mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-09-05 14:58:27 +00:00
add rotation behavior logic (not working correctly for multiple axes)
This commit is contained in:
@@ -18,6 +18,7 @@ ModelComponent::ModelComponent(Entity* parent) : Component(parent) {
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using namespace GameMessages;
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m_OriginalPosition = m_Parent->GetDefaultPosition();
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m_OriginalRotation = m_Parent->GetDefaultRotation();
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LOG("%f %f %f %f", m_OriginalRotation.x, m_OriginalRotation.y, m_OriginalRotation.z, m_OriginalRotation.w);
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m_IsPaused = false;
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m_NumListeningInteract = 0;
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@@ -37,6 +38,10 @@ bool ModelComponent::OnResetModelToDefaults(GameMessages::GameMsg& msg) {
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m_Parent->SetPosition(m_OriginalPosition);
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m_Parent->SetRotation(m_OriginalRotation);
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m_Parent->SetVelocity(NiPoint3Constant::ZERO);
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GameMessages::SetAngularVelocity setAngVel;
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setAngVel.target = m_Parent->GetObjectID();
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setAngVel.angVelocity = NiPoint3Constant::ZERO;
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setAngVel.Send();
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m_Speed = 3.0f;
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m_NumListeningInteract = 0;
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@@ -303,6 +308,38 @@ void ModelComponent::SetVelocity(const NiPoint3& velocity) const {
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m_Parent->SetVelocity(velocity);
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}
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bool ModelComponent::TrySetAngularVelocity(const NiPoint3& angularVelocity) const {
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GameMessages::GetAngularVelocity getAngVel{};
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getAngVel.target = m_Parent->GetObjectID();
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if (!getAngVel.Send()) {
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LOG("Couldn't get angular velocity for %llu", m_Parent->GetObjectID());
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return false;
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}
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GameMessages::SetAngularVelocity setAngVel{};
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setAngVel.target = m_Parent->GetObjectID();
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if (angularVelocity != NiPoint3Constant::ZERO) {
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setAngVel.angVelocity = getAngVel.angVelocity;
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const auto [x, y, z] = angularVelocity * m_Speed;
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if (x != 0.0f) {
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if (getAngVel.angVelocity.x != 0.0f) return false;
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setAngVel.angVelocity.x = x;
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} else if (y != 0.0f) {
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if (getAngVel.angVelocity.y != 0.0f) return false;
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setAngVel.angVelocity.y = y;
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} else if (z != 0.0f) {
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if (getAngVel.angVelocity.z != 0.0f) return false;
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setAngVel.angVelocity.z = z;
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}
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} else {
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setAngVel.angVelocity = angularVelocity;
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}
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LOG("Setting angular velocity to %f %f %f", setAngVel.angVelocity.x, setAngVel.angVelocity.y, setAngVel.angVelocity.z);
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setAngVel.Send();
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return true;
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}
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void ModelComponent::OnChatMessageReceived(const std::string& sMessage) {
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for (auto& behavior : m_Behaviors) behavior.OnChatMessageReceived(sMessage);
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}
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@@ -144,6 +144,11 @@ public:
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// Force sets the velocity to a value.
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void SetVelocity(const NiPoint3& velocity) const;
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// Attempts to set the angular velocity of the model.
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// If the axis currently has a velocity of zero, returns true.
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// If the axis is currently controlled by a behavior, returns false.
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bool TrySetAngularVelocity(const NiPoint3& angularVelocity) const;
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void OnChatMessageReceived(const std::string& sMessage);
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void OnHit();
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@@ -161,6 +166,8 @@ public:
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// Decrements the number of strips listening for an attack.
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// If this is the last strip removing an attack, it will reset the factions to the default of -1.
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void RemoveAttack();
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float GetSpeed() const noexcept { return m_Speed; }
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private:
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// Loads a behavior from the database.
