mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-22 02:12:45 +01:00
Skeleton collision effect handling
This commit is contained in:
parent
4f0109b17e
commit
65f51bc3c2
@ -463,24 +463,32 @@ struct DynamicObjectData {
|
||||
float mass; // Kg
|
||||
float turnMass; // Kg m^3
|
||||
float airRes; // fraction
|
||||
float elacticity; // "
|
||||
float bouancy;
|
||||
float elasticity; // "
|
||||
float buoyancy;
|
||||
float uprootForce; // Force
|
||||
float collDamageMulti;
|
||||
/*
|
||||
* 1: change model
|
||||
* 2: split model
|
||||
* 3: smash
|
||||
* 4: change and smash
|
||||
*/
|
||||
uint8_t collDamageFlags;
|
||||
/*
|
||||
* 1: lampost
|
||||
* 2: smallbox
|
||||
* 3: bigbox
|
||||
* 4: fencepart
|
||||
*/
|
||||
|
||||
enum {
|
||||
Damage_ChangeModel = 1,
|
||||
Damage_SplitModel = 2,
|
||||
Damage_Smash = 3,
|
||||
Damage_ChangeThenSmash = 4,
|
||||
Damage_SmashCardboard = 50,
|
||||
Damage_SmashWoodenBox = 60,
|
||||
Damage_SmashTrafficCone = 70,
|
||||
Damage_SmashBarPost = 80,
|
||||
};
|
||||
uint8_t collDamageEffect;
|
||||
|
||||
enum {
|
||||
Response_None = 0,
|
||||
Response_LampPost = 1,
|
||||
Response_SmallBox = 2,
|
||||
Response_BigBox = 3,
|
||||
Response_FencePart = 4,
|
||||
};
|
||||
uint8_t collResponseFlags;
|
||||
|
||||
bool cameraAvoid;
|
||||
};
|
||||
|
||||
|
@ -587,9 +587,12 @@ void handleInstanceResponse(InstanceObject *instance, const btManifoldPoint &mp,
|
||||
auto impulse = mp.getAppliedImpulse();
|
||||
|
||||
if (impulse > 0.0f) {
|
||||
///@ todo Correctness: object damage calculation
|
||||
constexpr auto kMinimumDamageImpulse = 500.f;
|
||||
const auto hp = std::max(0.f, impulse - kMinimumDamageImpulse);
|
||||
instance->takeDamage({{dmg.x(), dmg.y(), dmg.z()},
|
||||
{dmg.x(), dmg.y(), dmg.z()},
|
||||
0.f,
|
||||
hp,
|
||||
GameObject::DamageInfo::Physics,
|
||||
impulse});
|
||||
}
|
||||
|
@ -37,9 +37,9 @@ void GenericDATLoader::loadDynamicObjects(const std::string& name,
|
||||
if (ss.peek() == ',') ss.ignore(1);
|
||||
ss >> dyndata->airRes;
|
||||
if (ss.peek() == ',') ss.ignore(1);
|
||||
ss >> dyndata->elacticity;
|
||||
ss >> dyndata->elasticity;
|
||||
if (ss.peek() == ',') ss.ignore(1);
|
||||
ss >> dyndata->bouancy;
|
||||
ss >> dyndata->buoyancy;
|
||||
if (ss.peek() == ',') ss.ignore(1);
|
||||
ss >> dyndata->uprootForce;
|
||||
if (ss.peek() == ',') ss.ignore(1);
|
||||
@ -47,7 +47,7 @@ void GenericDATLoader::loadDynamicObjects(const std::string& name,
|
||||
if (ss.peek() == ',') ss.ignore(1);
|
||||
int tmp;
|
||||
ss >> tmp;
|
||||
dyndata->collDamageFlags = tmp;
|
||||
dyndata->collDamageEffect = tmp;
|
||||
if (ss.peek() == ',') ss.ignore(1);
|
||||
ss >> tmp;
|
||||
dyndata->collResponseFlags = tmp;
|
||||
|
@ -47,86 +47,81 @@ InstanceObject::~InstanceObject() {
|
||||
}
|
||||
|
||||
void InstanceObject::tick(float dt) {
|
||||
if (dynamics && body) {
|
||||
