コード例 #1
0
ファイル: AnimatedModel.cs プロジェクト: schmittens/Lemma
 public void Stop(params string[] clips)
 {
     if (clips.Length == 0)
     {
         for (int i = 0; i < this.CurrentClips.Count; i++)
         {
             SkinnedModel.Clip clip = this.CurrentClips[i];
             if (!clip.Stopping)
             {
                 clip.Stopping  = true;
                 clip.BlendTime = Math.Max(clip.BlendTotalTime - clip.BlendTime, 0.0f);
             }
         }
     }
     else
     {
         for (int i = 0; i < clips.Length; i++)
         {
             string            clipName = clips[i];
             SkinnedModel.Clip clip;
             if (this.skinningData.Clips.TryGetValue(clipName, out clip))
             {
                 if (clip.Active && !clip.Stopping)
                 {
                     clip.Stopping  = true;
                     clip.BlendTime = Math.Max(clip.BlendTotalTime - clip.BlendTime, 0.0f);
                 }
             }
         }
     }
 }
コード例 #2
0
        public void Bind(AnimatedModel model)
        {
            this.model = model;

            // Filters are in Blender's Z-up coordinate system

            this.model["Mantle"].Speed = 1.3f;
            SkinnedModel.Clip mantle = this.model["Mantle"];
            mantle.GetChannel(this.model.GetBoneIndex("ORG-hips")).Filter = delegate(Matrix m)
            {
                float blend = (float)mantle.CurrentTime.TotalSeconds / (float)mantle.Duration.TotalSeconds;
                m.Translation = new Vector3(0.0f, blend, 2.0f - (MathHelper.Clamp(blend, 0, 1.5f)));
                return(m);
            };
            this.model["TopOut"].Speed = 1.8f;
            this.model["TopOut"].GetChannel(this.model.GetBoneIndex("ORG-hips")).Filter = delegate(Matrix m)
            {
                Vector3 diff = Vector3.Transform(this.relativeVaultStartPosition, this.map.Transform) + new Vector3(0, 0.535f + (this.Crouched ? 0.0f : Character.DefaultTotalHeight - Character.DefaultCrouchedTotalHeight), 0) - this.Position;
                m.Translation += Vector3.Transform(diff, Matrix.CreateRotationY(-this.Rotation) * Matrix.CreateRotationX((float)Math.PI * 0.5f));
                return(m);
            };
            this.model["Vault"].Speed = 1.3f;
            this.model["Vault"].GetChannel(this.model.GetBoneIndex("ORG-hips")).Filter = delegate(Matrix m)
            {
                m.Translation += (Matrix.CreateRotationY(-this.Rotation) * Matrix.CreateRotationX((float)Math.PI * 0.5f) * Matrix.CreateTranslation(0, -1.0f + this.vaultTime * 1.0f, this.initialVerticalDifference - 2.0f - this.vaultTime * 3.0f)).Translation;
                return(m);
            };
        }
コード例 #3
0
ファイル: AnimatedModel.cs プロジェクト: schmittens/Lemma
        public void StartClip(string clipName, int priority = 0, bool loop = false, float blendTime = AnimatedModel.DefaultBlendTime)
        {
            SkinnedModel.Clip clip = this.skinningData.Clips[clipName];

            if (clip.Stopping)
            {
                clip.BlendTime = Math.Max(clip.BlendTotalTime - clip.BlendTime, 0);
            }
            else
            {
                clip.BlendTime = 0.0f;
            }

            clip.BlendTotalTime = blendTime;

            clip.Priority    = priority;
            clip.CurrentTime = TimeSpan.Zero;
            clip.Loop        = loop;
            clip.Stopping    = false;
            clip.Active      = true;

            if (!this.CurrentClips.Contains(clip))
            {
                this.CurrentClips.Add(clip);
            }

            this.CurrentClips.Sort(new Util.LambdaComparer <SkinnedModel.Clip>((x, y) => x.Priority - y.Priority));
        }
コード例 #4
0
        public void Bind(AnimatedModel m)
        {
            this.model           = m;
            this.sprintAnimation = m["Sprint"];
            this.runAnimation    = m["Run"];
            this.fallAnimation   = m["Fall"];

            m["Idle"].GetChannel(m.GetBoneIndex("ORG-spine")).Filter = delegate(Matrix spine)
            {
                float x;
                if (this.idleRotationBlend < 1.0f)
                {
                    x = (this.Rotation - this.idleRotation.ClosestAngle(this.Rotation)) * Math.Max(0.0f, 1.0f - this.idleRotationBlend);
                }
                else if (this.idling)
                {
                    x = this.Rotation - this.idleRotation.ClosestAngle(this.Rotation);
                }
                else
                {
                    x = 0.0f;
                }
                return(spine * Matrix.CreateRotationY(x));
            };

            m["Idle"].GetChannel(m.GetBoneIndex("ORG-hips")).Filter = delegate(Matrix hips)
            {
                float x;
                if (this.idleRotationBlend < 1.0f)
                {
                    x = (this.idleRotation.ClosestAngle(this.Rotation) - this.Rotation) * Math.Max(0.0f, 1.0f - this.idleRotationBlend);
                }
                else if (this.idling)
                {
                    x = this.idleRotation.ClosestAngle(this.Rotation) - this.Rotation;
                }
                else
                {
                    x = 0.0f;
                }
                return(hips * Matrix.CreateRotationZ(x));
            };

            this.relativeHeadBone  = m.GetRelativeBoneTransform("ORG-head");
            m["Swim"].Speed        = 2.0f;
            m["SwimForward"].Speed = 2.0f;
            m["TurnLeft"].Speed    = 2.0f;
            m["TurnRight"].Speed   = 2.0f;

            m["WallRunStraight"].GetChannel(m.GetBoneIndex("ORG-hips")).Filter = delegate(Matrix hips)
            {
                hips.Translation += new Vector3(0, 1, 0);
                return(hips);
            };
        }
コード例 #5
0
ファイル: AnimatedModel.cs プロジェクト: schmittens/Lemma
        /// <summary>
        /// Helper used by the Update method to refresh the BoneTransforms data.
        /// </summary>
        public void UpdateBoneTransforms(TimeSpan elapsedTime)
        {
            for (int i = 0; i < this.skinningData.BindPose.Count; i++)
            {
                this.boneTransforms[i] = this.skinningData.BindPose[i];
            }

            for (int i = 0; i < this.CurrentClips.Count; i++)
            {
                SkinnedModel.Clip clip    = this.CurrentClips[i];
                TimeSpan          newTime = clip.CurrentTime + new TimeSpan((long)((float)elapsedTime.Ticks * clip.Speed));

                List <Callback> callbacks;
                if (this.callbacks.TryGetValue(clip.Name, out callbacks))
                {
                    float currentSeconds = (float)clip.CurrentTime.TotalSeconds;
                    float newSeconds     = (float)newTime.TotalSeconds;
                    for (int j = 0; j < callbacks.Count; j++)
                    {
                        Callback c = callbacks[j];
                        if (currentSeconds < c.Offset && newSeconds > c.Offset)
                        {
                            c.Command.Execute();
                        }
                    }
                }

                float targetStrength     = MathHelper.Clamp(clip.TargetStrength, 0.0f, 1.0f);
                float strengthBlendSpeed = (1.0f / AnimatedModel.DefaultBlendTime) * (float)elapsedTime.TotalSeconds;
                clip.Strength += MathHelper.Clamp(targetStrength - clip.Strength, -strengthBlendSpeed, strengthBlendSpeed);

                if (!clip.Stopping && clip.Duration.TotalSeconds > 0)
                {
                    if (!clip.Loop && newTime >= clip.Duration)
                    {
                        clip.Stopping  = true;
                        clip.BlendTime = 0.0f;
                    }
                    else
                    {
                        clip.CurrentTime = newTime;
                    }
                }

                clip.BlendTime += (float)elapsedTime.TotalSeconds;
                float blend = clip.Strength;
                if (clip.BlendTime < clip.BlendTotalTime)
                {
                    float b = clip.BlendTime / clip.BlendTotalTime;

                    b = -b * (b - 2);                     // Quadratic easing

                    if (clip.Stopping)
                    {
                        blend *= 1.0f - b;
                    }
                    else
                    {
                        blend *= b;
                    }
                }
                else if (clip.Stopping)
                {
                    clip.Active = false;
                    this.CurrentClips.RemoveAt(i);
                    i--;
                    continue;
                }

                if (blend > 0.0f)
                {
                    if (blend < 1.0f)
                    {
                        for (int j = 0; j < clip.Channels.Count; j++)
                        {
                            SkinnedModel.Channel channel = clip.Channels[j];
                            Matrix     bone1             = this.boneTransforms[channel.BoneIndex];
                            Vector3    scale1;
                            Quaternion quat1;
                            Vector3    translation1;
                            bone1.Decompose(out scale1, out quat1, out translation1);

