thug/Code/Gel/Components/GunslingerWalkComponent.cpp

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2016-02-13 21:39:12 +00:00
//****************************************************************************
//* MODULE: Gel/Components
//* FILENAME: WalkComponent.cpp
//* OWNER: Dan
//* CREATION DATE: 4/2/3
//****************************************************************************
#include <gel/components/walkcomponent.h>
#include <gel/components/inputcomponent.h>
#include <gel/components/animationcomponent.h>
#include <gel/components/walkcameracomponent.h>
#include <gel/components/modelcomponent.h>
#include <gel/components/triggercomponent.h>
#include <gel/components/movablecontactcomponent.h>
#include <gel/components/railmanagercomponent.h>
#include <gel/object/compositeobject.h>
#include <gel/object/compositeobjectmanager.h>
#include <gel/scripting/checksum.h>
#include <gel/scripting/script.h>
#include <gel/scripting/struct.h>
#include <gel/scripting/symboltable.h>
#include <gel/collision/collcache.h>
#include <sk/objects/rail.h>
#include <sk/engine/feeler.h>
#include <sk/modules/skate/skate.h>
#include <sk/components/skaterphysicscontrolcomponent.h>
/*
* - Take out manual, take out manual, take out manual.
* - Switch over to no-origin-teleport animations.
* - Catching on curbs right after jump (use snap up code from skater)
* - Moving contacts (and sticking to moving rails).
* - Control Feel
* - Perhaps X equals run only during run outs.
* - Camera
* - Flush requests don't quite complete using the timer method. Perhaps with forward control locking, the goal method may once again be useful.
* - Transition out of vert facing camera. Perhaps flush camera at first landing after an air transition.
* - Rewrite camera with "forward locking" affecting target matrix instead of turning off lerping. Lookaround when walking shouldn't reset to behind
* during walking.
* - Shadow update.
* - Height update.
* - Enter/exit walk behavior (always rotates to along slope, run out to walk behavior still looks odd).
* - Turn off stance panel nollie.
* - Step up/down (use feeler to look ahead). Delay WalkOffEdge animation change.
* - Animations:
* - Pull-up-from-hang has no feet!
* - Trot walking animation.
* - Drop-to-hang animation.
* - Hop-to-hang animation.
* - Three walk/run-to-stand animations.
* - Rotate walk/run animation.
* - Two ladder idle animations.
* - Onto-ladder-top animation.
* - Off-ladder-bottom animation.
* - Ladder-to-hang/hang-to-ladder animations.
* - idle skater to stand
* - land to walk issues
* - special pull-up-to-wire anim
* - off-ladder-bottom anim to allow blending at anim start / teleport at anim end
* - onto-ladder-top anim to allow blending at anim start / teleport at anim end
* - grab-to-hang swing and wall anims suck
* - grab-to-hang sideways swing
* - Onto-ladder-top animation. Currently play Off-ladder-top backwards.
* - Fall-air before jump-air anim.
* - Animation comments:
* - running land doesn't really work (no weight), especially when you land and then immediately run off an edge and then land again
* - full run is odd looking
* - Walk to stand animation will require at least three versions.
* - Hang
* - Rail-to-rail ledge transition issues.
* - Jerky rail corners.
* - Non horizontal hang movement animations.
* - Camera pop during pull-up (caused by camera collision).
* - Jump off hang.
* - Ladder
* - Jump off ladder.
* - Jump onto ladder.
* - You can grind ladders.
* - Grab rail in air.
* - Little talkie boxes don't always work.
* - Gaps still trigger, but based on skate state. Maybe run gap component while walking and include walking gap flag.
* - How can we deal with a low snap-up height, yet allow for steep slope walking?
* - Grind transition animation in Grind script (check to see if its playing).
* - Clean 1/3 second delay before X running.
* - Upper body interpenetrates stuff.
* - Hang from bottom of ladder.
* - Pull up collision restrictions are too restrictive (use push feeler distance?).
* - Make it easier to grab a rail when you walk off an edge.
* - Ladder to rail across top. Rail across top to ladder.
* - Hand-plants, drop-ins, etc.
* BUGS:
* - Snap to hangs can cause the origin to go to bad places? NJ by your roof.
* - Fall through verts with low frame rate.
* - Pop in transition from last to first frames of slow cycling walk animations.
*/
namespace Obj
{
/******************************************************************/
/* */
/* */
/******************************************************************/
static float s_get_gunslinger_param( uint32 checksum )
{
Script::CStruct* p_walk_params = Script::GetStructure( CRCD( 0x1c33e162, "GunslingerWalkParameters" ));
Dbg_Assert(p_walk_params);
float param;
p_walk_params->GetFloat(checksum, &param, Script::ASSERT);
return param;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
CBaseComponent* CWalkComponent::s_create()
{
return static_cast< CBaseComponent* >( new CWalkComponent );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
CWalkComponent::CWalkComponent() : CBaseComponent()
{
SetType( CRC_WALK );
mp_collision_cache = Nx::CCollCacheManager::sCreateCollCache();
mp_input_component = NULL;
mp_animation_component = NULL;
mp_movable_contact_component = NULL;
m_facing.Set( 0.0f, 0.0f, 0.0f, 0.0f );
m_control_direction.Set( 0.0f, 0.0f, 0.0f, 0.0f );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
CWalkComponent::~CWalkComponent()
{
Nx::CCollCacheManager::sDestroyCollCache(mp_collision_cache);
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CWalkComponent::Finalize()
{
mp_input_component = GetInputComponentFromObject(GetObject());
mp_animation_component = GetAnimationComponentFromObject(GetObject());
mp_model_component = GetModelComponentFromObject(GetObject());
mp_trigger_component = GetTriggerComponentFromObject(GetObject());
mp_physics_control_component = GetSkaterPhysicsControlComponentFromObject(GetObject());
mp_movable_contact_component = GetMovableContactComponentFromObject(GetObject());
Dbg_Assert(mp_input_component);
Dbg_Assert(mp_animation_component);
Dbg_Assert(mp_model_component);
Dbg_Assert(mp_trigger_component);
Dbg_Assert(mp_physics_control_component);
Dbg_Assert(mp_movable_contact_component);
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CWalkComponent::InitFromStructure( Script::CStruct* pParams )
{
uint32 camera_id;
if (pParams->GetChecksum(CRCD(0xc4e311fa, "camera"), &camera_id))
{
CCompositeObject* p_camera = static_cast< CCompositeObject* >(CCompositeObjectManager::Instance()->GetObjectByID(camera_id));
Dbg_MsgAssert(mp_camera, ("No such camera object"));
SetAssociatedCamera(p_camera);
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CWalkComponent::RefreshFromStructure( Script::CStruct* pParams )
{
InitFromStructure(pParams);
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CWalkComponent::Update()
{
// TEMP: debounce R1 after a transition
if (m_ignore_grab_button && !mp_input_component->GetControlPad().m_R1.GetPressed())
{
m_ignore_grab_button = false;
}
// zero the frame event
m_last_frame_event = m_frame_event;
m_frame_event = 0;
// get input
get_controller_input();
// extract initial state for this frame from the object
m_frame_start_pos = m_pos = GetObject()->GetPos();
m_horizontal_vel = GetObject()->GetVel();
m_horizontal_vel[Y] = 0.0f;
m_vertical_vel = GetObject()->GetVel()[Y];
// note that m_facing and m_upward will often not be orthogonal, but will always span a plan
// generally straight up, but now after a transition from skating
m_upward = GetObject()->GetMatrix()[Y];
m_facing = GetObject()->GetMatrix()[Z];
m_facing[Y] = 0.0f;
float length = m_facing.Length();
if (length < 0.001f)
{
// upward facing orientation matrix
m_facing = -GetObject()->GetMatrix()[Y];
m_facing[Y] = 0.0f;
m_facing.Normalize();
// since m_upward is now in the same plan as m_facing, push m_upward up a touch
m_upward[Y] += 0.01f;
m_upward.Normalize();
}
else
{
m_facing /= length;
}
// set the frame length
m_frame_length = Tmr::FrameLength();
// go to our true Y position
m_curb_float_height_adjusted = false;
m_pos[Y] -= m_curb_float_height;
// switch logic based on walking state
switch (m_state)
{
case WALKING_GROUND:
go_on_ground_state();
break;
case WALKING_AIR:
go_in_air_state();
break;
// case WALKING_HOP:
// go_hop_state();
// break;
case WALKING_HANG:
go_hang_state();
break;
case WALKING_LADDER:
go_ladder_state();
break;
case WALKING_ANIMWAIT:
go_anim_wait_state ( );
break;
}
// the there's no curb to adjust due to, lerp down to zero
if (!m_curb_float_height_adjusted)
{
m_curb_float_height = Mth::Lerp(m_curb_float_height, 0.0f, s_get_gunslinger_param(CRCD(0x9b3388fa, "curb_float_lerp_down_rate")) * m_frame_length);
}
// adjust back to our curb float Y position
m_pos[Y] += m_curb_float_height;
// scripts may have restarted us / switched us to skating
// if (should_bail_from_frame()) return;
