1141 lines
41 KiB
C#
1141 lines
41 KiB
C#
using System;
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using System.Collections.Generic;
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using FlaxEngine;
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using FlaxEngine.Networking;
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using Console = Game.Console;
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namespace Game
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{
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public struct TraceInfo
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{
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public RayCastHit[] hitInfos;
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public bool startSolid;
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// closest hit
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public float fraction;
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public Float3 endPosition;
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public Float3 hitNormal;
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public Float3 hitPosition;
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// furthest hit
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//public float maxFraction;
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//public Float3 maxHitNormal;
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//public Float3 maxEndPosition;
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}
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//[Networked]
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public class PlayerMovement : Script
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{
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// FIXME, should be much smaller but needed to avoid issues with box collider edges against brush edges diagonally
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private const float collisionMargin = 0.031f * 1.666f * 1.85f;
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private const float slopeNormal = 0.7f;
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/*
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// QW
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private const float friction = 4f;
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private const float stopspeed = 100f;
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private const float accelerationGround = 10f;
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private const float jumpVelocity = 270f;
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private const float maxAirSpeed = 320f;
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private const float maxAirStrafeSpeed = 30f; //Q2+
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private const float airAcceleration = 0f; //Q2+
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private const float airStopAcceleration = 0f; //Q2+
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private const float airStrafeAcceleration = 0f; //CPM?
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private const float strafeAcceleration = 10f; //QW
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private const float airControl = 0f; //CPM
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private const float stepSize = 16f;
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private const float autoJumpTime = 0.4f;
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private const int airStep = 0;
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*/
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// GOA
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private const float friction = 6f;
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private const float stopspeed = 100f;
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private const float accelerationGround = 12f;
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private const float jumpVelocity = 270f;
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private const float jumpBoostTime = 0.5f;
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private const float jumpBoostVelocity = 100f;
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private const int jumpBoostMaxJumps = 2;
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private const bool jumpStairBehavior = true;
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private const bool jumpAdditive = true;
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private const float maxAirSpeed = 320f;
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private const float maxAirStrafeSpeed = 30f;
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private const float airAcceleration = 0.4f;
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private const float airStopAcceleration = 2.5f;
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private const float airStrafeAcceleration = 0f;
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private const float strafeAcceleration = 10f;
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private const float airControl = 0f;
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private const float stepHeight = 16f;
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private const float autoJumpTime = 0.4f;
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private const int airStep = 2;
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private readonly bool demoDeltasCorrect = true;
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private readonly bool demoDeltasVerify = true;
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private readonly InputEvent onExit = new InputEvent("Exit");
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private readonly bool predicting = false;
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private readonly List<PhysicsColliderActor> touchingActors = new List<PhysicsColliderActor>();
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public int currentInputFrame;
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private int currentInputFrame2;
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private Float3 currentVelocity;
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public PlayerInput input;
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//private bool physicsInteractions = false;
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private bool jumped;
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private int lastInputFrame;
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private float lastJumped = -1f;
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private float lastLanded = -1f;
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private int numJumps;
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[ReadOnly] public bool onGround;
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private RigidBody rigidBody;
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private Actor cameraHolder;
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private Actor rootActor;
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private float startupTime;
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private Float3 viewAngles;
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private Float3 viewAnglesLastFrame;
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[Limit(0, 9000)]
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[Tooltip("Base Movement speed")]
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public float MoveSpeed { get; set; } = 320;
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private static Float3 Gravity { get; } = new Float3(0, -800.0f, 0f);
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//private Float3 safePosition;
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public uint PlayerId = 0;
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[ReadOnly]
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public float CurrentVelocity
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{
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get => currentVelocity.Length;
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set { }
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}
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[ReadOnly]
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public float UPS
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{
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get
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{
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Float3 horizontalSpeed = currentVelocity;
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horizontalSpeed.Y = 0f;
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return horizontalSpeed.Length;
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}
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set { }
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}
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public override void OnAwake()
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{
