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https://github.com/rwengine/openrw.git
synced 2024-11-09 12:22:34 +01:00
Further improve vehicle door dynamics
+ Rename some part target angle names + Improve behaviour of opening and closing doors + Use different animations for right hand side of vehicle
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@ -60,6 +60,8 @@ protected:
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bool running;
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float vehicleIdle;
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// Goal related variables
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Goal currentGoal;
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CharacterObject* leader;
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@ -37,11 +37,16 @@ struct AnimationGroup
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Animation* car_getin_lhs;
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Animation* car_getout_lhs;
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Animation* car_open_rhs;
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Animation* car_getin_rhs;
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Animation* car_getout_rhs;
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AnimationGroup()
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: idle(nullptr), walk(nullptr), walk_start(nullptr), run(nullptr),
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jump_start(nullptr), jump_glide(nullptr), jump_land(nullptr),
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car_sit(nullptr), car_sit_low(nullptr), car_open_lhs(nullptr),
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car_getin_lhs(nullptr), car_getout_lhs(nullptr)
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car_getin_lhs(nullptr), car_getout_lhs(nullptr), car_open_rhs(nullptr),
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car_getin_rhs(nullptr), car_getout_rhs(nullptr)
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{}
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};
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@ -38,7 +38,7 @@ public:
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ModelFrame* damaged;
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btRigidBody* body;
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btHingeConstraint* constraint;
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bool holdAngle;
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bool moveToAngle;
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float targetAngle;
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float openAngle;
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float closedAngle;
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@ -28,7 +28,7 @@ void CharacterController::setActivity(CharacterController::Activity* activity)
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CharacterController::CharacterController(CharacterObject* character)
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: character(character), _currentActivity(nullptr), _nextActivity(nullptr), running(false),
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currentGoal(None), leader(nullptr)
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vehicleIdle(0.f), currentGoal(None), leader(nullptr)
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{
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character->controller = this;
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}
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@ -73,21 +73,26 @@ void CharacterController::update(float dt)
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/// @todo play _low variant if car has low flag.
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character->playAnimation(character->animations.car_sit, true);
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// If character is idle in vehicle, close door.
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if( glm::length( d ) <= 0.1f )
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{
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auto entryDoor = character->getCurrentVehicle()->getSeatEntryDoor(character->getCurrentSeat());
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vehicleIdle += dt;
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}
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else
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{
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vehicleIdle = 0.f;
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}
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if( vehicleIdle >= 1.f )
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{
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// If character is idle in vehicle, try to close the door.
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auto v = character->getCurrentVehicle();
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auto entryDoor = v->getSeatEntryDoor(character->getCurrentSeat());
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if( entryDoor && entryDoor->constraint )
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{
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character->getCurrentVehicle()->setPartTarget(entryDoor, true, entryDoor->closedAngle);
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}
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}
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else
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{
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auto entryDoor = character->getCurrentVehicle()->getSeatEntryDoor(character->getCurrentSeat());
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entryDoor->holdAngle = false;
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}
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}
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}
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else {
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@ -247,12 +252,18 @@ bool Activities::EnterVehicle::update(CharacterObject *character, CharacterContr
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character->enterVehicle(vehicle, seat);
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return true;
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}
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auto entryDoor = vehicle->getSeatEntryDoor(seat);
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auto anm_open = character->animations.car_open_lhs;
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auto anm_enter = character->animations.car_getin_lhs;
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auto entryDoor = vehicle->getSeatEntryDoor(seat);
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if( entryDoor->dummy->getDefaultTranslation().x > 0.f )
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{
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anm_open = character->animations.car_open_rhs;
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anm_enter = character->animations.car_getin_rhs;
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}
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if( entering ) {
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if( character->animator->getAnimation() == anm_open ) {
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if( character->animator->isCompleted() ) {
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@ -317,8 +328,16 @@ bool Activities::ExitVehicle::update(CharacterObject *character, CharacterContro
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if( character->getCurrentVehicle() == nullptr ) return true;
