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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.
- const U32 sMoveRetryCount = 3;
- // Client prediction
- const S32 sMaxWarpTicks = 3; // Max warp duration in ticks
- const S32 sMaxPredictionTicks = 30; // Number of ticks to predict
- const F32 sVehicleGravity = -20;
- // 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"
- );
- IMPLEMENT_CALLBACK( VehicleData, onEnterLiquid, void, ( Vehicle* obj, F32 coverage, const char* type ), ( obj, coverage, type ),
- "Called when the vehicle enters liquid.\n"
- "@param obj the Vehicle object\n"
- "@param coverage percentage of the vehicle's bounding box covered by the liquid\n"
- "@param type type of liquid the vehicle has entered\n" );
- IMPLEMENT_CALLBACK( VehicleData, onLeaveLiquid, void, ( Vehicle* obj, const char* type ), ( obj, type ),
- "Called when the vehicle leaves liquid.\n"
- "@param obj the Vehicle object\n"
- "@param type type of liquid the vehicle has left\n" );
- //----------------------------------------------------------------------------
- VehicleData::VehicleData()
- {
- shadowEnable = true;
- shadowSize = 256;
- shadowProjectionDistance = 14.0f;
- body.friction = 0;
- body.restitution = 1;
- minImpactSpeed = 25;
- softImpactSpeed = 25;
- hardImpactSpeed = 50;
- minRollSpeed = 0;
- maxSteeringAngle = M_PI_F/4.0f; // 45 deg.
- cameraRoll = true;
- cameraLag = 0;
- cameraDecay = 0;
- cameraOffset = 0;
- minDrag = 0;
- maxDrag = 0;
- integration = 1;
- collisionTol = 0.1f;
- contactTol = 0.1f;
- massCenter.set(0,0,0);
- massBox.set(0,0,0);
- drag = 0.7f;
- density = 4;
- jetForce = 500;
- jetEnergyDrain = 0.8f;
- minJetEnergy = 1;
- steeringReturn = 0.0f;
- steeringReturnSpeedScale = 0.01f;
- powerSteering = false;
- for (S32 i = 0; i < Body::MaxSounds; i++)
- body.sound[i] = 0;
- dustEmitter = NULL;
- dustID = 0;
- triggerDustHeight = 3.0;
- dustHeight = 1.0;
- dMemset( damageEmitterList, 0, sizeof( damageEmitterList ) );
- dMemset( damageEmitterOffset, 0, sizeof( damageEmitterOffset ) );
- dMemset( damageEmitterIDList, 0, sizeof( damageEmitterIDList ) );
- dMemset( damageLevelTolerance, 0, sizeof( damageLevelTolerance ) );
- dMemset( splashEmitterList, 0, sizeof( splashEmitterList ) );
- dMemset( splashEmitterIDList, 0, sizeof( splashEmitterIDList ) );
- numDmgEmitterAreas = 0;
- splashFreqMod = 300.0;
- splashVelEpsilon = 0.50;
- exitSplashSoundVel = 2.0;
- softSplashSoundVel = 1.0;
- medSplashSoundVel = 2.0;
- hardSplashSoundVel = 3.0;
- dMemset(waterSound, 0, sizeof(waterSound));
- 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 \"%s\"",shapeName);
- return false;
- }
- // Resolve objects transmitted from server
- if (!server) {
- for (S32 i = 0; i < Body::MaxSounds; i++)
- if (body.sound[i])
- Sim::findObject(SimObjectId((uintptr_t)body.sound[i]),body.sound[i]);
- }
- if( !dustEmitter && dustID != 0 )
- {
- if( !Sim::findObject( dustID, dustEmitter ) )
- {
- Con::errorf( ConsoleLogEntry::General, "VehicleData::preload Invalid packet, bad datablockId(dustEmitter): 0x%x", dustID );
- }
- }
- 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] );
- }
- }
- }
- for( i=0; i<VC_NUM_SPLASH_EMITTERS; i++ )
- {
- if( !splashEmitterList[i] && splashEmitterIDList[i] != 0 )
- {
- if( !Sim::findObject( splashEmitterIDList[i], splashEmitterList[i] ) )
- {
- Con::errorf( ConsoleLogEntry::General, "VehicleData::preload Invalid packet, bad datablockId(splashEmitter): 0x%x", splashEmitterIDList[i] );
- }
- }
- }
- return true;
- }
- //----------------------------------------------------------------------------
- void VehicleData::packData(BitStream* stream)
- {
- S32 i;
- Parent::packData(stream);
- stream->write(body.restitution);
- stream->write(body.friction);
- for (i = 0; i < Body::MaxSounds; i++)
- if (stream->writeFlag(body.sound[i]))
- stream->writeRangedU32(packed? SimObjectId((uintptr_t)body.sound[i]):
- body.sound[i]->getId(),DataBlockObjectIdFirst,
- DataBlockObjectIdLast);
- stream->write(minImpactSpeed);
- stream->write(softImpactSpeed);
- stream->write(hardImpactSpeed);
- stream->write(minRollSpeed);
- stream->write(maxSteeringAngle);
- stream->write(maxDrag);
- stream->write(minDrag);
- stream->write(integration);
- stream->write(collisionTol);
- stream->write(contactTol);
- mathWrite(*stream,massCenter);
- mathWrite(*stream,massBox);
- stream->write(jetForce);
- stream->write(jetEnergyDrain);
- stream->write(minJetEnergy);
- stream->write(steeringReturn);
- stream->write(steeringReturnSpeedScale);
- stream->writeFlag(powerSteering);
- stream->writeFlag(cameraRoll);
- stream->write(cameraLag);
- stream->write(cameraDecay);
- stream->write(cameraOffset);
- stream->write( triggerDustHeight );
- stream->write( dustHeight );
- stream->write( numDmgEmitterAreas );
