reorganize
This commit is contained in:
10
Source/Game/Player/CustomCharacterController.cs
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10
Source/Game/Player/CustomCharacterController.cs
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@@ -0,0 +1,10 @@
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using System;
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using System.Collections.Generic;
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using FlaxEngine;
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namespace Game
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{
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public class CustomCharacterController : CharacterController
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{
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}
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}
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30
Source/Game/Player/InputManager.cs
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30
Source/Game/Player/InputManager.cs
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@@ -0,0 +1,30 @@
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using System.Collections.Generic;
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using FlaxEngine;
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using Cabrito;
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namespace Game
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{
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public static class InputManager
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{
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public static bool GetAction(string name)
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{
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if (Console.IsOpen)
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return false;
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return Input.GetAction(name);
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}
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public static float GetAxis(string name)
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{
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if (Console.IsOpen)
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return 0.0f;
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return Input.GetAxis(name);
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}
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public static float GetAxisRaw(string name)
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{
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if (Console.IsOpen)
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return 0.0f;
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return Input.GetAxisRaw(name);
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}
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}
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}
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52
Source/Game/Player/PlayerActor.cs
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52
Source/Game/Player/PlayerActor.cs
Normal file
@@ -0,0 +1,52 @@
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using System.Collections.Generic;
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using System.Linq;
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using FlaxEngine;
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using Cabrito;
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#if FLAX_EDITOR
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using FlaxEditor.CustomEditors.Dedicated;
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using FlaxEditor.Scripting;
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#endif
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using FlaxEngine.GUI;
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namespace Game
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{
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#if FLAX_EDITOR
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[CustomEditor(typeof(PlayerActor))]
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public class PlayerActorEditor : ActorEditor
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{
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protected override List<ItemInfo> GetItemsForType(ScriptType type)
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{
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List<ItemInfo> items = GetItemsForType(type, type.IsClass, true);
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// Remove all Rigid Body options
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items.RemoveAll(x => x.Display.Group == "Rigid Body");
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// Inject scripts editor
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var scriptsMember = type.GetProperty("Scripts");
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if (scriptsMember != ScriptMemberInfo.Null)
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{
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var item = new ItemInfo(scriptsMember)
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{
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CustomEditor = new CustomEditorAttribute(typeof(ScriptsEditor))
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};
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items.Add(item);
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}
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return items;
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}
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}
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#endif
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public class PlayerActor : RigidBody
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{
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public PlayerActor()
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{
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// Default internal values for RigidBody
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IsKinematic = true;
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EnableGravity = false;
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LinearDamping = 0f;
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AngularDamping = 0f;
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Constraints = RigidbodyConstraints.LockRotation;
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}
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}
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}
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75
Source/Game/Player/PlayerInput.cs
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75
Source/Game/Player/PlayerInput.cs
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@@ -0,0 +1,75 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Net;
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using System.Runtime.InteropServices;
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using FlaxEngine;
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namespace Game
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{
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[StructLayout(LayoutKind.Sequential)]
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public struct PlayerInputState
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{
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public ulong frame;
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public float viewDeltaX, viewDeltaY;
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public float moveForward;
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public float moveRight;
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public bool attacking;
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public bool jumping;
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public Vector3 verificationPosition;
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public Vector3 verificationVelocity;
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public Vector3 verificationViewAngles;
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public Quaternion verificationOrientation;
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct PlayerActorState
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{
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public Vector3 position;
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public Vector3 velocity;
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public Quaternion orientation;
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public Vector3 viewAngles; // yaw, pitch, roll
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct PlayerState
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{
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public PlayerInputState input;
