Beispiel #1
0
void CPhysicObject::create_collision_model			( )
{
	xr_delete( collidable.model );
	
	VERIFY( Visual() );
	IKinematics *K = Visual()->dcast_PKinematics	();
	VERIFY( K );
	
	CInifile* ini = K->LL_UserData();
	if( ini && ini->section_exist( "collide" ) && ini->line_exist("collide", "mesh" ) && ini->r_bool("collide", "mesh" ) )
	{
		collidable.model = xr_new<CCF_DynamicMesh>( this );
		return;
	}

	collidable.model = xr_new<CCF_Skeleton>(this);

	/*
	switch(m_type) {
		case epotBox:			
		case epotFixedChain:
		case epotFreeChain :
		case epotSkeleton  :	collidable.model = xr_new<CCF_Skeleton>(this);	break;

		default: NODEFAULT; 
		
	}
	*/
}
Beispiel #2
0
void CCar::CreateSkeleton(CSE_Abstract	*po)
{

	if (!Visual()) return;
	IRenderVisual *pVis = Visual();
	IKinematics* pK = smart_cast<IKinematics*>(pVis);
	IKinematicsAnimated* pKA = smart_cast<IKinematicsAnimated*>(pVis);
	if(pKA)
	{
		pKA->PlayCycle		("idle");
		pK->CalculateBones	(TRUE);
	}
	phys_shell_verify_object_model ( *this );
#pragma todo(" replace below by P_build_Shell or call inherited")
	m_pPhysicsShell		= P_create_Shell();
	m_pPhysicsShell->build_FromKinematics(pK,&bone_map);
	m_pPhysicsShell->set_PhysicsRefObject(this);
	m_pPhysicsShell->mXFORM.set(XFORM());
	m_pPhysicsShell->Activate(true);
	m_pPhysicsShell->SetAirResistance(0.f,0.f);
	m_pPhysicsShell->SetPrefereExactIntegration();

	ApplySpawnIniToPhysicShell(&po->spawn_ini(),m_pPhysicsShell,false);
	ApplySpawnIniToPhysicShell(pK->LL_UserData(),m_pPhysicsShell,false);
}
Beispiel #3
0
bool CCar::attach_Actor(CGameObject* actor)
{
	if(Owner()||CPHDestroyable::Destroyed()) return false;
	CHolderCustom::attach_Actor(actor);

	IKinematics* K	= smart_cast<IKinematics*>(Visual());
	CInifile* ini	= K->LL_UserData();
	int id;
	if(ini->line_exist("car_definition","driver_place"))
		id=K->LL_BoneID(ini->r_string("car_definition","driver_place"));
	else
	{	
		Owner()->setVisible(0);
		id=K->LL_GetBoneRoot();
	}
	CBoneInstance& instance=K->LL_GetBoneInstance				(u16(id));
	m_sits_transforms.push_back(instance.mTransform);
	OnCameraChange(ectFirst);
	PPhysicsShell()->Enable();
	PPhysicsShell()->add_ObjectContactCallback(ActorObstacleCallback);
//	VisualUpdate();
	processing_activate();
	ReleaseHandBreak();
//	CurrentGameUI()->UIMainIngameWnd->CarPanel().Show(true);
//	CurrentGameUI()->UIMainIngameWnd->CarPanel().SetCarHealth(fEntityHealth/100.f);
	//CurrentGameUI()->UIMainIngameWnd.ShowBattery(true);
	//CBoneData&	bone_data=K->LL_GetData(id);
	//Fmatrix driver_pos_tranform;
	//driver_pos_tranform.setHPB(bone_data.bind_hpb.x,bone_data.bind_hpb.y,bone_data.bind_hpb.z);
	//driver_pos_tranform.c.set(bone_data.bind_translate);
	//m_sits_transforms.push_back(driver_pos_tranform);
	//H_SetParent(actor);

	return true;
}
Beispiel #4
0
void CCar::SWheelBreak::Load(LPCSTR section)
{
	IKinematics		*K			=PKinematics(pwheel->car->Visual())												;
	CInifile		*ini		=K->LL_UserData()																;
	VERIFY						(ini)																			;
	break_torque		=		ini->r_float("car_definition","break_torque")									;
	hand_break_torque	=		READ_IF_EXISTS(ini,r_float,"car_definition","hand_break_torque",break_torque)	;
	if(ini->section_exist(section))
	{	
		break_torque					=READ_IF_EXISTS(ini,r_float,section,"break_torque",break_torque);
		hand_break_torque				=READ_IF_EXISTS(ini,r_float,section,"hand_break_torque",hand_break_torque);
	}
}
BOOL CWeaponStatMgun::net_Spawn(CSE_Abstract* DC)
{
	if(!inheritedPH::net_Spawn	(DC)) return FALSE;



