Files
GoakeFlax/Source/Game/Player/PlayerMovement.cs
2025-03-28 15:24:44 +02:00

1555 lines
59 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Diagnostics;
using FlaxEngine;
using FlaxEngine.Assertions;
using FlaxEngine.Networking;
using Console = Game.Console;
namespace Game;
public class PlayerMovementParameters
{
// FIXME, should be much smaller but needed to avoid issues with box collider edges against brush edges diagonally
public float collisionMargin { get; } = 0.031f * 1.666f * 1.85f;
public float slopeNormal { get; } = 0.7f;
public float moveSpeed { get; } = 320f;
public Float3 gravity { get; } = new Float3(0, -800.0f, 0f);
/*
// QW
public float friction = 4f;
public float stopspeed = 100f;
public float accelerationGround = 10f;
public float jumpVelocity = 270f;
public float maxAirSpeed = 320f;
public float maxAirStrafeSpeed = 30f; //Q2+
public float airAcceleration = 0f; //Q2+
public float airStopAcceleration = 0f; //Q2+
public float airStrafeAcceleration = 0f; //CPM?
public float strafeAcceleration = 10f; //QW
public float airControl = 0f; //CPM
public float stepSize = 16f;
public float autoJumpTime = 0.4f;
public int airStep = 0;
*/
// GOA
public float friction { get; } = 6f;
public float stopspeed { get; } = 100f;
public float accelerationGround { get; } = 12f;
public float jumpVelocity { get; } = 270f;
public float jumpBoostTime { get; } = 0.5f;
public float jumpBoostVelocity { get; } = 100f;
public int jumpBoostMaxJumps { get; } = 2;
public bool jumpStairBehavior { get; } = true;
public bool jumpAdditive { get; } = true;
public float maxAirSpeed { get; } = 320f;
public float maxAirStrafeSpeed { get; } = 30f;
public float airAcceleration { get; } = 0.4f;
public float airStopAcceleration { get; } = 2.5f;
public float airStrafeAcceleration { get; } = 0f;
public float strafeAcceleration { get; } = 10f;
public float airControl { get; } = 0f;
public float stepHeight { get; } = 16f;
public float autoJumpTime { get; } = 0.4f;
public int airStep { get; } = 2;
}
public struct PlayerMovementState
{
public Float3 position;
public Float3 currentVelocity;
//public Quaternion orientation;
public Float3 viewAngles; // yaw, pitch, roll
public float lastJumped = -1f;
public float lastLanded = -1f;
public int numJumps;
public bool jumped;
public bool onGround;
public PlayerMovementState()
{
}
}
public struct TraceInfo
{
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 : Script
{
private PlayerMovementParameters movementParameters = new PlayerMovementParameters();
public PlayerMovementState movementState = new PlayerMovementState();
private readonly bool demoDeltasCorrect = true;
private readonly bool demoDeltasVerify = true;
//private WorldStateManager worldStateManager;
private World _world;
private World World => _world ??= this.GetWorld();
private bool predicting = false;
private readonly List<PhysicsColliderActor> touchingActors = new List<PhysicsColliderActor>();
//public int currentInputFrame;
//private int currentInputFrame2;
[NoSerialize, HideInEditor]
public IPlayerInput Input => playerActor?.Input ?? PlayerInputNone.Instance;
//private bool physicsInteractions = false;
public bool OnGround => movementState.onGround;
//private int lastInputFrame;
private float simulationTime = 0f;
private RigidBody rigidBody;
private Actor cameraHolder;
private PlayerActor playerActor;
public Actor rootActor;
public Float3 viewAngles;
private Float3 viewAnglesLastFrame;
public uint PlayerId => playerActor ? playerActor.PlayerId : 0;
[ReadOnly]
public float CurrentVelocity
{
get => movementState.currentVelocity.Length;
set { }
}
[ReadOnly]
public float UPS
{
get
{
Float3 horizontalSpeed = movementState.currentVelocity;
horizontalSpeed.Y = 0f;
return horizontalSpeed.Length;
}
set { }
}
public override void OnAwake()
{
base.OnAwake();
rootActor = Actor.GetChild("RootActor");
rigidBody = Actor.As<RigidBody>();
playerActor = Actor.As<PlayerActor>();
cameraHolder = rootActor.GetChild("CameraHolder");
// Setup input with no controller
//SetInput(NetworkReplicator.GetObjectOwnerClientId(this.Parent));
//rigidBody.CollisionEnter += OnCollisionEnter;
//rigidBody.TriggerEnter += OnTriggerEnter;
//rigidBody.TriggerExit += OnTriggerExit;
}
#if false
public void SetInput(string demoFile)
{
Input = new PlayerInputDemo(demoFile);
/*movementState.position = input.GetCurrentActorState().position;
currentVelocity = input.GetCurrentActorState().velocity; f
SetCameraEulerAngles(input.GetCurrentActorState().viewAngles);*/
movementState.position = Input.GetCurrentInputState().verificationPosition;
Actor.Position = movementState.position;