- stream->write(exitSplashSoundVel);
- stream->write(softSplashSoundVel);
- stream->write(medSplashSoundVel);
- stream->write(hardSplashSoundVel);
- stream->write(enablePhysicsRep);
- // write the water sound profiles
- for(i = 0; i < MaxSounds; i++)
- if(stream->writeFlag(waterSound[i]))
- stream->writeRangedU32(waterSound[i]->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast);
- if (stream->writeFlag( dustEmitter ))
- {
- stream->writeRangedU32( dustEmitter->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
- }
- for (i = 0; i < VC_NUM_DAMAGE_EMITTERS; i++)
- {
- if( stream->writeFlag( damageEmitterList[i] != NULL ) )
- {
- stream->writeRangedU32( damageEmitterList[i]->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
- }
- }
- for (i = 0; i < VC_NUM_SPLASH_EMITTERS; i++)
- {
- if( stream->writeFlag( splashEmitterList[i] != NULL ) )
- {
- stream->writeRangedU32( splashEmitterList[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(splashFreqMod);
- stream->write(splashVelEpsilon);
- stream->write(collDamageThresholdVel);
- stream->write(collDamageMultiplier);
- }
- void VehicleData::unpackData(BitStream* stream)
- {
- Parent::unpackData(stream);
- stream->read(&body.restitution);
- stream->read(&body.friction);
- S32 i;
- for (i = 0; i < Body::MaxSounds; i++) {
- body.sound[i] = NULL;
- if (stream->readFlag())
- body.sound[i] = (SFXProfile*)stream->readRangedU32(DataBlockObjectIdFirst,
- DataBlockObjectIdLast);
- }
- stream->read(&minImpactSpeed);
- stream->read(&softImpactSpeed);
- stream->read(&hardImpactSpeed);
- stream->read(&minRollSpeed);
- stream->read(&maxSteeringAngle);
- stream->read(&maxDrag);
- stream->read(&minDrag);
- stream->read(&integration);
- stream->read(&collisionTol);
- stream->read(&contactTol);
- mathRead(*stream,&massCenter);
- mathRead(*stream,&massBox);
- stream->read(&jetForce);
- stream->read(&jetEnergyDrain);
- stream->read(&minJetEnergy);
- stream->read(&steeringReturn);
- stream->read(&steeringReturnSpeedScale);
- powerSteering = stream->readFlag();
- cameraRoll = stream->readFlag();
- stream->read(&cameraLag);
- stream->read(&cameraDecay);
- stream->read(&cameraOffset);
- stream->read( &triggerDustHeight );
- stream->read( &dustHeight );
- stream->read( &numDmgEmitterAreas );
- stream->read(&exitSplashSoundVel);
- stream->read(&softSplashSoundVel);
- stream->read(&medSplashSoundVel);
- stream->read(&hardSplashSoundVel);
- stream->read(&enablePhysicsRep);
- // write the water sound profiles
- for(i = 0; i < MaxSounds; i++)
- if(stream->readFlag())
- {
- U32 id = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
- waterSound[i] = dynamic_cast<SFXProfile*>( Sim::findObject(id) );
- }
- if( stream->readFlag() )
- {
- dustID = (S32) stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
- }
- for (i = 0; i < VC_NUM_DAMAGE_EMITTERS; i++)
- {
- if( stream->readFlag() )
- {
- damageEmitterIDList[i] = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
- }
- }
- for (i = 0; i < VC_NUM_SPLASH_EMITTERS; i++)
- {
- if( stream->readFlag() )
- {
- splashEmitterIDList[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(&splashFreqMod);
- stream->read(&splashVelEpsilon);
- stream->read(&collDamageThresholdVel);
- stream->read(&collDamageMultiplier);
- }
- //----------------------------------------------------------------------------
- void VehicleData::initPersistFields()
- {
- addGroup("Physics");
- addField("enablePhysicsRep", TypeBool, Offset(enablePhysicsRep, VehicleData),
- "@brief Creates a representation of the object in the physics plugin.\n");
- endGroup("Physics");
- addField( "jetForce", TypeF32, Offset(jetForce, VehicleData),
- "@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." );
- addField( "jetEnergyDrain", TypeF32, Offset(jetEnergyDrain, VehicleData),
- "@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." );
- addField( "minJetEnergy", TypeF32, Offset(minJetEnergy, VehicleData),
- "Minimum vehicle energy level to begin jetting." );
- addField( "steeringReturn", TypeF32, Offset(steeringReturn, VehicleData),
- "Rate at which the vehicle's steering returns to forwards when it is moving." );
- addField( "steeringReturnSpeedScale", TypeF32, Offset(steeringReturnSpeedScale, VehicleData),
- "Amount of effect the vehicle's speed has on its rate of steering return." );
- addField( "powerSteering", TypeBool, Offset(powerSteering, VehicleData),
- "If true, steering does not auto-centre while the vehicle is being steered by its driver." );
- addField( "massCenter", TypePoint3F, Offset(massCenter, VehicleData),
- "Defines the vehicle's center of mass (offset from the origin of the model)." );
- addField( "massBox", TypePoint3F, Offset(massBox, VehicleData),
- "@brief Define the box used to estimate the vehicle's moment of inertia.\n\n"
