thug/Code/Gel/Components/HorseComponent.h

440 lines
13 KiB
C
Raw Normal View History

2016-02-13 21:39:12 +00:00
//****************************************************************************
//* MODULE: Gel/Components
//* FILENAME: HorseComponent.h
//* OWNER: ???
//* CREATION DATE: ??/??/??
//****************************************************************************
#ifndef __COMPONENTS_HORSECOMPONENT_H__
#define __COMPONENTS_HORSECOMPONENT_H__
#include <core/defines.h>
#include <core/support.h>
#include <gel/collision/collcache.h>
#include <gel/components/skeletoncomponent.h>
#include <gel/components/modelcomponent.h>
#include <gel/components/animationcomponent.h>
#include <gel/components/movablecontactcomponent.h>
#include <gel/object/basecomponent.h>
#include <gel/scripting/struct.h>
#include <gel/scripting/symboltable.h>
#include <sk/engine/rectfeeler.h>
#include <sk/engine/feeler.h>
#include <sk/objects/navigation.h>
#define CRC_HORSE CRCD(0x9d65d0e7,"Horse")
#define GetHorseComponent() ((Obj::CHorseComponent*)GetComponent(CRC_HORSE))
#define GetHorseComponentFromObject(pObj) ((Obj::CHorseComponent*)(pObj)->GetComponent(CRC_HORSE))
namespace Script
{
class CScript;
class CStruct;
}
namespace Obj
{
class CInputComponent;
#define vVP_GRAVITATIONAL_ACCELERATION (386.4f)
#define vVP_MAX_NUM_GEARS (6)
#define vVP_NUM_COLLIDERS (2)
class CHorseComponent : public CBaseComponent
{
enum EStateType
{
WALKING_GROUND,
WALKING_AIR,
WALKING_HOP,
WALKING_HANG,
WALKING_LADDER,
WALKING_ANIMWAIT
};
enum EAnimScaleSpeed
{
OFF,
RUNNING,
HANGMOVE,
LADDERMOVE
};
// inorder to interface with models and skeletons, the number of wheels must be hardcoded to four
enum { vVP_NUM_WHEELS = 4 };
// HACK for control
struct SControls {
// steering; between -1.0 and 1.0
float steering;
// Spurring the horse on, or reining it in, values in range [-1.0, 1.0].
float spur_rein;
// throttle
bool throttle;
// brake
bool brake;
// handbrake
bool handbrake;
// reverse
bool reverse;
};
struct SCollisionPoint
{
// world position
Mth::Vector pos;
// impact normal
Mth::Vector normal;
// depth of collision as defined as the dot between the displacement from the nearest collider corner and the collision normal
float depth;
// normal impulse accumulator; used to set the maximum friction
float normal_impulse;
bool line;
};
struct SCollider
{
// the rectangle defining the collider in body space
Mth::Rectangle body;
// that rectangle transformed into world space
Mth::Rectangle world;
Mth::Vector first_edge_direction_world;
Mth::Vector second_edge_direction_world;
// a few precomputable values
float first_edge_length;
float second_edge_length;
};
public:
CHorseComponent();
virtual ~CHorseComponent();
public:
virtual void Update();
virtual void InitFromStructure( Script::CStruct* pParams );
virtual void RefreshFromStructure( Script::CStruct* pParams );
virtual void Finalize ( );
virtual EMemberFunctionResult CallMemberFunction( uint32 Checksum, Script::CStruct* pParams, Script::CScript* pScript );
virtual void GetDebugInfo( Script::CStruct* p_info );
static CBaseComponent* s_create();
void MoveToNode ( Script::CStruct* p_node );
const Mth::Vector& GetPos( void ) { return GetObject()->GetPos(); }
const Mth::Vector& GetVel( void ) const { return m_vel; }
Mth::Matrix& GetMatrix( void ) { return GetObject()->GetMatrix(); }
Mth::Matrix& GetDisplayMatrix( void ) { return GetObject()->GetDisplayMatrix(); }
bool AcceptRiderMount( CCompositeObject* p_rider );
bool AcceptRiderDismount( CCompositeObject* p_rider );
bool ShouldUpdateCamera( void );
CCompositeObject* GetRider( void ) { return mp_rider; }
uint32 GetAnimation( void );
private:
void draw_debug_rendering ( ) const;
private:
Obj::CNavNode** mp_nav_nodes; // List of pointers to navigation nodes if following a path.
int m_nav_node_index; // Current index within the list (moves to zero as path progesses).
