diff --git a/client/player/AnimationTree.gd b/client/player/AnimationTree.gd index 4813b62..cde35ad 100644 --- a/client/player/AnimationTree.gd +++ b/client/player/AnimationTree.gd @@ -9,18 +9,18 @@ func _physics_process(_delta): #Set Animation State match movement_script.movement_state: - Global.MOVEMENT_STATE.none: + Global.MOVEMENT_STATE.NONE: pass - Global.MOVEMENT_STATE.grounded: # Sol + Global.MOVEMENT_STATE.GROUNDED: # Sol set("parameters/InAir/blend_amount" , 0.0) #set("parameters/TimeSeek/seek_request", 0.0) #set("parameters/Transition/transition_request","Idle") - Global.MOVEMENT_STATE.in_air: # Air + Global.MOVEMENT_STATE.IN_AIR: # Air set("parameters/InAir/blend_amount" , 1.0) #set("parameters/InAir/transition_request","Failling") - Global.MOVEMENT_STATE.mantling: # couverture + Global.MOVEMENT_STATE.MANTLING: # couverture pass - Global.MOVEMENT_STATE.ragdoll: + Global.MOVEMENT_STATE.RAGDOLL: pass #set("parameters/Transition/transition_request","Idle") #set("parameters/InAir/blend_amount" , 0.5) @@ -32,17 +32,17 @@ func _physics_process__old(_delta): #Set Animation State match movement_script.movement_state: - Global.MOVEMENT_STATE.none: + Global.MOVEMENT_STATE.NONE: pass - Global.MOVEMENT_STATE.grounded: # Sol + Global.MOVEMENT_STATE.GROUNDED: # Sol set("parameters/InAir/blend_amount" , 0.0) #set("parameters/Transition/transition_request","Idle") - Global.MOVEMENT_STATE.in_air: # Air + Global.MOVEMENT_STATE.IN_AIR: # Air set("parameters/InAir/blend_amount" , 1.0) #set("parameters/InAir/transition_request","Failling") - Global.MOVEMENT_STATE.mantling: # couverture + Global.MOVEMENT_STATE.MANTLING: # couverture pass - Global.MOVEMENT_STATE.ragdoll: + Global.MOVEMENT_STATE.RAGDOLL: pass #standing @@ -50,28 +50,29 @@ func _physics_process__old(_delta): set("parameters/Transition/transition_request","Idle") #set("parameters/VelocityDirection/Standing/transition_request","Idle") #set("parameters/VelocityDirection/crouching/transition_request","Idle") - if movement_script.gait == Global.GAIT.walking and movement_script.input_is_moving: + if movement_script.gait == Global.GAIT.WALKING and movement_script.input_is_moving: set("parameters/Transition/transition_request","WalkForward") #set("parameters/VelocityDirection/Standing/transition_request","Walk") #set("parameters/VelocityDirection/crouching/transition_request","Walk") - if movement_script.gait == Global.GAIT.running and movement_script.input_is_moving: + if movement_script.gait == Global.GAIT.RUNNING and movement_script.input_is_moving: set("parameters/Transition/transition_request","JogForward") #set("parameters/VelocityDirection/Standing/transition_request","Jog") - if movement_script.gait == Global.GAIT.sprinting and movement_script.input_is_moving: + if movement_script.gait == Global.GAIT.SPRINTING and movement_script.input_is_moving: set("parameters/Transition/transition_request","Run") #set("parameters/Execution/transition_request","Run") #Couch/stand switch match movement_script.stance: - Global.STANCE.standing: + Global.STANCE.STANDING: set("parameters/Transition/transition_request","stand") #set("parameters/VelocityDirection/crouch/transition_request" , "stand") - Global.STANCE.crouching: + Global.STANCE.CROUCHING: set("parameters/Transition/transition_request","crouch") #set("parameters/VelocityDirection/crouch/transition_request" , "crouch") - if movement_script.rotation_mode == Global.ROTATION_MODE.looking_direction or movement_script.rotation_mode == Global.ROTATION_MODE.aiming: + if movement_script.rotation_mode == Global.ROTATION_MODE.LOOKING_DIRECTION or \ + movement_script.rotation_mode == Global.ROTATION_MODE.AIMING: if movement_script.animation_is_moving_backward_relative_to_camera == false: set("parameters/Transition/transition_request","WalkForward") #set("parameters/VelocityDirection/WalkFB/transition_request","Forward") diff --git a/client/player/CameraComponent.gd b/client/player/CameraComponent.gd index faad97c..6a01578 100644 --- a/client/player/CameraComponent.gd +++ b/client/player/CameraComponent.gd @@ -13,7 +13,7 @@ class_name CameraComponent ##################################### var CameraHOffset := 0.0 -@export var view_angle : Global.VIEW_ANGLE = Global.VIEW_ANGLE.right_shoulder: +@export var view_angle : Global.VIEW_ANGLE = Global.VIEW_ANGLE.RIGHT_SHOULDER: get: return view_angle set(Newview_angle): # if view_mode == Global.VIEW_MODE.first_person: @@ -21,18 +21,18 @@ var CameraHOffset := 0.0 view_angle = Newview_angle if Camera: match Newview_angle: - Global.VIEW_ANGLE.right_shoulder: + Global.VIEW_ANGLE.RIGHT_SHOULDER: CameraHOffset = 0.45 update_camera_offset() - Global.VIEW_ANGLE.left_shoulder: + Global.VIEW_ANGLE.LEFT_SHOULDER: CameraHOffset = -0.45 update_camera_offset() - Global.VIEW_ANGLE.head: + Global.VIEW_ANGLE.HEAD: CameraHOffset = 0.0 update_camera_offset() -@export var view_mode : Global.VIEW_MODE = Global.VIEW_MODE.third_person : +@export var view_mode : Global.VIEW_MODE = Global.VIEW_MODE.THIRD_PERSON : get: return view_mode set(Newview_mode): view_mode = Newview_mode @@ -40,12 +40,12 @@ var CameraHOffset := 0.0 VObject.rotation.x = 0.0 if SpringArm: match view_mode: - Global.VIEW_MODE.first_person: - view_angle = Global.VIEW_ANGLE.head - PlayerRef.rotation_mode = Global.ROTATION_MODE.looking_direction + Global.VIEW_MODE.FIRST_PERSON: + view_angle = Global.VIEW_ANGLE.HEAD + PlayerRef.rotation_mode = Global.ROTATION_MODE.LOOKING_DIRECTION SpringArm.spring_length = -0.4 VObject = Camera - Global.VIEW_MODE.third_person: + Global.VIEW_MODE.THIRD_PERSON: SpringArm.spring_length = 1.75 VObject = SpringArm @@ -71,20 +71,20 @@ func _physics_process(delta): if camera_settings.camera_change_fov_on_speed and PlayerRef.actual_velocity.length() > camera_settings.camera_fov_change_starting_speed: smooth_fov(current_fov + clampf((PlayerRef.actual_velocity.length()-camera_settings.camera_fov_change_starting_speed)*(camera_settings.camera_max_fov_change/10.0),0,camera_settings.camera_max_fov_change)) - SpringArm.position = SpringArm.position.lerp((get_parent().global_position + spring_arm_position_relative_to_player) if view_mode == Global.VIEW_MODE.third_person else first_person_camera_bone.global_position,(1/camera_settings.camera_inertia) if view_mode == Global.VIEW_MODE.third_person else 1.0) + SpringArm.position = SpringArm.position.lerp((get_parent().global_position + spring_arm_position_relative_to_player) if view_mode == Global.VIEW_MODE.THIRD_PERSON else first_person_camera_bone.global_position,(1/camera_settings.camera_inertia) if view_mode == Global.VIEW_MODE.THIRD_PERSON else 1.0) camera_v = clamp(camera_v,deg_to_rad(camera_vertical_min),deg_to_rad(camera_vertical_max)) HObject.rotation.y = lerp(HObject.rotation.y,camera_h,delta * acceleration_h) VObject.rotation.x = lerp(VObject.rotation.x,camera_v,delta * acceleration_v) match PlayerRef.rotation_mode: - Global.ROTATION_MODE.aiming: - if PlayerRef.gait == Global.GAIT.sprinting: # character can't sprint while aiming - PlayerRef.gait = Global.GAIT.running + Global.ROTATION_MODE.AIMING: + if PlayerRef.gait == Global.GAIT.SPRINTING: # character can't sprint while aiming + PlayerRef.gait = Global.GAIT.RUNNING smooth_fov(60.0) - Global.ROTATION_MODE.velocity_direction: + Global.ROTATION_MODE.VELOCITY_DIRECTION: smooth_fov(90.0) - Global.ROTATION_MODE.looking_direction: + Global.ROTATION_MODE.LOOKING_DIRECTION: smooth_fov(90.0) diff --git a/client/player/CharacterMovementComponent.gd b/client/player/CharacterMovementComponent.gd index 879958e..21f61c6 100644 --- a/client/player/CharacterMovementComponent.gd +++ b/client/player/CharacterMovementComponent.gd @@ -155,22 +155,22 @@ var animation_is_moving_backward_relative_to_camera : bool var animation_velocity : Vector3 #status -@export var movement_state = Global.MOVEMENT_STATE.grounded -var movement_action = Global.MOVEMENT_ACTION.none +@export var movement_state = Global.MOVEMENT_STATE.GROUNDED +var movement_action = Global.MOVEMENT_ACTION.NONE @export_category("States") -@export var rotation_mode : Global.ROTATION_MODE = Global.ROTATION_MODE.velocity_direction : +@export var rotation_mode : Global.ROTATION_MODE = Global.ROTATION_MODE.VELOCITY_DIRECTION : get: return rotation_mode set(Newrotation_mode): rotation_mode = Newrotation_mode update_character_movement() -@export var gait : Global.GAIT = Global.GAIT.walking : # Demarche (attente, marche, ...) +@export var gait : Global.GAIT = Global.GAIT.WALKING : # Demarche (attente, marche, ...) get: return gait set(Newgait): gait = Newgait update_character_movement() -@export var stance : Global.STANCE = Global.STANCE.standing : # Position (debout, accroupi, ..) +@export var stance : Global.STANCE = Global.STANCE.STANDING : # Position (debout, accroupi, ..) set(Newstance): stance = Newstance update_character_movement() @@ -247,33 +247,33 @@ func update_animations(): func update_character_movement(): match rotation_mode: - Global.ROTATION_MODE.velocity_direction: + Global.ROTATION_MODE.VELOCITY_DIRECTION: # if skeleton_ref: # skeleton_ref.modification_stack.enabled = false tilt = false match stance: - Global.STANCE.standing: + Global.STANCE.STANDING: current_movement_data = velocity_direction_standing_data - Global.STANCE.crouching: + Global.STANCE.CROUCHING: current_movement_data = velocity_direction_crouch_data - Global.ROTATION_MODE.looking_direction: + Global.ROTATION_MODE.LOOKING_DIRECTION: # if skeleton_ref: # skeleton_ref.modification_stack.enabled = false #Change to true when Godot fixes the bug. tilt = true match stance: - Global.STANCE.standing: + Global.STANCE.STANDING: current_movement_data = looking_direction_standing_data - Global.STANCE.crouching: + Global.STANCE.CROUCHING: current_movement_data = looking_direction_crouch_data - Global.ROTATION_MODE.aiming: + Global.ROTATION_MODE.AIMING: match stance: - Global.STANCE.standing: + Global.STANCE.STANDING: current_movement_data = aim_standing_data - Global.STANCE.crouching: + Global.STANCE.CROUCHING: current_movement_data = aim_crouch_data ##################################### @@ -311,13 +311,18 @@ func _ready(): update_animations() update_character_movement() var pose_warping_instance = PoseWarping.new() + + func _process(delta): - - calc_animation_data() - var orientation_warping_condition = rotation_mode != Global.ROTATION_MODE.velocity_direction and movement_state == Global.MOVEMENT_STATE.grounded and movement_action == Global.MOVEMENT_ACTION.none and gait != Global.GAIT.sprinting and input_is_moving + var orientation_warping_condition = rotation_mode != Global.ROTATION_MODE.VELOCITY_DIRECTION and \ + movement_state == Global.MOVEMENT_STATE.GROUNDED and \ + movement_action == Global.MOVEMENT_ACTION.NONE and \ + gait != Global.GAIT.SPRINTING and \ + input_is_moving pose_warping_instance.orientation_warping( orientation_warping_condition,camera_root.HObject,animation_velocity,skeleton_ref,"Hips",["Spine","Spine1","Spine2"],0.0,delta) + func _physics_process(delta): #Debug() # @@ -327,43 +332,43 @@ func _physics_process(delta): #animation_stride_warping() match movement_state: - Global.MOVEMENT_STATE.none: + Global.MOVEMENT_STATE.NONE: pass - Global.MOVEMENT_STATE.grounded: + Global.MOVEMENT_STATE.GROUNDED: #------------------ Rotate Character Mesh ------------------# match movement_action: - Global.MOVEMENT_ACTION.none: + Global.MOVEMENT_ACTION.NONE: match rotation_mode: - Global.ROTATION_MODE.velocity_direction: + Global.ROTATION_MODE.VELOCITY_DIRECTION: if (is_moving and input_is_moving) or (actual_velocity * Vector3(1.0,0.0,1.0)).length() > 0.5: smooth_character_rotation(actual_velocity,calc_grounded_rotation_rate(),delta) - Global.ROTATION_MODE.looking_direction: + Global.ROTATION_MODE.LOOKING_DIRECTION: if (is_moving and input_is_moving) or (actual_velocity * Vector3(1.0,0.0,1.0)).length() > 0.5: - smooth_character_rotation(-camera_root.HObject.transform.basis.z if gait != Global.GAIT.sprinting else actual_velocity,calc_grounded_rotation_rate(),delta) + smooth_character_rotation(-camera_root.HObject.transform.basis.z if gait != Global.GAIT.SPRINTING else actual_velocity,calc_grounded_rotation_rate(),delta) rotate_in_place_check() - Global.ROTATION_MODE.aiming: + Global.ROTATION_MODE.AIMING: if (is_moving and input_is_moving) or (actual_velocity * Vector3(1.0,0.0,1.0)).length() > 0.5: smooth_character_rotation(-camera_root.HObject.transform.basis.z,calc_grounded_rotation_rate(),delta) rotate_in_place_check() - Global.MOVEMENT_ACTION.rolling: + Global.MOVEMENT_ACTION.ROLLING: if input_is_moving == true: smooth_character_rotation(input_acceleration ,2.0,delta) - Global.MOVEMENT_STATE.in_air: + Global.MOVEMENT_STATE.IN_AIR: #------------------ Rotate Character Mesh In Air ------------------# match rotation_mode: - Global.ROTATION_MODE.velocity_direction: + Global.ROTATION_MODE.VELOCITY_DIRECTION: smooth_character_rotation(actual_velocity if (actual_velocity * Vector3(1.0,0.0,1.0)).length() > 1.0 else -camera_root.HObject.transform.basis.z,5.0,delta) - Global.ROTATION_MODE.looking_direction: + Global.ROTATION_MODE.LOOKING_DIRECTION: smooth_character_rotation(actual_velocity if (actual_velocity * Vector3(1.0,0.0,1.0)).length() > 1.0 else -camera_root.HObject.transform.basis.z,5.0,delta) - Global.ROTATION_MODE.aiming: + Global.ROTATION_MODE.AIMING: smooth_character_rotation(-camera_root.HObject.transform.basis.z ,15.0,delta) #------------------ Mantle Check ------------------# if input_is_moving == true: mantle_check() - Global.MOVEMENT_STATE.mantling: + Global.MOVEMENT_STATE.MANTLING: pass - Global.MOVEMENT_STATE.ragdoll: + Global.MOVEMENT_STATE.RAGDOLL: pass #------------------ Crouch ------------------# @@ -374,10 +379,10 @@ func _physics_process(delta): character_node.velocity.y = lerp(character_node.velocity.y,vertical_velocity.y - character_node.get_floor_normal().y,delta * gravity) character_node.move_and_slide() if ground_check.is_colliding() and is_flying == false: - movement_state = Global.MOVEMENT_STATE.grounded + movement_state = Global.MOVEMENT_STATE.GROUNDED else: await get_tree().create_timer(0.1).timeout #wait a moment to see if the character lands fast (this means that the character didn't fall, but stepped down a bit.) - movement_state = Global.MOVEMENT_STATE.in_air + movement_state = Global.MOVEMENT_STATE.IN_AIR if character_node is CharacterBody3D: vertical_velocity += Vector3.DOWN * gravity * delta if character_node is CharacterBody3D and character_node.is_on_ceiling(): @@ -401,10 +406,10 @@ func crouch_update(delta): ground_check.position.y = -(collision_shape_ref.shape.height/2)+collision_shape_ref.position.y + 0.2#Just a small margin - if stance == Global.STANCE.crouching: + if stance == Global.STANCE.CROUCHING: collision_shape_ref.shape.height -= crouch_switch_speed * delta /2 mesh_ref.transform.origin.y += crouch_switch_speed * delta /1.5 - elif stance == Global.STANCE.standing and not head_bonked: + elif stance == Global.STANCE.STANDING and not head_bonked: collision_shape_ref.shape.height += crouch_switch_speed * delta /2 mesh_ref.transform.origin.y -= crouch_switch_speed * delta /1.5 elif head_bonked: @@ -431,7 +436,7 @@ func stair_move(): var stair_top_collision = direct_state.intersect_ray(climb_ray_info) if stair_top_collision: if stair_top_collision.position.y - character_node.global_position.y > 0 and stair_top_collision.position.y - character_node.global_position.y < 0.15: - movement_state = Global.MOVEMENT_STATE.grounded + movement_state = Global.MOVEMENT_STATE.GROUNDED is_moving_on_stair = true character_node.position.y += stair_top_collision.position.y - character_node.global_position.y character_node.global_position += Vector3(0, 0, 0.01).rotated(Vector3.UP,movement_direction) @@ -463,7 +468,6 @@ var prev :Transform3D var current :Transform3D var anim_speed func animation_stride_warping(): #this is currently being worked on and tested, so I don't reccomend using it. - add_sibling(test_sphere) add_sibling(test_sphere1) @@ -508,14 +512,13 @@ func animation_stride_warping(): #this is currently being worked on and tested, func calc_grounded_rotation_rate(): - if input_is_moving == true: match gait: - Global.GAIT.walking: + Global.GAIT.WALKING: return lerp(current_movement_data.idle_rotation_rate,current_movement_data.walk_rotation_rate, Global.map_range_clamped((actual_velocity * Vector3(1.0,0.0,1.0)).length(),0.0,current_movement_data.walk_speed,0.0,1.0)) * clamp(aim_rate_h,1.0,3.0) - Global.GAIT.running: + Global.GAIT.RUNNING: return lerp(current_movement_data.walk_rotation_rate,current_movement_data.run_rotation_rate, Global.map_range_clamped((actual_velocity * Vector3(1.0,0.0,1.0)).length(),current_movement_data.walk_speed,current_movement_data.run_speed,1.0,2.0)) * clamp(aim_rate_h,1.0,3.0) - Global.GAIT.sprinting: + Global.GAIT.SPRINTING: return lerp(current_movement_data.run_rotation_rate,current_movement_data.sprint_rotation_rate, Global.map_range_clamped((actual_velocity * Vector3(1.0,0.0,1.0)).length(),current_movement_data.run_speed,current_movement_data.sprint_speed,2.0,3.0)) * clamp(aim_rate_h,1.0,2.5) else: return current_movement_data.idle_rotation_rate * clamp(aim_rate_h,1.0,3.0) diff --git a/client/player/Global.gd b/client/player/Global.gd index 02c8061..52ef6c4 100644 --- a/client/player/Global.gd +++ b/client/player/Global.gd @@ -2,25 +2,25 @@ extends Node #------------------ Player Enums ------------------# # Demarche (Attend, Marche, Cours, sprint -enum GAIT {waiting, walking , running , sprinting} +enum GAIT {WAITING, WALKING , RUNNING , SPRINTING} # Sol, Air, Couverture, poupee de chiffon -enum MOVEMENT_STATE {none , grounded , in_air , mantling, ragdoll} +enum MOVEMENT_STATE {NONE , GROUNDED , IN_AIR , MANTLING, RAGDOLL} # -enum MOVEMENT_ACTION {none ,low_mantle , high_mantle , rolling , getting_up} +enum MOVEMENT_ACTION {NONE ,LOW_MANTLE , HIGH_MANTLE , ROLLING , GETTING_UP} # Fusis, Pistolet -enum OVERLAY_STATE {default , rifle , pistol} +enum OVERLAY_STATE {DEFAULT , RIFLE , PISTOL} # -enum ROTATION_MODE {velocity_direction , looking_direction , aiming} +enum ROTATION_MODE {VELOCITY_DIRECTION , LOOKING_DIRECTION , AIMING} # Position (debout, accroupi) -enum STANCE {standing , crouching} +enum STANCE {STANDING , CROUCHING} # -enum VIEW_MODE {third_person , first_person} +enum VIEW_MODE {THIRD_PERSON , FIRST_PERSON} # -enum VIEW_ANGLE {right_shoulder , left_shoulder , head} +enum VIEW_ANGLE {RIGHT_SHOULDER , LEFT_SHOULDER , HEAD} # Type de cape/manteau -enum MANTLE_TYPE {high_mantle , low_mantle, falling_catch} +enum MANTLE_TYPE {HIGH_MANTLE , LOW_MANTLE, FALLING_CATCH} # Direction du mouvement (devant, droite, gauche, arriere) -enum MOVEMENT_DIRECTION {forward , right, left, backward} +enum MOVEMENT_DIRECTION {FORWARD , RIGHT, LEFT, BACKWARD} func map_range_clamped(value,InputMin,InputMax,OutputMin,OutputMax): diff --git a/client/player/PlayerController.gd b/client/player/PlayerController.gd index a1526d4..43c37e5 100644 --- a/client/player/PlayerController.gd +++ b/client/player/PlayerController.gd @@ -50,9 +50,9 @@ func _physics_process(_delta): remap(v_rotation,-PI/2,PI/2,-1.0,1.0) if character_component.is_flying == true else 0.0, Input.get_action_strength("ui_down") - Input.get_action_strength("ui_up")) direction = direction.rotated(Vector3.UP,h_rotation).normalized() - if character_component.gait == Global.GAIT.sprinting : + if character_component.gait == Global.GAIT.SPRINTING : character_component.add_movement_input(direction, character_component.current_movement_data.sprint_speed,character_component.current_movement_data.sprint_acceleration) - elif character_component.gait == Global.GAIT.running: + elif character_component.gait == Global.GAIT.RUNNING: character_component.add_movement_input(direction, character_component.current_movement_data.run_speed,character_component.current_movement_data.run_acceleration) else: character_component.add_movement_input(direction, character_component.current_movement_data.walk_speed,character_component.current_movement_data.walk_acceleration) @@ -64,55 +64,55 @@ func _physics_process(_delta): #------------------ Input Crouch ------------------# if UsingCrouchToggle == false: if Input.is_action_pressed("ui_crouch"): - if character_component.stance != Global.STANCE.crouching: - character_component.stance = Global.STANCE.crouching + if character_component.stance != Global.STANCE.CROUCHING: + character_component.stance = Global.STANCE.CROUCHING else: - if character_component.stance != Global.STANCE.standing: - character_component.stance = Global.STANCE.standing + if character_component.stance != Global.STANCE.STANDING: + character_component.stance = Global.STANCE.STANDING else: if Input.is_action_just_pressed("ui_crouch"): - character_component.stance = Global.STANCE.standing if character_component.stance == Global.STANCE.crouching else Global.STANCE.crouching + character_component.stance = Global.STANCE.STANDING if character_component.stance == Global.STANCE.CROUCHING else Global.STANCE.CROUCHING #------------------ Sprint ------------------# if UsingSprintToggle: if Input.is_action_just_pressed("ui_sprint"): - if character_component.gait == Global.GAIT.walking: - character_component.gait = Global.GAIT.running - elif character_component.gait == Global.GAIT.running: - character_component.gait = Global.GAIT.sprinting - elif character_component.gait == Global.GAIT.sprinting: - character_component.gait = Global.GAIT.walking + if character_component.gait == Global.GAIT.WALKING: + character_component.gait = Global.GAIT.RUNNING + elif character_component.gait == Global.GAIT.RUNNING: + character_component.gait = Global.GAIT.SPRINTING + elif character_component.gait == Global.GAIT.SPRINTING: + character_component.gait = Global.GAIT.WALKING else: if Input.is_action_just_pressed("ui_sprint"): - if character_component.gait == Global.GAIT.walking: - character_component.gait = Global.GAIT.running - elif character_component.gait == Global.GAIT.running: - character_component.gait = Global.GAIT.sprinting + if character_component.gait == Global.GAIT.WALKING: + character_component.gait = Global.GAIT.RUNNING + elif character_component.gait == Global.GAIT.RUNNING: + character_component.gait = Global.GAIT.SPRINTING if Input.is_action_just_released("ui_sprint"): - if character_component.gait == Global.GAIT.sprinting or character_component.gait == Global.GAIT.walking: - character_component.gait = Global.GAIT.walking - elif character_component.gait == Global.GAIT.running: + if character_component.gait == Global.GAIT.SPRINTING or character_component.gait == Global.GAIT.WALKING: + character_component.gait = Global.GAIT.WALKING + elif character_component.gait == Global.GAIT.RUNNING: await get_tree().create_timer(0.4).timeout - if character_component.gait == Global.GAIT.running: - character_component.gait = Global.GAIT.walking + if character_component.gait == Global.GAIT.RUNNING: + character_component.gait = Global.GAIT.WALKING #------------------ Input Aim ------------------# if Input.is_action_pressed("ui_aim"): - if character_component.rotation_mode != Global.ROTATION_MODE.aiming: + if character_component.rotation_mode != Global.ROTATION_MODE.AIMING: previous_rotation_mode = character_component.rotation_mode - character_component.rotation_mode = Global.ROTATION_MODE.aiming + character_component.rotation_mode = Global.ROTATION_MODE.AIMING else: - if character_component.rotation_mode == Global.ROTATION_MODE.aiming: + if character_component.rotation_mode == Global.ROTATION_MODE.AIMING: character_component.rotation_mode = previous_rotation_mode #------------------ Jump ------------------#= if OnePressJump == true: if Input.is_action_just_pressed("ui_jump"): - if character_component.stance != Global.STANCE.standing: - character_component.stance = Global.STANCE.standing + if character_component.stance != Global.STANCE.STANDING: + character_component.stance = Global.STANCE.STANDING else: character_component.jump() else: if Input.is_action_pressed("ui_jump"): - if character_component.stance != Global.STANCE.standing: - character_component.stance = Global.STANCE.standing + if character_component.stance != Global.STANCE.STANDING: + character_component.stance = Global.STANCE.STANDING else: character_component.jump() @@ -167,7 +167,7 @@ func _input(event): character_component.ragdoll = true - if character_component.rotation_mode == Global.ROTATION_MODE.velocity_direction: + if character_component.rotation_mode == Global.ROTATION_MODE.VELOCITY_DIRECTION: if character_component.camera_root != null: - if character_component.camera_root.view_mode == Global.VIEW_MODE.first_person: - character_component.camera_root.view_mode = Global.VIEW_MODE.third_person + if character_component.camera_root.view_mode == Global.VIEW_MODE.FIRST_PERSON: + character_component.camera_root.view_mode = Global.VIEW_MODE.THIRD_PERSON diff --git a/client/player/PlayerGameplayComponent.gd b/client/player/PlayerGameplayComponent.gd index 45391b2..39fdc49 100644 --- a/client/player/PlayerGameplayComponent.gd +++ b/client/player/PlayerGameplayComponent.gd @@ -14,11 +14,13 @@ func _ready(): func _process(delta): - if gait != Global.GAIT.sprinting and stamina_use: + #if !networking.is_local_authority(): + # return + if gait != Global.GAIT.SPRINTING and stamina_use: stamina_attribute.being_used = false - if gait == Global.GAIT.sprinting and stamina_use: + if gait == Global.GAIT.SPRINTING and stamina_use: if !stamina_attribute.can_use or stamina_attribute.current_value < stamina_energy_consumption*delta: - gait = Global.GAIT.running + gait = Global.GAIT.RUNNING return stamina_attribute.being_used = true stamina_attribute.current_value -= stamina_energy_consumption*delta @@ -27,25 +29,24 @@ func _physics_process(delta): super._physics_process(delta) # Debug() if !networking.is_local_authority(): - if input_is_moving: - if gait == Global.GAIT.sprinting: - add_movement_input(input_direction, current_movement_data.sprint_speed,current_movement_data.sprint_acceleration) - elif gait == Global.GAIT.running: - add_movement_input(input_direction, current_movement_data.run_speed,current_movement_data.run_acceleration) - else: - add_movement_input(input_direction, current_movement_data.walk_speed,current_movement_data.walk_acceleration) - else: - add_movement_input(input_direction,0,deacceleration) - +# if input_is_moving: +# if gait == Global.GAIT.sprinting: +# add_movement_input(input_direction, current_movement_data.sprint_speed,current_movement_data.sprint_acceleration) +# elif gait == Global.GAIT.running: +# add_movement_input(input_direction, current_movement_data.run_speed,current_movement_data.run_acceleration) +# else: +# add_movement_input(input_direction, current_movement_data.walk_speed,current_movement_data.walk_acceleration) +# else: +# add_movement_input(input_direction,0,deacceleration) return #------------------ Look At ------------------# match rotation_mode: - Global.ROTATION_MODE.velocity_direction: + Global.ROTATION_MODE.VELOCITY_DIRECTION: if input_is_moving: ik_look_at(actual_velocity + Vector3(0.0,1.0,0.0)) - Global.ROTATION_MODE.looking_direction: + Global.ROTATION_MODE.LOOKING_DIRECTION: ik_look_at(camera_root.SpringArm.transform.basis.z * 2.0 + Vector3(0.0,1.5,0.0)) - Global.ROTATION_MODE.aiming: + Global.ROTATION_MODE.AIMING: ik_look_at(camera_root.SpringArm.transform.basis.z * 2.0 + Vector3(0.0,1.5,0.0)) #func Debug(): # $Status/Label.text = "InputSpeed : %s" % input_velocity.length() diff --git a/client/player/PlayerNetworkingComponent.gd b/client/player/PlayerNetworkingComponent.gd index f7ed210..a6efdf7 100644 --- a/client/player/PlayerNetworkingComponent.gd +++ b/client/player/PlayerNetworkingComponent.gd @@ -6,7 +6,7 @@ class_name PlayerNetworkingComponent var sync_camera_h_transform : Transform3D var sync_camera_v_transform : Transform3D -var sync_view_mode : Global.VIEW_MODE = Global.VIEW_MODE.third_person +var sync_view_mode : Global.VIEW_MODE = Global.VIEW_MODE.THIRD_PERSON var sync_CameraHOffset : float var sync_position : Vector3: set(value): @@ -15,11 +15,11 @@ var sync_position : Vector3: var sync_mesh_rotation : Vector3 var sync_direction : Vector3 var sync_input_is_moving : bool -var sync_gait : Global.GAIT = Global.GAIT.walking -var sync_rotation_mode : Global.ROTATION_MODE = Global.ROTATION_MODE.velocity_direction -var sync_stance : Global.STANCE = Global.STANCE.standing -var sync_movement_state : Global.MOVEMENT_STATE = Global.MOVEMENT_STATE.grounded -var sync_movement_action : Global.MOVEMENT_ACTION = Global.MOVEMENT_ACTION.none +var sync_gait : Global.GAIT = Global.GAIT.WALKING +var sync_rotation_mode : Global.ROTATION_MODE = Global.ROTATION_MODE.VELOCITY_DIRECTION +var sync_stance : Global.STANCE = Global.STANCE.STANDING +var sync_movement_state : Global.MOVEMENT_STATE = Global.MOVEMENT_STATE.GROUNDED +var sync_movement_action : Global.MOVEMENT_ACTION = Global.MOVEMENT_ACTION.NONE var sync_velocity : Vector3 var processed_position : bool @@ -53,34 +53,35 @@ func is_local_authority() -> bool: #sync player on clients func _physics_process(_delta): - if !is_local_authority(): - if not processed_position: - PlayerRef.character_node.position = sync_position - processed_position = true - PlayerRef.mesh_ref.rotation = sync_mesh_rotation - PlayerRef.input_direction = sync_direction - PlayerRef.gait = sync_gait - PlayerRef.stance = sync_stance - PlayerRef.rotation_mode = sync_rotation_mode - PlayerRef.camera_root.VObject.transform = sync_camera_v_transform - PlayerRef.camera_root.HObject.transform = sync_camera_h_transform - PlayerRef.camera_root.view_mode = sync_CameraHOffset - PlayerRef.camera_root.CameraHOffset = sync_CameraHOffset - PlayerRef.movement_state = sync_movement_state - PlayerRef.movement_action = sync_movement_action -# PlayerRef.velocity = sync_velocity - PlayerRef.input_is_moving = sync_input_is_moving - return - sync_position = PlayerRef.character_node.position - sync_mesh_rotation = PlayerRef.mesh_ref.rotation - sync_direction = PlayerRef.input_direction - sync_gait = PlayerRef.gait - sync_stance = PlayerRef.stance - sync_rotation_mode = PlayerRef.rotation_mode - sync_camera_h_transform = PlayerRef.camera_root.HObject.transform - sync_camera_v_transform = PlayerRef.camera_root.VObject.transform - sync_movement_state = PlayerRef.movement_state - sync_movement_action = PlayerRef.movement_action - sync_input_is_moving = PlayerRef.input_is_moving - sync_view_mode = PlayerRef.camera_root.view_mode - sync_CameraHOffset = PlayerRef.camera_root.CameraHOffset + return +# if !is_local_authority(): +# if not processed_position: +# PlayerRef.character_node.position = sync_position +# processed_position = true +# PlayerRef.mesh_ref.rotation = sync_mesh_rotation +# PlayerRef.input_direction = sync_direction +# PlayerRef.gait = sync_gait +# PlayerRef.stance = sync_stance +# PlayerRef.rotation_mode = sync_rotation_mode +# PlayerRef.camera_root.VObject.transform = sync_camera_v_transform +# PlayerRef.camera_root.HObject.transform = sync_camera_h_transform +# PlayerRef.camera_root.view_mode = sync_CameraHOffset +# PlayerRef.camera_root.CameraHOffset = sync_CameraHOffset +# PlayerRef.movement_state = sync_movement_state +# PlayerRef.movement_action = sync_movement_action +## PlayerRef.velocity = sync_velocity +# PlayerRef.input_is_moving = sync_input_is_moving +# return +# sync_position = PlayerRef.character_node.position +# sync_mesh_rotation = PlayerRef.mesh_ref.rotation +# sync_direction = PlayerRef.input_direction +# sync_gait = PlayerRef.gait +# sync_stance = PlayerRef.stance +# sync_rotation_mode = PlayerRef.rotation_mode +# sync_camera_h_transform = PlayerRef.camera_root.HObject.transform +# sync_camera_v_transform = PlayerRef.camera_root.VObject.transform +# sync_movement_state = PlayerRef.movement_state +# sync_movement_action = PlayerRef.movement_action +# sync_input_is_moving = PlayerRef.input_is_moving +# sync_view_mode = PlayerRef.camera_root.view_mode +# sync_CameraHOffset = PlayerRef.camera_root.CameraHOffset diff --git a/client/player/character.gd b/client/player/character.gd index dc2f3ed..77de66f 100644 --- a/client/player/character.gd +++ b/client/player/character.gd @@ -11,6 +11,8 @@ var camrot_v:float = 0.0 @export var h_sensitivity:float = 0.5 @export var v_sensitivity:float = 0.5 +var save_rot:Vector3 + # Get the gravity from the project settings to be synced with RigidBody nodes. var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") @@ -24,12 +26,53 @@ var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") func set_otherplayer(value:bool): otherplayer = value +# +#func _set(property:String, value) -> bool: +# if property == "position": +# print("changed position ",value) +# return false + func _ready(): $SpringArm3D/Camera3D.set_current(false) + set_process(false) +# $CameraComponent.set_process(false) +# $PlayerController.set_process(false) +# $PlayerNetworkingComponent.set_process(false) +# $CharacterMovementComponent.set_process(false) +# $TargetingComponent.set_process(false) +# $CombatSystem.set_process(false) +# $AttributesManager.set_process(false) +# $AttributesManager/HealthAttribute.set_process(false) +# $AttributesManager/StaminaAttribute.set_process(false) #$PlayerGameplayComponent.update_animations() + +func get_my_position() -> Vector3: + #return $SpringArm3D/Camera3D.get_global_position() + return self.get_global_position() + + +func get_my_rotation() -> Vector3: + #return $SpringArm3D/Camera3D.get_global_rotation() + #return $Armature/Skeleton3D.get_global_rotation() + #print($Armature/Skeleton3D.get_global_rotation(), "---", $Armature.get_global_rotation()) + return $Armature.get_global_rotation() + + +func set_my_position(pos:Vector3): + self.set_global_position(pos) + + +func set_my_rotation(rot:Vector3): + save_rot = rot + print("Update ->" + str(rot)) + $Armature.set_global_rotation(rot) + #$CharacterMovementComponent.input_direction = rot + pass + + func set_current_camera() -> void: $SpringArm3D/Camera3D.set_current(true) @@ -41,7 +84,8 @@ func set_id(value:int) -> void: func set_activate() -> void: #$AnimationTree.set_active(true) #$AnimationTree.set("parameters/Transition/transition_request","Idle") - pass + set_process(true) + #func set_animation_tree_blend_positions(input_vector: Vector2) -> void: # #print("Blend Position: ", input_vector) @@ -49,16 +93,24 @@ func set_activate() -> void: # $AnimationTree.set("parameters/Walk/blend_position", input_vector) +func get_comment() -> String: + return str(save_rot) + \ + " -> " + str($PlayerNetworkingComponent.is_local_authority()) + \ + " -> " + str($CharacterMovementComponent.input_direction) + + func get_animation() -> String: return $AnimationTree.get("parameters/Transition/current_state") + \ - ", " + str($AnimationTree.get("parameters/InAir/blend_amount")) + \ - ", active:" + str($AnimationTree.is_active()) + \ - ", " + str($AnimationPlayer.get_current_animation()) + \ - ", " + str($AnimationPlayer.get_current_animation_position()) + \ - ", " + str($AnimationPlayer.get_autoplay()) + \ - ", playing:" + str($AnimationPlayer.is_playing()) + \ - ", " + str($AnimationTree.get("parameters/Transition/current_state")) + \ - ", " + str($AnimationTree.get("parameters/Transition/current_index")) + ", " + str($AnimationTree.get("parameters/InAir/blend_amount")) +# return $AnimationTree.get("parameters/Transition/current_state") + \ +# ", " + str($AnimationTree.get("parameters/InAir/blend_amount")) + \ +# ", active:" + str($AnimationTree.is_active()) + \ +# ", " + str($AnimationPlayer.get_current_animation()) + \ +# ", " + str($AnimationPlayer.get_current_animation_position()) + \ +# ", " + str($AnimationPlayer.get_autoplay()) + \ +# ", playing:" + str($AnimationPlayer.is_playing()) + \ +# ", " + str($AnimationTree.get("parameters/Transition/current_state")) + \ +# ", " + str($AnimationTree.get("parameters/Transition/current_index")) func get_gait() -> String: @@ -75,3 +127,13 @@ func get_rotation_mode() -> String: func get_movement_state() -> String: return Global.MOVEMENT_STATE.keys()[$CharacterMovementComponent.movement_state] + +# +func _process(_delta): + if ! $PlayerNetworkingComponent.is_local_authority(): + if get_my_rotation() != save_rot: + print("Ohhhhhh : " + str( get_my_rotation()) + " != " + str(save_rot)) + print("Ohhhhhh") + else: + print("Superrrr") +# $Armature.set_global_rotation(save_rot) diff --git a/client/player/character.tscn b/client/player/character.tscn index c422cf5..b113314 100644 --- a/client/player/character.tscn +++ b/client/player/character.tscn @@ -443,43 +443,43 @@ bones/0/name = "Hips" bones/0/parent = -1 