projectile.cpp 51 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
  23. // Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
  24. // Copyright (C) 2015 Faust Logic, Inc.
  25. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
  26. #include "platform/platform.h"
  27. #include "T3D/projectile.h"
  28. #include "scene/sceneRenderState.h"
  29. #include "scene/sceneManager.h"
  30. #include "lighting/lightInfo.h"
  31. #include "lighting/lightManager.h"
  32. #include "console/consoleTypes.h"
  33. #include "console/typeValidators.h"
  34. #include "core/resourceManager.h"
  35. #include "core/stream/bitStream.h"
  36. #include "T3D/fx/explosion.h"
  37. #include "T3D/shapeBase.h"
  38. #include "ts/tsShapeInstance.h"
  39. #include "sfx/sfxTrack.h"
  40. #include "sfx/sfxSource.h"
  41. #include "sfx/sfxSystem.h"
  42. #include "sfx/sfxTypes.h"
  43. #include "math/mathUtils.h"
  44. #include "math/mathIO.h"
  45. #include "sim/netConnection.h"
  46. #include "T3D/fx/particleEmitter.h"
  47. #include "T3D/fx/splash.h"
  48. #include "T3D/physics/physicsPlugin.h"
  49. #include "T3D/physics/physicsWorld.h"
  50. #include "gfx/gfxTransformSaver.h"
  51. #include "T3D/containerQuery.h"
  52. #include "T3D/decal/decalManager.h"
  53. #include "T3D/decal/decalData.h"
  54. #include "T3D/lightDescription.h"
  55. #include "console/engineAPI.h"
  56. IMPLEMENT_CO_DATABLOCK_V1(ProjectileData);
  57. ConsoleDocClass( ProjectileData,
  58. "@brief Stores properties for an individual projectile type.\n"
  59. "@tsexample\n"
  60. "datablock ProjectileData(GrenadeLauncherProjectile)\n"
  61. "{\n"
  62. " projectileShapeName = \"art/shapes/weapons/SwarmGun/rocket.dts\";\n"
  63. "directDamage = 30;\n"
  64. "radiusDamage = 30;\n"
  65. "damageRadius = 5;\n"
  66. "areaImpulse = 2000;\n"
  67. "explosion = GrenadeLauncherExplosion;\n"
  68. "waterExplosion = GrenadeLauncherWaterExplosion;\n"
  69. "decal = ScorchRXDecal;\n"
  70. "splash = GrenadeSplash;\n"
  71. "particleEmitter = GrenadeProjSmokeTrailEmitter;\n"
  72. "particleWaterEmitter = GrenadeTrailWaterEmitter;\n"
  73. "muzzleVelocity = 30;\n"
  74. "velInheritFactor = 0.3;\n"
  75. "armingDelay = 2000;\n"
  76. "lifetime = 10000;\n"
  77. "fadeDelay = 4500;\n"
  78. "bounceElasticity = 0.4;\n"
  79. "bounceFriction = 0.3;\n"
  80. "isBallistic = true;\n"
  81. "gravityMod = 0.9;\n"
  82. "lightDesc = GrenadeLauncherLightDesc;\n"
  83. "damageType = \"GrenadeDamage\";\n"
  84. "};\n"
  85. "@endtsexample\n"
  86. "@ingroup gameObjects\n"
  87. );
  88. IMPLEMENT_CO_NETOBJECT_V1(Projectile);
  89. ConsoleDocClass( Projectile,
  90. "@brief Base projectile class. Uses the ProjectileData class for properties of individual projectiles.\n"
  91. "@ingroup gameObjects\n"
  92. );
  93. IMPLEMENT_CALLBACK( ProjectileData, onExplode, void, ( Projectile* proj, Point3F pos, F32 fade ),
  94. ( proj, pos, fade ),
  95. "@brief Called when a projectile explodes.\n\n"
  96. "This function is only called on server objects.\n"
  97. "@param proj The exploding projectile.\n"
  98. "@param pos The position of the explosion.\n"
  99. "@param fade The current fadeValue of the projectile, affects its visibility.\n\n"
  100. "@see Projectile\n"
  101. );
  102. IMPLEMENT_CALLBACK( ProjectileData, onCollision, void, ( Projectile* proj, SceneObject* col, F32 fade, Point3F pos, Point3F normal ),
  103. ( proj, col, fade, pos, normal ),
  104. "@brief Called when a projectile collides with another object.\n\n"
  105. "This function is only called on server objects."
  106. "@param proj The projectile colliding with SceneObject col.\n"
  107. "@param col The SceneObject hit by the projectile.\n"
  108. "@param fade The current fadeValue of the projectile, affects its visibility.\n"
  109. "@param pos The position of the collision.\n"
  110. "@param normal The normal of the collision.\n"
  111. "@see Projectile\n"
  112. );
  113. const U32 Projectile::csmStaticCollisionMask = TerrainObjectType | StaticShapeObjectType;
  114. const U32 Projectile::csmDynamicCollisionMask = PlayerObjectType | VehicleObjectType;
  115. const U32 Projectile::csmDamageableMask = Projectile::csmDynamicCollisionMask;
  116. U32 Projectile::smProjectileWarpTicks = 5;
  117. //--------------------------------------------------------------------------
  118. //
  119. ProjectileData::ProjectileData()
  120. {
  121. INIT_SHAPEASSET(ProjectileShape);
  122. sound = NULL;
  123. explosion = NULL;
  124. explosionId = 0;
  125. waterExplosion = NULL;
  126. waterExplosionId = 0;
  127. //hasLight = false;
  128. //lightRadius = 1;
  129. //lightColor.set(1, 1, 1);
  130. lightDesc = NULL;
  131. faceViewer = false;
  132. scale.set( 1.0f, 1.0f, 1.0f );
  133. isBallistic = false;
  134. velInheritFactor = 1.0f;
  135. muzzleVelocity = 50;
  136. impactForce = 0.0f;
  137. armingDelay = 0;
  138. fadeDelay = 20000 / 32;
  139. lifetime = 20000 / 32;
  140. activateSeq = -1;
  141. maintainSeq = -1;
  142. gravityMod = 1.0;
  143. bounceElasticity = 0.999f;
  144. bounceFriction = 0.3f;
  145. particleEmitter = NULL;
  146. particleEmitterId = 0;
  147. particleWaterEmitter = NULL;
  148. particleWaterEmitterId = 0;
  149. splash = NULL;
  150. splashId = 0;
  151. decal = NULL;
  152. decalId = 0;
  153. lightDesc = NULL;
  154. lightDescId = 0;
  155. }
  156. ProjectileData::ProjectileData(const ProjectileData& other, bool temp_clone) : GameBaseData(other, temp_clone)
  157. {
  158. faceViewer = other.faceViewer; // -- always set to false
  159. scale = other.scale;
  160. velInheritFactor = other.velInheritFactor;
  161. muzzleVelocity = other.muzzleVelocity;
  162. impactForce = other.impactForce;
