Beispiel #1
0
BOOL obj_ItemSpawnPoint::Update()
{
	static int delayCheckSpawnPointsInAir = 100;
	if(delayCheckSpawnPointsInAir)
		--delayCheckSpawnPointsInAir;
	if(g_bEditMode && m_bEditorCheckSpawnPointAtStart && delayCheckSpawnPointsInAir ==0)
	{
		m_bEditorCheckSpawnPointAtStart = false;
		for(ITEM_SPAWN_POINT_VECTOR::iterator it=m_SpawnPointsV.begin(); it!=m_SpawnPointsV.end(); ++it)
		{
			PxVec3 from(it->pos.x, it->pos.y+1.0f, it->pos.z);
			PxRaycastHit hit;
			PxSceneQueryFilterData filter(PxFilterData(COLLIDABLE_STATIC_MASK,0,0,0), PxSceneQueryFilterFlags(PxSceneQueryFilterFlag::eSTATIC));
			if(g_pPhysicsWorld->raycastSingle(from, PxVec3(0,-1,0), 10000, PxSceneQueryFlags(PxSceneQueryFlag::eIMPACT), hit, filter))
			{
				r3dPoint3D hitPos(hit.impact.x, hit.impact.y, hit.impact.z);
				if(R3D_ABS(it->pos.y - hitPos.y) > 2.0f)
				{
					r3dArtBug("Item CP Spawn at %.2f, %.2f, %.2f has spawn position(s) in the air. Please select it and use Check Locations button\n", 
						GetPosition().x, GetPosition().y, GetPosition().z);
					break;
				}
			}
		}
		r3dShowArtBugs();
	}

	return parent::Update();
}
Beispiel #2
0
void WeaponSystem::Process(float _deltaTime, SystemRequierements& _provided)
{
    //loading times and energy given are proportional
    float energyRatio = m_energyIn / m_energyDemand;

    //load weapons with the given energy
    for (auto& weapon : m_weapons)
        weapon.cooldown -= ei::min(weapon.cooldown, _deltaTime / weapon.cooldownBase * energyRatio);

    //fire when commanded
    if (!m_firing) return;

    for (auto& weapon : m_weapons)
    {
        if (weapon.cooldown <= 0.f)
        {
            weapon.cooldown = weapon.cooldownBase;
            Ray ray(weapon.position, m_ship.GetRotationMatrix() * Vec3(0.f, 0.f, 1.f)/*zaxis(m_ship.GetRotation())*/);

            ray.origin = m_ship.GetRotationMatrix() * ray.origin;
            //when the player ship is not in the way
            //		if (!m_ship.GetVoxelTree().RayCast(ray, 1, hit, distance))
            {
                Vec3 basePos(m_ship.GetPosition() - m_particles.GetPosition());
                basePos += ray.origin;

                Math::WorldRay wRay;
                wRay.origin = m_ship.GetPosition();
                wRay.origin.x += Math::Fix(ray.origin.x);
                wRay.origin.y += Math::Fix(ray.origin.y);
                wRay.origin.z += Math::Fix(ray.origin.z);
                wRay.direction = ray.direction;
                float d = g_fireManager->FireRay(FireRayInfo(wRay, weapon.damage));

                for (int i = 0; i < 10; ++i)
                    m_particles.AddParticle(basePos, //position
                                            ray.direction * c_projVel * i / 10.f,// velocity
                                            d / c_projVel, //life time
                                            Utils::Color8U(0.4f, 0.1f, 0.8f).RGBA(),
                                            1.f);

                //temporary, hit feedback should be done by the model?
                if (d != 100.f)
                {
                    static Generators::Random rng(351298);
                    Vec3 hitPos(basePos + ray.direction * d);

                    for (int i = 0; i < 50; ++i)
                        m_particles.AddParticle(hitPos, //position
                                                Vec3(rng.Uniform(0.1f, 3.0f), rng.Uniform(0.1f,3.0f), rng.Uniform(0.1f, 3.0f)),// velocity
                                                rng.Uniform(0.2f, 1.f), //life time
                                                Utils::Color8U(0.15f, 0.2f, 0.2f).RGBA(),
                                                0.5f);
                }
            }
        }
    }
}
void CLaserBeam::OnRayCastDataReceived( const QueuedRayID& rayID, const RayCastResult& result )
{
	CRY_ASSERT(m_pLaserParams);
	CRY_ASSERT(rayID == m_queuedRayId);

	m_queuedRayId = 0;

	const float range = m_pLaserParams->laser_range[eIGS_ThirdPerson];
	float laserLength = range;