                            Matrix     bone2 = channel.CurrentMatrix;
                            Vector3    scale2;
                            Quaternion quat2;
                            Vector3    translation2;
                            bone2.Decompose(out scale2, out quat2, out translation2);

                            this.boneTransforms[channel.BoneIndex] = Matrix.CreateScale(Vector3.Lerp(scale1, scale2, blend)) * Matrix.CreateFromQuaternion(Quaternion.Lerp(quat1, quat2, blend)) * Matrix.CreateTranslation(Vector3.Lerp(translation1, translation2, blend));
                        }
                    }
                    else
                    {
                        for (int j = 0; j < clip.Channels.Count; j++)
                        {
                            SkinnedModel.Channel channel = clip.Channels[j];
                            this.boneTransforms[channel.BoneIndex] = channel.CurrentMatrix;
                        }
                    }
                }
            }

            foreach (KeyValuePair <int, Property <Matrix> > pair in this.relativeBoneTransformProperties)
            {
                pair.Value.Value = this.boneTransforms[pair.Key];
            }
        }
コード例 #6
0
        public void Update(float dt)
        {
            Vector2 mouse = this.Mouse;

            Vector3 relativeVelocity           = this.LinearVelocity.Value - this.SupportVelocity.Value;
            Vector3 horizontalRelativeVelocity = relativeVelocity;

            horizontalRelativeVelocity.Y = 0;
            float horizontalSpeed = horizontalRelativeVelocity.Length();

            if (horizontalSpeed < this.lastHorizontalSpeed)
            {
                horizontalSpeed = Math.Max(horizontalSpeed, this.lastHorizontalSpeed - 40.0f * dt);
            }
            else if (horizontalSpeed > this.lastHorizontalSpeed)
            {
                horizontalSpeed = Math.Min(horizontalSpeed, this.lastHorizontalSpeed + 10.0f * dt);
            }
            this.lastHorizontalSpeed = horizontalSpeed;

            if (this.WallRunState == WallRun.State.None)
            {
                this.model.Stop
                (
                    "WallRunLeft",
                    "WallRunRight",
                    "WallRunStraight",
                    "WallSlideDown",
                    "WallSlideReverse"
                );

                if (this.IsSupported)
                {
                    this.model.Stop
                    (
                        "Jump",
                        "Jump02",
                        "Jump03",
                        "JumpLeft",
                        "JumpBackward",
                        "JumpRight",
                        "Fall",
                        "Swim",
                        "SwimForward"
                    );

                    Vector2 dir   = this.Movement;
                    float   angle = (float)Math.Atan2(dir.Y, dir.X);
                    if (angle < 0.0f)
                    {
                        angle += (float)Math.PI * 2.0f;
                    }

                    string movementAnimation;

                    if (this.EnableWalking)
                    {
                        if (this.Crouched)
                        {
                            if (dir.LengthSquared() == 0.0f)
                            {
                                movementAnimation = "CrouchIdle";
                            }
                            else
                            {
                                movementAnimation = AnimationController.crouchDirections[(int)Math.Round(angle / ((float)Math.PI * 0.25f)) % 8];
                            }
                        }
                        else
                        {
                            if (dir.LengthSquared() == 0.0f)
                            {
                                movementAnimation = "Idle";
                            }
                            else
                            {
                                movementAnimation = AnimationController.directions[(int)Math.Round(angle / ((float)Math.PI * 0.25f)) % 8];
                            }
                        }
                    }
                    else
                    {
                        if (this.Crouched)
                        {
                            movementAnimation = "CrouchIdle";
                        }
                        else
                        {
                            movementAnimation = "Idle";
                        }
                    }

                    foreach (KeyValuePair <string, AnimationInfo> animation in this.Crouched ? crouchMovementAnimations : movementAnimations)
                    {
                        if (animation.Key != "Idle" && animation.Key != "CrouchIdle")
                        {
                            this.model[animation.Key].Speed = Math.Min(horizontalSpeed * (this.Crouched ? animationSpeedCoefficientCrouched : animationSpeedCoefficient), maxAnimationSpeed);
                        }
                        this.model[animation.Key].TargetStrength = animation.Key == movementAnimation ? 1.0f : animation.Value.DefaultStrength;
                    }

                    bool nowIdling = false;
                    if (movementAnimation == "Run")
                    {
                        this.sprintAnimation.TargetStrength = MathHelper.Clamp((horizontalSpeed - sprintThreshold) / sprintRange, 0.0f, 1.0f);
                        this.runAnimation.TargetStrength    = Math.Min(MathHelper.Clamp(horizontalSpeed / sprintThreshold, 0.0f, 1.0f), 1.0f - this.sprintAnimation.TargetStrength);
                    }
                    else if (movementAnimation != "Idle" && movementAnimation != "CrouchIdle")
                    {
                        this.model[movementAnimation].TargetStrength = MathHelper.Clamp(this.Crouched ? horizontalSpeed / 2.0f : horizontalSpeed / sprintThreshold, 0.0f, 1.0f);
                    }
                    else if (movementAnimation == "Idle")
                    {
                        nowIdling = true;
                    }

                    if (nowIdling)
                    {
                        if (this.idling)
                        {
                            // We're already idling. Blend to new idle rotation if necessary
                            if (this.idleRotationBlend < 1.0f)
                            {
                                this.idleRotationBlend += dt / idleRotationBlendTime;
                                if (this.idleRotationBlend >= 1.0f)
                                {
                                    this.idleRotation = this.Rotation;                                     // We're done blending
                                }
                            }
                            else
                            {
                                float rotationDiff = this.Rotation - this.idleRotation.ClosestAngle(this.Rotation);
                                if (Math.Abs(rotationDiff) > Math.PI * 0.25)
                                {
                                    this.idleRotationBlend = 0.0f;                                     // Start blending to new rotation
                                    this.model.StartClip(rotationDiff > 0.0f ? "TurnLeft" : "TurnRight", 1);
                                }
                            }
                        }
                        else                                    // We just started idling.
                        {
                            if (this.idleRotationBlend >= 1.0f) // Save the current rotation.
                            {
                                this.idleRotation = this.Rotation;
                            }
                        }
                    }
                    else
                    {
                        if (this.idling)                         // We're just now coming out of idle state
                        {
                            if (this.idleRotationBlend > 1.0f)
                            {
                                this.idleRotationBlend = 0.0f;
                            }
                        }
                        if (this.idleRotationBlend < 1.0f)
                        {
                            this.idleRotationBlend += dt / idleRotationBlendTime;
                            if (this.idleRotationBlend >= 1.0f)
                            {
                                this.idleRotation = this.Rotation;                                 // We're done blending
                            }
                        }
                    }
                    this.idling = nowIdling;

                    if (!this.model.IsPlaying(movementAnimation))
                    {
                        foreach (string anim in this.Crouched ? movementAnimations.Keys : crouchMovementAnimations.Keys)
                        {
                            this.model.Stop(anim);
                        }
                        Dictionary <string, AnimationInfo> animations = this.Crouched ? crouchMovementAnimations : movementAnimations;
                        TimeSpan currentTime = TimeSpan.FromSeconds(this.random.NextDouble() * this.model[animations.Keys.First()].Duration.TotalSeconds);
                        foreach (KeyValuePair <string, AnimationInfo> animation in animations)
                        {
                            this.model.StartClip(animation.Key, animation.Value.Priority, true, AnimatedModel.DefaultBlendTime);
                            SkinnedModel.Clip clip = this.model[animation.Key];
                            clip.CurrentTime = currentTime;
                            clip.Strength    = animation.Value.DefaultStrength;
                        }
                    }
                }
                else
                {
                    this.idling = false;
                    foreach (string anim in movementAnimations.Keys)
                    {
                        this.model.Stop(anim);
                    }
                    foreach (string anim in crouchMovementAnimations.Keys)
                    {
                        this.model.Stop(anim);
                    }

