RigsofRods
Soft-body Physics Simulation
Character.cpp
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1 /*
2  This source file is part of Rigs of Rods
3  Copyright 2005-2012 Pierre-Michel Ricordel
4  Copyright 2007-2012 Thomas Fischer
5  Copyright 2017-2018 Petr Ohlidal
6 
7  For more information, see http://www.rigsofrods.org/
8 
9  Rigs of Rods is free software: you can redistribute it and/or modify
10  it under the terms of the GNU General Public License version 3, as
11  published by the Free Software Foundation.
12 
13  Rigs of Rods is distributed in the hope that it will be useful,
14  but WITHOUT ANY WARRANTY; without even the implied warranty of
15  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16  GNU General Public License for more details.
17 
18  You should have received a copy of the GNU General Public License
19  along with Rigs of Rods. If not, see <http://www.gnu.org/licenses/>.
20 */
21 
22 #include "Character.h"
23 
24 #include "Application.h"
25 #include "Actor.h"
26 #include "ActorManager.h"
27 #include "CameraManager.h"
28 #include "Collisions.h"
29 #include "GameContext.h"
30 #include "GfxScene.h"
31 #include "InputEngine.h"
32 #include "MovableText.h"
33 #include "Network.h"
34 #include "Terrain.h"
35 #include "Utils.h"
36 #include "Water.h"
37 
38 using namespace Ogre;
39 using namespace RoR;
40 
41 #define LOGSTREAM Ogre::LogManager::getSingleton().stream()
42 
43 Character::Character(int source, unsigned int streamid, UTFString player_name, int color_number, bool is_remote) :
44  m_actor_coupling(nullptr)
45  , m_can_jump(false)
46  , m_character_rotation(0.0f)
47  , m_character_h_speed(2.0f)
48  , m_character_v_speed(0.0f)
49  , m_color_number(color_number)
50  , m_anim_time(0.f)
51  , m_net_last_anim_time(0.f)
52  , m_net_last_update_time(0.f)
53  , m_net_username(player_name)
54  , m_is_remote(is_remote)
55  , m_source_id(source)
56  , m_stream_id(streamid)
57  , m_gfx_character(nullptr)
58  , m_driving_anim_length(0.f)
59  , m_anim_name("Idle_sway")
60 {
61  static int id_counter = 0;
62  m_instance_name = "Character#" + TOSTRING(id_counter);
63  ++id_counter;
64 
65  if (App::mp_state->getEnum<MpState>() == MpState::CONNECTED)
66  {
67  this->SendStreamSetup();
68  }
69 }
70 
72 {
73  if (m_gfx_character != nullptr)
74  {
76  delete m_gfx_character;
77  }
78 }
79 
81 {
83 }
84 
85 void Character::setPosition(Vector3 position) // TODO: updates OGRE objects --> belongs to GfxScene ~ only_a_ptr, 05/2018
86 {
87  //ASYNCSCENE OLD m_character_scenenode->setPosition(position);
88  m_character_position = position;
89  m_prev_position = position;
90 }
91 
93 {
94  //ASYNCSCENE OLDreturn m_character_scenenode->getPosition();
95  return m_character_position;
96 }
97 
98 void Character::setRotation(Radian rotation)
99 {
100  m_character_rotation = rotation;
101 }
102 
103 void Character::SetAnimState(std::string mode, float time)
104 {
105  if (m_anim_name != mode)
106  {
107  m_anim_name = mode;
108  m_anim_time = time;
109  m_net_last_anim_time = 0.0f;
110  }
111  else
112  {
113  m_anim_time += time;
114  }
115 }
116 
117 float calculate_collision_depth(Vector3 pos)
118 {
119  Vector3 query = pos + 0.3f * Vector3::UNIT_Y;
120  while (query.y > pos.y)
121  {
122  if (App::GetGameContext()->GetTerrain()->GetCollisions()->collisionCorrect(&query, false))
123  break;
124  query.y -= 0.001f;
125  }
126  return query.y - pos.y;
127 }
128 
129 void Character::update(float dt)
130 {
131  if (!m_is_remote && (m_actor_coupling == nullptr) && (App::sim_state->getEnum<SimState>() != SimState::PAUSED))
132  {
133  // disable character movement when using the free camera mode or when the menu is opened
134  // TODO: check for menu being opened
135  if (App::GetCameraManager()->GetCurrentBehavior() == CameraManager::CAMERA_BEHAVIOR_FREE)
136  {
137  return;
138  }
139 
140  Vector3 position = m_character_position; //ASYNCSCENE OLD m_character_scenenode->getPosition();
141 
142  // gravity force is always on
143  position.y += m_character_v_speed * dt;
144  m_character_v_speed += dt * -9.8f;
145 
146  // Trigger script events and handle mesh (ground) collision
147  Vector3 query = position;
149 
