[11820] implement OrientationFixed splineflag, correct OrientationInversed flag meaning. Add possibility to play landing, liftoff animation at arrive. Thanks to TOM_RUS for AnimType research

This commit is contained in:
SilverIce 2011-10-14 14:50:00 +03:00
parent d62061f423
commit 59f8716542
10 changed files with 64 additions and 34 deletions

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@ -46,7 +46,6 @@
#include "GridNotifiersImpl.h" #include "GridNotifiersImpl.h"
#include "CellImpl.h" #include "CellImpl.h"
#include "movement/MoveSplineInit.h" #include "movement/MoveSplineInit.h"
#include "movement/MoveSpline.h"
// apply implementation of the singletons // apply implementation of the singletons
#include "Policies/SingletonImp.h" #include "Policies/SingletonImp.h"

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@ -475,7 +475,7 @@ void MotionMaster::MoveJump(float x, float y, float z, float horizontalSpeed, fl
{ {
Movement::MoveSplineInit init(*m_owner); Movement::MoveSplineInit init(*m_owner);
init.MoveTo(x,y,z); init.MoveTo(x,y,z);
init.SetParabolic(max_height,0,false); init.SetParabolic(max_height,0);
init.SetVelocity(horizontalSpeed); init.SetVelocity(horizontalSpeed);
init.Launch(); init.Launch();
Mutate(new EffectMovementGenerator(id)); Mutate(new EffectMovementGenerator(id));

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@ -35,6 +35,7 @@ Location MoveSpline::ComputePosition() const
if (seg_time > 0) if (seg_time > 0)
u = (time_passed - spline.length(point_Idx)) / (float)seg_time; u = (time_passed - spline.length(point_Idx)) / (float)seg_time;
Location c; Location c;
c.orientation = initialOrientation;
spline.evaluate_percent(point_Idx, u, c); spline.evaluate_percent(point_Idx, u, c);
if (splineflags.animation) if (splineflags.animation)
@ -54,11 +55,14 @@ Location MoveSpline::ComputePosition() const
} }
else else
{ {
Vector3 hermite; if (!splineflags.hasFlag(MoveSplineFlag::OrientationFixed|MoveSplineFlag::Falling))
spline.evaluate_derivative(point_Idx,u,hermite); {
c.orientation = atan2(hermite.y, hermite.x); Vector3 hermite;
spline.evaluate_derivative(point_Idx,u,hermite);
c.orientation = atan2(hermite.y, hermite.x);
}
if (splineflags.backward) if (splineflags.orientationInversed)
c.orientation = -c.orientation; c.orientation = -c.orientation;
} }
return c; return c;
@ -161,6 +165,7 @@ void MoveSpline::Initialize(const MoveSplineInitArgs& args)
facing = args.facing; facing = args.facing;
m_Id = args.splineId; m_Id = args.splineId;
point_Idx_offset = args.path_Idx_offset; point_Idx_offset = args.path_Idx_offset;
initialOrientation = args.initialOrientation;
time_passed = 0; time_passed = 0;
vertical_acceleration = 0.f; vertical_acceleration = 0.f;
@ -182,7 +187,7 @@ void MoveSpline::Initialize(const MoveSplineInitArgs& args)
} }
MoveSpline::MoveSpline() : m_Id(0), time_passed(0), MoveSpline::MoveSpline() : m_Id(0), time_passed(0),
vertical_acceleration(0.f), effect_start_time(0), point_Idx(0), point_Idx_offset(0) vertical_acceleration(0.f), effect_start_time(0), point_Idx(0), point_Idx_offset(0), initialOrientation(0.f)
{ {
splineflags.done = true; splineflags.done = true;
} }

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@ -63,6 +63,7 @@ namespace Movement
//float duration_mod; //float duration_mod;
//float duration_mod_next; //float duration_mod_next;
float vertical_acceleration; float vertical_acceleration;
float initialOrientation;
int32 effect_start_time; int32 effect_start_time;
int32 point_Idx; int32 point_Idx;
int32 point_Idx_offset; int32 point_Idx_offset;

