413 lines
15 KiB
Ucode
413 lines
15 KiB
Ucode
//=============================================================================
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// KFLaserSightAttachment
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//=============================================================================
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// Attach and manage laser sight to a weapon in 1st person
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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// - Sakib Saikia
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//=============================================================================
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class KFLaserSightAttachment extends Object
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hidecategories(Object)
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native(Effect);
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/** Distance at which we should start scaling the dot size and depth bias (5m) */
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var() float LaserDotLerpStartDistance;
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/** Distance at which we should stop scaling the dot size and depth bias (60m) */
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var() float LaserDotLerpEndDistance;
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/** Max scale is clamped at 20x */
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var() float LaserDotMaxScale;
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/** How much to pull the laser dot back to make sure it doesn't clip through what it hit */
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var() float LaserDotDepthBias;
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/*********************************************************************************************
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* @name Attachments
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********************************************************************************************* */
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/** Static Mesh */
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var() StaticMesh LaserDotMesh;
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var transient StaticMeshComponent LaserDotMeshComp;
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/** Laser Sight Mesh */
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var() SkeletalMesh LaserSightMesh;
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var transient KFSkeletalMeshComponent LaserSightMeshComp;
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/** Laser Mesh */
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var() SkeletalMesh LaserBeamMesh;
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var transient KFSkeletalMeshComponent LaserBeamMeshComp;
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/** Socket to attach the LaserSight to */
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var() name LaserSightSocketName;
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var() float LaserSightRange;
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/** Specifies how much animation to blend in for the laser dot.
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If 0, the dot will match the aim direction perfectly.
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If 1, the dot will be completely controlled by animation
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NOTE: First person only.
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*/
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var float AnimWeight;
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/** Specifies blending rate between aim and animation */
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var() float AnimBlendRate;
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/** How strongly the laser sight should adhere to the aim direction.
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Used to blend in and out of the weapon's active state
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*/
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var transient float LaserSightAimStrength;
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var transient float DesiredAimStrength;
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/** Create/Attach lasersight components */
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function AttachLaserSight(SkeletalMeshComponent OwnerMesh, bool bFirstPerson, optional name SocketNameOverride)
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{
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local KFSkeletalMeshComponent KFMesh;
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if ( OwnerMesh == None )
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{
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`log("Invalid mesh for laser sight " @self);
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return;
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}
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// Allow code to override attachment socket
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if ( SocketNameOverride != '' )
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{
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LaserSightSocketName = SocketNameOverride;
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}
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if ( LaserDotMesh != None && bFirstPerson )
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{
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LaserDotMeshComp.SetStaticMesh(LaserDotMesh);
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OwnerMesh.AttachComponentToSocket(LaserDotMeshComp, LaserSightSocketName);
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}
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if ( LaserSightMesh != None )
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{
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LaserSightMeshComp.SetSkeletalMesh(LaserSightMesh);
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OwnerMesh.AttachComponentToSocket(LaserSightMeshComp, LaserSightSocketName);
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if( bFirstPerson )
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{
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LaserSightMeshComp.SetDepthPriorityGroup(SDPG_Foreground);
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}
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}
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if ( LaserBeamMesh != None )
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{
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LaserBeamMeshComp.SetSkeletalMesh(LaserBeamMesh);
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OwnerMesh.AttachComponentToSocket(LaserBeamMeshComp, LaserSightSocketName);
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if( bFirstPerson )
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{
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LaserBeamMeshComp.SetDepthPriorityGroup(SDPG_Foreground);
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}
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}
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KFMesh = KFSkeletalMeshComponent(OwnerMesh);
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// If attaching to a mesh with a custom FOV
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if (KFMesh != none && KFMesh.FOV > 0)
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{
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SetMeshFOV( KFMesh.FOV );
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}
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}
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/** Set the FOV of the laser sight mesh */
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simulated function SetMeshFOV( float NewFOV )
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{
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if( LaserBeamMeshComp.SkeletalMesh != none )
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{
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LaserBeamMeshComp.SetFOV( NewFOV );
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}
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if( LaserSightMeshComp.SkeletalMesh != none )
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{
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LaserSightMeshComp.SetFOV( NewFOV );
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}
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}
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/** Set the lighting channels on all the appropriate weapon attachment mesh(es) */
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simulated function SetMeshLightingChannels(LightingChannelContainer NewLightingChannels)
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{
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if( LaserSightMeshComp.SkeletalMesh != none )
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{
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LaserSightMeshComp.SetLightingChannels(NewLightingChannels);
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}
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}
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simulated event ChangeVisibility(bool bVisible)
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{
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LaserDotMeshComp.SetHidden(!bVisible);
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LaserSightMeshComp.SetHidden(!bVisible);
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LaserBeamMeshComp.SetHidden(!bVisible);
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}
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/**
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* Update function called from currently equipped 1st person weapon
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* @todo: move to c++?