                    if (this.IsSwimming)
                    {
                        this.model.Stop("Fall");
                        if (this.Movement.Value.Y > 0.25f)
                        {
                            this.model.Stop("Swim");
                            if (!this.model.IsPlaying("SwimForward"))
                            {
                                this.model.StartClip("SwimForward", 0, true, AnimatedModel.DefaultBlendTime);
                                SkinnedModel.Clip clip = this.model["SwimForward"];
                                clip.CurrentTime = TimeSpan.FromSeconds(this.random.NextDouble() * clip.Duration.TotalSeconds);
                            }
                        }
                        else
                        {
                            this.model.Stop("SwimForward");
                            if (!this.model.IsPlaying("Swim"))
                            {
                                this.model.StartClip("Swim", 0, true, AnimatedModel.DefaultBlendTime);
                                SkinnedModel.Clip clip = this.model["Swim"];
                                clip.CurrentTime = TimeSpan.FromSeconds(this.random.NextDouble() * clip.Duration.TotalSeconds);
                            }
                        }
                    }
                    else
                    {
                        this.model.Stop("SwimForward");
                        if (!this.model.IsPlaying("Fall"))
                        {
                            this.model.StartClip("Fall", 0, true, AnimatedModel.DefaultBlendTime);
                            this.fallAnimation.CurrentTime = TimeSpan.FromSeconds(random.NextDouble() * this.fallAnimation.Duration.TotalSeconds);
                        }
                    }

                    this.fallAnimation.Speed = MathHelper.Clamp(this.LinearVelocity.Value.Length() * (1.0f / 20.0f), 0, 2);
                }
            }
            else
            {
                this.idling = false;
                this.model.Stop
                (
                    "Jump",
                    "Jump02",
                    "Jump03",
                    "JumpLeft",
                    "JumpBackward",
                    "JumpRight",
                    "Fall"
                );
                foreach (string anim in movementAnimations.Keys)
                {
                    this.model.Stop(anim);
                }

                string wallRunAnimation;
                switch (this.WallRunState.Value)
                {
                case WallRun.State.Straight:
                    wallRunAnimation = "WallRunStraight";
                    break;

                case WallRun.State.Down:
                    wallRunAnimation = "WallSlideDown";
                    break;

                case WallRun.State.Left:
                    wallRunAnimation = "WallRunLeft";
                    break;

                case WallRun.State.Right:
                    wallRunAnimation = "WallRunRight";
                    break;

                default:
                    wallRunAnimation = null;
                    break;
                }
                if (!this.model.IsPlaying(wallRunAnimation))
                {
                    this.model.Stop
                    (
                        "WallRunStraight",
                        "WallSlideDown",
                        "WallRunLeft",
                        "WallRunRight",
                        "WallSlideReverse"
                    );
                    this.model.StartClip(wallRunAnimation, 1, true);
                }

                if (wallRunAnimation != null)
                {
                    Vector3 wallNormal     = this.WallRunMap.Value.GetAbsoluteVector(this.WallDirection.Value.GetVector());
                    float   animationSpeed = (relativeVelocity - wallNormal * Vector3.Dot(relativeVelocity, wallNormal)).Length();
                    this.model[wallRunAnimation].Speed = Math.Min(maxAnimationSpeedWallRun, animationSpeed * animationSpeedCoefficientWallRun);
                }
            }

            // Rotate head to match mouse
            this.relativeHeadBone.Value *= Matrix.CreateRotationX(mouse.Y * 0.6f);
            this.model.UpdateWorldTransforms();

            float l = 0.0f;

            if (this.EnableLean)
            {
                l = horizontalSpeed * (this.lastRotation.ClosestAngle(this.Rotation) - this.Rotation) * (1.0f / 60.0f) / dt;
            }
            this.lastRotation = this.Rotation;
            this.Lean.Value  += (l - this.Lean) * 20.0f * dt;

            const float timeScale = 5.0f;
            const float softBreathingThresholdPercentage = 0.75f;
            float       newBreathing;

            if (!this.Crouched && this.Movement.Value.LengthSquared() > 0.0f && horizontalSpeed > Character.DefaultMaxSpeed * 0.75f)
            {
                newBreathing = Math.Min(this.breathing + (dt / timeScale), 1.0f);
                if (this.breathing < softBreathingThresholdPercentage && newBreathing > softBreathingThresholdPercentage)
                {
                    AkSoundEngine.PostEvent(AK.EVENTS.PLAY_PLAYER_BREATHING_SOFT, this.Entity);
                    newBreathing = 1.0f;
                }
            }
            else
            {
                newBreathing = Math.Max(0, this.breathing - dt / timeScale);
                if (this.breathing > softBreathingThresholdPercentage && newBreathing < softBreathingThresholdPercentage)
                {
                    AkSoundEngine.PostEvent(AK.EVENTS.STOP_PLAYER_BREATHING_SOFT, this.Entity);
                    newBreathing = 0.0f;
                }
            }
            this.breathing = newBreathing;
            AkSoundEngine.SetRTPCValue(AK.GAME_PARAMETERS.SFX_PLAYER_SLIDE, MathHelper.Clamp(relativeVelocity.Length() / 8.0f, 0.0f, 1.0f) * (this.Kicking ? 1.0f : 0.25f));
        }
コード例 #7
0
        public override void Bind(Entity entity, Main main, bool creating = false)
        {
            Main.Config settings  = main.Settings;
            Transform   transform = entity.GetOrCreate <Transform>("Transform");

            entity.CannotSuspend = true;

            PlayerFactory.Instance = entity;

            this.SetMain(entity, main);

            FPSInput input = new FPSInput();

            input.EnabledWhenPaused = false;
            entity.Add("Input", input);

            Updater parkour = entity.Create <Updater>();
            Updater jumper  = entity.Create <Updater>();

            Player player = entity.GetOrCreate <Player>("Player");

            AnimatedModel firstPersonModel = entity.GetOrCreate <AnimatedModel>("FirstPersonModel");

            firstPersonModel.MapContent            = false;
            firstPersonModel.Serialize             = false;
            firstPersonModel.Filename.Value        = "Models\\joan-firstperson";
            firstPersonModel.CullBoundingBox.Value = false;

            AnimatedModel model = entity.GetOrCreate <AnimatedModel>("Model");

            model.MapContent            = false;
            model.Serialize             = false;
            model.Filename.Value        = "Models\\joan";
            model.CullBoundingBox.Value = false;

            AnimationController anim       = entity.GetOrCreate <AnimationController>("AnimationController");
            RotationController  rotation   = entity.GetOrCreate <RotationController>("Rotation");
            BlockPredictor      predictor  = entity.GetOrCreate <BlockPredictor>("BlockPredictor");
            Jump             jump          = entity.GetOrCreate <Jump>("Jump");
            RollKickSlide    rollKickSlide = entity.GetOrCreate <RollKickSlide>("RollKickSlide");
            Vault            vault         = entity.GetOrCreate <Vault>("Vault");
            WallRun          wallRun       = entity.GetOrCreate <WallRun>("WallRun");
            VoxelTools       voxelTools    = entity.GetOrCreate <VoxelTools>("VoxelTools");
            Footsteps        footsteps     = entity.GetOrCreate <Footsteps>("Footsteps");
            FallDamage       fallDamage    = entity.GetOrCreate <FallDamage>("FallDamage");
            CameraController cameraControl = entity.GetOrCreate <CameraController>("CameraControl");
            FPSCamera        fpsCamera     = entity.GetOrCreate <FPSCamera>("FPSCamera");

            fpsCamera.Enabled.Value = false;
            Rumble rumble = entity.GetOrCreate <Rumble>("Rumble");

            Property <Vector3> floor = new Property <Vector3>();

            transform.Add(new Binding <Vector3>(floor, () => transform.Position + new Vector3(0, player.Character.Height * -0.5f, 0), transform.Position, player.Character.Height));
            AkGameObjectTracker.Attach(entity, floor);

            predictor.Add(new Binding <Vector3>(predictor.FootPosition, floor));
            predictor.Add(new Binding <Vector3>(predictor.LinearVelocity, player.Character.LinearVelocity));
            predictor.Add(new Binding <float>(predictor.Rotation, rotation.Rotation));
            predictor.Add(new Binding <float>(predictor.MaxSpeed, player.Character.MaxSpeed));
            predictor.Add(new Binding <float>(predictor.JumpSpeed, player.Character.JumpSpeed));
            predictor.Add(new Binding <bool>(predictor.IsSupported, player.Character.IsSupported));

