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https://github.com/rwengine/openrw.git
synced 2024-11-22 10:22:52 +01:00
Improved vehicle door dynamics with opening doors
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parent
25a3a0183b
commit
77f2277a68
@ -38,6 +38,8 @@ 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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float targetAngle;
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};
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std::map<std::string, Part> dynamicParts;
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@ -95,6 +97,8 @@ public:
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return getPosition() + getRotation() * pos;
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}
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Part* getSeatEntryDoor(size_t seat);
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virtual bool takeDamage(const DamageInfo& damage);
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enum FrameState {
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@ -103,9 +107,11 @@ public:
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BROKEN
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};
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void setPartState(Part* part, FrameState state);
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void setPartState(Part* part, FrameState state);
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void setPartLocked(Part* part, bool locked);
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void setPartLocked(Part* part, bool locked);
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void setPartTarget(Part* part, bool enable, float target);
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Part* getPart(const std::string& name);
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@ -218,12 +218,18 @@ bool Activities::EnterVehicle::update(CharacterObject *character, CharacterContr
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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( entering ) {
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if( character->animator->getAnimation() == anm_open ) {
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if( character->animator->isCompleted() ) {
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character->playAnimation(anm_enter, false);
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character->enterVehicle(vehicle, seat);
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}
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else if( entryDoor && character->animator->getAnimationTime() >= 0.5f )
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{
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vehicle->setPartTarget(entryDoor, true, 1.f);
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}
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else {
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//character->setPosition(vehicle->getSeatEntryPosition(seat));
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character->rotation = vehicle->getRotation();
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@ -231,6 +237,11 @@ bool Activities::EnterVehicle::update(CharacterObject *character, CharacterContr
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}
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else if( character->animator->getAnimation() == anm_enter ) {
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if( character->animator->isCompleted() ) {
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if( entryDoor )
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{
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vehicle->setPartTarget(entryDoor, true, 0.f);
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}
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// VehicleGetIn is over, finish activity
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return true;
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}
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@ -248,7 +259,17 @@ bool Activities::EnterVehicle::update(CharacterObject *character, CharacterContr
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// Warp character to vehicle orientation
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character->controller->setRawMovement({0.f, 0.f, 0.f});
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character->rotation = vehicle->getRotation();
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character->playAnimation(anm_open, false);
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// Determine if the door open animation should be skipped.
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if( entryDoor == nullptr || (entryDoor->constraint != nullptr && entryDoor->constraint->getHingeAngle() >= 0.6f ) )
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{
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character->playAnimation(anm_enter, false);
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character->enterVehicle(vehicle, seat);
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}
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else
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{
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character->playAnimation(anm_open, false);
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}
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}
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else if( targetDistance > 15.f ) {
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return true; // Give up if the vehicle is too far away.
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@ -289,6 +310,12 @@ 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, 1.f);
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}
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}
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return false;
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@ -8,6 +8,8 @@
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#include <render/Model.hpp>
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#include <engine/Animator.hpp>
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#define PART_CLOSE_VELOCITY 0.5f
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VehicleObject::VehicleObject(GameWorld* engine, const glm::vec3& pos, const glm::quat& rot, ModelHandle* model, VehicleDataHandle data, VehicleInfoHandle info, const glm::u8vec3& prim, const glm::u8vec3& sec)
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: GameObject(engine, pos, rot, model),
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steerAngle(0.f), throttle(0.f), brake(0.f), handbrake(false),
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@ -131,6 +133,7 @@ glm::quat VehicleObject::getRotation() const
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}
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#include <glm/gtc/type_ptr.hpp>
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#include <boost/concept_check.hpp>
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void VehicleObject::tick(float dt)
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{
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@ -279,7 +282,7 @@ void VehicleObject::tickPhysics(float dt)
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_lastHeight = vH;
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// Update hinge object rotations
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for(auto it : dynamicParts) {
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for(auto& it : dynamicParts) {
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if(it.second.body == nullptr) continue;
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auto inv = glm::inverse(getRotation());
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auto rot = it.second.body->getWorldTransform().getRotation();
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@ -289,6 +292,22 @@ void VehicleObject::tickPhysics(float dt)
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auto next = prev;
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next.rotation = r2;
