mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-11 22:54:34 +00:00
Merge pull request #310 from thecelloman/goodbyeDIF
Remove Interior Object format (DIF)
This commit is contained in:
commit
2dcc7f0247
99 changed files with 76 additions and 17318 deletions
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@ -355,7 +355,7 @@ U32 AIClient::getMoveList( Move **movePtr,U32 *numMoves ) {
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Point3F targetLoc = mMoveDestination; // Change this
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if( mPlayer ) {
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if( !mPlayer->getContainer()->castRay( mLocation, targetLoc, InteriorObjectType |
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if( !mPlayer->getContainer()->castRay( mLocation, targetLoc,
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StaticShapeObjectType | StaticObjectType |
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TerrainObjectType, &dummy ) ) {
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if( !mTargetInLOS )
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@ -427,7 +427,7 @@ bool AIPlayer::getAIMove(Move *movePtr)
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// if it hit something.
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RayInfo dummy;
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if (getContainer()->castRay( location, targetLoc,
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InteriorObjectType | StaticShapeObjectType | StaticObjectType |
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StaticShapeObjectType | StaticObjectType |
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TerrainObjectType, &dummy)) {
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if (mTargetInLOS) {
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throwCallback( "onTargetExitLOS" );
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@ -1532,7 +1532,6 @@ void Camera::_validateEyePoint(F32 pos, MatrixF *mat)
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disableCollision();
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RayInfo collision;
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U32 mask = TerrainObjectType |
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InteriorObjectType |
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WaterObjectType |
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StaticShapeObjectType |
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PlayerObjectType |
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@ -924,68 +924,6 @@ void ConvexShape::exportToCollada()
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Con::errorf( "ConvexShape::exportToCollada() - has no surfaces to export!" );
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return;
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}
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/*
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// Get an optimized version of our mesh
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OptimizedPolyList polyList;
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if (bakeTransform)
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{
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MatrixF mat = getTransform();
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Point3F scale = getScale();
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pInterior->buildExportPolyList(interiorMesh, &mat, &scale);
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}
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else
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pInterior->buildExportPolyList(interiorMesh);
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// Get our export path
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Torque::Path colladaFile = mInteriorRes.getPath();
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// Make sure to set our Collada extension
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colladaFile.setExtension("dae");
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// Use the InteriorInstance name if possible
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String meshName = getName();
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// Otherwise use the DIF's file name
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if (meshName.isEmpty())
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meshName = colladaFile.getFileName();
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// If we are baking the transform then append
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// a CRC version of the transform to the mesh/file name
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if (bakeTransform)
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{
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F32 trans[19];
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const MatrixF& mat = getTransform();
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const Point3F& scale = getScale();
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// Copy in the transform
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for (U32 i = 0; i < 4; i++)
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{
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for (U32 j = 0; j < 4; j++)
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{
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trans[i * 4 + j] = mat(i, j);
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}
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}
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// Copy in the scale
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trans[16] = scale.x;
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trans[17] = scale.y;
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trans[18] = scale.z;
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U32 crc = CRC::calculateCRC(trans, sizeof(F32) * 19);
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meshName += String::ToString("_%x", crc);
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}
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// Set the file name as the meshName
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colladaFile.setFileName(meshName);
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// Use a ColladaUtils function to do the actual export to a Collada file
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ColladaUtils::exportToCollada(colladaFile, interiorMesh, meshName);
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}
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*/
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}
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void ConvexShape::resizePlanes( const Point3F &size )
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@ -41,8 +41,7 @@
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#include "lighting/lightQuery.h"
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const U32 csmStaticCollisionMask = TerrainObjectType |
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InteriorObjectType;
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const U32 csmStaticCollisionMask = TerrainObjectType;
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const U32 csmDynamicCollisionMask = StaticShapeObjectType;
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@ -138,7 +138,7 @@ void GuiCrossHairHud::onRender(Point2I offset, const RectI &updateRect)
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// Collision info. We're going to be running LOS tests and we
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// don't want to collide with the control object.