- "Currently only used by WheeledVehicle; other vehicle types use a "
- "unit sphere to compute inertia." );
- addField( "bodyRestitution", TypeF32, Offset(body.restitution, VehicleData),
- "Collision 'bounciness'.\nNormally in the range 0 (not bouncy at all) to "
- "1 (100% bounciness)." );
- addField( "bodyFriction", TypeF32, Offset(body.friction, VehicleData),
- "Collision friction coefficient.\nHow well this object will slide against "
- "objects it collides with." );
- addField( "softImpactSound", TYPEID< SFXProfile >(), Offset(body.sound[Body::SoftImpactSound], VehicleData),
- "@brief Sound to play on a 'soft' impact.\n\n"
- "This sound is played if the impact speed is < hardImpactSpeed and >= "
- "softImpactSpeed.\n\n"
- "@see softImpactSpeed" );
- addField( "hardImpactSound", TYPEID< SFXProfile >(), Offset(body.sound[Body::HardImpactSound], VehicleData),
- "@brief Sound to play on a 'hard' impact.\n\n"
- "This sound is played if the impact speed >= hardImpactSpeed.\n\n"
- "@see hardImpactSpeed" );
- addField( "minImpactSpeed", TypeF32, Offset(minImpactSpeed, VehicleData),
- "Minimum collision speed for the onImpact callback to be invoked." );
- addField( "softImpactSpeed", TypeF32, Offset(softImpactSpeed, VehicleData),
- "Minimum collision speed for the softImpactSound to be played." );
- addField( "hardImpactSpeed", TypeF32, Offset(hardImpactSpeed, VehicleData),
- "Minimum collision speed for the hardImpactSound to be played." );
- addField( "minRollSpeed", TypeF32, Offset(minRollSpeed, VehicleData),
- "Unused" );
- addField( "maxSteeringAngle", TypeF32, Offset(maxSteeringAngle, VehicleData),
- "Maximum yaw (horizontal) and pitch (vertical) steering angle in radians." );
- addField( "maxDrag", TypeF32, Offset(maxDrag, VehicleData),
- "Maximum drag coefficient.\nCurrently unused." );
- addField( "minDrag", TypeF32, Offset(minDrag, VehicleData),
- "Minimum drag coefficient.\nCurrently only used by FlyingVehicle." );
- addField( "integration", TypeS32, Offset(integration, VehicleData),
- "Number of integration steps per tick.\nIncrease this to improve simulation "
- "stability (also increases simulation processing time)." );
- addField( "collisionTol", TypeF32, Offset(collisionTol, VehicleData),
- "Minimum distance between objects for them to be considered as colliding." );
- addField( "contactTol", TypeF32, Offset(contactTol, VehicleData),
- "Maximum relative velocity between objects for collisions to be resolved "
- "as contacts.\nVelocities greater than this are handled as collisions." );
- addField( "cameraRoll", TypeBool, Offset(cameraRoll, VehicleData),
- "If true, the camera will roll with the vehicle. If false, the camera will "
- "always have the positive Z axis as up." );
- addField( "cameraLag", TypeF32, Offset(cameraLag, VehicleData),
- "@brief How much the camera lags behind the vehicle depending on vehicle speed.\n\n"
- "Increasing this value will make the camera fall further behind the vehicle "
- "as it accelerates away.\n\n@see cameraDecay." );
- addField("cameraDecay", TypeF32, Offset(cameraDecay, VehicleData),
- "How quickly the camera moves back towards the vehicle when stopped.\n\n"
- "@see cameraLag." );
- addField("cameraOffset", TypeF32, Offset(cameraOffset, VehicleData),
- "Vertical (Z axis) height of the camera above the vehicle." );
- addField( "dustEmitter", TYPEID< ParticleEmitterData >(), Offset(dustEmitter, VehicleData),
- "Dust particle emitter.\n\n@see triggerDustHeight\n\n@see dustHeight");
- addField( "triggerDustHeight", TypeF32, Offset(triggerDustHeight, VehicleData),
- "@brief Maximum height above surface to emit dust particles.\n\n"
- "If the vehicle is less than triggerDustHeight above a static surface "
- "with a material that has 'showDust' set to true, the vehicle will emit "
- "particles from the dustEmitter." );
- addField( "dustHeight", TypeF32, Offset(dustHeight, VehicleData),
- "Height above ground at which to emit particles from the dustEmitter." );
- 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" );
- addField( "damageLevelTolerance", TypeF32, Offset(damageLevelTolerance, VehicleData), 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" );
- addField( "numDmgEmitterAreas", TypeF32, Offset(numDmgEmitterAreas, VehicleData),
- "Number of damageEmitterOffset values to use for each damageEmitter.\n\n"
- "@see damageEmitterOffset" );
- addField( "splashEmitter", TYPEID< ParticleEmitterData >(), Offset(splashEmitterList, VehicleData), VC_NUM_SPLASH_EMITTERS,
- "Array of particle emitters used to generate splash effects." );
- addField( "splashFreqMod", TypeF32, Offset(splashFreqMod, VehicleData),
- "@brief Number of splash particles to generate based on vehicle speed.\n\n"
- "This value is multiplied by the current speed to determine how many "
