示例#1
0
//------------------------------------------------------------------------
void CVehicleViewSteer::UpdateView(SViewParams &viewParams, EntityId playerId)
{
	static bool doUpdate = true;

	if (!doUpdate) return;

	if (m_position.IsValid())
	{
		viewParams.position = m_position;
	}
	else
	{
		CRY_ASSERT_MESSAGE(0, "camera position invalid");
	}

	Vec3 dir = (m_lookAt - m_position).GetNormalizedSafe();
	if (dir.IsValid() && dir.GetLengthSquared() > 0.01f)
	{
		viewParams.rotation = Quat::CreateRotationVDir(dir);
	}
	else
	{
		CRY_ASSERT_MESSAGE(0, "camera rotation invalid");
	}

	// set view direction on actor
	IActor* pActor = m_pSeat->GetPassengerActor(true);
	if (pActor && pActor->IsClient())
	{
		pActor->SetViewInVehicle(viewParams.rotation);
	}
}
示例#2
0
void CScriptProxy::OnCollision(CEntity* pTarget, int matId, const Vec3 &pt, const Vec3 &n, const Vec3 &vel, const Vec3 &targetVel, int partId, float mass)
{
	if (!CurrentState()->IsStateFunctionImplemented(ScriptState_OnCollision))
		return;

	FUNCTION_PROFILER( GetISystem(), PROFILE_ENTITY );

	if (!m_hitTable)
		m_hitTable.Create(gEnv->pScriptSystem);
	{
		Vec3               dir(0, 0, 0);
		CScriptSetGetChain chain(m_hitTable);
		chain.SetValue("normal", n);
		chain.SetValue("pos", pt);

		if (vel.GetLengthSquared() > 1e-6f)
		{
			dir = vel.GetNormalized();
			chain.SetValue("dir", dir);
		}

		chain.SetValue("velocity", vel);
		chain.SetValue("target_velocity", targetVel);
		chain.SetValue("target_mass", mass);
		chain.SetValue("partid", partId);
		chain.SetValue("backface", n.Dot(dir) >= 0);
		chain.SetValue("materialId", matId);

		if (pTarget)
		{
			ScriptHandle sh;
			sh.n = pTarget->GetId();

			if (pTarget->GetPhysics())
			{
				chain.SetValue("target_type", (int)pTarget->GetPhysics()->GetType());
			}
			else
			{
				chain.SetToNull("target_type");
			}

			chain.SetValue("target_id", sh);

			if (pTarget->GetScriptTable())
			{
				chain.SetValue("target", pTarget->GetScriptTable());
			}
		}
		else
		{
			chain.SetToNull("target_type");
			chain.SetToNull("target_id");
			chain.SetToNull("target");
		}
	}

	m_pScript->CallStateFunction( CurrentState(),m_pThis,ScriptState_OnCollision, m_hitTable);
}
示例#3
0
bool CBattleDust::CheckIntersection(CBattleEvent* pEventOne, Vec3& pos, float radius)
{
	FUNCTION_PROFILER(GetISystem(), PROFILE_GAME);

	if(!pEventOne)
		return false;

	Vec3 centreToCentre = pos - pEventOne->m_worldPos;
	float sumRadiiSquared = (radius * radius) + (pEventOne->m_radius * pEventOne->m_radius);
	float distanceSquared = centreToCentre.GetLengthSquared();

	return ((distanceSquared < sumRadiiSquared) && (distanceSquared < m_distanceBetweenEvents*m_distanceBetweenEvents));
}
示例#4
0
bool SkillKill::IsGotYourBackKill(CPlayer* pShooterPlayer, CPlayer* pTargetPlayer)
{
    //To use the new actor manager stuff when merged back to postalpha
    const float maxDistSq = sqr(g_pGameCVars->g_gotYourBackKill_targetDistFromFriendly);
    const float fovRange = cry_cosf(DEG2RAD(g_pGameCVars->g_gotYourBackKill_FOVRange));

    IActorIteratorPtr pActorIterator = g_pGame->GetIGameFramework()->GetIActorSystem()->CreateActorIterator();

    Vec3 targetLocation = pTargetPlayer->GetEntity()->GetWorldPos();
    SMovementState targetMovementState;
    pTargetPlayer->GetMovementController()->GetMovementState(targetMovementState);

    Vec3 targetAimDirection = targetMovementState.aimDirection;

    while(CActor* pActor = static_cast<CActor*>(pActorIterator->Next()))
        {
            if(pActor != pShooterPlayer && !pActor->IsDead() && pShooterPlayer->IsFriendlyEntity(pActor->GetEntityId()))
                {
                    Vec3 actorLocation = pActor->GetEntity()->GetWorldPos();
                    Vec3 distance = actorLocation - targetLocation;

                    if(distance.GetLengthSquared() < maxDistSq)
                        {
                            distance.Normalize();
                            if(distance.Dot(targetAimDirection) > fovRange)
                                {
                                    SMovementState actorMovementState;
                                    pActor->GetMovementController()->GetMovementState(actorMovementState);
                                    Vec3 actorAimDirection = actorMovementState.aimDirection;

                                    if(actorAimDirection.Dot(-distance) < fovRange)
                                        {
                                            return true;
                                        }
                                }
                        }
                }
        }

    return false;
}
void CVehicleMovementHelicopter::UpdateNetworkError(const Vec3& netPosition, const Quat& netRotation)
{
	SVehiclePhysicsStatus* physStatus = &m_physStatus[k_physicsThread];
	if(!physStatus->pos.IsZero(0.5f))
	{
		static const float maxDotError = cosf(0.5f*DEG2RAD(10.f));
		Vec3 posError = netPosition - physStatus->pos;
		float dotProduct = physStatus->q | netRotation;
		// CryWatch("posError=%.2f", posError.GetLength());
		if (posError.GetLengthSquared()>sqr(4.f) || dotProduct < maxDotError)
		{
			// Snap!
			m_pEntity->SetPos(netPosition);
			m_pEntity->SetRotation(netRotation);
			m_netPosAdjust.zero();
		}
		else
		{
			// Change the error smoothly
			m_netPosAdjust += (posError - m_netPosAdjust)*0.5f;
		}
	}
}
void CVehicleMovementHelicopter::ProcessAI(const float deltaTime)
{
	FUNCTION_PROFILER( GetISystem(), PROFILE_GAME );

	CryAutoCriticalSection lk(m_lock);
	SVehiclePhysicsStatus* physStatus = &m_physStatus[k_physicsThread];
		
	if (m_arcade.m_handling.maxSpeedForward>0.f) // Use the new handling code
	{
		//ResetActions();
		m_movementAction.Clear();
		m_movementAction.isAI = true;

		SVehiclePhysicsHelicopterProcessAIParams params;
		params.pPhysStatus = physStatus;
		params.pInputAction = &m_inputAction;
		params.pAiRequest = &m_aiRequest;
		params.dt = deltaTime;
		params.aiRequiredVel = m_CurrentVel;
		params.aiCurrentSpeed = m_CurrentSpeed;
		params.aiYawResponseScalar = m_yawResponseScalar;
		m_yawResponseScalar = 1.f;
	
		// Use helper class to process the AI input
		// It will return a requested velocity, and change the input
		m_arcade.ProcessAI(params);

		// Get the output velocity
		m_CurrentVel = params.aiRequiredVel;
		m_CurrentSpeed = params.aiCurrentSpeed;
		return;
	}
	////////////////////// OLD DEPRECATED CODE :( //////////////////////////////////

	m_movementAction.Clear();
	ResetActions();

	// Our current state
	const Vec3 worldPos =  physStatus->pos;
	const Matrix33 worldMat( physStatus->q);
	const Matrix33 localMat( physStatus->q.GetInverted());
	const Ang3 worldAngles = Ang3::GetAnglesXYZ(worldMat);
	const Ang3 localAngles = Ang3::GetAnglesXYZ(localMat);

	const Vec3 currentVel = physStatus->v;
	const Vec3 currentVel2D(currentVel.x, currentVel.y, 0.0f);
	m_CurrentSpeed = m_CurrentVel.len(); //currentVel.len();
  float currentSpeed2d = currentVel2D.len();

	// +ve direction mean rotation anti-clocwise about the z axis - 0 means along y
	float currentDir = worldAngles.z;

	// to avoid singularity
	const Vec3 vWorldDir = worldMat.GetRow(1);
	const Vec3 vSideWays = worldMat.GetRow(0);
	const Vec3 vWorldDir2D =  Vec3( vWorldDir.x,  vWorldDir.y, 0.0f ).GetNormalizedSafe();

	// Our inputs
	float desiredSpeed = m_aiRequest.HasDesiredSpeed() ? m_aiRequest.GetDesiredSpeed() : 0.0f;
	Limit(desiredSpeed, -m_maxSpeed, m_maxSpeed);

	const Vec3 desiredMoveDir = m_aiRequest.HasMoveTarget() ? (m_aiRequest.GetMoveTarget() - worldPos).GetNormalizedSafe() : vWorldDir;
	Vec3 desiredMoveDir2D = Vec3(desiredMoveDir.x, desiredMoveDir.y, 0.0f);
	desiredMoveDir2D = desiredMoveDir2D.GetNormalizedSafe(desiredMoveDir2D);

	const Vec3 desiredVel = desiredMoveDir * desiredSpeed; 
	const Vec3 desiredVel2D(desiredVel.x, desiredVel.y, 0.0f);

  Vec3 desiredLookDir(desiredMoveDir);

  if (m_aiRequest.HasDesiredBodyDirectionAtTarget())
  {
	    desiredLookDir = m_aiRequest.GetDesiredBodyDirectionAtTarget().GetNormalizedSafe(desiredMoveDir);
  }
  else if (m_aiRequest.HasLookTarget())
  {
    desiredLookDir = (m_aiRequest.GetLookTarget() - worldPos).GetNormalizedSafe(desiredMoveDir);  
  }


	//const Vec3 desiredLookDir = m_aiRequest.HasLookTarget() ? (m_aiRequest.GetLookTarget() - worldPos).GetNormalizedSafe() : desiredMoveDir;
	const Vec3 desiredLookDir2D = Vec3(desiredLookDir.x, desiredLookDir.y, 0.0f).GetNormalizedSafe(vWorldDir2D);

