LYN-2537 engine assets (#254)
* LYN-2537 Moved the Engine and Editor folder to be within the EngineAssets folder * Fixed Documentation in bootstrap.cfg to correct the path to the user project specific registry file * Adding a newline to the output of AssetCatalog 'Registering asset..., but type is not set' message * Updating the AssetProcessorPlatformConfig.setreg Scan Folder to detect the @ENGINEROOT@/EngineAssets/Engine path for engine runtime assets and @ENGINEROOT@/EngineAssets/Editor path for engine tool assets * Updating references to Icons and other assets to account for moving the Engine and Editor folder under a single EngineAssets folder * Moving the Engine Settings Registry folder from Engine/Registry -> Registry * Removed the LY_PROJECT_CMAKE_PATH define as it is not portable to other locations. It is hard coded to the project location that was used for the CMake configuration. Furthermore it paths with backslashes within it are treated as escape characters and not a path separator * Updated the LyTestTools asset_processor.py script to copy the exclude.filetag from the EngineAssets/Engine directory now * Fixed Atom Shader Preprocessing when running using an External Project * Updated the TSGenerateAction.cpp to fix the build error with using a renamed variable * Updated the Install_Common.cmake ly_setup_others function to install the EngineAssets directory and the each of the Gem's Assets directory while maintaining the relative directory structure to the Engine Root Also updated the install step to install the Registry folder at the engine root * Fixed the copying of the Registry folder to be in the install root, instead of under a second 'Registry' folder * Moving the AssetProcessorPlatformConfig.setreg file over to the Registry folder * Updated the LyTestTools and C++ code to point that the new location of the AssetProcessorPlatformConfig.setreg file inside of the Registry folder * Renamed Test AssetProcessor*Config.ini files to have the .setreg extension * Converted the AssetProcessor test setreg files from ini format to json format using the SerializeContextTools convert-ini command * Updated the AssetProcessor CMakeLists.txt to copy over the test setreg files to the build folder * Updated the assetprocessor test file list to point at the renamed AsssetProcessor*Config setreg filenames * Removed the Output Prefix code from the AssetProcessor. The complexity that it brought to the AP code is not needed, as users can replicate the behavior by just moving there assets underneath a another folder, underneath the scan folder * Adding back support to read the AssetProcessorPlatformConfig.setreg file from the asset root. This is only needed for C++ UnitTests as they run in an environment where the accessing the Engine Settings Registry is not available * Updating the Install_common.cmake logic to copy any "Assets" folder to the install layout. The Script has also been updated to copy over the "Assets" folder in the Engine Root to the install layout instead of an "EngineAssets" folder * Updating References to EngineAssets source asset folder in code to be the Assets source folder * Moved the Engine Source Asset folder of 'EngineAssets' to a new folder name of 'Assets'. This is inline with the naming scheme we use for Gem asset folders * Adding the EngineFinder.cmake to the AutomatedTesting project to allow it to work in a project centric manner * Updating the LyTestTools copy_assets_to_project function to be able to copy assets with folders to the temporary project root Fixed an issue in LyTestTools where the temporary log directory could have shutil.rmtree being called twice on it leading to an exception which fails an automated test Updated the asset_procesor_gui_tests_2 AddScanFolder test to not use the output prefix, but instead place the source asset root into a subdirectory * Correct the AssetProcessorPlatformConfig Scan Folders for the EngineAssets directory to point at the Assets directory * Updated the asset procesor batch dependency test scan folder to point at the 'Assets' folder instead of 'EngineAssets'
This commit is contained in:
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ed74bb9166
commit
3dec5d3b71
@@ -0,0 +1,299 @@
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----------------------------------------------------------------------------------------------------
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--
|
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-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
-- its licensors.
|
||||
--
|
||||
-- For complete copyright and license terms please see the LICENSE at the root of this
|
||||
-- distribution (the "License"). All use of this software is governed by the License,
|
||||
-- or, if provided, by the license below or the license accompanying this file. Do not
|
||||
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
--
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------
|
||||
----------------------------------------------------
|
||||
-- Common Globals and Definitions.
|
||||
----------------------------------------------------
|
||||
----------------------------------------------------
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||||
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-- data structure passed to the Signals, use this global to avoid temporary lua mem allocation
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g_SignalData_point = {x=0,y=0,z=0};
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g_SignalData_point2 = {x=0,y=0,z=0};
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-- REMEMBER! ALWAYS write
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-- g_SignalData.point = g_SignalData_point
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-- before doing direct value assignment (i.e. not referenced) like
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-- g_SignalData.point.x = ...
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-- and any math.lua vector function on it (FastSumVectors(g_SignalData.point,..) etc
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g_SignalData = {
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point = g_SignalData_point, -- since g_SignalData.point is always used as a handler
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point2 = g_SignalData_point2,
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ObjectName = "",
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id = NULL_ENTITY,
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fValue = 0,
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iValue = 0,
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iValue2 = 0,
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}
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g_StringTemp1 = " ";
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g_HitTable = {{},{},{},{},{},{},{},{},{},{},}
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function ShowTime()
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local ttime=System.GetLocalOSTime();
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System.Log(string.format("%d/%d/%d, %02d:%02d", ttime.mday, ttime.mon+1, ttime.year+1900, ttime.hour, ttime.min));
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end
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function count(_tbl)
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local count = 0;
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if (_tbl) then
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for i,v in pairs(_tbl) do
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count = count+1;
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end
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end
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return count;
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end
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function new(_obj, norecurse)
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if (type(_obj) == "table") then
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local _newobj = {};
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if (norecurse) then
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for i,f in pairs(_obj) do
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_newobj[i] = f;
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end
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else
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for i,f in pairs(_obj) do
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if ((type(f) == "table") and (_obj~=f)) then -- avoid recursing into itself
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_newobj[i] = new(f);
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else
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_newobj[i] = f;
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end
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end
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end
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return _newobj;
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else
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return _obj;
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end
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end
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function merge(dst, src, recurse)
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for i,v in pairs(src) do
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if (type(v) ~= "function") then
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if(recurse) then
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if((type(v) == "table") and (v ~= src))then -- avoid recursing into itself
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if (dst[i] == nil) then
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dst[i] = {};
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end
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merge(dst[i], v, recurse);
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elseif (dst[i] == nil) then
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dst[i] = v;
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end
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elseif (dst[i] == nil) then
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dst[i] = v;
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end
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end
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end
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return dst;
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end
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function mergef(dst, src, recursive)
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for i,v in pairs(src) do
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if (recursive) then
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if((type(v) == "table") and (v ~= src))then -- avoid recursing into itself
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if (dst[i] == nil) then
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dst[i] = {};
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end
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mergef(dst[i], v, recursive);
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elseif (dst[i] == nil) then
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dst[i] = v;
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end
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elseif (dst[i] == nil) then
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dst[i] = v;
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end
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end
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return dst;
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end
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function Vec2Str(vec)
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return string.format("(x: %.3f y: %.3f z: %.3f)", vec.x, vec.y, vec.z);
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end
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function LogError(fmt, ...)
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System.Log("$4"..string.format(fmt, ...));
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end
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function LogWarning(fmt, ...)
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System.Log("$6"..string.format(fmt, ...));
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end
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function Log(fmt, ...)
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System.Log(string.format(fmt, ...));
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end
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g_dump_tabs=0;
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function dump(_class, no_func, depth)
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if not _class then
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System.Log("$2nil");
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else
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if (not depth) then
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depth = 8;
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end
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local str="";
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for n=0,g_dump_tabs,1 do
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str=str.." ";
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end
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for i,field in pairs(_class) do
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if(type(field)=="table") then
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if (g_dump_tabs < depth) then
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g_dump_tabs=g_dump_tabs+1;
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System.Log(str.."$4"..tostring(i).."$1= {");
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dump(field, no_func, depth);
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System.Log(str.."$1}");
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g_dump_tabs=g_dump_tabs-1;
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else
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System.Log(str.."$4"..tostring(i).."$1= { $4...$1 }");
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end
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else
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if(type(field)=="number" ) then
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System.Log("$2"..str.."$6"..tostring(i).."$1=$8"..field);
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elseif(type(field) == "string") then
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System.Log("$2"..str.."$6"..tostring(i).."$1=$8".."\""..field.."\"");
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elseif(type(field) == "boolean") then
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System.Log("$2"..str.."$6"..tostring(i).."$1=$8".."\""..tostring(field).."\"");
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else
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if(not no_func)then
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if(type(field)=="function")then
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System.Log("$2"..str.."$5"..tostring(i).."()");
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else
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System.Log("$2"..str.."$7"..tostring(i).."$8<userdata>");
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end
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end
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end
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end
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end
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end
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end
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-- check if a string is set and it's length > 0
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function EmptyString(str)
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if (str and string.len(str) > 0) then
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return false;
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end
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return true;
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end
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-- check if a number value is true or false
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-- usefull for entity parameters
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function NumberToBool(n)
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if (n and (tonumber(n) ~= 0)) then
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return true;
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else
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return false;
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end
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end
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-- easy way to log entity id
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-- accepts both entity table or entityid
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function EntityName(entity)
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if (type(entity) == "userdata") then
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local e = System.GetEntity(entity);
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if (e) then
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return e:GetName();
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end
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elseif (type(entity) == "table") then
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return entity:GetName();
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end
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return "";
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end
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-- easy way to get entity by name
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-- usefull for "console debugging"!
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function EntityNamed(name)
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return System.GetEntityByName(name);
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end
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function SafeTableGet( table, name )
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if table then return table[name] else return nil end
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end
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----------------------------------------------------
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-- Load commonly used globals.
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----------------------------------------------------
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Script.ReloadScript("scripts/Utils/Containers.lua");
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Script.ReloadScript("scripts/Utils/Math.lua");
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Script.ReloadScript("scripts/Utils/EntityUtils.lua");
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----------------------------------------------------
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g_AIDebugToggleOn=0;
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--///////////////////////////////////////////////////////////////////////////////////
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--
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----------------------------------------------------
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function AIDebugToggle()
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if(g_AIDebugToggleOn == 0) then
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-- System.Log("___AIDebugToggle switching on");
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g_AIDebugToggleOn=1;
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System.SetCVar( "ai_DebugDraw",1 );
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else
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-- System.Log("___AIDebugToggle switching off");
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System.SetCVar( "ai_DebugDraw",0 );
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g_AIDebugToggleOn=0;
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end
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end
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----------------------------------------------------
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-- Removes a value from a table
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function RemoveFromTable(tbl, ent)
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for i,v in ipairs(tbl) do
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if (v == ent) then
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table.remove(tbl, i);
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break;
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end
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end
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end
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-- Inserts a value into a table unless it is already present
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function InsertIntoTable(tbl, ent)
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local inside = false;
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for i,v in ipairs(tbl) do
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if (v == ent) then
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inside = true;
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break;
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end
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end
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if (not inside) then
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table.insert(tbl, ent);
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end
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end
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-- Checks if a value is already inside a table
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function IsInsideTable(tbl, ent)
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for i,v in ipairs(tbl) do
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if (v == ent) then
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return true;
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end
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end
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return false;
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end
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function SafeKillTimer(timer)
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if (timer) then
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Script.KillTimer(timer)
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end
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end
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@@ -0,0 +1,25 @@
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----------------------------------------------------------------------------------------------------
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--
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-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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-- its licensors.
|
||||
--
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||||
-- For complete copyright and license terms please see the LICENSE at the root of this
|
||||
-- distribution (the "License"). All use of this software is governed by the License,
|
||||
-- or, if provided, by the license below or the license accompanying this file. Do not
|
||||
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
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--
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--
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----------------------------------------------------------------------------------------------------
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NavigationSeedPoint = {
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type = "NavigationSeedPoint",
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Editor = {
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Icon = "Seed.bmp",
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},
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}
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-------------------------------------------------------
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function NavigationSeedPoint:OnInit()
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CryAction.RegisterWithAI(self.id, AIOBJECT_NAV_SEED);
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end
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@@ -0,0 +1,65 @@
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----------------------------------------------------------------------------------------------------
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||||
--
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||||
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
-- its licensors.
|
||||
--
|
||||
-- For complete copyright and license terms please see the LICENSE at the root of this
|
||||
-- distribution (the "License"). All use of this software is governed by the License,
|
||||
-- or, if provided, by the license below or the license accompanying this file. Do not
|
||||
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
--
|
||||
-- Original file Copyright Crytek GMBH or its affiliates, used under license.
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--
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----------------------------------------------------------------------------------------------------
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SmartObject = {
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type = "SmartObject",
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Properties =
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{
|
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soclasses_SmartObjectClass = "",
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},
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Editor={
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Model="Editor/Objects/anchor.cgf",
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Icon="smartobject.bmp",
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IconOnTop=1,
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},
|
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}
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-------------------------------------------------------
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function SmartObject:OnInit()
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end
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-------------------------------------------------------
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function SmartObject:OnReset()
|
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end
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||||
-------------------------------------------------------
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function SmartObject:OnUsed()
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||||
-- this function will be called from ACT_USEOBJECT
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||||
BroadcastEvent(self, "Used");
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end
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||||
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-------------------------------------------------------
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function SmartObject:OnNavigationStarted(userId)
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self:ActivateOutput("NavigationStarted", userId or NULL_ENTITY)
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end
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||||
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-------------------------------------------------------
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function SmartObject:Event_Used( sender )
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BroadcastEvent(self, "Used");
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end
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||||
|
||||
SmartObject.FlowEvents =
|
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{
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||||
Inputs =
|
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{
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Used = { SmartObject.Event_Used, "bool" },
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||||
},
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Outputs =
|
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{
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Used = "bool",
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NavigationStarted = "entity",
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},
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}
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@@ -0,0 +1,31 @@
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----------------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
-- its licensors.
|
||||
--
|
||||
-- For complete copyright and license terms please see the LICENSE at the root of this
|
||||
-- distribution (the "License"). All use of this software is governed by the License,
|
||||
-- or, if provided, by the license below or the license accompanying this file. Do not
|
||||
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
--
|
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--
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----------------------------------------------------------------------------------------------------
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TagPoint = {
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type = "TagPoint",
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||||
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||||
Editor = {
|
||||
Icon = "TagPoint.bmp",
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},
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||||
}
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-------------------------------------------------------
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function TagPoint:OnSpawn()
|
||||
self:SetFlags(ENTITY_FLAG_CLIENT_ONLY,0);
|
||||
end
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||||
|
||||
-------------------------------------------------------
|
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function TagPoint:OnInit()
|
||||
CryAction.RegisterWithAI(self.id, AIOBJECT_WAYPOINT);
|
||||
end
|
||||
|
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@@ -0,0 +1,33 @@
|
||||
----------------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
-- its licensors.
|
||||
--
|
||||
-- For complete copyright and license terms please see the LICENSE at the root of this
|
||||
-- distribution (the "License"). All use of this software is governed by the License,
|
||||
-- or, if provided, by the license below or the license accompanying this file. Do not
|
||||
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
--
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------
|
||||
-- Just here so the entity system won't spam
|
||||
CActorWrapper =
|
||||
{
|
||||
Editor={
|
||||
Icon="SpawnPoint.bmp",
|
||||
},
|
||||
Properties =
|
||||
{
|
||||
Prototype = ""
|
||||
},
|
||||
}
|
||||
|
||||
function CActorWrapper:OnSpawn()
|
||||
CryAction.CreateGameObjectForEntity(self.id);
|
||||
CryAction.ActivateExtensionForGameObject(self.id, "CActorWrapper", true);
|
||||
end
|
||||
|
||||
function CActorWrapper:OnDestroy()
|
||||
CryAction.ActivateExtensionForGameObject(self.id, "CActorWrapper", false);
|
||||
end
|
||||
@@ -0,0 +1,40 @@
|
||||
----------------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
-- its licensors.
|
||||
--
|
||||
-- For complete copyright and license terms please see the LICENSE at the root of this
|
||||
-- distribution (the "License"). All use of this software is governed by the License,
|
||||
-- or, if provided, by the license below or the license accompanying this file. Do not
|
||||
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
--
|
||||
-- Original file Copyright Crytek GMBH or its affiliates, used under license.
|
||||
--
|
||||
--
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------
|
||||
MannequinObject =
|
||||
{
|
||||
|
||||
Properties =
|
||||
{
|
||||
objModel = "",
|
||||
fileActionController = "",
|
||||
fileAnimDatabase3P = "",
|
||||
},
|
||||
|
||||
Editor =
|
||||
{
|
||||
Icon = "user.bmp",
|
||||
IconOnTop = 1,
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
function MannequinObject:OnPropertyChange()
|
||||
-- The OnPropertyChange callback is forwarded to script directly by the editor.
|
||||
-- As most of this entity is written in C++, we just want to send a notification
|
||||
-- that a property has changed, and deal with it there.
|
||||
self:ProcessBroadcastEvent( "OnPropertyChange" );
|
||||
end
|
||||
@@ -0,0 +1,110 @@
|
||||
----------------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
-- its licensors.
|
||||
--
|
||||
-- For complete copyright and license terms please see the LICENSE at the root of this
|
||||
-- distribution (the "License"). All use of this software is governed by the License,
|
||||
-- or, if provided, by the license below or the license accompanying this file. Do not
|
||||
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
--
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------
|
||||
Script.ReloadScript("scripts/Utils/EntityUtils.lua")
|
||||
|
||||
GeomEntity =
|
||||
{
|
||||
Client = {},
|
||||
Server = {},
|
||||
|
||||
Editor={
|
||||
Icon="physicsobject.bmp",
|
||||
IconOnTop=1,
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
--------------------------------------------------------------------------
|
||||
function GeomEntity.Server:OnInit()
|
||||
self:SetFlags(ENTITY_FLAG_CLIENT_ONLY,0);
|
||||
end
|
||||
|
||||
--------------------------------------------------------------------------
|
||||
function GeomEntity.Client:OnInit()
|
||||
self:SetFlags(ENTITY_FLAG_CLIENT_ONLY,0);
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function GeomEntity:OnPhysicsBreak( vPos,nPartId,nOtherPartId )
|
||||
self:ActivateOutput("Break",nPartId+1 );
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function GeomEntity:Event_Remove()
|
||||
self:DrawSlot(0,0);
|
||||
self:DestroyPhysics();
|
||||
self:ActivateOutput( "Remove", true );
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function GeomEntity:Event_Hide()
|
||||
self:Hide(1);
|
||||
self:ActivateOutput( "Hide", true );
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function GeomEntity:Event_UnHide()
|
||||
self:Hide(0);
|
||||
self:ActivateOutput( "UnHide", true );
|
||||
end
|
||||
|
||||
function GeomEntity:OnLoad(table)
|
||||
self.health = table.health;
|
||||
self.dead = table.dead;
|
||||
if(table.bAnimateOffScreenShadow) then
|
||||
self.bAnimateOffScreenShadow = table.bAnimateOffScreenShadow;
|
||||
else
|
||||
self.bAnimateOffScreenShadow = false;
|
||||
end
|
||||
end
|
||||
|
||||
function GeomEntity:OnSave(table)
|
||||
table.health = self.health;
|
||||
table.dead = self.dead;
|
||||
if(self.bAnimateOffScreenShadow) then
|
||||
table.bAnimateOffScreenShadow = self.bAnimateOffScreenShadow;
|
||||
else
|
||||
table.bAnimateOffScreenShadow = false;
|
||||
end
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
function GeomEntity:OnPropertyChange()
|
||||
self:OnReset();
|
||||
end
|
||||
|
||||
|
||||
|
||||
GeomEntity.FlowEvents =
|
||||
{
|
||||
Inputs =
|
||||
{
|
||||
Hide = { GeomEntity.Event_Hide, "bool" },
|
||||
UnHide = { GeomEntity.Event_UnHide, "bool" },
|
||||
Remove = { GeomEntity.Event_Remove, "bool" },
|
||||
},
|
||||
Outputs =
|
||||
{
|
||||
Hide = "bool",
|
||||
UnHide = "bool",
|
||||
Remove = "bool",
|
||||
Break = "int",
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
MakeTargetableByAI(GeomEntity);
|
||||
MakeKillable(GeomEntity);
|
||||
MakeRenderProxyOptions(GeomEntity);
|
||||
|
||||
@@ -0,0 +1,109 @@
|
||||
----------------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
-- its licensors.
|
||||
--
|
||||
-- For complete copyright and license terms please see the LICENSE at the root of this
|
||||
-- distribution (the "License"). All use of this software is governed by the License,
|
||||
-- or, if provided, by the license below or the license accompanying this file. Do not
|
||||
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
--
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------
|
||||
Script.ReloadScript("scripts/Utils/EntityUtils.lua")
|
||||
|
||||
RopeEntity =
|
||||
{
|
||||
Properties=
|
||||
{
|
||||
MultiplayerOptions = {
|
||||
bNetworked = 0,
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function RopeEntity:OnSpawn()
|
||||
if (self.Properties.MultiplayerOptions.bNetworked == 0) then
|
||||
self:SetFlags(ENTITY_FLAG_CLIENT_ONLY,0);
|
||||
end
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function RopeEntity:OnPhysicsBreak( vPos,nPartId,nOtherPartId )
|
||||
self:ActivateOutput("Break",nPartId+1 );
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function RopeEntity:Event_Remove()
|
||||
self:DrawSlot(0,0);
|
||||
self:DestroyPhysics();
|
||||
self:ActivateOutput( "Remove", true );
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function RopeEntity:Event_Hide()
|
||||
self:Hide(1);
|
||||
self:ActivateOutput( "Hide", true );
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function RopeEntity:Event_UnHide()
|
||||
self:Hide(0);
|
||||
self:ActivateOutput( "UnHide", true );
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function RopeEntity:Event_BreakStart( vPos,nPartId,nOtherPartId )
|
||||
local RopeParams = {}
|
||||
RopeParams.entity_name_1 = "#unattached";
|
||||
|
||||
self:SetPhysicParams(PHYSICPARAM_ROPE,RopeParams);
|
||||
end
|
||||
function RopeEntity:Event_BreakEnd( vPos,nPartId,nOtherPartId )
|
||||
local RopeParams = {}
|
||||
RopeParams.entity_name_2 = "#unattached";
|
||||
|
||||
self:SetPhysicParams(PHYSICPARAM_ROPE,RopeParams);
|
||||
end
|
||||
function RopeEntity:Event_BreakDist( sender, dist )
|
||||
local RopeParams = {}
|
||||
RopeParams.break_point = dist;
|
||||
|
||||
self:SetPhysicParams(PHYSICPARAM_ROPE,RopeParams);
|
||||
end
|
||||
function RopeEntity:Event_Disable()
|
||||
local RopeParams = {}
|
||||
RopeParams.bDisabled = 1;
|
||||
self:SetPhysicParams(PHYSICPARAM_ROPE,RopeParams);
|
||||
end
|
||||
function RopeEntity:Event_Enable()
|
||||
local RopeParams = {}
|
||||
RopeParams.bDisabled = 0;
|
||||
self:SetPhysicParams(PHYSICPARAM_ROPE,RopeParams);
|
||||
end
|
||||
|
||||
|
||||
RopeEntity.FlowEvents =
|
||||
{
|
||||
Inputs =
|
||||
{
|
||||
Hide = { RopeEntity.Event_Hide, "bool" },
|
||||
UnHide = { RopeEntity.Event_UnHide, "bool" },
|
||||
Remove = { RopeEntity.Event_Remove, "bool" },
|
||||
BreakStart = { RopeEntity.Event_BreakStart, "bool" },
|
||||
BreakEnd = { RopeEntity.Event_BreakEnd, "bool" },
|
||||
BreakDist = { RopeEntity.Event_BreakDist, "float" },
|
||||
Disable = { RopeEntity.Event_Disable, "bool" },
|
||||
Enable = { RopeEntity.Event_Enable, "bool" },
|
||||
},
|
||||
Outputs =
|
||||
{
|
||||
Hide = "bool",
|
||||
UnHide = "bool",
|
||||
Remove = "bool",
|
||||
Break = "int",
|
||||
},
|
||||
}
|
||||
|
||||
@@ -0,0 +1,110 @@
|
||||
----------------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
-- its licensors.
|
||||
--
|
||||
-- For complete copyright and license terms please see the LICENSE at the root of this
|
||||
-- distribution (the "License"). All use of this software is governed by the License,
|
||||
-- or, if provided, by the license below or the license accompanying this file. Do not
|
||||
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
--
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------
|
||||
WaterVolume =
|
||||
{
|
||||
type = "WaterVolume",
|
||||
|
||||
Properties =
|
||||
{
|
||||
StreamSpeed = 0,
|
||||
FogDensity = 0.5,
|
||||
color_FogColor = {x=0.005,y=0.01,z=0.02},
|
||||
FogColorMultiplier = 0.5,
|
||||
bFogColorAffectedBySun = 1,
|
||||
FogShadowing = 0.5,
|
||||
bCapFogAtVolumeDepth = 0,
|
||||
bCaustics = 1,
|
||||
CausticIntensity = 1,
|
||||
CausticTiling = 1,
|
||||
CausticHeight = 0.5,
|
||||
UScale = 1,
|
||||
VScale = 1,
|
||||
Depth = 5,
|
||||
ViewDistancemMultiplier = 1.0,
|
||||
MinSpec = 0,
|
||||
MaterialLayerMask = 0,
|
||||
bAwakeAreaWhenMoving = 0, --[0,1,1,"Entities in area are physically awake when game volume is moving"]
|
||||
bIsRiver = 0,
|
||||
MultiplayerOptions =
|
||||
{
|
||||
bNetworked = 0,
|
||||
},
|
||||
},
|
||||
|
||||
Editor =
|
||||
{
|
||||
Model = "Editor/Objects/T.cgf",
|
||||
Icon = "Water.bmp",
|
||||
ShowBounds = 1,
|
||||
IsScalable = false;
|
||||
IsRotatable = true;
|
||||
},
|
||||
}
|
||||
|
||||
-------------------------------------------------------------------------------------------------------
|
||||
function WaterVolume:OnSpawn()
|
||||
if (self.Properties.MultiplayerOptions.bNetworked == 0) then
|
||||
self:SetFlags(ENTITY_FLAG_CLIENT_ONLY,0);
|
||||
end
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------
|
||||
function WaterVolume:OnPropertyChange()
|
||||
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------
|
||||
function WaterVolume:IsShapeOnly()
|
||||
return 1;
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------
|
||||
function WaterVolume:Event_Hide()
|
||||
self:Hide(1);
|
||||
self:ActivateOutput( "Hidden", true );
|
||||
end;
|
||||
|
||||
-------------------------------------------------------------------------------------------------------
|
||||
function WaterVolume:Event_UnHide()
|
||||
self:Hide(0);
|
||||
self:ActivateOutput( "UnHidden", true );
|
||||
end;
|
||||
|
||||
-------------------------------------------------------------------------------------------------------
|
||||
function WaterVolume:Event_PhysicsEnable()
|
||||
Game.SendEventToGameObject( self.id, "PhysicsEnable" );
|
||||
end;
|
||||
|
||||
-------------------------------------------------------------------------------------------------------
|
||||
function WaterVolume:Event_PhysicsDisable()
|
||||
Game.SendEventToGameObject( self.id, "PhysicsDisable" );
|
||||
end;
|
||||
|
||||
WaterVolume.FlowEvents =
|
||||
{
|
||||
Inputs =
|
||||
{
|
||||
Hide = { WaterVolume.Event_Hide, "bool" },
|
||||
UnHide = { WaterVolume.Event_UnHide, "bool" },
|
||||
PhysicsEnable = { WaterVolume.Event_PhysicsEnable, "bool" },
|
||||
PhysicsDisable = { WaterVolume.Event_PhysicsDisable, "bool" },
|
||||
},
|
||||
Outputs =
|
||||
{
|
||||
Hidden = "bool",
|
||||
UnHidden = "bool",
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,251 @@
|
||||
----------------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
-- its licensors.
|
||||
--
|
||||
-- For complete copyright and license terms please see the LICENSE at the root of this
|
||||
-- distribution (the "License"). All use of this software is governed by the License,
|
||||
-- or, if provided, by the license below or the license accompanying this file. Do not
|
||||
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
--
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------
|
||||
Script.ReloadScript("Scripts/Entities/Lights/Light.lua")
|
||||
|
||||
EnvironmentLight =
|
||||
{
|
||||
Properties =
|
||||
{
|
||||
_nVersion = -1,
|
||||
bActive = 0,
|
||||
BoxSizeX = 10,
|
||||
BoxSizeY = 10,
|
||||
BoxSizeZ = 10,
|
||||
Color =
|
||||
{
|
||||
clrDiffuse = { x=1,y=1,z=1 },
|
||||
fDiffuseMultiplier = 1,
|
||||
fSpecularMultiplier = 1,
|
||||
},
|
||||
Projection =
|
||||
{
|
||||
bBoxProject = 0,
|
||||
fBoxWidth = 10,
|
||||
fBoxHeight = 10,
|
||||
fBoxLength = 10,
|
||||
},
|
||||
Options =
|
||||
{
|
||||
bAffectsThisAreaOnly = 1,
|
||||
bIgnoresVisAreas = 0,
|
||||
bDeferredClipBounds = 0,
|
||||
_texture_deferred_cubemap = "",
|
||||
SortPriority = 0,
|
||||
fAttenuationFalloffMax = 0.3,
|
||||
bVolumetricFog = 1, --[0,1,1,"Enables the light to affect volumetric fog."]
|
||||
bAffectsVolumetricFogOnly = 0, --[0,1,0,"Enables the light to affect only volumetric fog."]
|
||||
},
|
||||
OptionsAdvanced =
|
||||
{
|
||||
texture_deferred_cubemap = "",
|
||||
},
|
||||
},
|
||||
|
||||
Editor =
|
||||
{
|
||||
ShowBounds = 0,
|
||||
AbsoluteRadius = 1,
|
||||
},
|
||||
|
||||
_LightTable = {},
|
||||
}
|
||||
|
||||
LightSlot = 1
|
||||
|
||||
function EnvironmentLight:OnInit()
|
||||
self:SetFlags(ENTITY_FLAG_CLIENT_ONLY, 0);
|
||||
self:OnReset();
|
||||
self:Activate(1); -- Force OnUpdate to get called
|
||||
self:CacheResources("EnvironmentLight.lua");
|
||||
end
|
||||
|
||||
function EnvironmentLight:CacheResources(requesterName)
|
||||
if ( self.Properties.OptionsAdvanced.texture_deferred_cubemap == "" ) then
|
||||
self.Properties.OptionsAdvanced.texture_deferred_cubemap = self.Properties.Options._texture_deferred_cubemap;
|
||||
end
|
||||
end
|
||||
|
||||
function EnvironmentLight:OnShutDown()
|
||||
self:FreeSlot(LightSlot);
|
||||
end
|
||||
|
||||
function EnvironmentLight:OnLoad(props)
|
||||
self:OnReset()
|
||||
self:ActivateLight(props.bActive)
|
||||
end
|
||||
|
||||
function EnvironmentLight:OnSave(props)
|
||||
props.bActive = self.bActive
|
||||
end
|
||||
|
||||
function EnvironmentLight:OnLevelLoaded()
|
||||
if (self.Properties.Options.bDeferredClipBounds) then
|
||||
self:UpdateLightClipBounds(LightSlot);
|
||||
end
|
||||
end
|
||||
|
||||
function EnvironmentLight:OnPropertyChange()
|
||||
self:OnReset();
|
||||
self:ActivateLight( self.bActive );
|
||||
if (self.Properties.Options.bAffectsThisAreaOnly == 1) then
|
||||
self:UpdateLightClipBounds(LightSlot);
|
||||
end
|
||||
end
|
||||
|
||||
-- optimization for common animated trackview properties, to avoid fully recreating everything on every animated frame
|
||||
function EnvironmentLight:OnPropertyAnimated( name )
|
||||
local changeTakenCareOf = false;
|
||||
|
||||
if (name=="fDiffuseMultiplier" or name=="fSpecularMultiplier") then
|
||||
changeTakenCareOf = true;
|
||||
local Color = self.Properties.Color;
|
||||
local diffuse_mul = Color.fDiffuseMultiplier;
|
||||
local specular_multiplier = Color.fSpecularMultiplier;
|
||||
local diffuse_color = { x=Color.clrDiffuse.x*diffuse_mul, y=Color.clrDiffuse.y*diffuse_mul, z=Color.clrDiffuse.z*diffuse_mul };
|
||||
self:SetLightColorParams( LightSlot, diffuse_color, specular_multiplier);
|
||||
end
|
||||
|
||||
return changeTakenCareOf;
|
||||
end
|
||||
|
||||
function EnvironmentLight:OnUpdate(dt)
|
||||
if (self.bActive == 1 and self.Properties.Options.bAffectsThisAreaOnly == 1) then
|
||||
self:UpdateLightClipBounds(LightSlot);
|
||||
end
|
||||
|
||||
if (not System.IsEditor()) then
|
||||
self:Activate(0);
|
||||
end
|
||||
end
|
||||
|
||||
function EnvironmentLight:OnReset()
|
||||
if (self.bActive ~= self.Properties.bActive) then
|
||||
self:ActivateLight( self.Properties.bActive );
|
||||
end
|
||||
end
|
||||
|
||||
function EnvironmentLight:ActivateLight( enable )
|
||||
if (enable and enable ~= 0) then
|
||||
self.bActive = 1;
|
||||
self:LoadLightToSlot(LightSlot);
|
||||
self:ActivateOutput( "Active",true );
|
||||
else
|
||||
self.bActive = 0;
|
||||
self:FreeSlot(LightSlot);
|
||||
self:ActivateOutput( "Active",false );
|
||||
end
|
||||
end
|
||||
|
||||
function EnvironmentLight:LoadLightToSlot( nSlot )
|
||||
local props = self.Properties;
|
||||
local Color = props.Color;
|
||||
local Options = props.Options;
|
||||
local OptionsAdvanced = props.OptionsAdvanced;
|
||||
local Projection = props.Projection;
|
||||
|
||||
local diffuse_mul = Color.fDiffuseMultiplier;
|
||||
local specular_mul = Color.fSpecularMultiplier;
|
||||
|
||||
local lt = self._LightTable;
|
||||
lt.radius = 0.5 * (props.BoxSizeX*props.BoxSizeX + props.BoxSizeY*props.BoxSizeY + props.BoxSizeZ*props.BoxSizeZ) ^ 0.5;
|
||||
lt.box_size_x = props.BoxSizeX;
|
||||
lt.box_size_y = props.BoxSizeY;
|
||||
lt.box_size_z = props.BoxSizeZ;
|
||||
lt.diffuse_color = { x=Color.clrDiffuse.x*diffuse_mul, y=Color.clrDiffuse.y*diffuse_mul, z=Color.clrDiffuse.z*diffuse_mul };
|
||||
lt.specular_multiplier = specular_mul;
|
||||
|
||||
if ( OptionsAdvanced.texture_deferred_cubemap == "" ) then
|
||||
OptionsAdvanced.texture_deferred_cubemap = Options._texture_deferred_cubemap;
|
||||
end
|
||||
|
||||
lt.deferred_cubemap = OptionsAdvanced.texture_deferred_cubemap;
|
||||
lt.this_area_only = Options.bAffectsThisAreaOnly;
|
||||
lt.ignore_visareas = Options.bIgnoresVisAreas;
|
||||
lt.volumetric_fog = Options.bVolumetricFog;
|
||||
lt.volumetric_fog_only = Options.bAffectsVolumetricFogOnly;
|
||||
|
||||
lt.box_projection = Projection.bBoxProject; -- settings for box projection
|
||||
lt.box_width = Projection.fBoxWidth;
|
||||
lt.box_height = Projection.fBoxHeight;
|
||||
lt.box_length = Projection.fBoxLength;
|
||||
|
||||
lt.sort_priority = Options.SortPriority;
|
||||
lt.attenuation_falloff_max = Options.fAttenuationFalloffMax;
|
||||
|
||||
lt.lightmap_linear_attenuation = 1;
|
||||
lt.is_rectangle_light = 0;
|
||||
lt.is_sphere_light = 0;
|
||||
lt.area_sample_number = 1;
|
||||
|
||||
lt.RAE_AmbientColor = { x = 0, y = 0, z = 0 };
|
||||
lt.RAE_MaxShadow = 1;
|
||||
lt.RAE_DistMul = 1;
|
||||
lt.RAE_DivShadow = 1;
|
||||
lt.RAE_ShadowHeight = 1;
|
||||
lt.RAE_FallOff = 2;
|
||||
lt.RAE_VisareaNumber = 0;
|
||||
|
||||
self:LoadLight( nSlot,lt );
|
||||
end
|
||||
|
||||
function EnvironmentLight:Event_Enable()
|
||||
if (self.bActive == 0) then
|
||||
self:ActivateLight( 1 );
|
||||
end
|
||||
end
|
||||
|
||||
function EnvironmentLight:Event_Disable()
|
||||
if (self.bActive == 1) then
|
||||
self:ActivateLight( 0 );
|
||||
end
|
||||
end
|
||||
|
||||
function Light:NotifySwitchOnOffFromParent(wantOn)
|
||||
local wantOff = wantOn~=true;
|
||||
if (self.bActive == 1 and wantOff) then
|
||||
self:ActivateLight( 0 );
|
||||
elseif (self.bActive == 0 and wantOn) then
|
||||
self:ActivateLight( 1 );
|
||||
end
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
-- Event Handlers
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function EnvironmentLight:Event_Active( bActive )
|
||||
if (self.bActive == 0 and bActive == true) then
|
||||
self:ActivateLight( 1 );
|
||||
else
|
||||
if (self.bActive == 1 and bActive == false) then
|
||||
self:ActivateLight( 0 );
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
-- Event descriptions.
|
||||
------------------------------------------------------------------------------------------------------
|
||||
EnvironmentLight.FlowEvents =
|
||||
{
|
||||
Inputs =
|
||||
{
|
||||
Active = { EnvironmentLight.Event_Active,"bool" },
|
||||
Enable = { EnvironmentLight.Event_Enable,"bool" },
|
||||
Disable = { EnvironmentLight.Event_Disable,"bool" },
|
||||
},
|
||||
Outputs =
|
||||
{
|
||||
Active = "bool",
|
||||
},
|
||||
}
|
||||
@@ -0,0 +1,277 @@
|
||||
----------------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
-- its licensors.
|
||||
--
|
||||
-- For complete copyright and license terms please see the LICENSE at the root of this
|
||||
-- distribution (the "License"). All use of this software is governed by the License,
|
||||
-- or, if provided, by the license below or the license accompanying this file. Do not
|
||||
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
--
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------
|
||||
Light =
|
||||
{
|
||||
Properties =
|
||||
{
|
||||
_nVersion = -1,
|
||||
bActive = 1, --[0,1,1,"Turns the light on/off."]
|
||||
Radius = 10, --[0,100,1,"Specifies how far from the source the light affects the surrounding area."]
