Ejemplo n.º 1
0
void CAICorpseManager::DebugDraw()
{
	if(g_pGameCVars->g_aiCorpses_DebugDraw == 0)
		return;

	IRenderAuxGeom* pRenderAux = gEnv->pRenderer->GetIRenderAuxGeom();

	gEnv->pRenderer->Draw2dLabel( 50.0f, 50.0f, 1.5f, Col_White, false, "Corpse count %" PRISIZE_T " - Max %d", m_corpsesArray.size(), m_maxCorpses );

	for(size_t i = 0; i < m_corpsesArray.size(); ++i)
	{
		CorpseInfo& corpse = m_corpsesArray[i];

		CAICorpse* pCorpse = corpse.GetCorpse();
		if(pCorpse != NULL)
		{
			AABB corpseBbox;
			pCorpse->GetEntity()->GetWorldBounds(corpseBbox);
			const Vec3 refPosition = corpseBbox.IsEmpty() ? pCorpse->GetEntity()->GetWorldPos() : corpseBbox.GetCenter();

			gEnv->pRenderer->DrawLabel( refPosition, 1.5f, "%s\nPriority %d\n%s\n%s", 
				pCorpse->GetEntity()->GetName(), pCorpse->GetPriority(),
				corpse.flags.AreAnyFlagsActive( CorpseInfo::eFlag_FarAway ) ? "Far away, remove when not visible" : "Not far away",
				corpse.flags.AreAllFlagsActive( CorpseInfo::eFlag_PhysicsDisabled) ? "Physics disabled" : "Physics enabled" );
			pRenderAux->DrawCone( refPosition + Vec3(0.0f, 0.0f, 1.5f), Vec3(0.0f, 0.0f, -1.0f), 0.3f, 0.8f, Col_Red );
		}
	}
}
Ejemplo n.º 2
0
//------------------------------------------------------------------------
void CVehicleMovementStdBoat::DrawImpulse(const pe_action_impulse& action, const Vec3& offset, float scale, const ColorB& col)
{
  if (!is_unused(action.impulse) && action.impulse.len2()>0)
  {
    IRenderAuxGeom* pGeom = gEnv->pRenderer->GetIRenderAuxGeom();
    Vec3 start = action.point + offset;
    Vec3 end = start - (action.impulse*scale/m_pVehicle->GetMass());
    Vec3 dir = (start-end).GetNormalizedSafe();
    pGeom->DrawCone(start-1.f*dir, dir, 0.5f, 1.f, col);
    pGeom->DrawLine(start, col, end, col);
    pGeom->DrawSphere(end, 0.25f, col);
  }  
}
Ejemplo n.º 3
0
void SDebugCannonBallPenetration::Update(float frameTime)
{
	IRenderAuxGeom* pRenderAux = gEnv->pRenderer->GetIRenderAuxGeom();

	SAuxGeomRenderFlags oldFlags = pRenderAux->GetRenderFlags();
	SAuxGeomRenderFlags newFlags = e_Def3DPublicRenderflags;
	newFlags.SetAlphaBlendMode(e_AlphaBlended);
	newFlags.SetDepthTestFlag(e_DepthTestOff);
	newFlags.SetCullMode(e_CullModeNone); 
	pRenderAux->SetRenderFlags(newFlags);

	const float baseDebugTimeOut = (g_pGameCVars->g_bulletPenetrationDebugTimeout > 0.0f) ? g_pGameCVars->g_bulletPenetrationDebugTimeout : DEFAULT_DEBUG_CannonBall_HIT_LIFETIME;

	for (int i = 0; i < MAX_DEBUG_CannonBall_HITS; ++i)
	{
		SDebugCannonBallHit& currentHit = m_hitsList[i];

		if (currentHit.lifeTime <= 0.0f)
		{
			continue;
		}

		currentHit.lifeTime -= frameTime;

		//const float alpha = powf((currentHit.lifeTime / baseDebugTimeOut), 4.0f);
		// avoid powf whenever possible, for such simple cases, can do with 2 muls
		float alpha = (currentHit.lifeTime / baseDebugTimeOut);
		alpha *= alpha;
		alpha *= alpha;

		const ColorB red(255, 0, 0, (uint8)(192 * alpha)), green(0, 255, 0, (uint8)(192 * alpha));
		const ColorB& hitColor = currentHit.stoppedCannonBall ? red : green;
		const Vec3 coneBase = currentHit.isBackFaceHit ? (currentHit.hitPosition + (currentHit.CannonBallDirection * 0.3f)) : (currentHit.hitPosition - (currentHit.CannonBallDirection * 0.2f)) ;
		const Vec3 lineEnd = (coneBase - (currentHit.CannonBallDirection * 0.3f));
		pRenderAux->DrawCone(coneBase, currentHit.CannonBallDirection, 0.12f, 0.2f, hitColor);
		pRenderAux->DrawLine(coneBase, hitColor, lineEnd, hitColor, 3.0f);

