character jump.
  2618. if (move->trigger[sJumpTrigger] && canJump() && !isAnimationLocked())
  2619. {
  2620. // Scale the jump impulse base on maxJumpSpeed
  2621. F32 zSpeedScale = mVelocity.z;
  2622. if (zSpeedScale <= mDataBlock->maxJumpSpeed)
  2623. {
  2624. zSpeedScale = (zSpeedScale <= mDataBlock->minJumpSpeed)? 1:
  2625. 1 - (zSpeedScale - mDataBlock->minJumpSpeed) /
  2626. (mDataBlock->maxJumpSpeed - mDataBlock->minJumpSpeed);
  2627. // Desired jump direction
  2628. VectorF pv = moveVec;
  2629. F32 len = pv.len();
  2630. if (len > 0)
  2631. pv *= 1 / len;
  2632. // We want to scale the jump size by the player size, somewhat
  2633. // in reduced ratio so a smaller player can jump higher in
  2634. // proportion to his size, than a larger player.
  2635. F32 scaleZ = (getScale().z * 0.25) + 0.75;
  2636. // Calculate our jump impulse
  2637. F32 impulse = mDataBlock->jumpForce / getMass();
  2638. if (mDataBlock->jumpTowardsNormal)
  2639. {
  2640. // If we are facing into the surface jump up, otherwise
  2641. // jump away from surface.
  2642. F32 dot = mDot(pv,mJumpSurfaceNormal);
  2643. if (dot <= 0)
  2644. acc.z += mJumpSurfaceNormal.z * scaleZ * impulse * zSpeedScale;
  2645. else
  2646. {
  2647. acc.x += pv.x * impulse * dot;
  2648. acc.y += pv.y * impulse * dot;
  2649. acc.z += mJumpSurfaceNormal.z * scaleZ * impulse * zSpeedScale;
  2650. }
  2651. }
  2652. else
  2653. acc.z += scaleZ * impulse * zSpeedScale;
  2654. mJumpDelay = mDataBlock->jumpDelay;
  2655. mEnergy -= mDataBlock->jumpEnergyDrain;
  2656. // If we don't have a StandJumpAnim, just play the JumpAnim...
  2657. S32 seq = (mVelocity.len() < 0.5) ? PlayerData::StandJumpAnim: PlayerData::JumpAnim;
  2658. if ( mDataBlock->actionList[seq].sequence == -1 )
  2659. seq = PlayerData::JumpAnim;
  2660. setActionThread( seq, true, false, true );
  2661. mJumpSurfaceLastContact = JumpSkipContactsMax;
  2662. // Flag the jump event trigger.
  2663. fx_s_triggers |= PLAYER_JUMP_S_TRIGGER;
  2664. setMaskBits(TriggerMask);
  2665. }
  2666. }
  2667. else
  2668. {
  2669. if (jumpSurface)
  2670. {
  2671. if (mJumpDelay > 0)
  2672. mJumpDelay--;
  2673. mJumpSurfaceLastContact = 0;
  2674. }
  2675. else
  2676. mJumpSurfaceLastContact++;
  2677. }
  2678. if (move->trigger[sJumpJetTrigger] && !isMounted() && canJetJump())
  2679. {
  2680. mJetting = true;
  2681. // Scale the jump impulse base on maxJumpSpeed
  2682. F32 zSpeedScale = mVelocity.z;
  2683. if (zSpeedScale <= mDataBlock->jetMaxJumpSpeed)
  2684. {
  2685. zSpeedScale = (zSpeedScale <= mDataBlock->jetMinJumpSpeed)? 1:
  2686. 1 - (zSpeedScale - mDataBlock->jetMinJumpSpeed) / (mDataBlock->jetMaxJumpSpeed - mDataBlock->jetMinJumpSpeed);
  2687. // Desired jump direction
  2688. VectorF pv = moveVec;
  2689. F32 len = pv.len();
  2690. if (len > 0.0f)
  2691. pv *= 1 / len;
  2692. // If we are facing into the surface jump up, otherwise
  2693. // jump away from surface.
  2694. F32 dot = mDot(pv,mJumpSurfaceNormal);
  2695. F32 impulse = mDataBlock->jetJumpForce / getMass();
  2696. if (dot <= 0)
  2697. acc.z += mJumpSurfaceNormal.z * impulse * zSpeedScale;
  2698. else
  2699. {
  2700. acc.x += pv.x * impulse * dot;
  2701. acc.y += pv.y * impulse * dot;
  2702. acc.z += mJumpSurfaceNormal.z * impulse * zSpeedScale;
  2703. }
  2704. mEnergy -= mDataBlock->jetJumpEnergyDrain;
  2705. }
  2706. }
  2707. else
  2708. {
  2709. mJetting = false;
  2710. }
  2711. // Add in force from physical zones...
  2712. acc += (mAppliedForce / getMass()) * TickSec;
  2713. // Adjust velocity with all the move & gravity acceleration
  2714. // TG: I forgot why doesn't the TickSec multiply happen here...
  2715. mVelocity += acc;
  2716. // apply horizontal air resistance
  2717. F32 hvel = mSqrt(mVelocity.x * mVelocity.x + mVelocity.y * mVelocity.y);
  2718. if(hvel > mDataBlock->horizResistSpeed)
  2719. {
  2720. F32 speedCap = hvel;
  2721. if(speedCap > mDataBlock->horizMaxSpeed)
  2722. speedCap = mDataBlock->horizMaxSpeed;
  2723. speedCap -= mDataBlock->horizResistFactor * TickSec * (speedCap - mDataBlock->horizResistSpeed);
  2724. F32 scale = speedCap / hvel;
  2725. mVelocity.x *= scale;
  2726. mVelocity.y *= scale;
  2727. }
  2728. if(mVelocity.z > mDataBlock->upResistSpeed)
  2729. {
  2730. if(mVelocity.z > mDataBlock->upMaxSpeed)
  2731. mVelocity.z = mDataBlock->upMaxSpeed;
  2732. mVelocity.z -= mDataBlock->upResistFactor * TickSec * (mVelocity.z - mDataBlock->upResistSpeed);
  2733. }
  2734. // Apply drag
  2735. if ( mSwimming )
  2736. mVelocity -= mVelocity * mDrag * TickSec * ( mVelocity.len() / mDataBlock->maxUnderwaterForwardSpeed );
  2737. else
  2738. mVelocity -= mVelocity * mDrag * TickSec;
  2739. // Clamp very small velocity to zero
  2740. if ( mVelocity.isZero() )
  2741. mVelocity = Point3F::Zero;
  2742. // If we are not touching anything and have sufficient -z vel,
  2743. // we are falling.
  2744. if (runSurface)
  2745. mFalling = false;
  2746. else
  2747. {
  2748. VectorF vel;
  2749. mWorldToObj.mulV(mVelocity,&vel);
  2750. mFalling = vel.z < mDataBlock->fallingSpeedThreshold;
  2751. }
  2752. // Vehicle Dismount
  2753. if ( !isGhost() && move->trigger[sVehicleDismountTrigger] && canJump())
  2754. mDataBlock->doDismount_callback( this );
  2755. // Enter/Leave Liquid
  2756. if ( !mInWater && mWaterCoverage > 0.0f )
  2757. {
  2758. mInWater = true;
  2759. if ( !isGhost() )
  2760. mDataBlock->onEnterLiquid_callback( this, mWaterCoverage, mLiquidType.c_str() );
  2761. }
  2762. else if ( mInWater && mWaterCoverage <= 0.0f )
  2763. {
  2764. mInWater = false;
  2765. if ( !isGhost() )
  2766. mDataBlock->onLeaveLiquid_callback( this, mLiquidType.c_str() );
  2767. else
  2768. {
  2769. // exit-water splash sound happens for client only
  2770. if ( getSpeed() >= mDataBlock->exitSplashSoundVel && !isMounted() )
  2771. SFX->playOnce( mDataBlock->getPlayerSoundProfile(PlayerData::ExitWater), &getTransform() );
  2772. }
  2773. }
  2774. // Update the PlayerPose
  2775. Pose desiredPose = mPose;
  2776. if ( !mIsAiControlled )
  2777. {
  2778. if ( mSwimming )
  2779. desiredPose = SwimPose;
  2780. else if ( runSurface && move->trigger[sCrouchTrigger] && canCrouch() )
  2781. desiredPose = CrouchPose;
  2782. else if ( runSurface && move->trigger[sProneTrigger] && canProne() )
  2783. desiredPose = PronePose;
  2784. else if ( move->trigger[sSprintTrigger] && canSprint() )
  2785. desiredPose = SprintPose;
  2786. else if ( canStand() )
  2787. desiredPose = StandPose;
  2788. setPose( desiredPose );
  2789. }
  2790. }
  2791. //----------------------------------------------------------------------------
  2792. bool Player::checkDismountPosition(const MatrixF& oldMat, const MatrixF& mat)
  2793. {
  2794. AssertFatal(getContainer() != NULL, "Error, must have a container!");
  2795. AssertFatal(getObjectMount() != NULL, "Error, must be mounted!");
  2796. Point3F pos;
  2797. Point3F oldPos;
  2798. mat.getColumn(3, &pos);
  2799. oldMat.getColumn(3, &oldPos);
  2800. RayInfo info;
  2801. disableCollision();
  2802. getObjectMount()->disableCollision();
  2803. if (getContainer()->castRay(oldPos, pos, sCollisionMoveMask, &info))
  2804. {
  2805. enableCollision();
  2806. getObjectMount()->enableCollision();
  2807. return false;
  2808. }
  2809. Box3F wBox = mObjBox;
  2810. wBox.minExtents += pos;
  2811. wBox.maxExtents += pos;
  2812. EarlyOutPolyList polyList;
  2813. polyList.mNormal.set(0.0f, 0.0f, 0.0f);
  2814. polyList.mPlaneList.clear();
  2815. polyList.mPlaneList.setSize(6);
  2816. polyList.mPlaneList[0].set(wBox.minExtents,VectorF(-1.0f, 0.0f, 0.0f));
  2817. polyList.mPlaneList[1].set(wBox.maxExtents,VectorF(0.0f, 1.0f, 0.0f));
  2818. polyList.mPlaneList[2].set(wBox.maxExtents,VectorF(1.0f, 0.0f, 0.0f));
  2819. polyList.mPlaneList[3].set(wBox.minExtents,VectorF(0.0f, -1.0f, 0.0f));
  2820. polyList.mPlaneList[4].set(wBox.minExtents,VectorF(0.0f, 0.0f, -1.0f));
  2821. polyList.mPlaneList[5].set(wBox.maxExtents,VectorF(0.0f, 0.0f, 1.0f));
  2822. if (getContainer()->buildPolyList(PLC_Collision, wBox, sCollisionMoveMask, &polyList))
  2823. {
  2824. enableCollision();
  2825. getObjectMount()->enableCollision();
  2826. return false;
  2827. }
  2828. enableCollision();
  2829. getObjectMount()->enableCollision();
  2830. return true;
  2831. }
  2832. //----------------------------------------------------------------------------
  2833. bool Player::canJump()
  2834. {
  2835. return mAllowJumping && mState == MoveState && mDamageState == Enabled && !isMounted() && !mJumpDelay && mEnergy >= mDataBlock->minJumpEnergy && mJumpSurfaceLastContact < JumpSkipContactsMax && !mSwimming && (mPose != SprintPose || mDataBlock->sprintCanJump);
  2836. }
  2837. bool Player::canJetJump()
  2838. {
  2839. return mAllowJetJumping && mState == MoveState && mDamageState == Enabled && !isMounted() && mEnergy >= mDataBlock->jetMinJumpEnergy && mDataBlock->jetJumpForce != 0.0f;
  2840. }
  2841. bool Player::canSwim()
  2842. {
  2843. // Not used!
  2844. //return mState == MoveState && mDamageState == Enabled && !isMounted() && mEnergy >= mDataBlock->minSwimEnergy && mWaterCoverage >= 0.8f;
  2845. return mAllowSwimming;
  2846. }
  2847. bool Player::canCrouch()
  2848. {
  2849. if (!mAllowCrouching)
  2850. return false;
  2851. if ( mState != MoveState ||
  2852. mDamageState != Enabled ||
  2853. isMounted() ||
  2854. mSwimming ||
  2855. mFalling )
  2856. return false;
  2857. // Can't crouch if no crouch animation!
  2858. if ( mDataBlock->actionList[PlayerData::CrouchRootAnim].sequence == -1 )
  2859. return false;
  2860. // We are already in this pose, so don't test it again...
  2861. if ( mPose == CrouchPose )
  2862. return true;
  2863. // Do standard Torque physics test here!
  2864. if ( !mPhysicsRep )
  2865. {
  2866. F32 radius;
  2867. if ( mPose == PronePose )
  2868. radius = mDataBlock->proneBoxSize.z;
  2869. else
  2870. return true;
  2871. // use our X and Y dimentions on our boxsize as the radii for our search, and the difference between a standing position
  2872. // and the position we currently are in.
  2873. Point3F extent( mDataBlock->crouchBoxSize.x / 2, mDataBlock->crouchBoxSize.y / 2, mDataBlock->crouchBoxSize.z - radius );
  2874. Point3F position = getPosition();
  2875. position.z += radius;
  2876. // Use these radii to create a box that represents the difference between a standing position and the position
  2877. // we want to move into.
  2878. Box3F B(position - extent, position + extent, true);
  2879. EarlyOutPolyList polyList;
  2880. polyList.mPlaneList.clear();
  2881. polyList.mNormal.set( 0,0,0 );
  2882. polyList.mPlaneList.setSize( 6 );
  2883. polyList.mPlaneList[0].set( B.minExtents, VectorF( -1,0,0 ) );
  2884. polyList.mPlaneList[1].set( B.maxExtents, VectorF( 0,1,0 ) );
  2885. polyList.mPlaneList[2].set( B.maxExtents, VectorF( 1,0,0 ) );
  2886. polyList.mPlaneList[3].set( B.minExtents, VectorF( 0,-1,0 ) );
  2887. polyList.mPlaneList[4].set( B.minExtents, VectorF( 0,0,-1 ) );
  2888. polyList.mPlaneList[5].set( B.maxExtents, VectorF( 0,0,1 ) );
  2889. // If an object exists in this space, we must stay prone. Otherwise we are free to crouch.
  2890. return !getContainer()->buildPolyList( PLC_Collision, B, StaticShapeObjectType, &polyList );
  2891. }
  2892. return mPhysicsRep->testSpacials( getPosition(), mDataBlock->crouchBoxSize );
  2893. }
  2894. bool Player::canStand()
  2895. {
  2896. if ( mState != MoveState ||
  2897. mDamageState != Enabled ||
  2898. isMounted() ||
  2899. mSwimming )
  2900. return false;
  2901. // We are already in this pose, so don't test it again...
  2902. if ( mPose == StandPose )
  2903. return true;
  2904. // Do standard Torque physics test here!
  2905. if ( !mPhysicsRep )
  2906. {
  2907. F32 radius;
  2908. if (mPose == CrouchPose)
  2909. radius = mDataBlock->crouchBoxSize.z;
  2910. else if (mPose == PronePose)
  2911. radius = mDataBlock->proneBoxSize.z;
  2912. else
  2913. return true;
  2914. // use our X and Y dimentions on our boxsize as the radii for our search, and the difference between a standing position
  2915. // and the position we currently are in.
  2916. Point3F extent( mDataBlock->boxSize.x / 2, mDataBlock->boxSize.y / 2, mDataBlock->boxSize.z - radius );
  2917. Point3F position = getPosition();
  2918. position.z += radius;
  2919. // Use these radii to create a box that represents the difference between a standing position and the position
  2920. // we want to move into.
  2921. Box3F B(position - extent, position + extent, true);
  2922. EarlyOutPolyList polyList;
  2923. polyList.mPlaneList.clear();
  2924. polyList.mNormal.set(0,0,0);
  2925. polyList.mPlaneList.setSize(6);
  2926. polyList.mPlaneList[0].set(B.minExtents, VectorF(-1,0,0));
  2927. polyList.mPlaneList[1].set(B.maxExtents, VectorF(0,1,0));
  2928. polyList.mPlaneList[2].set(B.maxExtents, VectorF(1,0,0));
  2929. polyList.mPlaneList[3].set(B.minExtents, VectorF(0,-1,0));
  2930. polyList.mPlaneList[4].set(B.minExtents, VectorF(0,0,-1));
  2931. polyList.mPlaneList[5].set(B.maxExtents, VectorF(0,0,1));
  2932. // If an object exists in this space, we must stay crouched/prone. Otherwise we are free to stand.
  2933. return !getContainer()->buildPolyList(PLC_Collision, B, StaticShapeObjectType, &polyList);
  2934. }
  2935. return mPhysicsRep->testSpacials( getPosition(), mDataBlock->boxSize );
  2936. }
  2937. bool Player::canProne()
  2938. {
  2939. if (!mAllowProne)
  2940. return false;
  2941. if ( mState != MoveState ||
  2942. mDamageState != Enabled ||
  2943. isMounted() ||
  2944. mSwimming ||
  2945. mFalling )
  2946. return false;
  2947. // Can't go prone if no prone animation!
  2948. if ( mDataBlock->actionList[PlayerData::ProneRootAnim].sequence == -1 )
  2949. return false;
  2950. // Do standard Torque physics test here!
  2951. if ( !mPhysicsRep )
  2952. return true;
  2953. // We are already in this pose, so don't test it again...
  2954. if ( mPose == PronePose )
  2955. return true;
  2956. return mPhysicsRep->testSpacials( getPosition(), mDataBlock->proneBoxSize );
  2957. }
  2958. bool Player::canSprint()
  2959. {
  2960. return mAllowSprinting && mState == MoveState && mDamageState == Enabled && !isMounted() && mEnergy >= mDataBlock->minSprintEnergy && !mSwimming;
  2961. }
  2962. //----------------------------------------------------------------------------
  2963. void Player::updateDamageLevel()
  2964. {
  2965. if (!isGhost())
  2966. setDamageState((mDamage >= mDataBlock->maxDamage)? Disabled: Enabled);
  2967. if (mDamageThread)
  2968. mShapeInstance->setPos(mDamageThread, mDamage / mDataBlock->destroyedLevel);
  2969. }
  2970. void Player::updateDamageState()
  2971. {
  2972. // Become a corpse when we're disabled (dead).
  2973. if (mDamageState == Enabled) {
  2974. mTypeMask &= ~CorpseObjectType;
  2975. mTypeMask |= PlayerObjectType;
  2976. }
  2977. else {
  2978. mTypeMask &= ~PlayerObjectType;
  2979. mTypeMask |= CorpseObjectType;
  2980. }
  2981. Parent::updateDamageState();
  2982. }
  2983. //----------------------------------------------------------------------------
  2984. void Player::updateLookAnimation(F32 dt)
  2985. {
  2986. // If the preference setting overrideLookAnimation is true, the player's
  2987. // arm and head no longer animate according to the view direction. They
  2988. // are instead given fixed positions.
  2989. if (overrideLookAnimation)
  2990. {
  2991. if (mArmAnimation.thread)
  2992. mShapeInstance->setPos(mArmAnimation.thread, armLookOverridePos);
  2993. if (mHeadVThread)
  2994. mShapeInstance->setPos(mHeadVThread, headVLookOverridePos);
  2995. if (mHeadHThread)
  2996. mShapeInstance->setPos(mHeadHThread, headHLookOverridePos);
  2997. return;
  2998. }
  2999. // Calculate our interpolated head position.
  3000. Point3F renderHead = mDelta.head + mDelta.headVec * dt;
  3001. // Adjust look pos. This assumes that the animations match
  3002. // the min and max look angles provided in the datablock.
  3003. if (mArmAnimation.thread)
  3004. {
  3005. if(mControlObject)
  3006. {
  3007. mShapeInstance->setPos(mArmAnimation.thread,0.5f);
  3008. }
  3009. else
  3010. {
  3011. F32 d = mDataBlock->maxLookAngle - mDataBlock->minLookAngle;
  3012. F32 tp = (renderHead.x - mDataBlock->minLookAngle) / d;
  3013. mShapeInstance->setPos(mArmAnimation.thread,mClampF(tp,0,1));
  3014. }
  3015. }
  3016. if (mHeadVThread)
  3017. {
  3018. F32 d = mDataBlock->maxLookAngle - mDataBlock->minLookAngle;
  3019. F32 tp = (renderHead.x - mDataBlock->minLookAngle) / d;
  3020. mShapeInstance->setPos(mHeadVThread,mClampF(tp,0,1));
  3021. }
  3022. if (mHeadHThread)
  3023. {
  3024. F32 d = 2 * mDataBlock->maxFreelookAngle;
  3025. F32 tp = (renderHead.z + mDataBlock->maxFreelookAngle) / d;
  3026. mShapeInstance->setPos(mHeadHThread,mClampF(tp,0,1));
  3027. }
  3028. }
  3029. //----------------------------------------------------------------------------
  3030. // Methods to get delta (as amount to affect velocity by)
  3031. bool Player::inDeathAnim()
  3032. {
  3033. if ((anim_clip_flags & ANIM_OVERRIDDEN) != 0 && (anim_clip_flags & IS_DEATH_ANIM) == 0)
  3034. return false;
  3035. if (mActionAnimation.thread && mActionAnimation.action >= 0)
  3036. if (mActionAnimation.action < mDataBlock->actionCount)
  3037. return mDataBlock->actionList[mActionAnimation.action].death;
  3038. return false;
  3039. }
  3040. // Get change from mLastDeathPos - return current pos. Assumes we're in death anim.
  3041. F32 Player::deathDelta(Point3F & delta)
  3042. {
  3043. // Get ground delta from the last time we offset this.
  3044. MatrixF mat;
  3045. F32 pos = mShapeInstance->getPos(mActionAnimation.thread);
  3046. mShapeInstance->deltaGround1(mActionAnimation.thread, mDeath.lastPos, pos, mat);
  3047. mat.getColumn(3, & delta);
  3048. return pos;
  3049. }
  3050. // Called before updatePos() to prepare it's needed change to velocity, which
  3051. // must roll over. Should be updated on tick, this is where we remember last
  3052. // position of animation that was used to roll into velocity.
  3053. void Player::updateDeathOffsets()
  3054. {
  3055. if (inDeathAnim())
  3056. // Get ground delta from the last time we offset this.
  3057. mDeath.lastPos = deathDelta(mDeath.posAdd);
  3058. else
  3059. mDeath.clear();
  3060. }
  3061. //----------------------------------------------------------------------------
  3062. // PATHSHAPE
  3063. static const U32 sPlayerConformMask = StaticShapeObjectType | StaticObjectType |
  3064. TerrainObjectType | PathShapeObjectType;
  3065. // PATHSHAPE END
  3066. static void accel(F32& from, F32 to, F32 rate)
  3067. {
  3068. if (from < to)
  3069. from = getMin(from += rate, to);
  3070. else
  3071. from = getMax(from -= rate, to);
  3072. }
  3073. // if (dt == -1)
  3074. // normal tick, so we advance.
