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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/gameFunctions.h"
- #include "T3D/gameBase/gameConnection.h"
- #include "T3D/camera.h"
- #include "T3D/sfx/sfx3DWorld.h"
- #include "console/consoleTypes.h"
- #include "gui/3d/guiTSControl.h"
- #include "core/util/journal/process.h"
- #include "materials/materialManager.h"
- #include "math/mEase.h"
- #include "core/module.h"
- #include "console/engineAPI.h"
- #include "platform/output/IDisplayDevice.h"
- static void RegisterGameFunctions();
- static void Process3D();
- MODULE_BEGIN( 3D )
- MODULE_INIT_AFTER( Process )
- MODULE_INIT_AFTER( Scene )
-
- MODULE_SHUTDOWN_BEFORE( Process )
- MODULE_SHUTDOWN_BEFORE( Sim )
- MODULE_SHUTDOWN_AFTER( Scene )
-
- MODULE_INIT
- {
- Process::notify(Process3D, PROCESS_TIME_ORDER);
- GameConnection::smFovUpdate.notify(GameSetCameraFov);
- RegisterGameFunctions();
- }
-
- MODULE_SHUTDOWN
- {
- GameConnection::smFovUpdate.remove(GameSetCameraFov);
- Process::remove(Process3D);
- }
- MODULE_END;
- static S32 gEaseInOut = Ease::InOut;
- static S32 gEaseIn = Ease::In;
- static S32 gEaseOut = Ease::Out;
- static S32 gEaseLinear = Ease::Linear;
- static S32 gEaseQuadratic= Ease::Quadratic;
- static S32 gEaseCubic= Ease::Cubic;
- static S32 gEaseQuartic = Ease::Quartic;
- static S32 gEaseQuintic = Ease::Quintic;
- static S32 gEaseSinusoidal= Ease::Sinusoidal;
- static S32 gEaseExponential = Ease::Exponential;
- static S32 gEaseCircular = Ease::Circular;
- static S32 gEaseElastic = Ease::Elastic;
- static S32 gEaseBack = Ease::Back;
- static S32 gEaseBounce = Ease::Bounce;
- extern bool gEditingMission;
- extern void ShowInit();
- //------------------------------------------------------------------------------
- /// Camera and FOV info
- namespace CameraAndFOV{
- const U32 MaxZoomSpeed = 2000; ///< max number of ms to reach target FOV
- static F32 sConsoleCameraFov = 90.f; ///< updated to camera FOV each frame
- static F32 sDefaultFov = 90.f; ///< normal FOV
- static F32 sCameraFov = 90.f; ///< current camera FOV
- static F32 sTargetFov = 90.f; ///< the desired FOV
- static F32 sLastCameraUpdateTime = 0; ///< last time camera was updated
- static S32 sZoomSpeed = 500; ///< ms per 90deg fov change
- /// A scale to apply to the normal visible distance
- /// typically used for tuning performance.
- static F32 sVisDistanceScale = 1.0f;
- } // namespace {}
- // query
- static SimpleQueryList sgServerQueryList;
- static U32 sgServerQueryIndex = 0;
- //SERVER FUNCTIONS ONLY
- ConsoleFunctionGroupBegin( Containers, "Spatial query functions. <b>Server side only!</b>");
- DefineConsoleFunction( containerFindFirst, const char*, (U32 typeMask, Point3F origin, Point3F size), , "(int mask, Point3F point, float x, float y, float z)"
- "@brief Find objects matching the bitmask type within a box centered at point, with extents x, y, z.\n\n"
- "@returns The first object found, or an empty string if nothing was found. Thereafter, you can get more "
- "results using containerFindNext()."