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*/
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simulated function Update(float DeltaTime, KFWeapon OwningWeapon)
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{
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local vector TraceStart, TraceEnd;
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local vector InstantTraceHitLocation, InstantTraceHitNormal;
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local vector HitLocation, HitNormal;
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local vector TraceAimDir;
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local vector SocketSpaceNewTraceDir, WorldSpaceNewTraceDir;
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local vector SocketSpaceAimLocation, SocketSpaceAimDir;
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local Actor HitActor;
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local rotator SocketRotation;
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local matrix SocketToWorldTransform;
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local vector DirA, DirB;
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local Quat Q;
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local TraceHitInfo HitInfo;
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if( OwningWeapon != None &&
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OwningWeapon.Instigator != None &&
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OwningWeapon.Instigator.Weapon == OwningWeapon &&
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OwningWeapon.Instigator.IsFirstPerson() )
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{
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UpdateFirstPersonAimStrength(DeltaTime, OwningWeapon);
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// This is where we would start an instant trace
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TraceStart = OwningWeapon.Instigator.GetWeaponStartTraceLocation();
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TraceAimDir = Vector(OwningWeapon.Instigator.GetAdjustedAimFor( OwningWeapon, TraceStart ));
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// Do aim calculations only when weapon is in active state
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if( LaserSightAimStrength > 0.f )
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{
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// Simulate an instant trace where weapon is aiming, Get hit info.
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// Take minimal part of CalcWeaponFire()
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TraceEnd = TraceStart + TraceAimDir * LaserSightRange;
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HitActor = OwningWeapon.GetTraceOwner().Trace(InstantTraceHitLocation, InstantTraceHitNormal, TraceEnd, TraceStart, TRUE, vect(0,0,0), HitInfo, OwningWeapon.TRACEFLAG_Bullet);
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//OwningWeapon.MySkelMesh.GetSocketWorldLocationAndRotation(LaserSightSocketName, SocketLocation);
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//OwningWeapon.DrawDebugLine(SocketLocation, InstantTraceHitLocation, 255, 255, 0, FALSE);
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if( HitActor != None )
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{
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// If aim strength is not 100%, then blend in animation
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if( LaserSightAimStrength < 1.f )
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{
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if( OwningWeapon.MySkelMesh != None &&
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OwningWeapon.MySkelMesh.GetSocketWorldLocationAndRotation(LaserSightSocketName, TraceStart, SocketRotation) )
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{
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//OwningWeapon.DrawDebugLine(TraceStart, TraceStart + 1000*Vector(SocketRotation), 0, 255, 255, FALSE);
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SocketToWorldTransform = OwningWeapon.MySkelMesh.GetSocketMatrix(LaserSightSocketName);
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SocketSpaceAimLocation = InverseTransformVector(SocketToWorldTransform, InstantTraceHitLocation);
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// Basically SocketSpaceAimLocation - (0,0,0)
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SocketSpaceAimDir = Normal(SocketSpaceAimLocation);
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// Clamp the maximum aim adjustment for the AimDir so you don't get weird
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// cases where the aim dir is rotated away from the location where you
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// are aiming. This can happen if you are really close to an object.