150  // Auto compensate minor height differences
151  float depth = calculate_collision_depth(position);
152  if (depth > 0.0f)
153  {
154  m_can_jump = true;
155  m_character_v_speed = std::max(0.0f, m_character_v_speed);
156  position.y += std::min(depth, 2.0f * dt);
157  }
158 
159  // Submesh "collision"
160  {
161  float depth = 0.0f;
162  for (ActorPtr& actor : App::GetGameContext()->GetActorManager()->GetActors())
163  {
164  if (actor->ar_bounding_box.contains(position))
165  {
166  for (int i = 0; i < actor->ar_num_collcabs; i++)
167  {
168  int tmpv = actor->ar_collcabs[i] * 3;
169  Vector3 a = actor->ar_nodes[actor->ar_cabs[tmpv + 0]].AbsPosition;
170  Vector3 b = actor->ar_nodes[actor->ar_cabs[tmpv + 1]].AbsPosition;
171  Vector3 c = actor->ar_nodes[actor->ar_cabs[tmpv + 2]].AbsPosition;
172  auto result = Math::intersects(Ray(position, Vector3::UNIT_Y), a, b, c);
173  if (result.first && result.second < 1.8f)
174  {
175  depth = std::max(depth, result.second);
176  }
177  }
178  }
179  }
180  if (depth > 0.0f)
181  {
182  m_can_jump = true;
183  m_character_v_speed = std::max(0.0f, m_character_v_speed);
184  position.y += std::min(depth, 0.05f);
185  }
186  }
187 
188  // Obstacle detection
189  if (position != m_prev_position)
190  {
191  const int numstep = 100;
192  Vector3 diff = position - m_prev_position;
193  Vector3 base = m_prev_position + Vector3::UNIT_Y * 0.25f;
194  for (int i = 1; i < numstep; i++)
195  {
196  Vector3 query = base + diff * ((float)i / numstep);
197  if (App::GetGameContext()->GetTerrain()->GetCollisions()->collisionCorrect(&query, false))
198  {
199  m_character_v_speed = std::max(0.0f, m_character_v_speed);
200  position = m_prev_position + diff * ((float)(i - 1) / numstep);
201  position.y += 0.025f;
202  break;
203  }
204  }
205  }
206 
207  m_prev_position = position;
208 
209  // ground contact
210  float pheight = App::GetGameContext()->GetTerrain()->GetHeightAt(position.x, position.z);
211 
212  if (position.y < pheight)
213  {
214  position.y = pheight;
215  m_character_v_speed = 0.0f;
216  m_can_jump = true;
217  }
218 
219  // water stuff
220  bool isswimming = false;
221  float wheight = -99999;
222 
223  if (App::GetGameContext()->GetTerrain()->getWater())
224  {
225  wheight = App::GetGameContext()->GetTerrain()->getWater()->CalcWavesHeight(position);
226  if (position.y < wheight - 1.8f)
227  {
228  position.y = wheight - 1.8f;
229  m_character_v_speed = 0.0f;
230  }
231  }
232 
233  // 0.1 due to 'jumping' from waves -> not nice looking
234  if (App::GetGameContext()->GetTerrain()->getWater() && (wheight - pheight > 1.8f) && (position.y + 0.1f <= wheight))
235  {
236  isswimming = true;
237  }
238 
239  float tmpJoy = 0.0f;
240  if (m_can_jump)
241  {
242  if (RoR::App::GetInputEngine()->getEventBoolValue(EV_CHARACTER_JUMP))
243  {
244  m_character_v_speed = 2.0f;
245  m_can_jump = false;
246  }
247  }
248 
249  bool idleanim = true;
254  bool not_walking = (tmpGoForward == 0.f && tmpGoBackward == 0.f);
255 
257  if (tmpJoy > 0.0f)
258  {
259  float scale = RoR::App::GetInputEngine()->isKeyDown(OIS::KC_LMENU) ? 0.1f : 1.0f;
260  setRotation(m_character_rotation + dt * 2.0f * scale * Radian(tmpJoy));
261  if (!isswimming && not_walking)
262  {
263  this->SetAnimState("Turn", -dt);
264  idleanim = false;
265  }
266  }
267 
269  if (tmpJoy > 0.0f)
270  {
271  float scale = RoR::App::GetInputEngine()->isKeyDown(OIS::KC_LMENU) ? 0.1f : 1.0f;
272  setRotation(m_character_rotation - dt * scale * 2.0f * Radian(tmpJoy));
273  if (!isswimming && not_walking)
274  {
275  this->SetAnimState("Turn", dt);
276  idleanim = false;
277  }
278  }
279 
281  float accel = 1.0f;
282 
284  if (tmpJoy > 0.0f)
285  {
286  if (tmpRun > 0.0f)
287  accel = 3.0f * tmpRun;
288  // animation missing for that
289  position += dt * m_character_h_speed * 0.5f * accel * Vector3(cos(m_character_rotation.valueRadians() - Math::HALF_PI), 0.0f, sin(m_character_rotation.valueRadians() - Math::HALF_PI));
290  if (!isswimming && not_walking)
291  {
292  this->SetAnimState("Side_step", -dt);
293  idleanim = false;
294  }
295  }
296 
298  if (tmpJoy > 0.0f)
299  {
300  if (tmpRun > 0.0f)
301  accel = 3.0f * tmpRun;
302  // animation missing for that