  3075. // else
  3076. // interpolate with dt as % of tick, don't advance
  3077. //
  3078. MatrixF * Player::Death::fallToGround(F32 dt, const Point3F& loc, F32 curZ, F32 boxRad)
  3079. {
  3080. static const F32 sConformCheckDown = 4.0f;
  3081. RayInfo coll;
  3082. bool conformToStairs = false;
  3083. Point3F pos(loc.x, loc.y, loc.z + 0.1f);
  3084. Point3F below(pos.x, pos.y, loc.z - sConformCheckDown);
  3085. MatrixF * retVal = NULL;
  3086. PROFILE_SCOPE(ConformToGround);
  3087. if (gClientContainer.castRay(pos, below, sPlayerConformMask, &coll))
  3088. {
  3089. F32 adjust, height = (loc.z - coll.point.z), sink = curSink;
  3090. VectorF desNormal = coll.normal;
  3091. VectorF normal = curNormal;
  3092. // dt >= 0 means we're interpolating and don't accel the numbers
  3093. if (dt >= 0.0f)
  3094. adjust = dt * TickSec;
  3095. else
  3096. adjust = TickSec;
  3097. // Try to get them to conform to stairs by doing several LOS calls. We do this if
  3098. // normal is within about 5 deg. of vertical.
  3099. if (desNormal.z > 0.995f)
  3100. {
  3101. Point3F corners[3], downpts[3];
  3102. S32 c;
  3103. for (c = 0; c < 3; c++) { // Build 3 corners to cast down from-
  3104. corners[c].set(loc.x - boxRad, loc.y - boxRad, loc.z + 1.0f);
  3105. if (c) // add (0,boxWidth) and (boxWidth,0)
  3106. corners[c][c - 1] += (boxRad * 2.0f);
  3107. downpts[c].set(corners[c].x, corners[c].y, loc.z - sConformCheckDown);
  3108. }
  3109. // Do the three casts-
  3110. for (c = 0; c < 3; c++)
  3111. if (gClientContainer.castRay(corners[c], downpts[c], sPlayerConformMask, &coll))
  3112. downpts[c] = coll.point;
  3113. else
  3114. break;
  3115. // Do the math if everything hit below-
  3116. if (c == 3) {
  3117. mCross(downpts[1] - downpts[0], downpts[2] - downpts[1], &desNormal);
  3118. AssertFatal(desNormal.z > 0, "Abnormality in Player::Death::fallToGround()");
  3119. downpts[2] = downpts[2] - downpts[1];
  3120. downpts[1] = downpts[1] - downpts[0];
  3121. desNormal.normalize();
  3122. conformToStairs = true;
  3123. }
  3124. }
  3125. // Move normal in direction we want-
  3126. F32 * cur = normal, * des = desNormal;
  3127. for (S32 i = 0; i < 3; i++)
  3128. accel(*cur++, *des++, adjust * 0.25f);
  3129. if (mFabs(height) < 2.2f && !normal.isZero() && desNormal.z > 0.01f)
  3130. {
  3131. VectorF upY(0.0f, 1.0f, 0.0f), ahead;
  3132. VectorF sideVec;
  3133. MatrixF mat(true);
  3134. normal.normalize();
  3135. mat.set(EulerF (0.0f, 0.0f, curZ));
  3136. mat.mulV(upY, & ahead);
  3137. mCross(ahead, normal, &sideVec);
  3138. sideVec.normalize();
  3139. mCross(normal, sideVec, &ahead);
  3140. static MatrixF resMat(true);
  3141. resMat.setColumn(0, sideVec);
  3142. resMat.setColumn(1, ahead);
  3143. resMat.setColumn(2, normal);
  3144. // Adjust Z down to account for box offset on slope. Figure out how
  3145. // much we want to sink, and gradually accel to this amount. Don't do if
  3146. // we're conforming to stairs though
  3147. F32 xy = mSqrt(desNormal.x * desNormal.x + desNormal.y * desNormal.y);
  3148. F32 desiredSink = (boxRad * xy / desNormal.z);
  3149. if (conformToStairs)
  3150. desiredSink *= 0.5f;
  3151. accel(sink, desiredSink, adjust * 0.15f);
  3152. Point3F position(pos);
  3153. position.z -= sink;
  3154. resMat.setColumn(3, position);
  3155. if (dt < 0.0f)
  3156. { // we're moving, so update normal and sink amount
  3157. curNormal = normal;
  3158. curSink = sink;
  3159. }
  3160. retVal = &resMat;
  3161. }
  3162. }
  3163. return retVal;
  3164. }
  3165. //-------------------------------------------------------------------------------------
  3166. // This is called ::onAdd() to see if we're in a sitting animation. These then
  3167. // can use a longer tick delay for the mount to get across.
  3168. bool Player::inSittingAnim()
  3169. {
  3170. U32 action = mActionAnimation.action;
  3171. if (mActionAnimation.thread && action < mDataBlock->actionCount) {
  3172. const char * name = mDataBlock->actionList[action].name;
  3173. if (!dStricmp(name, "Sitting") || !dStricmp(name, "Scoutroot"))
  3174. return true;
  3175. }
  3176. return false;
  3177. }
  3178. //----------------------------------------------------------------------------
  3179. const String& Player::getArmThread() const
  3180. {
  3181. if (mArmAnimation.thread && mArmAnimation.thread->hasSequence())
  3182. {
  3183. return mArmAnimation.thread->getSequenceName();
  3184. }
  3185. return String::EmptyString;
  3186. }
  3187. bool Player::setArmThread(const char* sequence)
  3188. {
  3189. // The arm sequence must be in the action list.
  3190. for (U32 i = 1; i < mDataBlock->actionCount; i++)
  3191. if (!dStricmp(mDataBlock->actionList[i].name,sequence))
  3192. return setArmThread(i);
  3193. return false;
  3194. }
  3195. bool Player::setArmThread(U32 action)
  3196. {
  3197. PlayerData::ActionAnimation &anim = mDataBlock->actionList[action];
  3198. if (anim.sequence != -1 &&
  3199. anim.sequence != mShapeInstance->getSequence(mArmAnimation.thread))
  3200. {
  3201. mShapeInstance->setSequence(mArmAnimation.thread,anim.sequence,0);
  3202. mArmAnimation.action = action;
  3203. setMaskBits(ActionMask);
  3204. return true;
  3205. }
  3206. return false;
  3207. }
  3208. //----------------------------------------------------------------------------
  3209. bool Player::setActionThread(const char* sequence,bool hold,bool wait,bool fsp)
  3210. {
  3211. if (anim_clip_flags & ANIM_OVERRIDDEN)
  3212. return false;
  3213. for (U32 i = 1; i < mDataBlock->actionCount; i++)
  3214. {
  3215. PlayerData::ActionAnimation &anim = mDataBlock->actionList[i];
  3216. if (!dStricmp(anim.name,sequence))
  3217. {
  3218. setActionThread(i,true,hold,wait,fsp);
  3219. setMaskBits(ActionMask);
  3220. return true;
  3221. }
  3222. }
  3223. return false;
  3224. }
  3225. void Player::setActionThread(U32 action,bool forward,bool hold,bool wait,bool fsp, bool forceSet)
  3226. {
  3227. if (!mDataBlock || !mDataBlock->actionCount || (mActionAnimation.action == action && mActionAnimation.forward == forward && !forceSet))
  3228. return;
  3229. if (action >= PlayerData::NumActionAnims)
  3230. {
  3231. Con::errorf("Player::setActionThread(%d): Player action out of range", action);
  3232. return;
  3233. }
  3234. if (isClientObject())
  3235. {
  3236. mark_idle = (action == PlayerData::RootAnim);
  3237. idle_timer = (mark_idle) ? 0.0f : -1.0f;
  3238. }
  3239. PlayerData::ActionAnimation &anim = mDataBlock->actionList[action];
  3240. if (anim.sequence != -1)
  3241. {
  3242. U32 lastAction = mActionAnimation.action;
  3243. mActionAnimation.action = action;
  3244. mActionAnimation.forward = forward;
  3245. mActionAnimation.firstPerson = fsp;
  3246. mActionAnimation.holdAtEnd = hold;
  3247. mActionAnimation.waitForEnd = hold? true: wait;
  3248. mActionAnimation.animateOnServer = fsp;
  3249. mActionAnimation.atEnd = false;
  3250. mActionAnimation.delayTicks = (S32)sNewAnimationTickTime;
  3251. mActionAnimation.atEnd = false;
  3252. mActionAnimation.callbackTripped = false;
  3253. if (sUseAnimationTransitions && (action != PlayerData::LandAnim || !(mDataBlock->landSequenceTime > 0.0f && !mDataBlock->transitionToLand)) && (isGhost()/* || mActionAnimation.animateOnServer*/))
  3254. {
  3255. // The transition code needs the timeScale to be set in the
  3256. // right direction to know which way to go.
  3257. F32 transTime = sAnimationTransitionTime;
  3258. if (mDataBlock && mDataBlock->isJumpAction(action))
  3259. transTime = 0.15f;
  3260. F32 timeScale = mActionAnimation.forward ? 1.0f : -1.0f;
  3261. if (mDataBlock && mDataBlock->isJumpAction(action))
  3262. timeScale *= 1.5f;
  3263. mShapeInstance->setTimeScale(mActionAnimation.thread,timeScale);
  3264. S32 seq = anim.sequence;
  3265. S32 imageBasedSeq = convertActionToImagePrefix(mActionAnimation.action);
  3266. if (imageBasedSeq != -1)
  3267. seq = imageBasedSeq;
  3268. // If we're transitioning into the same sequence (an action may use the
  3269. // same sequence as a previous action) then we want to start at the same
  3270. // position.
  3271. F32 pos = mActionAnimation.forward ? 0.0f : 1.0f;
  3272. PlayerData::ActionAnimation &lastAnim = mDataBlock->actionList[lastAction];
  3273. if (lastAnim.sequence == anim.sequence)
  3274. {
  3275. pos = mShapeInstance->getPos(mActionAnimation.thread);
  3276. }
  3277. mShapeInstance->transitionToSequence(mActionAnimation.thread,seq,
  3278. pos, transTime, true);
  3279. }
  3280. else
  3281. {
  3282. S32 seq = anim.sequence;
  3283. S32 imageBasedSeq = convertActionToImagePrefix(mActionAnimation.action);
  3284. if (imageBasedSeq != -1)
  3285. seq = imageBasedSeq;
  3286. mShapeInstance->setSequence(mActionAnimation.thread,seq,
  3287. mActionAnimation.forward ? 0.0f : 1.0f);
  3288. }
  3289. }
  3290. }
  3291. void Player::updateActionThread()
  3292. {
  3293. PROFILE_START(UpdateActionThread);
  3294. // Select an action animation sequence, this assumes that
  3295. // this function is called once per tick.
  3296. if(mActionAnimation.action != PlayerData::NullAnimation)
  3297. {
  3298. if (mActionAnimation.forward)
  3299. mActionAnimation.atEnd = mShapeInstance->getPos(mActionAnimation.thread) == 1;
  3300. else
  3301. mActionAnimation.atEnd = mShapeInstance->getPos(mActionAnimation.thread) == 0;
  3302. }
  3303. // Only need to deal with triggers on the client
  3304. if( isGhost() )
  3305. {
  3306. bool triggeredLeft = false;
  3307. bool triggeredRight = false;
  3308. F32 offset = 0.0f;
  3309. if( mShapeInstance->getTriggerState( 1 ) )
  3310. {
  3311. triggeredLeft = true;
  3312. offset = -mDataBlock->decalOffset * getScale().x;
  3313. }
  3314. else if(mShapeInstance->getTriggerState( 2 ) )
  3315. {
  3316. triggeredRight = true;
  3317. offset = mDataBlock->decalOffset * getScale().x;
  3318. }
  3319. process_client_triggers(triggeredLeft, triggeredRight);
  3320. if ((triggeredLeft || triggeredRight) && !noFootfallFX)
  3321. {
  3322. Point3F rot, pos;
  3323. RayInfo rInfo;
  3324. MatrixF mat = getRenderTransform();
  3325. mat.getColumn( 1, &rot );
  3326. mat.mulP( Point3F( offset, 0.0f, 0.0f), &pos );
  3327. if( gClientContainer.castRay( Point3F( pos.x, pos.y, pos.z + 0.01f ),
  3328. Point3F( pos.x, pos.y, pos.z - 2.0f ),
  3329. (U32)STATIC_COLLISION_TYPEMASK | (U32)VehicleObjectType, &rInfo ) )
  3330. {
  3331. Material* material = ( rInfo.material ? dynamic_cast< Material* >( rInfo.material->getMaterial() ) : 0 );
  3332. // Put footprints on surface, if appropriate for material.
  3333. if( material && material->mShowFootprints
  3334. && mDataBlock->decalData && !footfallDecalOverride )
  3335. {
  3336. Point3F normal;
  3337. Point3F tangent;
  3338. mObjToWorld.getColumn( 0, &tangent );
  3339. mObjToWorld.getColumn( 2, &normal );
  3340. gDecalManager->addDecal( rInfo.point, normal, tangent, mDataBlock->decalData, getScale().y );
  3341. }
  3342. // Emit footpuffs.
  3343. if (!footfallDustOverride && rInfo.t <= 0.5f && mWaterCoverage == 0.0f
  3344. && material && material->mShowDust
  3345. && mDataBlock->footPuffEmitter != nullptr)
  3346. {
  3347. // New emitter every time for visibility reasons
  3348. ParticleEmitter * emitter = new ParticleEmitter;
  3349. emitter->onNewDataBlock( mDataBlock->footPuffEmitter, false );
  3350. LinearColorF colorList[ ParticleData::PDC_NUM_KEYS];
  3351. for( U32 x = 0; x < getMin( Material::NUM_EFFECT_COLOR_STAGES, ParticleData::PDC_NUM_KEYS ); ++ x )
  3352. colorList[ x ].set( material->mEffectColor[ x ].red,
  3353. material->mEffectColor[ x ].green,
  3354. material->mEffectColor[ x ].blue,
  3355. material->mEffectColor[ x ].alpha );
  3356. for( U32 x = Material::NUM_EFFECT_COLOR_STAGES; x < ParticleData::PDC_NUM_KEYS; ++ x )
  3357. colorList[ x ].set( 1.0, 1.0, 1.0, 0.0 );
  3358. emitter->setColors( colorList );
  3359. if( !emitter->registerObject() )
  3360. {
  3361. Con::warnf( ConsoleLogEntry::General, "Could not register emitter for particle of class: %s", mDataBlock->getName() );
  3362. delete emitter;
  3363. emitter = NULL;
  3364. }
  3365. else
  3366. {
  3367. emitter->emitParticles( pos, Point3F( 0.0, 0.0, 1.0 ), mDataBlock->footPuffRadius,
  3368. Point3F( 0, 0, 0 ), mDataBlock->footPuffNumParts );
  3369. emitter->deleteWhenEmpty();
  3370. }
  3371. }
  3372. // Play footstep sound.
  3373. if (footfallSoundOverride <= 0)
  3374. playFootstepSound( triggeredLeft, material, rInfo.object );
  3375. }
  3376. }
  3377. }
  3378. // Mount pending variable puts a hold on the delayTicks below so players don't
  3379. // inadvertently stand up because their mount has not come over yet.
  3380. if (mMountPending)
  3381. mMountPending = (isMounted() ? 0 : (mMountPending - 1));
  3382. if (isServerObject() && (mActionAnimation.action >= PlayerData::NumTableActionAnims) && mActionAnimation.atEnd)
  3383. {
  3384. //The scripting language will get a call back when a script animation has finished...
  3385. // example: When the chat menu animations are done playing...
  3386. bool tripCallback = false;
  3387. if ((!mActionAnimation.holdAtEnd)||(mActionAnimation.holdAtEnd && !mActionAnimation.callbackTripped))
  3388. tripCallback = true;
  3389. if (tripCallback)
  3390. mDataBlock->animationDone_callback(this, mActionAnimation.thread->getSequenceName());
  3391. mActionAnimation.callbackTripped = true;
  3392. }
  3393. if ((mActionAnimation.action == PlayerData::NullAnimation) ||
  3394. ((!mActionAnimation.waitForEnd || mActionAnimation.atEnd) &&
  3395. (!mActionAnimation.holdAtEnd && (mActionAnimation.delayTicks -= !mMountPending) <= 0)))
  3396. {
  3397. pickActionAnimation();
  3398. }
  3399. // prevent scaling of AFX picked actions
  3400. if ( (mActionAnimation.action != PlayerData::LandAnim) &&
  3401. (mActionAnimation.action != PlayerData::NullAnimation) &&
  3402. !(anim_clip_flags & ANIM_OVERRIDDEN))
  3403. {
  3404. // Update action animation time scale to match ground velocity
  3405. PlayerData::ActionAnimation &anim =
  3406. mDataBlock->actionList[mActionAnimation.action];
  3407. F32 scale = 1;
  3408. if (anim.velocityScale && anim.speed) {
  3409. VectorF vel;
  3410. mWorldToObj.mulV(mVelocity,&vel);
  3411. scale = mFabs(mDot(vel, anim.dir) / anim.speed);
  3412. if (scale > mDataBlock->maxTimeScale)
  3413. scale = mDataBlock->maxTimeScale;
  3414. }
  3415. mShapeInstance->setTimeScale(mActionAnimation.thread,
  3416. mActionAnimation.forward? scale: -scale);
  3417. }
  3418. PROFILE_END();
  3419. }
  3420. void Player::pickBestMoveAction(U32 startAnim, U32 endAnim, U32 * action, bool * forward) const
  3421. {
  3422. *action = startAnim;
  3423. *forward = false;
  3424. VectorF vel;
  3425. mWorldToObj.mulV(mVelocity,&vel);
  3426. if (vel.lenSquared() > 0.01f)
  3427. {
  3428. // Bias the velocity towards picking the forward/backward anims over
  3429. // the sideways ones to prevent oscillation between anims.
  3430. vel *= VectorF(0.5f, 1.0f, 0.5f);
  3431. // Pick animation that is the best fit for our current (local) velocity.
  3432. // Assumes that the root (stationary) animation is at startAnim.
  3433. F32 curMax = -0.1f;
  3434. for (U32 i = startAnim+1; i <= endAnim; i++)
  3435. {
  3436. const PlayerData::ActionAnimation &anim = mDataBlock->actionList[i];
  3437. if (anim.sequence != -1 && anim.speed)
  3438. {
  3439. F32 d = mDot(vel, anim.dir);
  3440. if (d > curMax)
  3441. {
  3442. curMax = d;
  3443. *action = i;
  3444. *forward = true;
  3445. }
  3446. else
  3447. {
  3448. // Check if reversing this animation would fit (bias against this
  3449. // so that when moving right, the real right anim is still chosen,
  3450. // but if not present, the reversed left anim will be used instead)
  3451. d *= -0.75f;
  3452. if (d > curMax)
  3453. {
  3454. curMax = d;
  3455. *action = i;
  3456. *forward = false;
  3457. }
  3458. }
  3459. }
  3460. }
  3461. }
  3462. }
  3463. void Player::pickActionAnimation()
  3464. {
  3465. // Only select animations in our normal move state.
  3466. if (mState != MoveState || mDamageState != Enabled)
  3467. return;
  3468. if (isMounted() || mMountPending)
  3469. {
  3470. // Go into root position unless something was set explicitly
  3471. // from a script.
  3472. if (mActionAnimation.action != PlayerData::RootAnim &&
  3473. mActionAnimation.action < PlayerData::NumTableActionAnims)
  3474. setActionThread(PlayerData::RootAnim,true,false,false);
  3475. return;
  3476. }
  3477. bool forward = true;
  3478. U32 action = PlayerData::RootAnim;
  3479. bool fsp = false;
  3480. // Jetting overrides the fall animation condition
  3481. if (mJetting)
  3482. {
  3483. // Play the jetting animation
  3484. action = PlayerData::JetAnim;
  3485. }
  3486. else if (mFalling)
  3487. {
  3488. // Not in contact with any surface and falling
  3489. action = PlayerData::FallAnim;
  3490. }
  3491. else if ( mSwimming )
  3492. {
  3493. pickBestMoveAction(PlayerData::SwimRootAnim, PlayerData::SwimRightAnim, &action, &forward);
  3494. }
  3495. else if ( mPose == StandPose )
  3496. {
  3497. if (mContactTimer >= sContactTickTime)
  3498. {
  3499. // Nothing under our feet
  3500. action = PlayerData::RootAnim;
  3501. }
  3502. else
  3503. {
  3504. // Our feet are on something
  3505. pickBestMoveAction(PlayerData::RootAnim, PlayerData::SideRightAnim, &action, &forward);
  3506. }
  3507. }
  3508. else if ( mPose == CrouchPose )
  3509. {
  3510. pickBestMoveAction(PlayerData::CrouchRootAnim, PlayerData::CrouchRightAnim, &action, &forward);
  3511. }
  3512. else if ( mPose == PronePose )
  3513. {
  3514. pickBestMoveAction(PlayerData::ProneRootAnim, PlayerData::ProneBackwardAnim, &action, &forward);
  3515. }
  3516. else if ( mPose == SprintPose )
  3517. {
  3518. pickBestMoveAction(PlayerData::SprintRootAnim, PlayerData::SprintRightAnim, &action, &forward);
  3519. }
  3520. setActionThread(action,forward,false,false,fsp);
  3521. }
  3522. void Player::onImage(U32 imageSlot, bool unmount)
  3523. {
  3524. // Update 3rd person sequences based on images used. Start be getting a
  3525. // list of all possible image prefix sequences.
  3526. String prefixPaths[ShapeBase::MaxMountedImages];
  3527. buildImagePrefixPaths(prefixPaths);
  3528. // Clear out any previous image state animation
  3529. if (mImageStateThread)
  3530. {
  3531. mShapeInstance->destroyThread(mImageStateThread);
  3532. mImageStateThread = 0;
  3533. }
  3534. // Attempt to update the action thread
  3535. U32 action = mActionAnimation.action;
  3536. if (action != PlayerData::NullAnimation)
  3537. {
  3538. String actionSeq = mDataBlock->actionList[action].name;
  3539. if (actionSeq.isNotEmpty())
  3540. {
  3541. S32 seqIndex = mDataBlock->actionList[action].sequence;
  3542. S32 prefixIndex = findPrefixSequence(prefixPaths, actionSeq);
  3543. if (prefixIndex != -1)
  3544. {
  3545. seqIndex = prefixIndex;
  3546. }
  3547. // Only change the sequence if it isn't already playing.
  3548. if (seqIndex != mShapeInstance->getSequence(mActionAnimation.thread))
  3549. {
  3550. F32 pos = mShapeInstance->getPos(mActionAnimation.thread);
  3551. mShapeInstance->setSequence(mActionAnimation.thread, seqIndex, pos);
  3552. }
  3553. }
  3554. }
  3555. // Attempt to update the arm thread
  3556. U32 armAction = getArmAction();
  3557. if (armAction != PlayerData::NullAnimation)
  3558. {
  3559. String armSeq = mDataBlock->actionList[armAction].name;
  3560. if (armSeq.isNotEmpty())
  3561. {
  3562. S32 seqIndex = mDataBlock->actionList[armAction].sequence;
  3563. S32 prefixIndex = findPrefixSequence(prefixPaths, armSeq);
  3564. if (prefixIndex != -1)
  3565. {
  3566. seqIndex = prefixIndex;
  3567. }
  3568. // Only change the sequence if it isn't already playing.
