player.cpp 237 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "platform/platform.h"
  23. #include "T3D/player.h"
  24. #include "platform/profiler.h"
  25. #include "math/mMath.h"
  26. #include "math/mathIO.h"
  27. #include "core/resourceManager.h"
  28. #include "core/stringTable.h"
  29. #include "core/volume.h"
  30. #include "core/stream/bitStream.h"
  31. #include "console/consoleTypes.h"
  32. #include "console/engineAPI.h"
  33. #include "collision/extrudedPolyList.h"
  34. #include "collision/clippedPolyList.h"
  35. #include "collision/earlyOutPolyList.h"
  36. #include "ts/tsShapeInstance.h"
  37. #include "sfx/sfxSystem.h"
  38. #include "sfx/sfxTrack.h"
  39. #include "sfx/sfxSource.h"
  40. #include "sfx/sfxTypes.h"
  41. #include "scene/sceneManager.h"
  42. #include "scene/sceneRenderState.h"
  43. #include "T3D/gameBase/gameConnection.h"
  44. #include "T3D/trigger.h"
  45. #include "T3D/physicalZone.h"
  46. #include "T3D/item.h"
  47. #include "T3D/missionArea.h"
  48. #include "T3D/fx/particleEmitter.h"
  49. #include "T3D/fx/cameraFXMgr.h"
  50. #include "T3D/fx/splash.h"
  51. #include "T3D/tsStatic.h"
  52. #include "T3D/physics/physicsPlugin.h"
  53. #include "T3D/physics/physicsPlayer.h"
  54. #include "T3D/decal/decalManager.h"
  55. #include "T3D/decal/decalData.h"
  56. #include "materials/baseMatInstance.h"
  57. #ifdef TORQUE_EXTENDED_MOVE
  58. #include "T3D/gameBase/extended/extendedMove.h"
  59. #endif
  60. // Amount of time if takes to transition to a new action sequence.
  61. static F32 sAnimationTransitionTime = 0.25f;
  62. static bool sUseAnimationTransitions = true;
  63. static F32 sLandReverseScale = 0.25f;
  64. static F32 sSlowStandThreshSquared = 1.69f;
  65. static S32 sRenderMyPlayer = true;
  66. static S32 sRenderMyItems = true;
  67. static bool sRenderPlayerCollision = false;
  68. // Chooses new action animations every n ticks.
  69. static const F32 sNewAnimationTickTime = 4.0f;
  70. static const F32 sMountPendingTickWait = 13.0f * F32(TickMs);
  71. // Number of ticks before we pick non-contact animations
  72. static const S32 sContactTickTime = 10;
  73. // Movement constants
  74. static F32 sVerticalStepDot = 0.173f; // 80
  75. static F32 sMinFaceDistance = 0.01f;
  76. static F32 sTractionDistance = 0.04f;
  77. static F32 sNormalElasticity = 0.01f;
  78. static U32 sMoveRetryCount = 5;
  79. static F32 sMaxImpulseVelocity = 200.0f;
  80. // Move triggers
  81. static S32 sJumpTrigger = 2;
  82. static S32 sCrouchTrigger = 3;
  83. static S32 sProneTrigger = 4;
  84. static S32 sSprintTrigger = 5;
  85. static S32 sImageTrigger0 = 0;
  86. static S32 sImageTrigger1 = 1;
  87. static S32 sJumpJetTrigger = 1;
  88. static S32 sVehicleDismountTrigger = 2;
  89. // Client prediction
  90. static F32 sMinWarpTicks = 0.5f; // Fraction of tick at which instant warp occurs
  91. static S32 sMaxWarpTicks = 3; // Max warp duration in ticks
  92. static S32 sMaxPredictionTicks = 30; // Number of ticks to predict
  93. S32 Player::smExtendedMoveHeadPosRotIndex = 0; // The ExtendedMove position/rotation index used for head movements
  94. // Anchor point compression
  95. const F32 sAnchorMaxDistance = 32.0f;
  96. //
  97. static U32 sCollisionMoveMask = TerrainObjectType |
  98. WaterObjectType |
  99. PlayerObjectType |
  100. StaticShapeObjectType |
  101. VehicleObjectType |
  102. PhysicalZoneObjectType;
  103. static U32 sServerCollisionContactMask = sCollisionMoveMask |
  104. ItemObjectType |
  105. TriggerObjectType |
  106. CorpseObjectType;
  107. static U32 sClientCollisionContactMask = sCollisionMoveMask |
  108. TriggerObjectType;
  109. enum PlayerConstants {
  110. JumpSkipContactsMax = 8
  111. };
  112. //----------------------------------------------------------------------------
  113. // Player shape animation sequences:
  114. // look Used to control the upper body arm motion. Must animate
  115. // vertically +-80 deg.
  116. Player::Range Player::mArmRange(mDegToRad(-80.0f),mDegToRad(+80.0f));
  117. // head Used to control the direction the head is looking. Must
  118. // animated vertically +-80 deg .
  119. Player::Range Player::mHeadVRange(mDegToRad(-80.0f),mDegToRad(+80.0f));
  120. // Action Animations:
  121. PlayerData::ActionAnimationDef PlayerData::ActionAnimationList[NumTableActionAnims] =
  122. {
  123. // *** WARNING ***
  124. // This array is indexed using the enum values defined in player.h
  125. // Root is the default animation
  126. { "root" }, // RootAnim,
  127. // These are selected in the move state based on velocity
  128. { "run", { 0.0f, 1.0f, 0.0f } }, // RunForwardAnim,
  129. { "back", { 0.0f,-1.0f, 0.0f } }, // BackBackwardAnim
  130. { "side", {-1.0f, 0.0f, 0.0f } }, // SideLeftAnim,
  131. { "side_right", { 1.0f, 0.0f, 0.0f } }, // SideRightAnim,
  132. { "sprint_root" },
  133. { "sprint_forward", { 0.0f, 1.0f, 0.0f } },
  134. { "sprint_backward", { 0.0f,-1.0f, 0.0f } },
  135. { "sprint_side", {-1.0f, 0.0f, 0.0f } },
  136. { "sprint_right", { 1.0f, 0.0f, 0.0f } },
  137. { "crouch_root" },
  138. { "crouch_forward", { 0.0f, 1.0f, 0.0f } },
  139. { "crouch_backward", { 0.0f,-1.0f, 0.0f } },
  140. { "crouch_side", {-1.0f, 0.0f, 0.0f } },
  141. { "crouch_right", { 1.0f, 0.0f, 0.0f } },
  142. { "prone_root" },
  143. { "prone_forward", { 0.0f, 1.0f, 0.0f } },
  144. { "prone_backward", { 0.0f,-1.0f, 0.0f } },
  145. { "swim_root" },
  146. { "swim_forward", { 0.0f, 1.0f, 0.0f } },
  147. { "swim_backward", { 0.0f,-1.0f, 0.0f } },
  148. { "swim_left", {-1.0f, 0.0f, 0.0f } },
  149. { "swim_right", { 1.0f, 0.0f, 0.0f } },
  150. // These are set explicitly based on player actions
  151. { "fall" }, // FallAnim
  152. { "jump" }, // JumpAnim
  153. { "standjump" }, // StandJumpAnim
  154. { "land" }, // LandAnim
  155. { "jet" }, // JetAnim
  156. };
  157. //----------------------------------------------------------------------------
  158. //----------------------------------------------------------------------------
  159. //----------------------------------------------------------------------------
  160. IMPLEMENT_CO_DATABLOCK_V1(PlayerData);
  161. ConsoleDocClass( PlayerData,
  162. "@brief Defines properties for a Player object.\n\n"
  163. "@see Player\n"
  164. "@ingroup gameObjects\n"
  165. );
  166. IMPLEMENT_CALLBACK( PlayerData, onPoseChange, void, ( Player* obj, const char* oldPose, const char* newPose ), ( obj, oldPose, newPose ),
  167. "@brief Called when the player changes poses.\n\n"
  168. "@param obj The Player object\n"
  169. "@param oldPose The pose the player is switching from.\n"
  170. "@param newPose The pose the player is switching to.\n");
  171. IMPLEMENT_CALLBACK( PlayerData, onStartSwim, void, ( Player* obj ), ( obj ),
  172. "@brief Called when the player starts swimming.\n\n"
  173. "@param obj The Player object\n" );
  174. IMPLEMENT_CALLBACK( PlayerData, onStopSwim, void, ( Player* obj ), ( obj ),
  175. "@brief Called when the player stops swimming.\n\n"
  176. "@param obj The Player object\n" );
  177. IMPLEMENT_CALLBACK( PlayerData, onStartSprintMotion, void, ( Player* obj ), ( obj ),
  178. "@brief Called when the player starts moving while in a Sprint pose.\n\n"
  179. "@param obj The Player object\n" );
  180. IMPLEMENT_CALLBACK( PlayerData, onStopSprintMotion, void, ( Player* obj ), ( obj ),
  181. "@brief Called when the player stops moving while in a Sprint pose.\n\n"
  182. "@param obj The Player object\n" );
  183. IMPLEMENT_CALLBACK( PlayerData, doDismount, void, ( Player* obj ), ( obj ),
  184. "@brief Called when attempting to dismount the player from a vehicle.\n\n"
  185. "It is up to the doDismount() method to actually perform the dismount. Often "
  186. "there are some conditions that prevent this, such as the vehicle moving too fast.\n"
  187. "@param obj The Player object\n" );
  188. IMPLEMENT_CALLBACK( PlayerData, onEnterLiquid, void, ( Player* obj, F32 coverage, const char* type ), ( obj, coverage, type ),
  189. "@brief Called when the player enters a liquid.\n\n"
  190. "@param obj The Player object\n"
  191. "@param coverage Percentage of the player's bounding box covered by the liquid\n"
  192. "@param type The type of liquid the player has entered\n" );
  193. IMPLEMENT_CALLBACK( PlayerData, onLeaveLiquid, void, ( Player* obj, const char* type ), ( obj, type ),
  194. "@brief Called when the player leaves a liquid.\n\n"
  195. "@param obj The Player object\n"
  196. "@param type The type of liquid the player has left\n" );
  197. IMPLEMENT_CALLBACK( PlayerData, animationDone, void, ( Player* obj ), ( obj ),
  198. "@brief Called on the server when a scripted animation completes.\n\n"
  199. "@param obj The Player object\n"
  200. "@see Player::setActionThread() for setting a scripted animation and its 'hold' parameter to "
  201. "determine if this callback is used.\n" );
  202. IMPLEMENT_CALLBACK( PlayerData, onEnterMissionArea, void, ( Player* obj ), ( obj ),
  203. "@brief Called when the player enters the mission area.\n\n"
  204. "@param obj The Player object\n"
  205. "@see MissionArea\n" );
  206. IMPLEMENT_CALLBACK( PlayerData, onLeaveMissionArea, void, ( Player* obj ), ( obj ),
  207. "@brief Called when the player leaves the mission area.\n"
  208. "@param obj The Player object\n"
  209. "@see MissionArea\n" );
  210. PlayerData::PlayerData()
  211. {
  212. shadowEnable = true;
  213. shadowSize = 256;
  214. shadowProjectionDistance = 14.0f;
  215. renderFirstPerson = true;
  216. firstPersonShadows = false;
  217. // Used for third person image rendering
  218. imageAnimPrefix = StringTable->insert("");
  219. allowImageStateAnimation = false;
  220. // Used for first person image rendering
  221. imageAnimPrefixFP = StringTable->insert("");
  222. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  223. {
  224. shapeNameFP[i] = StringTable->insert("");
  225. mCRCFP[i] = 0;
  226. mValidShapeFP[i] = false;
  227. }
  228. pickupRadius = 0.0f;
  229. minLookAngle = -1.4f;
  230. maxLookAngle = 1.4f;
  231. maxFreelookAngle = 3.0f;
  232. maxTimeScale = 1.5f;
  233. mass = 9.0f; // from ShapeBase
  234. maxEnergy = 60.0f; // from ShapeBase
  235. drag = 0.3f; // from ShapeBase
  236. density = 1.1f; // from ShapeBase
  237. maxStepHeight = 1.0f;
  238. runSurfaceAngle = 80.0f;
  239. fallingSpeedThreshold = -10.0f;
  240. recoverDelay = 30;
  241. recoverRunForceScale = 1.0f;
  242. landSequenceTime = 0.0f;
  243. transitionToLand = false;
  244. // Running/Walking
  245. runForce = 40.0f * 9.0f;
  246. runEnergyDrain = 0.0f;
  247. minRunEnergy = 0.0f;
  248. maxForwardSpeed = 10.0f;
  249. maxBackwardSpeed = 10.0f;
  250. maxSideSpeed = 10.0f;
  251. // Jumping
  252. jumpForce = 75.0f;
  253. jumpEnergyDrain = 0.0f;
  254. minJumpEnergy = 0.0f;
  255. jumpSurfaceAngle = 78.0f;
  256. jumpDelay = 30;
  257. minJumpSpeed = 500.0f;
  258. maxJumpSpeed = 2.0f * minJumpSpeed;
  259. // Sprinting
  260. sprintForce = 50.0f * 9.0f;
  261. sprintEnergyDrain = 0.0f;
  262. minSprintEnergy = 0.0f;
  263. maxSprintForwardSpeed = 15.0f;
  264. maxSprintBackwardSpeed = 10.0f;
  265. maxSprintSideSpeed = 10.0f;
  266. sprintStrafeScale = 1.0f;
  267. sprintYawScale = 1.0f;
  268. sprintPitchScale = 1.0f;
  269. sprintCanJump = true;
  270. // Swimming
  271. swimForce = 55.0f * 9.0f;
  272. maxUnderwaterForwardSpeed = 6.0f;
  273. maxUnderwaterBackwardSpeed = 6.0f;
  274. maxUnderwaterSideSpeed = 6.0f;
  275. // Crouching
  276. crouchForce = 45.0f * 9.0f;
  277. maxCrouchForwardSpeed = 4.0f;
  278. maxCrouchBackwardSpeed = 4.0f;
  279. maxCrouchSideSpeed = 4.0f;
  280. // Prone
  281. proneForce = 45.0f * 9.0f;
  282. maxProneForwardSpeed = 2.0f;
  283. maxProneBackwardSpeed = 2.0f;
  284. maxProneSideSpeed = 0.0f;
  285. // Jetting
  286. jetJumpForce = 0;
  287. jetJumpEnergyDrain = 0;
  288. jetMinJumpEnergy = 0;
  289. jetJumpSurfaceAngle = 78;
  290. jetMinJumpSpeed = 20;
  291. jetMaxJumpSpeed = 100;
  292. horizMaxSpeed = 80.0f;
  293. horizResistSpeed = 38.0f;
  294. horizResistFactor = 1.0f;
  295. upMaxSpeed = 80.0f;
  296. upResistSpeed = 38.0f;
  297. upResistFactor = 1.0f;
  298. minImpactSpeed = 25.0f;
  299. minLateralImpactSpeed = 25.0f;
  300. decalData = NULL;
  301. decalID = 0;
  302. decalOffset = 0.0f;
  303. lookAction = 0;
  304. // size of bounding box
  305. boxSize.set(1.0f, 1.0f, 2.3f);
  306. crouchBoxSize.set(1.0f, 1.0f, 2.0f);
  307. proneBoxSize.set(1.0f, 2.3f, 1.0f);
  308. swimBoxSize.set(1.0f, 2.3f, 1.0f);
  309. // location of head, torso, legs
  310. boxHeadPercentage = 0.85f;
  311. boxTorsoPercentage = 0.55f;
  312. // damage locations
  313. boxHeadLeftPercentage = 0;
  314. boxHeadRightPercentage = 1;
  315. boxHeadBackPercentage = 0;
  316. boxHeadFrontPercentage = 1;
  317. for (S32 i = 0; i < MaxSounds; i++)
  318. sound[i] = NULL;
  319. footPuffEmitter = NULL;
  320. footPuffID = 0;
  321. footPuffNumParts = 15;
  322. footPuffRadius = .25f;
  323. dustEmitter = NULL;
  324. dustID = 0;
  325. splash = NULL;
  326. splashId = 0;
  327. splashVelocity = 1.0f;
  328. splashAngle = 45.0f;
  329. splashFreqMod = 300.0f;
  330. splashVelEpsilon = 0.25f;
  331. bubbleEmitTime = 0.4f;
  332. medSplashSoundVel = 2.0f;
  333. hardSplashSoundVel = 3.0f;
  334. exitSplashSoundVel = 2.0f;
  335. footSplashHeight = 0.1f;
  336. dMemset( splashEmitterList, 0, sizeof( splashEmitterList ) );
  337. dMemset( splashEmitterIDList, 0, sizeof( splashEmitterIDList ) );
  338. groundImpactMinSpeed = 10.0f;
  339. groundImpactShakeFreq.set( 10.0f, 10.0f, 10.0f );
  340. groundImpactShakeAmp.set( 20.0f, 20.0f, 20.0f );
  341. groundImpactShakeDuration = 1.0f;
  342. groundImpactShakeFalloff = 10.0f;
  343. // Air control
  344. airControl = 0.0f;
  345. jumpTowardsNormal = true;
  346. physicsPlayerType = StringTable->insert("");
  347. dMemset( actionList, 0, sizeof(actionList) );
  348. }
  349. bool PlayerData::preload(bool server, String &errorStr)
  350. {
  351. if(!Parent::preload(server, errorStr))
  352. return false;
  353. // Resolve objects transmitted from server
  354. if( !server )
  355. {
  356. for( U32 i = 0; i < MaxSounds; ++ i )
  357. {
  358. String errorStr;
  359. if( !sfxResolve( &sound[ i ], errorStr ) )
  360. Con::errorf( "PlayerData::preload: %s", errorStr.c_str() );
  361. }
  362. }
  363. //
  364. runSurfaceCos = mCos(mDegToRad(runSurfaceAngle));
  365. jumpSurfaceCos = mCos(mDegToRad(jumpSurfaceAngle));
  366. if (minJumpEnergy < jumpEnergyDrain)
  367. minJumpEnergy = jumpEnergyDrain;
  368. // Jetting
  369. if (jetMinJumpEnergy < jetJumpEnergyDrain)
  370. jetMinJumpEnergy = jetJumpEnergyDrain;
  371. // Validate some of the data
  372. if (fallingSpeedThreshold > 0.0f)
  373. Con::printf("PlayerData:: Falling speed threshold should be downwards (negative)");
  374. if (recoverDelay > (1 << RecoverDelayBits) - 1) {
  375. recoverDelay = (1 << RecoverDelayBits) - 1;
  376. Con::printf("PlayerData:: Recover delay exceeds range (0-%d)",recoverDelay);
  377. }
  378. if (jumpDelay > (1 << JumpDelayBits) - 1) {
  379. jumpDelay = (1 << JumpDelayBits) - 1;
  380. Con::printf("PlayerData:: Jump delay exceeds range (0-%d)",jumpDelay);
  381. }
  382. // If we don't have a shape don't crash out trying to
  383. // setup animations and sequences.
  384. if ( mShape )
  385. {
  386. // Go ahead a pre-load the player shape
  387. TSShapeInstance* si = new TSShapeInstance(mShape, false);
  388. TSThread* thread = si->addThread();
  389. // Extract ground transform velocity from animations
  390. // Get the named ones first so they can be indexed directly.
  391. ActionAnimation *dp = &actionList[0];
  392. for (int i = 0; i < NumTableActionAnims; i++,dp++)
  393. {
  394. ActionAnimationDef *sp = &ActionAnimationList[i];
  395. dp->name = sp->name;
  396. dp->dir.set(sp->dir.x,sp->dir.y,sp->dir.z);
  397. dp->sequence = mShape->findSequence(sp->name);
  398. // If this is a sprint action and is missing a sequence, attempt to use
  399. // the standard run ones.
  400. if(dp->sequence == -1 && i >= SprintRootAnim && i <= SprintRightAnim)
  401. {
  402. S32 offset = i-SprintRootAnim;
  403. ActionAnimationDef *standDef = &ActionAnimationList[RootAnim+offset];
  404. dp->sequence = mShape->findSequence(standDef->name);
  405. }
  406. dp->velocityScale = true;
  407. dp->death = false;
  408. if (dp->sequence != -1)
  409. getGroundInfo(si,thread,dp);
  410. // No real reason to spam the console about a missing jet animation
  411. if (dStricmp(sp->name, "jet") != 0)
  412. AssertWarn(dp->sequence != -1, avar("PlayerData::preload - Unable to find named animation sequence '%s'!", sp->name));
  413. }
  414. for (int b = 0; b < mShape->sequences.size(); b++)
  415. {
  416. if (!isTableSequence(b))
  417. {
  418. dp->sequence = b;
  419. dp->name = mShape->getName(mShape->sequences[b].nameIndex);
  420. dp->velocityScale = false;
  421. getGroundInfo(si,thread,dp++);
  422. }
  423. }
  424. actionCount = dp - actionList;
  425. AssertFatal(actionCount <= NumActionAnims, "Too many action animations!");
  426. delete si;
  427. // Resolve lookAction index
  428. dp = &actionList[0];
  429. String lookName("look");
  430. for (int c = 0; c < actionCount; c++,dp++)
  431. if( dStricmp( dp->name, lookName ) == 0 )
  432. lookAction = c;
  433. // Resolve spine
  434. spineNode[0] = mShape->findNode("Bip01 Pelvis");
  435. spineNode[1] = mShape->findNode("Bip01 Spine");
  436. spineNode[2] = mShape->findNode("Bip01 Spine1");
  437. spineNode[3] = mShape->findNode("Bip01 Spine2");
  438. spineNode[4] = mShape->findNode("Bip01 Neck");
  439. spineNode[5] = mShape->findNode("Bip01 Head");
  440. // Recoil animations
  441. recoilSequence[0] = mShape->findSequence("light_recoil");
  442. recoilSequence[1] = mShape->findSequence("medium_recoil");
  443. recoilSequence[2] = mShape->findSequence("heavy_recoil");
  444. }
  445. // Convert pickupRadius to a delta of boundingBox
  446. //
  447. // NOTE: it is not really correct to precalculate a pickupRadius based
  448. // on boxSize since the actual player's bounds can vary by "pose".
  449. //
  450. F32 dr = (boxSize.x > boxSize.y)? boxSize.x: boxSize.y;
  451. if (pickupRadius < dr)
  452. pickupRadius = dr;
  453. else
  454. if (pickupRadius > 2.0f * dr)
  455. pickupRadius = 2.0f * dr;
  456. pickupDelta = (S32)(pickupRadius - dr);
  457. // Validate jump speed
  458. if (maxJumpSpeed <= minJumpSpeed)
  459. maxJumpSpeed = minJumpSpeed + 0.1f;
  460. // Load up all the emitters
  461. if (!footPuffEmitter && footPuffID != 0)
  462. if (!Sim::findObject(footPuffID, footPuffEmitter))
  463. Con::errorf(ConsoleLogEntry::General, "PlayerData::preload - Invalid packet, bad datablockId(footPuffEmitter): 0x%x", footPuffID);
  464. if (!decalData && decalID != 0 )
  465. if (!Sim::findObject(decalID, decalData))
  466. Con::errorf(ConsoleLogEntry::General, "PlayerData::preload Invalid packet, bad datablockId(decalData): 0x%x", decalID);
  467. if (!dustEmitter && dustID != 0 )
  468. if (!Sim::findObject(dustID, dustEmitter))
  469. Con::errorf(ConsoleLogEntry::General, "PlayerData::preload - Invalid packet, bad datablockId(dustEmitter): 0x%x", dustID);
  470. for (int i=0; i<NUM_SPLASH_EMITTERS; i++)
  471. if( !splashEmitterList[i] && splashEmitterIDList[i] != 0 )
  472. if( Sim::findObject( splashEmitterIDList[i], splashEmitterList[i] ) == false)
  473. Con::errorf(ConsoleLogEntry::General, "PlayerData::onAdd - Invalid packet, bad datablockId(particle emitter): 0x%x", splashEmitterIDList[i]);
  474. // First person mounted image shapes.
  475. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  476. {
  477. bool shapeError = false;
  478. if (shapeNameFP[i] && shapeNameFP[i][0])
  479. {
  480. mShapeFP[i] = ResourceManager::get().load(shapeNameFP[i]);
  481. if (bool(mShapeFP[i]) == false)
  482. {
  483. errorStr = String::ToString("PlayerData: Couldn't load mounted image %d shape \"%s\"",i,shapeNameFP[i]);
  484. return false;
  485. }
  486. if(!server && !mShapeFP[i]->preloadMaterialList(mShapeFP[i].getPath()) && NetConnection::filesWereDownloaded())
  487. shapeError = true;
  488. if(computeCRC)
  489. {
  490. Con::printf("Validation required for mounted image %d shape: %s", i, shapeNameFP[i]);
  491. Torque::FS::FileNodeRef fileRef = Torque::FS::GetFileNode(mShapeFP[i].getPath());
  492. if (!fileRef)
  493. return false;
  494. if(server)
  495. mCRCFP[i] = fileRef->getChecksum();
  496. else if(mCRCFP[i] != fileRef->getChecksum())
  497. {
  498. errorStr = String::ToString("PlayerData: Mounted image %d shape \"%s\" does not match version on server.",i,shapeNameFP[i]);
  499. return false;
  500. }
  501. }
  502. mValidShapeFP[i] = true;
  503. }
  504. }
  505. return true;
  506. }
  507. void PlayerData::getGroundInfo(TSShapeInstance* si, TSThread* thread,ActionAnimation *dp)
  508. {
  509. dp->death = !dStrnicmp(dp->name, "death", 5);
  510. if (dp->death)
  511. {
  512. // Death animations use roll frame-to-frame changes in ground transform into position
  513. dp->speed = 0.0f;
  514. dp->dir.set(0.0f, 0.0f, 0.0f);
  515. // Death animations MUST define ground transforms, so add dummy ones if required
  516. if (si->getShape()->sequences[dp->sequence].numGroundFrames == 0)
  517. si->getShape()->setSequenceGroundSpeed(dp->name, Point3F(0, 0, 0), Point3F(0, 0, 0));
  518. }
  519. else
  520. {
  521. VectorF save = dp->dir;
  522. si->setSequence(thread,dp->sequence,0);
  523. si->animate();
  524. si->advanceTime(1);
  525. si->animateGround();
  526. si->getGroundTransform().getColumn(3,&dp->dir);
  527. if ((dp->speed = dp->dir.len()) < 0.01f)
  528. {
  529. // No ground displacement... In this case we'll use the
  530. // default table entry, if there is one.
  531. if (save.len() > 0.01f)
  532. {
  533. dp->dir = save;
  534. dp->speed = 1.0f;
  535. dp->velocityScale = false;
  536. }
  537. else
  538. dp->speed = 0.0f;
  539. }
  540. else
  541. dp->dir *= 1.0f / dp->speed;
  542. }
  543. }
  544. bool PlayerData::isTableSequence(S32 seq)
  545. {
  546. // The sequences from the table must already have
  547. // been loaded for this to work.
