void CGameVolume_Water::SetupVolumeSegment(const WaterProperties& waterProperties, const uint32 segmentIndex, const Vec3* pVertices, const uint32 vertexCount)
{
	SWaterSegment& segment = m_segments[segmentIndex];

	IWaterVolumeRenderNode*& pWaterRenderNode = segment.m_pWaterRenderNode;

	CreateWaterRenderNode(pWaterRenderNode);

	CRY_ASSERT ( pWaterRenderNode != NULL );

	const Matrix34& entityWorldTM = GetEntity()->GetWorldTM();

	pWaterRenderNode->SetMinSpec( waterProperties.minSpec );
	pWaterRenderNode->SetMaterialLayers( (uint8)waterProperties.materialLayerMask );
	pWaterRenderNode->SetViewDistRatio( waterProperties.viewDistanceRatio );

	Plane fogPlane;
	fogPlane.SetPlane( Vec3Constants<float>::fVec3_OneZ, pVertices[0] );

	pWaterRenderNode->SetFogDensity( waterProperties.fogDensity );
	pWaterRenderNode->SetFogColor( waterProperties.fogColor * max( waterProperties.fogColorMultiplier , 0.0f ) );
	pWaterRenderNode->SetFogColorAffectedBySun( waterProperties.fogColorAffectedBySun );
	pWaterRenderNode->SetFogShadowing( waterProperties.fogShadowing );
	pWaterRenderNode->SetCapFogAtVolumeDepth( waterProperties.capFogAtVolumeDepth );

	pWaterRenderNode->SetCaustics( waterProperties.caustics );
	pWaterRenderNode->SetCausticIntensity( waterProperties.causticIntensity );
	pWaterRenderNode->SetCausticTiling( waterProperties.causticTiling );
	pWaterRenderNode->SetCausticHeight( waterProperties.causticHeight );

	const Vec3* segmentVertices = pVertices;
	uint32 segmentVertexCount = vertexCount;

	Vec3 vertices[4];

	if(waterProperties.isRiver)
	{
		FillOutRiverSegment(segmentIndex, pVertices, vertexCount, &vertices[0]);

		segmentVertices = &vertices[0];
		segmentVertexCount = 4;
	}

	pWaterRenderNode->CreateArea( 0, &segmentVertices[0], segmentVertexCount, Vec2( waterProperties.uScale, waterProperties.vScale ), fogPlane, false );

	pWaterRenderNode->SetMaterial( GetEntity()->GetMaterial() );
	pWaterRenderNode->SetVolumeDepth( waterProperties.depth );
	pWaterRenderNode->SetStreamSpeed( waterProperties.streamSpeed );

	CreatePhysicsArea( segmentIndex, entityWorldTM, segmentVertices, segmentVertexCount, waterProperties.isRiver, waterProperties.streamSpeed );

	// NOTE:
	// Set the matrix after everything has been setup in local space
	UpdateRenderNode( pWaterRenderNode, entityWorldTM );
}
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;


}
void CExactPositioningTrigger::Update( float frameTime, Vec3 userPos, Quat userOrient, bool allowTriggering )
{
	if (m_state == eS_Invalid)
		return;

	CRY_ASSERT(m_pos.IsValid());
	CRY_ASSERT(m_userPos.IsValid());
	CRY_ASSERT(m_orient.IsValid());
	CRY_ASSERT(m_userOrient.IsValid());
	CRY_ASSERT(m_posSize.IsValid());
	CRY_ASSERT(NumberValid(m_cosOrientTolerance));

	CRY_ASSERT(NumberValid(frameTime));
	CRY_ASSERT(userPos.IsValid());
	CRY_ASSERT(userOrient.IsValid());

	m_userPos = userPos;
	m_userOrient = userOrient;

	if (m_state == eS_Initializing)
		m_state = eS_Before;

	Plane threshold;
	threshold.SetPlane( m_orient.GetColumn1(), m_pos );
	if (threshold.DistFromPlane(userPos) >= 0.0f)
	{
		if (m_sideTime < 0.0f)
			m_sideTime = 0.0f;
		else
			m_sideTime += frameTime;
	}
	else
	{
		if (m_sideTime > 0.0f)
			m_sideTime = 0.0f;
		else
			m_sideTime -= frameTime;
	}

	Vec3 curDir = userOrient.GetColumn1();
	Vec3 wantDir = m_orient.GetColumn1();

	if (m_state == eS_Before)
	{
		OBB triggerBox;
		triggerBox.SetOBB( Matrix33(m_orient), m_posSize+Vec3(0.5f,0.5f,0), ZERO );
		if (Overlap::Point_OBB(m_userPos, m_pos, triggerBox))
			m_state = eS_Optimizing;
	}

	if ((m_state == eS_Optimizing) && allowTriggering)
	{
#ifdef INCLUDE_EXACTPOS_DEBUGGING
		bool debug = (CAnimationGraphCVars::Get().m_debugExactPos != 0);
		CPersistantDebug* pPD = CCryAction::GetCryAction()->GetPersistantDebug();
#endif