  3569. if (seqIndex != mShapeInstance->getSequence(mArmAnimation.thread))
  3570. {
  3571. F32 pos = mShapeInstance->getPos(mArmAnimation.thread);
  3572. mShapeInstance->setSequence(mArmAnimation.thread, seqIndex, pos);
  3573. }
  3574. }
  3575. }
  3576. // Attempt to update the head threads
  3577. if (mHeadVThread)
  3578. {
  3579. TSShape const* shape = mShapeInstance->getShape();
  3580. S32 seqIndex = shape->findSequence("head");
  3581. S32 prefixIndex = findPrefixSequence(prefixPaths, "head");
  3582. if (prefixIndex != -1)
  3583. {
  3584. seqIndex = prefixIndex;
  3585. }
  3586. // Only change the sequence if it isn't already playing.
  3587. if (seqIndex != mShapeInstance->getSequence(mHeadVThread))
  3588. {
  3589. F32 pos = mShapeInstance->getPos(mHeadVThread);
  3590. mShapeInstance->setSequence(mHeadVThread, seqIndex, pos);
  3591. }
  3592. }
  3593. if (mHeadHThread)
  3594. {
  3595. TSShape const* shape = mShapeInstance->getShape();
  3596. S32 seqIndex = shape->findSequence("headside");
  3597. S32 prefixIndex = findPrefixSequence(prefixPaths, "headside");
  3598. if (prefixIndex != -1)
  3599. {
  3600. seqIndex = prefixIndex;
  3601. }
  3602. // Only change the sequence if it isn't already playing.
  3603. if (seqIndex != mShapeInstance->getSequence(mHeadHThread))
  3604. {
  3605. F32 pos = mShapeInstance->getPos(mHeadHThread);
  3606. mShapeInstance->setSequence(mHeadHThread, seqIndex, pos);
  3607. }
  3608. }
  3609. }
  3610. void Player::buildImagePrefixPaths(String* prefixPaths)
  3611. {
  3612. // We begin obtaining the anim prefix for each image.
  3613. String prefix[ShapeBase::MaxMountedImages];
  3614. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  3615. {
  3616. MountedImage& image = mMountedImageList[i];
  3617. if (image.dataBlock && image.dataBlock->imageAnimPrefix && image.dataBlock->imageAnimPrefix[0])
  3618. {
  3619. prefix[i] = String(image.dataBlock->imageAnimPrefix);
  3620. }
  3621. }
  3622. // Build out the full prefix names we will be searching for.
  3623. S32 counter = ShapeBase::MaxMountedImages-1;
  3624. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  3625. {
  3626. // Only build out the prefix path for images that have a defined prefix.
  3627. if (prefix[i].isNotEmpty())
  3628. {
  3629. bool start = true;
  3630. for (U32 j=0; j<=i; ++j)
  3631. {
  3632. if (prefix[j].isNotEmpty())
  3633. {
  3634. if (!start)
  3635. {
  3636. prefixPaths[counter] += "_";
  3637. }
  3638. else
  3639. {
  3640. start = false;
  3641. }
  3642. prefixPaths[counter] += prefix[j];
  3643. }
  3644. }
  3645. }
  3646. -- counter;
  3647. }
  3648. }
  3649. S32 Player::findPrefixSequence(String* prefixPaths, const String& baseSeq)
  3650. {
  3651. // Go through the prefix list. If we find a match then return the sequence
  3652. // index.
  3653. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  3654. {
  3655. if (prefixPaths[i].isNotEmpty())
  3656. {
  3657. String seq = prefixPaths[i] + "_" + baseSeq;
  3658. S32 seqIndex = mShapeInstance->getShape()->findSequence(seq);
  3659. if (seqIndex != -1)
  3660. {
  3661. return seqIndex;
  3662. }
  3663. }
  3664. }
  3665. return -1;
  3666. }
  3667. S32 Player::convertActionToImagePrefix(U32 action)
  3668. {
  3669. String prefixPaths[ShapeBase::MaxMountedImages];
  3670. buildImagePrefixPaths(prefixPaths);
  3671. if (action != PlayerData::NullAnimation)
  3672. {
  3673. String actionSeq;
  3674. S32 seq = -1;
  3675. // We'll first attempt to find the action sequence by name
  3676. // as defined within the action list.
  3677. actionSeq = mDataBlock->actionList[action].name;
  3678. if (actionSeq.isNotEmpty())
  3679. {
  3680. seq = findPrefixSequence(prefixPaths, actionSeq);
  3681. }
  3682. if (seq == -1)
  3683. {
  3684. // Couldn't find a valid sequence. If this is a sprint action
  3685. // then we also need to search through the standard movement
  3686. // sequences.
  3687. if (action >= PlayerData::SprintRootAnim && action <= PlayerData::SprintRightAnim)
  3688. {
  3689. U32 standardAction = action - PlayerData::SprintRootAnim;
  3690. actionSeq = mDataBlock->actionList[standardAction].name;
  3691. if (actionSeq.isNotEmpty())
  3692. {
  3693. seq = findPrefixSequence(prefixPaths, actionSeq);
  3694. }
  3695. }
  3696. }
  3697. return seq;
  3698. }
  3699. return -1;
  3700. }
  3701. void Player::onImageRecoil( U32, ShapeBaseImageData::StateData::RecoilState state )
  3702. {
  3703. if ( mRecoilThread )
  3704. {
  3705. if ( state != ShapeBaseImageData::StateData::NoRecoil )
  3706. {
  3707. S32 stateIndex = state - ShapeBaseImageData::StateData::LightRecoil;
  3708. if ( mDataBlock->recoilSequence[stateIndex] != -1 )
  3709. {
  3710. mShapeInstance->setSequence( mRecoilThread, mDataBlock->recoilSequence[stateIndex], 0 );
  3711. mShapeInstance->setTimeScale( mRecoilThread, 1 );
  3712. }
  3713. }
  3714. }
  3715. }
  3716. void Player::onImageStateAnimation(U32 imageSlot, const char* seqName, bool direction, bool scaleToState, F32 stateTimeOutValue)
  3717. {
  3718. if (mDataBlock->allowImageStateAnimation && isGhost())
  3719. {
  3720. MountedImage& image = mMountedImageList[imageSlot];
  3721. // Just as with onImageAnimThreadChange we're going to apply various prefixes to determine the final sequence to use.
  3722. // Here is the order:
  3723. // imageBasePrefix_scriptPrefix_baseAnimName
  3724. // imageBasePrefix_baseAnimName
  3725. // scriptPrefix_baseAnimName
  3726. // baseAnimName
  3727. // Collect the prefixes
  3728. const char* imageBasePrefix = "";
  3729. bool hasImageBasePrefix = image.dataBlock && image.dataBlock->imageAnimPrefix && image.dataBlock->imageAnimPrefix[0];
  3730. if (hasImageBasePrefix)
  3731. imageBasePrefix = image.dataBlock->imageAnimPrefix;
  3732. const char* scriptPrefix = getImageScriptAnimPrefix(imageSlot).getString();
  3733. bool hasScriptPrefix = scriptPrefix && scriptPrefix[0];
  3734. S32 seqIndex = mShapeInstance->getShape()->findSequence(seqName);
  3735. // Find the final sequence based on the prefix combinations
  3736. if (hasImageBasePrefix || hasScriptPrefix)
  3737. {
  3738. bool found = false;
  3739. String baseSeqName(seqName);
  3740. if (!found && hasImageBasePrefix && hasScriptPrefix)
  3741. {
  3742. String comboSeqName = String(imageBasePrefix) + String("_") + String(scriptPrefix) + String("_") + baseSeqName;
  3743. S32 index = mShapeInstance->getShape()->findSequence(comboSeqName);
  3744. if (index != -1)
  3745. {
  3746. seqIndex = index;
  3747. found = true;
  3748. }
  3749. }
  3750. if (!found && hasImageBasePrefix)
  3751. {
  3752. String imgSeqName = String(imageBasePrefix) + String("_") + baseSeqName;
  3753. S32 index = mShapeInstance->getShape()->findSequence(imgSeqName);
  3754. if (index != -1)
  3755. {
  3756. seqIndex = index;
  3757. found = true;
  3758. }
  3759. }
  3760. if (!found && hasScriptPrefix)
  3761. {
  3762. String scriptSeqName = String(scriptPrefix) + String("_") + baseSeqName;
  3763. S32 index = mShapeInstance->getShape()->findSequence(scriptSeqName);
  3764. if (index != -1)
  3765. {
  3766. seqIndex = index;
  3767. found = true;
  3768. }
  3769. }
  3770. }
  3771. if (seqIndex != -1)
  3772. {
  3773. if (!mImageStateThread)
  3774. {
  3775. mImageStateThread = mShapeInstance->addThread();
  3776. }
  3777. mShapeInstance->setSequence( mImageStateThread, seqIndex, 0 );
  3778. F32 timeScale = (scaleToState && stateTimeOutValue) ?
  3779. mShapeInstance->getDuration(mImageStateThread) / stateTimeOutValue : 1.0f;
  3780. mShapeInstance->setTimeScale( mImageStateThread, direction ? timeScale : -timeScale );
  3781. }
  3782. }
  3783. }
  3784. const char* Player::getImageAnimPrefix(U32 imageSlot, S32 imageShapeIndex)
  3785. {
  3786. if (!mDataBlock)
  3787. return "";
  3788. switch (imageShapeIndex)
  3789. {
  3790. case ShapeBaseImageData::StandardImageShape:
  3791. {
  3792. return mDataBlock->imageAnimPrefix;
  3793. }
  3794. case ShapeBaseImageData::FirstPersonImageShape:
  3795. {
  3796. return mDataBlock->imageAnimPrefixFP;
  3797. }
  3798. default:
  3799. {
  3800. return "";
  3801. }
  3802. }
  3803. }
  3804. void Player::onImageAnimThreadChange(U32 imageSlot, S32 imageShapeIndex, ShapeBaseImageData::StateData* lastState, const char* anim, F32 pos, F32 timeScale, bool reset)
  3805. {
  3806. if (!mShapeFPInstance[imageSlot] || !mShapeFPAnimThread[imageSlot])
  3807. return;
  3808. MountedImage& image = mMountedImageList[imageSlot];
  3809. ShapeBaseImageData::StateData& stateData = *image.state;
  3810. if (reset)
  3811. {
  3812. // Reset cyclic sequences back to the first frame to turn it off
  3813. // (the first key frame should be it's off state).
  3814. if (mShapeFPAnimThread[imageSlot]->getSequence()->isCyclic() && (stateData.sequenceNeverTransition || !(stateData.sequenceTransitionIn || (lastState && lastState->sequenceTransitionOut))) )
  3815. {
  3816. mShapeFPInstance[imageSlot]->setPos(mShapeFPAnimThread[imageSlot],0);
  3817. mShapeFPInstance[imageSlot]->setTimeScale(mShapeFPAnimThread[imageSlot],0);
  3818. }
  3819. return;
  3820. }
  3821. // Just as with ShapeBase::udpateAnimThread we're going to apply various prefixes to determine the final sequence to use.
  3822. // Here is the order:
  3823. // imageBasePrefix_scriptPrefix_baseAnimName
  3824. // imageBasePrefix_baseAnimName
  3825. // scriptPrefix_baseAnimName
  3826. // baseAnimName
  3827. // Collect the prefixes
  3828. const char* imageBasePrefix = "";
  3829. bool hasImageBasePrefix = image.dataBlock && image.dataBlock->imageAnimPrefixFP && image.dataBlock->imageAnimPrefixFP[0];
  3830. if (hasImageBasePrefix)
  3831. imageBasePrefix = image.dataBlock->imageAnimPrefixFP;
  3832. const char* scriptPrefix = getImageScriptAnimPrefix(imageSlot).getString();
  3833. bool hasScriptPrefix = scriptPrefix && scriptPrefix[0];
  3834. S32 seqIndex = mShapeFPInstance[imageSlot]->getShape()->findSequence(anim);
  3835. // Find the final sequence based on the prefix combinations
  3836. if (hasImageBasePrefix || hasScriptPrefix)
  3837. {
  3838. bool found = false;
  3839. String baseSeqName(anim);
  3840. if (!found && hasImageBasePrefix && hasScriptPrefix)
  3841. {
  3842. String seqName = String(imageBasePrefix) + String("_") + String(scriptPrefix) + String("_") + baseSeqName;
  3843. S32 index = mShapeFPInstance[imageSlot]->getShape()->findSequence(seqName);
  3844. if (index != -1)
  3845. {
  3846. seqIndex = index;
  3847. found = true;
  3848. }
  3849. }
  3850. if (!found && hasImageBasePrefix)
  3851. {
  3852. String seqName = String(imageBasePrefix) + String("_") + baseSeqName;
  3853. S32 index = mShapeFPInstance[imageSlot]->getShape()->findSequence(seqName);
  3854. if (index != -1)
  3855. {
  3856. seqIndex = index;
  3857. found = true;
  3858. }
  3859. }
  3860. if (!found && hasScriptPrefix)
  3861. {
  3862. String seqName = String(scriptPrefix) + String("_") + baseSeqName;
  3863. S32 index = mShapeFPInstance[imageSlot]->getShape()->findSequence(seqName);
  3864. if (index != -1)
  3865. {
  3866. seqIndex = index;
  3867. found = true;
  3868. }
  3869. }
  3870. }
  3871. if (seqIndex != -1)
  3872. {
  3873. if (!lastState)
  3874. {
  3875. // No lastState indicates that we are just switching animation sequences, not states. Transition into this new sequence, but only
  3876. // if it is different than what we're currently playing.
  3877. S32 prevSeq = -1;
  3878. if (mShapeFPAnimThread[imageSlot]->hasSequence())
  3879. {
  3880. prevSeq = mShapeFPInstance[imageSlot]->getSequence(mShapeFPAnimThread[imageSlot]);
  3881. }
  3882. if (seqIndex != prevSeq)
  3883. {
  3884. mShapeFPInstance[imageSlot]->transitionToSequence(mShapeFPAnimThread[imageSlot], seqIndex, pos, image.dataBlock->scriptAnimTransitionTime, true);
  3885. }
  3886. }
  3887. else if (!stateData.sequenceNeverTransition && stateData.sequenceTransitionTime && (stateData.sequenceTransitionIn || (lastState && lastState->sequenceTransitionOut)) )
  3888. {
  3889. mShapeFPInstance[imageSlot]->transitionToSequence(mShapeFPAnimThread[imageSlot], seqIndex, pos, stateData.sequenceTransitionTime, true);
  3890. }
  3891. else
  3892. {
  3893. mShapeFPInstance[imageSlot]->setSequence(mShapeFPAnimThread[imageSlot], seqIndex, pos);
  3894. }
  3895. mShapeFPInstance[imageSlot]->setTimeScale(mShapeFPAnimThread[imageSlot], timeScale);
  3896. }
  3897. }
  3898. void Player::onImageAnimThreadUpdate(U32 imageSlot, S32 imageShapeIndex, F32 dt)
  3899. {
  3900. if (!mShapeFPInstance[imageSlot])
  3901. return;
  3902. if (mShapeFPAmbientThread[imageSlot] && mShapeFPAmbientThread[imageSlot]->hasSequence())
  3903. {
  3904. mShapeFPInstance[imageSlot]->advanceTime(dt,mShapeFPAmbientThread[imageSlot]);
  3905. }
  3906. if (mShapeFPAnimThread[imageSlot] && mShapeFPAnimThread[imageSlot]->hasSequence())
  3907. {
  3908. mShapeFPInstance[imageSlot]->advanceTime(dt,mShapeFPAnimThread[imageSlot]);
  3909. }
  3910. }
  3911. void Player::onUnmount( SceneObject *obj, S32 node )
  3912. {
  3913. // Reset back to root position during dismount.
  3914. setActionThread(PlayerData::RootAnim,true,false,false);
  3915. // Re-orient the player straight up
  3916. Point3F pos,vec;
  3917. getTransform().getColumn(1,&vec);
  3918. getTransform().getColumn(3,&pos);
  3919. Point3F rot(0.0f,0.0f,-mAtan2(-vec.x,vec.y));
  3920. setPosition(pos,rot);
  3921. // Parent function will call script
  3922. Parent::onUnmount( obj, node );
  3923. }
  3924. void Player::unmount()
  3925. {
  3926. // Reset back to root position during dismount. This copies what is
  3927. // done on the server and corrects the fact that the RootAnim change
  3928. // is not sent across to the client using the standard ActionMask.
  3929. setActionThread(PlayerData::RootAnim,true,false,false);
  3930. Parent::unmount();
  3931. }
  3932. //----------------------------------------------------------------------------
  3933. void Player::updateAnimation(F32 dt)
  3934. {
  3935. // If dead then remove any image animations
  3936. if ((mDamageState == Disabled || mDamageState == Destroyed) && mImageStateThread)
  3937. {
  3938. // Remove the image state animation
  3939. mShapeInstance->destroyThread(mImageStateThread);
  3940. mImageStateThread = 0;
  3941. }
  3942. if ((isGhost() || mActionAnimation.animateOnServer) && mActionAnimation.thread)
  3943. mShapeInstance->advanceTime(dt,mActionAnimation.thread);
  3944. if (mRecoilThread)
  3945. mShapeInstance->advanceTime(dt,mRecoilThread);
  3946. if (mImageStateThread)
  3947. mShapeInstance->advanceTime(dt,mImageStateThread);
  3948. // update any active blend clips
  3949. if (isGhost())
  3950. for (S32 i = 0; i < blend_clips.size(); i++)
  3951. mShapeInstance->advanceTime(dt, blend_clips[i].thread);
  3952. // If we are the client's player on this machine, then we need
  3953. // to make sure the transforms are up to date as they are used
  3954. // to setup the camera.
  3955. if (isGhost())
  3956. {
  3957. if (getControllingClient())
  3958. {
  3959. updateAnimationTree(isFirstPerson());
  3960. mShapeInstance->animate();
  3961. }
  3962. else
  3963. {
  3964. updateAnimationTree(false);
  3965. // This addition forces recently visible players to animate their
  3966. // skeleton now rather than in pre-render so that constrained effects
  3967. // get up-to-date node transforms.
  3968. if (didRenderLastRender())
  3969. mShapeInstance->animate();
  3970. }
  3971. }
  3972. }
  3973. void Player::updateAnimationTree(bool firstPerson)
  3974. {
  3975. S32 mode = 0;
  3976. if (firstPerson)
  3977. {
  3978. if (mActionAnimation.firstPerson)
  3979. mode = 0;
  3980. // TSShapeInstance::MaskNodeRotation;
  3981. // TSShapeInstance::MaskNodePosX |
  3982. // TSShapeInstance::MaskNodePosY;
  3983. else
  3984. mode = TSShapeInstance::MaskNodeAllButBlend;
  3985. }
  3986. for (U32 i = 0; i < PlayerData::NumSpineNodes; i++)
  3987. if (mDataBlock->spineNode[i] != -1)
  3988. mShapeInstance->setNodeAnimationState(mDataBlock->spineNode[i],mode);
  3989. }
  3990. //----------------------------------------------------------------------------
  3991. bool Player::step(Point3F *pos,F32 *maxStep,F32 time)
  3992. {
  3993. const Point3F& scale = getScale();
  3994. Box3F box;
  3995. VectorF offset = mVelocity * time;
  3996. box.minExtents = mObjBox.minExtents + offset + *pos;
  3997. box.maxExtents = mObjBox.maxExtents + offset + *pos;
  3998. box.maxExtents.z += mDataBlock->maxStepHeight * scale.z + sMinFaceDistance;
  3999. SphereF sphere;
  4000. sphere.center = (box.minExtents + box.maxExtents) * 0.5f;
  4001. VectorF bv = box.maxExtents - sphere.center;
  4002. sphere.radius = bv.len();
  4003. ClippedPolyList polyList;
  4004. polyList.mPlaneList.clear();
  4005. polyList.mNormal.set(0.0f, 0.0f, 0.0f);
  4006. polyList.mPlaneList.setSize(6);
  4007. polyList.mPlaneList[0].set(box.minExtents,VectorF(-1.0f, 0.0f, 0.0f));
  4008. polyList.mPlaneList[1].set(box.maxExtents,VectorF(0.0f, 1.0f, 0.0f));
  4009. polyList.mPlaneList[2].set(box.maxExtents,VectorF(1.0f, 0.0f, 0.0f));
  4010. polyList.mPlaneList[3].set(box.minExtents,VectorF(0.0f, -1.0f, 0.0f));
  4011. polyList.mPlaneList[4].set(box.minExtents,VectorF(0.0f, 0.0f, -1.0f));
  4012. polyList.mPlaneList[5].set(box.maxExtents,VectorF(0.0f, 0.0f, 1.0f));
  4013. CollisionWorkingList& rList = mConvex.getWorkingList();
  4014. CollisionWorkingList* pList = rList.wLink.mNext;
  4015. while (pList != &rList) {
  4016. Convex* pConvex = pList->mConvex;
  4017. // Alright, here's the deal... a polysoup mesh really needs to be
  4018. // designed with stepping in mind. If there are too many smallish polygons
  4019. // the stepping system here gets confused and allows you to run up walls
  4020. // or on the edges/seams of meshes.
  4021. TSStatic *st = dynamic_cast<TSStatic *> (pConvex->getObject());
  4022. bool skip = false;
  4023. if (st && !st->allowPlayerStep())
  4024. skip = true;
  4025. if ((pConvex->getObject()->getTypeMask() & StaticObjectType) != 0 && !skip)
  4026. {
  4027. Box3F convexBox = pConvex->getBoundingBox();
  4028. if (box.isOverlapped(convexBox))
  4029. pConvex->getPolyList(&polyList);
  4030. }
  4031. pList = pList->wLink.mNext;
  4032. }
  4033. // Find max step height
  4034. F32 stepHeight = pos->z - sMinFaceDistance;
  4035. U32* vp = polyList.mIndexList.begin();
  4036. U32* ep = polyList.mIndexList.end();
  4037. for (; vp != ep; vp++) {
  4038. F32 h = polyList.mVertexList[*vp].point.z + sMinFaceDistance;
  4039. if (h > stepHeight)
  4040. stepHeight = h;
  4041. }
  4042. F32 step = stepHeight - pos->z;
  4043. if (stepHeight > pos->z && step < *maxStep) {
  4044. // Go ahead and step
  4045. pos->z = stepHeight;
  4046. *maxStep -= step;
  4047. return true;
  4048. }
  4049. return false;
  4050. }
  4051. // PATHSHAPE
  4052. // This Function does a ray cast down to see if a pathshape object is below
  4053. // If so, it will attempt to attach to it.
  4054. void Player::updateAttachment()
  4055. {
  4056. Point3F rot, pos;
  4057. RayInfo rInfo;
  4058. MatrixF mat = getTransform();
  4059. mat.getColumn(3, &pos);
  4060. disableCollision();
  4061. if (gServerContainer.castRay(Point3F(pos.x, pos.y, pos.z + 0.1f),
  4062. Point3F(pos.x, pos.y, pos.z - 1.0f ),
  4063. sCollisionMoveMask, &rInfo))
  4064. {
  4065. if ((mJumpSurfaceLastContact < JumpSkipContactsMax) && !mSwimming)
  4066. setPosition(rInfo.point, getRotation());
  4067. if( rInfo.object->getTypeMask() & PathShapeObjectType) //Ramen
  4068. {
  4069. if (getParent() == NULL)
  4070. { // ONLY do this if we are not parented
  4071. //Con::printf("I'm on a pathshape object. Going to attempt attachment.");
  4072. ShapeBase* col = static_cast<ShapeBase*>(rInfo.object);
  4073. if (!isGhost())
  4074. {
  4075. this->attachToParent(col);
  4076. }
  4077. }
  4078. }
  4079. else
  4080. {
  4081. //Con::printf("object %i",rInfo.object->getId());
  4082. }
  4083. }
  4084. else
  4085. {
  4086. if (getParent() != NULL)
  4087. {
  4088. clearProcessAfter();
  4089. attachToParent(NULL);
  4090. }
  4091. }
  4092. enableCollision();
  4093. }
  4094. // PATHSHAPE END
  4095. //----------------------------------------------------------------------------
  4096. inline Point3F createInterpPos(const Point3F& s, const Point3F& e, const F32 t, const F32 d)
  4097. {
  4098. Point3F ret;
  4099. ret.interpolate(s, e, t/d);
  4100. return ret;
  4101. }
  4102. Point3F Player::_move( const F32 travelTime, Collision *outCol )
  4103. {
  4104. // Try and move to new pos
  4105. F32 totalMotion = 0.0f;
  4106. // TODO: not used?
