mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-05-12 18:35:06 +00:00
Refactor MovingPlatformComponent to support subcomponents for movement and rotation
- Introduced PlatformSubComponent as a base class for platform movement logic. - Added MoverSubComponent for standard path-following behavior. - Implemented SimpleMoverSubComponent for auto-generating two-waypoint paths. - Created RotatorSubComponent to handle angular velocity and rotation along paths. - Updated MovingPlatformComponent to manage multiple subcomponents and their states. - Modified serialization and update logic to accommodate new subcomponent architecture. - Adjusted GameMessages to include additional parameters for platform state synchronization. - Enhanced SimplePhysicsComponent to prevent double movement when on a moving platform. - Added new CMakeLists.txt for organizing MovingPlatformComponent files.
This commit is contained in:
@@ -1,4 +1,11 @@
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add_subdirectory(MovingPlatformComponent)
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foreach(file ${DGAME_DCOMPONENTS_MOVINGPLATFORMCOMPONENT})
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list(APPEND DGAME_DCOMPONENTS_SUBCOMPONENT_SOURCES "MovingPlatformComponent/${file}")
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endforeach()
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set(DGAME_DCOMPONENTS_SOURCES
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${DGAME_DCOMPONENTS_SUBCOMPONENT_SOURCES}
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"AchievementVendorComponent.cpp"
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"ActivityComponent.cpp"
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"BaseCombatAIComponent.cpp"
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@@ -51,7 +58,7 @@ set(DGAME_DCOMPONENTS_SOURCES
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)
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add_library(dComponents OBJECT ${DGAME_DCOMPONENTS_SOURCES})
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target_include_directories(dComponents PUBLIC "."
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target_include_directories(dComponents PUBLIC "." "MovingPlatformComponent"
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"${PROJECT_SOURCE_DIR}/dGame/dPropertyBehaviors" # via ModelComponent.h
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"${PROJECT_SOURCE_DIR}/dGame/dPropertyBehaviors/ControlBehaviorMessages"
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"${PROJECT_SOURCE_DIR}/dGame/dMission" # via MissionComponent.h
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@@ -152,7 +152,17 @@ void ControllablePhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bo
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outBitStream.Write(m_AngularVelocity.z);
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}
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outBitStream.Write0(); // local_space_info, always zero for now.
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bool hasLocalSpaceInfo = m_PlatformEntityID != LWOOBJID_EMPTY;
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outBitStream.Write(hasLocalSpaceInfo);
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if (hasLocalSpaceInfo) {
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outBitStream.Write(m_PlatformEntityID);
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outBitStream.Write(m_LocalSpacePosition.x);
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outBitStream.Write(m_LocalSpacePosition.y);
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outBitStream.Write(m_LocalSpacePosition.z);
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outBitStream.Write(m_LocalSpaceLinearVelocity.x);
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outBitStream.Write(m_LocalSpaceLinearVelocity.y);
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outBitStream.Write(m_LocalSpaceLinearVelocity.z);
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}
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if (!bIsInitialUpdate) {
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m_DirtyPosition = false;
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@@ -261,6 +261,19 @@ public:
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/**
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* Push or Pop a layer of stun immunity to this entity
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*/
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/**
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* Sets the platform the entity is standing on for local space serialization
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*/
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void SetPlatformEntity(LWOOBJID platformID) { m_PlatformEntityID = platformID; m_DirtyPosition = true; }
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/**
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* Returns the platform the entity is standing on
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*/
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LWOOBJID GetPlatformEntity() const { return m_PlatformEntityID; }
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void SetLocalSpacePosition(const NiPoint3& pos) { m_LocalSpacePosition = pos; }
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void SetLocalSpaceLinearVelocity(const NiPoint3& vel) { m_LocalSpaceLinearVelocity = vel; }
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void SetStunImmunity(
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const eStateChangeType state,
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const LWOOBJID originator = LWOOBJID_EMPTY,
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@@ -403,6 +416,21 @@ private:
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/**
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* stun immunity counters
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*/
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/**
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* The platform entity the player is standing on (for local space serialization)
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*/
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LWOOBJID m_PlatformEntityID = LWOOBJID_EMPTY;
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/**
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* The player's position in the platform's local space
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*/
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NiPoint3 m_LocalSpacePosition{};
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/**
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* The player's linear velocity in the platform's local space
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*/
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NiPoint3 m_LocalSpaceLinearVelocity{};
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int32_t m_ImmuneToStunAttackCount;
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int32_t m_ImmuneToStunEquipCount;
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int32_t m_ImmuneToStunInteractCount;
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@@ -4,80 +4,119 @@
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*/
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#include "MovingPlatformComponent.h"
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#include "PlatformSubComponent.h"
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#include "MoverSubComponent.h"
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#include "SimpleMoverSubComponent.h"
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#include "RotatorSubComponent.h"
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#include "BitStream.h"
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#include "GeneralUtils.h"
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#include "dZoneManager.h"
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#include "EntityManager.h"
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#include "Logger.h"
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#include "GameMessages.h"
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#include "CppScripts.h"
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#include "SimplePhysicsComponent.h"
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#include "Zone.h"
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#include "eMovementPlatformState.h"
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MoverSubComponent::MoverSubComponent(const NiPoint3& startPos) {
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mPosition = {};
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MovingPlatformComponent::MovingPlatformComponent(Entity* parent, const int32_t componentID, const std::string& pathName)
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: Component(parent, componentID) {
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mState = eMovementPlatformState::Stopped;
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mDesiredWaypointIndex = 0; // -1;
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mInReverse = false;
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mShouldStopAtDesiredWaypoint = false;
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mPercentBetweenPoints = 0.0f;
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mCurrentWaypointIndex = 0;
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mNextWaypointIndex = 0; //mCurrentWaypointIndex + 1;
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mIdleTimeElapsed = 0.0f;
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}
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MoverSubComponent::~MoverSubComponent() = default;
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void MoverSubComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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outBitStream.Write<bool>(true);
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outBitStream.Write(mState);
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outBitStream.Write<int32_t>(mDesiredWaypointIndex);
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outBitStream.Write(mShouldStopAtDesiredWaypoint);
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outBitStream.Write(mInReverse);
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outBitStream.Write<float_t>(mPercentBetweenPoints);
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outBitStream.Write<float_t>(mPosition.x);
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outBitStream.Write<float_t>(mPosition.y);
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outBitStream.Write<float_t>(mPosition.z);
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outBitStream.Write<uint32_t>(mCurrentWaypointIndex);
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outBitStream.Write<uint32_t>(mNextWaypointIndex);
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outBitStream.Write<float_t>(mIdleTimeElapsed);
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outBitStream.Write<float_t>(0.0f); // Move time elapsed
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}
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//------------- MovingPlatformComponent below --------------
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MovingPlatformComponent::MovingPlatformComponent(Entity* parent, const int32_t componentID, const std::string& pathName) : Component(parent, componentID) {
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m_MoverSubComponentType = eMoverSubComponentType::mover;
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m_MoverSubComponent = new MoverSubComponent(m_Parent->GetDefaultPosition());
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m_PathName = GeneralUtils::ASCIIToUTF16(pathName);
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m_Path = Game::zoneManager->GetZone()->GetPath(pathName);
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m_NoAutoStart = false;
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if (m_Path == nullptr) {
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if (m_Path == nullptr && !pathName.empty()) {
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LOG("Path not found: %s", pathName.c_str());
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}
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SetupPlatformSubComponents();
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}
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MovingPlatformComponent::~MovingPlatformComponent() = default;
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void MovingPlatformComponent::SetupPlatformSubComponents() {
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// Read component properties matching client SetupPlatform
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bool isMover = m_Parent->GetVar<bool>(u"platformIsMover");
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bool isSimpleMover = m_Parent->GetVar<bool>(u"platformIsSimpleMover");
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bool isRotater = m_Parent->GetVar<bool>(u"platformIsRotater");
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// Read sound GUIDs
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m_PlatformSoundStart = m_Parent->GetVarAsString(u"platformSoundStart");
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m_PlatformSoundTravel = m_Parent->GetVarAsString(u"platformSoundTravel");
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m_PlatformSoundStop = m_Parent->GetVarAsString(u"platformSoundStop");
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// If no flags set but we have a path, default to mover (backwards compatibility)
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if (!isMover && !isSimpleMover && !isRotater) {
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if (m_Path && m_Path->pathType == PathType::MovingPlatform) {
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isMover = true;
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}
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}
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// Create mover subcomponent
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if (isMover && m_Path) {
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m_MoverSubComponentType = eMoverSubComponentType::mover;
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auto mover = std::make_unique<MoverSubComponent>(m_Parent, m_Path);
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if (!m_PathName.empty()) {
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bool reverse = m_Parent->GetVar<bool>(u"reverse");
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int32_t startPoint = m_Parent->GetVarAs<int32_t>(u"startPoint");
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mover->SetInReverse(reverse);
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if (startPoint >= 0 && startPoint < static_cast<int32_t>(m_Path->pathWaypoints.size())) {
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mover->SetupWaypointSegment(static_cast<uint32_t>(startPoint));
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}
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mover->SetActive(true);
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}
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m_MoverSubComponent = std::move(mover);
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}
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// Create simple mover subcomponent
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if (isSimpleMover) {
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m_MoverSubComponentType = eMoverSubComponentType::simpleMover;
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NiPoint3 platformMove{};
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platformMove.x = m_Parent->GetVar<float>(u"platformMoveX");
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platformMove.y = m_Parent->GetVar<float>(u"platformMoveY");
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platformMove.z = m_Parent->GetVar<float>(u"platformMoveZ");
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float platformMoveTime = m_Parent->GetVar<float>(u"platformMoveTime");
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NiPoint3 startPos = m_Parent->GetDefaultPosition();
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NiQuaternion startRot = m_Parent->GetDefaultRotation();
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m_MoverSubComponent = std::make_unique<SimpleMoverSubComponent>(
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m_Parent, startPos, startRot, platformMove, platformMoveTime);
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}
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// Create rotator subcomponent (can coexist with mover)
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if (isRotater && m_Path) {
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auto rotator = std::make_unique<RotatorSubComponent>(m_Parent, m_Path);
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if (!m_PathName.empty()) {
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bool reverse = m_Parent->GetVar<bool>(u"reverse");