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@@ -16,7 +16,10 @@
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#include "Amf3.h"
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SimplePhysicsComponent::SimplePhysicsComponent(Entity* parent, int32_t componentID) : PhysicsComponent(parent, componentID) {
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RegisterMsg(MessageType::Game::GET_OBJECT_REPORT_INFO, this, &SimplePhysicsComponent::OnGetObjectReportInfo);
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using namespace GameMessages;
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RegisterMsg<GetObjectReportInfo>(this, &SimplePhysicsComponent::OnGetObjectReportInfo);
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RegisterMsg<GameMessages::GetAngularVelocity>(this, &SimplePhysicsComponent::OnGetAngularVelocity);
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RegisterMsg<GameMessages::SetAngularVelocity>(this, &SimplePhysicsComponent::OnSetAngularVelocity);
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m_Position = m_Parent->GetDefaultPosition();
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m_Rotation = m_Parent->GetDefaultRotation();
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@@ -38,10 +41,20 @@ SimplePhysicsComponent::~SimplePhysicsComponent() {
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}
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void SimplePhysicsComponent::Update(const float deltaTime) {
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if (m_Velocity == NiPoint3Constant::ZERO) return;
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m_Position += m_Velocity * deltaTime;
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m_DirtyPosition = true;
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Game::entityManager->SerializeEntity(m_Parent);
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if (m_Velocity != NiPoint3Constant::ZERO) {
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m_Position += m_Velocity * deltaTime;
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m_DirtyPosition = true;
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Game::entityManager->SerializeEntity(m_Parent);
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}
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if (m_AngularVelocity != NiPoint3Constant::ZERO) {
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m_Rotation.Normalize();
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const auto vel = NiQuaternion::FromEulerAngles(m_AngularVelocity * deltaTime);
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m_Rotation *= vel;
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const auto euler = m_Rotation.GetEulerAngles();
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m_DirtyPosition = true;
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Game::entityManager->SerializeEntity(m_Parent);
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}
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}
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void SimplePhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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@@ -52,8 +65,12 @@ void SimplePhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIs
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outBitStream.Write(m_DirtyVelocity || bIsInitialUpdate);
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if (m_DirtyVelocity || bIsInitialUpdate) {
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outBitStream.Write(m_Velocity);
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outBitStream.Write(m_AngularVelocity);
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outBitStream.Write(m_Velocity.x);
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outBitStream.Write(m_Velocity.y);
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outBitStream.Write(m_Velocity.z);
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outBitStream.Write(m_AngularVelocity.x);
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outBitStream.Write(m_AngularVelocity.y);
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outBitStream.Write(m_AngularVelocity.z);
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m_DirtyVelocity = false;
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}
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@@ -92,3 +109,18 @@ bool SimplePhysicsComponent::OnGetObjectReportInfo(GameMessages::GameMsg& msg) {
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info.PushDebug<AMFStringValue>("Climbable Type") = StringifiedEnum::ToString(m_ClimbableType).data();
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return true;
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}
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bool SimplePhysicsComponent::OnSetAngularVelocity(GameMessages::GameMsg& msg) {
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auto& setAngVel = static_cast<GameMessages::SetAngularVelocity&>(msg);
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m_DirtyVelocity |= setAngVel.bForceFlagDirty || (m_AngularVelocity != setAngVel.angVelocity);
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m_AngularVelocity = setAngVel.angVelocity;
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LOG("Velocity is now %f %f %f", m_AngularVelocity.x, m_AngularVelocity.y, m_AngularVelocity.z);
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Game::entityManager->SerializeEntity(m_Parent);
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return true;
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}
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bool SimplePhysicsComponent::OnGetAngularVelocity(GameMessages::GameMsg& msg) {
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auto& getAngVel = static_cast<GameMessages::GetAngularVelocity&>(msg);
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getAngVel.angVelocity = m_AngularVelocity;
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return true;
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}
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@@ -61,6 +61,9 @@ public:
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*/
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void SetAngularVelocity(const NiPoint3& value) { m_AngularVelocity = value; m_DirtyVelocity = true; }
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bool OnSetAngularVelocity(GameMessages::GameMsg& msg);
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bool OnGetAngularVelocity(GameMessages::GameMsg& msg);
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/**
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* Returns the physics motion state
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* @return the physics motion state
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@@ -871,5 +871,21 @@ namespace GameMessages {
