projectile.cpp 51 KB

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