mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-09 07:20:40 +00:00
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
301 lines
9.8 KiB
C++
301 lines
9.8 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
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// Copyright (C) 2015 Faust Logic, Inc.
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#ifndef _PROJECTILE_H_
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#define _PROJECTILE_H_
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#ifndef _GAMEBASE_H_
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#include "T3D/gameBase/gameBase.h"
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#endif
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#ifndef __RESOURCE_H__
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#include "core/resource.h"
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#endif
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#ifndef _TSSHAPE_H_
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#include "ts/tsShape.h"
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#endif
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#ifndef _LIGHTDESCRIPTION_H_
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#include "T3D/lightDescription.h"
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#endif
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#ifndef _LIGHTINFO_H_
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#include "lighting/lightInfo.h"
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#endif
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#include "T3D/assets/SoundAsset.h"
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#include "T3D/assets/ShapeAsset.h"
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class ExplosionData;
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class SplashData;
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class ShapeBase;
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class TSShapeInstance;
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class TSThread;
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class PhysicsWorld;
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class DecalData;
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class LightDescription;
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class SFXTrack;
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class SFXSource;
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class ParticleEmitterData;
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class ParticleEmitter;
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class Projectile;
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//--------------------------------------------------------------------------
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/// Datablock for projectiles. This class is the base class for all other projectiles.
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class ProjectileData : public GameBaseData
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{
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typedef GameBaseData Parent;
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protected:
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bool onAdd() override;
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public:
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DECLARE_SHAPEASSET(ProjectileData, ProjectileShape, onShapeChanged);
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DECLARE_ASSET_SETGET(ProjectileData, ProjectileShape);
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/// Set to true if it is a billboard and want it to always face the viewer, false otherwise
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bool faceViewer;
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Point3F scale;
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/// [0,1] scale of how much velocity should be inherited from the parent object
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F32 velInheritFactor;
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/// Speed of the projectile when fired
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F32 muzzleVelocity;
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/// Force imparted on a hit object.
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F32 impactForce;
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bool mExplodeOnTmeout;
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/// Should it arc?
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bool isBallistic;
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/// How HIGH should it bounce (parallel to normal), [0,1]
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F32 bounceElasticity;
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/// How much momentum should be lost when it bounces (perpendicular to normal), [0,1]
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F32 bounceFriction;
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/// Should this projectile fall/rise different than a default object?
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F32 gravityMod;
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/// How long the projectile should exist before deleting itself
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U32 lifetime; // all times are internally represented as ticks
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/// How long it should not detonate on impact
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S32 armingDelay; // the values are converted on initialization with
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S32 fadeDelay; // the IRangeValidatorScaled field validator
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ExplosionData* explosion;
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S32 explosionId;
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ExplosionData* waterExplosion; // Water Explosion Datablock
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S32 waterExplosionId; // Water Explosion ID
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SplashData* splash; // Water Splash Datablock
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S32 splashId; // Water splash ID
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DecalData *decal; // (impact) Decal Datablock
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S32 decalId; // (impact) Decal ID
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DECLARE_SOUNDASSET(ProjectileData, ProjectileSound);
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DECLARE_ASSET_SETGET(ProjectileData, ProjectileSound);
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LightDescription *lightDesc;
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S32 lightDescId;
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// variables set on preload:
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S32 activateSeq;
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S32 maintainSeq;
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ParticleEmitterData* particleEmitter;
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S32 particleEmitterId;
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ParticleEmitterData* particleWaterEmitter;
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S32 particleWaterEmitterId;
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ProjectileData();
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void packData(BitStream*) override;
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void unpackData(BitStream*) override;
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bool preload(bool server, String &errorStr) override;
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static bool setLifetime( void *object, const char *index, const char *data );
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static bool setArmingDelay( void *object, const char *index, const char *data );
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static bool setFadeDelay( void *object, const char *index, const char *data );
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static const char *getScaledValue( void *obj, const char *data);
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static S32 scaleValue( S32 value, bool down = true );
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static void initPersistFields();
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DECLARE_CONOBJECT(ProjectileData);
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DECLARE_CALLBACK( void, onExplode, ( Projectile* proj, Point3F pos, F32 fade ) );
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DECLARE_CALLBACK( void, onCollision, ( Projectile* proj, SceneObject* col, F32 fade, Point3F pos, Point3F normal ) );
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public:
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ProjectileData(const ProjectileData&, bool = false);
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bool allowSubstitutions() const override { return true; }
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void onShapeChanged() {}
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};
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//--------------------------------------------------------------------------
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/// Base class for all projectiles.