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static U32 losMask = TerrainObjectType | InteriorObjectType | ShapeBaseObjectType;
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static U32 losMask = TerrainObjectType | ShapeBaseObjectType;
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control->disableCollision();
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RayInfo info;
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@ -177,7 +177,7 @@ void GuiShapeNameHud::onRender( Point2I, const RectI &updateRect)
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// Collision info. We're going to be running LOS tests and we
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// don't want to collide with the control object.
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static U32 losMask = TerrainObjectType | InteriorObjectType | ShapeBaseObjectType;
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static U32 losMask = TerrainObjectType | ShapeBaseObjectType;
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control->disableCollision();
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// All ghosted objects are added to the server connection group,
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@ -397,7 +397,6 @@ void fxFoliageReplicator::initPersistFields()
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addGroup( "Restrictions" ); // MM: Added Group Header.
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addField( "AllowOnTerrain", TypeBool, Offset( mFieldData.mAllowOnTerrain, fxFoliageReplicator ), "Foliage will be placed on terrain when set." );
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addField( "AllowOnInteriors", TypeBool, Offset( mFieldData.mAllowOnInteriors, fxFoliageReplicator ), "Foliage will be placed on InteriorInstances when set." );
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addField( "AllowOnStatics", TypeBool, Offset( mFieldData.mAllowStatics, fxFoliageReplicator ), "Foliage will be placed on Static shapes when set." );
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addField( "AllowOnWater", TypeBool, Offset( mFieldData.mAllowOnWater, fxFoliageReplicator ), "Foliage will be placed on/under water when set." );
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addField( "AllowWaterSurface", TypeBool, Offset( mFieldData.mAllowWaterSurface, fxFoliageReplicator ), "Foliage will be placed on water when set. Requires AllowOnWater." );
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@ -435,7 +434,6 @@ void fxFoliageReplicator::CreateFoliage(void)
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// Check that we can position somewhere!
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if (!( mFieldData.mAllowOnTerrain ||
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mFieldData.mAllowOnInteriors ||
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mFieldData.mAllowStatics ||
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mFieldData.mAllowOnWater))
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{
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@ -633,7 +631,6 @@ void fxFoliageReplicator::CreateFoliage(void)
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// Check Illegal Placements, fail if we hit a disallowed type.
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if (((CollisionType & TerrainObjectType) && !mFieldData.mAllowOnTerrain) ||
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((CollisionType & InteriorObjectType) && !mFieldData.mAllowOnInteriors) ||
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((CollisionType & StaticShapeObjectType ) && !mFieldData.mAllowStatics) ||
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((CollisionType & WaterObjectType) && !mFieldData.mAllowOnWater) ) continue;
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@ -1700,7 +1697,6 @@ U32 fxFoliageReplicator::packUpdate(NetConnection * con, U32 mask, BitStream * s
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stream->write(mFieldData.mLightTime); // Foliage Light Time.
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stream->writeFlag(mFieldData.mAllowOnTerrain); // Allow on Terrain.
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stream->writeFlag(mFieldData.mAllowOnInteriors); // Allow on Interiors.
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stream->writeFlag(mFieldData.mAllowStatics); // Allow on Statics.
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stream->writeFlag(mFieldData.mAllowOnWater); // Allow on Water.
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stream->writeFlag(mFieldData.mAllowWaterSurface); // Allow on Water Surface.
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@ -1777,7 +1773,6 @@ void fxFoliageReplicator::unpackUpdate(NetConnection * con, BitStream * stream)
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stream->read(&mFieldData.mLightTime); // Foliage Light Time.
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mFieldData.mAllowOnTerrain = stream->readFlag(); // Allow on Terrain.
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mFieldData.mAllowOnInteriors = stream->readFlag(); // Allow on Interiors.
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mFieldData.mAllowStatics = stream->readFlag(); // Allow on Statics.
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mFieldData.mAllowOnWater = stream->readFlag(); // Allow on Water.
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mFieldData.mAllowWaterSurface = stream->readFlag(); // Allow on Water Surface.