// keep the object from falling through holes in the geometry
if (m_state == WALKING_GROUND || m_state == WALKING_AIR)
{
uber_frig();
}
// rotate to upright
lerp_upright();
// setup the object based on this frame's walking
copy_state_into_object();
Dbg_Assert(m_frame_event);
GetObject()->SelfEvent(m_frame_event);
// set the animation speeds
switch (m_anim_scale_speed)
{
case RUNNING:
if (m_anim_standard_speed > 0.0f)
{
mp_animation_component->SetAnimSpeed(m_anim_effective_speed / m_anim_standard_speed, false, false);
}
break;
case HANGMOVE:
mp_animation_component->SetAnimSpeed(m_anim_effective_speed / s_get_gunslinger_param(CRCD(0xd77ee881, "hang_move_speed")), false, false);
break;
case LADDERMOVE:
mp_animation_component->SetAnimSpeed(m_anim_effective_speed / s_get_gunslinger_param(CRCD(0xab2db54, "ladder_move_speed")), false, false);
break;
default:
break;
}
// camera controls
// NOTE: script parameters
switch (m_frame_event)
{
case CRCC(0xf41aba21, "Hop"):
mp_camera_component->SetOverrides(m_facing, 0.05f);
break;
case CRCC(0x2d9815c3, "HangMoveLeft"):
{
Mth::Vector facing = m_facing;
facing.RotateY(-0.95f);
mp_camera_component->SetOverrides(facing, 0.05f);
break;
}
case CRCC(0x279b1f0b, "HangMoveRight"):
{
Mth::Vector facing = m_facing;
facing.RotateY(0.95f);
mp_camera_component->SetOverrides(facing, 0.05f);
break;
}
case CRCC(0x4194ecca, "Hang"):
mp_camera_component->SetOverrides(m_facing, 0.05f);
break;
case CRCC(0xc84243da, "Ladder"):
case CRCC(0xaf5abc82, "LadderMoveUp"):
case CRCC(0xfec9dded, "LadderMoveDown"):
mp_camera_component->SetOverrides(m_facing, 0.05f);
break;
case CRCC(0x4fe6069c, "AnimWait"):
if (m_anim_wait_camera_mode == AWC_CURRENT)
{
mp_camera_component->SetOverrides(m_facing, 0.05f);
}
else
{
mp_camera_component->SetOverrides(m_drift_goal_facing, 0.05f);
}
break;
default:
mp_camera_component->UnsetOverrides();
break;
}
#ifdef __USER_DAN__
if (Script::GetInteger(CRCD(0xaf90c5fd, "walking_debug_lines")))
{
Gfx::AddDebugStar(GetObject()->GetPos(), 36.0f, MAKE_RGB(255, 255, 255), 1);
}
#endif
}
/******************************************************************/
/* */
/* */
/******************************************************************/
CBaseComponent::EMemberFunctionResult CWalkComponent::CallMemberFunction( uint32 Checksum, Script::CStruct* pParams, Script::CScript* pScript )
{
switch ( Checksum )
{
// @script | Walk_Ground |
case CRCC(0x893213e5, "Walk_Ground"):
return m_state == WALKING_GROUND ? CBaseComponent::MF_TRUE : CBaseComponent::MF_FALSE;
// @script | Walk_Air |
case CRCC(0x5012082e, "Walk_Air"):
return m_state == WALKING_AIR ? CBaseComponent::MF_TRUE : CBaseComponent::MF_FALSE;
// @script | Walk_Hang |
case CRCC(0x9a3ca853, "Walk_Hang"):
return m_state == WALKING_HANG ? CBaseComponent::MF_TRUE : CBaseComponent::MF_FALSE;
// @script | Walk_Ladder |
case CRCC(0x19702ca8, "Walk_Ladder"):
return m_state == WALKING_LADDER ? CBaseComponent::MF_TRUE : CBaseComponent::MF_FALSE;
// @script | Walk_GetStateTime | Loads the time in milliseconds since last state change.
case CRCC(0xce64576c, "Walk_GetStateTime"):
pScript->GetParams()->AddInteger(CRCD(0x5ab23cc9, "StateTime"), Tmr::ElapsedTime(m_state_timestamp));
break;
// @script | Walk_Jump |
case CRCC(0x83e4bd70, "Walk_Jump"):
{
// jump strength scales with the length the jump button has been held
jump();
// jump(Mth::Lerp(
// s_get_gunslinger_param(CRCD(0x246d0bf3, "min_jump_factor")),
// 1.0f,
// Mth::ClampMax(mp_input_component->GetControlPad().m_x.GetPressedTime() / s_get_gunslinger_param(CRCD(0x12333ebd, "hold_time_for_max_jump")), 1.0f)
// ));
break;
}
// case CRCC(0xeb0d763b, "Walk_HangJump"):
// {
// // jump strength scales with the length the jump button has been held
// jump(s_get_gunslinger_param(CRCD(0xf2fa5845, "hang_jump_factor")), true);
// break;
// }
// @script | Walk_SetDragFactor |
case CRCC(0xc6100a7d, "Walk_SetDragFactor"):
break;
case CRCC(0x4e4fae43, "Walk_ResetDragFactor"):
break;
case CRCC(0xaf04b983, "Walk_GetSpeedScale"):
{
uint32 checksum;
if (m_anim_effective_speed < s_get_gunslinger_param(CRCD(0xf3649996, "max_slow_walk_speed")))
{
checksum = CRCD(0x1150cabb, "WALK_SLOW");
}
else if (m_anim_effective_speed < s_get_gunslinger_param(CRCD(0x6a5805d8, "max_fast_walk_speed")))
{
checksum = CRCD(0x131f2a2, "WALK_FAST");
}
else if (m_anim_effective_speed < s_get_gunslinger_param(CRCD(0x1c94cc9c, "max_slow_run_speed")))
{
checksum = CRCD(0x5606d106, "RUN_SLOW");
}
else
{
checksum = CRCD(0x4667e91f, "RUN_FAST");
}
pScript->GetParams()->AddChecksum(CRCD(0x92c388f, "SpeedScale"), checksum);
break;
}
// @script | Walk_ScaleAnimSpeed | Sets the manner in which the walk animations speeds should be scaled.
// @flag Off | No animation speed scaling.
// @flag Run | Scale animation speeds against running speed.
// @flag Walk | Scale animation speeds against walking speed.
case CRCC(0x56112c03, "Walk_ScaleAnimSpeed"):
if (pParams->ContainsFlag(CRCD(0xd443a2bc, "Off")))
{
if (m_anim_scale_speed != OFF)
{
m_anim_scale_speed = OFF;
mp_animation_component->SetAnimSpeed(1.0f, false, true);
}
}
else if (pParams->ContainsFlag(CRCD(0xaf895b3f, "Run")))
{
m_anim_scale_speed = RUNNING;
}
else if (pParams->ContainsFlag(CRCD(0x6384f1da, "HangMove")))
{
m_anim_scale_speed = HANGMOVE;
}
else if (pParams->ContainsFlag(CRCD(0xa2bfe505, "LadderMove")))
{
m_anim_scale_speed = LADDERMOVE;
}
else
{
Dbg_MsgAssert(false, ("Walk_ScaleAnimSpeed requires Off, Run, or Walk flag"));
}
pParams->GetFloat(CRCD(0xb2d59baf, "StandardSpeed"), &m_anim_standard_speed);
break;
// @script | Walk_AnimWaitComplete | Signal from script that the walk component should leave its animation wait
case CRCC(0x9d3eebe8, "Walk_AnimWaitComplete"):
anim_wait_complete();
break;
// @script | Walk_GetHangInitAnimType | Determine which type of initial hang animation should be played
case CRCC(0xc6cd659e, "Walk_GetHangInitAnimType"):
// m_initial_hang_animation is set when the hang rail is filtered
pScript->GetParams()->AddChecksum(CRCD(0x85fa9ac4, "HangInitAnimType"), m_initial_hang_animation);
break;
default:
return CBaseComponent::MF_NOT_EXECUTED;
}
return CBaseComponent::MF_TRUE;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CWalkComponent::GetDebugInfo(Script::CStruct *p_info)
{
Dbg_MsgAssert(p_info,("NULL p_info sent to CWalkComponent::GetDebugInfo"));
switch (m_state)
{
case WALKING_GROUND:
p_info->AddChecksum(CRCD(0x109b9260, "m_state"), CRCD(0x58007c97, "GROUND"));
break;
case WALKING_AIR:
p_info->AddChecksum(CRCD(0x109b9260, "m_state"), CRCD(0x439f4704, "AIR"));
break;
// case WALKING_HOP:
// p_info->AddChecksum(CRCD(0x109b9260, "m_state"), CRCD(0xf41aba21, "HOP"));
// break;
case WALKING_HANG:
p_info->AddChecksum(CRCD(0x109b9260, "m_state"), CRCD(0x4194ecca, "HANG"));
break;
case WALKING_LADDER:
p_info->AddChecksum(CRCD(0x109b9260, "m_state"), CRCD(0xc84243da, "LADDER"));
break;
case WALKING_ANIMWAIT:
p_info->AddChecksum(CRCD(0x109b9260, "m_state"), CRCD(0x4fe6069c, "ANIMWAIT"));
break;
}
CBaseComponent::GetDebugInfo(p_info);
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CWalkComponent::SetAssociatedCamera ( CCompositeObject* camera_obj )
{
mp_camera = camera_obj;
Dbg_Assert(mp_camera);
mp_camera_component = GetWalkCameraComponentFromObject(mp_camera);
Dbg_MsgAssert(mp_camera_component, ("No WalkCameraComponent in camera object"));
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CWalkComponent::ReadyWalkState ( bool to_ground_state )
{
// setup the state in preparation for being in walking mode next object update
MARK;
// always reset the state timestamp
m_state_timestamp = Tmr::GetTime();
if (to_ground_state)
{
set_state(WALKING_GROUND);
// will be incorrect for one frame
m_ground_normal.Set(0.0f, 1.0f, 0.0);
m_last_ground_feeler_valid = false;
GetObject()->GetVel()[Y] = 0.0f;
}
else
{
set_state(WALKING_AIR);
// set primary air direction in the direction of velocity
m_primary_air_direction = GetObject()->GetVel();
m_primary_air_direction[Y] = 0.0f;
float length = m_primary_air_direction.Length();
if (length < 0.001f)
{
// or facing
m_primary_air_direction = GetObject()->GetMatrix()[Z];
m_primary_air_direction[Y] = 0.0f;
length = m_primary_air_direction.Length();
if (length < 0.001f)
{
// or future facing
m_primary_air_direction = -GetObject()->GetMatrix()[Y];
m_primary_air_direction[Y] = 0.0f;
length = m_primary_air_direction.Length();
}
}
m_primary_air_direction /= length;
leave_movable_contact_for_air(GetObject()->GetVel(), GetObject()->GetVel()[Y]);
}
m_curb_float_height = 0.0f;
m_last_frame_event = 0;
// TEMP: debounce R1 after a transition
m_ignore_grab_button = true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CWalkComponent::CleanUpWalkState ( )
{
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CWalkComponent::go_on_ground_state( void )
{
// Check for trying to mount a horse, triggered on triangle.
