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Eagle517
2025-02-17 23:17:30 -06:00
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "game/aiClient.h"
#include "core/realComp.h"
#include "math/mMatrix.h"
#include "game/player.h"
#include "game/moveManager.h"
#include "console/consoleInternal.h"
IMPLEMENT_CONOBJECT( AIClient );
/**
* Constructor
*/
AIClient::AIClient() {
mMoveMode = ModeStop;
mMoveDestination.set( 0.0f, 0.0f, 0.0f );
mAimLocation.set( 0.0f, 0.0f, 0.0f );
mMoveSpeed = 1.0f;
mMoveTolerance = 0.25f;
// Clear the triggers
for( int i = 0; i < MaxTriggerKeys; i++ )
mTriggers[i] = false;
mAimToDestination = true;
mTargetInLOS = false;
mLocation.set( 0.0f, 0.0f, 0.0f );
mPlayer = NULL;
}
/**
* Destructor
*/
AIClient::~AIClient() {
// Blah
}
/**
* Sets the object the bot is targeting
*
* @param targetObject The object to target
*/
void AIClient::setTargetObject( ShapeBase *targetObject ) {
if ( !targetObject || !bool( mTargetObject ) || targetObject->getId() != mTargetObject->getId() )
mTargetInLOS = false;
mTargetObject = targetObject;
}
/**
* Returns the target object
*
* @return Object bot is targeting
*/
S32 AIClient::getTargetObject() const {
if( bool( mTargetObject ) )
return mTargetObject->getId();
else
return -1;
}
/**
* Sets the speed at which this AI moves
*
* @param speed Speed to move, default player was 10
*/
void AIClient::setMoveSpeed( F32 speed ) {
if( speed <= 0.0f )
mMoveSpeed = 0.0f;
else
mMoveSpeed = getMin( 1.0f, speed );
}
/**
* Sets the movement mode for this AI
*
* @param mode Movement mode, see enum
*/
void AIClient::setMoveMode( S32 mode ) {
if( mode < 0 || mode >= ModeCount )
mode = 0;
if( mode != mMoveMode ) {
switch( mode ) {
case ModeStuck:
throwCallback( "onStuck" );
break;
case ModeMove:
if( mMoveMode == ModeStuck )
throwCallback( "onUnStuck" );
else
throwCallback( "onMove" );
break;
case ModeStop:
throwCallback( "onStop" );
break;
}
}
mMoveMode = mode;
}
/**
* Sets how far away from the move location is considered
* "on target"
*
* @param tolerance Movement tolerance for error
*/
void AIClient::setMoveTolerance( const F32 tolerance ) {
mMoveTolerance = getMax( 0.1f, tolerance );
}
/**
* Sets the location for the bot to run to
*
* @param location Point to run to
*/
void AIClient::setMoveDestination( const Point3F &location ) {
// Ok, here's the story...we're going to aim where we are going UNLESS told otherwise
if( mAimToDestination ) {
mAimLocation = location;
mAimLocation.z = 0.0f;
}
mMoveDestination = location;
}
/**
* Sets the location for the bot to aim at
*
* @param location Point to aim at
*/
void AIClient::setAimLocation( const Point3F &location ) {
mAimLocation = location;
mAimToDestination = false;
}
/**
* Clears the aim location and sets it to the bot's
* current destination so he looks where he's going
*/
void AIClient::clearAim() {
mAimLocation = Point3F( 0.0f, 0.0f, 0.0f );
mAimToDestination = true;
}
/**
* This method gets the move list for an object, in the case
* of the AI, it actually calculates the moves, and then
* sends them down the pipe.
*
* @param movePtr Pointer to move the move list into
* @param numMoves Number of moves in the move list
*/
void AIClient::getMoveList( Move **movePtr,U32 *numMoves ) {
//initialize the move structure and return pointers
mMove = NullMove;
*movePtr = &mMove;
*numMoves = 1;
// Check if we got a player
mPlayer = NULL;
mPlayer = static_cast<Player *>( getControlObject() );
// We got a something controling us?
if( !mPlayer )
return;
// What is The Matrix?
MatrixF moveMatrix;
moveMatrix.set( EulerF( 0, 0, 0 ) );
moveMatrix.setColumn( 3, Point3F( 0, 0, 0 ) );
moveMatrix.transpose();
// Position / rotation variables
F32 curYaw, curPitch;
F32 newYaw, newPitch;
F32 xDiff, yDiff, zDiff;
F32 moveSpeed = mMoveSpeed;
switch( mMoveMode ) {
case ModeStop:
return; // Stop means no action
break;
case ModeStuck:
// Fall through, so we still try to move
case ModeMove:
// Get my location
MatrixF const& myTransform = mPlayer->getTransform();
myTransform.getColumn( 3, &mLocation );
// Set rotation variables
Point3F rotation = mPlayer->getRotation();
Point3F headRotation = mPlayer->getHeadRotation();
curYaw = rotation.z;
curPitch = headRotation.x;
xDiff = mAimLocation.x - mLocation.x;
yDiff = mAimLocation.y - mLocation.y;
// first do Yaw
if( !isZero( xDiff ) || !isZero( yDiff ) ) {
// use the cur yaw between -Pi and Pi
while( curYaw > M_2PI )
curYaw -= M_2PI;
while( curYaw < -M_2PI )
curYaw += M_2PI;
// find the new yaw
newYaw = mAtan( xDiff, yDiff );
// find the yaw diff
F32 yawDiff = newYaw - curYaw;
// make it between 0 and 2PI
if( yawDiff < 0.0f )
yawDiff += M_2PI;
else if( yawDiff >= M_2PI )
yawDiff -= M_2PI;
// now make sure we take the short way around the circle
if( yawDiff > M_PI )
yawDiff -= M_2PI;
else if( yawDiff < -M_PI )
yawDiff += M_2PI;
mMove.yaw = yawDiff;
// set up the movement matrix
moveMatrix.set( EulerF( 0, 0, newYaw ) );
}
else
moveMatrix.set( EulerF( 0, 0, curYaw ) );
// next do pitch
F32 horzDist = Point2F( mAimLocation.x, mAimLocation.y ).len();
if( !isZero( horzDist ) ) {
//we shoot from the gun, not the eye...
F32 vertDist = mAimLocation.z;
newPitch = mAtan( horzDist, vertDist ) - ( M_PI / 2.0f );
F32 pitchDiff = newPitch - curPitch;
mMove.pitch = pitchDiff;
}
// finally, mMove towards mMoveDestination
xDiff = mMoveDestination.x - mLocation.x;
yDiff = mMoveDestination.y - mLocation.y;
// Check if we should mMove, or if we are 'close enough'
if( ( ( mFabs( xDiff ) > mMoveTolerance ) ||
( mFabs( yDiff ) > mMoveTolerance ) ) && ( !isZero( mMoveSpeed ) ) )
{
if( isZero( xDiff ) )
mMove.y = ( mLocation.y > mMoveDestination.y ? -moveSpeed : moveSpeed );
else if( isZero( yDiff ) )
mMove.x = ( mLocation.x > mMoveDestination.x ? -moveSpeed : moveSpeed );
else if( mFabs( xDiff ) > mFabs( yDiff ) ) {
F32 value = mFabs( yDiff / xDiff ) * mMoveSpeed;
mMove.y = ( mLocation.y > mMoveDestination.y ? -value : value );
mMove.x = ( mLocation.x > mMoveDestination.x ? -moveSpeed : moveSpeed );
}
else {
F32 value = mFabs( xDiff / yDiff ) * mMoveSpeed;
mMove.x = ( mLocation.x > mMoveDestination.x ? -value : value );
mMove.y = ( mLocation.y > mMoveDestination.y ? -moveSpeed : moveSpeed );
}
//now multiply the mMove vector by the transpose of the object rotation matrix
moveMatrix.transpose();
Point3F newMove;
moveMatrix.mulP( Point3F( mMove.x, mMove.y, 0 ), &newMove );
//and sub the result back in the mMove structure
mMove.x = newMove.x;
mMove.y = newMove.y;
// We should check to see if we are stuck...
if( mLocation.x == mLastLocation.x &&
mLocation.y == mLastLocation.y &&
mLocation.z == mLastLocation.z ) {
// We're stuck...probably
setMoveMode( ModeStuck );
}
else
setMoveMode( ModeMove );
}
else {
// Ok, we are close enough, lets stop
// setMoveMode( ModeStop ); // DON'T use this, it'll throw the wrong callback
mMoveMode = ModeStop;
throwCallback( "onReachDestination" ); // Callback
}
break;
}
// Test for target location in sight
RayInfo dummy;
Point3F targetLoc = mMoveDestination; // Change this
if( mPlayer ) {
if( !mPlayer->getContainer()->castRay( mLocation, targetLoc, InteriorObjectType |
StaticShapeObjectType | StaticObjectType |
TerrainObjectType, &dummy ) ) {
if( !mTargetInLOS )
throwCallback( "onTargetEnterLOS" );
}
else {
if( mTargetInLOS )
throwCallback( "onTargetExitLOS" );
}
}
// Copy over the trigger status
for( int i = 0; i < MaxTriggerKeys; i++ ) {
mMove.trigger[i] = mTriggers[i];
mTriggers[i] = false;
}
}
/**
* This method is just called to stop the bots from running amuck
* while the mission cycles
*/
void AIClient::missionCycleCleanup() {
setMoveMode( ModeStop );
}
/**
* Utility function to throw callbacks
*/
void AIClient::throwCallback( const char *name ) {
Con::executef( this, 2, name );
}
/**
* What gets called when this gets created, different from constructor
*/
void AIClient::onAdd( const char *nameSpace ) {
// This doesn't work...
//
if( dStrcmp( nameSpace, mNameSpace->mName ) ) {
Con::linkNamespaces( mNameSpace->mName, nameSpace );
mNameSpace = Con::lookupNamespace( nameSpace );
}
throwCallback( "onAdd" );
}
// --------------------------------------------------------------------------------------------
// Console Functions
// --------------------------------------------------------------------------------------------
/**
* Sets the move speed for an AI object
*/
ConsoleMethod( AIConnection, setMoveSpeed, void, 3, 3, "ai.setMoveSpeed( float );" ) {
AIClient *ai = static_cast<AIClient *>( object );
ai->setMoveSpeed( dAtof( argv[2] ) );
}
/**
* Stops all AI movement, halt!
*/
ConsoleMethod( AIConnection, stop, void, 2, 2, "ai.stop();" ) {
AIClient *ai = static_cast<AIClient *>( object );
ai->setMoveMode( AIClient::ModeStop );
}
/**
* Tells the AI to aim at the location provided
*/
ConsoleMethod( AIConnection, setAimLocation, void, 3, 3, "ai.setAimLocation( x y z );" ) {
AIClient *ai = static_cast<AIClient *>( object );
Point3F v( 0.0f,0.0f,0.0f );
dSscanf( argv[2], "%f %f %f", &v.x, &v.y, &v.z );
ai->setAimLocation( v );
}
/**
* Tells the AI to move to the location provided
*/
ConsoleMethod( AIConnection, setMoveDestination, void, 3, 3, "ai.setMoveDestination( x y z );" ) {
AIClient *ai = static_cast<AIClient *>( object );
Point3F v( 0.0f, 0.0f, 0.0f );
dSscanf( argv[2], "%f %f", &v.x, &v.y );
ai->setMoveDestination( v );
}
/**
* Returns the point the AI is aiming at
*/
ConsoleMethod( AIConnection, getAimLocation, const char *, 2, 2, "ai.getAimLocation();" ) {
AIClient *ai = static_cast<AIClient *>( object );
Point3F aimPoint = ai->getAimLocation();
char *returnBuffer = Con::getReturnBuffer( 256 );
dSprintf( returnBuffer, 256, "%f %f %f", aimPoint.x, aimPoint.y, aimPoint.z );
return returnBuffer;
}
/**
* Returns the point the AI is set to move to
*/
ConsoleMethod( AIConnection, getMoveDestination, const char *, 2, 2, "ai.getMoveDestination();" ) {
AIClient *ai = static_cast<AIClient *>( object );
Point3F movePoint = ai->getMoveDestination();
char *returnBuffer = Con::getReturnBuffer( 256 );
dSprintf( returnBuffer, 256, "%f %f %f", movePoint.x, movePoint.y, movePoint.z );
return returnBuffer;
}
/**
* Sets the bots target object
*/
ConsoleMethod( AIConnection, setTargetObject, void, 3, 3, "ai.setTargetObject( obj );" ) {
AIClient *ai = static_cast<AIClient *>( object );
// Find the target
ShapeBase *targetObject;
if( Sim::findObject( argv[2], targetObject ) )
ai->setTargetObject( targetObject );
else
ai->setTargetObject( NULL );
}
/**
* Gets the object the AI is targeting
*/
ConsoleMethod( AIConnection, getTargetObject, S32, 2, 2, "ai.getTargetObject();" ) {
AIClient *ai = static_cast<AIClient *>( object );
return ai->getTargetObject();
}
/**
* Tells the bot the mission is cycling
*/
ConsoleMethod( AIConnection, missionCycleCleanup, void, 2, 2, "ai.missionCycleCleanup();" ) {
AIClient *ai = static_cast<AIClient*>( object );
ai->missionCycleCleanup();
}
/**
* Sets the AI to run mode
*/
ConsoleMethod( AIConnection, move, void, 2, 2, "ai.move();" ) {
AIClient *ai = static_cast<AIClient *>( object );
ai->setMoveMode( AIClient::ModeMove );
}
/**
* Gets the AI's location in the world
*/
ConsoleMethod( AIConnection, getLocation, const char *, 2, 2, "ai.getLocation();" ) {
AIClient *ai = static_cast<AIClient *>( object );
Point3F locPoint = ai->getLocation();
char *returnBuffer = Con::getReturnBuffer( 256 );
dSprintf( returnBuffer, 256, "%f %f %f", locPoint.x, locPoint.y, locPoint.z );
return returnBuffer;
}
/**
* Adds an AI Player to the game
*/
ConsoleFunction( aiAddPlayer, S32 , 2, 3, "aiAddPlayer( 'playerName'[, 'AIClassType'] );" ) {
// Create the player
AIClient *aiPlayer = new AIClient();
aiPlayer->registerObject();
aiPlayer->setGhostFrom(false);
aiPlayer->setGhostTo(false);
aiPlayer->setSendingEvents(false);
aiPlayer->setTranslatesStrings(true);
aiPlayer->setEstablished();
// Add the connection to the client group
SimGroup *g = Sim::getClientGroup();
g->addObject( aiPlayer );
char *name = new char[ dStrlen( argv[1] ) + 1];
char *ns = new char[ dStrlen( argv[2] ) + 1];
dStrcpy( name, argv[1] );
dStrcpy( ns, argv[2] );
// Execute the connect console function, this is the same
// onConnect function invoked for normal client connections
Con::executef( aiPlayer, 2, "onConnect", name );
// Now execute the onAdd command and feed it the namespace
if( argc > 2 )
aiPlayer->onAdd( ns );
else
aiPlayer->onAdd( "AIClient" );
return aiPlayer->getId();
}
/**
* Tells the AI to move forward 100 units...TEST FXN
*/
ConsoleMethod( AIConnection, moveForward, void, 2, 2, "ai.moveForward();" ) {
AIClient *ai = static_cast<AIClient *>( object );
ShapeBase *player = ai->getControlObject();
Point3F location;
MatrixF const &myTransform = player->getTransform();
myTransform.getColumn( 3, &location );
location.y += 100.0f;
ai->setMoveDestination( location );
} // *** /TEST FXN

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engine/game/aiClient.h Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _AICLIENT_H_
#define _AICLIENT_H_
#ifndef _AICONNECTION_H_
#include "game/aiConnection.h"
#endif
#ifndef _TVECTOR_H_
#include "core/tVector.h"
#endif
class Player;
class AIClient : public AIConnection {
typedef AIConnection Parent;
private:
enum {
FireTrigger = 0,
JumpTrigger = 2,
JetTrigger = 3,
GrenadeTrigger = 4,
MineTrigger = 5
};
F32 mMoveSpeed;
S32 mMoveMode;
F32 mMoveTolerance; // How close to the destination before we stop
bool mTriggers[MaxTriggerKeys];
Player *mPlayer;
Point3F mMoveDestination;
Point3F mLocation;
Point3F mLastLocation; // For stuck check
bool mAimToDestination;
Point3F mAimLocation;
bool mTargetInLOS;
SimObjectPtr<ShapeBase> mTargetObject;
// Utility Methods
void throwCallback( const char *name );
public:
DECLARE_CONOBJECT( AIClient );
enum {
ModeStop = 0,
ModeMove,
ModeStuck,
ModeCount // This is in there as a max index value
};
AIClient();
~AIClient();
void getMoveList( Move **movePtr,U32 *numMoves );
// ---Targeting and aiming sets/gets
void setTargetObject( ShapeBase *targetObject );
S32 getTargetObject() const;
// ---Movement sets/gets
void setMoveSpeed( const F32 speed );
F32 getMoveSpeed() const { return mMoveSpeed; }
void setMoveMode( S32 mode );
S32 getMoveMode() const { return mMoveMode; }
void setMoveTolerance( const F32 tolerance );
F32 getMoveTolerance() const { return mMoveTolerance; }
void setMoveDestination( const Point3F &location );
Point3F getMoveDestination() const { return mMoveDestination; }
Point3F getLocation() const { return mLocation; }
// ---Facing(Aiming) sets/gets
void setAimLocation( const Point3F &location );
Point3F getAimLocation() const { return mAimLocation; }
void clearAim();
// ---Other
void missionCycleCleanup();
void onAdd( const char *nameSpace );
};
#endif

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engine/game/aiConnection.cc Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "game/aiConnection.h"
IMPLEMENT_CONOBJECT( AIConnection );
//-----------------------------------------------------------------------------
AIConnection::AIConnection() {
mAIControlled = true;
mMove = NullMove;
}
//-----------------------------------------------------------------------------
void AIConnection::clearMoves( U32 )
{
// Clear the pending move list. This connection generates moves
// on the fly, so there are never any pending moves.
}
void AIConnection::setMove(Move* m)
{
mMove = *m;
}
const Move& AIConnection::getMove()
{
return mMove;
}
/// Retrive the pending moves
/**
* The GameConnection base class queues moves for delivery to the
* controll object. This function is normally used to retrieve the
* queued moves recieved from the client. The AI connection does not
* have a connected client and simply generates moves on-the-fly
* base on it's current state.
*/
void AIConnection::getMoveList( Move **lngMove, U32 *numMoves )
{
*numMoves = 1;
*lngMove = &mMove;
}
//-----------------------------------------------------------------------------
// Console functions & methods
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
static inline F32 moveClamp(F32 v)
{
// Support function to convert/clamp the input into a move rotation
// which only allows 0 -> M_2PI.
F32 a = mClampF(v,-M_PI,M_PI);
return (a < 0)? a + M_2PI: a;
}
//-----------------------------------------------------------------------------
/// Construct and connect an AI connection object
ConsoleFunction(aiConnect, S32 , 2, 20, "(...)"
"Make a new AIConnection, and pass arguments to the onConnect script callback.")
{
// Create the connection
AIConnection *aiConnection = new AIConnection();
aiConnection->registerObject();
// Add the connection to the client group
SimGroup *g = Sim::getClientGroup();
g->addObject( aiConnection );
// Prep the arguments for the console exec...
// Make sure and leav args[1] empty.
const char* args[21];
args[0] = "onConnect";
for (S32 i = 1; i < argc; i++)
args[i + 1] = argv[i];
// Execute the connect console function, this is the same
// onConnect function invoked for normal client connections
Con::execute(aiConnection, argc + 1, args);
return aiConnection->getId();
}
//-----------------------------------------------------------------------------
ConsoleMethod(AIConnection,setMove,void,4, 4,"(string field, float value)"
"Set a field on the current move.\n\n"
"@param field One of {'x','y','z','yaw','pitch','roll'}\n"
"@param value Value to set field to.")
{
Move move = object->getMove();
// Ok, a little slow for now, but this is just an example..
if (!dStricmp(argv[2],"x"))
move.x = mClampF(dAtof(argv[3]),-1,1);
else
if (!dStricmp(argv[2],"y"))
move.y = mClampF(dAtof(argv[3]),-1,1);
else
if (!dStricmp(argv[2],"z"))
move.z = mClampF(dAtof(argv[3]),-1,1);
else
if (!dStricmp(argv[2],"yaw"))
move.yaw = moveClamp(dAtof(argv[3]));
else
if (!dStricmp(argv[2],"pitch"))
move.pitch = moveClamp(dAtof(argv[3]));
else
if (!dStricmp(argv[2],"roll"))
move.roll = moveClamp(dAtof(argv[3]));
//
object->setMove(&move);
}
ConsoleMethod(AIConnection,getMove,F32,3, 3,"(string field)"
"Get the given field of a move.\n\n"
"@param field One of {'x','y','z','yaw','pitch','roll'}\n"
"@returns The requested field on the current move.")
{
const Move& move = object->getMove();
if (!dStricmp(argv[2],"x"))
return move.x;
if (!dStricmp(argv[2],"y"))
return move.y;
if (!dStricmp(argv[2],"z"))
return move.z;
if (!dStricmp(argv[2],"yaw"))
return move.yaw;
if (!dStricmp(argv[2],"pitch"))
return move.pitch;
if (!dStricmp(argv[2],"roll"))
return move.roll;
return 0;
}
ConsoleMethod(AIConnection,setFreeLook,void,3, 3,"(bool isFreeLook)"
"Enable/disable freelook on the current move.")
{
Move move = object->getMove();
move.freeLook = dAtob(argv[2]);
object->setMove(&move);
}
ConsoleMethod(AIConnection,getFreeLook,bool,2, 2,"getFreeLook()"
"Is freelook on for the current move?")
{
return object->getMove().freeLook;
}
//-----------------------------------------------------------------------------
ConsoleMethod(AIConnection,setTrigger,void,4, 4,"(int trigger, bool set)"
"Set a trigger.")
{
S32 idx = dAtoi(argv[2]);
if (idx >= 0 && idx < MaxTriggerKeys) {
Move move = object->getMove();
move.trigger[idx] = dAtob(argv[3]);
object->setMove(&move);
}
}
ConsoleMethod(AIConnection,getTrigger,bool,4, 4,"(int trigger)"
"Is the given trigger set?")
{
S32 idx = dAtoi(argv[2]);
if (idx >= 0 && idx < MaxTriggerKeys)
return object->getMove().trigger[idx];
return false;
}
//-----------------------------------------------------------------------------
ConsoleMethod(AIConnection,getAddress,const char*,2, 2,"")
{
// Override the netConnection method to return to indicate
// this is an ai connection.
return "ai:local";
}

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engine/game/aiConnection.h Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _AICONNECTION_H_
#define _AICONNECTION_H_
#ifndef _GAMECONNECTION_H_
#include "game/gameConnection.h"
#endif
#ifndef _MOVEMANAGER_H_
#include "game/moveManager.h"
#endif
//-----------------------------------------------------------------------------
class AIConnection : public GameConnection
{
typedef GameConnection Parent;
protected:
Move mMove;
public:
AIConnection();
DECLARE_CONOBJECT( AIConnection );
// Interface
const Move& getMove();
void setMove(Move *m);
// GameConnection overrides
void clearMoves(U32 n);
virtual void getMoveList(Move **,U32 *numMoves);
};
#endif

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engine/game/aiPlayer.cc Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "game/aiPlayer.h"
#include "console/consoleInternal.h"
#include "core/realComp.h"
#include "math/mMatrix.h"
#include "game/moveManager.h"
IMPLEMENT_CO_NETOBJECT_V1(AIPlayer);
/**
* Constructor
*/
AIPlayer::AIPlayer()
{
mMoveDestination.set( 0.0f, 0.0f, 0.0f );
mMoveSpeed = 1.0f;
mMoveTolerance = 0.25f;
mMoveSlowdown = true;
mMoveState = ModeStop;
mAimObject = 0;
mAimLocationSet = false;
mTargetInLOS = false;
mAimOffset = Point3F(0.0f, 0.0f, 0.0f);
mTypeMask |= AIObjectType;
}
/**
* Destructor
*/
AIPlayer::~AIPlayer()
{
}
/**
* Sets the speed at which this AI moves
*
* @param speed Speed to move, default player was 10
*/
void AIPlayer::setMoveSpeed( F32 speed )
{
mMoveSpeed = getMax(0.0f, getMin( 1.0f, speed ));
}
/**
* Stops movement for this AI
*/
void AIPlayer::stopMove()
{
mMoveState = ModeStop;
}
/**
* Sets how far away from the move location is considered
* "on target"
*
* @param tolerance Movement tolerance for error
*/
void AIPlayer::setMoveTolerance( const F32 tolerance )
{
mMoveTolerance = getMax( 0.1f, tolerance );
}
/**
* Sets the location for the bot to run to
*
* @param location Point to run to
*/
void AIPlayer::setMoveDestination( const Point3F &location, bool slowdown )
{
mMoveDestination = location;
mMoveState = ModeMove;
mMoveSlowdown = slowdown;
}
/**
* Sets the object the bot is targeting
*
* @param targetObject The object to target
*/
void AIPlayer::setAimObject( GameBase *targetObject )
{
mAimObject = targetObject;
mTargetInLOS = false;
mAimOffset = Point3F(0.0f, 0.0f, 0.0f);
}
/**
* Sets the object the bot is targeting and an offset to add to target location
*
* @param targetObject The object to target
* @param offset The offest from the target location to aim at
*/
void AIPlayer::setAimObject( GameBase *targetObject, Point3F offset )
{
mAimObject = targetObject;
mTargetInLOS = false;
mAimOffset = offset;
}
/**
* Sets the location for the bot to aim at
*
* @param location Point to aim at
*/
void AIPlayer::setAimLocation( const Point3F &location )
{
mAimObject = 0;
mAimLocationSet = true;
mAimLocation = location;
mAimOffset = Point3F(0.0f, 0.0f, 0.0f);
}
/**
* Clears the aim location and sets it to the bot's
* current destination so he looks where he's going
*/
void AIPlayer::clearAim()
{
mAimObject = 0;
mAimLocationSet = false;
mAimOffset = Point3F(0.0f, 0.0f, 0.0f);
}
/**
* This method calculates the moves for the AI player
*
* @param movePtr Pointer to move the move list into
*/
bool AIPlayer::getAIMove(Move *movePtr)
{
*movePtr = NullMove;
// Use the eye as the current position.
MatrixF eye;
getEyeTransform(&eye);
Point3F location = eye.getPosition();
Point3F rotation = getRotation();
// Orient towards the aim point, aim object, or towards
// our destination.
if (mAimObject || mAimLocationSet || mMoveState == ModeMove) {
// Update the aim position if we're aiming for an object
if (mAimObject)
mAimLocation = mAimObject->getPosition() + mAimOffset;
else
if (!mAimLocationSet)
mAimLocation = mMoveDestination;
F32 xDiff = mAimLocation.x - location.x;
F32 yDiff = mAimLocation.y - location.y;
if (!isZero(xDiff) || !isZero(yDiff)) {
// First do Yaw
// use the cur yaw between -Pi and Pi
F32 curYaw = rotation.z;
while (curYaw > M_2PI)
curYaw -= M_2PI;
while (curYaw < -M_2PI)
curYaw += M_2PI;
// find the yaw offset
F32 newYaw = mAtan( xDiff, yDiff );
F32 yawDiff = newYaw - curYaw;
// make it between 0 and 2PI
if( yawDiff < 0.0f )
yawDiff += M_2PI;
else if( yawDiff >= M_2PI )
yawDiff -= M_2PI;
// now make sure we take the short way around the circle
if( yawDiff > M_PI )
yawDiff -= M_2PI;
else if( yawDiff < -M_PI )
yawDiff += M_2PI;
movePtr->yaw = yawDiff;
// Next do pitch.
if (!mAimObject && !mAimLocationSet) {
// Level out if were just looking at our next way point.
Point3F headRotation = getHeadRotation();
movePtr->pitch = -headRotation.x;
}
else {
// 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 = mAimLocation.z - location.z;
F32 horzDist = mSqrt(xDiff * xDiff + yDiff * yDiff);
F32 newPitch = mAtan( horzDist, vertDist ) - ( M_PI / 2.0f );
if (mFabs(newPitch) > 0.01) {
Point3F headRotation = getHeadRotation();
movePtr->pitch = newPitch - headRotation.x;
}
}
}
}
else {
// Level out if we're not doing anything else
Point3F headRotation = getHeadRotation();
movePtr->pitch = -headRotation.x;
}
// Move towards the destination
if (mMoveState == ModeMove) {
F32 xDiff = mMoveDestination.x - location.x;
F32 yDiff = mMoveDestination.y - location.y;
// Check if we should mMove, or if we are 'close enough'
if (mFabs(xDiff) < mMoveTolerance && mFabs(yDiff) < mMoveTolerance) {
mMoveState = ModeStop;
throwCallback("onReachDestination");
}
else {
// Build move direction in world space
if (isZero(xDiff))
movePtr->y = (location.y > mMoveDestination.y)? -1 : 1;
else
if (isZero(yDiff))
movePtr->x = (location.x > mMoveDestination.x)? -1 : 1;
else
if (mFabs(xDiff) > mFabs(yDiff)) {
F32 value = mFabs(yDiff / xDiff);
movePtr->y = (location.y > mMoveDestination.y)? -value : value;
movePtr->x = (location.x > mMoveDestination.x)? -1 : 1;
}
else {
F32 value = mFabs(xDiff / yDiff);
movePtr->x = (location.x > mMoveDestination.x)? -value : value;
movePtr->y = (location.y > mMoveDestination.y)? -1 : 1;
}
// Rotate the move into object space (this really only needs
// a 2D matrix)
Point3F newMove;
MatrixF moveMatrix;
moveMatrix.set(EulerF(0, 0, -(rotation.z + movePtr->yaw)));
moveMatrix.mulV( Point3F( movePtr->x, movePtr->y, 0 ), &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 (mMoveSlowdown) {
F32 speed = mMoveSpeed;
F32 dist = mSqrt(xDiff*xDiff + yDiff*yDiff);
F32 maxDist = 5;
if (dist < maxDist)
speed *= dist / maxDist;
movePtr->x *= speed;
movePtr->y *= speed;
}
else {
movePtr->x *= mMoveSpeed;
movePtr->y *= mMoveSpeed;
}
// We should check to see if we are stuck...
if (location == mLastLocation) {
throwCallback("onMoveStuck");
mMoveState = ModeStop;
}
}
}
// 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 (mAimObject) {
MatrixF eyeMat;
getEyeTransform(&eyeMat);
eyeMat.getColumn(3,&location);
Point3F targetLoc = mAimObject->getBoxCenter();
// This ray ignores non-static shapes. Cast Ray returns true
// if it hit something.
RayInfo dummy;
if (getContainer()->castRay( location, targetLoc,
InteriorObjectType | StaticShapeObjectType | StaticObjectType |
TerrainObjectType, &dummy)) {
if (mTargetInLOS) {
throwCallback( "onTargetExitLOS" );
mTargetInLOS = false;
}
}
else
if (!mTargetInLOS) {
throwCallback( "onTargetEnterLOS" );
mTargetInLOS = true;
}
}
// Replicate the trigger state into the move so that
// triggers can be controlled from scripts.
for( int i = 0; i < MaxTriggerKeys; i++ )
movePtr->trigger[i] = getImageTriggerState(i);
return true;
}
/**
* Utility function to throw callbacks. Callbacks always occure
* on the datablock class.
*
* @param name Name of script function to call
*/
void AIPlayer::throwCallback( const char *name )
{
Con::executef(getDataBlock(), 2, name, scriptThis());
}
// --------------------------------------------------------------------------------------------
// Console Functions
// --------------------------------------------------------------------------------------------
ConsoleMethod( AIPlayer, stop, void, 2, 2, "()"
"Stop moving.")
{
object->stopMove();
}
ConsoleMethod( AIPlayer, clearAim, void, 2, 2, "()"
"Stop aiming at anything.")
{
object->clearAim();
}
ConsoleMethod( AIPlayer, setMoveSpeed, void, 3, 3, "( float speed )"
"Sets the move speed for an AI object.")
{
object->setMoveSpeed( dAtof( argv[2] ) );
}
ConsoleMethod( AIPlayer, setMoveDestination, void, 3, 4, "(Point3F goal, bool slowDown=true)"
"Tells the AI to move to the location provided.")
{
Point3F v( 0.0f, 0.0f, 0.0f );
dSscanf( argv[2], "%g %g %g", &v.x, &v.y, &v.z );
bool slowdown = (argc > 3)? dAtob(argv[3]): true;
object->setMoveDestination( v, slowdown);
}
ConsoleMethod( AIPlayer, getMoveDestination, const char *, 2, 2, "()"
"Returns the point the AI is set to move to.")
{
Point3F movePoint = object->getMoveDestination();
char *returnBuffer = Con::getReturnBuffer( 256 );
dSprintf( returnBuffer, 256, "%g %g %g", movePoint.x, movePoint.y, movePoint.z );
return returnBuffer;
}
ConsoleMethod( AIPlayer, setAimLocation, void, 3, 3, "( Point3F target )"
"Tells the AI to aim at the location provided.")
{
Point3F v( 0.0f,0.0f,0.0f );
dSscanf( argv[2], "%g %g %g", &v.x, &v.y, &v.z );
object->setAimLocation( v );
}
ConsoleMethod( AIPlayer, getAimLocation, const char *, 2, 2, "()"
"Returns the point the AI is aiming at.")
{
Point3F aimPoint = object->getAimLocation();
char *returnBuffer = Con::getReturnBuffer( 256 );
dSprintf( returnBuffer, 256, "%g %g %g", aimPoint.x, aimPoint.y, aimPoint.z );
return returnBuffer;
}
ConsoleMethod( AIPlayer, setAimObject, void, 3, 4, "( GameBase obj, [Point3F offset] )"
"Sets the bot's target object. Optionally set an offset from target location.")
{
Point3F off( 0.0f, 0.0f, 0.0f );
// Find the target
GameBase *targetObject;
if( Sim::findObject( argv[2], targetObject ) )
{
if (argc == 4)
dSscanf( argv[3], "%g %g %g", &off.x, &off.y, &off.z );
object->setAimObject( targetObject, off );
}
else
object->setAimObject( 0, off );
}
ConsoleMethod( AIPlayer, getAimObject, S32, 2, 2, "()"
"Gets the object the AI is targeting.")
{
GameBase* obj = object->getAimObject();
return obj? obj->getId(): -1;
}

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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _AIPLAYER_H_
#define _AIPLAYER_H_
#ifndef _PLAYER_H_
#include "game/player.h"
#endif
class AIPlayer : public Player {
typedef Player Parent;
public:
enum MoveState {
ModeStop,
ModeMove,
ModeStuck,
};
private:
MoveState mMoveState;
F32 mMoveSpeed;
F32 mMoveTolerance; // Distance from destination before we stop
Point3F mMoveDestination; // Destination for movement
Point3F mLastLocation; // For stuck check
bool mMoveSlowdown; // Slowdown as we near the destination
SimObjectPtr<GameBase> mAimObject; // Object to point at, overrides location
bool mAimLocationSet; // Has an aim location been set?
Point3F mAimLocation; // Point to look at
bool mTargetInLOS; // Is target object visible?
Point3F mAimOffset;
// Utility Methods
void throwCallback( const char *name );
public:
DECLARE_CONOBJECT( AIPlayer );
AIPlayer();
~AIPlayer();
virtual bool getAIMove( Move *move );
// Targeting and aiming sets/gets
void setAimObject( GameBase *targetObject );
void setAimObject( GameBase *targetObject, Point3F offset );
GameBase* getAimObject() const { return mAimObject; }
void setAimLocation( const Point3F &location );
Point3F getAimLocation() const { return mAimLocation; }
void clearAim();
// Movement sets/gets
void setMoveSpeed( const F32 speed );
F32 getMoveSpeed() const { return mMoveSpeed; }
void setMoveTolerance( const F32 tolerance );
F32 getMoveTolerance() const { return mMoveTolerance; }
void setMoveDestination( const Point3F &location, bool slowdown );
Point3F getMoveDestination() const { return mMoveDestination; }
void stopMove();
};
#endif

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engine/game/aiWheeledVehicle.cc Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "math/mMatrix.h"
#include "math/mPoint.h"
#include "core/realComp.h"
#include "game/aiWheeledVehicle.h"
IMPLEMENT_CO_NETOBJECT_V1(AIWheeledVehicle);
EulerF extractEuler(const MatrixF & matrix)
{
const F32 * mat = (const F32*)matrix;
EulerF r;
r.x = mAsin(mat[MatrixF::idx(2,1)]);
if(mCos(r.x) != 0.f)
{
r.y = mAtan(-mat[MatrixF::idx(2,0)], mat[MatrixF::idx(2,2)]);
r.z = mAtan(-mat[MatrixF::idx(0,1)], mat[MatrixF::idx(1,1)]);
}
else
{
r.y = 0.f;
r.z = mAtan(mat[MatrixF::idx(1,0)], mat[MatrixF::idx(0,0)]);
}
return(r);
}
AIWheeledVehicle::AIWheeledVehicle() :
WheeledVehicle()
{
mMoveDestination.set( 0.0f, 0.0f, 0.0f );
mMoveSpeed = 1.0f;
mMoveTolerance = 0.25f;
mMoveSlowdown = true;
}
/**
* Sets the speed at which this AI moves
*
* @param speed Speed to move, default player was 10
*/
void AIWheeledVehicle::setMoveSpeed( F32 speed )
{
mMoveSpeed = getMax(0.0f, getMin( 1.0f, speed ));
}
/**
* Stops movement for this AI
*/
void AIWheeledVehicle::stopMove()
{
mMoveState = ModeStop;
}
/**
* Sets how far away from the move location is considered
* "on target"
*
* @param tolerance Movement tolerance for error
*/
void AIWheeledVehicle::setMoveTolerance( const F32 tolerance )
{
mMoveTolerance = getMax( 0.1f, tolerance );
}
/**
* Sets the location for the bot to run to
*
* @param location Point to run to
*/
void AIWheeledVehicle::setMoveDestination( const Point3F &location, bool slowdown )
{
mMoveDestination = location;
mMoveState = ModeMove;
mMoveSlowdown = slowdown;
}
// Build a Triangle .. calculate angle of rotation required to meet target..
// man there has to be a better way! >:)
F32 AIWheeledVehicle::getSteeringAngle()
{
// What is our target
Point3F desired;
desired=mMoveDestination;
MatrixF mat = getTransform();
Point3F center, front;
Point3F wFront;
Box3F box = getObjBox();
box.getCenter(&center);
front=center;
front.y=box.max.y; // should be true for all these objects
getWorldBox().getCenter(&center);
front=center+front;
Point3F objFront=front;
Point3F offset = front - center;
EulerF rot;
rot=extractEuler(mat);
MatrixF transform(rot);
transform.mulV(offset, &wFront);
front = wFront + center;
Point3F ftoc;
ftoc.x=mFabs(front.x-center.x);
ftoc.y=mFabs(front.y-center.y);
ftoc.z=mFabs(front.z-center.z);
F32 fToc=mSqrt((ftoc.x*ftoc.x)+(ftoc.y*ftoc.y));
Point3F ltoc;
ltoc.x=mFabs(desired.x-center.x);
ltoc.y=mFabs(desired.y-center.y);
ltoc.z=mFabs(desired.z-center.z);
F32 lToc=mSqrt((ltoc.x*ltoc.x)+(ltoc.y*ltoc.y));
Point3F ftol;
ftol.x=mFabs(front.x-desired.x);
ftol.y=mFabs(front.y-desired.y);
ftol.z=mFabs(front.z-desired.z);
F32 fTol=mSqrt((ftol.x*ftol.x)+(ftol.y*ftol.y));
F32 myAngle = mAcos(((lToc*lToc) + (fToc * fToc) - (fTol*fTol))/(2*lToc*fToc));
Point3F location = getPosition();
F32 xDiff = desired.x - location.x;
F32 yDiff = desired.y - location.y;
F32 finalYaw=mRadToDeg(myAngle);
F32 maxSteeringAngle=0;
VehicleData *vd= (VehicleData*) getDataBlock();
maxSteeringAngle=vd->maxSteeringAngle;
// if(finalYaw > 150)
// steerState = TurnAround;
if(finalYaw < 5 && mLastSteered != 0)
steerState = Straight;
else if(finalYaw < 5)
steerState = SteerNull;
else
{// Quickly Hack out left or right turn info
Point3F rotData=objFront-desired;
MatrixF leftM(-rot);
Point3F leftP;
leftM.mulV(rotData, &leftP);
leftP = leftP + desired;
if(leftP.x<desired.x)
steerState=Right;
else
steerState=Left;
}
Point2F steering = mSteering;
F32 steer=0;
switch(steerState)
{
case SteerNull:
break;
case Left:
steer=myAngle < maxSteeringAngle ? -myAngle-steering.x: -maxSteeringAngle-steering.x;
mLastSteered=steer;
break;
case Right:
steer=myAngle < maxSteeringAngle ? myAngle-steering.x: maxSteeringAngle-steering.x;
mLastSteered=steer;
break;
case Straight:
steer=-steering.x;
mLastSteered=0;
break;
case TurnAround:
steer=maxSteeringAngle-steering.x;
mLastSteered=steer;
break;
};
// Con::printf("AI Steering : %f", steer);
return steer;
}
/**
* This method calculates the moves for the AI player
*
* @param movePtr Pointer to move the move list into
*/
bool AIWheeledVehicle::getAIMove(Move *movePtr)
{
*movePtr = NullMove;
if (!mDisableMove) {
// Use the eye as the current position.
MatrixF eye;
getEyeTransform(&eye);
Point3F location = getPosition();
Point4F rotation;
getTransform().getColumn(1, &rotation);
// Orient towards our destination.
if (mMoveState == ModeMove || mMoveState == ModeReverse) {
movePtr->yaw = getSteeringAngle();
}
// Move towards the destination
if (mMoveState == ModeMove) {
F32 xDiff = mMoveDestination.x - location.x;
F32 yDiff = mMoveDestination.y - location.y;
// Check if we should mMove, or if we are 'close enough'
if (mFabs(xDiff) < mMoveTolerance && mFabs(yDiff) < mMoveTolerance) {
mMoveState = ModeStop;
throwCallback("onReachDestination");
}
else {
// Build move direction in world space
if (isZero(xDiff))
movePtr->y = (location.y > mMoveDestination.y)? -1 : 1;
else
if (isZero(yDiff))
movePtr->x = (location.x > mMoveDestination.x)? -1 : 1;
else
if (mFabs(xDiff) > mFabs(yDiff)) {
F32 value = mFabs(yDiff / xDiff);
movePtr->y = value; // (location.y > mMoveDestination.y)? -value : value;
movePtr->x = (location.x > mMoveDestination.x)? -1 : 1;
}
else {
F32 value = mFabs(xDiff / yDiff);
movePtr->x = (location.x > mMoveDestination.x)? -value : value;
movePtr->y = 1; // (location.y > mMoveDestination.y)? -1 : 1;
}
// Rotate the move into object space (this really only needs
// a 2D matrix)
Point3F newMove;
MatrixF moveMatrix;
moveMatrix.set(EulerF(0, 0, -(rotation.z + movePtr->yaw)));
moveMatrix.mulV( Point3F( movePtr->x, movePtr->y, 0 ), &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 (mMoveSlowdown) {
F32 speed = mMoveSpeed;
F32 dist = mSqrt(xDiff*xDiff + yDiff*yDiff);
F32 maxDist = 5;
if (dist < maxDist)
speed *= dist / maxDist;
movePtr->x *= speed;
movePtr->y *= speed;
}
else {
movePtr->x *= mMoveSpeed;
movePtr->y *= mMoveSpeed;
}
// We should check to see if we are stuck...
if (location == mLastLocation) {
throwCallback("onMoveStuck");
mMoveState = ModeStop;
}
}
}
// Replicate the trigger state into the move so that
// triggers can be controlled from scripts.
for( int i = 0; i < MaxTriggerKeys; i++ )
movePtr->trigger[i] = getImageTriggerState(i);
} else {
mRigid.setAtRest();
}
return true;
}
/**
* Utility function to throw callbacks. Callbacks always occure
* on the datablock class.
*
* @param name Name of script function to call
*/
void AIWheeledVehicle::throwCallback( const char *name )
{
Con::executef(getDataBlock(), 2, name, scriptThis());
}
// --------------------------------------------------------------------------------------------
// Console Functions
// --------------------------------------------------------------------------------------------
ConsoleMethod( AIWheeledVehicle, stop, void, 2, 2, "()"
"Stop moving.")
{
object->stopMove();
}
ConsoleMethod( AIWheeledVehicle, setMoveSpeed, void, 3, 3, "( float speed )"
"Sets the move speed for an AI object.")
{
object->setMoveSpeed( dAtof( argv[2] ) );
}
ConsoleMethod( AIWheeledVehicle, setMoveTolerance, void, 3, 3, "(float speed)" "Sets the movetolerance")
{
object->setMoveTolerance(dAtof(argv[2]));
}
ConsoleMethod( AIWheeledVehicle, setMoveDestination, void, 3, 4, "(Point3F goal, bool slowDown=true)"
"Tells the AI to move to the location provided.")
{
Point3F v( 0.0f, 0.0f, 0.0f );
dSscanf( argv[2], "%f %f %f", &v.x, &v.y, &v.z );
bool slowdown = (argc > 3)? dAtob(argv[3]): true;
object->setMoveDestination( v, slowdown);
}
ConsoleMethod( AIWheeledVehicle, getMoveDestination, const char *, 2, 2, "()"
"Returns the point the AI is set to move to.")
{
Point3F movePoint = object->getMoveDestination();
char *returnBuffer = Con::getReturnBuffer( 256 );
dSprintf( returnBuffer, 256, "%f %f %f", movePoint.x, movePoint.y, movePoint.z );
return returnBuffer;
}

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engine/game/aiWheeledVehicle.h Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _AIWheeledVehicle_h
#define _AIWheeledVehicle_h
#ifndef _WHEELEDVEHICLE_H_
#include "game/vehicles/wheeledVehicle.h"
#endif
class AIWheeledVehicle : public WheeledVehicle
{
typedef WheeledVehicle Parent;
public:
enum MoveState {
ModeStop,
ModeMove,
ModeStuck,
ModeReverse
};
enum DrivingState {
SteerNull,
Left,
Right,
Straight,
TurnAround
};
protected:
MoveState mMoveState;
F32 mMoveSpeed;
F32 mMoveTolerance; // Distance from destination before we stop
Point3F mMoveDestination; // Destination for movement
Point3F mLastLocation; // For stuck check
bool mMoveSlowdown; // Slowdown as we near the destination
// Steering
DrivingState steerState;
F32 mLastSteered;
F32 getSteeringAngle();
// Utility Methods
void throwCallback( const char *name );
virtual bool getAIMove(Move* move);
public:
AIWheeledVehicle();
// Movement sets/gets
void setMoveSpeed( const F32 speed );
F32 getMoveSpeed() const { return mMoveSpeed; }
void setMoveTolerance( const F32 tolerance );
F32 getMoveTolerance() const { return mMoveTolerance; }
void setMoveDestination( const Point3F &location, bool slowdown );
Point3F getMoveDestination() const { return mMoveDestination; }
void stopMove();
DECLARE_CONOBJECT(AIWheeledVehicle);
};
#endif

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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "game/ambientAudioManager.h"
#include "interior/interiorInstance.h"
#include "game/gameConnection.h"
#include "interior/interior.h"
#include "terrain/waterBlock.h"
#include "sceneGraph/sceneGraph.h"
AmbientAudioManager gAmbientAudioManager;
//------------------------------------------------------------------------------
AmbientAudioManager::AmbientAudioManager()
{
mOutsideScale = 1.f;
mInteriorAudioHandle = NULL_AUDIOHANDLE;
mPowerAudioHandle = NULL_AUDIOHANDLE;
mLastAlarmState = false;
}
//------------------------------------------------------------------------------
ConsoleFunction(setPowerAudioProfiles, void, 3, 3, "( AudioProfile powerUp, AudioProfile powerDown)"
"Set the ambient audio manager's power up/down profiles.")
{
gAmbientAudioManager.mPowerUpProfile = dynamic_cast<AudioProfile*>(Sim::findObject(argv[1]));
gAmbientAudioManager.mPowerDownProfile = dynamic_cast<AudioProfile*>(Sim::findObject(argv[2]));
}
void AmbientAudioManager::addEmitter(AudioEmitter * emitter)
{
mEmitters.push_back(emitter);
updateEmitter(emitter);
}
void AmbientAudioManager::removeEmitter(AudioEmitter * emitter)
{
for(U32 i = 0; i < mEmitters.size(); i++)
if(mEmitters[i] == emitter)
{
mEmitters.erase_fast(i);
return;
}
}
bool AmbientAudioManager::getOutsideScale(F32 * pScale, InteriorInstance ** pInterior)
{
GameConnection * gc = dynamic_cast<GameConnection*>(NetConnection::getConnectionToServer());
if(!gc)
return(false);
MatrixF camMat;
if(!gc->getControlCameraTransform(0.032, &camMat))
return(false);
Point3F pos;
camMat.getColumn(3, &pos);
RayInfo collision;
if(!gClientContainer.castRay(pos, Point3F(pos.x, pos.y, pos.z - 2000.f), InteriorObjectType, &collision))
{
*pScale = 1.f;
*pInterior = 0;
return(true);
}
// could have hit a null face.. dont change anything
if(collision.face == -1)
{
*pScale = mOutsideScale;
*pInterior = static_cast<InteriorInstance*>(mInteriorInstance);
return(true);
}
InteriorInstance * interior = dynamic_cast<InteriorInstance *>(collision.object);
if(!interior)
{
Con::errorf(ConsoleLogEntry::General, "AmbientAudioManager::getOutsideScale: invalid interior on collision");
return(false);
}
// 'inside'?
if(!interior->getDetailLevel(0)->isSurfaceOutsideVisible(collision.face))
{
// how 'inside' are we?
F32 insideScale = 1.f;
interior->getPointInsideScale(pos, &insideScale);
// desire 'outside' scale...
*pScale = 1.f - insideScale;
*pInterior = interior;
}
else
{
*pScale = 1.f;
*pInterior = 0;
}
return(true);
}
void AmbientAudioManager::stopInteriorAudio()
{
if(mInteriorAudioHandle != NULL_AUDIOHANDLE)
alxStop(mInteriorAudioHandle);
if(mPowerAudioHandle != NULL_AUDIOHANDLE)
alxStop(mPowerAudioHandle);
mInteriorInstance = 0;
mInteriorAudioHandle = mPowerAudioHandle = NULL_AUDIOHANDLE;
}
//---------------------------------------------------------------------------
void AmbientAudioManager::update()
{
if(!bool(mInteriorInstance) && (mInteriorAudioHandle != NULL_AUDIOHANDLE))
stopInteriorAudio();
F32 scale = mOutsideScale;
InteriorInstance * interior = 0;
if(!getOutsideScale(&scale, &interior))
stopInteriorAudio();
// handle the interior sound...
if(interior)
{
if(bool(mInteriorInstance) && (interior != static_cast<InteriorInstance*>(mInteriorInstance)))
stopInteriorAudio();
// update
if(bool(mInteriorInstance))
{
AudioProfile * profile = interior->getAudioProfile();
if(profile)
{
if(mLastAlarmState ^ mInteriorInstance->inAlarmState())
{
if(mLastAlarmState)
{
mLastAlarmState = false;
// play powerup
if(bool(mPowerUpProfile))
mPowerAudioHandle = alxPlay(mPowerUpProfile, &mInteriorInstance->getTransform());
}
else
{
alxStop(mInteriorAudioHandle);
mInteriorAudioHandle = NULL_AUDIOHANDLE;
mLastAlarmState = true;
// play powerdown
if(bool(mPowerDownProfile))
mPowerAudioHandle = alxPlay(mPowerDownProfile, &mInteriorInstance->getTransform());
}
}
// play the ambient noise when the powerup sound is done
if((mInteriorAudioHandle == NULL_AUDIOHANDLE) && (mPowerAudioHandle == NULL_AUDIOHANDLE)
&& (mLastAlarmState == false))
mInteriorAudioHandle = alxPlay(profile, &mInteriorInstance->getTransform());
if(mInteriorAudioHandle != NULL_AUDIOHANDLE)
alxSourcef(mInteriorAudioHandle, AL_GAIN_LINEAR, 1.f - scale);
if(mPowerAudioHandle != NULL_AUDIOHANDLE)
{
if(alxIsPlaying(mPowerAudioHandle))
alxSourcef(mPowerAudioHandle, AL_GAIN_LINEAR, 1.f - scale);
else
mPowerAudioHandle = NULL_AUDIOHANDLE;
}
}
}
else // start
{
mInteriorInstance = interior;
mLastAlarmState = mInteriorInstance->inAlarmState();
if(!mLastAlarmState)
{
AudioProfile * profile = interior->getAudioProfile();
if(profile)
mInteriorAudioHandle = alxPlay(profile, &mInteriorInstance->getTransform());
}
else
mInteriorAudioHandle = NULL_AUDIOHANDLE;
}
}
else
stopInteriorAudio();
updateEnvironment();
if(scale == mOutsideScale)
return;
mOutsideScale = scale;
// do all the outside sounds
for(U32 i = 0; i < mEmitters.size(); i++)
updateEmitter(mEmitters[i]);
}
void AmbientAudioManager::updateEnvironment()
{
F32 scale = 0.f;
// inside?
if(bool(mInteriorInstance))
{
mCurrentEnvironment = mInteriorInstance->getAudioEnvironment();
scale = 1.f - mOutsideScale;
}
else
{
mCurrentEnvironment = 0;
Point3F pos;
alxGetListenerPoint3F(AL_POSITION, &pos);
// check if submerged
SimpleQueryList sql;
gClientSceneGraph->getWaterObjectList(sql);
// grab the audio environment from the waterblock
for(U32 i = 0; i < sql.mList.size(); i++)
{
WaterBlock * wBlock = dynamic_cast<WaterBlock*>(sql.mList[i]);
if(wBlock && wBlock->isPointSubmerged(pos))
{
mCurrentEnvironment = wBlock->getAudioEnvironment();
scale = 1.f;
break;
}
}
}
if(mCurrentEnvironment != alxGetEnvironment())
alxSetEnvironment(mCurrentEnvironment);
if(mEnvironmentScale != scale)
{
mEnvironmentScale = scale;
#pragma message("todo") /*
alxEnvironmentf(AL_ENV_EFFECT_VOLUME_EXT, mEnvironmentScale);
*/
}
}
void AmbientAudioManager::updateEmitter(AudioEmitter * emitter)
{
if(emitter->mOutsideAmbient && (emitter->mAudioHandle != NULL_AUDIOHANDLE))
alxSourcef(emitter->mAudioHandle, AL_GAIN_LINEAR, emitter->mDescription.mVolume * mOutsideScale);
}

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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _AMBIENTAUDIOMANAGER_H_
#define _AMBIENTAUDIOMANAGER_H_
#ifndef _AUDIOEMITTER_H_
#include "game/audioEmitter.h"
#endif
class InteriorInstance;
/// The AmbientAudioManager manages varying the properties of audio emitters
/// based on the player's position.
///
/// It not only provides a notion of "outside"-ness and "inside"-ness to Torque's
/// sound library, but it also varies sounds based on the powered status of interiors,
/// and plays the PowerUp/PowerDown sounds as needed.
///
/// AudioEmitters automatically add themselves to the AmbientAudioManager, see
/// AudioEmitter::onAdd() and AudioEmitter::onRemove(). update() is called in
/// clientProcess(), and gAmbientAudioManager stores the global reference to the
/// AmbientAudioManager.
class AmbientAudioManager
{
private:
F32 mOutsideScale; ///< 0:inside -> 1:outside
Vector<AudioEmitter*> mEmitters;
SimObjectPtr<InteriorInstance> mInteriorInstance;
SimObjectPtr<AudioEnvironment> mCurrentEnvironment;
F32 mEnvironmentScale;
AUDIOHANDLE mInteriorAudioHandle;
AUDIOHANDLE mPowerAudioHandle;
bool mLastAlarmState;
bool getOutsideScale(F32 *, InteriorInstance **);
void updateEnvironment();
void updateEmitter(AudioEmitter *);
void stopInteriorAudio();
public:
SimObjectPtr<AudioProfile> mPowerUpProfile;
SimObjectPtr<AudioProfile> mPowerDownProfile;
AmbientAudioManager();
void addEmitter(AudioEmitter*);
void removeEmitter(AudioEmitter*);
void update();
};
extern AmbientAudioManager gAmbientAudioManager;
#endif

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engine/game/audioEmitter.cc Executable file

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152
engine/game/audioEmitter.h Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _AUDIOEMITTER_H_
#define _AUDIOEMITTER_H_
#ifndef _SCENEOBJECT_H_
#include "sim/sceneObject.h"
#endif
#ifndef _AUDIODATABLOCK_H_
#include "audio/audioDataBlock.h"
#endif
#ifndef _NETCONNECTION_H_
#include "sim/netConnection.h"
#endif
//---------------------------------------------------------------------------
class AudioEmitter : public SceneObject
{
friend class AmbientAudioManager;
friend class AudioEmitterToEvent;
private:
typedef SceneObject Parent;
AUDIOHANDLE mAudioHandle;
U32 mAudioProfileId;
U32 mAudioDescriptionId;
// field data
AudioProfile * mAudioProfile;
AudioDescription * mAudioDescription;
StringTableEntry mFilename;
bool mUseProfileDescription;
static Audio::Description smDefaultDescription;
Audio::Description mDescription;
bool mOutsideAmbient;
S32 mLoopCount;
U32 mEventID;
bool mEnableVisualFeedback;
bool mOwnedByClient;
F32 mAnimRotAngle;
enum Dirty
{
Profile = BIT(0),
Description = BIT(1),
Filename = BIT(2),
UseProfileDescription = BIT(3),
Volume = BIT(4),
IsLooping = BIT(5),
Is3D = BIT(6),
ReferenceDistance = BIT(7),
MaxDistance = BIT(8),
ConeInsideAngle = BIT(9),
ConeOutsideAngle = BIT(10),
ConeOutsideVolume = BIT(11),
ConeVector = BIT(12),
LoopCount = BIT(13),
MinLoopGap = BIT(14),
MaxLoopGap = BIT(15),
Transform = BIT(16),
AudioType = BIT(17),
OutsideAmbient = BIT(18),
AllDirtyMask = BIT(19) - 1,
SourceMask = (Profile|Description|Filename),
LoopingMask = (LoopCount|MinLoopGap|MaxLoopGap),
Is3DMask = (ReferenceDistance|MaxDistance|ConeInsideAngle|ConeOutsideAngle|ConeOutsideVolume|ConeVector),
UseProfileDescriptionMask = (Volume|LoopingMask|Is3DMask|IsLooping|Is3D|AudioType),
};
BitSet32 mDirty;
bool readDirtyFlag(BitStream *, U32);
public:
AudioEmitter(bool client = false);
void processLoopEvent();
bool update();
enum UpdateMasks {
InitialUpdateMask = BIT(0),
TransformUpdateMask = BIT(1),
DirtyUpdateMask = BIT(2),
};
void packData(NetConnection * conn, U32 mask, BitStream * stream);
void unpackData(NetConnection * conn, BitStream * stream);
// SceneObject
void setTransform (const MatrixF &mat);
void setScale (const VectorF &scale);
void inspectPreApply();
void inspectPostApply();
bool prepRenderImage(SceneState *state, const U32 stateKey, const U32 startZone, const bool modifyBaseZoneState);
void renderObject(SceneState *state, SceneRenderImage *image);
void render3DVisualFeedBack(void);
// NetObject
U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
void unpackUpdate(NetConnection *conn, BitStream *stream);
// SimObject
bool onAdd();
void onRemove();
static void initPersistFields();
DECLARE_CONOBJECT(AudioEmitter);
};
////---------------------------------------------------------------------------
//class ClientAudioEmitter : public AudioEmitter
//{
// private:
// typedef AudioEmitter Parent;
//
// public:
// U32 mEventCount;
// ClientAudioEmitter();
// bool onAdd();
//
// static void initPersistFields();
// DECLARE_CONOBJECT(ClientAudioEmitter);
//};
//
////---------------------------------------------------------------------------
//class AudioEmitterToEvent : public NetEvent
//{
// private:
// SimObjectPtr<ClientAudioEmitter> mEmitter;
//
// public:
// AudioEmitterToEvent(ClientAudioEmitter * emitter = 0);
//
// void notifyDelivered(NetConnection *, bool);
// void write(NetConnection *, BitStream *);
// void pack(NetConnection *, BitStream *);
// void unpack(NetConnection *, BitStream *);
// void process(NetConnection *) {}
//
// DECLARE_CONOBJECT(AudioEmitterToEvent);
//};
#endif

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engine/game/auth.h Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _AUTH_H_
#define _AUTH_H_
#ifndef _EVENT_H_
#include "platform/event.h"
#endif
/// Formerly contained a certificate, showing that something was valid.
class Auth2Certificate
{
U32 xxx;
};
/// Formerly contained data indicating whether a user is valid.
struct AuthInfo
{
enum {
MaxNameLen = 31,
};
bool valid;
char name[MaxNameLen + 1];
};
/// Formerly validated the server's authentication info.
inline bool validateAuthenticatedServer()
{
return true;
}
/// Formerly validated the client's authentication info.
inline bool validateAuthenticatedClient()
{
return true;
}
#endif

214
engine/game/badWordFilter.cc Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "console/console.h"
#include "console/consoleTypes.h"
#include "game/badWordFilter.h"
BadWordFilter *gBadWordFilter = NULL;
bool BadWordFilter::filteringEnabled = true;
BadWordFilter::BadWordFilter()
{
dStrcpy(defaultReplaceStr, "knqwrtlzs");
filterTables.push_back(new FilterTable);
curOffset = 0;
}
BadWordFilter::~BadWordFilter()
{
for(U32 i = 0; i < filterTables.size(); i++)
delete filterTables[i];
}
void BadWordFilter::create()
{
Con::addVariable("pref::enableBadWordFilter", TypeBool, &filteringEnabled);
gBadWordFilter = new BadWordFilter;
gBadWordFilter->addBadWord("shit");
gBadWordFilter->addBadWord("fuck");
gBadWordFilter->addBadWord("cock");
gBadWordFilter->addBadWord("bitch");
gBadWordFilter->addBadWord("cunt");
gBadWordFilter->addBadWord("nigger");
gBadWordFilter->addBadWord("bastard");
gBadWordFilter->addBadWord("dick");
gBadWordFilter->addBadWord("whore");
gBadWordFilter->addBadWord("goddamn");
gBadWordFilter->addBadWord("asshole");
}
void BadWordFilter::destroy()
{
delete gBadWordFilter;
gBadWordFilter = NULL;
}
U8 BadWordFilter::remapTable[257] = "------------------------------------------------OI---------------ABCDEFGHIJKLMNOPQRSTUVWXYZ------ABCDEFGHIJKLMNOPQRSTUVWXYZ-----C--F--TT--S-C-Z-----------S-C-ZY--CLOY-S-CA---R---UT-UP--IO-----AAAAAAACEEEEIIIIDNOOOOOXOUUUUYDBAAAAAAACEEEEIIIIDNOOOOO-OUUUUYDY";
U8 BadWordFilter::randomJunk[MaxBadwordLength+1] = "REMsg rk34n4ksqow;xnskq;KQoaWnZa";
BadWordFilter::FilterTable::FilterTable()
{
for(U32 i = 0; i < 26; i++)
nextState[i] = TerminateNotFound;
}
bool BadWordFilter::addBadWord(const char *cword)
{
FilterTable *curFilterTable = filterTables[0];
// prescan the word to see if it has any skip chars
const U8 *word = (const U8 *) cword;
const U8 *walk = word;
if(dStrlen(cword) > MaxBadwordLength)
return false;
while(*walk)
{
if(remapTable[*walk] == '-')
return false;
walk++;
}
while(*word)
{
U8 remap = remapTable[*word] - 'A';
U16 state = curFilterTable->nextState[remap];
if(state < TerminateNotFound)
{
// this character is already in the state table...
curFilterTable = filterTables[state];
}
else if(state == TerminateFound)
{
// a subset of this word is already in the table...
// exit out.
return false;
}
else if(state == TerminateNotFound)
{
if(word[1])
{
curFilterTable->nextState[remap] = filterTables.size();
filterTables.push_back(new FilterTable);
curFilterTable = filterTables[filterTables.size() - 1];
}
else
curFilterTable->nextState[remap] = TerminateFound;
}
word++;
}
return true;
}
bool BadWordFilter::setDefaultReplaceStr(const char *str)
{
U32 len = dStrlen(str);
if(len < 2 || len >= sizeof(defaultReplaceStr))
return false;
dStrcpy(defaultReplaceStr, str);
return true;
}
void BadWordFilter::filterString(char *cstring, const char *replaceStr)
{
if(!replaceStr)
replaceStr = defaultReplaceStr;
U8 *string = (U8 *) cstring;
U8 *starts[MaxBadwordLength];
U8 *curStart = string;
U32 replaceLen = dStrlen(replaceStr);
while(*curStart)
{
FilterTable *curFilterTable = filterTables[0];
S32 index = 0;
U8 *walk = curStart;
while(*walk)
{
U8 remap = remapTable[*walk];
if(remap != '-')
{
starts[index++] = walk;
U16 table = curFilterTable->nextState[remap - 'A'];
if(table < TerminateNotFound)
curFilterTable = filterTables[table];
else if(table == TerminateNotFound)
{
curStart++;
break;
}
else // terminate found
{
for(U32 i = 0; i < index; i++)
{
starts[i][0] = (U8 )replaceStr[curOffset % replaceLen];
curOffset += randomJunk[curOffset & (MaxBadwordLength - 1)];
}
curStart = walk + 1;
break;
}
}
walk++;
}
if(!*walk)
curStart++;
}
}
bool BadWordFilter::containsBadWords(const char *cstring)
{
U8 *string = (U8 *) cstring;
U8 *curStart = string;
while(*curStart)
{
FilterTable *curFilterTable = filterTables[0];
S32 index = 0;
U8 *walk = curStart;
while(*walk)
{
U8 remap = remapTable[*walk];
if(remap != '-')
{
U16 table = curFilterTable->nextState[remap - 'A'];
if(table < TerminateNotFound)
curFilterTable = filterTables[table];
else if(table == TerminateNotFound)
{
curStart++;
break;
}
else // terminate found
return true;
}
walk++;
}
if(!*walk)
curStart++;
}
return false;
}
ConsoleFunction(addBadWord, bool, 2, 2, "addBadWord(someReallyNastyWord);")
{
argc;
return gBadWordFilter->addBadWord(argv[1]);
}
ConsoleFunction(filterString, const char *, 2, 3, "filterString(baseString,replacementChars);")
{
const char *replaceStr = NULL;
if(argc == 3)
replaceStr = argv[2];
char *ret = Con::getReturnBuffer(dStrlen(argv[1]) + 1);
dStrcpy(ret, argv[1]);
gBadWordFilter->filterString(ret, replaceStr);
return ret;
}
ConsoleFunction(containsBadWords, bool, 2, 2, "containsBadWords(text);")
{
argc;
return gBadWordFilter->containsBadWords(argv[1]);
}

49
engine/game/badWordFilter.h Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _H_BADWORDFILTER
#define _H_BADWORDFILTER
#include "core/tVector.h"
class BadWordFilter
{
private:
struct FilterTable
{
U16 nextState[26]; // only 26 alphabetical chars.
FilterTable();
};
friend struct FilterTable;
Vector<FilterTable*> filterTables;
enum {
TerminateNotFound = 0xFFFE,
TerminateFound = 0xFFFF,
MaxBadwordLength = 32,
};
char defaultReplaceStr[32];
BadWordFilter();
~BadWordFilter();
U32 curOffset;
static U8 remapTable[257];
static U8 randomJunk[MaxBadwordLength + 1];
static bool filteringEnabled;
public:
bool addBadWord(const char *word);
bool setDefaultReplaceStr(const char *str);
void filterString(char *string, const char *replaceStr = NULL);
bool containsBadWords(const char *string);
static bool isEnabled() { return filteringEnabled; }
static void setEnabled(bool enable) { filteringEnabled = enable; }
static void create();
static void destroy();
};
extern BadWordFilter *gBadWordFilter;
#endif

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engine/game/banList.cc Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "game/banList.h"
#include "console/consoleTypes.h"
#include "core/resManager.h"
#include "core/fileStream.h"
IMPLEMENT_CONOBJECT(BanList);
BanList gBanList;
//------------------------------------------------------------------------------
void BanList::addBan(S32 uniqueId, const char *TA, S32 banTime)
{
S32 curTime = Platform::getTime();
if(banTime != 0 && banTime < curTime)
return;
// make sure this bastard isn't already banned on this server
Vector<BanInfo>::iterator i;
for(i = list.begin();i != list.end();i++)
{
if(uniqueId == i->uniqueId)
{
i->bannedUntil = banTime;
return;
}
}
BanInfo b;
dStrcpy(b.transportAddress, TA);
b.uniqueId = uniqueId;
b.bannedUntil = banTime;
if(!dStrnicmp(b.transportAddress, "ip:", 3))
{
char *c = dStrchr(b.transportAddress+3, ':');
if(c)
{
*(c+1) = '*';
*(c+2) = 0;
}
}
list.push_back(b);
}
//------------------------------------------------------------------------------
void BanList::addBanRelative(S32 uniqueId, const char *TA, S32 numSeconds)
{
S32 curTime = Platform::getTime();
S32 banTime = 0;
if(numSeconds != -1)
banTime = curTime + numSeconds;
addBan(uniqueId, TA, banTime);
}
//------------------------------------------------------------------------------
void BanList::removeBan(S32 uniqueId, const char *)
{
Vector<BanInfo>::iterator i;
for(i = list.begin();i != list.end();i++)
{
if(uniqueId == i->uniqueId)
{
list.erase(i);
return;
}
}
}
//------------------------------------------------------------------------------
bool BanList::isBanned(S32 uniqueId, const char *)
{
S32 curTime = Platform::getTime();
Vector<BanInfo>::iterator i;
for(i = list.begin();i != list.end();)
{
if(i->bannedUntil != 0 && i->bannedUntil < curTime)
{
list.erase(i);
continue;
}
else if(uniqueId == i->uniqueId)
return true;
i++;
}
return false;
}
//------------------------------------------------------------------------------
bool BanList::isTAEq(const char *bannedTA, const char *TA)
{
char a, b;
for(;;)
{
a = *bannedTA++;
b = *TA++;
if(a == '*' || (!a && b == ':')) // ignore port
return true;
if(dTolower(a) != dTolower(b))
return false;
if(!a)
return true;
}
}
//------------------------------------------------------------------------------
void BanList::exportToFile(const char *name)
{
FileStream banlist;
char filename[1024];
Con::expandScriptFilename(filename, sizeof(filename), name);
if(ResourceManager->openFileForWrite(banlist, filename, FileStream::Write))
{
char buf[1024];
Vector<BanInfo>::iterator i;
for(i = list.begin(); i != list.end(); i++)
{
dSprintf(buf, sizeof(buf), "BanList::addAbsolute(%d, \"%s\", %d);\r\n", i->uniqueId, i->transportAddress, i->bannedUntil);
banlist.write(dStrlen(buf), buf);
}
}
banlist.close();
}
// ---------------------------------------------------------
// console methods
// ---------------------------------------------------------
ConsoleStaticMethod( BanList, addAbsolute, void, 4, 4, "( int ID, TransportAddress TA, int banTime )"
"Ban a user until a given time.\n\n"
"@param ID Unique ID of the player.\n"
"@param TA Address from which the player connected.\n"
"@param banTime Time at which they will be allowed back in.")
{
gBanList.addBan( dAtoi( argv[1] ), argv[2], dAtoi( argv[3] ) );
}
//------------------------------------------------------------------------------
ConsoleStaticMethod( BanList, add, void, 4, 4, "( int ID, TransportAddress TA, int banLength )"
"Ban a user for banLength seconds.\n\n"
"@param ID Unique ID of the player.\n"
"@param TA Address from which the player connected.\n"
"@param banTime Time at which they will be allowed back in.")
{
gBanList.addBanRelative( dAtoi( argv[1] ), argv[2], dAtoi( argv[3] ) );
}
//------------------------------------------------------------------------------
ConsoleStaticMethod( BanList, removeBan, void, 3, 3, "( int ID, TransportAddress TA )"
"Unban someone.\n\n"
"@param ID Unique ID of the player.\n"
"@param TA Address from which the player connected.\n")
{
gBanList.removeBan( dAtoi( argv[1] ), argv[2] );
}
//------------------------------------------------------------------------------
ConsoleStaticMethod( BanList, isBanned, bool, 3, 3, "( int ID, TransportAddress TA )"
"Is someone banned?\n\n"
"@param ID Unique ID of the player.\n"
"@param TA Address from which the player connected.\n")
{
return (gBanList.isBanned( dAtoi( argv[1] ), argv[2] ));
}
//------------------------------------------------------------------------------
ConsoleStaticMethod( BanList, export, void, 2, 2, "(string filename)"
"Dump the banlist to a file.")
{
gBanList.exportToFile( argv[1] );
}

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engine/game/banList.h Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _BANLIST_H_
#define _BANLIST_H_
#ifndef _SIMBASE_H_
#include "console/simBase.h"
#endif
#ifndef _TVECTOR_H_
#include "core/tVector.h"
#endif
/// Helper class to keep track of bans.
class BanList : public SimObject
{
typedef SimObject Parent;
public:
struct BanInfo
{
S32 uniqueId;
char transportAddress[128];
S32 bannedUntil;
};
Vector<BanInfo> list;
BanList(){}
~BanList(){}
void addBan(S32 uniqueId, const char *TA, S32 banTime);
void addBanRelative(S32 uniqueId, const char *TA, S32 numSeconds);
void removeBan(S32 uniqueId, const char *TA);
bool isBanned(S32 uniqueId, const char *TA);
bool isTAEq(const char *bannedTA, const char *TA);
void exportToFile(const char *fileName);
DECLARE_CONOBJECT(BanList);
};
extern BanList gBanList;
#endif

