//------------------------------------------------------------------------ void CVehiclePartAnimated::SetDrivingProxy(bool bDrive) { IVehicleMovement* pMovement = m_pVehicle->GetMovement(); if (!(pMovement && pMovement->UseDrivingProxy())) return; if (0 == m_hullMatId[bDrive]) // 0 means, nothin to do return; if (!m_pCharInstance) return; ISkeletonPose* pSkeletonPose = m_pCharInstance->GetISkeletonPose(); if (!pSkeletonPose) return; IDefaultSkeleton &rIDefaultSkeleton = m_pCharInstance->GetIDefaultSkeleton(); IPhysicalEntity* pPhysics = m_pVehicle->GetEntity()->GetPhysics(); if (!pPhysics) return; int id = rIDefaultSkeleton.GetJointIDByName("hull_proxy"); if (id < 0) { m_hullMatId[0] = m_hullMatId[1] = 0; return; } int partid = pSkeletonPose->GetPhysIdOnJoint(id); if (partid == -1) return; pe_params_part params; params.partid = partid; params.ipart = -1; if (!pPhysics->GetParams(¶ms) || !params.nMats) return; phys_geometry* pGeom = params.pPhysGeom; if (pGeom && pGeom->surface_idx < pGeom->nMats) { ISurfaceTypeManager* pSurfaceMan = gEnv->p3DEngine->GetMaterialManager()->GetSurfaceTypeManager(); // initialize once if (m_hullMatId[0] < 0) { int idDriving = 0; int idOrig = pGeom->pMatMapping[pGeom->surface_idx]; const char* matOrig = pSurfaceMan->GetSurfaceType(idOrig)->GetName(); if (strstr(matOrig, "mat_metal")) idDriving = pSurfaceMan->GetSurfaceTypeByName("mat_metal_nofric")->GetId(); else { string mat(matOrig); mat.append("_nofric"); idDriving = pSurfaceMan->GetSurfaceTypeByName(mat.c_str(), NULL, false)->GetId(); } //if (pDebug->GetIVal()) //CryLog("%s looking up driving surface replacement for %s (id %i) -> got id %i", m_pVehicle->GetEntity()->GetName(), matOrig, idOrig, idDriving); if (idDriving > 0) { // store old and new id m_hullMatId[0] = idOrig; m_hullMatId[1] = idDriving; /*if (pDebug->GetIVal()) { const char* matDriving = pSurfaceMan->GetSurfaceType(idDriving)->GetName(); CryLog("%s storing hull matId for swapping: %i (%s) -> %i (%s)", m_pVehicle->GetEntity()->GetName(), m_hullMatId[0], matOrig, m_hullMatId[1], matDriving); }*/ } else m_hullMatId[0] = m_hullMatId[1] = 0; } // only swap if materials available if (m_hullMatId[bDrive] > 0) { #if ENABLE_VEHICLE_DEBUG if (VehicleCVars().v_debugdraw == eVDB_Parts) CryLog("%s swapping hull proxy from %i (%s) to matId %i (%s)", m_pVehicle->GetEntity()->GetName(), m_hullMatId[bDrive ^ 1], pSurfaceMan->GetSurfaceType(m_hullMatId[bDrive ^ 1])->GetName(), m_hullMatId[bDrive], pSurfaceMan->GetSurfaceType(m_hullMatId[bDrive])->GetName()); #endif for (int n = 0; n < pGeom->nMats; ++n) { pGeom->pMatMapping[n] = m_hullMatId[bDrive]; } } } }
//-------------------------------------------------------------------------------------------------- // Name: BreakGlassObject // Desc: Replaces a physical StatObj with a glass node where supported // Note: We're currently duplicating some work done in CryAction, so should be reading that in. // Similarly, we should also be accepting the SProcessImpactIn struct instead of the event //-------------------------------------------------------------------------------------------------- bool CBreakableGlassSystem::BreakGlassObject(const EventPhysCollision& physEvent, const bool forceGlassBreak) { bool bSuccess = false; SBreakableGlassInitParams initParams; // Get surface type's breaking effect ISurfaceTypeManager* pSurfaceTypeManager = gEnv->p3DEngine->GetMaterialManager()->GetSurfaceTypeManager(); initParams.surfaceTypeId = physEvent.idmat[PHYSEVENT_COLLIDEE]; if (ISurfaceType* pMat = pSurfaceTypeManager->GetSurfaceType(initParams.surfaceTypeId)) { if (ISurfaceType::SBreakable2DParams* pBreakableParams = pMat->GetBreakable2DParams()) { initParams.pShatterEffect = pBreakableParams->full_fracture_fx ? gEnv->pParticleManager->FindEffect(pBreakableParams->full_fracture_fx) : NULL; } } // Calculate glass data SBreakableGlassPhysData physData; if (ExtractPhysDataFromEvent(physEvent, physData, initParams) && ValidateExtractedOutline(physData, initParams)) { Vec3 size; Matrix34 transMat; CalculateGlassBounds(physData.pPhysGeom, size, transMat); // Update initialisation parameters if (!physData.defaultFrag.empty()) { initParams.pInitialFrag = physData.defaultFrag.begin(); initParams.numInitialFragPts = physData.defaultFrag.size(); } else { initParams.pInitialFrag = NULL; initParams.numInitialFragPts = 0; } initParams.size.set(size.x, size.y); initParams.thickness = size.z; // Fix-up mesh and calculate anchors CalculateGlassAnchors(physData, initParams); // Calculate UV coords at axis-aligned points Vec2 origin = InterpolateUVCoords(physData.uvBasis[0], physData.uvBasis[1], physData.uvBasis[2], Vec2Constants<f32>::fVec2_Zero); Vec2 xAxisPt = InterpolateUVCoords(physData.uvBasis[0], physData.uvBasis[1], physData.uvBasis[2], Vec2Constants<f32>::fVec2_OneX); Vec2 yAxisPt = InterpolateUVCoords(physData.uvBasis[0], physData.uvBasis[1], physData.uvBasis[2], Vec2Constants<f32>::fVec2_OneY); // Convert the UV basis to X and Y axes w/ an offset initParams.uvOrigin = origin; initParams.uvXAxis = xAxisPt - origin; initParams.uvYAxis = yAxisPt - origin; // Create a replacement glass node IBreakableGlassRenderNode* pRenderNode = InitGlassNode(physData, initParams, transMat); // Duplicate the collision event and patch it up for the new node EventPhysCollision dupeEvent = physEvent; dupeEvent.pEntity[PHYSEVENT_COLLIDEE] = pRenderNode->GetPhysics(); dupeEvent.pForeignData[PHYSEVENT_COLLIDEE] = (void*)pRenderNode; dupeEvent.iForeignData[PHYSEVENT_COLLIDEE] = PHYS_FOREIGN_ID_BREAKABLE_GLASS; pe_params_part partParams; if (dupeEvent.pEntity[PHYSEVENT_COLLIDEE]->GetParams(&partParams) && partParams.nMats > 0) { dupeEvent.idmat[PHYSEVENT_COLLIDEE] = partParams.pMatMapping[0]; } if (forceGlassBreak) { ModifyEventToForceBreak(&dupeEvent); } // Send it directly to the new node PassImpactToNode(pRenderNode, &dupeEvent); bSuccess = true; } return bSuccess; }//-------------------------------------------------------------------------------------------------