Merge remote-tracking branch 'upstream/development' into imageAsset_refactor_rev3

This commit is contained in:
marauder2k7 2025-05-12 14:45:41 +01:00
commit e1c01cd49a
152 changed files with 7312 additions and 4132 deletions

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@ -58,7 +58,7 @@ torqueAddSourceDirectories("platform" "platform/threads" "platform/async"
torqueAddSourceDirectories("platform/nativeDialogs")
# Handle T3D
torqueAddSourceDirectories( "T3D" "T3D/assets" "T3D/decal" "T3D/examples" "T3D/fps" "T3D/fx"
torqueAddSourceDirectories( "T3D" "T3D/AI" "T3D/assets" "T3D/decal" "T3D/examples" "T3D/fps" "T3D/fx"
"T3D/gameBase" "T3D/gameBase/std"
"T3D/lighting"
"T3D/physics"

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@ -0,0 +1,226 @@
//-----------------------------------------------------------------------------
// 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 "AIAimTarget.h"
#include "AIController.h"
static U32 sAILoSMask = TerrainObjectType | StaticShapeObjectType | StaticObjectType;
F32 AIAimTarget::getTargetDistance(SceneObject* target, bool _checkEnabled)
{
if (!target)
{
target = mObj.getPointer();
if (!target)
return F32_MAX;
}
if (_checkEnabled)
{
if (target->getTypeMask() & ShapeBaseObjectType)
{
ShapeBase* shapeBaseCheck = static_cast<ShapeBase*>(target);
if (shapeBaseCheck)
if (shapeBaseCheck->getDamageState() != ShapeBase::Enabled) return false;
}
else
return F32_MAX;
}
return (getPosition() - target->getPosition()).len();
}
bool AIAimTarget::checkInLos(SceneObject* target, bool _useMuzzle, bool _checkEnabled)
{
ShapeBase* sbo = dynamic_cast<ShapeBase*>(getCtrl()->getAIInfo()->mObj.getPointer());
if (!target)
{
target = dynamic_cast<ShapeBase*>(mObj.getPointer());
if (!target)
return false;
}
if (_checkEnabled)
{
if (target->getTypeMask() & ShapeBaseObjectType)
{
ShapeBase* shapeBaseCheck = static_cast<ShapeBase*>(target);
if (shapeBaseCheck)
if (shapeBaseCheck->getDamageState() != ShapeBase::Enabled) return false;
}
else
return false;
}
RayInfo ri;
sbo->disableCollision();
S32 mountCount = target->getMountedObjectCount();
for (S32 i = 0; i < mountCount; i++)
{
target->getMountedObject(i)->disableCollision();
}
Point3F checkPoint;
if (_useMuzzle)
sbo->getMuzzlePoint(0, &checkPoint);
else
{
MatrixF eyeMat;
sbo->getEyeTransform(&eyeMat);
eyeMat.getColumn(3, &checkPoint);
}
bool hit = !gServerContainer.castRay(checkPoint, target->getBoxCenter(), sAILoSMask, &ri);
sbo->enableCollision();
for (S32 i = 0; i < mountCount; i++)
{
target->getMountedObject(i)->enableCollision();
}
return hit;
}
bool AIAimTarget::checkInFoV(SceneObject* target, F32 camFov, bool _checkEnabled)
{
ShapeBase* sbo = dynamic_cast<ShapeBase*>(getCtrl()->getAIInfo()->mObj.getPointer());
if (!target)
{
target = dynamic_cast<ShapeBase*>(mObj.getPointer());
if (!target)
return false;
}
if (_checkEnabled)
{
if (target->getTypeMask() & ShapeBaseObjectType)
{
ShapeBase* shapeBaseCheck = static_cast<ShapeBase*>(target);
if (shapeBaseCheck)
if (shapeBaseCheck->getDamageState() != ShapeBase::Enabled) return false;
}
else
return false;
}
MatrixF cam = sbo->getTransform();
Point3F camPos;
VectorF camDir;
cam.getColumn(3, &camPos);
cam.getColumn(1, &camDir);
camFov = mDegToRad(camFov) / 2;
Point3F shapePos = target->getBoxCenter();
VectorF shapeDir = shapePos - camPos;
// Test to see if it's within our viewcone, this test doesn't
// actually match the viewport very well, should consider
// projection and box test.
shapeDir.normalize();
F32 dot = mDot(shapeDir, camDir);
return (dot > mCos(camFov));
}
DefineEngineMethod(AIController, setAimLocation, void, (Point3F target), ,
"@brief Tells the AIPlayer to aim at the location provided.\n\n"
"@param target An \"x y z\" position in the game world to target.\n\n"
"@see getAimLocation()\n")
{
object->setAim(target);
}
DefineEngineMethod(AIController, getAimLocation, Point3F, (), ,
"@brief Returns the point the AIPlayer is aiming at.\n\n"
"This will reflect the position set by setAimLocation(), "
"or the position of the object that the bot is now aiming at. "
"If the bot is not aiming at anything, this value will "
"change to whatever point the bot's current line-of-sight intercepts."
"@return World space coordinates of the object AI is aiming at. Formatted as \"X Y Z\".\n\n"
"@see setAimLocation()\n"
"@see setAimObject()\n")
{
return object->getAim()->getPosition();
}
DefineEngineMethod(AIController, setAimObject, void, (const char* objName, Point3F offset), (Point3F::Zero), "( GameBase obj, [Point3F offset] )"
"Sets the bot's target object. Optionally set an offset from target location."
"@hide")
{
// Find the target
SceneObject* targetObject;
if (Sim::findObject(objName, targetObject))
{
object->setAim(targetObject, 0.0f, offset);
}
else
object->setAim(0, 0.0f, offset);
}
DefineEngineMethod(AIController, clearAim, void, (), , "clears the bot's target.")
{
object->clearAim();
}
DefineEngineMethod(AIController, getAimObject, S32, (), ,
"@brief Gets the object the AIPlayer is targeting.\n\n"
"@return Returns -1 if no object is being aimed at, "
"or the SimObjectID of the object the AIPlayer is aiming at.\n\n"
"@see setAimObject()\n")
{
SceneObject* obj = dynamic_cast<GameBase*>(object->getAim()->mObj.getPointer());
return obj ? obj->getId() : -1;
}
DefineEngineMethod(AIController, getTargetDistance, F32, (SceneObject* obj, bool checkEnabled), (nullAsType<SceneObject*>(), false),
"@brief The distance to a given target.\n"
"@obj Object to check. (If blank, it will check the current target).\n"
"@checkEnabled check whether the object can take damage and if so is still alive.(Defaults to false)\n")
{
return object->getAim()->getTargetDistance(obj, checkEnabled);
}
DefineEngineMethod(AIController, checkInLos, bool, (SceneObject* obj, bool useMuzzle, bool checkEnabled), (nullAsType<ShapeBase*>(), false, false),
"@brief Check whether an object is in line of sight.\n"
"@obj Object to check. (If blank, it will check the current target).\n"
"@useMuzzle Use muzzle position. Otherwise use eye position. (defaults to false).\n"
"@checkEnabled check whether the object can take damage and if so is still alive.(Defaults to false)\n")
{
return object->getAim()->checkInLos(obj, useMuzzle, checkEnabled);
}
DefineEngineMethod(AIController, checkInFoV, bool, (SceneObject* obj, F32 fov, bool checkEnabled), (nullAsType<ShapeBase*>(), 45.0f, false),
"@brief Check whether an object is within a specified veiw cone.\n"
"@obj Object to check. (If blank, it will check the current target).\n"
"@fov view angle in degrees.(Defaults to 45)\n"
"@checkEnabled check whether the object can take damage and if so is still alive.(Defaults to false)\n")
{
return object->getAim()->checkInFoV(obj, fov, checkEnabled);
}

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@ -0,0 +1,41 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#ifndef _AIAIMTARGET_H_
#define _AIAIMTARGET_H_
#include "AIInfo.h"
struct AIAimTarget : public AIInfo
{
typedef AIInfo Parent;
Point3F mAimOffset;
bool mTargetInLOS; // Is target object visible?
Point3F getPosition() { return ((mObj.isValid()) ? mObj->getPosition() : mPosition) + mAimOffset; }
bool checkInLos(SceneObject* target = NULL, bool _useMuzzle = false, bool _checkEnabled = false);
bool checkInFoV(SceneObject* target = NULL, F32 camFov = 45.0f, bool _checkEnabled = false);
F32 getTargetDistance(SceneObject* target, bool _checkEnabled);
AIAimTarget() = delete;
AIAimTarget(AIController* controller) : Parent(controller) { mTargetInLOS = false; };
AIAimTarget(AIController* controller, SimObjectPtr<SceneObject> objIn, F32 radIn) : Parent(controller, objIn, radIn) { mTargetInLOS = false; };
AIAimTarget(AIController* controller, Point3F pointIn, F32 radIn) : Parent(controller, pointIn, radIn) { mTargetInLOS = false; };
};
#endif

