//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// // Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames // Copyright (C) 2015 Faust Logic, Inc. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// #ifndef _PROJECTILE_H_ #define _PROJECTILE_H_ #ifndef _GAMEBASE_H_ #include "T3D/gameBase/gameBase.h" #endif #ifndef __RESOURCE_H__ #include "core/resource.h" #endif #ifndef _TSSHAPE_H_ #include "ts/tsShape.h" #endif #ifndef _LIGHTDESCRIPTION_H_ #include "T3D/lightDescription.h" #endif #ifndef _LIGHTINFO_H_ #include "lighting/lightInfo.h" #endif #include "T3D/assets/SoundAsset.h" #include "T3D/assets/ShapeAsset.h" class ExplosionData; class SplashData; class ShapeBase; class TSShapeInstance; class TSThread; class PhysicsWorld; class DecalData; class LightDescription; class SFXTrack; class SFXSource; class ParticleEmitterData; class ParticleEmitter; class Projectile; //-------------------------------------------------------------------------- /// Datablock for projectiles. This class is the base class for all other projectiles. class ProjectileData : public GameBaseData { typedef GameBaseData Parent; protected: bool onAdd(); public: DECLARE_SHAPEASSET(ProjectileData, ProjectileShape, onShapeChanged); DECLARE_ASSET_SETGET(ProjectileData, ProjectileShape); /// Set to true if it is a billboard and want it to always face the viewer, false otherwise bool faceViewer; Point3F scale; /// [0,1] scale of how much velocity should be inherited from the parent object F32 velInheritFactor; /// Speed of the projectile when fired F32 muzzleVelocity; /// Force imparted on a hit object. F32 impactForce; /// Should it arc? bool isBallistic; /// How HIGH should it bounce (parallel to normal), [0,1] F32 bounceElasticity; /// How much momentum should be lost when it bounces (perpendicular to normal), [0,1] F32 bounceFriction; /// Should this projectile fall/rise different than a default object? F32 gravityMod; /// How long the projectile should exist before deleting itself U32 lifetime; // all times are internally represented as ticks /// How long it should not detonate on impact S32 armingDelay; // the values are converted on initialization with S32 fadeDelay; // the IRangeValidatorScaled field validator ExplosionData* explosion; S32 explosionId; ExplosionData* waterExplosion; // Water Explosion Datablock S32 waterExplosionId; // Water Explosion ID SplashData* splash; // Water Splash Datablock S32 splashId; // Water splash ID DecalData *decal; // (impact) Decal Datablock S32 decalId; // (impact) Decal ID DECLARE_SOUNDASSET(ProjectileData, ProjectileSound); DECLARE_ASSET_SETGET(ProjectileData, ProjectileSound); LightDescription *lightDesc; S32 lightDescId; // variables set on preload: S32 activateSeq; S32 maintainSeq; ParticleEmitterData* particleEmitter; S32 particleEmitterId; ParticleEmitterData* particleWaterEmitter; S32 particleWaterEmitterId; ProjectileData(); void packData(BitStream*); void unpackData(BitStream*); bool preload(bool server, String &errorStr); static bool setLifetime( void *object, const char *index, const char *data ); static bool setArmingDelay( void *object, const char *index, const char *data ); static bool setFadeDelay( void *object, const char *index, const char *data ); static const char *getScaledValue( void *obj, const char *data); static S32 scaleValue( S32 value, bool down = true ); static void initPersistFields(); DECLARE_CONOBJECT(ProjectileData); DECLARE_CALLBACK( void, onExplode, ( Projectile* proj, Point3F pos, F32 fade ) ); DECLARE_CALLBACK( void, onCollision, ( Projectile* proj, SceneObject* col, F32 fade, Point3F pos, Point3F normal ) ); public: ProjectileData(const ProjectileData&, bool = false); virtual bool allowSubstitutions() const { return