		const Vec3 baseText = (currentHit.isBackFaceHit) ? coneBase + (0.2f * currentHit.CannonBallDirection)  : lineEnd - (0.3f * currentHit.CannonBallDirection);
		const Vec3 textLineOffset(0.0f, 0.0f, 0.14f);
		const float textColor[4] = {1.0f, 1.0f, 1.0f, alpha};

		gEnv->pRenderer->DrawLabelEx(baseText - (textLineOffset * 2.0f), 1.25f, textColor, true, false, "Damage: %.1f", currentHit.damage);
		gEnv->pRenderer->DrawLabelEx(baseText - (textLineOffset * 3.0f), 1.25f, textColor, true, false, "Pierceability: %d", currentHit.surfacePierceability);
		gEnv->pRenderer->DrawLabelEx(baseText - (textLineOffset * 4.0f), 1.25f, textColor, true, false, "%s", GetPenetrationLevelByPierceability(currentHit.surfacePierceability));
		gEnv->pRenderer->DrawLabelEx(baseText - (textLineOffset * 5.0f), 1.25f, textColor, true, false, currentHit.tooThick ? "Too thick!" : "------");

	}

	pRenderAux->SetRenderFlags(oldFlags);
}
Ejemplo n.º 4
0
void CPlayerVisTableDebugDraw::Update()
{
	const float currentTime = gEnv->pTimer->GetCurrTime();
	const float maxDebugLifeTime = 1.0f;

	IRenderAuxGeom* pRenderAux = gEnv->pRenderer->GetIRenderAuxGeom();
	const ColorB visibleColor(0, 255, 0, 128);
	const ColorB hiddenColor(255, 0, 0, 128);
	const float white[4] = {1.0f, 1.0f, 1.0f, 1.0f};

	SAuxGeomRenderFlags oldRenderFlags = pRenderAux->GetRenderFlags();
	SAuxGeomRenderFlags newRenderFlags = e_Def3DPublicRenderflags;
	newRenderFlags.SetAlphaBlendMode(e_AlphaBlended);
	newRenderFlags.SetDepthTestFlag(e_DepthTestOff);
	newRenderFlags.SetCullMode(e_CullModeNone); 
	pRenderAux->SetRenderFlags(newRenderFlags);

	TDebugTargets::iterator targetIt = m_debugTargets.begin();
	while (targetIt != m_debugTargets.end())
	{
		SDebugInfo& targetInfo = *targetIt;

		const float lastUpdateAge = (currentTime - targetInfo.m_lastUpdatedTime);
		const bool remove = (lastUpdateAge > maxDebugLifeTime);

		if (!remove)
		{
			IEntity* pTargetEntity = gEnv->pEntitySystem->GetEntity(targetInfo.m_targetId);
			if (pTargetEntity)
			{
				const ColorB& color = targetInfo.m_visible ? visibleColor : hiddenColor;
				const Vec3 worldRefPosition = pTargetEntity->GetWorldTM().TransformPoint(targetInfo.m_localTargetPos);

				const Vec3 offset(0.0f, 0.0f, 0.4f);
				pRenderAux->DrawCone(worldRefPosition + offset, -Vec3Constants<float>::fVec3_OneZ, 0.125f, offset.z, color);
				gEnv->pRenderer->DrawLabelEx(worldRefPosition, 1.5f, white, true, false, "%.2f", lastUpdateAge);
			}
			++targetIt;
		}
		else
		{
			TDebugTargets::iterator nextElement = m_debugTargets.erase(targetIt);
			targetIt = nextElement;
		}
	}

	pRenderAux->SetRenderFlags(oldRenderFlags);
}
//------------------------------------------------------------------------
void CVehicleMovementTank::Update(const float deltaTime)
{
	CVehicleMovementStdWheeled::Update(deltaTime); 

#if ENABLE_VEHICLE_DEBUG
	if (IsProfilingMovement())
	{
		if (m_steeringImpulseMin > 0.f && m_wheelContactsLeft != 0 && m_wheelContactsRight != 0)
		{  
			const Matrix34& worldTM = m_pVehicle->GetEntity()->GetWorldTM();   
			Vec3 localVel = worldTM.GetInvertedFast().TransformVector(m_statusDyn.v);
			Vec3 localW = worldTM.GetInvertedFast().TransformVector(m_statusDyn.w);
			float speed = m_statusDyn.v.len();
			float speedRatio = min(1.f, speed/m_maxSpeed);

			const float maxW = 0.3f*gf_PI;
			float steer = abs(m_currSteer)>0.001f ? m_currSteer : 0.f;    
			float desired = steer * maxW; 
			float curr = -localW.z;
			float err = desired - curr; // err>0 means correction to right 
			Limit(err, -maxW, maxW);

			if (abs(err) > 0.01f)
			{ 
				float amount = m_steeringImpulseMin + speedRatio*(m_steeringImpulseMax-m_steeringImpulseMin);

				float corr = -err * amount * m_statusDyn.mass * deltaTime;

				pe_action_impulse imp;
				imp.iApplyTime = 1;      
				imp.angImpulse = worldTM.GetColumn2() * corr;

				float color[] = {1,1,1,1};
				gEnv->pRenderer->Draw2dLabel(300,300,1.5f,color,false,"err: %.2f ", err);
				gEnv->pRenderer->Draw2dLabel(300,320,1.5f,color,false,"corr: %.3f", corr/m_statusDyn.mass);