- "@see containerFindNext\n"
- "@ingroup Game")
- {
- //find out what we're looking for
- //build the container volume
- Box3F queryBox;
- queryBox.minExtents = origin;
- queryBox.maxExtents = origin;
- queryBox.minExtents -= size;
- queryBox.maxExtents += size;
- //initialize the list, and do the query
- sgServerQueryList.mList.clear();
- gServerContainer.findObjects(queryBox, typeMask, SimpleQueryList::insertionCallback, &sgServerQueryList);
- //return the first element
- sgServerQueryIndex = 0;
- static const U32 bufSize = 100;
- char *buff = Con::getReturnBuffer(bufSize);
- if (sgServerQueryList.mList.size())
- dSprintf(buff, bufSize, "%d", sgServerQueryList.mList[sgServerQueryIndex++]->getId());
- else
- buff[0] = '\0';
- return buff;
- }
- DefineConsoleFunction( containerFindNext, const char*, (), , "()"
- "@brief Get more results from a previous call to containerFindFirst().\n\n"
- "@note You must call containerFindFirst() to begin the search.\n"
- "@returns The next object found, or an empty string if nothing else was found.\n"
- "@see containerFindFirst()\n"
- "@ingroup Game")
- {
- //return the next element
- static const U32 bufSize = 100;
- char *buff = Con::getReturnBuffer(bufSize);
- if (sgServerQueryIndex < sgServerQueryList.mList.size())
- dSprintf(buff, bufSize, "%d", sgServerQueryList.mList[sgServerQueryIndex++]->getId());
- else
- buff[0] = '\0';
- return buff;
- }
- ConsoleFunctionGroupEnd( Containers );
- //------------------------------------------------------------------------------
- bool GameGetCameraTransform(MatrixF *mat, Point3F *velocity)
- {
- // Return the position and velocity of the control object
- GameConnection* connection = GameConnection::getConnectionToServer();
- return connection && connection->getControlCameraTransform(0, mat) &&
- connection->getControlCameraVelocity(velocity);
- }
- //------------------------------------------------------------------------------
- DefineEngineFunction( setDefaultFov, void, ( F32 defaultFOV ),,
- "@brief Set the default FOV for a camera.\n"
- "@param defaultFOV The default field of view in degrees\n"
- "@ingroup CameraSystem")
- {
- CameraAndFOV::sDefaultFov = mClampF(defaultFOV, MinCameraFov, MaxCameraFov);
- if(CameraAndFOV::sCameraFov == CameraAndFOV::sTargetFov)
- CameraAndFOV::sTargetFov = CameraAndFOV::sDefaultFov;
- }
- DefineEngineFunction( setZoomSpeed, void, ( S32 speed ),,
- "@brief Set the zoom speed of the camera.\n"
- "This affects how quickly the camera changes from one field of view "
- "to another.\n"
- "@param speed The camera's zoom speed in ms per 90deg FOV change\n"
- "@ingroup CameraSystem")
- {
- CameraAndFOV::sZoomSpeed = mClamp(speed, 0, CameraAndFOV::MaxZoomSpeed);
- }
- DefineEngineFunction( setFov, void, ( F32 FOV ),,
- "@brief Set the FOV of the camera.\n"
- "@param FOV The camera's new FOV in degrees\n"
- "@ingroup CameraSystem")
- {
- CameraAndFOV::sTargetFov = mClampF(FOV, MinCameraFov, MaxCameraFov);
- }
- F32 GameGetCameraFov()
- {
- return(CameraAndFOV::sCameraFov);
- }
- void GameSetCameraFov(F32 fov)
- {
- CameraAndFOV::sTargetFov = CameraAndFOV::sCameraFov = fov;
- }
- void GameSetCameraTargetFov(F32 fov)
- {
- CameraAndFOV::sTargetFov = fov;
- }
- void GameUpdateCameraFov()
- {
- F32 time = F32(Platform::getVirtualMilliseconds());
- // need to update fov?
- if(CameraAndFOV::sTargetFov != CameraAndFOV::sCameraFov)
- {
- F32 delta = time - CameraAndFOV::sLastCameraUpdateTime;
- // snap zoom?
