コード例 #1
0
 public void SetGroupMask(MyGroupMask grMask)
 {
     for (int i = 0; i < m_RBElementList.Count; i++)
     {
         m_RBElementList[i].GroupMask = grMask;
     }
 }
コード例 #2
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        //  IMPORTANT: This class isn't realy inicialized by constructor, but by Start()
        //  So don't initialize members here, do it in Start()
        protected virtual void Start(Vector3 position, float scale, MyGroupMask groupMask, bool explosionType)
        {
            Save = false;
            m_explosionType = explosionType;

            m_createdTime = MyMinerGame.TotalGamePlayTimeInMilliseconds;

            Matrix worldMat = Matrix.Identity;//; Matrix.CreateScale(scale);
            Scale = scale;
            worldMat.Translation = position;

            SetWorldMatrix(worldMat);

            //  This is here because we are restarting the object after it was sleeping in object pool
            this.Physics.Clear();

            if (m_explosionType)
            {
                NeedsUpdate = true;
                this.Physics.PlayCollisionCueEnabled = true;
                //reset the physical radius of object!
                if ((this.Physics as MyPhysicsBody).GetRBElementList().Count > 0)
                {
                    MyRBElement element = (this.Physics as MyPhysicsBody).GetRBElementList()[0];
                    (element as MyRBSphereElement).Radius = this.ModelLod0.BoundingSphere.Radius * scale;
                }

                //this.Physics.Enabled = true;
                this.Physics.GroupMask = groupMask;
                this.Physics.AngularDamping = MySession.Is25DSector ? 0.5f : 0.1f;
                //this.Physics.Update();
            }
            else
                NeedsUpdate = false;
        }
コード例 #3
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        static public bool AcceptCollision(MyRBElement el0, MyRBElement el1)
        {
            if (!MyPhysics.physicsSystem.GetRigidBodyModule().IsEnabledCollisionInLayers(el0.CollisionLayer, el1.CollisionLayer))
            {
                return(false);
            }

            MyGroupMask mask0 = el0.GroupMask;
            MyGroupMask mask1 = el1.GroupMask;

            if ((mask0.m_Mask0 & mask1.m_Mask0) > 0)
            {
                return(false);
            }

            if ((mask0.m_Mask1 & mask1.m_Mask1) > 0)
            {
                return(false);
            }

            if ((mask0.m_Mask2 & mask1.m_Mask2) > 0)
            {
                return(false);
            }

            if ((mask0.m_Mask3 & mask1.m_Mask3) > 0)
            {
                return(false);
            }

            return(true);
        }
コード例 #4
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        public void PushBackGroupMask(MyGroupMask mask)
        {
            System.UInt32 fullMask = 0xffffffff;

            if ((mask.m_Mask0 & fullMask) != 0)
            {
                // here we go
                m_BaseMask.m_Mask0 &= ~mask.m_Mask0;
            }
            else
            {
                if ((mask.m_Mask1 & fullMask) != 0)
                {
                    // here we go
                    m_BaseMask.m_Mask1 &= ~mask.m_Mask1;
                }
                else
                {
                    if ((mask.m_Mask2 & fullMask) != 0)
                    {
                        // here we go
                        m_BaseMask.m_Mask2 &= ~mask.m_Mask2;
                    }
                    else
                    {
                        if ((mask.m_Mask3 & fullMask) != 0)
                        {
                            // here we go
                            m_BaseMask.m_Mask3 &= ~mask.m_Mask3;
                        }
                    }
                }
            }
        }
コード例 #5
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        public void Start(Vector3 position, float scale, MyMwcVoxelMaterialsEnum voxelMaterial, MyGroupMask groupMask, bool explosionType)
        {
            base.Start(position, scale, groupMask, explosionType);

            if (explosionType)
            {
                //apply random rotation impulse
                base.Physics.AngularVelocity = new Vector3(MyMwcUtils.GetRandomRadian(), MyMwcUtils.GetRandomRadian(), MyMwcUtils.GetRandomRadian()) * 0.7f;
                if (base.Physics.AngularVelocity.Length() == 0)
                    Debug.Assert(false);

                if (!Physics.Enabled)
                    Physics.Enabled = true;

            }
            else
            {
                if (Physics.Enabled)
                    Physics.Enabled = false;
            }

            VoxelMaterial = voxelMaterial;

            InitDrawTechniques();

