Torque3D/Engine/source/T3D/shapeImage.cpp

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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/shapeBase.h"
#include "core/resourceManager.h"
#include "core/stream/bitStream.h"
#include "ts/tsShapeInstance.h"
#include "console/consoleInternal.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
#include "lighting/lightInfo.h"
#include "lighting/lightManager.h"
#include "T3D/fx/particleEmitter.h"
#include "T3D/projectile.h"
#include "T3D/gameBase/gameConnection.h"
#include "math/mathIO.h"
#include "T3D/debris.h"
#include "math/mathUtils.h"
#include "sim/netObject.h"
#include "sfx/sfxTrack.h"
#include "sfx/sfxSource.h"
#include "sfx/sfxSystem.h"
#include "sfx/sfxTypes.h"
#include "scene/sceneManager.h"
#include "core/stream/fileStream.h"
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#include "T3D/fx/cameraFXMgr.h"
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//----------------------------------------------------------------------------
ShapeBaseImageData* InvalidImagePtr = (ShapeBaseImageData*) 1;
ImplementEnumType( ShapeBaseImageLoadedState,
"@brief The loaded state of this ShapeBaseImage.\n\n"
"@ingroup gameObjects\n\n")
{ ShapeBaseImageData::StateData::IgnoreLoaded, "Ignore", "Ignore the loaded state.\n" },
{ ShapeBaseImageData::StateData::Loaded, "Loaded", "ShapeBaseImage is loaded.\n" },
{ ShapeBaseImageData::StateData::NotLoaded, "Empty", "ShapeBaseImage is not loaded.\n" },
EndImplementEnumType;
ImplementEnumType( ShapeBaseImageSpinState,
"@brief How the spin animation should be played.\n\n"
"@ingroup gameObjects\n\n")
{ ShapeBaseImageData::StateData::IgnoreSpin,"Ignore", "No changes to the spin sequence.\n" },
{ ShapeBaseImageData::StateData::NoSpin, "Stop", "Stops the spin sequence at its current position\n" },
{ ShapeBaseImageData::StateData::SpinUp, "SpinUp", "Increase spin sequence timeScale from 0 (on state entry) to 1 (after stateTimeoutValue seconds).\n" },
{ ShapeBaseImageData::StateData::SpinDown, "SpinDown", "Decrease spin sequence timeScale from 1 (on state entry) to 0 (after stateTimeoutValue seconds).\n" },
{ ShapeBaseImageData::StateData::FullSpin, "FullSpeed", "Resume the spin sequence playback at its current position with timeScale = 1.\n"},
EndImplementEnumType;
ImplementEnumType( ShapeBaseImageRecoilState,
"@brief What kind of recoil this ShapeBaseImage should emit when fired.\n\n"
"@ingroup gameObjects\n\n")
{ ShapeBaseImageData::StateData::NoRecoil, "NoRecoil", "No recoil occurs.\n" },
{ ShapeBaseImageData::StateData::LightRecoil, "LightRecoil", "A light recoil occurs.\n" },
{ ShapeBaseImageData::StateData::MediumRecoil, "MediumRecoil", "A medium recoil occurs.\n" },
{ ShapeBaseImageData::StateData::HeavyRecoil, "HeavyRecoil", "A heavy recoil occurs.\n" },
EndImplementEnumType;
ImplementEnumType( ShapeBaseImageLightType,
"@brief The type of light to attach to this ShapeBaseImage.\n\n"
"@ingroup gameObjects\n\n")
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{ ShapeBaseImageData::NoLight, "NoLight", "No light is attached.\n" },
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{ ShapeBaseImageData::ConstantLight, "ConstantLight", "A constant emitting light is attached.\n" },
{ ShapeBaseImageData::SpotLight, "SpotLight", "A spotlight is attached.\n" },
{ ShapeBaseImageData::PulsingLight, "PulsingLight", "A pusling light is attached.\n" },
{ ShapeBaseImageData::WeaponFireLight, "WeaponFireLight", "Light emits when the weapon is fired, then dissipates.\n" }
EndImplementEnumType;
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
IMPLEMENT_CO_DATABLOCK_V1(ShapeBaseImageData);
ConsoleDocClass( ShapeBaseImageData,
"@brief Represents geometry to be mounted to a ShapeBase object.\n\n"
"@ingroup gameObjects\n"
);
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IMPLEMENT_CALLBACK( ShapeBaseImageData, onMount, void, ( SceneObject* obj, S32 slot, F32 dt ), ( obj, slot, dt ),
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"@brief Called when the Image is first mounted to the object.\n\n"
"@param obj object that this Image has been mounted to\n"
"@param slot Image mount slot on the object\n"
"@param dt time remaining in this Image update\n" );
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IMPLEMENT_CALLBACK( ShapeBaseImageData, onUnmount, void, ( SceneObject* obj, S32 slot, F32 dt ), ( obj, slot, dt ),
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"@brief Called when the Image is unmounted from the object.\n\n"
"@param obj object that this Image has been unmounted from\n"
"@param slot Image mount slot on the object\n"
"@param dt time remaining in this Image update\n" );
ShapeBaseImageData::StateData::StateData()
{
name = 0;
transition.loaded[0] = transition.loaded[1] = -1;
transition.ammo[0] = transition.ammo[1] = -1;
transition.target[0] = transition.target[1] = -1;
transition.trigger[0] = transition.trigger[1] = -1;
transition.altTrigger[0] = transition.altTrigger[1] = -1;
transition.wet[0] = transition.wet[1] = -1;
transition.motion[0] = transition.motion[1] = -1;
transition.timeout = -1;
waitForTimeout = true;
timeoutValue = 0;
fire = false;
altFire = false;
reload = false;
energyDrain = 0;
allowImageChange = true;
loaded = IgnoreLoaded;
spin = IgnoreSpin;
recoil = NoRecoil;
sound = NULL;
soundTrack = NULL;
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emitter = NULL;
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shapeSequence = NULL;
shapeSequenceScale = true;
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script = 0;
ignoreLoadedForReady = false;
ejectShell = false;
scaleAnimation = false;
scaleAnimationFP = false;
sequenceTransitionIn = false;
sequenceTransitionOut = false;
sequenceNeverTransition = false;
sequenceTransitionTime = 0;
direction = false;
emitterTime = 0.0f;
for( U32 i=0; i<MaxShapes; ++i)
{
sequence[i] = -1;
sequenceVis[i] = -1;
flashSequence[i] = false;
emitterNode[i] = -1;
}
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}
static ShapeBaseImageData::StateData gDefaultStateData;
//----------------------------------------------------------------------------
ShapeBaseImageData::ShapeBaseImageData()
{
mountPoint = 0;
mountOffset.identity();
eyeOffset.identity();
correctMuzzleVector = true;
correctMuzzleVectorTP = true;
firstPerson = true;
useFirstPersonShape = false;
useEyeOffset = false;
useEyeNode = false;
mass = 0;
usesEnergy = false;
minEnergy = 2;
accuFire = false;
projectile = NULL;
cloakable = true;
lightType = ShapeBaseImageData::NoLight;
lightColor.set(1.f,1.f,1.f,1.f);
lightDuration = 1000;
lightRadius = 10.f;
lightBrightness = 1.0f;
imageAnimPrefix = "";
imageAnimPrefixFP = "";
fireState = -1;
altFireState = -1;
reloadState = -1;
computeCRC = false;
animateAllShapes = true;
animateOnServer = false;
scriptAnimTransitionTime = 0.25f;
//
for (S32 i = 0; i < MaxStates; i++) {
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stateName[i] = 0;
stateTransitionLoaded[i] = 0;
stateTransitionNotLoaded[i] = 0;
stateTransitionAmmo[i] = 0;
stateTransitionNoAmmo[i] = 0;
stateTransitionTarget[i] = 0;
stateTransitionNoTarget[i] = 0;
stateTransitionWet[i] = 0;
stateTransitionNotWet[i] = 0;
stateTransitionMotion[i] = 0;
stateTransitionNoMotion[i] = 0;
stateTransitionTriggerUp[i] = 0;
stateTransitionTriggerDown[i] = 0;
stateTransitionAltTriggerUp[i] = 0;
stateTransitionAltTriggerDown[i] = 0;
stateTransitionTimeout[i] = 0;
stateTransitionGeneric0In[i] = 0;
stateTransitionGeneric0Out[i] = 0;
stateTransitionGeneric1In[i] = 0;
stateTransitionGeneric1Out[i] = 0;
stateTransitionGeneric2In[i] = 0;
stateTransitionGeneric2Out[i] = 0;
stateTransitionGeneric3In[i] = 0;
stateTransitionGeneric3Out[i] = 0;
stateWaitForTimeout[i] = true;
stateTimeoutValue[i] = 0;
stateFire[i] = false;
stateAlternateFire[i] = false;
stateReload[i] = false;
stateEjectShell[i] = false;
stateEnergyDrain[i] = 0;
stateAllowImageChange[i] = true;
stateScaleAnimation[i] = true;
stateScaleAnimationFP[i] = true;
stateSequenceTransitionIn[i] = false;
stateSequenceTransitionOut[i] = false;
stateSequenceNeverTransition[i] = false;
stateSequenceTransitionTime[i] = 0.25f;
stateDirection[i] = true;
stateLoaded[i] = StateData::IgnoreLoaded;
stateSpin[i] = StateData::IgnoreSpin;
stateRecoil[i] = StateData::NoRecoil;
stateSequence[i] = 0;
stateSequenceRandomFlash[i] = false;
stateShapeSequence[i] = 0;
stateScaleShapeSequence[i] = false;
INIT_SOUNDASSET_ARRAY(stateSound, i);
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stateScript[i] = 0;
stateEmitter[i] = 0;
stateEmitterTime[i] = 0;
stateEmitterNode[i] = 0;
stateIgnoreLoadedForReady[i] = false;
}
statesLoaded = false;
maxConcurrentSounds = 0;
useRemainderDT = false;
casing = NULL;
casingID = 0;
shellExitDir.set( 1.0, 0.0, 1.0 );
shellExitDir.normalize();
shellExitVariance = 20.0;
shellVelocity = 1.0;
fireStateName = NULL;
for(U32 i=0; i<MaxShapes; ++i)
{
mCRC[i] = U32_MAX;
mountTransform[i].identity();
retractNode[i] = -1;
muzzleNode[i] = -1;
ejectNode[i] = -1;
emitterNode[i] = -1;
eyeMountNode[i] = -1;
eyeNode[i] = -1;
spinSequence[i] = -1;
ambientSequence[i] = -1;
isAnimated[i] = false;
hasFlash[i] = false;
shapeIsValid[i] = false;
mShapeAsset[i].registerRefreshNotify(this);
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}
shakeCamera = false;
camShakeFreq = Point3F::Zero;
camShakeAmp = Point3F::Zero;
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camShakeDuration = 1.5f;
camShakeRadius = 3.0f;
camShakeFalloff = 10.0f;
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}
ShapeBaseImageData::~ShapeBaseImageData()
{
}
bool ShapeBaseImageData::onAdd()
{
if (!Parent::onAdd())
return false;
// Copy state data from the scripting arrays into the
// state structure array. If we have state data already,
// we are on the client and need to leave it alone.
for (U32 i = 0; i < MaxStates; i++) {
StateData& s = state[i];
if (statesLoaded == false) {
s.name = stateName[i];
s.transition.loaded[0] = lookupState(stateTransitionNotLoaded[i]);
s.transition.loaded[1] = lookupState(stateTransitionLoaded[i]);
s.transition.ammo[0] = lookupState(stateTransitionNoAmmo[i]);
s.transition.ammo[1] = lookupState(stateTransitionAmmo[i]);
s.transition.target[0] = lookupState(stateTransitionNoTarget[i]);
s.transition.target[1] = lookupState(stateTransitionTarget[i]);
s.transition.wet[0] = lookupState(stateTransitionNotWet[i]);
s.transition.wet[1] = lookupState(stateTransitionWet[i]);
s.transition.motion[0] = lookupState(stateTransitionNoMotion[i]);
s.transition.motion[1] = lookupState(stateTransitionMotion[i]);
s.transition.trigger[0] = lookupState(stateTransitionTriggerUp[i]);
s.transition.trigger[1] = lookupState(stateTransitionTriggerDown[i]);
s.transition.altTrigger[0] = lookupState(stateTransitionAltTriggerUp[i]);
s.transition.altTrigger[1] = lookupState(stateTransitionAltTriggerDown[i]);
s.transition.timeout = lookupState(stateTransitionTimeout[i]);
s.transition.genericTrigger[0][0] = lookupState(stateTransitionGeneric0Out[i]);
s.transition.genericTrigger[0][1] = lookupState(stateTransitionGeneric0In[i]);
s.transition.genericTrigger[1][0] = lookupState(stateTransitionGeneric1Out[i]);
s.transition.genericTrigger[1][1] = lookupState(stateTransitionGeneric1In[i]);
s.transition.genericTrigger[2][0] = lookupState(stateTransitionGeneric2Out[i]);
s.transition.genericTrigger[2][1] = lookupState(stateTransitionGeneric2In[i]);
s.transition.genericTrigger[3][0] = lookupState(stateTransitionGeneric3Out[i]);
s.transition.genericTrigger[3][1] = lookupState(stateTransitionGeneric3In[i]);
s.waitForTimeout = stateWaitForTimeout[i];
s.timeoutValue = stateTimeoutValue[i];
s.fire = stateFire[i];
s.altFire = stateAlternateFire[i];
s.reload = stateReload[i];
s.ejectShell = stateEjectShell[i];
s.energyDrain = stateEnergyDrain[i];
s.allowImageChange = stateAllowImageChange[i];
s.scaleAnimation = stateScaleAnimation[i];
s.scaleAnimationFP = stateScaleAnimationFP[i];
s.sequenceTransitionIn = stateSequenceTransitionIn[i];
s.sequenceTransitionOut = stateSequenceTransitionOut[i];
s.sequenceNeverTransition = stateSequenceNeverTransition[i];
s.sequenceTransitionTime = stateSequenceTransitionTime[i];
s.direction = stateDirection[i];
s.loaded = stateLoaded[i];
s.spin = stateSpin[i];
s.recoil = stateRecoil[i];
s.shapeSequence = stateShapeSequence[i];
s.shapeSequenceScale = stateScaleShapeSequence[i];
//_setstateSound(getstateSound(i),i);
handleStateSoundTrack(i);
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s.script = stateScript[i];
s.emitter = stateEmitter[i];
s.emitterTime = stateEmitterTime[i];
// Resolved at load time
for( U32 j=0; j<MaxShapes; ++j)
{
s.sequence[j] = -1; // Sequence is resolved in load
s.sequenceVis[j] = -1; // Vis Sequence is resolved in load
s.emitterNode[j] = -1; // Sequnce is resolved in load
}
}
// The first state marked as "fire" is the state entered on the
// client when it recieves a fire event.
if (s.fire && fireState == -1)
fireState = i;
// The first state marked as "alternateFire" is the state entered on the
// client when it recieves an alternate fire event.
if (s.altFire && altFireState == -1)
altFireState = i;
// The first state marked as "reload" is the state entered on the
// client when it recieves a reload event.
if (s.reload && reloadState == -1)
reloadState = i;
}
// Always preload images, this is needed to avoid problems with
// resolving sequences before transmission to a client.
return true;
}
bool ShapeBaseImageData::preload(bool server, String &errorStr)
{
if (!Parent::preload(server, errorStr))
return false;
// Resolve objects transmitted from server
if (!server) {
if (projectile)
if (Sim::findObject(SimObjectId((uintptr_t)projectile), projectile) == false)
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Con::errorf(ConsoleLogEntry::General, "Error, unable to load projectile for shapebaseimagedata");
for (U32 i = 0; i < MaxStates; i++) {
if (state[i].emitter)
if (!Sim::findObject(SimObjectId((uintptr_t)state[i].emitter), state[i].emitter))
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Con::errorf(ConsoleLogEntry::General, "Error, unable to load emitter for image datablock");
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if (!isstateSoundValid(i))
{
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//return false; -TODO: trigger asset download
}
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}
}
// Use the first person eye offset if it's set.