- if((CameraAndFOV::sZoomSpeed == 0) || (delta <= 0.0f))
- CameraAndFOV::sCameraFov = CameraAndFOV::sTargetFov;
- else
- {
- // gZoomSpeed is time in ms to zoom 90deg
- F32 step = 90.f * (delta / F32(CameraAndFOV::sZoomSpeed));
- if(CameraAndFOV::sCameraFov > CameraAndFOV::sTargetFov)
- {
- CameraAndFOV::sCameraFov -= step;
- if(CameraAndFOV::sCameraFov < CameraAndFOV::sTargetFov)
- CameraAndFOV::sCameraFov = CameraAndFOV::sTargetFov;
- }
- else
- {
- CameraAndFOV::sCameraFov += step;
- if(CameraAndFOV::sCameraFov > CameraAndFOV::sTargetFov)
- CameraAndFOV::sCameraFov = CameraAndFOV::sTargetFov;
- }
- }
- }
- // the game connection controls the vertical and the horizontal
- GameConnection * connection = GameConnection::getConnectionToServer();
- if(connection)
- {
- // check if fov is valid on control object
- if(connection->isValidControlCameraFov(CameraAndFOV::sCameraFov))
- connection->setControlCameraFov(CameraAndFOV::sCameraFov);
- else
- {
- // will set to the closest fov (fails only on invalid control object)
- if(connection->setControlCameraFov(CameraAndFOV::sCameraFov))
- {
- F32 setFov = CameraAndFOV::sCameraFov;
- connection->getControlCameraFov(&setFov);
- CameraAndFOV::sTargetFov =CameraAndFOV::sCameraFov = setFov;
- }
- }
- }
- // update the console variable
- CameraAndFOV::sConsoleCameraFov = CameraAndFOV::sCameraFov;
- CameraAndFOV::sLastCameraUpdateTime = time;
- }
- //--------------------------------------------------------------------------
- #ifdef TORQUE_DEBUG
- // ConsoleFunction(dumpTSShapes, void, 1, 1, "dumpTSShapes();")
- // {
- // argc, argv;
- // FindMatch match("*.dts", 4096);
- // gResourceManager->findMatches(&match);
- // for (U32 i = 0; i < match.numMatches(); i++)
- // {
- // U32 j;
- // Resource<TSShape> shape = ResourceManager::get().load(match.matchList[i]);
- // if (bool(shape) == false)
- // Con::errorf(" aaa Couldn't load: %s", match.matchList[i]);
- // U32 numMeshes = 0, numSkins = 0;
- // for (j = 0; j < shape->meshes.size(); j++)
- // if (shape->meshes[j])
- // numMeshes++;
- // for (j = 0; j < shape->skins.size(); j++)
- // if (shape->skins[j])
- // numSkins++;
- // Con::printf(" aaa Shape: %s (%d meshes, %d skins)", match.matchList[i], numMeshes, numSkins);
- // Con::printf(" aaa Meshes");
- // for (j = 0; j < shape->meshes.size(); j++)
- // {
- // if (shape->meshes[j])
- // Con::printf(" aaa %d -> nf: %d, nmf: %d, nvpf: %d (%d, %d, %d, %d, %d)",
- // shape->meshes[j]->meshType & TSMesh::TypeMask,
- // shape->meshes[j]->numFrames,
- // shape->meshes[j]->numMatFrames,
- // shape->meshes[j]->vertsPerFrame,
- // shape->meshes[j]->verts.size(),
- // shape->meshes[j]->norms.size(),
- // shape->meshes[j]->tverts.size(),
- // shape->meshes[j]->primitives.size(),
- // shape->meshes[j]->indices.size());
- // }
- // Con::printf(" aaa Skins");
- // for (j = 0; j < shape->skins.size(); j++)
- // {
- // if (shape->skins[j])
- // Con::printf(" aaa %d -> nf: %d, nmf: %d, nvpf: %d (%d, %d, %d, %d, %d)",
- // shape->skins[j]->meshType & TSMesh::TypeMask,
- // shape->skins[j]->numFrames,
- // shape->skins[j]->numMatFrames,
- // shape->skins[j]->vertsPerFrame,
- // shape->skins[j]->verts.size(),
- // shape->skins[j]->norms.size(),
- // shape->skins[j]->tverts.size(),
- // shape->skins[j]->primitives.size(),
- // shape->skins[j]->indices.size());
- // }
- // }
- // }
- #endif
- bool GameProcessCameraQuery(CameraQuery *query)
- {
- GameConnection* connection = GameConnection::getConnectionToServer();
- if (connection && connection->getControlCameraTransform(0.032f, &query->cameraMatrix))
- {
- query->object = dynamic_cast<ShapeBase*>(connection->getControlObject());
- query->nearPlane = gClientSceneGraph->getNearClip();
- // Scale the normal visible distance by the performance
- // tuning scale which we never let over 1.