//rootActor.Orientation = input.GetCurrentInputState().verificationOrientation;
movementState.currentVelocity = Input.GetCurrentInputState().verificationVelocity;
SetCameraEulerAngles(Input.GetCurrentInputState().verificationViewAngles);
}
#endif
public override void OnEnable()
{
//var playerId = NetworkReplicator.GetObjectOwnerClientId(this.Parent);
//SetInput(playerId);
//Console.Print("hai: " + playerActor.hai);
//SetInput(playerActor.PlayerId);
}
public override void OnDisable()
{
base.OnDisable();
if (Input != null && Input is PlayerInputLocal) // FIXME
(Input as PlayerInputLocal).StopRecording();
}
private void OnTriggerEnter(PhysicsColliderActor colliderActor)
{
//if (colliderActor.AttachedRigidBody == null)
// return;
touchingActors.Add(colliderActor);
Console.Print("trogger: ");
}
private void OnTriggerExit(PhysicsColliderActor colliderActor)
{
//if (colliderActor.AttachedRigidBody == null)
// return;
touchingActors.Remove(colliderActor);
Console.Print("untrogger: ");
}
private void OnCollisionEnter(Collision collision)
{
//Console.Print("collision: ");
}
public override void OnDestroy()
{
base.OnDestroy();
}
public override void OnStart()
{
ResetRotation(Actor.Orientation.EulerAngles);
}
public void ResetRotation(Float3 eulerAngles)
{
//viewAngles = eulerAngles;
//viewAnglesLastFrame = eulerAngles;
SetCameraEulerAngles(new Float3(eulerAngles.Y, eulerAngles.X, eulerAngles.Z));
viewAnglesLastFrame = viewAngles;
}
public override void OnUpdate()
{
//input.OnUpdate();
//if (Input is PlayerInputDemo /*&& currentInputFrame2 >= currentInputFrame*/)
// return;
Input.SetFrame(World.Frame);
Input.UpdateState();
/*if (input.frame > 0)
{
PlayerActorState actorState = input.GetCurrentActorState();
movementState.position = actorState.position;
currentVelocity = actorState.velocity;
viewYaw = actorState.viewYaw;
viewPitch = actorState.viewPitch;
viewRoll = actorState.viewRoll;
}*/
viewAngles = viewAnglesLastFrame;
//if (Input is not PlayerInputNetwork2)
{
PlayerInputState2 inputState = Input.GetState();
//if (inputState.viewDeltaX != 0 || inputState.viewDeltaY != 0)
// inputState = inputState;
ApplyInputToCamera(inputState);
/*Input.RecordCurrentActorState(new PlayerActorState
{
position = movementState.position,
velocity = movementState.currentVelocity,
orientation = rootActor.Orientation,
viewAngles = viewAngles,
lastJumpTime = movementState.lastJumped,
numJumps = movementState.numJumps,
jumped = movementState.jumped,
//viewAngles = new Float3(viewAngles.Y, viewAngles.X, viewAngles.Z)
});*/
}
/*input.RecordCurrentActorState(new PlayerActorState()
{
position = movementState.position,
velocity = currentVelocity,
orientation = rootActor.Orientation,
viewYaw = viewYaw,
viewPitch = viewPitch,
viewRoll = viewRoll
});*/
//currentInputFrame2++;
}
public override void OnFixedUpdate()
{
float timeDeltaDiff = Time.DeltaTime - 1.0f / Time.PhysicsFPS;
if (Time.PhysicsFPS > 0 && Math.Abs(timeDeltaDiff) > 0.0001f)
Console.Print("Time.DeltaTime is not stable: " + timeDeltaDiff);
//Input.OnFixedUpdate();
PlayerInputState2 inputState = Input.GetState();
bool predict = World.IsClient;
if (predict)
{
// Get the latest frame we have predicted
ulong lastFrame = World.ServerFrame;
for (; lastFrame < World.Frame; lastFrame++)
{
if (!World.HasPlayerFrame(PlayerId, lastFrame))
//if (!Input.GetState(currentFrame, out var pastInputState, out var pastActorState))
{
//Console.Print($"not predicting");
predict = false;
break;
}
}
if (predict)
{
var oldAngles = viewAngles;
var oldPos = movementState.position;
var oldVel = movementState.currentVelocity;
ulong currentFrame = World.ServerFrame;
if (currentFrame == World.ServerFrame)
{
// Reset all state to latest confirmed state from server
var frameInfo = World.GetPlayerFrame(PlayerId, currentFrame);
movementState.position = frameInfo.movementState.position;
movementState.currentVelocity = frameInfo.movementState.currentVelocity;
movementState.lastJumped = frameInfo.movementState.lastJumped;
movementState.numJumps = frameInfo.movementState.numJumps;
movementState.jumped = frameInfo.movementState.jumped;
Actor.Position = movementState.position;
SetCameraEulerAngles(frameInfo.movementState.viewAngles, true);
//cameraHolder.Orientation = Quaternion.Euler(pastActorState.viewAngles.Y, pastActorState.viewAngles.X, pastActorState.viewAngles.Z);
//ApplyInputToCamera(pastInputState, true);
//if (pastActorState.viewAngles != new Float3(90f, 0f, 0f))
// Console.Print($"moved server frame: {currentFrame}, {pastActorState.viewAngles}");
currentFrame++;
//rootActor.Orientation = pastActorState.orientation;