303  position += dt * m_character_h_speed * 0.5f * accel * Vector3(cos(m_character_rotation.valueRadians() + Math::HALF_PI), 0.0f, sin(m_character_rotation.valueRadians() + Math::HALF_PI));
304  if (!isswimming && not_walking)
305  {
306  this->SetAnimState("Side_step", dt);
307  idleanim = false;
308  }
309  }
310 
311  tmpJoy = accel = tmpGoForward;
312  float tmpBack = tmpGoBackward;
313 
314  tmpJoy = std::min(tmpJoy, 1.0f);
315  tmpBack = std::min(tmpBack, 1.0f);
316 
317  if (tmpJoy > 0.0f || tmpRun > 0.0f)
318  {
319  if (tmpRun > 0.0f)
320  accel = 3.0f * tmpRun;
321 
322  float time = dt * tmpJoy * m_character_h_speed;
323 
324  if (isswimming)
325  {
326  this->SetAnimState("Swim_loop", time);
327  idleanim = false;
328  }
329  else
330  {
331  if (tmpRun > 0.0f)
332  {
333  this->SetAnimState("Run", time);
334  idleanim = false;
335  }
336  else
337  {
338  this->SetAnimState("Walk", time);
339  idleanim = false;
340  }
341  }
342  position += dt * m_character_h_speed * 1.5f * accel * Vector3(cos(m_character_rotation.valueRadians()), 0.0f, sin(m_character_rotation.valueRadians()));
343  }
344  else if (tmpBack > 0.0f)
345  {
346  float time = -dt * m_character_h_speed;
347  if (isswimming)
348  {
349  this->SetAnimState("Spot_swim", time);
350  idleanim = false;
351  }
352  else
353  {
354  this->SetAnimState("Walk", time);
355  idleanim = false;
356  }
357  position -= dt * m_character_h_speed * tmpBack * Vector3(cos(m_character_rotation.valueRadians()), 0.0f, sin(m_character_rotation.valueRadians()));
358  }
359 
360  if (idleanim)
361  {
362  if (isswimming)
363  {
364  this->SetAnimState("Spot_swim", dt * 2.0f);
365  }
366  else
367  {
368  this->SetAnimState("Idle_sway", dt * 1.0f);
369  }
370  }
371 
372  m_character_position = position;
373  }
374  else if (m_actor_coupling) // The character occupies a vehicle or machine
375  {
376  // Animation
377  float angle = m_actor_coupling->ar_hydro_dir_wheel_display * -1.0f; // not getSteeringAngle(), but this, as its smoothed
378  float anim_time_pos = ((angle + 1.0f) * 0.5f) * m_driving_anim_length;
379  // prevent animation flickering on the borders:
380  if (anim_time_pos < 0.01f)
381  {
382  anim_time_pos = 0.01f;
383  }
384  if (anim_time_pos > m_driving_anim_length - 0.01f)
385  {
386  anim_time_pos = m_driving_anim_length - 0.01f;
387  }
388  m_anim_name = "Driving";
389  m_anim_time = anim_time_pos;
390  m_net_last_anim_time = 0.0f;
391  }
392 
393 #ifdef USE_SOCKETW
394  if ((App::mp_state->getEnum<MpState>() == MpState::CONNECTED) && !m_is_remote)
395  {
396  this->SendStreamData();
397  }
398 #endif // USE_SOCKETW
399 }
400 
401 void Character::move(Vector3 offset)
402 {
403  m_character_position += offset; //ASYNCSCENE OLD m_character_scenenode->translate(offset);
404 }
405 
406 // Helper function
407 void Character::ReportError(const char* detail)
408 {
409 #ifdef USE_SOCKETW
410  Ogre::UTFString username;
411  RoRnet::UserInfo info;
412  if (!App::GetNetwork()->GetUserInfo(m_source_id, info))
413  username = "~~ERROR getting username~~";
414  else
415  username = info.username;
416 
417  char msg_buf[300];
418  snprintf(msg_buf, 300,
419  "[RoR|Networking] ERROR on m_is_remote character (User: '%s', SourceID: %d, StreamID: %d): ",
420  username.asUTF8_c_str(), m_source_id, m_stream_id);
421 
422  LOGSTREAM << msg_buf << detail;
423 #endif
424 }
425 
427 {
428 #ifdef USE_SOCKETW
429  if (m_is_remote)
430  return;
431 
433  memset(&reg, 0, sizeof(reg));
434  reg.status = 1;
435  strcpy(reg.name, "default");
436  reg.type = 1;
437  reg.data[0] = 2;
438 
440 
443 #endif // USE_SOCKETW
444 }
445 
447 {
448 #ifdef USE_SOCKETW
449  if (m_net_timer.getMilliseconds() - m_net_last_update_time < 100)
450  return;
451 
452  // do not send position data if coupled to an actor already
453  if (m_actor_coupling)
454  return;
455 
456  m_net_last_update_time = m_net_timer.getMilliseconds();
457 
458  NetCharacterMsgPos msg;
460  msg.pos_x = m_character_position.x;
461  msg.pos_y = m_character_position.y;
462  msg.pos_z = m_character_position.z;
463  msg.rot_angle = m_character_rotation.valueRadians();
464  strncpy(msg.anim_name, m_anim_name.c_str(), CHARACTER_ANIM_NAME_LEN);