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@ -47,12 +47,10 @@
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#define AREA_ANIMATION_ARC (1.0f / 360.0f)
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#define FXFOLIAGEREPLICATOR_COLLISION_MASK ( TerrainObjectType | \
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InteriorObjectType | \
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StaticShapeObjectType | \
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WaterObjectType )
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#define FXFOLIAGEREPLICATOR_NOWATER_COLLISION_MASK ( TerrainObjectType | \
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InteriorObjectType | \
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StaticShapeObjectType )
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@ -311,7 +309,6 @@ public:
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F32 mLightTime;
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bool mAllowOnTerrain;
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bool mAllowOnInteriors;
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bool mAllowStatics;
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bool mAllowOnWater;
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bool mAllowWaterSurface;
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@ -371,7 +368,6 @@ public:
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mLightTime = 5.0f;
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mAllowOnTerrain = true;
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mAllowOnInteriors = true;
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mAllowStatics = true;
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mAllowOnWater = false;
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mAllowWaterSurface = false;
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@ -166,7 +166,6 @@ void fxShapeReplicator::initPersistFields()
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addGroup( "Restraints" ); // MM: Added Group Header.
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addField( "AllowOnTerrain", TypeBool, Offset( mFieldData.mAllowOnTerrain, fxShapeReplicator ), "Shapes will be placed on terrain when set." );
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addField( "AllowOnInteriors", TypeBool, Offset( mFieldData.mAllowOnInteriors, fxShapeReplicator ), "Shapes will be placed on InteriorInstances when set." );
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addField( "AllowOnStatics", TypeBool, Offset( mFieldData.mAllowStatics, fxShapeReplicator ), "Shapes will be placed on Static shapes when set." );
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addField( "AllowOnWater", TypeBool, Offset( mFieldData.mAllowOnWater, fxShapeReplicator ), "Shapes will be placed on/under water when set." );
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addField( "AllowWaterSurface", TypeBool, Offset( mFieldData.mAllowWaterSurface, fxShapeReplicator ), "Shapes will be placed on water when set. Requires AllowOnWater." );
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@ -214,7 +213,6 @@ void fxShapeReplicator::CreateShapes(void)
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// Check that we can position somewhere!
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if (!( mFieldData.mAllowOnTerrain ||
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mFieldData.mAllowOnInteriors ||
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mFieldData.mAllowStatics ||
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mFieldData.mAllowOnWater))
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{
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@ -318,7 +316,6 @@ void fxShapeReplicator::CreateShapes(void)
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// Check Illegal Placements.
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if (((CollisionType & TerrainObjectType) && !mFieldData.mAllowOnTerrain) ||
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((CollisionType & InteriorObjectType) && !mFieldData.mAllowOnInteriors) ||
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((CollisionType & StaticShapeObjectType) && !mFieldData.mAllowStatics) ||
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((CollisionType & WaterObjectType) && !mFieldData.mAllowOnWater) ) continue;
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@ -696,7 +693,6 @@ U32 fxShapeReplicator::packUpdate(NetConnection * con, U32 mask, BitStream * str
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mathWrite(*stream, mFieldData.mShapeRotateMax); // Shapes Rotate Max.
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stream->writeSignedInt(mFieldData.mOffsetZ, 32); // Shapes Offset Z.
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stream->writeFlag(mFieldData.mAllowOnTerrain); // Allow on Terrain.
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stream->writeFlag(mFieldData.mAllowOnInteriors); // Allow on Interiors.
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stream->writeFlag(mFieldData.mAllowStatics); // Allow on Statics.
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stream->writeFlag(mFieldData.mAllowOnWater); // Allow on Water.
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stream->writeFlag(mFieldData.mAllowWaterSurface); // Allow on Water Surface.
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@ -742,7 +738,6 @@ void fxShapeReplicator::unpackUpdate(NetConnection * con, BitStream * stream)
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mathRead(*stream, &mFieldData.mShapeRotateMax); // Shapes Rotate Max.
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mFieldData.mOffsetZ = stream->readSignedInt(32); // Shapes Offset Z.
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mFieldData.mAllowOnTerrain = stream->readFlag(); // Allow on Terrain.
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mFieldData.mAllowOnInteriors = stream->readFlag(); // Allow on Interiors.