  548. for (int i = 0; i < NumTableActionAnims; i++)
  549. if (actionList[i].sequence == seq)
  550. return true;
  551. return false;
  552. }
  553. bool PlayerData::isJumpAction(U32 action)
  554. {
  555. return (action == JumpAnim || action == StandJumpAnim);
  556. }
  557. void PlayerData::initPersistFields()
  558. {
  559. addField( "pickupRadius", TypeF32, Offset(pickupRadius, PlayerData),
  560. "@brief Radius around the player to collide with Items in the scene (on server).\n\n"
  561. "Internally the pickupRadius is added to the larger side of the initial bounding box "
  562. "to determine the actual distance, to a maximum of 2 times the bounding box size. The "
  563. "initial bounding box is that used for the root pose, and therefore doesn't take into "
  564. "account the change in pose.\n");
  565. addField( "maxTimeScale", TypeF32, Offset(maxTimeScale, PlayerData),
  566. "@brief Maximum time scale for action animations.\n\n"
  567. "If an action animation has a defined ground frame, it is automatically scaled to match the "
  568. "player's ground velocity. This field limits the maximum time scale used even if "
  569. "the player's velocity exceeds it." );
  570. addGroup( "Camera" );
  571. addField( "renderFirstPerson", TypeBool, Offset(renderFirstPerson, PlayerData),
  572. "@brief Flag controlling whether to render the player shape in first person view.\n\n" );
  573. addField( "firstPersonShadows", TypeBool, Offset(firstPersonShadows, PlayerData),
  574. "@brief Forces shadows to be rendered in first person when renderFirstPerson is disabled. Defaults to false.\n\n" );
  575. addField( "minLookAngle", TypeF32, Offset(minLookAngle, PlayerData),
  576. "@brief Lowest angle (in radians) the player can look.\n\n"
  577. "@note An angle of zero is straight ahead, with positive up and negative down." );
  578. addField( "maxLookAngle", TypeF32, Offset(maxLookAngle, PlayerData),
  579. "@brief Highest angle (in radians) the player can look.\n\n"
  580. "@note An angle of zero is straight ahead, with positive up and negative down." );
  581. addField( "maxFreelookAngle", TypeF32, Offset(maxFreelookAngle, PlayerData),
  582. "@brief Defines the maximum left and right angles (in radians) the player can "
  583. "look in freelook mode.\n\n" );
  584. endGroup( "Camera" );
  585. addGroup( "Movement" );
  586. addField( "maxStepHeight", TypeF32, Offset(maxStepHeight, PlayerData),
  587. "@brief Maximum height the player can step up.\n\n"
  588. "The player will automatically step onto changes in ground height less "
  589. "than maxStepHeight. The player will collide with ground height changes "
  590. "greater than this." );
  591. addField( "runForce", TypeF32, Offset(runForce, PlayerData),
  592. "@brief Force used to accelerate the player when running.\n\n" );
  593. addField( "runEnergyDrain", TypeF32, Offset(runEnergyDrain, PlayerData),
  594. "@brief Energy value drained each tick that the player is moving.\n\n"
  595. "The player will not be able to move when his energy falls below "
  596. "minRunEnergy.\n"
  597. "@note Setting this to zero will disable any energy drain.\n"
  598. "@see minRunEnergy\n");
  599. addField( "minRunEnergy", TypeF32, Offset(minRunEnergy, PlayerData),
  600. "@brief Minimum energy level required to run or swim.\n\n"
  601. "@see runEnergyDrain\n");
  602. addField( "maxForwardSpeed", TypeF32, Offset(maxForwardSpeed, PlayerData),
  603. "@brief Maximum forward speed when running." );
  604. addField( "maxBackwardSpeed", TypeF32, Offset(maxBackwardSpeed, PlayerData),
  605. "@brief Maximum backward speed when running." );
  606. addField( "maxSideSpeed", TypeF32, Offset(maxSideSpeed, PlayerData),
  607. "@brief Maximum sideways speed when running." );
  608. addField( "runSurfaceAngle", TypeF32, Offset(runSurfaceAngle, PlayerData),
  609. "@brief Maximum angle from vertical (in degrees) the player can run up.\n\n" );
  610. addField( "minImpactSpeed", TypeF32, Offset(minImpactSpeed, PlayerData),
  611. "@brief Minimum impact speed to apply falling damage.\n\n"
  612. "This field also sets the minimum speed for the onImpact callback "
  613. "to be invoked.\n"
  614. "@see ShapeBaseData::onImpact()\n");
  615. addField( "minLateralImpactSpeed", TypeF32, Offset(minLateralImpactSpeed, PlayerData),
  616. "@brief Minimum impact speed to apply non-falling damage.\n\n"
  617. "This field also sets the minimum speed for the onLateralImpact callback "
  618. "to be invoked.\n"
  619. "@see ShapeBaseData::onLateralImpact()\n");
  620. addField( "horizMaxSpeed", TypeF32, Offset(horizMaxSpeed, PlayerData),
  621. "@brief Maximum horizontal speed.\n\n"
  622. "@note This limit is only enforced if the player's horizontal speed "
  623. "exceeds horizResistSpeed.\n"
  624. "@see horizResistSpeed\n"
  625. "@see horizResistFactor\n" );
  626. addField( "horizResistSpeed", TypeF32, Offset(horizResistSpeed, PlayerData),
  627. "@brief Horizontal speed at which resistence will take place.\n\n"
  628. "@see horizMaxSpeed\n"
  629. "@see horizResistFactor\n" );
  630. addField( "horizResistFactor", TypeF32, Offset(horizResistFactor, PlayerData),
  631. "@brief Factor of resistence once horizResistSpeed has been reached.\n\n"
  632. "@see horizMaxSpeed\n"
  633. "@see horizResistSpeed\n" );
  634. addField( "upMaxSpeed", TypeF32, Offset(upMaxSpeed, PlayerData),
  635. "@brief Maximum upwards speed.\n\n"
  636. "@note This limit is only enforced if the player's upward speed exceeds "
  637. "upResistSpeed.\n"
  638. "@see upResistSpeed\n"
  639. "@see upResistFactor\n" );
  640. addField( "upResistSpeed", TypeF32, Offset(upResistSpeed, PlayerData),
  641. "@brief Upwards speed at which resistence will take place.\n\n"
  642. "@see upMaxSpeed\n"
  643. "@see upResistFactor\n" );
  644. addField( "upResistFactor", TypeF32, Offset(upResistFactor, PlayerData),
  645. "@brief Factor of resistence once upResistSpeed has been reached.\n\n"
  646. "@see upMaxSpeed\n"
  647. "@see upResistSpeed\n" );
  648. endGroup( "Movement" );
  649. addGroup( "Movement: Jumping" );
  650. addField( "jumpForce", TypeF32, Offset(jumpForce, PlayerData),
  651. "@brief Force used to accelerate the player when a jump is initiated.\n\n" );
  652. addField( "jumpEnergyDrain", TypeF32, Offset(jumpEnergyDrain, PlayerData),
  653. "@brief Energy level drained each time the player jumps.\n\n"
  654. "@note Setting this to zero will disable any energy drain\n"
  655. "@see minJumpEnergy\n");
  656. addField( "minJumpEnergy", TypeF32, Offset(minJumpEnergy, PlayerData),
  657. "@brief Minimum energy level required to jump.\n\n"
  658. "@see jumpEnergyDrain\n");
  659. addField( "minJumpSpeed", TypeF32, Offset(minJumpSpeed, PlayerData),
  660. "@brief Minimum speed needed to jump.\n\n"
  661. "If the player's own z velocity is greater than this, then it is used to scale "
  662. "the jump speed, up to maxJumpSpeed.\n"
  663. "@see maxJumpSpeed\n");
  664. addField( "maxJumpSpeed", TypeF32, Offset(maxJumpSpeed, PlayerData),
  665. "@brief Maximum vertical speed before the player can no longer jump.\n\n" );
  666. addField( "jumpSurfaceAngle", TypeF32, Offset(jumpSurfaceAngle, PlayerData),
  667. "@brief Angle from vertical (in degrees) where the player can jump.\n\n" );
  668. addField( "jumpDelay", TypeS32, Offset(jumpDelay, PlayerData),
  669. "@brief Delay time in number of ticks ticks between jumps.\n\n" );
  670. addField( "airControl", TypeF32, Offset(airControl, PlayerData),
  671. "@brief Amount of movement control the player has when in the air.\n\n"
  672. "This is applied as a multiplier to the player's x and y motion.\n");
  673. addField( "jumpTowardsNormal", TypeBool, Offset(jumpTowardsNormal, PlayerData),
  674. "@brief Controls the direction of the jump impulse.\n"
  675. "When false, jumps are always in the vertical (+Z) direction. When true "
  676. "jumps are in the direction of the ground normal so long as the player is not "
  677. "directly facing the surface. If the player is directly facing the surface, then "
  678. "they will jump straight up.\n" );
  679. endGroup( "Movement: Jumping" );
  680. addGroup( "Movement: Sprinting" );
  681. addField( "sprintForce", TypeF32, Offset(sprintForce, PlayerData),
  682. "@brief Force used to accelerate the player when sprinting.\n\n" );
  683. addField( "sprintEnergyDrain", TypeF32, Offset(sprintEnergyDrain, PlayerData),
  684. "@brief Energy value drained each tick that the player is sprinting.\n\n"
  685. "The player will not be able to move when his energy falls below "
  686. "sprintEnergyDrain.\n"
  687. "@note Setting this to zero will disable any energy drain.\n"
  688. "@see minSprintEnergy\n");
  689. addField( "minSprintEnergy", TypeF32, Offset(minSprintEnergy, PlayerData),
  690. "@brief Minimum energy level required to sprint.\n\n"
  691. "@see sprintEnergyDrain\n");
  692. addField( "maxSprintForwardSpeed", TypeF32, Offset(maxSprintForwardSpeed, PlayerData),
  693. "@brief Maximum forward speed when sprinting." );
  694. addField( "maxSprintBackwardSpeed", TypeF32, Offset(maxSprintBackwardSpeed, PlayerData),
  695. "@brief Maximum backward speed when sprinting." );
  696. addField( "maxSprintSideSpeed", TypeF32, Offset(maxSprintSideSpeed, PlayerData),
  697. "@brief Maximum sideways speed when sprinting." );
  698. addField( "sprintStrafeScale", TypeF32, Offset(sprintStrafeScale, PlayerData),
  699. "@brief Amount to scale strafing motion vector while sprinting." );
  700. addField( "sprintYawScale", TypeF32, Offset(sprintYawScale, PlayerData),
  701. "@brief Amount to scale yaw motion while sprinting." );
  702. addField( "sprintPitchScale", TypeF32, Offset(sprintPitchScale, PlayerData),
  703. "@brief Amount to scale pitch motion while sprinting." );
  704. addField( "sprintCanJump", TypeBool, Offset(sprintCanJump, PlayerData),
  705. "@brief Can the player jump while sprinting." );
  706. endGroup( "Movement: Sprinting" );
  707. addGroup( "Movement: Swimming" );
  708. addField( "swimForce", TypeF32, Offset(swimForce, PlayerData),
  709. "@brief Force used to accelerate the player when swimming.\n\n" );
  710. addField( "maxUnderwaterForwardSpeed", TypeF32, Offset(maxUnderwaterForwardSpeed, PlayerData),
  711. "@brief Maximum forward speed when underwater.\n\n" );
  712. addField( "maxUnderwaterBackwardSpeed", TypeF32, Offset(maxUnderwaterBackwardSpeed, PlayerData),
  713. "@brief Maximum backward speed when underwater.\n\n" );
  714. addField( "maxUnderwaterSideSpeed", TypeF32, Offset(maxUnderwaterSideSpeed, PlayerData),
  715. "@brief Maximum sideways speed when underwater.\n\n" );
  716. endGroup( "Movement: Swimming" );
  717. addGroup( "Movement: Crouching" );
  718. addField( "crouchForce", TypeF32, Offset(crouchForce, PlayerData),
  719. "@brief Force used to accelerate the player when crouching.\n\n" );
  720. addField( "maxCrouchForwardSpeed", TypeF32, Offset(maxCrouchForwardSpeed, PlayerData),
  721. "@brief Maximum forward speed when crouching.\n\n" );
  722. addField( "maxCrouchBackwardSpeed", TypeF32, Offset(maxCrouchBackwardSpeed, PlayerData),
  723. "@brief Maximum backward speed when crouching.\n\n" );
  724. addField( "maxCrouchSideSpeed", TypeF32, Offset(maxCrouchSideSpeed, PlayerData),
  725. "@brief Maximum sideways speed when crouching.\n\n" );
  726. endGroup( "Movement: Crouching" );
  727. addGroup( "Movement: Prone" );
  728. addField( "proneForce", TypeF32, Offset(proneForce, PlayerData),
  729. "@brief Force used to accelerate the player when prone (laying down).\n\n" );
  730. addField( "maxProneForwardSpeed", TypeF32, Offset(maxProneForwardSpeed, PlayerData),
  731. "@brief Maximum forward speed when prone (laying down).\n\n" );
  732. addField( "maxProneBackwardSpeed", TypeF32, Offset(maxProneBackwardSpeed, PlayerData),
  733. "@brief Maximum backward speed when prone (laying down).\n\n" );
  734. addField( "maxProneSideSpeed", TypeF32, Offset(maxProneSideSpeed, PlayerData),
  735. "@brief Maximum sideways speed when prone (laying down).\n\n" );
  736. endGroup( "Movement: Prone" );
  737. addGroup( "Movement: Jetting" );
  738. addField( "jetJumpForce", TypeF32, Offset(jetJumpForce, PlayerData),
  739. "@brief Force used to accelerate the player when a jet jump is initiated.\n\n" );
  740. addField( "jetJumpEnergyDrain", TypeF32, Offset(jetJumpEnergyDrain, PlayerData),
  741. "@brief Energy level drained each time the player jet jumps.\n\n"
  742. "@note Setting this to zero will disable any energy drain\n"
  743. "@see jetMinJumpEnergy\n");
  744. addField( "jetMinJumpEnergy", TypeF32, Offset(jetMinJumpEnergy, PlayerData),
  745. "@brief Minimum energy level required to jet jump.\n\n"
  746. "@see jetJumpEnergyDrain\n");
  747. addField( "jetMinJumpSpeed", TypeF32, Offset(jetMinJumpSpeed, PlayerData),
  748. "@brief Minimum speed needed to jet jump.\n\n"
  749. "If the player's own z velocity is greater than this, then it is used to scale "
  750. "the jet jump speed, up to jetMaxJumpSpeed.\n"
  751. "@see jetMaxJumpSpeed\n");
  752. addField( "jetMaxJumpSpeed", TypeF32, Offset(jetMaxJumpSpeed, PlayerData),
  753. "@brief Maximum vertical speed before the player can no longer jet jump.\n\n" );
  754. addField( "jetJumpSurfaceAngle", TypeF32, Offset(jetJumpSurfaceAngle, PlayerData),
  755. "@brief Angle from vertical (in degrees) where the player can jet jump.\n\n" );
  756. endGroup( "Movement: Jetting" );
  757. addGroup( "Falling" );
  758. addField( "fallingSpeedThreshold", TypeF32, Offset(fallingSpeedThreshold, PlayerData),
  759. "@brief Downward speed at which we consider the player falling.\n\n" );
  760. addField( "recoverDelay", TypeS32, Offset(recoverDelay, PlayerData),
  761. "@brief Number of ticks for the player to recover from falling.\n\n" );
  762. addField( "recoverRunForceScale", TypeF32, Offset(recoverRunForceScale, PlayerData),
  763. "@brief Scale factor applied to runForce while in the recover state.\n\n"
  764. "This can be used to temporarily slow the player's movement after a fall, or "
  765. "prevent the player from moving at all if set to zero.\n" );
  766. addField( "landSequenceTime", TypeF32, Offset(landSequenceTime, PlayerData),
  767. "@brief Time of land sequence play back when using new recover system.\n\n"
  768. "If greater than 0 then the legacy fall recovery system will be bypassed "
  769. "in favour of just playing the player's land sequence. The time to "
  770. "recover from a fall then becomes this parameter's time and the land "
  771. "sequence's playback will be scaled to match.\n"
  772. "@see transitionToLand\n" );
  773. addField( "transitionToLand", TypeBool, Offset(transitionToLand, PlayerData),
  774. "@brief When going from a fall to a land, should we transition between the two.\n\n"
  775. "@note Only takes affect when landSequenceTime is greater than 0.\n"
  776. "@see landSequenceTime\n" );
  777. endGroup( "Falling" );
  778. addGroup( "Collision" );
  779. addField( "boundingBox", TypePoint3F, Offset(boxSize, PlayerData),
  780. "@brief Size of the bounding box used by the player for collision.\n\n"
  781. "Dimensions are given as \"width depth height\"." );
  782. addField( "crouchBoundingBox", TypePoint3F, Offset(crouchBoxSize, PlayerData),
  783. "@brief Collision bounding box used when the player is crouching.\n\n"
  784. "@see boundingBox" );
  785. addField( "proneBoundingBox", TypePoint3F, Offset(proneBoxSize, PlayerData),
  786. "@brief Collision bounding box used when the player is prone (laying down).\n\n"
  787. "@see boundingBox" );
  788. addField( "swimBoundingBox", TypePoint3F, Offset(swimBoxSize, PlayerData),
  789. "@brief Collision bounding box used when the player is swimming.\n\n"
  790. "@see boundingBox" );
  791. addField( "boxHeadPercentage", TypeF32, Offset(boxHeadPercentage, PlayerData),
  792. "@brief Percentage of the player's bounding box height that represents the head.\n\n"
  793. "Used when computing the damage location.\n"
  794. "@see Player::getDamageLocation" );
  795. addField( "boxTorsoPercentage", TypeF32, Offset(boxTorsoPercentage, PlayerData),
  796. "@brief Percentage of the player's bounding box height that represents the torso.\n\n"
  797. "Used when computing the damage location.\n"
  798. "@see Player::getDamageLocation" );
  799. addField( "boxHeadLeftPercentage", TypeF32, Offset(boxHeadLeftPercentage, PlayerData),
  800. "@brief Percentage of the player's bounding box width that represents the left side of the head.\n\n"
  801. "Used when computing the damage location.\n"
  802. "@see Player::getDamageLocation" );
  803. addField( "boxHeadRightPercentage", TypeF32, Offset(boxHeadRightPercentage, PlayerData),
  804. "@brief Percentage of the player's bounding box width that represents the right side of the head.\n\n"
  805. "Used when computing the damage location.\n"
  806. "@see Player::getDamageLocation" );
  807. addField( "boxHeadBackPercentage", TypeF32, Offset(boxHeadBackPercentage, PlayerData),
  808. "@brief Percentage of the player's bounding box depth that represents the back side of the head.\n\n"
  809. "Used when computing the damage location.\n"
  810. "@see Player::getDamageLocation" );
  811. addField( "boxHeadFrontPercentage", TypeF32, Offset(boxHeadFrontPercentage, PlayerData),
  812. "@brief Percentage of the player's bounding box depth that represents the front side of the head.\n\n"
  813. "Used when computing the damage location.\n"
  814. "@see Player::getDamageLocation" );
  815. endGroup( "Collision" );
  816. addGroup( "Interaction: Footsteps" );
  817. addField( "footPuffEmitter", TYPEID< ParticleEmitterData >(), Offset(footPuffEmitter, PlayerData),
  818. "@brief Particle emitter used to generate footpuffs (particles created as the player "
  819. "walks along the ground).\n\n"
  820. "@note The generation of foot puffs requires the appropriate triggeres to be defined in the "
  821. "player's animation sequences. Without these, no foot puffs will be generated.\n");
  822. addField( "footPuffNumParts", TypeS32, Offset(footPuffNumParts, PlayerData),
  823. "@brief Number of footpuff particles to generate each step.\n\n"
  824. "Each foot puff is randomly placed within the defined foot puff radius. This "
  825. "includes having footPuffNumParts set to one.\n"
  826. "@see footPuffRadius\n");
  827. addField( "footPuffRadius", TypeF32, Offset(footPuffRadius, PlayerData),
  828. "@brief Particle creation radius for footpuff particles.\n\n"
  829. "This is applied to each foot puff particle, even if footPuffNumParts is set to one. So "
  830. "set this value to zero if you want a single foot puff placed at exactly the same location "
  831. "under the player each time.\n");
  832. addField( "dustEmitter", TYPEID< ParticleEmitterData >(), Offset(dustEmitter, PlayerData),
  833. "@brief Emitter used to generate dust particles.\n\n"
  834. "@note Currently unused." );
  835. addField( "decalData", TYPEID< DecalData >(), Offset(decalData, PlayerData),
  836. "@brief Decal to place on the ground for player footsteps.\n\n" );
  837. addField( "decalOffset",TypeF32, Offset(decalOffset, PlayerData),
  838. "@brief Distance from the center of the model to the right foot.\n\n"
  839. "While this defines the distance to the right foot, it is also used to place "
  840. "the left foot decal as well. Just on the opposite side of the player." );
  841. endGroup( "Interaction: Footsteps" );
  842. addGroup( "Interaction: Sounds" );
  843. addField( "FootSoftSound", TypeSFXTrackName, Offset(sound[FootSoft], PlayerData),
  844. "@brief Sound to play when walking on a surface with Material footstepSoundId 0.\n\n" );
  845. addField( "FootHardSound", TypeSFXTrackName, Offset(sound[FootHard], PlayerData),
  846. "@brief Sound to play when walking on a surface with Material footstepSoundId 1.\n\n" );
  847. addField( "FootMetalSound", TypeSFXTrackName, Offset(sound[FootMetal], PlayerData),
  848. "@brief Sound to play when walking on a surface with Material footstepSoundId 2.\n\n" );
  849. addField( "FootSnowSound", TypeSFXTrackName, Offset(sound[FootSnow], PlayerData),
  850. "@brief Sound to play when walking on a surface with Material footstepSoundId 3.\n\n" );
  851. addField( "FootShallowSound", TypeSFXTrackName, Offset(sound[FootShallowSplash], PlayerData),
  852. "@brief Sound to play when walking in water and coverage is less than "
  853. "footSplashHeight.\n\n"
  854. "@see footSplashHeight\n" );
  855. addField( "FootWadingSound", TypeSFXTrackName, Offset(sound[FootWading], PlayerData),
  856. "@brief Sound to play when walking in water and coverage is less than 1, "
  857. "but > footSplashHeight.\n\n"
  858. "@see footSplashHeight\n" );
  859. addField( "FootUnderwaterSound", TypeSFXTrackName, Offset(sound[FootUnderWater], PlayerData),
  860. "@brief Sound to play when walking in water and coverage equals 1.0 "
  861. "(fully underwater).\n\n" );
  862. addField( "FootBubblesSound", TypeSFXTrackName, Offset(sound[FootBubbles], PlayerData),
  863. "@brief Sound to play when walking in water and coverage equals 1.0 "
  864. "(fully underwater).\n\n" );
  865. addField( "movingBubblesSound", TypeSFXTrackName, Offset(sound[MoveBubbles], PlayerData),
  866. "@brief Sound to play when in water and coverage equals 1.0 (fully underwater).\n\n"
  867. "Note that unlike FootUnderwaterSound, this sound plays even if the "
  868. "player is not moving around in the water.\n" );
  869. addField( "waterBreathSound", TypeSFXTrackName, Offset(sound[WaterBreath], PlayerData),
  870. "@brief Sound to play when in water and coverage equals 1.0 (fully underwater).\n\n"
  871. "Note that unlike FootUnderwaterSound, this sound plays even if the "
  872. "player is not moving around in the water.\n" );
  873. addField( "impactSoftSound", TypeSFXTrackName, Offset(sound[ImpactSoft], PlayerData),
  874. "@brief Sound to play after falling on a surface with Material footstepSoundId 0.\n\n" );
  875. addField( "impactHardSound", TypeSFXTrackName, Offset(sound[ImpactHard], PlayerData),
  876. "@brief Sound to play after falling on a surface with Material footstepSoundId 1.\n\n" );
  877. addField( "impactMetalSound", TypeSFXTrackName, Offset(sound[ImpactMetal], PlayerData),
  878. "@brief Sound to play after falling on a surface with Material footstepSoundId 2.\n\n" );
  879. addField( "impactSnowSound", TypeSFXTrackName, Offset(sound[ImpactSnow], PlayerData),
  880. "@brief Sound to play after falling on a surface with Material footstepSoundId 3.\n\n" );
  881. addField( "impactWaterEasy", TypeSFXTrackName, Offset(sound[ImpactWaterEasy], PlayerData),
  882. "@brief Sound to play when entering the water with velocity < "
  883. "mediumSplashSoundVelocity.\n\n"
  884. "@see mediumSplashSoundVelocity\n");
  885. addField( "impactWaterMedium", TypeSFXTrackName, Offset(sound[ImpactWaterMedium], PlayerData),
  886. "@brief Sound to play when entering the water with velocity >= "
  887. "mediumSplashSoundVelocity and < hardSplashSoundVelocity.\n\n"
  888. "@see mediumSplashSoundVelocity\n"
  889. "@see hardSplashSoundVelocity\n");
  890. addField( "impactWaterHard", TypeSFXTrackName, Offset(sound[ImpactWaterHard], PlayerData),
  891. "@brief Sound to play when entering the water with velocity >= "
  892. "hardSplashSoundVelocity.\n\n"
  893. "@see hardSplashSoundVelocity\n");
  894. addField( "exitingWater", TypeSFXTrackName, Offset(sound[ExitWater], PlayerData),
  895. "@brief Sound to play when exiting the water with velocity >= exitSplashSoundVelocity.\n\n"
  896. "@see exitSplashSoundVelocity\n");
  897. endGroup( "Interaction: Sounds" );
  898. addGroup( "Interaction: Splashes" );
  899. addField( "splash", TYPEID< SplashData >(), Offset(splash, PlayerData),
  900. "@brief SplashData datablock used to create splashes when the player moves "
  901. "through water.\n\n" );
  902. addField( "splashVelocity", TypeF32, Offset(splashVelocity, PlayerData),
  903. "@brief Minimum velocity when moving through water to generate splashes.\n\n" );
  904. addField( "splashAngle", TypeF32, Offset(splashAngle, PlayerData),
  905. "@brief Maximum angle (in degrees) from pure vertical movement in water to "
  906. "generate splashes.\n\n" );
  907. addField( "splashFreqMod", TypeF32, Offset(splashFreqMod, PlayerData),
  908. "@brief Multipled by speed to determine the number of splash particles to generate.\n\n" );
  909. addField( "splashVelEpsilon", TypeF32, Offset(splashVelEpsilon, PlayerData),
  910. "@brief Minimum speed to generate splash particles.\n\n" );
  911. addField( "bubbleEmitTime", TypeF32, Offset(bubbleEmitTime, PlayerData),
  912. "@brief Time in seconds to generate bubble particles after entering the water.\n\n" );
  913. addField( "splashEmitter", TYPEID< ParticleEmitterData >(), Offset(splashEmitterList, PlayerData), NUM_SPLASH_EMITTERS,
  914. "@brief Particle emitters used to generate splash particles.\n\n" );
  915. addField( "footstepSplashHeight", TypeF32, Offset(footSplashHeight, PlayerData),
  916. "@brief Water coverage level to choose between FootShallowSound and FootWadingSound.\n\n"
  917. "@see FootShallowSound\n"
  918. "@see FootWadingSound\n");
  919. addField( "mediumSplashSoundVelocity", TypeF32, Offset(medSplashSoundVel, PlayerData),
  920. "@brief Minimum velocity when entering the water for choosing between the impactWaterEasy and "
  921. "impactWaterMedium sounds to play.\n\n"
  922. "@see impactWaterEasy\n"
  923. "@see impactWaterMedium\n" );
  924. addField( "hardSplashSoundVelocity", TypeF32, Offset(hardSplashSoundVel, PlayerData),
  925. "@brief Minimum velocity when entering the water for choosing between the impactWaterMedium and "
  926. "impactWaterHard sound to play.\n\n"
  927. "@see impactWaterMedium\n"
  928. "@see impactWaterHard\n" );
  929. addField( "exitSplashSoundVelocity", TypeF32, Offset(exitSplashSoundVel, PlayerData),
  930. "@brief Minimum velocity when leaving the water for the exitingWater sound to "
  931. "play.\n\n"
  932. "@see exitingWater");
  933. endGroup( "Interaction: Splashes" );
  934. addGroup( "Interaction: Ground Impact" );
  935. addField( "groundImpactMinSpeed", TypeF32, Offset(groundImpactMinSpeed, PlayerData),
  936. "@brief Minimum falling impact speed to apply damage and initiate the camera "
  937. "shaking effect.\n\n" );
  938. addField( "groundImpactShakeFreq", TypePoint3F, Offset(groundImpactShakeFreq, PlayerData),
  939. "@brief Frequency of the camera shake effect after falling.\n\n"
  940. "This is how fast to shake the camera.\n");
  941. addField( "groundImpactShakeAmp", TypePoint3F, Offset(groundImpactShakeAmp, PlayerData),
  942. "@brief Amplitude of the camera shake effect after falling.\n\n"
  943. "This is how much to shake the camera.\n");
  944. addField( "groundImpactShakeDuration", TypeF32, Offset(groundImpactShakeDuration, PlayerData),
  945. "@brief Duration (in seconds) of the camera shake effect after falling.\n\n"
  946. "This is how long to shake the camera.\n");
  947. addField( "groundImpactShakeFalloff", TypeF32, Offset(groundImpactShakeFalloff, PlayerData),
  948. "@brief Falloff factor of the camera shake effect after falling.\n\n"
  949. "This is how to fade the camera shake over the duration.\n");
  950. endGroup( "Interaction: Ground Impact" );
  951. addGroup( "Physics" );
  952. // PhysicsPlayer
  953. addField( "physicsPlayerType", TypeString, Offset(physicsPlayerType, PlayerData),
  954. "@brief Specifies the type of physics used by the player.\n\n"
  955. "This depends on the physics module used. An example is 'Capsule'.\n"
  956. "@note Not current used.\n");
  957. endGroup( "Physics" );
  958. addGroup( "First Person Arms" );
  959. addField( "imageAnimPrefixFP", TypeCaseString, Offset(imageAnimPrefixFP, PlayerData),
  960. "@brief Optional prefix to all mounted image animation sequences in first person.\n\n"
  961. "This defines a prefix that will be added when looking up mounted image "
  962. "animation sequences while in first person. It allows for the customization "
  963. "of a first person image based on the type of player.\n");
  964. // Mounted images arrays
  965. addArray( "Mounted Images", ShapeBase::MaxMountedImages );
  966. addField( "shapeNameFP", TypeShapeFilename, Offset(shapeNameFP, PlayerData), ShapeBase::MaxMountedImages,
  967. "@brief File name of this player's shape that will be used in conjunction with the corresponding mounted image.\n\n"
  968. "These optional parameters correspond to each mounted image slot to indicate a shape that is rendered "
  969. "in addition to the mounted image shape. Typically these are a player's arms (or arm) that is "
  970. "animated along with the mounted image's state animation sequences.\n");
  971. endArray( "Mounted Images" );
  972. endGroup( "First Person Arms" );
  973. addGroup( "Third Person" );
  974. addField( "imageAnimPrefix", TypeCaseString, Offset(imageAnimPrefix, PlayerData),
  975. "@brief Optional prefix to all mounted image animation sequences in third person.\n\n"
  976. "This defines a prefix that will be added when looking up mounted image "
  977. "animation sequences while in third person. It allows for the customization "
  978. "of a third person image based on the type of player.\n");
  979. addField( "allowImageStateAnimation", TypeBool, Offset(allowImageStateAnimation, PlayerData),
  980. "@brief Allow mounted images to request a sequence be played on the Player.\n\n"
  981. "When true a new thread is added to the player to allow for "
  982. "mounted images to request a sequence be played on the player "
  983. "through the image's state machine. It is only optional so "
  984. "that we don't create a TSThread on the player if we don't "
  985. "need to.\n");
  986. endGroup( "Third Person" );
  987. Parent::initPersistFields();
  988. }
  989. void PlayerData::packData(BitStream* stream)
  990. {
  991. Parent::packData(stream);
  992. stream->writeFlag(renderFirstPerson);
  993. stream->writeFlag(firstPersonShadows);
  994. stream->write(minLookAngle);
  995. stream->write(maxLookAngle);
  996. stream->write(maxFreelookAngle);
  997. stream->write(maxTimeScale);
  998. stream->write(mass);
  999. stream->write(maxEnergy);
  1000. stream->write(drag);
  1001. stream->write(density);
  1002. stream->write(maxStepHeight);
  1003. stream->write(runForce);
  1004. stream->write(runEnergyDrain);
  1005. stream->write(minRunEnergy);
  1006. stream->write(maxForwardSpeed);
  1007. stream->write(maxBackwardSpeed);
  1008. stream->write(maxSideSpeed);
  1009. stream->write(runSurfaceAngle);
  1010. stream->write(fallingSpeedThreshold);
  1011. stream->write(recoverDelay);
  1012. stream->write(recoverRunForceScale);
  1013. stream->write(landSequenceTime);
  1014. stream->write(transitionToLand);
  1015. // Jumping
  1016. stream->write(jumpForce);
  1017. stream->write(jumpEnergyDrain);
  1018. stream->write(minJumpEnergy);
  1019. stream->write(minJumpSpeed);
  1020. stream->write(maxJumpSpeed);
  1021. stream->write(jumpSurfaceAngle);
  1022. stream->writeInt(jumpDelay,JumpDelayBits);
  1023. // Sprinting
  1024. stream->write(sprintForce);
  1025. stream->write(sprintEnergyDrain);
  1026. stream->write(minSprintEnergy);
  1027. stream->write(maxSprintForwardSpeed);
  1028. stream->write(maxSprintBackwardSpeed);
  1029. stream->write(maxSprintSideSpeed);
  1030. stream->write(sprintStrafeScale);
  1031. stream->write(sprintYawScale);
  1032. stream->write(sprintPitchScale);
  1033. stream->writeFlag(sprintCanJump);
  1034. // Swimming
  1035. stream->write(swimForce);
  1036. stream->write(maxUnderwaterForwardSpeed);
  1037. stream->write(maxUnderwaterBackwardSpeed);
  1038. stream->write(maxUnderwaterSideSpeed);
  1039. // Crouching
  1040. stream->write(crouchForce);
  1041. stream->write(maxCrouchForwardSpeed);
  1042. stream->write(maxCrouchBackwardSpeed);
  1043. stream->write(maxCrouchSideSpeed);
  1044. // Prone
  1045. stream->write(proneForce);
  1046. stream->write(maxProneForwardSpeed);
  1047. stream->write(maxProneBackwardSpeed);
  1048. stream->write(maxProneSideSpeed);
  1049. // Jetting
  1050. stream->write(jetJumpForce);
  1051. stream->write(jetJumpEnergyDrain);
  1052. stream->write(jetMinJumpEnergy);
  1053. stream->write(jetMinJumpSpeed);
  1054. stream->write(jetMaxJumpSpeed);
  1055. stream->write(jetJumpSurfaceAngle);
  1056. stream->write(horizMaxSpeed);
  1057. stream->write(horizResistSpeed);
  1058. stream->write(horizResistFactor);
  1059. stream->write(upMaxSpeed);
  1060. stream->write(upResistSpeed);
  1061. stream->write(upResistFactor);
  1062. stream->write(splashVelocity);
  1063. stream->write(splashAngle);
  1064. stream->write(splashFreqMod);
  1065. stream->write(splashVelEpsilon);
  1066. stream->write(bubbleEmitTime);
  1067. stream->write(medSplashSoundVel);
  1068. stream->write(hardSplashSoundVel);
  1069. stream->write(exitSplashSoundVel);
  1070. stream->write(footSplashHeight);
  1071. // Don't need damage scale on the client
  1072. stream->write(minImpactSpeed);
  1073. stream->write(minLateralImpactSpeed);
  1074. for( U32 i = 0; i < MaxSounds; i++)
  1075. sfxWrite( stream, sound[ i ] );
  1076. mathWrite(*stream, boxSize);
  1077. mathWrite(*stream, crouchBoxSize);
  1078. mathWrite(*stream, proneBoxSize);
  1079. mathWrite(*stream, swimBoxSize);
  1080. if( stream->writeFlag( footPuffEmitter ) )
  1081. {
  1082. stream->writeRangedU32( footPuffEmitter->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
  1083. }
  1084. stream->write( footPuffNumParts );
  1085. stream->write( footPuffRadius );
  1086. if( stream->writeFlag( decalData ) )
  1087. {
  1088. stream->writeRangedU32( decalData->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
  1089. }
  1090. stream->write(decalOffset);
  1091. if( stream->writeFlag( dustEmitter ) )
  1092. {
  1093. stream->writeRangedU32( dustEmitter->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
  1094. }
  1095. if (stream->writeFlag( splash ))
  1096. {
  1097. stream->writeRangedU32(splash->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast);
  1098. }
  1099. for( U32 i=0; i<NUM_SPLASH_EMITTERS; i++ )
  1100. {
  1101. if( stream->writeFlag( splashEmitterList[i] != NULL ) )
  1102. {
  1103. stream->writeRangedU32( splashEmitterList[i]->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
  1104. }
  1105. }
  1106. stream->write(groundImpactMinSpeed);
  1107. stream->write(groundImpactShakeFreq.x);
  1108. stream->write(groundImpactShakeFreq.y);
  1109. stream->write(groundImpactShakeFreq.z);
  1110. stream->write(groundImpactShakeAmp.x);
  1111. stream->write(groundImpactShakeAmp.y);
  1112. stream->write(groundImpactShakeAmp.z);
  1113. stream->write(groundImpactShakeDuration);
  1114. stream->write(groundImpactShakeFalloff);
  1115. // Air control
  1116. stream->write(airControl);
  1117. // Jump off at normal
  1118. stream->writeFlag(jumpTowardsNormal);
  1119. stream->writeString(physicsPlayerType);
  1120. // Third person mounted image shapes
  1121. stream->writeString(imageAnimPrefix);
  1122. stream->writeFlag(allowImageStateAnimation);
  1123. // First person mounted image shapes
  1124. stream->writeString(imageAnimPrefixFP);
  1125. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  1126. {
  1127. stream->writeString(shapeNameFP[i]);
  1128. // computeCRC is handled in ShapeBaseData
  1129. if (computeCRC)
  1130. {
  1131. stream->write(mCRCFP[i]);
  1132. }
  1133. }
  1134. }
  1135. void PlayerData::unpackData(BitStream* stream)
  1136. {
  1137. Parent::unpackData(stream);
  1138. renderFirstPerson = stream->readFlag();
  1139. firstPersonShadows = stream->readFlag();
  1140. stream->read(&minLookAngle);
  1141. stream->read(&maxLookAngle);
  1142. stream->read(&maxFreelookAngle);
  1143. stream->read(&maxTimeScale);
  1144. stream->read(&mass);
  1145. stream->read(&maxEnergy);
  1146. stream->read(&drag);
  1147. stream->read(&density);
  1148. stream->read(&maxStepHeight);
  1149. stream->read(&runForce);
  1150. stream->read(&runEnergyDrain);
  1151. stream->read(&minRunEnergy);
  1152. stream->read(&maxForwardSpeed);
  1153. stream->read(&maxBackwardSpeed);
  1154. stream->read(&maxSideSpeed);
  1155. stream->read(&runSurfaceAngle);
  1156. stream->read(&fallingSpeedThreshold);
  1157. stream->read(&recoverDelay);
  1158. stream->read(&recoverRunForceScale);
  1159. stream->read(&landSequenceTime);
  1160. stream->read(&transitionToLand);
  1161. // Jumping
  1162. stream->read(&jumpForce);
  1163. stream->read(&jumpEnergyDrain);
  1164. stream->read(&minJumpEnergy);
  1165. stream->read(&minJumpSpeed);
  1166. stream->read(&maxJumpSpeed);
  1167. stream->read(&jumpSurfaceAngle);
  1168. jumpDelay = stream->readInt(JumpDelayBits);
  1169. // Sprinting
  1170. stream->read(&sprintForce);
  1171. stream->read(&sprintEnergyDrain);
  1172. stream->read(&minSprintEnergy);
  1173. stream->read(&maxSprintForwardSpeed);
  1174. stream->read(&maxSprintBackwardSpeed);
  1175. stream->read(&maxSprintSideSpeed);
  1176. stream->read(&sprintStrafeScale);
  1177. stream->read(&sprintYawScale);
  1178. stream->read(&sprintPitchScale);
  1179. sprintCanJump = stream->readFlag();
  1180. // Swimming
  1181. stream->read(&swimForce);
  1182. stream->read(&maxUnderwaterForwardSpeed);
  1183. stream->read(&maxUnderwaterBackwardSpeed);
  1184. stream->read(&maxUnderwaterSideSpeed);
  1185. // Crouching
  1186. stream->read(&crouchForce);
  1187. stream->read(&maxCrouchForwardSpeed);
  1188. stream->read(&maxCrouchBackwardSpeed);
  1189. stream->read(&maxCrouchSideSpeed);
  1190. // Prone
  1191. stream->read(&proneForce);
  1192. stream->read(&maxProneForwardSpeed);
  1193. stream->read(&maxProneBackwardSpeed);
  1194. stream->read(&maxProneSideSpeed);
  1195. // Jetting
  1196. stream->read(&jetJumpForce);
  1197. stream->read(&jetJumpEnergyDrain);
  1198. stream->read(&jetMinJumpEnergy);
  1199. stream->read(&jetMinJumpSpeed);
  1200. stream->read(&jetMaxJumpSpeed);
  1201. stream->read(&jetJumpSurfaceAngle);
  1202. stream->read(&horizMaxSpeed);
  1203. stream->read(&horizResistSpeed);
  1204. stream->read(&horizResistFactor);
  1205. stream->read(&upMaxSpeed);
  1206. stream->read(&upResistSpeed);
  1207. stream->read(&upResistFactor);
  1208. stream->read(&splashVelocity);
  1209. stream->read(&splashAngle);
  1210. stream->read(&splashFreqMod);
  1211. stream->read(&splashVelEpsilon);
  1212. stream->read(&bubbleEmitTime);
  1213. stream->read(&medSplashSoundVel);
  1214. stream->read(&hardSplashSoundVel);
  1215. stream->read(&exitSplashSoundVel);
  1216. stream->read(&footSplashHeight);
  1217. stream->read(&minImpactSpeed);
  1218. stream->read(&minLateralImpactSpeed);
  1219. for( U32 i = 0; i < MaxSounds; i++)
  1220. sfxRead( stream, &sound[ i ] );
  1221. mathRead(*stream, &boxSize);
  1222. mathRead(*stream, &crouchBoxSize);
  1223. mathRead(*stream, &proneBoxSize);
  1224. mathRead(*stream, &swimBoxSize);
  1225. if( stream->readFlag() )
  1226. {
  1227. footPuffID = (S32) stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
  1228. }
  1229. stream->read(&footPuffNumParts);
  1230. stream->read(&footPuffRadius);
  1231. if( stream->readFlag() )
  1232. {
  1233. decalID = (S32) stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
  1234. }
  1235. stream->read(&decalOffset);
  1236. if( stream->readFlag() )
  1237. {
  1238. dustID = (S32) stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
  1239. }
  1240. if (stream->readFlag())
  1241. {
  1242. splashId = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
  1243. }
  1244. for( U32 i=0; i<NUM_SPLASH_EMITTERS; i++ )
  1245. {
  1246. if( stream->readFlag() )
  1247. {
  1248. splashEmitterIDList[i] = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
  1249. }
  1250. }
  1251. stream->read(&groundImpactMinSpeed);
  1252. stream->read(&groundImpactShakeFreq.x);
  1253. stream->read(&groundImpactShakeFreq.y);
  1254. stream->read(&groundImpactShakeFreq.z);
  1255. stream->read(&groundImpactShakeAmp.x);
  1256. stream->read(&groundImpactShakeAmp.y);
  1257. stream->read(&groundImpactShakeAmp.z);
  1258. stream->read(&groundImpactShakeDuration);
  1259. stream->read(&groundImpactShakeFalloff);
  1260. // Air control
  1261. stream->read(&airControl);
  1262. // Jump off at normal
  1263. jumpTowardsNormal = stream->readFlag();
  1264. physicsPlayerType = stream->readSTString();
  1265. // Third person mounted image shapes
  1266. imageAnimPrefix = stream->readSTString();
  1267. allowImageStateAnimation = stream->readFlag();
  1268. // First person mounted image shapes
  1269. imageAnimPrefixFP = stream->readSTString();
  1270. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  1271. {
  1272. shapeNameFP[i] = stream->readSTString();
  1273. // computeCRC is handled in ShapeBaseData
  1274. if (computeCRC)
  1275. {
  1276. stream->read(&(mCRCFP[i]));
  1277. }
  1278. }
  1279. }
  1280. //----------------------------------------------------------------------------
  1281. //----------------------------------------------------------------------------
  1282. ImplementEnumType( PlayerPose,
  1283. "@brief The pose of the Player.\n\n"
  1284. "@ingroup gameObjects\n\n")
  1285. { Player::StandPose, "Stand", "Standard movement pose.\n" },
  1286. { Player::SprintPose, "Sprint", "Sprinting pose.\n" },
  1287. { Player::CrouchPose, "Crouch", "Crouch pose.\n" },
  1288. { Player::PronePose, "Prone", "Prone pose.\n" },
  1289. { Player::SwimPose, "Swim", "Swimming pose.\n" },
  1290. EndImplementEnumType;
  1291. //----------------------------------------------------------------------------
  1292. IMPLEMENT_CO_NETOBJECT_V1(Player);
  1293. ConsoleDocClass( Player,
  1294. "@ingroup gameObjects\n"
  1295. );
  1296. F32 Player::mGravity = -20;
  1297. //----------------------------------------------------------------------------
  1298. Player::Player()
  1299. {
  1300. mTypeMask |= PlayerObjectType | DynamicShapeObjectType;
  1301. delta.pos = mAnchorPoint = Point3F(0,0,100);
  1302. delta.rot = delta.head = Point3F(0,0,0);
  1303. delta.rotOffset.set(0.0f,0.0f,0.0f);
  1304. delta.warpOffset.set(0.0f,0.0f,0.0f);
  1305. delta.posVec.set(0.0f,0.0f,0.0f);
  1306. delta.rotVec.set(0.0f,0.0f,0.0f);
  1307. delta.headVec.set(0.0f,0.0f,0.0f);
  1308. delta.warpTicks = 0;
  1309. delta.dt = 1.0f;
  1310. delta.move = NullMove;
  1311. mPredictionCount = sMaxPredictionTicks;
  1312. mObjToWorld.setColumn(3,delta.pos);
  1313. mRot = delta.rot;
  1314. mHead = delta.head;
  1315. mVelocity.set(0.0f, 0.0f, 0.0f);
  1316. mDataBlock = 0;
  1317. mHeadHThread = mHeadVThread = mRecoilThread = mImageStateThread = 0;
  1318. mArmAnimation.action = PlayerData::NullAnimation;
  1319. mArmAnimation.thread = 0;
  1320. mActionAnimation.action = PlayerData::NullAnimation;
  1321. mActionAnimation.thread = 0;
  1322. mActionAnimation.delayTicks = 0;
  1323. mActionAnimation.forward = true;
  1324. mActionAnimation.firstPerson = false;
  1325. //mActionAnimation.time = 1.0f; //ActionAnimation::Scale;
  1326. mActionAnimation.waitForEnd = false;
  1327. mActionAnimation.holdAtEnd = false;
  1328. mActionAnimation.animateOnServer = false;
  1329. mActionAnimation.atEnd = false;
  1330. mState = MoveState;
  1331. mJetting = false;
  1332. mFalling = false;
  1333. mSwimming = false;
  1334. mInWater = false;
  1335. mPose = StandPose;
  1336. mContactTimer = 0;
  1337. mJumpDelay = 0;
  1338. mJumpSurfaceLastContact = 0;
  1339. mJumpSurfaceNormal.set(0.0f, 0.0f, 1.0f);
  1340. mControlObject = 0;
  1341. dMemset( mSplashEmitter, 0, sizeof( mSplashEmitter ) );
  1342. mUseHeadZCalc = true;
  1343. allowAllPoses();
  1344. mImpactSound = 0;
  1345. mRecoverTicks = 0;
  1346. mReversePending = 0;
  1347. mLastPos.set( 0.0f, 0.0f, 0.0f );
  1348. mMoveBubbleSound = 0;
  1349. mWaterBreathSound = 0;
  1350. mConvex.init(this);
  1351. mWorkingQueryBox.minExtents.set(-1e9f, -1e9f, -1e9f);
  1352. mWorkingQueryBox.maxExtents.set(-1e9f, -1e9f, -1e9f);
  1353. mWeaponBackFraction = 0.0f;
  1354. mInMissionArea = true;
  1355. mBubbleEmitterTime = 10.0;
  1356. mLastWaterPos.set( 0.0, 0.0, 0.0 );
  1357. mMountPending = 0;
  1358. mPhysicsRep = NULL;
  1359. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  1360. {
  1361. mShapeFPInstance[i] = 0;
  1362. mShapeFPAmbientThread[i] = 0;
  1363. mShapeFPVisThread[i] = 0;
  1364. mShapeFPAnimThread[i] = 0;
  1365. mShapeFPFlashThread[i] = 0;
  1366. mShapeFPSpinThread[i] = 0;
  1367. }
  1368. mLastAbsoluteYaw = 0.0f;
  1369. mLastAbsolutePitch = 0.0f;
  1370. }
  1371. Player::~Player()
  1372. {
  1373. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  1374. {
  1375. delete mShapeFPInstance[i];
  1376. mShapeFPInstance[i] = 0;
  1377. }
  1378. }
  1379. //----------------------------------------------------------------------------
  1380. bool Player::onAdd()
  1381. {
  1382. ActionAnimation serverAnim = mActionAnimation;
  1383. if(!Parent::onAdd() || !mDataBlock)
  1384. return false;
  1385. mWorkingQueryBox.minExtents.set(-1e9f, -1e9f, -1e9f);
  1386. mWorkingQueryBox.maxExtents.set(-1e9f, -1e9f, -1e9f);
  1387. addToScene();
  1388. // Make sure any state and animation passed from the server
  1389. // in the initial update is set correctly.