  163. isBallistic = other.isBallistic;
  164. bounceElasticity = other.bounceElasticity;
  165. bounceFriction = other.bounceFriction;
  166. gravityMod = other.gravityMod;
  167. lifetime = other.lifetime;
  168. armingDelay = other.armingDelay;
  169. fadeDelay = other.fadeDelay;
  170. explosion = other.explosion;
  171. explosionId = other.explosionId; // -- for pack/unpack of explosion ptr
  172. waterExplosion = other.waterExplosion;
  173. waterExplosionId = other.waterExplosionId; // -- for pack/unpack of waterExplosion ptr
  174. splash = other.splash;
  175. splashId = other.splashId; // -- for pack/unpack of splash ptr
  176. decal = other.decal;
  177. decalId = other.decalId; // -- for pack/unpack of decal ptr
  178. sound = other.sound;
  179. lightDesc = other.lightDesc;
  180. lightDescId = other.lightDescId; // -- for pack/unpack of lightDesc ptr
  181. CLONE_SHAPEASSET(ProjectileShape);// -- TSShape loads using mProjectileShapeName
  182. activateSeq = other.activateSeq; // -- from projectileShape sequence "activate"
  183. maintainSeq = other.maintainSeq; // -- from projectileShape sequence "maintain"
  184. particleEmitter = other.particleEmitter;
  185. particleEmitterId = other.particleEmitterId; // -- for pack/unpack of particleEmitter ptr
  186. particleWaterEmitter = other.particleWaterEmitter;
  187. particleWaterEmitterId = other.particleWaterEmitterId; // -- for pack/unpack of particleWaterEmitter ptr
  188. }
  189. //--------------------------------------------------------------------------
  190. void ProjectileData::initPersistFields()
  191. {
  192. addField("particleEmitter", TYPEID< ParticleEmitterData >(), Offset(particleEmitter, ProjectileData),
  193. "@brief Particle emitter datablock used to generate particles while the projectile is outside of water.\n\n"
  194. "@note If datablocks are defined for both particleEmitter and particleWaterEmitter, both effects will play "
  195. "as the projectile enters or leaves water.\n\n"
  196. "@see particleWaterEmitter\n");
  197. addField("particleWaterEmitter", TYPEID< ParticleEmitterData >(), Offset(particleWaterEmitter, ProjectileData),
  198. "@brief Particle emitter datablock used to generate particles while the projectile is submerged in water.\n\n"
  199. "@note If datablocks are defined for both particleWaterEmitter and particleEmitter , both effects will play "
  200. "as the projectile enters or leaves water.\n\n"
  201. "@see particleEmitter\n");
  202. addProtectedField("projectileShapeName", TypeShapeFilename, Offset(mProjectileShapeName, ProjectileData), &_setProjectileShapeData, &defaultProtectedGetFn,
  203. "@brief File path to the model of the projectile.\n\n", AbstractClassRep::FIELD_HideInInspectors);
  204. INITPERSISTFIELD_SHAPEASSET(ProjectileShape, ProjectileData, "@brief The model of the projectile.\n\n");
  205. addField("scale", TypePoint3F, Offset(scale, ProjectileData),
  206. "@brief Scale to apply to the projectile's size.\n\n"
  207. "@note This is applied after SceneObject::scale\n");
  208. addField("sound", TypeSFXTrackName, Offset(sound, ProjectileData),
  209. "@brief SFXTrack datablock used to play sounds while in flight.\n\n");
  210. addField("explosion", TYPEID< ExplosionData >(), Offset(explosion, ProjectileData),
  211. "@brief Explosion datablock used when the projectile explodes outside of water.\n\n");
  212. addField("waterExplosion", TYPEID< ExplosionData >(), Offset(waterExplosion, ProjectileData),
  213. "@brief Explosion datablock used when the projectile explodes underwater.\n\n");
  214. addField("splash", TYPEID< SplashData >(), Offset(splash, ProjectileData),
  215. "@brief Splash datablock used to create splash effects as the projectile enters or leaves water\n\n");
  216. addField("decal", TYPEID< DecalData >(), Offset(decal, ProjectileData),
  217. "@brief Decal datablock used for decals placed at projectile explosion points.\n\n");
  218. addField("lightDesc", TYPEID< LightDescription >(), Offset(lightDesc, ProjectileData),
  219. "@brief LightDescription datablock used for lights attached to the projectile.\n\n");
  220. addField("isBallistic", TypeBool, Offset(isBallistic, ProjectileData),
  221. "@brief Detetmines if the projectile should be affected by gravity and whether or not "
  222. "it bounces before exploding.\n\n");
  223. addField("velInheritFactor", TypeF32, Offset(velInheritFactor, ProjectileData),
  224. "@brief Amount of velocity the projectile recieves from the source that created it.\n\n"
  225. "Use an amount between 0 and 1 for the best effect. "
  226. "This value is never modified by the engine.\n"
  227. "@note This value by default is not transmitted between the server and the client.");
  228. addField("muzzleVelocity", TypeF32, Offset(muzzleVelocity, ProjectileData),
  229. "@brief Amount of velocity the projectile recieves from the \"muzzle\" of the gun.\n\n"
  230. "Used with velInheritFactor to determine the initial velocity of the projectile. "
  231. "This value is never modified by the engine.\n\n"
  232. "@note This value by default is not transmitted between the server and the client.\n\n"
  233. "@see velInheritFactor");
  234. addField("impactForce", TypeF32, Offset(impactForce, ProjectileData));
  235. addProtectedField("lifetime", TypeS32, Offset(lifetime, ProjectileData), &setLifetime, &getScaledValue,
  236. "@brief Amount of time, in milliseconds, before the projectile is removed from the simulation.\n\n"
  237. "Used with fadeDelay to determine the transparency of the projectile at a given time. "
  238. "A projectile may exist up to a maximum of 131040ms (or 4095 ticks) as defined by Projectile::MaxLivingTicks in the source code."