466 
468 
470 #endif // USE_SOCKETW
471 }
472 
473 void Character::receiveStreamData(unsigned int& type, int& source, unsigned int& streamid, char* buffer)
474 {
475 #ifdef USE_SOCKETW
476  if (type == RoRnet::MSG2_STREAM_DATA && m_source_id == source && m_stream_id == streamid)
477  {
478  auto* msg = reinterpret_cast<NetCharacterMsgGeneric*>(buffer);
479  if (msg->command == CHARACTER_CMD_POSITION)
480  {
481  auto* pos_msg = reinterpret_cast<NetCharacterMsgPos*>(buffer);
482  this->setPosition(Ogre::Vector3(pos_msg->pos_x, pos_msg->pos_y, pos_msg->pos_z));
483  this->setRotation(Ogre::Radian(pos_msg->rot_angle));
484  if (strnlen(pos_msg->anim_name, CHARACTER_ANIM_NAME_LEN) < CHARACTER_ANIM_NAME_LEN)
485  {
486  this->SetAnimState(pos_msg->anim_name, pos_msg->anim_time);
487  }
488  }
489  else if (msg->command == CHARACTER_CMD_DETACH)
490  {
491  if (m_actor_coupling != nullptr)
492  this->SetActorCoupling(false, nullptr);
493  else
494  this->ReportError("Received command `DETACH`, but not currently attached to a vehicle. Ignoring command.");
495  }
496  else if (msg->command == CHARACTER_CMD_ATTACH)
497  {
498  auto* attach_msg = reinterpret_cast<NetCharacterMsgAttach*>(buffer);
499  ActorPtr beam = App::GetGameContext()->GetActorManager()->GetActorByNetworkLinks(attach_msg->source_id, attach_msg->stream_id);
500  if (beam != nullptr)
501  {
502  this->SetActorCoupling(true, beam);
503  }
504  else
505  {
506  char err_buf[200];
507  snprintf(err_buf, 200, "Received command `ATTACH` with target{SourceID: %d, StreamID: %d}, "
508  "but corresponding vehicle doesn't exist. Ignoring command.",
509  attach_msg->source_id, attach_msg->stream_id);
510  this->ReportError(err_buf);
511  }
512  }
513  else
514  {
515  char err_buf[100];
516  snprintf(err_buf, 100, "Received invalid command: %d. Cannot process.", msg->command);
517  this->ReportError(err_buf);
518  }
519  }
520 #endif
521 }
522 
523 void Character::SetActorCoupling(bool enabled, ActorPtr actor)
524 {
525  m_actor_coupling = actor;
526 #ifdef USE_SOCKETW
527  if (App::mp_state->getEnum<MpState>() == MpState::CONNECTED && !m_is_remote)
528  {
529  if (enabled)
530  {
536  }
537  else
538  {
542  }
543  }
544 #endif // USE_SOCKETW
545 }
546 
548 
549 // --------------------------------
550 // GfxCharacter
551 
553 {
554  Entity* entity = App::GetGfxScene()->GetSceneManager()->createEntity(m_instance_name + "_mesh", "character.mesh");
555  m_driving_anim_length = entity->getAnimationState("Driving")->getLength();
556 
557  // fix disappearing mesh
558  AxisAlignedBox aabb;
559  aabb.setInfinite();
560  entity->getMesh()->_setBounds(aabb);
561 
562  // add entity to the scene node
563  Ogre::SceneNode* scenenode = App::GetGfxScene()->GetSceneManager()->getRootSceneNode()->createChildSceneNode(m_instance_name);
564  scenenode->attachObject(entity);
565  scenenode->setScale(0.02f, 0.02f, 0.02f);
566  scenenode->setVisible(false);
567 
568  // setup colour
569  MaterialPtr mat1 = MaterialManager::getSingleton().getByName("tracks/character");
570  MaterialPtr mat2 = mat1->clone("tracks/" + m_instance_name);
571  entity->setMaterialName("tracks/" + m_instance_name);
572 
574  m_gfx_character->xc_scenenode = scenenode;
577 
578  return m_gfx_character;
579 }
580 
582 {
583  Entity* ent = static_cast<Ogre::Entity*>(xc_scenenode->getAttachedObject(0));
584  xc_scenenode->detachAllObjects();
585  App::GetGfxScene()->GetSceneManager()->destroySceneNode(xc_scenenode);
586  App::GetGfxScene()->GetSceneManager()->destroyEntity(ent);
587  MaterialManager::getSingleton().unload("tracks/" + xc_instance_name);
588 }
589 
591 {
592  xc_simbuf_prev = xc_simbuf;
593 
594  xc_simbuf.simbuf_character_pos = xc_character->getPosition();
595  xc_simbuf.simbuf_character_rot = xc_character->getRotation();
596  xc_simbuf.simbuf_color_number = xc_character->GetColorNum();
597  xc_simbuf.simbuf_net_username = xc_character->GetNetUsername();
598  xc_simbuf.simbuf_is_remote = xc_character->GetIsRemote();
599  xc_simbuf.simbuf_actor_coupling = xc_character->GetActorCoupling();
600  xc_simbuf.simbuf_anim_name = xc_character->GetAnimName();
601  xc_simbuf.simbuf_anim_time = xc_character->GetAnimTime();