				IRenderAuxGeom* pGeom = gEnv->pRenderer->GetIRenderAuxGeom();
				float len = 4.f * imp.angImpulse.len() / deltaTime / m_statusDyn.mass;
				Vec3 dir = (float)-sgn(corr) * worldTM.GetColumn0(); //imp.angImpulse.GetNormalized();
				pGeom->DrawCone(worldTM.GetTranslation()+Vec3(0,0,5)-(dir*len), dir, 0.5f, len, ColorB(128,0,0,255));        
			}
		}
	}    

	DebugDrawMovement(deltaTime);
#endif
}
int CScriptBind_Game::DebugDrawCone( IFunctionHandler *pH, float x, float y, float z, float radius, float height, int r, int g, int b, int a )
{
	IRenderAuxGeom* pRenderAuxGeom = gEnv->pRenderer->GetIRenderAuxGeom();
	if (pRenderAuxGeom)
	{
		SAuxGeomRenderFlags oldFlags = pRenderAuxGeom->GetRenderFlags();
		SAuxGeomRenderFlags newFlags = oldFlags;

		newFlags.SetCullMode(e_CullModeNone);
		newFlags.SetAlphaBlendMode(e_AlphaBlended);
		pRenderAuxGeom->SetRenderFlags(newFlags);

		pRenderAuxGeom->DrawCone(Vec3(x,y,z), Vec3(0.f, 0.f, 1.f), radius, height, ColorB(r,g,b,a));
		
		pRenderAuxGeom->SetRenderFlags(oldFlags);
	}
	return pH->EndFunction();
}
Ejemplo n.º 7
0
void CPersistantDebug::Update( float frameTime )
{
	if (m_objects.empty())
		return;

	IRenderAuxGeom * pAux = gEnv->pRenderer->GetIRenderAuxGeom();
	static const int flags3D = e_Mode3D | e_AlphaBlended | e_DrawInFrontOff | e_FillModeSolid | e_CullModeBack | e_DepthWriteOn | e_DepthTestOn;
	static const int flags2D = e_Mode2D | e_AlphaBlended;

	std::vector<ListObj::iterator> toClear;
	std::vector<MapListObj::iterator> toClearMap;
	for (MapListObj::iterator iterMap = m_objects.begin(); iterMap != m_objects.end(); ++iterMap)
	{
		toClear.resize(0);
		for (ListObj::iterator iterList = iterMap->second.begin(); iterList != iterMap->second.end(); ++iterList)
		{
			iterList->timeRemaining -= frameTime;
			if (iterList->timeRemaining <= 0.0f && !(iterList->obj == eOT_EntityTag && iterList->columns.size() > 1))
				toClear.push_back(iterList);
			else
			{
				ColorF clr = iterList->clr;
				clr.a *= iterList->timeRemaining / iterList->totalTime;
				switch (iterList->obj)
				{
				case eOT_Sphere:
					pAux->SetRenderFlags( flags3D );
					pAux->DrawSphere( iterList->pos, iterList->radius, clr );
					break;
				case eOT_Quat:
					pAux->SetRenderFlags( flags3D );
					{
						float r = iterList->radius;
						Vec3 x = r * iterList->q.GetColumn0();
						Vec3 y = r * iterList->q.GetColumn1();
						Vec3 z = r * iterList->q.GetColumn2();
						Vec3 p = iterList->pos;
						OBB obb = OBB::CreateOBB( Matrix33::CreateIdentity(), Vec3(0.05f,0.05f,0.05f), ZERO );
						pAux->DrawOBB( obb, p, false, clr, eBBD_Extremes_Color_Encoded );
						pAux->DrawLine( p, ColorF(1,0,0,clr.a), p+x, ColorF(1,0,0,clr.a) );
						pAux->DrawLine( p, ColorF(0,1,0,clr.a), p+y, ColorF(0,1,0,clr.a) );
						pAux->DrawLine( p, ColorF(0,0,1,clr.a), p+z, ColorF(0,0,1,clr.a) );
					}
					break;
				case eOT_Arrow:
					pAux->SetRenderFlags( flags3D );
					pAux->DrawLine( iterList->pos - iterList->dir * iterList->radius, clr, iterList->pos + iterList->dir * iterList->radius, clr );
					pAux->DrawCone( iterList->pos + iterList->dir * iterList->radius, iterList->dir, 0.1f * iterList->radius, 0.3f * iterList->radius, clr );
					break;
				case eOT_Line:
					pAux->SetRenderFlags( flags3D );
					pAux->DrawLine( iterList->pos, clr, iterList->pos + iterList->dir, clr );
					break;
				case eOT_Cone:
					pAux->SetRenderFlags( flags3D );
					pAux->DrawCone( iterList->pos, iterList->dir, iterList->radius, iterList->radius2, clr );
					break;
				case eOT_Cylinder:
					pAux->SetRenderFlags( flags3D );
					pAux->DrawCylinder( iterList->pos, iterList->dir, iterList->radius, iterList->radius2, clr );
					break;
				case eOT_AABB:
					pAux->SetRenderFlags( flags3D );
					pAux->DrawAABB( AABB(iterList->pos,iterList->dir), Matrix34(IDENTITY), false, clr, eBBD_Faceted );
					break;
				case eOT_Line2D:
					pAux->SetRenderFlags( flags2D );
					pAux->DrawLine( iterList->pos, clr, iterList->dir, clr );
					break;
				case eOT_Text:
					{
						float clrAry[4] = {clr.r, clr.g, clr.b, clr.a};
						gEnv->pRenderer->Draw2dLabel( iterList->pos.x, iterList->pos.y, iterList->radius, clrAry, false, "%s", iterList->text.c_str() );
					}
					break;
				case eOT_Disc:
					{
						pAux->SetRenderFlags( flags3D );
						vtx_idx indTriQuad[ 6 ] = 
						{
							0, 2, 1, 
							0, 3, 2
						};	
						vtx_idx indTriTri[ 3 ] = 
						{
							0, 1, 2
						};	

