private void SetMotionOnClient(MyEntity otherEntity, HkMotionType motion) { // PetrM:TODO: Make all client grids dynamic. if (!Sync.IsServer && !(otherEntity is MyCharacter && (otherEntity as MyCharacter).IsRagdollActivated)) // In case of picking up a ragdoll don't turn off and on the physics { otherEntity.Physics.Enabled = false; otherEntity.SyncFlag = false; m_otherRigidBody.UpdateMotionType(motion); otherEntity.Physics.Enabled = true; // HACK: This is here only because disabling and enabling physics puts constraints into inconsistent state. otherEntity.RaisePhysicsChanged(); } }
public void StartManipulation(MyState state, MyEntity otherEntity, Vector3D hitPosition, ref MatrixD ownerWorldHeadMatrix) { Debug.Assert(m_constraintInitialized == false); // Commenting this out to allow picking up dead bodies and characters //if (otherEntity is MyCharacter) // return; if (Owner == null || Owner.VirtualPhysics == null || !Owner.VirtualPhysics.RigidBody.InWorld) { return; } var ownerRigidBody = Owner.VirtualPhysics.RigidBody; if (otherEntity.Physics == null) { return; } m_otherRigidBody = otherEntity.Physics.RigidBody; if (otherEntity is MyCharacter) { if (!(otherEntity as MyCharacter).IsDead || !(otherEntity as MyCharacter).IsRagdollActivated) { return; } m_otherRigidBody = (otherEntity as MyCharacter).Physics.Ragdoll.GetRootRigidBody(); } // else (!otherEntity.Physics.RigidBody.InWorld) // Do we need to check if the body is in the world when this was returned byt RayCast ? Commenting this out for now.. var characterMovementState = Owner.GetCurrentMovementState(); if (!CanManipulate(characterMovementState)) { return; } if (!CanManipulateEntity(otherEntity)) { return; } // PetrM:TODO: Make all client grids dynamic. if (!(otherEntity is MyCharacter && (otherEntity as MyCharacter).IsRagdollActivated) && state == MyState.HOLD) // In case of picking up a ragdoll don't turn off and on the physics { otherEntity.Physics.Enabled = false; otherEntity.SyncFlag = false; m_otherRigidBody.UpdateMotionType(HkMotionType.Dynamic); otherEntity.Physics.Enabled = true; // HACK: This is here only because disabling and enabling physics puts constraints into inconsistent state. otherEntity.RaisePhysicsChanged(); } Owner.VirtualPhysics.RigidBody.Activate(); m_otherRigidBody.Activate(); Vector3D hitUp = Vector3D.Up; Vector3D hitRight; double dot = Vector3D.Dot(ownerWorldHeadMatrix.Forward, hitUp); if (dot == 1 || dot == -1) { hitRight = ownerWorldHeadMatrix.Right; } else { hitRight = Vector3D.Cross(ownerWorldHeadMatrix.Forward, hitUp); hitRight.Normalize(); } Vector3D hitForward = Vector3D.Cross(hitUp, hitRight); hitForward.Normalize(); // Matrix of constraint for other body in world MatrixD otherWorldMatrix = MatrixD.Identity; otherWorldMatrix.Forward = hitForward; otherWorldMatrix.Right = hitRight; otherWorldMatrix.Up = hitUp; otherWorldMatrix.Translation = hitPosition; const float headPivotOffset = 1.5f; MatrixD headPivotWorldMatrix = ownerWorldHeadMatrix; headPivotWorldMatrix.Translation = ownerWorldHeadMatrix.Translation + headPivotOffset * ownerWorldHeadMatrix.Forward; //float distanceToHead = (float)(headPivotWorldMatrix.Translation - otherWorldMatrix.Translation).Length(); //distanceToHead = MathHelper.Clamp(distanceToHead, 0.6f, 2.5f); // Matrix of constraint for other body in local m_otherLocalPivotMatrix = (Matrix)(otherWorldMatrix * otherEntity.PositionComp.WorldMatrixNormalizedInv); m_otherWorldPivotOrigin = otherWorldMatrix.Translation; MatrixD ownerWorldMatrixInverse = MatrixD.Normalize(MatrixD.Invert(ownerWorldHeadMatrix)); m_headLocalPivotMatrix = Matrix.Identity; m_headLocalPivotMatrix.Translation = Vector3D.Transform(headPivotWorldMatrix.Translation, ownerWorldMatrixInverse); HkConstraintData data; if (state == MyState.HOLD) { float mass = 0; if (otherEntity is MyCubeGrid) { var group = MyCubeGridGroups.Static.Physical.GetGroup((otherEntity as MyCubeGrid)); foreach (var node in group.Nodes) { mass += node.NodeData.Physics.Mass; } mass = GetRealMass(mass); } else { mass = GetRealMass(otherEntity.Physics.Mass); } // Player can hold large projectile (~222kg) if ((mass <= 210) || ((otherEntity is MyCharacter) && (otherEntity.Physics.Mass < 210))) { data = CreateFixedConstraintData(ref m_otherLocalPivotMatrix, headPivotOffset); } else { return; } if (otherEntity is MyCharacter) { if (MyFakes.MANIPULATION_TOOL_VELOCITY_LIMIT) { HkMalleableConstraintData mcData = data as HkMalleableConstraintData; mcData.Strength = 0.005f; } else { HkFixedConstraintData fcData = data as HkFixedConstraintData; fcData.MaximumAngularImpulse = 2.0f; fcData.MaximumLinearImpulse = 2.0f; } } } else { data = CreateBallAndSocketConstraintData(ref m_otherLocalPivotMatrix, ref m_headLocalPivotMatrix); if (otherEntity is MyCharacter) { HkMalleableConstraintData mcData = data as HkMalleableConstraintData; mcData.Strength = 0.005f; } } m_otherEntity = otherEntity; m_otherEntity.OnClosing += OtherEntity_OnClosing; //m_otherAngularDamping = m_otherRigidBody.AngularDamping; //m_otherLinearDamping = m_otherRigidBody.LinearDamping; m_otherRestitution = m_otherRigidBody.Restitution; m_otherMaxLinearVelocity = m_otherRigidBody.MaxLinearVelocity; m_otherMaxAngularVelocity = m_otherRigidBody.MaxAngularVelocity; SetManipulated(m_otherEntity, true); if (state == MyState.HOLD) { m_massChange = HkMassChangerUtil.Create(m_otherRigidBody, int.MaxValue, 1, 0.001f); //m_otherRigidBody.AngularDamping = TARGET_ANGULAR_DAMPING; //m_otherRigidBody.LinearDamping = TARGET_LINEAR_DAMPING; m_otherRigidBody.Restitution = TARGET_RESTITUTION; m_otherRigidBody.MaxLinearVelocity = m_limitingLinearVelocity; m_otherRigidBody.MaxAngularVelocity = (float)Math.PI; if (m_otherEntity is MyCharacter) { foreach (var body in m_otherEntity.Physics.Ragdoll.RigidBodies) { //body.AngularDamping = TARGET_ANGULAR_DAMPING; //body.LinearDamping = TARGET_LINEAR_DAMPING; body.Restitution = TARGET_RESTITUTION; body.MaxLinearVelocity = m_limitingLinearVelocity; body.MaxAngularVelocity = (float)Math.PI; } } const float holdingTransparency = 0.4f; SetTransparent(otherEntity, holdingTransparency); //TODO jt: why it must be called twice? SetTransparent(otherEntity, holdingTransparency); } m_constraint = new HkConstraint(m_otherRigidBody, Owner.VirtualPhysics.RigidBody, data); Owner.VirtualPhysics.AddConstraint(m_constraint); m_constraintCreationTime = MySandboxGame.Static.UpdateTime; m_state = state; m_previousCharacterMovementState = Owner.GetCurrentMovementState(); if (m_state == MyState.HOLD) { Owner.PlayCharacterAnimation("PickLumber", false, MyPlayAnimationMode.Immediate | MyPlayAnimationMode.Play, 0.2f, 1f); } else { Owner.PlayCharacterAnimation("PullLumber", false, MyPlayAnimationMode.Immediate | MyPlayAnimationMode.Play, 0.2f, 1f); } m_manipulatedEntitites.Add(m_otherEntity); Owner.ManipulatedEntity = m_otherEntity; }