if( mp_input_component->GetControlPad().m_triangle.GetTriggered())
{
mp_input_component->GetControlPad().m_triangle.ClearTrigger();
// Get the control component.
CSkaterPhysicsControlComponent* p_control_component = GetSkaterPhysicsControlComponentFromObject( GetObject());
p_control_component->CallMemberFunction( CRCD( 0x14c4f16b, "SkaterPhysicsControl_SwitchWalkingToRiding"), NULL, NULL );
// Send the 'Ride' exception.
m_frame_event = CRCD( 0x64c2832f, "Ride" );
GetObject()->SelfEvent( m_frame_event );
return;
}
account_for_movable_contact();
setup_collision_cache();
// calculate initial horizontal speed
float horizontal_speed = m_horizontal_vel.Length();
calculate_horizontal_speed_and_facing(horizontal_speed);
// calculate this frame's movement
m_horizontal_vel = horizontal_speed * m_facing;
// prevent movement into walls
if (adjust_horizonal_vel_for_environment())
{
// turn to face newly adjusted velocity
adjust_facing_for_adjusted_horizontal_vel();
}
// if we are wall pushing, we may have decided to switch states during adjust_horizonal_vel_for_environment based on our environment
if (m_state != WALKING_GROUND /*|| should_bail_from_frame()*/)
{
CFeeler::sClearDefaultCache();
return;
}
// apply movement for this frame
m_pos += m_horizontal_vel * m_frame_length;
// snap up and down curbs and perhaps switch to air
respond_to_ground();
if (m_state != WALKING_GROUND /*|| should_bail_from_frame()*/)
{
CFeeler::sClearDefaultCache();
return;
}
adjust_curb_float_height();
// insure that we do not slip through the cracks in the collision geometry which are a side-effect of moving collidable objects
if (CCompositeObject* p_inside_object = mp_movable_contact_component->CheckInsideObjects(m_pos, m_frame_start_pos))
{
MESSAGE("WALKING_GROUND, within moving object");
// allow it to push us forward, causing a bit of a stumble
m_horizontal_vel = p_inside_object->GetVel();
m_horizontal_vel[Y] = 0.0f;
m_vertical_vel = 0.0f;
float speed_sqr = m_horizontal_vel.LengthSqr();
if (speed_sqr > (10.0f * 10.0f))
{
m_facing = m_horizontal_vel * (1.0f / sqrtf(speed_sqr));
}
}
CFeeler::sClearDefaultCache();
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CWalkComponent::CollideWithOtherSkaterLost ( CCompositeObject* p_other_skater )
{
set_state(WALKING_AIR);
m_primary_air_direction = m_facing;
leave_movable_contact_for_air(GetObject()->GetVel(), GetObject()->GetVel()[Y]);
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CWalkComponent::calculate_horizontal_speed_and_facing ( float &horizontal_speed )
{
// calculate user's desired speed
float desired_speed = calculate_desired_speed();
// setup frame's event
if (desired_speed <= s_get_gunslinger_param(CRCD(0x74e8227d, "max_stand_speed")))
{
m_frame_event = CRCD(0x9b46e749, "Stand");
}
else
{
m_frame_event = CRCD(0xaf895b3f, "Run");
}
bool special_acceleration = false;
// adjust facing based on input
if( m_control_magnitude > 0.0f )
{
float dot = Mth::DotProduct( m_facing, m_control_direction );
if (horizontal_speed < s_get_gunslinger_param(CRCD(0x52582d5b, "max_rotate_in_place_speed")) && dot < cosf(Mth::DegToRad(s_get_gunslinger_param(CRCD(0x5dff96a4, "max_rotate_in_place_angle")))))
{
// low speed rotate to desired orientation with no speed change
float delta_angle = Mth::DegToRad(s_get_gunslinger_param(CRCD(0xb557804b, "rotate_in_place_rate"))) * m_control_magnitude * m_frame_length;
bool left_turn = -m_facing[Z] * m_control_direction[X] + m_facing[X] * m_control_direction[Z] < 0.0f;
if (!m_run_toggle)
{
delta_angle *= s_get_gunslinger_param(CRCD(0x7b446c98, "walk_rotate_factor"));
}
float cos_delta_angle = cosf(left_turn ? delta_angle : -delta_angle);
float sin_delta_angle = sinf(left_turn ? delta_angle : -delta_angle);
float adjusted_vel = cos_delta_angle * m_facing[X] + sin_delta_angle * m_facing[Z];
m_facing[Z] = -sin_delta_angle * m_facing[X] + cos_delta_angle * m_facing[Z];
m_facing[X] = adjusted_vel;
// check for overturn
if (left_turn != (-m_facing[Z] * m_control_direction[X] + m_facing[X] * m_control_direction[Z] < 0.0f))
{
m_facing = m_control_direction;
}
// no acceleration until we reach the desired orientation
special_acceleration = true;
// setup the event
m_frame_event = left_turn ? CRCD(0xf28adbfc, "RotateLeft") : CRCD(0x912220f8, "RotateRight");
}
else
{
if (dot > -cosf(Mth::DegToRad(s_get_gunslinger_param(CRCD(0x2d571c0f, "max_reverse_angle")))))
{
// if the turn angle is soft
// below a speed threshold, scale up the turn rate
float turn_factor;
if (horizontal_speed < s_get_gunslinger_param(CRCD(0x27815f69, "max_pop_speed")))
{
// quick turn
turn_factor = Mth::Lerp(s_get_gunslinger_param(CRCD(0xb278405d, "best_turn_factor")), s_get_gunslinger_param(CRCD(0x6cb2e5de, "worse_turn_factor")), horizontal_speed / s_get_gunslinger_param(CRCD(0x27815f69, "max_pop_speed")));
}
else
{
// slower turn
turn_factor = s_get_gunslinger_param(CRCD(0x6cb2e5de, "worse_turn_factor"));
}
turn_factor *= m_control_magnitude;
// exponentially approach the new facing
float turn_ratio = turn_factor * m_frame_length;
if (turn_ratio >= 1.0f)
{
m_facing = m_control_direction;
}
else
{
m_facing = Mth::Lerp(m_facing, m_control_direction, turn_ratio);
m_facing.Normalize();
}
}
else
{
// the turn angle is hard
if (horizontal_speed > s_get_gunslinger_param(CRCD(0xf1e97e45, "min_skid_speed")))
{
// if moving fast enough to require a skidding stop
special_acceleration = true;
horizontal_speed -= s_get_gunslinger_param(CRCD(0x9661ed7, "skid_accel")) * m_frame_length;
horizontal_speed = Mth::ClampMin(horizontal_speed, 0.0f);
m_frame_event = CRCD(0x1d537eff, "Skid");
}
else
{
// if max_rotate_in_place_speed is larger than min_skid_speed and max_reverse_angle points farther in reverse than
// max_rotate_in_place_angle, as they should, then this code should never be run
Dbg_Message("Unexpected state in CWalkComponent::calculate_horizontal_speed_and_facing");
// to be safe, pop to the new facing
m_facing = m_control_direction;
}
}
}
}
if (special_acceleration) return;
// store desired speed for animation speed scaling
m_anim_effective_speed = desired_speed;
// adjust desired speed for slope
desired_speed = adjust_desired_speed_for_slope(desired_speed);
// linear acceleration; exponential deceleration
if (horizontal_speed > desired_speed)
{
horizontal_speed = Mth::Lerp(horizontal_speed, desired_speed, s_get_gunslinger_param(CRCD(0xacfa4e0c, "decel_factor")) * m_frame_length);
if (desired_speed == 0.0f)
{
if (horizontal_speed > s_get_gunslinger_param(CRCD(0x79d182ad, "walk_speed")))
{
m_frame_event = CRCD(0x1d537eff, "Skid");
}
else if (m_last_frame_event == CRCD(0x1d537eff, "Skid") && horizontal_speed > s_get_gunslinger_param(CRCD(0x311d02b2, "stop_skidding_speed")))
{
m_frame_event = CRCD(0x1d537eff, "Skid");
}
}
}
else
{
if (m_run_toggle)
{
horizontal_speed += s_get_gunslinger_param(CRCD(0x4f47c998, "run_accel_rate")) * m_frame_length;
}
else
{
horizontal_speed += s_get_gunslinger_param(CRCD(0x6590a49b, "walk_accel_rate")) * m_frame_length;
}
if (horizontal_speed > desired_speed)
{
horizontal_speed = desired_speed;
}
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool CWalkComponent::adjust_horizonal_vel_for_environment ( void )
{
// We send out feeler rays to find nearby walls. We limit velocity to be flush with the first wall found. If two or more non-parallel walls
// are found, velocity is zeroed.