						int steps = (int)(10 * iterList->radius2);
						steps = std::max(steps, 10);
						float angStep = gf_PI2 / steps;
						for (int i=0; i<steps; i++)
						{
							float a0 = angStep*i;
							float a1 = angStep*(i+1);
							float c0 = cosf( a0 );
							float c1 = cosf( a1 );
							float s0 = sinf( a0 );
							float s1 = sinf( a1 );
							Vec3 pts[4];
							int n, n2;
							vtx_idx * indTri;
							if (iterList->radius)
							{
								n = 4;
								n2 = 6;
								pts[0] = iterList->pos + iterList->radius * Vec3( c0, s0, 0 );
								pts[1] = iterList->pos + iterList->radius * Vec3( c1, s1, 0 );
								pts[2] = iterList->pos + iterList->radius2 * Vec3( c1, s1, 0 );
								pts[3] = iterList->pos + iterList->radius2 * Vec3( c0, s0, 0 );
								indTri = indTriQuad;
							}
							else
							{
								n = 3;
								n2 = 3;
								pts[0] = iterList->pos;
								pts[1] = pts[0] + iterList->radius2 * Vec3( c0, s0, 0 );
								pts[2] = pts[0] + iterList->radius2 * Vec3( c1, s1, 0 );
								indTri = indTriTri;
							}
							pAux->DrawTriangles( pts, n, indTri, n2, clr );
						}
					}
					break;
				case eOT_EntityTag:
					{
						UpdateTags(frameTime, *iterList);
					}
					break;
				}
			}
		}
		while (!toClear.empty())
		{
			iterMap->second.erase(toClear.back());
			toClear.pop_back();
		}
		if (iterMap->second.empty())
			toClearMap.push_back(iterMap);
	}
	while (!toClearMap.empty())
	{
		m_objects.erase(toClearMap.back());
		toClearMap.pop_back();
	}
}
Ejemplo n.º 8
0
//------------------------------------------------------------------------
void CDebugGun::Update( SEntityUpdateContext& ctx, int update)
{ 
  if (!IsSelected())
    return;
  
  static float drawColor[4] = {1,1,1,1};
  static const int dx = 5; 
  static const int dy = 15;
  static const float font = 1.2f;
  static const float fontLarge = 1.4f;

  IRenderer* pRenderer = gEnv->pRenderer;
  IRenderAuxGeom* pAuxGeom = pRenderer->GetIRenderAuxGeom();
  pAuxGeom->SetRenderFlags(e_Def3DPublicRenderflags);

  pRenderer->Draw2dLabel(pRenderer->GetWidth()/5.f, pRenderer->GetHeight()-35, fontLarge, drawColor, false, "Firemode: %s (%.1f)", m_fireModes[m_fireMode].first.c_str(), m_fireModes[m_fireMode].second);      

  ray_hit rayhit;
  int hits = 0;
  
  unsigned int flags = rwi_stop_at_pierceable|rwi_colltype_any;
  if (m_fireModes[m_fireMode].first == "pierceability")
  { 
    flags = (unsigned int)m_fireModes[m_fireMode].second & rwi_pierceability_mask;
  }
  