- "particles to generate each frame." );
- addField( "splashVelEpsilon", TypeF32, Offset(splashVelEpsilon, VehicleData),
- "Minimum speed when moving through water to generate splash particles." );
- addField( "exitSplashSoundVelocity", TypeF32, Offset(exitSplashSoundVel, VehicleData),
- "Minimum velocity when leaving the water for the exitingWater sound to play." );
- addField( "softSplashSoundVelocity", TypeF32, Offset(softSplashSoundVel, VehicleData),
- "Minimum velocity when entering the water for the imapactWaterEasy sound "
- "to play.\n\n@see impactWaterEasy" );
- addField( "mediumSplashSoundVelocity", TypeF32, Offset(medSplashSoundVel, VehicleData),
- "Minimum velocity when entering the water for the imapactWaterMedium sound "
- "to play.\n\n@see impactWaterMedium" );
- addField( "hardSplashSoundVelocity", TypeF32, Offset(hardSplashSoundVel, VehicleData),
- "Minimum velocity when entering the water for the imapactWaterHard sound "
- "to play.\n\n@see impactWaterHard" );
- addField( "exitingWater", TYPEID< SFXProfile >(), Offset(waterSound[ExitWater], VehicleData),
- "Sound to play when exiting the water." );
- addField( "impactWaterEasy", TYPEID< SFXProfile >(), Offset(waterSound[ImpactSoft], VehicleData),
- "Sound to play when entering the water with speed >= softSplashSoundVelocity "
- "and < mediumSplashSoundVelocity." );
- addField( "impactWaterMedium", TYPEID< SFXProfile >(), Offset(waterSound[ImpactMedium], VehicleData),
- "Sound to play when entering the water with speed >= mediumSplashSoundVelocity "
- "and < hardSplashSoundVelocity." );
- addField( "impactWaterHard", TYPEID< SFXProfile >(), Offset(waterSound[ImpactHard], VehicleData),
- "Sound to play when entering the water with speed >= hardSplashSoundVelocity." );
- addField( "waterWakeSound", TYPEID< SFXProfile >(), Offset(waterSound[Wake], VehicleData),
- "Looping sound to play while moving through the water." );
- addField( "collDamageThresholdVel", TypeF32, Offset(collDamageThresholdVel, VehicleData),
- "Minimum collision velocity to cause damage to this vehicle.\nCurrently unused." );
- addField( "collDamageMultiplier", TypeF32, Offset(collDamageMultiplier, VehicleData),
- "@brief Damage to this vehicle after a collision (multiplied by collision "
- "velocity).\n\nCurrently unused." );
- Parent::initPersistFields();
- }
- //----------------------------------------------------------------------------
- //----------------------------------------------------------------------------
- //----------------------------------------------------------------------------
- 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( mDustEmitterList, 0, sizeof( mDustEmitterList ) );
- dMemset( mDamageEmitterList, 0, sizeof( mDamageEmitterList ) );
- dMemset( mSplashEmitterList, 0, sizeof( mSplashEmitterList ) );
- 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;
- }
- Point3F Vehicle::getVelocity() const
- {
- return mRigid.linVelocity;
- }
- void Vehicle::_createPhysics()
- {
- SAFE_DELETE(mPhysicsRep);
- if (!PHYSICSMGR || !mDataBlock->enablePhysicsRep)
- return;
- TSShape *shape = mShapeInstance->getShape();
- PhysicsCollision *colShape = NULL;
- colShape = shape->buildColShape(false, getScale());
- if (colShape)
- {
- PhysicsWorld *world = PHYSICSMGR->getWorld(isServerObject() ? "server" : "client");
- mPhysicsRep = PHYSICSMGR->createBody();
- mPhysicsRep->init(colShape, 0, PhysicsBody::BF_KINEMATIC, this, world);
- mPhysicsRep->setTransform(getTransform());
- }
- }
- //----------------------------------------------------------------------------
- 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() )
- {
- if( mDataBlock->dustEmitter )
- {
- for( S32 i=0; i<VehicleData::VC_NUM_DUST_EMITTERS; i++ )
- {
- mDustEmitterList[i] = new ParticleEmitter;
- mDustEmitterList[i]->onNewDataBlock( mDataBlock->dustEmitter, false );
- if( !mDustEmitterList[i]->registerObject() )
- {
- Con::warnf( ConsoleLogEntry::General, "Could not register dust emitter for class: %s", mDataBlock->getName() );
- delete mDustEmitterList[i];
- mDustEmitterList[i] = NULL;
- }
- }
- }
- 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;
- }
- }
- }
- for( j=0; j<VehicleData::VC_NUM_SPLASH_EMITTERS; j++ )
- {
- if( mDataBlock->splashEmitterList[j] )
- {
- mSplashEmitterList[j] = new ParticleEmitter;
- mSplashEmitterList[j]->onNewDataBlock( mDataBlock->splashEmitterList[j], false );
- if( !mSplashEmitterList[j]->registerObject() )
- {
- Con::warnf( ConsoleLogEntry::General, "Could not register splash emitter for class: %s", mDataBlock->getName() );
- delete mSplashEmitterList[j];
- mSplashEmitterList[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_DUST_EMITTERS; i++ )
- {
- if( mDustEmitterList[i] )
- {
