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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #include "platform/platform.h"
- #include "T3D/vehicles/vehicle.h"
- #include "math/mMath.h"
- #include "console/simBase.h"
- #include "console/console.h"
- #include "console/consoleTypes.h"
- #include "console/engineAPI.h"
- #include "collision/clippedPolyList.h"
- #include "collision/planeExtractor.h"
- #include "core/stream/bitStream.h"
- #include "core/dnet.h"
- #include "T3D/gameBase/gameConnection.h"
- #include "T3D/fx/cameraFXMgr.h"
- #include "ts/tsShapeInstance.h"
- #include "T3D/fx/particleEmitter.h"
- #include "sfx/sfxSystem.h"
- #include "sfx/sfxProfile.h"
- #include "sfx/sfxSource.h"
- #include "math/mathIO.h"
- #include "scene/sceneRenderState.h"
- #include "T3D/trigger.h"
- #include "T3D/item.h"
- #include "gfx/primBuilder.h"
- #include "gfx/gfxDrawUtil.h"
- #include "materials/materialDefinition.h"
- #include "T3D/physics/physicsPlugin.h"
- #include "T3D/physics/physicsBody.h"
- #include "T3D/physics/physicsCollision.h"
- namespace {
- static U32 sWorkingQueryBoxStaleThreshold = 10; // The maximum number of ticks that go by before
- // the mWorkingQueryBox is considered stale and
- // needs updating. Set to -1 to disable.
- static F32 sWorkingQueryBoxSizeMultiplier = 2.0f; // How much larger should the mWorkingQueryBox be
- // made when updating the working collision list.
- // The larger this number the less often the working list
- // will be updated due to motion, but any non-static shape
- // that moves into the query box will not be noticed.
- // Client prediction
- const S32 sMaxWarpTicks = 3; // Max warp duration in ticks
- const S32 sMaxPredictionTicks = 30; // Number of ticks to predict
- // Physics and collision constants
- static F32 sRestTol = 0.5; // % of gravity energy to be at rest
- static S32 sRestCount = 10; // Consecutive ticks before comming to rest
- } // namespace {}
- // Trigger objects that are not normally collided with.
- static U32 sTriggerMask = ItemObjectType |
- TriggerObjectType |
- CorpseObjectType;
- IMPLEMENT_CONOBJECT(VehicleData);
- ConsoleDocClass( VehicleData,
- "@brief Base properties shared by all Vehicles (FlyingVehicle, HoverVehicle, "
- "WheeledVehicle).\n\n"
- "This datablock defines properties shared by all Vehicle types, but should "
- "not be instantiated directly. Instead, set the desired properties in the "
- "FlyingVehicleData, HoverVehicleData or WheeledVehicleData datablock.\n"
- "@section VehicleData_damage Damage\n\n"
- "The VehicleData class extends the basic energy/damage functionality provided "
- "by ShapeBaseData to include damage from collisions, as well as particle "
- "emitters activated automatically when damage levels reach user specified "
- "thresholds.\n\n"
- "The example below shows how to setup a Vehicle to:\n"
- "<ul>\n"
- " <li>take damage when colliding with another object\n"
- " <li>emit gray smoke particles from two locations on the Vehicle when damaged above 50%</li>\n"
- " <li>emit black smoke particles from two locations on the Vehicle when damaged above 85%</li>\n"
- " <li>emit bubbles when any active damage emitter point is underwater</li>\n"
- "</ul>\n\n"
- "@tsexample\n"
- "// damage from collisions\n"
- "collDamageMultiplier = 0.05;\n"
- "collDamageThresholdVel = 15;\n\n"
- "// damage levels\n"
- "damageLevelTolerance[0] = 0.5;\n"
- "damageEmitter[0] = GraySmokeEmitter; // emitter used when damage is >= 50%\n"
- "damageLevelTolerance[1] = 0.85;\n"
- "damageEmitter[1] = BlackSmokeEmitter; // emitter used when damage is >= 85%\n"
- "damageEmitter[2] = DamageBubbleEmitter; // emitter used instead of damageEmitter[0:1]\n"
- " // when offset point is underwater\n"
- "// emit offsets (used for all active damage level emitters)\n"
- "damageEmitterOffset[0] = \"0.5 3 1\";\n"
- "damageEmitterOffset[1] = \"-0.5 3 1\";\n"
- "numDmgEmitterAreas = 2;\n"
- "@endtsexample\n"
- "@ingroup Vehicles\n"
- );
- //----------------------------------------------------------------------------
- VehicleData::VehicleData()
- {
- shadowSize = 256;
- shadowProjectionDistance = 14.0f;
- maxSteeringAngle = M_PI_F/4.0f; // 45 deg.
