using BrewMonster.Network; using BrewMonster.Scripts; using BrewMonster.Scripts.Ornament; using BrewMonster.Scripts.World; using CSNetwork.GPDataType; using System; using UnityEngine; using static BrewMonster.CECHostMove; using WORD = System.UInt16; namespace BrewMonster { public static class EC_CDR { // Cho phép CECHostMove gán mask theo scene (giữ linh hoạt nhưng không phá cấu trúc) public static LayerMask BrushMask { get; set; } = 1 << 7; public static LayerMask TerrainMask { get; set; } = 1 << 6; public static LayerMask WaterMask { get; set; } = 1 << 8; public static RaycastHit[] hits = new RaycastHit[5]; const float LOCAL_EPSILON = 1e-5f; const float FLY_MAX_HEIGHT = 800.0f; // ·ÉÐеÄ×î´ó¸ß¶È£¡ const float VEL_EPSILON = 1e-4f; const float DIST_EPSILON = 1e-4f; const float NORMAL_EPSILON = 1e-2f; const float VEL_MAX_SPEED = 200f; const float VEL_REFLECT = 0.3f; // change this array when some new submap can go! static uint[,] available_maps = { {0, 0, 0, 0, 0, 0, 0, 0}, {0, 1, 1, 1, 1, 1, 1, 1}, {0, 1, 1, 1, 1, 1, 1, 1}, {0, 1, 1, 1, 1, 1, 1, 0}, {0, 1, 1, 1, 1, 1, 1, 0}, {0, 1, 1, 1, 1, 1, 1, 0}, {0, 1, 1, 1, 1, 1, 1, 0}, {0, 1, 1, 1, 1, 1, 1, 0}, {0, 1, 1, 1, 1, 1, 1, 0}, {0, 0, 0, 0, 0, 1, 1, 0}, {1, 1, 0, 0, 0, 0, 0, 0}, }; static uint[,] available_maps4x4 = { {0, 0, 0, 0}, {0, 1, 1, 0}, {0, 1, 1, 0}, {0, 0, 0, 0}, }; static uint[,] available_maps3x3 = { {0, 0, 0}, {0, 1, 0}, {0, 0, 0}, }; static uint[,] available_maps2x2 = { {1, 1}, {0, 0}, }; static uint[,] available_maps_137 = { {0, 0, 0, 0, 0, 0}, {0, 1, 1, 1, 0, 0}, {0, 0, 0, 0, 0, 0}, }; static uint[,] available_maps_161 = { {0, 0, 0, 0}, {0, 1, 1, 0}, {0, 0, 0, 0}, }; static uint[,] available_maps_162 = { {0, 0, 0, 0}, {0, 1, 1, 0}, {0, 0, 0, 0}, }; static uint[,] available_maps_163 = { {0, 0, 0, 0}, {0, 1, 1, 0}, {0, 1, 0, 0}, {0, 0, 0, 0}, }; //[Flags] public static class CDR_EVN { public const int CDR_BRUSH = 0x1, CDR_TERRAIN = 0x2, CDR_WATER = 0x4; } static LayerMask UsedMask_Ground() => TerrainMask; public static bool CollideWithEnv(ref env_trace_t pEnvTrc) { pEnvTrc.fFraction = 100.0f; pEnvTrc.bStartSolid = false; pEnvTrc.dwClsFlag = 0; Vector3 vStart = EC_Utility.ToVector3(pEnvTrc.vStart); Vector3 vExt = EC_Utility.ToVector3(pEnvTrc.vExt); Vector3 vDelta = EC_Utility.ToVector3(pEnvTrc.vDelta); Vector3 vTerStart = EC_Utility.ToVector3(pEnvTrc.vTerStart); Vector3 dir = Vector3.zero; if ((pEnvTrc.dwCheckFlag & CDR_EVN.CDR_BRUSH) == CDR_EVN.CDR_BRUSH) { dir = vStart + vDelta; if (Physics.BoxCast(vStart, vExt, dir, out RaycastHit hit, Quaternion.identity, vDelta.magnitude, 1 << 7)) { pEnvTrc.fFraction = (hit.distance - vExt.x) / vDelta.magnitude; pEnvTrc.vHitNormal = EC_Utility.ToA3DVECTOR3(hit.normal); pEnvTrc.dwClsFlag = CDR_EVN.CDR_BRUSH; } else { pEnvTrc.fFraction = 