            jump.Add(new Binding <bool>(jump.Crouched, player.Character.Crouched));
            jump.Add(new TwoWayBinding <bool>(player.Character.IsSupported, jump.IsSupported));
            jump.Add(new TwoWayBinding <bool>(player.Character.HasTraction, jump.HasTraction));
            jump.Add(new TwoWayBinding <Vector3>(player.Character.LinearVelocity, jump.LinearVelocity));
            jump.Add(new TwoWayBinding <BEPUphysics.Entities.Entity>(jump.SupportEntity, player.Character.SupportEntity));
            jump.Add(new TwoWayBinding <Vector3>(jump.SupportVelocity, player.Character.SupportVelocity));
            jump.Add(new Binding <Vector2>(jump.AbsoluteMovementDirection, player.Character.MovementDirection));
            jump.Add(new Binding <WallRun.State>(jump.WallRunState, wallRun.CurrentState));
            jump.Add(new Binding <float>(jump.Rotation, rotation.Rotation));
            jump.Add(new Binding <Vector3>(jump.Position, transform.Position));
            jump.Add(new Binding <Vector3>(jump.FloorPosition, floor));
            jump.Add(new Binding <float>(jump.MaxSpeed, player.Character.MaxSpeed));
            jump.Add(new Binding <float>(jump.JumpSpeed, player.Character.JumpSpeed));
            jump.Add(new Binding <float>(jump.Mass, player.Character.Mass));
            jump.Add(new Binding <float>(jump.LastRollKickEnded, rollKickSlide.LastRollKickEnded));
            jump.Add(new Binding <Voxel>(jump.WallRunMap, wallRun.WallRunVoxel));
            jump.Add(new Binding <Direction>(jump.WallDirection, wallRun.WallDirection));
            jump.Add(new CommandBinding <Voxel, Voxel.Coord, Direction>(jump.WalkedOn, footsteps.WalkedOn));
            jump.Add(new CommandBinding(jump.DeactivateWallRun, (Action)wallRun.Deactivate));
            jump.Add(new CommandBinding <float>(jump.FallDamage, fallDamage.ApplyJump));
            jump.Predictor = predictor;
            jump.Bind(model);
            jump.Add(new TwoWayBinding <Voxel>(wallRun.LastWallRunMap, jump.LastWallRunMap));
            jump.Add(new TwoWayBinding <Direction>(wallRun.LastWallDirection, jump.LastWallDirection));
            jump.Add(new TwoWayBinding <bool>(rollKickSlide.CanKick, jump.CanKick));
            jump.Add(new TwoWayBinding <float>(player.Character.LastSupportedSpeed, jump.LastSupportedSpeed));

            wallRun.Add(new Binding <bool>(wallRun.IsSwimming, player.Character.IsSwimming));
            wallRun.Add(new TwoWayBinding <Vector3>(player.Character.LinearVelocity, wallRun.LinearVelocity));
            wallRun.Add(new TwoWayBinding <Vector3>(transform.Position, wallRun.Position));
            wallRun.Add(new TwoWayBinding <bool>(player.Character.IsSupported, wallRun.IsSupported));
            wallRun.Add(new CommandBinding(wallRun.LockRotation, (Action)rotation.Lock));
            wallRun.Add(new CommandBinding <float>(wallRun.UpdateLockedRotation, rotation.UpdateLockedRotation));
            vault.Add(new CommandBinding(wallRun.Vault, delegate() { vault.Go(true); }));
            wallRun.Predictor = predictor;
            wallRun.Add(new Binding <float>(wallRun.Height, player.Character.Height));
            wallRun.Add(new Binding <float>(wallRun.JumpSpeed, player.Character.JumpSpeed));
            wallRun.Add(new Binding <float>(wallRun.MaxSpeed, player.Character.MaxSpeed));
            wallRun.Add(new TwoWayBinding <float>(rotation.Rotation, wallRun.Rotation));
            wallRun.Add(new TwoWayBinding <bool>(player.Character.AllowUncrouch, wallRun.AllowUncrouch));
            wallRun.Add(new TwoWayBinding <bool>(player.Character.HasTraction, wallRun.HasTraction));
            wallRun.Add(new Binding <float>(wallRun.LastWallJump, jump.LastWallJump));
            player.Add(new Binding <WallRun.State>(player.Character.WallRunState, wallRun.CurrentState));

            input.Bind(rollKickSlide.RollKickButton, settings.RollKick);
            rollKickSlide.Add(new Binding <bool>(rollKickSlide.EnableCrouch, player.EnableCrouch));
            rollKickSlide.Add(new Binding <float>(rollKickSlide.Rotation, rotation.Rotation));
            rollKickSlide.Add(new Binding <bool>(rollKickSlide.IsSwimming, player.Character.IsSwimming));
            rollKickSlide.Add(new Binding <bool>(rollKickSlide.IsSupported, player.Character.IsSupported));
            rollKickSlide.Add(new Binding <Vector3>(rollKickSlide.FloorPosition, floor));
            rollKickSlide.Add(new Binding <float>(rollKickSlide.Height, player.Character.Height));
            rollKickSlide.Add(new Binding <float>(rollKickSlide.MaxSpeed, player.Character.MaxSpeed));
            rollKickSlide.Add(new Binding <float>(rollKickSlide.JumpSpeed, player.Character.JumpSpeed));
            rollKickSlide.Add(new Binding <Vector3>(rollKickSlide.SupportVelocity, player.Character.SupportVelocity));
            rollKickSlide.Add(new TwoWayBinding <bool>(wallRun.EnableEnhancedWallRun, rollKickSlide.EnableEnhancedRollSlide));
            rollKickSlide.Add(new TwoWayBinding <bool>(player.Character.AllowUncrouch, rollKickSlide.AllowUncrouch));
            rollKickSlide.Add(new TwoWayBinding <bool>(player.Character.Crouched, rollKickSlide.Crouched));
            rollKickSlide.Add(new TwoWayBinding <bool>(player.Character.EnableWalking, rollKickSlide.EnableWalking));
            rollKickSlide.Add(new TwoWayBinding <Vector3>(player.Character.LinearVelocity, rollKickSlide.LinearVelocity));
            rollKickSlide.Add(new TwoWayBinding <Vector3>(transform.Position, rollKickSlide.Position));
            rollKickSlide.Predictor = predictor;
            rollKickSlide.Bind(model);
            rollKickSlide.VoxelTools = voxelTools;
            rollKickSlide.Add(new CommandBinding(rollKickSlide.DeactivateWallRun, (Action)wallRun.Deactivate));
            rollKickSlide.Add(new CommandBinding(rollKickSlide.Footstep, footsteps.Footstep));
            rollKickSlide.Add(new CommandBinding(rollKickSlide.LockRotation, (Action)rotation.Lock));
            SoundKiller.Add(entity, AK.EVENTS.STOP_PLAYER_SLIDE_LOOP);

            vault.Add(new Binding <Vector3>(vault.Position, transform.Position));
            vault.Add(new Binding <Vector3>(vault.FloorPosition, floor));
            vault.Add(new Binding <float>(vault.MaxSpeed, player.Character.MaxSpeed));
            vault.Add(new Binding <WallRun.State>(vault.WallRunState, wallRun.CurrentState));
            vault.Add(new CommandBinding(vault.LockRotation, (Action)rotation.Lock));
            vault.Add(new CommandBinding(vault.DeactivateWallRun, (Action)wallRun.Deactivate));
            vault.Add(new TwoWayBinding <float>(player.Character.LastSupportedSpeed, vault.LastSupportedSpeed));
            vault.Add(new CommandBinding <float>(vault.FallDamage, fallDamage.Apply));
            vault.Bind(model);
            vault.Predictor = predictor;
            vault.Add(new TwoWayBinding <float>(rotation.Rotation, vault.Rotation));
            vault.Add(new TwoWayBinding <bool>(player.Character.IsSupported, vault.IsSupported));
            vault.Add(new TwoWayBinding <bool>(player.Character.HasTraction, vault.HasTraction));
            vault.Add(new TwoWayBinding <Vector3>(player.Character.LinearVelocity, vault.LinearVelocity));
            vault.Add(new TwoWayBinding <bool>(player.Character.EnableWalking, vault.EnableWalking));
            vault.Add(new TwoWayBinding <bool>(player.Character.AllowUncrouch, vault.AllowUncrouch));
            vault.Add(new TwoWayBinding <bool>(player.Character.Crouched, vault.Crouched));
            vault.Add(new Binding <float>(vault.Radius, player.Character.Radius));

            rotation.Add(new TwoWayBinding <Vector2>(rotation.Mouse, input.Mouse));
            rotation.Add(new Binding <bool>(rotation.Rolling, rollKickSlide.Rolling));
            rotation.Add(new Binding <bool>(rotation.Kicking, rollKickSlide.Kicking));
            rotation.Add(new Binding <Vault.State>(rotation.VaultState, vault.CurrentState));
            rotation.Add(new Binding <WallRun.State>(rotation.WallRunState, wallRun.CurrentState));

