1706 lines
54 KiB
C++
Executable File
1706 lines
54 KiB
C++
Executable File
//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#include "game/vehicles/vehicle.h"
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#include "platform/platform.h"
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#include "dgl/dgl.h"
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#include "game/game.h"
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#include "math/mMath.h"
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#include "console/simBase.h"
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#include "console/console.h"
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#include "console/consoleTypes.h"
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#include "collision/clippedPolyList.h"
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#include "collision/planeExtractor.h"
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#include "game/moveManager.h"
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#include "core/bitStream.h"
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#include "core/dnet.h"
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#include "game/gameConnection.h"
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#include "ts/tsShapeInstance.h"
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#include "game/fx/particleEngine.h"
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#include "audio/audioDataBlock.h"
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#include "math/mathIO.h"
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#include "sceneGraph/sceneState.h"
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#include "terrain/terrData.h"
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#include "dgl/materialPropertyMap.h"
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#include "game/trigger.h"
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#include "game/item.h"
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//----------------------------------------------------------------------------
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namespace {
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const U32 sMoveRetryCount = 3;
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// Client prediction
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const S32 sMaxWarpTicks = 3; // Max warp duration in ticks
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const S32 sMaxPredictionTicks = 30; // Number of ticks to predict
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const F32 sVehicleGravity = -20;
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// Physics and collision constants
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static F32 sRestTol = 0.5; // % of gravity energy to be at rest
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static int sRestCount = 10; // Consecutive ticks before comming to rest
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} // namespace {}
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// Trigger objects that are not normally collided with.
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static U32 sTriggerMask = ItemObjectType |
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TriggerObjectType |
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CorpseObjectType;
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IMPLEMENT_CONOBJECT(VehicleData);
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//----------------------------------------------------------------------------
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VehicleData::VehicleData()
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{
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shadowEnable = true;
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shadowCanMove = true;
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shadowCanAnimate = true;
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body.friction = 0;
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body.restitution = 1;
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minImpactSpeed = 25;
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softImpactSpeed = 25;
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hardImpactSpeed = 50;
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minRollSpeed = 0;
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maxSteeringAngle = 0.785; // 45 deg.
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cameraRoll = true;
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cameraLag = 0;
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cameraDecay = 0;
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cameraOffset = 0;
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minDrag = 0;
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maxDrag = 0;
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integration = 1;
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collisionTol = 0.1;
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contactTol = 0.1;
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massCenter.set(0,0,0);
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massBox.set(0,0,0);
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drag = 0.7;
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density = 4;
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jetForce = 500;
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jetEnergyDrain = 0.8;
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minJetEnergy = 1;
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for (S32 i = 0; i < Body::MaxSounds; i++)
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body.sound[i] = 0;
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dustEmitter = NULL;
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dustID = 0;
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triggerDustHeight = 3.0;
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dustHeight = 1.0;
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dMemset( damageEmitterList, 0, sizeof( damageEmitterList ) );
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dMemset( damageEmitterIDList, 0, sizeof( damageEmitterIDList ) );
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dMemset( damageLevelTolerance, 0, sizeof( damageLevelTolerance ) );
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dMemset( splashEmitterList, 0, sizeof( splashEmitterList ) );
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dMemset( splashEmitterIDList, 0, sizeof( splashEmitterIDList ) );
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numDmgEmitterAreas = 0;
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splashFreqMod = 300.0;
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splashVelEpsilon = 0.50;
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exitSplashSoundVel = 2.0;
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softSplashSoundVel = 1.0;
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medSplashSoundVel = 2.0;
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hardSplashSoundVel = 3.0;
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genericShadowLevel = Vehicle_GenericShadowLevel;
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noShadowLevel = Vehicle_NoShadowLevel;
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dMemset(waterSound, 0, sizeof(waterSound));
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collDamageThresholdVel = 20;
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collDamageMultiplier = 0.05;
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}
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//----------------------------------------------------------------------------
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bool VehicleData::preload(bool server, char errorBuffer[256])
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{
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if (!Parent::preload(server, errorBuffer))
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return false;
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// Resolve objects transmitted from server
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if (!server) {
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for (S32 i = 0; i < Body::MaxSounds; i++)
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if (body.sound[i])
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Sim::findObject(SimObjectId(body.sound[i]),body.sound[i]);
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}
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if( !dustEmitter && dustID != 0 )
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{
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if( !Sim::findObject( dustID, dustEmitter ) )
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{
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Con::errorf( ConsoleLogEntry::General, "VehicleData::preload Invalid packet, bad datablockId(dustEmitter): 0x%x", dustID );
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}
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}
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U32 i;
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for( i=0; i<VC_NUM_DAMAGE_EMITTERS; i++ )
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{
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if( !damageEmitterList[i] && damageEmitterIDList[i] != 0 )
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{
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if( !Sim::findObject( damageEmitterIDList[i], damageEmitterList[i] ) )
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{
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Con::errorf( ConsoleLogEntry::General, "VehicleData::preload Invalid packet, bad datablockId(damageEmitter): 0x%x", damageEmitterIDList[i] );
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}
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}
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}
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for( i=0; i<VC_NUM_SPLASH_EMITTERS; i++ )
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{
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if( !splashEmitterList[i] && splashEmitterIDList[i] != 0 )
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{
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if( !Sim::findObject( splashEmitterIDList[i], splashEmitterList[i] ) )
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{
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Con::errorf( ConsoleLogEntry::General, "VehicleData::preload Invalid packet, bad datablockId(splashEmitter): 0x%x", splashEmitterIDList[i] );
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}
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}
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}
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return true;
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}
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//----------------------------------------------------------------------------
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void VehicleData::packData(BitStream* stream)
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{
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S32 i;
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Parent::packData(stream);
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stream->write(body.restitution);
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stream->write(body.friction);
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for (i = 0; i < Body::MaxSounds; i++)
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if (stream->writeFlag(body.sound[i]))
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stream->writeRangedU32(packed? SimObjectId(body.sound[i]):
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body.sound[i]->getId(),DataBlockObjectIdFirst,
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DataBlockObjectIdLast);
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stream->write(minImpactSpeed);
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stream->write(softImpactSpeed);
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stream->write(hardImpactSpeed);
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stream->write(minRollSpeed);
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stream->write(maxSteeringAngle);
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stream->write(maxDrag);
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stream->write(minDrag);
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stream->write(integration);
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stream->write(collisionTol);
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stream->write(contactTol);
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mathWrite(*stream,massCenter);
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mathWrite(*stream,massBox);
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stream->write(jetForce);
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stream->write(jetEnergyDrain);
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stream->write(minJetEnergy);
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stream->writeFlag(cameraRoll);
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stream->write(cameraLag);
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stream->write(cameraDecay);
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stream->write(cameraOffset);
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stream->write( triggerDustHeight );
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stream->write( dustHeight );
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stream->write( numDmgEmitterAreas );
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stream->write(exitSplashSoundVel);
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stream->write(softSplashSoundVel);
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stream->write(medSplashSoundVel);
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stream->write(hardSplashSoundVel);
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// write the water sound profiles
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for(i = 0; i < MaxSounds; i++)
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if(stream->writeFlag(waterSound[i]))
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stream->writeRangedU32(waterSound[i]->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast);
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if (stream->writeFlag( dustEmitter ))
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{
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stream->writeRangedU32( dustEmitter->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
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}
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for (i = 0; i < VC_NUM_DAMAGE_EMITTERS; i++)
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{
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if( stream->writeFlag( damageEmitterList[i] != NULL ) )
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{
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stream->writeRangedU32( damageEmitterList[i]->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
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}
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}
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for (i = 0; i < VC_NUM_SPLASH_EMITTERS; i++)
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{
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if( stream->writeFlag( splashEmitterList[i] != NULL ) )
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{
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stream->writeRangedU32( splashEmitterList[i]->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
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}
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}
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for (int j = 0; j < VC_NUM_DAMAGE_EMITTER_AREAS; j++)
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{
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stream->write( damageEmitterOffset[j].x );
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stream->write( damageEmitterOffset[j].y );
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stream->write( damageEmitterOffset[j].z );
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}
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for (int k = 0; k < VC_NUM_DAMAGE_LEVELS; k++)
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{
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stream->write( damageLevelTolerance[k] );