1f; } } if ((pEnvTrc.dwCheckFlag & CDR_EVN.CDR_TERRAIN) == CDR_EVN.CDR_TERRAIN) { float fFractionTerrain = 0f; dir = vDelta; if (Physics.Raycast(vTerStart, dir.normalized, out RaycastHit hit, vDelta.magnitude, 1 << 6)) { fFractionTerrain = (hit.distance) / vDelta.magnitude; pEnvTrc.vHitNormal = EC_Utility.ToA3DVECTOR3(hit.normal); pEnvTrc.dwClsFlag = CDR_EVN.CDR_TERRAIN; } else { fFractionTerrain = 1f; } if (fFractionTerrain < pEnvTrc.fFraction) { pEnvTrc.fFraction = fFractionTerrain; } } if ((pEnvTrc.dwCheckFlag & CDR_EVN.CDR_WATER) == CDR_EVN.CDR_WATER) { float fFraction = 0f; A3DVECTOR3 vWatNormal = new A3DVECTOR3(); bool bStart = false; //@todo : TBD: use center or foot? By Kuiwu[10/10/2005] //if (CollideWithWater(pEnvTrc.vWatStart, pEnvTrc.vDelta, pEnvTrc.bWaterSolid, ref fFraction, ref vWatNormal, ref bStart) // && fFraction < pEnvTrc.fFraction) //{ // pEnvTrc.fFraction = fFraction; // pEnvTrc.vHitNormal = vWatNormal; // pEnvTrc.bStartSolid = bStart; // pEnvTrc.dwClsFlag = CDR_EVN.CDR_WATER; // //# ifdef CDR_DEBUG // // A3DVECTOR3 vHitPos(pEnvTrc.vWatStart +pEnvTrc.vDelta * fFraction); // // sprintf(msg, "collide water, fraction %f pos %f %f %f \n", fFraction, vHitPos.x, vHitPos.y, vHitPos.z); // // OUTPUT_DEBUG_INFO(msg); // //#endif //} } return (pEnvTrc.fFraction < 1.0f + 1E-4f); } // == Thay RetrieveSupportPlane (C++) bằng Raycast xuống == static bool DoGroundProbe(Vector3 vStart, Vector3 vExt, float fDeltaY, LayerMask mask, out Vector3 vEnd, out Vector3 vHitNormal, out bool bSupport, float skin = 0.01f) { vEnd = vStart; vHitNormal = Vector3.zero; bSupport = false; float dist = fDeltaY + vExt.y;//Mathf.Max(fDeltaY, 0f) + vExt.y; Vector3 origin = vStart /*+ Vector3.down * vExt.y*/; int countHits = Physics.RaycastNonAlloc(origin, Vector3.down, hits, dist, mask); if (countHits > 0) { vHitNormal = hits[0].normal; vEnd = new Vector3(vStart.x, hits[0].point.y + vExt.y, vStart.z); bSupport = (vHitNormal.y >= 0f); return true; } return true; } // ======= STATIC OnGroundMove – GIỮ NGUYÊN VAI TRÒ TOÀN CỤC (C API) ======= public static void OnGroundMove(ref CDR_INFO CDRInfo) { CDRInfo.fMoveDist = 0.0f; bool bFreeFall = (CDRInfo.vTPNormal.y < CDRInfo.fSlopeThresh); if (CDRInfo.fYVel < VEL_EPSILON && CDRInfo.fYVel > -VEL_EPSILON && CDRInfo.fSpeed < VEL_EPSILON && CDRInfo.fSpeed > -VEL_EPSILON && !bFreeFall) return; float fYVel = CDRInfo.fYVel; bool bJump = (fYVel > 0.5f); Vector3 vVelocity = CDRInfo.fSpeed * EC_Utility.ToVector3(CDRInfo.vXOZVelDir) + fYVel * Vector3.up; if (bFreeFall) { vVelocity += -CDRInfo.fGravityAccel * CDRInfo.t * Vector3.up; fYVel += -CDRInfo.fGravityAccel * CDRInfo.t; } A3DVECTOR3 vVelDir = EC_Utility.ToA3DVECTOR3(vVelocity); float fVelSpeed = vVelDir.Normalize(); if (!bFreeFall) { if (fVelSpeed > VEL_MAX_SPEED) { fVelSpeed = VEL_MAX_SPEED; } } vVelocity = EC_Utility.ToVector3(vVelDir) * fVelSpeed; float dtp = DotProduct(vVelDir, CDRInfo.vTPNormal); if (dtp < 0f || !bJump) { vVelocity = EC_Utility.ToVector3((vVelDir -(CDRInfo.vTPNormal) * dtp - (CDRInfo.vTPNormal) * dtp * 0.01f) * fVelSpeed); } CDRInfo.vAbsVelocity = EC_Utility.ToA3DVECTOR3(vVelocity); Vector3 vStart = EC_Utility.ToVector3(CDRInfo.vCenter); Vector3 vExt = EC_Utility.ToVector3(CDRInfo.vExtent); float fTime = CDRInfo.t; Vector3 vDelta, vNormal = Vector3.zero, vFinalPos = vStart; bool bPull = false; bool bTryPull = false; int nTry = 0; LayerMask mask = UsedMask_Ground(); env_trace_t trcInfo = new env_trace_t(); trcInfo.dwCheckFlag = CDR_EVN.CDR_TERRAIN | CDR_EVN.CDR_BRUSH; trcInfo.vExt = CDRInfo.vExtent; int countHits = 0; while (nTry < 1) { vDelta = vVelocity * (fTime); float fDeltaDist = vDelta.magnitude; Vector3 posFoot = vStart - Vector3.up * vExt.y; vFinalPos = vStart; if (fDeltaDist < DIST_EPSILON) break; countHits = Physics.RaycastNonAlloc(vStart, (Vector3.down * vExt.y).normalized, hits, vExt.y, mask); if (countHits > 0) { if (hits[0].point.y >= posFoot.y) { posFoot.y = hits[0].point.y; } } //Debug.LogError("fDeltaDist = " + fDeltaDist + " vVelocity = " + vVelocity + " fTime = " + fTime + " speed = " + (fDeltaDist / fTime) + " posFoot + vDelta = " + (posFoot + vDelta) + " posFoot = " + posFoot); countHits = Physics.RaycastNonAlloc(posFoot, (posFoot + vDelta).normalized, hits, fDeltaDist, mask); bool bClear = !(countHits > 0); nTry++; if (bClear || (countHits > 0 && Vector3.Distance(hits[0].point, posFoot) < 0.0009f)) // Is 0.0009f the tolerance used to check if two points are the same? { vFinalPos = vStart + vDelta; CDRInfo.fMoveDist += fDeltaDist; break; } vStart = hits[0].point + Vector3.up * vExt.y; vFinalPos = vStart; countHits = Physics.RaycastNonAlloc(vStart, (Vector3.down).normalized, hits, vExt.y, mask); if (countHits > 0) { vNormal = hits[0].normal; } else { vNormal = Vector3.zero; } // Step-up (giữ tinh thần bản gốc) if (!bFreeFall && !bTryPull && !bJump) { posFoot = vStart - Vector3.up * vExt.y; countHits = Physics.RaycastNonAlloc(vStart, (vStart + Vector3.down).normalized, hits, vExt.y, mask); if (countHits > 0) { if (hits[0].point.y > posFoot.y) { posFoot.y = hits[0].point.y; } } countHits = Physics.RaycastNonAlloc(posFoot, (Vector3.up).normalized, hits, CDRInfo.fStepHeight, mask); bPull = !(countHits > 0); if (bPull) { vStart += Vector3.up * CDRInfo.fStepHeight; posFoot = vStart - Vector3.up * vExt.y; fDeltaDist = (vVelocity.normalized).magnitude; countHits = Physics.RaycastNonAlloc(posFoot, (posFoot + vVelocity).normalized, hits, fDeltaDist, mask); bool bMove = !