コード例 #1
0
ファイル: BoidObject.cpp プロジェクト: amrhead/eaascode
void CBoidObject::Physicalize( SBoidContext &bc )
{
	pe_params_particle ppart;
	//ppart.gravity = Vec3(0,0,0);
	ppart.flags = particle_traceable | particle_no_roll | pef_never_affect_triggers | pef_log_collisions;
	ppart.mass = 0;
	ppart.size = max(bc.fBoidRadius,0.01f);
	ppart.thickness = max(bc.fBoidThickness,0.01f);
	ppart.gravity = Vec3(0,0,0);
	ppart.kAirResistance = 0.0f;

	if(m_object)
	{
		IMaterial* pMat = m_object->GetIMaterial();
		if(pMat->GetSubMtlCount() > 0)
		{
			ppart.surface_idx = pMat->GetSubMtl(0)->GetSurfaceTypeId();
		}
		else
		{
			ppart.surface_idx = pMat->GetSurfaceTypeId();
		}
	}
	else
	{
		// just like in GetGeometrySurfaceType()
		ppart.surface_idx = 0;
		IEntity *pEntity = gEnv->pEntitySystem->GetEntity(m_entity);
		if (pEntity)
		{
			IStatObj *pStatObj = pEntity->GetStatObj(0|ENTITY_SLOT_ACTUAL);
			if (pStatObj)
			{
				ISurfaceType *pSurfaceType = gEnv->pEntitySystem->GetBreakableManager()->GetFirstSurfaceType(pStatObj);
				if (pSurfaceType)
					ppart.surface_idx = pSurfaceType->GetId();
			}
		}
	}

	IEntity *pEntity = gEnv->pEntitySystem->GetEntity(m_entity);
	if (pEntity)
	{
		SEntityPhysicalizeParams params;
		params.pParticle = &ppart;
		params.type = PE_PARTICLE;
		pEntity->Physicalize(params);
		m_pPhysics = pEntity->GetPhysics();
	}
}
コード例 #2
0
void CBodyDestrutibilityInstance::Update( float frameTime )
{
	if (m_mikeAttachmentEntityId && m_mikeExplodeAlphaTestFadeOutTimer > 0.0f)
	{
		m_mikeExplodeAlphaTestFadeOutTimer -= min(frameTime, m_mikeExplodeAlphaTestFadeOutTimer);

		float alphaTestValue = max(min(m_mikeExplodeAlphaTestFadeOutTimer*m_mikeExplodeAlphaTestFadeOutScale+1.0f, 1.0f), 0.0f) * m_mikeExplodeAlphaTestMax;
		IEntity* pJellyEntity = gEnv->pEntitySystem->GetEntity(m_mikeAttachmentEntityId);
		ICharacterInstance* pJellyCharacter = pJellyEntity ? pJellyEntity->GetCharacter(0) : 0;
		IMaterial* pJellyMaterial = pJellyCharacter ? pJellyCharacter->GetIMaterial() : 0;
		if (pJellyMaterial)
		{
			int numSubMaterials = pJellyMaterial->GetSubMtlCount();
			for (int i = 0; i < numSubMaterials; ++i)
			{
				IMaterial* pSubJellyMaterial = pJellyMaterial->GetSubMtl(i);
				pSubJellyMaterial->SetGetMaterialParamFloat("alpha", alphaTestValue, false);
			}
		}
	}
}
コード例 #3
0
ファイル: VehiclePartTread.cpp プロジェクト: amrhead/eaascode
//------------------------------------------------------------------------
bool CVehiclePartTread::Init(IVehicle* pVehicle, const CVehicleParams& table, IVehiclePart* parent, CVehicle::SPartInitInfo& initInfo, int partType)
{
	if (!CVehiclePartBase::Init(pVehicle, table, parent, initInfo, eVPT_Tread))
		return false;

	CVehicleParams subTable = table.findChild("Tread"); // Tread subtable
	if (!subTable)
		return false;

	string filename = subTable.getAttr("filename");
	if (filename.empty())
		return false;

	subTable.getAttr("uvSpeedMultiplier", m_uvSpeedMultiplier);

	if (table.haveAttr("component"))
	{
		if (CVehicleComponent* pComponent = static_cast<CVehicleComponent*>(m_pVehicle->GetComponent(table.getAttr("component"))))
			pComponent->AddPart(this);
	}

	m_slot = GetEntity()->LoadCharacter(m_slot, filename);

	m_pCharInstance = GetEntity()->GetCharacter(m_slot);
	if (!m_pCharInstance)
		return false;

	if (subTable.haveAttr("materialName"))
	{
		string materialName = subTable.getAttr("materialName");
		materialName.MakeLower();