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}
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stream->write(splashFreqMod);
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stream->write(splashVelEpsilon);
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stream->write(collDamageThresholdVel);
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stream->write(collDamageMultiplier);
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}
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void VehicleData::unpackData(BitStream* stream)
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{
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Parent::unpackData(stream);
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stream->read(&body.restitution);
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stream->read(&body.friction);
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S32 i;
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for (i = 0; i < Body::MaxSounds; i++) {
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body.sound[i] = NULL;
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if (stream->readFlag())
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body.sound[i] = (AudioProfile*)stream->readRangedU32(DataBlockObjectIdFirst,
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DataBlockObjectIdLast);
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}
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stream->read(&minImpactSpeed);
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stream->read(&softImpactSpeed);
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stream->read(&hardImpactSpeed);
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stream->read(&minRollSpeed);
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stream->read(&maxSteeringAngle);
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stream->read(&maxDrag);
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stream->read(&minDrag);
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stream->read(&integration);
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stream->read(&collisionTol);
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stream->read(&contactTol);
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mathRead(*stream,&massCenter);
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mathRead(*stream,&massBox);
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stream->read(&jetForce);
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stream->read(&jetEnergyDrain);
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stream->read(&minJetEnergy);
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cameraRoll = stream->readFlag();
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stream->read(&cameraLag);
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stream->read(&cameraDecay);
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stream->read(&cameraOffset);
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stream->read( &triggerDustHeight );
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stream->read( &dustHeight );
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stream->read( &numDmgEmitterAreas );
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stream->read(&exitSplashSoundVel);
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stream->read(&softSplashSoundVel);
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stream->read(&medSplashSoundVel);
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stream->read(&hardSplashSoundVel);
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// write the water sound profiles
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for(i = 0; i < MaxSounds; i++)
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if(stream->readFlag())
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{
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U32 id = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
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waterSound[i] = dynamic_cast<AudioProfile*>( Sim::findObject(id) );
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}
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if( stream->readFlag() )
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{
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dustID = (S32) stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
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}
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for (i = 0; i < VC_NUM_DAMAGE_EMITTERS; i++)
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{
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if( stream->readFlag() )
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{
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damageEmitterIDList[i] = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
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}
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}
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for (i = 0; i < VC_NUM_SPLASH_EMITTERS; i++)
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{
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if( stream->readFlag() )
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{
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splashEmitterIDList[i] = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
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}
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}
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for( int j=0; j<VC_NUM_DAMAGE_EMITTER_AREAS; j++ )
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{
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stream->read( &damageEmitterOffset[j].x );
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stream->read( &damageEmitterOffset[j].y );
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stream->read( &damageEmitterOffset[j].z );
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}
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for( int k=0; k<VC_NUM_DAMAGE_LEVELS; k++ )
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{
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stream->read( &damageLevelTolerance[k] );
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}
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stream->read(&splashFreqMod);
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stream->read(&splashVelEpsilon);
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stream->read(&collDamageThresholdVel);
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stream->read(&collDamageMultiplier);
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}
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//----------------------------------------------------------------------------
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void VehicleData::initPersistFields()
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{
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Parent::initPersistFields();
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addField("jetForce", TypeF32, Offset(jetForce, VehicleData));
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addField("jetEnergyDrain", TypeF32, Offset(jetEnergyDrain, VehicleData));
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addField("minJetEnergy", TypeF32, Offset(minJetEnergy, VehicleData));
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addField("massCenter", TypePoint3F, Offset(massCenter, VehicleData));
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addField("massBox", TypePoint3F, Offset(massBox, VehicleData));
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addField("bodyRestitution", TypeF32, Offset(body.restitution, VehicleData));
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addField("bodyFriction", TypeF32, Offset(body.friction, VehicleData));
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addField("softImpactSound", TypeAudioProfilePtr, Offset(body.sound[Body::SoftImpactSound], VehicleData));
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addField("hardImpactSound", TypeAudioProfilePtr, Offset(body.sound[Body::HardImpactSound], VehicleData));
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addField("minImpactSpeed", TypeF32, Offset(minImpactSpeed, VehicleData));
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addField("softImpactSpeed", TypeF32, Offset(softImpactSpeed, VehicleData));
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addField("hardImpactSpeed", TypeF32, Offset(hardImpactSpeed, VehicleData));
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addField("minRollSpeed", TypeF32, Offset(minRollSpeed, VehicleData));
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addField("maxSteeringAngle", TypeF32, Offset(maxSteeringAngle, VehicleData));
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addField("maxDrag", TypeF32, Offset(maxDrag, VehicleData));
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addField("minDrag", TypeF32, Offset(minDrag, VehicleData));
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addField("integration", TypeS32, Offset(integration, VehicleData));
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addField("collisionTol", TypeF32, Offset(collisionTol, VehicleData));
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addField("contactTol", TypeF32, Offset(contactTol, VehicleData));
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addField("cameraRoll", TypeBool, Offset(cameraRoll, VehicleData));
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addField("cameraLag", TypeF32, Offset(cameraLag, VehicleData));
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addField("cameraDecay", TypeF32, Offset(cameraDecay, VehicleData));
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addField("cameraOffset", TypeF32, Offset(cameraOffset, VehicleData));
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addField("dustEmitter", TypeParticleEmitterDataPtr, Offset(dustEmitter, VehicleData));
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addField("triggerDustHeight", TypeF32, Offset(triggerDustHeight, VehicleData));
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addField("dustHeight", TypeF32, Offset(dustHeight, VehicleData));
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addField("damageEmitter", TypeParticleEmitterDataPtr, Offset(damageEmitterList, VehicleData), VC_NUM_DAMAGE_EMITTERS);
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addField("splashEmitter", TypeParticleEmitterDataPtr, Offset(splashEmitterList, VehicleData), VC_NUM_SPLASH_EMITTERS);
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addField("damageEmitterOffset", TypePoint3F, Offset(damageEmitterOffset, VehicleData), VC_NUM_DAMAGE_EMITTER_AREAS);
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addField("damageLevelTolerance", TypeF32, Offset(damageLevelTolerance, VehicleData), VC_NUM_DAMAGE_LEVELS);
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addField("numDmgEmitterAreas", TypeF32, Offset(numDmgEmitterAreas, VehicleData));
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addField("splashFreqMod", TypeF32, Offset(splashFreqMod, VehicleData));
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addField("splashVelEpsilon", TypeF32, Offset(splashVelEpsilon, VehicleData));
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addField("exitSplashSoundVelocity", TypeF32, Offset(exitSplashSoundVel, VehicleData));
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addField("softSplashSoundVelocity", TypeF32, Offset(softSplashSoundVel, VehicleData));
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addField("mediumSplashSoundVelocity", TypeF32, Offset(medSplashSoundVel, VehicleData));
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addField("hardSplashSoundVelocity", TypeF32, Offset(hardSplashSoundVel, VehicleData));
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addField("exitingWater", TypeAudioProfilePtr, Offset(waterSound[ExitWater], VehicleData));
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addField("impactWaterEasy", TypeAudioProfilePtr, Offset(waterSound[ImpactSoft], VehicleData));
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addField("impactWaterMedium", TypeAudioProfilePtr, Offset(waterSound[ImpactMedium], VehicleData));
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addField("impactWaterHard", TypeAudioProfilePtr, Offset(waterSound[ImpactHard], VehicleData));
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addField("waterWakeSound", TypeAudioProfilePtr, Offset(waterSound[Wake], VehicleData));
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addField("collDamageThresholdVel", TypeF32, Offset(collDamageThresholdVel, VehicleData));
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addField("collDamageMultiplier", TypeF32, Offset(collDamageMultiplier, VehicleData));
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}
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(Vehicle);
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Vehicle::Vehicle()
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{
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mDataBlock = 0;
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mTypeMask |= VehicleObjectType;
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mDelta.pos = Point3F(0,0,0);
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mDelta.posVec = Point3F(0,0,0);
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mDelta.warpTicks = mDelta.warpCount = 0;
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mDelta.dt = 1;
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mDelta.move = NullMove;
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mPredictionCount = 0;
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mDelta.cameraOffset.set(0,0,0);
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mDelta.cameraVec.set(0,0,0);
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mDelta.cameraRot.set(0,0,0);
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mDelta.cameraRotVec.set(0,0,0);
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mRigid.linPosition.set(0, 0, 0);
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mRigid.linVelocity.set(0, 0, 0);
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mRigid.angPosition.identity();
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mRigid.angVelocity.set(0, 0, 0);
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mRigid.linMomentum.set(0, 0, 0);
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mRigid.angMomentum.set(0, 0, 0);
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mContacts.count = 0;
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mSteering.set(0,0);
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mThrottle = 0;
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mJetting = false;
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mCameraOffset.set(0,0,0);
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dMemset( mDustEmitterList, 0, sizeof( mDustEmitterList ) );
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dMemset( mDamageEmitterList, 0, sizeof( mDamageEmitterList ) );
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dMemset( mSplashEmitterList, 0, sizeof( mSplashEmitterList ) );
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mDisableMove = false;
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restCount = 0;
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inLiquid = false;
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waterWakeHandle = 0;
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}
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U32 Vehicle::getCollisionMask()
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{
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AssertFatal(false, "Vehicle::getCollisionMask is pure virtual!");
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return 0;
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}
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Point3F Vehicle::getVelocity() const
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{
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return mRigid.linVelocity;
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}
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//----------------------------------------------------------------------------
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bool Vehicle::onAdd()
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{
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if (!Parent::onAdd())
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return false;
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// When loading from a mission script, the base SceneObject's transform
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// will have been set and needs to be transfered to the rigid body.