- jetForce = 500;
- jetEnergyDrain = 0.8f;
- minJetEnergy = 1;
- steeringReturn = 0.0f;
- steeringReturnSpeedScale = 0.01f;
- powerSteering = false;
- dMemset( damageEmitterList, 0, sizeof( damageEmitterList ) );
- dMemset( damageEmitterOffset, 0, sizeof( damageEmitterOffset ) );
- dMemset( damageEmitterIDList, 0, sizeof( damageEmitterIDList ) );
- dMemset( damageLevelTolerance, 0, sizeof( damageLevelTolerance ) );
- numDmgEmitterAreas = 0;
- collDamageThresholdVel = 20;
- collDamageMultiplier = 0.05f;
- enablePhysicsRep = true;
- }
- //----------------------------------------------------------------------------
- bool VehicleData::preload(bool server, String &errorStr)
- {
- if (!Parent::preload(server, errorStr))
- return false;
- // Vehicle objects must define a collision detail
- if (!collisionDetails.size() || collisionDetails[0] == -1)
- {
- Con::errorf("VehicleData::preload failed: Vehicle models must define a collision-1 detail");
- errorStr = String::ToString("VehicleData: Couldn't load shape asset \"%s\"", mShapeAsset.getAssetId());
- return false;
- }
- U32 i;
- for( i=0; i<VC_NUM_DAMAGE_EMITTERS; i++ )
- {
- if( !damageEmitterList[i] && damageEmitterIDList[i] != 0 )
- {
- if( !Sim::findObject( damageEmitterIDList[i], damageEmitterList[i] ) )
- {
- Con::errorf( ConsoleLogEntry::General, "VehicleData::preload Invalid packet, bad datablockId(damageEmitter): 0x%x", damageEmitterIDList[i] );
- }
- }
- }
- return true;
- }
- //----------------------------------------------------------------------------
- void VehicleData::packData(BitStream* stream)
- {
- S32 i;
- Parent::packData(stream);
- stream->write(maxSteeringAngle);
- stream->write(jetForce);
- stream->write(jetEnergyDrain);
- stream->write(minJetEnergy);
- stream->write(steeringReturn);
- stream->write(steeringReturnSpeedScale);
- stream->writeFlag(powerSteering);
- stream->write( numDmgEmitterAreas );
- stream->write(enablePhysicsRep);
- for (i = 0; i < VC_NUM_DAMAGE_EMITTERS; i++)
- {
- if( stream->writeFlag( damageEmitterList[i] != NULL ) )
- {
- stream->writeRangedU32( damageEmitterList[i]->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
- }
- }
- for (S32 j = 0; j < VC_NUM_DAMAGE_EMITTER_AREAS; j++)
- {
- stream->write( damageEmitterOffset[j].x );
- stream->write( damageEmitterOffset[j].y );
- stream->write( damageEmitterOffset[j].z );
- }
- for (S32 k = 0; k < VC_NUM_DAMAGE_LEVELS; k++)
- {
- stream->write( damageLevelTolerance[k] );
- }
- stream->write(collDamageThresholdVel);
- stream->write(collDamageMultiplier);
- }
- void VehicleData::unpackData(BitStream* stream)
- {
- Parent::unpackData(stream);
- S32 i;
- stream->read(&maxSteeringAngle);
- stream->read(&jetForce);
- stream->read(&jetEnergyDrain);
- stream->read(&minJetEnergy);
- stream->read(&steeringReturn);
- stream->read(&steeringReturnSpeedScale);
- powerSteering = stream->readFlag();
- stream->read( &numDmgEmitterAreas );
- stream->read(&enablePhysicsRep);
- for (i = 0; i < VC_NUM_DAMAGE_EMITTERS; i++)
- {
- if( stream->readFlag() )
- {
- damageEmitterIDList[i] = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
- }
- }
- for( S32 j=0; j<VC_NUM_DAMAGE_EMITTER_AREAS; j++ )
- {
- stream->read( &damageEmitterOffset[j].x );
- stream->read( &damageEmitterOffset[j].y );
- stream->read( &damageEmitterOffset[j].z );
- }
- for( S32 k=0; k<VC_NUM_DAMAGE_LEVELS; k++ )
- {
- stream->read( &damageLevelTolerance[k] );
- }
- stream->read(&collDamageThresholdVel);
- stream->read(&collDamageMultiplier);
- }
- //----------------------------------------------------------------------------
- void VehicleData::initPersistFields()
- {
- docsURL;
- Parent::initPersistFields();
- addGroup("Particle Effects");
- addField( "damageEmitter", TYPEID< ParticleEmitterData >(), Offset(damageEmitterList, VehicleData), VC_NUM_DAMAGE_EMITTERS,
- "@brief Array of particle emitters used to generate damage (dust, smoke etc) "
- "effects.\n\n"
- "Currently, the first two emitters (indices 0 and 1) are used when the damage "
- "level exceeds the associated damageLevelTolerance. The 3rd emitter is used "
- "when the emitter point is underwater.\n\n"
- "@see damageEmitterOffset" );
- addField( "damageEmitterOffset", TypePoint3F, Offset(damageEmitterOffset, VehicleData), VC_NUM_DAMAGE_EMITTER_AREAS,
- "@brief Object space \"x y z\" offsets used to emit particles for the "
- "active damageEmitter.\n\n"
- "@tsexample\n"
- "// damage levels\n"
- "damageLevelTolerance[0] = 0.5;\n"
- "damageEmitter[0] = SmokeEmitter;\n"
- "// emit offsets (used for all active damage level emitters)\n"
- "damageEmitterOffset[0] = \"0.5 3 1\";\n"
- "damageEmitterOffset[1] = \"-0.5 3 1\";\n"
- "numDmgEmitterAreas = 2;\n"
- "@endtsexample\n" );
- addFieldV( "damageLevelTolerance", TypeRangedF32, Offset(damageLevelTolerance, VehicleData), &CommonValidators::PositiveFloat, VC_NUM_DAMAGE_LEVELS,
- "@brief Damage levels (as a percentage of maxDamage) above which to begin "
- "emitting particles from the associated damageEmitter.\n\n"
- "Levels should be in order of increasing damage.\n\n"