  Vec3 prediction = m_aiRequest.HasBodyTarget() ? m_aiRequest.GetBodyTarget() : ZERO;

  prediction = (prediction.IsEquivalent(ZERO)) ? desiredMoveDir2D : prediction - worldPos;
  prediction.z = 0.0f;

  float speedLimit = prediction.GetLength2D();

	if(speedLimit > 0.0f)
	{
		prediction *= 1.0f / speedLimit;
	}

  Vec3 tempDir = currentVel2D.IsEquivalent(ZERO) ? localMat.GetRow(1) : currentVel2D;
  tempDir.z = 0.0f;
  tempDir.NormalizeFast();

	float dotProd = tempDir.dot(prediction);
	Limit(dotProd, FLT_EPSILON, 1.0f);

	float accel = m_enginePowerMax * min(2.0f,  1.0f / dotProd); // * dotProd;

	if (!m_aiRequest.HasDesiredBodyDirectionAtTarget())
	{
		dotProd *= dotProd;
		dotProd *= dotProd;
		float tempf = min(max(speedLimit * speedLimit, 2.0f), m_maxSpeed * dotProd);
		Limit(desiredSpeed, -tempf, tempf);
	}
	else if (dotProd < 0.0125f)
	{
		Limit(desiredSpeed, -m_maxSpeed * 0.25f, m_maxSpeed * 0.25f);
	}
  
  float posNeg = (float)__fsel(desiredSpeed - m_CurrentSpeed, 1.0f, -5.0f);

  if (desiredVel2D.GetLengthSquared() > FLT_EPSILON)
  {
	  m_CurrentSpeed = m_CurrentSpeed + posNeg * accel * deltaTime;
  }
  else
  {
    m_CurrentSpeed = m_CurrentSpeed + posNeg * accel * deltaTime;
  }

	if (posNeg > 0.0f && m_CurrentSpeed > desiredSpeed)
	{
		m_CurrentSpeed = desiredSpeed;
	}
	else if (posNeg < 0.0f && m_CurrentSpeed < desiredSpeed)
	{
		m_CurrentSpeed = desiredSpeed;
	}

	
	// ---------------------------- Rotation ----------------------------
	
	float desiredDir = (desiredLookDir2D.GetLengthSquared() > 0.0f) ? atan2f(-desiredLookDir2D.x, desiredLookDir2D.y) : atan2f(-vWorldDir2D.x, vWorldDir2D.y);
	while (currentDir < desiredDir - gf_PI)
		currentDir += 2.0f * gf_PI;
	while (currentDir > desiredDir + gf_PI)
		currentDir -= 2.0f * gf_PI;

	// ---------------------------- Yaw ----------------------------

	Ang3 dirDiff(0.0f, 0.0f, desiredDir - currentDir);
	dirDiff.RangePI();
	float absDiff   = fabsf(dirDiff.z);

	float rotSpeed		= (float)__fsel(dirDiff.z, m_yawPerRoll, -m_yawPerRoll);
	m_actionYaw		= m_actionYaw + deltaTime * (rotSpeed - m_actionYaw);

	float temp = fabsf(m_actionYaw);

	float multiplier = ((absDiff / (temp + 0.001f)) + 1.0f) * 0.5f;
	
	m_actionYaw	*= (float)__fsel(absDiff - temp, 1.0f, multiplier);

	// ---------------------------- Yaw ------------------------------

	m_CurrentVel = desiredMoveDir * m_CurrentSpeed;

  // ---------------------------- Pitch ----------------------------

  if (m_CurrentVel.GetLengthSquared2D() > 0.1f)
  {
    CalculatePitch(worldAngles, desiredMoveDir, currentSpeed2d, desiredSpeed, deltaTime);
  }
  else
  {
    Quat rot;
    rot.SetRotationVDir(desiredLookDir, 0.0f);
    float desiredXRot = Ang3::GetAnglesXYZ(rot).x + m_steeringDamage.x;

    m_actionPitch = worldAngles.x + (desiredXRot - worldAngles.x) * deltaTime/* * 10.0f*/;
    Limit(m_actionPitch, -m_maxPitchAngle * 2.0f, m_maxPitchAngle * 2.0f);
  }


	// ---------------------------- Roll ----------------------------
	float rollSpeed = GetRollSpeed();

	rollSpeed *= deltaTime;
	rollSpeed		= (float)__fsel(absDiff - rollSpeed, rollSpeed, absDiff);
	float roll		=(float) __fsel(dirDiff.z, -rollSpeed, rollSpeed);

	float speedPerUnit	   = 1.5f;
	float desiredRollSpeed = absDiff * speedPerUnit * (float)__fsel(dirDiff.z, 1.0f, -1.0f);
  
	desiredRollSpeed = -m_actionYaw * 2.5f;
  desiredRollSpeed += m_steeringDamage.y;

	m_actionRoll = m_actionRoll + deltaTime * (desiredRollSpeed - m_actionRoll);
	Limit(m_actionRoll, -m_maxRollAngle + m_steeringDamage.y, m_maxRollAngle - m_steeringDamage.y);
	m_actionRoll *= m_rollDamping;
	// ---------------------------- Roll ----------------------------


	// ---------------------------- Convert and apply ----------------------------
	Ang3 angles(m_actionPitch, m_actionRoll, worldAngles.z + deltaTime * m_actionYaw);
	
	pe_params_pos paramPos;
	paramPos.q.SetRotationXYZ(angles);
	paramPos.q.Normalize();

	IPhysicalEntity * pPhysicalEntity = GetPhysics();
	pPhysicalEntity->SetParams(&paramPos, 1);

	pe_action_set_velocity vel;
	vel.v = m_CurrentVel + m_netPosAdjust;
	pPhysicalEntity->Action(&vel, 1);

	// ---------------------------- Convert and apply ----------------------------

  m_rpmScale = max(0.2f, cry_fabsf(m_CurrentSpeed / m_maxSpeed));
}
示例#7
0
文件: Claymore.cpp 项目: RenEvo/dead6
void CClaymore::Update(SEntityUpdateContext &ctx, int updateSlot)
{
	CProjectile::Update(ctx, updateSlot);

	bool debug = (g_pGameCVars->g_debugMines != 0);

	if(gEnv->bServer)
	{
		if(m_armed)
		{
			CGameRules* pGR = g_pGame->GetGameRules();
			if(pGR)
			{
				for(std::list<EntityId>::iterator it = m_targetList.begin(); it != m_targetList.end(); ++it)
				{
					IEntity* pEntity = gEnv->pEntitySystem->GetEntity(*it);
					if(!pEntity) continue;
						
					// if this is a team game, claymores aren't set off by their own team...
					if(pGR->GetTeamCount() > 0 && (m_teamId != 0 && pGR->GetTeam(pEntity->GetId()) == m_teamId))
						continue;

					// otherwise, not set off by the player who dropped them.
					if(pGR->GetTeamCount() == 0 && m_ownerId == pEntity->GetId())
						continue;
					
					IPhysicalEntity *pPhysics = pEntity->GetPhysics();
					if(pPhysics)
					{
						pe_status_dynamics physStatus;
						if(0 != pPhysics->GetStatus(&physStatus) && physStatus.v.GetLengthSquared() > 0.01f)
						{
							// now check angle between this claymore and approaching object
							//	to see if it is within the angular range m_triggerAngle.
							//	If it is, then check distance is less than m_triggerRange,
							//	and also check line-of-sight between the two entities.
							IRenderAuxGeom * pRAG = gEnv->pRenderer->GetIRenderAuxGeom();
							pRAG->SetRenderFlags( e_Mode3D | e_AlphaBlended | e_DrawInFrontOff | e_FillModeSolid | e_CullModeNone );

							AABB entityBBox;	
							pEntity->GetWorldBounds(entityBBox);

							if(debug)
							{
								pRAG->DrawAABB( entityBBox, true, ColorF(1,0,0,0.4f), eBBD_Faceted );
							}

							Vec3 enemyDir = entityBBox.GetCenter() - GetEntity()->GetPos();
							Vec3 checkDir = enemyDir; 
							checkDir.z = 0;
							float distanceSq = enemyDir.GetLengthSquared();

							// for players a simple distance check is fine, but for vehicles use a better intersection check
							//	so any corner of the vehicle going inside the zone sets off the claymore.
							static float playerRadius = 2.5f;
							bool inside = false;
							if(entityBBox.GetRadius() < playerRadius)
							{
								inside = (distanceSq < (m_triggerRadius * m_triggerRadius));
							}
							else
							{							
								static ray_hit hit;
								if(gEnv->pPhysicalWorld->CollideEntityWithBeam(pEntity->GetPhysics(), GetEntity()->GetWorldPos(), enemyDir, m_triggerRadius, &hit))
								{
									inside = true;
									enemyDir = hit.pt - GetEntity()->GetWorldPos();
								}
							}

							if(inside)
							{
								enemyDir.NormalizeSafe();
								checkDir.NormalizeSafe();
								float dotProd = checkDir.Dot(m_triggerDirection);

								if(debug)
								{
									pRAG->DrawLine(GetEntity()->GetPos(), ColorF(1,0,0,1), GetEntity()->GetPos() + Matrix33::CreateRotationZ(m_triggerAngle/2.0f)*m_triggerDirection*m_triggerRadius, ColorF(1,0,0,1), 5.0f);
									pRAG->DrawLine(GetEntity()->GetPos(), ColorF(1,0,0,1), GetEntity()->GetPos() + Matrix33::CreateRotationZ(-m_triggerAngle/2.0f)*m_triggerDirection*m_triggerRadius, ColorF(1,0,0,1), 5.0f);

									ColorF clr;
									clr.a = 0.3f;
									clr.b = 0.4f;
									clr.g = 0.1f;
									clr.r = 1.0f;
									pRAG->DrawLine(GetEntity()->GetPos(), clr, GetEntity()->GetPos() + (enemyDir * m_triggerRadius), clr, 5.0f);
								}

								if(dotProd > cry_cosf(m_triggerAngle/2.0f))
								{
									static const int objTypes = ent_all&(~ent_terrain);   
									static const unsigned int flags = rwi_stop_at_pierceable|rwi_colltype_any;
									ray_hit hit;
									int col = gEnv->pPhysicalWorld->RayWorldIntersection(GetEntity()->GetPos(), (enemyDir * m_triggerRadius * 1.5f), objTypes, flags, &hit, 1, GetEntity()->GetPhysics());

									bool bang = false;
									if (!col)
										bang = true;
									else if (entityBBox.IsContainPoint(hit.pt))
										bang = true;
									else if (hit.pt.GetSquaredDistance(GetEntity()->GetWorldPos()) >= distanceSq)
										bang = true;
									if (bang)
									{
										// pass in the explosion normal, which is -m_triggerDirection
										Explode(true, false, Vec3(0,0,0), -m_triggerDirection);

										if(debug)
										{
											ColorF clr;
											clr.a = 0.3f;
											clr.g = 0.1f;
											clr.r = 1.0f;
											clr.b = 1.0f;
											pRAG->DrawLine(GetEntity()->GetPos(), clr, GetEntity()->GetPos() + (enemyDir * m_triggerRadius), clr, 5.0f);
										}
									}
								}
							}
						}
					}
				}
			}
		}
		else
		{
			m_timeToArm -= gEnv->pTimer->GetFrameTime();
			if(m_timeToArm <= 0.0f)
			{
				m_armed = true;