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base.OnAwake();
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Console.Print("player awake");
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// Setup input with no controller
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SetInput(PlayerId);
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onExit.Triggered += () =>
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{
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if (Console.IsSafeToQuit)
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Engine.RequestExit();
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};
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rootActor = Actor.GetChild("RootActor");
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rigidBody = Actor.As<RigidBody>();
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cameraHolder = rootActor.GetChild("CameraHolder");
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//rigidBody.CollisionEnter += OnCollisionEnter;
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//rigidBody.TriggerEnter += OnTriggerEnter;
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//rigidBody.TriggerExit += OnTriggerExit;
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startupTime = Time.TimeSinceStartup;
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}
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public void SetInput(uint playerId)
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{
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//if (playerId == 0)
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// input = new PlayerInput();
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PlayerId = playerId;
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if (NetworkReplicator.GetObjectRole(this.Parent) == NetworkObjectRole.OwnedAuthoritative)// if (playerId == NetworkManager.LocalPlayerClientId)
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{
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Console.Print("local player: " + playerId.ToString());
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string demoPath = System.IO.Path.Combine(AssetManager.DemoPath, $"{DateTimeOffset.Now.UtcTicks}.gdem");
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input = new PlayerInputLocal(demoPath); // TODO: support recording
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}
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else
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{
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Console.Print("network player: " + playerId.ToString());
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input = new PlayerInputNetwork();
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}
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}
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public void SetInput(string demoFile)
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{
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input = new PlayerInputDemo(demoFile);
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/*Actor.Position = input.GetCurrentActorState().position;
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currentVelocity = input.GetCurrentActorState().velocity;
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SetCameraEulerAngles(input.GetCurrentActorState().viewAngles);*/
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Actor.Position = input.GetCurrentInputState().verificationPosition;
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//rootActor.Orientation = input.GetCurrentInputState().verificationOrientation;
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currentVelocity = input.GetCurrentInputState().verificationVelocity;
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SetCameraEulerAngles(input.GetCurrentInputState().verificationViewAngles);
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}
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public override void OnEnable()
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{
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}
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public override void OnDisable()
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{
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base.OnDisable();
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if (input != null && input is PlayerInputLocal) // FIXME
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(input as PlayerInputLocal).StopRecording();
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}
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private void OnTriggerEnter(PhysicsColliderActor colliderActor)
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{
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//if (colliderActor.AttachedRigidBody == null)
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// return;
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touchingActors.Add(colliderActor);
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Console.Print("trogger: ");
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}
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private void OnTriggerExit(PhysicsColliderActor colliderActor)
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{
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//if (colliderActor.AttachedRigidBody == null)
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// return;
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touchingActors.Remove(colliderActor);
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Console.Print("untrogger: ");
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}
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private void OnCollisionEnter(Collision collision)
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{
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//Console.Print("collision: ");
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}
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public override void OnDestroy()
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{
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base.OnDestroy();
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onExit.Dispose();
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}
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public override void OnStart()
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{
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ResetRotation(Actor.Orientation.EulerAngles);
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}
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public void ResetRotation(Float3 eulerAngles)
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{
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viewAngles = eulerAngles;
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viewAnglesLastFrame = eulerAngles;
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SetCameraEulerAngles(new Float3(eulerAngles.Y, eulerAngles.X, eulerAngles.Z));
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}
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public override void OnUpdate()
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{
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//input.OnUpdate();
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if (input is PlayerInputDemo /*&& currentInputFrame2 >= currentInputFrame*/)
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return;
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input.OnUpdate();
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/*if (input.frame > 0)
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{
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PlayerActorState actorState = input.GetCurrentActorState();
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Actor.Position = actorState.position;
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currentVelocity = actorState.velocity;
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viewYaw = actorState.viewYaw;
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viewPitch = actorState.viewPitch;
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viewRoll = actorState.viewRoll;
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}*/
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PlayerInputState inputState = input.GetCurrentInputState();
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viewAngles = viewAnglesLastFrame;
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ApplyInputToCamera(inputState);
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/*input.RecordCurrentActorState(new PlayerActorState()
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{
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position = Actor.Position,
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velocity = currentVelocity,
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orientation = rootActor.Orientation,
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viewYaw = viewYaw,
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viewPitch = viewPitch,
