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Reset vehicles and pedestrians that fall out of the map
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81f265ba3a
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@ -79,6 +79,12 @@ public:
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void setCurrentVehicle(GTAVehicle *value, size_t seat);
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void setCurrentVehicle(GTAVehicle *value, size_t seat);
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virtual bool takeDamage(const DamageInfo& damage);
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virtual bool takeDamage(const DamageInfo& damage);
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/**
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* Resets the Actor to the nearest AI Graph node
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* (taking into account the current vehicle)
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*/
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void resetToAINode();
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};
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};
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#endif
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#endif
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@ -40,6 +40,8 @@ public:
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const glm::vec3& sec);
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const glm::vec3& sec);
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virtual ~GTAVehicle();
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virtual ~GTAVehicle();
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void setPosition(const glm::vec3& pos);
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glm::vec3 getPosition() const;
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glm::vec3 getPosition() const;
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@ -3,6 +3,7 @@
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#include <renderwure/engine/GTAEngine.hpp>
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#include <renderwure/engine/GTAEngine.hpp>
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#include <renderwure/engine/Animator.hpp>
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#include <renderwure/engine/Animator.hpp>
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#include <renderwure/objects/GTAVehicle.hpp>
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#include <renderwure/objects/GTAVehicle.hpp>
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#include <boost/concept_check.hpp>
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GTACharacter::GTACharacter(GTAEngine* engine, const glm::vec3& pos, const glm::quat& rot, Model* model, std::shared_ptr<CharacterData> data)
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GTACharacter::GTACharacter(GTAEngine* engine, const glm::vec3& pos, const glm::quat& rot, Model* model, std::shared_ptr<CharacterData> data)
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: GTAObject(engine, pos, rot, model),
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: GTAObject(engine, pos, rot, model),
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@ -42,7 +43,8 @@ void GTACharacter::createActor(const glm::vec3& size)
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physShape = new btCapsuleShapeZ(size.x, size.z);
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physShape = new btCapsuleShapeZ(size.x, size.z);
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physObject->setCollisionShape(physShape);
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physObject->setCollisionShape(physShape);
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physObject->setCollisionFlags(btCollisionObject::CF_KINEMATIC_OBJECT);
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physObject->setCollisionFlags(btCollisionObject::CF_KINEMATIC_OBJECT);
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physCharacter = new btKinematicCharacterController(physObject, physShape, 3.5f, 2);
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physCharacter = new btKinematicCharacterController(physObject, physShape, 0.2f, 2);
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physCharacter->setVelocityForTimeInterval(btVector3(1.f, 1.f, 0.f), 1.f);
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engine->dynamicsWorld->addCollisionObject(physObject, btBroadphaseProxy::KinematicFilter, btBroadphaseProxy::StaticFilter);
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engine->dynamicsWorld->addCollisionObject(physObject, btBroadphaseProxy::KinematicFilter, btBroadphaseProxy::StaticFilter);
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engine->dynamicsWorld->addAction(physCharacter);
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engine->dynamicsWorld->addAction(physCharacter);
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@ -107,6 +109,11 @@ void GTACharacter::tick(float dt)
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}
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}
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animator->tick(dt);
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animator->tick(dt);
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updateCharacter();
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updateCharacter();
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// Ensure the character doesn't need to be reset
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if(getPosition().z < -100.f) {
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resetToAINode();
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}
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}
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}
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void GTACharacter::updateCharacter()
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void GTACharacter::updateCharacter()
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@ -238,3 +245,33 @@ bool GTACharacter::takeDamage(const GTAObject::DamageInfo& dmg)
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return true;
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return true;
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}
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}
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void GTACharacter::resetToAINode()
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{
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auto nodes = engine->aigraph.nodes;
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bool vehicleNode = !! getCurrentVehicle();
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GTAAINode* nearest = nullptr; float d = std::numeric_limits<float>::max();
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for(auto it = nodes.begin(); it != nodes.end(); ++it) {
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if(vehicleNode) {
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if((*it)->type == GTAAINode::Pedestrian) continue;
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}
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else {
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if((*it)->type == GTAAINode::Vehicle) continue;
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}
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float dist = glm::length((*it)->position - getPosition());
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if(dist < d) {
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nearest = *it;
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d = dist;
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}
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}
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if(nearest) {
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if(vehicleNode) {
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getCurrentVehicle()->setPosition(nearest->position + glm::vec3(0.f, 0.f, 2.5f));
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}
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else {
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setPosition(nearest->position + glm::vec3(0.f, 0.f, 2.5f));
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}
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}
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}
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@ -112,6 +112,16 @@ GTAVehicle::~GTAVehicle()
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ejectAll();
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ejectAll();
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}
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}
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void GTAVehicle::setPosition(const glm::vec3& pos)
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{
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GTAObject::setPosition(pos);
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if(physBody) {
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auto t = physBody->getWorldTransform();
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t.setOrigin(btVector3(pos.x, pos.y, pos.z));
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physBody->setWorldTransform(t);
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}
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}
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glm::vec3 GTAVehicle::getPosition() const
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glm::vec3 GTAVehicle::getPosition() const
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{
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{
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if(physBody) {
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if(physBody) {
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