Pārlūkot izejas kodu

Fixed NinjaSnowWar assets to use 1m world unit.
Added GetDistanceToWall() function to NavigationMesh.
NavigationMesh code cleanup.

Lasse Öörni 12 gadi atpakaļ
vecāks
revīzija
379d786da4
53 mainītis faili ar 2750 papildinājumiem un 6498 dzēšanām
  1. BIN
      Bin/Data/Models/Jack.mdl
  2. BIN
      Bin/Data/Models/Level.mdl
  3. BIN
      Bin/Data/Models/Ninja.mdl
  4. BIN
      Bin/Data/Models/Ninja_Attack1.ani
  5. BIN
      Bin/Data/Models/Ninja_Attack2.ani
  6. BIN
      Bin/Data/Models/Ninja_Attack3.ani
  7. BIN
      Bin/Data/Models/Ninja_Backflip.ani
  8. BIN
      Bin/Data/Models/Ninja_Block.ani
  9. BIN
      Bin/Data/Models/Ninja_Climb.ani
  10. BIN
      Bin/Data/Models/Ninja_Crouch.ani
  11. BIN
      Bin/Data/Models/Ninja_Death1.ani
  12. BIN
      Bin/Data/Models/Ninja_Death2.ani
  13. BIN
      Bin/Data/Models/Ninja_HighJump.ani
  14. BIN
      Bin/Data/Models/Ninja_Idle1.ani
  15. BIN
      Bin/Data/Models/Ninja_Idle2.ani
  16. BIN
      Bin/Data/Models/Ninja_Idle3.ani
  17. BIN
      Bin/Data/Models/Ninja_Jump.ani
  18. BIN
      Bin/Data/Models/Ninja_JumpNoHeight.ani
  19. BIN
      Bin/Data/Models/Ninja_Kick.ani
  20. BIN
      Bin/Data/Models/Ninja_SideKick.ani
  21. BIN
      Bin/Data/Models/Ninja_Spin.ani
  22. BIN
      Bin/Data/Models/Ninja_Stealth.ani
  23. BIN
      Bin/Data/Models/Ninja_Walk.ani
  24. BIN
      Bin/Data/Models/Potion.mdl
  25. BIN
      Bin/Data/Models/SnowBall.mdl
  26. BIN
      Bin/Data/Models/SnowCrate.mdl
  27. 1 1
      Bin/Data/Objects/LightFlash.xml
  28. 8 204
      Bin/Data/Objects/Ninja.xml
  29. 7 7
      Bin/Data/Objects/Potion.xml
  30. 9 9
      Bin/Data/Objects/SnowBall.xml
  31. 7 7
      Bin/Data/Objects/SnowCrate.xml
  32. 6 6
      Bin/Data/Particle/Smoke.xml
  33. 5 5
      Bin/Data/Particle/SnowExplosion.xml
  34. 6 6
      Bin/Data/Particle/SnowExplosionBig.xml
  35. 5 5
      Bin/Data/Particle/SnowExplosionFade.xml
  36. 13 13
      Bin/Data/Scenes/NinjaSnowWar.xml
  37. 30 30
      Bin/Data/Scripts/NinjaSnowWar.as
  38. 13 13
      Bin/Data/Scripts/NinjaSnowWar/AIController.as
  39. 1 1
      Bin/Data/Scripts/NinjaSnowWar/GameObject.as
  40. 11 11
      Bin/Data/Scripts/NinjaSnowWar/Ninja.as
  41. 0 3
      Bin/Data/Scripts/NinjaSnowWar/Potion.as
  42. 1 1
      Bin/Data/Scripts/NinjaSnowWar/SnowBall.as
  43. 1 3
      Bin/Data/Scripts/NinjaSnowWar/SnowCrate.as
  44. 1 0
      Docs/ScriptAPI.dox
  45. 1 0
      Engine/Engine/NavigationAPI.cpp
  46. 37 33
      Engine/Navigation/NavigationMesh.cpp
  47. 5 2
      Engine/Navigation/NavigationMesh.h
  48. 883 2651
      SourceAssets/Level.mesh.xml
  49. 806 806
      SourceAssets/Ninja.mesh.xml
  50. 99 291
      SourceAssets/Ninja.skeleton.xml
  51. 251 755
      SourceAssets/Potion.mesh.xml
  52. 86 262
      SourceAssets/SnowBall.mesh.xml
  53. 457 1373
      SourceAssets/SnowCrate.mesh.xml

BIN
Bin/Data/Models/Jack.mdl


BIN
Bin/Data/Models/Level.mdl


BIN
Bin/Data/Models/Ninja.mdl


BIN
Bin/Data/Models/Ninja_Attack1.ani


BIN
Bin/Data/Models/Ninja_Attack2.ani


BIN
Bin/Data/Models/Ninja_Attack3.ani


BIN
Bin/Data/Models/Ninja_Backflip.ani


BIN
Bin/Data/Models/Ninja_Block.ani


BIN
Bin/Data/Models/Ninja_Climb.ani


BIN
Bin/Data/Models/Ninja_Crouch.ani


BIN
Bin/Data/Models/Ninja_Death1.ani


BIN
Bin/Data/Models/Ninja_Death2.ani


BIN
Bin/Data/Models/Ninja_HighJump.ani


BIN
Bin/Data/Models/Ninja_Idle1.ani


BIN
Bin/Data/Models/Ninja_Idle2.ani


BIN
Bin/Data/Models/Ninja_Idle3.ani


BIN
Bin/Data/Models/Ninja_Jump.ani


BIN
Bin/Data/Models/Ninja_JumpNoHeight.ani


BIN
Bin/Data/Models/Ninja_Kick.ani


BIN
Bin/Data/Models/Ninja_SideKick.ani


BIN
Bin/Data/Models/Ninja_Spin.ani


BIN
Bin/Data/Models/Ninja_Stealth.ani


BIN
Bin/Data/Models/Ninja_Walk.ani


BIN
Bin/Data/Models/Potion.mdl


BIN
Bin/Data/Models/SnowBall.mdl


BIN
Bin/Data/Models/SnowCrate.mdl


+ 1 - 1
Bin/Data/Objects/LightFlash.xml

@@ -16,7 +16,7 @@
         <attribute name="Light Type" type="Enum" value="Point" />
         <attribute name="Color" value="2 2 2 1" />
         <attribute name="Specular Intensity" value="0" />
-        <attribute name="Range" value="500" />
+        <attribute name="Range" value="5" />
         <attribute name="Spot FOV" value="30" />
         <attribute name="Spot Aspect Ratio" value="1" />
         <attribute name="Attenuation Texture" value="Texture2D;Textures/RampWide.png" />

