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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 "platform/platform.h"
- #include "T3D/projectile.h"
- #include "scene/sceneRenderState.h"
- #include "scene/sceneManager.h"
- #include "lighting/lightInfo.h"
- #include "lighting/lightManager.h"
- #include "console/consoleTypes.h"
- #include "console/typeValidators.h"
- #include "core/resourceManager.h"
- #include "core/stream/bitStream.h"
- #include "T3D/fx/explosion.h"
- #include "T3D/shapeBase.h"
- #include "ts/tsShapeInstance.h"
- #include "sfx/sfxTrack.h"
- #include "sfx/sfxSource.h"
- #include "sfx/sfxSystem.h"
- #include "sfx/sfxTypes.h"
- #include "math/mathUtils.h"
- #include "math/mathIO.h"
- #include "sim/netConnection.h"
- #include "T3D/fx/particleEmitter.h"
- #include "T3D/fx/splash.h"
- #include "T3D/physics/physicsPlugin.h"
- #include "T3D/physics/physicsWorld.h"
- #include "gfx/gfxTransformSaver.h"
- #include "T3D/containerQuery.h"
- #include "T3D/decal/decalManager.h"
- #include "T3D/decal/decalData.h"
- #include "T3D/lightDescription.h"
- #include "console/engineAPI.h"
- IMPLEMENT_CO_DATABLOCK_V1(ProjectileData);
- ConsoleDocClass( ProjectileData,
- "@brief Stores properties for an individual projectile type.\n"
- "@tsexample\n"
- "datablock ProjectileData(GrenadeLauncherProjectile)\n"
- "{\n"
- " projectileShapeName = \"art/shapes/weapons/SwarmGun/rocket.dts\";\n"
- "directDamage = 30;\n"
- "radiusDamage = 30;\n"
- "damageRadius = 5;\n"
- "areaImpulse = 2000;\n"
- "explosion = GrenadeLauncherExplosion;\n"
- "waterExplosion = GrenadeLauncherWaterExplosion;\n"
- "decal = ScorchRXDecal;\n"
- "splash = GrenadeSplash;\n"
- "particleEmitter = GrenadeProjSmokeTrailEmitter;\n"
- "particleWaterEmitter = GrenadeTrailWaterEmitter;\n"
- "muzzleVelocity = 30;\n"
- "velInheritFactor = 0.3;\n"
- "armingDelay = 2000;\n"
- "lifetime = 10000;\n"
- "fadeDelay = 4500;\n"
- "bounceElasticity = 0.4;\n"
- "bounceFriction = 0.3;\n"
- "isBallistic = true;\n"
- "gravityMod = 0.9;\n"
- "lightDesc = GrenadeLauncherLightDesc;\n"
- "damageType = \"GrenadeDamage\";\n"
- "};\n"
- "@endtsexample\n"
- "@ingroup gameObjects\n"
- );
- IMPLEMENT_CO_NETOBJECT_V1(Projectile);
- ConsoleDocClass( Projectile,
- "@brief Base projectile class. Uses the ProjectileData class for properties of individual projectiles.\n"
- "@ingroup gameObjects\n"
- );
- IMPLEMENT_CALLBACK( ProjectileData, onExplode, void, ( Projectile* proj, Point3F pos, F32 fade ),
- ( proj, pos, fade ),
- "@brief Called when a projectile explodes.\n\n"
- "This function is only called on server objects.\n"
- "@param proj The exploding projectile.\n"
- "@param pos The position of the explosion.\n"
- "@param fade The current fadeValue of the projectile, affects its visibility.\n\n"
- "@see Projectile\n"
- );
- IMPLEMENT_CALLBACK( ProjectileData, onCollision, void, ( Projectile* proj, SceneObject* col, F32 fade, Point3F pos, Point3F normal ),
- ( proj, col, fade, pos, normal ),
- "@brief Called when a projectile collides with another object.\n\n"
- "This function is only called on server objects."
- "@param proj The projectile colliding with SceneObject col.\n"
- "@param col The SceneObject hit by the projectile.\n"
- "@param fade The current fadeValue of the projectile, affects its visibility.\n"
- "@param pos The position of the collision.\n"
- "@param normal The normal of the collision.\n"
- "@see Projectile\n"
- );
- const U32 Projectile::csmStaticCollisionMask = TerrainObjectType | StaticShapeObjectType;
- const U32 Projectile::csmDynamicCollisionMask = PlayerObjectType | VehicleObjectType;
- const U32 Projectile::csmDamageableMask = Projectile::csmDynamicCollisionMask;
- U32 Projectile::smProjectileWarpTicks = 5;
- //--------------------------------------------------------------------------
- //
- ProjectileData::ProjectileData()
- {
- projectileShapeName = NULL;
- sound = NULL;
- explosion = NULL;
- explosionId = 0;
- waterExplosion = NULL;
- waterExplosionId = 0;
- //hasLight = false;
- //lightRadius = 1;
- //lightColor.set(1, 1, 1);
- lightDesc = NULL;
- faceViewer = false;
- scale.set( 1.0f, 1.0f, 1.0f );
- isBallistic = false;
- velInheritFactor = 1.0f;
- muzzleVelocity = 50;
- impactForce = 0.0f;
- armingDelay = 0;
- fadeDelay = 20000 / 32;
- lifetime = 20000 / 32;
- activateSeq = -1;
- maintainSeq = -1;
- gravityMod = 1.0;
- bounceElasticity = 0.999f;
- bounceFriction = 0.3f;
- particleEmitter = NULL;
- particleEmitterId = 0;
- particleWaterEmitter = NULL;
- particleWaterEmitterId = 0;
- splash = NULL;
- splashId = 0;
- decal = NULL;
- decalId = 0;
- lightDesc = NULL;
- lightDescId = 0;
- }
- //--------------------------------------------------------------------------
- void ProjectileData::initPersistFields()
- {
- addField("particleEmitter", TYPEID< ParticleEmitterData >(), Offset(particleEmitter, ProjectileData),
- "@brief Particle emitter datablock used to generate particles while the projectile is outside of water.\n\n"
- "@note If datablocks are defined for both particleEmitter and particleWaterEmitter, both effects will play "
- "as the projectile enters or leaves water.\n\n"
- "@see particleWaterEmitter\n");
- addField("particleWaterEmitter", TYPEID< ParticleEmitterData >(), Offset(particleWaterEmitter, ProjectileData),
- "@brief Particle emitter datablock used to generate particles while the projectile is submerged in water.\n\n"
- "@note If datablocks are defined for both particleWaterEmitter and particleEmitter , both effects will play "
- "as the projectile enters or leaves water.\n\n"
- "@see particleEmitter\n");
- addField("projectileShapeName", TypeShapeFilename, Offset(projectileShapeName, ProjectileData),