  1390. ActionState state = mState;
  1391. mState = NullState;
  1392. setState(state);
  1393. setPose(StandPose);
  1394. if (serverAnim.action != PlayerData::NullAnimation)
  1395. {
  1396. setActionThread(serverAnim.action, true, serverAnim.holdAtEnd, true, false, true);
  1397. if (serverAnim.atEnd)
  1398. {
  1399. mShapeInstance->clearTransition(mActionAnimation.thread);
  1400. mShapeInstance->setPos(mActionAnimation.thread,
  1401. mActionAnimation.forward ? 1.0f : 0.0f);
  1402. if (inDeathAnim())
  1403. mDeath.lastPos = 1.0f;
  1404. }
  1405. // We have to leave them sitting for a while since mounts don't come through right
  1406. // away (and sometimes not for a while). Still going to let this time out because
  1407. // I'm not sure if we're guaranteed another anim will come through and cancel.
  1408. if (!isServerObject() && inSittingAnim())
  1409. mMountPending = (S32) sMountPendingTickWait;
  1410. else
  1411. mMountPending = 0;
  1412. }
  1413. if (mArmAnimation.action != PlayerData::NullAnimation)
  1414. setArmThread(mArmAnimation.action);
  1415. //
  1416. if (isServerObject())
  1417. {
  1418. scriptOnAdd();
  1419. }
  1420. else
  1421. {
  1422. U32 i;
  1423. for( i=0; i<PlayerData::NUM_SPLASH_EMITTERS; i++ )
  1424. {
  1425. if ( mDataBlock->splashEmitterList[i] )
  1426. {
  1427. mSplashEmitter[i] = new ParticleEmitter;
  1428. mSplashEmitter[i]->onNewDataBlock( mDataBlock->splashEmitterList[i], false );
  1429. if( !mSplashEmitter[i]->registerObject() )
  1430. {
  1431. Con::warnf( ConsoleLogEntry::General, "Could not register splash emitter for class: %s", mDataBlock->getName() );
  1432. mSplashEmitter[i].getPointer()->destroySelf();
  1433. mSplashEmitter[i] = NULL;
  1434. }
  1435. }
  1436. }
  1437. mLastWaterPos = getPosition();
  1438. // clear out all camera effects
  1439. gCamFXMgr.clear();
  1440. }
  1441. if ( PHYSICSMGR )
  1442. {
  1443. PhysicsWorld *world = PHYSICSMGR->getWorld( isServerObject() ? "server" : "client" );
  1444. mPhysicsRep = PHYSICSMGR->createPlayer();
  1445. mPhysicsRep->init( mDataBlock->physicsPlayerType,
  1446. mDataBlock->boxSize,
  1447. mDataBlock->runSurfaceCos,
  1448. mDataBlock->maxStepHeight,
  1449. this,
  1450. world );
  1451. mPhysicsRep->setTransform( getTransform() );
  1452. }
  1453. return true;
  1454. }
  1455. void Player::onRemove()
  1456. {
  1457. setControlObject(0);
  1458. scriptOnRemove();
  1459. removeFromScene();
  1460. if ( isGhost() )
  1461. {
  1462. SFX_DELETE( mMoveBubbleSound );
  1463. SFX_DELETE( mWaterBreathSound );
  1464. }
  1465. U32 i;
  1466. for( i=0; i<PlayerData::NUM_SPLASH_EMITTERS; i++ )
  1467. {
  1468. if( mSplashEmitter[i] )
  1469. {
  1470. mSplashEmitter[i]->deleteWhenEmpty();
  1471. mSplashEmitter[i] = NULL;
  1472. }
  1473. }
  1474. mWorkingQueryBox.minExtents.set(-1e9f, -1e9f, -1e9f);
  1475. mWorkingQueryBox.maxExtents.set(-1e9f, -1e9f, -1e9f);
  1476. SAFE_DELETE( mPhysicsRep );
  1477. Parent::onRemove();
  1478. }
  1479. void Player::onScaleChanged()
  1480. {
  1481. const Point3F& scale = getScale();
  1482. mScaledBox = mObjBox;
  1483. mScaledBox.minExtents.convolve( scale );
  1484. mScaledBox.maxExtents.convolve( scale );
  1485. }
  1486. //----------------------------------------------------------------------------
  1487. bool Player::onNewDataBlock( GameBaseData *dptr, bool reload )
  1488. {
  1489. PlayerData* prevData = mDataBlock;
  1490. mDataBlock = dynamic_cast<PlayerData*>(dptr);
  1491. if ( !mDataBlock || !Parent::onNewDataBlock( dptr, reload ) )
  1492. return false;
  1493. // Player requires a shape instance.
  1494. if ( mShapeInstance == NULL )
  1495. return false;
  1496. // Initialize arm thread, preserve arm sequence from last datablock.
  1497. // Arm animation can be from last datablock, or sent from the server.
  1498. U32 prevAction = mArmAnimation.action;
  1499. mArmAnimation.action = PlayerData::NullAnimation;
  1500. if (mDataBlock->lookAction) {
  1501. mArmAnimation.thread = mShapeInstance->addThread();
  1502. mShapeInstance->setTimeScale(mArmAnimation.thread,0);
  1503. if (prevData) {
  1504. if (prevAction != prevData->lookAction && prevAction != PlayerData::NullAnimation)
  1505. setArmThread(prevData->actionList[prevAction].name);
  1506. prevAction = PlayerData::NullAnimation;
  1507. }
  1508. if (mArmAnimation.action == PlayerData::NullAnimation) {
  1509. mArmAnimation.action = (prevAction != PlayerData::NullAnimation)?
  1510. prevAction: mDataBlock->lookAction;
  1511. mShapeInstance->setSequence(mArmAnimation.thread,
  1512. mDataBlock->actionList[mArmAnimation.action].sequence,0);
  1513. }
  1514. }
  1515. else
  1516. mArmAnimation.thread = 0;
  1517. // Initialize head look thread
  1518. TSShape const* shape = mShapeInstance->getShape();
  1519. S32 headSeq = shape->findSequence("head");
  1520. if (headSeq != -1) {
  1521. mHeadVThread = mShapeInstance->addThread();
  1522. mShapeInstance->setSequence(mHeadVThread,headSeq,0);
  1523. mShapeInstance->setTimeScale(mHeadVThread,0);
  1524. }
  1525. else
  1526. mHeadVThread = 0;
  1527. headSeq = shape->findSequence("headside");
  1528. if (headSeq != -1) {
  1529. mHeadHThread = mShapeInstance->addThread();
  1530. mShapeInstance->setSequence(mHeadHThread,headSeq,0);
  1531. mShapeInstance->setTimeScale(mHeadHThread,0);
  1532. }
  1533. else
  1534. mHeadHThread = 0;
  1535. // Create Recoil thread if any recoil sequences are specified.
  1536. // Note that the server player does not play this animation.
  1537. mRecoilThread = 0;
  1538. if (isGhost())
  1539. for (U32 s = 0; s < PlayerData::NumRecoilSequences; s++)
  1540. if (mDataBlock->recoilSequence[s] != -1) {
  1541. mRecoilThread = mShapeInstance->addThread();
  1542. mShapeInstance->setSequence(mRecoilThread, mDataBlock->recoilSequence[s], 0);
  1543. mShapeInstance->setTimeScale(mRecoilThread, 0);
  1544. break;
  1545. }
  1546. // Reset the image state driven animation thread. This will be properly built
  1547. // in onImageStateAnimation() when needed.
  1548. mImageStateThread = 0;
  1549. // Initialize the primary thread, the actual sequence is
  1550. // set later depending on player actions.
  1551. mActionAnimation.action = PlayerData::NullAnimation;
  1552. mActionAnimation.thread = mShapeInstance->addThread();
  1553. updateAnimationTree(!isGhost());
  1554. // First person mounted image shapes. Only on client.
  1555. if ( isGhost() )
  1556. {
  1557. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  1558. {
  1559. if (bool(mDataBlock->mShapeFP[i]))
  1560. {
  1561. mShapeFPInstance[i] = new TSShapeInstance(mDataBlock->mShapeFP[i], isClientObject());
  1562. mShapeFPInstance[i]->cloneMaterialList();
  1563. // Ambient animation
  1564. if (mShapeFPAmbientThread[i])
  1565. {
  1566. S32 seq = mShapeFPInstance[i]->getShape()->findSequence("ambient");
  1567. if (seq != -1)
  1568. {
  1569. mShapeFPAmbientThread[i] = mShapeFPInstance[i]->addThread();
  1570. mShapeFPInstance[i]->setTimeScale(mShapeFPAmbientThread[i], 1);
  1571. mShapeFPInstance[i]->setSequence(mShapeFPAmbientThread[i], seq, 0);
  1572. }
  1573. }
  1574. // Standard state animation
  1575. mShapeFPAnimThread[i] = mShapeFPInstance[i]->addThread();
  1576. if (mShapeFPAnimThread[i])
  1577. {
  1578. mShapeFPInstance[i]->setTimeScale(mShapeFPAnimThread[i],0);
  1579. }
  1580. }
  1581. }
  1582. }
  1583. if ( isGhost() )
  1584. {
  1585. // Create the sounds ahead of time. This reduces runtime
  1586. // costs and makes the system easier to understand.
  1587. SFX_DELETE( mMoveBubbleSound );
  1588. SFX_DELETE( mWaterBreathSound );
  1589. if ( mDataBlock->sound[PlayerData::MoveBubbles] )
  1590. mMoveBubbleSound = SFX->createSource( mDataBlock->sound[PlayerData::MoveBubbles] );
  1591. if ( mDataBlock->sound[PlayerData::WaterBreath] )
  1592. mWaterBreathSound = SFX->createSource( mDataBlock->sound[PlayerData::WaterBreath] );
  1593. }
  1594. mObjBox.maxExtents.x = mDataBlock->boxSize.x * 0.5f;
  1595. mObjBox.maxExtents.y = mDataBlock->boxSize.y * 0.5f;
  1596. mObjBox.maxExtents.z = mDataBlock->boxSize.z;
  1597. mObjBox.minExtents.x = -mObjBox.maxExtents.x;
  1598. mObjBox.minExtents.y = -mObjBox.maxExtents.y;
  1599. mObjBox.minExtents.z = 0.0f;
  1600. // Setup the box for our convex object...
  1601. mObjBox.getCenter(&mConvex.mCenter);
  1602. mConvex.mSize.x = mObjBox.len_x() / 2.0f;
  1603. mConvex.mSize.y = mObjBox.len_y() / 2.0f;
  1604. mConvex.mSize.z = mObjBox.len_z() / 2.0f;
  1605. // Initialize our scaled attributes as well
  1606. onScaleChanged();
  1607. resetWorldBox();
  1608. scriptOnNewDataBlock();
  1609. return true;
  1610. }
  1611. //----------------------------------------------------------------------------
  1612. void Player::reSkin()
  1613. {
  1614. if ( isGhost() && mShapeInstance && mSkinNameHandle.isValidString() )
  1615. {
  1616. Vector<String> skins;
  1617. String(mSkinNameHandle.getString()).split( ";", skins );
  1618. for ( int i = 0; i < skins.size(); i++ )
  1619. {
  1620. String oldSkin( mAppliedSkinName.c_str() );
  1621. String newSkin( skins[i] );
  1622. // Check if the skin handle contains an explicit "old" base string. This
  1623. // allows all models to support skinning, even if they don't follow the
  1624. // "base_xxx" material naming convention.
  1625. S32 split = newSkin.find( '=' ); // "old=new" format skin?
  1626. if ( split != String::NPos )
  1627. {
  1628. oldSkin = newSkin.substr( 0, split );
  1629. newSkin = newSkin.erase( 0, split+1 );
  1630. }
  1631. // Apply skin to both 3rd person and 1st person shape instances
  1632. mShapeInstance->reSkin( newSkin, oldSkin );
  1633. for ( int j = 0; j < ShapeBase::MaxMountedImages; j++ )
  1634. {
  1635. if (mShapeFPInstance[j])
  1636. mShapeFPInstance[j]->reSkin( newSkin, oldSkin );
  1637. }
  1638. mAppliedSkinName = newSkin;
  1639. }
  1640. }
  1641. }
  1642. //----------------------------------------------------------------------------
  1643. void Player::setControllingClient(GameConnection* client)
  1644. {
  1645. Parent::setControllingClient(client);
  1646. if (mControlObject)
  1647. mControlObject->setControllingClient(client);
  1648. }
  1649. void Player::setControlObject(ShapeBase* obj)
  1650. {
  1651. if (mControlObject == obj)
  1652. return;
  1653. if (mControlObject) {
  1654. mControlObject->setControllingObject(0);
  1655. mControlObject->setControllingClient(0);
  1656. }
  1657. if (obj == this || obj == 0)
  1658. mControlObject = 0;
  1659. else {
  1660. if (ShapeBase* coo = obj->getControllingObject())
  1661. coo->setControlObject(0);
  1662. if (GameConnection* con = obj->getControllingClient())
  1663. con->setControlObject(0);
  1664. mControlObject = obj;
  1665. mControlObject->setControllingObject(this);
  1666. mControlObject->setControllingClient(getControllingClient());
  1667. }
  1668. }
  1669. void Player::onCameraScopeQuery(NetConnection *connection, CameraScopeQuery *query)
  1670. {
  1671. // First, we are certainly in scope, and whatever we're riding is too...
  1672. if(mControlObject.isNull() || mControlObject == mMount.object)
  1673. Parent::onCameraScopeQuery(connection, query);
  1674. else
  1675. {
  1676. connection->objectInScope(this);
  1677. if (isMounted())
  1678. connection->objectInScope(mMount.object);
  1679. mControlObject->onCameraScopeQuery(connection, query);
  1680. }
  1681. }
  1682. ShapeBase* Player::getControlObject()
  1683. {
  1684. return mControlObject;
  1685. }
  1686. void Player::processTick(const Move* move)
  1687. {
  1688. PROFILE_SCOPE(Player_ProcessTick);
  1689. bool prevMoveMotion = mMoveMotion;
  1690. Pose prevPose = getPose();
  1691. // If we're not being controlled by a client, let the
  1692. // AI sub-module get a chance at producing a move.
  1693. Move aiMove;
  1694. if (!move && isServerObject() && getAIMove(&aiMove))
  1695. move = &aiMove;
  1696. // Manage the control object and filter moves for the player
  1697. Move pMove,cMove;
  1698. if (mControlObject) {
  1699. if (!move)
  1700. mControlObject->processTick(0);
  1701. else {
  1702. pMove = NullMove;
  1703. cMove = *move;
  1704. //if (isMounted()) {
  1705. // Filter Jump trigger if mounted
  1706. //pMove.trigger[2] = move->trigger[2];
  1707. //cMove.trigger[2] = false;
  1708. //}
  1709. if (move->freeLook) {
  1710. // Filter yaw/picth/roll when freelooking.
  1711. pMove.yaw = move->yaw;
  1712. pMove.pitch = move->pitch;
  1713. pMove.roll = move->roll;
  1714. pMove.freeLook = true;
  1715. cMove.freeLook = false;
  1716. cMove.yaw = cMove.pitch = cMove.roll = 0.0f;
  1717. }
  1718. mControlObject->processTick((mDamageState == Enabled)? &cMove: &NullMove);
  1719. move = &pMove;
  1720. }
  1721. }
  1722. Parent::processTick(move);
  1723. // Warp to catch up to server
  1724. if (delta.warpTicks > 0) {
  1725. delta.warpTicks--;
  1726. // Set new pos
  1727. getTransform().getColumn(3, &delta.pos);
  1728. delta.pos += delta.warpOffset;
  1729. delta.rot += delta.rotOffset;
  1730. // Wrap yaw to +/-PI
  1731. if (delta.rot.z < - M_PI_F)
  1732. delta.rot.z += M_2PI_F;
  1733. else if (delta.rot.z > M_PI_F)
  1734. delta.rot.z -= M_2PI_F;
  1735. setPosition(delta.pos,delta.rot);
  1736. updateDeathOffsets();
  1737. updateLookAnimation();
  1738. // Backstepping
  1739. delta.posVec = -delta.warpOffset;
  1740. delta.rotVec = -delta.rotOffset;
  1741. }
  1742. else {
  1743. // If there is no move, the player is either an
  1744. // unattached player on the server, or a player's
  1745. // client ghost.
  1746. if (!move) {
  1747. if (isGhost()) {
  1748. // If we haven't run out of prediction time,
  1749. // predict using the last known move.
  1750. if (mPredictionCount-- <= 0)
  1751. return;
  1752. move = &delta.move;
  1753. }
  1754. else
  1755. move = &NullMove;
  1756. }
  1757. if (!isGhost())
  1758. updateAnimation(TickSec);
  1759. PROFILE_START(Player_PhysicsSection);
  1760. if ( isServerObject() || didRenderLastRender() || getControllingClient() )
  1761. {
  1762. if ( !mPhysicsRep )
  1763. {
  1764. if ( isMounted() )
  1765. {
  1766. // If we're mounted then do not perform any collision checks
  1767. // and clear our previous working list.
  1768. mConvex.clearWorkingList();
  1769. }
  1770. else
  1771. {
  1772. updateWorkingCollisionSet();
  1773. }
  1774. }
  1775. updateState();
  1776. updateMove(move);
  1777. updateLookAnimation();
  1778. updateDeathOffsets();
  1779. updatePos();
  1780. }
  1781. PROFILE_END();
  1782. if (!isGhost())
  1783. {
  1784. // Animations are advanced based on frame rate on the
  1785. // client and must be ticked on the server.
  1786. updateActionThread();
  1787. updateAnimationTree(true);
  1788. // Check for sprinting motion changes
  1789. Pose currentPose = getPose();
  1790. // Player has just switched into Sprint pose and is moving
  1791. if (currentPose == SprintPose && prevPose != SprintPose && mMoveMotion)
  1792. {
  1793. mDataBlock->onStartSprintMotion_callback( this );
  1794. }
  1795. // Player has just switched out of Sprint pose and is moving, or was just moving
  1796. else if (currentPose != SprintPose && prevPose == SprintPose && (mMoveMotion || prevMoveMotion))
  1797. {
  1798. mDataBlock->onStopSprintMotion_callback( this );
  1799. }
  1800. // Player is in Sprint pose and has modified their motion
  1801. else if (currentPose == SprintPose && prevMoveMotion != mMoveMotion)
  1802. {
  1803. if (mMoveMotion)
  1804. {
  1805. mDataBlock->onStartSprintMotion_callback( this );
  1806. }
  1807. else
  1808. {
  1809. mDataBlock->onStopSprintMotion_callback( this );
  1810. }
  1811. }
  1812. }
  1813. }
  1814. }
  1815. void Player::interpolateTick(F32 dt)
  1816. {
  1817. if (mControlObject)
  1818. mControlObject->interpolateTick(dt);
  1819. // Client side interpolation
  1820. Parent::interpolateTick(dt);
  1821. Point3F pos = delta.pos + delta.posVec * dt;
  1822. Point3F rot = delta.rot + delta.rotVec * dt;
  1823. setRenderPosition(pos,rot,dt);
  1824. /*
  1825. // apply camera effects - is this the best place? - bramage
  1826. GameConnection* connection = GameConnection::getConnectionToServer();
  1827. if( connection->isFirstPerson() )
  1828. {
  1829. ShapeBase *obj = dynamic_cast<ShapeBase*>(connection->getControlObject());
  1830. if( obj == this )
  1831. {
  1832. MatrixF curTrans = getRenderTransform();
  1833. curTrans.mul( gCamFXMgr.getTrans() );
  1834. Parent::setRenderTransform( curTrans );
  1835. }
  1836. }
  1837. */
  1838. updateLookAnimation(dt);
  1839. delta.dt = dt;
  1840. }
  1841. void Player::advanceTime(F32 dt)
  1842. {
  1843. // Client side animations
  1844. Parent::advanceTime(dt);
  1845. updateActionThread();
  1846. updateAnimation(dt);
  1847. updateSplash();
  1848. updateFroth(dt);
  1849. updateWaterSounds(dt);
  1850. mLastPos = getPosition();
  1851. if (mImpactSound)
  1852. playImpactSound();
  1853. // update camera effects. Definitely need to find better place for this - bramage
  1854. if( isControlObject() )
  1855. {
  1856. if( mDamageState == Disabled || mDamageState == Destroyed )
  1857. {
  1858. // clear out all camera effects being applied to player if dead
  1859. gCamFXMgr.clear();
  1860. }
  1861. }
  1862. }
  1863. bool Player::getAIMove(Move* move)
  1864. {
  1865. return false;
  1866. }
  1867. void Player::setState(ActionState state, U32 recoverTicks)
  1868. {
  1869. if (state != mState) {
  1870. // Skip initialization if there is no manager, the state
  1871. // will get reset when the object is added to a manager.
  1872. if (isProperlyAdded()) {
  1873. switch (state) {
  1874. case RecoverState: {
  1875. if (mDataBlock->landSequenceTime > 0.0f)
  1876. {
  1877. // Use the land sequence as the basis for the recovery
  1878. setActionThread(PlayerData::LandAnim, true, false, true, true);
  1879. F32 timeScale = mShapeInstance->getDuration(mActionAnimation.thread) / mDataBlock->landSequenceTime;
  1880. mShapeInstance->setTimeScale(mActionAnimation.thread,timeScale);
  1881. mRecoverDelay = mDataBlock->landSequenceTime;
  1882. }
  1883. else
  1884. {
  1885. // Legacy recover system
  1886. mRecoverTicks = recoverTicks;
  1887. mReversePending = U32(F32(mRecoverTicks) / sLandReverseScale);
  1888. setActionThread(PlayerData::LandAnim, true, false, true, true);
  1889. }
  1890. break;
  1891. }
  1892. default:
  1893. break;
  1894. }
  1895. }
  1896. mState = state;
  1897. }
  1898. }
  1899. void Player::updateState()
  1900. {
  1901. switch (mState)
  1902. {
  1903. case RecoverState:
  1904. if (mDataBlock->landSequenceTime > 0.0f)
  1905. {
  1906. // Count down the land time
  1907. mRecoverDelay -= TickSec;
  1908. if (mRecoverDelay <= 0.0f)
  1909. {
  1910. setState(MoveState);
  1911. }
  1912. }
  1913. else
  1914. {
  1915. // Legacy recover system
  1916. if (mRecoverTicks-- <= 0)
  1917. {
  1918. if (mReversePending && mActionAnimation.action != PlayerData::NullAnimation)
  1919. {
  1920. // this serves and counter, and direction state
  1921. mRecoverTicks = mReversePending;
  1922. mActionAnimation.forward = false;
  1923. S32 seq = mDataBlock->actionList[mActionAnimation.action].sequence;
  1924. S32 imageBasedSeq = convertActionToImagePrefix(mActionAnimation.action);
  1925. if (imageBasedSeq != -1)
  1926. seq = imageBasedSeq;
  1927. F32 pos = mShapeInstance->getPos(mActionAnimation.thread);
  1928. mShapeInstance->setTimeScale(mActionAnimation.thread, -sLandReverseScale);
  1929. mShapeInstance->transitionToSequence(mActionAnimation.thread,
  1930. seq, pos, sAnimationTransitionTime, true);
  1931. mReversePending = 0;
  1932. }
  1933. else
  1934. {
  1935. setState(MoveState);
  1936. }
  1937. } // Stand back up slowly only if not moving much-
  1938. else if (!mReversePending && mVelocity.lenSquared() > sSlowStandThreshSquared)
  1939. {
  1940. mActionAnimation.waitForEnd = false;
  1941. setState(MoveState);
  1942. }
  1943. }
  1944. break;
  1945. default:
  1946. break;
  1947. }
  1948. }
  1949. const char* Player::getStateName()
  1950. {
  1951. if (mDamageState != Enabled)
  1952. return "Dead";
  1953. if (isMounted())
  1954. return "Mounted";
  1955. if (mState == RecoverState)
  1956. return "Recover";
  1957. return "Move";
  1958. }
  1959. void Player::getDamageLocation(const Point3F& in_rPos, const char *&out_rpVert, const char *&out_rpQuad)
  1960. {
  1961. // TODO: This will be WRONG when player is prone or swimming!
  1962. Point3F newPoint;
  1963. mWorldToObj.mulP(in_rPos, &newPoint);
  1964. Point3F boxSize = mObjBox.getExtents();
  1965. F32 zHeight = boxSize.z;
  1966. F32 zTorso = mDataBlock->boxTorsoPercentage;
  1967. F32 zHead = mDataBlock->boxHeadPercentage;
  1968. zTorso *= zHeight;
  1969. zHead *= zHeight;
  1970. if (newPoint.z <= zTorso)
  1971. out_rpVert = "legs";
  1972. else if (newPoint.z <= zHead)
  1973. out_rpVert = "torso";
  1974. else
  1975. out_rpVert = "head";
  1976. if(dStrcmp(out_rpVert, "head") != 0)
  1977. {
  1978. if (newPoint.y >= 0.0f)
  1979. {
  1980. if (newPoint.x <= 0.0f)
  1981. out_rpQuad = "front_left";
  1982. else
  1983. out_rpQuad = "front_right";
  1984. }
  1985. else
  1986. {
  1987. if (newPoint.x <= 0.0f)
  1988. out_rpQuad = "back_left";
  1989. else
  1990. out_rpQuad = "back_right";
  1991. }
  1992. }
  1993. else
  1994. {
  1995. F32 backToFront = boxSize.x;
  1996. F32 leftToRight = boxSize.y;
  1997. F32 backPoint = backToFront * mDataBlock->boxHeadBackPercentage;
  1998. F32 frontPoint = backToFront * mDataBlock->boxHeadFrontPercentage;
  1999. F32 leftPoint = leftToRight * mDataBlock->boxHeadLeftPercentage;
  2000. F32 rightPoint = leftToRight * mDataBlock->boxHeadRightPercentage;
  2001. S32 index = 0;
  2002. if (newPoint.y < backPoint)
  2003. index += 0;
  2004. else if (newPoint.y >= frontPoint)
  2005. index += 3;
  2006. else
  2007. index += 6;
  2008. if (newPoint.x < leftPoint)
  2009. index += 0;
  2010. else if (newPoint.x >= rightPoint)
  2011. index += 1;
  2012. else
  2013. index += 2;
  2014. switch (index)
  2015. {
  2016. case 0: out_rpQuad = "left_back"; break;
  2017. case 1: out_rpQuad = "middle_back"; break;
  2018. case 2: out_rpQuad = "right_back"; break;
  2019. case 3: out_rpQuad = "left_middle"; break;
  2020. case 4: out_rpQuad = "middle_middle"; break;
  2021. case 5: out_rpQuad = "right_middle"; break;
  2022. case 6: out_rpQuad = "left_front"; break;
  2023. case 7: out_rpQuad = "middle_front"; break;
  2024. case 8: out_rpQuad = "right_front"; break;
  2025. default:
  2026. AssertFatal(0, "Bad non-tant index");
  2027. };
  2028. }
  2029. }
  2030. const char* Player::getPoseName() const
  2031. {
  2032. return EngineMarshallData< PlayerPose >(getPose());
  2033. }
  2034. void Player::setPose( Pose pose )
  2035. {
  2036. // Already the set pose, return.
  2037. if ( pose == mPose )
  2038. return;
  2039. Pose oldPose = mPose;
  2040. mPose = pose;
  2041. // Not added yet, just assign the pose and return.
  2042. if ( !isProperlyAdded() )
  2043. return;
  2044. Point3F boxSize(1,1,1);
  2045. // Resize the player boxes
  2046. switch (pose)
  2047. {
  2048. case StandPose:
  2049. case SprintPose:
  2050. boxSize = mDataBlock->boxSize;
  2051. break;
  2052. case CrouchPose:
  2053. boxSize = mDataBlock->crouchBoxSize;
  2054. break;
  2055. case PronePose:
  2056. boxSize = mDataBlock->proneBoxSize;
  2057. break;
  2058. case SwimPose:
  2059. boxSize = mDataBlock->swimBoxSize;
  2060. break;
  2061. }
  2062. // Object and World Boxes...
  2063. mObjBox.maxExtents.x = boxSize.x * 0.5f;
  2064. mObjBox.maxExtents.y = boxSize.y * 0.5f;
  2065. mObjBox.maxExtents.z = boxSize.z;
  2066. mObjBox.minExtents.x = -mObjBox.maxExtents.x;
  2067. mObjBox.minExtents.y = -mObjBox.maxExtents.y;
  2068. mObjBox.minExtents.z = 0.0f;
  2069. resetWorldBox();
  2070. // Setup the box for our convex object...
  2071. mObjBox.getCenter(&mConvex.mCenter);
  2072. mConvex.mSize.x = mObjBox.len_x() / 2.0f;
  2073. mConvex.mSize.y = mObjBox.len_y() / 2.0f;
  2074. mConvex.mSize.z = mObjBox.len_z() / 2.0f;
  2075. // Initialize our scaled attributes as well...
  2076. onScaleChanged();
  2077. // Resize the PhysicsPlayer rep. should we have one
  2078. if ( mPhysicsRep )
  2079. mPhysicsRep->setSpacials( getPosition(), boxSize );
  2080. if ( isServerObject() )
  2081. mDataBlock->onPoseChange_callback( this, EngineMarshallData< PlayerPose >(oldPose), EngineMarshallData< PlayerPose >(mPose));
  2082. }
  2083. void Player::allowAllPoses()
  2084. {
  2085. mAllowJumping = true;
  2086. mAllowJetJumping = true;
  2087. mAllowSprinting = true;
  2088. mAllowCrouching = true;
  2089. mAllowProne = true;
  2090. mAllowSwimming = true;
  2091. }
  2092. void Player::updateMove(const Move* move)
  2093. {
  2094. delta.move = *move;
  2095. // Is waterCoverage high enough to be 'swimming'?
  2096. {
  2097. bool swimming = mWaterCoverage > 0.65f && canSwim();
  2098. if ( swimming != mSwimming )
  2099. {
  2100. if ( !isGhost() )
  2101. {
  2102. if ( swimming )
  2103. mDataBlock->onStartSwim_callback( this );
  2104. else
  2105. mDataBlock->onStopSwim_callback( this );
  2106. }
  2107. mSwimming = swimming;
  2108. }
  2109. }
  2110. // Trigger images
  2111. if (mDamageState == Enabled)
  2112. {
  2113. setImageTriggerState( 0, move->trigger[sImageTrigger0] );
  2114. // If you have a secondary mounted image then
  2115. // send the second trigger to it. Else give it
  2116. // to the first image as an alt fire.
  2117. if ( getMountedImage( 1 ) )
  2118. setImageTriggerState( 1, move->trigger[sImageTrigger1] );
  2119. else
  2120. setImageAltTriggerState( 0, move->trigger[sImageTrigger1] );
  2121. }
  2122. // Update current orientation
  2123. if (mDamageState == Enabled) {
  2124. F32 prevZRot = mRot.z;
  2125. delta.headVec = mHead;
  2126. bool doStandardMove = true;
  2127. GameConnection* con = getControllingClient();
  2128. #ifdef TORQUE_EXTENDED_MOVE
  2129. // Work with an absolute rotation from the ExtendedMove class?
  2130. if(con && con->getControlSchemeAbsoluteRotation())
  2131. {
  2132. doStandardMove = false;
  2133. const ExtendedMove* emove = dynamic_cast<const ExtendedMove*>(move);
  2134. U32 emoveIndex = smExtendedMoveHeadPosRotIndex;
  2135. if(emoveIndex >= ExtendedMove::MaxPositionsRotations)
  2136. emoveIndex = 0;
  2137. if(emove->EulerBasedRotation[emoveIndex])
  2138. {
  2139. // Head pitch
  2140. mHead.x += (emove->rotX[emoveIndex] - mLastAbsolutePitch);
  2141. // Do we also include the relative yaw value?
  2142. if(con->getControlSchemeAddPitchToAbsRot())
  2143. {
  2144. F32 x = move->pitch;
  2145. if (x > M_PI_F)
  2146. x -= M_2PI_F;
  2147. mHead.x += x;
  2148. }
  2149. // Constrain the range of mHead.x
  2150. while (mHead.x < -M_PI_F)
  2151. mHead.x += M_2PI_F;
  2152. while (mHead.x > M_PI_F)
  2153. mHead.x -= M_2PI_F;
  2154. // Rotate (heading) head or body?
  2155. if (move->freeLook && ((isMounted() && getMountNode() == 0) || (con && !con->isFirstPerson())))
  2156. {
  2157. // Rotate head
  2158. mHead.z += (emove->rotZ[emoveIndex] - mLastAbsoluteYaw);
  2159. // Do we also include the relative yaw value?
  2160. if(con->getControlSchemeAddYawToAbsRot())
  2161. {
  2162. F32 z = move->yaw;
  2163. if (z > M_PI_F)
  2164. z -= M_2PI_F;
  2165. mHead.z += z;
  2166. }
  2167. // Constrain the range of mHead.z
  2168. while (mHead.z < 0.0f)
  2169. mHead.z += M_2PI_F;
  2170. while (mHead.z > M_2PI_F)
  2171. mHead.z -= M_2PI_F;
  2172. }
  2173. else
  2174. {
  2175. // Rotate body
  2176. mRot.z += (emove->rotZ[emoveIndex] - mLastAbsoluteYaw);
  2177. // Do we also include the relative yaw value?