  239. "@see fadeDelay");
  240. addProtectedField("armingDelay", TypeS32, Offset(armingDelay, ProjectileData), &setArmingDelay, &getScaledValue,
  241. "@brief Amount of time, in milliseconds, before the projectile will cause damage or explode on impact.\n\n"
  242. "This value must be equal to or less than the projectile's lifetime.\n\n"
  243. "@see lifetime");
  244. addProtectedField("fadeDelay", TypeS32, Offset(fadeDelay, ProjectileData), &setFadeDelay, &getScaledValue,
  245. "@brief Amount of time, in milliseconds, before the projectile begins to fade out.\n\n"
  246. "This value must be smaller than the projectile's lifetime to have an affect.");
  247. addField("bounceElasticity", TypeF32, Offset(bounceElasticity, ProjectileData),
  248. "@brief Influences post-bounce velocity of a projectile that does not explode on contact.\n\n"
  249. "Scales the velocity from a bounce after friction is taken into account. "
  250. "A value of 1.0 will leave it's velocity unchanged while values greater than 1.0 will increase it.\n");
  251. addField("bounceFriction", TypeF32, Offset(bounceFriction, ProjectileData),
  252. "@brief Factor to reduce post-bounce velocity of a projectile that does not explode on contact.\n\n"
  253. "Reduces bounce velocity by this factor and a multiple of the tangent to impact. "
  254. "Used to simulate surface friction.\n");
  255. addField("gravityMod", TypeF32, Offset(gravityMod, ProjectileData ),
  256. "@brief Scales the influence of gravity on the projectile.\n\n"
  257. "The larger this value is, the more that gravity will affect the projectile. "
  258. "A value of 1.0 will assume \"normal\" influence upon it.\n"
  259. "The magnitude of gravity is assumed to be 9.81 m/s/s\n\n"
  260. "@note ProjectileData::isBallistic must be true for this to have any affect.");
  261. // disallow some field substitutions
  262. onlyKeepClearSubstitutions("explosion");
  263. onlyKeepClearSubstitutions("particleEmitter");
  264. onlyKeepClearSubstitutions("particleWaterEmitter");
  265. onlyKeepClearSubstitutions("sound");
  266. onlyKeepClearSubstitutions("splash");
  267. onlyKeepClearSubstitutions("waterExplosion");
  268. Parent::initPersistFields();
  269. }
  270. //--------------------------------------------------------------------------
  271. bool ProjectileData::onAdd()
  272. {
  273. if(!Parent::onAdd())
  274. return false;
  275. return true;
  276. }
  277. bool ProjectileData::preload(bool server, String &errorStr)
  278. {
  279. if (Parent::preload(server, errorStr) == false)
  280. return false;
  281. if( !server )
  282. {
  283. if (!particleEmitter && particleEmitterId != 0)
  284. if (Sim::findObject(particleEmitterId, particleEmitter) == false)
  285. Con::errorf(ConsoleLogEntry::General, "ProjectileData::preload: Invalid packet, bad datablockId(particleEmitter): %d", particleEmitterId);
  286. if (!particleWaterEmitter && particleWaterEmitterId != 0)
  287. if (Sim::findObject(particleWaterEmitterId, particleWaterEmitter) == false)
  288. Con::errorf(ConsoleLogEntry::General, "ProjectileData::preload: Invalid packet, bad datablockId(particleWaterEmitter): %d", particleWaterEmitterId);
  289. if (!explosion && explosionId != 0)
  290. if (Sim::findObject(explosionId, explosion) == false)
  291. Con::errorf(ConsoleLogEntry::General, "ProjectileData::preload: Invalid packet, bad datablockId(explosion): %d", explosionId);
  292. if (!waterExplosion && waterExplosionId != 0)
  293. if (Sim::findObject(waterExplosionId, waterExplosion) == false)
  294. Con::errorf(ConsoleLogEntry::General, "ProjectileData::preload: Invalid packet, bad datablockId(waterExplosion): %d", waterExplosionId);
  295. if (!splash && splashId != 0)
  296. if (Sim::findObject(splashId, splash) == false)
  297. Con::errorf(ConsoleLogEntry::General, "ProjectileData::preload: Invalid packet, bad datablockId(splash): %d", splashId);
  298. if (!decal && decalId != 0)
  299. if (Sim::findObject(decalId, decal) == false)
  300. Con::errorf(ConsoleLogEntry::General, "ProjectileData::preload: Invalid packet, bad datablockId(decal): %d", decalId);
  301. String sfxErrorStr;
  302. if( !sfxResolve( &sound, sfxErrorStr ) )
  303. Con::errorf(ConsoleLogEntry::General, "ProjectileData::preload: Invalid packet: %s", sfxErrorStr.c_str());
  304. if (!lightDesc && lightDescId != 0)
  305. if (Sim::findObject(lightDescId, lightDesc) == false)
  306. Con::errorf(ConsoleLogEntry::General, "ProjectileData::preload: Invalid packet, bad datablockid(lightDesc): %d", lightDescId);
  307. }
  308. if (mProjectileShapeAssetId != StringTable->EmptyString())
  309. {
  310. //If we've got a shapeAsset assigned for our projectile, but we failed to load the shape data itself, report the error
  311. if (!mProjectileShape)
  312. {
  313. errorStr = String::ToString("ProjectileData::load: Couldn't load shape \"%s\"", mProjectileShapeAssetId);
  314. return false;
  315. }
  316. else
  317. {
  318. activateSeq = mProjectileShape->findSequence("activate");
  319. maintainSeq = mProjectileShape->findSequence("maintain");
  320. TSShapeInstance* pDummy = new TSShapeInstance(mProjectileShape, !server);
  321. delete pDummy;
  322. }
  323. }
  324. return true;
  325. }
  326. //--------------------------------------------------------------------------
  327. void ProjectileData::packData(BitStream* stream)
  328. {
  329. Parent::packData(stream);
  330. PACKDATA_SHAPEASSET(ProjectileShape);
  331. stream->writeFlag(faceViewer);
  332. if(stream->writeFlag(scale.x != 1 || scale.y != 1 || scale.z != 1))
  333. {
  334. stream->write(scale.x);
  335. stream->write(scale.y);
  336. stream->write(scale.z);
  337. }
  338. if (stream->writeFlag(particleEmitter != NULL))
  339. stream->writeRangedU32(particleEmitter->getId(), DataBlockObjectIdFirst,
  340. DataBlockObjectIdLast);
  341. if (stream->writeFlag(particleWaterEmitter != NULL))
  342. stream->writeRangedU32(particleWaterEmitter->getId(), DataBlockObjectIdFirst,
  343. DataBlockObjectIdLast);
  344. if (stream->writeFlag(explosion != NULL))
  345. stream->writeRangedU32(explosion->getId(), DataBlockObjectIdFirst,
  346. DataBlockObjectIdLast);
  347. if (stream->writeFlag(waterExplosion != NULL))
  348. stream->writeRangedU32(waterExplosion->getId(), DataBlockObjectIdFirst,
  349. DataBlockObjectIdLast);
  350. if (stream->writeFlag(splash != NULL))
  351. stream->writeRangedU32(splash->getId(), DataBlockObjectIdFirst,
  352. DataBlockObjectIdLast);
  353. if (stream->writeFlag(decal != NULL))
  354. stream->writeRangedU32(decal->getId(), DataBlockObjectIdFirst,
  355. DataBlockObjectIdLast);
  356. sfxWrite( stream, sound );
  357. if ( stream->writeFlag(lightDesc != NULL))
  358. stream->writeRangedU32(lightDesc->getId(), DataBlockObjectIdFirst,
  359. DataBlockObjectIdLast);
  360. stream->write(impactForce);
  361. // stream->writeRangedU32(lifetime, 0, Projectile::MaxLivingTicks);
  362. // stream->writeRangedU32(armingDelay, 0, Projectile::MaxLivingTicks);
  363. // stream->writeRangedU32(fadeDelay, 0, Projectile::MaxLivingTicks);
  364. // [tom, 3/21/2007] Changing these to write all 32 bits as the previous
  365. // code limited these to a max value of 4095.