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engine/game/camera.cc Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "dgl/dgl.h"
#include "game/game.h"
#include "math/mMath.h"
#include "console/simBase.h"
#include "console/console.h"
#include "console/consoleTypes.h"
#include "core/bitStream.h"
#include "core/dnet.h"
#include "game/camera.h"
#include "game/gameConnection.h"
#include "math/mathIO.h"
#include "editor/editor.h"
#define MaxPitch 1.3962
#define CameraRadius 0.05;
//----------------------------------------------------------------------------
IMPLEMENT_CO_DATABLOCK_V1(CameraData);
void CameraData::initPersistFields()
{
Parent::initPersistFields();
}
void CameraData::packData(BitStream* stream)
{
Parent::packData(stream);
}
void CameraData::unpackData(BitStream* stream)
{
Parent::unpackData(stream);
}
//----------------------------------------------------------------------------
IMPLEMENT_CO_NETOBJECT_V1(Camera);
F32 Camera::mMovementSpeed = 40;
Camera::Camera()
{
mNetFlags.clear(Ghostable);
mTypeMask |= CameraObjectType;
delta.pos = Point3F(0,0,100);
delta.rot = Point3F(0,0,0);
delta.posVec = delta.rotVec = VectorF(0,0,0);
mObjToWorld.setColumn(3,delta.pos);
mRot = delta.rot;
mMinOrbitDist = 0;
mMaxOrbitDist = 0;
mCurOrbitDist = 0;
mOrbitObject = NULL;
mPosition.set(0.f, 0.f, 0.f);
mObservingClientObject = false;
mode = 2;
}
Camera::~Camera()
{
}
//----------------------------------------------------------------------------
bool Camera::onAdd()
{
if(!Parent::onAdd())
return false;
mObjBox.max = mObjScale;
mObjBox.min = mObjScale;
mObjBox.min.neg();
resetWorldBox();
if(isClientObject())
gClientContainer.addObject(this);
else
gServerContainer.addObject(this);
// addToScene();
return true;
}
void Camera::onEditorEnable()
{
mNetFlags.set(Ghostable);
}
void Camera::onEditorDisable()
{
mNetFlags.clear(Ghostable);
}
void Camera::onRemove()
{
// removeFromScene();
if (getContainer())
getContainer()->removeObject(this);
Parent::onRemove();
}
//----------------------------------------------------------------------------
// check if the object needs to be observed through its own camera...
void Camera::getCameraTransform(F32* pos, MatrixF* mat)
{
// The camera doesn't support a third person mode,
// so we want to override the default ShapeBase behavior.
ShapeBase * obj = dynamic_cast<ShapeBase*>(static_cast<SimObject*>(mOrbitObject));
if(obj && static_cast<ShapeBaseData*>(obj->getDataBlock())->observeThroughObject)
obj->getCameraTransform(pos, mat);
else
getEyeTransform(mat);
}
F32 Camera::getCameraFov()
{
ShapeBase * obj = dynamic_cast<ShapeBase*>(static_cast<SimObject*>(mOrbitObject));
if(obj && static_cast<ShapeBaseData*>(obj->getDataBlock())->observeThroughObject)
return(obj->getCameraFov());
else
return(Parent::getCameraFov());
}
F32 Camera::getDefaultCameraFov()
{
ShapeBase * obj = dynamic_cast<ShapeBase*>(static_cast<SimObject*>(mOrbitObject));
if(obj && static_cast<ShapeBaseData*>(obj->getDataBlock())->observeThroughObject)
return(obj->getDefaultCameraFov());
else
return(Parent::getDefaultCameraFov());
}
bool Camera::isValidCameraFov(F32 fov)
{
ShapeBase * obj = dynamic_cast<ShapeBase*>(static_cast<SimObject*>(mOrbitObject));
if(obj && static_cast<ShapeBaseData*>(obj->getDataBlock())->observeThroughObject)
return(obj->isValidCameraFov(fov));
else
return(Parent::isValidCameraFov(fov));
}
void Camera::setCameraFov(F32 fov)
{
ShapeBase * obj = dynamic_cast<ShapeBase*>(static_cast<SimObject*>(mOrbitObject));
if(obj && static_cast<ShapeBaseData*>(obj->getDataBlock())->observeThroughObject)
obj->setCameraFov(fov);
else
Parent::setCameraFov(fov);
}
//----------------------------------------------------------------------------
void Camera::processTick(const Move* move)
{
Parent::processTick(move);
Point3F vec,pos;
if (move)
{
// If using editor then force camera into fly mode
if(gEditingMission && mode != FlyMode)
setFlyMode();
// Update orientation
delta.rotVec = mRot;
mObjToWorld.getColumn(3,&delta.posVec);
mRot.x += move->pitch;
if(mRot.x > MaxPitch)
mRot.x = MaxPitch;
else if(mRot.x < -MaxPitch)
mRot.x = -MaxPitch;
mRot.z += move->yaw;
if(mode == OrbitObjectMode || mode == OrbitPointMode)
{
if(mode == OrbitObjectMode && bool(mOrbitObject))
{
// If this is a shapebase, use its render eye transform
// to avoid jittering.
GameBase *castObj = mOrbitObject;
ShapeBase* shape = dynamic_cast<ShapeBase*>(castObj);
if( shape != NULL )
{
MatrixF ret;
shape->getRenderEyeTransform( &ret );
mPosition = ret.getPosition();
}
else
{
// Hopefully this is a static object that doesn't move,
// because the worldbox doesn't get updated between ticks.
mOrbitObject->getWorldBox().getCenter(&mPosition);
}
}
setPosition(mPosition, mRot);
validateEyePoint(1.0f, &mObjToWorld);
pos = mPosition;
}
else
{
// Update pos
bool faster = move->trigger[0] || move->trigger[1];
F32 scale = mMovementSpeed * (faster + 1);
mObjToWorld.getColumn(3,&pos);
mObjToWorld.getColumn(0,&vec);
pos += vec * move->x * TickSec * scale;
mObjToWorld.getColumn(1,&vec);
pos += vec * move->y * TickSec * scale;
mObjToWorld.getColumn(2,&vec);
pos += vec * move->z * TickSec * scale;
setPosition(pos,mRot);
}
// If on the client, calc delta for backstepping
if (isClientObject())
{
delta.pos = pos;
delta.rot = mRot;
delta.posVec = delta.posVec - delta.pos;
delta.rotVec = delta.rotVec - delta.rot;
}
setMaskBits(MoveMask);
}
if(getControllingClient() && mContainer)
updateContainer();
}
void Camera::onDeleteNotify(SimObject *obj)
{
Parent::onDeleteNotify(obj);
if (obj == (SimObject*)mOrbitObject)
{
mOrbitObject = NULL;
if(mode == OrbitObjectMode)
mode = OrbitPointMode;
}
}
void Camera::interpolateTick(F32 dt)
{
Parent::interpolateTick(dt);
Point3F rot = delta.rot + delta.rotVec * dt;
if(mode == OrbitObjectMode || mode == OrbitPointMode)
{
if(mode == OrbitObjectMode && bool(mOrbitObject))
{
// If this is a shapebase, use its render eye transform
// to avoid jittering.
GameBase *castObj = mOrbitObject;
ShapeBase* shape = dynamic_cast<ShapeBase*>(castObj);
if( shape != NULL )
{
MatrixF ret;
shape->getRenderEyeTransform( &ret );
mPosition = ret.getPosition();
}
else
{
// Hopefully this is a static object that doesn't move,
// because the worldbox doesn't get updated between ticks.
mOrbitObject->getWorldBox().getCenter(&mPosition);
}
}
setRenderPosition(mPosition, rot);
validateEyePoint(1.0f, &mRenderObjToWorld);
}
else
{
Point3F pos = delta.pos + delta.posVec * dt;
setRenderPosition(pos,rot);
}
}
void Camera::setPosition(const Point3F& pos,const Point3F& rot)
{
MatrixF xRot, zRot;
xRot.set(EulerF(rot.x, 0, 0));
zRot.set(EulerF(0, 0, rot.z));
MatrixF temp;
temp.mul(zRot, xRot);
temp.setColumn(3, pos);
Parent::setTransform(temp);
mRot = rot;
}
void Camera::setRenderPosition(const Point3F& pos,const Point3F& rot)
{
MatrixF xRot, zRot;
xRot.set(EulerF(rot.x, 0, 0));
zRot.set(EulerF(0, 0, rot.z));
MatrixF temp;
temp.mul(zRot, xRot);
temp.setColumn(3, pos);
Parent::setRenderTransform(temp);
mRot = rot;
}
//----------------------------------------------------------------------------
void Camera::writePacketData(GameConnection *connection, BitStream *bstream)
{
// Update client regardless of status flags.
Parent::writePacketData(connection, bstream);
Point3F pos;
mObjToWorld.getColumn(3,&pos);
bstream->setCompressionPoint(pos);
mathWrite(*bstream, pos);
bstream->write(mRot.x);
bstream->write(mRot.z);
U32 writeMode = mode;
Point3F writePos = mPosition;
S32 gIndex = -1;
if(mode == OrbitObjectMode)
{
gIndex = bool(mOrbitObject) ? connection->getGhostIndex(mOrbitObject): -1;
if(gIndex == -1)
{
writeMode = OrbitPointMode;
mOrbitObject->getWorldBox().getCenter(&writePos);
}
}
bstream->writeRangedU32(writeMode, CameraFirstMode, CameraLastMode);
if (writeMode == OrbitObjectMode || writeMode == OrbitPointMode)
{
bstream->write(mMinOrbitDist);
bstream->write(mMaxOrbitDist);
bstream->write(mCurOrbitDist);
if(writeMode == OrbitObjectMode)
{
bstream->writeFlag(mObservingClientObject);
bstream->writeInt(gIndex, NetConnection::GhostIdBitSize);
}
if (writeMode == OrbitPointMode)
bstream->writeCompressedPoint(writePos);
}
}
void Camera::readPacketData(GameConnection *connection, BitStream *bstream)
{
Parent::readPacketData(connection, bstream);
Point3F pos,rot;
mathRead(*bstream, &pos);
bstream->setCompressionPoint(pos);
bstream->read(&rot.x);
bstream->read(&rot.z);
GameBase* obj = 0;
mode = bstream->readRangedU32(CameraFirstMode, CameraLastMode);
mObservingClientObject = false;
if (mode == OrbitObjectMode || mode == OrbitPointMode) {
bstream->read(&mMinOrbitDist);
bstream->read(&mMaxOrbitDist);
bstream->read(&mCurOrbitDist);
if(mode == OrbitObjectMode)
{
mObservingClientObject = bstream->readFlag();
S32 gIndex = bstream->readInt(NetConnection::GhostIdBitSize);
obj = static_cast<GameBase*>(connection->resolveGhost(gIndex));
}
if (mode == OrbitPointMode)
bstream->readCompressedPoint(&mPosition);
}
if (obj != (GameBase*)mOrbitObject) {
if (mOrbitObject) {
clearProcessAfter();
clearNotify(mOrbitObject);
}
mOrbitObject = obj;
if (mOrbitObject) {
processAfter(mOrbitObject);
deleteNotify(mOrbitObject);
}
}
setPosition(pos,rot);
delta.pos = pos;
delta.rot = rot;
delta.rotVec.set(0,0,0);
delta.posVec.set(0,0,0);
}
U32 Camera::packUpdate(NetConnection *con, U32 mask, BitStream *bstream)
{
Parent::packUpdate(con,mask,bstream);
// The rest of the data is part of the control object packet update.
// If we're controlled by this client, we don't need to send it.
if(bstream->writeFlag(getControllingClient() == con && !(mask & InitialUpdateMask)))
return 0;
if (bstream->writeFlag(mask & MoveMask)) {
Point3F pos;
mObjToWorld.getColumn(3,&pos);
bstream->write(pos.x);
bstream->write(pos.y);
bstream->write(pos.z);
bstream->write(mRot.x);
bstream->write(mRot.z);
}
return 0;
}
void Camera::unpackUpdate(NetConnection *con, BitStream *bstream)
{
Parent::unpackUpdate(con,bstream);
// controlled by the client?
if(bstream->readFlag())
return;
if (bstream->readFlag()) {
Point3F pos,rot;
bstream->read(&pos.x);
bstream->read(&pos.y);
bstream->read(&pos.z);
bstream->read(&rot.x);
bstream->read(&rot.z);
setPosition(pos,rot);
// New delta for client side interpolation
delta.pos = pos;
delta.rot = rot;
delta.posVec = delta.rotVec = VectorF(0,0,0);
}
}
//----------------------------------------------------------------------------
void Camera::initPersistFields()
{
Parent::initPersistFields();
}
void Camera::consoleInit()
{
Con::addVariable("Camera::movementSpeed",TypeF32,&mMovementSpeed);
}
Point3F &Camera::getPosition()
{
static Point3F position;
mObjToWorld.getColumn(3, &position);
return position;
}
ConsoleMethod( Camera, getPosition, const char *, 2, 2, "()"
"Get the position of the camera.\n\n"
"@returns A string of form \"x y z\".")
{
static char buffer[100];
Point3F& pos = object->getPosition();
dSprintf(buffer, sizeof(buffer),"%g %g %g",pos.x,pos.y,pos.z);
return buffer;
}
ConsoleMethod( Camera, setOrbitMode, void, 7, 8, "(GameBase orbitObject, transform mat, float minDistance,"
" float maxDistance, float curDistance, bool ownClientObject)"
"Set the camera to orbit around some given object.\n\n"
"@param orbitObject Object we want to orbit.\n"
"@param mat A set of fields: posX posY posZ aaX aaY aaZ aaTheta\n"
"@param minDistance Minimum distance to keep from object.\n"
"@param maxDistance Maximum distance to keep from object.\n"
"@param curDistance Distance to set initially from object.\n"
"@param ownClientObj Are we observing an object owned by us?")
{
Point3F pos;
AngAxisF aa;
F32 minDis, maxDis, curDis;
GameBase *orbitObject = NULL;
if(Sim::findObject(argv[2],orbitObject) == false)
{
Con::warnf("Cannot orbit non-existing object.");
object->setFlyMode();
return;
}
dSscanf(argv[3],"%g %g %g %g %g %g %g",
&pos.x,&pos.y,&pos.z,&aa.axis.x,&aa.axis.y,&aa.axis.z,&aa.angle);
minDis = dAtof(argv[4]);
maxDis = dAtof(argv[5]);
curDis = dAtof(argv[6]);
object->setOrbitMode(orbitObject, pos, aa, minDis, maxDis, curDis, (argc == 8) ? dAtob(argv[7]) : false);
}
ConsoleMethod( Camera, setFlyMode, void, 2, 2, "()"
"Set the camera to be able to fly freely.")
{
object->setFlyMode();
}
//----------------------------------------------------------------------------
void Camera::renderImage(SceneState*, SceneRenderImage*)
{
if(gEditingMission)
{
glPushMatrix();
dglMultMatrix(&mObjToWorld);
glScalef(mObjScale.x,mObjScale.y,mObjScale.z);
wireCube(Point3F(1, 1, 1),Point3F(0,0,0));
glPopMatrix();
}
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// NEW Observer Code
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
void Camera::setFlyMode()
{
mode = FlyMode;
if(bool(mOrbitObject)) {
clearProcessAfter();
clearNotify(mOrbitObject);
}
mOrbitObject = NULL;
}
void Camera::setOrbitMode(GameBase *obj, Point3F &pos, AngAxisF &rot, F32 minDist, F32 maxDist, F32 curDist, bool ownClientObject)
{
mObservingClientObject = ownClientObject;
rot;
if(bool(mOrbitObject)) {
clearProcessAfter();
clearNotify(mOrbitObject);
}
mOrbitObject = obj;
if(bool(mOrbitObject))
{
processAfter(mOrbitObject);
deleteNotify(mOrbitObject);
mOrbitObject->getWorldBox().getCenter(&mPosition);
mode = OrbitObjectMode;
}
else
{
mode = OrbitPointMode;
mPosition = pos;
}
QuatF q(rot);
MatrixF tempMat(true);
q.setMatrix(&tempMat);
Point3F dir;
tempMat.getColumn(1, &dir);
setPosition(mPosition, dir);
mMinOrbitDist = minDist;
mMaxOrbitDist = maxDist;
mCurOrbitDist = curDist;
}
void Camera::validateEyePoint(F32 pos, MatrixF *mat)
{
if (pos != 0)
{
// Use the eye transform to orient the camera
Point3F dir;
mat->getColumn(1, &dir);
pos *= mMaxOrbitDist - mMinOrbitDist;
// Use the camera node's pos.
Point3F startPos = getRenderPosition();
Point3F endPos;
// Make sure we don't extend the camera into anything solid
if(mOrbitObject)
mOrbitObject->disableCollision();
disableCollision();
RayInfo collision;
U32 mask = TerrainObjectType |
InteriorObjectType |
WaterObjectType |
StaticShapeObjectType |
PlayerObjectType |
ItemObjectType |
VehicleObjectType;
Container* pContainer = isServerObject() ? &gServerContainer : &gClientContainer;
if (!pContainer->castRay(startPos, startPos - dir * 2.5 * pos, mask, &collision))
endPos = startPos - dir * pos;
else
{
float dot = mDot(dir, collision.normal);
if(dot > 0.01)
{
float colDist = mDot(startPos - collision.point, dir) - (1 / dot) * CameraRadius;
if(colDist > pos)
colDist = pos;
if(colDist < 0)
colDist = 0;
endPos = startPos - dir * colDist;
}
else
endPos = startPos - dir * pos;
}
mat->setColumn(3,endPos);
enableCollision();
if(mOrbitObject)
mOrbitObject->enableCollision();
}
}
void Camera::setPosition(const Point3F& pos, const Point3F& rot, MatrixF *mat)
{
MatrixF xRot, zRot;
xRot.set(EulerF(rot.x, 0, 0));
zRot.set(EulerF(0, 0, rot.z));
mat->mul(zRot, xRot);
mat->setColumn(3,pos);
mRot = rot;
}
void Camera::setTransform(const MatrixF& mat)
{
// This method should never be called on the client.
// This currently converts all rotation in the mat into
// rotations around the z and x axis.
Point3F pos,vec;
mat.getColumn(1,&vec);
mat.getColumn(3,&pos);
Point3F rot(-mAtan(vec.z, mSqrt(vec.x*vec.x + vec.y*vec.y)),0,-mAtan(-vec.x,vec.y));
setPosition(pos,rot);
}
void Camera::setRenderTransform(const MatrixF& mat)
{
// This method should never be called on the client.
// This currently converts all rotation in the mat into
// rotations around the z and x axis.
Point3F pos,vec;
mat.getColumn(1,&vec);
mat.getColumn(3,&pos);
Point3F rot(-mAtan(vec.z, mSqrt(vec.x*vec.x + vec.y*vec.y)),0,-mAtan(-vec.x,vec.y));
setRenderPosition(pos,rot);
}
F32 Camera::getDamageFlash() const
{
if (mode == OrbitObjectMode && isServerObject() && bool(mOrbitObject))
{
const GameBase *castObj = mOrbitObject;
const ShapeBase* psb = dynamic_cast<const ShapeBase*>(castObj);
if (psb)
return psb->getDamageFlash();
}
return mDamageFlash;
}
F32 Camera::getWhiteOut() const
{
if (mode == OrbitObjectMode && isServerObject() && bool(mOrbitObject))
{
const GameBase *castObj = mOrbitObject;
const ShapeBase* psb = dynamic_cast<const ShapeBase*>(castObj);
if (psb)
return psb->getWhiteOut();
}
return mWhiteOut;
}

116
engine/game/camera.h Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _CAMERA_H_
#define _CAMERA_H_
#ifndef _SHAPEBASE_H_
#include "game/shapeBase.h"
#endif
//----------------------------------------------------------------------------
struct CameraData: public ShapeBaseData {
typedef ShapeBaseData Parent;
//
DECLARE_CONOBJECT(CameraData);
static void initPersistFields();
virtual void packData(BitStream* stream);
virtual void unpackData(BitStream* stream);
};
//----------------------------------------------------------------------------
/// Implements a basic camera object.
class Camera: public ShapeBase
{
typedef ShapeBase Parent;
enum MaskBits {
MoveMask = Parent::NextFreeMask,
NextFreeMask = Parent::NextFreeMask << 1
};
struct StateDelta {
Point3F pos;
Point3F rot;
VectorF posVec;
VectorF rotVec;
};
Point3F mRot;
StateDelta delta;
static F32 mMovementSpeed;
void setPosition(const Point3F& pos,const Point3F& viewRot);
void setRenderPosition(const Point3F& pos,const Point3F& viewRot);
SimObjectPtr<GameBase> mOrbitObject;
F32 mMinOrbitDist;
F32 mMaxOrbitDist;
F32 mCurOrbitDist;
Point3F mPosition;
bool mObservingClientObject;
enum
{
StationaryMode = 0,
FreeRotateMode = 1,
FlyMode = 2,
OrbitObjectMode = 3,
OrbitPointMode = 4,
CameraFirstMode = 0,
CameraLastMode = 4
};
int mode;
void setPosition(const Point3F& pos,const Point3F& viewRot, MatrixF *mat);
void setTransform(const MatrixF& mat);
void setRenderTransform(const MatrixF& mat);
F32 getCameraFov();
F32 getDefaultCameraFov();
bool isValidCameraFov(F32 fov);
void setCameraFov(F32 fov);
F32 getDamageFlash() const;
F32 getWhiteOut() const;
public:
DECLARE_CONOBJECT(Camera);
Camera();
~Camera();
static void initPersistFields();
static void consoleInit();
void onEditorEnable();
void onEditorDisable();
bool onAdd();
void onRemove();
void renderImage(SceneState* state, SceneRenderImage* image);
void processTick(const Move* move);
void interpolateTick(F32 delta);
void getCameraTransform(F32* pos,MatrixF* mat);
void writePacketData(GameConnection *conn, BitStream *stream);
void readPacketData(GameConnection *conn, BitStream *stream);
U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
void unpackUpdate(NetConnection *conn, BitStream *stream);
Point3F &getPosition();
void setFlyMode();
void setOrbitMode(GameBase *obj, Point3F &pos, AngAxisF &rot,
F32 minDist, F32 maxDist, F32 curDist, bool ownClientObject);
void validateEyePoint(F32 pos, MatrixF *mat);
void onDeleteNotify(SimObject *obj);
GameBase * getOrbitObject() { return(mOrbitObject); }
bool isObservingClientObject() { return(mObservingClientObject); }
};
#endif

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engine/game/cameraSpline.cc Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "game/cameraSpline.h"
#include "console/console.h"
#include "platform/platformGL.h"
//-----------------------------------------------------------------------------
CameraSpline::Knot::Knot(const Knot &k)
{
mPosition = k.mPosition;
mRotation = k.mRotation;
mSpeed = k.mSpeed;
mType = k.mType;
mPath = k.mPath;
prev = NULL; next = NULL;
}
CameraSpline::Knot::Knot(const Point3F &p, const QuatF &r, F32 s, Knot::Type type, Knot::Path path)
{
mPosition = p;
mRotation = r;
mSpeed = s;
mType = type;
mPath = path;
prev = NULL; next = NULL;
}
//-----------------------------------------------------------------------------
CameraSpline::CameraSpline()
{
mFront = NULL;
mSize = 0;
mIsMapDirty = true;
VECTOR_SET_ASSOCIATION(mTimeMap);
}
CameraSpline::~CameraSpline()
{
removeAll();
}
void CameraSpline::push_back(Knot *w)
{
if (!mFront)
{
mFront = w;
w->next = w;
w->prev = w;
}
else
{
Knot *before = back();
Knot *after = before->next;
w->next = before->next;
w->prev = before;
after->prev = w;
before->next = w;
}
++mSize;
mIsMapDirty = true;
}
CameraSpline::Knot* CameraSpline::getKnot(S32 i)
{
Knot *k = mFront;
while(i--)
k = k->next;
return k;
}
CameraSpline::Knot* CameraSpline::remove(Knot *w)
{
if (w->next == mFront && w->prev == mFront)
mFront = NULL;
else
{
w->prev->next = w->next;
w->next->prev = w->prev;
if (mFront == w)
mFront = w->next;
}
--mSize;
mIsMapDirty = true;
return w;
}
void CameraSpline::removeAll()
{
while(front())
delete remove(front());
mSize = 0;
}
//-----------------------------------------------------------------------------
void CameraSpline::buildTimeMap()
{
if (!mIsMapDirty)
return;
mTimeMap.clear();
mTimeMap.reserve(size()*3); // preallocate
// Initial node and knot value..
TimeMap map;
map.mTime = 0;
map.mDistance = 0;
mTimeMap.push_back(map);
Knot ka,kj,ki;
value(0, &kj, true);
F32 length = 0.0f;
ka = kj;
// Loop through the knots and add nodes. Nodes are added for every knot and
// whenever the spline length and segment length deviate by epsilon.
F32 epsilon = Con::getFloatVariable("CameraSpline::epsilon", 0.90f);
const F32 Step = 0.05f;
F32 lt = 0,time = 0;
do {
if ((time += Step) > (mSize - 1))
time = mSize - 1;
value(time, &ki, true);
length += (ki.mPosition - kj.mPosition).len();
F32 segment = (ki.mPosition - ka.mPosition).len();
if ((segment / length) < epsilon || time == (mSize - 1) || mFloor(lt) != mFloor(time)) {
map.mTime = time;
map.mDistance = length;
mTimeMap.push_back(map);
ka = ki;
}
kj = ki;
lt = time;
}
while (time < mSize - 1);
mIsMapDirty = false;
}
//-----------------------------------------------------------------------------
void CameraSpline::renderTimeMap()
{
buildTimeMap();
glLineWidth(3);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glBegin(GL_LINE_STRIP);
MRandomLCG random(1376312589 * (U32)this);
Knot a;
S32 cr, cg, cb;
for(Vector<TimeMap>::iterator itr=mTimeMap.begin(); itr != mTimeMap.end(); itr++)
{
value(itr->mTime, &a, true);
cr = random.randI(0,1);
cg = random.randI(0,1);
cb = random.randI(0,1);
glColor4f(cr, cg, cb, 1);
glVertex3f(a.mPosition.x, a.mPosition.y, a.mPosition.z);
}
glEnd();
}
//-----------------------------------------------------------------------------
F32 CameraSpline::advanceTime(F32 t, S32 delta_ms)
{
buildTimeMap();
Knot k;
value(t, &k, false);
F32 dist = getDistance(t) + k.mSpeed * (F32(delta_ms) / 1000.0f);
return getTime(dist);
}
F32 CameraSpline::advanceDist(F32 t, F32 meters)
{
buildTimeMap();
F32 dist = getDistance(t) + meters;
return getTime(dist);
}
F32 CameraSpline::getDistance(F32 t)
{
if (mSize <= 1)
return 0;
// Find the nodes spanning the time
Vector<TimeMap>::iterator end = mTimeMap.begin() + 1, start;
for (; end < (mTimeMap.end() - 1) && end->mTime < t; end++) { }
start = end - 1;
// Interpolate between the two nodes
F32 i = (t - start->mTime) / (end->mTime - start->mTime);
return start->mDistance + (end->mDistance - start->mDistance) * i;
}
F32 CameraSpline::getTime(F32 d)
{
if (mSize <= 1)
return 0;
// Find nodes spanning the distance
Vector<TimeMap>::iterator end = mTimeMap.begin() + 1, start;
for (; end < (mTimeMap.end() - 1) && end->mDistance < d; end++) { }
start = end - 1;
// Check for duplicate points..
F32 seg = end->mDistance - start->mDistance;
if (!seg)
return end->mTime;
// Interpolate between the two nodes
F32 i = (d - start->mDistance) / (end->mDistance - start->mDistance);
return start->mTime + (end->mTime - start->mTime) * i;
}
//-----------------------------------------------------------------------------
void CameraSpline::value(F32 t, CameraSpline::Knot *result, bool skip_rotation)
{
// Verify that t is in range [0 >= t > size]
AssertFatal(t >= 0 && t < size(), "t out of range");
Knot *p1 = getKnot(mFloor(t));
Knot *p2 = next(p1);
F32 i = t - mFloor(t); // adjust t to 0 to 1 on p1-p2 interval
if (p1->mPath == Knot::SPLINE)
{
Knot *p0 = (p1->mType == Knot::KINK) ? p1 : prev(p1);
Knot *p3 = (p2->mType == Knot::KINK) ? p2 : next(p2);
result->mPosition.x = mCatmullrom(i, p0->mPosition.x, p1->mPosition.x, p2->mPosition.x, p3->mPosition.x);
result->mPosition.y = mCatmullrom(i, p0->mPosition.y, p1->mPosition.y, p2->mPosition.y, p3->mPosition.y);
result->mPosition.z = mCatmullrom(i, p0->mPosition.z, p1->mPosition.z, p2->mPosition.z, p3->mPosition.z);
}
else
{ // Linear
result->mPosition.interpolate(p1->mPosition, p2->mPosition, i);
}
if (skip_rotation)
return;
buildTimeMap();
// find the two knots to interpolate rotation and velocity through since some
// knots are only positional
S32 start = mFloor(t);
S32 end = (p2 == p1) ? start : (start + 1);
while (p1->mType == Knot::POSITION_ONLY && p1 != front())
{
p1 = prev(p1);
start--;
}
while (p2->mType == Knot::POSITION_ONLY && p2 != back())
{
p2 = next(p2);
end++;
}
if (start == end) {
result->mRotation = p1->mRotation;
result->mSpeed = p1->mSpeed;
}
else {
F32 c = getDistance(t);
F32 d1 = getDistance(start);
F32 d2 = getDistance(end);
if (d1 == d2) {
result->mRotation = p2->mRotation;
result->mSpeed = p2->mSpeed;
}
else {
i = (c-d1)/(d2-d1);
result->mRotation.interpolate(p1->mRotation, p2->mRotation, i);
result->mSpeed = (p1->mSpeed * (1.0f-i)) + (p2->mSpeed * i);
}
}
}

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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _CAMERASPLINE_H_
#define _CAMERASPLINE_H_
#include "math/mMath.h"
#include "core/tVector.h"
//----------------------------------------------------------------------------
class CameraSpline
{
public:
struct Knot
{
public:
Point3F mPosition;
QuatF mRotation;
F32 mSpeed; /// in meters per second
enum Type {
NORMAL,
POSITION_ONLY,
KINK,
NUM_TYPE_BITS = 2
}mType;
enum Path {
LINEAR,
SPLINE,
NUM_PATH_BITS = 1
}mPath;
F32 mDistance;
Knot *prev;
Knot *next;
Knot::Knot() {};
Knot::Knot(const Knot &k);
Knot::Knot(const Point3F &p, const QuatF &r, F32 s, Knot::Type type = NORMAL, Knot::Path path = SPLINE);
};
CameraSpline();
~CameraSpline();
bool isEmpty() { return (mFront == NULL); }
S32 size() { return mSize; }
Knot* remove(Knot *w);
void removeAll();
Knot* front() { return mFront; }
Knot* back() { return (mFront == NULL) ? NULL : mFront->prev; }
void push_back(Knot *w);
void push_front(Knot *w) { push_back(w); mFront = w; mIsMapDirty = true; }
Knot* getKnot(S32 i);
Knot* next(Knot *k) { return (k->next == mFront) ? k : k->next; }
Knot* prev(Knot *k) { return (k == mFront) ? k : k->prev; }
F32 advanceTime(F32 t, S32 delta_ms);
F32 advanceDist(F32 t, F32 meters);
void value(F32 t, Knot *result, bool skip_rotation=false);
F32 getDistance(F32 t);
F32 getTime(F32 d);
void renderTimeMap();
private:
Knot *mFront;
S32 mSize;
bool mIsMapDirty;
struct TimeMap {
F32 mTime;
F32 mDistance;
};
Vector<TimeMap> mTimeMap;
void buildTimeMap();
};
#endif

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engine/game/collisionTest.cc Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "dgl/dgl.h"
#include "game/game.h"
#include "math/mMath.h"
#include "console/simBase.h"
#include "console/consoleTypes.h"
#include "console/console.h"
#include "game/collisionTest.h"
static F32 BoxSize = 2;
bool CollisionTest::testPolytope = false;
bool CollisionTest::testClippedPolyList = false;
bool CollisionTest::testDepthSortList = false;
bool CollisionTest::testExtrudedPolyList = false;
bool CollisionTest::depthSort = false;
bool CollisionTest::depthRender = false;
bool CollisionTest::renderAlways = false;
//----------------------------------------------------------------------------
CollisionTest::CollisionTest()
{
}
CollisionTest::~CollisionTest()
{
}
void CollisionTest::consoleInit()
{
Con::addVariable("Collision::boxSize",TypeF32,&BoxSize);
Con::addVariable("Collision::testPolytope",TypeBool,&testPolytope);
Con::addVariable("Collision::testClippedPolyList",TypeBool,&testClippedPolyList);
Con::addVariable("Collision::testExtrudedPolyList",TypeBool,&testExtrudedPolyList);
Con::addVariable("Collision::testDepthSortList",TypeBool,&testDepthSortList);
Con::addVariable("Collision::depthSort",TypeBool,&depthSort);
Con::addVariable("Collision::depthRender",TypeBool,&depthRender);
Con::addVariable("Collision::renderAlways",TypeBool,&renderAlways);
}
void CollisionTest::collide(const MatrixF& transform)
{
//
Point3F pos;
transform.getColumn(3,&pos);
boundingBox.min = pos - Point3F(BoxSize,BoxSize,BoxSize);
boundingBox.max = pos + Point3F(BoxSize,BoxSize,BoxSize);
boundingSphere.center = pos;
boundingSphere.radius = BoxSize * 1.5;
if (testPolytope) {
MatrixF imat(true);
volume.buildBox(imat,boundingBox);
tree.clear();
}
if (testClippedPolyList) {
polyList.clear();
polyList.mPlaneList.clear();
polyList.mNormal.set(0,0,0);
// Planes bounding the square.
polyList.mPlaneList.setSize(6);
polyList.mPlaneList[0].set(boundingBox.min,VectorF(-1,0,0));
polyList.mPlaneList[1].set(boundingBox.max,VectorF(0,1,0));
polyList.mPlaneList[2].set(boundingBox.max,VectorF(1,0,0));
polyList.mPlaneList[3].set(boundingBox.min,VectorF(0,-1,0));
polyList.mPlaneList[4].set(boundingBox.min,VectorF(0,0,-1));
polyList.mPlaneList[5].set(boundingBox.max,VectorF(0,0,1));
}
if (testDepthSortList) {
depthSortList.clear();
mDepthSortExtent.set(5,20,5); // hard-code for now
MatrixF mat = transform;
mat.inverse(); // we want world to camera (or whatever transform represents)
depthSortList.set(mat,mDepthSortExtent);
// we use a different box and sphere...
// our box starts at the camera and goes forward mDepthSortExtent.y
// with width and height of mDepthSortExtent.x and mDepthSortExtent.z
Point3F x,y,z,p;
transform.getColumn(0,&x);
transform.getColumn(1,&y);
transform.getColumn(2,&z);
transform.getColumn(3,&p);
x *= 0.5f * mDepthSortExtent.x;
y *= mDepthSortExtent.y;
z *= 0.5f * mDepthSortExtent.z;
Point3F boxMin = p;
Point3F boxMax = p;
boxMin.setMin(p-x-z);
boxMin.setMin(p-x+z);
boxMin.setMin(p+x-z);
boxMin.setMin(p+x+z);
boxMin.setMin(p-x-z+y);
boxMin.setMin(p-x+z+y);
boxMin.setMin(p+x-z+y);
boxMin.setMin(p+x+z+y);
boxMax.setMax(p-x-z);
boxMax.setMax(p-x+z);
boxMax.setMax(p+x-z);
boxMax.setMax(p+x+z);
boxMax.setMax(p-x-z+y);
boxMax.setMax(p-x+z+y);
boxMax.setMax(p+x-z+y);
boxMax.setMax(p+x+z+y);
Point3F boxCenter = boxMin + boxMax;
boxCenter *= 0.5f;
F32 boxRadius = (boxMax-boxMin).len();
mDepthBox.min = boxMin;
mDepthBox.max = boxMax;
mDepthSphere.center = boxCenter;
mDepthSphere.radius = boxRadius;
}
if (testExtrudedPolyList) {
MatrixF imat(1);
polyhedron.buildBox(imat,boundingBox);
VectorF v1(0,3,0);
transform.mulV(v1,&extrudeVector);
extrudedList.extrude(polyhedron,extrudeVector);
extrudedList.setVelocity(extrudeVector);
extrudedList.setCollisionList(&collisionList);
Point3F p1 = pos + extrudeVector;
boundingBox.min = boundingBox.max = pos;
boundingBox.min.setMin(p1);
boundingBox.max.setMax(p1);
boundingBox.min -= Point3F(BoxSize,BoxSize,BoxSize);
boundingBox.max += Point3F(BoxSize,BoxSize,BoxSize);
boundingSphere.radius += extrudeVector.len();
}
if (testPolytope || testClippedPolyList || testExtrudedPolyList || testDepthSortList) {
testPos = boundingSphere.center;
gClientContainer.findObjects(0xFFFFFFFF,CollisionTest::callback,this);
}
if (testExtrudedPolyList) {
extrudedList.adjustCollisionTime();
}
}
void CollisionTest::callback(SceneObject* obj, void *thisPtr)
{
CollisionTest* ptr = reinterpret_cast<CollisionTest*>(thisPtr);
if (testPolytope) {
if (BSPNode* root = obj->buildCollisionBSP(&ptr->tree,ptr->boundingBox,ptr->boundingSphere))
ptr->volume.intersect(obj,root);
}
if (testClippedPolyList) {
obj->buildPolyList(&ptr->polyList,ptr->boundingBox,ptr->boundingSphere);
}
if (testExtrudedPolyList) {
obj->buildPolyList(&ptr->extrudedList,ptr->boundingBox,ptr->boundingSphere);
}
if (testDepthSortList) {
obj->buildPolyList(&ptr->depthSortList,ptr->mDepthBox,ptr->mDepthSphere);
}
}
extern void wireCube(F32 size,Point3F pos);
void CollisionTest::render()
{
bool collision = false;
if (testPolytope || renderAlways) {
if (volume.didIntersect())
volume.render();
}
if (testClippedPolyList || renderAlways) {
if (polyList.mPolyList.size())
collision = true;
polyList.render();
}
if (testExtrudedPolyList || renderAlways) {
if (collisionList.count)
collision = true;
extrudedList.render();
glPushAttrib(GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
polyhedron.render(extrudeVector,collisionList.t);
glPopAttrib();
}
if (testDepthSortList || renderAlways) {
if (depthSort && testDepthSortList)
depthSortList.sort();
// should we write depth values of polys...
// if polys are correctly sorted then writing depth values
// should result in no overlap of polys when looking down
// from camera...otoh, if polys are out of order, we should
// see overlap
DepthSortList::renderWithDepth = depthRender;
depthSortList.render();
}
if (collision || renderAlways)
wireCube(BoxSize,testPos);
}

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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _COLLISIONTEST_H_
#define _COLLISIONTEST_H_
#ifndef _SCENEOBJECT_H_
#include "sim/sceneObject.h"
#endif
#ifndef _POLYTOPE_H_
#include "collision/polytope.h"
#endif
#ifndef _CLIPPEDPOLYLIST_H_
#include "collision/clippedPolyList.h"
#endif
#ifndef _EXTRUDEDPOLYLIST_H_
#include "collision/extrudedPolyList.h"
#endif
#ifndef _DEPTHSORTLIST_H_
#include "collision/depthSortList.h"
#endif
#ifndef _POLYHEDRON_H_
#include "collision/polyhedron.h"
#endif
/// Helper class for collision detection.
struct CollisionTest
{
/// @name Basic Settings
/// @{
Box3F boundingBox;
SphereF boundingSphere;
static bool renderAlways;
Point3F testPos;
/// @}
/// @name Depth Sort List
/// Use a slightly different box and sphere for depthSortList.
/// @{
Box3F mDepthBox;
SphereF mDepthSphere;
Point3F mDepthSortExtent;
/// @}
/// @name Polytope/BSP test
/// @{
static bool testPolytope;
BSPTree tree;
Polytope volume;
/// @}
/// @name Clipped polylists
/// @{
static bool testClippedPolyList;
ClippedPolyList polyList;
/// @}
/// @name Depth sorted polylists
/// @{
static bool testDepthSortList;
static bool depthSort;
static bool depthRender;
DepthSortList depthSortList;
/// @}
/// @name Extruded
/// @{
CollisionList collisionList;
static bool testExtrudedPolyList;
Polyhedron polyhedron;
VectorF extrudeVector;
ExtrudedPolyList extrudedList;
/// @}
/// @name Implementation
/// @{
CollisionTest();
~CollisionTest();
static void consoleInit();
static void callback(SceneObject*, void *thisPtr);
void collide(const MatrixF& transform);
void render();
/// @}
};
#endif

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engine/game/debris.cc Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "game/debris.h"
#include "dgl/dgl.h"
#include "core/bitStream.h"
#include "math/mathUtils.h"
#include "console/consoleTypes.h"
#include "console/consoleObject.h"
#include "sim/netConnection.h"
#include "sceneGraph/sceneState.h"
#include "sceneGraph/sceneGraph.h"
#include "sceneGraph/detailManager.h"
#include "ts/tsShapeInstance.h"
#include "ts/tsPartInstance.h"
#include "game/fx/particleEngine.h"
#include "game/fx/explosion.h"
const U32 csmStaticCollisionMask = TerrainObjectType |
InteriorObjectType;
const U32 csmDynamicCollisionMask = StaticShapeObjectType;
//**************************************************************************
// Debris Data
//**************************************************************************
IMPLEMENT_CO_DATABLOCK_V1(DebrisData);
//--------------------------------------------------------------------------
// Constructor
//--------------------------------------------------------------------------
DebrisData::DebrisData()
{
dMemset( emitterList, 0, sizeof( emitterList ) );
dMemset( emitterIDList, 0, sizeof( emitterIDList ) );
explosion = NULL;
explosionId = 0;
velocity = 0.0;
velocityVariance = 0.0;
elasticity = 0.3;
friction = 0.2;
numBounces = 0;
bounceVariance = 0;
minSpinSpeed = maxSpinSpeed = 0.0;
render2D = false;
staticOnMaxBounce = false;
explodeOnMaxBounce = false;
snapOnMaxBounce = false;
lifetime = 3.0;
lifetimeVariance = 0.0;
minSpinSpeed = 0.0;
maxSpinSpeed = 0.0;
textureName = NULL;
mTypeMask |= DebrisObjectType;
shapeName = NULL;
fade = true;
useRadiusMass = false;
baseRadius = 1.0;
gravModifier = 1.0;
terminalVelocity = 0.0;
ignoreWater = true;
}
//--------------------------------------------------------------------------
// Initialize - Check data
//--------------------------------------------------------------------------
bool DebrisData::onAdd()
{
if(!Parent::onAdd())
return false;
for( int i=0; i<DDC_NUM_EMITTERS; i++ )
{
if( !emitterList[i] && emitterIDList[i] != 0 )
{
if( Sim::findObject( emitterIDList[i], emitterList[i] ) == false)
{
Con::errorf( ConsoleLogEntry::General, "DebrisData::onAdd: Invalid packet, bad datablockId(emitter): 0x%x", emitterIDList[i]);
}
}
}
if (!explosion && explosionId != 0)
{
if (!Sim::findObject( SimObjectId( explosionId ), explosion ))
Con::errorf( ConsoleLogEntry::General, "DebrisData::onAdd: Invalid packet, bad datablockId(particle emitter): 0x%x", explosionId);
}
if( textureName )
{
texture = TextureHandle( textureName, MeshTexture );
}
else
{
texture = TextureHandle(); // set default NULL tex
}
// validate data
if( velocityVariance > velocity )
{
Con::warnf(ConsoleLogEntry::General, "DebrisData(%s)::onAdd: velocityVariance invalid", getName());
velocityVariance = velocity;
}
if( friction < -10.0 || friction > 10.0 )
{
Con::warnf(ConsoleLogEntry::General, "DebrisData(%s)::onAdd: friction invalid", getName());
friction = 0.2;
}
if( elasticity < -10.0 || elasticity > 10.0 )
{
Con::warnf(ConsoleLogEntry::General, "DebrisData(%s)::onAdd: elasticity invalid", getName());
elasticity = 0.2;
}
if( lifetime < 0.0 || lifetime > 1000.0 )
{
Con::warnf(ConsoleLogEntry::General, "DebrisData(%s)::onAdd: lifetime invalid", getName());
lifetime = 3.0;
}
if( lifetimeVariance < 0.0 || lifetimeVariance > lifetime )
{
Con::warnf(ConsoleLogEntry::General, "DebrisData(%s)::onAdd: lifetimeVariance invalid", getName());
lifetimeVariance = 0.0;
}
if( numBounces < 0 || numBounces > 10000 )
{
Con::warnf(ConsoleLogEntry::General, "DebrisData(%s)::onAdd: numBounces invalid", getName());
numBounces = 3;
}
if( bounceVariance < 0 || bounceVariance > numBounces )
{
Con::warnf(ConsoleLogEntry::General, "DebrisData(%s)::onAdd: bounceVariance invalid", getName());
bounceVariance = 0;
}
if( minSpinSpeed < -10000.0 || minSpinSpeed > 10000.0 || minSpinSpeed > maxSpinSpeed )
{
Con::warnf(ConsoleLogEntry::General, "DebrisData(%s)::onAdd: minSpinSpeed invalid", getName());
minSpinSpeed = maxSpinSpeed - 1.0;
}
if( maxSpinSpeed < -10000.0 || maxSpinSpeed > 10000.0 )
{
Con::warnf(ConsoleLogEntry::General, "DebrisData(%s)::onAdd: maxSpinSpeed invalid", getName());
maxSpinSpeed = 0.0;
}
return true;
}
//--------------------------------------------------------------------------
// Preload
//--------------------------------------------------------------------------
bool DebrisData::preload(bool server, char errorBuffer[256])
{
if (Parent::preload(server, errorBuffer) == false)
return false;
if( server )
return true;
if( shapeName && shapeName[0] != '\0' && !bool(shape) )
{
shape = ResourceManager->load(shapeName);
if( bool(shape) == false )
{
dSprintf(errorBuffer, sizeof(errorBuffer), "DebrisData::load: Couldn't load shape \"%s\"", shapeName);
return false;
}
else
{
TSShapeInstance* pDummy = new TSShapeInstance(shape, !server);
delete pDummy;
}
}
return true;
}
//--------------------------------------------------------------------------
// Initialize console fields (static)
//--------------------------------------------------------------------------
IMPLEMENT_CONSOLETYPE(DebrisData)
IMPLEMENT_SETDATATYPE(DebrisData)
IMPLEMENT_GETDATATYPE(DebrisData)
void DebrisData::initPersistFields()
{
Parent::initPersistFields();
addGroup("Display");
addField("texture", TypeFilename, Offset(textureName, DebrisData));
addField("shapeFile", TypeFilename, Offset(shapeName, DebrisData));
addField("render2D", TypeBool, Offset(render2D, DebrisData));
endGroup("Display");
addGroup("Datablocks");
addField("emitters", TypeParticleEmitterDataPtr, Offset(emitterList, DebrisData), DDC_NUM_EMITTERS);
addField("explosion", TypeExplosionDataPtr, Offset(explosion, DebrisData));
endGroup("Datablocks");
addGroup("Physical Properties");
addField("elasticity", TypeF32, Offset(elasticity, DebrisData));
addField("friction", TypeF32, Offset(friction, DebrisData));
addField("numBounces", TypeS32, Offset(numBounces, DebrisData));
addField("bounceVariance", TypeS32, Offset(bounceVariance, DebrisData));
addField("minSpinSpeed", TypeF32, Offset(minSpinSpeed, DebrisData));
addField("maxSpinSpeed", TypeF32, Offset(maxSpinSpeed, DebrisData));
addField("gravModifier", TypeF32, Offset(gravModifier, DebrisData));
addField("terminalVelocity", TypeF32, Offset(terminalVelocity, DebrisData));
addField("velocity", TypeF32, Offset(velocity, DebrisData));
addField("velocityVariance", TypeF32, Offset(velocityVariance, DebrisData));
addField("lifetime", TypeF32, Offset(lifetime, DebrisData));
addField("lifetimeVariance", TypeF32, Offset(lifetimeVariance, DebrisData));
addField("useRadiusMass", TypeBool, Offset(useRadiusMass, DebrisData));
addField("baseRadius", TypeF32, Offset(baseRadius, DebrisData));
endGroup("Physical Properties");
addGroup("Behavior");
addField("explodeOnMaxBounce", TypeBool, Offset(explodeOnMaxBounce, DebrisData));
addField("staticOnMaxBounce", TypeBool, Offset(staticOnMaxBounce, DebrisData));
addField("snapOnMaxBounce", TypeBool, Offset(snapOnMaxBounce, DebrisData));
addField("fade", TypeBool, Offset(fade, DebrisData));
addField("ignoreWater", TypeBool, Offset(ignoreWater, DebrisData));
endGroup("Behavior");
}
//--------------------------------------------------------------------------
// Pack data
//--------------------------------------------------------------------------
void DebrisData::packData(BitStream* stream)
{
Parent::packData(stream);
stream->write(elasticity);
stream->write(friction);
stream->write(numBounces);
stream->write(bounceVariance);
stream->write(minSpinSpeed);
stream->write(maxSpinSpeed);
stream->write(render2D);
stream->write(explodeOnMaxBounce);
stream->write(staticOnMaxBounce);
stream->write(snapOnMaxBounce);
stream->write(lifetime);
stream->write(lifetimeVariance);
stream->write(minSpinSpeed);
stream->write(maxSpinSpeed);
stream->write(velocity);
stream->write(velocityVariance);
stream->write(fade);
stream->write(useRadiusMass);
stream->write(baseRadius);
stream->write(gravModifier);
stream->write(terminalVelocity);
stream->write(ignoreWater);
stream->writeString( textureName );
stream->writeString( shapeName );
for( int i=0; i<DDC_NUM_EMITTERS; i++ )
{
if( stream->writeFlag( emitterList[i] != NULL ) )
{
stream->writeRangedU32( emitterList[i]->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
}
}
if( stream->writeFlag( explosion ) )
{
stream->writeRangedU32(packed? SimObjectId(explosion):
explosion->getId(),DataBlockObjectIdFirst,DataBlockObjectIdLast);
}
}
//--------------------------------------------------------------------------
// Unpack data
//--------------------------------------------------------------------------
void DebrisData::unpackData(BitStream* stream)
{
Parent::unpackData(stream);
stream->read(&elasticity);
stream->read(&friction);
stream->read(&numBounces);
stream->read(&bounceVariance);
stream->read(&minSpinSpeed);
stream->read(&maxSpinSpeed);
stream->read(&render2D);
stream->read(&explodeOnMaxBounce);
stream->read(&staticOnMaxBounce);
stream->read(&snapOnMaxBounce);
stream->read(&lifetime);
stream->read(&lifetimeVariance);
stream->read(&minSpinSpeed);
stream->read(&maxSpinSpeed);
stream->read(&velocity);
stream->read(&velocityVariance);
stream->read(&fade);
stream->read(&useRadiusMass);
stream->read(&baseRadius);
stream->read(&gravModifier);
stream->read(&terminalVelocity);
stream->read(&ignoreWater);
textureName = stream->readSTString();
shapeName = stream->readSTString();
for( int i=0; i<DDC_NUM_EMITTERS; i++ )
{
if( stream->readFlag() )
{
emitterIDList[i] = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
}
}
if(stream->readFlag())
{
explosionId = (S32)stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
}
else
{
explosionId = 0;
}
}
//**************************************************************************
// Debris
//**************************************************************************
IMPLEMENT_CO_NETOBJECT_V1(Debris);
//----------------------------------------------------------------------------
// Initialize debris piece
//----------------------------------------------------------------------------
ConsoleMethod( Debris, init, bool, 4, 4, "(Point3F position, Point3F velocity)"
"Set this piece of debris at the given position with the given velocity.")
{
Point3F pos;
dSscanf( argv[2], "%g %g %g", &pos.x, &pos.y, &pos.z );
Point3F vel;
dSscanf( argv[3], "%g %g %g", &vel.x, &vel.y, &vel.z );
object->init( pos, vel );
return true;
}
//----------------------------------------------------------------------------
// Constructor
//----------------------------------------------------------------------------
Debris::Debris()
{
mTypeMask |= DebrisObjectType;
mVelocity = Point3F( 0.0, 0.0, 4.0 );
mLifetime = gRandGen.randF( 1.0, 10.0 );
mLastPos = getPosition();
mNumBounces = gRandGen.randI( 0, 1 );
mSize = 2.0;
mElapsedTime = 0.0;
mShape = NULL;
mPart = NULL;
mXRotSpeed = 0.0;
mZRotSpeed = 0.0;
mInitialTrans.identity();
mRadius = 0.2;
mStatic = false;
dMemset( mEmitterList, 0, sizeof( mEmitterList ) );
}
//----------------------------------------------------------------------------
// Destructor
//----------------------------------------------------------------------------
Debris::~Debris()
{
if( mShape )
{
delete mShape;
mShape = NULL;
}
if( mPart )
{
delete mPart;
mPart = NULL;
}
}
//----------------------------------------------------------------------------
// Init class (static)
//----------------------------------------------------------------------------
void Debris::initPersistFields()
{
addGroup("Misc");
addField("lifetime", TypeF32, Offset(mLifetime, Debris));
endGroup("Misc");
}
//----------------------------------------------------------------------------
// Init
//----------------------------------------------------------------------------
void Debris::init( const Point3F &position, const Point3F &velocity )
{
setPosition( position );
setVelocity( velocity );
}
//----------------------------------------------------------------------------
// On new data block
//----------------------------------------------------------------------------
bool Debris::onNewDataBlock( GameBaseData* dptr )
{
mDataBlock = dynamic_cast< DebrisData* >( dptr );
if( !mDataBlock || !Parent::onNewDataBlock( dptr ) )
return false;
scriptOnNewDataBlock();
return true;
}
//----------------------------------------------------------------------------
// On Add
//----------------------------------------------------------------------------
bool Debris::onAdd()
{
// first check if we have a server connection, if we dont then this is on the server
// and we should exit, then check if the parent fails to add the object
NetConnection* conn = NetConnection::getConnectionToServer();
if(!conn || !Parent::onAdd())
return false;
F32 lifeVar = (mDataBlock->lifetimeVariance * 2.0f * gRandGen.randF(-1.0,1.0)) - mDataBlock->lifetimeVariance;
mLifetime = mDataBlock->lifetime + lifeVar;
// create emitters
for( int i=0; i<DebrisData::DDC_NUM_EMITTERS; i++ )
{
if( mDataBlock->emitterList[i] != NULL )
{
ParticleEmitter * pEmitter = new ParticleEmitter;
pEmitter->onNewDataBlock( mDataBlock->emitterList[i] );
if( !pEmitter->registerObject() )
{
Con::warnf( ConsoleLogEntry::General, "Could not register emitter for particle of class: %s", mDataBlock->getName() );
delete pEmitter;
pEmitter = NULL;
}
mEmitterList[i] = pEmitter;
}
}
// set particle sizes based on debris size
F32 sizeList[ParticleEngine::PC_SIZE_KEYS];
if( mEmitterList[0] )
{
sizeList[0] = mSize * 0.5;
sizeList[1] = mSize;
sizeList[2] = mSize * 1.5;
mEmitterList[0]->setSizes( sizeList );
}
if( mEmitterList[1] )
{
sizeList[0] = 0.0;
sizeList[1] = mSize * 0.5;
sizeList[2] = mSize;
mEmitterList[1]->setSizes( sizeList );
}
S32 bounceVar = gRandGen.randI( -mDataBlock->bounceVariance, mDataBlock->bounceVariance );
mNumBounces = mDataBlock->numBounces + bounceVar;
F32 xRotSpeed = gRandGen.randF( mDataBlock->minSpinSpeed, mDataBlock->maxSpinSpeed );
F32 zRotSpeed = gRandGen.randF( mDataBlock->minSpinSpeed, mDataBlock->maxSpinSpeed );
zRotSpeed *= gRandGen.randF( 0.1, 0.5 );
mRotAngles.set( xRotSpeed, 0.0, zRotSpeed );
mElasticity = mDataBlock->elasticity;
mFriction = mDataBlock->friction;
// Setup our bounding box
if( mDataBlock->shape )
{
mObjBox = mDataBlock->shape->bounds;
}
else
{
mObjBox = Box3F(Point3F(-1, -1, -1), Point3F(1, 1, 1));
}
if( mDataBlock->shape )
{
mShape = new TSShapeInstance( mDataBlock->shape, true);
}
if( mPart )
{
// use half radius becuase we want debris to stick in ground
mRadius = mPart->getRadius() * 0.5;
mObjBox = mPart->getBounds();
}
resetWorldBox();
mInitialTrans = getTransform();
if( mDataBlock->velocity != 0.0 )
{
F32 velocity = mDataBlock->velocity + gRandGen.randF( -mDataBlock->velocityVariance, mDataBlock->velocityVariance );
mVelocity.normalizeSafe();
mVelocity *= velocity;
}
// mass calculations
if( mDataBlock->useRadiusMass )
{
if( mRadius < mDataBlock->baseRadius )
mRadius = mDataBlock->baseRadius;
// linear falloff
F32 multFactor = mDataBlock->baseRadius / mRadius;
mElasticity *= multFactor;
mFriction *= multFactor;
mRotAngles *= multFactor;
}
// tell engine the debris exists
gClientContainer.addObject(this);
gClientSceneGraph->addObjectToScene(this);
removeFromProcessList();
gClientProcessList.addObject(this);
conn->addObject(this);
return true;
}
//----------------------------------------------------------------------------
// On Remove
//----------------------------------------------------------------------------
void Debris::onRemove()
{
for( int i=0; i<DebrisData::DDC_NUM_EMITTERS; i++ )
{
if( mEmitterList[i] )
{
mEmitterList[i]->deleteWhenEmpty();
mEmitterList[i] = NULL;
}
}
if( mPart )
{
TSShapeInstance *ss = mPart->getSourceShapeInstance();
if( ss )
{
ss->decDebrisRefCount();
if( ss->getDebrisRefCount() == 0 )
{
delete ss;
}
}
}
mSceneManager->removeObjectFromScene(this);
getContainer()->removeObject(this);
Parent::onRemove();
}
//----------------------------------------------------------------------------
// Process tick
//----------------------------------------------------------------------------
void Debris::processTick(const Move*)
{
// Update real position info.
setTransform(getRenderTransform());
if (mLifetime <= 0.0)
deleteObject();
}
//----------------------------------------------------------------------------
// Advance Time
//----------------------------------------------------------------------------
void Debris::advanceTime( F32 dt )
{
mElapsedTime += dt;
mLifetime -= dt;
if( mLifetime <= 0.0 )
{
mLifetime = 0.0;
return;
}
mLastPos = getRenderPosition();
if( !mStatic )
{
rotate( dt );
Point3F nextPos = getRenderPosition();
computeNewState( nextPos, mVelocity, dt );
if( bounce( nextPos, dt ) )
{
--mNumBounces;
if( mNumBounces <= 0 )
{
if( mDataBlock->explodeOnMaxBounce )
{
explode();
mLifetime = 0.0;
}
if( mDataBlock->snapOnMaxBounce )
{
// orient debris so it's flat
MatrixF stat = getRenderTransform();
Point3F dir;
stat.getColumn( 1, &dir );
dir.z = 0.0;
MatrixF newTrans = MathUtils::createOrientFromDir( dir );
// hack for shell casings to get them above ground. Need something better - bramage
newTrans.setPosition( getPosition() + Point3F( 0.0, 0.0, 0.10 ) );
setRenderTransform( newTrans );
}
if( mDataBlock->staticOnMaxBounce )
{
mStatic = true;
}
}
}
else
{
MatrixF tmp = getRenderTransform();
tmp.setPosition( nextPos );
setRenderTransform(tmp);
}
}
updateEmitters( (Point3F&)*getRenderPosition(), mVelocity, (U32)(dt * 1000.0));
}
//----------------------------------------------------------------------------
// Rotate debris
//----------------------------------------------------------------------------
void Debris::rotate( F32 dt )
{
MatrixF curTrans = getRenderTransform();
curTrans.setPosition( Point3F(0.0, 0.0, 0.0) );
Point3F curAngles = mRotAngles * dt * M_PI/180.0;
MatrixF rotMatrix( EulerF( curAngles.x, curAngles.y, curAngles.z ) );
curTrans.mul( rotMatrix );
curTrans.setPosition( getRenderPosition() );
setRenderTransform( curTrans );
}
//----------------------------------------------------------------------------
// Bounce the debris - returns true if debris bounces
//----------------------------------------------------------------------------
bool Debris::bounce( const Point3F &nextPos, F32 dt )
{
Point3F curPos = getRenderPosition();
Point3F dir = nextPos - curPos;
if( dir.magnitudeSafe() == 0.0 )
return false;
dir.normalizeSafe();
Point3F extent = nextPos + dir * mRadius;
F32 totalDist = Point3F( extent - curPos ).magnitudeSafe();
F32 moveDist = Point3F( nextPos - curPos ).magnitudeSafe();
F32 movePercent = (moveDist / totalDist);
RayInfo rayInfo;
U32 collisionMask = csmStaticCollisionMask;
if( !mDataBlock->ignoreWater )
collisionMask |= WaterObjectType;
if( getContainer()->castRay( curPos, extent, collisionMask, &rayInfo ) )
{
Point3F reflection = mVelocity - rayInfo.normal * (mDot( mVelocity, rayInfo.normal ) * 2.0);
mVelocity = reflection;
Point3F tangent = reflection - rayInfo.normal * mDot( reflection, rayInfo.normal );
mVelocity -= tangent * mFriction;
Point3F velDir = mVelocity;
velDir.normalizeSafe();
mVelocity *= mElasticity;
Point3F bouncePos = curPos + dir * rayInfo.t * movePercent;
bouncePos += mVelocity * dt;
MatrixF tmp = getRenderTransform();
tmp.setPosition( bouncePos );
setRenderTransform(tmp);
mRotAngles *= mElasticity;
return true;
}
return false;
}
//----------------------------------------------------------------------------
// Explode
//----------------------------------------------------------------------------
void Debris::explode()
{
if( !mDataBlock->explosion )
return;
const Point3F explosionPos = getRenderPosition();
Explosion* pExplosion = new Explosion;
pExplosion->onNewDataBlock(mDataBlock->explosion);
MatrixF trans( true );
trans.setPosition( explosionPos );
pExplosion->setTransform( trans );
pExplosion->setInitialState( explosionPos, VectorF(0,0,1), 1);
if (!pExplosion->registerObject())
delete pExplosion;
}
//----------------------------------------------------------------------------
// Compute state of debris as if it hasn't collided with anything
//----------------------------------------------------------------------------
void Debris::computeNewState( Point3F &newPos, Point3F &newVel, F32 dt )
{
// apply gravity
Point3F force = Point3F(0, 0, -9.81 * mDataBlock->gravModifier );
if( mDataBlock->terminalVelocity > 0.0001 && newVel.magnitudeSafe() > mDataBlock->terminalVelocity )
{
newVel.normalizeSafe();
newVel *= mDataBlock->terminalVelocity;
}
else
{
newVel += force * dt;
}
newPos += newVel * dt;
}
//----------------------------------------------------------------------------
// Update emitters
//----------------------------------------------------------------------------
void Debris::updateEmitters( Point3F &pos, Point3F &vel, U32 ms )
{
Point3F axis = -vel;
Point3F lastPos = mLastPos;
if( axis.magnitudeSafe() == 0.0 )
axis = Point3F( 0.0, 0.0, 1.0 );
axis.normalizeSafe();
for( int i=0; i<DebrisData::DDC_NUM_EMITTERS; i++ )
{
if( mEmitterList[i] )
{
mEmitterList[i]->emitParticles( lastPos, pos, axis, vel, ms );
}
}
}
//----------------------------------------------------------------------------
// Render debris
//----------------------------------------------------------------------------
bool Debris::prepRenderImage(SceneState* state, const U32 stateKey,
const U32 /*startZone*/, const bool /*modifyBaseState*/)
{
if (isLastState(state, stateKey))
return false;
setLastState(state, stateKey);
// This should be sufficient for most objects that don't manage zones, and
// don't need to return a specialized RenderImage...
if( state->isObjectRendered(this) && (mPart || mShape) )
{
Point3F cameraOffset;
mObjToWorld.getColumn(3,&cameraOffset);
cameraOffset -= state->getCameraPosition();
F32 dist = cameraOffset.len();
F32 invScale = (1.0f/getMax(getMax(mObjScale.x,mObjScale.y),mObjScale.z));
if( mShape )
{
DetailManager::selectPotentialDetails(mShape,dist,invScale);
if( mShape->getCurrentDetail() < 0 )
{
return false;
}
}
if( mPart )
{
DetailManager::selectPotentialDetails(mPart,dist,invScale);
}
SceneRenderImage* image = new SceneRenderImage;
image->obj = this;
image->isTranslucent = true;
image->sortType = SceneRenderImage::Point;
state->setImageRefPoint(this, image);
state->insertRenderImage(image);
}
return false;
}
//----------------------------------------------------------------------------
// Render Object
//----------------------------------------------------------------------------
void Debris::renderObject(SceneState* state, SceneRenderImage* )
{
AssertFatal(dglIsInCanonicalState(), "Error, GL not in canonical state on entry");
RectI viewport;
glMatrixMode(GL_PROJECTION);
glPushMatrix();
dglGetViewport(&viewport);
// Uncomment this if this is a "simple" (non-zone managing) object
state->setupObjectProjection(this);
F32 alpha = 1.0;
if( mDataBlock->fade && mLifetime < 1.0 )
alpha = mLifetime;
if( (mShape && DetailManager::selectCurrentDetail(mShape)) ||
(mPart && DetailManager::selectCurrentDetail(mPart)) )
{
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
dglMultMatrix(&mObjToWorld);
glScalef(mObjScale.x, mObjScale.y, mObjScale.z);
installLights();
Point3F cameraOffset;
mObjToWorld.getColumn(3,&cameraOffset);
cameraOffset -= state->getCameraPosition();
F32 fogAmount = state->getHazeAndFog(cameraOffset.len(),cameraOffset.z);
if( mShape )
{
TSMesh::setOverrideFade( alpha );
mShape->setupFog(fogAmount, state->getFogColor());
mShape->render();
TSMesh::setOverrideFade( 1.0 );
}
else
{
if (mPart->getCurrentObjectDetail() != -1)
{
TSShapeInstance *parent = mPart->getSourceShapeInstance();
parent->setupFog(fogAmount, state->getFogColor());
TSMesh::setOverrideFade( alpha );
mPart->render();
TSMesh::setOverrideFade( 1.0 );
}
}
uninstallLights();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
render2D();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
dglSetViewport(viewport);
dglSetCanonicalState();
AssertFatal(dglIsInCanonicalState(), "Error, GL not in canonical state on exit");
}
//----------------------------------------------------------------------------
// Render 2D debris
//----------------------------------------------------------------------------
void Debris::render2D()
{
if( !mDataBlock->render2D )
return;
glBindTexture( GL_TEXTURE_2D, mDataBlock->texture.getGLName() );
glColor4f( 1.0, 1.0, 1.0, 1.0 );
glDisable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_TEXTURE_2D);
dglDrawBillboard( getPosition(), 0.1, 0.0 );
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
}
//----------------------------------------------------------------------------
// Set size
//----------------------------------------------------------------------------
void Debris::setSize( F32 size )
{
mSize = size;
}

153
engine/game/debris.h Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _DEBRIS_H_
#define _DEBRIS_H_
#ifndef _GAMEBASE_H_
#include "game/gameBase.h"
#endif
class ParticleEmitterData;
class ParticleEmitter;
class ExplosionData;
class TSPartInstance;
class TSShapeInstance;
class TSShape;
//**************************************************************************
// Debris Data
//**************************************************************************
struct DebrisData : public GameBaseData
{
typedef GameBaseData Parent;
//-----------------------------------------------------------------------
// Data Decarations
//-----------------------------------------------------------------------
enum DebrisDataConst
{
DDC_NUM_EMITTERS = 2,
};
//-----------------------------------------------------------------------
// Debris datablock
//-----------------------------------------------------------------------
F32 velocity;
F32 velocityVariance;
F32 friction;
F32 elasticity;
F32 lifetime;
F32 lifetimeVariance;
U32 numBounces;
U32 bounceVariance;
F32 minSpinSpeed;
F32 maxSpinSpeed;
bool render2D;
bool explodeOnMaxBounce; ///< explodes after it has bounced max times
bool staticOnMaxBounce; ///< becomes static after bounced max times
bool snapOnMaxBounce; ///< snap into a "resting" position on last bounce
bool fade;
bool useRadiusMass; ///< use mass calculations based on radius
F32 baseRadius; ///< radius at which the standard elasticity and friction apply
F32 gravModifier; ///< how much gravity affects debris
F32 terminalVelocity; ///< max velocity magnitude
bool ignoreWater;
const char* shapeName;
Resource<TSShape> shape;
StringTableEntry textureName;
TextureHandle texture;
S32 explosionId;
ExplosionData * explosion;
ParticleEmitterData* emitterList[DDC_NUM_EMITTERS];
S32 emitterIDList[DDC_NUM_EMITTERS];
DebrisData();
bool onAdd();
bool preload( bool server, char errorBuffer[256] );
static void initPersistFields();
void packData(BitStream* stream);
void unpackData(BitStream* stream);
DECLARE_CONOBJECT(DebrisData);
};
DECLARE_CONSOLETYPE(DebrisData)
//**************************************************************************
// Debris
//**************************************************************************
class Debris : public GameBase
{
typedef GameBase Parent;
private:
S32 mNumBounces;
F32 mSize;
Point3F mLastPos;
Point3F mVelocity;
F32 mLifetime;
DebrisData * mDataBlock;
F32 mElapsedTime;
TSShapeInstance * mShape;
TSPartInstance * mPart;
MatrixF mInitialTrans;
F32 mXRotSpeed;
F32 mZRotSpeed;
Point3F mRotAngles;
F32 mRadius;
bool mStatic;
F32 mElasticity;
F32 mFriction;
ParticleEmitter * mEmitterList[ DebrisData::DDC_NUM_EMITTERS ];
bool bounce( const Point3F &nextPos, F32 dt );
void computeNewState( Point3F &newPos, Point3F &newVel, F32 dt );
void explode();
void render2D();
void rotate( F32 dt );
protected:
virtual void processTick(const Move* move);
virtual void advanceTime( F32 dt );
bool prepRenderImage(SceneState *state, const U32 stateKey, const U32 startZone, const bool modifyBaseZoneState);
void renderObject(SceneState *state, SceneRenderImage *image);
bool onAdd();
void onRemove();
void updateEmitters( Point3F &pos, Point3F &vel, U32 ms );
public:
Debris();
~Debris();
static void initPersistFields();
bool onNewDataBlock( GameBaseData* dptr );
void init( const Point3F &position, const Point3F &velocity );
void setLifetime( F32 lifetime ){ mLifetime = lifetime; }
void setPartInstance( TSPartInstance *part ){ mPart = part; }
void setSize( F32 size );
void setVelocity( const Point3F &vel ){ mVelocity = vel; }
void setRotAngles( const Point3F &angles ){ mRotAngles = angles; }
DECLARE_CONOBJECT(Debris);
};
#endif

