Files
ogre-prototype/src/gamedata/CharacterModule.cpp
2025-09-04 01:14:10 +03:00

602 lines
19 KiB
C++

#include <iostream>
#include <Ogre.h>
#include <OgreBullet.h>
#include "GameData.h"
#include "CharacterModule.h"
#include "WaterModule.h"
#include "Components.h"
namespace ECS
{
CharacterModule::CharacterModule(flecs::world &ecs)
{
ecs.module<CharacterModule>();
player = ecs.entity("player");
player.set<AnimationControl>({ AnimationControl::ANIM_NONE,
AnimationControl::ANIM_NONE, false,
false });
player.set<CharacterBase>(
{ "normal-male.glb", 0.0f, nullptr, nullptr, nullptr });
player.set<CharacterBody>(
{ nullptr, nullptr, nullptr, { 0, 0, 0 }, false, false });
player.add<Character>();
player.add<Player>();
ecs.system<EngineData, CharacterBase>("UpdateTimer")
.kind(flecs::OnUpdate)
.each([this](EngineData &eng, CharacterBase &ch) {
ch.mTimer += eng.delta;
});
ecs.system<Input, Camera>("HandleInput")
.kind(flecs::OnUpdate)
.each([this](Input &input, Camera &camera) {
/* handle input */
// if (input.control == input.control_prev)
// return;
uint32_t pressed = input.control & ~input.control_prev;
uint32_t released = input.control_prev & ~input.control;
uint32_t active = input.control;
float zaxis = input.motion.z;
zaxis *= 0.9f;
if (pressed & 1)
std::cout << "W pressed\n";
if (released & 1)
std::cout << "W released\n";
if (active & 1)
zaxis -= 1.0f;
if (active & 4)
zaxis += 1.0f;
if (zaxis > -1.0f && zaxis < 1.0f)
zaxis = 0.0f;
else
zaxis = Ogre::Math::Sign(zaxis);
input.motion.z = zaxis;
float xaxis = input.motion.x;
xaxis *= 0.9f;
if (active & 2)
xaxis = -1.0f;
if (active & 8)
xaxis += 1.0f;
if (xaxis > -1.0f && xaxis < 1.0f)
xaxis = 0.0f;
else
xaxis = Ogre::Math::Sign(xaxis);
input.motion.x = xaxis;
if (active & 16)
input.fast = true;
else
input.fast = false;
input.control_prev = input.control;
if (input.mouse_moved) {
updateCameraGoal(camera, -0.18f * input.mouse.x,
-0.12f * input.mouse.y, 0);
input.mouse_moved = false;
input.mouse.x = 0;
input.mouse.y = 0;
}
if (input.wheel_moved) {
updateCameraGoal(camera, 0, 0,
-0.15f * input.wheel_y);
input.wheel_moved = false;
input.wheel_y = 0;
}
ECS::get().modified<ECS::Input>();
});
ecs.system<const CharacterBase, AnimationControl>("HandleAnimations")
.kind(flecs::OnUpdate)
.each([this](flecs::entity e, const CharacterBase &ch,
AnimationControl &anim) {
if (!anim.configured && ch.mSkeleton) {
int i, j;
ch.mSkeleton->setBlendMode(
Ogre::ANIMBLEND_CUMULATIVE);
Ogre::String
animNames[AnimationControl::NUM_ANIMS] = {
"idle", "walking", "running"
};
for (i = 0; i < AnimationControl::NUM_ANIMS;
i++) {
anim.mAnims[i] =
ch.mBodyEnt->getAnimationState(
animNames[i]);
anim.mAnims[i]->setLoop(true);
anim.mAnims[i]->setEnabled(true);
anim.mAnims[i]->setWeight(0);
anim.mFadingIn[i] = false;
anim.mFadingOut[i] = false;
anim.mSkelAnimations[i] =
ch.mSkeleton->getAnimation(
animNames[i]);
for (const auto &it :
anim.mSkelAnimations[i]
->_getNodeTrackList()) {
Ogre::NodeAnimationTrack *track =
it.second;
Ogre::String trackName =
track->getAssociatedNode()
->getName();
if (trackName ==
"mixamorig:Hips") {
anim.mHipsTracks[i] =
track;
} else if (trackName ==
"Root") {
anim.mRootTracks[i] =
track;
// mRootTracks[i]->removeAllKeyFrames();
}
}
Ogre::Vector3 delta =
Ogre::Vector3::ZERO;
Ogre::Vector3 motion =
Ogre::Vector3::ZERO;
for (j = 0;
j < anim.mRootTracks[i]