            RenderObjects[0].NeedsResolveCastShadow = true;
            RenderObjects[0].FastCastShadowResolve = true;
        }
コード例 #6
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ファイル: MyGroupMask.cs プロジェクト: Bunni/Miner-Wars-2081
 public static MyGroupMask operator ~(MyGroupMask groupMask0)
 {
     MyGroupMask groupMask = new MyGroupMask();
     groupMask.m_Mask0 = ~groupMask0.m_Mask0;
     groupMask.m_Mask1 = ~groupMask0.m_Mask1;
     groupMask.m_Mask2 = ~groupMask0.m_Mask2;
     groupMask.m_Mask3 = ~groupMask0.m_Mask3;
     return groupMask;
 }
コード例 #7
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        public MyRBElement()
        {
            m_RBMaterial          = new MyRBMaterial(0.5f, 0.5f, 0.7f, 0);
            m_RigidBody           = null;
            m_ElementInteractions = new List <MyRBElementInteraction>(2);

            Flags       = MyElementFlag.EF_RB_ELEMENT | MyElementFlag.EF_AABB_DIRTY;
            m_GroupMask = new MyGroupMask();
        }
コード例 #8
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ファイル: MyGroupMask.cs プロジェクト: Bunni/Miner-Wars-2081
 public static MyGroupMask operator |(MyGroupMask groupMask0, MyGroupMask groupMask1)
 {
     MyGroupMask groupMask = new MyGroupMask();
     groupMask.m_Mask0 = groupMask0.m_Mask0 | groupMask1.m_Mask0;
     groupMask.m_Mask1 = groupMask0.m_Mask1 | groupMask1.m_Mask1;
     groupMask.m_Mask2 = groupMask0.m_Mask2 | groupMask1.m_Mask2;
     groupMask.m_Mask3 = groupMask0.m_Mask3 | groupMask1.m_Mask3;
     return groupMask;
 }
コード例 #9
0
ファイル: MyGroupMask.cs プロジェクト: Bunni/Miner-Wars-2081
 public static MyGroupMask operator &(MyGroupMask groupMask0, MyGroupMask groupMask1)
 {
     MyGroupMask groupMask = new MyGroupMask();
     groupMask.m_Mask0 = groupMask0.m_Mask0 & groupMask1.m_Mask0;
     groupMask.m_Mask1 = groupMask0.m_Mask1 & groupMask1.m_Mask1;
     groupMask.m_Mask2 = groupMask0.m_Mask2 & groupMask1.m_Mask2;
     groupMask.m_Mask3 = groupMask0.m_Mask3 & groupMask1.m_Mask3;
     return groupMask;
 }
コード例 #10
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ファイル: MyRBElement.cs プロジェクト: Bunni/Miner-Wars-2081
        public MyRBElement()
        {
            m_RBMaterial = new MyRBMaterial(0.5f, 0.5f, 0.7f, 0);
            m_RigidBody = null;
            m_ElementInteractions = new List<MyRBElementInteraction>(2);

            Flags = MyElementFlag.EF_RB_ELEMENT | MyElementFlag.EF_AABB_DIRTY;
            m_GroupMask = new MyGroupMask();
        }
コード例 #11
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        public static MyGroupMask operator ~(MyGroupMask groupMask0)
        {
            MyGroupMask groupMask = new MyGroupMask();

            groupMask.m_Mask0 = ~groupMask0.m_Mask0;
            groupMask.m_Mask1 = ~groupMask0.m_Mask1;
            groupMask.m_Mask2 = ~groupMask0.m_Mask2;
            groupMask.m_Mask3 = ~groupMask0.m_Mask3;
            return(groupMask);
        }
コード例 #12
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        public static MyGroupMask operator &(MyGroupMask groupMask0, MyGroupMask groupMask1)
        {
            MyGroupMask groupMask = new MyGroupMask();

            groupMask.m_Mask0 = groupMask0.m_Mask0 & groupMask1.m_Mask0;
            groupMask.m_Mask1 = groupMask0.m_Mask1 & groupMask1.m_Mask1;
            groupMask.m_Mask2 = groupMask0.m_Mask2 & groupMask1.m_Mask2;
            groupMask.m_Mask3 = groupMask0.m_Mask3 & groupMask1.m_Mask3;
            return(groupMask);
        }
コード例 #13
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        public static MyGroupMask operator |(MyGroupMask groupMask0, MyGroupMask groupMask1)
        {
            MyGroupMask groupMask = new MyGroupMask();

            groupMask.m_Mask0 = groupMask0.m_Mask0 | groupMask1.m_Mask0;
            groupMask.m_Mask1 = groupMask0.m_Mask1 | groupMask1.m_Mask1;
            groupMask.m_Mask2 = groupMask0.m_Mask2 | groupMask1.m_Mask2;
            groupMask.m_Mask3 = groupMask0.m_Mask3 | groupMask1.m_Mask3;
            return(groupMask);
        }
コード例 #14
0
ファイル: MyGroupMask.cs プロジェクト: Bunni/Miner-Wars-2081
        public void PushBackGroupMask(MyGroupMask mask)
        {
            System.UInt32 fullMask = 0xffffffff;