  366. stream->write(lifetime);
  367. stream->write(armingDelay);
  368. stream->write(fadeDelay);
  369. if(stream->writeFlag(isBallistic))
  370. {
  371. stream->write(gravityMod);
  372. stream->write(bounceElasticity);
  373. stream->write(bounceFriction);
  374. }
  375. }
  376. void ProjectileData::unpackData(BitStream* stream)
  377. {
  378. Parent::unpackData(stream);
  379. UNPACKDATA_SHAPEASSET(ProjectileShape);
  380. faceViewer = stream->readFlag();
  381. if(stream->readFlag())
  382. {
  383. stream->read(&scale.x);
  384. stream->read(&scale.y);
  385. stream->read(&scale.z);
  386. }
  387. else
  388. scale.set(1,1,1);
  389. if (stream->readFlag())
  390. particleEmitterId = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
  391. if (stream->readFlag())
  392. particleWaterEmitterId = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
  393. if (stream->readFlag())
  394. explosionId = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
  395. if (stream->readFlag())
  396. waterExplosionId = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
  397. if (stream->readFlag())
  398. splashId = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
  399. if (stream->readFlag())
  400. decalId = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
  401. sfxRead( stream, &sound );
  402. if (stream->readFlag())
  403. lightDescId = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
  404. // [tom, 3/21/2007] See comment in packData()
  405. // lifetime = stream->readRangedU32(0, Projectile::MaxLivingTicks);
  406. // armingDelay = stream->readRangedU32(0, Projectile::MaxLivingTicks);
  407. // fadeDelay = stream->readRangedU32(0, Projectile::MaxLivingTicks);
  408. stream->read(&impactForce);
  409. stream->read(&lifetime);
  410. stream->read(&armingDelay);
  411. stream->read(&fadeDelay);
  412. isBallistic = stream->readFlag();
  413. if(isBallistic)
  414. {
  415. stream->read(&gravityMod);
  416. stream->read(&bounceElasticity);
  417. stream->read(&bounceFriction);
  418. }
  419. }
  420. bool ProjectileData::setLifetime( void *obj, const char *index, const char *data )
  421. {
  422. S32 value = dAtoi(data);
  423. value = scaleValue(value);
  424. ProjectileData *object = static_cast<ProjectileData*>(obj);
  425. object->lifetime = value;
  426. return false;
  427. }
  428. bool ProjectileData::setArmingDelay( void *obj, const char *index, const char *data )
  429. {
  430. S32 value = dAtoi(data);
  431. value = scaleValue(value);
  432. ProjectileData *object = static_cast<ProjectileData*>(obj);
  433. object->armingDelay = value;
  434. return false;
  435. }
  436. bool ProjectileData::setFadeDelay( void *obj, const char *index, const char *data )
  437. {
  438. S32 value = dAtoi(data);
  439. value = scaleValue(value);
  440. ProjectileData *object = static_cast<ProjectileData*>(obj);
  441. object->fadeDelay = value;
  442. return false;
  443. }
  444. const char *ProjectileData::getScaledValue( void *obj, const char *data)
  445. {
  446. S32 value = dAtoi(data);
  447. value = scaleValue(value, false);
  448. String stringData = String::ToString(value);
  449. char *strBuffer = Con::getReturnBuffer(stringData.size());
  450. dMemcpy( strBuffer, stringData, stringData.size() );
  451. return strBuffer;
  452. }
  453. S32 ProjectileData::scaleValue( S32 value, bool down )
  454. {
  455. S32 minV = 0;
  456. S32 maxV = Projectile::MaxLivingTicks;
  457. // scale down to ticks before we validate
  458. if( down )
  459. value /= TickMs;
  460. if(value < minV || value > maxV)
  461. {
  462. Con::errorf("ProjectileData::scaleValue(S32 value = %d, bool down = %b) - Scaled value must be between %d and %d", value, down, minV, maxV);
  463. if(value < minV)
  464. value = minV;
  465. else if(value > maxV)
  466. value = maxV;
  467. }
  468. // scale up from ticks after we validate
  469. if( !down )
  470. value *= TickMs;
  471. return value;
  472. }
  473. //--------------------------------------------------------------------------
  474. //--------------------------------------
  475. //
  476. Projectile::Projectile()
  477. : mPhysicsWorld( NULL ),
  478. mDataBlock( NULL ),
  479. mParticleEmitter( NULL ),
  480. mParticleWaterEmitter( NULL ),
  481. mSound( NULL ),
  482. mCurrPosition( 0, 0, 0 ),
  483. mCurrVelocity( 0, 0, 1 ),
  484. mSourceObjectId( -1 ),
  485. mSourceObjectSlot( -1 ),
  486. mCurrTick( 0 ),
  487. mProjectileShape( NULL ),
  488. mActivateThread( NULL ),
  489. mMaintainThread( NULL ),
  490. mHasExploded( false ),
  491. mFadeValue( 1.0f )
  492. {
  493. // Todo: ScopeAlways?
  494. mNetFlags.set(Ghostable);
  495. mTypeMask |= ProjectileObjectType | LightObjectType | DynamicShapeObjectType;
  496. mLight = LightManager::createLightInfo();
  497. mLight->setType( LightInfo::Point );
  498. mLightState.clear();
  499. mLightState.setLightInfo( mLight );
  500. mDataBlock = 0;
  501. ignoreSourceTimeout = false;
  502. dynamicCollisionMask = csmDynamicCollisionMask;
  503. staticCollisionMask = csmStaticCollisionMask;
  504. }
  505. Projectile::~Projectile()
  506. {
  507. SAFE_DELETE(mLight);
  508. delete mProjectileShape;
  509. mProjectileShape = NULL;
  510. if (mDataBlock && mDataBlock->isTempClone())
  511. {
  512. delete mDataBlock;
  513. mDataBlock = 0;
  514. }
  515. }
  516. //--------------------------------------------------------------------------
  517. void Projectile::initPersistFields()
  518. {
  519. addGroup("Physics");
  520. addProtectedField("initialPosition", TypePoint3F, Offset(mInitialPosition, Projectile), &_setInitialPosition, &defaultProtectedGetFn,
  521. "@brief Starting position for the projectile.\n\n");
  522. //addField("initialPosition", TypePoint3F, Offset(mCurrPosition, Projectile),
  523. // "@brief Starting position for the projectile.\n\n");
  524. addProtectedField("initialVelocity", TypePoint3F, Offset(mInitialVelocity, Projectile), &_setInitialVelocity, &defaultProtectedGetFn,
  525. "@brief Starting velocity for the projectile.\n\n");
  526. //addField("initialVelocity", TypePoint3F, Offset(mCurrVelocity, Projectile),
  527. // "@brief Starting velocity for the projectile.\n\n");
  528. endGroup("Physics");
  529. addGroup("Source");
  530. addField("sourceObject", TypeS32, Offset(mSourceObjectId, Projectile),
  531. "@brief ID number of the object that fired the projectile.\n\n"
  532. "@note If the projectile was fired by a WeaponImage, sourceObject will be "
  533. "the object that owns the WeaponImage. This is usually the player.");
  534. addField("sourceSlot", TypeS32, Offset(mSourceObjectSlot, Projectile),
  535. "@brief The sourceObject's weapon slot that the projectile originates from.\n\n");
  536. addField("ignoreSourceTimeout", TypeBool, Offset(ignoreSourceTimeout, Projectile));
  537. endGroup("Source");
  538. Parent::initPersistFields();
  539. }
  540. bool Projectile::_setInitialPosition( void *object, const char *index, const char *data )
  541. {
  542. Projectile* p = static_cast<Projectile*>( object );
  543. if ( p )
  544. {
  545. Point3F pos;
  546. S32 count = dSscanf( data, "%f %f %f",
  547. &pos.x, &pos.y, &pos.z);
  548. if ( (count != 3) )
  549. {
  550. Con::printf("Projectile: Failed to parse initial position \"px py pz\" from '%s'", data);
  551. return false;
  552. }
  553. p->setInitialPosition( pos );
  554. }
  555. return false;
  556. }
  557. void Projectile::setInitialPosition( const Point3F& pos )
  558. {
  559. mInitialPosition = pos;
  560. mCurrPosition = pos;
  561. }
  562. bool Projectile::_setInitialVelocity( void *object, const char *index, const char *data )
  563. {
  564. Projectile* p = static_cast<Projectile*>( object );
  565. if ( p )
  566. {
  567. Point3F vel;
  568. S32 count = dSscanf( data, "%f %f %f",
  569. &vel.x, &vel.y, &vel.z);
  570. if ( (count != 3) )
  571. {
  572. Con::printf("Projectile: Failed to parse initial velocity \"vx vy vz\" from '%s'", data);
  573. return false;
  574. }
  575. p->setInitialVelocity( vel );
  576. }
  577. return false;
  578. }
  579. void Projectile::setInitialVelocity( const Point3F& vel )
  580. {
  581. mInitialVelocity = vel;
  582. mCurrVelocity = vel;
  583. }
  584. //--------------------------------------------------------------------------
  585. bool Projectile::calculateImpact(float,
  586. Point3F& pointOfImpact,
  587. float& impactTime)
  588. {
  589. Con::warnf(ConsoleLogEntry::General, "Projectile::calculateImpact: Should never be called");
  590. impactTime = 0;
  591. pointOfImpact.set(0, 0, 0);
  592. return false;
  593. }
  594. //--------------------------------------------------------------------------
  595. F32 Projectile::getUpdatePriority(CameraScopeQuery *camInfo, U32 updateMask, S32 updateSkips)
  596. {
  597. F32 ret = Parent::getUpdatePriority(camInfo, updateMask, updateSkips);
  598. // if the camera "owns" this object, it should have a slightly higher priority
  599. if(mSourceObject == camInfo->camera)
  600. return ret + 0.2;
  601. return ret;
  602. }
  603. bool Projectile::onAdd()
  604. {
  605. if(!Parent::onAdd())
  606. return false;
  607. if( !mDataBlock )
  608. {
  609. Con::errorf("Projectile::onAdd - Fail - Not datablock");
  610. return false;
  611. }
  612. if (isServerObject())
  613. {
  614. ShapeBase* ptr;
  615. if (Sim::findObject(mSourceObjectId, ptr))
  616. {
  617. mSourceObject = ptr;
  618. // Since we later do processAfter( mSourceObject ) we must clearProcessAfter
  619. // if it is deleted. SceneObject already handles this in onDeleteNotify so
  620. // all we need to do is register for the notification.