+ 8 - 204
Bin/Data/Objects/Ninja.xml

@@ -1,7 +1,7 @@
 <?xml version="1.0"?>
 <node id="2">
 	<attribute name="Name" value="Ninja" />
-	<attribute name="Position" value="0 10 20" />
+	<attribute name="Position" value="0 0 0" />
 	<attribute name="Rotation" value="1 0 0 0" />
 	<attribute name="Scale" value="1 1 1" />
 	<attribute name="Variables" />
@@ -15,21 +15,21 @@
 	</component>
 	<component type="NetworkPriority" id="16777217">
 		<attribute name="Base Priority" value="110" />
-		<attribute name="Distance Factor" value="0.02" />
+		<attribute name="Distance Factor" value="2" />
 		<attribute name="Minimum Priority" value="50" />
 		<attribute name="Always Update Owner" value="true" />
 	</component>
 	<component type="CollisionShape" id="4">
 		<attribute name="Shape Type" value="Capsule" />
-		<attribute name="Size" value="70 180 70" />
+		<attribute name="Size" value="0.7 1.8 0.7" />
 		<attribute name="Offset Position" value="0 0 0" />
 		<attribute name="Offset Rotation" value="1 0 0 0" />
-		<attribute name="Collision Margin" value="1" />
+		<attribute name="Collision Margin" value="0.01" />
 		<attribute name="Model" value="Model;" />
 		<attribute name="LOD Level" value="0" />
 	</component>
 	<component type="RigidBody" id="5">
-		<attribute name="Physics Position" value="0 10 20" />
+		<attribute name="Physics Position" value="0 0 0" />
 		<attribute name="Physics Rotation" value="1 0 0 0" />
 		<attribute name="Mass" value="80" />
 		<attribute name="Friction" value="0.5" />
@@ -40,7 +40,7 @@
 		<attribute name="Angular Factor" value="0 0 0" />
 		<attribute name="Linear Damping" value="0" />
 		<attribute name="Angular Damping" value="0" />
-		<attribute name="Linear Rest Threshold" value="0.8" />
+		<attribute name="Linear Rest Threshold" value="0.01" />
 		<attribute name="Angular Rest Threshold" value="1" />
 		<attribute name="Collision Layer" value="1" />
 		<attribute name="Collision Mask" value="3" />
@@ -51,7 +51,7 @@
 	</component>
 	<node id="3">
 		<attribute name="Name" value="" />
-		<attribute name="Position" value="0 -90 0" />
+		<attribute name="Position" value="0 -0.9 0" />
 		<attribute name="Rotation" value="1 0 0 0" />
 		<attribute name="Scale" value="1 1 1" />
 		<attribute name="Variables" />
@@ -61,7 +61,7 @@
 			<attribute name="Is Occluder" value="false" />
 			<attribute name="Can Be Occluded" value="true" />
 			<attribute name="Cast Shadows" value="true" />
-			<attribute name="Draw Distance" value="15000" />
+			<attribute name="Draw Distance" value="0" />
 			<attribute name="Shadow Distance" value="0" />
 			<attribute name="LOD Bias" value="1" />
 			<attribute name="Animation LOD Bias" value="1" />
@@ -114,201 +114,5 @@
     		<attribute name="Delayed Method Calls" value="0" />
     		<attribute name="Script Data" value="" />
     	</component>
-		<node id="16777216">
-			<attribute name="Name" value="Joint1" />
-			<attribute name="Position" value="0.185046 0.51196 -0" />
-			<attribute name="Rotation" value="1 -0 -0 0" />
-			<attribute name="Scale" value="1 1 1" />
-			<attribute name="Variables" />
-			<node id="16777217">
-				<attribute name="Name" value="Joint2" />
-				<attribute name="Position" value="0 108.105 1.56659" />
-				<attribute name="Rotation" value="1 -0 -0 0" />
-				<attribute name="Scale" value="1 1 1" />
-				<attribute name="Variables" />
-				<node id="16777218">
-					<attribute name="Name" value="Joint3" />
-					<attribute name="Position" value="0.421854 9.67481 1.0444" />
-					<attribute name="Rotation" value="1 -0 -0 0" />
-					<attribute name="Scale" value="1 1 1" />
-					<attribute name="Variables" />
-					<node id="16777219">
-						<attribute name="Name" value="Joint4" />
-						<attribute name="Position" value="0.421854 8.41288 3.72529e-007" />
-						<attribute name="Rotation" value="1 -0 -0 0" />
-						<attribute name="Scale" value="1 1 1" />
-						<attribute name="Variables" />
-						<node id="16777220">
-							<attribute name="Name" value="Joint5" />
-							<attribute name="Position" value="-0.843709 17.1516 1.02305" />
-							<attribute name="Rotation" value="1 -0 -0 0" />
-							<attribute name="Scale" value="1 1 1" />
-							<attribute name="Variables" />
-							<node id="16777221">
-								<attribute name="Name" value="Joint6" />
-								<attribute name="Position" value="3.72529e-008 19.7703 -2.61099" />
-								<attribute name="Rotation" value="1 -0 -0 0" />
-								<attribute name="Scale" value="1 1 1" />
-								<attribute name="Variables" />
-								<node id="16777222">
-									<attribute name="Name" value="Joint7" />
-									<attribute name="Position" value="0 4.74305 1.0444" />
-									<attribute name="Rotation" value="1 -0 -0 0" />
-									<attribute name="Scale" value="1 1 1" />
-									<attribute name="Variables" />
-									<node id="16777223">
-										<attribute name="Name" value="Joint8" />
-										<attribute name="Position" value="-0.185046 9.18524 3.08366" />
-										<attribute name="Rotation" value="1 -0 -0 0" />
-										<attribute name="Scale" value="1 1 1" />
-										<attribute name="Variables" />
-									</node>
-								</node>
-								<node id="16777224">
-									<attribute name="Name" value="Joint9" />
-									<attribute name="Position" value="14.3431 -3.65739 -6.76722" />
-									<attribute name="Rotation" value="1 -0 -0 0" />
-									<attribute name="Scale" value="1 1 1" />
-									<attribute name="Variables" />
-									<node id="16777225">
-										<attribute name="Name" value="Joint10" />
-										<attribute name="Position" value="5.90596 -2.02329 -0" />
-										<attribute name="Rotation" value="1 -0 -0 0" />
-										<attribute name="Scale" value="1 1 1" />
-										<attribute name="Variables" />
-										<node id="16777226">
-											<attribute name="Name" value="Joint11" />
-											<attribute name="Position" value="3.37483 -29.4451 5.74418" />
-											<attribute name="Rotation" value="1 -0 -0 0" />
-											<attribute name="Scale" value="1 1 1" />
-											<attribute name="Variables" />
-											<node id="16777227">
-												<attribute name="Name" value="Joint12" />
-												<attribute name="Position" value="1.33815 -28.6038 3.13318" />
-												<attribute name="Rotation" value="1 -0 -0 0" />
-												<attribute name="Scale" value="1 1 1" />
-												<attribute name="Variables" />
-												<node id="16777228">
-													<attribute name="Name" value="Joint13" />
-													<attribute name="Position" value="0.136921 -6.24266 3.42546" />
-													<attribute name="Rotation" value="1 -0 -0 0" />
-													<attribute name="Scale" value="1 1 1" />
-													<attribute name="Variables" />
-													<node id="16777229">
-														<attribute name="Name" value="Joint29" />
-														<attribute name="Position" value="-0.0284957 -5.80133 76.0905" />
-														<attribute name="Rotation" value="1 -0 -0 0" />
-														<attribute name="Scale" value="1 1 1" />
-														<attribute name="Variables" />
-													</node>
-												</node>
-											</node>
-										</node>
-									</node>
-								</node>
-								<node id="16777230">
-									<attribute name="Name" value="Joint14" />
-									<attribute name="Position" value="-14.3431 -3.69103 -6.76722" />
-									<attribute name="Rotation" value="1 -0 -0 0" />
-									<attribute name="Scale" value="1 1 1" />
-									<attribute name="Variables" />
-									<node id="16777231">
-										<attribute name="Name" value="Joint15" />
-										<attribute name="Position" value="-7.17153 -2.10322 -0" />
-										<attribute name="Rotation" value="1 -0 -0 0" />
-										<attribute name="Scale" value="1 1 1" />
-										<attribute name="Variables" />
-										<node id="16777232">
-											<attribute name="Name" value="Joint16" />
-											<attribute name="Position" value="-2.53113 -28.6038 5.74418" />
-											<attribute name="Rotation" value="1 -0 -0 0" />
-											<attribute name="Scale" value="1 1 1" />
-											<attribute name="Variables" />
-											<node id="16777233">
-												<attribute name="Name" value="Joint17" />
-												<attribute name="Position" value="-1.68742 -30.2864 3.13318" />
-												<attribute name="Rotation" value="1 -0 -0 0" />
-												<attribute name="Scale" value="1 1 1" />
-												<attribute name="Variables" />
-											</node>
-										</node>
-									</node>
-								</node>
-							</node>
-						</node>
-					</node>
-				</node>
-				<node id="16777234">
-					<attribute name="Name" value="Joint18" />
-					<attribute name="Position" value="9.70265 -8.41289 2.08879" />
-					<attribute name="Rotation" value="1 -0 -0 0" />
-					<attribute name="Scale" value="1 1 1" />
-					<attribute name="Variables" />
-					<node id="16777235">
-						<attribute name="Name" value="Joint19" />
-						<attribute name="Position" value="2.95298 -43.747 -1.56659" />
-						<attribute name="Rotation" value="1 -0 -0 0" />
-						<attribute name="Scale" value="1 1 1" />
-						<attribute name="Variables" />
-						<node id="16777236">
-							<attribute name="Name" value="Joint20" />
-							<attribute name="Position" value="-0.843709 -46.1989 -11.34" />
-							<attribute name="Rotation" value="1 -0 -0 0" />
-							<attribute name="Scale" value="1 1 1" />
-							<attribute name="Variables" />
-							<node id="16777237">
-								<attribute name="Name" value="Joint21" />
-								<attribute name="Position" value="1.43906 -9.37045 13.1049" />
-								<attribute name="Rotation" value="1 -0 -0 0" />
-								<attribute name="Scale" value="1 1 1" />
-								<attribute name="Variables" />
-								<node id="16777238">
-									<attribute name="Name" value="Joint22" />
-									<attribute name="Position" value="0.421854 -0.438055 7.61888" />
-									<attribute name="Rotation" value="1 -0 -0 0" />
-									<attribute name="Scale" value="1 1 1" />
-									<attribute name="Variables" />
-								</node>
-							</node>
-						</node>
-					</node>
-				</node>
-				<node id="16777239">
-					<attribute name="Name" value="Joint23" />
-					<attribute name="Position" value="-8.85894 -8.41289 2.08879" />
-					<attribute name="Rotation" value="1 -0 -0 0" />
-					<attribute name="Scale" value="1 1 1" />
-					<attribute name="Variables" />
-					<node id="16777240">
-						<attribute name="Name" value="Joint24" />
-						<attribute name="Position" value="-3.37484 -43.3263 -1.56659" />
-						<attribute name="Rotation" value="1 -0 -0 0" />
-						<attribute name="Scale" value="1 1 1" />
-						<attribute name="Variables" />
-						<node id="16777241">
-							<attribute name="Name" value="Joint25" />
-							<attribute name="Position" value="-0.843709 -46.6195 -11.34" />
-							<attribute name="Rotation" value="1 -0 -0 0" />
-							<attribute name="Scale" value="1 1 1" />
-							<attribute name="Variables" />
-							<node id="16777242">
-								<attribute name="Name" value="Joint26" />
-								<attribute name="Position" value="-0.557851 -9.7911 13.1049" />
-								<attribute name="Rotation" value="1 -0 -0 0" />
-								<attribute name="Scale" value="1 1 1" />
-								<attribute name="Variables" />
-								<node id="16777243">
-									<attribute name="Name" value="Joint27" />
-									<attribute name="Position" value="0 -0.017411 7.61888" />
-									<attribute name="Rotation" value="1 -0 -0 0" />
-									<attribute name="Scale" value="1 1 1" />
-									<attribute name="Variables" />
-								</node>
-							</node>
-						</node>
-					</node>
-				</node>
-			</node>
-		</node>
 	</node>
 </node>

