feat: working rotations

This commit is contained in:
David Markowitz
2026-09-26 00:32:59 -07:00
parent baa9709220
commit b5161790e5
7 changed files with 145 additions and 155 deletions

View File

@@ -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) {