thug/Code/Gel/Components/WalkComponent.h

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2016-02-13 21:39:12 +00:00
//****************************************************************************
//* MODULE: Gel/Components
//* FILENAME: WalkComponent.h
//* OWNER: Dan
//* CREATION DATE: 4/2/3
//****************************************************************************
#ifndef __COMPONENTS_WALKCOMPONENT_H__
#define __COMPONENTS_WALKCOMPONENT_H__
#include <core/defines.h>
#include <core/support.h>
#include <core/timestampedflag.h>
#include <gel/object/basecomponent.h>
#include <gel/object/compositeobject.h>
#include <gel/components/inputcomponent.h>
#include <gel/scripting/struct.h>
#include <gel/scripting/symboltable.h>
#include <sk/components/skaterphysicscontrolcomponent.h>
#include <sk/engine/feeler.h>
#ifdef __NOPT_ASSERT__
#define WHEADER { printf("%i:%s:%i: ", Tmr::GetRenderFrame(), __FILE__ + 15, __LINE__); }
#define DUMP_WPOSITION { if (Script::GetInteger(CRCD(0x029ade47, "debug_skater_pos"))) { WHEADER; printf("m_pos = %g, %g, %g\n", m_pos[X], m_pos[Y], m_pos[Z]); } }
#else
#define DUMP_WPOSITION { }
#endif
#define CRC_WALK CRCD(0x726e85aa, "Walk")
#define GetWalkComponent() ((Obj::CWalkComponent*)GetComponent(CRC_WALK))
#define GetWalkComponentFromObject(pObj) ((Obj::CWalkComponent*)(pObj)->GetComponent(CRC_WALK))
class CFeeler;
namespace Script
{
class CScript;
class CStruct;
}
namespace Nx
{
class CCollCache;
}
namespace Obj
{
class CAnimationComponent;
class CModelComponent;
class CTriggerComponent;
class CWalkCameraComponent;
class CSkaterPhysicsControlComponent;
class CSkaterStateComponent;
class CMovableContactComponent;
class CRailNode;
class CRailManager;
struct SHangRailData
{
Mth::Vector hang_point;
Mth::Vector hang_facing;
float along_rail_factor;
float horizontal_hang_offset;
float vertical_hang_offset;
uint32 initial_animation;
const CRailNode* p_rail_node;
};
struct SLadderRailData
{
Mth::Vector climb_point;
Mth::Vector climb_facing;
float along_rail_factor;
};
class CWalkComponent : public CBaseComponent
{
friend class CSkaterCorePhysicsComponent;
public:
enum EStateType
{
WALKING_GROUND = 0,
WALKING_AIR,
// WALKING_HOP,
WALKING_HANG,
WALKING_LADDER,
WALKING_ANIMWAIT,
};
enum { NUM_WALKING_STATES = 5 };
enum EAnimScaleSpeed
{
OFF,
RUNNING,
HANGMOVE,
LADDERMOVE
};
enum
{
vNUM_FEELERS = 7,
vNUM_BARRIER_HEIGHT_FEELERS = 9
};
typedef void (Obj::CWalkComponent::*AnimWaitCallbackPtr) ( );
private:
static const uint32 sp_state_names [ NUM_WALKING_STATES ];
public:
CWalkComponent();
virtual ~CWalkComponent();
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();
EStateType GetState ( ) { return m_state; }
private:
void set_state ( EStateType state );
void go_on_ground_state ( );
void calculate_horizontal_speed_and_facing ( float &horizontal_speed );
bool adjust_horizonal_vel_for_environment ( );
void adjust_facing_for_adjusted_horizontal_vel ( );
float adjust_desired_speed_for_slope ( float desired_speed );
void respond_to_ground ( );
void adjust_curb_float_height ( );
void account_for_movable_contact ( );
void jump ( );
void adjust_jump_for_ceiling_obstructions ( );
void go_in_air_state ( );
void control_horizontal_vel ( );
void adjust_vertical_vel_for_ceiling ( );
void check_for_landing ( const Mth::Vector& previous_pos, const Mth::Vector& final_pos );
void maybe_wallplant ( );
void uber_frig ( );
void lerp_upright ( );
void transition_lerp_upright ( );
bool check_for_wall_push ( );
void leave_movable_contact_for_air ( Mth::Vector& horizontal_vel, float& vertical_vel );
bool maybe_hop_to_hang ( );
bool maybe_drop_to_hang ( );
bool maybe_grab_to_hang ( Mth::Vector start_pos, Mth::Vector end_pos );
bool investigate_hang_rail_vicinity ( CFeeler& feeler, const Mth::Vector& preliminary_hang_point, SHangRailData& rail_data );
bool vertical_hang_obstruction_check ( CFeeler& feeler, SHangRailData& rail_data, const Mth::Vector& check_offset_direction );
void go_hop_state ( );
void go_hang_state ( );
void hang_movement ( float movement );
bool check_environment_for_hang_movement_collisions ( const Mth::Vector& facing, float along_rail_factor, const Mth::Vector& pos, bool left, const Mth::Vector& perp_facing, Mth::Vector rail, const CRailNode* p_rail_start, const CRailNode* p_rail_end );