- "@brief File path to the model of the projectile.\n\n");
- addField("scale", TypePoint3F, Offset(scale, ProjectileData),
- "@brief Scale to apply to the projectile's size.\n\n"
- "@note This is applied after SceneObject::scale\n");
- addField("sound", TypeSFXTrackName, Offset(sound, ProjectileData),
- "@brief SFXTrack datablock used to play sounds while in flight.\n\n");
- addField("explosion", TYPEID< ExplosionData >(), Offset(explosion, ProjectileData),
- "@brief Explosion datablock used when the projectile explodes outside of water.\n\n");
- addField("waterExplosion", TYPEID< ExplosionData >(), Offset(waterExplosion, ProjectileData),
- "@brief Explosion datablock used when the projectile explodes underwater.\n\n");
- addField("splash", TYPEID< SplashData >(), Offset(splash, ProjectileData),
- "@brief Splash datablock used to create splash effects as the projectile enters or leaves water\n\n");
- addField("decal", TYPEID< DecalData >(), Offset(decal, ProjectileData),
- "@brief Decal datablock used for decals placed at projectile explosion points.\n\n");
- addField("lightDesc", TYPEID< LightDescription >(), Offset(lightDesc, ProjectileData),
- "@brief LightDescription datablock used for lights attached to the projectile.\n\n");
- 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");
- addField("velInheritFactor", TypeF32, Offset(velInheritFactor, ProjectileData),
- "@brief Amount of velocity the projectile recieves from the source that created it.\n\n"
- "Use an amount between 0 and 1 for the best effect. "
- "This value is never modified by the engine.\n"
- "@note This value by default is not transmitted between the server and the client.");
- addField("muzzleVelocity", TypeF32, Offset(muzzleVelocity, ProjectileData),
- "@brief Amount of velocity the projectile recieves from the \"muzzle\" of the gun.\n\n"
- "Used with velInheritFactor to determine the initial velocity of the projectile. "
- "This value is never modified by the engine.\n\n"
- "@note This value by default is not transmitted between the server and the client.\n\n"
- "@see velInheritFactor");
- addField("impactForce", TypeF32, Offset(impactForce, ProjectileData));
- addProtectedField("lifetime", TypeS32, Offset(lifetime, ProjectileData), &setLifetime, &getScaledValue,
- "@brief Amount of time, in milliseconds, before the projectile is removed from the simulation.\n\n"
- "Used with fadeDelay to determine the transparency of the projectile at a given time. "
- "A projectile may exist up to a maximum of 131040ms (or 4095 ticks) as defined by Projectile::MaxLivingTicks in the source code."
- "@see fadeDelay");
- addProtectedField("armingDelay", TypeS32, Offset(armingDelay, ProjectileData), &setArmingDelay, &getScaledValue,
- "@brief Amount of time, in milliseconds, before the projectile will cause damage or explode on impact.\n\n"
- "This value must be equal to or less than the projectile's lifetime.\n\n"
- "@see lifetime");
- addProtectedField("fadeDelay", TypeS32, Offset(fadeDelay, ProjectileData), &setFadeDelay, &getScaledValue,
- "@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("bounceElasticity", TypeF32, Offset(bounceElasticity, ProjectileData),
- "@brief Influences post-bounce velocity of a projectile that does not explode on contact.\n\n"
- "Scales the velocity from a bounce after friction is taken into account. "
- "A value of 1.0 will leave it's velocity unchanged while values greater than 1.0 will increase it.\n");
- addField("bounceFriction", TypeF32, Offset(bounceFriction, ProjectileData),
- "@brief Factor to reduce post-bounce velocity of a projectile that does not explode on contact.\n\n"
- "Reduces bounce velocity by this factor and a multiple of the tangent to impact. "
- "Used to simulate surface friction.\n");
- addField("gravityMod", TypeF32, Offset(gravityMod, ProjectileData ),
- "@brief Scales the influence of gravity on the projectile.\n\n"
- "The larger this value is, the more that gravity will affect the projectile. "
- "A value of 1.0 will assume \"normal\" influence upon it.\n"
- "The magnitude of gravity is assumed to be 9.81 m/s/s\n\n"
- "@note ProjectileData::isBallistic must be true for this to have any affect.");
- Parent::initPersistFields();
- }
- //--------------------------------------------------------------------------
- bool ProjectileData::onAdd()
- {
- if(!Parent::onAdd())
- return false;
- return true;
- }
- bool ProjectileData::preload(bool server, String &errorStr)
- {
- if (Parent::preload(server, errorStr) == false)
- return false;
- if( !server )
- {
- if (!particleEmitter && particleEmitterId != 0)
- if (Sim::findObject(particleEmitterId, particleEmitter) == false)
- Con::errorf(ConsoleLogEntry::General, "ProjectileData::preload: Invalid packet, bad datablockId(particleEmitter): %d", particleEmitterId);
- if (!particleWaterEmitter && particleWaterEmitterId != 0)
- if (Sim::findObject(particleWaterEmitterId, particleWaterEmitter) == false)
- Con::errorf(ConsoleLogEntry::General, "ProjectileData::preload: Invalid packet, bad datablockId(particleWaterEmitter): %d", particleWaterEmitterId);
- if (!explosion && explosionId != 0)
- if (Sim::findObject(explosionId, explosion) == false)
- Con::errorf(ConsoleLogEntry::General, "ProjectileData::preload: Invalid packet, bad datablockId(explosion): %d", explosionId);
- if (!waterExplosion && waterExplosionId != 0)
- if (Sim::findObject(waterExplosionId, waterExplosion) == false)
- Con::errorf(ConsoleLogEntry::General, "ProjectileData::preload: Invalid packet, bad datablockId(waterExplosion): %d", waterExplosionId);
- if (!splash && splashId != 0)
