mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Merge remote-tracking branch 'gg/development-3.6' into development
Conflicts: Engine/source/T3D/gameFunctions.cpp
This commit is contained in:
commit
014b566014
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@ -438,7 +438,7 @@ bool AIPlayer::getAIMove(Move *movePtr)
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// Replicate the trigger state into the move so that
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// triggers can be controlled from scripts.
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for( S32 i = 0; i < MaxTriggerKeys; i++ )
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for( U32 i = 0; i < MaxMountedImages; i++ )
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movePtr->trigger[i] = getImageTriggerState(i);
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mLastLocation = location;
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@ -701,7 +701,7 @@ bool AIPlayer::checkInFoV(GameBase* target, F32 camFov, bool _checkEnabled)
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// projection and box test.
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shapeDir.normalize();
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F32 dot = mDot(shapeDir, camDir);
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return (dot > camFov);
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return (dot > mCos(camFov));
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}
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DefineEngineMethod(AIPlayer, checkInFoV, bool, (ShapeBase* obj, F32 fov, bool checkEnabled), (NULL, 45.0f, false),
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|
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@ -182,9 +182,9 @@ void GuiShapeNameHud::onRender( Point2I, const RectI &updateRect)
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cam.getColumn(3, &camPos);
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cam.getColumn(1, &camDir);
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F32 camFov;
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conn->getControlCameraFov(&camFov);
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camFov = mDegToRad(camFov) / 2;
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F32 camFovCos;
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conn->getControlCameraFov(&camFovCos);
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camFovCos = mCos(mDegToRad(camFovCos) / 2);
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// Visible distance info & name fading
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F32 visDistance = gClientSceneGraph->getVisibleDistance();
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@ -236,7 +236,7 @@ void GuiShapeNameHud::onRender( Point2I, const RectI &updateRect)
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// projection and box test.
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shapeDir.normalize();
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F32 dot = mDot(shapeDir, camDir);
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if (dot < camFov)
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if (dot < camFovCos)
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continue;
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// Test to see if it's behind something, and we want to
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|
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@ -615,7 +615,7 @@ void ExplosionData::packData(BitStream* stream)
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}
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U32 count;
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for(count = 0; count < EC_NUM_TIME_KEYS; count++)
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if(times[i] >= 1)
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if(times[count] >= 1)
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break;
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count++;
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if(count > EC_NUM_TIME_KEYS)
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@ -355,7 +355,7 @@ bool ParticleData::protectedSetSizes( void *object, const char *index, const cha
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U32 i;
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if (!index)
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i = 0;
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return (val >= 0.f && val <= MaxParticleSize);
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else
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i = dAtoui(index);
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@ -371,7 +371,7 @@ bool ParticleData::protectedSetTimes( void *object, const char *index, const cha
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U32 i;
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if (!index)
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i = 0;
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return (val >= 0.f && val <= 1.f);
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else
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i = dAtoui(index);
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@ -1833,22 +1833,22 @@ void ParticleEmitter::setupOriented( Particle *part,
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lVerts->point = start + crossDir;
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lVerts->color = partCol;
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// Here and below, we copy UVs from particle datablock's texCoords (oriented)
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lVerts->texCoord = part->dataBlock->texCoords[0];
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lVerts->texCoord = part->dataBlock->texCoords[1];
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++lVerts;
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lVerts->point = start - crossDir;
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lVerts->color = partCol;
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lVerts->texCoord = part->dataBlock->texCoords[1];
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lVerts->texCoord = part->dataBlock->texCoords[2];
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++lVerts;
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lVerts->point = end - crossDir;
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lVerts->color = partCol;
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lVerts->texCoord = part->dataBlock->texCoords[2];
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lVerts->texCoord = part->dataBlock->texCoords[3];
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++lVerts;
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lVerts->point = end + crossDir;
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lVerts->color = partCol;
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lVerts->texCoord = part->dataBlock->texCoords[3];
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lVerts->texCoord = part->dataBlock->texCoords[0];
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++lVerts;
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}
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|
|
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|
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@ -228,7 +228,7 @@ void GameUpdateCameraFov()
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F32 delta = time - CameraAndFOV::sLastCameraUpdateTime;
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|
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// snap zoom?
