mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-02 02:43:44 +00:00
feat: working rotations
This commit is contained in:
@@ -1,8 +1,13 @@
|
||||
#include "ModelComponent.h"
|
||||
|
||||
#include <cmath>
|
||||
|
||||
#include "Entity.h"
|
||||
|
||||
#include "Game.h"
|
||||
#include "Logger.h"
|
||||
#include "dConfig.h"
|
||||
#include "dMath.h"
|
||||
|
||||
#include "BehaviorStates.h"
|
||||
#include "ControlBehaviorMsgs.h"
|
||||
@@ -19,7 +24,6 @@
|
||||
ModelComponent::ModelComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) {
|
||||
m_OriginalPosition = m_Parent->GetDefaultPosition();
|
||||
m_OriginalRotation = m_Parent->GetDefaultRotation();
|
||||
LOG("%f %f %f %f", m_OriginalRotation.x, m_OriginalRotation.y, m_OriginalRotation.z, m_OriginalRotation.w);
|
||||
m_IsPaused = false;
|
||||
m_NumListeningInteract = 0;
|
||||
|
||||
@@ -43,10 +47,7 @@ bool ModelComponent::OnResetModelToDefaults(GameMessages::ResetModelToDefaults&
|
||||
if (reset.bResetPos) m_Parent->SetPosition(m_OriginalPosition);
|
||||
if (reset.bResetRot) m_Parent->SetRotation(m_OriginalRotation);
|
||||
m_Parent->SetVelocity(NiPoint3Constant::ZERO);
|
||||
GameMessages::SetAngularVelocity setAngVel;
|
||||
setAngVel.target = m_Parent->GetObjectID();
|
||||
setAngVel.angVelocity = NiPoint3Constant::ZERO;
|
||||
setAngVel.Send();
|
||||
ResetRotationState(m_Parent->GetRotation());
|
||||
|
||||
m_Speed = 3.0f;
|
||||
m_NumListeningInteract = 0;
|
||||
@@ -317,36 +318,60 @@ void ModelComponent::SetVelocity(const NiPoint3& velocity) const {
|
||||
m_Parent->SetVelocity(velocity);
|
||||
}
|
||||
|
||||
bool ModelComponent::TrySetAngularVelocity(const NiPoint3& angularVelocity) const {
|
||||
GameMessages::GetAngularVelocity getAngVel{};
|
||||
getAngVel.target = m_Parent->GetObjectID();
|
||||
if (!getAngVel.Send()) {
|
||||
LOG("Couldn't get angular velocity for %llu", m_Parent->GetObjectID());
|
||||
return false;
|
||||
bool ModelComponent::TryStartRotation(const int axis, const float direction) {
|
||||
if (axis < 0 || axis > 2 || direction == 0.0f) return false;
|
||||
if (m_RotationDirection[axis] != 0.0f) return false;
|
||||
|
||||
// Rebase only when nothing is rotating so simultaneous rotations stay relative to the same base
|
||||
if (m_RotationDirection == NiPoint3Constant::ZERO) {
|
||||
ResetRotationState(m_Parent->GetRotation());
|
||||
m_SendAngularVelocity = Game::config->GetValue("model_rotation_send_angular_velocity") != "0";
|
||||
}
|
||||
|
||||
m_RotationDegrees[axis] = std::fmod(m_RotationDegrees[axis], 360.0f);
|
||||
m_RotationActionStart[axis] = m_RotationDegrees[axis];
|
||||
m_RotationDirection[axis] = direction > 0.0f ? 1.0f : -1.0f;
|
||||
SyncAngularVelocity();
|
||||
return true;
|
||||
}
|
||||
|
||||
void ModelComponent::SetRotationProgress(const int axis, const float degrees) {
|
||||
if (axis < 0 || axis > 2) return;
|
||||
m_RotationDegrees[axis] = m_RotationActionStart[axis] + degrees;
|
||||
|
||||
// Whole turns wrap to exactly 0 so e.g. 720 degrees yields exactly the base rotation
|
||||
const NiPoint3 radians(
|
||||
Math::DegToRad(std::fmod(m_RotationDegrees.x, 360.0f)),
|
||||
Math::DegToRad(std::fmod(m_RotationDegrees.y, 360.0f)),
|
||||
Math::DegToRad(std::fmod(m_RotationDegrees.z, 360.0f))
|
||||
);
|
||||
m_Parent->SetRotation(QuatUtils::FromEuler(radians) * m_RotationBase);
|
||||
}
|
||||
|
||||
void ModelComponent::StopRotation(const int axis) {
|
||||
if (axis < 0 || axis > 2) return;
|
||||
m_RotationDirection[axis] = 0.0f;
|
||||
SyncAngularVelocity();