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int32_t startPoint = m_Parent->GetVarAs<int32_t>(u"startPoint");
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rotator->SetInReverse(reverse);
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if (startPoint >= 0 && startPoint < static_cast<int32_t>(m_Path->pathWaypoints.size())) {
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rotator->SetupWaypointSegment(static_cast<uint32_t>(startPoint));
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}
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rotator->SetActive(true);
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}
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m_RotatorSubComponent = std::move(rotator);
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}
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// Fallback: if nothing was created, create a default mover
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if (!m_MoverSubComponent && !m_RotatorSubComponent) {
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m_MoverSubComponentType = eMoverSubComponentType::mover;
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m_MoverSubComponent = std::make_unique<MoverSubComponent>(m_Parent, m_Path);
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}
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}
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MovingPlatformComponent::~MovingPlatformComponent() {
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delete static_cast<MoverSubComponent*>(m_MoverSubComponent);
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}
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void MovingPlatformComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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// Here we don't serialize the moving platform to let the client simulate the movement
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if (!m_Serialize) {
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outBitStream.Write<bool>(false);
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outBitStream.Write<bool>(false);
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return;
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}
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@@ -87,7 +126,6 @@ void MovingPlatformComponent::Serialize(RakNet::BitStream& outBitStream, bool bI
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outBitStream.Write(hasPath);
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if (hasPath) {
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// Is on rail
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outBitStream.Write1();
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outBitStream.Write<uint16_t>(m_PathName.size());
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@@ -95,25 +133,50 @@ void MovingPlatformComponent::Serialize(RakNet::BitStream& outBitStream, bool bI
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outBitStream.Write<uint16_t>(c);
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}
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// Starting point
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outBitStream.Write<uint32_t>(0);
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// Reverse
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outBitStream.Write<bool>(false);
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outBitStream.Write<uint32_t>(m_MoverSubComponent ? m_MoverSubComponent->GetCurrentWaypointIndex() : 0);
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outBitStream.Write<bool>(m_MoverSubComponent ? m_MoverSubComponent->GetInReverse() : false);
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}
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const auto hasPlatform = m_MoverSubComponent != nullptr;
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outBitStream.Write<bool>(hasPlatform);
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if (hasPlatform) {
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auto* mover = static_cast<MoverSubComponent*>(m_MoverSubComponent);
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outBitStream.Write(m_MoverSubComponentType);
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m_MoverSubComponent->Serialize(outBitStream, bIsInitialUpdate);
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}
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}
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if (m_MoverSubComponentType == eMoverSubComponentType::simpleMover) {
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// TODO
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} else {
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mover->Serialize(outBitStream, bIsInitialUpdate);
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void MovingPlatformComponent::Update(float deltaTime) {
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if (!m_Serialize) return;
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// Track whether we were travelling before update for sound management
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bool wasTravelling = m_MoverSubComponent &&
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(m_MoverSubComponent->GetState() & PlatformState::Travelling);
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bool dirty = false;
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if (m_MoverSubComponent) {
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m_MoverSubComponent->Update(deltaTime, dirty);
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}
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if (m_RotatorSubComponent) {
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m_RotatorSubComponent->Update(deltaTime, dirty);
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}
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// Handle travel sound looping (matching client PlayTravelSound/StopTravelSound)
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if (m_MoverSubComponent && !m_PlatformSoundTravel.empty()) {
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bool isTravelling = m_MoverSubComponent->GetState() & PlatformState::Travelling;
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if (isTravelling && !wasTravelling) {
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// Started travelling — play looping travel sound
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GameMessages::SendPlayNDAudioEmitter(m_Parent, UNASSIGNED_SYSTEM_ADDRESS, m_PlatformSoundTravel);
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}
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// Note: the client stops the travel sound on arrival/stop via StopTravelSound.
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// SendPlayNDAudioEmitter doesn't support stopping, so the sound will naturally end
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// or be replaced by the arrive/stop sound.
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}
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if (dirty) {
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Game::entityManager->SerializeEntity(m_Parent);
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}
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}
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@@ -122,201 +185,66 @@ void MovingPlatformComponent::OnQuickBuildInitilized() {
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}
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void MovingPlatformComponent::OnCompleteQuickBuild() {
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if (m_NoAutoStart)
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return;
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if (m_NoAutoStart) return;
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StartPathing();
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}
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void MovingPlatformComponent::SetMovementState(eMovementPlatformState value) {
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auto* subComponent = static_cast<MoverSubComponent*>(m_MoverSubComponent);
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subComponent->mState = value;
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void MovingPlatformComponent::SetMovementState(uint32_t state) {
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if (m_MoverSubComponent) m_MoverSubComponent->SetState(state);
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if (m_RotatorSubComponent) m_RotatorSubComponent->SetState(state);
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void MovingPlatformComponent::GotoWaypoint(uint32_t index, bool stopAtWaypoint) {
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auto* subComponent = static_cast<MoverSubComponent*>(m_MoverSubComponent);
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subComponent->mDesiredWaypointIndex = index;
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subComponent->mNextWaypointIndex = index;
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subComponent->mShouldStopAtDesiredWaypoint = stopAtWaypoint;
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StartPathing();
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}
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void MovingPlatformComponent::StartPathing() {
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//GameMessages::SendStartPathing(m_Parent);
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m_PathingStopped = false;
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auto* subComponent = static_cast<MoverSubComponent*>(m_MoverSubComponent);
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subComponent->mShouldStopAtDesiredWaypoint = true;
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subComponent->mState = eMovementPlatformState::Stationary;
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NiPoint3 targetPosition;
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if (m_Path != nullptr) {
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const auto& currentWaypoint = m_Path->pathWaypoints[subComponent->mCurrentWaypointIndex];
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const auto& nextWaypoint = m_Path->pathWaypoints[subComponent->mNextWaypointIndex];
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subComponent->mPosition = currentWaypoint.position;
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subComponent->mSpeed = currentWaypoint.speed;
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subComponent->mWaitTime = currentWaypoint.movingPlatform.wait;
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targetPosition = nextWaypoint.position;
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} else {
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subComponent->mPosition = m_Parent->GetPosition();
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subComponent->mSpeed = 1.0f;
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subComponent->mWaitTime = 2.0f;
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targetPosition = m_Parent->GetPosition() + NiPoint3(0.0f, 10.0f, 0.0f);
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}
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m_Parent->AddCallbackTimer(subComponent->mWaitTime, [this] {
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SetMovementState(eMovementPlatformState::Moving);
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});
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const auto travelTime = Vector3::Distance(targetPosition, subComponent->mPosition) / subComponent->mSpeed + 1.5f;
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const auto travelNext = subComponent->mWaitTime + travelTime;
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m_Parent->AddCallbackTimer(travelTime, [subComponent, this] {
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this->m_Parent->GetScript()->OnWaypointReached(m_Parent, subComponent->mNextWaypointIndex);
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});
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m_Parent->AddCallbackTimer(travelNext, [this] {
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ContinuePathing();
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});
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//GameMessages::SendPlatformResync(m_Parent, UNASSIGNED_SYSTEM_ADDRESS);
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if (m_MoverSubComponent) m_MoverSubComponent->GotoWaypoint(index, stopAtWaypoint);
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if (m_RotatorSubComponent) m_RotatorSubComponent->GotoWaypoint(index, stopAtWaypoint);
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void MovingPlatformComponent::ContinuePathing() {
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auto* subComponent = static_cast<MoverSubComponent*>(m_MoverSubComponent);
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void MovingPlatformComponent::StartPathing() {
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m_PathingStopped = false;
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subComponent->mState = eMovementPlatformState::Stationary;
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if (m_MoverSubComponent) m_MoverSubComponent->StartPathing();
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if (m_RotatorSubComponent) m_RotatorSubComponent->StartPathing();
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subComponent->mCurrentWaypointIndex = subComponent->mNextWaypointIndex;
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NiPoint3 targetPosition;
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uint32_t pathSize;
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PathBehavior behavior;
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if (m_Path != nullptr) {
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const auto& currentWaypoint = m_Path->pathWaypoints[subComponent->mCurrentWaypointIndex];
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const auto& nextWaypoint = m_Path->pathWaypoints[subComponent->mNextWaypointIndex];
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subComponent->mPosition = currentWaypoint.position;
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subComponent->mSpeed = currentWaypoint.speed;
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subComponent->mWaitTime = currentWaypoint.movingPlatform.wait; // + 2;
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pathSize = m_Path->pathWaypoints.size() - 1;
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behavior = static_cast<PathBehavior>(m_Path->pathBehavior);
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targetPosition = nextWaypoint.position;
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} else {
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subComponent->mPosition = m_Parent->GetPosition();
|
||||
subComponent->mSpeed = 1.0f;
|
||||
subComponent->mWaitTime = 2.0f;
|
||||
|
||||
targetPosition = m_Parent->GetPosition() + NiPoint3(0.0f, 10.0f, 0.0f);
|
||||
|
||||
pathSize = 1;
|
||||
behavior = PathBehavior::Loop;
|
||||
if (m_MoverSubComponent) {
|
||||
GameMessages::SendPlatformResync(m_Parent, UNASSIGNED_SYSTEM_ADDRESS,
|
||||
m_MoverSubComponent->GetShouldStopAtDesiredWaypoint(),
|
||||
m_MoverSubComponent->GetCurrentWaypointIndex(),
|
||||
m_MoverSubComponent->GetDesiredWaypointIndex(),
|
||||
m_MoverSubComponent->GetNextWaypointIndex(),
|
||||
static_cast<eMovementPlatformState>(m_MoverSubComponent->GetSerializedState()),
|
||||
m_MoverSubComponent->GetInReverse(),
|
||||
m_MoverSubComponent->GetIdleTimeElapsed(),
|
||||
m_MoverSubComponent->GetMoveTimeElapsed(),
|
||||
m_MoverSubComponent->GetPercentBetweenPoints(),
|
||||
m_MoverSubComponent->GetPosition());
|
||||
}
|
||||
|
||||
if (m_Parent->GetLOT() == 9483) {
|
||||
behavior = PathBehavior::Bounce;
|
||||
} else {
|
||||
return;
|
||||
if (!m_PlatformSoundStart.empty()) {
|
||||
GameMessages::SendPlayNDAudioEmitter(m_Parent, UNASSIGNED_SYSTEM_ADDRESS, m_PlatformSoundStart);
|
||||
}
|
||||
|
||||
if (subComponent->mCurrentWaypointIndex >= pathSize) {
|
||||
subComponent->mCurrentWaypointIndex = pathSize;
|
||||
switch (behavior) {
|
||||
case PathBehavior::Once:
|
||||
Game::entityManager->SerializeEntity(m_Parent);
|
||||
return;
|
||||
|
||||
case PathBehavior::Bounce:
|
||||
subComponent->mInReverse = true;
|
||||
break;
|
||||
|
||||
case PathBehavior::Loop:
|
||||
subComponent->mNextWaypointIndex = 0;
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
} else if (subComponent->mCurrentWaypointIndex == 0) {
|
||||
subComponent->mInReverse = false;
|
||||
}
|
||||
|
||||
if (subComponent->mInReverse) {
|
||||
subComponent->mNextWaypointIndex = subComponent->mCurrentWaypointIndex - 1;
|
||||
} else {
|
||||
subComponent->mNextWaypointIndex = subComponent->mCurrentWaypointIndex + 1;
|
||||
}
|
||||
|
||||
/*
|
||||
subComponent->mNextWaypointIndex = 0;
|
||||
subComponent->mCurrentWaypointIndex = 1;
|
||||
*/
|
||||
|
||||
//GameMessages::SendPlatformResync(m_Parent, UNASSIGNED_SYSTEM_ADDRESS);
|
||||
|
||||
if (subComponent->mCurrentWaypointIndex == subComponent->mDesiredWaypointIndex) {
|
||||
// TODO: Send event?