	IKinematics* K			= smart_cast<IKinematics*>(Visual());
	CInifile* pUserData		= K->LL_UserData(); 

	R_ASSERT2				(pUserData,"Empty WeaponStatMgun user data!");

	m_rotate_x_bone			= K->LL_BoneID	(pUserData->r_string("mounted_weapon_definition","rotate_x_bone"));
	m_rotate_y_bone			= K->LL_BoneID	(pUserData->r_string("mounted_weapon_definition","rotate_y_bone"));
	m_fire_bone				= K->LL_BoneID	(pUserData->r_string("mounted_weapon_definition","fire_bone"));
	m_camera_bone			= K->LL_BoneID	(pUserData->r_string("mounted_weapon_definition","camera_bone"));

	U16Vec fixed_bones;
	fixed_bones.push_back	(K->LL_GetBoneRoot());
	PPhysicsShell()			= P_build_Shell(this,false,fixed_bones);

	CBoneData& bdX			= K->LL_GetData(m_rotate_x_bone); VERIFY(bdX.IK_data.type==jtJoint);
	m_lim_x_rot.set			(bdX.IK_data.limits[0].limit.x,bdX.IK_data.limits[0].limit.y);
	CBoneData& bdY			= K->LL_GetData(m_rotate_y_bone); VERIFY(bdY.IK_data.type==jtJoint);
	m_lim_y_rot.set			(bdY.IK_data.limits[1].limit.x,bdY.IK_data.limits[1].limit.y);
	

	xr_vector<Fmatrix> matrices;
	K->LL_GetBindTransform	(matrices);
	m_i_bind_x_xform.invert	(matrices[m_rotate_x_bone]);
	m_i_bind_y_xform.invert	(matrices[m_rotate_y_bone]);
	m_bind_x_rot			= matrices[m_rotate_x_bone].k.getP();
	m_bind_y_rot			= matrices[m_rotate_y_bone].k.getH();
	m_bind_x.set			(matrices[m_rotate_x_bone].c);
	m_bind_y.set			(matrices[m_rotate_y_bone].c);

	m_cur_x_rot				= m_bind_x_rot;
	m_cur_y_rot				= m_bind_y_rot;
	m_destEnemyDir.setHP	(m_bind_y_rot,m_bind_x_rot);
	XFORM().transform_dir	(m_destEnemyDir);

	inheritedShooting::Light_Create();

	processing_activate		();
	setVisible				(TRUE);
	setEnabled				(TRUE);
	return					TRUE;
}
Beispiel #6
0
void CCar::SWheel::Load(LPCSTR section)
{
	IKinematics		*K			=PKinematics(car->Visual())		;
	CInifile		*ini		=K->LL_UserData()				;
	VERIFY						(ini)							;
	if(ini->section_exist(section))
	{
		collision_params.damping_factor	=READ_IF_EXISTS(ini,r_float,section,"damping_factor",collision_params.damping_factor);
		collision_params.spring_factor	=READ_IF_EXISTS(ini,r_float,section,"spring_factor",collision_params.spring_factor);
		collision_params.mu_factor		=READ_IF_EXISTS(ini,r_float,section,"friction_factor",collision_params.mu_factor);
	} 
	else if(ini->section_exist("wheels_params"))
	{
		collision_params.damping_factor	=ini->r_float("wheels_params","damping_factor")		;	
		collision_params.spring_factor	=ini->r_float("wheels_params","spring_factor")		;
		collision_params.mu_factor		=ini->r_float("wheels_params","friction_factor")	;
	}

}
void CPHCollisionDamageReceiver::Init()
{
	CPhysicsShellHolder *sh	=PPhysicsShellHolder	();
	IKinematics			*K	=smart_cast<IKinematics*>(sh->Visual());
	CInifile			*ini=K->LL_UserData();
	if(ini->section_exist("collision_damage"))
	{
		
		CInifile::Sect& data		= ini->r_section("collision_damage");
		for (CInifile::SectCIt I=data.Data.begin(); I!=data.Data.end(); I++){
			const CInifile::Item& item	= *I;
			u16 index				= K->LL_BoneID(*item.first); 
			R_ASSERT3(index != BI_NONE, "Wrong bone name", *item.first);
			BoneInsert(index,float(atof(*item.second)));
			CODEGeom* og= sh->PPhysicsShell()->get_GeomByID(index);
			//R_ASSERT3(og, "collision damage bone has no physics collision", *item.first);
			if(og)og->add_obj_contact_cb(CollisionCallback);
		}
		