+ 7 - 7
Bin/Data/Objects/Potion.xml

@@ -1,7 +1,7 @@
 <?xml version="1.0"?>
 <node id="3">
 	<attribute name="Name" value="Potion" />
-	<attribute name="Position" value="0 10 20" />
+	<attribute name="Position" value="0 0 0" />
 	<attribute name="Rotation" value="1 0 0 0" />
 	<attribute name="Scale" value="1 1 1" />
 	<attribute name="Variables" />
@@ -15,7 +15,7 @@
 	</component>
 	<component type="NetworkPriority" id="16777218">
 		<attribute name="Base Priority" value="100" />
-		<attribute name="Distance Factor" value="0.04" />
+		<attribute name="Distance Factor" value="4" />
 		<attribute name="Minimum Priority" value="15" />
 		<attribute name="Always Update Owner" value="true" />
 	</component>
@@ -25,7 +25,7 @@
 		<attribute name="Is Occluder" value="false" />
 		<attribute name="Can Be Occluded" value="true" />
 		<attribute name="Cast Shadows" value="true" />
-		<attribute name="Draw Distance" value="15000" />
+		<attribute name="Draw Distance" value="0" />
 		<attribute name="Shadow Distance" value="0" />
 		<attribute name="LOD Bias" value="1" />
 		<attribute name="Max Lights" value="0" />
@@ -36,15 +36,15 @@
 	</component>
 	<component type="CollisionShape" id="8">
 		<attribute name="Shape Type" value="Box" />
-		<attribute name="Size" value="20 40 20" />
+		<attribute name="Size" value="0.2 0.4 0.2" />
 		<attribute name="Offset Position" value="0 0 0" />
 		<attribute name="Offset Rotation" value="1 0 0 0" />
-		<attribute name="Collision Margin" value="1" />
+		<attribute name="Collision Margin" value="0.01" />
 		<attribute name="Model" value="Model;" />
 		<attribute name="LOD Level" value="0" />
 	</component>
 	<component type="RigidBody" id="9">
-		<attribute name="Physics Position" value="0 10 20" />
+		<attribute name="Physics Position" value="0 0 0" />
 		<attribute name="Physics Rotation" value="1 0 0 0" />
 		<attribute name="Mass" value="10" />
 		<attribute name="Friction" value="0.5" />
@@ -55,7 +55,7 @@
 		<attribute name="Angular Factor" value="1 1 1" />
 		<attribute name="Linear Damping" value="0" />
 		<attribute name="Angular Damping" value="0" />
-		<attribute name="Linear Rest Threshold" value="0.8" />
+		<attribute name="Linear Rest Threshold" value="0.01" />
 		<attribute name="Angular Rest Threshold" value="1" />
 		<attribute name="Collision Layer" value="1" />
 		<attribute name="Collision Mask" value="3" />

+ 9 - 9
Bin/Data/Objects/SnowBall.xml

@@ -1,7 +1,7 @@
 <?xml version="1.0"?>
 <node id="2">
 	<attribute name="Name" value="SnowBall" />
-	<attribute name="Position" value="0 10 20" />
+	<attribute name="Position" value="0 0 0" />
 	<attribute name="Rotation" value="1 0 0 0" />
 	<attribute name="Scale" value="1 1 1" />
 	<attribute name="Variables" />
@@ -15,7 +15,7 @@
 	</component>
 	<component type="NetworkPriority" id="16777217">
 		<attribute name="Base Priority" value="100" />
-		<attribute name="Distance Factor" value="0.02" />
+		<attribute name="Distance Factor" value="2" />
 		<attribute name="Minimum Priority" value="25" />
 		<attribute name="Always Update Owner" value="true" />
 	</component>
@@ -25,7 +25,7 @@
 		<attribute name="Is Occluder" value="false" />
 		<attribute name="Can Be Occluded" value="true" />
 		<attribute name="Cast Shadows" value="true" />
-		<attribute name="Draw Distance" value="7500" />
+		<attribute name="Draw Distance" value="75" />
 		<attribute name="Shadow Distance" value="0" />
 		<attribute name="LOD Bias" value="1" />
 		<attribute name="Max Lights" value="0" />
@@ -36,15 +36,15 @@
 	</component>
 	<component type="CollisionShape" id="5">
 		<attribute name="Shape Type" value="Box" />
-		<attribute name="Size" value="15 15 15" />
+		<attribute name="Size" value="0.15 0.15 0.15" />
 		<attribute name="Offset Position" value="0 0 0" />
 		<attribute name="Offset Rotation" value="1 0 0 0" />
 		<attribute name="Model" value="Model;" />
 		<attribute name="LOD Level" value="0" />
-		<attribute name="Collision Margin" value="1" />
+		<attribute name="Collision Margin" value="0.01" />
 	</component>
 	<component type="RigidBody" id="6">
-		<attribute name="Physics Position" value="0 10 20" />
+		<attribute name="Physics Position" value="0 0 0" />
 		<attribute name="Physics Rotation" value="1 0 0 0" />
 		<attribute name="Mass" value="10" />
 		<attribute name="Friction" value="0.75" />
@@ -55,12 +55,12 @@
 		<attribute name="Angular Factor" value="1 1 1" />
 		<attribute name="Linear Damping" value="0" />
 		<attribute name="Angular Damping" value="0" />
-		<attribute name="Linear Rest Threshold" value="0.8" />
+		<attribute name="Linear Rest Threshold" value="0.0" />
 		<attribute name="Angular Rest Threshold" value="1" />
 		<attribute name="Collision Layer" value="1" />
 		<attribute name="Collision Mask" value="3" />
-		<attribute name="CCD Radius" value="5" />
-		<attribute name="CCD Motion Threshold" value="15" />
+		<attribute name="CCD Radius" value="0.05" />
+		<attribute name="CCD Motion Threshold" value="0.15" />
 		<attribute name="Collision Event Mode" value="When Active" />
 		<attribute name="Use Gravity" value="true" />
 		<attribute name="Is Kinematic" value="false" />