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public PlayerActorState actor;
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}
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public class PlayerInput
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{
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public PlayerState currentState;
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public ulong frame;
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public const byte DemoVer = 1;
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public virtual void OnUpdate()
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{
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}
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public virtual void OnFixedUpdate()
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{
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}
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public virtual void OnEndFrame()
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{
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}
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public virtual void RecordCurrentActorState(PlayerActorState actorState)
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{
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}
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public PlayerInputState GetCurrentInputState()
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{
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return currentState.input;
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}
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public PlayerActorState GetCurrentActorState()
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{
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return currentState.actor;
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}
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}
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}
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89
Source/Game/Player/PlayerInputDemo.cs
Normal file
89
Source/Game/Player/PlayerInputDemo.cs
Normal file
@@ -0,0 +1,89 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Net;
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using System.Runtime.InteropServices;
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using FlaxEngine;
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using Console = Cabrito.Console;
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namespace Game
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{
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public class PlayerInputDemo : PlayerInput
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{
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protected List<PlayerInputState> buffer = new List<PlayerInputState>();
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protected IEnumerator<PlayerInputState> bufferEnumerable;
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public PlayerInputDemo(string demoPath)
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{
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if (!File.Exists(demoPath))
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return;
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var expectedPlayerInputStateSize = Marshal.SizeOf(typeof(PlayerInputState));
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var stream = File.OpenRead(demoPath);
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var ver = (int)stream.ReadByte();
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var inputStateSize = (int)stream.ReadByte();
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if (ver != DemoVer && inputStateSize != expectedPlayerInputStateSize)
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{
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Console.Print("demover mismatch: version " + ver + " != " + DemoVer + ", inputStateSize " + inputStateSize + " != " + Marshal.SizeOf(typeof(PlayerInputState)));
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stream.Close();
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return;
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}
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T RawDeserialize<T>(byte[] rawData, int position)
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{
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int rawsize = Marshal.SizeOf(typeof(T));
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if (rawsize > rawData.Length - position)
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throw new ArgumentException("Not enough data to fill struct. Array length from position: " + (rawData.Length-position) + ", Struct length: " + rawsize);
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IntPtr buffer = Marshal.AllocHGlobal(rawsize);
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Marshal.Copy(rawData, position, buffer, rawsize);
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T retobj = (T)Marshal.PtrToStructure(buffer, typeof(T));
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Marshal.FreeHGlobal(buffer);
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return retobj;
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}
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while (true)
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{
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byte[] b = new byte[expectedPlayerInputStateSize];
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var readBytes = stream.Read(b, 0, b.Length);
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if (readBytes < expectedPlayerInputStateSize)
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break;
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buffer.Add(RawDeserialize<PlayerInputState>(b, 0));
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}
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bufferEnumerable = buffer.GetEnumerator();
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Console.Print("demo numstates: " + buffer.Count);
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OnEndFrame(); // advances to first frame
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}
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public override void OnEndFrame()
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{
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// TODO: check if the current state frame matches the current frame number before advancing
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/*asdf++;
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if (asdf < 8)
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return;*/
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if (bufferEnumerable == null || !bufferEnumerable.MoveNext())
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{
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if (buffer.Any())
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{
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bufferEnumerable.Dispose();
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bufferEnumerable = null;
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buffer.Clear();
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Console.Print("Demo ended");
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}
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return;
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}
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//var actorState = currentState.actor;
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currentState.input = bufferEnumerable.Current;
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//frame++;
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//currentState.actor = actorState;
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}
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}
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}
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117
Source/Game/Player/PlayerInputLocal.cs
Normal file
117
Source/Game/Player/PlayerInputLocal.cs
Normal file
@@ -0,0 +1,117 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Net;
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using System.Runtime.InteropServices;
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using FlaxEngine;
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using Console = Cabrito.Console;
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namespace Game
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{
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public class PlayerInputLocal : PlayerInput
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{
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protected List<PlayerInputState> buffer = new List<PlayerInputState>();
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protected FileStream demoFileStream;
