// Start explosion at specified position, with radius and lifespan. // type - specifies what type of object exploded // explosionSphere - position and radius // lifespanInMiliseconds - explosion life span // IMPORTANT: This class isn't realy inicialized by constructor, but by Start() public void Start(float playerDamage, float damage, float empDamage, MyExplosionTypeEnum type, BoundingSphere explosionSphere, int lifespanInMiliseconds, int cascadeLevel = 0, MyEntity hitEntity = null, float particleScale = 1.0f, MyEntity ownerEntity = null, bool forceDebris = false, bool createDecals = true, float voxelCutoutScale = 1.0f, bool playSound = true, bool checkIntersections = true) { // Call main explosion starter MyExplosionInfo info = new MyExplosionInfo(playerDamage, damage, empDamage, explosionSphere, type, playSound) { LifespanMiliseconds = lifespanInMiliseconds, ExplosionForceDirection = MyExplosionForceDirection.EXPLOSION, GroupMask = MyGroupMask.Empty, ExplosionFlags = MyExplosionFlags.CREATE_DEBRIS | MyExplosionFlags.AFFECT_VOXELS | MyExplosionFlags.APPLY_FORCE_AND_DAMAGE | MyExplosionFlags.CREATE_PARTICLE_EFFECT, CascadeLevel = cascadeLevel, HitEntity = hitEntity, ParticleScale = particleScale, OwnerEntity = ownerEntity, Direction = null, VoxelCutoutScale = voxelCutoutScale, CheckIntersections = checkIntersections, }; info.ForceDebris = forceDebris; info.CreateDecals = createDecals; info.VoxelExplosionCenter = explosionSphere.Center; Start(ref info); }
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); }
/// <summary> /// Starts the explosion. /// </summary> /// <param name="damage"></param> /// <param name="type"></param> /// <param name="explosionSphere"></param> /// <param name="lifespanInMiliseconds"></param> /// <param name="explosionForceDirection"></param> /// <param name="groupMask"></param> /// <param name="createExplosionDebris"></param> /// <param name="cascadeLevel"></param> /// <param name="hitEntity"></param> /// <param name="particleScale"></param> /// <param name="ownerEntity"></param> /// <param name="affectVoxels"></param> /// <param name="applyForceAndDamage"></param> /// <param name="createDecals"></param> /// <param name="direction">If applicable, gives the direction of the explosion, e.g. when it was caused by a missile (with its moving direction).</param> public void Start(ref MyExplosionInfo explosionInfo) { //MyCommonDebugUtils.AssertDebug(explosionInfo.ExplosionSphere.Radius <= MyExplosionsConstants.EXPLOSION_RADIUS_MAX); MyCommonDebugUtils.AssertDebug(explosionInfo.ExplosionSphere.Radius > 0); MyRender.GetRenderProfiler().StartProfilingBlock("MyExplosion.Start"); m_explosionSphere = explosionInfo.ExplosionSphere; m_elapsedMiliseconds = 0; m_lifespanInMiliseconds = explosionInfo.LifespanMiliseconds; if (explosionInfo.PlaySound) { MyRender.GetRenderProfiler().StartProfilingBlock("Sound"); // Play explosion sound if (m_explosionCue != null && m_explosionCue.Value.IsPlaying) { m_explosionCue.Value.Stop(SharpDX.XACT3.StopFlags.Immediate); } m_explosionCue = MyAudio.AddCue3D(GetCueEnumByExplosionType(explosionInfo.ExplosionType), m_explosionSphere.Center, Vector3.Zero, Vector3.Zero, Vector3.Zero); MyRender.GetRenderProfiler().EndProfilingBlock(); } MyRender.GetRenderProfiler().StartProfilingBlock("Light"); // Light of explosion /* * m_light = MyLights.AddLight(); * if (m_light != null) * { * m_light.Start(MyLight.LightTypeEnum.PointLight, m_explosionSphere.Center, MyExplosionsConstants.EXPLOSION_LIGHT_COLOR, 1, Math.Min(m_explosionSphere.Radius * 8.0f, MyLightsConstants.MAX_POINTLIGHT_RADIUS)); * m_light.Intensity = 2.0f; * } */ MyRender.GetRenderProfiler().EndProfilingBlock(); // close explosion check bool close = IsExplosionClose(explosionInfo.ExplosionSphere); MyParticleEffectsIDEnum newParticlesType; switch (explosionInfo.ExplosionType) { case MyExplosionTypeEnum.SMALL_SHIP_EXPLOSION: // Create metal debris objects thrown from the explosion // This must be called before ApplyExplosionForceAndDamage (because there we apply impulses to the debris) // Throw a lot of debrises, more than only if some metalic object is hit (because this is destruction of a ship) //MyPhysObjectExplosionDebrises.CreateExplosionDebris(m_explosionSphere.Center, 1); newParticlesType = MyParticleEffectsIDEnum.Explosion_Smallship; break; case MyExplosionTypeEnum.MISSILE_EXPLOSION: newParticlesType = // ? MyParticleEffectsIDEnum.Explosion_Missile_Close MyParticleEffectsIDEnum.Explosion_Missile; break; case MyExplosionTypeEnum.BOMB_EXPLOSION: case MyExplosionTypeEnum.GRAVITY_EXPLOSION: newParticlesType = MyParticleEffectsIDEnum.Explosion_Bomb; break; case MyExplosionTypeEnum.AMMO_EXPLOSION: newParticlesType = MyParticleEffectsIDEnum.Explosion_Ammo; break; case MyExplosionTypeEnum.BLASTER_EXPLOSION: newParticlesType = MyParticleEffectsIDEnum.Explosion_Blaster; break; case MyExplosionTypeEnum.BIOCHEM_EXPLOSION: newParticlesType = MyParticleEffectsIDEnum.Explosion_BioChem; break; case MyExplosionTypeEnum.EMP_EXPLOSION: case MyExplosionTypeEnum.FLASH_EXPLOSION: newParticlesType = MyParticleEffectsIDEnum.Explosion_EMP; break; case MyExplosionTypeEnum.METEOR_EXPLOSION: newParticlesType = MyParticleEffectsIDEnum.Explosion_Meteor; break; case MyExplosionTypeEnum.NUCLEAR_EXPLOSION: newParticlesType = MyParticleEffectsIDEnum.Explosion_Nuclear; break; case MyExplosionTypeEnum.PLASMA_EXPLOSION: newParticlesType = MyParticleEffectsIDEnum.Explosion_Plasma; break; case MyExplosionTypeEnum.SMALL_EXPLOSION: newParticlesType = MyParticleEffectsIDEnum.Explosion_SmallPrefab; break; case MyExplosionTypeEnum.LARGE_SHIP_EXPLOSION: newParticlesType = MyParticleEffectsIDEnum.Explosion_Huge; break; case MyExplosionTypeEnum.LARGE_PREFAB_EXPLOSION: newParticlesType = MyParticleEffectsIDEnum.Explosion_Large; break; case MyExplosionTypeEnum.MEDIUM_PREFAB_EXPLOSION: newParticlesType = MyParticleEffectsIDEnum.Explosion_Medium; break; case MyExplosionTypeEnum.ASTEROID_EXPLOSION: newParticlesType = MyParticleEffectsIDEnum.Explosion_Asteroid; break; default: throw new System.NotImplementedException(); break; } if (explosionInfo.Damage > 0) { MyRender.GetRenderProfiler().StartProfilingBlock("Voxel or collision"); // If explosion sphere intersects a voxel map, we need to cut out a sphere, spawn debrises, etc MyVoxelMap voxelMap = explosionInfo.AffectVoxels && explosionInfo.EmpDamage == 0 ? MyVoxelMaps.GetOverlappingWithSphere(ref m_explosionSphere) : null; if (voxelMap != null) { // Dirty explosion with a lot of dust MyMwcVoxelMaterialsEnum?voxelMaterial = null; float voxelContentRemovedInPercent = 0; bool createDebris = true; // We want to create debris if (explosionInfo.HitEntity != null) // but not when we hit prefab { createDebris &= explosionInfo.HitEntity is MyVoxelMap; } //cut off BoundingSphere voxelExpSphere = new BoundingSphere(explosionInfo.VoxelExplosionCenter, m_explosionSphere.Radius * explosionInfo.VoxelCutoutScale); if (MyVoxelGenerator.CutOutSphereFast(voxelMap, voxelExpSphere, out voxelContentRemovedInPercent, out voxelMaterial, (explosionInfo.OwnerEntity is MySmallShip && explosionInfo.OwnerEntity == Managers.Session.MySession.PlayerShip), MyFakes.VOXELS_REMOVE_RATIO)) { if (explosionInfo.HitEntity is MyVoxelMap) { HUD.MyHud.ShowIndestructableAsteroidNotification(); } createDebris = false; // and no debris when voxel is indestructible } // Only if at least something was removed from voxel map // If voxelContentRemovedInPercent is more than zero than also voxelMaterial shouldn't be null, but I rather check both of them. if ((voxelContentRemovedInPercent > 0) && (voxelMaterial != null)) { //remove decals MyDecals.HideTrianglesAfterExplosion(voxelMap, ref voxelExpSphere); MyRender.GetRenderProfiler().StartProfilingBlock("CreateDebris"); if (explosionInfo.CreateDebris && (createDebris || explosionInfo.ForceDebris) && MyRenderConstants.RenderQualityProfile.ExplosionDebrisCountMultiplier > 0) { // Create debris rocks thrown from the explosion // This must be called before ApplyExplosionForceAndDamage (because there we apply impulses to the debris) MyExplosionDebrisVoxel.CreateExplosionDebris(ref voxelExpSphere, voxelContentRemovedInPercent, voxelMaterial.Value, explosionInfo.GroupMask, voxelMap); } MyRender.GetRenderProfiler().EndProfilingBlock(); MyRender.GetRenderProfiler().StartProfilingBlock("CreateParticleEffect"); MyParticleEffect explosionEffect = MyParticlesManager.CreateParticleEffect((int)MyParticleEffectsIDEnum.MaterialExplosion_Destructible); explosionEffect.WorldMatrix = Matrix.CreateTranslation(voxelExpSphere.Center); explosionEffect.UserRadiusMultiplier = voxelExpSphere.Radius; MyRender.GetRenderProfiler().EndProfilingBlock(); } } MyRender.GetRenderProfiler().EndProfilingBlock(); } if (explosionInfo.Damage > 0) { // Create dirt decals in player's cockpit glass MyRender.GetRenderProfiler().StartProfilingBlock("Cockpit Decals"); CreateDirtDecalOnCockpitGlass(ref m_explosionSphere); MyRender.GetRenderProfiler().EndProfilingBlock(); } if (DEBUG_EXPLOSIONS) { MyRender.GetRenderProfiler().EndProfilingBlock(); return; } if (explosionInfo.Damage > 0) { BoundingSphere influenceExplosionSphere = m_explosionSphere; influenceExplosionSphere.Radius *= MyExplosionsConstants.EXPLOSION_RADIUS_MULTPLIER_FOR_IMPULSE; for (int i = 0; i < explosionInfo.CascadeLevel; i++) { influenceExplosionSphere.Radius *= MyExplosionsConstants.EXPLOSION_CASCADE_FALLOFF; } // Throws surrounding objects away from centre of the explosion. if (explosionInfo.ApplyForceAndDamage) { if (explosionInfo.ExplosionType == MyExplosionTypeEnum.LARGE_PREFAB_EXPLOSION || explosionInfo.ExplosionType == MyExplosionTypeEnum.LARGE_SHIP_EXPLOSION || explosionInfo.ExplosionType == MyExplosionTypeEnum.MEDIUM_PREFAB_EXPLOSION) { DisableContainedDummyParticles(ref explosionInfo); } explosionInfo.StrengthImpulse = MyExplosionsConstants.EXPLOSION_STRENGTH_IMPULSE * m_explosionSphere.Radius / 20; explosionInfo.StrengthAngularImpulse = MyExplosionsConstants.EXPLOSION_STRENGTH_ANGULAR_IMPULSE; explosionInfo.HitEntity = explosionInfo.HitEntity != null?explosionInfo.HitEntity.GetBaseEntity() : null; MyRender.GetRenderProfiler().StartProfilingBlock("ApplyExplosionForceAndDamage"); MyEntities.ApplyExplosionForceAndDamage(ref explosionInfo); MyRender.GetRenderProfiler().EndProfilingBlock(); } // Look for objects in explosion radius BoundingBox boundingBox; BoundingBox.CreateFromSphere(ref influenceExplosionSphere, out boundingBox); //if (explosionInfo.CreateDecals && explosionInfo.Direction.HasValue && explosionInfo.EmpDamage == 0) //{ // CreateDecals(explosionInfo.Direction.Value); //} } if (explosionInfo.CreateParticleEffect) { MyRender.GetRenderProfiler().StartProfilingBlock("Particles"); if (explosionInfo.CustomEffect != null) { if (explosionInfo.CustomEffect.ParticleID == 0) { explosionInfo.CustomEffect.ParticleID = (int)newParticlesType; } //Reload effect explosionInfo.CustomEffect.Enabled = false; explosionInfo.CustomEffect.Enabled = true; } else { // Explosion particles GenerateExplosionParticles(newParticlesType, m_explosionSphere, explosionInfo.ParticleScale); } MyRender.GetRenderProfiler().EndProfilingBlock(); } MyRender.GetRenderProfiler().EndProfilingBlock(); /* * // When MyAmmoBase entity is closed to explosion it will explode * if (entity is MyAmmoBase) * { * (entity as MyAmmoBase).ExplodeCascade(cascadeLevel + 1); * } */ // Smut decals - must be called after the explosion, after voxels are cutted out /*if ((intersection.PhysObject is MyVoxelMap) == false) * { * if (intersection.PhysObject is MyCockpitGlass) * { * // Change phys object so rest of the code will think we hit the parent * // Same fix is in projectile too - because cockpit glass is only helper object, we don't use it for real rendering and stuff * // And if not changed, it can make problem in "phys object decals" * intersection.PhysObject = intersection.PhysObject.Parent; * } * * // Create explosion smut decal on model we hit by this missile * MyDecals.Add( * MyDecalTexturesEnum.ExplosionSmut, * MyMwcUtils.GetRandomFloat(m_explosionSphere.Radius * 0.7f, m_explosionSphere.Radius * 1.3f), * MyMwcUtils.GetRandomRadian(), * GetSmutDecalRandomColor(), * true, * ref intersection); * } * else * { * // Creating explosion smut decal on voxel is more complicated than on voxel. We will project few lines * // from explosion epicentrum to the surounding world (random directions) and place decal where intersection detected. * //if (knownMissileDirection != null) * //{ * // MyLine linePrologned = new MyLine(knownIntersection.Value.IntersectionPointInObjectSpace, * // knownIntersection.Value.IntersectionPointInObjectSpace + knownMissileDirection.Value * MyExplosionsConstants.EXPLOSION_RANDOM_RADIUS_MAX * 2, * // true); * // MyLineTriangleIntersectionResult intersectionForSmut = knownIntersection.Value.VoxelMap.GetIntersectionWithLine(ref linePrologned); * // if (intersectionForSmut.Found == true) * // { * // MyDecals.Add( * // MyDecalTexturesEnum.ExplosionSmut, * // MyMwcUtils.GetRandomFloat(m_explosionSphere.Radius * 0.5f, m_explosionSphere.Radius * 1.0f), * // MyMwcUtils.GetRandomRadian(), * // GetSmutDecalRandomColor(), * // false, * // ref intersectionForSmut); * // } * //} * }*/ // Generate dust particles that will stay in place of the explosion //doesnt look good in final //GenerateStatisDustParticles(m_explosionSphere); }