|
||||
}
|
||||
|
||||
void ModelComponent::SetSpeed(const float newSpeed) {
|
||||
m_Speed = newSpeed;
|
||||
if (m_RotationDirection != NiPoint3Constant::ZERO) SyncAngularVelocity();
|
||||
}
|
||||
|
||||
void ModelComponent::SyncAngularVelocity() const {
|
||||
GameMessages::SetAngularVelocity setAngVel{};
|
||||
setAngVel.target = m_Parent->GetObjectID();
|
||||
if (angularVelocity != NiPoint3Constant::ZERO) {
|
||||
setAngVel.angVelocity = getAngVel.angVelocity;
|
||||
const auto [x, y, z] = angularVelocity * m_Speed;
|
||||
if (x != 0.0f) {
|
||||
if (getAngVel.angVelocity.x != 0.0f) return false;
|
||||
setAngVel.angVelocity.x = x;
|
||||
} else if (y != 0.0f) {
|
||||
if (getAngVel.angVelocity.y != 0.0f) return false;
|
||||
setAngVel.angVelocity.y = y;
|
||||
} else if (z != 0.0f) {
|
||||
if (getAngVel.angVelocity.z != 0.0f) return false;
|
||||
setAngVel.angVelocity.z = z;
|
||||
}
|
||||
} else {
|
||||
setAngVel.angVelocity = angularVelocity;
|
||||
}
|
||||
LOG("Setting angular velocity to %f %f %f", setAngVel.angVelocity.x, setAngVel.angVelocity.y, setAngVel.angVelocity.z);
|
||||
setAngVel.angVelocity = m_SendAngularVelocity ? m_RotationDirection * Math::DegToRad(GetAngularSpeed()) : NiPoint3Constant::ZERO;
|
||||
setAngVel.Send();
|
||||
}
|
||||
|
||||
return true;
|
||||
void ModelComponent::ResetRotationState(const NiQuaternion& newBase) {
|
||||
m_RotationBase = newBase;
|
||||
m_RotationDegrees = NiPoint3Constant::ZERO;
|
||||
m_RotationActionStart = NiPoint3Constant::ZERO;
|
||||
m_RotationDirection = NiPoint3Constant::ZERO;
|
||||
SyncAngularVelocity();
|
||||
}
|
||||
|
||||
void ModelComponent::OnChatMessageReceived(const std::string& sMessage) {
|
||||
|
||||
@@ -147,17 +147,25 @@ public:
|
||||
// Force sets the velocity to a value.
|
||||
void SetVelocity(const NiPoint3& velocity) const;
|
||||
|
||||
// Attempts to set the angular velocity of the model.
|
||||
// If the axis currently has a velocity of zero, returns true.
|
||||
// If the axis is currently controlled by a behavior, returns false.
|
||||
bool TrySetAngularVelocity(const NiPoint3& angularVelocity) const;
|
||||
// Attempts to claim a world axis (0 = x, 1 = y, 2 = z) for rotation in direction (+1 or -1).
|
||||
// Returns false if the axis is already controlled by a behavior.
|
||||
bool TryStartRotation(const int axis, const float direction);
|
||||
|
||||
// Sets how many signed degrees the active rotation on axis has progressed and updates the entity.
|
||||
void SetRotationProgress(const int axis, const float degrees);
|
||||
|
||||
// Releases the axis so another behavior can rotate it.
|
||||
void StopRotation(const int axis);
|
||||
|
||||
// Degrees per second for rotation actions at the current speed.
|
||||
float GetAngularSpeed() const noexcept { return BASE_ANGULAR_SPEED * m_Speed; }
|
||||
|
||||
void OnChatMessageReceived(const std::string& sMessage);
|
||||
|
||||
void OnHit();
|
||||
|
||||
// Sets the speed of the model
|
||||
void SetSpeed(const float newSpeed) { m_Speed = newSpeed; }
|
||||
void SetSpeed(const float newSpeed);
|
||||
|
||||
// Whether or not to restart at the end of the frame
|
||||
void RestartAtEndOfFrame() { m_RestartAtEndOfFrame = true; }
|
||||
@@ -172,6 +180,14 @@ public:
|
||||
|
||||
float GetSpeed() const noexcept { return m_Speed; }
|
||||
private:
|
||||
// Degrees per second per unit of m_Speed
|
||||
static constexpr float BASE_ANGULAR_SPEED = 15.0f;
|
||||
|
||||
// Sends the client-side angular velocity for the currently active rotation axes.
