bool Player::Update(InputManager* input, PhysicsManager* physics, EWSManager* ews, const OgreTransform& transform) { if(input->isCFGKeyPressed(InputManager::ENVWARNSYS)) { placeEWS(ews,physics,transform); } cGunData* gun = nullptr; if(_equippables[_curEquippable].equip->getIsWeapon()) { gun = static_cast<cGunData*>(_equippables[_curEquippable].equip); } if(gun != nullptr) { bool movkey = false; movkey = (input->isCFGKeyPressed(InputManager::FORWARD) || input->isCFGKeyPressed(InputManager::BACKWARD)|| input->isCFGKeyPressed(InputManager::RIGHT) || input->isCFGKeyPressed(InputManager::LEFT)); if(input->isMBPressed(OIS::MB_Left)) { //shoot gun //std::cout << "MB_Left pressed..." << std::endl; gun->fire(); //check for collisions with enemies if first time through if(gun->shouldDamage()) { Ogre::SceneManager* scene = _equipNode->getCreator(); Ogre::Vector3 dir = transform.direction; Ogre::Ray ray(transform.position,dir); Ogre::RaySceneQuery* rayQuery = scene->createRayQuery(ray); rayQuery->setSortByDistance(true); Ogre::RaySceneQueryResult results = rayQuery->execute(); auto shot = [this,gun] (Ogre::RaySceneQueryResultEntry& entry) { if(entry.movable != nullptr) { std::string name = entry.movable->getName().substr(3,std::string::npos); LevelData::BaseEntity* ent = LuaManager::getSingleton().getEntity(name); if(ent != nullptr && (ent->getType() == LevelData::NPC || ent->getType() == LevelData::ENEMY)) { _damageInterface->registerShotAtEnemy(gun->getGunshotData(),name); } } }; std::for_each(results.begin(),results.end(),shot); scene->destroyQuery(rayQuery); } } else { gun->setFiring(false); } if(input->isCFGKeyPressed(InputManager::RELOAD)) { gun->reload(); } if(movkey) { gun->setMoving(true); } else { if(gun->isMoving()) { gun->setMoving(false); } } } if(_damageInterface != nullptr) { //this clears out the added-up damage in the interface. _health -= static_cast<int>(_damageInterface->getTotalDamagePlayer()); } return true; }
void NPCCharacter::_actionLook(const Ogre::Vector3& target) { Ogre::Bone* headBone; std::string n = _node->getName(); Ogre::Skeleton* skel = static_cast<Ogre::Entity*>(_movableObject)->getSkeleton(); headBone = skel->getBone("Bip01_Head"); headBone->setManuallyControlled(true); headBone->setInheritOrientation(true); int nAnim = skel->getNumAnimations(); //have to do this to allow the head to turn properly. for(int i = 0; i < nAnim; ++i) { skel->getAnimation(i)->destroyNodeTrack(headBone->getHandle()); } Ogre::Vector3 test = headBone->_getDerivedPosition() * CHARACTER_SCALE_FACTOR + _node->getPosition(); Ogre::Vector3 dir = target - test; Ogre::Quaternion nodeRot,boneRot; Ogre::Euler boneEuler; boneEuler.setDirection(dir,true,false); /*boneRot = _node->convertLocalToWorldOrientation(_node->getOrientation()) * headBone->_getDerivedOrientation(); Ogre::Vector3 boneTest = boneRot * Ogre::Vector3::UNIT_Z;*/ //Ogre::Vector3 boneTest = headBone->getOrientation() * Ogre::Vector3::UNIT_Z; //turns the direction vector into a 2D normalized vector on the X/Z axis. dir.y = 0; dir.normalise(); //All of this ray query stuff is to make sure that the AI can "see" the target before attempting to look at it. Ogre::SceneManager* scene = _node->getCreator(); Ogre::Ray ray(headBone->_getDerivedPosition() * CHARACTER_SCALE_FACTOR + _node->getPosition(),dir); Ogre::RaySceneQuery* query = scene->createRayQuery(ray); query->setSortByDistance(true); query->setQueryMask(CHARACTER_MASK | SCENERY_MASK); Ogre::RaySceneQueryResult results = query->execute(); bool withinView = false; if(results.size() == 0) { withinView = true; } else { if(results.begin()->movable->getParentNode()->getName() == getName()) { if(results.size() == 1) { withinView = true; } } if(!withinView && results.size() > 1 && std::next(results.begin())->distance > test.distance(target)) { withinView = true; } } scene->destroyQuery(query); if(withinView) { Ogre::Euler node; Ogre::Euler t = headOrientation.getRotationTo(dir); t.limitYaw(Ogre::Radian(3.0)); t.limitPitch(Ogre::Radian(0.0)); headOrientation = headOrientation + t; headOrientation.limitYaw(Ogre::Degree(100)); headOrientation.limitPitch(Ogre::Degree(60)); headBone->setOrientation(headOrientation); /*headBone->rotate(boneTest.getRotationTo(dir),Ogre::Node::TS_WORLD); Ogre::Quaternion boneRotation = _node->convertLocalToWorldOrientation(_node->getOrientation()) * headBone->_getDerivedOrientation() * (Ogre::Quaternion(Ogre::Degree(180),Ogre::Vector3::UNIT_Y)); Ogre::Quaternion nodeRotation = _node->_getDerivedOrientation(); Ogre::Quaternion diff = nodeRotation.Inverse() * boneRotation;*/ } _isActFinished = true; }