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viewRoll = viewRoll
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});*/
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currentInputFrame2++;
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}
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public override void OnFixedUpdate()
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{
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if (input is PlayerInputDemo)
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input.OnUpdate();
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float deltadif = Time.DeltaTime - 1.0f / Time.PhysicsFPS;
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//if (Math.Abs(deltadif) > 0.0001f)
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// Console.Print("drift: " + deltadif);
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input.OnFixedUpdate();
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PlayerInputState inputState = input.GetCurrentInputState();
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if (input is PlayerInputDemo)
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{
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ApplyInputToCamera(inputState, false);
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// Verify view angles first
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if (demoDeltasVerify)
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{
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Float3 verifAngles = new Float3(inputState.verificationViewAngles.Y, inputState.verificationViewAngles.X, inputState.verificationViewAngles.Z);
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float viewAnglesDelta = (viewAngles - verifAngles).Length;
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if (viewAnglesDelta > 0.00001)
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{
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Console.PrintError($"Demo verification failed, view angles delta: {viewAnglesDelta}, viewAngles:{viewAngles}, verif:{verifAngles}");
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if (demoDeltasCorrect)
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SetCameraEulerAngles(verifAngles, false);
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}
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}
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}
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SimulatePlayerMovement(inputState);
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if (input is PlayerInputDemo && demoDeltasVerify)
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{
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// verify
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float positionDelta = (Actor.Position - inputState.verificationPosition).Length;
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if (positionDelta > 0.00001)
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Console.PrintError("Demo verification failed, position delta: " + positionDelta);
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float velocityDelta = (currentVelocity - inputState.verificationVelocity).Length;
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if (velocityDelta > 0.00001)
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Console.PrintError("Demo verification failed, velocity delta: " + velocityDelta);
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float orientationDelta = (rootActor.Orientation - inputState.verificationOrientation).Length;
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if (orientationDelta > 0.00001)
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{
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Console.PrintError("Demo verification failed, orientation delta: " + orientationDelta);
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if (demoDeltasCorrect)
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{
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}
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}
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//if (currentInputFrame == 0)
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/*{
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//Console.Print("repos: " + inputState.verificationPosition);
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Actor.Position = inputState.verificationPosition;
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currentVelocity = inputState.verificationVelocity;
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rootActor.Orientation = inputState.verificationOrientation;
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}*/
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}
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input.RecordCurrentActorState(new PlayerActorState
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{
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position = Actor.Position,
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velocity = currentVelocity,
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orientation = rootActor.Orientation,
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viewAngles = new Float3(viewAngles.Y, viewAngles.X, viewAngles.Z)
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});
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input.OnEndFrame();
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lastInputFrame = currentInputFrame;
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currentInputFrame++;
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viewAnglesLastFrame = viewAngles;
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}
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private void ApplyInputToCamera(PlayerInputState inputState, bool wrapAround = true)
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{
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// Update camera viewf
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float xAxis = inputState.viewDeltaX;
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float yAxis = inputState.viewDeltaY;
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if (xAxis == 0.0f && yAxis == 0.0f)
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return;
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float viewPitch = viewAngles.X;
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float viewYaw = viewAngles.Y;
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viewPitch = Mathf.Clamp(viewPitch + yAxis, -90.0f, 90.0f);
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viewYaw += xAxis;
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SetCameraEulerAngles(new Float3(viewYaw, viewPitch, viewAngles.Z), wrapAround);
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}
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private void SetCameraEulerAngles(Float3 angles, bool wrapAround = true)
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{
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// Very slight drift
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if (wrapAround)
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{
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angles.X = Mathf.Mod(angles.X, 360.0f);
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angles.Y = Mathf.Mod(angles.Y, 360.0f);
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angles.Z = Mathf.Mod(angles.Z, 360.0f);
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}
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// Root orientation must be set first
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var or1 = Quaternion.Euler(0, angles.X, 0);
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var or2 = Quaternion.Euler(angles.Y, angles.X, angles.Z);
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rootActor.Orientation = or1;
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cameraHolder.Orientation = or2;
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//Console.Print(angles.X.ToString());
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viewAngles = new Float3(angles.Y, angles.X, angles.Z);
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}
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private static bool SweepPlayerCollider(Actor actor, Float3 start, Vector3 end, out RayCastHit[] hits)
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{
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Vector3 delta = end - start;
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float distance = delta.Length;
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Vector3 direction = delta.Normalized;
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if (distance < 0.00000001f)
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{
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hits = new RayCastHit[0];//Array.Empty<RayCastHit>();
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return false;
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}
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bool collided = false;
