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/* World controller. Controller allows to create, destroy and move objects in the world. Commands: CONTROL {Type Create} {ClassName class} {Name name} {location x,y,z} {rotation x,y,z} CONTROL {Type Kill} {Name name} CONTROL {Type KillAll} CONTROL {Type AbsMove} {Name name} {location x,y,z} {rotation x,y,z} CONTROL {Type RelMove} {Name name} {location x,y,z} {rotation x,y,z} CONTROL {Type Rotate} {Name name} {Speed x,y,z} CONTROL {Type SetWP} {Name name} [{Speed s}|{Time t}] [{Move <true/false>}] [{Autoalign <true/false>}] [{Show <true/false>}] [{Loop <true/false>}] [{ResetOnClear <true/false>}] [{WP x,y,z;x,y,z;...}] CONTROL {Type AddWP} {Name name} {WP x,y,z;x,y,z;...} CONTROL {Type ClearWP} {Name name} by Marco Zaratti - marco.zaratti@gmail.com */ #exec OBJ LOAD FILE=..\Textures\USARSim_Objects_Textures.utx class WorldController extends Pawn config(USARBot); var config bool bDebug; var string wpdelim; //Waypoint list delimiter. var array<texture> traceTexture; var config bool cleanOnClose; // If WC should destroy its objects before exiting. var int cmdIdx; // Used to loop through all WC enqueued commands // This struct holds all the controlled objects. struct ControlledObject { var string name; // Object name. It identifies that instance. var Actor actor; // A reference to the object. var vector startLoc; var rotator startRot; // Animation state is controlles by these 2 bools // Rotation and waypoints movement can be activated independently. var bool bMoving; var bool bRotating; var array<vector> aWayPoints; // Waypoints used to move the object across a path. var array<float> aSegLengths; // aSegLength[i] = distance from point [0] to [i+1] var array<Tracing> aTracings; // Tracing vector. var float fSpeed; // Movement speed. var bool bLoop; // Should waypoints travel be looped. var bool bAlign; // If the object is aligned to the path. var bool bShow; // Show tracings. var bool bResetOnClear; // Resets its start posistion and rotation on clearWaypoints. var float fTotalDistance; // Total path length. var float fCurrentDistance; // Current point in the path. var int nCurrentPoint; // Current waypoint. var rotator rRotSpeed; // A constant angular speed for rotation. }; var array<ControlledObject> controlledObjects; var config string ConverterClass; var USARConverter converter; //////////////////////////////////////////////////////////////////////////////// simulated event PreBeginPlay() { Super.PreBeginPlay(); converter = new class<USARConverter>(DynamicLoadObject(ConverterClass, class'Class')); } simulated event Destroyed() { local int id, len; len = controlledObjects.Length; for(id=0; id < len; id++) { ShowTracesOf(id, false); ClearWaypointsOf(id); if(cleanOnClose) controlledObjects[id].actor.Destroy(); } Super.Destroyed(); } /* simulated function PostNetBeginPlay() { Super.PostNetBeginPlay(); } */ // Returns the index of the object 'name', -1 if not found. simulated function int GetObject(string name) { local int i; for(i=0; i < controlledObjects.length; i++) if(controlledObjects[i].name == name) return i; return -1; } // Returns the reference of the robot 'name', none if not found in the map. simulated function KRobot GetRobot(string name) { local int i; for(i=0; i < USARDeathMatch(Level.Game).Vehicles.length; i++) if(USARDeathMatch(Level.Game).Vehicles[i].Controller.PlayerReplicationInfo.PlayerName == name) return KRobot(USARDeathMatch(Level.Game).Vehicles[i]); return none; } simulated