				IEntityTriggerProxy *pTriggerProxy = (IEntityTriggerProxy*)(GetEntity()->GetProxy(ENTITY_PROXY_TRIGGER));

				if (!pTriggerProxy)
				{
					GetEntity()->CreateProxy(ENTITY_PROXY_TRIGGER);
					pTriggerProxy = (IEntityTriggerProxy*)GetEntity()->GetProxy(ENTITY_PROXY_TRIGGER);
				}

				if(pTriggerProxy)
				{
					// create a trigger volume a couple of metres bigger than we need, to ensure we catch vehicles.
					//	Checks above will still make sure the entity is within the radius before detonating though.
					float radius = m_triggerRadius + 2.0f;
					AABB boundingBox = AABB(Vec3(-radius,-radius,-radius), Vec3(radius,radius,radius));
					pTriggerProxy->SetTriggerBounds(boundingBox);
				}
			}
		}
	}

	if(debug && m_armed)
	{
		IRenderAuxGeom * pRAG = gEnv->pRenderer->GetIRenderAuxGeom();
		ColorF clr;
		clr.a = 0.3f;
		clr.b = 0.4f;
		clr.g = 0.1f;
		clr.r = 1.0f;
		pRAG->SetRenderFlags( e_Mode3D | e_AlphaBlended | e_DrawInFrontOff | e_FillModeSolid | e_CullModeNone );
		pRAG->DrawCylinder(GetEntity()->GetPos(), Vec3(0, 0, 1), m_triggerRadius, m_triggerRadius * 2.0f, clr);
		Vec3 size(m_triggerRadius + 2.0f, m_triggerRadius + 2.0f, m_triggerRadius + 2.0f);
		AABB box(GetEntity()->GetPos() - size, GetEntity()->GetPos() + size);
		pRAG->DrawAABB(box, false, ColorF(0.1f, 0.1f, 0.1f, 0.1f), eBBD_Faceted);
		pRAG->DrawLine(GetEntity()->GetPos(), clr, GetEntity()->GetPos() + m_triggerDirection, clr, 5.0f);
	}
}
示例#8
0
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();
}
示例#9
0
void CNetLerper::Update(float dt, const Vec3& entityPos, SPrediction& predictionOut, const Vec3& velGround, bool bInAirOrJumping)
{
	if(!m_enabled)
	{
		predictionOut.predictedPos = entityPos;
		predictionOut.lerpVel.zero();
		predictionOut.shouldSnap = false;
		return;
	}

	CRY_ASSERT(m_settings);
	dt = max(dt, 0.001f);
	
	IEntity* pGroundEntity = gEnv->pEntitySystem->GetEntity(m_standingOn);
	m_desired.worldPos = m_desired.pos;
	if (pGroundEntity)
	{
		if (IPhysicalEntity* pGroundPhys = pGroundEntity->GetPhysics())
		{
			pe_status_pos psp;
			pGroundPhys->GetStatus(&psp);
			m_desired.worldPos = psp.q * m_desired.pos + psp.pos;
		}
	}

	// Prediction is done a "long" time ahead
	const float predictTime = min(m_clock + m_settings->lookAhead, m_settings->maxLookAhead);
	const Vec3 predictedPos = m_desired.worldPos + (m_desired.vel * predictTime);
	const Vec3 predOffset = predictedPos - entityPos;
	const float predDist = predOffset.GetLength();

	// Errors:
	m_lerpedError = entityPos - predictedPos;
	// Error between desired pos (nb: not predicted pos)
	const Vec3 errorToDesiredPos = entityPos - m_desired.worldPos;
	const int snapError = GetLerpError(errorToDesiredPos, m_lerpedError);

	m_clock += dt;

	const float lerpDist = predDist + (dt*velGround).GetLength();

	if (lerpDist<m_settings->minLerpDistance && m_desired.vel.GetLengthSquared() < sqr(m_settings->minLerpSpeed) && !bInAirOrJumping)  // Stop lerping
	{
		// This block should be entered as few times as possible while on a moving platform.
		predictionOut.predictedPos = predictedPos;
		predictionOut.lerpVel.zero();
		predictionOut.shouldSnap = false;
		m_lerpedPos = m_desired.worldPos;
		m_lerpedError.zero();

		if (m_snapType== eSnap_None)
		{
			predictionOut.shouldSnap = true;
			m_snapType = eSnap_Minor;
			LogSnapError();
		}
	}
	else if (snapError & k_desiredError)  // k_lerpError is ignored because it works improperly during collisions with living entities
	{
		predictionOut.predictedPos = m_desired.worldPos;
		predictionOut.lerpVel.zero();
		predictionOut.shouldSnap = true;
		m_lerpedPos = m_desired.worldPos;
		m_lerpedError.zero();
		if(errorToDesiredPos.GetLengthSquared() > sqr(m_settings->snapDistMarkedMajor))
		{
			m_snapType = eSnap_Major;
		}
		else
		{
			m_snapType = eSnap_Normal;
		}
		LogSnapError();
	}
	else 
	{
		// Calculate simple lerp velocity
		Vec3 lerpVel = predOffset * (float)__fres(m_settings->lookAhead);
			
		// Clamp it
		const float maxPredictionDistance = m_settings->maxInterSpeed * m_settings->lookAhead;
		if (predDist > maxPredictionDistance)
			lerpVel *= maxPredictionDistance * (float)__fres(predDist);

		// Output
		predictionOut.predictedPos = predictedPos;
		predictionOut.lerpVel = lerpVel;
		predictionOut.shouldSnap = false;
		m_snapType = eSnap_None;
	}

	// Keep this in local space
	m_lerpedPos += dt * (predictionOut.lerpVel + velGround);
	m_lerpedPos += (m_desired.worldPos - m_lerpedPos) * 0.05f;	// Keep on top of any drift
}
//------------------------------------------------------------------------
void CGameRulesMPDamageHandling::SvOnCollision(const IEntity *pVictimEntity, const CGameRules::SCollisionHitInfo& collisionHitInfo)
{
	FUNCTION_PROFILER(gEnv->pSystem, PROFILE_GAME);
	CRY_ASSERT(gEnv->bMultiplayer);

#if !defined(_RELEASE)
	if (g_pGameCVars->g_DisableCollisionDamage)
		return;
#endif

	IGameFramework* gameFramwork = g_pGame->GetIGameFramework();

	EntityId victimID = pVictimEntity->GetId();
	EntityId offenderID = collisionHitInfo.targetId;

	const IEntity* pOffenderEntity = gEnv->pEntitySystem->GetEntity(offenderID);

	float currentTime = gEnv->pTimer->GetCurrTime();

	CActor* victimActor = static_cast<CActor*>(gameFramwork->GetIActorSystem()->GetActor(victimID));
	IVehicle* offenderVehicle = gameFramwork->GetIVehicleSystem()->GetVehicle(offenderID);
	IVehicle* victimVehicle = gameFramwork->GetIVehicleSystem()->GetVehicle(victimID);
	IActor* offenderActor = gameFramwork->GetIActorSystem()->GetActor(offenderID);

	if(pOffenderEntity && !offenderVehicle && !offenderActor)
	{
		if( IEntity* pParent = pOffenderEntity->GetParent() )
		{
			 offenderVehicle = gameFramwork->GetIVehicleSystem()->GetVehicle(pParent->GetId());
		}
	}

	// Vehicles being flipped do no damage, for now
	if (offenderVehicle != NULL && offenderVehicle->GetStatus().beingFlipped)
		return;

	// Players can't damage vehicles
	if (victimVehicle && offenderActor)
		return;

	// Filter frequent collisions
	if (pOffenderEntity)
	{
		FRAME_PROFILER("Filter out recent collisions", gEnv->pSystem, PROFILE_GAME);

		EntityCollisionRecords::const_iterator collisionRecordIter = m_entityCollisionRecords.find(victimID);
		if (collisionRecordIter != m_entityCollisionRecords.end())
		{
			const EntityCollisionRecord& record = collisionRecordIter->second;
			if (record.entityID == offenderID &&
			    record.time + EntityCollisionIgnoreTimeBetweenCollisions > currentTime)
			{
				return;
			}
		}
	}

	float offenderMass = collisionHitInfo.target_mass;

	enum
	{
		CollisionWithEntity,
		CollisionWithStaticWorld
	}
	collisionType = (pOffenderEntity || offenderMass > 0.0f) ? CollisionWithEntity : CollisionWithStaticWorld;

	const Vec3& victimVelocity = collisionHitInfo.velocity;
	const Vec3& offenderVelocity = collisionHitInfo.target_velocity;

	float relativeSpeedSq = 0.0f;
	float minSpeedToCareAboutCollisionSq = 0.0f;
	float contactMass = 0.0f;

	bool offenderIsBig = offenderMass > 1000.f;

	switch (collisionType)
	{
	case CollisionWithEntity:
		{
			Vec3 relativeVelocity = victimVelocity - offenderVelocity;
			relativeSpeedSq = relativeVelocity.GetLengthSquared();

			minSpeedToCareAboutCollisionSq = sqr(10.0f);

			if (victimActor && offenderIsBig)
			{
				minSpeedToCareAboutCollisionSq = sqr(1.0f);
			}

			if (victimActor && offenderVehicle)
			{
				//Players won't be hurt by vehicles with a negative kill player speed
				if(offenderVehicle->GetDamageParams().aiKillPlayerSpeed < 0.f)
				{
					return;
				}

				minSpeedToCareAboutCollisionSq = sqr(2.0f);
			}

			const float offenderSpeedSq = offenderVelocity.GetLengthSquared();
			if (offenderSpeedSq == 0.0f) // -- if collision target it not moving
			{
				minSpeedToCareAboutCollisionSq *= sqr(2.0f);
			}

			//////////////////////////////////////////////////////////////////////////

			contactMass = offenderMass;
			break;
		}

	case CollisionWithStaticWorld:
		{
			// Actors don't take damage from running into walls!
			if (victimActor)
			{
				return;
			}

			relativeSpeedSq = victimVelocity.GetLengthSquared();
			minSpeedToCareAboutCollisionSq = sqr(7.5f);
			contactMass = collisionHitInfo.mass;

			break;
		}
	}

	const bool contactMassIsTooLowToCare = contactMass < 0.01f;
	if (contactMassIsTooLowToCare)
		return;

			
	//////////////////////////////////////////////////////////////////////////
	// Calculate the collision damage
	if (relativeSpeedSq >= minSpeedToCareAboutCollisionSq)
	{
		bool useDefaultCalculation = true;
		float fEnergy = 0.f;
		float damage = 0.f;
		EntityId kickerId = 0;