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public bool IsRecording { get { return demoFileStream != null; } }
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public PlayerInputLocal()
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{
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}
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public PlayerInputLocal(string demoPath)
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{
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demoFileStream = File.Open(demoPath, FileMode.Create, FileAccess.Write);
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//stream.Position = 0;
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//stream.SetLength(0);
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demoFileStream.WriteByte(DemoVer);
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demoFileStream.WriteByte((byte)Marshal.SizeOf(typeof(PlayerInputState)));
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}
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public override void OnUpdate()
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{
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// Collect all input here
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// All axis values here should be accumulated
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currentState.input.viewDeltaX += InputManager.GetAxisRaw("Mouse X");
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currentState.input.viewDeltaY += InputManager.GetAxisRaw("Mouse Y");
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currentState.input.viewDeltaX += InputManager.GetAxisRaw("LookRight") * Time.DeltaTime * 100;
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currentState.input.viewDeltaY += -InputManager.GetAxisRaw("LookUp") * Time.DeltaTime * 100;
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currentState.input.moveForward = InputManager.GetAxis("Vertical");
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currentState.input.moveRight = InputManager.GetAxis("Horizontal");
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currentState.input.attacking = InputManager.GetAction("Attack");
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currentState.input.jumping = InputManager.GetAction("Jump");
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}
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public override void OnFixedUpdate()
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{
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}
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||||
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||||
public override void OnEndFrame()
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{
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if (IsRecording)
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{
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currentState.input.verificationPosition = currentState.actor.position;
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||||
currentState.input.verificationVelocity = currentState.actor.velocity;
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currentState.input.verificationViewAngles = currentState.actor.viewAngles;
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||||
currentState.input.verificationOrientation = currentState.actor.orientation;
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||||
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||||
currentState.input.frame = frame;
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||||
buffer.Add(currentState.input);
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||||
}
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||||
|
||||
// Reset anything accumulatable here
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||||
currentState.input.viewDeltaX = 0;
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||||
currentState.input.viewDeltaY = 0;
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frame++;
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}
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||||
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||||
public override void RecordCurrentActorState(PlayerActorState actorState)
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||||
{
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||||
if (!IsRecording)
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||||
return;
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||||
|
||||
if (actorState.position.Length <= 0.01)
|
||||
Console.Print("wrong recorded position?");
|
||||
currentState.actor = actorState;
|
||||
}
|
||||
|
||||
public void FlushDemo()
|
||||
{
|
||||
if (!IsRecording)
|
||||
return;
|
||||
|
||||
byte[] RawSerialize(object anything)
|
||||
{
|
||||
int rawSize = Marshal.SizeOf(anything);
|
||||
IntPtr buffer = Marshal.AllocHGlobal(rawSize);
|
||||
Marshal.StructureToPtr(anything, buffer, false);
|
||||
byte[] rawDatas = new byte[rawSize];
|
||||
Marshal.Copy(buffer, rawDatas, 0, rawSize);
|
||||
Marshal.FreeHGlobal(buffer);
|
||||
return rawDatas;
|
||||
}
|
||||
|
||||
foreach (var state in buffer)
|
||||
{
|
||||
var bytes = RawSerialize(state);
|
||||
demoFileStream.Write(bytes, 0, bytes.Length * sizeof(byte));
|
||||
}
|
||||
|
||||
buffer.Clear();
|
||||
}
|
||||
|
||||
public void StopRecording()
|
||||
{
|
||||
if (!IsRecording)
|
||||
return;
|
||||
|
||||
FlushDemo();
|
||||
demoFileStream.Close();
|
||||
demoFileStream = null;
|
||||
|
||||
Debug.Write(LogType.Info, "demo, wrote states: " + buffer.Count);
|
||||
}
|
||||
}
|
||||
}
|
||||
14
Source/Game/Player/PlayerInputNetwork.cs
Normal file
14
Source/Game/Player/PlayerInputNetwork.cs
Normal file
@@ -0,0 +1,14 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Net;
|
||||
using System.Runtime.InteropServices;
|
||||
using FlaxEngine;
|
||||
|
||||
namespace Game
|
||||
{
|
||||
public class PlayerInputNetwork : PlayerInput
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
1131
Source/Game/Player/PlayerMovement.cs
Normal file
1131
Source/Game/Player/PlayerMovement.cs
Normal file
File diff suppressed because it is too large
Load Diff
765
Source/Game/Player/PlayerMovement_NK.cs
Normal file
765
Source/Game/Player/PlayerMovement_NK.cs
Normal file
@@ -0,0 +1,765 @@
|
||||
#if false
|
||||
using System.Collections.Generic;
|
||||
using FlaxEngine;
|
||||
using Cabrito;
|
||||
using System.Diagnostics;
|
||||
using System.Threading.Tasks;
|
||||
using FlaxEngine.Assertions;
|
||||
|
||||
namespace Game
|
||||
{
|
||||
public struct TraceInfo_NK
|
||||
{
|
||||
public RayCastHit[] hitInfos;
|
||||
public bool startSolid;
|
||||
|
||||
// closest hit
|
||||
public float fraction;
|
||||
public Vector3 endPosition;
|
||||
public Vector3 hitNormal;
|
||||
public Vector3 hitPosition;
|
||||
|
||||
// furthest hit
|
||||
//public float maxFraction;
|
||||
//public Vector3 maxHitNormal;
|
||||
//public Vector3 maxEndPosition;
|
||||
}
|
||||
|
||||
public class PlayerMovement_NK : Script
|
||||
{
|
||||
[Limit(0, 9000), Tooltip("Base Movement speed")]
|
||||
public float MoveSpeed { get; set; } = 320;
|
||||
|
||||
private float viewPitch;
|
||||
private float viewYaw;
|
||||
private float viewRoll;
|
||||
|
||||
private InputEvent onExit = new InputEvent("Exit");
|
||||
|
||||
private const float collisionMargin = 0.031f * 1.666f;
|
||||
|
||||
Actor rootActor;
|
||||
public override void OnAwake()
|
||||
{
|
||||
base.OnAwake();
|
||||
|
||||
onExit.Triggered += () =>
|
||||
{
|
||||
if (Console.IsSafeToQuit)
|
||||
Engine.RequestExit();
|
||||
};
|
||||
|
||||
rootActor = Actor.GetChild(0);
|
||||
|
||||
RigidBody rigidBody = Actor.As<RigidBody>();
|
||||
rigidBody.CollisionEnter += OnCollisionEnter;
|
||||
rigidBody.CollisionExit += OnCollisionLeave;
|
||||
rigidBody.TriggerEnter += OnTriggerEnter;
|
||||
|
||||
//rigidBody.SetSolverIterationCounts(40, 10);
|
||||
|
||||
Console.Print("playermovement init: " + rigidBody.MaxDepenetrationVelocity.ToString());
|
||||
}
|
||||
|
||||
private void OnTriggerEnter(PhysicsColliderActor colliderActor)
|
||||
{
|
||||
Console.Print("trogger: ");
|
||||
}
|
||||
|
||||
private void OnCollisionEnter(Collision collision)
|
||||
{
|
||||
//Console.Print("collision: " + collision.Contacts[0].Normal);
|
||||
}
|
||||
|
||||
private void OnCollisionLeave(Collision collision)
|
||||
{
|
||||
//Console.Print("collision leave: " + collision.Contacts[0].Normal);
|
||||
}
|
||||
|
||||
public override void OnDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
|
||||
onExit.Dispose();
|
||||
}
|
||||
|
||||
public override void OnStart()
|
||||
{
|
||||
var initialEulerAngles = Actor.Orientation.EulerAngles;
|
||||
viewPitch = initialEulerAngles.X;
|
||||
viewYaw = initialEulerAngles.Y;
|
||||
viewRoll = initialEulerAngles.Z;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks for overlapping colliders in place using the player's rigidbody.