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// Note : DirB is the socket face dir
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DirB = vect(1,0,0);
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DirA = SocketSpaceAimDir;
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if ( (DirA dot DirB) < class'KFWeapon'.const.MaxAimAdjust_Cos )
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{
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Q = QuatFromAxisAndAngle(Normal(DirB cross DirA), class'KFWeapon'.const.MaxAimAdjust_Angle );
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SocketSpaceAimDir = QuatRotateVector(Q,DirB);
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}
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// Apply relative rotation to aim along desired direction
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SocketSpaceNewTraceDir = LaserSightAimStrength * SocketSpaceAimDir + (1.f - LaserSightAimStrength) * DirB;
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// Transform the direction to world space. Convert direction vector in socket space to point
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// in world space and subtract the socket location to get direction vector in world space
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WorldSpaceNewTraceDir = TransformVector(SocketToWorldTransform, SocketSpaceNewTraceDir) - TraceStart;
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// Trace from socket along new trace direction
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TraceEnd = TraceStart + Normal(WorldSpaceNewTraceDir) * LaserSightRange;
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HitActor = OwningWeapon.GetTraceOwner().Trace(HitLocation, HitNormal, TraceEnd, TraceStart, TRUE, vect(0,0,0), HitInfo, OwningWeapon.TRACEFLAG_Bullet);
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if( HitActor != None )
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{
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// Unhide the dot mesh and make it point at given hit location
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// Note: SetHidden() checks for previous visibility state before reattaching
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LaserDotMeshComp.SetHidden(false);
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AimAt(HitLocation, HitNormal, OwningWeapon.MySkelMesh);
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//OwningWeapon.DrawDebugLine(HitLocation, HitLocation + 50*Normal(HitNormal), 0, 255, 0, FALSE);
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}
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else
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{
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// Hide the dot mesh if it didn't hit anything
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LaserDotMeshComp.SetHidden(true);
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}
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}
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}
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else
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{
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// If aim strength is 100%, then just aim at the instant trace location
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LaserDotMeshComp.SetHidden(false);
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AimAt(InstantTraceHitLocation, InstantTraceHitNormal, OwningWeapon.MySkelMesh);
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}
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}
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else
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{
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// Hide the dot mesh if it didn't hit anything
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LaserDotMeshComp.SetHidden(true);
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}
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}
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else
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{
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// Weapon is in "Inactive" state when it is unequipped. Skip these
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// calculations when unequipped
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if( OwningWeapon.MySkelMesh != None &&
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OwningWeapon.MySkelMesh.GetSocketWorldLocationAndRotation(LaserSightSocketName, TraceStart, SocketRotation) )
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{
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DirA = vector(SocketRotation);
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DirB = TraceAimDir;
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// If we're off by more than 20 degrees just hide the dot. This
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// covers up an issue where the weapon FOV adjustment causes a desync
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if ( (DirA dot DirB) < 0.94f)
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{
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LaserDotMeshComp.SetHidden(true);
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return;
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}
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TraceEnd = TraceStart + vector(SocketRotation) * LaserSightRange;
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HitActor = OwningWeapon.GetTraceOwner().Trace(HitLocation, HitNormal, TraceEnd, TraceStart, TRUE, vect(0,0,0), HitInfo, OwningWeapon.TRACEFLAG_Bullet);
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if( HitActor != None )
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{
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// Unhide the dot mesh and make it point at given hit location
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// Note: SetHidden() checks for previous visibility state before reattaching
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LaserDotMeshComp.SetHidden(false);
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AimAt(HitLocation, HitNormal, OwningWeapon.MySkelMesh);
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}
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else
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{
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// Hide the dot mesh if it didn't hit anything
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LaserDotMeshComp.SetHidden(true);
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}
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}
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}
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}
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}
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/** Determine how much to weigh screen center versus weapon socket */
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function UpdateFirstPersonAImStrength(float DeltaTime, KFWeapon W)
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{
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// aim at center of screen
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if ( W.IsInState('Active') &&
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// If additive bob is off we're playing a fidget animation and need to follow weapon
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W.IdleBobBlendNode != None && W.IdleBobBlendNode.Child2WeightTarget == 1.f )
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{
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DesiredAimStrength = 1.f - AnimWeight;
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}
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// follow weapon
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else
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{
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DesiredAimStrength = 0.f;
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}
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if( LaserSightAimStrength < DesiredAimStrength )
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{
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LaserSightAimStrength = FMin(LaserSightAimStrength + AnimBlendRate * DeltaTime, DesiredAimStrength);