		// Calculate damage
		if (offenderVehicle && victimActor)
		{
			useDefaultCalculation = false;
			damage = ProcessActorVehicleCollision(victimActor, victimID, offenderVehicle, offenderID, damage, collisionHitInfo, kickerId);
		}
		else if (offenderIsBig && victimActor) // i.e. a kickable car
		{
			// Try to find the kicker
			CTimeValue time = gEnv->pTimer->GetAsyncTime();
			IActorSystem* pActorSystem = gEnv->pGame->GetIGameFramework()->GetIActorSystem();
			IActorIteratorPtr pActorIterator = pActorSystem->CreateActorIterator();
			IActor* pActor = pActorIterator->Next();
			float lowestTime = 5.f;
			while (pActor != NULL)
			{
				CPlayer* pPlayer = static_cast<CPlayer*>(pActor);
				EntityId kicked = pPlayer->GetLargeObjectInteraction().GetLastObjectId();
				if (kicked==offenderID)
				{
					float timeSinceKick = (time - pPlayer->GetLargeObjectInteraction().GetLastObjectTime()).GetSeconds();
					if (timeSinceKick < lowestTime)
					{
						// We found the kicker and the kicked
						kickerId = pActor->GetEntityId();
						lowestTime = timeSinceKick;
					}
				}
				pActor = pActorIterator->Next();
			}
			damage = ProcessActorKickedVehicle(victimActor, victimID, kickerId, offenderID, damage, collisionHitInfo);
			useDefaultCalculation = false;
		}

		if (useDefaultCalculation)
		{
			fEnergy = GetCollisionEnergy(pVictimEntity, collisionHitInfo);
			if (victimVehicle || offenderIsBig)
			{
				damage = 0.0005f * fEnergy;
			}
			else
			{
				damage = 0.0025f * fEnergy;
			}

			// Apply damage multipliers
			damage *= GetCollisionDamageMult(pVictimEntity, pOffenderEntity, collisionHitInfo);

			if (victimActor)
			{
				const bool victimIsPlayer = victimActor->IsPlayer();

				if (victimIsPlayer)
				{
					damage = AdjustPlayerCollisionDamage(pVictimEntity, pOffenderEntity, collisionHitInfo, damage);
				}
			}
		}

		if (damage >= DAMAGE_THRESHOLD_COLLISIONS)
		{
			HitInfo hit;
			hit.damage = damage;
			hit.pos = collisionHitInfo.pos;
			if (collisionHitInfo.target_velocity.GetLengthSquared() > 1e-6)
				hit.dir = collisionHitInfo.target_velocity.GetNormalized();
			hit.radius = 0.0f;
			hit.partId = collisionHitInfo.partId;
			hit.targetId = victimID;
			hit.weaponId = offenderID;
			hit.shooterId = kickerId != 0 ? kickerId : offenderID;
			hit.material = 0;
			hit.type = CGameRules::EHitType::Collision;
			hit.explosion = false;

			CGameRules *pGameRules = g_pGame->GetGameRules();
			if (pGameRules->GetTeamCount() > 1)
			{
				int shooterTeamId = pGameRules->GetTeam(hit.shooterId);
				int targetTeamId = pGameRules->GetTeam(hit.targetId);

				if (shooterTeamId && (shooterTeamId == targetTeamId))
				{
					damage = GetFriendlyFireDamage(damage, hit, victimActor);
				}
			}

			if (damage >= DAMAGE_THRESHOLD_COLLISIONS)
			{
				IScriptTable* pVictimScript = pVictimEntity ? pVictimEntity->GetScriptTable() : NULL;
				IScriptTable* pOffenderScript = pOffenderEntity ? pOffenderEntity->GetScriptTable() : NULL;

				if (!pOffenderEntity && pVictimEntity)
				{
					pOffenderEntity = pVictimEntity;
					offenderID = victimID;
				}

				m_entityCollisionRecords[victimID] = EntityCollisionRecord(offenderID, currentTime);

				if(victimVehicle)
				{
					victimVehicle->OnHit(hit);
				}	
				else if (pVictimScript)
				{
					FRAME_PROFILER("Call to OnHit", gEnv->pSystem, PROFILE_GAME);

					if (!IsDead(victimActor, pVictimScript))
					{
						if (IActor* offenderDriver = offenderVehicle ? offenderVehicle->GetDriver() : NULL)
							hit.shooterId = offenderDriver->GetEntityId();

						DelegateServerHit(pVictimScript, hit, victimActor);
					}
				}
			}
		}
	}
}
void CMountedGunController::Update(EntityId mountedGunID, float frameTime)
{
    CRY_ASSERT_MESSAGE(m_pControlledPlayer, "Controlled player not initialized");

    CItem* pMountedGun = static_cast<CItem*>(gEnv->pGame->GetIGameFramework()->GetIItemSystem()->GetItem(mountedGunID));

    bool canUpdateMountedGun = (pMountedGun != NULL) && (pMountedGun->GetStats().mounted);

    if (canUpdateMountedGun)
        {
            IMovementController * pMovementController = m_pControlledPlayer->GetMovementController();
            assert(pMovementController);

            SMovementState info;
            pMovementController->GetMovementState(info);

            IEntity* pMountedGunEntity = pMountedGun->GetEntity();
            const Matrix34& lastMountedGunWorldTM = pMountedGunEntity->GetWorldTM();

            Vec3 desiredAimDirection = info.aimDirection.GetNormalized();

            // AI can switch directions too fast, prevent snapping
            if(!m_pControlledPlayer->IsPlayer())
                {
                    const Vec3 currentDir = lastMountedGunWorldTM.GetColumn1();
                    const float dot = clamp(currentDir.Dot(desiredAimDirection), -1.0f, 1.0f);
                    const float reqAngle = cry_acosf(dot);
                    const float maxRotSpeed = 2.0f;
                    const float maxAngle = frameTime * maxRotSpeed;
                    if(fabs(reqAngle) > maxAngle)
                        {
                            const Vec3 axis = currentDir.Cross(desiredAimDirection);
                            if(axis.GetLengthSquared() > 0.001f) // current dir and new dir are enough different
                                {
                                    desiredAimDirection = currentDir.GetRotated(axis.GetNormalized(),sgn(reqAngle)*maxAngle);
                                }
                        }
                }

            bool isUserClient = m_pControlledPlayer->IsClient();

            IEntity* pMountedGunParentEntity = pMountedGunEntity->GetParent();
            IVehicle *pVehicle = NULL;
            if(pMountedGunParentEntity && m_pControlledPlayer)
                pVehicle = m_pControlledPlayer->GetLinkedVehicle();

            CRecordingSystem* pRecordingSystem = g_pGame->GetRecordingSystem();

            //For client update always, for others only when there is notable change
            if (!pVehicle && (isUserClient || (!desiredAimDirection.IsEquivalent(lastMountedGunWorldTM.GetColumn1(), 0.003f))))
                {
                    Quat rotation = Quat::CreateRotationVDir(desiredAimDirection, 0.0f);
                    pMountedGunEntity->SetRotation(rotation);

                    if (isUserClient && pRecordingSystem)
                        {
                            // Only record the gun position if you're using the gun.
                            pRecordingSystem->OnMountedGunRotate(pMountedGunEntity, rotation);
                        }
                }

            const Vec3 vInitialAimDirection = GetMountDirection(pMountedGun, pMountedGunParentEntity);
            assert( vInitialAimDirection.IsUnit() );

            //Adjust gunner position and animations
            UpdateGunnerLocation(pMountedGun, pMountedGunParentEntity, vInitialAimDirection);

            const float aimrad = Ang3::CreateRadZ(Vec2(vInitialAimDirection),Vec2(-desiredAimDirection));
            const float pitchLimit = sin_tpl(DEG2RAD(30.0f));
            const float animHeight = fabs_tpl(clamp(desiredAimDirection.z * (float)__fres(pitchLimit), -1.0f, 1.0f));

            const float aimUp = (float)__fsel(-desiredAimDirection.z, 0.0f, animHeight);
            const float aimDown = (float)__fsel(desiredAimDirection.z, 0.0f, animHeight);

            if (pRecordingSystem)
                {
                    pRecordingSystem->OnMountedGunUpdate(m_pControlledPlayer, aimrad, aimUp, aimDown);
                }

            if(!m_pControlledPlayer->IsThirdPerson())
                {
                    UpdateFirstPersonAnimations(pMountedGun, desiredAimDirection);
                }

            if(m_pMovementAction)
                {
                    const float aimUpParam = aimUp;
                    const float aimDownParam = aimDown;
                    const float aimMovementParam = CalculateAnimationTime(aimrad);

                    m_pMovementAction->SetParam(MountedGunCRCs.aimUpParam, aimUpParam);
                    m_pMovementAction->SetParam(MountedGunCRCs.aimDownParam, aimDownParam);
                    m_pMovementAction->SetParam(MountedGunCRCs.aimMovementParam, aimMovementParam);
                }

            UpdateIKMounted(pMountedGun);
        }
}
示例#12
0
//------------------------------------------------------------------------
void CItem::UpdateMounted(float frameTime)
{
	IRenderAuxGeom* pAuxGeom = gEnv->pRenderer->GetIRenderAuxGeom();

	if (!m_ownerId || !m_stats.mounted)
		return;

	CActor *pActor = GetOwnerActor();
	if (!pActor)
		return;

	CheckViewChange();

  if (true)
  {  
	  if (IsClient())
	  {
		  ICharacterInstance *pCharacter = GetEntity()->GetCharacter(eIGS_FirstPerson);

		  if (pCharacter && !m_idleAnimation[eIGS_FirstPerson].empty() && pCharacter->GetISkeletonAnim()->GetNumAnimsInFIFO(0)<1)
			  PlayAction(m_idleAnimation[eIGS_FirstPerson], 0, true);
	  }

		// need to explicitly update characters at this point
		// cause the entity system update occered earlier, with the last position
		for (int i=0; i<eIGS_Last; i++)
		{
			if (GetEntity()->GetSlotFlags(i)&ENTITY_SLOT_RENDER)
			{
				ICharacterInstance *pCharacter = GetEntity()->GetCharacter(i);
				if (pCharacter)
				{
					Matrix34 mloc = GetEntity()->GetSlotLocalTM(i,false);
					Matrix34 m34 = GetEntity()->GetWorldTM()*mloc;
					QuatT renderLocation = QuatT(m34);
					pCharacter->GetISkeletonPose()->SetForceSkeletonUpdate(9);
					pCharacter->SkeletonPreProcess(renderLocation, renderLocation, GetISystem()->GetViewCamera(),0x55 );
					pCharacter->SetPostProcessParameter(renderLocation, renderLocation, 0, 0.0f, 0x55 );		
				}
			}
		}

	//	f32 fColor[4] = {1,1,0,1};
	//	f32 g_YLine=60.0f;
	//	gEnv->pRenderer->Draw2dLabel( 1,g_YLine, 1.3f, fColor, false, "Mounted Gun Code" ); 