  4107. //F32 initialSpeed = mVelocity.len();
  4108. Point3F start;
  4109. Point3F initialPosition;
  4110. getTransform().getColumn(3,&start);
  4111. initialPosition = start;
  4112. static CollisionList collisionList;
  4113. static CollisionList physZoneCollisionList;
  4114. collisionList.clear();
  4115. physZoneCollisionList.clear();
  4116. MatrixF collisionMatrix(true);
  4117. collisionMatrix.setColumn(3, start);
  4118. VectorF firstNormal(0.0f, 0.0f, 0.0f);
  4119. F32 maxStep = mDataBlock->maxStepHeight;
  4120. F32 time = travelTime;
  4121. U32 count = 0;
  4122. const Point3F& scale = getScale();
  4123. static Polyhedron sBoxPolyhedron;
  4124. static ExtrudedPolyList sExtrudedPolyList;
  4125. static ExtrudedPolyList sPhysZonePolyList;
  4126. for (; count < sMoveRetryCount; count++) {
  4127. F32 speed = mVelocity.len();
  4128. if (!speed && !mDeath.haveVelocity())
  4129. break;
  4130. Point3F end = start + mVelocity * time;
  4131. if (mDeath.haveVelocity()) {
  4132. // Add in death movement-
  4133. VectorF deathVel = mDeath.getPosAdd();
  4134. VectorF resVel;
  4135. getTransform().mulV(deathVel, & resVel);
  4136. end += resVel;
  4137. }
  4138. Point3F distance = end - start;
  4139. if (mFabs(distance.x) < mScaledBox.len_x() &&
  4140. mFabs(distance.y) < mScaledBox.len_y() &&
  4141. mFabs(distance.z) < mScaledBox.len_z())
  4142. {
  4143. // We can potentially early out of this. If there are no polys in the clipped polylist at our
  4144. // end position, then we can bail, and just set start = end;
  4145. Box3F wBox = mScaledBox;
  4146. wBox.minExtents += end;
  4147. wBox.maxExtents += end;
  4148. static EarlyOutPolyList eaPolyList;
  4149. eaPolyList.clear();
  4150. eaPolyList.mNormal.set(0.0f, 0.0f, 0.0f);
  4151. eaPolyList.mPlaneList.clear();
  4152. eaPolyList.mPlaneList.setSize(6);
  4153. eaPolyList.mPlaneList[0].set(wBox.minExtents,VectorF(-1.0f, 0.0f, 0.0f));
  4154. eaPolyList.mPlaneList[1].set(wBox.maxExtents,VectorF(0.0f, 1.0f, 0.0f));
  4155. eaPolyList.mPlaneList[2].set(wBox.maxExtents,VectorF(1.0f, 0.0f, 0.0f));
  4156. eaPolyList.mPlaneList[3].set(wBox.minExtents,VectorF(0.0f, -1.0f, 0.0f));
  4157. eaPolyList.mPlaneList[4].set(wBox.minExtents,VectorF(0.0f, 0.0f, -1.0f));
  4158. eaPolyList.mPlaneList[5].set(wBox.maxExtents,VectorF(0.0f, 0.0f, 1.0f));
  4159. // Build list from convex states here...
  4160. CollisionWorkingList& rList = mConvex.getWorkingList();
  4161. CollisionWorkingList* pList = rList.wLink.mNext;
  4162. while (pList != &rList) {
  4163. Convex* pConvex = pList->mConvex;
  4164. if (pConvex->getObject()->getTypeMask() & sCollisionMoveMask) {
  4165. Box3F convexBox = pConvex->getBoundingBox();
  4166. if (wBox.isOverlapped(convexBox))
  4167. {
  4168. // No need to separate out the physical zones here, we want those
  4169. // to cause a fallthrough as well...
  4170. pConvex->getPolyList(&eaPolyList);
  4171. }
  4172. }
  4173. pList = pList->wLink.mNext;
  4174. }
  4175. if (eaPolyList.isEmpty())
  4176. {
  4177. totalMotion += (end - start).len();
  4178. start = end;
  4179. break;
  4180. }
  4181. }
  4182. collisionMatrix.setColumn(3, start);
  4183. sBoxPolyhedron.buildBox(collisionMatrix, mScaledBox, true);
  4184. // Setup the bounding box for the extrudedPolyList
  4185. Box3F plistBox = mScaledBox;
  4186. collisionMatrix.mul(plistBox);
  4187. Point3F oldMin = plistBox.minExtents;
  4188. Point3F oldMax = plistBox.maxExtents;
  4189. plistBox.minExtents.setMin(oldMin + (mVelocity * time) - Point3F(0.1f, 0.1f, 0.1f));
  4190. plistBox.maxExtents.setMax(oldMax + (mVelocity * time) + Point3F(0.1f, 0.1f, 0.1f));
  4191. // Build extruded polyList...
  4192. VectorF vector = end - start;
  4193. sExtrudedPolyList.extrude(sBoxPolyhedron,vector);
  4194. sExtrudedPolyList.setVelocity(mVelocity);
  4195. sExtrudedPolyList.setCollisionList(&collisionList);
  4196. sPhysZonePolyList.extrude(sBoxPolyhedron,vector);
  4197. sPhysZonePolyList.setVelocity(mVelocity);
  4198. sPhysZonePolyList.setCollisionList(&physZoneCollisionList);
  4199. // Build list from convex states here...
  4200. CollisionWorkingList& rList = mConvex.getWorkingList();
  4201. CollisionWorkingList* pList = rList.wLink.mNext;
  4202. while (pList != &rList) {
  4203. Convex* pConvex = pList->mConvex;
  4204. if (pConvex->getObject()->getTypeMask() & sCollisionMoveMask) {
  4205. Box3F convexBox = pConvex->getBoundingBox();
  4206. if (plistBox.isOverlapped(convexBox))
  4207. {
  4208. if (pConvex->getObject()->getTypeMask() & PhysicalZoneObjectType)
  4209. pConvex->getPolyList(&sPhysZonePolyList);
  4210. else
  4211. pConvex->getPolyList(&sExtrudedPolyList);
  4212. }
  4213. }
  4214. pList = pList->wLink.mNext;
  4215. }
  4216. // Take into account any physical zones...
  4217. for (U32 j = 0; j < physZoneCollisionList.getCount(); j++)
  4218. {
  4219. AssertFatal(dynamic_cast<PhysicalZone*>(physZoneCollisionList[j].object), "Bad phys zone!");
  4220. const PhysicalZone* pZone = (PhysicalZone*)physZoneCollisionList[j].object;
  4221. if (pZone->isActive())
  4222. mVelocity *= pZone->getVelocityMod();
  4223. }
  4224. if (collisionList.getCount() != 0 && collisionList.getTime() < 1.0f)
  4225. {
  4226. // Set to collision point
  4227. F32 velLen = mVelocity.len();
  4228. F32 dt = time * getMin(collisionList.getTime(), 1.0f);
  4229. start += mVelocity * dt;
  4230. time -= dt;
  4231. totalMotion += velLen * dt;
  4232. bool wasFalling = mFalling;
  4233. mFalling = false;
  4234. // Back off...
  4235. if ( velLen > 0.f ) {
  4236. F32 newT = getMin(0.01f / velLen, dt);
  4237. start -= mVelocity * newT;
  4238. totalMotion -= velLen * newT;
  4239. }
  4240. // Try stepping if there is a vertical surface
  4241. if (collisionList.getMaxHeight() < start.z + mDataBlock->maxStepHeight * scale.z)
  4242. {
  4243. bool stepped = false;
  4244. for (U32 c = 0; c < collisionList.getCount(); c++)
  4245. {
  4246. const Collision& cp = collisionList[c];
  4247. // if (mFabs(mDot(cp.normal,VectorF(0,0,1))) < sVerticalStepDot)
  4248. // Dot with (0,0,1) just extracts Z component [lh]-
  4249. if (mFabs(cp.normal.z) < sVerticalStepDot)
  4250. {
  4251. stepped = step(&start,&maxStep,time);
  4252. break;
  4253. }
  4254. }
  4255. if (stepped)
  4256. {
  4257. continue;
  4258. }
  4259. }
  4260. // Pick the surface most parallel to the face that was hit.
  4261. const Collision *collision = &collisionList[0];
  4262. const Collision *cp = collision + 1;
  4263. const Collision *ep = collision + collisionList.getCount();
  4264. for (; cp != ep; cp++)
  4265. {
  4266. if (cp->faceDot > collision->faceDot)
  4267. collision = cp;
  4268. }
  4269. F32 bd = _doCollisionImpact( collision, wasFalling );
  4270. // Copy this collision out so
  4271. // we can use it to do impacts
  4272. // and query collision.
  4273. *outCol = *collision;
  4274. if (isServerObject() && bd > 6.8f && collision->normal.z > 0.7f)
  4275. {
  4276. fx_s_triggers |= PLAYER_LANDING_S_TRIGGER;
  4277. setMaskBits(TriggerMask);
  4278. }
  4279. // Subtract out velocity
  4280. VectorF dv = collision->normal * (bd + sNormalElasticity);
  4281. mVelocity += dv;
  4282. if (count == 0)
  4283. {
  4284. firstNormal = collision->normal;
  4285. }
  4286. else
  4287. {
  4288. if (count == 1)
  4289. {
  4290. // Re-orient velocity along the crease.
  4291. if (mDot(dv,firstNormal) < 0.0f &&
  4292. mDot(collision->normal,firstNormal) < 0.0f)
  4293. {
  4294. VectorF nv;
  4295. mCross(collision->normal,firstNormal,&nv);
  4296. F32 nvl = nv.len();
  4297. if (nvl)
  4298. {
  4299. if (mDot(nv,mVelocity) < 0.0f)
  4300. nvl = -nvl;
  4301. nv *= mVelocity.len() / nvl;
  4302. mVelocity = nv;
  4303. }
  4304. }
  4305. }
  4306. }
  4307. }
  4308. else
  4309. {
  4310. totalMotion += (end - start).len();
  4311. start = end;
  4312. break;
  4313. }
  4314. }
  4315. if (count == sMoveRetryCount)
  4316. {
  4317. // Failed to move
  4318. start = initialPosition;
  4319. mVelocity.set(0.0f, 0.0f, 0.0f);
  4320. }
  4321. return start;
  4322. }
  4323. F32 Player::_doCollisionImpact( const Collision *collision, bool fallingCollision)
  4324. {
  4325. F32 bd = -mDot( mVelocity, collision->normal);
  4326. // shake camera on ground impact
  4327. if( bd > mDataBlock->groundImpactMinSpeed && isControlObject() )
  4328. {
  4329. F32 ampScale = (bd - mDataBlock->groundImpactMinSpeed) / mDataBlock->minImpactSpeed;
  4330. CameraShake *groundImpactShake = new CameraShake;
  4331. groundImpactShake->setDuration( mDataBlock->groundImpactShakeDuration );
  4332. groundImpactShake->setFrequency( mDataBlock->groundImpactShakeFreq );
  4333. VectorF shakeAmp = mDataBlock->groundImpactShakeAmp * ampScale;
  4334. groundImpactShake->setAmplitude( shakeAmp );
  4335. groundImpactShake->setFalloff( mDataBlock->groundImpactShakeFalloff );
  4336. groundImpactShake->init();
  4337. gCamFXMgr.addFX( groundImpactShake );
  4338. }
  4339. if ( ((bd > mDataBlock->minImpactSpeed && fallingCollision) || bd > mDataBlock->minLateralImpactSpeed)
  4340. && !mMountPending )
  4341. {
  4342. if (!isGhost())
  4343. {
  4344. onImpact(collision->object, collision->normal * bd);
  4345. mImpactSound = PlayerData::ImpactNormal;
  4346. setMaskBits(ImpactMask);
  4347. }
  4348. if (mDamageState == Enabled && mState != RecoverState)
  4349. {
  4350. // Scale how long we're down for
  4351. if (mDataBlock->landSequenceTime > 0.0f)
  4352. {
  4353. // Recover time is based on the land sequence
  4354. setState(RecoverState);
  4355. }
  4356. else
  4357. {
  4358. // Legacy recover system
  4359. F32 value = (bd - mDataBlock->minImpactSpeed);
  4360. F32 range = (mDataBlock->minImpactSpeed * 0.9f);
  4361. U32 recover = mDataBlock->recoverDelay;
  4362. if (value < range)
  4363. recover = 1 + S32(mFloor( F32(recover) * value / range) );
  4364. //Con::printf("Used %d recover ticks", recover);
  4365. //Con::printf(" minImpact = %g, this one = %g", mDataBlock->minImpactSpeed, bd);
  4366. setState(RecoverState, recover);
  4367. }
  4368. }
  4369. }
  4370. return bd;
  4371. }
  4372. void Player::_handleCollision( const Collision &collision )
  4373. {
  4374. // Track collisions
  4375. if ( !isGhost() &&
  4376. collision.object &&
  4377. collision.object != mContactInfo.contactObject )
  4378. queueCollision( collision.object, mVelocity - collision.object->getVelocity() );
  4379. }
  4380. bool Player::updatePos(const F32 travelTime)
  4381. {
  4382. PROFILE_SCOPE(Player_UpdatePos);
  4383. getTransform().getColumn(3,&mDelta.posVec);
  4384. // When mounted to another object, only Z rotation used.
  4385. if (isMounted()) {
  4386. mVelocity = mMount.object->getVelocity();
  4387. setPosition(Point3F(0.0f, 0.0f, 0.0f), mRot);
  4388. setMaskBits(MoveMask);
  4389. return true;
  4390. }
  4391. Point3F newPos;
  4392. Collision col;
  4393. dMemset( &col, 0, sizeof( col ) );
  4394. // DEBUG:
  4395. //Point3F savedVelocity = mVelocity;
  4396. if ( mPhysicsRep )
  4397. {
  4398. static CollisionList collisionList;
  4399. collisionList.clear();
  4400. newPos = mPhysicsRep->move( mVelocity * travelTime, collisionList );
  4401. bool haveCollisions = false;
  4402. bool wasFalling = mFalling;
  4403. if (collisionList.getCount() > 0)
  4404. {
  4405. mFalling = false;
  4406. haveCollisions = true;
  4407. }
  4408. if (haveCollisions)
  4409. {
  4410. // Pick the collision that most closely matches our direction
  4411. VectorF velNormal = mVelocity;
  4412. velNormal.normalizeSafe();
  4413. const Collision *collision = &collisionList[0];
  4414. F32 collisionDot = mDot(velNormal, collision->normal);
  4415. const Collision *cp = collision + 1;
  4416. const Collision *ep = collision + collisionList.getCount();
  4417. for (; cp != ep; cp++)
  4418. {
  4419. F32 dp = mDot(velNormal, cp->normal);
  4420. if (dp < collisionDot)
  4421. {
  4422. collisionDot = dp;
  4423. collision = cp;
  4424. }
  4425. }
  4426. _doCollisionImpact( collision, wasFalling );
  4427. // Modify our velocity based on collisions
  4428. for (U32 i=0; i<collisionList.getCount(); ++i)
  4429. {
  4430. F32 bd = -mDot( mVelocity, collisionList[i].normal );
  4431. VectorF dv = collisionList[i].normal * (bd + sNormalElasticity);
  4432. mVelocity += dv;
  4433. }
  4434. // Store the last collision for use later on. The handle collision
  4435. // code only expects a single collision object.
  4436. if (collisionList.getCount() > 0)
  4437. col = collisionList[collisionList.getCount() - 1];
  4438. // We'll handle any player-to-player collision, and the last collision
  4439. // with other obejct types.
  4440. for (U32 i=0; i<collisionList.getCount(); ++i)
  4441. {
  4442. Collision& colCheck = collisionList[i];
  4443. if (colCheck.object)
  4444. {
  4445. SceneObject* obj = static_cast<SceneObject*>(col.object);
  4446. if (obj->getTypeMask() & PlayerObjectType)
  4447. {
  4448. _handleCollision( colCheck );
  4449. }
  4450. else
  4451. {
  4452. col = colCheck;
  4453. }
  4454. }
  4455. }
  4456. _handleCollision( col );
  4457. }
  4458. }
  4459. else
  4460. {
  4461. if ( mVelocity.isZero() )
  4462. newPos = mDelta.posVec;
  4463. else
  4464. newPos = _move( travelTime, &col );
  4465. _handleCollision( col );
  4466. }
  4467. // DEBUG:
  4468. //if ( isClientObject() )
  4469. // Con::printf( "(client) vel: %g %g %g", mVelocity.x, mVelocity.y, mVelocity.z );
  4470. //else
  4471. // Con::printf( "(server) vel: %g %g %g", mVelocity.x, mVelocity.y, mVelocity.z );
  4472. // Set new position
  4473. // If on the client, calc delta for backstepping
  4474. if (isClientObject())
  4475. {
  4476. mDelta.pos = newPos;
  4477. mDelta.posVec = mDelta.posVec - mDelta.pos;
  4478. mDelta.dt = 1.0f;
  4479. }
  4480. setPosition( newPos, mRot );
  4481. setMaskBits( MoveMask );
  4482. updateContainer();
  4483. if (!isGhost())
  4484. {
  4485. // Collisions are only queued on the server and can be
  4486. // generated by either updateMove or updatePos
  4487. notifyCollision();
  4488. // Do mission area callbacks on the server as well
  4489. checkMissionArea();
  4490. }
  4491. // Check the total distance moved. If it is more than 1000th of the velocity, then
  4492. // we moved a fair amount...
  4493. //if (totalMotion >= (0.001f * initialSpeed))
  4494. return true;
  4495. //else
  4496. //return false;
  4497. }
  4498. //----------------------------------------------------------------------------
  4499. void Player::_findContact( SceneObject **contactObject,
  4500. VectorF *contactNormal,
  4501. Vector<SceneObject*> *outOverlapObjects )
  4502. {
  4503. Point3F pos;
  4504. getTransform().getColumn(3,&pos);
  4505. Box3F wBox;
  4506. Point3F exp(0,0,sTractionDistance);
  4507. wBox.minExtents = pos + mScaledBox.minExtents - exp;
  4508. wBox.maxExtents.x = pos.x + mScaledBox.maxExtents.x;
  4509. wBox.maxExtents.y = pos.y + mScaledBox.maxExtents.y;
  4510. wBox.maxExtents.z = pos.z + mScaledBox.minExtents.z + sTractionDistance;
  4511. static ClippedPolyList polyList;
  4512. polyList.clear();
  4513. polyList.doConstruct();
  4514. polyList.mNormal.set(0.0f, 0.0f, 0.0f);
  4515. polyList.setInterestNormal(Point3F(0.0f, 0.0f, -1.0f));
  4516. polyList.mPlaneList.setSize(6);
  4517. polyList.mPlaneList[0].setYZ(wBox.minExtents, -1.0f);
  4518. polyList.mPlaneList[1].setXZ(wBox.maxExtents, 1.0f);
  4519. polyList.mPlaneList[2].setYZ(wBox.maxExtents, 1.0f);
  4520. polyList.mPlaneList[3].setXZ(wBox.minExtents, -1.0f);
  4521. polyList.mPlaneList[4].setXY(wBox.minExtents, -1.0f);
  4522. polyList.mPlaneList[5].setXY(wBox.maxExtents, 1.0f);
  4523. Box3F plistBox = wBox;
  4524. // Expand build box as it will be used to collide with items.
  4525. // PickupRadius will be at least the size of the box.
  4526. F32 pd = (F32)mDataBlock->pickupDelta;
  4527. wBox.minExtents.x -= pd; wBox.minExtents.y -= pd;
  4528. wBox.maxExtents.x += pd; wBox.maxExtents.y += pd;
  4529. wBox.maxExtents.z = pos.z + mScaledBox.maxExtents.z;
  4530. // Build list from convex states here...
  4531. CollisionWorkingList& rList = mConvex.getWorkingList();
  4532. CollisionWorkingList* pList = rList.wLink.mNext;
  4533. while (pList != &rList)
  4534. {
  4535. Convex* pConvex = pList->mConvex;
  4536. U32 objectMask = pConvex->getObject()->getTypeMask();
  4537. if ( ( objectMask & sCollisionMoveMask ) &&
  4538. !( objectMask & PhysicalZoneObjectType ) )
  4539. {
  4540. Box3F convexBox = pConvex->getBoundingBox();
  4541. if (plistBox.isOverlapped(convexBox))
  4542. pConvex->getPolyList(&polyList);
  4543. }
  4544. else
  4545. outOverlapObjects->push_back( pConvex->getObject() );
  4546. pList = pList->wLink.mNext;
  4547. }
  4548. if (!polyList.isEmpty())
  4549. {
  4550. // Pick flattest surface
  4551. F32 bestVd = -1.0f;
  4552. ClippedPolyList::Poly* poly = polyList.mPolyList.begin();
  4553. ClippedPolyList::Poly* end = polyList.mPolyList.end();
  4554. for (; poly != end; poly++)
  4555. {
  4556. F32 vd = poly->plane.z; // i.e. mDot(Point3F(0,0,1), poly->plane);
  4557. if (vd > bestVd)
  4558. {
  4559. bestVd = vd;
  4560. *contactObject = poly->object;
  4561. *contactNormal = poly->plane;
  4562. }
  4563. }
  4564. }
  4565. }
  4566. void Player::findContact( bool *run, bool *jump, VectorF *contactNormal )
  4567. {
  4568. SceneObject *contactObject = NULL;
  4569. Vector<SceneObject*> overlapObjects;
  4570. if ( mPhysicsRep )
  4571. mPhysicsRep->findContact( &contactObject, contactNormal, &overlapObjects );
  4572. else
  4573. _findContact( &contactObject, contactNormal, &overlapObjects );
  4574. // Check for triggers, corpses and items.
  4575. const U32 filterMask = isGhost() ? sClientCollisionContactMask : sServerCollisionContactMask;
  4576. for ( U32 i=0; i < overlapObjects.size(); i++ )
  4577. {
  4578. SceneObject *obj = overlapObjects[i];
  4579. U32 objectMask = obj->getTypeMask();
  4580. if ( !( objectMask & filterMask ) )
  4581. continue;
  4582. // Check: triggers, corpses and items...
  4583. //
  4584. if (objectMask & TriggerObjectType)
  4585. {
  4586. Trigger* pTrigger = static_cast<Trigger*>( obj );
  4587. pTrigger->potentialEnterObject(this);
  4588. }
  4589. else if (objectMask & CorpseObjectType)
  4590. {
  4591. // If we've overlapped the worldbounding boxes, then that's it...