- "@see damageEmitterOffset" );
- addFieldV( "numDmgEmitterAreas", TypeRangedF32, Offset(numDmgEmitterAreas, VehicleData), &CommonValidators::PositiveFloat,
- "Number of damageEmitterOffset values to use for each damageEmitter.\n\n"
- "@see damageEmitterOffset" );
- endGroup("Particle Effects");
- addGroup("Physics");
- addField("enablePhysicsRep", TypeBool, Offset(enablePhysicsRep, VehicleData),
- "@brief Creates a representation of the object in the physics plugin.\n");
- endGroup("Physics");
- addGroup("Collision");
- addFieldV( "collDamageThresholdVel", TypeRangedF32, Offset(collDamageThresholdVel, VehicleData), &CommonValidators::PositiveFloat,
- "Minimum collision velocity to cause damage to this vehicle.\nCurrently unused." );
- addFieldV( "collDamageMultiplier", TypeRangedF32, Offset(collDamageMultiplier, VehicleData), &CommonValidators::PositiveFloat,
- "@brief Damage to this vehicle after a collision (multiplied by collision "
- "velocity).\n\nCurrently unused." );
- endGroup("Collision");
- addGroup("Steering");
- addFieldV( "jetForce", TypeRangedF32, Offset(jetForce, VehicleData), &CommonValidators::PositiveFloat,
- "@brief Additional force applied to the vehicle when it is jetting.\n\n"
- "For WheeledVehicles, the force is applied in the forward direction. For "
- "FlyingVehicles, the force is applied in the thrust direction." );
- addFieldV( "jetEnergyDrain", TypeRangedF32, Offset(jetEnergyDrain, VehicleData), &CommonValidators::PositiveFloat,
- "@brief Energy amount to drain for each tick the vehicle is jetting.\n\n"
- "Once the vehicle's energy level reaches 0, it will no longer be able to jet." );
- addFieldV( "minJetEnergy", TypeRangedF32, Offset(minJetEnergy, VehicleData), &CommonValidators::PositiveFloat,
- "Minimum vehicle energy level to begin jetting." );
- addFieldV( "maxSteeringAngle", TypeRangedF32, Offset(maxSteeringAngle, VehicleData), &CommonValidators::PositiveFloat,
- "Maximum yaw (horizontal) and pitch (vertical) steering angle in radians." );
- endGroup("Steering");
- addGroup("AutoCorrection");
- addField( "powerSteering", TypeBool, Offset(powerSteering, VehicleData),
- "If true, steering does not auto-centre while the vehicle is being steered by its driver." );
- addFieldV( "steeringReturn", TypeRangedF32, Offset(steeringReturn, VehicleData), &CommonValidators::PositiveFloat,
- "Rate at which the vehicle's steering returns to forwards when it is moving." );
- addFieldV( "steeringReturnSpeedScale", TypeRangedF32, Offset(steeringReturnSpeedScale, VehicleData), &CommonValidators::PositiveFloat,
- "Amount of effect the vehicle's speed has on its rate of steering return." );
- endGroup("AutoCorrection");
- }
- //----------------------------------------------------------------------------
- //----------------------------------------------------------------------------
- //----------------------------------------------------------------------------
- IMPLEMENT_CONOBJECT(Vehicle);
- ConsoleDocClass( Vehicle,
- "@brief Base functionality shared by all Vehicles (FlyingVehicle, HoverVehicle, "
- "WheeledVehicle).\n\n"
- "This object implements functionality shared by all Vehicle types, but should "
- "not be instantiated directly. Create a FlyingVehicle, HoverVehicle, or "
- "WheeledVehicle instead.\n"
- "@note The model used for any Vehicle must include a collision mesh at detail "
- "size -1.\n"
- "@ingroup Vehicles\n"
- );
- Vehicle::Vehicle()
- {
- mDataBlock = 0;
- mTypeMask |= VehicleObjectType | DynamicShapeObjectType;
- mDelta.pos = Point3F(0,0,0);
- mDelta.posVec = Point3F(0,0,0);
- mDelta.warpTicks = mDelta.warpCount = 0;
- mDelta.dt = 1;
- mDelta.move = NullMove;
- mPredictionCount = 0;
- mDelta.cameraOffset.set(0,0,0);
- mDelta.cameraVec.set(0,0,0);
- mDelta.cameraRot.set(0,0,0);
- mDelta.cameraRotVec.set(0,0,0);
- mRigid.linPosition.set(0, 0, 0);
- mRigid.linVelocity.set(0, 0, 0);
- mRigid.angPosition.identity();
- mRigid.angVelocity.set(0, 0, 0);
- mRigid.linMomentum.set(0, 0, 0);
- mRigid.angMomentum.set(0, 0, 0);
- mContacts.clear();
- mSteering.set(0,0);
- mThrottle = 0;
- mJetting = false;
- mCameraOffset.set(0,0,0);
- dMemset( mDamageEmitterList, 0, sizeof( mDamageEmitterList ) );
- mDisableMove = false;
- restCount = 0;
- inLiquid = false;
- mWakeSound = NULL;
- mWorkingQueryBox.minExtents.set(-1e9f, -1e9f, -1e9f);
- mWorkingQueryBox.maxExtents.set(-1e9f, -1e9f, -1e9f);
- mWorkingQueryBoxCountDown = sWorkingQueryBoxStaleThreshold;
- mPhysicsRep = NULL;
- }
- U32 Vehicle::getCollisionMask()
- {
- AssertFatal(false, "Vehicle::getCollisionMask is pure virtual!");
- return 0;
- }
- //----------------------------------------------------------------------------
- bool Vehicle::onAdd()
- {
- if (!Parent::onAdd())
- return false;
- mWorkingQueryBox.minExtents.set(-1e9f, -1e9f, -1e9f);
- mWorkingQueryBox.maxExtents.set(-1e9f, -1e9f, -1e9f);
- // When loading from a mission script, the base SceneObject's transform
- // will have been set and needs to be transfered to the rigid body.