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CapsuleCollider capsuleCollider = actor.GetChild<CapsuleCollider>();
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BoxCollider boxCollider = actor.GetChild<BoxCollider>();
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MeshCollider meshCollider = actor.GetChild<MeshCollider>();
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if (capsuleCollider && capsuleCollider.IsActive)
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collided = Physics.CapsuleCastAll(start,
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capsuleCollider.Radius, capsuleCollider.Height,
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direction, out hits, capsuleCollider.Orientation, distance,
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uint.MaxValue,
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false);
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else if (meshCollider && meshCollider.IsActive)
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collided = Physics.ConvexCastAll(start,
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meshCollider.CollisionData, meshCollider.Scale,
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direction, out hits, meshCollider.Orientation, distance,
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uint.MaxValue,
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false);
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else if (boxCollider && boxCollider.IsActive)
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collided = Physics.BoxCastAll(start,
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boxCollider.OrientedBox.Extents,
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direction, out hits, boxCollider.Orientation, distance,
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uint.MaxValue,
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false);
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else
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throw new Exception("Player does not have a collider");
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return collided;
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}
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private bool SweepPlayerCollider(Float3 position, out PhysicsColliderActor[] colliders)
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{
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bool collided = false;
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CapsuleCollider capsuleCollider = Actor.GetChild<CapsuleCollider>();
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BoxCollider boxCollider = Actor.GetChild<BoxCollider>();
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MeshCollider meshCollider = Actor.GetChild<MeshCollider>();
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PhysicsColliderActor colliderActor = null;
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if (capsuleCollider && capsuleCollider.IsActive)
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{
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colliderActor = capsuleCollider;
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collided = Physics.OverlapCapsule(position,
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capsuleCollider.Radius, capsuleCollider.Height,
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out colliders, capsuleCollider.Orientation,
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uint.MaxValue,
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false);
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}
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else if (meshCollider && meshCollider.IsActive)
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{
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colliderActor = meshCollider;
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collided = Physics.OverlapConvex(position,
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meshCollider.CollisionData, meshCollider.Scale,
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out colliders, meshCollider.Orientation,
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uint.MaxValue,
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false);
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}
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else if (boxCollider && boxCollider.IsActive)
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{
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colliderActor = boxCollider;
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collided = Physics.OverlapBox(position,
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boxCollider.OrientedBox.Extents,
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out colliders, boxCollider.Orientation,
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uint.MaxValue,
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false);
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}
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else
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{
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throw new Exception("Player does not have a collider");
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}
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if (collided)
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{
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var collidersFiltered = new List<PhysicsColliderActor>();
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foreach (PhysicsColliderActor collider in colliders)
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{
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if (collider.Parent == Actor)
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continue;
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collidersFiltered.Add(collider);
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}
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colliders = collidersFiltered.ToArray();
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if (colliders.Length == 0)
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collided = false;
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}
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return collided;
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}
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/// <summary>
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/// Sweeps the player rigidbody in world and returns geometry which was hit during the trace.
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/// </summary>
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/// <param name="actor">Player actor</param>
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/// <param name="start">Start position</param>
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/// <param name="end">End position</param>
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/// <returns></returns>
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private static TraceInfo TracePlayer(Actor actor, Vector3 start, Vector3 end)
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{
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TraceInfo traceInfo = new TraceInfo();
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Vector3 delta = end - start;
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float maxDistance = delta.Length;
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Vector3 direction = delta.Normalized;
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bool collided = SweepPlayerCollider(actor, start, end, out traceInfo.hitInfos);
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if (collided)
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{
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var hitInfosFiltered = new List<RayCastHit>();
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RayCastHit closest = new RayCastHit();
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closest.Distance = float.MaxValue;
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foreach (RayCastHit hitInfo in traceInfo.hitInfos)
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{
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//if (hitInfo.Collider == colliderActor)
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// continue;
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if (hitInfo.Collider.Parent == actor)
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continue;
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hitInfosFiltered.Add(hitInfo);
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if (hitInfo.Distance < closest.Distance && hitInfo.Distance != 0.0f)
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closest = hitInfo;
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}
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if (hitInfosFiltered.Count == 0 /*|| closest.Distance == float.MaxValue*/)
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{
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collided = false; // self-collision?
