add projectile example changes

These changes are a placeholder because technically we could remove the effects from the projectile class altogether. but for now it fires the effects and uses the projectiles explosion/emitter as a fallback.

Also added a specific Ricochet sound effect
This commit is contained in:
marauder2k7 2026-05-16 19:53:54 +01:00
parent e664a2e20c
commit ca454bfc7a
3 changed files with 82 additions and 6 deletions

View file

@ -57,6 +57,7 @@
#include "T3D/lightDescription.h"
#include "console/engineAPI.h"
#include "T3D/rigidShape.h"
#include "materials/materialPropertiesManager.h"
IMPLEMENT_CO_DATABLOCK_V1(ProjectileData);
@ -1122,8 +1123,14 @@ void Projectile::explode( const Point3F &p, const Point3F &n, const U32 collideT
}
}
// Client (impact) decal.
if ( mDataBlock->decal )
RayInfo matRay;
BaseMatInstance* hitMat = NULL;
if (gClientContainer.castRay(p + n * 0.05f, p - n * 0.01f, csmStaticCollisionMask, &matRay))
hitMat = matRay.material;
// Fallback to datablock decal if no surface effect matched
MaterialPropertiesData* fx = MaterialFXManager.resolve(hitMat);
if (!fx && mDataBlock->decal)
gDecalManager->addDecal(p, n, 0.0f, mDataBlock->decal);
// Client object
@ -1267,10 +1274,62 @@ void Projectile::simulate( F32 dt )
// specific code should be placed inside the function!
onCollision( rInfo.point, rInfo.normal, rInfo.object );
// Next order of business: do we explode on this hit?
if ( mCurrTick > mDataBlock->armingDelay || mDataBlock->armingDelay == 0 )
if (mCurrTick > mDataBlock->armingDelay || mDataBlock->armingDelay == 0)
{
mCurrVelocity = Point3F::Zero;
explode( rInfo.point, rInfo.normal, objectType );
MaterialPropertiesResult fx_result = resolveImpact(
rInfo.material,
mCurrVelocity,
rInfo.normal,
mDataBlock->impactForce,
false);
// Fire visual effects on client only
if (isClientObject())
{
MaterialFXManager.fireEffect(
rInfo.material,
rInfo.point,
rInfo.normal,
mCurrVelocity.len(),
mDataBlock->impactForce,
fx_result.didRicochet,
false);
}
if (fx_result.didRicochet)
{
mCurrVelocity = fx_result.ricochetDirection * fx_result.ricochetSpeed;
newPosition = rInfo.point + rInfo.normal * 0.05f;
}
if (fx_result.didPenetrate)
{
mCurrVelocity *= fx_result.remainingVelocityFactor;
VectorF normVel = mCurrVelocity;
normVel.normalizeSafe();
newPosition = rInfo.point + normVel * 0.1f;
}
if (fx_result.didPenetrate || fx_result.didRicochet)
{
if (isServerObject())
setMaskBits(BounceMask);
if (disableSourceObjCollision)
mSourceObject->enableCollision();
enableCollision();
mCurrDeltaBase = newPosition;
mCurrBackDelta = mCurrPosition - newPosition;
mCurrPosition = newPosition;
xform.setColumn(3, mCurrPosition);
setTransform(xform);
return;
}
mCurrVelocity = Point3F::Zero;
explode(rInfo.point, rInfo.normal, objectType);
}
if ( mDataBlock->isBallistic )