float feeler_length = s_get_gunslinger_param(CRCD(0x99978d2b, "feeler_length"));
float feeler_height = s_get_gunslinger_param(CRCD(0x6da7f696, "feeler_height"));
CFeeler feeler;
bool contact = false;
for (int n = 0; n < vNUM_FEELERS + 1; n++)
{
// setup the the feeler
if (n == vNUM_FEELERS)
{
// final feeler is for air state only and is at the feet; solves situations in which the feet impact with vertical surfaces which the
// wall feelers are too high to touch
if (m_state != WALKING_AIR)
{
mp_contacts[vNUM_FEELERS].in_collision = false;
continue;
}
feeler.m_start = m_pos;
feeler.m_end = m_pos + m_horizontal_vel * m_frame_length;
feeler.m_end[Y] += m_vertical_vel * m_frame_length + 0.5f * -s_get_gunslinger_param(CRCD(0xa5e2da58, "gravity")) * Mth::Sqr(m_frame_length);
}
else
{
feeler.m_start = m_pos;
feeler.m_start[Y] += feeler_height;
feeler.m_end = m_pos + feeler_length * calculate_feeler_offset_direction(n);
feeler.m_end[Y] += feeler_height;
}
mp_contacts[n].in_collision = feeler.GetCollision();
if (!mp_contacts[n].in_collision)
{
#ifdef __USER_DAN__
if (Script::GetInteger(CRCD(0xaf90c5fd, "walking_debug_lines")))
{
feeler.DebugLine(0, 0, 255, 1);
}
#endif
continue;
}
contact = true;
#ifdef __USER_DAN__
if (Script::GetInteger(CRCD(0xaf90c5fd, "walking_debug_lines")))
{
feeler.DebugLine(255, 0, 0, 1);
}
#endif
// grab the horizontal normal of the contacted wall
mp_contacts[n].normal = feeler.GetNormal();
mp_contacts[n].normal[Y] = 0.0f;
mp_contacts[n].normal.Normalize();
// if we're on the moving object, don't count its movement when doing collision detection, as the walker's velocity is already measured
// relative to its movable contact's
if (feeler.IsMovableCollision()
&& (!mp_movable_contact_component->HaveContact() || mp_movable_contact_component->GetContact()->GetObject() != feeler.GetMovingObject()))
{
mp_contacts[n].movement = Mth::DotProduct(feeler.GetMovingObject()->GetVel(), mp_contacts[n].normal);
}
else
{
mp_contacts[n].movement = 0.0f;
}
}
// check for wall push
if (m_state == WALKING_GROUND)
{
if (check_for_wall_push())
{
// if we're wall pushing, we may decide to switch states based on our environment
if (Tmr::ElapsedTime(m_wall_push_test.test_start_time) > s_get_gunslinger_param(CRCD(0x928e6775, "hop_delay")))
{
if (maybe_climb_up_ladder() || /*maybe_hop_to_hang() ||*/ maybe_jump_low_barrier()) return false;
}
else if (Tmr::ElapsedTime(m_wall_push_test.test_start_time) > s_get_gunslinger_param(CRCD(0x38d36700, "barrier_jump_delay")))
{
if (maybe_climb_up_ladder() || maybe_jump_low_barrier()) return false;
}
}
else if (mp_input_component->GetControlPad().m_R1.GetPressed() && !m_ignore_grab_button)
{
if (maybe_climb_up_ladder(true)) return false;
}
}
if (!contact) return false;
// push away from walls
for (int n = 0; n < vNUM_FEELERS + 1; n++)
{
if (!mp_contacts[n].in_collision) continue;
if (mp_contacts[n].feeler.GetDist() < s_get_param(CRCD(0xa20c43b7, "push_feeler_length")) / feeler_length)
{
m_pos += s_get_param(CRCD(0x4d16f37d, "push_strength")) * m_frame_length * mp_contacts[n].normal;
}
}
// from here on we ignore collisions we're moving out of
contact = false;
for (int n = 0; n < vNUM_FEELERS + 1; n++)
{
if (!mp_contacts[n].in_collision) continue;
// don't count collisions we're moving out of
if (Mth::DotProduct(mp_contacts[n].normal, m_horizontal_vel) >= mp_contacts[n].movement)
{
mp_contacts[n].in_collision = false;
}
else
{
contact = true;
}
}
if (!contact) return false;
// Now we calculate how our movement is effected by our collisions. The movement must have a non-negative dot product with all collision normals.
// The algorithm used should be valid for all convex environments.
// if any of the colllision normals are more than right angles to one another, no movement is possible
// NOTE: not valid with movable contacts; could cause jerky movement in corners where walls are movable
for (int n = 0; n < vNUM_FEELERS + 1; n++)
{
if (!mp_contacts[n].in_collision) continue;
for (int m = n + 1; m < vNUM_FEELERS + 1; m++)
{
if (!mp_contacts[m].in_collision) continue;
if (Mth::DotProduct(mp_contacts[n].normal, mp_contacts[m].normal) <= 0.0f)
{
m_horizontal_vel.Set();
m_anim_effective_speed = Mth::Min(s_get_gunslinger_param(CRCD(0xbd6a05d, "min_anim_run_speed")), m_anim_effective_speed);
return true;
}
}
}
// direction of proposed movement
Mth::Vector movement_direction = m_horizontal_vel;
movement_direction.Normalize();
Mth::Vector adjusted_vel = m_horizontal_vel;
// loop over the contacts (from backward to forward)
const int contact_idxs[] = { 7, 4, 3, 5, 2, 6, 1, 0 };
for (int i = 0; i < vNUM_FEELERS + 1; i++)
{
int n = contact_idxs[i];
if (!mp_contacts[n].in_collision) continue;
// check to see if the movement still violates this constraint
float normal_vel = Mth::DotProduct(adjusted_vel, mp_contacts[n].normal);
if (normal_vel >= mp_contacts[n].movement) continue;
// adjust the movement to the closest direction allowed by this contraint
adjusted_vel -= (normal_vel - mp_contacts[n].movement) * mp_contacts[n].normal;
// if the mvoement direction no longer points in the direction of the proposed movement, no movement occurs
if (Mth::DotProduct(adjusted_vel, m_horizontal_vel) <= 0.0f)
{
m_horizontal_vel.Set();
m_anim_effective_speed = Mth::Min(s_get_gunslinger_param(CRCD(0xbd6a05d, "min_anim_run_speed")), m_anim_effective_speed);
return true;
}
}
// insure that the adjusted velocity in the final direction is not larger than the projection of the initial velocity into that direction
float adjusted_speed = adjusted_vel.Length();
Mth::Vector adjusted_vel_direction = adjusted_vel;
adjusted_vel_direction *= 1.0f / adjusted_speed;
float projected_vel = Mth::DotProduct(m_horizontal_vel, adjusted_vel_direction);
if (adjusted_speed > projected_vel)
{
adjusted_vel = adjusted_vel_direction * projected_vel;
}
// only the velocity along the movement direction is retained
m_horizontal_vel = adjusted_vel;
float final_horiz_vel = m_horizontal_vel.Length();
if (m_anim_effective_speed > s_get_gunslinger_param(CRCD(0xbd6a05d, "min_anim_run_speed")))
{
m_anim_effective_speed = final_horiz_vel;
m_anim_effective_speed = Mth::Max(s_get_gunslinger_param(CRCD(0xbd6a05d, "min_anim_run_speed")), m_anim_effective_speed);
}
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CWalkComponent::adjust_facing_for_adjusted_horizontal_vel ( )
{
// We adjust facing due to adjustment in horizontal velocity due to environment. Basically, we want to object to turn to face the velocity
// that the environment has forced upon it.
// IDEA: shift to basing turn amount on angle difference and not speed
float horizontal_speed = m_horizontal_vel.Length();
if (horizontal_speed < s_get_gunslinger_param(CRCD(0x515a933, "wall_turn_speed_threshold"))) return;
// the new facing is in the direction of our adjusted velocity
Mth::Vector new_facing = m_horizontal_vel;
new_facing.Normalize();
// smoothly transition between no wall turning to full wall turning
float turn_ratio;
if (horizontal_speed > s_get_gunslinger_param(CRCD(0xe6c1cd0d, "max_wall_turn_speed_threshold")))
{
turn_ratio = s_get_gunslinger_param(CRCD(0x7a583b9b, "wall_turn_factor")) * m_frame_length;
}
else
{
turn_ratio = Mth::LinearMap(
0.0f,
s_get_gunslinger_param(CRCD(0x7a583b9b, "wall_turn_factor")) * m_frame_length,
horizontal_speed,
s_get_gunslinger_param(CRCD(0x0515a933, "wall_turn_speed_threshold")),
s_get_gunslinger_param(CRCD(0xe6c1cd0d, "max_wall_turn_speed_threshold"))
);
}
// exponentially approach new facing
if (turn_ratio >= 1.0f)
{
m_facing = new_facing;
}
else
{
m_facing = Mth::Lerp(m_facing, new_facing, turn_ratio);
m_facing.Normalize();
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
float CWalkComponent::adjust_desired_speed_for_slope ( float desired_speed )
{
// Slow velocity up and down slopes.
