Example #1
0
void LuaEntitySAO::step(float dtime, bool send_recommended)
{
	m_last_sent_position_timer += dtime;
	
	if(m_prop->physical){
		core::aabbox3d<f32> box = m_prop->collisionbox;
		box.MinEdge *= BS;
		box.MaxEdge *= BS;
		collisionMoveResult moveresult;
		f32 pos_max_d = BS*0.25; // Distance per iteration
		v3f p_pos = getBasePosition();
		v3f p_velocity = m_velocity;
		IGameDef *gamedef = m_env->getGameDef();
		moveresult = collisionMovePrecise(&m_env->getMap(), gamedef,
				pos_max_d, box, dtime, p_pos, p_velocity);
		// Apply results
		setBasePosition(p_pos);
		m_velocity = p_velocity;

		m_velocity += dtime * m_acceleration;
	} else {
		m_base_position += dtime * m_velocity + 0.5 * dtime
				* dtime * m_acceleration;
		m_velocity += dtime * m_acceleration;
	}

	if(m_registered){
		lua_State *L = m_env->getLua();
		scriptapi_luaentity_step(L, m_id, dtime);
	}

	if(send_recommended == false)
		return;
	
	// TODO: force send when acceleration changes enough?
	float minchange = 0.2*BS;
	if(m_last_sent_position_timer > 1.0){
		minchange = 0.01*BS;
	} else if(m_last_sent_position_timer > 0.2){
		minchange = 0.05*BS;
	}
	float move_d = m_base_position.getDistanceFrom(m_last_sent_position);
	move_d += m_last_sent_move_precision;
	float vel_d = m_velocity.getDistanceFrom(m_last_sent_velocity);
	if(move_d > minchange || vel_d > minchange ||
			fabs(m_yaw - m_last_sent_yaw) > 1.0){
		sendPosition(true, false);
	}
}
Example #2
0
void LuaEntitySAO::step(float dtime, bool send_recommended)
{
	if(!m_properties_sent)
	{
		m_properties_sent = true;
		std::string str = getPropertyPacket();
		// create message and add to list
		ActiveObjectMessage aom(getId(), true, str);
		m_messages_out.push_back(aom);
	}

	// If attached, check that our parent is still there. If it isn't, detach.
	if(m_attachment_parent_id && !isAttached())
	{
		m_attachment_parent_id = 0;
		m_attachment_bone = "";
		m_attachment_position = v3f(0,0,0);
		m_attachment_rotation = v3f(0,0,0);
		sendPosition(false, true);
	}

	m_last_sent_position_timer += dtime;

	// Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
	// If the object gets detached this comes into effect automatically from the last known origin
	if(isAttached())
	{
		v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
		m_base_position = pos;
		m_velocity = v3f(0,0,0);
		m_acceleration = v3f(0,0,0);
	}
	else
	{
		if(m_prop.physical){
			core::aabbox3d<f32> box = m_prop.collisionbox;
			box.MinEdge *= BS;
			box.MaxEdge *= BS;
			collisionMoveResult moveresult;
			f32 pos_max_d = BS*0.25; // Distance per iteration
			f32 stepheight = 0; // Maximum climbable step height
			v3f p_pos = m_base_position;
			v3f p_velocity = m_velocity;
			v3f p_acceleration = m_acceleration;
			IGameDef *gamedef = m_env->getGameDef();
			moveresult = collisionMoveSimple(&m_env->getMap(), gamedef,
					pos_max_d, box, stepheight, dtime,
					p_pos, p_velocity, p_acceleration);
			// Apply results
			m_base_position = p_pos;
			m_velocity = p_velocity;
			m_acceleration = p_acceleration;
		} else {
			m_base_position += dtime * m_velocity + 0.5 * dtime
					* dtime * m_acceleration;
			m_velocity += dtime * m_acceleration;
		}
	}

	if(m_registered){
		lua_State *L = m_env->getLua();
		scriptapi_luaentity_step(L, m_id, dtime);
	}

	if(send_recommended == false)
		return;

