virtual void ProcessEvent(EFlowEvent event, SActivationInfo* pActInfo) { #if !defined(_RELEASE) switch (event) { case eFE_Activate: { if (IsPortActive(pActInfo, eIP_Draw)) { IPersistantDebug* pPersistentDebug = CCryAction::GetCryAction()->GetIPersistantDebug(); if (pPersistentDebug) { const Vec3 pos1 = GetPortVec3(pActInfo, eIP_Pos1); const Vec3 pos2 = GetPortVec3(pActInfo, eIP_Pos2); const float time = GetPortFloat(pActInfo, eIP_Time); const ColorF color = GetPortVec3(pActInfo, eIP_Color); Vec3 offset(pos2); if (pos2.IsZero()) { offset = pos1 + (GetPortVec3(pActInfo, eIP_Dir) * GetPortFloat(pActInfo, eIP_Length)); } pPersistentDebug->Begin("FG_Line", false); pPersistentDebug->AddLine(pos1, offset, color, time); } } break; } } #endif }
int CScriptBind_Game::DebugDrawPersistanceDirection( IFunctionHandler *pH, float startX, float startY, float startZ, float dirX, float dirY, float dirZ, int r, int g, int b, float duration) { IPersistantDebug* debugRenderer = gEnv->pGame->GetIGameFramework()->GetIPersistantDebug(); assert(debugRenderer != NULL); debugRenderer->Begin("CScriptBind_Game::DebugDrawPersistanceDirection", false); const Vec3 direction(dirX, dirY, dirZ); const float length = direction.GetLength(); const float radius = max(0.1f, length * 0.05f); debugRenderer->AddDirection(Vec3(startX, startY, startZ), radius, direction, ColorF( ((float)r) / 256.0f, ((float)g) / 256.0f, ((float)b) / 256.0f, 1.0f), duration); return pH->EndFunction(); }
//------------------------------------------------------------------------- int CScriptBind_Action::PersistantLine(IFunctionHandler* pH, Vec3 start, Vec3 end, Vec3 color, const char* name, float timeout) { IPersistantDebug* pPD = CCryAction::GetCryAction()->GetIPersistantDebug(); pPD->Begin(name, false); pPD->AddLine(start, end, ColorF(color, 1.f), timeout); return pH->EndFunction(); }
//------------------------------------------------------------------------- int CScriptBind_Action::PersistantArrow(IFunctionHandler* pH, Vec3 pos, float radius, Vec3 dir, Vec3 color, const char* name, float timeout) { IPersistantDebug* pPD = CCryAction::GetCryAction()->GetIPersistantDebug(); pPD->Begin(name, false); pPD->AddDirection(pos, radius, dir, ColorF(color, 1.f), timeout); return pH->EndFunction(); }
//------------------------------------------------------------------------- int CScriptBind_Action::Persistant2DText(IFunctionHandler* pH, const char* text, float size, Vec3 color, const char* name, float timeout) { IPersistantDebug* pPD = CCryAction::GetCryAction()->GetIPersistantDebug(); pPD->Begin(name, false); pPD->Add2DText(text, size, ColorF(color, 1.f), timeout); return pH->EndFunction(); }
//----------------------------------------------------------------------- IPersistantDebug* CSpectacularKill::BeginPersistantDebug() const { #ifndef _RELEASE IPersistantDebug* pPersistantDebug = g_pGame->GetIGameFramework()->GetIPersistantDebug(); pPersistantDebug->Begin((PERSISTANT_DEBUG_NOT_VALID_ANIM_TAG + m_pOwner->GetEntity()->GetName()).c_str(), true); return pPersistantDebug; #else return NULL; #endif }