bones/0/rest = Transform3D(0.544576, -0.0348814, -0.837986, 0.0102475, 0.999337, -0.0349382, 0.838649, 0.0104393, 0.544573, -0.000172998, 0.901879, -0.00179914) bones/0/enabled = true -bones/0/position = Vector3(-0.00345127, 0.931442, -0.00047956) -bones/0/rotation = Quaternion(-0.0406619, -0.36774, -0.0132479, 0.928945) +bones/0/position = Vector3(-0.00176314, 0.931469, -0.000860252) +bones/0/rotation = Quaternion(-0.0401286, -0.36795, -0.01318, 0.928886) bones/0/scale = Vector3(1, 1, 1) bones/1/name = "Spine" bones/1/parent = 0 bones/1/rest = Transform3D(0.99963, -0.0129189, 0.0239171, 0.01122, 0.997494, 0.0698543, -0.0247596, -0.0695601, 0.99727, 4.88944e-09, 0.0992349, -0.0122733) bones/1/enabled = true bones/1/position = Vector3(4.88944e-09, 0.0992349, -0.0122733) -bones/1/rotation = Quaternion(-0.0141453, 0.0404929, -0.00567615, 0.999064) +bones/1/rotation = Quaternion(-0.0133893, 0.0404415, -0.00578242, 0.999075) bones/1/scale = Vector3(1, 1, 1) bones/2/name = "Spine1" bones/2/parent = 1 bones/2/rest = Transform3D(0.99985, -0.015446, 0.00786788, 0.0155655, 0.999761, -0.0153596, -0.00762876, 0.0154798, 0.999851, -2.79397e-09, 0.11732, 1.86265e-09) bones/2/enabled = true bones/2/position = Vector3(-2.79397e-09, 0.11732, 1.86265e-09) -bones/2/rotation = Quaternion(0.0924817, 0.0824997, -0.00762405, 0.992261) +bones/2/rotation = Quaternion(0.0938751, 0.0821744, -0.00781475, 0.992156) bones/2/scale = Vector3(1, 1, 1) bones/3/name = "Spine2" bones/3/parent = 2 bones/3/rest = Transform3D(0.999844, -0.014346, 0.0103258, 0.0156141, 0.990645, -0.135571, -0.00828427, 0.135711, 0.990714, -2.79397e-09, 0.134588, -2.51457e-08) bones/3/enabled = true bones/3/position = Vector3(-2.79397e-09, 0.134588, -2.51457e-08) -bones/3/rotation = Quaternion(0.152822, 0.0816052, -0.0126994, 0.984797) +bones/3/rotation = Quaternion(0.154004, 0.0814804, -0.0128469, 0.984621) bones/3/scale = Vector3(1, 1, 1) bones/4/name = "Neck" bones/4/parent = 3 bones/4/rest = Transform3D(0.968778, 0.12654, 0.213204, -0.00181599, 0.863542, -0.504273, -0.247921, 0.488142, 0.836811, 2.48197e-07, 0.150325, 0.00792907) bones/4/enabled = true bones/4/position = Vector3(2.48197e-07, 0.150325, 0.00792907) -bones/4/rotation = Quaternion(0.134818, -0.0100913, 0.00307821, 0.990814) +bones/4/rotation = Quaternion(0.129882, -0.00998771, 0.00324898, 0.991474) bones/4/scale = Vector3(1, 1, 1) bones/5/name = "Head" bones/5/parent = 4 bones/5/rest = Transform3D(0.840773, 0.330252, 0.428993, -0.33245, 0.940342, -0.0723432, -0.427291, -0.0817944, 0.900406, 5.58794e-09, 0.107895, 5.21541e-08) bones/5/enabled = true bones/5/position = Vector3(5.58794e-09, 0.107895, 5.21541e-08) -bones/5/rotation = Quaternion(-0.0301788, 0.169366, -0.0589658, 0.983325) +bones/5/rotation = Quaternion(-0.0476332, 0.169489, -0.0573583, 0.982708) bones/5/scale = Vector3(1, 1, 1) bones/6/name = "HeadTop_End" bones/6/parent = 5 @@ -507,42 +507,42 @@ bones/9/parent = 3 bones/9/rest = Transform3D(-0.250988, 0.959361, -0.128958, 0.025503, -0.126623, -0.991623, -0.967654, -0.252174, 0.0073142, 0.0610582, 0.0911044, 0.00705553) bones/9/enabled = true bones/9/position = Vector3(0.0610582, 0.0911044, 0.00705553) -bones/9/rotation = Quaternion(-0.465698, -0.542563, 0.568722, -0.406578) +bones/9/rotation = Quaternion(-0.474143, -0.53506, 0.569819, -0.405224) bones/9/scale = Vector3(1, 1, 1) bones/10/name = "LeftArm" bones/10/parent = 9 bones/10/rest = Transform3D(0.845869, -0.51692, -0.131522, 0.093338, 0.386222, -0.917671, 0.52516, 0.763954, 0.374941, 7.45058e-09, 0.129223, 3.95812e-08) bones/10/enabled = true bones/10/position = Vector3(7.45058e-09, 0.129223, 3.95812e-08) -bones/10/rotation = Quaternion(0.536885, -0.0737268, 0.144452, 0.827921) +bones/10/rotation = Quaternion(0.535645, -0.0750345, 0.146266, 0.828288) bones/10/scale = Vector3(1, 1, 1) bones/11/name = "LeftForeArm" bones/11/parent = 10 bones/11/rest = Transform3D(0.138967, -0.989426, 0.0415226, 0.989436, 0.140472, 0.0358277, -0.0412816, 0.0361051, 0.998495, -4.47035e-08, 0.274229, -7.45058e-09) bones/11/enabled = true bones/11/position = Vector3(-4.47035e-08, 0.274229, -7.45058e-09) -bones/11/rotation = Quaternion(-0.00794147, 0.0991247, 0.453072, 0.88591) +bones/11/rotation = Quaternion(-0.0086432, 0.097867, 0.452429, 0.886372) bones/11/scale = Vector3(1, 1, 1) bones/12/name = "LeftHand" bones/12/parent = 11 bones/12/rest = Transform3D(0.746359, -0.304314, 0.591895, 0.184003, 0.949028, 0.255908, -0.639601, -0.0820888, 0.764311, 6.0536e-09, 0.276326, -1.49012e-08) bones/12/enabled = true bones/12/position = Vector3(6.0536e-09, 0.276326, -1.49012e-08) -bones/12/rotation = Quaternion(-0.142253, 0.123457, -0.00623136, 0.982081) +bones/12/rotation = Quaternion(-0.152197, 0.123664, -0.00611043, 0.980564) bones/12/scale = Vector3(1, 1, 1) bones/13/name = "LeftHandMiddle1" bones/13/parent = 12 bones/13/rest = Transform3D(0.98654, 0.118644, -0.112532, -0.118809, 0.0472127, -0.991794, -0.112357, 0.991814, 0.0606732, -3.12924e-07, 0.127755, -7.63685e-08) bones/13/enabled = true bones/13/position = Vector3(-3.12924e-07, 0.127755, -7.63685e-08) -bones/13/rotation = Quaternion(0.140159, 0.00251126, -0.0681529, 0.987778) +bones/13/rotation = Quaternion(0.138975, 0.00286881, -0.0698249, 0.987827) bones/13/scale = Vector3(1, 1, 1) bones/14/name = "LeftHandMiddle2" bones/14/parent = 13 bones/14/rest = Transform3D(0.980685, 0.110739, -0.161229, -0.112737, -0.353585, -0.928584, -0.159838, 0.928824, -0.334271, -7.45058e-09, 0.0361397, -5.21541e-08) bones/14/enabled = true bones/14/position = Vector3(-7.45058e-09, 0.0361397, -5.21541e-08) -bones/14/rotation = Quaternion(0.203564, -0.0014014, 0.0158765, 0.978932) +bones/14/rotation = Quaternion(0.202539, -0.00139929, 0.0157619, 0.979146) bones/14/scale = Vector3(1, 1, 1) bones/15/name = "LeftHandMiddle3" bones/15/parent = 14 @@ -563,14 +563,14 @@ bones/17/parent = 12 bones/17/rest = Transform3D(0.922249, -0.296379, 0.248225, 0.374682, 0.843413, -0.385056, -0.0952333, 0.448123, 0.888885, -0.0300309, 0.0378879, 0.0216701) bones/17/enabled = true bones/17/position = Vector3(-0.0300309, 0.0378879, 0.0216701) -bones/17/rotation = Quaternion(0.287483, 0.119054, 0.175276, 0.934055) +bones/17/rotation = Quaternion(0.285978, 0.116984, 0.178578, 0.934153) bones/17/scale = Vector3(1, 1, 1) bones/18/name = "LeftHandThumb2" bones/18/parent = 17 bones/18/rest = Transform3D(0.793061, 0.491162, -0.360297, -0.562049, 0.818065, -0.121947, 0.234851, 0.299216, 0.924832, 1.19209e-07, 0.0474499, -2.44938e-07) bones/18/enabled = true bones/18/position = Vector3(1.19209e-07, 0.0474499, -2.44938e-07) -bones/18/rotation = Quaternion(-0.00761833, 0.000957724, -0.000698928, 0.99997) +bones/18/rotation = Quaternion(-0.00667099, 0.000848215, -0.000823617, 0.999977) bones/18/scale = Vector3(1, 1, 1) bones/19/name = "LeftHandThumb3" bones/19/parent = 18 @@ -591,14 +591,14 @@ bones/21/parent = 12 bones/21/rest = Transform3D(0.983723, 0.142189, -0.109869, -0.119058, 0.0577917, -0.991204, -0.134589, 0.988151, 0.0737798, -0.0282207, 0.122666, 0.00231682) bones/21/enabled = true bones/21/position = Vector3(-0.0282207, 0.122666, 0.00231682) -bones/21/rotation = Quaternion(0.0420411, -0.0055582, 0.0614346, 0.99721) +bones/21/rotation = Quaternion(0.0416242, -0.0055579, 0.0615344, 0.997221) bones/21/scale = Vector3(1, 1, 1) bones/22/name = "LeftHandIndex2" bones/22/parent = 21 bones/22/rest = Transform3D(0.978949, 0.10384, -0.175717, -0.111366, -0.44972, -0.8862, -0.171047, 0.887113, -0.428688, 1.11759e-07, 0.0389198, -5.96046e-08) bones/22/enabled = true bones/22/position = Vector3(1.11759e-07, 0.0389198, -5.96046e-08) -bones/22/rotation = Quaternion(0.154151, -0.00100657, -0.0054683, 0.988032) +bones/22/rotation = Quaternion(0.152414, -0.000968763, -0.00568409, 0.9883) bones/22/scale = Vector3(1, 1, 1) bones/23/name = "LeftHandIndex3" bones/23/parent = 22 @@ -619,14 +619,14 @@ bones/25/parent = 12 bones/25/rest = Transform3D(0.991492, 0.0540781, -0.118406, -0.118263, -0.00584495, -0.992965, -0.0543897, 0.99852, 0.000600219, 0.0221662, 0.12147, -9.90927e-05) bones/25/enabled = true bones/25/position = Vector3(0.0221662, 0.12147, -9.90927e-05) -bones/25/rotation = Quaternion(0.278724, -0.0196431, -0.113661, 0.953419) +bones/25/rotation = Quaternion(0.277807, -0.0191101, -0.114899, 0.953549) bones/25/scale = Vector3(1, 1, 1) bones/26/name = "LeftHandRing2" bones/26/parent = 25 bones/26/rest = Transform3D(0.981497, 0.113181, -0.154445, -0.116659, -0.286137, -0.951061, -0.151835, 0.951481, -0.267639, -3.72529e-08, 0.036012, -1.11759e-07) bones/26/enabled = true bones/26/position = Vector3(-3.72529e-08, 0.036012, -1.11759e-07) -bones/26/rotation = Quaternion(0.288651, 0.00178193, 0.0251576, 0.957102) +bones/26/rotation = Quaternion(0.288056, 0.0017774, 0.0251217, 0.957282) bones/26/scale = Vector3(1, 1, 1) bones/27/name = "LeftHandRing3" bones/27/parent = 26 @@ -647,14 +647,14 @@ bones/29/parent = 12 bones/29/rest = Transform3D(0.991785, 0.0101279, -0.127516, -0.126197, -0.0855001, -0.988314, -0.0209122, 0.996287, -0.0835196, 0.0472581, 0.109082, 0.00226384) bones/29/enabled = true bones/29/position = Vector3(0.0472581, 