->getNumKeyFrames();
j++) {
Ogre::Vector3 trans =
anim.mRootTracks[i]
->getNodeKeyFrame(
j)
->getTranslate();
if (j == 0)
delta = trans;
else
delta = trans - motion;
anim.mRootTracks[i]
->getNodeKeyFrame(j)
->setTranslate(delta);
motion = trans;
}
}
anim.nextAnim = AnimationControl::ANIM_IDLE;
setAnimation(anim);
anim.configured = true;
}
});
ecs.system<AnimationControl>("HandleAnimations0")
.kind(flecs::OnUpdate)
.each([this](flecs::entity e, AnimationControl &anim) {
if (anim.currentAnim != anim.nextAnim)
setAnimation(anim);
});
ecs.system<EngineData, CharacterBase, AnimationControl>(
"HandleAnimations1")
.kind(flecs::OnUpdate)
.each([this](EngineData &eng, CharacterBase &ch,
AnimationControl &anim) {
float delta = eng.delta;
Ogre::Real animSpeed = 1;
if (anim.currentAnim != AnimationControl::ANIM_NONE) {
if (anim.currentAnim ==
AnimationControl::ANIM_WALK)
anim.mAnims[anim.currentAnim]->addTime(
delta * 1.0f);
else
anim.mAnims[anim.currentAnim]->addTime(
delta * animSpeed);
}
fadeAnimations(anim, delta);
if (!ch.mRootBone)
return;
ch.mBoneMotion = ch.mRootBone->getPosition();
});
ecs.system<CharacterBase, CharacterBody, AnimationControl>(
"HandleRootMotion")
.kind(flecs::OnUpdate)
.each([this](flecs::entity e, CharacterBase &ch,
CharacterBody &body, AnimationControl &anim) {
float delta = e.world().delta_time();
if (!ch.mBodyNode)
return;
Ogre::Quaternion rot = ch.mBodyNode->getOrientation();
Ogre::Vector3 pos = ch.mBodyNode->getPosition();
Ogre::Vector3 boneMotion = ch.mBoneMotion;
Ogre::Vector3 velocity = rot * boneMotion / delta;
OgreAssert(delta > 0.0f, "Zero delta");
int maxPen = 0;
Ogre::Vector3 colNormal;
bool is_on_floor = false;
bool penetration = false;
Ogre::Vector3 gravity(0, -9.8f, 0);
if (e.has<InWater>()) {
float volume = 2.0f * 0.5f * 0.5f;
float density = 900.0f;
float full_subm = 2.0f;
float mass = 80.0f;
float multiplier = 0.25f;
float current_subm = -Ogre::Math::Clamp(
pos.y + Ogre::Math::Sin(ch.mTimer *
0.13f +
130.0f) *
0.07f,
-full_subm, 0.0f);
Ogre::Vector3 b = -gravity * density * volume *
multiplier * current_subm /
full_subm / mass;
body.gvelocity += (gravity + b) * delta;
body.gvelocity.y = Ogre::Math::Clamp(
body.gvelocity.y, -2.5f, 2.5f);
std::cout << "InWater!!!!!!!\n";
} else
body.gvelocity += gravity * delta;
body.gvelocity *= 0.99;
velocity += body.gvelocity;
Ogre::Vector3 rotMotion = velocity * delta;
btVector3 currentPosition =
body.mGhostObject->getWorldTransform()
.getOrigin();
is_on_floor = body.mController->isOnFloor();
penetration = body.mController->isPenetrating();
if (is_on_floor)
body.gvelocity =
Ogre::Vector3(0.0f, 0.0f, 0.0f);
btTransform from(
Ogre::Bullet::convert(
ch.mBodyNode->getOrientation()),
Ogre::Bullet::convert(
ch.mBodyNode->getPosition()));
ch.mBodyNode->setPosition(ch.mBodyNode->getPosition() +
rotMotion);
ch.mBoneMotion = Ogre::Vector3(0, 0, 0);
});
ecs.system<const Input, AnimationControl>("HandlePlayerAnimations")
.kind(flecs::OnUpdate)
.with<Character>()
.with<Player>()
.each([](const Input &input, AnimationControl &anim) {
if (!anim.configured)
return;
bool controls_idle = input.motion.zeroLength();
bool anim_is_idle = anim.currentAnim ==
AnimationControl::ANIM_IDLE;
bool anim_is_walking = anim.currentAnim ==
AnimationControl::ANIM_WALK;
bool anim_is_running = anim.currentAnim ==
AnimationControl::ANIM_RUN;