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@ -0,0 +1,916 @@
//-----------------------------------------------------------------------------
// 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 "AIController.h"
#include "T3D/player.h"
#include "T3D/rigidShape.h"
#include "T3D/vehicles/wheeledVehicle.h"
#include "T3D/vehicles/flyingVehicle.h"
IMPLEMENT_CONOBJECT(AIController);
//-----------------------------------------------------------------------------
void AIController::throwCallback(const char* name)
{
//Con::warnf("throwCallback: %s", name);
Con::executef(mControllerData, name, getIdString()); //controller data callbacks
GameBase* gbo = dynamic_cast<GameBase*>(getAIInfo()->mObj.getPointer());
if (!gbo) return;
Con::executef(gbo->getDataBlock(), name, getAIInfo()->mObj->getIdString()); //legacy support for object db callbacks
}
void AIController::initPersistFields()
{
addProtectedField("ControllerData", TYPEID< AIControllerData >(), Offset(mControllerData, AIController),
&setControllerDataProperty, &defaultProtectedGetFn,
"Script datablock used for game objects.");
addFieldV("MoveSpeed", TypeRangedF32, Offset(mMovement.mMoveSpeed, AIController), &CommonValidators::PositiveFloat,
"@brief default move sepeed.");
}
bool AIController::setControllerDataProperty(void* obj, const char* index, const char* db)
{
if (db == NULL || !db[0])
{
Con::errorf("AIController::setControllerDataProperty - Can't unset ControllerData on AIController objects");
return false;
}
AIController* object = static_cast<AIController*>(obj);
AIControllerData* data;
if (Sim::findObject(db, data))
{
object->mControllerData = data;
return true;
}
Con::errorf("AIController::setControllerDataProperty - Could not find ControllerData \"%s\"", db);
return false;
}
void AIController::setGoal(AIInfo* targ)
{
if (mGoal) { delete(mGoal); mGoal = NULL; }
if (targ->mObj.isValid())
{
delete(mGoal);
mGoal = new AIGoal(this, targ->mObj, targ->mRadius);
}
else if (targ->mPosSet)
{
delete(mGoal);
mGoal = new AIGoal(this, targ->mPosition, targ->mRadius);
}
}
void AIController::setGoal(Point3F loc, F32 rad)
{
if (mGoal) delete(mGoal);
mGoal = new AIGoal(this, loc, rad);
}
void AIController::setGoal(SimObjectPtr<SceneObject> objIn, F32 rad)
{
if (mGoal) delete(mGoal);
mGoal = new AIGoal(this, objIn, rad);
}
void AIController::setAim(Point3F loc, F32 rad, Point3F offset)
{
if (mAimTarget) delete(mAimTarget);
mAimTarget = new AIAimTarget(this, loc, rad);
mAimTarget->mAimOffset = offset;
}
void AIController::setAim(SimObjectPtr<SceneObject> objIn, F32 rad, Point3F offset)
{
if (mAimTarget) delete(mAimTarget);
mAimTarget = new AIAimTarget(this, objIn, rad);
mAimTarget->mAimOffset = offset;
}
bool AIController::getAIMove(Move* movePtr)
{
*movePtr = NullMove;
ShapeBase* sbo = dynamic_cast<ShapeBase*>(getAIInfo()->mObj.getPointer());
if (!sbo) return false;
// Use the eye as the current position.
MatrixF eye;
sbo->getEyeTransform(&eye);
Point3F location = eye.getPosition();
Point3F rotation = sbo->getTransform().toEuler();
// Test for target location in sight if it's an object. The LOS is
// run from the eye position to the center of the object's bounding,
// which is not very accurate.
if (getAim() && getAim()->mObj)
{
GameBase* gbo = dynamic_cast<GameBase*>(getAIInfo()->mObj.getPointer());
if (getAim()->checkInLos(gbo))
{
if (!getAim()->mTargetInLOS)
{
throwCallback("onTargetEnterLOS");
getAim()->mTargetInLOS = true;
}
}
else if (getAim()->mTargetInLOS)
{
throwCallback("onTargetExitLOS");
getAim()->mTargetInLOS = false;
}
}
if (sbo->getDamageState() == ShapeBase::Enabled && getGoal())
{
#ifdef TORQUE_NAVIGATION_ENABLED
if (mMovement.mMoveState != ModeStop)
getNav()->updateNavMesh();
if (getNav()->mPathData.path.isNull())
{
if (getGoal()->getDist() > mControllerData->mFollowTolerance)
{
if (getGoal()->mObj.isValid())
getNav()->followObject(getGoal()->mObj, mControllerData->mFollowTolerance);
else if (getGoal()->mPosSet)
getNav()->setPathDestination(getGoal()->getPosition(true));
}
}
else
{
if (getGoal()->getDist() > mControllerData->mFollowTolerance)
{
SceneObject* obj = getAIInfo()->mObj->getObjectMount();
if (!obj)
{
obj = getAIInfo()->mObj;
}
RayInfo info;
if (obj->getContainer()->castRay(obj->getPosition(), obj->getPosition() - Point3F(0, 0, mControllerData->mHeightTolerance), StaticShapeObjectType, &info))
{
getNav()->repath();
}
getGoal()->mInRange = false;
}
if (getGoal()->getDist() < mControllerData->mFollowTolerance )
{
getNav()->clearPath();
mMovement.mMoveState = ModeStop;
if (!getGoal()->mInRange)
{
getGoal()->mInRange = true;
throwCallback("onTargetInRange");
}
else getGoal()->mInRange = false;
}
else
{
if (getGoal()->getDist() < mControllerData->mAttackRadius )
{
if (!getGoal()->mInFiringRange)
{
getGoal()->mInFiringRange = true;
throwCallback("onTargetInFiringRange");
}
}
else getGoal()->mInFiringRange = false;
}
}
#else
if (getGoal()->getDist() > mControllerData->mFollowTolerance)
{
if (getGoal()->mObj.isValid())
getNav()->followObject(getGoal()->mObj, mControllerData->mFollowTolerance);
else if (getGoal()->mPosSet)
getNav()->setPathDestination(getGoal()->getPosition(true));
getGoal()->mInRange = false;
}
if (getGoal()->getDist() < mControllerData->mFollowTolerance)
{
mMovement.mMoveState = ModeStop;
if (!getGoal()->mInRange)
{
getGoal()->mInRange = true;
throwCallback("onTargetInRange");
}
else getGoal()->mInRange = false;
}
else
{
if (getGoal()->getDist() < mControllerData->mAttackRadius)
{
if (!getGoal()->mInFiringRange)
{
getGoal()->mInFiringRange = true;
throwCallback("onTargetInFiringRange");
}
}
else getGoal()->mInFiringRange = false;
}
#endif // TORQUE_NAVIGATION_ENABLED
}
// Orient towards the aim point, aim object, or towards
// our destination.
if (getAim() || mMovement.mMoveState != ModeStop)
{
// Update the aim position if we're aiming for an object or explicit position
if (getAim())
mMovement.mAimLocation = getAim()->getPosition();
else
mMovement.mAimLocation = getNav()->getMoveDestination();
mControllerData->resolveYawPtr(this, location, movePtr);
mControllerData->resolvePitchPtr(this, location, movePtr);
mControllerData->resolveRollPtr(this, location, movePtr);
if (mMovement.mMoveState != AIController::ModeStop)
{
F32 xDiff = getNav()->getMoveDestination().x - location.x;
F32 yDiff = getNav()->getMoveDestination().y - location.y;
if (mFabs(xDiff) < mControllerData->mMoveTolerance && mFabs(yDiff) < mControllerData->mMoveTolerance)
{
getNav()->onReachDestination();
}
else
{
mControllerData->resolveSpeedPtr(this, location, movePtr);
mControllerData->resolveStuckPtr(this);
}
}
}
mControllerData->resolveTriggerStatePtr(this, movePtr);
getAIInfo()->mLastPos = getAIInfo()->getPosition();
return true;
}
void AIController::clearCover()
{
// Notify cover that we are no longer on our way.
if (getCover() && !getCover()->mCoverPoint.isNull())
getCover()->mCoverPoint->setOccupied(false);
SAFE_DELETE(mCover);
}
void AIController::Movement::stopMove()
{
mMoveState = ModeStop;
#ifdef TORQUE_NAVIGATION_ENABLED
getCtrl()->getNav()->clearPath();
getCtrl()->clearCover();
getCtrl()->getNav()->clearFollow();
#endif
}
void AIController::Movement::onStuck()
{
mMoveState = AIController::ModeStuck;
getCtrl()->throwCallback("onMoveStuck");
#ifdef TORQUE_NAVIGATION_ENABLED
if (!getCtrl()->getNav()->getPath().isNull())
getCtrl()->getNav()->repath();
#endif
}
DefineEngineMethod(AIController, setMoveSpeed, void, (F32 speed), ,
"@brief Sets the move speed for an AI object.\n\n"
"@param speed A speed multiplier between 0.0 and 1.0. "
"This is multiplied by the AIController controlled object's base movement rates (as defined in "
"its PlayerData datablock)\n\n"
"@see getMoveDestination()\n")
{
object->mMovement.setMoveSpeed(speed);
}
DefineEngineMethod(AIController, getMoveSpeed, F32, (), ,
"@brief Gets the move speed of an AI object.\n\n"
"@return A speed multiplier between 0.0 and 1.0.\n\n"
"@see setMoveSpeed()\n")
{
return object->mMovement.getMoveSpeed();
}
DefineEngineMethod(AIController, stop, void, (), ,
"@brief Tells the AIController controlled object to stop moving.\n\n")
{
object->mMovement.stopMove();
}
/**
* Set the state of a movement trigger.
*
* @param slot The trigger slot to set
* @param isSet set/unset the trigger
*/
void AIController::TriggerState::setMoveTrigger(U32 slot, const bool isSet)
{
if (slot >= MaxTriggerKeys)
{
Con::errorf("Attempting to set an invalid trigger slot (%i)", slot);
}
else
{
mMoveTriggers[slot] = isSet; // set the trigger
mControllerRef->getAIInfo()->mObj->setMaskBits(ShapeBase::NoWarpMask); // force the client to updateMove
}
}
/**
* Get the state of a movement trigger.
*
* @param slot The trigger slot to query
* @return True if the trigger is set, false if it is not set
*/
bool AIController::TriggerState::getMoveTrigger(U32 slot) const
{
if (slot >= MaxTriggerKeys)
{
Con::errorf("Attempting to get an invalid trigger slot (%i)", slot);
return false;
}
else
{
return mMoveTriggers[slot];
}
}
/**
* Clear the trigger state for all movement triggers.
*/
void AIController::TriggerState::clearMoveTriggers()
{
for (U32 i = 0; i < MaxTriggerKeys; i++)
setMoveTrigger(i, false);
}
//-----------------------------------------------------------------------------
IMPLEMENT_CO_DATABLOCK_V1(AIControllerData);
void AIControllerData::resolveYaw(AIController* obj, Point3F location, Move* move)
{
F32 xDiff = obj->mMovement.mAimLocation.x - location.x;
F32 yDiff = obj->mMovement.mAimLocation.y - location.y;
Point3F rotation = obj->getAIInfo()->mObj->getTransform().toEuler();
if (!mIsZero(xDiff) || !mIsZero(yDiff))
{
// First do Yaw
// use the cur yaw between -Pi and Pi
F32 curYaw = rotation.z;
while (curYaw > M_2PI_F)
curYaw -= M_2PI_F;
while (curYaw < -M_2PI_F)
curYaw += M_2PI_F;
// find the yaw offset
F32 newYaw = mAtan2(xDiff, yDiff);
F32 yawDiff = newYaw - curYaw;
// make it between 0 and 2PI
if (yawDiff < 0.0f)
yawDiff += M_2PI_F;
else if (yawDiff >= M_2PI_F)
yawDiff -= M_2PI_F;
// now make sure we take the short way around the circle
if (yawDiff > M_PI_F)
yawDiff -= M_2PI_F;
else if (yawDiff < -M_PI_F)
yawDiff += M_2PI_F;
move->yaw = yawDiff;
}
}
void AIControllerData::resolveRoll(AIController* obj, Point3F location, Move* movePtr)
{
}
void AIControllerData::resolveSpeed(AIController* obj, Point3F location, Move* movePtr)
{
F32 xDiff = obj->getNav()->getMoveDestination().x - location.x;
F32 yDiff = obj->getNav()->getMoveDestination().y - location.y;
Point3F rotation = obj->getAIInfo()->mObj->getTransform().toEuler();
// Build move direction in world space
if (mIsZero(xDiff))
movePtr->y = (location.y > obj->getNav()->getMoveDestination().y) ? -1.0f : 1.0f;
else
{
if (mIsZero(yDiff))
movePtr->x = (location.x > obj->getNav()->getMoveDestination().x) ? -1.0f : 1.0f;
else
{
if (mFabs(xDiff) > mFabs(yDiff))
{
F32 value = mFabs(yDiff / xDiff);
movePtr->y = (location.y > obj->getNav()->getMoveDestination().y) ? -value : value;
movePtr->x = (location.x > obj->getNav()->getMoveDestination().x) ? -1.0f : 1.0f;
}
else
{
F32 value = mFabs(xDiff / yDiff);
movePtr->x = (location.x > obj->getNav()->getMoveDestination().x) ? -value : value;
movePtr->y = (location.y > obj->getNav()->getMoveDestination().y) ? -1.0f : 1.0f;
}
}
}
// Rotate the move into object space (this really only needs
// a 2D matrix)
Point3F newMove;
MatrixF moveMatrix;
moveMatrix.set(EulerF(0.0f, 0.0f, -(rotation.z + movePtr->yaw)));
moveMatrix.mulV(Point3F(movePtr->x, movePtr->y, 0.0f), &newMove);
movePtr->x = newMove.x;
movePtr->y = newMove.y;
// Set movement speed. We'll slow down once we get close
// to try and stop on the spot...
if (obj->mMovement.mMoveSlowdown)
{
F32 speed = obj->mMovement.mMoveSpeed;
F32 dist = mSqrt(xDiff * xDiff + yDiff * yDiff);
F32 maxDist = mMoveTolerance * 2;
if (dist < maxDist)
speed *= dist / maxDist;
movePtr->x *= speed;
movePtr->y *= speed;
}
else
{
movePtr->x *= obj->mMovement.mMoveSpeed;
movePtr->y *= obj->mMovement.mMoveSpeed;
}
}
void AIControllerData::resolveTriggerState(AIController* obj, Move* movePtr)
{
//check for scripted overides
for (U32 slot = 0; slot < MaxTriggerKeys; slot++)
{
movePtr->trigger[slot] = obj->mTriggerState.mMoveTriggers[slot];
}
}
void AIControllerData::resolveStuck(AIController* obj)
{
if (obj->mMovement.mMoveState < AIController::ModeSlowing) return;
if (!obj->getGoal()) return;
ShapeBase* sbo = dynamic_cast<ShapeBase*>(obj->getAIInfo()->mObj.getPointer());
// Don't check for ai stuckness if animation during
// an anim-clip effect override.
if (sbo->getDamageState() == ShapeBase::Enabled && !(sbo->anim_clip_flags & ShapeBase::ANIM_OVERRIDDEN) && !sbo->isAnimationLocked())
{
// We should check to see if we are stuck...
F32 locationDelta = (obj->getAIInfo()->getPosition() - obj->getAIInfo()->mLastPos).len();
if (locationDelta < mMoveStuckTolerance)
{
if (obj->mMovement.mMoveStuckTestCountdown > 0)
--obj->mMovement.mMoveStuckTestCountdown;
else
{
// If we are slowing down, then it's likely that our location delta will be less than
// our move stuck tolerance. Because we can be both slowing and stuck
// we should TRY to check if we've moved. This could use better detection.
if (obj->mMovement.mMoveState != AIController::ModeSlowing || locationDelta == 0)
{
obj->mMovement.onStuck();
obj->mMovement.mMoveStuckTestCountdown = obj->mControllerData->mMoveStuckTestDelay;
}
}
}
}
}
AIControllerData::AIControllerData()
{
mMoveTolerance = 0.25f;
mAttackRadius = 2.0f;
mMoveStuckTolerance = 0.01f;
mMoveStuckTestDelay = 30;
mHeightTolerance = 0.001f;
mFollowTolerance = 1.0f;
#ifdef TORQUE_NAVIGATION_ENABLED
mLinkTypes = LinkData(AllFlags);
mNavSize = AINavigation::Regular;
mFlocking.mChance = 90;
mFlocking.mMin = 1.0f;
mFlocking.mMax = 3.0f;
mFlocking.mSideStep = 0.01f;
#endif
resolveYawPtr.bind(this, &AIControllerData::resolveYaw);
resolvePitchPtr.bind(this, &AIControllerData::resolvePitch);
resolveRollPtr.bind(this, &AIControllerData::resolveRoll);
resolveSpeedPtr.bind(this, &AIControllerData::resolveSpeed);
resolveTriggerStatePtr.bind(this, &AIControllerData::resolveTriggerState);
resolveStuckPtr.bind(this, &AIControllerData::resolveStuck);
}
AIControllerData::AIControllerData(const AIControllerData& other, bool temp_clone) : SimDataBlock(other, temp_clone)
{
mMoveTolerance = other.mMoveTolerance;
mAttackRadius = other.mAttackRadius;
mMoveStuckTolerance = other.mMoveStuckTolerance;
mMoveStuckTestDelay = other.mMoveStuckTestDelay;
mHeightTolerance = other.mHeightTolerance;
mFollowTolerance = other.mFollowTolerance;
#ifdef TORQUE_NAVIGATION_ENABLED
mLinkTypes = other.mLinkTypes;
mNavSize = other.mNavSize;
mFlocking.mChance = other.mFlocking.mChance;
mFlocking.mMin = other.mFlocking.mMin;
mFlocking.mMax = other.mFlocking.mMax;
mFlocking.mSideStep = other.mFlocking.mSideStep;
#endif
resolveYawPtr.bind(this, &AIControllerData::resolveYaw);
resolvePitchPtr.bind(this, &AIControllerData::resolvePitch);
resolveRollPtr.bind(this, &AIControllerData::resolveRoll);
resolveSpeedPtr.bind(this, &AIControllerData::resolveSpeed);
resolveTriggerStatePtr.bind(this, &AIControllerData::resolveTriggerState);
resolveStuckPtr.bind(this, &AIControllerData::resolveStuck);
}
void AIControllerData::initPersistFields()
{
docsURL;
addGroup("AI");
addFieldV("moveTolerance", TypeRangedF32, Offset(mMoveTolerance, AIControllerData), &CommonValidators::PositiveFloat,
"@brief Distance from destination before stopping.\n\n"
"When the AIController controlled object is moving to a given destination it will move to within "
"this distance of the destination and then stop. By providing this tolerance "
"it helps the AIController controlled object from never reaching its destination due to minor obstacles, "
"rounding errors on its position calculation, etc. By default it is set to 0.25.\n");
addFieldV("followTolerance", TypeRangedF32, Offset(mFollowTolerance, AIControllerData), &CommonValidators::PositiveFloat,
"@brief Distance from destination before stopping.\n\n"
"When the AIController controlled object is moving to a given destination it will move to within "
"this distance of the destination and then stop. By providing this tolerance "
"it helps the AIController controlled object from never reaching its destination due to minor obstacles, "
"rounding errors on its position calculation, etc. By default it is set to 0.25.\n");
addFieldV("AttackRadius", TypeRangedF32, Offset(mAttackRadius, AIControllerData), &CommonValidators::PositiveFloat,
"@brief Distance considered in firing range for callback purposes.");
addFieldV("moveStuckTolerance", TypeRangedF32, Offset(mMoveStuckTolerance, AIControllerData), &CommonValidators::PositiveFloat,
"@brief Distance tolerance on stuck check.\n\n"
"When the AIController controlled object controlled object is moving to a given destination, if it ever moves less than "
"this tolerance during a single tick, the AIController controlled object is considered stuck. At this point "
"the onMoveStuck() callback is called on the datablock.\n");
addFieldV("HeightTolerance", TypeRangedF32, Offset(mHeightTolerance, AIControllerData), &CommonValidators::PositiveFloat,
"@brief Distance from destination before stopping.\n\n"
"When the AIController controlled object is moving to a given destination it will move to within "
"this distance of the destination and then stop. By providing this tolerance "
"it helps the AIController controlled object from never reaching its destination due to minor obstacles, "
"rounding errors on its position calculation, etc. By default it is set to 0.25.\n");
addFieldV("moveStuckTestDelay", TypeRangedS32, Offset(mMoveStuckTestDelay, AIControllerData), &CommonValidators::PositiveInt,
"@brief The number of ticks to wait before testing if the AIController controlled object is stuck.\n\n"
"When the AIController controlled object is asked to move, this property is the number of ticks to wait "
"before the AIController controlled object starts to check if it is stuck. This delay allows the AIController controlled object "
"to accelerate to full speed without its initial slow start being considered as stuck.\n"
"@note Set to zero to have the stuck test start immediately.\n");
endGroup("AI");
#ifdef TORQUE_NAVIGATION_ENABLED
addGroup("Pathfinding");
addFieldV("FlockChance", TypeRangedS32, Offset(mFlocking.mChance, AIControllerData), &CommonValidators::S32Percent,
"@brief chance of flocking.");
addFieldV("FlockMin", TypeRangedF32, Offset(mFlocking.mMin, AIControllerData), &CommonValidators::PositiveFloat,
"@brief min flocking separation distance.");
addFieldV("FlockMax", TypeRangedF32, Offset(mFlocking.mMax, AIControllerData), &CommonValidators::PositiveFloat,
"@brief max flocking clustering distance.");
addFieldV("FlockSideStep", TypeRangedF32, Offset(mFlocking.mSideStep, AIControllerData), &CommonValidators::PositiveFloat,
"@brief Distance from destination before we stop moving out of the way.");
addField("allowWalk", TypeBool, Offset(mLinkTypes.walk, AIControllerData),
"Allow the character to walk on dry land.");
addField("allowJump", TypeBool, Offset(mLinkTypes.jump, AIControllerData),
"Allow the character to use jump links.");
addField("allowDrop", TypeBool, Offset(mLinkTypes.drop, AIControllerData),
"Allow the character to use drop links.");
addField("allowSwim", TypeBool, Offset(mLinkTypes.swim, AIControllerData),
"Allow the character to move in water.");
addField("allowLedge", TypeBool, Offset(mLinkTypes.ledge, AIControllerData),
"Allow the character to jump ledges.");
addField("allowClimb", TypeBool, Offset(mLinkTypes.climb, AIControllerData),
"Allow the character to use climb links.");
addField("allowTeleport", TypeBool, Offset(mLinkTypes.teleport, AIControllerData),
"Allow the character to use teleporters.");
endGroup("Pathfinding");
#endif // TORQUE_NAVIGATION_ENABLED
Parent::initPersistFields();
}
void AIControllerData::packData(BitStream* stream)
{
Parent::packData(stream);
stream->write(mMoveTolerance);
stream->write(mAttackRadius);
stream->write(mMoveStuckTolerance);
stream->write(mMoveStuckTestDelay);
stream->write(mHeightTolerance);
stream->write(mFollowTolerance);
#ifdef TORQUE_NAVIGATION_ENABLED
//enums
stream->write(mLinkTypes.getFlags());
stream->write((U32)mNavSize);
// end enums
stream->write(mFlocking.mChance);
stream->write(mFlocking.mMin);
stream->write(mFlocking.mMax);
stream->write(mFlocking.mSideStep);
#endif // TORQUE_NAVIGATION_ENABLED
};
void AIControllerData::unpackData(BitStream* stream)
{
Parent::unpackData(stream);
stream->read(&mMoveTolerance);
stream->read(&mAttackRadius);
stream->read(&mMoveStuckTolerance);
stream->read(&mMoveStuckTestDelay);
stream->read(&mHeightTolerance);
stream->read(&mFollowTolerance);
#ifdef TORQUE_NAVIGATION_ENABLED
//enums
U16 linkFlags;
stream->read(&linkFlags);
mLinkTypes = LinkData(linkFlags);
U32 navSize;
stream->read(&navSize);
mNavSize = (AINavigation::NavSize)(navSize);
// end enums
stream->read(&(mFlocking.mChance));
stream->read(&(mFlocking.mMin));
stream->read(&(mFlocking.mMax));
stream->read(&(mFlocking.mSideStep));
#endif // TORQUE_NAVIGATION_ENABLED
};
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
IMPLEMENT_CO_DATABLOCK_V1(AIPlayerControllerData);
void AIPlayerControllerData::resolvePitch(AIController* obj, Point3F location, Move* movePtr)
{
Player* po = dynamic_cast<Player*>(obj->getAIInfo()->mObj.getPointer());
if (!po) return;//not a player
if (obj->getAim() || obj->mMovement.mMoveState != AIController::ModeStop)
{
// Next do pitch.
if (!obj->getAim())
{
// Level out if were just looking at our next way point.
Point3F headRotation = po->getHeadRotation();
movePtr->pitch = -headRotation.x;
}
else
{
F32 xDiff = obj->mMovement.mAimLocation.x - location.x;
F32 yDiff = obj->mMovement.mAimLocation.y - location.y;
// This should be adjusted to run from the
// eye point to the object's center position. Though this
// works well enough for now.
F32 vertDist = obj->mMovement.mAimLocation.z - location.z;
F32 horzDist = mSqrt(xDiff * xDiff + yDiff * yDiff);
F32 newPitch = mAtan2(horzDist, vertDist) - (M_PI_F / 2.0f);
if (mFabs(newPitch) > 0.01f)
{
Point3F headRotation = po->getHeadRotation();
movePtr->pitch = newPitch - headRotation.x;
}
}
}
else
{
// Level out if we're not doing anything else
Point3F headRotation = po->getHeadRotation();
movePtr->pitch = -headRotation.x;
}
}
void AIPlayerControllerData::resolveTriggerState(AIController* obj, Move* movePtr)
{
Parent::resolveTriggerState(obj, movePtr);
#ifdef TORQUE_NAVIGATION_ENABLED
if (obj->getNav()->mJump == AINavigation::Now)
{
movePtr->trigger[2] = true;
obj->getNav()->mJump = AINavigation::None;
}
else if (obj->getNav()->mJump == AINavigation::Ledge)
{
// If we're not touching the ground, jump!
RayInfo info;
if (!obj->getAIInfo()->mObj->getContainer()->castRay(obj->getAIInfo()->getPosition(), obj->getAIInfo()->getPosition() - Point3F(0, 0, 0.4f), StaticShapeObjectType, &info))
{
movePtr->trigger[2] = true;
obj->getNav()->mJump = AINavigation::None;
}
}
#endif // TORQUE_NAVIGATION_ENABLED
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
IMPLEMENT_CO_DATABLOCK_V1(AIWheeledVehicleControllerData);
void AIWheeledVehicleControllerData::resolveYaw(AIController* obj, Point3F location, Move* movePtr)
{
if (obj->mMovement.mMoveState < AIController::ModeSlowing) return;
WheeledVehicle* wvo = dynamic_cast<WheeledVehicle*>(obj->getAIInfo()->mObj.getPointer());
if (!wvo)
{
//cover the case of a connection controling an object in turn controlling another
if (obj->getAIInfo()->mObj->getObjectMount())
wvo = dynamic_cast<WheeledVehicle*>(obj->getAIInfo()->mObj->getObjectMount());
}
if (!wvo) return;//not a WheeledVehicle
F32 lastYaw = wvo->getSteering().x;
Point3F right = wvo->getTransform().getRightVector();
right.normalize();
Point3F aimLoc = obj->mMovement.mAimLocation;
// Get the AI to Target vector and normalize it.
Point3F toTarg = (location + wvo->getVelocity() * TickSec) - aimLoc;
toTarg.normalize();
F32 dotYaw = -mDot(right, toTarg);
movePtr->yaw = -lastYaw;
VehicleData* vd = (VehicleData*)(wvo->getDataBlock());
F32 maxSteeringAngle = vd->maxSteeringAngle;
if (mFabs(dotYaw) > maxSteeringAngle*1.5f)
dotYaw *= -1.0f;
if (dotYaw > maxSteeringAngle) dotYaw = maxSteeringAngle;
if (dotYaw < -maxSteeringAngle) dotYaw = -maxSteeringAngle;
if (mFabs(dotYaw) > 0.05f)
movePtr->yaw = dotYaw - lastYaw;
};
void AIWheeledVehicleControllerData::resolveSpeed(AIController* obj, Point3F location, Move* movePtr)
{
if (obj->mMovement.mMoveState < AIController::ModeSlowing) return;
WheeledVehicle* wvo = dynamic_cast<WheeledVehicle*>(obj->getAIInfo()->mObj.getPointer());
if (!wvo)
{
//cover the case of a connection controling an object in turn controlling another
if (obj->getAIInfo()->mObj->getObjectMount())
wvo = dynamic_cast<WheeledVehicle*>(obj->getAIInfo()->mObj->getObjectMount());
}
if (!wvo) return;//not a WheeledVehicle
Parent::resolveSpeed(obj, location, movePtr);
VehicleData* db = static_cast<VehicleData *>(wvo->getDataBlock());
movePtr->x = 0;
movePtr->y *= mMax((db->maxSteeringAngle-mFabs(movePtr->yaw) / db->maxSteeringAngle),0.75f);
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
IMPLEMENT_CO_DATABLOCK_V1(AIFlyingVehicleControllerData);
void AIFlyingVehicleControllerData::initPersistFields()
{
docsURL;
addGroup("AI");
addFieldV("FlightFloor", TypeRangedF32, Offset(mFlightFloor, AIFlyingVehicleControllerData), &CommonValidators::F32Range,
"@brief Min height we can target.");
addFieldV("FlightCeiling", TypeRangedF32, Offset(mFlightCeiling, AIFlyingVehicleControllerData), &CommonValidators::F32Range,
"@brief Max height we can target.");
endGroup("AI");
Parent::initPersistFields();
}
AIFlyingVehicleControllerData::AIFlyingVehicleControllerData(const AIFlyingVehicleControllerData& other, bool temp_clone) : AIControllerData(other, temp_clone)
{
mFlightCeiling = other.mFlightCeiling;
mFlightFloor = other.mFlightFloor;
resolveYawPtr.bind(this, &AIFlyingVehicleControllerData::resolveYaw);
resolvePitchPtr.bind(this, &AIFlyingVehicleControllerData::resolvePitch);
resolveSpeedPtr.bind(this, &AIFlyingVehicleControllerData::resolveSpeed);
}
void AIFlyingVehicleControllerData::resolveYaw(AIController* obj, Point3F location, Move* movePtr)
{
if (obj->mMovement.mMoveState < AIController::ModeSlowing) return;
FlyingVehicle* fvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj.getPointer());
if (!fvo)
{
//cover the case of a connection controling an object in turn controlling another
if (obj->getAIInfo()->mObj->getObjectMount())
fvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj->getObjectMount());
}
if (!fvo) return;//not a FlyingVehicle
Point3F right = fvo->getTransform().getRightVector();
right.normalize();
// Get the Target to AI vector and normalize it.
Point3F aimLoc = obj->mMovement.mAimLocation;
aimLoc.z = mClampF(aimLoc.z, mFlightFloor, mFlightCeiling);
Point3F toTarg = (location + fvo->getVelocity() * TickSec) - aimLoc;
toTarg.normalize();
movePtr->yaw = 0;
F32 dotYaw = -mDot(right, toTarg);
if (mFabs(dotYaw) > 0.05f)
movePtr->yaw = dotYaw;
};
void AIFlyingVehicleControllerData::resolvePitch(AIController* obj, Point3F location, Move* movePtr)
{
if (obj->mMovement.mMoveState < AIController::ModeSlowing) return;
FlyingVehicle* fvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj.getPointer());
if (!fvo)
{
//cover the case of a connection controling an object in turn controlling another
if (obj->getAIInfo()->mObj->getObjectMount())
fvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj->getObjectMount());
}
if (!fvo) return;//not a FlyingVehicle
Point3F up = fvo->getTransform().getUpVector();
up.normalize();
// Get the Target to AI vector and normalize it.
Point3F aimLoc = obj->mMovement.mAimLocation;
aimLoc.z = mClampF(aimLoc.z, mFlightFloor, mFlightCeiling);
Point3F toTarg = (location + fvo->getVelocity() * TickSec) - aimLoc;
toTarg.normalize();
movePtr->pitch = 0.0f;
F32 dotPitch = mDot(up, toTarg);
if (mFabs(dotPitch) > 0.05f)
movePtr->pitch = dotPitch * M_2PI_F;
}
void AIFlyingVehicleControllerData::resolveSpeed(AIController* obj, Point3F location, Move* movePtr)
{
if (obj->mMovement.mMoveState < AIController::ModeSlowing) return;
FlyingVehicle* fvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj.getPointer());
if (!fvo)
{
//cover the case of a connection controling an object in turn controlling another
if (obj->getAIInfo()->mObj->getObjectMount())
fvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj->getObjectMount());
}
if (!fvo) return;//not a FlyingVehicle
movePtr->x = 0;
movePtr->y = obj->mMovement.mMoveSpeed;
}

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@ -0,0 +1,247 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#ifndef _AICONTROLLER_H_
#define _AICONTROLLER_H_
#include "navigation/coverPoint.h"
#include "AIInfo.h"
#include "AIGoal.h"
#include "AIAimTarget.h"
#include "AICover.h"
#include "AINavigation.h"
class AIControllerData;
//-----------------------------------------------------------------------------
class AIController : public SimObject {
typedef SimObject Parent;
public:
AIControllerData* mControllerData;
protected:
static bool setControllerDataProperty(void* object, const char* index, const char* data);
public:
enum MoveState {
ModeStop, // AI has stopped moving.
ModeStuck, // AI is stuck, but wants to move.
ModeSlowing, // AI is slowing down as it reaches it's destination.
ModeMove, // AI is currently moving.
ModeReverse // AI is reversing
};
private:
AIInfo*mAIInfo;
public:
void setAIInfo(SimObjectPtr<SceneObject> objIn, F32 rad = 0.0f) { delete(mAIInfo); mAIInfo = new AIInfo(this, objIn, rad); }
AIInfo* getAIInfo() { return mAIInfo; }
private:
AIGoal* mGoal;
public:
void setGoal(AIInfo* targ);
void setGoal(Point3F loc, F32 rad = 0.0f);
void setGoal(SimObjectPtr<SceneObject> objIn, F32 rad = 0.0f);
AIGoal* getGoal() { return mGoal; }
void clearGoal() { SAFE_DELETE(mGoal); }
private:
AIAimTarget* mAimTarget;
public:
void setAim(Point3F loc, F32 rad = 0.0f, Point3F offset = Point3F(0.0f, 0.0f, 0.0f));
void setAim(SimObjectPtr<SceneObject> objIn, F32 rad = 0.0f, Point3F offset = Point3F(0.0f, 0.0f, 0.0f));
AIAimTarget* getAim() { return mAimTarget; }
void clearAim() { SAFE_DELETE(mAimTarget); }
private:
AICover* mCover;
public:
void setCover(Point3F loc, F32 rad = 0.0f) { delete(mCover); mCover = new AICover(this, loc, rad); }
void setCover(SimObjectPtr<SceneObject> objIn, F32 rad = 0.0f) { delete(mCover); mCover = new AICover(this, objIn, rad); }
AICover* getCover() { return mCover; }
bool findCover(const Point3F& from, F32 radius);
void clearCover();
// Utility Methods
void throwCallback(const char* name);
AINavigation* mNav;
AINavigation* getNav() { return mNav; };
struct Movement
{
AIController* mControllerRef;
AIController* getCtrl() { return mControllerRef; };
MoveState mMoveState;
F32 mMoveSpeed = 1.0;
void setMoveSpeed(F32 speed) { mMoveSpeed = speed; };
F32 getMoveSpeed() { return mMoveSpeed; };
bool mMoveSlowdown; // Slowdown as we near the destination
Point3F mLastLocation; // For stuck check
S32 mMoveStuckTestCountdown; // The current countdown until at AI starts to check if it is stuck
Point3F mAimLocation;
// move triggers
bool mMoveTriggers[MaxTriggerKeys];
void stopMove();
void onStuck();
} mMovement;
struct TriggerState
{
AIController* mControllerRef;
AIController* getCtrl() { return mControllerRef; };
bool mMoveTriggers[MaxTriggerKeys];
// Trigger sets/gets
void setMoveTrigger(U32 slot, const bool isSet = true);
bool getMoveTrigger(U32 slot) const;
void clearMoveTriggers();
} mTriggerState;
bool getAIMove(Move* move);
static void initPersistFields();
AIController()
{
for (S32 i = 0; i < MaxTriggerKeys; i++)
mTriggerState.mMoveTriggers[i] = false;
mMovement.mControllerRef = this;
mTriggerState.mControllerRef = this;
mControllerData = NULL;
mAIInfo = new AIInfo(this);
mNav = new AINavigation(this);
mGoal = NULL;
mAimTarget = NULL;
mCover = NULL;
mMovement.mMoveState = ModeStop;
};
~AIController()
{
SAFE_DELETE(mAIInfo);
SAFE_DELETE(mNav);
clearGoal();
clearAim();
clearCover();
}
DECLARE_CONOBJECT(AIController);
};
//-----------------------------------------------------------------------------
class AIControllerData : public SimDataBlock {
typedef SimDataBlock Parent;
public:
AIControllerData();
AIControllerData(const AIControllerData&, bool = false);
~AIControllerData() {};
void packData(BitStream* stream) override;
void unpackData(BitStream* stream) override;
static void initPersistFields();
DECLARE_CONOBJECT(AIControllerData);
F32 mMoveTolerance; // Distance from destination point before we stop
F32 mFollowTolerance; // Distance from destination object before we stop
F32 mAttackRadius; // Distance to trigger weaponry calcs
S32 mMoveStuckTestDelay; // The number of ticks to wait before checking if the AI is stuck
F32 mMoveStuckTolerance; // Distance tolerance on stuck check
F32 mHeightTolerance; // how high above the navmesh are we before we stop trying to repath
#ifdef TORQUE_NAVIGATION_ENABLED
struct Flocking {
U32 mChance; // chance of flocking
F32 mMin; // min flocking separation distance
F32 mMax; // max flocking clustering distance
F32 mSideStep; // Distance from destination before we stop moving out of the way
} mFlocking;
/// Types of link we can use.
LinkData mLinkTypes;
AINavigation::NavSize mNavSize;
#endif
Delegate<void(AIController* obj, Point3F location, Move* movePtr)> resolveYawPtr;
void resolveYaw(AIController* obj, Point3F location, Move* movePtr);
Delegate<void(AIController* obj, Point3F location, Move* movePtr)> resolvePitchPtr;
void resolvePitch(AIController* obj, Point3F location, Move* movePtr) {};
Delegate<void(AIController* obj, Point3F location, Move* movePtr)> resolveRollPtr;
void resolveRoll(AIController* obj, Point3F location, Move* movePtr);
Delegate<void(AIController* obj, Point3F location, Move* movePtr)> resolveSpeedPtr;
void resolveSpeed(AIController* obj, Point3F location, Move* movePtr);
Delegate<void(AIController* obj, Move* movePtr)> resolveTriggerStatePtr;
void resolveTriggerState(AIController* obj, Move* movePtr);
Delegate<void(AIController* obj)> resolveStuckPtr;
void resolveStuck(AIController* obj);
};
class AIPlayerControllerData : public AIControllerData
{
typedef AIControllerData Parent;
public:
AIPlayerControllerData()
{
resolvePitchPtr.bind(this, &AIPlayerControllerData::resolvePitch);
resolveTriggerStatePtr.bind(this, &AIPlayerControllerData::resolveTriggerState);
}
void resolvePitch(AIController* obj, Point3F location, Move* movePtr);
void resolveTriggerState(AIController* obj, Move* movePtr);
DECLARE_CONOBJECT(AIPlayerControllerData);
};
class AIWheeledVehicleControllerData : public AIControllerData
{
typedef AIControllerData Parent;
public:
AIWheeledVehicleControllerData()
{
resolveYawPtr.bind(this, &AIWheeledVehicleControllerData::resolveYaw);
resolveSpeedPtr.bind(this, &AIWheeledVehicleControllerData::resolveSpeed);
mHeightTolerance = 2.0f;
}
void resolveYaw(AIController* obj, Point3F location, Move* movePtr);
void resolveSpeed(AIController* obj, Point3F location, Move* movePtr);
DECLARE_CONOBJECT(AIWheeledVehicleControllerData);
};
class AIFlyingVehicleControllerData : public AIControllerData
{
typedef AIControllerData Parent;
F32 mFlightFloor;
F32 mFlightCeiling;
public:
AIFlyingVehicleControllerData()
{
resolveYawPtr.bind(this, &AIFlyingVehicleControllerData::resolveYaw);
resolvePitchPtr.bind(this, &AIFlyingVehicleControllerData::resolvePitch);
resolveSpeedPtr.bind(this, &AIFlyingVehicleControllerData::resolveSpeed);
mHeightTolerance = 200.0f;
mFlightCeiling = 200.0f;
mFlightFloor = 1.0;
}
AIFlyingVehicleControllerData(const AIFlyingVehicleControllerData&, bool = false);
static void initPersistFields();
void resolveYaw(AIController* obj, Point3F location, Move* movePtr);
void resolveSpeed(AIController* obj, Point3F location, Move* movePtr);
void resolvePitch(AIController* obj, Point3F location, Move* movePtr);
DECLARE_CONOBJECT(AIFlyingVehicleControllerData);
};
#endif //_AICONTROLLER_H_