- if (Sim::findObject(splashId, splash) == false)
- Con::errorf(ConsoleLogEntry::General, "ProjectileData::preload: Invalid packet, bad datablockId(splash): %d", splashId);
- if (!decal && decalId != 0)
- if (Sim::findObject(decalId, decal) == false)
- Con::errorf(ConsoleLogEntry::General, "ProjectileData::preload: Invalid packet, bad datablockId(decal): %d", decalId);
- String sfxErrorStr;
- if( !sfxResolve( &sound, sfxErrorStr ) )
- Con::errorf(ConsoleLogEntry::General, "ProjectileData::preload: Invalid packet: %s", sfxErrorStr.c_str());
- if (!lightDesc && lightDescId != 0)
- if (Sim::findObject(lightDescId, lightDesc) == false)
- Con::errorf(ConsoleLogEntry::General, "ProjectileData::preload: Invalid packet, bad datablockid(lightDesc): %d", lightDescId);
- }
- if (projectileShapeName && projectileShapeName[0] != '\0')
- {
- projectileShape = ResourceManager::get().load(projectileShapeName);
- if (bool(projectileShape) == false)
- {
- errorStr = String::ToString("ProjectileData::load: Couldn't load shape \"%s\"", projectileShapeName);
- return false;
- }
- activateSeq = projectileShape->findSequence("activate");
- maintainSeq = projectileShape->findSequence("maintain");
- }
- if (bool(projectileShape)) // create an instance to preload shape data
- {
- TSShapeInstance* pDummy = new TSShapeInstance(projectileShape, !server);
- delete pDummy;
- }
- return true;
- }
- //--------------------------------------------------------------------------
- void ProjectileData::packData(BitStream* stream)
- {
- Parent::packData(stream);
- stream->writeString(projectileShapeName);
- stream->writeFlag(faceViewer);
- if(stream->writeFlag(scale.x != 1 || scale.y != 1 || scale.z != 1))
- {
- stream->write(scale.x);
- stream->write(scale.y);
- stream->write(scale.z);
- }
- if (stream->writeFlag(particleEmitter != NULL))
- stream->writeRangedU32(particleEmitter->getId(), DataBlockObjectIdFirst,
- DataBlockObjectIdLast);
- if (stream->writeFlag(particleWaterEmitter != NULL))
- stream->writeRangedU32(particleWaterEmitter->getId(), DataBlockObjectIdFirst,
- DataBlockObjectIdLast);
- if (stream->writeFlag(explosion != NULL))
- stream->writeRangedU32(explosion->getId(), DataBlockObjectIdFirst,
- DataBlockObjectIdLast);
- if (stream->writeFlag(waterExplosion != NULL))
- stream->writeRangedU32(waterExplosion->getId(), DataBlockObjectIdFirst,
- DataBlockObjectIdLast);
- if (stream->writeFlag(splash != NULL))
- stream->writeRangedU32(splash->getId(), DataBlockObjectIdFirst,
- DataBlockObjectIdLast);
- if (stream->writeFlag(decal != NULL))
- stream->writeRangedU32(decal->getId(), DataBlockObjectIdFirst,
- DataBlockObjectIdLast);
- sfxWrite( stream, sound );
- if ( stream->writeFlag(lightDesc != NULL))
- stream->writeRangedU32(lightDesc->getId(), DataBlockObjectIdFirst,
- DataBlockObjectIdLast);
- stream->write(impactForce);
- // stream->writeRangedU32(lifetime, 0, Projectile::MaxLivingTicks);
- // stream->writeRangedU32(armingDelay, 0, Projectile::MaxLivingTicks);
- // stream->writeRangedU32(fadeDelay, 0, Projectile::MaxLivingTicks);
- // [tom, 3/21/2007] Changing these to write all 32 bits as the previous
- // code limited these to a max value of 4095.
- stream->write(lifetime);
- stream->write(armingDelay);
- stream->write(fadeDelay);
- if(stream->writeFlag(isBallistic))
- {
- stream->write(gravityMod);
- stream->write(bounceElasticity);
- stream->write(bounceFriction);
- }
- }
- void ProjectileData::unpackData(BitStream* stream)
- {
- Parent::unpackData(stream);
- projectileShapeName = stream->readSTString();
- faceViewer = stream->readFlag();
- if(stream->readFlag())
- {
- stream->read(&scale.x);
- stream->read(&scale.y);
- stream->read(&scale.z);
- }
- else
- scale.set(1,1,1);
- if (stream->readFlag())
- particleEmitterId = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
- if (stream->readFlag())
- particleWaterEmitterId = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
- if (stream->readFlag())
- explosionId = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
- if (stream->readFlag())
- waterExplosionId = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
- if (stream->readFlag())
- splashId = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
- if (stream->readFlag())
- decalId = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
- sfxRead( stream, &sound );
- if (stream->readFlag())
- lightDescId = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
- // [tom, 3/21/2007] See comment in packData()
- // lifetime = stream->readRangedU32(0, Projectile::MaxLivingTicks);
- // armingDelay = stream->readRangedU32(0, Projectile::MaxLivingTicks);
- // fadeDelay = stream->readRangedU32(0, Projectile::MaxLivingTicks);
- stream->read(&impactForce);
- stream->read(&lifetime);
- stream->read(&armingDelay);
- stream->read(&fadeDelay);
- isBallistic = stream->readFlag();
- if(isBallistic)
- {
- stream->read(&gravityMod);
- stream->read(&bounceElasticity);
- stream->read(&bounceFriction);
- }
- }
- bool ProjectileData::setLifetime( void *obj, const char *index, const char *data )
- {
- S32 value = dAtoi(data);
- value = scaleValue(value);
- ProjectileData *object = static_cast<ProjectileData*>(obj);
- object->lifetime = value;
- return false;
- }
- bool ProjectileData::setArmingDelay( void *obj, const char *index, const char *data )
- {
- S32 value = dAtoi(data);
- value = scaleValue(value);
- ProjectileData *object = static_cast<ProjectileData*>(obj);
- object->armingDelay = value;
- return false;
- }
- bool ProjectileData::setFadeDelay( void *obj, const char *index, const char *data )
- {
- S32 value = dAtoi(data);
- value = scaleValue(value);