bool anim_is_motion = anim_is_walking ||
anim_is_running;
if (!controls_idle && anim_is_idle) {
anim.reset = true;
if (input.fast)
anim.nextAnim =
AnimationControl::ANIM_RUN;
else
anim.nextAnim =
AnimationControl::ANIM_WALK;
} else
anim.reset = false;
if (controls_idle && anim_is_motion)
anim.nextAnim = AnimationControl::ANIM_IDLE;
else if (!controls_idle && anim_is_motion) {
if (input.fast && anim_is_walking)
anim.nextAnim =
AnimationControl::ANIM_RUN;
else if (!input.fast && anim_is_running)
anim.nextAnim =
AnimationControl::ANIM_WALK;
}
});
ecs.system<const EngineData, CharacterBase, CharacterBody>(
"UpdateCharacterBase")
.kind(flecs::OnUpdate)
.with<Character>()
.each([](const EngineData &eng, CharacterBase &ch,
CharacterBody &body) {
if (!ch.mBodyNode) {
ch.mBodyEnt = eng.mScnMgr->createEntity(
"normal-male.glb");
ch.mBodyNode = eng.mScnMgr->getRootSceneNode()
->createChildSceneNode();
ch.mBodyNode->attachObject(ch.mBodyEnt);
ch.mSkeleton = ch.mBodyEnt->getSkeleton();
body.mGhostObject =
new btPairCachingGhostObject();
body.mCollisionShape = new btCompoundShape;
body.mGhostObject->setCollisionShape(
body.mCollisionShape);
{
btVector3 inertia(0, 0, 0);
// mCollisionShape = new btCompoundShape();
btScalar height = 1.0f;
btScalar radius = 0.3f;
btCapsuleShape *shape =
new btCapsuleShape(
radius,
2 * height -
2 * radius);
btTransform transform;
transform.setIdentity();
transform.setOrigin(btVector3(0, 1, 0));
static_cast<btCompoundShape *>(
body.mCollisionShape)
->addChildShape(transform,
shape);
btScalar masses[1] = { 0 };
btTransform principal;
static_cast<btCompoundShape *>(
body.mCollisionShape)
->calculatePrincipalAxisTransform(
masses, principal,
inertia);
}
body.mGhostObject->setCollisionFlags(
btCollisionObject::CF_KINEMATIC_OBJECT /*|
btCollisionObject::CF_NO_CONTACT_RESPONSE */);
body.mGhostObject->setActivationState(
DISABLE_DEACTIVATION);
eng.mWorld->attachCollisionObject(
body.mGhostObject, ch.mBodyEnt, 1,
0x7FFFFFFF);
body.mController =
new Ogre::Bullet::KinematicMotionSimple(
body.mGhostObject,
ch.mBodyNode);
OgreAssert(body.mGhostObject,
"Need GhostObject");
OgreAssert(body.mController, "Need controller");
eng.mWorld->getBtWorld()->addAction(
body.mController);
OgreAssert(body.mCollisionShape,
"No collision shape");
OgreAssert(ch.mSkeleton->hasBone("Root"),
"No root bone");
ch.mRootBone = ch.mSkeleton->getBone("Root");
OgreAssert(ch.mRootBone, "No root bone");
}
});
#define CAM_HEIGHT 1.6f // height of camera above character's center of mass
ecs.system<const EngineData, Camera, const CharacterBase>(
"UpdateCamera")
.kind(flecs::OnUpdate)
.with<Player>()
.each([](const EngineData &eng, Camera &camera,
const CharacterBase &ch) {
float delta = eng.delta;
if (!camera.configured) {
// create a pivot at roughly the character's shoulder
camera.mCameraPivot =
eng.mScnMgr->getRootSceneNode()
->createChildSceneNode();
camera.mCameraGoal =
camera.mCameraPivot
->createChildSceneNode(
Ogre::Vector3(0, 2, 3));
camera.mCameraNode->setPosition(
camera.mCameraPivot->getPosition() +
camera.mCameraGoal->getPosition());
camera.mCameraPivot->setFixedYawAxis(true);
camera.mCameraGoal->setFixedYawAxis(true);
camera.mCameraNode->setFixedYawAxis(true);
// our model is quite small, so reduce the clipping planes
camera.mCamera->setNearClipDistance(0.1f);
camera.mCamera->setFarClipDistance(700);