	}
}
Beispiel #8
0
BOOL CAI_Stalker::net_Spawn			(CSE_Abstract* DC)
{
#ifdef DEBUG_MEMORY_MANAGER
	u32								start = 0;
	if (g_bMEMO)
		start						= Memory.mem_usage();
#endif // DEBUG_MEMORY_MANAGER

	CSE_Abstract					*e	= (CSE_Abstract*)(DC);
	CSE_ALifeHumanStalker			*tpHuman = smart_cast<CSE_ALifeHumanStalker*>(e);
	R_ASSERT						(tpHuman);
	m_group_behaviour				= !!tpHuman->m_flags.test(CSE_ALifeObject::flGroupBehaviour);

	if (!CObjectHandler::net_Spawn(DC) || !inherited::net_Spawn(DC))
		return						(FALSE);
	
	set_money						(tpHuman->m_dwMoney, false);

#ifdef DEBUG_MEMORY_MANAGER
	u32									_start = 0;
	if (g_bMEMO)
		_start							= Memory.mem_usage();
#endif // DEBUG_MEMORY_MANAGER

	animation().reload				();

#ifdef DEBUG_MEMORY_MANAGER
	if (g_bMEMO)
		Msg					("CStalkerAnimationManager::reload() : %d",Memory.mem_usage() - _start);
#endif // DEBUG_MEMORY_MANAGER

	movement().m_head.current.yaw	= movement().m_head.target.yaw = movement().m_body.current.yaw = movement().m_body.target.yaw	= angle_normalize_signed(-tpHuman->o_torso.yaw);
	movement().m_body.current.pitch	= movement().m_body.target.pitch	= 0;

	if (ai().game_graph().valid_vertex_id(tpHuman->m_tGraphID))
		ai_location().game_vertex		(tpHuman->m_tGraphID);

	if (ai().game_graph().valid_vertex_id(tpHuman->m_tNextGraphID) && movement().restrictions().accessible(ai().game_graph().vertex(tpHuman->m_tNextGraphID)->level_point()))
		movement().set_game_dest_vertex	(tpHuman->m_tNextGraphID);

	R_ASSERT2					(
		ai().get_game_graph() && 
		ai().get_level_graph() && 
		ai().get_cross_table() && 
		(ai().level_graph().level_id() != u32(-1)),
		"There is no AI-Map, level graph, cross table, or graph is not compiled into the game graph!"
	);

	setEnabled						(TRUE);


	if (!Level().CurrentViewEntity())
		Level().SetEntity(this);

	if (!g_Alive())
		sound().set_sound_mask(u32(eStalkerSoundMaskDie));

	//загрузить иммунитеты из модельки сталкера
	IKinematics* pKinematics = smart_cast<IKinematics*>(Visual()); VERIFY(pKinematics);
	CInifile* ini = pKinematics->LL_UserData();
	if(ini)
	{
		if(ini->section_exist("immunities"))
		{
			LPCSTR imm_sect = ini->r_string("immunities", "immunities_sect");
			conditions().LoadImmunities(imm_sect,pSettings);
		}

		if(ini->line_exist("bone_protection","bones_protection_sect")){
			m_boneHitProtection			= new SBoneProtections();
			m_boneHitProtection->reload	(ini->r_string("bone_protection","bones_protection_sect"), pKinematics );
		}
	}

	//вычислить иммунета в зависимости от ранга
	static float novice_rank_immunity			= pSettings->r_float("ranks_properties", "immunities_novice_k");
	static float expirienced_rank_immunity		= pSettings->r_float("ranks_properties", "immunities_experienced_k");

	static float novice_rank_visibility			= pSettings->r_float("ranks_properties", "visibility_novice_k");
	static float expirienced_rank_visibility	= pSettings->r_float("ranks_properties", "visibility_experienced_k");

	static float novice_rank_dispersion			= pSettings->r_float("ranks_properties", "dispersion_novice_k");
	static float expirienced_rank_dispersion	= pSettings->r_float("ranks_properties", "dispersion_experienced_k");

	
	CHARACTER_RANK_VALUE rank = Rank();
	clamp(rank, 0, 100);
	float rank_k = float(rank)/100.f;
	m_fRankImmunity = novice_rank_immunity + (expirienced_rank_immunity - novice_rank_immunity) * rank_k;
	m_fRankVisibility = novice_rank_visibility + (expirienced_rank_visibility - novice_rank_visibility) * rank_k;
	m_fRankDisperison = expirienced_rank_dispersion + (expirienced_rank_dispersion - novice_rank_dispersion) * (1-rank_k);

	if (!fis_zero(SpecificCharacter().panic_threshold()))
		m_panic_threshold						= SpecificCharacter().panic_threshold();

	sight().setup					(CSightAction(SightManager::eSightTypeCurrentDirection));