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@ -42,7 +42,7 @@ namespace Movement
Parabolic = 0x00000800, // Affects elevation computation, can't be combined with Falling flag Parabolic = 0x00000800, // Affects elevation computation, can't be combined with Falling flag
Walkmode = 0x00001000, Walkmode = 0x00001000,
Flying = 0x00002000, // Smooth movement(Catmullrom interpolation mode), flying animation Flying = 0x00002000, // Smooth movement(Catmullrom interpolation mode), flying animation
Knockback = 0x00004000, // Model orientation fixed OrientationFixed = 0x00004000, // Model orientation fixed
Final_Point = 0x00008000, Final_Point = 0x00008000,
Final_Target = 0x00010000, Final_Target = 0x00010000,
Final_Angle = 0x00020000, Final_Angle = 0x00020000,
@ -55,7 +55,7 @@ namespace Movement
Unknown6 = 0x01000000, Unknown6 = 0x01000000,
Unknown7 = 0x02000000, Unknown7 = 0x02000000,
Unknown8 = 0x04000000, Unknown8 = 0x04000000,
Backward = 0x08000000, OrientationInversed = 0x08000000,
Unknown10 = 0x10000000, Unknown10 = 0x10000000,
Unknown11 = 0x20000000, Unknown11 = 0x20000000,
Unknown12 = 0x40000000, Unknown12 = 0x40000000,
@ -88,6 +88,7 @@ namespace Movement
uint8 getAnimationId() const { return animId;} uint8 getAnimationId() const { return animId;}
bool hasAllFlags(uint32 f) const { return (raw() & f) == f;} bool hasAllFlags(uint32 f) const { return (raw() & f) == f;}
bool hasFlag(uint32 f) const { return (raw() & f) != 0;}
uint32 operator & (uint32 f) const { return (raw() & f);} uint32 operator & (uint32 f) const { return (raw() & f);}
uint32 operator | (uint32 f) const { return (raw() | f);} uint32 operator | (uint32 f) const { return (raw() | f);}
std::string ToString() const; std::string ToString() const;
@ -97,9 +98,9 @@ namespace Movement
void operator &= (uint32 f) { raw() &= f;} void operator &= (uint32 f) { raw() &= f;}
void operator |= (uint32 f) { raw() |= f;} void operator |= (uint32 f) { raw() |= f;}
void EnableAnimation(uint8 anim) { raw() = raw() & ~(Mask_Animations|Falling|Parabolic|Knockback) | Animation|anim;} void EnableAnimation(uint8 anim) { raw() = raw() & ~(Mask_Animations|Falling|Parabolic) | Animation|anim;}
void EnableParabolic() { raw() = raw() & ~(Mask_Animations|Falling|Animation) | Parabolic;} void EnableParabolic() { raw() = raw() & ~(Mask_Animations|Falling|Animation) | Parabolic;}
void EnableFalling() { raw() = raw() & ~(Mask_Animations|Parabolic|Knockback|Animation) | Falling;} void EnableFalling() { raw() = raw() & ~(Mask_Animations|Parabolic|Animation) | Falling;}
void EnableFlying() { raw() = raw() & ~Catmullrom | Flying; } void EnableFlying() { raw() = raw() & ~Catmullrom | Flying; }
void EnableCatmullRom() { raw() = raw() & ~Flying | Catmullrom; } void EnableCatmullRom() { raw() = raw() & ~Flying | Catmullrom; }
void EnableFacingPoint() { raw() = raw() & ~Mask_Final_Facing | Final_Point;} void EnableFacingPoint() { raw() = raw() & ~Mask_Final_Facing | Final_Point;}
@ -113,7 +114,7 @@ namespace Movement
bool parabolic : 1; bool parabolic : 1;
bool walkmode : 1; bool walkmode : 1;
bool flying : 1; bool flying : 1;
bool knockback : 1; bool orientationFixed : 1;
bool final_point : 1; bool final_point : 1;
bool final_target : 1; bool final_target : 1;
bool final_angle : 1; bool final_angle : 1;
@ -126,7 +127,7 @@ namespace Movement
bool unknown6 : 1; bool unknown6 : 1;
bool unknown7 : 1; bool unknown7 : 1;
bool unknown8 : 1; bool unknown8 : 1;
bool backward : 1; bool orientationInversed : 1;
bool unknown10 : 1; bool unknown10 : 1;
bool unknown11 : 1; bool unknown11 : 1;
bool unknown12 : 1; bool unknown12 : 1;