//viewAngles = pastActorState.viewAngles;
//viewAngles = new Float3(pastActorState.viewAngles.Y, pastActorState.viewAngles.X, pastActorState.viewAngles.Z);
}
// Predict the frames since last received frame from server up to latest client frame
predicting = true;
for (; currentFrame < lastFrame; currentFrame++)
{
var frameInfo = World.GetPlayerFrame(PlayerId, currentFrame);
if (frameInfo == null)
{
Console.Print($"unexpected predict failure: {currentFrame}");
break;
}
ApplyInputToCamera(frameInfo.inputState, true);
SimulatePlayerMovement(frameInfo.inputState, frameInfo.frame);
}
predicting = false;
var posDelta = (movementState.position - oldPos);
var velDelta = (movementState.currentVelocity - oldVel);
if (posDelta.Length > 0.001)
Console.Print($"mispredicted final position");
if (velDelta.Length > 0.001)
Console.Print($"mispredicted final velocity");
// Run simulation for the upcoming frame
//if (input is not PlayerInputNetwork)
{
/*if ((movementState.position - oldPos).Length > 0.001)
Console.Print($"mispredicted final position");
if ((currentVelocity - oldVel).Length > 0.001)
Console.Print($"mispredicted final velocity");*/
ApplyInputToCamera(inputState, true);
// Ensure orientation is always up-to-date after predicting
//rootActor.Orientation = Quaternion.Euler(0, viewAngles.X, 0);
cameraHolder.Orientation = Quaternion.Euler(viewAngles.Y, viewAngles.X, viewAngles.Z);
SimulatePlayerMovement(inputState, World.Frame); // MAYBE?
}
var viewDelta = (viewAngles - oldAngles);
if (viewDelta.Length > 0.001)
Console.Print($"mispredicted final viewangles: {viewAngles} <- {oldAngles}");
}
}
if (!predict)
{
SetCameraEulerAngles(viewAnglesLastFrame, true);
ApplyInputToCamera(inputState, true);
SimulatePlayerMovement(inputState, World.Frame); // MAYBE?
}
viewAnglesLastFrame = viewAngles;
#if false
if (false && Input is PlayerInputNetwork2)
{
#if false
bool canpredict = true;
if (false && input.Predict && GameModeManager.ClientFrame > 0 && GameModeManager.ServerFrame > 0)
{
ulong maxFrame = /*NetworkManager.IsServer ? GameModeManager.playerLastReceivedFrames[PlayerId] :*/ GameModeManager.ClientFrame;
ulong currentFrame = GameModeManager.ServerFrame;
for (; currentFrame <= maxFrame; currentFrame++)
{
if (!input.GetState(currentFrame, out var pastInputState, out var pastActorState))
{
//Console.Print($"not predicting");
//canpredict = false;
break;
}
}
ulong lastFrame = currentFrame;
if (input is PlayerInputNetwork)
{
//canpredict = true;
//lastFrame = GameModeManager.ServerFrame+1;
}
predicting = true;
currentFrame = GameModeManager.ServerFrame;
for (; currentFrame < lastFrame; currentFrame++)
{
if (!input.GetState(currentFrame, out var pastInputState, out var pastActorState))
{
Console.Print($"unexpected predict failure: {currentFrame}");
break;
}
if (currentFrame == inputState.frame)
jumped = jumped;
if (currentFrame == GameModeManager.ServerFrame)
{
movementState.position = pastActorState.position;
currentVelocity = pastActorState.velocity;
lastJumped = pastActorState.lastJumpTime;
numJumps = pastActorState.numJumps;
jumped = pastActorState.jumped;
SetCameraEulerAngles(pastActorState.viewAngles, true);
if (movementState.position.Length < 0.1)
jumped = jumped;
continue;
//rootActor.Orientation = pastActorState.orientation;
//viewAngles = pastActorState.viewAngles;
//viewAngles = new Float3(pastActorState.viewAngles.Y, pastActorState.viewAngles.X, pastActorState.viewAngles.Z);
}
else
ApplyInputToCamera(pastInputState, true);
//SetCameraEulerAngles(pastActorState.viewAngles, true);
//if (currentVelocity.Length > 0)
// currentVelocity = currentVelocity;
//else
// ApplyInputToCamera(pastInputState, true);
SimulatePlayerMovement(pastInputState);
break;
/*if ((movementState.position - pastActorState.position).Length > 0.001)
Console.Print($"mispredicted position");
if ((currentVelocity - pastActorState.velocity).Length > 0.001)
Console.Print($"mispredicted velocity");
if ((viewAngles - pastActorState.viewAngles).Length > 0.001)
Console.Print($"mispredicted viewangles: {viewAngles - oldAngles}");*/
//Console.Print($"predicted: {currentFrame}");
}
/*if (input is PlayerInputNetwork)
{
currentFrame = lastFrame - 1;
if (input.GetState(currentFrame, out var lastInputState, out var lastActorState))
{
for (; currentFrame < GameModeManager.ClientFrame; currentFrame++)
{
ApplyInputToCamera(lastInputState, true);
SimulatePlayerMovement(lastInputState);
}
}
}*/
predicting = false;
}
else
{
//ApplyInputToCamera(inputState, true);
//SimulatePlayerMovement(inputState);
}
#endif
}
else
{
if (movementState.position.Length < 0.1)