602 }
603 
605 {
606  // Actor coupling
607  if (xc_simbuf.simbuf_actor_coupling != xc_simbuf_prev.simbuf_actor_coupling)
608  {
609  if (xc_simbuf.simbuf_actor_coupling != nullptr)
610  {
611  // Entering/switching vehicle
612  xc_scenenode->getAttachedObject(0)->setCastShadows(false);
613  xc_scenenode->setVisible(xc_simbuf.simbuf_actor_coupling->GetGfxActor()->HasDriverSeatProp());
614  }
615  else if (xc_simbuf_prev.simbuf_actor_coupling != nullptr)
616  {
617  // Leaving vehicle
618  xc_scenenode->getAttachedObject(0)->setCastShadows(true);
619  xc_scenenode->resetOrientation();
620  }
621  }
622 
623  // Position + Orientation
624  Ogre::Entity* entity = static_cast<Ogre::Entity*>(xc_scenenode->getAttachedObject(0));
625  if (xc_simbuf.simbuf_actor_coupling != nullptr)
626  {
627  // We're in vehicle
628  GfxActor* gfx_actor = xc_simbuf.simbuf_actor_coupling->GetGfxActor();
629 
630  // Update character visibility first
631  switch (gfx_actor->GetSimDataBuffer().simbuf_actor_state)
632  {
634  entity->setVisible(false);
635  break;
637  entity->setVisible(gfx_actor->HasDriverSeatProp());
638  break;
639  default:
640  break; // no change.
641  }
642 
643  // If visible, update position
644  if (entity->isVisible())
645  {
646  Ogre::Vector3 pos;
647  Ogre::Quaternion rot;
648  xc_simbuf.simbuf_actor_coupling->GetGfxActor()->CalculateDriverPos(pos, rot);
649  xc_scenenode->setOrientation(rot);
650  // hack to position the character right perfect on the default seat (because the mesh has decentered origin)
651  xc_scenenode->setPosition(pos + (rot * Vector3(0.f, -0.6f, 0.f)));
652  }
653  }
654  else
655  {
656  xc_scenenode->resetOrientation();
657  xc_scenenode->yaw(-xc_simbuf.simbuf_character_rot);
658  xc_scenenode->setPosition(xc_simbuf.simbuf_character_pos);
659  xc_scenenode->setVisible(true);
660  }
661 
662  // Animation
663  if (xc_simbuf.simbuf_anim_name != xc_simbuf_prev.simbuf_anim_name)
664  {
665  // 'Classic' method - enable one anim, exterminate the others ~ only_a_ptr, 06/2018
666  AnimationStateIterator it = entity->getAllAnimationStates()->getAnimationStateIterator();
667 
668  while (it.hasMoreElements())
669  {
670  AnimationState* as = it.getNext();
671 
672  if (as->getAnimationName() == xc_simbuf.simbuf_anim_name)
673  {
674  as->setEnabled(true);
675  as->setWeight(1);
676  as->addTime(xc_simbuf.simbuf_anim_time);
677  }
678  else
679  {
680  as->setEnabled(false);
681  as->setWeight(0);
682  }
683  }
684  }
685  else if (xc_simbuf.simbuf_anim_name != "") // Just do nothing if animation name is empty. May happen during networked play.
686  {
687  auto* as_cur = entity->getAnimationState(xc_simbuf.simbuf_anim_name);
688  as_cur->setTimePosition(xc_simbuf.simbuf_anim_time);
689  }
690 
691  // Multiplayer label
692 #ifdef USE_SOCKETW
693  if (App::mp_state->getEnum<MpState>() == MpState::CONNECTED && !xc_simbuf.simbuf_actor_coupling)
694  {
695  // From 'updateCharacterNetworkColor()'
696  const String materialName = "tracks/" + xc_instance_name;
697 
698  MaterialPtr mat = MaterialManager::getSingleton().getByName(materialName);
699  if (!mat.isNull() && mat->getNumTechniques() > 0 && mat->getTechnique(0)->getNumPasses() > 1 &&
700  mat->getTechnique(0)->getPass(1)->getNumTextureUnitStates() > 1)
701  {
702  const auto& state = mat->getTechnique(0)->getPass(1)->getTextureUnitState(1);
703  Ogre::ColourValue color = App::GetNetwork()->GetPlayerColor(xc_simbuf.simbuf_color_number);
704  state->setColourOperationEx(LBX_BLEND_CURRENT_ALPHA, LBS_MANUAL, LBS_CURRENT, color);
705  }
706 
707  if ((!xc_simbuf.simbuf_is_remote && !App::mp_hide_own_net_label->getBool()) ||
708  (xc_simbuf.simbuf_is_remote && !App::mp_hide_net_labels->getBool()))
709  {
710  float camDist = (xc_scenenode->getPosition() - App::GetCameraManager()->GetCameraNode()->getPosition()).length();
711  Ogre::Vector3 scene_pos = xc_scenenode->getPosition();
712  scene_pos.y += (1.9f + camDist / 100.0f);
713 
714  App::GetGfxScene()->DrawNetLabel(scene_pos, camDist, xc_simbuf.simbuf_net_username, xc_simbuf.simbuf_color_number);
715  }
716  }
717 #endif // USE_SOCKETW
718 }
GameContext.h
Game state manager and message-queue provider.