// skip if there is no appreciable slope
if (m_ground_normal[Y] > 0.95f) return desired_speed;
// skip if not running
if (desired_speed <= s_get_gunslinger_param(CRCD(0x79d182ad, "walk_speed"))) return desired_speed;
// calculate a horizontal vector up the slope
Mth::Vector up_slope = m_ground_normal;
up_slope[Y] = 0.0f;
up_slope.Normalize();
// horizontal factor of velocity if the velocity were pointing along the slope (instead of along the horizontal)
float movement_factor = m_ground_normal[Y];
// factor of velocity pointing up the slope
float dot = Mth::Abs(Mth::DotProduct(m_facing, up_slope));
// scale the up-the-slope element of velocity based on the slope strength
return (1.0f - dot) * desired_speed + dot * movement_factor * desired_speed;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CWalkComponent::respond_to_ground ( )
{
// Look for the ground below us. If we find it, snap to it. If not, go to air state.
CFeeler feeler;
feeler.m_start = m_pos;
feeler.m_start[Y] += s_get_gunslinger_param(CRCD(0xcee3a3e1, "snap_up_height"));
feeler.m_end = m_pos;
feeler.m_end[Y] -= s_get_gunslinger_param(CRCD(0xaf3e4251, "snap_down_height"));
if (!feeler.GetCollision())
{
// no ground
if (m_last_ground_feeler_valid)
{
mp_trigger_component->CheckFeelerForTrigger(TRIGGER_SKATE_OFF_EDGE, m_last_ground_feeler);
// if (should_bail_from_frame()) return;
}
if (mp_input_component->GetControlPad().m_triangle.GetPressed())
{
// need to give the player a change to rail before climbing down ladders and such
// if we just climbed up to a rail and are immediately falling, we need some minute amount of movement in order to find a rail
if (m_pos == m_frame_start_pos)
{
m_frame_start_pos[Y] += 0.001f;
}
if (maybe_stick_to_rail()) return;
}
if (maybe_climb_down_ladder() || maybe_drop_to_hang()) return;
// go to air state
set_state(WALKING_AIR);
m_primary_air_direction = m_facing;
leave_movable_contact_for_air(m_horizontal_vel, m_vertical_vel);
m_frame_event = CRCD(0xabf1f6ac, "WalkOffEdge");
return;
}
float snap_distance = feeler.GetPoint()[Y] - m_pos[Y];
// no not send event for very small snaps
if (Mth::Abs(snap_distance) > s_get_gunslinger_param(CRCD(0xd3193d8e, "max_unnoticed_ground_snap")))
{
GetObject()->SelfEvent(snap_distance > 0.0f ? CRCD(0x93fcf3ed, "SnapUpEdge") : CRCD(0x56e21153, "SnapDownEdge"));
}
// snap position to the ground
m_pos[Y] = feeler.GetPoint()[Y];
// adjust stair float distance
m_curb_float_height = Mth::ClampMin(m_curb_float_height - snap_distance, 0.0f);
// see if we've changed sectors
if (m_last_ground_feeler.GetSector() != feeler.GetSector())
{
if (m_last_ground_feeler_valid)
{
mp_trigger_component->CheckFeelerForTrigger(TRIGGER_SKATE_OFF, m_last_ground_feeler);
// if (should_bail_from_frame()) return;
}
mp_trigger_component->CheckFeelerForTrigger(TRIGGER_SKATE_ONTO, feeler);
// if (should_bail_from_frame()) return;
}
// stash the ground feeler so that we can trip the group's triggers at a later time
m_last_ground_feeler = feeler;
m_last_ground_feeler_valid = true;
// set the ground normal for next frame's velocity slope adjustment
m_ground_normal = feeler.GetNormal();
// NOTE: need to repeat this code anywhere we enter the ground state
mp_movable_contact_component->CheckForMovableContact(feeler);
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CWalkComponent::adjust_curb_float_height ( )
{
// adjust m_curb_float_height to smooth out moving up stairs
// When facing a curb, we smoothly increase m_curb_float_height to the height of the curb. When we snap up the curb, m_curb_float_height is then
// reduced by an amount equal to the snap distance.
// When we snap down a curb, m_curb_float_height is increased by the snap distance. We then drop m_curb_float_height smoothly to zero.
// determine appropriate direction to search for a curb
Mth::Vector feeler_direction = m_facing;
feeler_direction.ProjectToPlane(m_ground_normal);
feeler_direction[Y] = Mth::ClampMin(feeler_direction[Y], 0.0f);
feeler_direction.Normalize();
// look for a curb
CFeeler feeler;
feeler.m_start = m_pos;
feeler.m_start[Y] += 0.5f;
feeler.m_end = m_pos + s_get_gunslinger_param(CRCD(0x11edcc52, "curb_float_feeler_length")) * feeler_direction;
feeler.m_end[Y] += 0.5f;
#ifdef __USER_DAN__
if (Script::GetInteger(CRCD(0xaf90c5fd, "walking_debug_lines")))
{
feeler.DebugLine(0, 255, 0, 1);
}
#endif
if (feeler.GetCollision())
{
// grab the distance to the curb
float distance_to_curb = feeler.GetDist();
// look up from the curb to find the curb height
feeler.m_end = feeler.GetPoint() + 0.5f * feeler_direction;
feeler.m_start = feeler.m_end;
feeler.m_start[Y] = m_pos[Y] + s_get_gunslinger_param(CRCD(0xcee3a3e1, "snap_up_height"));
#ifdef __USER_DAN__
if (Script::GetInteger(CRCD(0xaf90c5fd, "walking_debug_lines")))
{
feeler.DebugLine(0, 255, 255, 1);
}
#endif
if (feeler.GetCollision())
{
// calculate the m_curb_float_height we should have based on the curb height and distance
float appropriate_curb_float_height = (1.0f - distance_to_curb) * (feeler.GetPoint()[Y] - m_pos[Y]);
if (Mth::Abs(m_curb_float_height) < 0.01f && m_control_magnitude == 0.0f && m_horizontal_vel.LengthSqr() < Mth::Sqr(s_get_gunslinger_param(CRCD(0x227d72ee, "min_curb_height_adjust_vel"))))
{
// don't update the curb height if we're on the ground and standing still; this is mostly to prevent snapping up right after landing a jump
}
else
{
// lerp to the appropriate height
m_curb_float_height = Mth::Lerp(m_curb_float_height, appropriate_curb_float_height, s_get_gunslinger_param(CRCD(0x856a80d3, "curb_float_lerp_up_rate")) * m_frame_length);
}
m_curb_float_height_adjusted = true;
}
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CWalkComponent::account_for_movable_contact ( )
{
if (!mp_movable_contact_component->UpdateContact(m_pos)) return;
m_pos += mp_movable_contact_component->GetContact()->GetMovement();
if (mp_movable_contact_component->GetContact()->IsRotated())
{
m_facing = mp_movable_contact_component->GetContact()->GetRotation().Rotate(m_facing);
if (m_facing[Y] != 0.0f)
{
DUMPF(m_facing[Y]);
m_facing[Y] = 0.0f;
m_facing.Normalize();
}
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CWalkComponent::jump ( )
{
// switch to air state and give the object an upwards velocity
float strength = 0.0f;
switch (m_state)
{
case WALKING_GROUND:
case WALKING_AIR:
// jump strength scales with the length the jump button has been held
strength = Mth::Lerp(
s_get_param(CRCD(0x246d0bf3, "min_jump_factor")),
1.0f,
Mth::ClampMax(mp_input_component->GetControlPad().m_x.GetPressedTime() / s_get_param(CRCD(0x12333ebd, "hold_time_for_max_jump")), 1.0f)
);
break;
case WALKING_HANG:
case WALKING_LADDER:
case WALKING_ANIMWAIT:
strength = s_get_param(CRCD(0xf2fa5845, "hang_jump_factor"));
break;
}
// if we're jumping from the ground, trip the ground's triggers
if (m_state == WALKING_GROUND && m_last_ground_feeler_valid)
{
mp_trigger_component->CheckFeelerForTrigger(TRIGGER_JUMP_OFF, m_last_ground_feeler);
if (mp_physics_control_component->HaveBeenReset()) return;
}
// Called by script from outside of the component update, so m_vertical_vel is not used.