|
||||
void SyncAngularVelocity() const;
|
||||
|
||||
// Clears all rotation state and makes rotation relative to newBase.
|
||||
void ResetRotationState(const NiQuaternion& newBase);
|
||||
|
||||
// Loads a behavior from the database.
|
||||
void LoadBehavior(const LWOOBJID behaviorID, const size_t index, const bool isIndexed);
|
||||
@@ -220,4 +236,19 @@ private:
|
||||
|
||||
// Whether or not to restart at the end of the frame.
|
||||
bool m_RestartAtEndOfFrame{ false };
|
||||
|
||||
// The rotation that m_RotationDegrees is applied on top of
|
||||
NiQuaternion m_RotationBase = QuatUtils::IDENTITY;
|
||||
|
||||
// Accumulated signed degrees per world axis since m_RotationBase was set
|
||||
NiPoint3 m_RotationDegrees{};
|
||||
|
||||
// m_RotationDegrees at the moment the current rotation on each axis started
|
||||
NiPoint3 m_RotationActionStart{};
|
||||
|
||||
// Per axis -1, 0 or 1. Non-zero means a behavior currently owns rotation on that axis.
|
||||
NiPoint3 m_RotationDirection{};
|
||||
|
||||
// Whether the client is sent an angular velocity to extrapolate rotation between updates
|
||||
bool m_SendAngularVelocity{ true };
|
||||
};
|
||||
|
||||
@@ -40,20 +40,11 @@ SimplePhysicsComponent::~SimplePhysicsComponent() {
|
||||
}
|
||||
|
||||
void SimplePhysicsComponent::Update(const float deltaTime) {
|
||||
if (m_Velocity != NiPoint3Constant::ZERO) {
|
||||
m_Position += m_Velocity * deltaTime;
|
||||
m_DirtyPosition = true;
|
||||
Game::entityManager->SerializeEntity(m_Parent);
|
||||
}
|
||||
|
||||
if (m_AngularVelocity != NiPoint3Constant::ZERO) {
|
||||
m_Rotation.Normalize();
|
||||
const auto vel = NiQuaternion::FromEulerAngles(m_AngularVelocity * deltaTime);
|
||||
m_Rotation *= vel;
|
||||
const auto euler = m_Rotation.GetEulerAngles();
|
||||
m_DirtyPosition = true;
|
||||
Game::entityManager->SerializeEntity(m_Parent);
|
||||
}
|
||||
// Rotation is driven by ModelComponent; angular velocity is only relayed to clients.
|
||||
if (m_Velocity == NiPoint3Constant::ZERO) return;
|
||||
m_Position += m_Velocity * deltaTime;
|
||||
m_DirtyPosition = true;
|
||||
Game::entityManager->SerializeEntity(m_Parent);
|
||||
}
|
||||
|
||||
void SimplePhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
|
||||
@@ -102,17 +93,15 @@ bool SimplePhysicsComponent::OnGetObjectReportInfo(GameMessages::GetObjectReport
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SimplePhysicsComponent::OnSetAngularVelocity(GameMessages::GameMsg& msg) {
|
||||
auto& setAngVel = static_cast<GameMessages::SetAngularVelocity&>(msg);
|
||||
bool SimplePhysicsComponent::OnSetAngularVelocity(GameMessages::SetAngularVelocity& setAngVel) {
|
||||
m_DirtyVelocity |= setAngVel.bForceFlagDirty || (m_AngularVelocity != setAngVel.angVelocity);
|
||||
m_AngularVelocity = setAngVel.angVelocity;
|
||||
LOG("Velocity is now %f %f %f", m_AngularVelocity.x, m_AngularVelocity.y, m_AngularVelocity.z);
|
||||
LOG_DEBUG("Angular velocity is now %f %f %f", m_AngularVelocity.x, m_AngularVelocity.y, m_AngularVelocity.z);
|
||||
Game::entityManager->SerializeEntity(m_Parent);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SimplePhysicsComponent::OnGetAngularVelocity(GameMessages::GameMsg& msg) {
|
||||
auto& getAngVel = static_cast<GameMessages::GetAngularVelocity&>(msg);
|
||||
