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