GetObject()->GetVel()[Y] = strength * s_get_param(CRCD(0x63d62a21, "jump_velocity"));
// jumps for ladders and hanging get a backwards velocity
switch (m_state)
{
case WALKING_GROUND:
case WALKING_AIR:
{
// extract_state_from_object();
if (m_control_magnitude)
{
float min_launch_speed = calculate_desired_speed()
* s_get_param(CRCD(0x839fe542, "jump_horiz_speed")) / get_run_speed();
if (Mth::DotProduct(m_horizontal_vel, m_control_direction) > 0.0f)
{
m_horizontal_vel.ProjectToNormal(m_control_direction);
if (m_horizontal_vel.Length() < min_launch_speed)
{
m_horizontal_vel.Normalize(min_launch_speed);
}
}
else
{
m_horizontal_vel = min_launch_speed * m_control_direction;
}
m_primary_air_direction = m_control_direction;
m_facing = m_control_direction;
}
else
{
m_primary_air_direction = m_facing;
}
// adjust_jump_for_ceiling_obstructions();
// setup primary air direction
float length_sqr = m_horizontal_vel.LengthSqr();
if (length_sqr > 0.01f)
{
m_primary_air_direction = m_horizontal_vel;
m_primary_air_direction /= sqrtf(length_sqr);
}
else
{
m_primary_air_direction = m_facing;
}
copy_state_into_object();
break;
}
case WALKING_ANIMWAIT:
m_false_wall.active = true;
m_false_wall.distance = Mth::DotProduct(m_false_wall.normal, m_pos + m_critical_point_offset);
GetObject()->GetVel()[X] = 0.0f;
GetObject()->GetVel()[Z] = 0.0f;
m_primary_air_direction = m_facing;
break;
case WALKING_HANG:
m_false_wall.active = true;
m_false_wall.normal = m_facing;
m_false_wall.distance = Mth::DotProduct(m_false_wall.normal, m_pos + m_critical_point_offset);
m_false_wall.cancel_height = m_pos[Y] - m_vertical_hang_offset;
GetObject()->GetVel()[X] = 0.0f;
GetObject()->GetVel()[Z] = 0.0f;
m_primary_air_direction = m_facing;
break;
case WALKING_LADDER:
GetObject()->GetVel()[X] = 0.0f;
GetObject()->GetVel()[Z] = 0.0f;
m_primary_air_direction = m_facing;
break;
}
leave_movable_contact_for_air(GetObject()->GetVel(), GetObject()->GetVel()[Y]);
set_state(WALKING_AIR);
GetObject()->BroadcastEvent(CRCD(0x8687163a, "SkaterJump"));
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CWalkComponent::go_in_air_state ( )
{
setup_collision_cache();
// default air event
m_frame_event = CRCD(0x439f4704, "Air");
// user control of horizontal velocity
control_horizontal_vel();
// prevent movement into walls
adjust_horizonal_vel_for_environment();
// if (should_bail_from_frame()) return;
// check for head bonking
adjust_vertical_vel_for_ceiling();
// apply movement and acceleration for this frame
m_pos += m_horizontal_vel * m_frame_length;
m_pos[Y] += m_vertical_vel * m_frame_length + 0.5f * -s_get_gunslinger_param(CRCD(0xa5e2da58, "gravity")) * Mth::Sqr(m_frame_length);
m_vertical_vel += -s_get_gunslinger_param(CRCD(0xa5e2da58, "gravity")) * m_frame_length;
// see if we've landed yet
check_for_landing(m_frame_start_pos, m_pos);
if (m_state != WALKING_AIR /*|| should_bail_from_frame()*/) return;
// maybe grab a rail; delay regrabbing of hang rails
if (mp_input_component->GetControlPad().m_R1.GetPressed() && !m_ignore_grab_button
&& ((m_previous_state != WALKING_HANG && m_previous_state != WALKING_LADDER) || Tmr::ElapsedTime(m_state_timestamp) > s_get_gunslinger_param(CRCD(0xe6e0c0a4, "rehang_delay"))))
{
if (m_previous_state == WALKING_LADDER)
{
// can't regrab ladders
if (maybe_grab_to_hang(m_frame_start_pos, m_pos))
{
CFeeler::sClearDefaultCache();
return;
}
}
else
{
if (maybe_grab_to_hang(m_frame_start_pos, m_pos) || maybe_grab_to_ladder(m_frame_start_pos, m_pos))
{
CFeeler::sClearDefaultCache();
return;
}
}
}
if (mp_input_component->GetControlPad().m_triangle.GetPressed())
{
if (maybe_stick_to_rail())
{
CFeeler::sClearDefaultCache();
return;
}
}
// insure that we do not slip through the cracks in the collision geometry which are a side-effect of moving collidable objects
Mth::Vector previous_pos = m_pos;
if (CCompositeObject* p_inside_object = mp_movable_contact_component->CheckInsideObjects(m_pos, m_frame_start_pos))
{
MESSAGE("WALKING_AIR, within moving object");
m_horizontal_vel.Set();
m_vertical_vel = 0.0f;
check_for_landing(m_pos, previous_pos);
}
CFeeler::sClearDefaultCache();
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CWalkComponent::control_horizontal_vel ( )
{
// We allow user control over the object's in air velocity. The algorithm is complicated by the fact that the forward velocity of the jump needs
// to be accounted for when allowing for velocity adjustment. It is assumed that the jump direction is the same as the facing.
// remove uncontrollable velocity term
m_horizontal_vel -= m_uncontrollable_air_horizontal_vel;
// forced run still works in the air
adjust_control_for_forced_run();
// adjust speed by the script set drag factor
float adjust_magnitude = m_control_magnitude;
// adjust velocity perpendicular to jump direction
// direction perpendicular to jump direction
Mth::Vector perp_direction(-m_primary_air_direction[Z], 0.0f, m_primary_air_direction[X]);
// desired perpendicular velocity
float perp_desired_vel = s_get_gunslinger_param(CRCD(0x896c8888, "jump_adjust_speed")) * adjust_magnitude * Mth::DotProduct(m_control_direction, perp_direction);
// current perpendicular velocity
float perp_vel = Mth::DotProduct(m_horizontal_vel, perp_direction);
// exponentially approach desired velocity
perp_vel = Mth::Lerp(perp_vel, perp_desired_vel, s_get_gunslinger_param(CRCD(0xf085443b, "jump_accel_factor")) * m_frame_length);
// adjust velocity parallel to jump direction
// desired parallel velocity
float para_desired_vel = s_get_gunslinger_param(CRCD(0x896c8888, "jump_adjust_speed")) * adjust_magnitude * Mth::DotProduct(m_control_direction, m_primary_air_direction);
// current parallel velocity
float para_vel = Mth::DotProduct(m_horizontal_vel, m_primary_air_direction);
// if desired velocity if forward and forward velocity already exceeds adjustment velocity
if (para_desired_vel >= 0.0f && para_vel > para_desired_vel)
{
// do nothing; don't slow down the jump
}
else
{
// adjust desired velocity to center around current velocity to insure that our in air stopping ability is not too amazing
if (para_desired_vel < 0.0f && para_vel > 0.0f)
{
para_desired_vel += para_vel;
}
// expondentially approach desired velocity
para_vel = Mth::Lerp(para_vel, para_desired_vel, s_get_gunslinger_param(CRCD(0xf085443b, "jump_accel_factor")) * m_frame_length);
}
// rebuild horizontal velocity from parallel and perpendicular components
m_horizontal_vel = para_vel * m_primary_air_direction + perp_vel * perp_direction;
// reinstitute uncontrollable velocity term
m_horizontal_vel += m_uncontrollable_air_horizontal_vel;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CWalkComponent::adjust_vertical_vel_for_ceiling ( )
{
// If we hit our head, zero vertical velocity
// only worry about the ceiling if we're moving upwards
if (m_vertical_vel <= 0.0f) return;
// look for a collision up through the body to the head
CFeeler feeler;
feeler.m_start = m_pos;
feeler.m_end = m_pos;
feeler.m_end[Y] += s_get_gunslinger_param(CRCD(0x9ea1974a, "walker_height"));
if (!feeler.GetCollision()) return;
// zero upward velocity
m_vertical_vel = 0.0f;
GetObject()->SelfEvent(CRCD(0x6e84acf3, "HitCeiling"));
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CWalkComponent::check_for_landing ( const Mth::Vector& previous_pos, const Mth::Vector& final_pos )
{
// See if our feet have passed through geometry. If so, snap to it and go to ground state.