  // use cam, no need for firing pos/dir
  CCamera& cam = GetISystem()->GetViewCamera();

  if (hits = gEnv->pPhysicalWorld->RayWorldIntersection(cam.GetPosition()+cam.GetViewdir(), cam.GetViewdir()*HIT_RANGE, ent_all, flags, &rayhit, 1))
  {
    IMaterialManager* pMatMan = gEnv->p3DEngine->GetMaterialManager();
    IActorSystem* pActorSystem = g_pGame->GetIGameFramework()->GetIActorSystem();
    IVehicleSystem* pVehicleSystem = g_pGame->GetIGameFramework()->GetIVehicleSystem();
    
    int x = (int)(pRenderer->GetWidth() *0.5f) + dx;
    int y = (int)(pRenderer->GetHeight()*0.5f) + dx - dy;

    // draw normal
    ColorB colNormal(200,0,0,128);
    Vec3 end = rayhit.pt + 0.75f*rayhit.n;
    pAuxGeom->DrawLine(rayhit.pt, colNormal, end, colNormal);
    pAuxGeom->DrawCone(end, rayhit.n, 0.1f, 0.2f, colNormal);

    IEntity * pEntity = (IEntity*)rayhit.pCollider->GetForeignData(PHYS_FOREIGN_ID_ENTITY);
    if(pEntity)
    {  
      pRenderer->Draw2dLabel(x, y+=dy, fontLarge, drawColor, false, pEntity->GetName());      
    }
    
    // material
    const char* matName = pMatMan->GetSurfaceType(rayhit.surface_idx)->GetName();

    if (matName[0])      
      pRenderer->Draw2dLabel(x, y+=dy, font, drawColor, false, "%s (%i)", matName, rayhit.surface_idx);

    pRenderer->Draw2dLabel(x, y+=dy, font, drawColor, false, "%.1f m", rayhit.dist);

    if (pEntity)
    {
      IScriptTable* pScriptTable = pEntity->GetScriptTable();

      // physics 
      if (IPhysicalEntity* pPhysEnt = pEntity->GetPhysics())
      {
        pe_status_dynamics status;
        if (pPhysEnt->GetStatus(&status))
        {        
          if (status.mass > 0.f)
            pRenderer->Draw2dLabel(x, y+=dy, font, drawColor, false, "%.1f kg", status.mass);

          pRenderer->Draw2dLabel(x, y+=dy, font, drawColor, false, "pe_type: %i", pPhysEnt->GetType());                

          if (status.submergedFraction > 0.f)
            pRenderer->Draw2dLabel(x, y+=dy, font, drawColor, false, "%.2f submerged", status.submergedFraction);

          if (status.v.len2() > 0.0001f)
            pRenderer->Draw2dLabel(x, y+=dy, font, drawColor, false, "%.2f m/s", status.v.len());
        }   
      }  

      if (pScriptTable)
      {
        HSCRIPTFUNCTION func = 0;
        if (pScriptTable->GetValue("GetFrozenAmount", func) && func)
        {
          float frozen = 0.f;
          Script::CallReturn(gEnv->pScriptSystem, func, pScriptTable, frozen);
					gEnv->pScriptSystem->ReleaseFunc(func);
          
          if (frozen > 0.f)
            pRenderer->Draw2dLabel(x, y+=dy, font, drawColor, false, "Frozen: %.2f", frozen); 
        }
      }
     
      // class-specific stuff
      if (IActor* pActor = pActorSystem->GetActor(pEntity->GetId()))
      {
        pRenderer->Draw2dLabel(x, y+=dy, font, drawColor, false, "%i health", pActor->GetHealth());
      }
      else if (IVehicle* pVehicle = pVehicleSystem->GetVehicle(pEntity->GetId()))
      {
        const SVehicleStatus& status = pVehicle->GetStatus();
        
        pRenderer->Draw2dLabel(x, y+=dy, font, drawColor, false, "%.0f%% health", 100.f*status.health);
        pRenderer->Draw2dLabel(x, y+=dy, font, drawColor, false, "%i passengers", status.passengerCount);
        
        if (pVehicle->GetMovement() && pVehicle->GetMovement()->IsPowered())
        {
          pRenderer->Draw2dLabel(x, y+=dy, font, drawColor, false, "Running");
        }
      }
      else
      {
        if (pScriptTable)
        {
          HSCRIPTFUNCTION func = 0;
          if (pScriptTable->GetValue("GetHealth", func) && func)
          {
            float health = 0.f;
            if (Script::CallReturn(gEnv->pScriptSystem, func, pScriptTable, health))
            {
              pRenderer->Draw2dLabel(x, y+=dy, font, drawColor, false, "%.0f health", health);
            }
						gEnv->pScriptSystem->ReleaseFunc(func);
          }
        }
      }
    }    
  }  
}
Ejemplo n.º 9
0
//------------------------------------------------------------------------
void CVehicleMovementStdBoat::UpdateSurfaceEffects(const float deltaTime)
{
  FUNCTION_PROFILER( GetISystem(), PROFILE_GAME );

  if (0 == g_pGameCVars->v_pa_surface)
  {
    ResetParticles();
    return;
  }
  
  IEntity* pEntity = m_pVehicle->GetEntity();
  const Matrix34& worldTM = pEntity->GetWorldTM();
  
  float distSq = worldTM.GetTranslation().GetSquaredDistance(gEnv->pRenderer->GetCamera().GetPosition());
  if (distSq > sqr(300.f) || (distSq > sqr(50.f) && !m_pVehicle->GetGameObject()->IsProbablyVisible()))
    return;