movementState.jumped = movementState.jumped;
//viewAngles = viewAnglesLastFrame;
//ApplyInputToCamera(inputState);
//viewAngles = viewAnglesLastFrame;
bool canpredict = true;
if (true /*&& Input.Predict*/ /*&& !NetworkManager.IsDemoPlaying*/ && World.Frame > 0 && World.ServerFrame > 0)
{
// Get the latest frame we have predicted
ulong currentFrame = World.ServerFrame;
for (; currentFrame < World.Frame; currentFrame++)
{
if (!World.HasPlayerFrame(PlayerId, currentFrame))
//if (!Input.GetState(currentFrame, out var pastInputState, out var pastActorState))
{
//Console.Print($"not predicting");
canpredict = false;
break;
}
}
ulong lastFrame = currentFrame;
if (canpredict)
{
var oldAngles = viewAngles;
var oldPos = movementState.position;
var oldVel = movementState.currentVelocity;
// Predict the frames since last received frame from server up to latest client frame
predicting = true;
currentFrame = World.ServerFrame;
for (; currentFrame < lastFrame; currentFrame++)
{
//if (!Input.GetState(currentFrame, out var pastInputState, out var pastActorState))
var frameInfo = World.GetPlayerFrame(PlayerId, currentFrame);
if (frameInfo == null)
{
Console.Print($"unexpected predict failure: {currentFrame}");
break;
}
//if (currentFrame == inputState.frame)
// movementState.jumped = movementState.jumped;
if (currentFrame == World.ServerFrame)
{
movementState.position = frameInfo.movementState.position;
movementState.currentVelocity = frameInfo.movementState.currentVelocity;
movementState.lastJumped = frameInfo.movementState.lastJumped;
movementState.numJumps = frameInfo.movementState.numJumps;
movementState.jumped = frameInfo.movementState.jumped;
Actor.Position = movementState.position;
SetCameraEulerAngles(frameInfo.movementState.viewAngles, true);
//cameraHolder.Orientation = Quaternion.Euler(pastActorState.viewAngles.Y, pastActorState.viewAngles.X, pastActorState.viewAngles.Z);
//ApplyInputToCamera(pastInputState, true);
//if (pastActorState.viewAngles != new Float3(90f, 0f, 0f))
// Console.Print($"moved server frame: {currentFrame}, {pastActorState.viewAngles}");
if (movementState.position.Length < 0.1)
movementState.jumped = movementState.jumped;
continue;
//rootActor.Orientation = pastActorState.orientation;
//viewAngles = pastActorState.viewAngles;
//viewAngles = new Float3(pastActorState.viewAngles.Y, pastActorState.viewAngles.X, pastActorState.viewAngles.Z);
}
else
ApplyInputToCamera(frameInfo.inputState, true);
//SetCameraEulerAngles(pastActorState.viewAngles, true);
//if (currentVelocity.Length > 0)
// currentVelocity = currentVelocity;
//else
// ApplyInputToCamera(pastInputState, true);
SimulatePlayerMovement(frameInfo.inputState, frameInfo.frame);
/*if ((movementState.position - pastActorState.position).Length > 0.001)
Console.Print($"mispredicted position");
if ((currentVelocity - pastActorState.velocity).Length > 0.001)
Console.Print($"mispredicted velocity");
if ((viewAngles - pastActorState.viewAngles).Length > 0.001)
Console.Print($"mispredicted viewangles: {viewAngles - oldAngles}");*/
//Console.Print($"predicted: {currentFrame}");
}
predicting = false;
var posDelta = (movementState.position - oldPos);
var velDelta = (movementState.currentVelocity - oldVel);
if (posDelta.Length > 0.001)
Console.Print($"mispredicted final position");
if (velDelta.Length > 0.001)
Console.Print($"mispredicted final velocity");
//if (input is not PlayerInputNetwork)
{
/*if ((movementState.position - oldPos).Length > 0.001)
Console.Print($"mispredicted final position");
if ((currentVelocity - oldVel).Length > 0.001)
Console.Print($"mispredicted final velocity");*/
ApplyInputToCamera(inputState, true);
// Ensure orientation is always up-to-date after predicting
//rootActor.Orientation = Quaternion.Euler(0, viewAngles.X, 0);
cameraHolder.Orientation = Quaternion.Euler(viewAngles.Y, viewAngles.X, viewAngles.Z);
SimulatePlayerMovement(inputState, World.Frame); // MAYBE?
}
var viewDelta = (viewAngles - oldAngles);
if (viewDelta.Length > 0.001)
Console.Print($"mispredicted final viewangles: {viewAngles} <- {oldAngles}");
//if (viewAngles != new Float3(90f, 0f, 0f))
// Console.Print($"moved client frame: {GameModeManager.ClientFrame}, {viewAngles}");
//Console.Print($"current: {inputState.frame}");
//if (GameModeManager.ClientFrame - GameModeManager.ServerFrame > 0)
// Console.Print($"current diff: {GameModeManager.ClientFrame - GameModeManager.ServerFrame}");
}
}
else
canpredict = false;
if (!canpredict)
{
SetCameraEulerAngles(viewAnglesLastFrame, true);
ApplyInputToCamera(inputState, true);
SimulatePlayerMovement(inputState, World.Frame); // MAYBE?