+ 7 - 7
Bin/Data/Objects/SnowCrate.xml

@@ -1,7 +1,7 @@
 <?xml version="1.0"?>
 <node id="3">
 	<attribute name="Name" value="SnowCrate" />
-	<attribute name="Position" value="0 10 20" />
+	<attribute name="Position" value="0 0 0" />
 	<attribute name="Rotation" value="1 0 0 0" />
 	<attribute name="Scale" value="1 1 1" />
 	<attribute name="Variables" />
@@ -15,7 +15,7 @@
 	</component>
 	<component type="NetworkPriority" id="16777220">
 		<attribute name="Base Priority" value="100" />
-		<attribute name="Distance Factor" value="0.04" />
+		<attribute name="Distance Factor" value="4" />
 		<attribute name="Minimum Priority" value="15" />
 		<attribute name="Always Update Owner" value="true" />
 	</component>
@@ -25,7 +25,7 @@
 		<attribute name="Is Occluder" value="false" />
 		<attribute name="Can Be Occluded" value="true" />
 		<attribute name="Cast Shadows" value="true" />
-		<attribute name="Draw Distance" value="15000" />
+		<attribute name="Draw Distance" value="0" />
 		<attribute name="Shadow Distance" value="0" />
 		<attribute name="LOD Bias" value="1" />
 		<attribute name="Max Lights" value="0" />
@@ -36,15 +36,15 @@
 	</component>
 	<component type="CollisionShape" id="12">
 		<attribute name="Shape Type" value="Box" />
-		<attribute name="Size" value="80 80 80" />
+		<attribute name="Size" value="0.8 0.8 0.8" />
 		<attribute name="Offset Position" value="0 0 0" />
 		<attribute name="Offset Rotation" value="1 0 0 0" />
-		<attribute name="Collision Margin" value="1" />
+		<attribute name="Collision Margin" value="0.01" />
 		<attribute name="Model" value="Model;" />
 		<attribute name="LOD Level" value="0" />
 	</component>
 	<component type="RigidBody" id="13">
-		<attribute name="Physics Position" value="0 10 20" />
+		<attribute name="Physics Position" value="0 0 0" />
 		<attribute name="Physics Rotation" value="1 0 0 0" />
 		<attribute name="Mass" value="200" />
 		<attribute name="Friction" value="0.5" />
@@ -55,7 +55,7 @@
 		<attribute name="Angular Factor" value="1 1 1" />
 		<attribute name="Linear Damping" value="0" />
 		<attribute name="Angular Damping" value="0" />
-		<attribute name="Linear Rest Threshold" value="0.8" />
+		<attribute name="Linear Rest Threshold" value="0.01" />
 		<attribute name="Angular Rest Threshold" value="1" />
 		<attribute name="Collision Layer" value="2" />
 		<attribute name="Collision Mask" value="3" />

+ 6 - 6
Bin/Data/Particle/Smoke.xml

@@ -9,12 +9,12 @@
     <sorting enable="true" />
     <rotationspeed min="-60" max="60" />
     <direction min="-0.15 1 -0.15" max="0.15 1 0.15" />
-    <velocity min="100" max="130" />
-    <particlesize min="20 20" max="30 30" />
+    <velocity min="1" max="1.3" />
+    <particlesize min="0.2 0.2" max="0.3 0.3" />
     <sizedelta add="0" mul="1.3" />
     <timetolive value="4" />
-    <constantforce value="0.0 -20 0.0" />
-    <colorfade color="0.2 0.2 0.2 0.0" time="0.0" />
-    <colorfade color="0.2 0.2 0.2 1.0" time="0.25" />
-    <colorfade color="0.6 0.6 0.6 0.0" time="4.0" />
+    <constantforce value="0 -0.2 0" />
+    <colorfade color="0.2 0.2 0.2 0" time="0.0" />
+    <colorfade color="0.2 0.2 0.2 1" time="0.25" />
+    <colorfade color="0.6 0.6 0.6 0" time="4.0" />
 </particleemitter>

+ 5 - 5
Bin/Data/Particle/SnowExplosion.xml

@@ -7,10 +7,10 @@
     <interval value="0.02" />
     <sorting enable="true" />
     <direction min="-1 0 -1" max="1 1 1" />
-    <velocity min="50" max="100" />
-    <particlesize value="25 25" />
+    <velocity min="0.5" max="1" />
+    <particlesize value="0.25 0.25" />
     <timetolive value="0.5" />
-    <constantforce value="0.0 -200 0.0" />
-    <colorfade color="0.35 0.35 0.5 1.0" time="0.0" />
-    <colorfade color="0.0 0.0 0.0 1.0" time="0.5" />
+    <constantforce value="0 -2 0" />
+    <colorfade color="0.35 0.35 0.5 1" time="0.0" />
+    <colorfade color="0 0 0 1" time="0.5" />
 </particleemitter>

+ 6 - 6
Bin/Data/Particle/SnowExplosionBig.xml

@@ -3,16 +3,16 @@
     <updateinvisible enable="true" />
     <numparticles value="10" />
     <emittertype value="box" />
-    <emittersize value="30 30 30" />
+    <emittersize value="0.3 0.3 0.3" />
     <activetime value="0.2" />
     <inactivetime value="0" />
     <interval value="0.02" />
     <sorting enable="true" />
     <direction min="-1 0.5 -1" max="1 1 1" />
-    <velocity min="200" max="300" />
-    <particlesize value="60 60" />
+    <velocity min="2" max="3" />
+    <particlesize value="0.6 0.6" />
     <timetolive value="0.5" />
-    <constantforce value="0.0 -400 0.0" />
-    <colorfade color="0.35 0.35 0.5 1.0" time="0.0" />
-    <colorfade color="0.0 0.0 0.0 1.0" time="0.5" />
+    <constantforce value="0.0 -4 0.0" />
+    <colorfade color="0.35 0.35 0.5 1" time="0.0" />
+    <colorfade color="0 0 0 1" time="0.5" />
 </particleemitter>

+ 5 - 5
Bin/Data/Particle/SnowExplosionFade.xml

@@ -7,10 +7,10 @@
     <interval value="0.02" />
     <sorting enable="true" />
     <direction min="-1 0 -1" max="1 1 1" />
-    <velocity min="50" max="100" />
-    <particlesize value="25 25" />
+    <velocity min="0.5" max="1" />
+    <particlesize value="0.25 0.25" />
     <timetolive value="0.5" />
-    <constantforce value="0.0 -200 0.0" />
-    <colorfade color="0.1 0.1 0.2 1.0" time="0.0" />
-    <colorfade color="0.0 0.0 0.0 1.0" time="0.5" />
+    <constantforce value="0 -2 0" />
+    <colorfade color="0.1 0.1 0.2 1" time="0.0" />
+    <colorfade color="0 0 0 1" time="0.5" />
 </particleemitter>