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}
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/*else if (closest.Distance == float.MaxValue)
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{
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bool startSolid = SweepPlayerCollider(start, out PhysicsColliderActor[] colliders);
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if (startSolid)
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{
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traceInfo.hitInfos = hitInfosFiltered.ToArray();
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traceInfo.fraction = 0f;
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traceInfo.hitNormal = Float3.Zero;
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traceInfo.hitPosition = start;
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traceInfo.endPosition = start;
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traceInfo.startSolid = true;
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if (delta.Y >= 0f)
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Console.Print("ovr: " + colliders[0].Parent.Name);
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}
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else
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collided = false;
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}*/
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|
else //if (closest.Distance > 0f)
|
|
{
|
|
if (closest.Distance == float.MaxValue)
|
|
foreach (RayCastHit 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;
|
|
|
|
//if (delta.Y >= 0f)
|
|
// Console.Print("col: " + closest.Collider.Parent.Name + ", " + closest.Distance.ToString("G9"));
|
|
}
|
|
/*else
|
|
{
|
|
traceInfo.startSolid = true;
|
|
traceInfo.fraction = 0f;
|
|
}*/
|
|
}
|
|
|
|
if (!collided)
|
|
{
|
|
traceInfo.hitInfos = new RayCastHit[0];
|
|
traceInfo.fraction = 1f;
|
|
traceInfo.endPosition = end;
|
|
}
|
|
|
|
return traceInfo;
|
|
}
|
|
|
|
#if FLAX_EDITOR
|
|
public override void OnDebugDraw()
|
|
{
|
|
base.OnDebugDraw();
|
|
|
|
CapsuleCollider capsuleCollider = Actor.GetChild<CapsuleCollider>();
|
|
BoxCollider boxCollider = Actor.GetChild<BoxCollider>();
|
|
MeshCollider 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);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
private static SlideMoveHit StepSlideMove(Actor actor, ref Vector3 position, ref Vector3 velocity,
|
|
bool onGround)
|
|
{
|
|
if (velocity.IsZero)
|
|
return SlideMoveHit.Nothing;
|
|
|
|
Vector3 gravityDirection = Gravity.Normalized;
|
|
|
|
Vector3 originalPosition = position;
|
|
Vector3 originalVelocity = velocity;
|
|
|
|
SlideMoveHit slideMoveHit = SlideMove(actor, ref position, ref velocity);
|
|
if (slideMoveHit == SlideMoveHit.Nothing)
|
|
// TODO: step down here
|
|
return slideMoveHit;
|
|
|
|
// hit something, try to step up
|
|
float effectiveStepHeight = stepHeight;
|
|
if (!onGround)
|
|
{
|
|
// TODO: implement clipping here
|
|
/*if (pmove.jump_time > 0 && pmove.jump_time <= movevars.cliptime)
|
|
{
|
|
float zvel = pmove.velocity[2];
|
|
VectorCopy(originalvel, pmove.velocity);
|
|
pmove.velocity[2] = min(pmove.velocity[2], zvel); // nullifies vertical clipping
|
|
}*/
|
|
|
|
if (!slideMoveHit.HasFlag(SlideMoveHit.Step))
|
|
return slideMoveHit;
|
|
|
|
if (airStep < 2)
|
|
{
|
|
//effectiveStepHeight = ?
|
|
}
|
|
}
|
|
|
|
|
|
Vector3 stepDelta = -gravityDirection * effectiveStepHeight;
|
|
|
|
Vector3 slidePosition = position;
|
|
Vector3 slideVelocity = velocity;
|
|
position = originalPosition;
|
|
velocity = originalVelocity;
|
|
|
|
// step up
|
|
Vector3 stepUp = position + stepDelta;
|
|
TraceInfo traceUp = TracePlayer(actor, position, stepUp);
|
|
if (traceUp.fraction > 0f)
|
|
position = traceUp.endPosition;
|
|
|
|
// try moving from step up position
|
|
SlideMoveHit slideMoveStepHit = SlideMove(actor, ref position, ref velocity);
|
|
|
|
// step down
|
|
Vector3 stepDown = position - stepDelta;
|
|
TraceInfo traceDown = TracePlayer(actor, position, stepDown);
|
|
if (traceDown.fraction < 1f && -Float3.Dot(gravityDirection, traceDown.hitNormal) < slopeNormal)
|
|
{
|
|
// can't step down, slide move like normally
|
|
Console.Print("no stepping 1, frac: " + traceDown.fraction + ", dot: " +
|
|
-Float3.Dot(gravityDirection, traceDown.hitNormal) +
|
|
", norm: " + traceDown.hitNormal);
|
|
position = slidePosition;
|
|
velocity = slideVelocity;
|
|
return slideMoveHit;
|
|
}
|
|
|
|
if (traceDown.fraction > 0f)
|
|
position = traceDown.endPosition;
|
|
|
|
// add some margin from the ground in order to avoid getting stuck after stepping up
|
|
if (traceDown.fraction < 1f)
|
|
position.Y += collisionMargin;
|
|
|
|
// ??