}
if (movementState.position.Length < 0.1)
movementState.jumped = movementState.jumped;
//if (currentVelocity.Length > 0)
// Console.Print($"velocity at frame {GameModeManager.ClientFrame}");
/*if (input.GetState(GameModeManager.ClientFrame - 1, out var pastInputState2, out var pastActorState2))
{
movementState.position = pastActorState2.position;
currentVelocity = pastActorState2.velocity;
rootActor.Orientation = pastActorState2.orientation;
viewAngles = new Float3(pastActorState2.viewAngles.Y, pastActorState2.viewAngles.X, pastActorState2.viewAngles.Z);
//viewAngles = viewAnglesLastFrame;
}
else
Console.Print($"poop");*/
//viewAngles = oldAngles;'
//viewAngles = viewAnglesLastFrame;
//ApplyInputToCamera(inputState, true);
//SetCameraEulerAngles(new Float3(pastActorState.viewAngles.Y, pastActorState.viewAngles.X, pastActorState.viewAngles.Z), true);
//SetCameraEulerAngles(new Float3(viewAnglesLastFrame.Y, viewAnglesLastFrame.X, viewAnglesLastFrame.Z), true);
//SimulatePlayerMovement(inputState);
/*Input.RecordCurrentActorState(new PlayerActorState
{
position = movementState.position,
velocity = movementState.currentVelocity,
orientation = rootActor.Orientation,
viewAngles = viewAngles,
lastJumpTime = movementState.lastJumped,
numJumps = movementState.numJumps,
jumped = movementState.jumped,
//viewAngles = new Float3(viewAngles.Y, viewAngles.X, viewAngles.Z)
});*/
//Console.Print($"recording frame {input.frame}, client: {GameModeManager.ClientFrame}, server: {GameModeManager.ServerFrame}");
World.RecordPlayerInput(PlayerId, World.Frame, inputState, movementState); // MAYBE?
Input.ResetState();
}
if (movementState.position.Length < 0.1)
movementState.jumped = movementState.jumped;
if (Input is PlayerInputNetwork2)
movementState.jumped = movementState.jumped;
//lastInputFrame = currentInputFrame;
//currentInputFrame++;
viewAnglesLastFrame = viewAngles;
/*if (input.GetState(GameModeManager.ServerFrame, out var pastInputState2, out var pastActorState2))
{
movementState.position = pastActorState2.position;
currentVelocity = pastActorState2.velocity;
SetCameraEulerAngles(pastActorState2.viewAngles, true);
}*/
#endif
}
public void ApplyInputToCamera(PlayerInputState2 inputState, bool wrapAround = true)
{
if (inputState.ViewDelta == Float2.Zero)
return;
float viewPitch = Mathf.Clamp(viewAngles.Y + inputState.ViewDelta.Y, -90.0f, 90.0f);
float viewYaw = viewAngles.X + inputState.ViewDelta.X;
SetCameraEulerAngles(new Float3(viewYaw, viewPitch, viewAngles.Z), wrapAround);
}
public void SetCameraEulerAngles(Float3 angles, bool wrapAround = true)
{
if (viewAngles == angles)
return;
// Very slight drift
if (wrapAround)
{
angles.X = Mathf.Mod(angles.X, 360.0f);
angles.Y = Mathf.Mod(angles.Y, 360.0f);
angles.Z = Mathf.Mod(angles.Z, 360.0f);
}
// Root orientation must be set first
rootActor.Orientation = Quaternion.Euler(0, angles.X, 0);
if (!predicting)
{
cameraHolder.Orientation = Quaternion.Euler(angles.Y, angles.X, angles.Z);
}
//Console.Print(angles.X.ToString());
viewAngles = angles;//new Float3(angles.Y, angles.X, angles.Z);
//viewAnglesLastFrame = angles;
}
private static bool SweepPlayerCollider(PlayerActor actor, Float3 start, Vector3 end, out RayCastHit[] hits)
{
Vector3 delta = end - start;
float distance = delta.Length;
Vector3 direction = delta.Normalized;
if (distance < 0.00000001f)
{
hits = new RayCastHit[0];//Array.Empty<RayCastHit>();
return false;
}
bool collided = false;
CapsuleCollider capsuleCollider = actor.capsuleCollider;
BoxCollider boxCollider = actor.boxCollider;
MeshCollider meshCollider = actor.meshCollider;
if (capsuleCollider && capsuleCollider.IsActive)
collided = Physics.CapsuleCastAll(start,
capsuleCollider.Radius, capsuleCollider.Height,
direction, out hits, capsuleCollider.Orientation, distance,
uint.MaxValue,
false);
else if (meshCollider && meshCollider.IsActive)
collided = Physics.ConvexCastAll(start,
meshCollider.CollisionData, meshCollider.Scale,
direction, out hits, meshCollider.Orientation, distance,
uint.MaxValue,
false);
else if (boxCollider && boxCollider.IsActive)
collided = Physics.BoxCastAll(start,
boxCollider.OrientedBox.Extents,
direction, out hits, boxCollider.Orientation, distance,
uint.MaxValue,
false);
else
throw new Exception("Player does not have a collider");
return collided;
}
private bool SweepPlayerCollider(Float3 position, out PhysicsColliderActor[] colliders)
{
bool collided = false;
CapsuleCollider capsuleCollider = Actor.GetChild<CapsuleCollider>();
