/usr/src/castle-game-engine-6.4/3d/castle3d.pas is in castle-game-engine-src 6.4+dfsg1-2.
This file is owned by root:root, with mode 0o644.
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Copyright 2010-2017 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
----------------------------------------------------------------------------
}
{ Additional 3D objects derived from TCastleTransform (TAlive, T3DMoving...). }
unit Castle3D;
{$I castleconf.inc}
interface
uses SysUtils, Classes, Math, Generics.Collections, Kraft,
CastleVectors, CastleFrustum, CastleBoxes, CastleClassUtils, CastleKeysMouse,
CastleRectangles, CastleUtils, CastleTimeUtils,
CastleSoundEngine, CastleSectors, CastleCameras, CastleTriangles,
CastleTransform;
type
T3D = CastleTransform.TCastleTransform deprecated 'use TCastleTransform from CastleTransform unit';
T3DList = CastleTransform.TCastleTransform deprecated 'use TCastleTransform from CastleTransform unit';
T3DCustomTranslated = CastleTransform.TCastleTransform deprecated 'use TCastleTransform from CastleTransform unit';
T3DTranslated = CastleTransform.TCastleTransform deprecated 'use TCastleTransform from CastleTransform unit';
T3DCustomTransform = CastleTransform.TCastleTransform deprecated 'use TCastleTransform from CastleTransform unit';
T3DTransform = CastleTransform.TCastleTransform deprecated 'use TCastleTransform from CastleTransform unit';
T3DOrient = class(CastleTransform.TCastleTransform)
private
FCamera: TWalkCamera;
protected
procedure ChangedTransform; override;
public
{ Camera that is automatically synchronized with this 3D object. }
property Camera: TWalkCamera read FCamera; deprecated 'instead of using this, better define your own TWalkCamera instance synchronized with this TCastleTransform';
procedure Update(const SecondsPassed: Single; var RemoveMe: TRemoveType); override;
constructor Create(AOwner: TComponent); override;
end deprecated 'use TCastleTransform from CastleTransform unit';
T3DListCore = CastleTransform.TCastleTransformList;
T3DWorld = CastleTransform.TSceneManagerWorld;
TCollisionDetails = CastleTransform.TCollisionDetails;
TRayCollision = CastleTransform.TRayCollision;
TRayCollisionNode = CastleTransform.TRayCollisionNode;
PRayCollisionNode = CastleTransform.PRayCollisionNode;
TRemoveType = CastleTransform.TRemoveType;
TPrepareResourcesOption = CastleTransform.TPrepareResourcesOption;
TPrepareResourcesOptions = CastleTransform.TPrepareResourcesOptions;
TAbstractLightInstancesList = CastleTransform.TAbstractLightInstancesList;
TRenderFromViewFunction = CastleTransform.TRenderFromViewFunction;
TRenderingPass = CastleTransform.TRenderingPass;
TRenderParams = CastleTransform.TRenderParams;
TBaseShadowVolumeRenderer = CastleTransform.TBaseShadowVolumeRenderer;
TVisibleChange = CastleTransform.TVisibleChange;
TVisibleChanges = CastleTransform.TVisibleChanges;
TRenderStatistics = CastleTransform.TRenderStatistics;
TRigidBody = CastleTransform.TRigidBody;
TCollider = CastleTransform.TCollider;
TSphereCollider = CastleTransform.TSphereCollider;
TBoxCollider = CastleTransform.TBoxCollider;
TPlaneCollider = CastleTransform.TPlaneCollider;
{ 3D object moving and potentially pushing other 3D objects.
Good for elevators, doors and such.
Other 3D objects may be pushed, if @link(Pushes).
There are two methods of pushing available, see @link(PushesEverythingInside).
Only the 3D objects with @link(TCastleTransform.CollidesWithMoving) are ever pushed by
this object (the rest of 3D world is treated as static, does not interact with
elevators / doors or such).
You can also stop/reverse the move to prevent some collisions
from occuring at all. This way you can e.g. prevent the door
from automatically closing, if someone/something blocks the way.
You do this by overriding BeforeTimeIncrease.
See TDoomLevelDoor.BeforeTimeIncrease in "The Castle" for example how to
do this. }
T3DMoving = class(TCastleTransform)
private
FPushes: boolean;
FPushesEverythingInside: boolean;
FAnimationTime: TFloatTime;
protected
{ Local object time, always increasing, used to track animations. }
property AnimationTime: TFloatTime read FAnimationTime;
function GetTranslationFromTime(const AnAnimationTime: TFloatTime):
TVector3; virtual; abstract;
{ Do something right before animation progresses.