  621. deleteNotify( ptr );
  622. }
  623. else
  624. {
  625. if (mSourceObjectId != -1)
  626. Con::errorf(ConsoleLogEntry::General, "Projectile::onAdd: mSourceObjectId is invalid");
  627. mSourceObject = NULL;
  628. }
  629. // If we're on the server, we need to inherit some of our parent's velocity
  630. //
  631. mCurrTick = 0;
  632. scriptOnAdd();
  633. }
  634. else
  635. {
  636. if (bool(mDataBlock->mProjectileShape))
  637. {
  638. mProjectileShape = new TSShapeInstance(mDataBlock->mProjectileShape, isClientObject());
  639. if (mDataBlock->activateSeq != -1)
  640. {
  641. mActivateThread = mProjectileShape->addThread();
  642. mProjectileShape->setTimeScale(mActivateThread, 1);
  643. mProjectileShape->setSequence(mActivateThread, mDataBlock->activateSeq, 0);
  644. }
  645. }
  646. if (mDataBlock->particleEmitter != NULL)
  647. {
  648. ParticleEmitter* pEmitter = new ParticleEmitter;
  649. pEmitter->onNewDataBlock(mDataBlock->particleEmitter,false);
  650. if (pEmitter->registerObject() == false)
  651. {
  652. Con::warnf(ConsoleLogEntry::General, "Could not register particle emitter for particle of class: %s", mDataBlock->getName());
  653. delete pEmitter;
  654. pEmitter = NULL;
  655. }
  656. mParticleEmitter = pEmitter;
  657. }
  658. if (mDataBlock->particleWaterEmitter != NULL)
  659. {
  660. ParticleEmitter* pEmitter = new ParticleEmitter;
  661. pEmitter->onNewDataBlock(mDataBlock->particleWaterEmitter,false);
  662. if (pEmitter->registerObject() == false)
  663. {
  664. Con::warnf(ConsoleLogEntry::General, "Could not register particle emitter for particle of class: %s", mDataBlock->getName());
  665. delete pEmitter;
  666. pEmitter = NULL;
  667. }
  668. mParticleWaterEmitter = pEmitter;
  669. }
  670. }
  671. if (mSourceObject.isValid())
  672. processAfter(mSourceObject);
  673. // Setup our bounding box
  674. if (bool(mDataBlock->mProjectileShape) == true)
  675. mObjBox = mDataBlock->mProjectileShape->mBounds;
  676. else
  677. mObjBox = Box3F(Point3F(0, 0, 0), Point3F(0, 0, 0));
  678. MatrixF initialTransform( true );
  679. initialTransform.setPosition( mCurrPosition );
  680. setTransform( initialTransform ); // calls resetWorldBox
  681. addToScene();
  682. if ( PHYSICSMGR )
  683. mPhysicsWorld = PHYSICSMGR->getWorld( isServerObject() ? "server" : "client" );
  684. return true;
  685. }
  686. void Projectile::onRemove()
  687. {
  688. if( !mParticleEmitter.isNull() )
  689. {
  690. mParticleEmitter->deleteWhenEmpty();
  691. mParticleEmitter = NULL;
  692. }
  693. if( !mParticleWaterEmitter.isNull() )
  694. {
  695. mParticleWaterEmitter->deleteWhenEmpty();
  696. mParticleWaterEmitter = NULL;
  697. }
  698. SFX_DELETE( mSound );
  699. removeFromScene();
  700. Parent::onRemove();
  701. }
  702. bool Projectile::onNewDataBlock( GameBaseData *dptr, bool reload )
  703. {
  704. mDataBlock = dynamic_cast<ProjectileData*>( dptr );
  705. if ( !mDataBlock || !Parent::onNewDataBlock( dptr, reload ) )
  706. return false;
  707. if ( isGhost() )
  708. {
  709. // Create the sound ahead of time. This reduces runtime
  710. // costs and makes the system easier to understand.
  711. SFX_DELETE( mSound );
  712. if ( mDataBlock->sound )
  713. mSound = SFX->createSource( mDataBlock->sound );
  714. }
  715. return true;
  716. }
  717. void Projectile::submitLights( LightManager *lm, bool staticLighting )
  718. {
  719. if ( staticLighting || mHasExploded || !mDataBlock->lightDesc )
  720. return;
  721. mDataBlock->lightDesc->submitLight( &mLightState, getRenderTransform(), lm, this );
  722. }
  723. bool Projectile::pointInWater(const Point3F &point)
  724. {
  725. // This is pretty much a hack so we can use the existing ContainerQueryInfo
  726. // and findObject router.
  727. // We only care if we intersect with water at all
  728. // so build a box at the point that has only 1 z extent.
  729. // And test if water coverage is anything other than zero.
  730. Box3F boundsBox( point, point );
  731. boundsBox.maxExtents.z += 1.0f;
  732. ContainerQueryInfo info;
  733. info.box = boundsBox;
  734. info.mass = 0.0f;
  735. // Find and retreive physics info from intersecting WaterObject(s)
  736. if(mContainer != NULL)
  737. {
  738. mContainer->findObjects( boundsBox, WaterObjectType, findRouter, &info );
  739. }
  740. else
  741. {
  742. // Handle special case where the projectile has exploded prior to having
  743. // called onAdd() on the client. This occurs when the projectile on the
  744. // server is created and then explodes in the same network update tick.