            voxelTools.Add(new Binding <float>(voxelTools.Height, player.Character.Height));
            voxelTools.Add(new Binding <float>(voxelTools.SupportHeight, player.Character.SupportHeight));
            voxelTools.Add(new Binding <Vector3>(voxelTools.Position, transform.Position));

            anim.Add(new Binding <bool>(anim.IsSupported, player.Character.IsSupported));
            anim.Add(new Binding <WallRun.State>(anim.WallRunState, wallRun.CurrentState));
            anim.Add(new Binding <bool>(anim.EnableWalking, player.Character.EnableWalking));
            anim.Add(new Binding <bool>(anim.Crouched, player.Character.Crouched));
            anim.Add(new Binding <Vector3>(anim.LinearVelocity, player.Character.LinearVelocity));
            anim.Add(new Binding <Vector2>(anim.Movement, input.Movement));
            anim.Add(new Binding <Vector2>(anim.Mouse, input.Mouse));
            anim.Add(new Binding <float>(anim.Rotation, rotation.Rotation));
            anim.Add(new Binding <Voxel>(anim.WallRunMap, wallRun.WallRunVoxel));
            anim.Add(new Binding <Direction>(anim.WallDirection, wallRun.WallDirection));
            anim.Add(new Binding <bool>(anim.IsSwimming, player.Character.IsSwimming));
            anim.Add(new Binding <bool>(anim.Kicking, rollKickSlide.Kicking));
            anim.Add(new Binding <Vector3>(anim.SupportVelocity, player.Character.SupportVelocity));
            anim.Add
            (
                new Binding <bool>
                (
                    anim.EnableLean,
                    () => player.Character.EnableWalking.Value && player.Character.IsSupported.Value && input.Movement.Value.Y > 0.5f,
                    player.Character.EnableWalking, player.Character.IsSupported, input.Movement
                )
            );
            anim.Bind(model);

            // Camera control
            model.UpdateWorldTransforms();

            cameraControl.Add(new Binding <Vector2>(cameraControl.Mouse, input.Mouse));
            cameraControl.Add(new Binding <float>(cameraControl.Lean, x => x * (float)Math.PI * 0.05f, anim.Lean));
            cameraControl.Add(new Binding <Vector3>(cameraControl.LinearVelocity, player.Character.LinearVelocity));
            cameraControl.Add(new Binding <float>(cameraControl.MaxSpeed, player.Character.MaxSpeed));
            cameraControl.Add(new Binding <Matrix>(cameraControl.CameraBone, model.GetBoneTransform("Camera")));
            cameraControl.Add(new Binding <Matrix>(cameraControl.HeadBone, model.GetBoneTransform("ORG-head")));
            cameraControl.Add(new Binding <Matrix>(cameraControl.ModelTransform, model.Transform));
            cameraControl.Add(new Binding <float>(cameraControl.BaseCameraShakeAmount, () => MathHelper.Clamp((player.Character.LinearVelocity.Value.Length() - (player.Character.MaxSpeed * 2.5f)) / (player.Character.MaxSpeed * 4.0f), 0, 1), player.Character.LinearVelocity, player.Character.MaxSpeed));
            cameraControl.Offset = model.GetBoneTransform("Camera").Value.Translation - model.GetBoneTransform("ORG-head").Value.Translation;

            float heightOffset = 0.1f;

#if VR
            if (main.VR)
            {
                heightOffset = 0.4f;
            }
#endif
            cameraControl.Offset += new Vector3(0, heightOffset, 0);

            rumble.Add(new Binding <float>(rumble.CameraShake, cameraControl.TotalCameraShake));
            rumble.Add(new CommandBinding <float>(fallDamage.Rumble, rumble.Go));
            rumble.Add(new CommandBinding <float>(player.Rumble, rumble.Go));
            rumble.Add(new CommandBinding <float>(rollKickSlide.Rumble, rumble.Go));

            firstPersonModel.Add(new Binding <bool>(firstPersonModel.Enabled, x => !x, cameraControl.ThirdPerson));

            model.Add(new ChangeBinding <bool>(cameraControl.ThirdPerson, delegate(bool old, bool value)
            {
                if (value && !old)
                {
                    model.UnsupportedTechniques.Remove(Technique.Clip);
                    model.UnsupportedTechniques.Remove(Technique.Render);
                }
                else if (old && !value)
                {
                    model.UnsupportedTechniques.Add(Technique.Clip);
                    model.UnsupportedTechniques.Add(Technique.Render);
                }
            }));

            Lemma.Console.Console.AddConCommand(new Console.ConCommand("third_person", "Toggle third-person view (WARNING: EXPERIMENTAL)", delegate(Console.ConCommand.ArgCollection args)
            {
                cameraControl.ThirdPerson.Value = !cameraControl.ThirdPerson;
            }));
            entity.Add(new CommandBinding(entity.Delete, delegate()
            {
                Lemma.Console.Console.RemoveConCommand("third_person");
            }));

#if DEVELOPMENT
            ModelAlpha debugCylinder = new ModelAlpha();
            debugCylinder.Filename.Value = "AlphaModels\\cylinder";
            debugCylinder.Add(new Binding <Matrix>(debugCylinder.Transform, transform.Matrix));
            debugCylinder.Serialize   = false;
            debugCylinder.Alpha.Value = 0.25f;
            debugCylinder.Add(new Binding <bool>(debugCylinder.Enabled, cameraControl.ThirdPerson));
            debugCylinder.Add(new Binding <Vector3>(debugCylinder.Scale, delegate()
            {
                return(new Vector3(player.Character.Radius * 2.0f, player.Character.Height, player.Character.Radius * 2.0f));
            }, player.Character.Height, player.Character.Radius));
            entity.Add(debugCylinder);
#endif

            // When rotation is locked, we want to make sure the player can't turn their head
            // 180 degrees from the direction they're facing

#if VR
            if (main.VR)
            {
                input.MaxY.Value = input.MinY.Value = 0;
            }
            else
#endif
            input.Add(new Binding <float>(input.MaxY, () => rotation.Locked ? (float)Math.PI * 0.3f : (float)Math.PI * 0.4f, rotation.Locked));

            input.Add(new Binding <float>(input.MinX, () => rotation.Locked ? rotation.Rotation + ((float)Math.PI * -0.4f) : 0.0f, rotation.Rotation, rotation.Locked));
            input.Add(new Binding <float>(input.MaxX, () => rotation.Locked ? rotation.Rotation + ((float)Math.PI * 0.4f) : 0.0f, rotation.Rotation, rotation.Locked));
            input.Add(new NotifyBinding(delegate() { input.Mouse.Changed(); }, rotation.Locked));             // Make sure the rotation locking takes effect even if the player doesn't move the mouse

            // Setup rendering properties

            model.Materials = firstPersonModel.Materials = new Model.Material[3];

            // Hoodie and shoes
            model.Materials[0] = new Model.Material
            {
                SpecularIntensity = 0.0f,
                SpecularPower     = 1.0f,
            };

            // Hands
            model.Materials[1] = new Model.Material
            {
                SpecularIntensity = 0.3f,
                SpecularPower     = 2.0f,
            };

            // Pants and skin
            model.Materials[2] = new Model.Material
            {
                SpecularIntensity = 0.5f,
                SpecularPower     = 20.0f,
            };

            firstPersonModel.Bind(model);

            // Third person model only gets rendered for shadows. No regular rendering or reflections.
            model.UnsupportedTechniques.Add(Technique.Clip);
            model.UnsupportedTechniques.Add(Technique.Render);

            // First-person model only used for regular rendering. No shadows or reflections.
            firstPersonModel.UnsupportedTechniques.Add(Technique.Shadow);
            firstPersonModel.UnsupportedTechniques.Add(Technique.Clip);

            // Build UI
            UIRenderer ui = new UIRenderer();
            ui.DrawOrder.Value   = -1;
            ui.EnabledWhenPaused = true;
            ui.EnabledInEditMode = false;
            entity.Add("UI", ui);

            input.Add(new Binding <float>(input.MouseSensitivity, settings.MouseSensitivity));
            input.Add(new Binding <bool>(input.InvertMouseX, settings.InvertMouseX));
            input.Add(new Binding <bool>(input.InvertMouseY, settings.InvertMouseY));
            input.Add(new Binding <PCInput.PCInputBinding>(input.LeftKey, settings.Left));
            input.Add(new Binding <PCInput.PCInputBinding>(input.RightKey, settings.Right));
            input.Add(new Binding <PCInput.PCInputBinding>(input.BackwardKey, settings.Backward));
            input.Add(new Binding <PCInput.PCInputBinding>(input.ForwardKey, settings.Forward));

            model.StartClip("Idle", 0, true, AnimatedModel.DefaultBlendTime);