CFeeler feeler;
feeler.m_start = previous_pos;
feeler.m_end = final_pos;
if (!feeler.GetCollision()) return;
// snap to the collision point
m_pos = feeler.GetPoint();
// zero vertical velocity
m_vertical_vel = 0.0f;
// change to ground state
set_state(WALKING_GROUND);
// stash the feeler
m_last_ground_feeler = feeler;
m_last_ground_feeler_valid = true;
// trip any land trigger
mp_trigger_component->CheckFeelerForTrigger(TRIGGER_LAND_ON, m_last_ground_feeler);
// if (should_bail_from_frame()) return;
// setup our ground normal for next frames velocity slope adjustment
m_ground_normal = feeler.GetNormal();
// check for a moving contact
mp_movable_contact_component->CheckForMovableContact(feeler);
if (mp_movable_contact_component->HaveContact())
{
m_horizontal_vel -= mp_movable_contact_component->GetContact()->GetObject()->GetVel();
m_horizontal_vel[Y] = 0.0f;
}
// retain only that velocity which is parallel to our facing and forward
if (Mth::DotProduct(m_horizontal_vel, m_facing) > 0.0f)
{
m_horizontal_vel.ProjectToNormal(m_facing);
}
else
{
m_horizontal_vel.Set();
}
// clear any jump requests
mp_input_component->GetControlPad().m_x.ClearRelease();
m_frame_event = CRCD(0x57ff2a27, "Land");
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CWalkComponent::uber_frig ( )
{
// insure that we don't fall to the center of the earth, even if there are holes in the geometry; also, do lighting since we've got the feeler anyway
CFeeler feeler;
feeler.m_start = m_pos;
feeler.m_start[Y] += 1.0f;
feeler.m_end = m_pos;
feeler.m_end[Y] -= FEET(400);
if (feeler.GetCollision())
{
mp_model_component->ApplyLightingFromCollision(feeler);
return;
}
MESSAGE("applying uber frig");
// teleport us back to our position at the frame's start; not pretty, but this isn't supposed to be
m_pos = m_frame_start_pos;
// zero our velocity too
m_horizontal_vel.Set();
m_vertical_vel = 0.0f;
// set our state to ground
set_state(WALKING_GROUND);
m_last_ground_feeler_valid = false;
m_ground_normal.Set(0.0f, 1.0f, 0.0f);
// reset our script state
m_frame_event = CRCD(0x57ff2a27, "Land");
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CWalkComponent::lerp_upright ( )
{
if (m_upward[Y] == 1.0f) return;
if (m_upward[Y] > 0.999f)
{
m_upward.Set(0.0f, 1.0f, 0.0f);
return;
}
m_upward = Mth::Lerp(m_upward, Mth::Vector(0.0f, 1.0f, 0.0f), s_get_gunslinger_param(CRCD(0xf22c135, "lerp_upright_rate")) * Tmr::FrameLength());
m_upward.Normalize();
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool CWalkComponent::check_for_wall_push ( )
{
// ensure we have a forward contact
if (!mp_contacts[0].in_collision && !mp_contacts[1].in_collision && !mp_contacts[vNUM_FEELERS - 1].in_collision)
{
return m_wall_push_test.active = false;
}
// ensure that control is maxed out
if (!m_control_pegged)
{
return m_wall_push_test.active = false;
}
if (!m_wall_push_test.active)
{
// if we're not testing, simply start the test
m_wall_push_test.test_start_time = Tmr::GetTime();
m_wall_push_test.active = true;
}
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool CWalkComponent::maybe_jump_low_barrier ( )
{
// For each forward contact in collision, we check to see if any lacks a collision at the maximum jump height. For any that do, we find the first height
// at which they are in contact. The lowest such height is used at the target jump height.
const int p_forward_contact_idxs[] = { 0, 1, vNUM_FEELERS - 1 };
// we use the lowest hang height as the maximum autojump barrier height
float top_feeler_height = s_get_gunslinger_param(CRCD(0x2c942693, "lowest_hang_height"));
float feeler_length = 2.0f * s_get_gunslinger_param(CRCD(0x99978d2b, "feeler_length"));
float height_increment = (top_feeler_height - s_get_gunslinger_param(CRCD(0x6da7f696, "feeler_height"))) / vNUM_BARRIER_HEIGHT_FEELERS;
CFeeler feeler;
// setup collision cache
Mth::CBBox bbox(
m_pos - Mth::Vector(feeler_length + 1.0f, 0.0f, feeler_length + 1.0f),
m_pos + Mth::Vector(feeler_length + 1.0f, top_feeler_height + 1.0f, feeler_length + 1.0f)
);
Nx::CCollCache* p_coll_cache = Nx::CCollCacheManager::sCreateCollCache();
p_coll_cache->Update(bbox);
feeler.SetCache(p_coll_cache);
// loop over forward collisions and check to see if the barrier in each of their directions is jumpable
bool jumpable = false;
for (int i = 0; i < 3; i++)
{
int n = p_forward_contact_idxs[i];
if (!mp_contacts[n].in_collision) continue;
// first check to see if the collision normal is not too transverse to the control direction, making a autojump unlikely to succeed
if (Mth::DotProduct(mp_contacts[n].normal, m_control_direction) > -cosf(Mth::DegToRad(s_get_gunslinger_param(CRCD(0x78e6a5ec, "barrier_jump_max_angle")))))
{
mp_contacts[n].jumpable = false;
continue;
}
feeler.m_start = m_pos;
feeler.m_start[Y] += top_feeler_height;
feeler.m_end = feeler.m_start + feeler_length * calculate_feeler_offset_direction(n);
mp_contacts[n].jumpable = !feeler.GetCollision();
if (mp_contacts[n].jumpable)
{
jumpable = true;
#ifdef __USER_DAN__
if (Script::GetInteger(CRCD(0xaf90c5fd, "walking_debug_lines")))
{
feeler.DebugLine(0, 0, 255, 0);
}
#endif
}
else
{
#ifdef __USER_DAN__
if (Script::GetInteger(CRCD(0xaf90c5fd, "walking_debug_lines")))
{
feeler.DebugLine(255, 0, 0, 0);
}
#endif
}
}
// if the barrier is not jumpable
if (!jumpable)
{
// no autojump
Nx::CCollCacheManager::sDestroyCollCache(p_coll_cache);
return false;
}
// loop over the jumpable collision directions
float lowest_height = m_pos[Y] + top_feeler_height;
for (int i = 0; i < 3; i++)
{
int n = p_forward_contact_idxs[i];
if (!mp_contacts[n].in_collision) continue;
if (!mp_contacts[n].jumpable) continue;
feeler.m_start = m_pos;
feeler.m_start[Y] += top_feeler_height;
feeler.m_end = feeler.m_start + feeler_length * calculate_feeler_offset_direction(n);
// look for the barrier height
for (int h = vNUM_BARRIER_HEIGHT_FEELERS - 1; h--; )
{
feeler.m_start[Y] -= height_increment;
feeler.m_end[Y] -= height_increment;
if (feeler.GetCollision())
{
#ifdef __USER_DAN__
if (Script::GetInteger(CRCD(0xaf90c5fd, "walking_debug_lines")))
{
feeler.DebugLine(255, 0, 0, 0);
}
#endif
break;
}
else
{
#ifdef __USER_DAN__
if (Script::GetInteger(CRCD(0xaf90c5fd, "walking_debug_lines")))
{
feeler.DebugLine(0, 255, 0, 0);
}
#endif
}
}
// find the lowest barrier of the jumpable directions
if (lowest_height > feeler.m_start[Y])
{
lowest_height = feeler.m_start[Y];
}
}
Nx::CCollCacheManager::sDestroyCollCache(p_coll_cache);
// caluclate the velocity required to clear the barrier
float jump_height = lowest_height + height_increment + s_get_gunslinger_param(CRCD(0x72660978, "barrier_jump_min_clearance")) - m_pos[Y];
float required_vertical_velocity = sqrtf(2.0f * s_get_gunslinger_param(CRCD(0xa5e2da58, "gravity")) * jump_height);
// setup the new walking state
m_vertical_vel = required_vertical_velocity;
set_state(WALKING_AIR);
m_primary_air_direction = m_facing;
leave_movable_contact_for_air(m_horizontal_vel, m_vertical_vel);
m_frame_event = CRCD(0x584cf9e9, "Jump");
// stop late jumps after an autojump
GetObject()->RemoveEventHandler(CRCD(0x6b9ca247, "JumpRequested"));
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CWalkComponent::leave_movable_contact_for_air ( Mth::Vector& horizontal_vel, float& vertical_vel )
{
// use movement from the latest movable contact update call
if (mp_movable_contact_component->HaveContact())
{
// keep track of the horizontal velocity due to our old contact
m_uncontrollable_air_horizontal_vel = mp_movable_contact_component->GetContact()->GetObject()->GetVel();
if (Mth::DotProduct(m_uncontrollable_air_horizontal_vel, horizontal_vel) > 0.0f)
{
// extra kicker; dangerous as there's no collision detection; without this slight extra movement, when we walk off the front of a movable object,
// the object will move back under us before our next frame, and we will clip its edge and land on it
m_pos += m_uncontrollable_air_horizontal_vel * m_frame_length;
}
// add movable contact's velocity into our launch velocity
vertical_vel += m_uncontrollable_air_horizontal_vel[Y];
m_uncontrollable_air_horizontal_vel[Y] = 0.0f;
horizontal_vel += m_uncontrollable_air_horizontal_vel;
}
else
{
m_uncontrollable_air_horizontal_vel.Set();
}
mp_movable_contact_component->LoseAnyContact();
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CWalkComponent::calculate_anim_wait_facing_drift_parameters ( const Mth::Vector& goal_facing )
{
float initial_angle = atan2f(m_facing[X], m_facing[Z]);
float goal_angle = atan2f(goal_facing[X], goal_facing[Z]);
m_drift_angle = goal_angle - initial_angle;
if (Mth::Abs(m_drift_angle) > Mth::PI)
{
m_drift_angle -= Mth::Sgn(m_drift_angle) * (2.0f * Mth::PI);
}
m_drift_goal_facing = goal_facing;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CWalkComponent::go_anim_wait_state ( )
{
if (mp_movable_contact_component->UpdateContact(m_pos))
{
m_offset_due_to_movable_contact += mp_movable_contact_component->GetContact()->GetMovement();
if (mp_movable_contact_component->GetContact()->IsRotated())
{
m_drift_goal_facing = mp_movable_contact_component->GetContact()->GetRotation().Rotate(m_drift_goal_facing);
if (m_drift_goal_facing[Y] != 0.0f)
{
m_drift_goal_facing[Y] = 0.0f;
m_drift_goal_facing.Normalize();
}
}
}
float start, current, end;
mp_animation_component->GetPrimaryAnimTimes(&start, &current, &end);
float animation_completion_factor = Mth::LinearMap(0.0f, 1.0f, current, start, end);
// smoothly drift the position
m_pos = m_offset_due_to_movable_contact + Mth::Lerp(m_anim_wait_initial_pos, m_anim_wait_goal_pos, animation_completion_factor);
float angle = Mth::Lerp(-m_drift_angle, 0.0f, animation_completion_factor);
m_facing = m_drift_goal_facing;
m_facing.RotateY(angle);
m_frame_event = CRCD(0x4fe6069c, "AnimWait");
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CWalkComponent::anim_wait_complete ( )
{
GetObject()->SetPos(m_anim_wait_goal_pos + m_offset_due_to_movable_contact);
Mth::Matrix matrix;
matrix[Z] = m_drift_goal_facing;
matrix[Y].Set(0.0f, 1.0f, 0.0f);
matrix[X].Set(m_drift_goal_facing[Z], 0.0f, -m_drift_goal_facing[X]);
GetObject()->SetMatrix(matrix);
if (mp_anim_wait_complete_callback)
{
(this->*mp_anim_wait_complete_callback)();
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool CWalkComponent::maybe_stick_to_rail ( )
{
return false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CWalkComponent::setup_collision_cache ( )
{
float horizontal_reach = 1.0f + s_get_gunslinger_param(CRCD(0x99978d2b, "feeler_length"));
float vertical_height = 1.0f + s_get_gunslinger_param(CRCD(0x9ea1974a, "walker_height"));;
float vertical_depth = 1.0f + s_get_gunslinger_param(CRCD(0xaf3e4251, "snap_down_height"));
Mth::CBBox bbox(
GetObject()->GetPos() - Mth::Vector(horizontal_reach, vertical_depth, horizontal_reach, 0.0f),
GetObject()->GetPos() + Mth::Vector(horizontal_reach, vertical_height, horizontal_reach, 0.0f)
);
mp_collision_cache->Update(bbox);
CFeeler::sSetDefaultCache(mp_collision_cache);
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CWalkComponent::copy_state_into_object ( )
{
// build the object's matrix based on our facing
Mth::Matrix matrix;
// basically, rotate Z upward to perpendicular with m_upward
matrix[X] = Mth::CrossProduct(m_upward, m_facing);
matrix[X].Normalize();
matrix[Y] = m_upward;
matrix[Z] = Mth::CrossProduct(matrix[X], matrix[Y]);
matrix[W].Set( 0.0f, 0.0f, 0.0f, 1.0f );
GetObject()->SetPos( m_pos );
GetObject()->SetMatrix( matrix );
GetObject()->SetDisplayMatrix( matrix );
// construct the object's velocity
GetObject()->SetVel(m_horizontal_vel);
GetObject()->GetVel()[Y] = m_vertical_vel;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CWalkComponent::get_controller_input ( )
{
CControlPad& control_pad = mp_input_component->GetControlPad();
Dbg_Assert(mp_camera);
// rotate controller direction into camera's frame
Mth::Vector camera_forward = -mp_camera->m_matrix[Z];
camera_forward[Y] = 0.0f;
camera_forward.Normalize();
// allow a tolerance range for pressing directly forward
float angle = control_pad.m_leftAngle;
if (Mth::Abs(angle) < Mth::DegToRad(s_get_gunslinger_param(CRCD(0x4676a268, "forward_tolerance"))))
{
angle = 0.0f;
}
float sin_angle = sinf(angle);
float cos_angle = cosf(angle);
m_control_direction[X] = cos_angle * camera_forward[X] - sin_angle * camera_forward[Z];
m_control_direction[Z] = sin_angle * camera_forward[X] + cos_angle * camera_forward[Z];
// different control schemes for analog stick and d-pad
# if 0
if (control_pad.m_leftX == 0.0f && control_pad.m_leftY == 0.0f)
{
// d-pad control
if (control_pad.m_leftLength == 0.0f)
{
m_control_magnitude = 0.0f;
m_control_pegged = false;
// don't reset dpad in the air
if (m_state != WALKING_AIR)
{
m_dpad_used_last_frame = false;
}
}
else
{
if (!m_dpad_used_last_frame)
{
m_dpad_use_time_stamp = Tmr::GetTime();
}
m_dpad_used_last_frame = true;
if (m_state == WALKING_GROUND)
{
// slowly ramp up to a full run
Tmr::Time elapsed_time = Tmr::ElapsedTime(m_dpad_use_time_stamp);
Tmr::Time full_run_dpad_delay = static_cast< Tmr::Time >(s_get_gunslinger_param(CRCD(0x1832588c, "full_run_dpad_delay")));
Tmr::Time start_run_dpad_delay = static_cast< Tmr::Time >(s_get_gunslinger_param(CRCD(0x2c386a43, "start_run_dpad_delay")));
if (elapsed_time < start_run_dpad_delay)
{
m_control_magnitude = s_get_gunslinger_param(CRCD(0xc1528f7f, "walk_point"));
}
else if (elapsed_time < full_run_dpad_delay)
{
m_control_magnitude = Mth::SmoothMap(
s_get_gunslinger_param(CRCD(0xc1528f7f, "walk_point")),
1.0f,
elapsed_time,
start_run_dpad_delay,
full_run_dpad_delay
);
}
else
{
m_control_magnitude = 1.0f;
}
}
else
{
m_control_magnitude = 1.0f;
}
m_control_pegged = true;
}
// damp dpad control directions towards forward when running
if (m_state == WALKING_GROUND && Mth::Abs(angle) < Mth::DegToRad(90.0f + 5.0f) && (forced_run() || m_control_magnitude > s_get_gunslinger_param(CRCD(0xc1528f7f, "walk_point"))))
{
if (forced_run() || m_control_magnitude == 1.0f)
{
m_control_direction += s_get_gunslinger_param(CRCD(0x3c581621, "dpad_control_damping_factor")) * camera_forward;
}
else
{
// smoothly interpolate between damping and no damping
m_control_direction += Mth::SmoothMap(0.0f, s_get_gunslinger_param(CRCD(0x3c581621, "dpad_control_damping_factor")), m_control_magnitude, s_get_gunslinger_param(CRCD(0xc1528f7f, "walk_point")), 1.0f)
* camera_forward;
}
m_control_direction.Normalize();
}
}
else
# endif
{
// analog stick control
m_control_magnitude = control_pad.GetScaledLeftAnalogStickMagnitude() / 0.85f;
if (m_control_magnitude >= 1.0f)
{
m_control_magnitude = 1.0f;
m_control_pegged = true;
}
else
{
m_control_pegged = false;
}
}
// during a forward control lock, ignore all input not in the forward direction
if (m_state == WALKING_GROUND && m_forward_control_lock)
{
m_control_magnitude = Mth::ClampMin(m_control_magnitude * Mth::DotProduct(m_control_direction, m_facing), 0.0f);
m_control_direction = m_facing;
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CWalkComponent::adjust_control_for_forced_run ( )
{
if (!forced_run()) return;
// if no direction is pressed
if (m_control_magnitude == 0.0f)
{
// run in the direction of our current facing
m_control_direction = m_facing;
}
// run full speed
m_control_magnitude = 1.0f;
m_control_pegged = true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
float CWalkComponent::calculate_desired_speed ( )
{
// forced run
adjust_control_for_forced_run();
if (m_control_magnitude == 0.0f) return 0.0f;
float walk_point = s_get_gunslinger_param(CRCD(0xc1528f7f, "walk_point"));
if (m_control_magnitude <= walk_point)
{
m_run_toggle = false;
return Mth::LinearMap(0.0f, s_get_gunslinger_param(CRCD(0x79d182ad, "walk_speed")), m_control_magnitude, 0.3f, walk_point);
}
else
{
m_run_toggle = true;
return Mth::LinearMap(s_get_gunslinger_param(CRCD(0x79d182ad, "walk_speed")), s_get_gunslinger_param(CRCD(0xcc461b87, "run_speed")), m_control_magnitude, walk_point, 1.0f);
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
Mth::Vector CWalkComponent::calculate_feeler_offset_direction ( int contact )
{
float angle = contact * (2.0f * Mth::PI / vNUM_FEELERS);
float cos_angle = cosf(angle);
float sin_angle = sinf(angle);
Mth::Vector end_offset_direction;
end_offset_direction[X] = cos_angle * m_facing[X] - sin_angle * m_facing[Z];
end_offset_direction[Y] = 0.0f;
end_offset_direction[Z] = sin_angle * m_facing[X] + cos_angle * m_facing[Z];
end_offset_direction[W] = 1.0f;
return end_offset_direction;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool CWalkComponent::determine_stand_pos ( const Mth::Vector& proposed_stand_pos, Mth::Vector& stand_pos, CFeeler& feeler )
{
// upward offset of standing position at maximum standable slope
float max_height_adjustment = s_get_gunslinger_param(CRCD(0x6da7f696, "feeler_height")) / s_get_gunslinger_param(CRCD(0xa20c43b7, "push_feeler_length")) * s_get_gunslinger_param(CRCD(0x21dfbe77, "pull_up_offset_forward"));
feeler.m_start = proposed_stand_pos;
feeler.m_start[Y] += max_height_adjustment;
feeler.m_end = proposed_stand_pos;
feeler.m_end[Y] -= max_height_adjustment;
#ifdef __USER_DAN__
if (Script::GetInteger(CRCD(0xaf90c5fd, "walking_debug_lines")))
{
feeler.DebugLine(255, 255, 0, 0);
}
#endif
if (feeler.GetCollision())
{
stand_pos = feeler.GetPoint();
return true;
}
stand_pos = proposed_stand_pos;
return false;
}
}