|
||||
StopPathing();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
m_Parent->CancelCallbackTimers();
|
||||
|
||||
m_Parent->AddCallbackTimer(subComponent->mWaitTime, [this] {
|
||||
SetMovementState(eMovementPlatformState::Moving);
|
||||
});
|
||||
|
||||
auto travelTime = Vector3::Distance(targetPosition, subComponent->mPosition) / subComponent->mSpeed + 1.5;
|
||||
|
||||
if (m_Parent->GetLOT() == 9483) {
|
||||
travelTime += 20;
|
||||
}
|
||||
|
||||
const auto travelNext = subComponent->mWaitTime + travelTime;
|
||||
|
||||
m_Parent->AddCallbackTimer(travelTime, [subComponent, this] {
|
||||
this->m_Parent->GetScript()->OnWaypointReached(m_Parent, subComponent->mNextWaypointIndex);
|
||||
});
|
||||
|
||||
m_Parent->AddCallbackTimer(travelNext, [this] {
|
||||
ContinuePathing();
|
||||
});
|
||||
|
||||
Game::entityManager->SerializeEntity(m_Parent);
|
||||
}
|
||||
|
||||
void MovingPlatformComponent::StopPathing() {
|
||||
//m_Parent->CancelCallbackTimers();
|
||||
|
||||
auto* subComponent = static_cast<MoverSubComponent*>(m_MoverSubComponent);
|
||||
|
||||
m_PathingStopped = true;
|
||||
|
||||
subComponent->mState = eMovementPlatformState::Stopped;
|
||||
subComponent->mDesiredWaypointIndex = -1;
|
||||
subComponent->mShouldStopAtDesiredWaypoint = false;
|
||||
if (m_MoverSubComponent) m_MoverSubComponent->StopPathing();
|
||||
if (m_RotatorSubComponent) m_RotatorSubComponent->StopPathing();
|
||||
|
||||
GameMessages::SendPlatformResync(m_Parent, UNASSIGNED_SYSTEM_ADDRESS,
|
||||
false, 0, -1, 0, eMovementPlatformState::Stopped);
|
||||
|
||||
if (!m_PlatformSoundStop.empty()) {
|
||||
GameMessages::SendPlayNDAudioEmitter(m_Parent, UNASSIGNED_SYSTEM_ADDRESS, m_PlatformSoundStop);
|
||||
}
|
||||
|
||||
Game::entityManager->SerializeEntity(m_Parent);
|
||||
|
||||
//GameMessages::SendPlatformResync(m_Parent, UNASSIGNED_SYSTEM_ADDRESS);
|
||||
}
|
||||
|
||||
void MovingPlatformComponent::SetSerialized(bool value) {
|
||||
@@ -332,18 +260,18 @@ void MovingPlatformComponent::SetNoAutoStart(const bool value) {
|
||||
}
|
||||
|
||||
void MovingPlatformComponent::WarpToWaypoint(size_t index) {
|
||||
const auto& waypoint = m_Path->pathWaypoints[index];
|
||||
|
||||
m_Parent->SetPosition(waypoint.position);
|
||||
m_Parent->SetRotation(waypoint.rotation);
|
||||
|
||||
if (m_MoverSubComponent) m_MoverSubComponent->WarpToWaypoint(index);
|
||||
if (m_RotatorSubComponent) m_RotatorSubComponent->WarpToWaypoint(index);
|
||||
Game::entityManager->SerializeEntity(m_Parent);
|
||||
}
|
||||
|
||||
size_t MovingPlatformComponent::GetLastWaypointIndex() const {
|
||||
return m_Path->pathWaypoints.size() - 1;
|
||||
if (m_MoverSubComponent) return m_MoverSubComponent->GetLastWaypointIndex();
|
||||
if (m_RotatorSubComponent) return m_RotatorSubComponent->GetLastWaypointIndex();
|
||||
return 0;
|
||||
}
|
||||
|
||||
MoverSubComponent* MovingPlatformComponent::GetMoverSubComponent() const {
|
||||
return static_cast<MoverSubComponent*>(m_MoverSubComponent);
|
||||
PlatformSubComponent* MovingPlatformComponent::GetMoverSubComponent() const {
|
||||
if (m_MoverSubComponent) return m_MoverSubComponent.get();
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
@@ -6,103 +6,34 @@
|
||||
#ifndef MOVINGPLATFORMCOMPONENT_H
|
||||
#define MOVINGPLATFORMCOMPONENT_H
|
||||
|
||||
#include "RakNetTypes.h"
|
||||
#include "NiPoint3.h"
|
||||
#include <string>
|
||||
|
||||
#include "dCommonVars.h"
|
||||
#include "EntityManager.h"
|
||||
#include "Component.h"
|
||||
#include "eMovementPlatformState.h"
|
||||
#include "eReplicaComponentType.h"
|
||||
#include "NiPoint3.h"
|
||||
#include "NiQuaternion.h"
|
||||
|
||||
#include <string>
|
||||
#include <memory>
|
||||
|
||||
class Path;
|
||||
|
||||
/**
|
||||
* Different types of available platforms
|
||||
*/
|
||||
enum class eMoverSubComponentType : uint32_t {
|
||||
mover = 4,
|
||||
|
||||
/**
|
||||
* Used in NJ
|
||||
*/
|
||||
simpleMover = 5,
|
||||
};
|
||||
class Entity;
|
||||
class PlatformSubComponent;
|
||||
class RotatorSubComponent;
|
||||
|
||||
/**
|
||||
* Sub component for moving platforms that determine the actual current movement state
|
||||
* Different types of available platform subcomponents
|
||||
*/
|
||||
class MoverSubComponent {
|
||||
public:
|
||||
MoverSubComponent(const NiPoint3& startPos);
|
||||
~MoverSubComponent();
|
||||
|
||||
void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate);
|
||||
|
||||
/**
|
||||
* The state the platform is currently in
|
||||
*/
|
||||
eMovementPlatformState mState = eMovementPlatformState::Stationary;
|
||||
|
||||
/**
|
||||
* The waypoint this platform currently wants to traverse to
|
||||
*/
|
||||
int32_t mDesiredWaypointIndex = 0;
|
||||
|
||||
/**
|
||||
* Whether the platform is currently reversing away from the desired waypoint
|
||||
*/
|
||||
bool mInReverse = false;
|
||||
|
||||
/**
|
||||
* Whether the platform should stop moving when reaching the desired waypoint
|
||||
*/
|
||||
bool mShouldStopAtDesiredWaypoint = false;
|
||||
|
||||
/**
|
||||
* The percentage of the way between the last point and the desired point
|
||||
*/
|
||||
float mPercentBetweenPoints = 0;
|
||||
|
||||
/**
|
||||
* The current position of the platofrm
|
||||
*/
|
||||
NiPoint3 mPosition{};
|
||||
|
||||
/**
|
||||
* The waypoint the platform is (was) at
|
||||
*/
|
||||
uint32_t mCurrentWaypointIndex;
|
||||
|
||||
/**
|
||||
* The waypoint the platform is attempting to go to
|
||||
*/
|
||||
uint32_t mNextWaypointIndex;
|
||||
|
||||
/**
|
||||
* The timer that handles the time before stopping idling and continue platform movement
|
||||
*/
|
||||
float mIdleTimeElapsed = 0;
|
||||
|
||||
/**
|
||||
* The speed the platform is currently moving at
|
||||
*/
|
||||
float mSpeed = 0;
|
||||
|
||||
/**
|
||||
* The time to wait before continuing movement
|
||||
*/
|
||||
float mWaitTime = 0;
|
||||
enum class eMoverSubComponentType : uint32_t {
|
||||
mover = 4,
|
||||
simpleMover = 5,
|
||||
rotator = 6,
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* Represents entities that may be moving platforms, indicating how they should move through the world.
|
||||
* NOTE: the logic in this component hardly does anything, apparently the client can figure most of this stuff out
|
||||
* if you just serialize it correctly, resulting in smoother results anyway. Don't be surprised if the exposed APIs
|
||||
* don't at all do what you expect them to as we don't instruct the client of changes made here.
|
||||
* ^^^ Trivia: This made the red blocks platform and property platforms a pain to implement.
|
||||
* The server simulates platform movement each tick to maintain authoritative state for all players.
|
||||
*
|
||||
* An entity can have multiple subcomponents (mover + rotator), matching the client's architecture
|
||||
* where SetupPlatform creates subcomponents based on platformIsMover/platformIsSimpleMover/platformIsRotater.
