📄 fxshapereplicator.cc
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ShapePosition = shapePosWorld;
// Initialise RayCast Search Start/End Positions.
ShapeStart = ShapeEnd = ShapePosition;
ShapeStart.z = 2000.f;
ShapeEnd.z= -2000.f;
// Is this the Server?
if (isServerObject())
// Perform Ray Cast Collision on Server Terrain.
CollisionResult = gServerContainer.castRay(ShapeStart, ShapeEnd, FXREPLICATOR_COLLISION_MASK, &RayEvent);
else
// Perform Ray Cast Collision on Client Terrain.
CollisionResult = gClientContainer.castRay( ShapeStart, ShapeEnd, FXREPLICATOR_COLLISION_MASK, &RayEvent);
// Did we hit anything?
if (CollisionResult)
{
// For now, let's pretend we didn't get a collision.
CollisionResult = false;
// Yes, so get it's type.
U32 CollisionType = RayEvent.object->getTypeMask();
// Check Illegal Placements.
if (((CollisionType & TerrainObjectType) && !mFieldData.mAllowOnTerrain) ||
((CollisionType & InteriorObjectType) && !mFieldData.mAllowOnInteriors) ||
((CollisionType & StaticTSObjectType) && !mFieldData.mAllowStatics) ||
((CollisionType & WaterObjectType) && !mFieldData.mAllowOnWater) ) continue;
// If we collided with water and are not allowing on the water surface then let's find the
// terrain underneath and pass this on as the original collision else fail.
//
// NOTE:- We need to do this on the server/client as appropriate.
if ((CollisionType & WaterObjectType) && !mFieldData.mAllowWaterSurface)
{
// Is this the Server?
if (isServerObject())
{
// Yes, so do it on the server container.
if (!gServerContainer.castRay( ShapeStart, ShapeEnd, FXREPLICATOR_NOWATER_COLLISION_MASK, &RayEvent)) continue;
}
else
{
// No, so do it on the client container.
if (!gClientContainer.castRay( ShapeStart, ShapeEnd, FXREPLICATOR_NOWATER_COLLISION_MASK, &RayEvent)) continue;
}
}
// We passed with flying colours so carry on.
CollisionResult = true;
}
// Invalidate if we are below Allowed Terrain Angle.
if (RayEvent.normal.z < mSin(mDegToRad(90.0f-mFieldData.mAllowedTerrainSlope))) CollisionResult = false;
// Wait until we get a collision.
} while(!CollisionResult && --RelocationRetry);
// Check for Relocation Problem.
if (RelocationRetry > 0)
{
// Adjust Impact point.
RayEvent.point.z += mFieldData.mOffsetZ;
// Set New Position.
ShapePosition = RayEvent.point;
}
else
{
// Warning.
Con::warnf(ConsoleLogEntry::General, "[%s] - Could not find satisfactory position for shape '%s' on %s!", getName(), mFieldData.mShapeFile,isServerObject()?"Server":"Client");
// Unregister Object.
fxStatic->unregisterObject();
// Destroy Shape.
delete fxStatic;
// Skip to next.
continue;
}
// Get Shape Transform.
MatrixF XForm = fxStatic->getTransform();
// Are we aligning to Terrain?
if (mFieldData.mAlignToTerrain)
{
// Yes, so set rotation to Terrain Impact Normal.
ShapeRotation = RayEvent.normal * mFieldData.mTerrainAlignment;
}
else
{
// No, so choose a new Rotation (in Radians).
ShapeRotation.set( mDegToRad(RandomGen.randF(mFieldData.mShapeRotateMin.x, mFieldData.mShapeRotateMax.x)),
mDegToRad(RandomGen.randF(mFieldData.mShapeRotateMin.y, mFieldData.mShapeRotateMax.y)),
mDegToRad(RandomGen.randF(mFieldData.mShapeRotateMin.z, mFieldData.mShapeRotateMax.z)));
}
// Set Quaternion Roation.
QRotation.set(ShapeRotation);
// Set Transform Rotation.
QRotation.setMatrix(&XForm);
// Set Position.