            // Set up AI agent
            Agent agent = entity.GetOrCreate <Agent>();
            agent.Add(new TwoWayBinding <float>(player.Health, agent.Health));
            agent.Add(new Binding <Vector3>(agent.Position, () => transform.Position.Value + new Vector3(0, player.Character.Height * -0.5f, 0), transform.Position, player.Character.Height));
            agent.Add(new Binding <bool>(agent.Loud, () => player.Character.MovementDirection.Value.LengthSquared() > 0 && !player.Character.Crouched, player.Character.Crouched));

            // Blocks
            BlockCloud blockCloud = entity.GetOrCreate <BlockCloud>("BlockCloud");
            blockCloud.Scale.Value = 0.5f;
            blockCloud.Add(new Binding <Vector3>(blockCloud.Position, () => transform.Position.Value + new Vector3(0, player.Character.Height + player.Character.LinearVelocity.Value.Y, 0), transform.Position, player.Character.Height, player.Character.LinearVelocity));
            blockCloud.Blocks.ItemAdded += delegate(int index, Entity.Handle block)
            {
                Entity e = block.Target;
                if (e != null)
                {
                    e.Serialize = false;
                    PhysicsBlock.CancelPlayerCollisions(e.Get <PhysicsBlock>());
                }
            };

            PointLight blockLight = entity.Create <PointLight>();
            blockLight.Add(new Binding <Vector3>(blockLight.Position, blockCloud.AveragePosition));
            blockLight.Add(new Binding <bool, int>(blockLight.Enabled, x => x > 0, blockCloud.Blocks.Length));
            blockLight.Attenuation.Value = 30.0f;
            blockLight.Add(new Binding <Vector3, Voxel.t>(blockLight.Color, delegate(Voxel.t t)
            {
                switch (t)
                {
                case Voxel.t.GlowBlue:
                    return(new Vector3(0.7f, 0.7f, 0.9f));

                case Voxel.t.GlowYellow:
                    return(new Vector3(0.9f, 0.9f, 0.7f));

                default:
                    return(new Vector3(0.8f, 0.8f, 0.8f));
                }
            }, blockCloud.Type));

            // Death
            entity.Add(new CommandBinding(player.Die, blockCloud.Clear));
            entity.Add(new CommandBinding(player.Die, delegate()
            {
                Session.Recorder.Event(main, "Die");
                if (agent.Killed || Agent.Query(transform.Position, 0.0f, 10.0f, x => x != agent) != null)
                {
                    Session.Recorder.Event(main, "Killed");
                    AkSoundEngine.PostEvent(AK.EVENTS.PLAY_PLAYER_DEATH, entity);
                    main.Spawner.RespawnDistance = Spawner.KilledRespawnDistance;
                    main.Spawner.RespawnInterval = Spawner.KilledRespawnInterval;
                }
                entity.Add(new Animation(new Animation.Execute(entity.Delete)));
            }));

            player.EnabledInEditMode = false;

            Action updateFallSound = delegate()
            {
                float speed    = player.Character.LinearVelocity.Value.Length();
                float maxSpeed = player.Character.MaxSpeed * 1.25f;
                float value;
                if (speed > maxSpeed)
                {
                    value = (speed - maxSpeed) / (maxSpeed * 2.0f);
                }
                else
                {
                    value = 0.0f;
                }
                AkSoundEngine.SetRTPCValue(AK.GAME_PARAMETERS.SFX_PLAYER_FALL, value);
            };
            updateFallSound();
            AkSoundEngine.PostEvent(AK.EVENTS.PLAY_PLAYER_FALL, entity);
            player.Add(new NotifyBinding(updateFallSound, player.Character.LinearVelocity));
            SoundKiller.Add(entity, AK.EVENTS.STOP_PLAYER_FALL);

            player.Add(new TwoWayBinding <Matrix>(transform.Matrix, player.Character.Transform));

            model.Add(new Binding <Matrix>(model.Transform, delegate()
            {
                const float leanAmount = (float)Math.PI * 0.1f;
                return(Matrix.CreateTranslation(0, (player.Character.Height * -0.5f) - player.Character.SupportHeight, 0) * Matrix.CreateRotationZ(anim.Lean * leanAmount) * Matrix.CreateRotationY(rotation.Rotation) * transform.Matrix);
            }, transform.Matrix, rotation.Rotation, player.Character.Height, player.Character.SupportHeight, anim.Lean));

            firstPersonModel.Add(new Binding <Matrix>(firstPersonModel.Transform, model.Transform));
            firstPersonModel.Add(new Binding <Vector3>(firstPersonModel.Scale, model.Scale));

            WallRun.State[] footstepWallrunStates = new[]
            {
                WallRun.State.Left,
                WallRun.State.Right,
                WallRun.State.Straight,
                WallRun.State.None,
            };
            footsteps.Add(new Binding <bool>(footsteps.SoundEnabled, () => !player.Character.Crouched && footstepWallrunStates.Contains(wallRun.CurrentState) || (player.Character.IsSupported && player.Character.EnableWalking), player.Character.IsSupported, player.Character.EnableWalking, wallRun.CurrentState, player.Character.Crouched));
            footsteps.Add(new Binding <Vector3>(footsteps.Position, transform.Position));
            footsteps.Add(new Binding <float>(footsteps.Rotation, rotation.Rotation));
            footsteps.Add(new Binding <float>(footsteps.CharacterHeight, player.Character.Height));
            footsteps.Add(new Binding <float>(footsteps.SupportHeight, player.Character.SupportHeight));
            footsteps.Add(new Binding <bool>(footsteps.IsSupported, player.Character.IsSupported));
            footsteps.Add(new Binding <bool>(footsteps.IsSwimming, player.Character.IsSwimming));
            footsteps.Add(new CommandBinding <float>(footsteps.Damage, agent.Damage));
            footsteps.Add(new CommandBinding <Voxel, Voxel.Coord, Direction>(wallRun.WalkedOn, footsteps.WalkedOn));
            model.Trigger("Run", 0.16f, footsteps.Footstep);
            model.Trigger("Run", 0.58f, footsteps.Footstep);
            model.Trigger("WallRunLeft", 0.16f, footsteps.Footstep);
            model.Trigger("WallRunLeft", 0.58f, footsteps.Footstep);
            model.Trigger("WallRunRight", 0.16f, footsteps.Footstep);
            model.Trigger("WallRunRight", 0.58f, footsteps.Footstep);
            model.Trigger("WallRunStraight", 0.16f, footsteps.Footstep);
            model.Trigger("WallRunStraight", 0.58f, footsteps.Footstep);
            model.Trigger("TurnLeft", 0.15f, footsteps.Footstep);
            model.Trigger("TurnRight", 0.15f, footsteps.Footstep);
            model.Trigger("TopOut", 1.0f, new Command
            {
                Action = delegate()
                {
                    AkSoundEngine.PostEvent(AK.EVENTS.PLAY_PLAYER_GRUNT, entity);
                }
            });

            main.UI.IsMouseVisible.Value = false;

            SkinnedModel.Clip sprintAnimation = model["Sprint"], runAnimation = model["Run"];

            // Movement binding
            player.Add(new Binding <Vector2>(player.Character.MovementDirection, delegate()
            {
                Vector2 movement = input.Movement;
                if (movement.LengthSquared() == 0.0f)
                {
                    return(Vector2.Zero);
                }

                Matrix matrix = Matrix.CreateRotationY(rotation.Rotation);

                Vector2 forwardDir = new Vector2(matrix.Forward.X, matrix.Forward.Z);
                Vector2 rightDir   = new Vector2(matrix.Right.X, matrix.Right.Z);
                return(-(forwardDir * movement.Y) - (rightDir * movement.X));
            }, input.Movement, rotation.Rotation));

            player.Character.Crouched.Value      = true;
            player.Character.AllowUncrouch.Value = true;

            // Fall damage
            fallDamage.Add(new Binding <bool>(fallDamage.IsSupported, player.Character.IsSupported));
            fallDamage.Add(new TwoWayBinding <Vector3>(player.Character.LinearVelocity, fallDamage.LinearVelocity));
            fallDamage.Add(new TwoWayBinding <float>(player.Health, fallDamage.Health));
            fallDamage.Add(new CommandBinding <BEPUphysics.BroadPhaseEntries.Collidable, ContactCollection>(player.Character.Collided, fallDamage.Collided));
            fallDamage.Add(new TwoWayBinding <bool>(player.Character.EnableWalking, fallDamage.EnableWalking));
            fallDamage.Add(new TwoWayBinding <bool>(player.EnableMoves, fallDamage.EnableMoves));
            fallDamage.Add(new TwoWayBinding <bool>(fallDamage.Landing, rotation.Landing));
            fallDamage.Add(new CommandBinding(fallDamage.LockRotation, (Action)rotation.Lock));
            fallDamage.Add(new CommandBinding <float>(fallDamage.PhysicsDamage, agent.Damage));
            fallDamage.Bind(model);