202
engine/game/debugView.cc Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "console/console.h"
#include "dgl/dgl.h"
#include "gui/core/guiTSControl.h"
#include "game/gameConnection.h"
#include "game/player.h"
#include "game/debugView.h"
IMPLEMENT_CONOBJECT(DebugView);
DebugView::DebugView()
{
for (int i = 0; i < MaxTextLines; i++)
mTextLines[i][0] = '\0';
}
ConsoleMethod( DebugView, addLine, void, 5, 5, "( Point3F start, Point3F end, Color3F color)"
"Cause a line to be drawn persistently by the DebugView.")
{
Point3F start(0, 0, 0);
Point3F end(0, 0, 0);
ColorF color(0, 0, 0, 1.0f);
int numArgsRead;
//read the args in
numArgsRead = dSscanf(argv[2], "%g %g %g", &start.x, &start.y, &start.z);
if (numArgsRead != 3)
{
Con::printf("%s() - invalid start point.", argv[0]);
return;
}
numArgsRead = dSscanf(argv[3], "%g %g %g", &end.x, &end.y, &end.z);
if (numArgsRead != 3)
{
Con::printf("%s() - invalid end point.", argv[0]);
return;
}
numArgsRead = dSscanf(argv[4], "%g %g %g", &color.red, &color.green, &color.blue);
if (numArgsRead != 3)
{
Con::printf("%s() - invalid color.", argv[0]);
return;
}
object->addLine(start, end, color);
}
ConsoleMethod( DebugView, clearLines, void, 2, 2, "()"
"Clear all lines added by addLine.")
{
object->clearLines();
}
ConsoleMethod( DebugView, setText, void, 4, 5, "(int line, string text, Color3F color=NULL)"
"Set one of the lines in the DebugView to contain the specified text at the specified color.")
{
ColorF color(0.0f, 0.0f, 0.0f, 1.0f);
bool setColor = false;
if (argc >= 5)
{
int numArgsRead = dSscanf(argv[4], "%g %g %g", &color.red, &color.green, &color.blue);
if (numArgsRead == 3)
setColor = true;
}
object->setTextLine(dAtoi(argv[2]), argv[3], setColor ? &color : NULL);
}
ConsoleMethod( DebugView, clearText, void, 2, 3, "(int line=-1)"
"Clears all lines, or if a line is specified, that specific line.")
{
int lineNum = -1;
if (argc == 3)
lineNum = dAtoi(argv[2]);
object->clearTextLine(lineNum);
}
void DebugView::addLine(const Point3F &start, const Point3F &end, const ColorF &color)
{
DebugLine newLine(start, end, color);
mLines.push_back(newLine);
}
void DebugView::clearLines()
{
mLines.clear();
}
void DebugView::setTextLine(int line, const char *text, ColorF *color)
{
if (line < 0 || line >= MaxTextLines || !text)
return;
dStrncpy(&mTextLines[line][0], text, MaxTextLineLength);
mTextLines[line][MaxTextLineLength] = '\0';
if (!color)
mTextColors[line] = mProfile->mFontColor;
else
mTextColors[line] = *color;
}
void DebugView::clearTextLine(int line)
{
if (line < 0)
{
for (int i = 0; i < MaxTextLines; i++)
mTextLines[i][0] = '\0';
}
else if (line < MaxTextLines)
mTextLines[line][0] = '\0';
}
void DebugView::onRender(Point2I offset, const RectI &updateRect)
{
S32 i;
#if defined(TORQUE_DEBUG) || defined(INTERNAL_RELEASE)
GuiTSCtrl *tsCtrl;
if (! Sim::findObject("PlayGui", tsCtrl))
{
Con::printf("DebugView failed - unable to find TS ctrl.");
return;
}
//draw the lines first
for (i = 0; i < mLines.size(); i++)
{
//project the line to the screen
Point3F startPos, endPos;
if (tsCtrl->project(mLines[i].start, &startPos) && tsCtrl->project(mLines[i].end, &endPos))
{
glBegin(GL_LINES);
glColor4f(mLines[i].color.red, mLines[i].color.green, mLines[i].color.blue, 1.0f);
glVertex2i((S32)startPos.x, (S32)startPos.y);
glVertex2i((S32)endPos.x, (S32)endPos.y);
glEnd();
}
}
//draw the task above each player's head
SimGroup *g = Sim::getClientGroup();
SimGroup::iterator j;
for (j = g->begin(); j != g->end(); j++)
{
GameConnection *client = static_cast<GameConnection*>(*j);
Player *player = NULL;
if (! client->getControlObject())
continue;
player = dynamic_cast<Player*>(client->getControlObject());
if (! player)
continue;
//draw a test string above everyone's head
Point3F playerPos;
MatrixF const& tempTransform = player->getTransform();
tempTransform.getColumn(3, &playerPos);
playerPos.z += 1.7f;
Point3F textPos;
if (tsCtrl->project(playerPos, &textPos))
{
//const char *textStr = client->getDataField("objective", NULL);
const char *textStr = Con::executef(2, "aiGetTaskDesc", avar("%d", client->getId()));
if (!textStr || !textStr[0])
textStr = "Shoot Me!";
if ((textStr[0] == 'E' || textStr[0] == 'F') && textStr[1] == ':')
{
if (textStr[0] == 'E')
dglSetBitmapModulation(ColorF(1.0, 0.0, 0.0, 1.0));
else
dglSetBitmapModulation(ColorF(0.0, 1.0, 0.0, 1.0));
dglDrawText(mFont, Point2I(textPos.x, textPos.y), &textStr[2]);
}
else
{
dglSetBitmapModulation(mProfile->mFontColor);
dglDrawText(mFont, Point2I(textPos.x, textPos.y), textStr);
}
}
}
#endif
//draw the text - for final release, this is the only thing to be rendered
Point2I textOffset = offset;
for (i = 0; i < MaxTextLines; i++)
{
dglSetBitmapModulation(mTextColors[i]);
if (mTextLines[i][0] != '\0')
dglDrawText(mFont, textOffset, mTextLines[i]);
textOffset.y += mFont->getHeight();
}
renderChildControls(offset, updateRect);
}

57
engine/game/debugView.h Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _DEBUGVIEW_H_
#define _DEBUGVIEW_H_
#ifndef _GUITEXTCTRL_H_
#include "gui/controls/guiTextCtrl.h"
#endif
/// Helper class to render a HUD debug display.
class DebugView : public GuiTextCtrl
{
private:
typedef GuiTextCtrl Parent;
enum
{
MaxTextLines = 64,
MaxTextLineLength = 255
};
//text members
char mTextLines[MaxTextLines][MaxTextLineLength + 1];
ColorF mTextColors[MaxTextLines];
struct DebugLine
{
Point3F start;
Point3F end;
ColorF color;
DebugLine(const Point3F &inStart, const Point3F &inEnd, const ColorI &inColor)
{
color = inColor;
start = inStart;
end = inEnd;
}
};
Vector<DebugLine> mLines;
public:
DECLARE_CONOBJECT(DebugView);
DebugView();
void addLine(const Point3F &start, const Point3F &end, const ColorF &color);
void clearLines();
void setTextLine(int line, const char *text, ColorF *color);
void clearTextLine(int line = -1);
void onRender(Point2I offset, const RectI &updateRect);
};
#endif

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engine/game/demoGame.h Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _TORQUEGAME_H_
#define _TORQUEGAME_H_
#ifndef _GAMEINTERFACE_H_
#include "platform/gameInterface.h"
#endif
/// Implementation of GameInterface for the demo app.
class DemoGame : public GameInterface
{
public:
void textureKill();
void textureResurrect();
void refreshWindow();
int main(int argc, const char **argv);
void processPacketReceiveEvent(PacketReceiveEvent *event);
void processMouseMoveEvent(MouseMoveEvent *event);
void processInputEvent(InputEvent *event);
void processQuitEvent();
void processTimeEvent(TimeEvent *event);
void processConsoleEvent(ConsoleEvent *event);
void processConnectedAcceptEvent(ConnectedAcceptEvent *event);
void processConnectedReceiveEvent(ConnectedReceiveEvent *event);
void processConnectedNotifyEvent(ConnectedNotifyEvent *event);
};
#endif

238
engine/game/fireballAtmosphere.cc Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "console/consoleTypes.h"
#include "dgl/dgl.h"
#include "audio/audioDataBlock.h"
#include "sceneGraph/sceneGraph.h"
#include "sceneGraph/sceneState.h"
#include "game/gameConnection.h"
#include "math/mathIO.h"
#include "game/player.h"
#include "game/fireballAtmosphere.h"
#include "game/debris.h"
#include "math/mathUtils.h"
#define DML_DIR "textures/"
#define COLOR_OFFSET 0.25
IMPLEMENT_CO_NETOBJECT_V1(FireballAtmosphere);
IMPLEMENT_CO_DATABLOCK_V1(FireballAtmosphereData);
//**************************************************************************
// Fireball Atmosphere Data
//**************************************************************************
FireballAtmosphereData::FireballAtmosphereData()
{
fireball = NULL;
fireballID = 0;
}
IMPLEMENT_CONSOLETYPE(FireballAtmosphereData)
IMPLEMENT_GETDATATYPE(FireballAtmosphereData)
IMPLEMENT_SETDATATYPE(FireballAtmosphereData)
void FireballAtmosphereData::initPersistFields()
{
Parent::initPersistFields();
addField("fireball", TypeDebrisDataPtr, Offset(fireball, FireballAtmosphereData));
}
bool FireballAtmosphereData::onAdd()
{
if(Parent::onAdd() == false)
return false;
if(!fireball && fireballID != 0)
{
if(!Sim::findObject(SimObjectId(fireballID), fireball))
Con::errorf(ConsoleLogEntry::General, "FireballAtmosphereData::preload: Invalid packet, bad datablockId(fireball): 0x%x", fireballID);
}
return true;
}
void FireballAtmosphereData::packData(BitStream* stream)
{
Parent::packData(stream);
if(stream->writeFlag(fireball))
{
stream->writeRangedU32(packed? SimObjectId(fireball):
fireball->getId(),DataBlockObjectIdFirst,DataBlockObjectIdLast);
}
}
void FireballAtmosphereData::unpackData(BitStream* stream)
{
Parent::unpackData(stream);
if(stream->readFlag())
fireballID = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
}
//**************************************************************************
// Fireball Atmosphere
//**************************************************************************
FireballAtmosphere::FireballAtmosphere()
{
mTimeSinceLastDrop = 0.0;
mDropRadius = 600.0;
mDropsPerMinute = 3.0;
mMinDropAngle = 0.0;
mMaxDropAngle = 30.0;
mStartVelocity = 20.0;
mDropHeight = 500.0;
mDropDir.set(0.5, 0.5, -0.5);
}
void FireballAtmosphere::initPersistFields()
{
Parent::initPersistFields();
addField("dropRadius", TypeF32, Offset(mDropRadius, FireballAtmosphere));
addField("dropsPerMinute", TypeF32, Offset(mDropsPerMinute, FireballAtmosphere));
addField("minDropAngle", TypeF32, Offset(mMinDropAngle, FireballAtmosphere));
addField("maxDropAngle", TypeF32, Offset(mMaxDropAngle, FireballAtmosphere));
addField("startVelocity", TypeF32, Offset(mStartVelocity, FireballAtmosphere));
addField("dropHeight", TypeF32, Offset(mDropHeight, FireballAtmosphere));
addField("dropDir", TypePoint3F, Offset(mDropDir, FireballAtmosphere));
}
bool FireballAtmosphere::onAdd()
{
if(!Parent::onAdd())
return false;
if(mDataBlock && mDataBlock->fireball)
mDataBlock->fireball->terminalVelocity = mStartVelocity;
mDropDir.normalize();
mObjBox.min.set(-1e6, -1e6, -1e6);
mObjBox.max.set( 1e6, 1e6, 1e6);
resetWorldBox();
addToScene();
return true;
}
void FireballAtmosphere::onRemove()
{
removeFromScene();
Parent::onRemove();
}
bool FireballAtmosphere::onNewDataBlock(GameBaseData* dptr)
{
mDataBlock = dynamic_cast<FireballAtmosphereData*>(dptr);
if(!mDataBlock || !Parent::onNewDataBlock(dptr))
return false;
scriptOnNewDataBlock();
return true;
}
bool FireballAtmosphere::prepRenderImage(SceneState* state, const U32 stateKey, const U32, const bool)
{
if(isLastState(state, stateKey))
return false;
setLastState(state, stateKey);
return false;
}
void FireballAtmosphere::renderObject(SceneState* , SceneRenderImage*)
{
AssertFatal(dglIsInCanonicalState(), "Error, GL not in canonical state on entry");
AssertFatal(dglIsInCanonicalState(), "Error, GL not in canonical state on exit");
}
void FireballAtmosphere::advanceTime(F32 dt)
{
mTimeSinceLastDrop += dt;
F32 dropFrequency = 60.0 / mDropsPerMinute;
if(mTimeSinceLastDrop > dropFrequency)
{
mTimeSinceLastDrop -= dropFrequency;
dropNewFireball();
}
}
void FireballAtmosphere::dropNewFireball()
{
MatrixF camTrans;
GameConnection* connection = GameConnection::getConnectionToServer();
connection->getControlCameraTransform(0.0, &camTrans);
Debris *fireball = new Debris;
fireball->onNewDataBlock(mDataBlock->fireball);
// set velocity
VectorF launchVel = MathUtils::randomDir(mDropDir, mMinDropAngle, mMaxDropAngle);
launchVel *= mStartVelocity;
// set start point
VectorF down(0.0, 0.0, -1.0);
Point3F launchPoint = MathUtils::randomDir(down, 90.0, 90.0);
launchPoint *= mDropRadius * gRandGen.randF(0.1, 1.0);
launchPoint += camTrans.getPosition();
launchPoint.z = 0.0;
F32 timeToHit = mDropHeight / launchVel.z;
launchPoint += launchVel * timeToHit;
if(!fireball->registerObject())
delete fireball;
else
fireball->init(launchPoint, launchVel);
}
U32 FireballAtmosphere::packUpdate(NetConnection* con, U32 mask, BitStream* stream)
{
U32 retMask = Parent::packUpdate(con, mask, stream);
if(stream->writeFlag(mask & GameBase::InitialUpdateMask))
{
stream->write(mDropRadius);
stream->write(mDropsPerMinute);
stream->write(mMaxDropAngle);
stream->write(mMinDropAngle);
stream->write(mStartVelocity);
stream->write(mDropHeight);
stream->write(mDropDir.x);
stream->write(mDropDir.y);
stream->write(mDropDir.z);
}
return retMask;
}
void FireballAtmosphere::unpackUpdate(NetConnection* con, BitStream* stream)
{
Parent::unpackUpdate(con, stream);
if(stream->readFlag())
{
stream->read(&mDropRadius);
stream->read(&mDropsPerMinute);
stream->read(&mMaxDropAngle);
stream->read(&mMinDropAngle);
stream->read(&mStartVelocity);
stream->read(&mDropHeight);
stream->read(&mDropDir.x);
stream->read(&mDropDir.y);
stream->read(&mDropDir.z);
}
}

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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _FIREBALLATMOSPHERE_H_
#define _FIREBALLATMOSPHERE_H_
#ifndef _GAMEBASE_H_
#include "game/gameBase.h"
#endif
#ifndef _TSSHAPE_H_
#include "ts/tsShape.h"
#endif
class AudioProfile;
struct DebrisData;
//--------------------------------------------------------------------------
// Fireball Atmosphere Data
//--------------------------------------------------------------------------
class FireballAtmosphereData : public GameBaseData {
typedef GameBaseData Parent;
public:
DebrisData* fireball;
S32 fireballID;
FireballAtmosphereData();
bool onAdd();
static void initPersistFields();
void packData(BitStream* stream);
void unpackData(BitStream* stream);
DECLARE_CONOBJECT(FireballAtmosphereData);
};
//--------------------------------------------------------------------------
// Fireball atmosphere
//--------------------------------------------------------------------------
class FireballAtmosphere : public GameBase
{
typedef GameBase Parent;
private:
FireballAtmosphereData *mDataBlock;
AUDIOHANDLE mAudioHandle;
F32 mTimeSinceLastDrop;
F32 mDropRadius;
F32 mDropsPerMinute;
F32 mMinDropAngle;
F32 mMaxDropAngle;
F32 mStartVelocity;
F32 mDropHeight;
VectorF mDropDir;
protected:
bool onAdd();
void onRemove();
void advanceTime(F32 dt);
void dropNewFireball();
// Rendering
protected:
bool prepRenderImage(SceneState*, const U32, const U32, const bool);
void renderObject(SceneState*, SceneRenderImage*);
U32 packUpdate(NetConnection*, U32 mask, BitStream* stream);
void unpackUpdate(NetConnection*, BitStream* stream);
public:
FireballAtmosphere();
bool onNewDataBlock(GameBaseData* dptr);
static void initPersistFields();
DECLARE_CONOBJECT(FireballAtmosphere);
};
#endif // _H_FIREBALL_ATMOSPHERE

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engine/game/fps/guiClockHud.cc Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "dgl/dgl.h"
#include "gui/core/guiControl.h"
#include "console/consoleTypes.h"
#include "game/gameConnection.h"
#include "game/shapeBase.h"
//-----------------------------------------------------------------------------
/// Vary basic HUD clock.
/// Displays the current simulation time offset from some base. The base time
/// is usually synchronized with the server as mission start time. This hud
/// currently only displays minutes:seconds.
class GuiClockHud : public GuiControl
{
typedef GuiControl Parent;
bool mShowFrame;
bool mShowFill;
ColorF mFillColor;
ColorF mFrameColor;
ColorF mTextColor;
S32 mTimeOffset;
public:
GuiClockHud();
void setTime(F32 newTime);
F32 getTime();
void onRender( Point2I, const RectI &);
static void initPersistFields();
DECLARE_CONOBJECT( GuiClockHud );
};
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT( GuiClockHud );
GuiClockHud::GuiClockHud()
{
mShowFrame = mShowFill = true;
mFillColor.set(0, 0, 0, 0.5);
mFrameColor.set(0, 1, 0, 1);
mTextColor.set( 0, 1, 0, 1 );
mTimeOffset = 0;
}
void GuiClockHud::initPersistFields()
{
Parent::initPersistFields();
addGroup("Misc");
addField( "showFill", TypeBool, Offset( mShowFill, GuiClockHud ) );
addField( "showFrame", TypeBool, Offset( mShowFrame, GuiClockHud ) );
addField( "fillColor", TypeColorF, Offset( mFillColor, GuiClockHud ) );
addField( "frameColor", TypeColorF, Offset( mFrameColor, GuiClockHud ) );
addField( "textColor", TypeColorF, Offset( mTextColor, GuiClockHud ) );
endGroup("Misc");
}
//-----------------------------------------------------------------------------
void GuiClockHud::onRender(Point2I offset, const RectI &updateRect)
{
// Background first
if (mShowFill)
dglDrawRectFill(updateRect, mFillColor);
// Convert ms time into hours, minutes and seconds.
S32 time = S32(getTime());
S32 secs = time % 60;
S32 mins = (time % 3600) / 60;
S32 hours = time / 3600;
// Currently only displays min/sec
char buf[256];
dSprintf(buf,sizeof(buf), "%02d:%02d",mins,secs);
// Center the text
offset.x += (mBounds.extent.x - mProfile->mFont->getStrWidth((const UTF8 *)buf)) / 2;
offset.y += (mBounds.extent.y - mProfile->mFont->getHeight()) / 2;
dglSetBitmapModulation(mTextColor);
dglDrawText(mProfile->mFont, offset, buf);
dglClearBitmapModulation();
// Border last
if (mShowFrame)
dglDrawRect(updateRect, mFrameColor);
}
//-----------------------------------------------------------------------------
void GuiClockHud::setTime(F32 time)
{
// Set the current time in seconds.
mTimeOffset = S32(time * 1000) - Platform::getVirtualMilliseconds();
}
F32 GuiClockHud::getTime()
{
// Return elapsed time in seconds.
return F32(mTimeOffset + Platform::getVirtualMilliseconds()) / 1000;
}
ConsoleMethod(GuiClockHud,setTime,void,3, 3,"(time in sec)Sets the current base time for the clock")
{
object->setTime(dAtof(argv[2]));
}
ConsoleMethod(GuiClockHud,getTime, F32, 2, 2,"()Returns current time in secs.")
{
return object->getTime();
}

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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "dgl/dgl.h"
#include "gui/core/guiControl.h"
#include "gui/controls/guiBitmapCtrl.h"
#include "console/consoleTypes.h"
#include "sceneGraph/sceneGraph.h"
#include "game/gameConnection.h"
#include "game/shapeBase.h"
//-----------------------------------------------------------------------------
/// Vary basic cross hair hud.
/// Uses the base bitmap control to render a bitmap, and decides whether
/// to draw or not depending on the current control object and it's state.
/// If there is ShapeBase object under the cross hair and it's named,
/// then a small health bar is displayed.
class GuiCrossHairHud : public GuiBitmapCtrl
{
typedef GuiBitmapCtrl Parent;
ColorF mDamageFillColor;
ColorF mDamageFrameColor;
Point2I mDamageRectSize;
Point2I mDamageOffset;
protected:
void drawDamage(Point2I offset, F32 damage, F32 opacity);
public:
GuiCrossHairHud();
void onRender( Point2I, const RectI &);
static void initPersistFields();
DECLARE_CONOBJECT( GuiCrossHairHud );
};
/// Valid object types for which the cross hair will render, this
/// should really all be script controlled.
static const U32 ObjectMask = PlayerObjectType | VehicleObjectType;
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT( GuiCrossHairHud );
GuiCrossHairHud::GuiCrossHairHud()
{
mDamageFillColor.set( 0, 1, 0, 1 );
mDamageFrameColor.set( 1, 0.6, 0, 1 );
mDamageRectSize.set(50, 4);
mDamageOffset.set(0,32);
}
void GuiCrossHairHud::initPersistFields()
{
Parent::initPersistFields();
addGroup("Damage");
addField( "damageFillColor", TypeColorF, Offset( mDamageFillColor, GuiCrossHairHud ) );
addField( "damageFrameColor", TypeColorF, Offset( mDamageFrameColor, GuiCrossHairHud ) );
addField( "damageRect", TypePoint2I, Offset( mDamageRectSize, GuiCrossHairHud ) );
addField( "damageOffset", TypePoint2I, Offset( mDamageOffset, GuiCrossHairHud ) );
endGroup("Damage");
}
//-----------------------------------------------------------------------------
void GuiCrossHairHud::onRender(Point2I offset, const RectI &updateRect)
{
// Must have a connection and player control object
GameConnection* conn = GameConnection::getConnectionToServer();
if (!conn)
return;
ShapeBase* control = conn->getControlObject();
if (!control || !(control->getType() & ObjectMask) || !conn->isFirstPerson())
return;
// Parent render.
Parent::onRender(offset,updateRect);
// Get control camera info
MatrixF cam;
Point3F camPos;
conn->getControlCameraTransform(0,&cam);
cam.getColumn(3, &camPos);
// Extend the camera vector to create an endpoint for our ray
Point3F endPos;
cam.getColumn(1, &endPos);
endPos *= gClientSceneGraph->getVisibleDistance();
endPos += camPos;
// Collision info. We're going to be running LOS tests and we
// don't want to collide with the control object.
static U32 losMask = TerrainObjectType | InteriorObjectType | ShapeBaseObjectType;
control->disableCollision();
RayInfo info;
if (gClientContainer.castRay(camPos, endPos, losMask, &info)) {
// Hit something... but we'll only display health for named
// ShapeBase objects. Could mask against the object type here
// and do a static cast if it's a ShapeBaseObjectType, but this
// isn't a performance situation, so I'll just use dynamic_cast.
if (ShapeBase* obj = dynamic_cast<ShapeBase*>(info.object))
if (obj->getShapeName()) {
offset.x = updateRect.point.x + updateRect.extent.x / 2;
offset.y = updateRect.point.y + updateRect.extent.y / 2;
drawDamage(offset + mDamageOffset, obj->getDamageValue(), 1);
}
}
// Restore control object collision
control->enableCollision();
}
//-----------------------------------------------------------------------------
/**
Display a damage bar ubove the shape.
This is a support funtion, called by onRender.
*/
void GuiCrossHairHud::drawDamage(Point2I offset, F32 damage, F32 opacity)
{
mDamageFillColor.alpha = mDamageFrameColor.alpha = opacity;
// Damage should be 0->1 (0 being no damage,or healthy), but
// we'll just make sure here as we flip it.
damage = mClampF(1 - damage, 0, 1);
// Center the bar
RectI rect(offset, mDamageRectSize);
rect.point.x -= mDamageRectSize.x / 2;
// Draw the border
dglDrawRect(rect, mDamageFrameColor);
// Draw the damage % fill
rect.point += Point2I(1, 1);
rect.extent -= Point2I(1, 1);
rect.extent.x = (S32)(rect.extent.x * damage);
if (rect.extent.x == 1)
rect.extent.x = 2;
if (rect.extent.x > 0)
dglDrawRectFill(rect, mDamageFillColor);
}

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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "dgl/dgl.h"
#include "gui/core/guiControl.h"
#include "console/consoleTypes.h"
#include "game/gameConnection.h"
#include "game/shapeBase.h"
//-----------------------------------------------------------------------------
/// A basic health bar control.
/// This gui displays the damage value of the current PlayerObjectType
/// control object. The gui can be set to pulse if the health value
/// drops below a set value. This control only works if a server
/// connection exists and it's control object is a PlayerObjectType. If
/// either of these requirements is false, the control is not rendered.
class GuiHealthBarHud : public GuiControl
{
typedef GuiControl Parent;
bool mShowFrame;
bool mShowFill;
bool mDisplayEnergy;
bool mFlipped;
ColorF mFillColor;
ColorF mFrameColor;
ColorF mDamageFillColor;
S32 mPulseRate;
F32 mPulseThreshold;
F32 mValue;
public:
GuiHealthBarHud();
void onRender( Point2I, const RectI &);
static void initPersistFields();
DECLARE_CONOBJECT( GuiHealthBarHud );
};
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT( GuiHealthBarHud );
GuiHealthBarHud::GuiHealthBarHud()
{
mShowFrame = mShowFill = true;
mFlipped = mDisplayEnergy = false;
mFillColor.set(0, 0, 0, 0.5);
mFrameColor.set(0, 1, 0, 1);
mDamageFillColor.set(0, 1, 0, 1);
mPulseRate = 0;
mPulseThreshold = 0.3f;
mValue = 0.2f;
}
void GuiHealthBarHud::initPersistFields()
{
Parent::initPersistFields();
addGroup("Colors");
addField( "fillColor", TypeColorF, Offset( mFillColor, GuiHealthBarHud ) );
addField( "frameColor", TypeColorF, Offset( mFrameColor, GuiHealthBarHud ) );
addField( "damageFillColor", TypeColorF, Offset( mDamageFillColor, GuiHealthBarHud ) );
endGroup("Colors");
addGroup("Pulse");
addField( "pulseRate", TypeS32, Offset( mPulseRate, GuiHealthBarHud ) );
addField( "pulseThreshold", TypeF32, Offset( mPulseThreshold, GuiHealthBarHud ) );
endGroup("Pulse");
addGroup("Misc");
addField( "flipped", TypeBool, Offset( mFlipped, GuiHealthBarHud ) );
addField( "showFill", TypeBool, Offset( mShowFill, GuiHealthBarHud ) );
addField( "showFrame", TypeBool, Offset( mShowFrame, GuiHealthBarHud ) );
addField( "displayEnergy", TypeBool, Offset( mDisplayEnergy, GuiHealthBarHud ) );
endGroup("Misc");
}
//-----------------------------------------------------------------------------
/**
Gui onRender method.
Renders a health bar with filled background and border.
*/
void GuiHealthBarHud::onRender(Point2I offset, const RectI &updateRect)
{
// Must have a connection and player control object
GameConnection* conn = GameConnection::getConnectionToServer();
if (!conn)
return;
ShapeBase* control = conn->getControlObject();
if (!control || !(control->getType() & PlayerObjectType))
return;
if(mDisplayEnergy)
{
mValue = control->getEnergyValue();
}
else
{
// We'll just grab the damage right off the control object.
// Damage value 0 = no damage.
mValue = 1 - control->getDamageValue();
}
// Background first
if (mShowFill)
dglDrawRectFill(updateRect, mFillColor);
// Pulse the damage fill if it's below the threshold
if (mPulseRate != 0)
{
if (mValue < mPulseThreshold)
{
F32 time = Platform::getVirtualMilliseconds();
F32 alpha = mFmod(time,mPulseRate) / (mPulseRate / 2.0);
mDamageFillColor.alpha = (alpha > 1.0)? 2.0 - alpha: alpha;
}
else
mDamageFillColor.alpha = 1;
}
// Render damage fill %
RectI rect(updateRect);
if(mBounds.extent.x > mBounds.extent.y)
{
if(mFlipped)
{
S32 bottomX = rect.point.x + rect.extent.x;
rect.extent.x = (S32)(rect.extent.x * mValue);
rect.point.x = bottomX - rect.extent.x;
}
else
{
rect.extent.x = (S32)(rect.extent.x * mValue);
}
}
else
{
if(mFlipped)
{
rect.extent.y = (S32)(rect.extent.y * mValue);
}
else
{
S32 bottomY = rect.point.y + rect.extent.y;
rect.extent.y = (S32)(rect.extent.y * mValue);
rect.point.y = bottomY - rect.extent.y;
}
}
dglDrawRectFill(rect, mDamageFillColor);
// Border last
if (mShowFrame)
dglDrawRect(updateRect, mFrameColor);
}

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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "dgl/dgl.h"
#include "dgl/gNewFont.h"
#include "gui/core/guiControl.h"
#include "gui/core/guiTSControl.h"
#include "console/consoleTypes.h"
#include "sceneGraph/sceneGraph.h"
#include "game/shapeBase.h"
#include "game/gameConnection.h"
//----------------------------------------------------------------------------
/// Displays name & damage above shape objects.
///
/// This control displays the name and damage value of all named
/// ShapeBase objects on the client. The name and damage of objects
/// within the control's display area are overlayed above the object.
///
/// This GUI control must be a child of a TSControl, and a server connection
/// and control object must be present.
///
/// This is a stand-alone control and relies only on the standard base GuiControl.
class GuiShapeNameHud : public GuiControl
{
typedef GuiControl Parent;
// field data
ColorF mFillColor;
ColorF mFrameColor;
ColorF mTextColor;
F32 mVerticalOffset;
F32 mDistanceFade;
bool mShowFrame;
bool mShowFill;
protected:
void drawName( Point2I offset, const char *buf, F32 opacity);
public:
GuiShapeNameHud();
// GuiControl
virtual void onRender(Point2I offset, const RectI &updateRect);
static void initPersistFields();
DECLARE_CONOBJECT( GuiShapeNameHud );
};
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT(GuiShapeNameHud);
/// Default distance for object's information to be displayed.
static const F32 cDefaultVisibleDistance = 500.0f;
GuiShapeNameHud::GuiShapeNameHud()
{
mFillColor.set( 0.25, 0.25, 0.25, 0.25 );
mFrameColor.set( 0, 1, 0, 1 );
mTextColor.set( 0, 1, 0, 1 );
mShowFrame = mShowFill = true;
mVerticalOffset = 0.5;
mDistanceFade = 0.1;
}
void GuiShapeNameHud::initPersistFields()
{
Parent::initPersistFields();
addGroup("Colors");
addField( "fillColor", TypeColorF, Offset( mFillColor, GuiShapeNameHud ) );
addField( "frameColor", TypeColorF, Offset( mFrameColor, GuiShapeNameHud ) );
addField( "textColor", TypeColorF, Offset( mTextColor, GuiShapeNameHud ) );
endGroup("Colors");
addGroup("Misc");
addField( "showFill", TypeBool, Offset( mShowFill, GuiShapeNameHud ) );
addField( "showFrame", TypeBool, Offset( mShowFrame, GuiShapeNameHud ) );
addField( "verticalOffset", TypeF32, Offset( mVerticalOffset, GuiShapeNameHud ) );
addField( "distanceFade", TypeF32, Offset( mDistanceFade, GuiShapeNameHud ) );
endGroup("Misc");
}
//----------------------------------------------------------------------------
/// Core rendering method for this control.
///
/// This method scans through all the current client ShapeBase objects.
/// If one is named, it displays the name and damage information for it.
///
/// Information is offset from the center of the object's bounding box,
/// unless the object is a PlayerObjectType, in which case the eye point
/// is used.
///
/// @param updateRect Extents of control.
void GuiShapeNameHud::onRender( Point2I, const RectI &updateRect)
{
// Background fill first
if (mShowFill)
dglDrawRectFill(updateRect, mFillColor);
// Must be in a TS Control
GuiTSCtrl *parent = dynamic_cast<GuiTSCtrl*>(getParent());
if (!parent) return;
// Must have a connection and control object
GameConnection* conn = GameConnection::getConnectionToServer();
if (!conn)
return;
ShapeBase* control = conn->getControlObject();
if (!control)
return;
// Get control camera info
MatrixF cam;
Point3F camPos;
VectorF camDir;
conn->getControlCameraTransform(0,&cam);
cam.getColumn(3, &camPos);
cam.getColumn(1, &camDir);
F32 camFov;
conn->getControlCameraFov(&camFov);
camFov = mDegToRad(camFov) / 2;
// Visible distance info & name fading
F32 visDistance = gClientSceneGraph->getVisibleDistance();
F32 visDistanceSqr = visDistance * visDistance;
F32 fadeDistance = visDistance * mDistanceFade;
// Collision info. We're going to be running LOS tests and we
// don't want to collide with the control object.
static U32 losMask = TerrainObjectType | InteriorObjectType | ShapeBaseObjectType;
control->disableCollision();
// All ghosted objects are added to the server connection group,
// so we can find all the shape base objects by iterating through
// our current connection.
for (SimSetIterator itr(conn); *itr; ++itr)
{
if ((*itr)->getType() & ShapeBaseObjectType)
{
ShapeBase* shape = static_cast<ShapeBase*>(*itr);
if (shape != control && shape->getShapeName())
{
// Target pos to test, if it's a player run the LOS to his eye
// point, otherwise we'll grab the generic box center.
Point3F shapePos;
if (shape->getType() & PlayerObjectType)
{
MatrixF eye;
// Use the render eye transform, otherwise we'll see jittering
shape->getRenderEyeTransform(&eye);
eye.getColumn(3, &shapePos);
}
else
{
// Use the render transform instead of the box center
// otherwise it'll jitter.
MatrixF srtMat = shape->getRenderTransform();
srtMat.getColumn(3, &shapePos);
}
VectorF shapeDir = shapePos - camPos;
// Test to see if it's in range
F32 shapeDist = shapeDir.lenSquared();
if (shapeDist == 0 || shapeDist > visDistanceSqr)
continue;
shapeDist = mSqrt(shapeDist);
// 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);
if (dot < camFov)
continue;
// Test to see if it's behind something, and we want to
// ignore anything it's mounted on when we run the LOS.
RayInfo info;
shape->disableCollision();
ShapeBase *mount = shape->getObjectMount();
if (mount)
mount->disableCollision();
bool los = !gClientContainer.castRay(camPos, shapePos,losMask, &info);
shape->enableCollision();
if (mount)
mount->enableCollision();
if (!los)
continue;
// Project the shape pos into screen space and calculate
// the distance opacity used to fade the labels into the
// distance.
Point3F projPnt;
shapePos.z += mVerticalOffset;
if (!parent->project(shapePos, &projPnt))
continue;
F32 opacity = (shapeDist < fadeDistance)? 1.0:
1.0 - (shapeDist - fadeDistance) / (visDistance - fadeDistance);
// Render the shape's name
drawName(Point2I((S32)projPnt.x, (S32)projPnt.y),shape->getShapeName(),opacity);
}
}
}
// Restore control object collision
control->enableCollision();
// Border last
if (mShowFrame)
dglDrawRect(updateRect, mFrameColor);
}
//----------------------------------------------------------------------------
/// Render object names.
///
/// Helper function for GuiShapeNameHud::onRender
///
/// @param offset Screen coordinates to render name label. (Text is centered
/// horizontally about this location, with bottom of text at
/// specified y position.)
/// @param name String name to display.
/// @param opacity Opacity of name (a fraction).
void GuiShapeNameHud::drawName(Point2I offset, const char *name, F32 opacity)
{
// Center the name
offset.x -= mProfile->mFont->getStrWidth((const UTF8 *)name) / 2;
offset.y -= mProfile->mFont->getHeight();
// Deal with opacity and draw.
mTextColor.alpha = opacity;
dglSetBitmapModulation(mTextColor);
dglDrawText(mProfile->mFont, offset, name);
dglClearBitmapModulation();
}

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engine/game/fx/cameraFXMgr.cc Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "game/fx/cameraFXMgr.h"
#include "math/mRandom.h"
#include "math/mMatrix.h"
#include "dgl/dgl.h"
// global cam fx
CameraFXManager gCamFXMgr;
//**************************************************************************
// Camera effect
//**************************************************************************
CameraFX::CameraFX()
{
mElapsedTime = 0.0;
mDuration = 1.0;
}
//--------------------------------------------------------------------------
// Update
//--------------------------------------------------------------------------
void CameraFX::update( F32 dt )
{
mElapsedTime += dt;
}
//**************************************************************************
// Camera shake effect
//**************************************************************************
CameraShake::CameraShake()
{
mFreq.zero();
mAmp.zero();
mStartAmp.zero();
mTimeOffset.zero();
mCamFXTrans.identity();
mFalloff = 10.0;
}
//--------------------------------------------------------------------------
// Update
//--------------------------------------------------------------------------
void CameraShake::update( F32 dt )
{
Parent::update( dt );
fadeAmplitude();
VectorF camOffset;
camOffset.x = mAmp.x * sin( M_2PI * (mTimeOffset.x + mElapsedTime) * mFreq.x );
camOffset.y = mAmp.y * sin( M_2PI * (mTimeOffset.y + mElapsedTime) * mFreq.y );
camOffset.z = mAmp.z * sin( M_2PI * (mTimeOffset.z + mElapsedTime) * mFreq.z );
VectorF rotAngles;
rotAngles.x = camOffset.x * 10.0 * M_PI/180.0;
rotAngles.y = camOffset.y * 10.0 * M_PI/180.0;
rotAngles.z = camOffset.z * 10.0 * M_PI/180.0;
MatrixF rotMatrix( EulerF( rotAngles.x, rotAngles.y, rotAngles.z ) );
mCamFXTrans = rotMatrix;
mCamFXTrans.setPosition( camOffset );
}
//--------------------------------------------------------------------------
// Fade out the amplitude over time
//--------------------------------------------------------------------------
void CameraShake::fadeAmplitude()
{
F32 percentDone = (mElapsedTime / mDuration);
if( percentDone > 1.0 ) percentDone = 1.0;
F32 time = 1 + percentDone * mFalloff;
time = 1 / (time * time);
mAmp = mStartAmp * time;
}
//--------------------------------------------------------------------------
// Initialize
//--------------------------------------------------------------------------
void CameraShake::init()
{
mTimeOffset.x = 0.0;
mTimeOffset.y = gRandGen.randF();
mTimeOffset.z = gRandGen.randF();
}
//**************************************************************************
// CameraFXManager
//**************************************************************************
CameraFXManager::CameraFXManager()
{
mCamFXTrans.identity();
}
//--------------------------------------------------------------------------
// Destructor
//--------------------------------------------------------------------------
CameraFXManager::~CameraFXManager()
{
clear();
}
//--------------------------------------------------------------------------
// Add new effect to currently running list
//--------------------------------------------------------------------------
void CameraFXManager::addFX( CameraFX *newFX )
{
mFXList.link( newFX );
}
//--------------------------------------------------------------------------
// Clear all currently running camera effects
//--------------------------------------------------------------------------
void CameraFXManager::clear()
{
mFXList.free();
}
//--------------------------------------------------------------------------
// Update camera effects
//--------------------------------------------------------------------------
void CameraFXManager::update( F32 dt )
{
CameraFXPtr *cur = NULL;
mCamFXTrans.identity();
for( cur = mFXList.next( cur ); cur; cur = mFXList.next( cur ) )
{
CameraFX * curFX = *cur;
curFX->update( dt );
MatrixF fxTrans = curFX->getTrans();
mCamFXTrans.mul( fxTrans );
if( curFX->isExpired() )
{
CameraFXPtr *prev = mFXList.prev( cur );
mFXList.free( cur );
cur = prev;
}
}
}

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engine/game/fx/cameraFXMgr.h Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _CAMERAFXMGR_H_
#define _CAMERAFXMGR_H_
#ifndef _LLIST_H_
#include "core/llist.h"
#endif
#ifndef _MPOINT_H_
#include "math/mPoint.h"
#endif
#ifndef _MMATRIX_H_
#include "math/mMatrix.h"
#endif
//**************************************************************************
// Abstract camera effect template
//**************************************************************************
class CameraFX
{
protected:
F32 mElapsedTime;
F32 mDuration;
MatrixF mCamFXTrans;
public:
CameraFX();
MatrixF & getTrans(){ return mCamFXTrans; }
bool isExpired(){ return mElapsedTime >= mDuration; }
void setDuration( F32 duration ){ mDuration = duration; }
virtual void update( F32 dt );
};
//--------------------------------------------------------------------------
// Camera shake effect
//--------------------------------------------------------------------------
class CameraShake : public CameraFX
{
typedef CameraFX Parent;
VectorF mFreq; // these are vectors to represent these values in 3D
VectorF mStartAmp;
VectorF mAmp;
VectorF mTimeOffset;
F32 mFalloff;
public:
CameraShake();
void init();
void fadeAmplitude();
void setFalloff( F32 falloff ){ mFalloff = falloff; }
void setFrequency( VectorF &freq ){ mFreq = freq; }
void setAmplitude( VectorF &amp ){ mStartAmp = amp; }
virtual void update( F32 dt );
};
//**************************************************************************
// CameraFXManager
//**************************************************************************
class CameraFXManager
{
typedef CameraFX * CameraFXPtr;
LList< CameraFXPtr > mFXList;
MatrixF mCamFXTrans;
public:
void addFX( CameraFX *newFX );
void clear();
MatrixF & getTrans(){ return mCamFXTrans; }
void update( F32 dt );
CameraFXManager();
~CameraFXManager();
};
extern CameraFXManager gCamFXMgr;
#endif

1125
engine/game/fx/explosion.cc Executable file

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engine/game/fx/explosion.h Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _EXPLOSION_H_
#define _EXPLOSION_H_
#ifndef _GAMEBASE_H_
#include "game/gameBase.h"
#endif
#ifndef _TSSHAPE_H_
#include "ts/tsShape.h"
#endif
class ParticleEmitter;
class ParticleEmitterData;
class TSThread;
class AudioProfile;
struct DebrisData;
class ShockwaveData;
//--------------------------------------------------------------------------
class ExplosionData : public GameBaseData {
public:
typedef GameBaseData Parent;
enum ExplosionConsts
{
EC_NUM_DEBRIS_TYPES = 1,
EC_NUM_EMITTERS = 4,
EC_MAX_SUB_EXPLOSIONS = 5,
EC_NUM_TIME_KEYS = 4,
};
public:
StringTableEntry dtsFileName;
bool faceViewer;
S32 particleDensity;
F32 particleRadius;
AudioProfile* soundProfile;
ParticleEmitterData* particleEmitter;
S32 soundProfileId;
S32 particleEmitterId;
Point3F explosionScale;
F32 playSpeed;
Resource<TSShape> explosionShape;
S32 explosionAnimation;
ParticleEmitterData* emitterList[EC_NUM_EMITTERS];
S32 emitterIDList[EC_NUM_EMITTERS];
ShockwaveData * shockwave;
S32 shockwaveID;
bool shockwaveOnTerrain;
DebrisData * debrisList[EC_NUM_DEBRIS_TYPES];
S32 debrisIDList[EC_NUM_DEBRIS_TYPES];
F32 debrisThetaMin;
F32 debrisThetaMax;
F32 debrisPhiMin;
F32 debrisPhiMax;
S32 debrisNum;
S32 debrisNumVariance;
F32 debrisVelocity;
F32 debrisVelocityVariance;
// sub - explosions
ExplosionData* explosionList[EC_MAX_SUB_EXPLOSIONS];
S32 explosionIDList[EC_MAX_SUB_EXPLOSIONS];
S32 delayMS;
S32 delayVariance;
S32 lifetimeMS;
S32 lifetimeVariance;
F32 offset;
Point3F sizes[ EC_NUM_TIME_KEYS ];
F32 times[ EC_NUM_TIME_KEYS ];
// camera shake data
bool shakeCamera;
VectorF camShakeFreq;
VectorF camShakeAmp;
F32 camShakeDuration;
F32 camShakeRadius;
F32 camShakeFalloff;
// Dynamic Lighting. The light is smoothly
// interpolated from start to end time.
F32 lightStartRadius;
F32 lightEndRadius;
ColorF lightStartColor;
ColorF lightEndColor;
ExplosionData();
DECLARE_CONOBJECT(ExplosionData);
bool onAdd();
bool preload(bool server, char errorBuffer[256]);
static void initPersistFields();
virtual void packData(BitStream* stream);
virtual void unpackData(BitStream* stream);
};
DECLARE_CONSOLETYPE(ExplosionData)
//--------------------------------------------------------------------------
class Explosion : public GameBase
{
typedef GameBase Parent;
private:
ExplosionData* mDataBlock;
TSShapeInstance* mExplosionInstance;
TSThread* mExplosionThread;
ParticleEmitter * mEmitterList[ ExplosionData::EC_NUM_EMITTERS ];
U32 mCurrMS;
U32 mEndingMS;
F32 mRandAngle;
LightInfo mLight;
protected:
Point3F mInitialNormal;
F32 mFade;
F32 mFog;
bool mActive;
S32 mDelayMS;
F32 mRandomVal;
U32 mCollideType;
protected:
bool onAdd();
void onRemove();
bool explode();
void processTick(const Move *move);
void advanceTime(F32 dt);
void updateEmitters( F32 dt );
void launchDebris( Point3F &axis );
void spawnSubExplosions();
void setCurrentScale();
// Rendering
protected:
bool prepRenderImage(SceneState *state, const U32 stateKey, const U32 startZone, const bool modifyBaseZoneState);
void renderObject(SceneState *state, SceneRenderImage *image);
void prepModelView(SceneState*);
void registerLights(LightManager * lm, bool lightingScene);
public:
Explosion();
~Explosion();
void setInitialState(const Point3F& point, const Point3F& normal, const F32 fade = 1.0);
bool onNewDataBlock(GameBaseData* dptr);
void setCollideType( U32 cType ){ mCollideType = cType; }
DECLARE_CONOBJECT(Explosion);
static void initPersistFields();
};
#endif // _H_EXPLOSION

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//-----------------------------------------------------------------------------
// Torque Game Engine
// Written by Melvyn May, 4th August 2002.
//-----------------------------------------------------------------------------
#ifndef _FOLIAGEREPLICATOR_H_
#define _FOLIAGEREPLICATOR_H_
#ifndef _SCENEOBJECT_H_
#include "sim/sceneObject.h"
#endif
#define AREA_ANIMATION_ARC (1.0f / 360.0f)
#define FXFOLIAGEREPLICATOR_COLLISION_MASK ( TerrainObjectType | \
InteriorObjectType | \
StaticObjectType | \
WaterObjectType )
#define FXFOLIAGEREPLICATOR_NOWATER_COLLISION_MASK ( TerrainObjectType | \
InteriorObjectType | \
StaticObjectType )
#define FXFOLIAGE_ALPHA_EPSILON 1e-4
//------------------------------------------------------------------------------
// Class: fxFoliageItem
//------------------------------------------------------------------------------
class fxFoliageItem
{
public:
MatrixF Transform;
F32 Width;
F32 Height;
Box3F FoliageBox;
bool Flipped;
F32 SwayPhase;
F32 SwayTimeRatio;
F32 LightPhase;
F32 LightTimeRatio;
U32 LastFrameSerialID;
};
//------------------------------------------------------------------------------
// Class: fxFoliageCulledList
//------------------------------------------------------------------------------
class fxFoliageCulledList
{
public:
fxFoliageCulledList() {};
fxFoliageCulledList(Box3F SearchBox, fxFoliageCulledList* InVec);
~fxFoliageCulledList() {};
void FindCandidates(Box3F SearchBox, fxFoliageCulledList* InVec);
U32 GetListCount(void) { return mCulledObjectSet.size(); };
fxFoliageItem* GetElement(U32 index) { return mCulledObjectSet[index]; };
Vector<fxFoliageItem*> mCulledObjectSet; // Culled Object Set.
};
//------------------------------------------------------------------------------
// Class: fxFoliageQuadNode
//------------------------------------------------------------------------------
class fxFoliageQuadrantNode
{
public:
U32 Level;
Box3F QuadrantBox;
fxFoliageQuadrantNode* QuadrantChildNode[4];
Vector<fxFoliageItem*> RenderList;
fxFoliageQuadrantNode()
{
}
};
//------------------------------------------------------------------------------
// Class: fxFoliageRenderList
//------------------------------------------------------------------------------
class fxFoliageRenderList
{
public:
Point3F FarPosLeftUp; // View Frustum.
Point3F FarPosLeftDown;
Point3F FarPosRightUp;
Point3F FarPosRightDown;
Point3F CameraPosition; // Camera Position.
Box3F mBox; // Clipping Box.
PlaneF ViewPlanes[5]; // Clipping View-Planes.
Vector<fxFoliageItem*> mVisObjectSet; // Visible Object Set.
F32 mHeightLerp; // Height Lerp.
public:
bool IsQuadrantVisible(const Box3F VisBox, const MatrixF& RenderTransform);
void SetupClipPlanes(SceneState* state, const F32 FarClipPlane);
void CompileVisibleSet(const fxFoliageQuadrantNode* pNode, const MatrixF& RenderTransform, const bool UseDebug);
void DrawQuadBox(const Box3F& QuadBox, const ColorF Colour);
};
//------------------------------------------------------------------------------
// Class: fxFoliageReplicator
//------------------------------------------------------------------------------
class fxFoliageReplicator : public SceneObject
{
private:
typedef SceneObject Parent;
protected:
void CreateFoliage(void);
void DestroyFoliage(void);
void SyncFoliageReplicators(void);
Box3F FetchQuadrant(Box3F Box, U32 Quadrant);
void ProcessQuadrant(fxFoliageQuadrantNode* pParentNode, fxFoliageCulledList* pCullList, U32 Quadrant);
void ProcessNodeChildren(fxFoliageQuadrantNode* pParentNode, fxFoliageCulledList* pCullList);
enum { FoliageReplicationMask = (1 << 0) };
U32 mCreationAreaAngle;
bool mClientReplicationStarted;
bool mAddedToScene;
U32 mCurrentFoliageCount;
Vector<fxFoliageQuadrantNode*> mFoliageQuadTree;
Vector<fxFoliageItem*> mReplicatedFoliage;
fxFoliageRenderList mFrustumRenderSet;
MRandomLCG RandomGen;
F32 mFadeInGradient;
F32 mFadeOutGradient;
S32 mLastRenderTime;
F32 mGlobalSwayPhase;
F32 mGlobalSwayTimeRatio;
F32 mGlobalLightPhase;
F32 mGlobalLightTimeRatio;
U32 mFrameSerialID;
U32 mQuadTreeLevels; // Quad-Tree Levels.
U32 mPotentialFoliageNodes; // Potential Foliage Nodes.
U32 mNextAllocatedNodeIdx; // Next Allocated Node Index.
U32 mBillboardsAcquired; // Billboards Acquired.
public:
fxFoliageReplicator();
~fxFoliageReplicator();
void StartUp(void);
void ShowReplication(void);
void HideReplication(void);
// SceneObject
void renderObject(SceneState *state, SceneRenderImage *image);
virtual bool prepRenderImage(SceneState *state, const U32 stateKey, const U32 startZone,
const bool modifyBaseZoneState = false);
// SimObject
bool onAdd();
void onRemove();
void onEditorEnable();
void onEditorDisable();
void inspectPostApply();
// NetObject
U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
void unpackUpdate(NetConnection *conn, BitStream *stream);
// ConObject.
static void initPersistFields();
// Field Data.
class tagFieldData
{
public:
bool mUseDebugInfo;
F32 mDebugBoxHeight;
U32 mSeed;
StringTableEntry mFoliageFile;
TextureHandle mFoliageTexture;
U32 mFoliageCount;
U32 mFoliageRetries;
U32 mInnerRadiusX;
U32 mInnerRadiusY;
U32 mOuterRadiusX;
U32 mOuterRadiusY;
F32 mMinWidth;
F32 mMaxWidth;
F32 mMinHeight;
F32 mMaxHeight;
bool mFixAspectRatio;
bool mFixSizeToMax;
F32 mOffsetZ;
bool mRandomFlip;
bool mUseCulling;
U32 mCullResolution;
F32 mViewDistance;
F32 mViewClosest;
F32 mFadeInRegion;
F32 mFadeOutRegion;
F32 mAlphaCutoff;
F32 mGroundAlpha;
bool mSwayOn;
bool mSwaySync;
F32 mSwayMagnitudeSide;
F32 mSwayMagnitudeFront;
F32 mMinSwayTime;
F32 mMaxSwayTime;
bool mLightOn;
bool mLightSync;
F32 mMinLuminance;
F32 mMaxLuminance;
F32 mLightTime;
bool mAllowOnTerrain;
bool mAllowOnInteriors;
bool mAllowStatics;
bool mAllowOnWater;
bool mAllowWaterSurface;
S32 mAllowedTerrainSlope;
bool mHideFoliage;
bool mShowPlacementArea;
U32 mPlacementBandHeight;
ColorF mPlaceAreaColour;
tagFieldData()
{
// Set Defaults.
mUseDebugInfo = false;
mDebugBoxHeight = 1.0f;
mSeed = 1376312589;
mFoliageFile = StringTable->insert("");
mFoliageTexture = TextureHandle();
mFoliageCount = 10;
mFoliageRetries = 100;
mInnerRadiusX = 0;
mInnerRadiusY = 0;
mOuterRadiusX = 128;
mOuterRadiusY = 128;
mMinWidth = 1;
mMaxWidth = 3;
mMinHeight = 1;
mMaxHeight = 5;
mFixAspectRatio = true;
mFixSizeToMax = false;
mOffsetZ = 0;
mRandomFlip = true;
mUseCulling = true;
mCullResolution = 64;
mViewDistance = 50.0f;
mViewClosest = 1.0f;
mFadeInRegion = 10.0f;
mFadeOutRegion = 1.0f;
mAlphaCutoff = 0.2f;
mGroundAlpha = 1.0f;
mSwayOn = false;
mSwaySync = false;
mSwayMagnitudeSide = 0.1f;
mSwayMagnitudeFront = 0.2f;
mMinSwayTime = 3.0f;
mMaxSwayTime = 10.0f;
mLightOn = false;
mLightSync = false;
mMinLuminance = 0.7f;
mMaxLuminance = 1.0f;
mLightTime = 5.0f;
mAllowOnTerrain = true;
mAllowOnInteriors = true;
mAllowStatics = true;
mAllowOnWater = false;
mAllowWaterSurface = false;
mAllowedTerrainSlope = 90;
mHideFoliage = false;
mShowPlacementArea = true;
mPlacementBandHeight = 25;
mPlaceAreaColour .set(0.4f, 0, 0.8f);
}
} mFieldData;
// Declare Console Object.
DECLARE_CONOBJECT(fxFoliageReplicator);
};
#endif // _FOLIAGEREPLICATOR_H_

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engine/game/fx/fxLight.cc Executable file

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engine/game/fx/fxLight.h Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine - fxLight
//
// Written by Melvyn May, 4th May 2002.
//-----------------------------------------------------------------------------
#ifndef _FXLIGHTDB_H_
#define _FXLIGHTDB_H_
#ifndef _GAMEBASE_H_
#include "game/gameBase.h"
#endif
#ifndef _SCENEOBJECT_H_
#include "sim/sceneObject.h"
#endif
#define FXLIGHTDBICONTEXTURE "common/editor/fxlighticon.png"
class fxLightData : public GameBaseData
{
public:
typedef GameBaseData Parent;
fxLightData();
bool onAdd();
static void initPersistFields();
virtual void packData(BitStream* stream);
virtual void unpackData(BitStream* stream);
// Datablock Flare.
StringTableEntry mFlareTextureName; // Flare Texture Name.
// Datablock Light.
bool mLightOn; // Light On Flag.
F32 mRadius; // Radius.
F32 mBrightness; // Brightness.
ColorF mColour; // Colour.
// Datablock Flare.
bool mFlareOn; // Flare On Flag.
bool mFlareTP; // Flare Third Person Flag.
ColorF mFlareColour; // Flare Colour.
bool mConstantSizeOn; // Flare Use Constant Size Flag.
F32 mConstantSize; // Flare Constant Size.
F32 mNearSize; // Near Size.
F32 mFarSize; // Far Size.
F32 mNearDistance; // Near Distance.
F32 mFarDistance; // Far Distance.
F32 mFadeTime; // Fade Time.
U32 mBlendMode; // Blend Mode.
bool mLinkFlare; // Link Flare Animation.
bool mLinkFlareSize; // Link Flare Size Animation.
// Datablock Animation.
ColorF mMinColour; // Minimum Colour.
ColorF mMaxColour; // Maximum Colour.
F32 mMinBrightness; // Minimum Brightness.
F32 mMaxBrightness; // Maximum Brightness.
F32 mMinRadius; // Minimum Radius.
F32 mMaxRadius; // Maximum Radius.
Point3F mStartOffset; // Start Offset.
Point3F mEndOffset; // Stop Offset.
F32 mMinRotation; // Minimum Rotation.
F32 mMaxRotation; // Maximum Rotation.
bool mSingleColourKeys; // Single-Channel Colour Keys.
StringTableEntry mRedKeys; // Red Animation Keys.
StringTableEntry mGreenKeys; // Green Animation Keys.
StringTableEntry mBlueKeys; // Blue Animation Keys.
StringTableEntry mBrightnessKeys; // Brightness Animation Keys.
StringTableEntry mRadiusKeys; // Radius Animation Keys.
StringTableEntry mOffsetKeys; // Offset Animation Keys.
StringTableEntry mRotationKeys; // Rotation Animation Keys.
F32 mColourTime; // Colour Time (Seconds).
F32 mBrightnessTime; // Brightness Time.
F32 mRadiusTime; // Radius Time.
F32 mOffsetTime; // Offset Time.
F32 mRotationTime; // Rotation Time.
bool mLerpColour; // Lerp Colour Flag.
bool mLerpBrightness; // Lerp Brightness Flag.
bool mLerpRadius; // Lerp Radius Flag.
bool mLerpOffset; // Lerp Offset Flag.
bool mLerpRotation; // Lerp Rotation Flag.
bool mUseColour; // Use Colour Flag.
bool mUseBrightness; // Use Brightness Flag.
bool mUseRadius; // Use Radius Flag.
bool mUseOffsets; // Use Position Offsets Flag.
bool mUseRotation; // Use Rotation Flag.
DECLARE_CONOBJECT(fxLightData);
};
DECLARE_CONSOLETYPE(fxLightData)
//------------------------------------------------------------------------------
// Class: fxLight
//------------------------------------------------------------------------------
class fxLight : public GameBase
{
private:
typedef GameBase Parent;
fxLightData* mDataBlock;
U32 CheckKeySyntax(StringTableEntry Key);
void CheckAnimationKeys(void);
F32 GetLerpKey(StringTableEntry Key, U32 PosFrom, U32 PosTo, F32 ValueFrom, F32 ValueTo, F32 Lerp);
void AnimateLight(void);
void InitialiseAnimation(void);
void ResetAnimation(void);
bool TestLOS(const Point3F& ObjectPosition, SceneObject* AttachedObj);
protected:
enum {
fxLightConfigChangeMask = BIT(0),
fxLightAttachChange = BIT(1)
};
bool mAddedToScene;
MRandomLCG RandomGen;
// Textures.
TextureHandle mIconTextureHandle;
TextureHandle mFlareTextureHandle;
LightInfo mLight;
U32 mLastAnimateTime;
U32 mLastRenderTime;
F32 mFlareScale;
bool mAttached;
GameBase* mpAttachedObject;
bool mAttachWait;
bool mAttachValid;
public:
fxLight();
~fxLight();
// *********************************
// Configuration Interface.
// *********************************
// Light.
void setEnable(bool Status);
void setFlareBitmap(const char* Name);
// Misc,
void reset(void);
void attachToObject(const char* ObjectName);
void detachFromObject(void);
// GameBase.
bool onNewDataBlock(GameBaseData* dptr);
void processTick(const Move*);
// SceneObject
bool prepRenderImage(SceneState* state, const U32 stateKey, const U32 startZone, const bool modifyBaseZoneState);
void renderObject(SceneState *state, SceneRenderImage *image);
// SimObject
bool onAdd();
void onRemove();
void onDeleteNotify(SimObject*);
void inspectPostApply();
void registerLights(LightManager * lightManager, bool lightingScene);
// NetObject
U32 packUpdate(NetConnection *, U32, BitStream *);
void unpackUpdate(NetConnection *, BitStream *);
// ConObject
static void initPersistFields();
// Field Data.
bool mEnable; // Light Enable.
// Basis Light.
F32 mIconSize; // Icon Size.
// Current Animation.
ColorF mAnimationColour; // Current Colour.
F32 mAnimationBrightness; // Current Brightness.
F32 mAnimationRadius; // Current Radius.
Point3F mAnimationPosition; // Current Position.
Point3F mAnimationOffset; // Current Offset.
F32 mAnimationRotation; // Current Rotation.
// Elapsed Times.
F32 mColourElapsedTime; // Colour Elapsed Time.
F32 mBrightnessElapsedTime; // Brightness Elapsed Time.
F32 mRadiusElapsedTime; // Radius Elapsed Time.
F32 mOffsetElapsedTime; // Offset Elapsed Time.
F32 mRotationElapsedTime; // Rotation Elapsed Time.
// Time Scales.
F32 mColourTimeScale; // Colour Time Scale.
F32 mBrightnessTimeScale; // Brightness Time Scale.
F32 mRadiusTimeScale; // Radius Time Scale.
F32 mOffsetTimeScale; // Offset Time Scale.
F32 mRotationTimeScale; // Rotation Time Scale.
// Key Lengths (Validity).
U32 mRedKeysLength; // Red Keys Length.
U32 mGreenKeysLength; // Green Keys Length.
U32 mBlueKeysLength; // Blue Keys Length.
U32 mBrightnessKeysLength; // Brightness Keys Length.
U32 mRadiusKeysLength; // Radius Keys Length.
U32 mOffsetKeysLength; // Offset Keys Length.
U32 mRotationKeysLength; // Rotation Keys Length.
// Declare Console Object.
DECLARE_CONOBJECT(fxLight);
};
#endif // _FXLIGHTDB_H_