|
||||
*/
|
||||
class MovingPlatformComponent final : public Component {
|
||||
public:
|
||||
@@ -112,117 +43,42 @@ public:
|
||||
~MovingPlatformComponent() override;
|
||||
|
||||
void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
|
||||
void Update(float deltaTime) override;
|
||||
|
||||
/**
|
||||
* Stops all pathing, called when an entity starts a quick build associated with this platform
|
||||
*/
|
||||
void OnQuickBuildInitilized();
|
||||
|
||||
/**
|
||||
* Starts the pathing, called when an entity completed a quick build associated with this platform
|
||||
*/
|
||||
void OnCompleteQuickBuild();
|
||||
|
||||
/**
|
||||
* Updates the movement state for the moving platform
|
||||
* @param value the movement state to set
|
||||
*/
|
||||
void SetMovementState(eMovementPlatformState value);
|
||||
|
||||
/**
|
||||
* Instructs the moving platform to go to some waypoint
|
||||
* @param index the index of the waypoint
|
||||
* @param stopAtWaypoint determines if the platform should stop at the waypoint
|
||||
*/
|
||||
void GotoWaypoint(uint32_t index, bool stopAtWaypoint = true);
|
||||
|
||||
/**
|
||||
* Starts the pathing of this platform, setting appropriate waypoints and speeds
|
||||
*/
|
||||
void StartPathing();
|
||||
|
||||
/**
|
||||
* Continues the path of the platform, after it's been stopped
|
||||
*/
|
||||
void ContinuePathing();
|
||||
|
||||
/**
|
||||
* Stops the platform from moving, waiting for it to be activated again.
|
||||
*/
|
||||
void StopPathing();
|
||||
|
||||
/**
|
||||
* Determines if the entity should be serialized on the next update
|
||||
* @param value whether to serialize the entity or not
|
||||
*/
|
||||
void SetSerialized(bool value);
|
||||
|
||||
/**
|
||||
* Returns if this platform will start automatically after spawn
|
||||
* @return if this platform will start automatically after spawn
|
||||
*/
|
||||
bool GetNoAutoStart() const;
|
||||
|
||||
/**
|
||||
* Sets the auto start value for this platform
|
||||
* @param value the auto start value to set
|
||||
*/
|
||||
void SetNoAutoStart(bool value);
|
||||
|
||||
/**
|
||||
* Warps the platform to a waypoint index, skipping its current path
|
||||
* @param index the index to go to
|
||||
*/
|
||||
void WarpToWaypoint(size_t index);
|
||||
|
||||
/**
|
||||
* Returns the waypoint this platform was previously at
|
||||
* @return the waypoint this platform was previously at
|
||||
*/
|
||||
size_t GetLastWaypointIndex() const;
|
||||
|
||||
/**
|
||||
* Returns the sub component that actually defines how the platform moves around (speeds, etc).
|
||||
* @return the sub component that actually defines how the platform moves around
|
||||
*/
|
||||
MoverSubComponent* GetMoverSubComponent() const;
|
||||
PlatformSubComponent* GetMoverSubComponent() const;
|
||||
void SetMovementState(uint32_t state);
|
||||
|
||||
private:
|
||||
void SetupPlatformSubComponents();
|
||||
|
||||
/**
|
||||
* The path this platform is currently on
|
||||
*/
|
||||
const Path* m_Path = nullptr;
|
||||
|
||||
/**
|
||||
* The name of the path this platform is currently on
|
||||
*/
|
||||
std::u16string m_PathName;
|
||||
|
||||
/**
|
||||
* Whether the platform has stopped pathing
|
||||
*/
|
||||
bool m_PathingStopped = false;
|
||||
|
||||
/**
|
||||
* The type of the subcomponent
|
||||
*/
|
||||
eMoverSubComponentType m_MoverSubComponentType;
|
||||
|
||||
/**
|
||||
* The mover sub component that belongs to this platform
|
||||
*/
|
||||
void* m_MoverSubComponent;
|
||||
std::unique_ptr<PlatformSubComponent> m_MoverSubComponent;
|
||||
std::unique_ptr<RotatorSubComponent> m_RotatorSubComponent;
|
||||
|
||||
/**
|
||||
* Whether the platform shouldn't auto start
|
||||
*/
|
||||
bool m_NoAutoStart;
|
||||
|
||||
/**
|
||||
* Whether to serialize the entity on the next update
|
||||
*/
|
||||
bool m_NoAutoStart = false;
|
||||
bool m_Serialize = false;
|
||||
|
||||
std::string m_PlatformSoundStart;
|
||||
std::string m_PlatformSoundTravel;
|
||||
std::string m_PlatformSoundStop;
|
||||
};
|
||||
|
||||
#endif // MOVINGPLATFORMCOMPONENT_H
|
||||
|
||||
7
dGame/dComponents/MovingPlatformComponent/CMakeLists.txt
Normal file
7
dGame/dComponents/MovingPlatformComponent/CMakeLists.txt
Normal file
@@ -0,0 +1,7 @@
|
||||
set(DGAME_DCOMPONENTS_MOVINGPLATFORMCOMPONENT
|
||||
"PlatformSubComponent.cpp"
|
||||
"MoverSubComponent.cpp"
|
||||
"SimpleMoverSubComponent.cpp"
|
||||
"RotatorSubComponent.cpp"
|
||||
PARENT_SCOPE
|
||||
)
|
||||
@@ -0,0 +1,5 @@
|
||||
#include "MoverSubComponent.h"
|
||||
|
||||
MoverSubComponent::MoverSubComponent(Entity* parentEntity, const Path* path)
|
||||
: PlatformSubComponent(parentEntity, path) {
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
#ifndef MOVERSUBCOMPONENT_H
|
||||
#define MOVERSUBCOMPONENT_H
|
||||
|
||||
#include "PlatformSubComponent.h"
|
||||
|
||||
/**
|
||||
* Standard mover - follows a pre-defined path from zone data.
|
||||
* Corresponds to client LWOPlatformMover (type 4).
|
||||
*/
|
||||
class MoverSubComponent final : public PlatformSubComponent {
|
||||
public:
|
||||
MoverSubComponent(Entity* parentEntity, const Path* path);
|
||||
|
||||
private:
|
||||
bool m_AllowPosSnap = true;
|
||||
float m_MaxLerpDistance = 6.0f;
|
||||
};
|
||||
|
||||
#endif // MOVERSUBCOMPONENT_H
|
||||
@@ -0,0 +1,484 @@
|
||||
#include "PlatformSubComponent.h"
|
||||
|
||||
#include "BitStream.h"
|
||||
#include "BitStreamUtils.h"
|
||||
#include "Entity.h"
|
||||
#include "Game.h"
|
||||
#include "dServer.h"
|
||||
#include "GameMessages.h"
|
||||
#include "CppScripts.h"
|
||||
#include "SimplePhysicsComponent.h"
|
||||
#include "Zone.h"
|
||||
#include "MessageType/Client.h"
|
||||
#include "MessageType/Game.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <cmath>
|
||||
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
|
||||
PlatformSubComponent::PlatformSubComponent(Entity* parentEntity, const Path* path)
|
||||
: m_ParentEntity(parentEntity)
|
||||
, m_Path(path) {
|
||||
|
||||
if (m_Path) {
|
||||
m_TimeBasedMovement = m_Path->movingPlatform.timeBasedMovement != 0;
|
||||
}
|
||||
|
||||
m_Position = parentEntity ? parentEntity->GetPosition() : NiPoint3{};
|
||||
}
|
||||
|
||||
void PlatformSubComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
|
||||
outBitStream.Write<bool>(true);
|
||||
|
||||
outBitStream.Write<uint32_t>(GetSerializedState());
|
||||
outBitStream.Write<int32_t>(m_DesiredWaypointIndex);
|
||||
outBitStream.Write<bool>(m_ShouldStopAtDesiredWaypoint);
|
||||
outBitStream.Write<bool>(m_InReverse);
|
||||
|
||||
outBitStream.Write<float>(m_PercentBetweenPoints);
|
||||
|
||||
outBitStream.Write<float>(m_Position.x);
|
||||
outBitStream.Write<float>(m_Position.y);
|
||||
outBitStream.Write<float>(m_Position.z);
|
||||
|
||||
outBitStream.Write<uint32_t>(m_CurrentWaypointIndex);
|
||||
outBitStream.Write<uint32_t>(m_NextWaypointIndex);
|
||||
|
||||
outBitStream.Write<float>(m_IdleTimeElapsed);
|
||||
outBitStream.Write<float>(m_MoveTimeElapsed);
|
||||
}
|
||||
|
||||
uint32_t PlatformSubComponent::GetSerializedState() const {
|
||||
if (m_State & PlatformState::Stopped) return PlatformState::StoppedSerialized;
|
||||
if (m_State & PlatformState::Travelling) return PlatformState::MovingSerialized;
|
||||
return PlatformState::StationarySerialized;
|
||||
}
|
||||
|
||||
void PlatformSubComponent::Update(float deltaTime, bool& dirtyOut) {
|
||||
if (!m_Active) return;
|
||||
if (m_State == 0) return;
|
||||
if (!m_Path || m_Path->pathWaypoints.empty()) return;
|
||||
|
||||
if (IncrementWaitingTime(deltaTime)) {
|
||||
StartTravelling();
|
||||
dirtyOut = true;
|
||||
}
|
||||
|
||||
if (m_State & PlatformState::Travelling) {
|
||||
UpdatePositionAlongPath(deltaTime);
|
||||
|
||||
bool arrived = false;
|
||||
if (m_TimeBasedMovement) {
|
||||