|
|
float d1 = -Float3.Dot(gravityDirection, position);
|
|
float d2 = -Float3.Dot(gravityDirection, originalPosition);
|
|
if (d1 < d2)
|
|
{
|
|
//Console.Print("no stepping 2, " + d1 + " < " + d2);
|
|
position = slidePosition;
|
|
velocity = slideVelocity;
|
|
return slideMoveHit;
|
|
}
|
|
|
|
Vector3 slidePosition2 = slidePosition; //down
|
|
Vector3 stepPosition2 = position; //up
|
|
|
|
// FIXME, negate gravity
|
|
slidePosition2.Y = 0f;
|
|
stepPosition2.Y = 0f;
|
|
|
|
// take the slide movement results if furthest away from original position
|
|
//if ((stepPosition2 - originalPosition).Length < (slidePosition2 - originalPosition).Length)
|
|
if ((slidePosition2 - originalPosition).Length >= (stepPosition2 - originalPosition).Length)
|
|
{
|
|
//Console.Print("no stepping 3");
|
|
position = slidePosition;
|
|
velocity = slideVelocity;
|
|
return slideMoveHit;
|
|
}
|
|
|
|
//return slideMoveStepHit;
|
|
return slideMoveHit;
|
|
}
|
|
|
|
private static SlideMoveHit SlideMove(Actor actor, ref Vector3 position, ref Vector3 velocity)
|
|
{
|
|
if (velocity.IsZero)
|
|
return SlideMoveHit.Nothing;
|
|
|
|
Vector3 originalPosition = position;
|
|
Vector3 originalVelocity = velocity;
|
|
SlideMoveHit slideMoveHit = SlideMoveHit.Nothing;
|
|
|
|
float timeleft = Time.DeltaTime;
|
|
|
|
var hitNormals = new List<Float3>();
|
|
|
|
for (int bump = 0; bump < 4; bump++)
|
|
{
|
|
Vector3 startPos = position;
|
|
Vector3 endPos = position + velocity * timeleft;
|
|
|
|
TraceInfo trace = TracePlayer(actor, startPos, endPos);
|
|
// TODO: handle portals here
|
|
|
|
float fraction = trace.fraction;
|
|
Vector3 hitNormal = trace.hitNormal;
|
|
|
|
if (trace.startSolid)
|
|
{
|
|
velocity = Float3.Zero;
|
|
break;
|
|
}
|
|
|
|
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;
|
|
|
|
if (trace.hitNormal.Y > slopeNormal)
|
|
slideMoveHit |= SlideMoveHit.Floor;
|
|
else if (Math.Abs(trace.hitNormal.Y) < 0.0001f)
|
|
slideMoveHit |= SlideMoveHit.Step;
|
|
else
|
|
slideMoveHit |= SlideMoveHit.Other;
|
|
|
|
// 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;
|
|
//Console.Print("pushin");
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
// prevents bouncing against the wall
|
|
if ( /*velocity.Length > 0f && */Float3.Dot(velocity, originalVelocity) <= 0f)
|
|
{
|
|
velocity = Float3.Zero;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return slideMoveHit;
|
|
}
|
|
|
|
public void SimulatePlayerMovement(PlayerInputState inputState)
|
|
{
|
|
Transform rootTrans = rootActor.Transform;
|
|
|
|
Vector3 inputDirection =
|
|
new Float3(inputState.moveRight, 0.0f, inputState.moveForward);
|
|
Vector3 moveDirection = rootTrans.TransformDirection(inputDirection);
|
|
|
|
Vector3 position = rigidBody.Position;
|
|
Vector3 velocity = currentVelocity; //rigidBody.LinearVelocity;
|
|
|
|
Vector3 wishVelocity = Float3.Zero;
|
|
if (!inputDirection.IsZero)
|
|
wishVelocity = moveDirection.Normalized * MoveSpeed;
|
|
|
|
// categorize position
|
|
bool lastGround = onGround;
|
|
Vector3 lastVelocity = velocity;
|
|
onGround = true;
|
|
|
|
TraceInfo traceGround = CategorizePosition(position, ref velocity);
|
|
|
|
bool jumpAction = inputState.jumping;
|
|
|
|
if (jumped && !jumpAction)
|
|
jumped = false; // jump released
|
|
else if (jumped && Time.GameTime - lastJumped >= autoJumpTime)
|
|
jumped = false; // jump timeout
|
|
|
|
// jump
|
|
if (onGround && jumpAction && !jumped)
|
|
if (OnJump(traceGround, ref position, ref velocity))
|