true; } void onShapeChanged() {} }; //-------------------------------------------------------------------------- /// Base class for all projectiles. class Projectile : public GameBase, public ISceneLight { typedef GameBase Parent; static bool _setInitialPosition( void* object, const char* index, const char* data ); static bool _setInitialVelocity( void* object, const char* index, const char* data ); public: // Initial conditions enum ProjectileConstants { SourceIdTimeoutTicks = 7, // = 231 ms DeleteWaitTime = 500, ///< 500 ms delete timeout (for network transmission delays) ExcessVelDirBits = 7, MaxLivingTicks = 4095, }; enum UpdateMasks { BounceMask = Parent::NextFreeMask, ExplosionMask = Parent::NextFreeMask << 1, NextFreeMask = Parent::NextFreeMask << 2 }; Projectile(); ~Projectile(); DECLARE_CONOBJECT(Projectile); // SimObject bool onAdd(); void onRemove(); static void initPersistFields(); // NetObject F32 getUpdatePriority(CameraScopeQuery *focusObject, U32 updateMask, S32 updateSkips); U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream); void unpackUpdate(NetConnection *conn, BitStream *stream); // SceneObject Point3F getVelocity() const { return mCurrVelocity; } void processTick( const Move *move ); void advanceTime( F32 dt ); void interpolateTick( F32 delta ); // GameBase bool onNewDataBlock( GameBaseData *dptr, bool reload ); // Rendering void prepRenderImage( SceneRenderState *state ); void prepBatchRender( SceneRenderState *state ); /// Updates velocity and position, and performs collision testing. void simulate( F32 dt ); /// What to do once this projectile collides with something virtual void onCollision(const Point3F& p, const Point3F& n, SceneObject*); /// What to do when this projectile explodes virtual void explode(const Point3F& p, const Point3F& n, const U32 collideType ); bool pointInWater(const Point3F &point); void emitParticles(const Point3F&, const Point3F&, const Point3F&, const U32); void updateSound(); virtual bool calculateImpact( F32 simTime, Point3F &pointOfImpact, F32 &impactTime ); void setInitialPosition( const Point3F& pos ); void setInitialVelocity( const Point3F& vel ); protected: static const U32 csmStaticCollisionMask; static const U32 csmDynamicCollisionMask; static const U32 csmDamageableMask; static U32 smProjectileWarpTicks; PhysicsWorld *mPhysicsWorld; ProjectileData* mDataBlock; SimObjectPtr< ParticleEmitter > mParticleEmitter; SimObjectPtr< ParticleEmitter > mParticleWaterEmitter; SFXSource* mSound; // These two are server-side only Point3F mInitialPosition; Point3F mInitialVelocity; Point3F mCurrPosition; Point3F mCurrVelocity; S32 mSourceObjectId; S32 mSourceObjectSlot; // Time related variables common to all projectiles, managed by processTick U32 mCurrTick; ///< Current time in ticks SimObjectPtr mSourceObject; ///< Actual pointer to the source object, times out after SourceIdTimeoutTicks // Rendering related variables TSShapeInstance* mProjectileShape; TSThread* mActivateThread; TSThread* mMaintainThread; // ISceneLight virtual void submitLights( LightManager *lm, bool staticLighting ); virtual LightInfo* getLight() { return mLight; } LightInfo *mLight; LightState mLightState; bool mHasExploded; ///< Prevent rendering, lighting, and duplicate explosions. F32 mFadeValue; ///< set in processTick, interpolation between fadeDelay and lifetime ///< in data block // Warping and back delta variables. Only valid on the client // Point3F mWarpStart; Point3F mWarpEnd; U32 mWarpTicksRemaining; Point3F mCurrDeltaBase; Point3F mCurrBackDelta; Point3F mExplosionPosition; Point3F mExplosionNormal; U32 mCollideHitType; public: bool ignoreSourceTimeout; U32 dynamicCollisionMask; U32 staticCollisionMask; }; #endif // _PROJECTILE_H_