  4592. if ( getWorldBox().isOverlapped( obj->getWorldBox() ) )
  4593. {
  4594. ShapeBase* col = static_cast<ShapeBase*>( obj );
  4595. queueCollision(col,getVelocity() - col->getVelocity());
  4596. }
  4597. }
  4598. else if (objectMask & ItemObjectType)
  4599. {
  4600. // If we've overlapped the worldbounding boxes, then that's it...
  4601. Item* item = static_cast<Item*>( obj );
  4602. if ( getWorldBox().isOverlapped(item->getWorldBox()) &&
  4603. item->getCollisionObject() != this &&
  4604. !item->isHidden() )
  4605. queueCollision(item,getVelocity() - item->getVelocity());
  4606. }
  4607. }
  4608. F32 vd = (*contactNormal).z;
  4609. *run = vd > mDataBlock->runSurfaceCos;
  4610. *jump = vd > mDataBlock->jumpSurfaceCos;
  4611. mContactInfo.clear();
  4612. mContactInfo.contacted = contactObject != NULL;
  4613. mContactInfo.contactObject = contactObject;
  4614. if ( mContactInfo.contacted )
  4615. mContactInfo.contactNormal = *contactNormal;
  4616. mContactInfo.run = *run;
  4617. mContactInfo.jump = *jump;
  4618. }
  4619. //----------------------------------------------------------------------------
  4620. void Player::checkMissionArea()
  4621. {
  4622. // Checks to see if the player is in the Mission Area...
  4623. Point3F pos;
  4624. MissionArea * obj = MissionArea::getServerObject();
  4625. if(!obj)
  4626. return;
  4627. const RectI &area = obj->getArea();
  4628. getTransform().getColumn(3, &pos);
  4629. if ((pos.x < area.point.x || pos.x > area.point.x + area.extent.x ||
  4630. pos.y < area.point.y || pos.y > area.point.y + area.extent.y)) {
  4631. if(mInMissionArea) {
  4632. mInMissionArea = false;
  4633. mDataBlock->onLeaveMissionArea_callback( this );
  4634. }
  4635. }
  4636. else if(!mInMissionArea)
  4637. {
  4638. mInMissionArea = true;
  4639. mDataBlock->onEnterMissionArea_callback( this );
  4640. }
  4641. }
  4642. //----------------------------------------------------------------------------
  4643. bool Player::isDisplacable() const
  4644. {
  4645. return true;
  4646. }
  4647. Point3F Player::getMomentum() const
  4648. {
  4649. return mVelocity * getMass();
  4650. }
  4651. void Player::setMomentum(const Point3F& newMomentum)
  4652. {
  4653. Point3F newVelocity = newMomentum / getMass();
  4654. mVelocity = newVelocity;
  4655. }
  4656. #define LH_HACK 1
  4657. // Hack for short-term soln to Training crash -
  4658. #if LH_HACK
  4659. static U32 sBalance;
  4660. bool Player::displaceObject(const Point3F& displacement)
  4661. {
  4662. F32 vellen = mVelocity.len();
  4663. if (vellen < 0.001f || sBalance > 16) {
  4664. mVelocity.set(0.0f, 0.0f, 0.0f);
  4665. return false;
  4666. }
  4667. F32 dt = displacement.len() / vellen;
  4668. sBalance++;
  4669. bool result = updatePos(dt);
  4670. sBalance--;
  4671. getTransform().getColumn(3, &mDelta.pos);
  4672. mDelta.posVec.set(0.0f, 0.0f, 0.0f);
  4673. return result;
  4674. }
  4675. #else
  4676. bool Player::displaceObject(const Point3F& displacement)
  4677. {
  4678. F32 vellen = mVelocity.len();
  4679. if (vellen < 0.001f) {
  4680. mVelocity.set(0.0f, 0.0f, 0.0f);
  4681. return false;
  4682. }
  4683. F32 dt = displacement.len() / vellen;
  4684. bool result = updatePos(dt);
  4685. mObjToWorld.getColumn(3, &mDelta.pos);
  4686. mDelta.posVec.set(0.0f, 0.0f, 0.0f);
  4687. return result;
  4688. }
  4689. #endif
  4690. //----------------------------------------------------------------------------
  4691. void Player::setPosition(const Point3F& pos,const Point3F& rot)
  4692. {
  4693. MatrixF mat;
  4694. if (isMounted()) {
  4695. // Use transform from mounted object
  4696. //MatrixF nmat,zrot;
  4697. mMount.object->getMountTransform( mMount.node, mMount.xfm, &mat );
  4698. //zrot.set(EulerF(0.0f, 0.0f, rot.z));
  4699. //mat.mul(nmat,zrot);
  4700. }
  4701. else {
  4702. mat.set(EulerF(0.0f, 0.0f, rot.z));
  4703. mat.setColumn(3,pos);
  4704. }
  4705. Parent::setTransform(mat);
  4706. mRot = rot;
  4707. if ( mPhysicsRep )
  4708. mPhysicsRep->setTransform( mat );
  4709. }
  4710. void Player::setRenderPosition(const Point3F& pos, const Point3F& rot, F32 dt)
  4711. {
  4712. MatrixF mat;
  4713. if (isMounted()) {
  4714. // Use transform from mounted object
  4715. //MatrixF nmat,zrot;
  4716. mMount.object->getRenderMountTransform( dt, mMount.node, mMount.xfm, &mat );
  4717. //zrot.set(EulerF(0.0f, 0.0f, rot.z));
  4718. //mat.mul(nmat,zrot);
  4719. }
  4720. else {
  4721. EulerF orient(0.0f, 0.0f, rot.z);
  4722. mat.set(orient);
  4723. mat.setColumn(3, pos);
  4724. if (inDeathAnim()) {
  4725. F32 boxRad = (mDataBlock->boxSize.x * 0.5f);
  4726. if (MatrixF * fallMat = mDeath.fallToGround(dt, pos, rot.z, boxRad))
  4727. mat = * fallMat;
  4728. }
  4729. else
  4730. mDeath.initFall();
  4731. }
  4732. Parent::setRenderTransform(mat);
  4733. }
  4734. //----------------------------------------------------------------------------
  4735. void Player::setTransform(const MatrixF& mat)
  4736. {
  4737. // This method should never be called on the client.
  4738. // This currently converts all rotation in the mat into
  4739. // rotations around the z axis.
  4740. Point3F pos,vec;
  4741. mat.getColumn(1,&vec);
  4742. mat.getColumn(3,&pos);
  4743. Point3F rot(0.0f, 0.0f, -mAtan2(-vec.x,vec.y));
  4744. setPosition(pos,rot);
  4745. setMaskBits((U32)MoveMask | (U32)NoWarpMask);
  4746. }
  4747. void Player::getEyeTransform(MatrixF* mat)
  4748. {
  4749. getEyeBaseTransform(mat, true);
  4750. // The shape instance is animated in getEyeBaseTransform() so we're
  4751. // good here when attempting to get the eye node position on the server.
  4752. S32 imageIndex = -1;
  4753. S32 shapeIndex = -1;
  4754. MountedImage* image = NULL;
  4755. ShapeBaseImageData* data = NULL;
  4756. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  4757. {
  4758. image = &(mMountedImageList[i]);
  4759. if (image->dataBlock)
  4760. {
  4761. data = image->dataBlock;
  4762. shapeIndex = getImageShapeIndex(*image);
  4763. if ( data->useEyeNode && (data->animateOnServer || isGhost()) && isFirstPerson() && data->eyeMountNode[shapeIndex] != -1 && data->eyeNode[shapeIndex] != -1 )
  4764. {
  4765. imageIndex = i;
  4766. break;
  4767. }
  4768. }
  4769. }
  4770. if (imageIndex >= 0)
  4771. {
  4772. // Get the image's eye node's position relative to the eye mount node
  4773. MatrixF mountTransform = image->shapeInstance[shapeIndex]->mNodeTransforms[data->eyeMountNode[shapeIndex]];
  4774. Point3F eyeMountNodePos = mountTransform.getPosition();
  4775. mountTransform = image->shapeInstance[shapeIndex]->mNodeTransforms[data->eyeNode[shapeIndex]];
  4776. Point3F eyeNodePos = mountTransform.getPosition() - eyeMountNodePos;
  4777. // Now transform to the image's eye node (position only)
  4778. MatrixF xfm(true);
  4779. xfm.setPosition(eyeNodePos);
  4780. mat->mul(xfm);
  4781. }
  4782. }
  4783. void Player::getEyeBaseTransform(MatrixF* mat, bool includeBank)
  4784. {
  4785. // Eye transform in world space. We only use the eye position
  4786. // from the animation and supply our own rotation.
  4787. MatrixF pmat,xmat,zmat;
  4788. if(!isGhost())
  4789. mShapeInstance->animate();
  4790. xmat.set(EulerF(mHead.x, 0.0f, 0.0f));
  4791. if (mUseHeadZCalc)
  4792. zmat.set(EulerF(0.0f, 0.0f, mHead.z));
  4793. else
  4794. zmat.identity();
  4795. if(includeBank && mDataBlock->cameraCanBank)
  4796. {
  4797. // Take mHead.y into account to bank the camera
  4798. MatrixF imat;
  4799. imat.mul(zmat, xmat);
  4800. MatrixF ymat;
  4801. ymat.set(EulerF(0.0f, mHead.y, 0.0f));
  4802. pmat.mul(imat, ymat);
  4803. }
  4804. else
  4805. {
  4806. pmat.mul(zmat,xmat);
  4807. }
  4808. F32 *dp = pmat;
  4809. F32* sp;
  4810. MatrixF eyeMat(true);
  4811. if (mDataBlock->eyeNode != -1)
  4812. {
  4813. sp = mShapeInstance->mNodeTransforms[mDataBlock->eyeNode];
  4814. }
  4815. else
  4816. {
  4817. Point3F center;
  4818. mObjBox.getCenter(&center);
  4819. eyeMat.setPosition(center);
  4820. sp = eyeMat;
  4821. }
  4822. const Point3F& scale = getScale();
  4823. dp[3] = sp[3] * scale.x;
  4824. dp[7] = sp[7] * scale.y;
  4825. dp[11] = sp[11] * scale.z;
  4826. mat->mul(getTransform(),pmat);
  4827. }
  4828. void Player::getRenderEyeTransform(MatrixF* mat)
  4829. {
  4830. getRenderEyeBaseTransform(mat, true);
  4831. // Use the first image that is set to use the eye node
  4832. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  4833. {
  4834. MountedImage& image = mMountedImageList[i];
  4835. if (image.dataBlock)
  4836. {
  4837. ShapeBaseImageData& data = *image.dataBlock;
  4838. U32 shapeIndex = getImageShapeIndex(image);
  4839. if ( data.useEyeNode && isFirstPerson() && data.eyeMountNode[shapeIndex] != -1 && data.eyeNode[shapeIndex] != -1 )
  4840. {
  4841. // Get the eye node's position relative to the eye mount node
  4842. MatrixF mountTransform = image.shapeInstance[shapeIndex]->mNodeTransforms[data.eyeMountNode[shapeIndex]];
  4843. Point3F eyeMountNodePos = mountTransform.getPosition();
  4844. mountTransform = image.shapeInstance[shapeIndex]->mNodeTransforms[data.eyeNode[shapeIndex]];
  4845. Point3F eyeNodePos = mountTransform.getPosition() - eyeMountNodePos;
  4846. // Now transform to the image's eye node (position only)
  4847. MatrixF xfm(true);
  4848. xfm.setPosition(eyeNodePos);
  4849. mat->mul(xfm);
  4850. return;
  4851. }
  4852. }
  4853. }
  4854. }
  4855. void Player::getRenderEyeBaseTransform(MatrixF* mat, bool includeBank)
  4856. {
  4857. // Eye transform in world space. We only use the eye position
  4858. // from the animation and supply our own rotation.
  4859. MatrixF pmat,xmat,zmat;
  4860. xmat.set(EulerF(mDelta.head.x + mDelta.headVec.x * mDelta.dt, 0.0f, 0.0f));
  4861. if (mUseHeadZCalc)
  4862. zmat.set(EulerF(0.0f, 0.0f, mDelta.head.z + mDelta.headVec.z * mDelta.dt));
  4863. else
  4864. zmat.identity();
  4865. if(includeBank && mDataBlock->cameraCanBank)
  4866. {
  4867. // Take mHead.y delta into account to bank the camera
  4868. MatrixF imat;
  4869. imat.mul(zmat, xmat);
  4870. MatrixF ymat;
  4871. ymat.set(EulerF(0.0f, mDelta.head.y + mDelta.headVec.y * mDelta.dt, 0.0f));
  4872. pmat.mul(imat, ymat);
  4873. }
  4874. else
  4875. {
  4876. pmat.mul(zmat,xmat);
  4877. }
  4878. F32 *dp = pmat;
  4879. F32* sp;
  4880. MatrixF eyeMat(true);
  4881. if (mDataBlock->eyeNode != -1)
  4882. {
  4883. sp = mShapeInstance->mNodeTransforms[mDataBlock->eyeNode];
  4884. }
  4885. else
  4886. {
  4887. // Use the center of the Player's bounding box for the eye position.
  4888. Point3F center;
  4889. mObjBox.getCenter(&center);
  4890. eyeMat.setPosition(center);
  4891. sp = eyeMat;
  4892. }
  4893. // Only use position of eye node, and take Player's scale
  4894. // into account.
  4895. const Point3F& scale = getScale();
  4896. dp[3] = sp[3] * scale.x;
  4897. dp[7] = sp[7] * scale.y;
  4898. dp[11] = sp[11] * scale.z;
  4899. mat->mul(getRenderTransform(), pmat);
  4900. }
  4901. void Player::getMuzzleTransform(U32 imageSlot,MatrixF* mat)
  4902. {
  4903. disableHeadZCalc();
  4904. MatrixF nmat;
  4905. Parent::getRetractionTransform(imageSlot,&nmat);
  4906. MatrixF smat;
  4907. Parent::getImageTransform(imageSlot,&smat);
  4908. disableCollision();
  4909. // See if we are pushed into a wall...
  4910. if (getDamageState() == Enabled) {
  4911. Point3F start, end;
  4912. smat.getColumn(3, &start);
  4913. nmat.getColumn(3, &end);
  4914. RayInfo rinfo;
  4915. if (getContainer()->castRay(start, end, sCollisionMoveMask, &rinfo)) {
  4916. Point3F finalPoint;
  4917. finalPoint.interpolate(start, end, rinfo.t);
  4918. nmat.setColumn(3, finalPoint);
  4919. }
  4920. else
  4921. Parent::getMuzzleTransform(imageSlot,&nmat);
  4922. }
  4923. else
  4924. Parent::getMuzzleTransform(imageSlot,&nmat);
  4925. enableCollision();
  4926. enableHeadZCalc();
  4927. *mat = nmat;
  4928. }
  4929. void Player::getRenderMuzzleTransform(U32 imageSlot,MatrixF* mat)
  4930. {
  4931. disableHeadZCalc();
  4932. MatrixF nmat;
  4933. Parent::getRenderRetractionTransform(imageSlot,&nmat);
  4934. MatrixF smat;
  4935. Parent::getRenderImageTransform(imageSlot,&smat);
  4936. disableCollision();
  4937. // See if we are pushed into a wall...
  4938. if (getDamageState() == Enabled)
  4939. {
  4940. Point3F start, end;
  4941. smat.getColumn(3, &start);
  4942. nmat.getColumn(3, &end);
  4943. RayInfo rinfo;
  4944. if (getContainer()->castRay(start, end, sCollisionMoveMask, &rinfo)) {
  4945. Point3F finalPoint;
  4946. finalPoint.interpolate(start, end, rinfo.t);
  4947. nmat.setColumn(3, finalPoint);
  4948. }
  4949. else
  4950. {
  4951. Parent::getRenderMuzzleTransform(imageSlot,&nmat);
  4952. }
  4953. }
  4954. else
  4955. {
  4956. Parent::getRenderMuzzleTransform(imageSlot,&nmat);
  4957. }
  4958. enableCollision();
  4959. enableHeadZCalc();
  4960. *mat = nmat;
  4961. }
  4962. void Player::getMuzzleVector(U32 imageSlot,VectorF* vec)
  4963. {
  4964. MatrixF mat;
  4965. getMuzzleTransform(imageSlot,&mat);
  4966. GameConnection * gc = getControllingClient();
  4967. if (gc && !gc->isAIControlled())
  4968. {
  4969. MountedImage& image = mMountedImageList[imageSlot];
  4970. bool fp = gc->isFirstPerson();
  4971. if ((fp && image.dataBlock->correctMuzzleVector) ||
  4972. (!fp && image.dataBlock->correctMuzzleVectorTP))
  4973. {
  4974. disableHeadZCalc();
  4975. if (getCorrectedAim(mat, vec))
  4976. {
  4977. enableHeadZCalc();
  4978. return;
  4979. }
  4980. enableHeadZCalc();
  4981. }
  4982. }
  4983. mat.getColumn(1,vec);
  4984. }
  4985. void Player::renderMountedImage( U32 imageSlot, TSRenderState &rstate, SceneRenderState *state )
  4986. {
  4987. GFX->pushWorldMatrix();
  4988. MatrixF world;
  4989. MountedImage& image = mMountedImageList[imageSlot];
  4990. ShapeBaseImageData& data = *image.dataBlock;
  4991. U32 imageShapeIndex;
  4992. if ( state->isShadowPass() )
  4993. {
  4994. // Force the standard image shapes for the shadow pass.
  4995. imageShapeIndex = ShapeBaseImageData::StandardImageShape;
  4996. }
  4997. else
  4998. {
  4999. imageShapeIndex = getImageShapeIndex(image);
  5000. }
  5001. if ( !state->isShadowPass() && isFirstPerson() && (data.useEyeOffset || (data.useEyeNode && data.eyeMountNode[imageShapeIndex] != -1)) )
  5002. {
  5003. if (data.useEyeNode && data.eyeMountNode[imageShapeIndex] != -1)
  5004. {
  5005. MatrixF nmat;
  5006. getRenderEyeBaseTransform(&nmat, mDataBlock->mountedImagesBank);
  5007. MatrixF offsetMat = image.shapeInstance[imageShapeIndex]->mNodeTransforms[data.eyeMountNode[imageShapeIndex]];
  5008. offsetMat.affineInverse();
  5009. world.mul(nmat,offsetMat);
  5010. }
  5011. else
  5012. {
  5013. MatrixF nmat;
  5014. getRenderEyeBaseTransform(&nmat, mDataBlock->mountedImagesBank);
  5015. world.mul(nmat,data.eyeOffset);
  5016. }
  5017. if ( imageSlot == 0 )
  5018. {
  5019. MatrixF nmat;
  5020. MatrixF smat;
  5021. getRenderRetractionTransform(0,&nmat);
  5022. getRenderImageTransform(0,&smat);
  5023. // See if we are pushed into a wall...
  5024. Point3F start, end;
  5025. smat.getColumn(3, &start);
  5026. nmat.getColumn(3, &end);
  5027. Point3F displace = (start - end) * mWeaponBackFraction;
  5028. world.setPosition( world.getPosition() + displace );
  5029. }
  5030. }
  5031. else
  5032. {
  5033. MatrixF nmat;
  5034. getRenderMountTransform( 0.0f, data.mountPoint, MatrixF::Identity, &nmat);
  5035. world.mul(nmat,data.mountTransform[imageShapeIndex]);
  5036. }
  5037. GFX->setWorldMatrix( world );
  5038. image.shapeInstance[imageShapeIndex]->animate();
  5039. image.shapeInstance[imageShapeIndex]->render( rstate );
  5040. // Render the first person mount image shape?
  5041. if (!state->isShadowPass() && imageShapeIndex == ShapeBaseImageData::FirstPersonImageShape && mShapeFPInstance[imageSlot])
  5042. {
  5043. mShapeFPInstance[imageSlot]->animate();
  5044. mShapeFPInstance[imageSlot]->render( rstate );
  5045. }
  5046. GFX->popWorldMatrix();
  5047. }
  5048. // Bot aiming code calls this frequently and will work fine without the check
  5049. // for being pushed into a wall, which shows up on profile at ~ 3% (eight bots)
  5050. void Player::getMuzzlePointAI(U32 imageSlot, Point3F* point)
  5051. {
  5052. MatrixF nmat;
  5053. Parent::getMuzzleTransform(imageSlot, &nmat);
  5054. // If we are in one of the standard player animations, adjust the
  5055. // muzzle to point in the direction we are looking.
  5056. if (mActionAnimation.action < PlayerData::NumTableActionAnims)
  5057. {
  5058. MatrixF xmat;
  5059. xmat.set(EulerF(mHead.x, 0, 0));
  5060. MatrixF result;
  5061. result.mul(getTransform(), xmat);
  5062. F32 *sp = nmat, *dp = result;
  5063. dp[3] = sp[3]; dp[7] = sp[7]; dp[11] = sp[11];
  5064. result.getColumn(3, point);
  5065. }
  5066. else
  5067. nmat.getColumn(3, point);
  5068. }
  5069. void Player::getCameraParameters(F32 *min,F32* max,Point3F* off,MatrixF* rot)
  5070. {
  5071. if (!mControlObject.isNull() && mControlObject == getObjectMount()) {
  5072. mControlObject->getCameraParameters(min,max,off,rot);
  5073. return;
  5074. }
  5075. const Point3F& scale = getScale();
  5076. *min = mDataBlock->cameraMinDist * scale.y;
  5077. *max = mDataBlock->cameraMaxDist * scale.y;
  5078. off->set(0.0f, 0.0f, 0.0f);
  5079. rot->identity();
  5080. }
  5081. //----------------------------------------------------------------------------
  5082. Point3F Player::getVelocity() const
  5083. {
  5084. return mVelocity;
  5085. }
  5086. F32 Player::getSpeed() const
  5087. {
  5088. return mVelocity.len();
  5089. }
  5090. void Player::setVelocity(const VectorF& vel)
  5091. {
  5092. AssertFatal( !mIsNaN( vel ), "Player::setVelocity() - The velocity is NaN!" );
  5093. mVelocity = vel;
  5094. setMaskBits(MoveMask);
  5095. }
  5096. void Player::applyImpulse(const Point3F&,const VectorF& vec)
  5097. {
  5098. AssertFatal( !mIsNaN( vec ), "Player::applyImpulse() - The vector is NaN!" );
  5099. // Players ignore angular velocity
  5100. VectorF vel;
  5101. vel.x = vec.x / getMass();
  5102. vel.y = vec.y / getMass();
  5103. vel.z = vec.z / getMass();
  5104. // Make sure the impulse isn't too big
  5105. F32 len = vel.magnitudeSafe();
  5106. if (len > sMaxImpulseVelocity)
  5107. {
  5108. Point3F excess = vel * ( 1.0f - (sMaxImpulseVelocity / len ) );
  5109. vel -= excess;
  5110. }
  5111. setVelocity(mVelocity + vel);
  5112. }
  5113. //----------------------------------------------------------------------------
  5114. bool Player::castRay(const Point3F &start, const Point3F &end, RayInfo* info)
  5115. {
  5116. // In standard Torque there's a rather brute force culling of all
  5117. // non-enabled players (corpses) from the ray cast. But, to
  5118. // demonstrate a resurrection spell, we need corpses to be
  5119. // selectable, so this code change allows consideration of corpses
  5120. // in the ray cast if corpsesHiddenFromRayCast is set to false.