|
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if((CameraAndFOV::sZoomSpeed == 0) || (delta <= 0.f))
|
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if((CameraAndFOV::sZoomSpeed == 0) || (delta <= 0.0f))
|
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CameraAndFOV::sCameraFov = CameraAndFOV::sTargetFov;
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else
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{
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@ -26,16 +26,18 @@
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#include "core/stream/bitStream.h"
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#include "console/engineAPI.h"
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#include "lighting/lightInfo.h"
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#include "lighting/lightQuery.h"
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#include "math/mathUtils.h"
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||||
#include "math/mathIO.h"
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||||
#include "scene/sceneRenderState.h"
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#include "gfx/gfxOcclusionQuery.h"
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#include "gfx/gfxDrawUtil.h"
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#include "gfx/gfxTextureManager.h"
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#include "renderInstance/renderPassManager.h"
|
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#include "T3D/gameBase/gameConnection.h"
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#include "T3D/gameBase/processList.h"
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||||
#include "collision/collision.h"
|
||||
|
||||
#include "lighting/lightManager.h"
|
||||
|
||||
const U32 LightFlareData::LosMask = STATIC_COLLISION_TYPEMASK |
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||||
ShapeBaseObjectType |
|
||||
|
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@ -45,8 +47,6 @@ const U32 LightFlareData::LosMask = STATIC_COLLISION_TYPEMASK |
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|
||||
LightFlareState::~LightFlareState()
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{
|
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delete occlusionQuery;
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delete fullPixelQuery;
|
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}
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|
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void LightFlareState::clear()
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@ -59,8 +59,6 @@ void LightFlareState::clear()
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lightInfo = NULL;
|
||||
worldRadius = -1.0f;
|
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occlusion = -1.0f;
|
||||
occlusionQuery = NULL;
|
||||
fullPixelQuery = NULL;
|
||||
}
|
||||
|
||||
Point3F LightFlareData::sBasePoints[] =
|
||||
|
|
@ -296,47 +294,39 @@ bool LightFlareData::_testVisibility(const SceneRenderState *state, LightFlareSt
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|||
// for one-shot initialization of LightFlareState
|
||||
if ( useOcclusionQuery )
|
||||
{
|
||||
if ( flareState->occlusionQuery == NULL )
|
||||
flareState->occlusionQuery = GFX->createOcclusionQuery();
|
||||
if ( flareState->fullPixelQuery == NULL )
|
||||
flareState->fullPixelQuery = GFX->createOcclusionQuery();
|
||||
|
||||
// Always treat light as onscreen if using HOQ
|
||||
// it will be faded out if offscreen anyway.
|
||||
onScreen = true;
|
||||
|
||||
// NOTE: These queries frame lock us as we block to get the
|
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// results. This is ok as long as long as we're not too GPU
|
||||
// bound... else we waste CPU time here waiting for it when
|
||||
// we could have been doing other CPU work instead.
|
||||
needsRaycast = false;
|
||||
|
||||
// Test the hardware queries for rendered pixels.
|
||||
U32 pixels = 0, fullPixels = 0;
|
||||
GFXOcclusionQuery::OcclusionQueryStatus status = flareState->occlusionQuery->getStatus( true, &pixels );
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||||
flareState->fullPixelQuery->getStatus( true, &fullPixels );
|
||||
if ( status != GFXOcclusionQuery::Occluded && fullPixels != 0 )
|
||||
GFXOcclusionQuery::OcclusionQueryStatus status;
|
||||
flareState->occlusionQuery.getLastStatus( false, &status, &pixels );
|
||||
flareState->fullPixelQuery.getLastStatus( false, NULL, &fullPixels );
|
||||
|
||||
if ( status == GFXOcclusionQuery::NotOccluded && fullPixels != 0 )
|
||||
*outOcclusionFade = mClampF( (F32)pixels / (F32)fullPixels, 0.0f, 1.0f );
|
||||
|
||||
// If we got a result then we don't need to fallback to the raycast.
|
||||
if ( status != GFXOcclusionQuery::Unset )
|
||||
needsRaycast = false;
|
||||
|
||||
// Setup the new queries.
|
||||
RenderPassManager *rpm = state->getRenderPass();
|
||||
OccluderRenderInst *ri = rpm->allocInst<OccluderRenderInst>();
|
||||
ri->type = RenderPassManager::RIT_Occluder;
|
||||
ri->query = flareState->occlusionQuery;
|
||||
ri->query2 = flareState->fullPixelQuery;
|
||||
ri->isSphere = true;
|
||||
ri->position = lightPos;
|
||||
if ( isVectorLight && flareState->worldRadius > 0.0f )
|
||||
ri->scale.set( flareState->worldRadius );
|
||||
else
|
||||
ri->scale.set( mOcclusionRadius );
|
||||
ri->orientation = rpm->allocUniqueXform( lightInfo->getTransform() );
|
||||
if( !flareState->occlusionQuery.isWaiting() )
|
||||
{
|
||||
// Setup the new queries.