camera.mPivotPitch = 0;
camera.configured = true;
} else {
// place the camera pivot roughly at the character's shoulder
camera.mCameraPivot->setPosition(
ch.mBodyNode->getPosition() +
Ogre::Vector3::UNIT_Y * CAM_HEIGHT);
// move the camera smoothly to the goal
Ogre::Vector3 goalOffset =
camera.mCameraGoal
->_getDerivedPosition() -
camera.mCameraNode->getPosition();
camera.mCameraNode->translate(goalOffset *
delta * 9.0f);
// always look at the pivot
camera.mCameraNode->lookAt(
camera.mCameraPivot
->_getDerivedPosition(),
Ogre::Node::TS_PARENT);
}
});
#define TURN_SPEED 500.0f // character turning in degrees per second
ecs.system<const Input, const Camera, CharacterBase>("UpdateBody")
.kind(flecs::OnUpdate)
.with<Character>()
.with<Player>()
.each([](flecs::entity e, const Input &input,
const Camera &camera, CharacterBase &ch) {
ch.mGoalDirection = Ogre::Vector3::ZERO;
float delta = e.world().delta_time();
if (!input.motion.zeroLength()) {
// calculate actually goal direction in world based on player's key directions
ch.mGoalDirection +=
input.motion.z *
camera.mCameraNode->getOrientation()
.zAxis();
ch.mGoalDirection +=
input.motion.x *
camera.mCameraNode->getOrientation()
.xAxis();
ch.mGoalDirection.y = 0;
ch.mGoalDirection.normalise();
Ogre::Quaternion toGoal =
ch.mBodyNode->getOrientation()
.zAxis()
.getRotationTo(
ch.mGoalDirection);
// calculate how much the character has to turn to face goal direction
Ogre::Real yawToGoal =
toGoal.getYaw().valueDegrees();
// this is how much the character CAN turn this frame
Ogre::Real yawAtSpeed =
yawToGoal / Ogre::Math::Abs(yawToGoal) *
delta * TURN_SPEED;
// reduce "turnability" if we're in midair
// if (mBaseAnimID == ANIM_JUMP_LOOP) yawAtSpeed *= 0.2f;
if (yawToGoal < 0)
yawToGoal = std::min<Ogre::Real>(
0,
std::max<Ogre::Real>(
yawToGoal,
yawAtSpeed)); //yawToGoal = Math::Clamp<Real>(yawToGoal, yawAtSpeed, 0);
else if (yawToGoal > 0)
yawToGoal = std::max<Ogre::Real>(
0,
std::min<Ogre::Real>(
yawToGoal,
yawAtSpeed)); //yawToGoal = Math::Clamp<Real>(yawToGoal, 0, yawAtSpeed);
ch.mBodyNode->yaw(Ogre::Degree(yawToGoal));
}
});
class ClosestNotMeRayResultCallback
: public btCollisionWorld::ClosestRayResultCallback {
btCollisionObject *mMe;
public:
ClosestNotMeRayResultCallback(btCollisionObject *me,
const btVector3 &from,
const btVector3 &to)
: btCollisionWorld::ClosestRayResultCallback(from, to)
{
mMe = me;
}
virtual btScalar
addSingleResult(btCollisionWorld::LocalRayResult &rayResult,
bool normalInWorldSpace)
{
if (rayResult.m_collisionObject == mMe)
return 1.0f;
return ClosestRayResultCallback::addSingleResult(
rayResult, normalInWorldSpace);
}
};
ecs.system<const EngineData, CharacterBody>("CheckGround")
.kind(flecs::OnUpdate)
.with<Character>()
.each([](const EngineData &eng, CharacterBody &body) {
if (body.checkGround) {
btVector3 from =
body.mGhostObject->getWorldTransform()
.getOrigin() +
btVector3(0, 0.2f, 0);
btVector3 to = from + btVector3(0, -3000.0f, 0);
ClosestNotMeRayResultCallback resultCallback(
body.mGhostObject, from, to);
body.mGhostObject->rayTest(from, to,
resultCallback);
body.checkGroundResult =
resultCallback.hasHit();
body.checkGround = false;
}
});
ecs.system<const WaterBody, const CharacterBase, CharacterBody>(
"CharacterWater1")
.kind(flecs::OnUpdate)
.with<Character>()
.without<InWater>()
.each([](flecs::entity e, const WaterBody &waterb,