  5121. if (sCorpsesHiddenFromRayCast && getDamageState() != Enabled)
  5122. return false;
  5123. // Collide against bounding box. Need at least this for the editor.
  5124. F32 st,et,fst = 0.0f,fet = 1.0f;
  5125. F32 *bmin = &mObjBox.minExtents.x;
  5126. F32 *bmax = &mObjBox.maxExtents.x;
  5127. F32 const *si = &start.x;
  5128. F32 const *ei = &end.x;
  5129. for (S32 i = 0; i < 3; i++) {
  5130. if (*si < *ei) {
  5131. if (*si > *bmax || *ei < *bmin)
  5132. return false;
  5133. F32 di = *ei - *si;
  5134. st = (*si < *bmin)? (*bmin - *si) / di: 0.0f;
  5135. et = (*ei > *bmax)? (*bmax - *si) / di: 1.0f;
  5136. }
  5137. else {
  5138. if (*ei > *bmax || *si < *bmin)
  5139. return false;
  5140. F32 di = *ei - *si;
  5141. st = (*si > *bmax)? (*bmax - *si) / di: 0.0f;
  5142. et = (*ei < *bmin)? (*bmin - *si) / di: 1.0f;
  5143. }
  5144. if (st > fst) fst = st;
  5145. if (et < fet) fet = et;
  5146. if (fet < fst)
  5147. return false;
  5148. bmin++; bmax++;
  5149. si++; ei++;
  5150. }
  5151. info->normal = start - end;
  5152. info->normal.normalizeSafe();
  5153. getTransform().mulV( info->normal );
  5154. info->t = fst;
  5155. info->object = this;
  5156. info->point.interpolate(start,end,fst);
  5157. info->material = 0;
  5158. return true;
  5159. }
  5160. //----------------------------------------------------------------------------
  5161. static MatrixF IMat(1);
  5162. bool Player::buildPolyList(PolyListContext, AbstractPolyList* polyList, const Box3F&, const SphereF&)
  5163. {
  5164. // Collision with the player is always against the player's object
  5165. // space bounding box axis aligned in world space.
  5166. Point3F pos;
  5167. getTransform().getColumn(3,&pos);
  5168. IMat.setColumn(3,pos);
  5169. polyList->setTransform(&IMat, Point3F(1.0f,1.0f,1.0f));
  5170. polyList->setObject(this);
  5171. polyList->addBox(mObjBox);
  5172. return true;
  5173. }
  5174. void Player::buildConvex(const Box3F& box, Convex* convex)
  5175. {
  5176. if (mShapeInstance == NULL)
  5177. return;
  5178. // These should really come out of a pool
  5179. mConvexList->collectGarbage();
  5180. Box3F realBox = box;
  5181. mWorldToObj.mul(realBox);
  5182. realBox.minExtents.convolveInverse(mObjScale);
  5183. realBox.maxExtents.convolveInverse(mObjScale);
  5184. if (realBox.isOverlapped(getObjBox()) == false)
  5185. return;
  5186. Convex* cc = 0;
  5187. CollisionWorkingList& wl = convex->getWorkingList();
  5188. for (CollisionWorkingList* itr = wl.wLink.mNext; itr != &wl; itr = itr->wLink.mNext) {
  5189. if (itr->mConvex->getType() == BoxConvexType &&
  5190. itr->mConvex->getObject() == this) {
  5191. cc = itr->mConvex;
  5192. break;
  5193. }
  5194. }
  5195. if (cc)
  5196. return;
  5197. // Create a new convex.
  5198. BoxConvex* cp = new OrthoBoxConvex;
  5199. mConvexList->registerObject(cp);
  5200. convex->addToWorkingList(cp);
  5201. cp->init(this);
  5202. mObjBox.getCenter(&cp->mCenter);
  5203. cp->mSize.x = mObjBox.len_x() / 2.0f;
  5204. cp->mSize.y = mObjBox.len_y() / 2.0f;
  5205. cp->mSize.z = mObjBox.len_z() / 2.0f;
  5206. }
  5207. //----------------------------------------------------------------------------
  5208. void Player::updateWorkingCollisionSet()
  5209. {
  5210. // First, we need to adjust our velocity for possible acceleration. It is assumed
  5211. // that we will never accelerate more than 20 m/s for gravity, plus 10 m/s for
  5212. // jetting, and an equivalent 10 m/s for jumping. We also assume that the
  5213. // working list is updated on a Tick basis, which means we only expand our
  5214. // box by the possible movement in that tick.
  5215. Point3F scaledVelocity = mVelocity * TickSec;
  5216. F32 len = scaledVelocity.len();
  5217. F32 newLen = len + (10.0f * TickSec);
  5218. // Check to see if it is actually necessary to construct the new working list,
  5219. // or if we can use the cached version from the last query. We use the x
  5220. // component of the min member of the mWorkingQueryBox, which is lame, but
  5221. // it works ok.
  5222. bool updateSet = false;
  5223. Box3F convexBox = mConvex.getBoundingBox(getTransform(), getScale());
  5224. F32 l = (newLen * 1.1f) + 0.1f; // from Convex::updateWorkingList
  5225. const Point3F lPoint( l, l, l );
  5226. convexBox.minExtents -= lPoint;
  5227. convexBox.maxExtents += lPoint;
  5228. // Check containment
  5229. if (mWorkingQueryBox.minExtents.x != -1e9f)
  5230. {
  5231. if (mWorkingQueryBox.isContained(convexBox) == false)
  5232. // Needed region is outside the cached region. Update it.
  5233. updateSet = true;
  5234. }
  5235. else
  5236. {
  5237. // Must update
  5238. updateSet = true;
  5239. }
  5240. // Actually perform the query, if necessary
  5241. if (updateSet == true) {
  5242. const Point3F twolPoint( 2.0f * l, 2.0f * l, 2.0f * l );
  5243. mWorkingQueryBox = convexBox;
  5244. mWorkingQueryBox.minExtents -= twolPoint;
  5245. mWorkingQueryBox.maxExtents += twolPoint;
  5246. disableCollision();
  5247. //We temporarily disable the collisions of anything mounted to us so we don't accidentally walk into things we've attached to us
  5248. for (SceneObject *ptr = mMount.list; ptr; ptr = ptr->getMountLink())
  5249. {
  5250. ptr->disableCollision();
  5251. }
  5252. mConvex.updateWorkingList(mWorkingQueryBox,
  5253. isGhost() ? sClientCollisionContactMask : sServerCollisionContactMask);
  5254. //And now re-enable the collisions of the mounted things
  5255. for (SceneObject *ptr = mMount.list; ptr; ptr = ptr->getMountLink())
  5256. {
  5257. ptr->enableCollision();
  5258. }
  5259. enableCollision();
  5260. }
  5261. }
  5262. //----------------------------------------------------------------------------
  5263. void Player::writePacketData(GameConnection *connection, BitStream *stream)
  5264. {
  5265. Parent::writePacketData(connection, stream);
  5266. stream->writeInt(mState,NumStateBits);
  5267. if (stream->writeFlag(mState == RecoverState))
  5268. stream->writeInt(mRecoverTicks,PlayerData::RecoverDelayBits);
  5269. if (stream->writeFlag(mJumpDelay > 0))
  5270. stream->writeInt(mJumpDelay,PlayerData::JumpDelayBits);
  5271. Point3F pos;
  5272. getTransform().getColumn(3,&pos);
  5273. if (stream->writeFlag(!isMounted())) {
  5274. // Will get position from mount
  5275. stream->setCompressionPoint(pos);
  5276. stream->write(pos.x);
  5277. stream->write(pos.y);
  5278. stream->write(pos.z);
  5279. stream->write(mVelocity.x);
  5280. stream->write(mVelocity.y);
  5281. stream->write(mVelocity.z);
  5282. stream->writeInt(mJumpSurfaceLastContact > 15 ? 15 : mJumpSurfaceLastContact, 4);
  5283. if (stream->writeFlag(!mAllowSprinting || !mAllowCrouching || !mAllowProne || !mAllowJumping || !mAllowJetJumping || !mAllowSwimming))
  5284. {
  5285. stream->writeFlag(mAllowJumping);
  5286. stream->writeFlag(mAllowJetJumping);
  5287. stream->writeFlag(mAllowSprinting);
  5288. stream->writeFlag(mAllowCrouching);
  5289. stream->writeFlag(mAllowProne);
  5290. stream->writeFlag(mAllowSwimming);
  5291. }
  5292. }
  5293. stream->write(mHead.x);
  5294. if(stream->writeFlag(mDataBlock->cameraCanBank))
  5295. {
  5296. // Include mHead.y to allow for camera banking
  5297. stream->write(mHead.y);
  5298. }
  5299. stream->write(mHead.z);
  5300. stream->write(mRot.z);
  5301. if (mControlObject) {
  5302. S32 gIndex = connection->getGhostIndex(mControlObject);
  5303. if (stream->writeFlag(gIndex != -1)) {
  5304. stream->writeInt(gIndex,NetConnection::GhostIdBitSize);
  5305. mControlObject->writePacketData(connection, stream);
  5306. }
  5307. }
  5308. else
  5309. stream->writeFlag(false);
  5310. }
  5311. void Player::readPacketData(GameConnection *connection, BitStream *stream)
  5312. {
  5313. Parent::readPacketData(connection, stream);
  5314. mState = (ActionState)stream->readInt(NumStateBits);
  5315. if (stream->readFlag())
  5316. mRecoverTicks = stream->readInt(PlayerData::RecoverDelayBits);
  5317. if (stream->readFlag())
  5318. mJumpDelay = stream->readInt(PlayerData::JumpDelayBits);
  5319. else
  5320. mJumpDelay = 0;
  5321. Point3F pos,rot;
  5322. if (stream->readFlag()) {
  5323. // Only written if we are not mounted
  5324. stream->read(&pos.x);
  5325. stream->read(&pos.y);
  5326. stream->read(&pos.z);
  5327. stream->read(&mVelocity.x);
  5328. stream->read(&mVelocity.y);
  5329. stream->read(&mVelocity.z);
  5330. stream->setCompressionPoint(pos);
  5331. mDelta.pos = pos;
  5332. mJumpSurfaceLastContact = stream->readInt(4);
  5333. if (stream->readFlag())
  5334. {
  5335. mAllowJumping = stream->readFlag();
  5336. mAllowJetJumping = stream->readFlag();
  5337. mAllowSprinting = stream->readFlag();
  5338. mAllowCrouching = stream->readFlag();
  5339. mAllowProne = stream->readFlag();
  5340. mAllowSwimming = stream->readFlag();
  5341. }
  5342. else
  5343. {
  5344. mAllowJumping = true;
  5345. mAllowJetJumping = true;
  5346. mAllowSprinting = true;
  5347. mAllowCrouching = true;
  5348. mAllowProne = true;
  5349. mAllowSwimming = true;
  5350. }
  5351. }
  5352. else
  5353. pos = mDelta.pos;
  5354. stream->read(&mHead.x);
  5355. if(stream->readFlag())
  5356. {
  5357. // Include mHead.y to allow for camera banking
  5358. stream->read(&mHead.y);
  5359. }
  5360. stream->read(&mHead.z);
  5361. stream->read(&rot.z);
  5362. rot.x = rot.y = 0;
  5363. if (!ignore_updates)
  5364. setPosition(pos,rot);
  5365. mDelta.head = mHead;
  5366. mDelta.rot = rot;
  5367. if (stream->readFlag()) {
  5368. S32 gIndex = stream->readInt(NetConnection::GhostIdBitSize);
  5369. ShapeBase* obj = static_cast<ShapeBase*>(connection->resolveGhost(gIndex));
  5370. setControlObject(obj);
  5371. obj->readPacketData(connection, stream);
  5372. }
  5373. else
  5374. setControlObject(0);
  5375. }
  5376. U32 Player::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
  5377. {
  5378. U32 retMask = Parent::packUpdate(con, mask, stream);
  5379. if (stream->writeFlag((mask & ImpactMask) && !(mask & InitialUpdateMask)))
  5380. stream->writeInt(mImpactSound, PlayerData::ImpactBits);
  5381. if (stream->writeFlag(mask & ActionMask &&
  5382. mActionAnimation.action != PlayerData::NullAnimation &&
  5383. mActionAnimation.action >= PlayerData::NumTableActionAnims)) {
  5384. stream->writeInt(mActionAnimation.action,PlayerData::ActionAnimBits);
  5385. stream->writeFlag(mActionAnimation.holdAtEnd);
  5386. stream->writeFlag(mActionAnimation.atEnd);
  5387. stream->writeFlag(mActionAnimation.firstPerson);
  5388. if (!mActionAnimation.atEnd) {
  5389. // If somewhere in middle on initial update, must send position-
  5390. F32 where = mShapeInstance->getPos(mActionAnimation.thread);
  5391. if (stream->writeFlag((mask & InitialUpdateMask) != 0 && where > 0))
  5392. stream->writeSignedFloat(where, 6);
  5393. }
  5394. }
  5395. if (stream->writeFlag(mask & ActionMask &&
  5396. mArmAnimation.action != PlayerData::NullAnimation &&
  5397. (!(mask & InitialUpdateMask) ||
  5398. mArmAnimation.action != mDataBlock->lookAction))) {
  5399. stream->writeInt(mArmAnimation.action,PlayerData::ActionAnimBits);
  5400. }
  5401. retMask = afx_packUpdate(con, mask, stream, retMask);
  5402. // The rest of the data is part of the control object packet update.
  5403. // If we're controlled by this client, we don't need to send it.
  5404. // we only need to send it if this is the initial update - in that case,
  5405. // the client won't know this is the control object yet.
  5406. if(stream->writeFlag(getControllingClient() == con && !(mask & InitialUpdateMask)))
  5407. return(retMask);
  5408. if (stream->writeFlag(mask & MoveMask))
  5409. {
  5410. stream->writeFlag(mFalling);
  5411. stream->writeFlag(mSwimming);
  5412. stream->writeFlag(mJetting);
  5413. stream->writeInt(mPose, NumPoseBits);
  5414. stream->writeInt(mState,NumStateBits);
  5415. if (stream->writeFlag(mState == RecoverState))
  5416. stream->writeInt(mRecoverTicks,PlayerData::RecoverDelayBits);
  5417. Point3F pos;
  5418. getTransform().getColumn(3,&pos);
  5419. stream->writeCompressedPoint(pos);
  5420. F32 len = mVelocity.len();
  5421. if(stream->writeFlag(len > 0.02f))
  5422. {
  5423. Point3F outVel = mVelocity;
  5424. outVel *= 1.0f/len;
  5425. stream->writeNormalVector(outVel, 10);
  5426. len *= 32.0f; // 5 bits of fraction
  5427. if(len > 8191)
  5428. len = 8191;
  5429. stream->writeInt((S32)len, 13);
  5430. }
  5431. // constrain the range of mRot.z
  5432. mRot.z = mWrapF(mRot.z, 0.0f, M_2PI_F);
  5433. stream->writeFloat(mRot.z / M_2PI_F, 7);
  5434. stream->writeSignedFloat(mHead.x / (mDataBlock->maxLookAngle - mDataBlock->minLookAngle), 6);
  5435. stream->writeSignedFloat(mHead.z / mDataBlock->maxFreelookAngle, 6);
  5436. mDelta.move.pack(stream);
  5437. stream->writeFlag(!(mask & NoWarpMask));
  5438. }
  5439. // Ghost need energy to predict reliably
  5440. if (mDataBlock->maxEnergy > 0.f)
  5441. stream->writeFloat(getEnergyLevel() / mDataBlock->maxEnergy, EnergyLevelBits);
  5442. else
  5443. stream->writeFloat(0.f, EnergyLevelBits);
  5444. return retMask;
  5445. }
  5446. void Player::unpackUpdate(NetConnection *con, BitStream *stream)
  5447. {
  5448. Parent::unpackUpdate(con,stream);
  5449. if (stream->readFlag())
  5450. mImpactSound = stream->readInt(PlayerData::ImpactBits);
  5451. // Server specified action animation
  5452. if (stream->readFlag()) {
  5453. U32 action = stream->readInt(PlayerData::ActionAnimBits);
  5454. bool hold = stream->readFlag();
  5455. bool atEnd = stream->readFlag();
  5456. bool fsp = stream->readFlag();
  5457. F32 animPos = -1.0f;
  5458. if (!atEnd && stream->readFlag())
  5459. animPos = stream->readSignedFloat(6);
  5460. if (isProperlyAdded()) {
  5461. setActionThread(action,true,hold,true,fsp);
  5462. bool inDeath = inDeathAnim();
  5463. if (atEnd)
  5464. {
  5465. mShapeInstance->clearTransition(mActionAnimation.thread);
  5466. mShapeInstance->setPos(mActionAnimation.thread,
  5467. mActionAnimation.forward? 1: 0);
  5468. if (inDeath)
  5469. mDeath.lastPos = 1.0f;
  5470. }
  5471. else if (animPos > 0) {
  5472. mShapeInstance->setPos(mActionAnimation.thread, animPos);
  5473. if (inDeath)
  5474. mDeath.lastPos = animPos;
  5475. }
  5476. // mMountPending suppresses tickDelay countdown so players will sit until
  5477. // their mount, or another animation, comes through (or 13 seconds elapses).
  5478. mMountPending = (S32) (inSittingAnim() ? sMountPendingTickWait : 0);
  5479. }
  5480. else {
  5481. mActionAnimation.action = action;
  5482. mActionAnimation.holdAtEnd = hold;
  5483. mActionAnimation.atEnd = atEnd;
  5484. mActionAnimation.firstPerson = fsp;
  5485. }
  5486. }
  5487. // Server specified arm animation
  5488. if (stream->readFlag()) {
  5489. U32 action = stream->readInt(PlayerData::ActionAnimBits);
  5490. if (isProperlyAdded())
  5491. setArmThread(action);
  5492. else
  5493. mArmAnimation.action = action;
  5494. }
  5495. afx_unpackUpdate(con, stream);
  5496. // Done if controlled by client ( and not initial update )
  5497. if(stream->readFlag())
  5498. return;
  5499. // MoveMask
  5500. if (stream->readFlag()) {
  5501. mPredictionCount = sMaxPredictionTicks;
  5502. mFalling = stream->readFlag();
  5503. mSwimming = stream->readFlag();
  5504. mJetting = stream->readFlag();
  5505. mPose = (Pose)(stream->readInt(NumPoseBits));
  5506. ActionState actionState = (ActionState)stream->readInt(NumStateBits);
  5507. if (stream->readFlag()) {
  5508. mRecoverTicks = stream->readInt(PlayerData::RecoverDelayBits);
  5509. setState(actionState, mRecoverTicks);
  5510. }
  5511. else
  5512. setState(actionState);
  5513. Point3F pos,rot;
  5514. stream->readCompressedPoint(&pos);
  5515. F32 speed = mVelocity.len();
  5516. if(stream->readFlag())
  5517. {
  5518. stream->readNormalVector(&mVelocity, 10);
  5519. mVelocity *= stream->readInt(13) / 32.0f;
  5520. }
  5521. else
  5522. {
  5523. mVelocity.set(0.0f, 0.0f, 0.0f);
  5524. }
  5525. rot.y = rot.x = 0.0f;
  5526. rot.z = stream->readFloat(7) * M_2PI_F;
  5527. mHead.x = stream->readSignedFloat(6) * (mDataBlock->maxLookAngle - mDataBlock->minLookAngle);
  5528. mHead.z = stream->readSignedFloat(6) * mDataBlock->maxFreelookAngle;
  5529. mDelta.move.unpack(stream);
  5530. mDelta.head = mHead;
  5531. mDelta.headVec.set(0.0f, 0.0f, 0.0f);
  5532. if (stream->readFlag() && isProperlyAdded())
  5533. {
  5534. // Determine number of ticks to warp based on the average
  5535. // of the client and server velocities.
  5536. mDelta.warpOffset = pos - mDelta.pos;
  5537. F32 as = (speed + mVelocity.len()) * 0.5f * TickSec;
  5538. F32 dt = (as > 0.00001f) ? mDelta.warpOffset.len() / as: sMaxWarpTicks;
  5539. mDelta.warpTicks = (S32)((dt > sMinWarpTicks) ? getMax(mFloor(dt + 0.5f), 1.0f) : 0.0f);
  5540. if (mDelta.warpTicks)
  5541. {
  5542. // Setup the warp to start on the next tick.
  5543. if (mDelta.warpTicks > sMaxWarpTicks)
  5544. mDelta.warpTicks = sMaxWarpTicks;
  5545. mDelta.warpOffset /= (F32)mDelta.warpTicks;
  5546. mDelta.rotOffset = rot - mDelta.rot;
  5547. // Ignore small rotation differences
  5548. if (mFabs(mDelta.rotOffset.z) < 0.001f)
  5549. mDelta.rotOffset.z = 0;
  5550. // Wrap rotation to +/-PI
  5551. if(mDelta.rotOffset.z < - M_PI_F)
  5552. mDelta.rotOffset.z += M_2PI_F;
  5553. else if(mDelta.rotOffset.z > M_PI_F)
  5554. mDelta.rotOffset.z -= M_2PI_F;
  5555. mDelta.rotOffset /= (F32)mDelta.warpTicks;
  5556. }
  5557. else
  5558. {
  5559. // Going to skip the warp, server and client are real close.
  5560. // Adjust the frame interpolation to move smoothly to the
  5561. // new position within the current tick.