useEyeOffset = !eyeOffset.isIdentity();
// Go through each of the shapes
for (U32 i=0; i<MaxShapes; ++i)
{
// Shape 0: Standard image shape
// Shape 1: Optional first person image shape
if (i == FirstPersonImageShape)
{
if ((useEyeOffset || useEyeNode) && !mShapeAsset[i].isNull())
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{
// Make use of the first person shape
useFirstPersonShape = true;
}
else
{
// Skip the first person shape
continue;
}
}
if (!mShapeAsset[i].isNull())
{
if (!bool(getShape(i))) {
errorStr = String::ToString("Unable to load shape asset: %s", mShapeAsset[i]->getAssetId());
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return false;
}
if(computeCRC)
{
Con::printf("Validation required for shape asset: %s", mShapeAsset[i]->getAssetId());
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Torque::FS::FileNodeRef fileRef = Torque::FS::GetFileNode(getShapeFile(i));
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if (!fileRef)
{
errorStr = String::ToString("ShapeBaseImageData: Couldn't load shape asset\"%s\"", mShapeAsset[i]->getAssetId());
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return false;
}
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if(server)
{
mCRC[i] = fileRef->getChecksum();
}
else if(mCRC[i] != fileRef->getChecksum())
{
errorStr = String::ToString("Shape asset\"%s\" does not match version on server.", mShapeAsset[i]->getAssetId());
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return false;
}
}
// Resolve nodes & build mount transform
eyeMountNode[i] = getShape(i)->findNode("eyeMount");
eyeNode[i] = getShape(i)->findNode("eye");
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if (eyeNode[i] == -1)
eyeNode[i] = eyeMountNode[i];
ejectNode[i] = getShape(i)->findNode("ejectPoint");
muzzleNode[i] = getShape(i)->findNode("muzzlePoint");
retractNode[i] = getShape(i)->findNode("retractionPoint");
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mountTransform[i] = mountOffset;
S32 node = getShape(i)->findNode("mountPoint");
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if (node != -1) {
MatrixF total(1);
do {
MatrixF nmat;
QuatF q;
TSTransform::setMatrix(getShape(i)->defaultRotations[node].getQuatF(&q), getShape(i)->defaultTranslations[node],&nmat);
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total.mul(nmat);
node = getShape(i)->nodes[node].parentIndex;
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}
while(node != -1);
total.inverse();
mountTransform[i].mul(total);
}
// Resolve state sequence names & emitter nodes
isAnimated[i] = false;
hasFlash[i] = false;
for (U32 j = 0; j < MaxStates; j++) {
StateData& s = state[j];
if (stateSequence[j] && stateSequence[j][0])
s.sequence[i] = getShape(i)->findSequence(stateSequence[j]);
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if (s.sequence[i] != -1)
{
// This state has an animation sequence
isAnimated[i] = true;
}
if (stateSequence[j] && stateSequence[j][0] && stateSequenceRandomFlash[j]) {
char bufferVis[128];
dStrncpy(bufferVis, stateSequence[j], 100);
dStrcat(bufferVis, "_vis", 128);
s.sequenceVis[i] = getShape(i)->findSequence(bufferVis);
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}
if (s.sequenceVis[i] != -1)
{
// This state has a flash animation sequence
s.flashSequence[i] = true;
hasFlash[i] = true;
}
s.ignoreLoadedForReady = stateIgnoreLoadedForReady[j];
if (stateEmitterNode[j] && stateEmitterNode[j][0])
s.emitterNode[i] = getShape(i)->findNode(stateEmitterNode[j]);
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if (s.emitterNode[i] == -1)
s.emitterNode[i] = muzzleNode[i];
}
ambientSequence[i] = getShape(i)->findSequence("ambient");
spinSequence[i] = getShape(i)->findSequence("spin");
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shapeIsValid[i] = true;
}
else {
errorStr = "Bad Datablock from server";
return false;
}
}
if( !casing && casingID != 0 )
{
if( !Sim::findObject( SimObjectId( casingID ), casing ) )
{
errorStr = String::ToString("ShapeBaseImageData::preload: Invalid packet, bad datablockId(casing): 0x%x", casingID );
return false;
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}
}
// Preload the shapes
for( U32 i=0; i<MaxShapes; ++i)
{
if( shapeIsValid[i] )
{
TSShapeInstance* pDummy = new TSShapeInstance(getShape(i), !server);
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delete pDummy;
}
}
return true;
}
void ShapeBaseImageData::handleStateSoundTrack(const U32& stateId)
{
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if (stateId >= MaxStates)
return;
StateData& s = state[stateId];
s.sound = getstateSoundAsset(stateId);
if (s.sound == NULL)
{
if (mstateSoundName[stateId] != StringTable->EmptyString())
{
//ok, so we've got some sort of special-case here like a fallback or SFXPlaylist. So do the hook-up now
SFXTrack* sndTrack;
if (!Sim::findObject(mstateSoundName[stateId], sndTrack))
{
Con::errorf("ShapeBaseImageData::onAdd() - attempted to find sound %s but failed!", mstateSoundName[stateId]);
}
else
{
s.soundTrack = sndTrack;
}
}
else if (mstateSoundSFXId[stateId] != 0)
{
SFXTrack* sndTrack;
if (!Sim::findObject(mstateSoundSFXId[stateId], sndTrack))
{
Con::errorf("ShapeBaseImageData::onAdd() - attempted to find sound %i but failed!", mstateSoundSFXId[stateId]);
}
else
{
s.soundTrack = sndTrack;
}
}
}
}
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S32 ShapeBaseImageData::lookupState(const char* name)
{
if (!name || !name[0])
return -1;
for (U32 i = 0; i < MaxStates; i++)
if (stateName[i] && !dStricmp(name,stateName[i]))
return i;
Con::errorf(ConsoleLogEntry::General,"ShapeBaseImageData:: Could not resolve state \"%s\" for image \"%s\"",name,getName());
return 0;
}
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IRangeValidator mountRange(-1, SceneObject::NumMountPoints);
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void ShapeBaseImageData::initPersistFields()
{
docsURL;
addGroup("Shapes");
INITPERSISTFIELD_SHAPEASSET_ARRAY_REFACTOR(Shape, MaxShapes, ShapeBaseImageData, "The shape assets for this shape image")
addField("casing", TYPEID< DebrisData >(), Offset(casing, ShapeBaseImageData),
"@brief DebrisData datablock to use for ejected casings.\n\n"
"@see stateEjectShell");
addField("shellExitDir", TypePoint3F, Offset(shellExitDir, ShapeBaseImageData),
"@brief Vector direction to eject shell casings.\n\n"
"@see casing");
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addFieldV("shellExitVariance", TypeRangedF32, Offset(shellExitVariance, ShapeBaseImageData), &CommonValidators::DegreeRange,
"@brief Variance (in degrees) from the shellExitDir vector to eject casings.\n\n"
"@see shellExitDir");
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addFieldV("shellVelocity", TypeRangedF32, Offset(shellVelocity, ShapeBaseImageData), &CommonValidators::PositiveFloat,
"@brief Speed at which to eject casings.\n\n"
"@see casing");
addField("computeCRC", TypeBool, Offset(computeCRC, ShapeBaseImageData),
"If true, verify that the CRC of the client's Image matches the server's "
"CRC for the Image when loaded by the client.");
endGroup("Shapes");
addGroup("Animation");
addField( "imageAnimPrefix", TypeCaseString, Offset(imageAnimPrefix, ShapeBaseImageData),
"@brief Passed along to the mounting shape to modify animation sequences played in third person. [optional]\n\n" );
addField( "imageAnimPrefixFP", TypeCaseString, Offset(imageAnimPrefixFP, ShapeBaseImageData),
"@brief Passed along to the mounting shape to modify animation sequences played in first person. [optional]\n\n" );
addField( "animateAllShapes", TypeBool, Offset(animateAllShapes, ShapeBaseImageData),
"@brief Indicates that all shapes should be animated in sync.\n\n"
"When multiple shapes are defined for this image datablock, each of them are automatically "
"animated in step with each other. This allows for easy switching between between shapes "
"when some other condition changes, such as going from first person to third person, and "
"keeping their look consistent. If you know that you'll never switch between shapes on the "
"fly, such as players only being allowed in a first person view, then you could set this to "
"false to save some calculations.\n\n"
"There are other circumstances internal to the engine that determine that only the current shape "
"should be animated rather than all defined shapes. In those cases, this property is ignored.\n\n"
"@note This property is only important if you have more than one shape defined, such as shapeFileFP.\n\n"
"@see shapeFileFP\n");
addField( "animateOnServer", TypeBool, Offset(animateOnServer, ShapeBaseImageData),
"@brief Indicates that the image should be animated on the server.\n\n"
"In most cases you'll want this set if you're using useEyeNode. You may also want to "
"set this if the muzzlePoint is animated while it shoots. You can set this "
"to false even if these previous cases are true if the image's shape is set "
"up in the correct position and orientation in the 'root' pose and none of "
"the nodes are animated at key times, such as the muzzlePoint essentially "
"remaining at the same position at the start of the fire state (it could "
"animate just fine after the projectile is away as the muzzle vector is only "
"calculated at the start of the state).\n\n"
"You'll also want to set this to true if you're animating the camera using the "
"image's 'eye' node -- unless the movement is very subtle and doesn't need to "
"be reflected on the server.\n\n"
"@note Setting this to true causes up to four animation threads to be advanced on the server "
"for each instance in use, although for most images only one or two are actually defined.\n\n"
"@see useEyeNode\n");
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addFieldV( "scriptAnimTransitionTime", TypeRangedF32, Offset(scriptAnimTransitionTime, ShapeBaseImageData), &CommonValidators::PositiveFloat,
"@brief The amount of time to transition between the previous sequence and new sequence when the script prefix has changed.\n\n"
"When setImageScriptAnimPrefix() is used on a ShapeBase that has this image mounted, the image "
"will attempt to switch to the new animation sequence based on the given script prefix. This is "
"the amount of time it takes to transition from the previously playing animation sequence to"
"the new script prefix-based animation sequence.\n"
"@see ShapeBase::setImageScriptAnimPrefix()");
endGroup("Animation");
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addField( "projectile", TYPEID< ProjectileData >(), Offset(projectile, ShapeBaseImageData),
"@brief The projectile fired by this Image\n\n" );
addField( "cloakable", TypeBool, Offset(cloakable, ShapeBaseImageData),
"@brief Whether this Image can be cloaked.\n\n"
"Currently unused." );
addField("usesEnergy", TypeBool, Offset(usesEnergy, ShapeBaseImageData),
"@brief Flag indicating whether this Image uses energy instead of ammo. The energy level comes from the ShapeBase object we're mounted to.\n\n"
"@see ShapeBase::setEnergyLevel()");
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addFieldV("minEnergy", TypeRangedF32, Offset(minEnergy, ShapeBaseImageData), &CommonValidators::PositiveFloat,
"@brief Minimum Image energy for it to be operable.\n\n"
"@see usesEnergy");
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addGroup("Mounting");
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addFieldV( "mountPoint", TypeRangedS32, Offset(mountPoint, ShapeBaseImageData), &mountRange,
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"@brief Mount node # to mount this Image to.\n\n"
"This should correspond to a mount# node on the ShapeBase derived object we are mounting to." );
addField( "offset", TypeMatrixPosition, Offset(mountOffset, ShapeBaseImageData),
"@brief \"X Y Z\" translation offset from this Image's <i>mountPoint</i> node to "
"attach to.\n\n"
"Defaults to \"0 0 0\". ie. attach this Image's "
"<i>mountPoint</i> node to the ShapeBase model's mount# node without any offset.\n"
"@see rotation");
addField( "rotation", TypeMatrixRotation, Offset(mountOffset, ShapeBaseImageData),
"@brief \"X Y Z ANGLE\" rotation offset from this Image's <i>mountPoint</i> node "
"to attach to.\n\n"
"Defaults to \"0 0 0\". ie. attach this Image's "
"<i>mountPoint</i> node to the ShapeBase model's mount# node without any additional rotation.\n"
"@see offset");
endGroup("Mounting");
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addGroup("Camera");
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addField( "eyeOffset", TypeMatrixPosition, Offset(eyeOffset, ShapeBaseImageData),
"@brief \"X Y Z\" translation offset from the ShapeBase model's eye node.\n\n"
"When in first person view, this is the offset from the eye node to place the gun. This "
"gives the gun a fixed point in space, typical of a lot of FPS games.\n"
"@see eyeRotation");
addField( "eyeRotation", TypeMatrixRotation, Offset(eyeOffset, ShapeBaseImageData),
"@brief \"X Y Z ANGLE\" rotation offset from the ShapeBase model's eye node.\n\n"
"When in first person view, this is the rotation from the eye node to place the gun.\n"
"@see eyeOffset");
addField( "useEyeNode", TypeBool, Offset(useEyeNode, ShapeBaseImageData),
"@brief Mount image using image's eyeMount node and place the camera at the image's eye node (or "
"at the eyeMount node if the eye node is missing).\n\n"
"When in first person view, if an 'eyeMount' node is present in the image's shape, this indicates "
"that the image should mount eyeMount node to Player eye node for image placement. The "
"Player's camera should also mount to the image's eye node to inherit any animation (or the eyeMount "
"node if the image doesn't have an eye node).\n\n"
"@note Used instead of eyeOffset.\n\n"
"@note Read about the animateOnServer field as you may want to set it to true if you're using useEyeNode.\n\n"
"@see eyeOffset\n\n"
"@see animateOnServer\n\n");
addField("firstPerson", TypeBool, Offset(firstPerson, ShapeBaseImageData),
"@brief Set to true to render the image in first person.");
endGroup("Camera");
addGroup("Camera Shake");
addField( "shakeCamera", TypeBool, Offset(shakeCamera, ShapeBaseImageData),
"@brief Flag indicating whether the camera should shake when this Image fires.\n\n" );
addField( "camShakeFreq", TypePoint3F, Offset(camShakeFreq, ShapeBaseImageData),
"@brief Frequency of the camera shaking effect.\n\n"
"@see shakeCamera" );
addField( "camShakeAmp", TypePoint3F, Offset(camShakeAmp, ShapeBaseImageData),
"@brief Amplitude of the camera shaking effect.\n\n"
"@see shakeCamera" );
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addFieldV( "camShakeDuration", TypeRangedF32, Offset(camShakeDuration, ShapeBaseImageData), &CommonValidators::PositiveFloat,
"Duration (in seconds) to shake the camera." );
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addFieldV( "camShakeRadius", TypeRangedF32, Offset(camShakeRadius, ShapeBaseImageData), &CommonValidators::PositiveFloat,
"Radial distance that a camera's position must be within relative to the "
"center of the explosion to be shaken." );
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addFieldV( "camShakeFalloff", TypeRangedF32, Offset(camShakeFalloff, ShapeBaseImageData), &CommonValidators::PositiveFloat,
"Falloff value for the camera shake." );
endGroup("Camera Shake");
addGroup("Physics");
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addField( "correctMuzzleVector", TypeBool, Offset(correctMuzzleVector, ShapeBaseImageData),
"@brief Flag to adjust the aiming vector to the eye's LOS point when in 1st person view.\n\n"
"@see ShapeBase::getMuzzleVector()" );
addField( "correctMuzzleVectorTP", TypeBool, Offset(correctMuzzleVectorTP, ShapeBaseImageData),
"@brief Flag to adjust the aiming vector to the camera's LOS point when in 3rd person view.\n\n"
"@see ShapeBase::getMuzzleVector()" );
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addFieldV( "mass", TypeRangedF32, Offset(mass, ShapeBaseImageData), &CommonValidators::PositiveFloat,
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"@brief Mass of this Image.\n\n"
"This is added to the total mass of the ShapeBase object." );
addField( "accuFire", TypeBool, Offset(accuFire, ShapeBaseImageData),
"@brief Flag to control whether the Image's aim is automatically converged with "
"the crosshair.\n\n"
"Currently unused." );
endGroup("Physics");
addGroup("Light Emitter");
addField( "lightType", TYPEID< ShapeBaseImageData::LightType >(), Offset(lightType, ShapeBaseImageData),
"@brief The type of light this Image emits.\n\n"
"@see ShapeBaseImageLightType");
addField( "lightColor", TypeColorF, Offset(lightColor, ShapeBaseImageData),
"@brief The color of light this Image emits.\n\n"
"@see lightType");
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addFieldV( "lightDuration", TypeRangedS32, Offset(lightDuration, ShapeBaseImageData), &CommonValidators::PositiveInt,
"@brief Duration in SimTime of Pulsing and WeaponFire type lights.\n\n"
"@see lightType");
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addFieldV( "lightRadius", TypeRangedF32, Offset(lightRadius, ShapeBaseImageData), &CommonValidators::PositiveFloat,
"@brief Radius of the light this Image emits.\n\n"
"@see lightType");
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addFieldV( "lightBrightness", TypeRangedF32, Offset(lightBrightness, ShapeBaseImageData), &CommonValidators::PositiveFloat,
"@brief Brightness of the light this Image emits.\n\n"
"Only valid for WeaponFireLight."