|
||||
RenderPassManager *rpm = state->getRenderPass();
|
||||
OccluderRenderInst *ri = rpm->allocInst<OccluderRenderInst>();
|
||||
ri->type = RenderPassManager::RIT_Occluder;
|
||||
ri->query = flareState->occlusionQuery.getQuery();
|
||||
ri->query2 = flareState->fullPixelQuery.getQuery();
|
||||
ri->isSphere = true;
|
||||
ri->position = lightPos;
|
||||
if ( isVectorLight && flareState->worldRadius > 0.0f )
|
||||
ri->scale.set( flareState->worldRadius );
|
||||
else
|
||||
ri->scale.set( mOcclusionRadius );
|
||||
ri->orientation = rpm->allocUniqueXform( lightInfo->getTransform() );
|
||||
|
||||
// Submit the queries.
|
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state->getRenderPass()->addInst( ri );
|
||||
// Submit the queries.
|
||||
state->getRenderPass()->addInst( ri );
|
||||
}
|
||||
}
|
||||
|
||||
const Point3F &camPos = state->getCameraPosition();
|
||||
|
|
|
|||
|
|
@ -41,12 +41,14 @@
|
|||
#ifndef _GFXSTATEBLOCK_H_
|
||||
#include "gfx/gfxStateBlock.h"
|
||||
#endif
|
||||
#ifndef _GFXOCCLUSIONQUERY_H_
|
||||
#include "gfx/gfxOcclusionQuery.h"
|
||||
#endif
|
||||
|
||||
class LightInfo;
|
||||
struct ObjectRenderInst;
|
||||
class SceneRenderState;
|
||||
class BaseMatInstance;
|
||||
class GFXOcclusionQuery;
|
||||
|
||||
struct LightFlareState
|
||||
{
|
||||
|
|
@ -65,8 +67,8 @@ struct LightFlareState
|
|||
bool visible;
|
||||
F32 occlusion;
|
||||
GFXVertexBufferHandle<GFXVertexPCT> vertBuffer;
|
||||
GFXOcclusionQuery *occlusionQuery;
|
||||
GFXOcclusionQuery *fullPixelQuery;
|
||||
GFXOcclusionQueryHandle occlusionQuery;
|
||||
GFXOcclusionQueryHandle fullPixelQuery;
|
||||
};
|
||||
|
||||
class LightFlareData : public SimDataBlock
|
||||
|
|
|
|||
|
|
@ -6152,13 +6152,16 @@ U32 Player::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
|
|||
stream->writeInt((S32)len, 13);
|
||||
}
|
||||
stream->writeFloat(mRot.z / M_2PI_F, 7);
|
||||
stream->writeSignedFloat(mHead.x / mDataBlock->maxLookAngle, 6);
|
||||
stream->writeSignedFloat(mHead.x / (mDataBlock->maxLookAngle - mDataBlock->minLookAngle), 6);
|
||||
stream->writeSignedFloat(mHead.z / mDataBlock->maxFreelookAngle, 6);
|
||||
delta.move.pack(stream);
|
||||
stream->writeFlag(!(mask & NoWarpMask));
|
||||
}
|
||||
// Ghost need energy to predict reliably
|
||||
stream->writeFloat(getEnergyLevel() / mDataBlock->maxEnergy,EnergyLevelBits);
|
||||
if (mDataBlock->maxEnergy > 0.f)
|
||||
stream->writeFloat(getEnergyLevel() / mDataBlock->maxEnergy, EnergyLevelBits);
|
||||
else
|
||||
stream->writeFloat(0.f, EnergyLevelBits);
|
||||
return retMask;
|
||||
}
|
||||
|
||||
|
|
@ -6250,7 +6253,7 @@ void Player::unpackUpdate(NetConnection *con, BitStream *stream)
|
|||
|
||||
rot.y = rot.x = 0.0f;
|
||||
rot.z = stream->readFloat(7) * M_2PI_F;
|
||||
mHead.x = stream->readSignedFloat(6) * mDataBlock->maxLookAngle;
|
||||
mHead.x = stream->readSignedFloat(6) * (mDataBlock->maxLookAngle - mDataBlock->minLookAngle);
|
||||
mHead.z = stream->readSignedFloat(6) * mDataBlock->maxFreelookAngle;
|
||||
delta.move.unpack(stream);
|
||||
|
||||
|
|
|
|||
|
|
@ -940,8 +940,6 @@ ShapeBase::ShapeBase()
|
|||
|
||||
for (i = 0; i < MaxTriggerKeys; i++)
|
||||
mTrigger[i] = false;
|
||||
|
||||
mWeaponCamShake = NULL;
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -1063,15 +1061,7 @@ void ShapeBase::onRemove()
|
|||
|
||||
if ( isClientObject() )
|
||||
{
|
||||
mCubeReflector.unregisterReflector();
|
||||
|
||||
if ( mWeaponCamShake )
|
||||
{
|
||||
if ( mWeaponCamShake->isAdded )
|
||||
gCamFXMgr.removeFX( mWeaponCamShake );
|
||||
|
||||
SAFE_DELETE( mWeaponCamShake );
|
||||
}
|
||||
mCubeReflector.unregisterReflector();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -3161,40 +3151,9 @@ void ShapeBase::unpackUpdate(NetConnection *con, BitStream *stream)
|
|||
{
|
||||
if ( imageData->lightType == ShapeBaseImageData::WeaponFireLight )
|
||||
image.lightStart = Sim::getCurrentTime();
|
||||
|
||||
// HACK: Only works properly if you are in control
|
||||
// of the one and only shapeBase object in the scene
|
||||
// which fires an image that uses camera shake.