  5562. Point3F cp = mDelta.pos + mDelta.posVec * mDelta.dt;
  5563. if (mDelta.dt == 0)
  5564. {
  5565. mDelta.posVec.set(0.0f, 0.0f, 0.0f);
  5566. mDelta.rotVec.set(0.0f, 0.0f, 0.0f);
  5567. }
  5568. else
  5569. {
  5570. F32 dti = 1.0f / mDelta.dt;
  5571. mDelta.posVec = (cp - pos) * dti;
  5572. mDelta.rotVec.z = mRot.z - rot.z;
  5573. if(mDelta.rotVec.z > M_PI_F)
  5574. mDelta.rotVec.z -= M_2PI_F;
  5575. else if(mDelta.rotVec.z < -M_PI_F)
  5576. mDelta.rotVec.z += M_2PI_F;
  5577. mDelta.rotVec.z *= dti;
  5578. }
  5579. mDelta.pos = pos;
  5580. mDelta.rot = rot;
  5581. if (!ignore_updates)
  5582. setPosition(pos,rot);
  5583. }
  5584. }
  5585. else
  5586. {
  5587. // Set the player to the server position
  5588. mDelta.pos = pos;
  5589. mDelta.rot = rot;
  5590. mDelta.posVec.set(0.0f, 0.0f, 0.0f);
  5591. mDelta.rotVec.set(0.0f, 0.0f, 0.0f);
  5592. mDelta.warpTicks = 0;
  5593. mDelta.dt = 0.0f;
  5594. if (!ignore_updates)
  5595. setPosition(pos,rot);
  5596. }
  5597. }
  5598. F32 energy = stream->readFloat(EnergyLevelBits) * mDataBlock->maxEnergy;
  5599. setEnergyLevel(energy);
  5600. }
  5601. //----------------------------------------------------------------------------
  5602. DefineEngineMethod( Player, getPose, const char*, (),,
  5603. "@brief Get the name of the player's current pose.\n\n"
  5604. "The pose is one of the following:\n\n<ul>"
  5605. "<li>Stand - Standard movement pose.</li>"
  5606. "<li>Sprint - Sprinting pose.</li>"
  5607. "<li>Crouch - Crouch pose.</li>"
  5608. "<li>Prone - Prone pose.</li>"
  5609. "<li>Swim - Swimming pose.</li></ul>\n"
  5610. "@return The current pose; one of: \"Stand\", \"Sprint\", \"Crouch\", \"Prone\", \"Swim\"\n" )
  5611. {
  5612. return object->getPoseName();
  5613. }
  5614. DefineEngineMethod( Player, allowAllPoses, void, (),,
  5615. "@brief Allow all poses a chance to occur.\n\n"
  5616. "This method resets any poses that have manually been blocked from occuring. "
  5617. "This includes the regular pose states such as sprinting, crouch, being prone "
  5618. "and swimming. It also includes being able to jump and jet jump. While this "
  5619. "is allowing these poses to occur it doesn't mean that they all can due to other "
  5620. "conditions. We're just not manually blocking them from being allowed.\n"
  5621. "@see allowJumping()\n"
  5622. "@see allowJetJumping()\n"
  5623. "@see allowSprinting()\n"
  5624. "@see allowCrouching()\n"
  5625. "@see allowProne()\n"
  5626. "@see allowSwimming()\n" )
  5627. {
  5628. object->allowAllPoses();
  5629. }
  5630. DefineEngineMethod( Player, allowJumping, void, (bool state),,
  5631. "@brief Set if the Player is allowed to jump.\n\n"
  5632. "The default is to allow jumping unless there are other environmental concerns "
  5633. "that prevent it. This method is mainly used to explicitly disallow jumping "
  5634. "at any time.\n"
  5635. "@param state Set to true to allow jumping, false to disable it.\n"
  5636. "@see allowAllPoses()\n" )
  5637. {
  5638. object->allowJumping(state);
  5639. }
  5640. DefineEngineMethod( Player, allowJetJumping, void, (bool state),,
  5641. "@brief Set if the Player is allowed to jet jump.\n\n"
  5642. "The default is to allow jet jumping unless there are other environmental concerns "
  5643. "that prevent it. This method is mainly used to explicitly disallow jet jumping "
  5644. "at any time.\n"
  5645. "@param state Set to true to allow jet jumping, false to disable it.\n"
  5646. "@see allowAllPoses()\n" )
  5647. {
  5648. object->allowJetJumping(state);
  5649. }
  5650. DefineEngineMethod( Player, allowSprinting, void, (bool state),,
  5651. "@brief Set if the Player is allowed to sprint.\n\n"
  5652. "The default is to allow sprinting unless there are other environmental concerns "
  5653. "that prevent it. This method is mainly used to explicitly disallow sprinting "
  5654. "at any time.\n"
  5655. "@param state Set to true to allow sprinting, false to disable it.\n"
  5656. "@see allowAllPoses()\n" )
  5657. {
  5658. object->allowSprinting(state);
  5659. }
  5660. DefineEngineMethod( Player, allowCrouching, void, (bool state),,
  5661. "@brief Set if the Player is allowed to crouch.\n\n"
  5662. "The default is to allow crouching unless there are other environmental concerns "
  5663. "that prevent it. This method is mainly used to explicitly disallow crouching "
  5664. "at any time.\n"
  5665. "@param state Set to true to allow crouching, false to disable it.\n"
  5666. "@see allowAllPoses()\n" )
  5667. {
  5668. object->allowCrouching(state);
  5669. }
  5670. DefineEngineMethod( Player, allowProne, void, (bool state),,
  5671. "@brief Set if the Player is allowed to go prone.\n\n"
  5672. "The default is to allow being prone unless there are other environmental concerns "
  5673. "that prevent it. This method is mainly used to explicitly disallow going prone "
  5674. "at any time.\n"
  5675. "@param state Set to true to allow being prone, false to disable it.\n"
  5676. "@see allowAllPoses()\n" )
  5677. {
  5678. object->allowProne(state);
  5679. }
  5680. DefineEngineMethod( Player, allowSwimming, void, (bool state),,
  5681. "@brief Set if the Player is allowed to swim.\n\n"
  5682. "The default is to allow swimming unless there are other environmental concerns "
  5683. "that prevent it. This method is mainly used to explicitly disallow swimming "
  5684. "at any time.\n"
  5685. "@param state Set to true to allow swimming, false to disable it.\n"
  5686. "@see allowAllPoses()\n" )
  5687. {
  5688. object->allowSwimming(state);
  5689. }
  5690. //----------------------------------------------------------------------------
  5691. DefineEngineMethod( Player, getState, const char*, (),,
  5692. "@brief Get the name of the player's current state.\n\n"
  5693. "The state is one of the following:\n\n<ul>"
  5694. "<li>Dead - The Player is dead.</li>"
  5695. "<li>Mounted - The Player is mounted to an object such as a vehicle.</li>"
  5696. "<li>Move - The Player is free to move. The usual state.</li>"
  5697. "<li>Recover - The Player is recovering from a fall. See PlayerData::recoverDelay.</li></ul>\n"
  5698. "@return The current state; one of: \"Dead\", \"Mounted\", \"Move\", \"Recover\"\n" )
  5699. {
  5700. return object->getStateName();
  5701. }
  5702. DefineEngineMethod( Player, getDamageLocation, const char*, ( Point3F pos ),,
  5703. "@brief Get the named damage location and modifier for a given world position.\n\n"
  5704. "the Player object can simulate different hit locations based on a pre-defined set "
  5705. "of PlayerData defined percentages. These hit percentages divide up the Player's "
  5706. "bounding box into different regions. The diagram below demonstrates how the various "
  5707. "PlayerData properties split up the bounding volume:\n\n"
  5708. "<img src=\"images/player_damageloc.png\">\n\n"
  5709. "While you may pass in any world position and getDamageLocation() will provide a best-fit "
  5710. "location, you should be aware that this can produce some interesting results. For example, "
  5711. "any position that is above PlayerData::boxHeadPercentage will be considered a 'head' hit, even "
  5712. "if the world position is high in the sky. Therefore it may be wise to keep the passed in point "
  5713. "to somewhere on the surface of, or within, the Player's bounding volume.\n\n"
  5714. "@note This method will not return an accurate location when the player is "
  5715. "prone or swimming.\n\n"
  5716. "@param pos A world position for which to retrieve a body region on this player.\n"
  5717. "@return a string containing two words (space separated strings), where the "
  5718. "first is a location and the second is a modifier.\n\n"
  5719. "Posible locations:<ul>"
  5720. "<li>head</li>"
  5721. "<li>torso</li>"
  5722. "<li>legs</li></ul>\n"
  5723. "Head modifiers:<ul>"
  5724. "<li>left_back</li>"
  5725. "<li>middle_back</li>"
  5726. "<li>right_back</li>"
  5727. "<li>left_middle</li>"
  5728. "<li>middle_middle</li>"
  5729. "<li>right_middle</li>"
  5730. "<li>left_front</li>"
  5731. "<li>middle_front</li>"
  5732. "<li>right_front</li></ul>\n"
  5733. "Legs/Torso modifiers:<ul>"
  5734. "<li>front_left</li>"
  5735. "<li>front_right</li>"
  5736. "<li>back_left</li>"
  5737. "<li>back_right</li></ul>\n"
  5738. "@see PlayerData::boxHeadPercentage\n"
  5739. "@see PlayerData::boxHeadFrontPercentage\n"
  5740. "@see PlayerData::boxHeadBackPercentage\n"
  5741. "@see PlayerData::boxHeadLeftPercentage\n"
  5742. "@see PlayerData::boxHeadRightPercentage\n"
  5743. "@see PlayerData::boxTorsoPercentage\n"
  5744. )
  5745. {
  5746. const char *buffer1;
  5747. const char *buffer2;
  5748. object->getDamageLocation(pos, buffer1, buffer2);
  5749. static const U32 bufSize = 128;
  5750. char *buff = Con::getReturnBuffer(bufSize);
  5751. dSprintf(buff, bufSize, "%s %s", buffer1, buffer2);
  5752. return buff;
  5753. }
  5754. DefineEngineMethod( Player, setArmThread, bool, ( const char* name ),,
  5755. "@brief Set the sequence that controls the player's arms (dynamically adjusted "
  5756. "to match look direction).\n\n"
  5757. "@param name Name of the sequence to play on the player's arms.\n"
  5758. "@return true if successful, false if failed.\n"
  5759. "@note By default the 'look' sequence is used, if available.\n")
  5760. {
  5761. return object->setArmThread( name );
  5762. }
  5763. DefineEngineMethod( Player, setActionThread, bool, ( const char* name, bool hold, bool fsp ), ( false, true ),
  5764. "@brief Set the main action sequence to play for this player.\n\n"
  5765. "@param name Name of the action sequence to set\n"
  5766. "@param hold Set to false to get a callback on the datablock when the sequence ends (PlayerData::animationDone()). "
  5767. "When set to true no callback is made.\n"
  5768. "@param fsp True if first person and none of the spine nodes in the shape should animate. False will allow the shape's "
  5769. "spine nodes to animate.\n"
  5770. "@return True if succesful, false if failed\n"
  5771. "@note The spine nodes for the Player's shape are named as follows:\n\n<ul>"
  5772. "<li>Bip01 Pelvis</li>"
  5773. "<li>Bip01 Spine</li>"
  5774. "<li>Bip01 Spine1</li>"
  5775. "<li>Bip01 Spine2</li>"
  5776. "<li>Bip01 Neck</li>"
  5777. "<li>Bip01 Head</li></ul>\n\n"
  5778. "You cannot use setActionThread() to have the Player play one of the motion "
  5779. "determined action animation sequences. These sequences are chosen based on how "
  5780. "the Player moves and the Player's current pose. The names of these sequences are:\n\n<ul>"
  5781. "<li>root</li>"
  5782. "<li>run</li>"
  5783. "<li>side</li>"
  5784. "<li>side_right</li>"
  5785. "<li>crouch_root</li>"
  5786. "<li>crouch_forward</li>"
  5787. "<li>crouch_backward</li>"
  5788. "<li>crouch_side</li>"
  5789. "<li>crouch_right</li>"
  5790. "<li>prone_root</li>"
  5791. "<li>prone_forward</li>"
  5792. "<li>prone_backward</li>"
  5793. "<li>swim_root</li>"
  5794. "<li>swim_forward</li>"
  5795. "<li>swim_backward</li>"
  5796. "<li>swim_left</li>"
  5797. "<li>swim_right</li>"
  5798. "<li>fall</li>"
  5799. "<li>jump</li>"
  5800. "<li>standjump</li>"
  5801. "<li>land</li>"
  5802. "<li>jet</li></ul>\n\n"
  5803. "If the player moves in any direction then the animation sequence set using this "
  5804. "method will be cancelled and the chosen mation-based sequence will take over. This makes "
  5805. "great for times when the Player cannot move, such as when mounted, or when it doesn't matter "
  5806. "if the action sequence changes, such as waving and saluting.\n"
  5807. "@tsexample\n"
  5808. "// Place the player in a sitting position after being mounted\n"
  5809. "%player.setActionThread( \"sitting\", true, true );\n"
  5810. "@endtsexample\n")
  5811. {
  5812. return object->setActionThread( name, hold, true, fsp);
  5813. }
  5814. DefineEngineMethod( Player, setControlObject, bool, ( ShapeBase* obj ),,
  5815. "@brief Set the object to be controlled by this player\n\n"
  5816. "It is possible to have the moves sent to the Player object from the "
  5817. "GameConnection to be passed along to another object. This happens, for example "
  5818. "when a player is mounted to a vehicle. The move commands pass through the Player "
  5819. "and on to the vehicle (while the player remains stationary within the vehicle). "
  5820. "With setControlObject() you can have the Player pass along its moves to any object. "
  5821. "One possible use is for a player to move a remote controlled vehicle. In this case "
  5822. "the player does not mount the vehicle directly, but still wants to be able to control it.\n"
  5823. "@param obj Object to control with this player\n"
  5824. "@return True if the object is valid, false if not\n"
  5825. "@see getControlObject()\n"
  5826. "@see clearControlObject()\n"
  5827. "@see GameConnection::setControlObject()")
  5828. {
  5829. if (obj) {
  5830. object->setControlObject(obj);
  5831. return true;
  5832. }
  5833. else
  5834. object->setControlObject(0);
  5835. return false;
  5836. }
  5837. DefineEngineMethod( Player, getControlObject, S32, (),,
  5838. "@brief Get the current object we are controlling.\n\n"
  5839. "@return ID of the ShapeBase object we control, or 0 if not controlling an "
  5840. "object.\n"
  5841. "@see setControlObject()\n"
  5842. "@see clearControlObject()")
  5843. {
  5844. ShapeBase* controlObject = object->getControlObject();
  5845. return controlObject ? controlObject->getId(): 0;
  5846. }
  5847. DefineEngineMethod( Player, clearControlObject, void, (),,
  5848. "@brief Clears the player's current control object.\n\n"
  5849. "Returns control to the player. This internally calls "
  5850. "Player::setControlObject(0).\n"
  5851. "@tsexample\n"
  5852. "%player.clearControlObject();\n"
  5853. "echo(%player.getControlObject()); //<-- Returns 0, player assumes control\n"
  5854. "%player.setControlObject(%vehicle);\n"
  5855. "echo(%player.getControlObject()); //<-- Returns %vehicle, player controls the vehicle now.\n"
  5856. "@endtsexample\n"
  5857. "@note If the player does not have a control object, the player will receive all moves "
  5858. "from its GameConnection. If you're looking to remove control from the player itself "
  5859. "(i.e. stop sending moves to the player) use GameConnection::setControlObject() to transfer "
  5860. "control to another object, such as a camera.\n"
  5861. "@see setControlObject()\n"
  5862. "@see getControlObject()\n"
  5863. "@see GameConnection::setControlObject()\n")
  5864. {
  5865. object->setControlObject(0);
  5866. }
  5867. DefineEngineMethod( Player, checkDismountPoint, bool, ( Point3F oldPos, Point3F pos ),,
  5868. "@brief Check if it is safe to dismount at this position.\n\n"
  5869. "Internally this method casts a ray from oldPos to pos to determine if it hits the "
  5870. "terrain, an interior object, a water object, another player, a static shape, "
  5871. "a vehicle (exluding the one currently mounted), or physical zone. If this ray "
  5872. "is in the clear, then the player's bounding box is also checked for a collision at "
  5873. "the pos position. If this displaced bounding box is also in the clear, then "
  5874. "checkDismountPoint() returns true.\n"
  5875. "@param oldPos The player's current position\n"
  5876. "@param pos The dismount position to check\n"
  5877. "@return True if the dismount position is clear, false if not\n"
  5878. "@note The player must be already mounted for this method to not assert.\n")
  5879. {
  5880. MatrixF oldPosMat(true);
  5881. oldPosMat.setColumn(3, oldPos);
  5882. MatrixF posMat(true);
  5883. posMat.setColumn(3, pos);
  5884. return object->checkDismountPosition(oldPosMat, posMat);
  5885. }
  5886. DefineEngineMethod( Player, getNumDeathAnimations, S32, ( ),,
  5887. "@brief Get the number of death animations available to this player.\n\n"
  5888. "Death animations are assumed to be named death1-N using consecutive indices." )
  5889. {
  5890. S32 count = 0;
  5891. const PlayerData * db = dynamic_cast<PlayerData*>( object->getDataBlock() );
  5892. if ( db )
  5893. {
  5894. for ( S32 i = 0; i < db->actionCount; i++ )
  5895. if ( db->actionList[i].death )
  5896. count++;
  5897. }
  5898. return count;
  5899. }
  5900. //----------------------------------------------------------------------------
  5901. void Player::consoleInit()
  5902. {
  5903. Con::addVariable("$player::renderMyPlayer",TypeBool, &sRenderMyPlayer,
  5904. "@brief Determines if the player is rendered or not.\n\n"
  5905. "Used on the client side to disable the rendering of all Player objects. This is "
  5906. "mainly for the tools or debugging.\n"
  5907. "@ingroup GameObjects\n");
  5908. Con::addVariable("$player::renderMyItems",TypeBool, &sRenderMyItems,
  5909. "@brief Determines if mounted shapes are rendered or not.\n\n"
  5910. "Used on the client side to disable the rendering of all Player mounted objects. This is "
  5911. "mainly used for the tools or debugging.\n"
  5912. "@ingroup GameObjects\n");
  5913. Con::addVariable("$player::renderCollision", TypeBool, &sRenderPlayerCollision,
  5914. "@brief Determines if the player's collision mesh should be rendered.\n\n"
  5915. "This is mainly used for the tools and debugging.\n"
  5916. "@ingroup GameObjects\n");
  5917. Con::addVariable("$player::minWarpTicks",TypeF32,&sMinWarpTicks,
  5918. "@brief Fraction of tick at which instant warp occures on the client.\n\n"
  5919. "@ingroup GameObjects\n");
  5920. Con::addVariable("$player::maxWarpTicks",TypeS32,&sMaxWarpTicks,
  5921. "@brief When a warp needs to occur due to the client being too far off from the server, this is the "
  5922. "maximum number of ticks we'll allow the client to warp to catch up.\n\n"
  5923. "@ingroup GameObjects\n");
  5924. Con::addVariable("$player::maxPredictionTicks",TypeS32,&sMaxPredictionTicks,
  5925. "@brief Maximum number of ticks to predict on the client from the last known move obtained from the server.\n\n"
  5926. "@ingroup GameObjects\n");
  5927. Con::addVariable("$player::maxImpulseVelocity", TypeF32, &sMaxImpulseVelocity,
  5928. "@brief The maximum velocity allowed due to a single impulse.\n\n"
  5929. "@ingroup GameObjects\n");
  5930. // Move triggers
  5931. Con::addVariable("$player::jumpTrigger", TypeS32, &sJumpTrigger,
  5932. "@brief The move trigger index used for player jumping.\n\n"
  5933. "@ingroup GameObjects\n");
  5934. Con::addVariable("$player::crouchTrigger", TypeS32, &sCrouchTrigger,
  5935. "@brief The move trigger index used for player crouching.\n\n"
  5936. "@ingroup GameObjects\n");
  5937. Con::addVariable("$player::proneTrigger", TypeS32, &sProneTrigger,
  5938. "@brief The move trigger index used for player prone pose.\n\n"
  5939. "@ingroup GameObjects\n");
  5940. Con::addVariable("$player::sprintTrigger", TypeS32, &sSprintTrigger,
  5941. "@brief The move trigger index used for player sprinting.\n\n"
  5942. "@ingroup GameObjects\n");
  5943. Con::addVariable("$player::imageTrigger0", TypeS32, &sImageTrigger0,
  5944. "@brief The move trigger index used to trigger mounted image 0.\n\n"
  5945. "@ingroup GameObjects\n");
  5946. Con::addVariable("$player::imageTrigger1", TypeS32, &sImageTrigger1,
  5947. "@brief The move trigger index used to trigger mounted image 1 or alternate fire "
  5948. "on mounted image 0.\n\n"
  5949. "@ingroup GameObjects\n");
  5950. Con::addVariable("$player::jumpJetTrigger", TypeS32, &sJumpJetTrigger,
  5951. "@brief The move trigger index used for player jump jetting.\n\n"
  5952. "@ingroup GameObjects\n");
  5953. Con::addVariable("$player::vehicleDismountTrigger", TypeS32, &sVehicleDismountTrigger,
  5954. "@brief The move trigger index used to dismount player.\n\n"
  5955. "@ingroup GameObjects\n");
  5956. // ExtendedMove support
  5957. Con::addVariable("$player::extendedMoveHeadPosRotIndex", TypeS32, &smExtendedMoveHeadPosRotIndex,
  5958. "@brief The ExtendedMove position/rotation index used for head movements.\n\n"
  5959. "@ingroup GameObjects\n");
  5960. afx_consoleInit();
  5961. }
  5962. //--------------------------------------------------------------------------
  5963. void Player::calcClassRenderData()
  5964. {
  5965. Parent::calcClassRenderData();
  5966. // If nothing is mounted do not perform the calculations below. Otherwise,
  5967. // we'll end up with a bad ray cast as both nmat and smat will be the
  5968. // Player's transform.
  5969. MountedImage& image = mMountedImageList[0];
  5970. if (!image.dataBlock)
  5971. {
  5972. mWeaponBackFraction = 0.0f;
  5973. return;
  5974. }
  5975. disableCollision();
  5976. MatrixF nmat;
  5977. MatrixF smat;
  5978. Parent::getRetractionTransform(0,&nmat);
  5979. Parent::getImageTransform(0, &smat);
  5980. // See if we are pushed into a wall...
  5981. Point3F start, end;
  5982. smat.getColumn(3, &start);
  5983. nmat.getColumn(3, &end);
  5984. RayInfo rinfo;
  5985. if (getContainer()->castRay(start, end, sCollisionMoveMask & ~(WaterObjectType|PhysicalZoneObjectType|MarkerObjectType), &rinfo)) {
  5986. if (rinfo.t < 1.0f)
  5987. mWeaponBackFraction = 1.0f - rinfo.t;
  5988. else
  5989. mWeaponBackFraction = 0.0f;
  5990. } else {
  5991. mWeaponBackFraction = 0.0f;
  5992. }
  5993. enableCollision();
  5994. }
  5995. //-----------------------------------------------------------------------------
  5996. void Player::playFootstepSound( bool triggeredLeft, Material* contactMaterial, SceneObject* contactObject )
  5997. {
  5998. if (footfallSoundOverride > 0)
  5999. return;
  6000. MatrixF footMat = getTransform();
  6001. if( mWaterCoverage > 0.0 )
  6002. {
  6003. // Treading water.
  6004. if ( mWaterCoverage < mDataBlock->footSplashHeight )
  6005. SFX->playOnce( mDataBlock->getPlayerSoundProfile( PlayerData::FootShallowSplash ), &footMat );
  6006. else
  6007. {
  6008. if ( mWaterCoverage < 1.0 )
  6009. SFX->playOnce( mDataBlock->getPlayerSoundProfile( PlayerData::FootWading ), &footMat );
  6010. else
  6011. {
  6012. if ( triggeredLeft )
  6013. {
  6014. SFX->playOnce( mDataBlock->getPlayerSoundProfile( PlayerData::FootUnderWater ), &footMat );
  6015. SFX->playOnce( mDataBlock->getPlayerSoundProfile( PlayerData::FootBubbles ), &footMat );
  6016. }
  6017. }
  6018. }
  6019. }
  6020. else if( contactMaterial && contactMaterial->getCustomFootstepSoundProfile())
  6021. {
  6022. // Footstep sound defined on material.
  6023. SFX->playOnce( contactMaterial->getCustomFootstepSoundProfile(), &footMat );
  6024. }
  6025. else
  6026. {
  6027. // Play default sound.