            if ((mask.m_Mask0 & fullMask) != 0)
            {
                // here we go
                m_BaseMask.m_Mask0 &= ~mask.m_Mask0;
            }
            else
            {
                if ((mask.m_Mask1 & fullMask) != 0)
                {
                    // here we go
                    m_BaseMask.m_Mask1 &= ~mask.m_Mask1;
                }
                else
                {
                    if ((mask.m_Mask2 & fullMask) != 0)
                    {
                        // here we go
                        m_BaseMask.m_Mask2 &= ~mask.m_Mask2;
                    }
                    else
                    {
                        if ((mask.m_Mask3 & fullMask) != 0)
                        {
                            // here we go
                            m_BaseMask.m_Mask3 &= ~mask.m_Mask3;
                        }
                    }
                }
            }
        }
コード例 #15
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ファイル: MyRigidBody.cs プロジェクト: Bunni/Miner-Wars-2081
 public void SetGroupMask(MyGroupMask grMask)
 {
     for (int i = 0; i < m_RBElementList.Count; i++)
     {
         m_RBElementList[i].GroupMask = grMask;
     }
 }
コード例 #16
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 public bool Equals(MyGroupMask other)
 {
     return(other.m_Mask0 == m_Mask0 && other.m_Mask1 == m_Mask1 && other.m_Mask2 == m_Mask2 && other.m_Mask3 == m_Mask3);
 }
コード例 #17
0
ファイル: MyGroupMask.cs プロジェクト: Bunni/Miner-Wars-2081
 public bool Equals(MyGroupMask other)
 {
     return other.m_Mask0 == m_Mask0 && other.m_Mask1 == m_Mask1 && other.m_Mask2 == m_Mask2 && other.m_Mask3 == m_Mask3;
 }
コード例 #18
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        public static void CreateExplosionDebris(ref BoundingSphere explosionSphere, float voxelsCountInPercent, MyMwcVoxelMaterialsEnum voxelMaterial, MyGroupMask groupMask, MyVoxelMap voxelMap)
        {
            MyCommonDebugUtils.AssertDebug((voxelsCountInPercent >= 0.0f) && (voxelsCountInPercent <= 1.0f));
            MyCommonDebugUtils.AssertDebug(explosionSphere.Radius > 0);

            Render.MyRender.GetRenderProfiler().StartProfilingBlock("CreateExplosionDebris");

            Render.MyRender.GetRenderProfiler().StartProfilingBlock("Matrices");

            //  This matrix will rotate all newly created debrises, so they won't apper as alligned with coordinate system
            Matrix randomRotationMatrix = Matrix.CreateRotationX(MyMwcUtils.GetRandomRadian()) * Matrix.CreateRotationY(MyMwcUtils.GetRandomRadian());

            float highScale = MathHelper.Clamp(explosionSphere.Radius * DebrisScaleUpper, 0, DebrisScaleClamp);
            float lowScale = highScale * (DebrisScaleLower / DebrisScaleUpper);

            int objectsToGenerate = (int)(m_positionOffsets.Count * voxelsCountInPercent * MyRenderConstants.RenderQualityProfile.ExplosionDebrisCountMultiplier);

            long dbgObjectsGenerated = 0;

            Render.MyRender.GetRenderProfiler().EndProfilingBlock();

            Render.MyRender.GetRenderProfiler().StartProfilingBlock("m_positionOffsets");

            for (int i = 0; i < m_positionOffsets.Count; i++)
            {
                //  IMPORTANT: If you place explosion debris exactly in the center of an explosion, JLX will fail or end in endless loop
                //  Probably it's because it can't handle external force acting from inside the object.
                if (dbgObjectsGenerated >= objectsToGenerate)
                    break;

                const float cubeInsideSphereMod = 1 / 1.73f; // Resize sphere to fit inside cube

                Vector3 position = m_positionOffsets[i] * explosionSphere.Radius * cubeInsideSphereMod;
                Vector3.Transform(ref position, ref randomRotationMatrix, out position);
                position += explosionSphere.Center;

                MyExplosionDebrisVoxel newObj = Allocate();

                if (newObj != null)
                {
                    //  Check if new object won't intersect any existing triangle - because if yes, then it will decrease JLX performace a lot
                    float randomNewScale = MyMwcUtils.GetRandomFloat(lowScale, highScale);
                    BoundingSphere sphere = new BoundingSphere(position, newObj.m_modelLod0.BoundingSphere.Radius * randomNewScale);