|
||||
if ( imageData->shakeCamera )
|
||||
{
|
||||
if ( !mWeaponCamShake )
|
||||
{
|
||||
mWeaponCamShake = new CameraShake();
|
||||
mWeaponCamShake->remoteControlled = true;
|
||||
}
|
||||
|
||||
mWeaponCamShake->init();
|
||||
mWeaponCamShake->setFrequency( imageData->camShakeFreq );
|
||||
mWeaponCamShake->setAmplitude( imageData->camShakeAmp );
|
||||
|
||||
if ( !mWeaponCamShake->isAdded )
|
||||
{
|
||||
gCamFXMgr.addFX( mWeaponCamShake );
|
||||
mWeaponCamShake->isAdded = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
updateImageState(i,0);
|
||||
|
||||
if ( !image.triggerDown && !image.altTriggerDown )
|
||||
{
|
||||
if ( mWeaponCamShake && mWeaponCamShake->isAdded )
|
||||
{
|
||||
gCamFXMgr.removeFX( mWeaponCamShake );
|
||||
mWeaponCamShake->isAdded = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
|||
|
|
@ -324,7 +324,10 @@ struct ShapeBaseImageData: public GameBaseData {
|
|||
/// @{
|
||||
bool shakeCamera;
|
||||
VectorF camShakeFreq;
|
||||
VectorF camShakeAmp;
|
||||
VectorF camShakeAmp;
|
||||
F32 camShakeDuration;
|
||||
F32 camShakeRadius;
|
||||
F32 camShakeFalloff;
|
||||
/// @}
|
||||
|
||||
/// Maximum number of sounds this image can play at a time.
|
||||
|
|
@ -903,9 +906,6 @@ protected:
|
|||
|
||||
bool mFlipFadeVal;
|
||||
|
||||
/// Camera shake caused by weapon fire.
|
||||
CameraShake *mWeaponCamShake;
|
||||
|
||||
public:
|
||||
|
||||
/// @name Collision Notification
|
||||
|
|
@ -1101,6 +1101,7 @@ protected:
|
|||
virtual void onImageAnimThreadChange(U32 imageSlot, S32 imageShapeIndex, ShapeBaseImageData::StateData* lastState, const char* anim, F32 pos, F32 timeScale, bool reset=false);
|
||||
virtual void onImageAnimThreadUpdate(U32 imageSlot, S32 imageShapeIndex, F32 dt);
|
||||
virtual void ejectShellCasing( U32 imageSlot );
|
||||
virtual void shakeCamera( U32 imageSlot );
|
||||
virtual void updateDamageLevel();
|
||||
virtual void updateDamageState();
|
||||
virtual void onImpact(SceneObject* obj, VectorF vec);
|
||||
|
|
|
|||
|
|
@ -44,6 +44,7 @@
|
|||
#include "sfx/sfxTypes.h"
|
||||
#include "scene/sceneManager.h"
|
||||
#include "core/stream/fileStream.h"
|
||||
#include "T3D/fx/cameraFXMgr.h"
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
|
|
@ -297,6 +298,9 @@ ShapeBaseImageData::ShapeBaseImageData()
|
|||
shakeCamera = false;
|
||||
camShakeFreq = Point3F::Zero;
|
||||
camShakeAmp = Point3F::Zero;
|
||||
camShakeDuration = 1.5f;
|
||||
camShakeRadius = 3.0f;
|
||||
camShakeFalloff = 10.0f;
|
||||
}
|
||||
|
||||
ShapeBaseImageData::~ShapeBaseImageData()
|
||||
|
|
@ -739,10 +743,7 @@ void ShapeBaseImageData::initPersistFields()
|
|||
"@see lightType");
|
||||
|
||||
addField( "shakeCamera", TypeBool, Offset(shakeCamera, ShapeBaseImageData),
|
||||
"@brief Flag indicating whether the camera should shake when this Image fires.\n\n"
|
||||
"@note Camera shake only works properly if the player is in control of "