function bool IsVectNull(vector v) { if(v.X ~= 0 && v.Y ~= 0 && v.Z ~= 0) return true; return false; } simulated function bool IsRotNull(rotator r) { if(r.Roll ~= 0 && r.Pitch ~= 0 && r.Yaw ~= 0) return true; return false; } simulated function ParseVectorToUU(out vector v, string vec) { local int i; local string delim; delim = " "; if(vec != "") { if(InStr(vec,delim) == -1) delim = ","; i = InStr(vec,delim); v.X = float(left(vec,i)); vec = mid(vec,i+1); i = InStr(vec,delim); v.Y = float(left(vec,i)); v.Z = float(mid(vec,i+1)); } else { v = vect(0,0,0); return; } v = converter.LengthVectorToUU(v); } simulated function string TrimLeft(coerce string S) { local int size; size = Len(S); while (Left(S, 1) == " ") S = Right(S, --size); return S; } simulated function string TrimRight(coerce string S) { local int size; size = Len(S); while (Right(S, 1) == " ") S = Left(S, --size); return S; } simulated function string Trim(coerce string S) { local int size; size = Len(S); while (Left(S, 1) == " ") S = Right(S, --size); while (Right(S, 1) == " ") S = Left(S, --size); return S; } // Adds the USARRemoteBot(Controller).WC[cmdIdx].wpList to the 'id' object. // Returns the number of waypoints added. simulated function int AddWPListTo(int id) { local int i; local int wplen; local int points; local array<string> tokens; local vector wp; //WP list is in the form x,y,z;x,y,z;... (also x,y,z ; x,y,z ...) points = Split(USARRemoteBot(Controller).WC[cmdIdx].wpList, wpdelim, tokens); wplen = controlledObjects[id].aWayPoints.Length; controlledObjects[id].aWayPoints.Insert(wplen, points); controlledObjects[id].aSegLengths.Insert(wplen, points); for(i=0; i < points; i++) { ParseVectorToUU(wp, Trim(tokens[i])); controlledObjects[id].aWayPoints[wplen++] = wp; } return points; } // Shows or hides (deleting) the waypoint trace for the 'id' object. // This func will always destroy all previous traces, if any. This // assures that, even if you change waypoints, the traces will be // correctly drawn. simulated function ShowTracesOf(int id, bool show) { local int i, len, traceColor; local Tracing T; // delete all traces len = controlledObjects[id].aTracings.Length; for(i=0; i < len; i++) controlledObjects[id].aTracings[i].Destroy(); controlledObjects[id].aTracings.Remove(0,len); if(show) { len = controlledObjects[id].aWayPoints.Length; if(len > 0) { controlledObjects[id].aTracings.Insert(0,len); traceColor = id % traceTexture.Length; for(i=0; i <len; i++) { T = spawn(class'USARBot.Tracing',,,controlledObjects[id].aWayPoints[i]); T.Texture = traceTexture[traceColor]; controlledObjects[id].aTracings[i] = T; } } } } // Clears all waypoints data of object 'id'. // That means that all arrays are cleared // (aWayPoints, aSegLengths, ATracings) and // the objects is moved to its starting position. simulated function ClearWaypointsOf(int id) { local int numNodes; local rotator rRot; local vector vLoc; numNodes = controlledObjects[id].aWayPoints.Length; if(numNodes > 0) { // Deletes aWayPoints array controlledObjects[id].aWayPoints.Remove(0, numNodes); // Deletes aSegLength array controlledObjects[id].aSegLengths.Remove(0,numNodes); controlledObjects[id].fCurrentDistance = 0.0; controlledObjects[id].nCurrentPoint = 0; controlledObjects[id].fTotalDistance = 0.0; controlledObjects[id].bMoving = false; // Resets the starting position if requested if(controlledObjects[id].bResetOnClear) { // Resets location vLoc = controlledObjects[id].startLoc - controlledObjects[id].actor.Location; controlledObjects[id].actor.Move(vLoc); // Resets rotation rRot = controlledObjects[id].startRot; controlledObjects[id].actor.SetRotation(rRot); } } } // Calculates the toal distance of the waypints path of the 'id' object. // closedLoop specify if the path must be considered closed // or open. Closed path is always longer than open. // It also calculates the length of each segment and store it in aSegLengths. // aSegLength[i] = distance from point [0] to [i+1]. simulated function float CalculateWPDistanceOf(int id, bool closedLoop) { local int i; local int numPoints; local vector segment; local float segLen, dist; numPoints = controlledObjects[id].aWayPoints.Length -1; if(numPoints >= 0) { // First find the open path length (points = num of wp -1) while(i < numPoints) { segment = controlledObjects[id].aWayPoints[i + 1] - controlledObjects[id].aWayPoints[i]; dist += VSize(segment); controlledObjects[id].aSegLengths[i] = dist; i++; } segment = controlledObjects[id].aWayPoints[0] - controlledObjects[id].aWayPoints[i]; segLen = dist + VSize(segment); // We always fill completely the segment length array (as if it were looped). controlledObjects[id].aSegLengths[i] = segLen; if(closedLoop) dist = segLen; } else dist = 0; return dist; } //Returns the vector [node] ->[node +1] of the object 'id'. simulated function vector GetSegmentVect(int id, int node) { local int maxNode; maxNode = controlledObjects[id].aWayPoints.Length -1; if(node < maxNode) // The object is moving from: [node] -> [node +1] return (controlledObjects[id].aWayPoints[node +1] - controlledObjects[id].aWayPoints[node]); else// We're closing the loop: [lastNode] -> [0]. return (controlledObjects[id].aWayPoints[0] - controlledObjects[id].aWayPoints[node]); } //Returns: // segSize: the size of the vector [node] ->[node +1]. // segPos: the position inthe curent segment. simulated function GetSegmentPos(int id, int node, out float segSize, out float segPos) { // aSegLengths[node] is the distance that the object will cover at the end of the current segment. // So, the current segment size can be obtained this way: // aSegLengths[node] - aSegLengths[node -1]. if(node == 0) { segSize = controlledObjects[id].aSegLengths[0]; segPos = controlledObjects[id].fCurrentDistance; } else { segSize = controlledObjects[id].aSegLengths[node] - controlledObjects[id].aSegLengths[node -1]; segPos = controlledObjects[id].fCurrentDistance - controlledObjects[id].aSegLengths[node -1]; } } // This function sets the object 'id' at a specified position in the path. simulated function SetTheObjectTo(int id, float dist) { local int node; local vector segVect, newPos; local float segSize; // Current segment size local float segPos; // Relative position in the current segment if(dist < 0) dist = 0; else if (dist > controlledObjects[id].fTotalDistance) dist = controlledObjects[id].fTotalDistance; controlledObjects[id].fCurrentDistance = dist; node = controlledObjects[id].nCurrentPoint; // Finds the node where we are (last node we passed). // 'node' cannot become bigger than the size of waypoints array // because we have limited dist at the beginning of this function. while(dist >= controlledObjects[id].aSegLengths[node]) node++; // Updates the current node controlledObjects[id].nCurrentPoint = node; GetSegmentPos(id, node, segSize, segPos); segVect = GetSegmentVect(id, node); if(controlledObjects[id].bAlign) controlledObjects[id].actor.SetRotation(rotator(segVect)); // Performs linear