void move_onto_neighboring_hang_rail ( float movement, bool descending, const Mth::Vector& old_rail );
bool find_next_rail ( float& along_rail_factor, const CRailNode* p_current_start, const CRailNode* p_current_end, const CRailNode*& p_new_start, const CRailNode*& p_new_end );
void set_pos_from_hang_rail_state ( );
bool maybe_pull_up_from_hang ( Mth::Vector& proposed_stand_pos );
bool maybe_jump_low_barrier ( );
bool maybe_in_air_acid_drop ( );
bool maybe_jump_to_acid_drop ( );
bool maybe_climb_up_ladder ( bool user_requested = false );
bool maybe_climb_down_ladder ( );
bool maybe_grab_to_ladder ( const Mth::Vector& start_pos, const Mth::Vector& end_pos );
void go_ladder_state ( );
void ladder_movement ( );
void off_ladder_bottom ( );
void off_ladder_top ( );
void calculate_anim_wait_facing_drift_parameters ( const Mth::Vector& goal_facing, float rotate_factor = 1.0f );
void go_anim_wait_state ( );
void anim_wait_complete ( );
bool maybe_stick_to_rail ( );
void setup_collision_cache ( );
void update_critical_point_offset ( );
void update_display_offset ( );
void adjust_pos_for_false_wall ( );
void extract_state_from_object ( );
void copy_state_into_object ( );
void get_controller_input ( );
float calculate_desired_speed ( );
Mth::Vector calculate_feeler_offset_direction ( int contact );
bool determine_stand_pos ( const Mth::Vector& proposed_stand_pos, Mth::Vector& stand_pos, CFeeler& feeler );
float get_run_speed ( );
float get_gravity ( );
void update_run_speed ( );
void update_run_speed_factor ( );
void smooth_anim_speed ( uint32 previous_frame_event );
void set_camera_overrides ( );
void update_anim_speeds ( );
float get_hang_display_offset ( );
void drop_to_hang_complete ( );
void pull_up_from_hang_to_ground_complete ( );
void pull_up_from_hang_to_air_complete ( );
float get_hang_critical_point_vert_offset ( );
void move_to_ladder_bottom_complete ( );
void move_to_ladder_top_complete ( );
void off_ladder_bottom_complete ( );
void off_ladder_top_to_ground_complete ( );
void off_ladder_top_to_air_complete ( );
static float s_get_param ( uint32 checksum );
public:
bool IsRunning ( );
bool UseDPadCamera ( );
void SetForwardControlLock ( bool forward_control_lock );
void SetAssociatedCamera ( CCompositeObject* camera_obj );
void CollideWithOtherSkaterLost ( CCompositeObject* p_other_skater );
Mth::Vector GetCameraCollisionTargetOffset ( );
void ReadyWalkState ( bool to_ground_state );
void CleanUpWalkState ( );
const SRailData* GetRailData ( );
const SAcidDropData* GetAcidDropData ( );
bool FilterHangRail ( const Mth::Vector& pos_a, const Mth::Vector& pos_b, const Mth::Vector& preliminary_hang_point, const Mth::Vector& grab_from_point, float along_rail_factor, SHangRailData& rail_data, bool drop_to_hang );
bool FilterLadderUpRail ( const Mth::Vector& bottom_pos, const Mth::Vector& top_pos, const Mth::Matrix& orientation, SLadderRailData& rail_data );
bool FilterLadderDownRail ( const Mth::Vector& bottom_pos, const Mth::Vector& top_pos, const Mth::Matrix& orientation, SLadderRailData& rail_data );
bool FilterLadderAirGrabRail ( const Mth::Vector& bottom_pos, const Mth::Vector& top_pos, const Mth::Matrix& orientation, const Mth::Vector& preliminary_climb_point, float along_rail_factor, SLadderRailData& rail_data );
private:
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;
// 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;
// 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;
// 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;
bool m_analog_control;
// The grab button is the same as the transition button, and is thus ignored after a transition until it is released
bool m_ignore_grab_button;
// After transitioning from skating to walking in air, you are not allowed to acid drop until you first switch out of the air state.
bool m_disallow_acid_drops;
// The offset from the skater's true origin at which to display the skater. Used to get CAS scaled skaters looking correct.
float m_display_offset;
struct SContact
{
// If this contact is in collision with the environment.
bool in_collision;
// The horizontal normal of the collided geometry.