|
||||
"the one and only shapeBase object in the scene which fires an Image that "
|
||||
"uses camera shake." );
|
||||
"@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"
|
||||
|
|
@ -752,6 +753,16 @@ void ShapeBaseImageData::initPersistFields()
|
|||
"@brief Amplitude of the camera shaking effect.\n\n"
|
||||
"@see shakeCamera" );
|
||||
|
||||
addField( "camShakeDuration", TypeF32, Offset(camShakeDuration, ShapeBaseImageData),
|
||||
"Duration (in seconds) to shake the camera." );
|
||||
|
||||
addField( "camShakeRadius", TypeF32, Offset(camShakeRadius, ShapeBaseImageData),
|
||||
"Radial distance that a camera's position must be within relative to the "
|
||||
"center of the explosion to be shaken." );
|
||||
|
||||
addField( "camShakeFalloff", TypeF32, Offset(camShakeFalloff, ShapeBaseImageData),
|
||||
"Falloff value for the camera shake." );
|
||||
|
||||
addField( "casing", TYPEID< DebrisData >(), Offset(casing, ShapeBaseImageData),
|
||||
"@brief DebrisData datablock to use for ejected casings.\n\n"
|
||||
"@see stateEjectShell" );
|
||||
|
|
@ -1028,6 +1039,9 @@ void ShapeBaseImageData::packData(BitStream* stream)
|
|||
{
|
||||
mathWrite( *stream, camShakeFreq );
|
||||
mathWrite( *stream, camShakeAmp );
|
||||
stream->write( camShakeDuration );
|
||||
stream->write( camShakeRadius );
|
||||
stream->write( camShakeFalloff );
|
||||
}
|
||||
|
||||
mathWrite( *stream, shellExitDir );
|
||||
|
|
@ -1208,7 +1222,10 @@ void ShapeBaseImageData::unpackData(BitStream* stream)
|
|||
if ( shakeCamera )
|
||||
{
|
||||
mathRead( *stream, &camShakeFreq );
|
||||
mathRead( *stream, &camShakeAmp );
|
||||
mathRead( *stream, &camShakeAmp );
|
||||
stream->read( &camShakeDuration );
|
||||
stream->read( &camShakeRadius );
|
||||
stream->read( &camShakeFalloff );
|
||||
}
|
||||
|
||||
mathRead( *stream, &shellExitDir );
|
||||
|
|
@ -2596,6 +2613,10 @@ void ShapeBase::setImageState(U32 imageSlot, U32 newState,bool force)
|
|||
ejectShellCasing( imageSlot );
|
||||
}
|
||||
|
||||
// Shake camera on client.
|
||||
if (isGhost() && nextStateData.fire && image.dataBlock->shakeCamera) {
|
||||
shakeCamera( imageSlot );
|
||||
}
|
||||
|
||||
// Server must animate the shape if it is a firestate...
|
||||
if (isServerObject() && (image.dataBlock->state[newState].fire || image.dataBlock->state[newState].altFire))
|
||||
|
|
@ -3342,3 +3363,57 @@ void ShapeBase::ejectShellCasing( U32 imageSlot )
|
|||
else
|
||||
casing->init( shellPos, shellVel );
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -41,10 +41,10 @@
|
|||
/// code version, the game name, and which type of game it is (TGB, TGE, TGEA, etc.).
|
||||
///
|
||||
/// Version number is major * 1000 + minor * 100 + revision * 10.
|
||||
#define TORQUE_GAME_ENGINE 3620
|
||||
#define TORQUE_GAME_ENGINE 3630
|
||||
|
||||
/// Human readable engine version string.