BoxCollider boxCollider = Actor.GetChild<BoxCollider>();
MeshCollider meshCollider = Actor.GetChild<MeshCollider>();
PhysicsColliderActor colliderActor = null;
if (capsuleCollider && capsuleCollider.IsActive)
{
colliderActor = capsuleCollider;
collided = Physics.OverlapCapsule(position,
capsuleCollider.Radius, capsuleCollider.Height,
out colliders, capsuleCollider.Orientation,
uint.MaxValue,
false);
}
else if (meshCollider && meshCollider.IsActive)
{
colliderActor = meshCollider;
collided = Physics.OverlapConvex(position,
meshCollider.CollisionData, meshCollider.Scale,
out colliders, meshCollider.Orientation,
uint.MaxValue,
false);
}
else if (boxCollider && boxCollider.IsActive)
{
colliderActor = boxCollider;
collided = Physics.OverlapBox(position,
boxCollider.OrientedBox.Extents,
out colliders, boxCollider.Orientation,
uint.MaxValue,
false);
}
else
{
throw new Exception("Player does not have a collider");
}
if (collided)
{
var collidersFiltered = new List<PhysicsColliderActor>();
foreach (PhysicsColliderActor collider in colliders)
{
if (collider.Parent == Actor)
continue;
collidersFiltered.Add(collider);
}
colliders = collidersFiltered.ToArray();
if (colliders.Length == 0)
collided = false;
}
return collided;
}
/// <summary>
/// Sweeps the player rigidbody in world and returns geometry which was hit during the trace.
/// </summary>
/// <param name="actor">Player actor</param>
/// <param name="start">Start position</param>
/// <param name="end">End position</param>
/// <returns></returns>
private static TraceInfo TracePlayer(PlayerActor actor, Vector3 start, Vector3 end)
{
TraceInfo traceInfo = new TraceInfo();
Vector3 delta = end - start;
float maxDistance = delta.Length;
Vector3 direction = delta.Normalized;
bool collided = SweepPlayerCollider(actor, start, end, out traceInfo.hitInfos);
if (collided)
{
var hitInfosFiltered = new List<RayCastHit>();
RayCastHit closest = new RayCastHit();
closest.Distance = float.MaxValue;
foreach (RayCastHit hitInfo in traceInfo.hitInfos)
{
//if (hitInfo.Collider == colliderActor)
// continue;
if (hitInfo.Collider.Parent == actor)
continue;
hitInfosFiltered.Add(hitInfo);
if (hitInfo.Distance < closest.Distance && hitInfo.Distance != 0.0f)
closest = hitInfo;
}
if (hitInfosFiltered.Count == 0 /*|| closest.Distance == float.MaxValue*/)
{
collided = false; // self-collision?
}
/*else if (closest.Distance == float.MaxValue)
{
bool startSolid = SweepPlayerCollider(start, out PhysicsColliderActor[] colliders);
if (startSolid)
{
traceInfo.hitInfos = hitInfosFiltered.ToArray();
traceInfo.fraction = 0f;
traceInfo.hitNormal = Float3.Zero;
traceInfo.hitPosition = start;
traceInfo.endPosition = start;
traceInfo.startSolid = true;
if (delta.Y >= 0f)
Console.Print("ovr: " + colliders[0].Parent.Name);
}
else
collided = false;
}*/
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)
{
var clientBbox = boxCollider.OrientedBox.GetBoundingBox();
if (false)
{
#if false
if (worldStateManager.ServerFrame > 0 && worldStateManager.ClientFrame > 0)
for (ulong frame = worldStateManager.ServerFrame; frame < worldStateManager.ClientFrame; frame++)
{
if (!Input.GetState(frame, out var pastInputState, out var pastActorState))
continue;
var bbox = clientBbox;
bbox.Center = pastActorState.position;
Float4 color1 = new Float4(Color.Red.R, Color.Red.G, Color.Red.B, Color.Red.A);
Float4 color2 = new Float4(Color.Blue.R, Color.Blue.G, Color.Blue.B, Color.Blue.A);
Float4 color3 = Float4.Lerp(color1, color2, (float)(frame - worldStateManager.ServerFrame) / (float)(worldStateManager.ClientFrame - worldStateManager.ServerFrame));
Color color = new Color(color3.X, color3.Y, color3.Z, color3.W);
DebugDraw.DrawBox(bbox, color * 1f);
}
#endif
}
else if (World.IsClient)
{
var serverBbox = boxCollider.OrientedBox.GetBoundingBox();
var frameInfo = World.GetPlayerFrame(PlayerId, World.ServerFrame);
if (frameInfo != null)
serverBbox.Center = frameInfo.movementState.position;
if (serverBbox.Center == clientBbox.Center)
DebugDraw.DrawBox(clientBbox, Color.Magenta * 0.6f);
else
{
//DebugDraw.DrawBox(serverBbox, Color.Red * 0.6f);
//DebugDraw.DrawBox(clientBbox, Color.Blue * 0.6f);
}
}
}
}
#endif
private static SlideMoveHit StepSlideMove(PlayerActor actor, PlayerMovementParameters movementParameters, ref Vector3 position, ref Vector3 velocity,
bool onGround)
{
if (velocity.IsZero)
return SlideMoveHit.Nothing;
Vector3 gravityDirection = movementParameters.gravity.Normalized;
Vector3 originalPosition = position;
Vector3 originalVelocity = velocity;
