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KF2-Dev-Scripts/KFGame/Classes/KFSM_RecoverFromRagdoll.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFSM_RecoverFromRagdoll
//=============================================================================
// Recover from rigid body physics knockdown effects
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
// Based on GSM_RecoverFromRagdoll
// Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
//=============================================================================
class KFSM_RecoverFromRagdoll extends KFSpecialMove
native(SpecialMoves);
// Recovery anims
var() Name GetUpFrontAnim;
var() Name GetUpBackAnim;
// Blend out physics
var bool bBlendToGetUp;
var float GetUpBlendStartTime;
var() float GetUpBlendTime;
// GetUp orientation
var() Name UpDownBoneName;
var() EAxis UpDownAxis;
var() bool bInvertUpDownBoneAxis;
var() Name OrientationBoneName;
var() EAxis OrientationAxis;
var() INT GetUpFromBackYawOffset;
/** If TRUE, ignore pawns when looking for a spot to get up */
var() bool bIgnorePawnsOnRecover;
/** enable debugging */
var() bool bDebugSpecialMove;
// C++ functions
cpptext
{
virtual void TickSpecialMove(FLOAT DeltaTime);
}
protected function bool InternalCanDoSpecialMove()
{
return (PawnOwner.Physics == PHYS_RigidBody);
}
function SpecialMoveStarted(bool bForced, Name PrevMove)
{
local vector HitLocation, HitNormal, TraceStart, TraceEnd, Extent;
local vector HeightVec;
local Actor HitActor;
Super.SpecialMoveStarted(bForced,PrevMove);
// Stop updating the physics bones to match the animation
PawnOwner.Mesh.bUpdateKinematicBonesFromAnimation = FALSE;
PawnOwner.Mesh.PhysicsWeight = 1.f;
// Restore physics update settings
PawnOwner.Mesh.MinDistFactorForKinematicUpdate = PawnOwner.default.Mesh.MinDistFactorForKinematicUpdate;
// Restore tick group
PawnOwner.Mesh.SetTickGroup(PawnOwner.Default.Mesh.TickGroup);
PawnOwner.SetTickGroup(TG_PreAsyncWork);
// This will fix all bones, and stop Actor location being changed.
PawnOwner.SetPhysics(PHYS_None);
// Figure out Actor Rotation and Recovery animation to play
PlayRecoveryAnim();
// Move Pawn off walls
Extent = vect(0,0,0);
// Trace down to floor level
HeightVec = vect(0,0,1) * PawnOwner.CylinderComponent.CollisionHeight;
TraceStart = PawnOwner.Location + HeightVec * 1.1f; // Don't go to high, so we don't start trace inside a ceiling.
TraceEnd = PawnOwner.Location - HeightVec * 3.f;
if(bIgnorePawnsOnRecover)
{
//HitActor = TraceNoPawns(PawnOwner, TraceEnd, TraceStart, HitLocation);
HitActor = PawnOwner.Trace(HitLocation, HitNormal, TraceEnd, TraceStart, FALSE, Extent);
}
else
{
HitActor = PawnOwner.Trace(HitLocation, HitNormal, TraceEnd, TraceStart, TRUE, Extent);
}
if( HitActor != None )
{
MoveOffGeometry(HitLocation, HeightVec, Extent);
}
else if ( bDebugSpecialMove )
{
`log(class @ "Failed trace");
PawnOwner.DrawDebugCylinder(TraceStart + vect(0,0,1) * Extent.Z, TraceEnd - vect(0,0,1) * Extent.Z, Extent.X, 4, 0, 255, 0, TRUE);
PawnOwner.DrawDebugLine(TraceStart, TraceEnd, 0, 0, 255, TRUE);
}
// Start changing PhysicsWeight from 1.f (showing ragdoll position) to 0.f (showing first frame of get up anim)
bBlendToGetUp = TRUE;
GetUpBlendStartTime = PawnOwner.WorldInfo.TimeSeconds;
// Skip BlendToGetUp if Pawn was using partial kinamatics for gore (e.g. Headless)
if ( KFPOwner.bHasBrokenConstraints && KFPOwner.HasInjuredHitZones() )
{
PawnOwner.Mesh.PhysicsWeight = 0.f;
FinishedBlendToGetUp();
}
}
/** Trace, but ignore volumes and triggers */
simulated function Actor TraceNoPawns(Pawn TraceOwner, vector End, vector Start, out vector HitLocation)
{
local Actor HitActor;
local vector HitLoc, HitNorm;
// Iterate over each actor along trace...
foreach TraceOwner.TraceActors(class'Actor', HitActor, HitLoc, HitNorm, End, Start, vect(0,0,0))
{
// .. if it's not a pawn, use it!
if(Pawn(HitActor) == None)
{
HitLocation = HitLoc;
return HitActor;
}
}
return None;
}
// Move off geometry by collision extent.
simulated function MoveOffGeometry(vector HitLocation, vector HeightVec, vector Extent)
{
local PrimitiveComponent BackupCollisionComponent;
HitLocation += HeightVec - vect(0,0,1) * Extent.Z + vect(0,0,1); // nudge by one unit up.
Extent = Vect(1,1,0) * PawnOwner.CylinderComponent.CollisionRadius + HeightVec;
if ( bDebugSpecialMove )
{
PawnOwner.DrawDebugSphere(HitLocation, 16, 8, 255, 0, 0, TRUE);
PawnOwner.DrawDebugBox(HitLocation, Extent, 255, 0, 0, TRUE);
}
if( PawnOwner.FindSpot(Extent, HitLocation) )
{
if ( bDebugSpecialMove )
{
PawnOwner.DrawDebugSphere(HitLocation, 16, 8, 0, 255, 0, TRUE);
PawnOwner.DrawDebugBox(HitLocation, Extent, 0, 255, 0, TRUE);
}
// Restore collision component just for the SetLocation call.