// dynamic state variables
// dependent state variables
// angular orientation in 3x3 matrix form
Mth::Matrix m_orientation_matrix;
// linear velocity
Mth::Vector m_vel;
// rotational velocity
Mth::Vector m_rotvel;
// accumulators
// length of current frame
float m_time_step;
// constant characteristics
// subelements
// input state
// SControls m_controls;
// collision cache
Nx::CCollCache m_collision_cache;
// shared objects
// shared collision point array
static SCollisionPoint sp_collision_points[4 * (Nx::MAX_NUM_2D_COLLISIONS_REPORTED + 1)];
CCompositeObject* mp_rider;
// peer components
CSkeletonComponent* mp_skeleton_component;
CInputComponent* mp_input_component;
CModelComponent* mp_model_component;
CAnimationComponent* mp_animation_component;
CMovableContactComponent* mp_movable_contact_component;
// debug
int m_draw_debug_lines;
// Stuff from CWalkComponent.
static float s_get_param ( uint32 checksum );
enum
{
vNUM_FEELERS = 7,
vNUM_BARRIER_HEIGHT_FEELERS = 7
};
struct SContact
{
// If this contact is in collision with the environment.
bool in_collision;
// The horizontal normal of the collided geometry.
Mth::Vector normal;
// Distance from the collision as a factor of the feeler length.
float distance;
// If the collision in this direction is determined to be low enough to jump.
bool jumpable;
// Movement of the object we're in contact with (not accounting for its rotation) along its horizontal normal.
float movement;
// The walker looks around him in vNUM_FEELERS directions and stores the results here. The final contact is felt for along the movement of
// the origin, and is only used while in the air.
} mp_contacts [ vNUM_FEELERS + 1 ];
/////////////////////////////////
// WALKING_AIR state variables
// The forward horizontal direction of the jump which, when coming out of skating or because of in-air velocity control, diverges from the direction of velocity
Mth::Vector m_primary_air_direction;
// This term of our horizontal velocity is due to leaping from a movable contact, and is not adjustable via in-air control.
Mth::Vector m_uncontrollable_air_horizontal_vel;
void get_controller_input( void );
void go_on_ground_state( void );
void go_in_air_state( void );
void lerp_upright( void );
void uber_frig( void );
void account_for_movable_contact( void );
void setup_collision_cache( void );
float calculate_desired_speed( void );
float adjust_desired_speed_for_slope( float desired_speed );
bool adjust_horizontal_vel_for_environment( bool wall_push_active );
void copy_state_into_object( void );
void adjust_facing_for_adjusted_horizontal_vel( void );
void calculate_horizontal_speed_and_facing( float &horizontal_speed );
Mth::Vector calculate_feeler_offset_direction ( int contact );
void adjust_curb_float_height( void );
bool forced_run( void );
void respond_to_ground( void );
void leave_movable_contact_for_air( Mth::Vector& horizontal_vel, float& vertical_vel );
void jump( float strength );
void set_state( EStateType state );
void control_horizontal_vel( void );
void check_for_landing( const Mth::Vector& previous_pos, const Mth::Vector& final_pos );
void adjust_vertical_vel_for_ceiling( void );
void position_rider( void );
void do_path_following( void );
void switch_to_node_based_path_following( void );
void cleanup_node_based_path_following( void );
void do_node_based_path_following( void );
int m_path_follow_panic_counter;
// Accumulates position offset due to a movable contact during an animation wait.
