protected object GetObj() { object obj = poolList.Get(); if (obj == null || obj.IsActive()) { obj = CreateObj(); } else { NotActiveCount--; } if (poolList.AddToLast(obj)) { obj.WakeUp(); } else { throw new Exception("Pool Fulled !"); } ActivatedCount++; return(obj); }
public void DoWork() { // Search for target to attack ClosestEnemy = null; ClosestVisual = null; float distanceSqr = m_seeDistance * m_seeDistance; float closestEnemyDistanceSqr = float.PositiveInfinity; float closestVisualDistanceSqr = float.PositiveInfinity; using (var rbFounded = PoolList <MyRBElement> .Get()) { try { MyEntities.EntityCloseLock.AcquireShared(); MyDynamicAABBTree prunningStructure = MyPhysics.physicsSystem.GetRigidBodyModule().GetPruningStructure(); BoundingBox rbInputElementGetWorldSpaceAABB = new BoundingBox( m_botWorldMatrix.Translation - new Vector3(m_seeDistance), m_botWorldMatrix.Translation + new Vector3(m_seeDistance)); prunningStructure.OverlapAllBoundingBox(ref rbInputElementGetWorldSpaceAABB, rbFounded, (uint)MyElementFlag.EF_RB_ELEMENT); //now try find spot foreach (MyRBElement rb in rbFounded) { if (m_bot == null) { return; } var rigidBody = rb.GetRigidBody(); if (rigidBody == null) { continue; } MyEntity entity = ((MyPhysicsBody)rigidBody.m_UserData).Entity; if (entity == m_bot || entity == null || entity.AIPriority == -1) { continue; } entity = entity.GetBaseEntity(); // Large weapons // Ignore spoiled holograms if (m_bot.IsSpoiledHologram(entity)) { continue; } // Don't attack disabled weapons MyPrefabLargeWeapon largeWeapon = entity as MyPrefabLargeWeapon; MySmallShip smallShip = entity as MySmallShip; MyPrefabLargeShip largeShip = entity as MyPrefabLargeShip; if (largeWeapon != null && !largeWeapon.IsWorking()) { continue; } // Test smallships and largeweapons if (smallShip != null || largeWeapon != null || largeShip != null) { // Is enemy? if (MyFactions.GetFactionsRelation(m_bot, entity) == MyFactionRelationEnum.Enemy && CanSeeTarget(m_bot, entity)) { var entityDistanceSqr = Vector3.DistanceSquared(entity.GetPosition(), m_position); if (entityDistanceSqr < distanceSqr && (ClosestEnemy == null || entity.AIPriority >= ClosestEnemy.AIPriority) && (entityDistanceSqr < closestEnemyDistanceSqr || entity.AIPriority > ClosestEnemy.AIPriority)) { MyLine line = new MyLine(m_position, entity.GetPosition(), true); var result = MyEntities.GetIntersectionWithLine(ref line, m_bot, entity, true, ignoreChilds: true); if (!result.HasValue) { // Visual Detection - ignore visualy detected targets if they are further than any normaly detected target if (IsVisualyDetected(smallShip)) { if (entityDistanceSqr < closestVisualDistanceSqr) { ClosestVisual = entity; closestVisualDistanceSqr = entityDistanceSqr; } } else { closestEnemyDistanceSqr = entityDistanceSqr; ClosestEnemy = entity; } } } } } } } finally { MyEntities.EntityCloseLock.ReleaseShared(); } } }
protected override void Drill() { // Sphere which is used to make tunnel to voxel and sphere for testing collision with voxel m_fakeCollisionSphere = new BoundingSphere(m_fakeSpherePositionTransformed, m_radius); // Check for collision with drill and world //MyEntity collisionResult = MyEntities.GetIntersectionWithSphere(ref m_fakeCollisionSphere, this, Parent, false, true); // bSphere collision doesn't work - the sphere is tested against LOD0 model, but it is hidden inside the COL model and the bSphere is too small to reach it - so I use line instead MyEntity collisionResult = null; MyLine line; if (MySession.Is25DSector) { line = new MyLine(m_positionMuzzleInWorldSpace - 10 * WorldMatrix.Forward, m_positionMuzzleInWorldSpace + 20 * WorldMatrix.Forward, true); } else { line = new MyLine(m_positionMuzzleInWorldSpace - 10 * WorldMatrix.Forward, m_positionMuzzleInWorldSpace + 5 * WorldMatrix.Forward, true); } MyIntersectionResultLineTriangleEx?intersection = MyEntities.GetIntersectionWithLine(ref line, Parent, this, true, true); if (intersection != null && intersection.Value.Entity.Physics != null) { collisionResult = intersection.Value.Entity; } if (!