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@ -0,0 +1,818 @@
//-----------------------------------------------------------------------------
// Torque Game Engine
// Written by Melvyn May, Started on 13th March 2002, finished 27th March 2002.
//
// "My code is written for the Torque community, so do your worst with it,
// just don't rip-it-off and call it your own without even thanking me".
//
// - Melv (working hard to become an associate ... hint).
//
//-----------------------------------------------------------------------------
#include "dgl/dgl.h"
#include "console/consoleTypes.h"
#include "core/bitStream.h"
#include "math/mRandom.h"
#include "math/mathIO.h"
#include "terrain/terrData.h"
#include "game/gameConnection.h"
#include "console/simBase.h"
#include "sceneGraph/sceneGraph.h"
#include "fxShapeReplicator.h"
//------------------------------------------------------------------------------
//
// Put this in /example/common/editor/editor.cs in function [Editor::create()] (around line 66).
//
// // Ignore Replicated fxStatic Instances.
// EWorldEditor.ignoreObjClass("fxShapeReplicatedStatic");
//
//------------------------------------------------------------------------------
//
// Put this in /example/common/editor/EditorGui.cs in [function Creator::init( %this )]
//
// %Environment_Item[8] = "fxShapeReplicator"; <-- ADD THIS.
//
//------------------------------------------------------------------------------
//
// Put the function in /example/common/editor/ObjectBuilderGui.gui [around line 458] ...
//
// function ObjectBuilderGui::buildfxShapeReplicator(%this)
// {
// %this.className = "fxShapeReplicator";
// %this.process();
// }
//
//------------------------------------------------------------------------------
//
// Put this in /example/common/client/missionDownload.cs in [function clientCmdMissionStartPhase3(%seq,%missionName)] (line 65)
// after codeline 'onPhase2Complete();'.
//
// StartClientReplication();
//
//------------------------------------------------------------------------------
//
// Put this in /engine/console/simBase.h (around line 509) in
//
// namespace Sim
// {
// DeclareNamedSet(fxReplicatorSet) <-- ADD THIS (Note no semi-colon).
//
//------------------------------------------------------------------------------
//
// Put this in /engine/console/simBase.cc (around line 19) in
//
// ImplementNamedSet(fxReplicatorSet) <-- ADD THIS
//
//------------------------------------------------------------------------------
//
// Put this in /engine/console/simManager.cc [function void init()] (around line 269).
//
// namespace Sim
// {
// InstantiateNamedSet(fxReplicatorSet); <-- ADD THIS
//
//------------------------------------------------------------------------------
extern bool gEditingMission;
//------------------------------------------------------------------------------
IMPLEMENT_CO_NETOBJECT_V1(fxShapeReplicator);
IMPLEMENT_CO_NETOBJECT_V1(fxShapeReplicatedStatic);
//------------------------------------------------------------------------------
// Class: fxShapeReplicator
//------------------------------------------------------------------------------
fxShapeReplicator::fxShapeReplicator()
{
// Setup NetObject.
mTypeMask |= StaticObjectType | StaticTSObjectType | StaticRenderedObjectType;
mAddedToScene = false;
mNetFlags.set(Ghostable | ScopeAlways);
// Reset Client Replication Started.
mClientReplicationStarted = false;
// Reset Shape Count.
mCurrentShapeCount = 0;
// Reset Creation Area Angle Animation.
mCreationAreaAngle = 0;
}
//------------------------------------------------------------------------------
fxShapeReplicator::~fxShapeReplicator()
{
}
//------------------------------------------------------------------------------
void fxShapeReplicator::initPersistFields()
{
// Initialise parents' persistent fields.
Parent::initPersistFields();
// Add out own persistent fields.
addGroup( "Debugging" );
addField( "HideReplications", TypeBool, Offset( mFieldData.mHideReplications, fxShapeReplicator ) );
addField( "ShowPlacementArea", TypeBool, Offset( mFieldData.mShowPlacementArea, fxShapeReplicator ) );
addField( "PlacementAreaHeight",TypeS32, Offset( mFieldData.mPlacementBandHeight, fxShapeReplicator ) );
addField( "PlacementColour", TypeColorF, Offset( mFieldData.mPlaceAreaColour, fxShapeReplicator ) );
endGroup( "Debugging" );
addGroup( "Media" );
addField( "ShapeFile", TypeFilename, Offset( mFieldData.mShapeFile, fxShapeReplicator ) );
endGroup( "Media" );
addGroup( "Replications" );
addField( "Seed", TypeS32, Offset( mFieldData.mSeed, fxShapeReplicator ) );
addField( "ShapeCount", TypeS32, Offset( mFieldData.mShapeCount, fxShapeReplicator ) );
addField( "ShapeRetries", TypeS32, Offset( mFieldData.mShapeRetries, fxShapeReplicator ) );
endGroup( "Replications" );
addGroup( "Placement Radius" );
addField( "InnerRadiusX", TypeS32, Offset( mFieldData.mInnerRadiusX, fxShapeReplicator ) );
addField( "InnerRadiusY", TypeS32, Offset( mFieldData.mInnerRadiusY, fxShapeReplicator ) );
addField( "OuterRadiusX", TypeS32, Offset( mFieldData.mOuterRadiusX, fxShapeReplicator ) );
addField( "OuterRadiusY", TypeS32, Offset( mFieldData.mOuterRadiusY, fxShapeReplicator ) );
endGroup( "Placement Radius" );
addGroup( "Restraints" );
addField( "AllowOnTerrain", TypeBool, Offset( mFieldData.mAllowOnTerrain, fxShapeReplicator ) );
addField( "AllowOnInteriors", TypeBool, Offset( mFieldData.mAllowOnInteriors, fxShapeReplicator ) );
addField( "AllowOnStatics", TypeBool, Offset( mFieldData.mAllowStatics, fxShapeReplicator ) );
addField( "AllowOnWater", TypeBool, Offset( mFieldData.mAllowOnWater, fxShapeReplicator ) );
addField( "AllowWaterSurface", TypeBool, Offset( mFieldData.mAllowWaterSurface, fxShapeReplicator ) );
addField( "AlignToTerrain", TypeBool, Offset( mFieldData.mAlignToTerrain, fxShapeReplicator ) );
addField( "Interactions", TypeBool, Offset( mFieldData.mInteractions, fxShapeReplicator ) );
addField( "AllowedTerrainSlope",TypeS32, Offset( mFieldData.mAllowedTerrainSlope, fxShapeReplicator ) );
addField( "TerrainAlignment", TypePoint3F, Offset( mFieldData.mTerrainAlignment, fxShapeReplicator ) );
endGroup( "Restraints" );
addGroup( "Object Transforms" );
addField( "FixShapeAspect", TypeBool, Offset( mFieldData.mFixShapeAspect, fxShapeReplicator ) );
addField( "ShapeScaleMin", TypePoint3F, Offset( mFieldData.mShapeScaleMin, fxShapeReplicator ) );
addField( "ShapeScaleMax", TypePoint3F, Offset( mFieldData.mShapeScaleMax, fxShapeReplicator ) );
addField( "ShapeRotateMin", TypePoint3F, Offset( mFieldData.mShapeRotateMin, fxShapeReplicator ) );
addField( "ShapeRotateMax", TypePoint3F, Offset( mFieldData.mShapeRotateMax, fxShapeReplicator ) );
addField( "OffsetZ", TypeS32, Offset( mFieldData.mOffsetZ, fxShapeReplicator ) );
endGroup( "Object Transforms" );
}
//------------------------------------------------------------------------------
void fxShapeReplicator::CreateShapes(void)
{
F32 HypX, HypY;
F32 Angle;
U32 RelocationRetry;
Point3F ShapePosition;
Point3F ShapeStart;
Point3F ShapeEnd;
Point3F ShapeScale;
EulerF ShapeRotation;
QuatF QRotation;
bool CollisionResult;
RayInfo RayEvent;
TSShape* pShape;
Container* pContainer;
// Don't create shapes if we are hiding replications.
if (mFieldData.mHideReplications) return;
// Cannot continue without shapes!
if (mFieldData.mShapeFile == "") return;
// Check that we can position somewhere!
if (!( mFieldData.mAllowOnTerrain ||
mFieldData.mAllowOnInteriors ||
mFieldData.mAllowStatics ||
mFieldData.mAllowOnWater))
{
// Problem ...
Con::warnf(ConsoleLogEntry::General, "[%s] - Could not place object, All alloweds are off!", getName());
// Return here.
return;
}
// Check Shapes.
AssertFatal(mCurrentShapeCount==0,"Shapes already present, this should not be possible!")
// Check that we have a shape...
if (!mFieldData.mShapeFile) return;
// Set Seed.
RandomGen.setSeed(mFieldData.mSeed);
// Set shape vector.
mReplicatedShapes.reserve(mFieldData.mShapeCount);
// Add shapes.
for (U32 idx = 0; idx < mFieldData.mShapeCount; idx++)
{
fxShapeReplicatedStatic* fxStatic;
// Create our static shape.
fxStatic = new fxShapeReplicatedStatic();
// Set the 'shapeName' field.
fxStatic->setField("shapeName", mFieldData.mShapeFile);
// Is this Replicator on the Server?
if (isServerObject())
// Yes, so stop it from Ghosting. (Hack, Hack, Hack!)
fxStatic->touchNetFlags(Ghostable, false);
else
// No, so flag as ghost object. (Another damn Hack!)
fxStatic->touchNetFlags(IsGhost, true);
// Register the Object.
if (!fxStatic->registerObject())
{
// Problem ...
Con::warnf(ConsoleLogEntry::General, "[%s] - Could not load shape file '%s'!", getName(), mFieldData.mShapeFile);
// Destroy Shape.
delete fxStatic;
// Destroy existing hapes.
DestroyShapes();
// Quit.
return;
}
// Get Allocated Shape.
pShape = fxStatic->getShape();
// Reset Relocation Retry.
RelocationRetry = mFieldData.mShapeRetries;
// Find it a home ...
do
{
// Calculate a random offset
HypX = RandomGen.randF(mFieldData.mInnerRadiusX, mFieldData.mOuterRadiusX);
HypY = RandomGen.randF(mFieldData.mInnerRadiusY, mFieldData.mOuterRadiusY);
Angle = RandomGen.randF(0, M_2PI);
// Calculate the new random position (in local space).
Point3F randomShapePosLocal;
randomShapePosLocal.x = HypX * mCos(Angle);
randomShapePosLocal.y = HypY * mSin(Angle);
// Transform into world space coordinates
Point3F shapePosWorld;
MatrixF objToWorld = getRenderTransform();
objToWorld.mulP(randomShapePosLocal, &shapePosWorld);
ShapePosition = shapePosWorld;
// Initialise RayCast Search Start/End Positions.
ShapeStart = ShapeEnd = ShapePosition;
ShapeStart.z = 2000.f;
ShapeEnd.z= -2000.f;
// Is this the Server?
if (isServerObject())
// Perform Ray Cast Collision on Server Terrain.
CollisionResult = gServerContainer.castRay(ShapeStart, ShapeEnd, FXREPLICATOR_COLLISION_MASK, &RayEvent);
else
// Perform Ray Cast Collision on Client Terrain.
CollisionResult = gClientContainer.castRay( ShapeStart, ShapeEnd, FXREPLICATOR_COLLISION_MASK, &RayEvent);
// Did we hit anything?
if (CollisionResult)
{
// For now, let's pretend we didn't get a collision.
CollisionResult = false;
// Yes, so get it's type.
U32 CollisionType = RayEvent.object->getTypeMask();
// Check Illegal Placements.
if (((CollisionType & TerrainObjectType) && !mFieldData.mAllowOnTerrain) ||
((CollisionType & InteriorObjectType) && !mFieldData.mAllowOnInteriors) ||
((CollisionType & StaticTSObjectType) && !mFieldData.mAllowStatics) ||
((CollisionType & WaterObjectType) && !mFieldData.mAllowOnWater) ) continue;
// If we collided with water and are not allowing on the water surface then let's find the
// terrain underneath and pass this on as the original collision else fail.
//
// NOTE:- We need to do this on the server/client as appropriate.
if ((CollisionType & WaterObjectType) && !mFieldData.mAllowWaterSurface)
{
// Is this the Server?
if (isServerObject())
{
// Yes, so do it on the server container.
if (!gServerContainer.castRay( ShapeStart, ShapeEnd, FXREPLICATOR_NOWATER_COLLISION_MASK, &RayEvent)) continue;
}
else
{
// No, so do it on the client container.
if (!gClientContainer.castRay( ShapeStart, ShapeEnd, FXREPLICATOR_NOWATER_COLLISION_MASK, &RayEvent)) continue;
}
}
// We passed with flying colours so carry on.
CollisionResult = true;
}
// Invalidate if we are below Allowed Terrain Angle.
if (RayEvent.normal.z < mSin(mDegToRad(90.0f-mFieldData.mAllowedTerrainSlope))) CollisionResult = false;
// Wait until we get a collision.
} while(!CollisionResult && --RelocationRetry);
// Check for Relocation Problem.
if (RelocationRetry > 0)
{
// Adjust Impact point.
RayEvent.point.z += mFieldData.mOffsetZ;
// Set New Position.
ShapePosition = RayEvent.point;
}
else
{
// Warning.
Con::warnf(ConsoleLogEntry::General, "[%s] - Could not find satisfactory position for shape '%s' on %s!", getName(), mFieldData.mShapeFile,isServerObject()?"Server":"Client");
// Unregister Object.
fxStatic->unregisterObject();
// Destroy Shape.
delete fxStatic;
// Skip to next.
continue;
}
// Get Shape Transform.
MatrixF XForm = fxStatic->getTransform();
// Are we aligning to Terrain?
if (mFieldData.mAlignToTerrain)
{
// Yes, so set rotation to Terrain Impact Normal.
ShapeRotation = RayEvent.normal * mFieldData.mTerrainAlignment;
}
else
{
// No, so choose a new Rotation (in Radians).
ShapeRotation.set( mDegToRad(RandomGen.randF(mFieldData.mShapeRotateMin.x, mFieldData.mShapeRotateMax.x)),
mDegToRad(RandomGen.randF(mFieldData.mShapeRotateMin.y, mFieldData.mShapeRotateMax.y)),
mDegToRad(RandomGen.randF(mFieldData.mShapeRotateMin.z, mFieldData.mShapeRotateMax.z)));
}
// Set Quaternion Roation.
QRotation.set(ShapeRotation);
// Set Transform Rotation.
QRotation.setMatrix(&XForm);
// Set Position.
XForm.setColumn(3, ShapePosition);
// Set Shape Position / Rotation.
fxStatic->setTransform(XForm);
// Choose a new Scale.
F32 scaleX, scaleY, scaleZ;
// Choose a random X-Scale.
scaleX = RandomGen.randF(mFieldData.mShapeScaleMin.x, mFieldData.mShapeScaleMax.x);
// Fix Shape Aspect?
if ( mFieldData.mFixShapeAspect )
{
// Yes, so use Scale-X for all axis.
scaleY = scaleZ = scaleX;
}
else
{
// No, so choose Scale-Y/Z.
scaleY = RandomGen.randF(mFieldData.mShapeScaleMin.y, mFieldData.mShapeScaleMax.y);
scaleZ = RandomGen.randF(mFieldData.mShapeScaleMin.z, mFieldData.mShapeScaleMax.z);
}
// Set Shape Scale.
ShapeScale.set( scaleX, scaleY, scaleZ );
// Set Shape Scale.
fxStatic->setScale(ShapeScale);
// Lock it.
fxStatic->setLocked(true);
// Store Shape in Replicated Shapes Vector.
mReplicatedShapes[mCurrentShapeCount++] = fxStatic;
}
}
//------------------------------------------------------------------------------
void fxShapeReplicator::DestroyShapes(void)
{
// Finish if we didn't create any shapes.
if (mCurrentShapeCount == 0) return;
// Remove shapes.
for (U32 idx = 0; idx < mCurrentShapeCount; idx++)
{
fxShapeReplicatedStatic* fxStatic;
// Fetch the Shape Object.
fxStatic = mReplicatedShapes[idx];
// Got a Shape?
if (fxStatic)
{
// Unlock it.
fxStatic->setLocked(false);
// Unregister the object.
fxStatic->unregisterObject();
// Delete it.
delete fxStatic;
}
}
// Empty the Replicated Shapes Vector.
mReplicatedShapes.empty();
// Reset Shape Count.
mCurrentShapeCount = 0;
}
//------------------------------------------------------------------------------
void fxShapeReplicator::RenewShapes(void)
{
// Destroy any shapes.
DestroyShapes();
// Don't create shapes on the Server if we don't need interactions.
if (isServerObject() && !mFieldData.mInteractions) return;
// Create Shapes.
CreateShapes();
}
//------------------------------------------------------------------------------
void fxShapeReplicator::StartUp(void)
{
// Flag, Client Replication Started.
mClientReplicationStarted = true;
// Renew shapes.
RenewShapes();
}
//------------------------------------------------------------------------------
bool fxShapeReplicator::onAdd()
{
if(!Parent::onAdd()) return(false);
// Add the Replicator to the Replicator Set.
dynamic_cast<SimSet*>(Sim::findObject("fxReplicatorSet"))->addObject(this);
// Set Default Object Box.
mObjBox.min.set( -0.5, -0.5, -0.5 );
mObjBox.max.set( 0.5, 0.5, 0.5 );
// Reset the World Box.
resetWorldBox();
// Are we editing the Mission?
if(gEditingMission)
{
// Yes, so set the Render Transform.
setRenderTransform(mObjToWorld);
// Add to Scene.
addToScene();
mAddedToScene = true;
// If we are in the editor and we are on the client then
// we can manually startup replication.
if (isClientObject()) mClientReplicationStarted = true;
}
// Renew shapes on Server.
if (isServerObject()) RenewShapes();
// Return OK.
return(true);
}
//------------------------------------------------------------------------------
void fxShapeReplicator::onRemove()
{
// Remove the Replicator from the Replicator Set.
dynamic_cast<SimSet*>(Sim::findObject("fxReplicatorSet"))->removeObject(this);
// Are we editing the Mission?
if(gEditingMission)
{
// Yes, so remove from Scene.
removeFromScene();
mAddedToScene = false;
}
// Destroy Shapes.
DestroyShapes();
// Do Parent.
Parent::onRemove();
}
//------------------------------------------------------------------------------
void fxShapeReplicator::inspectPostApply()
{
// Set Parent.
Parent::inspectPostApply();
// Renew Shapes.
RenewShapes();
// Set Replication Mask.
setMaskBits(ReplicationMask);
}
//------------------------------------------------------------------------------
void fxShapeReplicator::onEditorEnable()
{
// Are we in the Scene?
if(!mAddedToScene)
{
// No, so add to scene.
addToScene();
mAddedToScene = true;
}
}
//------------------------------------------------------------------------------
void fxShapeReplicator::onEditorDisable()
{
// Are we in the Scene?
if(mAddedToScene)
{
// Yes, so remove from scene.
removeFromScene();
mAddedToScene = false;
}
}
//------------------------------------------------------------------------------
ConsoleFunction(StartClientReplication, void, 1, 1, "StartClientReplication()")
{
// Find the Replicator Set.
SimSet *fxReplicatorSet = dynamic_cast<SimSet*>(Sim::findObject("fxReplicatorSet"));
// Return if Error.
if (!fxReplicatorSet) return;
// StartUp Replication Object.
for (SimSetIterator itr(fxReplicatorSet); *itr; ++itr)
{
// Fetch the Replicator Object.
fxShapeReplicator* Replicator = static_cast<fxShapeReplicator*>(*itr);
// Start Client Objects Only.
if (Replicator->isClientObject()) Replicator->StartUp();
}
// Info ...
Con::printf("Client Replication Startup has Happened!");
}
//------------------------------------------------------------------------------
bool fxShapeReplicator::prepRenderImage(SceneState* state, const U32 stateKey, const U32 startZone,
const bool modifyBaseZoneState)
{
// Return if last state.
if (isLastState(state, stateKey)) return false;
// Set Last State.
setLastState(state, stateKey);
// Is Object Rendered?
if (state->isObjectRendered(this))
{
// Yes, so get a SceneRenderImage.
SceneRenderImage* image = new SceneRenderImage;
// Populate it.
image->obj = this;
image->sortType = SceneRenderImage::Normal;
// Insert it into the scene images.
state->insertRenderImage(image);
}
return false;
}
//------------------------------------------------------------------------------
void fxShapeReplicator::renderObject(SceneState* state, SceneRenderImage*)
{
// Return if placement area not needed.
if (!mFieldData.mShowPlacementArea) return;
// Check we are in Canonical State.
AssertFatal(dglIsInCanonicalState(), "Error, GL not in canonical state on entry");
// Setup out the Projection Matrix/Viewport.
RectI viewport;
glMatrixMode(GL_PROJECTION);
glPushMatrix();
dglGetViewport(&viewport);
state->setupBaseProjection();
// Setup our rendering state.
glPushMatrix();
dglMultMatrix(&getTransform());
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
// Do we need to draw the Inner Radius?
if (mFieldData.mInnerRadiusX || mFieldData.mInnerRadiusY)
{
// Yes, so draw Inner Radius.
glBegin(GL_TRIANGLE_STRIP);
for (U32 Angle = mCreationAreaAngle; Angle < (mCreationAreaAngle+360); Angle++)
{
F32 XPos, YPos;
// Calculate Position.
XPos = mFieldData.mInnerRadiusX * mCos(mDegToRad(-(F32)Angle));
YPos = mFieldData.mInnerRadiusY * mSin(mDegToRad(-(F32)Angle));
// Set Colour.
glColor4f( mFieldData.mPlaceAreaColour.red,
mFieldData.mPlaceAreaColour.green,
mFieldData.mPlaceAreaColour.blue,
AREA_ANIMATION_ARC * (Angle-mCreationAreaAngle));
// Draw Arc Line.
glVertex3f( XPos, YPos, -(F32)mFieldData.mPlacementBandHeight/2.0f);
glVertex3f( XPos, YPos, +(F32)mFieldData.mPlacementBandHeight/2.0f);
}
glEnd();
}
// Do we need to draw the Outer Radius?
if (mFieldData.mOuterRadiusX || mFieldData.mOuterRadiusY)
{
// Yes, so draw Outer Radius.
glBegin(GL_TRIANGLE_STRIP);
for (U32 Angle = mCreationAreaAngle; Angle < (mCreationAreaAngle+360); Angle++)
{
F32 XPos, YPos;
// Calculate Position.
XPos = mFieldData.mOuterRadiusX * mCos(mDegToRad(-(F32)Angle));
YPos = mFieldData.mOuterRadiusY * mSin(mDegToRad(-(F32)Angle));
// Set Colour.
glColor4f( mFieldData.mPlaceAreaColour.red,
mFieldData.mPlaceAreaColour.green,
mFieldData.mPlaceAreaColour.blue,
AREA_ANIMATION_ARC * (Angle-mCreationAreaAngle));
// Draw Arc Line.
glVertex3f( XPos, YPos, -(F32)mFieldData.mPlacementBandHeight/2.0f);
glVertex3f( XPos, YPos, +(F32)mFieldData.mPlacementBandHeight/2.0f);
}
glEnd();
}
// Restore rendering state.
glDisable(GL_BLEND);
glPopMatrix();
// Animate Area Selection.
mCreationAreaAngle += 20;
mCreationAreaAngle = mCreationAreaAngle % 360;
// Restore out nice and friendly canonical state.
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
dglSetViewport(viewport);
// Check we have restored Canonical State.
AssertFatal(dglIsInCanonicalState(), "Error, GL not in canonical state on exit");
}
//------------------------------------------------------------------------------
U32 fxShapeReplicator::packUpdate(NetConnection * con, U32 mask, BitStream * stream)
{
// Pack Parent.
U32 retMask = Parent::packUpdate(con, mask, stream);
// Write Replication Flag.
if (stream->writeFlag(mask & ReplicationMask))
{
stream->writeAffineTransform(mObjToWorld); // Replicator Position.
stream->writeInt(mFieldData.mSeed, 32); // Replicator Seed.
stream->writeInt(mFieldData.mShapeCount, 32); // Shapes Count.
stream->writeInt(mFieldData.mShapeRetries, 32); // Shapes Retries.
stream->writeString(mFieldData.mShapeFile);
stream->writeInt(mFieldData.mInnerRadiusX, 32); // Shapes Inner Radius X.
stream->writeInt(mFieldData.mInnerRadiusY, 32); // Shapes Inner Radius Y.
stream->writeInt(mFieldData.mOuterRadiusX, 32); // Shapes Outer Radius X.
stream->writeInt(mFieldData.mOuterRadiusY, 32); // Shapes Outer Radius Y.
mathWrite(*stream, mFieldData.mShapeScaleMin); // Shapes Scale Min.
mathWrite(*stream, mFieldData.mShapeScaleMax); // Shapes Scale Max.
mathWrite(*stream, mFieldData.mShapeRotateMin); // Shapes Rotate Min.
mathWrite(*stream, mFieldData.mShapeRotateMax); // Shapes Rotate Max.
stream->writeSignedInt(mFieldData.mOffsetZ, 32); // Shapes Offset Z.
stream->writeFlag(mFieldData.mAllowOnTerrain); // Allow on Terrain.
stream->writeFlag(mFieldData.mAllowOnInteriors); // Allow on Interiors.
stream->writeFlag(mFieldData.mAllowStatics); // Allow on Statics.
stream->writeFlag(mFieldData.mAllowOnWater); // Allow on Water.
stream->writeFlag(mFieldData.mAllowWaterSurface); // Allow on Water Surface.
stream->writeSignedInt(mFieldData.mAllowedTerrainSlope, 32); // Shapes Offset Z.
stream->writeFlag(mFieldData.mAlignToTerrain); // Shapes AlignToTerrain.
mathWrite(*stream, mFieldData.mTerrainAlignment); // Write Terrain Alignment.
stream->writeFlag(mFieldData.mHideReplications); // Hide Replications.
stream->writeFlag(mFieldData.mInteractions); // Shape Interactions.
stream->writeFlag(mFieldData.mShowPlacementArea); // Show Placement Area Flag.
stream->writeInt(mFieldData.mPlacementBandHeight, 32); // Placement Area Height.
stream->write(mFieldData.mPlaceAreaColour);
}
// Were done ...
return(retMask);
}
//------------------------------------------------------------------------------
void fxShapeReplicator::unpackUpdate(NetConnection * con, BitStream * stream)
{
// Unpack Parent.
Parent::unpackUpdate(con, stream);
// Read Replication Details.
if(stream->readFlag())
{
MatrixF ReplicatorObjectMatrix;
stream->readAffineTransform(&ReplicatorObjectMatrix); // Replication Position.
mFieldData.mSeed = stream->readInt(32); // Replicator Seed.
mFieldData.mShapeCount = stream->readInt(32); // Shapes Count.
mFieldData.mShapeRetries = stream->readInt(32); // Shapes Retries.
mFieldData.mShapeFile = stream->readSTString(); // Shape File.
mFieldData.mInnerRadiusX = stream->readInt(32); // Shapes Inner Radius X.
mFieldData.mInnerRadiusY = stream->readInt(32); // Shapes Inner Radius Y.
mFieldData.mOuterRadiusX = stream->readInt(32); // Shapes Outer Radius X.
mFieldData.mOuterRadiusY = stream->readInt(32); // Shapes Outer Radius Y.
mathRead(*stream, &mFieldData.mShapeScaleMin); // Shapes Scale Min.
mathRead(*stream, &mFieldData.mShapeScaleMax); // Shapes Scale Max.
mathRead(*stream, &mFieldData.mShapeRotateMin); // Shapes Rotate Min.
mathRead(*stream, &mFieldData.mShapeRotateMax); // Shapes Rotate Max.
mFieldData.mOffsetZ = stream->readSignedInt(32); // Shapes Offset Z.
mFieldData.mAllowOnTerrain = stream->readFlag(); // Allow on Terrain.
mFieldData.mAllowOnInteriors = stream->readFlag(); // Allow on Interiors.
mFieldData.mAllowStatics = stream->readFlag(); // Allow on Statics.
mFieldData.mAllowOnWater = stream->readFlag(); // Allow on Water.
mFieldData.mAllowWaterSurface = stream->readFlag(); // Allow on Water Surface.
mFieldData.mAllowedTerrainSlope = stream->readSignedInt(32); // Allowed Terrain Slope.
mFieldData.mAlignToTerrain = stream->readFlag(); // Read AlignToTerrain.
mathRead(*stream, &mFieldData.mTerrainAlignment); // Read Terrain Alignment.
mFieldData.mHideReplications = stream->readFlag(); // Hide Replications.
mFieldData.mInteractions = stream->readFlag(); // Read Interactions.
mFieldData.mShowPlacementArea = stream->readFlag(); // Show Placement Area Flag.
mFieldData.mPlacementBandHeight = stream->readInt(32); // Placement Area Height.
stream->read(&mFieldData.mPlaceAreaColour);
// Set Transform.
setTransform(ReplicatorObjectMatrix);
// Renew Shapes (only if replication has started).
if (mClientReplicationStarted) RenewShapes();
}
}

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//-----------------------------------------------------------------------------
// Torque Game Engine
// Written by Melvyn May, 13th March 2002.
//-----------------------------------------------------------------------------
#ifndef _SHAPEREPLICATOR_H_
#define _SHAPEREPLICATOR_H_
#ifndef _SCENEOBJECT_H_
#include "sim/sceneObject.h"
#endif
#ifndef _TSSTATIC_H_
#include "game/tsStatic.h"
#endif
#ifndef _TSSHAPEINSTANCE_H_
#include "ts/tsShapeInstance.h"
#endif
#define AREA_ANIMATION_ARC (1.0f / 360.0f)
#define FXREPLICATOR_COLLISION_MASK ( TerrainObjectType | \
InteriorObjectType | \
StaticObjectType | \
WaterObjectType )
#define FXREPLICATOR_NOWATER_COLLISION_MASK ( TerrainObjectType | \
InteriorObjectType | \
StaticObjectType )
//------------------------------------------------------------------------------
// Class: fxShapeReplicatedStatic
//------------------------------------------------------------------------------
class fxShapeReplicatedStatic : public TSStatic
{
private:
typedef SceneObject Parent;
public:
fxShapeReplicatedStatic() {};
~fxShapeReplicatedStatic() {};
void touchNetFlags(const U32 m, bool setflag = true) { if (setflag) mNetFlags.set(m); else mNetFlags.clear(m); };
TSShape* getShape(void) { return mShapeInstance->getShape(); };
void setTransform(const MatrixF & mat) { Parent::setTransform(mat); setRenderTransform(mat); };
DECLARE_CONOBJECT(fxShapeReplicatedStatic);
};
//------------------------------------------------------------------------------
// Class: fxShapeReplicator
//------------------------------------------------------------------------------
class fxShapeReplicator : public SceneObject
{
private:
typedef SceneObject Parent;
protected:
void CreateShapes(void);
void DestroyShapes(void);
void RenewShapes(void);
enum { ReplicationMask = (1 << 0) };
U32 mCreationAreaAngle;
bool mClientReplicationStarted;
bool mAddedToScene;
U32 mCurrentShapeCount;
Vector<fxShapeReplicatedStatic*> mReplicatedShapes;
MRandomLCG RandomGen;
public:
fxShapeReplicator();
~fxShapeReplicator();
void StartUp(void);
void ShowReplication(void);
void HideReplication(void);
// SceneObject
void renderObject(SceneState *state, SceneRenderImage *image);
virtual bool prepRenderImage(SceneState *state, const U32 stateKey, const U32 startZone,
const bool modifyBaseZoneState = false);
// SimObject
bool onAdd();
void onRemove();
void onEditorEnable();
void onEditorDisable();
void inspectPostApply();
// NetObject
U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
void unpackUpdate(NetConnection *conn, BitStream *stream);
// ConObject.
static void initPersistFields();
// Field Data.
class tagFieldData
{
public:
U32 mSeed;
StringTableEntry mShapeFile;
U32 mShapeCount;
U32 mShapeRetries;
bool mFixShapeAspect;
Point3F mShapeScaleMin;
Point3F mShapeScaleMax;
Point3F mShapeRotateMin;
Point3F mShapeRotateMax;
U32 mInnerRadiusX;
U32 mInnerRadiusY;
U32 mOuterRadiusX;
U32 mOuterRadiusY;
S32 mOffsetZ;
bool mAllowOnTerrain;
bool mAllowOnInteriors;
bool mAllowStatics;
bool mAllowOnWater;
S32 mAllowedTerrainSlope;
bool mAlignToTerrain;
bool mAllowWaterSurface;
Point3F mTerrainAlignment;
bool mInteractions;
bool mHideReplications;
bool mShowPlacementArea;
U32 mPlacementBandHeight;
ColorF mPlaceAreaColour;
tagFieldData()
{
// Set Defaults.
mSeed = 1376312589;
mShapeFile = StringTable->insert("");
mShapeCount = 10;
mShapeRetries = 100;
mInnerRadiusX = 0;
mInnerRadiusY = 0;
mOuterRadiusX = 100;
mOuterRadiusY = 100;
mOffsetZ = 0;
mAllowOnTerrain = true;
mAllowOnInteriors = true;
mAllowStatics = true;
mAllowOnWater = false;
mAllowWaterSurface = false;
mAllowedTerrainSlope= 90;
mAlignToTerrain = false;
mInteractions = true;
mHideReplications = false;
mShowPlacementArea = true;
mPlacementBandHeight = 25;
mPlaceAreaColour .set(0.4f, 0, 0.8f);
mFixShapeAspect = false;
mShapeScaleMin .set(1, 1, 1);
mShapeScaleMax .set(1, 1, 1);
mShapeRotateMin .set(0, 0, 0);
mShapeRotateMax .set(0, 0, 0);
mTerrainAlignment .set(1, 1, 1);
}
} mFieldData;
// Declare Console Object.
DECLARE_CONOBJECT(fxShapeReplicator);
};
#endif // _SHAPEREPLICATOR_H_

2172
engine/game/fx/fxSunLight.cc Executable file

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252
engine/game/fx/fxSunLight.h Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine - fxLight
//
// Written by Melvyn May, 27th August 2002.
//-----------------------------------------------------------------------------
#ifndef _FXSUNLIGHT_H_
#define _FXSUNLIGHT_H_
#ifndef _SCENEOBJECT_H_
#include "sim/sceneObject.h"
#endif
//------------------------------------------------------------------------------
// Class: fxSunLight
//------------------------------------------------------------------------------
class fxSunLight : public SceneObject
{
private:
typedef SceneObject Parent;
U32 CheckKeySyntax(StringTableEntry Key);
void CheckAnimationKeys(void);
F32 GetLerpKey(StringTableEntry Key, U32 PosFrom, U32 PosTo, F32 ValueFrom, F32 ValueTo, F32 Lerp);
void AnimateSun(F32 ElapsedTime);
void InitialiseAnimation(void);
void ResetAnimation(void);
bool TestLOS(const Point3F& Pos);
protected:
enum { fxSunLightConfigChangeMask = BIT(0) };
bool mAddedToScene;
MRandomLCG RandomGen;
// Textures.
TextureHandle mLocalFlareTextureHandle;
TextureHandle mRemoteFlareTextureHandle;
F32 mElapsedTime;
S32 mLastRenderTime;
F32 mLocalFlareScale;
Point3F mSunlightPosition; // Sunlight Frame Position.
public:
fxSunLight();
~fxSunLight();
// *********************************
// Configuration Interface.
// *********************************
// Debugging.
void setEnable(bool Status);
// Media.
void setFlareBitmaps(const char* LocalName, const char* RemoteName);
// Sun Orbit.
void setSunAzimuth(F32 Azimuth);
void setSunElevation(F32 Elevation);
// Flare.
void setFlareTP(bool Status);
void setFlareColour(ColorF Colour);
void setFlareBrightness(F32 Brightness);
void setFlareSize(F32 Size);
void setFadeTime(F32 Time);
void setBlendMode(U32 Mode);
// Animation Options.
void setUseColour(bool Status);
void setUseBrightness(bool Status);
void setUseRotation(bool Status);
void setUseSize(bool Status);
void setUseAzimuth(bool Status);
void setUseElevation(bool Status);
void setLerpColour(bool Status);
void setLerpBrightness(bool Status);
void setLerpRotation(bool Status);
void setLerpSize(bool Status);
void setLerpAzimuth(bool Status);
void setLerpElevation(bool Status);
void setLinkFlareSize(bool Status);
void setSingleColourKeys(bool Status);
// Animation Extents.
void setMinColour(ColorF Colour);
void setMaxColour(ColorF Colour);
void setMinBrightness(F32 Brightness);
void setMaxBrightness(F32 Brightness);
void setMinRotation(F32 Rotation);
void setMaxRotation(F32 Rotation);
void setMinSize(F32 Size);
void setMaxSize(F32 Size);
void setMinAzimuth(F32 Azimuth);
void setMaxAzimuth(F32 Azimuth);
void setMinElevation(F32 Elevation);
void setMaxElevation(F32 Elevation);
// Animation Keys.
void setRedKeys(const char* Keys);
void setGreenKeys(const char* Keys);
void setBlueKeys(const char* Keys);
void setBrightnessKeys(const char* Keys);
void setRotationKeys(const char* Keys);
void setSizeKeys(const char* Keys);
void setAzimuthKeys(const char* Keys);
void setElevationKeys(const char* Keys);
// Animation Times.
void setColourTime(F32 Time);
void setBrightnessTime(F32 Time);
void setRotationTime(F32 Time);
void setSizeTime(F32 Time);
void setAzimuthTime(F32 Time);
void setElevationTime(F32 Time);
// Misc,
void reset(void);
// SceneObject
bool prepRenderImage(SceneState* state, const U32 stateKey, const U32 startZone, const bool modifyBaseZoneState);
void renderObject(SceneState *state, SceneRenderImage *image);
// SimObject
bool onAdd();
void onRemove();
void inspectPostApply();
// NetObject
U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
void unpackUpdate(NetConnection *conn, BitStream *stream);
// ConObject.
static void initPersistFields();
bool mDoneSunLock;
// Field Data.
// Debugging.
bool mEnable; // Light Enable.
// Media.
StringTableEntry mLocalFlareTextureName; // Local Flare Texture Name.
StringTableEntry mRemoteFlareTextureName; // Remote Flare Texture Name.
// Sun Orbit.
F32 mSunAzimuth;
F32 mSunElevation;
bool mLockToRealSun; // Lock to Real Sun Flag.
// Flare.
bool mFlareTP; // Flare Third Person Flag.
ColorF mFlareColour; // Flare Colour.
F32 mFlareBrightness; // Brightness.
F32 mFlareSize; // Flare Size.
F32 mFadeTime; // Fade Time.
U32 mBlendMode; // Blend Mode.
// Animation Options.
bool mUseColour; // Use Colour Flag.
bool mUseBrightness; // Use Brightness Flag.
bool mUseRotation; // Use Rotation Flag.
bool mUseSize; // Use Size Flag.
bool mUseAzimuth; // Use Azimuth Flag.
bool mUseElevation; // Use Elevation Flag.
bool mLerpColour; // Lerp Colour Flag.
bool mLerpBrightness; // Lerp Brightness Flag.
bool mLerpRotation; // Lerp Rotation Flag.
bool mLerpSize; // Lerp Size Flag.
bool mLerpAzimuth; // Lerp Azimuth Flag.
bool mLerpElevation; // Lerp Elevation Flag.
bool mLinkFlareSize; // Link Flare Size Animation.
bool mSingleColourKeys; // Single-Channel Colour Keys.
// Animation Extents.
ColorF mMinColour; // Minimum Colour.
ColorF mMaxColour; // Maximum Colour.
F32 mMinBrightness; // Minimum Brightness.
F32 mMaxBrightness; // Maximum Brightness.
F32 mMinRotation; // Minimum Rotation.
F32 mMaxRotation; // Maximum Rotation.
F32 mMinSize; // Minimum Size.
F32 mMaxSize; // Maximum Size.
F32 mMinAzimuth; // Minimum Azimuth.
F32 mMaxAzimuth; // Maximum Azimuth.
F32 mMinElevation; // Minimum Elevation.
F32 mMaxElevation; // Maximum Elevation.
// Animation Keys.
StringTableEntry mRedKeys; // Red Animation Keys.
StringTableEntry mGreenKeys; // Green Animation Keys.
StringTableEntry mBlueKeys; // Blue Animation Keys.
StringTableEntry mBrightnessKeys; // Brightness Animation Keys.
StringTableEntry mRotationKeys; // Rotation Animation Keys.
StringTableEntry mSizeKeys; // Size Animation Keys.
StringTableEntry mAzimuthKeys; // Size Azimuth Keys.
StringTableEntry mElevationKeys; // Size Elevation Keys.
// Animation Times.
F32 mColourTime; // Colour Time (Seconds).
F32 mBrightnessTime; // Brightness Time.
F32 mRotationTime; // Rotation Time.
F32 mSizeTime; // Size Time.
F32 mAzimuthTime; // Azimuth Time.
F32 mElevationTime; // Elevation Time.
// Current Animation.
ColorF mAnimationColour; // Current Colour.
F32 mAnimationBrightness; // Current Brightness.
F32 mAnimationRotation; // Current Rotation.
F32 mAnimationSize; // Current Size.
F32 mAnimationAzimuth; // Current Azimuth.
F32 mAnimationElevation; // Current Elevation.
// Elapsed Times.
F32 mColourElapsedTime; // Colour Elapsed Time.
F32 mBrightnessElapsedTime; // Brightness Elapsed Time.
F32 mRotationElapsedTime; // Rotation Elapsed Time.
F32 mSizeElapsedTime; // Size Elapsed Time.
F32 mAzimuthElapsedTime; // Azimuth Elapsed Time.
F32 mElevationElapsedTime; // Elevation Elapsed Time.
// Time Scales.
F32 mColourTimeScale; // Colour Time Scale.
F32 mBrightnessTimeScale; // Brightness Time Scale.
F32 mRotationTimeScale; // Rotation Time Scale.
F32 mSizeTimeScale; // Size Time Scale.
F32 mAzimuthTimeScale; // Azimuth Time Scale.
F32 mElevationTimeScale; // Elevation Time Scale.
// Key Lengths (Validity).
U32 mRedKeysLength; // Red Keys Length.
U32 mGreenKeysLength; // Green Keys Length.
U32 mBlueKeysLength; // Blue Keys Length.
U32 mBrightnessKeysLength; // Brightness Keys Length.
U32 mRotationKeysLength; // Rotation Keys Length.
U32 mSizeKeysLength; // Size Keys Length.
U32 mAzimuthKeysLength; // Azimuth Keys Length.
U32 mElevationKeysLength; // Elevation Keys Length.
// Declare Console Object.
DECLARE_CONOBJECT(fxSunLight);
};
#endif // _FXSUNLIGHT_H_

1226
engine/game/fx/lightning.cc Executable file

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214
engine/game/fx/lightning.h Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _LIGHTNING_H_
#define _LIGHTNING_H_
#ifndef _GAMEBASE_H_
#include "game/gameBase.h"
#endif
#ifndef _GTEXMANAGER_H_
#include "dgl/gTexManager.h"
#endif
#ifndef _LLIST_H_
#include "core/llist.h"
#endif
#ifndef _COLOR_H_
#include "core/color.h"
#endif
class ShapeBase;
class LightningStrikeEvent;
class AudioProfile;
// -------------------------------------------------------------------------
class LightningData : public GameBaseData
{
typedef GameBaseData Parent;
public:
enum Constants {
MaxThunders = 8,
MaxTextures = 8
};
//-------------------------------------- Console set variables
public:
AudioProfile* thunderSounds[MaxThunders];
AudioProfile* strikeSound;
StringTableEntry strikeTextureNames[MaxTextures];
//-------------------------------------- load set variables
public:
S32 thunderSoundIds[MaxThunders];
S32 strikeSoundID;
TextureHandle strikeTextures[MaxTextures];
U32 numThunders;
protected:
bool onAdd();
public:
LightningData();
~LightningData();
void packData(BitStream*);
void unpackData(BitStream*);
bool preload(bool server, char errorBuffer[256]);
DECLARE_CONOBJECT(LightningData);
static void initPersistFields();
};
// -------------------------------------------------------------------------
struct LightningBolt
{
struct Node
{
Point3F point;
VectorF dirToMainLine;
};
struct NodeManager
{
Node nodeList[10];
Point3F startPoint;
Point3F endPoint;
U32 numNodes;
F32 maxAngle;
void generateNodes();
};
NodeManager mMajorNodes;
Vector< NodeManager > mMinorNodes;
LList< LightningBolt > splitList;
F32 lifetime;
F32 elapsedTime;
F32 fadeTime;
bool isFading;
F32 percentFade;
bool startRender;
F32 renderTime;
F32 width;
F32 chanceOfSplit;
Point3F startPoint;
Point3F endPoint;
U32 numMajorNodes;
F32 maxMajorAngle;
U32 numMinorNodes;
F32 maxMinorAngle;
LightningBolt();
~LightningBolt();
void createSplit( Point3F startPoint, Point3F endPoint, U32 depth, F32 width );
F32 findHeight( Point3F &point, SceneGraph* sceneManager );
void render( const Point3F &camPos );
void renderSegment( NodeManager &segment, const Point3F &camPos, bool renderLastPoint );
void generate();
void generateMinorNodes();
void startSplits();
void update( F32 dt );
};
// -------------------------------------------------------------------------
class Lightning : public GameBase
{
typedef GameBase Parent;
protected:
bool onAdd();
void onRemove();
bool onNewDataBlock(GameBaseData* dptr);
struct Strike {
F32 xVal; // Position in cloud layer of strike
F32 yVal; // top
bool targetedStrike; // Is this a targeted strike?
U32 targetGID;
F32 deathAge; // Age at which this strike expires
F32 currentAge; // Current age of this strike (updated by advanceTime)
LightningBolt bolt[3];
Strike* next;
};
struct Thunder {
F32 tRemaining;
Thunder* next;
};
public:
//-------------------------------------- Console set variables
public:
U32 strikesPerMinute;
F32 strikeWidth;
F32 chanceToHitTarget;
F32 strikeRadius;
F32 boltStartRadius;
ColorF color;
ColorF fadeColor;
bool useFog;
// Rendering
protected:
bool prepRenderImage(SceneState *state, const U32 stateKey, const U32 startZone, const bool modifyBaseZoneState);
void renderObject(SceneState *state, SceneRenderImage *image);
// Time management
void processTick(const Move *move);
void interpolateTick(F32 delta);
void advanceTime(F32 dt);
// Strike management
void scheduleThunder(Strike*);
// Data members
private:
LightningData* mDataBlock;
protected:
U32 mLastThink; // Valid only on server
Strike* mStrikeListHead; // Valid on on the client
Thunder* mThunderListHead;
static const U32 csmTargetMask;
public:
Lightning();
~Lightning();
void applyDamage( const Point3F& hitPosition, const Point3F& hitNormal, SceneObject* hitObject );
void warningFlashes();
void strikeRandomPoint();
void strikeObject(ShapeBase*);
void processEvent(LightningStrikeEvent*);
DECLARE_CONOBJECT(Lightning);
static void initPersistFields();
U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream);
void unpackUpdate(NetConnection *conn, BitStream *stream);
};
#endif // _H_LIGHTNING

262
engine/game/fx/particleEmitter.cc Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "console/consoleTypes.h"
#include "core/bitStream.h"
#include "game/fx/particleEmitter.h"
#include "game/fx/particleEngine.h"
#include "math/mathIO.h"
IMPLEMENT_CO_DATABLOCK_V1(ParticleEmitterNodeData);
IMPLEMENT_CO_NETOBJECT_V1(ParticleEmitterNode);
//--------------------------------------------------------------------------
//--------------------------------------
//
ParticleEmitterNodeData::ParticleEmitterNodeData()
{
timeMultiple = 1.0;
}
ParticleEmitterNodeData::~ParticleEmitterNodeData()
{
}
//--------------------------------------------------------------------------
void ParticleEmitterNodeData::initPersistFields()
{
Parent::initPersistFields();
addField("timeMultiple", TypeF32, Offset(timeMultiple, ParticleEmitterNodeData));
}
//--------------------------------------------------------------------------
bool ParticleEmitterNodeData::onAdd()
{
if(!Parent::onAdd())
return false;
if (timeMultiple < 0.01 || timeMultiple > 100) {
Con::warnf("ParticleEmitterNodeData::onAdd(%s): timeMultiple must be between 0.01 and 100", getName());
timeMultiple = timeMultiple < 0.01 ? 0.01 : 100;
}
return true;
}
bool ParticleEmitterNodeData::preload(bool server, char errorBuffer[256])
{
if (Parent::preload(server, errorBuffer) == false)
return false;
return true;
}
//--------------------------------------------------------------------------
void ParticleEmitterNodeData::packData(BitStream* stream)
{
Parent::packData(stream);
stream->write(timeMultiple);
}
void ParticleEmitterNodeData::unpackData(BitStream* stream)
{
Parent::unpackData(stream);
stream->read(&timeMultiple);
}
//--------------------------------------------------------------------------
//--------------------------------------
//
ParticleEmitterNode::ParticleEmitterNode()
{
// Todo: ScopeAlways?
mNetFlags.set(Ghostable);
mTypeMask |= EnvironmentObjectType;
mEmitterDatablock = NULL;
mEmitterDatablockId = 0;
mEmitter = NULL;
mVelocity = 1.0;
}
ParticleEmitterNode::~ParticleEmitterNode()
{
//
}
//--------------------------------------------------------------------------
void ParticleEmitterNode::initPersistFields()
{
Parent::initPersistFields();
addField("emitter", TypeParticleEmitterDataPtr, Offset(mEmitterDatablock, ParticleEmitterNode));
addField("velocity", TypeF32, Offset(mVelocity, ParticleEmitterNode));
}
//--------------------------------------------------------------------------
bool ParticleEmitterNode::onAdd()
{
if(!Parent::onAdd())
return false;
if (!mEmitterDatablock && mEmitterDatablockId != 0)
{
if (Sim::findObject(mEmitterDatablockId, mEmitterDatablock) == false)
Con::errorf(ConsoleLogEntry::General, "ParticleEmitterNode::onAdd: Invalid packet, bad datablockId(mEmitterDatablock): %d", mEmitterDatablockId);
}
if (mEmitterDatablock == NULL)
return false;
if (isClientObject())
{
ParticleEmitter* pEmitter = new ParticleEmitter;
pEmitter->onNewDataBlock(mEmitterDatablock);
if (pEmitter->registerObject() == false)
{
Con::warnf(ConsoleLogEntry::General, "Could not register base emitter for particle of class: %s", mDataBlock->getName());
delete pEmitter;
return false;
}
mEmitter = pEmitter;
}
mObjBox.min.set(-0.5, -0.5, -0.5);
mObjBox.max.set( 0.5, 0.5, 0.5);
resetWorldBox();
addToScene();
return true;
}
void ParticleEmitterNode::onRemove()
{
removeFromScene();
if (isClientObject())
{
mEmitter->deleteWhenEmpty();
mEmitter = NULL;
}
Parent::onRemove();
}
void ParticleEmitterNode::onGroupAdd()
{
Parent::onGroupAdd();
// To make sure that we don't orphan our emitter on mission end,
// let's add it to our parent group, so it will get cleaned up.
SimGroup* myGroup = getGroup();
if (myGroup && mEmitter)
myGroup->addObject(mEmitter);
}
bool ParticleEmitterNode::onNewDataBlock(GameBaseData* dptr)
{
mDataBlock = dynamic_cast<ParticleEmitterNodeData*>(dptr);
if (!mDataBlock || !Parent::onNewDataBlock(dptr))
return false;
// Todo: Uncomment if this is a "leaf" class
scriptOnNewDataBlock();
return true;
}
//--------------------------------------------------------------------------
void ParticleEmitterNode::advanceTime(F32 dt)
{
Parent::advanceTime(dt);
Point3F emitPoint, emitVelocity;
Point3F emitAxis(0, 0, 1);
getTransform().mulV(emitAxis);
getTransform().getColumn(3, &emitPoint);
emitVelocity = emitAxis * mVelocity;
mEmitter->emitParticles(emitPoint, emitPoint,
emitAxis,
emitVelocity, (U32)(dt * mDataBlock->timeMultiple * 1000.0f));
}
//--------------------------------------------------------------------------
U32 ParticleEmitterNode::packUpdate(NetConnection* con, U32 mask, BitStream* stream)
{
U32 retMask = Parent::packUpdate(con, mask, stream);
mathWrite(*stream, getTransform());
mathWrite(*stream, getScale());
if (stream->writeFlag(mEmitterDatablock != NULL)) {
stream->writeRangedU32(mEmitterDatablock->getId(), DataBlockObjectIdFirst,
DataBlockObjectIdLast);
}
return retMask;
}
void ParticleEmitterNode::unpackUpdate(NetConnection* con, BitStream* stream)
{
Parent::unpackUpdate(con, stream);
MatrixF temp;
Point3F tempScale;
mathRead(*stream, &temp);
mathRead(*stream, &tempScale);
if (stream->readFlag()) {
mEmitterDatablockId = stream->readRangedU32(DataBlockObjectIdFirst,
DataBlockObjectIdLast);
} else {
mEmitterDatablockId = 0;
}
setScale(tempScale);
setTransform(temp);
}
void ParticleEmitterNode::setEmitterDataBlock(ParticleEmitterData* data)
{
if (!data)
return;
if (mEmitter)
{
mEmitterDatablock = data;
ParticleEmitter* pEmitter = new ParticleEmitter;
pEmitter->onNewDataBlock(mEmitterDatablock);
if (pEmitter->registerObject() == false) {
Con::warnf(ConsoleLogEntry::General, "Could not register base emitter for particle of class: %s", mDataBlock->getName());
delete pEmitter;
pEmitter = NULL;
}
if (pEmitter)
{
mEmitter->deleteWhenEmpty();
mEmitter = pEmitter;
}
}
}
ConsoleMethod(ParticleEmitterNode, setEmitterDataBlock, void, 3, 3, "(data)")
{
ParticleEmitterData* data = dynamic_cast<ParticleEmitterData*>(Sim::findObject(dAtoi(argv[2])));
if (!data)
data = dynamic_cast<ParticleEmitterData*>(Sim::findObject(argv[2]));
if (data)
object->setEmitterDataBlock(data);
}

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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _PARTICLEEMITTERDUMMY_H_
#define _PARTICLEEMITTERDUMMY_H_
#ifndef _GAMEBASE_H_
#include "game/gameBase.h"
#endif
class ParticleEmitterData;
class ParticleEmitter;
// -------------------------------------------------------------------------
class ParticleEmitterNodeData : public GameBaseData
{
typedef GameBaseData Parent;
protected:
bool onAdd();
//-------------------------------------- Console set variables
public:
F32 timeMultiple;
//-------------------------------------- load set variables
public:
ParticleEmitterNodeData();
~ParticleEmitterNodeData();
void packData(BitStream*);
void unpackData(BitStream*);
bool preload(bool server, char errorBuffer[256]);
DECLARE_CONOBJECT(ParticleEmitterNodeData);
static void initPersistFields();
};
// -------------------------------------------------------------------------
class ParticleEmitterNode : public GameBase
{
typedef GameBase Parent;
private:
ParticleEmitterNodeData* mDataBlock;
protected:
bool onAdd();
void onRemove();
bool onNewDataBlock(GameBaseData *dptr);
ParticleEmitterData* mEmitterDatablock;
S32 mEmitterDatablockId;
ParticleEmitter* mEmitter;
F32 mVelocity;
public:
ParticleEmitterNode();
~ParticleEmitterNode();
// Time/Move Management
public:
void advanceTime(F32 dt);
void setEmitterDataBlock(ParticleEmitterData* data);
DECLARE_CONOBJECT(ParticleEmitterNode);
static void initPersistFields();
U32 packUpdate (NetConnection *conn, U32 mask, BitStream* stream);
void unpackUpdate(NetConnection *conn, BitStream* stream);
virtual void onGroupAdd();
};
#endif // _H_PARTICLEEMISSIONDUMMY

1641
engine/game/fx/particleEngine.cc Executable file

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229
engine/game/fx/particleEngine.h Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _PARTICLEEMITTER_H_
#define _PARTICLEEMITTER_H_
#ifndef _GAMEBASE_H_
#include "game/gameBase.h"
#endif
#ifndef _COLOR_H_
#include "core/color.h"
#endif
//-------------------------------------- Engine initialization...
//
namespace ParticleEngine {
enum ParticleConsts
{
PC_COLOR_KEYS = 4,
PC_SIZE_KEYS = 4,
};
/// Initalize the particle engine
void init();
/// Destroy the particle engine
void destroy();
extern Point3F windVelocity; ///< Global wind velocity for all particles
/// Sets the wind velocity for all particles
/// @param vel Velocity
inline void setWindVelocity(const Point3F & vel) { windVelocity = vel; }
/// Returns the wind velocity
inline Point3F getWindVelocity() { return windVelocity; }
}
//--------------------------------------------------------------------------
//-------------------------------------- The data and the Emitter class
// are all that the game should deal
// with (other than initializing the
// global engine pointer of course)
//
struct Particle;
class ParticleData;
//--------------------------------------
class ParticleEmitterData : public GameBaseData
{
typedef GameBaseData Parent;
public:
ParticleEmitterData();
DECLARE_CONOBJECT(ParticleEmitterData);
static void initPersistFields();
void packData(BitStream* stream);
void unpackData(BitStream* stream);
bool preload(bool server, char errorBuffer[256]);
bool onAdd();
bool loadParameters();
bool reload();
public:
S32 ejectionPeriodMS; ///< Time, in Miliseconds, between particle ejection
S32 periodVarianceMS; ///< Varience in ejection peroid between 0 and n
F32 ejectionVelocity; ///< Ejection velocity
F32 velocityVariance; ///< Variance for velocity between 0 and n
F32 ejectionOffset; ///< Z offset from emitter point to eject from
F32 thetaMin; ///< Minimum angle, from the horizontal plane, to eject from
F32 thetaMax; ///< Maximum angle, from the horizontal plane, to eject from
F32 phiReferenceVel; ///< Reference angle, from the verticle plane, to eject from
F32 phiVariance; ///< Varience from the reference angle, from 0 to n
U32 lifetimeMS; ///< Lifetime of particles
U32 lifetimeVarianceMS; ///< Varience in lifetime from 0 to n
bool overrideAdvance; ///<
bool orientParticles; ///< Particles always face the screen
bool orientOnVelocity; ///< Particles face the screen at the start
bool useEmitterSizes; ///< Use emitter specified sizes instead of datablock sizes
bool useEmitterColors; ///< Use emitter specified colors instead of datablock colors
StringTableEntry particleString; ///< Used to load particle data directly from a string
Vector<ParticleData*> particleDataBlocks; ///< Datablocks for particle emissions
Vector<U32> dataBlockIds; ///< Datablock IDs which corospond to the particleDataBlocks
};
DECLARE_CONSOLETYPE(ParticleEmitterData)
//--------------------------------------
class ParticleEmitter : public GameBase
{
typedef GameBase Parent;
friend class PEngine;
public:
ParticleEmitter();
~ParticleEmitter();
/// Sets sizes of particles based on sizelist provided
/// @param sizeList List of sizes
void setSizes( F32 *sizeList );
/// Sets colors for particles based on color list provided
/// @param colorList List of colors
void setColors( ColorF *colorList );
ParticleEmitterData *getDataBlock(){ return mDataBlock; }
bool onNewDataBlock(GameBaseData* dptr);
/// By default, a particle renderer will wait for it's owner to delete it. When this
/// is turned on, it will delete itself as soon as it's particle count drops to zero.
void deleteWhenEmpty();
/// @name Particle Emission
/// Main interface for creating particles. The emitter does _not_ track changes
/// in axis or velocity over the course of a single update, so this should be called
/// at a fairly fine grain. The emitter will potentially track the last particle
/// to be created into the next call to this function in order to create a uniformly
/// random time distribution of the particles. If the object to which the emitter is
/// attached is in motion, it should try to ensure that for call (n+1) to this
/// function, start is equal to the end from call (n). This will ensure a uniform
/// spatial distribution.
/// @{
void emitParticles(const Point3F& start,
const Point3F& end,
const Point3F& axis,
const Point3F& velocity,
const U32 numMilliseconds);
void emitParticles(const Point3F& point,
const bool useLastPosition,
const Point3F& axis,
const Point3F& velocity,
const U32 numMilliseconds);
void emitParticles(const Point3F& rCenter,
const Point3F& rNormal,
const F32 radius,
const Point3F& velocity,
S32 count);
/// @}
virtual void setTransform(const MatrixF & mat);
protected:
/// @name Internal interface
/// @{
/// Adds a particle
/// @param pos Initial position of particle
/// @param axis
/// @param vel Initial velocity
/// @param axisx
void addParticle(const Point3F &pos, const Point3F &axis, const Point3F &vel, const Point3F &axisx);
/// Renders a particle facing the camera with a spin factor
/// @param part Particle
/// @param basePnts Base points for the quad the particle is rendered on
/// @param camView Camera view matrix
/// @param spinFactor 0.0-1.0 modifyer for
void renderBillboardParticle( Particle &part, Point3F *basePnts, MatrixF &camView, F32 spinFactor );
/// Renders a particle which will face the camera but spin itself to look
/// like it is facing a particular velocity.
/// @param part Particle
/// @param camPos Camera position
void renderOrientedParticle( Particle &part, const Point3F &camPos );
/// Updates the bounding box for the particle system
bool updateBBox(const Point3F &position);
/// @}
protected:
bool onAdd();
void onRemove();
void processTick(const Move *move);
void advanceTime(F32 dt);
// Rendering
protected:
bool prepRenderImage(SceneState *state, const U32 stateKey, const U32 startZone, const bool modifyBaseZoneState);
void renderObject(SceneState *state, SceneRenderImage *image);
// PEngine interface
private:
/// Removes the provided particle from the system and lets the caller of the
/// function assume control of it
/// @param part Particle
void stealParticle(Particle *part);
private:
ParticleEmitterData* mDataBlock;
/// This is used so we only update our transform/bounding box
/// on ticks, to minimize calls to setTransform.
bool mNeedTransformUpdate;
Particle* mParticleListHead;
U32 mInternalClock;
U32 mNextParticleTime;
Point3F mLastPosition;
bool mHasLastPosition;
bool mDeleteWhenEmpty;
bool mDeleteOnTick;
S32 mLifetimeMS;
S32 mElapsedTimeMS;
F32 sizes[ParticleEngine::PC_SIZE_KEYS];
ColorF colors[ParticleEngine::PC_COLOR_KEYS];
};
#endif // _H_PARTICLEEMITTER

989
engine/game/fx/precipitation.cc Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "game/fx/precipitation.h"
#include "dgl/dgl.h"
#include "math/mathIO.h"
#include "console/consoleTypes.h"
#include "sceneGraph/sceneGraph.h"
#include "sceneGraph/sceneState.h"
#include "terrain/sky.h"
#include "game/gameConnection.h"
#include "game/player.h"
#include "core/bitStream.h"
#include "platform/profiler.h"
static const U32 dropHitMask = TerrainObjectType |
InteriorObjectType |
WaterObjectType |
StaticShapeObjectType |
StaticTSObjectType;
IMPLEMENT_CO_NETOBJECT_V1(Precipitation);
IMPLEMENT_CO_DATABLOCK_V1(PrecipitationData);
//----------------------------------------------------------
// PrecipitationData
//----------------------------------------------------------
PrecipitationData::PrecipitationData()
{
soundProfile = NULL;
soundProfileId = 0;
mDropName = StringTable->insert("");
mSplashName = StringTable->insert("");
mDropSize = 0.5;
mSplashSize = 0.5;
mUseTrueBillboards = true;
mSplashMS = 250;
}
IMPLEMENT_CONSOLETYPE(PrecipitationData)
IMPLEMENT_GETDATATYPE(PrecipitationData)
IMPLEMENT_SETDATATYPE(PrecipitationData)
void PrecipitationData::initPersistFields()
{
Parent::initPersistFields();
addField("soundProfile", TypeAudioProfilePtr, Offset(soundProfile, PrecipitationData));
addField("dropTexture", TypeFilename, Offset(mDropName, PrecipitationData));
addField("splashTexture", TypeFilename, Offset(mSplashName, PrecipitationData));
addField("dropSize", TypeF32, Offset(mDropSize, PrecipitationData));
addField("splashSize", TypeF32, Offset(mSplashSize, PrecipitationData));
addField("splashMS", TypeS32, Offset(mSplashMS, PrecipitationData));
addField("useTrueBillboards", TypeBool, Offset(mUseTrueBillboards, PrecipitationData));
}
bool PrecipitationData::onAdd()
{
if (Parent::onAdd() == false)
return false;
if (!soundProfile && soundProfileId != 0)
if (Sim::findObject(soundProfileId, soundProfile) == false)
Con::errorf(ConsoleLogEntry::General, "Error, unable to load sound profile for precipitation datablock");
return true;
}
void PrecipitationData::packData(BitStream* stream)
{
Parent::packData(stream);
if (stream->writeFlag(soundProfile != NULL))
stream->writeRangedU32(soundProfile->getId(), DataBlockObjectIdFirst,
DataBlockObjectIdLast);
stream->writeString(mDropName);
stream->writeString(mSplashName);
stream->write(mDropSize);
stream->write(mSplashSize);
stream->write(mSplashMS);
stream->writeFlag(mUseTrueBillboards);
}
void PrecipitationData::unpackData(BitStream* stream)
{
Parent::unpackData(stream);
if (stream->readFlag())
soundProfileId = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
else
soundProfileId = 0;
mDropName = stream->readSTString();
mSplashName = stream->readSTString();
stream->read(&mDropSize);
stream->read(&mSplashSize);
stream->read(&mSplashMS);
mUseTrueBillboards = stream->readFlag();
}
//----------------------------------------------------------
// Precipitation!
//----------------------------------------------------------
Precipitation::Precipitation()
{
mTypeMask |= ProjectileObjectType;
mNetFlags.set(Ghostable|ScopeAlways);
mDropHead = NULL;
mSplashHead = NULL;
mNumDrops = 5000;
mPercentage = 1.0;
mMinSpeed = 1.5;
mMaxSpeed = 2.0;
mBoxWidth = 200;
mBoxHeight = 100;
mMinMass = 0.75;
mMaxMass = 0.85;
mMaxTurbulence = 0.1;
mTurbulenceSpeed = 0.2;
mUseTurbulence = false;
mRotateWithCamVel = true;
mDoCollision = true;
mStormData.valid = false;
mStormData.startPct = 0;
mStormData.endPct = 0;
mStormData.startTime = 0;
mStormData.totalTime = 0;
mAudioHandle = 0;
mDropHandle = TextureHandle();
mSplashHandle = TextureHandle();
U32 count = 0;
for (U32 v = 0; v < DROPS_PER_SIDE; v++)
{
const F32 y1 = (F32) v / DROPS_PER_SIDE;
const F32 y2 = (F32)(v+1) / DROPS_PER_SIDE;
for (U32 u = 0; u < DROPS_PER_SIDE; u++)
{
const F32 x1 = (F32) u / DROPS_PER_SIDE;
const F32 x2 = (F32)(u+1) / DROPS_PER_SIDE;
texCoords[4*count+0].x = x1;
texCoords[4*count+0].y = y1;
texCoords[4*count+1].x = x2;
texCoords[4*count+1].y = y1;
texCoords[4*count+2].x = x2;
texCoords[4*count+2].y = y2;
texCoords[4*count+3].x = x1;
texCoords[4*count+3].y = y2;
count++;
}
}
count = 0;
for (U32 v = 0; v < FRAMES_PER_SIDE; v++)
{
const F32 y1 = (F32) v / FRAMES_PER_SIDE;
const F32 y2 = (F32)(v+1) / FRAMES_PER_SIDE;
for (U32 u = 0; u < FRAMES_PER_SIDE; u++)
{
const F32 x1 = (F32) u / FRAMES_PER_SIDE;
const F32 x2 = (F32)(u+1) / FRAMES_PER_SIDE;
splashCoords[4*count+0].x = x1;
splashCoords[4*count+0].y = y1;
splashCoords[4*count+1].x = x2;
splashCoords[4*count+1].y = y1;
splashCoords[4*count+2].x = x2;
splashCoords[4*count+2].y = y2;
splashCoords[4*count+3].x = x1;
splashCoords[4*count+3].y = y2;
count++;
}
}
}
Precipitation::~Precipitation()
{
}
void Precipitation::inspectPostApply()
{
if (isClientObject())
fillDropList();
setMaskBits(DataMask);
}
//--------------------------------------------------------------------------
// Console stuff...
//--------------------------------------------------------------------------
void Precipitation::initPersistFields()
{
Parent::initPersistFields();
addGroup("Movement");
addField("minSpeed", TypeF32, Offset(mMinSpeed, Precipitation));
addField("maxSpeed", TypeF32, Offset(mMaxSpeed, Precipitation));
addField("minMass", TypeF32, Offset(mMinMass, Precipitation));
addField("maxMass", TypeF32, Offset(mMaxMass, Precipitation));
endGroup("Movement");
addGroup("Turbulence");
addField("maxTurbulence", TypeF32, Offset(mMaxTurbulence, Precipitation));
addField("turbulenceSpeed", TypeF32, Offset(mTurbulenceSpeed, Precipitation));
addField("rotateWithCamVel", TypeBool, Offset(mRotateWithCamVel, Precipitation));
addField("useTurbulence", TypeBool, Offset(mUseTurbulence, Precipitation));
endGroup("Turbulence");
addField("numDrops", TypeS32, Offset(mNumDrops, Precipitation));
addField("boxWidth", TypeF32, Offset(mBoxWidth, Precipitation));
addField("boxHeight", TypeF32, Offset(mBoxHeight, Precipitation));
addField("doCollision", TypeBool, Offset(mDoCollision, Precipitation));
}
//-----------------------------------
// Console methods...
ConsoleMethod(Precipitation, setPercentange, void, 3, 3, "precipitation.setPercentage(percentage <0.0 to 1.0>)")
{
object->setPercentage(dAtof(argv[2]));
}
ConsoleMethod(Precipitation, modifyStorm, void, 4, 4, "precipitation.modifyStorm(Percentage <0 to 1>, Time<sec>)")
{
object->modifyStorm(dAtof(argv[2]), dAtof(argv[3]) * 1000);
}
//--------------------------------------------------------------------------
// Backend
//--------------------------------------------------------------------------
bool Precipitation::onAdd()
{
if(!Parent::onAdd())
return false;
if (isClientObject())
{
if (mDataBlock->soundProfile)
mAudioHandle = alxPlay(mDataBlock->soundProfile, &getTransform() );
fillDropList();
}
mObjBox.min.set(-1e6, -1e6, -1e6);
mObjBox.max.set( 1e6, 1e6, 1e6);
if (isClientObject())
{
mDropHandle = TextureHandle(((PrecipitationData*)mDataBlock)->mDropName, MeshTexture);
mSplashHandle = TextureHandle(((PrecipitationData*)mDataBlock)->mSplashName, MeshTexture);
}
resetWorldBox();
addToScene();
return true;
}
void Precipitation::onRemove()
{
removeFromScene();
Parent::onRemove();
if (mAudioHandle)
alxStop(mAudioHandle);
mAudioHandle = 0;
if (isClientObject())
killDropList();
}
bool Precipitation::onNewDataBlock(GameBaseData* dptr)
{
mDataBlock = dynamic_cast<PrecipitationData*>(dptr);
if (!mDataBlock || !Parent::onNewDataBlock(dptr))
return false;
if (isClientObject())
{
mDropHandle = TextureHandle(((PrecipitationData*)mDataBlock)->mDropName, MeshTexture);
mSplashHandle = TextureHandle(((PrecipitationData*)mDataBlock)->mSplashName, MeshTexture);
}
scriptOnNewDataBlock();
return true;
}
U32 Precipitation::packUpdate(NetConnection* con, U32 mask, BitStream* stream)
{
Parent::packUpdate(con, mask, stream);
if (stream->writeFlag(mask & DataMask))
{
stream->write(mNumDrops);
stream->write(mMinSpeed);
stream->write(mMaxSpeed);
stream->write(mBoxWidth);
stream->write(mBoxHeight);
stream->write(mMinMass);
stream->write(mMaxMass);
stream->write(mMaxTurbulence);
stream->write(mTurbulenceSpeed);
stream->writeFlag(mUseTurbulence);
stream->writeFlag(mRotateWithCamVel);
stream->writeFlag(mDoCollision);
}
if (stream->writeFlag(mask & PercentageMask))
{
stream->write(mPercentage);
}
if (stream->writeFlag(!(mask & ~(DataMask | PercentageMask | StormMask)) && (mask & StormMask)))
{
stream->write(mStormData.endPct);
stream->write(mStormData.totalTime);
}
return 0;
}
void Precipitation::unpackUpdate(NetConnection* con, BitStream* stream)
{
Parent::unpackUpdate(con, stream);
U32 oldDrops = mNumDrops * mPercentage;
if (stream->readFlag())
{
stream->read(&mNumDrops);
stream->read(&mMinSpeed);
stream->read(&mMaxSpeed);
stream->read(&mBoxWidth);
stream->read(&mBoxHeight);
stream->read(&mMinMass);
stream->read(&mMaxMass);
stream->read(&mMaxTurbulence);
stream->read(&mTurbulenceSpeed);
mUseTurbulence = stream->readFlag();
mRotateWithCamVel = stream->readFlag();
mDoCollision = stream->readFlag();
}
if (stream->readFlag())
{
stream->read(&mPercentage);
}
if (stream->readFlag())
{
F32 pct;
U32 time;
stream->read(&pct);
stream->read(&time);
modifyStorm(pct, time);
}
U32 newDrops = mNumDrops * mPercentage;
if (isClientObject() && oldDrops != newDrops)
fillDropList();
}
//--------------------------------------------------------------------------
// Support functions
//--------------------------------------------------------------------------
VectorF Precipitation::getWindVelocity()
{
Sky* sky = gClientSceneGraph->getCurrentSky();
return (sky && sky->mEffectPrecip) ? -sky->getWindVelocity() : VectorF(0,0,0);
}
void Precipitation::fillDropList()
{
AssertFatal(isClientObject(), "Precipitation is doing stuff on the server - BAD!");
F32 density = Con::getFloatVariable("$pref::precipitationDensity", 1.0f);
U32 newDropCount = (U32)(mNumDrops * mPercentage * density);
U32 dropCount = 0;
if (mDropHead)
{
Raindrop* curr = mDropHead;
while (curr)
{
dropCount++;
curr = curr->next;
if (dropCount == newDropCount && curr)
{
//delete the remaining drops
Raindrop* next = curr->next;
curr->next = NULL;
while (next)
{
Raindrop* last = next;
next = next->next;
last->next = NULL;
destroySplash(last);
delete last;
}
break;
}
}
}
if (dropCount < newDropCount)
{
//move to the end
Raindrop* curr = mDropHead;
if (curr)
{
while (curr->next)
curr = curr->next;
}
else
{
mDropHead = curr = new Raindrop;
spawnNewDrop(curr);
dropCount++;
}
//and add onto it
while (dropCount < newDropCount)
{
curr->next = new Raindrop;
curr = curr->next;
spawnNewDrop(curr);
dropCount++;
}
}
}
void Precipitation::killDropList()
{
AssertFatal(isClientObject(), "Precipitation is doing stuff on the server - BAD!");
Raindrop* curr = mDropHead;
while (curr)
{
Raindrop* next = curr->next;
delete curr;
curr = next;
}
mDropHead = NULL;
}
void Precipitation::spawnDrop(Raindrop *drop)
{
PROFILE_START(PrecipSpawnDrop);
AssertFatal(isClientObject(), "Precipitation is doing stuff on the server - BAD!");
drop->velocity = Platform::getRandom() * (mMaxSpeed - mMinSpeed) + mMinSpeed;
drop->position.x = Platform::getRandom() * mBoxWidth - (mBoxWidth / 2);
drop->position.y = Platform::getRandom() * mBoxWidth - (mBoxWidth / 2);
drop->texCoordIndex = (U32)(Platform::getRandom() * ((F32)DROPS_PER_SIDE*DROPS_PER_SIDE - 0.5));
drop->valid = true;
drop->time = Platform::getRandom() * M_2PI;
drop->mass = Platform::getRandom() * (mMaxMass - mMinMass) + mMinMass;
PROFILE_END();
}
void Precipitation::spawnNewDrop(Raindrop *drop)
{
AssertFatal(isClientObject(), "Precipitation is doing stuff on the server - BAD!");
spawnDrop(drop);
drop->position.z = Platform::getRandom() * mBoxHeight - (mBoxHeight / 2);
}
void Precipitation::findDropCutoff(Raindrop *drop)
{
PROFILE_START(PrecipFindDropCutoff);
AssertFatal(isClientObject(), "Precipitation is doing stuff on the server - BAD!");
if (mDoCollision)
{
VectorF windVel = getWindVelocity();
VectorF velocity = windVel / drop->mass - VectorF(0, 0, drop->velocity);
velocity.normalize();
Point3F end = drop->position + 100 * velocity;
Point3F start = drop->position - 500 * velocity;
RayInfo rInfo;
if (getContainer()->castRay(start, end, dropHitMask, &rInfo))
{
drop->hitPos = rInfo.point;
drop->hitType = rInfo.object->getTypeMask();
}
else
drop->hitPos = Point3F(0,0,-1000);
drop->valid = drop->position.z > drop->hitPos.z;
}
else
{
drop->hitPos = Point3F(0,0,-1000);
drop->valid = true;
}
PROFILE_END();
}
void Precipitation::createSplash(Raindrop *drop)
{
PROFILE_START(PrecipCreateSplash);
if (drop != mSplashHead && !(drop->nextSplashDrop || drop->prevSplashDrop))
{
if (!mSplashHead)
{
mSplashHead = drop;
drop->prevSplashDrop = NULL;
drop->nextSplashDrop = NULL;
}
else
{
mSplashHead->prevSplashDrop = drop;
drop->nextSplashDrop = mSplashHead;
drop->prevSplashDrop = NULL;
mSplashHead = drop;
}
}
drop->animStartTime = Platform::getVirtualMilliseconds();
PROFILE_END();
}
void Precipitation::destroySplash(Raindrop *drop)
{
PROFILE_START(PrecipDestroySplash);
if (drop == mSplashHead)
{
mSplashHead = NULL;
}
else
{
// Unlink.
if (drop->nextSplashDrop)
drop->nextSplashDrop->prevSplashDrop = drop->prevSplashDrop;
if (drop->prevSplashDrop)
drop->prevSplashDrop->nextSplashDrop = drop->nextSplashDrop;
drop->nextSplashDrop = NULL;
drop->prevSplashDrop = NULL;
}
PROFILE_END();
}
//--------------------------------------------------------------------------
// Processing
//--------------------------------------------------------------------------
void Precipitation::setPercentage(F32 pct)
{
mPercentage = pct;
if (isServerObject())
setMaskBits(PercentageMask);
}
void Precipitation::modifyStorm(F32 pct, U32 ms)
{
pct = mClampF(pct, 0, 1);
mStormData.endPct = pct;
mStormData.totalTime = ms;
if (isServerObject())
{
setMaskBits(StormMask);
return;
}
mStormData.startTime = Platform::getVirtualMilliseconds();
mStormData.startPct = mPercentage;
mStormData.valid = true;
}
void Precipitation::interpolateTick(F32 delta)
{
PROFILE_START(PrecipInterpolate);
AssertFatal(isClientObject(), "Precipitation is doing stuff on the server - BAD!");
Raindrop* curr = mDropHead;
VectorF windVel = getWindVelocity();
F32 dt = 1-delta;
while (curr)
{
if (!curr->toRender)
{
curr = curr->next;
continue;
}
VectorF turbulence = dt * windVel;
if (mUseTurbulence)
{
F32 renderTime = curr->time + dt * mTurbulenceSpeed;
turbulence += VectorF(mSin(renderTime), mCos(renderTime), 0) * mMaxTurbulence;
}
curr->renderPosition = curr->position + turbulence / curr->mass;
curr->renderPosition.z -= dt * curr->velocity;
curr = curr->next;
}
PROFILE_END();
}
void Precipitation::processTick(const Move *)
{
//nothing to do on the server
if (isServerObject())
return;
//we need to update positions and do some collision here
GameConnection* conn = GameConnection::getConnectionToServer();
if (!conn)
return; //need connection to server
ShapeBase* camObj = conn->getCameraObject();
if (!camObj)
return;
PROFILE_START(PrecipProcess);
//update the storm if necessary
if (mStormData.valid)
{
F32 t = (Platform::getVirtualMilliseconds() - mStormData.startTime) / (F32)mStormData.totalTime;
if (t >= 1)
{
mPercentage = mStormData.endPct;
mStormData.valid = false;
}
else
mPercentage = mStormData.startPct * (1-t) + mStormData.endPct * t;
fillDropList();
}
MatrixF camMat;
camObj->getEyeTransform(&camMat);
Point3F camPos, camDir;
camMat.getColumn(3, &camPos);
camMat.getColumn(1, &camDir);
camDir.normalize();
F32 fovDot = camObj->getCameraFov() / 180;
Raindrop* curr = mDropHead;
//make a box
Box3F box(camPos.x - mBoxWidth / 2, camPos.y - mBoxWidth / 2, camPos.z - mBoxHeight / 2,
camPos.x + mBoxWidth / 2, camPos.y + mBoxWidth / 2, camPos.z + mBoxHeight / 2);
//offset the renderbox in the direction of the camera direction
//in order to have more of the drops actually rendered
box.min.x += camDir.x * mBoxWidth / 4;
box.max.x += camDir.x * mBoxWidth / 4;
box.min.y += camDir.y * mBoxWidth / 4;
box.max.y += camDir.y * mBoxWidth / 4;
box.min.z += camDir.z * mBoxHeight / 4;
box.max.z += camDir.z * mBoxHeight / 4;
VectorF windVel = getWindVelocity();
while (curr)
{
//update position
if (mUseTurbulence)
curr->time += mTurbulenceSpeed;
curr->position += windVel / curr->mass;
curr->position.z -= curr->velocity;
//wrap position
wrapDrop(curr, box);
if (curr->valid)
{
if (curr->position.z < curr->hitPos.z)
{
curr->valid = false;
// Bump back so we don't spawn splashes where they ought not
// be. It might be better to revisit this and use the hitPos.
curr->position -= windVel / curr->mass;
curr->position.z += curr->velocity;
//do some funky effect thingy for hitting something
if (mSplashHandle.getGLName() != 0)
createSplash(curr);
}
}
//render test
VectorF lookVec = curr->position - camPos;
curr->toRender = curr->valid ? mDot(lookVec, camDir) > fovDot : false;
curr = curr->next;
}
//update splashes
curr = mSplashHead;
U32 currTime = Platform::getVirtualMilliseconds();
while (curr)
{
F32 pct = (F32)(currTime - curr->animStartTime) / mDataBlock->mSplashMS;
if (pct >= 1.0f)
{
Raindrop *next = curr->nextSplashDrop;
destroySplash(curr);
curr = next;
continue;
}
curr->splashIndex = (U32)((FRAMES_PER_SIDE*FRAMES_PER_SIDE) * pct);
curr = curr->nextSplashDrop;
}
PROFILE_END();
}
//--------------------------------------------------------------------------
// Rendering
//--------------------------------------------------------------------------
bool Precipitation::prepRenderImage(SceneState* state, const U32 stateKey,
const U32 /*startZone*/, const bool /*modifyBaseState*/)
{
if (isLastState(state, stateKey))
return false;
setLastState(state, stateKey);
// This should be sufficient for most objects that don't manage zones, and
// don't need to return a specialized RenderImage...
if (state->isObjectRendered(this)) {
SceneRenderImage* image = new SceneRenderImage;
image->obj = this;
image->isTranslucent = true;
image->sortType = SceneRenderImage::EndSort;
state->insertRenderImage(image);
}
if (!mAudioHandle && mDataBlock->soundProfile)
mAudioHandle = alxPlay(mDataBlock->soundProfile, &getTransform());
return false;
}
void Precipitation::renderObject(SceneState* state, SceneRenderImage*)
{
PROFILE_START(PrecipRender);
AssertFatal(dglIsInCanonicalState(), "Error, GL not in canonical state on entry");
RectI viewport;
glMatrixMode(GL_PROJECTION);
glPushMatrix();
dglGetViewport(&viewport);
// Uncomment this if this is a "simple" (non-zone managing) object
state->setupObjectProjection(this);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
renderPrecip(state);
renderSplashes(state);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
dglSetViewport(viewport);
AssertFatal(dglIsInCanonicalState(), "Error, GL not in canonical state on exit");
PROFILE_END();
}
//--------------------------------------------------------------------------
void Precipitation::renderPrecip(SceneState *state)
{
GameConnection* conn = GameConnection::getConnectionToServer();
if (!conn)
return; //need connection to server
ShapeBase* camObj = conn->getCameraObject();
if (!camObj)
return;
PROFILE_START(PrecipRenderPrecip);
Point3F camPos = state->getCameraPosition();
VectorF camVel = camObj->getVelocity();
Raindrop *curr = mDropHead;
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, mDropHandle.getGLName());
static Point3F verts[4];
glVertexPointer(3, GL_FLOAT, 0, verts);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glColor3f(1.0, 1.0, 1.0);
VectorF windVel = getWindVelocity();
while (curr)
{
if (!curr->toRender)
{
curr = curr->next;
continue;
}
Point3F pos = curr->renderPosition;
VectorF orthoDir = (camPos - pos);
VectorF velocity = windVel / curr->mass;
if (mRotateWithCamVel && camVel != VectorF(0,0,0))
{
F32 distance = orthoDir.len();
velocity -= camVel / (distance > 2 ? distance : 2) * 0.3;
}
velocity.z -= curr->velocity;
velocity.normalize();
orthoDir.normalize();
VectorF right;
VectorF up;
// two forms of billboards - true billboards (1st codeblock)
// or axis-aligned with velocity (2nd codeblock)
// the axis-aligned billboards are aligned with the velocity
// of the raindrop, and tilted slightly towards the camera
if (mDataBlock->mUseTrueBillboards)
{
state->mModelview.getRow(0,&right);
state->mModelview.getRow(2,&up);
right.normalize();
up.normalize();
}
else
{
right = mCross(-velocity, orthoDir);
right.normalize();
up = mCross(orthoDir, right) * 0.5 - velocity * 0.5;
up.normalize();
}
right *= mDataBlock->mDropSize;
up *= mDataBlock->mDropSize;
verts[0] = pos + right + up;
verts[1] = pos - right + up;
verts[2] = pos - right - up;
verts[3] = pos + right - up;
glTexCoordPointer(2, GL_FLOAT, 0, &texCoords[4*curr->texCoordIndex]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
//debug collision render
//if (curr->cutoffHeight != -1000)
//{
// VectorF windVel = getWindVelocity();
// VectorF velocity = windVel / curr->mass - VectorF(0, 0, curr->velocity);
// velocity.normalize();
// Point3F start = curr->position;// - 10000 * velocity;
// F32 height = start.z - curr->cutoffHeight;
// F32 t = height / velocity.z;
// Point3F end = start - t * velocity;
// glDisable(GL_TEXTURE_2D);
// glDisable(GL_BLEND);
// glBegin(GL_LINES);
// glColor3f(1.0, 0.0, 0.0);
// glVertex3fv(&(start.x));
// glColor3f(0.0, 1.0, 0.0);
// glVertex3fv(&(end.x));
// glEnd();
// glBegin(GL_TRIANGLE_FAN);
// glColor3f(0.0,0.0,1.0);
// glVertex3fv(&((end - right + up).x));
// glVertex3fv(&((end + right + up).x));
// glVertex3fv(&((end + right - up).x));
// glVertex3fv(&((end - right - up).x));
// glEnd();
// glEnable(GL_TEXTURE_2D);
// glEnable(GL_BLEND);
//}
//end debug collision render
curr = curr->next;
}
glDisable(GL_TEXTURE_2D);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
PROFILE_END();
}
void Precipitation::renderSplashes(SceneState *state)
{
PROFILE_START(PrecipRenderSplash);
//setup the billboard
VectorF right, up;
state->mModelview.getRow(0, &right);
state->mModelview.getRow(2, &up);
right.normalize();
up.normalize();
right *= mDataBlock->mSplashSize;
up *= mDataBlock->mSplashSize;
glColor3f(1.0, 1.0, 1.0);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, mSplashHandle.getGLName());
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
static Point3F verts[4];
glVertexPointer(3, GL_FLOAT, 0, verts);
Raindrop *curr = mSplashHead;
while (curr)
{
verts[0] = curr->hitPos + right + up;
verts[1] = curr->hitPos - right + up;
verts[2] = curr->hitPos - right - up;
verts[3] = curr->hitPos + right - up;
glTexCoordPointer(2, GL_FLOAT, 0, &splashCoords[4*curr->splashIndex]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
curr = curr->nextSplashDrop;
}
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
glDisable(GL_TEXTURE_2D);
PROFILE_END();
}