+ 13 - 13
Bin/Data/Scenes/NinjaSnowWar.xml

@@ -13,12 +13,12 @@
 	<attribute name="Variables" />
 	<attribute name="Variable Names" value="" />
 	<component type="Octree" id="16777216">
-		<attribute name="Bounding Box Min" value="-20000 -20000 -20000" />
-		<attribute name="Bounding Box Max" value="20000 20000 20000" />
+		<attribute name="Bounding Box Min" value="-200 -200 -200" />
+		<attribute name="Bounding Box Max" value="200 200 200" />
 		<attribute name="Number of Levels" value="7" />
 	</component>
 	<component type="PhysicsWorld" id="16777217">
-		<attribute name="Gravity" value="0 -981 0" />
+		<attribute name="Gravity" value="0 -9.81 0" />
 		<attribute name="Physics FPS" value="100" />
 		<attribute name="Net Max Angular Vel." value="100" />
 		<attribute name="Interpolation" value="true" />
@@ -31,12 +31,12 @@
 		<attribute name="Scale" value="1 1 1" />
 		<attribute name="Variables" />
 		<component type="Zone" id="4">
-			<attribute name="Bounding Box Min" value="-100000 -100000 -100000" />
-			<attribute name="Bounding Box Max" value="100000 100000 100000" />
+			<attribute name="Bounding Box Min" value="-1000 -1000 -1000" />
+			<attribute name="Bounding Box Max" value="1000 1000 1000" />
 			<attribute name="Ambient Color" value="0.2 0.2 0.7 1" />
 			<attribute name="Fog Color" value="0.2 0.2 0.7 1" />
-			<attribute name="Fog Start" value="5000" />
-			<attribute name="Fog End" value="15000" />
+			<attribute name="Fog Start" value="50" />
+			<attribute name="Fog End" value="150" />
 			<attribute name="Override Mode" value="false" />
 			<attribute name="Ambient Gradient" value="false" />
 			<attribute name="Priority" value="0" />
@@ -72,10 +72,10 @@
 			<attribute name="Focus To Scene" value="true" />
 			<attribute name="Non-uniform View" value="true" />
 			<attribute name="Auto-Reduce Size" value="true" />
-			<attribute name="CSM Splits" value="1000 2000 5000 0" />
+			<attribute name="CSM Splits" value="10 20 50 0" />
 			<attribute name="CSM Fade Start" value="0.8" />
-			<attribute name="View Size Quantize" value="25" />
-			<attribute name="View Size Minimum" value="500" />
+			<attribute name="View Size Quantize" value="1" />
+			<attribute name="View Size Minimum" value="5" />
 			<attribute name="Depth Constant Bias" value="0.00025" />
 			<attribute name="Depth Slope Bias" value="0.001" />
 			<attribute name="Near/Farclip Ratio" value="0.002" />
@@ -109,7 +109,7 @@
 			<attribute name="Size" value="1 1 1" />
 			<attribute name="Offset Position" value="0 0 0" />
 			<attribute name="Offset Rotation" value="1 0 0 0" />
-			<attribute name="Collision Margin" value="1" />
+			<attribute name="Collision Margin" value="0.01" />
 			<attribute name="Model" value="Model;Models/Level.mdl" />
 			<attribute name="LOD Level" value="0" />
 		</component>
@@ -137,9 +137,9 @@
 	</node>
 	<node id="16777219">
 		<attribute name="Name" value="Sky" />
-		<attribute name="Position" value="0 3000 0" />
+		<attribute name="Position" value="0 30 0" />
 		<attribute name="Rotation" value="1 0 0 0" />
-		<attribute name="Scale" value="30000 1 30000" />
+		<attribute name="Scale" value="300 1 300" />
 		<attribute name="Variables" />
 		<component type="Skybox" id="16777222">
 			<attribute name="Model" value="Model;Models/CloudPlane.mdl" />

+ 30 - 30
Bin/Data/Scripts/NinjaSnowWar.as

@@ -14,9 +14,9 @@ const float touchSensitivity = 2.0;
 const float joySensitivity = 0.5;
 const float joyMoveDeadZone = 0.333;
 const float joyLookDeadZone = 0.05;
-const float cameraMinDist = 25;
-const float cameraMaxDist = 500;
-const float cameraSafetyDist = 30;
+const float cameraMinDist = 0.25;
+const float cameraMaxDist = 5;
+const float cameraSafetyDist = 0.3;
 const int initialMaxEnemies = 5;
 const int finalMaxEnemies = 25;
 const int maxPowerups = 5;
@@ -24,7 +24,7 @@ const int incrementEach = 10;
 const int playerHealth = 20;
 const float enemySpawnRate = 1;
 const float powerupSpawnRate = 15;
-const float spawnAreaSize = 500;
+const float spawnAreaSize = 5;
 
 Scene@ gameScene;
 Node@ gameCameraNode;
@@ -114,7 +114,7 @@ void InitAudio()
     {
         Sound@ musicFile = cache.GetResource("Sound", "Music/Ninja Gods.ogg");
         musicFile.looped = true;
-        
+
         // Note: the non-positional sound source component need to be attached to a node to become effective
         // Due to networked mode clearing the scene on connect, do not attach to the scene itself
         musicNode = Node();
@@ -151,7 +151,7 @@ void InitScene()
         return;
 
     gameScene.LoadXML(cache.GetFile("Scenes/NinjaSnowWar.xml"));
-    
+
     // On mobile devices render the shadowmap first
     if (GetPlatform() == "Android" || GetPlatform() == "iOS")
         renderer.reuseShadowMaps = false;
@@ -193,11 +193,11 @@ void CreateCamera()
 {
     // Note: the camera is not in the scene
     gameCameraNode = Node();
-    gameCameraNode.position = Vector3(0, 200, -1000);
+    gameCameraNode.position = Vector3(0, 2, -10);
 
     gameCamera = gameCameraNode.CreateComponent("Camera");
-    gameCamera.nearClip = 50.0;
-    gameCamera.farClip = 16000.0;
+    gameCamera.nearClip = 0.5;
+    gameCamera.farClip = 160;
 
     if (!engine.headless)
     {
@@ -318,9 +318,9 @@ void SpawnPlayer(Connection@ connection)
 {
     Vector3 spawnPosition;
     if (singlePlayer)
-        spawnPosition = Vector3(0, 90, 0);
+        spawnPosition = Vector3(0, 0.9, 0);
     else
-        spawnPosition = Vector3(Random(spawnAreaSize) - spawnAreaSize * 0.5, 90, Random(spawnAreaSize) - spawnAreaSize);
+        spawnPosition = Vector3(Random(spawnAreaSize) - spawnAreaSize * 0.5, 0.9, Random(spawnAreaSize) - spawnAreaSize);
 
     Node@ playerNode = SpawnObject(spawnPosition, Quaternion(), "Ninja");
     // Set owner connection. Owned nodes are always updated to the owner at full frequency
@@ -481,13 +481,13 @@ void HandleKeyDown(StringHash eventType, VariantMap& eventData)
 
     if (key == KEY_F1)
         console.Toggle();
-    
+
     if (key == KEY_F2)
         debugHud.ToggleAll();
-    
+
     if (key == KEY_F3)
         drawDebug = !drawDebug;
-    
+
     if (key == KEY_F4)
         drawOctreeDebug = !drawOctreeDebug;
 
@@ -614,7 +614,7 @@ void HandleUpdateHiscores(StringHash eventType, VariantMap& eventData)
     String allHiscores;
     for (uint i = 0; i < hiscores.length; ++i)
         allHiscores += hiscores[i].name + " " + hiscores[i].score + "\n";
-    hiscoreText.text = allHiscores;    
+    hiscoreText.text = allHiscores;
 }
 
 void HandleNetworkUpdateSent()
@@ -781,11 +781,11 @@ void SpawnObjects(float timeStep)
 
         if (numPowerups < maxPowerups)
         {
-            const float maxOffset = 4000;
-            float xOffset = Random(maxOffset * 2.0f) - maxOffset;
-            float zOffset = Random(maxOffset * 2.0f) - maxOffset;
+            const float maxOffset = 40;
+            float xOffset = Random(maxOffset * 2.0) - maxOffset;
+            float zOffset = Random(maxOffset * 2.0) - maxOffset;
 
