예제 #1
0
DVector CMovement::FindPosAroundObj(DVector vStart, DVector vDir)
{
	CServerDE* pServerDE = BaseClass::GetServerDE();
	if (!pServerDE) return vStart;

	DVector vDims, vPoint, vColor;

	m_nWidthPoints = 10;

	//get the parent's dims
	pServerDE->GetObjectDims(m_hObject,&vDims);
	DFLOAT fDim = (DFLOAT)sqrt((vDims.x * vDims.x) + (vDims.z * vDims.z)) + 0.1f;

	VEC_ADDSCALED(vPoint, vStart, vDir, fDim);

	while(m_nWidthPoints)
	{
		if(pServerDE->GetPointShade(&vPoint,&vColor))
		{
			return vPoint;	
		}
		else
		{
			VEC_ADDSCALED(vPoint, vPoint, vDir, fDim);
		}

		m_nWidthPoints--;
	}

	return vStart;
}
예제 #2
0
DBOOL BounceMovingObject(PhysicsState *pUserState, MovingObject *pObject, 
						 DVector *pNewPos, ClientIntersectInfo* pInfo, SurfaceType *eType)
{

	if (!pObject || !pNewPos || !pInfo) return DFALSE;

	PhysicsState* pState = pUserState ? pUserState : GetCurPhysicsState(pObject);
	if (!pState) return DFALSE;

	ClientIntersectQuery query;
	float dot;

	// Only do an intersection test if the line is long enough (sometimes the 
	// intersection test will fail on really short lines).
	memset(&query, 0, sizeof(query));
	VEC_COPY(query.m_From, pObject->m_Pos);
	VEC_COPY(query.m_To, *pNewPos);

	if (eType)
		query.m_Flags = INTERSECT_HPOLY;

	if (pState->m_pClientDE->IntersectSegment(&query, pInfo))
	{
		// get the surface type
		if (eType)
			*eType = GetSurfaceType(pInfo->m_hObject, pInfo->m_hPoly);

		// Reflect the velocity.
		dot = VEC_DOT(pObject->m_Velocity, pInfo->m_Plane.m_Normal);
		dot *= -2.0f;

		VEC_ADDSCALED(pObject->m_Velocity, pObject->m_Velocity, pInfo->m_Plane.m_Normal, dot);

		// If the plane hit is in the opposite direction of travel, then move back a little...
		if( dot > 0.0f )
		{
			// Move the dest point a little in front of the plane.
			VEC_ADDSCALED(*pNewPos, pInfo->m_Point, pInfo->m_Plane.m_Normal, 0.3f);
		}
	
		// Dampen it.
		VEC_MULSCALAR(pObject->m_Velocity, pObject->m_Velocity, pState->m_VelocityDampen);
		
		// (250 is the max squared magnitude).
		if(pInfo->m_Plane.m_Normal.y > 0.6f && (VEC_MAGSQR(pObject->m_Velocity) < (250.0f)))
		{
			pObject->m_PhysicsFlags |= MO_RESTING;
		}

		return DTRUE;
	}

	return DFALSE;
}
예제 #3
0
DVector CMovement::FindTurn(DVector vStart, DVector vTestDir, DVector vMoveDir, DFLOAT fMoveLen, 
							DFLOAT fTestLen)
{
	DVector vFinal,vCurPos;
	DBOOL	bStop = DTRUE;
	DFLOAT fMaxDist = 0.0f;

	VEC_INIT(vFinal);
	VEC_COPY(vCurPos, vStart);

	CServerDE* pServerDE = BaseClass::GetServerDE();
	if (!pServerDE) return vFinal;

	IntersectQuery IQuery;
	IntersectInfo IInfo;

	IQuery.m_Flags	  = INTERSECT_OBJECTS | IGNORE_NONSOLID;
	IQuery.m_FilterFn = DNULL;

	VEC_COPY(IQuery.m_From,vStart);
	VEC_COPY(IQuery.m_Direction,vMoveDir);