SlideMoveHit slideMoveHit = SlideMove(actor, movementParameters, ref position, ref velocity);
if (slideMoveHit == SlideMoveHit.Nothing)
// TODO: step down here
return slideMoveHit;
// hit something, try to step up
float effectiveStepHeight = movementParameters.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 (movementParameters.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, movementParameters, 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) < movementParameters.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 += movementParameters.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 movementParameters.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(PlayerActor actor, PlayerMovementParameters movementParameters, 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 > movementParameters.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 * movementParameters.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(PlayerInputState2 inputState, ulong frame)
{
simulationTime = World.GetFrameTime(frame);
Vector3 inputDirection =
new Float3(inputState.MoveRight, 0.0f, inputState.MoveForward);
Vector3 moveDirection = rootActor.Transform.TransformDirection(inputDirection);
Vector3 position = movementState.position;
Vector3 velocity = movementState.currentVelocity; //rigidBody.LinearVelocity;
Vector3 wishVelocity = !inputDirection.IsZero ? moveDirection.Normalized * movementParameters.moveSpeed : Vector3.Zero;
if (position != rigidBody.Position)
Console.Print("PlayerMovement: rigidbody position does not match with movement state position");
// categorize position
Vector3 lastVelocity = velocity;
movementState.onGround = true;
TraceInfo traceGround = CategorizePosition(position, ref velocity);
bool jumpAction = inputState.Jump;
if (movementState.jumped && !jumpAction)
movementState.jumped = false; // jump released
else if (movementState.jumped && simulationTime - movementState.lastJumped >= movementParameters.autoJumpTime)
movementState.jumped = false; // jump timeout
// jump
if (movementState.onGround && jumpAction && !movementState.jumped)
if (OnJump(traceGround, ref position, ref velocity))
{
//Console.Print($"{inputState.frame} jumped " + ", predicting: " + predicting + ", vel: " + velocity.Y);
movementState.jumped = true;
movementState.lastJumped = simulationTime;
movementState.numJumps++;
}
if (simulationTime - movementState.lastJumped > movementParameters.jumpBoostTime)
movementState.numJumps = 0;
//if (/*onGround && */lastGround != onGround)
if (movementState.onGround)
{
// ground friction
ApplyFriction(movementParameters, ref velocity);
// ground acceleration
ApplyAcceleration(ref velocity, wishVelocity.Normalized, wishVelocity.Length, float.MaxValue,
movementParameters.accelerationGround);
}
else // air movement
{
ApplyAirAcceleration(movementParameters, ref velocity, wishVelocity);
}
StepSlideMove(Actor as PlayerActor, movementParameters, ref position, ref velocity, movementState.onGround);
TraceInfo traceGround2 = CategorizePosition(position, ref velocity);
movementState.position = position;
rigidBody.Position = position;
movementState.currentVelocity = velocity;
//rigidBody.LinearVelocity = velocity;
const float landingVelocityThreshold = 120f;
const float landingHardVelocityThreshold = 500f;
if (movementState.currentVelocity.Y - lastVelocity.Y > landingVelocityThreshold)
if (simulationTime - movementState.lastJumped > 0.01)
{
bool hardLanding = movementState.currentVelocity.Y - lastVelocity.Y > landingHardVelocityThreshold;
OnLanded(movementState.currentVelocity - lastVelocity, hardLanding);
movementState.lastLanded = simulationTime;
}
}
private TraceInfo CategorizePosition(Float3 position, ref Vector3 velocity)
{
Vector3 groundDelta = movementParameters.gravity.Normalized; //movementParameters.gravity.Normalized * (collisionMargin * 2);
//if (velocity.Y < 0f)
// groundDelta = movementParameters.gravity.Normalized * velocity.Y * Time.DeltaTime;
TraceInfo traceGround = TracePlayer(Actor as PlayerActor, position, position + groundDelta);
//Console.PrintDebug(1, true, "startSolid: " + traceGround.startSolid);
if (!traceGround.startSolid && traceGround.fraction < 1f &&
-Float3.Dot(movementParameters.gravity.Normalized, traceGround.hitNormal) < movementParameters.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 as PlayerActor, position, position + point);
}
if (!traceGround.startSolid && (traceGround.fraction >= 1f ||
-Float3.Dot(movementParameters.gravity.Normalized, traceGround.hitNormal) < movementParameters.slopeNormal))