- mRigid.setTransform(mObjToWorld);
- // Initialize interpolation vars.
- mDelta.rot[1] = mDelta.rot[0] = mRigid.angPosition;
- mDelta.pos = mRigid.linPosition;
- mDelta.posVec = Point3F(0,0,0);
- // Create Emitters on the client
- if( isClientObject() )
- {
- U32 j;
- for( j=0; j<VehicleData::VC_NUM_DAMAGE_EMITTERS; j++ )
- {
- if( mDataBlock->damageEmitterList[j] )
- {
- mDamageEmitterList[j] = new ParticleEmitter;
- mDamageEmitterList[j]->onNewDataBlock( mDataBlock->damageEmitterList[j], false );
- if( !mDamageEmitterList[j]->registerObject() )
- {
- Con::warnf( ConsoleLogEntry::General, "Could not register damage emitter for class: %s", mDataBlock->getName() );
- delete mDamageEmitterList[j];
- mDamageEmitterList[j] = NULL;
- }
- }
- }
- }
- // Create a new convex.
- AssertFatal(mDataBlock->collisionDetails[0] != -1, "Error, a vehicle must have a collision-1 detail!");
- mConvex.mObject = this;
- mConvex.pShapeBase = this;
- mConvex.hullId = 0;
- mConvex.box = mObjBox;
- mConvex.box.minExtents.convolve(mObjScale);
- mConvex.box.maxExtents.convolve(mObjScale);
- mConvex.findNodeTransform();
- _createPhysics();
- return true;
- }
- void Vehicle::onRemove()
- {
- SAFE_DELETE(mPhysicsRep);
- U32 i=0;
- for( i=0; i<VehicleData::VC_NUM_DAMAGE_EMITTERS; i++ )
- {
- if( mDamageEmitterList[i] )
- {
- mDamageEmitterList[i]->deleteWhenEmpty();
- mDamageEmitterList[i] = NULL;
- }
- }
- mWorkingQueryBox.minExtents.set(-1e9f, -1e9f, -1e9f);
- mWorkingQueryBox.maxExtents.set(-1e9f, -1e9f, -1e9f);
- Parent::onRemove();
- }
- //----------------------------------------------------------------------------
- void Vehicle::processTick(const Move* move)
- {
- PROFILE_SCOPE( Vehicle_ProcessTick );
- ShapeBase::processTick(move);
- if ( isMounted() )
- return;
- // Warp to catch up to server
- if (mDelta.warpCount < mDelta.warpTicks)
- {
- mDelta.warpCount++;
- // Set new pos.
- mObjToWorld.getColumn(3,&mDelta.pos);
- mDelta.pos += mDelta.warpOffset;
- mDelta.rot[0] = mDelta.rot[1];
- mDelta.rot[1].interpolate(mDelta.warpRot[0],mDelta.warpRot[1],F32(mDelta.warpCount)/mDelta.warpTicks);
- setPosition(mDelta.pos,mDelta.rot[1]);
- // Pos backstepping
- mDelta.posVec.x = -mDelta.warpOffset.x;
- mDelta.posVec.y = -mDelta.warpOffset.y;
- mDelta.posVec.z = -mDelta.warpOffset.z;
- }
- else
- {
- if (!move)
- {
- if (isGhost())
- {
- // If we haven't run out of prediction time,
- // predict using the last known move.
- if (mPredictionCount-- <= 0)
- return;
- move = &mDelta.move;
- }
- else
- move = &NullMove;
- }
- // Process input move
- updateMove(move);
- // Save current rigid state interpolation
- mDelta.posVec = mRigid.linPosition;
- mDelta.rot[0] = mRigid.angPosition;
- // Update the physics based on the integration rate
- S32 count = mDataBlock->integration;
- --mWorkingQueryBoxCountDown;
- if (!mDisableMove)
- updateWorkingCollisionSet(getCollisionMask());
- for (U32 i = 0; i < count; i++)
- updatePos(TickSec / count);
- // Wrap up interpolation info
- mDelta.pos = mRigid.linPosition;
- mDelta.posVec -= mRigid.linPosition;
- mDelta.rot[1] = mRigid.angPosition;
- // Update container database
- setPosition(mRigid.linPosition, mRigid.angPosition);
- setMaskBits(PositionMask);
- updateContainer();
- //TODO: Only update when position has actually changed
- //no need to check if mDataBlock->enablePhysicsRep is false as mPhysicsRep will be NULL if it is
- if (mPhysicsRep)
- mPhysicsRep->moveKinematicTo(getTransform());
- }
- }
- void Vehicle::advanceTime(F32 dt)
- {
- PROFILE_SCOPE( Vehicle_AdvanceTime );
- Parent::advanceTime(dt);
- updateLiftoffDust( dt );
- updateDamageSmoke( dt );
- }
- //----------------------------------------------------------------------------
- bool Vehicle::onNewDataBlock(GameBaseData* dptr,bool reload)
- {
- mDataBlock = dynamic_cast<VehicleData*>(dptr);
- if (!mDataBlock || !Parent::onNewDataBlock(dptr, reload))
- return false;
- // Update Rigid Info
- mRigid.mass = mDataBlock->mass;
- mRigid.oneOverMass = 1 / mRigid.mass;
- mRigid.friction = mDataBlock->body.friction;
- mRigid.restitution = mDataBlock->body.restitution;
- mRigid.setCenterOfMass(mDataBlock->massCenter);
- // Ignores massBox, just set sphere for now. Derived objects
- // can set what they want.