(countHits > 0); if (!bMove) { fDeltaDist *= Vector3.Distance(vFinalPos, (hits[0].point + Vector3.up * vExt.y)) / fDeltaDist; vFinalPos = hits[0].point + Vector3.up * vExt.y; } else { vFinalPos += vDelta; } if (fDeltaDist < (vExt.x * vExt.x * 4)) { vFinalPos.y -= CDRInfo.fStepHeight; bPull = false; } } bTryPull = true; } if (!bPull) { fVelSpeed = Normalize(EC_Utility.ToA3DVECTOR3(vVelocity), ref vVelDir); fVelSpeed *= (1 - nTry * 0.1f); dtp = Vector3.Dot(vNormal, EC_Utility.ToVector3(vVelDir)); float fRelSpeed = Mathf.Min(fVelSpeed, 5.0f); if (dtp >= 0f && dtp < 1e-4f) { vVelocity += vNormal * VEL_REFLECT * fRelSpeed; } else { vVelocity = (EC_Utility.ToVector3(vVelDir) - vNormal * dtp) * fVelSpeed - vNormal * dtp * VEL_REFLECT * fRelSpeed; } if (fYVel > VEL_EPSILON) { if (vNormal.y >= CDRInfo.fSlopeThresh || vNormal.y < -NORMAL_EPSILON) { fYVel = 0f; } } else if (fYVel < -VEL_EPSILON) { if (vNormal.y >= CDRInfo.fSlopeThresh) { fYVel = 0f; } } } } // “vertical ground trace” – thay RetrieveSupportPlane Vector3 vTPNormal = Vector3.zero; Vector3 vFinal = vFinalPos; //mask = BrushMask; float downDist = 0.3f; if (bPull) downDist = CDRInfo.fStepHeight + 0.1f; if (bJump) downDist = 0.0f; if (downDist > 0f) { if (!DoGroundProbe(vFinalPos, vExt, downDist, mask, out Vector3 vEnd, out Vector3 groundNormal, out bool bSupport)) { CDRInfo.fMoveDist = 0f; CDRInfo.vTPNormal = new A3DVECTOR3(0, 1, 0); return; } if (bSupport) { vFinal = vEnd; if (!bJump) { vTPNormal = groundNormal; } } } if ((vTPNormal.y >= CDRInfo.fSlopeThresh && fYVel < 0.0f) || (!bJump && fYVel > 0.0f)) { fYVel = 0.0f; } vDelta = vFinalPos - EC_Utility.ToVector3(CDRInfo.vCenter); CDRInfo.fMoveDist = vDelta.magnitude; CDRInfo.vCenter = EC_Utility.ToA3DVECTOR3(vFinal); CDRInfo.fYVel = fYVel; CDRInfo.vTPNormal = EC_Utility.ToA3DVECTOR3(vTPNormal); } // Get normalize static float Normalize(A3DVECTOR3 vIn, ref A3DVECTOR3 vOut) { float fMag = vIn.Magnitude(); if (fMag < 1e-6 && fMag > -1e-6) { vOut.Clear(); fMag = 0.0f; } else { float f = 1.0f / fMag; vOut = vIn * f; } return fMag; } static bool SegmentTriangleIntersect(A3DVECTOR3 vStart, A3DVECTOR3 vDelta, A3DVECTOR3[] vert, ref float fFraction, bool bCull) { float dist = 0f; A3DVECTOR3 vDir = new A3DVECTOR3(vDelta); dist = vDir.Normalize(); if (dist < 1E-5f) { //assert(0 && "too small dist!"); fFraction = 0.0f; return true; } float t = 0f, u = 0f, v = 0f; if (RayTriangleIntersect(vStart, vDir, vert, ref t, ref u, ref v, bCull) && (t >= 0.0f) && (t <= dist)) { //fFraction = t/dist; //fFraction = a_Max( 0.0f, fFraction -1E-4f); //put back fFraction = (t - 5E-4f) / dist; AAssist.a_ClampFloor(ref fFraction, 0.0f); return true; } return false; } static bool RayTriangleIntersect(A3DVECTOR3 vOrigin, A3DVECTOR3 vDir, A3DVECTOR3[] vert, ref float t, ref float u, ref float v, bool bCull) { // find vectors for two edges sharing vert0 A3DVECTOR3 edge1 = vert[1] - vert[0]; A3DVECTOR3 edge2 = vert[2] - vert[0]; // begin calculating determinant - also used to calculate U parameter A3DVECTOR3 pvec = A3DVECTOR3.CrossProduct(vDir, edge2); // if determinant is near zero, ray lies in plane of triangle float det = A3DVECTOR3.DotProduct(edge1, pvec); if (bCull) { if (det < LOCAL_EPSILON) return false; // From here, det is > 0. // Calculate distance from vert0 to ray origin A3DVECTOR3 tvec = vOrigin - vert[0]; // Calculate U parameter and test bounds u = A3DVECTOR3.DotProduct(tvec, pvec); if ((u < 0.0f) || (u > det)) return false; // prepare to test V parameter A3DVECTOR3 qvec = A3DVECTOR3.CrossProduct(tvec, edge1); // calculate V parameter and test bounds v = A3DVECTOR3.DotProduct(vDir, qvec); if ((v < 0.0f) || (u + v > det)) return false; // calculate t, ray intersects triangle t = A3DVECTOR3.DotProduct(edge2, qvec); // Det > 0 so we can early exit here // Intersection point is valid if distance is positive // (else it can just be a face behind the orig point) if (t < 0.0f) { return false; } float OneOverDet = 1.0f / det; t *= OneOverDet; u *= OneOverDet; v *= OneOverDet; } else { if (det > -LOCAL_EPSILON && det < LOCAL_EPSILON) return false; float OneOverDet = 1.0f / det; // Calculate distance from vert0 to ray origin A3DVECTOR3 tvec = vOrigin - vert[0]; // calculate U parameter and test bounds u = A3DVECTOR3.DotProduct(tvec, pvec) * OneOverDet; if ((u < 0.0f) || (u > 1.0f)) return false; // prepare to test V parameter A3DVECTOR3 qvec = A3DVECTOR3.CrossProduct(tvec, edge1); // calculate V parameter and test bounds v = A3DVECTOR3.DotProduct(vDir, qvec) * OneOverDet; if ((v < 0.0f) || (u + v > 1.0f)) return false; // calculate t, ray intersects triangle t = A3DVECTOR3.DotProduct(edge2, qvec) * OneOverDet; } return true; } public static bool CollideWithTerrain(A3DVECTOR3 vStart, A3DVECTOR3 vDelta, ref float fFraction, ref A3DVECTOR3 vHitNormal, ref bool bStart) { CECWorld pWorld = CECWorld.Instance; //g_pGame.GetGameRun().GetWorld(); A3DTerrain2 pTerrain = pWorld.GetTerrain(); bStart = false; float h1 = pTerrain.GetPosHeight(vStart, ref vHitNormal); if (h1 > vStart.y + 1E-4f) {//start under terrain bStart = true; fFraction = 0.0f; return true; } int nWid, nHei; // in grid, 2 meters float fMag = vDelta.Magnitude(); nWid = (int)Math.Ceiling(fMag / 2.0f); nWid = Math.Max(3, nWid); nHei = nWid; int nTriangles = nWid * nHei * 2; A3DVECTOR3[] pVerts = new A3DVECTOR3[(nWid + 1) * (nHei + 1)]; //assert(pVerts != NULL); //memset(pVerts, 0, sizeof(A3DVECTOR3)* (nWid + 1) * (nHei + 1)); WORD[] pIndices = new WORD[nTriangles * 3]; //assert(pIndices != NULL); //memset(pIndices, 0, sizeof(WORD)* nTriangles * 3); if (!pTerrain.GetFacesOfArea(vStart, nWid, nHei, ref pVerts, ref pIndices)) { //a_freetemp(pVerts); // a_freetemp(pIndices); return