  Matrix34 worldTMInv = worldTM.GetInverted();
  const SVehicleStatus& status = m_pVehicle->GetStatus();    
  float velDot = status.vel * worldTM.GetColumn1();  
  float powerNorm = min(abs(m_movementAction.power), 1.f);

  SEnvironmentParticles* envParams = m_pPaParams->GetEnvironmentParticles();

  SEnvParticleStatus::TEnvEmitters::iterator end = m_paStats.envStats.emitters.end();
  for (SEnvParticleStatus::TEnvEmitters::iterator emitterIt = m_paStats.envStats.emitters.begin(); emitterIt!=end; ++emitterIt)  
  { 
    if (emitterIt->layer < 0)
    {
      assert(0);
      continue;
    }

    const SEnvironmentLayer& layer = envParams->GetLayer(emitterIt->layer);
    
    SEntitySlotInfo info;        
    info.pParticleEmitter = 0;
    pEntity->GetSlotInfo(emitterIt->slot, info);        

    float countScale = 1.f;
    float sizeScale = 1.f;
		float speedScale = 1.f;
    float speed = 0.f;

    // check if helper position is beneath water level      
                
    Vec3 emitterWorldPos = worldTM * emitterIt->quatT.t;
    float waterLevel = gEnv->p3DEngine->GetWaterLevel(&emitterWorldPos);
    int matId = 0;
    
    if (emitterWorldPos.z <= waterLevel+0.1f && m_physStatus[k_mainThread].submergedFraction<0.999f)
    {
      matId = gEnv->pPhysicalWorld->GetWaterMat();
      speed = status.speed;

      bool spray = !strcmp(layer.GetName(), "spray");        
      
      if (spray)
      {
        // slip based          
        speed -= abs(velDot);
      }

      GetParticleScale(layer, speed, powerNorm, countScale, sizeScale, speedScale);
    }
    else
    {
      countScale = 0.f;
    }
    
    if (matId && matId != emitterIt->matId)
    {
      // change effect       
      IParticleEffect* pEff = 0;                
      const char* effect = GetEffectByIndex( matId, layer.GetName() );

      if (effect && (pEff = gEnv->pParticleManager->FindEffect(effect)))
      {  
#if ENABLE_VEHICLE_DEBUG
        if (DebugParticles())              
					CryLog("%s changes water sfx to %s (slot %i)", pEntity->GetName(), effect, emitterIt->slot);
#endif

        if (info.pParticleEmitter)
        {
          info.pParticleEmitter->Activate(false);
          pEntity->FreeSlot(emitterIt->slot);                  
        }

        emitterIt->slot = pEntity->LoadParticleEmitter(emitterIt->slot, pEff);

        if (emitterIt->slot != -1)
          pEntity->SetSlotLocalTM(emitterIt->slot, Matrix34(emitterIt->quatT));

        info.pParticleEmitter = 0;
        pEntity->GetSlotInfo(emitterIt->slot, info);
      }
      else
        countScale = 0.f;
    }

    if (matId)
      emitterIt->matId = matId;

    if (info.pParticleEmitter)
    {
      SpawnParams sp;
      sp.fSizeScale = sizeScale;
      sp.fCountScale = countScale;    
			sp.fSpeedScale = speedScale;
      info.pParticleEmitter->SetSpawnParams(sp);

      if (layer.alignToWater && countScale > 0.f)
      {          
        Vec3 worldPos(emitterWorldPos.x, emitterWorldPos.y, waterLevel+0.05f);

        Matrix34 localTM(emitterIt->quatT);
        localTM.SetTranslation(worldTMInv * worldPos);
        pEntity->SetSlotLocalTM(emitterIt->slot, localTM);           
      }
    }