|
||||
/// </summary>
|
||||
/// <param name="position">Position</param>
|
||||
/// <returns></returns>
|
||||
private Collider[] TracePlayer(Vector3 position, float tolerance = 0.0f)
|
||||
{
|
||||
Collider[] colliders = null;
|
||||
|
||||
bool collided = false;
|
||||
var capsuleCollider = Actor.GetChild<CapsuleCollider>();
|
||||
var boxCollider = Actor.GetChild<BoxCollider>();
|
||||
var meshCollider = Actor.GetChild<MeshCollider>();
|
||||
PhysicsColliderActor colliderActor = null;
|
||||
if (capsuleCollider && capsuleCollider.IsActive)
|
||||
{
|
||||
colliderActor = capsuleCollider;
|
||||
collided = Physics.OverlapCapsule(position,
|
||||
capsuleCollider.Radius + tolerance, capsuleCollider.Height + tolerance,
|
||||
out colliders, capsuleCollider.Orientation,
|
||||
uint.MaxValue,
|
||||
false);
|
||||
}
|
||||
else if (meshCollider && meshCollider.IsActive)
|
||||
{
|
||||
colliderActor = meshCollider;
|
||||
collided = Physics.OverlapConvex(position,
|
||||
meshCollider.CollisionData, meshCollider.Scale + tolerance,
|
||||
out colliders, meshCollider.Orientation,
|
||||
uint.MaxValue,
|
||||
false);
|
||||
}
|
||||
else if (boxCollider && boxCollider.IsActive)
|
||||
{
|
||||
colliderActor = boxCollider;
|
||||
collided = Physics.OverlapBox(position,
|
||||
boxCollider.OrientedBox.Extents + tolerance,
|
||||
out colliders, boxCollider.Orientation,
|
||||
uint.MaxValue,
|
||||
false);
|
||||
}
|
||||
else
|
||||
Assert.Fail("No supported colliders found for rigidbody");
|
||||
|
||||
if (!collided)
|
||||
return colliders;
|
||||
|
||||
List<Collider> collidersFiltered = new List<Collider>();
|
||||
foreach (var collider in colliders)
|
||||
{
|
||||
if (collider == colliderActor)
|
||||
continue;
|
||||
|
||||
collidersFiltered.Add(collider);
|
||||
}
|
||||
|
||||
if (collidersFiltered.Count == 0)
|
||||
return colliders; // self-collision?
|
||||
|
||||
return collidersFiltered.ToArray();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sweeps the player rigidbody in world and returns geometry which was hit during the trace.
|
||||
/// </summary>
|
||||
/// <param name="start">Start position</param>
|
||||
/// <param name="end">End position</param>
|
||||
/// <returns></returns>
|
||||
private TraceInfo TracePlayer(Vector3 start, Vector3 end, float tolerance = 0.0f)
|
||||
{
|
||||
TraceInfo traceInfo = new TraceInfo();
|
||||
|
||||
Vector3 delta = end - start;
|
||||
float maxDistance = delta.Length;
|
||||
Vector3 direction = delta.Normalized;
|
||||
|
||||
bool collided = false;
|
||||
var capsuleCollider = Actor.GetChild<CapsuleCollider>();
|
||||
var boxCollider = Actor.GetChild<BoxCollider>();
|
||||
var meshCollider = Actor.GetChild<MeshCollider>();
|
||||
PhysicsColliderActor colliderActor = null;
|
||||
if (capsuleCollider && capsuleCollider.IsActive)
|
||||
{
|
||||
colliderActor = capsuleCollider;
|
||||
collided = Physics.CapsuleCastAll(start,
|
||||
capsuleCollider.Radius + tolerance, capsuleCollider.Height,
|
||||
direction, out traceInfo.hitInfos, capsuleCollider.Orientation, maxDistance,
|
||||
uint.MaxValue,
|
||||
false);
|
||||
}
|
||||
else if (meshCollider && meshCollider.IsActive)
|
||||
{
|
||||
colliderActor = meshCollider;
|
||||
collided = Physics.ConvexCastAll(start,
|
||||
meshCollider.CollisionData, meshCollider.Scale + tolerance,
|
||||
direction, out traceInfo.hitInfos, meshCollider.Orientation, maxDistance,
|
||||
uint.MaxValue,
|
||||
false);
|
||||
}
|
||||
else if (boxCollider && boxCollider.IsActive)
|
||||
{
|
||||
colliderActor = boxCollider;
|
||||
collided = Physics.BoxCastAll(start,
|
||||
boxCollider.OrientedBox.Extents + tolerance,
|
||||
direction, out traceInfo.hitInfos, boxCollider.Orientation, maxDistance, uint.MaxValue,
|
||||
false);
|
||||
}
|
||||
|
||||
if (collided)
|
||||
{
|
||||
List<RayCastHit> hitInfosFiltered = new List<RayCastHit>();
|
||||
RayCastHit closest = new RayCastHit();
|
||||
closest.Distance = float.MaxValue;
|
||||
foreach (var hitInfo in traceInfo.hitInfos)
|
||||
{
|
||||
if (hitInfo.Collider == colliderActor)
|
||||
continue;
|
||||
|
||||
hitInfosFiltered.Add(hitInfo);
|
||||
|
||||
if (hitInfo.Distance < closest.Distance && hitInfo.Distance != 0.0f)
|
||||
closest = hitInfo;
|
||||
}
|
||||
|
||||
if (hitInfosFiltered.Count == 0)
|
||||
collided = false; // self-collision?