0.109082, 0.00226384) -bones/29/rotation = Quaternion(0.304018, -0.0213695, -0.147071, 0.941003) +bones/29/rotation = Quaternion(0.302996, -0.0206488, -0.148694, 0.941094) bones/29/scale = Vector3(1, 1, 1) bones/30/name = "LeftHandPinky2" bones/30/parent = 29 bones/30/rest = Transform3D(0.989305, 0.129006, -0.068066, -0.049097, -0.144898, -0.988228, -0.13735, 0.981001, -0.137015, -5.96046e-08, 0.0413669, -1.49012e-08) bones/30/enabled = true bones/30/position = Vector3(-5.96046e-08, 0.0413669, -1.49012e-08) -bones/30/rotation = Quaternion(0.349848, 0.0118446, 0.0500383, 0.935394) +bones/30/rotation = Quaternion(0.348753, 0.0117926, 0.0500271, 0.935804) bones/30/scale = Vector3(1, 1, 1) bones/31/name = "LeftHandPinky3" bones/31/parent = 30 @@ -675,42 +675,42 @@ bones/33/parent = 3 bones/33/rest = Transform3D(-0.214833, -0.949432, 0.228968, -0.0511495, -0.223182, -0.973434, 0.975311, -0.220837, -0.000616074, -0.061057, 0.0911053, 0.00705566) bones/33/enabled = true bones/33/position = Vector3(-0.061057, 0.0911053, 0.00705566) -bones/33/rotation = Quaternion(0.518768, -0.501831, 0.538214, 0.435167) +bones/33/rotation = Quaternion(0.527329, -0.494188, 0.539202, 0.432392) bones/33/scale = Vector3(1, 1, 1) bones/34/name = "RightArm" bones/34/parent = 33 bones/34/rest = Transform3D(0.555382, 0.714901, -0.424814, -0.786414, 0.285417, -0.547804, -0.270377, 0.63832, 0.720724, -2.23517e-08, 0.129223, 9.12696e-08) bones/34/enabled = true bones/34/position = Vector3(-2.23517e-08, 0.129223, 9.12696e-08) -bones/34/rotation = Quaternion(0.516288, 0.0806474, 0.078472, 0.848991) +bones/34/rotation = Quaternion(0.516222, 0.0816319, 0.07968, 0.848824) bones/34/scale = Vector3(1, 1, 1) bones/35/name = "RightForeArm" bones/35/parent = 34 bones/35/rest = Transform3D(-0.491194, 0.870247, -0.0374029, -0.870282, -0.488505, 0.0630281, 0.0365786, 0.0635101, 0.997311, 7.45058e-09, 0.274776, -3.72529e-08) bones/35/enabled = true bones/35/position = Vector3(7.45058e-09, 0.274776, -3.72529e-08) -bones/35/rotation = Quaternion(0.0644569, -0.067243, -0.431958, 0.897071) +bones/35/rotation = Quaternion(0.0639905, -0.0612774, -0.431069, 0.897959) bones/35/scale = Vector3(1, 1, 1) bones/36/name = "RightHand" bones/36/parent = 35 bones/36/rest = Transform3D(0.953663, 0.121098, 0.275431, -0.18063, 0.962538, 0.202223, -0.240624, -0.242603, 0.939811, 7.45058e-09, 0.276868, 5.96046e-08) bones/36/enabled = true bones/36/position = Vector3(7.45058e-09, 0.276868, 5.96046e-08) -bones/36/rotation = Quaternion(0.110468, -0.00591672, -0.0525864, 0.99247) +bones/36/rotation = Quaternion(0.10697, -0.00384357, -0.0381328, 0.993523) bones/36/scale = Vector3(1, 1, 1) bones/37/name = "RightHandMiddle1" bones/37/parent = 36 bones/37/rest = Transform3D(0.986308, -0.119644, 0.1135, 0.119813, 0.0469439, -0.991686, 0.113321, 0.991706, 0.060636, 3.50177e-07, 0.127755, -8.9407e-08) bones/37/enabled = true bones/37/position = Vector3(3.50177e-07, 0.127755, -8.9407e-08) -bones/37/rotation = Quaternion(0.110609, 0.00839598, 0.0252161, 0.993509) +bones/37/rotation = Quaternion(0.110639, 0.00839663, 0.0252213, 0.993505) bones/37/scale = Vector3(1, 1, 1) bones/38/name = "RightHandMiddle2" bones/38/parent = 37 bones/38/rest = Transform3D(0.980361, -0.111685, 0.162538, 0.114835, -0.346749, -0.930902, 0.160328, 0.931285, -0.327114, 6.70552e-08, 0.0361398, -1.02445e-07) bones/38/enabled = true bones/38/position = Vector3(6.70552e-08, 0.0361398, -1.02445e-07) -bones/38/rotation = Quaternion(0.306286, 0.00172178, -0.0209892, 0.951707) +bones/38/rotation = Quaternion(0.309781, 0.00172124, -0.0213088, 0.950568) bones/38/scale = Vector3(1, 1, 1) bones/39/name = "RightHandMiddle3" bones/39/parent = 38 @@ -731,14 +731,14 @@ bones/41/parent = 36 bones/41/rest = Transform3D(0.940404, 0.29207, -0.174168, -0.340048, 0.811489, -0.475239, 0.00253238, 0.506143, 0.862446, 0.0300309, 0.037888, 0.0216703) bones/41/enabled = true bones/41/position = Vector3(0.0300309, 0.037888, 0.0216703) -bones/41/rotation = Quaternion(0.202304, 0.0252338, -0.225745, 0.952615) +bones/41/rotation = Quaternion(0.204513, 0.0233172, -0.230161, 0.951134) bones/41/scale = Vector3(1, 1, 1) bones/42/name = "RightHandThumb2" bones/42/parent = 41 bones/42/rest = Transform3D(0.793791, -0.608189, -0.00159446, 0.595053, 0.777184, -0.204689, 0.125729, 0.161531, 0.978826, -1.2666e-07, 0.0474498, -2.68221e-07) bones/42/enabled = true bones/42/position = Vector3(-1.2666e-07, 0.0474498, -2.68221e-07) -bones/42/rotation = Quaternion(0.00650247, 0.00178258, 0.183951, 0.982912) +bones/42/rotation = Quaternion(0.00444348, 0.00194769, 0.181603, 0.98336) bones/42/scale = Vector3(1, 1, 1) bones/43/name = "RightHandThumb3" bones/43/parent = 42 @@ -759,14 +759,14 @@ bones/45/parent = 36 bones/45/rest = Transform3D(0.978763, -0.172845, 0.110213, 0.120904, 0.0525683, -0.991271, 0.165542, 0.983545, 0.0723496, 0.0282207, 0.122666, 0.00231693) bones/45/enabled = true bones/45/position = Vector3(0.0282207, 0.122666, 0.00231693) -bones/45/rotation = Quaternion(0.0384034, 0.00996297, 0.00894548, 0.999173) +bones/45/rotation = Quaternion(0.0390987, 0.0100155, 0.00896334, 0.999145) bones/45/scale = Vector3(1, 1, 1) bones/46/name = "RightHandIndex2" bones/46/parent = 45 bones/46/rest = Transform3D(0.978593, -0.104714, 0.177172, 0.106914, -0.476935, -0.872412, 0.175853, 0.872679, -0.45553, 1.49012e-07, 0.0389196, -8.75443e-08) bones/46/enabled = true bones/46/position = Vector3(1.49012e-07, 0.0389196, -8.75443e-08) -bones/46/rotation = Quaternion(0.146846, 0.000167914, 0.00971157, 0.989112) +bones/46/rotation = Quaternion(0.146895, 0.000172339, 0.00970654, 0.989105) bones/46/scale = Vector3(1, 1, 1) bones/47/name = "RightHandIndex3" bones/47/parent = 46 @@ -787,14 +787,14 @@ bones/49/parent = 36 bones/49/rest = Transform3D(0.991829, -0.0281871, 0.124419, 0.122843, -0.0520322, -0.991061, 0.0344089, 0.998247, -0.0481446, -0.0221661, 0.12147, -9.89214e-05) bones/49/enabled = true bones/49/position = Vector3(-0.0221661, 0.12147, -9.89214e-05) -bones/49/rotation = Quaternion(0.208888, -0.00664281, 0.0655961, 0.975715) +bones/49/rotation = Quaternion(0.21073, -0.00647297, 0.0652739, 0.975341) bones/49/scale = Vector3(1, 1, 1) bones/50/name = "RightHandRing2" bones/50/parent = 49 bones/50/rest = Transform3D(0.982662, -0.117406, 0.143498, 0.122607, -0.169092, -0.977944, 0.139081, 0.978583, -0.151765, -7.45058e-09, 0.036012, 0) bones/50/enabled = true bones/50/position = Vector3(-7.45058e-09, 0.036012, 0) -bones/50/rotation = Quaternion(0.34144, -0.00250544, -0.0359764, 0.939211) +bones/50/rotation = Quaternion(0.34329, -0.00251374, -0.036134, 0.938531) bones/50/scale = Vector3(1, 1, 1) bones/51/name = "RightHandRing3" bones/51/parent = 50 @@ -815,14 +815,14 @@ bones/53/parent = 36 bones/53/rest = Transform3D(0.989897, 0.0602255, 0.128364, 0.133612, -0.0931972, -0.986642, -0.0474579, 0.993824, -0.100302, -0.047258, 0.109082, 0.00226358) bones/53/enabled = true bones/53/position = Vector3(-0.047258, 0.109082, 0.00226358) -bones/53/rotation = Quaternion(0.208092, -0.0111425, 0.0917662, 0.973731) +bones/53/rotation = Quaternion(0.207993, -0.0111433, 0.0918038, 0.973749) bones/53/scale = Vector3(1, 1, 1) bones/54/name = "RightHandPinky2" bones/54/parent = 53 bones/54/rest = Transform3D(0.983236, -0.118306, 0.138749, 0.122507, -0.134994, -0.983244, 0.135054, 0.983758, -0.118237, -2.98023e-08, 0.0413665, 4.24334e-08) bones/54/enabled = true bones/54/position = Vector3(-2.98023e-08, 0.0413665, 4.24334e-08) -bones/54/rotation = Quaternion(0.370164, -0.0131607, -0.070413, 0.9262) +bones/54/rotation = Quaternion(0.379818, -0.0135726, -0.0710235, 0.922231) bones/54/scale = Vector3(1, 1, 1) bones/55/name = "RightHandPinky3" bones/55/parent = 54 @@ -843,28 +843,28 @@ bones/57/parent = 0 bones/57/rest = Transform3D(-0.919821, -0.336213, -0.202214, 0.264978, -0.912457, 0.311783, -0.289337, 0.233202, 0.928386, -0.0912445, -0.0665637, -0.000553781) bones/57/enabled = true bones/57/position = Vector3(-0.0912445, -0.0665637, -0.000553781) -bones/57/rotation = Quaternion(-0.12501, 0.00538849, 0.983587, 0.13) +bones/57/rotation = Quaternion(-0.124878, 0.00654514, 0.983598, 0.12999) bones/57/scale = Vector3(1, 1, 1) bones/58/name = "RightLeg" bones/58/parent = 57 bones/58/rest = Transform3D(0.997811, 0.0392429, -0.0532304, 0.00932048, 0.713425, 0.70067, 0.0654722, -0.699632, 0.711497, 4.84288e-08, 0.405994, 2.6077e-08) bones/58/enabled = true bones/58/position = Vector3(4.84288e-08, 0.405994, 2.6077e-08) -bones/58/rotation = Quaternion(-0.287049, 0.074642, -0.0183161, 0.954828) +bones/58/rotation = Quaternion(-0.287314, 0.0749344, -0.01867, 0.954718) bones/58/scale = Vector3(1, 1, 1) bones/59/name = "RightFoot" bones/59/parent = 58 bones/59/rest = Transform3D(0.96994, -0.122934, 0.210008, 0.229929, 0.180407, -0.95634, 0.0796801, 0.975879, 0.20325, -1.02445e-08, 0.42099, 9.31323e-09) bones/59/enabled = true bones/59/position = Vector3(-1.02445e-08, 0.42099, 9.31323e-09) -bones/59/rotation = Quaternion(0.594817, 0.0611857, 0.113565, 0.793443) +bones/59/rotation = Quaternion(0.594246, 0.0613319, 0.113691, 0.793841) bones/59/scale = Vector3(1, 1, 