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mFieldData.mAllowStatics = stream->readFlag(); // Allow on Statics.
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mFieldData.mAllowOnWater = stream->readFlag(); // Allow on Water.
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mFieldData.mAllowWaterSurface = stream->readFlag(); // Allow on Water Surface.
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@ -36,12 +36,10 @@
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#define AREA_ANIMATION_ARC (1.0f / 360.0f)
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#define FXREPLICATOR_COLLISION_MASK ( TerrainObjectType | \
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InteriorObjectType | \
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StaticShapeObjectType | \
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WaterObjectType )
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#define FXREPLICATOR_NOWATER_COLLISION_MASK ( TerrainObjectType | \
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InteriorObjectType | \
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StaticShapeObjectType )
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@ -139,7 +137,6 @@ public:
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U32 mOuterRadiusY;
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S32 mOffsetZ;
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bool mAllowOnTerrain;
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bool mAllowOnInteriors;
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bool mAllowStatics;
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bool mAllowOnWater;
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S32 mAllowedTerrainSlope;
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@ -166,7 +163,6 @@ public:
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mOffsetZ = 0;
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mAllowOnTerrain = true;
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mAllowOnInteriors = true;
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mAllowStatics = true;
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mAllowOnWater = false;
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mAllowWaterSurface = false;
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@ -45,7 +45,6 @@
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static const U32 dropHitMask =
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TerrainObjectType |
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InteriorObjectType |
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WaterObjectType |
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StaticShapeObjectType;
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@ -441,7 +441,6 @@ static void RegisterGameFunctions()
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Con::setIntVariable("$TypeMasks::StaticObjectType", StaticObjectType);
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Con::setIntVariable("$TypeMasks::EnvironmentObjectType", EnvironmentObjectType);
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Con::setIntVariable("$TypeMasks::TerrainObjectType", TerrainObjectType);
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Con::setIntVariable("$TypeMasks::InteriorObjectType", InteriorObjectType);
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Con::setIntVariable("$TypeMasks::WaterObjectType", WaterObjectType);
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Con::setIntVariable("$TypeMasks::TriggerObjectType", TriggerObjectType);
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Con::setIntVariable("$TypeMasks::MarkerObjectType", MarkerObjectType);
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@ -53,8 +53,9 @@ static S32 sMaxWarpTicks = 3; // Max warp duration in ticks
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F32 Item::mGravity = -20.0f;
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const U32 sClientCollisionMask = (TerrainObjectType |
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InteriorObjectType | StaticShapeObjectType |
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VehicleObjectType | PlayerObjectType);
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StaticShapeObjectType |
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VehicleObjectType |
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PlayerObjectType);
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const U32 sServerCollisionMask = (sClientCollisionMask);
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@ -53,25 +53,21 @@ enum SceneObjectTypes
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/// @see TerrainBlock
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TerrainObjectType = BIT( 2 ),
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/// A legacy DIF interior object.
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/// @see InteriorInstance
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InteriorObjectType = BIT( 3 ),
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/// An object defining a water volume.
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/// @see WaterObject
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WaterObjectType = BIT( 4 ),
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WaterObjectType = BIT( 3 ),
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/// An object defining an invisible trigger volume.
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/// @see Trigger
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TriggerObjectType = BIT( 5 ),
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TriggerObjectType = BIT( 4 ),
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/// An object defining an invisible marker.
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/// @see MissionMarker
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MarkerObjectType = BIT( 6 ),
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MarkerObjectType = BIT( 5 ),
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/// A light emitter.
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/// @see LightBase
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LightObjectType = BIT( 7 ),
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LightObjectType = BIT( 6 ),
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/// An object that manages zones. This is automatically set by
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/// SceneZoneSpaceManager when a SceneZoneSpace registers zones. Should
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@ -79,7 +75,7 @@ enum SceneObjectTypes
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///
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/// @see SceneZoneSpace
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/// @see SceneZoneSpaceManager
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ZoneObjectType = BIT( 8 ),
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ZoneObjectType = BIT( 7 ),
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/// Any object that defines one or more solid, renderable static geometries that
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/// should be included in collision and raycasts.