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mRigid.setTransform(mObjToWorld);
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// Initialize interpolation vars.
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mDelta.rot[1] = mDelta.rot[0] = mRigid.angPosition;
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mDelta.pos = mRigid.linPosition;
|
|
mDelta.posVec = Point3F(0,0,0);
|
|
|
|
// Create Emitters on the client
|
|
if( isClientObject() )
|
|
{
|
|
if( mDataBlock->dustEmitter )
|
|
{
|
|
for( int i=0; i<VehicleData::VC_NUM_DUST_EMITTERS; i++ )
|
|
{
|
|
mDustEmitterList[i] = new ParticleEmitter;
|
|
mDustEmitterList[i]->onNewDataBlock( mDataBlock->dustEmitter );
|
|
if( !mDustEmitterList[i]->registerObject() )
|
|
{
|
|
Con::warnf( ConsoleLogEntry::General, "Could not register dust emitter for class: %s", mDataBlock->getName() );
|
|
delete mDustEmitterList[i];
|
|
mDustEmitterList[i] = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
U32 j;
|
|
for( j=0; j<VehicleData::VC_NUM_DAMAGE_EMITTERS; j++ )
|
|
{
|
|
if( mDataBlock->damageEmitterList[j] )
|
|
{
|
|
mDamageEmitterList[j] = new ParticleEmitter;
|
|
mDamageEmitterList[j]->onNewDataBlock( mDataBlock->damageEmitterList[j] );
|
|
if( !mDamageEmitterList[j]->registerObject() )
|
|
{
|
|
Con::warnf( ConsoleLogEntry::General, "Could not register damage emitter for class: %s", mDataBlock->getName() );
|
|
delete mDamageEmitterList[j];
|
|
mDamageEmitterList[j] = NULL;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
for( j=0; j<VehicleData::VC_NUM_SPLASH_EMITTERS; j++ )
|
|
{
|
|
if( mDataBlock->splashEmitterList[j] )
|
|
{
|
|
mSplashEmitterList[j] = new ParticleEmitter;
|
|
mSplashEmitterList[j]->onNewDataBlock( mDataBlock->splashEmitterList[j] );
|
|
if( !mSplashEmitterList[j]->registerObject() )
|
|
{
|
|
Con::warnf( ConsoleLogEntry::General, "Could not register splash emitter for class: %s", mDataBlock->getName() );
|
|
delete mSplashEmitterList[j];
|
|
mSplashEmitterList[j] = NULL;
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
// Create a new convex.
|
|
AssertFatal(mDataBlock->collisionDetails[0] != -1, "Error, a vehicle must have a collision-1 detail!");
|
|
mConvex.mObject = this;
|
|
mConvex.pShapeBase = this;
|
|
mConvex.hullId = 0;
|
|
mConvex.box = mObjBox;
|
|
mConvex.box.min.convolve(mObjScale);
|
|
mConvex.box.max.convolve(mObjScale);
|
|
mConvex.findNodeTransform();
|
|
|
|
return true;
|
|
}
|
|
|
|
void Vehicle::onRemove()
|
|
{
|
|
U32 i=0;
|
|
for( i=0; i<VehicleData::VC_NUM_DUST_EMITTERS; i++ )
|
|
{
|
|
if( mDustEmitterList[i] )
|
|
{
|
|
mDustEmitterList[i]->deleteWhenEmpty();
|
|
mDustEmitterList[i] = NULL;
|
|
}
|
|
}
|
|
|
|
for( i=0; i<VehicleData::VC_NUM_DAMAGE_EMITTERS; i++ )
|
|
{
|
|
if( mDamageEmitterList[i] )
|
|
{
|
|
mDamageEmitterList[i]->deleteWhenEmpty();
|
|
mDamageEmitterList[i] = NULL;
|
|
}
|
|
}
|
|
|
|
for( i=0; i<VehicleData::VC_NUM_SPLASH_EMITTERS; i++ )
|
|
{
|
|
if( mSplashEmitterList[i] )
|
|
{
|
|
mSplashEmitterList[i]->deleteWhenEmpty();
|
|
mSplashEmitterList[i] = NULL;
|
|
}
|
|
}
|
|
|
|
Parent::onRemove();
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
void Vehicle::processTick(const Move* move)
|
|
{
|
|
Parent::processTick(move);
|
|
|
|
// if we're not being controlled by a client, let the
|
|
// AI sub-module get a chance at producing a move
|
|
Move aiMove(NullMove);
|
|
if(isServerObject() && getAIMove(&aiMove))
|
|
move = &aiMove;
|
|
|
|
// Warp to catch up to server
|
|
if (mDelta.warpCount < mDelta.warpTicks) {
|
|
mDelta.warpCount++;
|
|
|
|
// Set new pos.
|
|
mObjToWorld.getColumn(3,&mDelta.pos);
|
|
mDelta.pos += mDelta.warpOffset;
|
|
mDelta.rot[0] = mDelta.rot[1];
|
|
mDelta.rot[1].interpolate(mDelta.warpRot[0],mDelta.warpRot[1],F32(mDelta.warpCount)/mDelta.warpTicks);
|
|
setPosition(mDelta.pos,mDelta.rot[1]);
|
|
|
|
// Pos backstepping
|
|
mDelta.posVec.x = -mDelta.warpOffset.x;
|
|
mDelta.posVec.y = -mDelta.warpOffset.y;
|
|
mDelta.posVec.z = -mDelta.warpOffset.z;
|
|
}
|
|
else {
|
|
if (!move) {
|
|
if (isGhost()) {
|
|
// If we haven't run out of prediction time,
|
|
// predict using the last known move.