1) bones/60/name = "RightToeBase" bones/60/parent = 59 bones/60/rest = Transform3D(0.999367, 6.43255e-05, 0.0355612, 0.0227211, 0.768109, -0.639916, -0.027356, 0.640319, 0.767622, -5.51563e-09, 0.16432, -1.09159e-07) bones/60/enabled = true bones/60/position = Vector3(-5.51563e-09, 0.16432, -1.09159e-07) -bones/60/rotation = Quaternion(0.354062, 0.0196222, 0.00437383, 0.935006) +bones/60/rotation = Quaternion(0.354057, 0.0195701, 0.00439821, 0.935009) bones/60/scale = Vector3(1, 1, 1) bones/61/name = "RightToe_End" bones/61/parent = 60 @@ -878,28 +878,28 @@ bones/62/parent = 0 bones/62/rest = Transform3D(-0.893651, 0.403296, 0.196826, -0.227377, -0.785047, 0.576195, 0.386895, 0.470164, 0.793258, 0.0912445, -0.0665636, -0.000553777) bones/62/enabled = true bones/62/position = Vector3(0.0912445, -0.0665636, -0.000553777) -bones/62/rotation = Quaternion(0.0802593, 0.204578, 0.969916, -0.104736) +bones/62/rotation = Quaternion(0.0799512, 0.205398, 0.969832, -0.104143) bones/62/scale = Vector3(1, 1, 1) bones/63/name = "LeftLeg" bones/63/parent = 62 bones/63/rest = Transform3D(0.99576, 0.0029921, 0.0919402, -0.056273, 0.810456, 0.583091, -0.0727688, -0.585792, 0.807188, 5.12227e-08, 0.405994, -2.04891e-08) bones/63/enabled = true bones/63/position = Vector3(5.12227e-08, 0.405994, -2.04891e-08) -bones/63/rotation = Quaternion(-0.305458, 0.122769, -0.0386632, 0.943466) +bones/63/rotation = Quaternion(-0.304747, 0.121903, -0.0383145, 0.943823) bones/63/scale = Vector3(1, 1, 1) bones/64/name = "LeftFoot" bones/64/parent = 63 bones/64/rest = Transform3D(0.977802, 0.128039, -0.165856, -0.209522, 0.59104, -0.778956, -0.00170929, 0.796415, 0.604748, -2.04891e-08, 0.42099, 6.98492e-09) bones/64/enabled = true bones/64/position = Vector3(-2.04891e-08, 0.42099, 6.98492e-09) -bones/64/rotation = Quaternion(0.489791, -0.0222722, -0.0402406, 0.870626) +bones/64/rotation = Quaternion(0.488985, -0.0220482, -0.0397986, 0.871105) bones/64/scale = Vector3(1, 1, 1) bones/65/name = "LeftToeBase" bones/65/parent = 64 bones/65/rest = Transform3D(0.999367, -0.000945242, -0.0355486, -0.0227206, 0.752033, -0.658734, 0.0273564, 0.659125, 0.751536, 3.66616e-08, 0.16432, -1.10293e-07) bones/65/enabled = true bones/65/position = Vector3(3.66616e-08, 0.16432, -1.10293e-07) -bones/65/rotation = Quaternion(0.360056, -0.00341811, -0.029705, 0.932451) +bones/65/rotation = Quaternion(0.359775, -0.00302751, -0.0293221, 0.932573) bones/65/scale = Vector3(1, 1, 1) bones/66/name = "LeftToe_End" bones/66/parent = 65 @@ -918,7 +918,7 @@ mesh = SubResource("ArrayMesh_ludfp") skin = SubResource("Skin_0b2ap") [node name="BoneAttachment3D" type="BoneAttachment3D" parent="Armature/Skeleton3D"] -transform = Transform3D(0.99668, -0.0764794, 0.02793, 0.0791498, 0.829665, -0.552622, 0.0190918, 0.552998, 0.832964, -0.022147, 1.50134, 0.109646) +transform = Transform3D(0.996896, -0.0754271, 0.0225785, 0.0761161, 0.849939, -0.521355, 0.020134, 0.521455, 0.853041, -0.021665, 1.50102, 0.110944) bone_name = "Head" bone_idx = 5 diff --git a/client/scenes/DebugWindow.gd b/client/scenes/DebugWindow.gd index 2a4d38d..68600ed 100644 --- a/client/scenes/DebugWindow.gd +++ b/client/scenes/DebugWindow.gd @@ -22,16 +22,19 @@ func _process(_delta): $TabContainer/Perso/VBoxContainer/HBoxContainer/Count.set_text(str(node_players.get_child_count())) $TabContainer/Perso/VBoxContainer/HBoxContainer2/Id.set_text(str(Multi.get_id())) if node_players.get_child_count() > 0: - $TabContainer/Network/VBoxContainer/players/player0.set_text(str(node_players.get_child(0).get_global_position())) - print(str(node_players.get_child(0).get_global_position())) + var info:String = str(node_players.get_child(0).get_my_position()) + "\n" + str(node_players.get_child(0).get_my_rotation()) + "\n" + str(node_players.get_child(0).get_comment()) + $TabContainer/Network/VBoxContainer/players/player0.set_text(info) + #print(str(node_players.get_child(0).get_my_position()) + " - " + str(node_players.get_child(0).get_my_rotation()) ) if node_me: - $TabContainer/Network/VBoxContainer/me/me.set_text(str(node_me.get_child(0).get_global_position())) + var info:String = str(node_me.get_child(0).get_my_position()) + " - " + str(node_me.get_child(0).get_my_rotation()) + $TabContainer/Network/VBoxContainer/me/me.set_text(info) var tmp:String = "" tmp += "Anim: " + str(node_me.get_child(0).get_animation()) tmp += "\nGait: " + node_me.get_child(0).get_gait() tmp += "\nStance: " + node_me.get_child(0).get_stance() tmp += "\nRotation: " + node_me.get_child(0).get_rotation_mode() tmp += "\nMovement: " + node_me.get_child(0).get_movement_state() + tmp += "\nComment:" + node_me.get_child(0).get_comment() $TabContainer/Network/VBoxContainer/state/state.set_text(tmp) diff --git a/client/scenes/DebugWindow.tscn b/client/scenes/DebugWindow.tscn index 543dbd7..de8ed77 100644 --- a/client/scenes/DebugWindow.tscn +++ b/client/scenes/DebugWindow.tscn @@ -17,7 +17,6 @@ grow_horizontal = 2 grow_vertical = 2 [node name="Perso" type="TabBar" parent="TabContainer"] -visible = false layout_mode = 2 [node name="VBoxContainer" type="VBoxContainer" parent="TabContainer/Perso"] @@ -55,6 +54,7 @@ size_flags_horizontal = 3 text = "0" [node name="Network" type="TabBar" parent="TabContainer"] +visible = false layout_mode = 2 [node name="VBoxContainer" type="VBoxContainer" parent="TabContainer/Network"] diff --git a/client/scenes/main.gd b/client/scenes/main.gd index cc3a1f2..9a8009d 100644 --- a/client/scenes/main.gd +++ b/client/scenes/main.gd @@ -83,8 +83,9 @@ func _on_connexion_updated(new_state:Multi.Connexion): $Panel.show() -func _on_update_me(pos:Vector3): +func _on_update_me(pos:Vector3, rot:Vector3): self.set_player_position(pos) + self.set_player_rotation(rot) #self.get_node("CharacterBody3D").set_enable_event(true) #for idx in $PlayerSpawnLocation.get_child_count(): # $PlayerSpawnLocation.queue_free() @@ -94,7 +95,7 @@ func _on_update_me(pos:Vector3): #self.set_player_position(pos) -func _on_update_player(id:int, pos:Vector3): +func _on_update_player(id:int, pos:Vector3, rot:Vector3): var child = $Players.find_child(str(id), false, false) if child == null: print("Add player : ", id) @@ -105,12 +106,14 @@ func _on_update_player(id:int, pos:Vector3): instance.set_visible(true) instance.set_id(id) var child2 = $Players.find_child(str(id), false, false) - child2.set_global_position(pos) + child2.set_my_position(pos) + child2.set_my_rotation(rot) else: - print("Update player : ", id, " ", pos) - print(pos) + print("Update player : ", id, " ", pos, " ", rot) + #print(pos) #pos.y += 10.0 - child.set_global_position(pos) + child.set_my_position(pos) + child.set_my_rotation(rot) #child.set_visible(true) @@ -157,4 +160,8 @@ func _input(event): func set_player_position(pos: Vector3): - $PlayerSpawnLocation.set_global_position(pos) + #$PlayerSpawnLocation.set_global_position(pos) + $PlayerSpawnLocation.get_child(0).set_my_position(pos) + +func set_player_rotation(rot: Vector3): + $PlayerSpawnLocation.get_child(0).set_my_rotation(rot) diff --git a/client/scenes/multi.gd b/client/scenes/multi.gd index 7090e62..92960aa 100644 --- a/client/scenes/multi.gd +++ b/client/scenes/multi.gd @@ -28,7 +28,7 @@ func set_username(value): disconnect_server() -@export var player_position:Node = null : +@export var player_position:Node3D = null : set = set_player_position @@ -54,8 +54,8 @@ enum Connexion{ signal connexion_updated(new_state) -signal update_my_position(pos) -signal update_player_position(id, pos) +signal update_my_position(pos, rot) +signal update_player_position(id, pos, rot) signal remove_player(id) @@ -113,7 +113,7 @@ func connect_server(): func _ready(): - print("------ Multi initliazed") + print("------ Multi initialized") update_state(Connexion.NONE) @@ -128,12 +128,16 @@ func get_event_received(): if data[0] == 1: # Return connexion if data[1] == 0: # OK id = data.decode_u64(2) - var x = data.decode_double(2+8) - var y = data.decode_double(2+16) - var z = data.decode_double(2+24) + var x:float = data.decode_double(2+8) + var y:float = data.decode_double(2+16) + var z:float = data.decode_double(2+24) + var rx:float = data.decode_double(2+32) + var ry:float = data.decode_double(2+40) + var rz:float = data.decode_double(2+48) + var _tick:int = data.decode_double(2+1) print("MyID:", id) #print("id:", id, " x:", x, " y:", y, " z:", z) - update_my_position.emit(Vector3(x, y, z)) + update_my_position.emit(Vector3(x, y, z), Vector3(rx, ry, rz)) #self.set_player_position(Vector3(x, y, z)) update_state(Connexion.CONNECTED) else: # KO @@ -141,19 +145,24 @@ func get_event_received(): elif data[0] == 3: # Get position if id == 0: return - var nb = data[1] - var pos = 2 + var nb:int = data[1] + var pos:int = 2 for i in nb: - var mid = data.decode_u64(pos) - var mx = data.decode_double(pos+8) - var my = data.decode_double(pos+16) - var mz = data.decode_double(pos+24) - pos += 32 + var mid:int = data.decode_u64(pos) + var mx:float = data.decode_double(pos+8) + var my:float = data.decode_double(pos+16) + var mz:float = data.decode_double(pos+24) + var rx:float = data.decode_double(pos+32) + var ry:float = data.decode_double(pos+40) + var rz:float = data.decode_double(pos+48) + var tick:int = data.decode_u8(pos+56) + pos += 57 if mid == id: #print("Me id:", mid, " x:", mx, " y:", my, " z:", mz) continue - update_player_position.emit(mid, Vector3(mx, my, mz)) - var nbuserremove = data[pos] + print("pos:", pos, " id:", mid, " tick:", tick, " x:", mx, " y:", my, " z:", mz, " rx:", rx, " ry:", ry, " rz:", rz) + update_player_position.emit(mid, Vector3(mx, my, mz), Vector3(rx, ry, rz)) + var nbuserremove:int = data[pos] pos += 1 for i in nbuserremove: var mid = data.decode_u64(pos) @@ -183,10 +192,14 @@ func get_player_position(): if state_connexion != Connexion.CONNECTED: return var pos:PackedFloat64Array = PackedFloat64Array() - var posRaw:Vector3 = player_position.get_global_position() #get_position() + var posRaw:Vector3 = player_position.get_my_position() #get_position() pos.append(posRaw.x) pos.append(posRaw.y) pos.append(posRaw.z) + var rotRaw:Vector3 = player_position.get_my_rotation() + pos.append(rotRaw.x) + pos.append(rotRaw.y) + pos.append(rotRaw.z) var data:PackedByteArray = PackedByteArray() data += pos.to_byte_array() errorEnet = dataEnet.send(2, data, 1) diff --git a/server/src/main.rs b/server/src/main.rs index 79cb950..27b4922 100644 --- a/server/src/main.rs +++ b/server/src/main.rs @@ -62,6 +62,7 @@ fn push_u64(data:&mut Vec, value:u64) { data.push(buf[6]); data.push(buf[7]); } + fn push_f64(data:&mut Vec, value:f64) { let mut buf = [0; 8]; LittleEndian::write_f64(&mut buf, value); @@ -75,6 +76,10 @@ fn push_f64(data:&mut Vec, value:f64) { data.push(buf[7]); } +fn push_u8(data:&mut Vec, value:u8) { + data.push(value); +} + /* enum Simple { Error(String), @@ -116,12 +121,16 @@ struct User { username: String, address: Address, id: u64, - x: f64, - y: f64, - z: f64, + x: f64, // translation X + y: f64, // translation Y + z: f64, // translation Z + rx: f64, // rotation X + ry: f64, // rotation Y + rz: f64, // rotation Z position_updated: bool, lasttime: Instant, sendfull: u8, + lastupdate: u8, } impl PartialEq for User { @@ -140,6 +149,18 @@ impl User { } } */ + pub fn clear_player(&mut self) { + self.x = 0.0; + self.y = 0.0; + self.z = 0.0; + self.rx = 0.0; + self.ry = 0.0; + self.rz = 0.0; + self.position_updated = false; + self.lasttime = Instant::now(); + self.sendfull = 0; + self.lastupdate = 0; + } pub fn set_inactive(&mut self) { self.active = false; self.lasttime = Instant::now(); @@ -157,6 +178,7 @@ impl User { } pub fn clear_username(&mut self) { self.username = "".to_string(); + self.clear_player(); } pub fn clear_address(&mut self) { self.address = Address::new(Ipv4Addr::new(0, 0, 0, 0), 0); @@ -164,18 +186,36 @@ impl User { pub fn clear_position_updated(&mut self) { self.position_updated = false; } - pub fn update_pos(&mut self, x:f64, y:f64, z:f64) { + pub fn update_pos_rot(&mut self, x:f64, y:f64, z:f64, rx:f64, ry:f64, rz:f64, lastupdate:u8) { if self.x != x { self.x = x; self.position_updated = true; + self.lastupdate = lastupdate; } if self.y != y { self.y = y; self.position_updated = true; + self.lastupdate = lastupdate; } if self.z != z { self.z = z; self.position_updated = true; + self.lastupdate = lastupdate; + } + if self.rx != rx { + self.rx = rx; + self.position_updated = true; + self.lastupdate = lastupdate; + } + if self.ry != ry { + self.ry = ry; + self.position_updated = true; + self.lastupdate = lastupdate; + } + if self.rz != rz { + self.rz = rz; + self.position_updated = true; + self.lastupdate = lastupdate; } } /* @@ -189,6 +229,10 @@ impl User { push_f64(data, self.x); push_f64(data, self.y); push_f64(data, self.z); + push_f64(data, self.rx); + push_f64(data, self.ry); + push_f64(data, self.rz); + push_u8(data, self.lastupdate); } pub fn push_packet_id(&self, data:&mut Vec) { push_u64(data, self.id); @@ -207,9 +251,9 @@ impl User { impl std::fmt::Display for User { fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result { - write!(f, "id:{} user:{} active:{} address:{}:{} ({}:{}:{}) sendfull:{}", + write!(f, "id:{} user:{} active:{} address:{}:{} (pos:{}:{}:{}) (rot:{}:{}:{}) sendfull:{}", self.id, self.username, self.active, self.address.ip(), self.address.port(), - self.x, self.y, self.z, self.sendfull) + self.x, self.y, self.z, self.rx, self.ry, self.rz, self.sendfull) } } @@ -219,13 +263,15 @@ impl std::fmt::Display for User { struct Users { users: Vec, lastid: u64, + player_active: u64, } impl Users { pub fn new() -> Users { Self { lastid: 0, - users: Vec::new() + users: Vec::new(), + player_active: 0, } } /* @@ -314,20 +360,24 @@ impl Users { } pub fn add(&mut self, username:String, address: Address) -> u64 { let id = self.get_new_id(); - self.users.push( User { active: true, username:username, address: address, id: id, x: 0.0, y: 10.0, z:0.0, position_updated:true, lasttime: Instant::now(), sendfull:10} ); + self.player_active += 1; + self.users.push( User { active: true, username:username, address: address, id: id, x: 0.0, y: 10.0, z:0.0, rx: 0.0, ry: 0.0, rz:0.0, position_updated:true, lasttime: Instant::now(), sendfull:10, lastupdate:0} ); id } - pub fn update_pos(&mut self, address: Address, x:f64, y:f64, z:f64) { + pub fn update_pos_rot(&mut self, address: Address, x:f64, y:f64, z:f64, rx:f64, ry:f64, rz:f64, tick:u8) { for user in self.users.iter_mut() { if user.address == address { - user.update_pos(x, y, z); + user.update_pos_rot(x, y, z, rx, ry, rz, tick); } } } pub fn set_inactive(&mut self, address: Address) -> u64 { for user in self.users.iter_mut() { if user.address == address { - user.set_inactive(); + if user.active == true { + self.player_active -= 1; + user.set_inactive(); + } return user.id; } } @@ -336,20 +386,31 @@ impl Users { pub fn set_active(&mut self, address: Address) -> u64 { for user in self.users.iter_mut() { if user.address == address { - user.set_active(); + if user.active == false { + self.player_active += 1; + user.set_active(); + } return user.id; } } return 0; } + pub fn get_players_active(&mut self) -> u64 { + return self.player_active; + } + pub fn get_count_players(&mut self) -> usize { + return self.users.len(); + } pub fn update_username(&mut self, username:String, address: Address) -> u64 { let id = self.get_new_id(); for user in self.users.iter_mut() { if user.address == address { user.update_username(username.clone(), id); + self.player_active += 1; user.set_active(); } else if user.username == username { user.clear_username(); + user.set_inactive(); } } id @@ -359,9 +420,11 @@ impl Users { for user in self.users.iter_mut() { if user.username == username { user.update_address(address.clone(), id); + self.player_active += 1; user.set_active(); } else if user.address == address { user.clear_address(); + user.set_inactive(); } } id @@ -620,7 +683,7 @@ impl Default for Statistics { impl std::fmt::Display for Statistics { fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result { - write!(f, "loop:{}, connect:{}, disconnect:{}, recv [all:{}, notdefined:{}, inactive:{}, updateuser:{}, udpateaddress:{}, error:{}, done:{}, forbidden:{} invaliduser:{}] send:[update:{}, remove:{}] ", + write!(f, "loop:{}, connect:{}, disconnect:{}, recv [all:{}, notdefined:{}, inactive:{}, updateuser:{}, udpateaddress:{}, error:{}, done:{}, forbidden:{} invaliduser:{}] send:[update:{}, remove:{}]", self.count_loop, self.count_connect, self.count_disconnect, self.count_recv, self.count_recv_notdefined, self.count_recv_inactive, self.count_recv_updateuser, self.count_recv_updateaddress, self.count_recv_error, self.count_recv_done, self.count_recv_forbidden, self.count_recv_invaliduser, @@ -680,6 +743,7 @@ fn main() -> anyhow::Result<()> { let mut launch_cleanup : u8 = 60; let mut last_update:Instant = Instant::now(); let mut stat:Statistics = Statistics::new(); + let mut tick : u8 = 0; if cli.trace { loginit(LevelFilter::Trace).unwrap(); @@ -711,6 +775,12 @@ fn main() -> anyhow::Result<()> { info!("Started"); loop { trace!("users: {}", users); + if tick == 255 { + tick += 1; + } else { + tick = 1; + } + stat.inc_loop(); match host.service(1000).context("service failed")? { Some(Event::Connect(_)) => { @@ -734,7 +804,7 @@ fn main() -> anyhow::Result<()> { channel_id, ref packet }) => { - debug!( + trace!( "got packet on channel {}, len: '{}' (who:{}:{})", channel_id, packet.data().len(), @@ -859,7 +929,13 @@ fn main() -> anyhow::Result<()> { let y = ybytes.read_f64::().unwrap(); let mut zbytes: &[u8] = &packet.data()[16..24]; let z = zbytes.read_f64::().unwrap(); - users.update_pos(sender.address(), x, y, z); + let mut rxbytes: &[u8] = &packet.data()[24..32]; + let rx = rxbytes.read_f64::().unwrap(); + let mut rybytes: &[u8] = &packet.data()[32..40]; + let ry = rybytes.read_f64::().unwrap(); + let mut rzbytes: &[u8] = &packet.data()[40..48]; + let rz = rzbytes.read_f64::().unwrap(); + users.update_pos_rot(sender.address(), x, y, z, rx, ry, rz, tick); } _ => { send_message_connect_ko(sender.clone()).unwrap(); @@ -920,7 +996,7 @@ fn main() -> anyhow::Result<()> { } if stat.is_completed(cli.statistics) { - info!("{}", stat); + info!("Statistics: players:{}/{}, {}", users.get_players_active(), users.get_count_players(), stat); stat.clear(); } }