#if ENABLE_VEHICLE_DEBUG
    if (DebugParticles() && m_pVehicle->IsPlayerDriving())
    {          
      float color[] = {1,1,1,1};
      ColorB red(255,0,0,255);
      IRenderAuxGeom* pAuxGeom = gEnv->pRenderer->GetIRenderAuxGeom();
      
      const char* effect = info.pParticleEmitter ? info.pParticleEmitter->GetName() : "";
      const Matrix34& slotTM = m_pEntity->GetSlotWorldTM(emitterIt->slot);
      Vec3 ppos = slotTM.GetTranslation();
      
      pAuxGeom->DrawSphere(ppos, 0.2f, red);
      pAuxGeom->DrawCone(ppos, slotTM.GetColumn1(), 0.1f, 0.5f, red);
      gEnv->pRenderer->Draw2dLabel(50.f, (float)(400+10*emitterIt->slot), 1.2f, color, false, "<%s> water fx: slot %i [%s], speed %.1f, sizeScale %.2f, countScale %.2f (pos %.0f,%0.f,%0.f)", pEntity->GetName(), emitterIt->slot, effect, speed, sizeScale, countScale, ppos.x, ppos.y, ppos.z);        
    }  
#endif
  }

  // generate water splashes
	Vec3 wakePos;
	if(m_pSplashPos)
	{
		wakePos = m_pSplashPos->GetWorldSpaceTranslation();
	}
	else
	{
		wakePos = worldTM.GetTranslation();
	}
  float wakeWaterLevel = gEnv->p3DEngine->GetWaterLevel(&wakePos);

  const Vec3& localW = m_localSpeed;
  if (localW.x >= 0.f)
    m_diving = false;
      
  if (!m_diving && localW.x < -0.03f && status.speed > 10.f && wakePos.z < m_lastWakePos.z && wakeWaterLevel+0.1f >= wakePos.z)
  {
    float speedRatio = min(1.f, status.speed/(m_maxSpeed*m_factorMaxSpeed)); 
    m_diving = true;              
    
    if (m_pWaveEffect)
    {
      if (IParticleEmitter* pEmitter = pEntity->GetParticleEmitter(m_wakeSlot))
      {
        pEmitter->Activate(false);
        pEntity->FreeSlot(m_wakeSlot);
        m_wakeSlot = -1;
      }

      SpawnParams spawnParams;
      spawnParams.fSizeScale = spawnParams.fCountScale = 0.5f + 0.25f*speedRatio;
      spawnParams.fSizeScale  += 0.4f*m_waveRandomMult;
      spawnParams.fCountScale += cry_random(0.0f, 0.4f);

      m_wakeSlot = pEntity->LoadParticleEmitter(m_wakeSlot, m_pWaveEffect, &spawnParams);        
    }

    // handle splash sound  
    ExecuteTrigger(eSID_Splash);
    SetSoundParam(eSID_Splash, "intensity", 0.2f*speedRatio + 0.5f*m_waveRandomMult);     

    if (m_rpmPitchDir == 0)
    {
      m_rpmPitchDir = -1;
      m_waveSoundPitch = 0.f;
      m_waveSoundAmount = 0.02f + m_waveRandomMult*0.08f;
    }      
  }  

  if (m_wakeSlot != -1)
  { 
    // update emitter local pos to short above waterlevel
    Matrix34 tm;
		if(m_pSplashPos)
			m_pSplashPos->GetVehicleTM(tm);
		else
			tm.SetIdentity();

    Vec3 pos = tm.GetTranslation();
    pos.z = worldTMInv.TransformPoint(Vec3(wakePos.x,wakePos.y,wakeWaterLevel)).z + 0.2f;
    tm.SetTranslation(pos);
    pEntity->SetSlotLocalTM(m_wakeSlot, tm);

#if ENABLE_VEHICLE_DEBUG
    if (IsProfilingMovement())
    {
      Vec3 wPos = worldTM * tm.GetTranslation();
      ColorB col(128, 128, 0, 200);
      gEnv->pRenderer->GetIRenderAuxGeom()->DrawSphere(wPos, 0.4f, col);
      gEnv->pRenderer->GetIRenderAuxGeom()->DrawLine(wPos, col, wPos+Vec3(0,0,1.5f), col);
    }          
#endif
  } 

  m_lastWakePos = wakePos;
}
Ejemplo n.º 10
0
//----------------------------------------------------------------------------
void CHomingMissile::UpdateCruiseMissile(float frameTime)
{

	IRenderer* pRenderer = gEnv->pRenderer;
	IRenderAuxGeom* pGeom = pRenderer->GetIRenderAuxGeom();
	float color[4] = {1,1,1,1};
	const static float step = 15.f;  
	float y = 20.f;    

	bool bDebug = g_pGameCVars->i_debug_projectiles > 0;

	if (m_targetId)
	{
		IEntity* pTarget = gEnv->pEntitySystem->GetEntity(m_targetId);
		if (pTarget)
		{
			AABB box;
			pTarget->GetWorldBounds(box);
			SetDestination( box.GetCenter() );

			//if (bDebug)
				//pRenderer->Draw2dLabel(5.0f, y+=step, 1.5f, color, false, "Target Entity: %s", pTarget->GetName());
		}    
	}
	else 
	{
		// update destination pos from weapon
		static IItemSystem* pItemSystem = g_pGame->GetIGameFramework()->GetIItemSystem();
		IItem* pItem = pItemSystem->GetItem(m_weaponId);
		if (pItem && pItem->GetIWeapon())
		{
			const Vec3& dest = pItem->GetIWeapon()->GetDestination();
			SetDestination( dest );