if (_enablePhysics) {
|
||||
if (body->getBulletBody()->isStaticObject()) {
|
||||
body->changeMass(dynamics->mass);
|
||||
}
|
||||
}
|
||||
if (animator) animator->tick(dt);
|
||||
|
||||
const glm::vec3& ws = getPosition();
|
||||
auto wX = (int)((ws.x + WATER_WORLD_SIZE / 2.f) /
|
||||
(WATER_WORLD_SIZE / WATER_HQ_DATA_SIZE));
|
||||
auto wY = (int)((ws.y + WATER_WORLD_SIZE / 2.f) /
|
||||
(WATER_WORLD_SIZE / WATER_HQ_DATA_SIZE));
|
||||
float vH = ws.z; // - _collisionHeight/2.f;
|
||||
float wH = 0.f;
|
||||
if (!body || !dynamics) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (wX >= 0 && wX < WATER_HQ_DATA_SIZE && wY >= 0 &&
|
||||
wY < WATER_HQ_DATA_SIZE) {
|
||||
int i = (wX * WATER_HQ_DATA_SIZE) + wY;
|
||||
int hI = engine->data->realWater[i];
|
||||
if (hI < NO_WATER_INDEX) {
|
||||
wH = engine->data->waterHeights[hI];
|
||||
wH += engine->data->getWaveHeightAt(ws);
|
||||
inWater = vH <= wH;
|
||||
} else {
|
||||
inWater = false;
|
||||
}
|
||||
}
|
||||
_lastHeight = ws.z;
|
||||
|
||||
if (inWater) {
|
||||
float oZ =
|
||||
-(body->getBoundingHeight() * (dynamics->bouancy / 100.f));
|
||||
body->getBulletBody()->activate(true);
|
||||
// Damper motion
|
||||
body->getBulletBody()->setDamping(0.95f, 0.9f);
|
||||
|
||||
auto wi = engine->data->getWaterIndexAt(ws);
|
||||
if (wi != NO_WATER_INDEX) {
|
||||
float h = engine->data->waterHeights[wi] + oZ;
|
||||
|
||||
// Calculate wave height
|
||||
h += engine->data->getWaveHeightAt(ws);
|
||||
|
||||
if (ws.z <= h) {
|
||||
/*if( dynamics->uprootForce > 0.f &&
|
||||
(body->body->getCollisionFlags() &
|
||||
btRigidBody::CF_STATIC_OBJECT) != 0 ) {
|
||||
// Apparently bodies must be removed and re-added if
|
||||
their mass changes.
|
||||
engine->dynamicsWorld->removeRigidBody(body->body);
|
||||
btVector3 inert;
|
||||
body->getCollisionShape()->calculateLocalInertia(dynamics->mass,
|
||||
inert);
|
||||
body->setMassProps(dynamics->mass, inert);
|
||||
engine->dynamicsWorld->addRigidBody(body);
|
||||
}*/
|
||||
|
||||
float x = (h - ws.z);
|
||||
float F =
|
||||
WATER_BUOYANCY_K * x +
|
||||
-WATER_BUOYANCY_C *
|
||||
body->getBulletBody()->getLinearVelocity().z();
|
||||
btVector3 forcePos = btVector3(0.f, 0.f, 2.f)
|
||||
.rotate(body->getBulletBody()
|
||||
->getOrientation()
|
||||
.getAxis(),
|
||||
body->getBulletBody()
|
||||
->getOrientation()
|
||||
.getAngle());
|
||||
body->getBulletBody()->applyForce(btVector3(0.f, 0.f, F),
|
||||
forcePos);
|
||||
}
|
||||
}
|
||||
if (changeAtomic != -1) {
|
||||
RW_ASSERT(getModelInfo<SimpleModelInfo>()->getNumAtomics() >
|
||||
changeAtomic);
|
||||
changeModel(getModelInfo<SimpleModelInfo>(), changeAtomic);
|
||||
changeAtomic = -1;
|
||||
}
|
||||
if (_enablePhysics) {
|
||||
if (body->getBulletBody()->isStaticObject()) {
|
||||
body->changeMass(dynamics->mass);
|
||||
}
|
||||
}
|
||||
|
||||
if (animator) animator->tick(dt);