- mDustEmitterList[i]->deleteWhenEmpty();
- mDustEmitterList[i] = NULL;
- }
- }
- for( i=0; i<VehicleData::VC_NUM_DAMAGE_EMITTERS; i++ )
- {
- if( mDamageEmitterList[i] )
- {
- mDamageEmitterList[i]->deleteWhenEmpty();
- mDamageEmitterList[i] = NULL;
- }
- }
- for( i=0; i<VehicleData::VC_NUM_SPLASH_EMITTERS; i++ )
- {
- if( mSplashEmitterList[i] )
- {
- mSplashEmitterList[i]->deleteWhenEmpty();
- mSplashEmitterList[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 );
- Parent::processTick(move);
- // 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;
- 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::interpolateTick(F32 dt)
- {
- PROFILE_SCOPE( Vehicle_InterpolateTick );
- Parent::interpolateTick(dt);
- if(dt == 0.0f)
- setRenderPosition(mDelta.pos, mDelta.rot[1]);
- else
- {
- QuatF rot;
- rot.interpolate(mDelta.rot[1], mDelta.rot[0], dt);
- Point3F pos = mDelta.pos + mDelta.posVec * dt;
- setRenderPosition(pos,rot);
- }
- mDelta.dt = dt;
- }
- void Vehicle::advanceTime(F32 dt)
- {
- PROFILE_SCOPE( Vehicle_AdvanceTime );
- Parent::advanceTime(dt);
- updateLiftoffDust( dt );
- updateDamageSmoke( dt );
- updateFroth(dt);
- // Update 3rd person camera offset. Camera update is done
- // here as it's a client side only animation.
- mCameraOffset -=
- (mCameraOffset * mDataBlock->cameraDecay +
- mRigid.linVelocity * mDataBlock->cameraLag) * 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 );
- if ( mDataBlock->waterSound[VehicleData::Wake] )
- mWakeSound = SFX->createSource( mDataBlock->waterSound[VehicleData::Wake], &getTransform() );
- }
- 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);
- return;
- }
- // 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::getVelocity(const Point3F& r, Point3F* v)
- {
- mRigid.getVelocity(r, v);
- }
- void Vehicle::applyImpulse(const Point3F &pos, const Point3F &impulse)
- {
- Point3F r;
- mRigid.getOriginVector(pos,&r);
- mRigid.applyImpulse(r, impulse);
- }
- //----------------------------------------------------------------------------
- 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;
- }
- //----------------------------------------------------------------------------
- void Vehicle::setPosition(const Point3F& pos,const QuatF& rot)
- {
- MatrixF mat;
- rot.setMatrix(&mat);
- mat.setColumn(3,pos);
- Parent::setTransform(mat);
- }
- void Vehicle::setRenderPosition(const Point3F& pos, const QuatF& rot)
- {
- MatrixF mat;
- rot.setMatrix(&mat);
- mat.setColumn(3,pos);
- Parent::setRenderTransform(mat);
- }
- void Vehicle::setTransform(const MatrixF& newMat)
- {
- mRigid.setTransform(newMat);
- Parent::setTransform(newMat);
- mRigid.atRest = false;
- mContacts.clear();
- }
- //-----------------------------------------------------------------------------
- void Vehicle::disableCollision()
- {
- Parent::disableCollision();
- for (SceneObject* ptr = getMountList(); ptr; ptr = ptr->getMountLink())
- ptr->disableCollision();
- }
- void Vehicle::enableCollision()
- {
- Parent::enableCollision();
- for (SceneObject* ptr = getMountList(); ptr; ptr = ptr->getMountLink())
- ptr->enableCollision();
- }
- //----------------------------------------------------------------------------
- /** 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) {
- 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 = sVehicleGravity * dt;
- F32 Kg = 0.5 * mRigid.mass * G * G;
- if (k < sRestTol * Kg && ++restCount > sRestCount)
- mRigid.setAtRest();
- }
- else
- restCount = 0;
- }
- // Integrate forward
- if (!mRigid.atRest)
- 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 = VehicleData::Body::HardImpactSound;
- else
- if (collSpeed >= mDataBlock->softImpactSpeed)
- impactSound = VehicleData::Body::SoftImpactSound;
- if (impactSound != -1 && mDataBlock->body.sound[impactSound] != NULL)
- SFX->playOnce( mDataBlock->body.sound[impactSound], &getTransform() );
- }
- // Water volume sounds
- F32 vSpeed = getVelocity().len();
- if (!inLiquid && mWaterCoverage >= 0.8f) {
- if (vSpeed >= mDataBlock->hardSplashSoundVel)
- SFX->playOnce( mDataBlock->waterSound[VehicleData::ImpactHard], &getTransform() );
- else
- if (vSpeed >= mDataBlock->medSplashSoundVel)
- SFX->playOnce( mDataBlock->waterSound[VehicleData::ImpactMedium], &getTransform() );
- else
- if (vSpeed >= mDataBlock->softSplashSoundVel)
- SFX->playOnce( mDataBlock->waterSound[VehicleData::ImpactSoft], &getTransform() );
- inLiquid = true;
- }
- else
- if(inLiquid && mWaterCoverage < 0.8f) {
- if (vSpeed >= mDataBlock->exitSplashSoundVel)
- SFX->playOnce( mDataBlock->waterSound[VehicleData::ExitWater], &getTransform() );
- inLiquid = false;
- }
- }
- }
- //----------------------------------------------------------------------------
- void Vehicle::updateForces(F32 /*dt*/)
- {
- // Nothing here.