void CNetPlayerInput::DoSetState(const SSerializedPlayerInput& input ) { m_newInterpolation |= (input.position != m_curInput.position) || (input.deltaMovement != m_curInput.deltaMovement); const bool wasSprinting = m_curInput.sprint; m_curInput = input; CHANGED_NETWORK_STATE(m_pPlayer, CPlayer::ASPECT_INPUT_CLIENT ); if(wasSprinting != input.sprint) { SInputEventData inputEventData( SInputEventData::EInputEvent_Sprint, m_pPlayer->GetEntityId(), CCryName("sprint"), input.sprint ? eAAM_OnPress : eAAM_OnRelease, 0.f ); m_pPlayer->StateMachineHandleEventMovement( SStateEventPlayerInput( &inputEventData ) ); } // not having these set seems to stop a remote avatars rotation being reflected m_curInput.aiming = true; m_curInput.allowStrafing = true; m_curInput.usinglookik = true; IAIActor* pAIActor = CastToIAIActorSafe(m_pPlayer->GetEntity()->GetAI()); if (pAIActor) pAIActor->GetState().bodystate=input.bodystate; CMovementRequest moveRequest; moveRequest.SetStance( (EStance)m_curInput.stance ); if(IsDemoPlayback()) { Vec3 localVDir(m_pPlayer->GetViewQuatFinal().GetInverted() * m_curInput.lookDirection); Ang3 deltaAngles(asinf(localVDir.z),0,atan2_tpl(-localVDir.x,localVDir.y)); moveRequest.AddDeltaRotation(deltaAngles*gEnv->pTimer->GetFrameTime()); } moveRequest.SetPseudoSpeed(CalculatePseudoSpeed()); moveRequest.SetAllowStrafing(input.allowStrafing); m_pPlayer->GetMovementController()->RequestMovement(moveRequest); #if !defined(_RELEASE) // debug.. if (g_pGameCVars->g_debugNetPlayerInput & 1) { IPersistantDebug * pPD = gEnv->pGame->GetIGameFramework()->GetIPersistantDebug(); pPD->Begin( string("net_player_input_") + m_pPlayer->GetEntity()->GetName(), true ); pPD->AddSphere( moveRequest.GetLookTarget(), 0.5f, ColorF(1,0,1,1), 1.0f ); // pPD->AddSphere( moveRequest.GetMoveTarget(), 0.5f, ColorF(1,1,0,1), 1.0f ); Vec3 wp(m_pPlayer->GetEntity()->GetWorldPos() + Vec3(0,0,2)); pPD->AddDirection( wp, 1.5f, m_curInput.deltaMovement, ColorF(1,0,0,1), 1.0f ); pPD->AddDirection( wp, 1.5f, m_curInput.lookDirection, ColorF(0,1,0,1), 1.0f ); } #endif }
// ============================================================================ // Render debug information. // void HazardModule::RenderDebug() const { IPersistantDebug *debugRenderer = gEnv->pGame->GetIGameFramework()->GetIPersistantDebug(); if (debugRenderer == NULL) { return; } debugRenderer->Begin("HazardDebugGraphics", false); RenderDebugProcessContainer(m_ProjectileHazards, *debugRenderer); RenderDebugProcessContainer(m_SphereHazards, *debugRenderer); }
void CNetPlayerInput::DoSetState(const SSerializedPlayerInput& input ) { m_curInput = input; m_pPlayer->GetGameObject()->ChangedNetworkState( INPUT_ASPECT ); CMovementRequest moveRequest; moveRequest.SetStance( (EStance)m_curInput.stance ); if(IsDemoPlayback()) { Vec3 localVDir(m_pPlayer->GetViewQuatFinal().GetInverted() * m_curInput.lookDirection); Ang3 deltaAngles(asin(localVDir.z),0,cry_atan2f(-localVDir.x,localVDir.y)); moveRequest.AddDeltaRotation(deltaAngles*gEnv->pTimer->GetFrameTime()); } //else { moveRequest.SetLookTarget( m_pPlayer->GetEntity()->GetWorldPos() + 10.0f * m_curInput.lookDirection ); moveRequest.SetAimTarget(moveRequest.GetLookTarget()); } float pseudoSpeed = 0.0f; if (m_curInput.deltaMovement.len2() > 0.0f) { pseudoSpeed = m_pPlayer->CalculatePseudoSpeed(m_curInput.sprint); } moveRequest.SetPseudoSpeed(pseudoSpeed); moveRequest.SetAllowStrafing(true); float lean=0.0f; if (m_curInput.leanl) lean-=1.0f; if (m_curInput.leanr) lean+=1.0f; moveRequest.SetLean(lean); m_pPlayer->GetMovementController()->RequestMovement(moveRequest); // debug.. if (g_pGameCVars->g_debugNetPlayerInput & 1) { IPersistantDebug * pPD = gEnv->pGame->GetIGameFramework()->GetIPersistantDebug(); pPD->Begin( string("net_player_input_") + m_pPlayer->GetEntity()->GetName(), true ); pPD->AddSphere( moveRequest.GetLookTarget(), 0.5f, ColorF(1,0,1,1), 1.0f ); // pPD->AddSphere( moveRequest.GetMoveTarget(), 0.5f, ColorF(1,1,0,1), 1.0f ); Vec3 wp(m_pPlayer->GetEntity()->GetWorldPos() + Vec3(0,0,2)); pPD->AddDirection( wp, 1.5f, m_curInput.deltaMovement, ColorF(1,0,0,1), 1.0f ); pPD->AddDirection( wp, 1.5f, m_curInput.lookDirection, ColorF(0,1,0,1), 1.0f ); } }