#ifdef _DEBUG
	if (ai().get_alife() && !Level().MapManager().HasMapLocation("debug_stalker",ID())) {
		CMapLocation				*map_location = 
			Level().MapManager().AddMapLocation(
				"debug_stalker",
				ID()
			);

		map_location->SetHint		(cName());
	}
#endif // _DEBUG

#ifdef DEBUG_MEMORY_MANAGER
	if (g_bMEMO) {
		Msg							("CAI_Stalker::net_Spawn() : %d",Memory.mem_usage() - start);
	}
#endif // DEBUG_MEMORY_MANAGER

	if(SpecificCharacter().terrain_sect().size())
	{
		movement().locations().Load(*SpecificCharacter().terrain_sect());
	}

	sight().update					();
	Exec_Look						(.001f);
	
	m_pPhysics_support->in_NetSpawn	(e);

	return							(TRUE);
}
Beispiel #9
0
BOOL CHelicopter::net_Spawn(CSE_Abstract*	DC)
{

    SetfHealth(100.0f);
    setState(CHelicopter::eAlive);
    m_flame_started					=false;
    m_light_started					=false;
    m_exploded						=false;
    m_ready_explode					=false;
    m_dead							=false;

    if (!inherited::net_Spawn(DC))
        return			(FALSE);

    CPHSkeleton::Spawn((CSE_Abstract*)(DC));
    for(u32 i=0; i<4; ++i)
        CRocketLauncher::SpawnRocket(*m_sRocketSection, smart_cast<CGameObject*>(this));

    // assigning m_animator here
    CSE_Abstract		*abstract	=(CSE_Abstract*)(DC);
    CSE_ALifeHelicopter	*heli		= smart_cast<CSE_ALifeHelicopter*>(abstract);
    VERIFY				(heli);

    R_ASSERT						(Visual()&&smart_cast<IKinematics*>(Visual()));
    IKinematics* K					= smart_cast<IKinematics*>(Visual());
    CInifile* pUserData				= K->LL_UserData();

    m_rotate_x_bone			= K->LL_BoneID	(pUserData->r_string("helicopter_definition","wpn_rotate_x_bone"));
    m_rotate_y_bone			= K->LL_BoneID	(pUserData->r_string("helicopter_definition","wpn_rotate_y_bone"));
    m_fire_bone				= K->LL_BoneID	(pUserData->r_string("helicopter_definition","wpn_fire_bone"));
    m_death_bones_to_hide	= pUserData->r_string("on_death_mode","scale_bone");
    m_left_rocket_bone		= K->LL_BoneID	(pUserData->r_string("helicopter_definition","left_rocket_bone"));
    m_right_rocket_bone		= K->LL_BoneID	(pUserData->r_string("helicopter_definition","right_rocket_bone"));

    m_smoke_bone 			= K->LL_BoneID	(pUserData->r_string("helicopter_definition","smoke_bone"));
    m_light_bone 			= K->LL_BoneID	(pUserData->r_string("helicopter_definition","light_bone"));

    CExplosive::Load		(pUserData,"explosion");
    CExplosive::SetInitiator(ID());

    LPCSTR s = pUserData->r_string("helicopter_definition","hit_section");

    if( pUserData->section_exist(s) ) {
        int lc = pUserData->line_count(s);
        LPCSTR name;
        LPCSTR value;
        s16 boneID;
        for (int i=0 ; i<lc; ++i) {
            pUserData->r_line( s, i, &name, &value);
            boneID	=K->LL_BoneID(name);
            m_hitBones.insert( std::make_pair(boneID, (float)atof(value)) );
        }
    }