RoR::GfxScene::DrawNetLabel
void DrawNetLabel(Ogre::Vector3 pos, float cam_dist, std::string const &nick, int colornum)
Definition: GfxScene.cpp:339
RoR::App::GetNetwork
Network * GetNetwork()
Definition: Application.cpp:284
RoR::Character::setPosition
void setPosition(Ogre::Vector3 position)
Definition: Character.cpp:85
RoR::IWater::CalcWavesHeight
virtual float CalcWavesHeight(Ogre::Vector3 pos)=0
RoR::NetCharacterMsgAttach
Definition: Network.h:80
RoR::App::mp_hide_net_labels
CVar * mp_hide_net_labels
Definition: Application.cpp:118
RoR::CHARACTER_CMD_DETACH
@ CHARACTER_CMD_DETACH
Definition: Network.h:63
RoR::Character::m_character_v_speed
float m_character_v_speed
Definition: Character.h:77
RoR::GfxCharacter::xc_character
Character * xc_character
Definition: Character.h:121
RoR::MpState::CONNECTED
@ CONNECTED
RoR::Actor::ar_hydro_dir_wheel_display
Ogre::Real ar_hydro_dir_wheel_display
Definition: Actor.h:396
calculate_collision_depth
float calculate_collision_depth(Vector3 pos)
Definition: Character.cpp:117
RoR::GfxActor::HasDriverSeatProp
bool HasDriverSeatProp() const
Definition: GfxActor.h:146
RoR::App::GetCameraManager
CameraManager * GetCameraManager()
Definition: Application.cpp:275
RoR::Character::SetAnimState
void SetAnimState(std::string mode, float time=0)
Definition: Character.cpp:103
RoR::NetCharacterMsgAttach::source_id
int32_t source_id
Definition: Network.h:83
RoRnet::UserInfo
Definition: RoRnet.h:168
RoR::Character::update
void update(float dt)
Definition: Character.cpp:129
RoR::EV_CHARACTER_ROT_DOWN
@ EV_CHARACTER_ROT_DOWN
Definition: InputEngine.h:134
RoR::Character::m_character_position
Ogre::Vector3 m_character_position
Definition: Character.h:78
RoR::GfxCharacter::xc_instance_name
std::string xc_instance_name
Definition: Character.h:122
RoR::CameraManager::CAMERA_BEHAVIOR_FREE
@ CAMERA_BEHAVIOR_FREE
Definition: CameraManager.h:52
RoR::CVar::getBool
bool getBool() const
Definition: CVar.h:98
RoR::Character::SendStreamData
void SendStreamData()
Definition: Character.cpp:446
RoR::Character::m_stream_id
int m_stream_id
Definition: Character.h:81
RoR::EV_CHARACTER_BACKWARDS
@ EV_CHARACTER_BACKWARDS
step backwards with the character
Definition: InputEngine.h:129
CameraManager.h
RoRnet::StreamRegister::origin_sourceid
int32_t origin_sourceid
origin sourceid
Definition: RoRnet.h:144
RoR::Character::GetActorCoupling
ActorPtr GetActorCoupling()
Definition: Character.cpp:547
RoR::NetCharacterMsgPos::anim_name
char anim_name[CHARACTER_ANIM_NAME_LEN]
Definition: Network.h:77
RoR::Character::m_character_rotation
Ogre::Radian m_character_rotation
Definition: Character.h:75
MovableText.h
This creates a billboarding object that displays a text.
RoR::ActorManager::GetActorByNetworkLinks
const ActorPtr & GetActorByNetworkLinks(int source_id, int stream_id)
Definition: ActorManager.cpp:557
RoR::Collisions::collisionCorrect
bool collisionCorrect(Ogre::Vector3 *refpos, bool envokeScriptCallbacks=true)
Definition: Collisions.cpp:766
RoR::GfxCharacter::UpdateCharacterInScene
void UpdateCharacterInScene()
Definition: Character.cpp:604
RoR::App::sim_state
CVar * sim_state
Definition: Application.cpp:96
RoR::CameraManager::GetCameraNode
Ogre::SceneNode * GetCameraNode()
Definition: CameraManager.h:63
Utils.h
RoR::NetCharacterMsgPos::rot_angle
float rot_angle
Definition: Network.h:75
RoR::EV_CHARACTER_ROT_UP
@ EV_CHARACTER_ROT_UP
Definition: InputEngine.h:135
RefCountingObjectPtr< Actor >
RoR::InputEngine::getEventValue
float getEventValue(int eventID, bool pure=false, InputSourceType valueSource=InputSourceType::IST_ANY)
valueSource: IST_ANY=digital and analog devices, IST_DIGITAL=only digital, IST_ANALOG=only analog
Definition: InputEngine.cpp:911
RoR::EV_CHARACTER_RIGHT
@ EV_CHARACTER_RIGHT
rotate character right
Definition: InputEngine.h:133
ActorManager.h
Actor.h
RoR::InputEngine::isKeyDown
bool isKeyDown(OIS::KeyCode mod)
Asks OIS directly.