		//adjust the orientation of the gun based on the aim-direction


		SMovementState info;
		IMovementController* pMC = pActor->GetMovementController();		
		pMC->GetMovementState(info);
		Vec3 dir = info.aimDirection.GetNormalized();
		Matrix34 tm = Matrix33::CreateRotationVDir(dir);
		Vec3 vGunXAxis=tm.GetColumn0();

		if (pActor->GetLinkedVehicle()==0)
		{
			if (pMC)
			{						
				if(!pActor->IsPlayer())
				{
					// prevent snapping direction
					Vec3 currentDir = GetEntity()->GetWorldRotation().GetColumn1();
					float dot = currentDir.Dot(dir);
					dot = CLAMP(dot,-1,1);
					float reqAngle = cry_acosf(dot);
					const float maxRotSpeed = 2.0f;
					float maxAngle = frameTime * maxRotSpeed;
					if(fabs(reqAngle) > maxAngle)
					{
						Vec3 axis = currentDir.Cross(dir);
						if(axis.GetLengthSquared()>0.001f) // current dir and new dir are enough different
							dir = currentDir.GetRotated(axis.GetNormalized(),sgn(reqAngle)*maxAngle);
					}
				}				
				//adjust the orientation of the gun based on the aim-direction
				tm = Matrix33::CreateRotationVDir(dir);
				Vec3 vWPos=GetEntity()->GetWorldPos();
				tm.SetTranslation(vWPos);
				GetEntity()->SetWorldTM(tm);  //set the new orientation of the mounted gun

				vGunXAxis=tm.GetColumn0();
				Vec3 vInitialAimDirection = m_stats.mount_dir;
				Matrix33 vInitialPlayerOrientation = Matrix33::CreateRotationVDir(vInitialAimDirection);
				assert( vInitialAimDirection.IsUnit() );

	  		Vec3 newp;

				if (pActor->IsThirdPerson())
				{
					//third person
					f32 dist = m_mountparams.body_distance*1.3f;
					Vec3 oldp = pActor->GetEntity()->GetWorldPos();
					newp = GetEntity()->GetWorldPos()-vInitialAimDirection*dist; //mounted gun
					newp.z = oldp.z;
				}
				else
				{
					//first person
					f32 fMoveBack = (1.0f+(dir.z*dir.z*dir.z*dir.z*4.0f))*0.75f;
					f32	dist = m_mountparams.eye_distance*fMoveBack;
					Vec3 oldp = pActor->GetEntity()->GetWorldPos();
					newp = GetEntity()->GetWorldPos()-dir*dist; //mounted gun
					//newp.z -= 0.75f;
					newp.z = oldp.z;
				}


				Matrix34 actortm(pActor->GetEntity()->GetWorldTM());

				//if (pActor->IsThirdPerson())
				actortm=vInitialPlayerOrientation;

				actortm.SetTranslation(newp);
				pActor->GetEntity()->SetWorldTM(actortm, ENTITY_XFORM_USER);
				pActor->GetAnimationGraphState()->SetInput("Action","gunnerMounted");
				
				//f32 g_YLine=80.0f;
				//gEnv->pRenderer->Draw2dLabel( 1,g_YLine, 1.3f, fColor, false, "Mounted Gun Active for FP and AI" ); 

				if (ICharacterInstance *pCharacter = pActor->GetEntity()->GetCharacter(0))
				{
					ISkeletonAnim *pSkeletonAnim = pCharacter->GetISkeletonAnim();
					assert(pSkeletonAnim);

					uint32 numAnimsLayer = pSkeletonAnim->GetNumAnimsInFIFO(0);
					for(uint32 i=0; i<numAnimsLayer; i++)
					{
						CAnimation &animation = pSkeletonAnim->GetAnimFromFIFO(0, i);
						if (animation.m_AnimParams.m_nFlags & CA_MANUAL_UPDATE)
						{
							f32 aimrad = Ang3::CreateRadZ(Vec2(vInitialAimDirection),Vec2(dir));
							animation.m_fAnimTime = clamp_tpl(aimrad/gf_PI,-1.0f,+1.0f)*0.5f+0.5f;
							//if (pActor->IsThirdPerson()==0)
								//animation.m_fAnimTime=0.6f; //Ivo & Benito: high advanced future code. don't ask what it is 
							                                //Benito - Not needed any more ;)

							//f32 g_YLine=100.0f;
							//gEnv->pRenderer->Draw2dLabel( 1,g_YLine, 1.3f, fColor, false, "AnimTime: %f    MyAimAngle: %f deg:%   distance:%f", animation.m_fAnimTime, aimrad, RAD2DEG(aimrad),m_mountparams.body_distance ); 
						}
					}

				}

				m_stats.mount_last_aimdir = dir;
				
			}
		}
    
    if (ICharacterInstance* pCharInstance = pActor->GetEntity()->GetCharacter(0))
		{
      if (ISkeletonAnim* pSkeletonAnim = pCharInstance->GetISkeletonAnim())
      {   
        OldBlendSpace ap;				
        if (GetAimBlending(ap))
        {
					pSkeletonAnim->SetBlendSpaceOverride(eMotionParamID_TurnSpeed, 0.5f + 0.5f * ap.m_turn, true);
        }        
      }        
    } 

    UpdateIKMounted(pActor, vGunXAxis*0.1f);
   
		RequireUpdate(eIUS_General);
  }
}
示例#13
0
void CPlayerView::ViewSpectatorTarget(SViewParams &viewParams)
{
	CActor* pTarget = (CActor*)g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(m_in.stats_spectatorTarget);
	if(!pTarget)
		return;

	IVehicle* pVehicle = pTarget->GetLinkedVehicle();

	static float defaultOffset = 0.3f;
	static float viewHeight = 1.8f;

	Matrix34 worldTM = pTarget->GetEntity()->GetWorldTM();
	Vec3 worldPos = worldTM.GetTranslation();
	if(!pVehicle)
	{
		const SStanceInfo* stanceInfo = pTarget->GetStanceInfo(pTarget->GetStance());
		if(stanceInfo)
		{
			Interpolate(viewHeight, stanceInfo->viewOffset.z, 5.0f, viewParams.frameTime);
			worldPos.z += viewHeight + defaultOffset;
		}
		else
		{
			worldPos.z += 1.8f;
		}
	}
	else
	{
		// use vehicle pos/ori
		worldTM = pVehicle->GetEntity()->GetWorldTM();
		worldPos = pVehicle->GetEntity()->GetWorldPos();
		worldPos.z += 1.5f;
	}
	
	Ang3 worldAngles = Ang3::GetAnglesXYZ(Matrix33(worldTM));
	float distance = 3;

	// if freelook allowed, get orientation and distance from player entity
	if(g_pGameCVars->g_spectate_FixedOrientation == 0)
	{
		CPlayer* pThisPlayer = static_cast<CPlayer*>(g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(m_in.entityId));
		if(!pThisPlayer)
			return;
		Matrix34 ownOrientation = pThisPlayer->GetEntity()->GetWorldTM();

		worldAngles += Ang3::GetAnglesXYZ(Matrix33(ownOrientation));
		distance = pThisPlayer->GetSpectatorZoom();
	}

	if(pVehicle)
	{
		distance *= 4.0f;

		// air vehicles need bigger distance
		if(pVehicle->GetMovement() && pVehicle->GetMovement()->GetMovementType() == IVehicleMovement::eVMT_Air)
			distance *= 2.0f;
	}

	Vec3 goal;
	goal.x = distance * cos(worldAngles.z + gf_PI*1.5f) + worldPos.x;
	goal.y = distance * sin(worldAngles.z - gf_PI/2.0f) + worldPos.y;

	AABB targetBounds;
	pTarget->GetEntity()->GetLocalBounds(targetBounds);
	goal.z = targetBounds.max.z;
	float offset = defaultOffset;
	if(pVehicle)
	{
		if(pVehicle->GetMovement() && pVehicle->GetMovement()->GetMovementType() == IVehicleMovement::eVMT_Air)
			offset = 3.0f;
		else
			offset = 1.0f;
	}
	goal.z += pTarget->GetEntity()->GetWorldPos().z + offset;

	// store / interpolate the offset, not the world pos (reduces percieved jitter in vehicles)
	static Vec3 viewOffset(goal-worldPos);
	static Vec3 camPos(goal);
	static Vec3 entPos(worldPos);
	static EntityId lastSpectatorTarget(m_in.stats_spectatorTarget);

	// do a ray cast to check for camera intersection
	static ray_hit hit;	
	IPhysicalEntity* pSkipEntities[10];
	int nSkip = 0;
	if(pVehicle)
	{
		// vehicle drivers don't seem to have current items, so need to add the vehicle itself here
		nSkip = pVehicle->GetSkipEntities(pSkipEntities, 10);
	}
	else
	{
		IItem* pItem = pTarget->GetCurrentItem();
		if (pItem)
		{
			CWeapon* pWeapon = (CWeapon*)pItem->GetIWeapon();
			if (pWeapon)
				nSkip = CSingle::GetSkipEntities(pWeapon, pSkipEntities, 10);
		}
	}

	static float minDist = 0.4f;	// how close we're allowed to get to the target
	static float wallSafeDistance = 0.3f; // how far to keep camera from walls

	Vec3 dir = goal - worldPos;
	primitives::sphere sphere;
	sphere.center = worldPos;
	sphere.r = wallSafeDistance;

	geom_contact *pContact = 0;          
	float hitDist = gEnv->pPhysicalWorld->PrimitiveWorldIntersection(sphere.type, &sphere, dir, ent_static|ent_terrain|ent_rigid|ent_sleeping_rigid,
		&pContact, 0, (geom_colltype_player<<rwi_colltype_bit) | rwi_stop_at_pierceable, 0, 0, 0, pSkipEntities, nSkip);

	// even when we have contact, keep the camera the same height above the target
	float minHeightDiff = dir.z;

	if(hitDist > 0 && pContact)
	{
		goal = worldPos + (hitDist * dir.GetNormalizedSafe());
		
		if(goal.z - worldPos.z < minHeightDiff)
		{
			// can't move the camera far enough away from the player in this direction. Try moving it directly up a bit
			int numHits = 0;
			sphere.center = goal;

