private void SectorOnContactPoint(int itemId, MyEntity other, ref MyPhysics.MyContactPointEvent e)
        {
            // if item is already disabled: puff
            // We get multiple contact points so this is for that
            if (m_sector.DataView.Items[itemId].ModelIndex < 0) return;

            var vel = Math.Abs(e.ContactPointEvent.SeparatingVelocity);

            if (other == null || other.Physics == null || other is MyFloatingObject) return;

            if (other is IMyHandheldGunObject<MyDeviceBase>) return;

            // Prevent debris from breaking trees.
            // Debris flies in unpredictable ways and this could cause out of sync tree destruction which would is bad.
            if (other.Physics.RigidBody != null && other.Physics.RigidBody.Layer == MyPhysics.CollisionLayers.DebrisCollisionLayer) return;

            // On objects held in manipulation tool, Havok returns high velocities, after this contact is fired by contraint solver.
            // Therefore we disable damage from objects connected by constraint to character
            if (MyManipulationTool.IsEntityManipulated(other))
                return;

            float otherMass = MyDestructionHelper.MassFromHavok(other.Physics.Mass);

            double impactEnergy = vel * vel * otherMass;

            // TODO: per item max impact energy
            if (impactEnergy > ItemResilience(itemId))
            {
                BreakAt(itemId, e.Position, e.ContactPointEvent.ContactPoint.Normal, impactEnergy);
            }

            // Meteor destroy always
            if (other is MyMeteor)
                m_sector.EnableItem(itemId, false);
        }
        private int CompareHits(MyPhysics.HitInfo info1, MyPhysics.HitInfo info2)
        {
            IMyEntity entity1 = info1.HkHitInfo.GetHitEntity();
            IMyEntity entity2 = info2.HkHitInfo.GetHitEntity();

            Type entity1Type = entity1.GetType();
            Type entity2Type = entity2.GetType();
            if (entity1Type != entity2Type)
            {
                // Fix highlighting order on legacy worlds
                Type voxelMapType = typeof(MyVoxelMap);
                if (entity1Type == voxelMapType)
                    return 1;
                if (entity2Type == voxelMapType)
                    return -1;

                // Fix highlighting order on planets
                Type voxelPhysicsType = typeof(MyVoxelPhysics);
                if (entity1Type == voxelPhysicsType)
                    return 1;
                if (entity2Type == voxelPhysicsType)
                    return -1;

                Type cubeGridType = typeof(MyCubeGrid);
                if (entity1Type == cubeGridType)
                    return 1;
                if (entity2Type == cubeGridType)
                    return -1;
                
            }

            Vector3D deltaPos1 = info1.Position - m_rayOrigin;
            Vector3D deltaPos2 = info2.Position - m_rayOrigin;

            float dot1 = Vector3.Dot(m_rayDirection, Vector3.Normalize(deltaPos1));
            float dot2 = Vector3.Dot(m_rayDirection, Vector3.Normalize(deltaPos2));
            int dotResult = dot2.CompareTo(dot1);
            if (dotResult != 0) return dotResult;

            int distanceCheck = deltaPos2.LengthSquared().CompareTo(deltaPos1.LengthSquared());
            if (distanceCheck != 0) return distanceCheck;