// falling or sliding down a slope
movementState.onGround = false;
//Console.PrintDebug(1, true, "fall or slide");
else
//if (onGround != !traceGround.startSolid)
// Console.Print("slidefrac: " + traceGround.fraction);
movementState.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 = movementParameters.jumpVelocity;
if (simulationTime - movementState.lastJumped < movementParameters.jumpBoostTime)
jumpVel += movementParameters.jumpBoostVelocity;
// Reset velocity from movementParameters.gravity
if (-Float3.Dot(movementParameters.gravity.Normalized, velocity) < 0 &&
Float3.Dot(velocity, traceGround.hitNormal) < -0.1)
{
velocity = Float3.ProjectOnPlane(velocity, traceGround.hitNormal);
}
if (movementParameters.jumpAdditive)
{
velocity += Float3.Up * jumpVel;
if (velocity.Y < jumpVel)
velocity.Y = jumpVel;
}
else
velocity = Float3.Up * jumpVel + new Float3(1, 0, 1) * velocity;
movementState.onGround = false;
// Allow stairs to eat the first jump to allow easy stair jumps
if (movementParameters.jumpStairBehavior && movementParameters.jumpBoostMaxJumps >= 2 && movementState.numJumps == 0 &&
-Float3.Dot(movementParameters.gravity.Normalized, traceGround.hitNormal) > 0.85)
{
// Try stepping into stairs without vertical velocity
Vector3 stairCheckPosition = position;
Vector3 stairCheckVelocity = velocity.Normalized * (movementParameters.stepHeight / Time.DeltaTime);
stairCheckVelocity.Y = 0f;
SlideMoveHit blocked = StepSlideMove(Actor as PlayerActor, movementParameters, ref stairCheckPosition, ref stairCheckVelocity, true);
float movedUp = stairCheckPosition.Y - position.Y;
if (movedUp > 0 && blocked.HasFlag(SlideMoveHit.Step))
{
velocity.Y = 0f;
movementState.onGround = true;
}
}
if (!predicting)
// Avoid overlapping with recent landing sound
if (simulationTime - movementState.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)
movementState.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);
/*AudioManager.PlaySoundDelayed(secondStepDelayRange, "jumpland", Actor, 0, rootActor.Position, volume2,
pitchRange);
AudioManager.PlaySoundDelayed(secondStepDelayRange, "jumpland", Actor, 0, rootActor.Position, volume2,
pitchRange);
AudioManager.PlaySoundDelayed(secondStepDelayRange, "jumpland", Actor, 0, rootActor.Position, volume2,
pitchRange);
AudioManager.PlaySoundDelayed(secondStepDelayRange, "jumpland", Actor, 0, rootActor.Position, volume2,
pitchRange);
AudioManager.PlaySoundDelayed(secondStepDelayRange, "jumpland", Actor, 0, rootActor.Position, volume2,
pitchRange);
AudioManager.PlaySoundDelayed(secondStepDelayRange, "jumpland", Actor, 0, rootActor.Position, volume2,
pitchRange);
AudioManager.PlaySoundDelayed(secondStepDelayRange, "jumpland", Actor, 0, rootActor.Position, volume2,
pitchRange);*/
}
}
private static void ApplyFriction(PlayerMovementParameters movementParameters, ref Vector3 velocity)
{
float currentSpeed = velocity.Length;
float control = currentSpeed < movementParameters.stopspeed ? movementParameters.stopspeed : currentSpeed;
float drop = control * movementParameters.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(PlayerMovementParameters movementParameters, ref Vector3 velocity, Vector3 wishVelocity)
{
float wishspeed = wishVelocity.Length;
if (wishspeed > movementParameters.maxAirSpeed)
wishspeed = movementParameters.maxAirSpeed;
Vector3 wishDir = wishVelocity.Normalized;
float wishspeedAirControl = wishspeed;
if (movementParameters.airAcceleration != 0)
{
// Q2+ air acceleration
float accel = movementParameters.airAcceleration;
if (Float3.Dot(velocity, wishDir) < 0)
accel = movementParameters.airStopAcceleration;
if (movementParameters.airStrafeAcceleration != 0 && Mathf.Abs(wishVelocity.X) > 0 && wishVelocity.Y == 0)
{
// only strafe movement
if (wishspeed > movementParameters.maxAirStrafeSpeed)
wishspeed = movementParameters.maxAirStrafeSpeed;
accel = movementParameters.airStrafeAcceleration;
}
ApplyAcceleration(ref velocity, wishDir, wishspeed, float.MaxValue, accel);
}
// QW air acceleration
if (movementParameters.strafeAcceleration != 0f)
{
ApplyAcceleration(ref velocity, wishDir, wishspeed, movementParameters.maxAirStrafeSpeed,
movementParameters.strafeAcceleration);
}
// air control while holding forward/back buttons
//if (airControl != 0 && moveDirection.X == 0 && Mathf.Abs(moveDirection.Y) > 0)
// PM_Aircontrol(wishdir, wishspeedAirControl);
// apply movementParameters.gravity
velocity += movementParameters.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
}
}