|
||||
fAttenuationBulbSize = 0.05, --[0,100,0.1,"Specifies the radius of the area light bulb."]
|
||||
Style =
|
||||
{
|
||||
nLightStyle = 0, --[0,50,1,"Specifies a preset animation for the light to play."]
|
||||
fAnimationSpeed = 1, --[0,100,0.1,"Specifies the speed at which the light animation should play."]
|
||||
nAnimationPhase = 0, --[0,100,1,"This will start the light style at a different point along the sequence."]
|
||||
bAttachToSun = 0, --[0,1,1,"When enabled, sets the Sun to use the Flare properties for this light."]
|
||||
lightanimation_LightAnimation = "",
|
||||
bTimeScrubbingInTrackView = 0,
|
||||
_fTimeScrubbed = 0,
|
||||
bFlareEnable = 1, --[0,1,1,"Toggles the flare effect on or off for this light."]
|
||||
flare_Flare = "",
|
||||
fFlareFOV = 360, --[0,360,1,"FOV for the flare."]
|
||||
},
|
||||
Projector =
|
||||
{
|
||||
texture_Texture = "",
|
||||
fProjectorFov = 90, --[0,180,1,"Specifies the Angle on which the light texture is projected."]
|
||||
fProjectorNearPlane = 0, --[-100,100,0.1,"Set the near plane for the projector, any surfaces closer to the light source than this value will not be projected on."]
|
||||
},
|
||||
Color =
|
||||
{
|
||||
clrDiffuse = { x=1,y=1,z=1 },
|
||||
fDiffuseMultiplier = 1, --[0,999,0.1,"Control the strength of the diffuse color."]
|
||||
fSpecularMultiplier = 1, --[0,999,0.1,"Control the strength of the specular brightness."]
|
||||
},
|
||||
Options =
|
||||
{
|
||||
bAffectsThisAreaOnly = 1, --[0,1,1,"Set this parameter to false to make light cast in multiple visareas."]
|
||||
bIgnoresVisAreas = 0, --[0,1,1,"Controls whether the light should respond to visareas."]
|
||||
bAmbient = 0, --[0,1,1,"Makes the light behave like an ambient light source, with no point of origin."]
|
||||
bFakeLight = 0, --[0,1,1,"Disables light projection, useful for lights which you only want to have Flare effects from."]
|
||||
bVolumetricFog = 1, --[0,1,1,"Enables the light to affect volumetric fog."]
|
||||
bAffectsVolumetricFogOnly = 0, --[0,1,0,"Enables the light to affect only volumetric fog."]
|
||||
fFogRadialLobe = 0, --[0,1,0,"Set the blend ratio of main and side radial lobe for volumetric fog."]
|
||||
},
|
||||
Shadows =
|
||||
{
|
||||
nCastShadows = 0,
|
||||
fShadowBias = 1, --[0,1000,1,"Moves the shadow cascade toward or away from the shadow-casting object."]
|
||||
fShadowSlopeBias = 1, --[0,1000,1,"Allows you to adjust the gradient (slope-based) bias used to compute the shadow bias."]
|
||||
fShadowResolutionScale = 1,
|
||||
nShadowMinResPercent = 0, --[0,100,1,"Percentage of the shadow pool the light should use for its shadows."]
|
||||
fShadowUpdateMinRadius = 10, --[0,100,0.1,"Define the minimum radius from the light source to the player camera that the ShadowUpdateRatio setting will be ignored."]
|
||||
fShadowUpdateRatio = 1, --[0,10,0.01,"Define the update ratio for shadow maps cast from this light."]
|
||||
},
|
||||
Shape =
|
||||
{
|
||||
bAreaLight = 0, --[0,1,1,"Used to turn the selected light entity into a Rectangular Area Light."]
|
||||
fPlaneWidth = 1, --[0,100,0.1,"Set the width of the Area Light shape."]
|
||||
fPlaneHeight = 1, --[0,100,0.1,"Set the height of the Area Light shape."]
|
||||
},
|
||||
},
|
||||
|
||||
Editor =
|
||||
{
|
||||
Model="Editor/Objects/Light_Omni.cgf",
|
||||
Icon="Light.bmp",
|
||||
ShowBounds=0,
|
||||
AbsoluteRadius = 1,
|
||||
IsScalable = false;
|
||||
},
|
||||
|
||||
_LightTable = {},
|
||||
}
|
||||
|
||||
LightSlot = 1
|
||||
|
||||
function Light:OnInit()
|
||||
--self:NetPresent(0);
|
||||
self:SetFlags(ENTITY_FLAG_CLIENT_ONLY, 0);
|
||||
self:OnReset();
|
||||
self:CacheResources("Light.lua");
|
||||
end
|
||||
|
||||
function Light:CacheResources(requesterName)
|
||||
local textureFlags = 0;
|
||||
end
|
||||
|
||||
function Light:OnShutDown()
|
||||
self:FreeSlot(LightSlot);
|
||||
end
|
||||
|
||||
function Light:OnLoad(props)
|
||||
self:OnReset()
|
||||
self:ActivateLight(props.bActive)
|
||||
end
|
||||
|
||||
function Light:OnSave(props)
|
||||
props.bActive = self.bActive
|
||||
end
|
||||
|
||||
function Light:OnPropertyChange()
|
||||
self:OnReset();
|
||||
self:ActivateLight( self.bActive );
|
||||
if (self.Properties.Options.bAffectsThisAreaOnly == 1) then
|
||||
self:UpdateLightClipBounds(LightSlot);
|
||||
end
|
||||
end
|
||||
|
||||
-- Optimization for common animated trackview properties, to avoid fully recreating everything on every animated frame
|
||||
function Light:OnPropertyAnimated( name )
|
||||
local changeTakenCareOf = false;
|
||||
|
||||
if (name=="fDiffuseMultiplier" or name=="fSpecularMultiplier") then
|
||||
changeTakenCareOf = true;
|
||||
local Color = self.Properties.Color;
|
||||
local diffuse_mul = Color.fDiffuseMultiplier;
|
||||
local specular_multiplier = Color.fSpecularMultiplier;
|
||||
local diffuse_color = { x=Color.clrDiffuse.x*diffuse_mul, y=Color.clrDiffuse.y*diffuse_mul, z=Color.clrDiffuse.z*diffuse_mul };
|
||||
self:SetLightColorParams( LightSlot, diffuse_color, specular_multiplier);
|
||||
end
|
||||
|
||||
return changeTakenCareOf;
|
||||
end
|
||||
|
||||
function Light:OnSysSpecLightChanged()
|
||||
self:OnPropertyChange();
|
||||
end
|
||||
|
||||
function Light:OnLevelLoaded()
|
||||
if (self.Properties.Options.bAffectsThisAreaOnly == 1) then
|
||||
self:UpdateLightClipBounds(LightSlot);
|
||||
end
|
||||
end
|
||||
|
||||
function Light:OnReset()
|
||||
if (self.bActive ~= self.Properties.bActive) then
|
||||
self:ActivateLight( self.Properties.bActive );
|
||||
end
|
||||
end
|
||||
|
||||
function Light:ActivateLight( enable )
|
||||
if (enable and enable ~= 0) then
|
||||
self.bActive = 1;
|
||||
self:LoadLightToSlot(LightSlot);
|
||||
self:ActivateOutput( "Active",true );
|
||||
else
|
||||
self.bActive = 0;
|
||||
self:FreeSlot(LightSlot);
|
||||
self:ActivateOutput( "Active",false );
|
||||
end
|
||||
end
|
||||
|
||||
function Light:LoadLightToSlot( nSlot )
|
||||
local props = self.Properties;
|
||||
local Style = props.Style;
|
||||
local Projector = props.Projector;
|
||||
local Color = props.Color;
|
||||
local Options = props.Options;
|
||||
local Shape = props.Shape;
|
||||
local Shadows = props.Shadows;
|
||||
|
||||
local diffuse_mul = Color.fDiffuseMultiplier;
|
||||
local specular_mul = Color.fSpecularMultiplier;
|
||||
|
||||
local lt = self._LightTable;
|
||||
|
||||
lt.radius = props.Radius;
|
||||
lt.attenuation_bulbsize = props.fAttenuationBulbSize;
|
||||
lt.diffuse_color = { x=Color.clrDiffuse.x*diffuse_mul, y=Color.clrDiffuse.y*diffuse_mul, z=Color.clrDiffuse.z*diffuse_mul };
|
||||
lt.specular_multiplier = specular_mul;
|
||||
|
||||
lt.this_area_only = Options.bAffectsThisAreaOnly;
|
||||
lt.ambient = props.Options.bAmbient;
|
||||
lt.fake = Options.bFakeLight;
|
||||
lt.ignore_visareas = Options.bIgnoresVisAreas;
|
||||
lt.volumetric_fog = Options.bVolumetricFog;
|
||||
lt.volumetric_fog_only = Options.bAffectsVolumetricFogOnly;
|
||||
lt.fog_radial_lobe = Options.fFogRadialLobe;
|
||||
|
||||
lt.cast_shadow = Shadows.nCastShadows;
|
||||
lt.shadow_bias = Shadows.fShadowBias;
|
||||
lt.shadow_slope_bias = Shadows.fShadowSlopeBias;
|
||||
lt.shadowResolutionScale = Shadows.fShadowResolutionScale;
|
||||
lt.shadowMinResolution = Shadows.nShadowMinResPercent;
|
||||
lt.shadowUpdate_MinRadius = Shadows.fShadowUpdateMinRadius;
|
||||
lt.shadowUpdate_ratio = Shadows.fShadowUpdateRatio;
|
||||
|
||||
lt.projector_texture = Projector.texture_Texture;
|
||||
lt.proj_fov = Projector.fProjectorFov;
|
||||
lt.proj_nearplane = Projector.fProjectorNearPlane;
|
||||
|
||||
lt.area_light = Shape.bAreaLight;
|
||||
lt.area_width = Shape.fPlaneWidth;
|
||||
lt.area_height = Shape.fPlaneHeight;
|
||||
|
||||
lt.style = Style.nLightStyle;
|
||||
lt.attach_to_sun = Style.bAttachToSun;
|
||||
lt.anim_speed = Style.fAnimationSpeed;
|
||||
lt.anim_phase = Style.nAnimationPhase;
|
||||
lt.light_animation = Style.lightanimation_LightAnimation;
|
||||
lt.time_scrubbing_in_trackview = Style.bTimeScrubbingInTrackView;
|
||||
lt.time_scrubbed = Style._fTimeScrubbed;
|
||||
lt.flare_enable = Style.bFlareEnable;
|
||||
lt.flare_Flare = Style.flare_Flare;
|
||||
lt.flare_FOV = Style.fFlareFOV;
|
||||
|
||||
lt.lightmap_linear_attenuation = 1;
|
||||
lt.is_rectangle_light = 0;
|
||||
lt.is_sphere_light = 0;
|
||||
lt.area_sample_number = 1;
|
||||
lt.indoor_only = 0;
|
||||
|
||||
self:LoadLight( nSlot,lt );
|
||||
end
|
||||
|
||||
function Light:Event_Enable()
|
||||
if (self.bActive == 0) then
|
||||
self:ActivateLight( 1 );
|
||||
end
|
||||
end
|
||||
|
||||
function Light:Event_Disable()
|
||||
if (self.bActive == 1) then
|
||||
self:ActivateLight( 0 );
|
||||
end
|
||||
end
|
||||
|
||||
function Light:NotifySwitchOnOffFromParent(wantOn)
|
||||
local wantOff = wantOn~=true;
|
||||
if (self.bActive == 1 and wantOff) then
|
||||
self:ActivateLight( 0 );
|
||||
elseif (self.bActive == 0 and wantOn) then
|
||||
self:ActivateLight( 1 );
|
||||
end
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
-- Event Handlers
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function Light:Event_Active(sender, bActive)
|
||||
if (self.bActive == 0 and bActive == true) then
|
||||
self:ActivateLight( 1 );
|
||||
else
|
||||
if (self.bActive == 1 and bActive == false) then
|
||||
self:ActivateLight( 0 );
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
-- Event descriptions
|
||||
------------------------------------------------------------------------------------------------------
|
||||
Light.FlowEvents =
|
||||
{
|
||||
Inputs =
|
||||
{
|
||||
Active = { Light.Event_Active,"bool" },
|
||||
Enable = { Light.Event_Enable,"bool" },
|
||||
Disable = { Light.Event_Disable,"bool" },
|
||||
},
|
||||
Outputs =
|
||||
{
|
||||
Active = "bool",
|
||||
},
|
||||
}
|
||||
@@ -0,0 +1,24 @@
|
||||
----------------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
-- its licensors.
|
||||
--
|
||||
-- For complete copyright and license terms please see the LICENSE at the root of this
|
||||
-- distribution (the "License"). All use of this software is governed by the License,
|
||||
-- or, if provided, by the license below or the license accompanying this file. Do not
|
||||
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
--
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------
|
||||
CameraSource = {
|
||||
Editor={
|
||||
Icon="Camera.bmp",
|
||||
},
|
||||
};
|
||||
|
||||
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
function CameraSource:OnInit()
|
||||
self:CreateCameraComponent();
|
||||
self:SetFlags(ENTITY_FLAG_CLIENT_ONLY,0);
|
||||
end
|
||||
@@ -0,0 +1,15 @@
|
||||
----------------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
-- its licensors.
|
||||
--
|
||||
-- For complete copyright and license terms please see the LICENSE at the root of this
|
||||
-- distribution (the "License"). All use of this software is governed by the License,
|
||||
-- or, if provided, by the license below or the license accompanying this file. Do not
|
||||
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
--
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------
|
||||
CameraTarget = {
|
||||
}
|
||||
@@ -0,0 +1,214 @@
|
||||
----------------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
-- its licensors.
|
||||
--
|
||||
-- For complete copyright and license terms please see the LICENSE at the root of this
|
||||
-- distribution (the "License"). All use of this software is governed by the License,
|
||||
-- or, if provided, by the license below or the license accompanying this file. Do not
|
||||
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
--
|
||||
-- Description: Comment system.
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------
|
||||
----------------------------------------------------------------------------------------------------
|
||||
-- $Id$
|
||||
-- $DateTime$
|
||||
-- Description: Comment system.
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------
|
||||
|
||||
Comment =
|
||||
{
|
||||
Properties =
|
||||
{
|
||||
Text = "This is a comment",
|
||||
fSize = 1.2, --[0.0, 100.0 , 0.1, ""]
|
||||
bHidden = 0,
|
||||
fMaxDist = 100, --[0.0 ,255.0 , 0.1, ""]
|
||||
nCharsPerLine = 30, --[1, 255, 1, ""]
|
||||
bFixed = 0,
|
||||
clrDiffuse = { x=1,y=0.5,z=0 },
|
||||
},
|
||||
|
||||
Editor={
|
||||
Model="Editor/Objects/comment.cgf",
|
||||
Icon="Comment.bmp",
|
||||
},
|
||||
|
||||
hidden = 0,
|
||||
lines = {},
|
||||
lineCount = 0,
|
||||
fMaxDistSquared = 0,
|
||||
bNoUpdateInGame = 1,
|
||||
}
|
||||
|
||||
|
||||
-------------------------------------------------------
|
||||
function Comment:OnLoad(table)
|
||||
self.hidden = table.hidden;
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
function Comment:OnSave(table)
|
||||
table.hidden = self.hidden;
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
function Comment:OnInit()
|
||||
-- Delete when not in dev-mode.
|
||||
if (not System.IsDevModeEnable() ) then
|
||||
self:DeleteThis();
|
||||
return;
|
||||
end
|
||||
|
||||
self:OnReset();
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
function Comment:OnSpawn()
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
function Comment:OnPropertyChange()
|
||||
self:OnReset();
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
function Comment:OnReset()
|
||||
-- Comment is only Active(OnUpdate() will be called) when in Editor or when cl_comment > 0
|
||||
local cl_comment = System.GetCVar("cl_comment")
|
||||
if (System.IsEditor() or cl_comment > 0) then
|
||||
self:SetUpdatePolicy( ENTITY_UPDATE_VISIBLE );
|
||||
self:Activate(1)
|
||||
else
|
||||
self:Activate(0);
|
||||
end
|
||||
|
||||
-- bNoUpdateInGame is checked in OnUpdate() to account for in-editor game mode.
|
||||
if (cl_comment == 0) then
|
||||
self.bNoUpdateInGame = 1;
|
||||
else
|
||||
self.bNoUpdateInGame = 0;
|
||||
end
|
||||
|
||||
self.fMaxDistSquared = self.Properties.fMaxDist * self.Properties.fMaxDist;
|
||||
|
||||
self.hidden = self.Properties.bHidden;
|
||||
self.lines = {};
|
||||
|
||||
-- process the text and line-break it
|
||||
local maxLength = self.Properties.nCharsPerLine;
|
||||
local curLength = 0;
|
||||
local curText = "";
|
||||
local curLine = 1;
|
||||
|
||||
for char in string.gfind(self.Properties.Text, ".") do
|
||||
if (char == " ") then
|
||||
-- word finished ... see if we are over the limit
|
||||
if (curLength > maxLength) then
|
||||
-- commit line
|
||||
self.lines[curLine] = curText;
|
||||
curLine = curLine + 1;
|
||||
curText = "";
|
||||
curLength = 0;
|
||||
-- "consume" the whitespace
|
||||
char = "";
|
||||
end
|
||||
end
|
||||
if (char ~= "") then
|
||||
-- append char
|
||||
curText = curText..char;
|
||||
curLength = curLength + 1;
|
||||
end
|
||||
end
|
||||
|
||||
self.lines[curLine] = curText;
|
||||
self.lineCount = curLine;
|
||||
|
||||
self:OnUpdate(0);
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
function Comment:OnUpdate(delta)
|
||||
if (self.hidden ~= 0 or self:IsHidden() or self.Properties.Text =="" or (self.bNoUpdateInGame == 1 and not System.IsEditing())) then
|
||||
return;
|
||||
end
|
||||
|
||||
-- calculate alpha
|
||||
local alpha = 0;
|
||||
local factor = 0;
|
||||
|
||||
if (self.fMaxDistSquared>0) then
|
||||
local mypos = g_Vectors.temp_v1;
|
||||
|
||||
self:GetWorldPos(mypos);
|
||||
SubVectors(mypos, mypos, System.GetViewCameraPos());
|
||||
|
||||
local distSquared = LengthSqVector(mypos);
|
||||
factor = distSquared;
|
||||
|
||||
if (self.Properties.fMaxDist >= 255.0) then
|
||||
alpha = 1.0;
|
||||
elseif (distSquared<self.fMaxDistSquared) then
|
||||
alpha = distSquared/self.fMaxDistSquared;
|
||||
alpha = 1.0 - alpha*alpha;
|
||||
end
|
||||
end
|
||||
|
||||
-- draw text
|
||||
local increment = System.GetViewCameraUpDir();
|
||||
|
||||
if (alpha>0.001) then
|
||||
local pos = self:GetWorldPos( g_Vectors.temp_v1 );
|
||||
|
||||
factor = math.sqrt(factor);
|
||||
factor = (self.Properties.fSize/60) * factor * System.GetViewCameraFov();
|
||||
|
||||
local incrementAll = g_Vectors.temp_v4;
|
||||
FastScaleVector(increment, increment, factor);
|
||||
FastScaleVector(incrementAll, increment, (self.lineCount / 2 + 1));
|
||||
|
||||
-- start all the way at the top
|
||||
FastSumVectors(pos, pos, incrementAll);
|
||||
|
||||
local textColor = { x=0, y=1, z=0 }; -- default color is for (bFixed == 1)
|
||||
if (self.Properties.bFixed ~= 1) then
|
||||
textColor = {x=self.Properties.clrDiffuse.x, y=self.Properties.clrDiffuse.y, z=self.Properties.clrDiffuse.z};
|
||||
end
|
||||
|
||||
for i,val in ipairs(self.lines) do
|
||||
System.DrawLabel( pos, self.Properties.fSize, val, textColor.x, textColor.y, textColor.z, alpha );
|
||||
-- decrement the increment
|
||||
FastDifferenceVectors(pos, pos, increment);
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
function Comment:Event_UnHide(sender)
|
||||
BroadcastEvent(self, "UnHide");
|
||||
self.hidden = 0;
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
function Comment:Event_Hide(sender)
|
||||
BroadcastEvent(self, "Hide");
|
||||
self.hidden = 1;
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
Comment.FlowEvents =
|
||||
{
|
||||
Inputs =
|
||||
{
|
||||
Hide = { Comment.Event_Hide, "bool" },
|
||||
UnHide = { Comment.Event_UnHide, "bool" },
|
||||
},
|
||||
Outputs =
|
||||
{
|
||||
Hide = "bool",
|
||||
UnHide = "bool",
|
||||
},
|
||||
}
|
||||
@@ -0,0 +1,128 @@
|
||||
----------------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
-- its licensors.
|
||||
--
|
||||
-- For complete copyright and license terms please see the LICENSE at the root of this
|
||||
-- distribution (the "License"). All use of this software is governed by the License,
|
||||
-- or, if provided, by the license below or the license accompanying this file. Do not
|
||||
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
--
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------
|
||||
----------------------------------------------------------------------------
|
||||
--
|
||||
-- Description : Procedural object entity
|
||||
--
|
||||
-- Created by Marco C. May 2013
|
||||
--
|
||||
----------------------------------------------------------------------------
|
||||
|
||||
ProceduralObject = {
|
||||
|
||||
type = "ProceduralObject",
|
||||
|
||||
Properties = {
|
||||
|
||||
filePrefabLibrary= "",
|
||||
|
||||
ObjectVariation={
|
||||
sPrefabVariation = "",
|
||||
},
|
||||
|
||||
nMaxSpawn = 0,
|
||||
},
|
||||
|
||||
-- editor information
|
||||
Editor = {
|
||||
Icon = "proceduralobject.bmp",
|
||||
ShowBounds = 1,
|
||||
},
|
||||
|
||||
PrefabSourceName = "",
|
||||
|
||||
--Client = {},
|
||||
--Server = {},
|
||||
}
|
||||
|
||||
function ProceduralObject:OnInit()
|
||||
--System.Log( "OnInit proc object" );
|
||||
self:OnReset();
|
||||
end
|
||||
|
||||
function ProceduralObject:OnPropertyChange()
|
||||
--System.Log( "OnPropertyChange" );
|
||||
self:OnReset();
|
||||
end
|
||||
|
||||
function ProceduralObject:OnDestroy( sender )
|
||||
PrefabManager.Delete(self.id);
|
||||
end
|
||||
|
||||
function ProceduralObject:OnMove()
|
||||
--System.Log( "OnMove proc object" );
|
||||
PrefabManager.Move(self.id);
|
||||
end
|
||||
|
||||
function ProceduralObject:OnSpawn()
|
||||
|
||||
if (CryAction.IsClient()) then
|
||||
--System.Log( "CLIENT" );
|
||||
self:SetFlags(ENTITY_FLAG_CLIENT_ONLY,0);
|
||||
end
|
||||
|
||||
if (CryAction.IsServer()) then
|
||||
--System.Log( "SERVER" );
|
||||
self:SetFlags(ENTITY_FLAG_SERVER_ONLY,0);
|
||||
end
|
||||
end
|
||||
|
||||
function ProceduralObject:Spawn(seed)
|
||||
--System.Log( "Spawning proc object" );
|
||||
|
||||
--System.Log( "PrefabName="..self.PrefabSourceName );
|
||||
|
||||
PrefabManager.Delete(self.id);
|
||||
local props=self.Properties;
|
||||
|
||||
if(not EmptyString(props.filePrefabLibrary)) then
|
||||
--System.Log( "Opening file:"..props.filePrefabLibrary);
|
||||
PrefabManager.LoadLibrary(props.filePrefabLibrary);
|
||||
|
||||
if(not EmptyString(props.ObjectVariation.sPrefabVariation)) then
|
||||
PrefabManager.Spawn(self.id,props.filePrefabLibrary,props.ObjectVariation.sPrefabVariation,seed,props.nMaxSpawn);
|
||||
end
|
||||
end
|
||||
|
||||
--System.Log( "PrefabName="..self.PrefabSourceName );
|
||||
end
|
||||
|
||||
function ProceduralObject:OnHidden()
|
||||
PrefabManager.Hide(self.id,true);
|
||||
end
|
||||
|
||||
function ProceduralObject:OnUnHidden()
|
||||
PrefabManager.Hide(self.id,false);
|
||||
end
|
||||
|
||||
function ProceduralObject:OnReset( sender )
|
||||
|
||||
--System.Log( "OnReset" );
|
||||
if (System.IsEditor()) then
|
||||
-- change prefabs only if we are editing (and the user pressed reload script),
|
||||
-- do not change every time we go in and out of game mode...
|
||||
-- unless we are in game mode generation
|
||||
local clientgamemode=0; --System.GetCVar("g_GameModeGenerate");
|
||||
|
||||
if (System.IsEditing() or clientgamemode==1) then
|
||||
PrefabManager.Delete(self.id);
|
||||
self:Spawn(0);
|
||||
end
|
||||
else
|
||||
PrefabManager.Delete(self.id);
|
||||
end
|
||||
|
||||
--System.Log( "OnReset done" );
|
||||
end
|
||||
|
||||
@@ -0,0 +1,208 @@
|
||||
----------------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
-- its licensors.
|
||||
--
|
||||
-- For complete copyright and license terms please see the LICENSE at the root of this
|
||||
-- distribution (the "License"). All use of this software is governed by the License,
|
||||
-- or, if provided, by the license below or the license accompanying this file. Do not
|
||||
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
--
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------
|
||||
RigidBody = {
|
||||
type = "RigidBody",
|
||||
MapVisMask = 0,
|
||||
|
||||
Properties = {
|
||||
soclasses_SmartObjectClass = "",
|
||||
bAutoGenAIHidePts = 0,
|
||||
|
||||
objModel = "Objects/box.cgf",
|
||||
Density = 5000,
|
||||
Mass = 1,
|
||||
bResting = 1, -- If rigid body is originally in resting state.
|
||||
bVisible = 1, -- If rigid body is originally visible.
|
||||
bRigidBodyActive = 1, -- If rigid body is originally created OR will be created only on OnActivate.
|
||||
bActivateOnRocketDamage = 0, -- Activate when a rocket hit the entity.
|
||||
Impulse = {X=0,Y=0,Z=0}, -- Impulse to apply at event.
|
||||
max_time_step = 0.01,
|
||||
sleep_speed = 0.04,
|
||||
damping = 0,
|
||||
water_damping = 1.5,
|
||||
water_resistance = 0,
|
||||
},
|
||||
temp_vec={x=0,y=0,z=0},
|
||||
PhysParams = { mass=0,density=0 },
|
||||
|
||||
updateTime = 500,
|
||||
gravityUpdate = 0,
|
||||
|
||||
Editor={
|
||||
Icon = "physicsobject.bmp",
|
||||
IconOnTop=1,
|
||||
},
|
||||
}
|
||||
|
||||
-------------------------------------------------------
|
||||
function RigidBody:OnInit()
|
||||
self.ModelName = "";
|
||||
self.Mass = 0;
|
||||
self:OnReset();
|
||||
|
||||
-- System.Log( "here1" );
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
function RigidBody:OnReset()
|
||||
--self:NetPresent(nil);
|
||||
if (self.ModelName ~= self.Properties.objModel or self.Mass ~= self.Properties.Mass) then
|
||||
self.Mass = self.Properties.Mass;
|
||||
self.ModelName = self.Properties.objModel;
|
||||
self:LoadObject( 0,self.ModelName );
|
||||
|
||||
end
|
||||
|
||||
local Properties = self.Properties;
|
||||
|
||||
if (Properties.bVisible == 0) then
|
||||
self:DrawSlot( 0,0 );
|
||||
else
|
||||
self:DrawSlot( 0,1 );
|
||||
end
|
||||
|
||||
local physType;
|
||||
if (self.Properties.bRigidBodyActive == 1) then
|
||||
physType = PE_RIGID;
|
||||
self.PhysParams.density = Properties.Density;
|
||||
self.PhysParams.mass = Properties.Mass;
|
||||
else
|
||||
physType = PE_STATIC;
|
||||
end
|
||||
|
||||
self:Physicalize( 0,physType,self.PhysParams );
|
||||
self:SetPhysicParams(PHYSICPARAM_SIMULATION, self.Properties );
|
||||
self:SetPhysicParams(PHYSICPARAM_BUOYANCY, self.Properties );
|
||||
|
||||
if (self.Properties.bResting == 0) then
|
||||
self:AwakePhysics(1);
|
||||
else
|
||||
self:AwakePhysics(0);
|
||||
end
|
||||
|
||||
-- Mark AI hideable flag.
|
||||
if (self.Properties.bAutoGenAIHidePts == 1) then
|
||||
self:SetFlags(ENTITY_FLAG_AI_HIDEABLE, 0); -- set
|
||||
else
|
||||
self:SetFlags(ENTITY_FLAG_AI_HIDEABLE, 2); -- remove
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
function RigidBody:OnPropertyChange()
|
||||
self:OnReset();
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
function RigidBody:OnContact( player )
|
||||
self:Event_OnTouch( player );
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
function RigidBody:OnDamage( hit )
|
||||
--System.LogToConsole( "On Damage" );
|
||||
|
||||
if( hit.ipart ) then
|
||||
self:AddImpulse( hit.ipart, hit.pos, hit.dir, hit.impact_force_mul );
|
||||
-- else
|
||||
-- self:AddImpulse( -1, hit.pos, hit.dir, hit.impact_force_mul );
|
||||
end
|
||||
|
||||
if(self.Properties.bActivateOnRocketDamage)then
|
||||
if(hit.explosion)then
|
||||
self:AwakePhysics(1);
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
function RigidBody:OnShutDown()
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
function RigidBody:OnTimer()
|
||||
-- System.Log("RigidBody OnTimer");
|
||||
-- self:SetTimer( 0,1000 );
|
||||
end
|
||||
|
||||
function RigidBody:OnUpdate()
|
||||
|
||||
--FIXME: all this timing stuff will be replaced by OnTimer once it will work again
|
||||
self.gravityUpdate = self.gravityUpdate + _frametime;
|
||||
|
||||
if (self.gravityUpdate < 0.5) then
|
||||
return;
|
||||
end
|
||||
|
||||
self.gravityUpdate = 0.0;
|
||||
EntityUpdateGravity(self);
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
-- Input events
|
||||
-------------------------------------------------------
|
||||
function RigidBody:Event_AddImpulse(sender)
|
||||
self.temp_vec.x=self.Properties.Impulse.X;
|
||||
self.temp_vec.y=self.Properties.Impulse.Y;
|
||||
self.temp_vec.z=self.Properties.Impulse.Z;
|
||||
self:AddImpulse(0,nil,self.temp_vec,1);
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
function RigidBody:Event_Activate(sender)
|
||||
|
||||
--create rigid body
|
||||
self:CreateRigidBody( self.Properties.Density,self.Properties.Mass,0 );
|
||||
|
||||
self:Activate(1);
|
||||
self:AwakePhysics(1);
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
function RigidBody:Event_Show(sender)
|
||||
self:DrawSlot( 0,1 );
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
function RigidBody:Event_Hide(sender)
|
||||
self:DrawSlot( 0,0 );
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
-- Output events
|
||||
-------------------------------------------------------
|
||||
function RigidBody:Event_OnTouch(sender)
|
||||
BroadcastEvent( self,"OnTouch" );
|
||||
end
|
||||
|
||||
RigidBody.FlowEvents =
|
||||
{
|
||||
Inputs =
|
||||
{
|
||||
Activate = { RigidBody.Event_Activate, "bool" },
|
||||
AddImpulse = { RigidBody.Event_AddImpulse, "bool" },
|
||||
Hide = { RigidBody.Event_Hide, "bool" },
|
||||
Show = { RigidBody.Event_Show, "bool" },
|
||||
OnTouch = { RigidBody.Event_OnTouch, "bool" },
|
||||
},
|
||||
Outputs =
|
||||
{
|
||||
Activate = "bool",
|
||||
AddImpulse = "bool",
|
||||
Hide = "bool",
|
||||
Show = "bool",
|
||||
OnTouch = "bool",
|
||||
},
|
||||
}
|
||||
@@ -0,0 +1,308 @@
|
||||
----------------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
-- its licensors.
|
||||
--
|
||||
-- For complete copyright and license terms please see the LICENSE at the root of this
|
||||
-- distribution (the "License"). All use of this software is governed by the License,
|
||||
-- or, if provided, by the license below or the license accompanying this file. Do not
|
||||
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
--
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------
|
||||
ParticleEffect = {
|
||||
Properties = {
|
||||
soclasses_SmartObjectClass = "",
|
||||
ParticleEffect="",
|
||||
Comment="",
|
||||
|
||||
bActive=1, -- Activate on startup
|
||||
bPrime=1, -- Starts in equilibrium state, as if activated in past
|
||||
Scale=1, -- Scale entire effect size.
|
||||
SpeedScale=1, -- Scale particle emission speed
|
||||
TimeScale=1, -- Scale emitter time evolution
|
||||
CountScale=1, -- Scale particle counts.
|
||||
bCountPerUnit=0, -- Multiply count by attachment extent
|
||||
Strength=-1, -- Custom param control
|
||||
esAttachType="", -- BoundingBox, Physics, Render
|
||||
esAttachForm="", -- Vertices, Edges, Surface, Volume
|
||||
PulsePeriod=0, -- Restart continually at this period.
|
||||
NetworkSync=0, -- Do I want to be bound to the network?
|
||||
bRegisterByBBox=0, -- Register In VisArea by BoundingBox, not by Position
|
||||
|
||||
Audio =
|
||||
{
|
||||
bEnableAudio=0, -- Toggles update of audio data.
|
||||
audioRTPCRtpc="particlefx", -- The default audio RTPC name used.
|
||||
}
|
||||
},
|
||||
Editor = {
|
||||
Model="Editor/Objects/Particles.cgf",
|
||||
Icon="Particles.bmp",
|
||||
},
|
||||
|
||||
States = { "Active","Idle" },
|
||||
|
||||
Client = {},
|
||||
Server = {},
|
||||
};
|
||||
|
||||
Net.Expose {
|
||||
Class = ParticleEffect,
|
||||
ClientMethods = {
|
||||
ClEvent_Spawn = { RELIABLE_ORDERED, POST_ATTACH },
|
||||
ClEvent_Enable = { RELIABLE_ORDERED, POST_ATTACH },
|
||||
ClEvent_Disable = { RELIABLE_ORDERED, POST_ATTACH },
|
||||
ClEvent_Restart = { RELIABLE_ORDERED, POST_ATTACH },
|
||||
ClEvent_Kill = { RELIABLE_ORDERED, POST_ATTACH },
|
||||
},
|
||||
ServerMethods = {
|
||||
},
|
||||
ServerProperties = {
|
||||
},
|
||||
};
|
||||
|
||||
-------------------------------------------------------
|
||||
function ParticleEffect:OnSpawn()
|
||||
if (not table.NetworkSync) then
|
||||
self:SetFlags(ENTITY_FLAG_CLIENT_ONLY, 0);
|
||||
end
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
function ParticleEffect:OnLoad(table)
|
||||
self:GotoState(""); -- forces execution of either "Idle" or "Active" state constructor
|
||||
if (not table.nParticleSlot) then
|
||||
if (self.nParticleSlot) then
|
||||
self:DeleteParticleEmitter( self.nParticleSlot );
|
||||
end
|
||||
self:GotoState("Idle");
|
||||
elseif (not self.nParticleSlot or self.nParticleSlot ~= table.nParticleSlot) then
|
||||
if (self.nParticleSlot) then
|
||||
self:DeleteParticleEmitter( self.nParticleSlot );
|
||||
end
|
||||
self:GotoState("Idle");
|
||||
self.nParticleSlot = self:LoadParticleEffect( table.nParticleSlot, self.Properties.ParticleEffect, self.Properties );
|
||||
self:GotoState("Active");
|
||||
end
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
function ParticleEffect:OnSave(table)
|
||||
table.nParticleSlot = self.nParticleSlot;
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
function ParticleEffect:OnPropertyChange()
|
||||
if self.Properties.bActive ~= 0 then
|
||||
self:GotoState( "" );
|
||||
self:GotoState( "Active" );
|
||||
else
|
||||
self:GotoState( "Idle" );
|
||||
end
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
function ParticleEffect:OnReset()
|
||||
self:GotoState( "Idle" );
|
||||
if self.Properties.bActive ~= 0 then
|
||||
self:GotoState( "Active" );
|
||||
end
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function ParticleEffect:Event_Enable()
|
||||
self:GotoState( "Active" );
|
||||
self:ActivateOutput( "Enable", true );
|
||||
|
||||
if CryAction.IsServer() and self.allClients then
|
||||
self.allClients:ClEvent_Enable();
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
function ParticleEffect:Event_Disable()
|
||||
self:GotoState( "Idle" );
|
||||
self:ActivateOutput( "Disable", true );
|
||||
|
||||
if CryAction.IsServer() and self.allClients then
|
||||
self.allClients:ClEvent_Disable();
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
function ParticleEffect:Event_Restart()
|
||||
self:GotoState( "Idle" );
|
||||
self:GotoState( "Active" );
|
||||
self:ActivateOutput( "Restart", true );
|
||||
|
||||
if CryAction.IsServer() and self.allClients then
|
||||
self.allClients:ClEvent_Restart();
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
function ParticleEffect:Event_Spawn()
|
||||
self:GetDirectionVector(1, g_Vectors.temp_v2); -- 1=forward vector
|
||||
Particle.SpawnEffect( self.Properties.ParticleEffect, self:GetPos(g_Vectors.temp_v1), g_Vectors.temp_v2, self.Properties.Scale );
|
||||
self:ActivateOutput( "Spawn", true );
|
||||
|
||||
if CryAction.IsServer() and self.allClients then
|
||||
self.allClients:ClEvent_Spawn();
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
function ParticleEffect:Event_Kill()
|
||||
if (self.nParticleSlot) then
|
||||
self:DeleteParticleEmitter(self.nParticleSlot);
|
||||
end;
|
||||
self:GotoState( "Idle" );
|
||||
|
||||
if CryAction.IsServer() and self.allClients then
|
||||
self.allClients:ClEvent_Kill();
|
||||
end
|
||||
end
|
||||
|
||||
function ParticleEffect:Enable()
|
||||
self:GotoState("Active");
|
||||
if CryAction.IsServer() and self.allClients then
|
||||
self.allClients:ClEvent_Enable();
|
||||
end
|
||||
end
|
||||
|
||||
function ParticleEffect:Disable()
|
||||
self:GotoState("Idle");
|
||||
if CryAction.IsServer() and self.allClients then
|
||||
self.allClients:ClEvent_Disable();
|
||||
end
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------
|
||||
-- Active State
|
||||
-------------------------------------------------------------------------------
|
||||
ParticleEffect.Active =
|
||||
{
|
||||
OnBeginState = function( self )
|
||||
if not self.nParticleSlot then
|
||||
self.nParticleSlot = -1;
|
||||
end
|
||||
self.nParticleSlot = self:LoadParticleEffect( self.nParticleSlot, self.Properties.ParticleEffect, self.Properties );
|
||||
end,
|
||||
|
||||
OnLeaveArea = function( self,entity,areaId )
|
||||
self:GotoState( "Idle" );
|
||||
end,
|
||||
}
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
-- Idle State
|
||||
-------------------------------------------------------------------------------
|
||||
ParticleEffect.Idle =
|
||||
{
|
||||
OnBeginState = function( self )
|
||||
if self.nParticleSlot then
|
||||
self:FreeSlot(self.nParticleSlot);
|
||||
self.nParticleSlot = nil;
|
||||
end
|
||||
end,
|
||||
|
||||
OnEnterArea = function( self,entity,areaId )
|
||||
self:GotoState( "Active" );
|
||||
end,
|
||||
}
|
||||
|
||||
-- !!! net and states stuff
|
||||
function ParticleEffect:DefaultState(cs, state)
|
||||
local default = self[state];
|
||||
self[cs][state] = {
|
||||
OnBeginState = default.OnBeginState,
|
||||
OnEndState = default.OnEndState,
|
||||
OnLeaveArea = default.OnLeaveArea,
|
||||
OnEnterArea = default.OnEnterArea,
|
||||
}
|
||||
end
|
||||
-------------------------------------------------------
|
||||
ParticleEffect:DefaultState("Server", "Idle");
|
||||
ParticleEffect:DefaultState("Server", "Active");
|
||||
ParticleEffect:DefaultState("Client", "Idle");
|
||||
ParticleEffect:DefaultState("Client", "Active");
|
||||
|
||||
-------------------------------------------------------
|
||||
|
||||
ParticleEffect.FlowEvents =
|
||||
{
|
||||
Inputs =
|
||||
{
|
||||
Disable = { ParticleEffect.Event_Disable, "bool" },
|
||||
Enable = { ParticleEffect.Event_Enable, "bool" },
|
||||
Restart = { ParticleEffect.Event_Restart, "bool" },
|
||||
Spawn = { ParticleEffect.Event_Spawn, "bool" },
|
||||
Kill = { ParticleEffect.Event_Kill, "bool" },
|
||||
},
|
||||
Outputs =
|
||||
{
|
||||
Disable = "bool",
|
||||
Enable = "bool",
|
||||
Restart = "bool",
|
||||
Spawn = "bool",
|
||||
},
|
||||
}
|
||||
|
||||
-------------------------------------------------------
|
||||
-- client functions
|
||||
-------------------------------------------------------
|
||||
|
||||
-------------------------------------------------------
|
||||
function ParticleEffect.Client:OnInit()
|
||||
self:SetRegisterInSectors(1);
|
||||
self.Properties.ParticleEffect = self:PreLoadParticleEffect( self.Properties.ParticleEffect );
|
||||
|
||||
self:SetUpdatePolicy(ENTITY_UPDATE_POT_VISIBLE);
|
||||
--self:SetFlags(ENTITY_FLAG_CLIENT_ONLY, 0);
|
||||
|
||||
if (self.Properties.bActive ~= 0) then
|
||||
self:GotoState( "Active" );
|
||||
else
|
||||
self:GotoState( "Idle" );
|
||||
end
|
||||
--self:NetPresent(nil);
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
function ParticleEffect.Client:ClEvent_Spawn()
|
||||
if( not CryAction.IsServer() ) then
|
||||
self:Event_Spawn();
|
||||
end
|
||||
end
|
||||
-------------------------------------------------------
|
||||
function ParticleEffect.Client:ClEvent_Enable()
|
||||
if( not CryAction.IsServer() ) then
|
||||
self:Event_Enable();
|
||||
end
|
||||
end
|
||||
-------------------------------------------------------
|
||||
function ParticleEffect.Client:ClEvent_Disable()
|
||||
if( not CryAction.IsServer() ) then
|
||||
self:Event_Disable();
|
||||
end
|
||||
end
|
||||
-------------------------------------------------------
|
||||
function ParticleEffect.Client:ClEvent_Restart()
|
||||
if( not CryAction.IsServer() ) then
|
||||
self:Event_Restart();
|
||||
end
|
||||
end
|
||||
-------------------------------------------------------
|
||||
function ParticleEffect.Client:ClEvent_Kill()
|
||||
if( not CryAction.IsServer() ) then
|
||||
self:Event_Kill();
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,669 @@
|
||||
----------------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
-- its licensors.