|
|
if (mPredictionCount-- <= 0)
|
|
return;
|
|
move = &mDelta.move;
|
|
}
|
|
else
|
|
move = &NullMove;
|
|
}
|
|
|
|
// Process input move
|
|
updateMove(move);
|
|
|
|
// Save current rigid state interpolation
|
|
mDelta.posVec = mRigid.linPosition;
|
|
mDelta.rot[0] = mRigid.angPosition;
|
|
|
|
// Update the physics based on the integration rate
|
|
S32 count = mDataBlock->integration;
|
|
updateWorkingCollisionSet(getCollisionMask());
|
|
for (U32 i = 0; i < count; i++)
|
|
updatePos(TickSec / count);
|
|
|
|
// Wrap up interpolation info
|
|
mDelta.pos = mRigid.linPosition;
|
|
mDelta.posVec -= mRigid.linPosition;
|
|
mDelta.rot[1] = mRigid.angPosition;
|
|
|
|
// Update container database
|
|
setPosition(mRigid.linPosition, mRigid.angPosition);
|
|
setMaskBits(PositionMask);
|
|
updateContainer();
|
|
}
|
|
}
|
|
|
|
void Vehicle::interpolateTick(F32 dt)
|
|
{
|
|
Parent::interpolateTick(dt);
|
|
|
|
if(dt == 0.0f)
|
|
setRenderPosition(mDelta.pos, mDelta.rot[1]);
|
|
else
|
|
{
|
|
QuatF rot;
|
|
rot.interpolate(mDelta.rot[1], mDelta.rot[0], dt);
|
|
Point3F pos = mDelta.pos + mDelta.posVec * dt;
|
|
setRenderPosition(pos,rot);
|
|
}
|
|
mDelta.dt = dt;
|
|
}
|
|
|
|
void Vehicle::advanceTime(F32 dt)
|
|
{
|
|
Parent::advanceTime(dt);
|
|
|
|
updateLiftoffDust( dt );
|
|
updateDamageSmoke( dt );
|
|
updateFroth(dt);
|
|
|
|
// Update 3rd person camera offset. Camera update is done
|
|
// here as it's a client side only animation.
|
|
mCameraOffset -=
|
|
(mCameraOffset * mDataBlock->cameraDecay +
|
|
mRigid.linVelocity * mDataBlock->cameraLag) * dt;
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
bool Vehicle::onNewDataBlock(GameBaseData* dptr)
|
|
{
|
|
mDataBlock = dynamic_cast<VehicleData*>(dptr);
|
|
if (!mDataBlock || !Parent::onNewDataBlock(dptr))
|
|
return false;
|
|
|
|
// Update Rigid Info
|
|
mRigid.mass = mDataBlock->mass;
|
|
mRigid.oneOverMass = 1 / mRigid.mass;
|
|
mRigid.friction = mDataBlock->body.friction;
|
|
mRigid.restitution = mDataBlock->body.restitution;
|
|
mRigid.setCenterOfMass(mDataBlock->massCenter);
|
|
|
|
// Ignores massBox, just set sphere for now. Derived objects
|
|
// can set what they want.
|
|
mRigid.setObjectInertia();
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
void Vehicle::getCameraParameters(F32 *min,F32* max,Point3F* off,MatrixF* rot)
|
|
{
|
|
*min = mDataBlock->cameraMinDist;
|
|
*max = mDataBlock->cameraMaxDist;
|
|
|
|
off->set(0,0,mDataBlock->cameraOffset);
|
|
rot->identity();
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
void Vehicle::getCameraTransform(F32* pos,MatrixF* mat)
|
|
{
|
|
// Returns camera to world space transform
|
|
// Handles first person / third person camera position
|
|
if (isServerObject() && mShapeInstance)
|
|
mShapeInstance->animateNodeSubtrees(true);
|
|
|
|
if (*pos == 0) {
|
|
getRenderEyeTransform(mat);
|
|
return;
|
|
}
|
|
|
|
// Get the shape's camera parameters.
|
|
F32 min,max;
|
|
MatrixF rot;
|
|
Point3F offset;
|
|
getCameraParameters(&min,&max,&offset,&rot);
|
|
|
|
// Start with the current eye position
|
|
MatrixF eye;
|
|
getRenderEyeTransform(&eye);
|
|
|
|
// Build a transform that points along the eye axis
|
|
// but where the Z axis is always up.
|
|
if (mDataBlock->cameraRoll)
|
|
mat->mul(eye,rot);
|
|
else {
|
|
MatrixF cam(1);
|
|
VectorF x,y,z(0,0,1);
|
|
eye.getColumn(1, &y);
|
|
mCross(y, z, &x);
|
|
x.normalize();
|
|
mCross(x, y, &z);
|
|
z.normalize();
|
|
cam.setColumn(0,x);
|
|
cam.setColumn(1,y);
|
|
cam.setColumn(2,z);
|
|
mat->mul(cam,rot);
|
|
}
|
|
|
|
// Camera is positioned straight back along the eye's -Y axis.
|
|
// A ray is cast to make sure the camera doesn't go through
|
|
// anything solid.
|
|
VectorF vp,vec;
|
|
vp.x = vp.z = 0;
|
|
vp.y = -(max - min) * *pos;
|
|
eye.mulV(vp,&vec);
|
|
|
|
// Use the camera node as the starting position if it exists.
|
|
Point3F osp,sp;
|
|
if (mDataBlock->cameraNode != -1) {
|
|
mShapeInstance->mNodeTransforms[mDataBlock->cameraNode].getColumn(3,&osp);
|
|
getRenderTransform().mulP(osp,&sp);
|
|
}
|
|
else
|
|
eye.getColumn(3,&sp);
|
|
|
|
// Make sure we don't hit ourself...
|
|
disableCollision();
|
|
if (isMounted())
|
|
getObjectMount()->disableCollision();
|
|
|
|
// Cast the ray into the container database to see if we're going
|
|
// to hit anything.
|
|
RayInfo collision;
|
|
Point3F ep = sp + vec + offset + mCameraOffset;
|
|
if (mContainer->castRay(sp, ep,
|
|
~(WaterObjectType | GameBaseObjectType | DefaultObjectType),
|
|
&collision) == true) {
|
|
|
|
// Shift the collision point back a little to try and
|
|
// avoid clipping against the front camera plane.
|
|
F32 t = collision.t - (-mDot(vec, collision.normal) / vec.len()) * 0.1;
|
|
if (t > 0.0f)
|
|
ep = sp + offset + mCameraOffset + (vec * t);
|
|
else
|
|
eye.getColumn(3,&ep);
|
|
}
|
|
mat->setColumn(3,ep);
|
|
|
|
// Re-enable our collision.
|
|
if (isMounted())
|
|
getObjectMount()->enableCollision();
|
|
enableCollision();
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
void Vehicle::getVelocity(const Point3F& r, Point3F* v)
|
|
{
|
|
mRigid.getVelocity(r, v);
|
|
}
|
|
|
|
void Vehicle::applyImpulse(const Point3F &pos, const Point3F &impulse)
|
|
{
|
|
Point3F r;
|
|
mRigid.getOriginVector(pos,&r);
|
|
mRigid.applyImpulse(r, impulse);
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
void Vehicle::updateMove(const Move* move)
|
|
{
|
|
mDelta.move = *move;
|
|
|
|
// Image Triggers
|
|
if (mDamageState == Enabled) {
|
|
setImageTriggerState(0,move->trigger[0]);
|
|
setImageTriggerState(1,move->trigger[1]);
|
|
}
|
|
|
|
// Throttle
|
|
if(!mDisableMove)
|
|
mThrottle = move->y;
|
|
|
|
// Steering
|
|
if (move != &NullMove) {
|
|
F32 y = move->yaw;
|
|
mSteering.x = mClampF(mSteering.x + y,-mDataBlock->maxSteeringAngle,
|
|
mDataBlock->maxSteeringAngle);
|
|
F32 p = move->pitch;
|
|
mSteering.y = mClampF(mSteering.y + p,-mDataBlock->maxSteeringAngle,
|
|
mDataBlock->maxSteeringAngle);
|
|
}
|
|
else {
|
|
mSteering.x = 0;
|
|
mSteering.y = 0;
|
|
}
|
|
|
|
// Jetting flag
|
|
if (move->trigger[3]) {
|
|
if (!mJetting && getEnergyLevel() >= mDataBlock->minJetEnergy)
|
|
mJetting = true;
|
|
if (mJetting) {
|
|
F32 newEnergy = getEnergyLevel() - mDataBlock->jetEnergyDrain;
|
|
if (newEnergy < 0) {
|
|
newEnergy = 0;
|
|
mJetting = false;
|
|
}
|
|
setEnergyLevel(newEnergy);
|
|
}
|
|
}
|
|
else
|
|
mJetting = false;
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
void Vehicle::setPosition(const Point3F& pos,const QuatF& rot)
|
|
{
|
|
MatrixF mat;
|
|
rot.setMatrix(&mat);
|
|
mat.setColumn(3,pos);
|
|
Parent::setTransform(mat);
|
|
}
|
|
|
|
void Vehicle::setRenderPosition(const Point3F& pos, const QuatF& rot)
|
|
{
|
|
MatrixF mat;
|
|
rot.setMatrix(&mat);
|
|
mat.setColumn(3,pos);
|
|
Parent::setRenderTransform(mat);
|
|
}
|
|
|
|
void Vehicle::setTransform(const MatrixF& newMat)
|
|
{
|
|
mRigid.setTransform(newMat);
|
|
Parent::setTransform(newMat);
|
|
mRigid.atRest = false;
|
|
mContacts.count = 0;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void Vehicle::disableCollision()
|
|
{
|
|
Parent::disableCollision();
|
|
for (ShapeBase* ptr = getMountList(); ptr; ptr = ptr->getMountLink())
|
|
ptr->disableCollision();
|
|
}
|
|
|
|
void Vehicle::enableCollision()
|
|
{
|
|
Parent::enableCollision();
|
|
for (ShapeBase* ptr = getMountList(); ptr; ptr = ptr->getMountLink())
|
|
ptr->enableCollision();
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
/** Update the physics
|
|
*/
|
|
|
|
void Vehicle::updatePos(F32 dt)
|
|
{
|
|
Point3F origVelocity = mRigid.linVelocity;
|
|
|
|
// Update internal forces acting on the body.