Called at the beginning of our @link(Update),
@italic(right before) AnimationTime changes to NewAnimationTime.
Useful for taking care of collision detection issues,
as our assumption always is that "nothing collides". Which means
that if you don't want your T3DMoving to collide
with e.g. player or creatures or items, then you should
prevent the collision @italic(before it happens).
This is the place to do it. }
procedure BeforeTimeIncrease(const NewAnimationTime: TFloatTime); virtual;
public
constructor Create(AOwner: TComponent); override;
procedure Update(const SecondsPassed: Single; var RemoveMe: TRemoveType); override;
published
{ Are other 3D objects pushed when this object moves.
Only the 3D objects with @link(TCastleTransform.CollidesWithMoving) are ever pushed by this object
(the rest of 3D world is treated as static, does not interact with
elevators / doors or such).
Only relevant if GetCollides. Non-colliding objects never push others. }
property Pushes: boolean read FPushes write FPushes default true;
{ If @link(Pushes) is @true, this determines how pushing actually works.
There two methods:
@orderedList(
@item(PushesEverythingInside = @true: We move every
3D object that is inside our bounding box and has CollidesWithMoving=@true.
This is sensible if we can reasonably assume that things
inside our box are standing. For example if this is
a (vertical or horizontal) elevator, then creatures/items
are usually standing/lying inside, and naturally move with
the same speed (and direction) as the elevator.)
@item(When PushesEverythingInside = @false: We check precise
collision between 3D objects with CollidesWithMoving=@true
and our triangle mesh.
We use TCastleTransform.BoxCollision / TCastleTransform.SphereCollsion
that can check collisions with TCastleScene precisely.)
)
Neither method is really perfect.
PushesEverythingInside = @false seems like a more precise check,
as it actually compares the triangle mesh, taking into account
the interior of (this) moving 3D object. PushesEverythingInside = @true
just approximates the moving 3D object by it's bounding box.
On the other hand, PushesEverythingInside = @true makes the elevator
more "sticky". With PushesEverythingInside = @false,
when player hits the floor, it takes them some time to raise up.
This creates a "bouncing camera" effect when the elevator goes up
quickly: player constantly falls to the ground, tries to get up,
but elevator moves up and player falls to it's ground again.
When the elevator goes down, the player/creature constantly falls
down on it because of gravity, which again causes artifacts
as gravity may work significantly slower/faster than elavator moving speed.
When the elevator is a horizontal moving platform, it will "slip"
from under the player/creature, leaving the poor fella suddenly hanging
in the air, and falling down because of gravity in the next second.
In practice: PushesEverythingInside should be @true for small
containers, when you can reasonably assume that things (creatures,
player, items) stand inside, and when you intend to use it for transport
of 3D stuff. For very large moving stuff, that possibly
interacts with flying players/creatures in some creative way,
PushesEverythingInside may be @false. }
property PushesEverythingInside: boolean
read FPushesEverythingInside write FPushesEverythingInside default true;
end;
{ 3D moving with constant speed between 2 points.
Moves with a constant speed from (0, 0, 0) to TranslationEnd.
They are called @italic(begin position) and @italic(end position).
This is a simplified, more comfortable descendant of T3DMoving.
You get easy to use GoBeginPosition, GoEndPosition
properties, you can easily set sounds by SoundGoBeginPosition and
SoundGoEndPosition and such. }
T3DLinearMoving = class(T3DMoving)
private
FEndPosition: boolean;
FEndPositionStateChangeTime: Single;
FSoundGoBeginPosition: TSoundType;
FSoundGoEndPosition: TSoundType;
FSoundGoBeginPositionLooping: boolean;
FSoundGoEndPositionLooping: boolean;
FSoundTracksCurrentPosition: boolean;
UsedSound: TSound;
procedure SoundRelease(Sender: TSound);
function SoundPosition: TVector3;
procedure PlaySound(SoundType: TSoundType; Looping: boolean);
public
constructor Create(AOwner: TComponent); override;
destructor Destroy; override;
{ Is this object in @italic(end position), or going to it.
If @false, then this object is in @italic(begin position)
or going to it. See also CompletelyEndPosion and CompletelyBeginPosition.
