Beispiel #1
0
//-------------------------------------------------------------------------
int CScriptBind_Action::Persistant2DText(IFunctionHandler* pH, const char* text, float size, Vec3 color, const char* name, float timeout)
{
  IPersistantDebug* pPD = CCryAction::GetCryAction()->GetIPersistantDebug();

  pPD->Begin(name, false);
  pPD->Add2DText(text, size, ColorF(color, 1.f), timeout);

  return pH->EndFunction();
}
//------------------------------------------------------------------------
float CGameRulesCommonDamageHandling::GetCollisionEnergy( const IEntity *pVictim, const CGameRules::SCollisionHitInfo& colHitInfo ) const
{
	float m1 = colHitInfo.target_mass;
	float m0 = 0.f;

	IPhysicalEntity *phys = pVictim->GetPhysics();
	if(phys)
	{
		pe_status_dynamics	dyn;
		phys->GetStatus(&dyn);
		m0 = dyn.mass;
	}

	IEntity *pOffender = gEnv->pEntitySystem->GetEntity(colHitInfo.targetId);
	bool bCollider = (pOffender || m1 > 0.001f);

	const bool debugColl = DebugCollisions();
	if (debugColl)
	{
		CryLog("GetCollisionEnergy %s (%.1f) <-> %s (%.1f)", pVictim?pVictim->GetName():"[no entity]", m0, pOffender?pOffender->GetName():"[no entity]", m1);
	}

	float v0Sq = 0.f, v1Sq = 0.f;

	if (bCollider)	// non-static
	{
		m0 = min(m0, m1);

		Vec3 v0normal, v1normal, vrel;
		Vec3 tempNormal = colHitInfo.normal;

		float v0dotN = colHitInfo.velocity.dot(colHitInfo.normal);
		v0normal = tempNormal.scale(v0dotN);

		float v1dotN = colHitInfo.target_velocity.dot(colHitInfo.normal);;  // "target" is the offender
		v1normal = tempNormal.scale(v1dotN);

		vrel = v0normal.sub(v1normal);
		float vrelSq = vrel.len2();

		v0Sq = min( sqr(v0dotN), vrelSq );
		v1Sq = min( sqr(v1dotN), vrelSq );

		if (debugColl)
		{
			IPersistantDebug* pPD = g_pGame->GetIGameFramework()->GetIPersistantDebug();

			pPD->Begin("CollDamage", false);
			pPD->AddSphere(colHitInfo.pos, 0.15f, Col_Red, 5.f);
			pPD->AddDirection(colHitInfo.pos, 1.5f, tempNormal.scale(sgn(v0dotN)), Col_Green, 5.f);
			pPD->AddDirection(colHitInfo.pos, 1.5f, tempNormal.scale(sgn(v1dotN)), Col_Red, 5.f);

			if ((v0Sq > 2*2) || (v1Sq > 2*2))
			{
				CryLog("normal velocities: rel %.1f, <%s> %.1f / <%s> %.1f", sqrt(vrelSq), pVictim?pVictim->GetName():"none", v0dotN, pOffender?pOffender->GetName():"none", v1dotN); 
				CryLog("target_type: %i, target_velocity: %.2f %.2f %.2f", colHitInfo.target_type, colHitInfo.target_velocity.x, colHitInfo.target_velocity.y, colHitInfo.target_velocity.z);
			}
		}
	}
	else
	{
		v0Sq = sqr(colHitInfo.velocity.dot(colHitInfo.normal));

		if (debugColl && v0Sq>5*5)
		{
			IPersistantDebug* pPD = g_pGame->GetIGameFramework()->GetIPersistantDebug();

			pPD->Begin("CollDamage", false);
			pPD->AddDirection(colHitInfo.pos, 1.5f, colHitInfo.normal, Col_Green, 5.f);
			string debugText;
			debugText.Format("z: %f", colHitInfo.velocity.z);
			pPD->Add2DText(debugText.c_str(), 1.5f, Col_White, 5.f);
		}
	}

	float colliderEnergyScale = 1.f;
	if (pVictim != NULL && pOffender != NULL)
	{
		if(IActor* pVictimActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(pVictim->GetId()))
		{
			colliderEnergyScale = !pVictimActor->IsPlayer() ?	GetAIPlayerAgainstColliderEnergyScale(*pOffender) :
																GetPlayerAgainstColliderEnergyScale(*pOffender);
			
			if (debugColl)
			{
				CryLog("colliderEnergyScale: %.1f", colliderEnergyScale);
			}
		}
	}

	const float energy0 = 0.5f * m0 * v0Sq;
	const float energy1 = 0.5f * m1 * v1Sq * colliderEnergyScale;

	return energy0 + energy1;
}