                    Render.MyRender.GetRenderProfiler().StartProfilingBlock("GetIntersectionWithSphere");

                  //This takes 4-5ms, is it necessary?  
                   // if (MyEntities.GetIntersectionWithSphere(ref sphere) == null)
                    //if (false)
                    {
                        Render.MyRender.GetRenderProfiler().StartProfilingBlock("newObj.Start");
                        newObj.Start(position, randomNewScale, voxelMaterial, groupMask, true);
                        MyEntities.Add(newObj);
                        Render.MyRender.GetRenderProfiler().EndProfilingBlock();
                        /*
                        Vector3 imp = position - explosionSphere.Center;
                        imp.Normalize();
                        imp *= MyExplosionsConstants.EXPLOSION_STRENGTH_IMPULSE;

                        newObj.Physics.AddForce(PhysicsManager.Physics.MyPhysicsForceType.APPLY_WORLD_IMPULSE_AND_WORLD_ANGULAR_IMPULSE, imp, explosionSphere.Center, Vector3.Zero);
                          */
                        if (MinerWars.AppCode.Game.Explosions.MyExplosion.DEBUG_EXPLOSIONS)
                            m_debugVoxelSpheres.Add(sphere);

                        dbgObjectsGenerated++;
                    }
                    //else
                    {
                        //  Put back to object pool
                        //newObj.Close();
                    }

                    Render.MyRender.GetRenderProfiler().EndProfilingBlock();

                    //if (newObj.Physics.Enabled)
                    //  newObj.Physics.Enabled = false;
                    // newObj.Physics.CollisionLayer = MyConstants.COLLISION_LAYER_UNCOLLIDABLE;
                }
            }

            Render.MyRender.GetRenderProfiler().EndProfilingBlock();

            Render.MyRender.GetRenderProfiler().EndProfilingBlock();
        }
コード例 #19
0
ファイル: MyExplosion.cs プロジェクト: Bunni/Miner-Wars-2081
 public void Start(float playerDamage, float damage, float empDamage, MyExplosionTypeEnum type, BoundingSphere explosionSphere, int lifespanInMiliseconds, MyExplosionForceDirection explosionForceDirection, MyGroupMask groupMask, bool createExplosionDebris, int cascadeLevel = 0, MyEntity hitEntity = null, float particleScale = 1.0f, MyEntity ownerEntity = null, bool affectVoxels = true, bool applyForceAndDamage = true, bool createDecals = true, Vector3? direction = null, bool forceDebris = false, bool playSound = false)
 {
     MyExplosionInfo info = new MyExplosionInfo(playerDamage, damage, empDamage, explosionSphere, type, playSound)
     {
         LifespanMiliseconds = lifespanInMiliseconds,
         ExplosionForceDirection = explosionForceDirection,
         GroupMask = groupMask,
         ExplosionFlags = MyExplosionFlags.CREATE_PARTICLE_EFFECT,
         CascadeLevel = cascadeLevel,
         HitEntity = hitEntity,
         ParticleScale = particleScale,
         OwnerEntity = ownerEntity,
         Direction = direction,
         VoxelCutoutScale = 1.0f,
     };
     info.AffectVoxels = affectVoxels;
     info.ApplyForceAndDamage = applyForceAndDamage;
     info.CreateDebris = createExplosionDebris;
     info.CreateDecals = createDecals;
     info.ForceDebris = forceDebris;
     info.VoxelExplosionCenter = explosionSphere.Center;
     Start(ref info);
 }
コード例 #20
0
        public bool GetGroupMask(ref MyGroupMask mask)
        {
            System.UInt32 fullMask     = 0xffffffff;
            System.UInt32 halfMask     = 0x0000ffff;
            System.UInt32 lowMask      = 0x000000ff;
            System.UInt32 lowestMask   = 0x0000000f;
            System.UInt32 ulowestMask  = 0x00000003;
            System.UInt32 uulowestMask = 0x00000001;
            mask.m_Mask0 = 0;
            mask.m_Mask1 = 0;
            mask.m_Mask2 = 0;
            mask.m_Mask3 = 0;