Initially this is @false, and EndPositionStateChangeTime is set such that
we're sure that we're in CompletelyBeginPosion, }
property EndPosition: boolean read FEndPosition;
{ Last time EndPosition changed. }
property EndPositionStateChangeTime: Single read FEndPositionStateChangeTime;
function CompletelyEndPosition: boolean;
function CompletelyBeginPosition: boolean;
{ Start going to @italic(begin position), assuming that
currently we're in @italic(end position) (i.e. CompletelyEndPosion). }
procedure GoBeginPosition;
{ Start going to @italic(end position), assuming that
currently we're in @italic(begin position) (i.e. CompletelyBeginPosion). }
procedure GoEndPosition;
{ Stop going from @italic(end position) to @italic(begin position)
and go back to @italic(end position). Call this only when currently
EndPosition is @false and we were in the middle of going to
@italic(begin position).
As an example, this is what happens when door on DOOM level gets blocked.
In the middle of closing (which ig going to @italic(begin position))
it will realize that something blocks it, and open back
(go back to @italic(end position)). }
procedure RevertGoEndPosition;
{ Just like RevertGoEndPosition, but this should be used in the middle
of the move from @italic(begin position) to @italic(end position),
to go back to @italic(begin position). }
procedure RevertGoBeginPosition;
{ This goes to the @italic(other) position.
Which means that if we're completely in @italic(end position)
or in the middle of move to @italic(end position), this goes
back to @italic(begin position). And if we're in @italic(begin position),
this goes back to @italic(end position). }
procedure GoOtherPosition;
property SoundGoBeginPosition: TSoundType
read FSoundGoBeginPosition write FSoundGoBeginPosition;
property SoundGoEndPosition: TSoundType
read FSoundGoEndPosition write FSoundGoEndPosition;
property SoundGoBeginPositionLooping: boolean
read FSoundGoBeginPositionLooping write FSoundGoBeginPositionLooping
default false;
property SoundGoEndPositionLooping: boolean
read FSoundGoEndPositionLooping write FSoundGoEndPositionLooping
default false;
{ If @true then the sound (set by SoundGoBeginPosition or
SoundGoEndPosition) 3D position changes as the 3D position of the object
changes.
Otherwise (default) sound is initially made at initial
3D position of this object, and then the sound position doesn't change
(even if the position of the object changes). }
property SoundTracksCurrentPosition: boolean
read FSoundTracksCurrentPosition write FSoundTracksCurrentPosition
default false;
public
MoveTime: Single;
TranslationEnd: TVector3;
function GetTranslationFromTime(const AnAnimationTime: TFloatTime):
TVector3; override;
procedure Update(const SecondsPassed: Single; var RemoveMe: TRemoveType); override;
end;
{ Alive, oriented 3D object. Basis for players, creatures and everything
else that has some position, direction and that can be killed.
Note that the TAlive doesn't remove dead objects, doesn't make any
dead animations or such. TAlive class merely keeps track of
@link(Life), @link(Dead) and such properties,
and allows you to call @link(Hurt) doing eventual knockback.
If your own code doesn't call @link(Hurt),
or even doesn't look at @link(Life) value, then they have no implication
for given 3D object, so it may be indestructible just like other 3D objects. }
TAlive = class(TCastleTransform)
private
FLifeTime: Single;
FDieTime: Single;
FLife: Single;
FMaxLife: Single;
{ FKnockbackDistance <= 0 means "no knockback currently" }
FKnockbackDistance: Single;
FLastHurtDirection: TVector3;
{ Same as LastHurtDirection but (for things with Gravity) flattened
to be orthogonal to World.Gravity. This prevents from "pushing" creatures
into the floor by hitting them in downward direction, which is often
too easy for non-flying creatures that have Sphere with Middle point high. }
FLastHurtDirectionGround: TVector3;
FKnockBackSpeed: Single;
protected
procedure SetLife(const Value: Single); virtual;
procedure CancelKnockback;
public
const
DefaultKnockBackSpeed = 1.0;
constructor Create(AOwner: TComponent); override;
{ Shortcut for checking Life <= 0. }
function Dead: boolean;
{ Hurt given creature, decreasing it's life by LifeLoss,
setting last attack direction (used by knockback and some other effects),
optionally doing a knockback.
If all you want to do is to decrease Life, you can also just set @link(Life)
property. Unless your code depends on LastHurtDirection being always updated
(only TCreature in CastleCreatures unit depends on it now).