/// <summary> /// Generates explosion and debris. /// </summary> protected virtual void Explode() { //if (Physics.Enabled) //{ // Physics.Enabled = false; // Physics.Clear(); //} // only if prefab is big enough, make it explode and create debris)) if (WorldVolumeHr.Radius > m_config.MinSizeForExplosion) { DestroyPrefabsInside(); MyExplosion newExplosion = MyExplosions.AddExplosion(); if (newExplosion != null) { BoundingSphere explosionSphere = WorldVolumeHr; explosionSphere.Radius *= m_config.ExplosionRadiusMultiplier; float particleScale = 1; /* if (explosionSphere.Radius > MyExplosionsConstants.EXPLOSION_RADIUS_MAX) { particleScale = explosionSphere.Radius / MyExplosionsConstants.EXPLOSION_RADIUS_MAX; explosionSphere.Radius = MathHelper.Min(explosionSphere.Radius, MyExplosionsConstants.EXPLOSION_RADIUS_MAX); } else*/ if (m_config.ExplosionType == MyExplosionTypeEnum.BOMB_EXPLOSION) { particleScale = MathHelper.Max(1, WorldVolumeHr.Radius * 0.2f); } if (m_config.ExplosionType == MyExplosionTypeEnum.SMALL_SHIP_EXPLOSION) { //Scaled by smallship size particleScale = MathHelper.Max(1, WorldVolumeHr.Radius / 20f); } if (m_config.ExplosionType == MyExplosionTypeEnum.LARGE_SHIP_EXPLOSION) { //Scaled by KAI size particleScale = MathHelper.Max(1, WorldVolumeHr.Radius / 300f); } MyVoxelMap voxelMap = MyVoxelMaps.GetOverlappingWithSphere(ref explosionSphere); MyExplosionDebrisModel.CreateExplosionDebris(ref explosionSphere, MyGroupMask.Empty, this, voxelMap); float voxelCutoutScale = 0.6f; // Prefabs do smaller voxel cutout MyExplosionInfo explosionInfo = new MyExplosionInfo() { PlayerDamage = 0, Damage = m_config.ExplosionDamage, EmpDamage = 0, ExplosionType = m_config.ExplosionType, ExplosionSphere = explosionSphere, LifespanMiliseconds = MyExplosionsConstants.EXPLOSION_LIFESPAN, VoxelCutoutScale = voxelCutoutScale, ParticleScale = particleScale * m_config.ExplosionParticleEffectScale, HitEntity = this, CheckIntersections = false, CreateDecals = false, CreateDebris = false, CreateParticleEffect = true, PlaySound = true, }; newExplosion.Start(ref explosionInfo); } } else { var effect = MyParticlesManager.CreateParticleEffect((int)MyParticleEffectsIDEnum.Explosion_SmallPrefab); effect.WorldMatrix = Matrix.CreateWorld(WorldVolume.Center, WorldMatrix.Forward, WorldMatrix.Up); //effect.UserRadiusMultiplier = .1f * WorldVolumeHr.Radius; effect.UserScale = 0.05f * m_config.ExplosionRadiusMultiplier * m_config.ExplosionParticleEffectScale * WorldVolumeHr.Radius; } }
public override void UpdateBeforeSimulation() { try { MyRender.GetRenderProfiler().StartProfilingBlock("MyCannonShot.UpdateBeforeSimulation"); if (this.WorldMatrix.Translation != m_previousPosition) { MyLine line = new MyLine(this.WorldMatrix.Translation, m_previousPosition); MyDangerZones.Instance.Notify(line, OwnerEntity); } // Kill this missile if (m_isExploded && !m_wasPenetration) { // Create explosion MyExplosion newExplosion = MyExplosions.AddExplosion(); if (newExplosion != null) { float radius = MyMwcUtils.GetRandomFloat(m_ammoProperties.ExplosionRadius - 2, m_ammoProperties.ExplosionRadius + 2); BoundingSphere explosionSphere = new BoundingSphere((m_collisionPoint.HasValue ? m_collisionPoint.Value : GetPosition()), radius); MyExplosionInfo info = new MyExplosionInfo(m_ammoProperties.HealthDamage, m_ammoProperties.ShipDamage, m_ammoProperties.EMPDamage, explosionSphere, m_explosionType, true) { GroupMask = Physics.GroupMask, CascadeLevel = CascadedExplosionLevel, HitEntity = m_collidedEntity, OwnerEntity = this.OwnerEntity, Direction = WorldMatrix.Forward, ParticleScale = 1.5f, VoxelExplosionCenter = explosionSphere.Center + radius * WorldMatrix.Forward * 0.6f, }; info.CreateParticleEffect = !m_hasExplosion; newExplosion.Start(ref info); } if (m_collidedEntity != null && !m_collidedEntity.IsExploded()) { m_collidedEntity.Physics.AddForce( MyPhysicsForceType.APPLY_WORLD_IMPULSE_AND_WORLD_ANGULAR_IMPULSE, WorldMatrix.Forward * MyMissileConstants.HIT_STRENGTH_IMPULSE, GetPosition() + MyMwcUtils.GetRandomVector3Normalized() * 2, MyMissileConstants.HIT_STRENGTH_IMPULSE * MyMwcUtils.GetRandomVector3Normalized()); } MarkForClose(); return; } base.UpdateBeforeSimulation(); // Chech timeout and max distance if ((m_elapsedMiliseconds > MyCannonConstants.SHOT_TIMEOUT) || (Vector3.Distance(this.WorldMatrix.Translation, m_origin) >= m_ammoProperties.MaxTrajectory)) { MarkForClose(); return; } Matrix orientation = GetWorldRotation(); // Update thruster cue/sound MyAudio.UpdateCuePosition(m_thrusterCue, this.WorldMatrix.Translation, orientation.Forward, orientation.Up, this.Physics.LinearVelocity); Vector3 pos = this.WorldMatrix.Translation; if (m_penetratedVoxelMap == null) { if (m_smokeEffect != null) m_smokeEffect.WorldMatrix = WorldMatrix; } /* if (m_wasPenetration) { // Create explosion MyExplosion newExplosion = MyExplosions.AddExplosion(); if (newExplosion != null) { float radius = MyMwcUtils.GetRandomFloat(1, 2); float particleScale = 2.2f; // must be large enough to cover the hole newExplosion.StartWithPositionOffset(m_ammoProperties.HealthDamage, m_ammoProperties.ShipDamage, m_ammoProperties.EMPDamage, m_explosionType, m_penetrationOrigin - WorldMatrix.Forward * 2, radius, MyExplosionsConstants.EXPLOSION_LIFESPAN, CascadedExplosionLevel, particleScale: particleScale, hitEntity: m_collidedEntity, ownerEntity: m_ownerEntity); } m_wasPenetration = false; m_hasExplosion = true; } */ if (m_usedAmmo.AmmoType == MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Cannon_Proximity_Explosive) { // Look for small ships in shots's proximity BoundingSphere boundingSphere = new BoundingSphere(GetPosition(), MyCannonShotConstants.PROXIMITY_DETECTION_RADIUS); BoundingBox boundingBox = new BoundingBox(); BoundingBox.CreateFromSphere(ref boundingSphere, out boundingBox); var elements = MyEntities.GetElementsInBox(ref boundingBox); for (int i = 0; i < elements.Count; i++) { var rigidBody = (MyPhysicsBody)elements[i].GetRigidBody().m_UserData; var entity = rigidBody.Entity; if (!(entity is MinerWars.AppCode.Game.Entities.MySmallShip)) continue; if (entity == OwnerEntity) continue; if (entity == this) continue; Explode(entity); break; } elements.Clear(); } /* if (m_usedAmmo.AmmoType == MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Cannon_Tunnel_Buster) { m_cuttingSphere.Center = GetPosition(); // We found voxel so lets make tunel into it MyPhysObjectBase collisionResult = MyEntities.GetIntersectionWithSphere(ref m_cuttingSphere, this, (MySmallShip)Parent); if (collisionResult is MyVoxelMap) { MyVoxelMap voxelMap = collisionResult as MyVoxelMap; if (m_penetratedVoxelMap == null) { m_penetratedVoxelMap = voxelMap; m_penetrationOrigin = GetPosition(); } Game.Voxels.MyVoxelGenerator.CutOutSphereFast(voxelMap, m_cuttingSphere); } } */ /* if (m_usedAmmo.AmmoType == MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Cannon_Tunnel_Buster) { if (m_penetratedVoxelMap != null) { //MyCannonShotConstants.BUSTER_PENETRATION_LENGTH float busterPenetrationLength = m_ammoProperties.ExplosionRadius * 0.75f; if (Vector3.Distance(m_penetrationOrigin, GetPosition()) >= busterPenetrationLength) { m_collisionPoint = GetPosition(); //We want to explode inside voxel, not on collision point Explode(m_penetratedVoxelMap); } } } */ } finally { MyRender.GetRenderProfiler().EndProfilingBlock(); } }
protected override void OnContactStart(MyContactEventInfo contactInfo) { var collidedEntity = contactInfo.GetOtherEntity(this); if (!(collidedEntity is MyMeteor)) { MyParticleEffect pe = MyParticlesManager.CreateParticleEffect((int)MyParticleEffectsIDEnum.Explosion_Meteor); pe.WorldMatrix = this.WorldMatrix; pe.UserScale = this.m_size * 0.01f; MyExplosion newExplosion = MyExplosions.AddExplosion(); MyExplosionInfo info = new MyExplosionInfo() { PlayerDamage = 100, Damage = 100, EmpDamage = 0, ExplosionType = MyExplosionTypeEnum.METEOR_EXPLOSION, ExplosionSphere = new BoundingSphere(GetPosition(), m_size), LifespanMiliseconds = MyExplosionsConstants.EXPLOSION_LIFESPAN, ParticleScale = 1, OwnerEntity = this, HitEntity = collidedEntity, ExplosionFlags = MyExplosionFlags.APPLY_FORCE_AND_DAMAGE | MyExplosionFlags.AFFECT_VOXELS | MyExplosionFlags.CREATE_DEBRIS /*| MyExplosionFlags.FORCE_DEBRIS*/, PlaySound = true, VoxelCutoutScale = 1, VoxelExplosionCenter = GetPosition() }; if (newExplosion != null) { newExplosion.Start(ref info); } this.MarkForClose(); } }
