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class TreadVehicle extends Car native; cppText { virtual void PostBeginPlay(); virtual void TickAuthoritative(float deltaSeonds); virtual bool HavokInitActor(); void HavokPreStepCallback(FLOAT DeltaTime); virtual void HavokQuitActor(); void initialiseTreads(); virtual class hkShape* shapeProcessing(class hkShape* shape); void doTreadAnimationProcessing(float spinSpeed, const FName& forwardAnimation, const FName& reverseAnimation, int channel); virtual void PostEditChange(); virtual bool groundContact(); virtual UBOOL shouldPlayHavokHitFX(struct hkContactPointAddedEvent& event); bool isHavokInitialised(); void PostNetReceive(); class HkTreadCollisionListener* m_treadController; } const TV_LINEAR_VELOCITY_ACCURACY_FACTOR = 100; const TV_LINEAR_VELOCITY_INVERSE_ACCURACY_FACTOR = 0.01; const TV_ANGULAR_VELOCITY_ACCURACY_FACTOR = 1; const TV_ANGULAR_VELOCITY_INVERSE_ACCURACY_FACTOR = 1; struct native TreadVehicleReplicationState { var vector Position; var quat rotation; var vector LinVel; var vector AngVel; var PlayerCharacterController.EDigitalAxisInput digitalThrottleInput; var PlayerCharacterController.EDigitalAxisInput digitalStrafeInput; var byte ServerSteering[2]; // need to put this here even though it is a Tank specific concept var bool ServerGripping; var bool softThrottleSteering; }; var TreadVehicleReplicationState replicationTreadVehicleState; var TreadVehicleReplicationState oldReplicationTreadVehicleState; // tread properties var (TreadVehicle) vector treadPositionOffset; var (TreadVehicle) float treadRadius; var (TreadVehicle) float treadLength; // tread engine properties var (TreadVehicle) float throttleToVelocityFactor; var (TreadVehicle) float throttleSteerToVelocityScaleFactor; var (TreadVehicle) float steerToVelocityFactor; var (TreadVehicle) float treadGainFactor; var (TreadVehicle) float treadGainFactorStopping; var (TreadVehicle) float maximumTreadVelocityDelta; var int leftTreadChannel; var (TreadVehicle) name leftForwardTreadAnimation; var (TreadVehicle) name leftReverseTreadAnimation; var int rightTreadChannel; var (TreadVehicle) name rightForwardTreadAnimation; var (TreadVehicle) name rightReverseTreadAnimation; var float leftTreadSpinSpeed; var float rightTreadSpinSpeed; var (TreadVehicle) float spinSpeedToAnimationRate; var (TreadVehicle) float animationRateToTexturePanRate; var (TreadVehicle) float forceApplicationHeightOffset; var (TreadVehicle) float lowFriction; var (TreadVehicle) float treadVehicleGravityScale; var Shader leftTreadShader; var TexMatrix leftTreadTexPanner; var() int leftTreadMaterialIndex; var Shader rightTreadShader; var TexMatrix rightTreadTexPanner; var() int rightTreadMaterialIndex; var bool softThrottleSteering; var float switchOffSoftThrottleSteeringTime; var (TreadVehicle) float softThrottleSteeringScale; var (TreadVehicle) float softThrottleSteeringStayOnPeriod; var (TreadVehicle) float centreOfMassHeightOffset; var bool leftTreadContact; var bool rightTreadContact; var transient noexport private const int treadVehiclePadding[1]; replication { unreliable if (Role == ROLE_Authority) replicationTreadVehicleState; } function processInput() { super.processInput(); // soft throttle steering processing if (abs(strafeInput) > 0.001) switchOffSoftThrottleSteeringTime = Level.TimeSeconds + softThrottleSteeringStayOnPeriod; softThrottleSteering = Level.TimeSeconds < switchOffSoftThrottleSteeringTime; } simulated event PostNetBeginPlay() { local Matrix identity; Super.PostNetBeginPlay(); // build controllable skins identity.XPlane.X = 1; identity.XPlane.Y = 0; identity.XPlane.Z = 0; identity.XPlane.W = 0; identity.YPlane.X = 0; identity.YPlane.Y = 1; identity.YPlane.Z = 0; identity.YPlane.W = 0; identity.ZPlane.X = 0; identity.ZPlane.Y = 0; identity.ZPlane.Z = 1; identity.ZPlane.W = 0; identity.WPlane.X = 0; identity.WPlane.Y = 0; identity.WPlane.Z = 0; identity.WPlane.W = 1; // ... left tread leftTreadShader = Shader(ShallowCopyMaterial(GetMaterial(leftTreadMaterialIndex), self)); if (leftTreadShader != None) { leftTreadTexPanner = new class'TexMatrix'; leftTreadTexPanner.Material = TexPanner(leftTreadShader.diffuse).Material; leftTreadTexPanner.matrix = identity; leftTreadShader.Diffuse = leftTreadTexPanner; leftTreadShader.SpecularityMask = leftTreadTexPanner; leftTreadShader.NormalMap = leftTreadTexPanner; Skins[leftTreadMaterialIndex] = leftTreadShader; } // ... right tread rightTreadShader = Shader(ShallowCopyMaterial(GetMaterial(rightTreadMaterialIndex), self)); if (rightTreadShader != None) { rightTreadTexPanner = new class'TexMatrix'; rightTreadTexPanner.Material = TexPanner(rightTreadShader.diffuse).Material; rightTreadTexPanner.matrix = identity; rightTreadShader.Diffuse = rightTreadTexPanner; rightTreadShader.SpecularityMask = rightTreadTexPanner; rightTreadShader.NormalMap = rightTreadTexPanner; Skins[rightTreadMaterialIndex] = rightTreadShader; } } simulated function tick(float deltaSeconds) { super.tick(deltaSeconds); // apply replicated throttle if client if (Level.NetMode == NM_Client) { ThrottleInput = class'PlayerCharacterController'.static.digitalToAnalogue(replicationTreadVehicleState.digitalThrottleInput, 1); } // apply replicated strafe if client if (Level.NetMode == NM_Client) { strafeInput = class'PlayerCharacterController'.static.digitalToAnalogue(replicationTreadVehicleState.digitalStrafeInput, 1); } // apply replicated gripping to client if (Level.NetMode == NM_Client) { if (replicationTreadVehicleState.serverGripping) DiveInput = true; else DiveInput = false; } } function bool needToPushStateToClient() { local vector oldPosition; local vector oldLinearVelocity; local vector treadVehiclePosition, treadVehicleVelocity, treadVehicleAngularVelocity; local HavokRigidBodyState treadVehicleState; // get chassis state HavokGetState(treadVehicleState); treadVehiclePosition = treadVehicleState.Position; treadVehicleVelocity = treadVehicleState.LinVel; treadVehicleAngularVelocity = treadVehicleState.AngVel; // last position we sent oldPosition = replicationTreadVehicleState.Position; oldLinearVelocity = replicationTreadVehicleState.LinVel; if (VSize(oldPosition - treadVehiclePosition) > 5 || VSize(oldLinearVelocity - treadVehicleVelocity) > 1) return true; return false; } // Pack current state of whole car into the state struct, to be sent to the client. // Should only get called on the server. function pushStateToClient() { local HavokRigidBodyState treadVehicleState; HavokGetState(treadVehicleState); replicationTreadVehicleState.position = HavokGetCenterOfMass(); replicationTreadVehicleState.linVel = treadVehicleState.linVel * TV_LINEAR_VELOCITY_ACCURACY_FACTOR; replicationTreadVehicleState.rotation = treadVehicleState.quaternion; replicationTreadVehicleState.angVel = treadVehicleState.angVel * TV_ANGULAR_VELOCITY_ACCURACY_FACTOR; replicationTreadVehicleState.serverSteering[0] = getLowByte(outputCarDirection); replicationTreadVehicleState.serverSteering[1] = getHighByte(outputCarDirection); replicationTreadVehicleState.digitalThrottleInput = class'PlayerCharacterController'.static.analogueToDigital(throttleInput, 1); replicationTreadVehicleState.digitalStrafeInput = class'PlayerCharacterController'.static.analogueToDigital(strafeInput, 1); replicationTreadVehicleState.serverGripping = DiveInput; replicationTreadVehicleState.softThrottleSteering = softThrottleSteering; } simulated event vehicleStateReceived() { // should never occur on server but just in case if (Role == ROLE_Authority) return; super.vehicleStateReceived(); // update control inputs outputCarDirection = getAngle(replicationTreadVehicleState.serverSteering[0], replicationTreadVehicleState.serverSteering[1]); // throttle and handbrake are applied in tick() // update desired state currentDesiredHavokState.position = replicationTreadVehicleState.position; currentDesiredHavokState.velocity = replicationTreadVehicleState.linVel * TV_LINEAR_VELOCITY_INVERSE_ACCURACY_FACTOR; currentDesiredHavokState.angularVelocity = replicationTreadVehicleState.angVel * TV_ANGULAR_VELOCITY_INVERSE_ACCURACY_FACTOR; currentDesiredHavokState.rotation = replicationTreadVehicleState.rotation; currentDesiredHavokState.newState = true; } defaultProperties { treadPositionOffset = (X=-200,Y=200,Z=60) treadLength = 400 treadRadius = 100 throttleToVelocityFactor = 6 throttleSteerToVelocityScaleFactor = 1.5 steerToVelocityFactor = 4 treadGainFactor = 0.05 leftTreadChannel = 1 leftForwardTreadAnimation = leftforward leftReverseTreadAnimation = leftbackward rightTreadChannel = 3 rightForwardTreadAnimation = rightforward rightReverseTreadAnimation = rightbackward spinSpeedToAnimationRate = 0.15 animationRateToTexturePanRate = 3.1 leftTreadMaterialIndex = 3 rightTreadMaterialIndex = 2 maximumTreadVelocityDelta = 0.3 treadVehicleGravityScale = 8 lowFriction = 0.001 treadGainFactorStopping = 0.3 softThrottleSteeringStayOnPeriod = 0.75 softThrottleSteeringScale = 0.75 centreOfMassHeightOffset = -100 forceApplicationHeightOffset = -100 clientInterpolationPeriod = 0.125 } |
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