arrived = m_TravelTime > 0.0f && std::abs(m_TravelTime - m_MoveTimeElapsed) < 0.001f;
|
||||
} else {
|
||||
arrived = CloseToNextWaypoint();
|
||||
}
|
||||
|
||||
if (arrived) {
|
||||
ArrivedAtWaypoint(dirtyOut);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// --- Movement control ---
|
||||
|
||||
void PlatformSubComponent::StartPathing() {
|
||||
if (!m_Path || m_Path->pathWaypoints.empty()) return;
|
||||
|
||||
m_Active = true;
|
||||
SetupWaypointSegment(m_CurrentWaypointIndex);
|
||||
|
||||
m_State = PlatformState::Waiting | PlatformState::Stopped;
|
||||
m_IdleTimeElapsed = 0.0f;
|
||||
m_MoveTimeElapsed = 0.0f;
|
||||
m_PercentBetweenPoints = 0.0f;
|
||||
m_HasStartedTravelling = false;
|
||||
}
|
||||
|
||||
void PlatformSubComponent::StopPathing() {
|
||||
m_State = PlatformState::Stopped;
|
||||
m_DesiredWaypointIndex = -1;
|
||||
m_ShouldStopAtDesiredWaypoint = false;
|
||||
m_MoveTimeElapsed = 0.0f;
|
||||
m_HasStartedTravelling = false;
|
||||
|
||||
ZeroPhysicsVelocity();
|
||||
}
|
||||
|
||||
void PlatformSubComponent::GotoWaypoint(uint32_t index, bool stopAtWaypoint) {
|
||||
m_DesiredWaypointIndex = static_cast<int32_t>(index);
|
||||
m_NextWaypointIndex = index;
|
||||
m_ShouldStopAtDesiredWaypoint = stopAtWaypoint;
|
||||
|
||||
StartPathing();
|
||||
}
|
||||
|
||||
void PlatformSubComponent::WarpToWaypoint(size_t index) {
|
||||
if (!m_Path || index >= m_Path->pathWaypoints.size()) return;
|
||||
|
||||
const auto& waypoint = m_Path->pathWaypoints[index];
|
||||
m_Position = waypoint.position;
|
||||
m_CurrentWaypointIndex = static_cast<uint32_t>(index);
|
||||
m_PercentBetweenPoints = 0.0f;
|
||||
m_MoveTimeElapsed = 0.0f;
|
||||
|
||||
if (m_ParentEntity) {
|
||||
m_ParentEntity->SetPosition(waypoint.position);
|
||||
m_ParentEntity->SetRotation(waypoint.rotation);
|
||||
}
|
||||
}
|
||||
|
||||
size_t PlatformSubComponent::GetLastWaypointIndex() const {
|
||||
if (!m_Path || m_Path->pathWaypoints.empty()) return 0;
|
||||
return m_Path->pathWaypoints.size() - 1;
|
||||
}
|
||||
|
||||
// --- Waypoint segment setup (mirrors client ProcessStateChange) ---
|
||||
|
||||
void PlatformSubComponent::SetupWaypointSegment(uint32_t waypointIndex) {
|
||||
if (!m_Path || m_Path->pathWaypoints.empty()) return;
|
||||
|
||||
m_CurrentWaypointIndex = waypointIndex;
|
||||
|
||||
const auto& currentWP = m_Path->pathWaypoints[m_CurrentWaypointIndex];
|
||||
m_CurrentWaypointPosition = currentWP.position;
|
||||
m_CurrentWaypointRotation = currentWP.rotation;
|
||||
m_WaitTime = currentWP.movingPlatform.wait;
|
||||
m_Position = currentWP.position;
|
||||
|
||||
bool changedDirection = false;
|
||||
if (!m_InReverse) {
|
||||
m_NextWaypointIndex = GetNextWaypoint(m_CurrentWaypointIndex, changedDirection);
|
||||
if (changedDirection) m_InReverse = true;
|
||||
} else {
|
||||
m_NextWaypointIndex = GetNextReversedWaypoint(m_CurrentWaypointIndex, changedDirection);
|
||||
if (changedDirection) m_InReverse = false;
|
||||
}
|
||||
|
||||
const auto& nextWP = m_Path->pathWaypoints[m_NextWaypointIndex];
|
||||
m_NextWaypointPosition = nextWP.position;
|
||||
m_NextWaypointRotation = nextWP.rotation;
|
||||
|
||||
m_DirectionVector = m_NextWaypointPosition - m_CurrentWaypointPosition;
|
||||
m_TotalDistance = m_DirectionVector.Length();
|
||||
if (m_TotalDistance > 0.0f) {
|
||||
m_DirectionVector = m_DirectionVector / m_TotalDistance;
|
||||
}
|
||||
|
||||
CalculateWaypointSpeeds();
|
||||
|
||||
m_MoveTimeElapsed = 0.0f;
|
||||
m_IdleTimeElapsed = 0.0f;
|
||||
m_HasStartedTravelling = false;
|
||||
|
||||
if (m_TimeBasedMovement) {
|
||||
m_PercentBetweenPoints = 0.0f;
|
||||
} else if (m_TotalDistance > 0.0f) {
|
||||
m_PercentBetweenPoints = (m_Position - m_CurrentWaypointPosition).Length() / m_TotalDistance;
|
||||
} else {
|
||||
m_PercentBetweenPoints = 0.0f;
|
||||
}
|
||||
|
||||
if (m_ParentEntity) {
|
||||
m_ParentEntity->SetPosition(m_CurrentWaypointPosition);
|
||||
m_ParentEntity->SetRotation(m_CurrentWaypointRotation);
|
||||
}
|
||||
}
|
||||
|
||||
// --- Waypoint navigation (exact match of client decompilation) ---
|
||||
|
||||
uint32_t PlatformSubComponent::GetNextWaypoint(uint32_t current, bool& changedDirection) const {
|
||||
changedDirection = false;
|
||||
uint32_t next = current + 1;
|
||||
const auto numWaypoints = static_cast<uint32_t>(m_Path->pathWaypoints.size());
|
||||
|
||||
if (next >= numWaypoints) {
|
||||
switch (m_Path->pathBehavior) {
|
||||
case PathBehavior::Once:
|
||||
next = numWaypoints - 1;
|
||||
break;
|
||||
case PathBehavior::Bounce:
|
||||
next = numWaypoints >= 2 ? numWaypoints - 2 : 0;
|
||||
changedDirection = true;
|
||||
break;
|
||||
case PathBehavior::Loop:
|
||||
default:
|
||||
next = 0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return next;
|
||||
}
|
||||
|
||||
uint32_t PlatformSubComponent::GetNextReversedWaypoint(uint32_t current, bool& changedDirection) const {
|
||||
changedDirection = false;
|
||||
|
||||
if (current == 0) {
|
||||
switch (m_Path->pathBehavior) {
|
||||
case PathBehavior::Once:
|
||||
return 0;
|
||||
case PathBehavior::Bounce:
|
||||
changedDirection = true;
|
||||
return 1;
|
||||
case PathBehavior::Loop:
|
||||
default:
|
||||
return static_cast<uint32_t>(m_Path->pathWaypoints.size()) - 1;
|
||||
}
|
||||
}
|
||||
|
||||
return current - 1;
|
||||
}
|
||||
|
||||
// --- Arrival detection ---
|
||||
|
||||
bool PlatformSubComponent::CloseToNextWaypoint() const {
|
||||
if (m_TimeBasedMovement) return false;
|
||||
|
||||
const NiPoint3 toNext = m_NextWaypointPosition - m_Position;
|
||||
const float distSq = toNext.SquaredLength();
|
||||
|
||||
if (distSq <= 0.001f) return true;
|
||||
|
||||
const float dot = toNext.DotProduct(m_DirectionVector);
|
||||
return dot <= 0.0f;
|
||||
}
|
||||
|
||||
// --- Travel time calculation ---
|
||||
|
||||
float PlatformSubComponent::CalculateAcceleration(float vi, float vf, float d) {
|
||||
if (d < 0.0001f) return 0.0f;
|
||||
return (vf * vf - vi * vi) / (2.0f * d);
|
||||
}
|
||||
|
||||
float PlatformSubComponent::CalculateTime(float vi, float a, float d) {
|
||||
if (d < 0.0001f) return 0.0f;
|
||||
if (std::abs(a) < 0.0001f) {
|
||||
return vi > 0.0f ? d / vi : 0.0f;
|
||||
}
|
||||
const float discriminant = 2.0f * a * d + vi * vi;
|
||||
if (discriminant < 0.0f) return 0.0f;
|
||||
return (std::sqrt(discriminant) - vi) / a;
|
||||
}
|
||||
|
||||
void PlatformSubComponent::CalculateWaypointSpeeds() {
|
||||
if (m_CurrentWaypointIndex == m_NextWaypointIndex) {
|
||||
m_TravelTime = 0.0f;
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_TimeBasedMovement) {
|
||||
uint32_t minIdx = std::min(m_CurrentWaypointIndex, m_NextWaypointIndex);
|
||||
m_CurrentSpeed = m_Path->pathWaypoints[minIdx].speed;
|
||||
m_NextSpeed = 0.0f;
|
||||
m_TravelTime = m_CurrentSpeed;
|
||||
} else {
|
||||
m_CurrentSpeed = m_Path->pathWaypoints[m_CurrentWaypointIndex].speed;
|
||||
m_NextSpeed = m_Path->pathWaypoints[m_NextWaypointIndex].speed;
|
||||
|
||||
float a = CalculateAcceleration(m_CurrentSpeed, m_NextSpeed, m_TotalDistance);
|
||||
m_TravelTime = CalculateTime(m_CurrentSpeed, a, m_TotalDistance);
|
||||
}
|
||||
}
|
||||
|
||||
float PlatformSubComponent::CalculateCurrentSpeed() const {
|
||||
if (m_TimeBasedMovement) {
|
||||
if (m_CurrentSpeed > 0.0f) {
|
||||
return m_TotalDistance / m_CurrentSpeed;
|
||||
}
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
return (m_NextSpeed - m_CurrentSpeed) * m_PercentBetweenPoints + m_CurrentSpeed;
|
||||
}
|
||||
|
||||
// --- State machine helpers ---
|
||||
|
||||
bool PlatformSubComponent::IncrementWaitingTime(float deltaTime) {
|
||||
if (!(m_State & PlatformState::Waiting)) return false;
|
||||
if (m_State & PlatformState::Travelling) return false;
|
||||
|
||||
m_IdleTimeElapsed += deltaTime;
|
||||
if (m_IdleTimeElapsed >= m_WaitTime) {