            // Swim up
            input.Bind(player.Character.SwimUp, settings.Jump);

            float       parkourTime = 0;
            float       jumpTime    = 0;
            const float gracePeriod = 1.0f;
            jumper.Action = delegate(float dt)
            {
                if (player.EnableMoves && player.Character.EnableWalking &&
                    vault.CurrentState.Value == Vault.State.None &&
                    !rollKickSlide.Rolling && !rollKickSlide.Kicking &&
                    jumpTime < gracePeriod)
                {
                    if (jump.Go())
                    {
                        parkour.Enabled.Value = false;
                        jumper.Enabled.Value  = false;
                    }
                    jumpTime += dt;
                }
                else
                {
                    jumper.Enabled.Value = false;
                }
            };
            jumper.Add(new CommandBinding(jumper.Enable, delegate() { jumpTime = 0; }));
            jumper.Enabled.Value = false;
            entity.Add(jumper);

            // Jumping
            input.Bind(settings.Jump, PCInput.InputState.Down, delegate()
            {
                jumper.Enabled.Value = true;
            });

            input.Bind(settings.Jump, PCInput.InputState.Up, delegate()
            {
                jumper.Enabled.Value = false;
            });

            // Wall-run, vault, predictive
            parkour.Action = delegate(float dt)
            {
                if (player.EnableMoves &&
                    player.Character.EnableWalking &&
                    !(player.Character.Crouched && player.Character.IsSupported) &&
                    vault.CurrentState.Value == Vault.State.None &&
                    !rollKickSlide.Kicking &&
                    !rollKickSlide.Rolling &&
                    wallRun.CurrentState.Value == WallRun.State.None &&
                    parkourTime < gracePeriod)
                {
                    bool didSomething = false;

                    bool parkourBeganThisFrame = parkourTime == 0;
                    if (predictor.PossibilityCount > 0)
                    {
                        // In slow motion, prefer left and right wall-running
                        if (!(didSomething = wallRun.Activate(WallRun.State.Left, parkourBeganThisFrame)))
                        {
                            if (!(didSomething = wallRun.Activate(WallRun.State.Right, parkourBeganThisFrame)))
                            {
                                if (!(didSomething = vault.Go(parkourBeganThisFrame)))
                                {
                                    didSomething = wallRun.Activate(WallRun.State.Straight, parkourBeganThisFrame);
                                }
                            }
                        }
                    }
                    else
                    {
                        // In normal mode, prefer straight wall-running
                        if (!(didSomething = vault.Go(parkourBeganThisFrame)))
                        {
                            if (!(didSomething = wallRun.Activate(WallRun.State.Straight, parkourBeganThisFrame)))
                            {
                                if (!(didSomething = wallRun.Activate(WallRun.State.Left, parkourBeganThisFrame)))
                                {
                                    didSomething = wallRun.Activate(WallRun.State.Right, parkourBeganThisFrame);
                                }
                            }
                        }
                    }

                    if (didSomething)
                    {
                        jumper.Enabled.Value    = false;
                        player.SlowMotion.Value = false;
                        parkour.Enabled.Value   = false;
                    }
                    else if (parkourBeganThisFrame)
                    {
                        if (blockCloud.Blocks.Length > 0)
                        {
                            player.SlowMotion.Value = true;
                            predictor.ClearPossibilities();
                            predictor.PredictPlatforms();
                            predictor.PredictWalls();
                        }
                        else if (player.EnableSlowMotion)
                        {
                            player.SlowMotion.Value = true;
                        }
                    }

                    parkourTime += dt;
                }
                else
                {
                    parkour.Enabled.Value = false;
                }
            };
            parkour.Add(new CommandBinding(parkour.Enable, delegate()
            {
                parkourTime = 0;
            }));
            entity.Add(parkour);
            parkour.Enabled.Value = false;

            input.Bind(settings.Parkour, PCInput.InputState.Down, delegate()
            {
                parkour.Enabled.Value = true;
            });

            input.Bind(settings.Parkour, PCInput.InputState.Up, delegate()
            {
                parkour.Enabled.Value = false;
                wallRun.Deactivate();
                if (player.SlowMotion)
                {
                    player.SlowMotion.Value = false;
                }
            });

            input.Bind(settings.RollKick, PCInput.InputState.Down, delegate()
            {
                if (player.EnableMoves && player.Character.EnableWalking)
                {
                    rollKickSlide.Go();
                    parkour.Enabled.Value = false;
                    jumper.Enabled.Value  = false;
                }
            });

            input.Bind(settings.RollKick, PCInput.InputState.Up, delegate()
            {
                if (!rollKickSlide.Rolling && !rollKickSlide.Kicking)
                {
                    player.Character.AllowUncrouch.Value = true;
                }
            });

            // Special ability

            /*
             * input.Bind(settings.SpecialAbility, PCInput.InputState.Down, delegate()
             * {
             *      Voxel.GlobalRaycastResult hit = Voxel.GlobalRaycast(main.Camera.Position, main.Camera.Forward, main.Camera.FarPlaneDistance, null);
             *      if (hit.Voxel != null && hit.Voxel.GetType() != typeof(DynamicVoxel))
             *      {
             *              VoxelRip.Go(hit.Voxel, hit.Coordinate.Value, 7, delegate(List<DynamicVoxel> results)
             *              {
             *                      foreach (DynamicVoxel v in results)
             *                      {
             *                              v.IsAffectedByGravity.Value = false;
             *                              v.LinearVelocity.Value = hit.Voxel.GetAbsoluteVector(hit.Normal.GetVector()) * 7.0f
             + new Vector3((float)this.random.NextDouble() * 2.0f - 1.0f, (float)this.random.NextDouble() * 2.0f - 1.0f, (float)this.random.NextDouble() * 2.0f - 1.0f);
             +                      }
             +              });
             +      }
             + });
             */

            // Player data bindings

            entity.Add(new PostInitialization
            {
                delegate()
                {
                    Entity dataEntity     = PlayerDataFactory.Instance;
                    PlayerData playerData = dataEntity.Get <PlayerData>();

                    // HACK. Overwriting the property rather than binding the two together. Oh well.
                    // This is because I haven't written a two-way list binding.
                    footsteps.RespawnLocations = playerData.RespawnLocations;

                    // Bind player data properties
                    entity.Add(new TwoWayBinding <float>(WorldFactory.Instance.Get <World>().CameraShakeAmount, cameraControl.CameraShakeAmount));
                    entity.Add(new TwoWayBinding <bool>(playerData.EnableRoll, rollKickSlide.EnableRoll));
                    entity.Add(new TwoWayBinding <bool>(playerData.EnableCrouch, player.EnableCrouch));
                    entity.Add(new TwoWayBinding <bool>(playerData.EnableKick, rollKickSlide.EnableKick));
                    entity.Add(new TwoWayBinding <bool>(playerData.EnableWallRun, wallRun.EnableWallRun));
                    entity.Add(new TwoWayBinding <bool>(playerData.EnableWallRunHorizontal, wallRun.EnableWallRunHorizontal));
                    entity.Add(new TwoWayBinding <bool>(playerData.EnableEnhancedWallRun, wallRun.EnableEnhancedWallRun));
                    entity.Add(new TwoWayBinding <bool>(playerData.EnableMoves, player.EnableMoves));
                    entity.Add(new TwoWayBinding <float>(playerData.MaxSpeed, player.Character.MaxSpeed));
                    entity.Add(new TwoWayBinding <Voxel.t>(playerData.CloudType, blockCloud.Type));
                    entity.Add(new TwoWayBinding <bool>(playerData.ThirdPerson, cameraControl.ThirdPerson));
                    entity.Add(new TwoWayBinding <bool>(playerData.EnableSlowMotion, player.EnableSlowMotion));

                    Phone phone = dataEntity.GetOrCreate <Phone>("Phone");

                    entity.Add
                    (
                        new Binding <bool>
                        (
                            phone.CanReceiveMessages,
                            () => player.Character.IsSupported && !player.Character.IsSwimming && !player.Character.Crouched,
                            player.Character.IsSupported,
                            player.Character.IsSwimming,
                            player.Character.Crouched
                        )
                    );