|
||||
else //if (closest.Distance > 0f)
|
||||
{
|
||||
if (closest.Distance == float.MaxValue)
|
||||
{
|
||||
foreach (var hitInfo in hitInfosFiltered)
|
||||
{
|
||||
if (hitInfo.Distance < closest.Distance)
|
||||
closest = hitInfo;
|
||||
}
|
||||
}
|
||||
|
||||
traceInfo.hitInfos = hitInfosFiltered.ToArray();
|
||||
|
||||
traceInfo.fraction = closest.Distance / maxDistance;
|
||||
traceInfo.hitNormal = closest.Normal;
|
||||
traceInfo.hitPosition = closest.Point;
|
||||
traceInfo.endPosition = start + (delta * traceInfo.fraction);
|
||||
|
||||
if (traceInfo.fraction == 0f && maxDistance > 0f)
|
||||
traceInfo.startSolid = true;
|
||||
}
|
||||
/*else
|
||||
{
|
||||
traceInfo.startSolid = true;
|
||||
traceInfo.fraction = 0f;
|
||||
}*/
|
||||
}
|
||||
|
||||
if (!collided)
|
||||
{
|
||||
traceInfo.hitInfos = new RayCastHit[0];
|
||||
traceInfo.fraction = 1f;
|
||||
traceInfo.endPosition = end;
|
||||
}
|
||||
|
||||
return traceInfo;
|
||||
}
|
||||
|
||||
public override void OnDebugDraw()
|
||||
{
|
||||
base.OnDebugDraw();
|
||||
|
||||
var capsuleCollider = Actor.GetChild<CapsuleCollider>();
|
||||
var boxCollider = Actor.GetChild<BoxCollider>();
|
||||
var meshCollider = Actor.GetChild<MeshCollider>();
|
||||
if (capsuleCollider && capsuleCollider.IsActive)
|
||||
{
|
||||
Quaternion rotation = capsuleCollider.LocalOrientation * Quaternion.Euler(0f, 90f, 0f);
|
||||
DebugDraw.DrawWireTube(capsuleCollider.Position, rotation, capsuleCollider.Radius, capsuleCollider.Height, Color.GreenYellow * 0.8f);
|
||||
}
|
||||
else if (meshCollider && meshCollider.IsActive)
|
||||
{
|
||||
//Quaternion rotation = meshCollider.LocalOrientation * Quaternion.Euler(0f, 90f, 0f);
|
||||
DebugDraw.DrawWireCylinder(meshCollider.Position, meshCollider.Orientation, capsuleCollider.Radius, capsuleCollider.Height + capsuleCollider.Radius * 2, Color.GreenYellow * 0.8f);
|
||||
//DebugDraw.DrawWireTube(meshCollider.Position, rotation, meshCollider.Radius, meshCollider.Height, Color.GreenYellow * 0.8f);
|
||||
}
|
||||
else if (boxCollider && boxCollider.IsActive)
|
||||
{
|
||||
DebugDraw.DrawWireBox(boxCollider.OrientedBox.GetBoundingBox(), Color.GreenYellow * 0.8f);
|
||||
}
|
||||
}
|
||||
|
||||
private void SlideMove(ref Vector3 position, bool stepUp, ref Vector3 velocity, bool asdf = false)
|
||||
{
|
||||
if (velocity.IsZero)
|
||||
return;
|
||||
|
||||
Vector3 originalPosition = position;
|
||||
Vector3 originalVelocity = velocity;
|
||||
|
||||
float timeleft = Time.DeltaTime;
|
||||
|
||||
List<Vector3> hitNormals = new List<Vector3>();
|
||||
|
||||
for (int bump = 0; bump < 4; bump++)
|
||||
{
|
||||
Vector3 startPos = position;
|
||||
Vector3 endPos = position + (velocity * timeleft);
|
||||
|
||||
TraceInfo trace = TracePlayer(startPos, endPos);
|
||||
// TODO: handle portals here
|
||||
|
||||
float fraction = trace.fraction;
|
||||
Vector3 hitNormal = trace.hitNormal;
|
||||
|
||||
if (trace.startSolid)
|
||||
{
|
||||
velocity = Vector3.Zero;
|
||||
break;
|
||||
}
|
||||
|
||||
if (physicsInteractions)
|
||||
{
|
||||
RigidBody rigidBody = Actor.As<RigidBody>();
|
||||
foreach (var hit in trace.hitInfos)
|
||||
{
|
||||
if (hit.Collider.AttachedRigidBody == null || hit.Collider.AttachedRigidBody.IsKinematic)
|
||||
continue;
|
||||
|
||||
Vector3 force = -hit.Normal * velocity.Length * rigidBody.Mass;
|
||||
//Console.Print("move force: " + (force.Length / timeleft));
|
||||
hit.Collider.AttachedRigidBody.AddForce(force, ForceMode.Force);
|
||||
}
|
||||
}
|
||||
|
||||
if (fraction > 0f)
|
||||
{
|
||||
position = trace.endPosition;
|
||||
hitNormals.Clear(); // this is present in some forks, not in Q3
|
||||
}
|
||||
|
||||
if (fraction >= 1f)
|
||||
break;
|
||||
|
||||
timeleft *= 1.0f - fraction;
|
||||
|
||||
// this doesn't seem to do anything, we never have any hitNormals stored here
|
||||
bool hitPreviousNormal = false;
|
||||
foreach (Vector3 normal in hitNormals)
|
||||
{
|
||||
if (Vector3.Dot(hitNormal, normal) > 0.99)
|
||||
{
|
||||
// nudge away from the same wall we hit earlier and try again
|
||||
velocity += hitNormal;
|
||||
hitPreviousNormal = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (hitPreviousNormal)
|
||||
continue;
|
||||
|
||||
hitNormals.Add(hitNormal);
|
||||
if (hitNormals.Count != 1)
|
||||