HurtDirection should be a normalized vector indicating direction
in which the attack came.
AKnockbackDistance, if non-zero, indicates to push creature by given
length in the direction given by HurtDirection.
Ignored if HurtDirection is zero.
Attacker is the other alive creature that caused this damage. It may be @nil
if no other TAlive is directly responsible for this damage. This may
be useful for various purposes, for example the victim may become aware
of attacker presence when it's attacked. }
procedure Hurt(const LifeLoss: Single;
const HurtDirection: TVector3;
const AKnockbackDistance: Single; const Attacker: TAlive); virtual;
procedure Update(const SecondsPassed: Single; var RemoveMe: TRemoveType); override;
{ Direction from where the attack came.
Zero if there was no specific direction of last attack,
otherwise a normalized (length 1) vector. }
property LastHurtDirection: TVector3 read FLastHurtDirection;
property LifeTime: Single read FLifeTime;
{ Time of death, only valid if @link(Dead), taken from LifeTime. }
property DieTime: Single read FDieTime;
published
{ Current Life. We're dead when this is <= 0. }
property Life: Single read FLife write SetLife;
{ Maximum amount of life. Used as default value for Life when sensible.
Can be also used for information (to display on player HUDs and such).
It's not really a limit, that is you can set Life
to something larger than MaxLife if you want. It's normal in some games,
where you can get some "magic life boost" that makes your health temporarily
larger than normal. Whether it's sensible in your game (and whether your
HUD will display it sensibly) is up to you. }
property MaxLife: Single read FMaxLife write FMaxLife;
{ Scales how far the knockback effect pushes this creature/player. }
property KnockBackSpeed: Single read FKnockBackSpeed write FKnockBackSpeed
default DefaultKnockBackSpeed;
end;
T3DAlive = TAlive deprecated 'use TAlive';
T3DExistsEvent = function(const Item: T3D): boolean of object;
const
MaxSingle = Math.MaxSingle;
{ Default values common to TPlayer and TCreature classes.
Note that FallMinHeightToSound is usually better to be larger for player,
to avoid making "fall" sound when player merely jumps or walks down a steep
hill. No such need for creature.
@groupBegin }
DefaultFallMinHeightToDamage = 5.0;
DefaultFallDamageScaleMin = 0.8;
DefaultFallDamageScaleMax = 1.2;
DefaultCreatureFallMinHeightToSound = 1.0;
DefaultPlayerFallMinHeightToSound = 4.0;
DefaultCreatureFallSoundName = 'creature_fall';
DefaultPlayerFallSoundName = 'player_fall';
{ @groupEnd }
vcVisibleGeometry = CastleTransform.vcVisibleGeometry;
vcVisibleNonGeometry = CastleTransform.vcVisibleNonGeometry;
prShadowVolume = CastleTransform.prShadowVolume;
prSpatial = CastleTransform.prSpatial;
prScreenEffects = CastleTransform.prScreenEffects;
prRender = CastleTransform.prRender;
prBackground = CastleTransform.prBackground;
prBoundingBox = CastleTransform.prBoundingBox;
rtNone = CastleTransform.rtNone;
rtRemove = CastleTransform.rtRemove;
rtRemoveAndFree = CastleTransform.rtRemoveAndFree;
otUpYDirectionMinusZ = CastleTransform.otUpYDirectionMinusZ;
otUpZDirectionMinusY = CastleTransform.otUpZDirectionMinusY;
otUpZDirectionX = CastleTransform.otUpZDirectionX;
var
{ Creatures, items and possibly other 3D stuff may look at these variables
to display additional features of 3D objects, helpful to debug collisions,
AI and other things.
@groupBegin }
RenderDebug3D: boolean = false
{$ifndef CASTLE_ENGINE_LAZARUS_PACKAGE}
// workaround for Lazarus <= 1.8.0: CodeTools cannot parse this
deprecated 'use Player.RenderDebug, TCreature.RenderDebug, TItemOnWorld.RenderDebug'
{$endif};
RenderDebugCaptions: boolean = false
{$ifndef CASTLE_ENGINE_LAZARUS_PACKAGE}
// workaround for Lazarus <= 1.8.0: CodeTools cannot parse this
deprecated 'use TCreature.RenderDebug'
{$endif};
{ @groupEnd }
{ Log shadow volume information.