	Vec3 hitPos(0,0,0);
	bool hitSolid = false;

	if (result.hitCount > 0)
	{
		laserLength = result.hits[0].dist;
		hitPos = result.hits[0].pt;
		hitSolid = true;
	}
	else
	{
		hitPos = m_lastLaserUpdatePosition + (m_lastLaserUpdateDirection * range);
		laserLength = range + 0.1f;
	}

	const CCamera& camera = gEnv->pRenderer->GetCamera();

	// Hit near plane
	if (m_lastLaserUpdateDirection.Dot(camera.GetViewdir()) < 0.0f)
	{
		Plane nearPlane;
		nearPlane.SetPlane(camera.GetViewdir(), camera.GetPosition());
		nearPlane.d -= camera.GetNearPlane()+0.15f;
		Ray ray(m_lastLaserUpdatePosition, m_lastLaserUpdateDirection);
		Vec3 out;
		if (Intersect::Ray_Plane(ray, nearPlane, out))
		{
			float dist = Distance::Point_Point(m_lastLaserUpdatePosition, out);
			if (dist < laserLength)
			{
				laserLength = dist;
				hitPos = out;
				hitSolid = true;
			}
		}
	}

	m_hasHitData = true;
	m_lastHit = hitPos;
	m_hitSolid = hitSolid;


}
Beispiel #4
0
IntersectionData ofxIntersection::RayTriangleIntersection(IsTriangle& triangle, IsRay& ray){
    
    // Copied from ofxRayTriangleIntersection
    
    IntersectionData idata;
    ofVec3f rayStart=ray.getP0();
    ofVec3f rayDir=ray.getVec();
    ofVec3f triNorm = triangle.getNormal();
    float vn = rayDir.dot(triNorm);
    
    ofVec3f aa = rayStart - triangle.getP0();
    float xpn = aa.dot(triNorm);
    float distance = -xpn / vn;
    
    if (distance < 0) return idata; // behind ray origin. fail
    
    ofPoint hitPos(rayDir.x * distance + rayStart.x,
                   rayDir.y * distance + rayStart.y,
                   rayDir.z * distance + rayStart.z);
    
    ofVec3f hit00 = hitPos - triangle.getP0();
    ofVec3f hit01 = triangle.getP1() - triangle.getP0();
    ofVec3f cross0 = hit00.cross(hit01);
    if (cross0.dot(triNorm) > EPS) return idata; // not in triangle. fail
    
    ofVec3f hit10 = hitPos - triangle.getP1();
    ofVec3f hit11 = triangle.getP2() - triangle.getP1();
    ofVec3f cross1 = hit10.cross(hit11);
    if (cross1.dot(triNorm) > EPS) return idata; // not in triangle. fail
    
    ofVec3f hit20 = hitPos - triangle.getP2();
    ofVec3f hit21 = triangle.getP0() - triangle.getP2();
    ofVec3f cross2 = hit20.cross(hit21);
    if (cross2.dot(triNorm) > EPS) return idata;; // not in triangle. fail
    
    idata.isIntersection=true;
    idata.pos=hitPos;
    idata.dist=distance;

}
Beispiel #5
0
//------------------------------------------------------------------
void CLam::UpdateFPLaser(float frameTime, CItem* parent)
{
    Vec3 lamPos, dir;

    if (m_laserActivated)
        AdjustLaserFPDirection(parent,dir,lamPos);
    else
    {
        // Lam Light
        lamPos = parent->GetSlotHelperPos(eIGS_FirstPerson,m_laserHelperFP.c_str(),true);
        Quat   lamRot = Quat(parent->GetSlotHelperRotation(eIGS_FirstPerson,m_laserHelperFP.c_str(),true));
        dir = lamRot.GetColumn1();
    }

//	float  len = m_lamparams.laser_range[eIGS_FirstPerson];

    dir.Normalize();

    const float nearClipPlaneLimit = 10.0f;