"@see lightType");
endGroup("Light Emitter");
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// State arrays
addArray( "States", MaxStates );
addField( "stateName", TypeCaseString, Offset(stateName, ShapeBaseImageData), MaxStates,
"Name of this state." );
addField( "stateTransitionOnLoaded", TypeString, Offset(stateTransitionLoaded, ShapeBaseImageData), MaxStates,
"Name of the state to transition to when the loaded state of the Image "
"changes to 'Loaded'." );
addField( "stateTransitionOnNotLoaded", TypeString, Offset(stateTransitionNotLoaded, ShapeBaseImageData), MaxStates,
"Name of the state to transition to when the loaded state of the Image "
"changes to 'Empty'." );
addField( "stateTransitionOnAmmo", TypeString, Offset(stateTransitionAmmo, ShapeBaseImageData), MaxStates,
"Name of the state to transition to when the ammo state of the Image "
"changes to true." );
addField( "stateTransitionOnNoAmmo", TypeString, Offset(stateTransitionNoAmmo, ShapeBaseImageData), MaxStates,
"Name of the state to transition to when the ammo state of the Image "
"changes to false." );
addField( "stateTransitionOnTarget", TypeString, Offset(stateTransitionTarget, ShapeBaseImageData), MaxStates,
"Name of the state to transition to when the Image gains a target." );
addField( "stateTransitionOnNoTarget", TypeString, Offset(stateTransitionNoTarget, ShapeBaseImageData), MaxStates,
"Name of the state to transition to when the Image loses a target." );
addField( "stateTransitionOnWet", TypeString, Offset(stateTransitionWet, ShapeBaseImageData), MaxStates,
"Name of the state to transition to when the Image enters the water." );
addField( "stateTransitionOnNotWet", TypeString, Offset(stateTransitionNotWet, ShapeBaseImageData), MaxStates,
"Name of the state to transition to when the Image exits the water." );
addField( "stateTransitionOnMotion", TypeString, Offset(stateTransitionMotion, ShapeBaseImageData), MaxStates,
"Name of the state to transition to when the Player moves." );
addField( "stateTransitionOnNoMotion", TypeString, Offset(stateTransitionNoMotion, ShapeBaseImageData), MaxStates,
"Name of the state to transition to when the Player stops moving." );
addField( "stateTransitionOnTriggerUp", TypeString, Offset(stateTransitionTriggerUp, ShapeBaseImageData), MaxStates,
"Name of the state to transition to when the trigger state of the Image "
"changes to true (fire button down)." );
addField( "stateTransitionOnTriggerDown", TypeString, Offset(stateTransitionTriggerDown, ShapeBaseImageData), MaxStates,
"Name of the state to transition to when the trigger state of the Image "
"changes to false (fire button released)." );
addField( "stateTransitionOnAltTriggerUp", TypeString, Offset(stateTransitionAltTriggerUp, ShapeBaseImageData), MaxStates,
"Name of the state to transition to when the alt trigger state of the "
"Image changes to true (alt fire button down)." );
addField( "stateTransitionOnAltTriggerDown", TypeString, Offset(stateTransitionAltTriggerDown, ShapeBaseImageData), MaxStates,
"Name of the state to transition to when the alt trigger state of the "
"Image changes to false (alt fire button up)." );
addField( "stateTransitionOnTimeout", TypeString, Offset(stateTransitionTimeout, ShapeBaseImageData), MaxStates,
"Name of the state to transition to when we have been in this state "
"for stateTimeoutValue seconds." );
addField( "stateTransitionGeneric0In", TypeString, Offset(stateTransitionGeneric0In, ShapeBaseImageData), MaxStates,
"Name of the state to transition to when the generic trigger 0 state "
"changes to true." );
addField( "stateTransitionGeneric0Out", TypeString, Offset(stateTransitionGeneric0Out, ShapeBaseImageData), MaxStates,
"Name of the state to transition to when the generic trigger 0 state "
"changes to false." );
addField( "stateTransitionGeneric1In", TypeString, Offset(stateTransitionGeneric1In, ShapeBaseImageData), MaxStates,
"Name of the state to transition to when the generic trigger 1 state "
"changes to true." );
addField( "stateTransitionGeneric1Out", TypeString, Offset(stateTransitionGeneric1Out, ShapeBaseImageData), MaxStates,
"Name of the state to transition to when the generic trigger 1 state "
"changes to false." );
addField( "stateTransitionGeneric2In", TypeString, Offset(stateTransitionGeneric2In, ShapeBaseImageData), MaxStates,
"Name of the state to transition to when the generic trigger 2 state "
"changes to true." );
addField( "stateTransitionGeneric2Out", TypeString, Offset(stateTransitionGeneric2Out, ShapeBaseImageData), MaxStates,
"Name of the state to transition to when the generic trigger 2 state "
"changes to false." );
addField( "stateTransitionGeneric3In", TypeString, Offset(stateTransitionGeneric3In, ShapeBaseImageData), MaxStates,
"Name of the state to transition to when the generic trigger 3 state "
"changes to true." );
addField( "stateTransitionGeneric3Out", TypeString, Offset(stateTransitionGeneric3Out, ShapeBaseImageData), MaxStates,
"Name of the state to transition to when the generic trigger 3 state "
"changes to false." );
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addFieldV( "stateTimeoutValue", TypeRangedF32, Offset(stateTimeoutValue, ShapeBaseImageData), &CommonValidators::PositiveFloat, MaxStates,
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"Time in seconds to wait before transitioning to stateTransitionOnTimeout." );
addField( "stateWaitForTimeout", TypeBool, Offset(stateWaitForTimeout, ShapeBaseImageData), MaxStates,
"If false, this state ignores stateTimeoutValue and transitions "
"immediately if other transition conditions are met." );
addField( "stateFire", TypeBool, Offset(stateFire, ShapeBaseImageData), MaxStates,
"The first state with this set to true is the state entered by the "
"client when it receives the 'fire' event." );
addField( "stateAlternateFire", TypeBool, Offset(stateAlternateFire, ShapeBaseImageData), MaxStates,
"The first state with this set to true is the state entered by the "
"client when it receives the 'altFire' event." );
addField( "stateReload", TypeBool, Offset(stateReload, ShapeBaseImageData), MaxStates,
"The first state with this set to true is the state entered by the "
"client when it receives the 'reload' event." );
addField( "stateEjectShell", TypeBool, Offset(stateEjectShell, ShapeBaseImageData), MaxStates,
"If true, a shell casing will be ejected in this state." );
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addFieldV( "stateEnergyDrain", TypeRangedF32, Offset(stateEnergyDrain, ShapeBaseImageData), &CommonValidators::PositiveFloat, MaxStates,
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"@brief Amount of energy to subtract from the Image in this state.\n\n"
"Energy is drained at stateEnergyDrain units/tick as long as we are in "
"this state.\n"
"@see usesEnergy");
addField( "stateAllowImageChange", TypeBool, Offset(stateAllowImageChange, ShapeBaseImageData), MaxStates,
"@brief If false, other Images will temporarily be blocked from mounting "
"while the state machine is executing the tasks in this state.\n\n"
"For instance, if we have a rocket launcher, the player shouldn't "
"be able to switch out <i>while</i> firing. So, you'd set "
"stateAllowImageChange to false in firing states, and true the rest "
"of the time." );
addField( "stateDirection", TypeBool, Offset(stateDirection, ShapeBaseImageData), MaxStates,
"@brief Direction of the animation to play in this state.\n\n"
"True is forward, false is backward." );
addField( "stateLoadedFlag", TYPEID< ShapeBaseImageData::StateData::LoadedState >(), Offset(stateLoaded, ShapeBaseImageData), MaxStates,
"@brief Set the loaded state of the Image.\n\n"
"<ul><li>IgnoreLoaded: Don't change Image loaded state.</li>"
"<li>Loaded: Set Image loaded state to true.</li>"
"<li>NotLoaded: Set Image loaded state to false.</li></ul>\n"
"@see ShapeBaseImageLoadedState");
addField( "stateSpinThread", TYPEID< ShapeBaseImageData::StateData::SpinState >(), Offset(stateSpin, ShapeBaseImageData), MaxStates,
"@brief Controls how fast the 'spin' animation sequence will be played in "
"this state.\n\n"
"<ul><li>Ignore: No change to the spin sequence.</li>"
"<li>Stop: Stops the spin sequence at its current position.</li>"
"<li>SpinUp: Increase spin sequence timeScale from 0 (on state entry) "
"to 1 (after stateTimeoutValue seconds).</li>"
"<li>SpinDown: Decrease spin sequence timeScale from 1 (on state entry) "
"to 0 (after stateTimeoutValue seconds).</li>"
"<li>FullSpeed: Resume the spin sequence playback at its current "
"position with timeScale=1.</li></ul>\n"
"@see ShapeBaseImageSpinState");
addField( "stateRecoil", TYPEID< ShapeBaseImageData::StateData::RecoilState >(), Offset(stateRecoil, ShapeBaseImageData), MaxStates,
"@brief Type of recoil sequence to play on the ShapeBase object on entry to "
"this state.\n\n"
"<ul><li>NoRecoil: Do not play a recoil sequence.</li>"
"<li>LightRecoil: Play the light_recoil sequence.</li>"
"<li>MediumRecoil: Play the medium_recoil sequence.</li>"
"<li>HeavyRecoil: Play the heavy_recoil sequence.</li></ul>\n"
"@see ShapeBaseImageRecoilState");
addField( "stateSequence", TypeString, Offset(stateSequence, ShapeBaseImageData), MaxStates,
"Name of the sequence to play on entry to this state." );
addField( "stateSequenceRandomFlash", TypeBool, Offset(stateSequenceRandomFlash, ShapeBaseImageData), MaxStates,
"@brief If true, the muzzle flash sequence will be played while in this state.\n\n"
"The name of the muzzle flash sequence is the same as stateSequence, "
"with \"_vis\" at the end." );
addField( "stateScaleAnimation", TypeBool, Offset(stateScaleAnimation, ShapeBaseImageData), MaxStates,
"If true, the timeScale of the stateSequence animation will be adjusted "
"such that the sequence plays for stateTimeoutValue seconds. " );
addField( "stateScaleAnimationFP", TypeBool, Offset(stateScaleAnimationFP, ShapeBaseImageData), MaxStates,
"If true, the timeScale of the first person stateSequence animation will be adjusted "
"such that the sequence plays for stateTimeoutValue seconds. " );
addField( "stateSequenceTransitionIn", TypeBool, Offset(stateSequenceTransitionIn, ShapeBaseImageData), MaxStates,
"Do we transition to the state's sequence when we enter the state?" );
addField( "stateSequenceTransitionOut", TypeBool, Offset(stateSequenceTransitionOut, ShapeBaseImageData), MaxStates,
"Do we transition to the new state's sequence when we leave the state?" );
addField( "stateSequenceNeverTransition", TypeBool, Offset(stateSequenceNeverTransition, ShapeBaseImageData), MaxStates,
"Never allow a transition to this sequence. Often used for a fire sequence." );
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addFieldV( "stateSequenceTransitionTime", TypeRangedF32, Offset(stateSequenceTransitionTime, ShapeBaseImageData), &CommonValidators::PositiveFloat, MaxStates,
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"The time to transition in or out of a sequence." );
addField( "stateShapeSequence", TypeString, Offset(stateShapeSequence, ShapeBaseImageData), MaxStates,
"Name of the sequence that is played on the mounting shape." );
addField( "stateScaleShapeSequence", TypeBool, Offset(stateScaleShapeSequence, ShapeBaseImageData), MaxStates,
"Indicates if the sequence to be played on the mounting shape should be scaled to the length of the state." );
INITPERSISTFIELD_SOUNDASSET_ARRAY(stateSound, MaxStates, ShapeBaseImageData, "State sound.");
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addField( "stateScript", TypeCaseString, Offset(stateScript, ShapeBaseImageData), MaxStates,
"@brief Method to execute on entering this state.\n\n"
"Scoped to this image class name, then ShapeBaseImageData. The script "
"callback function takes the same arguments as the onMount callback.\n"
"@see onMount() for the same arguments as this callback.");
addField( "stateEmitter", TYPEID< ParticleEmitterData >(), Offset(stateEmitter, ShapeBaseImageData), MaxStates,
"@brief Emitter to generate particles in this state (from muzzle point or "
"specified node).\n\n"
"@see stateEmitterNode" );
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addFieldV( "stateEmitterTime", TypeRangedF32, Offset(stateEmitterTime, ShapeBaseImageData), &CommonValidators::PositiveFloat, MaxStates,
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"How long (in seconds) to emit particles on entry to this state." );
addField( "stateEmitterNode", TypeString, Offset(stateEmitterNode, ShapeBaseImageData), MaxStates,
"@brief Name of the node to emit particles from.\n\n"
"@see stateEmitter" );
addField( "stateIgnoreLoadedForReady", TypeBool, Offset(stateIgnoreLoadedForReady, ShapeBaseImageData), MaxStates,
"@brief If set to true, and both ready and loaded transitions are true, the "
"ready transition will be taken instead of the loaded transition.\n\n"
"A state is 'ready' if pressing the fire trigger in that state would "
"transition to the fire state." );
endArray( "States" );
addGroup("Sounds");
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addFieldV( "maxConcurrentSounds", TypeRangedS32, Offset(maxConcurrentSounds, ShapeBaseImageData), &CommonValidators::PositiveInt,
"@brief Maximum number of sounds this Image can play at a time.\n\n"
"Any value <= 0 indicates that it can play an infinite number of sounds." );
endGroup("Sounds");
addGroup("Animation");
addField( "useRemainderDT", TypeBool, Offset(useRemainderDT, ShapeBaseImageData),
"@brief If true, allow multiple timeout transitions to occur within a single "
"tick (useful if states have a very small timeout).\n\n" );
endGroup("Animation");
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Parent::initPersistFields();
}
void ShapeBaseImageData::packData(BitStream* stream)
{
Parent::packData(stream);
if(stream->writeFlag(computeCRC))
{
for( U32 j=0; j<MaxShapes; ++j )
{
stream->write(mCRC[j]);
}
}
PACKDATA_ASSET_ARRAY_REFACTOR(Shape, MaxShapes); // shape 0 for normal use, shape 1 for first person use (optional)
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stream->writeString(imageAnimPrefix);
stream->writeString(imageAnimPrefixFP);
stream->write(mountPoint);
if (!stream->writeFlag(mountOffset.isIdentity()))
stream->writeAffineTransform(mountOffset);
if (!stream->writeFlag(eyeOffset.isIdentity()))
stream->writeAffineTransform(eyeOffset);
stream->writeFlag(animateOnServer);
stream->write(scriptAnimTransitionTime);
stream->writeFlag(useEyeNode);
stream->writeFlag(correctMuzzleVector);
stream->writeFlag(correctMuzzleVectorTP);
stream->writeFlag(firstPerson);
stream->write(mass);
stream->writeFlag(usesEnergy);
stream->write(minEnergy);
for( U32 j=0; j<MaxShapes; ++j)
{
stream->writeFlag(hasFlash[j]);
}
// Client doesn't need accuFire
// Write the projectile datablock
if (stream->writeFlag(projectile))
stream->writeRangedU32(mPacked ? SimObjectId((uintptr_t)projectile):
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projectile->getId(),DataBlockObjectIdFirst,DataBlockObjectIdLast);
stream->writeFlag(cloakable);
stream->writeRangedU32(lightType, 0, NumLightTypes-1);
if(lightType != NoLight)
{
stream->write(lightRadius);
stream->write(lightDuration);
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stream->writeFloat(lightColor.red, 8);
stream->writeFloat(lightColor.green, 8);
stream->writeFloat(lightColor.blue, 8);
stream->writeFloat(lightColor.alpha, 8);
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stream->write(lightBrightness);
}
if ( stream->writeFlag( shakeCamera ) )
{
mathWrite( *stream, camShakeFreq );
mathWrite( *stream, camShakeAmp );
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stream->write( camShakeDuration );
stream->write( camShakeRadius );
stream->write( camShakeFalloff );
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}
mathWrite( *stream, shellExitDir );
stream->write(shellExitVariance);
stream->write(shellVelocity);
if( stream->writeFlag( casing ) )
{
stream->writeRangedU32(mPacked ? SimObjectId((uintptr_t)casing):
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casing->getId(),DataBlockObjectIdFirst,DataBlockObjectIdLast);
}
for (U32 i = 0; i < MaxStates; i++)
if (stream->writeFlag(state[i].name && state[i].name[0])) {
StateData& s = state[i];
// States info not needed on the client:
// s.allowImageChange
// s.scriptNames
// Transitions are inc. one to account for -1 values
stream->writeString(state[i].name);
stream->writeInt(s.transition.loaded[0]+1,NumStateBits);
stream->writeInt(s.transition.loaded[1]+1,NumStateBits);
stream->writeInt(s.transition.ammo[0]+1,NumStateBits);
stream->writeInt(s.transition.ammo[1]+1,NumStateBits);
stream->writeInt(s.transition.target[0]+1,NumStateBits);
stream->writeInt(s.transition.target[1]+1,NumStateBits);
stream->writeInt(s.transition.wet[0]+1,NumStateBits);
stream->writeInt(s.transition.wet[1]+1,NumStateBits);
stream->writeInt(s.transition.trigger[0]+1,NumStateBits);
stream->writeInt(s.transition.trigger[1]+1,NumStateBits);
stream->writeInt(s.transition.altTrigger[0]+1,NumStateBits);
stream->writeInt(s.transition.altTrigger[1]+1,NumStateBits);
stream->writeInt(s.transition.timeout+1,NumStateBits);
// Most states don't make use of the motion transition.