            return 0;
        }
Example #3
0
 private void DestroyGrid(ref MyPhysics.MyContactPointEvent value, MyCubeGrid grid)
 {
     MyGridContactInfo info = new MyGridContactInfo(ref value.ContactPointEvent, grid);
     info.EnableDeformation = false;
     info.EnableParticles = false;
     HkBreakOffPointInfo breakInfo = new HkBreakOffPointInfo()
     {
         ContactPoint = value.ContactPointEvent.ContactPoint,
         ContactPosition = info.ContactPosition,
         ContactPointProperties = value.ContactPointEvent.ContactProperties,
         IsContact = true,
         BreakingImpulse = grid.Physics.Shape.BreakImpulse,
         CollidingBody = value.ContactPointEvent.Base.BodyA == grid.Physics.RigidBody ? value.ContactPointEvent.Base.BodyB : value.ContactPointEvent.Base.BodyA,
         ContactPointDirection = value.ContactPointEvent.Base.BodyB == grid.Physics.RigidBody ? -1 : 1,
     };
     grid.Physics.PerformMeteoritDeformation(ref breakInfo, value.ContactPointEvent.SeparatingVelocity);
     m_closeAfterSimulation = Sync.IsServer;
 }
Example #4
0
 private void CreateCrater(MyPhysics.MyContactPointEvent value, MyVoxelBase voxel)
 {
     if (Math.Abs(Vector3.Normalize(-Entity.WorldMatrix.Forward).Dot(value.ContactPointEvent.ContactPoint.Normal)) < 0.1)
     {
         MyParticleEffect impactParticle1;
         if (InParticleVisibleRange && MyParticlesManager.TryCreateParticleEffect((int)MyParticleEffectsIDEnum.MeteorAsteroidCollision, out impactParticle1))
         {
             impactParticle1.WorldMatrix = Entity.WorldMatrix;
             impactParticle1.UserScale = (float)Entity.PositionComp.WorldVolume.Radius * 2;
         }
         m_particleVectorUp = Vector3.Zero;
         return;
     }
     if (Sync.IsServer)
     {
         BoundingSphereD sphere = new BoundingSphere(value.Position, Entity.PositionComp.Scale.Value / 3);
         Vector3 direction;
         // if contact was send after reflection we need to get former direction
         if (value.ContactPointEvent.SeparatingVelocity < 0)
             direction = Vector3.Normalize(Entity.Physics.LinearVelocity);
         else
             direction = Vector3.Normalize(Vector3.Reflect(Entity.Physics.LinearVelocity, value.ContactPointEvent.ContactPoint.Normal));
         var material = VoxelMaterial;
         int tries = MyDefinitionManager.Static.GetVoxelMaterialDefinitions().Count() * 2; // max amount of tries
         while (!material.IsRare || !material.SpawnsFromMeteorites || material.MinVersion > MySession.Static.Settings.VoxelGeneratorVersion)
         {
             if (--tries < 0) // to prevent infinite loops in case all materials are disabled just use the meteorites' initial material
             {
                 material = VoxelMaterial;
                 break;
             }
             material = MyDefinitionManager.Static.GetVoxelMaterialDefinitions().ElementAt(MyUtils.GetRandomInt(MyDefinitionManager.Static.GetVoxelMaterialDefinitions().Count() - 1));
         }
         voxel.CreateVoxelMeteorCrater(sphere.Center, (float)sphere.Radius, -direction, material);
         MyVoxelGenerator.MakeCrater(voxel, sphere, -direction, material);
     }
     m_closeAfterSimulation = Sync.IsServer;
 }
Example #5
0
            void RigidBody_ContactPointCallback(ref MyPhysics.MyContactPointEvent value)
            {
                if (this.MarkedForClose || !Entity.Physics.Enabled || m_closeAfterSimulation)
                    return;
                ProfilerShort.Begin("MyMeteor.CPCallback");
                var other = value.ContactPointEvent.GetOtherEntity(Entity);
                if (Sync.IsServer)
                {
                    if (other is MyCubeGrid)
                    {
                        var grid = other as MyCubeGrid;
                        if (grid.BlocksDestructionEnabled)
                        {
                            DestroyGrid(ref value, grid);
                        }
                    }
                    else if (other is MyCharacter)
                    {                        
                        (other as MyCharacter).DoDamage(50 * Entity.PositionComp.Scale.Value, MyDamageType.Environment, true, Entity.EntityId);
                    }
                    else if (other is MyFloatingObject)
                    {
                        (other as MyFloatingObject).DoDamage(100 * Entity.PositionComp.Scale.Value, MyDamageType.Deformation, true, Entity.EntityId);
                    }
                    else if (other is MyMeteor)
                    {
                        m_closeAfterSimulation = true;
                        (other.GameLogic as MyMeteorGameLogic).m_closeAfterSimulation = true;
                    }
                }