- ProjectileData *object = static_cast<ProjectileData*>(obj);
- object->fadeDelay = value;
- return false;
- }
- const char *ProjectileData::getScaledValue( void *obj, const char *data)
- {
- S32 value = dAtoi(data);
- value = scaleValue(value, false);
- String stringData = String::ToString(value);
- char *strBuffer = Con::getReturnBuffer(stringData.size());
- dMemcpy( strBuffer, stringData, stringData.size() );
- return strBuffer;
- }
- S32 ProjectileData::scaleValue( S32 value, bool down )
- {
- S32 minV = 0;
- S32 maxV = Projectile::MaxLivingTicks;
- // scale down to ticks before we validate
- if( down )
- value /= TickMs;
- if(value < minV || value > maxV)
- {
- Con::errorf("ProjectileData::scaleValue(S32 value = %d, bool down = %b) - Scaled value must be between %d and %d", value, down, minV, maxV);
- if(value < minV)
- value = minV;
- else if(value > maxV)
- value = maxV;
- }
- // scale up from ticks after we validate
- if( !down )
- value *= TickMs;
- return value;
- }
- //--------------------------------------------------------------------------
- //--------------------------------------
- //
- Projectile::Projectile()
- : mPhysicsWorld( NULL ),
- mDataBlock( NULL ),
- mCurrPosition( 0, 0, 0 ),
- mCurrVelocity( 0, 0, 1 ),
- mSourceObjectId( -1 ),
- mSourceObjectSlot( -1 ),
- mCurrTick( 0 ),
- mParticleEmitter( NULL ),
- mParticleWaterEmitter( NULL ),
- mSound( NULL ),
- mProjectileShape( NULL ),
- mActivateThread( NULL ),
- mMaintainThread( NULL ),
- mHasExploded( false ),
- mFadeValue( 1.0f )
- {
- // Todo: ScopeAlways?
- mNetFlags.set(Ghostable);
- mTypeMask |= ProjectileObjectType | LightObjectType | DynamicShapeObjectType;
- mLight = LightManager::createLightInfo();
- mLight->setType( LightInfo::Point );
- mLightState.clear();
- mLightState.setLightInfo( mLight );
- }
- Projectile::~Projectile()
- {
- SAFE_DELETE(mLight);
- delete mProjectileShape;
- mProjectileShape = NULL;
- }
- //--------------------------------------------------------------------------
- void Projectile::initPersistFields()
- {
- addGroup("Physics");
- addProtectedField("initialPosition", TypePoint3F, Offset(mInitialPosition, Projectile), &_setInitialPosition, &defaultProtectedGetFn,
- "@brief Starting position for the projectile.\n\n");
- //addField("initialPosition", TypePoint3F, Offset(mCurrPosition, Projectile),
- // "@brief Starting position for the projectile.\n\n");
- addProtectedField("initialVelocity", TypePoint3F, Offset(mInitialVelocity, Projectile), &_setInitialVelocity, &defaultProtectedGetFn,
- "@brief Starting velocity for the projectile.\n\n");
- //addField("initialVelocity", TypePoint3F, Offset(mCurrVelocity, Projectile),
- // "@brief Starting velocity for the projectile.\n\n");
- endGroup("Physics");
- addGroup("Source");
- addField("sourceObject", TypeS32, Offset(mSourceObjectId, Projectile),
- "@brief ID number of the object that fired the projectile.\n\n"
- "@note If the projectile was fired by a WeaponImage, sourceObject will be "
- "the object that owns the WeaponImage. This is usually the player.");
- addField("sourceSlot", TypeS32, Offset(mSourceObjectSlot, Projectile),
- "@brief The sourceObject's weapon slot that the projectile originates from.\n\n");
- endGroup("Source");
- Parent::initPersistFields();
- }
- bool Projectile::_setInitialPosition( void *object, const char *index, const char *data )
- {
- Projectile* p = static_cast<Projectile*>( object );
- if ( p )
- {
- Point3F pos;
- S32 count = dSscanf( data, "%f %f %f",
- &pos.x, &pos.y, &pos.z);
- if ( (count != 3) )
- {
- Con::printf("Projectile: Failed to parse initial position \"px py pz\" from '%s'", data);
- return false;
- }
- p->setInitialPosition( pos );
- }
- return false;
- }
- void Projectile::setInitialPosition( const Point3F& pos )
- {
- mInitialPosition = pos;
- mCurrPosition = pos;
- }
- bool Projectile::_setInitialVelocity( void *object, const char *index, const char *data )
- {
- Projectile* p = static_cast<Projectile*>( object );
- if ( p )
- {
- Point3F vel;
- S32 count = dSscanf( data, "%f %f %f",
- &vel.x, &vel.y, &vel.z);
- if ( (count != 3) )
- {
- Con::printf("Projectile: Failed to parse initial velocity \"vx vy vz\" from '%s'", data);
- return false;
- }
- p->setInitialVelocity( vel );
- }
- return false;
- }
- void Projectile::setInitialVelocity( const Point3F& vel )
- {
- mInitialVelocity = vel;
- mCurrVelocity = vel;
- }
- //--------------------------------------------------------------------------
- bool Projectile::calculateImpact(float,
- Point3F& pointOfImpact,
- float& impactTime)
- {
- Con::warnf(ConsoleLogEntry::General, "Projectile::calculateImpact: Should never be called");
- impactTime = 0;
- pointOfImpact.set(0, 0, 0);
- return false;
- }
- //--------------------------------------------------------------------------
- F32 Projectile::getUpdatePriority(CameraScopeQuery *camInfo, U32 updateMask, S32 updateSkips)
- {
- F32 ret = Parent::getUpdatePriority(camInfo, updateMask, updateSkips);
- // if the camera "owns" this object, it should have a slightly higher priority
- if(mSourceObject == camInfo->camera)
- return ret + 0.2;
- return ret;
- }
- bool Projectile::onAdd()
- {
- if(!Parent::onAdd())
- return false;
- if( !mDataBlock )
- {
- Con::errorf("Projectile::onAdd - Fail - Not datablock");
- return false;
- }
- if (isServerObject())
- {
- ShapeBase* ptr;
- if (Sim::findObject(mSourceObjectId, ptr))
- {
- mSourceObject = ptr;
- // Since we later do processAfter( mSourceObject ) we must clearProcessAfter
- // if it is deleted. SceneObject already handles this in onDeleteNotify so
- // all we need to do is register for the notification.
