clean up old files

This commit is contained in:
2023-05-01 09:39:24 +03:00
parent 8303cd6b97
commit f5f0af31a2
4 changed files with 0 additions and 1034 deletions

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#if false
using FlaxEditor.Content.Settings;
using FlaxEngine;
using FlaxEngine.Networking;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
namespace Game
{
/// <summary>
/// The game mode logic that only exists on server.
/// </summary>
public class GameMode
{
private static GameMode currentGameMode = null;
private static bool ServerRunning => currentGameMode != null;
public const string DefaultServerAddress = "localhost";
public const ushort DefaultServerPort = 59183;
public string ServerAddress = DefaultServerAddress;
public ushort ServerPort = DefaultServerPort;
private Dictionary<uint, PlayerActor> players = new Dictionary<uint, PlayerActor>();
public static bool Connect(string ip = null, ushort port = 0)
{
Console.Clear();
if (ServerRunning)
NetworkManager_Cleanup();
var networkSettings = GameSettings.Load<NetworkSettings>();
networkSettings.Address = ip ?? DefaultServerAddress;
networkSettings.Port = port != 0 ? port : DefaultServerPort;
GameSettings.LoadAsset<NetworkSettings>().SetInstance(networkSettings);
if (NetworkManager.StartClient())
{
Console.PrintError("Server connection failed.");
return false;
}
Console.Print($"Connecting to {networkSettings.Address}:{networkSettings.Port}...");
return true;
}
public static bool StartServer(bool listenServer)
{
Console.Clear();
if (ServerRunning)
NetworkManager_Cleanup();
var networkSettings = GameSettings.Load<NetworkSettings>();
networkSettings.Address = "any";
networkSettings.Port = DefaultServerPort;
GameSettings.LoadAsset<NetworkSettings>().SetInstance(networkSettings);
currentGameMode = new GameMode()
{
ServerAddress = "localhost",
ServerPort = networkSettings.Port,
};
Console.Print("Starting server... port: " + networkSettings.Port);
#if FLAX_EDITOR
FlaxEditor.Editor.Instance.PlayModeEnd += NetworkManager_Cleanup;
#else
#endif
NetworkManager.ClientConnected += NetworkManager_ClientConnected;
NetworkManager.ClientConnecting += NetworkManager_ClientConnecting;
NetworkManager.StateChanged += NetworkManager_StateChanged;
bool failure;
if (listenServer)
failure = NetworkManager.StartHost();
else
failure = NetworkManager.StartServer();
if (failure)
{
Console.PrintError($"Failed to start the server, unable to bind to address {networkSettings.Address}:{networkSettings.Port}");
return false;
}
currentGameMode.Start();
Console.Open();
return true;
}
public static void StopServer()
{
if (ServerRunning)
NetworkManager_Cleanup();
}
private static void NetworkManager_Cleanup()
{
if (ServerRunning)
{
NetworkManager.ClientConnected -= NetworkManager_ClientConnected;
NetworkManager.ClientConnecting -= NetworkManager_ClientConnecting;
NetworkManager.StateChanged -= NetworkManager_StateChanged;
#if FLAX_EDITOR
FlaxEditor.Editor.Instance.PlayModeEnd -= NetworkManager_Cleanup;
#else
#endif
currentGameMode = null;
}
}
private static void NetworkManager_StateChanged()
{
Console.Print("network manager state changed: " + NetworkManager.State.ToString());
}
private static void NetworkManager_ClientConnected(NetworkClient networkClient)
{
try
{
Console.Print("new client connected");
foreach (var (playerId, playerActor) in currentGameMode.players)
{
NetworkReplicator.SpawnObject(playerActor, new[] { networkClient.ClientId });
playerActor.Initialize(playerId, playerActor.Position, playerActor.GetRotation());
}
currentGameMode.OnPlayerSpawn(networkClient.ClientId);
}
catch (Exception e)
{
Console.Print(e.ToString());
throw;
}
}
private static void NetworkManager_ClientConnecting(ref NetworkClientConnectionData arg0)
{
Console.Print("new client is connecting");
bool allowConnection = true;
arg0.Result = allowConnection ? 0 : 1;
}
public void Start()
{
// When mode is started
}
public void Tick()
{
// Run on every frame
}
public void End()
{
// When win condition is met
}
public void OnClientConnect()
{
}
public void OnClientDisconnect()
{
}
public void OnClientKill()
{
}
public bool OnJoin()
{
return true;
}
public bool OnSpectate()
{
return true;
}
public bool OnPlayerRequestRespawn()
{
return true;
}
public void OnPlayerSpawn(uint clientId)
{
// Get a random spawn
var spawns = Level.GetActors<Actor>().Where(x => x.Name.StartsWith("PlayerSpawn_")).ToArray();
var randomSpawn = spawns.FirstOrDefault();
if (players.Count > 0)
randomSpawn = spawns.LastOrDefault();
if (randomSpawn == null)
{
Console.Print("No spawns found for player");
return;
}
Console.Print($"found {spawns.Length} spawns");
Float3 spawnPosition = randomSpawn.Position + new Float3(0f, 4.1f, 0f);
Float3 spawnAngles = randomSpawn.Orientation.EulerAngles;
// Create player actor
string prefabPath = Path.Combine(AssetManager.ContentPath, "Common");
var playerPrefab = Content.Load<Prefab>(Path.Combine(prefabPath, "PlayerPrefab.prefab"));
if (playerPrefab == null)
Console.PrintError("GameModeManager: Failed to find PlayerPrefab");
PlayerActor playerActor = PrefabManager.SpawnPrefab(playerPrefab).As<PlayerActor>();
NetworkReplicator.AddObject(playerActor);
playerActor.Initialize(clientId, spawnPosition, spawnAngles);
//playerActor.Teleport(spawnPosition, spawnAngles);
//NetworkReplicator.SetObjectOwnership(playerActor, clientId);
NetworkReplicator.SpawnObject(playerActor);
players.Add(clientId, playerActor);
//playerActor.Initialize(clientId);
//playerActor.hai = 345;
}
public void OnPlayerInit()
{
}
public void OnPlayerDeath()
{
}
public void OnPlayerTakeDamage(/*entity player, float damage, entity source*/)
{
}
public Float3 OnPlayerApplyForce(/*entity player, vector force, entity source*/)
{
return Float3.Zero;
}
}
}
#endif

