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// JointControlledAircraft class JointControlledAircraft extends Vehicle abstract dependsOn(PlayerCharacterController) native; cpptext { virtual void HavokPreStepCallback(FLOAT deltaTime); virtual bool HavokInitActor(); virtual void HavokQuitActor(); virtual void PostEditChange(); void PostNetReceive(); bool isHavokInitialised(); // movement animation override void UpdateMovementAnimation(FLOAT DeltaSeconds); virtual void TickAuthoritative(float deltaSeconds); class HkSimpleFlightAction* m_flightAction; class hkGenericConstraint* m_hardPitchConstraint; } const JCA_LINEAR_VELOCITY_ACCURACY_FACTOR = 100; const JCA_LINEAR_VELOCITY_INVERSE_ACCURACY_FACTOR = 0.01; var (Animation) name idleAnimation; var (Animation) name leftAnimation; var (Animation) name rightAnimation; var (Animation) name forwardAnimation; var (Animation) name backAnimation; var (Animation) name upAnimation; var (Animation) name downAnimation; var (Animation) name spawningAnimation; var (Animation) name gearUpAnimation; var (Animation) float spawningBlendTime; var (Animation) float blendTime; var (Animation) float gearTraceLength; var (Animation) float gearUpBlendTime; // control forces var (JointControlledAircraft) float strafeThrustForce; var (JointControlledAircraft) float strafeForce; var (JointControlledAircraft) float forwardThrustForce; var (JointControlledAircraft) float forwardForce; var (JointControlledAircraft) float upThrustForce; var (JointControlledAircraft) float reverseForce; var (JointControlledAircraft) float reverseThrustForce; var (JointControlledAircraft) float strafeCombinedReduction; var (JointControlledAircraft) float forwardCombinedReduction; var (JointControlledAircraft) float diveThrustForce; var (JointControlledAircraft) float diveCombinedReduction; var (JointControlledAircraft) float thrustCombinedReduction; var (JointControlledAircraft) float downDiveForceScale; var (JointControlledAircraft) float aheadDiveForceScale; var (JointControlledAircraft) float forceScale; var (JointControlledAircraft) float clientControlJointStrength; var (JointControlledAircraft) float controlJointStrength; var (JointControlledAircraft) float clientDriverControlJointStrength; var (JointControlledAircraft) float flightControlDamping; var (JointControlledAircraft) float diveCounterGravityForceScale; var (JointControlledAircraft) float coastingCounterGravityForceScale; var (JointControlledAircraft) float coastingDamping; var (JointControlledAircraft) float angularBankScale; var (JointControlledAircraft) float linearBankScale; var int turningRightEffectIndex; var int turningLeftEffectIndex; var int divingEffectIndex; var (JointControlledAircraft) float flightRotationEffectMagnitude; var rotator viewRotationAI; enum AccelerationEffectStateEnum { AES_ACCELERATING, AES_DECELERATING, AES_NONE }; // effect states var bool ThrustingEffectState; var AccelerationEffectStateEnum AccelerationEffectState; // unlike thrusting diving is not always applied directly corresponding to input so this flag is used var bool divingForceApplied; // force applied to aircraft due to controls var vector outputControlForce; var float outputFlightYawAngle; var float outputFlightPitchAngle; var (JointControlledAircraft) float counterGravityForceScale; // animation states var bool strafeLeft; var bool strafeRight; var bool strafeForward; var bool strafeBack; var bool strafeUp; var bool strafeDown; var bool LandingGearUp; var rotator currentCameraRotation; struct native AircraftState { var vector position; var vector velocity; // packed pitch and yaw var int flightAngles; var bool serverThrusting; var bool serverDiving; var PlayerCharacterController.EDigitalAxisInput serverStrafe; var PlayerCharacterController.EDigitalAxisInput serverThrottle; }; var vector replicatedControlForce; var AircraftState replicationAircraftState; var AircraftState oldReplicationAircraftState; var (JointControlledAircraft) bool constrainAircraftPitch; var (JointControlledAircraft) float minimumAircraftPitch; var (JointControlledAircraft) float maximumAircraftPitch; // unlike the above this is a physically hard constraint var (JointControlledAircraft) bool hardConstrainAircraftPitch; var (JointControlledAircraft) float hardAircraftPitchRange; // indicates the currect z axis rotation being applied by the low level flight physics var const float zAxisFlightRotation; ////////// NAVIGATION ////////// var float navigationMaximumPitch; var float navigationMinimumPitch; var float navigationTurnRate; var float