|
|
mRigid.clearForces();
|
|
updateForces(dt);
|
|
|
|
// Update collision information based on our current pos.
|
|
bool collided = false;
|
|
if (!mRigid.atRest) {
|
|
collided = updateCollision(dt);
|
|
|
|
// Now that all the forces have been processed, lets
|
|
// see if we're at rest. Basically, if the kinetic energy of
|
|
// the vehicles is less than some percentage of the energy added
|
|
// by gravity for a short period, we're considered at rest.
|
|
// This should really be part of the rigid class...
|
|
if (mCollisionList.count) {
|
|
F32 k = mRigid.getKineticEnergy();
|
|
F32 G = sVehicleGravity * dt;
|
|
F32 Kg = 0.5 * mRigid.mass * G * G;
|
|
if (k < sRestTol * Kg && ++restCount > sRestCount)
|
|
mRigid.setAtRest();
|
|
}
|
|
else
|
|
restCount = 0;
|
|
}
|
|
|
|
// Integrate forward
|
|
if (!mRigid.atRest)
|
|
mRigid.integrate(dt);
|
|
|
|
// Deal with client and server scripting, sounds, etc.
|
|
if (isServerObject()) {
|
|
|
|
// Check triggers and other objects that we normally don't
|
|
// collide with. This function must be called before notifyCollision
|
|
// as it will queue collision.
|
|
checkTriggers();
|
|
|
|
// Invoke the onCollision notify callback for all the objects
|
|
// we've just hit.
|
|
notifyCollision();
|
|
|
|
// Server side impact script callback
|
|
if (collided) {
|
|
VectorF collVec = mRigid.linVelocity - origVelocity;
|
|
F32 collSpeed = collVec.len();
|
|
if (collSpeed > mDataBlock->minImpactSpeed)
|
|
onImpact(collVec);
|
|
}
|
|
|
|
// Water script callbacks
|
|
if (!inLiquid && mWaterCoverage != 0.0f) {
|
|
Con::executef(mDataBlock,4,"onEnterLiquid",scriptThis(), Con::getFloatArg(mWaterCoverage), Con::getIntArg(mLiquidType));
|
|
inLiquid = true;
|
|
}
|
|
else if (inLiquid && mWaterCoverage == 0.0f) {
|
|
Con::executef(mDataBlock,3,"onLeaveLiquid",scriptThis(), Con::getIntArg(mLiquidType));
|
|
inLiquid = false;
|
|
}
|
|
|
|
}
|
|
else {
|
|
|
|
// Play impact sounds on the client.
|
|
if (collided) {
|
|
F32 collSpeed = (mRigid.linVelocity - origVelocity).len();
|
|
S32 impactSound = -1;
|
|
if (collSpeed >= mDataBlock->hardImpactSpeed)
|
|
impactSound = VehicleData::Body::HardImpactSound;
|
|
else
|
|
if (collSpeed >= mDataBlock->softImpactSpeed)
|
|
impactSound = VehicleData::Body::SoftImpactSound;
|
|
|
|
if (impactSound != -1 && mDataBlock->body.sound[impactSound] != NULL)
|
|
alxPlay(mDataBlock->body.sound[impactSound], &getTransform());
|
|
}
|
|
|
|
// Water volume sounds
|
|
F32 vSpeed = getVelocity().len();
|
|
if (!inLiquid && mWaterCoverage >= 0.8f) {
|
|
if (vSpeed >= mDataBlock->hardSplashSoundVel)
|
|
alxPlay(mDataBlock->waterSound[VehicleData::ImpactHard], &getTransform());
|
|
else
|
|
if (vSpeed >= mDataBlock->medSplashSoundVel)
|
|
alxPlay(mDataBlock->waterSound[VehicleData::ImpactMedium], &getTransform());
|
|
else
|
|
if (vSpeed >= mDataBlock->softSplashSoundVel)
|
|
alxPlay(mDataBlock->waterSound[VehicleData::ImpactSoft], &getTransform());
|
|
inLiquid = true;
|
|
}
|
|
else
|
|
if(inLiquid && mWaterCoverage < 0.8f) {
|
|
if (vSpeed >= mDataBlock->exitSplashSoundVel)
|
|
alxPlay(mDataBlock->waterSound[VehicleData::ExitWater], &getTransform());
|
|
inLiquid = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
void Vehicle::updateForces(F32 /*dt*/)
|
|
{
|
|
// Nothing here.
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/** Update collision information
|
|
Update the convex state and check for collisions. If the object is in
|
|
collision, impact and contact forces are generated.
|
|
*/
|
|
|
|
bool Vehicle::updateCollision(F32 dt)
|
|
{
|
|
// Update collision information
|
|
MatrixF mat,cmat;
|
|
mConvex.transform = &mat;
|
|
mRigid.getTransform(&mat);
|
|
cmat = mConvex.getTransform();
|
|
|
|
mCollisionList.count = 0;
|
|
CollisionState *state = mConvex.findClosestState(cmat, getScale(), mDataBlock->collisionTol);
|
|
if (state && state->dist <= mDataBlock->collisionTol) {
|
|
//resolveDisplacement(ns,state,dt);
|
|
mConvex.getCollisionInfo(cmat, getScale(), &mCollisionList, mDataBlock->collisionTol);
|
|
}
|
|
|
|
// Resolve collisions
|
|
bool collided = resolveCollision(mRigid,mCollisionList);
|
|
resolveContacts(mRigid,mCollisionList,dt);
|
|
return collided;
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
/** Resolve collision impacts
|
|
Handle collision impacts, as opposed to contacts. Impulses are calculated based
|
|
on standard collision resolution formulas.
|
|
*/
|
|
bool Vehicle::resolveCollision(Rigid& ns,CollisionList& cList)
|
|
{
|
|
// Apply impulses to resolve collision
|
|
bool colliding, collided = false;
|
|
|
|
do {
|
|
colliding = false;
|
|
for (S32 i = 0; i < cList.count; i++) {
|
|
Collision& c = cList.collision[i];
|
|
if (c.distance < mDataBlock->collisionTol) {
|
|
// Velocity into surface
|
|
Point3F v,r;
|
|
ns.getOriginVector(c.point,&r);
|
|
ns.getVelocity(r,&v);
|
|
F32 vn = mDot(v,c.normal);
|
|
|
|
// Only interested in velocities greater than sContactTol,
|
|
// velocities less than that will be dealt with as contacts
|
|
// "constraints".
|
|
if (vn < -mDataBlock->contactTol) {
|
|
|
|
// Apply impulses to the rigid body to keep it from
|
|
// penetrating the surface.