bool SimplePhysicsComponent::OnGetAngularVelocity(GameMessages::GetAngularVelocity& getAngVel) {
|
||||
getAngVel.angVelocity = m_AngularVelocity;
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -22,6 +22,11 @@ enum class eClimbableType : int32_t {
|
||||
CLIMBABLE_TYPE_WALL_STICK
|
||||
};
|
||||
|
||||
namespace GameMessages {
|
||||
struct SetAngularVelocity;
|
||||
struct GetAngularVelocity;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Component that serializes locations of entities to the client
|
||||
@@ -61,8 +66,8 @@ public:
|
||||
*/
|
||||
void SetAngularVelocity(const NiPoint3& value) { m_AngularVelocity = value; m_DirtyVelocity = true; }
|
||||
|
||||
bool OnSetAngularVelocity(GameMessages::GameMsg& msg);
|
||||
bool OnGetAngularVelocity(GameMessages::GameMsg& msg);
|
||||
bool OnSetAngularVelocity(GameMessages::SetAngularVelocity& setAngVel);
|
||||
bool OnGetAngularVelocity(GameMessages::GetAngularVelocity& getAngVel);
|
||||
|
||||
/**
|
||||
* Returns the physics motion state
|
||||
|
||||
@@ -9,7 +9,6 @@
|
||||
#include "PropertyManagementComponent.h"
|
||||
#include "PlayerManager.h"
|
||||
#include "SimplePhysicsComponent.h"
|
||||
#include "dMath.h"
|
||||
|
||||
#include "dChatFilter.h"
|
||||
|
||||
@@ -108,6 +107,8 @@ void Strip::HandleMsg(GameMessages::ResetModelToDefaults& msg) {
|
||||
m_NextActionIndex = 0;
|
||||
m_InActionTranslation = NiPoint3Constant::ZERO;
|
||||
m_PreviousFramePosition = NiPoint3Constant::ZERO;
|
||||
m_InActionRotation = NiPoint3Constant::ZERO;
|
||||
m_RotationProgress = 0.0f;
|
||||
}
|
||||
|
||||
void Strip::OnChatMessageReceived(const std::string& sMessage) {
|
||||
@@ -173,7 +174,6 @@ void Strip::ProcNormalAction(float deltaTime, ModelComponent& modelComponent, Up
|
||||
// TODO replace with switch case and nextActionType with enum
|
||||
/* BEGIN Move */
|
||||
if (nextActionType == "MoveRight" || nextActionType == "MoveLeft") {
|
||||
m_IsRotating = false;
|
||||
// X axis
|
||||
bool isMoveLeft = nextActionType == "MoveLeft";
|
||||
int negative = isMoveLeft ? -1 : 1;
|
||||
@@ -183,7 +183,6 @@ void Strip::ProcNormalAction(float deltaTime, ModelComponent& modelComponent, Up
|
||||
m_InActionTranslation.x = isMoveLeft ? -number : number;
|
||||
}
|
||||
} else if (nextActionType == "FlyUp" || nextActionType == "FlyDown") {
|
||||
m_IsRotating = false;
|
||||
// Y axis
|
||||
bool isFlyDown = nextActionType == "FlyDown";
|
||||
int negative = isFlyDown ? -1 : 1;
|
||||
@@ -194,7 +193,6 @@ void Strip::ProcNormalAction(float deltaTime, ModelComponent& modelComponent, Up
|
||||
}
|
||||
|
||||
} else if (nextActionType == "MoveForward" || nextActionType == "MoveBackward") {
|
||||
m_IsRotating = false;
|
||||
// Z axis
|
||||
bool isMoveBackward = nextActionType == "MoveBackward";
|
||||
int negative = isMoveBackward ? -1 : 1;
|
||||
@@ -208,40 +206,25 @@ void Strip::ProcNormalAction(float deltaTime, ModelComponent& modelComponent, Up
|
||||
|
||||
/* BEGIN Rotate */
|
||||
else if (nextActionType == "Spin" || nextActionType == "SpinNegative") {
|
||||
const float radians = Math::DegToRad(number);
|
||||
bool isSpinNegative = nextActionType == "SpinNegative";
|
||||
float negative = isSpinNegative ? -0.261799f : 0.261799f;
|
||||
|
||||
// Default angular velocity is 3 units per second.