rotateMinimumPitch; var float rotateMaximumPitch; var float thrustThresholdPitch; var float throttleScale; // padding var transient noexport private const int padding[2]; native function vector calculateOutputControlForce(rotator referenceRotation, float currentThrottleInput, float currentStrafeInput, float currentThrustInput, bool currentDiveInput); native function setFlightForce(vector force); native function setFlightRotation(int yawAngle, int pitchAngle); native function setFlightControlStrength(float strength); native function setCounterGravityForceScale(float scale); replication { reliable if (Role == ROLE_Authority) replicationAircraftState; } simulated function postNetBeginPlay() { super.postNetBeginPlay(); VehicleUpdateParams(); } simulated function rotator getViewRotation() { if (controller != None && !controller.bIsPlayer) return viewRotationAI; return rotationInput; } function setViewRotation(rotator r) { viewRotationAI = r; } simulated event updateCameraRotation(float deltaSeconds) { local float maxRotationDelta; local rotator requiredRotationDelta; local rotator actualrotationDelta; local rotator rotationNormal; local rotator currentCameraRotationNormal; rotationNormal = rotation; if (rotationNormal.Pitch > 16384) rotationNormal.Yaw += 32768; rotationNormal = Normalize(rotationNormal); if (rotationNormal.Yaw < 0) rotationNormal.Yaw += 65536; if (rotationNormal.Pitch < 0) rotationNormal.Pitch += 65536; currentCameraRotationNormal = Normalize(currentCameraRotation); if (currentCameraRotationNormal.Yaw < 0) currentCameraRotationNormal.Yaw += 65536; if (currentCameraRotationNormal.Pitch < 0) currentCameraRotationNormal.Pitch += 65536; maxRotationDelta = deltaSeconds * 70000; requiredRotationDelta = rotationNormal - currentCameraRotationNormal; if (requiredRotationDelta.Pitch > 32768) requiredRotationDelta.Pitch -= 65536; else if (requiredRotationDelta.Pitch < -32768) requiredRotationDelta.Pitch += 65536; if (requiredRotationDelta.Yaw > 32768) requiredRotationDelta.Yaw -= 65536; else if (requiredRotationDelta.Yaw < -32768) requiredRotationDelta.Yaw += 65536; if (requiredRotationDelta.Yaw < 0) actualrotationDelta.Yaw = max(-maxRotationDelta, requiredRotationDelta.Yaw); else actualrotationDelta.Yaw = min(maxRotationDelta, requiredRotationDelta.Yaw); if (requiredRotationDelta.Pitch < 0) actualrotationDelta.Pitch = max(-maxRotationDelta, requiredRotationDelta.Pitch); else actualrotationDelta.Pitch = min(maxRotationDelta, requiredRotationDelta.Pitch); currentCameraRotation.Pitch += actualrotationDelta.Pitch; currentCameraRotation.Yaw += actualrotationDelta.Yaw; } function processInput() { local rotator normalRotationInput; // do nothing if no driver if (positions[driverIndex].occupant == None) { outputControlForce = vect(0, 0, 0); normalRotationInput = Normalize(Rotation); outputFlightYawAngle = normalRotationInput.Yaw; outputFlightPitchAngle = normalRotationInput.Pitch; return; } outputControlForce = calculateOutputControlForce(rotationInput, ThrottleInput, StrafeInput, ThrustInput, DiveInput); normalRotationInput = Normalize(rotationInput); outputFlightYawAngle = normalRotationInput.Yaw; outputFlightPitchAngle = normalRotationInput.Pitch; } function bool needToPushStateToClient() { return true; } function pushStateToClient() { local HavokRigidBodyState currentState; local rotator workFlightRotation; HavokGetState(currentState); replicationAircraftState.velocity = currentState.LinVel * JCA_LINEAR_VELOCITY_ACCURACY_FACTOR; replicationAircraftState.position = HavokGetCenterOfMass(); // pack flight angles workFlightRotation.Pitch = outputFlightPitchAngle; workFlightRotation.Yaw = outputFlightYawAngle; replicationAircraftState.flightAngles = packPitchAndYaw(workFlightRotation); // effects replicationAircraftState.serverThrusting = (ThrustInput > 0); replicationAircraftState.serverDiving = divingForceApplied; replicationAircraftState.serverStrafe = class'PlayerCharacterController'.static.analogueToDigital(StrafeInput, 1); replicationAircraftState.serverThrottle = class'PlayerCharacterController'.static.analogueToDigital(ThrottleInput, 1); forceNetDirty(); } simulated function applyOutput() { local float constrainedPitch; setFlightForce(outputControlForce * forceScale); // apply pitch constraint constrainedPitch = outputFlightPitchAngle; if (constrainAircraftPitch) constrainedPitch = clamp(constrainedPitch, minimumAircraftPitch, maximumAircraftPitch); setFlightRotation(outputFlightYawAngle, constrainedPitch); // set counter gravity force scale dependent on dive and driver state if (DiveInput && positions[driverIndex].occupant == None) warn("diving with no driver"); if (DiveInput) setCounterGravityForceScale(diveCounterGravityForceScale); else if (positions[driverIndex].occupant == None) setCounterGravityForceScale(coastingCounterGravityForceScale); else setCounterGravityForceScale(counterGravityForceScale); } simulated function vector getControlJointAttachLocation() { return location; } simulated event VehicleStateReceived() { local rotator referenceRotation; local float receivedThrustInput; local rotator flightRotation; // should never occur on server but just in case if (Role == ROLE_Authority) return; super.vehicleStateReceived(); // retrieve packed flight angles flightRotation = unpackPitchAndYaw(replicationAircraftState.flightAngles); outputFlightPitchAngle = flightRotation.pitch; outputFlightYawAngle = flightRotation.yaw; // update desired state currentDesiredHavokState.position = replicationAircraftState.position; currentDesiredHavokState.velocity = replicationAircraftState.velocity * JCA_LINEAR_VELOCITY_INVERSE_ACCURACY_FACTOR; currentDesiredHavokState.newState = true; // calculate output control force referenceRotation.Pitch = outputFlightPitchAngle; referenceRotation.Yaw = outputFlightYawAngle; if (replicationAircraftState.serverThrusting) receivedThrustInput = 0; replicatedControlForce = calculateOutputControlForce(referenceRotation, class'PlayerCharacterController'.static.digitalToAnalogue(replicationAircraftState.serverThrottle, 1), class'PlayerCharacterController'.static.digitalToAnalogue(replicationAircraftState.serverStrafe, 1), receivedThrustInput, replicationAircraftState.serverDiving); } simulated function updateEffectsStates() { local AccelerationEffectStateEnum tickAccelerationState; local vector normalVelocity; local vector normalForce; local float dotForceVelocity; super.updateEffectsStates(); // thrusting if (!ThrustingEffectState && ( ((Role == ROLE_Authority) && (ThrustInput > 0)) || ((Role < ROLE_Authority) && (replicationAircraftState.serverThrusting)) )) { ThrustingEffectState = true; TriggerEffectEvent('ThrustBegun'); } else if (ThrustingEffectState && ( ((Role == ROLE_Authority) && (ThrustInput == 0)) || ((Role < ROLE_Authority) && (!replicationAircraftState.serverThrusting)) )) { ThrustingEffectState = false; TriggerEffectEvent('ThrustEnded'); } // acceleration // ... determine acceleration state this tick if (outputControlForce != vect(0,0,0)) { if (Velocity == vect(0,0,0)) { tickAccelerationState = AES_ACCELERATING; } else { normalVelocity = normal(velocity); normalForce = normal(outputControlForce); dotForceVelocity = normalVelocity dot normalForce; if (dotForceVelocity > 0) { tickAccelerationState = AES_ACCELERATING; } else { tickAccelerationState = AES_DECELERATING; } } } else { tickAccelerationState = AES_NONE; } // ... update acceleration state based on tick accelration state if (tickAccelerationState != accelerationEffectState) { switch (accelerationEffectState) { case AES_ACCELERATING: UnTriggerEffectEvent('EngineAccelerating'); break; case AES_DECELERATING: UnTriggerEffectEvent('EngineDecelerating'); break; } accelerationEffectState = tickAccelerationState; switch (accelerationEffectState) { case AES_ACCELERATING: TriggerEffectEvent('EngineAccelerating'); break; case AES_DECELERATING: TriggerEffectEvent('EngineDecelerating'); break; } } // set animation effect flgas if (Role < ROLE_Authority) { strafeUp = replicationAircraftState.serverThrusting; strafeDown = replicationAircraftState.serverDiving; strafeForward = replicationAircraftState.serverThrottle == DAI_Positive; strafeBack = replicationAircraftState.serverThrottle == DAI_Negative; strafeLeft = replicationAircraftState.serverStrafe == DAI_Positive; strafeRight = replicationAircraftState.serverStrafe == DAI_Negative; } else { strafeUp = thrustInput>0; strafeDown = diveInput; strafeForward = ThrottleInput>0; strafeBack = ThrottleInput<0; strafeLeft = StrafeInput>0; strafeRight = StrafeInput<0; } } simulated function initialiseEffects() { super.initialiseEffects(); addEffect('turningForceRight', false, turningRightEffectIndex); addEffect('turningForceLeft', false, turningLeftEffectIndex); addEffect('Diving', false, divingEffectIndex); } simulated function bool isEffectCauserActive(int effectCauserIndex) { // clients use replicated information for basic effects if (Role < ROLE_Authority) { switch (effectCauserIndex) { case throttleForwardEffectIndex: return replicationAircraftState.serverThrottle == DAI_Positive; case throttleBackEffectIndex: return