|
|
ns.resolveCollision(cList.collision[i].point,
|
|
cList.collision[i].normal);
|
|
colliding = collided = true;
|
|
|
|
// Keep track of objects we collide with
|
|
if (!isGhost() && c.object->getTypeMask() & ShapeBaseObjectType) {
|
|
ShapeBase* col = static_cast<ShapeBase*>(c.object);
|
|
queueCollision(col,v - col->getVelocity());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} while (colliding);
|
|
|
|
return collided;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
/** Resolve contact forces
|
|
Resolve contact forces using the "penalty" method. Forces are generated based
|
|
on the depth of penetration and the moment of inertia at the point of contact.
|
|
*/
|
|
bool Vehicle::resolveContacts(Rigid& ns,CollisionList& cList,F32 dt)
|
|
{
|
|
// Use spring forces to manage contact constraints.
|
|
bool collided = false;
|
|
Point3F t,p(0,0,0),l(0,0,0);
|
|
for (S32 i = 0; i < cList.count; i++) {
|
|
Collision& c = cList.collision[i];
|
|
if (c.distance < mDataBlock->collisionTol) {
|
|
|
|
// Velocity into the surface
|
|
Point3F v,r;
|
|
ns.getOriginVector(c.point,&r);
|
|
ns.getVelocity(r,&v);
|
|
F32 vn = mDot(v,c.normal);
|
|
|
|
// Only interested in velocities less than mDataBlock->contactTol,
|
|
// velocities greater than that are dealt with as collisions.
|
|
if (mFabs(vn) < mDataBlock->contactTol) {
|
|
collided = true;
|
|
|
|
// Penetration force. This is actually a spring which
|
|
// will seperate the body from the collision surface.
|
|
F32 zi = 2 * mFabs(mRigid.getZeroImpulse(r,c.normal));
|
|
F32 s = (mDataBlock->collisionTol - c.distance) * zi - ((vn / mDataBlock->contactTol) * zi);
|
|
Point3F f = c.normal * s;
|
|
|
|
// Friction impulse, calculated as a function of the
|
|
// amount of force it would take to stop the motion
|
|
// perpendicular to the normal.
|
|
Point3F uv = v - (c.normal * vn);
|
|
F32 ul = uv.len();
|
|
if (s > 0 && ul) {
|
|
uv /= -ul;
|
|
F32 u = ul * ns.getZeroImpulse(r,uv);
|
|
s *= mRigid.friction;
|
|
if (u > s)
|
|
u = s;
|
|
f += uv * u;
|
|
}
|
|
|
|
// Accumulate forces
|
|
p += f;
|
|
mCross(r,f,&t);
|
|
l += t;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Contact constraint forces act over time...
|
|
ns.linMomentum += p * dt;
|
|
ns.angMomentum += l * dt;
|
|
ns.updateVelocity();
|
|
return true;
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
bool Vehicle::resolveDisplacement(Rigid& ns,CollisionState *state, F32 dt)
|
|
{
|
|
SceneObject* obj = (state->a->getObject() == this)?
|
|
state->b->getObject(): state->a->getObject();
|
|
|
|
if (obj->isDisplacable() && ((obj->getTypeMask() & ShapeBaseObjectType) != 0))
|
|
{
|
|
// Try to displace the object by the amount we're trying to move
|
|
Point3F objNewMom = ns.linVelocity * obj->getMass() * 1.1;
|
|
Point3F objOldMom = obj->getMomentum();
|
|
Point3F objNewVel = objNewMom / obj->getMass();
|
|
|
|
Point3F myCenter;
|
|
Point3F theirCenter;
|
|
getWorldBox().getCenter(&myCenter);
|
|
obj->getWorldBox().getCenter(&theirCenter);
|
|
if (mDot(myCenter - theirCenter, objNewMom) >= 0.0f || objNewVel.len() < 0.01)
|
|
{
|
|
objNewMom = (theirCenter - myCenter);
|
|
objNewMom.normalize();
|
|
objNewMom *= 1.0f * obj->getMass();
|
|
objNewVel = objNewMom / obj->getMass();
|
|
}
|
|
|
|
obj->setMomentum(objNewMom);
|
|
if (obj->displaceObject(objNewVel * 1.1 * dt) == true)
|
|
{
|
|
// Queue collision and change in velocity
|
|
VectorF dv = (objOldMom - objNewMom) / obj->getMass();
|
|
queueCollision(static_cast<ShapeBase*>(obj), dv);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
void Vehicle::updateWorkingCollisionSet(const U32 mask)
|
|
{
|
|
// First, we need to adjust our velocity for possible acceleration. It is assumed
|
|
// that we will never accelerate more than 20 m/s for gravity, plus 30 m/s for
|
|
// jetting, and an equivalent 10 m/s for vehicle accel. We also assume that our
|
|
// working list is updated on a Tick basis, which means we only expand our box by
|
|
// the possible movement in that tick, plus some extra for caching purposes
|
|
Box3F convexBox = mConvex.getBoundingBox(getTransform(), getScale());
|
|
F32 len = (mRigid.linVelocity.len() + 50) * TickSec;
|
|
F32 l = (len * 1.1) + 0.1; // fudge factor
|
|
convexBox.min -= Point3F(l, l, l);
|
|
convexBox.max += Point3F(l, l, l);
|
|
|
|
disableCollision();
|
|
mConvex.updateWorkingList(convexBox, mask);
|
|
enableCollision();
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
/** Check collisions with trigger and items
|
|
Perform a container search using the current bounding box
|
|
of the main body, wheels are not included. This method should
|
|
only be called on the server.
|
|
*/
|
|
void Vehicle::checkTriggers()
|
|
{
|
|
Box3F bbox = mConvex.getBoundingBox(getTransform(), getScale());
|
|
gServerContainer.findObjects(bbox,sTriggerMask,findCallback,this);
|
|
}
|
|
|
|
/** The callback used in by the checkTriggers() method.
|
|
The checkTriggers method uses a container search which will
|
|
invoke this callback on each obj that matches.
|
|
*/
|
|
void Vehicle::findCallback(SceneObject* obj,void *key)
|
|
{
|
|
Vehicle* vehicle = reinterpret_cast<Vehicle*>(key);
|
|
U32 objectMask = obj->getTypeMask();
|
|
|
|
// Check: triggers, corpses and items, basically the same things
|
|
// that the player class checks for
|
|
if (objectMask & TriggerObjectType) {
|
|
Trigger* pTrigger = static_cast<Trigger*>(obj);
|
|
pTrigger->potentialEnterObject(vehicle);
|
|
}
|
|
else if (objectMask & CorpseObjectType) {
|
|
ShapeBase* col = static_cast<ShapeBase*>(obj);
|
|
vehicle->queueCollision(col,vehicle->getVelocity() - col->getVelocity());
|
|
}
|
|
else if (objectMask & ItemObjectType) {
|
|
Item* item = static_cast<Item*>(obj);
|
|
if (vehicle != item->getCollisionObject())
|
|
vehicle->queueCollision(item,vehicle->getVelocity() - item->getVelocity());
|
|
}
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
void Vehicle::writePacketData(GameConnection *connection, BitStream *stream)
|
|
{
|
|
Parent::writePacketData(connection, stream);
|
|
mathWrite(*stream, mSteering);
|
|
|
|
mathWrite(*stream, mRigid.linPosition);
|
|
mathWrite(*stream, mRigid.angPosition);
|
|
mathWrite(*stream, mRigid.linMomentum);
|
|
mathWrite(*stream, mRigid.angMomentum);
|
|
stream->writeFlag(mRigid.atRest);
|
|
stream->writeFlag(mContacts.count == 0);
|
|
|
|
stream->writeFlag(mDisableMove);
|
|
stream->setCompressionPoint(mRigid.linPosition);
|
|
}
|
|
|
|
void Vehicle::readPacketData(GameConnection *connection, BitStream *stream)
|
|
{
|
|
Parent::readPacketData(connection, stream);
|
|
mathRead(*stream, &mSteering);
|
|
|
|
mathRead(*stream, &mRigid.linPosition);
|
|
mathRead(*stream, &mRigid.angPosition);
|
|
mathRead(*stream, &mRigid.linMomentum);
|
|
mathRead(*stream, &mRigid.angMomentum);
|
|
mRigid.atRest = stream->readFlag();
|
|
if (stream->readFlag())
|
|
mContacts.count = 0;
|
|
|
|
// Update the rigid state based on the new information
|
|
mRigid.updateInertialTensor();
|
|
mRigid.updateVelocity();
|
|
mRigid.updateCenterOfMass();
|
|
|
|
mDisableMove = stream->readFlag();
|
|
stream->setCompressionPoint(mRigid.linPosition);
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
U32 Vehicle::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
|
|
{
|
|
U32 retMask = Parent::packUpdate(con, mask, stream);
|
|
|
|
stream->writeFlag(mJetting);
|
|
|
|
// 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 retMask;
|
|
|
|
F32 yaw = (mSteering.x + mDataBlock->maxSteeringAngle) / (2 * mDataBlock->maxSteeringAngle);
|
|
F32 pitch = (mSteering.y + mDataBlock->maxSteeringAngle) / (2 * mDataBlock->maxSteeringAngle);
|
|
stream->writeFloat(yaw,9);
|
|
stream->writeFloat(pitch,9);
|
|
mDelta.move.pack(stream);
|
|
|
|
if (stream->writeFlag(mask & PositionMask))
|
|
{
|
|
stream->writeCompressedPoint(mRigid.linPosition);
|
|
mathWrite(*stream, mRigid.angPosition);
|
|
mathWrite(*stream, mRigid.linMomentum);
|
|
mathWrite(*stream, mRigid.angMomentum);
|
|
stream->writeFlag(mRigid.atRest);
|
|
}
|
|
|
|
// send energy only to clients which need it
|
|
bool found = false;
|
|
if (mask & EnergyMask)
|
|
{
|
|
for (ShapeBase* ptr = getMountList(); ptr; ptr = ptr->getMountLink())
|
|
{
|
|
GameConnection * controllingClient = ptr->getControllingClient();
|
|
if(controllingClient == con)
|
|
{
|
|
if(controllingClient->getControlObject() != this)
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// write it...
