From f0c0f3c42c3862b2e2250d18b19e00d78eccd95b Mon Sep 17 00:00:00 2001 From: AzaezelX Date: Wed, 16 Apr 2025 13:08:39 -0500 Subject: [PATCH] projectile augs use impactforce to applyimpulse for stock physics too add an optional explodeOnTmeout for nonballistic projectiles, track if they hit something before their armingdelay is up, and delete them next simulation cycle --- Engine/source/T3D/projectile.cpp | 37 ++++++++++++++++++++++++++------ Engine/source/T3D/projectile.h | 4 ++-- 2 files changed, 33 insertions(+), 8 deletions(-) diff --git a/Engine/source/T3D/projectile.cpp b/Engine/source/T3D/projectile.cpp index 56f8af638..58c6f3aa6 100644 --- a/Engine/source/T3D/projectile.cpp +++ b/Engine/source/T3D/projectile.cpp @@ -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(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; } } diff --git a/Engine/source/T3D/projectile.h b/Engine/source/T3D/projectile.h index 671c3f98f..04e91aa60 100644 --- a/Engine/source/T3D/projectile.h +++ b/Engine/source/T3D/projectile.h @@ -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] @@ -274,7 +274,7 @@ 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