replicationAircraftState.serverThrottle == DAI_Negative; case strafeLeftEffectIndex: return replicationAircraftState.serverStrafe == DAI_Positive; case strafeRightEffectIndex: return replicationAircraftState.serverStrafe == DAI_Negative; case thrustingEffectIndex: return replicationAircraftState.serverThrusting; case throttleForwardOrThrustEffectIndex: return replicationAircraftState.serverThrottle == DAI_Positive || replicationAircraftState.serverThrusting; case strafeLeftOrThrustEffectIndex: return replicationAircraftState.serverStrafe == DAI_Positive || replicationAircraftState.serverThrusting; case strafeRightOrThrustEffectIndex: return replicationAircraftState.serverStrafe == DAI_Negative || replicationAircraftState.serverThrusting; case divingEffectIndex: return replicationAircraftState.serverDiving; } } switch (effectCauserIndex) { case turningRightEffectIndex: return zAxisFlightRotation > flightRotationEffectMagnitude; case turningLeftEffectIndex: return zAxisFlightRotation < -flightRotationEffectMagnitude; case divingEffectIndex: return divingForceApplied; } return super.isEffectCauserActive(effectCauserIndex); } simulated function clientOccupantEnter(ClientOccupantEnterData data) { super.clientOccupantEnter(data); // reset control joint strength if (Level.NetMode == NM_Client) { setFlightControlStrength(clientDriverControlJointStrength); } } simulated function clientDriverLeave(Controller c, Character oldDriver) { Super.clientDriverLeave(c, oldDriver); // reset control joint strength if (Level.NetMode == NM_Client) { setFlightControlStrength(clientControlJointStrength); } // turn off all effects if (ThrustingEffectState) { UnTriggerEffectEvent('Thrusting'); ThrustingEffectState = false; } switch (accelerationEffectState) { case AES_ACCELERATING: UnTriggerEffectEvent('EngineAccelerating'); break; case AES_DECELERATING: UnTriggerEffectEvent('EngineDecelerating'); break; } accelerationEffectState = AES_NONE; } simulated function Destroyed() { UnTriggerEffectEvent('EngineAccelerating'); UnTriggerEffectEvent('EngineDecelerating'); UnTriggerEffectEvent('Thrusting'); UnTriggerEffectEvent('Diving'); super.Destroyed(); } simulated function bool specialCalcViewProcessing(out actor viewActor, out vector cameraLocation, out rotator cameraRotation, int positionIndex) { // cameraRotation = currentCameraRotation; return super.specialCalcViewProcessing(viewActor, cameraLocation, cameraRotation, positionIndex); } simulated function tick(float deltaSeconds) { local vector traceStart; local vector traceEnd; local vector dummy; // apply replicated output force if (Level.NetMode == NM_Client) { outputControlForce = replicatedControlForce; } super.tick(deltaSeconds); // update landing gear state if (gearUpAnimation != 'None') { traceStart = location; traceEnd = traceStart + vect(0, 0, -1) * gearTraceLength; LandingGearUp = Trace(dummy, dummy, traceEnd, traceStart) == None; } // coasting damping if (positions[driverIndex].occupant == None) { dampingPlusEnabled = true; dampingPlusXY = coastingDamping; dampingPlusPositiveZ = coastingDamping; dampingPlusNegativeZ = 0; } else { dampingPlusEnabled = false; } // not diving if no driver if (clientPositions[driverIndex].occupant == None) divingForceApplied = false; } defaultproperties { AirSpeed = 5000 Health=800 strafeThrustForce = 50 strafeForce = 25 forwardThrustForce = 50 forwardForce = 25 upThrustForce = 50 reverseForce = 15 reverseThrustForce = 25 strafeCombinedReduction = 0.5 forwardCombinedReduction = 0.5 diveThrustForce = 50 diveCombinedReduction = 0.5 thrustCombinedReduction = 0.5 thrustingEffectState = false accelerationEffectState = AES_NONE divingForceApplied = false downDiveForceScale=1.2 aheadDiveForceScale=0.2 navigationMaximumPitch = 7000 navigationMinimumPitch = -8000 navigationTurnRate = 4000 rotateMinimumPitch = -10000 rotateMaximumPitch = 10000 thrustThresholdPitch = 500 Physics = PHYS_Havok forceScale = 250 clientControlJointStrength = 1 clientDriverControlJointStrength = 1.5 controlJointStrength = 2.5 counterGravityForceScale = 0.5 coastingCounterGravityForceScale = 0.2 diveCounterGravityForceScale = 0 flightControlDamping = 0.25 blendTime = 0.2 bPhysicsAnimUpdate = true spawningBlendTime = 0.6 gearUpBlendTime = 1.2 angularBankScale = 0.35 linearBankScale = 0.4 gearTraceLength = 600 flightRotationEffectMagnitude = 650 coastingDamping = 0.4 throttleScale = 0.0005 hardConstrainAircraftPitch = true hardAircraftPitchRange = 22500 currentDesiredHavokState=(ignoreRotation=true) } |
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