|
||||
m_IdleTimeElapsed = 0.0f;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void PlatformSubComponent::StartTravelling() {
|
||||
m_State = (m_State & ~(PlatformState::Stopped | PlatformState::Waiting)) | PlatformState::Travelling;
|
||||
m_MoveTimeElapsed = 0.0f;
|
||||
m_HasStartedTravelling = false;
|
||||
}
|
||||
|
||||
void PlatformSubComponent::ArrivedAtWaypoint(bool& dirtyOut) {
|
||||
dirtyOut = true;
|
||||
|
||||
m_Position = m_NextWaypointPosition;
|
||||
m_PercentBetweenPoints = 1.0f;
|
||||
|
||||
if (m_ParentEntity) {
|
||||
m_ParentEntity->SetPosition(m_NextWaypointPosition);
|
||||
m_ParentEntity->SetRotation(m_NextWaypointRotation);
|
||||
}
|
||||
|
||||
PlayArriveSound();
|
||||
|
||||
if (m_ParentEntity) {
|
||||
m_ParentEntity->GetScript()->OnWaypointReached(m_ParentEntity, m_NextWaypointIndex);
|
||||
}
|
||||
|
||||
bool isAtDesiredWaypoint = false;
|
||||
bool stopAtDesired = false;
|
||||
if (m_DesiredWaypointIndex >= 0 &&
|
||||
static_cast<uint32_t>(m_DesiredWaypointIndex) == m_NextWaypointIndex) {
|
||||
isAtDesiredWaypoint = true;
|
||||
stopAtDesired = m_ShouldStopAtDesiredWaypoint;
|
||||
m_ShouldStopAtDesiredWaypoint = false;
|
||||
m_DesiredWaypointIndex = -1;
|
||||
}
|
||||
|
||||
if (isAtDesiredWaypoint && m_ParentEntity) {
|
||||
CBITSTREAM;
|
||||
CMSGHEADER;
|
||||
bitStream.Write(m_ParentEntity->GetObjectID());
|
||||
bitStream.Write(MessageType::Game::ARRIVED_AT_DESIRED_WAYPOINT);
|
||||
SEND_PACKET_BROADCAST;
|
||||
}
|
||||
|
||||
bool atEnd = false;
|
||||
const auto numWaypoints = static_cast<uint32_t>(m_Path->pathWaypoints.size());
|
||||
if (m_NextWaypointIndex == 0 || m_NextWaypointIndex == numWaypoints - 1) {
|
||||
atEnd = true;
|
||||
}
|
||||
|
||||
if (atEnd && m_ParentEntity) {
|
||||
CBITSTREAM;
|
||||
CMSGHEADER;
|
||||
bitStream.Write(m_ParentEntity->GetObjectID());
|
||||
bitStream.Write(MessageType::Game::PLATFORM_AT_LAST_WAYPOINT);
|
||||
SEND_PACKET_BROADCAST;
|
||||
}
|
||||
|
||||
bool stopOnce = false;
|
||||
if (atEnd && m_Path->pathBehavior == PathBehavior::Once) {
|
||||
stopOnce = true;
|
||||
m_InReverse = !m_InReverse;
|
||||
}
|
||||
|
||||
if (stopAtDesired || stopOnce) {
|
||||
m_State = PlatformState::Stopped;
|
||||
m_MoveTimeElapsed = 0.0f;
|
||||
m_HasStartedTravelling = false;
|
||||
ZeroPhysicsVelocity();
|
||||
|
||||
if (m_ParentEntity) {
|
||||
CBITSTREAM;
|
||||
CMSGHEADER;
|
||||
bitStream.Write(m_ParentEntity->GetObjectID());
|
||||
bitStream.Write(MessageType::Game::ARRIVED);
|
||||
SEND_PACKET_BROADCAST;
|
||||
}
|
||||
} else {
|
||||
SetupWaypointSegment(m_NextWaypointIndex);
|
||||
m_State = PlatformState::Waiting;
|
||||
}
|
||||
}
|
||||
|
||||
void PlatformSubComponent::UpdatePositionAlongPath(float deltaTime) {
|
||||
if (m_TotalDistance <= 0.0f && !m_TimeBasedMovement) return;
|
||||
|
||||
m_MoveTimeElapsed += deltaTime;
|
||||
|
||||
// Calculate percent between waypoints matching client CalculatePercentTravelledToWaypoint:
|
||||
// Distance-based: percent = dist(position, currentWP) / dist(nextWP, currentWP)
|
||||
// Time-based: percent = moveTimeElapsed / travelTime
|
||||
if (m_TimeBasedMovement) {
|
||||
if (m_TravelTime > 0.0f) {
|
||||
m_MoveTimeElapsed = std::min(m_MoveTimeElapsed, m_TravelTime);
|
||||
m_PercentBetweenPoints = m_MoveTimeElapsed / m_TravelTime;
|
||||
}
|
||||
} else if (m_TotalDistance > 0.0f) {
|
||||
float distanceTravelled = (m_Position - m_CurrentWaypointPosition).Length();
|
||||
m_PercentBetweenPoints = std::min(distanceTravelled / m_TotalDistance, 1.0f);
|
||||
}
|
||||
|
||||
// Send Departed message on first travel frame (matching client RunPlatform)
|
||||
if (!m_HasStartedTravelling) {
|
||||
m_HasStartedTravelling = true;
|
||||
PlayDepartSound();
|
||||
|
||||
if (m_ParentEntity) {
|
||||
CBITSTREAM;
|
||||
CMSGHEADER;
|
||||
bitStream.Write(m_ParentEntity->GetObjectID());
|
||||
bitStream.Write(MessageType::Game::DEPARTED);
|
||||
SEND_PACKET_BROADCAST;
|
||||
}
|
||||
}
|
||||
|
||||
// Advance position using velocity and deltaTime (matching client physics model)
|
||||
// The client sets velocity then lets the physics engine move the object.
|
||||
// We do the same: calculate speed, derive velocity, advance position.
|
||||
float speed = CalculateCurrentSpeed();
|
||||
NiPoint3 velocity = m_DirectionVector * speed;
|
||||
m_Position = m_Position + velocity * deltaTime;
|
||||
|
||||
// Clamp position to not overshoot the next waypoint
|
||||
float distToNext = (m_NextWaypointPosition - m_Position).DotProduct(m_DirectionVector);
|
||||
if (distToNext <= 0.0f) {
|
||||
m_Position = m_NextWaypointPosition;
|
||||
}
|
||||
|
||||
if (m_ParentEntity) {
|
||||
m_ParentEntity->SetPosition(m_Position);
|
||||
SetPhysicsVelocity(velocity);
|
||||
|
||||
// Slerp rotation between waypoints
|
||||
auto interpRot = glm::slerp(m_CurrentWaypointRotation, m_NextWaypointRotation, m_PercentBetweenPoints);
|
||||
m_ParentEntity->SetRotation(interpRot);
|
||||
}
|
||||
}
|
||||
|
||||
// --- Physics velocity helpers ---
|
||||
|
||||
void PlatformSubComponent::SetPhysicsVelocity(const NiPoint3& velocity) {
|
||||
if (!m_ParentEntity) return;
|
||||
auto* simplePhysics = m_ParentEntity->GetComponent<SimplePhysicsComponent>();
|
||||
if (simplePhysics) {
|
||||
simplePhysics->SetVelocity(velocity);
|
||||
}
|
||||
}
|
||||
|
||||
void PlatformSubComponent::ZeroPhysicsVelocity() {
|
||||
if (!m_ParentEntity) return;
|
||||
auto* simplePhysics = m_ParentEntity->GetComponent<SimplePhysicsComponent>();
|
||||
if (simplePhysics) {
|
||||
simplePhysics->SetVelocity(NiPoint3Constant::ZERO);
|
||||
simplePhysics->SetAngularVelocity(NiPoint3Constant::ZERO);
|
||||
}
|
||||
}
|
||||
|
||||
// --- Sound helpers ---
|
||||
|
||||
void PlatformSubComponent::PlayDepartSound() {
|
||||
if (!m_ParentEntity || !m_Path) return;
|
||||
if (m_CurrentWaypointIndex >= m_Path->pathWaypoints.size()) return;
|
||||
|
||||
const auto& sound = m_Path->pathWaypoints[m_CurrentWaypointIndex].movingPlatform.departSound;
|
||||
if (!sound.empty()) {
|
||||
GameMessages::SendPlayNDAudioEmitter(m_ParentEntity, UNASSIGNED_SYSTEM_ADDRESS, sound);
|
||||
}
|
||||
}
|
||||
|
||||
void PlatformSubComponent::PlayArriveSound() {
|
||||
if (!m_ParentEntity || !m_Path) return;
|
||||
if (m_NextWaypointIndex >= m_Path->pathWaypoints.size()) return;
|
||||
|
||||
const auto& sound = m_Path->pathWaypoints[m_NextWaypointIndex].movingPlatform.arriveSound;
|
||||
if (!sound.empty()) {
|
||||
GameMessages::SendPlayNDAudioEmitter(m_ParentEntity, UNASSIGNED_SYSTEM_ADDRESS, sound);
|
||||
}
|
||||
}
|
||||
127
dGame/dComponents/MovingPlatformComponent/PlatformSubComponent.h
Normal file
127
dGame/dComponents/MovingPlatformComponent/PlatformSubComponent.h
Normal file
@@ -0,0 +1,127 @@
|
||||
#ifndef PLATFORMSUBCOMPONENT_H
|
||||
#define PLATFORMSUBCOMPONENT_H
|
||||
|
||||
#include "RakNetTypes.h"
|
||||
#include "NiPoint3.h"
|
||||
#include "NiQuaternion.h"
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
class Entity;
|
||||
class Path;
|
||||
class SimplePhysicsComponent;
|
||||
|
||||
/**
|
||||
* Platform state flags (bitmask matching client LWOPlatform state bits)
|
||||
*/
|
||||
namespace PlatformState {
|
||||
constexpr uint32_t Waiting = 1 << 0; // 0x01 - Waiting at waypoint
|
||||
constexpr uint32_t Travelling = 1 << 1; // 0x02 - Moving between waypoints
|
||||
constexpr uint32_t Stopped = 1 << 2; // 0x04 - Movement halted
|
||||
|
||||
// These map to the old eMovementPlatformState values for serialization
|
||||
constexpr uint32_t MovingSerialized = 0b00010; // Travelling
|
||||
constexpr uint32_t StationarySerialized = 0b11001; // Waiting
|
||||
constexpr uint32_t StoppedSerialized = 0b01100; // Stopped
|
||||
};
|
||||
|
||||
/**
|
||||
* Base class for platform subcomponents. Mirrors the client's LWOPlatform base.