            System.UInt32 bits   = 0;
            System.UInt32 index  = 0;
            int           offset = 0;

            if ((m_BaseMask.m_Mask0 & fullMask) != fullMask)
            {
                bits  = m_BaseMask.m_Mask0;
                index = 0;
            }
            else
            {
                if ((m_BaseMask.m_Mask1 & fullMask) != fullMask)
                {
                    bits  = m_BaseMask.m_Mask1;
                    index = 1;
                }
                else
                {
                    if ((m_BaseMask.m_Mask2 & fullMask) != fullMask)
                    {
                        bits  = m_BaseMask.m_Mask2;
                        index = 2;
                    }
                    else
                    {
                        if ((m_BaseMask.m_Mask3 & fullMask) != fullMask)
                        {
                            bits  = m_BaseMask.m_Mask3;
                            index = 3;
                        }
                        else
                        {
                            return(false);
                        }
                    }
                }
            }

            if ((bits & halfMask) == halfMask)
            {
                bits    = bits >> 16;
                offset += 16;
            }

            if ((bits & lowMask) == lowMask)
            {
                bits    = bits >> 8;
                offset += 8;
            }

            if ((bits & lowestMask) == lowestMask)
            {
                bits    = bits >> 4;
                offset += 4;
            }

            if ((bits & ulowestMask) == ulowestMask)
            {
                bits    = bits >> 2;
                offset += 2;
            }

            if ((bits & uulowestMask) == uulowestMask)
            {
                bits    = bits >> 1;
                offset += 1;
            }

            switch (index)
            {
            case 0:
                mask.m_Mask0        = ((uint)1 << offset);
                m_BaseMask.m_Mask0 |= mask.m_Mask0;
                break;

            case 1:
                mask.m_Mask1        = ((uint)1 << offset);
                m_BaseMask.m_Mask1 |= mask.m_Mask1;
                break;

            case 2:
                mask.m_Mask2        = ((uint)1 << offset);
                m_BaseMask.m_Mask2 |= mask.m_Mask2;
                break;

            case 3:
                mask.m_Mask3        = ((uint)1 << offset);
                m_BaseMask.m_Mask3 |= mask.m_Mask3;
                break;
            }

            return(true);
        }
コード例 #21
0
ファイル: MyGroupMask.cs プロジェクト: Bunni/Miner-Wars-2081
        public  bool GetGroupMask(ref MyGroupMask mask)
        {            
            System.UInt32 fullMask = 0xffffffff;
            System.UInt32 halfMask = 0x0000ffff;
            System.UInt32 lowMask = 0x000000ff;
            System.UInt32 lowestMask = 0x0000000f;
            System.UInt32 ulowestMask = 0x00000003;
            System.UInt32 uulowestMask = 0x00000001;
            mask.m_Mask0 = 0;
            mask.m_Mask1 = 0;
            mask.m_Mask2 = 0;
            mask.m_Mask3 = 0;

            System.UInt32 bits = 0;
            System.UInt32 index = 0;
            int offset = 0;

            if ((m_BaseMask.m_Mask0 & fullMask) != fullMask)
            {
                bits = m_BaseMask.m_Mask0;
                index = 0;
            }
            else
            {
                if ((m_BaseMask.m_Mask1 & fullMask) != fullMask)
                {
                    bits = m_BaseMask.m_Mask1;
                    index = 1;
                }
                else
                {
                    if ((m_BaseMask.m_Mask2 & fullMask) != fullMask)
                    {
                        bits = m_BaseMask.m_Mask2;
                        index = 2;
                    }
                    else
                    {
                        if ((m_BaseMask.m_Mask3 & fullMask) != fullMask)
                        {
                            bits = m_BaseMask.m_Mask3;
                            index = 3;
                        }
                        else
                        {
                            return false;
                        }
                    }
                }
            }

            if ((bits & halfMask) == halfMask)
            {
                bits = bits >> 16;
                offset += 16;
            }

            if ((bits & lowMask) == lowMask)
            {
                bits = bits >> 8;
                offset += 8;
            }

            if ((bits & lowestMask) == lowestMask)
            {
                bits = bits >> 4;
                offset += 4;
            }

            if ((bits & ulowestMask) == ulowestMask)
            {
                bits = bits >> 2;
                offset += 2;
            }

            if ((bits & uulowestMask) == uulowestMask)
            {
                bits = bits >> 1;
                offset += 1;
            }

            switch (index)
            {
                case 0:
                    mask.m_Mask0 = ((uint)1 << offset);
                    m_BaseMask.m_Mask0 |= mask.m_Mask0;
                    break;
                case 1:
                    mask.m_Mask1 = ((uint)1 << offset);
                    m_BaseMask.m_Mask1 |= mask.m_Mask1;
                    break;
                case 2:
                    mask.m_Mask2 = ((uint)1 << offset);
                    m_BaseMask.m_Mask2 |= mask.m_Mask2;
                    break;
                case 3:
                    mask.m_Mask3 = ((uint)1 << offset);
                    m_BaseMask.m_Mask3 |= mask.m_Mask3;
                    break;
            }

            return true;
        }