Sync car doors, hood and trunk angles
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
+167
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using System;
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using System.Collections.Generic;
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using System.IO;
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using UnityEngine;
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namespace MSCO
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{
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/// <summary>
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/// Türen, Motorhaube und Kofferraum an Fahrzeugen: hängen mit einem Scharnier (HingeJoint) an der Karosserie
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/// und werden deshalb nicht vom Objekt-Sync bewegt. Übertragen wird die Stellung relativ zum Auto, damit eine
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/// offene Tür beim anderen genauso weit offen steht.
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/// Wer sendet: Fährt jemand das Auto, der Fahrer. Ist es frei, wer gerade daneben steht (Tür auf/zu gemacht).
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/// </summary>
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public class HingeSync
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{
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const float ScanInterval = 10f;
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const float SendInterval = 0.1f;
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const float MinAngle = 2f; // Grad - kleiner ist Zittern
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const float NearRange = 4f; // so nah muss man an einer Tür stehen, um sie zu bewegen
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const float ApplyHold = 1.5f; // so lange nach einer Nachricht die Stellung halten und selbst nicht senden
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class Hinge
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{
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public int Key;
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public string Root;
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public Rigidbody Rb;
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public Rigidbody Body; // woran das Scharnier hängt
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public Quaternion SentRot;
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public bool HasSent;
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public Quaternion TargetRot;
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public Vector3 TargetPos;
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public float TargetTime = -100f;
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}
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readonly Dictionary<int, Hinge> hinges = new Dictionary<int, Hinge>();
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readonly HashSet<HingeJoint> seen = new HashSet<HingeJoint>();
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readonly List<Hinge> outgoing = new List<Hinge>();
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float nextScan, sendTimer;
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public int Count { get { return hinges.Count; } }
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public void Reset()
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{
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hinges.Clear();
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seen.Clear();
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nextScan = 0f;
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}
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public void Update(ObjectSync objects, int localId, Vector3 playerPos, float dt, Action<MsgType, byte[]> send)
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{
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if (Time.time >= nextScan)
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{
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nextScan = Time.time + ScanInterval;
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Scan();
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}
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sendTimer += dt;
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if (sendTimer < SendInterval) return;
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sendTimer = 0f;
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outgoing.Clear();
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foreach (Hinge h in hinges.Values)
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{
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if (h.Rb == null || h.Body == null || !h.Rb.gameObject.activeInHierarchy) continue;
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if (Time.time - h.TargetTime < ApplyHold) continue; // gerade von anderen gesetzt
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int owner = objects.VehicleOwner(h.Root);
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if (owner != SyncedBody.NoOwner && owner != localId) continue; // der Fahrer schickt
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if (owner == SyncedBody.NoOwner && (h.Rb.position - playerPos).sqrMagnitude > NearRange * NearRange) continue;
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Quaternion rel = Quaternion.Inverse(h.Body.rotation) * h.Rb.rotation;
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if (h.HasSent && Quaternion.Angle(rel, h.SentRot) < MinAngle) continue;
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h.SentRot = rel;
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h.HasSent = true;
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outgoing.Add(h);
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}
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if (outgoing.Count == 0) return;
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send(MsgType.HingeStates, NetSession.Build(w =>
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{
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w.Write(outgoing.Count);
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foreach (Hinge h in outgoing)
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{
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Vector3 p = h.Body.transform.InverseTransformPoint(h.Rb.position);
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Quaternion q = h.SentRot;
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w.Write(h.Key);
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w.Write(p.x); w.Write(p.y); w.Write(p.z);
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w.Write(q.x); w.Write(q.y); w.Write(q.z); w.Write(q.w);
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}
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}));
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}
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public void Handle(BinaryReader r)
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{
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int count = r.ReadInt32();
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for (int i = 0; i < count; i++)
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{
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int key = r.ReadInt32();
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var p = new Vector3(r.ReadSingle(), r.ReadSingle(), r.ReadSingle());
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var q = new Quaternion(r.ReadSingle(), r.ReadSingle(), r.ReadSingle(), r.ReadSingle());
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Hinge h;
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if (!hinges.TryGetValue(key, out h)) { nextScan = 0f; continue; }
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if (float.IsNaN(p.x) || float.IsNaN(q.w) || p.sqrMagnitude > 25f) continue; // ein Scharnier ist nie weit weg
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h.TargetPos = p;
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h.TargetRot = q;
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h.TargetTime = Time.time;
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h.SentRot = q; // nicht als eigene Bewegung zurückschicken
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h.HasSent = true;
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}
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}
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/// <summary>Empfangene Stellungen halten (die Physik würde die Tür sonst beim Fahren weiterschwingen lassen).</summary>
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public void FixedUpdate()
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{
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foreach (Hinge h in hinges.Values)
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{
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if (Time.time - h.TargetTime > ApplyHold || h.Rb == null || h.Body == null) continue;
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Quaternion rot = h.Body.rotation * h.TargetRot;
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Vector3 pos = h.Body.transform.TransformPoint(h.TargetPos);
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float t = Mathf.Clamp01(Time.fixedDeltaTime * 15f);
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h.Rb.MoveRotation(Quaternion.Slerp(h.Rb.rotation, rot, t));
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h.Rb.MovePosition(Vector3.Lerp(h.Rb.position, pos, t));
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h.Rb.angularVelocity = Vector3.zero;
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h.Rb.velocity = h.Body.velocity;
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}
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}
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void Scan()
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{
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int before = hinges.Count;
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foreach (HingeJoint j in UnityEngine.Object.FindObjectsOfType<HingeJoint>())
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{
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if (j == null || !seen.Add(j)) continue;
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Rigidbody rb = j.GetComponent<Rigidbody>();
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Rigidbody body = j.connectedBody;
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if (rb == null || body == null || !IsVehicle(body.transform.root.name)) continue;
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int key = Hash(FsmSync.PathOf(j.transform));
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if (hinges.ContainsKey(key)) continue;
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hinges[key] = new Hinge { Key = key, Root = body.transform.root.name, Rb = rb, Body = body };
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}
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// Abgebaute Teile (Scharnier weg) vergessen
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var gone = new List<int>();
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foreach (KeyValuePair<int, Hinge> kv in hinges)
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{
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Hinge h = kv.Value;
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if (h.Rb == null || h.Body == null || h.Rb.GetComponent<HingeJoint>() == null) gone.Add(kv.Key);
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}
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foreach (int k in gone) hinges.Remove(k);
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if (gone.Count > 0) seen.RemoveWhere(x => x == null);
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if (hinges.Count != before) MscoLog.Info("[MSCO] Vehicle doors/hood/trunk: " + hinges.Count + " synced");
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}
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static bool IsVehicle(string root)
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{
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foreach (string v in ObjectSync.VehicleRoots) if (root.StartsWith(v)) return true;
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return false;
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}
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static int Hash(string s)
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{
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unchecked
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{
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uint h = 2166136261;
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foreach (char c in s) { h ^= c; h *= 16777619; }
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return (int)h;
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}
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}
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}
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}
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