void CGunTurret::DrawDebug() { IPersistantDebug *pDebug = gEnv->pGame->GetIGameFramework()->GetIPersistantDebug(); pDebug->Begin("CGunTurret::DrawDebug", true); Vec3 gun(ZERO),rocket(ZERO),radar(ZERO),barrel(ZERO); gun = GetSlotHelperPos(eIGS_ThirdPerson,m_fireHelper,true); rocket = GetSlotHelperPos(eIGS_ThirdPerson,m_rocketHelper,true); barrel = GetSlotHelperPos(eIGS_ThirdPerson,m_barrelHelper,true); radar = GetSlotHelperPos(eIGS_Aux0,m_radarHelper,true); pDebug->AddSphere(gun, 0.2f, ColorF(1,0,0,1), 1.f); pDebug->AddSphere(rocket, 0.2f, ColorF(0,1,0,1), 1.f); pDebug->AddSphere(radar, 0.2f, ColorF(0,0,1,1), 1.f); pDebug->AddSphere(barrel, 0.2f, ColorF(1,0,1,1), 1.f); }
//----------------------------------------------------------------------- void CMelee::PerformMelee(const Vec3 &pos, const Vec3 &dir, bool remote) { CCCPOINT_IF(! remote, Melee_PerformLocal); CCCPOINT_IF(remote, Melee_PerformRemote); MeleeDebugLog ("CMelee<%p> PerformMelee(remote=%s)", this, remote ? "true" : "false"); #if !defined(_RELEASE) if(g_pGameCVars->pl_melee.debug_gfx) { IPersistantDebug *pDebug = g_pGame->GetIGameFramework()->GetIPersistantDebug(); pDebug->Begin("CMelee::PerformMelee", false); pDebug->AddLine(pos, (pos + dir), ColorF(1.f,0.f,0.f,1.f), 15.f); } #endif m_collisionHelper.DoCollisionTest(SCollisionTestParams(pos, dir, GetRange(), m_pWeapon->GetOwnerId(), 0, remote)); }
virtual void ProcessEvent(EFlowEvent event, SActivationInfo* pActInfo) { #if !defined(_RELEASE) if (event == eFE_Activate) { if (IsPortActive(pActInfo, eIP_Draw)) { IPersistantDebug* pPersistentDebug = CCryAction::GetCryAction()->GetIPersistantDebug(); if (pPersistentDebug) { const Vec3 pos = GetPortVec3(pActInfo, eIP_Pos); const float radius = GetPortFloat(pActInfo, eIP_Radius); const float time = GetPortFloat(pActInfo, eIP_Time); const ColorF color = GetPortVec3(pActInfo, eIP_Color); pPersistentDebug->Begin("FG_Sphere", false); pPersistentDebug->AddSphere(pos, radius, color, time); } } } #endif }
void CNetPlayerInput::DoSetState(const SSerializedPlayerInput& input ) { // PLAYERPREDICTION m_newInterpolation |= (input.position != m_curInput.position) || (input.deltaMovement != m_curInput.deltaMovement); m_curInput = input; CHANGED_NETWORK_STATE(m_pPlayer, IPlayerInput::INPUT_ASPECT ); // not having these set seems to stop a remote avatars rotation being reflected m_curInput.aiming = true; m_curInput.allowStrafing = true; m_curInput.usinglookik = true; // ~PLAYERPREDICTION IAIActor* pAIActor = CastToIAIActorSafe(m_pPlayer->GetEntity()->GetAI()); if (pAIActor) pAIActor->GetState().bodystate=input.bodystate; CMovementRequest moveRequest; moveRequest.SetStance( (EStance)m_curInput.stance ); if(IsDemoPlayback()) { Vec3 localVDir(m_pPlayer->GetViewQuatFinal().GetInverted() * m_curInput.lookDirection); Ang3 deltaAngles(asinf(localVDir.z),0,cry_atan2f(-localVDir.x,localVDir.y)); moveRequest.AddDeltaRotation(deltaAngles*gEnv->pTimer->GetFrameTime()); } { if (m_curInput.usinglookik) moveRequest.SetLookTarget( m_pPlayer->GetEntity()->GetWorldPos() + 10.0f * m_curInput.lookDirection ); else moveRequest.ClearLookTarget(); if (m_curInput.aiming) moveRequest.SetAimTarget(moveRequest.GetLookTarget()); else