		Vec3 bump(0.0f, 0.0f, 0.1f);

		Vec3 posDistanceError = m_userPos - m_pos;
		if ( posDistanceError.z > -1.0f && posDistanceError.z < 1.0f )
			posDistanceError.z = 0;

		Vec3 orientFwd = m_orient.GetColumn1(); orientFwd.z = 0.0f; orientFwd.Normalize();
		Vec3 rotAnimMovementWanted = orientFwd * m_animMovementLength;

		Vec3 userFwd = m_userOrient.GetColumn1(); userFwd.z = 0.0f; userFwd.Normalize();
		Vec3 rotAnimMovementUser = userFwd * m_animMovementLength;

		float cosRotError = orientFwd.Dot( userFwd );
		float rotError = CLAMP(m_cosOrientTolerance - cosRotError, 0.0f, 1.0f);
		//Vec3 rotDistanceError = rotAnimMovementUser - rotAnimMovementWanted;

		float fwdDistance = fabsf(orientFwd.Dot( posDistanceError ));
		float sideDistance = max( 0.0f, sqrtf( MAX(0,posDistanceError.GetLengthSquared2D() - sqr(fwdDistance)) ) - m_width );

		float deltaFwd = m_oldFwdDir < fwdDistance ? fwdDistance - m_oldFwdDir : 0.0f;
		m_oldFwdDir = fwdDistance;
		fwdDistance += deltaFwd * 0.5f;
		deltaFwd = max(0.1f, deltaFwd);

		f32 distanceError = sqrtf(sqr(fwdDistance) + sqr(sideDistance)); // posDistanceError.len() * m_distanceErrorFactor;
		f32 temp = 1.0f-sqr(1.0f-rotError*rotError);
		temp = max(temp,0.0f); //never do a sqrtf with a negative value 
		f32 orientError = sqrtf(temp) * m_animMovementLength; // rotDistanceError.len();
		f32 totalDistanceError = distanceError + orientError;
		if (((m_distanceError * 1.05f) < distanceError) && ((m_orientError * 1.05f) < orientError) && (totalDistanceError < deltaFwd) ||
			(totalDistanceError < deltaFwd*0.5f))
		{ // found local minimum in distance error, force triggering.
			m_state = eS_Triggered;
			m_oldFwdDir = 0.0f;

#ifdef INCLUDE_EXACTPOS_DEBUGGING
			if (debug)
			{
				pPD->Begin("AnimationTrigger LocalMinima Triggered", false);
				pPD->AddPlanarDisc(m_pos + bump, 0.0f, m_distanceError, ColorF(0,1,0,0.5), 10.0f);
			}
#endif
		}
		else
		{
			m_distanceError = m_distanceError > distanceError ? distanceError : m_distanceError * 0.999f; // should timeout in ~2 secs. on 50 FPS
			m_orientError = m_orientError > orientError ? orientError : m_orientError - 0.0001f;

#ifdef INCLUDE_EXACTPOS_DEBUGGING
			if (debug)
			{
				pPD->Begin("AnimationTrigger LocalMinima Optimizing", true);
				pPD->AddPlanarDisc(m_pos + bump, 0.0f, m_distanceError, ColorF(1,1,0,0.5), 10.0f);
			}
#endif
		}

#ifdef INCLUDE_EXACTPOS_DEBUGGING
		if (debug)
		{
			pPD->AddLine(m_userPos + bump, m_pos + bump, ColorF(1,0,0,1), 10.0f);
			pPD->AddLine(m_userPos + rotAnimMovementUser + bump, m_pos + rotAnimMovementWanted + bump, ColorF(1,0,0,1), 10.0f);
			pPD->AddLine(m_pos + bump, m_pos + rotAnimMovementWanted + bump, ColorF(1,0.5,0,1), 10.0f);
			pPD->AddLine(m_userPos + bump, m_pos + rotAnimMovementUser + bump, ColorF(1,0.5,0,1), 10.0f);
		}
#endif
	}

	CRY_ASSERT(m_pos.IsValid());
	CRY_ASSERT(m_userPos.IsValid());
	CRY_ASSERT(m_orient.IsValid());
	CRY_ASSERT(m_userOrient.IsValid());
	CRY_ASSERT(m_posSize.IsValid());
	CRY_ASSERT(NumberValid(m_cosOrientTolerance));
}
Esempio n. 4
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);

}
Esempio n. 5
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);
		}
	}
}