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@ -87,13 +83,13 @@ enum SceneObjectTypes
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/// Use this mask to find objects that are part of the static level geometry.
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///
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/// @note If you set this, you will also want to set StaticObjectType.
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StaticShapeObjectType = BIT( 9 ),
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StaticShapeObjectType = BIT( 8 ),
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/// Any object that defines one or more solid, renderable dynamic geometries that
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/// should be included in collision and raycasts.
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///
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/// Use this mask to find objects that are part of the dynamic game geometry.
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DynamicShapeObjectType = BIT( 10 ),
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DynamicShapeObjectType = BIT( 9 ),
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/// @}
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@ -102,54 +98,54 @@ enum SceneObjectTypes
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/// Any GameBase-derived object.
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/// @see GameBase
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GameBaseObjectType = BIT( 11 ),
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GameBaseObjectType = BIT( 10 ),
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/// An object that uses hifi networking.
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GameBaseHiFiObjectType = BIT( 12 ),
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GameBaseHiFiObjectType = BIT( 11 ),
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/// Any ShapeBase-derived object.
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/// @see ShapeBase
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ShapeBaseObjectType = BIT( 13 ),
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ShapeBaseObjectType = BIT( 12 ),
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/// A camera object.
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/// @see Camera
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CameraObjectType = BIT( 14 ),
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CameraObjectType = BIT( 13 ),
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/// A human or AI player object.
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/// @see Player
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PlayerObjectType = BIT( 15 ),
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PlayerObjectType = BIT( 14 ),
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/// An item pickup.
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/// @see Item
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ItemObjectType = BIT( 16 ),
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ItemObjectType = BIT( 15 ),
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/// A vehicle.
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/// @see Vehicle
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VehicleObjectType = BIT( 17 ),
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VehicleObjectType = BIT( 16 ),
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/// An object that blocks vehicles.
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/// @see VehicleBlocker
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VehicleBlockerObjectType = BIT( 18 ),
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VehicleBlockerObjectType = BIT( 17 ),
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/// A weapon projectile.
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/// @see Projectile
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ProjectileObjectType = BIT( 19 ),
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ProjectileObjectType = BIT( 18 ),
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/// An explosion object.
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/// @see Explosion
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ExplosionObjectType = BIT( 20 ),
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ExplosionObjectType = BIT( 19 ),
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/// A dead player. This is dynamically set and unset.
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/// @see Player
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CorpseObjectType = BIT( 21 ),
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CorpseObjectType = BIT( 20 ),
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/// A debris object.
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/// @see Debris
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DebrisObjectType = BIT( 22 ),
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DebrisObjectType = BIT( 21 ),
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/// A volume that asserts forces on player objects.
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/// @see PhysicalZone
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PhysicalZoneObjectType = BIT( 23 ),
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PhysicalZoneObjectType = BIT( 22 ),
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/// @}
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};
|
||||
|
|
@ -173,8 +169,7 @@ enum SceneObjectTypeMasks
|
|||
///
|
||||
/// Also, objects that do their own culling internally (terrains, forests, etc.)
|
||||
/// should be excluded.
|
||||
CULLING_INCLUDE_TYPEMASK = ( InteriorObjectType |
|
||||
GameBaseObjectType | // Includes most other renderable types; but broader than we ideally want.
|
||||
CULLING_INCLUDE_TYPEMASK = ( GameBaseObjectType | // Includes most other renderable types; but broader than we ideally want.
|
||||
StaticShapeObjectType |
|
||||
DynamicShapeObjectType |
|
||||
ZoneObjectType ), // This improves the result of zone traversals.
|
||||
|
|
@ -200,7 +195,6 @@ enum SceneObjectTypeMasks
|
|||
///
|
||||
/// @note Terrains have their own means for rendering inside interior zones.