interpolation. newPos = controlledObjects[id].aWayPoints[node] + segVect*(segPos/segSize); // Now calculate the new object position. We must use Move(), that is a // relative movement function. We're also reusing segVect var. segVect = newPos - controlledObjects[id].actor.Location; controlledObjects[id].actor.Move(segVect); } /** Here we process the CONTROL commands. * It's done only on server as commands are received only on server. */ function ProcessControls() { local class<Actor> objectClass; local ControlledObject objData; local WCObject wco; local int id; local bool showBit, loopBit, alignBit; local int i, len; // General purpose variables local float avSpeed; local vector vLoc; // General purpose variable local rotator rRot; // General purpose variable local KRobot robot; for(cmdIdx=0; cmdIdx < USARRemoteBot(Controller).WC.Length; cmdIdx++) { //All commands require a named object, so we take its reference here. id = GetObject(USARRemoteBot(Controller).WC[cmdIdx].objName); switch(USARRemoteBot(Controller).WC[cmdIdx].cmd) { //////////////////////////////////////////////////////////////////////////// // CONTROL {Type Create} {ClassName class} {Name name} {location x,y,z} {rotation x,y,z} case 1: // Check if already exists an object with that name if(id != -1) break; if(USARRemoteBot(Controller).WC[cmdIdx].isObjLoc) vLoc = USARRemoteBot(Controller).WC[cmdIdx].objLoc; if(USARRemoteBot(Controller).WC[cmdIdx].isObjRot) rRot = USARRemoteBot(Controller).WC[cmdIdx].objRot; objectClass = class<Actor>(DynamicLoadObject(USARRemoteBot(Controller).WC[cmdIdx].objClassName, class'Class')); objData.name = USARRemoteBot(Controller).WC[cmdIdx].objName; objData.actor = Spawn(objectClass,,,vLoc,rRot); objData.startLoc = vLoc; objData.startRot = rRot; objData.bResetOnClear = true; if(objData.actor != none) { id = controlledObjects.length; controlledObjects.Insert(id,1); controlledObjects[id]=objData; } break; //////////////////////////////////////////////////////////////////////////// // CONTROL {Type Kill} {Name name} case 2: if(id == -1) break; ShowTracesOf(id, false); ClearWaypointsOf(id); controlledObjects[id].actor.Destroy(); controlledObjects.Remove(id,1); break; //////////////////////////////////////////////////////////////////////////// // CONTROL {Type RelMove} {Name name} {location x,y,z} {rotation x,y,z} case 3: if(id != -1) { if(USARRemoteBot(Controller).WC[cmdIdx].isObjLoc) controlledObjects[id].actor.Move(USARRemoteBot(Controller).WC[cmdIdx].objLoc); if(USARRemoteBot(Controller).WC[cmdIdx].isObjRot) { rRot = controlledObjects[id].actor.Rotation; rRot += USARRemoteBot(Controller).WC[cmdIdx].objRot; controlledObjects[id].actor.SetRotation(rRot); } } else { robot = GetRobot(USARRemoteBot(Controller).WC[cmdIdx].objName); if(robot != none) { vLoc = robot.Location + USARRemoteBot(Controller).WC[cmdIdx].objLoc; robot.MoveRobot(vLoc); } } break; //////////////////////////////////////////////////////////////////////////// // CONTROL {Type AbsMove} {Name name} {location x,y,z} {rotation x,y,z} case 4: if(id != -1) { if(USARRemoteBot(Controller).WC[cmdIdx].isObjLoc) { vLoc = controlledObjects[id].actor.Location; vLoc = USARRemoteBot(Controller).WC[cmdIdx].objLoc - vLoc; controlledObjects[id].actor.Move(vLoc); } if(USARRemoteBot(Controller).WC[cmdIdx].isObjRot) controlledObjects[id].actor.SetRotation(USARRemoteBot(Controller).WC[cmdIdx].objRot); } else { robot = GetRobot(USARRemoteBot(Controller).WC[cmdIdx].objName); if(robot != none) robot.MoveRobot(USARRemoteBot(Controller).WC[cmdIdx].objLoc); } break; //////////////////////////////////////////////////////////////////////////// // CONTROL {Type SetWP} {Name name} [{Speed s}|{Time t}] [{Move <true/false>}] [{Loop <true/false>}] // [{Autoalign <true/false>}] [{Show <true/false>}] [{ResetOnClean <true/false>}] // [{WP x,y,z;x,y,z;...