if (stream->writeFlag(s.transition.motion[0] != -1 || s.transition.motion[1] != -1))
{
// This state does
stream->writeInt(s.transition.motion[0]+1,NumStateBits);
stream->writeInt(s.transition.motion[1]+1,NumStateBits);
}
// Most states don't make use of the generic trigger transitions. Don't transmit
// if that is the case here.
for (U32 j=0; j<MaxGenericTriggers; ++j)
{
if (stream->writeFlag(s.transition.genericTrigger[j][0] != -1 || s.transition.genericTrigger[j][1] != -1))
{
stream->writeInt(s.transition.genericTrigger[j][0]+1,NumStateBits);
stream->writeInt(s.transition.genericTrigger[j][1]+1,NumStateBits);
}
}
if(stream->writeFlag(s.timeoutValue != gDefaultStateData.timeoutValue))
stream->write(s.timeoutValue);
stream->writeFlag(s.waitForTimeout);
stream->writeFlag(s.fire);
stream->writeFlag(s.altFire);
stream->writeFlag(s.reload);
stream->writeFlag(s.ejectShell);
stream->writeFlag(s.scaleAnimation);
stream->writeFlag(s.scaleAnimationFP);
stream->writeFlag(s.direction);
stream->writeFlag(s.sequenceTransitionIn);
stream->writeFlag(s.sequenceTransitionOut);
stream->writeFlag(s.sequenceNeverTransition);
if(stream->writeFlag(s.sequenceTransitionTime != gDefaultStateData.sequenceTransitionTime))
stream->write(s.sequenceTransitionTime);
stream->writeString(s.shapeSequence);
stream->writeFlag(s.shapeSequenceScale);
if(stream->writeFlag(s.energyDrain != gDefaultStateData.energyDrain))
stream->write(s.energyDrain);
stream->writeInt(s.loaded,StateData::NumLoadedBits);
stream->writeInt(s.spin,StateData::NumSpinBits);
stream->writeInt(s.recoil,StateData::NumRecoilBits);
for( U32 j=0; j<MaxShapes; ++j )
{
if(stream->writeFlag(s.sequence[j] != gDefaultStateData.sequence[j]))
stream->writeSignedInt(s.sequence[j], 16);
if(stream->writeFlag(s.sequenceVis[j] != gDefaultStateData.sequenceVis[j]))
stream->writeSignedInt(s.sequenceVis[j],16);
stream->writeFlag(s.flashSequence[j]);
}
stream->writeFlag(s.ignoreLoadedForReady);
if (stream->writeFlag(s.emitter))
{
stream->writeRangedU32(mPacked ? SimObjectId((uintptr_t)s.emitter):
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s.emitter->getId(),DataBlockObjectIdFirst,DataBlockObjectIdLast);
stream->write(s.emitterTime);
for( U32 j=0; j<MaxShapes; ++j )
{
stream->write(s.emitterNode[j]);
}
}
PACKDATA_SOUNDASSET_ARRAY(stateSound, i);
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}
stream->write(maxConcurrentSounds);
stream->writeFlag(useRemainderDT);
}
void ShapeBaseImageData::unpackData(BitStream* stream)
{
Parent::unpackData(stream);
computeCRC = stream->readFlag();
if(computeCRC)
{
for( U32 j=0; j<MaxShapes; ++j )
{
stream->read(&mCRC[j]);
}
}
UNPACKDATA_ASSET_ARRAY_REFACTOR(Shape, MaxShapes); // shape 0 for normal use, shape 1 for first person use (optional)
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imageAnimPrefix = stream->readSTString();
imageAnimPrefixFP = stream->readSTString();
stream->read(&mountPoint);
if (stream->readFlag())
mountOffset.identity();
else
stream->readAffineTransform(&mountOffset);
if (stream->readFlag())
eyeOffset.identity();
else
stream->readAffineTransform(&eyeOffset);
animateOnServer = stream->readFlag();
stream->read(&scriptAnimTransitionTime);
useEyeNode = stream->readFlag();
correctMuzzleVector = stream->readFlag();
correctMuzzleVectorTP = stream->readFlag();
firstPerson = stream->readFlag();
stream->read(&mass);
usesEnergy = stream->readFlag();
stream->read(&minEnergy);
for( U32 j=0; j<MaxShapes; ++j )
{
hasFlash[j] = stream->readFlag();
}
projectile = (stream->readFlag() ?
(ProjectileData*)(uintptr_t)stream->readRangedU32(DataBlockObjectIdFirst,
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DataBlockObjectIdLast) : 0);
cloakable = stream->readFlag();
lightType = stream->readRangedU32(0, NumLightTypes-1);
if(lightType != NoLight)
{
stream->read(&lightRadius);
stream->read(&lightDuration);
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lightColor.red = stream->readFloat(8);
lightColor.green = stream->readFloat(8);
lightColor.blue = stream->readFloat(8);
lightColor.alpha = stream->readFloat(8);
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stream->read( &lightBrightness );
}
shakeCamera = stream->readFlag();
if ( shakeCamera )
{
mathRead( *stream, &camShakeFreq );
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mathRead( *stream, &camShakeAmp );
stream->read( &camShakeDuration );
stream->read( &camShakeRadius );
stream->read( &camShakeFalloff );
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}
mathRead( *stream, &shellExitDir );
stream->read(&shellExitVariance);
stream->read(&shellVelocity);
if(stream->readFlag())
{
casingID = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
}
for (U32 i = 0; i < MaxStates; i++) {
if (stream->readFlag()) {
StateData& s = state[i];
// States info not needed on the client:
// s.allowImageChange
// s.scriptNames
// Transitions are dec. one to restore -1 values
s.name = stream->readSTString();
s.transition.loaded[0] = stream->readInt(NumStateBits) - 1;
s.transition.loaded[1] = stream->readInt(NumStateBits) - 1;
s.transition.ammo[0] = stream->readInt(NumStateBits) - 1;
s.transition.ammo[1] = stream->readInt(NumStateBits) - 1;
s.transition.target[0] = stream->readInt(NumStateBits) - 1;
s.transition.target[1] = stream->readInt(NumStateBits) - 1;
s.transition.wet[0] = stream->readInt(NumStateBits) - 1;
s.transition.wet[1] = stream->readInt(NumStateBits) - 1;
s.transition.trigger[0] = stream->readInt(NumStateBits) - 1;
s.transition.trigger[1] = stream->readInt(NumStateBits) - 1;
s.transition.altTrigger[0] = stream->readInt(NumStateBits) - 1;
s.transition.altTrigger[1] = stream->readInt(NumStateBits) - 1;
s.transition.timeout = stream->readInt(NumStateBits) - 1;
// Motion trigger
if (stream->readFlag())
{
s.transition.motion[0] = stream->readInt(NumStateBits) - 1;
s.transition.motion[1] = stream->readInt(NumStateBits) - 1;
}
else
{
s.transition.motion[0] = -1;
s.transition.motion[1] = -1;
}
// Generic triggers
for (U32 j=0; j<MaxGenericTriggers; ++j)
{
if (stream->readFlag())
{
s.transition.genericTrigger[j][0] = stream->readInt(NumStateBits) - 1;
s.transition.genericTrigger[j][1] = stream->readInt(NumStateBits) - 1;
}
else
{
s.transition.genericTrigger[j][0] = -1;
s.transition.genericTrigger[j][1] = -1;
}
}
if(stream->readFlag())
stream->read(&s.timeoutValue);
else
s.timeoutValue = gDefaultStateData.timeoutValue;
s.waitForTimeout = stream->readFlag();
s.fire = stream->readFlag();
s.altFire = stream->readFlag();
s.reload = stream->readFlag();
s.ejectShell = stream->readFlag();
s.scaleAnimation = stream->readFlag();
s.scaleAnimationFP = stream->readFlag();
s.direction = stream->readFlag();
s.sequenceTransitionIn = stream->readFlag();
s.sequenceTransitionOut = stream->readFlag();
s.sequenceNeverTransition = stream->readFlag();
if (stream->readFlag())
stream->read(&s.sequenceTransitionTime);
else
s.sequenceTransitionTime = gDefaultStateData.sequenceTransitionTime;
s.shapeSequence = stream->readSTString();
s.shapeSequenceScale = stream->readFlag();
if(stream->readFlag())
stream->read(&s.energyDrain);
else
s.energyDrain = gDefaultStateData.energyDrain;
s.loaded = (StateData::LoadedState)stream->readInt(StateData::NumLoadedBits);
s.spin = (StateData::SpinState)stream->readInt(StateData::NumSpinBits);
s.recoil = (StateData::RecoilState)stream->readInt(StateData::NumRecoilBits);
for( U32 j=0; j<MaxShapes; ++j )
{
if(stream->readFlag())
s.sequence[j] = stream->readSignedInt(16);
else
s.sequence[j] = gDefaultStateData.sequence[j];
if(stream->readFlag())
s.sequenceVis[j] = stream->readSignedInt(16);
else
s.sequenceVis[j] = gDefaultStateData.sequenceVis[j];
s.flashSequence[j] = stream->readFlag();
}
s.ignoreLoadedForReady = stream->readFlag();
if (stream->readFlag())
{
s.emitter = (ParticleEmitterData*)(uintptr_t)stream->readRangedU32(DataBlockObjectIdFirst,
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DataBlockObjectIdLast);
stream->read(&s.emitterTime);
for( U32 j=0; j<MaxShapes; ++j )
{
stream->read(&(s.emitterNode[j]));
}
}
else
s.emitter = 0;
UNPACKDATA_SOUNDASSET_ARRAY(stateSound, i);
handleStateSoundTrack(i);
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}
}
stream->read(&maxConcurrentSounds);
useRemainderDT = stream->readFlag();
statesLoaded = true;
}
void ShapeBaseImageData::inspectPostApply()
{
Parent::inspectPostApply();
// This does not do a very good job of applying changes to states
// which may have occured in the editor, but at least we can do this...
useEyeOffset = !eyeOffset.isIdentity();
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
ShapeBase::MountedImage::MountedImage()
{
for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
{
shapeInstance[i] = 0;
ambientThread[i] = NULL;
visThread[i] = NULL;
animThread[i] = NULL;
flashThread[i] = NULL;
spinThread[i] = NULL;
}
doAnimateAllShapes = false;
forceAnimateAllShapes = false;
lastShapeIndex = 0;
state = 0;
dataBlock = 0;
nextImage = InvalidImagePtr;
delayTime = 0;
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rDT = 0.0f;
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ammo = false;
target = false;
triggerDown = false;
altTriggerDown = false;
loaded = false;
fireCount = 0;
altFireCount = 0;
reloadCount = 0;
wet = false;
motion = false;
lightStart = 0;
lightInfo = NULL;
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dMemset(emitter, 0, sizeof(emitter));
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for (U32 i=0; i<ShapeBaseImageData::MaxGenericTriggers; ++i)
{
genericTrigger[i] = false;
}
nextLoaded = false;
}
ShapeBase::MountedImage::~MountedImage()
{
for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
{
delete shapeInstance[i];
shapeInstance[i] = 0;
}
// stop sound
for(Vector<SFXSource*>::iterator i = mSoundSources.begin(); i != mSoundSources.end(); i++)
{
SFX_DELETE((*i));
}
mSoundSources.clear();
for (S32 i = 0; i < MaxImageEmitters; i++)
if (bool(emitter[i].emitter))
emitter[i].emitter->deleteWhenEmpty();
if ( lightInfo != NULL )
delete lightInfo;
}
void ShapeBase::MountedImage::addSoundSource(SFXSource* source)
{
if(source != NULL)
{
if(dataBlock->maxConcurrentSounds > 0 && mSoundSources.size() > dataBlock->maxConcurrentSounds)
{
SFX_DELETE(mSoundSources.first());
mSoundSources.pop_front();
}
source->play();
mSoundSources.push_back(source);
}
}
void ShapeBase::MountedImage::updateSoundSources( const MatrixF &renderTransform )
{
// Update all the sounds removing any ones that have stopped.
for ( U32 i=0; i < mSoundSources.size(); )
{
SFXSource *source = mSoundSources[i];
if ( source->isStopped() )
{
SFX_DELETE( source );
mSoundSources.erase_fast( i );
continue;
}
source->setTransform(renderTransform);
i++;
}
}
void ShapeBase::MountedImage::updateDoAnimateAllShapes(const ShapeBase* owner)
{
doAnimateAllShapes = false;
if (!dataBlock)
return;
// According to ShapeBase::isFirstPerson() the server is always in first person mode.