Meaningful only if you initialized log (see CastleLog unit) by InitializeLog first. }
LogShadowVolumes: boolean = false;
implementation
uses CastleLog;
{ T3DOrient ------------------------------------------------------------------ }
constructor T3DOrient.Create(AOwner: TComponent);
begin
inherited;
FCamera := TWalkCamera.Create(Self);
end;
procedure T3DOrient.Update(const SecondsPassed: Single; var RemoveMe: TRemoveType);
var
P, D, U: TVector3;
begin
inherited;
// synchronize Position, Direction, Up *from* Camera
{$warnings off} // knowingly using deprecated
Camera.GetView(P, D, U);
{$warnings on}
SetView(P, D, U);
end;
procedure T3DOrient.ChangedTransform;
var
P, D, U: TVector3;
begin
inherited;
// synchronize Position, Direction, Up *to* Camera
GetView(P, D, U);
{$warnings off} // knowingly using deprecated
Camera.SetView(P, D, U);
{$warnings on}
end;
{ T3DMoving --------------------------------------------------------- }
{ TODO: this browses World list, doesn't take into acount CollidesWithMoving items
that may be inside a sublist. }
constructor T3DMoving.Create(AOwner: TComponent);
begin
inherited;
FPushes := true;
FPushesEverythingInside := true;
FAnimationTime := 0;
end;
{ Note: When pushing the creature/player/item, right now
we don't check whether the creature/player/item will not be
pushed into collision with something else.
For now, design your level to minimize the chance that it will ever happen.
Although in theory you cannot design your level to guarantee
that it will never happen (because e.g. a creature may be pushed
into collision with other creature, and since creatures move
on their own they can arrange themselves (in theory) in all manners of
funny configurations...). But in practice it's not so difficult,
just make sure that there is enough space on the way of move.
}
procedure T3DMoving.BeforeTimeIncrease(
const NewAnimationTime: TFloatTime);
function BoundingBoxAssumeTranslation(
const AssumeTranslation: TVector3): TBox3D;
begin
if GetCollides then
Result := (inherited BoundingBox).Translate(AssumeTranslation) else
Result := TBox3D.Empty;
end;
function SphereCollisionAssumeTranslation(
const AssumeTranslation: TVector3;
const Pos: TVector3; const Radius: Single;
const TrianglesToIgnoreFunc: TTriangleIgnoreFunc): boolean;
begin
Result := GetCollides;
if Result then
begin
{ We use the same trick as in TCastleTransform.MoveCollision to
use "inherited SphereCollsion" with Translation. }
Result := inherited SphereCollision(
Pos - AssumeTranslation, Radius, TrianglesToIgnoreFunc);
end;
end;
function BoxCollisionAssumeTranslation(
const AssumeTranslation: TVector3;
const Box: TBox3D;
const TrianglesToIgnoreFunc: TTriangleIgnoreFunc): boolean;
begin
Result := GetCollides;
if Result then
begin
{ We use the same trick as in TCastleTransform.MoveCollision to
use "inherited BoxCollision" with Translation. }
Result := inherited BoxCollision(
Box.AntiTranslate(AssumeTranslation), TrianglesToIgnoreFunc);
end;
end;
var
CurrentBox, NewBox, Box: TBox3D;
I: Integer;
MoveTranslation: TVector3;
CurrentTranslation, NewTranslation: TVector3;
SphereRadius: Single;
Item: TCastleTransform;
begin
if GetCollides and Pushes then
begin
CurrentTranslation := GetTranslationFromTime(AnimationTime);
NewTranslation := GetTranslationFromTime(NewAnimationTime);
{ It often happens that T3DMoving doesn't move at all,
and then MoveTranslation doesn't change at all
(even when compared precisely, without usual epsilon used to compare
floats). So the check below may be worth the time, we expect
it will avoid doing actual work. }
if not TVector3.PerfectlyEquals(CurrentTranslation, NewTranslation) then
begin
MoveTranslation := NewTranslation - CurrentTranslation;
{ TODO: it may be sensible to add a pushing method when we compare
other object's bounding box (never a sphere, and be sure to use
the "tall" box for player, including it's legs) with octree
(that is, using inherited BoxCollision).