View file

@ -26,6 +26,7 @@ MaterialPropertiesData::MaterialPropertiesData()
INIT_ASSET(SoftImpactSound);
INIT_ASSET(MediumImpactSound);
INIT_ASSET(HardImpactSound);
INIT_ASSET(RicochetSound);
INIT_ASSET(MeleeSoftSound);
INIT_ASSET(MeleeHardSound);
@ -106,6 +107,8 @@ void MaterialPropertiesData::initPersistFields()
"Sound for medium-velocity impacts.");
INITPERSISTFIELD_SOUNDASSET(HardImpactSound, MaterialPropertiesData,
"Sound for high-velocity impacts (bullets, fast projectiles).");
INITPERSISTFIELD_SOUNDASSET(RicochetSound, MaterialPropertiesData,
"Sound for high-velocity ricochets (bullets, fast projectiles).");
INITPERSISTFIELD_SOUNDASSET(MeleeSoftSound, MaterialPropertiesData,
"Melee soft hit sound override. Falls back to SoftImpactSound.");
INITPERSISTFIELD_SOUNDASSET(MeleeHardSound, MaterialPropertiesData,
@ -262,6 +265,11 @@ bool MaterialPropertiesData::preload(bool server, String& errorStr)
getHardImpactSoundProfile();
}
if (isRicochetSoundValid())
{
getRicochetSoundProfile();
}
if (isMeleeSoftSoundValid())
{
getMeleeSoftSoundProfile();
@ -287,6 +295,7 @@ void MaterialPropertiesData::packData(BitStream* stream)
PACKDATA_SOUNDASSET(SoftImpactSound);
PACKDATA_SOUNDASSET(MediumImpactSound);
PACKDATA_SOUNDASSET(HardImpactSound);
PACKDATA_SOUNDASSET(RicochetSound);
PACKDATA_SOUNDASSET(MeleeSoftSound);
PACKDATA_SOUNDASSET(MeleeHardSound);
@ -338,6 +347,7 @@ void MaterialPropertiesData::unpackData(BitStream* stream)
UNPACKDATA_SOUNDASSET(SoftImpactSound);
UNPACKDATA_SOUNDASSET(MediumImpactSound);
UNPACKDATA_SOUNDASSET(HardImpactSound);
UNPACKDATA_SOUNDASSET(RicochetSound);
UNPACKDATA_SOUNDASSET(MeleeSoftSound);
UNPACKDATA_SOUNDASSET(MeleeHardSound);
@ -462,6 +472,7 @@ void MaterialPropertiesManager::fireEffect(BaseMatInstance* mat,
F32 impactVelocity,
F32 impactForce,
bool isMelee,
bool isRicochet,
bool clientOnly)
{
MaterialPropertiesData* fx = resolve(mat);
@ -491,6 +502,9 @@ void MaterialPropertiesManager::fireEffect(BaseMatInstance* mat,
snd = fx->getHardImpactSoundProfile();
else
snd = fx->getMediumImpactSoundProfile();
if (isRicochet && fx->isRicochetSoundValid())
snd = fx->getRicochetSoundProfile();
}
if (snd)
@ -579,7 +593,7 @@ MaterialPropertiesResult resolveImpact( BaseMatInstance* mat,
F32 glanceDeg = mRadToDeg(mAcos(mClampF(cosGlance, 0.0f, 1.0f)));
bool angleOk = (90.0f - glanceDeg) >= fx->ricochetMinAngle;
bool angleOk = glanceDeg >= fx->ricochetMinAngle;
if (angleOk && gRandGen.randF() < fx->ricochetChance)
{

View file

@ -55,6 +55,8 @@ public:
DECLARE_ASSET_SETGET(MaterialPropertiesData, MediumImpactSound)
DECLARE_SOUNDASSET(MaterialPropertiesData, HardImpactSound)
DECLARE_ASSET_SETGET(MaterialPropertiesData, HardImpactSound)
DECLARE_SOUNDASSET(MaterialPropertiesData, RicochetSound)
DECLARE_ASSET_SETGET(MaterialPropertiesData, RicochetSound)
// Optional: separate sounds for melee (crowbar clink vs bullet ping
// on the same metal surface feel very different)
@ -180,6 +182,7 @@ public:
F32 impactVelocity,
F32 impactForce,
bool isMelee,
bool isRicochet,
bool clientOnly = true);
void setDefaultEffect(MaterialPropertiesData* data);