- mRigid.setObjectInertia();
- if (isGhost())
- {
- // Create the sound ahead of time. This reduces runtime
- // costs and makes the system easier to understand.
- SFX_DELETE( mWakeSound );
- }
- return true;
- }
- //----------------------------------------------------------------------------
- void Vehicle::getCameraParameters(F32 *min,F32* max,Point3F* off,MatrixF* rot)
- {
- *min = mDataBlock->cameraMinDist;
- *max = mDataBlock->cameraMaxDist;
- off->set(0,0,mDataBlock->cameraOffset);
- rot->identity();
- }
- //----------------------------------------------------------------------------
- void Vehicle::getCameraTransform(F32* pos, MatrixF* mat)
- {
- // Returns camera to world space transform
- // Handles first person / third person camera position
- if (isServerObject() && mShapeInstance)
- mShapeInstance->animateNodeSubtrees(true);
- if (*pos == 0)
- {
- getRenderEyeTransform(mat);
- }
- else
- {
- // Get the shape's camera parameters.
- F32 min, max;
- MatrixF rot;
- Point3F offset;
- getCameraParameters(&min, &max, &offset, &rot);
- // Start with the current eye position
- MatrixF eye;
- getRenderEyeTransform(&eye);
- // Build a transform that points along the eye axis
- // but where the Z axis is always up.
- if (mDataBlock->cameraRoll)
- mat->mul(eye, rot);
- else
- {
- MatrixF cam(1);
- VectorF x, y, z(0, 0, 1);
- eye.getColumn(1, &y);
- mCross(y, z, &x);
- x.normalize();
- mCross(x, y, &z);
- z.normalize();
- cam.setColumn(0, x);
- cam.setColumn(1, y);
- cam.setColumn(2, z);
- mat->mul(cam, rot);
- }
- // Camera is positioned straight back along the eye's -Y axis.
- // A ray is cast to make sure the camera doesn't go through
- // anything solid.
- VectorF vp, vec;
- vp.x = vp.z = 0;
- vp.y = -(max - min) * *pos;
- eye.mulV(vp, &vec);
- // Use the camera node as the starting position if it exists.
- Point3F osp, sp;
- if (mDataBlock->cameraNode != -1)
- {
- mShapeInstance->mNodeTransforms[mDataBlock->cameraNode].getColumn(3, &osp);
- getRenderTransform().mulP(osp, &sp);
- }
- else
- eye.getColumn(3, &sp);
- // Make sure we don't hit ourself...
- disableCollision();
- if (isMounted())
- getObjectMount()->disableCollision();
- // Cast the ray into the container database to see if we're going
- // to hit anything.
- RayInfo collision;
- Point3F ep = sp + vec + offset + mCameraOffset;
- if (mContainer->castRay(sp, ep,
- ~(WaterObjectType | GameBaseObjectType | DefaultObjectType | sTriggerMask),
- &collision) == true) {
- // Shift the collision point back a little to try and
- // avoid clipping against the front camera plane.
- F32 t = collision.t - (-mDot(vec, collision.normal) / vec.len()) * 0.1;
- if (t > 0.0f)
- ep = sp + offset + mCameraOffset + (vec * t);
- else
- eye.getColumn(3, &ep);
- }
- mat->setColumn(3, ep);
- // Re-enable our collision.
- if (isMounted())
- getObjectMount()->enableCollision();
- enableCollision();
- }
- // Apply Camera FX.
- mat->mul( gCamFXMgr.getTrans() );
- }
- //----------------------------------------------------------------------------
- void Vehicle::updateMove(const Move* move)
- {
- PROFILE_SCOPE( Vehicle_UpdateMove );
- mDelta.move = *move;
- // Image Triggers
- if (mDamageState == Enabled) {
- setImageTriggerState(0,move->trigger[0]);
- setImageTriggerState(1,move->trigger[1]);
- }
- // Throttle
- if(!mDisableMove)
- mThrottle = move->y;
- // Steering
- if (move != &NullMove) {
- F32 y = move->yaw;
- mSteering.x = mClampF(mSteering.x + y,-mDataBlock->maxSteeringAngle,
- mDataBlock->maxSteeringAngle);
- F32 p = move->pitch;
- mSteering.y = mClampF(mSteering.y + p,-mDataBlock->maxSteeringAngle,
- mDataBlock->maxSteeringAngle);
- }
- else {
- mSteering.x = 0;
- mSteering.y = 0;
- }
- // Steering return
- if(mDataBlock->steeringReturn > 0.0f &&
- (!mDataBlock->powerSteering || (move->yaw == 0.0f && move->pitch == 0.0f)))
- {
- Point2F returnAmount(mSteering.x * mDataBlock->steeringReturn * TickSec,
- mSteering.y * mDataBlock->steeringReturn * TickSec);
- if(mDataBlock->steeringReturnSpeedScale > 0.0f)
- {
- Point3F vel;
- mWorldToObj.mulV(getVelocity(), &vel);
- returnAmount += Point2F(mSteering.x * vel.y * mDataBlock->steeringReturnSpeedScale * TickSec,
- mSteering.y * vel.y * mDataBlock->steeringReturnSpeedScale * TickSec);
- }
- mSteering -= returnAmount;
- }
- // Jetting flag
- if (move->trigger[3]) {
- if (!mJetting && getEnergyLevel() >= mDataBlock->minJetEnergy)
- mJetting = true;
- if (mJetting) {
- F32 newEnergy = getEnergyLevel() - mDataBlock->jetEnergyDrain;
- if (newEnergy < 0) {
- newEnergy = 0;
- mJetting = false;
- }
- setEnergyLevel(newEnergy);
- }
- }
- else
- mJetting = false;
- }
- //----------------------------------------------------------------------------
- /** Update the physics
- */
- void Vehicle::updatePos(F32 dt)
- {
- PROFILE_SCOPE( Vehicle_UpdatePos );
- Point3F origVelocity = mRigid.linVelocity;
- // Update internal forces acting on the body.