    Vec3 hitPos(0,0,0);
    float laserLength = 0.0f;
    float dotScale = 1.0f;
    {
        IPhysicalEntity* pSkipEntity = NULL;
        if(parent->GetOwner())
            pSkipEntity = parent->GetOwner()->GetPhysics();

        const int objects = ent_all;
        const int flags = (geom_colltype_ray << rwi_colltype_bit) | rwi_colltype_any | (10 & rwi_pierceability_mask) | (geom_colltype14 << rwi_colltype_bit);

        ray_hit hit;
        if (gEnv->pPhysicalWorld->RayWorldIntersection(lamPos, dir*m_lamparams.laser_range[eIGS_FirstPerson], objects,
                flags, &hit, 1, &pSkipEntity, pSkipEntity?1:0))
        {

            //Clamp distance below near clip plane limits, if not dot will be overdrawn during rasterization
            if(hit.dist>nearClipPlaneLimit)
            {
                laserLength = nearClipPlaneLimit;
                m_lastLaserHitPt = lamPos + (nearClipPlaneLimit*dir);
            }
            else
            {
                laserLength = hit.dist;
                m_lastLaserHitPt = hit.pt;
            }
            m_lastLaserHitSolid = true;
            if(parent->GetOwnerActor() && parent->GetOwnerActor()->GetActorParams())
                dotScale *= max(0.3f,parent->GetOwnerActor()->GetActorParams()->viewFoVScale);

        }
        else
        {
            m_lastLaserHitSolid = false;
            m_lastLaserHitPt = lamPos - (dir*3.0f);
            laserLength = 3.0f;
        }
        hitPos = m_lastLaserHitPt;
        if(g_pGameCVars->i_debug_projectiles!=0)
            gEnv->pRenderer->GetIRenderAuxGeom()->DrawSphere(hitPos, 0.2f, ColorB(255,0,0));
    }

    if (m_laserActivated && m_dotEffectSlot >= 0)
    {
        Matrix34 worldMatrix = GetEntity()->GetWorldTM();

        if(laserLength<=0.7f)
            hitPos = lamPos+(0.7f*dir);

        CWeapon* pWep = static_cast<CWeapon*>(parent->GetIWeapon());
        if(pWep && pWep->IsWeaponLowered())
        {
            hitPos = lamPos+(2.0f*dir);
            laserLength = 2.0f;
        }

        if(laserLength<=2.0f)
            dotScale *= min(1.0f,(0.35f + ((laserLength-0.7f)*0.5f)));

        IEntity* pDotEntity = m_pEntitySystem->GetEntity(m_pLaserEntityId);
        if(pDotEntity)
        {
            Matrix34 finalMatrix = Matrix34::CreateTranslationMat(hitPos-(0.2f*dir));
            pDotEntity->SetWorldTM(finalMatrix);
            Matrix34 localScale = Matrix34::CreateIdentity();
            localScale.SetScale(Vec3(dotScale,dotScale,dotScale));
            pDotEntity->SetSlotLocalTM(m_dotEffectSlot,localScale);
        }
    }

    if (m_laserActivated || m_lightActivated)
    {
        float laserAIRange = m_laserActivated ? laserLength : 0.0f;
        float lightAIRange = m_lightActivated ? min(laserLength, m_lamparams.light_range[eIGS_FirstPerson] * 1.5f) : 0.0f;
        UpdateAILightAndLaser(lamPos, dir, lightAIRange, m_lamparams.light_fov[eIGS_FirstPerson], laserAIRange);
    }

}
Beispiel #6
0
//------------------------------------------------------------------
void CLam::UpdateTPLaser(float frameTime, CItem* parent)
{
    FUNCTION_PROFILER(GetISystem(), PROFILE_GAME);

    const int frameId = gEnv->pRenderer->GetFrameID();

    if (s_lastUpdateFrameId != frameId)
    {
        // Check how many LAMs to update this frame.
        float dt = frameTime; // + s_laserUpdateTimeError;

        const int n = s_lasers.size();

        int nActive = 0;
        for (int i = 0; i < n; ++i)
        {
            if (!s_lasers[i]->IsLaserActivated() && !s_lasers[i]->IsLightActivated())
                continue;
            nActive++;
        }

        float updatedPerSecond = (nActive / LASER_UPDATE_TIME) + s_laserUpdateTimeError;
        int updateCount = (int)floorf(updatedPerSecond * dt);
        if(dt==0.0f)
            s_laserUpdateTimeError = 0.0f;
        else
            s_laserUpdateTimeError = updatedPerSecond - updateCount/dt;

        s_curLaser %= n;
        for (int i = 0, j = 0; i < n && j < updateCount ; ++i)
        {
            s_curLaser = (s_curLaser + 1) % n;
            if (!s_lasers[s_curLaser]->IsLaserActivated() && !s_lasers[s_curLaser]->IsLightActivated())
                continue;
            s_lasers[s_curLaser]->SetAllowUpdate();
            ++j;
        }

        s_lastUpdateFrameId = frameId;
    }

    IEntity* pRootEnt = GetEntity();
    if (!pRootEnt)
        return;