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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 "AICover.h"
#include "AIController.h"
struct CoverSearch
{
Point3F loc;
Point3F from;
F32 dist;
F32 best;
CoverPoint* point;
CoverSearch() : loc(0, 0, 0), from(0, 0, 0)
{
best = -FLT_MAX;
point = NULL;
dist = FLT_MAX;
}
};
static void findCoverCallback(SceneObject* obj, void* key)
{
CoverPoint* p = dynamic_cast<CoverPoint*>(obj);
if (!p || p->isOccupied())
return;
CoverSearch* s = static_cast<CoverSearch*>(key);
Point3F dir = s->from - p->getPosition();
dir.normalizeSafe();
// Score first based on angle of cover point to enemy.
F32 score = mDot(p->getNormal(), dir);
// Score also based on distance from seeker.
score -= (p->getPosition() - s->loc).len() / s->dist;
// Finally, consider cover size.
score += (p->getSize() + 1) / CoverPoint::NumSizes;
score *= p->getQuality();
if (score > s->best)
{
s->best = score;
s->point = p;
}
}
bool AIController::findCover(const Point3F& from, F32 radius)
{
if (radius <= 0)
return false;
// Create a search state.
CoverSearch s;
s.loc = getAIInfo()->getPosition();
s.dist = radius;
// Direction we seek cover FROM.
s.from = from;
// Find cover points.
Box3F box(radius * 2.0f);
box.setCenter(getAIInfo()->getPosition());
getAIInfo()->mObj->getContainer()->findObjects(box, MarkerObjectType, findCoverCallback, &s);
// Go to cover!
if (s.point)
{
// Calling setPathDestination clears cover...
bool foundPath = getNav()->setPathDestination(s.point->getPosition());
setCover(s.point);
s.point->setOccupied(true);
return foundPath;
}
return false;
}
DefineEngineMethod(AIController, findCover, S32, (Point3F from, F32 radius), ,
"@brief Tells the AI to find cover nearby.\n\n"
"@param from Location to find cover from (i.e., enemy position).\n"
"@param radius Distance to search for cover.\n"
"@return Cover point ID if cover was found, -1 otherwise.\n\n")
{
if (object->findCover(from, radius))
{
CoverPoint* cover = object->getCover()->mCoverPoint.getObject();
return cover ? cover->getId() : -1;
}
else
{
return -1;
}
}

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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.
//-----------------------------------------------------------------------------
#ifndef _AICOVER_H_
#define _AICOVER_H_
#include "AIInfo.h"
#include "navigation/coverPoint.h"
struct AICover : public AIInfo
{
typedef AIInfo Parent;
/// Pointer to a cover point.
SimObjectPtr<CoverPoint> mCoverPoint;
AICover() = delete;
AICover(AIController* controller) : Parent(controller) {};
AICover(AIController* controller, SimObjectPtr<SceneObject> objIn, F32 radIn) : Parent(controller, objIn, radIn) { mCoverPoint = dynamic_cast<CoverPoint*>(objIn.getPointer());};
AICover(AIController* controller, Point3F pointIn, F32 radIn) : Parent(controller, pointIn, radIn) {};
};
#endif

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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 "AIGoal.h"
#include "AIController.h"

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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.
//-----------------------------------------------------------------------------
#ifndef _AIGOAL_H_
#define _AIGOAL_H_
#include "AIInfo.h"
struct AIGoal : public AIInfo
{
typedef AIInfo Parent;
bool mInRange, mInFiringRange;
AIGoal() = delete;
AIGoal(AIController* controller) : Parent(controller) { mInRange = mInFiringRange = false; };
AIGoal(AIController* controller, SimObjectPtr<SceneObject> objIn, F32 radIn) : Parent(controller, objIn, radIn) { mInRange = mInFiringRange = false; };
AIGoal(AIController* controller, Point3F pointIn, F32 radIn) : Parent(controller, pointIn, radIn) { mInRange = mInFiringRange = false; };
};
#endif

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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 "AIInfo.h"
#include "AIController.h"
AIInfo::AIInfo(AIController* controller)
{
mControllerRef = controller;
mObj = NULL;
mPosition = mLastPos = Point3F(0.0f, 0.0f, 0.0f);
mRadius = 0.0f;
mPosSet = false;
};
AIInfo::AIInfo(AIController* controller, SimObjectPtr<SceneObject> objIn, F32 radIn)
{
mControllerRef = controller;
mObj = objIn;
mPosition = mLastPos = objIn->getPosition();
mRadius = radIn;
mPosSet = false;
if (radIn == 0.0f)
mRadius = mMax(objIn->getObjBox().len_x(), objIn->getObjBox().len_y()) * 0.5;
};
AIInfo::AIInfo(AIController* controller, Point3F pointIn, F32 radIn)
{
mControllerRef = controller;
mObj = NULL;
mPosition = mLastPos = pointIn;
mRadius = radIn;
mPosSet = true;
};
Point3F AIInfo::getPosition(bool doCastray)
{
Point3F pos = (mObj.isValid()) ? mObj->getPosition() : mPosition;
if (doCastray)
{
RayInfo info;
if (gServerContainer.castRay(pos, pos - Point3F(0, 0, getCtrl()->mControllerData->mHeightTolerance), StaticShapeObjectType, &info))
{
pos = info.point;
}
}
return pos;
}
F32 AIInfo::getDist()
{
AIInfo* controlObj = getCtrl()->getAIInfo();
Point3F targPos = getPosition();
if (mFabs(targPos.z - controlObj->getPosition().z) < getCtrl()->mControllerData->mHeightTolerance)
targPos.z = controlObj->getPosition().z;
F32 ret = VectorF(controlObj->getPosition() - targPos).len();
ret -= controlObj->mRadius + mRadius;
return ret;
}

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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.
//-----------------------------------------------------------------------------
#ifndef _AIINFO_H_
#define _AIINFO_H_
#ifndef _SCENEOBJECT_H_
#include "scene/sceneObject.h"
#endif
class AIController;
struct AIInfo
{
AIController* mControllerRef;
AIController* getCtrl() { return mControllerRef; };
void setCtrl(AIController* controller) { mControllerRef = controller; };
SimObjectPtr<SceneObject> mObj;
Point3F mPosition, mLastPos;
bool mPosSet;
F32 mRadius;
Point3F getPosition(bool doCastray = false);
F32 getDist();
AIInfo() = delete;
AIInfo(AIController* controller);
AIInfo(AIController* controller, SimObjectPtr<SceneObject> objIn, F32 radIn = 0.0f);
AIInfo(AIController* controller,Point3F pointIn, F32 radIn = 0.0f);
};
#endif

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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 "AINavigation.h"
#include "AIController.h"
#include "T3D/shapeBase.h"
static U32 sAILoSMask = TerrainObjectType | StaticShapeObjectType | StaticObjectType | AIObjectType;
AINavigation::AINavigation(AIController* controller)
{
mControllerRef = controller;
#ifdef TORQUE_NAVIGATION_ENABLED
mJump = None;
mNavSize = Regular;
#endif
}
AINavigation::~AINavigation()
{
#ifdef TORQUE_NAVIGATION_ENABLED
clearPath();
clearFollow();
#endif
}
void AINavigation::setMoveDestination(const Point3F& location, bool slowdown)
{
mMoveDestination = location;
getCtrl()->mMovement.mMoveState = AIController::ModeMove;
getCtrl()->mMovement.mMoveSlowdown = slowdown;
getCtrl()->mMovement.mMoveStuckTestCountdown = getCtrl()->mControllerData->mMoveStuckTestDelay;
}
bool AINavigation::setPathDestination(const Point3F& pos, bool replace)
{
#ifdef TORQUE_NAVIGATION_ENABLED
if (replace)
getCtrl()->setGoal(pos, getCtrl()->mControllerData->mMoveTolerance);
if (!mNavMesh)
updateNavMesh();
// If we can't find a mesh, just move regularly.
if (!mNavMesh)
{
//setMoveDestination(pos);
getCtrl()->throwCallback("onPathFailed");
return false;
}
// Create a new path.
NavPath* path = new NavPath();
path->mMesh = mNavMesh;
path->mFrom = getCtrl()->getAIInfo()->getPosition(true);
path->mTo = getCtrl()->getGoal()->getPosition(true);
path->mFromSet = path->mToSet = true;
path->mAlwaysRender = true;
path->mLinkTypes = getCtrl()->mControllerData->mLinkTypes;
path->mXray = true;
// Paths plan automatically upon being registered.
if (!path->registerObject())
{
delete path;
return false;
}
if (path->success())
{
// Clear any current path we might have.
clearPath();
getCtrl()->clearCover();
// Store new path.
mPathData.path = path;
mPathData.owned = true;
// Skip node 0, which we are currently standing on.
moveToNode(1);
getCtrl()->throwCallback("onPathSuccess");
return true;
}
else
{
// Just move normally if we can't path.
//setMoveDestination(pos, true);
//return;
getCtrl()->throwCallback("onPathFailed");
path->deleteObject();
return false;
}
#else
setMoveDestination(pos, false);
return true;
#endif
}
Point3F AINavigation::getPathDestination() const
{
#ifdef TORQUE_NAVIGATION_ENABLED
if (!mPathData.path.isNull())
return mPathData.path->mTo;
return Point3F(0, 0, 0);
#else
return getMoveDestination();
#endif
}
void AINavigation::onReachDestination()
{
#ifdef TORQUE_NAVIGATION_ENABLED
if (!getPath().isNull())
{
if (mPathData.index == getPath()->size() - 1)
{
// Handle looping paths.
if (getPath()->mIsLooping)
moveToNode(0);
// Otherwise end path.
else
{
clearPath();
getCtrl()->throwCallback("onReachDestination");
}
}
else
{
moveToNode(mPathData.index + 1);
// Throw callback every time if we're on a looping path.
//if(mPathData.path->mIsLooping)
//throwCallback("onReachDestination");
}
}
else
#endif
{
getCtrl()->throwCallback("onReachDestination");
getCtrl()->mMovement.mMoveState = AIController::ModeStop;
}
}
void AINavigation::followObject()
{
if (getCtrl()->getGoal()->getDist() < getCtrl()->mControllerData->mMoveTolerance)
return;
if (setPathDestination(getCtrl()->getGoal()->getPosition(true)))
{
#ifdef TORQUE_NAVIGATION_ENABLED
getCtrl()->clearCover();
#endif
}
}
void AINavigation::followObject(SceneObject* obj, F32 radius)
{
getCtrl()->setGoal(obj, radius);
followObject();
}
void AINavigation::clearFollow()
{
getCtrl()->clearGoal();
}
DefineEngineMethod(AIController, setMoveDestination, void, (Point3F goal, bool slowDown), (true),
"@brief Tells the AI to move to the location provided\n\n"
"@param goal Coordinates in world space representing location to move to.\n"
"@param slowDown A boolean value. If set to true, the bot will slow down "
"when it gets within 5-meters of its move destination. If false, the bot "
"will stop abruptly when it reaches the move destination. By default, this is true.\n\n"
"@note Upon reaching a move destination, the bot will clear its move destination and "
"calls to getMoveDestination will return \"0 0 0\"."
"@see getMoveDestination()\n")
{
object->getNav()->setMoveDestination(goal, slowDown);
}
DefineEngineMethod(AIController, getMoveDestination, Point3F, (), ,
"@brief Get the AIPlayer's current destination.\n\n"
"@return Returns a point containing the \"x y z\" position "
"of the AIPlayer's current move destination. If no move destination "
"has yet been set, this returns \"0 0 0\"."
"@see setMoveDestination()\n")
{
return object->getNav()->getMoveDestination();
}
DefineEngineMethod(AIController, setPathDestination, bool, (Point3F goal), ,
"@brief Tells the AI to find a path to the location provided\n\n"
"@param goal Coordinates in world space representing location to move to.\n"
"@return True if a path was found.\n\n"
"@see getPathDestination()\n"
"@see setMoveDestination()\n")
{
return object->getNav()->setPathDestination(goal, true);
}
DefineEngineMethod(AIController, getPathDestination, Point3F, (), ,
"@brief Get the AIPlayer's current pathfinding destination.\n\n"
"@return Returns a point containing the \"x y z\" position "
"of the AIPlayer's current path destination. If no path destination "
"has yet been set, this returns \"0 0 0\"."
"@see setPathDestination()\n")
{
return object->getNav()->getPathDestination();
}
DefineEngineMethod(AIController, followObject, void, (SimObjectId obj, F32 radius), ,
"@brief Tell the AIPlayer to follow another object.\n\n"
"@param obj ID of the object to follow.\n"
"@param radius Maximum distance we let the target escape to.")
{
SceneObject* follow;
#ifdef TORQUE_NAVIGATION_ENABLED
object->getNav()->clearPath();
object->clearCover();
#endif
object->getNav()->clearFollow();
if (Sim::findObject(obj, follow))
object->getNav()->followObject(follow, radius);
}
#ifdef TORQUE_NAVIGATION_ENABLED
NavMesh* AINavigation::findNavMesh() const
{
GameBase* gbo = dynamic_cast<GameBase*>(mControllerRef->getAIInfo()->mObj.getPointer());
// Search for NavMeshes that contain us entirely with the smallest possible
// volume.
NavMesh* mesh = NULL;
SimSet* set = NavMesh::getServerSet();
for (U32 i = 0; i < set->size(); i++)
{
NavMesh* m = static_cast<NavMesh*>(set->at(i));
if (m->getWorldBox().isContained(gbo->getWorldBox()))
{
// Check that mesh size is appropriate.
if (gbo->isMounted())
{
if (!m->mVehicles)
continue;
}
else
{
if ((getNavSize() == Small && !m->mSmallCharacters) ||
(getNavSize() == Regular && !m->mRegularCharacters) ||
(getNavSize() == Large && !m->mLargeCharacters))
continue;
}
if (!mesh || m->getWorldBox().getVolume() < mesh->getWorldBox().getVolume())
mesh = m;
}
}
return mesh;
}
void AINavigation::updateNavMesh()
{
GameBase* gbo = dynamic_cast<GameBase*>(mControllerRef->getAIInfo()->mObj.getPointer());
NavMesh* old = mNavMesh;
if (mNavMesh.isNull())
mNavMesh = findNavMesh();
else
{
if (!mNavMesh->getWorldBox().isContained(gbo->getWorldBox()))
mNavMesh = findNavMesh();
}
// See if we need to update our path.
if (mNavMesh != old && !mPathData.path.isNull())
{
setPathDestination(mPathData.path->mTo);
}
}
void AINavigation::moveToNode(S32 node)
{
if (mPathData.path.isNull())
return;
// -1 is shorthand for 'last path node'.
if (node == -1)
node = mPathData.path->size() - 1;
// Consider slowing down on the last path node.
setMoveDestination(mPathData.path->getNode(node), false);
// Check flags for this segment.
if (mPathData.index)
{
U16 flags = mPathData.path->getFlags(node - 1);
// Jump if we must.
if (flags & LedgeFlag)
mJump = Ledge;
else if (flags & JumpFlag)
mJump = Now;
else
// Catch pathing errors.
mJump = None;
}
// Store current index.
mPathData.index = node;
}
void AINavigation::repath()
{
// Ineffectual if we don't have a path, or are using someone else's.
if (mPathData.path.isNull() || !mPathData.owned)
return;
if (mRandI(0, 100) < getCtrl()->mControllerData->mFlocking.mChance && flock())
{
mPathData.path->mTo = mMoveDestination;
}
else
{
// If we're following, get their position.
mPathData.path->mTo = getCtrl()->getGoal()->getPosition(true);
}
// Update from position and replan.
mPathData.path->mFrom = getCtrl()->getAIInfo()->getPosition(true);
mPathData.path->plan();
// Move to first node (skip start pos).
moveToNode(1);
}
void AINavigation::followNavPath(NavPath* path)
{
// Get rid of our current path.
clearPath();
getCtrl()->clearCover();
// Follow new path.
mPathData.path = path;
mPathData.owned = false;
// Start from 0 since we might not already be there.
moveToNode(0);
}
void AINavigation::clearPath()
{
// Only delete if we own the path.
if (!mPathData.path.isNull() && mPathData.owned)
mPathData.path->deleteObject();
// Reset path data.
mPathData = PathData();
}
bool AINavigation::flock()
{
AIControllerData::Flocking flockingData = getCtrl()->mControllerData->mFlocking;
SimObjectPtr<SceneObject> obj = getCtrl()->getAIInfo()->mObj;
obj->disableCollision();
Point3F pos = obj->getBoxCenter();
Point3F searchArea = Point3F(flockingData.mMin / 2, flockingData.mMax / 2, getCtrl()->getAIInfo()->mObj->getObjBox().maxExtents.z / 2);
F32 maxFlocksq = flockingData.mMax * flockingData.mMax;
bool flocking = false;
U32 found = 0;
if (getCtrl()->getGoal())
{
Point3F dest = mMoveDestination;
if (getCtrl()->mMovement.mMoveState == AIController::ModeStuck)
{
Point3F shuffle = Point3F(mRandF() - 0.5, mRandF() - 0.5, 0);
shuffle.normalize();
dest += shuffle * flockingData.mMin;
}
dest.z = pos.z;
if ((pos - dest).len() > flockingData.mSideStep)
{
//find closest object
SimpleQueryList sql;
Box3F queryBox = Box3F(pos - searchArea, pos + searchArea);
obj->getContainer()->findObjects(queryBox, AIObjectType, SimpleQueryList::insertionCallback, &sql);
sql.mList.remove(obj);
Point3F avoidanceOffset = Point3F::Zero;
//avoid objects in the way
RayInfo info;
if (obj->getContainer()->castRay(pos, dest + Point3F(0, 0, obj->getObjBox().len_z() / 2), sAILoSMask, &info))
{
Point3F blockerOffset = (info.point - dest);
blockerOffset.z = 0;
avoidanceOffset += blockerOffset;
}
//avoid bots that are too close
for (U32 i = 0; i < sql.mList.size(); i++)
{
ShapeBase* other = dynamic_cast<ShapeBase*>(sql.mList[i]);
Point3F objectCenter = other->getBoxCenter();
F32 sumRad = flockingData.mMin + other->getAIController()->mControllerData->mFlocking.mMin;
F32 separation = getCtrl()->getAIInfo()->mRadius + other->getAIController()->getAIInfo()->mRadius;
sumRad += separation;
Point3F offset = (pos - objectCenter);
F32 offsetLensq = offset.lenSquared(); //square roots are expensive, so use squared val compares
if ((flockingData.mMin > 0) && (offsetLensq < (sumRad * sumRad)))
{
other->disableCollision();
if (!obj->getContainer()->castRay(pos, other->getBoxCenter(), sAILoSMask, &info))
{
found++;
offset.normalizeSafe();
offset *= sumRad + separation;
avoidanceOffset += offset; //accumulate total group, move away from that
}
other->enableCollision();
}
}
//if we don't have to worry about bumping into one another (nothing found lower than minFLock), see about grouping up
if (found == 0)
{
for (U32 i = 0; i < sql.mList.size(); i++)
{
ShapeBase* other = static_cast<ShapeBase*>(sql.mList[i]);
Point3F objectCenter = other->getBoxCenter();
F32 sumRad = flockingData.mMin + other->getAIController()->mControllerData->mFlocking.mMin;
F32 separation = getCtrl()->getAIInfo()->mRadius + other->getAIController()->getAIInfo()->mRadius;
sumRad += separation;
Point3F offset = (pos - objectCenter);
if ((flockingData.mMin > 0) && ((sumRad * sumRad) < (maxFlocksq)))
{
other->disableCollision();
if (!obj->getContainer()->castRay(pos, other->getBoxCenter(), sAILoSMask, &info))
{
found++;
offset.normalizeSafe();
offset *= sumRad + separation;
avoidanceOffset -= offset; // subtract total group, move toward it
}
other->enableCollision();
}
}
}
if (found > 0)
{
avoidanceOffset.z = 0;
avoidanceOffset.x = (mRandF() * avoidanceOffset.x) * 0.5 + avoidanceOffset.x * 0.75;
avoidanceOffset.y = (mRandF() * avoidanceOffset.y) * 0.5 + avoidanceOffset.y * 0.75;
if (avoidanceOffset.lenSquared() < (maxFlocksq))
{
dest += avoidanceOffset;
}
//if we're not jumping...
if (mJump == None)
{
dest.z = obj->getPosition().z;
//make sure we don't run off a cliff
Point3F zlen(0, 0, getCtrl()->mControllerData->mHeightTolerance);
if (obj->getContainer()->castRay(dest + zlen, dest - zlen, TerrainObjectType | StaticShapeObjectType | StaticObjectType, &info))
{
if ((mMoveDestination - dest).len() > getCtrl()->mControllerData->mMoveTolerance)
{
mMoveDestination = dest;
flocking = true;
}
}
}
}
}
}
obj->enableCollision();
return flocking;
}
DefineEngineMethod(AIController, followNavPath, void, (SimObjectId obj), ,
"@brief Tell the AIPlayer to follow a path.\n\n"
"@param obj ID of a NavPath object for the character to follow.")
{
NavPath* path;
if (Sim::findObject(obj, path))
object->getNav()->followNavPath(path);
}
DefineEngineMethod(AIController, repath, void, (), ,
"@brief Tells the AI to re-plan its path. Does nothing if the character "
"has no path, or if it is following a mission path.\n\n")
{
object->getNav()->repath();
}
DefineEngineMethod(AIController, findNavMesh, S32, (), ,
"@brief Get the NavMesh object this AIPlayer is currently using.\n\n"
"@return The ID of the NavPath object this character is using for "
"pathfinding. This is determined by the character's location, "
"navigation type and other factors. Returns -1 if no NavMesh is "
"found.")
{
NavMesh* mesh = object->getNav()->getNavMesh();
return mesh ? mesh->getId() : -1;
}
DefineEngineMethod(AIController, getNavMesh, S32, (), ,
"@brief Return the NavMesh this AIPlayer is using to navigate.\n\n")
{
NavMesh* m = object->getNav()->getNavMesh();
return m ? m->getId() : 0;
}
DefineEngineMethod(AIController, setNavSize, void, (const char* size), ,
"@brief Set the size of NavMesh this character uses. One of \"Small\", \"Regular\" or \"Large\".")
{
if (!String::compare(size, "Small"))
object->getNav()->setNavSize(AINavigation::Small);
else if (!String::compare(size, "Regular"))
object->getNav()->setNavSize(AINavigation::Regular);
else if (!String::compare(size, "Large"))
object->getNav()->setNavSize(AINavigation::Large);
else
Con::errorf("AIPlayer::setNavSize: no such size '%s'.", size);
}
DefineEngineMethod(AIController, getNavSize, const char*, (), ,
"@brief Return the size of NavMesh this character uses for pathfinding.")
{
switch (object->getNav()->getNavSize())
{
case AINavigation::Small:
return "Small";
case AINavigation::Regular:
return "Regular";
case AINavigation::Large:
return "Large";
}
return "";
}
#endif