-            SpawnObject(Vector3(xOffset, 5000, zOffset), Quaternion(), "SnowCrate");
+            SpawnObject(Vector3(xOffset, 50, zOffset), Quaternion(), "SnowCrate");
         }
     }
 
@@ -794,7 +794,7 @@ void SpawnObjects(float timeStep)
     if (enemySpawnTimer > enemySpawnRate)
     {
         enemySpawnTimer = 0;
-        int numEnemies = 0;        
+        int numEnemies = 0;
         Array<Node@> ninjaNodes = gameScene.GetChildrenWithScript("Ninja", true);
         for (uint i = 0; i < ninjaNodes.length; ++i)
         {
@@ -805,21 +805,21 @@ void SpawnObjects(float timeStep)
 
         if (numEnemies < maxEnemies)
         {
-            const float maxOffset = 4000;
+            const float maxOffset = 40;
             float offset = Random(maxOffset * 2.0) - maxOffset;
             // Random north/east/south/west direction
             int dir = RandomInt() & 3;
             dir *= 90;
             Quaternion rotation(0, dir, 0);
 
-            Node@ enemyNode = SpawnObject(rotation * Vector3(offset, 1000, -12000), rotation, "Ninja");
+            Node@ enemyNode = SpawnObject(rotation * Vector3(offset, 10, -120), rotation, "Ninja");
 
             // Initialize variables
             Ninja@ enemyNinja = cast<Ninja>(enemyNode.scriptObject);
             enemyNinja.side = SIDE_ENEMY;
             @enemyNinja.controller = AIController();
             RigidBody@ enemyBody = enemyNode.GetComponent("RigidBody");
-            enemyBody.linearVelocity = rotation * Vector3(0, 1000, 3000);
+            enemyBody.linearVelocity = rotation * Vector3(0, 10, 30);
         }
     }
 }
@@ -862,7 +862,7 @@ void UpdateControls()
                     playerControls.yaw += touchSensitivity * gameCamera.fov / graphics.height * touch.delta.x;
                     playerControls.pitch += touchSensitivity * gameCamera.fov / graphics.height * touch.delta.y;
                 }
-                
+
                 if (touch.touchID == moveTouchID)
                 {
                     int relX = touch.position.x - touchButtonSize / 2;
@@ -877,11 +877,11 @@ void UpdateControls()
                         playerControls.Set(CTRL_RIGHT, true);
                 }
             }
-            
+
             if (fireTouchID >= 0)
                 playerControls.Set(CTRL_FIRE, true);
         }
-        
+
         if (input.numJoysticks > 0)
         {
             JoystickState@ joystick = input.joysticks[0];
@@ -898,7 +898,7 @@ void UpdateControls()
                     if (joystick.buttonDown[5])
                         playerControls.Set(CTRL_FIRE, true);
                 }
-    
+
                 if (joystick.numHats > 0)
                 {
                     if (joystick.hatPosition[0] & HAT_LEFT != 0)
@@ -925,7 +925,7 @@ void UpdateControls()
                 {
                     float lookX = joystick.axisPosition[joystick.numAxes - 2];
                     float lookY = joystick.axisPosition[joystick.numAxes - 1];
-    
+
                     if (lookX < -joyLookDeadZone)
                         playerControls.yaw -= joySensitivity * lookX * lookX;
                     if (lookX > joyLookDeadZone)
@@ -1027,7 +1027,7 @@ void UpdateCamera()
 
     Vector3 pos = playerNode.position;
     Quaternion dir;
-    
+
     // Make controls seem more immediate by forcing the current mouse yaw into player ninja's Y-axis rotation
     if (playerNode.vars["Health"].GetInt() > 0)
         playerNode.rotation = Quaternion(0, playerControls.yaw, 0);
@@ -1035,7 +1035,7 @@ void UpdateCamera()
     dir = dir * Quaternion(playerNode.rotation.yaw, Vector3(0, 1, 0));
     dir = dir * Quaternion(playerControls.pitch, Vector3(1, 0, 0));
 
-    Vector3 aimPoint = pos + Vector3(0, 100, 0);
+    Vector3 aimPoint = pos + Vector3(0, 1, 0);
     Vector3 minDist = aimPoint + dir * Vector3(0, 0, -cameraMinDist);
     Vector3 maxDist = aimPoint + dir * Vector3(0, 0, -cameraMaxDist);
 

+ 13 - 13
Bin/Data/Scripts/NinjaSnowWar/AIController.as

@@ -1,11 +1,11 @@
 const float initialAggression = 0.0020;
-const float initialPrediction = 3000;
+const float initialPrediction = 30;
 const float initialAimSpeed = 10;
 const float deltaAggression = 0.000025;
-const float deltaPrediction = -15;
+const float deltaPrediction = -0.15;
 const float deltaAimSpeed = 0.30;
 const float maxAggression = 0.01;
-const float maxPrediction = 2000;
+const float maxPrediction = 20;
 const float maxAimSpeed = 40;
 
 float aiAggression = initialAggression;
@@ -72,19 +72,19 @@ class AIController
             float deltaY = 0.0f;
 
             // Aim from own head to target's feet
-            Vector3 ownPos(ownNode.position + Vector3(0, 90, 0));
-            Vector3 targetPos(targetNode.position + Vector3(0, -90, 0));
+            Vector3 ownPos(ownNode.position + Vector3(0, 0.9, 0));
+            Vector3 targetPos(targetNode.position + Vector3(0, -0.9, 0));
             float distance = (targetPos - ownPos).length;
 
             // Use prediction according to target distance & estimated snowball speed
             Vector3 currentAim(ownNinja.GetAim() * Vector3(0, 0, 1));
             float predictDistance = distance;
-            if (predictDistance > 5000) predictDistance = 5000;
+            if (predictDistance > 50) predictDistance = 50;
             Vector3 predictedPos = targetPos + targetBody.linearVelocity * predictDistance / aiPrediction;
             Vector3 targetAim = (predictedPos - ownPos);
 
             // Add distance/height compensation
-            float compensation = Max(targetAim.length - 1500, 0);
+            float compensation = Max(targetAim.length - 15, 0);
             targetAim += Vector3(0, 0.6, 0) * compensation;
 
             // X-aiming
@@ -106,7 +106,7 @@ class AIController
             ownNinja.controls.pitch += 0.1 * deltaY;
 
             // Firing? if close enough and relatively correct aim
-            if ((distance < 2500) && (currentAim.DotProduct(targetAim) > 0.75))
+            if ((distance < 25) && (currentAim.DotProduct(targetAim) > 0.75))
             {
                 if (Random(1.0) < aiAggression)
                     ownNinja.controls.Set(CTRL_FIRE, true);
@@ -120,9 +120,9 @@ class AIController
                 ownNinja.controls.Set(CTRL_UP|CTRL_DOWN|CTRL_LEFT|CTRL_RIGHT, false);
 
                 // Far distance: go forward
-                if (distance > 3000)
+                if (distance > 30)
                     ownNinja.controls.Set(CTRL_UP, true);
-                else if (distance > 600)
+                else if (distance > 6)
                 {
                     // Medium distance: random strafing, predominantly forward
                     float v = Random(1.0);
@@ -163,14 +163,14 @@ class AIController
             ownNinja.dirChangeTime -= timeStep;
             if (ownNinja.dirChangeTime <= 0)
             {
-                ownNinja.dirChangeTime = 1.0 + Random(2.0);
-                ownNinja.controls.yaw += 0.1 * (Random(600.0) - 300.0);
+                ownNinja.dirChangeTime = 1 + Random(2);
+                ownNinja.controls.yaw += 0.1 * (Random(600) - 300);
             }
             if (ownNinja.isSliding)
                 ownNinja.controls.yaw += 0.2;
         }
     }
-    
+
     void GetNewTarget(Node@ ownNode)
     {
         newTargetTimer = 0;