|
||||
* Handles the core state machine: waiting at waypoints, travelling between them,
|
||||
* arrival detection, and waypoint navigation (loop/bounce/once).
|
||||
*/
|
||||
class PlatformSubComponent {
|
||||
public:
|
||||
PlatformSubComponent(Entity* parentEntity, const Path* path);
|
||||
virtual ~PlatformSubComponent() = default;
|
||||
|
||||
virtual void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate);
|
||||
virtual void Update(float deltaTime, bool& dirtyOut);
|
||||
|
||||
void StartPathing();
|
||||
void StopPathing();
|
||||
void GotoWaypoint(uint32_t index, bool stopAtWaypoint = true);
|
||||
void WarpToWaypoint(size_t index);
|
||||
void SetupWaypointSegment(uint32_t waypointIndex);
|
||||
|
||||
// --- State accessors ---
|
||||
|
||||
uint32_t GetState() const { return m_State; }
|
||||
void SetState(uint32_t state) { m_State = state; }
|
||||
|
||||
int32_t GetDesiredWaypointIndex() const { return m_DesiredWaypointIndex; }
|
||||
bool GetInReverse() const { return m_InReverse; }
|
||||
bool GetShouldStopAtDesiredWaypoint() const { return m_ShouldStopAtDesiredWaypoint; }
|
||||
float GetPercentBetweenPoints() const { return m_PercentBetweenPoints; }
|
||||
NiPoint3 GetPosition() const { return m_Position; }
|
||||
uint32_t GetCurrentWaypointIndex() const { return m_CurrentWaypointIndex; }
|
||||
uint32_t GetNextWaypointIndex() const { return m_NextWaypointIndex; }
|
||||
float GetIdleTimeElapsed() const { return m_IdleTimeElapsed; }
|
||||
float GetMoveTimeElapsed() const { return m_MoveTimeElapsed; }
|
||||
float GetSpeed() const { return m_CurrentSpeed; }
|
||||
float GetWaitTime() const { return m_WaitTime; }
|
||||
size_t GetLastWaypointIndex() const;
|
||||
bool IsActive() const { return m_Active; }
|
||||
|
||||
void SetDesiredWaypointIndex(int32_t index) { m_DesiredWaypointIndex = index; }
|
||||
void SetShouldStopAtDesiredWaypoint(bool value) { m_ShouldStopAtDesiredWaypoint = value; }
|
||||
void SetInReverse(bool value) { m_InReverse = value; }
|
||||
void SetActive(bool value) { m_Active = value; }
|
||||
|
||||
uint32_t GetSerializedState() const;
|
||||
|
||||
protected:
|
||||
uint32_t GetNextWaypoint(uint32_t current, bool& changedDirection) const;
|
||||
uint32_t GetNextReversedWaypoint(uint32_t current, bool& changedDirection) const;
|
||||
bool CloseToNextWaypoint() const;
|
||||
|
||||
static float CalculateAcceleration(float vi, float vf, float d);
|
||||
static float CalculateTime(float vi, float a, float d);
|
||||
void CalculateWaypointSpeeds();
|
||||
float CalculateCurrentSpeed() const;
|
||||
|
||||
bool IncrementWaitingTime(float deltaTime);
|
||||
void StartTravelling();
|
||||
void ArrivedAtWaypoint(bool& dirtyOut);
|
||||
virtual void UpdatePositionAlongPath(float deltaTime);
|
||||
|
||||
void SetPhysicsVelocity(const NiPoint3& velocity);
|
||||
void ZeroPhysicsVelocity();
|
||||
void PlayDepartSound();
|
||||
void PlayArriveSound();
|
||||
|
||||
Entity* m_ParentEntity = nullptr;
|
||||
const Path* m_Path = nullptr;
|
||||
bool m_Active = false;
|
||||
|
||||
uint32_t m_State = PlatformState::Stopped;
|
||||
int32_t m_DesiredWaypointIndex = -1;
|
||||
bool m_InReverse = false;
|
||||
bool m_ShouldStopAtDesiredWaypoint = false;
|
||||
|
||||
float m_PercentBetweenPoints = 0.0f;
|
||||
NiPoint3 m_Position{};
|
||||
|
||||
uint32_t m_CurrentWaypointIndex = 0;
|
||||
uint32_t m_NextWaypointIndex = 0;
|
||||
|
||||
float m_IdleTimeElapsed = 0.0f;
|
||||
float m_MoveTimeElapsed = 0.0f;
|
||||
|
||||
float m_CurrentSpeed = 0.0f;
|
||||
float m_NextSpeed = 0.0f;
|
||||
float m_WaitTime = 0.0f;
|
||||
|
||||
NiPoint3 m_CurrentWaypointPosition{};
|
||||
NiPoint3 m_NextWaypointPosition{};
|
||||
NiQuaternion m_CurrentWaypointRotation = QuatUtils::IDENTITY;
|
||||
NiQuaternion m_NextWaypointRotation = QuatUtils::IDENTITY;
|
||||
NiPoint3 m_DirectionVector{};
|
||||
float m_TotalDistance = 0.0f;
|
||||
float m_TravelTime = 0.0f;
|
||||
|
||||
bool m_TimeBasedMovement = false;
|
||||
bool m_HasStartedTravelling = false;
|
||||
};
|
||||
|
||||
#endif // PLATFORMSUBCOMPONENT_H
|
||||
@@ -0,0 +1,93 @@
|
||||
#include "RotatorSubComponent.h"
|
||||
#include "Entity.h"
|
||||
#include "SimplePhysicsComponent.h"
|
||||
|
||||
#include <cmath>
|
||||
#include <algorithm>
|
||||
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
|
||||
RotatorSubComponent::RotatorSubComponent(Entity* parentEntity, const Path* path)
|
||||
: PlatformSubComponent(parentEntity, path) {
|
||||
}
|
||||
|
||||
void RotatorSubComponent::UpdatePositionAlongPath(float deltaTime) {
|
||||
// Do the base linear movement (position, velocity, departed message)
|
||||
PlatformSubComponent::UpdatePositionAlongPath(deltaTime);
|
||||
|
||||
if (!m_ParentEntity) return;
|
||||
|
||||
// Angular velocity calculation matching client LWOPlatform::SetAngularVelocity:
|
||||
// 1. If current and next rotations are the same, just set current rotation and zero angular velocity
|
||||
// 2. Otherwise, SLERP to the target rotation based on percent, then compute angular velocity
|
||||
// to reach the next waypoint rotation in the remaining travel time
|
||||
|
||||
if (m_CurrentWaypointRotation == m_NextWaypointRotation) {
|
||||
m_ParentEntity->SetRotation(m_CurrentWaypointRotation);
|
||||
auto* simplePhysics = m_ParentEntity->GetComponent<SimplePhysicsComponent>();
|
||||
if (simplePhysics) {
|
||||
simplePhysics->SetAngularVelocity(NiPoint3Constant::ZERO);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// SLERP to get the current target rotation (matching client CalculateSlerp)
|
||||
NiQuaternion targetRot = glm::slerp(m_CurrentWaypointRotation, m_NextWaypointRotation, m_PercentBetweenPoints);
|
||||
|
||||
// Check if we're already close enough to snap (matching client's angle threshold check)
|
||||
NiQuaternion currentRot = m_ParentEntity->GetRotation();
|
||||
float dotProduct = glm::dot(targetRot, currentRot);
|
||||
if (dotProduct < 0.0f) dotProduct = -dotProduct;
|
||||
float angleDiff = std::acos(std::clamp(dotProduct, 0.0f, 1.0f));
|
||||
|
||||
bool snappedToTarget = false;
|
||||
if (angleDiff < m_MaxLerpAngle) {
|
||||
// Close enough — snap to current rotation, use the actual current rotation for angular vel calc
|
||||
snappedToTarget = true;
|
||||
targetRot = currentRot;
|
||||
} else {
|
||||
// Set the SLERP'd rotation on the entity
|
||||
m_ParentEntity->SetRotation(targetRot);
|
||||
}
|
||||
|
||||
// Calculate remaining travel time for angular velocity
|
||||
float remainingTime = 0.0f;
|
||||
if (!m_TimeBasedMovement && m_TotalDistance > 0.0f) {
|
||||
// Distance-based: calculate remaining time from remaining distance and speeds
|
||||
NiPoint3 toNext = m_NextWaypointPosition - m_Position;
|
||||
float remainingDist = toNext.Length();
|
||||
float currentSpeed = CalculateCurrentSpeed();
|
||||
if (currentSpeed > 0.0f) {
|
||||
remainingTime = remainingDist / currentSpeed;
|
||||
}
|
||||
} else if (m_TimeBasedMovement) {
|
||||
remainingTime = m_TravelTime - m_MoveTimeElapsed;
|
||||
}
|
||||
|
||||
if (remainingTime > 0.0f) {
|
||||
// Compute angular velocity from quaternion difference (matching client LWOPhysicsCalcAngularVelocity)
|
||||
// Angular velocity = axis * (angle / time)
|
||||
NiQuaternion rotDiff = m_NextWaypointRotation * glm::inverse(targetRot);
|
||||
|
||||
// Normalize to ensure valid quaternion
|
||||
rotDiff = glm::normalize(rotDiff);
|
||||
|
||||
float angle = 2.0f * std::acos(std::clamp(rotDiff.w, -1.0f, 1.0f));
|
||||
if (std::abs(angle) > 0.001f) {
|
||||
float sinHalf = std::sqrt(1.0f - rotDiff.w * rotDiff.w);
|
||||
NiPoint3 axis;
|
||||
if (sinHalf > 0.001f) {
|
||||
axis = NiPoint3(rotDiff.x / sinHalf, rotDiff.y / sinHalf, rotDiff.z / sinHalf);
|
||||
} else {
|
||||
axis = NiPoint3(0.0f, 1.0f, 0.0f);
|
||||
}
|
||||
|
||||
m_AngularVelocity = axis * (angle / remainingTime);
|
||||
|
||||
auto* simplePhysics = m_ParentEntity->GetComponent<SimplePhysicsComponent>();
|
||||
if (simplePhysics) {
|
||||
simplePhysics->SetAngularVelocity(m_AngularVelocity);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,24 @@
|
||||
#ifndef ROTATORSUBCOMPONENT_H
|
||||
#define ROTATORSUBCOMPONENT_H
|
||||
|
||||
#include "PlatformSubComponent.h"
|
||||
|
||||
/**
|
||||
* Rotator - follows a path like Mover but also applies angular velocity.