- deleteNotify( ptr );
- }
- else
- {
- if (mSourceObjectId != -1)
- Con::errorf(ConsoleLogEntry::General, "Projectile::onAdd: mSourceObjectId is invalid");
- mSourceObject = NULL;
- }
- // If we're on the server, we need to inherit some of our parent's velocity
- //
- mCurrTick = 0;
- }
- else
- {
- if (bool(mDataBlock->projectileShape))
- {
- mProjectileShape = new TSShapeInstance(mDataBlock->projectileShape, isClientObject());
- if (mDataBlock->activateSeq != -1)
- {
- mActivateThread = mProjectileShape->addThread();
- mProjectileShape->setTimeScale(mActivateThread, 1);
- mProjectileShape->setSequence(mActivateThread, mDataBlock->activateSeq, 0);
- }
- }
- if (mDataBlock->particleEmitter != NULL)
- {
- ParticleEmitter* pEmitter = new ParticleEmitter;
- pEmitter->onNewDataBlock(mDataBlock->particleEmitter,false);
- if (pEmitter->registerObject() == false)
- {
- Con::warnf(ConsoleLogEntry::General, "Could not register particle emitter for particle of class: %s", mDataBlock->getName());
- delete pEmitter;
- pEmitter = NULL;
- }
- mParticleEmitter = pEmitter;
- }
- if (mDataBlock->particleWaterEmitter != NULL)
- {
- ParticleEmitter* pEmitter = new ParticleEmitter;
- pEmitter->onNewDataBlock(mDataBlock->particleWaterEmitter,false);
- if (pEmitter->registerObject() == false)
- {
- Con::warnf(ConsoleLogEntry::General, "Could not register particle emitter for particle of class: %s", mDataBlock->getName());
- delete pEmitter;
- pEmitter = NULL;
- }
- mParticleWaterEmitter = pEmitter;
- }
- }
- if (mSourceObject.isValid())
- processAfter(mSourceObject);
- // Setup our bounding box
- if (bool(mDataBlock->projectileShape) == true)
- mObjBox = mDataBlock->projectileShape->bounds;
- else
- mObjBox = Box3F(Point3F(0, 0, 0), Point3F(0, 0, 0));
- MatrixF initialTransform( true );
- initialTransform.setPosition( mCurrPosition );
- setTransform( initialTransform ); // calls resetWorldBox
- addToScene();
- if ( PHYSICSMGR )
- mPhysicsWorld = PHYSICSMGR->getWorld( isServerObject() ? "server" : "client" );
- return true;
- }
- void Projectile::onRemove()
- {
- if( !mParticleEmitter.isNull() )
- {
- mParticleEmitter->deleteWhenEmpty();
- mParticleEmitter = NULL;
- }
- if( !mParticleWaterEmitter.isNull() )
- {
- mParticleWaterEmitter->deleteWhenEmpty();
- mParticleWaterEmitter = NULL;
- }
- SFX_DELETE( mSound );
- removeFromScene();
- Parent::onRemove();
- }
- bool Projectile::onNewDataBlock( GameBaseData *dptr, bool reload )
- {
- mDataBlock = dynamic_cast<ProjectileData*>( dptr );
- if ( !mDataBlock || !Parent::onNewDataBlock( dptr, reload ) )
- return false;
- if ( isGhost() )
- {
- // Create the sound ahead of time. This reduces runtime
- // costs and makes the system easier to understand.
- SFX_DELETE( mSound );
- if ( mDataBlock->sound )
- mSound = SFX->createSource( mDataBlock->sound );
- }
- return true;
- }
- void Projectile::submitLights( LightManager *lm, bool staticLighting )
- {
- if ( staticLighting || mHasExploded || !mDataBlock->lightDesc )
- return;
- mDataBlock->lightDesc->submitLight( &mLightState, getRenderTransform(), lm, this );
- }
- bool Projectile::pointInWater(const Point3F &point)
- {
- // This is pretty much a hack so we can use the existing ContainerQueryInfo
- // and findObject router.
- // We only care if we intersect with water at all
- // so build a box at the point that has only 1 z extent.
- // And test if water coverage is anything other than zero.
- Box3F boundsBox( point, point );
- boundsBox.maxExtents.z += 1.0f;
- ContainerQueryInfo info;
- info.box = boundsBox;
- info.mass = 0.0f;
- // Find and retreive physics info from intersecting WaterObject(s)
- if(mContainer != NULL)
- {
- mContainer->findObjects( boundsBox, WaterObjectType, findRouter, &info );
- }
- else
- {
- // Handle special case where the projectile has exploded prior to having
- // called onAdd() on the client. This occurs when the projectile on the
- // server is created and then explodes in the same network update tick.