const CharacterBase &ch, CharacterBody &body) {
if (waterb.mInWater.find(body.mGhostObject) !=
waterb.mInWater.end() &&
ch.mBodyNode->_getDerivedPosition().y < -0.05f) {
e.add<InWater>();
std::cout << "Big Splash\n";
}
#if 0
if (waterb.mInWater.find(body.mGhostObject) ==
waterb.mInWater.end())
e.add<InWater>();
std::cout << waterb.mInWater.size() << " InWater\n";
#endif
});
ecs.system<const WaterBody, const CharacterBase, CharacterBody>(
"CharacterWater2")
.kind(flecs::OnUpdate)
.with<Character>()
.with<InWater>()
.each([](flecs::entity e, const WaterBody &waterb,
const CharacterBase &ch, CharacterBody &body) {
if (waterb.mInWater.find(body.mGhostObject) ==
waterb.mInWater.end() &&
ch.mBodyNode->_getDerivedPosition().y > 0.05f)
e.remove<InWater>();
});
ecs.system<const EngineData, CharacterBase, CharacterBody>(
"DisplayPlayerPos")
.kind(flecs::OnUpdate)
.with<Character>()
.with<Player>()
.each([](const EngineData &eng, CharacterBase &ch,
CharacterBody &body) {
std::cout << "player: " << ch.mBodyNode->getPosition()
<< "\n";
});
}
void CharacterModule::setAnimation(AnimationControl &anim)
{
OgreAssert(anim.nextAnim >= 0 &&
anim.nextAnim < AnimationControl::NUM_ANIMS,
"Bad animation");
if (anim.currentAnim != AnimationControl::ANIM_NONE) {
anim.mFadingIn[anim.currentAnim] = false;
anim.mFadingOut[anim.currentAnim] = true;
}
if (anim.nextAnim != AnimationControl::ANIM_NONE) {
anim.mAnims[anim.nextAnim]->setEnabled(true);
anim.mAnims[anim.nextAnim]->setWeight(0);
anim.mFadingOut[anim.nextAnim] = false;
anim.mFadingIn[anim.nextAnim] = true;
if (anim.reset)
anim.mAnims[anim.nextAnim]->setTimePosition(0);
}
anim.currentAnim = anim.nextAnim;
anim.reset = false;
}
#define ANIM_FADE_SPEED \
7.5f // animation crossfade speed in % of full weight per second
void CharacterModule::fadeAnimations(AnimationControl &anim, Ogre::Real delta)
{
int i;
for (i = 0; i < AnimationControl::NUM_ANIMS; i++) {
if (anim.mFadingIn[i]) {
// slowly fade this animation in until it has full weight
Ogre::Real newWeight = anim.mAnims[i]->getWeight() +
delta * ANIM_FADE_SPEED;
anim.mAnims[i]->setWeight(
Ogre::Math::Clamp<Ogre::Real>(newWeight, 0, 1));
if (newWeight >= 1)
anim.mFadingIn[i] = false;
} else if (anim.mFadingOut[i]) {
// slowly fade this animation out until it has no weight, and then disable it
Ogre::Real newWeight = anim.mAnims[i]->getWeight() -
delta * ANIM_FADE_SPEED;
anim.mAnims[i]->setWeight(
Ogre::Math::Clamp<Ogre::Real>(newWeight, 0, 1));
if (newWeight <= 0) {
anim.mAnims[i]->setEnabled(false);
anim.mFadingOut[i] = false;
}
}
}
}
void CharacterModule::updateCameraGoal(Camera &camera, Ogre::Real deltaYaw,
Ogre::Real deltaPitch,
Ogre::Real deltaZoom)
{
camera.mCameraPivot->yaw(Ogre::Degree(deltaYaw), Ogre::Node::TS_PARENT);
if (!(camera.mPivotPitch + deltaPitch > 25 && deltaPitch > 0) &&
!(camera.mPivotPitch + deltaPitch < -60 && deltaPitch < 0)) {
camera.mCameraPivot->pitch(Ogre::Degree(deltaPitch),
Ogre::Node::TS_LOCAL);
camera.mPivotPitch += deltaPitch;
}
Ogre::Real dist = camera.mCameraGoal->_getDerivedPosition().distance(
camera.mCameraPivot->_getDerivedPosition());
Ogre::Real distChange = deltaZoom * dist;
// bound the zoom
if (!(dist + distChange < 8 && distChange < 0) &&
!(dist + distChange > 25 && distChange > 0))
camera.mCameraGoal->translate(0, 0, distChange,
Ogre::Node::TS_LOCAL);
}
}