- }
- //-----------------------------------------------------------------------------
- /** Update collision information
- Update the convex state and check for collisions. If the object is in
- collision, impact and contact forces are generated.
- */
- bool Vehicle::updateCollision(F32 dt)
- {
- PROFILE_SCOPE( Vehicle_UpdateCollision );
- // Update collision information
- MatrixF mat,cmat;
- mConvex.transform = &mat;
- mRigid.getTransform(&mat);
- cmat = mConvex.getTransform();
- mCollisionList.clear();
- CollisionState *state = mConvex.findClosestState(cmat, getScale(), mDataBlock->collisionTol);
- if (state && state->dist <= mDataBlock->collisionTol)
- {
- //resolveDisplacement(ns,state,dt);
- mConvex.getCollisionInfo(cmat, getScale(), &mCollisionList, mDataBlock->collisionTol);
- }
- // Resolve collisions
- bool collided = resolveCollision(mRigid,mCollisionList);
- resolveContacts(mRigid,mCollisionList,dt);
- return collided;
- }
- //----------------------------------------------------------------------------
- /** Resolve collision impacts
- Handle collision impacts, as opposed to contacts. Impulses are calculated based
- on standard collision resolution formulas.
- */
- bool Vehicle::resolveCollision(Rigid& ns,CollisionList& cList)
- {
- PROFILE_SCOPE( Vehicle_ResolveCollision );
- // Apply impulses to resolve collision
- bool collided = false;
- for (S32 i = 0; i < cList.getCount(); i++)
- {
- Collision& c = cList[i];
- if (c.distance < mDataBlock->collisionTol)
- {
- // Velocity into surface
- Point3F v,r;
- ns.getOriginVector(c.point,&r);
- ns.getVelocity(r,&v);
- F32 vn = mDot(v,c.normal);
- // Only interested in velocities greater than sContactTol,
- // velocities less than that will be dealt with as contacts
- // "constraints".
- if (vn < -mDataBlock->contactTol)
- {
- // Apply impulses to the rigid body to keep it from
- // penetrating the surface.
- ns.resolveCollision(cList[i].point,
- cList[i].normal);
- collided = true;
- // Keep track of objects we collide with
- if (!isGhost() && c.object->getTypeMask() & ShapeBaseObjectType)
- {
- ShapeBase* col = static_cast<ShapeBase*>(c.object);
- queueCollision(col,v - col->getVelocity());
- }
- }
- }
- }
- return collided;
- }
- //----------------------------------------------------------------------------
- /** Resolve contact forces
- Resolve contact forces using the "penalty" method. Forces are generated based
- on the depth of penetration and the moment of inertia at the point of contact.
- */
- bool Vehicle::resolveContacts(Rigid& ns,CollisionList& cList,F32 dt)
- {
- PROFILE_SCOPE( Vehicle_ResolveContacts );
- // Use spring forces to manage contact constraints.
- bool collided = false;
- Point3F t,p(0,0,0),l(0,0,0);
- for (S32 i = 0; i < cList.getCount(); i++)
- {
- const Collision& c = cList[i];
- if (c.distance < mDataBlock->collisionTol)
- {
- // Velocity into the surface
- Point3F v,r;
- ns.getOriginVector(c.point,&r);
- ns.getVelocity(r,&v);
- F32 vn = mDot(v,c.normal);
- // Only interested in velocities less than mDataBlock->contactTol,
- // velocities greater than that are dealt with as collisions.
- if (mFabs(vn) < mDataBlock->contactTol)
- {
- collided = true;
- // Penetration force. This is actually a spring which
- // will seperate the body from the collision surface.
- F32 zi = 2 * mFabs(mRigid.getZeroImpulse(r,c.normal));
- F32 s = (mDataBlock->collisionTol - c.distance) * zi - ((vn / mDataBlock->contactTol) * zi);
- Point3F f = c.normal * s;
- // Friction impulse, calculated as a function of the
- // amount of force it would take to stop the motion
- // perpendicular to the normal.