// Therefore we don't need to animate any other shapes but the one that will be
// used for first person.
// Sometimes this is forced externally, so honour it.
if (forceAnimateAllShapes)
{
doAnimateAllShapes = true;
return;
}
if (owner->isClientObject())
{
// If this client object doesn't have a controlling client, then according to
// ShapeBase::isFirstPerson() it cannot ever be in first person mode. So no need
// to animate any shapes beyond the current one.
if (!owner->getControllingClient())
{
return;
}
doAnimateAllShapes = dataBlock->animateAllShapes;
}
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// Any item with an item image is selectable
bool ShapeBase::mountImage(ShapeBaseImageData* imageData,U32 imageSlot,bool loaded,NetStringHandle &skinNameHandle)
{
AssertFatal(imageSlot<MaxMountedImages,"Out of range image slot");
MountedImage& image = mMountedImageList[imageSlot];
if (image.dataBlock) {
if ((image.dataBlock == imageData) && (image.skinNameHandle == skinNameHandle)) {
// Image already loaded
image.nextImage = InvalidImagePtr;
return true;
}
}
//
setImage(imageSlot,imageData,skinNameHandle,loaded);
return true;
}
bool ShapeBase::unmountImage(U32 imageSlot)
{
AssertFatal(imageSlot<MaxMountedImages,"Out of range image slot");
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bool returnValue = false;
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MountedImage& image = mMountedImageList[imageSlot];
if (image.dataBlock)
{
NetStringHandle temp;
setImage(imageSlot,0, temp);
returnValue = true;
}
return returnValue;
}
//----------------------------------------------------------------------------
ShapeBaseImageData* ShapeBase::getMountedImage(U32 imageSlot)
{
AssertFatal(imageSlot<MaxMountedImages,"Out of range image slot");
return mMountedImageList[imageSlot].dataBlock;
}
ShapeBase::MountedImage* ShapeBase::getImageStruct(U32 imageSlot)
{
return &mMountedImageList[imageSlot];
}
ShapeBaseImageData* ShapeBase::getPendingImage(U32 imageSlot)
{
ShapeBaseImageData* data = mMountedImageList[imageSlot].nextImage;
return (data == InvalidImagePtr)? 0: data;
}
bool ShapeBase::isImageFiring(U32 imageSlot)
{
MountedImage& image = mMountedImageList[imageSlot];
return image.dataBlock && image.state->fire;
}
bool ShapeBase::isImageAltFiring(U32 imageSlot)
{
MountedImage& image = mMountedImageList[imageSlot];
return image.dataBlock && image.state->altFire;
}
bool ShapeBase::isImageReloading(U32 imageSlot)
{
MountedImage& image = mMountedImageList[imageSlot];
return image.dataBlock && image.state->reload;
}
bool ShapeBase::isImageReady(U32 imageSlot,U32 ns,U32 depth)
{
// Will pressing the trigger lead to a fire state?
MountedImage& image = mMountedImageList[imageSlot];
if (depth++ > 5 || !image.dataBlock)
return false;
ShapeBaseImageData::StateData& stateData = (ns == -1) ?
*image.state : image.dataBlock->state[ns];
if (stateData.fire)
return true;
// Try the transitions...
if (stateData.ignoreLoadedForReady == true) {
if ((ns = stateData.transition.loaded[true]) != -1)
if (isImageReady(imageSlot,ns,depth))
return true;
} else {
if ((ns = stateData.transition.loaded[image.loaded]) != -1)
if (isImageReady(imageSlot,ns,depth))
return true;
}
for (U32 i=0; i<ShapeBaseImageData::MaxGenericTriggers; ++i)
{
if ((ns = stateData.transition.genericTrigger[i][image.genericTrigger[i]]) != -1)
if (isImageReady(imageSlot,ns,depth))
return true;
}
if ((ns = stateData.transition.ammo[image.ammo]) != -1)
if (isImageReady(imageSlot,ns,depth))
return true;
if ((ns = stateData.transition.target[image.target]) != -1)
if (isImageReady(imageSlot,ns,depth))
return true;
if ((ns = stateData.transition.wet[image.wet]) != -1)
if (isImageReady(imageSlot,ns,depth))
return true;
if ((ns = stateData.transition.motion[image.motion]) != -1)
if (isImageReady(imageSlot,ns,depth))
return true;
if ((ns = stateData.transition.trigger[1]) != -1)
if (isImageReady(imageSlot,ns,depth))
return true;
if ((ns = stateData.transition.altTrigger[1]) != -1)
if (isImageReady(imageSlot,ns,depth))
return true;
if ((ns = stateData.transition.timeout) != -1)
if (isImageReady(imageSlot,ns,depth))
return true;
return false;
}
bool ShapeBase::isImageMounted(ShapeBaseImageData* imageData)
{
for (U32 i = 0; i < MaxMountedImages; i++)
if (imageData == mMountedImageList[i].dataBlock)
return true;
return false;
}
S32 ShapeBase::getMountSlot(ShapeBaseImageData* imageData)
{
for (U32 i = 0; i < MaxMountedImages; i++)
if (imageData == mMountedImageList[i].dataBlock)
return i;
return -1;
}
NetStringHandle ShapeBase::getImageSkinTag(U32 imageSlot)
{
MountedImage& image = mMountedImageList[imageSlot];
return image.dataBlock? image.skinNameHandle : NetStringHandle();
}
const char* ShapeBase::getImageState(U32 imageSlot)
{
MountedImage& image = mMountedImageList[imageSlot];
return image.dataBlock? image.state->name: 0;
}
void ShapeBase::setImageGenericTriggerState(U32 imageSlot, U32 trigger, bool state)
{
MountedImage& image = mMountedImageList[imageSlot];
if (image.dataBlock && image.genericTrigger[trigger] != state) {
setMaskBits(ImageMaskN << imageSlot);
image.genericTrigger[trigger] = state;
}
}
bool ShapeBase::getImageGenericTriggerState(U32 imageSlot, U32 trigger)
{
MountedImage& image = mMountedImageList[imageSlot];
if (!image.dataBlock)
return false;
return image.genericTrigger[trigger];
}
void ShapeBase::setImageAmmoState(U32 imageSlot,bool ammo)
{
MountedImage& image = mMountedImageList[imageSlot];
if (image.dataBlock && !image.dataBlock->usesEnergy && image.ammo != ammo) {
setMaskBits(ImageMaskN << imageSlot);
image.ammo = ammo;
}
}
bool ShapeBase::getImageAmmoState(U32 imageSlot)
{
MountedImage& image = mMountedImageList[imageSlot];
if (!image.dataBlock)
return false;
return image.ammo;
}
void ShapeBase::setImageWetState(U32 imageSlot,bool wet)
{
MountedImage& image = mMountedImageList[imageSlot];
if (image.dataBlock && image.wet != wet) {
setMaskBits(ImageMaskN << imageSlot);
image.wet = wet;
}
}
bool ShapeBase::getImageWetState(U32 imageSlot)
{
MountedImage& image = mMountedImageList[imageSlot];
if (!image.dataBlock)
return false;
return image.wet;
}
void ShapeBase::setImageMotionState(U32 imageSlot,bool motion)
{
MountedImage& image = mMountedImageList[imageSlot];
if (image.dataBlock && image.motion != motion) {
setMaskBits(ImageMaskN << imageSlot);
image.motion = motion;
}
}
bool ShapeBase::getImageMotionState(U32 imageSlot)
{
MountedImage& image = mMountedImageList[imageSlot];
if (!image.dataBlock)
return false;
return image.motion;
}
void ShapeBase::setImageTargetState(U32 imageSlot,bool target)
{
MountedImage& image = mMountedImageList[imageSlot];
if (image.dataBlock && image.target != target) {
setMaskBits(ImageMaskN << imageSlot);
image.target = target;
}
}
bool ShapeBase::getImageTargetState(U32 imageSlot)
{
MountedImage& image = mMountedImageList[imageSlot];
if (!image.dataBlock)
return false;
return image.target;
}
void ShapeBase::setImageLoadedState(U32 imageSlot,bool loaded)
{
MountedImage& image = mMountedImageList[imageSlot];
if (image.dataBlock && image.loaded != loaded) {
setMaskBits(ImageMaskN << imageSlot);
image.loaded = loaded;
}
}
bool ShapeBase::getImageLoadedState(U32 imageSlot)
{
MountedImage& image = mMountedImageList[imageSlot];
if (!image.dataBlock)
return false;
return image.loaded;
}
void ShapeBase::getMuzzleVector(U32 imageSlot,VectorF* vec)
{
MatrixF mat;
getMuzzleTransform(imageSlot,&mat);
GameConnection * gc = getControllingClient();
if (gc && !gc->isAIControlled())
{
MountedImage& image = mMountedImageList[imageSlot];
bool fp = gc->isFirstPerson();
if ((fp && image.dataBlock->correctMuzzleVector) ||
(!fp && image.dataBlock->correctMuzzleVectorTP))
if (getCorrectedAim(mat, vec))
return;
}
mat.getColumn(1,vec);
}
void ShapeBase::getMuzzlePoint(U32 imageSlot,Point3F* pos)
{
MatrixF mat;
getMuzzleTransform(imageSlot,&mat);
mat.getColumn(3,pos);
}
void ShapeBase::getRenderMuzzleVector(U32 imageSlot,VectorF* vec)
{
MatrixF mat;
getRenderMuzzleTransform(imageSlot,&mat);
GameConnection * gc = getControllingClient();
if (gc && !gc->isAIControlled())
{
MountedImage& image = mMountedImageList[imageSlot];
bool fp = gc->isFirstPerson();
if ((fp && image.dataBlock->correctMuzzleVector) ||
(!fp && image.dataBlock->correctMuzzleVectorTP))
if (getCorrectedAim(mat, vec))
return;
}
mat.getColumn(1,vec);
}
void ShapeBase::getRenderMuzzlePoint(U32 imageSlot,Point3F* pos)
{
MatrixF mat;
getRenderMuzzleTransform(imageSlot,&mat);
mat.getColumn(3,pos);
}
//----------------------------------------------------------------------------
void ShapeBase::scriptCallback(U32 imageSlot,const char* function)
{
MountedImage &image = mMountedImageList[imageSlot];
char buff1[32];
dSprintf( buff1, 32, "%d", imageSlot );
char buff2[32];
dSprintf( buff2, 32, "%f", image.dataBlock->useRemainderDT ? image.rDT : 0.0f );
Con::executef( image.dataBlock, function, getIdString(), buff1, buff2 );
}
//----------------------------------------------------------------------------
void ShapeBase::getMountTransform( S32 index, const MatrixF &xfm, MatrixF *outMat )
{
// Returns mount point to world space transform
if ( index >= 0 && index < SceneObject::NumMountPoints) {
S32 ni = mDataBlock->mountPointNode[index];
if (ni != -1) {
MatrixF mountTransform = mShapeInstance->mNodeTransforms[ni];
mountTransform.mul( xfm );
const Point3F& scale = getScale();
// The position of the mount point needs to be scaled.
Point3F position = mountTransform.getPosition();
position.convolve( scale );
mountTransform.setPosition( position );
// Also we would like the object to be scaled to the model.
outMat->mul(mObjToWorld, mountTransform);
return;
}
}
// Then let SceneObject handle it.
Parent::getMountTransform( index, xfm, outMat );
}
void ShapeBase::getImageTransform(U32 imageSlot,MatrixF* mat)
{
// Image transform in world space
MountedImage& image = mMountedImageList[imageSlot];
if (image.dataBlock) {
ShapeBaseImageData& data = *image.dataBlock;
U32 shapeIndex = getImageShapeIndex(image);
MatrixF nmat;
if (data.useEyeNode && isFirstPerson() && data.eyeMountNode[shapeIndex] != -1) {
// We need to animate, even on the server, to make sure the nodes are in the correct location.
image.shapeInstance[shapeIndex]->animate();
getEyeBaseTransform(&nmat, mDataBlock->mountedImagesBank);
2012-09-19 15:15:01 +00:00
MatrixF mountTransform = image.shapeInstance[shapeIndex]->mNodeTransforms[data.eyeMountNode[shapeIndex]];
mat->mul(nmat, mountTransform);
}
else if (data.useEyeOffset && isFirstPerson()) {
getEyeTransform(&nmat);
mat->mul(nmat,data.eyeOffset);
}
else {
getMountTransform( image.dataBlock->mountPoint, MatrixF::Identity, &nmat );
mat->mul(nmat,data.mountTransform[shapeIndex]);
}
}
else
*mat = mObjToWorld;
}
void ShapeBase::getImageTransform(U32 imageSlot,S32 node,MatrixF* mat)
{
// Image transform in world space
MountedImage& image = mMountedImageList[imageSlot];
if (image.dataBlock)
{
if (node != -1)
{
ShapeBaseImageData& data = *image.dataBlock;
U32 shapeIndex = getImageShapeIndex(image);
MatrixF nmat = image.shapeInstance[shapeIndex]->mNodeTransforms[node];
MatrixF mmat;
if (data.useEyeNode && isFirstPerson() && data.eyeMountNode[shapeIndex] != -1)
{
// We need to animate, even on the server, to make sure the nodes are in the correct location.
image.shapeInstance[shapeIndex]->animate();
MatrixF emat;
getEyeBaseTransform(&emat, mDataBlock->mountedImagesBank);
2012-09-19 15:15:01 +00:00
MatrixF mountTransform = image.shapeInstance[shapeIndex]->mNodeTransforms[data.eyeMountNode[shapeIndex]];
mountTransform.affineInverse();
mmat.mul(emat, mountTransform);
}
else if (data.useEyeOffset && isFirstPerson())
{
MatrixF emat;
getEyeTransform(&emat);
mmat.mul(emat,data.eyeOffset);
}
else
{
MatrixF emat;
getMountTransform( image.dataBlock->mountPoint, MatrixF::Identity, &emat );
mmat.mul(emat,data.mountTransform[shapeIndex]);
}
mat->mul(mmat, nmat);
}
else
getImageTransform(imageSlot,mat);
}
else
*mat = mObjToWorld;
}
void ShapeBase::getImageTransform(U32 imageSlot,StringTableEntry nodeName,MatrixF* mat)
{
getImageTransform( imageSlot, getNodeIndex( imageSlot, nodeName ), mat );
}
void ShapeBase::getMuzzleTransform(U32 imageSlot,MatrixF* mat)
{
// Muzzle transform in world space
MountedImage& image = mMountedImageList[imageSlot];
if (image.dataBlock)
getImageTransform(imageSlot,image.dataBlock->muzzleNode[getImageShapeIndex(image)],mat);
else
*mat = mObjToWorld;
}
//----------------------------------------------------------------------------
void ShapeBase::getRenderMountTransform( F32 delta, S32 mountPoint, const MatrixF &xfm, MatrixF *outMat )
{
// Returns mount point to world space transform
if ( mountPoint >= 0 && mountPoint < SceneObject::NumMountPoints) {
S32 ni = mDataBlock->mountPointNode[mountPoint];
if (ni != -1) {
MatrixF mountTransform = mShapeInstance->mNodeTransforms[ni];
mountTransform.mul( xfm );
const Point3F& scale = getScale();
// The position of the mount point needs to be scaled.
Point3F position = mountTransform.getPosition();
position.convolve( scale );
mountTransform.setPosition( position );
// Also we would like the object to be scaled to the model.
mountTransform.scale( scale );
outMat->mul(getRenderTransform(), mountTransform);
return;
}
}
// Then let SceneObject handle it.