			//if (bDebug)
				//pRenderer->Draw2dLabel(5.0f, y+=step, 1.5f, color, false, "Weapon Destination: (%.1f %.1f %.1f)", dest.x, dest.y, dest.z);
		}
	}

	pe_status_dynamics status;
	if (!GetEntity()->GetPhysics()->GetStatus(&status))
		return;

	float currentSpeed = status.v.len();
	Vec3 currentPos = GetEntity()->GetWorldPos();
	Vec3 goalDir(ZERO);

	if (!m_destination.IsZero())
	{

		if((currentPos-m_destination).len2()<(m_detonationRadius*m_detonationRadius))
		{
			Explode(true, true, m_destination, -status.v.normalized(), status.v, m_targetId);
			return;
		}

		if (bDebug)
			pGeom->DrawCone(m_destination, Vec3(0,0,-1), 2.5f, 7.f, ColorB(255,0,0,255));

		float heightDiff = (m_cruiseAltitude-m_alignAltitude) - currentPos.z;

		if (!m_isCruising && heightDiff * sgn(status.v.z) > 0.f)
		{
			// if heading towards align altitude (but not yet reached) accelerate to max speed    
			if (bDebug)
				pRenderer->Draw2dLabel(5.0f,  y+=step,   1.5f, color, false, "[HomingMissile] accelerating (%.1f / %.1f)", currentSpeed, m_maxSpeed);    
		}
		else if (!m_isCruising && heightDiff * sgnnz(status.v.z) < 0.f && (status.v.z<0 || status.v.z>0.25f))
		{
			// align to cruise
			if (currentSpeed != 0)
			{
				goalDir = status.v;
				goalDir.z = 0;
				goalDir.normalize();
			}    

			if (bDebug)
				pRenderer->Draw2dLabel(5.0f,  y+=step, 1.5f, color, false, "[HomingMissile] aligning"); 
		}
		else
		{
			if (bDebug)
				pRenderer->Draw2dLabel(5.0f,  y+=step, 1.5f, color, false, "[HomingMissile] cruising..."); 

			// cruise
			m_isCruising = true;

			if (!m_destination.IsZero())
			{
				float groundDistSq = m_destination.GetSquaredDistance2D(currentPos);
				float distSq = m_destination.GetSquaredDistance(currentPos);
				float descendDistSq = sqr(m_descendDistance);

				if (m_isDescending || groundDistSq <= descendDistSq)
				{
					if (bDebug)
						pRenderer->Draw2dLabel(5.0f,  y+=step, 1.5f, color, false, "[HomingMissile] descending!"); 

					if (distSq != 0)
						goalDir = (m_destination - currentPos).normalized();
					else 
						goalDir.zero();

					m_isDescending = true;
				}              
				else
				{
					Vec3 airPos = m_destination;
					airPos.z = currentPos.z;          
					goalDir = airPos - currentPos;
					if (goalDir.len2() != 0)
						goalDir.Normalize();
				}    
			}
		}
	}  

	float desiredSpeed = currentSpeed;
	if (currentSpeed < m_maxSpeed-0.1f)
	{
		desiredSpeed = min(m_maxSpeed, desiredSpeed + m_accel*frameTime);
	}

	Vec3 currentDir = status.v.GetNormalizedSafe(FORWARD_DIRECTION);
	Vec3 dir = currentDir;

	if (!goalDir.IsZero())
	{ 
		float cosine = max(min(currentDir.Dot(goalDir), 0.999f), -0.999f);
		float goalAngle = RAD2DEG(acos_tpl(cosine));
		float maxAngle = m_turnSpeed * frameTime;

		if (bDebug)
		{ 
			pGeom->DrawCone( currentPos, goalDir, 0.4f, 12.f, ColorB(255,0,0,255) );
			pRenderer->Draw2dLabel(5.0f,  y+=step, 1.5f, color, false, "[HomingMissile] goalAngle: %.2f", goalAngle); 

		}

		if (goalAngle > maxAngle+0.05f)    
			dir = (Vec3::CreateSlerp(currentDir, goalDir, maxAngle/goalAngle)).normalize();
		else //if (goalAngle < 0.005f)
			dir = goalDir;
	}

	pe_action_set_velocity action;
	action.v = dir * desiredSpeed;
	GetEntity()->GetPhysics()->Action(&action);

	if (bDebug)
	{
		pGeom->DrawCone( currentPos, dir, 0.4f, 12.f, ColorB(128,128,0,255) );  
		pRenderer->Draw2dLabel(5.0f,  y+=step, 1.5f, color, false, "[HomingMissile] currentSpeed: %.1f (max: %.1f)", currentSpeed, m_maxSpeed); 
	}
}