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@ -54,7 +54,7 @@ namespace Movement
{ {
MoveSpline& move_spline = *unit.movespline; MoveSpline& move_spline = *unit.movespline;
Vector3 real_position(unit.GetPositionX(),unit.GetPositionY(),unit.GetPositionZ()); Location real_position(unit.GetPositionX(),unit.GetPositionY(),unit.GetPositionZ(),unit.GetOrientation());
// there is a big chane that current position is unknown if current state is not finalized, need compute it // there is a big chane that current position is unknown if current state is not finalized, need compute it
// this also allows calculate spline position and update map position in much greater intervals // this also allows calculate spline position and update map position in much greater intervals
if (!move_spline.Finalized()) if (!move_spline.Finalized())
@ -68,6 +68,8 @@ namespace Movement
// corrent first vertex // corrent first vertex
args.path[0] = real_position; args.path[0] = real_position;
args.initialOrientation = real_position.orientation;
uint32 moveFlags = unit.m_movementInfo.GetMovementFlags(); uint32 moveFlags = unit.m_movementInfo.GetMovementFlags();
if (args.flags.walkmode) if (args.flags.walkmode)
moveFlags |= MOVEFLAG_WALK_MODE; moveFlags |= MOVEFLAG_WALK_MODE;
@ -103,4 +105,10 @@ namespace Movement
args.flags.EnableFacingTarget(); args.flags.EnableFacingTarget();
args.facing.target = target->GetObjectGuid().GetRawValue(); args.facing.target = target->GetObjectGuid().GetRawValue();
} }
void MoveSplineInit::SetFacing(float angle)
{
args.facing.angle = G3D::wrap(angle, 0.f, (float)G3D::twoPi());
args.flags.EnableFacingAngle();
}
} }

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@ -25,6 +25,14 @@ class Unit;
namespace Movement namespace Movement
{ {
enum AnimType
{
ToGround = 0, // 460 = ToGround, index of AnimationData.dbc
FlyToFly = 1, // 461 = FlyToFly?
ToFly = 2, // 458 = ToFly
FlyToGround = 3, // 463 = FlyToGround
};
/* Initializes and launches spline movement /* Initializes and launches spline movement
*/ */
class MANGOS_DLL_SPEC MoveSplineInit class MANGOS_DLL_SPEC MoveSplineInit
@ -42,7 +50,11 @@ namespace Movement
* @param start_time - delay between movement starting time and beginning to move by parabolic trajectory * @param start_time - delay between movement starting time and beginning to move by parabolic trajectory
* can't be combined with final animation * can't be combined with final animation
*/ */
void SetParabolic(float amplitude, float start_time, bool is_knockback = false); void SetParabolic(float amplitude, float start_time);
/* Plays animation after movement done
* can't be combined with parabolic movement
*/
void SetAnimation(AnimType anim);
/* Adds final facing animation /* Adds final facing animation
* sets unit's facing to specified point/angle after all path done * sets unit's facing to specified point/angle after all path done
@ -84,9 +96,12 @@ namespace Movement
/* Enables falling mode. Disabled by default /* Enables falling mode. Disabled by default
*/ */
void SetFall(); void SetFall();
/* Disabled by default /* Inverses unit model orientation. Disabled by default
*/ */
void SetBackward(); void SetOrientationInversed();
/* Fixes unit's model rotation. Disabled by default
*/
void SetOrientationFixed(bool enable);
/* Sets the velocity (in case you want to have custom movement velocity) /* Sets the velocity (in case you want to have custom movement velocity)
* if no set, speed will be selected based on unit's speeds and current movement mode * if no set, speed will be selected based on unit's speeds and current movement mode
@ -109,7 +124,8 @@ namespace Movement
inline void MoveSplineInit::SetCyclic() { args.flags.cyclic = true;} inline void MoveSplineInit::SetCyclic() { args.flags.cyclic = true;}
inline void MoveSplineInit::SetFall() { args.flags.EnableFalling();} inline void MoveSplineInit::SetFall() { args.flags.EnableFalling();}
inline void MoveSplineInit::SetVelocity(float vel){ args.velocity = vel;} inline void MoveSplineInit::SetVelocity(float vel){ args.velocity = vel;}
inline void MoveSplineInit::SetBackward() { args.flags.backward = true;} inline void MoveSplineInit::SetOrientationInversed() { args.flags.orientationInversed = true;}
inline void MoveSplineInit::SetOrientationFixed(bool enable) { args.flags.orientationFixed = enable;}
inline void MoveSplineInit::MovebyPath(const PointsArray& controls, int32 path_offset) inline void MoveSplineInit::MovebyPath(const PointsArray& controls, int32 path_offset)
{ {
@ -130,18 +146,17 @@ namespace Movement
args.path[1] = dest; args.path[1] = dest;
} }
inline void MoveSplineInit::SetParabolic(float amplitude, float time_shift, bool is_knockback) inline void MoveSplineInit::SetParabolic(float amplitude, float time_shift)
{ {
args.time_perc = time_shift; args.time_perc = time_shift;
args.parabolic_amplitude = amplitude; args.parabolic_amplitude = amplitude;
args.flags.EnableParabolic(); args.flags.EnableParabolic();
args.flags.knockback = is_knockback;
} }
inline void MoveSplineInit::SetFacing(float o) inline void MoveSplineInit::SetAnimation(AnimType anim)
{ {
args.facing.angle = G3D::wrap(o, 0.f, (float)G3D::twoPi()); args.time_perc = 0.f;
args.flags.EnableFacingAngle(); args.flags.EnableAnimation((uint8)anim);
} }
inline void MoveSplineInit::SetFacing(Vector3 const& spot) inline void MoveSplineInit::SetFacing(Vector3 const& spot)