  745. // On the client end in NetConnection::ghostReadPacket() the ghost is
  746. // created and then Projectile::unpackUpdate() is called prior to the
  747. // projectile being registered. Within unpackUpdate() the explosion
  748. // is triggered, but without being registered onAdd() isn't called and
  749. // the container is not set. As all we're doing is checking if the
  750. // given explosion point is within water, we should be able to use the
  751. // global container here. We could likely always get away with this,
  752. // but using the actual defined container when possible is the right
  753. // thing to do. DAW
  754. AssertFatal(isClientObject(), "Server projectile has not been properly added");
  755. gClientContainer.findObjects( boundsBox, WaterObjectType, findRouter, &info );
  756. }
  757. return ( info.waterCoverage > 0.0f );
  758. }
  759. //----------------------------------------------------------------------------
  760. void Projectile::emitParticles(const Point3F& from, const Point3F& to, const Point3F& vel, const U32 ms)
  761. {
  762. if ( mHasExploded )
  763. return;
  764. Point3F axis = -vel;
  765. if( axis.isZero() )
  766. axis.set( 0.0, 0.0, 1.0 );
  767. else
  768. axis.normalize();
  769. bool fromWater = pointInWater(from);
  770. bool toWater = pointInWater(to);
  771. if (!fromWater && !toWater && bool(mParticleEmitter)) // not in water
  772. mParticleEmitter->emitParticles(from, to, axis, vel, ms);
  773. else if (fromWater && toWater && bool(mParticleWaterEmitter)) // in water
  774. mParticleWaterEmitter->emitParticles(from, to, axis, vel, ms);
  775. else if (!fromWater && toWater && mDataBlock->splash) // entering water
  776. {
  777. // cast the ray to get the surface point of the water
  778. RayInfo rInfo;
  779. if (gClientContainer.castRay(from, to, WaterObjectType, &rInfo))
  780. {
  781. MatrixF trans = getTransform();
  782. trans.setPosition(rInfo.point);
  783. Splash *splash = new Splash();
  784. splash->onNewDataBlock(mDataBlock->splash, false);
  785. splash->setTransform(trans);
  786. splash->setInitialState(trans.getPosition(), Point3F(0.0, 0.0, 1.0));
  787. if (!splash->registerObject())
  788. {
  789. delete splash;
  790. splash = NULL;
  791. }
  792. // create an emitter for the particles out of water and the particles in water
  793. if (mParticleEmitter)
  794. mParticleEmitter->emitParticles(from, rInfo.point, axis, vel, ms);
  795. if (mParticleWaterEmitter)
  796. mParticleWaterEmitter->emitParticles(rInfo.point, to, axis, vel, ms);
  797. }
  798. }
  799. else if (fromWater && !toWater && mDataBlock->splash) // leaving water
  800. {
  801. // cast the ray in the opposite direction since that point is out of the water, otherwise
  802. // we hit water immediately and wont get the appropriate surface point
  803. RayInfo rInfo;
  804. if (gClientContainer.castRay(to, from, WaterObjectType, &rInfo))
  805. {
  806. MatrixF trans = getTransform();
  807. trans.setPosition(rInfo.point);
  808. Splash *splash = new Splash();
  809. splash->onNewDataBlock(mDataBlock->splash,false);
  810. splash->setTransform(trans);
  811. splash->setInitialState(trans.getPosition(), Point3F(0.0, 0.0, 1.0));
  812. if (!splash->registerObject())
  813. {
  814. delete splash;
  815. splash = NULL;
  816. }
  817. // create an emitter for the particles out of water and the particles in water
  818. if (mParticleEmitter)
  819. mParticleEmitter->emitParticles(rInfo.point, to, axis, vel, ms);
  820. if (mParticleWaterEmitter)
  821. mParticleWaterEmitter->emitParticles(from, rInfo.point, axis, vel, ms);
  822. }
  823. }
  824. }
  825. void Projectile::explode( const Point3F &p, const Point3F &n, const U32 collideType )
  826. {
  827. // Make sure we don't explode twice...
  828. if ( mHasExploded )
  829. return;
  830. mHasExploded = true;
  831. // Move the explosion point slightly off the surface to avoid problems with radius damage
  832. Point3F explodePos = p + n * 0.001f;
  833. if ( isServerObject() )
  834. {
  835. // Do what the server needs to do, damage the surrounding objects, etc.
  836. mExplosionPosition = explodePos;
  837. mExplosionNormal = n;
  838. mCollideHitType = collideType;
  839. mDataBlock->onExplode_callback( this, mExplosionPosition, mFadeValue );
  840. setMaskBits(ExplosionMask);
  841. // Just wait till the timeout to self delete. This
  842. // gives server object time to get ghosted to the client.
  843. }
  844. else
  845. {
  846. // Client just plays the explosion at the right place...
  847. //
  848. Explosion* pExplosion = NULL;
  849. if (mDataBlock->waterExplosion && pointInWater(p))
  850. {
  851. pExplosion = new Explosion;
  852. pExplosion->onNewDataBlock(mDataBlock->waterExplosion, false);
  853. }
  854. else
  855. if (mDataBlock->explosion)
  856. {
  857. pExplosion = new Explosion;
  858. pExplosion->onNewDataBlock(mDataBlock->explosion, false);
  859. }
  860. if( pExplosion )
  861. {
  862. MatrixF xform(true);
  863. xform.setPosition(explodePos);
  864. pExplosion->setTransform(xform);
  865. pExplosion->setInitialState(explodePos, n);
  866. pExplosion->setCollideType( collideType );
  867. if (pExplosion->registerObject() == false)
  868. {
  869. Con::errorf(ConsoleLogEntry::General, "Projectile(%s)::explode: couldn't register explosion",
  870. mDataBlock->getName() );
  871. delete pExplosion;
  872. pExplosion = NULL;
  873. }
  874. }
  875. // Client (impact) decal.
  876. if ( mDataBlock->decal )
  877. gDecalManager->addDecal(p, n, 0.0f, mDataBlock->decal);
  878. // Client object
  879. updateSound();
  880. }
  881. /*
  882. // Client and Server both should apply forces to PhysicsWorld objects
  883. // within the explosion.
  884. if ( false && mPhysicsWorld )
  885. {
  886. F32 force = 200.0f;
  887. mPhysicsWorld->explosion( p, 15.0f, force );
  888. }
  889. */
  890. }
  891. void Projectile::updateSound()
  892. {
  893. if (!mDataBlock->sound)
  894. return;
  895. if ( mSound )
  896. {
  897. if ( mHasExploded )
  898. mSound->stop();
  899. else
  900. {
  901. if ( !mSound->isPlaying() )
  902. mSound->play();
  903. mSound->setVelocity( getVelocity() );
  904. mSound->setTransform( getRenderTransform() );
  905. }
  906. }
  907. }
  908. void Projectile::processTick( const Move *move )
  909. {
  910. Parent::processTick( move );
  911. mCurrTick++;
  912. simulate( TickSec );
  913. }
  914. void Projectile::simulate( F32 dt )
  915. {
  916. if ( isServerObject() && mCurrTick >= mDataBlock->lifetime )
  917. {
  918. deleteObject();
  919. return;
  920. }
  921. if ( mHasExploded )
  922. return;
  923. // ... otherwise, we have to do some simulation work.