    CBoneInstance& biX		= smart_cast<IKinematics*>(Visual())->LL_GetBoneInstance(m_rotate_x_bone);
    biX.set_callback		(bctCustom,BoneMGunCallbackX,this);
    CBoneInstance& biY		= smart_cast<IKinematics*>(Visual())->LL_GetBoneInstance(m_rotate_y_bone);
    biY.set_callback		(bctCustom,BoneMGunCallbackY,this);
    CBoneData& bdX			= K->LL_GetData(m_rotate_x_bone);
    VERIFY(bdX.IK_data.type==jtJoint);
    m_lim_x_rot.set			(bdX.IK_data.limits[0].limit.x,bdX.IK_data.limits[0].limit.y);
    CBoneData& bdY			= K->LL_GetData(m_rotate_y_bone);
    VERIFY(bdY.IK_data.type==jtJoint);
    m_lim_y_rot.set			(bdY.IK_data.limits[1].limit.x,bdY.IK_data.limits[1].limit.y);

    xr_vector<Fmatrix> matrices;
    K->LL_GetBindTransform	(matrices);
    m_i_bind_x_xform.invert	(matrices[m_rotate_x_bone]);
    m_i_bind_y_xform.invert	(matrices[m_rotate_y_bone]);
    m_bind_rot.x			= matrices[m_rotate_x_bone].k.getP();
    m_bind_rot.y			= matrices[m_rotate_y_bone].k.getH();
    m_bind_x.set			(matrices[m_rotate_x_bone].c);
    m_bind_y.set			(matrices[m_rotate_y_bone].c);

    IKinematicsAnimated	*A	= smart_cast<IKinematicsAnimated*>(Visual());
    if (A) {
        A->PlayCycle		(*heli->startup_animation);
        K->CalculateBones	(TRUE);
    }

    m_engineSound.create			(*heli->engine_sound,st_Effect,sg_SourceType);
    m_engineSound.play_at_pos		(0,XFORM().c,sm_Looped);

    CShootingObject::Light_Create	();


    setVisible						(TRUE);
    setEnabled						(TRUE);



    m_stepRemains						= 0.0f;

//lighting
    m_light_render						= ::Render->light_create();
    m_light_render->set_shadow			(false);
    m_light_render->set_type			(IRender_Light::POINT);
    m_light_render->set_range			(m_light_range);
    m_light_render->set_color			(m_light_color);

    if(g_Alive())processing_activate	();
    TurnEngineSound(false);
    if(pUserData->section_exist("destroyed"))
        CPHDestroyable::Load(pUserData,"destroyed");
#ifdef DEBUG
    Device.seqRender.Add(this,REG_PRIORITY_LOW-1);
#endif

    return TRUE;
}
Beispiel #10
0
bool CPHSkeleton::Spawn(CSE_Abstract *D)
{
	
	CSE_PHSkeleton *po		= smart_cast<CSE_PHSkeleton*>(D);
	VERIFY					(po);

	m_flags					= po->_flags;
	CSE_Visual				*visual = smart_cast<CSE_Visual*>(D);
	VERIFY					(visual);
	m_startup_anim			= visual->startup_animation;

	if(po->_flags.test(CSE_PHSkeleton::flSpawnCopy))
	{
		CPHSkeleton* source=smart_cast<CPHSkeleton*>(Level().Objects.net_Find(po->source_id));
		R_ASSERT2(source,"no source");
		source->UnsplitSingle(this);
		m_flags.set				(CSE_PHSkeleton::flSpawnCopy,FALSE);
		po->_flags.set				(CSE_PHSkeleton::flSpawnCopy,FALSE);
		po->source_id				=BI_NONE;
		return true;
	}
	else 
	{
		CPhysicsShellHolder	*obj	=	PPhysicsShellHolder();
		IKinematics			*K		=	NULL;
		if (obj->Visual())
		{
			K= smart_cast<IKinematics*>(obj->Visual());
			if(K)
			{
				K->LL_SetBoneRoot(po->saved_bones.root_bone);
				K->LL_SetBonesVisible(po->saved_bones.bones_mask);
			}
		}
		SpawnInitPhysics(D);
		RestoreNetState(po);
		if(obj->PPhysicsShell()&&obj->PPhysicsShell()->isFullActive())
			obj->PPhysicsShell()->GetGlobalTransformDynamic(&obj->XFORM());
		
		CPHDestroyableNotificate::spawn_notificate(D);

		if(K)
		{
			CInifile* ini=K->LL_UserData();
			if(ini&&ini->section_exist("collide"))
			{
				if(ini->line_exist("collide","not_collide_parts"))
				{
					CGID gr= CPHCollideValidator::RegisterGroup();
					obj->PPhysicsShell()->RegisterToCLGroup(gr);
				}
			}
			if(ini&&ini->section_exist("collide_parts"))
			{
				if(ini->line_exist("collide_parts","small_object"))
				{
					obj->PPhysicsShell()->SetSmall();
				}
				if(ini->line_exist("collide_parts","ignore_small_objects"))
				{
					obj->PPhysicsShell()->SetIgnoreSmall();
				}
			}
		}
	}
	return false;
}