BackupCollisionComponent = PawnOwner.CollisionComponent;
PawnOwner.CollisionComponent = PawnOwner.CylinderComponent;
if( !PawnOwner.SetLocation(HitLocation) )
{
`warn(class @ "SetLocation failed!!!!!!!!!!", bDebugSpecialMove);
}
PawnOwner.CollisionComponent = BackupCollisionComponent;
if ( bDebugSpecialMove )
{
PawnOwner.DrawDebugSphere(PawnOwner.Location, 16, 8, 0, 0, 255, TRUE);
PawnOwner.DrawDebugBox(PawnOwner.Location, Extent, 0, 0, 255, TRUE);
}
}
else
{
PawnOwner.SetLocation(HitLocation);
if ( bDebugSpecialMove )
{
`log(class @ "Failed findspot");
PawnOwner.DrawDebugCylinder(PawnOwner.Location - HeightVec, PawnOwner.Location + HeightVec, PawnOwner.CylinderComponent.CollisionRadius, 12, 255, 0, 0, TRUE);
}
}
}
/**
* Figure out what the Actor's Rotation should be.
* And which recovery animation should be played.
*/
function PlayRecoveryAnim()
{
local Rotator NewRotation;
local int OrientationBodyIndex, UpDownBodyIndex;
local matrix BodyTM;
local bool bGetUpFromBack;
bGetUpFromBack = FALSE;
// Make sure we have a bone set to do these things.
OrientationBodyIndex = PawnOwner.Mesh.PhysicsAsset.FindBodyIndex(OrientationBoneName);
if( OrientationBodyIndex != INDEX_NONE )
{
// force rotation to match the body's direction so the blend to the getup animation looks more natural
BodyTM = PawnOwner.Mesh.PhysicsAssetInstance.Bodies[OrientationBodyIndex].GetUnrealWorldTM();
NewRotation.Yaw = rotator(MatrixGetAxis(BodyTM, OrientationAxis)).Yaw;
//PawnOwner.DrawDebugCoordinateSystem(MatrixGetOrigin(BodyTM), MatrixGetRotator(BodyTM), 5.f, TRUE);
UpDownBodyIndex = PawnOwner.Mesh.PhysicsAsset.FindBodyIndex(UpDownBoneName);
if( UpDownBodyIndex != INDEX_NONE )
{
BodyTM = PawnOwner.Mesh.PhysicsAssetInstance.Bodies[UpDownBodyIndex].GetUnrealWorldTM();
bGetUpFromBack = (MatrixGetAxis(BodyTM, UpDownAxis).Z > 0.f);
//PawnOwner.DrawDebugCoordinateSystem(MatrixGetOrigin(BodyTM), MatrixGetRotator(BodyTM), 5.f, TRUE);
if( bInvertUpDownBoneAxis )
{
bGetUpFromBack = !bGetUpFromBack;
}
}
// flip it around if the head is facing upwards, since the animation for that makes the character
// end up facing in the opposite direction that its body is pointing on the ground
if( bGetUpFromBack )
{
NewRotation.Yaw += GetUpFromBackYawOffset;
NewRotation = Normalize(NewRotation);
}
PawnOwner.SetRotation(NewRotation);
//PawnOwner.DrawDebugCoordinateSystem(PawnOwner.Location, PawnOwner.Rotation, 50.f, TRUE);
}
else
{
NewRotation.Yaw = PawnOwner.Rotation.Yaw;
PawnOwner.SetRotation(NewRotation);
}
// Choose correct get-up animation and rewind get up animation to start
// The play rate is zero - we just want it frozen on the first frame.
PlaySpecialMoveAnim(GetRecoveryAnim(bGetUpFromBack), EAS_FullBody, 0.f, 0.33f, 1.f);
// Enable Root Motion
EnableRootMotion();
}
/** Helper for PlayRecoveryAnim */
function name GetRecoveryAnim(bool bGetUpFromBack)
{
return (bGetUpFromBack) ? GetUpBackAnim : GetUpFrontAnim;
}
/**
* Done with blend, start updating physics bones again, and show result.
* Bones should all be fixed at this point.
*/
simulated event FinishedBlendToGetUp()
{
bBlendToGetUp = FALSE;
class'KFSM_RagdollKnockdown'.static.TermKnockdownRagdoll(KFPOwner);
}
function SpecialMoveEnded(Name PrevMove, Name NextMove)
{
if (bBlendToGetUp)
{
FinishedBlendToGetUp();
}
bBlendToGetUp = FALSE;
DisableRootMotion();
Super.SpecialMoveEnded(PrevMove, NextMove);
}
defaultproperties
{
Handle=KFSM_RecoverFromRagdoll
// ---------------------------------------------
// Animations
GetUpFrontAnim=Getup_F_V1
GetUpBackAnim=Getup_B_V1
UpDownBoneName="Spine1"
UpDownAxis=AXIS_Y
bInvertUpDownBoneAxis=TRUE
OrientationBoneName="Spine1"
OrientationAxis=AXIS_X
GetUpFromBackYawOffset=+32768
GetUpBlendTime=0.42f
bIgnorePawnsOnRecover=TRUE
// ---------------------------------------------
// SpecialMove
bDisableMovement=TRUE
bLockPawnRotation=TRUE
bDisablesWeaponFiring=true
bCanOnlyWanderAtEnd=true
}