|
||||
--
|
||||
-- For complete copyright and license terms please see the LICENSE at the root of this
|
||||
-- distribution (the "License"). All use of this software is governed by the License,
|
||||
-- or, if provided, by the license below or the license accompanying this file. Do not
|
||||
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
--
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------
|
||||
Script.ReloadScript( "Scripts/Entities/Physics/BasicEntity.lua" );
|
||||
|
||||
SEQUENCE_NOT_STARTED = 0;
|
||||
SEQUENCE_PLAYING = 1;
|
||||
SEQUENCE_STOPPED = 2;
|
||||
|
||||
AnimObject =
|
||||
{
|
||||
Properties =
|
||||
{
|
||||
Animation =
|
||||
{
|
||||
Animation = "Default",
|
||||
Speed = 1,
|
||||
bLoop = 1,
|
||||
bPlaying = 1,
|
||||
bAlwaysUpdate = 0,
|
||||
playerAnimationState = "",
|
||||
bPhysicalizeAfterAnimation = 0,
|
||||
},
|
||||
Physics =
|
||||
{
|
||||
bArticulated = 0,
|
||||
bRigidBody = 0,
|
||||
bPushableByPlayers = 0,
|
||||
bBulletCollisionEnabled = 1,
|
||||
},
|
||||
Rendering =
|
||||
{
|
||||
bWrinkleMap = 0,
|
||||
},
|
||||
Cinematic =
|
||||
{
|
||||
bOnDemandModelLoad = 0,
|
||||
bRenderAlways = 0,
|
||||
},
|
||||
ActivatePhysicsThreshold = 0,
|
||||
ActivatePhysicsDist = 50,
|
||||
bNoFriendlyFire = 0,
|
||||
object_Model = "",
|
||||
MultiplayerOptions =
|
||||
{
|
||||
bNetworked = 0,
|
||||
},
|
||||
},
|
||||
|
||||
PHYSICALIZEAFTER_TIMER = 1,
|
||||
POSTQL_TIMER = 2,
|
||||
|
||||
Client = {},
|
||||
Server = {},
|
||||
|
||||
Editor =
|
||||
{
|
||||
Icon = "animobject.bmp",
|
||||
IconOnTop = 0,
|
||||
}
|
||||
};
|
||||
|
||||
Net.Expose
|
||||
{
|
||||
Class = AnimObject,
|
||||
ClientMethods =
|
||||
{
|
||||
ClEvent_StartAnimation = { RELIABLE_ORDERED, NO_ATTACH, FLOAT, },
|
||||
ClEvent_ResetAnimation = { RELIABLE_ORDERED, NO_ATTACH, },
|
||||
ClSync = { RELIABLE_ORDERED, NO_ATTACH, FLOAT, FLOAT, FLOAT, },
|
||||
},
|
||||
ServerMethods =
|
||||
{
|
||||
SVSync = { RELIABLE_ORDERED, NO_ATTACH, },
|
||||
},
|
||||
ServerProperties = {},
|
||||
};
|
||||
|
||||
|
||||
MakeDerivedEntityOverride( AnimObject,BasicEntity )
|
||||
|
||||
function AnimObject:LoadModelOnDemand()
|
||||
return self.Properties.Cinematic.bOnDemandModelLoad;
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function AnimObject:SetFromProperties()
|
||||
self.controllingAnimHere = true;
|
||||
self.isModelLoaded = false;
|
||||
self.isRagdollized = false;
|
||||
self.__super.SetFromProperties(self); -- Call parent function.
|
||||
self.touchedByFlownode = false;
|
||||
|
||||
self.animstarted = 0;
|
||||
self.sequenceStatus = SEQUENCE_NOT_STARTED;
|
||||
|
||||
local Properties = self.Properties;
|
||||
|
||||
-- if (Properties.Animation.bPlaying ~= self.bAnimPlaying or Properties.Animation.bLoop ~= self.bAnimLoop or
|
||||
-- Properties.Animation.Animation ~= self.animName or Properties.Animation.Speed ~= self.animationSpeed) then
|
||||
|
||||
self.bAnimPlaying = Properties.Animation.bPlaying;
|
||||
self.bAnimLoop = Properties.Animation.bLoop;
|
||||
self.animName = Properties.Animation.Animation;
|
||||
if (Properties.Animation.bPlaying == 1) then
|
||||
self:DoStartAnimation();
|
||||
|
||||
else
|
||||
self:ResetAnimation(0, -1);
|
||||
end
|
||||
-- end
|
||||
|
||||
if (Properties.Animation.bAlwaysUpdate == 1) then
|
||||
self:Activate(1);
|
||||
end
|
||||
self:SetAnimationSpeed( 0, 0, Properties.Animation.Speed )
|
||||
self.animationSpeed = Properties.Animation.Speed;
|
||||
self.curAnimTime = 0;
|
||||
if (self.Properties.ActivatePhysicsThreshold>0) then
|
||||
local apd = { threshold = self.Properties.ActivatePhysicsThreshold, detach_distance = self.Properties.ActivatePhysicsDist }
|
||||
self:SetPhysicParams(PHYSICPARAM_AUTO_DETACHMENT, apd);
|
||||
end
|
||||
|
||||
self:CheckShaderParamCallbacks();
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function AnimObject:SetupModel()
|
||||
if (self:LoadModelOnDemand()==0 or System.IsEditor()) then
|
||||
self:LoadAndPhysicalizeModel();
|
||||
else
|
||||
Game.CacheResource("AnimObject.lua", self.Properties.object_Model, eGameCacheResourceType_StaticObject, 0);
|
||||
end
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------
|
||||
function AnimObject:LoadAndPhysicalizeModel()
|
||||
if (not self.isModelLoaded) then
|
||||
self:LoadObject(0,self.Properties.object_Model);
|
||||
self:RenderAlways(self.Properties.Cinematic.bRenderAlways);
|
||||
|
||||
if (self.Properties.Physics.bPhysicalize == 1) then
|
||||
self:PhysicalizeThis();
|
||||
end
|
||||
self.isModelLoaded = true;
|
||||
return 1;
|
||||
end
|
||||
return 0;
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------
|
||||
function AnimObject:UnloadModel()
|
||||
if (self.isModelLoaded) then
|
||||
self:DestroyPhysics();
|
||||
self:FreeSlot(0);
|
||||
self.isModelLoaded = false;
|
||||
end
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function AnimObject:OnSpawn()
|
||||
if (self.Properties.MultiplayerOptions.bNetworked == 0) then
|
||||
self:SetFlags(ENTITY_FLAG_CLIENT_ONLY,0);
|
||||
end
|
||||
|
||||
self.isRagdollized = false;
|
||||
self.__super.OnSpawn(self); -- Call parent
|
||||
|
||||
if (self.Properties.Animation.bAlwaysUpdate == 1) then
|
||||
CryAction.CreateGameObjectForEntity(self.id);
|
||||
CryAction.BindGameObjectToNetwork(self.id);
|
||||
CryAction.ForceGameObjectUpdate(self.id, true);
|
||||
self:Activate(1);
|
||||
end
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function AnimObject:OnReset()
|
||||
self.__super.OnReset(self); -- Call parent
|
||||
self.bAnimPlaying = 0;
|
||||
self:SetFromProperties();
|
||||
self.sequenceStatus = SEQUENCE_NOT_STARTED;
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function AnimObject:Event_ResetAnimation()
|
||||
self.controllingAnimHere = true;
|
||||
self:ResetAnimation(0, -1);
|
||||
self.animstarted=0;
|
||||
--
|
||||
local PhysProps = self.Properties.Physics;
|
||||
if( PhysProps.Mass>0 ) then
|
||||
self:OnReset();
|
||||
else
|
||||
self.animName = self.Properties.Animation.Animation;
|
||||
self:StartAnimation( 0,self.Properties.Animation.Animation,0,0,0,false );
|
||||
end;
|
||||
-- net
|
||||
if( CryAction.IsServer() and self.allClients ) then
|
||||
self.allClients:ClEvent_ResetAnimation();
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function AnimObject:Event_StartAnimation(sender)
|
||||
self.controllingAnimHere = true;
|
||||
self:StartEntityAnimation();
|
||||
self.animstarted=1;
|
||||
|
||||
if( CryAction.IsServer() and self.allClients) then
|
||||
self.allClients:ClEvent_StartAnimation(CryAction.GetServerTime());
|
||||
--Log("Server:ClEvent_StartAnimation call"..self:GetName());
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function AnimObject:Event_StopAnimation(sender)
|
||||
self.controllingAnimHere = true;
|
||||
if (self.animstarted == 1 and self:IsAnimationRunning(0,0)) then
|
||||
self.curAnimTime = self:GetAnimationTime(0,0);
|
||||
else
|
||||
self.curAnimTime = 0;
|
||||
end
|
||||
self:StopAnimation(0, -1); -- all layers
|
||||
self.animstarted = 0;
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function AnimObject:Event_RagdollizeDerived()
|
||||
self.isRagdollized = true;
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function AnimObject:Event_ModelLoad()
|
||||
local justLoaded = self:LoadAndPhysicalizeModel();
|
||||
if(justLoaded ~= 0) then
|
||||
self:RelinkAllEntities();
|
||||
end
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function AnimObject:Event_ModelUnload()
|
||||
if (not System.IsEditor()) then
|
||||
self:UnloadModel();
|
||||
end
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function AnimObject:Event_RenderAlwaysEnable()
|
||||
self:RenderAlways(1);
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function AnimObject:Event_RenderAlwaysDisable()
|
||||
self:RenderAlways(0);
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function AnimObject:DoStartAnimation()
|
||||
self.animName = self.Properties.Animation.Animation;
|
||||
self:StartAnimation( 0,self.Properties.Animation.Animation,0,0,self.Properties.Animation.Speed,self.Properties.Animation.bLoop,1 );
|
||||
self:ForceCharacterUpdate(0, true);
|
||||
self.animstarted = 1;
|
||||
-- save curAnimTime for QS/QL
|
||||
if (self.Properties.Animation.Speed < 0) then
|
||||
self.curAnimTime = 0;
|
||||
else
|
||||
self.curAnimTime = self:GetAnimationLength(0, self.Properties.Animation.Animation);
|
||||
end
|
||||
|
||||
-- local currTime = System.GetCurrTime();
|
||||
self.startTime = CryAction.GetServerTime();--System.GetCurrAsyncTime();
|
||||
if( self.timeDiff ) then
|
||||
self.startTime=self.startTime-self.timeDiff;
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function AnimObject:StartEntityAnimation()
|
||||
self:StopAnimation(0, -1);
|
||||
self:DoStartAnimation();
|
||||
self.bStopAnimAfterQL = false;
|
||||
self:KillTimer(self.POSTQL_TIMER);
|
||||
|
||||
local playerAnimationState = self.Properties.Animation.playerAnimationState;
|
||||
if (g_localActor and playerAnimationState ~= "") then
|
||||
g_localActor.actor:CreateCodeEvent(
|
||||
{
|
||||
event = "animationControl",pos=self:GetWorldPos(),angle=self:GetWorldAngles()
|
||||
}
|
||||
); --,entId=self.id})
|
||||
g_localActor.actor:QueueAnimationState(playerAnimationState);
|
||||
if (self.Properties.Animation.bPhysicalizeAfterAnimation == 1) then
|
||||
local animLen = self:GetAnimationLength(0,self.Properties.Animation.Animation) * 1000.0 / self.Properties.Animation.Speed;
|
||||
self:SetTimer(self.PHYSICALIZEAFTER_TIMER,animLen);
|
||||
--Log("timer set to:"..animLen.."ms");
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function AnimObject.Client:OnTimer(timerId,mSec)
|
||||
if (timerId == self.PHYSICALIZEAFTER_TIMER) then
|
||||
local PhysProps = self.Properties.Physics;
|
||||
|
||||
PhysProps.bRigidBodyActive = 1;
|
||||
PhysProps.bPhysicalize=1;
|
||||
PhysProps.bRigidBody=1;
|
||||
PhysProps.bResting = 0;
|
||||
|
||||
if (self.bRigidBodyActive ~= PhysProps.bRigidBodyActive) then
|
||||
self.bRigidBodyActive = PhysProps.bRigidBodyActive;
|
||||
self:PhysicalizeThis();
|
||||
end
|
||||
if (PhysProps.bRigidBody == 1) then
|
||||
self:AwakePhysics(1-PhysProps.bResting);
|
||||
self.bRigidBodyActive = PhysProps.bRigidBodyActive;
|
||||
end
|
||||
end
|
||||
if (timerId == self.POSTQL_TIMER and self.sequenceStatus == SEQUENCE_NOT_STARTED) then
|
||||
self:StopAnimation(0, -1);
|
||||
end
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function AnimObject:CorrectTiming(frameTime)
|
||||
|
||||
-- local skip = 0;
|
||||
-- if( skip==0 ) then
|
||||
if( self.animstarted==1 and self:IsAnimationRunning(0,0) and self.Properties.Animation.Speed>0 ) then
|
||||
local curTime = CryAction.GetServerTime();--System.GetCurrAsyncTime();
|
||||
local diffRealTime = (curTime-self.startTime)*self.Properties.Animation.Speed;
|
||||
local curAnimTime = self:GetAnimationTime(0,0);
|
||||
if( curAnimTime<=self.curAnimTime ) then
|
||||
local diff = diffRealTime-curAnimTime;
|
||||
if( diff<-0.02 ) then
|
||||
-- correct speed
|
||||
local frameTimeAnim = self.Properties.Animation.Speed*frameTime;
|
||||
local reqTime = frameTimeAnim-diff;
|
||||
local ratio = (frameTimeAnim)/reqTime;
|
||||
if( ratio<0.5 ) then
|
||||
-- clamp
|
||||
ratio=0.5;
|
||||
end
|
||||
--
|
||||
newSpeed = ratio*self.Properties.Animation.Speed;
|
||||
self:SetAnimationSpeed( 0, 0, newSpeed );
|
||||
|
||||
--System.LogToConsole(self:GetName().." RealLess="..diff.." Speed="..newSpeed);
|
||||
else
|
||||
if( diff>0.02 ) then
|
||||
-- correct speed
|
||||
local frameTimeAnim = self.Properties.Animation.Speed*frameTime;
|
||||
local reqTime = frameTimeAnim+diff;
|
||||
local ratio = reqTime/(frameTimeAnim);
|
||||
if( ratio>1.1 ) then
|
||||
-- clamp
|
||||
ratio=1.1;
|
||||
end
|
||||
|
||||
newSpeed = ratio*self.Properties.Animation.Speed;
|
||||
self:SetAnimationSpeed( 0, 0, newSpeed );
|
||||
|
||||
--System.LogToConsole(self:GetName().." RealMore="..diff.." Speed="..newSpeed);
|
||||
else
|
||||
-- restore speed
|
||||
if( self.Properties.Animation.Speed>0 ) then
|
||||
self:SetAnimationSpeed( 0, 0, self.Properties.Animation.Speed );
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
-- end
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function AnimObject.Server:OnUpdate(dt)
|
||||
if( CryAction.IsServer() ) then
|
||||
self:CorrectTiming(dt);
|
||||
end
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function AnimObject.Client:OnUpdate(dt)
|
||||
|
||||
if( CryAction.IsClient() and not CryAction.IsServer() ) then
|
||||
self:CorrectTiming(dt);
|
||||
end
|
||||
|
||||
if (self.bStopAnimAfterQL) then
|
||||
self.bStopAnimAfterQL = false;
|
||||
self:SetTimer(self.POSTQL_TIMER, 0.2);
|
||||
if (self.Properties.Animation.bAlwaysUpdate ~= 1) then
|
||||
self:Activate(0);
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
function AnimObject:OnLoad(table)
|
||||
local wasRagollized = table.isRagdollized;
|
||||
if (self.isRagdollized and (not wasRagdollized)) then -- for now we dont care about the oposite situation: the object was ragdollized before the save, and is not ragdollized now.
|
||||
self:OnReset();
|
||||
end
|
||||
|
||||
--self.__super.OnLoad( self,table ); -- Call parent
|
||||
self.bAnimPlaying = table.bAnimPlaying;
|
||||
self.bAnimLoop = table.bAnimLoop;
|
||||
self.animName = table.animName;
|
||||
self.animstarted = table.animstarted;
|
||||
self.health = table.health;
|
||||
self.dead = table.dead;
|
||||
self.controllingAnimHere = table.bControllingAnimHere;
|
||||
-- self.movedByFlowgraph = table.movedByFlowgraph;
|
||||
|
||||
if (self.controllingAnimHere) then
|
||||
if (self.animstarted == 1) then -- restart animation
|
||||
self:StartEntityAnimation();
|
||||
self:SetAnimationTime(0, 0, table.animTime);
|
||||
else
|
||||
--we have to stop the animation
|
||||
-- either at the point stored in the file
|
||||
if (table.animTime > 0) then
|
||||
if (self.animName~=self.Properties.Animation.Animation) then
|
||||
self:StartAnimation( 0, self.animName, 0, 0, self.Properties.Animation.Speed,self.Properties.Animation.bLoop,1 );
|
||||
self:SetAnimationTime(0, 0, table.animTime);
|
||||
else
|
||||
self:StartEntityAnimation();
|
||||
end
|
||||
self:SetAnimationSpeed( 0, 0, 0.0 );
|
||||
self:SetAnimationTime(0, 0, table.animTime);
|
||||
self.bStopAnimAfterQL = true;
|
||||
self:Activate(1);
|
||||
self.curAnimTime = table.animTime;
|
||||
end
|
||||
|
||||
if (table.animTime==0) then
|
||||
local bTouchedByTrackview = (table.sequenceStatus == SEQUENCE_NOT_STARTED and self.sequenceStatus ~= SEQUENCE_NOT_STARTED);
|
||||
-- this check makes no sense imo. But im not removing it at this time (c3 last weeks) to avoid any risk
|
||||
if (bTouchedByTrackview or self.touchedByFlownode) then
|
||||
-- or just at the beginning
|
||||
self:ResetAnimation(0, -1);
|
||||
self:StartEntityAnimation();
|
||||
self:SetAnimationSpeed(0, 0, 0.0);
|
||||
self:SetAnimationTime(0, 0, 0.0);
|
||||
self.bStopAnimAfterQL = true;
|
||||
self:Activate(1);
|
||||
self.curAnimTime = 0;
|
||||
end
|
||||
end
|
||||
end
|
||||
else
|
||||
self.externalAnim_anim = table.externalAnim_anim;
|
||||
self.externalAnim_layer = table.externalAnim_layer;
|
||||
self.externalAnim_loop = table.externalAnim_loop;
|
||||
self:StartAnimation( 0, self.externalAnim_anim, self.externalAnim_layer, 0, 1, self.externalAnim_loop );
|
||||
self:SetAnimationTime(0, self.externalAnim_layer, table.animTime);
|
||||
end
|
||||
self.touchedByFlownode = false;
|
||||
|
||||
-- physicalized ones that are neither articulated neither rigidbody become static. Static physical entities are not serialized at all. So we just rephysicallize in that case.
|
||||
if (self.Properties.Physics.bArticulated==0 and self.Properties.Physics.bRigidBody==0 and self.Properties.Physics.bPhysicalize==1) then
|
||||
self:PhysicalizeThis();
|
||||
end
|
||||
|
||||
self.sequenceStatus = table.sequenceStatus;
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
function AnimObject:OnSave(table)
|
||||
table.isRagdollized = self.isRagdollized;
|
||||
table.bAnimPlaying = self.bAnimPlaying
|
||||
table.bAnimLoop = self.bAnimLoop
|
||||
table.animName = self.animName
|
||||
table.sequenceStatus = self.sequenceStatus;
|
||||
table.health = self.health;
|
||||
table.dead = self.dead;
|
||||
table.bControllingAnimHere = self.controllingAnimHere;
|
||||
|
||||
if (self.controllingAnimHere) then
|
||||
if (self.animstarted == 1 and self:IsAnimationRunning(0,0)) then
|
||||
table.animTime = self:GetAnimationTime(0,0);
|
||||
table.animstarted = 1;
|
||||
else
|
||||
table.animstarted = 0;
|
||||
if (self.curAnimTime) then
|
||||
table.animTime = self.curAnimTime;
|
||||
else
|
||||
table.animTime = 0;
|
||||
end
|
||||
end
|
||||
else
|
||||
table.externalAnim_anim = self.externalAnim_anim;
|
||||
table.externalAnim_layer = self.externalAnim_layer;
|
||||
table.externalAnim_loop = self.externalAnim_loop;
|
||||
table.animTime = self:GetAnimationTime(0,self.externalAnim_layer);
|
||||
end
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
-- Additional Flow events.
|
||||
------------------------------------------------------------------------------------------------------
|
||||
AnimObject.FlowEvents.Inputs.ResetAnimation = { AnimObject.Event_ResetAnimation, "bool" }
|
||||
AnimObject.FlowEvents.Inputs.StartAnimation = { AnimObject.Event_StartAnimation, "bool" }
|
||||
AnimObject.FlowEvents.Inputs.StopAnimation = { AnimObject.Event_StopAnimation, "bool" }
|
||||
|
||||
AnimObject.FlowEvents.Inputs.ModelLoad = { AnimObject.Event_ModelLoad, "bool" }
|
||||
AnimObject.FlowEvents.Inputs.ModelUnload = { AnimObject.Event_ModelUnload, "bool" }
|
||||
|
||||
|
||||
-- client functions
|
||||
function AnimObject.Client:ClEvent_StartAnimation(servertime)
|
||||
|
||||
--Log("ClEvent_StartAnimation recieved"..self:GetName());
|
||||
|
||||
self.timeDiff = CryAction.GetServerTime()-servertime;
|
||||
-- local localDiff = System.GetCurrTime()-servertime;
|
||||
-- if( self.timeDiff>0.1 ) then
|
||||
-- System.LogToConsole(self:GetName().." Diff="..self.timeDiff.." localDiff="..localDiff);
|
||||
-- else
|
||||
-- if( self.timeDiff<-0.1 ) then
|
||||
-- System.LogToConsole(self:GetName().." Diff="..self.timeDiff);
|
||||
-- end
|
||||
-- end
|
||||
|
||||
if( not CryAction.IsServer() ) then
|
||||
self:Event_StartAnimation();
|
||||
end
|
||||
end
|
||||
|
||||
function AnimObject.Client:ClEvent_ResetAnimation()
|
||||
if( not CryAction.IsServer() ) then
|
||||
self:Event_ResetAnimation();
|
||||
end
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function AnimObject:SavePhysicalState()
|
||||
self.initPos = self:GetPos();
|
||||
self.initRot = self:GetWorldAngles();
|
||||
self.initScale = self:GetScale();
|
||||
end
|
||||
|
||||
function AnimObject:RestorePhysicalState()
|
||||
self:SetPos(self.initPos);
|
||||
self:SetWorldAngles(self.initRot);
|
||||
self:SetScale(self.initScale);
|
||||
|
||||
-- restore
|
||||
self:ResetAnimation(0, -1);
|
||||
self.animstarted=0;
|
||||
local PhysProps = self.Properties.Physics;
|
||||
if( PhysProps.Mass>0 ) then
|
||||
self:OnReset();
|
||||
else
|
||||
self.animName = self.Properties.Animation.Animation;
|
||||
self:StartAnimation( 0,self.Properties.Animation.Animation,0,0,0,false );
|
||||
end;
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function AnimObject:PhysicalizeThis()
|
||||
|
||||
BasicEntity.PhysicalizeThis(self);
|
||||
|
||||
-- Remove bullet collision if desired
|
||||
local Physics = self.Properties.Physics;
|
||||
if (Physics.bBulletCollisionEnabled == 0) then
|
||||
local flagstab = { flags_mask= geom_colltype_ray + geom_colltype_foliage_proxy, flags=geom_colltype_player*Physics.bPushableByPlayers };
|
||||
self:SetPhysicParams(PHYSICPARAM_PART_FLAGS, flagstab);
|
||||
end
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function AnimObject:SendSyncToClient( channelId )
|
||||
if( self.animstarted==1 ) then
|
||||
animTime = self:GetAnimationTime(0,0);
|
||||
self.onClient:ClSync( channelId, animTime, self.startTime, CryAction.GetServerTime() )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function AnimObject.Server:OnPostInitClient( channelId )
|
||||
self:SendSyncToClient(channelId);
|
||||
end
|
||||
|
||||
|
||||
function AnimObject.Server:SVSync(channelId)
|
||||
self:SendSyncToClient(channelId);
|
||||
end
|
||||
|
||||
|
||||
function AnimObject.Client:ClSync( animTimeValue, startTimeValue, serverTimeValue )
|
||||
-- if( self.animstarted==0 ) then
|
||||
--self:Event_ResetAnimation();
|
||||
--self.timeDiff = CryAction.GetServerTime()-serverTimeValue;
|
||||
self:StartEntityAnimation();
|
||||
self.startTime = startTimeValue;
|
||||
self:SetAnimationTime(0,0,animTimeValue);
|
||||
--Log("CLSync recieved"..self:GetName()..animTimeValue);
|
||||
-- end
|
||||
end
|
||||
|
||||
|
||||
function AnimObject:UpdateFromServer()
|
||||
self.server:SVSync();
|
||||
end
|
||||
|
||||
|
||||
-- notifications from PlaySequence FG node (entire sequence starts/stops)
|
||||
function AnimObject:OnSequenceStart()
|
||||
self.sequenceStatus = SEQUENCE_PLAYING;
|
||||
end
|
||||
|
||||
|
||||
function AnimObject:OnSequenceStop()
|
||||
self.sequenceStatus = SEQUENCE_STOPPED;
|
||||
end
|
||||
|
||||
|
||||
-- Notifications from trackview (animation in sequence starts/stops)
|
||||
function AnimObject:OnSequenceAnimationStart( animName )
|
||||
self.sequenceStatus = SEQUENCE_PLAYING;
|
||||
self.animName = animName;
|
||||
end
|
||||
|
||||
|
||||
function AnimObject:OnSequenceAnimationStop()
|
||||
self.sequenceStatus = SEQUENCE_STOPPED;
|
||||
end
|
||||
|
||||
|
||||
function AnimObject:OnFlowGraphAnimationStart( animName, layer, loop )
|
||||
self.animName = animName;
|
||||
self.externalAnim_anim = animName;
|
||||
self.controllingAnimHere = false;
|
||||
self.externalAnim_layer = layer;
|
||||
self.externalAnim_loop = loop;
|
||||
self.touchedByFlownode = true;
|
||||
end
|
||||
|
||||
|
||||
function AnimObject:OnFlowGraphAnimationStop()
|
||||
if (self.externalAnim_layer) then
|
||||
self.curAnimTime = self:GetAnimationTime(0, self.externalAnim_layer);
|
||||
end
|
||||
self.controllingAnimHere = true;
|
||||
end
|
||||
|
||||
|
||||
function AnimObject:OnFlowGraphAnimationEnd()
|
||||
self.curAnimTime = 1; -- is a normalized time, so 1 == end
|
||||
self.controllingAnimHere = true;
|
||||
end
|
||||
@@ -0,0 +1,99 @@
|
||||
----------------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
-- its licensors.
|
||||
--
|
||||
-- For complete copyright and license terms please see the LICENSE at the root of this
|
||||
-- distribution (the "License"). All use of this software is governed by the License,
|
||||
-- or, if provided, by the license below or the license accompanying this file. Do not
|
||||
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
--
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------
|
||||
AreaBezierVolume = {
|
||||
|
||||
type = "AreaBezierVolume",
|
||||
Properties =
|
||||
{
|
||||
bEnabled = 1,
|
||||
MultiplayerOptions = {
|
||||
bNetworked = 0,
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
-------------------------------------------------------------------------------------------------------
|
||||
function AreaBezierVolume:OnSpawn()
|
||||
if (self.Properties.MultiplayerOptions.bNetworked == 0) then
|
||||
self:SetFlags(ENTITY_FLAG_CLIENT_ONLY,0);
|
||||
end
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
function AreaBezierVolume:OnLoad(table)
|
||||
self.bEnabled = table.bEnabled
|
||||
if(self.bEnabled == 1) then
|
||||
self:Event_Enable();
|
||||
else
|
||||
self:Event_Disable();
|
||||
end
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
function AreaBezierVolume:OnSave(table)
|
||||
table.bEnabled = self.bEnabled
|
||||
end
|
||||
|
||||
|
||||
-------------------------------------------------------
|
||||
function AreaBezierVolume:OnInit()
|
||||
if(self.Properties.bEnabled == 1) then
|
||||
self:Event_Enable();
|
||||
else
|
||||
self:Event_Disable();
|
||||
end
|
||||
end
|
||||
|
||||
function AreaBezierVolume:OnPropertyChange()
|
||||
if(self.Properties.bEnabled == 1) then
|
||||
self:Event_Enable();
|
||||
else
|
||||
self:Event_Disable();
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-------------------------------------------------------
|
||||
function AreaBezierVolume:OnEnable(enable)
|
||||
--Log("AreaBezierVolume:OnEnable");
|
||||
self:SetPhysicParams(PHYSICPARAM_FOREIGNDATA,{foreignData = ZEROG_AREA_ID});
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
function AreaBezierVolume:Event_Enable()
|
||||
--self:TriggerEvent(AIEVENT_ENABLE);
|
||||
self.bEnabled = 1;
|
||||
BroadcastEvent(self, "Enable");
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
function AreaBezierVolume:Event_Disable()
|
||||
--self:TriggerEvent(AIEVENT_DISABLE);
|
||||
self.bEnabled = 0;
|
||||
BroadcastEvent(self, "Disable");
|
||||
end
|
||||
|
||||
AreaBezierVolume.FlowEvents =
|
||||
{
|
||||
Inputs =
|
||||
{
|
||||
Disable = { AreaBezierVolume.Event_Disable, "bool" },
|
||||
Enable = { AreaBezierVolume.Event_Enable, "bool" },
|
||||
},
|
||||
Outputs =
|
||||
{
|
||||
Disable = "bool",
|
||||
Enable = "bool",
|
||||
},
|
||||
}
|
||||
@@ -0,0 +1,269 @@
|
||||
----------------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
-- its licensors.
|
||||
--
|
||||
-- For complete copyright and license terms please see the LICENSE at the root of this
|
||||
-- distribution (the "License"). All use of this software is governed by the License,
|
||||
-- or, if provided, by the license below or the license accompanying this file. Do not
|
||||
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
--
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------
|
||||
Script.ReloadScript("scripts/Utils/EntityUtils.lua")
|
||||
|
||||
-- Basic entity
|
||||
BasicEntity = {
|
||||
Properties = {
|
||||
soclasses_SmartObjectClass = "",
|
||||
--bAutoGenAIHidePts = 0,
|
||||
bMissionCritical = 0,
|
||||
bCanTriggerAreas = 0,
|
||||
DmgFactorWhenCollidingAI = 1,
|
||||
|
||||
object_Model = "objects/default/primitive_sphere.cgf",
|
||||
Physics = {
|
||||
bPhysicalize = 1, -- True if object should be physicalized at all.
|
||||
bRigidBody = 1, -- True if rigid body, False if static.
|
||||
bPushableByPlayers = 1,
|
||||
|
||||
Density = -1,
|
||||
Mass = -1,
|
||||
},
|
||||
MultiplayerOptions = {
|
||||
bNetworked = 0,
|
||||
},
|
||||
|
||||
bExcludeCover=0,
|
||||
},
|
||||
|
||||
Client = {},
|
||||
Server = {},
|
||||
|
||||
-- Temp.
|
||||
_Flags = {},
|
||||
|
||||
Editor={
|
||||
Icon = "physicsobject.bmp",
|
||||
IconOnTop=1,
|
||||
},
|
||||
|
||||
}
|
||||
|
||||
local Physics_DX9MP_Simple = {
|
||||
bPhysicalize = 1, -- True if object should be physicalized at all.
|
||||
bPushableByPlayers = 0,
|
||||
|
||||
Density = 0,
|
||||
Mass = 0,
|
||||
|
||||
}
|
||||
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function BasicEntity:OnSpawn()
|
||||
if (self.Properties.MultiplayerOptions.bNetworked == 0) then
|
||||
self:SetFlags(ENTITY_FLAG_CLIENT_ONLY,0);
|
||||
end
|
||||
|
||||
self.bRigidBodyActive = 1;
|
||||
|
||||
self:SetFromProperties();
|
||||
end
|
||||
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function BasicEntity:SetFromProperties()
|
||||
local Properties = self.Properties;
|
||||
|
||||
if (Properties.object_Model == "") then
|
||||
do return end;
|
||||
end
|
||||
|
||||
self.freezable = (tonumber(Properties.bFreezable) ~= 0);
|
||||
|
||||
self:SetupModel();
|
||||
|
||||
-- Mark AI hideable flag.
|
||||
if (Properties.bAutoGenAIHidePts == 1) then
|
||||
self:SetFlags(ENTITY_FLAG_AI_HIDEABLE, 0); -- set
|
||||
else
|
||||
self:SetFlags(ENTITY_FLAG_AI_HIDEABLE, 2); -- remove
|
||||
end
|
||||
|
||||
if (self.Properties.bCanTriggerAreas == 1) then
|
||||
self:SetFlags(ENTITY_FLAG_TRIGGER_AREAS, 0); -- set
|
||||
else
|
||||
self:SetFlags(ENTITY_FLAG_TRIGGER_AREAS, 2); -- remove
|
||||
end
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function BasicEntity:SetupModel()
|
||||
local Properties = self.Properties;
|
||||
self:LoadObject(0,Properties.object_Model);
|
||||
|
||||
if (Properties.Physics.bPhysicalize == 1) then
|
||||
self:PhysicalizeThis();
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function BasicEntity:OnLoad(table)
|
||||
self.health = table.health;
|
||||
self.dead = table.dead;
|
||||
end
|
||||
|
||||
function BasicEntity:OnSave(table)
|
||||
table.health = self.health;
|
||||
table.dead = self.dead;
|
||||
end
|
||||
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function BasicEntity:IsRigidBody()
|
||||
local Properties = self.Properties;
|
||||
local Mass = Properties.Mass;
|
||||
local Density = Properties.Density;
|
||||
if (Mass == 0 or Density == 0 or Properties.bPhysicalize ~= 1) then
|
||||
return false;
|
||||
end
|
||||
return true;
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function BasicEntity:PhysicalizeThis()
|
||||
-- Init physics.
|
||||
local Physics = self.Properties.Physics;
|
||||
if (CryAction.IsImmersivenessEnabled() == 0) then
|
||||
Physics = Physics_DX9MP_Simple;
|
||||
end
|
||||
EntityCommon.PhysicalizeRigid( self,0,Physics,self.bRigidBodyActive );
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
-- OnPropertyChange called only by the editor.
