示例#1
0
//------------------------------------------------------------------------
void CGameRules::CullEntitiesInExplosion(const ExplosionInfo &explosionInfo)
{
	if (!g_pGameCVars->g_ec_enable || explosionInfo.damage <= 0.1f)
		return;

	IPhysicalEntity **pents;
	float radiusScale = g_pGameCVars->g_ec_radiusScale;
	float minVolume = g_pGameCVars->g_ec_volume;
	float minExtent = g_pGameCVars->g_ec_extent;
	int   removeThreshold = max(1, g_pGameCVars->g_ec_removeThreshold);

	IActor *pClientActor = g_pGame->GetIGameFramework()->GetClientActor();
	Vec3 radiusVec(radiusScale * explosionInfo.physRadius);
	int i = gEnv->pPhysicalWorld->GetEntitiesInBox(explosionInfo.pos-radiusVec,explosionInfo.pos+radiusVec,pents, ent_rigid|ent_sleeping_rigid);
	int removedCount = 0;

	static IEntityClass* s_pInteractiveEntityClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass("InteractiveEntity");
	static IEntityClass* s_pDeadBodyClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass("DeadBody");

	if (i > removeThreshold)
	{
		int entitiesToRemove = i - removeThreshold;
		for(--i;i>=0;i--)
		{
			if(removedCount>=entitiesToRemove)
				break;

			IEntity * pEntity = (IEntity*) pents[i]->GetForeignData(PHYS_FOREIGN_ID_ENTITY);
			if (pEntity)
			{
				// don't remove if entity is held by the player
				if (pClientActor && pEntity->GetId()==pClientActor->GetGrabbedEntityId())
					continue;

				// don't remove items/pickups
				if (IItem* pItem = g_pGame->GetIGameFramework()->GetIItemSystem()->GetItem(pEntity->GetId()))
				{
					continue;
				}
				// don't remove enemies/ragdolls
				if (IActor* pActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(pEntity->GetId()))
				{
					continue;
				}

				// if there is a flowgraph attached, never remove!
				if (pEntity->GetProxy(ENTITY_PROXY_FLOWGRAPH) != 0)
					continue;

				IEntityClass* pClass = pEntity->GetClass();
				if (pClass == s_pInteractiveEntityClass || pClass == s_pDeadBodyClass)
					continue;

				// get bounding box
				if (IEntityPhysicalProxy* pPhysProxy = (IEntityPhysicalProxy*)pEntity->GetProxy(ENTITY_PROXY_PHYSICS))
				{
					AABB aabb;
					pPhysProxy->GetWorldBounds(aabb);

					// don't remove objects which are larger than a predefined minimum volume
					if (aabb.GetVolume() > minVolume)
						continue;

					// don't remove objects which are larger than a predefined minimum volume
					Vec3 size(aabb.GetSize().abs());
					if (size.x > minExtent || size.y > minExtent || size.z > minExtent)
						continue;
				}

				// marcok: somehow editor doesn't handle deleting non-dynamic entities very well
				// but craig says, hiding is not synchronized for DX11 breakable MP, so we remove entities only when playing pure game
				// alexl: in SinglePlayer, we also currently only hide the object because it could be part of flowgraph logic
				//        which would break if Entity was removed and could not propagate events anymore
				if (gEnv->bMultiplayer == false || gEnv->IsEditor())
				{
					pEntity->Hide(true);
				}
				else
				{
					gEnv->pEntitySystem->RemoveEntity(pEntity->GetId());
				}
				removedCount++;
			}
		}
	}
}
示例#2
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));
		}
	}
}