private void DisableContainedDummyParticles(ref MyExplosionInfo explosionInfo) { BoundingBox aabb = BoundingBox.CreateFromSphere(explosionInfo.ExplosionSphere); MyRender.GetEntitiesFromPrunningStructure(ref aabb, m_destroyHelper); foreach (var elem in m_destroyHelper) { var entity = ((MyRenderObject)elem).Entity; var dummyPoint = entity as MyDummyPoint; if (dummyPoint != null && !dummyPoint.CanSurvivePrefabDestruction()) { var position = dummyPoint.GetPosition(); dummyPoint.DisableParticleEffect(); } } }
/// <summary> /// Starts the explosion. /// </summary> /// <param name="damage"></param> /// <param name="type"></param> /// <param name="explosionSphere"></param> /// <param name="lifespanInMiliseconds"></param> /// <param name="explosionForceDirection"></param> /// <param name="groupMask"></param> /// <param name="createExplosionDebris"></param> /// <param name="cascadeLevel"></param> /// <param name="hitEntity"></param> /// <param name="particleScale"></param> /// <param name="ownerEntity"></param> /// <param name="affectVoxels"></param> /// <param name="applyForceAndDamage"></param> /// <param name="createDecals"></param> /// <param name="direction">If applicable, gives the direction of the explosion, e.g. when it was caused by a missile (with its moving direction).</param> public void Start(ref MyExplosionInfo explosionInfo) { //MyCommonDebugUtils.AssertDebug(explosionInfo.ExplosionSphere.Radius <= MyExplosionsConstants.EXPLOSION_RADIUS_MAX); MyCommonDebugUtils.AssertDebug(explosionInfo.ExplosionSphere.Radius > 0); MyRender.GetRenderProfiler().StartProfilingBlock("MyExplosion.Start"); m_explosionSphere = explosionInfo.ExplosionSphere; m_elapsedMiliseconds = 0; m_lifespanInMiliseconds = explosionInfo.LifespanMiliseconds; if (explosionInfo.PlaySound) { MyRender.GetRenderProfiler().StartProfilingBlock("Sound"); // Play explosion sound if (m_explosionCue != null && m_explosionCue.Value.IsPlaying) { m_explosionCue.Value.Stop(SharpDX.XACT3.StopFlags.Immediate); } m_explosionCue = MyAudio.AddCue3D(GetCueEnumByExplosionType(explosionInfo.ExplosionType), m_explosionSphere.Center, Vector3.Zero, Vector3.Zero, Vector3.Zero); MyRender.GetRenderProfiler().EndProfilingBlock(); } MyRender.GetRenderProfiler().StartProfilingBlock("Light"); // Light of explosion /* m_light = MyLights.AddLight(); if (m_light != null) { m_light.Start(MyLight.LightTypeEnum.PointLight, m_explosionSphere.Center, MyExplosionsConstants.EXPLOSION_LIGHT_COLOR, 1, Math.Min(m_explosionSphere.Radius * 8.0f, MyLightsConstants.MAX_POINTLIGHT_RADIUS)); m_light.Intensity = 2.0f; } */ MyRender.GetRenderProfiler().EndProfilingBlock(); // close explosion check bool close = IsExplosionClose(explosionInfo.ExplosionSphere); MyParticleEffectsIDEnum newParticlesType; switch (explosionInfo.ExplosionType) { case MyExplosionTypeEnum.SMALL_SHIP_EXPLOSION: // Create metal debris objects thrown from the explosion // This must be called before ApplyExplosionForceAndDamage (because there we apply impulses to the debris) // Throw a lot of debrises, more than only if some metalic object is hit (because this is destruction of a ship) //MyPhysObjectExplosionDebrises.CreateExplosionDebris(m_explosionSphere.Center, 1); newParticlesType = MyParticleEffectsIDEnum.Explosion_Smallship; break; case MyExplosionTypeEnum.MISSILE_EXPLOSION: newParticlesType = // ? MyParticleEffectsIDEnum.Explosion_Missile_Close MyParticleEffectsIDEnum.Explosion_Missile; break; case MyExplosionTypeEnum.BOMB_EXPLOSION: case MyExplosionTypeEnum.GRAVITY_EXPLOSION: newParticlesType = MyParticleEffectsIDEnum.Explosion_Bomb; break; case MyExplosionTypeEnum.AMMO_EXPLOSION: newParticlesType = MyParticleEffectsIDEnum.Explosion_Ammo; break; case MyExplosionTypeEnum.BLASTER_EXPLOSION: newParticlesType = MyParticleEffectsIDEnum.Explosion_Blaster; break; case MyExplosionTypeEnum.BIOCHEM_EXPLOSION: newParticlesType = MyParticleEffectsIDEnum.Explosion_BioChem; break; case MyExplosionTypeEnum.EMP_EXPLOSION: case MyExplosionTypeEnum.FLASH_EXPLOSION: newParticlesType = MyParticleEffectsIDEnum.Explosion_EMP; break; case MyExplosionTypeEnum.METEOR_EXPLOSION: newParticlesType = MyParticleEffectsIDEnum.Explosion_Meteor; break; case MyExplosionTypeEnum.NUCLEAR_EXPLOSION: newParticlesType = MyParticleEffectsIDEnum.Explosion_Nuclear; break; case MyExplosionTypeEnum.PLASMA_EXPLOSION: newParticlesType = MyParticleEffectsIDEnum.Explosion_Plasma; break; case MyExplosionTypeEnum.SMALL_EXPLOSION: newParticlesType = MyParticleEffectsIDEnum.Explosion_SmallPrefab; break; case MyExplosionTypeEnum.LARGE_SHIP_EXPLOSION: newParticlesType = MyParticleEffectsIDEnum.Explosion_Huge; break; case MyExplosionTypeEnum.LARGE_PREFAB_EXPLOSION: newParticlesType = MyParticleEffectsIDEnum.Explosion_Large; break; case MyExplosionTypeEnum.MEDIUM_PREFAB_EXPLOSION: newParticlesType = MyParticleEffectsIDEnum.Explosion_Medium; break; case MyExplosionTypeEnum.ASTEROID_EXPLOSION: newParticlesType = MyParticleEffectsIDEnum.Explosion_Asteroid; break; default: throw new System.NotImplementedException(); break; } if (explosionInfo.Damage > 0) { MyRender.GetRenderProfiler().StartProfilingBlock("Voxel or collision"); // If explosion sphere intersects a voxel map, we need to cut out a sphere, spawn debrises, etc MyVoxelMap voxelMap = explosionInfo.AffectVoxels && explosionInfo.EmpDamage == 0 ? MyVoxelMaps.GetOverlappingWithSphere(ref m_explosionSphere) : null; if (voxelMap != null) { // Dirty explosion with a lot of dust MyMwcVoxelMaterialsEnum? voxelMaterial = null; float voxelContentRemovedInPercent = 0; bool createDebris = true; // We want to create debris if (explosionInfo.HitEntity != null) // but not when we hit prefab { createDebris &= explosionInfo.HitEntity is MyVoxelMap; } //cut off BoundingSphere voxelExpSphere = new BoundingSphere(explosionInfo.VoxelExplosionCenter, m_explosionSphere.Radius * explosionInfo.VoxelCutoutScale); if (MyVoxelGenerator.CutOutSphereFast(voxelMap, voxelExpSphere, out voxelContentRemovedInPercent, out voxelMaterial, (explosionInfo.OwnerEntity is MySmallShip && explosionInfo.OwnerEntity == Managers.Session.MySession.PlayerShip), MyFakes.VOXELS_REMOVE_RATIO)) { if (explosionInfo.HitEntity is MyVoxelMap) { HUD.MyHud.ShowIndestructableAsteroidNotification(); } createDebris = false; // and no debris when voxel is indestructible } // Only if at least something was removed from voxel map // If voxelContentRemovedInPercent is more than zero than also voxelMaterial shouldn't be null, but I rather check both of them. if ((voxelContentRemovedInPercent > 0) && (voxelMaterial != null)) { //remove decals MyDecals.HideTrianglesAfterExplosion(voxelMap, ref voxelExpSphere); MyRender.GetRenderProfiler().StartProfilingBlock("CreateDebris"); if (explosionInfo.CreateDebris && (createDebris || explosionInfo.ForceDebris) && MyRenderConstants.RenderQualityProfile.ExplosionDebrisCountMultiplier > 0) { // Create debris rocks thrown from the explosion // This must be called before ApplyExplosionForceAndDamage (because there we apply impulses to the debris) MyExplosionDebrisVoxel.CreateExplosionDebris(ref voxelExpSphere, voxelContentRemovedInPercent, voxelMaterial.Value, explosionInfo.GroupMask, voxelMap); } MyRender.GetRenderProfiler().EndProfilingBlock(); MyRender.GetRenderProfiler().StartProfilingBlock("CreateParticleEffect"); MyParticleEffect explosionEffect = MyParticlesManager.CreateParticleEffect((int)MyParticleEffectsIDEnum.MaterialExplosion_Destructible); explosionEffect.WorldMatrix = Matrix.CreateTranslation(voxelExpSphere.Center); explosionEffect.UserRadiusMultiplier = voxelExpSphere.Radius; MyRender.GetRenderProfiler().EndProfilingBlock(); } } MyRender.GetRenderProfiler().EndProfilingBlock(); } if (explosionInfo.Damage > 0) { // Create dirt decals in player's cockpit glass MyRender.GetRenderProfiler().StartProfilingBlock("Cockpit Decals"); CreateDirtDecalOnCockpitGlass(ref m_explosionSphere); MyRender.GetRenderProfiler().EndProfilingBlock(); } if (DEBUG_EXPLOSIONS) { MyRender.GetRenderProfiler().EndProfilingBlock(); return; } if (explosionInfo.Damage > 0) { BoundingSphere influenceExplosionSphere = m_explosionSphere; influenceExplosionSphere.Radius *= MyExplosionsConstants.EXPLOSION_RADIUS_MULTPLIER_FOR_IMPULSE; for (int i = 0; i < explosionInfo.CascadeLevel; i++) { influenceExplosionSphere.Radius *= MyExplosionsConstants.EXPLOSION_CASCADE_FALLOFF; } // Throws surrounding objects away from centre of the explosion. if (explosionInfo.ApplyForceAndDamage) { if (explosionInfo.ExplosionType == MyExplosionTypeEnum.LARGE_PREFAB_EXPLOSION || explosionInfo.ExplosionType == MyExplosionTypeEnum.LARGE_SHIP_EXPLOSION || explosionInfo.ExplosionType == MyExplosionTypeEnum.MEDIUM_PREFAB_EXPLOSION) DisableContainedDummyParticles(ref explosionInfo); explosionInfo.StrengthImpulse = MyExplosionsConstants.EXPLOSION_STRENGTH_IMPULSE * m_explosionSphere.Radius / 20; explosionInfo.StrengthAngularImpulse = MyExplosionsConstants.EXPLOSION_STRENGTH_ANGULAR_IMPULSE; explosionInfo.HitEntity = explosionInfo.HitEntity != null ? explosionInfo.HitEntity.GetBaseEntity() : null; MyRender.GetRenderProfiler().StartProfilingBlock("ApplyExplosionForceAndDamage"); MyEntities.ApplyExplosionForceAndDamage(ref explosionInfo); MyRender.GetRenderProfiler().EndProfilingBlock(); } // Look for objects in explosion radius BoundingBox boundingBox; BoundingBox.CreateFromSphere(ref influenceExplosionSphere, out boundingBox); //if (explosionInfo.CreateDecals && explosionInfo.Direction.HasValue && explosionInfo.EmpDamage == 0) //{ // CreateDecals(explosionInfo.Direction.Value); //} } if (explosionInfo.CreateParticleEffect) { MyRender.GetRenderProfiler().StartProfilingBlock("Particles"); if (explosionInfo.CustomEffect != null) { if (explosionInfo.CustomEffect.ParticleID == 0) explosionInfo.CustomEffect.ParticleID = (int)newParticlesType; //Reload effect explosionInfo.CustomEffect.Enabled = false; explosionInfo.CustomEffect.Enabled = true; } else { // Explosion particles GenerateExplosionParticles(newParticlesType, m_explosionSphere, explosionInfo.ParticleScale); } MyRender.GetRenderProfiler().EndProfilingBlock(); } MyRender.GetRenderProfiler().EndProfilingBlock(); /* // When MyAmmoBase entity is closed to explosion it will explode if (entity is MyAmmoBase) { (entity as MyAmmoBase).ExplodeCascade(cascadeLevel + 1); } */ // Smut decals - must be called after the explosion, after voxels are cutted out /*if ((intersection.PhysObject is MyVoxelMap) == false) { if (intersection.PhysObject is MyCockpitGlass) { // Change phys object so rest of the code will think we hit the parent // Same fix is in projectile too - because cockpit glass is only helper object, we don't use it for real rendering and stuff // And if not changed, it can make problem in "phys object decals" intersection.PhysObject = intersection.PhysObject.Parent; } // Create explosion smut decal on model we hit by this missile MyDecals.Add( MyDecalTexturesEnum.ExplosionSmut, MyMwcUtils.GetRandomFloat(m_explosionSphere.Radius * 0.7f, m_explosionSphere.Radius * 1.3f), MyMwcUtils.GetRandomRadian(), GetSmutDecalRandomColor(), true, ref intersection); } else { // Creating explosion smut decal on voxel is more complicated than on voxel. We will project few lines // from explosion epicentrum to the surounding world (random directions) and place decal where intersection detected. //if (knownMissileDirection != null) //{ // MyLine linePrologned = new MyLine(knownIntersection.Value.IntersectionPointInObjectSpace, // knownIntersection.Value.IntersectionPointInObjectSpace + knownMissileDirection.Value * MyExplosionsConstants.EXPLOSION_RANDOM_RADIUS_MAX * 2, // true); // MyLineTriangleIntersectionResult intersectionForSmut = knownIntersection.Value.VoxelMap.GetIntersectionWithLine(ref linePrologned); // if (intersectionForSmut.Found == true) // { // MyDecals.Add( // MyDecalTexturesEnum.ExplosionSmut, // MyMwcUtils.GetRandomFloat(m_explosionSphere.Radius * 0.5f, m_explosionSphere.Radius * 1.0f), // MyMwcUtils.GetRandomRadian(), // GetSmutDecalRandomColor(), // false, // ref intersectionForSmut); // } //} }*/ // Generate dust particles that will stay in place of the explosion //doesnt look good in final //GenerateStatisDustParticles(m_explosionSphere); }
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); }