    IEntity *pLaserEntity = m_pEntitySystem->GetEntity(m_pLaserEntityId);
//	if(!pLaserEntity)
//		return;

    const CCamera& camera = gEnv->pRenderer->GetCamera();

    Vec3   lamPos = pRootEnt->GetWorldPos(); //pLaserEntity->GetParent()->GetWorldPos();
    Vec3   dir = pRootEnt->GetWorldRotation().GetColumn1(); //pLaserEntity->GetParent()->GetWorldRotation().GetColumn1();

    bool charNotVisible = false;

    float  dsg1Scale = 1.0f;

    //If character not visible, laser is not correctly updated
    if(parent)
    {
        if(CActor* pOwner = parent->GetOwnerActor())
        {
            ICharacterInstance* pCharacter = pOwner->GetEntity()->GetCharacter(0);
            if(pCharacter && !pCharacter->IsCharacterVisible())
                charNotVisible = true;
        }
        if(parent->GetEntity()->GetClass()==CItem::sDSG1Class)
            dsg1Scale = 3.0f;
    }

//	if (!pLaserEntity->GetParent())
//		return;

    Vec3 hitPos(0,0,0);
    float laserLength = 0.0f;

    // HACK??: Use player movement controller locations, or else the laser
    // pops all over the place when character out of the screen.
    CActor *pActor = parent->GetOwnerActor();
    if (pActor && (!pActor->IsPlayer() || charNotVisible))
    {
        if (IMovementController* pMC = pActor->GetMovementController())
        {
            SMovementState state;
            pMC->GetMovementState(state);
            if(!charNotVisible)
                lamPos = state.weaponPosition;
            else
            {
                float oldZPos = lamPos.z;
                lamPos = state.weaponPosition;
                if(m_lastZPos>0.0f)
                    lamPos.z = m_lastZPos; //Stabilize somehow z position (even if not accurate)
                else
                    lamPos.z = oldZPos;
            }
            const float angleMin = DEG2RAD(3.0f);
            const float angleMax = DEG2RAD(7.0f);
            const float thr = cosf(angleMax);
            float dot = dir.Dot(state.aimDirection);
            if (dot > thr)
            {
                float a = acos_tpl(dot);
                float u = 1.0f - clamp((a - angleMin) / (angleMax - angleMin), 0.0f, 1.0f);
                dir = dir + u * (state.aimDirection - dir);
                dir.Normalize();
            }
        }
    }

    if(!charNotVisible)
        m_lastZPos = lamPos.z;

    lamPos += (dir*0.10f);

    if (m_allowUpdate)
    {
        m_allowUpdate = false;

        IPhysicalEntity* pSkipEntity = NULL;
        if(parent->GetOwner())
            pSkipEntity = parent->GetOwner()->GetPhysics();

        const float range = m_lamparams.laser_range[eIGS_ThirdPerson]*dsg1Scale;

        // Use the same flags as the AI system uses for visbility.
        const int objects = ent_terrain|ent_static|ent_rigid|ent_sleeping_rigid|ent_independent; //ent_living;
        const int flags = (geom_colltype_ray << rwi_colltype_bit) | rwi_colltype_any | (10 & rwi_pierceability_mask) | (geom_colltype14 << rwi_colltype_bit);

        ray_hit hit;
        if (gEnv->pPhysicalWorld->RayWorldIntersection(lamPos, dir*range, objects, flags,
                &hit, 1, &pSkipEntity, pSkipEntity ? 1 : 0))
        {
            laserLength = hit.dist;
            m_lastLaserHitPt = hit.pt;
            m_lastLaserHitSolid = true;
        }
        else
        {
            m_lastLaserHitSolid = false;
            m_lastLaserHitPt = lamPos + dir * range;
            laserLength = range + 0.1f;
        }