}] case 5: if(id == -1) break; if((USARRemoteBot(Controller).WC[cmdIdx].wpFlags & 2) > 0) { loopBit = controlledObjects[id].bLoop ^^ USARRemoteBot(Controller).WC[cmdIdx].wpLoop; controlledObjects[id].bLoop = USARRemoteBot(Controller).WC[cmdIdx].wpLoop; } if(USARRemoteBot(Controller).WC[cmdIdx].wpList != "") { ClearWaypointsOf(id); AddWPListTo(id); // Always recalculate distance because we have changed waypoints controlledObjects[id].fTotalDistance = CalculateWPDistanceOf(id, controlledObjects[id].bLoop); // Sets the robot to the first point. SetTheObjectTo(id, 0); // We process Show command here because what should be done // depends on whether waypoints was chenged or not. if((USARRemoteBot(Controller).WC[cmdIdx].wpFlags & 8) > 0) { // Show command was issued. showBit = controlledObjects[id].bShow || USARRemoteBot(Controller).WC[cmdIdx].wpShow; if(showBit) { controlledObjects[id].bShow = USARRemoteBot(Controller).WC[cmdIdx].wpShow; ShowTracesOf(id, controlledObjects[id].bShow); if(bDebug) log("# SetWP - Tracing new WPs by cmd..."); } } else { // Show command was not issued, so we redraw the new traces or not // depending on the state of the bShow flag. if(controlledObjects[id].bShow) { ShowTracesOf(id, true); if(bDebug) log("# SetWP - Tracing new WPs by state..."); } } } else //No new waypoints. { // Recalculate distance if loop flag has changed. // Note: we already have distances for open and closed loop. They are // stored in the aSegLengths array. So we must only update fTotalDistance // with the correct value. if(loopBit) { len = controlledObjects[id].aSegLengths.Length; if(len > 1) { if(controlledObjects[id].bLoop) controlledObjects[id].fTotalDistance = controlledObjects[id].aSegLengths[len-1]; else controlledObjects[id].fTotalDistance = controlledObjects[id].aSegLengths[len-2]; } else controlledObjects[id].fTotalDistance = 0.0; } // Manages SHOW status when WP have not changed. if((USARRemoteBot(Controller).WC[cmdIdx].wpFlags & 8) > 0) { // As the WP have not changed, we only care about a change in show status. showBit = controlledObjects[id].bShow ^^ USARRemoteBot(Controller).WC[cmdIdx].wpShow; if(showBit) { controlledObjects[id].bShow = USARRemoteBot(Controller).WC[cmdIdx].wpShow; ShowTracesOf(id, controlledObjects[id].bShow); if(bDebug) log("# SetWP - Tracing old WPs..."); } } } if((USARRemoteBot(Controller).WC[cmdIdx].wpFlags & 1) > 0) controlledObjects[id].bMoving = USARRemoteBot(Controller).WC[cmdIdx].wpMove; if((USARRemoteBot(Controller).WC[cmdIdx].wpFlags & 16) > 0) controlledObjects[id].bResetOnClear = USARRemoteBot(Controller).WC[cmdIdx].wpResetOnClean; if((USARRemoteBot(Controller).WC[cmdIdx].wpFlags & 4) > 0) { alignBit = controlledObjects[id].bAlign ^^ USARRemoteBot(Controller).WC[cmdIdx].wpAlign; if(alignBit) { controlledObjects[id].bAlign = USARRemoteBot(Controller).WC[cmdIdx].wpAlign; if(controlledObjects[id].bAlign) { //We need at least 2 waypoints to define an alignement if(controlledObjects[id].aWayPoints.Length > 1) { vLoc = GetSegmentVect(id, controlledObjects[id].nCurrentPoint); controlledObjects[id].actor.SetRotation(rotator(vLoc)); } } else { // If not aligned resets the starting