mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-22 20:52:49 +00:00
feat: working rotations
This commit is contained in:
@@ -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) {
|
||||
|
||||
Reference in New Issue
Block a user