        // Hit near plane
        if (dir.Dot(camera.GetViewdir()) < 0.0f)
        {
            Plane nearPlane;
            nearPlane.SetPlane(camera.GetViewdir(), camera.GetPosition());
            nearPlane.d -= camera.GetNearPlane()+0.15f;
            Ray ray(lamPos, dir);
            Vec3 out;
            m_lastLaserHitViewPlane = false;
            if (Intersect::Ray_Plane(ray, nearPlane, out))
            {
                float dist = Distance::Point_Point(lamPos, out);
                if (dist < laserLength)
                {
                    laserLength = dist;
                    m_lastLaserHitPt = out;
                    m_lastLaserHitSolid = true;
                    m_lastLaserHitViewPlane = true;
                }
            }
        }

        hitPos = m_lastLaserHitPt;
    }
    else
    {
        laserLength = Distance::Point_Point(m_lastLaserHitPt, lamPos);
        hitPos = lamPos + dir * laserLength;
    }

    if (m_smoothLaserLength < 0.0f)
        m_smoothLaserLength = laserLength;
    else
    {
        if (laserLength < m_smoothLaserLength)
            m_smoothLaserLength = laserLength;
        else
            m_smoothLaserLength += (laserLength - m_smoothLaserLength) * min(1.0f, 10.0f * frameTime);
    }

    float laserAIRange = 0.0f;
    if (m_laserActivated && pLaserEntity)
    {
        // Orient the laser towards the point point.
        Matrix34 parentTMInv;
        parentTMInv = pRootEnt->GetWorldTM().GetInverted();

        Vec3 localDir = parentTMInv.TransformPoint(hitPos);
        float finalLaserLen = localDir.NormalizeSafe();
        Matrix33 rot;
        rot.SetIdentity();
        rot.SetRotationVDir(localDir);
        pLaserEntity->SetLocalTM(rot);

        laserAIRange = finalLaserLen;

        const float assetLength = 2.0f;
        finalLaserLen = CLAMP(finalLaserLen,0.01f,m_lamparams.laser_max_len*dsg1Scale);
        float scale = finalLaserLen / assetLength;

        // Scale the laser based on the distance.
        if (m_laserEffectSlot >= 0)
        {
            Matrix33 scl;
            scl.SetIdentity();
            scl.SetScale(Vec3(1,scale,1));
            pLaserEntity->SetSlotLocalTM(m_laserEffectSlot, scl);
        }

        if (m_dotEffectSlot >= 0)
        {
            if (m_lastLaserHitSolid)
            {
                Matrix34 mt = Matrix34::CreateTranslationMat(Vec3(0,finalLaserLen,0));
                if(m_lastLaserHitViewPlane)
                    mt.Scale(Vec3(0.2f,0.2f,0.2f));
                pLaserEntity->SetSlotLocalTM(m_dotEffectSlot, mt);
            }
            else
            {
                Matrix34 scaleMatrix;
                scaleMatrix.SetIdentity();
                scaleMatrix.SetScale(Vec3(0.001f,0.001f,0.001f));
                pLaserEntity->SetSlotLocalTM(m_dotEffectSlot, scaleMatrix);
            }
        }
    }

    float lightAIRange = 0.0f;
    if (m_lightActivated)
    {
        float range = clamp(m_smoothLaserLength, 0.5f, m_lamparams.light_range[eIGS_ThirdPerson]);
        lightAIRange = range * 1.5f;

        if (m_lightID[eIGS_ThirdPerson] && m_smoothLaserLength > 0.0f)
        {
            CItem* pLightEffect = this;
            if (IItem *pOwnerItem = m_pItemSystem->GetItem(GetParentId()))
                pLightEffect = (CItem *)pOwnerItem;
            pLightEffect->SetLightRadius(range, m_lightID[eIGS_ThirdPerson]);
        }
    }


    if (laserAIRange > 0.0001f || lightAIRange > 0.0001f)
        UpdateAILightAndLaser(lamPos, dir, lightAIRange, m_lamparams.light_fov[eIGS_ThirdPerson], laserAIRange);

}
Beispiel #7
0
float obj_ItemSpawnPoint::DrawPropertyEditor(float scrx, float scry, float scrw, float scrh, const AClass* startClass, const GameObjects& selected)
{
	float starty = scry;

	starty += parent::DrawPropertyEditor(scrx, scry, scrw,scrh, startClass, selected );