237
engine/game/fx/precipitation.h Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _PRECIPITATION_H_
#define _PRECIPITATION_H_
#include "game/gameBase.h"
#include "audio/audioDataBlock.h"
/// How many drops are on a side of the material texture
#define DROPS_PER_SIDE 4
/// How many frames are on a side of a splash animation
#define FRAMES_PER_SIDE 2
//--------------------------------------------------------------------------
/// Precipitation datablock.
class PrecipitationData : public GameBaseData {
typedef GameBaseData Parent;
public:
AudioProfile* soundProfile;
S32 soundProfileId; ///< Ambient sound
StringTableEntry mDropName; ///< Texture filename for raindrop
StringTableEntry mSplashName; ///< Texture filename for splash
F32 mDropSize; ///< Droplet billboard size
F32 mSplashSize; ///< Splash billboard size
bool mUseTrueBillboards; ///< True to use true billboards, false for axis-aligned billboards
S32 mSplashMS; ///< How long in milliseconds a splash will last
PrecipitationData();
DECLARE_CONOBJECT(PrecipitationData);
bool onAdd();
static void initPersistFields();
virtual void packData(BitStream* stream);
virtual void unpackData(BitStream* stream);
};
DECLARE_CONSOLETYPE(PrecipitationData)
struct Raindrop
{
F32 velocity; ///< How fast the drop is falling downwards
Point3F position; ///< Position of the drop
Point3F renderPosition; ///< Interpolated render-position of the drop
F32 time; ///< Time into the turbulence function
F32 mass; ///< Mass of drop used for how much turbulence/wind effects the drop
U32 texCoordIndex; ///< Which piece of the material will be used
bool toRender; ///< Don't want to render all drops, just the ones that pass a few tests
bool valid; ///< Drop becomes invalid after hitting something. Just keep updating
///< the position of it, but don't render until it hits the bottom
///< of the renderbox and respawns
Point3F hitPos; ///< Point at which the drop will collide with something
Raindrop *nextSplashDrop; ///< Linked list cruft for easily adding/removing stuff from the splash list
Raindrop *prevSplashDrop; ///< Same as next but previous!
SimTime animStartTime; ///< Animation time tracker
U32 splashIndex; ///< Texture index for which frame of the splash to render
U32 hitType; ///< What kind of object the drop will hit
Raindrop* next; ///< linked list cruft
Raindrop()
{
velocity = 0;
time = 0;
mass = 1;
texCoordIndex = 0;
next = NULL;
toRender = false;
valid = true;
nextSplashDrop = NULL;
prevSplashDrop = NULL;
animStartTime = 0;
splashIndex = 0;
hitType = 0;
hitPos = Point3F(0,0,0);
}
};
//--------------------------------------------------------------------------
class Precipitation : public GameBase
{
private:
typedef GameBase Parent;
PrecipitationData* mDataBlock;
Raindrop *mDropHead; ///< Drop linked list head
Raindrop *mSplashHead; ///< Splash linked list head
Point2F texCoords[4 * DROPS_PER_SIDE*DROPS_PER_SIDE]; ///< texture coords for rain texture
Point2F splashCoords[4 * FRAMES_PER_SIDE*FRAMES_PER_SIDE]; ///< texture coordinates for splash texture
AUDIOHANDLE mAudioHandle; ///< Ambient sound handle
TextureHandle mDropHandle; ///< Texture handle for raindrop
TextureHandle mSplashHandle; ///< Texture handle for splash
//console exposed variables
S32 mNumDrops; ///< Number of drops in the scene
F32 mPercentage; ///< Server-side set var (NOT exposed to console)
///< which controls how many drops are present [0,1]
F32 mMinSpeed; ///< Minimum downward speed of drops
F32 mMaxSpeed; ///< Maximum downward speed of drops
F32 mMinMass; ///< Minimum mass of drops
F32 mMaxMass; ///< Maximum mass of drops
F32 mBoxWidth; ///< How far away in the x and y directions drops will render
F32 mBoxHeight; ///< How high drops will render
F32 mMaxTurbulence; ///< Coefficient to sin/cos for adding turbulence
F32 mTurbulenceSpeed; ///< How fast the turbulence wraps in a circle
bool mUseTurbulence; ///< Whether to use turbulence or not (MAY EFFECT PERFORMANCE)
bool mRotateWithCamVel; ///< Rotate the drops relative to the camera velocity
///< This is useful for "streak" type drops
bool mDoCollision; ///< Whether or not to do collision
struct
{
bool valid;
U32 startTime;
U32 totalTime;
F32 startPct;
F32 endPct;
} mStormData;
//other functions...
void processTick(const Move*);
void interpolateTick(F32 delta);
VectorF getWindVelocity();
void fillDropList(); ///< Adds/removes drops from the list to have the right # of drops
void killDropList(); ///< Deletes the entire drop list
void spawnDrop(Raindrop *drop); ///< Fills drop info with random velocity, x/y positions, and mass
void spawnNewDrop(Raindrop *drop); ///< Same as spawnDrop except also does z position
void findDropCutoff(Raindrop *drop); ///< Casts a ray to see if/when a drop will collide
inline void wrapDrop(Raindrop *drop, Box3F &box); ///< Wraps a drop within the specified box
void createSplash(Raindrop *drop); ///< Adds a drop to the splash list
void destroySplash(Raindrop *drop); ///< Removes a drop from the splash list
protected:
bool onAdd();
void onRemove();
// Rendering
bool prepRenderImage(SceneState*, const U32, const U32, const bool);
void renderObject(SceneState*, SceneRenderImage*);
void renderPrecip(SceneState *state);
void renderSplashes(SceneState *state);
public:
Precipitation();
~Precipitation();
void inspectPostApply();
enum
{
DataMask = Parent::NextFreeMask << 0,
PercentageMask = Parent::NextFreeMask << 1,
StormMask = Parent::NextFreeMask << 2,
NextFreeMask = Parent::NextFreeMask << 3
};
bool onNewDataBlock(GameBaseData* dptr);
DECLARE_CONOBJECT(Precipitation);
static void initPersistFields();
U32 packUpdate(NetConnection*, U32 mask, BitStream* stream);
void unpackUpdate(NetConnection*, BitStream* stream);
void setPercentage(F32 pct);
void modifyStorm(F32 pct, U32 ms);
};
inline void Precipitation::wrapDrop(Raindrop *drop, Box3F &box)
{
bool recalcCutoff = false;
//could probably be slightly optimized to get rid of the while loops
if (drop->position.x < box.min.x)
{
while (drop->position.x < box.min.x)
drop->position.x += mBoxWidth;
recalcCutoff = true;
}
else if (drop->position.x > box.max.x)
{
while (drop->position.x > box.max.x)
drop->position.x -= mBoxWidth;
recalcCutoff = true;
}
if (drop->position.y < box.min.y)
{
while (drop->position.y < box.min.y)
drop->position.y += mBoxWidth;
recalcCutoff = true;
}
else if (drop->position.y > box.max.y)
{
while (drop->position.y > box.max.y)
drop->position.y -= mBoxWidth;
recalcCutoff = true;
}
if (drop->position.z < box.min.z)
{
spawnDrop(drop);
drop->position.x += box.min.x;
drop->position.y += box.min.y;
while (drop->position.z < box.min.z)
drop->position.z += mBoxHeight;
recalcCutoff = true;
}
else if (drop->position.z > box.max.z)
{
while (drop->position.z > box.max.z)
drop->position.z -= mBoxHeight;
recalcCutoff = true;
}
if(recalcCutoff)
findDropCutoff(drop);
}
#endif // PRECIPITATION_H_

818
engine/game/fx/splash.cc Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "game/fx/splash.h"
#include "console/consoleTypes.h"
#include "dgl/dgl.h"
#include "platform/platformAudio.h"
#include "audio/audioDataBlock.h"
#include "sceneGraph/sceneGraph.h"
#include "sceneGraph/sceneState.h"
#include "core/bitStream.h"
#include "math/mathIO.h"
#include "terrain/terrData.h"
#include "game/fx/explosion.h"
#include "game/fx/particleEngine.h"
#include "sim/netConnection.h"
namespace
{
MRandomLCG sgRandom(0xdeadbeef);
} // namespace {}
//----------------------------------------------------------------------------
IMPLEMENT_CO_DATABLOCK_V1(SplashData);
IMPLEMENT_CO_NETOBJECT_V1(Splash);
//--------------------------------------------------------------------------
// Splash Data
//--------------------------------------------------------------------------
SplashData::SplashData()
{
soundProfile = NULL;
soundProfileId = 0;
scale.set(1, 1, 1);
dMemset( emitterList, 0, sizeof( emitterList ) );
dMemset( emitterIDList, 0, sizeof( emitterIDList ) );
delayMS = 0;
delayVariance = 0;
lifetimeMS = 1000;
lifetimeVariance = 0;
width = 4.0;
numSegments = 10;
velocity = 5.0;
height = 0.0;
acceleration = 0.0;
texWrap = 1.0;
texFactor = 3.0;
ejectionFreq = 5;
ejectionAngle = 45.0;
ringLifetime = 1.0;
startRadius = 0.5;
explosion = NULL;
explosionId = 0;
dMemset( textureName, 0, sizeof( textureName ) );
U32 i;
for( i=0; i<NUM_TIME_KEYS; i++ )
times[i] = 1.0;
times[0] = 0.0;
for( i=0; i<NUM_TIME_KEYS; i++ )
colors[i].set( 1.0, 1.0, 1.0, 1.0 );
}
IMPLEMENT_CONSOLETYPE(SplashData)
IMPLEMENT_SETDATATYPE(SplashData)
IMPLEMENT_GETDATATYPE(SplashData)
//--------------------------------------------------------------------------
// Init fields
//--------------------------------------------------------------------------
void SplashData::initPersistFields()
{
Parent::initPersistFields();
addField("soundProfile", TypeAudioProfilePtr, Offset(soundProfile, SplashData));
addField("scale", TypePoint3F, Offset(scale, SplashData));
addField("emitter", TypeParticleEmitterDataPtr, Offset(emitterList, SplashData), NUM_EMITTERS);
addField("delayMS", TypeS32, Offset(delayMS, SplashData));
addField("delayVariance", TypeS32, Offset(delayVariance, SplashData));
addField("lifetimeMS", TypeS32, Offset(lifetimeMS, SplashData));
addField("lifetimeVariance", TypeS32, Offset(lifetimeVariance, SplashData));
addField("width", TypeF32, Offset(width, SplashData));
addField("numSegments", TypeS32, Offset(numSegments, SplashData));
addField("velocity", TypeF32, Offset(velocity, SplashData));
addField("height", TypeF32, Offset(height, SplashData));
addField("acceleration", TypeF32, Offset(acceleration, SplashData));
addField("times", TypeF32, Offset(times, SplashData), NUM_TIME_KEYS);
addField("colors", TypeColorF, Offset(colors, SplashData), NUM_TIME_KEYS);
addField("texture", TypeFilename, Offset(textureName, SplashData), NUM_TEX);
addField("texWrap", TypeF32, Offset(texWrap, SplashData));
addField("texFactor", TypeF32, Offset(texFactor, SplashData));
addField("ejectionFreq", TypeF32, Offset(ejectionFreq, SplashData));
addField("ejectionAngle", TypeF32, Offset(ejectionAngle, SplashData));
addField("ringLifetime", TypeF32, Offset(ringLifetime, SplashData));
addField("startRadius", TypeF32, Offset(startRadius, SplashData));
addField("explosion", TypeExplosionDataPtr, Offset(explosion, SplashData));
}
//--------------------------------------------------------------------------
// On add - verify data settings
//--------------------------------------------------------------------------
bool SplashData::onAdd()
{
if (Parent::onAdd() == false)
return false;
return true;
}
//--------------------------------------------------------------------------
// Pack data
//--------------------------------------------------------------------------
void SplashData::packData(BitStream* stream)
{
Parent::packData(stream);
mathWrite(*stream, scale);
stream->write(delayMS);
stream->write(delayVariance);
stream->write(lifetimeMS);
stream->write(lifetimeVariance);
stream->write(width);
stream->write(numSegments);
stream->write(velocity);
stream->write(height);
stream->write(acceleration);
stream->write(texWrap);
stream->write(texFactor);
stream->write(ejectionFreq);
stream->write(ejectionAngle);
stream->write(ringLifetime);
stream->write(startRadius);
if( stream->writeFlag( explosion ) )
{
stream->writeRangedU32(explosion->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast);
}
S32 i;
for( i=0; i<NUM_EMITTERS; i++ )
{
if( stream->writeFlag( emitterList[i] != NULL ) )
{
stream->writeRangedU32( emitterList[i]->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
}
}
for( i=0; i<NUM_TIME_KEYS; i++ )
{
stream->write( colors[i] );
}
for( i=0; i<NUM_TIME_KEYS; i++ )
{
stream->write( times[i] );
}
for( i=0; i<NUM_TEX; i++ )
{
stream->writeString(textureName[i]);
}
}
//--------------------------------------------------------------------------
// Unpack data
//--------------------------------------------------------------------------
void SplashData::unpackData(BitStream* stream)
{
Parent::unpackData(stream);
mathRead(*stream, &scale);
stream->read(&delayMS);
stream->read(&delayVariance);
stream->read(&lifetimeMS);
stream->read(&lifetimeVariance);
stream->read(&width);
stream->read(&numSegments);
stream->read(&velocity);
stream->read(&height);
stream->read(&acceleration);
stream->read(&texWrap);
stream->read(&texFactor);
stream->read(&ejectionFreq);
stream->read(&ejectionAngle);
stream->read(&ringLifetime);
stream->read(&startRadius);
if( stream->readFlag() )
{
explosionId = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
}
U32 i;
for( i=0; i<NUM_EMITTERS; i++ )
{
if( stream->readFlag() )
{
emitterIDList[i] = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
}
}
for( i=0; i<NUM_TIME_KEYS; i++ )
{
stream->read( &colors[i] );
}
for( i=0; i<NUM_TIME_KEYS; i++ )
{
stream->read( &times[i] );
}
for( i=0; i<NUM_TEX; i++ )
{
textureName[i] = stream->readSTString();
}
}
//--------------------------------------------------------------------------
// Preload data - load resources
//--------------------------------------------------------------------------
bool SplashData::preload(bool server, char errorBuffer[256])
{
if (Parent::preload(server, errorBuffer) == false)
return false;
if (!server)
{
S32 i;
for( i=0; i<NUM_EMITTERS; i++ )
{
if( !emitterList[i] && emitterIDList[i] != 0 )
{
if( Sim::findObject( emitterIDList[i], emitterList[i] ) == false)
{
Con::errorf( ConsoleLogEntry::General, "SplashData::onAdd: Invalid packet, bad datablockId(particle emitter): 0x%x", emitterIDList[i] );
}
}
}
for( i=0; i<NUM_TEX; i++ )
{
if (textureName[i] && textureName[i][0])
{
textureHandle[i] = TextureHandle(textureName[i], MeshTexture );
}
}
}
if( !explosion && explosionId != 0 )
{
if( !Sim::findObject(explosionId, explosion) )
{
Con::errorf(ConsoleLogEntry::General, "SplashData::preload: Invalid packet, bad datablockId(explosion): %d", explosionId);
}
}
return true;
}
//--------------------------------------------------------------------------
// Splash
//--------------------------------------------------------------------------
Splash::Splash()
{
dMemset( mEmitterList, 0, sizeof( mEmitterList ) );
mDelayMS = 0;
mCurrMS = 0;
mEndingMS = 1000;
mActive = false;
mRadius = 0.0;
mVelocity = 1.0;
mHeight = 0.0;
mTimeSinceLastRing = 0.0;
mDead = false;
mElapsedTime = 0.0;
mInitialNormal.set( 0.0, 0.0, 1.0 );
}
//--------------------------------------------------------------------------
// Destructor
//--------------------------------------------------------------------------
Splash::~Splash()
{
}
//--------------------------------------------------------------------------
// Set initial state
//--------------------------------------------------------------------------
void Splash::setInitialState(const Point3F& point, const Point3F& normal, const F32 fade)
{
mInitialPosition = point;
mInitialNormal = normal;
mFade = fade;
mFog = 0.0f;
}
//--------------------------------------------------------------------------
// OnAdd
//--------------------------------------------------------------------------
bool Splash::onAdd()
{
// first check if we have a server connection, if we dont then this is on the server
// and we should exit, then check if the parent fails to add the object
NetConnection* conn = NetConnection::getConnectionToServer();
if(!conn || !Parent::onAdd())
return false;
mDelayMS = mDataBlock->delayMS + sgRandom.randI( -mDataBlock->delayVariance, mDataBlock->delayVariance );
mEndingMS = mDataBlock->lifetimeMS + sgRandom.randI( -mDataBlock->lifetimeVariance, mDataBlock->lifetimeVariance );
mVelocity = mDataBlock->velocity;
mHeight = mDataBlock->height;
mTimeSinceLastRing = 1.0 / mDataBlock->ejectionFreq;
if( isClientObject() )
{
for( U32 i=0; i<SplashData::NUM_EMITTERS; i++ )
{
if( mDataBlock->emitterList[i] != NULL )
{
ParticleEmitter * pEmitter = new ParticleEmitter;
pEmitter->onNewDataBlock( mDataBlock->emitterList[i] );
if( !pEmitter->registerObject() )
{
Con::warnf( ConsoleLogEntry::General, "Could not register emitter for particle of class: %s", mDataBlock->getName() );
delete pEmitter;
pEmitter = NULL;
}
mEmitterList[i] = pEmitter;
}
}
spawnExplosion();
}
mObjBox.min = Point3F( -1, -1, -1 );
mObjBox.max = Point3F( 1, 1, 1 );
resetWorldBox();
gClientContainer.addObject(this);
gClientSceneGraph->addObjectToScene(this);
removeFromProcessList();
gClientProcessList.addObject(this);
conn->addObject(this);
return true;
}
//--------------------------------------------------------------------------
// OnRemove
//--------------------------------------------------------------------------
void Splash::onRemove()
{
for( U32 i=0; i<SplashData::NUM_EMITTERS; i++ )
{
if( mEmitterList[i] )
{
mEmitterList[i]->deleteWhenEmpty();
mEmitterList[i] = NULL;
}
}
ringList.free();
mSceneManager->removeObjectFromScene(this);
getContainer()->removeObject(this);
Parent::onRemove();
}
//--------------------------------------------------------------------------
// On New Data Block
//--------------------------------------------------------------------------
bool Splash::onNewDataBlock(GameBaseData* dptr)
{
mDataBlock = dynamic_cast<SplashData*>(dptr);
if (!mDataBlock || !Parent::onNewDataBlock(dptr))
return false;
scriptOnNewDataBlock();
return true;
}
//--------------------------------------------------------------------------
// Prep render image
//--------------------------------------------------------------------------
bool Splash::prepRenderImage(SceneState* state, const U32 stateKey,
const U32 /*startZone*/, const bool /*modifyBaseState*/)
{
if (isLastState(state, stateKey))
return false;
setLastState(state, stateKey);
// This should be sufficient for most objects that don't manage zones, and
// don't need to return a specialized RenderImage...
if (state->isObjectRendered(this))
{
mFog = 0.0;
SceneRenderImage* image = new SceneRenderImage;
image->obj = this;
image->isTranslucent = true;
image->sortType = SceneRenderImage::Point;
image->textureSortKey = (U32)(dsize_t)mDataBlock;
state->setImageRefPoint(this, image);
state->insertRenderImage(image);
}
return false;
}
//--------------------------------------------------------------------------
// Render
//--------------------------------------------------------------------------
void Splash::renderObject(SceneState* state, SceneRenderImage*)
{
AssertFatal(dglIsInCanonicalState(), "Error, GL not in canonical state on entry");
RectI viewport;
glMatrixMode(GL_PROJECTION);
glPushMatrix();
dglGetViewport(&viewport);
state->setupObjectProjection(this);
render();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
dglSetViewport(viewport);
AssertFatal(dglIsInCanonicalState(), "Error, GL not in canonical state on exit");
}
//--------------------------------------------------------------------------
// Process tick
//--------------------------------------------------------------------------
void Splash::processTick(const Move*)
{
mCurrMS += TickMs;
if( isServerObject() )
{
if( mCurrMS >= mEndingMS )
{
mDead = true;
if( mCurrMS >= (mEndingMS + mDataBlock->ringLifetime * 1000) )
{
deleteObject();
}
}
}
else
{
if( mCurrMS >= mEndingMS )
{
mDead = true;
}
}
}
//--------------------------------------------------------------------------
// Advance time
//--------------------------------------------------------------------------
void Splash::advanceTime(F32 dt)
{
if (dt == 0.0)
return;
mElapsedTime += dt;
updateColor();
updateWave( dt );
updateEmitters( dt );
updateRings( dt );
if( !mDead )
{
emitRings( dt );
}
}
//----------------------------------------------------------------------------
// Update emitters
//----------------------------------------------------------------------------
void Splash::updateEmitters( F32 dt )
{
Point3F pos = getPosition();
for( U32 i=0; i<SplashData::NUM_EMITTERS; i++ )
{
if( mEmitterList[i] )
{
mEmitterList[i]->emitParticles( pos, pos, mInitialNormal, Point3F( 0.0, 0.0, 0.0 ), (S32) (dt * 1000) );
}
}
}
//----------------------------------------------------------------------------
// Update wave
//----------------------------------------------------------------------------
void Splash::updateWave( F32 dt )
{
mVelocity += mDataBlock->acceleration * dt;
mRadius += mVelocity * dt;
}
//----------------------------------------------------------------------------
// Render splash
//----------------------------------------------------------------------------
void Splash::render()
{
glDisable(GL_CULL_FACE);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_TEXTURE_2D);
SplashRing *ring = NULL;
U32 i=0;
while( bool( ring = ringList.next( ring ) ) )
{
SplashRing *next = ringList.next( ring );
if( !next )
break;
renderSegment( *ring, *next );
i++;
}
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
}
//----------------------------------------------------------------------------
// Render horizontal segment created from 2 sets of points that are the
// top and bottom rings of the segment.
//----------------------------------------------------------------------------
void Splash::renderSegment( SplashRing &top, SplashRing &bottom )
{
F32 texFactor = mDataBlock->texWrap;
glBindTexture( GL_TEXTURE_2D, mDataBlock->textureHandle[0].getGLName() );
F32 topAlpha = top.elapsedTime / top.lifetime;
F32 bottomAlpha = bottom.elapsedTime / bottom.lifetime;
if( topAlpha < 0.5 )
topAlpha *= 2.0;
else
topAlpha = 1.0 - topAlpha;
if( bottomAlpha < 0.5 )
bottomAlpha *= 2.0;
else
bottomAlpha = 1.0 - bottomAlpha;
top.color.alpha = topAlpha;
bottom.color.alpha = bottomAlpha;
glBegin( GL_QUAD_STRIP );
{
for( U32 i=0; i<top.points.size(); i++ )
{
F32 t = F32(i) / F32(top.points.size());
glTexCoord2f( t * texFactor, top.v );
glColor4fv( top.color );
glVertex3fv( top.points[i].position );
glTexCoord2f( t * texFactor, bottom.v );
glColor4fv( bottom.color );
glVertex3fv( bottom.points[i].position );
}
glTexCoord2f( 1.0 * texFactor, top.v );
glColor4fv( top.color );
glVertex3fv( top.points[0].position );
glTexCoord2f( 1.0 * texFactor, bottom.v );
glColor4fv( bottom.color );
glVertex3fv( bottom.points[0].position );
}
glEnd();
}
//----------------------------------------------------------------------------
// Update color
//----------------------------------------------------------------------------
void Splash::updateColor()
{
SplashRing *ring = NULL;
while( bool( ring = ringList.next( ring ) ) )
{
F32 t = F32(ring->elapsedTime) / F32(ring->lifetime);
for( U32 i = 1; i < SplashData::NUM_TIME_KEYS; i++ )
{
if( mDataBlock->times[i] >= t )
{
F32 firstPart = t - mDataBlock->times[i-1];
F32 total = (mDataBlock->times[i] -
mDataBlock->times[i-1]);
firstPart /= total;
ring->color.interpolate( mDataBlock->colors[i-1],
mDataBlock->colors[i],
firstPart);
break;
}
}
}
}
//----------------------------------------------------------------------------
// Create ring
//----------------------------------------------------------------------------
SplashRing Splash::createRing()
{
SplashRing ring;
U32 numPoints = mDataBlock->numSegments + 1;
Point3F ejectionAxis( 0.0, 0.0, 1.0 );
Point3F axisx;
if (mFabs(ejectionAxis.z) < 0.999f)
mCross(ejectionAxis, Point3F(0, 0, 1), &axisx);
else
mCross(ejectionAxis, Point3F(0, 1, 0), &axisx);
axisx.normalize();
for( U32 i=0; i<numPoints; i++ )
{
F32 t = F32(i) / F32(numPoints);
AngAxisF thetaRot( axisx, mDataBlock->ejectionAngle * (M_PI / 180.0));
AngAxisF phiRot( ejectionAxis, t * (M_PI * 2.0));
Point3F pointAxis = ejectionAxis;
MatrixF temp;
thetaRot.setMatrix(&temp);
temp.mulP(pointAxis);
phiRot.setMatrix(&temp);
temp.mulP(pointAxis);
Point3F startOffset = axisx;
temp.mulV( startOffset );
startOffset *= mDataBlock->startRadius;
SplashRingPoint point;
point.position = getPosition() + startOffset;
point.velocity = pointAxis * mDataBlock->velocity;
ring.points.push_back( point );
}
ring.color = mDataBlock->colors[0];
ring.lifetime = mDataBlock->ringLifetime;
ring.elapsedTime = 0.0;
ring.v = mDataBlock->texFactor * mFmod( mElapsedTime, 1.0 );
return ring;
}
//----------------------------------------------------------------------------
// Emit rings
//----------------------------------------------------------------------------
void Splash::emitRings( F32 dt )
{
mTimeSinceLastRing += dt;
S32 numNewRings = (S32) (mTimeSinceLastRing * F32(mDataBlock->ejectionFreq));
mTimeSinceLastRing -= numNewRings / mDataBlock->ejectionFreq;
for( S32 i=numNewRings-1; i>=0; i-- )
{
F32 t = F32(i) / F32(numNewRings);
t *= dt;
t += mTimeSinceLastRing;
SplashRing ring = createRing();
updateRing( &ring, t );
ringList.link( ring );
}
}
//----------------------------------------------------------------------------
// Update rings
//----------------------------------------------------------------------------
void Splash::updateRings( F32 dt )
{
SplashRing *ring = NULL;
while( bool( ring = ringList.next( ring ) ) )
{
ring->elapsedTime += dt;
if( !ring->isActive() )
{
SplashRing *inactiveRing = ring;
ring = ringList.prev( ring );
ringList.free( inactiveRing );
}
else
{
updateRing( ring, dt );
}
}
}
//----------------------------------------------------------------------------
// Update ring
//----------------------------------------------------------------------------
void Splash::updateRing( SplashRing *ring, F32 dt )
{
for( U32 i=0; i<ring->points.size(); i++ )
{
if( mDead )
{
Point3F vel = ring->points[i].velocity;
vel.normalize();
vel *= mDataBlock->acceleration;
ring->points[i].velocity += vel * dt;
}
ring->points[i].velocity += Point3F( 0.0, 0.0, -9.8 ) * dt;
ring->points[i].position += ring->points[i].velocity * dt;
}
}
//----------------------------------------------------------------------------
// Explode
//----------------------------------------------------------------------------
void Splash::spawnExplosion()
{
if( !mDataBlock->explosion ) return;
Explosion* pExplosion = new Explosion;
pExplosion->onNewDataBlock(mDataBlock->explosion);
MatrixF trans = getTransform();
trans.setPosition( getPosition() );
pExplosion->setTransform( trans );
pExplosion->setInitialState( trans.getPosition(), VectorF(0,0,1), 1);
if (!pExplosion->registerObject())
delete pExplosion;
}
//--------------------------------------------------------------------------
// packUpdate
//--------------------------------------------------------------------------
U32 Splash::packUpdate(NetConnection* con, U32 mask, BitStream* stream)
{
U32 retMask = Parent::packUpdate(con, mask, stream);
if( stream->writeFlag(mask & GameBase::InitialUpdateMask) )
{
mathWrite(*stream, mInitialPosition);
}
return retMask;
}
//--------------------------------------------------------------------------
// unpackUpdate
//--------------------------------------------------------------------------
void Splash::unpackUpdate(NetConnection* con, BitStream* stream)
{
Parent::unpackUpdate(con, stream);
if( stream->readFlag() )
{
mathRead(*stream, &mInitialPosition);
setPosition( mInitialPosition );
}
}

183
engine/game/fx/splash.h Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _SPLASH_H_
#define _SPLASH_H_
#ifndef _GAMEBASE_H_
#include "game/gameBase.h"
#endif
#ifndef _LLIST_H_
#include "core/llist.h"
#endif
class ParticleEmitter;
class ParticleEmitterData;
class AudioProfile;
class ExplosionData;
//--------------------------------------------------------------------------
// Ring Point
//--------------------------------------------------------------------------
struct SplashRingPoint
{
Point3F position;
Point3F velocity;
};
//--------------------------------------------------------------------------
// Splash Ring
//--------------------------------------------------------------------------
struct SplashRing
{
Vector <SplashRingPoint> points;
ColorF color;
F32 lifetime;
F32 elapsedTime;
F32 v;
SplashRing()
{
color.set( 0.0, 0.0, 0.0, 1.0 );
lifetime = 0.0;
elapsedTime = 0.0;
v = 0.0;
}
bool isActive()
{
return elapsedTime < lifetime;
}
};
//--------------------------------------------------------------------------
// Splash Data
//--------------------------------------------------------------------------
class SplashData : public GameBaseData
{
public:
typedef GameBaseData Parent;
enum Constants
{
NUM_EMITTERS = 3,
NUM_TIME_KEYS = 4,
NUM_TEX = 2,
};
public:
AudioProfile* soundProfile;
S32 soundProfileId;
ParticleEmitterData* emitterList[NUM_EMITTERS];
S32 emitterIDList[NUM_EMITTERS];
S32 delayMS;
S32 delayVariance;
S32 lifetimeMS;
S32 lifetimeVariance;
Point3F scale;
F32 width;
F32 height;
U32 numSegments;
F32 velocity;
F32 acceleration;
F32 texWrap;
F32 texFactor;
F32 ejectionFreq;
F32 ejectionAngle;
F32 ringLifetime;
F32 startRadius;
F32 times[ NUM_TIME_KEYS ];
ColorF colors[ NUM_TIME_KEYS ];
StringTableEntry textureName[NUM_TEX];
TextureHandle textureHandle[NUM_TEX];
ExplosionData* explosion;
S32 explosionId;
SplashData();
DECLARE_CONOBJECT(SplashData);
bool onAdd();
bool preload(bool server, char errorBuffer[256]);
static void initPersistFields();
virtual void packData(BitStream* stream);
virtual void unpackData(BitStream* stream);
};
DECLARE_CONSOLETYPE(SplashData)
//--------------------------------------------------------------------------
// Splash
//--------------------------------------------------------------------------
class Splash : public GameBase
{
typedef GameBase Parent;
private:
SplashData* mDataBlock;
ParticleEmitter * mEmitterList[ SplashData::NUM_EMITTERS ];
LList <SplashRing> ringList;
U32 mCurrMS;
U32 mEndingMS;
F32 mRandAngle;
F32 mRadius;
F32 mVelocity;
F32 mHeight;
ColorF mColor;
F32 mTimeSinceLastRing;
bool mDead;
F32 mElapsedTime;
protected:
Point3F mInitialPosition;
Point3F mInitialNormal;
F32 mFade;
F32 mFog;
bool mActive;
S32 mDelayMS;
protected:
bool onAdd();
void onRemove();
void processTick(const Move *move);
void advanceTime(F32 dt);
void updateEmitters( F32 dt );
void updateWave( F32 dt );
void updateColor();
SplashRing createRing();
void updateRings( F32 dt );
void updateRing( SplashRing *ring, F32 dt );
void emitRings( F32 dt );
void render();
void renderSegment( SplashRing &top, SplashRing &bottom );
void spawnExplosion();
// Rendering
protected:
bool prepRenderImage ( SceneState *state, const U32 stateKey, const U32 startZone, const bool modifyBaseZoneState=false);
void renderObject ( SceneState *state, SceneRenderImage *image);
public:
Splash();
~Splash();
void setInitialState(const Point3F& point, const Point3F& normal, const F32 fade = 1.0);
U32 packUpdate (NetConnection *conn, U32 mask, BitStream* stream);
void unpackUpdate(NetConnection *conn, BitStream* stream);
bool onNewDataBlock(GameBaseData* dptr);
DECLARE_CONOBJECT(Splash);
};
#endif // _H_SPLASH

142
engine/game/fx/underLava.cc Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "game/fx/underLava.h"
#include "dgl/dgl.h"
#include "math/mRect.h"
#include "dgl/gTexManager.h"
#include "terrain/waterBlock.h"
#include "math/mConstants.h"
UnderLavaFX gLavaFX;
//**************************************************************************
// Under lava FX - "Lava - With pumice!"
//**************************************************************************
UnderLavaFX::UnderLavaFX()
{
}
//--------------------------------------------------------------------------
// Init
//--------------------------------------------------------------------------
void UnderLavaFX::init()
{
RectI viewport;
dglGetViewport( &viewport );
mViewSize = viewport.extent;
mTexFrequency.x = F32(viewport.extent.x / viewport.extent.y);
mTexFrequency.y = 1.0;
mNumPoints.x = (S32)(50 * F32(viewport.extent.x / viewport.extent.y));
mNumPoints.y = 50;
mWave[0].amplitude = 0.02;
mWave[0].frequency = 2.0;
mWave[0].velocity = Sim::getCurrentTime() / 1000.0 * 2.0;
mMoveSpeed = Sim::getCurrentTime() / 1000.0 * 0.025;
}
//--------------------------------------------------------------------------
// Render
//--------------------------------------------------------------------------
void UnderLavaFX::render()
{
init();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glEnable(GL_TEXTURE_2D);
// TextureHandle lavaTex = WaterBlock::getSubmergeTexture(0);
glBindTexture(GL_TEXTURE_2D, WaterBlock::getSubmergeTexture(0).getGLName());
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(GL_FALSE);
glColor4f(1.0, 1.0, 1.0, 0.5);
if( WaterBlock::getSubmergeTexture(0) )
{
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// render layer 1
for( U32 i=0; i<mNumPoints.y; i++ )
{
renderRow( i, mNumPoints.y-1, mNumPoints.x-1 );
}
}
// give second layer a different phase
mWave[0].velocity += 10.0;
// lavaTex = WaterBlock::getSubmergeTexture(1);
if( WaterBlock::getSubmergeTexture(1) )
{
glBindTexture(GL_TEXTURE_2D, WaterBlock::getSubmergeTexture(1).getGLName());
// render layer 2
for( U32 i=0; i<mNumPoints.y; i++ )
{
renderRow( i, mNumPoints.y-1, mNumPoints.x-1 );
}
}
glDepthMask(GL_TRUE);
glDisable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glDisable(GL_BLEND);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
//--------------------------------------------------------------------------
// Render row (triangle strip)
//--------------------------------------------------------------------------
void UnderLavaFX::renderRow( U32 row, U32 numRows, U32 numColumns )
{
F32 xMult = F32(2.0) / F32(numColumns);
F32 yMult = F32(2.0) / F32(numRows);
glBegin( GL_TRIANGLE_STRIP );
for( U32 i=0; i<numColumns+1; i++ )
{
F32 u = F32(i) / F32(numColumns) * mTexFrequency.x;
F32 v = F32(row) / F32(numRows) * mTexFrequency.y;
u += mMoveSpeed + mWave[0].amplitude * mSin( u * M_2PI * mWave[0].frequency + mWave[0].velocity );
v += mMoveSpeed + mWave[0].amplitude * mSin( v * M_2PI * mWave[0].frequency + mWave[0].velocity );
glTexCoord2f( u, v );
glVertex2f( -1.0 + i * xMult, -1.0 + row * yMult );
v = F32(row+1) / F32(numRows) * mTexFrequency.y;
v += mMoveSpeed + mWave[0].amplitude * mSin( v * M_2PI * mWave[0].frequency + mWave[0].velocity );
glTexCoord2f( u, v );
glVertex2f( -1.0 + i * xMult, -1.0 + (row+1) * yMult );
}
glEnd();
}

56
engine/game/fx/underLava.h Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _UNDERLAVA_H_
#define _UNDERLAVA_H_
#ifndef _MPOINT_H_
#include "math/mPoint.h"
#endif
//**************************************************************************
// Data
//**************************************************************************
struct LavaVertex
{
Point2I pnt;
Point2F texPnt;
};
struct LavaWave
{
F32 frequency;
F32 amplitude;
F32 velocity;
};
//**************************************************************************
// Under lava FX
//**************************************************************************
class UnderLavaFX
{
private:
Point2F mTexFrequency;
Point2I mNumPoints;
Point2I mViewSize;
LavaWave mWave[2];
F32 mMoveSpeed;
void renderRow( U32 row, U32 numRows, U32 numColumns );
public:
UnderLavaFX();
void init();
void render();
};
extern UnderLavaFX gLavaFX;
#endif

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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "dgl/dgl.h"
#include "console/consoleTypes.h"
#include "math/mathIO.h"
#include "math/mRandom.h"
#include "sceneGraph/sceneState.h"
#include "audio/audioDataBlock.h"
#include "game/fx/weatherLightning.h"
IMPLEMENT_CO_CLIENTEVENT_V1(WeatherLightningStrikeEvent);
IMPLEMENT_CO_DATABLOCK_V1(WeatherLightningData);
IMPLEMENT_CO_NETOBJECT_V1(WeatherLightning);
MRandomLCG sgRandomGen;
S32 QSORT_CALLBACK cmpWLSounds(const void* p1, const void* p2)
{
U32 i1 = *((const S32*)p1);
U32 i2 = *((const S32*)p2);
if (i1 < i2) {
return 1;
} else if (i1 > i2) {
return -1;
} else {
return 0;
}
}
S32 QSORT_CALLBACK cmpWLTextures(const void* t1, const void* t2)
{
StringTableEntry ta = *(StringTableEntry*)t1;
StringTableEntry tb = *(StringTableEntry*)t2;
if(ta && ta[0] != '\0')
{
if(tb && tb[0] != '\0')
return dStricmp(ta, tb);
else
return -1;
}
else
{
if(tb && tb[0] != '\0')
return 1;
else
return 0;
}
}
WeatherLightningStrikeEvent::WeatherLightningStrikeEvent()
{
mLightning = NULL;
}
WeatherLightningStrikeEvent::~WeatherLightningStrikeEvent()
{
}
void WeatherLightningStrikeEvent::pack(NetConnection* con, BitStream* stream)
{
if(!mLightning)
{
stream->writeFlag(false);
return;
}
S32 ghostIndex = con->getGhostIndex(mLightning);
if(ghostIndex == -1)
{
stream->writeFlag(false);
return;
}
stream->writeFlag(true);
stream->writeRangedU32(U32(ghostIndex), 0, NetConnection::MaxGhostCount);
stream->writeFloat(mStart.x, PositionalBits);
stream->writeFloat(mStart.y, PositionalBits);
}
void WeatherLightningStrikeEvent::unpack(NetConnection* con, BitStream* stream)
{
if(!stream->readFlag())
return;
S32 ghostIndex = stream->readRangedU32(0, NetConnection::MaxGhostCount);
mLightning = NULL;
NetObject* pObject = con->resolveGhost(ghostIndex);
if(pObject)
mLightning = dynamic_cast<WeatherLightning*>(pObject);
mStart.x = stream->readFloat(PositionalBits);
mStart.y = stream->readFloat(PositionalBits);
}
void WeatherLightningStrikeEvent::process(NetConnection*)
{
if (mLightning)
mLightning->processEvent(this);
}
//--------------------------------------------------------------------------
WeatherLightningData::WeatherLightningData()
{
dMemset(strikeTextureNames, 0, sizeof(strikeTextureNames));
dMemset(flashTextureNames, 0, sizeof(flashTextureNames));
dMemset(fuzzyTextureNames, 0, sizeof(fuzzyTextureNames));
dMemset(strikeTextures, 0, sizeof(strikeTextures));
dMemset(flashTextures, 0, sizeof(flashTextures));
dMemset(fuzzyTextures, 0, sizeof(fuzzyTextures));
strikeSoundId = -1;
strikeSound = NULL_AUDIOHANDLE;
for(U32 i = 0; i < MaxSounds; i++)
{
thunderSoundIds[i] = -1;
thunderSounds[i] = NULL_AUDIOHANDLE;
}
}
WeatherLightningData::~WeatherLightningData()
{
//
};
void WeatherLightningData::initPersistFields()
{
Parent::initPersistFields();
addField("strikeTextures", TypeFilename, Offset(strikeTextureNames, WeatherLightningData), MaxStrikeTextures);
addField("flashTextures", TypeFilename, Offset(flashTextureNames, WeatherLightningData), MaxFlashTextures);
addField("fuzzyTextures", TypeFilename, Offset(fuzzyTextureNames, WeatherLightningData), MaxFuzzyTextures);
addField("strikeSound", TypeAudioProfilePtr, Offset(strikeSound, WeatherLightningData));
addField("thunderSounds", TypeAudioProfilePtr, Offset(thunderSounds, WeatherLightningData), MaxSounds);
}
bool WeatherLightningData::onAdd()
{
if(!Parent::onAdd())
return false;
if(!strikeSound && strikeSoundId != -1)
{
if(Sim::findObject(strikeSoundId, strikeSound) == false)
Con::errorf(ConsoleLogEntry::General, "WeatherLightningData::onAdd: Invalid packet, bad datablockId(sound: %d", strikeSound);
}
for(U32 i = 0; i < MaxSounds; i++)
{
if(!thunderSounds[i] && thunderSoundIds[i] != -1)
{
if(Sim::findObject(thunderSoundIds[i], thunderSounds[i]) == false)
Con::errorf(ConsoleLogEntry::General, "WeahterLightningData::onAdd: Invalid packet, bad datablockId(sound: %d", thunderSounds[i]);
}
}
return true;
}
bool WeatherLightningData::preload(bool server, char errorBuffer[256])
{
if(Parent::preload(server, errorBuffer) == false)
return false;
dQsort(strikeTextureNames, MaxStrikeTextures, sizeof(StringTableEntry), cmpWLTextures);
dQsort(flashTextureNames, MaxFlashTextures, sizeof(StringTableEntry), cmpWLTextures);
dQsort(fuzzyTextureNames, MaxFuzzyTextures, sizeof(StringTableEntry), cmpWLTextures);
if(!server)
{
for(numStrikes = 0; numStrikes < MaxStrikeTextures; numStrikes++)
{
if(strikeTextureNames[numStrikes] && strikeTextureNames[numStrikes][0] != '\0')
strikeTextures[numStrikes] = TextureHandle(strikeTextureNames[numStrikes], MeshTexture);
else
break;
}
for(numFlashes = 0; numFlashes < MaxFlashTextures && flashTextureNames[numFlashes] != NULL; numFlashes++)
{
if(flashTextureNames[numFlashes] && flashTextureNames[numFlashes][0] != '\0')
flashTextures[numFlashes] = TextureHandle(flashTextureNames[numFlashes], MeshTexture);
else
break;
}
for(numFuzzes = 0; numFuzzes < MaxFuzzyTextures && fuzzyTextureNames[numFuzzes] != NULL; numFuzzes++)
{
if(fuzzyTextureNames[numFuzzes] && fuzzyTextureNames[numFuzzes][0] != '\0')
fuzzyTextures[numFuzzes] = TextureHandle(fuzzyTextureNames[numFuzzes], MeshTexture);
else
break;
}
}
dQsort(thunderSounds, MaxSounds, sizeof(AudioProfile*), cmpWLSounds);
for(numSounds = 0; numSounds < MaxSounds && thunderSounds[numSounds] != NULL_AUDIOHANDLE; numSounds++) {
//
}
return true;
}
void WeatherLightningData::packData(BitStream* stream)
{
Parent::packData(stream);
U32 i;
for (i = 0; i < MaxStrikeTextures; i++)
stream->writeString(strikeTextureNames[i]);
for(i = 0; i < MaxFlashTextures; i++)
stream->writeString(flashTextureNames[i]);
for(i = 0; i < MaxFuzzyTextures; i++)
stream->writeString(fuzzyTextureNames[i]);
if(stream->writeFlag(strikeSound != NULL_AUDIOHANDLE))
stream->writeRangedU32(strikeSound->getId(), DataBlockObjectIdFirst,
DataBlockObjectIdLast);
for(i = 0; i < MaxSounds; i++)
{
if(stream->writeFlag(thunderSounds[i] != NULL_AUDIOHANDLE))
stream->writeRangedU32(thunderSounds[i]->getId(), DataBlockObjectIdFirst,
DataBlockObjectIdLast);
}
}
void WeatherLightningData::unpackData(BitStream* stream)
{
Parent::unpackData(stream);
U32 i;
for(i = 0; i < MaxStrikeTextures; i++)
strikeTextureNames[i] = stream->readSTString();
for(i = 0; i < MaxFlashTextures; i++)
flashTextureNames[i] = stream->readSTString();
for(i = 0; i < MaxFuzzyTextures; i++)
fuzzyTextureNames[i] = stream->readSTString();
if(stream->readFlag())
strikeSoundId = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
else
strikeSoundId = -1;
for(i = 0; i < MaxSounds; i++)
{
if(stream->readFlag())
thunderSoundIds[i] = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
else
thunderSoundIds[i] = -1;
}
}
//--------------------------------------------------------------------------
WeatherLightning::WeatherLightning()
{
mNetFlags.set(Ghostable | ScopeAlways);
mTypeMask |= StaticObjectType|EnvironmentObjectType;
lastThink = 0;
strikesPerMinute = 9;
boltDeathAge = 1.5;
}
WeatherLightning::~WeatherLightning()
{
//
}
void WeatherLightning::initPersistFields()
{
Parent::initPersistFields();
addNamedField(strikesPerMinute, TypeS32, WeatherLightning);
addNamedField(boltDeathAge, TypeF32, WeatherLightning);
}
bool WeatherLightning::onAdd()
{
if(!Parent::onAdd())
return false;
mObjBox.min.set( -0.5, -0.5, -0.5 );
mObjBox.max.set( 0.5, 0.5, 0.5 );
resetWorldBox();
addToScene();
return true;
}
void WeatherLightning::onRemove()
{
while(mActiveBolts.size())
{
WeatherLightningBolt* bolt = mActiveBolts[0];
delete bolt;
mActiveBolts.erase_fast(U32(0));
}
while(mSoundEvents.size())
mSoundEvents.erase_fast(U32(0));
removeFromScene();
Parent::onRemove();
}
bool WeatherLightning::onNewDataBlock(GameBaseData* dptr)
{
mDataBlock = dynamic_cast<WeatherLightningData*>(dptr);
if(!mDataBlock || !Parent::onNewDataBlock(dptr))
return false;
scriptOnNewDataBlock();
return true;
}
bool WeatherLightning::prepRenderImage(SceneState* state, const U32 stateKey, const U32, const bool)
{
if(isLastState(state, stateKey))
return false;
setLastState(state, stateKey);
// This should be sufficient for most objects that don't manage zones, and
// don't need to return a specialized RenderImage...
if(state->isObjectRendered(this))
{
SceneRenderImage* image = new SceneRenderImage;
image->obj = this;
image->isTranslucent = true;
image->sortType = SceneRenderImage::EndSort;
state->insertRenderImage(image);
}
return false;
}
void WeatherLightningBolt::render(const Point3F &camPos)
{
Point3F perpVec;
Point3F lightUp = startPoint - endPoint;
mCross(camPos - endPoint, lightUp, &perpVec);
perpVec.normalize();
Point3F frontVec;
mCross(perpVec, lightUp, &frontVec);
frontVec.normalize();
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glDepthFunc(GL_LEQUAL);
//
// strike texture
//
// setup alpha value
F32 strikeAlpha;
if(currentAge < (strikeTime / 3.0))
{
strikeAlpha = currentAge / (strikeTime / 3.0);
strikeAlpha = mPow(strikeAlpha, F32(1.0 / 3.0));
}
else if(currentAge < (2.0 * strikeTime / 3.0))
strikeAlpha = 1.0;
else
strikeAlpha = 1.0 - ((currentAge - (2.0 * strikeTime / 3.0)) / (strikeTime / 3.0));
glColor4f(1.0f, 1.0f, 1.0f, strikeAlpha);
// generate texture coords
Point3F points[4];
F32 width = ((startPoint.z - endPoint.z) * 0.125f);
points[0] = startPoint - perpVec * width;
points[1] = startPoint + perpVec * width;
points[2] = endPoint + perpVec * width;
points[3] = endPoint - perpVec * width;
// bind and draw texture
glBindTexture(GL_TEXTURE_2D, strikeTexture->getGLName());
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(0, 0); glVertex3fv(points[0]);
glTexCoord2f(0, 1); glVertex3fv(points[1]);
glTexCoord2f(1, 1); glVertex3fv(points[2]);
glTexCoord2f(1, 0); glVertex3fv(points[3]);
//glTexCoord2f(0, 0); glVertex3fv(points[0]);
//glTexCoord2f(1, 0); glVertex3fv(points[1]);
//glTexCoord2f(1, 1); glVertex3fv(points[2]);
//glTexCoord2f(0, 1); glVertex3fv(points[3]);
glEnd();
//
// fuzzy texture
//
// setup alpha value
F32 constAlpha;
if(currentAge < strikeTime / 2.0)
constAlpha = currentAge / (strikeTime / 2.0);
else if(currentAge < (2.0 * strikeTime / 3.0))
constAlpha = 1.0 - ((currentAge - (strikeTime / 2.0)) / (strikeTime / 6.0));
else
constAlpha = 0.0;
glColor4f(1.0, 1.0, 1.0, constAlpha);
// generate texture coords
width *= 4;
points[0] = startPoint - perpVec * width;
points[1] = startPoint + perpVec * width;
points[2] = endPoint + perpVec * width;
points[3] = endPoint - perpVec * width;
if(constAlpha != 0.0)
{
// bind and draw texture
glBindTexture(GL_TEXTURE_2D, fuzzyTexture->getGLName());
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(0, 0); glVertex3fv(points[0]);
glTexCoord2f(0, 1); glVertex3fv(points[1]);
glTexCoord2f(1, 1); glVertex3fv(points[2]);
glTexCoord2f(1, 0); glVertex3fv(points[3]);
//glTexCoord2f(0, 0); glVertex3fv(points[0]);
//glTexCoord2f(1, 0); glVertex3fv(points[1]);
//glTexCoord2f(1, 1); glVertex3fv(points[2]);
//glTexCoord2f(0, 1); glVertex3fv(points[3]);
glEnd();
glDepthMask(GL_TRUE);
}
//
// flash texture
//
// setup alpha value
glColor4f(1.0f, 1.0f, 1.0f, strikeAlpha);
// generate texture coords
points[0] = startPoint - perpVec * width + frontVec * width;
points[1] = startPoint - perpVec * width - frontVec * width;
points[2] = startPoint + perpVec * width - frontVec * width;
points[3] = startPoint + perpVec * width + frontVec * width;
// bind and draw texture
glBindTexture(GL_TEXTURE_2D, flashTexture->getGLName());
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(0, 0); glVertex3fv(points[0]);
glTexCoord2f(0, 1); glVertex3fv(points[1]);
glTexCoord2f(1, 1); glVertex3fv(points[2]);
glTexCoord2f(1, 0); glVertex3fv(points[3]);
//glTexCoord2f(0, 0); glVertex3fv(points[0]);
//glTexCoord2f(1, 0); glVertex3fv(points[1]);
//glTexCoord2f(1, 1); glVertex3fv(points[2]);
//glTexCoord2f(0, 1); glVertex3fv(points[3]);
glEnd();
//
// finished
//
glDepthMask(GL_TRUE);
}
void WeatherLightning::renderObject(SceneState* state, SceneRenderImage*)
{
if(mActiveBolts.size())
{
AssertFatal(dglIsInCanonicalState(), "Error, GL not in canonical state on entry");
RectI viewport;
F64 farPlane;
glMatrixMode(GL_PROJECTION);
glPushMatrix();
dglGetViewport(&viewport);
farPlane = state->getFarPlane();
const Point3F &camPos = state->getCameraPosition();
// adjust far clip plane
F64 distance = (getPosition() - camPos).lenSquared();
state->setFarPlane(getMax(farPlane, distance));
state->setupObjectProjection(this);
glDisable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
for(U32 i = 0; i < mActiveBolts.size(); i++)
mActiveBolts[i]->render(camPos);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
state->setFarPlane(farPlane);
dglSetViewport(viewport);
AssertFatal(dglIsInCanonicalState(), "Error, GL not in canonical state on exit");
}
}
void WeatherLightning::processTick(const Move *move)
{
Parent::processTick(move);
if (isServerObject())
{
S32 msBetweenStrikes = (S32)(60.0 / strikesPerMinute * 1000.0);
lastThink += TickMs;
if( lastThink > msBetweenStrikes )
{
strikeRandomPoint();
lastThink -= msBetweenStrikes;
}
}
}
void WeatherLightning::advanceTime(F32 dt)
{
Parent::advanceTime(dt);
U32 i;
// loop through and erase any dead bolts
for(i = 0; i < mActiveBolts.size();)
{
WeatherLightningBolt* bolt = mActiveBolts[i];
bolt->currentAge += dt;
if(bolt->currentAge > bolt->deathAge)
{
delete bolt;
mActiveBolts.erase_fast(i);
continue;
}
i++;
}
// loop through and find any pending sound events
for(i = 0; i < mSoundEvents.size();)
{
SoundEvent *sEvent = &mSoundEvents[i];
sEvent->time -= dt;
if(sEvent->time <= 0.0)
{
// fire off the sound
if(sEvent->soundBlockId != -1)
alxPlay(mDataBlock->thunderSounds[sEvent->soundBlockId], &sEvent->position);
mSoundEvents.erase_fast(i);
continue;
}
i++;
}
}
void WeatherLightning::strikeRandomPoint()
{
// choose random strike point within object bounds
Point2F strikePoint;
strikePoint.x = sgRandomGen.randF( 0.0, 1.0 );
strikePoint.y = sgRandomGen.randF( 0.0, 1.0 );
SimGroup* pClientGroup = Sim::getClientGroup();
for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++)
{
NetConnection* nc = static_cast<NetConnection*>(*itr);
WeatherLightningStrikeEvent* wlEvent = new WeatherLightningStrikeEvent;
wlEvent->mLightning = this;
wlEvent->mStart = strikePoint;
nc->postNetEvent(wlEvent);
}
}
TextureHandle* WeatherLightning::getRandomStrike()
{
U32 strike = (U32)(mCeil(mDataBlock->numStrikes * sgRandomGen.randF()) - 1.0f);
return &mDataBlock->strikeTextures[strike];
}
TextureHandle* WeatherLightning::getRandomFlash()
{
U32 flash = (U32)(mCeil(mDataBlock->numFlashes * sgRandomGen.randF()) - 1.0f);
return &mDataBlock->flashTextures[flash];
}
TextureHandle* WeatherLightning::getRandomFuzzy()
{
U32 fuzzy = (U32)(mCeil(mDataBlock->numFuzzes * sgRandomGen.randF()) - 1.0f);
return &mDataBlock->fuzzyTextures[fuzzy];
}
S32 WeatherLightning::getRandomSound()
{
U32 sound = (U32)(mCeil(mDataBlock->numSounds * sgRandomGen.randF()) - 1.0f);
if(mDataBlock->thunderSounds[sound] != NULL_AUDIOHANDLE)
return sound;
return -1;
}
void WeatherLightning::processEvent(WeatherLightningStrikeEvent* wlEvent)
{
AssertFatal(wlEvent->mStart.x >= 0 && wlEvent->mStart.x <= 1.0, "Out of bounds coord!");
mActiveBolts.push_back(new WeatherLightningBolt);
WeatherLightningBolt* bolt = mActiveBolts.last();
Point3F strikePoint(0.0, 0.0, 0.0);
strikePoint.x = wlEvent->mStart.x;
strikePoint.y = wlEvent->mStart.y;
strikePoint *= mObjScale;
strikePoint += getPosition();
strikePoint += Point3F( -mObjScale.x * 0.5, -mObjScale.y * 0.5, 0.0 );
RayInfo rayInfo;
Point3F start = strikePoint;
start.z = mObjScale.z * 0.5 + getPosition().z;
strikePoint.z += -mObjScale.z * 0.5;
bool rayHit = gClientContainer.castRay(start, strikePoint, (STATIC_COLLISION_MASK | WaterObjectType), &rayInfo);
if(rayHit)
strikePoint.z = rayInfo.point.z;
F32 height = mObjScale.z * 0.5 + getPosition().z;
bolt->startPoint = Point3F(strikePoint.x, strikePoint.y, height);
bolt->endPoint = strikePoint;
bolt->currentAge = 0.0f;
bolt->deathAge = boltDeathAge;
bolt->strikeTime = 0.35;
bolt->strikeTexture = getRandomStrike();
bolt->flashTexture = getRandomFlash();
bolt->fuzzyTexture = getRandomFuzzy();
// setup a thunder sound event
Point3F listener;
alxGetListenerPoint3F(AL_POSITION, &listener);
mSoundEvents.increment();
SoundEvent& sEvent = mSoundEvents.last();
// find the length to the closest point on the bolt
Point3F dHat = bolt->startPoint - bolt->endPoint;
F32 boltLength = dHat.len();
dHat /= boltLength;
F32 distAlong = mDot((listener - bolt->endPoint), dHat);
Point3F contactPoint;
if(distAlong >= boltLength)
contactPoint = bolt->startPoint;
else if(distAlong <= 0.0)
contactPoint = bolt->endPoint;
else
contactPoint = bolt->endPoint + dHat * distAlong;
F32 delayDist = (listener - contactPoint).len();
U32 delayTime = U32((delayDist / 330.0f) * 100.0f);
MatrixF trans(true);
trans.setPosition(contactPoint);
sEvent.soundBlockId = getRandomSound();
sEvent.position = trans;
sEvent.time = delayTime;
// play strike sound
trans.setPosition(strikePoint);
if(mDataBlock->strikeSound)
alxPlay(mDataBlock->strikeSound, &trans);
}
U32 WeatherLightning::packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
{
U32 retMask = Parent::packUpdate(conn, mask, stream);
// Only write data if this is the initial packet or we've been inspected.
if (stream->writeFlag(mask & (InitialUpdateMask | ExtendedInfoMask)))
{
// Initial update
mathWrite(*stream, getPosition());
mathWrite(*stream, mObjScale);
}
return retMask;
}
void WeatherLightning::unpackUpdate(NetConnection *conn, BitStream *stream)
{
Parent::unpackUpdate(conn, stream);
if (stream->readFlag())
{
// Initial update
Point3F pos;
mathRead(*stream, &pos);
setPosition( pos );
mathRead(*stream, &mObjScale);
}
}

172
engine/game/fx/weatherLightning.h Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _WEATHER_LIGHTNING_H_
#define _WEATHER_LIGHTNING_H_
#ifndef _NETCONNECTION_H_
#include "sim/netConnection.h"
#endif
#ifndef _GAMEBASE_H_
#include "game/gameBase.h"
#endif
#ifndef _LIGHTMANAGER_H_
#include "sceneGraph/lightManager.h"
#endif
class AudioProfile;
class WeatherLightning;
class WeatherLightningStrikeEvent : public NetEvent
{
typedef NetEvent Parent;
public:
enum Constants {
PositionalBits = 10
};
Point2F mStart;
WeatherLightning* mLightning;
public:
WeatherLightningStrikeEvent();
~WeatherLightningStrikeEvent();
void pack(NetConnection*, BitStream*);
void write(NetConnection*, BitStream*){}
void unpack(NetConnection*, BitStream*);
void process(NetConnection*);
DECLARE_CONOBJECT(WeatherLightningStrikeEvent);
};
class WeatherLightningData : public GameBaseData
{
typedef GameBaseData Parent;
protected:
bool onAdd();
public:
enum {
MaxSounds = 4,
MaxStrikeTextures = 6,//8,
MaxFlashTextures = 4, //6,
MaxFuzzyTextures = 2, //4,
};
// primary strike texture
U32 numStrikes;
StringTableEntry strikeTextureNames[MaxStrikeTextures];
TextureHandle strikeTextures[MaxStrikeTextures];
// flash texture
U32 numFlashes;
StringTableEntry flashTextureNames[MaxFlashTextures];
TextureHandle flashTextures[MaxFlashTextures];
// fuzzy/stretch texture
U32 numFuzzes;
StringTableEntry fuzzyTextureNames[MaxFuzzyTextures];
TextureHandle fuzzyTextures[MaxFuzzyTextures];
//strike sound
S32 strikeSoundId;
AudioProfile* strikeSound;
// thunder sounds
U32 numSounds;
S32 thunderSoundIds[MaxSounds];
AudioProfile* thunderSounds[MaxSounds];
public:
WeatherLightningData();
~WeatherLightningData();
void packData(BitStream*);
void unpackData(BitStream*);
bool preload(bool server, char errorBuffer[256]);
DECLARE_CONOBJECT(WeatherLightningData);
static void initPersistFields();
};
struct WeatherLightningBolt
{
Point3F startPoint;
Point3F endPoint;
F32 currentAge;
F32 deathAge;
F32 strikeTime;
TextureHandle* strikeTexture;
TextureHandle* flashTexture;
TextureHandle* fuzzyTexture;
void render(const Point3F &camPos);
};
class WeatherLightning : public GameBase
{
typedef GameBase Parent;
// datablock
WeatherLightningData* mDataBlock;
U32 lastThink;
U32 strikesPerMinute;
U32 boltDeathAge;
struct SoundEvent {
S32 soundBlockId;
MatrixF position;
U32 time;
};
// only active on client
VectorPtr<WeatherLightningBolt*> mActiveBolts;
Vector<SoundEvent> mSoundEvents;
protected:
bool onAdd();
void onRemove();
bool onNewDataBlock(GameBaseData* dptr);
// rendering
bool prepRenderImage(SceneState *state, const U32 stateKey, const U32 startZone, const bool modifyBaseZoneState);
void renderObject(SceneState *state, SceneRenderImage *image);
// simulation
void processTick(const Move *move);
void advanceTime(F32 dt);
// grab random textures
TextureHandle* getRandomStrike();
TextureHandle* getRandomFlash();
TextureHandle* getRandomFuzzy();
// grab random sounds
S32 getRandomSound();
public:
WeatherLightning();
~WeatherLightning();
// strike random point within object box
void strikeRandomPoint();
// receive lightning event and create lightning bolt
void processEvent(WeatherLightningStrikeEvent*);
U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream);
void unpackUpdate(NetConnection *conn, BitStream *stream);
DECLARE_CONOBJECT(WeatherLightning);
static void initPersistFields();
};
#endif // _WEATHER_LIGHTNING_H_