|
||||
if (modelComponent.TrySetAngularVelocity(NiPoint3Constant::UNIT_Y * negative)) {
|
||||
m_IsRotating = true;
|
||||
m_InActionTranslation.y = isSpinNegative ? -number : number;
|
||||
m_PreviousFrameRotation = entity.GetRotation();
|
||||
// d/vi = t
|
||||
// radians/velocity = time
|
||||
// only care about the time, direction is irrelevant here
|
||||
// Y axis
|
||||
const float direction = nextActionType == "SpinNegative" ? -1.0f : 1.0f;
|
||||
if (number != 0.0 && modelComponent.TryStartRotation(1, direction)) {
|
||||
m_InActionRotation.y = direction * number;
|
||||
m_RotationProgress = 0.0f;
|
||||
}
|
||||
} else if (nextActionType == "Tilt" || nextActionType == "TiltNegative") {
|
||||
const float radians = Math::DegToRad(number);
|
||||
bool isRotateLeft = nextActionType == "TiltNegative";
|
||||
float negative = isRotateLeft ? -0.261799f : 0.261799f;
|
||||
|
||||
// Default angular velocity is 3 units per second.
|
||||
if (modelComponent.TrySetAngularVelocity(NiPoint3Constant::UNIT_X * negative)) {
|
||||
m_IsRotating = true;
|
||||
m_InActionTranslation.x = isRotateLeft ? -number : number;
|
||||
m_PreviousFrameRotation = entity.GetRotation();
|
||||
// X axis
|
||||
const float direction = nextActionType == "TiltNegative" ? -1.0f : 1.0f;
|
||||
if (number != 0.0 && modelComponent.TryStartRotation(0, direction)) {
|
||||
m_InActionRotation.x = direction * number;
|
||||
m_RotationProgress = 0.0f;
|
||||
}
|
||||
} else if (nextActionType == "Roll" || nextActionType == "RollNegative") {
|
||||
const float radians = Math::DegToRad(number);
|
||||
bool isRotateDown = nextActionType == "RollNegative";
|
||||
float negative = isRotateDown ? -0.261799f : 0.261799f;
|
||||
|
||||
// Default angular velocity is 3 units per second.
|
||||
if (modelComponent.TrySetAngularVelocity(NiPoint3Constant::UNIT_Z * negative)) {
|
||||
m_IsRotating = true;
|
||||
m_InActionTranslation.z = isRotateDown ? -number : number;
|
||||
m_PreviousFrameRotation = entity.GetRotation();
|
||||
// Z axis
|
||||
const float direction = nextActionType == "RollNegative" ? -1.0f : 1.0f;
|
||||
if (number != 0.0 && modelComponent.TryStartRotation(2, direction)) {
|
||||
m_InActionRotation.z = direction * number;
|
||||
m_RotationProgress = 0.0f;
|
||||
}
|
||||
}
|
||||
/* END Rotate */
|
||||
@@ -346,8 +329,6 @@ void Strip::RemoveStates(ModelComponent& modelComponent) const {
|
||||
}
|
||||
|
||||
bool Strip::CheckMovement(float deltaTime, ModelComponent& modelComponent) {
|
||||
if (m_IsRotating) return true;
|
||||
|
||||
auto& entity = *modelComponent.GetParent();
|
||||
const auto& currentPos = entity.GetPosition();
|
||||
const auto diff = currentPos - m_PreviousFramePosition;
|
||||
@@ -393,65 +374,24 @@ bool Strip::CheckMovement(float deltaTime, ModelComponent& modelComponent) {
|
||||
}
|
||||
|
||||
bool Strip::CheckRotation(float deltaTime, ModelComponent& modelComponent) {
|
||||
if (!m_IsRotating) return true;
|
||||
GameMessages::GetAngularVelocity getAngVel{};
|
||||
getAngVel.target = modelComponent.GetParent()->GetObjectID();
|
||||
getAngVel.Send();
|
||||
const auto curRotation = modelComponent.GetParent()->GetRotation();
|
||||
const auto diff = m_PreviousFrameRotation.Diff(curRotation).GetEulerAngles();
|
||||
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)));
|
||||
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);
|
||||
m_PreviousFrameRotation = curRotation;
|
||||
auto angVel = diff;