|
||||
* Corresponds to client LWOPlatformRotator (type 6).
|
||||
*/
|
||||
class RotatorSubComponent final : public PlatformSubComponent {
|
||||
public:
|
||||
RotatorSubComponent(Entity* parentEntity, const Path* path);
|
||||
|
||||
void UpdatePositionAlongPath(float deltaTime) override;
|
||||
|
||||
private:
|
||||
NiPoint3 m_RotationAxis{};
|
||||
float m_Rate = 0.0f;
|
||||
NiPoint3 m_AngularVelocity{};
|
||||
bool m_AllowRotSnap = true;
|
||||
float m_MaxLerpAngle = 0.785398f; // ~45 degrees
|
||||
};
|
||||
|
||||
#endif // ROTATORSUBCOMPONENT_H
|
||||
@@ -0,0 +1,55 @@
|
||||
#include "SimpleMoverSubComponent.h"
|
||||
#include "Zone.h"
|
||||
|
||||
SimpleMoverSubComponent::SimpleMoverSubComponent(Entity* parentEntity, const NiPoint3& startPos,
|
||||
const NiQuaternion& startRot, const NiPoint3& platformMove, float platformMoveTime)
|
||||
: PlatformSubComponent(parentEntity, nullptr) {
|
||||
GeneratePath(startPos, startRot, platformMove, platformMoveTime);
|
||||
m_Path = m_GeneratedPath.get();
|
||||
m_TimeBasedMovement = false;
|
||||
|
||||
// Auto-activate and set up initial segment (matching client GenerateSimpleMoverPath)
|
||||
if (m_Path && !m_Path->pathWaypoints.empty()) {
|
||||
m_Active = true;
|
||||
SetupWaypointSegment(m_CurrentWaypointIndex);
|
||||
}
|
||||
}
|
||||
|
||||
void SimpleMoverSubComponent::GeneratePath(const NiPoint3& startPos, const NiQuaternion& startRot,
|
||||
const NiPoint3& platformMove, float platformMoveTime) {
|
||||
|
||||
auto path = std::make_unique<Path>();
|
||||
path->pathType = PathType::MovingPlatform;
|
||||
path->pathBehavior = PathBehavior::Once;
|
||||
path->pathName = "SimpleMoverPath";
|
||||
path->movingPlatform.timeBasedMovement = 0;
|
||||
|
||||
// Waypoint 0: start position
|
||||
PathWaypoint wp0;
|
||||
wp0.position = startPos;
|
||||
wp0.rotation = startRot;
|
||||
wp0.movingPlatform.wait = 0.0f;
|
||||
|
||||
// Waypoint 1: start + rotated platformMove
|
||||
NiPoint3 move = platformMove;
|
||||
NiPoint3 rotatedMove = move.RotateByQuaternion(startRot);
|
||||
PathWaypoint wp1;
|
||||
wp1.position = startPos + rotatedMove;
|
||||
wp1.rotation = startRot;
|
||||
wp1.movingPlatform.wait = 0.0f;
|
||||
|
||||
// Calculate speed: length(platformMove) / platformMoveTime
|
||||
float speed = 0.0f;
|
||||
if (move.SquaredLength() > 0.0f && platformMoveTime > 0.0f) {
|
||||
speed = platformMove.Length() / platformMoveTime;
|
||||
}
|
||||
|
||||
wp0.speed = speed;
|
||||
wp1.speed = speed;
|
||||
|
||||
path->pathWaypoints.push_back(wp0);
|
||||
path->pathWaypoints.push_back(wp1);
|
||||
path->waypointCount = 2;
|
||||
|
||||
m_GeneratedPath = std::move(path);
|
||||
}
|
||||
@@ -0,0 +1,28 @@
|
||||
#ifndef SIMPLEMOVERSUBCOMPONENT_H
|
||||
#define SIMPLEMOVERSUBCOMPONENT_H
|
||||
|
||||
#include "PlatformSubComponent.h"
|
||||
|
||||
#include <memory>
|
||||
|
||||
class Path;
|
||||
|
||||
/**
|
||||
* Simple mover - auto-generates a 2-waypoint path from component properties.
|
||||
* Corresponds to client LWOPlatformSimpleMover (type 5).
|
||||
*/
|
||||
class SimpleMoverSubComponent final : public PlatformSubComponent {
|
||||
public:
|
||||
SimpleMoverSubComponent(Entity* parentEntity, const NiPoint3& startPos,
|
||||
const NiQuaternion& startRot, const NiPoint3& platformMove, float platformMoveTime);
|
||||
|
||||
const Path* GetGeneratedPath() const { return m_GeneratedPath.get(); }
|
||||
|
||||
private:
|
||||
void GeneratePath(const NiPoint3& startPos, const NiQuaternion& startRot,
|
||||
const NiPoint3& platformMove, float platformMoveTime);
|
||||
|
||||
std::unique_ptr<Path> m_GeneratedPath;
|
||||
};
|
||||
|
||||
#endif // SIMPLEMOVERSUBCOMPONENT_H
|
||||
@@ -12,6 +12,7 @@
|
||||
#include "CDPhysicsComponentTable.h"
|
||||
|
||||
#include "Entity.h"
|
||||
#include "MovingPlatformComponent.h"
|
||||
#include "StringifiedEnum.h"
|
||||
#include "Amf3.h"
|
||||
|
||||
@@ -39,6 +40,11 @@ SimplePhysicsComponent::~SimplePhysicsComponent() {
|
||||
|
||||
void SimplePhysicsComponent::Update(const float deltaTime) {
|
||||
if (m_Velocity == NiPoint3Constant::ZERO) return;
|
||||
|
||||
// If this entity has a MovingPlatformComponent, it owns position updates.
|
||||
// Don't double-move by also applying velocity here.
|
||||
if (m_Parent->GetComponent<MovingPlatformComponent>()) return;
|
||||
|
||||
m_Position += m_Velocity * deltaTime;
|
||||
m_DirtyPosition = true;
|
||||
Game::entityManager->SerializeEntity(m_Parent);
|
||||
|
||||
@@ -365,31 +365,18 @@ void GameMessages::SendResetMissions(Entity* entity, const SystemAddress& sysAdd
|
||||
|
||||
void GameMessages::SendPlatformResync(Entity* entity, const SystemAddress& sysAddr, bool bStopAtDesiredWaypoint,
|
||||
int iIndex, int iDesiredWaypointIndex, int nextIndex,
|
||||
eMovementPlatformState movementState) {
|
||||
eMovementPlatformState movementState,
|
||||
bool bReverse, float fIdleTimeElapsed, float fMoveTimeElapsed,
|
||||
float fPercentBetweenPoints, NiPoint3 ptUnexpectedLocation,
|
||||
NiQuaternion qUnexpectedRotation) {
|
||||
CBITSTREAM;
|
||||
CMSGHEADER;
|
||||
|
||||
const auto lot = entity->GetLOT();
|
||||
|
||||
if (lot == 12341 || lot == 5027 || lot == 5028 || lot == 14335 || lot == 14447 || lot == 14449 || lot == 11306 || lot == 11308) {
|
||||
iDesiredWaypointIndex = (lot == 11306 || lot == 11308) ? 1 : 0;
|
||||
iIndex = 0;
|
||||
nextIndex = 0;
|
||||
bStopAtDesiredWaypoint = true;
|
||||
movementState = eMovementPlatformState::Stationary;
|
||||
}
|
||||
|
||||
bitStream.Write(entity->GetObjectID());
|
||||
bitStream.Write(MessageType::Game::PLATFORM_RESYNC);
|
||||
|
||||
bool bReverse = false;
|
||||
int eCommand = 0;
|
||||
int eUnexpectedCommand = 0;
|
||||
float fIdleTimeElapsed = 0.0f;
|
||||
float fMoveTimeElapsed = 0.0f;
|
||||
float fPercentBetweenPoints = 0.0f;
|
||||
NiPoint3 ptUnexpectedLocation = NiPoint3Constant::ZERO;
|
||||
NiQuaternion qUnexpectedRotation = QuatUtils::IDENTITY;
|
||||
|
||||
bitStream.Write(bReverse);
|
||||
bitStream.Write(bStopAtDesiredWaypoint);
|
||||
|
||||
@@ -104,7 +104,10 @@ namespace GameMessages {
|
||||
void SendStartPathing(Entity* entity);
|
||||
void SendPlatformResync(Entity* entity, const SystemAddress& sysAddr, bool bStopAtDesiredWaypoint = false,
|
||||
int iIndex = 0, int iDesiredWaypointIndex = 1, int nextIndex = 1,
|
||||
eMovementPlatformState movementState = eMovementPlatformState::Moving);
|
||||
eMovementPlatformState movementState = eMovementPlatformState::Moving,
|
||||
bool bReverse = false, float fIdleTimeElapsed = 0.0f, float fMoveTimeElapsed = 0.0f,
|
||||
float fPercentBetweenPoints = 0.0f, NiPoint3 ptUnexpectedLocation = NiPoint3Constant::ZERO,
|
||||
NiQuaternion qUnexpectedRotation = QuatUtils::IDENTITY);
|
||||
|
||||
void SendResetMissions(Entity* entity, const SystemAddress& sysAddr, const int32_t missionid = -1);
|
||||
void SendRestoreToPostLoadStats(Entity* entity, const SystemAddress& sysAddr);
|
||||
|
||||
Reference in New Issue
Block a user