			// (move back just slightly to avoid colliding with the wall we've already found...)
			sphere.center -= dir.GetNormalizedSafe() * 0.05f;

			float newHitDist = gEnv->pPhysicalWorld->PrimitiveWorldIntersection(sphere.type, &sphere, Vec3(0,0,minHeightDiff), ent_static|ent_terrain|ent_rigid|ent_sleeping_rigid,
				&pContact, 0, (geom_colltype_player<<rwi_colltype_bit) | rwi_stop_at_pierceable, 0, 0, 0, pSkipEntities, nSkip);

			float raiseDist = minHeightDiff - (goal.z - worldPos.z) - wallSafeDistance;
			if(newHitDist != 0)
			{
				raiseDist = MIN(minHeightDiff, newHitDist);
			}
			
			raiseDist = MAX(0.0f, raiseDist);
			
			goal.z += raiseDist;
			worldPos.z += raiseDist*0.8f;
		}
	}

	int thisFrameId = gEnv->pRenderer->GetFrameID();
	static int frameNo(thisFrameId);
	if(thisFrameId - frameNo > 5)
	{
		// reset positions
		viewOffset = goal - worldPos;
		entPos = worldPos;
		camPos = goal;
	}
	if(lastSpectatorTarget != m_in.stats_spectatorTarget)
	{
		viewOffset = goal - worldPos;
		entPos = worldPos;
		camPos = goal;
		lastSpectatorTarget = m_in.stats_spectatorTarget;
	}
	frameNo = thisFrameId;

	static float interpSpeed = 5.0f;
	static float interpSpeed2 = 5.0f;
	static float interpSpeed3 = 8.0f;

	if(pVehicle)
	{
		Interpolate(viewOffset, goal-worldPos, interpSpeed, viewParams.frameTime);
		entPos = worldPos;
		viewParams.position = worldPos + viewOffset;
		camPos = viewParams.position;
	}
	else
	{
		Vec3 camPosChange = goal - camPos;
		Vec3 entPosChange = worldPos - entPos;

		if(camPosChange.GetLengthSquared() > 100.0f)
			camPos = goal;
		if(entPosChange.GetLengthSquared() > 100.0f)
			entPos = worldPos;

		Interpolate(camPos, goal, interpSpeed2, viewParams.frameTime);
		Interpolate(entPos, worldPos, interpSpeed3, viewParams.frameTime);
		viewParams.position = camPos;
	}

	Matrix33 rotation = Matrix33::CreateRotationVDir((entPos - viewParams.position).GetNormalizedSafe());
	viewParams.rotation = GetQuatFromMat33(rotation);	
	m_io.bUsePivot = true;
	m_io.stats_bobCycle = 0.0;
}
void CPlayerView::ViewSpectatorTarget(SViewParams &viewParams)
{
	CActor *pTarget = (CActor *)g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(m_in.stats_spectatorTarget);

	if(!pTarget)
	{
		return;
	}

	Matrix34 worldTM = pTarget->GetEntity()->GetWorldTM();
	Vec3 worldPos = worldTM.GetTranslation();
	worldPos.z += 1.5f;
	Ang3 worldAngles = Ang3::GetAnglesXYZ(Matrix33(worldTM));
	float rot = worldAngles.z;// + m_rot;
	float distance = 3;//(m_defaultDistance != 0) ? m_defaultDistance : m_distance;

	if(IVehicle *pVehicle = pTarget->GetLinkedVehicle())
	{
		AABB vehicleBox;
		pVehicle->GetEntity()->GetLocalBounds(vehicleBox);
		distance = 2.0f * vehicleBox.GetRadius();
	}

	Vec3 goal;
	float zoom = 1.0f;
	goal.x = distance * zoom * cosf(rot + gf_PI * 1.5f) + worldPos.x;
	goal.y = distance * zoom * sinf(rot - gf_PI / 2.0f) + worldPos.y;
	AABB targetBounds;
	pTarget->GetEntity()->GetLocalBounds(targetBounds);
	goal.z = targetBounds.max.z;
	static float defaultOffset = 0.75f;
	float offset = defaultOffset;

	if(pTarget->GetLinkedVehicle())
	{
		offset = 2.0f;
	}

	goal.z += pTarget->GetEntity()->GetWorldPos().z + offset;
	// store / interpolate the offset, not the world pos (reduces percieved jitter in vehicles)
	static Vec3 viewOffset(goal - worldPos);
	static Vec3 position(goal);
	static Vec3 entPos(worldPos);
	static EntityId lastSpectatorTarget(m_in.stats_spectatorTarget);
	// do a ray cast to check for camera intersection
	static ray_hit hit;
	IPhysicalEntity *pSkipEntities[10];
	int nSkip = 0;
	IItem *pItem = pTarget->GetCurrentItem();

	if (pItem)
	{
		CWeapon *pWeapon = (CWeapon *)pItem->GetIWeapon();

		if (pWeapon)
		{
			nSkip = CSingle::GetSkipEntities(pWeapon, pSkipEntities, 10);
		}
	}
	else if(IVehicle *pVehicle = pTarget->GetLinkedVehicle())
	{
		// vehicle drivers don't seem to have current items, so need to add the vehicle itself here
		nSkip = pVehicle->GetSkipEntities(pSkipEntities, 10);
	}

	const float wallSafeDistance = 0.2f; // how far to keep camera from walls
	Vec3 dir = goal - worldPos;
	primitives::sphere sphere;
	sphere.center = worldPos;
	sphere.r = wallSafeDistance;
	geom_contact *pContact = 0;
	float hitDist = gEnv->pPhysicalWorld->PrimitiveWorldIntersection(sphere.type, &sphere, dir, ent_static | ent_terrain | ent_rigid | ent_sleeping_rigid,
					&pContact, 0, geom_colltype_player, 0, 0, 0, pSkipEntities, nSkip);
	// even when we have contact, keep the camera the same height above the target
	float minHeightDiff = dir.z;

	if(hitDist > 0 && pContact)
	{
		goal = worldPos + (hitDist * dir.GetNormalizedSafe());

		if(goal.z - worldPos.z < minHeightDiff)
		{
			// can't move the camera far enough away from the player in this direction. Try moving it directly up a bit
			sphere.center = goal;
			// (move back just slightly to avoid colliding with the wall we've already found...)
			sphere.center -= dir.GetNormalizedSafe() * 0.05f;
			float newHitDist = gEnv->pPhysicalWorld->PrimitiveWorldIntersection(sphere.type, &sphere, Vec3(0, 0, minHeightDiff), ent_static | ent_terrain | ent_rigid | ent_sleeping_rigid,
							   &pContact, 0, geom_colltype_player, 0, 0, 0, pSkipEntities, nSkip);
			float raiseDist = minHeightDiff - (goal.z - worldPos.z) - wallSafeDistance;

			if(newHitDist != 0)
			{
				raiseDist = MIN(minHeightDiff, newHitDist);
			}

			raiseDist = MAX(0.0f, raiseDist);
			goal.z += raiseDist;
			worldPos.z += raiseDist * 0.8f;
		}
	}

	int thisFrameId = gEnv->pRenderer->GetFrameID();
	static int frameNo(thisFrameId);

	if(thisFrameId - frameNo > 5)
	{
		// reset positions
		viewOffset = goal - worldPos;
		entPos = worldPos;
		position = goal;
	}

	if(lastSpectatorTarget != m_in.stats_spectatorTarget)
	{
		viewOffset = goal - worldPos;
		entPos = worldPos;
		position = goal;
		lastSpectatorTarget = m_in.stats_spectatorTarget;
	}

	frameNo = thisFrameId;

	if(pTarget->GetLinkedVehicle())
	{
		Interpolate(viewOffset, goal - worldPos, 5.0f, viewParams.frameTime);
		entPos = worldPos;
		viewParams.position = worldPos + viewOffset;
		position = viewParams.position;
	}
	else
	{
		Vec3 camPosChange = goal - position;
		Vec3 entPosChange = worldPos - entPos;

		if(camPosChange.GetLengthSquared() > 100.0f)
		{
			position = goal;
		}

		if(entPosChange.GetLengthSquared() > 100.0f)
		{
			entPos = worldPos;
		}

		Interpolate(position, goal, 5.0f, viewParams.frameTime);
		Interpolate(entPos, worldPos, 5.0f, viewParams.frameTime);
		viewParams.position = position;
	}

	Matrix33 rotation = Matrix33::CreateRotationVDir((entPos - viewParams.position).GetNormalizedSafe());
	viewParams.rotation = Quat(rotation);
	m_io.bUsePivot = true;
	m_io.stats_bobCycle = 0.0;
}
示例#15
0
bool CMPTutorial::CheckNearbyEntities(const CPlayer *pPlayer)
{
	FUNCTION_PROFILER(GetISystem(), PROFILE_GAME);

	// checks for:
	//	eTE_NeutralFactory
	//	eTE_CaptureFactory
	//	eTE_EnterHostileFactory
	//	eTE_EnterPrototypeFactory
	//	eTE_ApproachEnemyBase
	//	eTE_ApproachEnemyHQ
	//	eTE_DestroyEnemyHQ
	//	eTE_CaptureAlienSite
	//	If none of these need checking, don't bother.
	if(! ( m_events[eTE_NeutralFactory].m_status == eMS_Checking
			|| m_events[eTE_CaptureFactory].m_status == eMS_Checking
		  || m_events[eTE_EnterHostileFactory].m_status == eMS_Checking
			|| m_events[eTE_EnterPrototypeFactory].m_status == eMS_Checking
			|| m_events[eTE_ApproachEnemyBase].m_status == eMS_Checking
			|| m_events[eTE_ApproachEnemyHq].m_status == eMS_Checking
			|| m_events[eTE_CaptureAlienSite].m_status == eMS_Checking
			|| m_events[eTE_AllAliensNoPrototype].m_status == eMS_Checking
			|| m_events[eTE_AlienNoPrototype].m_status == eMS_Checking ))
	{
		return false;
	}

	bool showPrompt = false;
	if(!pPlayer)
		return showPrompt;

	Vec3 playerPos = pPlayer->GetEntity()->GetWorldPos();
	int playerTeam = g_pGame->GetGameRules()->GetTeam(pPlayer->GetEntityId());

	// rewritten to avoid iterating through the entity list: cached lists of HQ / energy point / spawn groups
	bool allCrashSites = true;	// does the player's team own all crash sites
	bool PTFactory = false;			// does the player's team own the PT factory
	bool nearCrashSite = false;	// is the player near a crash site
	for(std::list<EntityId>::iterator it = m_alienEnergyPointList.begin(); it != m_alienEnergyPointList.end(); ++it)
	{
		EntityId eid = *it;

		// check team 
		if(playerTeam != g_pGame->GetGameRules()->GetTeam(eid))
			allCrashSites = false;