View file

@ -0,0 +1,105 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#ifndef _AINAVIGATION_H_
#define _AINAVIGATION_H_
#include "AIInfo.h"
#include "navigation/navPath.h"
#include "navigation/navMesh.h"
class AIController;
struct AINavigation
{
AIController* mControllerRef;
AIController* getCtrl() { return mControllerRef; };
AINavigation() = delete;
AINavigation(AIController* controller);
~AINavigation();
Point3F mMoveDestination;
void setMoveDestination(const Point3F& location, bool slowdown);
Point3F getMoveDestination() const { return mMoveDestination; };
bool setPathDestination(const Point3F& pos, bool replace = false);
Point3F getPathDestination() const;
void onReachDestination();
void followObject();
void followObject(SceneObject* obj, F32 radius);
void clearFollow();
#ifdef TORQUE_NAVIGATION_ENABLED
/// Stores information about a path.
struct PathData {
/// Pointer to path object.
SimObjectPtr<NavPath> path;
/// Do we own our path? If so, we will delete it when finished.
bool owned;
/// Path node we're at.
U32 index;
/// Default constructor.
PathData() : path(NULL)
{
owned = false;
index = 0;
}
};
/// Should we jump?
enum JumpStates {
None, ///< No, don't jump.
Now, ///< Jump immediately.
Ledge, ///< Jump when we walk off a ledge.
};
enum NavSize {
Small,
Regular,
Large
} mNavSize;
void setNavSize(NavSize size) { mNavSize = size; updateNavMesh(); }
NavSize getNavSize() const { return mNavSize; }
/// NavMesh we pathfind on.
SimObjectPtr<NavMesh> mNavMesh;
NavMesh* findNavMesh() const;
void updateNavMesh();
NavMesh* getNavMesh() const { return mNavMesh; }
PathData mPathData;
JumpStates mJump;
/// Clear out the current path.
void clearPath();
void repath();
/// Get the current path we're following.
SimObjectPtr<NavPath> getPath() { return mPathData.path; };
void followNavPath(NavPath* path);
/// Move to the specified node in the current path.
void moveToNode(S32 node);
bool flock();
#endif
};
#endif

View file

@ -24,7 +24,7 @@ IMPLEMENT_CALLBACK(SubScene, onUnloaded, void, (), (),
"@brief Called when a subScene has been unloaded and has game mode implications.\n\n");
SubScene::SubScene() :
mLevelAssetId(StringTable->EmptyString()),
mSubSceneAssetId(StringTable->EmptyString()),
mGameModesNames(StringTable->EmptyString()),
mScopeDistance(-1),
mLoaded(false),
@ -67,7 +67,7 @@ void SubScene::initPersistFields()
{
addGroup("SubScene");
addField("isGlobalLayer", TypeBool, Offset(mGlobalLayer, SubScene), "");
INITPERSISTFIELD_LEVELASSET(Level, SubScene, "The level asset to load.");
INITPERSISTFIELD_SUBSCENEASSET(SubScene, SubScene, "The subscene asset to load.");
addField("tickPeriodMS", TypeS32, Offset(mTickPeriodMS, SubScene), "evaluation rate (ms)");
addField("gameModes", TypeGameModeList, Offset(mGameModesNames, SubScene), "The game modes that this subscene is associated with.");
endGroup("SubScene");
@ -265,13 +265,13 @@ void SubScene::processTick(const Move* move)
void SubScene::_onFileChanged(const Torque::Path& path)
{
if(mLevelAsset.isNull() || Torque::Path(mLevelAsset->getLevelPath()) != path)
if(mSubSceneAsset.isNull() || Torque::Path(mSubSceneAsset->getLevelPath()) != path)
return;
if (mSaving)
return;
AssertFatal(path == mLevelAsset->getLevelPath(), "Prefab::_onFileChanged - path does not match filename.");
AssertFatal(path == mSubSceneAsset->getLevelPath(), "SubScene::_onFileChanged - path does not match filename.");
_closeFile(false);
_loadFile(false);
@ -307,9 +307,9 @@ void SubScene::_closeFile(bool removeFileNotify)
_removeContents(SimGroupIterator(this));
if (removeFileNotify && mLevelAsset.notNull() && mLevelAsset->getLevelPath() != StringTable->EmptyString())
if (removeFileNotify && mSubSceneAsset.notNull() && mSubSceneAsset->getLevelPath() != StringTable->EmptyString())
{
Torque::FS::RemoveChangeNotification(mLevelAsset->getLevelPath(), this, &SubScene::_onFileChanged);
Torque::FS::RemoveChangeNotification(mSubSceneAsset->getLevelPath(), this, &SubScene::_onFileChanged);
}
mGameModesList.clear();
@ -319,18 +319,18 @@ void SubScene::_loadFile(bool addFileNotify)
{
AssertFatal(isServerObject(), "Trying to load a SubScene file on the client is bad!");
if(mLevelAsset.isNull() || mLevelAsset->getLevelPath() == StringTable->EmptyString())
if(mSubSceneAsset.isNull() || mSubSceneAsset->getLevelPath() == StringTable->EmptyString())
return;
String evalCmd = String::ToString("exec(\"%s\");", mLevelAsset->getLevelPath());
String evalCmd = String::ToString("exec(\"%s\");", mSubSceneAsset->getLevelPath());
String instantGroup = Con::getVariable("InstantGroup");
Con::setIntVariable("InstantGroup", this->getId());
Con::evaluate((const char*)evalCmd.c_str(), false, mLevelAsset->getLevelPath());
Con::evaluate((const char*)evalCmd.c_str(), false, mSubSceneAsset->getLevelPath());
Con::setVariable("InstantGroup", instantGroup.c_str());
if (addFileNotify)
Torque::FS::AddChangeNotification(mLevelAsset->getLevelPath(), this, &SubScene::_onFileChanged);
Torque::FS::AddChangeNotification(mSubSceneAsset->getLevelPath(), this, &SubScene::_onFileChanged);
}
void SubScene::load()
@ -432,7 +432,7 @@ bool SubScene::save()
if (size() == 0 || !isLoaded())
return false;
if (mLevelAsset.isNull())
if (mSubSceneAsset.isNull())
return false;
if (mSaving)
@ -446,7 +446,7 @@ bool SubScene::save()
PersistenceManager prMger;
StringTableEntry levelPath = mLevelAsset->getLevelPath();
StringTableEntry levelPath = mSubSceneAsset->getLevelPath();
FileStream fs;
fs.open(levelPath, Torque::FS::File::Write);
@ -460,7 +460,7 @@ bool SubScene::save()
{
if ((*itr)->isMethod("onSaving"))
{
Con::executef((*itr), "onSaving", mLevelAssetId);
Con::executef((*itr), "onSaving", mSubSceneAssetId);
}
if (childObj->getGroup() == this)
@ -481,14 +481,14 @@ bool SubScene::save()
bool saveSuccess = false;
//Get the level asset
if (mLevelAsset.isNull())
if (mSubSceneAsset.isNull())
return saveSuccess;
//update the gamemode list as well
mLevelAsset->setDataField(StringTable->insert("gameModesNames"), NULL, StringTable->insert(mGameModesNames));
mSubSceneAsset->setDataField(StringTable->insert("gameModesNames"), NULL, StringTable->insert(mGameModesNames));
//Finally, save
saveSuccess = mLevelAsset->saveAsset();
saveSuccess = mSubSceneAsset->saveAsset();
mSaving = false;

View file

@ -5,8 +5,8 @@
#ifndef SCENE_GROUP_H
#include "SceneGroup.h"
#endif
#ifndef LEVEL_ASSET_H
#include "assets/LevelAsset.h"
#ifndef SUBSCENE_ASSET_H
#include "assets/SubSceneAsset.h"
#endif
class GameMode;
@ -21,13 +21,13 @@ public:
NextFreeMask = Parent::NextFreeMask << 0
};
void onLevelChanged() {}
void onSubSceneChanged() {}
protected:
static bool smTransformChildren;
private:
DECLARE_LEVELASSET(SubScene, Level, onLevelChanged);
DECLARE_SUBSCENEASSET(SubScene, SubScene, onSubSceneChanged);
StringTableEntry mGameModesNames;
Vector<GameMode*> mGameModesList;
@ -61,7 +61,7 @@ public:
static void initPersistFields();
static void consoleInit();
StringTableEntry getTypeHint() const override { return (getLevelAsset()) ? getLevelAsset()->getAssetName() : StringTable->EmptyString(); }
StringTableEntry getTypeHint() const override { return (getSubSceneAsset()) ? getSubSceneAsset()->getAssetName() : StringTable->EmptyString(); }
// SimObject
bool onAdd() override;
@ -122,6 +122,6 @@ public:
DECLARE_CALLBACK(void, onLoaded, ());
DECLARE_CALLBACK(void, onUnloaded, ());
DECLARE_ASSET_SETGET(SubScene, Level);
DECLARE_ASSET_SETGET(SubScene, SubScene);
};
#endif

View file

@ -178,3 +178,17 @@ void CppAsset::onAssetRefresh(void)
mHeaderPath = getOwned() ? expandAssetFilePath(mHeaderFile) : mHeaderPath;
}
DefineEngineMethod(CppAsset, getCodePath, const char*, (), ,
"Gets the code file filepath of this asset.\n"
"@return File path of the code file.")
{
return object->getCppFilePath();
}
DefineEngineMethod(CppAsset, getHeaderPath, const char*, (), ,
"Gets the header file filepath of this asset.\n"
"@return File path of the header file.")
{
return object->getHeaderFilePath();
}

View file

@ -66,6 +66,9 @@ public:
void setHeaderFile(const char* pHeaderFile);
inline StringTableEntry getHeaderFile(void) const { return mHeaderFile; };
inline StringTableEntry getCppFilePath(void) const { return mCodePath; };
inline StringTableEntry getHeaderFilePath(void) const { return mHeaderPath; };
protected:
void initializeAsset(void) override;
void onAssetRefresh(void) override;
@ -73,9 +76,6 @@ protected:
static bool setCppFile(void *obj, const char *index, const char *data) { static_cast<CppAsset*>(obj)->setCppFile(data); return false; }
static const char* getCppFile(void* obj, const char* data) { return static_cast<CppAsset*>(obj)->getCppFile(); }
inline StringTableEntry getCppFilePath(void) const { return mCodePath; };
inline StringTableEntry getHeaderFilePath(void) const { return mHeaderPath; };
static bool setHeaderFile(void *obj, const char *index, const char *data) { static_cast<CppAsset*>(obj)->setHeaderFile(data); return false; }
static const char* getHeaderFile(void* obj, const char* data) { return static_cast<CppAsset*>(obj)->getHeaderFile(); }
};

View file

@ -101,7 +101,7 @@ ConsoleSetType(TypeLevelAssetId)
}
//-----------------------------------------------------------------------------
LevelAsset::LevelAsset() : AssetBase(), mIsSubLevel(false)
LevelAsset::LevelAsset() : AssetBase()
{
mLevelName = StringTable->EmptyString();
mLevelFile = StringTable->EmptyString();
@ -117,7 +117,6 @@ LevelAsset::LevelAsset() : AssetBase(), mIsSubLevel(false)
mNavmeshPath = StringTable->EmptyString();
mGameModesNames = StringTable->EmptyString();
mMainLevelAsset = StringTable->EmptyString();
mEditorFile = StringTable->EmptyString();
mBakedSceneFile = StringTable->EmptyString();
@ -158,7 +157,6 @@ void LevelAsset::initPersistFields()
addProtectedField("BakedSceneFile", TypeAssetLooseFilePath, Offset(mBakedSceneFile, LevelAsset),
&setBakedSceneFile, &getBakedSceneFile, "Path to the level file with the objects generated as part of the baking process");
addField("isSubScene", TypeBool, Offset(mIsSubLevel, LevelAsset), "Is this a sublevel to another Scene");
addField("gameModesNames", TypeString, Offset(mGameModesNames, LevelAsset), "Name of the Game Mode to be used with this level");
}
@ -481,15 +479,8 @@ GuiControl* GuiInspectorTypeLevelAssetPtr::constructEditControl()
// Create "Open in Editor" button
mEditButton = new GuiBitmapButtonCtrl();
String setSubSceneValue = "$createLevelAssetIsSubScene = \"\";";
if(dynamic_cast<SubScene*>(mInspector->getInspectObject()) != NULL)
{
setSubSceneValue = "$createLevelAssetIsSubScene = true;";
}
dSprintf(szBuffer, sizeof(szBuffer), "$createAndAssignField = %s; %s AssetBrowser.setupCreateNewAsset(\"LevelAsset\", AssetBrowser.selectedModule, \"createAndAssignLevelAsset\");",
getIdString(),
setSubSceneValue.c_str());
dSprintf(szBuffer, sizeof(szBuffer), "$createAndAssignField = %s; AssetBrowser.setupCreateNewAsset(\"LevelAsset\", AssetBrowser.selectedModule, \"createAndAssignLevelAsset\");",
getIdString());
mEditButton->setField("Command", szBuffer);
char bitmapName[512] = "ToolsModule:iconAdd_image";

View file

@ -66,9 +66,6 @@ class LevelAsset : public AssetBase
StringTableEntry mEditorFile;
StringTableEntry mBakedSceneFile;
bool mIsSubLevel;
StringTableEntry mMainLevelAsset;
StringTableEntry mGameModesNames;
Vector<AssetBase*> mAssetDependencies;

View file

@ -370,7 +370,7 @@ public: \
#pragma region Arrayed Asset Macros
#define DECLARE_SHAPEASSET_ARRAY(className,name,max) public: \
#define DECLARE_SHAPEASSET_ARRAY(className,name,max,changeFunc) public: \
static const U32 sm##name##Count = max;\
Resource<TSShape>m##name[max];\
StringTableEntry m##name##Name[max]; \
@ -384,6 +384,10 @@ public: \
\
bool _set##name(StringTableEntry _in, const U32& index)\
{\
if (m##name##Asset[index].notNull())\
{\
m##name##Asset[index]->getChangedSignal().remove(this, &className::changeFunc);\
}\
if(m##name##AssetId[index] != _in || m##name##Name[index] != _in)\
{\
if(index >= sm##name##Count || index < 0)\
@ -430,6 +434,8 @@ public: \
if (get##name(index) != StringTable->EmptyString() && m##name##Asset[index].notNull())\
{\
m##name[index] = m##name##Asset[index]->getShapeResource();\
\
m##name##Asset[index]->getChangedSignal().notify(this, &className::changeFunc);\
}\
else\
{\

View file

@ -0,0 +1,166 @@
#include "SubSceneAsset.h"
#include "T3D/SubScene.h"
IMPLEMENT_CONOBJECT(SubSceneAsset);
ConsoleType(SubSceneAssetPtr, TypeSubSceneAssetPtr, const char*, "")
//-----------------------------------------------------------------------------
ConsoleGetType(TypeSubSceneAssetPtr)
{
// Fetch asset Id.
return *((const char**)(dptr));
}
//-----------------------------------------------------------------------------
ConsoleSetType(TypeSubSceneAssetPtr)
{
// Was a single argument specified?
if (argc == 1)
{
// Yes, so fetch field value.
*((const char**)dptr) = StringTable->insert(argv[0]);
return;
}
// Warn.
Con::warnf("(TypeSubSceneAssetPtr) - Cannot set multiple args to a single asset.");
}
//-----------------------------------------------------------------------------
ConsoleType(assetIdString, TypeSubSceneAssetId, const char*, "")
ConsoleGetType(TypeSubSceneAssetId)
{
// Fetch asset Id.
return *((const char**)(dptr));
}
ConsoleSetType(TypeSubSceneAssetId)
{
// Was a single argument specified?
if (argc == 1)
{
*((const char**)dptr) = StringTable->insert(argv[0]);
return;
}
// Warn.
Con::warnf("(TypeSubSceneAssetId) - Cannot set multiple args to a single asset.");
}
SubSceneAsset::SubSceneAsset() : LevelAsset()
{
}
SubSceneAsset::~SubSceneAsset()
{
}
void SubSceneAsset::initPersistFields()
{
docsURL;
Parent::initPersistFields();
}
//-----------------------------------------------------------------------------
// GuiInspectorTypeAssetId
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT(GuiInspectorTypeSubSceneAssetPtr);
ConsoleDocClass(GuiInspectorTypeSubSceneAssetPtr,
"@brief Inspector field type for Shapes\n\n"
"Editor use only.\n\n"
"@internal"
);
void GuiInspectorTypeSubSceneAssetPtr::consoleInit()
{
Parent::consoleInit();
ConsoleBaseType::getType(TypeSubSceneAssetPtr)->setInspectorFieldType("GuiInspectorTypeSubSceneAssetPtr");
}
GuiControl* GuiInspectorTypeSubSceneAssetPtr::constructEditControl()
{
// Create base filename edit controls
GuiControl* retCtrl = Parent::constructEditControl();
if (retCtrl == NULL)
return retCtrl;
// Change filespec
char szBuffer[512];
dSprintf(szBuffer, sizeof(szBuffer), "AssetBrowser.showDialog(\"SubSceneAsset\", \"AssetBrowser.changeAsset\", %s, \"\");",
getIdString());
mBrowseButton->setField("Command", szBuffer);
setDataField(StringTable->insert("targetObject"), NULL, mInspector->getInspectObject()->getIdString());
// Create "Open in Editor" button
mEditButton = new GuiBitmapButtonCtrl();
dSprintf(szBuffer, sizeof(szBuffer), "$createAndAssignField = %s; AssetBrowser.setupCreateNewAsset(\"SubSceneAsset\", AssetBrowser.selectedModule);",
getIdString());
mEditButton->setField("Command", szBuffer);
char bitmapName[512] = "ToolsModule:iconAdd_image";
mEditButton->setBitmap(StringTable->insert(bitmapName));
mEditButton->setDataField(StringTable->insert("Profile"), NULL, "GuiButtonProfile");
mEditButton->setDataField(StringTable->insert("tooltipprofile"), NULL, "GuiToolTipProfile");
mEditButton->setDataField(StringTable->insert("hovertime"), NULL, "1000");
mEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Test play this sound");
mEditButton->registerObject();
addObject(mEditButton);
return retCtrl;
}
bool GuiInspectorTypeSubSceneAssetPtr::updateRects()
{
S32 dividerPos, dividerMargin;
mInspector->getDivider(dividerPos, dividerMargin);
Point2I fieldExtent = getExtent();
Point2I fieldPos = getPosition();
mCaptionRect.set(0, 0, fieldExtent.x - dividerPos - dividerMargin, fieldExtent.y);
mEditCtrlRect.set(fieldExtent.x - dividerPos + dividerMargin, 1, dividerPos - dividerMargin - 34, fieldExtent.y);
bool resized = mEdit->resize(mEditCtrlRect.point, mEditCtrlRect.extent);
if (mBrowseButton != NULL)
{
mBrowseRect.set(fieldExtent.x - 32, 2, 14, fieldExtent.y - 4);
resized |= mBrowseButton->resize(mBrowseRect.point, mBrowseRect.extent);
}
if (mEditButton != NULL)
{
RectI shapeEdRect(fieldExtent.x - 16, 2, 14, fieldExtent.y - 4);
resized |= mEditButton->resize(shapeEdRect.point, shapeEdRect.extent);
}
return resized;
}
IMPLEMENT_CONOBJECT(GuiInspectorTypeSubSceneAssetId);
ConsoleDocClass(GuiInspectorTypeSubSceneAssetId,
"@brief Inspector field type for SubScene\n\n"
"Editor use only.\n\n"
"@internal"
);
void GuiInspectorTypeSubSceneAssetId::consoleInit()
{
Parent::consoleInit();
ConsoleBaseType::getType(TypeSubSceneAssetId)->setInspectorFieldType("GuiInspectorTypeSubSceneAssetId");
}