                if (other is MyVoxelBase)
                {
                    CreateCrater(value, other as MyVoxelBase);
                }
                ProfilerShort.End();
            }
        void Physics_ContactPointCallback(ref MyPhysics.MyContactPointEvent e)
        {
            var vel = Math.Abs(e.ContactPointEvent.SeparatingVelocity);
            var other = e.ContactPointEvent.GetOtherEntity(this);

            if (other == null || other.Physics == null || other is MyFloatingObject) return;

            // On objects held in manipulation tool, Havok returns high velocities, after this contact is fired by contraint solver..
            // Therefore we disable damage from objects connected by constraint to character
            if (MyManipulationTool.IsEntityManipulated(other as MyEntity))
            {
                return;
            }            

            float otherMass = MyDestructionHelper.MassFromHavok(other.Physics.Mass);

            if (other is Sandbox.Game.Entities.Character.MyCharacter)
                otherMass = other.Physics.Mass;

            float impactEnergy = vel * vel * otherMass;

            // If environment item is hit by a gun, nothing happens here. If you want a weapon damage to env. items, call DoDamage there
            if (impactEnergy > 200000 && !(other is IMyHandheldGunObject<MyDeviceBase>))
            {
                int bodyId = e.ContactPointEvent.Base.BodyA.GetEntity(0) == this ? 0 : 1;
                var shapeKey = e.ContactPointEvent.GetShapeKey(bodyId);
                var position = Physics.ClusterToWorld(e.ContactPointEvent.ContactPoint.Position);
                var sectorId = MyEnvironmentSector.GetSectorId(position, m_definition.SectorSize);
                HkStaticCompoundShape shape = (HkStaticCompoundShape)Physics.RigidBody.GetShape();
                int physicsInstanceId;
                uint childKey;
                if (shapeKey == uint.MaxValue) //jn: TODO find out why this happens, there is ticket for it https://app.asana.com/0/9887996365574/26645443970236
                {
                    return;
                }
                shape.DecomposeShapeKey(shapeKey, out physicsInstanceId, out childKey);

                int itemInstanceId;
                if (m_physicsShapeInstanceIdToLocalId.TryGetValue(physicsInstanceId, out itemInstanceId))
                {
                    DoDamage(100.0f, itemInstanceId, e.Position, -e.ContactPointEvent.ContactPoint.Normal, MyStringHash.NullOrEmpty);               
                }
            }
        }
        void Physics_ContactPointCallback(ref MyPhysics.MyContactPointEvent e)
        {
            var vel = Math.Abs(e.ContactPointEvent.SeparatingVelocity);
            var other = e.ContactPointEvent.GetOtherEntity(this);

            if (other == null || other.Physics == null || other is MyFloatingObject) return;

            if (other is IMyHandheldGunObject<MyDeviceBase>) return;

            // Prevent debris from breaking trees.
            // Debris flies in unpredictable ways and this could cause out of sync tree destruction which would is bad.
            if (other.Physics.RigidBody != null && other.Physics.RigidBody.Layer == MyPhysics.CollisionLayers.DebrisCollisionLayer) return;

            // On objects held in manipulation tool, Havok returns high velocities, after this contact is fired by contraint solver..
            // Therefore we disable damage from objects connected by constraint to character
            if (MyManipulationTool.IsEntityManipulated(other as MyEntity))
            {
                return;
            }

            float otherMass = MyDestructionHelper.MassFromHavok(other.Physics.Mass);

            if (other is Character.MyCharacter)
                otherMass = other.Physics.Mass;

            double impactEnergy = vel*vel*otherMass;