|
|
if(stream->writeFlag(found))
|
|
stream->writeFloat(mClampF(getEnergyValue(), 0.f, 1.f), 8);
|
|
|
|
return retMask;
|
|
}
|
|
|
|
void Vehicle::unpackUpdate(NetConnection *con, BitStream *stream)
|
|
{
|
|
Parent::unpackUpdate(con,stream);
|
|
|
|
mJetting = stream->readFlag();
|
|
|
|
if (stream->readFlag())
|
|
return;
|
|
|
|
F32 yaw = stream->readFloat(9);
|
|
F32 pitch = stream->readFloat(9);
|
|
mSteering.x = (2 * yaw * mDataBlock->maxSteeringAngle) - mDataBlock->maxSteeringAngle;
|
|
mSteering.y = (2 * pitch * mDataBlock->maxSteeringAngle) - mDataBlock->maxSteeringAngle;
|
|
mDelta.move.unpack(stream);
|
|
|
|
if (stream->readFlag()) {
|
|
mPredictionCount = sMaxPredictionTicks;
|
|
F32 speed = mRigid.linVelocity.len();
|
|
mDelta.warpRot[0] = mRigid.angPosition;
|
|
|
|
// Read in new position and momentum values
|
|
stream->readCompressedPoint(&mRigid.linPosition);
|
|
mathRead(*stream, &mRigid.angPosition);
|
|
mathRead(*stream, &mRigid.linMomentum);
|
|
mathRead(*stream, &mRigid.angMomentum);
|
|
mRigid.atRest = stream->readFlag();
|
|
mRigid.updateVelocity();
|
|
|
|
if (isProperlyAdded()) {
|
|
// Determin number of ticks to warp based on the average
|
|
// of the client and server velocities.
|
|
Point3F cp = mDelta.pos + mDelta.posVec * mDelta.dt;
|
|
mDelta.warpOffset = mRigid.linPosition - cp;
|
|
|
|
// Calc the distance covered in one tick as the average of
|
|
// the old speed and the new speed from the server.
|
|
F32 dt,as = (speed + mRigid.linVelocity.len()) * 0.5 * TickSec;
|
|
|
|
// Cal how many ticks it will take to cover the warp offset.
|
|
// If it's less than what's left in the current tick, we'll just
|
|
// warp in the remaining time.
|
|
if (!as || (dt = mDelta.warpOffset.len() / as) > sMaxWarpTicks)
|
|
dt = mDelta.dt + sMaxWarpTicks;
|
|
else
|
|
dt = (dt <= mDelta.dt)? mDelta.dt : mCeil(dt - mDelta.dt) + mDelta.dt;
|
|
|
|
// Adjust current frame interpolation
|
|
if (mDelta.dt) {
|
|
mDelta.pos = cp + (mDelta.warpOffset * (mDelta.dt / dt));
|
|
mDelta.posVec = (cp - mDelta.pos) / mDelta.dt;
|
|
QuatF cr;
|
|
cr.interpolate(mDelta.rot[1],mDelta.rot[0],mDelta.dt);
|
|
mDelta.rot[1].interpolate(cr,mRigid.angPosition,mDelta.dt / dt);
|
|
mDelta.rot[0].extrapolate(mDelta.rot[1],cr,mDelta.dt);
|
|
}
|
|
|
|
// Calculated multi-tick warp
|
|
mDelta.warpCount = 0;
|
|
mDelta.warpTicks = (S32)(mFloor(dt));
|
|
if (mDelta.warpTicks) {
|
|
mDelta.warpOffset = mRigid.linPosition - mDelta.pos;
|
|
mDelta.warpOffset /= mDelta.warpTicks;
|
|
mDelta.warpRot[0] = mDelta.rot[1];
|
|
mDelta.warpRot[1] = mRigid.angPosition;
|
|
}
|
|
}
|
|
else {
|
|
// Set the vehicle to the server position
|
|
mDelta.dt = 0;
|
|
mDelta.pos = mRigid.linPosition;
|
|
mDelta.posVec.set(0,0,0);
|
|
mDelta.rot[1] = mDelta.rot[0] = mRigid.angPosition;
|
|
mDelta.warpCount = mDelta.warpTicks = 0;
|
|
setPosition(mRigid.linPosition, mRigid.angPosition);
|
|
}
|
|
|
|
mRigid.updateCenterOfMass();
|
|
}
|
|
|
|
// energy?
|
|
if(stream->readFlag())
|
|
setEnergyLevel(stream->readFloat(8) * mDataBlock->maxEnergy);
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
void Vehicle::initPersistFields()
|
|
{
|
|
Parent::initPersistFields();
|
|
|
|
addField("disableMove", TypeBool, Offset(mDisableMove, Vehicle));
|
|
}
|
|
|
|
|
|
void Vehicle::mountObject(ShapeBase* obj, U32 node)
|
|
{
|
|
Parent::mountObject(obj, node);
|
|
|
|
// Clear objects off the working list that are from objects mounted to us.
|
|
// (This applies mostly to players...)