+ 1 - 1
Bin/Data/Scripts/NinjaSnowWar/GameObject.as

@@ -74,7 +74,7 @@ class GameObject : ScriptObject
         SoundSource3D@ source = node.CreateComponent("SoundSource3D");
         Sound@ sound = cache.GetResource("Sound", soundName);
 
-        source.SetDistanceAttenuation(200, 5000, 1);
+        source.SetDistanceAttenuation(2, 50, 1);
         source.Play(sound);
         source.autoRemove = true;
     }

+ 11 - 11
Bin/Data/Scripts/NinjaSnowWar/Ninja.as

@@ -4,12 +4,12 @@
 const int LAYER_MOVE = 0;
 const int LAYER_ATTACK = 1;
 
-const float ninjaMoveForce = 2500;
-const float ninjaAirMoveForce = 100;
+const float ninjaMoveForce = 25;
+const float ninjaAirMoveForce = 1;
 const float ninjaDampingForce = 5;
-const float ninjaJumpForce = 45000;
-const Vector3 ninjaThrowVelocity(0, 425, 2000);
-const Vector3 ninjaThrowPosition(0, 20, 100);
+const float ninjaJumpForce = 450;
+const Vector3 ninjaThrowVelocity(0, 4.25, 20);
+const Vector3 ninjaThrowPosition(0, 0.2, 1);
 const float ninjaThrowDelay = 0.1;
 const float ninjaCorpseDuration = 3;
 const int ninjaPoints = 250;
@@ -177,7 +177,7 @@ class Ninja : GameObject
                 if (okToJump && inAirTime < 0.1f)
                 {
                     // Lift slightly off the ground for better animation
-                    body.position = body.position + Vector3(0, 3, 0);
+                    body.position = body.position + Vector3(0, 0.03, 0);
                     body.ApplyImpulse(Vector3(0, ninjaJumpForce, 0));
                     inAirTime = 1.0f;
                     animCtrl.PlayExclusive("Models/Ninja_JumpNoHeight.ani", LAYER_MOVE, false,  0.1);
@@ -293,7 +293,7 @@ class Ninja : GameObject
             animCtrl.PlayExclusive("Models/Ninja_Death1.ani", LAYER_MOVE, false, 0.2);
             animCtrl.SetSpeed("Models/Ninja_Death1.ani", 0.5);
             if ((deathTime >= 0.3) && (deathTime < 0.8))
-                modelNode.Translate(Vector3(0, 0, 425 * timeStep));
+                modelNode.Translate(Vector3(0, 0, 4.25 * timeStep));
         }
         else if (deathDir > 0)
         {
@@ -302,20 +302,20 @@ class Ninja : GameObject
             animCtrl.PlayExclusive("Models/Ninja_Death2.ani", LAYER_MOVE, false, 0.2);
             animCtrl.SetSpeed("Models/Ninja_Death2.ani", 0.5);
             if ((deathTime >= 0.4) && (deathTime < 0.8))
-                modelNode.Translate(Vector3(0, 0, -425 * timeStep));
+                modelNode.Translate(Vector3(0, 0, -4.25 * timeStep));
         }
 
         // Create smokecloud just before vanishing
         if ((deathTime > (ninjaCorpseDuration - 1)) && (!smoke))
         {
-            SpawnParticleEffect(node.position + Vector3(0, -40, 0), "Particle/Smoke.xml", 8);
+            SpawnParticleEffect(node.position + Vector3(0, -0.4, 0), "Particle/Smoke.xml", 8);
             smoke = true;
         }
 
         if (deathTime > ninjaCorpseDuration)
         {
-            SpawnObject(node.position + Vector3(0, -50, 0), Quaternion(), "LightFlash");
-            SpawnSound(node.position + Vector3(0, -50, 0), "Sounds/BigExplosion.wav", 2);
+            SpawnObject(node.position + Vector3(0, -0.5, 0), Quaternion(), "LightFlash");
+            SpawnSound(node.position + Vector3(0, -0.5, 0), "Sounds/BigExplosion.wav", 2);
             node.Remove();
         }
     }

+ 0 - 3
Bin/Data/Scripts/NinjaSnowWar/Potion.as

@@ -1,9 +1,6 @@
 #include "Scripts/NinjaSnowWar/GameObject.as"
 
 const int potionHealAmount = 5;
-const float potionMass = 10;
-const float potionFriction = 0.5;
-const float potionDrawDistance = 15000;
 
 class Potion : GameObject
 {

+ 1 - 1
Bin/Data/Scripts/NinjaSnowWar/SnowBall.as

@@ -1,6 +1,6 @@
 #include "Scripts/NinjaSnowWar/GameObject.as"
 
-const float snowballMinHitSpeed = 100;
+const float snowballMinHitSpeed = 1;
 const float snowballDampingForce = 20;
 const float snowballDuration = 5;
 const float snowballGroundHitDuration = 1;

+ 1 - 3
Bin/Data/Scripts/NinjaSnowWar/SnowCrate.as

@@ -1,9 +1,7 @@
 #include "Scripts/NinjaSnowWar/GameObject.as"
 
+
 const int snowcrateHealth = 5;
-const float snowcrateMass = 200;
-const float snowcrateFriction = 0.35;
-const float snowcrateDrawDistance = 15000;
 const int snowcratePoints = 250;
 
 class SnowCrate : GameObject

+ 1 - 0
Docs/ScriptAPI.dox

@@ -5475,6 +5475,7 @@ Methods:<br>
 - Vector3[]@ FindPath(const Vector3&, const Vector3&, const Vector3& arg2 = Vector3 ( 1.0 , 1.0 , 1.0 ))
 - Vector3 GetRandomPoint()
 - Vector3 GetRandomPointInCircle(const Vector3&, float, const Vector3& arg2 = Vector3 ( 1.0 , 1.0 , 1.0 ))
+- float GetDistanceToWall(const Vector3&, float, const Vector3& arg2 = Vector3 ( 1.0 , 1.0 , 1.0 ))
 - Vector3 Raycast(const Vector3&, const Vector3&, const Vector3& arg2 = Vector3 ( 1.0 , 1.0 , 1.0 ))
 
 Properties:<br>

+ 1 - 0
Engine/Engine/NavigationAPI.cpp

@@ -50,6 +50,7 @@ void RegisterNavigationMesh(asIScriptEngine* engine)
     engine->RegisterObjectMethod("NavigationMesh", "Array<Vector3>@ FindPath(const Vector3&in, const Vector3&in, const Vector3&in extents = Vector3(1.0, 1.0, 1.0))", asFUNCTION(NavigationMeshFindPath), asCALL_CDECL_OBJLAST);
     engine->RegisterObjectMethod("NavigationMesh", "Vector3 GetRandomPoint()", asMETHOD(NavigationMesh, GetRandomPoint), asCALL_THISCALL);
     engine->RegisterObjectMethod("NavigationMesh", "Vector3 GetRandomPointInCircle(const Vector3&in, float, const Vector3&in extents = Vector3(1.0, 1.0, 1.0))", asMETHOD(NavigationMesh, GetRandomPointInCircle), asCALL_THISCALL);
+    engine->RegisterObjectMethod("NavigationMesh", "float GetDistanceToWall(const Vector3&in, float, const Vector3&in extents = Vector3(1.0, 1.0, 1.0))", asMETHOD(NavigationMesh, GetDistanceToWall), asCALL_THISCALL);
     engine->RegisterObjectMethod("NavigationMesh", "Vector3 Raycast(const Vector3&in, const Vector3&in, const Vector3&in extents = Vector3(1.0, 1.0, 1.0))", asMETHOD(NavigationMesh, Raycast), asCALL_THISCALL);
     engine->RegisterObjectMethod("NavigationMesh", "void set_tileSize(int)", asMETHOD(NavigationMesh, SetTileSize), asCALL_THISCALL);
     engine->RegisterObjectMethod("NavigationMesh", "int get_tileSize() const", asMETHOD(NavigationMesh, GetTileSize), asCALL_THISCALL);