Parent::getRenderMountTransform( delta, mountPoint, xfm, outMat );
}
void ShapeBase::getRenderImageTransform( U32 imageSlot, MatrixF* mat, bool noEyeOffset )
{
// Image transform in world space
MountedImage& image = mMountedImageList[imageSlot];
if (image.dataBlock)
{
ShapeBaseImageData& data = *image.dataBlock;
U32 shapeIndex = getImageShapeIndex(image);
MatrixF nmat;
if ( data.useEyeNode && isFirstPerson() && data.eyeMountNode[shapeIndex] != -1 ) {
getRenderEyeBaseTransform(&nmat, mDataBlock->mountedImagesBank);
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MatrixF mountTransform = image.shapeInstance[shapeIndex]->mNodeTransforms[data.eyeMountNode[shapeIndex]];
mat->mul(nmat, mountTransform);
}
else if ( !noEyeOffset && data.useEyeOffset && isFirstPerson() )
{
getRenderEyeTransform(&nmat);
mat->mul(nmat,data.eyeOffset);
}
else
{
getRenderMountTransform( 0.0f, data.mountPoint, MatrixF::Identity, &nmat );
mat->mul(nmat,data.mountTransform[shapeIndex]);
}
}
else
*mat = getRenderTransform();
}
void ShapeBase::getRenderImageTransform(U32 imageSlot,S32 node,MatrixF* mat)
{
// Image transform in world space
MountedImage& image = mMountedImageList[imageSlot];
if (image.dataBlock)
{
if (node != -1)
{
ShapeBaseImageData& data = *image.dataBlock;
U32 shapeIndex = getImageShapeIndex(image);
MatrixF nmat = image.shapeInstance[shapeIndex]->mNodeTransforms[node];
MatrixF mmat;
if ( data.useEyeNode && isFirstPerson() && data.eyeMountNode[shapeIndex] != -1 )
{
MatrixF emat;
getRenderEyeBaseTransform(&emat, mDataBlock->mountedImagesBank);
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MatrixF mountTransform = image.shapeInstance[shapeIndex]->mNodeTransforms[data.eyeMountNode[shapeIndex]];
mountTransform.affineInverse();
mmat.mul(emat, mountTransform);
}
else if ( data.useEyeOffset && isFirstPerson() )
{
MatrixF emat;
getRenderEyeTransform(&emat);
mmat.mul(emat,data.eyeOffset);
}
else
{
MatrixF emat;
getRenderMountTransform( 0.0f, data.mountPoint, MatrixF::Identity, &emat );
mmat.mul(emat,data.mountTransform[shapeIndex]);
}
mat->mul(mmat, nmat);
}
else
getRenderImageTransform(imageSlot,mat);
}
else
*mat = getRenderTransform();
}
void ShapeBase::getRenderImageTransform(U32 imageSlot,StringTableEntry nodeName,MatrixF* mat)
{
getRenderImageTransform( imageSlot, getNodeIndex( imageSlot, nodeName ), mat );
}
void ShapeBase::getRenderMuzzleTransform(U32 imageSlot,MatrixF* mat)
{
// Muzzle transform in world space
MountedImage& image = mMountedImageList[imageSlot];
if (image.dataBlock)
getRenderImageTransform(imageSlot,image.dataBlock->muzzleNode[getImageShapeIndex(image)],mat);
else
*mat = getRenderTransform();
}
void ShapeBase::getRetractionTransform(U32 imageSlot,MatrixF* mat)
{
// Muzzle transform in world space
MountedImage& image = mMountedImageList[imageSlot];
if (image.dataBlock) {
ShapeBaseImageData& data = *image.dataBlock;
U32 imageShapeIndex = getImageShapeIndex(image);
if (data.retractNode[imageShapeIndex] != -1)
getImageTransform(imageSlot,data.retractNode[imageShapeIndex],mat);
else
getImageTransform(imageSlot,data.muzzleNode[imageShapeIndex],mat);
} else {
*mat = getTransform();
}
}
void ShapeBase::getRenderRetractionTransform(U32 imageSlot,MatrixF* mat)
{
// Muzzle transform in world space
MountedImage& image = mMountedImageList[imageSlot];
if (image.dataBlock) {
ShapeBaseImageData& data = *image.dataBlock;
U32 imageShapeIndex = getImageShapeIndex(image);
if (data.retractNode[imageShapeIndex] != -1)
getRenderImageTransform(imageSlot,data.retractNode[imageShapeIndex],mat);
else
getRenderImageTransform(imageSlot,data.muzzleNode[imageShapeIndex],mat);
} else {
*mat = getRenderTransform();
}
}
//----------------------------------------------------------------------------
S32 ShapeBase::getNodeIndex(U32 imageSlot,StringTableEntry nodeName)
{
MountedImage& image = mMountedImageList[imageSlot];
if (image.dataBlock)
return image.dataBlock->getShape(getImageShapeIndex(image))->findNode(nodeName);
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else
return -1;
}
// Modify muzzle if needed to aim at whatever is straight in front of the camera. Let the
// caller know if we actually modified the result.
bool ShapeBase::getCorrectedAim(const MatrixF& muzzleMat, VectorF* result)
{
F32 pullInD = sFullCorrectionDistance;
const F32 maxAdjD = 500;
VectorF aheadVec(0, maxAdjD, 0);
MatrixF camMat;
Point3F camPos;
F32 pos = 0;
GameConnection * gc = getControllingClient();
if (gc && !gc->isFirstPerson())
pos = 1.0f;
getCameraTransform(&pos, &camMat);
camMat.getColumn(3, &camPos);
camMat.mulV(aheadVec);
Point3F aheadPoint = (camPos + aheadVec);
// Should we check if muzzle point is really close to camera? Does that happen?
Point3F muzzlePos;
muzzleMat.getColumn(3, &muzzlePos);
Point3F collidePoint;
VectorF collideVector;
disableCollision();
RayInfo rinfo;
if (getContainer()->castRay(camPos, aheadPoint, STATIC_COLLISION_TYPEMASK|DAMAGEABLE_TYPEMASK, &rinfo) &&
(mDot(rinfo.point - mObjToWorld.getPosition(), mObjToWorld.getForwardVector()) > 0)) // Check if point is behind us (could happen in 3rd person view)
collideVector = ((collidePoint = rinfo.point) - camPos);
else
collideVector = ((collidePoint = aheadPoint) - camPos);
enableCollision();
// For close collision we want to NOT aim at ground since we're bending
// the ray here as it is. But we don't want to pop, so adjust continuously.
F32 lenSq = collideVector.lenSquared();
if (lenSq < (pullInD * pullInD) && lenSq > 0.04)
{
F32 len = mSqrt(lenSq);
F32 mid = pullInD; // (pullInD + len) / 2.0;
// This gives us point beyond to focus on-
collideVector *= (mid / len);
collidePoint = (camPos + collideVector);
}
VectorF muzzleToCollide = (collidePoint - muzzlePos);
lenSq = muzzleToCollide.lenSquared();
if (lenSq > 0.04)
{
muzzleToCollide *= (1 / mSqrt(lenSq));
* result = muzzleToCollide;
return true;
}
return false;
}
//----------------------------------------------------------------------------
void ShapeBase::updateMass()
{
if (mDataBlock) {
F32 imass = 0;
for (U32 i = 0; i < MaxMountedImages; i++) {
MountedImage& image = mMountedImageList[i];
if (image.dataBlock)
imass += image.dataBlock->mass;
}
//
mMass = mDataBlock->mass + imass;
mOneOverMass = 1 / mMass;
}
}
void ShapeBase::onImage(U32 imageSlot, bool unmount)
{
}
void ShapeBase::onImageRecoil(U32,ShapeBaseImageData::StateData::RecoilState)
{
}
void ShapeBase::onImageStateAnimation(U32 imageSlot, const char* seqName, bool direction, bool scaleToState, F32 stateTimeOutValue)
{
}
void ShapeBase::onImageAnimThreadChange(U32 imageSlot, S32 imageShapeIndex, ShapeBaseImageData::StateData* lastState, const char* anim, F32 pos, F32 timeScale, bool reset)
{
}
void ShapeBase::onImageAnimThreadUpdate(U32 imageSlot, S32 imageShapeIndex, F32 dt)
{
}
//----------------------------------------------------------------------------
void ShapeBase::setImage( U32 imageSlot,
ShapeBaseImageData* imageData,
NetStringHandle& skinNameHandle,
bool loaded,
bool ammo,
bool triggerDown,
bool altTriggerDown,
bool motion,
bool genericTrigger0,
bool genericTrigger1,
bool genericTrigger2,
bool genericTrigger3,
bool target)
{
AssertFatal(imageSlot<MaxMountedImages,"Out of range image slot");
MountedImage& image = mMountedImageList[imageSlot];
// If we already have this datablock...
if (image.dataBlock == imageData) {
// Mark that there is not a datablock change pending.
image.nextImage = InvalidImagePtr;
// Change the skin handle if necessary.
if (image.skinNameHandle != skinNameHandle) {
if (!isGhost()) {
// Serverside, note the skin handle and tell the client.
image.skinNameHandle = skinNameHandle;
setMaskBits(ImageMaskN << imageSlot);
}
else {
// Clientside, do the reskin.
image.skinNameHandle = skinNameHandle;
for( U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
{
if (image.shapeInstance[i])
{
String newSkin = skinNameHandle.getString();
image.shapeInstance[i]->reSkin(newSkin, image.appliedSkinName);
image.appliedSkinName = newSkin;
}
}
}
}
return;
}
// Check to see if we need to delay image changes until state change.
if (!isGhost()) {
if (imageData && image.dataBlock && !image.state->allowImageChange) {
image.nextImage = imageData;
image.nextSkinNameHandle = skinNameHandle;
image.nextLoaded = loaded;
return;
}
}
// Mark that updates are happenin'.
setMaskBits(ImageMaskN << imageSlot);
// Notify script unmount since we're swapping datablocks.
if (image.dataBlock && !isGhost()) {
F32 dt = image.dataBlock->useRemainderDT ? image.rDT : 0.0f;
image.dataBlock->onUnmount_callback( this, imageSlot, dt );
}
// Stop anything currently going on with the image.
resetImageSlot(imageSlot);
// If we're just unselecting the current shape without swapping
// in a new one, then bail.
if (!imageData) {
onImage( imageSlot, true);
return;
}
// Otherwise, init the new shape.
image.dataBlock = imageData;
image.state = &image.dataBlock->state[0];
image.skinNameHandle = skinNameHandle;
image.updateDoAnimateAllShapes(this);
for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
{
if (image.dataBlock->shapeIsValid[i])
image.shapeInstance[i] = new TSShapeInstance(image.dataBlock->getShape(i), isClientObject());
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}
if (isClientObject())
{
for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
{
if (image.shapeInstance[i])
{
image.shapeInstance[i]->cloneMaterialList();
String newSkin = skinNameHandle.getString();
image.shapeInstance[i]->reSkin(newSkin, image.appliedSkinName);
image.appliedSkinName = newSkin;
}
}
}
image.loaded = loaded;
image.ammo = ammo;
image.triggerDown = triggerDown;
image.altTriggerDown = altTriggerDown;
image.target = target;
image.motion = motion;
image.genericTrigger[0] = genericTrigger0;
image.genericTrigger[1] = genericTrigger1;
image.genericTrigger[2] = genericTrigger2;
image.genericTrigger[3] = genericTrigger3;
// The server needs the shape loaded for muzzle mount nodes
// but it doesn't need to run any of the animations, unless the image
// has animateOnServer set. Then the server needs to animate as well.
// This is often set when using useEyeNode.
for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
{
image.ambientThread[i] = 0;
image.animThread[i] = 0;
image.flashThread[i] = 0;
image.spinThread[i] = 0;
}
if (imageData->animateOnServer || isGhost())
{
for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
{
if (!image.shapeInstance[i])
continue;
if (image.dataBlock->isAnimated[i]) {
image.animThread[i] = image.shapeInstance[i]->addThread();
image.shapeInstance[i]->setTimeScale(image.animThread[i],0);
}
if (image.dataBlock->hasFlash[i]) {
image.flashThread[i] = image.shapeInstance[i]->addThread();
image.shapeInstance[i]->setTimeScale(image.flashThread[i],0);
}
if (image.dataBlock->ambientSequence[i] != -1) {
image.ambientThread[i] = image.shapeInstance[i]->addThread();
image.shapeInstance[i]->setTimeScale(image.ambientThread[i],1);
image.shapeInstance[i]->setSequence(image.ambientThread[i],
image.dataBlock->ambientSequence[i],0);
}
if (image.dataBlock->spinSequence[i] != -1) {
image.spinThread[i] = image.shapeInstance[i]->addThread();
image.shapeInstance[i]->setTimeScale(image.spinThread[i],1);
image.shapeInstance[i]->setSequence(image.spinThread[i],
image.dataBlock->spinSequence[i],0);
}
}
}
// Set the image to its starting state.
setImageState(imageSlot, (U32)0, true);
// Update the mass for the mount object.
updateMass();
// Notify script mount.
if ( !isGhost() )
{
F32 dt = image.dataBlock->useRemainderDT ? image.rDT : 0.0f;
image.dataBlock->onMount_callback( this, imageSlot, dt );
}
else
{
if ( imageData->lightType == ShapeBaseImageData::PulsingLight )
image.lightStart = Sim::getCurrentTime();
}
onImage(imageSlot, false);
// Done.
