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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.
- //-----------------------------------------------------------------------------
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- // Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
- // Copyright (C) 2015 Faust Logic, Inc.
- //
- // afxMagicMissile is a heavily modified variation of the stock Projectile class. In
- // addition to numerous AFX customizations, it also incorporates functionality based on
- // the following TGE resources:
- //
- // Guided or Seeker Projectiles by Derk Adams
- // http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=6778
- //
- // Projectile Ballistic Coefficients (drag factors) by Mark Owen
- // http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5128
- //
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- #ifndef _AFX_MAGIC_MISSILE_H_
- #define _AFX_MAGIC_MISSILE_H_
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- #include "T3D/lightDescription.h"
- #include "T3D/fx/particleEmitter.h"
- #include "afx/afxConstraint.h"
- class SplashData;
- class ShapeBase;
- class TSShapeInstance;
- class PhysicsWorld;
- class SFXTrack;
- class SFXSource;
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- // afxMagicMissileData
- class afxMagicMissileData : public GameBaseData
- {
- typedef GameBaseData Parent;
-
- protected:
- bool onAdd();
- public:
- enum { MaxLifetimeTicks = 4095 };
- void onShapeChanged() {}
-
- public:
- // variables set in datablock definition:
- // Shape related
- DECLARE_SHAPEASSET(afxMagicMissileData, ProjectileShape, onShapeChanged);
- DECLARE_ASSET_SETGET(afxMagicMissileData, ProjectileShape);
- //StringTableEntry projectileShapeName;
- //bool hasLight;
- //F32 lightRadius;
- //LinearColorF lightColor;
- //bool hasWaterLight;
- //LinearColorF waterLightColor;
- /*
- /// Set to true if it is a billboard and want it to always face the viewer, false otherwise
- bool faceViewer;
- */
- Point3F scale;
- /*
- /// [0,1] scale of how much velocity should be inherited from the parent object
- F32 velInheritFactor;
- /// Speed of the projectile when fired
- */
- F32 muzzleVelocity;
- /// Should it arc?
- bool isBallistic;
- /*
- /// How HIGH should it bounce (parallel to normal), [0,1]
- F32 bounceElasticity;
- /// How much momentum should be lost when it bounces (perpendicular to normal), [0,1]
- F32 bounceFriction;
- */
- /// Should this projectile fall/rise different than a default object?
- F32 gravityMod;
- /// How long the projectile should exist before deleting itself
- U32 lifetime; // ticks
- /*
- /// How long it should not detonate on impact
- S32 armingDelay; // the values are converted on initialization with
- */
- S32 fadeDelay; // ticks
- /*
- ExplosionData* explosion; // Explosion Datablock
- S32 explosionId; // Explosion ID
- ExplosionData* waterExplosion; // Water Explosion Datablock
- S32 waterExplosionId; // Water Explosion ID
- */
- SplashData* splash; // Water Splash Datablock
- S32 splashId; // Water splash ID
- DECLARE_SOUNDASSET(afxMagicMissileData, ProjectileSound);
- DECLARE_ASSET_SETGET(afxMagicMissileData, ProjectileSound);
- LightDescription *lightDesc;
- S32 lightDescId;
- /*
- enum DecalConstants { // Number of decals constant
- NumDecals = 6,
- };
- DecalData* decals[NumDecals]; // Decal Datablocks
- S32 decalId[NumDecals]; // Decal IDs
- U32 decalCount; // # of loaded Decal Datablocks
- */
- // variables set on preload:
- Resource<TSShape> projectileShape;