|
||||
#define TORQUE_GAME_ENGINE_VERSION_STRING "3.6.2"
|
||||
#define TORQUE_GAME_ENGINE_VERSION_STRING "3.6.3"
|
||||
|
||||
/// Gets the engine version number. The version number is specified as a global in version.cc
|
||||
U32 getVersionNumber();
|
||||
|
|
|
|||
|
|
@ -1599,8 +1599,7 @@ void SimObject::unlinkNamespaces()
|
|||
|
||||
// Handle object name.
|
||||
|
||||
StringTableEntry objectName = getName();
|
||||
if( objectName && objectName[ 0 ] )
|
||||
if (mNameSpace && mNameSpace->mClassRep == NULL)
|
||||
mNameSpace->decRefCountToParent();
|
||||
|
||||
mNameSpace = NULL;
|
||||
|
|
|
|||
|
|
@ -666,6 +666,11 @@ void ScatterSky::prepRenderImage( SceneRenderState *state )
|
|||
mFlareState.lightMat.identity();
|
||||
mFlareState.lightMat.setPosition( lightPos );
|
||||
|
||||
F32 dist = ( lightPos - state->getCameraPosition( ) ).len( );
|
||||
F32 coronaScale = 0.5f;
|
||||
F32 screenRadius = GFX->getViewport( ).extent.y * coronaScale * 0.5f;
|
||||
mFlareState.worldRadius = screenRadius * dist / state->getWorldToScreenScale( ).y;
|
||||
|
||||
mFlareData->prepRender( state, &mFlareState );
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -130,6 +130,7 @@ GFXD3D9OcclusionQuery::OcclusionQueryStatus GFXD3D9OcclusionQuery::getStatus( bo
|
|||
//If we're stalled out, proceed with worst-case scenario -BJR
|
||||
if(GFX->mFrameTime->getElapsedMs()>4)
|
||||
{
|
||||
this->begin();
|
||||
this->end();
|
||||
return NotOccluded;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -82,4 +82,71 @@ public:
|
|||
virtual const String describeSelf() const = 0;
|
||||
};
|
||||
|
||||
/// Handle for GFXOcclusionQuery than store last valid state
|
||||
class GFXOcclusionQueryHandle
|
||||
{
|
||||
public:
|
||||
|
||||
GFXOcclusionQueryHandle()
|
||||
: mLastStatus(GFXOcclusionQuery::Unset), mLastData(0), mQuery(NULL), mWaiting(false)
|
||||
{}
|
||||
|
||||
~GFXOcclusionQueryHandle()
|
||||
{
|
||||
SAFE_DELETE(mQuery);
|
||||
}
|
||||
|
||||
bool getLastStatus( bool block, GFXOcclusionQuery::OcclusionQueryStatus *statusPtr = NULL, U32 *data = NULL );
|
||||
GFXOcclusionQuery* getQuery() const { return mQuery; }
|
||||
|
||||
void clearLastStatus()
|
||||
{
|
||||
mLastStatus = GFXOcclusionQuery::Unset;
|
||||
mLastData = 0;
|
||||
mWaiting = false;
|
||||
|
||||
if( !mQuery )
|
||||
return;
|
||||
|
||||
mQuery->begin();
|
||||
mQuery->end();
|
||||
}
|
||||
|
||||
bool isWaiting() const { return mWaiting; }
|
||||
protected:
|
||||
GFXOcclusionQuery::OcclusionQueryStatus mLastStatus;
|
||||
U32 mLastData;
|
||||
bool mWaiting;
|
||||
GFXOcclusionQuery *mQuery;
|
||||
};
|
||||
|
||||
inline bool GFXOcclusionQueryHandle::getLastStatus( bool block, GFXOcclusionQuery::OcclusionQueryStatus *statusPtr, U32 *data )
|
||||
{
|
||||
if( !mQuery )
|
||||
mQuery = GFX->createOcclusionQuery();
|
||||
|
||||
GFXOcclusionQuery::OcclusionQueryStatus status = mQuery->getStatus( block, data );
|
||||
|
||||
if( status == GFXOcclusionQuery::Waiting )
|
||||
{
|
||||
mWaiting = true;
|
||||
if( statusPtr )
|
||||
*statusPtr = mLastStatus;
|
||||
if( data )
|
||||
*data = mLastData;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
if( statusPtr )
|
||||
*statusPtr = status;
|
||||
|
||||
mWaiting = false;
|
||||
mLastStatus = status;
|
||||
mLastData = *data;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
#endif // _GFXOCCLUSIONQUERY_H_
|
||||
|
|
@ -1785,6 +1785,8 @@ bool GuiTreeViewCtrl::onWake()
|
|||
// make sure it's big enough for both bitmap AND font...