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auto vehicle = character->getCurrentVehicle();
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auto anm_exit = character->animations.car_getout_lhs;
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auto seat = character->getCurrentSeat();
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auto door = vehicle->getSeatEntryDoor(seat);
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auto anm_exit = character->animations.car_getout_lhs;
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if( door->dummy->getDefaultTranslation().x > 0.f )
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{
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anm_exit = character->animations.car_getout_rhs;
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}
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if( vehicle->vehicle->type == VehicleData::BOAT ) {
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auto ppos = character->getPosition();
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@ -339,8 +358,6 @@ bool Activities::ExitVehicle::update(CharacterObject *character, CharacterContro
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}
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else {
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character->playAnimation(anm_exit, false);
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auto door = vehicle->getSeatEntryDoor(character->getCurrentSeat());
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if( door )
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{
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vehicle->setPartTarget(door, true, door->openAngle);
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@ -42,6 +42,10 @@ CharacterObject::CharacterObject(GameWorld* engine, const glm::vec3& pos, const
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animations.car_open_lhs = engine->gameData.animations["car_open_lhs"];
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animations.car_getin_lhs = engine->gameData.animations["car_getin_lhs"];
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animations.car_getout_lhs = engine->gameData.animations["car_getout_lhs"];
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animations.car_open_rhs = engine->gameData.animations["car_open_rhs"];
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animations.car_getin_rhs = engine->gameData.animations["car_getin_rhs"];
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animations.car_getout_rhs = engine->gameData.animations["car_getout_rhs"];
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if(model) {
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skeleton = new Skeleton;
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@ -307,20 +307,30 @@ void VehicleObject::tickPhysics(float dt)
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//next.translation = p2;
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skeleton->setData(it.second.dummy->getIndex(), { next, prev, true } );
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if( it.second.holdAngle )
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if( it.second.moveToAngle )
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{
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it.second.constraint->setMotorTarget(it.second.targetAngle, 0.1f);
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auto angledelta = it.second.targetAngle - it.second.constraint->getHingeAngle();
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if( glm::abs(angledelta) <= 0.01f )
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{
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it.second.constraint->enableAngularMotor(false, 1.f, 1.f);
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dynamicParts[it.first].moveToAngle = false;
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}
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else
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{
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it.second.constraint->enableAngularMotor(true, glm::sign(angledelta) * 5.f, 1.f);
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}
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}
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it.second.constraint->enableMotor( it.second.holdAngle );
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// If the part is moving quite fast and near the limit, lock it.
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/// @TODO not all parts rotate in the z axis.
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if(it.second.body->getAngularVelocity().getZ() >= PART_CLOSE_VELOCITY)
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float zspeed = it.second.body->getAngularVelocity().getZ();
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if(it.second.openAngle < 0.f) zspeed = -zspeed;
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if(zspeed >= PART_CLOSE_VELOCITY)
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{
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auto d = it.second.constraint->getHingeAngle() - it.second.closedAngle;
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if( std::abs(d) < 0.05f )
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if( glm::abs(d) < 0.05f )
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{
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it.second.holdAngle = false;
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dynamicParts[it.first].moveToAngle = false;
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setPartLocked(&(it.second), true);
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}
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}
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@ -525,20 +535,14 @@ void VehicleObject::setPartTarget(VehicleObject::Part* part, bool enable, float
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}
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part->targetAngle = target;
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part->holdAngle = true;
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part->constraint->enableMotor(true);
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part->moveToAngle = true;
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part->body->activate(true);
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}
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else
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{
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part->targetAngle = target;
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part->holdAngle = false;
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if( part->constraint )
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{
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part->constraint->enableMotor(false);
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}
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part->moveToAngle = false;
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}
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}
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@ -692,7 +696,7 @@ void VehicleObject::destroyObjectHinge(Part* part)
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part->constraint = nullptr;
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// Reset target.
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part->holdAngle = false;
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part->moveToAngle = false;
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}
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}
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