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}
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else if( LaserSightAimStrength > DesiredAimStrength )
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{
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LaserSightAimStrength = FMax(LaserSightAimStrength - AnimBlendRate * DeltaTime, DesiredAimStrength);
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}
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}
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/**
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* Draw the laser dot at the given world space location and oriented in the direction of the given hit normal
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*/
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function AimAt(vector HitLocation, vector HitNormal, SkeletalMeshComponent ParentMesh)
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{
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local vector SocketSpaceAimLocation;
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local matrix SocketToWorldTransform;
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local float LaserDotScale;
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local vector SocketLocation;
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local vector SocketToHit;
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ParentMesh.GetSocketWorldLocationAndRotation(LaserSightSocketName, SocketLocation);
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// Pull the hit location back a bit to keep the laser dot from clipping
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SocketToHit = (HitLocation - SocketLocation) * LaserDotDepthBias;
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HitLocation = SocketLocation + SocketToHit;
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SocketToWorldTransform = ParentMesh.GetSocketMatrix(LaserSightSocketName);
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// Transform the aim location to the coordinate system of the laser sight socket
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SocketSpaceAimLocation = InverseTransformVector(SocketToWorldTransform, HitLocation);
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LaserDotMeshComp.SetTranslation(SocketSpaceAimLocation);
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// Scale laser dot based on distance clamped at 10x at 30m
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LaserDotScale = 1.f + (LaserDotMaxScale - 1.f) * FMax((SocketSpaceAimLocation.X - LaserDotLerpStartDistance)/(LaserDotLerpEndDistance - LaserDotLerpStartDistance), 0.f);
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LaserDotMeshComp.SetScale(LaserDotScale);
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// START DEBUG
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// `log("Distance = " $ SocketSpaceAimLocation.X @ "Scale = " $ LaserDotScale);
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// class'WorldInfo'.static.GetWorldInfo().DrawDebugLine(HitLocation, HitLocation + 50*Normal(HitNormal), 0, 0, 255, FALSE);
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// END DEBUG
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}
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/**
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* Since 1st person weapons have a custom rendered FOV when we need accuracy
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* GetSocketWorldLocationAndRotation() is not good enough. This is not without
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* problems as it's expensive to compute and introduces a frame lag because
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* skeletal mesh FOV is adjusted on the render thread.
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*/
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native function bool GetFOVAdjustedLaserSocket(KFSkeletalMeshComponent Mesh, name InSocketName, out vector OutLocation, out rotator OutRotation);
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defaultproperties
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{
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Begin Object Class=StaticMeshComponent Name=LaserDotStaticMeshComponent_0
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CastShadow=FALSE
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CollideActors=FALSE
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BlockActors=FALSE
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BlockZeroExtent=FALSE
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BlockNonZeroExtent=FALSE
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BlockRigidBody=FALSE
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bAcceptsDecals=FALSE
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TickGroup=TG_PostAsyncWork
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DepthPriorityGroup=SDPG_Foreground // First person only
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End Object
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LaserDotMeshComp=LaserDotStaticMeshComponent_0
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Begin Object Class=KFSkeletalMeshComponent Name=LaserSightMeshComponent_0
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CollideActors=FALSE
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BlockActors=FALSE
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BlockZeroExtent=FALSE
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BlockNonZeroExtent=FALSE
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BlockRigidBody=FALSE
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bAcceptsDecals=FALSE
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bOwnerNoSee=true
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bOnlyOwnerSee=false
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AlwaysLoadOnClient=true
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AlwaysLoadOnServer=false
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MaxDrawDistance=4000
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bAcceptsDynamicDecals=FALSE
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CastShadow=true
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bCastDynamicShadow=true
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bUpdateSkelWhenNotRendered=false
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bIgnoreControllersWhenNotRendered=true
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bOverrideAttachmentOwnerVisibility=true
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// Default to outdoor. If indoor, this will be set when TWIndoorLightingVolume::Touch() event is received at spawn.
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LightingChannels=(Outdoor=TRUE,bInitialized=TRUE)
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TickGroup=TG_PostAsyncWork
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End Object
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LaserSightMeshComp=LaserSightMeshComponent_0
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Begin Object Class=KFSkeletalMeshComponent Name=LaserBeamMeshComp_0
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CastShadow=FALSE
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End Object
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LaserBeamMeshComp=LaserBeamMeshComp_0
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LaserSightRange=20000 //200m
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// Set AnimWeight to 0 as it causes the laser dot to diverge from the
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// aim location when you the player is right up against an obstace
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AnimWeight=0.f
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AnimBlendRate=3.f
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LaserDotLerpStartDistance=25.f
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LaserDotLerpEndDistance=6000.f
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LaserDotMaxScale=10.f
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LaserDotDepthBias=0.95f
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}
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