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function BasicEntity:OnPropertyChange()
|
||||
-- if the properties are changed, we force a reset in the __usable
|
||||
if (self.__usable) then
|
||||
if (self.__origUsable ~= self.Properties.bUsable or self.__origPickable ~= self.Properties.bPickable) then
|
||||
self.__usable = nil;
|
||||
end
|
||||
end
|
||||
self:SetFromProperties();
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
-- OnReset called only by the editor.
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function BasicEntity:OnReset()
|
||||
self:ResetOnUsed()
|
||||
|
||||
local PhysProps = self.Properties.Physics;
|
||||
if (PhysProps.bPhysicalize == 1) then
|
||||
self:PhysicalizeThis();
|
||||
self:AwakePhysics(0);
|
||||
end
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function BasicEntity:Event_Remove()
|
||||
self:DrawSlot(0,0);
|
||||
self:DestroyPhysics();
|
||||
self:ActivateOutput( "Remove", true );
|
||||
end
|
||||
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function BasicEntity:Event_Hide()
|
||||
self:Hide(1);
|
||||
self:ActivateOutput( "Hide", true );
|
||||
if CurrentCinematicName then
|
||||
Log("%.3f %s %s : Event_Hide", _time, CurrentCinematicName, self:GetName() );
|
||||
end
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function BasicEntity:Event_UnHide()
|
||||
self:Hide(0);
|
||||
self:ActivateOutput( "UnHide", true );
|
||||
if CurrentCinematicName then
|
||||
Log("%.3f %s %s : Event_UnHide", _time, CurrentCinematicName, self:GetName() );
|
||||
end
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function BasicEntity:Event_Ragdollize()
|
||||
self:RagDollize(0);
|
||||
self:ActivateOutput( "Ragdollized", true );
|
||||
if (self.Event_RagdollizeDerived) then
|
||||
self:Event_RagdollizeDerived();
|
||||
end
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function BasicEntity.Client:OnPhysicsBreak( vPos,nPartId,nOtherPartId )
|
||||
self:ActivateOutput("Break",nPartId+1 );
|
||||
end
|
||||
|
||||
|
||||
function BasicEntity:IsUsable(user)
|
||||
local ret = nil
|
||||
-- From EntityUtils.lua
|
||||
if not self.__usable then self.__usable = self.Properties.bUsable end
|
||||
|
||||
local mp = System.IsMultiplayer();
|
||||
if(mp and mp~=0) then
|
||||
return 0;
|
||||
end
|
||||
|
||||
if (self.__usable == 1) then
|
||||
ret = 2
|
||||
else
|
||||
local PhysProps = self.Properties.Physics;
|
||||
if (self:IsRigidBody() == true and user and user.CanGrabObject) then
|
||||
ret = user:CanGrabObject(self)
|
||||
end
|
||||
end
|
||||
|
||||
return ret or 0
|
||||
end
|
||||
|
||||
BasicEntity.FlowEvents =
|
||||
{
|
||||
Inputs =
|
||||
{
|
||||
Used = { BasicEntity.Event_Used, "bool" },
|
||||
EnableUsable = { BasicEntity.Event_EnableUsable, "bool" },
|
||||
DisableUsable = { BasicEntity.Event_DisableUsable, "bool" },
|
||||
|
||||
Hide = { BasicEntity.Event_Hide, "bool" },
|
||||
UnHide = { BasicEntity.Event_UnHide, "bool" },
|
||||
Remove = { BasicEntity.Event_Remove, "bool" },
|
||||
Ragdollize = { BasicEntity.Event_Ragdollize, "bool" },
|
||||
},
|
||||
Outputs =
|
||||
{
|
||||
Used = "bool",
|
||||
EnableUsable = "bool",
|
||||
DisableUsable = "bool",
|
||||
Activate = "bool",
|
||||
Hide = "bool",
|
||||
UnHide = "bool",
|
||||
Remove = "bool",
|
||||
Ragdollized = "bool",
|
||||
Break = "int",
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
MakeUsable(BasicEntity);
|
||||
MakePickable(BasicEntity);
|
||||
MakeTargetableByAI(BasicEntity);
|
||||
MakeKillable(BasicEntity);
|
||||
AddHeavyObjectProperty(BasicEntity);
|
||||
AddInteractLargeObjectProperty(BasicEntity);
|
||||
SetupCollisionFiltering(BasicEntity);
|
||||
@@ -0,0 +1,276 @@
|
||||
----------------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
-- its licensors.
|
||||
--
|
||||
-- For complete copyright and license terms please see the LICENSE at the root of this
|
||||
-- distribution (the "License"). All use of this software is governed by the License,
|
||||
-- or, if provided, by the license below or the license accompanying this file. Do not
|
||||
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
--
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------
|
||||
Script.ReloadScript("scripts/Utils/EntityUtils.lua")
|
||||
|
||||
-- Basic entity
|
||||
LivingEntity = {
|
||||
Properties = {
|
||||
soclasses_SmartObjectClass = "",
|
||||
bMissionCritical = 0,
|
||||
bCanTriggerAreas = 1,
|
||||
DmgFactorWhenCollidingAI = 1,
|
||||
|
||||
object_Model = "objects/default/primitive_capsule.cgf",
|
||||
Physics = {
|
||||
bPhysicalize = 1, -- True if object should be physicalized at all.
|
||||
bPushableByPlayers = 1,
|
||||
},
|
||||
Living = {
|
||||
height = 0, -- vertical offset of collision geometry center
|
||||
vector_size = {0.4, 0.4,0.9}, -- collision cylinder dimensions
|
||||
height_eye = 1.8, -- vertical offset of camera
|
||||
height_pivot = 0.1, -- offset from central ground position that is considered entity center
|
||||
head_radius = 0.3, -- radius of the 'head' geometry (used for camera offset)
|
||||
height_head = 1.7, -- center.z of the head geometry
|
||||
groundContactEps = 0.004, --the amount that the living needs to move upwards before ground contact is lost. defaults to which ever is greater 0.004, or 0.01*geometryHeight
|
||||
bUseCapsule = 1,--switches between capsule and cylinder collider geometry
|
||||
|
||||
inertia = 1, -- inertia koefficient, the more it is, the less inertia is, 0 means no inertia
|
||||
inertiaAccel = 1, -- inertia on acceleration
|
||||
air_control = 1, -- air control koefficient 0..1, 1 - special value (total control of movement)
|
||||
air_resistance = 0.1, -- standard air resistance
|
||||
gravity = 9.8, -- gravity vector
|
||||
mass = 100, -- mass (in kg)
|
||||
min_slide_angle = 60, -- if surface slope is more than this angle, player starts sliding (angle is in radians)
|
||||
max_climb_angle = 60, -- player cannot climb surface which slope is steeper than this angle
|
||||
max_jump_angle = 45, -- player is not allowed to jump towards ground if this angle is exceeded
|
||||
min_fall_angle = 65, -- player starts falling when slope is steeper than this
|
||||
max_vel_ground = 10, -- player cannot stand of surfaces that are moving faster than this
|
||||
timeImpulseRecover = 0.3, -- forcefully turns on inertia for that duration after receiving an impulse
|
||||
nod_speed = 1, -- vertical camera shake speed after landings
|
||||
bActive = 1,-- 0 disables all simulation for the character, apart from moving along the requested velocity
|
||||
collision_types = 271, -- (271 = ent_static | ent_terrain | ent_living | ent_rigid | ent_sleeping_rigid) entity types to check collisions against
|
||||
|
||||
|
||||
},
|
||||
MultiplayerOptions = {
|
||||
bNetworked = 0,
|
||||
},
|
||||
|
||||
bExcludeCover=0,
|
||||
},
|
||||
|
||||
Client = {},
|
||||
Server = {},
|
||||
|
||||
-- Temp.
|
||||
_Flags = {},
|
||||
|
||||
Editor={
|
||||
Icon = "physicsobject.bmp",
|
||||
IconOnTop=1,
|
||||
},
|
||||
|
||||
}
|
||||
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function LivingEntity:OnSpawn()
|
||||
if (self.Properties.MultiplayerOptions.bNetworked == 0) then
|
||||
self:SetFlags(ENTITY_FLAG_CLIENT_ONLY,0);
|
||||
end
|
||||
|
||||
self:SetFromProperties();
|
||||
end
|
||||
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function LivingEntity:SetFromProperties()
|
||||
local Properties = self.Properties;
|
||||
|
||||
if (Properties.object_Model == "") then
|
||||
do return end;
|
||||
end
|
||||
|
||||
self.freezable = (tonumber(Properties.bFreezable) ~= 0);
|
||||
|
||||
self:SetupModel();
|
||||
|
||||
-- Mark AI hideable flag.
|
||||
if (Properties.bAutoGenAIHidePts == 1) then
|
||||
self:SetFlags(ENTITY_FLAG_AI_HIDEABLE, 0); -- set
|
||||
else
|
||||
self:SetFlags(ENTITY_FLAG_AI_HIDEABLE, 2); -- remove
|
||||
end
|
||||
|
||||
if (self.Properties.bCanTriggerAreas == 1) then
|
||||
self:SetFlags(ENTITY_FLAG_TRIGGER_AREAS, 0); -- set
|
||||
else
|
||||
self:SetFlags(ENTITY_FLAG_TRIGGER_AREAS, 2); -- remove
|
||||
end
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function LivingEntity:SetupModel()
|
||||
local Properties = self.Properties;
|
||||
self:LoadObject(0,Properties.object_Model);
|
||||
|
||||
if (Properties.Physics.bPhysicalize == 1) then
|
||||
self:PhysicalizeThis();
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function LivingEntity:OnLoad(table)
|
||||
self.health = table.health;
|
||||
self.dead = table.dead;
|
||||
end
|
||||
|
||||
function LivingEntity:OnSave(table)
|
||||
table.health = self.health;
|
||||
table.dead = self.dead;
|
||||
end
|
||||
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function LivingEntity:IsRigidBody()
|
||||
local Properties = self.Properties;
|
||||
local Mass = Properties.Mass;
|
||||
local Density = Properties.Density;
|
||||
if (Mass == 0 or Density == 0 or Properties.bPhysicalize ~= 1) then
|
||||
return false;
|
||||
end
|
||||
return true;
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function LivingEntity:PhysicalizeThis()
|
||||
Entity.Physicalize(self,0, PE_LIVING, self.Properties);
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
-- OnPropertyChange called only by the editor.
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function LivingEntity:OnPropertyChange()
|
||||
-- if the properties are changed, we force a reset in the __usable
|
||||
if (self.__usable) then
|
||||
if (self.__origUsable ~= self.Properties.bUsable or self.__origPickable ~= self.Properties.bPickable) then
|
||||
self.__usable = nil;
|
||||
end
|
||||
end
|
||||
self:SetFromProperties();
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
-- OnReset called only by the editor.
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function LivingEntity:OnReset()
|
||||
self:ResetOnUsed()
|
||||
|
||||
local PhysProps = self.Properties.Physics;
|
||||
if (PhysProps.bPhysicalize == 1) then
|
||||
self:PhysicalizeThis();
|
||||
self:AwakePhysics(0);
|
||||
end
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function LivingEntity:Event_Remove()
|
||||
self:DrawSlot(0,0);
|
||||
self:DestroyPhysics();
|
||||
self:ActivateOutput( "Remove", true );
|
||||
end
|
||||
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function LivingEntity:Event_Hide()
|
||||
self:Hide(1);
|
||||
self:ActivateOutput( "Hide", true );
|
||||
if CurrentCinematicName then
|
||||
Log("%.3f %s %s : Event_Hide", _time, CurrentCinematicName, self:GetName() );
|
||||
end
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function LivingEntity:Event_UnHide()
|
||||
self:Hide(0);
|
||||
self:ActivateOutput( "UnHide", true );
|
||||
if CurrentCinematicName then
|
||||
Log("%.3f %s %s : Event_UnHide", _time, CurrentCinematicName, self:GetName() );
|
||||
end
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function LivingEntity:Event_Ragdollize()
|
||||
self:RagDollize(0);
|
||||
self:ActivateOutput( "Ragdollized", true );
|
||||
if (self.Event_RagdollizeDerived) then
|
||||
self:Event_RagdollizeDerived();
|
||||
end
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function LivingEntity.Client:OnPhysicsBreak( vPos,nPartId,nOtherPartId )
|
||||
self:ActivateOutput("Break",nPartId+1 );
|
||||
end
|
||||
|
||||
|
||||
function LivingEntity:IsUsable(user)
|
||||
local ret = nil
|
||||
-- From EntityUtils.lua
|
||||
if not self.__usable then self.__usable = self.Properties.bUsable end
|
||||
|
||||
local mp = System.IsMultiplayer();
|
||||
if(mp and mp~=0) then
|
||||
return 0;
|
||||
end
|
||||
|
||||
if (self.__usable == 1) then
|
||||
ret = 2
|
||||
else
|
||||
local PhysProps = self.Properties.Physics;
|
||||
if (self:IsRigidBody() == true and user and user.CanGrabObject) then
|
||||
ret = user:CanGrabObject(self)
|
||||
end
|
||||
end
|
||||
|
||||
return ret or 0
|
||||
end
|
||||
|
||||
LivingEntity.FlowEvents =
|
||||
{
|
||||
Inputs =
|
||||
{
|
||||
Used = { LivingEntity.Event_Used, "bool" },
|
||||
EnableUsable = { LivingEntity.Event_EnableUsable, "bool" },
|
||||
DisableUsable = { LivingEntity.Event_DisableUsable, "bool" },
|
||||
|
||||
Hide = { LivingEntity.Event_Hide, "bool" },
|
||||
UnHide = { LivingEntity.Event_UnHide, "bool" },
|
||||
Remove = { LivingEntity.Event_Remove, "bool" },
|
||||
Ragdollize = { LivingEntity.Event_Ragdollize, "bool" },
|
||||
},
|
||||
Outputs =
|
||||
{
|
||||
Used = "bool",
|
||||
EnableUsable = "bool",
|
||||
DisableUsable = "bool",
|
||||
Activate = "bool",
|
||||
Hide = "bool",
|
||||
UnHide = "bool",
|
||||
Remove = "bool",
|
||||
Ragdollized = "bool",
|
||||
Break = "int",
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
MakeUsable(LivingEntity);
|
||||
MakePickable(LivingEntity);
|
||||
MakeTargetableByAI(LivingEntity);
|
||||
MakeKillable(LivingEntity);
|
||||
AddHeavyObjectProperty(LivingEntity);
|
||||
AddInteractLargeObjectProperty(LivingEntity);
|
||||
SetupCollisionFiltering(LivingEntity);
|
||||
@@ -0,0 +1,392 @@
|
||||
----------------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
-- its licensors.
|
||||
--
|
||||
-- For complete copyright and license terms please see the LICENSE at the root of this
|
||||
-- distribution (the "License"). All use of this software is governed by the License,
|
||||
-- or, if provided, by the license below or the license accompanying this file. Do not
|
||||
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
--
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------
|
||||
Script.ReloadScript( "Scripts/Entities/Physics/BasicEntity.lua" );
|
||||
|
||||
-- Basic entity
|
||||
RigidBodyEx = {
|
||||
Properties = {
|
||||
bSerialize = 0, --by default rigid bodies are not being serialized (save/load)
|
||||
bDamagesPlayerOnCollisionSP = 0,
|
||||
|
||||
AI = {
|
||||
-- This value is currently used for the MNM Navigation System
|
||||
bUsedAsDynamicObstacle = 1,
|
||||
},
|
||||
|
||||
Physics = {
|
||||
bRigidBodyActive = 1,
|
||||
bActivateOnDamage = 0,
|
||||
bResting = 1, -- If rigid body is originally in resting state.
|
||||
bCanBreakOthers = 0,
|
||||
|
||||
Simulation =
|
||||
{
|
||||
max_time_step = 0.02,
|
||||
sleep_speed = 0.04,
|
||||
damping = 0,
|
||||
bFixedDamping = 0,
|
||||
bUseSimpleSolver = 0,
|
||||
},
|
||||
Buoyancy=
|
||||
{
|
||||
water_density = 1000,
|
||||
water_damping = 0,
|
||||
water_resistance = 1000,
|
||||
},
|
||||
CGFPropsOverride =
|
||||
{
|
||||
Joint =
|
||||
{
|
||||
limit = "",
|
||||
twist = "",
|
||||
bend = "",
|
||||
push = "",
|
||||
pull = "",
|
||||
shift = "",
|
||||
},
|
||||
Constraint =
|
||||
{
|
||||
constraint_limit = "",
|
||||
constraint_minang = "",
|
||||
constraint_maxang = "",
|
||||
constraint_damping = "",
|
||||
constraint_collides = "",
|
||||
},
|
||||
Deformable =
|
||||
{
|
||||
stiffness = "",
|
||||
thickness = "",
|
||||
max_stretch = "",
|
||||
max_impulse = "",
|
||||
skin_dist = "",
|
||||
hardness = "",
|
||||
explosion_scale = "",
|
||||
},
|
||||
player_can_break = "",
|
||||
},
|
||||
ForeignData =
|
||||
{
|
||||
bMovingPlatform = 0,
|
||||
},
|
||||
},
|
||||
|
||||
MultiplayerOptions = {
|
||||
bNetworked = 0,
|
||||
},
|
||||
},
|
||||
|
||||
Editor={
|
||||
Icon = "physicsobject.bmp",
|
||||
IconOnTop=1,
|
||||
},
|
||||
States = {"Default","Activated"},
|
||||
bRigidBodyActive = 1,
|
||||
}
|
||||
|
||||
local Physics_DX9MP_Simple = {
|
||||
bRigidBodyActive = 0,
|
||||
bActivateOnDamage = 0,
|
||||
bResting = 1, -- If rigid body is originally in resting state.
|
||||
Simulation =
|
||||
{
|
||||
max_time_step = 0.02,
|
||||
sleep_speed = 0.04,
|
||||
damping = 0,
|
||||
bFixedDamping = 0,
|
||||
bUseSimpleSolver = 0,
|
||||
},
|
||||
Buoyancy=
|
||||
{
|
||||
water_density = 1000,
|
||||
water_damping = 0,
|
||||
water_resistance = 1000,
|
||||
},
|
||||
|
||||
}
|
||||
|
||||
MakeDerivedEntity( RigidBodyEx,BasicEntity )
|
||||
|
||||
-------------------------------------------------------
|
||||
function RigidBodyEx:OnLoad(table)
|
||||
self.bRigidBodyActive = table.bRigidBodyActive;
|
||||
self.health = table.health;
|
||||
self.dead = table.dead;
|
||||
self.broken = table.broken;
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
function RigidBodyEx:OnSave(table)
|
||||
table.bRigidBodyActive = self.bRigidBodyActive
|
||||
table.health = self.health;
|
||||
table.dead = self.dead;
|
||||
table.broken = self.broken;
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function RigidBodyEx:OnSpawn()
|
||||
if (self.Properties.MultiplayerOptions.bNetworked == 0) then
|
||||
self:SetFlags(ENTITY_FLAG_CLIENT_ONLY,0);
|
||||
end
|
||||
|
||||
if (self.Properties.Physics.bRigidBodyActive == 1) then
|
||||
self.bRigidBodyActive = 1;
|
||||
end
|
||||
self:SetFromProperties();
|
||||
self:SetupHealthProperties();
|
||||
end
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function RigidBodyEx:SetFromProperties()
|
||||
local Properties = self.Properties;
|
||||
|
||||
if (Properties.object_Model == "") then
|
||||
do return end;
|
||||
end
|
||||
|
||||
self:LoadObject(0,Properties.object_Model);
|
||||
self:CharacterUpdateOnRender(0,1); -- If it is a character force it to update on render.
|
||||
|
||||
-- Enabling drawing of the slot.
|
||||
self:DrawSlot(0,1);
|
||||
|
||||
self.bRigidBodyActive = Properties.Physics.bRigidBodyActive;
|
||||
if (Properties.Physics.bPhysicalize == 1) then
|
||||
self:PhysicalizeThis();
|
||||
else
|
||||
local params = {};
|
||||
self:Physicalize(0,PE_NONE,params);
|
||||
end
|
||||
self:GotoState("Default");
|
||||
|
||||
-- Mark AI hideable flag.
|
||||
if (self.Properties.bAutoGenAIHidePts == 1) then
|
||||
self:SetFlags(ENTITY_FLAG_AI_HIDEABLE, 0); -- set
|
||||
else
|
||||
self:SetFlags(ENTITY_FLAG_AI_HIDEABLE, 2); -- remove
|
||||
end
|
||||
|
||||
if (self.Properties.bCanTriggerAreas == 1) then
|
||||
self:SetFlags(ENTITY_FLAG_TRIGGER_AREAS, 0); -- set
|
||||
else
|
||||
self:SetFlags(ENTITY_FLAG_TRIGGER_AREAS, 2); -- remove
|
||||
end
|
||||
|
||||
self.broken = 0;
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function RigidBodyEx:PhysicalizeThis()
|
||||
-- Init physics.
|
||||
local physics = self.Properties.Physics;
|
||||
if (CryAction.IsImmersivenessEnabled() == 0) then
|
||||
physics = Physics_DX9MP_Simple;
|
||||
end
|
||||
EntityCommon.PhysicalizeRigid( self,0,physics,self.bRigidBodyActive );
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
-- OnPropertyChange called only by the editor.
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function RigidBodyEx:OnPropertyChange()
|
||||
self:SetFromProperties();
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
-- OnReset called only by the editor.
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function RigidBodyEx:OnReset()
|
||||
self:ResetOnUsed()
|
||||
|
||||
local PhysProps = self.Properties.Physics;
|
||||
if (PhysProps.bPhysicalize == 1) then
|
||||
if (self:IsInState("Default") ~= 0) then
|
||||
self:AwakePhysics(1-self.Properties.Physics.bResting);
|
||||
end
|
||||
self:GotoState("Default");
|
||||
end
|
||||
|
||||
self:SetupHealthProperties();
|
||||
self.broken = 0;
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function RigidBodyEx:Event_Remove()
|
||||
self:DrawSlot(0,0);
|
||||
self:DestroyPhysics();
|
||||
self:ActivateOutput( "Remove", true );
|
||||
end
|
||||
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function RigidBodyEx:Event_Hide()
|
||||
self:Hide(1);
|
||||
self:ActivateOutput( "Hide", true );
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function RigidBodyEx:Event_UnHide()
|
||||
self:Hide(0);
|
||||
self:ActivateOutput( "UnHide", true );
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function RigidBodyEx:Event_Ragdollize()
|
||||
self:RagDollize(0);
|
||||
self:ActivateOutput( "Ragdollized", true );
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function RigidBodyEx:OnPhysicsBreak( vPos,nPartId,nOtherPartId )
|
||||
self:ActivateOutput("Break",nPartId+1 );
|
||||
self.broken = 1;
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function RigidBodyEx:OnDamage( hit )
|
||||
|
||||
if (self:IsARigidBody() == 1) then
|
||||
|
||||
if (self.Properties.Physics.bActivateOnDamage == 1) then
|
||||
if (hit.explosion and self:GetState()~="Activated") then
|
||||
BroadcastEvent(self, "Activate");
|
||||
self:GotoState("AcTivated");
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if( hit.ipart and hit.ipart>=0 ) then
|
||||
self:AddImpulse( hit.ipart, hit.pos, hit.dir, hit.impact_force_mul );
|
||||
end
|
||||
end
|
||||
|
||||
function RigidBodyEx:IsUsable(user)
|
||||
local canBeUsed = 0;
|
||||
if(self.broken == 0) then
|
||||
if (self.Properties.bUsable==1 or self.Properties.bPickable==1) then
|
||||
canBeUsed = 1;
|
||||
end
|
||||
else
|
||||
canBeUsed = self.Properties.bUsable;
|
||||
end
|
||||
|
||||
return canBeUsed;
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
-- Input events
|
||||
------------------------------------------------------------------------------------------------------
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function RigidBodyEx:Event_Activate(sender)
|
||||
self:GotoState("Activated");
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
-- Events to switch material Applied to object.
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function RigidBodyEx:CommonSwitchToMaterial( numStr )
|
||||
if (not self.sOriginalMaterial) then
|
||||
self.sOriginalMaterial = self:GetMaterial();
|
||||
end
|
||||
|
||||
if (self.sOriginalMaterial) then
|
||||
--System.Log( "Material: "..self.sOriginalMaterial..numStr );
|
||||
self:SetMaterial( self.sOriginalMaterial..numStr );
|
||||
end
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function RigidBodyEx:Event_SwitchToMaterialOriginal(sender)
|
||||
self:CommonSwitchToMaterial( "" );
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function RigidBodyEx:Event_SwitchToMaterial1(sender)
|
||||
self:CommonSwitchToMaterial( "1" );
|
||||
end
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function RigidBodyEx:Event_SwitchToMaterial2(sender)
|
||||
self:CommonSwitchToMaterial( "2" );
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
-- Defaul state.
|
||||
------------------------------------------------------------------------------------------------------
|
||||
RigidBodyEx.Server.Default =
|
||||
{
|
||||
OnBeginState = function(self)
|
||||
if (self.Properties.Physics.bRigidBody==1) then
|
||||
if (self.bRigidBodyActive~=self.Properties.Physics.bRigidBodyActive) then
|
||||
self.bRigidBodyActive = self.Properties.Physics.bRigidBodyActive;
|
||||
self:PhysicalizeThis();
|
||||
else
|
||||
self:AwakePhysics(1-self.Properties.Physics.bResting);
|
||||
end
|
||||
end
|
||||
end,
|
||||
OnDamage = RigidBodyEx.OnDamage,
|
||||
OnPhysicsBreak = RigidBodyEx.OnPhysicsBreak,
|
||||
}
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
-- Activated state.
|
||||
------------------------------------------------------------------------------------------------------
|
||||
RigidBodyEx.Server.Activated =
|
||||
{
|
||||
OnBeginState = function(self)
|
||||
if (self.Properties.Physics.bRigidBody==1 and self.bRigidBodyActive==0) then
|
||||
self.bRigidBodyActive = 1;
|
||||
self:PhysicalizeThis();
|
||||
self:AwakePhysics(1);
|
||||
end
|
||||
end,
|
||||
OnDamage = RigidBodyEx.OnDamage,
|
||||
OnPhysicsBreak = RigidBodyEx.OnPhysicsBreak,
|
||||
}
|
||||
|
||||
RigidBodyEx.FlowEvents =
|
||||
{
|
||||
Inputs =
|
||||
{
|
||||
Used = { RigidBodyEx.Event_Used, "bool" },
|
||||
EnableUsable = { RigidBodyEx.Event_EnableUsable, "bool" },
|
||||
DisableUsable = { RigidBodyEx.Event_DisableUsable, "bool" },
|
||||
Activate = { RigidBodyEx.Event_Activate, "bool" },
|
||||
Hide = { RigidBodyEx.Event_Hide, "bool" },
|
||||
UnHide = { RigidBodyEx.Event_UnHide, "bool" },
|
||||
Remove = { RigidBodyEx.Event_Remove, "bool" },
|
||||
Ragdollize = { RigidBodyEx.Event_Ragdollize, "bool" },
|
||||
SwitchToMaterial1 = { RigidBodyEx.Event_SwitchToMaterial1, "bool" },
|
||||
SwitchToMaterial2 = { RigidBodyEx.Event_SwitchToMaterial2, "bool" },
|
||||
SwitchToMaterialOriginal = { RigidBodyEx.Event_SwitchToMaterialOriginal, "bool" },
|
||||
|
||||
ResetHealth = { RigidBodyEx.Event_ResetHealth, "any" },
|
||||
MakeVulnerable = { RigidBodyEx.Event_MakeVulnerable, "any" },
|
||||
MakeInvulnerable = { RigidBodyEx.Event_MakeInvulnerable, "any" },
|
||||
},
|
||||
Outputs =
|
||||
{
|
||||
Used = "bool",
|
||||
EnableUsable = "bool",
|
||||
DisableUsable = "bool",
|
||||
Activate = "bool",
|
||||
Hide = "bool",
|
||||
UnHide = "bool",
|
||||
Remove = "bool",
|
||||
Ragdollized = "bool",
|
||||
Break = "int",
|
||||
|
||||
Dead = "bool",
|
||||
Hit = "bool",
|
||||
Health = "float",
|
||||
},
|
||||
}
|
||||
@@ -0,0 +1,253 @@
|
||||
----------------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
-- its licensors.
|
||||
--
|
||||
-- For complete copyright and license terms please see the LICENSE at the root of this
|
||||
-- distribution (the "License"). All use of this software is governed by the License,
|
||||
-- or, if provided, by the license below or the license accompanying this file. Do not
|
||||
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
--
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------
|
||||
FogVolume =
|
||||
{
|
||||
type = "FogVolume",
|
||||
|
||||
Properties =
|
||||
{
|
||||
bActive = 1, --[0,1,1,"If true, fog volume will be enabled."]
|
||||
eiVolumeType = 0, --[0,1,1,"Specifies the volume type. The following types are currently supported: 0 - Ellipsoid, 1 - Cube."
|
||||
Size = { x = 1, y = 1, z = 1 },
|
||||
color_Color = { x = 1, y = 1, z = 1 },
|
||||
fHDRDynamic = 0, --[-10,20,0.01,"Specifies how much brighter than the default 255,255,255 white the fog is."]
|
||||
bUseGlobalFogColor = 0, --[0,1,1,"If true, the Color property is ignored. Instead, the current global fog color is used."]
|
||||
GlobalDensity = 1.0, --[0,1000,1,"Controls the density of the fog. The higher the value the more dense the fog and the less you'll be able to see objects behind or inside the fog volume."]
|
||||
DensityOffset = 0.0, --[-1000,1000,1,"Offset fog density, used in conjunction with the GlobalDensity parameter."]
|
||||
NearCutoff = 0.0, --[0,2,0.1,"Stop rendering the object, depending on camera distance to object."]
|
||||
FallOffDirLong = 0.0, --[0,360,1,"Controls the longitude of the world space fall off direction of the fog. 0 represents East, rotation is counter-clockwise."]
|
||||
FallOffDirLati = 90.0, --[0,360,1,"Controls the latitude of the world space fall off direction of the fog. 90 lets the fall off direction point upwards in world space."]
|
||||
FallOffShift = 0.0, --[-100,100,0.1,"Controls how much to shift the fog density distribution along the fall off direction in world units (m)."]
|
||||
FallOffScale = 1.0, --[-100,100,0.01,"Scales the density distribution along the fall off direction. Higher values will make the fog fall off more rapidly and generate thicker fog layers along the negative fall off direction."]
|
||||
SoftEdges = 1.0, --[0,1,0.01,"Specifies a factor that is used to soften the edges of the fog volume when viewed from outside."]
|
||||
RampStart = 0.0, --[0,30000,1.0,"Specifies the start distance of fog density ramp in world units (m)."]
|
||||
RampEnd = 50.0, --[0,30000,1.0,"Specifies the end distance of fog density ramp in world units (m)."]
|
||||
RampInfluence = 0.0, --[0,1,0.0,"Controls the influence of fog density ramp."]
|
||||
WindInfluence = 1.0, --[0,20,0.0,"Controls the influence of the wind."]
|
||||
DensityNoiseScale = 1.0, --[0.0,10.0,0.0,"Scales the noise for the density."]
|
||||
DensityNoiseOffset = 1.0, --[-2,2,0.0,"Offsets the noise for the density."]
|
||||
DensityNoiseTimeFrequency = 0.0, --[0,1,0.0,"Controls the time frequency of the noise for the density."]
|
||||
DensityNoiseFrequency = { x = 10, y = 10, z = 10 }, --[1,1000,0.1,"Controls the spatial frequency of the noise for the density."]
|
||||
bIgnoresVisAreas = 0, --[0,1,0,"Controls whether this entity should respond to visareas."]
|
||||
bAffectsThisAreaOnly = 0, --[0,1,0,"Set this parameter to false to make this entity affect in multiple visareas."]
|
||||
},
|
||||
|
||||
Fader =
|
||||
{
|
||||
fadeTime = 0.0,
|
||||
fadeToValue = 0.0,
|
||||
},
|
||||
|
||||
Editor =
|
||||
{
|
||||
Model = "Editor/Objects/invisiblebox.cgf",
|
||||
Icon = "FogVolume.bmp",
|
||||
ShowBounds = 1,
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
function FogVolume:OnSpawn()
|
||||
self:SetFlags(ENTITY_FLAG_CLIENT_ONLY, 0);
|
||||
self:SetFlags(ENTITY_FLAG_NO_PROXIMITY, 0);
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
function FogVolume:InitFogVolumeProperties()
|
||||
--System.Log( "FogVolume:InitFogVolumeProperties" )
|
||||
local props = self.Properties;
|
||||
self:LoadFogVolume( 0, self.Properties );
|
||||
end;
|
||||
|
||||
-------------------------------------------------------
|
||||
function FogVolume:CreateFogVolume()
|
||||
--System.Log( "FogVolume:CreateFogVolume" )
|
||||
self:InitFogVolumeProperties()
|
||||
self.active = true;
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
function FogVolume:DeleteFogVolume()
|
||||
--System.Log( "FogVolume:DeleteFogVolume" )
|
||||
self:FreeSlot( 0 );
|
||||
self.active = false;
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
function FogVolume:OnInit()
|
||||
self.active = false;
|
||||
if( self.Properties.bActive == 1 ) then
|
||||
self:CreateFogVolume();
|
||||
end
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
function FogVolume:CheckMove()
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
function FogVolume:OnShutDown()
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
function FogVolume:OnPropertyChange()
|
||||
--System.Log( "FogVolume:OnPropertyChange" )
|
||||
if( self.Properties.bActive == 1 ) then
|
||||
self:CreateFogVolume();
|
||||
else
|
||||
self:DeleteFogVolume();
|
||||
end
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
-- optimization for common animated trackview properties, to avoid fully recreating everything on every animated frame
|
||||
function FogVolume:OnPropertyAnimated( name )
|
||||
local changeTakenCareOf = false;
|
||||
if (name=="GlobalDensity") then
|
||||
self:FadeGlobalDensity(0, 0, self.Properties.GlobalDensity); -- using fade with 0 time as there is not a 'set' function.
|
||||
changeTakenCareOf = true;
|
||||
end
|
||||
return changeTakenCareOf;
|
||||
end
|
||||
|
||||
|
||||
-------------------------------------------------------
|
||||
function FogVolume:OnReset()
|
||||
self.active = false;
|
||||
if( self.Properties.bActive == 1 ) then
|
||||
self:CreateFogVolume();
|
||||
end
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
-- Hide Event
|
||||
-------------------------------------------------------
|
||||
function FogVolume:Event_Hide()
|
||||
self:DeleteFogVolume();
|
||||
BroadcastEvent(self, "Hide");
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
-- Show Event
|
||||
-------------------------------------------------------
|
||||
function FogVolume:Event_Show()
|
||||
self:CreateFogVolume();
|
||||
BroadcastEvent(self, "Show");
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
-- Fade Event
|
||||
-------------------------------------------------------
|
||||
function FogVolume:Event_Fade()
|
||||
--System.Log("Do Fading");
|
||||
self:FadeGlobalDensity(0, self.Fader.fadeTime, self.Fader.fadeToValue);
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
-- Fade Time Event
|
||||
-------------------------------------------------------
|
||||
function FogVolume:Event_FadeTime(i, time)
|
||||
--System.Log("Fade time "..tostring(time));
|
||||
self.Fader.fadeTime = time;
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
-- Fade Value Event
|
||||
-------------------------------------------------------
|
||||
function FogVolume:Event_FadeValue(i, val)
|
||||
--System.Log("Fade val "..tostring(val));
|
||||
self.Fader.fadeToValue = val;
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
-- Set Enabled Event
|
||||
-------------------------------------------------------
|
||||
function FogVolume:Event_Enabled(i, enable)
|
||||
if (enable) then
|
||||
self:CreateFogVolume();
|
||||
self:ActivateOutput( "Enabled", true );
|
||||
else
|
||||
self:DeleteFogVolume();
|
||||
self:ActivateOutput( "Enabled", false );
|
||||
end
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
-- Set GlobalDensity Event
|
||||
-------------------------------------------------------
|
||||
function FogVolume:Event_SetGlobalDensity(i, val)
|
||||
self.Properties.GlobalDensity = val;
|
||||
self:FadeGlobalDensity(0, 0, self.Properties.GlobalDensity);
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
-- Set DensityNoiseOffset Event
|
||||
-------------------------------------------------------
|
||||
function FogVolume:Event_SetDensityNoiseOffset(i, val)
|
||||
self.Properties.DensityNoiseOffset = val;
|
||||
self:CreateFogVolume();
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
-- Set DensityNoiseScale Event
|
||||
-------------------------------------------------------
|
||||
function FogVolume:Event_SetDensityNoiseScale(i, val)
|
||||
self.Properties.DensityNoiseScale = val;
|
||||
self:CreateFogVolume();
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
-- Set WindInfluence Event
|
||||
-------------------------------------------------------
|
||||
function FogVolume:Event_SetWindInfluence(i, val)
|
||||
self.Properties.WindInfluence = val;
|
||||
self:CreateFogVolume();
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
-- Serialization
|
||||
-------------------------------------------------------
|
||||
|
||||
function FogVolume:OnLoad(table)
|
||||
if(self.active and not table.active) then
|
||||
self:DeleteFogVolume();
|
||||
elseif(not self.active and table.active) then
|
||||
self:CreateFogVolume();
|
||||
end
|
||||
self.active = table.active;
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
|
||||
function FogVolume:OnSave(table)
|
||||
table.active = self.active;
|
||||
end
|
||||
|
||||
-------------------------------------------------------
|
||||
|
||||
FogVolume.FlowEvents =
|
||||
{
|
||||
Inputs =
|
||||
{
|
||||
AO_Enabled = { FogVolume.Event_Enabled, "bool" },
|
||||
EV_Density = { FogVolume.Event_SetGlobalDensity, "float" },
|
||||
EV_DensityNoiseOffset = { FogVolume.Event_SetDensityNoiseOffset, "float" },
|
||||
EV_DensityNoiseScale = { FogVolume.Event_SetDensityNoiseScale, "float" },
|
||||
EV_WindInfluence = { FogVolume.Event_SetWindInfluence, "float" },
|
||||
},
|
||||
Outputs =
|
||||
{
|
||||
Enabled = "bool"
|
||||
},
|
||||
}
|
||||
@@ -0,0 +1,181 @@
|
||||
----------------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
-- its licensors.