View file

@ -0,0 +1,113 @@
#pragma once
#ifndef SUBSCENE_ASSET_H
#define SUBSCENE_ASSET_H
#ifndef LEVEL_ASSET_H
#include "LevelAsset.h"
#endif
#ifndef _ASSET_DEFINITION_H_
#include "assets/assetDefinition.h"
#endif
#ifndef _GUI_INSPECTOR_TYPES_H_
#include "gui/editor/guiInspectorTypes.h"
#endif
class SubSceneAsset : public LevelAsset
{
typedef LevelAsset Parent;
public:
SubSceneAsset();
virtual ~SubSceneAsset();
/// Engine.
static void initPersistFields();
/// Declare Console Object.
DECLARE_CONOBJECT(SubSceneAsset);
};
#ifdef TORQUE_TOOLS
class GuiInspectorTypeSubSceneAssetPtr : public GuiInspectorTypeFileName
{
typedef GuiInspectorTypeFileName Parent;
public:
GuiBitmapButtonCtrl* mEditButton;
DECLARE_CONOBJECT(GuiInspectorTypeSubSceneAssetPtr);
static void consoleInit();
GuiControl* constructEditControl() override;
bool updateRects() override;
};
class GuiInspectorTypeSubSceneAssetId : public GuiInspectorTypeSubSceneAssetPtr
{
typedef GuiInspectorTypeSubSceneAssetPtr Parent;
public:
DECLARE_CONOBJECT(GuiInspectorTypeSubSceneAssetId);
static void consoleInit();
};
#endif
DefineConsoleType(TypeSubSceneAssetPtr, SubSceneAsset)
DefineConsoleType(TypeSubSceneAssetId, String)
#pragma region Singular Asset Macros
//Singular assets
/// <Summary>
/// Declares an SubScene asset
/// This establishes the assetId, asset and legacy filepath fields, along with supplemental getter and setter functions
/// </Summary>
#define DECLARE_SUBSCENEASSET(className, name, changeFunc) public: \
StringTableEntry m##name##AssetId;\
AssetPtr<SubSceneAsset> m##name##Asset;\
public: \
const AssetPtr<SubSceneAsset> & get##name##Asset() const { return m##name##Asset; }\
void set##name##Asset(const AssetPtr<SubSceneAsset> &_in) { m##name##Asset = _in;}\
\
bool _set##name(StringTableEntry _in)\
{\
if(m##name##AssetId != _in)\
{\
if (m##name##Asset.notNull())\
{\
m##name##Asset->getChangedSignal().remove(this, &className::changeFunc);\
}\
if (_in == NULL || _in == StringTable->EmptyString())\
{\
m##name##AssetId = StringTable->EmptyString();\
m##name##Asset = NULL;\
return true;\
}\
if (AssetDatabase.isDeclaredAsset(_in))\
{\
m##name##AssetId = _in;\
m##name##Asset = _in;\
return true;\
}\
}\
\
if(get##name() == StringTable->EmptyString())\
return true;\
\
return false;\
}\
\
const StringTableEntry get##name() const\
{\
return m##name##AssetId;\
}\
bool name##Valid() {return (get##name() != StringTable->EmptyString() && m##name##Asset->getStatus() == AssetBase::Ok); }
#define INITPERSISTFIELD_SUBSCENEASSET(name, consoleClass, docs) \
addProtectedField(assetText(name, Asset), TypeSubSceneAssetId, Offset(m##name##AssetId, consoleClass), _set##name##Data, &defaultProtectedGetFn, assetDoc(name, asset docs.));
#pragma endregion
#endif // SUBSCENE_ASSET_H

View file

@ -345,7 +345,7 @@ bool Camera::onNewDataBlock( GameBaseData *dptr, bool reload )
if ( !mDataBlock || !Parent::onNewDataBlock( dptr, reload ) )
return false;
scriptOnNewDataBlock();
scriptOnNewDataBlock(reload);
return true;
}

View file

@ -601,7 +601,7 @@ bool Debris::onNewDataBlock( GameBaseData *dptr, bool reload )
if (mDataBlock->isTempClone())
return true;
scriptOnNewDataBlock();
scriptOnNewDataBlock(reload);
return true;
}

View file

@ -111,7 +111,10 @@ public:
void onPerformSubstitutions() override;
bool allowSubstitutions() const override { return true; }
void onShapeChanged() {}
void onShapeChanged()
{
reloadOnLocalClient();
}
};
//**************************************************************************

View file

@ -147,6 +147,11 @@ void GuiHealthBarHud::onRender(Point2I offset, const RectI &updateRect)
if (!conn)
return;
ShapeBase* control = dynamic_cast<ShapeBase*>(conn->getControlObject());
//cover the case of a connection controling an object in turn controlling another
if (control && control->getControlObject())
control = control->getControlObject();
if (!control || !(control->getTypeMask() & (PlayerObjectType | VehicleObjectType)))
return;

View file

@ -148,7 +148,12 @@ void GuiHealthTextHud::onRender(Point2I offset, const RectI &updateRect)
GameConnection* conn = GameConnection::getConnectionToServer();
if (!conn)
return;
ShapeBase* control = dynamic_cast<ShapeBase*>(conn->getControlObject());
ShapeBase* control = dynamic_cast<ShapeBase*>(conn->getControlObject());
//cover the case of a connection controling an object in turn controlling another
if (control && control->getControlObject())
control = control->getControlObject();
if (!control || !(control->getTypeMask() & (PlayerObjectType | VehicleObjectType)))
return;

View file

@ -1127,7 +1127,7 @@ bool Explosion::onNewDataBlock( GameBaseData *dptr, bool reload )
if (mDataBlock->isTempClone())
return true;
scriptOnNewDataBlock();
scriptOnNewDataBlock(reload);
return true;
}

View file

@ -143,7 +143,10 @@ public:
ExplosionData* cloneAndPerformSubstitutions(const SimObject*, S32 index=0);
bool allowSubstitutions() const override { return true; }
void onShapeChanged() {}
void onShapeChanged()
{
reloadOnLocalClient();
}
};

View file

@ -852,8 +852,11 @@ void GroundCover::unpackUpdate( NetConnection *connection, BitStream *stream )
// It's sloppy, but it works for now.
_freeCells();
if ( isProperlyAdded() )
if (isProperlyAdded())
{
_initMaterial();
_initShapes();
}
}
}

View file

@ -341,7 +341,7 @@ protected:
RectF mBillboardRects[MAX_COVERTYPES];
/// The cover shape filenames.
DECLARE_SHAPEASSET_ARRAY(GroundCover, Shape, MAX_COVERTYPES);
DECLARE_SHAPEASSET_ARRAY(GroundCover, Shape, MAX_COVERTYPES, onShapeChanged);
DECLARE_ASSET_ARRAY_NET_SETGET(GroundCover, Shape, -1);
/// The cover shape instances.
@ -409,6 +409,12 @@ protected:
S32 randSeed );
void _debugRender( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat );
void onShapeChanged()
{
_initShapes();
setMaskBits(U32(-1));
}
};
#endif // _GROUNDCOVER_H_

View file

@ -474,7 +474,7 @@ bool Lightning::onNewDataBlock( GameBaseData *dptr, bool reload )
if ( !mDataBlock || !Parent::onNewDataBlock( dptr, reload ) )
return false;
scriptOnNewDataBlock();
scriptOnNewDataBlock(reload);
return true;
}

View file

@ -1134,7 +1134,7 @@ bool ParticleEmitter::onNewDataBlock( GameBaseData *dptr, bool reload )
return true;
}
scriptOnNewDataBlock();
scriptOnNewDataBlock(reload);
return true;
}

View file

@ -254,7 +254,7 @@ bool ParticleEmitterNode::onNewDataBlock( GameBaseData *dptr, bool reload )
return false;
// Todo: Uncomment if this is a "leaf" class
scriptOnNewDataBlock();
scriptOnNewDataBlock(reload);
return true;
}

View file

@ -598,7 +598,7 @@ bool Precipitation::onNewDataBlock( GameBaseData *dptr, bool reload )
initMaterials();
}
scriptOnNewDataBlock();
scriptOnNewDataBlock(reload);
return true;
}

View file

@ -159,7 +159,7 @@ bool RibbonNode::onNewDataBlock( GameBaseData *dptr, bool reload )
return false;
// Todo: Uncomment if this is a "leaf" class
scriptOnNewDataBlock();
scriptOnNewDataBlock(reload);
return true;
}

View file

@ -440,7 +440,7 @@ bool Splash::onNewDataBlock( GameBaseData *dptr, bool reload )
if (!mDataBlock || !Parent::onNewDataBlock(dptr, reload))
return false;
scriptOnNewDataBlock();
scriptOnNewDataBlock(reload);
return true;
}

View file

@ -95,7 +95,7 @@ IMPLEMENT_CALLBACK( GameBaseData, onAdd, void, ( GameBase* obj ), ( obj ),
"}\n\n"
"@endtsexample\n" );
IMPLEMENT_CALLBACK( GameBaseData, onNewDataBlock, void, ( GameBase* obj ), ( obj ),
IMPLEMENT_CALLBACK( GameBaseData, onNewDataBlock, void, ( GameBase* obj, bool reload), ( obj, reload),
"@brief Called when the object has a new datablock assigned.\n\n"
"@param obj the GameBase object\n\n"
"@see onAdd for an example\n" );
@ -512,12 +512,12 @@ void GameBase::scriptOnAdd()
mDataBlock->onAdd_callback( this );
}
void GameBase::scriptOnNewDataBlock()
void GameBase::scriptOnNewDataBlock(bool reload)
{
// Script onNewDataBlock() must be called by the leaf class
// after everything is loaded.
if (mDataBlock && !isGhost())
mDataBlock->onNewDataBlock_callback( this );
mDataBlock->onNewDataBlock_callback( this, reload);
}
void GameBase::scriptOnRemove()

View file

@ -115,7 +115,7 @@ public:
/// @{
DECLARE_CALLBACK( void, onAdd, ( GameBase* obj ) );
DECLARE_CALLBACK( void, onRemove, ( GameBase* obj ) );
DECLARE_CALLBACK( void, onNewDataBlock, ( GameBase* obj ) );
DECLARE_CALLBACK( void, onNewDataBlock, ( GameBase* obj, bool reload) );
DECLARE_CALLBACK( void, onMount, ( SceneObject* obj, SceneObject* mountObj, S32 node ) );
DECLARE_CALLBACK( void, onUnmount, ( SceneObject* obj, SceneObject* mountObj, S32 node ) );
/// @}
@ -299,7 +299,7 @@ public:
/// Executes the 'onNewDataBlock' script function for this object.
///
/// @note This must be called after everything is loaded.
void scriptOnNewDataBlock();
void scriptOnNewDataBlock(bool reload = false);
/// Executes the 'onRemove' script function for this object.
/// @note This must be called while the object is still valid

View file

@ -669,6 +669,7 @@ static void RegisterGameFunctions()
Con::setIntVariable("$TypeMasks::PathShapeObjectType", PathShapeObjectType);
// PATHSHAPE END
Con::setIntVariable("$TypeMasks::TurretObjectType", TurretObjectType);
Con::setIntVariable("$TypeMasks::AIObjectType", AIObjectType);
Con::addVariable("Ease::InOut", TypeS32, &gEaseInOut,
"InOut ease for curve movement.\n"

View file

@ -422,7 +422,7 @@ bool Item::onNewDataBlock( GameBaseData *dptr, bool reload )
return false;
if (!mSubclassItemHandlesScene)
scriptOnNewDataBlock();
scriptOnNewDataBlock(reload);
if ( isProperlyAdded() )
_updatePhysics();

View file

@ -142,7 +142,7 @@ bool MissionMarker::onNewDataBlock( GameBaseData *dptr, bool reload )
mDataBlock = dynamic_cast<MissionMarkerData*>( dptr );
if ( !mDataBlock || !Parent::onNewDataBlock( dptr, reload ) )
return(false);
scriptOnNewDataBlock();
scriptOnNewDataBlock(reload);
return(true);
}

View file

@ -174,7 +174,7 @@ enum SceneObjectTypes
/// @see TurretShape
TurretObjectType = BIT(29),
N_A_31 = BIT(30),
N_A_32 = BIT(31),
AIObjectType = BIT(31),
/// @}
};

View file

@ -181,7 +181,7 @@ bool PathCamera::onNewDataBlock( GameBaseData *dptr, bool reload )
if ( !mDataBlock || !Parent::onNewDataBlock( dptr, reload ) )
return false;
scriptOnNewDataBlock();
scriptOnNewDataBlock(reload);
return true;
}

View file

@ -134,7 +134,7 @@ bool PathShape::onNewDataBlock(GameBaseData* dptr, bool reload)
if (!mDataBlock || !Parent::onNewDataBlock(dptr, reload))
return false;
scriptOnNewDataBlock();
scriptOnNewDataBlock(reload);
return true;
}

View file

@ -97,7 +97,10 @@ public:
void packData( BitStream *stream ) override;
void unpackData( BitStream *stream ) override;
void onShapeChanged() {}
void onShapeChanged()
{
reloadOnLocalClient();
}
DECLARE_CONOBJECT( PhysicsDebrisData );

View file

@ -135,7 +135,10 @@ public:
SimObjectRef< ExplosionData > explosion;
SimObjectRef< PhysicsShapeData > destroyedShape;
void onShapeChanged() {}
void onShapeChanged()
{
reloadOnLocalClient();
}
};
typedef PhysicsShapeData::SimType PhysicsSimType;

View file

@ -460,7 +460,7 @@ PlayerData::PlayerData()
jumpTowardsNormal = true;
physicsPlayerType = StringTable->EmptyString();
mControlMap = StringTable->EmptyString();
dMemset( actionList, 0, sizeof(actionList) );
}
@ -739,7 +739,9 @@ void PlayerData::initPersistFields()
endGroup( "Camera" );
addGroup( "Movement" );
addField("controlMap", TypeString, Offset(mControlMap, PlayerData),
"@brief movemap used by these types of objects.\n\n");
addFieldV( "maxStepHeight", TypeRangedF32, Offset(maxStepHeight, PlayerData), &CommonValidators::PositiveFloat,
"@brief Maximum height the player can step up.\n\n"
"The player will automatically step onto changes in ground height less "
@ -1640,7 +1642,6 @@ Player::Player()
mLastAbsoluteYaw = 0.0f;
mLastAbsolutePitch = 0.0f;
mLastAbsoluteRoll = 0.0f;
afx_init();
}
@ -1738,7 +1739,6 @@ bool Player::onAdd()
world );
mPhysicsRep->setTransform( getTransform() );
}
return true;
}
@ -1923,7 +1923,7 @@ bool Player::onNewDataBlock( GameBaseData *dptr, bool reload )
onScaleChanged();
resetWorldBox();
scriptOnNewDataBlock();
scriptOnNewDataBlock(reload);
return true;
}
@ -2255,12 +2255,6 @@ void Player::advanceTime(F32 dt)
}
}
}
bool Player::getAIMove(Move* move)
{
return false;
}
void Player::setState(ActionState state, U32 recoverTicks)
{
if (state != mState) {

View file

@ -50,6 +50,12 @@ class Player;
class OpenVRTrackedObject;
#endif
#ifdef TORQUE_NAVIGATION_ENABLED
#include "navigation/navPath.h"
#include "navigation/navMesh.h"
#include "navigation/coverPoint.h"
#endif // TORQUE_NAVIGATION_ENABLED
//----------------------------------------------------------------------------
struct PlayerData: public ShapeBaseData {
@ -76,7 +82,7 @@ struct PlayerData: public ShapeBaseData {
/// that we don't create a TSThread on the player if we don't
/// need to.
DECLARE_SHAPEASSET_ARRAY(PlayerData, ShapeFP, ShapeBase::MaxMountedImages); ///< Used to render with mounted images in first person [optional]
DECLARE_SHAPEASSET_ARRAY(PlayerData, ShapeFP, ShapeBase::MaxMountedImages, onShapeChanged); ///< Used to render with mounted images in first person [optional]
DECLARE_ASSET_ARRAY_SETGET(PlayerData, ShapeFP);
StringTableEntry imageAnimPrefixFP; ///< Passed along to mounted images to modify
@ -346,7 +352,7 @@ struct PlayerData: public ShapeBaseData {
// Jump off surfaces at their normal rather than straight up
bool jumpTowardsNormal;
StringTableEntry mControlMap;
// For use if/when mPhysicsPlayer is created
StringTableEntry physicsPlayerType;
@ -366,6 +372,11 @@ struct PlayerData: public ShapeBaseData {
void packData(BitStream* stream) override;
void unpackData(BitStream* stream) override;
void onShapeChanged()
{
reloadOnLocalClient();
}
/// @name Callbacks
/// @{
DECLARE_CALLBACK( void, onPoseChange, ( Player* obj, const char* oldPose, const char* newPose ) );
@ -753,8 +764,6 @@ public:
Point3F getMomentum() const override;
void setMomentum(const Point3F &momentum) override;
bool displaceObject(const Point3F& displaceVector) override;
virtual bool getAIMove(Move*);
bool checkDismountPosition(const MatrixF& oldPos, const MatrixF& newPos); ///< Is it safe to dismount here?
//

View file

@ -56,6 +56,7 @@
#include "T3D/decal/decalData.h"
#include "T3D/lightDescription.h"
#include "console/engineAPI.h"
#include "T3D/rigidShape.h"
IMPLEMENT_CO_DATABLOCK_V1(ProjectileData);
@ -163,6 +164,7 @@ ProjectileData::ProjectileData()
scale.set( 1.0f, 1.0f, 1.0f );
isBallistic = false;
mExplodeOnTmeout = false;
velInheritFactor = 1.0f;
muzzleVelocity = 50;
@ -203,6 +205,7 @@ ProjectileData::ProjectileData(const ProjectileData& other, bool temp_clone) : G
muzzleVelocity = other.muzzleVelocity;
impactForce = other.impactForce;
isBallistic = other.isBallistic;
mExplodeOnTmeout = other.mExplodeOnTmeout;
bounceElasticity = other.bounceElasticity;
bounceFriction = other.bounceFriction;
gravityMod = other.gravityMod;
@ -285,6 +288,8 @@ void ProjectileData::initPersistFields()
addProtectedFieldV("fadeDelay", TypeRangedS32, Offset(fadeDelay, ProjectileData), &setFadeDelay, &getScaledValue, &CommonValidators::NaturalNumber,
"@brief Amount of time, in milliseconds, before the projectile begins to fade out.\n\n"
"This value must be smaller than the projectile's lifetime to have an affect.");
addField("explodeOnTmeout", TypeBool, Offset(mExplodeOnTmeout, ProjectileData),
"@brief Detetmines if the projectile should explode on timeout");
addField("isBallistic", TypeBool, Offset(isBallistic, ProjectileData),
"@brief Detetmines if the projectile should be affected by gravity and whether or not "
"it bounces before exploding.\n\n");
@ -455,13 +460,14 @@ void ProjectileData::packData(BitStream* stream)
stream->write(armingDelay);
stream->write(fadeDelay);
stream->writeFlag(mExplodeOnTmeout);
if(stream->writeFlag(isBallistic))
{
stream->write(gravityMod);
stream->write(bounceElasticity);
stream->write(bounceFriction);
}
}
void ProjectileData::unpackData(BitStream* stream)
@ -514,6 +520,7 @@ void ProjectileData::unpackData(BitStream* stream)
stream->read(&armingDelay);
stream->read(&fadeDelay);
mExplodeOnTmeout = stream->readFlag();
isBallistic = stream->readFlag();
if(isBallistic)
{
@ -611,6 +618,7 @@ Projectile::Projectile()
mProjectileShape( NULL ),
mActivateThread( NULL ),
mMaintainThread( NULL ),
mHasHit(false),
mHasExploded( false ),
mFadeValue( 1.0f )
{
@ -1128,10 +1136,18 @@ void Projectile::processTick( const Move *move )
void Projectile::simulate( F32 dt )
{
if ( isServerObject() && mCurrTick >= mDataBlock->lifetime )
if ( isServerObject() )
{
deleteObject();
return;
if (mCurrTick >= (mDataBlock->lifetime - TickMs))
{
if (mDataBlock->mExplodeOnTmeout)
explode(mCurrPosition, Point3F::UnitZ, VehicleObjectType);
}
if (mCurrTick >= mDataBlock->lifetime || (mHasHit && mCurrTick < mDataBlock->armingDelay))
{
deleteObject();
return;
}
}
if ( mHasExploded )
@ -1167,9 +1183,16 @@ void Projectile::simulate( F32 dt )
if ( mPhysicsWorld )
hit = mPhysicsWorld->castRay( oldPosition, newPosition, &rInfo, Point3F( newPosition - oldPosition) * mDataBlock->impactForce );
else
else
{
hit = getContainer()->castRay(oldPosition, newPosition, dynamicCollisionMask | staticCollisionMask, &rInfo);
if (hit && rInfo.object->getTypeMask() & VehicleObjectType)
{
RigidShape* aRigid = dynamic_cast<RigidShape*>(rInfo.object);
if (aRigid)
aRigid->applyImpulse(rInfo.point, Point3F(newPosition - oldPosition) * mDataBlock->impactForce);
}
}
if ( hit )
{
// make sure the client knows to bounce
@ -1237,6 +1260,8 @@ void Projectile::simulate( F32 dt )
else
{
mCurrVelocity = Point3F::Zero;
newPosition = oldPosition = rInfo.point + rInfo.normal * 0.05f;
mHasHit = true;
}
}

View file

@ -87,9 +87,9 @@ public:
/// Force imparted on a hit object.
F32 impactForce;
bool mExplodeOnTmeout;
/// Should it arc?
bool isBallistic;
/// How HIGH should it bounce (parallel to normal), [0,1]
F32 bounceElasticity;
/// How much momentum should be lost when it bounces (perpendicular to normal), [0,1]
@ -154,7 +154,10 @@ public:
ProjectileData(const ProjectileData&, bool = false);
bool allowSubstitutions() const override { return true; }
void onShapeChanged() {}
void onShapeChanged()
{
reloadOnLocalClient();
}
};
@ -274,7 +277,7 @@ protected:
LightInfo *mLight;
LightState mLightState;
bool mHasHit;
bool mHasExploded; ///< Prevent rendering, lighting, and duplicate explosions.
F32 mFadeValue; ///< set in processTick, interpolation between fadeDelay and lifetime
///< in data block

View file

@ -350,7 +350,7 @@ bool ProximityMine::onNewDataBlock( GameBaseData* dptr, bool reload )
if ( !mDataBlock || !Parent::onNewDataBlock( dptr, reload ) )
return false;
scriptOnNewDataBlock();
scriptOnNewDataBlock(reload);
return true;
}

View file

@ -906,7 +906,7 @@ bool RigidShape::onNewDataBlock(GameBaseData* dptr, bool reload)
else
mRigid.setObjectInertia(mObjBox.maxExtents - mObjBox.minExtents);
scriptOnNewDataBlock();
scriptOnNewDataBlock(reload);
return true;
}