|
||||
mItemHeight = getMax((S32)mFont->getHeight(), (S32)mProfile->mBitmapArrayRects[0].extent.y);
|
||||
}
|
||||
|
||||
mFlags.set(RebuildVisible);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -230,6 +230,9 @@ bool ProjectedShadow::_updateDecal( const SceneRenderState *state )
|
|||
lightCount++;
|
||||
}
|
||||
|
||||
if (mShapeBase)
|
||||
fade *= mShapeBase->getFadeVal();
|
||||
|
||||
lightDir.normalize();
|
||||
|
||||
// No light... no shadow.
|
||||
|
|
|
|||
|
|
@ -290,6 +290,12 @@ bool MatInstance::init( const FeatureSet &features,
|
|||
//----------------------------------------------------------------------------
|
||||
bool MatInstance::reInit()
|
||||
{
|
||||
if (!mVertexFormat)
|
||||
{
|
||||
mIsValid = false;
|
||||
return mIsValid;
|
||||
}
|
||||
|
||||
SAFE_DELETE(mProcessedMaterial);
|
||||
deleteAllHooks();
|
||||
mIsValid = processMaterial();
|
||||
|
|
|
|||
|
|
@ -73,7 +73,7 @@ public:
|
|||
/// The cubemap to use when the texture type is
|
||||
/// set to Material::Cube.
|
||||
/// @see mTexType
|
||||
GFXCubemap *mCubeMap;
|
||||
GFXCubemapHandle mCubeMap;
|
||||
|
||||
U32 mNumTex;
|
||||
|
||||
|
|
|
|||
|
|
@ -383,9 +383,10 @@ inline PlaneF::Side PlaneF::whichSide( const OrientedBox3F& obb ) const
|
|||
// Project the box onto the line defined by the plane center and normal.
|
||||
// See "3D Game Engine Design" chapter 4.3.2.
|
||||
|
||||
const F32 r = obb.getHalfExtents().x * mFabs( mDot( obb.getAxis( 0 ), *this ) ) +
|
||||
obb.getHalfExtents().y * mFabs( mDot( obb.getAxis( 1 ), *this ) ) +
|
||||
obb.getHalfExtents().z * mFabs( mDot( obb.getAxis( 2 ), *this ) );
|
||||
Point3F mObbHalf = obb.getHalfExtents();
|
||||
const F32 r = mObbHalf.x * mFabs( mDot( obb.getAxis( 0 ), *this ) ) +
|
||||
mObbHalf.y * mFabs( mDot( obb.getAxis( 1 ), *this ) ) +
|
||||
mObbHalf.z * mFabs( mDot( obb.getAxis( 2 ), *this ) );
|
||||
|
||||
const F32 dist = distToPlane( obb.getCenter() );
|
||||
if( dist > r )
|
||||
|
|
|
|||
|
|
@ -458,7 +458,7 @@ U32 PlaneSet< T >::clipPolygon( const Point3F* inVertices, U32 inNumVertices, Po
|
|||
// to indicate we haven't clipped anything.
|
||||
|
||||
if( !numClippedPolygonVertices )
|
||||
return false;
|
||||
return 0;
|
||||
|
||||
// On first iteration, replace the inVertices with the
|
||||
// outVertices buffer.