|
||||
--
|
||||
-- For complete copyright and license terms please see the LICENSE at the root of this
|
||||
-- distribution (the "License"). All use of this software is governed by the License,
|
||||
-- or, if provided, by the license below or the license accompanying this file. Do not
|
||||
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
--
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------
|
||||
Script.ReloadScript("scripts/Utils/EntityUtils.lua")
|
||||
|
||||
GeomCache =
|
||||
{
|
||||
Properties = {
|
||||
geomcacheFile = "EngineAssets/GeomCaches/defaultGeomCache.cax",
|
||||
bPlaying = 0,
|
||||
fStartTime = 0,
|
||||
bLooping = 0,
|
||||
objectStandIn = "",
|
||||
materialStandInMaterial = "",
|
||||
objectFirstFrameStandIn = "",
|
||||
materialFirstFrameStandInMaterial = "",
|
||||
objectLastFrameStandIn = "",
|
||||
materialLastFrameStandInMaterial = "",
|
||||
fStandInDistance = 0,
|
||||
fStreamInDistance = 0,
|
||||
Physics = {
|
||||
bPhysicalize = 0,
|
||||
}
|
||||
},
|
||||
|
||||
Editor={
|
||||
Icon = "animobject.bmp",
|
||||
IconOnTop = 1,
|
||||
},
|
||||
|
||||
bPlaying = 0,
|
||||
currentTime = 0,
|
||||
precacheTime = 0,
|
||||
bPrecachedOutputTriggered = false,
|
||||
}
|
||||
|
||||
function GeomCache:OnLoad(table)
|
||||
self.currentTime = table.currentTime;
|
||||
end
|
||||
|
||||
function GeomCache:OnSave(table)
|
||||
table.currentTime = self.currentTime;
|
||||
end
|
||||
|
||||
function GeomCache:OnSpawn()
|
||||
self.currentTime = self.Properties.fStartTime;
|
||||
self:SetFromProperties();
|
||||
end
|
||||
|
||||
function GeomCache:OnReset()
|
||||
self.currentTime = self.Properties.fStartTime;
|
||||
self.bPrecachedOutputTriggered = true;
|
||||
self:SetFromProperties();
|
||||
end
|
||||
|
||||
function GeomCache:SetFromProperties()
|
||||
local Properties = self.Properties;
|
||||
|
||||
if (Properties.geomcacheFile == "") then
|
||||
do return end;
|
||||
end
|
||||
|
||||
self:LoadGeomCache(0, Properties.geomcacheFile);
|
||||
|
||||
self.bPlaying = Properties.bPlaying;
|
||||
if (self.bPlaying == 0) then
|
||||
self.currentTime = Properties.fStartTime;
|
||||
end
|
||||
|
||||
self:SetGeomCachePlaybackTime(self.currentTime);
|
||||
self:SetGeomCacheParams(Properties.bLooping, Properties.objectStandIn, Properties.materialStandInMaterial, Properties.objectFirstFrameStandIn,
|
||||
Properties.materialFirstFrameStandInMaterial, Properties.objectLastFrameStandIn, Properties.materialLastFrameStandInMaterial,
|
||||
Properties.fStandInDistance, Properties.fStreamInDistance);
|
||||
self:SetGeomCacheStreaming(false, 0);
|
||||
|
||||
if (Properties.Physics.bPhysicalize == 1) then
|
||||
local tempPhysParams = EntityCommon.TempPhysParams;
|
||||
self:Physicalize(0, PE_ARTICULATED, tempPhysParams);
|
||||
end
|
||||
|
||||
self:Activate(1);
|
||||
end
|
||||
|
||||
function GeomCache:PhysicalizeThis()
|
||||
local Physics = self.Properties.Physics;
|
||||
EntityCommon.PhysicalizeRigid(self, 0, Physics, false);
|
||||
end
|
||||
|
||||
function GeomCache:OnUpdate(dt)
|
||||
if (self.bPlaying == 1) then
|
||||
self:SetGeomCachePlaybackTime(self.currentTime);
|
||||
end
|
||||
|
||||
if (self:IsGeomCacheStreaming() and not self.bPrecachedOutputTriggered) then
|
||||
local precachedTime = self:GetGeomCachePrecachedTime();
|
||||
if (precachedTime >= self.precacheTime) then
|
||||
self:ActivateOutput("Precached", true);
|
||||
self.bPrecachedOutputTriggered = true;
|
||||
end
|
||||
end
|
||||
|
||||
if (self.bPlaying == 1) then
|
||||
self.currentTime = self.currentTime + dt;
|
||||
end
|
||||
end
|
||||
|
||||
function GeomCache:OnPropertyChange()
|
||||
self:SetFromProperties();
|
||||
end
|
||||
|
||||
function GeomCache:Event_Start(sender, val)
|
||||
self.bPlaying = 1;
|
||||
end
|
||||
|
||||
function GeomCache:Event_Stop(sender, value)
|
||||
self.bPlaying = 0;
|
||||
end
|
||||
|
||||
function GeomCache:Event_SetTime(sender, value)
|
||||
self.currentTime = value;
|
||||
end
|
||||
|
||||
function GeomCache:Event_StartStreaming(sender, value)
|
||||
self.bPrecachedOutputTriggered = false;
|
||||
self:SetGeomCacheStreaming(true, self.currentTime);
|
||||
end
|
||||
|
||||
function GeomCache:Event_StopStreaming(sender, value)
|
||||
self:SetGeomCacheStreaming(false, 0);
|
||||
end
|
||||
|
||||
function GeomCache:Event_PrecacheTime(sender, value)
|
||||
self.precacheTime = value;
|
||||
end
|
||||
|
||||
function GeomCache:Event_Hide(sender, value)
|
||||
self:Hide(1);
|
||||
end
|
||||
|
||||
function GeomCache:Event_Unhide(sender, value)
|
||||
self:Hide(0);
|
||||
end
|
||||
|
||||
function GeomCache:Event_StopDrawing(sender, value)
|
||||
self:SetGeomCacheDrawing(false);
|
||||
end
|
||||
|
||||
function GeomCache:Event_StartDrawing(sender, value)
|
||||
self:SetGeomCacheDrawing(true);
|
||||
end
|
||||
|
||||
GeomCache.FlowEvents =
|
||||
{
|
||||
Inputs =
|
||||
{
|
||||
Start = { GeomCache.Event_Start, "any" },
|
||||
Stop = { GeomCache.Event_Stop, "any" },
|
||||
SetTime = { GeomCache.Event_SetTime, "float" },
|
||||
StartStreaming = { GeomCache.Event_StartStreaming, "any" },
|
||||
StopStreaming = { GeomCache.Event_StopStreaming, "any" },
|
||||
PrecacheTime = { GeomCache.Event_PrecacheTime, "float" },
|
||||
Hide = { GeomCache.Event_Hide, "any" },
|
||||
Unhide = { GeomCache.Event_Unhide, "any" },
|
||||
StopDrawing = { GeomCache.Event_StopDrawing, "any" },
|
||||
StartDrawing = { GeomCache.Event_StartDrawing, "any" },
|
||||
},
|
||||
Outputs =
|
||||
{
|
||||
Precached = "bool",
|
||||
},
|
||||
}
|
||||
@@ -0,0 +1,382 @@
|
||||
----------------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
-- its licensors.
|
||||
--
|
||||
-- For complete copyright and license terms please see the LICENSE at the root of this
|
||||
-- distribution (the "License"). All use of this software is governed by the License,
|
||||
-- or, if provided, by the license below or the license accompanying this file. Do not
|
||||
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
--
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------
|
||||
-- audio area ambience entity - to be attached to an area
|
||||
-- used for convenient implementation of area based audio ambiences
|
||||
|
||||
AudioAreaAmbience = {
|
||||
type = "AudioAreaAmbience",
|
||||
|
||||
Editor = {
|
||||
Model = "Editor/Objects/Sound.cgf",
|
||||
Icon = "AudioAreaAmbience.bmp",
|
||||
},
|
||||
|
||||
Properties = {
|
||||
bEnabled = true,
|
||||
audioTriggerPlayTrigger = "",
|
||||
audioTriggerStopTrigger = "",
|
||||
audioRTPCRtpc = "",
|
||||
audioEnvironmentEnvironment = "",
|
||||
eiSoundObstructionType = AUDIO_OBSTRUCTION_TYPE_IGNORE,
|
||||
fRtpcDistance = 5.0,
|
||||
fEnvironmentDistance = 5.0,
|
||||
},
|
||||
|
||||
fFadeValue = 0.0,
|
||||
nState = 0, -- 0 = far, 1 = near, 2 = inside
|
||||
fFadeOnUnregister = 1.0,
|
||||
hOnTriggerID = nil,
|
||||
hOffTriggerID = nil,
|
||||
hCurrentOnTriggerID = nil,
|
||||
hCurrentOffTriggerID = nil, -- only used in OnPropertyChange()
|
||||
hRtpcID = nil,
|
||||
hEnvironmentID = nil,
|
||||
tObstructionType = {},
|
||||
bIsHidden = false,
|
||||
bIsPlaying = false,
|
||||
bOriginalEnabled = true,
|
||||
}
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaAmbience:_LookupControlIDs()
|
||||
self.hOnTriggerID = AudioUtils.LookupTriggerID(self.Properties.audioTriggerPlayTrigger);
|
||||
self.hOffTriggerID = AudioUtils.LookupTriggerID(self.Properties.audioTriggerStopTrigger);
|
||||
self.hRtpcID = AudioUtils.LookupRtpcID(self.Properties.audioRTPCRtpc);
|
||||
self.hEnvironmentID = AudioUtils.LookupAudioEnvironmentID(self.Properties.audioEnvironmentEnvironment);
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaAmbience:_LookupObstructionSwitchIDs()
|
||||
-- cache the obstruction switch and state IDs
|
||||
self.tObstructionType = AudioUtils.LookupObstructionSwitchAndStates();
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaAmbience:_SetObstruction()
|
||||
local nStateIdx = self.Properties.eiSoundObstructionType + 1;
|
||||
self:SetAudioObstructionCalcType(self.Properties.eiSoundObstructionType, self:GetDefaultAuxAudioProxyID());
|
||||
if ((self.tObstructionType.hSwitchID ~= nil) and (self.tObstructionType.tStateIDs[nStateIdx] ~= nil)) then
|
||||
self:SetAudioSwitchState(self.tObstructionType.hSwitchID, self.tObstructionType.tStateIDs[nStateIdx], self:GetDefaultAuxAudioProxyID());
|
||||
end
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaAmbience:_DisableObstruction()
|
||||
-- Ignore is at index 1 (because Lua uses 1-based indexing)
|
||||
local nStateIdx = 1;
|
||||
self:SetAudioObstructionCalcType(AUDIO_OBSTRUCTION_TYPE_IGNORE, self:GetDefaultAuxAudioProxyID());
|
||||
if ((self.tObstructionType.hSwitchID ~= nil) and (self.tObstructionType.tStateIDs[nStateIdx] ~= nil)) then
|
||||
self:SetAudioSwitchState(self.tObstructionType.hSwitchID, self.tObstructionType.tStateIDs[nStateIdx], self:GetDefaultAuxAudioProxyID());
|
||||
end
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaAmbience:_UpdateParameters()
|
||||
-- Set the distances as the very first thing!
|
||||
self:SetFadeDistance(self.Properties.fRtpcDistance);
|
||||
self:SetEnvironmentFadeDistance(self.Properties.fEnvironmentDistance);
|
||||
|
||||
if (self.Properties.bEnabled) then
|
||||
if (self.hEnvironmentID ~= nil) then
|
||||
self:SetAudioEnvironmentID(self.hEnvironmentID);
|
||||
end
|
||||
else
|
||||
self:SetAudioEnvironmentID(INVALID_AUDIO_ENVIRONMENT_ID);
|
||||
end
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaAmbience:_UpdateRtpc()
|
||||
if (self.hRtpcID ~= nil) then
|
||||
self:SetAudioRtpcValue(self.hRtpcID, self.fFadeValue, self:GetDefaultAuxAudioProxyID());
|
||||
end
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaAmbience:OnSpawn()
|
||||
self:SetFlags(ENTITY_FLAG_CLIENT_ONLY, 0);
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaAmbience:OnLoad(load)
|
||||
self.Properties = load.Properties;
|
||||
self.fFadeValue = load.fFadeValue;
|
||||
self.fFadeOnUnregister = load.fFadeOnUnregister;
|
||||
self.nState = 0; -- We start out being far, in a subsequent update we will determine our actual state!
|
||||
|
||||
self:_SetObstruction();
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaAmbience:OnPostLoad()
|
||||
self:_UpdateParameters();
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaAmbience:OnSave(save)
|
||||
save.Properties = self.Properties;
|
||||
save.fFadeValue = self.fFadeValue;
|
||||
save.fFadeOnUnregister = self.fFadeOnUnregister;
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaAmbience:OnPropertyChange()
|
||||
if (self.Properties.eiSoundObstructionType < AUDIO_OBSTRUCTION_TYPE_IGNORE) then
|
||||
self.Properties.eiSoundObstructionType = AUDIO_OBSTRUCTION_TYPE_IGNORE;
|
||||
elseif (self.Properties.eiSoundObstructionType > AUDIO_OBSTRUCTION_TYPE_MULTI) then
|
||||
self.Properties.eiSoundObstructionType = AUDIO_OBSTRUCTION_TYPE_MULTI;
|
||||
end
|
||||
|
||||
self:_LookupControlIDs();
|
||||
self:_UpdateParameters();
|
||||
self:ResetAudioRtpcValues(self:GetDefaultAuxAudioProxyID());
|
||||
self:SetCurrentAudioEnvironments();
|
||||
self:SetAudioProxyOffset(g_Vectors.v000, self:GetDefaultAuxAudioProxyID());
|
||||
|
||||
if (self.nState == 1) then -- near
|
||||
self:_SetObstruction();
|
||||
elseif (self.nState == 2) then -- inside
|
||||
self:_DisableObstruction();
|
||||
end
|
||||
|
||||
if ((self.bIsPlaying) and (self.hCurrentOnTriggerID ~= self.hOnTriggerID)) then
|
||||
-- Stop a possibly playing instance if the on-trigger changed!
|
||||
self:StopAudioTrigger(self.hCurrentOnTriggerID, self:GetDefaultAuxAudioProxyID());
|
||||
self.hCurrentOnTriggerID = self.hOnTriggerID;
|
||||
self.bIsPlaying = false;
|
||||
self.bHasMoved = false;
|
||||
end
|
||||
|
||||
if (not self.bIsPlaying) then
|
||||
-- Try to play, if disabled, hidden or invalid on-trigger Play() will fail!
|
||||
self:Play();
|
||||
end
|
||||
|
||||
if (not self.Properties.bEnabled and ((self.bOriginalEnabled) or (self.hCurrentOffTriggerID ~= self.hOffTriggerID))) then
|
||||
self.hCurrentOffTriggerID = self.hOffTriggerID;
|
||||
self:Stop(); -- stop if disabled, either stops running StartTrigger or executes StopTrigger!
|
||||
end
|
||||
|
||||
self.bOriginalEnabled = self.Properties.bEnabled;
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaAmbience:OnReset(bToGame)
|
||||
if (bToGame) then
|
||||
-- store the entity's "bEnabled" property's value so we can adjust back to it if changed over the course of the game
|
||||
self.bOriginalEnabled = self.Properties.bEnabled;
|
||||
|
||||
-- re-execute this AAA once upon entering game mode
|
||||
self:Stop();
|
||||
self:Play();
|
||||
else
|
||||
self.Properties.bEnabled = self.bOriginalEnabled;
|
||||
end
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaAmbience:Play()
|
||||
if ((self.Properties.bEnabled) and (not self.bIsHidden) and ((self.nState == 1) or (self.nState == 2))) then
|
||||
if (self.hOnTriggerID ~= nil) then
|
||||
self:SetCurrentAudioEnvironments();
|
||||
self:ExecuteAudioTrigger(self.hOnTriggerID, self:GetDefaultAuxAudioProxyID());
|
||||
self.bIsPlaying = true;
|
||||
self.hCurrentOnTriggerID = self.hOnTriggerID;
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaAmbience:Stop()
|
||||
if ((self.Properties.bEnabled) and (not self.bIsHidden) and ((self.nState == 1) or (self.nState == 2))) then
|
||||
-- cannot check against "self.bIsPlaying" otherwise we won't execute the StopTrigger if there's no StartTrigger set!
|
||||
if (self.hOffTriggerID ~= nil) then
|
||||
self:ExecuteAudioTrigger(self.hOffTriggerID, self:GetDefaultAuxAudioProxyID());
|
||||
elseif (self.hOnTriggerID ~= nil) then
|
||||
self:StopAudioTrigger(self.hOnTriggerID, self:GetDefaultAuxAudioProxyID());
|
||||
end
|
||||
end
|
||||
|
||||
self.bIsPlaying = false;
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaAmbience:StopAll()
|
||||
if (self.hOnTriggerID ~= nil) then
|
||||
self:StopAudioTrigger(self.hOnTriggerID, self:GetDefaultAuxAudioProxyID());
|
||||
end
|
||||
if (self.hOffTriggerID ~= nil) then
|
||||
self:StopAudioTrigger(self.hOffTriggerID, self:GetDefaultAuxAudioProxyID());
|
||||
end
|
||||
self.bIsPlaying = false;
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaAmbience:CliSrv_OnInit()
|
||||
self.nState = 0;
|
||||
self.fFadeValue = 0.0;
|
||||
self.fFadeOnUnregister = 1.0;
|
||||
self:SetFlags(ENTITY_FLAG_VOLUME_SOUND, 0);
|
||||
self:_UpdateParameters();
|
||||
self.bIsPlaying = false;
|
||||
self:NetPresent(0);
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaAmbience:UpdateFadeValue(player, fFade, fDistSq)
|
||||
if (not(self.Properties.bEnabled) or (fFade == 0.0 and fDistSq == 0.0)) then
|
||||
self.fFadeValue = 0.0;
|
||||
self:_UpdateRtpc();
|
||||
do return end;
|
||||
end
|
||||
|
||||
if (self.Properties.fRtpcDistance > 0.0) then
|
||||
if (self.nState == 2) then
|
||||
if (self.fFadeValue ~= fFade) then
|
||||
self.fFadeValue = math.abs(fFade);
|
||||
self:_UpdateRtpc();
|
||||
end
|
||||
else
|
||||
local fLocalFade = 1.0 - (math.sqrt(fDistSq) / self.Properties.fRtpcDistance);
|
||||
self.fFadeValue = math.max(0, fLocalFade);
|
||||
self:_UpdateRtpc();
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
AudioAreaAmbience.Server = {
|
||||
OnInit = function(self)
|
||||
self:CliSrv_OnInit();
|
||||
end,
|
||||
|
||||
OnShutDown = function(self)
|
||||
end,
|
||||
}
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
AudioAreaAmbience.Client = {
|
||||
OnInit = function(self)
|
||||
self:RegisterForAreaEvents(1);
|
||||
self:_LookupControlIDs();
|
||||
self:_LookupObstructionSwitchIDs();
|
||||
self:_SetObstruction();
|
||||
self:CliSrv_OnInit();
|
||||
end,
|
||||
|
||||
OnShutDown = function(self)
|
||||
self:StopAll();
|
||||
self.nState = 0;
|
||||
self:RegisterForAreaEvents(0);
|
||||
end,
|
||||
|
||||
OnHidden = function(self)
|
||||
self:StopAll();
|
||||
self.bIsHidden = true;
|
||||
end,
|
||||
|
||||
OnUnHidden = function(self)
|
||||
self.bIsHidden = false;
|
||||
self:Play();
|
||||
end,
|
||||
|
||||
OnAudioListenerEnterNearArea = function(self, player, nAreaID, fFade)
|
||||
if (self.nState == 0) then
|
||||
self.nState = 1;
|
||||
self:Play();
|
||||
self.fFadeValue = 0.0;
|
||||
self:_UpdateRtpc();
|
||||
end
|
||||
end,
|
||||
|
||||
OnAudioListenerMoveNearArea = function(self, player, areaId, fFade, fDistsq)
|
||||
self.nState = 1;
|
||||
self:UpdateFadeValue(player, fFade, fDistsq);
|
||||
end,
|
||||
|
||||
OnAudioListenerEnterArea = function(self, player, areaId, fFade)
|
||||
if (self.nState == 0) then
|
||||
-- possible if the listener is teleported or gets spawned inside the area
|
||||
-- technically, the listener enters the Near Area and the Inside Area at the same time
|
||||
self.nState = 2;
|
||||
self:Play();
|
||||
else
|
||||
self.nState = 2;
|
||||
end
|
||||
|
||||
self.fFadeValue = 1.0;
|
||||
self:_UpdateRtpc();
|
||||
self:_DisableObstruction();
|
||||
end,
|
||||
|
||||
OnAudioListenerProceedFadeArea = function(self, player, areaId, fExternalFade)
|
||||
-- fExternalFade holds the fade value which was calculated by an inner, higher priority area
|
||||
-- in the AreaManager to fade out the outer sound dependent on the largest fade distance of all attached entities
|
||||
if (fExternalFade > 0.0) then
|
||||
self.nState = 2;
|
||||
self:UpdateFadeValue(player, fExternalFade, 0.0);
|
||||
else
|
||||
self:UpdateFadeValue(player, 0.0, 0.0);
|
||||
end
|
||||
end,
|
||||
|
||||
OnAudioListenerLeaveArea = function(self, player, nAreaID, fFade)
|
||||
self.nState = 1;
|
||||
self:_SetObstruction();
|
||||
end,
|
||||
|
||||
OnAudioListenerLeaveNearArea = function(self, player, nAreaID, fFade)
|
||||
self:Stop();
|
||||
self.nState = 0;
|
||||
self.fFadeValue = 0.0;
|
||||
self:_UpdateRtpc();
|
||||
end,
|
||||
|
||||
OnUnBindThis = function(self)
|
||||
self.nState = 0;
|
||||
end,
|
||||
|
||||
OnSoundDone = function(self, hTriggerID)
|
||||
if (self.hOnTriggerID == hTriggerID) then
|
||||
self:ActivateOutput("Done", true);
|
||||
end
|
||||
end,
|
||||
}
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
-- Event Handlers
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaAmbience:Event_Enable(sender)
|
||||
self.Properties.bEnabled = true;
|
||||
self:OnPropertyChange();
|
||||
end
|
||||
|
||||
function AudioAreaAmbience:Event_Disable(sender)
|
||||
self.Properties.bEnabled = false;
|
||||
self:OnPropertyChange();
|
||||
end
|
||||
|
||||
AudioAreaAmbience.FlowEvents =
|
||||
{
|
||||
Inputs =
|
||||
{
|
||||
Enable = { AudioAreaAmbience.Event_Enable, "bool" },
|
||||
Disable = { AudioAreaAmbience.Event_Disable, "bool" },
|
||||
},
|
||||
|
||||
Outputs =
|
||||
{
|
||||
Done = "bool",
|
||||
},
|
||||
}
|
||||
@@ -0,0 +1,265 @@
|
||||
----------------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
-- its licensors.
|
||||
--
|
||||
-- For complete copyright and license terms please see the LICENSE at the root of this
|
||||
-- distribution (the "License"). All use of this software is governed by the License,
|
||||
-- or, if provided, by the license below or the license accompanying this file. Do not
|
||||
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
--
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------
|
||||
-- audio area entity - to be attached to an area
|
||||
-- reports a normalized (0-1) fade value depending on the listener's distance to the area
|
||||
|
||||
AudioAreaEntity = {
|
||||
type = "AudioAreaEntity",
|
||||
|
||||
Editor = {
|
||||
Model = "Editor/Objects/Sound.cgf",
|
||||
Icon = "AudioAreaEntity.bmp",
|
||||
},
|
||||
|
||||
Properties = {
|
||||
bEnabled = true,
|
||||
audioEnvironmentEnvironment = "",
|
||||
eiSoundObstructionType = AUDIO_OBSTRUCTION_TYPE_IGNORE,
|
||||
fFadeDistance = 5.0,
|
||||
fEnvironmentDistance = 5.0,
|
||||
},
|
||||
|
||||
fFadeValue = 0.0,
|
||||
nState = 0, -- 0 = far, 1 = near, 2 = inside
|
||||
fFadeOnUnregister = 1.0,
|
||||
hEnvironmentID = nil,
|
||||
tObstructionType = {},
|
||||
}
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaEntity:_ActivateOutput(sPortName, value)
|
||||
if (self.Properties.bEnabled) then
|
||||
self:ActivateOutput(sPortName, value);
|
||||
end
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaEntity:_UpdateParameters()
|
||||
-- Set the distances as the very first thing!
|
||||
self:SetFadeDistance(self.Properties.fFadeDistance);
|
||||
self:SetEnvironmentFadeDistance(self.Properties.fEnvironmentDistance);
|
||||
|
||||
if (self.Properties.bEnabled) then
|
||||
self.hEnvironmentID = AudioUtils.LookupAudioEnvironmentID(self.Properties.audioEnvironmentEnvironment);
|
||||
if (self.hEnvironmentID ~= nil) then
|
||||
self:SetAudioEnvironmentID(self.hEnvironmentID);
|
||||
end
|
||||
else
|
||||
self:SetAudioEnvironmentID(INVALID_AUDIO_ENVIRONMENT_ID);
|
||||
end
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaEntity:_LookupObstructionSwitchIDs()
|
||||
-- cache the obstruction switch and state IDs
|
||||
self.tObstructionType = AudioUtils.LookupObstructionSwitchAndStates();
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaEntity:_SetObstruction()
|
||||
local nStateIdx = self.Properties.eiSoundObstructionType + 1;
|
||||
self:SetAudioObstructionCalcType(self.Properties.eiSoundObstructionType, self:GetDefaultAuxAudioProxyID());
|
||||
if ((self.tObstructionType.hSwitchID ~= nil) and (self.tObstructionType.tStateIDs[nStateIdx] ~= nil)) then
|
||||
self:SetAudioSwitchState(self.tObstructionType.hSwitchID, self.tObstructionType.tStateIDs[nStateIdx], self:GetDefaultAuxAudioProxyID());
|
||||
end
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaEntity:OnSpawn()
|
||||
self:SetFlags(ENTITY_FLAG_CLIENT_ONLY, 0);
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaEntity:OnLoad(load)
|
||||
self.Properties = load.Properties;
|
||||
self.fFadeOnUnregister = load.fFadeOnUnregister;
|
||||
self:_SetObstruction();
|
||||
self.nState = 0;
|
||||
self.fFadeValue = 0.0;
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaEntity:OnPostLoad()
|
||||
self:_UpdateParameters();
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaEntity:OnSave(save)
|
||||
save.Properties = self.Properties;
|
||||
save.fFadeOnUnregister = self.fFadeOnUnregister;
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaEntity:OnPropertyChange()
|
||||
self:_UpdateParameters();
|
||||
|
||||
if (self.Properties.eiSoundObstructionType < AUDIO_OBSTRUCTION_TYPE_IGNORE) then
|
||||
self.Properties.eiSoundObstructionType = AUDIO_OBSTRUCTION_TYPE_IGNORE;
|
||||
elseif (self.Properties.eiSoundObstructionType > AUDIO_OBSTRUCTION_TYPE_MULTI) then
|
||||
self.Properties.eiSoundObstructionType = AUDIO_OBSTRUCTION_TYPE_MULTI;
|
||||
end
|
||||
|
||||
self:ResetAudioRtpcValues(self:GetDefaultAuxAudioProxyID());
|
||||
self:_SetObstruction();
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaEntity:CliSrv_OnInit()
|
||||
self.nState = 0;
|
||||
self.fFadeValue = 0.0;
|
||||
self.fFadeOnUnregister = 1.0;
|
||||
self:SetFlags(ENTITY_FLAG_VOLUME_SOUND, 0);
|
||||
|
||||
self:_UpdateParameters();
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaEntity:UpdateFadeValue(player, fFade, fDistSq)
|
||||
if (not(self.Properties.bEnabled) or (fFade == 0.0 and fDistSq == 0.0)) then
|
||||
if (self.fFadeValue ~= 0.0) then
|
||||
self:_ActivateOutput("FadeValue", 0.0);
|
||||
end
|
||||
self.fFadeValue = 0.0;
|
||||
do return end;
|
||||
end
|
||||
|
||||
if (self.Properties.fFadeDistance > 0.0) then
|
||||
if (self.nState == 2) then
|
||||
if (self.fFadeValue ~= fFade) then
|
||||
self.fFadeValue = math.abs(fFade);
|
||||
self:_ActivateOutput("FadeValue", self.fFadeValue);
|
||||
end
|
||||
else
|
||||
local fLocalFade = 1.0 - (math.sqrt(fDistSq) / self.Properties.fFadeDistance);
|
||||
self.fFadeValue = math.max(0, fLocalFade);
|
||||
self:_ActivateOutput("FadeValue", self.fFadeValue);
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
AudioAreaEntity.Server = {
|
||||
OnInit = function(self)
|
||||
self:CliSrv_OnInit();
|
||||
end,
|
||||
|
||||
OnShutDown = function(self)
|
||||
end,
|
||||
}
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
AudioAreaEntity.Client = {
|
||||
OnInit = function(self)
|
||||
self:RegisterForAreaEvents(1);
|
||||
self:_LookupObstructionSwitchIDs();
|
||||
self:_SetObstruction();
|
||||
self:CliSrv_OnInit();
|
||||
end,
|
||||
|
||||
OnShutDown = function(self)
|
||||
self.nState = 0;
|
||||
self:RegisterForAreaEvents(0);
|
||||
end,
|
||||
|
||||
OnAudioListenerEnterNearArea = function(self, player, nAreaID, fFade)
|
||||
if (self.nState == 0) then
|
||||
self:_SetObstruction();
|
||||
self:_ActivateOutput("OnFarToNear", true);
|
||||
elseif (self.nState == 2) then
|
||||
self:_ActivateOutput("OnInsideToNear", true);
|
||||
end
|
||||
|
||||
self.nState = 1;
|
||||
self.fFadeValue = 0.0;
|
||||
self:_ActivateOutput("FadeValue", self.fFadeValue);
|
||||
end,
|
||||
|
||||
OnAudioListenerMoveNearArea = function(self, player, areaId, fFade, fDistsq)
|
||||
self.nState = 1;
|
||||
self:UpdateFadeValue(player, fFade, fDistsq);
|
||||
end,
|
||||
|
||||
OnAudioListenerEnterArea = function(self, player, areaId, fFade)
|
||||
if (self.nState == 0) then
|
||||
-- possible if the listener is teleported or gets spawned inside the area
|
||||
-- technically, the listener enters the Near Area and the Inside Area at the same time
|
||||
-- however, in this case the AreaManager is responsible to first call OnEnterNear and then OnEnter so this is technically circumventing a possible bug :)
|
||||
self:_SetObstruction();
|
||||
self:_ActivateOutput("OnFarToNear", true);
|
||||
end
|
||||
|
||||
self.nState = 2;
|
||||
self.fFadeValue = 1.0;
|
||||
self:_ActivateOutput("OnNearToInside", true);
|
||||
self:_ActivateOutput("FadeValue", self.fFadeValue);
|
||||
end,
|
||||
|
||||
OnAudioListenerProceedFadeArea = function(self, player, areaId, fExternalFade)
|
||||
-- fExternalFade holds the fade value which was calculated by an inner, higher priority area
|
||||
-- in the AreaManager to fade out the outer sound dependent on the largest fade distance of all attached entities
|
||||
if (fExternalFade > 0.0) then
|
||||
self.nState = 2;
|
||||
self:UpdateFadeValue(player, fExternalFade, 0.0);
|
||||
else
|
||||
self:UpdateFadeValue(player, 0.0, 0.0);
|
||||
end
|
||||
end,
|
||||
|
||||
OnAudioListenerLeaveArea = function(self, player, nAreaID, fFade)
|
||||
self.nState = 1;
|
||||
self:_ActivateOutput("OnInsideToNear", true);
|
||||
end,
|
||||
|
||||
OnAudioListenerLeaveNearArea = function(self, player, nAreaID, fFade)
|
||||
self.nState = 0;
|
||||
self.fFadeValue = 0.0;
|
||||
self:_ActivateOutput("OnNearToFar", true);
|
||||
self:_ActivateOutput("FadeValue", self.fFadeValue);
|
||||
end,
|
||||
|
||||
OnUnBindThis = function(self)
|
||||
self.nState = 0;
|
||||
end,
|
||||
}
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
-- Event Handlers
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaEntity:Event_Enable(sender)
|
||||
self.Properties.bEnabled = true;
|
||||
self:OnPropertyChange();
|
||||
end
|
||||
|
||||
function AudioAreaEntity:Event_Disable(sender)
|
||||
self.Properties.bEnabled = false;
|
||||
self:OnPropertyChange();
|
||||
end
|
||||
|
||||
AudioAreaEntity.FlowEvents =
|
||||
{
|
||||
Inputs =
|
||||
{
|
||||
Enable = { AudioAreaEntity.Event_Enable, "bool" },
|
||||
Disable = { AudioAreaEntity.Event_Disable, "bool" },
|
||||
},
|
||||
|
||||
Outputs =
|
||||
{
|
||||
FadeValue = "float",
|
||||
OnFarToNear = "bool",
|
||||
OnNearToInside = "bool",
|
||||
OnInsideToNear = "bool",
|
||||
OnNearToFar = "bool",
|
||||
},
|
||||
}
|
||||
@@ -0,0 +1,386 @@
|
||||
----------------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
-- its licensors.
|
||||
--
|
||||
-- For complete copyright and license terms please see the LICENSE at the root of this
|
||||
-- distribution (the "License"). All use of this software is governed by the License,
|
||||
-- or, if provided, by the license below or the license accompanying this file. Do not
|
||||
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
--
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------
|
||||
-- audio area ambience entity - to be attached to an area
|
||||
-- used for convenient implementation of area based audio ambiences
|
||||
|
||||
AudioAreaRandom = {
|
||||
type = "AudioAreaRandom",
|
||||
|
||||
Editor = {
|
||||
Model = "Editor/Objects/Sound.cgf",
|
||||
Icon = "AudioAreaRandom.bmp",
|
||||
},
|
||||
|
||||
Properties = {
|
||||
bEnabled = true,
|
||||
bMoveWithEntity = false,
|
||||
audioTriggerPlayTrigger = "",
|
||||
audioTriggerStopTrigger = "",
|
||||
audioRTPCRtpc = "",
|
||||
eiSoundObstructionType = AUDIO_OBSTRUCTION_TYPE_IGNORE,
|
||||
fRtpcDistance = 5.0,
|
||||
fRadiusRandom = 10.0,
|
||||
fMinDelay = 1,
|
||||
fMaxDelay = 2,
|
||||
},
|
||||
|
||||
fFadeValue = 0.0,
|
||||
nState = 0, -- 0 = far, 1 = near, 2 = inside
|
||||
hOnTriggerID = nil,
|
||||
hOffTriggerID = nil,
|
||||
hCurrentOnTriggerID = nil,
|
||||
hCurrentOffTriggerID = nil, -- only used in OnPropertyChange()
|
||||
hRtpcID = nil,
|
||||
tObstructionType = {},
|
||||
bIsHidden = false,
|
||||
bIsPlaying = false,
|
||||
bHasMoved = false,
|
||||
bOriginalEnabled = true,
|
||||
}
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaRandom:_LookupControlIDs()
|
||||
self.hOnTriggerID = AudioUtils.LookupTriggerID(self.Properties.audioTriggerPlayTrigger);
|
||||
self.hOffTriggerID = AudioUtils.LookupTriggerID(self.Properties.audioTriggerStopTrigger);
|
||||
self.hRtpcID = AudioUtils.LookupRtpcID(self.Properties.audioRTPCRtpc);
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaRandom:_LookupObstructionSwitchIDs()
|
||||
-- cache the obstruction switch and state IDs
|
||||
self.tObstructionType = AudioUtils.LookupObstructionSwitchAndStates();
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaRandom:_SetObstruction()
|
||||
local nStateIdx = self.Properties.eiSoundObstructionType + 1;
|
||||
self:SetAudioObstructionCalcType(self.Properties.eiSoundObstructionType, self:GetDefaultAuxAudioProxyID());
|
||||
if ((self.tObstructionType.hSwitchID ~= nil) and (self.tObstructionType.tStateIDs[nStateIdx] ~= nil)) then
|
||||
self:SetAudioSwitchState(self.tObstructionType.hSwitchID, self.tObstructionType.tStateIDs[nStateIdx], self:GetDefaultAuxAudioProxyID());
|
||||
end
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaRandom:_UpdateParameters()
|
||||
self:SetFadeDistance(self.Properties.fRtpcDistance);
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaRandom:_UpdateRtpc()
|
||||
if (self.hRtpcID ~= nil) then
|
||||
self:SetAudioRtpcValue(self.hRtpcID, self.fFadeValue, self:GetDefaultAuxAudioProxyID());
|
||||
end
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaRandom:_GenerateOffset()
|
||||
local offset = {x = 0, y = 0, z = 0}
|
||||
offset.x = randomF(-1, 1);
|
||||
offset.y = randomF(-1, 1);
|
||||
NormalizeVector(offset);
|
||||
ScaleVectorInPlace(offset, randomF(0, self.Properties.fRadiusRandom));
|
||||
|
||||
return offset;
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaRandom:OnSpawn()
|
||||
self:SetFlags(ENTITY_FLAG_CLIENT_ONLY, 0);
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaRandom:OnLoad(load)
|
||||
self.Properties = load.Properties;
|
||||
self.fFadeValue = load.fFadeValue;
|
||||
self.nState = 0; -- We start out being far, in a subsequent update we will determine our actual state!
|
||||
|
||||
self:_SetObstruction();
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaRandom:OnPostLoad()
|
||||
self:_UpdateParameters();
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaRandom:OnSave(save)
|
||||
save.Properties = self.Properties;
|
||||
save.fFadeValue = self.fFadeValue;
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaRandom:OnPropertyChange()
|
||||
if (self.Properties.eiSoundObstructionType < AUDIO_OBSTRUCTION_TYPE_IGNORE) then
|
||||
self.Properties.eiSoundObstructionType = AUDIO_OBSTRUCTION_TYPE_IGNORE;
|
||||
elseif (self.Properties.eiSoundObstructionType > AUDIO_OBSTRUCTION_TYPE_MULTI) then
|
||||
self.Properties.eiSoundObstructionType = AUDIO_OBSTRUCTION_TYPE_MULTI;
|
||||
end
|
||||
|
||||
self:_LookupControlIDs();
|
||||
self:_UpdateParameters();
|
||||
self:_SetObstruction();
|
||||
self:ResetAudioRtpcValues(self:GetDefaultAuxAudioProxyID());
|
||||
self:SetCurrentAudioEnvironments();
|
||||
self:SetAudioProxyOffset(g_Vectors.v000, self:GetDefaultAuxAudioProxyID());
|
||||
self:AuxAudioProxiesMoveWithEntity(self.Properties.bMoveWithEntity);
|
||||
|
||||
if ((self.bIsPlaying) and (self.hCurrentOnTriggerID ~= self.hOnTriggerID)) then
|
||||
-- Stop a possibly playing instance if the on-trigger changed!