  924. RayInfo rInfo;
  925. Point3F oldPosition;
  926. Point3F newPosition;
  927. oldPosition = mCurrPosition;
  928. if ( mDataBlock->isBallistic )
  929. mCurrVelocity.z -= 9.81 * mDataBlock->gravityMod * dt;
  930. newPosition = oldPosition + mCurrVelocity * dt;
  931. // disable the source objects collision reponse for a short time while we
  932. // determine if the projectile is capable of moving from the old position
  933. // to the new position, otherwise we'll hit ourself
  934. bool disableSourceObjCollision = (mSourceObject.isValid() && (ignoreSourceTimeout || mCurrTick <= SourceIdTimeoutTicks));
  935. if ( disableSourceObjCollision )
  936. mSourceObject->disableCollision();
  937. disableCollision();
  938. // Determine if the projectile is going to hit any object between the previous
  939. // position and the new position. This code is executed both on the server
  940. // and on the client (for prediction purposes). It is possible that the server
  941. // will have registered a collision while the client prediction has not. If this
  942. // happens the client will be corrected in the next packet update.
  943. // Raycast the abstract PhysicsWorld if a PhysicsPlugin exists.
  944. bool hit = false;
  945. if ( mPhysicsWorld )
  946. hit = mPhysicsWorld->castRay( oldPosition, newPosition, &rInfo, Point3F( newPosition - oldPosition) * mDataBlock->impactForce );
  947. else
  948. hit = getContainer()->castRay(oldPosition, newPosition, dynamicCollisionMask | staticCollisionMask, &rInfo);
  949. if ( hit )
  950. {
  951. // make sure the client knows to bounce
  952. if(isServerObject() && (rInfo.object->getTypeMask() & staticCollisionMask) == 0)
  953. setMaskBits( BounceMask );
  954. MatrixF xform( true );
  955. xform.setColumn( 3, rInfo.point );
  956. setTransform( xform );
  957. mCurrPosition = rInfo.point;
  958. // Get the object type before the onCollision call, in case
  959. // the object is destroyed.
  960. U32 objectType = rInfo.object->getTypeMask();
  961. // re-enable the collision response on the source object since
  962. // we need to process the onCollision and explode calls
  963. if ( disableSourceObjCollision )
  964. mSourceObject->enableCollision();
  965. // Ok, here is how this works:
  966. // onCollision is called to notify the server scripts that a collision has occurred, then
  967. // a call to explode is made to start the explosion process. The call to explode is made
  968. // twice, once on the server and once on the client.
  969. // The server process is responsible for two things:
  970. // 1) setting the ExplosionMask network bit to guarantee that the client calls explode
  971. // 2) initiate the explosion process on the server scripts
  972. // The client process is responsible for only one thing:
  973. // 1) drawing the appropriate explosion
  974. // It is possible that during the processTick the server may have decided that a hit
  975. // has occurred while the client prediction has decided that a hit has not occurred.
  976. // In this particular scenario the client will have failed to call onCollision and
  977. // explode during the processTick. However, the explode function will be called
  978. // during the next packet update, due to the ExplosionMask network bit being set.
  979. // onCollision will remain uncalled on the client however, therefore no client
  980. // specific code should be placed inside the function!
  981. onCollision( rInfo.point, rInfo.normal, rInfo.object );
  982. // Next order of business: do we explode on this hit?
  983. if ( mCurrTick > mDataBlock->armingDelay || mDataBlock->armingDelay == 0 )
  984. {
  985. mCurrVelocity = Point3F::Zero;
  986. explode( rInfo.point, rInfo.normal, objectType );
  987. }
  988. if ( mDataBlock->isBallistic )
  989. {
  990. // Otherwise, this represents a bounce. First, reflect our velocity
  991. // around the normal...
  992. Point3F bounceVel = mCurrVelocity - rInfo.normal * (mDot( mCurrVelocity, rInfo.normal ) * 2.0);
  993. mCurrVelocity = bounceVel;
  994. // Add in surface friction...
  995. Point3F tangent = bounceVel - rInfo.normal * mDot(bounceVel, rInfo.normal);
  996. mCurrVelocity -= tangent * mDataBlock->bounceFriction;
  997. // Now, take elasticity into account for modulating the speed of the grenade
  998. mCurrVelocity *= mDataBlock->bounceElasticity;
  999. // Set the new position to the impact and the bounce
  1000. // will apply on the next frame.
  1001. //F32 timeLeft = 1.0f - rInfo.t;
  1002. newPosition = oldPosition = rInfo.point + rInfo.normal * 0.05f;
  1003. }
  1004. else
  1005. {
  1006. mCurrVelocity = Point3F::Zero;
  1007. }
  1008. }
  1009. // re-enable the collision response on the source object now
  1010. // that we are done processing the ballistic movement
  1011. if ( disableSourceObjCollision )
  1012. mSourceObject->enableCollision();
  1013. enableCollision();
  1014. if ( isClientObject() )
  1015. {
  1016. emitParticles( mCurrPosition, newPosition, mCurrVelocity, U32( dt * 1000.0f ) );
  1017. updateSound();
  1018. }
  1019. mCurrDeltaBase = newPosition;
  1020. mCurrBackDelta = mCurrPosition - newPosition;
  1021. mCurrPosition = newPosition;
  1022. MatrixF xform( true );
  1023. xform.setColumn( 3, mCurrPosition );
  1024. setTransform( xform );
  1025. }
  1026. void Projectile::advanceTime(F32 dt)
  1027. {
  1028. Parent::advanceTime(dt);
  1029. if ( mHasExploded || dt == 0.0)
  1030. return;
  1031. if (mActivateThread &&
  1032. mProjectileShape->getDuration(mActivateThread) > mProjectileShape->getTime(mActivateThread) + dt)
  1033. {
  1034. mProjectileShape->advanceTime(dt, mActivateThread);
  1035. }
  1036. else
  1037. {
  1038. if (mMaintainThread)
  1039. {
  1040. mProjectileShape->advanceTime(dt, mMaintainThread);
  1041. }
  1042. else if (mActivateThread && mDataBlock->maintainSeq != -1)
  1043. {
  1044. mMaintainThread = mProjectileShape->addThread();
  1045. mProjectileShape->setTimeScale(mMaintainThread, 1);
  1046. mProjectileShape->setSequence(mMaintainThread, mDataBlock->maintainSeq, 0);
  1047. mProjectileShape->advanceTime(dt, mMaintainThread);
  1048. }
  1049. }
  1050. }
  1051. void Projectile::interpolateTick(F32 delta)
  1052. {
  1053. Parent::interpolateTick(delta);
  1054. if( mHasExploded )
  1055. return;
  1056. Point3F interpPos = mCurrDeltaBase + mCurrBackDelta * delta;
  1057. Point3F dir = mCurrVelocity;
  1058. if(dir.isZero())
  1059. dir.set(0,0,1);
  1060. else
  1061. dir.normalize();
  1062. MatrixF xform(true);
  1063. xform = MathUtils::createOrientFromDir(dir);
  1064. xform.setPosition(interpPos);
  1065. setRenderTransform(xform);
  1066. // fade out the projectile image
  1067. S32 time = (S32)(mCurrTick - delta);
  1068. if(time > mDataBlock->fadeDelay)
  1069. {
  1070. F32 fade = F32(time - mDataBlock->fadeDelay);
  1071. mFadeValue = 1.0 - (fade / F32(mDataBlock->lifetime));
  1072. }
  1073. else
  1074. mFadeValue = 1.0;
  1075. updateSound();
  1076. }
  1077. //--------------------------------------------------------------------------
  1078. void Projectile::onCollision(const Point3F& hitPosition, const Point3F& hitNormal, SceneObject* hitObject)
  1079. {
  1080. // No client specific code should be placed or branched from this function
  1081. if(isClientObject())
  1082. return;
  1083. if (hitObject != NULL && isServerObject())
  1084. {
  1085. mDataBlock->onCollision_callback( this, hitObject, mFadeValue, hitPosition, hitNormal );
  1086. }
  1087. }
  1088. //--------------------------------------------------------------------------
  1089. U32 Projectile::packUpdate( NetConnection *con, U32 mask, BitStream *stream )
  1090. {
  1091. U32 retMask = Parent::packUpdate( con, mask, stream );
  1092. const bool isInitalUpdate = mask & GameBase::InitialUpdateMask;
  1093. // InitialUpdateMask
  1094. if ( stream->writeFlag( isInitalUpdate ) )
  1095. {
  1096. stream->writeRangedU32( mCurrTick, 0, MaxLivingTicks );
  1097. if ( mSourceObject.isValid() )
  1098. {
  1099. // Potentially have to write this to the client, let's make sure it has a
  1100. // ghost on the other side...