	if( IsParentOrEqual( &ClassData, startClass ) )
	{		
		starty += imgui_Static ( scrx, starty, "Item Spawn Point Parameters" );
		starty += imgui_Value_Slider(scrx, starty, "Tick Period (sec)", &m_TickPeriod, 1.0f, 50000.0f, "%.2f");
		starty += imgui_Value_Slider(scrx, starty, "Cooldown (sec)", &m_Cooldown, 1.0f, 50000.0f, "%.2f");
		starty += imgui_Value_Slider(scrx, starty, "De-spawn (sec)", &m_DestroyItemTimer, 0.0f, 50000.0f, "%.2f");
		int isOneItemSpawn = m_OneItemSpawn?1:0;
		starty += imgui_Checkbox(scrx, starty, "One Item Spawn", &isOneItemSpawn, 1);
		m_OneItemSpawn = isOneItemSpawn?true:false;
		
		if(!m_OneItemSpawn)
		{
			static stringlist_t lootBoxNames;
			static int* lootBoxIDs = NULL;
			static int numLootBoxes = 0;
			if(numLootBoxes == 0)
			{
				struct tempS
				{
					char* name;
					uint32_t id;
				};
				std::vector<tempS> lootBoxes;
				{
					tempS holder;
					holder.name = "EMPTY";
					holder.id = 0;
					lootBoxes.push_back(holder);		
				}

				g_pWeaponArmory->startItemSearch();
				while(g_pWeaponArmory->searchNextItem())
				{
					uint32_t itemID = g_pWeaponArmory->getCurrentSearchItemID();
					const BaseItemConfig* cfg = g_pWeaponArmory->getConfig(itemID);
					if( cfg->category == storecat_LootBox )
					{
						tempS holder;
						holder.name = cfg->m_StoreName;
						holder.id = cfg->m_itemID;
						lootBoxes.push_back(holder);						 
					}
				}
				numLootBoxes = (int)lootBoxes.size();
				lootBoxIDs = new int[numLootBoxes];
				for(int i=0; i<numLootBoxes; ++i)
				{
					lootBoxNames.push_back(lootBoxes[i].name);
					lootBoxIDs[i] = lootBoxes[i].id;
				}
			}

			int sel = 0;
			static float offset = 0;
			for(int i=0; i<numLootBoxes; ++i)
				if(m_LootBoxID == lootBoxIDs[i])
					sel = i;
			starty += imgui_Static ( scrx, starty, "Loot box:" );
			if(imgui_DrawList(scrx, starty, 360, 122, lootBoxNames, &offset, &sel))
			{
				m_LootBoxID = lootBoxIDs[sel];
				PropagateChange( m_LootBoxID, &obj_ItemSpawnPoint::m_LootBoxID, this, selected ) ;
			}
			starty += 122;
		}
		else
		{
			starty += imgui_Value_SliderI(scrx, starty, "ItemID", (int*)&m_LootBoxID, 0, 1000000, "%d", false);
			PropagateChange( m_LootBoxID, &obj_ItemSpawnPoint::m_LootBoxID, this, selected ) ;
		}
		
		// don't allow multi edit of this
		if( selected.Count() <= 1 )
		{
			{
				if(imgui_Button(scrx, starty, 200, 25, "Check locations"))
				{
					for(ITEM_SPAWN_POINT_VECTOR::iterator it=m_SpawnPointsV.begin(); it!=m_SpawnPointsV.end(); ++it)
					{
						PxVec3 from(it->pos.x, it->pos.y+1.0f, it->pos.z);
						PxRaycastHit hit;
						PxSceneQueryFilterData filter(PxFilterData(COLLIDABLE_STATIC_MASK,0,0,0), PxSceneQueryFilterFlags(PxSceneQueryFilterFlag::eSTATIC));
						if(g_pPhysicsWorld->raycastSingle(from, PxVec3(0,-1,0), 10000, PxSceneQueryFlags(PxSceneQueryFlag::eIMPACT), hit, filter))
						{
							r3dPoint3D hitPos(hit.impact.x, hit.impact.y, hit.impact.z);
							if(R3D_ABS(it->pos.y - hitPos.y) > 2.0f)
							{
								gCam = it->pos + r3dPoint3D(0,1,0);
								break;
							}
						}
					}
				}
				starty += 30;
			}

			if(imgui_Button(scrx+110, starty, 100, 25, "Add Location"))
			{
				ItemSpawn itemSpawn;
				itemSpawn.pos = GetPosition() + r3dPoint3D(2, 0, 2);
				m_SpawnPointsV.push_back(itemSpawn);
				m_SelectedSpawnPoint = m_SpawnPointsV.size()-1;
			}

			starty += 25;