  2178. if(con->getControlSchemeAddYawToAbsRot())
  2179. {
  2180. F32 z = move->yaw;
  2181. if (z > M_PI_F)
  2182. z -= M_2PI_F;
  2183. mRot.z += z;
  2184. }
  2185. // Constrain the range of mRot.z
  2186. while (mRot.z < 0.0f)
  2187. mRot.z += M_2PI_F;
  2188. while (mRot.z > M_2PI_F)
  2189. mRot.z -= M_2PI_F;
  2190. }
  2191. mLastAbsoluteYaw = emove->rotZ[emoveIndex];
  2192. mLastAbsolutePitch = emove->rotX[emoveIndex];
  2193. // Head bank
  2194. mHead.y = emove->rotY[emoveIndex];
  2195. // Constrain the range of mHead.y
  2196. while (mHead.y > M_PI_F)
  2197. mHead.y -= M_2PI_F;
  2198. }
  2199. }
  2200. #endif
  2201. if(doStandardMove)
  2202. {
  2203. F32 p = move->pitch * (mPose == SprintPose ? mDataBlock->sprintPitchScale : 1.0f);
  2204. if (p > M_PI_F)
  2205. p -= M_2PI_F;
  2206. mHead.x = mClampF(mHead.x + p,mDataBlock->minLookAngle,
  2207. mDataBlock->maxLookAngle);
  2208. F32 y = move->yaw * (mPose == SprintPose ? mDataBlock->sprintYawScale : 1.0f);
  2209. if (y > M_PI_F)
  2210. y -= M_2PI_F;
  2211. if (move->freeLook && ((isMounted() && getMountNode() == 0) || (con && !con->isFirstPerson())))
  2212. {
  2213. mHead.z = mClampF(mHead.z + y,
  2214. -mDataBlock->maxFreelookAngle,
  2215. mDataBlock->maxFreelookAngle);
  2216. }
  2217. else
  2218. {
  2219. mRot.z += y;
  2220. // Rotate the head back to the front, center horizontal
  2221. // as well if we're controlling another object.
  2222. mHead.z *= 0.5f;
  2223. if (mControlObject)
  2224. mHead.x *= 0.5f;
  2225. }
  2226. // constrain the range of mRot.z
  2227. while (mRot.z < 0.0f)
  2228. mRot.z += M_2PI_F;
  2229. while (mRot.z > M_2PI_F)
  2230. mRot.z -= M_2PI_F;
  2231. }
  2232. delta.rot = mRot;
  2233. delta.rotVec.x = delta.rotVec.y = 0.0f;
  2234. delta.rotVec.z = prevZRot - mRot.z;
  2235. if (delta.rotVec.z > M_PI_F)
  2236. delta.rotVec.z -= M_2PI_F;
  2237. else if (delta.rotVec.z < -M_PI_F)
  2238. delta.rotVec.z += M_2PI_F;
  2239. delta.head = mHead;
  2240. delta.headVec -= mHead;
  2241. for(U32 i=0; i<3; ++i)
  2242. {
  2243. if (delta.headVec[i] > M_PI_F)
  2244. delta.headVec[i] -= M_2PI_F;
  2245. else if (delta.headVec[i] < -M_PI_F)
  2246. delta.headVec[i] += M_2PI_F;
  2247. }
  2248. }
  2249. MatrixF zRot;
  2250. zRot.set(EulerF(0.0f, 0.0f, mRot.z));
  2251. // Desired move direction & speed
  2252. VectorF moveVec;
  2253. F32 moveSpeed;
  2254. if ((mState == MoveState || (mState == RecoverState && mDataBlock->recoverRunForceScale > 0.0f)) && mDamageState == Enabled)
  2255. {
  2256. zRot.getColumn(0,&moveVec);
  2257. moveVec *= (move->x * (mPose == SprintPose ? mDataBlock->sprintStrafeScale : 1.0f));
  2258. VectorF tv;
  2259. zRot.getColumn(1,&tv);
  2260. moveVec += tv * move->y;
  2261. // Clamp water movement
  2262. if (move->y > 0.0f)
  2263. {
  2264. if ( mSwimming )
  2265. moveSpeed = getMax(mDataBlock->maxUnderwaterForwardSpeed * move->y,
  2266. mDataBlock->maxUnderwaterSideSpeed * mFabs(move->x));
  2267. else if ( mPose == PronePose )
  2268. moveSpeed = getMax(mDataBlock->maxProneForwardSpeed * move->y,
  2269. mDataBlock->maxProneSideSpeed * mFabs(move->x));
  2270. else if ( mPose == CrouchPose )
  2271. moveSpeed = getMax(mDataBlock->maxCrouchForwardSpeed * move->y,
  2272. mDataBlock->maxCrouchSideSpeed * mFabs(move->x));
  2273. else if ( mPose == SprintPose )
  2274. moveSpeed = getMax(mDataBlock->maxSprintForwardSpeed * move->y,
  2275. mDataBlock->maxSprintSideSpeed * mFabs(move->x));
  2276. else // StandPose
  2277. moveSpeed = getMax(mDataBlock->maxForwardSpeed * move->y,
  2278. mDataBlock->maxSideSpeed * mFabs(move->x));
  2279. }
  2280. else
  2281. {
  2282. if ( mSwimming )
  2283. moveSpeed = getMax(mDataBlock->maxUnderwaterBackwardSpeed * mFabs(move->y),
  2284. mDataBlock->maxUnderwaterSideSpeed * mFabs(move->x));
  2285. else if ( mPose == PronePose )
  2286. moveSpeed = getMax(mDataBlock->maxProneBackwardSpeed * mFabs(move->y),
  2287. mDataBlock->maxProneSideSpeed * mFabs(move->x));
  2288. else if ( mPose == CrouchPose )
  2289. moveSpeed = getMax(mDataBlock->maxCrouchBackwardSpeed * mFabs(move->y),
  2290. mDataBlock->maxCrouchSideSpeed * mFabs(move->x));
  2291. else if ( mPose == SprintPose )
  2292. moveSpeed = getMax(mDataBlock->maxSprintBackwardSpeed * mFabs(move->y),
  2293. mDataBlock->maxSprintSideSpeed * mFabs(move->x));
  2294. else // StandPose
  2295. moveSpeed = getMax(mDataBlock->maxBackwardSpeed * mFabs(move->y),
  2296. mDataBlock->maxSideSpeed * mFabs(move->x));
  2297. }
  2298. // Cancel any script driven animations if we are going to move.
  2299. if (moveVec.x + moveVec.y + moveVec.z != 0.0f &&
  2300. (mActionAnimation.action >= PlayerData::NumTableActionAnims
  2301. || mActionAnimation.action == PlayerData::LandAnim))
  2302. mActionAnimation.action = PlayerData::NullAnimation;
  2303. }
  2304. else
  2305. {
  2306. moveVec.set(0.0f, 0.0f, 0.0f);
  2307. moveSpeed = 0.0f;
  2308. }
  2309. // Acceleration due to gravity
  2310. VectorF acc(0.0f, 0.0f, mGravity * mGravityMod * TickSec);
  2311. // Determine ground contact normal. Only look for contacts if
  2312. // we can move and aren't mounted.
  2313. VectorF contactNormal(0,0,0);
  2314. bool jumpSurface = false, runSurface = false;
  2315. if ( !isMounted() )
  2316. findContact( &runSurface, &jumpSurface, &contactNormal );
  2317. if ( jumpSurface )
  2318. mJumpSurfaceNormal = contactNormal;
  2319. // If we don't have a runSurface but we do have a contactNormal,
  2320. // then we are standing on something that is too steep.
  2321. // Deflect the force of gravity by the normal so we slide.
  2322. // We could also try aligning it to the runSurface instead,
  2323. // but this seems to work well.
  2324. if ( !runSurface && !contactNormal.isZero() )
  2325. acc = ( acc - 2 * contactNormal * mDot( acc, contactNormal ) );
  2326. // Acceleration on run surface
  2327. if (runSurface && !mSwimming) {
  2328. mContactTimer = 0;
  2329. // Remove acc into contact surface (should only be gravity)
  2330. // Clear out floating point acc errors, this will allow
  2331. // the player to "rest" on the ground.
  2332. // However, no need to do that if we're using a physics library.
  2333. // It will take care of itself.
  2334. if (!mPhysicsRep)
  2335. {
  2336. F32 vd = -mDot(acc,contactNormal);
  2337. if (vd > 0.0f) {
  2338. VectorF dv = contactNormal * (vd + 0.002f);
  2339. acc += dv;
  2340. if (acc.len() < 0.0001f)
  2341. acc.set(0.0f, 0.0f, 0.0f);
  2342. }
  2343. }
  2344. // Force a 0 move if there is no energy, and only drain
  2345. // move energy if we're moving.
  2346. VectorF pv;
  2347. if (mPose == SprintPose && mEnergy >= mDataBlock->minSprintEnergy) {
  2348. if (moveSpeed)
  2349. mEnergy -= mDataBlock->sprintEnergyDrain;
  2350. pv = moveVec;
  2351. }
  2352. else if (mEnergy >= mDataBlock->minRunEnergy) {
  2353. if (moveSpeed)
  2354. mEnergy -= mDataBlock->runEnergyDrain;
  2355. pv = moveVec;
  2356. }
  2357. else
  2358. pv.set(0.0f, 0.0f, 0.0f);
  2359. // Adjust the player's requested dir. to be parallel
  2360. // to the contact surface.
  2361. F32 pvl = pv.len();
  2362. if(mJetting)
  2363. {
  2364. pvl = moveVec.len();
  2365. if (pvl)
  2366. {
  2367. VectorF nn;
  2368. mCross(pv,VectorF(0.0f, 0.0f, 0.0f),&nn);
  2369. nn *= 1 / pvl;
  2370. VectorF cv(0.0f, 0.0f, 0.0f);
  2371. cv -= nn * mDot(nn,cv);
  2372. pv -= cv * mDot(pv,cv);
  2373. pvl = pv.len();
  2374. }
  2375. }
  2376. else if (!mPhysicsRep)
  2377. {
  2378. // We only do this if we're not using a physics library. The
  2379. // library will take care of itself.
  2380. if (pvl)
  2381. {
  2382. VectorF nn;
  2383. mCross(pv,VectorF(0.0f, 0.0f, 1.0f),&nn);
  2384. nn *= 1.0f / pvl;
  2385. VectorF cv = contactNormal;
  2386. cv -= nn * mDot(nn,cv);
  2387. pv -= cv * mDot(pv,cv);
  2388. pvl = pv.len();
  2389. }
  2390. }
  2391. // Convert to acceleration
  2392. if ( pvl )
  2393. pv *= moveSpeed / pvl;
  2394. VectorF runAcc = pv - (mVelocity + acc);
  2395. F32 runSpeed = runAcc.len();
  2396. // Clamp acceleration, player also accelerates faster when
  2397. // in his hard landing recover state.
  2398. F32 maxAcc;
  2399. if (mPose == SprintPose)
  2400. {
  2401. maxAcc = (mDataBlock->sprintForce / getMass()) * TickSec;
  2402. }
  2403. else
  2404. {
  2405. maxAcc = (mDataBlock->runForce / getMass()) * TickSec;
  2406. }
  2407. if (mState == RecoverState)
  2408. maxAcc *= mDataBlock->recoverRunForceScale;
  2409. if (runSpeed > maxAcc)
  2410. runAcc *= maxAcc / runSpeed;
  2411. acc += runAcc;
  2412. // If we are running on the ground, then we're not jumping
  2413. if (mDataBlock->isJumpAction(mActionAnimation.action))
  2414. mActionAnimation.action = PlayerData::NullAnimation;
  2415. }
  2416. else if (!mSwimming && mDataBlock->airControl > 0.0f)
  2417. {
  2418. VectorF pv;
  2419. pv = moveVec;
  2420. F32 pvl = pv.len();
  2421. if (pvl)
  2422. pv *= moveSpeed / pvl;
  2423. VectorF runAcc = pv - acc;
  2424. runAcc.z = 0;
  2425. runAcc.x = runAcc.x * mDataBlock->airControl;
  2426. runAcc.y = runAcc.y * mDataBlock->airControl;
  2427. F32 runSpeed = runAcc.len();
  2428. // We don't test for sprinting when performing air control
  2429. F32 maxAcc = (mDataBlock->runForce / getMass()) * TickSec * 0.3f;
  2430. if (runSpeed > maxAcc)
  2431. runAcc *= maxAcc / runSpeed;
  2432. acc += runAcc;
  2433. // There are no special air control animations
  2434. // so... increment this unless you really want to
  2435. // play the run anims in the air.
  2436. mContactTimer++;
  2437. }
  2438. else if (mSwimming)
  2439. {
  2440. // Remove acc into contact surface (should only be gravity)
  2441. // Clear out floating point acc errors, this will allow
  2442. // the player to "rest" on the ground.
  2443. F32 vd = -mDot(acc,contactNormal);
  2444. if (vd > 0.0f) {
  2445. VectorF dv = contactNormal * (vd + 0.002f);
  2446. acc += dv;
  2447. if (acc.len() < 0.0001f)
  2448. acc.set(0.0f, 0.0f, 0.0f);
  2449. }
  2450. // get the head pitch and add it to the moveVec
  2451. // This more accurate swim vector calc comes from Matt Fairfax
  2452. MatrixF xRot, zRot;
  2453. xRot.set(EulerF(mHead.x, 0, 0));
  2454. zRot.set(EulerF(0, 0, mRot.z));
  2455. MatrixF rot;
  2456. rot.mul(zRot, xRot);
  2457. rot.getColumn(0,&moveVec);
  2458. moveVec *= move->x;
  2459. VectorF tv;
  2460. rot.getColumn(1,&tv);
  2461. moveVec += tv * move->y;
  2462. rot.getColumn(2,&tv);
  2463. moveVec += tv * move->z;
  2464. // Force a 0 move if there is no energy, and only drain
  2465. // move energy if we're moving.
  2466. VectorF swimVec;
  2467. if (mEnergy >= mDataBlock->minRunEnergy) {
  2468. if (moveSpeed)
  2469. mEnergy -= mDataBlock->runEnergyDrain;
  2470. swimVec = moveVec;
  2471. }
  2472. else
  2473. swimVec.set(0.0f, 0.0f, 0.0f);
  2474. // If we are swimming but close enough to the shore/ground
  2475. // we can still have a surface-normal. In this case align the
  2476. // velocity to the normal to make getting out of water easier.
  2477. moveVec.normalize();
  2478. F32 isSwimUp = mDot( moveVec, contactNormal );
  2479. if ( !contactNormal.isZero() && isSwimUp < 0.1f )
  2480. {
  2481. F32 pvl = swimVec.len();
  2482. if ( true && pvl )
  2483. {
  2484. VectorF nn;
  2485. mCross(swimVec,VectorF(0.0f, 0.0f, 1.0f),&nn);
  2486. nn *= 1.0f / pvl;
  2487. VectorF cv = contactNormal;
  2488. cv -= nn * mDot(nn,cv);
  2489. swimVec -= cv * mDot(swimVec,cv);
  2490. }
  2491. }
  2492. F32 swimVecLen = swimVec.len();
  2493. // Convert to acceleration.
  2494. if ( swimVecLen )
  2495. swimVec *= moveSpeed / swimVecLen;
  2496. VectorF swimAcc = swimVec - (mVelocity + acc);
  2497. F32 swimSpeed = swimAcc.len();
  2498. // Clamp acceleration.
  2499. F32 maxAcc = (mDataBlock->swimForce / getMass()) * TickSec;
  2500. if ( false && swimSpeed > maxAcc )
  2501. swimAcc *= maxAcc / swimSpeed;
  2502. acc += swimAcc;
  2503. mContactTimer++;
  2504. }
  2505. else
  2506. mContactTimer++;
  2507. // Acceleration from Jumping
  2508. if (move->trigger[sJumpTrigger] && canJump())// !isMounted() &&
  2509. {
  2510. // Scale the jump impulse base on maxJumpSpeed
  2511. F32 zSpeedScale = mVelocity.z;
  2512. if (zSpeedScale <= mDataBlock->maxJumpSpeed)
  2513. {
  2514. zSpeedScale = (zSpeedScale <= mDataBlock->minJumpSpeed)? 1:
  2515. 1 - (zSpeedScale - mDataBlock->minJumpSpeed) /
  2516. (mDataBlock->maxJumpSpeed - mDataBlock->minJumpSpeed);
  2517. // Desired jump direction
  2518. VectorF pv = moveVec;
  2519. F32 len = pv.len();
  2520. if (len > 0)
  2521. pv *= 1 / len;
  2522. // We want to scale the jump size by the player size, somewhat
  2523. // in reduced ratio so a smaller player can jump higher in
  2524. // proportion to his size, than a larger player.
  2525. F32 scaleZ = (getScale().z * 0.25) + 0.75;
  2526. // Calculate our jump impulse
  2527. F32 impulse = mDataBlock->jumpForce / getMass();
  2528. if (mDataBlock->jumpTowardsNormal)
  2529. {
  2530. // If we are facing into the surface jump up, otherwise
  2531. // jump away from surface.
  2532. F32 dot = mDot(pv,mJumpSurfaceNormal);
  2533. if (dot <= 0)
  2534. acc.z += mJumpSurfaceNormal.z * scaleZ * impulse * zSpeedScale;
  2535. else
  2536. {
  2537. acc.x += pv.x * impulse * dot;
  2538. acc.y += pv.y * impulse * dot;
  2539. acc.z += mJumpSurfaceNormal.z * scaleZ * impulse * zSpeedScale;
  2540. }
  2541. }
  2542. else
  2543. acc.z += scaleZ * impulse * zSpeedScale;
  2544. mJumpDelay = mDataBlock->jumpDelay;
  2545. mEnergy -= mDataBlock->jumpEnergyDrain;
  2546. // If we don't have a StandJumpAnim, just play the JumpAnim...
  2547. S32 seq = (mVelocity.len() < 0.5) ? PlayerData::StandJumpAnim: PlayerData::JumpAnim;
  2548. if ( mDataBlock->actionList[seq].sequence == -1 )
  2549. seq = PlayerData::JumpAnim;
  2550. setActionThread( seq, true, false, true );
  2551. mJumpSurfaceLastContact = JumpSkipContactsMax;
  2552. }
  2553. }
  2554. else
  2555. {
  2556. if (jumpSurface)
  2557. {
  2558. if (mJumpDelay > 0)
  2559. mJumpDelay--;
  2560. mJumpSurfaceLastContact = 0;
  2561. }
  2562. else
  2563. mJumpSurfaceLastContact++;
  2564. }
  2565. if (move->trigger[sJumpJetTrigger] && !isMounted() && canJetJump())
  2566. {
  2567. mJetting = true;
  2568. // Scale the jump impulse base on maxJumpSpeed
  2569. F32 zSpeedScale = mVelocity.z;
  2570. if (zSpeedScale <= mDataBlock->jetMaxJumpSpeed)
  2571. {
  2572. zSpeedScale = (zSpeedScale <= mDataBlock->jetMinJumpSpeed)? 1:
  2573. 1 - (zSpeedScale - mDataBlock->jetMinJumpSpeed) / (mDataBlock->jetMaxJumpSpeed - mDataBlock->jetMinJumpSpeed);
  2574. // Desired jump direction
  2575. VectorF pv = moveVec;
  2576. F32 len = pv.len();
  2577. if (len > 0.0f)
  2578. pv *= 1 / len;
  2579. // If we are facing into the surface jump up, otherwise
  2580. // jump away from surface.
  2581. F32 dot = mDot(pv,mJumpSurfaceNormal);
  2582. F32 impulse = mDataBlock->jetJumpForce / getMass();
  2583. if (dot <= 0)
  2584. acc.z += mJumpSurfaceNormal.z * impulse * zSpeedScale;
  2585. else
  2586. {
  2587. acc.x += pv.x * impulse * dot;
  2588. acc.y += pv.y * impulse * dot;
  2589. acc.z += mJumpSurfaceNormal.z * impulse * zSpeedScale;
  2590. }
  2591. mEnergy -= mDataBlock->jetJumpEnergyDrain;
  2592. }
  2593. }
  2594. else
  2595. {
  2596. mJetting = false;
  2597. }
  2598. // Add in force from physical zones...
  2599. acc += (mAppliedForce / getMass()) * TickSec;
  2600. // Adjust velocity with all the move & gravity acceleration
  2601. // TG: I forgot why doesn't the TickSec multiply happen here...
  2602. mVelocity += acc;
  2603. // apply horizontal air resistance
  2604. F32 hvel = mSqrt(mVelocity.x * mVelocity.x + mVelocity.y * mVelocity.y);
  2605. if(hvel > mDataBlock->horizResistSpeed)
  2606. {
  2607. F32 speedCap = hvel;
  2608. if(speedCap > mDataBlock->horizMaxSpeed)
  2609. speedCap = mDataBlock->horizMaxSpeed;
  2610. speedCap -= mDataBlock->horizResistFactor * TickSec * (speedCap - mDataBlock->horizResistSpeed);
  2611. F32 scale = speedCap / hvel;
  2612. mVelocity.x *= scale;
  2613. mVelocity.y *= scale;
  2614. }
  2615. if(mVelocity.z > mDataBlock->upResistSpeed)
  2616. {
  2617. if(mVelocity.z > mDataBlock->upMaxSpeed)
  2618. mVelocity.z = mDataBlock->upMaxSpeed;
  2619. mVelocity.z -= mDataBlock->upResistFactor * TickSec * (mVelocity.z - mDataBlock->upResistSpeed);
  2620. }
  2621. // Container buoyancy & drag
  2622. if (mBuoyancy != 0)
  2623. {
  2624. // Applying buoyancy when standing still causing some jitters-
  2625. if (mBuoyancy > 1.0 || !mVelocity.isZero() || !runSurface)
  2626. {
  2627. // A little hackery to prevent oscillation
  2628. // based on http://reinot.blogspot.com/2005/11/oh-yes-they-float-georgie-they-all.html
  2629. F32 buoyancyForce = mBuoyancy * mGravity * mGravityMod * TickSec;
  2630. F32 currHeight = getPosition().z;
  2631. const F32 C = 2.0f;
  2632. const F32 M = 0.1f;
  2633. if ( currHeight + mVelocity.z * TickSec * C > mLiquidHeight )
  2634. buoyancyForce *= M;
  2635. //mVelocity.z -= buoyancyForce;
  2636. }
  2637. }
  2638. // Apply drag
  2639. if ( mSwimming )
  2640. mVelocity -= mVelocity * mDrag * TickSec * ( mVelocity.len() / mDataBlock->maxUnderwaterForwardSpeed );
  2641. else
  2642. mVelocity -= mVelocity * mDrag * TickSec;
  2643. // Clamp very small velocity to zero
  2644. if ( mVelocity.isZero() )
  2645. mVelocity = Point3F::Zero;
  2646. // If we are not touching anything and have sufficient -z vel,
  2647. // we are falling.
  2648. if (runSurface)
  2649. mFalling = false;
  2650. else
  2651. {
  2652. VectorF vel;
  2653. mWorldToObj.mulV(mVelocity,&vel);
  2654. mFalling = vel.z < mDataBlock->fallingSpeedThreshold;
  2655. }
  2656. // Vehicle Dismount
  2657. if ( !isGhost() && move->trigger[sVehicleDismountTrigger] && canJump())
  2658. mDataBlock->doDismount_callback( this );
  2659. // Enter/Leave Liquid
  2660. if ( !mInWater && mWaterCoverage > 0.0f )
  2661. {
  2662. mInWater = true;
  2663. if ( !isGhost() )
  2664. mDataBlock->onEnterLiquid_callback( this, mWaterCoverage, mLiquidType.c_str() );
  2665. }
  2666. else if ( mInWater && mWaterCoverage <= 0.0f )
  2667. {
  2668. mInWater = false;
  2669. if ( !isGhost() )
  2670. mDataBlock->onLeaveLiquid_callback( this, mLiquidType.c_str() );
  2671. else
  2672. {
  2673. // exit-water splash sound happens for client only
  2674. if ( getSpeed() >= mDataBlock->exitSplashSoundVel && !isMounted() )
  2675. SFX->playOnce( mDataBlock->sound[PlayerData::ExitWater], &getTransform() );
  2676. }
  2677. }
  2678. // Update the PlayerPose
  2679. Pose desiredPose = mPose;
  2680. if ( mSwimming )
  2681. desiredPose = SwimPose;
  2682. else if ( runSurface && move->trigger[sCrouchTrigger] && canCrouch() )
  2683. desiredPose = CrouchPose;
  2684. else if ( runSurface && move->trigger[sProneTrigger] && canProne() )
  2685. desiredPose = PronePose;
  2686. else if ( move->trigger[sSprintTrigger] && canSprint() )
  2687. desiredPose = SprintPose;
  2688. else if ( canStand() )
  2689. desiredPose = StandPose;
  2690. setPose( desiredPose );
  2691. }
  2692. //----------------------------------------------------------------------------
  2693. bool Player::checkDismountPosition(const MatrixF& oldMat, const MatrixF& mat)
  2694. {
  2695. AssertFatal(getContainer() != NULL, "Error, must have a container!");
  2696. AssertFatal(getObjectMount() != NULL, "Error, must be mounted!");
  2697. Point3F pos;
  2698. Point3F oldPos;
  2699. mat.getColumn(3, &pos);
  2700. oldMat.getColumn(3, &oldPos);
  2701. RayInfo info;
  2702. disableCollision();
  2703. getObjectMount()->disableCollision();
  2704. if (getContainer()->castRay(oldPos, pos, sCollisionMoveMask, &info))
  2705. {
  2706. enableCollision();
  2707. getObjectMount()->enableCollision();
  2708. return false;
  2709. }
  2710. Box3F wBox = mObjBox;
  2711. wBox.minExtents += pos;
  2712. wBox.maxExtents += pos;
  2713. EarlyOutPolyList polyList;
  2714. polyList.mNormal.set(0.0f, 0.0f, 0.0f);
  2715. polyList.mPlaneList.clear();
  2716. polyList.mPlaneList.setSize(6);
  2717. polyList.mPlaneList[0].set(wBox.minExtents,VectorF(-1.0f, 0.0f, 0.0f));
  2718. polyList.mPlaneList[1].set(wBox.maxExtents,VectorF(0.0f, 1.0f, 0.0f));
  2719. polyList.mPlaneList[2].set(wBox.maxExtents,VectorF(1.0f, 0.0f, 0.0f));
  2720. polyList.mPlaneList[3].set(wBox.minExtents,VectorF(0.0f, -1.0f, 0.0f));
  2721. polyList.mPlaneList[4].set(wBox.minExtents,VectorF(0.0f, 0.0f, -1.0f));
  2722. polyList.mPlaneList[5].set(wBox.maxExtents,VectorF(0.0f, 0.0f, 1.0f));
  2723. if (getContainer()->buildPolyList(PLC_Collision, wBox, sCollisionMoveMask, &polyList))
  2724. {
  2725. enableCollision();
  2726. getObjectMount()->enableCollision();
  2727. return false;
  2728. }
  2729. enableCollision();
  2730. getObjectMount()->enableCollision();
  2731. return true;
  2732. }
  2733. //----------------------------------------------------------------------------
  2734. bool Player::canJump()
  2735. {
  2736. return mAllowJumping && mState == MoveState && mDamageState == Enabled && !isMounted() && !mJumpDelay && mEnergy >= mDataBlock->minJumpEnergy && mJumpSurfaceLastContact < JumpSkipContactsMax && !mSwimming && (mPose != SprintPose || mDataBlock->sprintCanJump);
  2737. }
  2738. bool Player::canJetJump()
  2739. {
  2740. return mAllowJetJumping && mState == MoveState && mDamageState == Enabled && !isMounted() && mEnergy >= mDataBlock->jetMinJumpEnergy && mDataBlock->jetJumpForce != 0.0f;
  2741. }
  2742. bool Player::canSwim()
  2743. {
  2744. // Not used!
  2745. //return mState == MoveState && mDamageState == Enabled && !isMounted() && mEnergy >= mDataBlock->minSwimEnergy && mWaterCoverage >= 0.8f;
  2746. return mAllowSwimming;
  2747. }
  2748. bool Player::canCrouch()
  2749. {
  2750. if (!mAllowCrouching)
  2751. return false;
  2752. if ( mState != MoveState ||
  2753. mDamageState != Enabled ||
  2754. isMounted() ||
  2755. mSwimming ||
  2756. mFalling )
  2757. return false;
  2758. // Can't crouch if no crouch animation!
  2759. if ( mDataBlock->actionList[PlayerData::CrouchRootAnim].sequence == -1 )
  2760. return false;
  2761. // We are already in this pose, so don't test it again...
  2762. if ( mPose == CrouchPose )
  2763. return true;
  2764. // Do standard Torque physics test here!
  2765. if ( !mPhysicsRep )
  2766. {
  2767. F32 radius;
  2768. if ( mPose == PronePose )
  2769. radius = mDataBlock->proneBoxSize.z;
  2770. else
  2771. return true;
  2772. // use our X and Y dimentions on our boxsize as the radii for our search, and the difference between a standing position
  2773. // and the position we currently are in.
  2774. Point3F extent( mDataBlock->crouchBoxSize.x / 2, mDataBlock->crouchBoxSize.y / 2, mDataBlock->crouchBoxSize.z - radius );
  2775. Point3F position = getPosition();
  2776. position.z += radius;
  2777. // Use these radii to create a box that represents the difference between a standing position and the position
  2778. // we want to move into.
  2779. Box3F B(position - extent, position + extent, true);
  2780. EarlyOutPolyList polyList;
  2781. polyList.mPlaneList.clear();
  2782. polyList.mNormal.set( 0,0,0 );
  2783. polyList.mPlaneList.setSize( 6 );
  2784. polyList.mPlaneList[0].set( B.minExtents, VectorF( -1,0,0 ) );
  2785. polyList.mPlaneList[1].set( B.maxExtents, VectorF( 0,1,0 ) );
  2786. polyList.mPlaneList[2].set( B.maxExtents, VectorF( 1,0,0 ) );
  2787. polyList.mPlaneList[3].set( B.minExtents, VectorF( 0,-1,0 ) );
  2788. polyList.mPlaneList[4].set( B.minExtents, VectorF( 0,0,-1 ) );
  2789. polyList.mPlaneList[5].set( B.maxExtents, VectorF( 0,0,1 ) );
  2790. // If an object exists in this space, we must stay prone. Otherwise we are free to crouch.
  2791. return !getContainer()->buildPolyList( PLC_Collision, B, StaticShapeObjectType, &polyList );
  2792. }
  2793. return mPhysicsRep->testSpacials( getPosition(), mDataBlock->crouchBoxSize );
  2794. }
  2795. bool Player::canStand()
  2796. {
  2797. if ( mState != MoveState ||
  2798. mDamageState != Enabled ||
  2799. isMounted() ||
  2800. mSwimming )
  2801. return false;
  2802. // We are already in this pose, so don't test it again...
  2803. if ( mPose == StandPose )
  2804. return true;
  2805. // Do standard Torque physics test here!
  2806. if ( !mPhysicsRep )
  2807. {
  2808. F32 radius;
  2809. if (mPose == CrouchPose)
  2810. radius = mDataBlock->crouchBoxSize.z;
  2811. else if (mPose == PronePose)
  2812. radius = mDataBlock->proneBoxSize.z;
  2813. else
  2814. return true;
  2815. // use our X and Y dimentions on our boxsize as the radii for our search, and the difference between a standing position
  2816. // and the position we currently are in.
  2817. Point3F extent( mDataBlock->boxSize.x / 2, mDataBlock->boxSize.y / 2, mDataBlock->boxSize.z - radius );
  2818. Point3F position = getPosition();
  2819. position.z += radius;
  2820. // Use these radii to create a box that represents the difference between a standing position and the position
  2821. // we want to move into.
  2822. Box3F B(position - extent, position + extent, true);
  2823. EarlyOutPolyList polyList;
  2824. polyList.mPlaneList.clear();
  2825. polyList.mNormal.set(0,0,0);
  2826. polyList.mPlaneList.setSize(6);
  2827. polyList.mPlaneList[0].set(B.minExtents, VectorF(-1,0,0));
  2828. polyList.mPlaneList[1].set(B.maxExtents, VectorF(0,1,0));
  2829. polyList.mPlaneList[2].set(B.maxExtents, VectorF(1,0,0));
  2830. polyList.mPlaneList[3].set(B.minExtents, VectorF(0,-1,0));
  2831. polyList.mPlaneList[4].set(B.minExtents, VectorF(0,0,-1));
  2832. polyList.mPlaneList[5].set(B.maxExtents, VectorF(0,0,1));
  2833. // If an object exists in this space, we must stay crouched/prone. Otherwise we are free to stand.
  2834. return !getContainer()->buildPolyList(PLC_Collision, B, StaticShapeObjectType, &polyList);
  2835. }
  2836. return mPhysicsRep->testSpacials( getPosition(), mDataBlock->boxSize );
  2837. }
  2838. bool Player::canProne()
  2839. {
  2840. if (!mAllowProne)
  2841. return false;
  2842. if ( mState != MoveState ||
  2843. mDamageState != Enabled ||
  2844. isMounted() ||
  2845. mSwimming ||
  2846. mFalling )
  2847. return false;
  2848. // Can't go prone if no prone animation!
  2849. if ( mDataBlock->actionList[PlayerData::ProneRootAnim].sequence == -1 )
  2850. return false;
  2851. // Do standard Torque physics test here!
  2852. if ( !mPhysicsRep )
  2853. return true;
  2854. // We are already in this pose, so don't test it again...
  2855. if ( mPose == PronePose )
  2856. return true;
  2857. return mPhysicsRep->testSpacials( getPosition(), mDataBlock->proneBoxSize );
  2858. }
  2859. bool Player::canSprint()
  2860. {
  2861. return mAllowSprinting && mState == MoveState && mDamageState == Enabled && !isMounted() && mEnergy >= mDataBlock->minSprintEnergy && !mSwimming;
  2862. }
  2863. //----------------------------------------------------------------------------
  2864. void Player::updateDamageLevel()
  2865. {
  2866. if (!isGhost())
  2867. setDamageState((mDamage >= mDataBlock->maxDamage)? Disabled: Enabled);
  2868. if (mDamageThread)
  2869. mShapeInstance->setPos(mDamageThread, mDamage / mDataBlock->destroyedLevel);
  2870. }
  2871. void Player::updateDamageState()
  2872. {
  2873. // Become a corpse when we're disabled (dead).
  2874. if (mDamageState == Enabled) {
  2875. mTypeMask &= ~CorpseObjectType;
  2876. mTypeMask |= PlayerObjectType;
  2877. }
  2878. else {
  2879. mTypeMask &= ~PlayerObjectType;
  2880. mTypeMask |= CorpseObjectType;
  2881. }
  2882. Parent::updateDamageState();
  2883. }
  2884. //----------------------------------------------------------------------------
  2885. void Player::updateLookAnimation(F32 dT)
  2886. {
  2887. // Calculate our interpolated head position.
  2888. Point3F renderHead = delta.head + delta.headVec * dT;
  2889. // Adjust look pos. This assumes that the animations match
  2890. // the min and max look angles provided in the datablock.
  2891. if (mArmAnimation.thread)
  2892. {
  2893. // TG: Adjust arm position to avoid collision.
  2894. F32 tp = mControlObject? 0.5:
  2895. (renderHead.x - mArmRange.min) / mArmRange.delta;
  2896. mShapeInstance->setPos(mArmAnimation.thread,mClampF(tp,0,1));
  2897. }
  2898. if (mHeadVThread)
  2899. {
  2900. F32 tp = (renderHead.x - mHeadVRange.min) / mHeadVRange.delta;
  2901. mShapeInstance->setPos(mHeadVThread,mClampF(tp,0,1));
  2902. }
  2903. if (mHeadHThread)
  2904. {
  2905. F32 dt = 2 * mDataBlock->maxFreelookAngle;
  2906. F32 tp = (renderHead.z + mDataBlock->maxFreelookAngle) / dt;
  2907. mShapeInstance->setPos(mHeadHThread,mClampF(tp,0,1));
  2908. }
  2909. }
  2910. //----------------------------------------------------------------------------
  2911. // Methods to get delta (as amount to affect velocity by)
  2912. bool Player::inDeathAnim()
  2913. {
  2914. if (mActionAnimation.thread && mActionAnimation.action >= 0)
  2915. if (mActionAnimation.action < mDataBlock->actionCount)
  2916. return mDataBlock->actionList[mActionAnimation.action].death;
  2917. return false;
  2918. }
  2919. // Get change from mLastDeathPos - return current pos. Assumes we're in death anim.