|
||||
self:StopAudioTrigger(self.hCurrentOnTriggerID, self:GetDefaultAuxAudioProxyID());
|
||||
self.hCurrentOnTriggerID = self.hOnTriggerID;
|
||||
self.bIsPlaying = false;
|
||||
self.bHasMoved = false;
|
||||
self:KillTimer(0);
|
||||
end
|
||||
|
||||
if (not self.bIsPlaying) then
|
||||
-- Try to play, if disabled, hidden or invalid on-trigger Play() will fail!
|
||||
self:Play();
|
||||
end
|
||||
|
||||
if (not self.Properties.bEnabled and ((self.bOriginalEnabled) or (self.hCurrentOffTriggerID ~= self.hOffTriggerID))) then
|
||||
self.hCurrentOffTriggerID = self.hOffTriggerID;
|
||||
self:Stop(); -- stop if disabled, either stops running StartTrigger or executes StopTrigger!
|
||||
end
|
||||
|
||||
self.bOriginalEnabled = self.Properties.bEnabled;
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaRandom:OnReset(bToGame)
|
||||
if (bToGame) then
|
||||
-- store the entity's "bEnabled" property's value so we can adjust back to it if changed over the course of the game
|
||||
self.bOriginalEnabled = self.Properties.bEnabled;
|
||||
|
||||
-- re-execute this AAR once upon entering game mode
|
||||
self:Stop();
|
||||
self:Play();
|
||||
else
|
||||
self.Properties.bEnabled = self.bOriginalEnabled;
|
||||
end
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaRandom:Play()
|
||||
if ((self.Properties.bEnabled) and (not self.bIsHidden) and ((self.nState == 1) or (self.nState == 2))) then
|
||||
if (self.hOnTriggerID ~= nil) then
|
||||
local offset = self:_GenerateOffset();
|
||||
if (LengthSqVector(offset) > 0.00001) then-- offset is longer than 1cm
|
||||
self:SetAudioProxyOffset(offset, self:GetDefaultAuxAudioProxyID());
|
||||
self:SetCurrentAudioEnvironments();
|
||||
elseif (self.bHasMoved) then
|
||||
self:SetCurrentAudioEnvironments();
|
||||
end
|
||||
|
||||
self:ExecuteAudioTrigger(self.hOnTriggerID, self:GetDefaultAuxAudioProxyID());
|
||||
self.bIsPlaying = true;
|
||||
self.bHasMoved = false;
|
||||
self.hCurrentOnTriggerID = self.hOnTriggerID;
|
||||
|
||||
self:SetTimer(0, 1000 * randomF(self.Properties.fMinDelay, self.Properties.fMaxDelay));
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaRandom:Stop()
|
||||
if ((self.Properties.bEnabled) and (not self.bIsHidden) and ((self.nState == 1) or (self.nState == 2))) then
|
||||
-- Cannot check against "self.bIsPlaying" otherwise we won't execute the StopTrigger if there's no StartTrigger set!
|
||||
if (self.hOffTriggerID ~= nil) then
|
||||
local offset = self:_GenerateOffset();
|
||||
if (LengthSqVector(offset) > 0.00001) then-- offset is longer than 1cm
|
||||
self:SetAudioProxyOffset(offset, self:GetDefaultAuxAudioProxyID());
|
||||
self:SetCurrentAudioEnvironments();
|
||||
elseif (self.bHasMoved) then
|
||||
self:SetCurrentAudioEnvironments();
|
||||
end
|
||||
|
||||
self:ExecuteAudioTrigger(self.hOffTriggerID, self:GetDefaultAuxAudioProxyID());
|
||||
elseif (self.hOnTriggerID ~= nil) then
|
||||
self:StopAudioTrigger(self.hOnTriggerID, self:GetDefaultAuxAudioProxyID());
|
||||
end
|
||||
end
|
||||
|
||||
self.bIsPlaying = false;
|
||||
self.bHasMoved = false;
|
||||
self:KillTimer(0);
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaRandom:StopAll()
|
||||
if (self.hOnTriggerID ~= nil) then
|
||||
self:StopAudioTrigger(self.hOnTriggerID, self:GetDefaultAuxAudioProxyID());
|
||||
end
|
||||
if (self.hOffTriggerID ~= nil) then
|
||||
self:StopAudioTrigger(self.hOffTriggerID, self:GetDefaultAuxAudioProxyID());
|
||||
end
|
||||
self.bIsPlaying = false;
|
||||
self:KillTimer(0);
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaRandom:CliSrv_OnInit()
|
||||
self.nState = 0;
|
||||
self.fFadeValue = 0.0;
|
||||
self:SetFlags(ENTITY_FLAG_VOLUME_SOUND, 0);
|
||||
self:_UpdateParameters();
|
||||
self.bIsPlaying = false;
|
||||
self:NetPresent(0);
|
||||
self:AuxAudioProxiesMoveWithEntity(self.Properties.bMoveWithEntity);
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaRandom:UpdateFadeValue(player, fFade, fDistSq)
|
||||
if (not(self.Properties.bEnabled) or (fFade == 0.0 and fDistSq == 0.0)) then
|
||||
self.fFadeValue = 0.0;
|
||||
self:_UpdateRtpc();
|
||||
do return end;
|
||||
end
|
||||
|
||||
if (self.Properties.fRtpcDistance > 0.0) then
|
||||
if (self.nState == 2) then
|
||||
if (self.fFadeValue ~= fFade) then
|
||||
self.fFadeValue = math.abs(fFade);
|
||||
self:_UpdateRtpc();
|
||||
end
|
||||
else
|
||||
local fLocalFade = 1.0 - (math.sqrt(fDistSq) / self.Properties.fRtpcDistance);
|
||||
self.fFadeValue = math.max(0, fLocalFade);
|
||||
self:_UpdateRtpc();
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
AudioAreaRandom.Server = {
|
||||
OnInit = function(self)
|
||||
self:CliSrv_OnInit();
|
||||
end,
|
||||
|
||||
OnShutDown = function(self)
|
||||
end,
|
||||
}
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
AudioAreaRandom.Client = {
|
||||
OnInit = function(self)
|
||||
self:RegisterForAreaEvents(1);
|
||||
self:_LookupControlIDs();
|
||||
self:_LookupObstructionSwitchIDs();
|
||||
self:_SetObstruction();
|
||||
self:CliSrv_OnInit();
|
||||
end,
|
||||
|
||||
OnShutDown = function(self)
|
||||
self:StopAll();
|
||||
self.nState = 0;
|
||||
self:RegisterForAreaEvents(0);
|
||||
end,
|
||||
|
||||
OnHidden = function(self)
|
||||
self:StopAll();
|
||||
self.bIsHidden = true;
|
||||
end,
|
||||
|
||||
OnUnHidden = function(self)
|
||||
self.bIsHidden = false;
|
||||
self:Play();
|
||||
end,
|
||||
|
||||
OnAudioListenerEnterNearArea = function(self, player, nAreaID, fFade)
|
||||
if (self.nState == 0) then
|
||||
self.nState = 1;
|
||||
self:Play();
|
||||
self.fFadeValue = 0.0;
|
||||
self:_UpdateRtpc();
|
||||
end
|
||||
end,
|
||||
|
||||
OnAudioListenerMoveNearArea = function(self, player, areaId, fFade, fDistsq)
|
||||
self.nState = 1;
|
||||
self:UpdateFadeValue(player, fFade, fDistsq);
|
||||
end,
|
||||
|
||||
OnAudioListenerEnterArea = function(self, player, areaId, fFade)
|
||||
if (self.nState == 0) then
|
||||
-- possible if the listener is teleported or gets spawned inside the area
|
||||
-- technically, the listener enters the Near Area and the Inside Area at the same time
|
||||
self.nState = 2;
|
||||
self:Play();
|
||||
else
|
||||
self.nState = 2;
|
||||
end
|
||||
|
||||
self.fFadeValue = 1.0;
|
||||
self:_UpdateRtpc();
|
||||
end,
|
||||
|
||||
OnAudioListenerProceedFadeArea = function(self, player, areaId, fExternalFade)
|
||||
-- fExternalFade holds the fade value which was calculated by an inner, higher priority area
|
||||
-- in the AreaManager to fade out the outer sound dependent on the largest fade distance of all attached entities
|
||||
if (fExternalFade > 0.0) then
|
||||
self.nState = 2;
|
||||
self:UpdateFadeValue(player, fExternalFade, 0.0);
|
||||
else
|
||||
self:UpdateFadeValue(player, 0.0, 0.0);
|
||||
end
|
||||
end,
|
||||
|
||||
OnAudioListenerLeaveArea = function(self, player, nAreaID, fFade)
|
||||
self.nState = 1;
|
||||
end,
|
||||
|
||||
OnAudioListenerLeaveNearArea = function(self, player, nAreaID, fFade)
|
||||
self:Stop();
|
||||
self.nState = 0;
|
||||
self.fFadeValue = 0.0;
|
||||
self:_UpdateRtpc();
|
||||
end,
|
||||
|
||||
OnUnBindThis = function(self)
|
||||
self.nState = 0;
|
||||
end,
|
||||
|
||||
OnTimer = function(self, timerid, msec)
|
||||
if (timerid == 0) then
|
||||
self:Play();
|
||||
end
|
||||
end,
|
||||
|
||||
OnMove = function(self)
|
||||
self.bHasMoved = true;
|
||||
end,
|
||||
}
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
-- Event Handlers
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioAreaRandom:Event_Enable(sender)
|
||||
self.Properties.bEnabled = true;
|
||||
self:OnPropertyChange();
|
||||
end
|
||||
|
||||
function AudioAreaRandom:Event_Disable(sender)
|
||||
self.Properties.bEnabled = false;
|
||||
self:OnPropertyChange();
|
||||
end
|
||||
|
||||
AudioAreaRandom.FlowEvents =
|
||||
{
|
||||
Inputs =
|
||||
{
|
||||
Enable = { AudioAreaRandom.Event_Enable, "bool" },
|
||||
Disable = { AudioAreaRandom.Event_Disable, "bool" },
|
||||
},
|
||||
}
|
||||
@@ -0,0 +1,334 @@
|
||||
----------------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
-- its licensors.
|
||||
--
|
||||
-- For complete copyright and license terms please see the LICENSE at the root of this
|
||||
-- distribution (the "License"). All use of this software is governed by the License,
|
||||
-- or, if provided, by the license below or the license accompanying this file. Do not
|
||||
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
--
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------
|
||||
Script.ReloadScript("scripts/Entities/Sound/Shared/AudioUtils.lua");
|
||||
|
||||
AudioTriggerSpot = {
|
||||
type = "AudioTriggerSpot",
|
||||
|
||||
Editor = {
|
||||
Model = "Editor/Objects/Sound.cgf",
|
||||
Icon = "Sound.bmp",
|
||||
},
|
||||
|
||||
Properties = {
|
||||
bEnabled = true,
|
||||
audioTriggerPlayTriggerName = "",
|
||||
audioTriggerStopTriggerName = "",
|
||||
bSerializePlayState = true, -- Determines if execution after de-serialization is needed.
|
||||
eiSoundObstructionType = AUDIO_OBSTRUCTION_TYPE_IGNORE,
|
||||
bPlayOnX = false,
|
||||
bPlayOnY = false,
|
||||
bPlayOnZ = false,
|
||||
fRadiusRandom = 10.0,
|
||||
bPlayRandom = false,
|
||||
fMinDelay = 1,
|
||||
fMaxDelay = 2,
|
||||
},
|
||||
|
||||
hOnTriggerID = nil,
|
||||
hOffTriggerID = nil,
|
||||
hCurrentOnTriggerID = nil,
|
||||
hCurrentOffTriggerID = nil, -- only used in OnPropertyChange()
|
||||
tObstructionType = {},
|
||||
|
||||
bIsHidden = false,
|
||||
bIsPlaying = false,
|
||||
bHasMoved = false,
|
||||
bOriginalEnabled = true,
|
||||
}
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioTriggerSpot:_LookupTriggerIDs()
|
||||
self.hOnTriggerID = AudioUtils.LookupTriggerID(self.Properties.audioTriggerPlayTriggerName);
|
||||
self.hOffTriggerID = AudioUtils.LookupTriggerID(self.Properties.audioTriggerStopTriggerName);
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioTriggerSpot:_LookupObstructionSwitchIDs()
|
||||
-- cache the obstruction switch and state IDs
|
||||
self.tObstructionType = AudioUtils.LookupObstructionSwitchAndStates();
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioTriggerSpot:_SetObstruction()
|
||||
local nStateIdx = self.Properties.eiSoundObstructionType + 1;
|
||||
self:SetAudioObstructionCalcType(self.Properties.eiSoundObstructionType, self:GetDefaultAuxAudioProxyID());
|
||||
if ((self.tObstructionType.hSwitchID ~= nil) and (self.tObstructionType.tStateIDs[nStateIdx] ~= nil)) then
|
||||
self:SetAudioSwitchState(self.tObstructionType.hSwitchID, self.tObstructionType.tStateIDs[nStateIdx], self:GetDefaultAuxAudioProxyID());
|
||||
end
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioTriggerSpot:_GenerateOffset()
|
||||
local offset = {x=0,y=0,z=0}
|
||||
local len = 0
|
||||
|
||||
if (self.Properties.bPlayOnX) then
|
||||
offset.x=randomF(-1,1);
|
||||
end
|
||||
if (self.Properties.bPlayOnY) then
|
||||
offset.y=randomF(-1,1);
|
||||
end
|
||||
if (self.Properties.bPlayOnZ) then
|
||||
offset.z=randomF(-1,1);
|
||||
end
|
||||
|
||||
NormalizeVector(offset);
|
||||
ScaleVectorInPlace(offset, randomF(0,self.Properties.fRadiusRandom));
|
||||
|
||||
return offset;
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioTriggerSpot:OnSpawn()
|
||||
self:SetFlags(ENTITY_FLAG_CLIENT_ONLY, 0);
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioTriggerSpot:OnSave(save)
|
||||
save.Properties = self.Properties;
|
||||
save.bIsPlaying = self.bIsPlaying;
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioTriggerSpot:OnLoad(load)
|
||||
self.Properties = load.Properties;
|
||||
self.bIsPlaying = load.bIsPlaying;
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioTriggerSpot:OnPostLoad()
|
||||
self:_SetObstruction();
|
||||
self:SetCurrentAudioEnvironments();
|
||||
|
||||
if (self.bIsPlaying and self.Properties.bSerializePlayState) then
|
||||
self.bIsPlaying = false;
|
||||
self:Play();
|
||||
else
|
||||
self.bIsPlaying = false;
|
||||
end
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioTriggerSpot:_Init()
|
||||
self.bIsPlaying = false;
|
||||
self:SetAudioProxyOffset(g_Vectors.v000, self:GetDefaultAuxAudioProxyID());
|
||||
self:NetPresent(0);
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioTriggerSpot:OnPropertyChange()
|
||||
if (self.Properties.eiSoundObstructionType < AUDIO_OBSTRUCTION_TYPE_IGNORE) then
|
||||
self.Properties.eiSoundObstructionType = AUDIO_OBSTRUCTION_TYPE_IGNORE;
|
||||
elseif (self.Properties.eiSoundObstructionType > AUDIO_OBSTRUCTION_TYPE_MULTI) then
|
||||
self.Properties.eiSoundObstructionType = AUDIO_OBSTRUCTION_TYPE_MULTI;
|
||||
end
|
||||
|
||||
self:_LookupTriggerIDs();
|
||||
self:_SetObstruction();
|
||||
self:SetCurrentAudioEnvironments();
|
||||
self:SetAudioProxyOffset(g_Vectors.v000, self:GetDefaultAuxAudioProxyID());
|
||||
|
||||
if ((self.bIsPlaying) and (self.hCurrentOnTriggerID ~= self.hOnTriggerID)) then
|
||||
-- Stop a possibly playing instance if the on-trigger changed!
|
||||
self:StopAudioTrigger(self.hCurrentOnTriggerID, self:GetDefaultAuxAudioProxyID());
|
||||
self.hCurrentOnTriggerID = self.hOnTriggerID;
|
||||
self.bIsPlaying = false;
|
||||
self.bHasMoved = false;
|
||||
self:KillTimer(0);
|
||||
end
|
||||
|
||||
if (not self.bIsPlaying) then
|
||||
-- Try to play, if disabled, hidden or invalid on-trigger Play() will fail!
|
||||
self:Play();
|
||||
end
|
||||
|
||||
if (not self.Properties.bEnabled and ((self.bOriginalEnabled) or (self.hCurrentOffTriggerID ~= self.hOffTriggerID))) then
|
||||
self.hCurrentOffTriggerID = self.hOffTriggerID;
|
||||
self:Stop(); -- stop if disabled, either stops running StartTrigger or executes StopTrigger!
|
||||
end
|
||||
|
||||
self.bOriginalEnabled = self.Properties.bEnabled;
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioTriggerSpot:OnReset(bToGame)
|
||||
if (bToGame) then
|
||||
-- store the entity's "bEnabled" property's value so we can adjust back to it if changed over the course of the game
|
||||
self.bOriginalEnabled = self.Properties.bEnabled;
|
||||
|
||||
-- re-execute this ATS once upon entering game mode
|
||||
self:Stop();
|
||||
self:Play();
|
||||
else
|
||||
self.Properties.bEnabled = self.bOriginalEnabled;
|
||||
end
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioTriggerSpot:OnTransformFromEditorDone()
|
||||
self:SetCurrentAudioEnvironments();
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
AudioTriggerSpot["Server"] = {
|
||||
OnInit = function (self)
|
||||
self:_Init();
|
||||
end,
|
||||
OnShutDown = function (self)
|
||||
end,
|
||||
}
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
AudioTriggerSpot["Client"] = {
|
||||
----------------------------------------------------------------------------------------
|
||||
OnInit = function(self)
|
||||
self:_Init();
|
||||
self:_LookupTriggerIDs();
|
||||
self:_LookupObstructionSwitchIDs();
|
||||
self:_SetObstruction();
|
||||
self:SetCurrentAudioEnvironments();
|
||||
self:Play();
|
||||
end,
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
OnShutDown = function(self)
|
||||
self:StopAll();
|
||||
end,
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
OnSoundDone = function(self, hTriggerID)
|
||||
if (self.hOnTriggerID == hTriggerID) then
|
||||
self:ActivateOutput("Done", true);
|
||||
end
|
||||
end,
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
OnTimer = function(self, timerid, msec)
|
||||
if (timerid == 0) then
|
||||
self:Play();
|
||||
end
|
||||
end,
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
OnHidden = function(self)
|
||||
self:StopAll();
|
||||
self.bIsHidden = true;
|
||||
end,
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
OnUnHidden = function(self)
|
||||
self.bIsHidden = false;
|
||||
self:Play();
|
||||
end,
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
OnMove = function(self)
|
||||
self.bHasMoved = true;
|
||||
end,
|
||||
}
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioTriggerSpot:Play()
|
||||
if ((self.hOnTriggerID ~= nil) and (self.Properties.bEnabled) and (not self.bIsHidden)) then
|
||||
local offset = self:_GenerateOffset();
|
||||
if (LengthSqVector(offset) > 0.00001) then -- offset is longer than 1cm
|
||||
self:SetAudioProxyOffset(offset, self:GetDefaultAuxAudioProxyID());
|
||||
self:SetCurrentAudioEnvironments();
|
||||
elseif (self.bHasMoved) then
|
||||
self:SetCurrentAudioEnvironments();
|
||||
end
|
||||
|
||||
self:ExecuteAudioTrigger(self.hOnTriggerID, self:GetDefaultAuxAudioProxyID());
|
||||
self.bIsPlaying = true;
|
||||
self.bHasMoved = false;
|
||||
self.hCurrentOnTriggerID = self.hOnTriggerID;
|
||||
|
||||
if (self.Properties.bPlayRandom) then
|
||||
self:SetTimer(0, 1000 * randomF(self.Properties.fMinDelay, self.Properties.fMaxDelay));
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioTriggerSpot:Stop()
|
||||
if (not self.bIsHidden) then
|
||||
-- Cannot check against "self.bIsPlaying" otherwise we won't execute the StopTrigger if there's no StartTrigger set!
|
||||
if (self.hOffTriggerID ~= nil) then
|
||||
local offset = self:_GenerateOffset();
|
||||
if (LengthSqVector(offset) > 0.00001) then-- offset is longer than 1cm
|
||||
self:SetAudioProxyOffset(offset, self:GetDefaultAuxAudioProxyID());
|
||||
self:SetCurrentAudioEnvironments();
|
||||
elseif (self.bHasMoved) then
|
||||
self:SetCurrentAudioEnvironments();
|
||||
end
|
||||
|
||||
self:ExecuteAudioTrigger(self.hOffTriggerID, self:GetDefaultAuxAudioProxyID());
|
||||
elseif (self.hOnTriggerID ~= nil) then
|
||||
self:StopAudioTrigger(self.hOnTriggerID, self:GetDefaultAuxAudioProxyID());
|
||||
end
|
||||
end
|
||||
|
||||
self.bIsPlaying = false;
|
||||
self.bHasMoved = false;
|
||||
self:KillTimer(0);
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioTriggerSpot:StopAll()
|
||||
if (self.hOnTriggerID ~= nil) then
|
||||
self:StopAudioTrigger(self.hOnTriggerID, self:GetDefaultAuxAudioProxyID());
|
||||
end
|
||||
if (self.hOffTriggerID ~= nil) then
|
||||
self:StopAudioTrigger(self.hOffTriggerID, self:GetDefaultAuxAudioProxyID());
|
||||
end
|
||||
self.bIsPlaying = false;
|
||||
self:KillTimer(0);
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------------------------
|
||||
-- Event Handlers
|
||||
------------------------------------------------------------------------------------------------------
|
||||
function AudioTriggerSpot:Event_Enable(sender)
|
||||
if (not self.Properties.bEnabled) then
|
||||
self.Properties.bEnabled = true;
|
||||
self:Play();
|
||||
end
|
||||
--BroadcastEvent(self, "Enable");
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioTriggerSpot:Event_Disable(sender)
|
||||
self:Stop();
|
||||
self.Properties.bEnabled = false;
|
||||
--BroadcastEvent(self, "Disable");
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
----------------------------------------------------------------------------------------
|
||||
AudioTriggerSpot.FlowEvents =
|
||||
{
|
||||
Inputs =
|
||||
{
|
||||
Enable = { AudioTriggerSpot.Event_Enable, "bool" },
|
||||
Disable = { AudioTriggerSpot.Event_Disable, "bool" },
|
||||
},
|
||||
|
||||
Outputs =
|
||||
{
|
||||
Done = "bool",
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,83 @@
|
||||
----------------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
-- its licensors.
|
||||
--
|
||||
-- For complete copyright and license terms please see the LICENSE at the root of this
|
||||
-- distribution (the "License"). All use of this software is governed by the License,
|
||||
-- or, if provided, by the license below or the license accompanying this file. Do not
|
||||
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
--
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------
|
||||
AudioUtils = {
|
||||
-- these names should exactly match those defined in ATLEntities.cpp and in libs/gameaudio/wwise/default_controls.xml
|
||||
sObstructionCalcSwitchName = "ObstructionOcclusionCalculationType",
|
||||
sObstructionStateNames = {"Ignore", "SingleRay", "MultiRay"},
|
||||
}
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioUtils.LookupTriggerID(sTriggerName)
|
||||
local hTriggerID = nil;
|
||||
|
||||
if ((sTriggerName ~= nil) and (sTriggerName ~= "")) then
|
||||
hTriggerID = Sound.GetAudioTriggerID(sTriggerName);
|
||||
end
|
||||
|
||||
return hTriggerID;
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioUtils.LookupRtpcID(sRtpcName)
|
||||
local hRtpcID = nil;
|
||||
|
||||
if ((sRtpcName ~= nil) and (sRtpcName ~= "")) then
|
||||
hRtpcID = Sound.GetAudioRtpcID(sRtpcName);
|
||||
end
|
||||
|
||||
return hRtpcID;
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioUtils.LookupSwitchID(sSwitchName)
|
||||
local hSwitchID = nil;
|
||||
|
||||
if ((sSwitchName ~= nil) and (sSwitchName ~= "")) then
|
||||
hSwitchID = Sound.GetAudioSwitchID(sSwitchName);
|
||||
end
|
||||
|
||||
return hSwitchID;
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioUtils.LookupSwitchStateIDs(hSwitchID, tStateNames)
|
||||
local tStateIDs = {};
|
||||
|
||||
if ((hSwitchID ~= nil) and (tStateNames ~= nil)) then
|
||||
for i, name in ipairs(tStateNames) do
|
||||
tStateIDs[i] = Sound.GetAudioSwitchStateID(hSwitchID, name);
|
||||
end
|
||||
end
|
||||
|
||||
return tStateIDs;
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioUtils.LookupAudioEnvironmentID(sEnvironmentName)
|
||||
local hEnvironmentID = nil;
|
||||
|
||||
if ((sEnvironmentName ~= nil) and (sEnvironmentName ~= "")) then
|
||||
hEnvironmentID = Sound.GetAudioEnvironmentID(sEnvironmentName);
|
||||
end
|
||||
|
||||
return hEnvironmentID;
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
function AudioUtils.LookupObstructionSwitchAndStates()
|
||||
local nSwitch = AudioUtils.LookupSwitchID(AudioUtils.sObstructionCalcSwitchName);
|
||||
local tStates = AudioUtils.LookupSwitchStateIDs(nSwitch, AudioUtils.sObstructionStateNames);
|
||||
|
||||
return {hSwitchID = nSwitch, tStateIDs = tStates};
|
||||
end
|
||||
@@ -0,0 +1,362 @@
|
||||
----------------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
-- its licensors.
|
||||
--
|
||||
-- For complete copyright and license terms please see the LICENSE at the root of this
|
||||
-- distribution (the "License"). All use of this software is governed by the License,
|
||||
-- or, if provided, by the license below or the license accompanying this file. Do not
|
||||
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
--
|
||||
-- Original file Copyright Crytek GMBH or its affiliates, used under license.
|
||||
--
|
||||
--
|
||||
-- Description: Network-ready Area Trigger
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------
|
||||
AreaTrigger =
|
||||
{
|
||||
Properties =
|
||||
{
|
||||
bEnabled = 1,
|
||||
bTriggerOnce = 0,
|
||||
bOnlyPlayers = 1,
|
||||
bOnlyLocalPlayer= 0,
|
||||
esFactionFilter = "",
|
||||
ScriptCommand = "",
|
||||
PlaySequence = "",
|
||||
bInVehicleOnly = 0,
|
||||
MultiplayerOptions =
|
||||
{
|
||||
bNetworked = 0,
|
||||
bPerPlayer = 0,
|
||||
},
|
||||
},
|
||||
|
||||
Client = {},
|
||||
Server = {},
|
||||
|
||||
Editor =
|
||||
{
|
||||
Model = "Editor/Objects/T.cgf",
|
||||
Icon = "AreaTrigger.bmp",
|
||||
IsScalable = false;
|
||||
IsRotatable = false;
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
Net.Expose
|
||||
{
|
||||
Class = AreaTrigger,
|
||||
ClientMethods =
|
||||
{
|
||||
ClEnter = { RELIABLE_ORDERED, PRE_ATTACH, ENTITYID, INT8 },
|
||||
ClLeave = { RELIABLE_ORDERED, PRE_ATTACH, ENTITYID, INT8 },
|
||||
},
|
||||
ServerMethods = {},
|
||||
ServerProperties = {}
|
||||
}
|
||||
|
||||
|
||||
function AreaTrigger:OnPropertyChange()
|
||||
self:OnReset();
|
||||
end
|
||||
|
||||
|
||||
function AreaTrigger:OnReset()
|
||||
self.enabled = nil;
|
||||
self.triggerOnce = tonumber(self.Properties.bTriggerOnce)~=0;
|
||||
self.localOnly = self.Properties.MultiplayerOptions.bNetworked==0;
|
||||
self.perPlayer = tonumber(self.Properties.MultiplayerOptions.bPerPlayer)~=0;
|
||||
|
||||
self.isServer=CryAction.IsServer();
|
||||
self.isClient=CryAction.IsClient();
|
||||
|
||||
self.inside={};
|
||||
self.insideCount=0;
|
||||
|
||||
if (not self.localOnly) then
|
||||
self.triggeredPP={};
|
||||
self.triggeredOncePP={};
|
||||
else
|
||||
self:SetFlags(ENTITY_FLAG_CLIENT_ONLY,0);
|
||||
end
|
||||
|
||||
self.triggeredOnce=nil;
|
||||
self.triggered=nil;
|
||||
|
||||
self:Enable(tonumber(self.Properties.bEnabled)~=0);
|
||||
self:ActivateOutput("NrOfEntitiesInside", 0);
|
||||
end
|
||||
|
||||
|
||||
function AreaTrigger:Enable(enable)
|
||||
self.enabled=enable;
|
||||
self:RegisterForAreaEvents(enable and 1 or 0);
|
||||
end
|
||||
|
||||
|
||||
function AreaTrigger:OnSpawn()
|
||||
self:OnReset();
|
||||
end
|
||||
|
||||
|
||||
function AreaTrigger:OnSave(props)
|
||||
props.enabled = self.enabled;
|
||||
props.triggered = self.triggered;
|
||||
props.triggeredOnce = self.triggeredOnce;
|
||||
end
|
||||
|
||||
|
||||
function AreaTrigger:OnLoad(props)
|
||||
self:OnReset();
|
||||
self.enabled = props.enabled;
|
||||
self.triggered = props.triggered;
|
||||
self.triggeredOnce = props.triggeredOnce;
|
||||
end
|
||||
|
||||
|
||||
function AreaTrigger:CanTrigger(entityId)
|
||||
|
||||
local entity=System.GetEntity(entityId);
|
||||
|
||||
if (not entity) then return; end;
|
||||
|
||||
local Properties = self.Properties;
|
||||
|
||||
local isAPlayer = ActorSystem.IsPlayer(entity.id);
|
||||
if (Properties.bOnlyPlayers ~= 0 and not(isAPlayer)) then
|
||||
return false;
|
||||
end
|
||||
|
||||
if (Properties.bOnlyLocalPlayer ~= 0 and entity ~= g_localActor) then
|
||||
return false;
|
||||
end
|
||||
|
||||
if (Properties.bInVehicleOnly ~= 0 and not entity.vehicleId) then
|
||||
return false;
|
||||
end
|
||||
|
||||
if (Properties.esFactionFilter ~= "") then
|
||||
local faction = AI.GetFactionOf(entity.id) or "";
|
||||
if (faction ~= Properties.esFactionFilter) then
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
return true;
|
||||
end
|
||||
|
||||
|
||||
function AreaTrigger:Trigger(entityId, enter)
|
||||
self:ActivateOutput("NrOfEntitiesInside", self.insideCount);
|
||||
self:ActivateOutput("Sender", entityId or NULL_ENTITY);
|
||||
self:ActivateOutput("Faction", AI.GetFactionOf(entityId or NULL_ENTITY) or "");
|
||||
|
||||
if (enter) then
|
||||
if(self.Properties.ScriptCommand and self.Properties.ScriptCommand~="")then
|
||||
local f = loadstring(self.Properties.ScriptCommand);
|
||||
if (f~=nil) then
|
||||
f();
|
||||
end
|
||||
end
|
||||
|
||||
if(self.Properties.PlaySequence~="")then
|
||||
Movie.PlaySequence(self.Properties.PlaySequence);
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function AreaTrigger:EnteredArea(entity, areaId)
|
||||
if (not self:CanTrigger(entity.id, areaId)) then
|
||||
return;
|
||||
end
|
||||
|
||||
self.inside[entity.id]=true;
|
||||
self.insideCount=self.insideCount+1;
|
||||
|
||||
self:Event_Enter(entity.id);
|
||||
end
|
||||
|
||||
|
||||
function AreaTrigger:LeftArea(entity, areaId)
|
||||
if (not self:CanTrigger(entity.id, areaId)) then
|
||||
return;
|
||||
end
|
||||
|
||||
self.inside[entity.id]=nil;
|
||||
self.insideCount=self.insideCount-1;
|
||||
|
||||
self:Event_Leave(entity.id);
|
||||
end
|
||||
|
||||
|
||||
function AreaTrigger.Server:OnEnterArea(entity, areaId)
|
||||
if (self:CanTrigger(entity.id)) then
|
||||
self:EnteredArea(entity, areaId);
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function AreaTrigger.Server:OnLeaveArea(entity, areaId)
|
||||
self:LeftArea(entity, areaId);
|
||||
end
|
||||
|
||||
|
||||
function AreaTrigger.Client:OnEnterArea(entity, areaId)
|
||||
if (not self:CanTrigger(entity.id)) then return; end;
|
||||
|
||||
if (not self.localOnly or self.isServer) then return; end;
|
||||
|
||||
self:EnteredArea(entity, areaId);
|
||||
end
|
||||
|
||||
|
||||
function AreaTrigger.Client:OnLeaveArea(entity, areaId)
|
||||
if (not self.localOnly or self.isServer) then return; end;
|
||||
|
||||
self:LeftArea(entity, areaId);
|
||||
end
|
||||
|
||||
|
||||
function AreaTrigger:Event_Enter(entityId)
|
||||
if (not self.enabled) then return; end; -- TODO: might need a self.active here
|
||||
if (self.triggerOnce) then
|
||||
if (self.localOnly) then
|
||||
if (self.triggeredOnce) then
|
||||
return;
|
||||
end
|
||||
elseif (self.perPlayer and self.triggeredOncePP[entityId]) then -- TODO: will need to skip this for non-player entities
|
||||
return;
|
||||
elseif (not self.perPlayer and self.triggeredOnce) then
|
||||
return;
|
||||
end
|
||||
end
|
||||
|
||||
self.triggered=true;
|
||||
self.triggeredOnce=true;
|
||||
|
||||
if (not self.localOnly and entityId) then
|
||||
self.triggeredPP[entityId]=true;
|
||||
self.triggeredOncePP[entityId]=true;
|
||||
end
|
||||
|
||||
self:Trigger(entityId, true);
|
||||
|
||||
--BroadcastEvent(self, "Enter");
|
||||
self:ActivateOutput("Enter", entityId);
|
||||
|
||||
if (not self.localOnly and self.isServer) then
|
||||
if (self.isClient) then
|
||||
self.otherClients:ClEnter(g_localChannelId, entityId or NULL_ENTITY, self.insideCount);
|
||||
else
|
||||
self.allClients:ClEnter(entityId or NULL_ENTITY, self.insideCount);
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function AreaTrigger:Event_Leave(entityId)
|
||||
if (not self.enabled) then return; end;
|
||||
if (self.localOnly and not self.triggered) then return; end;
|
||||
|
||||
if (self.perPlayer) then
|
||||
if (not self.localOnly and entityId) then
|
||||
if (not self.triggeredPP[entityId]) then return; end;
|
||||
end
|
||||
else
|
||||
if (not self.triggered) then return; end;
|
||||
end
|
||||
|
||||
--only disable triggered when all players are gone
|
||||
if(self.insideCount == 0) then
|
||||
self.triggered=nil;
|
||||
end
|
||||
|
||||
if (not self.localOnly and entityId and self.insideCount == 0) then
|
||||
self.triggeredPP[entityId]=nil;
|
||||
end
|
||||
|
||||
self:Trigger(entityId, false);
|
||||
|
||||
--BroadcastEvent(self, "Leave");
|
||||
self:ActivateOutput("Leave", entityId or NULL_ENTITY);
|
||||
|
||||
if (not self.localOnly and self.isServer) then
|
||||
if (self.isClient) then
|
||||
self.otherClients:ClLeave(g_localChannelId, entityId or NULL_ENTITY, self.insideCount);
|
||||
else
|
||||
self.allClients:ClLeave(entityId or NULL_ENTITY, self.insideCount);
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function AreaTrigger.Client:ClEnter(entityId, insideCount)
|
||||
self.insideCount = insideCount;
|
||||
self.inside[entityId] = true;
|
||||
|
||||
self:Trigger(entityId, true);
|
||||
|
||||
--BroadcastEvent(self, "Enter");
|
||||
self:ActivateOutput("Enter", entityId);
|
||||
end
|
||||
|
||||
|
||||
function AreaTrigger.Client:ClLeave(entityId, inside)
|
||||
self.insideCount = inside;
|
||||
self.inside[entityId] = nil;
|
||||
|
||||
self:Trigger(entityId, false);
|
||||
|
||||
self:ActivateOutput("Sender", entityId);
|
||||
self:ActivateOutput("NrOfEntitiesInside", inside);
|
||||
|
||||
--BroadcastEvent(self, "Leave");
|
||||
self:ActivateOutput("Leave", entityId);
|
||||
end
|
||||
|
||||
|
||||
function AreaTrigger:Event_Enable()
|
||||
self:Enable(true);
|
||||
|
||||
local entityIdInside = next(self.inside);
|
||||
if (entityIdInside) then
|
||||
self:Event_Enter( entityIdInside );
|
||||
end;
|
||||
self:ActivateOutput("NrOfEntitiesInside", self.insideCount);
|
||||
|
||||
BroadcastEvent(self, "Enable");
|
||||
end
|
||||
|
||||
|
||||
function AreaTrigger:Event_Disable()
|
||||
self:Enable(false);
|
||||
|
||||
BroadcastEvent(self, "Disable");
|
||||
end
|
||||
|
||||
|
||||
AreaTrigger.FlowEvents =
|
||||
{
|
||||
Inputs =
|
||||
{
|
||||
Disable = { AreaTrigger.Event_Disable, "bool" },
|
||||
Enable = { AreaTrigger.Event_Enable, "bool" },
|
||||
Enter = { AreaTrigger.Event_Enter, "bool" },
|
||||
Leave = { AreaTrigger.Event_Leave, "bool" },
|
||||
},
|
||||
Outputs =
|
||||
{
|
||||
Disable = "bool",
|
||||
Enable = "bool",
|
||||
Enter = "entity",
|
||||
Leave = "entity",
|
||||
NrOfEntitiesInside = "int",
|
||||
Sender = "entity",
|
||||
Faction = "string",
|
||||
},
|
||||
}
|
||||
@@ -0,0 +1,620 @@
|
||||
----------------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
-- its licensors.
|
||||
--
|
||||
-- For complete copyright and license terms please see the LICENSE at the root of this
|
||||
-- distribution (the "License"). All use of this software is governed by the License,
|
||||
-- or, if provided, by the license below or the license accompanying this file. Do not
|
||||
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
--
|
||||
-- Original file Copyright Crytek GMBH or its affiliates, used under license.
