int CScriptBind_Physics::SamplePhysEnvironment(IFunctionHandler *pH)
{
	int nEnts,i,nHits=0,objtypes = ent_static|ent_rigid|ent_sleeping_rigid|ent_sort_by_mass;
	pe_status_nparts snp; 
	pe_status_pos sp;
	IPhysicalEntity **pEnts;
	geom_world_data gwd;
	IGeometry *pSphere;
	primitives::sphere sph;
	intersection_params ip;
	geom_contact *pcontacts;
	IPhysicalWorld *pWorld = m_pSystem->GetIPhysicalWorld();
	IEntity *pEntity;
	SmartScriptTable pObj(m_pSS);
	ip.bStopAtFirstTri=ip.bNoBorder=ip.bNoAreaContacts = true;
	ip.bThreadSafe = true;

	if (!pH->GetParams(sph.center,sph.r))
		return pH->EndFunction();
	if (pH->GetParamCount()>2)
		pH->GetParam(3,objtypes);
	pSphere = pWorld->GetGeomManager()->CreatePrimitive(primitives::sphere::type,&sph);

	nEnts = pWorld->GetEntitiesInBox(sph.center-Vec3(sph.r),sph.center+Vec3(sph.r),pEnts,objtypes);
	for(i=0;i<nEnts;i++) for(sp.ipart=pEnts[i]->GetStatus(&snp)-1;sp.ipart>=0;sp.ipart--)
	{
		sp.partid=-1; pEnts[i]->GetStatus(&sp);
		gwd.offset=sp.pos; gwd.R=Matrix33(sp.q); gwd.scale=sp.scale;
		WriteLockCond lock;
		if ((sp.flagsOR & (geom_colltype0|geom_no_coll_response))==geom_colltype0 && sp.pGeomProxy->IntersectLocked(pSphere,&gwd,0,&ip,pcontacts,lock))
		{
			++nHits;
			if (pEntity = (IEntity*)pEnts[i]->GetForeignData(PHYS_FOREIGN_ID_ENTITY))
				pObj->SetAt(nHits*3-2, pEntity->GetScriptTable());
			else
				pObj->SetNullAt(nHits*3-2);
			pObj->SetAt(nHits*3-1, sp.partid);
			pObj->SetAt(nHits*3, pWorld->GetPhysicalEntityId(pEnts[i]));
			if (pEnts[i]->GetType()!=PE_ARTICULATED)
				break;
		}
	}
	pSphere->Release();

	return pH->EndFunction(*pObj);	
}
Пример #2
0
	virtual void OnIterStart(SActivationInfo *pActInfo)
	{
		const int type = GetPortInt(pActInfo, EIP_Type);
		const Vec3& min(GetPortVec3(pActInfo, EIP_Min));
		const Vec3& max(GetPortVec3(pActInfo, EIP_Max));

		IPhysicalWorld *pWorld = gEnv->pPhysicalWorld;
		IPhysicalEntity **ppList = NULL;
		int	numEnts = pWorld->GetEntitiesInBox(min,max,ppList,ent_all);
		for (int i = 0; i < numEnts; ++i)
		{
			const EntityId id = pWorld->GetPhysicalEntityId(ppList[i]);
			const EEntityType entityType = GetEntityType(id);
			if (IsValidType(type, entityType))
			{
				AddEntity(id);
			}
		}
	}
Пример #3
0
	virtual void OnIterStart(SActivationInfo *pActInfo)
	{
		const int type = GetPortInt(pActInfo, EIP_Type);
		const Vec3& center(GetPortVec3(pActInfo, EIP_Pos));
		const float range = GetPortFloat(pActInfo, EIP_Range);
		const float rangeSq = range * range;

		const Vec3 min(center.x-range, center.y-range, center.z-range);
		const Vec3 max(center.x+range, center.y+range, center.z+range);

		IPhysicalWorld *pWorld = gEnv->pPhysicalWorld;
		IPhysicalEntity **ppList = NULL;
		int	numEnts = pWorld->GetEntitiesInBox(min,max,ppList,ent_all);
		for (int i = 0; i < numEnts; ++i)
		{
			const EntityId id = pWorld->GetPhysicalEntityId(ppList[i]);
			const EEntityType entityType = GetEntityType(id);
			if (IsValidType(type, entityType))
			{
				AddEntity(id);
			}
		}
	}
Пример #4
0
	virtual void OnIterStart(SActivationInfo *pActInfo)
	{
		const int type = GetPortInt(pActInfo, EIP_Type);
		const char* area = GetPortString(pActInfo, EIP_Area);

		// Find the entity
		IEntitySystem *pEntitySystem = gEnv->pEntitySystem;
		if (pEntitySystem)
		{
			IEntity *pArea = pEntitySystem->FindEntityByName(area);
			if (pArea)
			{
				IEntityAreaProxy *pAreaProxy = (IEntityAreaProxy*)pArea->GetProxy(ENTITY_PROXY_AREA);
				if (pAreaProxy)
				{
					Vec3 min, max, worldPos(pArea->GetWorldPos());
					min.Set(0.f,0.f,0.f);
					max.Set(0.f,0.f,0.f);
					EEntityAreaType areaType = pAreaProxy->GetAreaType();