+ 37 - 33
Engine/Navigation/NavigationMesh.cpp

@@ -417,15 +417,9 @@ void NavigationMesh::FindPath(PODVector<Vector3>& dest, const Vector3& start, co
     
     dest.Clear();
     
-    if (!navMesh_ || !node_)
+    if (!InitializeQuery())
         return;
     
-    if (!navMeshQuery_)
-    {
-        if (!InitializeQuery())
-            return;
-    }
-    
     // Navigation data is in local space. Transform path points from world to local
     const Matrix3x4& transform = node_->GetWorldTransform();
     Matrix3x4 inverse = transform.Inverse();
@@ -465,15 +459,9 @@ void NavigationMesh::FindPath(PODVector<Vector3>& dest, const Vector3& start, co
 
 Vector3 NavigationMesh::GetRandomPoint()
 {
-    if (!navMesh_ || !node_)
+    if (!InitializeQuery())
         return Vector3::ZERO;
     
-    if (!navMeshQuery_)
-    {
-        if (!InitializeQuery())
-            return Vector3::ZERO;
-    }
-    
     dtPolyRef polyRef;
     Vector3 point(Vector3::ZERO);
     
@@ -484,14 +472,8 @@ Vector3 NavigationMesh::GetRandomPoint()
 
 Vector3 NavigationMesh::GetRandomPointInCircle(const Vector3& center, float radius, const Vector3& extents)
 {
-    if (!navMesh_ || !node_)
-        return Vector3::ZERO;
-    
-    if (!navMeshQuery_)
-    {
-        if (!InitializeQuery())
-            return Vector3::ZERO;
-    }
+    if (!InitializeQuery())
+        return center;
     
     const Matrix3x4& transform = node_->GetWorldTransform();
     Matrix3x4 inverse = transform.Inverse();
@@ -510,21 +492,32 @@ Vector3 NavigationMesh::GetRandomPointInCircle(const Vector3& center, float radi
     return transform * point;
 }
 
-BoundingBox NavigationMesh::GetWorldBoundingBox() const
+float NavigationMesh::GetDistanceToWall(const Vector3& point, float radius, const Vector3& extents)
 {
-    return node_ ? boundingBox_.Transformed(node_->GetWorldTransform()) : boundingBox_;
+    if (!InitializeQuery())
+        return radius;
+    
+    const Matrix3x4& transform = node_->GetWorldTransform();
+    Matrix3x4 inverse = transform.Inverse();
+    Vector3 localPoint = inverse * point;
+    
+    dtPolyRef startRef;
+    navMeshQuery_->findNearestPoly(&localPoint.x_, &extents.x_, queryFilter_, &startRef, 0);
+    if (!startRef)
+        return radius;
+    
+    float hitDist = radius;
+    Vector3 hitPos;
+    Vector3 hitNormal;
+    
+    navMeshQuery_->findDistanceToWall(startRef, &localPoint.x_, radius, queryFilter_, &hitDist, &hitPos.x_, &hitNormal.x_);
+    return hitDist;
 }
 
 Vector3 NavigationMesh::Raycast(const Vector3& start, const Vector3& end, const Vector3& extents)
 {
-    if (!navMesh_ || !node_)
-        return Vector3::ZERO;
-    
-    if (!navMeshQuery_)
-    {
-        if (!InitializeQuery())
-            return Vector3::ZERO;
-    }
+    if (!InitializeQuery())
+        return end;
     
     const Matrix3x4& transform = node_->GetWorldTransform();
     Matrix3x4 inverse = transform.Inverse();
@@ -535,7 +528,7 @@ Vector3 NavigationMesh::Raycast(const Vector3& start, const Vector3& end, const
     dtPolyRef startRef;
     navMeshQuery_->findNearestPoly(&localStart.x_, &extents.x_, queryFilter_, &startRef, 0);
     if (!startRef)
-        return start;
+        return end;
     
     Vector3 localHitNormal;
     float t;
@@ -548,6 +541,11 @@ Vector3 NavigationMesh::Raycast(const Vector3& start, const Vector3& end, const
     return start.Lerp(end, t);
 }
 
+BoundingBox NavigationMesh::GetWorldBoundingBox() const
+{
+    return node_ ? boundingBox_.Transformed(node_->GetWorldTransform()) : boundingBox_;
+}
+
 void NavigationMesh::SetNavigationDataAttr(PODVector<unsigned char> data)
 {
     ReleaseNavigationMesh();
@@ -1082,6 +1080,12 @@ bool NavigationMesh::BuildTile(Vector<NavigationGeometryInfo>& geometryList, int
 
 bool NavigationMesh::InitializeQuery()
 {
+    if (!navMesh_ || !node_)
+        return false;
+    
+    if (navMeshQuery_)
+        return true;
+    
     navMeshQuery_ = dtAllocNavMeshQuery();
     if (!navMeshQuery_)
     {

+ 5 - 2
Engine/Navigation/NavigationMesh.h

@@ -98,14 +98,17 @@ public:
     bool Build();
     /// Rebuild part of the navigation mesh contained by the world-space bounding box. Return true if successful.
     bool Build(const BoundingBox& boundingBox);
-    /// Find a path between world space points. Return non-empty list of points if successful.
+    /// Find a path between world space points. Return non-empty list of points if successful. Extents specifies how far off the navigation mesh the points can be.
     void FindPath(PODVector<Vector3>& dest, const Vector3& start, const Vector3& end, const Vector3& extents = Vector3::ONE);
     /// Return a random point on the navigation mesh.
     Vector3 GetRandomPoint();
     /// Return a random point on the navigation mesh within a circle. The circle radius is only a guideline and in practice the returned point may be further away.
     Vector3 GetRandomPointInCircle(const Vector3& center, float radius, const Vector3& extents = Vector3::ONE);
+    /// Return distance to wall from a point. Maximum search radius must be specified.
+    float GetDistanceToWall(const Vector3& point, float radius, const Vector3& extents = Vector3::ONE);
     /// Perform a walkability raycast on the navigation mesh between start and end and return the point where a wall was hit, or the end point if no walls.
     Vector3 Raycast(const Vector3& start, const Vector3& end, const Vector3& extents = Vector3::ONE);
+
     /// Return tile size.
     int GetTileSize() const { return tileSize_; }
     /// Return cell size.
@@ -157,7 +160,7 @@ private:
     void AddTriMeshGeometry(NavigationBuildData& build, Geometry* geometry, const Matrix3x4& transform);
     /// Build one tile of the navigation mesh. Return true if successful.
     bool BuildTile(Vector<NavigationGeometryInfo>& geometryList, int x, int z);
-    /// Initialize navigation mesh query. Return true if successful.
+    /// Ensure that the navigation mesh query is initialized. Return true if successful.
     bool InitializeQuery();
     /// Release the navigation mesh and the query.
     void ReleaseNavigationMesh();

+ 883 - 2651
SourceAssets/Level.mesh.xml

@@ -1,3977 +1,2209 @@
 <mesh>
     <sharedgeometry vertexcount="441">
-        <vertexbuffer positions="true">
-            <vertex>
-                <position x="-9842.52" y="1141.73" z="9842.52" />
-            </vertex>
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-            <vertex>
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-            </vertex>
-            <vertex>
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-            </vertex>
-            <vertex>
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-            </vertex>
-            <vertex>
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-            </vertex>
-            <vertex>
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-            </vertex>
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-            <vertex>
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-            <vertex>
-                <position x="3.84795e-012" y="1141.73" z="9842.52" />
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-            <vertex>
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Failā izmaiņas netiks attēlotas, jo tās ir par lielu
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Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 99 - 291
SourceAssets/Ninja.skeleton.xml


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Daži faili netika attēloti, jo izmaiņu fails ir pārāk liels