	//find maximum searchable distance in vMoveDir
	if(pServerDE->CastRay(&IQuery,&IInfo))
	{
		fMaxDist = VEC_DIST(vStart,IInfo.m_Point);
	}

	//loop til we find a spot to turn
	for(float fDist = 0.0f; !((fDist + fMoveLen) >= fMaxDist); fDist += fMoveLen)
	{
		VEC_ADDSCALED(vCurPos, vCurPos, vMoveDir, fMoveLen);

		VEC_COPY(IQuery.m_From,vCurPos);
		VEC_ADDSCALED(IQuery.m_To,vCurPos, vTestDir, fTestLen);

		if(!pServerDE->IntersectSegment(&IQuery, &IInfo))
		{
			VEC_ADDSCALED(vFinal, vCurPos, vMoveDir, fMoveLen);
			return vFinal;
		}
	}

	if(m_nNumPoints >= 10 || (VEC_DIST(vCurPos,vStart) <= 0.0))
		return vCurPos;

	//we can't turn here so we add to list and keep searching in new direction
	AddPosToPathList(vCurPos);

	DVector vNewMoveDir;
	VEC_MULSCALAR(vNewMoveDir, vTestDir, -1.0f);

	return FindTurn(vCurPos, vMoveDir, vNewMoveDir, fMoveLen, (fMaxDist - fDist) + 1.0f);
}
예제 #4
0
DBOOL CMovement::ClearToPoint(DVector vStart, DVector vDestPos, DVector vDims, IntersectInfo* IInfo)
{
	GlobalFilterFnData globalFilterFnData;
	CServerDE* pServerDE = BaseClass::GetServerDE();
	if (!pServerDE) return DFALSE;

	DFLOAT fDim = (DFLOAT)sqrt((vDims.x * vDims.x) + (vDims.z * vDims.z)) + 0.1f;

	IntersectQuery IQuery;

	IQuery.m_Flags	  = INTERSECT_OBJECTS | IGNORE_NONSOLID;
	IQuery.m_FilterFn = GlobalFilterFn;
	globalFilterFnData.m_dwFlags = IGNORE_CHARACTER;
	globalFilterFnData.m_nIgnoreObjects = 1;
	globalFilterFnData.m_hIgnoreObjects = &m_hObject;
	IQuery.m_pUserData = &globalFilterFnData;	

	DVector vDir;
	DRotation rRot;

	VEC_SUB(vDir, vDestPos, vStart);
	VEC_NORM(vDir);

	pServerDE->AlignRotation(&rRot, &vDir, &m_vUp);

	DVector vU,vR,vF;
	pServerDE->GetRotationVectors(&rRot,&vU,&vR,&vF);

	//check the right side
	VEC_ADDSCALED(IQuery.m_From, vStart, vR, fDim);
	VEC_ADDSCALED(IQuery.m_To, vDestPos, vR, fDim);

	if(pServerDE->IntersectSegment(&IQuery, IInfo))
	{
		return DFALSE;
	}

	//check the left side
	VEC_ADDSCALED(IQuery.m_From, vStart, vR, (fDim * -1.0f));
	VEC_ADDSCALED(IQuery.m_To,vDestPos, vR, (fDim * -1.0f));

	if(pServerDE->IntersectSegment(&IQuery, IInfo))
	{
		return DFALSE;
	}

	return DTRUE;
}
예제 #5
0
DBOOL UpdateMovingObject(PhysicsState *pUserState, MovingObject *pObject, DVector *pNewPos)
{
	if (!pObject || !pNewPos) return DFALSE;

	PhysicsState* pState = pUserState ? pUserState : GetCurPhysicsState(pObject);
	if (!pState) return DFALSE;

	DVector vTemp, velocityDelta, posDelta;

	if(pObject->m_PhysicsFlags & MO_RESTING)
		return DFALSE;
	
	// Prevent tiny movements.
	if(VEC_MAGSQR(pObject->m_Acceleration) < 0.01f)
	{
		VEC_INIT(pObject->m_Acceleration);
	}

	if(VEC_MAGSQR(pObject->m_Velocity) < 0.01f)
	{
		VEC_INIT(pObject->m_Velocity);
	}