  2920. F32 Player::deathDelta(Point3F & delta)
  2921. {
  2922. // Get ground delta from the last time we offset this.
  2923. MatrixF mat;
  2924. F32 pos = mShapeInstance->getPos(mActionAnimation.thread);
  2925. mShapeInstance->deltaGround1(mActionAnimation.thread, mDeath.lastPos, pos, mat);
  2926. mat.getColumn(3, & delta);
  2927. return pos;
  2928. }
  2929. // Called before updatePos() to prepare it's needed change to velocity, which
  2930. // must roll over. Should be updated on tick, this is where we remember last
  2931. // position of animation that was used to roll into velocity.
  2932. void Player::updateDeathOffsets()
  2933. {
  2934. if (inDeathAnim())
  2935. // Get ground delta from the last time we offset this.
  2936. mDeath.lastPos = deathDelta(mDeath.posAdd);
  2937. else
  2938. mDeath.clear();
  2939. }
  2940. //----------------------------------------------------------------------------
  2941. static const U32 sPlayerConformMask = StaticShapeObjectType | StaticObjectType | TerrainObjectType;
  2942. static void accel(F32& from, F32 to, F32 rate)
  2943. {
  2944. if (from < to)
  2945. from = getMin(from += rate, to);
  2946. else
  2947. from = getMax(from -= rate, to);
  2948. }
  2949. // if (dt == -1)
  2950. // normal tick, so we advance.
  2951. // else
  2952. // interpolate with dt as % of tick, don't advance
  2953. //
  2954. MatrixF * Player::Death::fallToGround(F32 dt, const Point3F& loc, F32 curZ, F32 boxRad)
  2955. {
  2956. static const F32 sConformCheckDown = 4.0f;
  2957. RayInfo coll;
  2958. bool conformToStairs = false;
  2959. Point3F pos(loc.x, loc.y, loc.z + 0.1f);
  2960. Point3F below(pos.x, pos.y, loc.z - sConformCheckDown);
  2961. MatrixF * retVal = NULL;
  2962. PROFILE_SCOPE(ConformToGround);
  2963. if (gClientContainer.castRay(pos, below, sPlayerConformMask, &coll))
  2964. {
  2965. F32 adjust, height = (loc.z - coll.point.z), sink = curSink;
  2966. VectorF desNormal = coll.normal;
  2967. VectorF normal = curNormal;
  2968. // dt >= 0 means we're interpolating and don't accel the numbers
  2969. if (dt >= 0.0f)
  2970. adjust = dt * TickSec;
  2971. else
  2972. adjust = TickSec;
  2973. // Try to get them to conform to stairs by doing several LOS calls. We do this if
  2974. // normal is within about 5 deg. of vertical.
  2975. if (desNormal.z > 0.995f)
  2976. {
  2977. Point3F corners[3], downpts[3];
  2978. S32 c;
  2979. for (c = 0; c < 3; c++) { // Build 3 corners to cast down from-
  2980. corners[c].set(loc.x - boxRad, loc.y - boxRad, loc.z + 1.0f);
  2981. if (c) // add (0,boxWidth) and (boxWidth,0)
  2982. corners[c][c - 1] += (boxRad * 2.0f);
  2983. downpts[c].set(corners[c].x, corners[c].y, loc.z - sConformCheckDown);
  2984. }
  2985. // Do the three casts-
  2986. for (c = 0; c < 3; c++)
  2987. if (gClientContainer.castRay(corners[c], downpts[c], sPlayerConformMask, &coll))
  2988. downpts[c] = coll.point;
  2989. else
  2990. break;
  2991. // Do the math if everything hit below-
  2992. if (c == 3) {
  2993. mCross(downpts[1] - downpts[0], downpts[2] - downpts[1], &desNormal);
  2994. AssertFatal(desNormal.z > 0, "Abnormality in Player::Death::fallToGround()");
  2995. downpts[2] = downpts[2] - downpts[1];
  2996. downpts[1] = downpts[1] - downpts[0];
  2997. desNormal.normalize();
  2998. conformToStairs = true;
  2999. }
  3000. }
  3001. // Move normal in direction we want-
  3002. F32 * cur = normal, * des = desNormal;
  3003. for (S32 i = 0; i < 3; i++)
  3004. accel(*cur++, *des++, adjust * 0.25f);
  3005. if (mFabs(height) < 2.2f && !normal.isZero() && desNormal.z > 0.01f)
  3006. {
  3007. VectorF upY(0.0f, 1.0f, 0.0f), ahead;
  3008. VectorF sideVec;
  3009. MatrixF mat(true);
  3010. normal.normalize();
  3011. mat.set(EulerF (0.0f, 0.0f, curZ));
  3012. mat.mulV(upY, & ahead);
  3013. mCross(ahead, normal, &sideVec);
  3014. sideVec.normalize();
  3015. mCross(normal, sideVec, &ahead);
  3016. static MatrixF resMat(true);
  3017. resMat.setColumn(0, sideVec);
  3018. resMat.setColumn(1, ahead);
  3019. resMat.setColumn(2, normal);
  3020. // Adjust Z down to account for box offset on slope. Figure out how
  3021. // much we want to sink, and gradually accel to this amount. Don't do if
  3022. // we're conforming to stairs though
  3023. F32 xy = mSqrt(desNormal.x * desNormal.x + desNormal.y * desNormal.y);
  3024. F32 desiredSink = (boxRad * xy / desNormal.z);
  3025. if (conformToStairs)
  3026. desiredSink *= 0.5f;
  3027. accel(sink, desiredSink, adjust * 0.15f);
  3028. Point3F position(pos);
  3029. position.z -= sink;
  3030. resMat.setColumn(3, position);
  3031. if (dt < 0.0f)
  3032. { // we're moving, so update normal and sink amount
  3033. curNormal = normal;
  3034. curSink = sink;
  3035. }
  3036. retVal = &resMat;
  3037. }
  3038. }
  3039. return retVal;
  3040. }
  3041. //-------------------------------------------------------------------------------------
  3042. // This is called ::onAdd() to see if we're in a sitting animation. These then
  3043. // can use a longer tick delay for the mount to get across.
  3044. bool Player::inSittingAnim()
  3045. {
  3046. U32 action = mActionAnimation.action;
  3047. if (mActionAnimation.thread && action < mDataBlock->actionCount) {
  3048. const char * name = mDataBlock->actionList[action].name;
  3049. if (!dStricmp(name, "Sitting") || !dStricmp(name, "Scoutroot"))
  3050. return true;
  3051. }
  3052. return false;
  3053. }
  3054. //----------------------------------------------------------------------------
  3055. const String& Player::getArmThread() const
  3056. {
  3057. if (mArmAnimation.thread && mArmAnimation.thread->hasSequence())
  3058. {
  3059. return mArmAnimation.thread->getSequenceName();
  3060. }
  3061. return String::EmptyString;
  3062. }
  3063. bool Player::setArmThread(const char* sequence)
  3064. {
  3065. // The arm sequence must be in the action list.
  3066. for (U32 i = 1; i < mDataBlock->actionCount; i++)
  3067. if (!dStricmp(mDataBlock->actionList[i].name,sequence))
  3068. return setArmThread(i);
  3069. return false;
  3070. }
  3071. bool Player::setArmThread(U32 action)
  3072. {
  3073. PlayerData::ActionAnimation &anim = mDataBlock->actionList[action];
  3074. if (anim.sequence != -1 &&
  3075. anim.sequence != mShapeInstance->getSequence(mArmAnimation.thread))
  3076. {
  3077. mShapeInstance->setSequence(mArmAnimation.thread,anim.sequence,0);
  3078. mArmAnimation.action = action;
  3079. setMaskBits(ActionMask);
  3080. return true;
  3081. }
  3082. return false;
  3083. }
  3084. //----------------------------------------------------------------------------
  3085. bool Player::setActionThread(const char* sequence,bool hold,bool wait,bool fsp)
  3086. {
  3087. for (U32 i = 1; i < mDataBlock->actionCount; i++)
  3088. {
  3089. PlayerData::ActionAnimation &anim = mDataBlock->actionList[i];
  3090. if (!dStricmp(anim.name,sequence))
  3091. {
  3092. setActionThread(i,true,hold,wait,fsp);
  3093. setMaskBits(ActionMask);
  3094. return true;
  3095. }
  3096. }
  3097. return false;
  3098. }
  3099. void Player::setActionThread(U32 action,bool forward,bool hold,bool wait,bool fsp, bool forceSet)
  3100. {
  3101. if (!mDataBlock || (mActionAnimation.action == action && mActionAnimation.forward == forward && !forceSet))
  3102. return;
  3103. if (action >= PlayerData::NumActionAnims)
  3104. {
  3105. Con::errorf("Player::setActionThread(%d): Player action out of range", action);
  3106. return;
  3107. }
  3108. PlayerData::ActionAnimation &anim = mDataBlock->actionList[action];
  3109. if (anim.sequence != -1)
  3110. {
  3111. U32 lastAction = mActionAnimation.action;
  3112. mActionAnimation.action = action;
  3113. mActionAnimation.forward = forward;
  3114. mActionAnimation.firstPerson = fsp;
  3115. mActionAnimation.holdAtEnd = hold;
  3116. mActionAnimation.waitForEnd = hold? true: wait;
  3117. mActionAnimation.animateOnServer = fsp;
  3118. mActionAnimation.atEnd = false;
  3119. mActionAnimation.delayTicks = (S32)sNewAnimationTickTime;
  3120. mActionAnimation.atEnd = false;
  3121. if (sUseAnimationTransitions && (action != PlayerData::LandAnim || !(mDataBlock->landSequenceTime > 0.0f && !mDataBlock->transitionToLand)) && (isGhost()/* || mActionAnimation.animateOnServer*/))
  3122. {
  3123. // The transition code needs the timeScale to be set in the
  3124. // right direction to know which way to go.
  3125. F32 transTime = sAnimationTransitionTime;
  3126. if (mDataBlock && mDataBlock->isJumpAction(action))
  3127. transTime = 0.15f;
  3128. F32 timeScale = mActionAnimation.forward ? 1.0f : -1.0f;
  3129. if (mDataBlock && mDataBlock->isJumpAction(action))
  3130. timeScale *= 1.5f;
  3131. mShapeInstance->setTimeScale(mActionAnimation.thread,timeScale);
  3132. S32 seq = anim.sequence;
  3133. S32 imageBasedSeq = convertActionToImagePrefix(mActionAnimation.action);
  3134. if (imageBasedSeq != -1)
  3135. seq = imageBasedSeq;
  3136. // If we're transitioning into the same sequence (an action may use the
  3137. // same sequence as a previous action) then we want to start at the same
  3138. // position.
  3139. F32 pos = mActionAnimation.forward ? 0.0f : 1.0f;
  3140. PlayerData::ActionAnimation &lastAnim = mDataBlock->actionList[lastAction];
  3141. if (lastAnim.sequence == anim.sequence)
  3142. {
  3143. pos = mShapeInstance->getPos(mActionAnimation.thread);
  3144. }
  3145. mShapeInstance->transitionToSequence(mActionAnimation.thread,seq,
  3146. pos, transTime, true);
  3147. }
  3148. else
  3149. {
  3150. S32 seq = anim.sequence;
  3151. S32 imageBasedSeq = convertActionToImagePrefix(mActionAnimation.action);
  3152. if (imageBasedSeq != -1)
  3153. seq = imageBasedSeq;
  3154. mShapeInstance->setSequence(mActionAnimation.thread,seq,
  3155. mActionAnimation.forward ? 0.0f : 1.0f);
  3156. }
  3157. }
  3158. }
  3159. void Player::updateActionThread()
  3160. {
  3161. PROFILE_START(UpdateActionThread);
  3162. // Select an action animation sequence, this assumes that
  3163. // this function is called once per tick.
  3164. if(mActionAnimation.action != PlayerData::NullAnimation)
  3165. if (mActionAnimation.forward)
  3166. mActionAnimation.atEnd = mShapeInstance->getPos(mActionAnimation.thread) == 1;
  3167. else
  3168. mActionAnimation.atEnd = mShapeInstance->getPos(mActionAnimation.thread) == 0;
  3169. // Only need to deal with triggers on the client
  3170. if( isGhost() )
  3171. {
  3172. bool triggeredLeft = false;
  3173. bool triggeredRight = false;
  3174. F32 offset = 0.0f;
  3175. if( mShapeInstance->getTriggerState( 1 ) )
  3176. {
  3177. triggeredLeft = true;
  3178. offset = -mDataBlock->decalOffset * getScale().x;
  3179. }
  3180. else if(mShapeInstance->getTriggerState( 2 ) )
  3181. {
  3182. triggeredRight = true;
  3183. offset = mDataBlock->decalOffset * getScale().x;
  3184. }
  3185. if( triggeredLeft || triggeredRight )
  3186. {
  3187. Point3F rot, pos;
  3188. RayInfo rInfo;
  3189. MatrixF mat = getRenderTransform();
  3190. mat.getColumn( 1, &rot );
  3191. mat.mulP( Point3F( offset, 0.0f, 0.0f), &pos );
  3192. if( gClientContainer.castRay( Point3F( pos.x, pos.y, pos.z + 0.01f ),
  3193. Point3F( pos.x, pos.y, pos.z - 2.0f ),
  3194. STATIC_COLLISION_TYPEMASK | VehicleObjectType, &rInfo ) )
  3195. {
  3196. Material* material = ( rInfo.material ? dynamic_cast< Material* >( rInfo.material->getMaterial() ) : 0 );
  3197. // Put footprints on surface, if appropriate for material.
  3198. if( material && material->mShowFootprints
  3199. && mDataBlock->decalData )
  3200. {
  3201. Point3F normal;
  3202. Point3F tangent;
  3203. mObjToWorld.getColumn( 0, &tangent );
  3204. mObjToWorld.getColumn( 2, &normal );
  3205. gDecalManager->addDecal( rInfo.point, normal, tangent, mDataBlock->decalData, getScale().y );
  3206. }
  3207. // Emit footpuffs.
  3208. if( rInfo.t <= 0.5 && mWaterCoverage == 0.0
  3209. && material && material->mShowDust )
  3210. {
  3211. // New emitter every time for visibility reasons
  3212. ParticleEmitter * emitter = new ParticleEmitter;
  3213. emitter->onNewDataBlock( mDataBlock->footPuffEmitter, false );
  3214. ColorF colorList[ ParticleData::PDC_NUM_KEYS];
  3215. for( U32 x = 0; x < getMin( Material::NUM_EFFECT_COLOR_STAGES, ParticleData::PDC_NUM_KEYS ); ++ x )
  3216. colorList[ x ].set( material->mEffectColor[ x ].red,
  3217. material->mEffectColor[ x ].green,
  3218. material->mEffectColor[ x ].blue,
  3219. material->mEffectColor[ x ].alpha );
  3220. for( U32 x = Material::NUM_EFFECT_COLOR_STAGES; x < ParticleData::PDC_NUM_KEYS; ++ x )
  3221. colorList[ x ].set( 1.0, 1.0, 1.0, 0.0 );
  3222. emitter->setColors( colorList );
  3223. if( !emitter->registerObject() )
  3224. {
  3225. Con::warnf( ConsoleLogEntry::General, "Could not register emitter for particle of class: %s", mDataBlock->getName() );
  3226. delete emitter;
  3227. emitter = NULL;
  3228. }
  3229. else
  3230. {
  3231. emitter->emitParticles( pos, Point3F( 0.0, 0.0, 1.0 ), mDataBlock->footPuffRadius,
  3232. Point3F( 0, 0, 0 ), mDataBlock->footPuffNumParts );
  3233. emitter->deleteWhenEmpty();
  3234. }
  3235. }
  3236. // Play footstep sound.
  3237. playFootstepSound( triggeredLeft, material, rInfo.object );
  3238. }
  3239. }
  3240. }
  3241. // Mount pending variable puts a hold on the delayTicks below so players don't
  3242. // inadvertently stand up because their mount has not come over yet.
  3243. if (mMountPending)
  3244. mMountPending = (isMounted() ? 0 : (mMountPending - 1));
  3245. if (mActionAnimation.action == PlayerData::NullAnimation ||
  3246. ((!mActionAnimation.waitForEnd || mActionAnimation.atEnd)) &&
  3247. !mActionAnimation.holdAtEnd && (mActionAnimation.delayTicks -= !mMountPending) <= 0)
  3248. {
  3249. //The scripting language will get a call back when a script animation has finished...
  3250. // example: When the chat menu animations are done playing...
  3251. if ( isServerObject() && mActionAnimation.action >= PlayerData::NumTableActionAnims )
  3252. mDataBlock->animationDone_callback( this );
  3253. pickActionAnimation();
  3254. }
  3255. if ( (mActionAnimation.action != PlayerData::LandAnim) &&
  3256. (mActionAnimation.action != PlayerData::NullAnimation) )
  3257. {
  3258. // Update action animation time scale to match ground velocity
  3259. PlayerData::ActionAnimation &anim =
  3260. mDataBlock->actionList[mActionAnimation.action];
  3261. F32 scale = 1;
  3262. if (anim.velocityScale && anim.speed) {
  3263. VectorF vel;
  3264. mWorldToObj.mulV(mVelocity,&vel);
  3265. scale = mFabs(mDot(vel, anim.dir) / anim.speed);
  3266. if (scale > mDataBlock->maxTimeScale)
  3267. scale = mDataBlock->maxTimeScale;
  3268. }
  3269. mShapeInstance->setTimeScale(mActionAnimation.thread,
  3270. mActionAnimation.forward? scale: -scale);
  3271. }
  3272. PROFILE_END();
  3273. }
  3274. void Player::pickBestMoveAction(U32 startAnim, U32 endAnim, U32 * action, bool * forward) const
  3275. {
  3276. *action = startAnim;
  3277. *forward = false;
  3278. VectorF vel;
  3279. mWorldToObj.mulV(mVelocity,&vel);
  3280. if (vel.lenSquared() > 0.01f)
  3281. {
  3282. // Bias the velocity towards picking the forward/backward anims over
  3283. // the sideways ones to prevent oscillation between anims.
  3284. vel *= VectorF(0.5f, 1.0f, 0.5f);
  3285. // Pick animation that is the best fit for our current (local) velocity.
  3286. // Assumes that the root (stationary) animation is at startAnim.
  3287. F32 curMax = -0.1f;
  3288. for (U32 i = startAnim+1; i <= endAnim; i++)
  3289. {
  3290. const PlayerData::ActionAnimation &anim = mDataBlock->actionList[i];
  3291. if (anim.sequence != -1 && anim.speed)
  3292. {
  3293. F32 d = mDot(vel, anim.dir);
  3294. if (d > curMax)
  3295. {
  3296. curMax = d;
  3297. *action = i;
  3298. *forward = true;
  3299. }
  3300. else
  3301. {
  3302. // Check if reversing this animation would fit (bias against this
  3303. // so that when moving right, the real right anim is still chosen,
  3304. // but if not present, the reversed left anim will be used instead)
  3305. d *= -0.75f;
  3306. if (d > curMax)
  3307. {
  3308. curMax = d;
  3309. *action = i;
  3310. *forward = false;
  3311. }
  3312. }
  3313. }
  3314. }
  3315. }
  3316. }
  3317. void Player::pickActionAnimation()
  3318. {
  3319. // Only select animations in our normal move state.
  3320. if (mState != MoveState || mDamageState != Enabled)
  3321. return;
  3322. if (isMounted() || mMountPending)
  3323. {
  3324. // Go into root position unless something was set explicitly
  3325. // from a script.
  3326. if (mActionAnimation.action != PlayerData::RootAnim &&
  3327. mActionAnimation.action < PlayerData::NumTableActionAnims)
  3328. setActionThread(PlayerData::RootAnim,true,false,false);
  3329. return;
  3330. }
  3331. bool forward = true;
  3332. U32 action = PlayerData::RootAnim;
  3333. bool fsp = false;
  3334. // Jetting overrides the fall animation condition
  3335. if (mJetting)
  3336. {
  3337. // Play the jetting animation
  3338. action = PlayerData::JetAnim;
  3339. }
  3340. else if (mFalling)
  3341. {
  3342. // Not in contact with any surface and falling
  3343. action = PlayerData::FallAnim;
  3344. }
  3345. else if ( mSwimming )
  3346. {
  3347. pickBestMoveAction(PlayerData::SwimRootAnim, PlayerData::SwimRightAnim, &action, &forward);
  3348. }
  3349. else if ( mPose == StandPose )
  3350. {
  3351. if (mContactTimer >= sContactTickTime)
  3352. {
  3353. // Nothing under our feet
  3354. action = PlayerData::RootAnim;
  3355. }
  3356. else
  3357. {
  3358. // Our feet are on something
  3359. pickBestMoveAction(PlayerData::RootAnim, PlayerData::SideRightAnim, &action, &forward);
  3360. }
  3361. }
  3362. else if ( mPose == CrouchPose )
  3363. {
  3364. pickBestMoveAction(PlayerData::CrouchRootAnim, PlayerData::CrouchRightAnim, &action, &forward);
  3365. }
  3366. else if ( mPose == PronePose )
  3367. {
  3368. pickBestMoveAction(PlayerData::ProneRootAnim, PlayerData::ProneBackwardAnim, &action, &forward);
  3369. }
  3370. else if ( mPose == SprintPose )
  3371. {
  3372. pickBestMoveAction(PlayerData::SprintRootAnim, PlayerData::SprintRightAnim, &action, &forward);
  3373. }
  3374. setActionThread(action,forward,false,false,fsp);
  3375. }
  3376. void Player::onImage(U32 imageSlot, bool unmount)
  3377. {
  3378. // Update 3rd person sequences based on images used. Start be getting a
  3379. // list of all possible image prefix sequences.
  3380. String prefixPaths[ShapeBase::MaxMountedImages];
  3381. buildImagePrefixPaths(prefixPaths);
  3382. // Clear out any previous image state animation
  3383. if (mImageStateThread)
  3384. {
  3385. mShapeInstance->destroyThread(mImageStateThread);
  3386. mImageStateThread = 0;
  3387. }
  3388. // Attempt to update the action thread
  3389. U32 action = mActionAnimation.action;
  3390. if (action != PlayerData::NullAnimation)
  3391. {
  3392. String actionSeq = mDataBlock->actionList[action].name;
  3393. if (actionSeq.isNotEmpty())
  3394. {
  3395. S32 seqIndex = mDataBlock->actionList[action].sequence;
  3396. S32 prefixIndex = findPrefixSequence(prefixPaths, actionSeq);
  3397. if (prefixIndex != -1)
  3398. {
  3399. seqIndex = prefixIndex;
  3400. }
  3401. // Only change the sequence if it isn't already playing.
  3402. if (seqIndex != mShapeInstance->getSequence(mActionAnimation.thread))
  3403. {
  3404. F32 pos = mShapeInstance->getPos(mActionAnimation.thread);
  3405. mShapeInstance->setSequence(mActionAnimation.thread, seqIndex, pos);
  3406. }
  3407. }
  3408. }
  3409. // Attempt to update the arm thread
  3410. U32 armAction = getArmAction();
  3411. if (armAction != PlayerData::NullAnimation)
  3412. {
  3413. String armSeq = mDataBlock->actionList[armAction].name;
  3414. if (armSeq.isNotEmpty())
  3415. {
  3416. S32 seqIndex = mDataBlock->actionList[armAction].sequence;
  3417. S32 prefixIndex = findPrefixSequence(prefixPaths, armSeq);
  3418. if (prefixIndex != -1)
  3419. {
  3420. seqIndex = prefixIndex;
  3421. }
  3422. // Only change the sequence if it isn't already playing.
  3423. if (seqIndex != mShapeInstance->getSequence(mArmAnimation.thread))
  3424. {
  3425. F32 pos = mShapeInstance->getPos(mArmAnimation.thread);
  3426. mShapeInstance->setSequence(mArmAnimation.thread, seqIndex, pos);
  3427. }
  3428. }
  3429. }
  3430. // Attempt to update the head threads
  3431. if (mHeadVThread)
  3432. {
  3433. TSShape const* shape = mShapeInstance->getShape();
  3434. S32 seqIndex = shape->findSequence("head");
  3435. S32 prefixIndex = findPrefixSequence(prefixPaths, "head");
  3436. if (prefixIndex != -1)
  3437. {
  3438. seqIndex = prefixIndex;
  3439. }
  3440. // Only change the sequence if it isn't already playing.
  3441. if (seqIndex != mShapeInstance->getSequence(mHeadVThread))
  3442. {
  3443. F32 pos = mShapeInstance->getPos(mHeadVThread);
  3444. mShapeInstance->setSequence(mHeadVThread, seqIndex, pos);
  3445. }
  3446. }
  3447. if (mHeadHThread)
  3448. {
  3449. TSShape const* shape = mShapeInstance->getShape();
  3450. S32 seqIndex = shape->findSequence("headside");
  3451. S32 prefixIndex = findPrefixSequence(prefixPaths, "headside");
  3452. if (prefixIndex != -1)
  3453. {
  3454. seqIndex = prefixIndex;
  3455. }
  3456. // Only change the sequence if it isn't already playing.
  3457. if (seqIndex != mShapeInstance->getSequence(mHeadHThread))
  3458. {
  3459. F32 pos = mShapeInstance->getPos(mHeadHThread);
  3460. mShapeInstance->setSequence(mHeadHThread, seqIndex, pos);
  3461. }
  3462. }
  3463. }
  3464. void Player::buildImagePrefixPaths(String* prefixPaths)
  3465. {
  3466. // We begin obtaining the anim prefix for each image.
  3467. String prefix[ShapeBase::MaxMountedImages];
  3468. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  3469. {
  3470. MountedImage& image = mMountedImageList[i];
  3471. if (image.dataBlock && image.dataBlock->imageAnimPrefix && image.dataBlock->imageAnimPrefix[0])
  3472. {
  3473. prefix[i] = String(image.dataBlock->imageAnimPrefix);
  3474. }
  3475. }
  3476. // Build out the full prefix names we will be searching for.
  3477. S32 counter = ShapeBase::MaxMountedImages-1;
  3478. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  3479. {
  3480. // Only build out the prefix path for images that have a defined prefix.
  3481. if (prefix[i].isNotEmpty())
  3482. {
  3483. bool start = true;
  3484. for (U32 j=0; j<=i; ++j)
  3485. {
  3486. if (prefix[j].isNotEmpty())
  3487. {
  3488. if (!start)
  3489. {
  3490. prefixPaths[counter] += "_";
  3491. }
  3492. else
  3493. {
  3494. start = false;
  3495. }
  3496. prefixPaths[counter] += prefix[j];
  3497. }
  3498. }
  3499. }
  3500. -- counter;
  3501. }
  3502. }
  3503. S32 Player::findPrefixSequence(String* prefixPaths, const String& baseSeq)
  3504. {
  3505. // Go through the prefix list. If we find a match then return the sequence
  3506. // index.
  3507. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  3508. {
  3509. if (prefixPaths[i].isNotEmpty())
  3510. {
  3511. String seq = prefixPaths[i] + "_" + baseSeq;
  3512. S32 seqIndex = mShapeInstance->getShape()->findSequence(seq);
  3513. if (seqIndex != -1)
  3514. {
  3515. return seqIndex;
  3516. }
  3517. }
  3518. }
  3519. return -1;
  3520. }
  3521. S32 Player::convertActionToImagePrefix(U32 action)
  3522. {
  3523. String prefixPaths[ShapeBase::MaxMountedImages];
  3524. buildImagePrefixPaths(prefixPaths);
  3525. if (action != PlayerData::NullAnimation)
  3526. {
  3527. String actionSeq;
  3528. S32 seq = -1;
  3529. // We'll first attempt to find the action sequence by name
  3530. // as defined within the action list.
  3531. actionSeq = mDataBlock->actionList[action].name;
  3532. if (actionSeq.isNotEmpty())
  3533. {
  3534. seq = findPrefixSequence(prefixPaths, actionSeq);
  3535. }
  3536. if (seq == -1)
  3537. {
  3538. // Couldn't find a valid sequence. If this is a sprint action
  3539. // then we also need to search through the standard movement
  3540. // sequences.
  3541. if (action >= PlayerData::SprintRootAnim && action <= PlayerData::SprintRightAnim)
  3542. {
  3543. U32 standardAction = action - PlayerData::SprintRootAnim;
  3544. actionSeq = mDataBlock->actionList[standardAction].name;
  3545. if (actionSeq.isNotEmpty())
  3546. {
  3547. seq = findPrefixSequence(prefixPaths, actionSeq);
  3548. }
  3549. }
  3550. }
  3551. return seq;
  3552. }
  3553. return -1;
  3554. }
  3555. void Player::onImageRecoil( U32, ShapeBaseImageData::StateData::RecoilState state )
  3556. {
  3557. if ( mRecoilThread )
  3558. {
  3559. if ( state != ShapeBaseImageData::StateData::NoRecoil )
  3560. {
  3561. S32 stateIndex = state - ShapeBaseImageData::StateData::LightRecoil;
  3562. if ( mDataBlock->recoilSequence[stateIndex] != -1 )
  3563. {
  3564. mShapeInstance->setSequence( mRecoilThread, mDataBlock->recoilSequence[stateIndex], 0 );
  3565. mShapeInstance->setTimeScale( mRecoilThread, 1 );
  3566. }
  3567. }
  3568. }
  3569. }
  3570. void Player::onImageStateAnimation(U32 imageSlot, const char* seqName, bool direction, bool scaleToState, F32 stateTimeOutValue)
  3571. {
  3572. if (mDataBlock->allowImageStateAnimation && isGhost())
  3573. {
  3574. MountedImage& image = mMountedImageList[imageSlot];
  3575. // Just as with onImageAnimThreadChange we're going to apply various prefixes to determine the final sequence to use.
  3576. // Here is the order:
  3577. // imageBasePrefix_scriptPrefix_baseAnimName
  3578. // imageBasePrefix_baseAnimName
  3579. // scriptPrefix_baseAnimName
  3580. // baseAnimName
  3581. // Collect the prefixes
  3582. const char* imageBasePrefix = "";
  3583. bool hasImageBasePrefix = image.dataBlock && image.dataBlock->imageAnimPrefix && image.dataBlock->imageAnimPrefix[0];
  3584. if (hasImageBasePrefix)
  3585. imageBasePrefix = image.dataBlock->imageAnimPrefix;
  3586. const char* scriptPrefix = getImageScriptAnimPrefix(imageSlot).getString();
  3587. bool hasScriptPrefix = scriptPrefix && scriptPrefix[0];
  3588. S32 seqIndex = mShapeInstance->getShape()->findSequence(seqName);
  3589. // Find the final sequence based on the prefix combinations
  3590. if (hasImageBasePrefix || hasScriptPrefix)
  3591. {
  3592. bool found = false;
  3593. String baseSeqName(seqName);
  3594. if (!found && hasImageBasePrefix && hasScriptPrefix)
  3595. {
  3596. String seqName = String(imageBasePrefix) + String("_") + String(scriptPrefix) + String("_") + baseSeqName;
  3597. S32 index = mShapeInstance->getShape()->findSequence(seqName);
  3598. if (index != -1)
  3599. {
  3600. seqIndex = index;
  3601. found = true;
  3602. }
  3603. }
  3604. if (!found && hasImageBasePrefix)
  3605. {
  3606. String seqName = String(imageBasePrefix) + String("_") + baseSeqName;
  3607. S32 index = mShapeInstance->getShape()->findSequence(seqName);
  3608. if (index != -1)
  3609. {
  3610. seqIndex = index;
  3611. found = true;
  3612. }
  3613. }
  3614. if (!found && hasScriptPrefix)
  3615. {
  3616. String seqName = String(scriptPrefix) + String("_") + baseSeqName;
  3617. S32 index = mShapeInstance->getShape()->findSequence(seqName);
  3618. if (index != -1)
  3619. {
  3620. seqIndex = index;
  3621. found = true;
  3622. }
  3623. }
  3624. }
  3625. if (seqIndex != -1)
  3626. {
  3627. if (!mImageStateThread)
  3628. {
  3629. mImageStateThread = mShapeInstance->addThread();
  3630. }
  3631. mShapeInstance->setSequence( mImageStateThread, seqIndex, 0 );
  3632. F32 timeScale = (scaleToState && stateTimeOutValue) ?
  3633. mShapeInstance->getDuration(mImageStateThread) / stateTimeOutValue : 1.0f;
  3634. mShapeInstance->setTimeScale( mImageStateThread, direction ? timeScale : -timeScale );
  3635. }
  3636. }
  3637. }
  3638. const char* Player::getImageAnimPrefix(U32 imageSlot, S32 imageShapeIndex)
  3639. {
  3640. if (!mDataBlock)
  3641. return "";
  3642. switch (imageShapeIndex)
  3643. {
  3644. case ShapeBaseImageData::StandardImageShape:
  3645. {
  3646. return mDataBlock->imageAnimPrefix;
  3647. }
  3648. case ShapeBaseImageData::FirstPersonImageShape:
  3649. {
  3650. return mDataBlock->imageAnimPrefixFP;
  3651. }
  3652. default:
  3653. {
  3654. return "";
  3655. }
  3656. }
  3657. }
  3658. void Player::onImageAnimThreadChange(U32 imageSlot, S32 imageShapeIndex, ShapeBaseImageData::StateData* lastState, const char* anim, F32 pos, F32 timeScale, bool reset)
  3659. {
  3660. if (!mShapeFPInstance[imageSlot] || !mShapeFPAnimThread[imageSlot])
  3661. return;
  3662. MountedImage& image = mMountedImageList[imageSlot];
  3663. ShapeBaseImageData::StateData& stateData = *image.state;
  3664. if (reset)
  3665. {
  3666. // Reset cyclic sequences back to the first frame to turn it off
  3667. // (the first key frame should be it's off state).
  3668. if (mShapeFPAnimThread[imageSlot]->getSequence()->isCyclic() && (stateData.sequenceNeverTransition || !(stateData.sequenceTransitionIn || (lastState && lastState->sequenceTransitionOut))) )
  3669. {
  3670. mShapeFPInstance[imageSlot]->setPos(mShapeFPAnimThread[imageSlot],0);
  3671. mShapeFPInstance[imageSlot]->setTimeScale(mShapeFPAnimThread[imageSlot],0);
  3672. }
  3673. return;
  3674. }
  3675. // Just as with ShapeBase::udpateAnimThread we're going to apply various prefixes to determine the final sequence to use.
  3676. // Here is the order:
  3677. // imageBasePrefix_scriptPrefix_baseAnimName
  3678. // imageBasePrefix_baseAnimName
  3679. // scriptPrefix_baseAnimName
  3680. // baseAnimName
  3681. // Collect the prefixes
  3682. const char* imageBasePrefix = "";
  3683. bool hasImageBasePrefix = image.dataBlock && image.dataBlock->imageAnimPrefixFP && image.dataBlock->imageAnimPrefixFP[0];
  3684. if (hasImageBasePrefix)
  3685. imageBasePrefix = image.dataBlock->imageAnimPrefixFP;
  3686. const char* scriptPrefix = getImageScriptAnimPrefix(imageSlot).getString();
  3687. bool hasScriptPrefix = scriptPrefix && scriptPrefix[0];
  3688. S32 seqIndex = mShapeFPInstance[imageSlot]->getShape()->findSequence(anim);
  3689. // Find the final sequence based on the prefix combinations
  3690. if (hasImageBasePrefix || hasScriptPrefix)
  3691. {
  3692. bool found = false;
  3693. String baseSeqName(anim);
  3694. if (!found && hasImageBasePrefix && hasScriptPrefix)
  3695. {
  3696. String seqName = String(imageBasePrefix) + String("_") + String(scriptPrefix) + String("_") + baseSeqName;
  3697. S32 index = mShapeFPInstance[imageSlot]->getShape()->findSequence(seqName);
  3698. if (index != -1)
  3699. {
  3700. seqIndex = index;
  3701. found = true;
  3702. }
  3703. }
  3704. if (!found && hasImageBasePrefix)
  3705. {
  3706. String seqName = String(imageBasePrefix) + String("_") + baseSeqName;
  3707. S32 index = mShapeFPInstance[imageSlot]->getShape()->findSequence(seqName);
  3708. if (index != -1)
  3709. {
  3710. seqIndex = index;
  3711. found = true;
  3712. }
  3713. }
  3714. if (!found && hasScriptPrefix)
  3715. {
  3716. String seqName = String(scriptPrefix) + String("_") + baseSeqName;
  3717. S32 index = mShapeFPInstance[imageSlot]->getShape()->findSequence(seqName);
  3718. if (index != -1)
  3719. {
  3720. seqIndex = index;
  3721. found = true;
  3722. }
  3723. }
  3724. }
  3725. if (seqIndex != -1)
  3726. {
  3727. if (!lastState)
  3728. {
  3729. // No lastState indicates that we are just switching animation sequences, not states. Transition into this new sequence, but only
  3730. // if it is different than what we're currently playing.