			int i=0;
			for(ITEM_SPAWN_POINT_VECTOR::iterator it=m_SpawnPointsV.begin(); it!=m_SpawnPointsV.end(); )
			{
				// selection button
				char tempStr[32];
				sprintf(tempStr, "Location %d", i+1);
				if(imgui_Button(scrx, starty, 100, 25, tempStr, i==m_SelectedSpawnPoint))
				{
					// shift click on location will set camera to it
					if(Keyboard->IsPressed(kbsLeftShift))
					{
						extern BaseHUD* HudArray[6];
						extern int CurHUDID;
						HudArray[CurHUDID]->FPS_Position = m_SpawnPointsV[i].pos;
						HudArray[CurHUDID]->FPS_Position.y += 0.1f;
					}
					
					m_SelectedSpawnPoint = i;
				}

				// delete button
				if(m_SpawnPointsV.size() > 1)
				{
					if(imgui_Button(scrx + 110, starty, 100, 25, "DEL"))
					{
						it = m_SpawnPointsV.erase(it);
						continue;
					}
					m_SelectedSpawnPoint = R3D_CLAMP(m_SelectedSpawnPoint, 0, (int)m_SpawnPointsV.size()-1);
				}

				starty += 25;

				++it;
				++i;
			}

			extern r3dPoint3D UI_TargetPos;
			if((Mouse->IsPressed(r3dMouse::mLeftButton)) && Keyboard->IsPressed(kbsLeftControl))
				m_SpawnPointsV[m_SelectedSpawnPoint].pos = UI_TargetPos;

		}
	}

	return starty-scry;
}
Beispiel #8
0
//----------------------------------------------------
void CRocketLauncher::UpdateTPLaser(float frameTime)
{
	m_lastUpdate -= frameTime;

	bool allowUpdate = true;
	if(m_lastUpdate<=0.0f)
		m_lastUpdate = m_Timeout;
	else
		allowUpdate = false;

	const CCamera& camera = gEnv->pRenderer->GetCamera();

	//If character not visible, laser is not correctly updated
	if(CActor* pOwner = GetOwnerActor())
	{
		ICharacterInstance* pCharacter = pOwner->GetEntity()->GetCharacter(0);
		if(pCharacter && !pCharacter->IsCharacterVisible())
			return;
	}

	Vec3   offset(-0.06f,0.28f,0.115f); //To match scope position in TP LAW model
	Vec3   pos = GetEntity()->GetWorldTM().TransformPoint(offset);
	Vec3   dir = GetEntity()->GetWorldRotation().GetColumn1();

	Vec3 hitPos(0,0,0);
	float laserLength = 0.0f;

	if(allowUpdate)
	{
		IPhysicalEntity* pSkipEntity = NULL;
		if(GetOwner())
			pSkipEntity = GetOwner()->GetPhysics();

		const float range = m_LaserRangeTP;

		// Use the same flags as the AI system uses for visibility.
		const int objects = ent_terrain|ent_static|ent_rigid|ent_sleeping_rigid|ent_independent; //ent_living;
		const int flags = (geom_colltype_ray << rwi_colltype_bit) | rwi_colltype_any | (10 & rwi_pierceability_mask) | (geom_colltype14 << rwi_colltype_bit);

		ray_hit hit;
		if (gEnv->pPhysicalWorld->RayWorldIntersection(pos, dir*range, objects, flags,
			&hit, 1, &pSkipEntity, pSkipEntity ? 1 : 0))
		{
			laserLength = hit.dist;
			m_lastLaserHitPt = hit.pt;
			m_lastLaserHitSolid = true;
		}
		else
		{
			m_lastLaserHitSolid = false;
			m_lastLaserHitPt = pos + dir * range;
			laserLength = range + 0.1f;
		}

		// Hit near plane
		if (dir.Dot(camera.GetViewdir()) < 0.0f)
		{
			Plane nearPlane;
			nearPlane.SetPlane(camera.GetViewdir(), camera.GetPosition());
			nearPlane.d -= camera.GetNearPlane()+0.15f;
			Ray ray(pos, dir);
			Vec3 out;
			m_lastLaserHitViewPlane = false;
			if (Intersect::Ray_Plane(ray, nearPlane, out))
			{
				float dist = Distance::Point_Point(pos, out);
				if (dist < laserLength)
				{
					laserLength = dist;
					m_lastLaserHitPt = out;
					m_lastLaserHitSolid = true;
					m_lastLaserHitViewPlane = true;
				}
			}
		}