- CameraAndFOV::sVisDistanceScale = mClampF( CameraAndFOV::sVisDistanceScale, 0.01f, 1.0f );
- query->farPlane = gClientSceneGraph->getVisibleDistance() * CameraAndFOV::sVisDistanceScale;
- // Provide some default values
- query->projectionOffset = Point2F::Zero;
- query->eyeOffset = Point3F::Zero;
- F32 cameraFov = 0.0f;
- bool fovSet = false;
- // Try to use the connection's display deivce, if any, but only if the editor
- // is not open
- if(!gEditingMission && connection->hasDisplayDevice())
- {
- const IDisplayDevice* display = connection->getDisplayDevice();
- // The connection's display device may want to set the FOV
- if(display->providesYFOV())
- {
- cameraFov = mRadToDeg(display->getYFOV());
- fovSet = true;
- }
- // The connection's display device may want to set the projection offset
- if(display->providesProjectionOffset())
- {
- query->projectionOffset = display->getProjectionOffset();
- }
- // The connection's display device may want to set the eye offset
- if(display->providesEyeOffset())
- {
- query->eyeOffset = display->getEyeOffset();
- }
- }
- // Use the connection's FOV settings if requried
- if(!fovSet && !connection->getControlCameraFov(&cameraFov))
- {
- return false;
- }
- query->fov = mDegToRad(cameraFov);
- return true;
- }
- return false;
- }
- void GameRenderWorld()
- {
- PROFILE_START(GameRenderWorld);
- FrameAllocator::setWaterMark(0);
- gClientSceneGraph->renderScene( SPT_Diffuse );
- // renderScene leaves some states dirty, which causes problems if GameTSCtrl is the last Gui object rendered
- GFX->updateStates();
- AssertFatal(FrameAllocator::getWaterMark() == 0,
- "Error, someone didn't reset the water mark on the frame allocator!");
- FrameAllocator::setWaterMark(0);
- PROFILE_END();
- }
- static void Process3D()
- {
- MATMGR->updateTime();
-
- // Update the SFX world, if there is one.