}
//----------------------------------------------------------------------------
void ShapeBase::resetImageSlot(U32 imageSlot)
{
AssertFatal(imageSlot<MaxMountedImages,"Out of range image slot");
// Clear out current image
MountedImage& image = mMountedImageList[imageSlot];
for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
{
delete image.shapeInstance[i];
image.shapeInstance[i] = 0;
}
// stop sound
for(Vector<SFXSource*>::iterator i = image.mSoundSources.begin(); i != image.mSoundSources.end(); i++)
{
SFX_DELETE((*i));
}
image.mSoundSources.clear();
for (S32 i = 0; i < MaxImageEmitters; i++) {
MountedImage::ImageEmitter& em = image.emitter[i];
if (bool(em.emitter)) {
em.emitter->deleteWhenEmpty();
em.emitter = 0;
}
}
image.dataBlock = 0;
image.nextImage = InvalidImagePtr;
image.skinNameHandle = NetStringHandle();
image.nextSkinNameHandle = NetStringHandle();
image.state = 0;
image.delayTime = 0;
image.rDT = 0;
image.ammo = false;
image.triggerDown = false;
image.altTriggerDown = false;
image.loaded = false;
image.motion = false;
for (U32 i=0; i<ShapeBaseImageData::MaxGenericTriggers; ++i)
{
image.genericTrigger[i] = false;
}
image.lightStart = 0;
if ( image.lightInfo != NULL )
SAFE_DELETE( image.lightInfo );
updateMass();
}
//----------------------------------------------------------------------------
bool ShapeBase::getImageTriggerState(U32 imageSlot)
{
if (isGhost() || !mMountedImageList[imageSlot].dataBlock)
return false;
return mMountedImageList[imageSlot].triggerDown;
}
void ShapeBase::setImageTriggerState(U32 imageSlot,bool trigger)
{
if (isGhost() || !mMountedImageList[imageSlot].dataBlock)
return;
MountedImage& image = mMountedImageList[imageSlot];
if (trigger) {
if (!image.triggerDown && image.dataBlock) {
image.triggerDown = true;
if (!isGhost()) {
setMaskBits(ImageMaskN << imageSlot);
updateImageState(imageSlot,0);
}
}
}
else
if (image.triggerDown) {
image.triggerDown = false;
if (!isGhost()) {
setMaskBits(ImageMaskN << imageSlot);
updateImageState(imageSlot,0);
}
}
}
bool ShapeBase::getImageAltTriggerState(U32 imageSlot)
{
if (isGhost() || !mMountedImageList[imageSlot].dataBlock)
return false;
return mMountedImageList[imageSlot].altTriggerDown;
}
void ShapeBase::setImageAltTriggerState(U32 imageSlot,bool trigger)
{
if (isGhost() || !mMountedImageList[imageSlot].dataBlock)
return;
MountedImage& image = mMountedImageList[imageSlot];
if (trigger) {
if (!image.altTriggerDown && image.dataBlock) {
image.altTriggerDown = true;
if (!isGhost()) {
setMaskBits(ImageMaskN << imageSlot);
updateImageState(imageSlot,0);
}
}
}
else
if (image.altTriggerDown) {
image.altTriggerDown = false;
if (!isGhost()) {
setMaskBits(ImageMaskN << imageSlot);
updateImageState(imageSlot,0);
}
}
}
//----------------------------------------------------------------------------
U32 ShapeBase::getImageFireState(U32 imageSlot)
{
MountedImage& image = mMountedImageList[imageSlot];
// If there is no fire state, then try state 0
if (image.dataBlock && image.dataBlock->fireState != -1)
return image.dataBlock->fireState;
return 0;
}
U32 ShapeBase::getImageAltFireState(U32 imageSlot)
{
MountedImage& image = mMountedImageList[imageSlot];
// If there is no alternate fire state, then try state 0
if (image.dataBlock && image.dataBlock->altFireState != -1)
return image.dataBlock->altFireState;
return 0;
}
U32 ShapeBase::getImageReloadState(U32 imageSlot)
{
MountedImage& image = mMountedImageList[imageSlot];
// If there is no reload state, then try state 0
if (image.dataBlock && image.dataBlock->reloadState != -1)
return image.dataBlock->reloadState;
return 0;
}
//----------------------------------------------------------------------------
bool ShapeBase::hasImageState(U32 imageSlot, const char* state)
{
if (!state || !state[0])
return false;
MountedImage& image = mMountedImageList[imageSlot];
if (image.dataBlock)
{
for (U32 i = 0; i < ShapeBaseImageData::MaxStates; i++)
{
ShapeBaseImageData::StateData& sd = image.dataBlock->state[i];
if (sd.name && !dStricmp(state, sd.name))
return true;
}
}
return false;
}
void ShapeBase::setImageState(U32 imageSlot, U32 newState, bool force)
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{
if (!mMountedImageList[imageSlot].dataBlock)
return;
MountedImage& image = mMountedImageList[imageSlot];
// The client never enters the initial fire state on its own, but it
// will continue to set that state...
if (isGhost() && !force && newState == image.dataBlock->fireState) {
if (image.state != &image.dataBlock->state[newState])
return;
}
// The client never enters the initial alternate fire state on its own, but it
// will continue to set that state...
if (isGhost() && !force && newState == image.dataBlock->altFireState) {
if (image.state != &image.dataBlock->state[newState])
return;
}
// The client never enters the initial reload state on its own, but it
// will continue to set that state...
if (isGhost() && !force && newState == image.dataBlock->reloadState) {
if (image.state != &image.dataBlock->state[newState])
return;
}
// Eject shell casing on every state change (client side only)
ShapeBaseImageData::StateData& nextStateData = image.dataBlock->state[newState];
if (isGhost() && nextStateData.ejectShell) {
ejectShellCasing(imageSlot);
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}
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// Shake camera on client.
if (isGhost() && nextStateData.fire && image.dataBlock->shakeCamera) {
shakeCamera(imageSlot);
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}
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// Server must animate the shape if it is a firestate...
if (isServerObject() && (image.dataBlock->state[newState].fire || image.dataBlock->state[newState].altFire))
mShapeInstance->animate();
// Obtain the image's shape index for future use.
U32 imageShapeIndex = getImageShapeIndex(image);
image.lastShapeIndex = imageShapeIndex;
// If going back into the same state, just reset the timer
// and invoke the script callback
if (!force && image.state == &image.dataBlock->state[newState]) {
image.delayTime = image.state->timeoutValue;
if (image.state->script && !isGhost())
scriptCallback(imageSlot, image.state->script);
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// If this is a flash sequence, we need to select a new position for the
// animation if we're returning to that state...
F32 randomPos = Platform::getRandom();
for (U32 i = 0; i < ShapeBaseImageData::MaxShapes; ++i)
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{
if (!image.dataBlock->shapeIsValid[i] || (i != imageShapeIndex && !image.doAnimateAllShapes))
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continue;
if (image.animThread[i] && image.state->sequence[i] != -1 && image.state->flashSequence[i]) {
image.shapeInstance[i]->setPos(image.animThread[i], randomPos);
image.shapeInstance[i]->setTimeScale(image.animThread[i], 0);
if (image.flashThread[i])
image.shapeInstance[i]->setPos(image.flashThread[i], 0);
}
}
return;
}
F32 lastDelay = image.delayTime;
ShapeBaseImageData::StateData* lastState = image.state;
image.state = &image.dataBlock->state[newState];
//
// Do state cleanup first...
//
ShapeBaseImageData::StateData& stateData = *image.state;
image.delayTime = stateData.timeoutValue;
// Mount pending images
if (image.nextImage != InvalidImagePtr && stateData.allowImageChange) {
setImage(imageSlot, image.nextImage, image.nextSkinNameHandle, image.nextLoaded);
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return;
}
// Reset cyclic sequences back to the first frame to turn it off
// (the first key frame should be it's off state).
// We need to do this across all image shapes to make sure we have no hold overs when switching
// rendering shapes while in the middle of a state change.
for (U32 i = 0; i < ShapeBaseImageData::MaxShapes; ++i)
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{
// If we are to do a sequence transition then we need to keep the previous animThread active
if (image.animThread[i] && image.animThread[i]->getSequence()->isCyclic() && (stateData.sequenceNeverTransition || !(stateData.sequenceTransitionIn || lastState->sequenceTransitionOut))) {
image.shapeInstance[i]->setPos(image.animThread[i], 0);
image.shapeInstance[i]->setTimeScale(image.animThread[i], 0);
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}
if (image.flashThread[i]) {
image.shapeInstance[i]->setPos(image.flashThread[i], 0);
image.shapeInstance[i]->setTimeScale(image.flashThread[i], 0);
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}
}
// Broadcast the reset
onImageAnimThreadChange(imageSlot, imageShapeIndex, lastState, NULL, 0, 0, true);
// Check for immediate transitions, but only if we don't need to wait for
// a time out. Only perform this wait if we're not forced to change.
S32 ns;
if (image.delayTime <= 0 || !stateData.waitForTimeout)
{
if ((ns = stateData.transition.loaded[image.loaded]) != -1) {
setImageState(imageSlot, ns);
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return;
}
for (U32 i = 0; i < ShapeBaseImageData::MaxGenericTriggers; ++i)
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{
if ((ns = stateData.transition.genericTrigger[i][image.genericTrigger[i]]) != -1) {
setImageState(imageSlot, ns);
return;
}
}
//if (!imageData.usesEnergy)
if ((ns = stateData.transition.ammo[image.ammo]) != -1) {
setImageState(imageSlot, ns);
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return;
}
if ((ns = stateData.transition.target[image.target]) != -1) {
setImageState(imageSlot, ns);
return;
}
if ((ns = stateData.transition.wet[image.wet]) != -1) {
setImageState(imageSlot, ns);
return;
}
if ((ns = stateData.transition.motion[image.motion]) != -1) {
setImageState(imageSlot, ns);
return;
}
if ((ns = stateData.transition.trigger[image.triggerDown]) != -1) {
setImageState(imageSlot, ns);
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return;
}
if ((ns = stateData.transition.altTrigger[image.altTriggerDown]) != -1) {
setImageState(imageSlot, ns);
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return;
}
}
//
// Initialize the new state...
//
if (stateData.loaded != ShapeBaseImageData::StateData::IgnoreLoaded)
image.loaded = stateData.loaded == ShapeBaseImageData::StateData::Loaded;
if (!isGhost() && image.dataBlock->state[newState].fire) {
setMaskBits(ImageMaskN << imageSlot);
image.fireCount = (image.fireCount + 1) & 0x7;
}
if (!isGhost() && image.dataBlock->state[newState].altFire) {
setMaskBits(ImageMaskN << imageSlot);
image.altFireCount = (image.altFireCount + 1) & 0x7;
}
if (!isGhost() && image.dataBlock->state[newState].reload) {
setMaskBits(ImageMaskN << imageSlot);
image.reloadCount = (image.reloadCount + 1) & 0x7;
}
// Apply recoil
if (stateData.recoil != ShapeBaseImageData::StateData::NoRecoil)
onImageRecoil(imageSlot, stateData.recoil);
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// Apply image state animation on mounting shape
if (stateData.shapeSequence && stateData.shapeSequence[0])
{
onImageStateAnimation(imageSlot, stateData.shapeSequence, stateData.direction, stateData.shapeSequenceScale, stateData.timeoutValue);
}
// Delete any loooping sounds that were in the previous state.
// this is the crazy bit =/ needs to know prev state in order to stop sounds.
// lastState does not return an id for the prev state so we keep track of it.
if (lastState->sound && lastState->sound->getSFXTrack()->getDescription()->mIsLooping)
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{
for (Vector<SFXSource*>::iterator i = image.mSoundSources.begin(); i != image.mSoundSources.end(); i++)
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SFX_DELETE((*i));
image.mSoundSources.clear();
}
// Play sound
if (isGhost())
{
if (stateData.sound)
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{
const Point3F& velocity = getVelocity();
image.addSoundSource(SFX->createSource(stateData.sound->getSFXTrack(), &getRenderTransform(), &velocity));
}
if (stateData.soundTrack)
{
const Point3F& velocity = getVelocity();
image.addSoundSource(SFX->createSource(stateData.soundTrack, &getRenderTransform(), &velocity));
}
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}
// Play animation
updateAnimThread(imageSlot, imageShapeIndex, lastState);
for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
{
if (!image.dataBlock->shapeIsValid[i] || (i != imageShapeIndex && !image.doAnimateAllShapes))
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continue;
// Start spin thread
if (image.spinThread[i]) {
switch (stateData.spin) {
case ShapeBaseImageData::StateData::IgnoreSpin:
image.shapeInstance[i]->setTimeScale(image.spinThread[i], image.shapeInstance[i]->getTimeScale(image.spinThread[i]));
break;
case ShapeBaseImageData::StateData::NoSpin:
image.shapeInstance[i]->setTimeScale(image.spinThread[i],0);
break;
case ShapeBaseImageData::StateData::SpinUp:
if (lastState->spin == ShapeBaseImageData::StateData::SpinDown)
image.delayTime *= 1.0f - (lastDelay / stateData.timeoutValue);
break;
case ShapeBaseImageData::StateData::SpinDown:
if (lastState->spin == ShapeBaseImageData::StateData::SpinUp)
image.delayTime *= 1.0f - (lastDelay / stateData.timeoutValue);
break;
case ShapeBaseImageData::StateData::FullSpin:
image.shapeInstance[i]->setTimeScale(image.spinThread[i],1);
break;
}
}
}
// Start particle emitter on the client (client side only)
if (isGhost() && stateData.emitter)
startImageEmitter(image,stateData);
// Script callback on server
if (stateData.script && stateData.script[0] && !isGhost())
scriptCallback(imageSlot,stateData.script);
// If there is a zero timeout, and a timeout transition, then
// go ahead and transition imediately.
if (!image.delayTime)
{
if ((ns = stateData.transition.timeout) != -1)
{
setImageState(imageSlot,ns);
return;
}
}
}
void ShapeBase::updateAnimThread(U32 imageSlot, S32 imageShapeIndex, ShapeBaseImageData::StateData* lastState)
{
MountedImage& image = mMountedImageList[imageSlot];
ShapeBaseImageData::StateData& stateData = *image.state;
F32 randomPos = Platform::getRandom();
for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
{
if (!image.dataBlock->shapeIsValid[i] || (i != imageShapeIndex && !image.doAnimateAllShapes))
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continue;
if (image.animThread[i] && stateData.sequence[i] != -1)
{
S32 seqIndex = stateData.sequence[i]; // Standard index without any prefix
bool scaleAnim = stateData.scaleAnimation;
if (i == ShapeBaseImageData::FirstPersonImageShape)
scaleAnim = stateData.scaleAnimationFP;
// We're going to apply various prefixes to determine the final sequence to use.
// Here is the order:
// shapeBasePrefix_scriptPrefix_baseAnimName
// shapeBasePrefix_baseAnimName
// scriptPrefix_baseAnimName
// baseAnimName
// Collect the prefixes
const char* shapeBasePrefix = getImageAnimPrefix(imageSlot, i);
bool hasShapeBasePrefix = shapeBasePrefix && shapeBasePrefix[0];
const char* scriptPrefix = getImageScriptAnimPrefix(imageSlot).getString();
bool hasScriptPrefix = scriptPrefix && scriptPrefix[0];
// Find the final sequence based on the prefix combinations
if (hasShapeBasePrefix || hasScriptPrefix)
{
bool found = false;
String baseSeqName(image.shapeInstance[i]->getShape()->getSequenceName(stateData.sequence[i]));
if (!found && hasShapeBasePrefix && hasScriptPrefix)
{
String seqName = String(shapeBasePrefix) + String("_") + String(scriptPrefix) + String("_") + baseSeqName;
S32 index = image.shapeInstance[i]->getShape()->findSequence(seqName);
if (index != -1)
{
seqIndex = index;
found = true;
}
}
if (!found && hasShapeBasePrefix)
{
String seqName = String(shapeBasePrefix) + String("_") + baseSeqName;
S32 index = image.shapeInstance[i]->getShape()->findSequence(seqName);
if (index != -1)
{
seqIndex = index;
found = true;
}
}
if (!found && hasScriptPrefix)
{
String seqName = String(scriptPrefix) + String("_") + baseSeqName;
S32 index = image.shapeInstance[i]->getShape()->findSequence(seqName);
if (index != -1)
{
seqIndex = index;
found = true;
}
}
}
if (seqIndex != -1)
{
if (!lastState)
{
// No lastState indicates that we are just switching animation sequences, not states. Transition into this new sequence, but only
// if it is different than what we're currently playing.