moveRequest.ClearAimTarget(); } /* float pseudoSpeed = 0.0f; if (m_curInput.deltaMovement.len2() > 0.0f) { pseudoSpeed = m_pPlayer->CalculatePseudoSpeed(m_curInput.sprint); } */ // PLAYERPREDICTION moveRequest.SetPseudoSpeed(CalculatePseudoSpeed()); // ~PLAYERPREDICTION moveRequest.SetAllowStrafing(input.allowStrafing); float lean=0.0f; if (m_curInput.leanl) lean-=1.0f; if (m_curInput.leanr) lean+=1.0f; moveRequest.SetLean(lean); m_pPlayer->GetMovementController()->RequestMovement(moveRequest); IAnimationGraphState *pState=0; if (m_pPlayer->GetAnimatedCharacter()) pState=m_pPlayer->GetAnimatedCharacter()->GetAnimationGraphState(); // PLAYERPREDICTION if (pState) { pState->SetInput(m_pPlayer->m_inputAiming, m_curInput.aiming); pState->SetInput(m_pPlayer->m_inputUsingLookIK, m_curInput.usinglookik); } #if !defined(_RELEASE) // debug.. if (g_pGameCVars->g_debugNetPlayerInput & 1) { IPersistantDebug * pPD = gEnv->pGame->GetIGameFramework()->GetIPersistantDebug(); pPD->Begin( string("net_player_input_") + m_pPlayer->GetEntity()->GetName(), true ); pPD->AddSphere( moveRequest.GetLookTarget(), 0.5f, ColorF(1,0,1,1), 1.0f ); // pPD->AddSphere( moveRequest.GetMoveTarget(), 0.5f, ColorF(1,1,0,1), 1.0f ); Vec3 wp(m_pPlayer->GetEntity()->GetWorldPos() + Vec3(0,0,2)); pPD->AddDirection( wp, 1.5f, m_curInput.deltaMovement, ColorF(1,0,0,1), 1.0f ); pPD->AddDirection( wp, 1.5f, m_curInput.lookDirection, ColorF(0,1,0,1), 1.0f ); } #endif // ~PLAYERPREDICTION }
void CNetPlayerInput::UpdateMoveRequest() { CMovementRequest moveRequest; SMovementState moveState; m_pPlayer->GetMovementController()->GetMovementState(moveState); Quat worldRot = m_pPlayer->GetBaseQuat(); // m_pPlayer->GetEntity()->GetWorldRotation(); Vec3 deltaMovement = worldRot.GetInverted().GetNormalized() * m_curInput.deltaMovement; // absolutely ensure length is correct deltaMovement = deltaMovement.GetNormalizedSafe(ZERO) * m_curInput.deltaMovement.GetLength(); moveRequest.AddDeltaMovement( deltaMovement ); if( IsDemoPlayback() ) { Vec3 localVDir(m_pPlayer->GetViewQuatFinal().GetInverted() * m_curInput.lookDirection); Ang3 deltaAngles(asinf(localVDir.z),0,cry_atan2f(-localVDir.x,localVDir.y)); moveRequest.AddDeltaRotation(deltaAngles*gEnv->pTimer->GetFrameTime()); } //else { //--- Vector slerp actually produces QNans if the vectors are exactly opposite, in that case snap to the target if (m_lookDir.Dot(m_curInput.lookDirection) < (float)-0.99f) { m_lookDir = m_curInput.lookDirection; } else { m_lookDir.SetSlerp(m_lookDir, m_curInput.lookDirection, g_pGameCVars->pl_netAimLerpFactor); } Vec3 distantTarget = moveState.eyePosition + 1000.0f * m_lookDir; Vec3 lookTarget = distantTarget; if (m_curInput.usinglookik) moveRequest.SetLookTarget( lookTarget ); else moveRequest.ClearLookTarget(); if (m_curInput.aiming) moveRequest.SetAimTarget( lookTarget ); else moveRequest.ClearAimTarget(); if (m_curInput.deltaMovement.GetLengthSquared() > sqr(0.02f)) // 0.2f is almost stopped moveRequest.SetBodyTarget( distantTarget ); else moveRequest.ClearBodyTarget(); } moveRequest.SetAllowStrafing(m_curInput.allowStrafing); if(m_pPlayer->IsPlayer()) moveRequest.SetPseudoSpeed(CalculatePseudoSpeed()); else moveRequest.SetPseudoSpeed(m_curInput.pseudoSpeed); float lean=0.0f; if (m_curInput.leanl) lean-=1.0f; if (m_curInput.leanr) lean+=1.0f; if (fabsf(lean)>0.01f) moveRequest.SetLean(lean); else moveRequest.ClearLean(); moveRequest.SetStance( (EStance)m_curInput.stance ); m_pPlayer->GetMovementController()->RequestMovement(moveRequest); if (m_curInput.sprint) m_pPlayer->m_actions |= ACTION_SPRINT; else m_pPlayer->m_actions &= ~ACTION_SPRINT; if (m_curInput.leanl) m_pPlayer->m_actions |= ACTION_LEANLEFT; else m_pPlayer->m_actions &= ~ACTION_LEANLEFT; if (m_curInput.leanr) m_pPlayer->m_actions |= ACTION_LEANRIGHT; else m_pPlayer->m_actions &= ~ACTION_LEANRIGHT; #if !defined(_RELEASE) // debug.. if (g_pGameCVars->g_debugNetPlayerInput & 2) { IPersistantDebug * pPD = gEnv->pGame->GetIGameFramework()->GetIPersistantDebug(); pPD->Begin( string("update_player_input_") + m_pPlayer->GetEntity()->GetName(), true ); Vec3 wp = m_pPlayer->GetEntity()->GetWorldPos(); wp.z += 2.0f; pPD->AddSphere( moveRequest.GetLookTarget(), 0.5f, ColorF(1,0,1,0.3f), 1.0f ); // pPD->AddSphere( moveRequest.GetMoveTarget(), 0.5f, ColorF(1,1,0,0.3f), 1.0f ); pPD->AddDirection( m_pPlayer->GetEntity()->GetWorldPos() + Vec3(0,0,2), 1, m_curInput.deltaMovement, ColorF(1,0,0,0.3f), 1.0f ); } #endif //m_curInput.deltaMovement.zero(); }
void CNetPlayerInput::PreUpdate() { IPhysicalEntity * pPhysEnt = m_pPlayer->GetEntity()->GetPhysics(); if (!pPhysEnt) return; CMovementRequest moveRequest; SMovementState moveState; m_pPlayer->GetMovementController()->GetMovementState(moveState); Quat worldRot = m_pPlayer->GetBaseQuat(); // m_pPlayer->GetEntity()->GetWorldRotation(); Vec3 deltaMovement = worldRot.GetInverted().GetNormalized() * m_curInput.deltaMovement; // absolutely ensure length is correct deltaMovement = deltaMovement.GetNormalizedSafe(ZERO) * m_curInput.deltaMovement.GetLength(); moveRequest.AddDeltaMovement( deltaMovement ); if( IsDemoPlayback() ) { Vec3 localVDir(m_pPlayer->GetViewQuatFinal().GetInverted() * m_curInput.lookDirection); Ang3 deltaAngles(asin(localVDir.z),0,cry_atan2f(-localVDir.x,localVDir.y)); moveRequest.AddDeltaRotation(deltaAngles*gEnv->pTimer->GetFrameTime()); } //else { Vec3 distantTarget = moveState.eyePosition + 1000.0f * m_curInput.lookDirection; Vec3 lookTarget = distantTarget; if (gEnv->bClient && m_pPlayer->GetGameObject()->IsProbablyVisible()) { // post-process aim direction ray_hit hit; static const int obj_types = ent_all; // ent_terrain|ent_static|ent_rigid|ent_sleeping_rigid|ent_living; static const unsigned int flags = rwi_stop_at_pierceable|rwi_colltype_any; bool rayHitAny = 0 != gEnv->pPhysicalWorld->RayWorldIntersection( moveState.eyePosition, 150.0f * m_curInput.lookDirection, obj_types, flags, &hit, 1, pPhysEnt ); if (rayHitAny) { lookTarget = hit.pt; } static float proneDist = 1.0f; static float crouchDist = 0.6f; static float standDist = 0.3f; float dist = standDist; if(m_pPlayer->GetStance() == STANCE_CROUCH) dist = crouchDist; else if(m_pPlayer->GetStance() == STANCE_PRONE) dist = proneDist; if((lookTarget - moveState.eyePosition).GetLength2D() < dist) { Vec3 eyeToTarget2d = lookTarget - moveState.eyePosition; eyeToTarget2d.z = 0.0f; eyeToTarget2d.NormalizeSafe(); eyeToTarget2d *= dist; ray_hit newhit; bool rayHitAny = 0 != gEnv->pPhysicalWorld->RayWorldIntersection( moveState.eyePosition + eyeToTarget2d, 3 * Vec3(0,0,-1), obj_types, flags, &newhit, 1, pPhysEnt ); if (rayHitAny) { lookTarget = newhit.pt; } } // SNH: new approach. Make sure the aimTarget is at least 1.5m away, // if not, pick a point 1m down the vector instead. Vec3 dir = lookTarget - moveState.eyePosition; static float minDist = 1.5f; if(dir.GetLengthSquared() < minDist) { lookTarget = moveState.eyePosition + dir.GetNormalizedSafe(); } // draw eye pos for