- /*
- S32 activateSeq;
- S32 maintainSeq;
- */
- ParticleEmitterData* particleEmitter;
- S32 particleEmitterId;
- ParticleEmitterData* particleWaterEmitter;
- S32 particleWaterEmitterId;
- U32 collision_mask;
- Point3F starting_vel_vec;
- // guidance behavior
- bool isGuided;
- F32 precision;
- S32 trackDelay;
- // simple physics
- F32 ballisticCoefficient;
- // terrain following
- bool followTerrain;
- F32 followTerrainHeight;
- F32 followTerrainAdjustRate;
- S32 followTerrainAdjustDelay;
- F32 acceleration;
- S32 accelDelay;
- U32 accelLifetime;
- StringTableEntry launch_node;
- Point3F launch_offset;
- Point3F launch_offset_server;
- Point3F launch_offset_client;
- Point3F launch_node_offset;
- F32 launch_pitch;
- F32 launch_pan;
- bool echo_launch_offset;
- StringTableEntry launch_cons_s_spec;
- afxConstraintDef launch_cons_s_def;
- StringTableEntry launch_cons_c_spec;
- afxConstraintDef launch_cons_c_def;
- // wiggle behavior
- Vector<F32> wiggle_magnitudes;
- Vector<F32> wiggle_speeds;
- StringTableEntry wiggle_axis_string;
- Point3F* wiggle_axis;
- U32 wiggle_num_axis;
- // hover behavior
- F32 hover_altitude;
- F32 hover_attack_distance;
- F32 hover_attack_gradient;
- U32 hover_time;
- bool reverse_targeting;
- U32 caster_safety_time;
- public:
- /*C*/ afxMagicMissileData();
- /*D*/ ~afxMagicMissileData();
-
- void packData(BitStream*);
- void unpackData(BitStream*);
- bool preload(bool server, String &errorStr);
-
- static void initPersistFields();
-
- DECLARE_CONOBJECT(afxMagicMissileData);
- DECLARE_CATEGORY("AFX");
- public:
- /*C*/ afxMagicMissileData(const afxMagicMissileData&, bool = false);
- afxMagicMissileData* cloneAndPerformSubstitutions(const SimObject*, S32 index=0);
- virtual bool allowSubstitutions() const { return true; }
- void gather_cons_defs(Vector<afxConstraintDef>& defs);
- };
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- // afxMagicMissile
- //class afxMagicSpell;
- class afxChoreographer;
- class afxMagicMissile : public GameBase, public ISceneLight
- {
- typedef GameBase Parent;
- public:
- /*
- // Initial conditions
- enum ProjectileConstants {
- SourceIdTimeoutTicks = 7, // = 231 ms
- DeleteWaitTime = 500, ///< 500 ms delete timeout (for network transmission delays)
- ExcessVelDirBits = 7,
- MaxLivingTicks = 4095,
- };
- */
- enum UpdateMasks {
- /*
- BounceMask = Parent::NextFreeMask,
- ExplosionMask = Parent::NextFreeMask << 1,
- */
- GuideMask = Parent::NextFreeMask << 0,
- LaunchMask = Parent::NextFreeMask << 1,
- ImpactMask = Parent::NextFreeMask << 2,
- NextFreeMask = Parent::NextFreeMask << 3
- };
- protected:
- PhysicsWorld *mPhysicsWorld;
- afxMagicMissileData* mDataBlock;
- ParticleEmitter* mParticleEmitter;
- ParticleEmitter* mParticleWaterEmitter;
- SFXSource* mSound;
- Point3F mCurrPosition;
- Point3F mCurrVelocity;
- /*
- S32 mSourceObjectId;
- S32 mSourceObjectSlot;
- */
- // Time related variables common to all projectiles, managed by processTick
- U32 mCurrTick; ///< Current time in ticks
- /*
- SimObjectPtr<ShapeBase> mSourceObject; ///< Actual pointer to the source object, times out after SourceIdTimeoutTicks
- */
- // Rendering related variables
- TSShapeInstance* mProjectileShape;
- /*
- TSThread* mActivateThread;
- TSThread* mMaintainThread;
- Point3F mLastRenderPos;
- */
- // ISceneLight
- virtual void submitLights( LightManager *lm, bool staticLighting );
- virtual LightInfo* getLight() { return mLight; }
- LightInfo *mLight;
- LightState mLightState;
- /*