Console.Print("hitNormals: " + hitNormals.Count);
|
||||
|
||||
int plane;
|
||||
Vector3 normalMargin = Vector3.Zero;
|
||||
for (plane = 0; plane < hitNormals.Count; plane++)
|
||||
{
|
||||
Vector3 normal = hitNormals[plane];
|
||||
|
||||
// clip velocity
|
||||
velocity -= normal * Vector3.Dot(velocity, normal);
|
||||
//velocity = Vector3.ProjectOnPlane(velocity, normal);
|
||||
|
||||
//traceOffset = normal * 1f;
|
||||
normalMargin += normal;
|
||||
//position += normal * 0.031f;
|
||||
|
||||
int plane2;
|
||||
for (plane2 = 0; plane2 < hitNormals.Count; plane2++)
|
||||
{
|
||||
if (plane == plane2)
|
||||
continue;
|
||||
|
||||
if (Vector3.Dot(velocity, hitNormals[plane2]) < 0f)
|
||||
break;
|
||||
}
|
||||
|
||||
if (plane2 == hitNormals.Count)
|
||||
break;
|
||||
}
|
||||
|
||||
// push off slightly away from the walls to not get stuck
|
||||
position += normalMargin.Normalized * collisionMargin;
|
||||
|
||||
if (plane == hitNormals.Count)
|
||||
{
|
||||
if (hitNormals.Count == 2)
|
||||
{
|
||||
Vector3 dir = Vector3.Cross(hitNormals[0], hitNormals[1]);
|
||||
//dir.Normalize();
|
||||
float dist = Vector3.Dot(dir, velocity);
|
||||
velocity = dist * dir;
|
||||
}
|
||||
else
|
||||
{
|
||||
velocity = Vector3.Zero;
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// nudge very slightly away from the wall to avoid getting stuck
|
||||
//position += trace.hitNormal * 0.01f;
|
||||
//velocity += trace.hitNormal * 0.01f;
|
||||
}
|
||||
|
||||
// prevents bouncing against the wall
|
||||
if (/*velocity.Length > 0f && */Vector3.Dot(velocity, originalVelocity) <= 0f)
|
||||
{
|
||||
velocity = Vector3.Zero;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Vector3 wishVelocity = Vector3.Zero;
|
||||
//Vector3 gravityVelocity = Vector3.Zero;
|
||||
//Vector3 currentVelocity = Vector3.Zero;
|
||||
private bool onGround = false;
|
||||
|
||||
private const float friction = 4f;
|
||||
private const float stopspeed = 100f;
|
||||
private const float accelerationGround = 10f;
|
||||
private const float jumpVelocity = 270f;
|
||||
|
||||
private const float maxAirSpeed = 320f;
|
||||
private const float maxAirStrafeSpeed = 30f; //Q2+
|
||||
private const float airAcceleration = 0.4f * 0f; //Q2+
|
||||
private const float airStopAcceleration = 2.5f * 0f; //Q2+
|
||||
private const float airStrafeAcceleration = 70f * 0f; //CPM?
|
||||
private const float strafeAcceleration = 10f; //QW
|
||||
private const float airControl = 0f; //CPM
|
||||
private bool physicsInteractions = false;
|
||||
|
||||
private bool jumped = false;
|
||||
|
||||
private Vector3 safePosition;
|
||||
private Vector3 currentVelocity;
|
||||
|
||||
|
||||
|
||||
public override void OnFixedUpdate()
|
||||
{
|
||||
RigidBody rigidBody = Actor.As<RigidBody>();
|
||||
Transform rootTrans = rootActor.Transform;
|
||||
|
||||
Vector3 inputDirection =
|
||||
new Vector3(InputManager.GetAxis("Horizontal"), 0.0f, InputManager.GetAxis("Vertical"));
|
||||
Vector3 moveDirection = rootTrans.TransformDirection(inputDirection);
|
||||
|
||||
//Vector3 position = rigidBody.Position;
|
||||
Vector3 velocity = rigidBody.LinearVelocity;//currentVelocity;
|
||||
|
||||
Vector3 wishVelocity = Vector3.Zero;
|
||||
if (!inputDirection.IsZero)
|
||||
wishVelocity = moveDirection.Normalized * MoveSpeed;
|
||||
|
||||
// categorize position
|
||||
onGround = true;
|
||||
Vector3 groundDelta = Physics.Gravity.Normalized * collisionMargin*2;
|
||||
Vector3 traceGroundStart = rigidBody.Position - groundDelta;
|
||||
Vector3 traceGroundEnd = rigidBody.Position + groundDelta;
|
||||
TraceInfo traceGround = TracePlayer(traceGroundStart, traceGroundEnd, -0.1f);
|
||||
|
||||
float groundDistance = 0.1f;
|
||||
|
||||
if (traceGround.fraction < 1f/* && !traceGround.startSolid*//*&& ddot < 0.7f*/)
|
||||
{
|
||||
|
||||
/*
|
||||
// slope
|
||||
// clip velocity
|
||||
Vector3 bounce = -groundDelta;
|
||||
Vector3 bounceDir = -groundDelta.Normalized;//traceGround.hitNormal;
|
||||
//Vector3 velocityProjected = Vector3.ProjectOnPlane(velocity, normal);
|
||||
float backoff = Vector3.Dot(bounce, bounceDir) * 2f;
|
||||
bounce -= bounceDir * backoff;
|
||||
//velocity = velocityProjected;
|
||||
|
||||
Vector3 point = (rigidBody.Position + groundDelta) +
|
||||
(1f - traceGround.fraction) * bounce;
|
||||