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using FlaxEngine;
namespace Game
{
public class CustomCharacterController : CharacterController
{
}
}

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#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 Float3 endPosition;
public Float3 hitNormal;
public Float3 hitPosition;
// furthest hit
//public float maxFraction;
//public Float3 maxHitNormal;
//public Float3 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(Float3 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(Float3 start, Float3 end, float tolerance = 0.0f)
{
TraceInfo traceInfo = new TraceInfo();
Float3 delta = end - start;
float maxDistance = delta.Length;
Float3 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<Float3> hitNormals = new List<Float3>();
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 = Float3.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 (Float3 normal in hitNormals)
{
if (Float3.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 = Float3.Zero;
for (plane = 0; plane < hitNormals.Count; plane++)
{
Vector3 normal = hitNormals[plane];
// clip velocity
velocity -= normal * Float3.Dot(velocity, normal);
//velocity = Float3.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 (Float3.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 = Float3.Cross(hitNormals[0], hitNormals[1]);
//dir.Normalize();
float dist = Float3.Dot(dir, velocity);
velocity = dist * dir;
}
else
{
velocity = Float3.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 && */Float3.Dot(velocity, originalVelocity) <= 0f)
{
velocity = Float3.Zero;
break;
}
}
}
//Vector3 wishVelocity = Float3.Zero;
//Vector3 gravityVelocity = Float3.Zero;
//Vector3 currentVelocity = Float3.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 Float3(InputManager.GetAxis("Horizontal"), 0.0f, InputManager.GetAxis("Vertical"));
Vector3 moveDirection = rootTrans.TransformDirection(inputDirection);
//Vector3 position = rigidBody.Position;
Vector3 velocity = rigidBody.LinearVelocity;//currentVelocity;
Vector3 wishVelocity = Float3.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 = Float3.ProjectOnPlane(velocity, normal);
float backoff = Float3.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 &&
-Float3.Dot(Physics.Gravity.Normalized, traceGround.hitNormal) < 0.7f)
{
// slope
// clip velocity
Vector3 bounce = groundDelta;
//Vector3 velocityProjected = Float3.ProjectOnPlane(velocity, normal);
float backoff = Float3.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 ||
// -Float3.Dot(Physics.Gravity.Normalized, traceGround.hitNormal) < 0.7f))
float rampDot = -Float3.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: " + (-Float3.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: "+ (-Float3.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 = Float3.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 += Float3.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 = Float3.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