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class Projectile : public GameBase, public ISceneLight
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{
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typedef GameBase Parent;
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static bool _setInitialPosition( void* object, const char* index, const char* data );
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static bool _setInitialVelocity( void* object, const char* index, const char* data );
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public:
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// Initial conditions
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enum ProjectileConstants {
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SourceIdTimeoutTicks = 7, // = 231 ms
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DeleteWaitTime = 500, ///< 500 ms delete timeout (for network transmission delays)
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ExcessVelDirBits = 7,
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MaxLivingTicks = 4095,
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};
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enum UpdateMasks {
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BounceMask = Parent::NextFreeMask,
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ExplosionMask = Parent::NextFreeMask << 1,
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NextFreeMask = Parent::NextFreeMask << 2
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};
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Projectile();
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~Projectile();
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DECLARE_CONOBJECT(Projectile);
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DECLARE_CATEGORY("UNLISTED");
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// SimObject
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bool onAdd() override;
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void onRemove() override;
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static void initPersistFields();
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// NetObject
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F32 getUpdatePriority(CameraScopeQuery *focusObject, U32 updateMask, S32 updateSkips) override;
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U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream) override;
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void unpackUpdate(NetConnection *conn, BitStream *stream) override;
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// SceneObject
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Point3F getVelocity() const override { return mCurrVelocity; }
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void processTick( const Move *move ) override;
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void advanceTime( F32 dt ) override;
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void interpolateTick( F32 delta ) override;
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// GameBase
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bool onNewDataBlock( GameBaseData *dptr, bool reload ) override;
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// Rendering
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void prepRenderImage( SceneRenderState *state ) override;
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void prepBatchRender( SceneRenderState *state );
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/// Updates velocity and position, and performs collision testing.
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void simulate( F32 dt );
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/// What to do once this projectile collides with something
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virtual void onCollision(const Point3F& p, const Point3F& n, SceneObject*);
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/// What to do when this projectile explodes
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virtual void explode(const Point3F& p, const Point3F& n, const U32 collideType );
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bool pointInWater(const Point3F &point);
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void emitParticles(const Point3F&, const Point3F&, const Point3F&, const U32);
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void updateSound();
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virtual bool calculateImpact( F32 simTime,
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Point3F &pointOfImpact,
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F32 &impactTime );
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void setInitialPosition( const Point3F& pos );
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void setInitialVelocity( const Point3F& vel );
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protected:
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static const U32 csmStaticCollisionMask;
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static const U32 csmDynamicCollisionMask;
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static const U32 csmDamageableMask;
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static U32 smProjectileWarpTicks;
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PhysicsWorld *mPhysicsWorld;
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ProjectileData* mDataBlock;
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SimObjectPtr< ParticleEmitter > mParticleEmitter;
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SimObjectPtr< ParticleEmitter > mParticleWaterEmitter;
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SFXSource* mSound;
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// These two are server-side only
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Point3F mInitialPosition;
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Point3F mInitialVelocity;
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Point3F mCurrPosition;
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Point3F mCurrVelocity;
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S32 mSourceObjectId;
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S32 mSourceObjectSlot;
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// Time related variables common to all projectiles, managed by processTick
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U32 mCurrTick; ///< Current time in ticks
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SimObjectPtr<ShapeBase> mSourceObject; ///< Actual pointer to the source object, times out after SourceIdTimeoutTicks
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// Rendering related variables
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TSShapeInstance* mProjectileShape;
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TSThread* mActivateThread;
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TSThread* mMaintainThread;
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// ISceneLight
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void submitLights( LightManager *lm, bool staticLighting ) override;
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LightInfo* getLight() override { return mLight; }
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LightInfo *mLight;
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LightState mLightState;
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bool mHasHit;
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bool mHasExploded; ///< Prevent rendering, lighting, and duplicate explosions.
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F32 mFadeValue; ///< set in processTick, interpolation between fadeDelay and lifetime
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///< in data block
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// Warping and back delta variables. Only valid on the client
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//
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Point3F mWarpStart;
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Point3F mWarpEnd;
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U32 mWarpTicksRemaining;
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Point3F mCurrDeltaBase;
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Point3F mCurrBackDelta;
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Point3F mExplosionPosition;
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Point3F mExplosionNormal;
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U32 mCollideHitType;
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public:
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bool ignoreSourceTimeout;
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U32 dynamicCollisionMask;
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U32 staticCollisionMask;
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};
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#endif // _PROJECTILE_H_
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