  3731. S32 prevSeq = -1;
  3732. if (mShapeFPAnimThread[imageSlot]->hasSequence())
  3733. {
  3734. prevSeq = mShapeFPInstance[imageSlot]->getSequence(mShapeFPAnimThread[imageSlot]);
  3735. }
  3736. if (seqIndex != prevSeq)
  3737. {
  3738. mShapeFPInstance[imageSlot]->transitionToSequence(mShapeFPAnimThread[imageSlot], seqIndex, pos, image.dataBlock->scriptAnimTransitionTime, true);
  3739. }
  3740. }
  3741. else if (!stateData.sequenceNeverTransition && stateData.sequenceTransitionTime && (stateData.sequenceTransitionIn || (lastState && lastState->sequenceTransitionOut)) )
  3742. {
  3743. mShapeFPInstance[imageSlot]->transitionToSequence(mShapeFPAnimThread[imageSlot], seqIndex, pos, stateData.sequenceTransitionTime, true);
  3744. }
  3745. else
  3746. {
  3747. mShapeFPInstance[imageSlot]->setSequence(mShapeFPAnimThread[imageSlot], seqIndex, pos);
  3748. }
  3749. mShapeFPInstance[imageSlot]->setTimeScale(mShapeFPAnimThread[imageSlot], timeScale);
  3750. }
  3751. }
  3752. void Player::onImageAnimThreadUpdate(U32 imageSlot, S32 imageShapeIndex, F32 dt)
  3753. {
  3754. if (!mShapeFPInstance[imageSlot])
  3755. return;
  3756. if (mShapeFPAmbientThread[imageSlot] && mShapeFPAmbientThread[imageSlot]->hasSequence())
  3757. {
  3758. mShapeFPInstance[imageSlot]->advanceTime(dt,mShapeFPAmbientThread[imageSlot]);
  3759. }
  3760. if (mShapeFPAnimThread[imageSlot] && mShapeFPAnimThread[imageSlot]->hasSequence())
  3761. {
  3762. mShapeFPInstance[imageSlot]->advanceTime(dt,mShapeFPAnimThread[imageSlot]);
  3763. }
  3764. }
  3765. void Player::onUnmount( ShapeBase *obj, S32 node )
  3766. {
  3767. // Reset back to root position during dismount.
  3768. setActionThread(PlayerData::RootAnim,true,false,false);
  3769. // Re-orient the player straight up
  3770. Point3F pos,vec;
  3771. getTransform().getColumn(1,&vec);
  3772. getTransform().getColumn(3,&pos);
  3773. Point3F rot(0.0f,0.0f,-mAtan2(-vec.x,vec.y));
  3774. setPosition(pos,rot);
  3775. // Parent function will call script
  3776. Parent::onUnmount( obj, node );
  3777. }
  3778. void Player::unmount()
  3779. {
  3780. // Reset back to root position during dismount. This copies what is
  3781. // done on the server and corrects the fact that the RootAnim change
  3782. // is not sent across to the client using the standard ActionMask.
  3783. setActionThread(PlayerData::RootAnim,true,false,false);
  3784. Parent::unmount();
  3785. }
  3786. //----------------------------------------------------------------------------
  3787. void Player::updateAnimation(F32 dt)
  3788. {
  3789. // If dead then remove any image animations
  3790. if ((mDamageState == Disabled || mDamageState == Destroyed) && mImageStateThread)
  3791. {
  3792. // Remove the image state animation
  3793. mShapeInstance->destroyThread(mImageStateThread);
  3794. mImageStateThread = 0;
  3795. }
  3796. if ((isGhost() || mActionAnimation.animateOnServer) && mActionAnimation.thread)
  3797. mShapeInstance->advanceTime(dt,mActionAnimation.thread);
  3798. if (mRecoilThread)
  3799. mShapeInstance->advanceTime(dt,mRecoilThread);
  3800. if (mImageStateThread)
  3801. mShapeInstance->advanceTime(dt,mImageStateThread);
  3802. // If we are the client's player on this machine, then we need
  3803. // to make sure the transforms are up to date as they are used
  3804. // to setup the camera.
  3805. if (isGhost())
  3806. {
  3807. if (getControllingClient())
  3808. {
  3809. updateAnimationTree(isFirstPerson());
  3810. mShapeInstance->animate();
  3811. }
  3812. else
  3813. {
  3814. updateAnimationTree(false);
  3815. }
  3816. }
  3817. }
  3818. void Player::updateAnimationTree(bool firstPerson)
  3819. {
  3820. S32 mode = 0;
  3821. if (firstPerson)
  3822. if (mActionAnimation.firstPerson)
  3823. mode = 0;
  3824. // TSShapeInstance::MaskNodeRotation;
  3825. // TSShapeInstance::MaskNodePosX |
  3826. // TSShapeInstance::MaskNodePosY;
  3827. else
  3828. mode = TSShapeInstance::MaskNodeAllButBlend;
  3829. for (U32 i = 0; i < PlayerData::NumSpineNodes; i++)
  3830. if (mDataBlock->spineNode[i] != -1)
  3831. mShapeInstance->setNodeAnimationState(mDataBlock->spineNode[i],mode);
  3832. }
  3833. //----------------------------------------------------------------------------
  3834. bool Player::step(Point3F *pos,F32 *maxStep,F32 time)
  3835. {
  3836. const Point3F& scale = getScale();
  3837. Box3F box;
  3838. VectorF offset = mVelocity * time;
  3839. box.minExtents = mObjBox.minExtents + offset + *pos;
  3840. box.maxExtents = mObjBox.maxExtents + offset + *pos;
  3841. box.maxExtents.z += mDataBlock->maxStepHeight * scale.z + sMinFaceDistance;
  3842. SphereF sphere;
  3843. sphere.center = (box.minExtents + box.maxExtents) * 0.5f;
  3844. VectorF bv = box.maxExtents - sphere.center;
  3845. sphere.radius = bv.len();
  3846. ClippedPolyList polyList;
  3847. polyList.mPlaneList.clear();
  3848. polyList.mNormal.set(0.0f, 0.0f, 0.0f);
  3849. polyList.mPlaneList.setSize(6);
  3850. polyList.mPlaneList[0].set(box.minExtents,VectorF(-1.0f, 0.0f, 0.0f));
  3851. polyList.mPlaneList[1].set(box.maxExtents,VectorF(0.0f, 1.0f, 0.0f));
  3852. polyList.mPlaneList[2].set(box.maxExtents,VectorF(1.0f, 0.0f, 0.0f));
  3853. polyList.mPlaneList[3].set(box.minExtents,VectorF(0.0f, -1.0f, 0.0f));
  3854. polyList.mPlaneList[4].set(box.minExtents,VectorF(0.0f, 0.0f, -1.0f));
  3855. polyList.mPlaneList[5].set(box.maxExtents,VectorF(0.0f, 0.0f, 1.0f));
  3856. CollisionWorkingList& rList = mConvex.getWorkingList();
  3857. CollisionWorkingList* pList = rList.wLink.mNext;
  3858. while (pList != &rList) {
  3859. Convex* pConvex = pList->mConvex;
  3860. // Alright, here's the deal... a polysoup mesh really needs to be
  3861. // designed with stepping in mind. If there are too many smallish polygons
  3862. // the stepping system here gets confused and allows you to run up walls
  3863. // or on the edges/seams of meshes.
  3864. TSStatic *st = dynamic_cast<TSStatic *> (pConvex->getObject());
  3865. bool skip = false;
  3866. if (st && !st->allowPlayerStep())
  3867. skip = true;
  3868. if ((pConvex->getObject()->getTypeMask() & StaticObjectType) != 0 && !skip)
  3869. {
  3870. Box3F convexBox = pConvex->getBoundingBox();
  3871. if (box.isOverlapped(convexBox))
  3872. pConvex->getPolyList(&polyList);
  3873. }
  3874. pList = pList->wLink.mNext;
  3875. }
  3876. // Find max step height
  3877. F32 stepHeight = pos->z - sMinFaceDistance;
  3878. U32* vp = polyList.mIndexList.begin();
  3879. U32* ep = polyList.mIndexList.end();
  3880. for (; vp != ep; vp++) {
  3881. F32 h = polyList.mVertexList[*vp].point.z + sMinFaceDistance;
  3882. if (h > stepHeight)
  3883. stepHeight = h;
  3884. }
  3885. F32 step = stepHeight - pos->z;
  3886. if (stepHeight > pos->z && step < *maxStep) {
  3887. // Go ahead and step
  3888. pos->z = stepHeight;
  3889. *maxStep -= step;
  3890. return true;
  3891. }
  3892. return false;
  3893. }
  3894. //----------------------------------------------------------------------------
  3895. inline Point3F createInterpPos(const Point3F& s, const Point3F& e, const F32 t, const F32 d)
  3896. {
  3897. Point3F ret;
  3898. ret.interpolate(s, e, t/d);
  3899. return ret;
  3900. }
  3901. Point3F Player::_move( const F32 travelTime, Collision *outCol )
  3902. {
  3903. // Try and move to new pos
  3904. F32 totalMotion = 0.0f;
  3905. // TODO: not used?
  3906. //F32 initialSpeed = mVelocity.len();
  3907. Point3F start;
  3908. Point3F initialPosition;
  3909. getTransform().getColumn(3,&start);
  3910. initialPosition = start;
  3911. static CollisionList collisionList;
  3912. static CollisionList physZoneCollisionList;
  3913. collisionList.clear();
  3914. physZoneCollisionList.clear();
  3915. MatrixF collisionMatrix(true);
  3916. collisionMatrix.setColumn(3, start);
  3917. VectorF firstNormal(0.0f, 0.0f, 0.0f);
  3918. F32 maxStep = mDataBlock->maxStepHeight;
  3919. F32 time = travelTime;
  3920. U32 count = 0;
  3921. const Point3F& scale = getScale();
  3922. static Polyhedron sBoxPolyhedron;
  3923. static ExtrudedPolyList sExtrudedPolyList;
  3924. static ExtrudedPolyList sPhysZonePolyList;
  3925. for (; count < sMoveRetryCount; count++) {
  3926. F32 speed = mVelocity.len();
  3927. if (!speed && !mDeath.haveVelocity())
  3928. break;
  3929. Point3F end = start + mVelocity * time;
  3930. if (mDeath.haveVelocity()) {
  3931. // Add in death movement-
  3932. VectorF deathVel = mDeath.getPosAdd();
  3933. VectorF resVel;
  3934. getTransform().mulV(deathVel, & resVel);
  3935. end += resVel;
  3936. }
  3937. Point3F distance = end - start;
  3938. if (mFabs(distance.x) < mObjBox.len_x() &&
  3939. mFabs(distance.y) < mObjBox.len_y() &&
  3940. mFabs(distance.z) < mObjBox.len_z())
  3941. {
  3942. // We can potentially early out of this. If there are no polys in the clipped polylist at our
  3943. // end position, then we can bail, and just set start = end;
  3944. Box3F wBox = mScaledBox;
  3945. wBox.minExtents += end;
  3946. wBox.maxExtents += end;
  3947. static EarlyOutPolyList eaPolyList;
  3948. eaPolyList.clear();
  3949. eaPolyList.mNormal.set(0.0f, 0.0f, 0.0f);
  3950. eaPolyList.mPlaneList.clear();
  3951. eaPolyList.mPlaneList.setSize(6);
  3952. eaPolyList.mPlaneList[0].set(wBox.minExtents,VectorF(-1.0f, 0.0f, 0.0f));
  3953. eaPolyList.mPlaneList[1].set(wBox.maxExtents,VectorF(0.0f, 1.0f, 0.0f));
  3954. eaPolyList.mPlaneList[2].set(wBox.maxExtents,VectorF(1.0f, 0.0f, 0.0f));
  3955. eaPolyList.mPlaneList[3].set(wBox.minExtents,VectorF(0.0f, -1.0f, 0.0f));
  3956. eaPolyList.mPlaneList[4].set(wBox.minExtents,VectorF(0.0f, 0.0f, -1.0f));
  3957. eaPolyList.mPlaneList[5].set(wBox.maxExtents,VectorF(0.0f, 0.0f, 1.0f));
  3958. // Build list from convex states here...
  3959. CollisionWorkingList& rList = mConvex.getWorkingList();
  3960. CollisionWorkingList* pList = rList.wLink.mNext;
  3961. while (pList != &rList) {
  3962. Convex* pConvex = pList->mConvex;
  3963. if (pConvex->getObject()->getTypeMask() & sCollisionMoveMask) {
  3964. Box3F convexBox = pConvex->getBoundingBox();
  3965. if (wBox.isOverlapped(convexBox))
  3966. {
  3967. // No need to separate out the physical zones here, we want those
  3968. // to cause a fallthrough as well...
  3969. pConvex->getPolyList(&eaPolyList);
  3970. }
  3971. }
  3972. pList = pList->wLink.mNext;
  3973. }
  3974. if (eaPolyList.isEmpty())
  3975. {
  3976. totalMotion += (end - start).len();
  3977. start = end;
  3978. break;
  3979. }
  3980. }
  3981. collisionMatrix.setColumn(3, start);
  3982. sBoxPolyhedron.buildBox(collisionMatrix, mScaledBox, true);
  3983. // Setup the bounding box for the extrudedPolyList
  3984. Box3F plistBox = mScaledBox;
  3985. collisionMatrix.mul(plistBox);
  3986. Point3F oldMin = plistBox.minExtents;
  3987. Point3F oldMax = plistBox.maxExtents;
  3988. plistBox.minExtents.setMin(oldMin + (mVelocity * time) - Point3F(0.1f, 0.1f, 0.1f));
  3989. plistBox.maxExtents.setMax(oldMax + (mVelocity * time) + Point3F(0.1f, 0.1f, 0.1f));
  3990. // Build extruded polyList...
  3991. VectorF vector = end - start;
  3992. sExtrudedPolyList.extrude(sBoxPolyhedron,vector);
  3993. sExtrudedPolyList.setVelocity(mVelocity);
  3994. sExtrudedPolyList.setCollisionList(&collisionList);
  3995. sPhysZonePolyList.extrude(sBoxPolyhedron,vector);
  3996. sPhysZonePolyList.setVelocity(mVelocity);
  3997. sPhysZonePolyList.setCollisionList(&physZoneCollisionList);
  3998. // Build list from convex states here...
  3999. CollisionWorkingList& rList = mConvex.getWorkingList();
  4000. CollisionWorkingList* pList = rList.wLink.mNext;
  4001. while (pList != &rList) {
  4002. Convex* pConvex = pList->mConvex;
  4003. if (pConvex->getObject()->getTypeMask() & sCollisionMoveMask) {
  4004. Box3F convexBox = pConvex->getBoundingBox();
  4005. if (plistBox.isOverlapped(convexBox))
  4006. {
  4007. if (pConvex->getObject()->getTypeMask() & PhysicalZoneObjectType)
  4008. pConvex->getPolyList(&sPhysZonePolyList);
  4009. else
  4010. pConvex->getPolyList(&sExtrudedPolyList);
  4011. }
  4012. }
  4013. pList = pList->wLink.mNext;
  4014. }
  4015. // Take into account any physical zones...
  4016. for (U32 j = 0; j < physZoneCollisionList.getCount(); j++)
  4017. {
  4018. AssertFatal(dynamic_cast<PhysicalZone*>(physZoneCollisionList[j].object), "Bad phys zone!");
  4019. const PhysicalZone* pZone = (PhysicalZone*)physZoneCollisionList[j].object;
  4020. if (pZone->isActive())
  4021. mVelocity *= pZone->getVelocityMod();
  4022. }
  4023. if (collisionList.getCount() != 0 && collisionList.getTime() < 1.0f)
  4024. {
  4025. // Set to collision point
  4026. F32 velLen = mVelocity.len();
  4027. F32 dt = time * getMin(collisionList.getTime(), 1.0f);
  4028. start += mVelocity * dt;
  4029. time -= dt;
  4030. totalMotion += velLen * dt;
  4031. bool wasFalling = mFalling;
  4032. mFalling = false;
  4033. // Back off...
  4034. if ( velLen > 0.f ) {
  4035. F32 newT = getMin(0.01f / velLen, dt);
  4036. start -= mVelocity * newT;
  4037. totalMotion -= velLen * newT;
  4038. }
  4039. // Try stepping if there is a vertical surface
  4040. if (collisionList.getMaxHeight() < start.z + mDataBlock->maxStepHeight * scale.z)
  4041. {
  4042. bool stepped = false;
  4043. for (U32 c = 0; c < collisionList.getCount(); c++)
  4044. {
  4045. const Collision& cp = collisionList[c];
  4046. // if (mFabs(mDot(cp.normal,VectorF(0,0,1))) < sVerticalStepDot)
  4047. // Dot with (0,0,1) just extracts Z component [lh]-
  4048. if (mFabs(cp.normal.z) < sVerticalStepDot)
  4049. {
  4050. stepped = step(&start,&maxStep,time);
  4051. break;
  4052. }
  4053. }
  4054. if (stepped)
  4055. {
  4056. continue;
  4057. }
  4058. }
  4059. // Pick the surface most parallel to the face that was hit.
  4060. const Collision *collision = &collisionList[0];
  4061. const Collision *cp = collision + 1;
  4062. const Collision *ep = collision + collisionList.getCount();
  4063. for (; cp != ep; cp++)
  4064. {
  4065. if (cp->faceDot > collision->faceDot)
  4066. collision = cp;
  4067. }
  4068. F32 bd = _doCollisionImpact( collision, wasFalling );
  4069. // Copy this collision out so
  4070. // we can use it to do impacts
  4071. // and query collision.
  4072. *outCol = *collision;
  4073. // Subtract out velocity
  4074. VectorF dv = collision->normal * (bd + sNormalElasticity);
  4075. mVelocity += dv;
  4076. if (count == 0)
  4077. {
  4078. firstNormal = collision->normal;
  4079. }
  4080. else
  4081. {
  4082. if (count == 1)
  4083. {
  4084. // Re-orient velocity along the crease.
  4085. if (mDot(dv,firstNormal) < 0.0f &&
  4086. mDot(collision->normal,firstNormal) < 0.0f)
  4087. {
  4088. VectorF nv;
  4089. mCross(collision->normal,firstNormal,&nv);
  4090. F32 nvl = nv.len();
  4091. if (nvl)
  4092. {
  4093. if (mDot(nv,mVelocity) < 0.0f)
  4094. nvl = -nvl;
  4095. nv *= mVelocity.len() / nvl;
  4096. mVelocity = nv;
  4097. }
  4098. }
  4099. }
  4100. }
  4101. }
  4102. else
  4103. {
  4104. totalMotion += (end - start).len();
  4105. start = end;
  4106. break;
  4107. }
  4108. }
  4109. if (count == sMoveRetryCount)
  4110. {
  4111. // Failed to move
  4112. start = initialPosition;
  4113. mVelocity.set(0.0f, 0.0f, 0.0f);
  4114. }
  4115. return start;
  4116. }
  4117. F32 Player::_doCollisionImpact( const Collision *collision, bool fallingCollision)
  4118. {
  4119. F32 bd = -mDot( mVelocity, collision->normal);
  4120. // shake camera on ground impact
  4121. if( bd > mDataBlock->groundImpactMinSpeed && isControlObject() )
  4122. {
  4123. F32 ampScale = (bd - mDataBlock->groundImpactMinSpeed) / mDataBlock->minImpactSpeed;
  4124. CameraShake *groundImpactShake = new CameraShake;
  4125. groundImpactShake->setDuration( mDataBlock->groundImpactShakeDuration );
  4126. groundImpactShake->setFrequency( mDataBlock->groundImpactShakeFreq );
  4127. VectorF shakeAmp = mDataBlock->groundImpactShakeAmp * ampScale;
  4128. groundImpactShake->setAmplitude( shakeAmp );
  4129. groundImpactShake->setFalloff( mDataBlock->groundImpactShakeFalloff );
  4130. groundImpactShake->init();
  4131. gCamFXMgr.addFX( groundImpactShake );
  4132. }
  4133. if ( ((bd > mDataBlock->minImpactSpeed && fallingCollision) || bd > mDataBlock->minLateralImpactSpeed)
  4134. && !mMountPending )
  4135. {
  4136. if ( !isGhost() )
  4137. onImpact( collision->object, collision->normal * bd );
  4138. if (mDamageState == Enabled && mState != RecoverState)
  4139. {
  4140. // Scale how long we're down for
  4141. if (mDataBlock->landSequenceTime > 0.0f)
  4142. {
  4143. // Recover time is based on the land sequence
  4144. setState(RecoverState);
  4145. }
  4146. else
  4147. {
  4148. // Legacy recover system
  4149. F32 value = (bd - mDataBlock->minImpactSpeed);
  4150. F32 range = (mDataBlock->minImpactSpeed * 0.9f);
  4151. U32 recover = mDataBlock->recoverDelay;
  4152. if (value < range)
  4153. recover = 1 + S32(mFloor( F32(recover) * value / range) );
  4154. //Con::printf("Used %d recover ticks", recover);
  4155. //Con::printf(" minImpact = %g, this one = %g", mDataBlock->minImpactSpeed, bd);
  4156. setState(RecoverState, recover);
  4157. }
  4158. }
  4159. }
  4160. if ( isServerObject() &&
  4161. (bd > (mDataBlock->minImpactSpeed / 3.0f) || bd > (mDataBlock->minLateralImpactSpeed / 3.0f )) )
  4162. {
  4163. mImpactSound = PlayerData::ImpactNormal;
  4164. setMaskBits(ImpactMask);
  4165. }
  4166. return bd;
  4167. }
  4168. void Player::_handleCollision( const Collision &collision )
  4169. {
  4170. // Track collisions
  4171. if ( !isGhost() &&
  4172. collision.object &&
  4173. collision.object != mContactInfo.contactObject )
  4174. queueCollision( collision.object, mVelocity - collision.object->getVelocity() );
  4175. }
  4176. bool Player::updatePos(const F32 travelTime)
  4177. {
  4178. PROFILE_SCOPE(Player_UpdatePos);
  4179. getTransform().getColumn(3,&delta.posVec);
  4180. // When mounted to another object, only Z rotation used.
  4181. if (isMounted()) {
  4182. mVelocity = mMount.object->getVelocity();
  4183. setPosition(Point3F(0.0f, 0.0f, 0.0f), mRot);
  4184. setMaskBits(MoveMask);
  4185. return true;
  4186. }
  4187. Point3F newPos;
  4188. Collision col;
  4189. dMemset( &col, 0, sizeof( col ) );
  4190. // DEBUG:
  4191. //Point3F savedVelocity = mVelocity;
  4192. if ( mPhysicsRep )
  4193. {
  4194. static CollisionList collisionList;
  4195. collisionList.clear();
  4196. newPos = mPhysicsRep->move( mVelocity * travelTime, collisionList );
  4197. bool haveCollisions = false;
  4198. bool wasFalling = mFalling;
  4199. if (collisionList.getCount() > 0)
  4200. {
  4201. mFalling = false;
  4202. haveCollisions = true;
  4203. }
  4204. if (haveCollisions)
  4205. {
  4206. // Pick the collision that most closely matches our direction
  4207. VectorF velNormal = mVelocity;
  4208. velNormal.normalizeSafe();
  4209. const Collision *collision = &collisionList[0];
  4210. F32 collisionDot = mDot(velNormal, collision->normal);
  4211. const Collision *cp = collision + 1;
  4212. const Collision *ep = collision + collisionList.getCount();
  4213. for (; cp != ep; cp++)
  4214. {
  4215. F32 dp = mDot(velNormal, cp->normal);
  4216. if (dp < collisionDot)
  4217. {
  4218. collisionDot = dp;
  4219. collision = cp;
  4220. }
  4221. }
  4222. _doCollisionImpact( collision, wasFalling );
  4223. // Modify our velocity based on collisions
  4224. for (U32 i=0; i<collisionList.getCount(); ++i)
  4225. {
  4226. F32 bd = -mDot( mVelocity, collisionList[i].normal );
  4227. VectorF dv = collisionList[i].normal * (bd + sNormalElasticity);
  4228. mVelocity += dv;
  4229. }
  4230. // Store the last collision for use later on. The handle collision
  4231. // code only expects a single collision object.
  4232. if (collisionList.getCount() > 0)
  4233. col = collisionList[collisionList.getCount() - 1];
  4234. // We'll handle any player-to-player collision, and the last collision
  4235. // with other obejct types.
  4236. for (U32 i=0; i<collisionList.getCount(); ++i)
  4237. {
  4238. Collision& colCheck = collisionList[i];
  4239. if (colCheck.object)
  4240. {
  4241. SceneObject* obj = static_cast<SceneObject*>(col.object);
  4242. if (obj->getTypeMask() & PlayerObjectType)
  4243. {
  4244. _handleCollision( colCheck );
  4245. }
  4246. else
  4247. {
  4248. col = colCheck;
  4249. }
  4250. }
  4251. }
  4252. _handleCollision( col );
  4253. }
  4254. }
  4255. else
  4256. {
  4257. if ( mVelocity.isZero() )
  4258. newPos = delta.posVec;
  4259. else
  4260. newPos = _move( travelTime, &col );
  4261. _handleCollision( col );
  4262. }
  4263. // DEBUG:
  4264. //if ( isClientObject() )
  4265. // Con::printf( "(client) vel: %g %g %g", mVelocity.x, mVelocity.y, mVelocity.z );
  4266. //else
  4267. // Con::printf( "(server) vel: %g %g %g", mVelocity.x, mVelocity.y, mVelocity.z );
  4268. // Set new position
  4269. // If on the client, calc delta for backstepping
  4270. if (isClientObject())
  4271. {
  4272. delta.pos = newPos;
  4273. delta.posVec = delta.posVec - delta.pos;
  4274. delta.dt = 1.0f;
  4275. }
  4276. setPosition( newPos, mRot );
  4277. setMaskBits( MoveMask );
  4278. updateContainer();
  4279. if (!isGhost())
  4280. {
  4281. // Collisions are only queued on the server and can be
  4282. // generated by either updateMove or updatePos
  4283. notifyCollision();
  4284. // Do mission area callbacks on the server as well
  4285. checkMissionArea();
  4286. }
  4287. // Check the total distance moved. If it is more than 1000th of the velocity, then
  4288. // we moved a fair amount...
  4289. //if (totalMotion >= (0.001f * initialSpeed))
  4290. return true;
  4291. //else
  4292. //return false;
  4293. }
  4294. //----------------------------------------------------------------------------
  4295. void Player::_findContact( SceneObject **contactObject,
  4296. VectorF *contactNormal,
  4297. Vector<SceneObject*> *outOverlapObjects )
  4298. {
  4299. Point3F pos;
  4300. getTransform().getColumn(3,&pos);
  4301. Box3F wBox;
  4302. Point3F exp(0,0,sTractionDistance);
  4303. wBox.minExtents = pos + mScaledBox.minExtents - exp;
  4304. wBox.maxExtents.x = pos.x + mScaledBox.maxExtents.x;
  4305. wBox.maxExtents.y = pos.y + mScaledBox.maxExtents.y;
  4306. wBox.maxExtents.z = pos.z + mScaledBox.minExtents.z + sTractionDistance;
  4307. static ClippedPolyList polyList;
  4308. polyList.clear();
  4309. polyList.doConstruct();
  4310. polyList.mNormal.set(0.0f, 0.0f, 0.0f);
  4311. polyList.setInterestNormal(Point3F(0.0f, 0.0f, -1.0f));
  4312. polyList.mPlaneList.setSize(6);
  4313. polyList.mPlaneList[0].setYZ(wBox.minExtents, -1.0f);
  4314. polyList.mPlaneList[1].setXZ(wBox.maxExtents, 1.0f);
  4315. polyList.mPlaneList[2].setYZ(wBox.maxExtents, 1.0f);
  4316. polyList.mPlaneList[3].setXZ(wBox.minExtents, -1.0f);
  4317. polyList.mPlaneList[4].setXY(wBox.minExtents, -1.0f);
  4318. polyList.mPlaneList[5].setXY(wBox.maxExtents, 1.0f);
  4319. Box3F plistBox = wBox;
  4320. // Expand build box as it will be used to collide with items.
  4321. // PickupRadius will be at least the size of the box.
  4322. F32 pd = (F32)mDataBlock->pickupDelta;
  4323. wBox.minExtents.x -= pd; wBox.minExtents.y -= pd;
  4324. wBox.maxExtents.x += pd; wBox.maxExtents.y += pd;
  4325. wBox.maxExtents.z = pos.z + mScaledBox.maxExtents.z;
  4326. // Build list from convex states here...
  4327. CollisionWorkingList& rList = mConvex.getWorkingList();
  4328. CollisionWorkingList* pList = rList.wLink.mNext;
  4329. while (pList != &rList)
  4330. {
  4331. Convex* pConvex = pList->mConvex;
  4332. U32 objectMask = pConvex->getObject()->getTypeMask();
  4333. if ( ( objectMask & sCollisionMoveMask ) &&
  4334. !( objectMask & PhysicalZoneObjectType ) )
  4335. {
  4336. Box3F convexBox = pConvex->getBoundingBox();
  4337. if (plistBox.isOverlapped(convexBox))
  4338. pConvex->getPolyList(&polyList);
  4339. }
  4340. else
  4341. outOverlapObjects->push_back( pConvex->getObject() );
  4342. pList = pList->wLink.mNext;
  4343. }
  4344. if (!polyList.isEmpty())
  4345. {
  4346. // Pick flattest surface
  4347. F32 bestVd = -1.0f;
  4348. ClippedPolyList::Poly* poly = polyList.mPolyList.begin();
  4349. ClippedPolyList::Poly* end = polyList.mPolyList.end();
  4350. for (; poly != end; poly++)
  4351. {
  4352. F32 vd = poly->plane.z; // i.e. mDot(Point3F(0,0,1), poly->plane);
  4353. if (vd > bestVd)
  4354. {
  4355. bestVd = vd;
  4356. *contactObject = poly->object;
  4357. *contactNormal = poly->plane;
  4358. }
  4359. }
  4360. }
  4361. }
  4362. void Player::findContact( bool *run, bool *jump, VectorF *contactNormal )
  4363. {
  4364. SceneObject *contactObject = NULL;
  4365. Vector<SceneObject*> overlapObjects;
  4366. if ( mPhysicsRep )
  4367. mPhysicsRep->findContact( &contactObject, contactNormal, &overlapObjects );
  4368. else
  4369. _findContact( &contactObject, contactNormal, &overlapObjects );
  4370. // Check for triggers, corpses and items.
  4371. const U32 filterMask = isGhost() ? sClientCollisionContactMask : sServerCollisionContactMask;
  4372. for ( U32 i=0; i < overlapObjects.size(); i++ )
  4373. {
  4374. SceneObject *obj = overlapObjects[i];
  4375. U32 objectMask = obj->getTypeMask();
  4376. if ( !( objectMask & filterMask ) )
  4377. continue;
  4378. // Check: triggers, corpses and items...
  4379. //
  4380. if (objectMask & TriggerObjectType)
  4381. {
  4382. Trigger* pTrigger = static_cast<Trigger*>( obj );
  4383. pTrigger->potentialEnterObject(this);
  4384. }
  4385. else if (objectMask & CorpseObjectType)
  4386. {
  4387. // If we've overlapped the worldbounding boxes, then that's it...
  4388. if ( getWorldBox().isOverlapped( obj->getWorldBox() ) )
  4389. {
  4390. ShapeBase* col = static_cast<ShapeBase*>( obj );
  4391. queueCollision(col,getVelocity() - col->getVelocity());
  4392. }
  4393. }
  4394. else if (objectMask & ItemObjectType)
  4395. {
  4396. // If we've overlapped the worldbounding boxes, then that's it...
  4397. Item* item = static_cast<Item*>( obj );
  4398. if ( getWorldBox().isOverlapped(item->getWorldBox()) &&
  4399. item->getCollisionObject() != this &&
  4400. !item->isHidden() )
  4401. queueCollision(item,getVelocity() - item->getVelocity());
  4402. }
  4403. }
  4404. F32 vd = (*contactNormal).z;
  4405. *run = vd > mDataBlock->runSurfaceCos;
  4406. *jump = vd > mDataBlock->jumpSurfaceCos;
  4407. mContactInfo.clear();
  4408. mContactInfo.contacted = contactObject != NULL;
  4409. mContactInfo.contactObject = contactObject;
  4410. if ( mContactInfo.contacted )
  4411. mContactInfo.contactNormal = *contactNormal;
  4412. mContactInfo.run = *run;
  4413. mContactInfo.jump = *jump;
  4414. }
  4415. //----------------------------------------------------------------------------
  4416. void Player::checkMissionArea()
  4417. {
  4418. // Checks to see if the player is in the Mission Area...
  4419. Point3F pos;
  4420. MissionArea * obj = MissionArea::getServerObject();
  4421. if(!obj)
  4422. return;
  4423. const RectI &area = obj->getArea();
  4424. getTransform().getColumn(3, &pos);
  4425. if ((pos.x < area.point.x || pos.x > area.point.x + area.extent.x ||
  4426. pos.y < area.point.y || pos.y > area.point.y + area.extent.y)) {
  4427. if(mInMissionArea) {
  4428. mInMissionArea = false;
  4429. mDataBlock->onLeaveMissionArea_callback( this );
  4430. }
  4431. }
  4432. else if(!mInMissionArea)
  4433. {
  4434. mInMissionArea = true;
  4435. mDataBlock->onEnterMissionArea_callback( this );
  4436. }
  4437. }
  4438. //----------------------------------------------------------------------------
  4439. bool Player::isDisplacable() const
  4440. {
  4441. return true;
  4442. }
  4443. Point3F Player::getMomentum() const
  4444. {
  4445. return mVelocity * getMass();
  4446. }
  4447. void Player::setMomentum(const Point3F& newMomentum)
  4448. {
  4449. Point3F newVelocity = newMomentum / getMass();
  4450. mVelocity = newVelocity;
  4451. }
  4452. #define LH_HACK 1
  4453. // Hack for short-term soln to Training crash -
  4454. #if LH_HACK
  4455. static U32 sBalance;
  4456. bool Player::displaceObject(const Point3F& displacement)
  4457. {
  4458. F32 vellen = mVelocity.len();
  4459. if (vellen < 0.001f || sBalance > 16) {
  4460. mVelocity.set(0.0f, 0.0f, 0.0f);
  4461. return false;
  4462. }
  4463. F32 dt = displacement.len() / vellen;
  4464. sBalance++;
  4465. bool result = updatePos(dt);
  4466. sBalance--;
  4467. getTransform().getColumn(3, &delta.pos);
  4468. delta.posVec.set(0.0f, 0.0f, 0.0f);
  4469. return result;
  4470. }
  4471. #else
  4472. bool Player::displaceObject(const Point3F& displacement)
  4473. {
  4474. F32 vellen = mVelocity.len();
  4475. if (vellen < 0.001f) {
  4476. mVelocity.set(0.0f, 0.0f, 0.0f);
  4477. return false;
  4478. }
  4479. F32 dt = displacement.len() / vellen;
  4480. bool result = updatePos(dt);
  4481. mObjToWorld.getColumn(3, &delta.pos);
  4482. delta.posVec.set(0.0f, 0.0f, 0.0f);
  4483. return result;
  4484. }
  4485. #endif
  4486. //----------------------------------------------------------------------------
  4487. void Player::setPosition(const Point3F& pos,const Point3F& rot)
  4488. {
  4489. MatrixF mat;
  4490. if (isMounted()) {
  4491. // Use transform from mounted object
  4492. MatrixF nmat,zrot;
  4493. mMount.object->getMountTransform( mMount.node, mMount.xfm, &nmat );
  4494. zrot.set(EulerF(0.0f, 0.0f, rot.z));
  4495. mat.mul(nmat,zrot);
  4496. }
  4497. else {
  4498. mat.set(EulerF(0.0f, 0.0f, rot.z));
  4499. mat.setColumn(3,pos);
  4500. }
  4501. Parent::setTransform(mat);
  4502. mRot = rot;
  4503. if ( mPhysicsRep )
  4504. mPhysicsRep->setTransform( mat );
  4505. }
  4506. void Player::setRenderPosition(const Point3F& pos, const Point3F& rot, F32 dt)
  4507. {
  4508. MatrixF mat;
  4509. if (isMounted()) {
  4510. // Use transform from mounted object
  4511. MatrixF nmat,zrot;
  4512. mMount.object->getRenderMountTransform( dt, mMount.node, mMount.xfm, &nmat );
  4513. zrot.set(EulerF(0.0f, 0.0f, rot.z));
  4514. mat.mul(nmat,zrot);
  4515. }
  4516. else {
  4517. EulerF orient(0.0f, 0.0f, rot.z);
  4518. mat.set(orient);
  4519. mat.setColumn(3, pos);
  4520. if (inDeathAnim()) {
  4521. F32 boxRad = (mDataBlock->boxSize.x * 0.5f);
  4522. if (MatrixF * fallMat = mDeath.fallToGround(dt, pos, rot.z, boxRad))
  4523. mat = * fallMat;
  4524. }
  4525. else
  4526. mDeath.initFall();
  4527. }
  4528. Parent::setRenderTransform(mat);
  4529. }
  4530. //----------------------------------------------------------------------------
  4531. void Player::setTransform(const MatrixF& mat)
  4532. {
  4533. // This method should never be called on the client.