					// Construct bounding space around area
					switch (areaType)
					{
						case ENTITY_AREA_TYPE_BOX:
						{
							pAreaProxy->GetBox(min, max);
							min += worldPos;
							max += worldPos;
						}
						break;
						case ENTITY_AREA_TYPE_SPHERE:
						{
							Vec3 center;
							float radius = 0.f;
							pAreaProxy->GetSphere(center, radius);
							
							min.Set(center.x-radius, center.y-radius, center.z-radius);
							max.Set(center.x+radius, center.y+radius, center.z+radius);
						}
						break;
						case ENTITY_AREA_TYPE_SHAPE:
						{
							const Vec3 *points = pAreaProxy->GetPoints();
							const int count = pAreaProxy->GetPointsCount();
							if (count > 0)
							{
								Vec3 p = worldPos + points[0];
								min = p;
								max = p;
								for (int i = 1; i < count; ++i)
								{
									p = worldPos + points[i];
									if (p.x < min.x) min.x = p.x;
									if (p.y < min.y) min.y = p.y;
									if (p.z < min.z) min.z = p.z;
									if (p.x > max.x) max.x = p.x;
									if (p.y > max.y) max.y = p.y;
									if (p.z > max.z) max.z = p.z;
								}
							}
						}
						break;
					}

					IPhysicalWorld *pWorld = gEnv->pPhysicalWorld;
					IPhysicalEntity **ppList = NULL;
					int	numEnts = pWorld->GetEntitiesInBox(min,max,ppList,ent_all);
					for (int i = 0; i < numEnts; ++i)
					{
						const EntityId id = pWorld->GetPhysicalEntityId(ppList[i]);
						const EEntityType entityType = GetEntityType(id);
						if (IsValidType(type, entityType))
						{
							// Sanity check - Test entity's position
							IEntity *pEntity = pEntitySystem->GetEntity(id);
							if (pEntity && pAreaProxy->CalcPointWithin(id, pEntity->GetWorldPos(), pAreaProxy->GetHeight()==0))
							{
								AddEntity(id);
							}
						}
					}
				}
			}
		}
	}
Пример #5
0
void CTornado::UpdateFlow()
{
	IVehicleSystem* pVehicleSystem = g_pGame->GetIGameFramework()->GetIVehicleSystem();
	assert(pVehicleSystem);

	float frameTime(gEnv->pTimer->GetFrameTime());

	IPhysicalWorld *ppWorld = gEnv->pPhysicalWorld;

	Vec3 pos(GetEntity()->GetWorldPos());

	//first, check the entities in range
	m_nextEntitiesCheck -= frameTime;
	if (m_nextEntitiesCheck<0.0f)
	{
		m_nextEntitiesCheck = 1.0f;
		
		Vec3 radiusVec(m_radius,m_radius,0);
		
		IPhysicalEntity **ppList = NULL;

		int	numEnts = ppWorld->GetEntitiesInBox(pos-radiusVec,pos+radiusVec+Vec3(0,0,m_cloudHeight*0.5f),ppList,ent_sleeping_rigid|ent_rigid|ent_living);

		m_spinningEnts.clear();
		for (int i=0;i<numEnts;++i)
		{
			// add check for spectating players...
			EntityId id = ppWorld->GetPhysicalEntityId(ppList[i]);
			CActor* pActor = static_cast<CActor*>(g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id));
			if(!pActor || !pActor->GetSpectatorMode())
			{
				m_spinningEnts.push_back(id);
			}
		}
		//OutputDistance();
	}

	//mess entities around
	for (size_t i=0;i<m_spinningEnts.size();++i)
	{
		IPhysicalEntity *ppEnt = ppWorld->GetPhysicalEntityById(m_spinningEnts[i]);
		if (ppEnt)
		{
			pe_status_pos spos;
			pe_status_dynamics sdyn;

			if (!ppEnt->GetStatus(&spos) || !ppEnt->GetStatus(&sdyn))
				continue;
		
			//gEnv->pRenderer->GetIRenderAuxGeom()->DrawSphere(spos.pos,2.0f,ColorB(255,0,255,255));
						
			Vec3 delta(pos - spos.pos);
			delta.z = 0.0f;

			float dLen(delta.len());
			float forceMult(max(0.0f,(m_radius-dLen)/m_radius));

			if (dLen>0.001f)
				delta /= dLen;
			else
				delta.zero();

			Vec3 upVector(0,0,1);

			float spinImpulse(m_spinImpulse);
			float attractionImpulse(m_attractionImpulse);
			float upImpulse(m_upImpulse);

			if (ppEnt->GetType() == PE_LIVING)
			{
				upImpulse *= 0.75f;
				attractionImpulse *= 0.35f;
				spinImpulse *= 1.5f;
			}

			
			if (IVehicle* pVehicle = pVehicleSystem->GetVehicle(m_spinningEnts[i]))
			{
				IVehicleMovement* pMovement = pVehicle->GetMovement();

				if (pMovement && pMovement->GetMovementType() == IVehicleMovement::eVMT_Air)
				{
					SVehicleMovementEventParams params;
					params.fValue = forceMult;
					pMovement->OnEvent(IVehicleMovement::eVME_Turbulence, params);
				}
			}

			Vec3 spinForce( (delta % upVector) * spinImpulse );
			Vec3 attractionForce(delta * attractionImpulse);
			Vec3 upForce(0,0,upImpulse);

			pe_action_impulse aimpulse;

			aimpulse.impulse = (spinForce + attractionForce + upForce) * (forceMult * sdyn.mass * frameTime);
			aimpulse.angImpulse = (upVector + (delta % upVector)) * (gf_PI * 0.33f * forceMult * sdyn.mass * frameTime);

			aimpulse.iApplyTime = 0;
			ppEnt->Action(&aimpulse);

			//gEnv->pRenderer->GetIRenderAuxGeom()->DrawLine(spos.pos,ColorB(255,0,255,255),spos.pos+aimpulse.impulse.GetNormalizedSafe(ZERO),ColorB(255,0,255,255));
		}
	}
}