|
{
|
|
jumped = true;
|
|
lastJumped = Time.GameTime;
|
|
numJumps++;
|
|
}
|
|
|
|
if (Time.GameTime - lastJumped > jumpBoostTime)
|
|
numJumps = 0;
|
|
|
|
//if (/*onGround && */lastGround != onGround)
|
|
if (onGround)
|
|
{
|
|
// ground friction
|
|
ApplyFriction(ref velocity);
|
|
|
|
// ground acceleration
|
|
ApplyAcceleration(ref velocity, wishVelocity.Normalized, wishVelocity.Length, float.MaxValue,
|
|
accelerationGround);
|
|
}
|
|
else // air movement
|
|
{
|
|
ApplyAirAcceleration(ref velocity, wishVelocity);
|
|
}
|
|
|
|
StepSlideMove(Actor, ref position, ref velocity, onGround);
|
|
|
|
|
|
TraceInfo traceGround2 = CategorizePosition(position, ref velocity);
|
|
|
|
rigidBody.Position = position;
|
|
currentVelocity = velocity;
|
|
//rigidBody.LinearVelocity = velocity;
|
|
|
|
const float landingVelocityThreshold = 120f;
|
|
const float landingHardVelocityThreshold = 500f;
|
|
if (currentVelocity.Y - lastVelocity.Y > landingVelocityThreshold)
|
|
if (Time.GameTime - lastJumped > 0.01)
|
|
{
|
|
bool hardLanding = currentVelocity.Y - lastVelocity.Y > landingHardVelocityThreshold;
|
|
OnLanded(currentVelocity - lastVelocity, hardLanding);
|
|
lastLanded = Time.GameTime;
|
|
}
|
|
}
|
|
|
|
private TraceInfo CategorizePosition(Float3 position, ref Vector3 velocity)
|
|
{
|
|
Vector3 groundDelta = Gravity.Normalized; //Gravity.Normalized * (collisionMargin * 2);
|
|
//if (velocity.Y < 0f)
|
|
// groundDelta = Gravity.Normalized * velocity.Y * Time.DeltaTime;
|
|
TraceInfo traceGround = TracePlayer(Actor, position, position + groundDelta);
|
|
//Console.PrintDebug(1, true, "startSolid: " + traceGround.startSolid);
|
|
|
|
if (!traceGround.startSolid && traceGround.fraction < 1f &&
|
|
-Float3.Dot(Gravity.Normalized, traceGround.hitNormal) < slopeNormal)
|
|
{
|
|
// 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 = position + groundDelta +
|
|
(1f - traceGround.fraction) * bounce;
|
|
|
|
Console.Print("backoff: " + backoff);
|
|
|
|
// retrace
|
|
traceGround = TracePlayer(Actor, position, position + point);
|
|
}
|
|
|
|
if (!traceGround.startSolid && (traceGround.fraction >= 1f ||
|
|
-Float3.Dot(Gravity.Normalized, traceGround.hitNormal) < slopeNormal))
|
|
// falling or sliding down a slope
|
|
onGround = false;
|
|
//Console.PrintDebug(1, true, "fall or slide");
|
|
else
|
|
//if (onGround != !traceGround.startSolid)
|
|
// Console.Print("slidefrac: " + traceGround.fraction);
|
|
onGround = !traceGround.startSolid;
|
|
//Console.PrintDebug(1, true, "issolid? :" + traceGround.startSolid);
|
|
|
|
//if (onGround && !slope)
|
|
// velocity.Y = 0f;
|
|
|
|
// TODO: snap to ground here?
|
|
return traceGround;
|
|
}
|
|
|
|
private bool OnJump(TraceInfo traceGround, ref Vector3 position, ref Vector3 velocity)
|
|
{
|
|
float jumpVel = jumpVelocity;
|
|
if (Time.GameTime - lastJumped < jumpBoostTime)
|
|
jumpVel += jumpBoostVelocity;
|
|
|
|
// Reset velocity from gravity
|
|
if (-Float3.Dot(Gravity.Normalized, velocity) < 0 &&
|
|
Float3.Dot(velocity, traceGround.hitNormal) < -0.1)
|
|
{
|
|
velocity = Float3.ProjectOnPlane(velocity, traceGround.hitNormal);
|
|
}
|
|
|
|
if (jumpAdditive)
|
|
{
|
|
velocity += Float3.Up * jumpVel;
|
|
if (velocity.Y < jumpVel)
|
|
velocity.Y = jumpVel;
|
|
}
|
|
else
|
|
velocity = Float3.Up * jumpVel;
|
|
|
|
onGround = false;
|
|
|
|
// Allow stairs to eat the first jump to allow easy stair jumps
|
|
if (jumpStairBehavior && jumpBoostMaxJumps >= 2 && numJumps == 0 &&
|
|