	if(!isAttached())
	{
		// TODO: force send when acceleration changes enough?
		float minchange = 0.2*BS;
		if(m_last_sent_position_timer > 1.0){
			minchange = 0.01*BS;
		} else if(m_last_sent_position_timer > 0.2){
			minchange = 0.05*BS;
		}
		float move_d = m_base_position.getDistanceFrom(m_last_sent_position);
		move_d += m_last_sent_move_precision;
		float vel_d = m_velocity.getDistanceFrom(m_last_sent_velocity);
		if(move_d > minchange || vel_d > minchange ||
				fabs(m_yaw - m_last_sent_yaw) > 1.0){
			sendPosition(true, false);
		}
	}

	if(m_armor_groups_sent == false){
		m_armor_groups_sent = true;
		std::string str = gob_cmd_update_armor_groups(
				m_armor_groups);
		// create message and add to list
		ActiveObjectMessage aom(getId(), true, str);
		m_messages_out.push_back(aom);
	}

	if(m_animation_sent == false){
		m_animation_sent = true;
		std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend);
		// create message and add to list
		ActiveObjectMessage aom(getId(), true, str);
		m_messages_out.push_back(aom);
	}

	if(m_bone_position_sent == false){
		m_bone_position_sent = true;
		for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
			std::string str = gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y);
			// create message and add to list
			ActiveObjectMessage aom(getId(), true, str);
			m_messages_out.push_back(aom);
		}
	}

	if(m_attachment_sent == false){
		m_attachment_sent = true;
		std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
		// create message and add to list
		ActiveObjectMessage aom(getId(), true, str);
		m_messages_out.push_back(aom);
	}
}
Example #3
0
void LuaEntitySAO::step(float dtime, bool send_recommended)
{
	if(!m_properties_sent)
	{
		m_properties_sent = true;
		std::string str = getPropertyPacket();
		// create message and add to list
		ActiveObjectMessage aom(getId(), true, str);
		m_messages_out.push_back(aom);
	}

	m_last_sent_position_timer += dtime;
	
	if(m_prop.physical){
		core::aabbox3d<f32> box = m_prop.collisionbox;
		box.MinEdge *= BS;
		box.MaxEdge *= BS;
		collisionMoveResult moveresult;
		f32 pos_max_d = BS*0.25; // Distance per iteration
		f32 stepheight = 0; // Maximum climbable step height
		v3f p_pos = m_base_position;
		v3f p_velocity = m_velocity;
		v3f p_acceleration = m_acceleration;
		IGameDef *gamedef = m_env->getGameDef();
		moveresult = collisionMoveSimple(&m_env->getMap(), gamedef,
				pos_max_d, box, stepheight, dtime,
				p_pos, p_velocity, p_acceleration);
		// Apply results
		m_base_position = p_pos;
		m_velocity = p_velocity;
		m_acceleration = p_acceleration;
	} else {
		m_base_position += dtime * m_velocity + 0.5 * dtime
				* dtime * m_acceleration;
		m_velocity += dtime * m_acceleration;
	}

	if(m_registered){
		lua_State *L = m_env->getLua();
		scriptapi_luaentity_step(L, m_id, dtime);
	}

	if(send_recommended == false)
		return;
	
	// TODO: force send when acceleration changes enough?
	float minchange = 0.2*BS;
	if(m_last_sent_position_timer > 1.0){
		minchange = 0.01*BS;
	} else if(m_last_sent_position_timer > 0.2){
		minchange = 0.05*BS;
	}
	float move_d = m_base_position.getDistanceFrom(m_last_sent_position);
	move_d += m_last_sent_move_precision;
	float vel_d = m_velocity.getDistanceFrom(m_last_sent_velocity);
	if(move_d > minchange || vel_d > minchange ||
			fabs(m_yaw - m_last_sent_yaw) > 1.0){
		sendPosition(true, false);
	}

	if(m_armor_groups_sent == false){
		m_armor_groups_sent = true;
		std::string str = gob_cmd_update_armor_groups(
				m_armor_groups);
		// create message and add to list
		ActiveObjectMessage aom(getId(), true, str);
		m_messages_out.push_back(aom);
	}
}