// If explosion was with voxels, crease dirt decals in player's cockpit glass // We don't throw random number of debris lines from explosion (because it will be waste). Instead we get intersection line from explosion center to player head, // which should intersect the cockpit glass. Plus we move player head by random vector. void CreateDirtDecalOnCockpitGlass(ref BoundingSphere explosionSphere) { MySmallShip player = MySession.PlayerShip; float maxDistance = m_explosionSphere.Radius * MyExplosionsConstants.EXPLOSION_RADIUS_MULTPLIER_FOR_DIRT_GLASS_DECALS; float distance = Vector3.Distance(player.GetPosition(), explosionSphere.Center) - player.ModelLod0.BoundingSphere.Radius; // Decal interpolator - based on distance to explosion, range <0..1> // But then increased because we aren't able to reach max distance so we need to help it little bit float interpolator = 1 - MathHelper.Clamp(distance / maxDistance, 0, 1); interpolator = (float)Math.Pow(interpolator, 3f); // Don't create dirt decal if we are too far if (interpolator <= 0.0f) { return; } // Chech intersection between explosion and player's head. BUT move the line in player's head direction, because we don't want to make intersection with object which caused the explosion //MyLine line = new MyLine(intersection.IntersectionPointInWorldSpace, player.GetPosition(), true); //MyLine line = new MyLine(intersection.IntersectionPointInWorldSpace, MyCamera.m_initialSunWindPosition, true); //Vector3 playerHeadPositionWorld = MyUtils.GetTransform(MyFakes.PLAYER_HEAD_FOR_COCKPIT_INTERIOR_FAKE_TRANSLATION * -1, ref player.WorldMatrix); Vector3 playerHeadPositionWorld = player.GetPlayerHeadForCockpitInterior(); MyLine line = new MyLine(explosionSphere.Center, playerHeadPositionWorld, true); line.From += line.Direction * MyExplosionsConstants.OFFSET_LINE_FOR_DIRT_DECAL; MyIntersectionResultLineTriangleEx?glassIntersection = MyEntities.GetIntersectionWithLine_IgnoreOtherThanSpecifiedClass(ref line, new Type[] { typeof(MySmallShip) }); if ((glassIntersection != null) && (glassIntersection.Value.Entity is MyCockpitGlassEntity)) { // Decal alpha (never is 1.0f, because we want to see through the dirt) float alpha = MathHelper.Clamp(MathHelper.Lerp(0.2f, 1.0f, interpolator) - 0.1f, 0, 1); //const float ALPHA_INCREASE = 0.4f; //float alpha = 1 - (float)Math.Pow(MathHelper.Clamp(distance / maxDistance, 0, 1), 5); //float alpha = (float)MathHelper.SmoothStep(0, 1, 1 - MathHelper.Clamp(distance / maxDistance, 0, 1)); //float alpha = MathHelper.Clamp(1 - MathHelper.Clamp(distance / maxDistance, 0, 1) + ALPHA_INCREASE, ALPHA_INCREASE, 1); // Decal size float size = MathHelper.Lerp(2.5f, 4f, interpolator); MyIntersectionResultLineTriangleEx glassIntersection2 = glassIntersection.Value; MyCockpitGlassDecals.Add(MyCockpitGlassDecalTexturesEnum.DirtOnGlass, size, MyMwcUtils.GetRandomRadian(), alpha, ref glassIntersection2, true); } }
// Update position, check collisions, etc. // Return false if projectile dies/timeouts in this tick. public bool Update() { // Projectile was killed , but still not last time drawn, so we don't need to do update (we are waiting for last draw) if (m_state == MyProjectileStateEnum.KILLED) { return(true); } // Projectile was killed and last time drawn, so we can finally remove it from buffer if (m_state == MyProjectileStateEnum.KILLED_AND_DRAWN) { if (m_trailEffect != null) { // stop the trail effect m_trailEffect.Stop(); m_trailEffect = null; } return(false); } Vector3 position = m_position; m_position += m_velocity * MyConstants.PHYSICS_STEP_SIZE_IN_SECONDS; m_velocity = m_externalVelocity * m_externalAddition + m_directionNormalized * m_speed; if (m_externalAddition < 1.0f) { m_externalAddition *= 0.5f; } // Distance timeout float trajectoryLength = Vector3.Distance(m_position, m_origin); if (trajectoryLength >= m_maxTrajectory) { if (m_trailEffect != null) { // stop the trail effect m_trailEffect.Stop(); m_trailEffect = null; } m_state = MyProjectileStateEnum.KILLED; return(true); } if (m_trailEffect != null) { m_trailEffect.WorldMatrix = Matrix.CreateTranslation(m_position); } m_checkIntersectionIndex++; m_checkIntersectionIndex = m_checkIntersectionIndex % CHECK_INTERSECTION_INTERVAL; //check only each n-th intersection if (m_checkIntersectionIndex != 0) { return(true); } // Calculate hit point, create decal and throw debris particles Vector3 lineEndPosition = position + CHECK_INTERSECTION_INTERVAL * (m_velocity * MyConstants.PHYSICS_STEP_SIZE_IN_SECONDS); MyLine line = new MyLine(m_positionChecked ? position : m_origin, lineEndPosition, true); m_positionChecked = true; MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().StartProfilingBlock("MyEntities.GetIntersectionWithLine()"); MyIntersectionResultLineTriangleEx?intersection = MyEntities.GetIntersectionWithLine(ref line, m_ignorePhysObject, null, false); MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().EndProfilingBlock(); MyEntity physObject = intersection != null ? intersection.Value.Entity : null; if (physObject != null) { while (physObject.Physics == null && physObject.Parent != null) { physObject = physObject.Parent; } } if ((intersection != null) && (physObject != null) && (physObject.Physics.CollisionLayer != MyConstants.COLLISION_LAYER_UNCOLLIDABLE) && m_ignorePhysObject != physObject) { MyIntersectionResultLineTriangleEx intersectionValue = intersection.Value; bool isPlayerShip = MySession.PlayerShip == physObject; MyMaterialType materialType = isPlayerShip ? MyMaterialType.PLAYERSHIP : physObject.Physics.MaterialType; //material properties MyMaterialTypeProperties materialProperties = MyMaterialsConstants.GetMaterialProperties(materialType); bool isProjectileGroupKilled = false; if (m_sharedGroup != null) { isProjectileGroupKilled = m_sharedGroup.Killed; m_sharedGroup.Killed = true; } if (!isProjectileGroupKilled) { // Play bullet hit cue MyAudio.AddCue3D(m_ammoProperties.IsExplosive ? materialProperties.ExpBulletHitCue : materialProperties.BulletHitCue, intersectionValue.IntersectionPointInWorldSpace, Vector3.Zero, Vector3.Zero, Vector3.Zero); } float decalAngle = MyMwcUtils.GetRandomRadian(); // If we hit the glass of a miner ship, we need to create special bullet hole decals // drawn from inside the cockpit and change phys object so rest of the code will think we hit the parent // IMPORTANT: Intersection between projectile and glass is calculated only for mining ship in which player sits. So for enemies this will be never calculated. if (intersection.Value.Entity is MyCockpitGlassEntity) { if (!isProjectileGroupKilled) { MyCockpitGlassDecalTexturesEnum bulletHoleDecalTexture; float bulletHoleDecalSize; if (MyMwcUtils.GetRandomBool(3)) { bulletHoleDecalTexture = MyCockpitGlassDecalTexturesEnum.BulletHoleOnGlass; bulletHoleDecalSize = 0.25f; } else { bulletHoleDecalTexture = MyCockpitGlassDecalTexturesEnum.BulletHoleSmallOnGlass; bulletHoleDecalSize = 0.1f; } // Place bullet hole decal on player's cockpit glass (seen from inside the ship) MyCockpitGlassDecals.Add(bulletHoleDecalTexture, bulletHoleDecalSize, decalAngle, 1.0f, ref intersectionValue, false); // Create hit particles throwed into the cockpit (it's simulation of broken glass particles) // IMPORTANT: This particles will be relative to miner ship, so we create them in object space coordinates and update them by object WorldMatrix every time we draw them //MyParticleEffects.CreateHitParticlesGlass(ref intersectionValue.IntersectionPointInObjectSpace, ref intersectionValue.NormalInWorldSpace, ref line.Direction, physObject.Parent); } } // If this was "mine", it must explode else if (physObject is MyMineBase) { m_state = MyProjectileStateEnum.KILLED; if (!IsDummy) { (physObject as MyAmmoBase).Explode(); } return(true); } // If this was missile, cannon shot, it must explode if it is not mine missile else if (physObject is MyAmmoBase) { if (((MyAmmoBase)physObject).OwnerEntity == m_ignorePhysObject) { m_state = MyProjectileStateEnum.KILLED; if (!IsDummy) { (physObject as MyAmmoBase).Explode(); } return(true); } } else if (this.OwnerEntity is MySmallShip && (MySmallShip)this.OwnerEntity == MySession.PlayerShip && physObject is MyStaticAsteroid && !physObject.IsDestructible) { if (this.m_ammoProperties.IsExplosive || (this.m_ammoProperties.AmmoType == MyAmmoType.Explosive && this.m_weapon is Weapons.MyShotGun)) { HUD.MyHud.ShowIndestructableAsteroidNotification(); } } else if (!isProjectileGroupKilled && !isPlayerShip) { // Create smoke and debris particle at the place of voxel/model hit m_ammoProperties.OnHitParticles(ref intersectionValue.IntersectionPointInWorldSpace, ref intersectionValue.Triangle.InputTriangleNormal, ref line.Direction, physObject, m_weapon, OwnerEntity); MySurfaceImpactEnum surfaceImpact; if (intersectionValue.Entity is MyVoxelMap) { var voxelMap = intersectionValue.Entity as MyVoxelMap; var voxelCoord = voxelMap.GetVoxelCenterCoordinateFromMeters(ref intersectionValue.IntersectionPointInWorldSpace); var material = voxelMap.GetVoxelMaterial(ref voxelCoord); if (material == MyMwcVoxelMaterialsEnum.Indestructible_01 || material == MyMwcVoxelMaterialsEnum.Indestructible_02 || material == MyMwcVoxelMaterialsEnum.Indestructible_03 || material == MyMwcVoxelMaterialsEnum.Indestructible_04 || material == MyMwcVoxelMaterialsEnum.Indestructible_05_Craters_01) { surfaceImpact = MySurfaceImpactEnum.INDESTRUCTIBLE; } else { surfaceImpact = MySurfaceImpactEnum.DESTRUCTIBLE; } } else if (intersectionValue.Entity is MyStaticAsteroid) { surfaceImpact = MySurfaceImpactEnum.INDESTRUCTIBLE; } else { surfaceImpact = MySurfaceImpactEnum.METAL; } m_ammoProperties.OnHitMaterialSpecificParticles(ref intersectionValue.IntersectionPointInWorldSpace, ref intersectionValue.Triangle.InputTriangleNormal, ref line.Direction, physObject, surfaceImpact, m_weapon); } if (!(physObject is MyExplosionDebrisBase) && physObject != MySession.PlayerShip) { // Decal size depends on material. But for mining ship create smaller decal as original size looks to large on the ship. float decalSize = MyMwcUtils.GetRandomFloat(materialProperties.BulletHoleSizeMin, materialProperties.BulletHoleSizeMax); // Place bullet hole decal float randomColor = MyMwcUtils.GetRandomFloat(0.5f, 1.0f); MyDecals.Add( materialProperties.BulletHoleDecal, decalSize, decalAngle, new Vector4(randomColor, randomColor, randomColor, 1), false, ref intersectionValue, 0.0f, m_ammoProperties.DecalEmissivity, MyDecalsConstants.DECAL_OFFSET_BY_NORMAL); } if (!(physObject is MyVoxelMap) && !IsDummy) { ApplyProjectileForce(physObject, intersectionValue.IntersectionPointInWorldSpace, m_directionNormalized, isPlayerShip); } // If this object is miner ship, then shake his head little bit if (physObject is MySmallShip && !IsDummy) { MySmallShip minerShip = (MySmallShip)physObject; minerShip.IncreaseHeadShake(MyHeadShakeConstants.HEAD_SHAKE_AMOUNT_AFTER_PROJECTILE_HIT); } //Handle damage MyEntity damagedObject = intersectionValue.Entity; // not a very nice way to damage actual prefab associated with the large ship weapon (if MyPrefabLargeWeapon is reworked, it might change) if (damagedObject is MyLargeShipBarrelBase) { damagedObject = damagedObject.Parent; } if (damagedObject is MyLargeShipGunBase) { MyLargeShipGunBase physObj = damagedObject as MyLargeShipGunBase; if (physObj.PrefabParent != null) { damagedObject = physObj.PrefabParent; } } // Decrease health of stricken object if (!IsDummy) { damagedObject.DoDamage(m_ammoProperties.HealthDamage, m_ammoProperties.ShipDamage, m_ammoProperties.EMPDamage, m_ammoProperties.DamageType, m_ammoProperties.AmmoType, m_ignorePhysObject); if (MyMultiplayerGameplay.IsRunning) { var ammo = MyAmmoConstants.FindAmmo(m_ammoProperties); MyMultiplayerGameplay.Static.ProjectileHit(damagedObject, intersectionValue.IntersectionPointInWorldSpace, this.m_directionNormalized, ammo, this.OwnerEntity); } } if (m_trailEffect != null) { // stop the trail effect m_trailEffect.Stop(); m_trailEffect = null; } // Kill this projectile (set the position to intersection point, so we draw trail polyline only up to this point) m_position = intersectionValue.IntersectionPointInWorldSpace; m_state = MyProjectileStateEnum.KILLED; return(true); } return(true); }