Definition: InputEngine.cpp:1123
RoR::GfxScene::GetSceneManager
Ogre::SceneManager * GetSceneManager()
Definition: GfxScene.h:64
RoR::Character::m_is_remote
bool m_is_remote
Definition: Character.h:84
RoR::Character::SendStreamSetup
void SendStreamSetup()
Definition: Character.cpp:426
RoR::Terrain::GetHeightAt
float GetHeightAt(float x, float z)
Definition: Terrain.cpp:525
RoR::App::mp_state
CVar * mp_state
Definition: Application.cpp:115
TOSTRING
#define TOSTRING(x)
Definition: Application.h:56
RoRnet::MSG2_STREAM_DATA
@ MSG2_STREAM_DATA
stream data
Definition: RoRnet.h:66
LOGSTREAM
#define LOGSTREAM
Definition: Character.cpp:41
RoR::GfxCharacter::xc_scenenode
Ogre::SceneNode * xc_scenenode
Definition: Character.h:118
RoRnet::StreamRegister::data
char data[128]
data used for stream setup
Definition: RoRnet.h:147
RoR::NetCharacterMsgGeneric::command
int32_t command
Definition: Network.h:68
RoR::Character::move
void move(Ogre::Vector3 offset)
Definition: Character.cpp:401
RoR::NetCharacterMsgGeneric
Definition: Network.h:66
RoR::CHARACTER_CMD_ATTACH
@ CHARACTER_CMD_ATTACH
Definition: Network.h:62
id_counter
static int id_counter
Definition: ProceduralRoad.cpp:36
RoR::NetCharacterMsgPos::anim_time
float anim_time
Definition: Network.h:76
RoR::EV_CHARACTER_SIDESTEP_RIGHT
@ EV_CHARACTER_SIDESTEP_RIGHT
sidestep to the right
Definition: InputEngine.h:138
RoR::NetCharacterMsgPos
Definition: Network.h:71
strnlen
#define strnlen(str, len)
Definition: InputEngine.cpp:397
RoR::GfxCharacter
Definition: Character.h:99
RoR::NetCharacterMsgAttach::command
int32_t command
Definition: Network.h:82
RoR::Terrain::GetCollisions
Collisions * GetCollisions()
Definition: Terrain.h:83
GfxScene.h
Character.h
RoR::SimState::PAUSED
@ PAUSED
RoR::Character::receiveStreamData
void receiveStreamData(unsigned int &type, int &source, unsigned int &streamid, char *buffer)
Definition: Character.cpp:473
RoR::EV_CHARACTER_RUN
@ EV_CHARACTER_RUN
let the character run
Definition: InputEngine.h:136
Application.h
Central state/object manager and communications hub.
RoR::App::mp_hide_own_net_label
CVar * mp_hide_own_net_label
Definition: Application.cpp:119
RoR::Character::m_anim_time
float m_anim_time
Definition: Character.h:86
RoR::CHARACTER_CMD_POSITION
@ CHARACTER_CMD_POSITION
Definition: Network.h:61
RoR::NetCharacterMsgPos::pos_x
float pos_x
Definition: Network.h:74
RoR::App::GetGameContext
GameContext * GetGameContext()
Definition: Application.cpp:280
RoR::Character::m_net_last_anim_time
float m_net_last_anim_time
Definition: Character.h:87
RoR::Character::getPosition
Ogre::Vector3 getPosition()
Definition: Character.cpp:92
RoR::EV_CHARACTER_FORWARD
@ EV_CHARACTER_FORWARD
step forward with the character
Definition: InputEngine.h:130
RoR::ActorSB::simbuf_actor_state
ActorState simbuf_actor_state
Definition: SimBuffers.h:115
RoR::Character::m_instance_name
std::string m_instance_name
Definition: Character.h:89
RoRnet::StreamRegister::status
int32_t status
initial stream status
Definition: RoRnet.h:143
RoR::Network::GetPlayerColor
Ogre::ColourValue GetPlayerColor(int color_num)
Definition: Network.cpp:94
RoRnet::StreamRegister::type
int32_t type
stream type
Definition: RoRnet.h:142
RoR::NetCharacterMsgPos::command
int32_t command
Definition: Network.h:73
RoR::Character::m_source_id
int m_source_id
Definition: Character.h:82
RoR::GfxCharacter::BufferSimulationData
void BufferSimulationData()
Definition: Character.cpp:590
RoRnet::StreamRegister::name
char name[128]
the actor filename
Definition: RoRnet.h:146
RoRnet::UserInfo::username
char username[RORNET_MAX_USERNAME_LEN]
the nickname of the user (UTF-8)
Definition: RoRnet.h:175
RoR::Character::m_driving_anim_length
float m_driving_anim_length
Definition: Character.h:88
RoR::GfxCharacter::~GfxCharacter
~GfxCharacter()