(collisionResult is MyVoxelMap)) { m_lastTimeDrillNotCollidedWithVoxelMapInMiliseconds = MyMinerGame.TotalGamePlayTimeInMilliseconds; if (!MySession.Is25DSector) { ((MySmallShip)Parent).IncreaseHeadShake(MyDrillDeviceConstants.SHAKE_DURING_ROTATION); } StopDustEffect(); if (collisionResult != null) { var effect = MyParticlesManager.CreateParticleEffect((int)MyParticleEffectsIDEnum.MaterialHit_Autocannon_Metal); effect.WorldMatrix = Matrix.CreateTranslation(m_fakeCollisionSphere.Center); collisionResult.DoDamage(0, m_damage * MyConstants.PHYSICS_STEP_SIZE_IN_SECONDS, 0, MyDamageType.Drill, MyAmmoType.Basic, Parent); } } // Display particles when we are in contact with voxel else { if (m_dustEffect == null) { m_dustEffect = MyParticlesManager.CreateParticleEffect((int)MyParticleEffectsIDEnum.Smoke_DrillDust); } m_dustEffect.WorldMatrix = Matrix.CreateTranslation(m_fakeSpherePositionTransformed); m_dustEffect.UserScale = MySession.Is25DSector ? 3 : 1; ((MySmallShip)Parent).IncreaseHeadShake(MyDrillDeviceConstants.SHAKE_DURING_IN_VOXELS); } // Play sound if there is collision with voxel if (collisionResult != null) { if (collisionResult is MyStaticAsteroid) { if (!collisionResult.IsDestructible) { MinerWars.AppCode.Game.HUD.MyHud.ShowIndestructableAsteroidNotification(); } } StartDrillingCue(collisionResult is MyVoxelMap); StopMovingCue(); } else { StartMovingCue(); StopDrillingCue(); } // We found voxel so lets make tunel into it using (var voxelMapsFound = PoolList <MyVoxelMap> .Get()) { bool drilled = false; bool drilledSomeDestructibleContent = false; MyVoxelMaps.GetListOfVoxelMapsWhoseBoundingSphereIntersectsSphere(ref m_fakeCollisionSphere, voxelMapsFound, null); int drillInterval = MySession.Is25DSector ? 100 : (int)MyDrillDeviceConstants.DRILL_INTERVAL_IN_MILISECONDS; int timerToDrillInterval = MySession.Is25DSector ? 100 : (int)MyDrillDeviceConstants.TIME_TO_DRILL_VOXEL_IN_MILISECONDS; foreach (MyVoxelMap voxelMap in voxelMapsFound) { if ((collisionResult is MyVoxelMap) && ((MyMinerGame.TotalGamePlayTimeInMilliseconds - m_lastTimeDrilled) > drillInterval) && (MyMinerGame.TotalGamePlayTimeInMilliseconds - m_lastTimeDrillNotCollidedWithVoxelMapInMiliseconds) > timerToDrillInterval) { drilled = true; float rangeStep = 0; float radius = GetRadiusNeededForTunel(); BoundingSphere bigSphereForTunnel = new BoundingSphere(m_fakeCollisionSphere.Center, radius); while (rangeStep < m_range) { MyMwcVector3Int exactCenterOfDrilling = voxelMap.GetVoxelCoordinateFromMeters(bigSphereForTunnel.Center); // we don't want to drill indestructible voxels or empty space if (voxelMap.IsVoxelInVoxelMap(ref exactCenterOfDrilling) && voxelMap.GetVoxelMaterialIndestructibleContent(ref exactCenterOfDrilling) == MyVoxelConstants.VOXEL_CONTENT_FULL) { break; } else { drilledSomeDestructibleContent = true; } CutOutFromVoxel(voxelMap, ref bigSphereForTunnel); bigSphereForTunnel.Center += 2 * WorldMatrix.Forward; rangeStep += 1; } } } if (drilled) { m_lastTimeDrilled = MyMinerGame.TotalGamePlayTimeInMilliseconds; if (!drilledSomeDestructibleContent) { HUD.MyHud.ShowIndestructableAsteroidNotification(); } } } }