	// velocityDelta = ( acceleration + accelDelta * 0.5 ) * dt;
	VEC_INIT(vTemp);
	if (!(pObject->m_PhysicsFlags & MO_NOGRAVITY))
	{
		DFLOAT fScale = 0.5f;
		if (pObject->m_PhysicsFlags & MO_HALFGRAVITY)
		{
			fScale = 0.20f;
		}
		VEC_MULSCALAR(vTemp, pState->m_GravityAccel, fScale);
	}
	VEC_ADD(vTemp, vTemp, pObject->m_Acceleration);
	VEC_MULSCALAR(velocityDelta, vTemp, pState->m_TimeStep);

	// Apply the velocity to the position (p = p + vt + 0.5a(t^2)).
	VEC_MULSCALAR(posDelta, pObject->m_Acceleration, pState->m_TimeStepIntegral);
	VEC_ADDSCALED(posDelta, posDelta, pObject->m_Velocity, pState->m_TimeStep);

	// Add the final velocity to the new velocity.
	VEC_ADD(pObject->m_Velocity, pObject->m_Velocity, velocityDelta);

	if(!pNewPos)
		pNewPos = &pObject->m_Pos;

	VEC_ADD(*pNewPos, pObject->m_Pos, posDelta);
	
	// Zero out the acceleration.
	VEC_INIT(pObject->m_Acceleration);

	return DTRUE;
}
예제 #6
0
int CDestructable::CalculateHitLimb(DVector vDir, DVector vPos, DFLOAT fDamage)
{
	CServerDE* pServerDE = BaseClass::GetServerDE();
	if (!pServerDE || !m_hObject || !m_pInventoryMgr || !m_pAnim_Sound) return -1;

	int nNode = -1;
	DFLOAT fNodeDist = 0.0f, fDist = 999.0f, fTemp = 0.0f;
	DVector vShot, vNewShot, vTemp, vObjDims, vNodePos, vZ;
	DFLOAT fX, fY, ft;
	DBOOL bStatus = DFALSE;
	DRotation rRot;

	if(pServerDE->GetModelAnimUserDims(m_hObject, &vObjDims, pServerDE->GetModelAnimation(m_hObject)) == DE_INVALIDPARAMS)
		pServerDE->DebugOut("CalculateHitLimb() f****d up\r\n");

	vTemp.x = (float)fabs(vDir.x);
	vTemp.y = (float)fabs(vDir.y);
	vTemp.z = (float)fabs(vDir.z);

	if(vTemp.x > vTemp.y && vTemp.x > vTemp.z)
	{
		fTemp = vObjDims.x / vTemp.x;
	}
	else if(vTemp.y > vTemp.x  && vTemp.y > vTemp.z)
	{
		fTemp = vObjDims.y / vTemp.y;
	}
	else if(vTemp.z > vTemp.x  && vTemp.z > vTemp.y)
	{
		fTemp = vObjDims.z / vTemp.z;
	}

	VEC_MULSCALAR(vNewShot,vDir,fTemp);
	VEC_ADD(vShot,vPos,vNewShot);

	DVector vC;
	VEC_SUB(vC,vShot,vPos);

	fX = 1 / VEC_DOT(vC,vC);
	fY = fX * -(VEC_DOT(vC,vPos));
	
	for(int i = 0; i < NUM_STD_NODES; i++)
	{
		pServerDE->GetModelNodeHideStatus(m_hObject, szNodes[i], &bStatus);

		if(!bStatus)
		{
			DBOOL bRet = pServerDE->GetModelNodeTransform(m_hObject, szNodes[i], &vNodePos, &rRot);

			ft = VEC_DOT(vC,vNodePos) * fX + fY;

			if(ft >= 0.0f && ft <= 1.0f)
			{
				VEC_ADDSCALED(vZ,vPos,vC, ft);

				fNodeDist = VEC_DIST(vNodePos, vZ);