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bool bIgnoreChecks{ false };
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};
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struct GetAngularVelocity : public GameMsg {
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GetAngularVelocity() : GameMsg(MessageType::Game::GET_ANGULAR_VELOCITY) {}
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NiPoint3 angVelocity{};
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};
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struct SetAngularVelocity : public GameMsg {
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SetAngularVelocity() : GameMsg(MessageType::Game::SET_ANGULAR_VELOCITY) {}
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NiPoint3 angVelocity{};
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bool bIgnoreDirtyFlags{};
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bool bForceFlagDirty{};
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};
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};
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#endif // GAMEMESSAGES_H
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@@ -9,6 +9,7 @@
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#include "PropertyManagementComponent.h"
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#include "PlayerManager.h"
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#include "SimplePhysicsComponent.h"
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#include "dMath.h"
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#include "dChatFilter.h"
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@@ -104,7 +105,7 @@ void Strip::HandleMsg(GameMessages::ResetModelToDefaults& msg) {
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m_WaitingForAction = false;
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m_PausedTime = 0.0f;
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m_NextActionIndex = 0;
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m_InActionMove = NiPoint3Constant::ZERO;
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m_InActionTranslation = NiPoint3Constant::ZERO;
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m_PreviousFramePosition = NiPoint3Constant::ZERO;
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}
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@@ -159,40 +160,84 @@ void Strip::ProcNormalAction(float deltaTime, ModelComponent& modelComponent) {
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auto valueStr = nextAction.GetValueParameterString();
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auto numberAsInt = static_cast<int32_t>(number);
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auto nextActionType = GetNextAction().GetType();
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LOG("~number: %f, nextActionType: %s", static_cast<float>(number), nextActionType.data());
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// TODO replace with switch case and nextActionType with enum
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/* BEGIN Move */
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if (nextActionType == "MoveRight" || nextActionType == "MoveLeft") {
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m_IsRotating = false;
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// X axis
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bool isMoveLeft = nextActionType == "MoveLeft";
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int negative = isMoveLeft ? -1 : 1;
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// Default velocity is 3 units per second.
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if (modelComponent.TrySetVelocity(NiPoint3Constant::UNIT_X * negative)) {
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m_PreviousFramePosition = entity.GetPosition();
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m_InActionMove.x = isMoveLeft ? -number : number;
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m_InActionTranslation.x = isMoveLeft ? -number : number;
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}
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} else if (nextActionType == "FlyUp" || nextActionType == "FlyDown") {
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m_IsRotating = false;
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// Y axis
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bool isFlyDown = nextActionType == "FlyDown";
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int negative = isFlyDown ? -1 : 1;
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// Default velocity is 3 units per second.
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if (modelComponent.TrySetVelocity(NiPoint3Constant::UNIT_Y * negative)) {
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m_PreviousFramePosition = entity.GetPosition();
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m_InActionMove.y = isFlyDown ? -number : number;
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m_InActionTranslation.y = isFlyDown ? -number : number;
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}
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} else if (nextActionType == "MoveForward" || nextActionType == "MoveBackward") {
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m_IsRotating = false;
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// Z axis
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bool isMoveBackward = nextActionType == "MoveBackward";
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int negative = isMoveBackward ? -1 : 1;
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// Default velocity is 3 units per second.
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if (modelComponent.TrySetVelocity(NiPoint3Constant::UNIT_Z * negative)) {
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m_PreviousFramePosition = entity.GetPosition();
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m_InActionMove.z = isMoveBackward ? -number : number;
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m_InActionTranslation.z = isMoveBackward ? -number : number;
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}
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}
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/* END Move */
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/* BEGIN Rotate */
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else if (nextActionType == "Spin" || nextActionType == "SpinNegative") {
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const float radians = Math::DegToRad(number);
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bool isSpinNegative = nextActionType == "SpinNegative";
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float negative = isSpinNegative ? -0.261799f : 0.261799f;
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// Default angular velocity is 3 units per second.