|
||||
--
|
||||
--
|
||||
-- Description: Network-ready Proximity Trigger
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------
|
||||
ProximityTrigger =
|
||||
{
|
||||
Properties =
|
||||
{
|
||||
DimX = 5,
|
||||
DimY = 5,
|
||||
DimZ = 5,
|
||||
|
||||
bEnabled = 1,
|
||||
EnterDelay = 0,
|
||||
ExitDelay = 0,
|
||||
|
||||
bOnlyPlayer = 1,
|
||||
bOnlyMyPlayer = 0,
|
||||
bOnlyAI = 0,
|
||||
bOnlySpecialAI = 0,
|
||||
esFactionFilter = "",
|
||||
|
||||
OnlySelectedEntity = "None",
|
||||
|
||||
bRemoveOnTrigger = 0,
|
||||
bTriggerOnce = 0,
|
||||
ScriptCommand = "",
|
||||
PlaySequence = "",
|
||||
bInVehicleOnly = 0,
|
||||
bOnlyOneEntity = 0,
|
||||
|
||||
UsableMessage = "",
|
||||
bActivateWithUseButton = 0,
|
||||
|
||||
MultiplayerOptions =
|
||||
{
|
||||
bNetworked = 0,
|
||||
bPerPlayer = 0,
|
||||
},
|
||||
},
|
||||
|
||||
Client={},
|
||||
Server={},
|
||||
|
||||
Editor =
|
||||
{
|
||||
Model="Editor/Objects/T.cgf",
|
||||
Icon="Trigger.bmp",
|
||||
ShowBounds = 1,
|
||||
IsScalable = false;
|
||||
IsRotatable = false;
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
Net.Expose
|
||||
{
|
||||
Class = ProximityTrigger,
|
||||
ClientMethods =
|
||||
{
|
||||
ClEnter = { RELIABLE_ORDERED, PRE_ATTACH, ENTITYID, INT8},
|
||||
ClLeave = { RELIABLE_ORDERED, PRE_ATTACH, ENTITYID, INT8},
|
||||
},
|
||||
ServerMethods =
|
||||
{
|
||||
SvRequestUse = { RELIABLE_ORDERED, PRE_ATTACH, ENTITYID },
|
||||
},
|
||||
ServerProperties = {}
|
||||
}
|
||||
|
||||
|
||||
function ProximityTrigger:OnPropertyChange()
|
||||
self:OnReset();
|
||||
end
|
||||
|
||||
|
||||
function ProximityTrigger:OnReset()
|
||||
-- Precalcs some CVars used to test triggering entities based in their names. ("selectedEntity" is a misleading name for all this)
|
||||
self.bUsesExactSelectedEntity = false;
|
||||
self.bUsesWildcardSelectedEntity = false;
|
||||
|
||||
if (self.Properties.OnlySelectedEntity~="None" and self.Properties.OnlySelectedEntity~="") then
|
||||
local indexChar = string.find( self.Properties.OnlySelectedEntity, "*" );
|
||||
if (indexChar and indexChar>1) then
|
||||
if (indexChar<5) then
|
||||
LogWarning( "proximity trigger: '%s' is using a too much generic name for 'selectedEntity' field", self:GetName() );
|
||||
end
|
||||
self.bUsesWildcardSelectedEntity = true;
|
||||
self.stringRootSelectedEntity = string.sub( self.Properties.OnlySelectedEntity, 1, indexChar - 1 );
|
||||
else
|
||||
self.bUsesExactSelectedEntity = true;
|
||||
end
|
||||
end
|
||||
|
||||
if (self.timers) then
|
||||
for i,v in pairs(self.timers) do
|
||||
self:KillTimer(i);
|
||||
end
|
||||
end
|
||||
self.timerId = 0;
|
||||
|
||||
self.enabled = nil;
|
||||
self.usable = tonumber(self.Properties.bActivateWithUseButton)~=0;
|
||||
self.triggerOnce = tonumber(self.Properties.bTriggerOnce)~=0;
|
||||
self.localOnly = self.Properties.MultiplayerOptions.bNetworked==0;
|
||||
self.perPlayer = tonumber(self.Properties.MultiplayerOptions.bPerPlayer)~=0;
|
||||
|
||||
self.isServer=CryAction.IsServer();
|
||||
self.isClient=CryAction.IsClient();
|
||||
|
||||
self.inside={};
|
||||
self.timers={};
|
||||
|
||||
if (not self.localOnly) then
|
||||
self.triggeredPP={};
|
||||
self.triggeredOncePP={};
|
||||
else
|
||||
self:SetFlags(ENTITY_FLAG_CLIENT_ONLY,0);
|
||||
end
|
||||
|
||||
self.triggeredOnce=nil;
|
||||
self.triggered=nil;
|
||||
|
||||
self.insideCount=0;
|
||||
|
||||
|
||||
local min = { x=-self.Properties.DimX/2, y=-self.Properties.DimY/2, z=-self.Properties.DimZ/2 };
|
||||
local max = { x=self.Properties.DimX/2, y=self.Properties.DimY/2, z=self.Properties.DimZ/2 };
|
||||
|
||||
self:SetUpdatePolicy( ENTITY_UPDATE_PHYSICS );
|
||||
|
||||
self:SetTriggerBBox( min, max );
|
||||
|
||||
self:Enable(tonumber(self.Properties.bEnabled)~=0);
|
||||
|
||||
self:InvalidateTrigger();
|
||||
|
||||
self:ActivateOutput("NrOfEntitiesInside", 0);
|
||||
end
|
||||
|
||||
|
||||
function ProximityTrigger:Enable(enable)
|
||||
self.enabled=enable;
|
||||
self:RegisterForAreaEvents(enable and 1 or 0);
|
||||
end
|
||||
|
||||
|
||||
function ProximityTrigger:OnSpawn()
|
||||
self:OnReset();
|
||||
end
|
||||
|
||||
|
||||
function ProximityTrigger:OnDestroy()
|
||||
end
|
||||
|
||||
|
||||
function ProximityTrigger:OnSave(tbl)
|
||||
tbl.enabled = self.enabled;
|
||||
tbl.triggered = self.triggered;
|
||||
tbl.triggeredOnce = self.triggeredOnce;
|
||||
end
|
||||
|
||||
|
||||
function ProximityTrigger:OnLoad(tbl)
|
||||
self:OnReset();
|
||||
self.enabled = tbl.enabled;
|
||||
self.triggered = tbl.triggered;
|
||||
self.triggeredOnce = tbl.triggeredOnce;
|
||||
end
|
||||
|
||||
|
||||
function ProximityTrigger:Event_Enter(entityId)
|
||||
|
||||
if (not self.enabled) then return; end; -- TODO: might need a self.active here
|
||||
if (self.triggerOnce) then
|
||||
if (self.localOnly) then
|
||||
if (self.triggeredOnce) then
|
||||
return;
|
||||
end
|
||||
elseif (self.perPlayer and self.triggeredOncePP[entityId]) then -- TODO: will need to skip this for non-player entities
|
||||
return;
|
||||
elseif (not self.perPlayer and self.triggeredOnce) then
|
||||
return;
|
||||
end
|
||||
end
|
||||
|
||||
self.triggered=true;
|
||||
self.triggeredOnce=true;
|
||||
|
||||
if (not self.localOnly and entityId) then
|
||||
self.triggeredPP[entityId]=true;
|
||||
self.triggeredOncePP[entityId]=true;
|
||||
end
|
||||
|
||||
-- Log(" ProximityTrigger: %s:Event_Enter(%s) inside: %d", self:GetName(), EntityName(entityId), self.insideCount);
|
||||
|
||||
self:Trigger(entityId, self.insideCount);
|
||||
|
||||
--BroadcastEvent(self, "Enter");
|
||||
self:ActivateOutput("Enter", entityId or NULL_ENTITY);
|
||||
|
||||
if (not self.localOnly and self.isServer) then
|
||||
self.otherClients:ClEnter(g_localChannelId, entityId or NULL_ENTITY, self.insideCount);
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function ProximityTrigger.Client:ClEnter(entityId, insideCount)
|
||||
-- Log("ProximityTrigger: %s.Client:ClEnter(%s) count: %d", self:GetName(), EntityName(entityId), insideCount);
|
||||
|
||||
self:Trigger(entityId, insideCount);
|
||||
--BroadcastEvent(self, "Enter");
|
||||
self:ActivateOutput("Enter", entityId);
|
||||
end
|
||||
|
||||
|
||||
function ProximityTrigger:Event_Leave(entityId)
|
||||
if (not self.enabled) then return; end;
|
||||
if (self.localOnly and not self.triggered) then return; end;
|
||||
|
||||
if (self.perPlayer) then
|
||||
if (not self.localOnly and entityId) then
|
||||
if (not self.triggeredPP[entityId]) then
|
||||
return;
|
||||
end;
|
||||
end
|
||||
else
|
||||
if (not self.triggered) then
|
||||
return;
|
||||
end;
|
||||
end
|
||||
|
||||
--only disable triggered when all players are gone
|
||||
if(self.insideCount == 0) then
|
||||
self.triggered=nil;
|
||||
end
|
||||
|
||||
if (not self.localOnly and entityId and self.insideCount == 0) then
|
||||
self.triggeredPP[entityId]=nil;
|
||||
end
|
||||
|
||||
--Log("%s:Event_Leave(%s)", self:GetName(), EntityName(entityId));
|
||||
|
||||
self:ActivateOutput("Sender", entityId or NULL_ENTITY);
|
||||
self:ActivateOutput("NrOfEntitiesInside", self.insideCount);
|
||||
|
||||
--BroadcastEvent(self, "Leave");
|
||||
self:ActivateOutput("Leave", entityId or NULL_ENTITY);
|
||||
|
||||
if (not self.localOnly and self.isServer) then
|
||||
self.otherClients:ClLeave(g_localChannelId, entityId or NULL_ENTITY, self.insideCount);
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function ProximityTrigger.Client:ClLeave(entityId, inside)
|
||||
-- Log("%s.Client:ClLeave(%s, %s)", self:GetName(), EntityName(entityId), tostring(inside));
|
||||
|
||||
self:ActivateOutput("Sender", entityId);
|
||||
self:ActivateOutput("NrOfEntitiesInside", inside);
|
||||
|
||||
self:ActivateOutput("Leave", entityId);
|
||||
--BroadcastEvent(self, "Leave");
|
||||
end
|
||||
|
||||
|
||||
function ProximityTrigger:Event_Enable()
|
||||
if (self.enabled) then return; end;
|
||||
|
||||
-- Act as if everyone entered the trigger
|
||||
self.enabled = true;
|
||||
for k,v in pairs(self.inside) do
|
||||
self:Event_Enter( k );
|
||||
end;
|
||||
|
||||
self:ActivateOutput("NrOfEntitiesInside", self.insideCount);
|
||||
BroadcastEvent(self, "Enable");
|
||||
end
|
||||
|
||||
|
||||
function ProximityTrigger:Event_Disable()
|
||||
if (not self.enabled) then return; end;
|
||||
|
||||
-- Act as if everyone left the trigger
|
||||
self.enabled = false;
|
||||
for k,v in pairs(self.inside) do
|
||||
self:Event_Leave( k );
|
||||
end;
|
||||
|
||||
self:ActivateOutput("NrOfEntitiesInside", 0);
|
||||
BroadcastEvent(self, "Disable");
|
||||
end
|
||||
|
||||
|
||||
function ProximityTrigger:CreateTimer(entityId, time, leave)
|
||||
local timerId=self.timerId;
|
||||
if (timerId>1023) then
|
||||
timerId=0;
|
||||
end
|
||||
timerId=timerId+1;
|
||||
self.timerId=timerId;
|
||||
|
||||
if (leave) then
|
||||
timerId=timerId+1024;
|
||||
end
|
||||
self.timers[timerId]=entityId;
|
||||
self:SetTimer(timerId, time);
|
||||
end
|
||||
|
||||
|
||||
function ProximityTrigger.Client:OnTimer(timerId, msec)
|
||||
if (self.localOnly and not self.isServer) then
|
||||
self:OnTimer(timerId, msec);
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function ProximityTrigger.Server:OnTimer(timerId, msec)
|
||||
self:OnTimer(timerId, msec);
|
||||
end
|
||||
|
||||
|
||||
function ProximityTrigger:OnTimer(timerId, msec)
|
||||
if (timerId==2048) then
|
||||
self:CheckAIDeaths()
|
||||
return;
|
||||
end
|
||||
|
||||
local entityId=self.timers[timerId];
|
||||
if (not entityId) then return; end;
|
||||
|
||||
if (timerId>1023) then
|
||||
self:Event_Leave(entityId);
|
||||
else
|
||||
self:Event_Enter(entityId);
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function ProximityTrigger:CheckAIDeaths()
|
||||
local amountInside = 0;
|
||||
|
||||
for k,v in pairs(self.inside) do
|
||||
local entity = System.GetEntity( k );
|
||||
if (entity~=nil and entity.ai~=nil and entity.lastHealth<=0) then
|
||||
self.inside[k] = nil;
|
||||
else
|
||||
amountInside = amountInside + 1;
|
||||
end
|
||||
end
|
||||
|
||||
if (amountInside~=self.insideCount) then
|
||||
self.insideCount = amountInside;
|
||||
if (self.enabled) then
|
||||
self:ActivateOutput("NrOfEntitiesInside", self.insideCount);
|
||||
end
|
||||
end
|
||||
|
||||
if (amountInside~=0) then
|
||||
self:CreateAIDeathsCheckTrigger();
|
||||
else
|
||||
self.timers[2048]=false; --to know that we are not using the AI trigger now
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- this timer should be created only when it is a trigger that reacts to AI (which should be only a few), and there are AIs inside
|
||||
function ProximityTrigger:CreateAIDeathsCheckTrigger()
|
||||
self.timers[2048]=true; -- to know that we are using the AI timer. 2048 is the AI timer id
|
||||
self:SetTimer( 2048, 3000);
|
||||
end
|
||||
|
||||
|
||||
function ProximityTrigger.Server:SvRequestUse(userId)
|
||||
local entity=System.GetEntity(userId);
|
||||
if (entity) then
|
||||
self:OnUsed(entity);
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function ProximityTrigger:OnUsed(user)
|
||||
if (not self:CanTrigger(user)) then return; end;
|
||||
|
||||
Log("%s:OnUsed(%s)", self:GetName(), EntityName(user));
|
||||
|
||||
self:LockUsability();
|
||||
|
||||
if (self.localOnly or self.isServer) then
|
||||
self:CreateTimer(user.id, self.Properties.EnterDelay*1000);
|
||||
else
|
||||
self.server:SvRequestUse(user.id);
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function ProximityTrigger:Trigger(entityId, inside)
|
||||
if (self.enabled) then
|
||||
self:ActivateOutput("NrOfEntitiesInside", inside);
|
||||
end
|
||||
|
||||
if(self.Properties.ScriptCommand and self.Properties.ScriptCommand~="")then
|
||||
local f = loadstring(self.Properties.ScriptCommand);
|
||||
if (f~=nil) then
|
||||
f();
|
||||
end
|
||||
end
|
||||
|
||||
if(self.Properties.PlaySequence~="")then
|
||||
Movie.PlaySequence(self.Properties.PlaySequence);
|
||||
end
|
||||
|
||||
self:ActivateOutput("Sender", entityId or NULL_ENTITY);
|
||||
|
||||
if(AI ~= nil) then
|
||||
self:ActivateOutput("Faction", AI.GetFactionOf(entityId or NULL_ENTITY) or "");
|
||||
end
|
||||
|
||||
|
||||
local isAPlayer = ActorSystem.IsPlayer(entityId);
|
||||
if self.Properties.bRemoveOnTrigger ~= 0 and not isAPlayer then
|
||||
System.RemoveEntity(entityId);
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function ProximityTrigger:EnteredArea(entity, areaId)
|
||||
if (not self:CanTrigger(entity, areaId)) then
|
||||
return;
|
||||
end
|
||||
|
||||
if (tonumber(self.Properties.bOnlyOneEntity)~=0 and self.insideCount>0) then
|
||||
return;
|
||||
end
|
||||
|
||||
self.inside[entity.id]=true;
|
||||
self.insideCount=self.insideCount+1;
|
||||
|
||||
if (not entity.ai) then
|
||||
if (self.Properties.bActivateWithUseButton~=0) then
|
||||
return;
|
||||
end
|
||||
end
|
||||
|
||||
if (not self.enabled) then return; end;
|
||||
|
||||
self:CreateTimer(entity.id, self.Properties.EnterDelay*1000);
|
||||
if (entity.ai and self.timers[2048]~=true) then -- 2048 is the special timer id used to check the deaths of AIs
|
||||
self:CreateAIDeathsCheckTrigger();
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function ProximityTrigger:LeftArea(entity, areaId)
|
||||
if (not self:CanTrigger(entity, areaId)) then
|
||||
return;
|
||||
end
|
||||
|
||||
self.inside[entity.id]=nil;
|
||||
self.insideCount=self.insideCount-1;
|
||||
|
||||
if(self.Properties.ExitDelay==0) then
|
||||
self.Properties.ExitDelay=0.01;
|
||||
end
|
||||
|
||||
if (not self.enabled) then return; end;
|
||||
|
||||
self:CreateTimer(entity.id, self.Properties.ExitDelay*1000, true);
|
||||
end
|
||||
|
||||
|
||||
function ProximityTrigger.Server:OnEnterArea(entity, areaId)
|
||||
if (self:CanTrigger(entity)) then
|
||||
self:EnteredArea(entity, areaId);
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function ProximityTrigger.Server:OnLeaveArea(entity, areaId)
|
||||
self:LeftArea(entity, areaId);
|
||||
end
|
||||
|
||||
|
||||
function ProximityTrigger.Client:OnEnterArea(entity, areaId)
|
||||
if (not self:CanTrigger(entity)) then return; end;
|
||||
|
||||
if (entity.actor) then
|
||||
if (self.usable and self.enabled) then
|
||||
self:LockUsability(true);
|
||||
end
|
||||
end
|
||||
|
||||
if (not self.localOnly or self.isServer) then return; end;
|
||||
|
||||
self:EnteredArea(entity, areaId);
|
||||
end
|
||||
|
||||
|
||||
function ProximityTrigger.Client:OnLeaveArea(entity, areaId)
|
||||
if (entity.actor) then
|
||||
if (self.usable and self.enabled) then
|
||||
self:LockUsability(true);
|
||||
end
|
||||
end
|
||||
|
||||
if (not self.localOnly or self.isServer) then return; end;
|
||||
|
||||
self:LeftArea(entity, areaId);
|
||||
end
|
||||
|
||||
|
||||
function ProximityTrigger:CanTrigger(entity)
|
||||
local Properties = self.Properties;
|
||||
|
||||
if (entity.ai and entity.lastHealth and (entity.lastHealth <= 0)) then
|
||||
return false;
|
||||
end
|
||||
|
||||
local isAPlayer = ActorSystem.IsPlayer(entity.id);
|
||||
if (Properties.bOnlyPlayer ~= 0 and not(isAPlayer)) then
|
||||
return false;
|
||||
end
|
||||
|
||||
if (Properties.bOnlySpecialAI ~= 0 and entity.ai and entity.Properties.special==0) then
|
||||
return false;
|
||||
end
|
||||
|
||||
if (Properties.bOnlyAI ~=0 and not entity.ai) then
|
||||
return false;
|
||||
end
|
||||
|
||||
if (Properties.bOnlyMyPlayer ~= 0 and entity ~= g_localActor) then
|
||||
return false;
|
||||
end
|
||||
|
||||
if (Properties.bInVehicleOnly ~= 0 and not entity.vehicleId) then
|
||||
return false;
|
||||
end
|
||||
|
||||
-- looks for exact name match, if defined
|
||||
if (self.bUsesExactSelectedEntity and entity:GetName()~=Properties.OnlySelectedEntity) then
|
||||
return false;
|
||||
end
|
||||
|
||||
-- looks for generic (wildcard) name match, if defined
|
||||
if (self.bUsesWildcardSelectedEntity) then
|
||||
local indexStringFound = string.find( entity:GetName(), self.stringRootSelectedEntity );
|
||||
if (indexStringFound~=1) then
|
||||
return false;
|
||||
end
|
||||
end
|
||||
|
||||
if (Properties.esFactionFilter ~= "") then
|
||||
local faction = AI.GetFactionOf(entity.id) or "";
|
||||
if (faction ~= Properties.esFactionFilter) then
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
return true;
|
||||
end
|
||||
|
||||
|
||||
function ProximityTrigger:IsUsable(user)
|
||||
return self.usable and self.enabled;
|
||||
end
|
||||
|
||||
|
||||
function ProximityTrigger:LockUsability(lock)
|
||||
local player=g_localActor;
|
||||
if (player) then
|
||||
if (lock) then
|
||||
player.actor:SetExtensionParams("Interactor", {locker = self.id, lockId = self.id, lockIdx = 1});
|
||||
else
|
||||
player.actor:SetExtensionParams("Interactor", {locker = self.id, lockId = NULL_ENTITY, lockIdx = 0});
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function ProximityTrigger:GetUsableMessage()
|
||||
return self.Properties.UsableMessage or "";
|
||||
end
|
||||
|
||||
|
||||
|
||||
ProximityTrigger.FlowEvents =
|
||||
{
|
||||
Inputs =
|
||||
{
|
||||
Disable = { ProximityTrigger.Event_Disable, "bool" },
|
||||
Enable = { ProximityTrigger.Event_Enable, "bool" },
|
||||
Enter = { ProximityTrigger.Event_Enter, "bool" },
|
||||
Leave = { ProximityTrigger.Event_Leave, "bool" },
|
||||
},
|
||||
|
||||
Outputs =
|
||||
{
|
||||
NrOfEntitiesInside = "int",
|
||||
Disable = "bool",
|
||||
Enable = "bool",
|
||||
Enter = "entity",
|
||||
Leave = "entity",
|
||||
Sender = "entity",
|
||||
Faction = "string",
|
||||
},
|
||||
}
|
||||
@@ -0,0 +1,32 @@
|
||||
----------------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
-- its licensors.
|
||||
--
|
||||
-- For complete copyright and license terms please see the LICENSE at the root of this
|
||||
-- distribution (the "License"). All use of this software is governed by the License,
|
||||
-- or, if provided, by the license below or the license accompanying this file. Do not
|
||||
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
--
|
||||
-- Original file Copyright Crytek GMBH or its affiliates, used under license.
|
||||
--
|
||||
--
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------
|
||||
UiCanvasRefEntity =
|
||||
{
|
||||
canvasID = 0,
|
||||
|
||||
Properties =
|
||||
{
|
||||
fileCanvasPath = "",
|
||||
},
|
||||
|
||||
Editor =
|
||||
{
|
||||
Icon = "UiCanvasRefEntity.bmp",
|
||||
IconOnTop = 1,
|
||||
},
|
||||
}
|
||||
|
||||
@@ -0,0 +1,33 @@
|
||||
----------------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
-- its licensors.
|
||||
--
|
||||
-- For complete copyright and license terms please see the LICENSE at the root of this
|
||||
-- distribution (the "License"). All use of this software is governed by the License,
|
||||
-- or, if provided, by the license below or the license accompanying this file. Do not
|
||||
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
--
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------
|
||||
|
||||
-- require with:
|
||||
-- local gameplayMultiHandler = require('scripts.utils.components.gameplayutils')
|
||||
|
||||
-- use like:
|
||||
-- self.gameplayHandlers = gameplayMultiHandler.ConnectMultiHandlers{
|
||||
-- [GameplayNotificationId("jump")] = {
|
||||
-- OnEventBegin = function(floatValue) self:JumpStart(floatValue) end,
|
||||
-- OnEventUpdating = function(floatValue) self:Jumping(floatValue) end,
|
||||
-- OnEventEnd = function(floatValue) self:JumpEnded(floatValue) end,
|
||||
-- },
|
||||
-- }
|
||||
|
||||
-- disconnect from like this:
|
||||
-- self.gameplayHandlers:Disconnect()
|
||||
|
||||
local multiHandlers = require('scripts.utils.components.MultiHandlers')
|
||||
return {
|
||||
ConnectMultiHandlers = multiHandlers(GameplayNotificationBus, GameplayNotificationId),
|
||||
}
|
||||
@@ -0,0 +1,31 @@
|
||||
----------------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
-- its licensors.
|
||||
--
|
||||
-- For complete copyright and license terms please see the LICENSE at the root of this
|
||||
-- distribution (the "License"). All use of this software is governed by the License,
|
||||
-- or, if provided, by the license below or the license accompanying this file. Do not
|
||||
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
--
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------
|
||||
|
||||
-- require with:
|
||||
-- local inputMultiHandler = require('scripts.utils.components.inpututils')
|
||||
|
||||
-- self.inputHandlers = inputMultiHandler.ConnectMultiHandlers{
|
||||
-- [InputEventNotificationId("jump")] = {
|
||||
-- OnPressed = function(floatValue) self:JumpPressed(floatValue) end,
|
||||
-- OnHeld = function(floatValue) self:JumpHeld(floatValue) end,
|
||||
-- OnReleased = function(floatValue) self:JumpReleased(floatValue) end,
|
||||
-- },
|
||||
-- }
|
||||
|
||||
-- disconnect from like this:
|
||||
-- self.inputHandlers:Disconnect()
|
||||
local inputMultiHandlers = require('scripts.utils.components.MultiHandlers')
|
||||
return {
|
||||
ConnectMultiHandlers = inputMultiHandlers(InputEventNotificationBus, InputEventNotificationId),
|
||||
}
|
||||
@@ -0,0 +1,74 @@
|
||||
----------------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
-- its licensors.
|
||||
--
|
||||
-- For complete copyright and license terms please see the LICENSE at the root of this
|
||||
-- distribution (the "License"). All use of this software is governed by the License,
|
||||
-- or, if provided, by the license below or the license accompanying this file. Do not
|
||||
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
--
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------
|
||||
|
||||
--This utility function allows you to easily create handlers when needing to handle multiple IDs.
|
||||
--Common examples are inputs (where you have multiple key presses/actions you need to handle) and
|
||||
--gameplay notifications (where there's several gameplay events your component needs to handle).
|
||||
--See GameplayUtils.lua and InputUtils.lua as examples.
|
||||
|
||||
-- require with:
|
||||
-- local multiHandlers = require('scripts.utils.components.multihandlers')
|
||||
-- create multihandlers like:
|
||||
-- return {
|
||||
-- ConnectMultiHandlers = multiHandlers(GameplayNotificationBus, GameplayEventNotificationId),
|
||||
-- }
|
||||
|
||||
local function ConnectMultiHandlers(bus, idType)
|
||||
-- Generate listener constructor
|
||||
return function(eventTable)
|
||||
-- Our object emulating an ebus handler
|
||||
local proxyHandler = {
|
||||
handlers = { }
|
||||
}
|
||||
-- Connect to the bus for each id/handler passed
|
||||
for busId, handlers in pairs(eventTable) do
|
||||
Debug.Error(typeid(busId) == typeid(idType), "Wrong event id type, expected " .. tostring(typeid(busId)) .. " but got " .. tostring(typeid(idType)))
|
||||
|
||||
-- Setup proxy table
|
||||
proxyHandler.handlers[busId] = {
|
||||
originalHandlerTable = handlers; -- Reference to original handler table passed
|
||||
handlerTable = { } -- Table containing actual handler functions
|
||||
}
|
||||
local currentProxy = proxyHandler.handlers[busId]
|
||||
|
||||
-- For each event handler, wrap and copy to proxy handlerTable
|
||||
for eventName, eventHandler in pairs(handlers) do
|
||||
if (type(eventHandler) == 'function') then
|
||||
-- drop the original handler table for the callback
|
||||
currentProxy.handlerTable[eventName] = function(origHandlerTable, ...)
|
||||
eventHandler(...)
|
||||
end
|
||||
else
|
||||
Debug.Warning(false, string.format("Invalid value passed to multihandler for key %s: %s. Function expected.", eventName, type(eventHandler)))
|
||||
end
|
||||
end
|
||||
|
||||
-- add a handler keyed on busid. Store the handler and callback by strong reference
|
||||
currentProxy.busHandler = bus.Connect(currentProxy.handlerTable, busId)
|
||||
end
|
||||
|
||||
-- Setup disconnect
|
||||
function proxyHandler:Disconnect()
|
||||
for busId, handlers in pairs(self.handlers) do
|
||||
handlers.busHandler:Disconnect()
|
||||
handlers.handlerTable = nil
|
||||
handlers.origHandlerTable = nil
|
||||
end
|
||||
self.handlers = nil
|
||||
end
|
||||
|
||||
return proxyHandler
|
||||
end
|
||||
end
|
||||
return ConnectMultiHandlers
|
||||
@@ -0,0 +1,334 @@
|
||||
----------------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
-- its licensors.
|
||||
--
|
||||
-- For complete copyright and license terms please see the LICENSE at the root of this
|
||||
-- distribution (the "License"). All use of this software is governed by the License,
|
||||
-- or, if provided, by the license below or the license accompanying this file. Do not
|
||||
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
--
|
||||
-- Original file Copyright Crytek GMBH or its affiliates, used under license.
|
||||
--
|
||||
--
|
||||
-- Description: Containers for Lua
|
||||
-- Docs:
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------
|
||||
local countTable = Set and Set.countTable or {};
|
||||
|
||||
-- Create factory and management table
|
||||
Set = {};
|
||||
Set.countTable = countTable;
|
||||
|
||||
-- All tables are registered in Set.countTable, therefore won't GCed!
|
||||
-- Unless we make their entries weak references. See Lua docs.
|
||||
-- The effect is that these references are ignored by the garbage collector.
|
||||
setmetatable(Set.countTable, { __mode="kv" });
|
||||
|
||||
|
||||
-- Create and return a new Set table
|
||||
Set.New = function()
|
||||
local nt = {}
|
||||
Set.countTable[nt] = 0
|
||||
return nt
|
||||
end
|
||||
|
||||
Set.SerializeValues = function(tbl)
|
||||
local result = {}
|
||||
for k,v in pairs(tbl) do
|
||||
local item = {}
|
||||
table.insert( item, 1, k );
|
||||
table.insert( item, 2, v );
|
||||
table.insert( result, item );
|
||||
end
|
||||
return result
|
||||
end
|
||||
|
||||
|
||||
Set.DeserializeValues = function(tbl)
|
||||
local result = Set.New()
|
||||
for i,item in ipairs(tbl) do
|
||||
Set.Add( result, item[1], item[2] );
|
||||
end
|
||||
return result;
|
||||
end
|
||||
|
||||
|
||||
|
||||
Set.DeserializeEntities = function(tbl)
|
||||
local result = Set.New()
|
||||
for i,entityID in ipairs(tbl) do
|
||||
Set.Add(result, entityID)
|
||||
end
|
||||
return result
|
||||
end
|
||||
|
||||
|
||||
Set.SerializeEntities = function(tbl)
|
||||
local result = {};
|
||||
for entityID,v in pairs(tbl) do
|
||||
table.insert(result, entityID)
|
||||
end
|
||||
return result;
|
||||
end
|
||||
|
||||
|
||||
Set.DeserializeItems = function(tbl)
|
||||
local result = Set.New();
|
||||
for i,item in ipairs(tbl) do
|
||||
if (item) then
|
||||
Set.Add(result, item);
|
||||
end
|
||||
end
|
||||
return result;
|
||||
end
|
||||
|
||||
|
||||
Set.SerializeItems = function(tbl)
|
||||
local result = {};
|
||||
local index = 1;
|
||||
for item,v in pairs(tbl) do
|
||||
result[index] = item;
|
||||
index = index + 1;
|
||||
end
|
||||
return result;
|
||||
end
|
||||
|
||||
|
||||
-- Is this table registered as a Set?
|
||||
-- When performance and best-effort execution are required, this function
|
||||
-- can easily be reduced to a stub or even all calls to it removed with regexp
|
||||
Set.Check = function(table)
|
||||
-- Run-time checking
|
||||
if (not Set.countTable[table]) then
|
||||
-- Throwing an error here would be preferable
|
||||
if (print) then
|
||||
print(tostring(table).."is not registered as a Set");
|
||||
else
|
||||
System.Log(tostring(table).."is not registered as a Set");
|
||||
end
|
||||
System.ShowDebugger()
|
||||
Set.throwAnError.throwAnError = true;
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- Add an entry into a Set iff it does not already exist
|
||||
-- if v == nil, we set it to true - leaving it nil would break things
|
||||
-- Returns true on success, false if entry already exists
|
||||
Set.Add = function(table, k, v)
|
||||
v = v or true;
|
||||
Set.Check(table);
|
||||
if (not table[k]) then
|
||||
table[k] = v;
|
||||
Set.countTable[table] = Set.countTable[table] + 1;
|
||||
return true;
|
||||
end
|
||||
return false;
|
||||
end
|
||||
|
||||
-- Removes an entry from a Set
|
||||
-- if k == nil, does nothing, which is debatable semantics
|
||||
-- Returns true on success, false if entry did not exist
|
||||
Set.Remove = function(table, k)
|
||||
Set.Check(table);
|
||||
if (table[k]) then
|
||||
table[k] = nil;
|
||||
Set.countTable[table] = Set.countTable[table] - 1;
|
||||
return true;
|
||||
end
|
||||
return false;
|
||||
end
|
||||
|
||||
|
||||
-- Get a value from a Set
|
||||
-- Return the value or nil if none
|
||||
Set.Get = function(table, k)
|
||||
Set.Check(table);
|
||||
return table[k]
|
||||
end
|
||||
|
||||
|
||||
-- Set the value associated with a key, even if it already exists
|
||||
-- if v == nil, we set it to true - leaving it nil would break things
|
||||
-- Returns true if it did already exist, false if not
|
||||
Set.Set = function(table, k, v)
|
||||
v = v or true;
|
||||
Set.Check(table);
|
||||
if (not table[k]) then
|
||||
table[k] = v;
|
||||
Set.countTable[table] = Set.countTable[table] + 1;
|
||||
return false;
|
||||
else
|
||||
-- Replace, no need to change count
|
||||
table[k] = v;
|
||||
return true;
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- Get the number of entries in the Set
|
||||
Set.Size = function(table)
|
||||
Set.Check(table);
|
||||
return Set.countTable[table];
|
||||
end
|
||||
|
||||
|
||||
-- Remove all entries
|
||||
-- No return value
|
||||
Set.RemoveAll = function(table)
|
||||
Set.Check(table);
|
||||
for k,v in pairs(table) do
|
||||
table[k] = nil;
|
||||
end
|
||||
Set.countTable[table] = 0;
|
||||
end
|
||||
|
||||
|
||||
-- Add entries of one Set into another
|
||||
-- Keys shared by both will not be overwritten
|
||||
-- Returns true iff keys were disjoint, none shared
|
||||
Set.Merge = function(dest, source)
|
||||
local disjoint = true;
|
||||
Set.Check(dest);
|
||||
Set.Check(source);
|
||||
for k,v in pairs(source) do
|
||||
if (not Set.Add(dest, k, v)) then
|
||||
disjoint = false;
|
||||
end
|
||||
end
|
||||
return disjoint;
|
||||
end
|
||||
|
||||
|
||||
-- Iterating:
|
||||
-- For now, treat a Set as any table.
|
||||
-- This should change.
|
||||
|
||||
|
||||
-- Utility/debugging function:
|
||||
-- Sanity check a suspicious Set
|
||||
-- Tries to find evidence of tampering
|
||||
-- Returns true iff it passes
|
||||
Set.SanityCheck = function(table)
|
||||
-- Check this was created as a Set
|
||||
Set.Check(table);
|
||||
-- Find as many things as you can in the Set
|
||||
local count = 0;
|
||||
for i,v in pairs(table) do
|
||||
count = count + 1;
|
||||
end
|
||||
local size = Set.Size(table);
|
||||
if (count ~= size) then
|
||||
System.Log("[Set] Sanity check failed - Set size is "..tostring(size)..", counted "..count);
|
||||
return false;
|
||||
end
|
||||
-- Check that all entries have the same type
|
||||
-- This is just good practice, rather than an error
|
||||
local indexType = nil;
|
||||
local valueType = nil;
|
||||
for i,v in pairs(table) do
|
||||
-- Check index
|
||||
if (indexType) then
|
||||
if (indexType ~= type(i)) then
|
||||
System.Log("[Set] Sanity check failed - Found indices of both types "..indexType.." and "..type(i));
|
||||
return false;
|
||||
end
|
||||
else
|
||||
indexType = type(i);
|
||||
end
|
||||
-- Check value
|
||||
if (valueType) then
|
||||
if (valueType ~= type(v)) then
|
||||
System.Log("[Set] Sanity check failed - Found values of both types "..valueType.." and "..type(v));
|
||||
return false;
|
||||
end
|
||||
else
|
||||
valueType = type(v);
|
||||
end
|
||||
end
|
||||
return true;
|
||||
end
|
||||
|
||||
|
||||
|
||||
-- Unit test
|
||||
-- Return true for success or false on failure
|
||||
Set.Test = function(fullTest)
|
||||
|
||||
local A = Set.New();
|
||||
local B = Set.New();
|
||||
|
||||
if ( Set.Add(A, "key1", 1) == false ) then return false; end
|
||||
if ( Set.Add(A, "key2") == false ) then return false; end
|
||||
if ( Set.Add(A, "key3", 3) == false ) then return false; end
|
||||
if ( Set.Add(A, "key1", 1) == true ) then return false; end
|
||||
if ( Set.Remove(A, "key1") == false ) then return false; end
|
||||
if ( Set.Get(A, "key2")== false ) then return false; end
|
||||
if ( Set.Get(A, "key1") ~= nil ) then return false; end
|
||||
if ( Set.Get(A, "key3") ~= 3 ) then return false; end
|
||||
if ( Set.Size(A) ~= 2 ) then return false; end
|
||||
Set.RemoveAll(A);
|
||||
if ( Set.Size(A) ~= 0 ) then return false; end
|
||||
if ( Set.Add(A, "key1", 1) == false ) then return false; end
|
||||
|
||||
if ( Set.Set(A, "key1", 9) == false ) then return false; end
|
||||
if ( Set.Set(A, "key0", 9) == true ) then return false; end
|
||||
if ( Set.Add(A, "keyF", 3) == false ) then return false; end
|
||||
if ( Set.Size(A) ~= 3 ) then return false; end
|
||||
|
||||
|
||||
if ( Set.Add(B, "key3", 3) == false ) then return false; end
|
||||
if ( Set.Add(B, "key4", 4) == false ) then return false; end
|
||||
if ( Set.Add(B, "key5", 5) == false ) then return false; end
|
||||
if ( Set.Add(B, "key3", 3) == true ) then return false; end
|
||||
|
||||
if ( Set.Set(B, "key9") == true ) then return false; end
|
||||
if ( Set.Get(B, "key9") == nil ) then return false; end
|
||||
|
||||
if (not Set.Merge(A,B)) then return false; end
|
||||
if (Set.Size(A) ~= 7) then return false; end
|
||||
|
||||
if (Set.Merge(A,B)) then return false; end
|
||||
if (Set.Size(A) ~= 7) then return false; end
|
||||
|
||||
if (fullTest) then
|
||||
-- Check countTable and GC (slow)
|
||||
|
||||
-- Shouldn't assume there are no Sets when testing
|
||||
|
||||
collectgarbage();
|
||||
|
||||
local baseCount = 0;
|
||||
for i,v in pairs(Set.countTable) do
|
||||
baseCount = baseCount + 1;
|
||||
end
|
||||
|
||||
B = nil;
|
||||
collectgarbage();
|
||||
|
||||
local count = 0;
|
||||
for i,v in pairs(Set.countTable) do
|
||||
count = count + 1;
|
||||
end
|
||||
if (baseCount - count ~= 1) then return false; end
|
||||
end
|
||||
|
||||
-- Move this line around for testing
|
||||
do return true; end
|
||||
|
||||
return true;
|
||||
end
|
||||
|
||||
-- Perform quick version of unit test
|
||||
if (not Set.Test()) then
|
||||
System.Log("Containers: ... Error - Failed Unit Test");
|
||||
else
|
||||
--System.Log("Containers: ... End loading!");
|
||||
end
|
||||
|
||||
-- Useful testing lines in Editor:
|
||||
-- #Script.ReloadScript("Scripts/Utils/Containers.lua");
|
||||
-- #System.Log(tostring(Set.Test(true)))
|
||||
@@ -0,0 +1,962 @@
|
||||
----------------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
-- its licensors.