rotation. rRot = controlledObjects[id].startRot; controlledObjects[id].actor.SetRotation(rRot); } } } // Now processes time & speed. // You can use speed to specify travel speed, or time to specify total // travel time. If you use both, then speed is assumed as maximum // speed. If fTotalDistance / time > speed then speed will be used. if(USARRemoteBot(Controller).WC[cmdIdx].wpSpeed > 0) { controlledObjects[id].fSpeed = USARRemoteBot(Controller).WC[cmdIdx].wpSpeed; if(USARRemoteBot(Controller).WC[cmdIdx].wpTime > 0) { avSpeed = controlledObjects[id].fTotalDistance / USARRemoteBot(Controller).WC[cmdIdx].wpTime; if(avSpeed < controlledObjects[id].fSpeed) controlledObjects[id].fSpeed = avSpeed; } } else { if(USARRemoteBot(Controller).WC[cmdIdx].wpTime > 0) controlledObjects[id].fSpeed = controlledObjects[id].fTotalDistance / USARRemoteBot(Controller).WC[cmdIdx].wpTime; } // Set moving state to false if speed is 0 or there are no waypoints. if((controlledObjects[id].fSpeed == 0) || (controlledObjects[id].aWayPoints.Length == 0)) controlledObjects[id].bMoving = false; if(bDebug) { log("# Moving: "$controlledObjects[id].bMoving); log("# Loop: "$controlledObjects[id].bLoop); log("# Align: "$controlledObjects[id].bAlign); log("# Show: "$controlledObjects[id].bShow); log("# Distance: "$controlledObjects[id].fTotalDistance); log("# Speed: "$controlledObjects[id].fSpeed); log("# ResetOnClear: "$controlledObjects[id].bResetOnClear); len = controlledObjects[id].aWayPoints.Length; for(i=0; i < len; i++) log("# WP["$i$"] - Len : "$controlledObjects[id].aWayPoints[i].X$","$ controlledObjects[id].aWayPoints[i].Y$","$ controlledObjects[id].aWayPoints[i].Z$" - "$ controlledObjects[id].aSegLengths[i]); } break; //////////////////////////////////////////////////////////////////////////// // CONTROL {Type AddWP} {Name name} {WP x,y,z;x,y,z;...} case 6: if(id == -1) break; if(USARRemoteBot(Controller).WC[cmdIdx].wpList != "") { i = controlledObjects[id].aWayPoints.Length; // Adds the new WP list. AddWPListTo(id); // Recalculate distance controlledObjects[id].fTotalDistance = CalculateWPDistanceOf(id, controlledObjects[id].bLoop); // Positions the robot to the first point if there were no waypoints // before the current add. if(i == 0) SetTheObjectTo(id, 0); // Manages SHOW status because WP have changed. if((USARRemoteBot(Controller).WC[cmdIdx].wpFlags & 8) > 0) { showBit = controlledObjects[id].bShow || USARRemoteBot(Controller).WC[cmdIdx].wpShow; if(showBit) { controlledObjects[id].bShow = USARRemoteBot(Controller).WC[cmdIdx].wpShow; ShowTracesOf(id, controlledObjects[id].bShow); if(bDebug) log("# AddWP - Tracing new WPs by cmd..."); } } else { // Draw the new traces, if show is on. if(controlledObjects[id].bShow) { ShowTracesOf(id, true); if(bDebug) log("# AddWP - Tracing new WPs by state..."); } } if(bDebug) { log("# Moving: "$controlledObjects[id].bMoving); log("# Loop: "$controlledObjects[id].bLoop); log("# Align: "$controlledObjects[id].bAlign); log("# Show: "$controlledObjects[id].bShow); log("# Distance: "$controlledObjects[id].fTotalDistance); log("# Speed: "$controlledObjects[id].fSpeed); log("# ResetOnClear: "$controlledObjects[id].bResetOnClear); len = controlledObjects[id].aWayPoints.Length; for(i=0; i < len; i++) log("# WP["$i$"] - Len : "$controlledObjects[id].aWayPoints[i].X$","$ controlledObjects[id].aWayPoints[i].Y$","$ controlledObjects[id].aWayPoints[i].Z$" - "$ controlledObjects[id].aSegLengths[i]); } } break; //////////////////////////////////////////////////////////////////////////// // CONTROL {Type ClearWP} {Name name} case 7: if(id == -1) break; ShowTracesOf(id, false); ClearWaypointsOf(id); break; //////////////////////////////////////////////////////////////////////////// // CONTROL {Type Rotate} {Name name} {Speed x,y,z} case 8: if(id == -1) break; controlledObjects[id].rRotSpeed = USARRemoteBot(Controller).WC[cmdIdx].rotSpeed; // Turn off rotation if rotation speed is zero. if(IsRotNull(controlledObjects[id].rRotSpeed)) controlledObjects[id].bRotating = false; else controlledObjects[id].bRotating = true; break; //////////////////////////////////////////////////////////////////////////// // CONTROL {Type KillAll} case 9: // First destroy all the objects controlled by this WorldController (if any). len = controlledObjects.Length; if(len > 0) { for(id=0; id < len; id++) { ShowTracesOf(id, false); ClearWaypointsOf(id); controlledObjects[id].actor.Destroy(); } controlledObjects.Remove(0,len); } // Then cycle through all the other WC objects in the map, if any. You can // find these objects when a previous WorldController created them and // then quitted without removing them. You can for example create a WC, then // use it to populate the map and quit the WC leaving all the objects in the map. // When you want to remove these objects you create another WC and issue a KillAll. foreach AllActors(class'WCObject',wco) wco.Destroy(); break; }//ends switch }//ends for loop //Empty command queue USARRemoteBot(Controller).WC.Remove(0,cmdIdx); } simulated function Tick(float Delta) { local int i; local rotator rRot; if(Role == ROLE_Authority) ProcessControls(); // Animate all the objects for(i=0; i < controlledObjects.length; i++) { // Waypoint animation if(controlledObjects[i].bMoving) { // Moves the objec along the path. controlledObjects[i].fCurrentDistance += controlledObjects[i].fSpeed*Delta; //See if we have reached the end of the path. if(controlledObjects[i].fCurrentDistance >= controlledObjects[i].fTotalDistance) { if(controlledObjects[i].bLoop) controlledObjects[i].fCurrentDistance -= controlledObjects[i].fTotalDistance; else { controlledObjects[i].fCurrentDistance = 0; controlledObjects[i].bMoving = false; } controlledObjects[i].nCurrentPoint = 0; } if(controlledObjects[i].bMoving) SetTheObjectTo(i, controlledObjects[i].fCurrentDistance); } // Rotation animation if(controlledObjects[i].bRotating) { rRot = controlledObjects[i].actor.Rotation; rRot += controlledObjects[i].rRotSpeed * Delta; controlledObjects[i].actor.SetRotation(rRot); } } } defaultproperties { bDebug=true // Activates debug logs. cleanOnClose=true // Tells if the objects must be removed when the controller is destroyed. wpdelim=";" // Delimiter for waypoints coordinates. traceTexture(0)=Texture'USARSim_Objects_Textures.Trace.Red' traceTexture(1)=Texture'USARSim_Objects_Textures.Trace.Yellow' traceTexture(2)=Texture'USARSim_Objects_Textures.Trace.Green' traceTexture(3)=Texture'USARSim_Objects_Textures.Trace.Cyan' traceTexture(4)=Texture'USARSim_Objects_Textures.Trace.White' traceTexture(5)=Texture'USARSim_Objects_Textures.Trace.Blue' traceTexture(6)=Texture'USARSim_Objects_Textures.Trace.Purple' DrawScale=1 bNoDelete=false bStatic=false bStasis=false bBlockActors=false bCollideActors=false bAlwaysRelevant=true ConverterClass="USARBot.USARConverter" DrawType=DT_StaticMesh StaticMesh=StaticMesh'USARSim_Objects_Meshes.WorldController.WC' } |
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