Mth::Vector normal;
// 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;
// Must store the full feeler in order to trip triggers and get movable contact objects
CFeeler feeler;
// 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 ];
// 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;
float m_last_frame_anim_effective_speed;
#ifdef SCRIPT_WALK_DRAG
// Factor multiplied by all velocities. Set by script.
float m_script_drag_factor;
#endif
// 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;
// The critical point is a position relative to the skater which MUST ALWAYS STAY ON THE CORRECT SIDE OF COLLIDABLE GEO. Normally, this is simply the
// origin. However, sometimes this must be adjusted (during hanging). Once hanging is over, the critical point is pushed back to the origin.
Mth::Vector m_critical_point_offset;
// Counts down while we're slerping upright after a transition from skating
float m_rotate_upright_timer;
// Angle over and axis around which to slerp to upright
float m_rotate_upright_angle;
Mth::Vector m_rotate_upright_axis;
// The matrix's [Z][Y] component last time facing was extracted from the matrix. Stored so it can be restored when rebuilding the matrix, thus
// preventing unwanted rotations.
float m_frame_initial_facing_Y;
struct SSpecialTransitionData
{
// The type of transition causing the switch to skating.
ESpecialTransitionType type;
// The state data for that transition.
SRailData rail_data;
SAcidDropData acid_drop_data;
// When the walker transitions to skating in some manner which requires additional state information, this structure holds that information before it
// is passed off to the skate physics.
} m_special_transition_data;
// The collision cache used.
Nx::CCollCache* mp_collision_cache;
// Associated camera.
CCompositeObject* mp_camera;
CWalkCameraComponent* mp_camera_component;
// If associated with a rail, this is the rail node and rail manager.
const CRailNode* mp_rail_start;
const CRailNode* mp_rail_end;
CRailManager* mp_rail_manager;
// Peer components.
CInputComponent* mp_input_component;
CAnimationComponent* mp_animation_component;
CModelComponent* mp_model_component;
CTriggerComponent* mp_trigger_component;
CSkaterPhysicsControlComponent* mp_physics_control_component;
CMovableContactComponent* mp_movable_contact_component;
CSkaterStateComponent* mp_state_component;
CSkaterCorePhysicsComponent* mp_core_physics_component;
/////////////////////////////////
// WALKING_GROUND state variables
// Normal of the ground on which we are standing. Only meaningful when on the ground. Set the previous frame.
Mth::Vector m_ground_normal;
// 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;
// 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;
// lerp factor between standard run speed and combo run speed
float m_run_speed_factor;
// If true, no transitional period of reduced deceleration is used from skating.
// bool m_cancel_transition_momentum;
// Set to true when the walker's speeds is significantly reduced due to interactions with walls. Causes the rotation rate of the skater to be dropped
// to walking levels next frame. A beter solution would be to reduce rotation rate THIS frame.
bool m_drop_rotation_rate;
// Latest duration over which the controller has been continuously pegged. Only used on the ground and reset to a large value whenever you enter ground.
float m_control_pegged_duration;
// True if the controller was pegged last frame. Only updated while on the ground.
bool m_last_frame_controller_pegged;
/////////////////////////////////
// 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;
// When non-zero, it counts down and suppresses in air velocity control.
float m_in_air_control_suppression_timer;
// Extra drift velocity used while in the air.
Mth::Vector m_in_air_drift_vel;
// Extra drift is turned off after the skater reaches this height.
float m_in_air_drift_stop_height;
struct SFalseWall
{
// This tracks if a false wall is active.
bool active;
// The false wall is defined by a normal.
Mth::Vector normal;
// And a scalar.
float distance;
// The false wall is automatically turned off when this height is exceeded.
float cancel_height;
// A false wall is sometimes set up while in the air to prevent movement in a certain direction.
} m_false_wall;
/////////////////////////////////
// WALKING_HANG state variables
// Measures our position along the current rail as a parameter running from 0.0 to 1.0.
float m_along_rail_factor;
// Measures the hang position offset from the actual rail we are hanging from.
float m_vertical_hang_offset;
float m_horizontal_hang_offset;
// Checksum describing the type of initial hang animation to play.
uint32 m_initial_hang_animation;
// Speed the skater is shimmying at
float m_hang_move_vel;
/////////////////////////////////
// WALKING_HOP state variables
// The position we will have at the end of the hop.