  4534. // This currently converts all rotation in the mat into
  4535. // rotations around the z axis.
  4536. Point3F pos,vec;
  4537. mat.getColumn(1,&vec);
  4538. mat.getColumn(3,&pos);
  4539. Point3F rot(0.0f, 0.0f, -mAtan2(-vec.x,vec.y));
  4540. setPosition(pos,rot);
  4541. setMaskBits(MoveMask | NoWarpMask);
  4542. }
  4543. void Player::getEyeTransform(MatrixF* mat)
  4544. {
  4545. getEyeBaseTransform(mat, true);
  4546. // The shape instance is animated in getEyeBaseTransform() so we're
  4547. // good here when attempting to get the eye node position on the server.
  4548. S32 imageIndex = -1;
  4549. S32 shapeIndex = -1;
  4550. MountedImage* image = NULL;
  4551. ShapeBaseImageData* data = NULL;
  4552. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  4553. {
  4554. image = &(mMountedImageList[i]);
  4555. if (image->dataBlock)
  4556. {
  4557. data = image->dataBlock;
  4558. shapeIndex = getImageShapeIndex(*image);
  4559. if ( data->useEyeNode && (data->animateOnServer || isGhost()) && isFirstPerson() && data->eyeMountNode[shapeIndex] != -1 && data->eyeNode[shapeIndex] != -1 )
  4560. {
  4561. imageIndex = i;
  4562. break;
  4563. }
  4564. }
  4565. }
  4566. if (imageIndex >= 0)
  4567. {
  4568. // Get the image's eye node's position relative to the eye mount node
  4569. MatrixF mountTransform = image->shapeInstance[shapeIndex]->mNodeTransforms[data->eyeMountNode[shapeIndex]];
  4570. Point3F eyeMountNodePos = mountTransform.getPosition();
  4571. mountTransform = image->shapeInstance[shapeIndex]->mNodeTransforms[data->eyeNode[shapeIndex]];
  4572. Point3F eyeNodePos = mountTransform.getPosition() - eyeMountNodePos;
  4573. // Now transform to the image's eye node (position only)
  4574. MatrixF xfm(true);
  4575. xfm.setPosition(eyeNodePos);
  4576. mat->mul(xfm);
  4577. }
  4578. }
  4579. void Player::getEyeBaseTransform(MatrixF* mat, bool includeBank)
  4580. {
  4581. // Eye transform in world space. We only use the eye position
  4582. // from the animation and supply our own rotation.
  4583. MatrixF pmat,xmat,zmat;
  4584. if(!isGhost())
  4585. mShapeInstance->animate();
  4586. xmat.set(EulerF(mHead.x, 0.0f, 0.0f));
  4587. if (mUseHeadZCalc)
  4588. zmat.set(EulerF(0.0f, 0.0f, mHead.z));
  4589. else
  4590. zmat.identity();
  4591. if(includeBank && mDataBlock->cameraCanBank)
  4592. {
  4593. // Take mHead.y into account to bank the camera
  4594. MatrixF imat;
  4595. imat.mul(zmat, xmat);
  4596. MatrixF ymat;
  4597. ymat.set(EulerF(0.0f, mHead.y, 0.0f));
  4598. pmat.mul(imat, ymat);
  4599. }
  4600. else
  4601. {
  4602. pmat.mul(zmat,xmat);
  4603. }
  4604. F32 *dp = pmat;
  4605. F32* sp;
  4606. MatrixF eyeMat(true);
  4607. if (mDataBlock->eyeNode != -1)
  4608. {
  4609. sp = mShapeInstance->mNodeTransforms[mDataBlock->eyeNode];
  4610. }
  4611. else
  4612. {
  4613. Point3F center;
  4614. mObjBox.getCenter(&center);
  4615. eyeMat.setPosition(center);
  4616. sp = eyeMat;
  4617. }
  4618. const Point3F& scale = getScale();
  4619. dp[3] = sp[3] * scale.x;
  4620. dp[7] = sp[7] * scale.y;
  4621. dp[11] = sp[11] * scale.z;
  4622. mat->mul(getTransform(),pmat);
  4623. }
  4624. void Player::getRenderEyeTransform(MatrixF* mat)
  4625. {
  4626. getRenderEyeBaseTransform(mat, true);
  4627. // Use the first image that is set to use the eye node
  4628. for (U32 i=0; i<ShapeBase::MaxMountedImages; ++i)
  4629. {
  4630. MountedImage& image = mMountedImageList[i];
  4631. if (image.dataBlock)
  4632. {
  4633. ShapeBaseImageData& data = *image.dataBlock;
  4634. U32 shapeIndex = getImageShapeIndex(image);
  4635. if ( data.useEyeNode && isFirstPerson() && data.eyeMountNode[shapeIndex] != -1 && data.eyeNode[shapeIndex] != -1 )
  4636. {
  4637. // Get the eye node's position relative to the eye mount node
  4638. MatrixF mountTransform = image.shapeInstance[shapeIndex]->mNodeTransforms[data.eyeMountNode[shapeIndex]];
  4639. Point3F eyeMountNodePos = mountTransform.getPosition();
  4640. mountTransform = image.shapeInstance[shapeIndex]->mNodeTransforms[data.eyeNode[shapeIndex]];
  4641. Point3F eyeNodePos = mountTransform.getPosition() - eyeMountNodePos;
  4642. // Now transform to the image's eye node (position only)
  4643. MatrixF xfm(true);
  4644. xfm.setPosition(eyeNodePos);
  4645. mat->mul(xfm);
  4646. return;
  4647. }
  4648. }
  4649. }
  4650. }
  4651. void Player::getRenderEyeBaseTransform(MatrixF* mat, bool includeBank)
  4652. {
  4653. // Eye transform in world space. We only use the eye position
  4654. // from the animation and supply our own rotation.
  4655. MatrixF pmat,xmat,zmat;
  4656. xmat.set(EulerF(delta.head.x + delta.headVec.x * delta.dt, 0.0f, 0.0f));
  4657. if (mUseHeadZCalc)
  4658. zmat.set(EulerF(0.0f, 0.0f, delta.head.z + delta.headVec.z * delta.dt));
  4659. else
  4660. zmat.identity();
  4661. if(includeBank && mDataBlock->cameraCanBank)
  4662. {
  4663. // Take mHead.y delta into account to bank the camera
  4664. MatrixF imat;
  4665. imat.mul(zmat, xmat);
  4666. MatrixF ymat;
  4667. ymat.set(EulerF(0.0f, delta.head.y + delta.headVec.y * delta.dt, 0.0f));
  4668. pmat.mul(imat, ymat);
  4669. }
  4670. else
  4671. {
  4672. pmat.mul(zmat,xmat);
  4673. }
  4674. F32 *dp = pmat;
  4675. F32* sp;
  4676. MatrixF eyeMat(true);
  4677. if (mDataBlock->eyeNode != -1)
  4678. {
  4679. sp = mShapeInstance->mNodeTransforms[mDataBlock->eyeNode];
  4680. }
  4681. else
  4682. {
  4683. // Use the center of the Player's bounding box for the eye position.
  4684. Point3F center;
  4685. mObjBox.getCenter(&center);
  4686. eyeMat.setPosition(center);
  4687. sp = eyeMat;
  4688. }
  4689. // Only use position of eye node, and take Player's scale
  4690. // into account.
  4691. const Point3F& scale = getScale();
  4692. dp[3] = sp[3] * scale.x;
  4693. dp[7] = sp[7] * scale.y;
  4694. dp[11] = sp[11] * scale.z;
  4695. mat->mul(getRenderTransform(), pmat);
  4696. }
  4697. void Player::getMuzzleTransform(U32 imageSlot,MatrixF* mat)
  4698. {
  4699. disableHeadZCalc();
  4700. MatrixF nmat;
  4701. Parent::getRetractionTransform(imageSlot,&nmat);
  4702. MatrixF smat;
  4703. Parent::getImageTransform(imageSlot,&smat);
  4704. disableCollision();
  4705. // See if we are pushed into a wall...
  4706. if (getDamageState() == Enabled) {
  4707. Point3F start, end;
  4708. smat.getColumn(3, &start);
  4709. nmat.getColumn(3, &end);
  4710. RayInfo rinfo;
  4711. if (getContainer()->castRay(start, end, sCollisionMoveMask, &rinfo)) {
  4712. Point3F finalPoint;
  4713. finalPoint.interpolate(start, end, rinfo.t);
  4714. nmat.setColumn(3, finalPoint);
  4715. }
  4716. else
  4717. Parent::getMuzzleTransform(imageSlot,&nmat);
  4718. }
  4719. else
  4720. Parent::getMuzzleTransform(imageSlot,&nmat);
  4721. enableCollision();
  4722. enableHeadZCalc();
  4723. *mat = nmat;
  4724. }
  4725. void Player::getRenderMuzzleTransform(U32 imageSlot,MatrixF* mat)
  4726. {
  4727. disableHeadZCalc();
  4728. MatrixF nmat;
  4729. Parent::getRenderRetractionTransform(imageSlot,&nmat);
  4730. MatrixF smat;
  4731. Parent::getRenderImageTransform(imageSlot,&smat);
  4732. disableCollision();
  4733. // See if we are pushed into a wall...
  4734. if (getDamageState() == Enabled)
  4735. {
  4736. Point3F start, end;
  4737. smat.getColumn(3, &start);
  4738. nmat.getColumn(3, &end);
  4739. RayInfo rinfo;
  4740. if (getContainer()->castRay(start, end, sCollisionMoveMask, &rinfo)) {
  4741. Point3F finalPoint;
  4742. finalPoint.interpolate(start, end, rinfo.t);
  4743. nmat.setColumn(3, finalPoint);
  4744. }
  4745. else
  4746. {
  4747. Parent::getRenderMuzzleTransform(imageSlot,&nmat);
  4748. }
  4749. }
  4750. else
  4751. {
  4752. Parent::getRenderMuzzleTransform(imageSlot,&nmat);
  4753. }
  4754. enableCollision();
  4755. enableHeadZCalc();
  4756. *mat = nmat;
  4757. }
  4758. void Player::getMuzzleVector(U32 imageSlot,VectorF* vec)
  4759. {
  4760. MatrixF mat;
  4761. getMuzzleTransform(imageSlot,&mat);
  4762. GameConnection * gc = getControllingClient();
  4763. if (gc && !gc->isAIControlled())
  4764. {
  4765. MountedImage& image = mMountedImageList[imageSlot];
  4766. bool fp = gc->isFirstPerson();
  4767. if ((fp && image.dataBlock->correctMuzzleVector) ||
  4768. (!fp && image.dataBlock->correctMuzzleVectorTP))
  4769. {
  4770. disableHeadZCalc();
  4771. if (getCorrectedAim(mat, vec))
  4772. {
  4773. enableHeadZCalc();
  4774. return;
  4775. }
  4776. enableHeadZCalc();
  4777. }
  4778. }
  4779. mat.getColumn(1,vec);
  4780. }
  4781. void Player::renderMountedImage( U32 imageSlot, TSRenderState &rstate, SceneRenderState *state )
  4782. {
  4783. GFX->pushWorldMatrix();
  4784. MatrixF world;
  4785. MountedImage& image = mMountedImageList[imageSlot];
  4786. ShapeBaseImageData& data = *image.dataBlock;
  4787. U32 imageShapeIndex;
  4788. if ( state->isShadowPass() )
  4789. {
  4790. // Force the standard image shapes for the shadow pass.
  4791. imageShapeIndex = ShapeBaseImageData::StandardImageShape;
  4792. }
  4793. else
  4794. {
  4795. imageShapeIndex = getImageShapeIndex(image);
  4796. }
  4797. if ( !state->isShadowPass() && isFirstPerson() && (data.useEyeOffset || (data.useEyeNode && data.eyeMountNode[imageShapeIndex] != -1)) )
  4798. {
  4799. if (data.useEyeNode && data.eyeMountNode[imageShapeIndex] != -1)
  4800. {
  4801. MatrixF nmat;
  4802. getRenderEyeBaseTransform(&nmat, mDataBlock->mountedImagesBank);
  4803. MatrixF offsetMat = image.shapeInstance[imageShapeIndex]->mNodeTransforms[data.eyeMountNode[imageShapeIndex]];
  4804. offsetMat.affineInverse();
  4805. world.mul(nmat,offsetMat);
  4806. }
  4807. else
  4808. {
  4809. MatrixF nmat;
  4810. getRenderEyeBaseTransform(&nmat, mDataBlock->mountedImagesBank);
  4811. world.mul(nmat,data.eyeOffset);
  4812. }
  4813. if ( imageSlot == 0 )
  4814. {
  4815. MatrixF nmat;
  4816. MatrixF smat;
  4817. getRenderRetractionTransform(0,&nmat);
  4818. getRenderImageTransform(0,&smat);
  4819. // See if we are pushed into a wall...
  4820. Point3F start, end;
  4821. smat.getColumn(3, &start);
  4822. nmat.getColumn(3, &end);
  4823. Point3F displace = (start - end) * mWeaponBackFraction;
  4824. world.setPosition( world.getPosition() + displace );
  4825. }
  4826. }
  4827. else
  4828. {
  4829. MatrixF nmat;
  4830. getRenderMountTransform( 0.0f, data.mountPoint, MatrixF::Identity, &nmat);
  4831. world.mul(nmat,data.mountTransform[imageShapeIndex]);
  4832. }
  4833. GFX->setWorldMatrix( world );
  4834. image.shapeInstance[imageShapeIndex]->animate();
  4835. image.shapeInstance[imageShapeIndex]->render( rstate );
  4836. // Render the first person mount image shape?
  4837. if (!state->isShadowPass() && imageShapeIndex == ShapeBaseImageData::FirstPersonImageShape && mShapeFPInstance[imageSlot])
  4838. {
  4839. mShapeFPInstance[imageSlot]->animate();
  4840. mShapeFPInstance[imageSlot]->render( rstate );
  4841. }
  4842. GFX->popWorldMatrix();
  4843. }
  4844. // Bot aiming code calls this frequently and will work fine without the check
  4845. // for being pushed into a wall, which shows up on profile at ~ 3% (eight bots)
  4846. void Player::getMuzzlePointAI(U32 imageSlot, Point3F* point)
  4847. {
  4848. MatrixF nmat;
  4849. Parent::getMuzzleTransform(imageSlot, &nmat);
  4850. // If we are in one of the standard player animations, adjust the
  4851. // muzzle to point in the direction we are looking.
  4852. if (mActionAnimation.action < PlayerData::NumTableActionAnims)
  4853. {
  4854. MatrixF xmat;
  4855. xmat.set(EulerF(mHead.x, 0, 0));
  4856. MatrixF result;
  4857. result.mul(getTransform(), xmat);
  4858. F32 *sp = nmat, *dp = result;
  4859. dp[3] = sp[3]; dp[7] = sp[7]; dp[11] = sp[11];
  4860. result.getColumn(3, point);
  4861. }
  4862. else
  4863. nmat.getColumn(3, point);
  4864. }
  4865. void Player::getCameraParameters(F32 *min,F32* max,Point3F* off,MatrixF* rot)
  4866. {
  4867. if (!mControlObject.isNull() && mControlObject == getObjectMount()) {
  4868. mControlObject->getCameraParameters(min,max,off,rot);
  4869. return;
  4870. }
  4871. const Point3F& scale = getScale();
  4872. *min = mDataBlock->cameraMinDist * scale.y;
  4873. *max = mDataBlock->cameraMaxDist * scale.y;
  4874. off->set(0.0f, 0.0f, 0.0f);
  4875. rot->identity();
  4876. }
  4877. //----------------------------------------------------------------------------
  4878. Point3F Player::getVelocity() const
  4879. {
  4880. return mVelocity;
  4881. }
  4882. F32 Player::getSpeed() const
  4883. {
  4884. return mVelocity.len();
  4885. }
  4886. void Player::setVelocity(const VectorF& vel)
  4887. {
  4888. AssertFatal( !mIsNaN( vel ), "Player::setVelocity() - The velocity is NaN!" );
  4889. mVelocity = vel;
  4890. setMaskBits(MoveMask);
  4891. }
  4892. void Player::applyImpulse(const Point3F&,const VectorF& vec)
  4893. {
  4894. AssertFatal( !mIsNaN( vec ), "Player::applyImpulse() - The vector is NaN!" );
  4895. // Players ignore angular velocity
  4896. VectorF vel;
  4897. vel.x = vec.x / getMass();
  4898. vel.y = vec.y / getMass();
  4899. vel.z = vec.z / getMass();
  4900. // Make sure the impulse isn't too big
  4901. F32 len = vel.magnitudeSafe();
  4902. if (len > sMaxImpulseVelocity)
  4903. {
  4904. Point3F excess = vel * ( 1.0f - (sMaxImpulseVelocity / len ) );
  4905. vel -= excess;
  4906. }
  4907. setVelocity(mVelocity + vel);
  4908. }
  4909. //----------------------------------------------------------------------------
  4910. bool Player::castRay(const Point3F &start, const Point3F &end, RayInfo* info)
  4911. {
  4912. if (getDamageState() != Enabled)
  4913. return false;
  4914. // Collide against bounding box. Need at least this for the editor.
  4915. F32 st,et,fst = 0.0f,fet = 1.0f;
  4916. F32 *bmin = &mObjBox.minExtents.x;
  4917. F32 *bmax = &mObjBox.maxExtents.x;
  4918. F32 const *si = &start.x;
  4919. F32 const *ei = &end.x;
  4920. for (int i = 0; i < 3; i++) {
  4921. if (*si < *ei) {
  4922. if (*si > *bmax || *ei < *bmin)
  4923. return false;
  4924. F32 di = *ei - *si;
  4925. st = (*si < *bmin)? (*bmin - *si) / di: 0.0f;
  4926. et = (*ei > *bmax)? (*bmax - *si) / di: 1.0f;
  4927. }
  4928. else {
  4929. if (*ei > *bmax || *si < *bmin)
  4930. return false;
  4931. F32 di = *ei - *si;
  4932. st = (*si > *bmax)? (*bmax - *si) / di: 0.0f;
  4933. et = (*ei < *bmin)? (*bmin - *si) / di: 1.0f;
  4934. }
  4935. if (st > fst) fst = st;
  4936. if (et < fet) fet = et;
  4937. if (fet < fst)
  4938. return false;
  4939. bmin++; bmax++;
  4940. si++; ei++;
  4941. }
  4942. info->normal = start - end;
  4943. info->normal.normalizeSafe();
  4944. getTransform().mulV( info->normal );
  4945. info->t = fst;
  4946. info->object = this;
  4947. info->point.interpolate(start,end,fst);
  4948. info->material = 0;
  4949. return true;
  4950. }
  4951. //----------------------------------------------------------------------------
  4952. static MatrixF IMat(1);
  4953. bool Player::buildPolyList(PolyListContext, AbstractPolyList* polyList, const Box3F&, const SphereF&)
  4954. {
  4955. // Collision with the player is always against the player's object
  4956. // space bounding box axis aligned in world space.
  4957. Point3F pos;
  4958. getTransform().getColumn(3,&pos);
  4959. IMat.setColumn(3,pos);
  4960. polyList->setTransform(&IMat, Point3F(1.0f,1.0f,1.0f));
  4961. polyList->setObject(this);
  4962. polyList->addBox(mObjBox);
  4963. return true;
  4964. }
  4965. void Player::buildConvex(const Box3F& box, Convex* convex)
  4966. {
  4967. if (mShapeInstance == NULL)
  4968. return;
  4969. // These should really come out of a pool
  4970. mConvexList->collectGarbage();
  4971. Box3F realBox = box;
  4972. mWorldToObj.mul(realBox);
  4973. realBox.minExtents.convolveInverse(mObjScale);
  4974. realBox.maxExtents.convolveInverse(mObjScale);
  4975. if (realBox.isOverlapped(getObjBox()) == false)
  4976. return;
  4977. Convex* cc = 0;
  4978. CollisionWorkingList& wl = convex->getWorkingList();
  4979. for (CollisionWorkingList* itr = wl.wLink.mNext; itr != &wl; itr = itr->wLink.mNext) {
  4980. if (itr->mConvex->getType() == BoxConvexType &&
  4981. itr->mConvex->getObject() == this) {
  4982. cc = itr->mConvex;
  4983. break;
  4984. }
  4985. }
  4986. if (cc)
  4987. return;
  4988. // Create a new convex.
  4989. BoxConvex* cp = new OrthoBoxConvex;
  4990. mConvexList->registerObject(cp);
  4991. convex->addToWorkingList(cp);
  4992. cp->init(this);
  4993. mObjBox.getCenter(&cp->mCenter);
  4994. cp->mSize.x = mObjBox.len_x() / 2.0f;
  4995. cp->mSize.y = mObjBox.len_y() / 2.0f;
  4996. cp->mSize.z = mObjBox.len_z() / 2.0f;
  4997. }
  4998. //----------------------------------------------------------------------------
  4999. void Player::updateWorkingCollisionSet()
  5000. {
  5001. // First, we need to adjust our velocity for possible acceleration. It is assumed
  5002. // that we will never accelerate more than 20 m/s for gravity, plus 10 m/s for
  5003. // jetting, and an equivalent 10 m/s for jumping. We also assume that the
  5004. // working list is updated on a Tick basis, which means we only expand our
  5005. // box by the possible movement in that tick.
  5006. Point3F scaledVelocity = mVelocity * TickSec;
  5007. F32 len = scaledVelocity.len();
  5008. F32 newLen = len + (10.0f * TickSec);
  5009. // Check to see if it is actually necessary to construct the new working list,
  5010. // or if we can use the cached version from the last query. We use the x
  5011. // component of the min member of the mWorkingQueryBox, which is lame, but
  5012. // it works ok.
  5013. bool updateSet = false;
  5014. Box3F convexBox = mConvex.getBoundingBox(getTransform(), getScale());
  5015. F32 l = (newLen * 1.1f) + 0.1f; // from Convex::updateWorkingList
  5016. const Point3F lPoint( l, l, l );
  5017. convexBox.minExtents -= lPoint;
  5018. convexBox.maxExtents += lPoint;
  5019. // Check containment
  5020. if (mWorkingQueryBox.minExtents.x != -1e9f)
  5021. {
  5022. if (mWorkingQueryBox.isContained(convexBox) == false)
  5023. // Needed region is outside the cached region. Update it.
  5024. updateSet = true;
  5025. }
  5026. else
  5027. {
  5028. // Must update
  5029. updateSet = true;
  5030. }
  5031. // Actually perform the query, if necessary
  5032. if (updateSet == true) {
  5033. const Point3F twolPoint( 2.0f * l, 2.0f * l, 2.0f * l );
  5034. mWorkingQueryBox = convexBox;
  5035. mWorkingQueryBox.minExtents -= twolPoint;
  5036. mWorkingQueryBox.maxExtents += twolPoint;
  5037. disableCollision();
  5038. mConvex.updateWorkingList(mWorkingQueryBox,
  5039. isGhost() ? sClientCollisionContactMask : sServerCollisionContactMask);
  5040. enableCollision();
  5041. }
  5042. }
  5043. //----------------------------------------------------------------------------
  5044. void Player::writePacketData(GameConnection *connection, BitStream *stream)
  5045. {
  5046. Parent::writePacketData(connection, stream);
  5047. stream->writeInt(mState,NumStateBits);
  5048. if (stream->writeFlag(mState == RecoverState))
  5049. stream->writeInt(mRecoverTicks,PlayerData::RecoverDelayBits);
  5050. if (stream->writeFlag(mJumpDelay > 0))
  5051. stream->writeInt(mJumpDelay,PlayerData::JumpDelayBits);
  5052. Point3F pos;
  5053. getTransform().getColumn(3,&pos);
  5054. if (stream->writeFlag(!isMounted())) {
  5055. // Will get position from mount
  5056. stream->setCompressionPoint(pos);
  5057. stream->write(pos.x);
  5058. stream->write(pos.y);
  5059. stream->write(pos.z);
  5060. stream->write(mVelocity.x);
  5061. stream->write(mVelocity.y);
  5062. stream->write(mVelocity.z);
  5063. stream->writeInt(mJumpSurfaceLastContact > 15 ? 15 : mJumpSurfaceLastContact, 4);
  5064. if (stream->writeFlag(!mAllowSprinting || !mAllowCrouching || !mAllowProne || !mAllowJumping || !mAllowJetJumping || !mAllowSwimming))
  5065. {
  5066. stream->writeFlag(mAllowJumping);
  5067. stream->writeFlag(mAllowJetJumping);
  5068. stream->writeFlag(mAllowSprinting);
  5069. stream->writeFlag(mAllowCrouching);
  5070. stream->writeFlag(mAllowProne);
  5071. stream->writeFlag(mAllowSwimming);
  5072. }
  5073. }
  5074. stream->write(mHead.x);
  5075. if(stream->writeFlag(mDataBlock->cameraCanBank))
  5076. {
  5077. // Include mHead.y to allow for camera banking
  5078. stream->write(mHead.y);
  5079. }
  5080. stream->write(mHead.z);
  5081. stream->write(mRot.z);
  5082. if (mControlObject) {
  5083. S32 gIndex = connection->getGhostIndex(mControlObject);
  5084. if (stream->writeFlag(gIndex != -1)) {
  5085. stream->writeInt(gIndex,NetConnection::GhostIdBitSize);
  5086. mControlObject->writePacketData(connection, stream);
  5087. }
  5088. }
  5089. else
  5090. stream->writeFlag(false);
  5091. }
  5092. void Player::readPacketData(GameConnection *connection, BitStream *stream)
  5093. {
  5094. Parent::readPacketData(connection, stream);
  5095. mState = (ActionState)stream->readInt(NumStateBits);
  5096. if (stream->readFlag())
  5097. mRecoverTicks = stream->readInt(PlayerData::RecoverDelayBits);
  5098. if (stream->readFlag())
  5099. mJumpDelay = stream->readInt(PlayerData::JumpDelayBits);
  5100. else
  5101. mJumpDelay = 0;
  5102. Point3F pos,rot;
  5103. if (stream->readFlag()) {
  5104. // Only written if we are not mounted
  5105. stream->read(&pos.x);
  5106. stream->read(&pos.y);
  5107. stream->read(&pos.z);
  5108. stream->read(&mVelocity.x);
  5109. stream->read(&mVelocity.y);
  5110. stream->read(&mVelocity.z);
  5111. stream->setCompressionPoint(pos);
  5112. delta.pos = pos;
  5113. mJumpSurfaceLastContact = stream->readInt(4);
  5114. if (stream->readFlag())
  5115. {
  5116. mAllowJumping = stream->readFlag();
  5117. mAllowJetJumping = stream->readFlag();
  5118. mAllowSprinting = stream->readFlag();
  5119. mAllowCrouching = stream->readFlag();
  5120. mAllowProne = stream->readFlag();
  5121. mAllowSwimming = stream->readFlag();
  5122. }
  5123. else
  5124. {
  5125. mAllowJumping = true;
  5126. mAllowJetJumping = true;
  5127. mAllowSprinting = true;
  5128. mAllowCrouching = true;
  5129. mAllowProne = true;
  5130. mAllowSwimming = true;
  5131. }
  5132. }
  5133. else
  5134. pos = delta.pos;
  5135. stream->read(&mHead.x);
  5136. if(stream->readFlag())
  5137. {
  5138. // Include mHead.y to allow for camera banking
  5139. stream->read(&mHead.y);
  5140. }
  5141. stream->read(&mHead.z);
  5142. stream->read(&rot.z);
  5143. rot.x = rot.y = 0;
  5144. setPosition(pos,rot);
  5145. delta.head = mHead;
  5146. delta.rot = rot;
  5147. if (stream->readFlag()) {
  5148. S32 gIndex = stream->readInt(NetConnection::GhostIdBitSize);
  5149. ShapeBase* obj = static_cast<ShapeBase*>(connection->resolveGhost(gIndex));
  5150. setControlObject(obj);
  5151. obj->readPacketData(connection, stream);
  5152. }
  5153. else
  5154. setControlObject(0);
  5155. }
  5156. U32 Player::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
  5157. {
  5158. U32 retMask = Parent::packUpdate(con, mask, stream);
  5159. if (stream->writeFlag((mask & ImpactMask) && !(mask & InitialUpdateMask)))
  5160. stream->writeInt(mImpactSound, PlayerData::ImpactBits);
  5161. if (stream->writeFlag(mask & ActionMask &&
  5162. mActionAnimation.action != PlayerData::NullAnimation &&
  5163. mActionAnimation.action >= PlayerData::NumTableActionAnims)) {
  5164. stream->writeInt(mActionAnimation.action,PlayerData::ActionAnimBits);
  5165. stream->writeFlag(mActionAnimation.holdAtEnd);
  5166. stream->writeFlag(mActionAnimation.atEnd);
  5167. stream->writeFlag(mActionAnimation.firstPerson);
  5168. if (!mActionAnimation.atEnd) {
  5169. // If somewhere in middle on initial update, must send position-
  5170. F32 where = mShapeInstance->getPos(mActionAnimation.thread);
  5171. if (stream->writeFlag((mask & InitialUpdateMask) != 0 && where > 0))
  5172. stream->writeSignedFloat(where, 6);
  5173. }
  5174. }
  5175. if (stream->writeFlag(mask & ActionMask &&
  5176. mArmAnimation.action != PlayerData::NullAnimation &&
  5177. (!(mask & InitialUpdateMask) ||
  5178. mArmAnimation.action != mDataBlock->lookAction))) {
  5179. stream->writeInt(mArmAnimation.action,PlayerData::ActionAnimBits);
  5180. }
  5181. // The rest of the data is part of the control object packet update.
  5182. // If we're controlled by this client, we don't need to send it.
  5183. // we only need to send it if this is the initial update - in that case,
  5184. // the client won't know this is the control object yet.
  5185. if(stream->writeFlag(getControllingClient() == con && !(mask & InitialUpdateMask)))
  5186. return(retMask);
  5187. if (stream->writeFlag(mask & MoveMask))
  5188. {
  5189. stream->writeFlag(mFalling);
  5190. stream->writeInt(mState,NumStateBits);
  5191. if (stream->writeFlag(mState == RecoverState))
  5192. stream->writeInt(mRecoverTicks,PlayerData::RecoverDelayBits);
  5193. Point3F pos;
  5194. getTransform().getColumn(3,&pos);
  5195. stream->writeCompressedPoint(pos);
  5196. F32 len = mVelocity.len();
  5197. if(stream->writeFlag(len > 0.02f))
  5198. {
  5199. Point3F outVel = mVelocity;
  5200. outVel *= 1.0f/len;
  5201. stream->writeNormalVector(outVel, 10);
  5202. len *= 32.0f; // 5 bits of fraction
  5203. if(len > 8191)
  5204. len = 8191;
  5205. stream->writeInt((S32)len, 13);
  5206. }
  5207. stream->writeFloat(mRot.z / M_2PI_F, 7);
  5208. stream->writeSignedFloat(mHead.x / mDataBlock->maxLookAngle, 6);
  5209. stream->writeSignedFloat(mHead.z / mDataBlock->maxFreelookAngle, 6);
  5210. delta.move.pack(stream);
  5211. stream->writeFlag(!(mask & NoWarpMask));
  5212. }
  5213. // Ghost need energy to predict reliably
  5214. stream->writeFloat(getEnergyLevel() / mDataBlock->maxEnergy,EnergyLevelBits);
  5215. return retMask;
  5216. }
  5217. void Player::unpackUpdate(NetConnection *con, BitStream *stream)
  5218. {
  5219. Parent::unpackUpdate(con,stream);
  5220. if (stream->readFlag())
  5221. mImpactSound = stream->readInt(PlayerData::ImpactBits);
  5222. // Server specified action animation
  5223. if (stream->readFlag()) {
  5224. U32 action = stream->readInt(PlayerData::ActionAnimBits);
  5225. bool hold = stream->readFlag();
  5226. bool atEnd = stream->readFlag();
  5227. bool fsp = stream->readFlag();
  5228. F32 animPos = -1.0f;
  5229. if (!atEnd && stream->readFlag())
  5230. animPos = stream->readSignedFloat(6);
  5231. if (isProperlyAdded()) {
  5232. setActionThread(action,true,hold,true,fsp);
  5233. bool inDeath = inDeathAnim();
  5234. if (atEnd)
  5235. {
  5236. mShapeInstance->clearTransition(mActionAnimation.thread);
  5237. mShapeInstance->setPos(mActionAnimation.thread,
  5238. mActionAnimation.forward? 1: 0);
  5239. if (inDeath)
  5240. mDeath.lastPos = 1.0f;
  5241. }
  5242. else if (animPos > 0) {
  5243. mShapeInstance->setPos(mActionAnimation.thread, animPos);
  5244. if (inDeath)
  5245. mDeath.lastPos = animPos;
  5246. }
  5247. // mMountPending suppresses tickDelay countdown so players will sit until
  5248. // their mount, or another animation, comes through (or 13 seconds elapses).
  5249. mMountPending = (S32) (inSittingAnim() ? sMountPendingTickWait : 0);
  5250. }
  5251. else {
  5252. mActionAnimation.action = action;
  5253. mActionAnimation.holdAtEnd = hold;
  5254. mActionAnimation.atEnd = atEnd;
  5255. mActionAnimation.firstPerson = fsp;
  5256. }
  5257. }
  5258. // Server specified arm animation
  5259. if (stream->readFlag()) {
  5260. U32 action = stream->readInt(PlayerData::ActionAnimBits);
  5261. if (isProperlyAdded())
  5262. setArmThread(action);
  5263. else
  5264. mArmAnimation.action = action;
  5265. }
  5266. // Done if controlled by client ( and not initial update )
  5267. if(stream->readFlag())
  5268. return;
  5269. // MoveMask
  5270. if (stream->readFlag()) {
  5271. mPredictionCount = sMaxPredictionTicks;
  5272. mFalling = stream->readFlag();
  5273. ActionState actionState = (ActionState)stream->readInt(NumStateBits);
  5274. if (stream->readFlag()) {
  5275. mRecoverTicks = stream->readInt(PlayerData::RecoverDelayBits);
  5276. setState(actionState, mRecoverTicks);
  5277. }
  5278. else
  5279. setState(actionState);
  5280. Point3F pos,rot;
  5281. stream->readCompressedPoint(&pos);
  5282. F32 speed = mVelocity.len();
  5283. if(stream->readFlag())
  5284. {
  5285. stream->readNormalVector(&mVelocity, 10);
  5286. mVelocity *= stream->readInt(13) / 32.0f;
  5287. }
  5288. else
  5289. {
  5290. mVelocity.set(0.0f, 0.0f, 0.0f);
  5291. }
  5292. rot.y = rot.x = 0.0f;
  5293. rot.z = stream->readFloat(7) * M_2PI_F;
  5294. mHead.x = stream->readSignedFloat(6) * mDataBlock->maxLookAngle;
  5295. mHead.z = stream->readSignedFloat(6) * mDataBlock->maxFreelookAngle;
  5296. delta.move.unpack(stream);
  5297. delta.head = mHead;
  5298. delta.headVec.set(0.0f, 0.0f, 0.0f);
  5299. if (stream->readFlag() && isProperlyAdded())
  5300. {
  5301. // Determine number of ticks to warp based on the average
  5302. // of the client and server velocities.
  5303. delta.warpOffset = pos - delta.pos;
  5304. F32 as = (speed + mVelocity.len()) * 0.5f * TickSec;
  5305. F32 dt = (as > 0.00001f) ? delta.warpOffset.len() / as: sMaxWarpTicks;
  5306. delta.warpTicks = (S32)((dt > sMinWarpTicks) ? getMax(mFloor(dt + 0.5f), 1.0f) : 0.0f);
  5307. if (delta.warpTicks)
  5308. {
  5309. // Setup the warp to start on the next tick.