Definition: Character.cpp:581
RoRnet::MSG2_STREAM_DATA_DISCARDABLE
@ MSG2_STREAM_DATA_DISCARDABLE
stream data that is allowed to be discarded
Definition: RoRnet.h:67
RoR::NetCharacterMsgPos::pos_y
float pos_y
Definition: Network.h:74
RoR::GfxScene::RemoveGfxCharacter
void RemoveGfxCharacter(RoR::GfxCharacter *gfx_character)
Definition: GfxScene.cpp:330
RoR::Character::updateCharacterRotation
void updateCharacterRotation()
Definition: Character.cpp:80
RoR::Character::SetActorCoupling
void SetActorCoupling(bool enabled, ActorPtr actor)
Definition: Character.cpp:523
RoRnet::StreamRegister::origin_streamid
int32_t origin_streamid
origin streamid
Definition: RoRnet.h:145
RoR::App::GetInputEngine
InputEngine * GetInputEngine()
Definition: Application.cpp:271
RoR::Character::m_character_h_speed
float m_character_h_speed
Definition: Character.h:76
RoR::Character::m_gfx_character
GfxCharacter * m_gfx_character
Definition: Character.h:93
RoR::Character::m_anim_name
std::string m_anim_name
Definition: Character.h:85
RoR::EV_CHARACTER_SIDESTEP_LEFT
@ EV_CHARACTER_SIDESTEP_LEFT
sidestep to the left
Definition: InputEngine.h:137
Terrain.h
RoR::Actor::ar_net_stream_id
int ar_net_stream_id
Definition: Actor.h:420
RoR::Character::m_can_jump
bool m_can_jump
Definition: Character.h:83
RoR::GfxActor
Definition: GfxActor.h:52
RoR::ActorState::NETWORKED_HIDDEN
@ NETWORKED_HIDDEN
not simulated, not updated (remote)
InputEngine.h
Handles controller inputs from player. Defines input events and binding mechanism,...
Ogre
Definition: ExtinguishableFireAffector.cpp:35
RoR::NetCharacterMsgAttach::stream_id
int32_t stream_id
Definition: Network.h:84
RoR::Character::~Character
~Character()
Definition: Character.cpp:71
RoR::Character::m_net_timer
Ogre::Timer m_net_timer
Definition: Character.h:91
RoR::Actor::ar_net_source_id
int ar_net_source_id
Unique ID of remote player who spawned this actor.
Definition: Actor.h:419
Collisions.h
RoR::ActorState::NETWORKED_OK
@ NETWORKED_OK
not simulated (remote) actor
RoR::Character::m_prev_position
Ogre::Vector3 m_prev_position
Definition: Character.h:79
RoR::Network::AddLocalStream
void AddLocalStream(RoRnet::StreamRegister *reg, int size)
Definition: Network.cpp:660
RoR::EV_CHARACTER_LEFT
@ EV_CHARACTER_LEFT
rotate character left
Definition: InputEngine.h:132
CHARACTER_ANIM_NAME_LEN
#define CHARACTER_ANIM_NAME_LEN
Definition: Application.h:42
RoR::Network::AddPacket
void AddPacket(int streamid, int type, int len, const char *content)
Definition: Network.cpp:606
RoR::GfxActor::GetSimDataBuffer
ActorSB & GetSimDataBuffer()
Definition: GfxActor.h:119
RoR
Definition: AppContext.h:36
Network.h
RoR::Character::m_actor_coupling
ActorPtr m_actor_coupling
The vehicle or machine which the character occupies.
Definition: Character.h:74
RoR::Character::ReportError
void ReportError(const char *detail)
Definition: Character.cpp:407
Water.h
RoR::App::GetGfxScene
GfxScene * GetGfxScene()
Definition: Application.cpp:276
RoR::GameContext::GetActorManager
ActorManager * GetActorManager()
Definition: GameContext.h:127
RoR::Terrain::getWater
IWater * getWater()
Definition: Terrain.h:84
RoR::Character::setRotation
void setRotation(Ogre::Radian rotation)
Definition: Character.cpp:98
RoR::EV_CHARACTER_JUMP
@ EV_CHARACTER_JUMP
let the character jump
Definition: InputEngine.h:131
RoR::NetCharacterMsgPos::pos_z
float pos_z
Definition: Network.h:74
RoR::Character::m_net_last_update_time
unsigned long m_net_last_update_time
Definition: Character.h:92
RoR::Character::SetupGfx
GfxCharacter * SetupGfx()
Definition: Character.cpp:552
RoR::GameContext::GetTerrain
const TerrainPtr & GetTerrain()
Definition: GameContext.h:117
RoRnet::StreamRegister
< Sent from the client to server and vice versa, to broadcast a new stream
Definition: RoRnet.h:140