- bool mHidden; ///< set by the derived class, if true, projectile doesn't render
- F32 mFadeValue; ///< set in processTick, interpolation between fadeDelay and lifetime
- ///< in data block
- */
- /*
- // Warping and back delta variables. Only valid on the client
- //
- Point3F mWarpStart;
- Point3F mWarpEnd;
- U32 mWarpTicksRemaining;
- */
- Point3F mCurrDeltaBase;
- Point3F mCurrBackDelta;
- /*
- Point3F mExplosionPosition;
- Point3F mExplosionNormal;
- U32 mCollideHitType;
- */
-
- bool onAdd();
- void onRemove();
- bool onNewDataBlock(GameBaseData *dptr, bool reload);
- // Rendering
- virtual void prepRenderImage(SceneRenderState*);
- void prepBatchRender( SceneRenderState *state);
- void processTick(const Move *move);
- /*
- void advanceTime(F32 dt);
- */
- void interpolateTick(F32 delta);
- /*
- /// What to do once this projectile collides with something
- virtual void onCollision(const Point3F& p, const Point3F& n, SceneObject*);
- /// What to do when this projectile explodes
- virtual void explode(const Point3F& p, const Point3F& n, const U32 collideType );
- /// Returns the velocity of the projectile
- Point3F getVelocity() const;
- */
- void emitParticles(const Point3F&, const Point3F&, const Point3F&, const U32);
- void updateSound();
- // Rendering
- /*
- void prepModelView ( SceneRenderState *state);
- */
- // These are stolen from the player class ..
- bool pointInWater(const Point3F &point);
- U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
- void unpackUpdate(NetConnection *conn, BitStream *stream);
- afxChoreographer* choreographer;
- bool client_only;
- bool server_only;
- bool use_accel;
- U32 collision_mask;
- F32 prec_inc;
- bool did_launch;
- bool did_impact;
-
- SceneObject* missile_target;
- SceneObject* collide_exempt;
- bool hover_attack_go;
- U32 hover_attack_tick;
-
- F32 starting_velocity;
- Point3F starting_vel_vec;
- SimObject* ss_object;
- S32 ss_index;
- private:
- void init(bool on_server, bool on_client);
- void create_splash(const Point3F& pos);
- SceneObject* get_default_launcher() const;
- void get_launch_constraint_data(Point3F& pos, Point3F& vel);
- void get_launch_data(Point3F& pos, Point3F& vel);
- bool is_active() const { return (did_launch && !did_impact); }
- public:
- /*
- F32 getUpdatePriority(CameraScopeQuery *focusObject, U32 updateMask, S32 updateSkips);
- */
- /*C*/ afxMagicMissile();
- /*C*/ afxMagicMissile(bool on_server, bool on_client);
- /*D*/ ~afxMagicMissile();
- virtual void onDeleteNotify(SimObject*);
- DECLARE_CONOBJECT(afxMagicMissile);
- DECLARE_CATEGORY("AFX");
- static void initPersistFields();
- /*
- virtual bool calculateImpact(float simTime,
- Point3F& pointOfImpact,
- float& impactTime);
- static U32 smProjectileWarpTicks;
- protected:
- static const U32 csmStaticCollisionMask;
- static const U32 csmDynamicCollisionMask;
- static const U32 csmDamageableMask;
- */
-
- void launch();
- void setChoreographer(afxChoreographer*);
- void setStartingVelocityVector(const Point3F& vel_vec);
- void setStartingVelocity(const F32 vel);
- void getStartingVelocityValues(F32& vel, Point3F& vel_vec);
- void setSubstitutionData(SimObject* obj, S32 idx=0) { ss_object = obj; ss_index = idx; }
- };
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- // afxMagicMissileCallback
- class afxMagicMissileCallback
- {
- public:
- virtual void impactNotify(const Point3F& p, const Point3F& n, SceneObject*)=0;
- };
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- #endif // _AFX_MAGIC_MISSILE_H_
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