            // TODO: per item max impact energy
            if (impactEnergy > 200000)
            {
                int bodyId = 0;
                var normal = e.ContactPointEvent.ContactPoint.Normal;
                if (e.ContactPointEvent.Base.BodyA.GetEntity(0) != this)
                {
                    bodyId = 1;
                    normal *= -1;
                }
                var shapeKey = e.ContactPointEvent.GetShapeKey(bodyId);
                if (shapeKey == uint.MaxValue) //jn: TODO find out why this happens, there is ticket for it https://app.asana.com/0/9887996365574/26645443970236
                {
                    return;
                }

                HkStaticCompoundShape shape = (HkStaticCompoundShape) Physics.RigidBody.GetShape();
                int physicsInstanceId;
                uint childKey;

                shape.DecomposeShapeKey(shapeKey, out physicsInstanceId, out childKey);
                int itemInstanceId;
                if (m_physicsShapeInstanceIdToLocalId.TryGetValue(physicsInstanceId, out itemInstanceId))
                {
                    var position = Physics.ClusterToWorld(e.ContactPointEvent.ContactPoint.Position);

                    if (PlanetSpawnerDefinition != null)
                    {
                        MyMultiplayer.RaiseEvent(PlanetSector, x => x.BreakEnvironmentItem, (SerializableDefinitionId)PlanetSpawnerDefinition.Value, position, normal, impactEnergy, itemInstanceId);
                    }
                    DestroyItemAndCreateDebris(position, normal, impactEnergy, itemInstanceId);
                }
            }
        }
Example #8
0
        public override void OnContactStart(ref MyPhysics.MyContactPointEvent value)
        {
             MyEntity collidedEntity = GetOtherEntity(ref value) as MyEntity;

            if (collidedEntity == null)
                return;

            if (!Sandbox.Game.Multiplayer.Sync.IsServer)
            {
                Close();
                return;
            }

            Debug.Assert(!collidedEntity.Closed);

            m_collidedEntity = collidedEntity;
            m_collidedEntity.OnClose += m_collidedEntity_OnClose;
            m_collisionPoint = value.Position;

            Explode();
        }
Example #9
0
 public virtual void OnContactStart(ref MyPhysics.MyContactPointEvent value)
 {
 }
Example #10
0
 void listener_ContactPointCallback(ref MyPhysics.MyContactPointEvent value)
 {
     if (value.ContactPointEvent.EventType != HkContactPointEvent.Type.ManifoldAtEndOfStep)
     {
         OnContactStart(ref value);
     }
 }
Example #11
0
 protected Sandbox.ModAPI.IMyEntity GetOtherEntity(ref MyPhysics.MyContactPointEvent value)
 {
     if (value.ContactPointEvent.Base.BodyA.GetEntity() == this)
         return value.ContactPointEvent.Base.BodyB.GetEntity();
     else
         return value.ContactPointEvent.Base.BodyA.GetEntity();
 }
        void Physics_ContactPointCallback(ref MyPhysics.MyContactPointEvent e)
        {
            var vel = Math.Abs(e.ContactPointEvent.SeparatingVelocity);
            var other = e.ContactPointEvent.GetOtherEntity(this);

            if (other == null || other.Physics == null) return;

            float otherMass = MyDestructionHelper.MassFromHavok(other.Physics.Mass);

            if (other is Sandbox.Game.Entities.Character.MyCharacter)
                otherMass = other.Physics.Mass;

            float impactEnergy = vel * vel * otherMass;

            // If environment item is hit by a gun, nothing happens here. If you want a weapon damage to env. items, call DoDamage there
            if (impactEnergy > 350000 && !(other is IMyHandheldGunObject<MyDeviceBase>))
            {
                int bodyId = e.ContactPointEvent.Base.BodyA.GetEntity() == this ? 0 : 1;
                var shapeKey = e.ContactPointEvent.GetShapeKey(bodyId);
                var position = Physics.ClusterToWorld(e.ContactPointEvent.ContactPoint.Position);
                var sectorId = MyEnvironmentSector.GetSectorId(position, m_definition.SectorSize);
                HkStaticCompoundShape shape = (HkStaticCompoundShape)Physics.RigidBody.GetShape();
                int physicsInstanceId;
                uint childKey;
                if (shapeKey == uint.MaxValue) //jn: TODO find out why this happens, there is ticket for it https://app.asana.com/0/9887996365574/26645443970236
                {
                    ProfilerShort.End();
                    return;
                }
                shape.DecomposeShapeKey(shapeKey, out physicsInstanceId, out childKey);