false; } int i; A3DVECTOR3[] vert = new A3DVECTOR3[3]; //@note : Here init the fraction. By Kuiwu[9/10/2005] fFraction = 100.0f; float tmpFraction = fFraction; for (i = 0; i < nTriangles; i++) { vert[0] = pVerts[pIndices[i * 3]]; vert[1] = pVerts[pIndices[i * 3 + 1]]; vert[2] = pVerts[pIndices[i * 3 + 2]]; //A3DVECTOR3 vPt; //@note: Tomas Moller's JGT code : By Kuiwu[9/10/2005] //@note: discard the engine version because it put back the hit point too much. By Kuiwu[13/10/2005] // if(CLS_RayToTriangle(vStart, vDelta, *vert[0], *vert[1], *vert[2], vPt, true, &tmpFraction) // && (tmpFraction <= 1.0f) && (tmpFraction < fFraction)) if (SegmentTriangleIntersect(vStart, vDelta, vert, ref tmpFraction, true) && (tmpFraction < fFraction)) { //get the triangle normal A3DVECTOR3 vEdge1 = vert[1] - vert[0]; A3DVECTOR3 vEdge2 = vert[2] - vert[0]; vHitNormal = A3DVECTOR3.CrossProduct(vEdge1, vEdge2); vHitNormal.Normalize(); //@note : may be redundant, but to assure. By Kuiwu[17/10/2005] A3DVECTOR3 vDir = new A3DVECTOR3(); A3DVECTOR3.Normalize(vDelta, out vDir); if (A3DVECTOR3.DotProduct(vHitNormal, vDir) > 0.01f) {//leave the hit plane //assert(0 && "hit a plane with same direction!"); continue; } fFraction = Math.Max(0.0f, tmpFraction); } } //a_freetemp(pVerts); // a_freetemp(pIndices); return (fFraction <= 1.0f); } public static bool AABBCollideWithBrush(ref BrushTraceInfo pInfo) { //TO DO: fix later return false; //CECWorld pWorld = CECWorld.Instance; //g_pGame.GetGameRun().GetWorld(); //CECOrnamentMan pOrnMan = pWorld.GetOrnamentMan(); //bool bBrush = pOrnMan.TraceWithBrush(ref pInfo); //BrushTraceInfo info = pInfo; //CECMatterMan pMatterMan = pWorld.GetMatterMan(); //if (pMatterMan.TraceWithBrush(ref info) && info.fFraction < pInfo.fFraction) //{ // pInfo = info; // bBrush = true; //} //info = pInfo; //CECNPCMan pNPCMan = pWorld.GetNPCMan(); //if (pNPCMan.TraceWithBrush(ref info) && info.fFraction < pInfo.fFraction) //{ // pInfo = info; // bBrush = true; //} //return bBrush; } public static void OnAirMove(ref ON_AIR_CDR_INFO awmInfo) { //assert(0 && "Not ready yet"); if (awmInfo.bOnAir) { AirMove(ref awmInfo); } else { WaterMove(ref awmInfo); } } static void AirMove(ref ON_AIR_CDR_INFO awmInfo) { float DIST_EPSILON = 1e-4f; int MAX_TRY = 1; float VEL_REFLECT = 0.0f; float fTime = awmInfo.t; //@todo : is it necessary to clamp the speed? By Kuiwu[20/9/2005] float fSpeed = awmInfo.fSpeed; if (fSpeed * fTime < DIST_EPSILON) { //@todo : set the output param. By Kuiwu[20/9/2005] return; } A3DVECTOR3 vStart = new A3DVECTOR3(awmInfo.vCenter); A3DVECTOR3 vExt = new A3DVECTOR3(awmInfo.vExtent); A3DVECTOR3 vVelDir = new A3DVECTOR3(awmInfo.vVelDir); float dtp = 0f; A3DVECTOR3 vVelocity = new A3DVECTOR3(vVelDir * fSpeed); if ((dtp = A3DVECTOR3.DotProduct(vVelDir, awmInfo.vTPNormal)) < 0.0f) { //vVelocity = (vVelDir - awmInfo.vTPNormal * dtp - awmInfo.vTPNormal*dtp * 0.01f) * fSpeed; vVelocity = (vVelDir - awmInfo.vTPNormal * dtp) * fSpeed; } A3DVECTOR3 vDelta = new A3DVECTOR3(vVelocity * fTime), vNormal = new A3DVECTOR3(), vFinalPos = new A3DVECTOR3(vStart); int nTry = 0; bool bClear = true; env_trace_t trcInfo = new env_trace_t(); trcInfo.bWaterSolid = true; trcInfo.dwCheckFlag = CDR_EVN.CDR_TERRAIN | CDR_EVN.CDR_BRUSH | CDR_EVN.CDR_WATER; trcInfo.vExt = vExt; RaycastHit hit; while (nTry < MAX_TRY) { if (vDelta.SquaredMagnitude() < DIST_EPSILON) { break; } trcInfo.vStart = vStart; trcInfo.vDelta = vDelta; trcInfo.vTerStart = vStart; trcInfo.vTerStart.y -= vExt.y; trcInfo.vWatStart = vStart; trcInfo.vWatStart.y -= vExt.y; //bClear = !CollideWithEnv(&trcInfo); bClear = !Physics.BoxCast(EC_Utility.ToVector3(vStart), EC_Utility.ToVector3(vExt), EC_Utility.ToVector3(vStart + vVelDir).normalized, out hit, Quaternion.identity, EC_Utility.ToVector3(vDelta).magnitude, UsedMask_Ground()); ++nTry; if (bClear) { vFinalPos = vStart + vDelta; } else { vFinalPos = EC_Utility.ToA3DVECTOR3(hit.point); vNormal = EC_Utility.ToA3DVECTOR3(hit.normal); } //vStart += vDelta * trcInfo.fFraction; //vFinalPos = vStart; //fTime -= fTime * trcInfo.fFraction; //vNormal = trcInfo.vHitNormal; //fSpeed = A3DVECTOR3.Normalize(vVelocity,out vVelDir); //fSpeed *= (1 - nTry * 0.1f); //dtp = A3DVECTOR3.DotProduct(vNormal, vVelDir); //vVelocity = (vVelDir - vNormal * dtp - vNormal * dtp * VEL_REFLECT) * fSpeed; //vDelta = vVelocity * fTime; } //@note : prevent moving to the invalid area. By Kuiwu[20/9/2005] if (!IsPosInAvailableMap(vFinalPos)) { //@todo : set some flag to notify the caller? By Kuiwu[20/9/2005] return; } //too high if (vFinalPos.y > FLY_MAX_HEIGHT - 2.0f) { return; } //see if meet height thresh Vector3 posVStart = EC_Utility.ToVector3(vFinalPos); float fDeltaY = awmInfo.fHeightThresh + 0.1f; if (!Physics.Raycast(posVStart, (posVStart + Vector3.down * fDeltaY).normalized, out hit, fDeltaY, UsedMask_Ground())) { awmInfo.vCenter = vFinalPos; awmInfo.vTPNormal = vNormal; return; } else { vFinalPos = EC_Utility.ToA3DVECTOR3(hit.point); vNormal = EC_Utility.ToA3DVECTOR3(hit.normal); awmInfo.vCenter = vFinalPos; awmInfo.vTPNormal = vNormal; } } static void WaterMove(ref ON_AIR_CDR_INFO awmInfo) { } ////////////////////////////////////////////////////////////////////////// // Note by wenfeng, 05-09-16 // This function is only for the Big world but not applicable for the // Instance world! // ////////////////////////////////////////////////////////////////////////// static bool IsPosInAvailableMap(A3DVECTOR3 vPos) { float x, z; int su, sv; //bool bFlag = true; CECWorld pWorld = EC_Game.GetGameRun().GetWorld(); if (pWorld != null) { int idInst = pWorld.GetInstanceID(); CECInstance pInst = EC_Game.GetGameRun().GetInstance(idInst); if (pInst == null) return false; x = vPos.x + pInst.GetColNum() * 512.0f; z = pInst.GetRowNum() * 512.0f - vPos.z; su = (int)(x / 1024.0f); sv = (int)(z / 1024.0f); if (su >= pInst.GetColNum() || su < 0 || sv >= pInst.GetRowNum() || sv < 0) return false; switch (idInst) { case 1: return available_maps[sv, su] != 0 && vPos.x <= 3877.0f; // ½ûÖ¹ëÊ×åÁÙ½ü¿´µ½µØÍ¼±ßÔµ case 121: case 122: return available_maps4x4[sv, su] != 0 ? true : false; case 118: case 119: case 120: case 123: case 125: return available_maps3x3[sv, su] != 0 ? true : false; case 134: return available_maps2x2[sv, su] != 0 ? true : false; case 137: return available_maps_137[sv, su] != 0 ? true : false; case 161: return available_maps_161[sv, su] != 0; case 162: return available_maps_162[sv, su] != 0 ? true : false; case 163: return available_maps_163[sv, su] != 0 ? true : false; default: return true; } } else return true; } static float DotProduct(A3DVECTOR3 v1, A3DVECTOR3 v2) { return v1.x* v2.x + v1.y* v2.y + v1.z* v2.z; } } public struct OtherPlayer_Move_Info { // Bounding sphere of avator public A3DVECTOR3 vCenter; public A3DVECTOR3 vExts; public float fStepHeight; public A3DVECTOR3 vVelocity; public float t; public bool bTraceGround; // Whether trace the ground public bool bTestTrnOnly; // Trace terrain only public A3DVECTOR3 vecGroundNormal; // if bTraceGround is true, this will contain the ground normal when returned }; //@desc :used to trace the environment, brush&terrain&water By Kuiwu[8/10/2005] public struct env_trace_t { public A3DVECTOR3 vStart; // brush start public A3DVECTOR3 vExt; public A3DVECTOR3 vDelta; public A3DVECTOR3 vTerStart; public A3DVECTOR3 vWatStart; public uint dwCheckFlag; public bool bWaterSolid; public float fFraction; public A3DVECTOR3 vHitNormal; public bool bStartSolid; //start in solid public uint dwClsFlag; //collision flag }; // for on-air move case //@note : change to AABB. By Kuiwu[22/9/2005] public struct ON_AIR_CDR_INFO { public A3DVECTOR3 vCenter; public A3DVECTOR3 vExtent; // Hold a height from the surface of terrain or building public float fHeightThresh; // Velocity Info public A3DVECTOR3 vVelDir; public float fSpeed; // time span ( sec ) public float t; //@note : SlopeThresh seems useless on air or under water. By Kuiwu[22/9/2005] // Slope Thresh //float fSlopeThresh; // Distance Thresh under the water surface public float fUnderWaterDistThresh; public A3DVECTOR3 vTPNormal; // On air or water, true if on air, false for on water case. public bool bOnAir; // After the move action is done, If the fHeightThresh // still be satisfied, bMeetHeightThresh is set to true. public bool bMeetHeightThresh; }; }