- // On the client end in NetConnection::ghostReadPacket() the ghost is
- // created and then Projectile::unpackUpdate() is called prior to the
- // projectile being registered. Within unpackUpdate() the explosion
- // is triggered, but without being registered onAdd() isn't called and
- // the container is not set. As all we're doing is checking if the
- // given explosion point is within water, we should be able to use the
- // global container here. We could likely always get away with this,
- // but using the actual defined container when possible is the right
- // thing to do. DAW
- AssertFatal(isClientObject(), "Server projectile has not been properly added");
- gClientContainer.findObjects( boundsBox, WaterObjectType, findRouter, &info );
- }
- return ( info.waterCoverage > 0.0f );
- }
- //----------------------------------------------------------------------------
- void Projectile::emitParticles(const Point3F& from, const Point3F& to, const Point3F& vel, const U32 ms)
- {
- if ( mHasExploded )
- return;
- Point3F axis = -vel;
- if( axis.isZero() )
- axis.set( 0.0, 0.0, 1.0 );
- else
- axis.normalize();
- bool fromWater = pointInWater(from);
- bool toWater = pointInWater(to);
- if (!fromWater && !toWater && bool(mParticleEmitter)) // not in water
- mParticleEmitter->emitParticles(from, to, axis, vel, ms);
- else if (fromWater && toWater && bool(mParticleWaterEmitter)) // in water
- mParticleWaterEmitter->emitParticles(from, to, axis, vel, ms);
- else if (!fromWater && toWater && mDataBlock->splash) // entering water
- {
- // cast the ray to get the surface point of the water
- RayInfo rInfo;
- if (gClientContainer.castRay(from, to, WaterObjectType, &rInfo))
- {
- MatrixF trans = getTransform();
- trans.setPosition(rInfo.point);
- Splash *splash = new Splash();
- splash->onNewDataBlock(mDataBlock->splash, false);
- splash->setTransform(trans);
- splash->setInitialState(trans.getPosition(), Point3F(0.0, 0.0, 1.0));
- if (!splash->registerObject())
- {
- delete splash;
- splash = NULL;
- }
- // create an emitter for the particles out of water and the particles in water
- if (mParticleEmitter)
- mParticleEmitter->emitParticles(from, rInfo.point, axis, vel, ms);
- if (mParticleWaterEmitter)
- mParticleWaterEmitter->emitParticles(rInfo.point, to, axis, vel, ms);
- }
- }
- else if (fromWater && !toWater && mDataBlock->splash) // leaving water
- {
- // cast the ray in the opposite direction since that point is out of the water, otherwise
- // we hit water immediately and wont get the appropriate surface point
- RayInfo rInfo;
- if (gClientContainer.castRay(to, from, WaterObjectType, &rInfo))
- {
- MatrixF trans = getTransform();
- trans.setPosition(rInfo.point);
- Splash *splash = new Splash();
- splash->onNewDataBlock(mDataBlock->splash,false);
- splash->setTransform(trans);
- splash->setInitialState(trans.getPosition(), Point3F(0.0, 0.0, 1.0));
- if (!splash->registerObject())
- {
- delete splash;
- splash = NULL;
- }
- // create an emitter for the particles out of water and the particles in water
- if (mParticleEmitter)
- mParticleEmitter->emitParticles(rInfo.point, to, axis, vel, ms);
- if (mParticleWaterEmitter)
- mParticleWaterEmitter->emitParticles(from, rInfo.point, axis, vel, ms);
- }
- }
- }
- void Projectile::explode( const Point3F &p, const Point3F &n, const U32 collideType )
- {
- // Make sure we don't explode twice...
- if ( mHasExploded )
- return;
- mHasExploded = true;
- // Move the explosion point slightly off the surface to avoid problems with radius damage
- Point3F explodePos = p + n * 0.001f;
- if ( isServerObject() )
- {
- // Do what the server needs to do, damage the surrounding objects, etc.
- mExplosionPosition = explodePos;
- mExplosionNormal = n;
- mCollideHitType = collideType;
- mDataBlock->onExplode_callback( this, mExplosionPosition, mFadeValue );
- setMaskBits(ExplosionMask);
- // Just wait till the timeout to self delete. This
- // gives server object time to get ghosted to the client.
- }
- else
- {
- // Client just plays the explosion at the right place...
- //
- Explosion* pExplosion = NULL;
- if (mDataBlock->waterExplosion && pointInWater(p))
- {
- pExplosion = new Explosion;
- pExplosion->onNewDataBlock(mDataBlock->waterExplosion, false);
- }
- else
- if (mDataBlock->explosion)
- {
- pExplosion = new Explosion;
- pExplosion->onNewDataBlock(mDataBlock->explosion, false);
- }
- if( pExplosion )
- {
- MatrixF xform(true);
- xform.setPosition(explodePos);
- pExplosion->setTransform(xform);
- pExplosion->setInitialState(explodePos, n);
- pExplosion->setCollideType( collideType );
- if (pExplosion->registerObject() == false)
- {
- Con::errorf(ConsoleLogEntry::General, "Projectile(%s)::explode: couldn't register explosion",
- mDataBlock->getName() );
- delete pExplosion;
- pExplosion = NULL;
- }
- }
- // Client (impact) decal.
- DecalInstance * decalReturn = NULL;
- if ( mDataBlock->decal )
- decalReturn = gDecalManager->addDecal(p, n, 0.0f, mDataBlock->decal);
- if(decalReturn)
- {
- RayInfo rInfo;
- Point3F oldPosition = p;
- Point3F newPosition = p - (n*0.05);
- // Raycast the abstract PhysicsWorld if a PhysicsPlugin exists.
- bool hit = false;
- //disableCollision();
- //let's ignore bullet physics and go the poor castRay
- hit = gClientContainer.castRay(oldPosition, newPosition, csmDynamicCollisionMask | csmStaticCollisionMask, &rInfo);
- //enableCollision();
- //if(rInfo.object has some quality that enables this check) {
- if(hit)
- decalReturn->surfaceObject = (rInfo.object)->getId(); //else, surfaceObject keeps being 0
- //} ----- closing of if(rInfo.object has some quality...)
- }
- // Client object
- updateSound();
- }
- /*
- // Client and Server both should apply forces to PhysicsWorld objects
- // within the explosion.
- if ( false && mPhysicsWorld )
- {
- F32 force = 200.0f;
- mPhysicsWorld->explosion( p, 15.0f, force );
- }
- */
- }
- void Projectile::updateSound()
- {
- if (!mDataBlock->sound)
- return;
- if ( mSound )
- {
- if ( mHasExploded )
- mSound->stop();
- else
- {
- if ( !mSound->isPlaying() )
- mSound->play();
- mSound->setVelocity( getVelocity() );
- mSound->setTransform( getRenderTransform() );
- }
- }
- }
- void Projectile::processTick( const Move *move )
- {
- Parent::processTick( move );
- mCurrTick++;
- simulate( TickSec );
- }
- void Projectile::simulate( F32 dt )
- {
- if ( isServerObject() && mCurrTick >= mDataBlock->lifetime )
- {
- deleteObject();
- return;
- }
- if ( mHasExploded )
- return;
- // ... otherwise, we have to do some simulation work.
