mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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73 lines
3.5 KiB
C#
73 lines
3.5 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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// Support function which applies damage to objects within the radius of
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// some effect, usually an explosion. This function will also optionally
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// apply an impulse to each object.
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function radiusDamage(%sourceObject, %position, %radius, %damage, %damageType, %impulse)
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{
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// Use the container system to iterate through all the objects
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// within our explosion radius. We'll apply damage to all ShapeBase
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// objects.
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InitContainerRadiusSearch(%position, %radius, $TypeMasks::ShapeBaseObjectType);
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%halfRadius = %radius / 2;
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while ((%targetObject = containerSearchNext()) != 0)
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{
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// Calculate how much exposure the current object has to
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// the explosive force. The object types listed are objects
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// that will block an explosion. If the object is totally blocked,
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// then no damage is applied.
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%coverage = calcExplosionCoverage(%position, %targetObject,
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$TypeMasks::InteriorObjectType |
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$TypeMasks::TerrainObjectType |
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$TypeMasks::ForceFieldObjectType |
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$TypeMasks::StaticShapeObjectType |
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$TypeMasks::VehicleObjectType);
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if (%coverage == 0)
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continue;
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// Radius distance subtracts out the length of smallest bounding
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// box axis to return an appriximate distance to the edge of the
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// object's bounds, as opposed to the distance to it's center.
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%dist = containerSearchCurrRadiusDist();
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// Calculate a distance scale for the damage and the impulse.
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// Full damage is applied to anything less than half the radius away,
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// linear scale from there.
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%distScale = (%dist < %halfRadius)? 1.0 : 1.0 - ((%dist - %halfRadius) / %halfRadius);
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// Apply the damage
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%targetObject.damage(%sourceObject, %position, %damage * %coverage * %distScale, %damageType);
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// Apply the impulse
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if (%impulse)
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{
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%impulseVec = VectorSub(%targetObject.getWorldBoxCenter(), %position);
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%impulseVec = VectorNormalize(%impulseVec);
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%impulseVec = VectorScale(%impulseVec, %impulse * %distScale);
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%targetObject.applyImpulse(%position, %impulseVec);
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}
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}
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}
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