|
||||
OUTDOOR_OBJECT_TYPEMASK = ( TerrainObjectType |
|
||||
InteriorObjectType |
|
||||
EnvironmentObjectType )
|
||||
};
|
||||
|
||||
|
|
|
|||
|
|
@ -107,7 +107,6 @@ const F32 sAnchorMaxDistance = 32.0f;
|
|||
|
||||
//
|
||||
static U32 sCollisionMoveMask = TerrainObjectType |
|
||||
InteriorObjectType |
|
||||
WaterObjectType |
|
||||
PlayerObjectType |
|
||||
StaticShapeObjectType |
|
||||
|
|
@ -3494,8 +3493,7 @@ void Player::updateDeathOffsets()
|
|||
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
static const U32 sPlayerConformMask = InteriorObjectType|StaticShapeObjectType|
|
||||
StaticObjectType|TerrainObjectType;
|
||||
static const U32 sPlayerConformMask = StaticShapeObjectType | StaticObjectType | TerrainObjectType;
|
||||
|
||||
static void accel(F32& from, F32 to, F32 rate)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -126,12 +126,9 @@ IMPLEMENT_CALLBACK( ProjectileData, onCollision, void, ( Projectile* proj, Scene
|
|||
"@see Projectile\n"
|
||||
);
|
||||
|
||||
const U32 Projectile::csmStaticCollisionMask = TerrainObjectType |
|
||||
InteriorObjectType |
|
||||
StaticShapeObjectType;
|
||||
const U32 Projectile::csmStaticCollisionMask = TerrainObjectType | StaticShapeObjectType;
|
||||
|
||||
const U32 Projectile::csmDynamicCollisionMask = PlayerObjectType |
|
||||
VehicleObjectType;
|
||||
const U32 Projectile::csmDynamicCollisionMask = PlayerObjectType | VehicleObjectType;
|
||||
|
||||
const U32 Projectile::csmDamageableMask = Projectile::csmDynamicCollisionMask;
|
||||
|
||||
|
|
|
|||
|
|
@ -198,9 +198,9 @@ namespace {
|
|||
static F32 sRestTol = 0.5; // % of gravity energy to be at rest
|
||||
static int sRestCount = 10; // Consecutive ticks before comming to rest
|
||||
|
||||
const U32 sCollisionMoveMask = (TerrainObjectType | InteriorObjectType |
|
||||
PlayerObjectType | StaticShapeObjectType | VehicleObjectType |
|
||||
VehicleBlockerObjectType);
|
||||
const U32 sCollisionMoveMask = ( TerrainObjectType | PlayerObjectType |
|
||||
StaticShapeObjectType | VehicleObjectType |
|
||||
VehicleBlockerObjectType );
|
||||
|
||||
const U32 sServerCollisionMask = sCollisionMoveMask; // ItemObjectType
|
||||
const U32 sClientCollisionMask = sCollisionMoveMask;
|
||||
|
|
|
|||
|
|
@ -628,7 +628,7 @@ DefineEngineMethod( ShapeBaseData, checkDeployPos, bool, ( TransformF txfm ),,
|
|||
polyList.mPlaneList[i] = temp;
|
||||
}
|
||||
|
||||
if (gServerContainer.buildPolyList(PLC_Collision, wBox, InteriorObjectType | StaticShapeObjectType, &polyList))
|
||||
if (gServerContainer.buildPolyList(PLC_Collision, wBox, StaticShapeObjectType, &polyList))
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -5050,7 +5050,7 @@ DefineEngineMethod( ShapeBase, dumpMeshVisibility, void, (),,
|
|||
#endif // #ifndef TORQUE_SHIPPING
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
//These functions are duplicated in tsStatic, shapeBase, and interiorInstance.
|
||||
//These functions are duplicated in tsStatic and shapeBase.
|
||||
//They each function a little differently; but achieve the same purpose of gathering
|
||||
//target names/counts without polluting simObject.
|
||||
|
||||
|
|
|
|||
|
|
@ -1036,7 +1036,7 @@ void TSStaticPolysoupConvex::getFeatures(const MatrixF& mat,const VectorF& n, Co
|
|||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
//These functions are duplicated in tsStatic, shapeBase, and interiorInstance.
|
||||
//These functions are duplicated in tsStatic and shapeBase.
|
||||
//They each function a little differently; but achieve the same purpose of gathering
|
||||
//target names/counts without polluting simObject.