|
||||
const glm::vec3& ws = getPosition();
|
||||
auto wX = (int)((ws.x + WATER_WORLD_SIZE / 2.f) /
|
||||
(WATER_WORLD_SIZE / WATER_HQ_DATA_SIZE));
|
||||
auto wY = (int)((ws.y + WATER_WORLD_SIZE / 2.f) /
|
||||
(WATER_WORLD_SIZE / WATER_HQ_DATA_SIZE));
|
||||
float vH = ws.z; // - _collisionHeight/2.f;
|
||||
float wH = 0.f;
|
||||
|
||||
if (wX >= 0 && wX < WATER_HQ_DATA_SIZE && wY >= 0 &&
|
||||
wY < WATER_HQ_DATA_SIZE) {
|
||||
int i = (wX * WATER_HQ_DATA_SIZE) + wY;
|
||||
int hI = engine->data->realWater[i];
|
||||
if (hI < NO_WATER_INDEX) {
|
||||
wH = engine->data->waterHeights[hI];
|
||||
wH += engine->data->getWaveHeightAt(ws);
|
||||
inWater = vH <= wH;
|
||||
} else {
|
||||
inWater = false;
|
||||
}
|
||||
}
|
||||
_lastHeight = ws.z;
|
||||
|
||||
if (inWater) {
|
||||
float oZ =
|
||||
-(body->getBoundingHeight() * (dynamics->buoyancy / 100.f));
|
||||
body->getBulletBody()->activate(true);
|
||||
// Damper motion
|
||||
body->getBulletBody()->setDamping(0.95f, 0.9f);
|
||||
|
||||
auto wi = engine->data->getWaterIndexAt(ws);
|
||||
if (wi != NO_WATER_INDEX) {
|
||||
float h = engine->data->waterHeights[wi] + oZ;
|
||||
|
||||
// Calculate wave height
|
||||
h += engine->data->getWaveHeightAt(ws);
|
||||
|
||||
if (ws.z <= h) {
|
||||
float x = (h - ws.z);
|
||||
float F =
|
||||
WATER_BUOYANCY_K * x +
|
||||
-WATER_BUOYANCY_C *
|
||||
body->getBulletBody()->getLinearVelocity().z();
|
||||
btVector3 forcePos = btVector3(0.f, 0.f, 2.f)
|
||||
.rotate(body->getBulletBody()
|
||||
->getOrientation()
|
||||
.getAxis(),
|
||||
body->getBulletBody()
|
||||
->getOrientation()
|
||||
.getAngle());
|
||||
body->getBulletBody()->applyForce(btVector3(0.f, 0.f, F),
|
||||
forcePos);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void InstanceObject::changeModel(BaseModelInfo* incoming) {
|
||||
void InstanceObject::changeModel(BaseModelInfo* incoming, int atomicNumber) {
|
||||
if (body) {
|
||||
body.reset();
|
||||
}
|
||||
@ -141,12 +136,13 @@ void InstanceObject::changeModel(BaseModelInfo* incoming) {
|
||||
setModel(getModelInfo<SimpleModelInfo>()->getModel());
|
||||
auto collision = getModelInfo<SimpleModelInfo>()->getCollision();
|
||||
|
||||
auto modelatomic = getModelInfo<SimpleModelInfo>()->getAtomic(0);
|
||||
if (modelatomic) {
|
||||
auto previousatomic = atomic_;
|
||||
atomic_ = modelatomic->clone();
|
||||
if (previousatomic) {
|
||||
atomic_->setFrame(previousatomic->getFrame());
|
||||
RW_ASSERT(getModelInfo<SimpleModelInfo>()->getNumAtomics() > atomicNumber);
|
||||
auto atomic = getModelInfo<SimpleModelInfo>()->getAtomic(atomicNumber);
|
||||
if (atomic) {
|
||||
auto previous = atomic_;
|
||||
atomic_ = atomic->clone();
|
||||
if (previous) {
|
||||
atomic_->setFrame(previous->getFrame());
|
||||
} else {
|
||||
atomic_->setFrame(std::make_shared<ModelFrame>());
|
||||
}
|
||||