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if (modelComponent.TrySetAngularVelocity(NiPoint3Constant::UNIT_Y * negative)) {
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m_IsRotating = true;
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m_InActionTranslation.y = isSpinNegative ? -number : number;
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m_PreviousFrameRotation = entity.GetRotation();
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// d/vi = t
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// radians/velocity = time
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// only care about the time, direction is irrelevant here
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}
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} else if (nextActionType == "Tilt" || nextActionType == "TiltNegative") {
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const float radians = Math::DegToRad(number);
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bool isRotateLeft = nextActionType == "TiltNegative";
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float negative = isRotateLeft ? -0.261799f : 0.261799f;
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// Default angular velocity is 3 units per second.
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if (modelComponent.TrySetAngularVelocity(NiPoint3Constant::UNIT_X * negative)) {
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m_IsRotating = true;
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m_InActionTranslation.x = isRotateLeft ? -number : number;
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m_PreviousFrameRotation = entity.GetRotation();
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}
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} else if (nextActionType == "Roll" || nextActionType == "RollNegative") {
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const float radians = Math::DegToRad(number);
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bool isRotateDown = nextActionType == "RollNegative";
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float negative = isRotateDown ? -0.261799f : 0.261799f;
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// Default angular velocity is 3 units per second.
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if (modelComponent.TrySetAngularVelocity(NiPoint3Constant::UNIT_Z * negative)) {
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m_IsRotating = true;
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m_InActionTranslation.z = isRotateDown ? -number : number;
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m_PreviousFrameRotation = entity.GetRotation();
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}
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}
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/* END Rotate */
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/* BEGIN Navigation */
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else if (nextActionType == "SetSpeed") {
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modelComponent.SetSpeed(number);
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@@ -277,36 +322,37 @@ void Strip::RemoveStates(ModelComponent& modelComponent) const {
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}
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bool Strip::CheckMovement(float deltaTime, ModelComponent& modelComponent) {
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if (m_IsRotating) return true;
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auto& entity = *modelComponent.GetParent();
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const auto& currentPos = entity.GetPosition();
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const auto diff = currentPos - m_PreviousFramePosition;
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const auto [moveX, moveY, moveZ] = m_InActionMove;
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const auto [moveX, moveY, moveZ] = m_InActionTranslation;
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m_PreviousFramePosition = currentPos;
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// Only want to subtract from the move if one is being performed.
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// Starts at true because we may not be doing a move at all.
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// If one is being done, then one of the move_ variables will be non-zero
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bool moveFinished = true;
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NiPoint3 finalPositionAdjustment = NiPoint3Constant::ZERO;
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if (moveX != 0.0f) {
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m_InActionMove.x -= diff.x;
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m_InActionTranslation.x -= diff.x;
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// If the sign bit is different between the two numbers, then we have finished our move.
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moveFinished = std::signbit(m_InActionMove.x) != std::signbit(moveX);
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finalPositionAdjustment.x = m_InActionMove.x;
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moveFinished = std::signbit(m_InActionTranslation.x) != std::signbit(moveX);
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finalPositionAdjustment.x = m_InActionTranslation.x;
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} else if (moveY != 0.0f) {
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m_InActionMove.y -= diff.y;
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m_InActionTranslation.y -= diff.y;
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// If the sign bit is different between the two numbers, then we have finished our move.
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moveFinished = std::signbit(m_InActionMove.y) != std::signbit(moveY);
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finalPositionAdjustment.y = m_InActionMove.y;
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moveFinished = std::signbit(m_InActionTranslation.y) != std::signbit(moveY);
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finalPositionAdjustment.y = m_InActionTranslation.y;
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} else if (moveZ != 0.0f) {
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m_InActionMove.z -= diff.z;
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m_InActionTranslation.z -= diff.z;
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// If the sign bit is different between the two numbers, then we have finished our move.