This can have the advantages of both PushesEverythingInside=true
(reacts more sticky, more eager to move colliding stuff with
the same speed as elevator)
and PushesEverythingInside=false (takes into account triangle mesh,
not just our bounding volume). }
if PushesEverythingInside then
begin
CurrentBox := BoundingBox;
NewBox := BoundingBoxAssumeTranslation(NewTranslation);
for I := 0 to World.Count - 1 do
begin
Item := World[I];
if (Item is TCastleTransform) and Item.CollidesWithMoving then
begin
{ This case doesn't really use Item.Sphere. But it's not really
terribly important design decision, we may use Item.Sphere
one day here. It's most comfortable to just use
here Item.BoundingBox, as we perform collisions with our box. }
Box := Item.BoundingBox;
if Box.Collision(NewBox) or
Box.Collision(CurrentBox) then
TCastleTransform(Item).Translate(MoveTranslation);
end;
end;
end else
begin
for I := 0 to World.Count - 1 do
begin
Item := World[I];
if (Item is TCastleTransform) and Item.CollidesWithMoving then
if Item.Sphere(SphereRadius) then
begin
if SphereCollisionAssumeTranslation(NewTranslation,
Item.Middle, SphereRadius,
{$ifdef CASTLE_OBJFPC}@{$endif} World.CollisionIgnoreItem) then
TCastleTransform(Item).Translate(MoveTranslation);
end else
begin
if BoxCollisionAssumeTranslation(NewTranslation,
Item.BoundingBox,
{$ifdef CASTLE_OBJFPC}@{$endif} World.CollisionIgnoreItem) then
TCastleTransform(Item).Translate(MoveTranslation);
end;
end;
end;
end;
end;
end;
procedure T3DMoving.Update(const SecondsPassed: Single; var RemoveMe: TRemoveType);
var
NewAnimationTime: TFloatTime;
begin
inherited;
NewAnimationTime := AnimationTime + SecondsPassed;
BeforeTimeIncrease(NewAnimationTime);
FAnimationTime := NewAnimationTime;
Translation := GetTranslationFromTime(AnimationTime);
end;
{ T3DLinearMoving --------------------------------------------------- }
constructor T3DLinearMoving.Create(AOwner: TComponent);
begin
inherited;
FSoundGoEndPosition := stNone;
FSoundGoBeginPosition := stNone;
FEndPosition := false;
{ We set FEndPositionStateChangeTime to a past time, to be sure
that we don't treat the door as "closing right now". }
FEndPositionStateChangeTime := -1000.0; { TODO: should be implemented better... }
UsedSound := nil;
end;
destructor T3DLinearMoving.Destroy;
begin
{ Otherwise, if you exit from the game while some sound was played,
and the sound was e.g. looping (like the elevator on "Tower" level),
the sound will never get stopped. }
if UsedSound <> nil then
UsedSound.Release;
inherited;
end;
procedure T3DLinearMoving.SoundRelease(Sender: TSound);
begin
Assert(Sender = UsedSound);
UsedSound := nil;
end;
function T3DLinearMoving.SoundPosition: TVector3;
begin
Result := BoundingBox.Center;
end;
procedure T3DLinearMoving.PlaySound(SoundType: TSoundType;
Looping: boolean);
begin
{ The object can play only one sound (going to begin or end position)
at a time. }
if UsedSound <> nil then
UsedSound.Release;
UsedSound := SoundEngine.Sound3d(SoundType, SoundPosition, Looping);
if UsedSound <> nil then
UsedSound.OnRelease := {$ifdef CASTLE_OBJFPC}@{$endif} SoundRelease;
end;
procedure T3DLinearMoving.GoEndPosition;
begin
FEndPosition := true;
FEndPositionStateChangeTime := AnimationTime;
PlaySound(SoundGoEndPosition, SoundGoEndPositionLooping);
end;
procedure T3DLinearMoving.GoBeginPosition;
begin
FEndPosition := false;
FEndPositionStateChangeTime := AnimationTime;
PlaySound(SoundGoBeginPosition, SoundGoBeginPositionLooping);
end;
procedure T3DLinearMoving.RevertGoEndPosition;
begin
FEndPosition := true;
FEndPositionStateChangeTime := { AnimationTime -
(MoveTime - (AnimationTime - EndPositionStateChangeTime)) }
{ simplified : }
2 * AnimationTime - MoveTime - EndPositionStateChangeTime;
PlaySound(SoundGoEndPosition, SoundGoEndPositionLooping);