- mRigid.clearForces();
- updateForces(dt);
- // Update collision information based on our current pos.
- bool collided = false;
- if (!mRigid.atRest && !mDisableMove)
- {
- collided = updateCollision(dt);
- // Now that all the forces have been processed, lets
- // see if we're at rest. Basically, if the kinetic energy of
- // the vehicles is less than some percentage of the energy added
- // by gravity for a short period, we're considered at rest.
- // This should really be part of the rigid class...
- if (mCollisionList.getCount())
- {
- F32 k = mRigid.getKineticEnergy();
- F32 G = mNetGravity* dt * TickMs / mDataBlock->integration;
- F32 Kg = 0.5 * mRigid.mass * G * G;
- if (k < sRestTol * Kg && ++restCount > sRestCount)
- mRigid.setAtRest();
- }
- else
- restCount = 0;
- }
- // Integrate forward
- if (!mRigid.atRest && !mDisableMove)
- mRigid.integrate(dt);
- // Deal with client and server scripting, sounds, etc.
- if (isServerObject()) {
- // Check triggers and other objects that we normally don't
- // collide with. This function must be called before notifyCollision
- // as it will queue collision.
- checkTriggers();
- // Invoke the onCollision notify callback for all the objects
- // we've just hit.
- notifyCollision();
- // Server side impact script callback
- if (collided) {
- VectorF collVec = mRigid.linVelocity - origVelocity;
- F32 collSpeed = collVec.len();
- if (collSpeed > mDataBlock->minImpactSpeed)
- onImpact(collVec);
- }
- // Water script callbacks
- if (!inLiquid && mWaterCoverage != 0.0f) {
- mDataBlock->onEnterLiquid_callback( this, mWaterCoverage, mLiquidType.c_str() );
- inLiquid = true;
- }
- else if (inLiquid && mWaterCoverage == 0.0f) {
- mDataBlock->onLeaveLiquid_callback( this, mLiquidType.c_str() );
- inLiquid = false;
- }
- }
- else {
- // Play impact sounds on the client.
- if (collided) {
- F32 collSpeed = (mRigid.linVelocity - origVelocity).len();
- S32 impactSound = -1;
- if (collSpeed >= mDataBlock->hardImpactSpeed)
- impactSound = RigidShapeData::Body::HardImpactSound;
- else
- if (collSpeed >= mDataBlock->softImpactSpeed)
- impactSound = RigidShapeData::Body::SoftImpactSound;
- if (impactSound != -1 && mDataBlock->getBodySoundsProfile(impactSound) != NULL)
- SFX->playOnce( mDataBlock->getBodySoundsProfile(impactSound), &getTransform() );
- }
- // Water volume sounds
- F32 vSpeed = getVelocity().len();
- if (!inLiquid && mWaterCoverage >= 0.8f) {
- if (vSpeed >= mDataBlock->hardSplashSoundVel)
- SFX->playOnce( mDataBlock->getWaterSoundsProfile(RigidShapeData::ImpactHard), &getTransform() );
- else
- if (vSpeed >= mDataBlock->medSplashSoundVel)
- SFX->playOnce( mDataBlock->getWaterSoundsProfile(RigidShapeData::ImpactMedium), &getTransform() );
- else
- if (vSpeed >= mDataBlock->softSplashSoundVel)
- SFX->playOnce( mDataBlock->getWaterSoundsProfile(RigidShapeData::ImpactSoft), &getTransform() );
- inLiquid = true;
- }
- else
- if(inLiquid && mWaterCoverage < 0.8f) {
- if (vSpeed >= mDataBlock->exitSplashSoundVel)
- SFX->playOnce( mDataBlock->getWaterSoundsProfile(RigidShapeData::ExitWater), &getTransform() );
- inLiquid = false;
- }
- }
- }
- //----------------------------------------------------------------------------
- void Vehicle::updateForces(F32 /*dt*/)
- {
- // Nothing here.
- }
- /** The callback used in by the checkTriggers() method.
- The checkTriggers method uses a container search which will
- invoke this callback on each obj that matches.
- */
- void Vehicle::findCallback(SceneObject* obj,void *key)
- {
- Vehicle* vehicle = reinterpret_cast<Vehicle*>(key);
- U32 objectMask = obj->getTypeMask();
- // Check: triggers, corpses and items, basically the same things
- // that the player class checks for
- if (objectMask & TriggerObjectType) {
- Trigger* pTrigger = static_cast<Trigger*>(obj);
- pTrigger->potentialEnterObject(vehicle);
- }
- else if (objectMask & CorpseObjectType) {
- ShapeBase* col = static_cast<ShapeBase*>(obj);
- vehicle->queueCollision(col,vehicle->getVelocity() - col->getVelocity());
- }
- else if (objectMask & ItemObjectType) {
- Item* item = static_cast<Item*>(obj);
- if (vehicle != item->getCollisionObject())
- vehicle->queueCollision(item,vehicle->getVelocity() - item->getVelocity());
- }
- }
- //----------------------------------------------------------------------------
- void Vehicle::writePacketData(GameConnection *connection, BitStream *stream)
- {
- Parent::writePacketData(connection, stream);
- mathWrite(*stream, mSteering);
- }
- void Vehicle::readPacketData(GameConnection *connection, BitStream *stream)
- {
- Parent::readPacketData(connection, stream);
- mathRead(*stream, &mSteering);
- }
- //----------------------------------------------------------------------------
- U32 Vehicle::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
- {
- U32 retMask = Parent::packUpdate(con, mask, stream);
- stream->writeFlag(mJetting);
- // The rest of the data is part of the control object packet update.