- Point3F uv = v - (c.normal * vn);
- F32 ul = uv.len();
- if (s > 0 && ul)
- {
- uv /= -ul;
- F32 u = ul * ns.getZeroImpulse(r,uv);
- s *= mRigid.friction;
- if (u > s)
- u = s;
- f += uv * u;
- }
- // Accumulate forces
- p += f;
- mCross(r,f,&t);
- l += t;
- }
- }
- }
- // Contact constraint forces act over time...
- ns.linMomentum += p * dt;
- ns.angMomentum += l * dt;
- ns.updateVelocity();
- return true;
- }
- //----------------------------------------------------------------------------
- bool Vehicle::resolveDisplacement(Rigid& ns,CollisionState *state, F32 dt)
- {
- PROFILE_SCOPE( Vehicle_ResolveDisplacement );
- SceneObject* obj = (state->a->getObject() == this)?
- state->b->getObject(): state->a->getObject();
- if (obj->isDisplacable() && ((obj->getTypeMask() & ShapeBaseObjectType) != 0))
- {
- // Try to displace the object by the amount we're trying to move
- Point3F objNewMom = ns.linVelocity * obj->getMass() * 1.1f;
- Point3F objOldMom = obj->getMomentum();
- Point3F objNewVel = objNewMom / obj->getMass();
- Point3F myCenter;
- Point3F theirCenter;
- getWorldBox().getCenter(&myCenter);
- obj->getWorldBox().getCenter(&theirCenter);
- if (mDot(myCenter - theirCenter, objNewMom) >= 0.0f || objNewVel.len() < 0.01)
- {
- objNewMom = (theirCenter - myCenter);
- objNewMom.normalize();
- objNewMom *= 1.0f * obj->getMass();
- objNewVel = objNewMom / obj->getMass();
- }
- obj->setMomentum(objNewMom);
- if (obj->displaceObject(objNewVel * 1.1f * dt) == true)
- {
- // Queue collision and change in velocity
- VectorF dv = (objOldMom - objNewMom) / obj->getMass();
- queueCollision(static_cast<ShapeBase*>(obj), dv);
- return true;
- }
- }
- return false;
- }
- //----------------------------------------------------------------------------
- void Vehicle::updateWorkingCollisionSet(const U32 mask)
- {
- PROFILE_SCOPE( Vehicle_UpdateWorkingCollisionSet );
- // First, we need to adjust our velocity for possible acceleration. It is assumed
- // that we will never accelerate more than 20 m/s for gravity, plus 30 m/s for
- // jetting, and an equivalent 10 m/s for vehicle accel. We also assume that our
- // working list is updated on a Tick basis, which means we only expand our box by
- // the possible movement in that tick, plus some extra for caching purposes
- Box3F convexBox = mConvex.getBoundingBox(getTransform(), getScale());
- F32 len = (mRigid.linVelocity.len() + 50) * TickSec;
- F32 l = (len * 1.1) + 0.1; // fudge factor
- convexBox.minExtents -= Point3F(l, l, l);
- convexBox.maxExtents += Point3F(l, l, l);
- // Check to see if it is actually necessary to construct the new working list,
- // or if we can use the cached version from the last query. We use the x
- // component of the min member of the mWorkingQueryBox, which is lame, but
- // it works ok.
- bool updateSet = false;
- // Check containment
- if ((sWorkingQueryBoxStaleThreshold == -1 || mWorkingQueryBoxCountDown > 0) && mWorkingQueryBox.minExtents.x != -1e9f)
- {
- if (mWorkingQueryBox.isContained(convexBox) == false)
- // Needed region is outside the cached region. Update it.
- updateSet = true;
- }
- else
- {
- // Must update
- updateSet = true;
- }
- // Actually perform the query, if necessary
- if (updateSet == true)
- {
- mWorkingQueryBoxCountDown = sWorkingQueryBoxStaleThreshold;
- const Point3F lPoint( sWorkingQueryBoxSizeMultiplier * l );
- mWorkingQueryBox = convexBox;
- mWorkingQueryBox.minExtents -= lPoint;
- mWorkingQueryBox.maxExtents += lPoint;
- disableCollision();
- mConvex.updateWorkingList(mWorkingQueryBox, mask);
- enableCollision();
- }
- }
- //----------------------------------------------------------------------------
- /** Check collisions with trigger and items
- Perform a container search using the current bounding box
- of the main body, wheels are not included. This method should
- only be called on the server.