S32 prevSeq = -1;
if (image.animThread[i]->hasSequence())
{
prevSeq = image.shapeInstance[i]->getSequence(image.animThread[i]);
}
if (seqIndex != prevSeq)
{
image.shapeInstance[i]->transitionToSequence(image.animThread[i], seqIndex, stateData.direction ? 0.0f : 1.0f, image.dataBlock->scriptAnimTransitionTime, true);
}
}
else if (!stateData.sequenceNeverTransition && stateData.sequenceTransitionTime && (stateData.sequenceTransitionIn || lastState->sequenceTransitionOut))
{
image.shapeInstance[i]->transitionToSequence(image.animThread[i], seqIndex, stateData.direction ? 0.0f : 1.0f, stateData.sequenceTransitionTime, true);
}
else
{
image.shapeInstance[i]->setSequence(image.animThread[i], seqIndex, stateData.direction ? 0.0f : 1.0f);
}
if (stateData.flashSequence[i] == false)
{
F32 timeScale = (scaleAnim && stateData.timeoutValue) ?
image.shapeInstance[i]->getDuration(image.animThread[i]) / stateData.timeoutValue : 1.0f;
image.shapeInstance[i]->setTimeScale(image.animThread[i], stateData.direction ? timeScale : -timeScale);
// Broadcast the sequence change
String seqName = image.shapeInstance[i]->getShape()->getSequenceName(stateData.sequence[i]);
onImageAnimThreadChange(imageSlot, imageShapeIndex, lastState, seqName, stateData.direction ? 0.0f : 1.0f, stateData.direction ? timeScale : -timeScale);
}
else
{
image.shapeInstance[i]->setPos(image.animThread[i], randomPos);
image.shapeInstance[i]->setTimeScale(image.animThread[i], 0);
S32 seqVisIndex = stateData.sequenceVis[i];
// Go through the same process as the animThread sequence to find the flashThread sequence
if (hasShapeBasePrefix || hasScriptPrefix)
{
bool found = false;
String baseVisSeqName(image.shapeInstance[i]->getShape()->getSequenceName(stateData.sequenceVis[i]));
if (!found && hasShapeBasePrefix && hasScriptPrefix)
{
String seqName = String(shapeBasePrefix) + String("_") + String(scriptPrefix) + String("_") + baseVisSeqName;
S32 index = image.shapeInstance[i]->getShape()->findSequence(seqName);
if (index != -1)
{
seqVisIndex = index;
found = true;
}
}
if (!found && hasShapeBasePrefix)
{
String seqName = String(shapeBasePrefix) + String("_") + baseVisSeqName;
S32 index = image.shapeInstance[i]->getShape()->findSequence(seqName);
if (index != -1)
{
seqVisIndex = index;
found = true;
}
}
if (!found && hasScriptPrefix)
{
String seqName = String(scriptPrefix) + String("_") + baseVisSeqName;
S32 index = image.shapeInstance[i]->getShape()->findSequence(seqName);
if (index != -1)
{
seqVisIndex = index;
found = true;
}
}
}
image.shapeInstance[i]->setSequence(image.flashThread[i], seqVisIndex, 0);
image.shapeInstance[i]->setPos(image.flashThread[i], 0);
F32 timeScale = (scaleAnim && stateData.timeoutValue) ?
image.shapeInstance[i]->getDuration(image.flashThread[i]) / stateData.timeoutValue : 1.0f;
image.shapeInstance[i]->setTimeScale(image.flashThread[i], timeScale);
// Broadcast the sequence change
String seqName = image.shapeInstance[i]->getShape()->getSequenceName(stateData.sequenceVis[i]);
onImageAnimThreadChange(imageSlot, imageShapeIndex, lastState, seqName, stateData.direction ? 0.0f : 1.0f, stateData.direction ? timeScale : -timeScale);
}
}
}
}
}
//----------------------------------------------------------------------------
void ShapeBase::updateImageState(U32 imageSlot,F32 dt)
{
if (!mMountedImageList[imageSlot].dataBlock)
return;
MountedImage& image = mMountedImageList[imageSlot];
ShapeBaseImageData& imageData = *image.dataBlock;
image.rDT = dt;
F32 elapsed;
TICKAGAIN:
ShapeBaseImageData::StateData& stateData = *image.state;
if ( image.delayTime > dt )
elapsed = dt;
else
elapsed = image.delayTime;
dt = elapsed;
image.rDT -= elapsed;
image.delayTime -= dt;
// Energy management
if (imageData.usesEnergy)
{
F32 newEnergy = getEnergyLevel() - stateData.energyDrain * dt;
if (newEnergy < 0)
newEnergy = 0;
setEnergyLevel(newEnergy);
if (!isGhost())
{
bool ammo = newEnergy > imageData.minEnergy;
if (ammo != image.ammo)
{
setMaskBits(ImageMaskN << imageSlot);
image.ammo = ammo;
}
}
}
// Check for transitions. On some states we must wait for the
// full timeout value before moving on.
if (image.delayTime <= 0 || !stateData.waitForTimeout)
{
S32 ns;
if ((ns = stateData.transition.loaded[image.loaded]) != -1)
setImageState(imageSlot,ns);
else if ((ns = stateData.transition.genericTrigger[0][image.genericTrigger[0]]) != -1)
setImageState(imageSlot,ns);
else if ((ns = stateData.transition.genericTrigger[1][image.genericTrigger[1]]) != -1)
setImageState(imageSlot,ns);
else if ((ns = stateData.transition.genericTrigger[2][image.genericTrigger[2]]) != -1)
setImageState(imageSlot,ns);
else if ((ns = stateData.transition.genericTrigger[3][image.genericTrigger[3]]) != -1)
setImageState(imageSlot,ns);
else if ((ns = stateData.transition.ammo[image.ammo]) != -1)
setImageState(imageSlot,ns);
else if ((ns = stateData.transition.target[image.target]) != -1)
setImageState(imageSlot,ns);
else if ((ns = stateData.transition.wet[image.wet]) != -1)
setImageState(imageSlot,ns);
else if ((ns = stateData.transition.motion[image.motion]) != -1)
setImageState(imageSlot,ns);
else if ((ns = stateData.transition.trigger[image.triggerDown]) != -1)
setImageState(imageSlot,ns);
else if ((ns = stateData.transition.altTrigger[image.altTriggerDown]) != -1)
setImageState(imageSlot,ns);
else if (image.delayTime <= 0 && (ns = stateData.transition.timeout) != -1)
setImageState(imageSlot,ns);
}
// Update the spinning thread timeScale
U32 imageShapeIndex = getImageShapeIndex(image);
for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
{
if (!image.dataBlock->shapeIsValid[i] || (i != imageShapeIndex && !image.doAnimateAllShapes))
2012-09-19 15:15:01 +00:00
continue;
if (image.spinThread[i])
{
F32 timeScale;
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switch (stateData.spin)
{
case ShapeBaseImageData::StateData::IgnoreSpin:
case ShapeBaseImageData::StateData::NoSpin:
case ShapeBaseImageData::StateData::FullSpin:
{
timeScale = 0;
image.shapeInstance[i]->setTimeScale(image.spinThread[i], image.shapeInstance[i]->getTimeScale(image.spinThread[i]));
break;
}
case ShapeBaseImageData::StateData::SpinUp:
{
timeScale = 1.0f - image.delayTime / stateData.timeoutValue;
image.shapeInstance[i]->setTimeScale(image.spinThread[i],timeScale);
break;
}
case ShapeBaseImageData::StateData::SpinDown:
{
timeScale = image.delayTime / stateData.timeoutValue;
image.shapeInstance[i]->setTimeScale(image.spinThread[i],timeScale);
break;
}
}
}
}
if ( image.rDT > 0.0f && image.delayTime > 0.0f && imageData.useRemainderDT && dt != 0.0f )
{
dt = image.rDT;
2012-09-19 15:15:01 +00:00
goto TICKAGAIN;
}
2012-09-19 15:15:01 +00:00
}
//----------------------------------------------------------------------------
void ShapeBase::updateImageAnimation(U32 imageSlot, F32 dt)
{
if (!mMountedImageList[imageSlot].dataBlock)
return;
MountedImage& image = mMountedImageList[imageSlot];
U32 imageShapeIndex = getImageShapeIndex(image);
// Advance animation threads
for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
{
if (!image.dataBlock->shapeIsValid[i] || (i != imageShapeIndex && !image.doAnimateAllShapes))
2012-09-19 15:15:01 +00:00
continue;
if (image.ambientThread[i])
image.shapeInstance[i]->advanceTime(dt,image.ambientThread[i]);
if (image.animThread[i])
image.shapeInstance[i]->advanceTime(dt,image.animThread[i]);
if (image.spinThread[i])
image.shapeInstance[i]->advanceTime(dt,image.spinThread[i]);
if (image.flashThread[i])
image.shapeInstance[i]->advanceTime(dt,image.flashThread[i]);
}
// Broadcast the update
onImageAnimThreadUpdate(imageSlot, imageShapeIndex, dt);
image.updateSoundSources(getRenderTransform());
// Particle emission
for (S32 i = 0; i < MaxImageEmitters; i++) {
MountedImage::ImageEmitter& em = image.emitter[i];
if (bool(em.emitter)) {
if (em.time > 0) {
em.time -= dt;
// Do we need to update the emitter's node due to the current shape changing?
if (imageShapeIndex != image.lastShapeIndex)
{
em.node = image.state->emitterNode[imageShapeIndex];
}
MatrixF mat;
getRenderImageTransform(imageSlot,em.node,&mat);
Point3F pos,axis;
mat.getColumn(3,&pos);
mat.getColumn(1,&axis);
em.emitter->emitParticles(pos,true,axis,getVelocity(),(U32) (dt * 1000));
}
else {
em.emitter->deleteWhenEmpty();
em.emitter = 0;
}
}
}
image.lastShapeIndex = imageShapeIndex;
}
//----------------------------------------------------------------------------
void ShapeBase::setImageScriptAnimPrefix(U32 imageSlot, NetStringHandle prefix)
{
MountedImage& image = mMountedImageList[imageSlot];
if (image.dataBlock) {
setMaskBits(ImageMaskN << imageSlot);
image.scriptAnimPrefix = prefix;
}
}
NetStringHandle ShapeBase::getImageScriptAnimPrefix(U32 imageSlot)
{
MountedImage& image = mMountedImageList[imageSlot];
return image.dataBlock? image.scriptAnimPrefix : NetStringHandle();
}
//----------------------------------------------------------------------------
U32 ShapeBase::getImageShapeIndex(const MountedImage& image) const
{
U32 shapeIndex = ShapeBaseImageData::StandardImageShape;
const ShapeBaseImageData* data = image.dataBlock;
if (data && data->useFirstPersonShape && isFirstPerson())
shapeIndex = ShapeBaseImageData::FirstPersonImageShape;
return shapeIndex;
}
//----------------------------------------------------------------------------
void ShapeBase::startImageEmitter(MountedImage& image,ShapeBaseImageData::StateData& state)
{
MountedImage::ImageEmitter* bem = 0;
MountedImage::ImageEmitter* em = image.emitter;
MountedImage::ImageEmitter* ee = &image.emitter[MaxImageEmitters];
U32 imageShapeIndex = getImageShapeIndex(image);
// If we are already emitting the same particles from the same
// node, then simply extend the time. Otherwise, find an empty
// emitter slot, or grab the one with the least amount of time left.
for (; em != ee; em++) {
if (bool(em->emitter)) {
if (state.emitter == em->emitter->getDataBlock() && state.emitterNode[imageShapeIndex] == em->node) {
if (state.emitterTime > em->time)
em->time = state.emitterTime;
return;
}
if (!bem || (bool(bem->emitter) && bem->time > em->time))
bem = em;
}
else
bem = em;
}
bem->time = state.emitterTime;
bem->node = state.emitterNode[imageShapeIndex];
bem->emitter = new ParticleEmitter;
bem->emitter->onNewDataBlock(state.emitter,false);
if( !bem->emitter->registerObject() )
{
bem->emitter.getPointer()->destroySelf();
bem->emitter = NULL;
}
}
void ShapeBase::submitLights( LightManager *lm, bool staticLighting )
{
if ( staticLighting )
return;
// Submit lights for MountedImage(s)
for ( S32 i = 0; i < MaxMountedImages; i++ )
{
ShapeBaseImageData *imageData = getMountedImage( i );
if ( imageData != NULL && imageData->lightType != ShapeBaseImageData::NoLight )
{
MountedImage &image = mMountedImageList[i];
F32 intensity;
switch ( imageData->lightType )
{
case ShapeBaseImageData::ConstantLight:
case ShapeBaseImageData::SpotLight:
intensity = 1.0f;
break;
case ShapeBaseImageData::PulsingLight:
intensity = 0.5f + 0.5f * mSin( M_PI_F * (F32)Sim::getCurrentTime() / (F32)imageData->lightDuration + image.lightStart );
intensity = 0.15f + intensity * 0.85f;
break;
case ShapeBaseImageData::WeaponFireLight:
{
S32 elapsed = Sim::getCurrentTime() - image.lightStart;
if ( elapsed > imageData->lightDuration )
continue;
2012-09-19 15:15:01 +00:00
intensity = ( 1.0 - (F32)elapsed / (F32)imageData->lightDuration ) * imageData->lightBrightness;
break;
}
default:
intensity = 1.0f;
return;
}
if ( !image.lightInfo )
image.lightInfo = LightManager::createLightInfo();
image.lightInfo->setColor( imageData->lightColor );
image.lightInfo->setBrightness( intensity );
image.lightInfo->setRange( imageData->lightRadius );
if ( imageData->lightType == ShapeBaseImageData::SpotLight )
{
image.lightInfo->setType( LightInfo::Spot );
// Do we want to expose these or not?
image.lightInfo->setInnerConeAngle( 15 );
image.lightInfo->setOuterConeAngle( 40 );
}
else
image.lightInfo->setType( LightInfo::Point );
MatrixF imageMat;
getRenderMuzzleTransform( i, &imageMat );
2012-09-19 15:15:01 +00:00
image.lightInfo->setTransform( imageMat );
lm->registerGlobalLight( image.lightInfo, NULL );
}
}
}
//----------------------------------------------------------------------------
void ShapeBase::ejectShellCasing( U32 imageSlot )
{
MountedImage& image = mMountedImageList[imageSlot];
ShapeBaseImageData* imageData = image.dataBlock;
if (!imageData->casing)
return;
// Shell casings are client-side only, so use the render transform.
MatrixF ejectTrans;
getRenderImageTransform( imageSlot, imageData->ejectNode[getImageShapeIndex(image)], &ejectTrans );
Point3F ejectDir = imageData->shellExitDir;
ejectDir.normalize();
F32 ejectSpread = mDegToRad( imageData->shellExitVariance );
MatrixF ejectOrient = MathUtils::createOrientFromDir( ejectDir );
Point3F randomDir;
randomDir.x = mSin( gRandGen.randF( -ejectSpread, ejectSpread ) );
randomDir.y = 1.0;
randomDir.z = mSin( gRandGen.randF( -ejectSpread, ejectSpread ) );
randomDir.normalizeSafe();
ejectOrient.mulV( randomDir );
MatrixF imageTrans = getRenderTransform();
imageTrans.mulV( randomDir );
Point3F shellVel = randomDir * imageData->shellVelocity;
Point3F shellPos = ejectTrans.getPosition();
Debris *casing = new Debris;
casing->onNewDataBlock( imageData->casing, false );
casing->setTransform( imageTrans );
if (!casing->registerObject())
delete casing;
2014-11-11 20:14:47 +00:00
else
casing->init( shellPos, shellVel );
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}
2014-12-07 09:59:17 +00:00
void ShapeBase::shakeCamera( U32 imageSlot )
{
MountedImage& image = mMountedImageList[imageSlot];
ShapeBaseImageData* imageData = image.dataBlock;
if (!imageData->shakeCamera)
return;
// Warning: this logic was duplicated from Explosion.
// first check if explosion is near camera
GameConnection* connection = GameConnection::getConnectionToServer();
ShapeBase *obj = dynamic_cast<ShapeBase*>(connection->getControlObject());
bool applyShake = true;
if (obj)
{
ShapeBase* cObj = obj;
while ((cObj = cObj->getControlObject()) != 0)
{
if (cObj->useObjsEyePoint())
{
applyShake = false;
break;
}
}
}
if (applyShake && obj)
{
VectorF diff;
getMuzzlePoint(imageSlot, &diff);
diff = obj->getPosition() - diff;
F32 dist = diff.len();
if (dist < imageData->camShakeRadius)
{
CameraShake *camShake = new CameraShake;
camShake->setDuration(imageData->camShakeDuration);
camShake->setFrequency(imageData->camShakeFreq);
F32 falloff = dist / imageData->camShakeRadius;
falloff = 1.0f + falloff * 10.0f;
falloff = 1.0f / (falloff * falloff);
VectorF shakeAmp = imageData->camShakeAmp * falloff;
camShake->setAmplitude(shakeAmp);
camShake->setFalloff(imageData->camShakeFalloff);
camShake->init();
gCamFXMgr.addFX(camShake);
}
}
}