- // If we're controlled by this client, we don't need to send it.
- if (stream->writeFlag(getControllingClient() == con && !(mask & InitialUpdateMask)))
- return retMask;
- F32 yaw = (mSteering.x + mDataBlock->maxSteeringAngle) / (2 * mDataBlock->maxSteeringAngle);
- F32 pitch = (mSteering.y + mDataBlock->maxSteeringAngle) / (2 * mDataBlock->maxSteeringAngle);
- stream->writeFloat(yaw,9);
- stream->writeFloat(pitch,9);
- mDelta.move.pack(stream);
- stream->writeFloat(mClampF(getEnergyValue(), 0.f, 1.f), 8);
- return retMask;
- }
- void Vehicle::unpackUpdate(NetConnection *con, BitStream *stream)
- {
- Parent::unpackUpdate(con,stream);
- mJetting = stream->readFlag();
- if (stream->readFlag())
- return;
- F32 yaw = stream->readFloat(9);
- F32 pitch = stream->readFloat(9);
- mSteering.x = (2 * yaw * mDataBlock->maxSteeringAngle) - mDataBlock->maxSteeringAngle;
- mSteering.y = (2 * pitch * mDataBlock->maxSteeringAngle) - mDataBlock->maxSteeringAngle;
- mDelta.move.unpack(stream);
- setEnergyLevel(stream->readFloat(8) * mDataBlock->maxEnergy);
- }
- void Vehicle::setControllingClient(GameConnection* client)
- {
- ShapeBase::setControllingClient(client);
- }
- //----------------------------------------------------------------------------
- void Vehicle::consoleInit()
- {
- Con::addVariable("$vehicle::workingQueryBoxStaleThreshold",TypeS32,&sWorkingQueryBoxStaleThreshold,
- "@brief The maximum number of ticks that go by before the mWorkingQueryBox is considered stale and needs updating.\n\n"
- "Other factors can cause the collision working query box to become invalidated, such as the vehicle moving far "
- "enough outside of this cached box. The smaller this number, the more times the working list of triangles that are "
- "considered for collision is refreshed. This has the greatest impact with colliding with high triangle count meshes.\n\n"
- "@note Set to -1 to disable any time-based forced check.\n\n"
- "@ingroup GameObjects\n");
- Con::addVariable("$vehicle::workingQueryBoxSizeMultiplier",TypeF32,&sWorkingQueryBoxSizeMultiplier,
- "@brief How much larger the mWorkingQueryBox should be made when updating the working collision list.\n\n"
- "The larger this number the less often the working list will be updated due to motion, but any non-static shape that "
- "moves into the query box will not be noticed.\n\n"
- "@ingroup GameObjects\n");
- }
- void Vehicle::initPersistFields()
- {
- docsURL;
- Parent::initPersistFields();
- }
- void Vehicle::mountObject(SceneObject *obj, S32 node, const MatrixF &xfm )
- {
- Parent::mountObject( obj, node, xfm );
- // Clear objects off the working list that are from objects mounted to us.
- // (This applies mostly to players...)
- for ( CollisionWorkingList* itr = mConvex.getWorkingList().wLink.mNext;
- itr != &mConvex.getWorkingList();
- itr = itr->wLink.mNext)
- {
- if (itr->mConvex->getObject() == obj)
- {
- CollisionWorkingList* cl = itr;
- itr = itr->wLink.mPrev;
- cl->free();
- }
- }
- }
- //----------------------------------------------------------------------------
- void Vehicle::updateLiftoffDust( F32 dt )
- {
- Point3F offset( 0.0, 0.0, mDataBlock->dustHeight );
- emitDust( mDustEmitterList[ 0 ], mDataBlock->triggerDustHeight, offset,
- ( U32 )( dt * 1000 ) );
- }
- //----------------------------------------------------------------------------
- void Vehicle::updateDamageSmoke( F32 dt )
- {
- for( S32 j=VehicleData::VC_NUM_DAMAGE_LEVELS-1; j>=0; j-- )
- {
- F32 damagePercent = mDamage / mDataBlock->maxDamage;
- if( damagePercent >= mDataBlock->damageLevelTolerance[j] )
- {
- for( S32 i=0; i<mDataBlock->numDmgEmitterAreas; i++ )
- {
- MatrixF trans = getTransform();
- Point3F offset = mDataBlock->damageEmitterOffset[i];
- trans.mulP( offset );
- Point3F emitterPoint = offset;
- if( pointInWater(offset ) )
- {
- U32 emitterOffset = VehicleData::VC_BUBBLE_EMITTER;
- if( mDamageEmitterList[emitterOffset] )
- {
- mDamageEmitterList[emitterOffset]->emitParticles( emitterPoint, emitterPoint, Point3F( 0.0, 0.0, 1.0 ), getVelocity(), (U32)( dt * 1000 ) );
- }
- }
- else
- {
- if( mDamageEmitterList[j] )
- {
- mDamageEmitterList[j]->emitParticles( emitterPoint, emitterPoint, Point3F( 0.0, 0.0, 1.0 ), getVelocity(), (U32)(dt * 1000));
- }
- }
- }
- break;
- }
- }
- }