                int itemInstanceId;
                if (m_physicsShapeInstanceIdToLocalId.TryGetValue(physicsInstanceId, out itemInstanceId))
                {
                    DoDamage(1.0f, itemInstanceId, e.Position, -e.ContactPointEvent.ContactPoint.Normal);
                }
            }
        }
Example #13
0
 private void CreateCrater(MyPhysics.MyContactPointEvent value, MyVoxelMap voxel)
 {
     if (Math.Abs(Vector3.Normalize(-Entity.WorldMatrix.Forward).Dot(value.ContactPointEvent.ContactPoint.Normal)) < 0.1)
     {
         MyParticleEffect impactParticle1;
         if (InParticleVisibleRange && MyParticlesManager.TryCreateParticleEffect((int)MyParticleEffectsIDEnum.MeteorAsteroidCollision, out impactParticle1))
         {
             impactParticle1.WorldMatrix = Entity.WorldMatrix;
             impactParticle1.UserScale = (float)Entity.PositionComp.WorldVolume.Radius * 2;
         }
         m_particleVectorUp = Vector3.Zero;
         return;
     }
     if (Sync.IsServer)
     {
         BoundingSphereD sphere = new BoundingSphere(value.Position, Entity.PositionComp.Scale.Value / 3);
         Vector3 direction;
         // if contact was send after reflection we need to get former direction
         if (value.ContactPointEvent.SeparatingVelocity < 0)
             direction = Vector3.Normalize(Entity.Physics.LinearVelocity);
         else
             direction = Vector3.Normalize(Vector3.Reflect(Entity.Physics.LinearVelocity, value.ContactPointEvent.ContactPoint.Normal));
         var material = VoxelMaterial;
         while (!material.IsRare)
             material = MyDefinitionManager.Static.GetVoxelMaterialDefinitions().ElementAt(MyUtils.GetRandomInt(MyDefinitionManager.Static.GetVoxelMaterialDefinitions().Count() - 1));
         voxel.SyncObject.CreateVoxelMeteorCrater(sphere.Center, (float)sphere.Radius, -direction, material);
         MyVoxelGenerator.MakeCrater(voxel, sphere, -direction, material);
     }
     m_closeAfterSimulation = true;
 }
Example #14
0
            void RigidBody_ContactPointCallback(ref MyPhysics.MyContactPointEvent value)
            {
                if (this.MarkedForClose || !Entity.Physics.Enabled || m_closeAfterSimulation)
                    return;
                Sandbox.ModAPI.IMyEntity other = GetOtherEntity(ref value.ContactPointEvent);
                if (Sync.IsServer)
                    if (other is MyCubeGrid && MySession.Static.DestructibleBlocks)
                    {
                        DestroyGrid(ref value, other as MyCubeGrid);
                    }
                    else if (other is MyCharacter)
                    {
                        (other as MyCharacter).DoDamage(50 * Entity.PositionComp.Scale.Value,  MyDamageType.Environment, true);
                    }
                    else if (other is MyFloatingObject)
                    {
                        (other as MyFloatingObject).DoDamage(100 * Entity.PositionComp.Scale.Value, MyDamageType.Deformation, true);
                    }
                    else if (other is MyMeteor)
                    {
                        m_closeAfterSimulation = true;
                        (other.GameLogic as MyMeteorGameLogic).m_closeAfterSimulation = true;
                    }

                if (other is MyVoxelMap)
                {
                    CreateCrater(value, other as MyVoxelMap);
                }

            }