//Vector3 point = rigidBody.Position - ((1f - traceGround.fraction) * groundDelta);
|
||||
|
||||
//rigidBody.Position = point;
|
||||
// retrace
|
||||
//traceGround = TracePlayer(traceGround.endPosition, point);
|
||||
*/
|
||||
}
|
||||
|
||||
/*if (!traceGround.startSolid && traceGround.fraction < 1f &&
|
||||
-Vector3.Dot(Physics.Gravity.Normalized, traceGround.hitNormal) < 0.7f)
|
||||
{
|
||||
// slope
|
||||
// clip velocity
|
||||
Vector3 bounce = groundDelta;
|
||||
//Vector3 velocityProjected = Vector3.ProjectOnPlane(velocity, normal);
|
||||
float backoff = Vector3.Dot(bounce, traceGround.hitNormal) * 2f;
|
||||
bounce -= traceGround.hitNormal * backoff;
|
||||
//velocity = velocityProjected;
|
||||
|
||||
Vector3 point = (rigidBody.Position + groundDelta) +
|
||||
(1f - traceGround.fraction) * bounce;
|
||||
|
||||
// retrace
|
||||
traceGround = TracePlayer(rigidBody.Position, rigidBody.Position + point);
|
||||
}*/
|
||||
|
||||
//if (!traceGround.startSolid && (traceGround.fraction >= 1f ||
|
||||
// -Vector3.Dot(Physics.Gravity.Normalized, traceGround.hitNormal) < 0.7f))
|
||||
|
||||
float rampDot = -Vector3.Dot(Physics.Gravity.Normalized, traceGround.hitNormal);
|
||||
if (traceGround.fraction >= 1f)
|
||||
rampDot = 1f;
|
||||
else if (traceGround.hitNormal.IsZero)
|
||||
rampDot = 99f;
|
||||
|
||||
if (traceGround.fraction >= 1f || rampDot < 0.7f)
|
||||
{
|
||||
//Console.Print("air: " + (-Vector3.Dot(Physics.Gravity.Normalized, traceGround.hitNormal)).ToString());
|
||||
// falling or sliding down a slope
|
||||
onGround = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
float closestDist = float.MaxValue;
|
||||
foreach (var hit in traceGround.hitInfos)
|
||||
{
|
||||
if (hit.Distance < closestDist && hit.Distance != 0f)
|
||||
closestDist = hit.Distance;
|
||||
}
|
||||
|
||||
if (traceGround.fraction == 0f && closestDist != 0f)
|
||||
Console.Print("minteresting");
|
||||
//Console.Print("grund: "+ (-Vector3.Dot(Physics.Gravity.Normalized, traceGround.hitNormal)).ToString());
|
||||
onGround = true;//!traceGround.startSolid;
|
||||
//velocity.Y = 0f;
|
||||
|
||||
// move slightly above the ground
|
||||
// maintain distance off the ground
|
||||
float dist = ((traceGroundEnd - rigidBody.Position) * (traceGround.fraction - 0.5f)).Length;
|
||||
|
||||
if (dist < groundDistance)
|
||||
{
|
||||
var newPos = rigidBody.Position;
|
||||
newPos.Y += groundDistance - dist;
|
||||
//rigidBody.Position = newPos;
|
||||
//velocity.Y = 0f;
|
||||
}
|
||||
//velocity.Y = 0f;
|
||||
}
|
||||
|
||||
onGround = true;
|
||||
//Console.Print("frac: " + traceGround.fraction + "norm: " + rampDot);
|
||||
|
||||
|
||||
|
||||
|
||||
//onGround |= overlaps.Length > 0;
|
||||
|
||||
/*if (onGround && physicsInteractions && traceGround.hitInfos.Length > 0)
|
||||
{
|
||||
// apply resting force to rigid bodies under the player
|
||||
//bool collided = false;
|
||||
foreach (var hit in traceGround.hitInfos)
|
||||
{
|
||||
if (hit.Collider.AttachedRigidBody == null || hit.Collider.AttachedRigidBody.IsKinematic)
|
||||
continue;
|
||||
|
||||
if (hit.Distance <= 0f)
|
||||
continue;
|
||||
|
||||
//Console.Print(Physics.Gravity.Length.ToString());
|
||||
Vector3 force = -hit.Normal * (Physics.Gravity.Length) * rigidBody.Mass * Time.DeltaTime;
|
||||
hit.Collider.AttachedRigidBody.AddForceAtPosition(force, hit.Point, ForceMode.Impulse);
|
||||
//collided = true;
|
||||
//Console.Print("downforce: " + force.Length / Time.DeltaTime);
|
||||
}
|
||||
|
||||
//if (collided)
|
||||
// fraction = 1.0f; // finish movement and stop
|
||||
}*/
|
||||
|
||||
/*if (!onGround)
|
||||
Console.Print("air");
|
||||
else
|
||||
Console.Print("ground");*/
|
||||
|
||||
|
||||
/*if (onGround)
|
||||
{
|
||||
// snap to ground
|
||||
if (!traceGround.startSolid)
|
||||
{
|
||||
Vector3 newPos = rigidBody.Position;
|
||||
|
||||
if (traceGround.fraction < 1f)
|
||||
{
|
||||
//newPos += -Physics.Gravity.Normalized * traceGround.fraction;
|
||||
}
|
||||
rigidBody.Position = newPos;
|
||||
}
|
||||
}*/
|
||||
/*if (traceGround.startSolid)
|
||||
{
|
||||
Console.Print("stuk: ");
|
||||
|
||||
rigidBody.Position = safePosition;
|
||||
|
||||
traceGround = TracePlayer(rigidBody.Position, rigidBody.Position + Physics.Gravity.Normalized,
|
||||
false);
|
||||
|
||||
//onGround = true;
|
||||
|
||||
//currentVelocity.Y = 0f;