		IMaterial* pMaterial = 0;
		const char* subMtlName = 0;
		int subMtlSlot = -1;

		// find tread material
		IEntityRenderProxy *pRenderProxy = (IEntityRenderProxy*)GetEntity()->GetProxy(ENTITY_PROXY_RENDER);
		if (pRenderProxy)
		{
			pMaterial = pRenderProxy->GetRenderMaterial(m_slot);
			if (pMaterial)
			{
				// if matname doesn't fit, look in submaterials
				if (string(pMaterial->GetName()).MakeLower().find(materialName) == string::npos)
				{
					for (int i=0; i < pMaterial->GetSubMtlCount(); ++i)
					{
						if (string(pMaterial->GetSubMtl(i)->GetName()).MakeLower().find(materialName) != string::npos)
						{
							subMtlName = pMaterial->GetSubMtl(i)->GetName();
							subMtlSlot = i;
							break;
						}
					}
				}
			}
		}

		if (pMaterial)
		{
			// clone
			IMaterial *pCloned = pMaterial->GetMaterialManager()->CloneMultiMaterial(pMaterial, subMtlName);
			if (pCloned)
			{
				pRenderProxy->SetSlotMaterial(m_slot, pCloned);
				pMaterial = pCloned;
				m_pMaterial = pMaterial;
			}

			if (subMtlSlot > -1)
				m_pShaderResources = pMaterial->GetShaderItem(subMtlSlot).m_pShaderResources;
			else
				m_pShaderResources = pMaterial->GetShaderItem().m_pShaderResources;
		}

		if (m_pShaderResources)
		{
			for (int i = 0; i < EFTT_MAX; ++i)
			{
				if (!m_pShaderResources->GetTexture(i))
					continue;

				SEfTexModificator& modif = *m_pShaderResources->GetTexture(i)->AddModificator();

				modif.SetMember("m_eMoveType[0]", 1.0f);  // ETMM_Fixed: u = m_OscRate[0] + sourceU

				modif.SetMember("m_OscRate[0]", 0.0f);
			}
		}
	}

	char wheelName[256];

	IDefaultSkeleton& rIDefaultSkeleton = m_pCharInstance->GetIDefaultSkeleton();
	for (int i=0; i<rIDefaultSkeleton.GetJointCount(); ++i)
	{
		const char* boneName = rIDefaultSkeleton.GetJointNameByID(i);
		if (0 != boneName)
		{
			// extract wheel name
			const size_t len = strcspn(boneName, "_");
			if (len < strlen(boneName) && len < sizeof(wheelName))
			{
				cry_strcpy(wheelName, boneName, len);

				CVehiclePartSubPartWheel* pWheel = (CVehiclePartSubPartWheel*)m_pVehicle->GetPart(wheelName);
				if (pWheel)
				{
					SWheelInfo wheelInfo;
					wheelInfo.slot = pWheel->m_slot;
					wheelInfo.jointId = i;
					wheelInfo.pWheel = pWheel;
					m_wheels.push_back(wheelInfo);

					m_lastWheelIndex = pWheel->GetWheelIndex();
				}
			}
		}
	}

	m_pVehicle->SetObjectUpdate(this, IVehicle::eVOU_AlwaysUpdate);

	m_state = eVGS_Default;
	return true;
}
コード例 #4
0
//--------------------------------------------------------------------------------------------------
// Name: ExtractPhysDataFromEvent
// Desc: Extracts collider's physical data from an event
// Note 1: Ideally *ALL* of this should be calculated offline and the minimal data loaded
// Note 2: We're currently duplicating some work done in CryAction, so should be reading that in
//--------------------------------------------------------------------------------------------------
bool CBreakableGlassSystem::ExtractPhysDataFromEvent(const EventPhysCollision& physEvent, SBreakableGlassPhysData& data, SBreakableGlassInitParams& initParams)
{
	if (IPhysicalEntity* pPhysEntity = physEvent.pEntity[PHYSEVENT_COLLIDEE])
	{
		// Get collider entity data
		const int entType = pPhysEntity->GetiForeignData();
		const int entPart = physEvent.partid[PHYSEVENT_COLLIDEE];

		// Local output data
		IStatObj* pStatObj = NULL;
		IMaterial* pRenderMat = NULL;
		phys_geometry* pPhysGeom = NULL;
		uint renderFlags = 0;