  5310. if (delta.warpTicks > sMaxWarpTicks)
  5311. delta.warpTicks = sMaxWarpTicks;
  5312. delta.warpOffset /= (F32)delta.warpTicks;
  5313. delta.rotOffset = rot - delta.rot;
  5314. // Ignore small rotation differences
  5315. if (mFabs(delta.rotOffset.z) < 0.001f)
  5316. delta.rotOffset.z = 0;
  5317. // Wrap rotation to +/-PI
  5318. if(delta.rotOffset.z < - M_PI_F)
  5319. delta.rotOffset.z += M_2PI_F;
  5320. else if(delta.rotOffset.z > M_PI_F)
  5321. delta.rotOffset.z -= M_2PI_F;
  5322. delta.rotOffset /= (F32)delta.warpTicks;
  5323. }
  5324. else
  5325. {
  5326. // Going to skip the warp, server and client are real close.
  5327. // Adjust the frame interpolation to move smoothly to the
  5328. // new position within the current tick.
  5329. Point3F cp = delta.pos + delta.posVec * delta.dt;
  5330. if (delta.dt == 0)
  5331. {
  5332. delta.posVec.set(0.0f, 0.0f, 0.0f);
  5333. delta.rotVec.set(0.0f, 0.0f, 0.0f);
  5334. }
  5335. else
  5336. {
  5337. F32 dti = 1.0f / delta.dt;
  5338. delta.posVec = (cp - pos) * dti;
  5339. delta.rotVec.z = mRot.z - rot.z;
  5340. if(delta.rotVec.z > M_PI_F)
  5341. delta.rotVec.z -= M_2PI_F;
  5342. else if(delta.rotVec.z < -M_PI_F)
  5343. delta.rotVec.z += M_2PI_F;
  5344. delta.rotVec.z *= dti;
  5345. }
  5346. delta.pos = pos;
  5347. delta.rot = rot;
  5348. setPosition(pos,rot);
  5349. }
  5350. }
  5351. else
  5352. {
  5353. // Set the player to the server position
  5354. delta.pos = pos;
  5355. delta.rot = rot;
  5356. delta.posVec.set(0.0f, 0.0f, 0.0f);
  5357. delta.rotVec.set(0.0f, 0.0f, 0.0f);
  5358. delta.warpTicks = 0;
  5359. delta.dt = 0.0f;
  5360. setPosition(pos,rot);
  5361. }
  5362. }
  5363. F32 energy = stream->readFloat(EnergyLevelBits) * mDataBlock->maxEnergy;
  5364. setEnergyLevel(energy);
  5365. }
  5366. //----------------------------------------------------------------------------
  5367. DefineEngineMethod( Player, getPose, const char*, (),,
  5368. "@brief Get the name of the player's current pose.\n\n"
  5369. "The pose is one of the following:\n\n<ul>"
  5370. "<li>Stand - Standard movement pose.</li>"
  5371. "<li>Sprint - Sprinting pose.</li>"
  5372. "<li>Crouch - Crouch pose.</li>"
  5373. "<li>Prone - Prone pose.</li>"
  5374. "<li>Swim - Swimming pose.</li></ul>\n"
  5375. "@return The current pose; one of: \"Stand\", \"Sprint\", \"Crouch\", \"Prone\", \"Swim\"\n" )
  5376. {
  5377. return object->getPoseName();
  5378. }
  5379. DefineEngineMethod( Player, allowAllPoses, void, (),,
  5380. "@brief Allow all poses a chance to occur.\n\n"
  5381. "This method resets any poses that have manually been blocked from occuring. "
  5382. "This includes the regular pose states such as sprinting, crouch, being prone "
  5383. "and swimming. It also includes being able to jump and jet jump. While this "
  5384. "is allowing these poses to occur it doesn't mean that they all can due to other "
  5385. "conditions. We're just not manually blocking them from being allowed.\n"
  5386. "@see allowJumping()\n"
  5387. "@see allowJetJumping()\n"
  5388. "@see allowSprinting()\n"
  5389. "@see allowCrouching()\n"
  5390. "@see allowProne()\n"
  5391. "@see allowSwimming()\n" )
  5392. {
  5393. object->allowAllPoses();
  5394. }
  5395. DefineEngineMethod( Player, allowJumping, void, (bool state),,
  5396. "@brief Set if the Player is allowed to jump.\n\n"
  5397. "The default is to allow jumping unless there are other environmental concerns "
  5398. "that prevent it. This method is mainly used to explicitly disallow jumping "
  5399. "at any time.\n"
  5400. "@param state Set to true to allow jumping, false to disable it.\n"
  5401. "@see allowAllPoses()\n" )
  5402. {
  5403. object->allowJumping(state);
  5404. }
  5405. DefineEngineMethod( Player, allowJetJumping, void, (bool state),,
  5406. "@brief Set if the Player is allowed to jet jump.\n\n"
  5407. "The default is to allow jet jumping unless there are other environmental concerns "
  5408. "that prevent it. This method is mainly used to explicitly disallow jet jumping "
  5409. "at any time.\n"
  5410. "@param state Set to true to allow jet jumping, false to disable it.\n"
  5411. "@see allowAllPoses()\n" )
  5412. {
  5413. object->allowJetJumping(state);
  5414. }
  5415. DefineEngineMethod( Player, allowSprinting, void, (bool state),,
  5416. "@brief Set if the Player is allowed to sprint.\n\n"
  5417. "The default is to allow sprinting unless there are other environmental concerns "
  5418. "that prevent it. This method is mainly used to explicitly disallow sprinting "
  5419. "at any time.\n"
  5420. "@param state Set to true to allow sprinting, false to disable it.\n"
  5421. "@see allowAllPoses()\n" )
  5422. {
  5423. object->allowSprinting(state);
  5424. }
  5425. DefineEngineMethod( Player, allowCrouching, void, (bool state),,
  5426. "@brief Set if the Player is allowed to crouch.\n\n"
  5427. "The default is to allow crouching unless there are other environmental concerns "
  5428. "that prevent it. This method is mainly used to explicitly disallow crouching "
  5429. "at any time.\n"
  5430. "@param state Set to true to allow crouching, false to disable it.\n"
  5431. "@see allowAllPoses()\n" )
  5432. {
  5433. object->allowCrouching(state);
  5434. }
  5435. DefineEngineMethod( Player, allowProne, void, (bool state),,
  5436. "@brief Set if the Player is allowed to go prone.\n\n"
  5437. "The default is to allow being prone unless there are other environmental concerns "
  5438. "that prevent it. This method is mainly used to explicitly disallow going prone "
  5439. "at any time.\n"
  5440. "@param state Set to true to allow being prone, false to disable it.\n"
  5441. "@see allowAllPoses()\n" )
  5442. {
  5443. object->allowProne(state);
  5444. }
  5445. DefineEngineMethod( Player, allowSwimming, void, (bool state),,
  5446. "@brief Set if the Player is allowed to swim.\n\n"
  5447. "The default is to allow swimming unless there are other environmental concerns "
  5448. "that prevent it. This method is mainly used to explicitly disallow swimming "
  5449. "at any time.\n"
  5450. "@param state Set to true to allow swimming, false to disable it.\n"
  5451. "@see allowAllPoses()\n" )
  5452. {
  5453. object->allowSwimming(state);
  5454. }
  5455. //----------------------------------------------------------------------------
  5456. DefineEngineMethod( Player, getState, const char*, (),,
  5457. "@brief Get the name of the player's current state.\n\n"
  5458. "The state is one of the following:\n\n<ul>"
  5459. "<li>Dead - The Player is dead.</li>"
  5460. "<li>Mounted - The Player is mounted to an object such as a vehicle.</li>"
  5461. "<li>Move - The Player is free to move. The usual state.</li>"
  5462. "<li>Recover - The Player is recovering from a fall. See PlayerData::recoverDelay.</li></ul>\n"
  5463. "@return The current state; one of: \"Dead\", \"Mounted\", \"Move\", \"Recover\"\n" )
  5464. {
  5465. return object->getStateName();
  5466. }
  5467. DefineEngineMethod( Player, getDamageLocation, const char*, ( Point3F pos ),,
  5468. "@brief Get the named damage location and modifier for a given world position.\n\n"
  5469. "the Player object can simulate different hit locations based on a pre-defined set "
  5470. "of PlayerData defined percentages. These hit percentages divide up the Player's "
  5471. "bounding box into different regions. The diagram below demonstrates how the various "
  5472. "PlayerData properties split up the bounding volume:\n\n"
  5473. "<img src=\"images/player_damageloc.png\">\n\n"
  5474. "While you may pass in any world position and getDamageLocation() will provide a best-fit "
  5475. "location, you should be aware that this can produce some interesting results. For example, "
  5476. "any position that is above PlayerData::boxHeadPercentage will be considered a 'head' hit, even "
  5477. "if the world position is high in the sky. Therefore it may be wise to keep the passed in point "
  5478. "to somewhere on the surface of, or within, the Player's bounding volume.\n\n"
  5479. "@note This method will not return an accurate location when the player is "
  5480. "prone or swimming.\n\n"
  5481. "@param pos A world position for which to retrieve a body region on this player.\n"
  5482. "@return a string containing two words (space separated strings), where the "
  5483. "first is a location and the second is a modifier.\n\n"
  5484. "Posible locations:<ul>"
  5485. "<li>head</li>"
  5486. "<li>torso</li>"
  5487. "<li>legs</li></ul>\n"
  5488. "Head modifiers:<ul>"
  5489. "<li>left_back</li>"
  5490. "<li>middle_back</li>"
  5491. "<li>right_back</li>"
  5492. "<li>left_middle</li>"
  5493. "<li>middle_middle</li>"
  5494. "<li>right_middle</li>"
  5495. "<li>left_front</li>"
  5496. "<li>middle_front</li>"
  5497. "<li>right_front</li></ul>\n"
  5498. "Legs/Torso modifiers:<ul>"
  5499. "<li>front_left</li>"
  5500. "<li>front_right</li>"
  5501. "<li>back_left</li>"
  5502. "<li>back_right</li></ul>\n"
  5503. "@see PlayerData::boxHeadPercentage\n"
  5504. "@see PlayerData::boxHeadFrontPercentage\n"
  5505. "@see PlayerData::boxHeadBackPercentage\n"
  5506. "@see PlayerData::boxHeadLeftPercentage\n"
  5507. "@see PlayerData::boxHeadRightPercentage\n"
  5508. "@see PlayerData::boxTorsoPercentage\n"
  5509. )
  5510. {
  5511. const char *buffer1;
  5512. const char *buffer2;
  5513. object->getDamageLocation(pos, buffer1, buffer2);
  5514. char *buff = Con::getReturnBuffer(128);
  5515. dSprintf(buff, 128, "%s %s", buffer1, buffer2);
  5516. return buff;
  5517. }
  5518. DefineEngineMethod( Player, setArmThread, bool, ( const char* name ),,
  5519. "@brief Set the sequence that controls the player's arms (dynamically adjusted "
  5520. "to match look direction).\n\n"
  5521. "@param name Name of the sequence to play on the player's arms.\n"
  5522. "@return true if successful, false if failed.\n"
  5523. "@note By default the 'look' sequence is used, if available.\n")
  5524. {
  5525. return object->setArmThread( name );
  5526. }
  5527. DefineEngineMethod( Player, setActionThread, bool, ( const char* name, bool hold, bool fsp ), ( false, true ),
  5528. "@brief Set the main action sequence to play for this player.\n\n"
  5529. "@param name Name of the action sequence to set\n"
  5530. "@param hold Set to false to get a callback on the datablock when the sequence ends (PlayerData::animationDone()). "
  5531. "When set to true no callback is made.\n"
  5532. "@param fsp True if first person and none of the spine nodes in the shape should animate. False will allow the shape's "
  5533. "spine nodes to animate.\n"
  5534. "@return True if succesful, false if failed\n"
  5535. "@note The spine nodes for the Player's shape are named as follows:\n\n<ul>"
  5536. "<li>Bip01 Pelvis</li>"
  5537. "<li>Bip01 Spine</li>"
  5538. "<li>Bip01 Spine1</li>"
  5539. "<li>Bip01 Spine2</li>"
  5540. "<li>Bip01 Neck</li>"
  5541. "<li>Bip01 Head</li></ul>\n\n"
  5542. "You cannot use setActionThread() to have the Player play one of the motion "
  5543. "determined action animation sequences. These sequences are chosen based on how "
  5544. "the Player moves and the Player's current pose. The names of these sequences are:\n\n<ul>"
  5545. "<li>root</li>"
  5546. "<li>run</li>"
  5547. "<li>side</li>"
  5548. "<li>side_right</li>"
  5549. "<li>crouch_root</li>"
  5550. "<li>crouch_forward</li>"
  5551. "<li>crouch_backward</li>"
  5552. "<li>crouch_side</li>"
  5553. "<li>crouch_right</li>"
  5554. "<li>prone_root</li>"
  5555. "<li>prone_forward</li>"
  5556. "<li>prone_backward</li>"
  5557. "<li>swim_root</li>"
  5558. "<li>swim_forward</li>"
  5559. "<li>swim_backward</li>"
  5560. "<li>swim_left</li>"
  5561. "<li>swim_right</li>"
  5562. "<li>fall</li>"
  5563. "<li>jump</li>"
  5564. "<li>standjump</li>"
  5565. "<li>land</li>"
  5566. "<li>jet</li></ul>\n\n"
  5567. "If the player moves in any direction then the animation sequence set using this "
  5568. "method will be cancelled and the chosen mation-based sequence will take over. This makes "
  5569. "great for times when the Player cannot move, such as when mounted, or when it doesn't matter "
  5570. "if the action sequence changes, such as waving and saluting.\n"
  5571. "@tsexample\n"
  5572. "// Place the player in a sitting position after being mounted\n"
  5573. "%player.setActionThread( \"sitting\", true, true );\n"
  5574. "@endtsexample\n")
  5575. {
  5576. return object->setActionThread( name, hold, true, fsp);
  5577. }
  5578. DefineEngineMethod( Player, setControlObject, bool, ( ShapeBase* obj ),,
  5579. "@brief Set the object to be controlled by this player\n\n"
  5580. "It is possible to have the moves sent to the Player object from the "
  5581. "GameConnection to be passed along to another object. This happens, for example "
  5582. "when a player is mounted to a vehicle. The move commands pass through the Player "
  5583. "and on to the vehicle (while the player remains stationary within the vehicle). "
  5584. "With setControlObject() you can have the Player pass along its moves to any object. "
  5585. "One possible use is for a player to move a remote controlled vehicle. In this case "
  5586. "the player does not mount the vehicle directly, but still wants to be able to control it.\n"
  5587. "@param obj Object to control with this player\n"
  5588. "@return True if the object is valid, false if not\n"
  5589. "@see getControlObject()\n"
  5590. "@see clearControlObject()\n"
  5591. "@see GameConnection::setControlObject()")
  5592. {
  5593. if (obj) {
  5594. object->setControlObject(obj);
  5595. return true;
  5596. }
  5597. else
  5598. object->setControlObject(0);
  5599. return false;
  5600. }
  5601. DefineEngineMethod( Player, getControlObject, S32, (),,
  5602. "@brief Get the current object we are controlling.\n\n"
  5603. "@return ID of the ShapeBase object we control, or 0 if not controlling an "
  5604. "object.\n"
  5605. "@see setControlObject()\n"
  5606. "@see clearControlObject()")
  5607. {
  5608. ShapeBase* controlObject = object->getControlObject();
  5609. return controlObject ? controlObject->getId(): 0;
  5610. }
  5611. DefineEngineMethod( Player, clearControlObject, void, (),,
  5612. "@brief Clears the player's current control object.\n\n"
  5613. "Returns control to the player. This internally calls "
  5614. "Player::setControlObject(0).\n"
  5615. "@tsexample\n"
  5616. "%player.clearControlObject();\n"
  5617. "echo(%player.getControlObject()); //<-- Returns 0, player assumes control\n"
  5618. "%player.setControlObject(%vehicle);\n"
  5619. "echo(%player.getControlObject()); //<-- Returns %vehicle, player controls the vehicle now.\n"
  5620. "@endtsexample\n"
  5621. "@note If the player does not have a control object, the player will receive all moves "
  5622. "from its GameConnection. If you're looking to remove control from the player itself "
  5623. "(i.e. stop sending moves to the player) use GameConnection::setControlObject() to transfer "
  5624. "control to another object, such as a camera.\n"
  5625. "@see setControlObject()\n"
  5626. "@see getControlObject()\n"
  5627. "@see GameConnection::setControlObject()\n")
  5628. {
  5629. object->setControlObject(0);
  5630. }
  5631. DefineEngineMethod( Player, checkDismountPoint, bool, ( Point3F oldPos, Point3F pos ),,
  5632. "@brief Check if it is safe to dismount at this position.\n\n"
  5633. "Internally this method casts a ray from oldPos to pos to determine if it hits the "
  5634. "terrain, an interior object, a water object, another player, a static shape, "
  5635. "a vehicle (exluding the one currently mounted), or physical zone. If this ray "
  5636. "is in the clear, then the player's bounding box is also checked for a collision at "
  5637. "the pos position. If this displaced bounding box is also in the clear, then "
  5638. "checkDismountPoint() returns true.\n"
  5639. "@param oldPos The player's current position\n"
  5640. "@param pos The dismount position to check\n"
  5641. "@return True if the dismount position is clear, false if not\n"
  5642. "@note The player must be already mounted for this method to not assert.\n")
  5643. {
  5644. MatrixF oldPosMat(true);
  5645. oldPosMat.setColumn(3, oldPos);
  5646. MatrixF posMat(true);
  5647. posMat.setColumn(3, pos);
  5648. return object->checkDismountPosition(oldPosMat, posMat);
  5649. }
  5650. DefineEngineMethod( Player, getNumDeathAnimations, S32, ( ),,
  5651. "@brief Get the number of death animations available to this player.\n\n"
  5652. "Death animations are assumed to be named death1-N using consecutive indices." )
  5653. {
  5654. S32 count = 0;
  5655. const PlayerData * db = dynamic_cast<PlayerData*>( object->getDataBlock() );
  5656. if ( db )
  5657. {
  5658. for ( S32 i = 0; i < db->actionCount; i++ )
  5659. if ( db->actionList[i].death )
  5660. count++;
  5661. }
  5662. return count;
  5663. }
  5664. //----------------------------------------------------------------------------
  5665. void Player::consoleInit()
  5666. {
  5667. Con::addVariable("$player::renderMyPlayer",TypeBool, &sRenderMyPlayer,
  5668. "@brief Determines if the player is rendered or not.\n\n"
  5669. "Used on the client side to disable the rendering of all Player objects. This is "
  5670. "mainly for the tools or debugging.\n"
  5671. "@ingroup GameObjects\n");
  5672. Con::addVariable("$player::renderMyItems",TypeBool, &sRenderMyItems,
  5673. "@brief Determines if mounted shapes are rendered or not.\n\n"
  5674. "Used on the client side to disable the rendering of all Player mounted objects. This is "
  5675. "mainly used for the tools or debugging.\n"
  5676. "@ingroup GameObjects\n");
  5677. Con::addVariable("$player::renderCollision", TypeBool, &sRenderPlayerCollision,
  5678. "@brief Determines if the player's collision mesh should be rendered.\n\n"
  5679. "This is mainly used for the tools and debugging.\n"
  5680. "@ingroup GameObjects\n");
  5681. Con::addVariable("$player::minWarpTicks",TypeF32,&sMinWarpTicks,
  5682. "@brief Fraction of tick at which instant warp occures on the client.\n\n"
  5683. "@ingroup GameObjects\n");
  5684. Con::addVariable("$player::maxWarpTicks",TypeS32,&sMaxWarpTicks,
  5685. "@brief When a warp needs to occur due to the client being too far off from the server, this is the "
  5686. "maximum number of ticks we'll allow the client to warp to catch up.\n\n"
  5687. "@ingroup GameObjects\n");
  5688. Con::addVariable("$player::maxPredictionTicks",TypeS32,&sMaxPredictionTicks,
  5689. "@brief Maximum number of ticks to predict on the client from the last known move obtained from the server.\n\n"
  5690. "@ingroup GameObjects\n");
  5691. Con::addVariable("$player::maxImpulseVelocity", TypeF32, &sMaxImpulseVelocity,
  5692. "@brief The maximum velocity allowed due to a single impulse.\n\n"
  5693. "@ingroup GameObjects\n");
  5694. // Move triggers
  5695. Con::addVariable("$player::jumpTrigger", TypeS32, &sJumpTrigger,
  5696. "@brief The move trigger index used for player jumping.\n\n"
  5697. "@ingroup GameObjects\n");
  5698. Con::addVariable("$player::crouchTrigger", TypeS32, &sCrouchTrigger,
  5699. "@brief The move trigger index used for player crouching.\n\n"
  5700. "@ingroup GameObjects\n");
  5701. Con::addVariable("$player::proneTrigger", TypeS32, &sProneTrigger,
  5702. "@brief The move trigger index used for player prone pose.\n\n"
  5703. "@ingroup GameObjects\n");
  5704. Con::addVariable("$player::sprintTrigger", TypeS32, &sSprintTrigger,
  5705. "@brief The move trigger index used for player sprinting.\n\n"
  5706. "@ingroup GameObjects\n");
  5707. Con::addVariable("$player::imageTrigger0", TypeS32, &sImageTrigger0,
  5708. "@brief The move trigger index used to trigger mounted image 0.\n\n"
  5709. "@ingroup GameObjects\n");
  5710. Con::addVariable("$player::imageTrigger1", TypeS32, &sImageTrigger1,
  5711. "@brief The move trigger index used to trigger mounted image 1 or alternate fire "
  5712. "on mounted image 0.\n\n"
  5713. "@ingroup GameObjects\n");
  5714. Con::addVariable("$player::jumpJetTrigger", TypeS32, &sJumpJetTrigger,
  5715. "@brief The move trigger index used for player jump jetting.\n\n"
  5716. "@ingroup GameObjects\n");
  5717. Con::addVariable("$player::vehicleDismountTrigger", TypeS32, &sVehicleDismountTrigger,
  5718. "@brief The move trigger index used to dismount player.\n\n"
  5719. "@ingroup GameObjects\n");
  5720. // ExtendedMove support
  5721. Con::addVariable("$player::extendedMoveHeadPosRotIndex", TypeS32, &smExtendedMoveHeadPosRotIndex,
  5722. "@brief The ExtendedMove position/rotation index used for head movements.\n\n"
  5723. "@ingroup GameObjects\n");
  5724. }
  5725. //--------------------------------------------------------------------------
  5726. void Player::calcClassRenderData()
  5727. {
  5728. Parent::calcClassRenderData();
  5729. // If nothing is mounted do not perform the calculations below. Otherwise,
  5730. // we'll end up with a bad ray cast as both nmat and smat will be the
  5731. // Player's transform.
  5732. MountedImage& image = mMountedImageList[0];
  5733. if (!image.dataBlock)
  5734. {
  5735. mWeaponBackFraction = 0.0f;
  5736. return;
  5737. }
  5738. disableCollision();
  5739. MatrixF nmat;
  5740. MatrixF smat;
  5741. Parent::getRetractionTransform(0,&nmat);
  5742. Parent::getImageTransform(0, &smat);
  5743. // See if we are pushed into a wall...
  5744. Point3F start, end;
  5745. smat.getColumn(3, &start);
  5746. nmat.getColumn(3, &end);
  5747. RayInfo rinfo;
  5748. if (getContainer()->castRay(start, end, sCollisionMoveMask & ~(WaterObjectType|PhysicalZoneObjectType|MarkerObjectType), &rinfo)) {
  5749. if (rinfo.t < 1.0f)
  5750. mWeaponBackFraction = 1.0f - rinfo.t;
  5751. else
  5752. mWeaponBackFraction = 0.0f;
  5753. } else {
  5754. mWeaponBackFraction = 0.0f;
  5755. }
  5756. enableCollision();
  5757. }
  5758. //-----------------------------------------------------------------------------
  5759. void Player::playFootstepSound( bool triggeredLeft, Material* contactMaterial, SceneObject* contactObject )
  5760. {
  5761. MatrixF footMat = getTransform();
  5762. if( mWaterCoverage > 0.0 )
  5763. {
  5764. // Treading water.
  5765. if ( mWaterCoverage < mDataBlock->footSplashHeight )
  5766. SFX->playOnce( mDataBlock->sound[ PlayerData::FootShallowSplash ], &footMat );
  5767. else
  5768. {
  5769. if ( mWaterCoverage < 1.0 )
  5770. SFX->playOnce( mDataBlock->sound[ PlayerData::FootWading ], &footMat );
  5771. else
  5772. {
  5773. if ( triggeredLeft )
  5774. {
  5775. SFX->playOnce( mDataBlock->sound[ PlayerData::FootUnderWater ], &footMat );
  5776. SFX->playOnce( mDataBlock->sound[ PlayerData::FootBubbles ], &footMat );
  5777. }
  5778. }
  5779. }
  5780. }
  5781. else if( contactMaterial && contactMaterial->mFootstepSoundCustom )
  5782. {
  5783. // Footstep sound defined on material.
  5784. SFX->playOnce( contactMaterial->mFootstepSoundCustom, &footMat );
  5785. }
  5786. else
  5787. {
  5788. // Play default sound.
  5789. S32 sound = -1;
  5790. if( contactMaterial && contactMaterial->mFootstepSoundId != -1 )
  5791. sound = contactMaterial->mFootstepSoundId;
  5792. else if( contactObject && contactObject->getTypeMask() & VehicleObjectType )
  5793. sound = 2;
  5794. switch ( sound )
  5795. {
  5796. case 0: // Soft
  5797. SFX->playOnce( mDataBlock->sound[PlayerData::FootSoft], &footMat );
  5798. break;
  5799. case 1: // Hard
  5800. SFX->playOnce( mDataBlock->sound[PlayerData::FootHard], &footMat );
  5801. break;
  5802. case 2: // Metal
  5803. SFX->playOnce( mDataBlock->sound[PlayerData::FootMetal], &footMat );
  5804. break;
  5805. case 3: // Snow
  5806. SFX->playOnce( mDataBlock->sound[PlayerData::FootSnow], &footMat );
  5807. break;
  5808. /*
  5809. default: //Hard
  5810. SFX->playOnce( mDataBlock->sound[PlayerData::FootHard], &footMat );
  5811. break;
  5812. */
  5813. }
  5814. }
  5815. }
  5816. void Player:: playImpactSound()
  5817. {
  5818. if( mWaterCoverage == 0.0f )
  5819. {
  5820. Point3F pos;
  5821. RayInfo rInfo;
  5822. MatrixF mat = getTransform();
  5823. mat.mulP(Point3F(mDataBlock->decalOffset,0.0f,0.0f), &pos);
  5824. if( gClientContainer.castRay( Point3F( pos.x, pos.y, pos.z + 0.01f ),
  5825. Point3F( pos.x, pos.y, pos.z - 2.0f ),
  5826. STATIC_COLLISION_TYPEMASK | VehicleObjectType,
  5827. &rInfo ) )
  5828. {
  5829. Material* material = ( rInfo.material ? dynamic_cast< Material* >( rInfo.material->getMaterial() ) : 0 );
  5830. if( material && material->mImpactSoundCustom )
  5831. SFX->playOnce( material->mImpactSoundCustom, &getTransform() );
  5832. else
  5833. {
  5834. S32 sound = -1;
  5835. if( material && material->mImpactSoundId )
  5836. sound = material->mImpactSoundId;
  5837. else if( rInfo.object->getTypeMask() & VehicleObjectType )
  5838. sound = 2; // Play metal;
  5839. switch( sound )
  5840. {
  5841. case 0:
  5842. //Soft
  5843. SFX->playOnce( mDataBlock->sound[ PlayerData::ImpactSoft ], &getTransform() );
  5844. break;
  5845. case 1:
  5846. //Hard
  5847. SFX->playOnce( mDataBlock->sound[ PlayerData::ImpactHard ], &getTransform() );
  5848. break;
  5849. case 2:
  5850. //Metal
  5851. SFX->playOnce( mDataBlock->sound[ PlayerData::ImpactMetal ], &getTransform() );
  5852. break;
  5853. case 3:
  5854. //Snow
  5855. SFX->playOnce( mDataBlock->sound[ PlayerData::ImpactSnow ], &getTransform() );
  5856. break;
  5857. /*
  5858. default:
  5859. //Hard
  5860. alxPlay(mDataBlock->sound[PlayerData::ImpactHard], &getTransform());
  5861. break;
  5862. */
  5863. }
  5864. }
  5865. }
  5866. }
  5867. mImpactSound = 0;
  5868. }
  5869. //--------------------------------------------------------------------------
  5870. // Update splash
  5871. //--------------------------------------------------------------------------
  5872. void Player::updateSplash()
  5873. {
  5874. F32 speed = getVelocity().len();
  5875. if( speed < mDataBlock->splashVelocity || isMounted() ) return;
  5876. Point3F curPos = getPosition();
  5877. if ( curPos.equal( mLastPos ) )
  5878. return;
  5879. if (pointInWater( curPos )) {
  5880. if (!pointInWater( mLastPos )) {
  5881. Point3F norm = getVelocity();
  5882. norm.normalize();
  5883. // make sure player is moving vertically at good pace before playing splash
  5884. F32 splashAng = mDataBlock->splashAngle / 360.0;
  5885. if( mDot( norm, Point3F(0.0, 0.0, -1.0) ) < splashAng )
  5886. return;
  5887. RayInfo rInfo;
  5888. if (gClientContainer.castRay(mLastPos, curPos,
  5889. WaterObjectType, &rInfo)) {
  5890. createSplash( rInfo.point, speed );
  5891. mBubbleEmitterTime = 0.0;
  5892. }
  5893. }
  5894. }
  5895. }
  5896. //--------------------------------------------------------------------------
  5897. void Player::updateFroth( F32 dt )
  5898. {
  5899. // update bubbles
  5900. Point3F moveDir = getVelocity();
  5901. mBubbleEmitterTime += dt;
  5902. if (mBubbleEmitterTime < mDataBlock->bubbleEmitTime) {
  5903. if (mSplashEmitter[PlayerData::BUBBLE_EMITTER]) {
  5904. Point3F emissionPoint = getRenderPosition();
  5905. U32 emitNum = PlayerData::BUBBLE_EMITTER;
  5906. mSplashEmitter[emitNum]->emitParticles(mLastPos, emissionPoint,
  5907. Point3F( 0.0, 0.0, 1.0 ), moveDir, (U32)(dt * 1000.0));
  5908. }
  5909. }
  5910. Point3F contactPoint;
  5911. if (!collidingWithWater(contactPoint)) {
  5912. mLastWaterPos = mLastPos;
  5913. return;
  5914. }
  5915. F32 speed = moveDir.len();
  5916. if ( speed < mDataBlock->splashVelEpsilon )
  5917. speed = 0.0;
  5918. U32 emitRate = (U32) (speed * mDataBlock->splashFreqMod * dt);
  5919. // If we're in the water, swimming, but not
  5920. // moving, then lets emit some particles because
  5921. // we're treading water.
  5922. if ( mSwimming && speed == 0.0 )
  5923. {
  5924. emitRate = (U32) (2.0f * mDataBlock->splashFreqMod * dt);
  5925. }
  5926. U32 i;
  5927. for ( i=0; i<PlayerData::BUBBLE_EMITTER; i++ ) {
  5928. if (mSplashEmitter[i] )
  5929. mSplashEmitter[i]->emitParticles( mLastWaterPos,
  5930. contactPoint, Point3F( 0.0, 0.0, 1.0 ),
  5931. moveDir, emitRate );
  5932. }
  5933. mLastWaterPos = contactPoint;
  5934. }
  5935. void Player::updateWaterSounds(F32 dt)
  5936. {
  5937. if ( mWaterCoverage < 1.0f || mDamageState != Enabled )
  5938. {
  5939. // Stop everything
  5940. if ( mMoveBubbleSound )
  5941. mMoveBubbleSound->stop();
  5942. if ( mWaterBreathSound )
  5943. mWaterBreathSound->stop();
  5944. return;
  5945. }
  5946. if ( mMoveBubbleSound )
  5947. {
  5948. // We're under water and still alive, so let's play something
  5949. if ( mVelocity.len() > 1.0f )
  5950. {
  5951. if ( !mMoveBubbleSound->isPlaying() )
  5952. mMoveBubbleSound->play();
  5953. mMoveBubbleSound->setTransform( getTransform() );
  5954. }
  5955. else
  5956. mMoveBubbleSound->stop();
  5957. }
  5958. if ( mWaterBreathSound )
  5959. {
  5960. if ( !mWaterBreathSound->isPlaying() )
  5961. mWaterBreathSound->play();
  5962. mWaterBreathSound->setTransform( getTransform() );
  5963. }
  5964. }
  5965. //--------------------------------------------------------------------------
  5966. // Returns true if player is intersecting a water surface
  5967. //--------------------------------------------------------------------------
  5968. bool Player::collidingWithWater( Point3F &waterHeight )
  5969. {
  5970. if ( !mCurrentWaterObject )
  5971. return false;
  5972. Point3F curPos = getPosition();
  5973. if ( mWorldBox.maxExtents.z < mLiquidHeight )
  5974. return false;
  5975. curPos.z = mLiquidHeight;
  5976. waterHeight = getPosition();
  5977. waterHeight.z = mLiquidHeight;
  5978. return true;
  5979. }
  5980. //--------------------------------------------------------------------------
  5981. void Player::createSplash( Point3F &pos, F32 speed )
  5982. {
  5983. if ( speed >= mDataBlock->hardSplashSoundVel )
  5984. SFX->playOnce( mDataBlock->sound[PlayerData::ImpactWaterHard], &getTransform() );
  5985. else if ( speed >= mDataBlock->medSplashSoundVel )
  5986. SFX->playOnce( mDataBlock->sound[PlayerData::ImpactWaterMedium], &getTransform() );
  5987. else
  5988. SFX->playOnce( mDataBlock->sound[PlayerData::ImpactWaterEasy], &getTransform() );
  5989. if( mDataBlock->splash )
  5990. {
  5991. MatrixF trans = getTransform();
  5992. trans.setPosition( pos );
  5993. Splash *splash = new Splash;
  5994. splash->onNewDataBlock( mDataBlock->splash, false );
  5995. splash->setTransform( trans );
  5996. splash->setInitialState( trans.getPosition(), Point3F( 0.0, 0.0, 1.0 ) );
  5997. if (!splash->registerObject())
  5998. delete splash;
  5999. }
  6000. }
  6001. bool Player::isControlObject()
  6002. {
  6003. GameConnection* connection = GameConnection::getConnectionToServer();
  6004. if( !connection ) return false;
  6005. ShapeBase *obj = dynamic_cast<ShapeBase*>(connection->getControlObject());
  6006. return ( obj == this );
  6007. }
  6008. void Player::prepRenderImage( SceneRenderState* state )
  6009. {
  6010. bool renderPlayer = true;
  6011. bool renderItems = true;
  6012. /*
  6013. if ( mPhysicsRep && Con::getBoolVariable("$PhysicsPlayer::DebugRender",false) )
  6014. {
  6015. ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
  6016. ri->renderDelegate.bind( mPhysicsRep, &PhysicsPlayer::renderDebug );
  6017. ri->objectIndex = -1;
  6018. ri->type = RenderPassManager::RIT_Editor;
  6019. state->getRenderPass()->addInst( ri );
  6020. }
  6021. */
  6022. // Debug rendering for all convexes in the Players working list.
  6023. if ( sRenderPlayerCollision )
  6024. {
  6025. ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
  6026. ri->renderDelegate.bind( this, &Player::renderConvex );
  6027. ri->objectIndex = -1;
  6028. ri->type = RenderPassManager::RIT_Editor;
  6029. state->getRenderPass()->addInst( ri );
  6030. }
  6031. GameConnection* connection = GameConnection::getConnectionToServer();
  6032. if( connection && connection->getControlObject() == this && connection->isFirstPerson() )
  6033. {
  6034. // If we're first person and we are not rendering the player
  6035. // then disable all shadow rendering... a floating gun shadow sucks.
  6036. if ( state->isShadowPass() && !mDataBlock->renderFirstPerson && !mDataBlock->firstPersonShadows )
  6037. return;
  6038. renderPlayer = mDataBlock->renderFirstPerson || !state->isDiffusePass();
  6039. if( !sRenderMyPlayer )
  6040. renderPlayer = false;
  6041. if( !sRenderMyItems )
  6042. renderItems = false;
  6043. }
  6044. // Call the protected base class to do the work
  6045. // now that we know if we're rendering the player
  6046. // and mounted shapes.
  6047. return ShapeBase::_prepRenderImage( state,
  6048. renderPlayer,
  6049. renderItems );
  6050. }
  6051. void Player::renderConvex( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat )
  6052. {
  6053. GFX->enterDebugEvent( ColorI(255,0,255), "Player_renderConvex" );
  6054. mConvex.renderWorkingList();
  6055. GFX->leaveDebugEvent();
  6056. }