예제 #1
0
void army::MoveTo(int hexIdx) {
	if(this->creature.creature_flags & FLYER) {
		this->targetHex = hexIdx;
		if(ValidFlight(this->targetHex, 0))
			FlyTo(this->targetHex);
	} else {
		WalkTo(hexIdx);
	}
}
예제 #2
0
void	CCharacterPhysicsSupport::	EndActivateFreeShell			( CObject* who, const Fvector& inital_entity_position, const Fvector& dp, const Fvector & velocity )
{
	VERIFY ( m_pPhysicsShell );
	VERIFY( m_eState==esDead );
#ifdef	DEBUG
if( dbg_draw_ragdoll_spawn )
{
	DBG_OpenCashedDraw();
	m_pPhysicsShell->dbg_draw_geometry( 0.2f, D3DCOLOR_XRGB( 255, 100, 0 ) );
	DBG_ClosedCashedDraw( 50000 );
}
#endif

	CollisionCorrectObjPos( dp );
	m_pPhysicsShell->SetGlTransformDynamic(mXFORM);

#ifdef	DEBUG
if( dbg_draw_ragdoll_spawn )
{
	DBG_OpenCashedDraw();
	m_pPhysicsShell->dbg_draw_geometry( 0.2f, D3DCOLOR_XRGB( 255, 0, 100 ) );
	DBG_ClosedCashedDraw( 50000 );
}
#endif
	//fly back after correction
	FlyTo(Fvector().sub(inital_entity_position,m_EntityAlife.Position()));

#ifdef	DEBUG
if( dbg_draw_ragdoll_spawn )
{
	DBG_OpenCashedDraw();
	m_pPhysicsShell->dbg_draw_geometry( 0.2f, D3DCOLOR_XRGB( 100, 255, 100 ) );
	DBG_ClosedCashedDraw( 50000 );
}
#endif
	Fvector v = velocity;
	m_character_shell_control.apply_start_velocity_factor( who, v );

#ifdef	DEBUG
		if( death_anim_debug )
		{
			Msg( "death anim: ragdoll velocity picked from char controller =(%f,%f,%f), velocity applied to ragdoll =(%f,%f,%f)  ", velocity.x, velocity.y, velocity.z, v.x, v.y, v.z );
		}
#endif

	m_pPhysicsShell->set_LinearVel( v );
	//actualize
	m_pPhysicsShell->GetGlobalTransformDynamic(&mXFORM);
	m_pPhysicsShell->mXFORM.set(mXFORM);



	//if( false &&  anim_mov_ctrl && anim_mov_blend && anim_mov_blend->blend != CBlend::eFREE_SLOT &&  anim_mov_blend->timeCurrent + Device.fTimeDelta*anim_mov_blend->speed < anim_mov_blend->timeTotal-SAMPLE_SPF-EPS)//.
	//{
	//	const Fmatrix sv_xform = mXFORM;
	//	mXFORM.set( start_xform );
	//	//anim_mov_blend->blendPower = 1;
	//	anim_mov_blend->timeCurrent  += Device.fTimeDelta * anim_mov_blend->speed;
	//	m_pPhysicsShell->AnimToVelocityState( Device.fTimeDelta, 2 * default_l_limit, 10.f * default_w_limit );
	//	mXFORM.set( sv_xform );
	//}
	IKinematics* K=smart_cast<IKinematics*>( m_EntityAlife.Visual( ) );
	K->CalculateBones_Invalidate();
	K->CalculateBones	(TRUE);
}
예제 #3
0
void CCharacterPhysicsSupport::ActivateShell			(CObject* who)
{
	DestroyIKController();
	if(!m_physics_skeleton)CreateSkeleton(m_physics_skeleton);
	if(m_eType==etActor)
	{
		CActor* A=smart_cast<CActor*>(&m_EntityAlife);
		R_ASSERT2(A,"not an actor has actor type");
		if(A->Holder()) return;
		if(m_eState==esRemoved)return;
	}
	CKinematics* K=smart_cast<CKinematics*>(m_EntityAlife.Visual());
//////////////////////this needs to evaluate object box//////////////////////////////////////////////////////
	for(u16 I=K->LL_BoneCount()-1;I!=u16(-1);--I)K->LL_GetBoneInstance(I).reset_callback();

	K->CalculateBones_Invalidate();
	K->CalculateBones	();
////////////////////////////////////////////////////////////////////////////
	if(m_pPhysicsShell) return;
	Fvector velocity;
	m_PhysicMovementControl->GetCharacterVelocity		(velocity);
	velocity.mul(1.3f);
	Fvector dp,start;start.set(m_EntityAlife.Position());
	if(!m_PhysicMovementControl->CharacterExist())
		dp.set(m_EntityAlife.Position());
	else m_PhysicMovementControl->GetDeathPosition(dp);
	m_PhysicMovementControl->DestroyCharacter();
	CollisionCorrectObjPos(dp);

	R_ASSERT2(m_physics_skeleton,"No skeleton created!!");
	m_pPhysicsShell=m_physics_skeleton;
	m_physics_skeleton=NULL;
	m_pPhysicsShell->set_Kinematics(K);
	m_pPhysicsShell->RunSimulation();
	m_pPhysicsShell->mXFORM.set(mXFORM);
	m_pPhysicsShell->SetCallbacks(m_pPhysicsShell->GetBonesCallback());
	if(!smart_cast<CCustomZone*>(who))
	{
		velocity.mul(1.25f*m_after_death_velocity_factor);
	}
	if(!DoCharacterShellCollide())
	{
		m_pPhysicsShell->DisableCharacterCollision();
	}
	m_pPhysicsShell->set_LinearVel(velocity);
	K->CalculateBones_Invalidate();
	K->CalculateBones	();
	m_flags.set(fl_death_anim_on,FALSE);
	m_eState=esDead;
	m_flags.set(fl_skeleton_in_shell,TRUE);
	
	if(IsGameTypeSingle())
	{
		m_pPhysicsShell->SetPrefereExactIntegration	();//use exact integration for ragdolls in single
		m_pPhysicsShell->SetRemoveCharacterCollLADisable();
	}
	else
	{
		m_pPhysicsShell->SetIgnoreDynamic();
	}
	m_pPhysicsShell->SetIgnoreSmall();
	FlyTo(Fvector().sub(start,m_EntityAlife.Position()));
	m_pPhysicsShell->GetGlobalTransformDynamic(&mXFORM);
	m_pPhysicsShell->add_ObjectContactCallback(OnCharacterContactInDeath);
	m_pPhysicsShell->set_CallbackData((void*)this);
}