comparison //gEnv->pRenderer->GetIRenderAuxGeom()->DrawSphere(moveState.eyePosition, 0.04f, ColorF(0.3f,0.2f,0.7f,1.0f)); } moveRequest.SetLookTarget( lookTarget ); moveRequest.SetAimTarget( lookTarget ); if (m_curInput.deltaMovement.GetLengthSquared() > sqr(0.2f)) // 0.2f is almost stopped moveRequest.SetBodyTarget( distantTarget ); else moveRequest.ClearBodyTarget(); } moveRequest.SetAllowStrafing(true); float pseudoSpeed = 0.0f; if (m_curInput.deltaMovement.len2() > 0.0f) { pseudoSpeed = m_pPlayer->CalculatePseudoSpeed(m_curInput.sprint); } moveRequest.SetPseudoSpeed(pseudoSpeed); float lean=0.0f; if (m_curInput.leanl) lean-=1.0f; if (m_curInput.leanr) lean+=1.0f; if (fabsf(lean)>0.01f) moveRequest.SetLean(lean); else moveRequest.ClearLean(); m_pPlayer->GetMovementController()->RequestMovement(moveRequest); if (m_curInput.sprint) m_pPlayer->m_actions |= ACTION_SPRINT; else m_pPlayer->m_actions &= ~ACTION_SPRINT; if (m_curInput.leanl) m_pPlayer->m_actions |= ACTION_LEANLEFT; else m_pPlayer->m_actions &= ~ACTION_LEANLEFT; if (m_curInput.leanr) m_pPlayer->m_actions |= ACTION_LEANRIGHT; else m_pPlayer->m_actions &= ~ACTION_LEANRIGHT; // debug.. if (g_pGameCVars->g_debugNetPlayerInput & 2) { IPersistantDebug * pPD = gEnv->pGame->GetIGameFramework()->GetIPersistantDebug(); pPD->Begin( string("update_player_input_") + m_pPlayer->GetEntity()->GetName(), true ); Vec3 wp = m_pPlayer->GetEntity()->GetWorldPos(); wp.z += 2.0f; pPD->AddSphere( moveRequest.GetLookTarget(), 0.5f, ColorF(1,0,1,0.3f), 1.0f ); // pPD->AddSphere( moveRequest.GetMoveTarget(), 0.5f, ColorF(1,1,0,0.3f), 1.0f ); pPD->AddDirection( m_pPlayer->GetEntity()->GetWorldPos() + Vec3(0,0,2), 1, m_curInput.deltaMovement, ColorF(1,0,0,0.3f), 1.0f ); } //m_curInput.deltaMovement.zero(); }
//------------------------------------------------------------------------ float CGameRulesCommonDamageHandling::GetCollisionEnergy( const IEntity *pVictim, const CGameRules::SCollisionHitInfo& colHitInfo ) const { float m1 = colHitInfo.target_mass; float m0 = 0.f; IPhysicalEntity *phys = pVictim->GetPhysics(); if(phys) { pe_status_dynamics dyn; phys->GetStatus(&dyn); m0 = dyn.mass; } IEntity *pOffender = gEnv->pEntitySystem->GetEntity(colHitInfo.targetId); bool bCollider = (pOffender || m1 > 0.001f); const bool debugColl = DebugCollisions(); if (debugColl) { CryLog("GetCollisionEnergy %s (%.1f) <-> %s (%.1f)", pVictim?pVictim->GetName():"[no entity]", m0, pOffender?pOffender->GetName():"[no entity]", m1); } float v0Sq = 0.f, v1Sq = 0.f; if (bCollider) // non-static { m0 = min(m0, m1); Vec3 v0normal, v1normal, vrel; Vec3 tempNormal = colHitInfo.normal; float v0dotN = colHitInfo.velocity.dot(colHitInfo.normal); v0normal = tempNormal.scale(v0dotN); float v1dotN = colHitInfo.target_velocity.dot(colHitInfo.normal);; // "target" is the offender v1normal = tempNormal.scale(v1dotN); vrel = v0normal.sub(v1normal); float vrelSq = vrel.len2(); v0Sq = min( sqr(v0dotN), vrelSq ); v1Sq = min( sqr(v1dotN), vrelSq ); if (debugColl) { IPersistantDebug* pPD = g_pGame->GetIGameFramework()->GetIPersistantDebug(); pPD->Begin("CollDamage", false); pPD->AddSphere(colHitInfo.pos, 0.15f, Col_Red, 5.f); pPD->AddDirection(colHitInfo.pos, 1.5f, tempNormal.scale(sgn(v0dotN)), Col_Green, 5.f); pPD->AddDirection(colHitInfo.pos, 1.5f, tempNormal.scale(sgn(v1dotN)), Col_Red, 5.f); if ((v0Sq > 2*2) || (v1Sq > 2*2)) { CryLog("normal velocities: rel %.1f, <%s> %.1f / <%s> %.1f", sqrt(vrelSq), pVictim?pVictim->GetName():"none", v0dotN, pOffender?pOffender->GetName():"none", v1dotN); CryLog("target_type: %i, target_velocity: %.2f %.2f %.2f", colHitInfo.target_type, colHitInfo.target_velocity.x, colHitInfo.target_velocity.y, colHitInfo.target_velocity.z); } } } else { v0Sq = sqr(colHitInfo.velocity.dot(colHitInfo.normal)); if (debugColl && v0Sq>5*5) { IPersistantDebug* pPD = g_pGame->GetIGameFramework()->GetIPersistantDebug(); pPD->Begin("CollDamage", false); pPD->AddDirection(colHitInfo.pos, 1.5f, colHitInfo.normal, Col_Green, 5.f); string debugText; debugText.Format("z: %f", colHitInfo.velocity.z); pPD->Add2DText(debugText.c_str(), 1.5f, Col_White, 5.f); } } float colliderEnergyScale = 1.f; if (pVictim != NULL && pOffender != NULL) { if(IActor* pVictimActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(pVictim->GetId())) { colliderEnergyScale = !pVictimActor->IsPlayer() ? GetAIPlayerAgainstColliderEnergyScale(*pOffender) : GetPlayerAgainstColliderEnergyScale(*pOffender); if (debugColl) { CryLog("colliderEnergyScale: %.1f", colliderEnergyScale); } } } const float energy0 = 0.5f * m0 * v0Sq; const float energy1 = 0.5f * m1 * v1Sq * colliderEnergyScale; return energy0 + energy1; }
void CNetPlayerInput::UpdateMoveRequest() { CMovementRequest moveRequest; SMovementState moveState; m_pPlayer->GetMovementController()->GetMovementState(moveState); Quat worldRot = m_pPlayer->GetBaseQuat(); // m_pPlayer->GetEntity()->GetWorldRotation(); Vec3 deltaMovement = worldRot.GetInverted().GetNormalized() * m_curInput.deltaMovement; // absolutely ensure length is correct deltaMovement = deltaMovement.GetNormalizedSafe(ZERO) * m_curInput.deltaMovement.GetLength(); moveRequest.AddDeltaMovement( deltaMovement ); if( IsDemoPlayback() ) { Vec3 localVDir(m_pPlayer->GetViewQuatFinal().GetInverted() * m_curInput.lookDirection); Ang3 deltaAngles(asinf(localVDir.z),0,atan2_tpl(-localVDir.x,localVDir.y)); moveRequest.AddDeltaRotation(deltaAngles*gEnv->pTimer->GetFrameTime()); } const float fNetAimLerpFactor = g_pGameCVars->pl_netAimLerpFactor; //Vector slerp produces artifacts here, using a per-component lerp instead Vec3 vCurrentRight = m_lookDir.cross(Vec3Constants<float>::fVec3_OneZ); Vec3 vCurrentProjected = -(vCurrentRight.cross(Vec3Constants<float>::fVec3_OneZ)); vCurrentRight.Normalize(); vCurrentProjected.Normalize(); Vec3 vNewRight = m_curInput.lookDirection.cross(Vec3Constants<float>::fVec3_OneZ); Vec3 vNewProjected = -(vNewRight.cross(Vec3Constants<float>::fVec3_OneZ)); vNewProjected.Normalize(); float fRotZDirDot = vNewProjected.dot(vCurrentRight); float fRotZDot = vNewProjected.dot(vCurrentProjected); float fRotZ = acos_tpl(fRotZDot); fRotZ = AngleWrap_PI(fRotZ); float fRotZFinal = -fsgnf(fRotZDirDot) * fRotZ * fNetAimLerpFactor; float fCurrentAngle = acos_tpl(Vec3Constants<float>::fVec3_OneZ.dot(m_lookDir)); float fNewAngle = acos_tpl(Vec3Constants<float>::fVec3_OneZ.dot(m_curInput.lookDirection)); float fRotXFinal = (fNewAngle - fCurrentAngle) * -fNetAimLerpFactor; //Rotate around X first, as we have already generated the right vector Vec3 vNewLookDir = m_lookDir.GetRotated(vCurrentRight, fRotXFinal); m_lookDir = vNewLookDir.GetRotated(Vec3Constants<float>::fVec3_OneZ, fRotZFinal); Vec3 distantTarget = moveState.eyePosition + 1000.0f * m_lookDir; Vec3 lookTarget = distantTarget; if (m_curInput.usinglookik) moveRequest.SetLookTarget( lookTarget ); else moveRequest.ClearLookTarget(); if (m_curInput.aiming) moveRequest.SetAimTarget( lookTarget ); else moveRequest.ClearAimTarget(); if (m_curInput.deltaMovement.GetLengthSquared() > sqr(0.02f)) // 0.2f is almost stopped moveRequest.SetBodyTarget( distantTarget ); else moveRequest.ClearBodyTarget(); moveRequest.SetAllowStrafing(m_curInput.allowStrafing); moveRequest.SetPseudoSpeed(CalculatePseudoSpeed()); moveRequest.SetStance( (EStance)m_curInput.stance ); m_pPlayer->GetMovementController()->RequestMovement(moveRequest); if (m_curInput.sprint) m_pPlayer->m_actions |= ACTION_SPRINT; else m_pPlayer->m_actions &= ~ACTION_SPRINT; #if 0 if (m_pPlayer->m_netSetPosition) { SPredictedCharacterStates charStates; charStates.states[0].position = m_pPlayer->GetEntity()->GetPos(); charStates.states[0].orientation = m_pPlayer->GetEntity()->GetRotation(); charStates.states[0].deltatime = 0.0f; charStates.states[1].position = m_pPlayer->m_netCurrentLocation; charStates.states[1].orientation = m_pPlayer->GetEntity()->GetRotation(); charStates.states[1].deltatime = gEnv->pTimer->GetFrameTime(); charStates.states[2].position = m_pPlayer->m_netDesiredLocation; charStates.states[2].orientation = m_pPlayer->GetEntity()->GetRotation(); charStates.states[2].deltatime = m_pPlayer->m_netLerpTime; charStates.nStates = 3; moveRequest.SetPrediction(charStates); } #endif //0 #if !defined(_RELEASE) // debug.. if (g_pGameCVars->g_debugNetPlayerInput & 2) { IPersistantDebug * pPD = gEnv->pGame->GetIGameFramework()->GetIPersistantDebug(); pPD->Begin( string("update_player_input_") + m_pPlayer->GetEntity()->GetName(), true ); Vec3 wp = m_pPlayer->GetEntity()->GetWorldPos(); wp.z += 2.0f; pPD->AddSphere( moveRequest.GetLookTarget(), 0.5f, ColorF(1,0,1,0.3f), 1.0f ); // pPD->AddSphere( moveRequest.GetMoveTarget(), 0.5f, ColorF(1,1,0,0.3f), 1.0f ); pPD->AddDirection( m_pPlayer->GetEntity()->GetWorldPos() + Vec3(0,0,2), 1, m_curInput.deltaMovement, ColorF(1,0,0,0.3f), 1.0f ); } #endif //m_curInput.deltaMovement.zero(); }
//------------------------------------------------------------------------ Vec3 CGunTurret::PredictTargetPos(IEntity *pTarget, bool sec)//sec - weapon to use { pTarget = ResolveTarget(pTarget); Vec3 tpos = GetTargetPos(pTarget); if(m_turretparams.search_only || m_turretparams.prediction == 0.f) return tpos; IPhysicalEntity *pe = pTarget->GetPhysics(); pe_status_dynamics dyn; if(!pe || !pe->GetStatus(&dyn)) return tpos; Vec3 vel = dyn.v; Vec3 acc = dyn.a; float a = acc.len(); if(a < 0.01f) a = 0.f; else acc /= a; Vec3 vpos = GetWeaponPos(); Vec3 dist = tpos-vpos; float d = dist.len(); if(d < 0.01f) return tpos; dist /= d; float d_speed = vel*dist; float speed = 800.0f; const SAmmoParams *ammo = g_pGame->GetWeaponSystem()->GetAmmoParams(GetFireMode(0)->GetAmmoType()); if(!ammo) return tpos; if(ammo->physicalizationType == ePT_None) return tpos; speed = ammo->speed; float time_to = d/max(1.f, speed-d_speed); // MR: clamped acc prediction to reduce jerkyness when targetting objects that are able // to do near-instant velocity changes (like players) a = min(a, 25.f); Vec3 delta = vel*(time_to) + 0.5f*a*acc*time_to*time_to; delta *= m_turretparams.prediction; if(g_pGameCVars->i_debug_turrets == eGTD_Prediction) { IPersistantDebug *pDebug = gEnv->pGame->GetIGameFramework()->GetIPersistantDebug(); pDebug->Begin("CGunTurret::PredictTargetPos", false); pDebug->AddSphere(tpos+delta, 0.2f, ColorF(1,0,0,1), 1.f); gEnv->pRenderer->DrawLabel(vpos, 1.4f, "Predict %s: speed %.1f (dspeed %.1f), acc %.1f, time %.1f", pTarget->GetName(), vel.len(), d_speed, a, time_to); } return tpos+delta; }