		Matrix34A entityMat;
		entityMat.SetIdentity();

		// Only handling simple objects at the moment
		const pe_type physType = pPhysEntity->GetType();

		if (physType == PE_STATIC || physType == PE_RIGID)
		{
			// Entity or static object?
			if (entType == PHYS_FOREIGN_ID_ENTITY)
			{
				IEntity* pEntity = (IEntity*)pPhysEntity->GetForeignData(PHYS_FOREIGN_ID_ENTITY);

				pStatObj = pEntity->GetStatObj(entPart);
				entityMat = pEntity->GetSlotWorldTM(entPart);

				if (IEntityRenderProxy* pRenderProxy = (IEntityRenderProxy*)pEntity->GetProxy(ENTITY_PROXY_RENDER))
				{
					pRenderMat = pRenderProxy->GetRenderMaterial(entPart);

					IRenderNode* pRenderNode = pRenderProxy->GetRenderNode();
					renderFlags = pRenderNode ? pRenderNode->GetRndFlags() : 0;

					// Fall back to top level material if sub-object fails to find it
					if (!pRenderMat)
					{
						pRenderMat = pRenderProxy->GetRenderMaterial();

						if (!pRenderMat && pStatObj)
						{
							pRenderMat = pStatObj->GetMaterial();
						}
					}
				}
			}
			else if (entType == PHYS_FOREIGN_ID_STATIC)
			{
				if (IRenderNode* pBrush = (IRenderNode*)physEvent.pForeignData[PHYSEVENT_COLLIDEE])
				{
					pStatObj = pBrush->GetEntityStatObj(0, 0, &entityMat);
					pRenderMat = pBrush->GetMaterial();
					renderFlags = pBrush->GetRndFlags();

					// May need to get sub-object and it's material
					if (pStatObj && pStatObj->GetFlags() & STATIC_OBJECT_COMPOUND)
					{
						if (IStatObj::SSubObject* pSubObj = pStatObj->GetSubObject(entPart))
						{
							pStatObj = pSubObj->pStatObj;

							if (!pSubObj->bIdentityMatrix)
							{
								entityMat = entityMat * pSubObj->tm;
							}

							// Find the correct sub-material
							// Note: We loop as the slots don't always line up
							const int subMtlCount = pRenderMat->GetSubMtlCount();
							for (int i = 0; i < subMtlCount; ++i)
							{
								if (IMaterial* pSubMat = pRenderMat->GetSubMtl(i))
								{
									if (pSubMat->GetSurfaceTypeId() == initParams.surfaceTypeId)
									{
										pRenderMat = pSubMat;
										break;
									}
								}
							}
						}
					}
				}
			}
		}

		// Validate geometry of collided object
		pPhysGeom = pStatObj ? pStatObj->GetPhysGeom() : NULL;
		IGeometry* pGeom = pPhysGeom ? pPhysGeom->pGeom : NULL;
		bool validGeom = false;

		primitives::box bbox;
		int thinAxis;

		if (pGeom)
		{
			// Determine thin geometry axis for glass alignment
			pGeom->GetBBox(&bbox);
			thinAxis = idxmin3((float*)&bbox.size);

			// Handle geometry mesh type
			switch (pGeom->GetType())
			{
			case GEOM_TRIMESH:
				// Perform full mesh analysis and extraction
				if (mesh_data* pPhysMeshData = (mesh_data*)pGeom->GetData())
				{
					if (ValidatePhysMesh(pPhysMeshData, thinAxis) && ExtractPhysMesh(pPhysMeshData, thinAxis, bbox, data.defaultFrag))
					{
						validGeom = true;
					}
				}
				break;

			case GEOM_BOX:
				// Simple box, so assume valid
				validGeom = true;
				break;

			default:
				// Only support boxes and tri-meshes
				break;
			}
		}

		// Invalid geometry, so can't continue
		if (!validGeom)
		{
			pPhysGeom = NULL;
		}

		// Attempt UV coord extraction from render mesh
		else
		{	
			ExtractUVCoords(pStatObj, bbox, thinAxis, data);
		}

		// Copy final data
		data.pStatObj = pStatObj;
		data.pPhysGeom = pPhysGeom;
		data.renderFlags = renderFlags;
		data.entityMat = entityMat;
		initParams.pGlassMaterial = pRenderMat;
	}

	return data.pStatObj && data.pPhysGeom && initParams.pGlassMaterial;
}//-------------------------------------------------------------------------------------------------