// Mth::Vector m_goal_hop_pos;
// The facing we will have at the end of the hop.
// Mth::Vector m_goal_hop_facing;
// Hang state variable. Set at hop start.
// float m_along_rail_factor;
// Hang state variable. Set at hop start.
// uint32 m_initial_hang_animation;
/////////////////////////////////
// WALKING_LADDER state variables
// Shared with hang state.
// float m_along_rail_factor;
// Only ladder animation speed changes are sent to the server are updated in net games. This holds the last animimation speed sent.
float m_last_ladder_anim_speed;
/////////////////////////////////
// WALKING_ANIMWAIT state variables
// Position at the start of the animation wait.
Mth::Vector m_anim_wait_initial_pos;
// Facing at the start of the aniamtion wait.
Mth::Vector m_anim_wait_initial_facing;
// Amount to move the object at the end of the animation wait.
Mth::Vector m_anim_wait_goal_pos;
// Goal display offset of the animation wait.
float m_drift_initial_display_offset;
float m_drift_goal_display_offset;
// Goal facing of the position drift.
Mth::Vector m_drift_goal_facing;
// Factor of animation in which to do the rotation in.
float m_drift_goal_rotate_factor;
// The angle over which the facing must drift.
float m_drift_angle;
// Accumulates position offset due to a movable contact during an animation wait.
Mth::Vector m_offset_due_to_movable_contact;
// The behavior of the camera during the animation wait.
enum EAnimWaitCameraModeType
{
AWC_CURRENT,
AWC_GOAL
} m_anim_wait_camera_mode;
// Callback function to call upon completion of the animation wait.
AnimWaitCallbackPtr mp_anim_wait_complete_callback;
// WALKING_GROUND state variable sometimes set at start of animation wait based on the animation end ground situation
// Mth::Vector m_ground_normal;
// CFeeler m_last_ground_feeler;
// bool m_last_ground_feeler_valid;
// WALKING_AIR state variable partially setup at the start of an animation wait
// struct SFalseWall m_false_wall;
};
/******************************************************************/
/* */
/* */
/******************************************************************/
inline float CWalkComponent::s_get_param ( uint32 checksum )
{
Script::CStruct* p_walk_params = Script::GetStructure(CRCD(0x6775e538, "walk_parameters"));
Dbg_Assert(p_walk_params);
float param;
p_walk_params->GetFloat(checksum, &param, Script::ASSERT);
return param;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
inline float CWalkComponent::get_run_speed ( )
{
return Mth::Lerp(s_get_param(CRCD(0xcc461b87, "run_speed")), s_get_param(CRCD(0x7213ef07, "combo_run_speed")), m_run_speed_factor);
}
/******************************************************************/
/* */
/* */
/******************************************************************/
inline bool CWalkComponent::IsRunning ( )
{
return m_run_toggle;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
inline void CWalkComponent::SetForwardControlLock ( bool forward_control_lock )
{
m_forward_control_lock = forward_control_lock;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
inline const SRailData* CWalkComponent::GetRailData ( )
{
return m_special_transition_data.type == RAIL_TRANSITION ? &m_special_transition_data.rail_data : NULL;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
inline const SAcidDropData* CWalkComponent::GetAcidDropData ( )
{
return m_special_transition_data.type == ACID_DROP_TRANSITION ? &m_special_transition_data.acid_drop_data : NULL;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
inline bool CWalkComponent::UseDPadCamera ( )
{
return mp_input_component->GetControlPad().m_leftX == 0.0f && mp_input_component->GetControlPad().m_leftY == 0.0f && m_control_pegged;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
inline Mth::Vector CWalkComponent::GetCameraCollisionTargetOffset ( )
{
switch (m_state)
{
case WALKING_HANG:
case WALKING_LADDER:
case WALKING_ANIMWAIT:
return -18.0f * m_facing;
case WALKING_AIR:
if ((m_previous_state == WALKING_HANG || m_previous_state ==WALKING_LADDER || m_previous_state ==WALKING_LADDER)
&& Tmr::ElapsedTime(m_state_timestamp) < 150)
{
return -18.0f * m_facing;
}
else
{
return Mth::Vector(0.0f, 0.0f, 0.0f);
}
case WALKING_GROUND:
default:
return Mth::Vector(0.0f, 0.0f, 0.0f);
}
}
}
#endif