		IEntity* pEnt = gEnv->pEntitySystem->GetEntity(eid);
		if(pEnt)
		{
			Vec3 vec = pEnt->GetWorldPos() - playerPos;
			float distanceSq = vec.GetLengthSquared();
			if(distanceSq < 500.0f && g_pGame->GetGameRules()->GetTeam(pEnt->GetId()) == playerTeam)
			{
				showPrompt = TriggerEvent(eTE_CaptureAlienSite);
				nearCrashSite = true;
			}
		}
	}

	if(m_events[eTE_AllAliensNoPrototype].m_status == eMS_Checking
		|| m_events[eTE_AlienNoPrototype].m_status == eMS_Checking)
	{
		// if player's team doesn't own the PT factory, they get an additional message...
		for(std::list<EntityId>::iterator factIt = m_factoryList.begin(); factIt != m_factoryList.end(); ++factIt)
		{
			EntityId factoryId = *factIt;
			if(g_pGame->GetHUD())
			{
				if(g_pGame->GetHUD()->GetPowerStruggleHUD()->IsFactoryType(factoryId, CHUDPowerStruggle::E_PROTOTYPES))
				{
					if(g_pGame->GetGameRules()->GetTeam(factoryId) == playerTeam)
					{
						PTFactory = true;
					}
				}
			}
		}

		if(!PTFactory)
		{
			if(allCrashSites)
			{
				// player's team owns all aliens but not the factory
				TriggerEvent(eTE_AllAliensNoPrototype);
			}
			else if(nearCrashSite)
			{
				// player has captured an alien but not yet the prototype factory.
				TriggerEvent(eTE_AlienNoPrototype);
			}
		}
	}

	if(!showPrompt && m_events[eTE_ApproachEnemyBase].m_status == eMS_Checking)
	{
		std::list<EntityId>::iterator it = m_baseList.begin();
		for(; it != m_baseList.end(); ++it)
		{
			IEntity* pEnt = gEnv->pEntitySystem->GetEntity(*it);
			if(pEnt)
			{
				Vec3 vec = pEnt->GetWorldPos() - playerPos;
				float distanceSq = vec.GetLengthSquared();
				int team = g_pGame->GetGameRules()->GetTeam(pEnt->GetId());
				if(team != playerTeam)
				{
					if(distanceSq < 10000.0f)
						showPrompt = TriggerEvent(eTE_ApproachEnemyBase);
				}
			}
		}
	}

	if(!showPrompt && m_events[eTE_SpawnBunker].m_status == eMS_Checking)
	{
		std::list<EntityId>::iterator it = m_spawnGroupList.begin();
		for(; it != m_spawnGroupList.end(); ++it)
		{
			IEntity* pEnt = gEnv->pEntitySystem->GetEntity(*it);
			if(pEnt)
			{
				Vec3 vec = pEnt->GetWorldPos() - playerPos;
				float distanceSq = vec.GetLengthSquared();
				if(distanceSq <= 80.0f)
				{
					if(g_pGame->GetGameRules()->GetTeam(pEnt->GetId()) == 0)
						showPrompt = TriggerEvent(eTE_SpawnBunker);
				}
			}
		}
	}

	if(!showPrompt)
	{
		std::list<EntityId>::iterator it = m_factoryList.begin();
		for(; it != m_factoryList.end(); ++it)
		{
			IEntity* pEnt = gEnv->pEntitySystem->GetEntity(*it);
			if(pEnt)
			{
				Vec3 vec = pEnt->GetWorldPos() - playerPos;
				float distanceSq = vec.GetLengthSquared();
				if(distanceSq < 500.0f)
				{
					// prompt depends on team and factory type
					bool inPrototypeFactory = g_pGame->GetHUD()->GetPowerStruggleHUD()->IsFactoryType(pEnt->GetId(), CHUDPowerStruggle::E_PROTOTYPES);
					int team = g_pGame->GetGameRules()->GetTeam(pEnt->GetId());
					if(team == 0)
					{
						showPrompt = TriggerEvent(eTE_NeutralFactory);
					}
					else if(team != playerTeam)
					{
						showPrompt = TriggerEvent(eTE_EnterHostileFactory);
					}
					else // team == playerTeam
					{
						showPrompt = TriggerEvent(eTE_CaptureFactory);

						if(inPrototypeFactory)
						{
							showPrompt |= TriggerEvent(eTE_EnterPrototypeFactory);
						}
					}
				}
			}
		}
	}

	return showPrompt;
}
示例#16
0
//------------------------------------------------------------------------
void CVehicleViewSteer::Update(float dt)
{
	IEntity* pEntity = m_pVehicle->GetEntity();
	assert(pEntity);

	IVehicleMovement* pVehicleMovement = m_pVehicle->GetMovement();
	if (pVehicleMovement == NULL)
		return;

	IPhysicalEntity* pPhysEntity = pEntity->GetPhysics();
	if (!pPhysEntity)
		return;

	pe_status_dynamics dynStatus;
	pPhysEntity->GetStatus(&dynStatus);

	SMovementState movementState;
	pVehicleMovement->GetMovementState(movementState);
	const float     pedal        = pVehicleMovement->GetEnginePedal();
	const float     maxSpeed     = movementState.maxSpeed;
	const Matrix34 &pose         = m_pAimPart ? m_pAimPart->GetWorldTM() : pEntity->GetWorldTM();
	const Vec3      entityPos    = pose.GetColumn3();
	const Vec3      xAxis        = pose.GetColumn0();
	const Vec3      yAxis        = pose.GetColumn1();
	const Vec3      zAxis        = pose.GetColumn2();
	const float     forwardSpeed = dynStatus.v.dot(yAxis);
	const float     speedNorm    = clamp_tpl(forwardSpeed / maxSpeed, 0.0f, 1.0f);
	const Vec3      maxRotation  = m_maxRotation + speedNorm * (m_maxRotation2 - m_maxRotation);

	CalcLookAt(pose);
	if (m_lookAt.IsValid())
	{
		if (!m_lastOffset.IsValid())
		{
			m_position             = pose * m_localSpaceCameraOffset;
			m_lastOffset           = m_position - m_lookAt;
			m_lastOffsetBeforeElev = m_lastOffset;
		}

		Vec3 offset = m_lastOffsetBeforeElev;

		if (pedal < 0.1f && forwardSpeed < 1.0f)
		{
			// Going Backwards
			m_flags &= ~(eVCam_goingForwards | m_forwardFlags);
			m_flags |= m_backwardsFlags;
		}

		if (offset.dot(yAxis) < 0.8f && forwardSpeed > 1.f)
		{
			// Going Forwards
			m_flags &= ~m_backwardsFlags;
			m_flags |= eVCam_goingForwards | m_forwardFlags;
		}

		float sensitivity = (1.f - speedNorm) * m_stickSensitivity.z + speedNorm * m_stickSensitivity2.z;
		float rotate      = -m_rotatingAction.z * sensitivity;
		rotate = rotate * dt;

		if (zAxis.z > 0.1f)
		{
			// Safe to update curYaw
			Vec3 projectedX = xAxis;
			projectedX.z = 0.f;
			Vec3 projectedY = yAxis;
			projectedY.z = 0.f;
			const float newYaw    = atan2_tpl(offset.dot(projectedX), -(offset.dot(projectedY)));
			const float maxChange = DEG2RAD(270.f) * dt;
			const float delta     = clamp_tpl(newYaw - m_curYaw, -maxChange, +maxChange);
			m_curYaw += delta;
		}

		// Rotation Action
		{
			if (m_flags & eVCam_rotationClamp)
			{
				float newYaw = clamp_tpl(m_curYaw + rotate, -maxRotation.z, +maxRotation.z);
				rotate        = newYaw - m_curYaw;
				rotate        = clamp_tpl(newYaw - m_curYaw, -fabsf(rotate), +fabsf(rotate));
				m_rotation.z += rotate;
			}
			else
			{
				m_rotation.z = 0.f;
			}

			if (speedNorm > 0.1f)
			{
				float reduce = dt * 1.f;
				m_rotation.z = m_rotation.z - reduce * m_rotation.z / (fabsf(m_rotation.z) + reduce);
			}
		}

		// Ang Spring
		{
			float angSpeedCorrection = dt * dt * m_angSpeedCorrection / (dt * m_angSpeedCorrection + 1.f) * dynStatus.w.z;
			if ((m_flags & eVCam_rotationSpring) == 0)
			{
				m_angReturnSpeed   = 0.f;
				angSpeedCorrection = 0.f;
			}

			float difference = m_rotation.z - m_curYaw;
			float relax      = difference * (m_angReturnSpeed * dt) / ((m_angReturnSpeed * dt) + 1.f);

			const float delta = +relax + angSpeedCorrection + rotate;
			m_curYaw += delta;

			Matrix33 rot = Matrix33::CreateRotationZ(delta);
			offset = rot * offset;

			// Lerp the spring speed
			float angSpeedTarget = m_angReturnSpeed1 + speedNorm * (m_angReturnSpeed2 - m_angReturnSpeed1);
			m_angReturnSpeed     += (angSpeedTarget - m_angReturnSpeed) * (dt / (dt + 0.3f));
			m_angSpeedCorrection += (m_angSpeedCorrection0 - m_angSpeedCorrection) * (dt / (dt + 0.3f));
		}

		if (!offset.IsValid()) offset = m_lastOffset;

		// Velocity influence
		Vec3 displacement = -((2.f - speedNorm) * dt) * dynStatus.v;// - yAxis*(0.0f*speedNorm*(yAxis.dot(dynStatus.v))));

		float dot = offset.dot(displacement);
		if (dot < 0.f)
		{
			displacement = displacement + offset * -0.1f * (offset.dot(displacement) / offset.GetLengthSquared());
		}
		offset = offset + displacement;

		const float radius0   = fabsf(m_localSpaceCameraOffset.y);
		const float minRadius = radius0 * m_radiusMin;
		const float maxRadius = radius0 * m_radiusMax;
		float       radiusXY  = sqrtf(sqr(offset.x) + sqr(offset.y));

		Vec3 offsetXY = offset;
		offsetXY.z = 0.f;
		Vec3  accelerationV = (dynStatus.v - m_lastVehVel);
		float acceleration  = offsetXY.dot(accelerationV) / radiusXY;

		m_lastVehVel = dynStatus.v;
		m_radiusVel -= acceleration;
		m_radius    += m_radiusVel * dt - dt * m_radiusVelInfluence * offsetXY.dot(dynStatus.v) / radiusXY;
		m_radiusVel *= expf(-dt * m_radiusDampRate);
		m_radius    += (radius0 - m_radius) * (dt * m_radiusRelaxRate) / (dt * m_radiusRelaxRate + 1.f);
		m_radius     = clamp_tpl(m_radius, minRadius, maxRadius);
		offset       = offset * (m_radius / radiusXY);

		// Vertical motion
		float targetOffsetHeight = m_localSpaceCameraOffset.z * (m_radius / radius0);
		float oldOffsetHeight    = offset.z;
		offset.z += (targetOffsetHeight - offset.z) * (dt / (dt + 0.3f));
		Limit(offset.z, targetOffsetHeight - 2.f, targetOffsetHeight + 2.f);
		float verticalChange = offset.z - oldOffsetHeight;

		m_lastOffsetBeforeElev = offset;