|
|
for (CollisionWorkingList* itr = mConvex.getWorkingList().wLink.mNext; itr != &mConvex.getWorkingList(); itr = itr->wLink.mNext) {
|
|
if (itr->mConvex->getObject() == obj) {
|
|
CollisionWorkingList* cl = itr;
|
|
itr = itr->wLink.mPrev;
|
|
cl->free();
|
|
}
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
void Vehicle::updateLiftoffDust( F32 dt )
|
|
{
|
|
if( !mDustEmitterList[0] ) return;
|
|
|
|
Point3F startPos = getPosition();
|
|
Point3F endPos = startPos + Point3F( 0.0, 0.0, -mDataBlock->triggerDustHeight );
|
|
|
|
|
|
RayInfo rayInfo;
|
|
if( !getContainer()->castRay( startPos, endPos, TerrainObjectType, &rayInfo ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
TerrainBlock* tBlock = static_cast<TerrainBlock*>(rayInfo.object);
|
|
S32 mapIndex = tBlock->mMPMIndex[0];
|
|
|
|
MaterialPropertyMap* pMatMap = static_cast<MaterialPropertyMap*>(Sim::findObject("MaterialPropertyMap"));
|
|
const MaterialPropertyMap::MapEntry* pEntry = pMatMap->getMapEntryFromIndex(mapIndex);
|
|
|
|
if(pEntry)
|
|
{
|
|
S32 x;
|
|
ColorF colorList[ParticleEngine::PC_COLOR_KEYS];
|
|
|
|
for(x = 0; x < 2; ++x)
|
|
colorList[x].set( pEntry->puffColor[x].red, pEntry->puffColor[x].green, pEntry->puffColor[x].blue, pEntry->puffColor[x].alpha );
|
|
for(x = 2; x < ParticleEngine::PC_COLOR_KEYS; ++x)
|
|
colorList[x].set( 1.0, 1.0, 1.0, 0.0 );
|
|
|
|
mDustEmitterList[0]->setColors( colorList );
|
|
}
|
|
Point3F contactPoint = rayInfo.point + Point3F( 0.0, 0.0, mDataBlock->dustHeight );
|
|
mDustEmitterList[0]->emitParticles( contactPoint, contactPoint, rayInfo.normal, getVelocity(), (U32)(dt * 1000) );
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
void Vehicle::updateDamageSmoke( F32 dt )
|
|
{
|
|
|
|
for( S32 j=VehicleData::VC_NUM_DAMAGE_LEVELS-1; j>=0; j-- )
|
|
{
|
|
F32 damagePercent = mDamage / mDataBlock->maxDamage;
|
|
if( damagePercent >= mDataBlock->damageLevelTolerance[j] )
|
|
{
|
|
for( int i=0; i<mDataBlock->numDmgEmitterAreas; i++ )
|
|
{
|
|
MatrixF trans = getTransform();
|
|
Point3F offset = mDataBlock->damageEmitterOffset[i];
|
|
trans.mulP( offset );
|
|
Point3F emitterPoint = offset;
|
|
|
|
if( pointInWater(offset ) )
|
|
{
|
|
U32 emitterOffset = VehicleData::VC_BUBBLE_EMITTER;
|
|
if( mDamageEmitterList[emitterOffset] )
|
|
{
|
|
mDamageEmitterList[emitterOffset]->emitParticles( emitterPoint, emitterPoint, Point3F( 0.0, 0.0, 1.0 ), getVelocity(), (U32)( dt * 1000 ) );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( mDamageEmitterList[i] )
|
|
{
|
|
mDamageEmitterList[i]->emitParticles( emitterPoint, emitterPoint, Point3F( 0.0, 0.0, 1.0 ), getVelocity(), (U32)(dt * 1000));
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------
|
|
void Vehicle::updateFroth( F32 dt )
|
|
{
|
|
// update bubbles
|
|
Point3F moveDir = getVelocity();
|
|
|
|
Point3F contactPoint;
|
|
if( !collidingWithWater( contactPoint ) )
|
|
{
|
|
if(waterWakeHandle)
|
|
{
|
|
alxStop(waterWakeHandle);
|
|
waterWakeHandle = 0;
|
|
}
|
|
return;
|
|
}
|
|
|
|
F32 speed = moveDir.len();
|
|
if( speed < mDataBlock->splashVelEpsilon ) speed = 0.0;
|
|
|
|
U32 emitRate = (U32)(speed * mDataBlock->splashFreqMod * dt);
|
|
|
|
U32 i;
|
|
if(!waterWakeHandle)
|
|
waterWakeHandle = alxPlay(mDataBlock->waterSound[VehicleData::Wake], &getTransform());
|
|
alxSourceMatrixF(waterWakeHandle, &getTransform());
|
|
|
|
for( i=0; i<VehicleData::VC_NUM_SPLASH_EMITTERS; i++ )
|
|
{
|
|
if( mSplashEmitterList[i] )
|
|
{
|
|
mSplashEmitterList[i]->emitParticles( contactPoint, contactPoint, Point3F( 0.0, 0.0, 1.0 ),
|
|
moveDir, emitRate );
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------
|
|
// Returns true if vehicle is intersecting a water surface (roughly)
|
|
//--------------------------------------------------------------------------
|
|
bool Vehicle::collidingWithWater( Point3F &waterHeight )
|
|
{
|
|
Point3F curPos = getPosition();
|
|
|
|
F32 height = mFabs( mObjBox.max.z - mObjBox.min.z );
|
|
|
|
RayInfo rInfo;
|
|
if( gClientContainer.castRay( curPos + Point3F(0.0, 0.0, height), curPos, WaterObjectType, &rInfo) )
|
|
{
|
|
waterHeight = rInfo.point;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void Vehicle::setEnergyLevel(F32 energy)
|
|
{
|
|
Parent::setEnergyLevel(energy);
|
|
setMaskBits(EnergyMask);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
void Vehicle::renderImage(SceneState *state, SceneRenderImage *image)
|
|
{
|
|
Parent::renderImage(state, image);
|
|
|
|
if (gShowBoundingBox) {
|
|
glDisable(GL_LIGHTING);
|
|
glPushMatrix();
|
|
dglMultMatrix(&getRenderTransform());
|
|
|
|
// Box for the center of Mass
|
|
glDisable(GL_DEPTH_TEST);
|
|
glColor3f(1, 1, 1);
|
|
wireCube(Point3F(0.1,0.1,0.1),mDataBlock->massCenter);
|
|
glPopMatrix();
|
|
|
|
// Collision points
|
|
for (int i = 0; i < mCollisionList.count; i++) {
|
|
glColor3f(0, 0, 1);
|
|
Collision& collision = mCollisionList.collision[i];
|
|
wireCube(Point3F(0.05,0.05,0.05),collision.point);
|
|
glColor3f(1, 1, 1);
|
|
glBegin(GL_LINES);
|
|
glVertex3fv(collision.point);
|
|
glVertex3fv(collision.point + collision.normal * 0.05);
|
|
glEnd();
|
|
}
|
|
|
|
// Build and render the collision polylist which is returned
|
|
// in the server's world space.
|
|
ClippedPolyList polyList;
|
|
polyList.mPlaneList.setSize(6);
|
|
polyList.mPlaneList[0].set(getWorldBox().min,VectorF(-1,0,0));
|
|
polyList.mPlaneList[1].set(getWorldBox().min,VectorF(0,-1,0));
|
|
polyList.mPlaneList[2].set(getWorldBox().min,VectorF(0,0,-1));
|
|
polyList.mPlaneList[3].set(getWorldBox().max,VectorF(1,0,0));
|
|
polyList.mPlaneList[4].set(getWorldBox().max,VectorF(0,1,0));
|
|
polyList.mPlaneList[5].set(getWorldBox().max,VectorF(0,0,1));
|
|
Box3F dummyBox;
|
|
SphereF dummySphere;
|
|
buildPolyList(&polyList, dummyBox, dummySphere);
|
|
polyList.render();
|
|
|
|
//
|
|
glEnable(GL_DEPTH_TEST);
|
|
glEnable(GL_LIGHTING);
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Demonstrates adding rendering to mounted objects.
|
|
//
|
|
void Vehicle::renderMountedImage
|
|
(SceneState *state, ShapeImageRenderImage *image)
|
|
{
|
|
Parent::renderMountedImage(state, image);
|
|
if (gShowBoundingBox) {
|
|
U32 index = image->mIndex;
|
|
if (mMountedImageList[index].dataBlock != NULL) {
|
|
Point3F muzzlePoint, muzzleVector, endpoint;
|
|
getMuzzlePoint(index, &muzzlePoint);
|
|
getMuzzleVector(index, &muzzleVector);
|
|
endpoint = muzzlePoint + muzzleVector * 250;
|
|
// Lighting has been installed by ShapeBase::renderObject. Switch lighting
|
|
// off while rendering the debug graphics.
|
|
glDisable(GL_LIGHTING);
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glLineWidth(1);
|
|
glBegin(GL_LINES);
|
|
glColor4ub(0, 255, 0, 255);
|
|
glVertex3fv(muzzlePoint);
|
|
glVertex3fv(endpoint);
|
|
glEnd();
|
|
glLineWidth(1);
|
|
glDisable(GL_BLEND);
|
|
glEnable(GL_LIGHTING);
|
|
}
|
|
}
|
|
}
|
|
bool Vehicle::getAIMove(Move *move)
|
|
{
|
|
return false;
|
|
}
|