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moveFinished = std::signbit(m_InActionMove.z) != std::signbit(moveZ);
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finalPositionAdjustment.z = m_InActionMove.z;
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moveFinished = std::signbit(m_InActionTranslation.z) != std::signbit(moveZ);
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finalPositionAdjustment.z = m_InActionTranslation.z;
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}
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// Once done, set the in action move & velocity to zero
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if (moveFinished && m_InActionMove != NiPoint3Constant::ZERO) {
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if (moveFinished && m_InActionTranslation != NiPoint3Constant::ZERO) {
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auto entityVelocity = entity.GetVelocity();
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// Zero out only the velocity that was acted on
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if (moveX != 0.0f) entityVelocity.x = 0.0f;
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@@ -316,19 +362,82 @@ bool Strip::CheckMovement(float deltaTime, ModelComponent& modelComponent) {
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// Do the final adjustment so we will have moved exactly the requested units
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entity.SetPosition(entity.GetPosition() + finalPositionAdjustment);
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m_InActionMove = NiPoint3Constant::ZERO;
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m_InActionTranslation = NiPoint3Constant::ZERO;
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}
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return moveFinished;
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}
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bool Strip::CheckRotation(float deltaTime, ModelComponent& modelComponent) {
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if (!m_IsRotating) return true;
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GameMessages::GetAngularVelocity getAngVel{};
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getAngVel.target = modelComponent.GetParent()->GetObjectID();
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getAngVel.Send();
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const auto curRotation = modelComponent.GetParent()->GetRotation();
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const auto diff = m_PreviousFrameRotation.Diff(curRotation).GetEulerAngles();
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LOG("Diff: x=%f, y=%f, z=%f", std::abs(Math::RadToDeg(diff.x)), std::abs(Math::RadToDeg(diff.y)), std::abs(Math::RadToDeg(diff.z)));
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LOG("Velocity: x=%f, y=%f, z=%f", Math::RadToDeg(getAngVel.angVelocity.x) * deltaTime, Math::RadToDeg(getAngVel.angVelocity.y) * deltaTime, Math::RadToDeg(getAngVel.angVelocity.z) * deltaTime);
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m_PreviousFrameRotation = curRotation;
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auto angVel = diff;
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angVel.x = std::abs(Math::RadToDeg(angVel.x));
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angVel.y = std::abs(Math::RadToDeg(angVel.y));
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angVel.z = std::abs(Math::RadToDeg(angVel.z));
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const auto [rotateX, rotateY, rotateZ] = m_InActionTranslation;
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bool rotateFinished = true;
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NiPoint3 finalRotationAdjustment = NiPoint3Constant::ZERO;
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if (rotateX != 0.0f) {
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m_InActionTranslation.x -= angVel.x;
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rotateFinished = std::signbit(m_InActionTranslation.x) != std::signbit(rotateX);
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finalRotationAdjustment.x = Math::DegToRad(m_InActionTranslation.x);
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} else if (rotateY != 0.0f) {
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m_InActionTranslation.y -= angVel.y;
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rotateFinished = std::signbit(m_InActionTranslation.y) != std::signbit(rotateY);
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finalRotationAdjustment.y = Math::DegToRad(m_InActionTranslation.y);
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} else if (rotateZ != 0.0f) {
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m_InActionTranslation.z -= angVel.z;
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rotateFinished = std::signbit(m_InActionTranslation.z) != std::signbit(rotateZ);
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finalRotationAdjustment.z = Math::DegToRad(m_InActionTranslation.z);
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}
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if (rotateFinished && m_InActionTranslation != NiPoint3Constant::ZERO) {
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LOG("Rotation finished, zeroing angVel");
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angVel.x = Math::DegToRad(angVel.x);
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angVel.y = Math::DegToRad(angVel.y);
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angVel.z = Math::DegToRad(angVel.z);
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if (rotateX != 0.0f) getAngVel.angVelocity.x = 0.0f;
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else if (rotateY != 0.0f) getAngVel.angVelocity.y = 0.0f;
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else if (rotateZ != 0.0f) getAngVel.angVelocity.z = 0.0f;
|
||||
|
||||
GameMessages::SetAngularVelocity setAngVel{};
|
||||
setAngVel.target = modelComponent.GetParent()->GetObjectID();
|
||||
setAngVel.angVelocity = getAngVel.angVelocity;
|
||||
setAngVel.Send();
|
||||
|
||||
// Do the final adjustment so we will have rotated exactly the requested units
|
||||
auto currentRot = modelComponent.GetParent()->GetRotation();
|
||||
NiQuaternion finalAdjustment = NiQuaternion::FromEulerAngles(finalRotationAdjustment);
|
||||
currentRot *= finalAdjustment;
|
||||
currentRot.Normalize();
|
||||
modelComponent.GetParent()->SetRotation(currentRot);
|
||||
|
||||
m_InActionTranslation = NiPoint3Constant::ZERO;
|
||||
m_IsRotating = false;
|
||||
}
|
||||
|
||||
LOG("angVel: x=%f, y=%f, z=%f", m_InActionTranslation.x, m_InActionTranslation.y, m_InActionTranslation.z);
|
||||
return rotateFinished;
|
||||
}
|
||||
|
||||
void Strip::Update(float deltaTime, ModelComponent& modelComponent) {
|
||||
// No point in running a strip with only one action.