- //--------------------------------------------------------------------------
- void Vehicle::updateFroth( F32 dt )
- {
- // update bubbles
- Point3F moveDir = getVelocity();
- Point3F contactPoint;
- if( !collidingWithWater( contactPoint ) )
- {
- if ( mWakeSound )
- mWakeSound->stop();
- return;
- }
- F32 speed = moveDir.len();
- if( speed < mDataBlock->splashVelEpsilon ) speed = 0.0;
- U32 emitRate = (U32)(speed * mDataBlock->splashFreqMod * dt);
- U32 i;
- if ( mWakeSound )
- {
- if ( !mWakeSound->isPlaying() )
- mWakeSound->play();
- mWakeSound->setTransform( getTransform() );
- mWakeSound->setVelocity( getVelocity() );
- }
- for( i=0; i<VehicleData::VC_NUM_SPLASH_EMITTERS; i++ )
- {
- if( mSplashEmitterList[i] )
- {
- mSplashEmitterList[i]->emitParticles( contactPoint, contactPoint, Point3F( 0.0, 0.0, 1.0 ),
- moveDir, emitRate );
- }
- }
- }
- void Vehicle::prepBatchRender( SceneRenderState *state, S32 mountedImageIndex )
- {
- Parent::prepBatchRender( state, mountedImageIndex );
- if ( !gShowBoundingBox )
- return;
- if ( mountedImageIndex != -1 )
- {
- ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
- ri->renderDelegate.bind( this, &Vehicle::_renderMuzzleVector );
- ri->objectIndex = mountedImageIndex;
- ri->type = RenderPassManager::RIT_Editor;
- state->getRenderPass()->addInst( ri );
- return;
- }
- ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
- ri->renderDelegate.bind( this, &Vehicle::_renderMassAndContacts );
- ri->type = RenderPassManager::RIT_Editor;
- state->getRenderPass()->addInst( ri );
- }
- void Vehicle::_renderMassAndContacts( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat )
- {
- GFXStateBlockDesc desc;
- desc.setBlend(false, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
- desc.setZReadWrite(false,true);
- desc.fillMode = GFXFillWireframe;
- // Render the mass center.
- GFX->getDrawUtil()->drawCube(desc, Point3F(0.1f,0.1f,0.1f),mDataBlock->massCenter, ColorI(255, 255, 255), &mRenderObjToWorld);
- // Now render all the contact points.
- for (S32 i = 0; i < mCollisionList.getCount(); i++)
- {
- const Collision& collision = mCollisionList[i];
- GFX->getDrawUtil()->drawCube(desc, Point3F(0.05f,0.05f,0.05f),collision.point, ColorI(0, 0, 255));
- }
- // Finally render the normals as one big batch.
- PrimBuild::begin(GFXLineList, mCollisionList.getCount() * 2);
- for (S32 i = 0; i < mCollisionList.getCount(); i++)
- {
- const Collision& collision = mCollisionList[i];
- PrimBuild::color3f(1, 1, 1);
- PrimBuild::vertex3fv(collision.point);
- PrimBuild::vertex3fv(collision.point + collision.normal * 0.05f);
- }
- PrimBuild::end();
- // Build and render the collision polylist which is returned
- // in the server's world space.
- ClippedPolyList polyList;
- polyList.mPlaneList.setSize(6);
- polyList.mPlaneList[0].set(getWorldBox().minExtents,VectorF(-1,0,0));
- polyList.mPlaneList[1].set(getWorldBox().minExtents,VectorF(0,-1,0));
- polyList.mPlaneList[2].set(getWorldBox().minExtents,VectorF(0,0,-1));
- polyList.mPlaneList[3].set(getWorldBox().maxExtents,VectorF(1,0,0));
- polyList.mPlaneList[4].set(getWorldBox().maxExtents,VectorF(0,1,0));
- polyList.mPlaneList[5].set(getWorldBox().maxExtents,VectorF(0,0,1));
- Box3F dummyBox;
- SphereF dummySphere;
- buildPolyList(PLC_Collision, &polyList, dummyBox, dummySphere);
- //polyList.render();
- }
- void Vehicle::_renderMuzzleVector( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat )
- {
- const U32 index = ri->objectIndex;
- AssertFatal( index > 0 && index < MaxMountedImages, "Vehicle::_renderMuzzleVector() - Bad object index!" );
- AssertFatal( mMountedImageList[index].dataBlock, "Vehicle::_renderMuzzleVector() - Bad object index!" );
- Point3F muzzlePoint, muzzleVector, endpoint;
- getMuzzlePoint(index, &muzzlePoint);
- getMuzzleVector(index, &muzzleVector);
- endpoint = muzzlePoint + muzzleVector * 250;
- if (mSolidSB.isNull())
- {
- GFXStateBlockDesc desc;
- desc.setBlend(false, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
- desc.setZReadWrite(false);
- mSolidSB = GFX->createStateBlock(desc);
- }
- GFX->setStateBlock(mSolidSB);
- PrimBuild::begin(GFXLineList, 2);
- PrimBuild::color4f(0, 1, 0, 1);
- PrimBuild::vertex3fv(muzzlePoint);
- PrimBuild::vertex3fv(endpoint);
- PrimBuild::end();
- }
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