		hitPos = m_lastLaserHitPt;
	}
	else
	{
		laserLength = Distance::Point_Point(m_lastLaserHitPt, pos);
		hitPos = pos + dir * laserLength;
	}

	if (m_smoothLaserLength < 0.0f)
		m_smoothLaserLength = laserLength;
	else
	{
		if (laserLength < m_smoothLaserLength)
			m_smoothLaserLength = laserLength;
		else
			m_smoothLaserLength += (laserLength - m_smoothLaserLength) * min(1.0f, 10.0f * frameTime);
	}

	const float assetLength = 2.0f;
	m_smoothLaserLength = CLAMP(m_smoothLaserLength,0.01f,m_LaserRangeTP);
	float scale = m_smoothLaserLength / assetLength; 

	// Scale the laser based on the distance.
	Matrix34 scl;
	scl.SetIdentity();
	scl.SetScale(Vec3(1,scale,1));
	scl.SetTranslation(offset);
	GetEntity()->SetSlotLocalTM( eIGS_Aux1, scl);

	if (m_dotEffectSlot >= 0)
	{
		if (m_lastLaserHitSolid)
		{
			Matrix34 dotMatrix = Matrix34::CreateTranslationMat(Vec3(0,m_smoothLaserLength,0));
			dotMatrix.AddTranslation(offset);
			if(m_lastLaserHitViewPlane)
				dotMatrix.Scale(Vec3(0.2f,0.2f,0.2f));
			GetEntity()->SetSlotLocalTM(m_dotEffectSlot,dotMatrix);
		}
		else
		{
			Matrix34 scaleMatrix;
			scaleMatrix.SetIdentity();
			scaleMatrix.SetScale(Vec3(0.001f,0.001f,0.001f));
			GetEntity()->SetSlotLocalTM(m_dotEffectSlot, scaleMatrix);
		}
	}
}
Beispiel #9
0
//=========================================
void CRocketLauncher::UpdateDotEffect(float frameTime)
{
	Vec3 laserPos, dir;

	CCamera& camera = gEnv->pSystem->GetViewCamera();
	laserPos = camera.GetPosition();
	dir = camera.GetMatrix().GetColumn1();
	dir.Normalize();
	
	const float nearClipPlaneLimit = 10.0f;

	Vec3 hitPos(0,0,0);
	float laserLength = 0.0f;
	float dotScale=1.0f;
	{
		IPhysicalEntity* pSkipEntity = NULL;
		if(GetOwner())
			pSkipEntity = GetOwner()->GetPhysics();

		const int objects = ent_all;
		const int flags = (geom_colltype_ray << rwi_colltype_bit) | rwi_colltype_any | (10 & rwi_pierceability_mask) | (geom_colltype14 << rwi_colltype_bit);

		ray_hit hit;	
		if (gEnv->pPhysicalWorld->RayWorldIntersection(laserPos, dir*m_LaserRange, objects,
			flags, &hit, 1, &pSkipEntity, pSkipEntity?1:0))
		{
			//Clamp distance below near clip plane limits, if not dot will be overdrawn during rasterization
			if(hit.dist>nearClipPlaneLimit)
			{
				laserLength = nearClipPlaneLimit;
				hitPos = laserPos + (nearClipPlaneLimit*dir);
			}
			else
			{
				laserLength = hit.dist;
				hitPos = hit.pt;
			}
			if(GetOwnerActor() && GetOwnerActor()->GetActorParams())
				dotScale *= GetOwnerActor()->GetActorParams()->viewFoVScale;
		}
		else
		{
			hitPos = laserPos - (3.0f*dir);
			laserLength = 3.0f;
		}
	}

	if (m_dotEffectSlot>=0)
	{
		Matrix34 worldMatrix = GetEntity()->GetWorldTM();
		if(laserLength<=0.7f)
			hitPos = laserPos+(0.7f*dir);
		if(IsWeaponLowered())
		{
			hitPos = laserPos+(2.0f*dir);
			laserLength = 2.0f;
		}

		if(laserLength<=2.0f)
			dotScale *= min(1.0f,(0.35f + ((laserLength-0.7f)*0.5f)));

		Matrix34 localMatrix = worldMatrix.GetInverted()*Matrix34::CreateTranslationMat(hitPos-(0.2f*dir));
		localMatrix.Scale(Vec3(dotScale,dotScale,dotScale));
		GetEntity()->SetSlotLocalTM(m_dotEffectSlot, localMatrix);
	}


}