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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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{
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it.second.constraint->setMotorTarget(it.second.targetAngle, 0.1f);
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}
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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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{
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auto d = it.second.constraint->getHingeAngle() - it.second.constraint->getLowerLimit();
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if( std::abs(d) < 0.01f )
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{
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setPartLocked(&(it.second), true);
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}
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}
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}
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}
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}
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@ -371,6 +390,23 @@ void VehicleObject::setOccupant(size_t seat, GameObject* occupant)
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}
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}
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VehicleObject::Part* VehicleObject::getSeatEntryDoor(size_t seat)
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{
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auto pos = info->seats.at(seat).offset + glm::vec3(0.f, 0.5f, 0.f);
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Part* nearestDoor = nullptr;
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float d = std::numeric_limits<float>::max();
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for(auto& p : dynamicParts)
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{
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float partDist = glm::distance(p.second.dummy->getDefaultTranslation(), pos);
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if( partDist < d && p.second.dummy->getName().substr(0, 5) == "door_" )
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{
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d = partDist;
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nearestDoor = &p.second;
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}
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}
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return nearestDoor;
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}
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bool VehicleObject::takeDamage(const GameObject::DamageInfo& dmg)
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{
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mHealth -= dmg.hitpoints;
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@ -448,6 +484,39 @@ void VehicleObject::setPartLocked(VehicleObject::Part* part, bool locked)
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else if( part->body != nullptr && locked == true )
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{
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destroyObjectHinge(part);
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// Restore default bone transform
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auto dt = part->dummy->getDefaultTranslation();
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auto dr = glm::quat_cast(part->dummy->getDefaultRotation());
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Skeleton::FrameTransform tf { dt, dr };
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skeleton->setData(part->dummy->getIndex(), { tf, tf, true });
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}
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}
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void VehicleObject::setPartTarget(VehicleObject::Part* part, bool enable, float target)
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{
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if( enable )
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{
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if( part->body == nullptr )
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{
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setPartLocked(part, false);
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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->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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}
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}
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@ -492,7 +561,8 @@ void VehicleObject::registerPart(ModelFrame* mf)
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mf,
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normal,
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damage,
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nullptr, nullptr
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nullptr, nullptr,
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false, 0.f
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}
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});
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}
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@ -582,14 +652,18 @@ void VehicleObject::createObjectHinge(btTransform& local, Part *part)
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void VehicleObject::destroyObjectHinge(Part* part)
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{
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if( part->body ) {
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engine->dynamicsWorld->removeRigidBody(part->body);
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if( part->body != nullptr ) {
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engine->dynamicsWorld->removeConstraint(part->constraint);
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engine->dynamicsWorld->removeRigidBody(part->body);
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delete part->body;
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delete part->constraint;
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part->body = nullptr;
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part->constraint = nullptr;
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// Reset target.
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part->holdAngle = false;
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}
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}
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@ -105,6 +105,28 @@ BOOST_AUTO_TEST_CASE(test_hinges)
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BOOST_CHECK_EQUAL( part->constraint, nullptr );
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BOOST_CHECK_EQUAL( part->body, nullptr );
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Global::get().e->destroyObject(vehicle);
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}
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BOOST_AUTO_TEST_CASE(test_open_part)
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{
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VehicleObject* vehicle = Global::get().e->createVehicle(90u, glm::vec3(10.f, 0.f, 0.f), glm::quat());
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BOOST_REQUIRE( vehicle != nullptr );
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VehicleObject::Part* part = vehicle->getPart("door_lf_dummy");
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BOOST_REQUIRE( part != nullptr );
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BOOST_CHECK_EQUAL( part->body, nullptr );
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vehicle->setPartLocked(part, true);
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vehicle->setPartTarget(part, true, 1.f);
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/// @todo a reasonable test
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Global::get().e->destroyObject(vehicle);
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}
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BOOST_AUTO_TEST_SUITE_END()
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