|
||||
angVel.x = std::abs(Math::RadToDeg(angVel.x));
|
||||
angVel.y = std::abs(Math::RadToDeg(angVel.y));
|
||||
angVel.z = std::abs(Math::RadToDeg(angVel.z));
|
||||
const auto [rotateX, rotateY, rotateZ] = m_InActionTranslation;
|
||||
bool rotateFinished = true;
|
||||
NiPoint3 finalRotationAdjustment = NiPoint3Constant::ZERO;
|
||||
if (rotateX != 0.0f) {
|
||||
m_InActionTranslation.x -= angVel.x;
|
||||
rotateFinished = std::signbit(m_InActionTranslation.x) != std::signbit(rotateX);
|
||||
finalRotationAdjustment.x = Math::DegToRad(m_InActionTranslation.x);
|
||||
} else if (rotateY != 0.0f) {
|
||||
m_InActionTranslation.y -= angVel.y;
|
||||
rotateFinished = std::signbit(m_InActionTranslation.y) != std::signbit(rotateY);
|
||||
finalRotationAdjustment.y = Math::DegToRad(m_InActionTranslation.y);
|
||||
} else if (rotateZ != 0.0f) {
|
||||
m_InActionTranslation.z -= angVel.z;
|
||||
rotateFinished = std::signbit(m_InActionTranslation.z) != std::signbit(rotateZ);
|
||||
finalRotationAdjustment.z = Math::DegToRad(m_InActionTranslation.z);
|
||||
for (int axis = 0; axis < 3; axis++) {
|
||||
const float target = m_InActionRotation[axis];
|
||||
if (target == 0.0f) continue;
|
||||
|
||||
// Snapping to the target keeps the final angle exact regardless of speed or frame time
|
||||
const float step = modelComponent.GetAngularSpeed() * deltaTime;
|
||||
if (std::abs(target - m_RotationProgress) <= step) m_RotationProgress = target;
|
||||
else m_RotationProgress += std::copysign(step, target);
|
||||
|
||||
modelComponent.SetRotationProgress(axis, m_RotationProgress);
|
||||
if (m_RotationProgress != target) return false;
|
||||
|
||||
modelComponent.StopRotation(axis);
|
||||
m_InActionRotation = NiPoint3Constant::ZERO;
|
||||
m_RotationProgress = 0.0f;
|
||||
}
|
||||
|
||||
if (rotateFinished && m_InActionTranslation != NiPoint3Constant::ZERO) {
|
||||
LOG("Rotation finished, zeroing angVel");
|
||||
|
||||
angVel.x = Math::DegToRad(angVel.x);
|
||||
angVel.y = Math::DegToRad(angVel.y);
|
||||
angVel.z = Math::DegToRad(angVel.z);
|
||||
|
||||
if (rotateX != 0.0f) getAngVel.angVelocity.x = 0.0f;
|
||||
else if (rotateY != 0.0f) getAngVel.angVelocity.y = 0.0f;
|
||||
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;
|
||||
return true;
|
||||
}
|
||||
|
||||
void Strip::Update(float deltaTime, ModelComponent& modelComponent, UpdateResult& updateResult) {
|
||||
|
||||
@@ -52,9 +52,6 @@ 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 };
|
||||
@@ -75,11 +72,11 @@ private:
|
||||
// The position of the parent model on the previous frame
|
||||
NiPoint3 m_PreviousFramePosition{};
|
||||
|
||||
NiPoint3 m_RotationRemaining{};
|
||||
// The signed target degrees of the current rotation action. Only 1 axis is active at once for any given strip.
|
||||
NiPoint3 m_InActionRotation{};
|
||||
|
||||
NiQuaternion m_PreviousFrameRotation{};
|
||||
|
||||
NiPoint3 m_SavedVelocity{};
|
||||
// The signed degrees the current rotation action has progressed so far
|
||||
float m_RotationProgress{ 0.0f };
|
||||
};
|
||||
|
||||
#endif //!__STRIP__H__
|
||||
|
||||
@@ -105,3 +105,6 @@ hardcore_coin_keep=
|
||||
|
||||
# save pre-split lxfmls to disk for debugging
|
||||
save_lxfmls=0
|
||||
|
||||
# Send models' angular velocity to clients so they extrapolate rotation between updates (1) or only send rotation (0)
|
||||
model_rotation_send_angular_velocity=1
|
||||
|
||||
Reference in New Issue
Block a user