View file

@ -69,6 +69,7 @@
#include "core/stream/fileStream.h"
#include "T3D/accumulationVolume.h"
#include "console/persistenceManager.h"
#include "AI/AIController.h"
IMPLEMENT_CO_DATABLOCK_V1(ShapeBaseData);
@ -172,6 +173,8 @@ ShapeBaseData::ShapeBaseData()
density( 1.0f ),
maxEnergy( 0.0f ),
maxDamage( 1.0f ),
mCollisionMul(0.0f),
mImpactMul(0.0f),
repairRate( 0.0033f ),
disabledLevel( 1.0f ),
destroyedLevel( 1.0f ),
@ -195,7 +198,8 @@ ShapeBaseData::ShapeBaseData()
useEyePoint( false ),
isInvincible( false ),
renderWhenDestroyed( true ),
inheritEnergyFromMount( false )
inheritEnergyFromMount( false ),
mAIControllData(NULL)
{
INIT_ASSET(Shape);
INIT_ASSET(DebrisShape);
@ -229,6 +233,8 @@ ShapeBaseData::ShapeBaseData(const ShapeBaseData& other, bool temp_clone) : Game
density = other.density;
maxEnergy = other.maxEnergy;
maxDamage = other.maxDamage;
mCollisionMul = other.mCollisionMul;
mImpactMul = other.mImpactMul;
repairRate = other.repairRate;
disabledLevel = other.disabledLevel;
destroyedLevel = other.destroyedLevel;
@ -345,7 +351,7 @@ bool ShapeBaseData::preload(bool server, String &errorStr)
S32 i;
U32 assetStatus = ShapeAsset::getAssetErrCode(mShapeAsset);
if (assetStatus == AssetBase::Ok|| assetStatus == AssetBase::UsingFallback)
if (assetStatus == AssetBase::Ok || assetStatus == AssetBase::UsingFallback)
{
if (!server && !mShape->preloadMaterialList(mShape.getPath()) && NetConnection::filesWereDownloaded())
shapeError = true;
@ -544,6 +550,10 @@ void ShapeBaseData::initPersistFields()
addField("silentBBoxValidation", TypeBool, Offset(silent_bbox_check, ShapeBaseData));
INITPERSISTFIELD_SHAPEASSET(DebrisShape, ShapeBaseData, "The shape asset to use for auto-generated breakups via blowup(). @note may not be functional.");
endGroup( "Shapes" );
addGroup("Movement");
addField("aiControllerData", TYPEID< AIControllerData >(), Offset(mAIControllData, ShapeBaseData),
"@brief ai controller used by these types of objects.\n\n");
endGroup("Movement");
addGroup("Particle Effects");
addField( "explosion", TYPEID< ExplosionData >(), Offset(explosion, ShapeBaseData),
@ -585,6 +595,10 @@ void ShapeBaseData::initPersistFields()
addField( "isInvincible", TypeBool, Offset(isInvincible, ShapeBaseData),
"Invincible flag; when invincible, the object cannot be damaged or "
"repaired." );
addFieldV("collisionMul", TypeRangedF32, Offset(mCollisionMul, ShapeBaseData), &CommonValidators::PositiveFloat,
"collision damage multiplier");
addFieldV("impactMul", TypeRangedF32, Offset(mImpactMul, ShapeBaseData), &CommonValidators::PositiveFloat,
"impact damage multiplier");
endGroup( "Damage/Energy" );
addGroup( "Camera", "The settings used by the shape when it is the camera." );
@ -904,7 +918,17 @@ void ShapeBaseData::unpackData(BitStream* stream)
silent_bbox_check = stream->readFlag();
}
//
//
void ShapeBaseData::onShapeChanged()
{
reloadOnLocalClient();
}
void ShapeBaseData::onDebrisChanged()
{
reloadOnLocalClient();
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
@ -981,7 +1005,8 @@ ShapeBase::ShapeBase()
mCameraFov( 90.0f ),
mIsControlled( false ),
mLastRenderFrame( 0 ),
mLastRenderDistance( 0.0f )
mLastRenderDistance( 0.0f ),
mAIController(NULL)
{
mTypeMask |= ShapeBaseObjectType | LightObjectType;
@ -1032,6 +1057,7 @@ ShapeBase::~ShapeBase()
cur->next = sFreeTimeoutList;
sFreeTimeoutList = cur;
}
if (mAIController) mAIController->deleteObject();
}
void ShapeBase::initPersistFields()
@ -5449,3 +5475,44 @@ DefineEngineMethod(ShapeBase, getNodePoint, Point3F, (const char* nodeName), ,
return pos;
}
bool ShapeBase::setAIController(SimObjectId controller)
{
if (Sim::findObject(controller, mAIController) && mAIController->mControllerData)
{
mAIController->setAIInfo(this);
mTypeMask |= AIObjectType;
return true;
}
Con::errorf("unable to find AIController : %i", controller);
mAIController = NULL;
mTypeMask |= ~AIObjectType;
return false;
}
bool ShapeBase::getAIMove(Move* move)
{
if (!isServerObject()) return false;
if (isControlled()) return false; //something else is steering us, so use that one's controller
if (!(mTypeMask & VehicleObjectType || mTypeMask & PlayerObjectType)) return false; //only support players and vehicles for now
if (mAIController)
{
mAIController->getAIMove(move); //actual result
mTypeMask |= AIObjectType;
return true;
}
mAIController = NULL;
mTypeMask &= ~AIObjectType;
return false;
}
DefineEngineMethod(ShapeBase, setAIController, bool, (S32 controller), , "")
{
return object->setAIController(controller);
}
DefineEngineMethod(ShapeBase, getAIController, AIController*, (), , "")
{
return object->getAIController();
}

View file

@ -88,6 +88,8 @@ class ShapeBase;
class SFXSource;
class SFXTrack;
class SFXProfile;
struct AIController;
struct AIControllerData;
typedef void* Light;
@ -378,7 +380,7 @@ struct ShapeBaseImageData: public GameBaseData {
F32 scriptAnimTransitionTime; ///< The amount of time to transition between the previous sequence and new sequence
///< when the script prefix has changed.
DECLARE_SHAPEASSET_ARRAY(ShapeBaseImageData, Shape, MaxShapes); ///< Name of shape to render.
DECLARE_SHAPEASSET_ARRAY(ShapeBaseImageData, Shape, MaxShapes, onShapeChanged); ///< Name of shape to render.
DECLARE_ASSET_ARRAY_SETGET(ShapeBaseImageData, Shape);
//DECLARE_SHAPEASSET(ShapeBaseImageData, ShapeFP); ///< Name of shape to render in first person (optional).
@ -505,6 +507,11 @@ struct ShapeBaseImageData: public GameBaseData {
void handleStateSoundTrack(const U32& stateId);
void onShapeChanged()
{
reloadOnLocalClient();
}
/// @}
/// @name Callbacks
@ -555,6 +562,7 @@ public:
U32 cubeDescId;
ReflectorDesc *reflectorDesc;
AIControllerData* mAIControllData;
/// @name Destruction
///
/// Everyone likes to blow things up!
@ -579,6 +587,8 @@ public:
F32 density;
F32 maxEnergy;
F32 maxDamage;
F32 mCollisionMul;
F32 mImpactMul;
F32 repairRate; ///< Rate per tick.
F32 disabledLevel;
@ -681,8 +691,8 @@ public:
Vector<TextureTagRemapping> txr_tag_remappings;
bool silent_bbox_check;
void onShapeChanged() {}
void onDebrisChanged() {}
void onShapeChanged();
void onDebrisChanged();
public:
ShapeBaseData(const ShapeBaseData&, bool = false);
};
@ -1754,6 +1764,11 @@ public:
/// Returns true if this object is controlling by something
bool isControlled() { return(mIsControlled); }
AIController* mAIController;
bool setAIController(SimObjectId controller);
AIController* getAIController() { return mAIController; };
virtual bool getAIMove(Move* move);
/// Returns true if this object is being used as a camera in first person
bool isFirstPerson() const;
@ -1895,7 +1910,6 @@ public:
void registerCollisionCallback(CollisionEventCallback*);
void unregisterCollisionCallback(CollisionEventCallback*);
protected:
enum {
ANIM_OVERRIDDEN = BIT(0),
BLOCK_USER_CONTROL = BIT(1),
@ -1903,6 +1917,8 @@ protected:
BAD_ANIM_ID = 999999999,
BLENDED_CLIP = 0x80000000,
};
U8 anim_clip_flags;
protected:
struct BlendThread
{
TSThread* thread;
@ -1910,7 +1926,6 @@ protected:
};
Vector<BlendThread> blend_clips;
static U32 unique_anim_tag_counter;
U8 anim_clip_flags;
S32 last_anim_id;
U32 last_anim_tag;
U32 last_anim_lock_tag;

View file

@ -219,7 +219,7 @@ bool StaticShape::onNewDataBlock(GameBaseData* dptr, bool reload)
if (!mDataBlock || !Parent::onNewDataBlock(dptr, reload))
return false;
scriptOnNewDataBlock();
scriptOnNewDataBlock(reload);
return true;
}

View file

@ -465,7 +465,7 @@ bool Trigger::onNewDataBlock( GameBaseData *dptr, bool reload )
if ( !mDataBlock || !Parent::onNewDataBlock( dptr, reload ) )
return false;
scriptOnNewDataBlock();
scriptOnNewDataBlock(reload);
return true;
}

View file

@ -545,7 +545,7 @@ bool AITurretShape::onNewDataBlock(GameBaseData* dptr, bool reload)
mShapeInstance->setTimeScale(mStateAnimThread,0);
}
scriptOnNewDataBlock();
scriptOnNewDataBlock(reload);
return true;
}

View file

@ -127,6 +127,7 @@ TurretShapeData::TurretShapeData()
recoilSequence[i] = -1;
pitchSequence = -1;
headingSequence = -1;
mControlMap = StringTable->EmptyString();
}
void TurretShapeData::initPersistFields()
@ -134,6 +135,8 @@ void TurretShapeData::initPersistFields()
docsURL;
Parent::initPersistFields();
addGroup("Steering");
addField("controlMap", TypeString, Offset(mControlMap, TurretShapeData),
"@brief movemap used by these types of objects.\n\n");
addField("zRotOnly", TypeBool, Offset(zRotOnly, TurretShapeData),
"@brief Should the turret allow only z rotations.\n\n"
"True indicates that the turret may only be rotated on its z axis, just like the Item class. "
@ -440,7 +443,7 @@ bool TurretShape::onNewDataBlock(GameBaseData* dptr, bool reload)
if (!mSubclassTurretShapeHandlesScene)
{
scriptOnNewDataBlock();
scriptOnNewDataBlock(reload);
}
return true;

View file

@ -80,6 +80,7 @@ public:
bool startLoaded; ///< Should the turret's mounted weapon(s) start in a loaded state?
bool zRotOnly; ///< Should the turret allow only z rotations (like an item)?
StringTableEntry mControlMap;
public:
TurretShapeData();

View file

@ -407,7 +407,7 @@ bool FlyingVehicle::onNewDataBlock(GameBaseData* dptr, bool reload)
mJetThread[i] = 0;
}
scriptOnNewDataBlock();
scriptOnNewDataBlock(reload);
return true;
}

View file

@ -549,7 +549,7 @@ bool HoverVehicle::onNewDataBlock(GameBaseData* dptr, bool reload)
}
// Todo: Uncomment if this is a "leaf" class
scriptOnNewDataBlock();
scriptOnNewDataBlock(reload);
return true;
}

View file

@ -141,12 +141,14 @@ VehicleData::VehicleData()
dMemset( damageEmitterOffset, 0, sizeof( damageEmitterOffset ) );
dMemset( damageEmitterIDList, 0, sizeof( damageEmitterIDList ) );
dMemset( damageLevelTolerance, 0, sizeof( damageLevelTolerance ) );
mControlMap = StringTable->EmptyString();
numDmgEmitterAreas = 0;
collDamageThresholdVel = 20;
collDamageMultiplier = 0.05f;
enablePhysicsRep = true;
mControlMap = StringTable->EmptyString();
}
@ -320,7 +322,14 @@ void VehicleData::initPersistFields()
"velocity).\n\nCurrently unused." );
endGroup("Collision");
addGroup("Movement");
addField("controlMap", TypeString, Offset(mControlMap, VehicleData),
"@brief movemap used by these types of objects.\n\n");
endGroup("Movement");
addGroup("Steering");
addField("controlMap", TypeString, Offset(mControlMap, VehicleData),
"@brief movemap used by these types of objects.\n\n");
addFieldV( "jetForce", TypeRangedF32, Offset(jetForce, VehicleData), &CommonValidators::PositiveFloat,
"@brief Additional force applied to the vehicle when it is jetting.\n\n"
"For WheeledVehicles, the force is applied in the forward direction. For "
@ -471,7 +480,6 @@ bool Vehicle::onAdd()
void Vehicle::onRemove()
{
SAFE_DELETE(mPhysicsRep);
U32 i=0;
for( i=0; i<VehicleData::VC_NUM_DAMAGE_EMITTERS; i++ )
@ -496,10 +504,17 @@ void Vehicle::processTick(const Move* move)
{
PROFILE_SCOPE( Vehicle_ProcessTick );
// If we're not being controlled by a client, let the
// AI sub-module get a chance at producing a move.
Move aiMove;
if (!move && isServerObject() && getAIMove(&aiMove))
move = &aiMove;
ShapeBase::processTick(move);
if ( isMounted() )
return;
// Warp to catch up to server
if (mDelta.warpCount < mDelta.warpTicks)
{
@ -726,6 +741,9 @@ void Vehicle::updateMove(const Move* move)
if (mDamageState == Enabled) {
setImageTriggerState(0,move->trigger[0]);
setImageTriggerState(1,move->trigger[1]);
//legacy code has trigger 2 and 3 reserved
setImageTriggerState(2, move->trigger[4]);
setImageTriggerState(3, move->trigger[5]);
}
// Throttle

View file

@ -27,6 +27,8 @@
#include "T3D/rigidShape.h"
#endif
#include "T3D/AI/AIController.h"
class ParticleEmitter;
class ParticleEmitterData;
class ClippedPolyList;
@ -70,6 +72,7 @@ struct VehicleData : public RigidShapeData
F32 numDmgEmitterAreas;
bool enablePhysicsRep;
StringTableEntry mControlMap;
//
VehicleData();
@ -98,7 +101,6 @@ class Vehicle : public RigidShape
Point2F mSteering;
F32 mThrottle;
bool mJetting;
GFXStateBlockRef mSolidSB;
SimObjectPtr<ParticleEmitter> mDamageEmitterList[VehicleData::VC_NUM_DAMAGE_EMITTERS];
@ -146,6 +148,9 @@ public:
bool onAdd() override;
void onRemove() override;
Point2F getSteering() { return mSteering; };
F32 getThrottle() { return mThrottle;};
/// Interpolates between move ticks @see processTick
/// @param dt Change in time between the last call and this call to the function
void advanceTime(F32 dt) override;

View file

@ -711,7 +711,7 @@ bool WheeledVehicle::onNewDataBlock(GameBaseData* dptr, bool reload)
mJetSound = SFX->createSource( mDataBlock->getWheeledVehicleSoundsProfile(WheeledVehicleData::JetSound), &getTransform() );
}
scriptOnNewDataBlock();
scriptOnNewDataBlock(reload);
return true;
}

View file

@ -74,7 +74,10 @@ struct WheeledVehicleTire: public SimDataBlock
void packData(BitStream* stream) override;
void unpackData(BitStream* stream) override;
void onShapeChanged() {}
void onShapeChanged()
{
reloadOnLocalClient();
}
};

View file

@ -66,7 +66,10 @@ protected:
public:
enum { MaxLifetimeTicks = 4095 };
void onShapeChanged() {}
void onShapeChanged()
{
reloadOnLocalClient();
}
public:
// variables set in datablock definition:

View file

@ -206,7 +206,7 @@ bool afxSpellBook::onNewDataBlock(GameBaseData* dptr, bool reload)
if (!mDataBlock || !Parent::onNewDataBlock(dptr, reload))
return false;
scriptOnNewDataBlock();
scriptOnNewDataBlock(reload);
return true;
}

View file

@ -94,7 +94,10 @@ public:
static void initPersistFields();
void onShapeChanged() {}
void onShapeChanged()
{
reloadOnLocalClient();
}
void onSequenceChanged() {}
DECLARE_CONOBJECT(afxModelData);

View file

@ -1064,7 +1064,7 @@ bool afxParticleEmitter::onNewDataBlock(GameBaseData* dptr, bool reload)
if (mDataBlock->isTempClone())
return true;
scriptOnNewDataBlock();
scriptOnNewDataBlock(reload);
return true;
}
@ -1108,7 +1108,7 @@ bool afxParticleEmitterVector::onNewDataBlock(GameBaseData* dptr, bool reload)
if (mDataBlock->isTempClone())
return true;
scriptOnNewDataBlock();
scriptOnNewDataBlock(reload);
return true;
}
@ -1177,7 +1177,7 @@ bool afxParticleEmitterCone::onNewDataBlock(GameBaseData* dptr, bool reload)
if (mDataBlock->isTempClone())
return true;
scriptOnNewDataBlock();
scriptOnNewDataBlock(reload);
return true;
}
@ -1294,7 +1294,7 @@ bool afxParticleEmitterPath::onNewDataBlock(GameBaseData* dptr, bool reload)
if (mDataBlock->isTempClone())
return true;
scriptOnNewDataBlock();
scriptOnNewDataBlock(reload);
return true;
}

View file

@ -1563,6 +1563,53 @@ bool AssetManager::restoreAssetTags( void )
//-----------------------------------------------------------------------------
const char* AssetManager::getAssetLooseFiles(const char* pAssetId)
{
// Debug Profiling.
PROFILE_SCOPE(AssetManager_getAssetLooseFIles);
// Sanity!
AssertFatal(pAssetId != NULL, "Cannot look up NULL asset Id.");
// Find asset.
AssetDefinition* pAssetDefinition = findAsset(pAssetId);
// Did we find the asset?
if (pAssetDefinition == NULL)
{
// No, so warn.
Con::warnf("Asset Manager: Failed to find asset Id '%s' as it does not exist.", pAssetId);
return String::EmptyString;
}
// Info.
if (mEchoInfo)
{
Con::printSeparator();
Con::printf("Asset Manager: Started getting loose files of Asset Id '%s'...", pAssetId);
}
String looseFileList = "";
Vector<StringTableEntry>& assetLooseFiles = pAssetDefinition->mAssetLooseFiles;
for (Vector<StringTableEntry>::iterator looseFileItr = assetLooseFiles.begin(); looseFileItr != assetLooseFiles.end(); ++looseFileItr)
{
// Fetch loose file.
StringTableEntry looseFile = *looseFileItr;
looseFileList += looseFile;
if (looseFileItr != assetLooseFiles.end())
looseFileList += "\t";
}
char* ret = Con::getReturnBuffer(1024);
dSprintf(ret, 1024, "%s", looseFileList.c_str());
return ret;
}
//-----------------------------------------------------------------------------
S32 QSORT_CALLBACK descendingAssetDefinitionLoadCount(const void* a, const void* b)
{
// Debug Profiling.

View file

@ -341,6 +341,9 @@ public:
bool restoreAssetTags( void );
inline AssetTagsManifest* getAssetTags( void ) const { return mAssetTagsManifest; }
/// Loose File management
const char* getAssetLooseFiles(const char* pAssetId);
/// Info.
inline U32 getDeclaredAssetCount( void ) const { return (U32)mDeclaredAssets.size(); }
inline U32 getReferencedAssetCount( void ) const { return (U32)mReferencedAssets.size(); }

View file

@ -432,6 +432,20 @@ DefineEngineMethod(AssetManager, getAssetTags, S32, (), ,
//-----------------------------------------------------------------------------
DefineEngineMethod(AssetManager, getAssetLooseFiles, const char*, (const char* assetId), (""),
"Finds the specified asset Id and gets a list of its loose files.\n"
"@param assetId The selected asset Id.\n"
"@return A tab-delinated list of loose files associated to the assetId.\n")
{
// Fetch asset Id.
const char* pAssetId = assetId;
// Delete asset.
return object->getAssetLooseFiles(pAssetId);
}
//-----------------------------------------------------------------------------
DefineEngineMethod(AssetManager, findAllAssets, S32, (const char* assetQuery, bool ignoreInternal, bool ignorePrivate), ("", true, true),
"Performs an asset query searching for all assets optionally ignoring internal assets.\n"
"@param assetQuery The asset query object that will be populated with the results.\n"

View file

@ -162,6 +162,69 @@ namespace PropertyInfo
bool hex_print(String & string, const S8 & hex);
bool default_print(String & result, SimObjectType * const & data);
template<typename T, size_t count>
char* FormatPropertyBuffer(const void* dataPtr, char* buffer, U32 bufSize)
{
const T* values = reinterpret_cast<const T*>(dataPtr);
char* ptr = buffer;
for (size_t i = 0; i < count; ++i)
{
S32 written = 0;
if constexpr (std::is_same_v<T, int> || std::is_same_v<T, S32>)
written = dSprintf(ptr, bufSize - (ptr - buffer), "%d", values[i]);
else if constexpr (std::is_same_v<T, float> || std::is_same_v<T, F32>)
written = dSprintf(ptr, bufSize - (ptr - buffer), "%g", values[i]);
else
AssertFatal(sizeof(T) == 0, "Unsupported type in FormatProperty");
ptr += written;
if (i < count - 1)
*ptr++ = ' ';
}
return ptr; // return end of written string for chaining
}
template<typename T, size_t count>
const char* FormatProperty(const void* dataPtr)
{
static const U32 bufSize = 256;
char* buffer = Con::getReturnBuffer(bufSize);
FormatPropertyBuffer<T,count>(dataPtr, buffer, bufSize);
return buffer;
}
template<typename T, size_t count>
inline bool ParseProperty(char* str, T(&out)[count])
{
size_t index = 0;
char* tok = dStrtok(str, " \t");
while (tok && index < count)
{
if constexpr (std::is_same_v<T, int> || std::is_same_v<T, S32>)
{
out[index++] = mRound(dAtof(tok));
}
else if constexpr (std::is_same_v<T, float> || std::is_same_v<T, F32>)
{
out[index++] = dAtof(tok);
}
else
{
AssertFatal(sizeof(T) == 0, "Unsupported type in PropertyInfo::ParseProperty");
}
tok = dStrtok(nullptr, " \t");
}
return index == count;
}
}
// Default Scan/print definition

View file

@ -102,7 +102,15 @@ DefineEngineFunction( isObject, bool, (const char * objectName), ,"isObject(obje
if (!String::compare(objectName, "0") || !String::compare(objectName, ""))
return false;
else
return (Sim::findObject(objectName) != NULL);
{
SimObject* obj= Sim::findObject(objectName);
if (obj)
{
if (!obj->isProperlyAdded() || obj->isRemoved())
obj = NULL;
}
return obj != NULL;
}
}
ConsoleDocFragment _spawnObject1(

View file

@ -425,39 +425,42 @@ void SimDataBlock::write(Stream &stream, U32 tabStop, U32 flags)
// MARK: ---- API ----
//-----------------------------------------------------------------------------
DefineEngineMethod( SimDataBlock, reloadOnLocalClient, void, (),,
"Reload the datablock. This can only be used with a local client configuration." )
void SimDataBlock::reloadOnLocalClient()
{
// Make sure we're running a local client.
GameConnection* localClient = GameConnection::getLocalClientConnection();
if( !localClient )
if (!localClient)
return;
// Do an in-place pack/unpack/preload.
if( !object->preload( true, NetConnection::getErrorBuffer() ) )
if (!preload(true, NetConnection::getErrorBuffer()))
{
Con::errorf( NetConnection::getErrorBuffer() );
Con::errorf(NetConnection::getErrorBuffer());
return;
}
U8 buffer[ 16384 ];
BitStream stream( buffer, 16384 );
U8 buffer[16384];
BitStream stream(buffer, 16384);
object->packData( &stream );
packData(&stream);
stream.setPosition(0);
object->unpackData( &stream );
unpackData(&stream);
if( !object->preload( false, NetConnection::getErrorBuffer() ) )
if (!preload(false, NetConnection::getErrorBuffer()))
{
Con::errorf( NetConnection::getErrorBuffer() );
Con::errorf(NetConnection::getErrorBuffer());
return;
}
// Trigger a post-apply so that change notifications respond.
object->inspectPostApply();
inspectPostApply();
}
DefineEngineMethod( SimDataBlock, reloadOnLocalClient, void, (),,
"Reload the datablock. This can only be used with a local client configuration." )
{
object->reloadOnLocalClient();
}
//-----------------------------------------------------------------------------

View file

@ -176,6 +176,8 @@ public:
/// Used by the console system to automatically tell datablock classes apart
/// from non-datablock classes.
static const bool __smIsDatablock = true;
void reloadOnLocalClient();
protected:
struct SubstitutionStatement
{

View file

@ -82,7 +82,7 @@ ImplementBitfieldType(GameTypeMasksType,
{ SceneObjectTypes::PathShapeObjectType, "$TypeMasks::PathShapeObjectType", "Path-following Objects.\n" },
{ SceneObjectTypes::TurretObjectType, "$TypeMasks::TurretObjectType", "Turret Objects.\n" },
{ SceneObjectTypes::N_A_31, "$TypeMasks::N_A_31", "unused 31st bit.\n" },
{ SceneObjectTypes::N_A_32, "$TypeMasks::N_A_32", "unused 32nd bit.\n" },
{ SceneObjectTypes::AIObjectType, "$TypeMasks::AIObjectType", "AIObjectType.\n" },
EndImplementBitfieldType;
@ -3296,6 +3296,9 @@ DefineEngineMethod( SimObject, getGroup, SimGroup*, (),,
DefineEngineMethod( SimObject, delete, void, (),,
"Delete and remove the object." )
{
if (!object->isProperlyAdded() || object->isRemoved())
return;
object->deleteObject();
}