- */
- void Vehicle::checkTriggers()
- {
- Box3F bbox = mConvex.getBoundingBox(getTransform(), getScale());
- gServerContainer.findObjects(bbox,sTriggerMask,findCallback,this);
- }
- /** 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);
- mathWrite(*stream, mRigid.linPosition);
- mathWrite(*stream, mRigid.angPosition);
- mathWrite(*stream, mRigid.linMomentum);
- mathWrite(*stream, mRigid.angMomentum);
- stream->writeFlag(mRigid.atRest);
- stream->writeFlag(mContacts.getCount() == 0);
- stream->writeFlag(mDisableMove);
- stream->setCompressionPoint(mRigid.linPosition);
- }
- void Vehicle::readPacketData(GameConnection *connection, BitStream *stream)
- {
- Parent::readPacketData(connection, stream);
- mathRead(*stream, &mSteering);
- mathRead(*stream, &mRigid.linPosition);
- mathRead(*stream, &mRigid.angPosition);
- mathRead(*stream, &mRigid.linMomentum);
- mathRead(*stream, &mRigid.angMomentum);
- mRigid.atRest = stream->readFlag();
- if (stream->readFlag())
- mContacts.clear();
- mRigid.updateInertialTensor();
- mRigid.updateVelocity();
- mRigid.updateCenterOfMass();
- mDisableMove = stream->readFlag();
- stream->setCompressionPoint(mRigid.linPosition);
- }
- //----------------------------------------------------------------------------
- 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);
- if (stream->writeFlag(mask & PositionMask))
- {
- stream->writeCompressedPoint(mRigid.linPosition);
- mathWrite(*stream, mRigid.angPosition);
- mathWrite(*stream, mRigid.linMomentum);
- mathWrite(*stream, mRigid.angMomentum);
- stream->writeFlag(mRigid.atRest);
- }
-
- 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);
- if (stream->readFlag())
- {
- mPredictionCount = sMaxPredictionTicks;
- F32 speed = mRigid.linVelocity.len();
- mDelta.warpRot[0] = mRigid.angPosition;
- // Read in new position and momentum values
- stream->readCompressedPoint(&mRigid.linPosition);
- mathRead(*stream, &mRigid.angPosition);
- mathRead(*stream, &mRigid.linMomentum);
- mathRead(*stream, &mRigid.angMomentum);
- mRigid.atRest = stream->readFlag();
- mRigid.updateVelocity();
- if (isProperlyAdded())
- {
- // Determine number of ticks to warp based on the average
- // of the client and server velocities.
- Point3F cp = mDelta.pos + mDelta.posVec * mDelta.dt;
- mDelta.warpOffset = mRigid.linPosition - cp;
- // Calc the distance covered in one tick as the average of
- // the old speed and the new speed from the server.
- F32 dt,as = (speed + mRigid.linVelocity.len()) * 0.5 * TickSec;
- // Cal how many ticks it will take to cover the warp offset.
- // If it's less than what's left in the current tick, we'll just
- // warp in the remaining time.
- if (!as || (dt = mDelta.warpOffset.len() / as) > sMaxWarpTicks)
- dt = mDelta.dt + sMaxWarpTicks;
- else
- dt = (dt <= mDelta.dt)? mDelta.dt : mCeil(dt - mDelta.dt) + mDelta.dt;
- // Adjust current frame interpolation
- if (mDelta.dt) {
- mDelta.pos = cp + (mDelta.warpOffset * (mDelta.dt / dt));
- mDelta.posVec = (cp - mDelta.pos) / mDelta.dt;
- QuatF cr;
- cr.interpolate(mDelta.rot[1],mDelta.rot[0],mDelta.dt);
- mDelta.rot[1].interpolate(cr,mRigid.angPosition,mDelta.dt / dt);
- mDelta.rot[0].extrapolate(mDelta.rot[1],cr,mDelta.dt);
- }
- // Calculated multi-tick warp
- mDelta.warpCount = 0;
- mDelta.warpTicks = (S32)(mFloor(dt));
- if (mDelta.warpTicks)
- {
- mDelta.warpOffset = mRigid.linPosition - mDelta.pos;
- mDelta.warpOffset /= (F32)mDelta.warpTicks;
- mDelta.warpRot[0] = mDelta.rot[1];
- mDelta.warpRot[1] = mRigid.angPosition;
- }
- }
- else
- {
- // Set the vehicle to the server position
- mDelta.dt = 0;
- mDelta.pos = mRigid.linPosition;
- mDelta.posVec.set(0,0,0);
- mDelta.rot[1] = mDelta.rot[0] = mRigid.angPosition;
- mDelta.warpCount = mDelta.warpTicks = 0;
- setPosition(mRigid.linPosition, mRigid.angPosition);
- }
- mRigid.updateCenterOfMass();
- }
- setEnergyLevel(stream->readFloat(8) * mDataBlock->maxEnergy);
- }
- //----------------------------------------------------------------------------
- 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()
- {
- addField( "disableMove", TypeBool, Offset(mDisableMove, Vehicle),
- "When this flag is set, the vehicle will ignore throttle changes." );
- 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 );
- }
- }
- }
- //--------------------------------------------------------------------------
- // Returns true if vehicle is intersecting a water surface (roughly)
- //--------------------------------------------------------------------------
- bool Vehicle::collidingWithWater( Point3F &waterHeight )
- {
- Point3F curPos = getPosition();
- F32 height = mFabs( mObjBox.maxExtents.z - mObjBox.minExtents.z );
- RayInfo rInfo;
- if( gClientContainer.castRay( curPos + Point3F(0.0, 0.0, height), curPos, WaterObjectType, &rInfo) )
- {
- waterHeight = rInfo.point;
- return true;
- }
- return false;
- }
- void Vehicle::setEnergyLevel(F32 energy)
- {
- Parent::setEnergyLevel(energy);
- setMaskBits(EnergyMask);
- }
- 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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