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engine/game/game.cc Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "platform/platformVideo.h"
#include "platform/platformAudio.h"
#include "platform/platformInput.h"
#include "core/findMatch.h"
#include "dgl/dgl.h"
#include "game/game.h"
#include "math/mMath.h"
#include "console/simBase.h"
#include "console/console.h"
#include "terrain/terrData.h"
#include "terrain/terrRender.h"
#include "terrain/waterBlock.h"
#include "game/collisionTest.h"
#include "game/showTSShape.h"
#include "sceneGraph/sceneGraph.h"
#include "gui/core/guiTSControl.h"
#include "game/moveManager.h"
#include "console/consoleTypes.h"
#include "game/shapeBase.h"
#include "core/dnet.h"
#include "game/gameConnection.h"
#include "core/fileStream.h"
#include "gui/core/guiCanvas.h"
#include "dgl/gTexManager.h"
#include "sceneGraph/sceneLighting.h"
#include "terrain/sky.h"
#include "game/ambientAudioManager.h"
#include "core/frameAllocator.h"
#include "sceneGraph/detailManager.h"
#include "gui/controls/guiMLTextCtrl.h"
#include "platform/profiler.h"
#include "game/fx/underLava.h"
#include "core/iTickable.h"
//this is an extra comment
static void cPanoramaScreenShot(SimObject *, S32, const char ** argv);
void wireCube(F32 size, Point3F pos);
CollisionTest collisionTest;
F32 gMovementSpeed = 1;
//--------------------------------------------------------------------------
ConsoleFunctionGroupBegin( GameFunctions, "General game functionality.");
ConsoleFunction(screenShot, void, 3, 3, "(string file, string format)"
"Take a screenshot.\n\n"
"@param format One of JPEG or PNG.")
{
FileStream fStream;
if(!fStream.open(argv[1], FileStream::Write))
{
Con::printf("Failed to open file '%s'.", argv[1]);
return;
}
glReadBuffer(GL_FRONT);
Point2I extent = Canvas->getExtent();
U8 * pixels = new U8[extent.x * extent.y * 3];
glReadPixels(0, 0, extent.x, extent.y, GL_RGB, GL_UNSIGNED_BYTE, pixels);
GBitmap * bitmap = new GBitmap;
bitmap->allocateBitmap(U32(extent.x), U32(extent.y));
// flip the rows
for(U32 y = 0; y < extent.y; y++)
dMemcpy(bitmap->getAddress(0, extent.y - y - 1), pixels + y * extent.x * 3, U32(extent.x * 3));
if ( dStrcmp( argv[2], "JPEG" ) == 0 )
bitmap->writeJPEG(fStream);
else if( dStrcmp( argv[2], "PNG" ) == 0)
bitmap->writePNG(fStream);
else
bitmap->writePNG(fStream);
fStream.close();
delete [] pixels;
delete bitmap;
}
//--------------------------------------------------------------------------
static const U32 MaxPlayerNameLength = 16;
ConsoleFunction( strToPlayerName, const char*, 2, 2, "strToPlayerName( string )" )
{
argc;
const char* ptr = argv[1];
// Strip leading spaces and underscores:
while ( *ptr == ' ' || *ptr == '_' )
ptr++;
U32 len = dStrlen( ptr );
if ( len )
{
char* ret = Con::getReturnBuffer( MaxPlayerNameLength + 1 );
char* rptr = ret;
ret[MaxPlayerNameLength - 1] = '\0';
ret[MaxPlayerNameLength] = '\0';
bool space = false;
U8 ch;
while ( *ptr && dStrlen( ret ) < MaxPlayerNameLength )
{
ch = (U8) *ptr;
// Strip all illegal characters:
if ( ch < 32 || ch == ',' || ch == '.' || ch == '\'' || ch == '`' )
{
ptr++;
continue;
}
// Don't allow double spaces or space-underline combinations:
if ( ch == ' ' || ch == '_' )
{
if ( space )
{
ptr++;
continue;
}
else
space = true;
}
else
space = false;
*rptr++ = *ptr;
ptr++;
}
*rptr = '\0';
//finally, strip out the ML text control chars...
return GuiMLTextCtrl::stripControlChars(ret);
return( ret );
}
return( "" );
}
//------------------------------------------------------------------------------
static U32 moveCount = 0;
bool GameGetCameraTransform(MatrixF *mat, Point3F *velocity)
{
// Return the position and velocity of the control object
GameConnection* connection = GameConnection::getConnectionToServer();
return connection && connection->getControlCameraTransform(0, mat) &&
connection->getControlCameraVelocity(velocity);
}
//------------------------------------------------------------------------------
/// Camera and FOV info
namespace {
const U32 MaxZoomSpeed = 2000; ///< max number of ms to reach target FOV
static F32 sConsoleCameraFov = 90.f; ///< updated to camera FOV each frame
static F32 sDefaultFov = 90.f; ///< normal FOV
static F32 sCameraFov = 90.f; ///< current camera FOV
static F32 sTargetFov = 90.f; ///< the desired FOV
static F32 sLastCameraUpdateTime = 0; ///< last time camera was updated
static S32 sZoomSpeed = 500; ///< ms per 90deg fov change
} // namespace {}
//------------------------------------------------------------------------------
ConsoleFunctionGroupBegin( CameraFunctions, "Functions controlling the global camera properties defined in main.cc.");
ConsoleFunction(setDefaultFov, void, 2,2, "(defaultFov) - Set the default FOV for a camera.")
{
argc;
sDefaultFov = mClampF(dAtof(argv[1]), MinCameraFov, MaxCameraFov);
if(sCameraFov == sTargetFov)
sTargetFov = sDefaultFov;
}
ConsoleFunction(setZoomSpeed, void, 2,2, "(speed) - Set the zoom speed of the camera, in ms per 90deg FOV change.")
{
argc;
sZoomSpeed = mClamp(dAtoi(argv[1]), 0, MaxZoomSpeed);
}
ConsoleFunction(setFov, void, 2, 2, "(fov) - Set the FOV of the camera.")
{
argc;
sTargetFov = mClampF(dAtof(argv[1]), MinCameraFov, MaxCameraFov);
}
ConsoleFunctionGroupEnd( CameraFunctions );
F32 GameGetCameraFov()
{
return(sCameraFov);
}
void GameSetCameraFov(F32 fov)
{
sTargetFov = sCameraFov = fov;
}
void GameSetCameraTargetFov(F32 fov)
{
sTargetFov = fov;
}
void GameUpdateCameraFov()
{
F32 time = F32(Platform::getVirtualMilliseconds());
// need to update fov?
if(sTargetFov != sCameraFov)
{
F32 delta = time - sLastCameraUpdateTime;
// snap zoom?
if((sZoomSpeed == 0) || (delta <= 0.f))
sCameraFov = sTargetFov;
else
{
// gZoomSpeed is time in ms to zoom 90deg
F32 step = 90.f * (delta / F32(sZoomSpeed));
if(sCameraFov > sTargetFov)
{
sCameraFov -= step;
if(sCameraFov < sTargetFov)
sCameraFov = sTargetFov;
}
else
{
sCameraFov += step;
if(sCameraFov > sTargetFov)
sCameraFov = sTargetFov;
}
}
}
// the game connection controls the vertical and the horizontal
GameConnection * connection = GameConnection::getConnectionToServer();
if(connection)
{
// check if fov is valid on control object
if(connection->isValidControlCameraFov(sCameraFov))
connection->setControlCameraFov(sCameraFov);
else
{
// will set to the closest fov (fails only on invalid control object)
if(connection->setControlCameraFov(sCameraFov))
{
F32 setFov = sCameraFov;
connection->getControlCameraFov(&setFov);
sTargetFov = sCameraFov = setFov;
}
}
}
// update the console variable
sConsoleCameraFov = sCameraFov;
sLastCameraUpdateTime = time;
}
//--------------------------------------------------------------------------
#ifdef TORQUE_DEBUG
// ConsoleFunction(dumpTSShapes, void, 1, 1, "dumpTSShapes();")
// {
// argc, argv;
// FindMatch match("*.dts", 4096);
// ResourceManager->findMatches(&match);
// for (U32 i = 0; i < match.numMatches(); i++)
// {
// U32 j;
// Resource<TSShape> shape = ResourceManager->load(match.matchList[i]);
// if (bool(shape) == false)
// Con::errorf(" aaa Couldn't load: %s", match.matchList[i]);
// U32 numMeshes = 0, numSkins = 0;
// for (j = 0; j < shape->meshes.size(); j++)
// if (shape->meshes[j])
// numMeshes++;
// for (j = 0; j < shape->skins.size(); j++)
// if (shape->skins[j])
// numSkins++;
// Con::printf(" aaa Shape: %s (%d meshes, %d skins)", match.matchList[i], numMeshes, numSkins);
// Con::printf(" aaa Meshes");
// for (j = 0; j < shape->meshes.size(); j++)
// {
// if (shape->meshes[j])
// Con::printf(" aaa %d -> nf: %d, nmf: %d, nvpf: %d (%d, %d, %d, %d, %d)",
// shape->meshes[j]->meshType & TSMesh::TypeMask,
// shape->meshes[j]->numFrames,
// shape->meshes[j]->numMatFrames,
// shape->meshes[j]->vertsPerFrame,
// shape->meshes[j]->verts.size(),
// shape->meshes[j]->norms.size(),
// shape->meshes[j]->tverts.size(),
// shape->meshes[j]->primitives.size(),
// shape->meshes[j]->indices.size());
// }
// Con::printf(" aaa Skins");
// for (j = 0; j < shape->skins.size(); j++)
// {
// if (shape->skins[j])
// Con::printf(" aaa %d -> nf: %d, nmf: %d, nvpf: %d (%d, %d, %d, %d, %d)",
// shape->skins[j]->meshType & TSMesh::TypeMask,
// shape->skins[j]->numFrames,
// shape->skins[j]->numMatFrames,
// shape->skins[j]->vertsPerFrame,
// shape->skins[j]->verts.size(),
// shape->skins[j]->norms.size(),
// shape->skins[j]->tverts.size(),
// shape->skins[j]->primitives.size(),
// shape->skins[j]->indices.size());
// }
// }
// }
#endif
ConsoleFunction( getControlObjectAltitude, const char*, 1, 1, "Get distance from bottom of controlled object to terrain.")
{
GameConnection* connection = GameConnection::getConnectionToServer();
if (connection) {
ShapeBase* pSB = connection->getControlObject();
if (pSB != NULL && pSB->isClientObject())
{
Point3F pos(0.f, 0.f, 0.f);
// if this object is mounted, then get the bottom position of the mount's bbox
if(pSB->getObjectMount())
{
static Point3F BoxPnts[] = {
Point3F(0,0,0),
Point3F(0,0,1),
Point3F(0,1,0),
Point3F(0,1,1),
Point3F(1,0,0),
Point3F(1,0,1),
Point3F(1,1,0),
Point3F(1,1,1)
};
ShapeBase * mount = pSB->getObjectMount();
Box3F box = mount->getObjBox();
MatrixF mat = mount->getTransform();
VectorF scale = mount->getScale();
Point3F projPnts[8];
F32 minZ = 1e30;
for(U32 i = 0; i < 8; i++)
{
Point3F pnt(BoxPnts[i].x ? box.max.x : box.min.x,
BoxPnts[i].y ? box.max.y : box.min.y,
BoxPnts[i].z ? box.max.z : box.min.z);
pnt.convolve(scale);
mat.mulP(pnt, &projPnts[i]);
if(projPnts[i].z < minZ)
pos = projPnts[i];
}
}
else
pSB->getTransform().getColumn(3, &pos);
TerrainBlock* pBlock = gClientSceneGraph->getCurrentTerrain();
if (pBlock != NULL) {
Point3F terrPos = pos;
pBlock->getWorldTransform().mulP(terrPos);
terrPos.convolveInverse(pBlock->getScale());
F32 height;
if (pBlock->getHeight(Point2F(terrPos.x, terrPos.y), &height) == true) {
terrPos.z = height;
terrPos.convolve(pBlock->getScale());
pBlock->getTransform().mulP(terrPos);
pos.z -= terrPos.z;
}
}
char* retBuf = Con::getReturnBuffer(128);
dSprintf(retBuf, 128, "%g", mFloor(getMax(pos.z, 0.f)));
return retBuf;
}
}
return "0";
}
ConsoleFunction( getControlObjectSpeed, const char*, 1, 1, "Get speed (but not velocity) of controlled object.")
{
GameConnection* connection = GameConnection::getConnectionToServer();
if (connection)
{
ShapeBase* pSB = connection->getControlObject();
if (pSB != NULL && pSB->isClientObject()) {
Point3F vel = pSB->getVelocity();
F32 speed = vel.len();
// We're going to force the formating to be what we want...
F32 intPart = mFloor(speed);
speed -= intPart;
speed *= 10;
speed = mFloor(speed);
char* retBuf = Con::getReturnBuffer(128);
dSprintf(retBuf, 128, "%g.%g", intPart, speed);
return retBuf;
}
}
return "0";
}
//--------------------------------------------------------------------------
ConsoleFunction( panoramaScreenShot, void, 3, 3, "(string file, string format)"
"Take a panoramic screenshot.\n\n"
"@param format This is either JPEG or PNG.")
{
S32 numShots = 3;
if (argc == 3)
numShots = dAtoi(argv[2]);
CameraQuery query;
if (!GameProcessCameraQuery( &query ))
return;
SceneObject *object = dynamic_cast<SceneObject*>(query.object);
if (!object)
return;
F32 rotInc = query.fov * 0.75f;
FileStream fStream;
GBitmap bitmap;
Point2I extent = Canvas->getExtent();
bitmap.allocateBitmap(U32(extent.x), U32(extent.y));
U8 * pixels = new U8[extent.x * extent.y * 3];
S32 start = -(numShots/2);
for (S32 i=0; i<numShots; i++, start++)
{
char buffer[256];
MatrixF rot( EulerF(0.0f, 0.0f, rotInc * F32(start)) );
MatrixF result;
result.mul(query.cameraMatrix, rot);
object->setTransform( result );
Canvas->renderFrame(false);
dSprintf(buffer, sizeof(buffer), "%s-%d.png", argv[1], i);
glReadBuffer(GL_FRONT);
glReadPixels(0, 0, extent.x, extent.y, GL_RGB, GL_UNSIGNED_BYTE, pixels);
if(!fStream.open(buffer, FileStream::Write))
{
Con::printf("Failed to open file '%s'.", buffer);
break;
}
// flip the rows
for(U32 y = 0; y < extent.y; y++)
dMemcpy(bitmap.getAddress(0, extent.y - y - 1), pixels + y * extent.x * 3, U32(extent.x * 3));
if ( dStrcmp( argv[2], "JPEG" ) == 0 )
bitmap.writeJPEG(fStream);
else if( dStrcmp( argv[2], "PNG" ) == 0)
bitmap.writePNG(fStream);
else
bitmap.writePNG(fStream);
fStream.close();
}
delete [] pixels;
}
ConsoleFunctionGroupEnd( GameFunctions );
//------------------------------------------------------------------------------
void GameInit()
{
// Make sure the exporter draws from the correct directories...
//
Con::addVariable("movementSpeed", TypeF32, &gMovementSpeed);
Con::addVariable("$pref::OpenGL::disableEXTPalettedTexture", TypeBool, &gOpenGLDisablePT);
Con::addVariable("$pref::OpenGL::disableEXTCompiledVertexArray", TypeBool, &gOpenGLDisableCVA);
Con::addVariable("$pref::OpenGL::disableARBMultitexture", TypeBool, &gOpenGLDisableARBMT);
Con::addVariable("$pref::OpenGL::disableEXTFogCoord", TypeBool, &gOpenGLDisableFC);
Con::addVariable("$pref::OpenGL::disableEXTTexEnvCombine", TypeBool, &gOpenGLDisableTEC);
Con::addVariable("$pref::OpenGL::disableARBTextureCompression", TypeBool, &gOpenGLDisableTCompress);
Con::addVariable("$pref::OpenGL::noEnvColor", TypeBool, &gOpenGLNoEnvColor);
Con::addVariable("$pref::OpenGL::gammaCorrection", TypeF32, &gOpenGLGammaCorrection);
Con::addVariable("$pref::OpenGL::noDrawArraysAlpha", TypeBool, &gOpenGLNoDrawArraysAlpha);
#if defined(TORQUE_OS_MAC)
gOpenGLDisableFC = true;
#else
Con::addVariable("$pref::OpenGL::disableEXTFogCoord", TypeBool, &gOpenGLDisableFC);
#endif
Con::addVariable("$pref::TS::autoDetail", TypeF32, &DetailManager::smDetailScale);
Con::addVariable("$pref::visibleDistanceMod", TypeF32, &SceneGraph::smVisibleDistanceMod);
// updated every frame
Con::addVariable("cameraFov", TypeF32, &sConsoleCameraFov);
// Initialize the collision testing script stuff.
collisionTest.consoleInit();
}
const U32 AudioUpdatePeriod = 125; ///< milliseconds between audio updates.
bool clientProcess(U32 timeDelta)
{
ShowTSShape::advanceTime(timeDelta);
ITickable::advanceTime(timeDelta);
bool ret = gClientProcessList.advanceClientTime(timeDelta);
// Run the collision test and update the Audio system
// by checking the controlObject
MatrixF mat;
Point3F velocity;
if (GameGetCameraTransform(&mat, &velocity))
{
alxListenerMatrixF(&mat);
// alxListener3f(AL_VELOCITY, velocity.x, velocity.y, velocity.z);
collisionTest.collide(mat);
}
// determine if were lagging
GameConnection* connection = GameConnection::getConnectionToServer();
if(connection)
connection->detectLag();
// alxUpdate is somewhat expensive and does not need to be updated constantly,
// though it does need to be updated in real time
static U32 lastAudioUpdate = 0;
U32 realTime = Platform::getRealMilliseconds();
if((realTime - lastAudioUpdate) >= AudioUpdatePeriod)
{
alxUpdate();
gAmbientAudioManager.update();
lastAudioUpdate = realTime;
}
return ret;
}
bool serverProcess(U32 timeDelta)
{
return gServerProcessList.advanceServerTime(timeDelta);
}
static ColorF cubeColors[8] = {
ColorF(0, 0, 0),
ColorF(1, 0, 0),
ColorF(0, 1, 0),
ColorF(0, 0, 1),
ColorF(1, 1, 0),
ColorF(1, 0, 1),
ColorF(0, 1, 1),
ColorF(1, 1, 1)
};
static Point3F cubePoints[8] = {
Point3F(-1, -1, -1),
Point3F(-1, -1, 1),
Point3F(-1, 1, -1),
Point3F(-1, 1, 1),
Point3F( 1, -1, -1),
Point3F( 1, -1, 1),
Point3F( 1, 1, -1),
Point3F( 1, 1, 1)
};
static U32 cubeFaces[6][4] = {
{ 0, 2, 6, 4 },
{ 0, 2, 3, 1 },
{ 0, 1, 5, 4 },
{ 3, 2, 6, 7 },
{ 7, 6, 4, 5 },
{ 3, 7, 5, 1 }
};
void wireCube(F32 size, Point3F pos)
{
glDisable(GL_CULL_FACE);
for (S32 i = 0; i < 6; i++)
{
glBegin(GL_LINE_LOOP);
for(S32 vert = 0; vert < 4; vert++)
{
U32 idx = cubeFaces[i][vert];
glColor3f(cubeColors[idx].red, cubeColors[idx].green, cubeColors[idx].blue);
glVertex3f(cubePoints[idx].x * size + pos.x, cubePoints[idx].y * size + pos.y, cubePoints[idx].z * size + pos.z);
}
glEnd();
}
}
bool GameProcessCameraQuery(CameraQuery *query)
{
GameConnection* connection = GameConnection::getConnectionToServer();
if (connection && connection->getControlCameraTransform(0.032f, &query->cameraMatrix))
{
query->object = connection->getControlObject();
query->nearPlane = 0.1f;
Sky* pSky = gClientSceneGraph->getCurrentSky();
if (pSky)
query->farPlane = pSky->getVisibleDistance();
else
query->farPlane = 1000.0f;
F32 cameraFov;
if(!connection->getControlCameraFov(&cameraFov))
return false;
query->fov = mDegToRad(cameraFov);
query->ortho = false;
return true;
}
return false;
}
struct OutputPoint
{
Point3F point;
U8 color[4];
Point2F texCoord;
Point2F fogCoord;
};
#define USEOLDFILTERS 1
void GameRenderFilters(const CameraQuery& camq)
{
#if USEOLDFILTERS
GameConnection* connection = GameConnection::getConnectionToServer();
F32 damageFlash = 0;
F32 whiteOut = 0;
F32 blackOut = 0;
if(connection)
{
damageFlash = connection->getDamageFlash();
whiteOut = connection->getWhiteOut();
blackOut = connection->getBlackOut();
}
ShapeBase* psb = dynamic_cast<ShapeBase*>(camq.object);
if (psb != NULL) {
if (damageFlash > 0.0) {
if (damageFlash > 0.76)
damageFlash = 0.76f;
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glDisable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(1, 0, 0, damageFlash);
glBegin(GL_TRIANGLE_FAN);
glVertex3f(-1, -1, 0);
glVertex3f(-1, 1, 0);
glVertex3f( 1, 1, 0);
glVertex3f( 1, -1, 0);
glEnd();
glDisable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ZERO);
glDepthMask(GL_TRUE);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
if (whiteOut > 0.0) {
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glDisable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(1.0f, 1.0f, 0.92f, (whiteOut > 1.0f ? 1.0f : whiteOut));
glBegin(GL_TRIANGLE_FAN);
glVertex3f(-1, -1, 0);
glVertex3f(-1, 1, 0);
glVertex3f( 1, 1, 0);
glVertex3f( 1, -1, 0);
glEnd();
glDisable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ZERO);
glDepthMask(GL_TRUE);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
if (blackOut > 0.0) {
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glDisable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0.0f, 0.0f, 0.0f, (blackOut > 1.0f ? 1.0f : blackOut));
glBegin(GL_TRIANGLE_FAN);
glVertex3f(-1, -1, 0);
glVertex3f(-1, 1, 0);
glVertex3f( 1, 1, 0);
glVertex3f( 1, -1, 0);
glEnd();
glDisable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ZERO);
glDepthMask(GL_TRUE);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
F32 invincible = psb->getInvincibleEffect();
if (invincible > 0.0) {
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glDisable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0, 0, 1, (invincible > 1.0f ? 1.0f : invincible));
glBegin(GL_TRIANGLE_FAN);
glVertex3f(-1, -1, 0);
glVertex3f(-1, 1, 0);
glVertex3f( 1, 1, 0);
glVertex3f( 1, -1, 0);
glEnd();
glDisable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ZERO);
glDepthMask(GL_TRUE);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
if (WaterBlock::mCameraSubmerged)
{
if (WaterBlock::isWater(WaterBlock::mSubmergedType))
{
// view filter for camera below the water surface
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glDisable(GL_TEXTURE_2D);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(.2, .6, .6, .3);
glBegin(GL_TRIANGLE_FAN);
glVertex3f(-1, -1, 0);
glVertex3f(-1, 1, 0);
glVertex3f( 1, 1, 0);
glVertex3f( 1, -1, 0);
glEnd();
glDisable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ZERO);
glDepthMask(GL_TRUE);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
else if (WaterBlock::isLava(WaterBlock::mSubmergedType))
{
gLavaFX.render();
}
else if (WaterBlock::isQuicksand(WaterBlock::mSubmergedType))
{
}
}
WaterBlock::mCameraSubmerged = false;
WaterBlock::mSubmergedType = 0;
}
#else
//
// Need to build a filter for damage, invincibility, underwater, whiteout... ect
//
// Damage, Whiteout, and invincible effects have constant color with variable
// alpha values. The water filter has a constant color and alpha value. This
// looks kinda tricky, and it is. See Frohn for more details Jett-
// first get the game connection for this player
GameConnection* connection = GameConnection::getConnectionToServer();
bool addWaterFilter = false;
bool addLavaFilter = false;
F32 maxDamageFilter = 0.77;
F32 damageFlash = 0.f; ColorF damageFilterColor(1.f, 0.f, 0.f, 0.f);
F32 whiteOut = 0.f; ColorF whiteoutFilterColor(1.f, 1.f, 1.f, 0.f);
F32 waterFilter = 0.f; ColorF waterFilterColor(0.2, 0.6, 0.6, 0.6);
F32 invincible = 0.f; ColorF invincibleFilterColor(0.f, 0.f, 1.f, 0.f);
// final color and alpha of filter + an adder
ColorF Xcolor(0.f, 0.f, 0.f, 1.f);
if(connection)
{
// grab the damage flash alpha value
damageFlash = connection->getDamageFlash();
if( damageFlash > maxDamageFilter )
damageFlash = maxDamageFilter;
damageFilterColor.alpha = damageFlash;
// grab the whiteout value
whiteoutFilterColor.alpha = connection->getWhiteOut();
// need to grab the player obj to get inv. alpha value
ShapeBase* psb = dynamic_cast<ShapeBase*>(camq.object);
if(psb != NULL)
invincibleFilterColor.alpha = psb->getInvincibleEffect();
// determine if we need to add in our water filter (constant color and alpha)
if( WaterBlock::mCameraSubmerged )
{
if( WaterBlock::isWater( WaterBlock::mSubmergedType ) )
addWaterFilter = true;
else if( WaterBlock::isLava( WaterBlock::mSubmergedType))
addLavaFilter = true;
}
// compute the final color and alpha
Xcolor = ( Xcolor * ( 1 - damageFilterColor.alpha ) ) + ( damageFilterColor * damageFilterColor.alpha );
Xcolor.alpha = Xcolor.alpha * ( 1 - damageFilterColor.alpha );
Xcolor = ( Xcolor * ( 1 - whiteoutFilterColor.alpha ) ) + ( whiteoutFilterColor * whiteoutFilterColor.alpha );
Xcolor.alpha = Xcolor.alpha * ( 1 - whiteoutFilterColor.alpha );
Xcolor = ( Xcolor * ( 1 - invincibleFilterColor.alpha ) ) + ( invincibleFilterColor * invincibleFilterColor.alpha );
Xcolor.alpha = Xcolor.alpha * ( 1 - invincibleFilterColor.alpha );
// if were sitting in water, then add that filter in as well.
if(addWaterFilter)
{
Xcolor = ( Xcolor * ( 1 - waterFilterColor.alpha ) ) + ( waterFilterColor * waterFilterColor.alpha );
Xcolor.alpha = Xcolor.alpha * ( 1 - waterFilterColor.alpha );
}
// draw our filter with final color
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glDisable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glColor4f(Xcolor.red, Xcolor.blue, Xcolor.blue, Xcolor.alpha);
glBegin(GL_TRIANGLE_FAN);
glVertex3f(-1, -1, 0);
glVertex3f(-1, 1, 0);
glVertex3f( 1, 1, 0);
glVertex3f( 1, -1, 0);
glEnd();
glDisable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ZERO);
glDepthMask(GL_TRUE);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
// if were under lava, apply appropriate texture
if( addLavaFilter )
{
gLavaFX.render();
}
WaterBlock::mCameraSubmerged = false;
WaterBlock::mSubmergedType = 0;
}
#endif
}
void GameRenderWorld()
{
PROFILE_START(GameRenderWorld);
FrameAllocator::setWaterMark(0);
#if defined(TORQUE_GATHER_METRICS) && TORQUE_GATHER_METRICS > 1
TextureManager::smTextureCacheMisses = 0;
#endif
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glClear(GL_DEPTH_BUFFER_BIT);
glDisable(GL_CULL_FACE);
glMatrixMode(GL_MODELVIEW);
dglSetCanonicalState();
gClientSceneGraph->renderScene();
glDisable(GL_DEPTH_TEST);
collisionTest.render();
#if defined(TORQUE_GATHER_METRICS) && TORQUE_GATHER_METRICS > 1
Con::setFloatVariable("Video::texResidentPercentage",
TextureManager::getResidentFraction());
Con::setIntVariable("Video::textureCacheMisses",
TextureManager::smTextureCacheMisses);
#endif
AssertFatal(FrameAllocator::getWaterMark() == 0, "Error, someone didn't reset the water mark on the frame allocator!");
FrameAllocator::setWaterMark(0);
PROFILE_END();
}

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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _GAME_H_
#define _GAME_H_
struct CameraQuery;
const F32 MinCameraFov = 1.f; ///< min camera FOV
const F32 MaxCameraFov = 179.f; ///< max camera FOV
/// Actually renders the world. This is the function that will render the scene ONLY - new guis, no damage flashes.
void GameRenderWorld();
/// Renders overlays such as damage flashes, white outs, and water masks. These are usually a color applied over the entire screen.
void GameRenderFilters(const CameraQuery& camq);
/// Does the same thing as GameGetCameraTransform, but fills in other data including information about the far and near clipping planes.
bool GameProcessCameraQuery(CameraQuery *query);
/// Gets the position, rotation, and velocity of the camera.
bool GameGetCameraTransform(MatrixF *mat, Point3F *velocity);
/// Gets the camera field of view angle.
F32 GameGetCameraFov();
/// Sets the field of view angle of the camera.
void GameSetCameraFov(F32 fov);
/// Sets where the camera fov will be change to. This is for non-instantaneous zooms/retractions.
void GameSetCameraTargetFov(F32 fov);
/// Update the camera fov to be closer to the target fov.
void GameUpdateCameraFov();
/// Initializes graphics related console variables.
void GameInit();
/// Processes the next frame, including gui, rendering, and tick interpolation.
/// This function will only have an effect when executed on the client.
bool clientProcess(U32 timeDelta);
/// Processes the next cycle on the server. This function will only have an effect when executed on the server.
bool serverProcess(U32 timeDelta);
#endif

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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "game/gameBase.h"
#include "console/consoleTypes.h"
#include "console/consoleInternal.h"
#include "core/bitStream.h"
#include "sim/netConnection.h"
#include "game/gameConnection.h"
#include "math/mathIO.h"
#include "dgl/dgl.h"
//----------------------------------------------------------------------------
// Ghost update relative priority values
static F32 sUpFov = 1.0;
static F32 sUpDistance = 0.4;
static F32 sUpVelocity = 0.4;
static F32 sUpSkips = 0.2;
static F32 sUpOwnership = 0.2;
static F32 sUpInterest = 0.2;
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
IMPLEMENT_CO_DATABLOCK_V1(GameBaseData);
GameBaseData::GameBaseData()
{
category = "";
className = "";
packed = false;
}
bool GameBaseData::onAdd()
{
if (!Parent::onAdd())
return false;
// Link our object name to the datablock class name and
// then onto our C++ class name.
const char* name = getName();
if (name && name[0] && getClassRep()) {
bool linkSuccess = false;
Namespace *parent = getClassRep()->getNameSpace();
if (className && className[0] && dStricmp(className, parent->mName)) {
linkSuccess = Con::linkNamespaces(parent->mName,className);
if(linkSuccess)
linkSuccess = Con::linkNamespaces(className,name);
}
else
linkSuccess = Con::linkNamespaces(parent->mName,name);
if(linkSuccess)
mNameSpace = Con::lookupNamespace(name);
}
// If no className was specified, set it to our C++ class name
if (!className || !className[0])
className = getClassRep()->getClassName();
return true;
}
void GameBaseData::initPersistFields()
{
Parent::initPersistFields();
addField("category", TypeCaseString, Offset(category, GameBaseData));
addField("className", TypeString, Offset(className, GameBaseData));
}
bool GameBaseData::preload(bool server, char errorBuffer[256])
{
if (!Parent::preload(server, errorBuffer))
return false;
packed = false;
return true;
}
void GameBaseData::unpackData(BitStream* stream)
{
Parent::unpackData(stream);
packed = true;
}
//----------------------------------------------------------------------------
bool UNPACK_DB_ID(BitStream * stream, U32 & id)
{
if (stream->readFlag())
{
id = stream->readRangedU32(DataBlockObjectIdFirst,DataBlockObjectIdLast);
return true;
}
return false;
}
bool PACK_DB_ID(BitStream * stream, U32 id)
{
if (stream->writeFlag(id))
{
stream->writeRangedU32(id,DataBlockObjectIdFirst,DataBlockObjectIdLast);
return true;
}
return false;
}
bool PRELOAD_DB(U32 & id, SimDataBlock ** data, bool server, const char * clientMissing, const char * serverMissing)
{
if (server)
{
if (*data)
id = (*data)->getId();
else if (server && serverMissing)
{
Con::errorf(ConsoleLogEntry::General,serverMissing);
return false;
}
}
else
{
if (id && !Sim::findObject(id,*data) && clientMissing)
{
Con::errorf(ConsoleLogEntry::General,clientMissing);
return false;
}
}
return true;
}
//----------------------------------------------------------------------------
bool GameBase::gShowBoundingBox;
//----------------------------------------------------------------------------
IMPLEMENT_CO_NETOBJECT_V1(GameBase);
GameBase::GameBase()
{
mNetFlags.set(Ghostable);
mTypeMask |= GameBaseObjectType;
mProcessLink.next = mProcessLink.prev = this;
mAfterObject = 0;
mProcessTag = 0;
mLastDelta = 0;
mDataBlock = 0;
mProcessTick = true;
mNameTag = "";
mControllingClient = 0;
}
GameBase::~GameBase()
{
plUnlink();
}
//----------------------------------------------------------------------------
bool GameBase::onAdd()
{
if (!Parent::onAdd() || !mDataBlock)
return false;
if (isClientObject()) {
// Client datablock are initialized by the initial update
gClientProcessList.addObject(this);
}
else {
// Datablock must be initialized on the server
if (!onNewDataBlock(mDataBlock))
return false;
gServerProcessList.addObject(this);
}
return true;
}
void GameBase::onRemove()
{
plUnlink();
Parent::onRemove();
}
bool GameBase::onNewDataBlock(GameBaseData* dptr)
{
mDataBlock = dptr;
if (!mDataBlock)
return false;
setMaskBits(DataBlockMask);
return true;
}
void GameBase::inspectPostApply()
{
Parent::inspectPostApply();
setMaskBits(ExtendedInfoMask);
}
//----------------------------------------------------------------------------
void GameBase::processTick(const Move*)
{
mLastDelta = 0;
}
void GameBase::interpolateTick(F32 delta)
{
mLastDelta = delta;
}
void GameBase::advanceTime(F32)
{
}
//----------------------------------------------------------------------------
F32 GameBase::getUpdatePriority(CameraScopeQuery *camInfo, U32 updateMask, S32 updateSkips)
{
updateMask;
// Calculate a priority used to decide if this object
// will be updated on the client. All the weights
// are calculated 0 -> 1 Then weighted together at the
// end to produce a priority.
Point3F pos;
getWorldBox().getCenter(&pos);
pos -= camInfo->pos;
F32 dist = pos.len();
if (dist == 0.0f) dist = 0.001f;
pos *= 1.0f / dist;
// Weight based on linear distance, the basic stuff.
F32 wDistance = (dist < camInfo->visibleDistance)?
1.0f - (dist / camInfo->visibleDistance): 0.0f;
// Weight by field of view, objects directly in front
// will be weighted 1, objects behind will be 0
F32 dot = mDot(pos,camInfo->orientation);
bool inFov = dot > camInfo->cosFov;
F32 wFov = inFov? 1.0f: 0;
// Weight by linear velocity parallel to the viewing plane
// (if it's the field of view, 0 if it's not).
F32 wVelocity = 0.0f;
if (inFov)
{
Point3F vec;
mCross(camInfo->orientation,getVelocity(),&vec);
wVelocity = (vec.len() * camInfo->fov) /
(camInfo->fov * camInfo->visibleDistance);
if (wVelocity > 1.0f)
wVelocity = 1.0f;
}
// Weight by interest.
F32 wInterest;
if (getType() & PlayerObjectType)
wInterest = 0.75f;
else if (getType() & ProjectileObjectType)
{
// Projectiles are more interesting if they
// are heading for us.
wInterest = 0.30f;
F32 dot = -mDot(pos,getVelocity());
if (dot > 0.0f)
wInterest += 0.20 * dot;
}
else
{
if (getType() & ItemObjectType)
wInterest = 0.25f;
else
// Everything else is less interesting.
wInterest = 0.0f;
}
// Weight by updateSkips
F32 wSkips = updateSkips * 0.5;
// Calculate final priority, should total to about 1.0f
//
return
wFov * sUpFov +
wDistance * sUpDistance +
wVelocity * sUpVelocity +
wSkips * sUpSkips +
wInterest * sUpInterest;
}
void GameBase::drawBoundingBox(bool useRenderTransform)
{
const MatrixF & mat = useRenderTransform ? getRenderTransform() : getTransform();
Box3F wbox = useRenderTransform ? getRenderWorldBox() : mWorldBox;
glDisable(GL_DEPTH_TEST);
Point3F box;
glPushMatrix();
dglMultMatrix(&mat);
box = (mObjBox.min + mObjBox.max) * 0.5;
glTranslatef(box.x,box.y,box.z);
box = (mObjBox.max - mObjBox.min) * 0.5;
glScalef(box.x,box.y,box.z);
glColor3f(1, 0, 1);
dglWireCube(Point3F(1,1,1),Point3F(0,0,0));
glPopMatrix();
glPushMatrix();
box = (wbox.min + wbox.max) * 0.5;
glTranslatef(box.x,box.y,box.z);
box = (wbox.max - wbox.min) * 0.5;
glScalef(box.x,box.y,box.z);
glColor3f(0, 1, 1);
dglWireCube(Point3F(1,1,1),Point3F(0,0,0));
glPopMatrix();
glEnable(GL_DEPTH_TEST);
}
//----------------------------------------------------------------------------
bool GameBase::setDataBlock(GameBaseData* dptr)
{
if (isGhost() || isProperlyAdded()) {
if (mDataBlock != dptr)
return onNewDataBlock(dptr);
}
else
mDataBlock = dptr;
return true;
}
//--------------------------------------------------------------------------
void GameBase::scriptOnAdd()
{
// Script onAdd() must be called by the leaf class after
// everything is ready.
if (!isGhost())
Con::executef(mDataBlock,2,"onAdd",scriptThis());
}
void GameBase::scriptOnNewDataBlock()
{
// Script onNewDataBlock() must be called by the leaf class
// after everything is loaded.
if (!isGhost())
Con::executef(mDataBlock,2,"onNewDataBlock",scriptThis());
}
void GameBase::scriptOnRemove()
{
// Script onRemove() must be called by leaf class while
// the object state is still valid.
if (!isGhost() && mDataBlock)
Con::executef(mDataBlock,2,"onRemove",scriptThis());
}
//--------------------------------------------------------------------------
void GameBase::plUnlink()
{
mProcessLink.next->mProcessLink.prev = mProcessLink.prev;
mProcessLink.prev->mProcessLink.next = mProcessLink.next;
mProcessLink.next = mProcessLink.prev = this;
}
void GameBase::plLinkAfter(GameBase* obj)
{
// Link this after obj
mProcessLink.next = obj->mProcessLink.next;
mProcessLink.prev = obj;
obj->mProcessLink.next = this;
mProcessLink.next->mProcessLink.prev = this;
}
void GameBase::plLinkBefore(GameBase* obj)
{
// Link this before obj
mProcessLink.next = obj;
mProcessLink.prev = obj->mProcessLink.prev;
obj->mProcessLink.prev = this;
mProcessLink.prev->mProcessLink.next = this;
}
void GameBase::plJoin(GameBase* head)
{
GameBase *tail1 = head->mProcessLink.prev;
GameBase *tail2 = mProcessLink.prev;
tail1->mProcessLink.next = this;
mProcessLink.prev = tail1;
tail2->mProcessLink.next = head;
head->mProcessLink.prev = tail2;
}
//----------------------------------------------------------------------------
void GameBase::processAfter(GameBase* obj)
{
mAfterObject = obj;
if ((const GameBase*)obj->mAfterObject == this)
obj->mAfterObject = 0;
if (isGhost())
gClientProcessList.markDirty();
else
gServerProcessList.markDirty();
}
void GameBase::clearProcessAfter()
{
mAfterObject = 0;
}
//----------------------------------------------------------------------------
void GameBase::setControllingClient(GameConnection* client)
{
if (isClientObject())
{
if (mControllingClient)
Con::executef(this, 3, "setControl","0");
if (client)
Con::executef(this, 3, "setControl","1");
}
mControllingClient = client;
setMaskBits(ControlMask);
}
U32 GameBase::getPacketDataChecksum(GameConnection*)
{
return 0;
}
void GameBase::writePacketData(GameConnection*, BitStream*)
{
}
void GameBase::readPacketData(GameConnection*, BitStream*)
{
}
U32 GameBase::packUpdate(NetConnection *, U32 mask, BitStream *stream)
{
// Check the mask for the ScaleMask; if it's true, pass that in.
if (stream->writeFlag( mask & ScaleMask ) ) {
mathWrite( *stream, Parent::getScale() );
}
if (stream->writeFlag((mask & DataBlockMask) && mDataBlock != NULL)) {
stream->writeRangedU32(mDataBlock->getId(),
DataBlockObjectIdFirst,
DataBlockObjectIdLast);
}
// cafTODO: ControlMask
return 0;
}
void GameBase::unpackUpdate(NetConnection *con, BitStream *stream)
{
if (stream->readFlag()) {
VectorF scale;
mathRead( *stream, &scale );
setScale( scale );
}
if (stream->readFlag()) {
GameBaseData* dptr = 0;
SimObjectId id = stream->readRangedU32(DataBlockObjectIdFirst,
DataBlockObjectIdLast);
if (!Sim::findObject(id,dptr) || !setDataBlock(dptr))
con->setLastError("Invalid packet GameBase::unpackUpdate()");
}
}
//----------------------------------------------------------------------------
ConsoleMethod( GameBase, getDataBlock, S32, 2, 2, "()"
"Return the datablock this GameBase is using.")
{
return object->getDataBlock()? object->getDataBlock()->getId(): 0;
}
//----------------------------------------------------------------------------
ConsoleMethod(GameBase, setDataBlock, bool, 3, 3, "(DataBlock db)"
"Assign this GameBase to use the specified datablock.")
{
GameBaseData* data;
if (Sim::findObject(argv[2],data)) {
return object->setDataBlock(data);
}
Con::errorf("Could not find data block \"%s\"",argv[2]);
return false;
}
//----------------------------------------------------------------------------
IMPLEMENT_CONSOLETYPE(GameBaseData)
IMPLEMENT_GETDATATYPE(GameBaseData)
IMPLEMENT_SETDATATYPE(GameBaseData)
void GameBase::initPersistFields()
{
Parent::initPersistFields();
addGroup("Misc");
addField("nameTag", TypeCaseString, Offset(mNameTag, GameBase));
addField("dataBlock", TypeGameBaseDataPtr, Offset(mDataBlock, GameBase));
endGroup("Misc");
}
void GameBase::consoleInit()
{
#ifdef TORQUE_DEBUG
Con::addVariable("GameBase::boundingBox", TypeBool, &gShowBoundingBox);
#endif
}

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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _GAMEBASE_H_
#define _GAMEBASE_H_
#ifndef _SCENEOBJECT_H_
#include "sim/sceneObject.h"
#endif
#ifndef _RESMANAGER_H_
#include "core/resManager.h"
#endif
#ifndef _GTEXMANAGER_H_
#include "dgl/gTexManager.h"
#endif
class NetConnection;
class ProcessList;
struct Move;
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
/// Scriptable, demo-able datablock.
///
/// This variant of SimDataBlock performs these additional tasks:
/// - Linking datablock's namepsaces to the namespace of their C++ class, so
/// that datablocks can expose script functionality.
/// - Linking datablocks to a user defined scripting namespace, by setting the
/// className field at datablock definition time.
/// - Adds a category field; this is used by the world creator in the editor to
/// classify creatable shapes. Creatable shapes are placed under the Shapes
/// node in the treeview for this; additional levels are created, named after
/// the category fields.
/// - Adds support for demo stream recording. This support takes the form
/// of the member variable packed. When a demo is being recorded by a client,
/// data is unpacked, then packed again to the data stream, then, in the case
/// of datablocks, preload() is called to process the data. It is occasionally
/// the case that certain references in the datablock stream cannot be resolved
/// until preload is called, in which case a raw ID field is stored in the variable
/// which will eventually be used to store a pointer to the object. However, if
/// packData() is called before we resolve this ID, trying to call getID() on the
/// objecct ID would be a fatal error. Therefore, in these cases, we test packed;
/// if it is true, then we know we have to write the raw data, instead of trying
/// to resolve an ID.
///
/// @see SimDataBlock for further details about datablocks.
/// @see http://hosted.tribalwar.com/t2faq/datablocks.shtml for an excellent
/// explanation of the basics of datablocks from a scripting perspective.
/// @nosubgrouping
struct GameBaseData : public SimDataBlock {
private:
typedef SimDataBlock Parent;
public:
bool packed;
StringTableEntry category;
StringTableEntry className;
bool onAdd();
// The derived class should provide the following:
DECLARE_CONOBJECT(GameBaseData);
GameBaseData();
static void initPersistFields();
bool preload(bool server, char errorBuffer[256]);
void unpackData(BitStream* stream);
};
DECLARE_CONSOLETYPE(GameBaseData)
//----------------------------------------------------------------------------
// A few utility methods for sending datablocks over the net
//----------------------------------------------------------------------------
bool UNPACK_DB_ID(BitStream *, U32 & id);
bool PACK_DB_ID(BitStream *, U32 id);
bool PRELOAD_DB(U32 & id, SimDataBlock **, bool server, const char * clientMissing = NULL, const char * serverMissing = NULL);
//----------------------------------------------------------------------------
class GameConnection;
// For truly it is written: "The wise man extends GameBase for his purposes,
// while the fool has the ability to eject shell casings from the belly of his
// dragon." -- KillerBunny
/// Base class for game objects which use datablocks, networking, are editable,
/// and need to process ticks.
///
/// @section GameBase_process GameBase and ProcessList
///
/// GameBase adds two kinds of time-based updates. Torque works off of a concept
/// of ticks. Ticks are slices of time 32 milliseconds in length. There are three
/// methods which are used to update GameBase objects that are registered with
/// the ProcessLists:
/// - processTick(Move*) is called on each object once for every tick, regardless
/// of the "real" framerate.
/// - interpolateTick(float) is called on client objects when they need to interpolate
/// to match the next tick.
/// - advanceTime(float) is called on client objects so they can do time-based behaviour,
/// like updating animations.
///
/// Torque maintains a server and a client processing list; in a local game, both
/// are populated, while in multiplayer situations, either one or the other is
/// populated.
///
/// You can control whether an object is considered for ticking by means of the
/// setProcessTick() method.
///
/// @section GameBase_datablock GameBase and Datablocks
///
/// GameBase adds support for datablocks. Datablocks are secondary classes which store
/// static data for types of game elements. For instance, this means that all "light human
/// male armor" type Players share the same datablock. Datablocks typically store not only
/// raw data, but perform precalculations, like finding nodes in the game model, or
/// validating movement parameters.
///
/// There are three parts to the datablock interface implemented in GameBase:
/// - <b>getDataBlock()</b>, which gets a pointer to the current datablock. This is
/// mostly for external use; for in-class use, it's better to directly access the
/// mDataBlock member.
/// - <b>setDataBlock()</b>, which sets mDataBlock to point to a new datablock; it
/// uses the next part of the interface to inform subclasses of this.
/// - <b>onNewDataBlock()</b> is called whenever a new datablock is assigned to a GameBase.
///
/// Datablocks are also usable through the scripting language.
///
/// @see SimDataBlock for more details.
///
/// @section GameBase_networking GameBase and Networking
///
/// writePacketData() and readPacketData() are called to transfer information needed for client
/// side prediction. They are usually used when updating a client of its control object state.
///
/// Subclasses of GameBase usually transmit positional and basic status data in the packUpdate()
/// functions, while giving velocity, momentum, and similar state information in the writePacketData().
///
/// writePacketData()/readPacketData() are called <i>in addition</i> to packUpdate/unpackUpdate().
///
/// @nosubgrouping
class GameBase : public SceneObject
{
private:
typedef SceneObject Parent;
friend class ProcessList;
/// @name Datablock
/// @{
private:
GameBaseData* mDataBlock;
StringTableEntry mNameTag;
/// @}
/// @name Tick Processing Internals
/// @{
private:
void plUnlink();
void plLinkAfter(GameBase*);
void plLinkBefore(GameBase*);
void plJoin(GameBase*);
struct Link {
GameBase *next;
GameBase *prev;
};
U32 mProcessTag; ///< Tag used to sort objects for processing.
Link mProcessLink; ///< Ordered process queue link.
SimObjectPtr<GameBase> mAfterObject;
/// @}
// Control interface
GameConnection* mControllingClient;
//GameBase* mControllingObject;
public:
static bool gShowBoundingBox; ///< Should we render bounding boxes?
protected:
bool mProcessTick;
F32 mLastDelta;
F32 mCameraFov;
public:
GameBase();
virtual ~GameBase();
enum GameBaseMasks {
InitialUpdateMask = Parent::NextFreeMask,
DataBlockMask = InitialUpdateMask << 1,
ExtendedInfoMask = DataBlockMask << 1,
ControlMask = ExtendedInfoMask << 1,
NextFreeMask = ControlMask << 1
};
/// @name Inherited Functionality.
/// @{
bool onAdd();
void onRemove();
void inspectPostApply();
static void initPersistFields();
static void consoleInit();
/// @}
///@name Datablock
///@{
/// Assigns this object a datablock and loads attributes with onNewDataBlock.
///
/// @see onNewDataBlock
/// @param dptr Datablock
bool setDataBlock(GameBaseData* dptr);
/// Returns the datablock for this object.
GameBaseData* getDataBlock() { return mDataBlock; }
/// Called when a new datablock is set. This allows subclasses to
/// appropriately handle new datablocks.
///
/// @see setDataBlock()
/// @param dptr New datablock
virtual bool onNewDataBlock(GameBaseData* dptr);
///@}
/// @name Script
/// The scriptOnXX methods are invoked by the leaf classes
/// @{
/// Executes the 'onAdd' script function for this object.
/// @note This must be called after everything is ready
void scriptOnAdd();
/// Executes the 'onNewDataBlock' script function for this object.
///
/// @note This must be called after everything is loaded.
void scriptOnNewDataBlock();
/// Executes the 'onRemove' script function for this object.
/// @note This must be called while the object is still valid
void scriptOnRemove();
/// @}
/// @name Tick Processing
/// @{
/// Set the status of tick processing.
///
/// If this is set to true, processTick will be called; if false,
/// then it will be skipped.
///
/// @see processTick
/// @param t If true, tick processing is enabled.
void setProcessTick(bool t) { mProcessTick = t; }
/// Force this object to process after some other object.
///
/// For example, a player mounted to a vehicle would want to process after the vehicle,
/// to prevent a visible "lagging" from occuring when the vehicle motions, so the player
/// would be set to processAfter(theVehicle);
///
/// @param obj Object to process after
void processAfter(GameBase *obj);
/// Clears the effects of a call to processAfter()
void clearProcessAfter();
/// Returns the object that this processes after.
///
/// @see processAfter
GameBase* getProcessAfter() { return mAfterObject; }
/// Removes this object from the tick-processing list
void removeFromProcessList() { plUnlink(); }
/// Processes a move event and updates object state once every 32 milliseconds.
///
/// This takes place both on the client and server, every 32 milliseconds (1 tick).
///
/// @see ProcessList
/// @param move Move event corresponding to this tick, or NULL.
virtual void processTick(const Move *move);
/// Interpolates between tick events. This takes place on the CLIENT ONLY.
///
/// @param delta Time since last call to interpolate
virtual void interpolateTick(F32 delta);
/// Advances simulation time for animations. This is called every frame.
///
/// @param dt Time since last advance call
virtual void advanceTime(F32 dt);
/// This is a component system thing, gotta ask Clark about it
virtual void preprocessMove(Move *move) {}
/// @}
/// Draws a bounding box around this object
void drawBoundingBox(bool useRenderTransform = false);
/// @name Network
/// @see NetObject, NetConnection
/// @{
F32 getUpdatePriority(CameraScopeQuery *focusObject, U32 updateMask, S32 updateSkips);
U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream);
void unpackUpdate(NetConnection *conn, BitStream *stream);
/// Write state information necessary to perform client side prediction of an object.
///
/// This information is sent only to the controling object. For example, if you are a client
/// controlling a Player, the server uses writePacketData() instead of packUpdate() to
/// generate the data you receive.
///
/// @param conn Connection for which we're generating this data.
/// @param stream Bitstream for output.
virtual void writePacketData(GameConnection *conn, BitStream *stream);
/// Read data written with writePacketData() and update the object state.
///
/// @param conn Connection for which we're generating this data.
/// @param stream Bitstream to read.
virtual void readPacketData(GameConnection *conn, BitStream *stream);
/// Gets the checksum for packet data.
///
/// Basically writes a packet, does a CRC check on it, and returns
/// that CRC.
///
/// @see writePacketData
/// @param conn Game connection
virtual U32 getPacketDataChecksum(GameConnection *conn);
///@}
/// @name User control
/// @{
/// Returns the client controling this object
GameConnection *getControllingClient() { return mControllingClient; }
/// Sets the client controling this object
/// @param client Client that is now controling this object
virtual void setControllingClient(GameConnection *client);
/// @}
DECLARE_CONOBJECT(GameBase);
};
//-----------------------------------------------------------------------------
#define TickShift 5
#define TickMs (1 << TickShift)
#define TickSec (F32(TickMs) / 1000.0f)
#define TickMask (TickMs - 1)
/// List to keep track of GameBases to process.
class ProcessList
{
GameBase head;
U32 mCurrentTag;
SimTime mLastTick;
SimTime mLastTime;
SimTime mLastDelta;
bool mIsServer;
bool mDirty;
static bool mDebugControlSync;
void orderList();
void advanceObjects();
public:
SimTime getLastTime() { return mLastTime; }
ProcessList(bool isServer);
void markDirty() { mDirty = true; }
bool isDirty() { return mDirty; }
void addObject(GameBase* obj) {
obj->plLinkBefore(&head);
}
F32 getLastInterpDelta() { return mLastDelta / F32(TickMs); }
/// @name Advancing Time
/// The advance time functions return true if a tick was processed.
///
/// These functions go through either gServerProcessList or gClientProcessList and
/// call each GameBase's processTick().
/// @{
bool advanceServerTime(SimTime timeDelta);
bool advanceClientTime(SimTime timeDelta);
/// @}
};
extern ProcessList gClientProcessList;
extern ProcessList gServerProcessList;
#endif

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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _GAMECONNECTION_H_
#define _GAMECONNECTION_H_
#ifndef _SIMBASE_H_
#include "console/simBase.h"
#endif
#ifndef _SHAPEBASE_H_
#include "game/shapeBase.h"
#endif
#ifndef _NETCONNECTION_H_
#include "sim/netConnection.h"
#endif
#ifndef _MOVEMANAGER_H_
#include "game/moveManager.h"
#endif
#ifndef _BITVECTOR_H_
#include "core/bitVector.h"
#endif
enum GameConnectionConstants
{
MaxClients = 126,
DataBlockQueueCount = 16
};
class AudioProfile;
class MatrixF;
class MatrixF;
class Point3F;
class MoveManager;
struct Move;
struct AuthInfo;
#define GameString "Torque Game Engine Demo"
class GameConnection : public NetConnection
{
private:
typedef NetConnection Parent;
enum PrivateConstants {
MoveCountBits = 5,
/// MaxMoveCount should not exceed the MoveManager's
/// own maximum (MaxMoveQueueSize)
MaxMoveCount = 30,
};
typedef Vector<Move> MoveList;
SimObjectPtr<ShapeBase> mControlObject;
SimObjectPtr<ShapeBase> mCameraObject;
U32 mDataBlockSequence;
char mDisconnectReason[256];
U32 mMissionCRC; // crc of the current mission file from the server
private:
U32 mLastControlRequestTime;
S32 mDataBlockModifiedKey;
S32 mMaxDataBlockModifiedKey;
/// @name Client side first/third person
/// @{
///
bool mFirstPerson; ///< Are we currently first person or not.
bool mUpdateFirstPerson; ///< Set to notify client or server of first person change.
bool mUpdateCameraFov; ///< Set to notify server of camera FOV change.
F32 mCameraFov; ///< Current camera fov (in degrees).
F32 mCameraPos; ///< Current camera pos (0-1).
F32 mCameraSpeed; ///< Camera in/out speed.
/// @}
/// @name Move Packets
/// Write/read move data to the packet.
/// @{
///
void moveWritePacket(BitStream *bstream);
void moveReadPacket(BitStream *bstream);
/// @}
public:
/// @name Protocol Versions
///
/// Protocol versions are used to indicated changes in network traffic.
/// These could be changes in how any object transmits or processes
/// network information. You can specify backwards compatibility by
/// specifying a MinRequireProtocolVersion. If the client
/// protocol is >= this min value, the connection is accepted.
///
/// Torque (V12) SDK 1.0 uses protocol = 1
///
/// Torque SDK 1.1 uses protocol = 2
/// Torque SDK 1.4 uses protocol = 12
/// @{
static const U32 CurrentProtocolVersion;
static const U32 MinRequiredProtocolVersion;
/// @}
/// Configuration
enum Constants {
BlockTypeMove = NetConnectionBlockTypeCount,
GameConnectionBlockTypeCount,
MaxConnectArgs = 16,
DataBlocksDone = NumConnectionMessages,
DataBlocksDownloadDone,
};
/// Set connection arguments; these are passed to the server when we connect.
void setConnectArgs(U32 argc, const char **argv);
/// Set the server password to use when we join.
void setJoinPassword(const char *password);
/// @name Event Handling
/// @{
virtual void onTimedOut();
virtual void onConnectTimedOut();
virtual void onDisconnect(const char *reason);
virtual void onConnectionRejected(const char *reason);
virtual void onConnectionEstablished(bool isInitiator);
virtual void handleStartupError(const char *errorString);
/// @}
/// @name Packet I/O
/// @{
virtual void writeConnectRequest(BitStream *stream);
virtual bool readConnectRequest(BitStream *stream, const char **errorString);
virtual void writeConnectAccept(BitStream *stream);
virtual bool readConnectAccept(BitStream *stream, const char **errorString);
/// @}
bool canRemoteCreate();
private:
/// @name Connection State
/// This data is set with setConnectArgs() and setJoinPassword(), and
/// sent across the wire when we connect.
/// @{
U32 mConnectArgc;
char *mConnectArgv[MaxConnectArgs];
char *mJoinPassword;
/// @}
protected:
struct GamePacketNotify : public NetConnection::PacketNotify
{
S32 cameraFov;
GamePacketNotify();
};
PacketNotify *allocNotify();
U32 mLastMoveAck;
U32 mLastClientMove;
U32 mFirstMoveIndex;
U32 mMoveCredit;
U32 mLastControlObjectChecksum;
Vector<SimDataBlock *> mDataBlockLoadList;
MoveList mMoveList;
bool mAIControlled;
AuthInfo * mAuthInfo;
static S32 mLagThresholdMS;
S32 mLastPacketTime;
bool mLagging;
/// @name Flashing
////
/// Note, these variables are not networked, they are for the local connection only.
/// @{
F32 mDamageFlash;
F32 mWhiteOut;
F32 mBlackOut;
S32 mBlackOutTimeMS;
S32 mBlackOutStartTimeMS;
bool mFadeToBlack;
/// @}
/// @name Packet I/O
/// @{
void readPacket (BitStream *bstream);
void writePacket (BitStream *bstream, PacketNotify *note);
void packetReceived (PacketNotify *note);
void packetDropped (PacketNotify *note);
void connectionError (const char *errorString);
void writeDemoStartBlock (ResizeBitStream *stream);
bool readDemoStartBlock (BitStream *stream);
void handleRecordedBlock (U32 type, U32 size, void *data);
/// @}
public:
DECLARE_CONOBJECT(GameConnection);
void handleConnectionMessage(U32 message, U32 sequence, U32 ghostCount);
void preloadDataBlock(SimDataBlock *block);
void fileDownloadSegmentComplete();
void preloadNextDataBlock(bool hadNew);
static void consoleInit();
void setDisconnectReason(const char *reason);
GameConnection();
~GameConnection();
U32 getDataBlockSequence() { return mDataBlockSequence; }
void setDataBlockSequence(U32 seq) { mDataBlockSequence = seq; }
bool onAdd();
void onRemove();
static GameConnection *getConnectionToServer() { return dynamic_cast<GameConnection*>((NetConnection *) mServerConnection); }
static GameConnection *getLocalClientConnection() { return dynamic_cast<GameConnection*>((NetConnection *) mLocalClientConnection); }
/// @name Control object
/// @{
///
void setControlObject(ShapeBase *co);
ShapeBase* getControlObject() { return mControlObject; }
void setCameraObject(ShapeBase *co);
ShapeBase* getCameraObject();
bool getControlCameraTransform(F32 dt,MatrixF* mat);
bool getControlCameraVelocity(Point3F *vel);
bool getControlCameraFov(F32 * fov);
bool setControlCameraFov(F32 fov);
bool isValidControlCameraFov(F32 fov);
void setFirstPerson(bool firstPerson);
/// @}
void detectLag();
/// @name Datablock management
/// @{
S32 getDataBlockModifiedKey () { return mDataBlockModifiedKey; }
void setDataBlockModifiedKey (S32 key) { mDataBlockModifiedKey = key; }
S32 getMaxDataBlockModifiedKey () { return mMaxDataBlockModifiedKey; }
void setMaxDataBlockModifiedKey (S32 key) { mMaxDataBlockModifiedKey = key; }
/// @}
/// @name Fade control
/// @{
F32 getDamageFlash() { return mDamageFlash; }
F32 getWhiteOut() { return mWhiteOut; }
void setBlackOut(bool fadeToBlack, S32 timeMS);
F32 getBlackOut();
/// @}
/// @name Move Management
/// @{
void pushMove(const Move &mv);
bool getNextMove(Move &curMove);
bool isBacklogged();
virtual void getMoveList(Move**,U32* numMoves);
virtual void clearMoves(U32 count);
void collectMove(U32 simTime);
virtual bool areMovesPending();
void incMoveCredit(U32 count);
/// @}
/// @name Authentication
///
/// This is remnant code from Tribes 2.
/// @{
void setAuthInfo(const AuthInfo *info);
const AuthInfo *getAuthInfo();
/// @}
/// @name Sound
/// @{
void play2D(const AudioProfile *profile);
void play3D(const AudioProfile *profile, const MatrixF *transform);
/// @}
/// @name Misc.
/// @{
bool isFirstPerson() { return mCameraPos == 0; }
bool isAIControlled() { return mAIControlled; }
void doneScopingScene();
void demoPlaybackComplete();
void setMissionCRC(U32 crc) { mMissionCRC = crc; }
U32 getMissionCRC() { return(mMissionCRC); }
/// @}
};
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "core/dnet.h"
#include "core/bitStream.h"
#include "console/consoleTypes.h"
#include "console/simBase.h"
#include "sim/pathManager.h"
#include "sceneGraph/sceneGraph.h"
#include "audio/audioDataBlock.h"
#include "game/game.h"
#include "game/gameConnection.h"
#include "game/shapeBase.h"
#include "game/gameConnectionEvents.h"
//--------------------------------------------------------------------------
IMPLEMENT_CO_CLIENTEVENT_V1(SimDataBlockEvent);
IMPLEMENT_CO_CLIENTEVENT_V1(Sim2DAudioEvent);
IMPLEMENT_CO_CLIENTEVENT_V1(Sim3DAudioEvent);
IMPLEMENT_CO_CLIENTEVENT_V1(SetMissionCRCEvent);
//----------------------------------------------------------------------------
SimDataBlockEvent::~SimDataBlockEvent()
{
delete mObj;
}
SimDataBlockEvent::SimDataBlockEvent(SimDataBlock* obj, U32 index, U32 total, U32 missionSequence)
{
mObj = NULL;
mIndex = index;
mTotal = total;
mMissionSequence = missionSequence;
mProcess = false;
if(obj)
{
id = obj->getId();
AssertFatal(id >= DataBlockObjectIdFirst && id <= DataBlockObjectIdLast,
"Out of range event data block id... check simBase.h");
// Con::printf("queuing data block: %d", mIndex);
}
}
#ifdef TORQUE_DEBUG_NET
const char *SimDataBlockEvent::getDebugName()
{
SimObject *obj = Sim::findObject(id);
static char buffer[256];
dSprintf(buffer, sizeof(buffer), "%s [%s - %s]",
getClassName(),
obj ? obj->getName() : "",
obj ? obj->getClassName() : "NONE");
return buffer;
}
#endif // TORQUE_DEBUG_NET
void SimDataBlockEvent::notifyDelivered(NetConnection *conn, bool )
{
// if the modified key for this event is not the current one,
// we've already resorted and resent some blocks, so fall out.
if(conn->isRemoved())
return;
GameConnection *gc = (GameConnection *) conn;
if(gc->getDataBlockSequence() != mMissionSequence)
return;
U32 nextIndex = mIndex + DataBlockQueueCount;
SimDataBlockGroup *g = Sim::getDataBlockGroup();
if(mIndex == g->size() - 1)
{
gc->setDataBlockModifiedKey(gc->getMaxDataBlockModifiedKey());
gc->sendConnectionMessage(GameConnection::DataBlocksDone, mMissionSequence);
}
if(g->size() <= nextIndex)
{
return;
}
SimDataBlock *blk = (SimDataBlock *) (*g)[nextIndex];
gc->postNetEvent(new SimDataBlockEvent(blk, nextIndex, g->size(), mMissionSequence));
}
void SimDataBlockEvent::pack(NetConnection *conn, BitStream *bstream)
{
SimDataBlock* obj;
Sim::findObject(id,obj);
GameConnection *gc = (GameConnection *) conn;
if(bstream->writeFlag(gc->getDataBlockModifiedKey() < obj->getModifiedKey()))
{
if(obj->getModifiedKey() > gc->getMaxDataBlockModifiedKey())
gc->setMaxDataBlockModifiedKey(obj->getModifiedKey());
AssertFatal(obj,
"SimDataBlockEvent:: Data blocks cannot be deleted");
bstream->writeInt(id - DataBlockObjectIdFirst,DataBlockObjectIdBitSize);
S32 classId = obj->getClassId(conn->getNetClassGroup());
bstream->writeClassId(classId, NetClassTypeDataBlock, conn->getNetClassGroup());
bstream->writeInt(mIndex, DataBlockObjectIdBitSize);
bstream->writeInt(mTotal, DataBlockObjectIdBitSize + 1);
obj->packData(bstream);
}
}
void SimDataBlockEvent::unpack(NetConnection *cptr, BitStream *bstream)
{
if(bstream->readFlag())
{
mProcess = true;
id = bstream->readInt(DataBlockObjectIdBitSize) + DataBlockObjectIdFirst;
S32 classId = bstream->readClassId(NetClassTypeDataBlock, cptr->getNetClassGroup());
mIndex = bstream->readInt(DataBlockObjectIdBitSize);
mTotal = bstream->readInt(DataBlockObjectIdBitSize + 1);
SimObject* ptr = (SimObject *) ConsoleObject::create(cptr->getNetClassGroup(), NetClassTypeDataBlock, classId);
if ((mObj = dynamic_cast<SimDataBlock*>(ptr)) != 0) {
//Con::printf(" - SimDataBlockEvent: unpacking event of type: %s", mObj->getClassName());
mObj->unpackData(bstream);
}
else
{
//Con::printf(" - SimDataBlockEvent: INVALID PACKET! Could not create class with classID: %d", classId);
delete ptr;
cptr->setLastError("Invalid packet in SimDataBlockEvent::unpack()");
}
}
}
void SimDataBlockEvent::write(NetConnection *cptr, BitStream *bstream)
{
if(bstream->writeFlag(mProcess))
{
bstream->writeInt(id - DataBlockObjectIdFirst,DataBlockObjectIdBitSize);
S32 classId = mObj->getClassId(cptr->getNetClassGroup());
bstream->writeClassId(classId, NetClassTypeDataBlock, cptr->getNetClassGroup());
bstream->writeInt(mIndex, DataBlockObjectIdBitSize);
bstream->writeInt(mTotal, DataBlockObjectIdBitSize + 1);
mObj->packData(bstream);
}
}
void SimDataBlockEvent::process(NetConnection *cptr)
{
if(mProcess)
{
//call the console function to set the number of blocks to be sent
Con::executef(3, "onDataBlockObjectReceived", Con::getIntArg(mIndex), Con::getIntArg(mTotal));
SimDataBlock* obj = NULL;
char *errorBuffer = NetConnection::getErrorBuffer();
if( Sim::findObject( id,obj ) && dStrcmp( obj->getClassName(),mObj->getClassName() ) == 0 )
{
U8 buf[1500];
BitStream stream(buf, 1500);
mObj->packData(&stream);
stream.setPosition(0);
obj->unpackData(&stream);
obj->preload(false, errorBuffer);
}
else
{
if( obj != NULL )
{
Con::warnf( "A '%s' datablock with id: %d already existed. Clobbering it with new '%s' datablock from server.", obj->getClassName(), id, mObj->getClassName() );
obj->deleteObject();
}
bool reg = mObj->registerObject(id);
cptr->addObject(mObj);
GameConnection *conn = dynamic_cast<GameConnection *>(cptr);
if(conn)
{
conn->preloadDataBlock(mObj);
mObj = NULL;
}
}
}
}
//----------------------------------------------------------------------------
Sim2DAudioEvent::Sim2DAudioEvent(const AudioProfile *profile)
{
mProfile = profile;
}
void Sim2DAudioEvent::pack(NetConnection *, BitStream *bstream)
{
bstream->writeInt( mProfile->getId() - DataBlockObjectIdFirst, DataBlockObjectIdBitSize);
}
void Sim2DAudioEvent::write(NetConnection *, BitStream *bstream)
{
bstream->writeInt( mProfile->getId() - DataBlockObjectIdFirst, DataBlockObjectIdBitSize);
}
void Sim2DAudioEvent::unpack(NetConnection *, BitStream *bstream)
{
SimObjectId id = bstream->readInt(DataBlockObjectIdBitSize) + DataBlockObjectIdFirst;
Sim::findObject(id, mProfile);
}
void Sim2DAudioEvent::process(NetConnection *)
{
if (mProfile)
alxPlay(mProfile);
}
//----------------------------------------------------------------------------
static F32 SoundPosAccuracy = 0.5;
static S32 SoundRotBits = 8;
Sim3DAudioEvent::Sim3DAudioEvent(const AudioProfile *profile,const MatrixF* mat)
{
mProfile = profile;
if (mat)
mTransform = *mat;
}
void Sim3DAudioEvent::pack(NetConnection *con, BitStream *bstream)
{
bstream->writeInt(mProfile->getId() - DataBlockObjectIdFirst, DataBlockObjectIdBitSize);
// If the sound has cone parameters, the orientation is
// transmitted as well.
Audio::Description* ad = &mProfile->mDescriptionObject->mDescription;
if (bstream->writeFlag(ad->mConeInsideAngle || ad->mConeOutsideAngle)) {
QuatF q(mTransform);
q.normalize();
// LH - we can get a valid quat that's very slightly over 1 in and so
// this fails (barely) check against zero. So use some error-
AssertFatal((1.0 - ((q.x * q.x) + (q.y * q.y) + (q.z * q.z))) >= (0.0 - 0.001),
"QuatF::normalize() is broken in Sim3DAudioEvent");
bstream->writeFloat(q.x,SoundRotBits);
bstream->writeFloat(q.y,SoundRotBits);
bstream->writeFloat(q.z,SoundRotBits);
bstream->writeFlag(q.w < 0.0);
}
Point3F pos;
mTransform.getColumn(3,&pos);
bstream->writeCompressedPoint(pos,SoundPosAccuracy);
}
void Sim3DAudioEvent::write(NetConnection *con, BitStream *bstream)
{
// Just do the normal pack...
pack(con,bstream);
}
void Sim3DAudioEvent::unpack(NetConnection *con, BitStream *bstream)
{
SimObjectId id = bstream->readInt(DataBlockObjectIdBitSize) + DataBlockObjectIdFirst;
Sim::findObject(id, mProfile);
if (bstream->readFlag()) {
QuatF q;
q.x = bstream->readFloat(SoundRotBits);
q.y = bstream->readFloat(SoundRotBits);
q.z = bstream->readFloat(SoundRotBits);
F32 value = ((q.x * q.x) + (q.y * q.y) + (q.z * q.z));
// #ifdef __linux
// Hmm, this should never happen, but it does...
if ( value > 1.f )
value = 1.f;
// #endif
q.w = mSqrt(1.f - value);
if (bstream->readFlag())
q.w = -q.w;
q.setMatrix(&mTransform);
}
else
mTransform.identity();
Point3F pos;
bstream->readCompressedPoint(&pos,SoundPosAccuracy);
mTransform.setColumn(3, pos);
}
void Sim3DAudioEvent::process(NetConnection *)
{
if (mProfile)
alxPlay(mProfile, &mTransform);
}

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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _GAMECONNECTIONEVENTS_H_
#define _GAMECONNECTIONEVENTS_H_
class QuitEvent : public SimEvent
{
void process(SimObject *object)
{
Platform::postQuitMessage(0);
}
};
class SimDataBlockEvent : public NetEvent
{
SimObjectId id;
SimDataBlock *mObj;
U32 mIndex;
U32 mTotal;
U32 mMissionSequence;
bool mProcess;
public:
~SimDataBlockEvent();
SimDataBlockEvent(SimDataBlock* obj = NULL, U32 index = 0, U32 total = 0, U32 missionSequence = 0);
void pack(NetConnection *, BitStream *bstream);
void write(NetConnection *, BitStream *bstream);
void unpack(NetConnection *cptr, BitStream *bstream);
void process(NetConnection*);
void notifyDelivered(NetConnection *, bool);
#ifdef TORQUE_DEBUG_NET
const char *getDebugName();
#endif
DECLARE_CONOBJECT(SimDataBlockEvent);
};
class Sim2DAudioEvent: public NetEvent
{
private:
const AudioProfile *mProfile;
public:
Sim2DAudioEvent(const AudioProfile *profile=NULL);
void pack(NetConnection *, BitStream *bstream);
void write(NetConnection *, BitStream *bstream);
void unpack(NetConnection *, BitStream *bstream);
void process(NetConnection *);
DECLARE_CONOBJECT(Sim2DAudioEvent);
};
class Sim3DAudioEvent: public NetEvent
{
private:
const AudioProfile *mProfile;
MatrixF mTransform;
public:
Sim3DAudioEvent(const AudioProfile *profile=NULL,const MatrixF* mat=NULL);
void pack(NetConnection *, BitStream *bstream);
void write(NetConnection *, BitStream *bstream);
void unpack(NetConnection *, BitStream *bstream);
void process(NetConnection *);
DECLARE_CONOBJECT(Sim3DAudioEvent);
};
//----------------------------------------------------------------------------
// used to set the crc for the current mission (mission lighting)
//----------------------------------------------------------------------------
class SetMissionCRCEvent : public NetEvent
{
private:
U32 mCrc;
public:
SetMissionCRCEvent(U32 crc = 0xffffffff)
{ mCrc = crc; }
void pack(NetConnection *, BitStream * bstream)
{ bstream->write(mCrc); }
void write(NetConnection * con, BitStream * bstream)
{ pack(con, bstream); }
void unpack(NetConnection *, BitStream * bstream)
{ bstream->read(&mCrc); }
void process(NetConnection * con)
{ static_cast<GameConnection*>(con)->setMissionCRC(mCrc); }
DECLARE_CONOBJECT(SetMissionCRCEvent);
};
#endif

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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "core/dnet.h"
#include "console/consoleTypes.h"
#include "console/simBase.h"
#include "game/gameConnection.h"
#include "game/shapeBase.h"
#include "core/bitStream.h"
#include "sim/pathManager.h"
#include "audio/audio.h"
#include "game/game.h"
#include "sceneGraph/sceneGraph.h"
#include "game/gameConnectionEvents.h"
F32 MoveManager::mForwardAction = 0;
F32 MoveManager::mBackwardAction = 0;
F32 MoveManager::mUpAction = 0;
F32 MoveManager::mDownAction = 0;
F32 MoveManager::mLeftAction = 0;
F32 MoveManager::mRightAction = 0;
bool MoveManager::mFreeLook = false;
F32 MoveManager::mPitch = 0;
F32 MoveManager::mYaw = 0;
F32 MoveManager::mRoll = 0;
F32 MoveManager::mPitchUpSpeed = 0;
F32 MoveManager::mPitchDownSpeed = 0;
F32 MoveManager::mYawLeftSpeed = 0;
F32 MoveManager::mYawRightSpeed = 0;
F32 MoveManager::mRollLeftSpeed = 0;
F32 MoveManager::mRollRightSpeed = 0;
U32 MoveManager::mTriggerCount[MaxTriggerKeys] = { 0, };
U32 MoveManager::mPrevTriggerCount[MaxTriggerKeys] = { 0, };
#define MAX_MOVE_PACKET_SENDS 4
const Move NullMove =
{
16,16,16,
0,0,0,
0,0,0, // x,y,z
0,0,0, // Yaw, pitch, roll,
0,0,
false,
false,false,false,false,false,false
};
void MoveManager::init()
{
Con::addVariable("mvForwardAction", TypeF32, &mForwardAction);
Con::addVariable("mvBackwardAction", TypeF32, &mBackwardAction);
Con::addVariable("mvUpAction", TypeF32, &mUpAction);
Con::addVariable("mvDownAction", TypeF32, &mDownAction);
Con::addVariable("mvLeftAction", TypeF32, &mLeftAction);
Con::addVariable("mvRightAction", TypeF32, &mRightAction);
Con::addVariable("mvFreeLook", TypeBool, &mFreeLook);
Con::addVariable("mvPitch", TypeF32, &mPitch);
Con::addVariable("mvYaw", TypeF32, &mYaw);
Con::addVariable("mvRoll", TypeF32, &mRoll);
Con::addVariable("mvPitchUpSpeed", TypeF32, &mPitchUpSpeed);
Con::addVariable("mvPitchDownSpeed", TypeF32, &mPitchDownSpeed);
Con::addVariable("mvYawLeftSpeed", TypeF32, &mYawLeftSpeed);
Con::addVariable("mvYawRightSpeed", TypeF32, &mYawRightSpeed);
Con::addVariable("mvRollLeftSpeed", TypeF32, &mRollLeftSpeed);
Con::addVariable("mvRollRightSpeed", TypeF32, &mRollRightSpeed);
for(U32 i = 0; i < MaxTriggerKeys; i++)
{
char varName[256];
dSprintf(varName, sizeof(varName), "mvTriggerCount%d", i);
Con::addVariable(varName, TypeS32, &mTriggerCount[i]);
}
}
static inline F32 clampFloatWrap(F32 val)
{
return val - F32(S32(val));
}
static F32 clampFloatClamp(F32 val, U32 bits)
{
if(val < 0)
val = 0;
else if(val > 1)
val = 1;
F32 mask = (1 << bits);
return U32(val * mask) / F32(mask);
}
static inline S32 clampRangeClamp(F32 val)
{
if(val < -1)
return 0;
if(val > 1)
return 32;
return (S32)((val + 1) * 16);
}
#define FANG2IANG(x) ((U32)((S16)((F32(0x10000) / M_2PI) * x)) & 0xFFFF)
#define IANG2FANG(x) (F32)((M_2PI / F32(0x10000)) * (F32)((S16)x))
void Move::unclamp()
{
yaw = IANG2FANG(pyaw);
pitch = IANG2FANG(ppitch);
roll = IANG2FANG(proll);
x = (px - 16) / F32(16);
y = (py - 16) / F32(16);
z = (pz - 16) / F32(16);
}
void Move::clamp()
{
// angles are all 16 bit.
pyaw = FANG2IANG(yaw);
ppitch = FANG2IANG(pitch);
proll = FANG2IANG(roll);
px = clampRangeClamp(x);
py = clampRangeClamp(y);
pz = clampRangeClamp(z);
unclamp();
}
void Move::pack(BitStream *stream)
{
if(stream->writeFlag(pyaw != 0))
stream->writeInt(pyaw, 16);
if(stream->writeFlag(ppitch != 0))
stream->writeInt(ppitch, 16);
if(stream->writeFlag(proll != 0))
stream->writeInt(proll, 16);
stream->writeInt(px, 6);
stream->writeInt(py, 6);
stream->writeInt(pz, 6);
stream->writeFlag(freeLook);
for(U32 i = 0; i < MaxTriggerKeys; i++)
stream->writeFlag(trigger[i]);
}
void Move::unpack(BitStream *stream)
{
if(stream->readFlag())
pyaw = stream->readInt(16);
else
pyaw = 0;
if(stream->readFlag())
ppitch = stream->readInt(16);
else
ppitch = 0;
if(stream->readFlag())
proll = stream->readInt(16);
else
proll = 0;
px = stream->readInt(6);
py = stream->readInt(6);
pz = stream->readInt(6);
unclamp();
freeLook = stream->readFlag();
for(U32 i = 0; i < MaxTriggerKeys; i++)
trigger[i] = stream->readFlag();
}
bool GameConnection::getNextMove(Move &curMove)
{
if(mMoveList.size() > MaxMoveQueueSize)
return false;
F32 pitchAdd = MoveManager::mPitchUpSpeed - MoveManager::mPitchDownSpeed;
F32 yawAdd = MoveManager::mYawLeftSpeed - MoveManager::mYawRightSpeed;
F32 rollAdd = MoveManager::mRollRightSpeed - MoveManager::mRollLeftSpeed;
curMove.pitch = MoveManager::mPitch + pitchAdd;
curMove.yaw = MoveManager::mYaw + yawAdd;
curMove.roll = MoveManager::mRoll + rollAdd;
MoveManager::mPitch = 0;
MoveManager::mYaw = 0;
MoveManager::mRoll = 0;
curMove.x = MoveManager::mRightAction - MoveManager::mLeftAction;
curMove.y = MoveManager::mForwardAction - MoveManager::mBackwardAction;
curMove.z = MoveManager::mUpAction - MoveManager::mDownAction;
curMove.freeLook = MoveManager::mFreeLook;
for(U32 i = 0; i < MaxTriggerKeys; i++)
{
curMove.trigger[i] = false;
if(MoveManager::mTriggerCount[i] & 1)
curMove.trigger[i] = true;
else if(!(MoveManager::mPrevTriggerCount[i] & 1) && MoveManager::mPrevTriggerCount[i] != MoveManager::mTriggerCount[i])
curMove.trigger[i] = true;
MoveManager::mPrevTriggerCount[i] = MoveManager::mTriggerCount[i];
}
curMove.clamp(); // clamp for net traffic
return true;
}
void GameConnection::pushMove(const Move &mv)
{
U32 id = mFirstMoveIndex + mMoveList.size();
U32 sz = mMoveList.size();
mMoveList.push_back(mv);
mMoveList[sz].id = id;
mMoveList[sz].sendCount = 0;
}
void GameConnection::getMoveList(Move** movePtr,U32* numMoves)
{
if (isConnectionToServer())
{
// give back moves starting at the last client move...
AssertFatal(mLastClientMove >= mFirstMoveIndex, "Bad move request");
AssertFatal(mLastClientMove - mFirstMoveIndex <= mMoveList.size(), "Desynched first and last move.");
*numMoves = mMoveList.size() - mLastClientMove + mFirstMoveIndex;
*movePtr = mMoveList.address() + mLastClientMove - mFirstMoveIndex;
}
else
{
// On the server we keep our own move list.
*numMoves = (mMoveList.size() < mMoveCredit)?
mMoveList.size(): mMoveCredit;
*movePtr = mMoveList.begin();
//
mMoveCredit -= *numMoves;
mMoveList.setSize(*numMoves);
}
}
void GameConnection::collectMove(U32 time)
{
Move mv;
if(!isPlayingBack() && getNextMove(mv))
{
pushMove(mv);
recordBlock(BlockTypeMove, sizeof(Move), &mv);
}
}
void GameConnection::clearMoves(U32 count)
{
if (isConnectionToServer()) {
mLastClientMove += count;
}
else {
AssertFatal(count <= mMoveList.size(),"GameConnection: Clearing too many moves");
if (count == mMoveList.size())
mMoveList.clear();
else
while (count--)
mMoveList.pop_front();
}
}
void GameConnection::incMoveCredit(U32 ticks)
{
AssertFatal(!isConnectionToServer(), "Cannot inc move credit on the client.");
// Game tick increment
if ((mMoveCredit += ticks) > MaxMoveCount)
mMoveCredit = MaxMoveCount;
// Clear pending moves for the elapsed time if there
// is no control object.
if (mControlObject.isNull())
mMoveList.clear();
}
bool GameConnection::areMovesPending()
{
return isConnectionToServer() ?
mMoveList.size() - mLastClientMove + mFirstMoveIndex :
mMoveList.size();
}
bool GameConnection::isBacklogged()
{
// If there are no pending moves and the input queue is full,
// then the connection to the server must be clogged.
if(!isConnectionToServer())
return false;
return mLastClientMove - mFirstMoveIndex == mMoveList.size() &&
mMoveList.size() >= MaxMoveCount;
}
void GameConnection::moveWritePacket(BitStream *bstream)
{
Move* move;
U32 count;
AssertFatal(mLastMoveAck == mFirstMoveIndex, "Invalid move index.");
count = mMoveList.size();
move = mMoveList.address();
U32 start = mLastMoveAck;
U32 offset;
for(offset = 0; offset < count; offset++)
if(move[offset].sendCount < MAX_MOVE_PACKET_SENDS)
break;
if(offset == count && count != 0)
offset--;
start += offset;
count -= offset;
if (count > MaxMoveCount)
count = MaxMoveCount;
bstream->writeInt(start,32);
bstream->writeInt(count,MoveCountBits);
for (int i = 0; i < count; i++)
{
move[offset + i].sendCount++;
move[offset + i].pack(bstream);
}
}
void GameConnection::moveReadPacket(BitStream *bstream)
{
// Server side packet read.
U32 start = bstream->readInt(32);
U32 count = bstream->readInt(MoveCountBits);
// Skip forward (must be starting up), or over the moves
// we already have.
int skip = mLastMoveAck - start;
if (skip < 0) {
mLastMoveAck = start;
//mMoveList.clear();
}
else {
Move tmp;
if (skip > count)
skip = count;
for (int i = 0; i < skip; i++)
tmp.unpack(bstream);
start += skip;
count = count - skip;
}
// Put the rest on the move list.
int index = mMoveList.size();
mMoveList.increment(count);
while (index < mMoveList.size())
{
mMoveList[index].unpack(bstream);
mMoveList[index].id = start++;
index ++;
}
mLastMoveAck += count;
}