|
||||
|
|
|
|||
|
|
@ -32,7 +32,7 @@
|
|||
|
||||
enum MBButtons
|
||||
{
|
||||
MBOk,
|
||||
MBOk = 0,
|
||||
MBOkCancel,
|
||||
MBRetryCancel,
|
||||
MBSaveDontSave,
|
||||
|
|
@ -42,7 +42,7 @@ enum MBButtons
|
|||
|
||||
enum MBIcons
|
||||
{
|
||||
MIWarning,
|
||||
MIWarning = 0,
|
||||
MIInformation,
|
||||
MIQuestion,
|
||||
MIStop,
|
||||
|
|
|
|||
|
|
@ -25,7 +25,7 @@
|
|||
|
||||
#include "materials/materialFeatureTypes.h"
|
||||
#include "materials/materialFeatureData.h"
|
||||
|
||||
#include "terrain/terrFeatureTypes.h"
|
||||
|
||||
void EyeSpaceDepthOutHLSL::processVert( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd )
|
||||
|
|
@ -85,7 +85,12 @@ void EyeSpaceDepthOutHLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|||
LangElement *depthOutDecl = new DecOp( depthOut );
|
||||
|
||||
meta->addStatement( new GenOp( "#ifndef CUBE_SHADOW_MAP\r\n" ) );
|
||||
meta->addStatement( new GenOp( " @ = dot(@, (@.xyz / @.w));\r\n", depthOutDecl, vEye, wsEyeVec, wsEyeVec ) );
|
||||
|
||||
if (fd.features.hasFeature(MFT_TerrainBaseMap))
|
||||
meta->addStatement(new GenOp(" @ =min(0.9999, dot(@, (@.xyz / @.w)));\r\n", depthOutDecl, vEye, wsEyeVec, wsEyeVec));
|
||||
else
|
||||
meta->addStatement(new GenOp(" @ = dot(@, (@.xyz / @.w));\r\n", depthOutDecl, vEye, wsEyeVec, wsEyeVec));
|
||||
|
||||
meta->addStatement( new GenOp( "#else\r\n" ) );
|
||||
|
||||
Var *farDist = (Var*)Var::find( "oneOverFarplane" );
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
Torque 3D v3.6.2
|
||||
Torque 3D v3.6.3
|
||||
================
|
||||
|
||||
MIT Licensed Open Source version of [Torque 3D](http://www.garagegames.com/products/torque-3d) from [GarageGames](http://www.garagegames.com)
|
||||
|
|
@ -23,7 +23,7 @@ In addition to GitHub we also have a couple of pre-packaged files for you to dow
|
|||
|
||||
* [Torque 3D 3.6 Full template](http://mit.garagegames.com/Torque3D-3-6-1-FullTemplate.zip), which contains precompiled binaries.
|
||||
* [Complete Torque 3D 3.6 zip package](http://mit.garagegames.com/Torque3D-3-6-1.zip) containing the contents of this repository.
|
||||
* [Windows binaries for 3.6.2](https://github.com/GarageGames/Torque3D/releases/tag/v3.6.2) which you can drop into your existing script projects.
|
||||
* [Windows binaries for 3.6.3](https://github.com/GarageGames/Torque3D/releases/tag/v3.6.3) which you can drop into your existing script projects.
|
||||
* [Torque 3D Project Manager v2.1](http://mit.garagegames.com/T3DProjectManager-2-1.zip) on its own for use in your T3D forks.
|
||||
|
||||
If you're looking for an older release see the [Torque 3D Archive](https://github.com/GarageGames/Torque3D/wiki/Torque-3D-Archive)
|
||||
|
|
@ -137,4 +137,4 @@ 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.
|
||||
IN THE SOFTWARE.
|
||||
|
|
|
|||
|
|
@ -482,7 +482,7 @@ datablock DebrisData( PlayerDebris )
|
|||
datablock PlayerData(DefaultPlayerData)
|
||||
{
|
||||
renderFirstPerson = false;
|
||||
|
||||
firstPersonShadows = true;
|
||||
computeCRC = false;
|
||||
|
||||
// Third person shape
|
||||
|
|
|
|||
|
|
@ -192,9 +192,9 @@ datablock ShapeBaseImageData(RyderWeaponImage)
|
|||
lightBrightness = 2;
|
||||
|
||||
// Shake camera while firing.
|
||||
shakeCamera = false;
|
||||
camShakeFreq = "0 0 0";
|
||||
camShakeAmp = "0 0 0";
|
||||
shakeCamera = "1";
|
||||
camShakeFreq = "10 10 10";
|
||||
camShakeAmp = "5 5 5";
|
||||
|
||||
// Images have a state system which controls how the animations
|
||||
// are run, which sounds are played, script callbacks, etc. This
|
||||
|
|
@ -361,4 +361,5 @@ datablock ShapeBaseImageData(RyderWeaponImage)
|
|||
stateSequenceTransitionOut[13] = true;
|
||||
stateAllowImageChange[13] = false;
|
||||
stateSequence[13] = "sprint";
|
||||
camShakeDuration = "0.2";
|
||||
};
|
||||
|
|
|
|||
|
|
@ -212,7 +212,10 @@ function AIPlayer::singleShot(%this)
|
|||
// The shooting delay is used to pulse the trigger
|
||||
%this.setImageTrigger(0, true);
|
||||
%this.setImageTrigger(0, false);
|
||||
%this.trigger = %this.schedule(%this.shootingDelay, singleShot);
|
||||
%delay = %this.getDataBlock().shootingDelay;
|
||||
if (%delay $= "")
|
||||
%delay = 1000;
|
||||
%this.trigger = %this.schedule(%delay, singleShot);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
|
|||
Loading…
Reference in a new issue