protected override bool Interact(bool staticCollision) { if (staticCollision) { //MyCommonDebugUtils.AssertDebug(false, "Sphere-voxel static interaction called! And that's wrong."); } else { MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().StartProfilingBlock("SphereVoxelInteraction"); MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().StartProfilingBlock("Transformations"); if (RBElement1.GetElementType() != MyRBElementType.ET_SPHERE) { SwapElements(); } Matrix matrix0 = RBElement1.GetGlobalTransformation(); Matrix matrix1 = RBElement2.GetGlobalTransformation(); float sphereRadius = ((MyRBSphereElement)RBElement1).Radius; Vector3 body0Pos = matrix0.Translation; // sphere pos Vector3 body1Pos = matrix1.Translation; float dt = MyPhysics.physicsSystem.GetRigidBodyModule().CurrentTimeStep; float epsylon = MyPhysics.physicsSystem.GetRigidBodyModule().CollisionEpsilon; Vector3 newBody0Pos = matrix0.Translation + GetRigidBody1().LinearVelocity *dt; float sphereTolR = epsylon + sphereRadius; float sphereTolR2 = sphereTolR * sphereTolR; MySmallCollPointInfo[] collPtArray = MyContactInfoCache.SCPIStackAlloc(); int numCollPts = 0; Vector3 collNormal = Vector3.Zero; //var colDetThroughVoxels = MyConstants.SPHERE_VOXELMAP_COLDET_THROUGH_VOXELS; var colDetThroughVoxels = !GetRigidBody1().ReadFlag(RigidBodyFlag.RBF_COLDET_THROUGH_VOXEL_TRIANGLES); MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().EndProfilingBlock(); if (colDetThroughVoxels) { MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().StartProfilingBlock("colDetThroughVoxels"); BoundingSphere newSphere; newSphere.Center = newBody0Pos; newSphere.Radius = sphereRadius; MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().StartProfilingBlock("PoolList.Get"); using (var voxelMapsFounded = PoolList <MyVoxelMap> .Get()) { MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().StartNextBlock("GetListOfVoxelMapsWhoseBoundingSphereIntersectsSphere"); MyVoxelMaps.GetListOfVoxelMapsWhoseBoundingSphereIntersectsSphere(ref newSphere, voxelMapsFounded, null); MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().StartNextBlock("foreach (MyVoxelMap voxelMap in voxelMapsFounded)"); foreach (MyVoxelMap voxelMap in voxelMapsFounded) { if (voxelMap != null) { // We will iterate only voxels contained in the bounding box of new sphere, so here we get min/max corned in voxel units MyMwcVector3Int minCorner = voxelMap.GetVoxelCoordinateFromMeters(new Vector3( newSphere.Center.X - newSphere.Radius, newSphere.Center.Y - newSphere.Radius, newSphere.Center.Z - newSphere.Radius)); MyMwcVector3Int maxCorner = voxelMap.GetVoxelCoordinateFromMeters(new Vector3( newSphere.Center.X + newSphere.Radius, newSphere.Center.Y + newSphere.Radius, newSphere.Center.Z + newSphere.Radius)); voxelMap.FixVoxelCoord(ref minCorner); voxelMap.FixVoxelCoord(ref maxCorner); MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().StartProfilingBlock("for loop"); MyMwcVector3Int tempVoxelCoord; for (tempVoxelCoord.X = minCorner.X; tempVoxelCoord.X <= maxCorner.X; tempVoxelCoord.X++) { for (tempVoxelCoord.Y = minCorner.Y; tempVoxelCoord.Y <= maxCorner.Y; tempVoxelCoord.Y++) { for (tempVoxelCoord.Z = minCorner.Z; tempVoxelCoord.Z <= maxCorner.Z; tempVoxelCoord.Z++) { byte voxelContent = voxelMap.GetVoxelContent(ref tempVoxelCoord); // Ignore voxels bellow the ISO value (empty, partialy empty...) if (voxelContent < MyVoxelConstants.VOXEL_ISO_LEVEL) { continue; } Vector3 voxelPosition = voxelMap.GetVoxelCenterPositionAbsolute(ref tempVoxelCoord); //float voxelSize = MyVoxelMaps.GetVoxelContentAsFloat(voxelContent) * MyVoxelConstants.VOXEL_SIZE_IN_METRES_HALF; float voxelSize = MyVoxelMaps.GetVoxelContentAsFloat(voxelContent) * MyVoxelConstants.VOXEL_RADIUS; // If distance to voxel border is less than sphere radius, we have a collision // So now we calculate normal vector and penetration depth but on OLD sphere float newDistanceToVoxel = Vector3.Distance(voxelPosition, newSphere.Center) - voxelSize; if (newDistanceToVoxel < (epsylon + newSphere.Radius)) { Vector3 collisionN = MyMwcUtils.Normalize(voxelPosition - body0Pos); if (numCollPts < MyPhysicsConfig.MaxContactPoints) { // Calculate penetration depth, but from old sphere (not new) float oldDistanceToVoxel = Vector3.Distance(voxelPosition, newSphere.Center) - voxelSize; float oldPenetrationDepth = oldDistanceToVoxel - sphereRadius; // Vector3 pt = body0Pos + sphereRadius * collisionN; Vector3 pt = voxelPosition - collisionN * (voxelSize - epsylon); collPtArray[numCollPts++] = new MySmallCollPointInfo(pt - body0Pos, pt - body1Pos, GetRigidBody1().LinearVelocity, GetRigidBody2().LinearVelocity, collisionN, oldPenetrationDepth, pt); } collNormal -= collisionN; } } } } MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().EndProfilingBlock(); } } MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().EndProfilingBlock(); } MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().EndProfilingBlock(); } else //if (colDetThroughVoxels) { MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().StartProfilingBlock("ColDet triangles"); int optimalIterationCount = (int)(GetRigidBody1().LinearVelocity.Length() * dt / sphereRadius); int maxIndex = (int)MathHelper.Min(MathHelper.Max(optimalIterationCount, 1), 16); for (int i = 0; i < maxIndex; i++) { float velocityAdd = GetRigidBody1().LinearVelocity.Length() * dt / (float)maxIndex; Vector3 interpolatedPosition = body0Pos + GetRigidBody1().LinearVelocity *dt *i / (float)maxIndex; BoundingSphere newSphere; newSphere.Center = interpolatedPosition; newSphere.Radius = sphereRadius; int numTriangles; BoundingBox bb = BoundingBox.CreateFromSphere(newSphere); MyVoxelMaps.GetPotentialTrianglesForColDet(out numTriangles, ref bb); for (int iTriangle = 0; iTriangle < numTriangles; ++iTriangle) { MyColDetVoxelTriangle meshTriangle = MyVoxelMaps.PotentialColDetTriangles[iTriangle]; // mesh.GetTriangle(potentialTriangles[iTriangle]); MyTriangle_Vertex_Normal triangle = new MyTriangle_Vertex_Normal(); triangle.Vertexes.Vertex0 = meshTriangle.Vertex0; triangle.Vertexes.Vertex1 = meshTriangle.Vertex1; triangle.Vertexes.Vertex2 = meshTriangle.Vertex2; // skip too narrow triangles causing instability if ((triangle.Vertexes.Vertex0 - triangle.Vertexes.Vertex1).LengthSquared() < MyPhysicsConfig.TriangleEpsilon) { continue; } if ((triangle.Vertexes.Vertex1 - triangle.Vertexes.Vertex2).LengthSquared() < MyPhysicsConfig.TriangleEpsilon) { continue; } if ((triangle.Vertexes.Vertex0 - triangle.Vertexes.Vertex2).LengthSquared() < MyPhysicsConfig.TriangleEpsilon) { continue; } MyPlane plane = new MyPlane(ref triangle.Vertexes); Vector3?pt = MyUtils.GetSphereTriangleIntersection(ref newSphere, ref plane, ref triangle.Vertexes); if (pt == null) { continue; } Vector3 collisionN = plane.Normal; // skip triangle in case the normal is in wrong dir (narrow walls) Vector3 tempV = (newBody0Pos - pt.Value); if (Vector3.Dot(collisionN, tempV) >= 0.8f * tempV.Length()) // equivalent to dot(collisionN, normalize(tempV)) > 0.8f, but works for zero vectors { continue; } float depth = Vector3.Distance(pt.Value, body0Pos) - sphereRadius; if (numCollPts < MyPhysicsConfig.MaxContactPoints) { // since impulse get applied at the old position Vector3 p2 = pt.Value; collPtArray[numCollPts++] = new MySmallCollPointInfo(p2 - body0Pos, p2 - body1Pos, GetRigidBody1().LinearVelocity, GetRigidBody2().LinearVelocity, collisionN, depth, p2); } collNormal += collisionN; } } MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().EndProfilingBlock(); } if (numCollPts > 0) { MyPhysics.physicsSystem.GetContactConstraintModule().AddContactConstraint(this, collPtArray, numCollPts); } MyContactInfoCache.FreeStackAlloc(collPtArray); MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().EndProfilingBlock(); } return(false); }