@ -182,20 +178,41 @@ void InstanceObject::setRotation(const glm::quat& r) {
|
||||
}
|
||||
|
||||
bool InstanceObject::takeDamage(const GameObject::DamageInfo& dmg) {
|
||||
bool smash = false;
|
||||
if (dynamics) {
|
||||
smash = dynamics->collDamageFlags == 80;
|
||||
if (!dynamics) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (dmg.impulse >= dynamics->uprootForce &&
|
||||
body->getBulletBody()->isStaticObject()) {
|
||||
_enablePhysics = true;
|
||||
const auto effect = dynamics->collDamageEffect;
|
||||
|
||||
if (dmg.hitpoints > 0.f) {
|
||||
switch (effect) {
|
||||
case DynamicObjectData::Damage_ChangeModel:
|
||||
changeAtomic = 1;
|
||||
break;
|
||||
case DynamicObjectData::Damage_ChangeThenSmash:
|
||||
changeAtomic = 1;
|
||||
RW_UNIMPLEMENTED("Collision Damage Effect: Changing, then Smashing");
|
||||
break;
|
||||
case DynamicObjectData::Damage_Smash:
|
||||
RW_UNIMPLEMENTED("Collision Damage Effect: Smashing");
|
||||
break;
|
||||
case DynamicObjectData::Damage_SmashCardboard:
|
||||
case DynamicObjectData::Damage_SmashWoodenBox:
|
||||
case DynamicObjectData::Damage_SmashTrafficCone:
|
||||
case DynamicObjectData::Damage_SmashBarPost:
|
||||
RW_UNIMPLEMENTED("Collision Damage Effect");
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (smash) {
|
||||
health -= dmg.hitpoints;
|
||||
return true;
|
||||
|
||||
if (dmg.impulse >= dynamics->uprootForce &&
|
||||
body->getBulletBody()->isStaticObject()) {
|
||||
_enablePhysics = true;
|
||||
}
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void InstanceObject::setSolid(bool solid) {
|
||||
|
@ -19,6 +19,7 @@ class GameWorld;
|
||||
class InstanceObject : public GameObject {
|
||||
float health;
|
||||
bool visible = true;
|
||||
int changeAtomic = -1;
|
||||
|
||||
/**
|
||||
* The Atomic instance for this object
|
||||
@ -47,7 +48,7 @@ public:
|
||||
|
||||
void tick(float dt) override;
|
||||
|
||||
void changeModel(BaseModelInfo* incoming);
|
||||
void changeModel(BaseModelInfo* incoming, int atomicNumber = 0);
|
||||
|
||||
void setPosition(const glm::vec3& pos) override;
|
||||
|
||||
|
@ -59,11 +59,11 @@ BOOST_AUTO_TEST_CASE(test_dynamic_dat_loader) {
|
||||
BOOST_CHECK_EQUAL(lamp->mass, 600.0);
|
||||
BOOST_CHECK_EQUAL(lamp->turnMass, 4000.0);
|
||||
BOOST_CHECK_CLOSE(lamp->airRes, 0.99, 1.0);
|
||||
BOOST_CHECK_CLOSE(lamp->elacticity, 0.05, 0.01);
|
||||
BOOST_CHECK_EQUAL(lamp->bouancy, 50.0);
|
||||
BOOST_CHECK_CLOSE(lamp->elasticity, 0.05, 0.01);
|
||||
BOOST_CHECK_EQUAL(lamp->buoyancy, 50.0);
|
||||
BOOST_CHECK_EQUAL(lamp->uprootForce, 400);
|
||||
BOOST_CHECK_EQUAL(lamp->collDamageMulti, 1.0);
|
||||
BOOST_CHECK_EQUAL(lamp->collDamageFlags, 1);
|
||||
BOOST_CHECK_EQUAL(lamp->collDamageEffect, 1);
|
||||
BOOST_CHECK_EQUAL(lamp->collResponseFlags, 1);
|
||||
BOOST_CHECK_EQUAL(lamp->cameraAvoid, false);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user