|
||||
// Strips are also designed to have 2 actions or more to run.
|
||||
if (!HasMinimumActions()) return;
|
||||
|
||||
// Return if this strip has an active movement action
|
||||
// Return if this strip has an active movement or rotation action
|
||||
if (!CheckMovement(deltaTime, modelComponent)) return;
|
||||
if (!CheckRotation(deltaTime, modelComponent)) return;
|
||||
|
||||
// Don't run this strip if we're paused.
|
||||
m_PausedTime -= deltaTime;
|
||||
@@ -348,7 +457,6 @@ void Strip::Update(float deltaTime, ModelComponent& modelComponent) {
|
||||
if (m_NextActionIndex == 0) {
|
||||
if (nextAction.GetType() == "OnInteract") {
|
||||
modelComponent.AddInteract();
|
||||
|
||||
} else if (nextAction.GetType() == "OnChat") {
|
||||
// logic here if needed
|
||||
} else if (nextAction.GetType() == "OnAttack") {
|
||||
|
@@ -33,6 +33,10 @@ public:
|
||||
// Checks the movement logic for whether or not to proceed
|
||||
// Returns true if the movement can continue, false if it needs to wait more.
|
||||
bool CheckMovement(float deltaTime, ModelComponent& modelComponent);
|
||||
|
||||
// Checks the rotation logic for whether or not to proceed
|
||||
// Returns true if the rotation can continue, false if it needs to wait more.
|
||||
bool CheckRotation(float deltaTime, ModelComponent& modelComponent);
|
||||
void Update(float deltaTime, ModelComponent& modelComponent);
|
||||
void SpawnDrop(LOT dropLOT, Entity& entity);
|
||||
void ProcNormalAction(float deltaTime, ModelComponent& modelComponent);
|
||||
@@ -47,6 +51,9 @@ private:
|
||||
// Indicates this Strip is waiting for an action to be taken upon it to progress to its actions
|
||||
bool m_WaitingForAction{ false };
|
||||
|
||||
// True if this strip is currently rotating
|
||||
bool m_IsRotating{ false };
|
||||
|
||||
// The amount of time this strip is paused for. Any interactions with this strip should be bounced if this is greater than 0.
|
||||
// Actions that do not use time do not use this (ex. positions).
|
||||
float m_PausedTime{ 0.0f };
|
||||
@@ -60,13 +67,17 @@ private:
|
||||
// The location of this strip on the UGBehaviorEditor UI
|
||||
StripUiPosition m_Position;
|
||||
|
||||
// The current actions remaining distance to the target
|
||||
// The current actions remaining translation to the target
|
||||
// Only 1 of these vertexs' will be active at once for any given strip.
|
||||
NiPoint3 m_InActionMove{};
|
||||
NiPoint3 m_InActionTranslation{};
|
||||
|
||||
// The position of the parent model on the previous frame
|
||||
NiPoint3 m_PreviousFramePosition{};
|
||||
|
||||
NiPoint3 m_RotationRemaining{};
|
||||
|
||||
NiQuaternion m_PreviousFrameRotation{};
|
||||
|
||||
NiPoint3 m_SavedVelocity{};
|
||||
};
|
||||
|
||||
|
Reference in New Issue
Block a user