View file

@ -143,7 +143,10 @@ public:
return theSignal;
}
void onShapeChanged() {}
void onShapeChanged()
{
reloadOnLocalClient();
}
};
typedef Vector<ForestItemData*> ForestItemDataVector;

View file

@ -230,7 +230,7 @@ void PopupMenu::enableItem(S32 pos, bool enable)
void PopupMenu::checkItem(S32 pos, bool checked)
{
if (mMenuItems.empty() || mMenuItems.size() < pos || pos < 0)
if (mMenuItems.empty() || mMenuItems.size() <= pos || pos < 0)
return;
if (checked && mMenuItems[pos].mCheckGroup != -1 && mRadioSelection)

View file

@ -24,6 +24,7 @@
#include "console/consoleTypes.h"
#include "console/console.h"
#include "console/engineAPI.h"
#include "console/propertyParsing.h"
#include "math/mPoint2.h"
#include "math/mPoint3.h"
#include "math/mMatrix.h"
@ -169,21 +170,27 @@ ImplementConsoleTypeCasters( TypePoint2I, Point2I )
ConsoleGetType( TypePoint2I )
{
Point2I *pt = (Point2I *) dptr;
static const U32 bufSize = 256;
char* returnBuffer = Con::getReturnBuffer(bufSize);
dSprintf(returnBuffer, bufSize, "%d %d", pt->x, pt->y);
return returnBuffer;
const char* buff = PropertyInfo::FormatProperty<S32, 2>(dptr);
return buff;
}
ConsoleSetType( TypePoint2I )
{
if(argc == 1)
dSscanf(argv[0], "%d %d", &((Point2I *) dptr)->x, &((Point2I *) dptr)->y);
else if(argc == 2)
*((Point2I *) dptr) = Point2I(dAtoi(argv[0]), dAtoi(argv[1]));
else
Con::printf("Point2I must be set as { x, y } or \"x y\"");
if (argc >= 1)
{
S32 parsed[2];
// Combine argv into a single space-separated string if argc > 1
char buffer[256] = { 0 };
dStrncpy(buffer, *argv, sizeof(buffer));
if (PropertyInfo::ParseProperty<S32, 2>(buffer, parsed)) {
*((Point2I*)dptr) = Point2I(parsed[0], parsed[1]);
return;
}
}
Con::warnf("Point2I must be set as { x, y } or \"x y\"");
}
//-----------------------------------------------------------------------------
@ -194,21 +201,27 @@ ImplementConsoleTypeCasters( TypePoint2F, Point2F )
ConsoleGetType( TypePoint2F )
{
Point2F *pt = (Point2F *) dptr;
static const U32 bufSize = 256;
char* returnBuffer = Con::getReturnBuffer(bufSize);
dSprintf(returnBuffer, bufSize, "%g %g", pt->x, pt->y);
return returnBuffer;
const char* buff = PropertyInfo::FormatProperty<F32, 2>(dptr);
return buff;
}
ConsoleSetType( TypePoint2F )
{
if(argc == 1)
dSscanf(argv[0], "%g %g", &((Point2F *) dptr)->x, &((Point2F *) dptr)->y);
else if(argc == 2)
*((Point2F *) dptr) = Point2F(dAtof(argv[0]), dAtof(argv[1]));
else
Con::printf("Point2F must be set as { x, y } or \"x y\"");
if (argc >= 1)
{
F32 parsed[2];
// Combine argv into a single space-separated string if argc > 1
char buffer[256] = { 0 };
dStrncpy(buffer, *argv, sizeof(buffer));
if (PropertyInfo::ParseProperty<F32, 2>(buffer, parsed)) {
*((Point2F*)dptr) = Point2F(parsed[0], parsed[1]);
return;
}
}
Con::warnf("Point2F must be set as { x, y } or \"x y\"");
}
//-----------------------------------------------------------------------------
@ -219,21 +232,27 @@ ImplementConsoleTypeCasters(TypePoint3I, Point3I)
ConsoleGetType( TypePoint3I )
{
Point3I *pt = (Point3I *) dptr;
static const U32 bufSize = 256;
char* returnBuffer = Con::getReturnBuffer(bufSize);
dSprintf(returnBuffer, bufSize, "%d %d %d", pt->x, pt->y, pt->z);
return returnBuffer;
const char* buff = PropertyInfo::FormatProperty<S32, 3>(dptr);
return buff;
}
ConsoleSetType( TypePoint3I )
{
if(argc == 1)
dSscanf(argv[0], "%d %d %d", &((Point3I *) dptr)->x, &((Point3I *) dptr)->y, &((Point3I *) dptr)->z);
else if(argc == 3)
*((Point3I *) dptr) = Point3I(dAtoi(argv[0]), dAtoi(argv[1]), dAtoi(argv[2]));
else
Con::printf("Point3I must be set as { x, y, z } or \"x y z\"");
if (argc >= 1)
{
S32 parsed[3];
// Combine argv into a single space-separated string if argc > 1
char buffer[256] = { 0 };
dStrncpy(buffer, *argv, sizeof(buffer));
if (PropertyInfo::ParseProperty<S32, 3>(buffer, parsed)) {
*((Point3I*)dptr) = Point3I(parsed[0], parsed[1], parsed[2]);
return;
}
}
Con::warnf("Point3I must be set as { x, y, z } or \"x y z\"");
}
//-----------------------------------------------------------------------------
@ -244,21 +263,27 @@ ImplementConsoleTypeCasters(TypePoint3F, Point3F)
ConsoleGetType( TypePoint3F )
{
Point3F *pt = (Point3F *) dptr;
static const U32 bufSize = 256;
char* returnBuffer = Con::getReturnBuffer(bufSize);
dSprintf(returnBuffer, bufSize, "%g %g %g", pt->x, pt->y, pt->z);
return returnBuffer;
const char* buff = PropertyInfo::FormatProperty<F32, 3>(dptr);
return buff;
}
ConsoleSetType( TypePoint3F )
{
if(argc == 1)
dSscanf(argv[0], "%g %g %g", &((Point3F *) dptr)->x, &((Point3F *) dptr)->y, &((Point3F *) dptr)->z);
else if(argc == 3)
*((Point3F *) dptr) = Point3F(dAtof(argv[0]), dAtof(argv[1]), dAtof(argv[2]));
else
Con::printf("Point3F must be set as { x, y, z } or \"x y z\"");
if (argc >= 1)
{
F32 parsed[3];
// Combine argv into a single space-separated string if argc > 1
char buffer[256] = { 0 };
dStrncpy(buffer, *argv, sizeof(buffer));
if (PropertyInfo::ParseProperty<F32, 3>(buffer, parsed)) {
*((Point3F*)dptr) = Point3F(parsed[0], parsed[1], parsed[2]);
return;
}
}
Con::warnf("Point3F must be set as { x, y, z } or \"x y z\"");
}
//-----------------------------------------------------------------------------
@ -269,21 +294,27 @@ ImplementConsoleTypeCasters( TypePoint4F, Point4F )
ConsoleGetType( TypePoint4F )
{
Point4F *pt = (Point4F *) dptr;
static const U32 bufSize = 256;
char* returnBuffer = Con::getReturnBuffer(bufSize);
dSprintf(returnBuffer, bufSize, "%g %g %g %g", pt->x, pt->y, pt->z, pt->w);
return returnBuffer;
const char* buff = PropertyInfo::FormatProperty<F32, 4>(dptr);
return buff;
}
ConsoleSetType( TypePoint4F )
{
if(argc == 1)
dSscanf(argv[0], "%g %g %g %g", &((Point4F *) dptr)->x, &((Point4F *) dptr)->y, &((Point4F *) dptr)->z, &((Point4F *) dptr)->w);
else if(argc == 4)
*((Point4F *) dptr) = Point4F(dAtof(argv[0]), dAtof(argv[1]), dAtof(argv[2]), dAtof(argv[3]));
else
Con::printf("Point4F must be set as { x, y, z, w } or \"x y z w\"");
if (argc >= 1)
{
F32 parsed[4];
// Combine argv into a single space-separated string if argc > 1
char buffer[256] = { 0 };
dStrncpy(buffer, *argv, sizeof(buffer));
if (PropertyInfo::ParseProperty<F32, 4>(buffer, parsed)) {
*((Point4F*)dptr) = Point4F(parsed[0], parsed[1], parsed[2], parsed[3]);
return;
}
}
Con::warnf("Point4F must be set as { x, y, z, w } or \"x y z w\"");
}
//-----------------------------------------------------------------------------
@ -294,23 +325,27 @@ ImplementConsoleTypeCasters( TypeRectI, RectI )
ConsoleGetType( TypeRectI )
{
RectI *rect = (RectI *) dptr;
static const U32 bufSize = 256;
char* returnBuffer = Con::getReturnBuffer(bufSize);
dSprintf(returnBuffer, bufSize, "%d %d %d %d", rect->point.x, rect->point.y,
rect->extent.x, rect->extent.y);
return returnBuffer;
const char* buff = PropertyInfo::FormatProperty<S32, 4>(dptr);
return buff;
}
ConsoleSetType( TypeRectI )
{
if(argc == 1)
dSscanf(argv[0], "%d %d %d %d", &((RectI *) dptr)->point.x, &((RectI *) dptr)->point.y,
&((RectI *) dptr)->extent.x, &((RectI *) dptr)->extent.y);
else if(argc == 4)
*((RectI *) dptr) = RectI(dAtoi(argv[0]), dAtoi(argv[1]), dAtoi(argv[2]), dAtoi(argv[3]));
else
Con::printf("RectI must be set as { x, y, w, h } or \"x y w h\"");
if (argc >= 1)
{
S32 parsed[4];
// Combine argv into a single space-separated string if argc > 1
char buffer[256] = { 0 };
dStrncpy(buffer, *argv, sizeof(buffer));
if (PropertyInfo::ParseProperty<S32, 4>(buffer, parsed)) {
*((RectI*)dptr) = RectI(parsed[0], parsed[1], parsed[2], parsed[3]);
return;
}
}
Con::warnf("RectI must be set as { x, y, w, h } or \"x y w h\"");
}
//-----------------------------------------------------------------------------
@ -321,23 +356,27 @@ ImplementConsoleTypeCasters( TypeRectF, RectF )
ConsoleGetType( TypeRectF )
{
RectF *rect = (RectF *) dptr;
static const U32 bufSize = 256;
char* returnBuffer = Con::getReturnBuffer(bufSize);
dSprintf(returnBuffer, bufSize, "%g %g %g %g", rect->point.x, rect->point.y,
rect->extent.x, rect->extent.y);
return returnBuffer;
const char* buff = PropertyInfo::FormatProperty<F32, 4>(dptr);
return buff;
}
ConsoleSetType( TypeRectF )
{
if(argc == 1)
dSscanf(argv[0], "%g %g %g %g", &((RectF *) dptr)->point.x, &((RectF *) dptr)->point.y,
&((RectF *) dptr)->extent.x, &((RectF *) dptr)->extent.y);
else if(argc == 4)
*((RectF *) dptr) = RectF(dAtof(argv[0]), dAtof(argv[1]), dAtof(argv[2]), dAtof(argv[3]));
else
Con::printf("RectF must be set as { x, y, w, h } or \"x y w h\"");
if (argc >= 1)
{
F32 parsed[4];
// Combine argv into a single space-separated string if argc > 1
char buffer[256] = { 0 };
dStrncpy(buffer, *argv, sizeof(buffer));
if (PropertyInfo::ParseProperty<F32, 4>(buffer, parsed)) {
*((RectF*)dptr) = RectF(parsed[0], parsed[1], parsed[2], parsed[3]);
return;
}
}
Con::warnf("RectF must be set as { x, y, w, h } or \"x y w h\"");
}
//-----------------------------------------------------------------------------
@ -351,36 +390,44 @@ ImplementConsoleTypeCasters( TypeMatrixF, MatrixF )
ConsoleGetType( TypeMatrixF )
{
MatrixF* mat = ( MatrixF* ) dptr;
MatrixF* mat = (MatrixF*)dptr;
Point3F col0, col1, col2;
mat->getColumn(0, &col0);
mat->getColumn(1, &col1);
mat->getColumn(2, &col2);
static const U32 bufSize = 256;
char* returnBuffer = Con::getReturnBuffer(bufSize);
dSprintf(returnBuffer,bufSize,"%g %g %g %g %g %g %g %g %g",
col0.x, col0.y, col0.z, col1.x, col1.y, col1.z, col2.x, col2.y, col2.z);
return returnBuffer;
char* buffer = Con::getReturnBuffer(bufSize);
PropertyInfo::FormatPropertyBuffer<F32, 3>(col0, buffer, bufSize);
*buffer++ = ' ';
PropertyInfo::FormatPropertyBuffer<F32, 3>(col1, buffer, bufSize);
*buffer++ = ' ';
PropertyInfo::FormatPropertyBuffer<F32, 3>(col2, buffer, bufSize);
return buffer;
}
ConsoleSetType( TypeMatrixF )
{
if( argc != 1 )
if (argc == 1)
{
Con::errorf( "MatrixF must be set as \"c0x c0y c0z c1x c1y c1z c2x c2y c2z\"" );
return;
}
Point3F col0, col1, col2;
dSscanf( argv[ 0 ], "%g %g %g %g %g %g %g %g %g",
&col0.x, &col0.y, &col0.z, &col1.x, &col1.y, &col1.z, &col2.x, &col2.y, &col2.z );
F32 parsed[9];
MatrixF* mat = ( MatrixF* ) dptr;
mat->setColumn( 0, col0 );
mat->setColumn( 1, col1 );
mat->setColumn( 2, col2 );
char* buffer = new char[dStrlen(argv[0])];
dStrcpy(buffer, argv[0], sizeof(buffer));
if (PropertyInfo::ParseProperty<F32, 9>(buffer, parsed)) {
MatrixF* mat = (MatrixF*)dptr;
mat->setColumn(0, Point3F(parsed[0], parsed[1], parsed[2]));
mat->setColumn(1, Point3F(parsed[3], parsed[4], parsed[5]));
mat->setColumn(2, Point3F(parsed[6], parsed[7], parsed[8]));
return;
}
}
Con::warnf("MatrixF must be set as \"c0x c0y c0z c1x c1y c1z c2x c2y c2z\"");
}
//-----------------------------------------------------------------------------
@ -390,32 +437,40 @@ ConsoleMappedType(MatrixPosition, TypeMatrixPosition, Point3F, MatrixF, "")
ConsoleGetType( TypeMatrixPosition )
{
F32 *col = (F32 *) dptr + 3;
F32* col = (F32*)dptr + 3;
static const U32 bufSize = 256;
char* returnBuffer = Con::getReturnBuffer(bufSize);
if(col[12] == 1.f)
dSprintf(returnBuffer, bufSize, "%g %g %g", col[0], col[4], col[8]);
Point4F pos(col[0], col[4], col[8], col[12]);
if (col[12] == 1.0f)
PropertyInfo::FormatPropertyBuffer<F32, 3>(&pos, returnBuffer, bufSize);
else
dSprintf(returnBuffer, bufSize, "%g %g %g %g", col[0], col[4], col[8], col[12]);
PropertyInfo::FormatPropertyBuffer<F32, 4>(&pos, returnBuffer, bufSize);
return returnBuffer;
}
ConsoleSetType( TypeMatrixPosition )
{
F32 *col = ((F32 *) dptr) + 3;
if (argc == 1)
if (argc >= 1)
{
col[0] = col[4] = col[8] = 0.f;
col[12] = 1.f;
dSscanf(argv[0], "%g %g %g %g", &col[0], &col[4], &col[8], &col[12]);
F32 parsed[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
// Combine argv into a single space-separated string if argc > 1
char buffer[256] = { 0 };
dStrncpy(buffer, *argv, sizeof(buffer));
// we dont want to hard fail based on the count.
// this will allow any number of properties to be set.
PropertyInfo::ParseProperty<F32, 4>(buffer, parsed);
{
Point4F temp(parsed[0], parsed[1], parsed[2], parsed[3]);
MatrixF* mat = (MatrixF*)dptr;
mat->setColumn(3, temp);
return;
}
}
else if (argc <= 4)
{
for (S32 i = 0; i < argc; i++)
col[i << 2] = dAtof(argv[i]);
}
else
Con::printf("Matrix position must be set as { x, y, z, w } or \"x y z w\"");
Con::warnf("Matrix position must be set as { x, y, z, w } or \"x y z w\"");
}
//-----------------------------------------------------------------------------
@ -425,42 +480,38 @@ ConsoleMappedType(MatrixRotation, TypeMatrixRotation, AngAxisF, MatrixF, "")
ConsoleGetType( TypeMatrixRotation )
{
AngAxisF aa(*(MatrixF *) dptr);
AngAxisF aa(*(MatrixF*)dptr);
aa.axis.normalize();
static const U32 bufSize = 256;
char* returnBuffer = Con::getReturnBuffer(bufSize);
dSprintf(returnBuffer,bufSize,"%g %g %g %g",aa.axis.x,aa.axis.y,aa.axis.z,mRadToDeg(aa.angle));
return returnBuffer;
aa.angle = mRadToDeg(aa.angle);
const char* buff = PropertyInfo::FormatProperty<F32, 4>(&aa);
return buff;
}
ConsoleSetType( TypeMatrixRotation )
{
// DMM: Note that this will ONLY SET the ULeft 3x3 submatrix.
//
AngAxisF aa(Point3F(0,0,0),0);
if (argc == 1)
if (argc >= 1)
{
dSscanf(argv[0], "%g %g %g %g", &aa.axis.x, &aa.axis.y, &aa.axis.z, &aa.angle);
aa.angle = mDegToRad(aa.angle);
}
else if (argc == 4)
{
for (S32 i = 0; i < argc; i++)
((F32*)&aa)[i] = dAtof(argv[i]);
aa.angle = mDegToRad(aa.angle);
}
else
Con::printf("Matrix rotation must be set as { x, y, z, angle } or \"x y z angle\"");
F32 parsed[4];
// Combine argv into a single space-separated string if argc > 1
char buffer[256] = { 0 };
dStrncpy(buffer, *argv, sizeof(buffer));
//
MatrixF temp;
aa.setMatrix(&temp);
if (PropertyInfo::ParseProperty<F32, 4>(buffer, parsed))
{
AngAxisF aa(Point3F(parsed[0], parsed[1], parsed[2]), mDegToRad(parsed[3]));
MatrixF temp;
aa.setMatrix(&temp);
F32* pDst = *(MatrixF *)dptr;
const F32* pSrc = temp;
for (U32 i = 0; i < 3; i++)
for (U32 j = 0; j < 3; j++)
pDst[i*4 + j] = pSrc[i*4 + j];
F32* pDst = *(MatrixF*)dptr;
const F32* pSrc = temp;
for (U32 i = 0; i < 3; i++)
for (U32 j = 0; j < 3; j++)
pDst[i * 4 + j] = pSrc[i * 4 + j];
return;
}
}
Con::warnf("Matrix rotation must be set as { x, y, z, angle } or \"x y z angle\"");
}
//-----------------------------------------------------------------------------
@ -472,30 +523,29 @@ ImplementConsoleTypeCasters( TypeAngAxisF, AngAxisF )
ConsoleGetType( TypeAngAxisF )
{
AngAxisF* aa = ( AngAxisF* ) dptr;
static const U32 bufSize = 256;
char* returnBuffer = Con::getReturnBuffer(bufSize);
dSprintf(returnBuffer,bufSize,"%g %g %g %g",aa->axis.x,aa->axis.y,aa->axis.z,mRadToDeg(aa->angle));
return returnBuffer;
aa->angle = mRadToDeg(aa->angle);
const char* buff = PropertyInfo::FormatProperty<F32, 4>(aa);
return buff;
}
ConsoleSetType( TypeAngAxisF )
{
// DMM: Note that this will ONLY SET the ULeft 3x3 submatrix.
//
AngAxisF* aa = ( AngAxisF* ) dptr;
if (argc == 1)
if (argc >= 1)
{
dSscanf(argv[0], "%g %g %g %g", &aa->axis.x, &aa->axis.y, &aa->axis.z, &aa->angle);
aa->angle = mDegToRad(aa->angle);
F32 parsed[4];
// Combine argv into a single space-separated string if argc > 1
char buffer[256] = { 0 };
dStrncpy(buffer, *argv, sizeof(buffer));
if(PropertyInfo::ParseProperty<F32, 4>(buffer, parsed))
{
AngAxisF* aa = (AngAxisF*)dptr;
aa->set(Point3F(parsed[0], parsed[1], parsed[2]), mDegToRad(parsed[3]));
return;
}
}
else if (argc == 4)
{
for (S32 i = 0; i < argc; i++)
((F32*)&aa)[i] = dAtof(argv[i]);
aa->angle = mDegToRad(aa->angle);
}
else
Con::printf("AngAxisF must be set as { x, y, z, angle } or \"x y z angle\"");
Con::warnf("AngAxisF must be set as { x, y, z, angle } or \"x y z angle\"");
}
@ -510,38 +560,35 @@ ImplementConsoleTypeCasters( TypeTransformF, TransformF )
ConsoleGetType( TypeTransformF )
{
TransformF* aa = ( TransformF* ) dptr;
static const U32 bufSize = 256;
char* returnBuffer = Con::getReturnBuffer(bufSize);
dSprintf( returnBuffer, bufSize, "%g %g %g %g %g %g %g",
aa->mPosition.x, aa->mPosition.y, aa->mPosition.z,
aa->mOrientation.axis.x, aa->mOrientation.axis.y, aa->mOrientation.axis.z, aa->mOrientation.angle );
return returnBuffer;
const char* buff = PropertyInfo::FormatProperty<F32, 7>(dptr);
return buff;
}
ConsoleSetType( TypeTransformF )
{
TransformF* aa = ( TransformF* ) dptr;
if( argc == 1 )
if(argc >= 1)
{
U32 count = dSscanf( argv[ 0 ], "%g %g %g %g %g %g %g",
&aa->mPosition.x, &aa->mPosition.y, &aa->mPosition.z,
&aa->mOrientation.axis.x, &aa->mOrientation.axis.y, &aa->mOrientation.axis.z, &aa->mOrientation.angle );
F32 parsed[7];
// Combine argv into a single space-separated string if argc > 1
char buffer[256] = { 0 };
dStrncpy(buffer, *argv, sizeof(buffer));
aa->mHasRotation = ( count == 7 );
if (PropertyInfo::ParseProperty<F32, 7>(buffer, parsed))
{
TransformF* aa = (TransformF*)dptr;
aa->mPosition.x = parsed[0];
aa->mPosition.y = parsed[1];
aa->mPosition.z = parsed[2];
aa->mOrientation.axis.x = parsed[3];
aa->mOrientation.axis.y = parsed[4];
aa->mOrientation.axis.z = parsed[5];
aa->mOrientation.angle = parsed[6];
aa->mHasRotation = true;
return;
}
}
else if( argc == 7 )
{
aa->mPosition.x = dAtof( argv[ 0 ] );
aa->mPosition.y = dAtof( argv[ 1 ] );
aa->mPosition.z = dAtof( argv[ 2 ] );
aa->mOrientation.axis.x = dAtof( argv[ 3 ] );
aa->mOrientation.axis.y = dAtof( argv[ 4 ] );
aa->mOrientation.axis.z = dAtof( argv[ 5 ] );
aa->mOrientation.angle = dAtof( argv[ 6 ] );
}
else
Con::errorf( "TransformF must be set as { px, py, pz, x, y, z, angle } or \"px py pz x y z angle\"");
Con::warnf("TransformF must be set as { px, py, pz, x, y, z, angle } or \"px py pz x y z angle\"");
}
@ -554,32 +601,33 @@ ImplementConsoleTypeCasters( TypeBox3F, Box3F )
ConsoleGetType( TypeBox3F )
{
const Box3F* pBox = (const Box3F*)dptr;
static const U32 bufSize = 256;
char* returnBuffer = Con::getReturnBuffer(bufSize);
dSprintf(returnBuffer, bufSize, "%g %g %g %g %g %g",
pBox->minExtents.x, pBox->minExtents.y, pBox->minExtents.z,
pBox->maxExtents.x, pBox->maxExtents.y, pBox->maxExtents.z);
return returnBuffer;
const char* buff = PropertyInfo::FormatProperty<F32, 6>(dptr);
return buff;
}
ConsoleSetType( TypeBox3F )
{
Box3F* pDst = (Box3F*)dptr;
if (argc >= 1)
{
F32 parsed[6];
// Combine argv into a single space-separated string if argc > 1
char buffer[256] = { 0 };
dStrncpy(buffer, *argv, sizeof(buffer));
if (argc == 1)
{
U32 args = dSscanf(argv[0], "%g %g %g %g %g %g",
&pDst->minExtents.x, &pDst->minExtents.y, &pDst->minExtents.z,
&pDst->maxExtents.x, &pDst->maxExtents.y, &pDst->maxExtents.z);
AssertWarn(args == 6, "Warning, box probably not read properly");
}
else
{
Con::printf("Box3F must be set as \"xMin yMin zMin xMax yMax zMax\"");
if (PropertyInfo::ParseProperty<F32, 6>(buffer, parsed))
{
Box3F* pDst = (Box3F*)dptr;
pDst->minExtents.x = parsed[0];
pDst->minExtents.y = parsed[1];
pDst->minExtents.z = parsed[2];
pDst->maxExtents.x = parsed[3];
pDst->maxExtents.y = parsed[4];
pDst->maxExtents.z = parsed[5];
return;
}
}
Con::warnf("Box3F must be set as \"xMin yMin zMin xMax yMax zMax\"");
}
@ -591,31 +639,39 @@ ImplementConsoleTypeCasters( TypeEaseF, EaseF )
ConsoleGetType( TypeEaseF )
{
const EaseF* pEase = (const EaseF*)dptr;
static const U32 bufSize = 256;
char* returnBuffer = Con::getReturnBuffer(bufSize);
dSprintf(returnBuffer, bufSize, "%d %d %g %g",
pEase->mDir, pEase->mType, pEase->mParam[0], pEase->mParam[1]);
char* buffer = Con::getReturnBuffer(bufSize);
return returnBuffer;
EaseF* pEase = (EaseF*)dptr;
PropertyInfo::FormatPropertyBuffer<S32, 2>(pEase + 0, buffer, bufSize);
*buffer++ = ' ';
PropertyInfo::FormatPropertyBuffer<F32, 2>(pEase + 2, buffer, bufSize);
return buffer;
}
ConsoleSetType( TypeEaseF )
{
EaseF* pDst = (EaseF*)dptr;
if (argc >= 1)
{
F32 parsed[4];
parsed[2] = -1.0f;
parsed[3] = -1.0f;
// defaults...
pDst->mParam[0] = -1.0f;
pDst->mParam[1] = -1.0f;
if (argc == 1) {
U32 args = dSscanf(argv[0], "%d %d %f %f", // the two params are optional and assumed -1 if not present...
&pDst->mDir, &pDst->mType, &pDst->mParam[0],&pDst->mParam[1]);
if( args < 2 )
Con::warnf( "Warning, EaseF probably not read properly" );
} else {
Con::printf("EaseF must be set as \"dir type [param0 param1]\"");
// Combine argv into a single space-separated string if argc > 1
char buffer[256] = { 0 };
dStrncpy(buffer, *argv, sizeof(buffer));
// same as matrix do not hard fail based on count!
PropertyInfo::ParseProperty<F32, 4>(buffer, parsed);
{
((EaseF*)dptr)->set(mRound(parsed[0]), mRound(parsed[1]), parsed[2], parsed[3]);
return;
}
}
Con::warnf("EaseF must be set as \"dir type [param0 param1]\"");
}
//-----------------------------------------------------------------------------
@ -633,12 +689,12 @@ ConsoleGetType(TypeRotationF)
if (pt->mRotationType == RotationF::Euler)
{
EulerF out = pt->asEulerF(RotationF::Degrees);
dSprintf(returnBuffer, bufSize, "%g %g %g", out.x, out.y, out.z);
PropertyInfo::FormatPropertyBuffer<F32, 3>(out, returnBuffer, bufSize);
}
else if (pt->mRotationType == RotationF::AxisAngle)
{
AngAxisF out = pt->asAxisAngle(RotationF::Degrees);
dSprintf(returnBuffer, bufSize, "%g %g %g %g", out.axis.x, out.axis.y, out.axis.z, out.angle);
PropertyInfo::FormatPropertyBuffer<F32, 4>(&out, returnBuffer, bufSize);
}
return returnBuffer;
@ -646,34 +702,36 @@ ConsoleGetType(TypeRotationF)
ConsoleSetType(TypeRotationF)
{
if (argc == 1)
if (argc >= 1)
{
U32 elements = StringUnit::getUnitCount(argv[0], " \t\n");
// Combine argv into a single space-separated string if argc > 1
char buffer[256] = { 0 };
dStrncpy(buffer, *argv, sizeof(buffer));
U32 elements = StringUnit::getUnitCount(buffer, " \t\n");
if (elements == 3)
{
EulerF in;
dSscanf(argv[0], "%g %g %g", &in.x, &in.y, &in.z);
((RotationF *)dptr)->set(in, RotationF::Degrees);
F32 parsed[3];
if(PropertyInfo::ParseProperty<F32, 3>(buffer, parsed))
{
EulerF in(parsed[0], parsed[1], parsed[2]);
((RotationF*)dptr)->set(in, RotationF::Degrees);
return;
}
}
else
else if (elements == 4)
{
AngAxisF in;
dSscanf(argv[0], "%g %g %g %g", &in.axis.x, &in.axis.y, &in.axis.z, &in.angle);
((RotationF *)dptr)->set(in, RotationF::Degrees);
F32 parsed[4];
if (PropertyInfo::ParseProperty<F32, 4>(buffer, parsed))
{
AngAxisF in(Point3F(parsed[0], parsed[1], parsed[2]), parsed[3]);
((RotationF*)dptr)->set(in, RotationF::Degrees);
return;
}
}
}
else if (argc == 3)
{
EulerF in(dAtof(argv[0]), dAtof(argv[1]), dAtof(argv[2]));
((RotationF *)dptr)->set(in, RotationF::Degrees);
}
else if (argc == 4)
{
AngAxisF in(Point3F(dAtof(argv[0]), dAtof(argv[1]), dAtof(argv[2])), dAtof(argv[3]));
((RotationF *)dptr)->set(in, RotationF::Degrees);
}
else
Con::printf("RotationF must be set as { x, y, z, w } or \"x y z w\"");
Con::warnf("RotationF must be set as { x, y, z, w } or \"x y z w\"");
}
//-----------------------------------------------------------------------------