XForm.setColumn(3, ShapePosition);
// Set Shape Position / Rotation.
fxStatic->setTransform(XForm);
// Choose a new Scale.
F32 scaleX, scaleY, scaleZ;
// Choose a random X-Scale.
scaleX = RandomGen.randF(mFieldData.mShapeScaleMin.x, mFieldData.mShapeScaleMax.x);
// Fix Shape Aspect?
if ( mFieldData.mFixShapeAspect )
{
// Yes, so use Scale-X for all axis.
scaleY = scaleZ = scaleX;
}
else
{
// No, so choose Scale-Y/Z.
scaleY = RandomGen.randF(mFieldData.mShapeScaleMin.y, mFieldData.mShapeScaleMax.y);
scaleZ = RandomGen.randF(mFieldData.mShapeScaleMin.z, mFieldData.mShapeScaleMax.z);
}
// Set Shape Scale.
ShapeScale.set( scaleX, scaleY, scaleZ );
// Set Shape Scale.
fxStatic->setScale(ShapeScale);
// Lock it.
fxStatic->setLocked(true);
// Store Shape in Replicated Shapes Vector.
mReplicatedShapes[mCurrentShapeCount++] = fxStatic;
}
}
//------------------------------------------------------------------------------
void fxShapeReplicator::DestroyShapes(void)
{
// Finish if we didn't create any shapes.
if (mCurrentShapeCount == 0) return;
// Remove shapes.
for (U32 idx = 0; idx < mCurrentShapeCount; idx++)
{
fxShapeReplicatedStatic* fxStatic;
// Fetch the Shape Object.
fxStatic = mReplicatedShapes[idx];
// Got a Shape?
if (fxStatic)
{
// Unlock it.
fxStatic->setLocked(false);
// Unregister the object.
fxStatic->unregisterObject();
// Delete it.
delete fxStatic;
}
}
// Empty the Replicated Shapes Vector.
mReplicatedShapes.empty();
// Reset Shape Count.
mCurrentShapeCount = 0;
}
//------------------------------------------------------------------------------
void fxShapeReplicator::RenewShapes(void)
{
// Destroy any shapes.
DestroyShapes();
// Don't create shapes on the Server if we don't need interactions.
#ifdef TGE_RPGCLIENT2 /// TGE_RPGIsServerObject
if (!mFieldData.mInteractions) return;
#else
if (isServerObject() && !mFieldData.mInteractions) return;
#endif
// Create Shapes.
CreateShapes();
}
//------------------------------------------------------------------------------
void fxShapeReplicator::StartUp(void)
{
// Flag, Client Replication Started.
mClientReplicationStarted = true;
// Renew shapes.
RenewShapes();
}
//------------------------------------------------------------------------------
bool fxShapeReplicator::onAdd()
{
if(!Parent::onAdd()) return(false);
// Add the Replicator to the Replicator Set.
dynamic_cast<SimSet*>(Sim::findObject("fxReplicatorSet"))->addObject(this);
// Set Default Object Box.
mObjBox.min.set( -0.5, -0.5, -0.5 );
mObjBox.max.set( 0.5, 0.5, 0.5 );
// Reset the World Box.
resetWorldBox();
// Are we editing the Mission?
if(gEditingMission)
{
// Yes, so set the Render Transform.
setRenderTransform(mObjToWorld);
// Add to Scene.
addToScene();
mAddedToScene = true;
// If we are in the editor and we are on the client then
// we can manually startup replication.
if (isClientObject()) mClientReplicationStarted = true;
}
// Renew shapes on Server.
if (isServerObject()) RenewShapes();
// Return OK.
return(true);
}
//------------------------------------------------------------------------------
void fxShapeReplicator::onRemove()
{
// Remove the Replicator from the Replicator Set.
dynamic_cast<SimSet*>(Sim::findObject("fxReplicatorSet"))->removeObject(this);
// Are we editing the Mission?
if(gEditingMission)
{
// Yes, so remove from Scene.
removeFromScene();
mAddedToScene = false;
}
// Destroy Shapes.
DestroyShapes();
// Do Parent.
Parent::onRemove();
}
//------------------------------------------------------------------------------
void fxShapeReplicator::inspectPostApply()
{
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