- RayInfo rInfo;
- Point3F oldPosition;
- Point3F newPosition;
- oldPosition = mCurrPosition;
- if ( mDataBlock->isBallistic )
- mCurrVelocity.z -= 9.81 * mDataBlock->gravityMod * dt;
- newPosition = oldPosition + mCurrVelocity * dt;
- // disable the source objects collision reponse for a short time while we
- // determine if the projectile is capable of moving from the old position
- // to the new position, otherwise we'll hit ourself
- bool disableSourceObjCollision = (mSourceObject.isValid() && mCurrTick <= SourceIdTimeoutTicks);
- if ( disableSourceObjCollision )
- mSourceObject->disableCollision();
- disableCollision();
- // Determine if the projectile is going to hit any object between the previous
- // position and the new position. This code is executed both on the server
- // and on the client (for prediction purposes). It is possible that the server
- // will have registered a collision while the client prediction has not. If this
- // happens the client will be corrected in the next packet update.
- // Raycast the abstract PhysicsWorld if a PhysicsPlugin exists.
- bool hit = false;
- if ( mPhysicsWorld )
- hit = mPhysicsWorld->castRay( oldPosition, newPosition, &rInfo, Point3F( newPosition - oldPosition) * mDataBlock->impactForce );
- else
- hit = getContainer()->castRay(oldPosition, newPosition, csmDynamicCollisionMask | csmStaticCollisionMask, &rInfo);
- if ( hit )
- {
- // make sure the client knows to bounce
- if ( isServerObject() && ( rInfo.object->getTypeMask() & csmStaticCollisionMask ) == 0 )
- setMaskBits( BounceMask );
- MatrixF xform( true );
- xform.setColumn( 3, rInfo.point );
- setTransform( xform );
- mCurrPosition = rInfo.point;
- // Get the object type before the onCollision call, in case
- // the object is destroyed.
- U32 objectType = rInfo.object->getTypeMask();
- // re-enable the collision response on the source object since
- // we need to process the onCollision and explode calls
- if ( disableSourceObjCollision )
- mSourceObject->enableCollision();
- // Ok, here is how this works:
- // onCollision is called to notify the server scripts that a collision has occurred, then
- // a call to explode is made to start the explosion process. The call to explode is made
- // twice, once on the server and once on the client.
- // The server process is responsible for two things:
- // 1) setting the ExplosionMask network bit to guarantee that the client calls explode
- // 2) initiate the explosion process on the server scripts
- // The client process is responsible for only one thing:
- // 1) drawing the appropriate explosion
- // It is possible that during the processTick the server may have decided that a hit
- // has occurred while the client prediction has decided that a hit has not occurred.
- // In this particular scenario the client will have failed to call onCollision and
- // explode during the processTick. However, the explode function will be called
- // during the next packet update, due to the ExplosionMask network bit being set.
- // onCollision will remain uncalled on the client however, therefore no client
- // specific code should be placed inside the function!
- onCollision( rInfo.point, rInfo.normal, rInfo.object );
- // Next order of business: do we explode on this hit?
- if ( mCurrTick > mDataBlock->armingDelay || mDataBlock->armingDelay == 0 )
- {
- mCurrVelocity = Point3F::Zero;
- explode( rInfo.point, rInfo.normal, objectType );
- }
- if ( mDataBlock->isBallistic )
- {
- // Otherwise, this represents a bounce. First, reflect our velocity
- // around the normal...
- Point3F bounceVel = mCurrVelocity - rInfo.normal * (mDot( mCurrVelocity, rInfo.normal ) * 2.0);
- mCurrVelocity = bounceVel;
- // Add in surface friction...
- Point3F tangent = bounceVel - rInfo.normal * mDot(bounceVel, rInfo.normal);
- mCurrVelocity -= tangent * mDataBlock->bounceFriction;
- // Now, take elasticity into account for modulating the speed of the grenade
- mCurrVelocity *= mDataBlock->bounceElasticity;
- // Set the new position to the impact and the bounce
- // will apply on the next frame.
- //F32 timeLeft = 1.0f - rInfo.t;
- newPosition = oldPosition = rInfo.point + rInfo.normal * 0.05f;
- }
- else
- {
- mCurrVelocity = Point3F::Zero;
- }
- }
- // re-enable the collision response on the source object now
- // that we are done processing the ballistic movement
- if ( disableSourceObjCollision )
- mSourceObject->enableCollision();
- enableCollision();
- if ( isClientObject() )
- {
- emitParticles( mCurrPosition, newPosition, mCurrVelocity, U32( dt * 1000.0f ) );
- updateSound();
- }
- mCurrDeltaBase = newPosition;
- mCurrBackDelta = mCurrPosition - newPosition;
- mCurrPosition = newPosition;
- MatrixF xform( true );
- xform.setColumn( 3, mCurrPosition );
- setTransform( xform );
- }
- void Projectile::advanceTime(F32 dt)
- {
- Parent::advanceTime(dt);
- if ( mHasExploded || dt == 0.0)
- return;
- if (mActivateThread &&
- mProjectileShape->getDuration(mActivateThread) > mProjectileShape->getTime(mActivateThread) + dt)
- {
- mProjectileShape->advanceTime(dt, mActivateThread);
- }
- else
- {
- if (mMaintainThread)
- {
- mProjectileShape->advanceTime(dt, mMaintainThread);
- }
- else if (mActivateThread && mDataBlock->maintainSeq != -1)
- {
- mMaintainThread = mProjectileShape->addThread();
- mProjectileShape->setTimeScale(mMaintainThread, 1);
- mProjectileShape->setSequence(mMaintainThread, mDataBlock->maintainSeq, 0);
- mProjectileShape->advanceTime(dt, mMaintainThread);
- }
- }
- }
- void Projectile::interpolateTick(F32 delta)
- {
- Parent::interpolateTick(delta);
- if( mHasExploded )
- return;
- Point3F interpPos = mCurrDeltaBase + mCurrBackDelta * delta;
- Point3F dir = mCurrVelocity;
- if(dir.isZero())
- dir.set(0,0,1);
- else
- dir.normalize();
- MatrixF xform(true);
- xform = MathUtils::createOrientFromDir(dir);
- xform.setPosition(interpPos);
- setRenderTransform(xform);
- // fade out the projectile image
- S32 time = (S32)(mCurrTick - delta);
- if(time > mDataBlock->fadeDelay)
- {
- F32 fade = F32(time - mDataBlock->fadeDelay);
- mFadeValue = 1.0 - (fade / F32(mDataBlock->lifetime));
- }
- else
- mFadeValue = 1.0;
- updateSound();
- }
- //--------------------------------------------------------------------------
- void Projectile::onCollision(const Point3F& hitPosition, const Point3F& hitNormal, SceneObject* hitObject)
- {
- // No client specific code should be placed or branched from this function
- if(isClientObject())
- return;
- if (hitObject != NULL && isServerObject())
- {
- mDataBlock->onCollision_callback( this, hitObject, mFadeValue, hitPosition, hitNormal );
- }
- }
- //--------------------------------------------------------------------------
- U32 Projectile::packUpdate( NetConnection *con, U32 mask, BitStream *stream )
- {
- U32 retMask = Parent::packUpdate( con, mask, stream );
- const bool isInitalUpdate = mask & GameBase::InitialUpdateMask;
- // InitialUpdateMask
- if ( stream->writeFlag( isInitalUpdate ) )
- {
- stream->writeRangedU32( mCurrTick, 0, MaxLivingTicks );
- if ( mSourceObject.isValid() )
- {
- // Potentially have to write this to the client, let's make sure it has a
- // ghost on the other side...