69
engine/game/gameFunctions.cc Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "sim/sceneObject.h"
#include "core/fileStream.h"
void RegisterGameFunctions();
// query
SimpleQueryList gServerQueryList;
U32 gServerQueryIndex = 0;
//SERVER FUNCTIONS ONLY
ConsoleFunctionGroupBegin( Containers, "Spatial query functions. <b>Server side only!</b>");
ConsoleFunction(containerFindFirst, const char*, 6, 6, "(bitset type, Point3F point, float x, float y, float z)"
"Find objects matching the bitmask type within a box centered at point, with extents x, y, z.\n\n"
"Returns the first object found; thereafter, you can get more results using containerFindNext().")
{
//find out what we're looking for
U32 typeMask = U32(dAtoi(argv[1]));
//find the center of the container volume
Point3F origin(0, 0, 0);
dSscanf(argv[2], "%g %g %g", &origin.x, &origin.y, &origin.z);
//find the box dimensions
Point3F size(0, 0, 0);
size.x = mFabs(dAtof(argv[3]));
size.y = mFabs(dAtof(argv[4]));
size.z = mFabs(dAtof(argv[5]));
//build the container volume
Box3F queryBox;
queryBox.min = origin;
queryBox.max = origin;
queryBox.min -= size;
queryBox.max += size;
//initialize the list, and do the query
gServerQueryList.mList.clear();
gServerContainer.findObjects(queryBox, typeMask, SimpleQueryList::insertionCallback, &gServerQueryList);
//return the first element
gServerQueryIndex = 0;
char *buff = Con::getReturnBuffer(100);
if (gServerQueryList.mList.size())
dSprintf(buff, 100, "%d", gServerQueryList.mList[gServerQueryIndex++]->getId());
else
buff[0] = '\0';
return buff;
}
ConsoleFunction( containerFindNext, const char*, 1, 1, "Get more results from a previous call to containerFindFirst().")
{
//return the next element
char *buff = Con::getReturnBuffer(100);
if (gServerQueryIndex < gServerQueryList.mList.size())
dSprintf(buff, 100, "%d", gServerQueryList.mList[gServerQueryIndex++]->getId());
else
buff[0] = '\0';
return buff;
}
ConsoleFunctionGroupEnd( Containers );

11
engine/game/gameFunctions.h Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _GAMEFUNCTIONS_H_
#define _GAMEFUNCTIONS_H_
void RegisterGameFunctions();
#endif

245
engine/game/gameProcess.cc Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "core/dnet.h"
#include "game/gameConnection.h"
#include "game/gameBase.h"
#include "game/shapeBase.h"
#include "platform/profiler.h"
#include "console/consoleTypes.h"
//----------------------------------------------------------------------------
ProcessList gClientProcessList(false);
ProcessList gServerProcessList(true);
bool ProcessList::mDebugControlSync = false;
ProcessList::ProcessList(bool isServer)
{
mDirty = false;
mCurrentTag = 0;
mLastTick = 0;
mLastTime = 0;
mLastDelta = 0;
mIsServer = isServer;
// Con::addVariable("debugControlSync",TypeBool, &mDebugControlSync);
}
//----------------------------------------------------------------------------
void ProcessList::orderList()
{
// GameBase tags are intialized to 0, so current tag
// should never be 0.
if (!++mCurrentTag)
mCurrentTag++;
// Install a temporary head node
GameBase list;
list.plLinkBefore(head.mProcessLink.next);
head.plUnlink();
// Reverse topological sort into the orignal head node
while (list.mProcessLink.next != &list) {
GameBase* ptr = list.mProcessLink.next;
ptr->mProcessTag = mCurrentTag;
ptr->plUnlink();
if (ptr->mAfterObject) {
// Build chain "stack" of dependant objects and patch
// it to the end of the current list.
while (bool(ptr->mAfterObject) &&
ptr->mAfterObject->mProcessTag != mCurrentTag) {
ptr->mAfterObject->mProcessTag = mCurrentTag;
ptr->mAfterObject->plUnlink();
ptr->mAfterObject->plLinkBefore(ptr);
ptr = ptr->mAfterObject;
}
ptr->plJoin(&head);
}
else
ptr->plLinkBefore(&head);
}
mDirty = false;
}
//----------------------------------------------------------------------------
bool ProcessList::advanceServerTime(SimTime timeDelta)
{
PROFILE_START(AdvanceServerTime);
if (mDirty) orderList();
SimTime targetTime = mLastTime + timeDelta;
SimTime targetTick = targetTime & ~TickMask;
SimTime tickCount = (targetTick - mLastTick) >> TickShift;
bool ret = mLastTick != targetTick;
// Advance all the objects
for (; mLastTick != targetTick; mLastTick += TickMs)
advanceObjects();
// Credit all the connections with the elapsed ticks.
SimGroup *g = Sim::getClientGroup();
for (SimGroup::iterator i = g->begin(); i != g->end(); i++)
if (GameConnection *t = dynamic_cast<GameConnection *>(*i))
t->incMoveCredit(tickCount);
mLastTime = targetTime;
PROFILE_END();
return ret;
}
//----------------------------------------------------------------------------
bool ProcessList::advanceClientTime(SimTime timeDelta)
{
PROFILE_START(AdvanceClientTime);
if (mDirty) orderList();
SimTime targetTime = mLastTime + timeDelta;
SimTime targetTick = (targetTime + TickMask) & ~TickMask;
SimTime tickCount = (targetTick - mLastTick) >> TickShift;
// See if the control object has pending moves.
GameBase* control = 0;
GameConnection* connection = GameConnection::getConnectionToServer();
if (connection)
{
// If the connection to the server is backlogged
// the simulation is frozen.
if (connection->isBacklogged()) {
mLastTime = targetTime;
mLastTick = targetTick;
PROFILE_END();
return false;
}
if (connection->areMovesPending())
control = connection->getControlObject();
}
// If we are going to tick, or have moves pending for the
// control object, we need to reset everyone back to their
// last full tick pos.
if (mLastDelta && (tickCount || control))
for (GameBase* obj = head.mProcessLink.next; obj != &head;
obj = obj->mProcessLink.next)
if (obj->mProcessTick)
obj->interpolateTick(0);
// Produce new moves and advance all the objects
if (tickCount)
{
for (; mLastTick != targetTick; mLastTick += TickMs)
{
if(connection)
{
// process any demo blocks that are NOT moves, and exactly one move
// we advance time in the demo stream by a move inserted on
// each tick. So before doing the tick processing we advance
// the demo stream until a move is ready
if(connection->isPlayingBack())
{
U32 blockType;
do
{
blockType = connection->getNextBlockType();
bool res = connection->processNextBlock();
// if there are no more blocks, exit out of this function,
// as no more client time needs to process right now - we'll
// get it all on the next advanceClientTime()
if(!res)
{
PROFILE_END();
return true;
}
} while(blockType != GameConnection::BlockTypeMove);
}
connection->collectMove(mLastTick);
}
advanceObjects();
}
}
else
if (control)
{
// Sync up the control object with the latest client moves.
Move* movePtr;
U32 m = 0, numMoves;
connection->getMoveList(&movePtr, &numMoves);
while (m < numMoves)
{
control->processTick(&movePtr[m++]);
}
connection->clearMoves(m);
}
mLastDelta = (TickMs - (targetTime & TickMask)) & TickMask;
F32 dt = mLastDelta / F32(TickMs);
for (GameBase* obj = head.mProcessLink.next; obj != &head;
obj = obj->mProcessLink.next)
if (obj->mProcessTick)
obj->interpolateTick(dt);
// Inform objects of total elapsed delta so they can advance
// client side animations.
dt = F32(timeDelta) / 1000;
for (GameBase* obj = head.mProcessLink.next; obj != &head;
obj = obj->mProcessLink.next)
obj->advanceTime(dt);
mLastTime = targetTime;
PROFILE_END();
return tickCount != 0;
}
//----------------------------------------------------------------------------
void ProcessList::advanceObjects()
{
PROFILE_START(AdvanceObjects);
// A little link list shuffling is done here to avoid problems
// with objects being deleted from within the process method.
GameBase list;
GameBase* obj;
list.plLinkBefore(head.mProcessLink.next);
head.plUnlink();
while ((obj = list.mProcessLink.next) != &list) {
obj->plUnlink();
obj->plLinkBefore(&head);
// Each object is either advanced a single tick, or if it's
// being controlled by a client, ticked once for each pending move.
if (obj->mTypeMask & GameBaseObjectType) {
GameBase *pGB = static_cast<GameBase *>(obj);
GameConnection* con = pGB->getControllingClient();
if (con && con->getControlObject() == pGB) {
Move* movePtr;
U32 m, numMoves;
con->getMoveList(&movePtr, &numMoves);
for (m = 0; m < numMoves && pGB->getControllingClient() == con; )
obj->processTick(&movePtr[m++]);
con->clearMoves(m);
continue;
}
}
if (obj->mProcessTick)
obj->processTick(0);
}
PROFILE_END();
}

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engine/game/gameTSCtrl.cc Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "game/gameTSCtrl.h"
#include "console/consoleTypes.h"
#include "game/projectile.h"
#include "game/gameBase.h"
#include "game/gameConnection.h"
#include "game/shapeBase.h"
#include "game/player.h"
//---------------------------------------------------------------------------
// Debug stuff:
Point3F lineTestStart = Point3F(0, 0, 0);
Point3F lineTestEnd = Point3F(0, 1000, 0);
Point3F lineTestIntersect = Point3F(0, 0, 0);
bool gSnapLine = false;
//----------------------------------------------------------------------------
// Class: GameTSCtrl
//----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT(GameTSCtrl);
GameTSCtrl::GameTSCtrl()
{
}
//---------------------------------------------------------------------------
bool GameTSCtrl::processCameraQuery(CameraQuery *camq)
{
GameUpdateCameraFov();
return GameProcessCameraQuery(camq);
}
//---------------------------------------------------------------------------
void GameTSCtrl::renderWorld(const RectI &updateRect)
{
GameRenderWorld();
dglSetClipRect(updateRect);
}
//---------------------------------------------------------------------------
void GameTSCtrl::onMouseMove(const GuiEvent &evt)
{
if(gSnapLine)
return;
MatrixF mat;
Point3F vel;
if ( GameGetCameraTransform(&mat, &vel) )
{
Point3F pos;
mat.getColumn(3,&pos);
const Point3F screenPoint(evt.mousePoint.x, evt.mousePoint.y, -1);
Point3F worldPoint;
if (unproject(screenPoint, &worldPoint))
{
Point3F vec = worldPoint - pos;
lineTestStart = pos;
vec.normalizeSafe();
lineTestEnd = pos + vec * 1000;
}
}
}
void GameTSCtrl::onRender(Point2I offset, const RectI &updateRect)
{
// check if should bother with a render
GameConnection * con = GameConnection::getConnectionToServer();
bool skipRender = !con || (con->getWhiteOut() >= 1.f) || (con->getDamageFlash() >= 1.f) || (con->getBlackOut() >= 1.f);
if(!skipRender)
Parent::onRender(offset, updateRect);
dglSetViewport(updateRect);
CameraQuery camq = mLastCameraQuery;
if(GameProcessCameraQuery(&camq))
GameRenderFilters(camq);
// Draw controls after so they aren't affected by the filters. (If we're doing that.)
if(!skipRender && !mApplyFilterToChildren)
Parent::renderChildControls(offset, updateRect);}
//--------------------------------------------------------------------------
ConsoleFunction( snapToggle, void, 1, 1, "()" )
{
gSnapLine = !gSnapLine;
}

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engine/game/gameTSCtrl.h Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _GAMETSCTRL_H_
#define _GAMETSCTRL_H_
#ifndef _DGL_H_
#include "dgl/dgl.h"
#endif
#ifndef _GAME_H_
#include "game/game.h"
#endif
#ifndef _GUITSCONTROL_H_
#include "gui/core/guiTSControl.h"
#endif
class ProjectileData;
class GameBase;
//----------------------------------------------------------------------------
class GameTSCtrl : public GuiTSCtrl
{
private:
typedef GuiTSCtrl Parent;
public:
GameTSCtrl();
bool processCameraQuery(CameraQuery *query);
void renderWorld(const RectI &updateRect);
void onMouseMove(const GuiEvent &evt);
void onRender(Point2I offset, const RectI &updateRect);
DECLARE_CONOBJECT(GameTSCtrl);
};
#endif

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engine/game/guiNoMouseCtrl.cc Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "gui/core/guiControl.h"
//------------------------------------------------------------------------------
class GuiNoMouseCtrl : public GuiControl
{
typedef GuiControl Parent;
public:
// GuiControl
bool pointInControl(const Point2I &) { return(false); }
DECLARE_CONOBJECT(GuiNoMouseCtrl);
};
IMPLEMENT_CONOBJECT(GuiNoMouseCtrl);

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engine/game/guiPlayerView.cc Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "gui/core/guiCanvas.h"
#include "game/guiPlayerView.h"
#include "console/consoleTypes.h"
static const F32 MaxOrbitDist = 5.0f;
static const S32 MaxAnimations = 6;
IMPLEMENT_CONOBJECT( GuiPlayerView );
//------------------------------------------------------------------------------
GuiPlayerView::GuiPlayerView() : GuiTSCtrl()
{
mActive = true;
mMouseState = None;
mModel = NULL;
mWeapon = NULL;
mLastMousePoint.set( 0, 0 );
lastRenderTime = 0;
runThread = 0;
wNode = -1;
pNode = -1;
mAnimationSeq = 0;
}
//------------------------------------------------------------------------------
GuiPlayerView::~GuiPlayerView()
{
if ( mModel )
{
delete mModel;
mModel = NULL;
}
if ( mWeapon )
{
delete mWeapon;
mWeapon = NULL;
}
}
//------------------------------------------------------------------------------
ConsoleMethod( GuiPlayerView, setModel, void, 4, 4, "playerView.setModel( raceGender, skin )" )
{
argc;
object->setPlayerModel( argv[2], argv[3] );
}
ConsoleMethod( GuiPlayerView, setSeq, void, 3, 3, "playerView.setSeq( index )" )
{
argc;
object->setPlayerSeq( dAtoi(argv[2]) );
}
//------------------------------------------------------------------------------
bool GuiPlayerView::onWake()
{
if ( !Parent::onWake() )
return( false );
mCameraMatrix.identity();
mCameraRot.set( 0, 0, 3.9 );
mCameraPos.set( 0, 1.75, 1.25 );
mCameraMatrix.setColumn( 3, mCameraPos );
mOrbitPos.set( 0, 0, 0 );
mOrbitDist = 3.5f;
return( true );
}
//------------------------------------------------------------------------------
void GuiPlayerView::onMouseDown( const GuiEvent &event )
{
if ( !mActive || !mVisible || !mAwake )
return;
mMouseState = Rotating;
mLastMousePoint = event.mousePoint;
mouseLock();
}
//------------------------------------------------------------------------------
void GuiPlayerView::onMouseUp( const GuiEvent &/*event*/ )
{
mouseUnlock();
mMouseState = None;
}
//------------------------------------------------------------------------------
void GuiPlayerView::onMouseDragged( const GuiEvent &event )
{
if ( mMouseState != Rotating )
return;
Point2I delta = event.mousePoint - mLastMousePoint;
mLastMousePoint = event.mousePoint;
mCameraRot.x += ( delta.y * 0.01 );
mCameraRot.z += ( delta.x * 0.01 );
}
//------------------------------------------------------------------------------
void GuiPlayerView::onRightMouseDown( const GuiEvent &event )
{
mMouseState = Zooming;
mLastMousePoint = event.mousePoint;
mouseLock();
}
//------------------------------------------------------------------------------
void GuiPlayerView::onRightMouseUp( const GuiEvent &/*event*/ )
{
mouseUnlock();
mMouseState = None;
}
//------------------------------------------------------------------------------
void GuiPlayerView::onRightMouseDragged( const GuiEvent &event )
{
if ( mMouseState != Zooming )
return;
S32 delta = event.mousePoint.y - mLastMousePoint.y;
mLastMousePoint = event.mousePoint;
mOrbitDist += ( delta * 0.01 );
}
void GuiPlayerView::setPlayerSeq( S32 index )
{
if( index > MaxAnimations || index < 0 )
return;
mAnimationSeq = index;
}
//------------------------------------------------------------------------------
void GuiPlayerView::setPlayerModel( const char* shape, const char* skin )
{
// Stuff random rotation values in...
mCameraRot.z = gRandGen.randF(-4.14, -1);
if ( mModel )
{
delete mModel;
mModel = NULL;
}
if ( mWeapon )
{
delete mWeapon;
mWeapon = NULL;
}
runThread = 0;
Resource<TSShape> hShape = ResourceManager->load( shape);
if ( !bool( hShape ) )
return;
mModel = new TSShapeInstance( hShape, true );
AssertFatal( mModel, "ERROR! Failed to load warrior model!" );
// Set the skin:
if ( !mModel->ownMaterialList() )
mModel->cloneMaterialList();
TSMaterialList* materialList = mModel->getMaterialList();
for ( U32 i = 0; i < materialList->mMaterialNames.size(); i++ )
{
const char* name = materialList->mMaterialNames[i];
if ( !name )
continue;
const U32 len = dStrlen( name );
AssertISV( len < 200, "GuiPlayerView::setPlayerModel - Skin name exceeds maximum length!" );
if ( len < 6 )
continue;
const char* replace = dStrstr( name, "base." );
if ( !replace )
continue;
char newName[256];
dStrncpy( newName, name, replace - name );
newName[replace - name] = 0;
dStrcat( newName, skin );
dStrcat( newName, "." );
dStrcat( newName, replace + 5 );
TextureHandle test = TextureHandle( newName, MeshTexture, false );
if ( test.getGLName() )
materialList->mMaterials[i] = test;
else
materialList->mMaterials[i] = TextureHandle( name, MeshTexture, false );
}
// Initialize camera values:
mOrbitPos = mModel->getShape()->center;
mMinOrbitDist = mModel->getShape()->radius;
// // initialize run thread
// S32 sequence = hShape->findSequence("dummyRun");
//
// if( sequence != -1 )
// {
// runThread = mModel->addThread();
// mModel->setPos( runThread, 0 );
// mModel->setTimeScale( runThread, 1 );
// mModel->setSequence( runThread, sequence, 0 );
// }
// create a weapon for this dude
Resource<TSShape> wShape;
if( dStrcmp( shape, "heavy_male") == 0 || dStrcmp( shape, "bioderm_heavy") == 0 || dStrcmp( shape, "heavy_female") == 0 )
{
wShape = ResourceManager->load( "shapes/weapon_mortar.dts" );
}
else if( dStrcmp( shape, "medium_male") == 0 || dStrcmp( shape, "bioderm_medium") == 0 || dStrcmp( shape, "medium_female") == 0 )
{
wShape = ResourceManager->load( "shapes/weapon_plasma.dts" );
}
else
{
wShape = ResourceManager->load( "shapes/weapon_disc.dts" );
}
if ( !bool( wShape ) )
return;
pNode = hShape->findNode("mount0");
wNode = wShape->findNode("mountPoint");
mWeapon = new TSShapeInstance( wShape, true );
AssertFatal( mWeapon, "ERROR! Failed to load Weapon Model!" );
// the first time recording
lastRenderTime = Platform::getVirtualMilliseconds();
}
void GuiPlayerView::getWeaponTransform( MatrixF *mat )
{
MatrixF weapTrans = mWeapon->mNodeTransforms[wNode];
Point3F weapOffset = -weapTrans.getPosition();
MatrixF modelTrans = mModel->mNodeTransforms[pNode];
modelTrans.mulP( weapOffset );
modelTrans.setPosition( weapOffset );
*mat = modelTrans;
}
//------------------------------------------------------------------------------
bool GuiPlayerView::processCameraQuery( CameraQuery* query )
{
// Make sure the orbit distance is within the acceptable range:
mOrbitDist = ( mOrbitDist < mMinOrbitDist ) ? mMinOrbitDist : ( ( mOrbitDist > MaxOrbitDist ) ? MaxOrbitDist : mOrbitDist );
// Adjust the camera so that we are still facing the model:
Point3F vec;
MatrixF xRot, zRot;
xRot.set( EulerF( mCameraRot.x, 0, 0 ) );
zRot.set( EulerF( 0, 0, mCameraRot.z ) );
mCameraMatrix.mul( zRot, xRot );
mCameraMatrix.getColumn( 1, &vec );
vec *= mOrbitDist;
mCameraPos = mOrbitPos - vec;
query->nearPlane = 0.1;
query->farPlane = 2100.0;
query->fov = 3.1415 / 3.5;
mCameraMatrix.setColumn( 3, mCameraPos );
query->cameraMatrix = mCameraMatrix;
return( true );
}
//------------------------------------------------------------------------------
void GuiPlayerView::renderWorld( const RectI &updateRect )
{
if ( !(bool)mModel /* || !(bool)mWeapon */)
return;
S32 time = Platform::getVirtualMilliseconds();
S32 dt = time - lastRenderTime;
lastRenderTime = time;
glClear( GL_DEPTH_BUFFER_BIT );
glMatrixMode( GL_MODELVIEW );
glEnable( GL_DEPTH_TEST );
glDepthFunc( GL_LEQUAL );
// animate and render in a run pose
F32 fdt = dt;
// mModel->advanceTime( fdt/1000.f, runThread );
mModel->animate();
mModel->render();
// render a weapon, if we have one
if(mWeapon)
{
MatrixF mat;
getWeaponTransform( &mat );
glPushMatrix();
dglMultMatrix( &mat );
mWeapon->render();
glPopMatrix();
}
glDisable( GL_DEPTH_TEST );
dglSetClipRect( updateRect );
dglSetCanonicalState();
}
void GuiPlayerView::onMouseEnter(const GuiEvent & event)
{
Con::executef(this, 1, "onMouseEnter");
}
void GuiPlayerView::onMouseLeave(const GuiEvent & event)
{
Con::executef(this, 1, "onMouseLeave");
}

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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _GUIPLAYERVIEW_H_
#define _GUIPLAYERVIEW_H_
#ifndef _GUITSCONTROL_H_
#include "gui/core/guiTSControl.h"
#endif
#ifndef _TSSHAPEINSTANCE_H_
#include "ts/tsShapeInstance.h"
#endif
#ifndef _GAMEBASE_H_
#include "game/gameBase.h"
#endif
#ifndef _CAMERA_H_
#include "game/camera.h"
#endif
class TSThread;
class GuiPlayerView : public GuiTSCtrl
{
private:
typedef GuiTSCtrl Parent;
enum
{
run = 0,
hi,
anim1,
anim2,
anim3,
anim4,
anim5
};
protected:
enum MouseState
{
None,
Rotating,
Zooming
};
MouseState mMouseState;
TSShapeInstance* mModel;
TSShapeInstance* mWeapon;
U32 mSkinTag;
Point3F mCameraPos;
MatrixF mCameraMatrix;
EulerF mCameraRot;
Point3F mOrbitPos;
F32 mMinOrbitDist;
F32 mOrbitDist;
S32 wNode;
S32 pNode;
TSThread *runThread;
S32 lastRenderTime;
S32 mAnimationSeq;
Point2I mLastMousePoint;
public:
DECLARE_CONOBJECT( GuiPlayerView );
GuiPlayerView();
~GuiPlayerView();
bool onWake();
void onMouseEnter(const GuiEvent &event);
void onMouseLeave(const GuiEvent &event);
void onMouseDown( const GuiEvent &event );
void onMouseUp( const GuiEvent &event );
void onMouseDragged( const GuiEvent &event );
void onRightMouseDown( const GuiEvent &event );
void onRightMouseUp( const GuiEvent &event );
void onRightMouseDragged( const GuiEvent &event );
void setPlayerModel( const char* shape, const char* skin );
void setPlayerSeq( S32 index );
void getWeaponTransform( MatrixF *mat );
bool processCameraQuery( CameraQuery *query );
void renderWorld( const RectI &updateRect );
};
#endif // _GUI_PLAYERVIEW_H

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engine/game/item.cc Executable file

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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _ITEM_H_
#define _ITEM_H_
#ifndef _SHAPEBASE_H_
#include "game/shapeBase.h"
#endif
#ifndef _LIGHTMANAGER_H_
#include "sceneGraph/lightManager.h"
#endif
#ifndef _BOXCONVEX_H_
#include "collision/boxConvex.h"
#endif
//----------------------------------------------------------------------------
struct ItemData: public ShapeBaseData {
typedef ShapeBaseData Parent;
F32 friction;
F32 elasticity;
bool sticky;
F32 gravityMod;
F32 maxVelocity;
S32 dynamicTypeField;
StringTableEntry pickUpName;
bool lightOnlyStatic;
S32 lightType;
ColorF lightColor;
S32 lightTime;
F32 lightRadius;
ItemData();
DECLARE_CONOBJECT(ItemData);
static void initPersistFields();
virtual void packData(BitStream* stream);
virtual void unpackData(BitStream* stream);
};
//----------------------------------------------------------------------------
class Item: public ShapeBase
{
typedef ShapeBase Parent;
/// Client interpolation data
struct StateDelta
{
Point3F pos;
VectorF posVec;
S32 warpTicks;
Point3F warpOffset;
F32 dt;
};
StateDelta delta;
// Static attributes
ItemData* mDataBlock;
static F32 mGravity;
bool mCollidable;
bool mStatic;
bool mRotate;
//
VectorF mVelocity;
bool mAtRest;
S32 mAtRestCounter;
static const S32 csmAtRestTimer;
bool mInLiquid;
ShapeBase* mCollisionObject;
U32 mCollisionTimeout;
public:
void registerLights(LightManager *lightManager, bool lightingScene);
enum LightType
{
NoLight = 0,
ConstantLight,
PulsingLight,
NumLightTypes,
};
private:
S32 mDropTime;
LightInfo mLight;
public:
Point3F mStickyCollisionPos;
Point3F mStickyCollisionNormal;
//
private:
OrthoBoxConvex mConvex;
Box3F mWorkingQueryBox;
void updateVelocity(const F32 dt);
void updatePos(const U32 mask, const F32 dt);
void updateWorkingCollisionSet(const U32 mask, const F32 dt);
bool buildPolyList(AbstractPolyList* polyList, const Box3F &box, const SphereF &sphere);
void buildConvex(const Box3F& box, Convex* convex);
void onDeleteNotify(SimObject*);
bool prepRenderImage(SceneState *state, const U32 stateKey, const U32 startZone, const bool modifyBaseZoneState);
public:
DECLARE_CONOBJECT(Item);
enum MaskBits {
HiddenMask = Parent::NextFreeMask,
ThrowSrcMask = Parent::NextFreeMask << 1,
PositionMask = Parent::NextFreeMask << 2,
RotationMask = Parent::NextFreeMask << 3,
NextFreeMask = Parent::NextFreeMask << 4
};
Item();
~Item();
static void initPersistFields();
static void consoleInit();
bool onAdd();
void onRemove();
bool onNewDataBlock(GameBaseData* dptr);
bool isStatic() { return mStatic; }
bool isRotating() { return mRotate; }
Point3F getVelocity() const;
void setVelocity(const VectorF& vel);
void applyImpulse(const Point3F& pos,const VectorF& vec);
void setCollisionTimeout(ShapeBase* obj);
ShapeBase* getCollisionObject() { return mCollisionObject; };
void processTick(const Move *move);
void interpolateTick(F32 delta);
void setTransform(const MatrixF &mat);
void renderImage(SceneState *state, SceneRenderImage *image);
U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream);
void unpackUpdate(NetConnection *conn, BitStream *stream);
};
#endif

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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "platform/platformVideo.h"
#include "platform/platformInput.h"
#include "platform/platformAudio.h"
#include "platform/event.h"
#include "platform/gameInterface.h"
#include "core/tVector.h"
#include "core/chunkFile.h"
#include "math/mMath.h"
#include "dgl/dgl.h"
#include "dgl/gBitmap.h"
#include "core/resManager.h"
#include "core/fileStream.h"
#include "dgl/gTexManager.h"
#include "dgl/gFont.h"
#include "console/console.h"
#include "console/simBase.h"
#include "gui/core/guiCanvas.h"
#include "sim/actionMap.h"
#include "core/dnet.h"
#include "game/game.h"
#include "core/bitStream.h"
#include "console/telnetConsole.h"
#include "console/telnetDebugger.h"
#include "console/consoleTypes.h"
#include "math/mathTypes.h"
#include "dgl/gTexManager.h"
#include "core/resManager.h"
#include "interior/interiorRes.h"
#include "interior/interiorInstance.h"
#include "interior/interiorMapRes.h"
#include "ts/tsShapeInstance.h"
#include "terrain/terrData.h"
#include "terrain/terrRender.h"
#include "editor/terraformer.h"
#include "sceneGraph/sceneGraph.h"
#include "dgl/materialList.h"
#include "sceneGraph/sceneRoot.h"
#include "game/moveManager.h"
#include "platform/platformVideo.h"
#include "dgl/materialPropertyMap.h"
#include "sim/netStringTable.h"
#include "sim/pathManager.h"
#include "game/gameFunctions.h"
#include "game/fx/particleEngine.h"
#include "platform/platformRedBook.h"
#include "game/demoGame.h"
#include "sim/decalManager.h"
#include "core/frameAllocator.h"
#include "sceneGraph/detailManager.h"
#include "interior/interiorLMManager.h"
#include "game/version.h"
#include "platform/profiler.h"
#include "game/shapeBase.h"
#include "game/objectTypes.h"
#include "game/net/serverQuery.h"
#include "game/badWordFilter.h"
#ifndef BUILD_TOOLS
DemoGame GameObject;
DemoNetInterface GameNetInterface;
#endif
extern ResourceInstance *constructTerrainFile(Stream &stream);
extern ResourceInstance *constructTSShape(Stream &);
ConsoleFunctionGroupBegin( Platform , "General platform functions.");
ConsoleFunction( lockMouse, void, 2, 2, "(bool isLocked)"
"Lock the mouse (or not, depending on the argument's value) to the window.")
{
Platform::setWindowLocked(dAtob(argv[1]));
}
ConsoleFunction( setNetPort, bool, 2, 2, "(int port)"
"Set the network port for the game to use.")
{
return Net::openPort(dAtoi(argv[1]));
}
ConsoleFunction( saveJournal, void, 2, 2, "(string filename)"
"Save the journal to the specified file.")
{
Game->saveJournal(argv[1]);
}
ConsoleFunction( playJournal, void, 2, 3, "(string filename, bool break=false)"
"Begin playback of a journal from a specified field, optionally breaking at the start.")
{
bool jBreak = (argc > 2)? dAtob(argv[2]): false;
Game->playJournal(argv[1],jBreak);
}
extern void netInit();
extern void processConnectedReceiveEvent( ConnectedReceiveEvent * event );
extern void processConnectedNotifyEvent( ConnectedNotifyEvent * event );
extern void processConnectedAcceptEvent( ConnectedAcceptEvent * event );
extern void ShowInit();
/// Initalizes the components of the game like the TextureManager, ResourceManager
/// console...etc.
static bool initLibraries()
{
if(!Net::init())
{
Platform::AlertOK("Network Error", "Unable to initialize the network... aborting.");
return false;
}
// asserts should be created FIRST
PlatformAssert::create();
FrameAllocator::init(3 << 20); // 3 meg frame allocator buffer
// // Cryptographic pool next
// CryptRandomPool::init();
_StringTable::create();
TextureManager::create();
ResManager::create();
// Register known file types here
ResourceManager->registerExtension(".jpg", constructBitmapJPEG);
ResourceManager->registerExtension(".png", constructBitmapPNG);
ResourceManager->registerExtension(".gif", constructBitmapGIF);
ResourceManager->registerExtension(".dbm", constructBitmapDBM);
ResourceManager->registerExtension(".bmp", constructBitmapBMP);
ResourceManager->registerExtension(".bm8", constructBitmapBM8);
ResourceManager->registerExtension(".uft", constructFont);
ResourceManager->registerExtension(".dif", constructInteriorDIF);
ResourceManager->registerExtension(".ter", constructTerrainFile);
ResourceManager->registerExtension(".dts", constructTSShape);
ResourceManager->registerExtension(".dml", constructMaterialList);
ResourceManager->registerExtension(".map", constructInteriorMAP);
Con::init();
NetStringTable::create();
TelnetConsole::create();
TelnetDebugger::create();
Processor::init();
Math::init();
Platform::init(); // platform specific initialization
InteriorLMManager::init();
InteriorInstance::init();
TSShapeInstance::init();
RedBook::init();
Platform::initConsole();
return true;
}
/// Destroys all the things initalized in initLibraries
static void shutdownLibraries()
{
// Purge any resources on the timeout list...
if (ResourceManager)
ResourceManager->purge();
RedBook::destroy();
TSShapeInstance::destroy();
InteriorInstance::destroy();
InteriorLMManager::destroy();
TextureManager::preDestroy();
Platform::shutdown();
TelnetDebugger::destroy();
TelnetConsole::destroy();
NetStringTable::destroy();
Con::shutdown();
ResManager::destroy();
TextureManager::destroy();
_StringTable::destroy();
// asserts should be destroyed LAST
FrameAllocator::destroy();
PlatformAssert::destroy();
Net::shutdown();
}
ConsoleFunction( getSimTime, S32, 1, 1, "Return the current sim time in milliseconds.\n\n"
"Sim time is time since the game started.")
{
return Sim::getCurrentTime();
}
ConsoleFunction( getRealTime, S32, 1, 1, "Return the current real time in milliseconds.\n\n"
"Real time is platform defined; typically time since the computer booted.")
{
return Platform::getRealMilliseconds();
}
ConsoleFunctionGroupEnd(Platform);
static F32 gTimeScale = 1.0;
static U32 gTimeAdvance = 0;
static U32 gFrameSkip = 0;
static U32 gFrameCount = 0;
// Executes an entry script; can be controlled by command-line options.
bool runEntryScript (int argc, const char **argv)
{
// Executes an entry script file. This is "main.cs"
// by default, but any file name (with no whitespace
// in it) may be run if it is specified as the first
// command-line parameter. The script used, default
// or otherwise, is not compiled and is loaded here
// directly because the resource system restricts
// access to the "root" directory.
FileStream str; // The working filestream.
const char* defaultScriptName = "main.cs";
bool useDefaultScript = true;
// Check if any command-line parameters were passed (the first is just the app name).
if (argc > 1)
{
// If so, check if the first parameter is a file to open.
if ( (str.open(argv[1], FileStream::Read)) && (argv[1] != "") )
{
// If it opens, we assume it is the script to run.
useDefaultScript = false;
}
}
if (useDefaultScript)
{
if (!str.open(defaultScriptName, FileStream::Read))
{
char msg[1024];
dSprintf(msg, sizeof(msg), "Failed to open \"%s\".", defaultScriptName);
Platform::AlertOK("Error", msg);
return false;
}
}
U32 size = str.getStreamSize();
char *script = new char[size + 1];
str.read(size, script);
str.close();
script[size] = 0;
Con::evaluate(script, false, useDefaultScript ? defaultScriptName : argv[1]);
delete[] script;
return true;
}
/// Initalize game, run the specified startup script
bool initGame(int argc, const char **argv)
{
Con::setFloatVariable("Video::texResidentPercentage", -1.0f);
Con::setIntVariable("Video::textureCacheMisses", -1);
Con::addVariable("timeScale", TypeF32, &gTimeScale);
Con::addVariable("timeAdvance", TypeS32, &gTimeAdvance);
Con::addVariable("frameSkip", TypeS32, &gFrameSkip);
// Stuff game types into the console
Con::setIntVariable("$TypeMasks::StaticObjectType", StaticObjectType);
Con::setIntVariable("$TypeMasks::EnvironmentObjectType", EnvironmentObjectType);
Con::setIntVariable("$TypeMasks::TerrainObjectType", TerrainObjectType);
Con::setIntVariable("$TypeMasks::InteriorObjectType", InteriorObjectType);
Con::setIntVariable("$TypeMasks::WaterObjectType", WaterObjectType);
Con::setIntVariable("$TypeMasks::TriggerObjectType", TriggerObjectType);
Con::setIntVariable("$TypeMasks::MarkerObjectType", MarkerObjectType);
Con::setIntVariable("$TypeMasks::GameBaseObjectType", GameBaseObjectType);
Con::setIntVariable("$TypeMasks::ShapeBaseObjectType", ShapeBaseObjectType);
Con::setIntVariable("$TypeMasks::CameraObjectType", CameraObjectType);
Con::setIntVariable("$TypeMasks::StaticShapeObjectType", StaticShapeObjectType);
Con::setIntVariable("$TypeMasks::PlayerObjectType", PlayerObjectType);
Con::setIntVariable("$TypeMasks::ItemObjectType", ItemObjectType);
Con::setIntVariable("$TypeMasks::VehicleObjectType", VehicleObjectType);
Con::setIntVariable("$TypeMasks::VehicleBlockerObjectType", VehicleBlockerObjectType);
Con::setIntVariable("$TypeMasks::ProjectileObjectType", ProjectileObjectType);
Con::setIntVariable("$TypeMasks::ExplosionObjectType", ExplosionObjectType);
Con::setIntVariable("$TypeMasks::CorpseObjectType", CorpseObjectType);
Con::setIntVariable("$TypeMasks::DebrisObjectType", DebrisObjectType);
Con::setIntVariable("$TypeMasks::PhysicalZoneObjectType", PhysicalZoneObjectType);
Con::setIntVariable("$TypeMasks::StaticTSObjectType", StaticTSObjectType);
Con::setIntVariable("$TypeMasks::StaticRenderedObjectType", StaticRenderedObjectType);
Con::setIntVariable("$TypeMasks::DamagableItemObjectType", DamagableItemObjectType);
Con::setIntVariable("$TypeMasks::InteriorMapObjectType", InteriorMapObjectType);
//
#ifdef TORQUE_GATHER_METRICS
Con::addVariable("Video::numTexelsLoaded", TypeS32, &TextureManager::smTextureSpaceLoaded);
#else
static U32 sBogusNTL = 0;
Con::addVariable("Video::numTexelsLoaded", TypeS32, &sBogusNTL);
#endif
TerrainRender::init();
netInit();
GameInit();
ShowInit();
MoveManager::init();
Sim::init();
ActionMap* globalMap = new ActionMap;
globalMap->registerObject("GlobalActionMap");
Sim::getActiveActionMapSet()->pushObject(globalMap);
MaterialPropertyMap *map = new MaterialPropertyMap;
map->registerObject("MaterialPropertyMap");
Sim::getRootGroup()->addObject(map);
gClientSceneGraph = new SceneGraph(true);
gClientSceneRoot = new SceneRoot;
gClientSceneGraph->addObjectToScene(gClientSceneRoot);
gServerSceneGraph = new SceneGraph(false);
gServerSceneRoot = new SceneRoot;
gServerSceneGraph->addObjectToScene(gServerSceneRoot);
gDecalManager = new DecalManager;
gClientContainer.addObject(gDecalManager);
gClientSceneGraph->addObjectToScene(gDecalManager);
DetailManager::init();
PathManager::init();
ParticleEngine::init();
BadWordFilter::create();
SimChunk::initChunkMappings();
// run the entry script and return.
return runEntryScript(argc, argv);
}
/// Shutdown the game and delete core objects
void shutdownGame()
{
//exec the script onExit() function
Con::executef(1, "onExit");
BadWordFilter::destroy();
ParticleEngine::destroy();
PathManager::destroy();
DetailManager::shutdown();
// Note: tho the SceneGraphs are created after the Manager, delete them after, rather
// than before to make sure that all the objects are removed from the graph.
Sim::shutdown();
gClientSceneGraph->removeObjectFromScene(gDecalManager);
gClientContainer.removeObject(gDecalManager);
gClientSceneGraph->removeObjectFromScene(gClientSceneRoot);
gServerSceneGraph->removeObjectFromScene(gServerSceneRoot);
delete gClientSceneRoot;
delete gServerSceneRoot;
delete gClientSceneGraph;
delete gServerSceneGraph;
delete gDecalManager;
gClientSceneRoot = NULL;
gServerSceneRoot = NULL;
gClientSceneGraph = NULL;
gServerSceneGraph = NULL;
gDecalManager = NULL;
TerrainRender::shutdown();
}
extern bool gDGLRender;
bool gShuttingDown = false;
/// Main loop of the game
int DemoGame::main(int argc, const char **argv)
{
// if (argc == 1) {
// static const char* argvFake[] = { "dtest.exe", "-jload", "test.jrn" };
// argc = 3;
// argv = argvFake;
// }
// Memory::enableLogging("testMem.log");
// Memory::setBreakAlloc(104717);
if(!initLibraries())
return 0;
#ifdef IHVBUILD
char* pVer = new char[sgVerStringLen + 1];
U32 hi;
for (hi = 0; hi < sgVerStringLen; hi++)
pVer[hi] = sgVerString[hi] ^ 0xFF;
pVer[hi] = '\0';
SHA1Context hashCTX;
hashCTX.init();
hashCTX.hashBytes(pVer, sgVerStringLen);
hashCTX.finalize();
U8 hash[20];
hashCTX.getHash(hash);
for (hi = 0; hi < 20; hi++)
if (U8(hash[hi]) != U8(sgHashVer[hi]))
return 0;
#endif
// Set up the command line args for the console scripts...
Con::setIntVariable("Game::argc", argc);
U32 i;
for (i = 0; i < argc; i++)
Con::setVariable(avar("Game::argv%d", i), argv[i]);
if (initGame(argc, argv) == false)
{
Platform::AlertOK("Error", "Failed to initialize game, shutting down.");
shutdownGame();
shutdownLibraries();
gShuttingDown = true;
return 0;
}
#ifdef IHVBUILD
char* pPrint = new char[dStrlen(sgVerPrintString) + 1];
for (U32 pi = 0; pi < dStrlen(sgVerPrintString); pi++)
pPrint[pi] = sgVerPrintString[pi] ^ 0xff;
pPrint[dStrlen(sgVerPrintString)] = '\0';
Con::printf("");
Con::errorf(ConsoleLogEntry::General, pPrint, pVer);
delete [] pVer;
#endif
while(Game->isRunning())
{
PROFILE_START(MainLoop);
PROFILE_START(JournalMain);
Game->journalProcess();
PROFILE_END();
PROFILE_START(NetProcessMain);
Net::process(); // read in all events
PROFILE_END();
PROFILE_START(PlatformProcessMain);
Platform::process(); // keys, etc.
PROFILE_END();
PROFILE_START(TelconsoleProcessMain);
TelConsole->process();
PROFILE_END();
PROFILE_START(TelDebuggerProcessMain);
TelDebugger->process();
PROFILE_END();
PROFILE_START(TimeManagerProcessMain);
TimeManager::process(); // guaranteed to produce an event
PROFILE_END();
PROFILE_END();
}
shutdownGame();
shutdownLibraries();
gShuttingDown = true;
#if 0
// tg: Argh! This OS version check should be part of Platform, not here...
//
// check os
OSVERSIONINFO osInfo;
dMemset(&osInfo, 0, sizeof(OSVERSIONINFO));
osInfo.dwOSVersionInfoSize = sizeof(OSVERSIONINFO);
// see if osversioninfoex fails
if(!GetVersionEx((OSVERSIONINFO*)&osInfo))
{
osInfo.dwOSVersionInfoSize = sizeof(OSVERSIONINFO);
if(!GetVersionEx((OSVERSIONINFO*)&osInfo))
return 0;
}
// terminate the process if win95 only!
if((osInfo.dwPlatformId == VER_PLATFORM_WIN32_WINDOWS) && // 95, 98, ME
(osInfo.dwMajorVersion == 4) && // 95, 98, ME, NT
(osInfo.dwMinorVersion == 0)) // 95
{
AssertWarn(0, "Forcing termination of app (Win95)! Upgrade your OS now!");
TerminateProcess(GetCurrentProcess(), 0xffffffff);
}
#endif
return 0;
}
static bool serverTick = false;
static F32 fpsRealStart;
static F32 fpsRealLast;
//static F32 fpsRealTotal;
static F32 fpsReal;
static F32 fpsVirtualStart;
static F32 fpsVirtualLast;
//static F32 fpsVirtualTotal;
static F32 fpsVirtual;
static F32 fpsFrames;
static F32 fpsNext;
static bool fpsInit = false;
const F32 UPDATE_INTERVAL = 0.25f;
//--------------------------------------
/// Resets the FPS variables
void fpsReset()
{
fpsRealStart = (F32)Platform::getRealMilliseconds()/1000.0f; // Real-World Tick Count
fpsVirtualStart = (F32)Platform::getVirtualMilliseconds()/1000.0f; // Engine Tick Count (does not vary between frames)
fpsNext = fpsRealStart + UPDATE_INTERVAL;
// fpsRealTotal= 0.0f;
fpsRealLast = 0.0f;
fpsReal = 0.0f;
// fpsVirtualTotal = 0.0f;
fpsVirtualLast = 0.0f;
fpsVirtual = 0.0f;
fpsFrames = 0;
fpsInit = true;
}
//--------------------------------------
/// Updates the FPS variables
void fpsUpdate()
{
if (!fpsInit)
fpsReset();
const float alpha = 0.07f;
F32 realSeconds = (F32)Platform::getRealMilliseconds()/1000.0f;
F32 virtualSeconds = (F32)Platform::getVirtualMilliseconds()/1000.0f;
fpsFrames++;
if (fpsFrames > 1)
{
fpsReal = fpsReal*(1.0-alpha) + (realSeconds-fpsRealLast)*alpha;
fpsVirtual = fpsVirtual*(1.0-alpha) + (virtualSeconds-fpsVirtualLast)*alpha;
}
// fpsRealTotal = fpsFrames/(realSeconds - fpsRealStart);
// fpsVirtualTotal = fpsFrames/(virtualSeconds - fpsVirtualStart);
fpsRealLast = realSeconds;
fpsVirtualLast = virtualSeconds;
// update variables every few frames
F32 update = fpsRealLast - fpsNext;
if (update > 0.5f)
{
// Con::setVariable("fps::realTotal", avar("%4.1f", fpsRealTotal));
// Con::setVariable("fps::virtualTotal", avar("%4.1f", fpsVirtualTotal));
Con::setVariable("fps::real", avar("%4.1f", 1.0f/fpsReal));
Con::setVariable("fps::virtual", avar("%4.1f", 1.0f/fpsVirtual));
if (update > UPDATE_INTERVAL)
fpsNext = fpsRealLast + UPDATE_INTERVAL;
else
fpsNext += UPDATE_INTERVAL;
}
}
/// Process a mouse movement event, essentially pass to the canvas for handling
void DemoGame::processMouseMoveEvent(MouseMoveEvent * mEvent)
{
if (Canvas)
Canvas->processMouseMoveEvent(mEvent);
}
/// Process an input event, pass to canvas for handling
void DemoGame::processInputEvent(InputEvent *event)
{
PROFILE_START(ProcessInputEvent);
if (!ActionMap::handleEventGlobal(event))
{
// Other input consumers here...
if (!(Canvas && Canvas->processInputEvent(event)))
ActionMap::handleEvent(event);
}
PROFILE_END();
}
/// Process a quit event
void DemoGame::processQuitEvent()
{
setRunning(false);
}
/// Refresh the game window, ask the canvas to set all regions to dirty (need to be updated)
void DemoGame::refreshWindow()
{
if(Canvas)
Canvas->resetUpdateRegions();
}
/// Process a console event
void DemoGame::processConsoleEvent(ConsoleEvent *event)
{
char *argv[2];
argv[0] = "eval";
argv[1] = event->data;
Sim::postCurrentEvent(Sim::getRootGroup(), new SimConsoleEvent(2, const_cast<const char**>(argv), false));
}
/// Process a time event and update all sub-processes
void DemoGame::processTimeEvent(TimeEvent *event)
{
PROFILE_START(ProcessTimeEvent);
U32 elapsedTime = event->elapsedTime;
// cap the elapsed time to one second
// if it's more than that we're probably in a bad catch-up situation
if(elapsedTime > 1024)
elapsedTime = 1024;
U32 timeDelta;
if(gTimeAdvance)
timeDelta = gTimeAdvance;
else
timeDelta = (U32) (elapsedTime * gTimeScale);
Platform::advanceTime(elapsedTime);
bool tickPass;
PROFILE_START(ServerProcess);
tickPass = serverProcess(timeDelta);
PROFILE_END();
PROFILE_START(ServerNetProcess);
// only send packets if a tick happened
if(tickPass)
GNet->processServer();
PROFILE_END();
PROFILE_START(SimAdvanceTime);
Sim::advanceTime(timeDelta);
PROFILE_END();
PROFILE_START(ClientProcess);
tickPass = clientProcess(timeDelta);
PROFILE_END();
PROFILE_START(ClientNetProcess);
if(tickPass)
GNet->processClient();
PROFILE_END();
if(Canvas && gDGLRender)
{
bool preRenderOnly = false;
if(gFrameSkip && gFrameCount % gFrameSkip)
preRenderOnly = true;
PROFILE_START(RenderFrame);
ShapeBase::incRenderFrame();
Canvas->renderFrame(preRenderOnly);
PROFILE_END();
gFrameCount++;
}
GNet->checkTimeouts();
fpsUpdate();
PROFILE_END();
// Update the console time
Con::setFloatVariable("Sim::Time",F32(Platform::getVirtualMilliseconds()) / 1000);
}
/// Re-activate the game from, say, a minimized state
void GameReactivate()
{
if ( !Input::isEnabled() )
Input::enable();
if ( !Input::isActive() )
Input::reactivate();
gDGLRender = true;
if ( Canvas )
Canvas->resetUpdateRegions();
}
/// De-activate the game in responce to, say, a minimize event
void GameDeactivate( bool noRender )
{
if ( Input::isActive() )
Input::deactivate();
if ( Input::isEnabled() )
Input::disable();
if ( noRender )
gDGLRender = false;
}
/// Invalidate all the textures
void DemoGame::textureKill()
{
TextureManager::makeZombie();
}
/// Reaquire all textures
void DemoGame::textureResurrect()
{
TextureManager::resurrect();
}
/// Process recieved net-packets
void DemoGame::processPacketReceiveEvent(PacketReceiveEvent * prEvent)
{
GNet->processPacketReceiveEvent(prEvent);
}

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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "game/missionArea.h"
#include "console/consoleTypes.h"
#include "core/bitStream.h"
#include "math/mathIO.h"
IMPLEMENT_CO_NETOBJECT_V1(MissionArea);
RectI MissionArea::smMissionArea(Point2I(768, 768), Point2I(512, 512));
//------------------------------------------------------------------------------
MissionArea::MissionArea()
{
mArea.set(Point2I(768, 768), Point2I(512, 512));
mNetFlags.set(Ghostable | ScopeAlways);
mFlightCeiling = 2000;
mFlightCeilingRange = 50;
}
//------------------------------------------------------------------------------
void MissionArea::setArea(const RectI & area)
{
// set it
mArea = MissionArea::smMissionArea = area;
// pass along..
if(isServerObject())
mNetFlags.set(UpdateMask);
}
//------------------------------------------------------------------------------
const MissionArea * MissionArea::getServerObject()
{
SimSet * scopeAlwaysSet = Sim::getGhostAlwaysSet();
for(SimSet::iterator itr = scopeAlwaysSet->begin(); itr != scopeAlwaysSet->end(); itr++)
{
MissionArea * ma = dynamic_cast<MissionArea*>(*itr);
if(ma)
{
AssertFatal(ma->isServerObject(), "MissionArea::getServerObject: found client object in ghost always set!");
return(ma);
}
}
return(0);
}
//------------------------------------------------------------------------------
bool MissionArea::onAdd()
{
if(isServerObject() && MissionArea::getServerObject())
{
Con::errorf(ConsoleLogEntry::General, "MissionArea::onAdd - MissionArea already instantiated!");
return(false);
}
if(!Parent::onAdd())
return(false);
setArea(mArea);
return(true);
}
//------------------------------------------------------------------------------
void MissionArea::initPersistFields()
{
Parent::initPersistFields();
addGroup("Dimensions");
addField("area", TypeRectI, Offset(mArea, MissionArea));
addField("flightCeiling", TypeF32, Offset(mFlightCeiling, MissionArea));
addField("flightCeilingRange", TypeF32, Offset(mFlightCeilingRange, MissionArea));
endGroup("Dimensions");
}
//------------------------------------------------------------------------------
ConsoleMethod( MissionArea, getArea, const char *, 2, 2, "()"
"Returns 4 fields: starting x, starting y, extents x, extents y")
{
static char buf[48];
RectI area = object->getArea();
dSprintf(buf, sizeof(buf), "%d %d %d %d", area.point.x, area.point.y, area.extent.x, area.extent.y);
return(buf);
}
ConsoleMethod( MissionArea, setArea, void, 6, 6, "(int x, int y, int width, int height)")
{
if(object->isClientObject())
{
Con::errorf(ConsoleLogEntry::General, "MissionArea::cSetArea - cannot alter client object!");
return;
}
RectI rect;
rect.point.x = dAtoi(argv[2]);
rect.point.y = dAtoi(argv[3]);
rect.extent.x = dAtoi(argv[4]);
rect.extent.y = dAtoi(argv[5]);
object->setArea(rect);
}
//------------------------------------------------------------------------------
void MissionArea::unpackUpdate(NetConnection *, BitStream * stream)
{
// ghost (initial) and regular updates share flag..
if(stream->readFlag())
{
mathRead(*stream, &mArea);
stream->read(&mFlightCeiling);
stream->read(&mFlightCeilingRange);
}
}
U32 MissionArea::packUpdate(NetConnection *, U32 mask, BitStream * stream)
{
if(stream->writeFlag(mask & UpdateMask))
{
mathWrite(*stream, mArea);
stream->write(mFlightCeiling);
stream->write(mFlightCeilingRange);
}
return(0);
}

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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _MISSIONAREA_H_
#define _MISSIONAREA_H_
#ifndef _NETOBJECT_H_
#include "sim/netObject.h"
#endif
class MissionArea : public NetObject
{
private:
typedef NetObject Parent;
RectI mArea;
F32 mFlightCeiling;
F32 mFlightCeilingRange;
public:
MissionArea();
static RectI smMissionArea;
static const MissionArea * getServerObject();
F32 getFlightCeiling() const { return mFlightCeiling; }
F32 getFlightCeilingRange() const { return mFlightCeilingRange; }
//
const RectI & getArea(){return(mArea);}
void setArea(const RectI & area);
/// @name SimObject Inheritance
/// @{
bool onAdd();
static void initPersistFields();
/// @}
/// @name NetObject Inheritance
/// @{
enum NetMaskBits {
UpdateMask = BIT(0)
};
U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream);
void unpackUpdate(NetConnection *conn, BitStream *stream);
/// @}
DECLARE_CONOBJECT(MissionArea);
};
#endif

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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "game/missionMarker.h"
#include "console/consoleTypes.h"
#include "dgl/dgl.h"
#include "core/color.h"
extern bool gEditingMission;
IMPLEMENT_CO_DATABLOCK_V1(MissionMarkerData);
//------------------------------------------------------------------------------
// Class: MissionMarker
//------------------------------------------------------------------------------
IMPLEMENT_CO_NETOBJECT_V1(MissionMarker);
MissionMarker::MissionMarker()
{
mTypeMask |= StaticShapeObjectType | StaticObjectType;
mDataBlock = 0;
mAddedToScene = false;
mNetFlags.set(Ghostable | ScopeAlways);
}
bool MissionMarker::onAdd()
{
if(!Parent::onAdd() || !mDataBlock)
return(false);
if(gEditingMission)
{
addToScene();
mAddedToScene = true;
}
return(true);
}
void MissionMarker::onRemove()
{
if(gEditingMission)
{
removeFromScene();
mAddedToScene = false;
}
Parent::onRemove();
}
void MissionMarker::inspectPostApply()
{
Parent::inspectPostApply();
setMaskBits(PositionMask);
}
void MissionMarker::onEditorEnable()
{
if(!mAddedToScene)
{
addToScene();
mAddedToScene = true;
}
}
void MissionMarker::onEditorDisable()
{
if(mAddedToScene)
{
removeFromScene();
mAddedToScene = false;
}
}
bool MissionMarker::onNewDataBlock(GameBaseData * dptr)
{
mDataBlock = dynamic_cast<MissionMarkerData*>(dptr);
if(!mDataBlock || !Parent::onNewDataBlock(dptr))
return(false);
scriptOnNewDataBlock();
return(true);
}
void MissionMarker::setTransform(const MatrixF& mat)
{
Parent::setTransform(mat);
setMaskBits(PositionMask);
}
U32 MissionMarker::packUpdate(NetConnection * con, U32 mask, BitStream * stream)
{
U32 retMask = Parent::packUpdate(con, mask, stream);
if(stream->writeFlag(mask & PositionMask))
{
stream->writeAffineTransform(mObjToWorld);
mathWrite(*stream, mObjScale);
}
return(retMask);
}
void MissionMarker::unpackUpdate(NetConnection * con, BitStream * stream)
{
Parent::unpackUpdate(con, stream);
if(stream->readFlag())
{
MatrixF mat;
stream->readAffineTransform(&mat);
Parent::setTransform(mat);
Point3F scale;
mathRead(*stream, &scale);
setScale(scale);
}
}
void MissionMarker::initPersistFields() {
Parent::initPersistFields();
}
//------------------------------------------------------------------------------
// Class: WayPoint
//------------------------------------------------------------------------------
IMPLEMENT_CO_NETOBJECT_V1(WayPoint);
WayPointTeam::WayPointTeam()
{
mTeamId = 0;
mWayPoint = 0;
}
WayPoint::WayPoint()
{
mName = StringTable->insert("");
}
void WayPoint::setHidden(bool hidden)
{
if(isServerObject())
setMaskBits(UpdateHiddenMask);
mHidden = hidden;
}
bool WayPoint::onAdd()
{
if(!Parent::onAdd())
return(false);
//
if(isClientObject())
Sim::getWayPointSet()->addObject(this);
else
{
mTeam.mWayPoint = this;
setMaskBits(UpdateNameMask|UpdateTeamMask);
}
return(true);
}
void WayPoint::inspectPostApply()
{
Parent::inspectPostApply();
if(!mName || !mName[0])
mName = StringTable->insert("");
setMaskBits(UpdateNameMask|UpdateTeamMask);
}
U32 WayPoint::packUpdate(NetConnection * con, U32 mask, BitStream * stream)
{
U32 retMask = Parent::packUpdate(con, mask, stream);
if(stream->writeFlag(mask & UpdateNameMask))
stream->writeString(mName);
if(stream->writeFlag(mask & UpdateTeamMask))
stream->write(mTeam.mTeamId);
if(stream->writeFlag(mask & UpdateHiddenMask))
stream->writeFlag(mHidden);
return(retMask);
}
void WayPoint::unpackUpdate(NetConnection * con, BitStream * stream)
{
Parent::unpackUpdate(con, stream);
if(stream->readFlag())
mName = stream->readSTString(true);
if(stream->readFlag())
stream->read(&mTeam.mTeamId);
if(stream->readFlag())
mHidden = stream->readFlag();
}
//////////////////////////////////////////////////////////////////////////
// TypeWayPointTeam
//////////////////////////////////////////////////////////////////////////
ConsoleType( WayPointTeam, TypeWayPointTeam, sizeof(WayPointTeam) )
ConsoleGetType( TypeWayPointTeam )
{
char * buf = Con::getReturnBuffer(32);
dSprintf(buf, 32, "%d", ((WayPointTeam*)dptr)->mTeamId);
return(buf);
}
ConsoleSetType( TypeWayPointTeam )
{
WayPointTeam * pTeam = (WayPointTeam*)dptr;
pTeam->mTeamId = dAtoi(argv[0]);
if(pTeam->mWayPoint && pTeam->mWayPoint->isServerObject())
pTeam->mWayPoint->setMaskBits(WayPoint::UpdateTeamMask);
}
void WayPoint::initPersistFields()
{
Parent::initPersistFields();
addGroup("Misc");
addField("name", TypeCaseString, Offset(mName, WayPoint));
addField("team", TypeWayPointTeam, Offset(mTeam, WayPoint));
endGroup("Misc");
}
//------------------------------------------------------------------------------
// Class: SpawnSphere
//------------------------------------------------------------------------------
IMPLEMENT_CO_NETOBJECT_V1(SpawnSphere);
Sphere SpawnSphere::smSphere(Sphere::Octahedron);
SpawnSphere::SpawnSphere()
{
mRadius = 100.f;
mSphereWeight = 100.f;
mIndoorWeight = 100.f;
mOutdoorWeight = 100.f;
}
bool SpawnSphere::onAdd()
{
if(!Parent::onAdd())
return(false);
if(!isClientObject())
setMaskBits(UpdateSphereMask);
return true;
}
void SpawnSphere::inspectPostApply()
{
Parent::inspectPostApply();
setMaskBits(UpdateSphereMask);
}
U32 SpawnSphere::packUpdate(NetConnection * con, U32 mask, BitStream * stream)
{
U32 retMask = Parent::packUpdate(con, mask, stream);
//
if(stream->writeFlag(mask & UpdateSphereMask))
{
stream->write(mRadius);
stream->write(mSphereWeight);
stream->write(mIndoorWeight);
stream->write(mOutdoorWeight);
}
return(retMask);
}
void SpawnSphere::unpackUpdate(NetConnection * con, BitStream * stream)
{
Parent::unpackUpdate(con, stream);
if(stream->readFlag())
{
stream->read(&mRadius);
stream->read(&mSphereWeight);
stream->read(&mIndoorWeight);
stream->read(&mOutdoorWeight);
}
}
void SpawnSphere::initPersistFields()
{
Parent::initPersistFields();
addGroup("Dimensions");
addField("radius", TypeF32, Offset(mRadius, SpawnSphere));
endGroup("Dimensions");
addGroup("Weight");
addField("sphereWeight", TypeF32, Offset(mSphereWeight, SpawnSphere));
addField("indoorWeight", TypeF32, Offset(mIndoorWeight, SpawnSphere));
addField("outdoorWeight", TypeF32, Offset(mOutdoorWeight, SpawnSphere));
endGroup("Weight");
}

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engine/game/missionMarker.h Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _MISSIONMARKER_H_
#define _MISSIONMARKER_H_
#ifndef _BITSTREAM_H_
#include "core/bitStream.h"
#endif
#ifndef _SIMBASE_H_
#include "console/simBase.h"
#endif
#ifndef _SHAPEBASE_H_
#include "game/shapeBase.h"
#endif
#ifndef _MATHIO_H_
#include "math/mathIO.h"
#endif
#ifndef _SPHERE_H_
#include "game/sphere.h"
#endif
#ifndef _COLOR_H_
#include "core/color.h"
#endif
class MissionMarkerData : public ShapeBaseData
{
private:
typedef ShapeBaseData Parent;
public:
DECLARE_CONOBJECT(MissionMarkerData);
};
//------------------------------------------------------------------------------
// Class: MissionMarker
//------------------------------------------------------------------------------
class MissionMarker : public ShapeBase
{
private:
typedef ShapeBase Parent;
protected:
enum MaskBits {
PositionMask = Parent::NextFreeMask,
NextFreeMask = Parent::NextFreeMask << 1
};
MissionMarkerData * mDataBlock;
bool mAddedToScene;
public:
MissionMarker();
// GameBase
bool onNewDataBlock(GameBaseData *dptr);
// SceneObject
void setTransform(const MatrixF &mat);
// SimObject
bool onAdd();
void onRemove();
void onEditorEnable();
void onEditorDisable();
void inspectPostApply();
// NetObject
U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream);
void unpackUpdate(NetConnection *conn, BitStream *stream);
DECLARE_CONOBJECT(MissionMarker);
static void initPersistFields();
};
//------------------------------------------------------------------------------
// Class: WayPoint
//------------------------------------------------------------------------------
class WayPoint;
class WayPointTeam
{
public:
WayPointTeam();
S32 mTeamId;
WayPoint * mWayPoint;
};
DefineConsoleType( TypeWayPointTeam )
class WayPoint : public MissionMarker
{
private:
typedef MissionMarker Parent;
public:
enum WayPointMasks {
UpdateNameMask = Parent::NextFreeMask,
UpdateTeamMask = Parent::NextFreeMask << 1,
UpdateHiddenMask = Parent::NextFreeMask << 2,
NextFreeMask = Parent::NextFreeMask << 3
};
WayPoint();
// ShapeBase: only ever added to scene if in the editor
void setHidden(bool hidden);
// SimObject
bool onAdd();
void inspectPostApply();
// NetObject
U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
void unpackUpdate(NetConnection *conn, BitStream *stream);
// field data
StringTableEntry mName;
WayPointTeam mTeam;
static void initPersistFields();
DECLARE_CONOBJECT(WayPoint);
};
//------------------------------------------------------------------------------
// Class: SpawnSphere
//------------------------------------------------------------------------------
class SpawnSphere : public MissionMarker
{
private:
typedef MissionMarker Parent;
static Sphere smSphere;
public:
SpawnSphere();
// SimObject
bool onAdd();
void inspectPostApply();
// NetObject
enum SpawnSphereMasks {
UpdateSphereMask = Parent::NextFreeMask,
NextFreeMask = Parent::NextFreeMask << 1
};
U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream);
void unpackUpdate(NetConnection *conn, BitStream *stream);
// field data
F32 mRadius;
F32 mSphereWeight;
F32 mIndoorWeight;
F32 mOutdoorWeight;
static void initPersistFields();
DECLARE_CONOBJECT(SpawnSphere);
};
#endif

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engine/game/moveManager.h Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _MOVEMANAGER_H_
#define _MOVEMANAGER_H_
enum MoveConstants {
MaxTriggerKeys = 6,
MaxMoveQueueSize = 45,
};
class BitStream;
struct Move
{
// packed storage rep, set in clamp
S32 px, py, pz;
U32 pyaw, ppitch, proll;
F32 x, y, z; // float -1 to 1
F32 yaw, pitch, roll; // 0-2PI
U32 id; // sync'd between server & client - debugging tool.
U32 sendCount;
bool freeLook;
bool trigger[MaxTriggerKeys];
void pack(BitStream *stream);
void unpack(BitStream *stream);
void clamp();
void unclamp();
};
extern const Move NullMove;
class MoveManager
{
public:
static F32 mForwardAction;
static F32 mBackwardAction;
static F32 mUpAction;
static F32 mDownAction;
static F32 mLeftAction;
static F32 mRightAction;
static bool mFreeLook;
static F32 mPitch;
static F32 mYaw;
static F32 mRoll;
static F32 mPitchUpSpeed;
static F32 mPitchDownSpeed;
static F32 mYawLeftSpeed;
static F32 mYawRightSpeed;
static F32 mRollLeftSpeed;
static F32 mRollRightSpeed;
static U32 mTriggerCount[MaxTriggerKeys];
static U32 mPrevTriggerCount[MaxTriggerKeys];
static void init();
};
#endif