				if(fNodeDist < fDist && fNodeDist <= m_pAnim_Sound->m_fHitSpheres[i])
				{
					fDist = fNodeDist;
					nNode = i;
				}
			}
		}
	}
/*
	//Do we leave a pass through mark behind us?	
	if(nNode != -1)
	{
		CWeapon *pW = m_pInventoryMgr->GetCurrentWeapon();

		if(pW)
		{
			VEC_MULSCALAR(vTemp,vDir,-1.0f);
			// TODO: combine sparks with weaponFX GK 8/27
//			pW->AddSparks(vPos, vTemp, fDamage * 2.0f, m_hObject, SURFTYPE_FLESH);	
//			pW->AddBloodSpurt(vPos, vTemp, fDamage * 2.0f, m_hObject, SURFTYPE_FLESH);	

//			Took this out - more efficient to send one message. GK 8/27
//			vTemp.x *= -1.0f;
//			vTemp.z *= -1.0f;
//			pW->AddBloodSpurt(vPos, vTemp, fDamage * 2.0f, m_hObject, SURFTYPE_FLESH);	

			IntersectQuery	iq;
			IntersectInfo	ii;

			// Set the intersection query values
			iq.m_Flags = INTERSECT_OBJECTS | IGNORE_NONSOLID;
			iq.m_FilterFn = DNULL;
			iq.m_pUserData = DNULL;

			VEC_COPY(iq.m_From, vPos);
			VEC_ADDSCALED(iq.m_To, vPos, vDir, 75.0f);

			// Apply a blood splat to the wall
			if(pServerDE->IntersectSegment(&iq, &ii) && (ii.m_hObject == pServerDE->GetWorldObject()))
			{
//				pW->AddImpact(WFX_BLOODSPLAT, ii.m_Point, vDir, ii.m_Plane.m_Normal, fDamage * 2.0f, 
//							  ii.m_hObject, SURFTYPE_FLESH);
//				pW->AddSparks(ii.m_Point, ii.m_Plane.m_Normal, fDamage * 2.0f, ii.m_hObject, SURFTYPE_FLESH);	
			}
		}
	}
*/
	return nNode;
}
예제 #7
0
DVector CMovement::FindShortestTurn(DVector vStart, DRotation* prRot, DFLOAT fMoveLen)
{
	CServerDE* pServerDE = BaseClass::GetServerDE();
	if (!pServerDE) return vStart;

	DVector vDir, vEnd, vCurPos;
	DVector vUp,vRight,vForward,vLeft;

	VEC_COPY(vCurPos, vStart);

	IntersectQuery IQuery;
	IntersectInfo ii;

	DFLOAT fLeftDist = 0.0f, fRightDist = 0.0f, fMaxDist = 0.0f;

	pServerDE->GetRotationVectors(prRot,&vUp,&vRight,&vForward);
	VEC_MULSCALAR(vLeft,vRight,-1.0f);		//create the left rotation vector

	IQuery.m_Flags	  = INTERSECT_OBJECTS | IGNORE_NONSOLID;
	IQuery.m_FilterFn = DNULL;

	//get the farthest left we could travel
	VEC_COPY(IQuery.m_From,vCurPos);
	VEC_COPY(IQuery.m_Direction,vLeft);

	if(pServerDE->CastRay(&IQuery,&ii))
	{
		fMaxDist = fLeftDist = VEC_DIST(vCurPos,ii.m_Point);
	}

	//now get the farthest right
	VEC_COPY(IQuery.m_Direction,vRight);

	if(pServerDE->CastRay(&IQuery,&ii))
	{
		fRightDist = VEC_DIST(vCurPos,ii.m_Point);

		if(fRightDist > fMaxDist)
			fMaxDist = fRightDist;
	}

	//travel the obstacle in both directions looking for a clearing
	VEC_INIT(vDir);