View file

@ -37,6 +37,7 @@
#include "gui/buttons/guiButtonCtrl.h"
#include "gui/worldEditor/undoActions.h"
#include "T3D/gameBase/gameConnection.h"
#include "T3D/AI/AIController.h"
IMPLEMENT_CONOBJECT(GuiNavEditorCtrl);
@ -225,8 +226,29 @@ void GuiNavEditorCtrl::spawnPlayer(const Point3F &pos)
SimGroup* missionCleanup = dynamic_cast<SimGroup*>(cleanup);
missionCleanup->addObject(obj);
}
mPlayer = static_cast<AIPlayer*>(obj);
Con::executef(this, "onPlayerSelected", Con::getIntArg(mPlayer->mLinkTypes.getFlags()));
mPlayer = obj;
#ifdef TORQUE_NAVIGATION_ENABLED
AIPlayer* asAIPlayer = dynamic_cast<AIPlayer*>(obj);
if (asAIPlayer) //try direct
{
Con::executef(this, "onPlayerSelected", Con::getIntArg(asAIPlayer->mLinkTypes.getFlags()));
}
else
{
ShapeBase* sbo = dynamic_cast<ShapeBase*>(obj);
if (sbo->getAIController())
{
if (sbo->getAIController()->mControllerData)
Con::executef(this, "onPlayerSelected", Con::getIntArg(sbo->getAIController()->mControllerData->mLinkTypes.getFlags()));
}
else
{
#endif
Con::executef(this, "onPlayerSelected");
#ifdef TORQUE_NAVIGATION_ENABLED
}
}
#endif
}
}
@ -383,16 +405,56 @@ void GuiNavEditorCtrl::on3DMouseDown(const Gui3DMouseEvent & event)
// Select/move character
else
{
if(gServerContainer.castRay(startPnt, endPnt, PlayerObjectType, &ri))
if(gServerContainer.castRay(startPnt, endPnt, PlayerObjectType | VehicleObjectType, &ri))
{
if(dynamic_cast<AIPlayer*>(ri.object))
if(ri.object)
{
mPlayer = dynamic_cast<AIPlayer*>(ri.object);
Con::executef(this, "onPlayerSelected", Con::getIntArg(mPlayer->mLinkTypes.getFlags()));
mPlayer = ri.object;
#ifdef TORQUE_NAVIGATION_ENABLED
AIPlayer* asAIPlayer = dynamic_cast<AIPlayer*>(mPlayer.getPointer());
if (asAIPlayer) //try direct
{
Con::executef(this, "onPlayerSelected", Con::getIntArg(asAIPlayer->mLinkTypes.getFlags()));
}
else
{
ShapeBase* sbo = dynamic_cast<ShapeBase*>(mPlayer.getPointer());
if (sbo->getAIController())
{
if (sbo->getAIController()->mControllerData)
Con::executef(this, "onPlayerSelected", Con::getIntArg(sbo->getAIController()->mControllerData->mLinkTypes.getFlags()));
}
else
{
#endif
Con::executef(this, "onPlayerSelected");
}
#ifdef TORQUE_NAVIGATION_ENABLED
}
}
#endif
}
else if (!mPlayer.isNull() && gServerContainer.castRay(startPnt, endPnt, StaticObjectType, &ri))
{
AIPlayer* asAIPlayer = dynamic_cast<AIPlayer*>(mPlayer.getPointer());
if (asAIPlayer) //try direct
{
#ifdef TORQUE_NAVIGATION_ENABLED
asAIPlayer->setPathDestination(ri.point);
#else
asAIPlayer->setMoveDestination(ri.point,false);
#endif
}
else
{
ShapeBase* sbo = dynamic_cast<ShapeBase*>(mPlayer.getPointer());
if (sbo->getAIController())
{
if (sbo->getAIController()->mControllerData)
sbo->getAIController()->getNav()->setPathDestination(ri.point, true);
}
}
}
else if(!mPlayer.isNull() && gServerContainer.castRay(startPnt, endPnt, StaticObjectType, &ri))
mPlayer->setPathDestination(ri.point);
}
}
}
@ -455,8 +517,8 @@ void GuiNavEditorCtrl::on3DMouseMove(const Gui3DMouseEvent & event)
if(mMode == mTestMode)
{
if(gServerContainer.castRay(startPnt, endPnt, PlayerObjectType, &ri))
mCurPlayer = dynamic_cast<AIPlayer*>(ri.object);
if(gServerContainer.castRay(startPnt, endPnt, PlayerObjectType | VehicleObjectType, &ri))
mCurPlayer = ri.object;
else
mCurPlayer = NULL;
}

View file

@ -155,8 +155,8 @@ protected:
/// @name Test mode
/// @{
SimObjectPtr<AIPlayer> mPlayer;
SimObjectPtr<AIPlayer> mCurPlayer;
SimObjectPtr<SceneObject> mPlayer;
SimObjectPtr<SceneObject> mCurPlayer;
/// @}

View file

@ -111,8 +111,12 @@ function handleConnectionErrorMessage(%msgType, %msgString, %msgError)
//-----------------------------------------------------------------------------
// Disconnect
//-----------------------------------------------------------------------------
function disconnect()
{
callOnModules("disconnect");
}
function Core_ClientServer::disconnect(%this)
{
// We need to stop the client side simulation
// else physics resources will not cleanup properly.
@ -158,3 +162,16 @@ function disconnectedCleanup()
moduleExec("onDestroyClientConnection", "Game");
}
function clientCmdsetMoveMap(%movemap)
{
if (!isObject(%movemap)) return;
if(isObject(ServerConnection) && isObject(ServerConnection.curMoveMap))
ServerConnection.curMoveMap.pop();
// clear movement
$mvForwardAction = 0;
$mvBackwardAction = 0;
%movemap.push();
ServerConnection.curMoveMap = %movemap;
}

View file

@ -275,7 +275,9 @@ function GameConnection::onPostSpawn( %this )
if (%this.numModsNeedingLoaded)
callOnObjectList("onPostSpawn", %modulesIdList, %this);
else
%this.listener.onPostSpawnComplete(%this);
%this.listener.onPostSpawnComplete(%this);
if (isObject(%this.player.getDatablock().controlMap))
commandToClient(%this, 'setMoveMap', %this.player.getDatablock().controlMap);
}
function GameConnectionListener::onPostSpawnComplete(%this, %client)

View file

@ -169,3 +169,20 @@ datablock LightAnimData( SpinLightAnim )
rotKeys[2] = "az";
rotSmooth[2] = true;
};
datablock AIPlayerControllerData( aiPlayerControl )
{
moveTolerance = 0.25; followTolerance = 1.0; mAttackRadius = 2;
};
datablock AIWheeledVehicleControllerData( aiCarControl )
{
moveTolerance = 1.0; followTolerance = 2.0; mAttackRadius = 5.0;
};
datablock AIFlyingVehicleControllerData( aiPlaneControl )
{
moveTolerance = 2.0; followTolerance = 5.0; mAttackRadius = 10.0;
FlightFloor = 15; FlightCeiling = 150;
};

View file

@ -78,17 +78,15 @@ function spawnGameObject(%name, %addToScene)
return 0;
}
function GameBaseData::onNewDataBlock(%this, %obj)
function GameBaseData::onNewDataBlock(%this, %obj, %reload)
{
if (%obj.firstDataCheck)
if (%reload)
{
if(%this.isMethod("onRemove"))
%this.onRemove(%obj);
if(%this.isMethod("onAdd"))
%this.onAdd(%obj);
}
else
%obj.firstDataCheck = true;
}
function saveGameObject(%name, %tamlPath, %scriptPath)

View file

@ -0,0 +1,11 @@
<ModuleDefinition
ModuleId="DamageModel"
VersionId="1"
Group="Game"
scriptFile="DamageModel.tscript"
CreateFunction="onCreate"
DestroyFunction="onDestroy">
<DeclaredAssets
Extension="asset.taml"
Recurse="true"/>
</ModuleDefinition>

View file

@ -0,0 +1,48 @@
function DamageModel::onCreate(%this)
{
}
function DamageModel::onDestroy(%this)
{
}
//This is called when the server is initially set up by the game application
function DamageModel::initServer(%this)
{
}
//This is called when the server is created for an actual game/map to be played
function DamageModel::onCreateGameServer(%this)
{
%this.registerDatablock("./scripts/managedData/managedParticleData");
%this.registerDatablock("./scripts/managedData/managedParticleEmitterData");
%this.queueExec("./scripts/server/utility");
%this.queueExec("./scripts/server/radiusDamage");
%this.queueExec("./scripts/server/projectile");
%this.queueExec("./scripts/server/weapon");
%this.queueExec("./scripts/server/shapeBase");
%this.queueExec("./scripts/server/vehicle");
%this.queueExec("./scripts/server/player");
}
//This is called when the server is shut down due to the game/map being exited
function DamageModel::onDestroyGameServer(%this)
{
}
//This is called when the client is initially set up by the game application
function DamageModel::initClient(%this)
{
%this.queueExec("./guis/damageGuiOverlay.gui");
%this.queueExec("./scripts/client/playGui");
}
//This is called when a client connects to a server
function DamageModel::onCreateClientConnection(%this)
{
}
//This is called when a client disconnects from a server
function DamageModel::onDestroyClientConnection(%this)
{
}

View file

@ -0,0 +1 @@
<GUIAsset canSave="true" canSaveDynamicFields="true" AssetName="damageGuiOverlay" scriptFile="@assetFile=damageGuiOverlay.gui" GUIFile="@assetFile=damageGuiOverlay.gui" VersionId="1"/>

View file

@ -0,0 +1,285 @@
//--- OBJECT WRITE BEGIN ---
$guiContent = new GuiContainer(DamageGuiOverlay) {
isContainer = "1";
Profile = "GuiContentProfile";
HorizSizing = "relative";
VertSizing = "relative";
position = "0 0";
Extent = "1024 768";
MinExtent = "8 8";
canSave = "1";
Visible = "1";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
canSaveDynamicFields = "1";
Enabled = "1";
helpTag = "0";
noCursor = "1";
new GuiShapeNameHud() {
fillColor = "0 0 0 0.25";
frameColor = "0 1 0 1";
textColor = "0 1 0 1";
showFill = "0";
showFrame = "0";
verticalOffset = "0.2";
distanceFade = "0.1";
isContainer = "0";
Profile = "GuiModelessDialogProfile";
HorizSizing = "width";
VertSizing = "height";
position = "0 0";
Extent = "1024 768";
MinExtent = "8 8";
canSave = "1";
Visible = "1";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
canSaveDynamicFields = "0";
};
new GuiCrossHairHud(Reticle) {
damageFillColor = "0 1 0 1";
damageFrameColor = "1 0.6 0 1";
damageRect = "50 4";
damageOffset = "0 10";
bitmapAsset = "FPSEquipment:blank_image";
wrap = "0";
isContainer = "0";
Profile = "GuiModelessDialogProfile";
HorizSizing = "center";
VertSizing = "center";
position = "496 368";
Extent = "32 32";
MinExtent = "8 8";
canSave = "1";
Visible = "1";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
canSaveDynamicFields = "0";
};
new GuiCrossHairHud(ZoomReticle) {
damageFillColor = "0 1 0 1";
damageFrameColor = "1 0.6 0 1";
damageRect = "50 4";
damageOffset = "0 10";
bitmapAsset = "DamageModel:bino_image";
wrap = "0";
isContainer = "0";
Profile = "GuiModelessDialogProfile";
HorizSizing = "width";
VertSizing = "height";
position = "0 0";
Extent = "1024 768";
MinExtent = "8 8";
canSave = "1";
Visible = "0";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
canSaveDynamicFields = "0";
};
new GuiBitmapBorderCtrl(WeaponHUD) {
isContainer = "0";
Profile = "ChatHudBorderProfile";
HorizSizing = "right";
VertSizing = "top";
position = "78 693";
Extent = "124 72";
MinExtent = "8 8";
canSave = "1";
Visible = "1";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
canSaveDynamicFields = "0";
new GuiBitmapCtrl() {
bitmap = "UI:hudfill_image";
wrap = "0";
isContainer = "0";
Profile = "GuiDefaultProfile";
HorizSizing = "width";
VertSizing = "height";
position = "8 8";
Extent = "108 56";
MinExtent = "8 8";
canSave = "1";
Visible = "1";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
canSaveDynamicFields = "0";
};
new GuiBitmapCtrl(PreviewImage) {
bitmapAsset = "UI:hudfill_image";
wrap = "0";
isContainer = "0";
Profile = "GuiDefaultProfile";
HorizSizing = "width";
VertSizing = "height";
position = "8 8";
Extent = "108 56";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
canSaveDynamicFields = "0";
};
new GuiTextCtrl(AmmoAmount) {
maxLength = "255";
Margin = "0 0 0 0";
Padding = "0 0 0 0";
AnchorTop = "0";
AnchorBottom = "0";
AnchorLeft = "0";
AnchorRight = "0";
isContainer = "0";
Profile = "HudTextItalicProfile";
HorizSizing = "right";
VertSizing = "top";
position = "40 8";
Extent = "120 16";
MinExtent = "8 8";
canSave = "1";
Visible = "1";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
canSaveDynamicFields = "0";
};
};
new GuiHealthTextHud() {
fillColor = "0 0 0 0.65";
frameColor = "0 0 0 1";
textColor = "1 1 1 1";
warningColor = "1 0 0 1";
showFill = "1";
showFrame = "1";
showTrueValue = "0";
showEnergy = "0";
warnThreshold = "25";
pulseThreshold = "15";
pulseRate = "750";
position = "5 693";
extent = "72 72";
minExtent = "8 2";
horizSizing = "right";
vertSizing = "top";
profile = "GuiBigTextProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "0";
canSave = "1";
canSaveDynamicFields = "0";
};
new GuiControl(DamageHUD) {
position = "384 256";
extent = "256 256";
minExtent = "8 2";
horizSizing = "center";
vertSizing = "center";
profile = "GuiDefaultProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
canSave = "1";
canSaveDynamicFields = "0";
new GuiBitmapCtrl(DamageFront) {
bitmapAsset = "DamageModel:damageFront_image";
wrap = "0";
position = "0 0";
extent = "256 32";
minExtent = "8 2";
horizSizing = "right";
vertSizing = "bottom";
profile = "GuiDefaultProfile";
visible = "0";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "0";
internalName = "Damage[Front]";
hidden = "1";
canSave = "1";
canSaveDynamicFields = "0";
};
new GuiBitmapCtrl(DamageTop) {
bitmapAsset = "DamageModel:damageTop_image";
wrap = "0";
position = "0 0";
extent = "256 32";
minExtent = "8 2";
horizSizing = "right";
vertSizing = "bottom";
profile = "GuiDefaultProfile";
visible = "0";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "0";
internalName = "Damage[Top]";
hidden = "1";
canSave = "1";
canSaveDynamicFields = "0";
};
new GuiBitmapCtrl(DamageBottom) {
bitmapAsset = "DamageModel:damageBottom_image";
wrap = "0";
position = "0 224";
extent = "256 32";
minExtent = "8 2";
horizSizing = "right";
vertSizing = "bottom";
profile = "GuiDefaultProfile";
visible = "0";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "0";
internalName = "Damage[Bottom]";
hidden = "1";
canSave = "1";
canSaveDynamicFields = "0";
};
new GuiBitmapCtrl(DamageLeft) {
bitmapAsset = "DamageModel:damageLeft_image";
wrap = "0";
position = "0 0";
extent = "32 256";
minExtent = "8 2";
horizSizing = "right";
vertSizing = "bottom";
profile = "GuiDefaultProfile";
visible = "0";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "0";
internalName = "Damage[Left]";
hidden = "1";
canSave = "1";
canSaveDynamicFields = "0";
};
new GuiBitmapCtrl(DamageRight) {
bitmapAsset = "DamageModel:damageRight_image";
wrap = "0";
position = "224 0";
extent = "32 256";
minExtent = "8 2";
horizSizing = "right";
vertSizing = "bottom";
profile = "GuiDefaultProfile";
visible = "0";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "0";
internalName = "Damage[Right]";
hidden = "1";
canSave = "1";
canSaveDynamicFields = "0";
};
};
};
//--- OBJECT WRITE END ---

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@ -0,0 +1,3 @@
<ImageAsset
AssetName="crosshair_blue_image"
imageFile="@assetFile=crosshair_blue.png"/>

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@ -0,0 +1,3 @@
<ImageAsset
AssetName="damageBottom_image"
imageFile="@assetFile=damageBottom.png"/>

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@ -0,0 +1,3 @@
<ImageAsset
AssetName="damageFront_image"
imageFile="@assetFile=damageFront.png"/>

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@ -0,0 +1,3 @@
<ImageAsset
AssetName="damageLeft_image"
imageFile="@assetFile=damageLeft.png"/>

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