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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-22 04:32:49 +00:00
feat: make directional movements based on model rotation and not world axes
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@@ -174,30 +174,23 @@ void Strip::ProcNormalAction(float deltaTime, ModelComponent& modelComponent, Up
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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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// 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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// Local right axis
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const bool isMoveLeft = nextActionType == "MoveLeft";
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if (modelComponent.TryStartMove(0, isMoveLeft ? -1.0f : 1.0f)) {
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m_PreviousFramePosition = entity.GetPosition();
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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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// 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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// Local up axis
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const bool isFlyDown = nextActionType == "FlyDown";
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if (modelComponent.TryStartMove(1, isFlyDown ? -1.0f : 1.0f)) {
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m_PreviousFramePosition = entity.GetPosition();
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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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// 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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// Local forward axis
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const bool isMoveBackward = nextActionType == "MoveBackward";
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if (modelComponent.TryStartMove(2, isMoveBackward ? -1.0f : 1.0f)) {
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m_PreviousFramePosition = entity.GetPosition();
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m_InActionTranslation.z = isMoveBackward ? -number : number;
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}
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@@ -332,45 +325,26 @@ bool Strip::CheckMovement(float deltaTime, ModelComponent& modelComponent) {
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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_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_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_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_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_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_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_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_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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else if (moveY != 0.0f) entityVelocity.y = 0.0f;
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else if (moveZ != 0.0f) entityVelocity.z = 0.0f;
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modelComponent.SetVelocity(entityVelocity);
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for (int axis = 0; axis < 3; axis++) {
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const float target = m_InActionTranslation[axis];
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if (target == 0.0f) continue;
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// The local axes are orthonormal so this isolates our axis from any other active moves
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const auto& axisVector = modelComponent.GetMoveAxis(axis);
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m_InActionTranslation[axis] -= diff.DotProduct(axisVector);
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// If the sign bit is different between the two numbers, then we have finished our move.
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if (std::signbit(m_InActionTranslation[axis]) == std::signbit(target)) return false;
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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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entity.SetPosition(entity.GetPosition() + axisVector * m_InActionTranslation[axis]);
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modelComponent.StopMove(axis);
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m_InActionTranslation = NiPoint3Constant::ZERO;
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}
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return moveFinished;
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return true;
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}
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bool Strip::CheckRotation(float deltaTime, ModelComponent& modelComponent) {
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