  1101. S32 ghostIndex = con->getGhostIndex( mSourceObject );
  1102. if ( stream->writeFlag( ghostIndex != -1 ) )
  1103. {
  1104. stream->writeRangedU32( U32(ghostIndex),
  1105. 0,
  1106. NetConnection::MaxGhostCount );
  1107. stream->writeRangedU32( U32(mSourceObjectSlot),
  1108. 0,
  1109. ShapeBase::MaxMountedImages - 1 );
  1110. stream->writeFlag(ignoreSourceTimeout);
  1111. }
  1112. else
  1113. // have not recieved the ghost for the source object yet, try again later
  1114. retMask |= GameBase::InitialUpdateMask;
  1115. }
  1116. else
  1117. stream->writeFlag( false );
  1118. }
  1119. // ExplosionMask
  1120. //
  1121. // ExplosionMask will be set during the initial update but hidden is
  1122. // only true if we have really exploded.
  1123. if ( stream->writeFlag( ( mask & ExplosionMask ) && mHasExploded ) )
  1124. {
  1125. mathWrite(*stream, mExplosionPosition);
  1126. mathWrite(*stream, mExplosionNormal);
  1127. stream->write(mCollideHitType);
  1128. }
  1129. // BounceMask
  1130. if ( stream->writeFlag( mask & BounceMask ) )
  1131. {
  1132. // Bounce against dynamic object
  1133. mathWrite(*stream, mCurrPosition);
  1134. mathWrite(*stream, mCurrVelocity);
  1135. }
  1136. return retMask;
  1137. }
  1138. void Projectile::unpackUpdate(NetConnection* con, BitStream* stream)
  1139. {
  1140. Parent::unpackUpdate(con, stream);
  1141. if ( stream->readFlag() ) // InitialUpdateMask
  1142. {
  1143. mCurrTick = stream->readRangedU32( 0, MaxLivingTicks );
  1144. if ( stream->readFlag() )
  1145. {
  1146. mSourceObjectId = stream->readRangedU32( 0, NetConnection::MaxGhostCount );
  1147. mSourceObjectSlot = stream->readRangedU32( 0, ShapeBase::MaxMountedImages - 1 );
  1148. ignoreSourceTimeout = stream->readFlag();
  1149. NetObject* pObject = con->resolveGhost( mSourceObjectId );
  1150. if ( pObject != NULL )
  1151. mSourceObject = dynamic_cast<ShapeBase*>( pObject );
  1152. }
  1153. else
  1154. {
  1155. mSourceObjectId = -1;
  1156. mSourceObjectSlot = -1;
  1157. mSourceObject = NULL;
  1158. }
  1159. }
  1160. if ( stream->readFlag() ) // ExplosionMask
  1161. {
  1162. Point3F explodePoint;
  1163. Point3F explodeNormal;
  1164. mathRead( *stream, &explodePoint );
  1165. mathRead( *stream, &explodeNormal );
  1166. stream->read( &mCollideHitType );
  1167. // start the explosion visuals
  1168. explode( explodePoint, explodeNormal, mCollideHitType );
  1169. }
  1170. if ( stream->readFlag() ) // BounceMask
  1171. {
  1172. Point3F pos;
  1173. mathRead( *stream, &pos );
  1174. mathRead( *stream, &mCurrVelocity );
  1175. mCurrDeltaBase = pos;
  1176. mCurrBackDelta = mCurrPosition - pos;
  1177. mCurrPosition = pos;
  1178. setPosition( mCurrPosition );
  1179. }
  1180. }
  1181. //--------------------------------------------------------------------------
  1182. void Projectile::prepRenderImage( SceneRenderState* state )
  1183. {
  1184. if (mHasExploded || mFadeValue <= (1.0/255.0))
  1185. return;
  1186. if ( mDataBlock->lightDesc )
  1187. {
  1188. mDataBlock->lightDesc->prepRender( state, &mLightState, getRenderTransform() );
  1189. }
  1190. /*
  1191. if ( mFlareData )
  1192. {
  1193. mFlareState.fullBrightness = mDataBlock->lightDesc->mBrightness;
  1194. mFlareState.scale = mFlareScale;
  1195. mFlareState.lightInfo = mLight;
  1196. mFlareState.lightMat = getTransform();
  1197. mFlareData->prepRender( state, &mFlareState );
  1198. }
  1199. */
  1200. prepBatchRender( state );
  1201. }
  1202. void Projectile::prepBatchRender( SceneRenderState *state )
  1203. {
  1204. if ( !mProjectileShape )
  1205. return;
  1206. GFXTransformSaver saver;
  1207. // Set up our TS render state.
  1208. TSRenderState rdata;
  1209. rdata.setSceneState( state );
  1210. // We might have some forward lit materials
  1211. // so pass down a query to gather lights.
  1212. LightQuery query;
  1213. query.init( getWorldSphere() );
  1214. rdata.setLightQuery( &query );
  1215. MatrixF mat = getRenderTransform();
  1216. mat.scale( mObjScale );
  1217. mat.scale( mDataBlock->scale );
  1218. GFX->setWorldMatrix( mat );
  1219. mProjectileShape->setDetailFromPosAndScale( state, mat.getPosition(), mObjScale );
  1220. mProjectileShape->animate();
  1221. mProjectileShape->render( rdata );
  1222. }
  1223. DefineEngineMethod(Projectile, presimulate, void, (F32 seconds), (1.0f),
  1224. "@brief Updates the projectile's positional and collision information.\n\n"
  1225. "This function will first delete the projectile if it is a server object and is outside it's ProjectileData::lifetime. "
  1226. "Also responsible for applying gravity, determining collisions, triggering explosions, "
  1227. "emitting trail particles, and calculating bounces if necessary."
  1228. "@param seconds Amount of time, in seconds since the simulation's start, to advance.\n"
  1229. "@tsexample\n"
  1230. "// Tell the projectile to process a simulation event, and provide the amount of time\n"
  1231. "// that has passed since the simulation began.\n"
  1232. "%seconds = 2.0;\n"
  1233. "%projectile.presimulate(%seconds);\n"
  1234. "@endtsexample\n"
  1235. "@note This function is not called if the SimObject::hidden is true.")
  1236. {
  1237. object->simulate( seconds );
  1238. }