|
||||
}
|
||||
|
||||
if (!traceGround.startSolid)
|
||||
{
|
||||
foreach (var hitInfo in traceGround.hitInfos)
|
||||
{
|
||||
var dot = Vector3.Dot(Physics.Gravity.Normalized, hitInfo.Normal);
|
||||
if (-dot >= 0.7) //~45deg slope
|
||||
{
|
||||
//Console.Print("d: " + hitInfo.Distance);
|
||||
Vector3 newPos = rigidBody.Position;
|
||||
|
||||
if (hitInfo.Distance > 0f)
|
||||
newPos += Physics.Gravity.Normalized * (hitInfo.Distance - 0.01f);
|
||||
else
|
||||
newPos += hitInfo.Normal * 0.1f;
|
||||
|
||||
rigidBody.Position = newPos;
|
||||
|
||||
onGround = true;
|
||||
currentVelocity.Y = 0f;
|
||||
break;
|
||||
|
||||
//if (currentVelocity.Length > 0.01f)
|
||||
// Console.Print("groundvel: " + currentVelocity.ToString());
|
||||
//currentVelocity.Y = 0.0f;
|
||||
}
|
||||
}
|
||||
}*/
|
||||
|
||||
// jump
|
||||
if (onGround)
|
||||
{
|
||||
if (!jumped && InputManager.GetAction("Jump"))
|
||||
{
|
||||
jumped = true;
|
||||
|
||||
velocity += Vector3.Up * jumpVelocity;
|
||||
onGround = false;
|
||||
}
|
||||
}
|
||||
if (jumped && !InputManager.GetAction("Jump")) // jump released
|
||||
jumped = false;
|
||||
|
||||
|
||||
// ground friction
|
||||
if (onGround)
|
||||
{
|
||||
float currentSpeed = velocity.Length;
|
||||
|
||||
float control = currentSpeed < stopspeed ? stopspeed : currentSpeed;
|
||||
var drop = control * friction * Time.DeltaTime;
|
||||
|
||||
float newspeed = currentSpeed - drop;
|
||||
if (newspeed < 0)
|
||||
newspeed = 0;
|
||||
|
||||
if (currentSpeed < 0.0001f)
|
||||
velocity *= 0;
|
||||
else
|
||||
velocity *= newspeed / currentSpeed;
|
||||
}
|
||||
|
||||
//bool stepUp = false;
|
||||
|
||||
if (onGround) // ground acceleration
|
||||
{
|
||||
ApplyAcceleration(ref velocity, wishVelocity.Normalized, wishVelocity.Length, float.MaxValue, accelerationGround);
|
||||
}
|
||||
else // air acceleration
|
||||
{
|
||||
var wishspeed = wishVelocity.Length;
|
||||
if (wishspeed > maxAirSpeed)
|
||||
wishspeed = maxAirSpeed;
|
||||
|
||||
if (strafeAcceleration != 0f)
|
||||
ApplyAcceleration(ref velocity, wishVelocity.Normalized, wishspeed, maxAirStrafeSpeed, strafeAcceleration);
|
||||
|
||||
//stepUp = true;
|
||||
}
|
||||
|
||||
if (!onGround)
|
||||
{
|
||||
velocity += Physics.Gravity * Time.DeltaTime;
|
||||
//Console.Print("grav");
|
||||
}
|
||||
//else
|
||||
// Console.Print("Yv: " + currentVelocity.Y);
|
||||
|
||||
//SlideMove(ref position, false, ref velocity);
|
||||
|
||||
safePosition = rigidBody.Position;
|
||||
if (rigidBody.EnableSimulation)
|
||||
{
|
||||
//rigidBody.Position = position;
|
||||
//Vector3 force = velocity - rigidBody.LinearVelocity;
|
||||
rigidBody.LinearVelocity = velocity;
|
||||
//rigidBody.AddForce(force, ForceMode.Impulse);
|
||||
}
|
||||
else
|
||||
{
|
||||
//rigidBody.Position = position;
|
||||
rigidBody.LinearVelocity = velocity;
|
||||
}
|
||||
|
||||
//rigidBody.LinearVelocity = velocity;
|
||||
|
||||
//if (currentVelocity.Length > 0.01f)
|
||||
// Console.Print("vel: " + currentVelocity.ToString());
|
||||
}
|
||||
|
||||
void ApplyAcceleration(ref Vector3 velocity, Vector3 wishDir, float wishspeed, float maxWishspeed, float acceleration)
|
||||
{
|
||||
float wishspeedOrig = wishspeed;
|
||||
if (wishspeed > maxWishspeed)
|
||||
wishspeed = maxWishspeed;
|
||||
|
||||
float currentSpeed = Vector3.Dot(velocity, wishDir);
|
||||
float addSpeed = wishspeed - currentSpeed;
|
||||
if (addSpeed <= 0f)
|
||||
return;
|
||||
|
||||
float accelSpeed = acceleration * wishspeedOrig * Time.DeltaTime;
|
||||
if (accelSpeed > addSpeed)
|
||||
accelSpeed = addSpeed;
|
||||
|
||||
velocity += accelSpeed * wishDir;
|
||||
}
|
||||
|
||||
public override void OnUpdate()
|
||||
{
|
||||
float xAxis = InputManager.GetAxisRaw("Mouse X");
|
||||
float yAxis = InputManager.GetAxisRaw("Mouse Y");
|
||||
if (xAxis != 0.0f || yAxis != 0.0f)
|
||||
{
|
||||
var camera = rootActor.GetChild<Camera>();
|
||||
|
||||
viewPitch += yAxis;
|
||||
viewYaw += xAxis;
|
||||
|
||||
viewPitch = Mathf.Clamp(viewPitch, -90.0f, 90.0f);
|
||||
|
||||
// root orientation must be set first
|
||||
rootActor.Orientation = Quaternion.Euler(0, viewYaw, 0);
|
||||
camera.Orientation = Quaternion.Euler(viewPitch, viewYaw, viewRoll);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
Reference in New Issue
Block a user