end;
procedure T3DLinearMoving.RevertGoBeginPosition;
begin
FEndPosition := false;
FEndPositionStateChangeTime := { AnimationTime -
(MoveTime - (AnimationTime - EndPositionStateChangeTime)) }
{ simplified : }
2 * AnimationTime - MoveTime - EndPositionStateChangeTime;
PlaySound(SoundGoEndPosition, SoundGoBeginPositionLooping);
end;
procedure T3DLinearMoving.GoOtherPosition;
begin
if CompletelyEndPosition then
GoBeginPosition else
if CompletelyBeginPosition then
GoEndPosition else
begin
if EndPosition then
RevertGoBeginPosition else
RevertGoEndPosition;
end;
end;
function T3DLinearMoving.GetTranslationFromTime(
const AnAnimationTime: TFloatTime): TVector3;
begin
if not EndPosition then
begin
if AnAnimationTime - EndPositionStateChangeTime > MoveTime then
{ Completely closed. }
Result := TVector3.Zero else
{ During closing. }
Result := TranslationEnd *
(1 - (AnAnimationTime - EndPositionStateChangeTime) / MoveTime);
end else
begin
if AnAnimationTime - EndPositionStateChangeTime > MoveTime then
{ Completely open. }
Result := TranslationEnd else
{ During opening. }
Result := TranslationEnd *
((AnAnimationTime - EndPositionStateChangeTime) / MoveTime);
end;
end;
function T3DLinearMoving.CompletelyEndPosition: boolean;
begin
Result := EndPosition and
(AnimationTime - EndPositionStateChangeTime > MoveTime);
end;
function T3DLinearMoving.CompletelyBeginPosition: boolean;
begin
Result := (not EndPosition) and
(AnimationTime - EndPositionStateChangeTime > MoveTime);
end;
procedure T3DLinearMoving.Update(const SecondsPassed: Single; var RemoveMe: TRemoveType);
begin
inherited;
{ Update sound position when object is moving }
if (UsedSound <> nil) and SoundTracksCurrentPosition then
UsedSound.Position := SoundPosition;
{ If the SoundGoBegin/EndPosition is longer than the MoveTime
(or it's looping),
stop this sound once we're completely in Begin/EndPosition. }
if (AnimationTime - EndPositionStateChangeTime > MoveTime) and
(UsedSound <> nil) then
UsedSound.Release;
end;
{ TAlive ------------------------------------------------------------------- }
constructor TAlive.Create(AOwner: TComponent);
begin
inherited;
KnockBackSpeed := 1.0;
{ at the beginning we are Dead (Life = 0) and DieTime = LifeTime,
so everything is already in the correct state. }
end;
procedure TAlive.SetLife(const Value: Single);
begin
if (FLife > 0) and (Value <= 0) then
FDieTime := LifeTime;
FLife := Value;
end;
function TAlive.Dead: boolean;
begin
Result := Life <= 0;
end;
procedure TAlive.Hurt(const LifeLoss: Single;
const HurtDirection: TVector3;
const AKnockbackDistance: Single; const Attacker: TAlive);
begin
Life := Life - LifeLoss;
FKnockbackDistance := AKnockbackDistance;
FLastHurtDirection := HurtDirection;
{ calculate FLastHurtDirectionGround }
FLastHurtDirectionGround := FLastHurtDirection;
if Gravity then
MakeVectorsOrthoOnTheirPlane(FLastHurtDirectionGround, World.GravityUp);
end;
procedure TAlive.CancelKnockback;
begin
FKnockbackDistance := 0;
end;
procedure TAlive.Update(const SecondsPassed: Single; var RemoveMe: TRemoveType);
{ Do the knockback effect, if it's currently active, by pushing
creature along last attack direction. }
var
CurrentKnockBackDistance: Single;
begin
inherited;
if not GetExists then Exit;
FLifeTime := FLifeTime + SecondsPassed;
if FKnockbackDistance > 0 then
begin
{ Calculate CurrentKnockBackDistance, update FKnockbackDistance }
CurrentKnockBackDistance := KnockBackSpeed * SecondsPassed;
if FKnockbackDistance < CurrentKnockBackDistance then
begin
CurrentKnockBackDistance := FKnockbackDistance;
FKnockbackDistance := 0;
end else
FKnockbackDistance := FKnockbackDistance - CurrentKnockBackDistance;
Move(FLastHurtDirectionGround * CurrentKnockBackDistance, false);
end;
end;
end.
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