  6028. S32 sound = -1;
  6029. if (contactMaterial && (contactMaterial->mFootstepSoundId > -1 && contactMaterial->mFootstepSoundId < PlayerData::WaterStart))
  6030. sound = contactMaterial->mFootstepSoundId;
  6031. else if( contactObject && contactObject->getTypeMask() & VehicleObjectType )
  6032. sound = 2;
  6033. if (sound>=0)
  6034. SFX->playOnce(mDataBlock->getPlayerSoundProfile(sound), &footMat);
  6035. }
  6036. }
  6037. void Player:: playImpactSound()
  6038. {
  6039. if( mWaterCoverage == 0.0f )
  6040. {
  6041. Point3F pos;
  6042. RayInfo rInfo;
  6043. MatrixF mat = getTransform();
  6044. mat.mulP(Point3F(mDataBlock->decalOffset,0.0f,0.0f), &pos);
  6045. if( gClientContainer.castRay( Point3F( pos.x, pos.y, pos.z + 0.01f ),
  6046. Point3F( pos.x, pos.y, pos.z - 2.0f ),
  6047. (U32)STATIC_COLLISION_TYPEMASK | (U32)VehicleObjectType,
  6048. &rInfo ) )
  6049. {
  6050. Material* material = ( rInfo.material ? dynamic_cast< Material* >( rInfo.material->getMaterial() ) : 0 );
  6051. if( material && material->getCustomImpactSoundProfile() )
  6052. SFX->playOnce( material->getCustomImpactSoundProfile(), &getTransform() );
  6053. else
  6054. {
  6055. S32 sound = -1;
  6056. if (material && (material->mImpactSoundId > -1 && material->mImpactSoundId < PlayerData::WaterStart))
  6057. sound = material->mImpactSoundId;
  6058. else if( rInfo.object->getTypeMask() & VehicleObjectType )
  6059. sound = 2; // Play metal;
  6060. if (sound >= 0)
  6061. SFX->playOnce(mDataBlock->getPlayerSoundProfile(PlayerData::ImpactSoft + sound), &getTransform());
  6062. }
  6063. }
  6064. }
  6065. mImpactSound = 0;
  6066. }
  6067. //--------------------------------------------------------------------------
  6068. // Update splash
  6069. //--------------------------------------------------------------------------
  6070. void Player::updateSplash()
  6071. {
  6072. F32 speed = getVelocity().len();
  6073. if( speed < mDataBlock->splashVelocity || isMounted() ) return;
  6074. Point3F curPos = getPosition();
  6075. if ( curPos.equal( mLastPos ) )
  6076. return;
  6077. if (pointInWater( curPos )) {
  6078. if (!pointInWater( mLastPos )) {
  6079. Point3F norm = getVelocity();
  6080. norm.normalize();
  6081. // make sure player is moving vertically at good pace before playing splash
  6082. F32 splashAng = mDataBlock->splashAngle / 360.0;
  6083. if( mDot( norm, Point3F(0.0, 0.0, -1.0) ) < splashAng )
  6084. return;
  6085. RayInfo rInfo;
  6086. if (gClientContainer.castRay(mLastPos, curPos,
  6087. WaterObjectType, &rInfo)) {
  6088. createSplash( rInfo.point, speed );
  6089. mBubbleEmitterTime = 0.0;
  6090. }
  6091. }
  6092. }
  6093. }
  6094. //--------------------------------------------------------------------------
  6095. void Player::updateFroth( F32 dt )
  6096. {
  6097. // update bubbles
  6098. Point3F moveDir = getVelocity();
  6099. mBubbleEmitterTime += dt;
  6100. if (mBubbleEmitterTime < mDataBlock->bubbleEmitTime) {
  6101. if (mSplashEmitter[PlayerData::BUBBLE_EMITTER]) {
  6102. Point3F emissionPoint = getRenderPosition();
  6103. U32 emitNum = PlayerData::BUBBLE_EMITTER;
  6104. mSplashEmitter[emitNum]->emitParticles(mLastPos, emissionPoint,
  6105. Point3F( 0.0, 0.0, 1.0 ), moveDir, (U32)(dt * 1000.0));
  6106. }
  6107. }
  6108. Point3F contactPoint;
  6109. if (!collidingWithWater(contactPoint)) {
  6110. mLastWaterPos = mLastPos;
  6111. return;
  6112. }
  6113. F32 speed = moveDir.len();
  6114. if ( speed < mDataBlock->splashVelEpsilon )
  6115. speed = 0.0;
  6116. U32 emitRate = (U32) (speed * mDataBlock->splashFreqMod * dt);
  6117. // If we're in the water, swimming, but not
  6118. // moving, then lets emit some particles because
  6119. // we're treading water.
  6120. if ( mSwimming && speed == 0.0 )
  6121. {
  6122. emitRate = (U32) (2.0f * mDataBlock->splashFreqMod * dt);
  6123. }
  6124. U32 i;
  6125. for ( i=0; i<PlayerData::BUBBLE_EMITTER; i++ ) {
  6126. if (mSplashEmitter[i] )
  6127. mSplashEmitter[i]->emitParticles( mLastWaterPos,
  6128. contactPoint, Point3F( 0.0, 0.0, 1.0 ),
  6129. moveDir, emitRate );
  6130. }
  6131. mLastWaterPos = contactPoint;
  6132. }
  6133. void Player::updateWaterSounds(F32 dt)
  6134. {
  6135. if ( mWaterCoverage < 1.0f || mDamageState != Enabled )
  6136. {
  6137. // Stop everything
  6138. if ( mMoveBubbleSound )
  6139. mMoveBubbleSound->stop();
  6140. if ( mWaterBreathSound )
  6141. mWaterBreathSound->stop();
  6142. return;
  6143. }
  6144. if ( mMoveBubbleSound )
  6145. {
  6146. // We're under water and still alive, so let's play something
  6147. if ( mVelocity.len() > 1.0f )
  6148. {
  6149. if ( !mMoveBubbleSound->isPlaying() )
  6150. mMoveBubbleSound->play();
  6151. mMoveBubbleSound->setTransform( getTransform() );
  6152. }
  6153. else
  6154. mMoveBubbleSound->stop();
  6155. }
  6156. if ( mWaterBreathSound )
  6157. {
  6158. if ( !mWaterBreathSound->isPlaying() )
  6159. mWaterBreathSound->play();
  6160. mWaterBreathSound->setTransform( getTransform() );
  6161. }
  6162. }
  6163. //--------------------------------------------------------------------------
  6164. // Returns true if player is intersecting a water surface
  6165. //--------------------------------------------------------------------------
  6166. bool Player::collidingWithWater( Point3F &waterHeight )
  6167. {
  6168. if ( !mCurrentWaterObject )
  6169. return false;
  6170. Point3F curPos = getPosition();
  6171. if ( mWorldBox.maxExtents.z < mLiquidHeight )
  6172. return false;
  6173. curPos.z = mLiquidHeight;
  6174. waterHeight = getPosition();
  6175. waterHeight.z = mLiquidHeight;
  6176. return true;
  6177. }
  6178. //--------------------------------------------------------------------------
  6179. void Player::createSplash( Point3F &pos, F32 speed )
  6180. {
  6181. if ( speed >= mDataBlock->hardSplashSoundVel )
  6182. SFX->playOnce( mDataBlock->getPlayerSoundProfile(PlayerData::ImpactWaterHard), &getTransform() );
  6183. else if ( speed >= mDataBlock->medSplashSoundVel )
  6184. SFX->playOnce( mDataBlock->getPlayerSoundProfile(PlayerData::ImpactWaterMedium), &getTransform() );
  6185. else
  6186. SFX->playOnce( mDataBlock->getPlayerSoundProfile(PlayerData::ImpactWaterEasy), &getTransform() );
  6187. if( mDataBlock->splash )
  6188. {
  6189. MatrixF trans = getTransform();
  6190. trans.setPosition( pos );
  6191. Splash *splash = new Splash;
  6192. splash->onNewDataBlock( mDataBlock->splash, false );
  6193. splash->setTransform( trans );
  6194. splash->setInitialState( trans.getPosition(), Point3F( 0.0, 0.0, 1.0 ) );
  6195. if (!splash->registerObject())
  6196. delete splash;
  6197. }
  6198. }
  6199. bool Player::isControlObject()
  6200. {
  6201. GameConnection* connection = GameConnection::getConnectionToServer();
  6202. if( !connection ) return false;
  6203. ShapeBase *obj = dynamic_cast<ShapeBase*>(connection->getControlObject());
  6204. return ( obj == this );
  6205. }
  6206. void Player::prepRenderImage( SceneRenderState* state )
  6207. {
  6208. bool renderPlayer = true;
  6209. bool renderItems = true;
  6210. /*
  6211. if ( mPhysicsRep && Con::getBoolVariable("$PhysicsPlayer::DebugRender",false) )
  6212. {
  6213. ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
  6214. ri->renderDelegate.bind( mPhysicsRep, &PhysicsPlayer::renderDebug );
  6215. ri->objectIndex = -1;
  6216. ri->type = RenderPassManager::RIT_Editor;
  6217. state->getRenderPass()->addInst( ri );
  6218. }
  6219. */
  6220. // Debug rendering for all convexes in the Players working list.
  6221. if ( sRenderPlayerCollision )
  6222. {
  6223. ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
  6224. ri->renderDelegate.bind( this, &Player::renderConvex );
  6225. ri->objectIndex = -1;
  6226. ri->type = RenderPassManager::RIT_Editor;
  6227. state->getRenderPass()->addInst( ri );
  6228. }
  6229. GameConnection* connection = GameConnection::getConnectionToServer();
  6230. if( connection && connection->getControlObject() == this && connection->isFirstPerson() )
  6231. {
  6232. // If we're first person and we are not rendering the player
  6233. // then disable all shadow rendering... a floating gun shadow sucks.
  6234. if ( state->isShadowPass() && !mDataBlock->renderFirstPerson && !mDataBlock->firstPersonShadows )
  6235. return;
  6236. renderPlayer = mDataBlock->renderFirstPerson || !state->isDiffusePass();
  6237. if( !sRenderMyPlayer )
  6238. renderPlayer = false;
  6239. if( !sRenderMyItems )
  6240. renderItems = false;
  6241. }
  6242. // Call the protected base class to do the work
  6243. // now that we know if we're rendering the player
  6244. // and mounted shapes.
  6245. return ShapeBase::_prepRenderImage( state,
  6246. renderPlayer,
  6247. renderItems );
  6248. }
  6249. void Player::renderConvex( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat )
  6250. {
  6251. GFX->enterDebugEvent( ColorI(255,0,255), "Player_renderConvex" );
  6252. mConvex.renderWorkingList();
  6253. GFX->leaveDebugEvent();
  6254. }
  6255. // static
  6256. bool Player::sCorpsesHiddenFromRayCast = true; // this default matches stock Torque behavior.
  6257. // static
  6258. void Player::afx_consoleInit()
  6259. {
  6260. Con::addVariable("pref::Player::corpsesHiddenFromRayCast", TypeBool, &sCorpsesHiddenFromRayCast);
  6261. }
  6262. void Player::afx_init()
  6263. {
  6264. overrideLookAnimation = false;
  6265. armLookOverridePos = 0.5f;
  6266. headVLookOverridePos = 0.5f;
  6267. headHLookOverridePos = 0.5f;
  6268. ignore_updates = false;
  6269. fx_c_triggers = 0;
  6270. mark_fx_c_triggers = 0;
  6271. fx_s_triggers = 0;
  6272. move_trigger_states = 0;
  6273. z_velocity = 0.0f;
  6274. mark_idle = false;
  6275. idle_timer = 0.0f;
  6276. mark_s_landing = false;
  6277. speed_bias = 1.0f;
  6278. speed_bias_goal = 1.0f;
  6279. override_movement = 0;
  6280. movement_data.zero();
  6281. movement_op = 1;
  6282. last_movement_tag = 0;
  6283. footfallDecalOverride = 0;
  6284. footfallSoundOverride = 0;
  6285. footfallDustOverride = 0;
  6286. noFootfallFX = false;
  6287. }
  6288. U32 Player::afx_packUpdate(NetConnection* con, U32 mask, BitStream* stream, U32 retMask)
  6289. {
  6290. #if 0
  6291. if (stream->writeFlag(mask & LookOverrideMask))
  6292. #else
  6293. if (stream->writeFlag(mask & ActionMask))
  6294. #endif
  6295. stream->writeFlag(overrideLookAnimation);
  6296. if (stream->writeFlag(mask & TriggerMask))
  6297. stream->write(fx_s_triggers);
  6298. return retMask;
  6299. }
  6300. void Player::afx_unpackUpdate(NetConnection* con, BitStream* stream)
  6301. {
  6302. if (stream->readFlag()) // LookOverrideMask
  6303. overrideLookAnimation = stream->readFlag();
  6304. if (stream->readFlag()) // TriggerMask
  6305. {
  6306. U32 mask;
  6307. stream->read(&mask);
  6308. mark_fx_c_triggers = mask;
  6309. }
  6310. }
  6311. // Code for overriding player's animation with sequences selected by the
  6312. // anim-clip component effect.
  6313. void Player::restoreAnimation(U32 tag)
  6314. {
  6315. // check if this is a blended clip
  6316. if ((tag & BLENDED_CLIP) != 0)
  6317. {
  6318. restoreBlendAnimation(tag);
  6319. return;
  6320. }
  6321. if (tag != 0 && tag == last_anim_tag)
  6322. {
  6323. bool is_death_anim = ((anim_clip_flags & IS_DEATH_ANIM) != 0);
  6324. anim_clip_flags &= ~(ANIM_OVERRIDDEN | IS_DEATH_ANIM);
  6325. if (isClientObject())
  6326. {
  6327. if (mDamageState != Enabled)
  6328. {
  6329. if (!is_death_anim)
  6330. {
  6331. // this is a bit hardwired and desperate,
  6332. // but if he's dead he needs to look like it.
  6333. setActionThread("death10", false, false, false);
  6334. }
  6335. }
  6336. else if (mState != MoveState)
  6337. {
  6338. // not sure what happens here
  6339. }
  6340. else
  6341. {
  6342. pickActionAnimation();
  6343. }
  6344. }
  6345. last_anim_tag = 0;
  6346. last_anim_id = -1;
  6347. }
  6348. }
  6349. U32 Player::getAnimationID(const char* name)
  6350. {
  6351. for (U32 i = 0; i < mDataBlock->actionCount; i++)
  6352. {
  6353. PlayerData::ActionAnimation &anim = mDataBlock->actionList[i];
  6354. if (dStricmp(anim.name, name) == 0)
  6355. return i;
  6356. }
  6357. Con::errorf("Player::getAnimationID() -- Player does not contain a sequence that matches the name, %s.", name);
  6358. return BAD_ANIM_ID;
  6359. }
  6360. U32 Player::playAnimationByID(U32 anim_id, F32 pos, F32 rate, F32 trans, bool hold, bool wait, bool is_death_anim)
  6361. {
  6362. if (anim_id == BAD_ANIM_ID)
  6363. return 0;
  6364. S32 seq_id = mDataBlock->actionList[anim_id].sequence;
  6365. if (seq_id == -1)
  6366. {
  6367. Con::errorf("Player::playAnimation() problem. BAD_SEQ_ID");
  6368. return 0;
  6369. }
  6370. if (mShapeInstance->getShape()->sequences[seq_id].isBlend())
  6371. return playBlendAnimation(seq_id, pos, rate);
  6372. if (isClientObject())
  6373. {
  6374. PlayerData::ActionAnimation &anim = mDataBlock->actionList[anim_id];
  6375. if (anim.sequence != -1)
  6376. {
  6377. mActionAnimation.action = anim_id;
  6378. mActionAnimation.forward = (rate >= 0);
  6379. mActionAnimation.firstPerson = false;
  6380. mActionAnimation.holdAtEnd = hold;
  6381. mActionAnimation.waitForEnd = hold? true: wait;
  6382. mActionAnimation.animateOnServer = false;
  6383. mActionAnimation.atEnd = false;
  6384. mActionAnimation.delayTicks = (S32)sNewAnimationTickTime;
  6385. F32 transTime = (trans < 0) ? sAnimationTransitionTime : trans;
  6386. mShapeInstance->setTimeScale(mActionAnimation.thread, rate);
  6387. mShapeInstance->transitionToSequence(mActionAnimation.thread,anim.sequence,
  6388. pos, transTime, true);
  6389. }
  6390. }
  6391. if (is_death_anim)
  6392. anim_clip_flags |= IS_DEATH_ANIM;
  6393. else
  6394. anim_clip_flags &= ~IS_DEATH_ANIM;
  6395. anim_clip_flags |= ANIM_OVERRIDDEN;
  6396. last_anim_tag = unique_anim_tag_counter++;
  6397. last_anim_id = anim_id;
  6398. return last_anim_tag;
  6399. }
  6400. F32 Player::getAnimationDurationByID(U32 anim_id)
  6401. {
  6402. if (anim_id == BAD_ANIM_ID)
  6403. return 0.0f;
  6404. S32 seq_id = mDataBlock->actionList[anim_id].sequence;
  6405. if (seq_id >= 0 && seq_id < mDataBlock->getShape()->sequences.size())
  6406. return mDataBlock->getShape()->sequences[seq_id].duration;
  6407. return 0.0f;
  6408. }
  6409. bool Player::isBlendAnimation(const char* name)
  6410. {
  6411. U32 anim_id = getAnimationID(name);
  6412. if (anim_id == BAD_ANIM_ID)
  6413. return false;
  6414. S32 seq_id = mDataBlock->actionList[anim_id].sequence;
  6415. if (seq_id >= 0 && seq_id < mDataBlock->getShape()->sequences.size())
  6416. return mDataBlock->getShape()->sequences[seq_id].isBlend();
  6417. return false;
  6418. }
  6419. const char* Player::getLastClipName(U32 clip_tag)
  6420. {
  6421. if (clip_tag != last_anim_tag || last_anim_id >= PlayerData::NumActionAnims)
  6422. return "";
  6423. return mDataBlock->actionList[last_anim_id].name;
  6424. }
  6425. void Player::unlockAnimation(U32 tag, bool force)
  6426. {
  6427. if ((tag != 0 && tag == last_anim_lock_tag) || force)
  6428. anim_clip_flags &= ~BLOCK_USER_CONTROL;
  6429. }
  6430. U32 Player::lockAnimation()
  6431. {
  6432. anim_clip_flags |= BLOCK_USER_CONTROL;
  6433. last_anim_lock_tag = unique_anim_tag_counter++;
  6434. return last_anim_lock_tag;
  6435. }
  6436. DefineEngineMethod(Player, isAnimationLocked, bool, (),, "")
  6437. {
  6438. return object->isAnimationLocked();
  6439. }
  6440. void Player::setLookAnimationOverride(bool flag)
  6441. {
  6442. overrideLookAnimation = flag;
  6443. #if 0
  6444. setMaskBits(LookOverrideMask);
  6445. #else
  6446. setMaskBits(ActionMask);
  6447. #endif
  6448. }
  6449. DefineEngineMethod(Player, setLookAnimationOverride, void, (bool flag),, "")
  6450. {
  6451. object->setLookAnimationOverride(flag);
  6452. }
  6453. DefineEngineMethod(Player, copyHeadRotation, void, (Player* other_player),, "")
  6454. {
  6455. if (other_player)
  6456. object->copyHeadRotation(other_player);
  6457. }
  6458. void Player::process_client_triggers(bool triggeredLeft, bool triggeredRight)
  6459. {
  6460. bool mark_landing = false;
  6461. Point3F my_vel = getVelocity();
  6462. if (my_vel.z > 5.0f)
  6463. z_velocity = 1;
  6464. else if (my_vel.z < -5.0f)
  6465. z_velocity = -1;
  6466. else
  6467. {
  6468. if (z_velocity < 0)
  6469. mark_landing = true;
  6470. z_velocity = 0.0f;
  6471. }
  6472. fx_c_triggers = mark_fx_c_triggers;
  6473. if (triggeredLeft)
  6474. fx_c_triggers |= PLAYER_LF_FOOT_C_TRIGGER;
  6475. if (triggeredRight)
  6476. fx_c_triggers |= PLAYER_RT_FOOT_C_TRIGGER;
  6477. if (mark_landing)
  6478. fx_c_triggers |= PLAYER_LANDING_C_TRIGGER;
  6479. if (idle_timer > 10.0f)
  6480. {
  6481. fx_c_triggers |= PLAYER_IDLE_C_TRIGGER;
  6482. idle_timer = 0.0f;
  6483. }
  6484. if (fx_c_triggers & PLAYER_LANDING_S_TRIGGER)
  6485. {
  6486. fx_c_triggers &= ~(PLAYER_LANDING_S_TRIGGER);
  6487. }
  6488. }
  6489. U32 Player::unique_movement_tag_counter = 1;
  6490. void Player::setMovementSpeedBias(F32 bias)
  6491. {
  6492. speed_bias_goal = bias;
  6493. }
  6494. U32 Player::setMovementOverride(F32 bias, const Point3F* mov, U32 op)
  6495. {
  6496. if (mov)
  6497. {
  6498. movement_data = *mov;
  6499. override_movement = true;
  6500. movement_op = (U8)op;
  6501. }
  6502. else
  6503. override_movement = false;
  6504. speed_bias_goal = bias;
  6505. last_movement_tag = unique_movement_tag_counter++;
  6506. return last_movement_tag;
  6507. }
  6508. void Player::restoreMovement(U32 tag)
  6509. {
  6510. if (tag != 0 && tag == last_movement_tag)
  6511. {
  6512. speed_bias_goal = 1.0;
  6513. override_movement = false;
  6514. }
  6515. }
  6516. DefineEngineMethod(Player, setMovementSpeedBias, void, (F32 bias),, "setMovementSpeedBias(F32 bias)")
  6517. {
  6518. object->setMovementSpeedBias(bias);
  6519. }
  6520. void Player::overrideFootfallFX(bool decals, bool sounds, bool dust)
  6521. {
  6522. if (decals)
  6523. footfallDecalOverride++;
  6524. if (sounds)
  6525. footfallSoundOverride++;
  6526. if (dust)
  6527. footfallDustOverride++;
  6528. noFootfallFX = (footfallDecalOverride > 0 && footfallSoundOverride > 0 && footfallDustOverride > 0);
  6529. }
  6530. void Player::restoreFootfallFX(bool decals, bool sounds, bool dust)
  6531. {
  6532. if (decals && footfallDecalOverride)
  6533. footfallDecalOverride--;
  6534. if (sounds && footfallSoundOverride)
  6535. footfallSoundOverride--;
  6536. if (dust && footfallDustOverride)
  6537. footfallDustOverride--;
  6538. noFootfallFX = (footfallDecalOverride > 0 && footfallSoundOverride > 0 && footfallDustOverride > 0);
  6539. }
  6540. #ifdef TORQUE_OPENVR
  6541. void Player::setControllers(Vector<OpenVRTrackedObject*> controllerList)
  6542. {
  6543. mControllers[0] = controllerList.size() > 0 ? controllerList[0] : NULL;
  6544. mControllers[1] = controllerList.size() > 1 ? controllerList[1] : NULL;
  6545. }
  6546. DefineEngineMethod(Player, setVRControllers, void, (OpenVRTrackedObject* controllerL, OpenVRTrackedObject* controllerR,, "")
  6547. {
  6548. Vector<OpenVRTrackedObject*> list;
  6549. if (controllerL)
  6550. {
  6551. list.push_back(controllerL);
  6552. }
  6553. else
  6554. {
  6555. list.push_back(NULL);
  6556. }
  6557. if (controllerR)
  6558. {
  6559. list.push_back(controllerR);
  6560. }
  6561. else
  6562. {
  6563. list.push_back(NULL);
  6564. }
  6565. object->setControllers(list);
  6566. }
  6567. #endif