- S32 ghostIndex = con->getGhostIndex( mSourceObject );
- if ( stream->writeFlag( ghostIndex != -1 ) )
- {
- stream->writeRangedU32( U32(ghostIndex),
- 0,
- NetConnection::MaxGhostCount );
- stream->writeRangedU32( U32(mSourceObjectSlot),
- 0,
- ShapeBase::MaxMountedImages - 1 );
- }
- else
- // have not recieved the ghost for the source object yet, try again later
- retMask |= GameBase::InitialUpdateMask;
- }
- else
- stream->writeFlag( false );
- }
- // ExplosionMask
- //
- // ExplosionMask will be set during the initial update but hidden is
- // only true if we have really exploded.
- if ( stream->writeFlag( ( mask & ExplosionMask ) && mHasExploded ) )
- {
- mathWrite(*stream, mExplosionPosition);
- mathWrite(*stream, mExplosionNormal);
- stream->write(mCollideHitType);
- }
- // BounceMask
- if ( stream->writeFlag( mask & BounceMask ) )
- {
- // Bounce against dynamic object
- mathWrite(*stream, mCurrPosition);
- mathWrite(*stream, mCurrVelocity);
- }
- return retMask;
- }
- void Projectile::unpackUpdate(NetConnection* con, BitStream* stream)
- {
- Parent::unpackUpdate(con, stream);
- if ( stream->readFlag() ) // InitialUpdateMask
- {
- mCurrTick = stream->readRangedU32( 0, MaxLivingTicks );
- if ( stream->readFlag() )
- {
- mSourceObjectId = stream->readRangedU32( 0, NetConnection::MaxGhostCount );
- mSourceObjectSlot = stream->readRangedU32( 0, ShapeBase::MaxMountedImages - 1 );
- NetObject* pObject = con->resolveGhost( mSourceObjectId );
- if ( pObject != NULL )
- mSourceObject = dynamic_cast<ShapeBase*>( pObject );
- }
- else
- {
- mSourceObjectId = -1;
- mSourceObjectSlot = -1;
- mSourceObject = NULL;
- }
- }
- if ( stream->readFlag() ) // ExplosionMask
- {
- Point3F explodePoint;
- Point3F explodeNormal;
- mathRead( *stream, &explodePoint );
- mathRead( *stream, &explodeNormal );
- stream->read( &mCollideHitType );
- // start the explosion visuals
- explode( explodePoint, explodeNormal, mCollideHitType );
- }
- if ( stream->readFlag() ) // BounceMask
- {
- Point3F pos;
- mathRead( *stream, &pos );
- mathRead( *stream, &mCurrVelocity );
- mCurrDeltaBase = pos;
- mCurrBackDelta = mCurrPosition - pos;
- mCurrPosition = pos;
- setPosition( mCurrPosition );
- }
- }
- //--------------------------------------------------------------------------
- void Projectile::prepRenderImage( SceneRenderState* state )
- {
- if (mHasExploded || mFadeValue <= (1.0/255.0))
- return;
- if ( mDataBlock->lightDesc )
- {
- mDataBlock->lightDesc->prepRender( state, &mLightState, getRenderTransform() );
- }
- /*
- if ( mFlareData )
- {
- mFlareState.fullBrightness = mDataBlock->lightDesc->mBrightness;
- mFlareState.scale = mFlareScale;
- mFlareState.lightInfo = mLight;
- mFlareState.lightMat = getTransform();
- mFlareData->prepRender( state, &mFlareState );
- }
- */
- prepBatchRender( state );
- }
- void Projectile::prepBatchRender( SceneRenderState *state )
- {
- if ( !mProjectileShape )
- return;
- GFXTransformSaver saver;
- // Set up our TS render state.
- TSRenderState rdata;
- rdata.setSceneState( state );
- // We might have some forward lit materials
- // so pass down a query to gather lights.
- LightQuery query;
- query.init( getWorldSphere() );
- rdata.setLightQuery( &query );
- MatrixF mat = getRenderTransform();
- mat.scale( mObjScale );
- mat.scale( mDataBlock->scale );
- GFX->setWorldMatrix( mat );
- mProjectileShape->setDetailFromPosAndScale( state, mat.getPosition(), mObjScale );
- mProjectileShape->animate();
- mProjectileShape->render( rdata );
- }
- DefineEngineMethod(Projectile, presimulate, void, (F32 seconds), (1.0f),
- "@brief Updates the projectile's positional and collision information.\n\n"
- "This function will first delete the projectile if it is a server object and is outside it's ProjectileData::lifetime. "
- "Also responsible for applying gravity, determining collisions, triggering explosions, "
- "emitting trail particles, and calculating bounces if necessary."
- "@param seconds Amount of time, in seconds since the simulation's start, to advance.\n"
- "@tsexample\n"
- "// Tell the projectile to process a simulation event, and provide the amount of time\n"
- "// that has passed since the simulation began.\n"
- "%seconds = 2.0;\n"
- "%projectile.presimulate(%seconds);\n"
- "@endtsexample\n"
- "@note This function is not called if the SimObject::hidden is true.")
- {
- object->simulate( seconds );
- }
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