Mth::Vector m_offset_due_to_movable_contact;
EStateType m_state;
// Time stamp of when our state last changed.
Tmr::Time m_state_timestamp;
// State we changed from when m_state_timestamp was last set.
EStateType m_previous_state;
// Certain things such as rotation rate and camera lerp are increased when this is set.
bool m_run_toggle;
struct SWallPushTest
{
// Whether we currently testing.
bool active;
// Time at which this test began.
Tmr::Time test_start_time;
// Data used to detect when a player is pushing into a wall in order to climb it.
} m_wall_push_test;
// Normal of the ground on which we are standing. Only meaningful when on the ground. Set the previous frame.
Mth::Vector m_ground_normal;
// Used to slerp the display matrix towards the actual matrix (can't use CCompositeObject::m_display_matrix since that is reset every frame).
Mth::Matrix m_display_slerp_matrix;
// The collision cache used.
Nx::CCollCache* mp_collision_cache;
// When doing anim speed scaling when running, this is set to the run speed which corresponds to the current animation playing at standard speed.
float m_anim_standard_speed;
// A copy of the latest feeler which contacted the groud under us.
CFeeler m_last_ground_feeler;
bool m_last_ground_feeler_valid;
// The target fraction of maximum speed [0.0, 1.0] as modified by let analog stick up down movement.
float m_target_speed;
float m_target_speed_adjustment;
// Extracted from the object at frame start and back into the object at frame end.
Mth::Vector m_pos;
Mth::Vector m_horizontal_vel;
float m_vertical_vel;
Mth::Vector m_facing;
Mth::Vector m_upward;
// The control-based change in heading this frame. Used mainly for path following decisions.
float m_delta_angle;
// Type of animation speed scaling to do.
EAnimScaleSpeed m_anim_scale_speed;
// Horizontal speed for the purposes of animation speed scaling.
float m_anim_effective_speed;
// Factor multiplied by all velocities. Set by script.
float m_script_drag_factor;
// Current frame's frame length.
float m_frame_length;
// Current frame's control input.
Mth::Vector m_control_direction;
float m_control_magnitude;
bool m_control_pegged;
// Keep track of the previous state of the dpad controls so that we can ramp up to a run speed over time.
bool m_dpad_used_last_frame;
// Keep track of when we first started using the dpad so that we can ramp up to a run speed over time.
Tmr::Time m_dpad_use_time_stamp;
// Cache our position at the frame's start
Mth::Vector m_frame_start_pos;
// Script event reporting our current state. Set during each frame update and sent at the end of the update.
uint32 m_frame_event;
// Last frame's frame event.
uint32 m_last_frame_event;
// Used to lock control in the forward direction (during a camera flush request)
bool m_forward_control_lock;
// When on ground, the walker is often floated above the ground in an attempt to smooth out stair/curb climbs.
float m_curb_float_height;
// If m_curb_float_height was adjusted this frame. If not, we lerp it to zero.
bool m_curb_float_height_adjusted;
};
/******************************************************************/
/* */
/* */
/******************************************************************/
inline float CHorseComponent::s_get_param( uint32 checksum )
{
Script::CStruct* p_params = Script::GetStructure(CRCD(0x1b38036f,"GunslingerHorseParameters"));
Dbg_Assert(p_params);
float param;
p_params->GetFloat(checksum, &param, Script::ASSERT);
return param;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
inline bool CHorseComponent::forced_run( void )
{
return false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
inline void CHorseComponent::set_state ( EStateType state )
{
if (state == m_state) return;
m_previous_state = m_state;
if (m_state == WALKING_GROUND)
{
m_wall_push_test.active = false;
m_run_toggle = false;
}
if (m_state != WALKING_GROUND && m_state != WALKING_AIR)
{
m_dpad_used_last_frame = false;
}
m_state = state;
m_state_timestamp = Tmr::GetTime();
if (m_state == WALKING_ANIMWAIT)
{
m_offset_due_to_movable_contact.Set();
}
}
}
#endif