-
- if( gSFX3DWorld )
- gSFX3DWorld->update();
- }
- static void RegisterGameFunctions()
- {
- Con::addVariable( "$pref::Camera::distanceScale", TypeF32, &CameraAndFOV::sVisDistanceScale,
- "A scale to apply to the normal visible distance, typically used for tuning performance.\n"
- "@ingroup Game");
- Con::addVariable( "$cameraFov", TypeF32, &CameraAndFOV::sConsoleCameraFov,
- "The camera's Field of View.\n\n"
- "@ingroup Game" );
- // Stuff game types into the console
- Con::setIntVariable("$TypeMasks::StaticObjectType", StaticObjectType);
- Con::setIntVariable("$TypeMasks::EnvironmentObjectType", EnvironmentObjectType);
- Con::setIntVariable("$TypeMasks::TerrainObjectType", TerrainObjectType);
- Con::setIntVariable("$TypeMasks::WaterObjectType", WaterObjectType);
- Con::setIntVariable("$TypeMasks::TriggerObjectType", TriggerObjectType);
- Con::setIntVariable("$TypeMasks::MarkerObjectType", MarkerObjectType);
- Con::setIntVariable("$TypeMasks::GameBaseObjectType", GameBaseObjectType);
- Con::setIntVariable("$TypeMasks::ShapeBaseObjectType", ShapeBaseObjectType);
- Con::setIntVariable("$TypeMasks::CameraObjectType", CameraObjectType);
- Con::setIntVariable("$TypeMasks::StaticShapeObjectType", StaticShapeObjectType);
- Con::setIntVariable("$TypeMasks::DynamicShapeObjectType", DynamicShapeObjectType);
- Con::setIntVariable("$TypeMasks::PlayerObjectType", PlayerObjectType);
- Con::setIntVariable("$TypeMasks::ItemObjectType", ItemObjectType);
- Con::setIntVariable("$TypeMasks::VehicleObjectType", VehicleObjectType);
- Con::setIntVariable("$TypeMasks::VehicleBlockerObjectType", VehicleBlockerObjectType);
- Con::setIntVariable("$TypeMasks::ProjectileObjectType", ProjectileObjectType);
- Con::setIntVariable("$TypeMasks::ExplosionObjectType", ExplosionObjectType);
- Con::setIntVariable("$TypeMasks::CorpseObjectType", CorpseObjectType);
- Con::setIntVariable("$TypeMasks::DebrisObjectType", DebrisObjectType);
- Con::setIntVariable("$TypeMasks::PhysicalZoneObjectType", PhysicalZoneObjectType);
- Con::setIntVariable("$TypeMasks::LightObjectType", LightObjectType);
- Con::addVariable("Ease::InOut", TypeS32, &gEaseInOut,
- "InOut ease for curve movement.\n"
- "@ingroup Game");
- Con::addVariable("Ease::In", TypeS32, &gEaseIn,
- "In ease for curve movement.\n"
- "@ingroup Game");
- Con::addVariable("Ease::Out", TypeS32, &gEaseOut,
- "Out ease for curve movement.\n"
- "@ingroup Game");
- Con::addVariable("Ease::Linear", TypeS32, &gEaseLinear,
- "Linear ease for curve movement.\n"
- "@ingroup Game");
- Con::addVariable("Ease::Quadratic", TypeS32, &gEaseQuadratic,
- "Quadratic ease for curve movement.\n"
- "@ingroup Game");
- Con::addVariable("Ease::Cubic", TypeS32, &gEaseCubic,
- "Cubic ease for curve movement.\n"
- "@ingroup Game");
- Con::addVariable("Ease::Quartic", TypeS32, &gEaseQuartic,
- "Quartic ease for curve movement.\n"
- "@ingroup Game");
- Con::addVariable("Ease::Quintic", TypeS32, &gEaseQuintic,
- "Quintic ease for curve movement.\n"
- "@ingroup Game");
- Con::addVariable("Ease::Sinusoidal", TypeS32, &gEaseSinusoidal,
- "Sinusoidal ease for curve movement.\n"
- "@ingroup Game");
- Con::addVariable("Ease::Exponential", TypeS32, &gEaseExponential,
- "Exponential ease for curve movement.\n"
- "@ingroup Game");
- Con::addVariable("Ease::Circular", TypeS32, &gEaseCircular,
- "Circular ease for curve movement.\n"
- "@ingroup Game");
- Con::addVariable("Ease::Elastic", TypeS32, &gEaseElastic,
- "Elastic ease for curve movement.\n"
- "@ingroup Game");
- Con::addVariable("Ease::Back", TypeS32, &gEaseBack,
- "Backwards ease for curve movement.\n"
- "@ingroup Game");
- Con::addVariable("Ease::Bounce", TypeS32, &gEaseBounce,
- "Bounce ease for curve movement.\n"
- "@ingroup Game");
- }
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