	VEC_MULSCALAR(vEnd,vForward,fMoveLen + 5.0f);

	for(float fWidth = fMoveLen; !(fWidth >= fRightDist && fWidth >= fLeftDist); fWidth += fMoveLen)
	{
		//Check the right side
		if(fWidth < fRightDist)
		{
			VEC_ADDSCALED(IQuery.m_From,vCurPos,vRight,fWidth);
			VEC_ADD(IQuery.m_To,IQuery.m_From,vEnd);

			if(!pServerDE->IntersectSegment(&IQuery,&ii))
			{
				VEC_ADDSCALED(IQuery.m_From,IQuery.m_From,vRight,fWidth/2);
				pServerDE->AlignRotation(prRot, &vLeft, &m_vUp);
				return IQuery.m_From;
			}
		}

		//Check the left side
		if(fWidth < fLeftDist)
		{
			VEC_ADDSCALED(IQuery.m_From,vCurPos,vLeft,fWidth);
			VEC_ADD(IQuery.m_To,IQuery.m_From,vEnd);

			if(!pServerDE->IntersectSegment(&IQuery,&ii))
			{
				VEC_ADDSCALED(IQuery.m_From,IQuery.m_From,vLeft,fWidth/2);
				pServerDE->AlignRotation(prRot, &vRight, &m_vUp);
				return IQuery.m_From;
			}

		}
	}

	return vStart;
}
예제 #8
0
DBOOL CMovement::CalculatePath(DVector vDestPos)
{
	CServerDE* pServerDE = BaseClass::GetServerDE();
	if (!pServerDE) return DFALSE;

	DVector vDims, vTest;
	DRotation rRot;

	//sanity check to make sure vDestPos is valid
	VEC_INIT(vTest);
	if(VEC_DIST(vTest, vDestPos) <= 0)
		return DFALSE;

	IntersectQuery IQuery;
	IntersectInfo IInfo;

	IQuery.m_Flags	  = INTERSECT_OBJECTS;
	IQuery.m_FilterFn = DNULL;

//	LARGE_INTEGER start;
//	QueryPerformanceCounter(&start);

	//clear the path list out
	Term();

	//get the parent's dims
	pServerDE->GetObjectDims(m_hObject,&vDims);
	DFLOAT fDim = (DFLOAT)sqrt((vDims.x * vDims.x) + (vDims.z * vDims.z)) + 0.1f;

	if(!ClearToPoint(m_vPos, vDestPos,vDims, &IInfo))
	{
		VEC_ADDSCALED(IInfo.m_Point,IInfo.m_Point, IInfo.m_Plane.m_Normal, fDim - 0.1f)

		AddPosToPathList(IInfo.m_Point);

		//align a test rotation to the obstacles normal and retrieve the rotation vectors
		VEC_MULSCALAR(IInfo.m_Plane.m_Normal, IInfo.m_Plane.m_Normal, -1.0f);
		pServerDE->AlignRotation(&rRot, &(IInfo.m_Plane.m_Normal), &m_vUp);

		DVector vTurnPoint = FindShortestTurn(IInfo.m_Point, &rRot, fDim);

		if(VEC_DIST(vTurnPoint, IInfo.m_Point) <= 0.0f)
			return DFALSE;

		AddPosToPathList(vTurnPoint);

		DVector vU,vR,vF;
		pServerDE->GetRotationVectors(&rRot,&vU,&vR,&vF);

		vTurnPoint = FindTurn(vTurnPoint, vF, IInfo.m_Plane.m_Normal, fDim, fDim);
		
		if(VEC_DIST(vTurnPoint, vDestPos) <= 0.0f)
			return DFALSE;

		if(ClearToPoint(vTurnPoint, vDestPos, vDims, &IInfo))
		{
			AddPosToPathList(vTurnPoint);
			AddPosToPathList(vDestPos);

//			ConsolidatePath();
		}
		else
			return DFALSE;
	}
	else
		AddPosToPathList(vDestPos);

/*	LARGE_INTEGER end;
	QueryPerformanceCounter(&end);

	pServerDE->DebugOut("Shortest Path Computed: %u ticks\r\n", (unsigned long)(end.QuadPart - start.QuadPart));
*/
	return DTRUE;
}