-Float3.Dot(Gravity.Normalized, traceGround.hitNormal) > 0.85)
|
|
{
|
|
// Try stepping into stairs without vertical velocity
|
|
Vector3 stairCheckPosition = position;
|
|
Vector3 stairCheckVelocity = velocity.Normalized * (stepHeight / Time.DeltaTime);
|
|
stairCheckVelocity.Y = 0f;
|
|
|
|
SlideMoveHit blocked = StepSlideMove(Actor, ref stairCheckPosition, ref stairCheckVelocity, true);
|
|
float movedUp = stairCheckPosition.Y - position.Y;
|
|
|
|
if (movedUp > 0 && blocked.HasFlag(SlideMoveHit.Step))
|
|
{
|
|
velocity.Y = 0f;
|
|
onGround = true;
|
|
}
|
|
}
|
|
|
|
if (!predicting)
|
|
// Avoid overlapping with recent landing sound
|
|
if (Time.GameTime - lastLanded > 0.3)
|
|
PlayJumpLandSound(false, false);
|
|
|
|
return true;
|
|
}
|
|
|
|
private void OnLanded(Float3 landingVelocity, bool hardLanding)
|
|
{
|
|
if (!predicting)
|
|
PlayJumpLandSound(true, hardLanding);
|
|
}
|
|
|
|
private void PlayJumpLandSound(bool landing, bool hardLanding)
|
|
{
|
|
if (!landing)
|
|
lastLanded = -1; // Reset so double jumps have double sounds
|
|
|
|
float volume1 = 0.8f;
|
|
float volume2 = volume1;
|
|
Float2 pitchRange = new Float2(0.9f, 1.05f);
|
|
Float2 secondStepDelayRange = new Float2(0.031f, 0.059f);
|
|
|
|
if (landing)
|
|
volume2 *= 0.6f;
|
|
else
|
|
volume1 *= 0.6f;
|
|
|
|
AudioManager.PlaySound("jumpland", Actor, 0, AudioFlags.None, rootActor.Position, volume1, pitchRange);
|
|
if (landing)
|
|
AudioManager.PlaySoundDelayed(secondStepDelayRange, "jumpland", Actor, 0, rootActor.Position, volume2,
|
|
pitchRange);
|
|
}
|
|
|
|
private static void ApplyFriction(ref Vector3 velocity)
|
|
{
|
|
float currentSpeed = velocity.Length;
|
|
|
|
float control = currentSpeed < stopspeed ? stopspeed : currentSpeed;
|
|
float drop = control * friction * Time.DeltaTime;
|
|
|
|
float newspeed = currentSpeed - drop;
|
|
if (newspeed < 0)
|
|
newspeed = 0;
|
|
|
|
if (currentSpeed < 0.0001f)
|
|
velocity *= 0;
|
|
else
|
|
velocity *= newspeed / currentSpeed;
|
|
}
|
|
|
|
private static void ApplyAirAcceleration(ref Vector3 velocity, Vector3 wishVelocity)
|
|
{
|
|
float wishspeed = wishVelocity.Length;
|
|
if (wishspeed > maxAirSpeed)
|
|
wishspeed = maxAirSpeed;
|
|
|
|
Vector3 wishDir = wishVelocity.Normalized;
|
|
float wishspeedAirControl = wishspeed;
|
|
|
|
if (airAcceleration != 0)
|
|
{
|
|
// Q2+ air acceleration
|
|
float accel = airAcceleration;
|
|
if (Float3.Dot(velocity, wishDir) < 0)
|
|
accel = airStopAcceleration;
|
|
|
|
if (airStrafeAcceleration != 0 && Mathf.Abs(wishVelocity.X) > 0 && wishVelocity.Y == 0)
|
|
{
|
|
// only strafe movement
|
|
if (wishspeed > maxAirStrafeSpeed)
|
|
wishspeed = maxAirStrafeSpeed;
|
|
|
|
accel = airStrafeAcceleration;
|
|
}
|
|
|
|
ApplyAcceleration(ref velocity, wishDir, wishspeed, float.MaxValue, accel);
|
|
}
|
|
|
|
// QW air acceleration
|
|
if (strafeAcceleration != 0f)
|
|
ApplyAcceleration(ref velocity, wishDir, wishspeed, maxAirStrafeSpeed,
|
|
strafeAcceleration);
|
|
|
|
// air control while holding forward/back buttons
|
|
//if (airControl != 0 && moveDirection.X == 0 && Mathf.Abs(moveDirection.Y) > 0)
|
|
// PM_Aircontrol(wishdir, wishspeedAirControl);
|
|
|
|
// apply gravity
|
|
velocity += Gravity * Time.DeltaTime;
|
|
//Console.Print(Time.DeltaTime.ToString());
|
|
}
|
|
|
|
private static 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;
|
|
}
|
|
|
|
[Flags]
|
|
private enum SlideMoveHit
|
|
{
|
|
Nothing = 0,
|
|
Step = 1,
|
|
Floor = 2,
|
|
Other = 4
|
|
}
|
|
}
|
|
} |