|
||||
|
||||
|
|
|
|||
|
|
@ -37,7 +37,6 @@ static U32 sScanTypeMask = PlayerObjectType |
|
|||
VehicleObjectType;
|
||||
|
||||
static U32 sAimTypeMask = TerrainObjectType |
|
||||
InteriorObjectType |
|
||||
WaterObjectType |
|
||||
PlayerObjectType |
|
||||
StaticShapeObjectType |
|
||||
|
|
|
|||
|
|
@ -40,7 +40,7 @@ static F32 sMinWarpTicks = 0.5 ; // Fraction of tick at which instant war
|
|||
static S32 sMaxWarpTicks = 3; // Max warp duration in ticks
|
||||
|
||||
const U32 sClientCollisionMask = (TerrainObjectType |
|
||||
InteriorObjectType | StaticShapeObjectType |
|
||||
StaticShapeObjectType |
|
||||
VehicleObjectType);
|
||||
|
||||
const U32 sServerCollisionMask = (sClientCollisionMask);
|
||||
|
|
|
|||
|
|
@ -43,10 +43,10 @@
|
|||
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
const static U32 sCollisionMoveMask = ( TerrainObjectType | InteriorObjectType |
|
||||
WaterObjectType | PlayerObjectType |
|
||||
StaticShapeObjectType | VehicleObjectType |
|
||||
VehicleBlockerObjectType );
|
||||
const static U32 sCollisionMoveMask = ( TerrainObjectType | WaterObjectType |
|
||||
PlayerObjectType | StaticShapeObjectType |
|
||||
VehicleObjectType | VehicleBlockerObjectType );
|
||||
|
||||
static U32 sServerCollisionMask = sCollisionMoveMask; // ItemObjectType
|
||||
static U32 sClientCollisionMask = sCollisionMoveMask;
|
||||
|
||||
|
|
|
|||
|
|
@ -73,9 +73,9 @@ namespace {
|
|||
const U32 sIntergrationsPerTick = 1;
|
||||
const F32 sHoverVehicleGravity = -20;
|
||||
|
||||
const U32 sCollisionMoveMask = (TerrainObjectType | InteriorObjectType |
|
||||
PlayerObjectType | StaticShapeObjectType |
|
||||
VehicleObjectType | VehicleBlockerObjectType);
|
||||
const U32 sCollisionMoveMask = (TerrainObjectType | PlayerObjectType |
|
||||
StaticShapeObjectType | VehicleObjectType |
|
||||
VehicleBlockerObjectType);
|
||||
|
||||
const U32 sServerCollisionMask = sCollisionMoveMask; // ItemObjectType
|
||||
const U32 sClientCollisionMask = sCollisionMoveMask;
|
||||
|
|
@ -724,7 +724,7 @@ void HoverVehicle::updateForces(F32 /*dt*/)
|
|||
for (j = 0; j < 2; j++) {
|
||||
if (getContainer()->castRay(stabPoints[j].wsPoint, stabPoints[j].wsPoint + stabPoints[j].wsExtension * 2.0,
|
||||
TerrainObjectType |
|
||||
InteriorObjectType | WaterObjectType, &rinfo))
|
||||
WaterObjectType, &rinfo))
|
||||
{
|
||||
reallyFloating = false;
|
||||
|
||||
|
|
|
|||
|
|
@ -47,12 +47,12 @@
|
|||
#include "lighting/lightQuery.h"
|
||||
|
||||
|
||||
// Collision masks are used to determin what type of objects the
|
||||
// Collision masks are used to determine what type of objects the
|
||||
// wheeled vehicle will collide with.
|
||||
static U32 sClientCollisionMask =
|
||||
TerrainObjectType | InteriorObjectType |
|
||||
PlayerObjectType | StaticShapeObjectType |
|
||||
VehicleObjectType | VehicleBlockerObjectType;
|
||||
TerrainObjectType | PlayerObjectType |
|
||||
StaticShapeObjectType | VehicleObjectType |
|
||||
VehicleBlockerObjectType;
|
||||
|
||||
// Gravity constant
|
||||
static F32 sWheeledVehicleGravity = -20;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue