Aiming syncing fix: aiming angle is calculated from the position of the shoulder towards the cursor (or a position within the collider that's roughly at the shoulder).

This commit is contained in:
Joonas Rikkonen
2017-07-18 18:33:30 +03:00
parent 56e04823f1
commit 49003c465c
4 changed files with 41 additions and 12 deletions
@@ -8,7 +8,7 @@ namespace Barotrauma
{ {
partial class Character partial class Character
{ {
public virtual void ClientWrite(NetBuffer msg, object[] extraData = null) public virtual void ClientWrite(NetBuffer msg, object[] extraData = null)
{ {
if (GameMain.Server != null) return; if (GameMain.Server != null) return;
@@ -97,7 +97,7 @@ namespace Barotrauma
if (aimInput) if (aimInput)
{ {
double aimAngle = ((double)msg.ReadUInt16() / 65535.0) * 2.0 * Math.PI; double aimAngle = ((double)msg.ReadUInt16() / 65535.0) * 2.0 * Math.PI;
cursorPosition = (ViewTarget == null ? AnimController.Collider.Position : ViewTarget.Position) cursorPosition = (ViewTarget == null ? AnimController.AimSourcePos : ViewTarget.Position)
+ new Vector2((float)Math.Cos(aimAngle), (float)Math.Sin(aimAngle)) * 60.0f; + new Vector2((float)Math.Cos(aimAngle), (float)Math.Sin(aimAngle)) * 60.0f;
TransformCursorPos(); TransformCursorPos();
@@ -29,6 +29,19 @@ namespace Barotrauma
get; get;
private set; private set;
} }
public Vector2 AimSourcePos
{
get { return ConvertUnits.ToDisplayUnits(AimSourceSimPos); }
}
public virtual Vector2 AimSourceSimPos
{
get
{
return Collider.SimPosition;
}
}
public AnimController(Character character, XElement element) public AnimController(Character character, XElement element)
: base(character, element) : base(character, element)
@@ -40,6 +40,26 @@ namespace Barotrauma
} }
} }
public override Vector2 AimSourceSimPos
{
get
{
float shoulderHeight = Collider.height / 2.0f - 0.1f;
if (inWater)
{
shoulderHeight += 0.4f;
}
else if (Crouching)
{
shoulderHeight -= 0.15f;
}
return Collider.SimPosition + new Vector2(
(float)Math.Sin(-Collider.Rotation),
(float)Math.Cos(-Collider.Rotation)) * shoulderHeight;
}
}
public HumanoidAnimController(Character character, XElement element) public HumanoidAnimController(Character character, XElement element)
: base(character, element) : base(character, element)
{ {
@@ -1012,7 +1032,7 @@ namespace Barotrauma
{ {
Vector2 mousePos = ConvertUnits.ToSimUnits(character.CursorPosition); Vector2 mousePos = ConvertUnits.ToSimUnits(character.CursorPosition);
Vector2 diff = (mousePos - torso.SimPosition) * Dir; Vector2 diff = (mousePos - AimSourceSimPos) * Dir;
holdAngle = MathUtils.VectorToAngle(new Vector2(diff.X, diff.Y * Dir)) - torso.body.Rotation * Dir; holdAngle = MathUtils.VectorToAngle(new Vector2(diff.X, diff.Y * Dir)) - torso.body.Rotation * Dir;
@@ -1064,12 +1084,8 @@ namespace Barotrauma
leftHand.Disabled = true; leftHand.Disabled = true;
} }
itemPos.X = itemPos.X * Dir;
itemPos.X = itemPos.X * Dir; transformedHoldPos += Vector2.Transform(itemPos, Matrix.CreateRotationZ(itemAngle));
Matrix torsoTransform = Matrix.CreateRotationZ(itemAngle);
transformedHoldPos += Vector2.Transform(itemPos, torsoTransform);
} }
item.body.ResetDynamics(); item.body.ResetDynamics();
@@ -141,7 +141,7 @@ namespace Barotrauma
dequeuedInput = memInput[memInput.Count - 1].states; dequeuedInput = memInput[memInput.Count - 1].states;
double aimAngle = ((double)memInput[memInput.Count - 1].intAim / 65535.0) * 2.0 * Math.PI; double aimAngle = ((double)memInput[memInput.Count - 1].intAim / 65535.0) * 2.0 * Math.PI;
cursorPosition = (ViewTarget == null ? AnimController.Collider.Position : ViewTarget.Position) cursorPosition = (ViewTarget == null ? AnimController.AimSourcePos : ViewTarget.Position)
+ new Vector2((float)Math.Cos(aimAngle), (float)Math.Sin(aimAngle)) * 60.0f; + new Vector2((float)Math.Cos(aimAngle), (float)Math.Sin(aimAngle)) * 60.0f;
var closestEntity = Entity.FindEntityByID(memInput[memInput.Count - 1].interact); var closestEntity = Entity.FindEntityByID(memInput[memInput.Count - 1].interact);
@@ -198,7 +198,7 @@ namespace Barotrauma
if (AnimController.TargetDir == Direction.Left) newInput |= InputNetFlags.FacingLeft; if (AnimController.TargetDir == Direction.Left) newInput |= InputNetFlags.FacingLeft;
Vector2 relativeCursorPos = cursorPosition - (ViewTarget == null ? AnimController.Collider.Position : ViewTarget.Position); Vector2 relativeCursorPos = cursorPosition - (ViewTarget == null ? AnimController.AimSourcePos : ViewTarget.Position);
relativeCursorPos.Normalize(); relativeCursorPos.Normalize();
UInt16 intAngle = (UInt16)(65535.0 * Math.Atan2(relativeCursorPos.Y, relativeCursorPos.X) / (2.0 * Math.PI)); UInt16 intAngle = (UInt16)(65535.0 * Math.Atan2(relativeCursorPos.Y, relativeCursorPos.X) / (2.0 * Math.PI));
@@ -418,7 +418,7 @@ namespace Barotrauma
if (aiming) if (aiming)
{ {
Vector2 relativeCursorPos = cursorPosition - (ViewTarget == null ? AnimController.Collider.Position : ViewTarget.Position); Vector2 relativeCursorPos = cursorPosition - (ViewTarget == null ? AnimController.AimSourcePos : ViewTarget.Position);
tempBuffer.Write((UInt16)(65535.0 * Math.Atan2(relativeCursorPos.Y, relativeCursorPos.X) / (2.0 * Math.PI))); tempBuffer.Write((UInt16)(65535.0 * Math.Atan2(relativeCursorPos.Y, relativeCursorPos.X) / (2.0 * Math.PI)));
} }