309
engine/game/net/httpObject.cc Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "game/net/httpObject.h"
#include "platform/platform.h"
#include "platform/event.h"
#include "core/fileStream.h"
#include "console/simBase.h"
#include "console/consoleInternal.h"
IMPLEMENT_CONOBJECT(HTTPObject);
//--------------------------------------
HTTPObject::HTTPObject()
{
mHostName = 0;
mPath = 0;
mQuery = 0;
mPost = 0;
mBufferSave = 0;
}
HTTPObject::~HTTPObject()
{
dFree(mHostName);
dFree(mPath);
dFree(mQuery);
dFree(mPost);
mHostName = 0;
mPath = 0;
mQuery = 0;
mPost = 0;
dFree(mBufferSave);
}
//--------------------------------------
//--------------------------------------
void HTTPObject::get(const char *host, const char *path, const char *query)
{
if(mHostName)
dFree(mHostName);
if(mPath)
dFree(mPath);
if(mQuery)
dFree(mQuery);
if(mPost)
dFree(mPost);
if(mBufferSave)
dFree(mBufferSave);
mBufferSave = 0;
mHostName = dStrdup(host);
mPath = dStrdup(path);
if(query)
mQuery = dStrdup(query);
else
mQuery = NULL;
mPost = NULL;
connect(host);
}
void HTTPObject::post(const char *host, const char *path, const char *query, const char *post)
{
if(mHostName)
dFree(mHostName);
if(mPath)
dFree(mPath);
if(mQuery)
dFree(mQuery);
if(mPost)
dFree(mPost);
if(mBufferSave)
dFree(mBufferSave);
mBufferSave = 0;
mHostName = dStrdup(host);
mPath = dStrdup(path);
if(query && query[0])
mQuery = dStrdup(query);
else
mQuery = NULL;
mPost = dStrdup(post);
connect(host);
}
static char getHex(char c)
{
if(c <= 9)
return c + '0';
return c - 10 + 'A';
}
static S32 getHexVal(char c)
{
if(c >= '0' && c <= '9')
return c - '0';
else if(c >= 'A' && c <= 'Z')
return c - 'A' + 10;
else if(c >= 'a' && c <= 'z')
return c - 'a' + 10;
return -1;
}
void HTTPObject::expandPath(char *dest, const char *path, U32 destSize)
{
static bool asciiEscapeTableBuilt = false;
static bool asciiEscapeTable[256];
if(!asciiEscapeTableBuilt)
{
asciiEscapeTableBuilt = true;
U32 i;
for(i = 0; i <= ' '; i++)
asciiEscapeTable[i] = true;
for(;i <= 0x7F; i++)
asciiEscapeTable[i] = false;
for(;i <= 0xFF; i++)
asciiEscapeTable[i] = true;
asciiEscapeTable['\"'] = true;
asciiEscapeTable['_'] = true;
asciiEscapeTable['\''] = true;
asciiEscapeTable['#'] = true;
asciiEscapeTable['$'] = true;
asciiEscapeTable['%'] = true;
asciiEscapeTable['&'] = true;
asciiEscapeTable['+'] = true;
asciiEscapeTable['-'] = true;
asciiEscapeTable['~'] = true;
}
U32 destIndex = 0;
U32 srcIndex = 0;
while(path[srcIndex] && destIndex < destSize - 3)
{
char c = path[srcIndex++];
if(asciiEscapeTable[c])
{
dest[destIndex++] = '%';
dest[destIndex++] = getHex((c >> 4) & 0xF);
dest[destIndex++] = getHex(c & 0xF);
}
else
dest[destIndex++] = c;
}
dest[destIndex] = 0;
}
//--------------------------------------
void HTTPObject::onConnected()
{
Parent::onConnected();
char expPath[8192];
char buffer[8192];
if(mQuery)
{
dSprintf(buffer, sizeof(buffer), "%s?%s", mPath, mQuery);
expandPath(expPath, buffer, sizeof(expPath));
}
else
expandPath(expPath, mPath, sizeof(expPath));
char *pt = dStrchr(mHostName, ':');
if(pt)
*pt = 0;
dSprintf(buffer, sizeof(buffer), "GET %s HTTP/1.1\r\nHost: %s\r\n\r\n", expPath, mHostName);
if(pt)
*pt = ':';
send((U8*)buffer, dStrlen(buffer));
mParseState = ParsingStatusLine;
mChunkedEncoding = false;
}
void HTTPObject::onConnectFailed()
{
dFree(mHostName);
dFree(mPath);
dFree(mQuery);
mHostName = 0;
mPath = 0;
mQuery = 0;
Parent::onConnectFailed();
}
void HTTPObject::onDisconnect()
{
dFree(mHostName);
dFree(mPath);
dFree(mQuery);
mHostName = 0;
mPath = 0;
mQuery = 0;
Parent::onDisconnect();
}
bool HTTPObject::processLine(U8 *line)
{
if(mParseState == ParsingStatusLine)
{
mParseState = ParsingHeader;
}
else if(mParseState == ParsingHeader)
{
if(!dStricmp((char *) line, "transfer-encoding: chunked"))
mChunkedEncoding = true;
if(line[0] == 0)
{
if(mChunkedEncoding)
mParseState = ParsingChunkHeader;
else
mParseState = ProcessingBody;
return true;
}
}
else if(mParseState == ParsingChunkHeader)
{
if(line[0]) // strip off the crlf if necessary
{
mChunkSize = 0;
S32 hexVal;
while((hexVal = getHexVal(*line++)) != -1)
{
mChunkSize *= 16;
mChunkSize += hexVal;
}
if(mBufferSave)
{
mBuffer = mBufferSave;
mBufferSize = mBufferSaveSize;
mBufferSave = 0;
}
if(mChunkSize)
mParseState = ProcessingBody;
else
{
mParseState = ProcessingDone;
finishLastLine();
}
}
}
else
{
return Parent::processLine(line);
}
return true;
}
U32 HTTPObject::onDataReceive(U8 *buffer, U32 bufferLen)
{
U32 start = 0;
parseLine(buffer, &start, bufferLen);
return start;
}
//--------------------------------------
U32 HTTPObject::onReceive(U8 *buffer, U32 bufferLen)
{
if(mParseState == ProcessingBody)
{
if(mChunkedEncoding && bufferLen >= mChunkSize)
{
U32 ret = onDataReceive(buffer, mChunkSize);
mChunkSize -= ret;
if(mChunkSize == 0)
{
if(mBuffer)
{
mBufferSaveSize = mBufferSize;
mBufferSave = mBuffer;
mBuffer = 0;
mBufferSize = 0;
}
mParseState = ParsingChunkHeader;
}
return ret;
}
else
{
U32 ret = onDataReceive(buffer, bufferLen);
mChunkSize -= ret;
return ret;
}
}
else if(mParseState != ProcessingDone)
{
U32 start = 0;
parseLine(buffer, &start, bufferLen);
return start;
}
return bufferLen;
}
//--------------------------------------
ConsoleMethod( HTTPObject, get, void, 4, 5, "(TransportAddress addr, string requirstURI, string query=NULL)")
{
object->get(argv[2], argv[3], argc == 4 ? NULL : argv[4]);
}
ConsoleMethod( HTTPObject, post, void, 6, 6, "(TransportAddress addr, string requestURI, string query, string post)")
{
object->post(argv[2], argv[3], argv[4], argv[5]);
}

64
engine/game/net/httpObject.h Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _HTTPOBJECT_H_
#define _HTTPOBJECT_H_
#ifndef _TVECTOR_H_
#include "core/tVector.h"
#endif
#ifndef _TCPOBJECT_H_
#include "game/net/tcpObject.h"
#endif
class HTTPObject : public TCPObject
{
private:
typedef TCPObject Parent;
protected:
enum ParseState {
ParsingStatusLine,
ParsingHeader,
ParsingChunkHeader,
ProcessingBody,
ProcessingDone,
};
ParseState mParseState;
U32 mTotalBytes;
U32 mBytesRemaining;
public:
U32 mStatus;
F32 mVersion;
U32 mContentLength;
bool mChunkedEncoding;
U32 mChunkSize;
const char *mContentType;
char *mHostName;
char *mPath;
char *mQuery;
char *mPost;
U8 *mBufferSave;
U32 mBufferSaveSize;
public:
static void expandPath(char *dest, const char *path, U32 destSize);
void get(const char *hostName, const char *urlName, const char *query);
void post(const char *host, const char *path, const char *query, const char *post);
HTTPObject();
~HTTPObject();
//static HTTPObject *find(U32 tag);
virtual U32 onDataReceive(U8 *buffer, U32 bufferLen);
virtual U32 onReceive(U8 *buffer, U32 bufferLen); // process a buffer of raw packet data
virtual void onConnected();
virtual void onConnectFailed();
virtual void onDisconnect();
bool processLine(U8 *line);
DECLARE_CONOBJECT(HTTPObject);
};
#endif // _H_HTTPOBJECT_

277
engine/game/net/net.cc Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "core/dnet.h"
#include "core/idGenerator.h"
#include "core/bitStream.h"
#include "console/simBase.h"
#include "console/console.h"
#include "console/consoleTypes.h"
#include "sim/netConnection.h"
#include "sim/netObject.h"
#include "game/gameConnection.h"
#include "game/net/serverQuery.h"
StringTableEntry gMasterAddress;
//----------------------------------------------------------------
// remote procedure call console functions
//----------------------------------------------------------------
class RemoteCommandEvent : public NetEvent
{
public:
enum {
MaxRemoteCommandArgs = 20,
CommandArgsBits = 5
};
private:
S32 mArgc;
char *mArgv[MaxRemoteCommandArgs + 1];
StringHandle mTagv[MaxRemoteCommandArgs + 1];
static char mBuf[1024];
public:
RemoteCommandEvent(S32 argc=0, const char **argv=NULL, NetConnection *conn = NULL)
{
mArgc = argc;
for(S32 i = 0; i < argc; i++)
{
if(argv[i][0] == StringTagPrefixByte)
{
char buffer[256];
mTagv[i+1] = StringHandle(dAtoi(argv[i]+1));
if(conn)
{
dSprintf(buffer + 1, sizeof(buffer) - 1, "%d", conn->getNetSendId(mTagv[i+1]));
buffer[0] = StringTagPrefixByte;
mArgv[i+1] = dStrdup(buffer);
}
}
else
mArgv[i+1] = dStrdup(argv[i]);
}
}
#ifdef TORQUE_DEBUG_NET
const char *getDebugName()
{
static char buffer[256];
dSprintf(buffer, sizeof(buffer), "%s [%s]", getClassName(), gNetStringTable->lookupString(dAtoi(mArgv[1] + 1)) );
return buffer;
}
#endif
~RemoteCommandEvent()
{
for(S32 i = 0; i < mArgc; i++)
dFree(mArgv[i+1]);
}
virtual void pack(NetConnection* conn, BitStream *bstream)
{
bstream->writeInt(mArgc, CommandArgsBits);
// write it out reversed... why?
// automatic string substitution with later arguments -
// handled automatically by the system.
for(S32 i = 0; i < mArgc; i++)
conn->packString(bstream, mArgv[i+1]);
}
virtual void write(NetConnection* conn, BitStream *bstream)
{
pack(conn, bstream);
}
virtual void unpack(NetConnection* conn, BitStream *bstream)
{
mArgc = bstream->readInt(CommandArgsBits);
// read it out backwards
for(S32 i = 0; i < mArgc; i++)
{
conn->unpackString(bstream, mBuf);
mArgv[i+1] = dStrdup(mBuf);
}
}
virtual void process(NetConnection *conn)
{
static char idBuf[10];
// de-tag the command name
for(S32 i = mArgc - 1; i >= 0; i--)
{
char *arg = mArgv[i+1];
if(*arg == StringTagPrefixByte)
{
// it's a tag:
U32 localTag = dAtoi(arg + 1);
StringHandle tag = conn->translateRemoteStringId(localTag);
NetStringTable::expandString( tag,
mBuf,
sizeof(mBuf),
(mArgc - 1) - i,
(const char**)(mArgv + i + 2) );
dFree(mArgv[i+1]);
mArgv[i+1] = dStrdup(mBuf);
}
}
const char *rmtCommandName = dStrchr(mArgv[1], ' ') + 1;
if(conn->isConnectionToServer())
{
dStrcpy(mBuf, "clientCmd");
dStrcat(mBuf, rmtCommandName);
char *temp = mArgv[1];
mArgv[1] = mBuf;
Con::execute(mArgc, (const char **) mArgv+1);
mArgv[1] = temp;
}
else
{
dStrcpy(mBuf, "serverCmd");
dStrcat(mBuf, rmtCommandName);
char *temp = mArgv[1];
dSprintf(idBuf, sizeof(idBuf), "%d", conn->getId());
mArgv[0] = mBuf;
mArgv[1] = idBuf;
Con::execute(mArgc+1, (const char **) mArgv);
mArgv[1] = temp;
}
}
DECLARE_CONOBJECT(RemoteCommandEvent);
};
char RemoteCommandEvent::mBuf[1024];
IMPLEMENT_CO_NETEVENT_V1(RemoteCommandEvent);
static void sendRemoteCommand(NetConnection *conn, S32 argc, const char **argv)
{
if(U8(argv[0][0]) != StringTagPrefixByte)
{
Con::errorf(ConsoleLogEntry::Script, "Remote Command Error - command must be a tag.");
return;
}
S32 i;
for(i = argc - 1; i >= 0; i--)
{
if(argv[i][0] != 0)
break;
argc = i;
}
for(i = 0; i < argc; i++)
conn->validateSendString(argv[i]);
RemoteCommandEvent *cevt = new RemoteCommandEvent(argc, argv, conn);
conn->postNetEvent(cevt);
}
ConsoleFunctionGroupBegin( Net, "Functions for use with the network; tagged strings and remote commands.");
ConsoleFunction( commandToServer, void, 2, RemoteCommandEvent::MaxRemoteCommandArgs + 1, "(string func, ...)"
"Send a command to the server.")
{
NetConnection *conn = NetConnection::getConnectionToServer();
if(!conn)
return;
sendRemoteCommand(conn, argc - 1, argv + 1);
}
ConsoleFunction( commandToClient, void, 3, RemoteCommandEvent::MaxRemoteCommandArgs + 2, "(NetConnection client, string func, ...)")
{
NetConnection *conn;
if(!Sim::findObject(argv[1], conn))
return;
sendRemoteCommand(conn, argc - 2, argv + 2);
}
ConsoleFunction(removeTaggedString, void, 2, 2, "(int tag)")
{
gNetStringTable->removeString(dAtoi(argv[1]+1), true);
}
ConsoleFunction( addTaggedString, const char*, 2, 2, "(string str)")
{
StringHandle s(argv[1]);
gNetStringTable->incStringRefScript(s.getIndex());
char *ret = Con::getReturnBuffer(10);
ret[0] = StringTagPrefixByte;
dSprintf(ret + 1, 9, "%d", s.getIndex());
return ret;
}
ConsoleFunction( getTaggedString, const char*, 2, 2, "(int tag)")
{
const char *indexPtr = argv[1];
if (*indexPtr == StringTagPrefixByte)
indexPtr++;
return gNetStringTable->lookupString(dAtoi(indexPtr));
}
ConsoleFunction( buildTaggedString, const char*, 2, 11, "(string format, ...)")
{
const char *indexPtr = argv[1];
if (*indexPtr == StringTagPrefixByte)
indexPtr++;
const char *fmtString = gNetStringTable->lookupString(dAtoi(indexPtr));
char *strBuffer = Con::getReturnBuffer(512);
const char *fmtStrPtr = fmtString;
char *strBufPtr = strBuffer;
S32 strMaxLength = 511;
if (!fmtString)
goto done;
//build the string
while (*fmtStrPtr)
{
//look for an argument tag
if (*fmtStrPtr == '%')
{
if (fmtStrPtr[1] >= '1' && fmtStrPtr[1] <= '9')
{
S32 argIndex = S32(fmtStrPtr[1] - '0') + 1;
if (argIndex >= argc)
goto done;
const char *argStr = argv[argIndex];
if (!argStr)
goto done;
S32 strLength = dStrlen(argStr);
if (strLength > strMaxLength)
goto done;
dStrcpy(strBufPtr, argStr);
strBufPtr += strLength;
strMaxLength -= strLength;
fmtStrPtr += 2;
continue;
}
}
//if we don't continue, just copy the character
if (strMaxLength <= 0)
goto done;
*strBufPtr++ = *fmtStrPtr++;
strMaxLength--;
}
done:
*strBufPtr = '\0';
return strBuffer;
}
ConsoleFunctionGroupEnd( Net );
void netInit()
{
gMasterAddress = "";
Con::addVariable( "MasterServerAddress", TypeString, &gMasterAddress );
}

84
engine/game/net/netTest.cc Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "console/simBase.h"
#include "platform/event.h"
#include "sim/netConnection.h"
#include "core/bitStream.h"
#include "sim/netObject.h"
class SimpleMessageEvent : public NetEvent
{
typedef NetEvent Parent;
char *msg;
public:
SimpleMessageEvent(const char *message = NULL)
{
if(message)
msg = dStrdup(message);
else
msg = NULL;
}
~SimpleMessageEvent()
{ dFree(msg); }
virtual void pack(NetConnection* /*ps*/, BitStream *bstream)
{ bstream->writeString(msg); }
virtual void write(NetConnection*, BitStream *bstream)
{ bstream->writeString(msg); }
virtual void unpack(NetConnection* /*ps*/, BitStream *bstream)
{ char buf[256]; bstream->readString(buf); msg = dStrdup(buf); }
virtual void process(NetConnection *)
{ Con::printf("RMSG %d %s", mSourceId, msg); }
DECLARE_CONOBJECT(SimpleMessageEvent);
};
IMPLEMENT_CO_NETEVENT_V1(SimpleMessageEvent);
class SimpleNetObject : public NetObject
{
typedef NetObject Parent;
public:
char message[256];
SimpleNetObject()
{
mNetFlags.set(ScopeAlways | Ghostable);
dStrcpy(message, "Hello World!");
}
U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
{
stream->writeString(message);
return 0;
}
void unpackUpdate(NetConnection *conn, BitStream *stream)
{
stream->readString(message);
Con::printf("Got message: %s", message);
}
void setMessage(const char *msg)
{
setMaskBits(1);
dStrcpy(message, msg);
}
DECLARE_CONOBJECT(SimpleNetObject);
};
IMPLEMENT_CO_NETOBJECT_V1(SimpleNetObject);
ConsoleMethod( SimpleNetObject, setMessage, void, 3, 3, "(string msg)")
{
object->setMessage(argv[2]);
}
ConsoleFunction( msg, void, 3, 3, "(NetConnection id, string message)"
"Send a SimpleNetObject message to the specified connection.")
{
NetConnection *con = (NetConnection *) Sim::findObject(argv[1]);
if(con)
con->postNetEvent(new SimpleMessageEvent(argv[2]));
}

2051
engine/game/net/serverQuery.cc Executable file

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125
engine/game/net/serverQuery.h Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _SERVERQUERY_H_
#define _SERVERQUERY_H_
#ifndef _PLATFORM_H_
#include "platform/platform.h"
#endif
#ifndef _EVENT_H_
#include "platform/event.h"
#endif
#ifndef _BITSET_H_
#include "core/bitSet.h"
#endif
#include "sim/netConnection.h"
#include "sim/netInterface.h"
//-----------------------------------------------------------------------------
// Master server information
class DemoNetInterface : public NetInterface
{
public:
void handleInfoPacket(const NetAddress *address, U8 packetType, BitStream *stream);
};
struct MasterInfo
{
NetAddress address;
U32 region;
};
//-----------------------------------------------------------------------------
// Game Server Information
struct ServerInfo
{
enum StatusFlags
{
// Info flags (0-7):
Status_Dedicated = BIT(0),
Status_Passworded = BIT(1),
Status_Linux = BIT(2),
// Status flags:
Status_New = 0,
Status_Querying = BIT(28),
Status_Updating = BIT(29),
Status_Responded = BIT(30),
Status_TimedOut = BIT(31),
};
U8 numPlayers;
U8 maxPlayers;
U8 numBots;
char* name;
char* gameType;
char* missionName;
char* missionType;
char* statusString;
char* infoString;
NetAddress address;
U32 version;
U32 ping;
U32 cpuSpeed;
bool isFavorite;
BitSet32 status;
ServerInfo()
{
numPlayers = 0;
maxPlayers = 0;
numBots = 0;
name = NULL;
gameType = NULL;
missionType = NULL;
missionName = NULL;
statusString = NULL;
infoString = NULL;
version = 0;
ping = 0;
cpuSpeed = 0;
isFavorite = false;
status = Status_New;
}
~ServerInfo();
bool isNew() { return( status == Status_New ); }
bool isQuerying() { return( status.test( Status_Querying ) ); }
bool isUpdating() { return( status.test( Status_Updating ) ); }
bool hasResponded() { return( status.test( Status_Responded ) ); }
bool isTimedOut() { return( status.test( Status_TimedOut ) ); }
bool isDedicated() { return( status.test( Status_Dedicated ) ); }
bool isPassworded() { return( status.test( Status_Passworded ) ); }
bool isLinux() { return( status.test( Status_Linux ) ); }
};
//-----------------------------------------------------------------------------
extern Vector<ServerInfo> gServerList;
extern bool gServerBrowserDirty;
extern void clearServerList();
extern void queryLanServers(U32 port, U8 flags, const char* gameType, const char* missionType,
U8 minPlayers, U8 maxPlayers, U8 maxBots, U32 regionMask, U32 maxPing, U16 minCPU,
U8 filterFlags);
extern void queryMasterGameTypes();
extern void queryMasterServer(U8 flags, const char* gameType, const char* missionType,
U8 minPlayers, U8 maxPlayers, U8 maxBots, U32 regionMask, U32 maxPing, U16 minCPU,
U8 filterFlags, U8 buddyCount, U32* buddyList );
extern void queryFavoriteServers( U8 flags );
extern void querySingleServer(const NetAddress* addr, U8 flags);
extern void startHeartbeat();
extern void sendHeartbeat( U8 flags );
#ifdef TORQUE_DEBUG
extern void addFakeServers( S32 howMany );
#endif // DEBUG
#endif

309
engine/game/net/tcpObject.cc Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "game/net/tcpObject.h"
#include "platform/platform.h"
#include "platform/event.h"
#include "platform/gameInterface.h"
#include "console/simBase.h"
#include "console/consoleInternal.h"
#include "game/demoGame.h"
TCPObject *TCPObject::table[TCPObject::TableSize] = {0, };
IMPLEMENT_CONOBJECT(TCPObject);
TCPObject *TCPObject::find(NetSocket tag)
{
for(TCPObject *walk = table[U32(tag) & TableMask]; walk; walk = walk->mNext)
if(walk->mTag == tag)
return walk;
return NULL;
}
void TCPObject::addToTable(NetSocket newTag)
{
removeFromTable();
mTag = newTag;
mNext = table[U32(mTag) & TableMask];
table[U32(mTag) & TableMask] = this;
}
void TCPObject::removeFromTable()
{
for(TCPObject **walk = &table[U32(mTag) & TableMask]; *walk; walk = &((*walk)->mNext))
{
if(*walk == this)
{
*walk = mNext;
return;
}
}
}
TCPObject::TCPObject()
{
mBuffer = NULL;
mBufferSize = 0;
mPort = 0;
mTag = InvalidSocket;
mNext = NULL;
mState = Disconnected;
}
TCPObject::~TCPObject()
{
disconnect();
dFree(mBuffer);
}
bool TCPObject::processArguments(S32 argc, const char **argv)
{
if(argc == 0)
return true;
else if(argc == 1)
{
addToTable(U32(dAtoi(argv[0])));
return true;
}
return false;
}
bool TCPObject::onAdd()
{
if(!Parent::onAdd())
return false;
const char *name = getName();
if(name && name[0] && getClassRep())
{
Namespace *parent = getClassRep()->getNameSpace();
Con::linkNamespaces(parent->mName, name);
mNameSpace = Con::lookupNamespace(name);
}
Sim::getTCPGroup()->addObject(this);
return true;
}
U32 TCPObject::onReceive(U8 *buffer, U32 bufferLen)
{
// we got a raw buffer event
// default action is to split the buffer into lines of text
// and call processLine on each
// for any incomplete lines we have mBuffer
U32 start = 0;
parseLine(buffer, &start, bufferLen);
return start;
}
void TCPObject::parseLine(U8 *buffer, U32 *start, U32 bufferLen)
{
// find the first \n in buffer
U32 i;
U8 *line = buffer + *start;
for(i = *start; i < bufferLen; i++)
if(buffer[i] == '\n' || buffer[i] == 0)
break;
U32 len = i - *start;
if(i == bufferLen || mBuffer)
{
// we've hit the end with no newline
mBuffer = (U8 *) dRealloc(mBuffer, mBufferSize + len + 1);
dMemcpy(mBuffer + mBufferSize, line, len);
mBufferSize += len;
*start = i;
// process the line
if(i != bufferLen)
{
mBuffer[mBufferSize] = 0;
if(mBufferSize && mBuffer[mBufferSize-1] == '\r')
mBuffer[mBufferSize - 1] = 0;
U8 *temp = mBuffer;
mBuffer = 0;
mBufferSize = 0;
processLine(temp);
dFree(temp);
}
}
else if(i != bufferLen)
{
line[len] = 0;
if(len && line[len-1] == '\r')
line[len-1] = 0;
processLine(line);
}
if(i != bufferLen)
*start = i + 1;
}
void TCPObject::onConnectionRequest(const NetAddress *addr, U32 connectId)
{
char idBuf[16];
char addrBuf[256];
Net::addressToString(addr, addrBuf);
dSprintf(idBuf, sizeof(idBuf), "%d", connectId);
Con::executef(this, 3, "onConnectRequest", addrBuf, idBuf);
}
bool TCPObject::processLine(U8 *line)
{
Con::executef(this, 2, "onLine", line);
return true;
}
void TCPObject::onDNSResolved()
{
mState = DNSResolved;
Con::executef(this, 1, "onDNSResolved");
}
void TCPObject::onDNSFailed()
{
mState = Disconnected;
Con::executef(this, 1, "onDNSFailed");
}
void TCPObject::onConnected()
{
mState = Connected;
Con::executef(this, 1, "onConnected");
}
void TCPObject::onConnectFailed()
{
mState = Disconnected;
Con::executef(this, 1, "onConnectFailed");
}
void TCPObject::finishLastLine()
{
if(mBufferSize)
{
mBuffer[mBufferSize] = 0;
processLine(mBuffer);
dFree(mBuffer);
mBuffer = 0;
mBufferSize = 0;
}
}
void TCPObject::onDisconnect()
{
finishLastLine();
mState = Disconnected;
Con::executef(this, 1, "onDisconnect");
}
void TCPObject::listen(U16 port)
{
mState = Listening;
U32 newTag = Net::openListenPort(port);
addToTable(newTag);
}
void TCPObject::connect(const char *address)
{
NetSocket newTag = Net::openConnectTo(address);
addToTable(newTag);
}
void TCPObject::disconnect()
{
if( mTag != InvalidSocket ) {
Net::closeConnectTo(mTag);
}
removeFromTable();
}
void TCPObject::send(const U8 *buffer, U32 len)
{
Net::sendtoSocket(mTag, buffer, S32(len));
}
ConsoleMethod( TCPObject, send, void, 3, 0, "(...)"
"Parameters are transmitted as strings, one at a time.")
{
for(S32 i = 2; i < argc; i++)
object->send((const U8 *) argv[i], dStrlen(argv[i]));
}
ConsoleMethod( TCPObject, listen, void, 3, 3, "(int port)"
"Start listening on the specified ports for connections.")
{
object->listen(U32(dAtoi(argv[2])));
}
ConsoleMethod( TCPObject, connect, void, 3, 3, "(string addr)"
"Connect to the given address.")
{
object->connect(argv[2]);
}
ConsoleMethod( TCPObject, disconnect, void, 2, 2, "Disconnect from whatever we're connected to, if anything.")
{
object->disconnect();
}
void DemoGame::processConnectedReceiveEvent(ConnectedReceiveEvent* event )
{
TCPObject *tcpo = TCPObject::find(event->tag);
if(!tcpo)
{
Con::printf("Got bad connected receive event.");
return;
}
U32 size = U32(event->size - ConnectedReceiveEventHeaderSize);
U8 *buffer = event->data;
while(size)
{
U32 ret = tcpo->onReceive(buffer, size);
AssertFatal(ret <= size, "Invalid return size");
size -= ret;
buffer += ret;
}
}
void DemoGame::processConnectedAcceptEvent( ConnectedAcceptEvent* event )
{
TCPObject *tcpo = TCPObject::find(event->portTag);
if(!tcpo)
return;
tcpo->onConnectionRequest(&event->address, event->connectionTag);
}
void DemoGame::processConnectedNotifyEvent( ConnectedNotifyEvent* event )
{
TCPObject *tcpo = TCPObject::find(event->tag);
if(!tcpo)
return;
switch(event->state)
{
case ConnectedNotifyEvent::DNSResolved:
tcpo->onDNSResolved();
break;
case ConnectedNotifyEvent::DNSFailed:
tcpo->onDNSFailed();
break;
case ConnectedNotifyEvent::Connected:
tcpo->onConnected();
break;
case ConnectedNotifyEvent::ConnectFailed:
tcpo->onConnectFailed();
break;
case ConnectedNotifyEvent::Disconnected:
tcpo->onDisconnect();
break;
}
}

69
engine/game/net/tcpObject.h Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _TCPOBJECT_H_
#define _TCPOBJECT_H_
#ifndef _SIMBASE_H_
#include "console/simBase.h"
#endif
class TCPObject : public SimObject
{
public:
enum State {Disconnected, DNSResolved, Connected, Listening };
private:
NetSocket mTag;
TCPObject *mNext;
enum { TableSize = 256, TableMask = 0xFF };
static TCPObject *table[TableSize];
State mState;
protected:
typedef SimObject Parent;
U8 *mBuffer;
U32 mBufferSize;
U16 mPort;
public:
TCPObject();
virtual ~TCPObject();
void parseLine(U8 *buffer, U32 *start, U32 bufferLen);
void finishLastLine();
static TCPObject *find(NetSocket tag);
// onReceive gets called continuously until all bytes are processed
// return # of bytes processed each time.
virtual U32 onReceive(U8 *buffer, U32 bufferLen); // process a buffer of raw packet data
virtual bool processLine(U8 *line); // process a complete line of text... default action is to call into script
virtual void onDNSResolved();
virtual void onDNSFailed();
virtual void onConnected();
virtual void onConnectFailed();
virtual void onConnectionRequest(const NetAddress *addr, U32 connectId);
virtual void onDisconnect();
void connect(const char *address);
void listen(U16 port);
void disconnect();
State getState() { return mState; }
bool processArguments(S32 argc, const char **argv);
void send(const U8 *buffer, U32 bufferLen);
void addToTable(NetSocket newTag);
void removeFromTable();
void setPort(U16 port) { mPort = port; }
bool onAdd();
DECLARE_CONOBJECT(TCPObject);
};
#endif // _H_TCPOBJECT_

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engine/game/objectTypes.h Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _OBJECTTYPES_H_
#define _OBJECTTYPES_H_
#include "platform/types.h"
// Types used for SimObject type masks (SimObject::mTypeMask)
//
/* NB! If a new object type is added, don't forget to add it to the
* consoleInit function in simBase.cc
*/
enum SimObjectTypes
{
/// @name Types used by the SceneObject class
/// @{
DefaultObjectType = 0,
StaticObjectType = BIT(0),
/// @}
/// @name Basic Engine Types
/// @{
///
EnvironmentObjectType = BIT(1),
TerrainObjectType = BIT(2),
InteriorObjectType = BIT(3),
WaterObjectType = BIT(4),
TriggerObjectType = BIT(5),
MarkerObjectType = BIT(6),
AtlasObjectType = BIT(7), // Buy TSE.
InteriorMapObjectType = BIT(8),
DecalManagerObjectType = BIT(9),
/// @}
/// @name Game Types
/// @{
GameBaseObjectType = BIT(10),
ShapeBaseObjectType = BIT(11),
CameraObjectType = BIT(12),
StaticShapeObjectType = BIT(13),
PlayerObjectType = BIT(14),
ItemObjectType = BIT(15),
VehicleObjectType = BIT(16),
VehicleBlockerObjectType = BIT(17),
ProjectileObjectType = BIT(18),
ExplosionObjectType = BIT(19),
CorpseObjectType = BIT(20),
DebrisObjectType = BIT(22),
PhysicalZoneObjectType = BIT(23),
StaticTSObjectType = BIT(24),
AIObjectType = BIT(25),
StaticRenderedObjectType = BIT(26),
/// @}
/// @name Other
/// The following are allowed types that can be set on datablocks for static shapes
/// @{
DamagableItemObjectType = BIT(27),
/// @}
};
#define STATIC_COLLISION_MASK ( TerrainObjectType | \
InteriorObjectType | \
StaticObjectType ) \
#define DAMAGEABLE_MASK ( PlayerObjectType | \
VehicleObjectType | \
DamagableItemObjectType ) \
#endif

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engine/game/pathCamera.cc Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "dgl/dgl.h"
#include "math/mMath.h"
#include "math/mathIO.h"
#include "console/simBase.h"
#include "console/console.h"
#include "console/consoleTypes.h"
#include "core/bitStream.h"
#include "core/dnet.h"
#include "sim/pathManager.h"
#include "game/game.h"
#include "game/gameConnection.h"
#include "editor/editor.h"
#include "game/pathCamera.h"
//----------------------------------------------------------------------------
IMPLEMENT_CO_DATABLOCK_V1(PathCameraData);
void PathCameraData::consoleInit()
{
}
void PathCameraData::initPersistFields()
{
Parent::initPersistFields();
}
void PathCameraData::packData(BitStream* stream)
{
Parent::packData(stream);
}
void PathCameraData::unpackData(BitStream* stream)
{
Parent::unpackData(stream);
}
//----------------------------------------------------------------------------
IMPLEMENT_CO_NETOBJECT_V1(PathCamera);
PathCamera::PathCamera()
{
mNetFlags.clear(Ghostable);
mTypeMask |= CameraObjectType;
delta.time = 0;
delta.timeVec = 0;
mDataBlock = 0;
mState = Forward;
mNodeBase = 0;
mNodeCount = 0;
mPosition = 0;
mTarget = 0;
mTargetSet = false;
MatrixF mat(1);
mat.setPosition(Point3F(0,0,700));
Parent::setTransform(mat);
}
PathCamera::~PathCamera()
{
}
//----------------------------------------------------------------------------
bool PathCamera::onAdd()
{
if(!Parent::onAdd())
return false;
// Initialize from the current transform.
if (!mNodeCount) {
QuatF rot(getTransform());
Point3F pos = getPosition();
mSpline.removeAll();
mSpline.push_back(new CameraSpline::Knot(pos,rot,1,
CameraSpline::Knot::NORMAL, CameraSpline::Knot::SPLINE));
mNodeCount = 1;
}
//
mObjBox.max = mObjScale;
mObjBox.min = mObjScale;
mObjBox.min.neg();
resetWorldBox();
if (getContainer())
getContainer()->addObject(this);
return true;
}
void PathCamera::onRemove()
{
if (getContainer())
getContainer()->removeObject(this);
Parent::onRemove();
}
bool PathCamera::onNewDataBlock(GameBaseData* dptr)
{
mDataBlock = dynamic_cast<PathCameraData*>(dptr);
if (!mDataBlock || !Parent::onNewDataBlock(dptr))
return false;
scriptOnNewDataBlock();
return true;
}
//----------------------------------------------------------------------------
void PathCamera::onEditorEnable()
{
mNetFlags.set(Ghostable);
}
void PathCamera::onEditorDisable()
{
mNetFlags.clear(Ghostable);
}
//----------------------------------------------------------------------------
void PathCamera::initPersistFields()
{
Parent::initPersistFields();
}
void PathCamera::consoleInit()
{
}
//----------------------------------------------------------------------------
void PathCamera::processTick(const Move* move)
{
// client and server
Parent::processTick(move);
// Move to new time
advancePosition(TickMs);
// Set new position
MatrixF mat;
interpolateMat(mPosition,&mat);
Parent::setTransform(mat);
}
void PathCamera::interpolateTick(F32 dt)
{
Parent::interpolateTick(dt);
MatrixF mat;
interpolateMat(delta.time + (delta.timeVec * dt),&mat);
Parent::setRenderTransform(mat);
}
void PathCamera::interpolateMat(F32 pos,MatrixF* mat)
{
CameraSpline::Knot knot;
mSpline.value(pos - mNodeBase,&knot);
knot.mRotation.setMatrix(mat);
mat->setPosition(knot.mPosition);
}
void PathCamera::advancePosition(S32 ms)
{
delta.timeVec = mPosition;
// Advance according to current speed
if (mState == Forward) {
mPosition = mSpline.advanceTime(mPosition - mNodeBase,ms);
if (mPosition > mNodeCount - 1)
mPosition = mNodeCount - 1;
mPosition += mNodeBase;
if (mTargetSet && mPosition >= mTarget) {
mTargetSet = false;
mPosition = mTarget;
mState = Stop;
}
}
else
if (mState == Backward) {
mPosition = mSpline.advanceTime(mPosition - mNodeBase,-ms);
if (mPosition < 0)
mPosition = 0;
mPosition += mNodeBase;
if (mTargetSet && mPosition <= mTarget) {
mTargetSet = false;
mPosition = mTarget;
mState = Stop;
}
}
// Script callbacks
if (int(mPosition) != int(delta.timeVec))
onNode(int(mPosition));
// Set frame interpolation
delta.time = mPosition;
delta.timeVec -= mPosition;
}
//----------------------------------------------------------------------------
void PathCamera::getCameraTransform(F32* pos, MatrixF* mat)
{
// Overide the ShapeBase method to skip all the first/third person support.
getRenderEyeTransform(mat);
}
//----------------------------------------------------------------------------
void PathCamera::setPosition(F32 pos)
{
mPosition = mClampF(pos,mNodeBase,mNodeBase + mNodeCount - 1);
MatrixF mat;
interpolateMat(mPosition,&mat);
Parent::setTransform(mat);
setMaskBits(PositionMask);
}
void PathCamera::setTarget(F32 pos)
{
mTarget = pos;
mTargetSet = true;
if (mTarget > mPosition)
mState = Forward;
else
if (mTarget < mPosition)
mState = Backward;
else {
mTargetSet = false;
mState = Stop;
}
setMaskBits(TargetMask | StateMask);
}
void PathCamera::setState(State s)
{
mState = s;
setMaskBits(StateMask);
}
//-----------------------------------------------------------------------------
void PathCamera::reset(F32 speed)
{
CameraSpline::Knot *knot = new CameraSpline::Knot;
mSpline.value(mPosition - mNodeBase,knot);
if (speed)
knot->mSpeed = speed;
mSpline.removeAll();
mSpline.push_back(knot);
mNodeBase = 0;
mNodeCount = 1;
mPosition = 0;
mTargetSet = false;
mState = Forward;
setMaskBits(StateMask | PositionMask | WindowMask | TargetMask);
}
void PathCamera::pushBack(CameraSpline::Knot *knot)
{
// Make room at the end
if (mNodeCount == NodeWindow) {
delete mSpline.remove(mSpline.getKnot(0));
mNodeBase++;
}
else
mNodeCount++;
// Fill in the new node
mSpline.push_back(knot);
setMaskBits(WindowMask);
// Make sure the position doesn't fall off
if (mPosition < mNodeBase) {
mPosition = mNodeBase;
setMaskBits(PositionMask);
}
}
void PathCamera::pushFront(CameraSpline::Knot *knot)
{
// Make room at the front
if (mNodeCount == NodeWindow)
delete mSpline.remove(mSpline.getKnot(mNodeCount));
else
mNodeCount++;
mNodeBase--;
// Fill in the new node
mSpline.push_front(knot);
setMaskBits(WindowMask);
// Make sure the position doesn't fall off
if (mPosition > mNodeBase + (NodeWindow - 1)) {
mPosition = mNodeBase + (NodeWindow - 1);
setMaskBits(PositionMask);
}
}
void PathCamera::popFront()
{
if (mNodeCount < 2)
return;
// Remove the first node. Node base and position are unaffected.
mNodeCount--;
delete mSpline.remove(mSpline.getKnot(0));
}
//----------------------------------------------------------------------------
void PathCamera::onNode(S32 node)
{
if (!isGhost())
Con::executef(mDataBlock,3,"onNode",scriptThis(), Con::getIntArg(node));
}
//----------------------------------------------------------------------------
void PathCamera::renderImage(SceneState*, SceneRenderImage*)
{
if (gEditingMission)
{
glPushMatrix();
dglMultMatrix(&mObjToWorld);
glScalef(mObjScale.x,mObjScale.y,mObjScale.z);
wireCube(Point3F(1, 1, 1),Point3F(0,0,0));
glPopMatrix();
}
}
//----------------------------------------------------------------------------
U32 PathCamera::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
{
Parent::packUpdate(con,mask,stream);
if (stream->writeFlag(mask & StateMask))
stream->writeInt(mState,StateBits);
if (stream->writeFlag(mask & PositionMask))
stream->write(mPosition);
if (stream->writeFlag(mask & TargetMask))
if (stream->writeFlag(mTargetSet))
stream->write(mTarget);
if (stream->writeFlag(mask & WindowMask)) {
stream->write(mNodeBase);
stream->write(mNodeCount);
for (int i = 0; i < mNodeCount; i++) {
CameraSpline::Knot *knot = mSpline.getKnot(i);
mathWrite(*stream, knot->mPosition);
mathWrite(*stream, knot->mRotation);
stream->write(knot->mSpeed);
stream->writeInt(knot->mType, CameraSpline::Knot::NUM_TYPE_BITS);
stream->writeInt(knot->mPath, CameraSpline::Knot::NUM_PATH_BITS);
}
}
// The rest of the data is part of the control object packet update.
// If we're controlled by this client, we don't need to send it.
if(stream->writeFlag(getControllingClient() == con && !(mask & InitialUpdateMask)))
return 0;
return 0;
}
void PathCamera::unpackUpdate(NetConnection *con, BitStream *stream)
{
Parent::unpackUpdate(con,stream);
// StateMask
if (stream->readFlag())
mState = stream->readInt(StateBits);
// PositionMask
if (stream->readFlag()) {
stream->read(&mPosition);
delta.time = mPosition;
delta.timeVec = 0;
}
// TargetMask
if (stream->readFlag())
if (mTargetSet = stream->readFlag())
stream->read(&mTarget);
// WindowMask
if (stream->readFlag()) {
mSpline.removeAll();
stream->read(&mNodeBase);
stream->read(&mNodeCount);
for (int i = 0; i < mNodeCount; i++) {
CameraSpline::Knot *knot = new CameraSpline::Knot();
mathRead(*stream, &knot->mPosition);
mathRead(*stream, &knot->mRotation);
stream->read(&knot->mSpeed);
knot->mType = (CameraSpline::Knot::Type)stream->readInt(CameraSpline::Knot::NUM_TYPE_BITS);
knot->mPath = (CameraSpline::Knot::Path)stream->readInt(CameraSpline::Knot::NUM_PATH_BITS);
mSpline.push_back(knot);
}
}
// Controlled by the client?
if (stream->readFlag())
return;
}
//-----------------------------------------------------------------------------
// Console access methods
//-----------------------------------------------------------------------------
ConsoleMethod(PathCamera,setPosition,void,3, 3,"PathCamera.setPosition(pos);")
{
object->setPosition(dAtof(argv[2]));
}
ConsoleMethod(PathCamera,setTarget,void,3, 3,"PathCamera.setTarget(pos);")
{
object->setTarget(dAtof(argv[2]));
}
ConsoleMethod(PathCamera,setState,void,3, 3,"PathCamera.setState({forward,backward,stop});")
{
if (!dStricmp(argv[2],"forward"))
object->setState(PathCamera::Forward);
else
if (!dStricmp(argv[2],"backward"))
object->setState(PathCamera::Backward);
else
object->setState(PathCamera::Stop);
}
ConsoleMethod(PathCamera,reset,void,2,3,"PathCamera.reset(speed=0);")
{
object->reset((argc >= 3)? dAtof(argv[2]): 1);
}
static CameraSpline::Knot::Type resolveKnotType(const char *arg)
{
if (dStricmp(arg, "Position Only") == 0) return CameraSpline::Knot::POSITION_ONLY;
if (dStricmp(arg, "Kink") == 0) return CameraSpline::Knot::KINK;
return CameraSpline::Knot::NORMAL;
}
static CameraSpline::Knot::Path resolveKnotPath(const char *arg)
{
if (dStricmp(arg, "Linear") == 0) return CameraSpline::Knot::LINEAR;
return CameraSpline::Knot::SPLINE;
}
ConsoleMethod(PathCamera,pushBack,void,6, 6,"PathCamera.pushBack(transform,speed,type,path);")
{
Point3F pos;
AngAxisF aa(Point3F(0,0,0),0);
dSscanf(argv[2], "%g %g %g %g %g %g %g", &pos.x, &pos.y, &pos.z, &aa.axis.x, &aa.axis.y, &aa.axis.z, &aa.angle);
QuatF rot(aa);
object->pushBack( new CameraSpline::Knot(pos, rot, dAtof(argv[3]), resolveKnotType(argv[4]), resolveKnotPath(argv[5])) );
}
ConsoleMethod(PathCamera,pushFront,void,6, 6,"PathCamera.pushFront(transform,speed,type,path);")
{
Point3F pos;
AngAxisF aa(Point3F(0,0,0),0);
dSscanf(argv[2], "%g %g %g %g %g %g %g", &pos.x, &pos.y, &pos.z, &aa.axis.x, &aa.axis.y, &aa.axis.z, &aa.angle);
QuatF rot(aa);
object->pushFront( new CameraSpline::Knot(pos, rot, dAtof(argv[3]), resolveKnotType(argv[4]), resolveKnotPath(argv[5])) );
}
ConsoleMethod(PathCamera,popFront,void,2, 2,"PathCamera.popFront();")
{
object->popFront();
}

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engine/game/pathCamera.h Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _PATHCAMERA_H_
#define _PATHCAMERA_H_
#ifndef _SHAPEBASE_H_
#include "game/shapeBase.h"
#endif
#ifndef _CAMERASPLINE_H_
#include "game/cameraSpline.h"
#endif
//----------------------------------------------------------------------------
struct PathCameraData: public ShapeBaseData {
typedef ShapeBaseData Parent;
//
DECLARE_CONOBJECT(PathCameraData);
static void consoleInit();
static void initPersistFields();
virtual void packData(BitStream* stream);
virtual void unpackData(BitStream* stream);
};
//----------------------------------------------------------------------------
class PathCamera: public ShapeBase
{
public:
enum State {
Forward,
Backward,
Stop,
StateBits = 3
};
private:
typedef ShapeBase Parent;
enum MaskBits {
WindowMask = Parent::NextFreeMask,
PositionMask = Parent::NextFreeMask + 1,
TargetMask = Parent::NextFreeMask + 2,
StateMask = Parent::NextFreeMask + 3,
NextFreeMask = Parent::NextFreeMask << 1
};
struct StateDelta {
F32 time;
F32 timeVec;
};
StateDelta delta;
enum Constants {
NodeWindow = 20 // Maximum number of active nodes
};
//
PathCameraData* mDataBlock;
CameraSpline mSpline;
S32 mNodeBase;
S32 mNodeCount;
F32 mPosition;
int mState;
F32 mTarget;
bool mTargetSet;
void interpolateMat(F32 pos,MatrixF* mat);
void advancePosition(S32 ms);
public:
DECLARE_CONOBJECT(PathCamera);
PathCamera();
~PathCamera();
static void initPersistFields();
static void consoleInit();
void onEditorEnable();
void onEditorDisable();
bool onAdd();
void onRemove();
bool onNewDataBlock(GameBaseData* dptr);
void onNode(S32 node);
void processTick(const Move*);
void interpolateTick(F32 dt);
void getCameraTransform(F32* pos,MatrixF* mat);
void renderImage(SceneState* state, SceneRenderImage*);
U32 packUpdate(NetConnection *, U32 mask, BitStream *stream);
void unpackUpdate(NetConnection *, BitStream *stream);
void reset(F32 speed = 1);
void pushFront(CameraSpline::Knot *knot);
void pushBack(CameraSpline::Knot *knot);
void popFront();
void setPosition(F32 pos);
void setTarget(F32 pos);
void setState(State s);
};
#endif

328
engine/game/physicalZone.cc Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "game/physicalZone.h"
#include "core/bitStream.h"
#include "collision/boxConvex.h"
#include "collision/clippedPolyList.h"
#include "console/consoleTypes.h"
#include "math/mathIO.h"
#include "dgl/dgl.h"
#include "sceneGraph/sceneState.h"
IMPLEMENT_CO_NETOBJECT_V1(PhysicalZone);
ConsoleMethod(PhysicalZone, activate, void, 2, 2, "Activate the physical zone's effects.")
{
if (object->isClientObject())
return;
object->activate();
}
ConsoleMethod(PhysicalZone, deactivate, void, 2, 2, "Deactivate the physical zone's effects.")
{
if (object->isClientObject())
return;
object->deactivate();
}
//--------------------------------------------------------------------------
//--------------------------------------
//
PhysicalZone::PhysicalZone()
{
mNetFlags.set(Ghostable | ScopeAlways);
mTypeMask |= PhysicalZoneObjectType;
mVelocityMod = 1.0f;
mGravityMod = 1.0f;
mAppliedForce.set(0, 0, 0);
mConvexList = new Convex;
mActive = true;
}
PhysicalZone::~PhysicalZone()
{
delete mConvexList;
mConvexList = NULL;
}
//--------------------------------------------------------------------------
void PhysicalZone::initPersistFields()
{
Parent::initPersistFields();
addGroup("Misc");
addField("velocityMod", TypeF32, Offset(mVelocityMod, PhysicalZone));
addField("gravityMod", TypeF32, Offset(mGravityMod, PhysicalZone));
addField("appliedForce", TypePoint3F, Offset(mAppliedForce, PhysicalZone));
addField("polyhedron", TypeTriggerPolyhedron, Offset(mPolyhedron, PhysicalZone));
endGroup("Misc");
}
//--------------------------------------------------------------------------
bool PhysicalZone::onAdd()
{
if(!Parent::onAdd())
return false;
if (mVelocityMod < -40.0f || mVelocityMod > 40.0f) {
Con::errorf("PhysicalZone: velocity mod out of range. [-40, 40]");
mVelocityMod = mVelocityMod < -40.0f ? -40.0f : 40.0f;
}
if (mGravityMod < -40.0f || mGravityMod > 40.0f) {
Con::errorf("PhysicalZone: GravityMod out of range. [-40, 40]");
mGravityMod = mGravityMod < -40.0f ? -40.0f : 40.0f;
}
static const char* coordString[] = { "x", "y", "z" };
F32* p = mAppliedForce;
for (U32 i = 0; i < 3; i++) {
if (p[i] < -40000.0f || p[i] > 40000.0f) {
Con::errorf("PhysicalZone: applied force: %s out of range. [-40000, 40000]", coordString[i]);
p[i] = p[i] < -40000.0f ? -40000.0f : 40000.0f;
}
}
Polyhedron temp = mPolyhedron;
setPolyhedron(temp);
addToScene();
return true;
}
void PhysicalZone::onRemove()
{
mConvexList->nukeList();
removeFromScene();
Parent::onRemove();
}
//------------------------------------------------------------------------------
void PhysicalZone::setTransform(const MatrixF & mat)
{
Parent::setTransform(mat);
MatrixF base(true);
base.scale(Point3F(1.0/mObjScale.x,
1.0/mObjScale.y,
1.0/mObjScale.z));
base.mul(mWorldToObj);
mClippedList.setBaseTransform(base);
if (isServerObject())
setMaskBits(InitialUpdateMask);
}
//--------------------------------------------------------------------------
U32 PhysicalZone::packUpdate(NetConnection* con, U32 mask, BitStream* stream)
{
U32 i;
U32 retMask = Parent::packUpdate(con, mask, stream);
if (stream->writeFlag((mask & InitialUpdateMask) != 0)) {
// Note that we don't really care about efficiency here, since this is an
// edit-only ghost...
mathWrite(*stream, mObjToWorld);
mathWrite(*stream, mObjScale);
// Write the polyhedron
stream->write(mPolyhedron.pointList.size());
for (i = 0; i < mPolyhedron.pointList.size(); i++)
mathWrite(*stream, mPolyhedron.pointList[i]);
stream->write(mPolyhedron.planeList.size());
for (i = 0; i < mPolyhedron.planeList.size(); i++)
mathWrite(*stream, mPolyhedron.planeList[i]);
stream->write(mPolyhedron.edgeList.size());
for (i = 0; i < mPolyhedron.edgeList.size(); i++) {
const Polyhedron::Edge& rEdge = mPolyhedron.edgeList[i];
stream->write(rEdge.face[0]);
stream->write(rEdge.face[1]);
stream->write(rEdge.vertex[0]);
stream->write(rEdge.vertex[1]);
}
stream->write(mVelocityMod);
stream->write(mGravityMod);
mathWrite(*stream, mAppliedForce);
stream->writeFlag(mActive);
} else {
stream->writeFlag(mActive);
}
return retMask;
}
void PhysicalZone::unpackUpdate(NetConnection* con, BitStream* stream)
{
Parent::unpackUpdate(con, stream);
if (stream->readFlag()) {
U32 i, size;
MatrixF temp;
Point3F tempScale;
Polyhedron tempPH;
// Transform
mathRead(*stream, &temp);
mathRead(*stream, &tempScale);
// Read the polyhedron
stream->read(&size);
tempPH.pointList.setSize(size);
for (i = 0; i < tempPH.pointList.size(); i++)
mathRead(*stream, &tempPH.pointList[i]);
stream->read(&size);
tempPH.planeList.setSize(size);
for (i = 0; i < tempPH.planeList.size(); i++)
mathRead(*stream, &tempPH.planeList[i]);
stream->read(&size);
tempPH.edgeList.setSize(size);
for (i = 0; i < tempPH.edgeList.size(); i++) {
Polyhedron::Edge& rEdge = tempPH.edgeList[i];
stream->read(&rEdge.face[0]);
stream->read(&rEdge.face[1]);
stream->read(&rEdge.vertex[0]);
stream->read(&rEdge.vertex[1]);
}
stream->read(&mVelocityMod);
stream->read(&mGravityMod);
mathRead(*stream, &mAppliedForce);
setPolyhedron(tempPH);
setScale(tempScale);
setTransform(temp);
mActive = stream->readFlag();
} else {
mActive = stream->readFlag();
}
}
//--------------------------------------------------------------------------
void PhysicalZone::setPolyhedron(const Polyhedron& rPolyhedron)
{
mPolyhedron = rPolyhedron;
if (mPolyhedron.pointList.size() != 0) {
mObjBox.min.set(1e10, 1e10, 1e10);
mObjBox.max.set(-1e10, -1e10, -1e10);
for (U32 i = 0; i < mPolyhedron.pointList.size(); i++) {
mObjBox.min.setMin(mPolyhedron.pointList[i]);
mObjBox.max.setMax(mPolyhedron.pointList[i]);
}
} else {
mObjBox.min.set(-0.5, -0.5, -0.5);
mObjBox.max.set( 0.5, 0.5, 0.5);
}
MatrixF xform = getTransform();
setTransform(xform);
mClippedList.clear();
mClippedList.mPlaneList = mPolyhedron.planeList;
MatrixF base(true);
base.scale(Point3F(1.0/mObjScale.x,
1.0/mObjScale.y,
1.0/mObjScale.z));
base.mul(mWorldToObj);
mClippedList.setBaseTransform(base);
}
//--------------------------------------------------------------------------
void PhysicalZone::buildConvex(const Box3F& box, Convex* convex)
{
// These should really come out of a pool
mConvexList->collectGarbage();
Box3F realBox = box;
mWorldToObj.mul(realBox);
realBox.min.convolveInverse(mObjScale);
realBox.max.convolveInverse(mObjScale);
if (realBox.isOverlapped(getObjBox()) == false)
return;
// Just return a box convex for the entire shape...
Convex* cc = 0;
CollisionWorkingList& wl = convex->getWorkingList();
for (CollisionWorkingList* itr = wl.wLink.mNext; itr != &wl; itr = itr->wLink.mNext) {
if (itr->mConvex->getType() == BoxConvexType &&
itr->mConvex->getObject() == this) {
cc = itr->mConvex;
break;
}
}
if (cc)
return;
// Create a new convex.
BoxConvex* cp = new BoxConvex;
mConvexList->registerObject(cp);
convex->addToWorkingList(cp);
cp->init(this);
mObjBox.getCenter(&cp->mCenter);
cp->mSize.x = mObjBox.len_x() / 2.0f;
cp->mSize.y = mObjBox.len_y() / 2.0f;
cp->mSize.z = mObjBox.len_z() / 2.0f;
}
bool PhysicalZone::testObject(SceneObject* enter)
{
if (mPolyhedron.pointList.size() == 0)
return false;
mClippedList.clear();
SphereF sphere;
sphere.center = (mWorldBox.min + mWorldBox.max) * 0.5;
VectorF bv = mWorldBox.max - sphere.center;
sphere.radius = bv.len();
enter->buildPolyList(&mClippedList, mWorldBox, sphere);
return mClippedList.isEmpty() == false;
}
//--------------------------------------
void PhysicalZone::activate()
{
AssertFatal(isServerObject(), "Client objects not allowed in ForceFieldInstance::open()");
if (mActive != true)
setMaskBits(ActiveMask);
mActive = true;
}
void PhysicalZone::deactivate()
{
AssertFatal(isServerObject(), "Client objects not allowed in ForceFieldInstance::close()");
if (mActive != false)
setMaskBits(ActiveMask);
mActive = false;
}

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engine/game/physicalZone.h Executable file
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _H_PHYSICALZONE
#define _H_PHYSICALZONE
#ifndef _SCENEOBJECT_H_
#include "sim/sceneObject.h"
#endif
#ifndef _EARLYOUTPOLYLIST_H_
#include "collision/earlyOutPolyList.h"
#endif
#ifndef _H_TRIGGER
#include "game/trigger.h"
#endif
class Convex;
// -------------------------------------------------------------------------
class PhysicalZone : public SceneObject
{
typedef SceneObject Parent;
protected:
bool onAdd();
void onRemove();
enum UpdateMasks {
InitialUpdateMask = 1 << 0,
ActiveMask = 1 << 1
};
public:
void setTransform(const MatrixF &mat);
protected:
F32 mVelocityMod;
F32 mGravityMod;
Point3F mAppliedForce;
// Basically ripped from trigger
Polyhedron mPolyhedron;
EarlyOutPolyList mClippedList;
bool mActive;
Convex* mConvexList;
void buildConvex(const Box3F& box, Convex* convex);
public:
PhysicalZone();
~PhysicalZone();
F32 getVelocityMod() const { return mVelocityMod; }
F32 getGravityMod() const { return mGravityMod; }
const Point3F& getForce() const { return mAppliedForce; }
void setPolyhedron(const Polyhedron&);
bool testObject(SceneObject*);
void activate();
void deactivate();
bool isActive() const { return mActive; }
DECLARE_CONOBJECT(PhysicalZone);
static void initPersistFields();
U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream);
void unpackUpdate(NetConnection *conn, BitStream *stream);
};
#endif // _H_PHYSICALZONE

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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _PLAYER_H_
#define _PLAYER_H_
#ifndef _SHAPEBASE_H_
#include "game/shapeBase.h"
#endif
#ifndef _BOXCONVEX_H_
#include "collision/boxConvex.h"
#endif
class ParticleEmitter;
class ParticleEmitterData;
class DecalData;
class SplashData;
//----------------------------------------------------------------------------
struct PlayerData: public ShapeBaseData {
typedef ShapeBaseData Parent;
enum Constants {
RecoverDelayBits = 7,
JumpDelayBits = 7,
NumSpineNodes = 6,
ImpactBits = 3,
NUM_SPLASH_EMITTERS = 3,
BUBBLE_EMITTER = 2,
};
bool renderFirstPerson; ///< Render the player shape in first person
F32 pickupRadius; ///< Radius around player for items (on server)
F32 maxTimeScale; ///< Max timeScale for action animations
F32 minLookAngle; ///< Lowest angle (radians) the player can look
F32 maxLookAngle; ///< Highest angle (radians) the player can look
F32 maxFreelookAngle; ///< Max left/right angle the player can look
/// @name Physics constants
/// @{
F32 runForce; ///< Force used to accelerate player
F32 runEnergyDrain; ///< Energy drain/tick
F32 minRunEnergy; ///< Minimum energy required to run
F32 maxForwardSpeed; ///< Maximum forward speed when running
F32 maxBackwardSpeed; ///< Maximum backward speed when running
F32 maxSideSpeed; ///< Maximum side speed when running
F32 maxUnderwaterForwardSpeed; ///< Maximum underwater forward speed when running
F32 maxUnderwaterBackwardSpeed; ///< Maximum underwater backward speed when running
F32 maxUnderwaterSideSpeed; ///< Maximum underwater side speed when running
F32 maxStepHeight; ///< Maximum height the player can step up
F32 runSurfaceAngle; ///< Maximum angle from vertical in degrees the player can run up
F32 horizMaxSpeed; ///< Max speed attainable in the horizontal
F32 horizResistSpeed; ///< Speed at which resistence will take place
F32 horizResistFactor; ///< Factor of resistence once horizResistSpeed has been reached
F32 upMaxSpeed; ///< Max vertical speed attainable
F32 upResistSpeed; ///< Speed at which resistence will take place
F32 upResistFactor; ///< Factor of resistence once upResistSpeed has been reached
S32 recoverDelay; ///< # tick
F32 recoverRunForceScale; ///< RunForce multiplier in recover state
F32 jumpForce; ///< Force exherted per jump
F32 jumpEnergyDrain; ///< Energy drained per jump
F32 minJumpEnergy; ///< Minimum energy required to jump
F32 minJumpSpeed; ///< Minimum speed needed to jump
F32 maxJumpSpeed; ///< Maximum speed before the player can no longer jump
F32 jumpSurfaceAngle; ///< Angle from vertical in degrees where the player can jump
S32 jumpDelay; ///< Delay time in ticks between jumps
/// @}
/// @name Hitboxes
/// @{
F32 boxHeadPercentage;
F32 boxTorsoPercentage;
S32 boxHeadLeftPercentage;
S32 boxHeadRightPercentage;
S32 boxHeadBackPercentage;
S32 boxHeadFrontPercentage;
/// @}
F32 minImpactSpeed; ///< Minimum impact speed required to apply fall damage
F32 decalOffset;
F32 groundImpactMinSpeed; ///< Minimum impact speed required to apply fall damage with the ground
VectorF groundImpactShakeFreq; ///< Frequency in each direction for the camera to shake
VectorF groundImpactShakeAmp; ///< How much to shake
F32 groundImpactShakeDuration; ///< How long to shake
F32 groundImpactShakeFalloff; ///< How fast the shake disapates
/// Zounds!
enum Sounds {
FootSoft,
FootHard,
FootMetal,
FootSnow,
FootShallowSplash,
FootWading,
FootUnderWater,
FootBubbles,
MoveBubbles,
WaterBreath,
ImpactSoft,
ImpactHard,
ImpactMetal,
ImpactSnow,
ImpactWaterEasy,
ImpactWaterMedium,
ImpactWaterHard,
ExitWater,
MaxSounds
};
AudioProfile* sound[MaxSounds];
Point3F boxSize; ///< Width, depth, height
/// Animation and other data intialized in onAdd
struct ActionAnimationDef {
const char* name; ///< Sequence name
struct Vector {
F32 x,y,z;
} dir; ///< Default direction
};
struct ActionAnimation {
const char* name; ///< Sequence name
S32 sequence; ///< Sequence index
VectorF dir; ///< Dir of animation ground transform
F32 speed; ///< Speed in m/s
bool velocityScale; ///< Scale animation by velocity
bool death; ///< Are we dying?
};
enum {
// *** WARNING ***
// These enum values are used to index the ActionAnimationList
// array instantiated in player.cc
// The first five are selected in the move state based on velocity
RootAnim,
RunForwardAnim,
BackBackwardAnim,
SideLeftAnim,
// These are set explicitly based on player actions
FallAnim,
JumpAnim,
StandJumpAnim,
LandAnim,
//
NumMoveActionAnims = SideLeftAnim + 1,
NumTableActionAnims = LandAnim + 1,
NumExtraActionAnims = 512,
NumActionAnims = NumTableActionAnims + NumExtraActionAnims,
ActionAnimBits = 9,
NullAnimation = (1 << ActionAnimBits) - 1
};
static ActionAnimationDef ActionAnimationList[NumTableActionAnims];
ActionAnimation actionList[NumActionAnims];
U32 actionCount;
U32 lookAction;
S32 spineNode[NumSpineNodes];
S32 pickupDelta; ///< Base off of pcikupRadius
F32 runSurfaceCos; ///< Angle from vertical in cos(runSurfaceAngle)
F32 jumpSurfaceCos; ///< Angle from vertical in cos(jumpSurfaceAngle)
enum Impacts {
ImpactNone,
ImpactNormal,
};
enum Recoil {
LightRecoil,
MediumRecoil,
HeavyRecoil,
NumRecoilSequences
};
S32 recoilSequence[NumRecoilSequences];
/// @name Particles
/// All of the data relating to environmental effects
/// @{
ParticleEmitterData * footPuffEmitter;
S32 footPuffID;
S32 footPuffNumParts;
F32 footPuffRadius;
DecalData* decalData;
S32 decalID;
ParticleEmitterData * dustEmitter;
S32 dustID;
SplashData* splash;
S32 splashId;
F32 splashVelocity;
F32 splashAngle;
F32 splashFreqMod;
F32 splashVelEpsilon;
F32 bubbleEmitTime;
F32 medSplashSoundVel;
F32 hardSplashSoundVel;
F32 exitSplashSoundVel;
F32 footSplashHeight;
ParticleEmitterData* splashEmitterList[NUM_SPLASH_EMITTERS];
S32 splashEmitterIDList[NUM_SPLASH_EMITTERS];
/// @}
//
DECLARE_CONOBJECT(PlayerData);
PlayerData();
bool preload(bool server, char errorBuffer[256]);
void getGroundInfo(TSShapeInstance*,TSThread*,ActionAnimation*);
bool isTableSequence(S32 seq);
bool isJumpAction(U32 action);
static void initPersistFields();
virtual void packData(BitStream* stream);
virtual void unpackData(BitStream* stream);
};
//----------------------------------------------------------------------------
class Player: public ShapeBase
{
typedef ShapeBase Parent;
protected:
/// Bit masks for different types of events
enum MaskBits {
ActionMask = Parent::NextFreeMask << 0,
MoveMask = Parent::NextFreeMask << 1,
ImpactMask = Parent::NextFreeMask << 2,
NextFreeMask = Parent::NextFreeMask << 3
};
struct Range {
Range(F32 _min,F32 _max) {
min = _min;
max = _max;
delta = _max - _min;
};
F32 min,max;
F32 delta;
};
ParticleEmitter *mSplashEmitter[PlayerData::NUM_SPLASH_EMITTERS];
F32 mBubbleEmitterTime;
/// Client interpolation/warp data
struct StateDelta {
Move move; ///< Last move from server
F32 dt; ///< Last interpolation time
/// @name Interpolation data
/// @{
Point3F pos;
Point3F rot;
Point3F head;
VectorF posVec;
VectorF rotVec;
VectorF headVec;
/// @}
/// @name Warp data
/// @{
S32 warpTicks;
Point3F warpOffset;
Point3F rotOffset;
/// @}
};
StateDelta delta; ///< Used for interpolation on the client. @see StateDelta
S32 mPredictionCount; ///< Number of ticks to predict
// Current pos, vel etc.
Point3F mHead; ///< Head rotation, uses only x & z
Point3F mRot; ///< Body rotation, uses only z
VectorF mVelocity; ///< Velocity
Point3F mAnchorPoint; ///< Pos compression anchor
static F32 mGravity; ///< Gravity
S32 mImpactSound;
S32 mMountPending; ///< mMountPending suppresses tickDelay countdown so players will sit until
///< their mount, or another animation, comes through (or 13 seconds elapses).
/// Main player state
enum ActionState {
NullState,
MoveState,
RecoverState,
NumStateBits = 3
};
ActionState mState; ///< What is the player doing? @see ActionState
bool mFalling; ///< Falling in mid-air?
S32 mJumpDelay; ///< Delay till next jump
S32 mContactTimer; ///< Ticks since last contact
Point3F mJumpSurfaceNormal; ///< Normal of the surface the player last jumped on
U32 mJumpSurfaceLastContact; ///< How long it's been since the player landed (ticks)
F32 mWeaponBackFraction; ///< Amount to slide the weapon back (if it's up against something)
AUDIOHANDLE mMoveBubbleHandle; ///< Audio handle for moving bubbles
AUDIOHANDLE mWaterBreathHandle; ///< Audio handle for underwater breath
SimObjectPtr<ShapeBase> mControlObject; ///< Controlling object
/// @name Animation threads & data
/// @{
struct ActionAnimation {
U32 action;
TSThread* thread;
S32 delayTicks; // before picking another.
bool forward;
bool firstPerson;
bool waitForEnd;
bool holdAtEnd;
bool animateOnServer;
bool atEnd;
} mActionAnimation;
struct ArmAnimation {
U32 action;
TSThread* thread;
} mArmAnimation;
TSThread* mArmThread;
TSThread* mHeadVThread;
TSThread* mHeadHThread;
TSThread* mRecoilThread;
static Range mArmRange;
static Range mHeadVRange;
static Range mHeadHRange;
/// @}
bool mInMissionArea; ///< Are we in the mission area?
//
U32 mRecoverTicks; ///< same as recoverTicks in the player datablock
U32 mReversePending;
bool inLiquid; ///< Are we in liquid?
//
PlayerData* mDataBlock; ///< MMmmmmm...datablock...
Point3F mLastPos; ///< Holds the last position for physics updates
Point3F mLastWaterPos; ///< Same as mLastPos, but for water
struct ContactInfo {
bool contacted, jump, run;
VectorF contactNormal;
void clear() {contacted=jump=run=false; contactNormal.set(1,1,1);}
ContactInfo() {clear();}
} mContactInfo;
struct Death {
F32 lastPos;
Point3F posAdd;
VectorF rotate;
VectorF curNormal;
F32 curSink;
void clear() {dMemset(this, 0, sizeof(*this)); initFall();}
VectorF getPosAdd() {VectorF ret(posAdd); posAdd.set(0,0,0); return ret;}
bool haveVelocity() {return posAdd.x != 0 || posAdd.y != 0;}
void initFall() {curNormal.set(0,0,1); curSink = 0;}
Death() {clear();}
MatrixF* fallToGround(F32 adjust, const Point3F& pos, F32 zrot, F32 boxRad);
} mDeath;
// New collision
public:
OrthoBoxConvex mConvex;
Box3F mWorkingQueryBox;
protected:
void setState(ActionState state, U32 ticks=0);
void updateState();
///Update the movement
void updateMove(const Move *move);
///Interpolate movement
bool updatePos(const F32 travelTime = TickSec);
///Update head animation
void updateLookAnimation();
///Update other animations
void updateAnimation(F32 dt);
void updateAnimationTree(bool firstPerson);
bool step(Point3F *pos,F32 *maxStep,F32 time);
///See if the player is still in the mission area
void checkMissionArea();
virtual bool setArmThread(U32 action);
virtual void setActionThread(U32 action,bool forward,bool hold = false,bool wait = false,bool fsp = false, bool forceSet = false);
virtual void updateActionThread();
virtual void pickActionAnimation();
void onUnmount(ShapeBase* obj,S32 node);
void setPosition(const Point3F& pos,const Point3F& viewRot);
void setRenderPosition(const Point3F& pos,const Point3F& viewRot,F32 dt=-1);
void findContact(bool* run,bool* jump,VectorF* contactNormal);
virtual void onImageRecoil(U32 imageSlot,ShapeBaseImageData::StateData::RecoilState);
virtual void updateDamageLevel();
virtual void updateDamageState();
/// Set which client is controlling this player
void setControllingClient(GameConnection* client);
void calcClassRenderData();
/// Render the mounted image, usually the weapon
void renderMountedImage(SceneState* state, ShapeImageRenderImage* image);
/// Render the player
void renderImage(SceneState *state, SceneRenderImage *image);
/// Play a footstep sound
void playFootstepSound(bool triggeredLeft, S32 sound);
/// Play an impact sound
void playImpactSound();
/// Are we in the process of dying?
bool inDeathAnim();
F32 deathDelta(Point3F &delta);
void updateDeathOffsets();
bool inSittingAnim();
/// @name Water
/// @{
void updateSplash(); ///< Update the splash effect
void updateFroth( F32 dt ); ///< Update any froth
void updateWaterSounds( F32 dt ); ///< Update water sounds
bool pointInWater( Point3F &point ); ///< Tests to see if a point is in water
void createSplash( Point3F &pos, F32 speed ); ///< Creates a splash
bool collidingWithWater( Point3F &waterHeight ); ///< Are we collising with water?
/// @}
public:
DECLARE_CONOBJECT(Player);
Player();
~Player();
static void consoleInit();
/// @name Transforms
/// Transforms are all in object space
/// @{
void setTransform(const MatrixF &mat);
void getEyeTransform(MatrixF* mat);
void getRenderEyeTransform(MatrixF* mat);
void getCameraParameters(F32 *min, F32 *max, Point3F *offset, MatrixF *rot);
void getMuzzleTransform(U32 imageSlot,MatrixF* mat);
void getRenderMuzzleTransform(U32 imageSlot,MatrixF* mat);
/// @}
Point3F getVelocity() const;
void setVelocity(const VectorF& vel);
/// Apply an impulse at the given point, with magnitude/direction of vec
void applyImpulse(const Point3F& pos,const VectorF& vec);
/// Get the rotation of the player
const Point3F& getRotation() { return mRot; }
/// Get the rotation of the head of the player
const Point3F& getHeadRotation() { return mHead; }
void getDamageLocation(const Point3F& in_rPos, const char *&out_rpVert, const char *&out_rpQuad);
bool canJump(); ///< Can the player jump?
bool haveContact() {return !mContactTimer;} ///< Is it in contact with something
void getMuzzlePointAI(U32 imageSlot, Point3F* point);
/// duh
float getMaxForwardVelocity() { return (mDataBlock != NULL ? mDataBlock->maxForwardSpeed : 0); }
virtual bool isDisplacable() const;
virtual Point3F getMomentum() const;
virtual void setMomentum(const Point3F &momentum);
virtual F32 getMass() const;
virtual bool displaceObject(const Point3F& displaceVector);
virtual bool getAIMove(Move*);
bool checkDismountPosition(const MatrixF& oldPos, const MatrixF& newPos); ///< Is it safe to dismount here?
//
bool onAdd();
void onRemove();
bool onNewDataBlock(GameBaseData* dptr);
void onScaleChanged();
Box3F mScaledBox;
// Animation
const char* getStateName();
bool setActionThread(const char* sequence,bool hold,bool wait,bool fsp = false);
bool setArmThread(const char* sequence);
// Object control
void setControlObject(ShapeBase *obj);
ShapeBase* getControlObject();
//
void updateWorkingCollisionSet();
void processTick(const Move *move);
void interpolateTick(F32 delta);
void advanceTime(F32 dt);
bool castRay(const Point3F &start, const Point3F &end, RayInfo* info);
bool buildPolyList(AbstractPolyList* polyList, const Box3F &box, const SphereF &sphere);
void buildConvex(const Box3F& box, Convex* convex);
bool isControlObject();
void onCameraScopeQuery(NetConnection *cr, CameraScopeQuery *);
void writePacketData(GameConnection *conn, BitStream *stream);
void readPacketData (GameConnection *conn, BitStream *stream);
U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream);
void unpackUpdate(NetConnection *conn, BitStream *stream);
};
#endif

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