		// Add up and down camera tilt
		{
			offset.z     -= verticalChange;
			m_rotation.x += dt * m_stickSensitivity.x * m_rotatingAction.x;
			m_rotation.x  = clamp_tpl(m_rotation.x, -maxRotation.x, +maxRotation.x);

			float elevAngleVehicle = m_inheritedElev * yAxis.z;     // yAxis.z == approx elevation angle

			float elevationAngle = m_rotation.x - elevAngleVehicle;

			float sinElev, cosElev;
			sincos_tpl(elevationAngle, &sinElev, &cosElev);
			float horizLen    = sqrtf(offset.GetLengthSquared2D());
			float horizLenNew = horizLen * cosElev - sinElev * offset.z;
			if (horizLen > 1e-4f)
			{
				horizLenNew /= horizLen;
				offset.x    *= horizLenNew;
				offset.y    *= horizLenNew;
				offset.z     = offset.z * cosElev + sinElev * horizLen;
			}
			offset.z += verticalChange;
		}

		if (!offset.IsValid()) offset = m_lastOffset;

		m_position = m_lookAt + offset;

		// Perform world intersection test.
		{
			// Initialise sphere and direction.
			primitives::sphere sphere;

			sphere.center = m_lookAt;
			sphere.r      = g_SteerCameraRadius;

			Vec3 direction = m_position - m_lookAt;

			// Calculate camera bounds.
			AABB localBounds;

			m_pVehicle->GetEntity()->GetLocalBounds(localBounds);

			const float cameraBoundsScale = 0.75f;

			localBounds.min *= cameraBoundsScale;
			localBounds.max *= cameraBoundsScale;

			OBB cameraBounds;

			Matrix34 worldTM = m_pVehicle->GetEntity()->GetWorldTM();

			cameraBounds.SetOBBfromAABB(Matrix33(worldTM), localBounds);

			// Try to find point on edge of camera bounds to begin swept sphere intersection test.
			Vec3 rayBoxIntersect;

			if (Intersect::Ray_OBB(Ray(m_position, -direction), worldTM.GetTranslation(), cameraBounds, rayBoxIntersect) > 0)
			{
				Vec3 temp = m_position - rayBoxIntersect;

				if (direction.Dot(temp) > 0.0f)
				{
					sphere.center = rayBoxIntersect;
					direction     = temp;
				}
			}

			// Perform swept sphere intersection test against world.
			geom_contact* pContact = NULL;

			IPhysicalEntity* pSkipEntities[10];

			float distance = gEnv->pPhysicalWorld->PrimitiveWorldIntersection(sphere.type, &sphere, direction, ent_static | ent_terrain | ent_rigid | ent_sleeping_rigid,
			                                                                  &pContact, 0, (geom_colltype_player << rwi_colltype_bit) | rwi_stop_at_pierceable, 0, 0, 0,
			                                                                  pSkipEntities, m_pVehicle->GetSkipEntities(pSkipEntities, 10));

			if (distance > 0.0f)
			{
				// Sweep intersects world so calculate new offset.
				offset = (sphere.center + (direction.GetNormalizedSafe() * distance)) - m_lookAt;
			}
		}

		Interpolate(m_lastOffset, offset, 10.f, dt);

		m_position = m_lookAt + m_lastOffset;
	}
	else
	{
		CRY_ASSERT_MESSAGE(0, "camera will fail because lookat position is invalid");
	}

	m_rotatingAction.zero();
}
bool CIntersectionAssistanceUnit::IsPositionWithinAcceptedLimits(const Vec3& vTestPos, const Vec3& vOrigin, const float fTolerance) const
{
    const Vec3 vDiff = vTestPos - vOrigin;
    return (vDiff.GetLengthSquared() < (fTolerance * fTolerance));
}
示例#18
0
//---------------------------------------------------------------------------
IEntity* CFireModePlugin_AutoAim::CalculateBestProjectileAutoAimTarget(const Vec3& attackerPos, const Vec3& attackerDir, const bool bCurrentlyZoomed, const EntityId ownerId) const
{

#if ALLOW_PROJECTILEHELPER_DEBUGGING
	static const ColorB red(127,0,0);
	static const ColorB green(0,127,0);
	static const ColorB brightGreen(0,255,0);
	static const float s_sphereDebugRad = 0.15f;
#endif


	IEntity* pBestTarget = NULL;
	float    fBestScore  = 0.0f;

	const TAutoaimTargets& players = g_pGame->GetAutoAimManager().GetAutoAimTargets();

	// Cache commonly required constants for scoring
	const ConeParams& aimConeSettings = GetAimConeSettings(bCurrentlyZoomed);

	const float minAutoAimDistSqrd   = cry_sqr(aimConeSettings.m_minDistance);
	const float maxAutoAimDistSqrd   = cry_sqr(aimConeSettings.m_maxDistance);
	const float  coneSizeRads		 = aimConeSettings.m_outerConeRads;
	IEntitySystem* pEntitySystem	 = gEnv->pEntitySystem;
	CPlayerVisTable* pVisTable		 = g_pGame->GetPlayerVisTable();

	const float distanceConstant	 = __fres(max(aimConeSettings.m_maxDistance, FLT_EPSILON));
	const float	coneAngleConstant	 = __fres(max(coneSizeRads*0.5f, FLT_EPSILON));

	// For each potential target we do a dist + cone check
	TAutoaimTargets::const_iterator endIter = players.end();
	for(TAutoaimTargets::const_iterator iter = players.begin(); iter != endIter; ++iter)
	{
		// If entity exists and we are allowed to target them
		EntityId targetEntityId = iter->entityId;
		IEntity* pEntity = pEntitySystem->GetEntity(targetEntityId);
		if(pEntity && AllowedToTargetPlayer(ownerId,targetEntityId))
		{
			// If further than allowed dist, discard
			Vec3 targetTestPos;

			// Test against primary Auto aim position
			const SAutoaimTarget* pAutoAimInfo = g_pGame->GetAutoAimManager().GetTargetInfo(targetEntityId);
			if(pAutoAimInfo)
			{
				targetTestPos = pAutoAimInfo->primaryAimPosition; 
			}
			else
			{
				// Then  ABBB centre as backup
				IEntityPhysicalProxy* pPhysProxy = static_cast<IEntityPhysicalProxy*>(pEntity->GetProxy(ENTITY_PROXY_PHYSICS));
				if(pPhysProxy)
				{
					AABB aabb;
					pPhysProxy->GetWorldBounds(aabb);
					targetTestPos = aabb.GetCenter();
				}
				else
				{
					targetTestPos = pEntity->GetWorldPos();
				}
			}

			Vec3 toTarget = targetTestPos - attackerPos;
			float distSqrd = toTarget.GetLengthSquared();
			if( distSqrd >= minAutoAimDistSqrd &&
				distSqrd <= maxAutoAimDistSqrd )
			{

				// If not within cone.. discard
				float theta = 0.0f;
				if(TargetPositionWithinFrontalCone(attackerPos,targetTestPos, attackerDir,coneSizeRads, theta))
				{
					// If cant see them .. next
					if(!pVisTable->CanLocalPlayerSee(targetEntityId, 5))
					{

#if ALLOW_PROJECTILEHELPER_DEBUGGING
						m_lastTargetRejectionReason.append("VISION BLOCKED"); 	
#endif // #if ALLOW_PROJECTILEHELPER_DEBUGGING

						continue;
					}

					// For each candidate, generate their Auto Aim score.

					// 1) [0.0f,1.0f] score comprised of DISTANCE based score (closer is better)
					float targetDistScore    =  1.0f - ( sqrtf(distSqrd) *  distanceConstant );

					// Lets try squaring this to make candidates with only small gaps between them reflect distance scoring better and reduce the importance of distance at super long ranges
					targetDistScore *= targetDistScore;

					// 2) +  [0.0f,1.0f]  cone based score (central is better)
					const float targetConeScore		 =  1.0f - ( theta * coneAngleConstant );

					// Factor in designer controlled multipliers
					const float finalScore = (targetDistScore * g_pGameCVars->pl_pickAndThrow.chargedThrowAutoAimDistanceHeuristicWeighting) +  // TODO - move these weightings into params
						(targetConeScore * g_pGameCVars->pl_pickAndThrow.chargedThrowAutoAimAngleHeuristicWeighting);

					if(finalScore > fBestScore)
					{
						fBestScore  = finalScore;
						pBestTarget = pEntity;
					}

					// Debug rendering!
#if ALLOW_PROJECTILEHELPER_DEBUGGING
					if(g_pGameCVars->pl_debug_projectileAimHelper)
					{
						CryWatch("Entity [%s - %d] DistScore [%.2f] , ConeScore[%.2f], totalScore [%.3f]", pEntity->GetName(), pEntity->GetId(), targetDistScore, targetConeScore, finalScore);
						
						// Draw a green sphere to indicate valid
						gEnv->pRenderer->GetIRenderAuxGeom()->DrawSphere(targetTestPos, s_sphereDebugRad,green);
					}
#endif //#if ALLOW_PROJECTILEHELPER_DEBUGGING

				}
#if ALLOW_PROJECTILEHELPER_DEBUGGING
				else
				{
					m_lastTargetRejectionReason.Format("OUTSIDE CONE [%.3f]",RAD2DEG(theta));

					if(g_pGameCVars->pl_debug_projectileAimHelper)
					{
						// Draw a red sphere to indicate not valid
						gEnv->pRenderer->GetIRenderAuxGeom()->DrawSphere(targetTestPos, s_sphereDebugRad, red);
					}
				}
#endif //#if ALLOW_PROJECTILEHELPER_DEBUGGING
			}
#if ALLOW_PROJECTILEHELPER_DEBUGGING
			else
			{
				if(distSqrd >= minAutoAimDistSqrd)
				{
					m_lastTargetRejectionReason.Format("TOO CLOSE [%.3f]", cry_sqrtf_fast(distSqrd)); 
				}
				else
				{
					m_lastTargetRejectionReason.Format("TOO FAR [%.3f]",cry_sqrtf_fast(distSqrd));  
				}
			}
#endif //#if ALLOW_PROJECTILEHELPER_DEBUGGING
		}
	}

	// Draw a Really bright sphere on BEST target
#if ALLOW_PROJECTILEHELPER_DEBUGGING
	if(pBestTarget && g_pGameCVars->pl_debug_projectileAimHelper)
	{
		// If further than allowed dist, discard
		Vec3 targetTestPos = pBestTarget->GetPos();

		// We use aabb centre to reduce error
		IEntityPhysicalProxy* pPhysProxy = static_cast<IEntityPhysicalProxy*>(pBestTarget->GetProxy(ENTITY_PROXY_PHYSICS));
		if(pPhysProxy)
		{
			AABB aabb;
			pPhysProxy->GetWorldBounds(aabb);
			targetTestPos = aabb.GetCenter();
		}

		// Draw a bright green sphere to indicate target chosen
		gEnv->pRenderer->GetIRenderAuxGeom()->DrawSphere(targetTestPos, s_sphereDebugRad*1.05f, brightGreen);
	}
#endif //#if ALLOW_PROJECTILEHELPER_DEBUGGING

	return pBestTarget;
}