                    PhoneNote.Attach(main, entity, player, model, input, phone, player.Character.EnableWalking, playerData.PhoneActive, playerData.NoteActive);

                    PlayerUI.Attach(main, entity, ui, player.Health, rotation.Rotation, playerData.NoteActive, playerData.PhoneActive);
                }
            });

            fpsCamera.Add(new Binding <Vector2>(fpsCamera.Mouse, input.Mouse));
            fpsCamera.Add(new Binding <Vector2>(fpsCamera.Movement, input.Movement));
            input.Bind(fpsCamera.SpeedMode, settings.Parkour);
            input.Bind(fpsCamera.Up, settings.Jump);
            fpsCamera.Add(new Binding <bool>(fpsCamera.Down, input.GetKey(Keys.LeftControl)));
            Lemma.Console.Console.AddConCommand(new ConCommand("noclip", "Toggle free camera mode", delegate(ConCommand.ArgCollection args)
            {
                bool freeCameraMode            = !fpsCamera.Enabled;
                fpsCamera.Enabled.Value        = freeCameraMode;
                cameraControl.Enabled.Value    = !freeCameraMode;
                firstPersonModel.Enabled.Value = !freeCameraMode;
                model.Enabled.Value            = !freeCameraMode;
                ui.Enabled.Value = !freeCameraMode;
                player.Character.EnableWalking.Value      = !freeCameraMode;
                player.EnableMoves.Value                  = !freeCameraMode;
                player.Character.Body.IsAffectedByGravity = !freeCameraMode;
                if (freeCameraMode)
                {
                    AkSoundEngine.PostEvent(AK.EVENTS.STOP_PLAYER_BREATHING_SOFT, entity);
                }
                else
                {
                    transform.Position.Value = main.Camera.Position;
                }
            }));

            entity.Add(new CommandBinding(entity.Delete, delegate()
            {
                Lemma.Console.Console.RemoveConCommand("noclip");
                if (fpsCamera.Enabled)                 // Movement is disabled. Re-enable it.
                {
                    player.Character.EnableWalking.Value = true;
                    player.EnableMoves.Value             = true;
                }
                PlayerFactory.Instance = null;
            }));
        }
コード例 #8
0
        public void Bind(AnimatedModel m)
        {
            this.model           = m;
            this.sprintAnimation = m["Sprint"];
            this.runAnimation    = m["Run"];
            this.fallAnimation   = m["Fall"];

            m["Idle"].GetChannel(m.GetBoneIndex("ORG-spine")).Filter = delegate(Matrix spine)
            {
                float x;
                if (this.idleRotationBlend < 1.0f)
                {
                    x = (this.Rotation - this.idleRotation.ClosestAngle(this.Rotation)) * Math.Max(0.0f, 1.0f - this.idleRotationBlend);
                }
                else if (this.idling)
                {
                    x = this.Rotation - this.idleRotation.ClosestAngle(this.Rotation);
                }
                else
                {
                    x = 0.0f;
                }
                return(spine * Matrix.CreateRotationY(x));
            };

            int    headIndex    = m.GetBoneIndex("ORG-head");
            Matrix headBindPose = m.GetWorldBindTransform(headIndex) * Matrix.CreateTranslation(0, 0.1f, 0.25f);
            Func <SkinnedModel.Clip, Func <Matrix, Matrix> > cancelHeadBob = delegate(SkinnedModel.Clip clip)
            {
                int bone = headIndex;
                List <SkinnedModel.Channel> channels = new List <SkinnedModel.Channel>();
                channels.Add(new SkinnedModel.Channel {
                    BoneIndex = bone
                });
                while (true)
                {
                    int parent = m.SkeletonHierarchy[bone];
                    if (parent == -1)
                    {
                        break;
                    }
                    else
                    {
                        channels.Add(clip.GetChannel(parent) ?? new SkinnedModel.Channel {
                            BoneIndex = bone
                        });
                    }
                    bone = parent;
                }
                return(delegate(Matrix x)
                {
                    if (main.MinimizeCameraMovement)
                    {
                        Matrix world = Matrix.Identity;
                        for (int i = 0; i < channels.Count; i++)
                        {
                            SkinnedModel.Channel channel = channels[i];
                            if (channel.Count == 0)
                            {
                                world = world * m.BindPose[channel.BoneIndex];
                            }
                            else
                            {
                                world = world * channel.CurrentMatrix;
                            }
                        }
                        return headBindPose * Matrix.Invert(world);
                    }
                    else
                    {
                        return x;
                    }
                });
            };

            int cameraIndex = m.GetBoneIndex("Camera");
            Func <SkinnedModel.Clip, Func <Matrix, Matrix> > cancelRotation = delegate(SkinnedModel.Clip clip)
            {
                int bone = cameraIndex;
                List <SkinnedModel.Channel> channels = new List <SkinnedModel.Channel>();
                channels.Add(new SkinnedModel.Channel {
                    BoneIndex = bone
                });
                while (true)
                {
                    int parent = m.SkeletonHierarchy[bone];
                    if (parent == -1)
                    {
                        break;
                    }
                    else
                    {
                        channels.Add(clip.GetChannel(parent) ?? new SkinnedModel.Channel {
                            BoneIndex = bone
                        });
                    }
                    bone = parent;
                }
                return(delegate(Matrix x)
                {
                    if (
#if VR
                        this.main.VR ||
#endif
                        this.main.MinimizeCameraMovement)
                    {
                        Matrix world = Matrix.Identity;
                        for (int i = 0; i < channels.Count; i++)
                        {
                            SkinnedModel.Channel channel = channels[i];
                            if (channel.Count == 0)
                            {
                                world = world * m.BindPose[channel.BoneIndex];
                            }
                            else
                            {
                                world = world * channel.CurrentMatrix;
                            }
                        }
                        Matrix rot = Matrix.Invert(world) * Matrix.CreateRotationX((float)Math.PI * 0.5f);
                        rot.Translation = x.Translation;
                        return rot;
                    }
                    else
                    {
                        return x;
                    }
                });
            };

            m["Run"].GetChannel(headIndex).Filter             = cancelHeadBob(m["Run"]);
            m["RunLeft"].GetChannel(headIndex).Filter         = cancelHeadBob(m["RunLeft"]);
            m["RunRight"].GetChannel(headIndex).Filter        = cancelHeadBob(m["RunRight"]);
            m["RunLeftForward"].GetChannel(headIndex).Filter  = cancelHeadBob(m["RunLeftForward"]);
            m["RunRightForward"].GetChannel(headIndex).Filter = cancelHeadBob(m["RunRightForward"]);
            m["Sprint"].GetChannel(headIndex).Filter          = cancelHeadBob(m["Sprint"]);
            m["Slide"].GetChannel(cameraIndex).Filter         = cancelRotation(m["Slide"]);
            m["WallRunLeft"].GetChannel(cameraIndex).Filter   = cancelRotation(m["WallRunLeft"]);
            m["WallRunRight"].GetChannel(cameraIndex).Filter  = cancelRotation(m["WallRunRight"]);
            m["TopOut"].GetChannel(cameraIndex).Filter        = cancelRotation(m["TopOut"]);
            m["Land"].GetChannel(cameraIndex).Filter          = cancelRotation(m["Land"]);
            m["LandHard"].GetChannel(cameraIndex).Filter      = cancelRotation(m["LandHard"]);

            m["Idle"].GetChannel(m.GetBoneIndex("ORG-hips")).Filter = delegate(Matrix hips)
            {
                float x;
                if (this.idleRotationBlend < 1.0f)
                {
                    x = (this.idleRotation.ClosestAngle(this.Rotation) - this.Rotation) * Math.Max(0.0f, 1.0f - this.idleRotationBlend);
                }
                else if (this.idling)
                {
                    x = this.idleRotation.ClosestAngle(this.Rotation) - this.Rotation;
                }
                else
                {
                    x = 0.0f;
                }
                return(hips * Matrix.CreateRotationZ(x));
            };

            this.relativeHeadBone  = m.GetRelativeBoneTransform("ORG-head");
            m["Swim"].Speed        = 2.0f;
            m["SwimForward"].Speed = 2.0f;
            m["TurnLeft"].Speed    = 2.0f;
            m["TurnRight"].Speed   = 2.0f;

            m["WallRunStraight"].GetChannel(m.GetBoneIndex("ORG-hips")).Filter = delegate(Matrix hips)
            {
                hips.Translation += new Vector3(0, 1, 0);
                return(hips);
            };
        }