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@ -42,7 +42,7 @@ namespace Movement
struct MoveSplineInitArgs struct MoveSplineInitArgs
{ {
MoveSplineInitArgs(size_t path_capacity = 16) : path_Idx_offset(0), MoveSplineInitArgs(size_t path_capacity = 16) : path_Idx_offset(0),
velocity(0.f), parabolic_amplitude(0.f), time_perc(0.f), splineId(0) velocity(0.f), parabolic_amplitude(0.f), time_perc(0.f), splineId(0), initialOrientation(0.f)
{ {
path.reserve(path_capacity); path.reserve(path_capacity);
} }
@ -55,6 +55,7 @@ namespace Movement
float parabolic_amplitude; float parabolic_amplitude;
float time_perc; float time_perc;
uint32 splineId; uint32 splineId;
float initialOrientation;
/** Returns true to show that the arguments were configured correctly and MoveSpline initialization will succeed. */ /** Returns true to show that the arguments were configured correctly and MoveSpline initialization will succeed. */
bool Validate() const; bool Validate() const;

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@ -155,14 +155,14 @@ namespace Movement
const char * g_SplineFlag_names[32]= const char * g_SplineFlag_names[32]=
{ {
STR(Forward ),// 0x00000001, STR(AnimBit1 ),// 0x00000001,
STR(Backward ),// 0x00000002, STR(AnimBit2 ),// 0x00000002,
STR(Strafe_Left ),// 0x00000004, STR(AnimBit3 ),// 0x00000004,
STR(Strafe_Right ),// 0x00000008, STR(AnimBit4 ),// 0x00000008,
STR(Left ),// 0x00000010, STR(AnimBit5 ),// 0x00000010,
STR(Right ),// 0x00000020, STR(AnimBit6 ),// 0x00000020,
STR(Pitch_Up ),// 0x00000040, STR(AnimBit7 ),// 0x00000040,
STR(Pitch_Down ),// 0x00000080, STR(AnimBit8 ),// 0x00000080,
STR(Done ),// 0x00000100, STR(Done ),// 0x00000100,
STR(Falling ),// 0x00000200, // Not Compartible With Trajectory Movement STR(Falling ),// 0x00000200, // Not Compartible With Trajectory Movement
STR(No_Spline ),// 0x00000400, STR(No_Spline ),// 0x00000400,
@ -182,7 +182,7 @@ namespace Movement
STR(Unknown6 ),// 0x01000000, STR(Unknown6 ),// 0x01000000,
STR(Unknown7 ),// 0x02000000, STR(Unknown7 ),// 0x02000000,
STR(Unknown8 ),// 0x04000000, STR(Unknown8 ),// 0x04000000,
STR(Backward ),// 0x08000000, // Appears With Walkmode Flag, Nodes ),// 1, Handles Orientation STR(OrientationInversed ),// 0x08000000, // Appears With Runmode Flag, Nodes ),// 1, Handles Orientation
STR(Unknown10 ),// 0x10000000, STR(Unknown10 ),// 0x10000000,
STR(Unknown11 ),// 0x20000000, STR(Unknown11 ),// 0x20000000,
STR(Unknown12 ),// 0x40000000, STR(Unknown12 ),// 0x40000000,

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@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__ #ifndef __REVISION_NR_H__
#define __REVISION_NR_H__ #define __REVISION_NR_H__
#define REVISION_NR "11819" #define REVISION_NR "11820"
#endif // __REVISION_NR_H__ #endif // __REVISION_NR_H__