|
||||
--
|
||||
-- For complete copyright and license terms please see the LICENSE at the root of this
|
||||
-- distribution (the "License"). All use of this software is governed by the License,
|
||||
-- or, if provided, by the license below or the license accompanying this file. Do not
|
||||
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
--
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------
|
||||
EntityCommon =
|
||||
{
|
||||
TempPhysParams = { mass=0,density=0 },
|
||||
TempPhysicsFlags = { flags_mask=0, flags=0 };
|
||||
TempSimulationParams = { max_time_step=0.02 };
|
||||
}
|
||||
|
||||
----------------------------------------------------------
|
||||
-- Creates a new table that is derived class of parent entity.
|
||||
----------------------------------------------------------
|
||||
function MakeDerivedEntity( _DerivedClass,_Parent )
|
||||
local derivedProperties = _DerivedClass.Properties;
|
||||
_DerivedClass.Properties = {};
|
||||
mergef(_DerivedClass,_Parent,1);
|
||||
|
||||
-- Add derived class properties.
|
||||
mergef(_DerivedClass.Properties,derivedProperties,1);
|
||||
|
||||
_DerivedClass.__super = BasicEntity;
|
||||
return _DerivedClass;
|
||||
end
|
||||
|
||||
----------------------------------------------------------
|
||||
-- Creates a new table that is derived class of parent entity.
|
||||
-- The Child's Properties will override the ones from the parent
|
||||
----------------------------------------------------------
|
||||
function MakeDerivedEntityOverride( _DerivedClass,_Parent )
|
||||
--local derivedProperties = _Parent.Properties;
|
||||
--_Parent.Properties = {};
|
||||
mergef(_DerivedClass,_Parent,1);
|
||||
|
||||
-- Add derived class properties.
|
||||
--mergef(_DerivedClass.Properties,derivedProperties,1);
|
||||
|
||||
_DerivedClass.__super = _Parent;
|
||||
return _DerivedClass;
|
||||
end
|
||||
|
||||
|
||||
----------------------------------
|
||||
function BroadcastEvent( sender,Event )
|
||||
-- Check if Event Target for this input event exists.
|
||||
sender:ProcessBroadcastEvent( Event );
|
||||
if (sender.Events) then
|
||||
--System.Log( "Events found" );
|
||||
local eventTargets = sender.Events[Event];
|
||||
if (eventTargets) then
|
||||
--System.Log( "Events Targets found" );
|
||||
for i, target in pairs(eventTargets) do
|
||||
local TargetId = target[1];
|
||||
local TargetEvent = target[2];
|
||||
--System.Log( "Target: "..TargetId.."/"..TargetEvent );
|
||||
--System.Log( "Target: "..TargetEvent );
|
||||
|
||||
if (TargetId == 0) then
|
||||
-- If TargetId refer to global Mission table.
|
||||
if Mission then
|
||||
local func = Mission["Event_"..TargetEvent];
|
||||
if (func ~= nil) then
|
||||
func( sender )
|
||||
else
|
||||
System.Log( "Mission does not support event "..TargetEvent );
|
||||
end
|
||||
end
|
||||
else
|
||||
-- If TargetId refer to Entity.
|
||||
local entity = System.GetEntity(TargetId);
|
||||
if (entity ~= nil) then
|
||||
|
||||
local TargetName=entity:GetName();
|
||||
--System.Log( "Entity Named "..TargetName.." Found." );
|
||||
--System.Log( "Calling method: "..TargetName..":Event_"..TargetEvent );
|
||||
local func = entity["Event_"..TargetEvent];
|
||||
if (func ~= nil) then
|
||||
func( entity,sender )
|
||||
-- else
|
||||
-- System.Log( "Entity "..TargetName.." does not support event "..TargetEvent );
|
||||
end
|
||||
-- else
|
||||
-- System.Log( "Entity Named "..TargetName.." Not Found." );
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function DumpEntities()
|
||||
local ents=System.GetEntities();
|
||||
System.Log("Entities dump");
|
||||
for idx,e in pairs(ents) do
|
||||
local pos=e:GetPos();
|
||||
local ang=e:GetAngles();
|
||||
System.Log("["..tostring(e.id).."]..name="..e:GetName().." clsid="..e.class..format(" pos=%.03f,%.03f,%.03f",pos.x,pos.y,pos.z)..format(" ang=%.03f,%.03f,%.03f",ang.x,ang.y,ang.z));
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function MakeTargetableByAI( entity )
|
||||
if (not entity.Properties) then entity.Properties = {} end
|
||||
if (not entity.Properties.esFaction) then
|
||||
entity.Properties.esFaction = "";
|
||||
end
|
||||
|
||||
function entity:RegisterWithAI()
|
||||
if (self.Properties.esFaction ~= "") then
|
||||
CryAction.RegisterWithAI(self.id, AIOBJECT_TARGET);
|
||||
AI.ChangeParameter(self.id, AIPARAM_FACTION, self.Properties.esFaction);
|
||||
end
|
||||
end
|
||||
|
||||
local _onReset = entity.OnReset;
|
||||
function entity:OnReset(...)
|
||||
if (_onReset) then
|
||||
_onReset(self, ...);
|
||||
end
|
||||
|
||||
self:RegisterWithAI();
|
||||
end
|
||||
|
||||
local _onSpawn = entity.OnSpawn;
|
||||
function entity:OnSpawn(...)
|
||||
if (_onSpawn) then
|
||||
_onSpawn(self, ...);
|
||||
end
|
||||
|
||||
self:RegisterWithAI();
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function MakeAICoverEntity(entity)
|
||||
if (not entity.Properties) then entity.Properties = {} end
|
||||
if (not entity.Properties.bProvideAICover) then entity.Properties.bProvideAICover = 1 end
|
||||
|
||||
local tbl = entity.Server and entity.Server or entity
|
||||
local _onStartGame = tbl.OnStartGame
|
||||
tbl.OnStartGame = function(self)
|
||||
if (self.PropertiesInstance.bProvideAICover ~= 0) and (AI ~= nil) then
|
||||
AI.AddCoverEntity(self.id)
|
||||
end
|
||||
|
||||
if (_onStartGame) then
|
||||
_onStartGame(self)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function MakeKillable( entity )
|
||||
if (not entity.Properties) then entity.Properties = {} end
|
||||
if (not entity.Properties.Health) then entity.Properties.Health = {} end
|
||||
|
||||
local Health = entity.Properties.Health;
|
||||
Health.MaxHealth = 500;
|
||||
Health.bInvulnerable = 0;
|
||||
Health.bOnlyEnemyFire = 1;
|
||||
|
||||
function entity:IsDead()
|
||||
return self.dead;
|
||||
end
|
||||
|
||||
function entity:SetupHealthProperties()
|
||||
self.dead = nil;
|
||||
self.health = self.Properties.Health.MaxHealth;
|
||||
self.invulnerable = self.Properties.Health.bInvulnerable ~= 0;
|
||||
self.friendlyFire = self.Properties.Health.bOnlyEnemyFire == 0;
|
||||
end
|
||||
|
||||
if (not entity.Server) then entity.Server = {} end
|
||||
if (not entity.Client) then entity.Client = {} end
|
||||
|
||||
function entity:GetHealthRatio()
|
||||
local healthR = 1;
|
||||
local maxHealth = self.Properties.Health.MaxHealth;
|
||||
if (maxHealth > 0) then
|
||||
healthR = self.health / maxHealth;
|
||||
end
|
||||
|
||||
return healthR;
|
||||
end
|
||||
|
||||
function entity:IsInvulnerable()
|
||||
return self.invulnerable
|
||||
end
|
||||
|
||||
function entity:GetMaxHealth()
|
||||
return self.Properties.Health.MaxHealth;
|
||||
end
|
||||
|
||||
local _onHit = entity.Server.OnHit;
|
||||
function entity.Server:OnHit(hit)
|
||||
if ((not self.health) or (self.IsInvulnerable == nil)) then
|
||||
Log("$4%s:%s Health not initialized!", self.class, self:GetName());
|
||||
|
||||
self:SetupHealthProperties();
|
||||
end
|
||||
|
||||
local result = false;
|
||||
if (_onHit) then
|
||||
result = _onHit(self, hit);
|
||||
end
|
||||
|
||||
if (not result) then
|
||||
if (self:IsInvulnerable()) then
|
||||
self:ActivateOutput("Health", self:GetHealthRatio() * 100);
|
||||
self:Event_Hit();
|
||||
|
||||
return false;
|
||||
end
|
||||
|
||||
if (not self.friendlyFire) then
|
||||
if (System.GetEntity(hit.shooterId) ~= nil) then
|
||||
local reaction = AI.GetReactionOf(self.id, hit.shooterId);
|
||||
|
||||
if (reaction == Friendly) then
|
||||
self:ActivateOutput("Health", self:GetHealthRatio() * 100);
|
||||
self:Event_Hit();
|
||||
|
||||
return false;
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
self.health = self.health - hit.damage;
|
||||
end
|
||||
|
||||
self:ActivateOutput("Health", self:GetHealthRatio() * 100);
|
||||
self:Event_Hit();
|
||||
|
||||
if (self.health <= 0) then
|
||||
self.dead = true;
|
||||
|
||||
self:Event_Dead();
|
||||
|
||||
return true;
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
local _onReset = entity.OnReset;
|
||||
function entity:OnReset(...)
|
||||
if (_onReset) then
|
||||
_onReset(self, ...);
|
||||
end
|
||||
|
||||
self:SetupHealthProperties();
|
||||
end
|
||||
|
||||
local _onSpawn = entity.OnSpawn;
|
||||
function entity:OnSpawn(...)
|
||||
if (_onSpawn) then
|
||||
_onSpawn(self, ...);
|
||||
end
|
||||
|
||||
self:SetupHealthProperties();
|
||||
end
|
||||
|
||||
function entity:Event_ResetHealth()
|
||||
self.dead = nil;
|
||||
self.health = self.Properties.Health.MaxHealth;
|
||||
end
|
||||
|
||||
function entity:SetInvulnerability(invulnerable)
|
||||
self.invulnerable = invulnerable;
|
||||
|
||||
if(not self.overrode_saveload) then
|
||||
local _onSave = self.OnSave;
|
||||
function self:OnSave(table)
|
||||
if(_onSave) then
|
||||
_onSave(self, table);
|
||||
end
|
||||
|
||||
if(self.invulnerable) then
|
||||
table.invulnerable = self.invulnerable;
|
||||
end
|
||||
|
||||
if(self.dead) then
|
||||
table.dead = self.dead;
|
||||
end
|
||||
|
||||
if(self.health) then
|
||||
table.health = self.health;
|
||||
end
|
||||
end
|
||||
|
||||
local _onLoad = self.OnLoad;
|
||||
function self:OnLoad(table)
|
||||
if(_onLoad) then
|
||||
_onLoad(self, table);
|
||||
end
|
||||
|
||||
if(table.invulnerable) then
|
||||
self.invulnerable = table.invulnerable;
|
||||
else
|
||||
self.invulnerable = false;
|
||||
end
|
||||
|
||||
if(table.dead) then
|
||||
self.dead = table.dead;
|
||||
else
|
||||
self.dead = false;
|
||||
end
|
||||
|
||||
if(table.health) then
|
||||
self.health = table.health;
|
||||
else
|
||||
self.health = self.Properties.Health.MaxHealth;
|
||||
end
|
||||
end
|
||||
|
||||
self.overrode_saveload = true;
|
||||
end
|
||||
end
|
||||
|
||||
function entity:Event_MakeVulnerable()
|
||||
self:SetInvulnerability(false);
|
||||
end
|
||||
|
||||
function entity:Event_MakeInvulnerable()
|
||||
self:SetInvulnerability(true);
|
||||
end
|
||||
|
||||
function entity:Event_Dead()
|
||||
self:TriggerEvent(AIEVENT_DISABLE);
|
||||
|
||||
BroadcastEvent(self, "Dead");
|
||||
end
|
||||
|
||||
function entity:Event_Hit()
|
||||
BroadcastEvent(self, "Hit");
|
||||
end
|
||||
|
||||
if not entity.FlowEvents then entity.FlowEvents = {} end
|
||||
local fe = entity.FlowEvents
|
||||
fe.Inputs = fe.Inputs or {}
|
||||
fe.Outputs = fe.Outputs or {}
|
||||
|
||||
fe.Inputs["ResetHealth"] = { entity.Event_ResetHealth, "any" };
|
||||
fe.Inputs["MakeVulnerable"] = { entity.Event_MakeVulnerable, "any" };
|
||||
fe.Inputs["MakeInvulnerable"] = { entity.Event_MakeInvulnerable, "any" };
|
||||
|
||||
fe.Outputs["Dead"] = "bool";
|
||||
fe.Outputs["Hit"] = "bool";
|
||||
fe.Outputs["Health"] = "float";
|
||||
end
|
||||
|
||||
function MakeRenderProxyOptions( entity )
|
||||
if (not entity.Properties) then entity.Properties = {} end
|
||||
if (not entity.Properties.RenderProxyOptions) then entity.Properties.RenderProxyOptions = {} end
|
||||
|
||||
entity.Properties.RenderProxyOptions.bAnimateOffScreenShadow = 0;
|
||||
|
||||
function entity:SetRenderProxyOptions()
|
||||
self.bAnimateOffScreenShadow = self.Properties.RenderProxyOptions.bAnimateOffScreenShadow ~= 0;
|
||||
if (self.bAnimateOffScreenShadow) then
|
||||
self:CreateRenderProxy();
|
||||
end
|
||||
self:SetAnimateOffScreenShadow(self.bAnimateOffScreenShadow);
|
||||
end
|
||||
|
||||
local _onReset = entity.OnReset;
|
||||
function entity:OnReset(...)
|
||||
if (_onReset) then
|
||||
_onReset(self, ...);
|
||||
end
|
||||
|
||||
self:SetRenderProxyOptions();
|
||||
end
|
||||
|
||||
local _onSpawn = entity.OnSpawn;
|
||||
function entity:OnSpawn(...)
|
||||
if (_onSpawn) then
|
||||
_onSpawn(self, ...);
|
||||
end
|
||||
|
||||
self:SetRenderProxyOptions();
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- makes an OnUsed event for designers on an entity...
|
||||
-- usage:
|
||||
-- MyEntity = { ... whatever you usually put here ... }
|
||||
-- MakeUsable(MyEntity)
|
||||
-- function MyEntity:OnSpawn() ...
|
||||
-- function MyEntity:OnReset()
|
||||
-- self:ResetOnUsed()
|
||||
-- ...
|
||||
-- end
|
||||
function MakeUsable( entity )
|
||||
if not entity.Properties then entity.Properties = {} end
|
||||
entity.Properties.UseMessage = "";
|
||||
entity.Properties.bUsable = 0;
|
||||
function entity:IsUsable()
|
||||
if not self.__usable then
|
||||
self.__origUsable = self.Properties.bUsable;
|
||||
self.__origPickable = self.Properties.bPickable;
|
||||
if (self.Properties.bUsable==1 or self.Properties.bPickable==1) then
|
||||
self.__usable = 1;
|
||||
else
|
||||
self.__usable = 0;
|
||||
end
|
||||
end
|
||||
return self.__usable;
|
||||
end
|
||||
function entity:ResetOnUsed()
|
||||
self.__usable = nil;
|
||||
end
|
||||
function entity:GetUsableMessage()
|
||||
return self.Properties.UseMessage;
|
||||
end
|
||||
function entity:OnUsed(user, idx)
|
||||
BroadcastEvent(self, "Used");
|
||||
if (self.Base_OnUsed) then
|
||||
self:Base_OnUsed(user, idx);
|
||||
end
|
||||
end
|
||||
function entity:Event_Used()
|
||||
BroadcastEvent(self, "Used");
|
||||
end
|
||||
function entity:Event_EnableUsable()
|
||||
self.__usable = 1;
|
||||
BroadcastEvent(self, "EnableUsable");
|
||||
end
|
||||
function entity:Event_DisableUsable()
|
||||
self.__usable = 0;
|
||||
BroadcastEvent(self, "DisableUsable");
|
||||
end
|
||||
end
|
||||
|
||||
function MakePickable( entity )
|
||||
if not entity.Properties then entity.Properties = {} end;
|
||||
entity.Properties.bPickable = 0;
|
||||
end
|
||||
|
||||
function AddHeavyObjectProperty(entity)
|
||||
if (not entity.Properties) then
|
||||
entity.Properties = {};
|
||||
end;
|
||||
entity.Properties.bHeavyObject = 0;
|
||||
end;
|
||||
|
||||
function MakeThrownObjectTargetable( entity )
|
||||
-- Add property
|
||||
if not entity.Properties then
|
||||
entity.Properties = {};
|
||||
end
|
||||
if not entity.Properties.AutoAimTarget then
|
||||
entity.Properties.AutoAimTarget = {};
|
||||
end
|
||||
entity.Properties.AutoAimTarget.bMakeTargetableOnThrown = 0;
|
||||
entity.Properties.AutoAimTarget.InnerRadiusVolumeFactor = 0.35;
|
||||
entity.Properties.AutoAimTarget.OuterRadiusVolumeFactor = 0.6;
|
||||
entity.Properties.AutoAimTarget.SnapRadiusVolumeFactor = 1.25;
|
||||
entity.Properties.AutoAimTarget.AfterThrownTargetableTime = 3.0;
|
||||
|
||||
-- Add callback functions
|
||||
function entity:OnThrown()
|
||||
if ((self.Properties.AutoAimTarget.bMakeTargetableOnThrown ~= 0) and (self:CanBeMadeTargetable())) then
|
||||
Game.RegisterWithAutoAimManager(self.id, self.Properties.AutoAimTarget.InnerRadiusVolumeFactor, self.Properties.AutoAimTarget.OuterRadiusVolumeFactor, self.Properties.AutoAimTarget.SnapRadiusVolumeFactor);
|
||||
Script.SetTimer(self.Properties.AutoAimTarget.AfterThrownTargetableTime * 1000, function() self:AfterThrownTimer(); end)
|
||||
self.isTargetable = 1;
|
||||
end
|
||||
end
|
||||
|
||||
function entity:AfterThrownTimer()
|
||||
if (self.isTargetable) then
|
||||
Game.UnregisterFromAutoAimManager(self.id);
|
||||
self.isTargetable = nil;
|
||||
end
|
||||
end
|
||||
|
||||
local _CanBeMadeTargetable = entity.CanBeMadeTargetable;
|
||||
function entity:CanBeMadeTargetable(...)
|
||||
if (_CanBeMadeTargetable) then
|
||||
return _CanBeMadeTargetable(self, ...);
|
||||
end
|
||||
return true;
|
||||
end
|
||||
|
||||
-- Override shutdown/reset
|
||||
local _OnShutDown = entity.OnShutDown;
|
||||
function entity:OnShutDown(...)
|
||||
if _OnShutDown then
|
||||
_OnShutDown(self, ...);
|
||||
end
|
||||
|
||||
if (self.isTargetable) then
|
||||
Game.UnregisterFromAutoAimManager(self.id);
|
||||
self.isTargetable = nil;
|
||||
end
|
||||
end
|
||||
|
||||
local _OnReset = entity.OnReset;
|
||||
function entity:OnReset(...)
|
||||
if _OnReset then
|
||||
_OnReset(self, ...);
|
||||
end
|
||||
|
||||
if (self.isTargetable) then
|
||||
Game.UnregisterFromAutoAimManager(self.id);
|
||||
self.isTargetable = nil;
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function AddInteractLargeObjectProperty(entity)
|
||||
if (not entity.Properties) then
|
||||
entity.Properties = {};
|
||||
end;
|
||||
entity.Properties.bInteractLargeObject = 0;
|
||||
end;
|
||||
|
||||
function MakeSpawnable( entity )
|
||||
entity.spawnedEntity = nil
|
||||
-- setup some basic properties
|
||||
if not entity.Properties then entity.Properties = {} end
|
||||
local p = entity.Properties;
|
||||
p.bSpawner = false;
|
||||
p.SpawnedEntityName = "";
|
||||
|
||||
local _OnDestroy = entity.OnDestroy;
|
||||
|
||||
function entity:OnDestroy(...)
|
||||
-- System.Log("OnDestroy"..tostring(self.id));
|
||||
if self.whoSpawnedMe then
|
||||
-- inform that I'm dead
|
||||
self.whoSpawnedMe:NotifyRemoval(self.id);
|
||||
end
|
||||
if _OnDestroy then
|
||||
_OnDestroy(self, ...);
|
||||
end
|
||||
end
|
||||
|
||||
function entity:NotifyRemoval(spawnedEntityId)
|
||||
-- System.Log("NotifyRemoval"..tostring(self.id).." spawned="..tostring(spawnedEntityId));
|
||||
-- clear spawnedEntity on original
|
||||
if (self.spawnedEntity and self.spawnedEntity == spawnedEntityId) then
|
||||
--System.Log("...Cleared");
|
||||
self.spawnedEntity = nil;
|
||||
self.lastSpawnedEntity = nil;
|
||||
end
|
||||
end
|
||||
|
||||
-- override some functions to have our code called also
|
||||
local _OnReset = entity.OnReset;
|
||||
function entity:OnReset(...)
|
||||
--System.Log("reset");
|
||||
self.lastSpawnedEntity = nil;
|
||||
if self.spawnedEntity then
|
||||
System.RemoveEntity(self.spawnedEntity);
|
||||
self.spawnedEntity = nil;
|
||||
end
|
||||
if self.whoSpawnedMe then
|
||||
System.RemoveEntity( self.id );
|
||||
return
|
||||
end
|
||||
_OnReset(self, ...);
|
||||
end
|
||||
|
||||
local _OnEditorSetGameMode = entity.OnEditorSetGameMode;
|
||||
function entity:OnEditorSetGameMode(...)
|
||||
self.lastSpawnedEntity = nil;
|
||||
if self.spawnedEntity then
|
||||
self.spawnedEntity = nil;
|
||||
end
|
||||
|
||||
if (_OnEditorSetGameMode) then
|
||||
_OnEditorSetGameMode(self, ...);
|
||||
end
|
||||
end
|
||||
|
||||
-- allow flowgraph forwarding
|
||||
function entity:GetFlowgraphForwardingEntity()
|
||||
if (self.spawnedEntity) then
|
||||
return self.spawnedEntity;
|
||||
else
|
||||
return self.lastSpawnedEntity;
|
||||
end
|
||||
end
|
||||
-- OnSpawned event
|
||||
function entity:Event_Spawned()
|
||||
BroadcastEvent(self, "Spawned")
|
||||
end
|
||||
|
||||
if not entity.FlowEvents then entity.FlowEvents = {} end
|
||||
local fe = entity.FlowEvents
|
||||
-- normalize events
|
||||
fe.Inputs = fe.Inputs or {}
|
||||
fe.Outputs = fe.Outputs or {}
|
||||
|
||||
-- collate events
|
||||
local allEvents = {}
|
||||
local name, data
|
||||
for name, data in pairs(fe.Outputs) do
|
||||
allEvents[name] = data
|
||||
end
|
||||
for name, data in pairs(fe.Inputs) do
|
||||
allEvents[name] = data
|
||||
end
|
||||
|
||||
-- event rebinding
|
||||
for name, data in pairs(allEvents) do
|
||||
local isInput = fe.Inputs[name]
|
||||
local isOutput = fe.Outputs[name]
|
||||
local isDeath = (name=="Dead")
|
||||
local _event = data
|
||||
if type(_event) == "table" then
|
||||
_event = _event[1]
|
||||
else
|
||||
_event = nil
|
||||
end
|
||||
entity["Event_"..name] = function(self, sender, param)
|
||||
-- auto broadcast received things for outputs
|
||||
if isOutput and (sender and sender.id == self.spawnedEntity or sender==self) then
|
||||
-- AI.LogEvent( ">>broadcasting output event "..name );
|
||||
BroadcastEvent(self, name)
|
||||
end
|
||||
-- forward events where necessary
|
||||
if isInput and (self.spawnedEntity and ((not sender) or (self.spawnedEntity ~= sender.id))) then
|
||||
local ent = System.GetEntity(self.spawnedEntity)
|
||||
if _event and ent and ent ~= sender then
|
||||
_event(ent, sender, param)
|
||||
end
|
||||
elseif _event and not self.spawnedEntity then
|
||||
-- and pass through where not
|
||||
_event(self, sender, param)
|
||||
end
|
||||
-- handle death events
|
||||
if isDeath and (sender and sender.id == self.spawnedEntity) then
|
||||
self.spawnedEntity = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- spawn event
|
||||
function entity:Event_Spawn()
|
||||
|
||||
local entityIdDone = self:Event_Spawn_Internal();
|
||||
|
||||
-- the entity needs the output being activated, is not enough to just activate the output on the entity that spawnedMe,
|
||||
-- because the flowgraph could be already forwarded to the newly spawned entity (if the entity does not have the flowgraph associated, the output event will be just ignored)
|
||||
if (entityIdDone ~= self.id) then
|
||||
self:ActivateOutput("Spawned", self.id);
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function entity:Event_Spawn_Internal()
|
||||
if self.whoSpawnedMe then
|
||||
-- we were spawned (and not placed on a level)...
|
||||
-- GetForwardingEntity will make sure that this event
|
||||
-- is sent here first, but this event *MUST* be handled
|
||||
-- by our spawner
|
||||
return self.whoSpawnedMe:Event_Spawn_Internal()
|
||||
else
|
||||
if self.spawnedEntity then
|
||||
return nil
|
||||
end
|
||||
local params = {
|
||||
class = self.class;
|
||||
position = self:GetPos(),
|
||||
orientation = self:GetDirectionVector(1),
|
||||
scale = self:GetScale(),
|
||||
archetype = self:GetArchetype(),
|
||||
properties = self.Properties,
|
||||
propertiesInstance = self.PropertiesInstance,
|
||||
}
|
||||
if (self.InitialPosition) then
|
||||
params.position = self.InitialPosition;
|
||||
end
|
||||
if self.Properties.SpawnedEntityName ~= "" then
|
||||
params.name = self.Properties.SpawnedEntityName
|
||||
else
|
||||
params.name = self:GetName().."_s"
|
||||
|
||||
end
|
||||
local ent = System.SpawnEntity(params, self.id)
|
||||
if ent then
|
||||
self.spawnedEntity = ent.id
|
||||
self.lastSpawnedEntity = ent.id;
|
||||
if not ent.Events then ent.Events = {} end
|
||||
local evts = ent.Events
|
||||
for name, data in pairs(self.FlowEvents.Outputs) do
|
||||
if not evts[name] then evts[name] = {} end
|
||||
table.insert(evts[name], {self.id, name})
|
||||
end
|
||||
ent.whoSpawnedMe = self;
|
||||
|
||||
ent:SetupTerritoryAndWave();
|
||||
|
||||
--self:Event_Spawned();
|
||||
self:ActivateOutput("Spawned", ent.id);
|
||||
return self.id;
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- spawn event keep
|
||||
function entity:Event_SpawnKeep()
|
||||
local params =
|
||||
{
|
||||
class = self.class;
|
||||
position = self:GetPos(),
|
||||
orientation = self:GetDirectionVector(1),
|
||||
scale = self:GetScale(),
|
||||
archetype = self:GetArchetype(),
|
||||
properties = self.Properties,
|
||||
propertiesInstance = self.PropertiesInstance,
|
||||
}
|
||||
local rndOffset = 1;
|
||||
params.position.x = params.position.x + random(0,rndOffset*2)-rndOffset;
|
||||
params.position.y = params.position.y + random(0,rndOffset*2)-rndOffset;
|
||||
params.name = self:GetName()
|
||||
local ent = System.SpawnEntity(params, self.id)
|
||||
if ent then
|
||||
self.spawnedEntity = ent.id
|
||||
self.lastSpawnedEntity = ent.id;
|
||||
if not ent.Events then ent.Events = {} end
|
||||
local evts = ent.Events
|
||||
for name, data in pairs(self.FlowEvents.Outputs) do
|
||||
if not evts[name] then evts[name] = {} end
|
||||
table.insert(evts[name], {self.id, name})
|
||||
end
|
||||
-- ent.whoSpawnedMe = self;
|
||||
--self:Event_Spawned();
|
||||
self:ActivateOutput("Spawned", ent.id);
|
||||
end
|
||||
end
|
||||
|
||||
-- hidhing/unhiding should be done inside disable/enable
|
||||
-- function entity:Event_Hide()
|
||||
-- self:Hide(1)
|
||||
-- end
|
||||
|
||||
fe.Inputs["Spawn"] = {entity.Event_Spawn, "bool"}
|
||||
-- fe.Inputs["Hide"] = {entity.Event_Hide, "bool"}
|
||||
fe.Outputs["Spawned"] = "entity";
|
||||
end
|
||||
|
||||
|
||||
-----------------------------------------------------------------------------------------
|
||||
-- Setup the collision filtering for the entity
|
||||
-----------------------------------------------------------------------------------------
|
||||
function SetupCollisionFiltering( entity )
|
||||
-- Have we got an entity and a physics collision filtering table
|
||||
if (entity == nil) then return end
|
||||
if (entity.Properties == nil) then entity.Properties = {} end
|
||||
if (entity.Properties.Physics == nil) then entity.Properties.Physics = {} end
|
||||
|
||||
-- Populate the table with the basic collision classes
|
||||
-- These are enumurated in the global g_PhysicsCollisionClass
|
||||
-- which is created by the game code
|
||||
entity.Properties.Physics.CollisionFiltering = {};
|
||||
local c = entity.Properties.Physics.CollisionFiltering;
|
||||
c.collisionType = {}
|
||||
c.collisionIgnore = {}
|
||||
if (g_PhysicsCollisionClass == nil) then return end
|
||||
for i, v in pairs(g_PhysicsCollisionClass) do
|
||||
c.collisionType[i] = 0;
|
||||
c.collisionIgnore[i] = 0;
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function GetCollisionFiltering( entity )
|
||||
local output = {}
|
||||
output.collisionClass = 0;
|
||||
output.collisionClassIgnore = 0;
|
||||
if (entity.Properties.Physics==nil) then return output; end
|
||||
if (entity.Properties.Physics.CollisionFiltering==nil) then return output; end
|
||||
local c = entity.Properties.Physics.CollisionFiltering;
|
||||
for i,v in pairs(c.collisionType) do
|
||||
local gameSideFlag = g_PhysicsCollisionClass[i];
|
||||
if (gameSideFlag ~= nil and v==1) then
|
||||
output.collisionClass = output.collisionClass + gameSideFlag;
|
||||
end
|
||||
end
|
||||
for i,v in pairs(c.collisionIgnore) do
|
||||
local gameSideFlag = g_PhysicsCollisionClass[i];
|
||||
if (gameSideFlag ~= nil and v==1) then
|
||||
output.collisionClassIgnore = output.collisionClassIgnore + gameSideFlag;
|
||||
end
|
||||
end
|
||||
return output;
|
||||
end
|
||||
|
||||
function ApplyCollisionFiltering(entity, filtering)
|
||||
if (filtering.collisionClass ~= 0 or filtering.collisionClassIgnore ~= 0) then
|
||||
entity:SetPhysicParams(PHYSICPARAM_COLLISION_CLASS, filtering );
|
||||
end
|
||||
end
|
||||
|
||||
---------------------------------------------------------------------------------------------------
|
||||
-- Physicalize rigid body.
|
||||
---------------------------------------------------------------------------------------------------
|
||||
--GlobalPhysicsSimParams = { max_logged_collisions = 1 };
|
||||
|
||||
|
||||
EntityCommon.PhysicalizeRigid = function( entity,nSlot,Properties,bActive )
|
||||
local Mass = Properties.Mass;
|
||||
local Density = Properties.Density;
|
||||
if bActive and bActive==0 then
|
||||
Mass = 0.0; Density = 0.0;
|
||||
end
|
||||
|
||||
local physType;
|
||||
|
||||
if (Properties.bArticulated == 1) then
|
||||
physType = PE_ARTICULATED;
|
||||
else
|
||||
if (Properties.bRigidBody == 1) then
|
||||
physType = PE_RIGID;
|
||||
else
|
||||
physType = PE_STATIC;
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
local TempPhysParams = EntityCommon.TempPhysParams;
|
||||
|
||||
TempPhysParams.density = Density;
|
||||
TempPhysParams.mass = Mass;
|
||||
TempPhysParams.flags = 0;
|
||||
|
||||
if (Properties.CGFPropsOverride) then
|
||||
TempPhysParams.CGFprops = "";
|
||||
for key,value in pairs(Properties.CGFPropsOverride) do
|
||||
if (type(value)=="table") then
|
||||
for key1,value1 in pairs(value) do
|
||||
if (value1~="") then
|
||||
TempPhysParams.CGFprops = TempPhysParams.CGFprops..key1.."="..value1.."\n";
|
||||
end
|
||||
end
|
||||
else
|
||||
if (value~="") then
|
||||
TempPhysParams.CGFprops = TempPhysParams.CGFprops..key.."="..value.."\n";
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
entity:Physicalize( nSlot, physType, TempPhysParams );
|
||||
|
||||
--entity:SetPhysicParams(PHYSICPARAM_SIMULATION, GlobalPhysicsSimParams );
|
||||
|
||||
if (Mass>0 or Density>0) then
|
||||
ApplyCollisionFiltering(entity, { collisionClass=gcc_rigid; } );
|
||||
end
|
||||
|
||||
if(Properties.bInteractLargeObject==1) then
|
||||
ApplyCollisionFiltering(entity, { collisionClass=gcc_large_kickable; } );
|
||||
end
|
||||
|
||||
ApplyCollisionFiltering(entity, GetCollisionFiltering(entity));
|
||||
|
||||
|
||||
if (Properties.Simulation) then
|
||||
local SimulationSrc = Properties.Simulation;
|
||||
local SimulationDst = EntityCommon.TempSimulationParams;
|
||||
for key,value in next,SimulationDst,nil do SimulationDst[key] = nil; end
|
||||
for key,value in next,SimulationSrc,nil do
|
||||
if (key~="max_time_step" or value<0.0199 or value>0.0201) and (key~="sleep_speed" or value<0.0399 or value>0.0401) then SimulationDst[key] = value; end
|
||||
end
|
||||
entity:SetPhysicParams(PHYSICPARAM_SIMULATION, SimulationDst);
|
||||
end
|
||||
|
||||
local Buoyancy = Properties.Buoyancy;
|
||||
if (Buoyancy) then
|
||||
entity:SetPhysicParams(PHYSICPARAM_BUOYANCY, Buoyancy);
|
||||
end
|
||||
|
||||
local ForeignData = Properties.ForeignData;
|
||||
if(ForeignData and ForeignData.bMovingPlatform == 1) then
|
||||
entity:SetPhysicParams(PHYSICPARAM_FOREIGNDATA, { foreignFlags=FOREIGNFLAGS_MOVING_PLATFORM } );
|
||||
end
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
-- Set physical flags.
|
||||
-----------------------------------------------------------------------------
|
||||
local PhysFlags = EntityCommon.TempPhysicsFlags;
|
||||
PhysFlags.flags = 0;
|
||||
if (Properties.bPushableByPlayers == 1) then
|
||||
PhysFlags.flags = pef_pushable_by_players;
|
||||
end
|
||||
if (Simulation and Simulation.bFixedDamping and Simulation.bFixedDamping==1) then
|
||||
PhysFlags.flags = PhysFlags.flags+pef_fixed_damping;
|
||||
end
|
||||
if (Simulation and Simulation.bUseSimpleSolver and Simulation.bUseSimpleSolver==1) then
|
||||
PhysFlags.flags = PhysFlags.flags+ref_use_simple_solver;
|
||||
end
|
||||
if (Properties.bCanBreakOthers==nil or Properties.bCanBreakOthers==0) then
|
||||
PhysFlags.flags = PhysFlags.flags+pef_never_break;
|
||||
end
|
||||
if (Properties.MP and Properties.MP.bClientOnly) then
|
||||
-- allow breaking on the client
|
||||
PhysFlags.flags = PhysFlags.flags+pef_override_impulse_scale;
|
||||
end
|
||||
PhysFlags.flags_mask = pef_fixed_damping + ref_use_simple_solver + pef_pushable_by_players + pef_never_break + pef_override_impulse_scale;
|
||||
entity:SetPhysicParams( PHYSICPARAM_FLAGS,PhysFlags );
|
||||
-----------------------------------------------------------------------------
|
||||
|
||||
if (Properties.bResting == 0) then
|
||||
entity:AwakePhysics(1);
|
||||
else
|
||||
entity:AwakePhysics(0);
|
||||
end
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
-- Compare entities by name (for table.sort)
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
function CompareEntitiesByName( ent1, ent2 )
|
||||
return ent1:GetName() < ent2:GetName()
|
||||
end
|
||||
|
||||
function MakeCompareEntitiesByDistanceFromPoint( point )
|
||||
function CompareEntitiesByDistanceFromPoint( ent1, ent2 )
|
||||
distance1 = DistanceSqVectors( ent1:GetWorldPos(), point )
|
||||
distance2 = DistanceSqVectors( ent2:GetWorldPos(), point )
|
||||
return distance1 > distance2
|
||||
end
|
||||
return CompareEntitiesByDistanceFromPoint
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
-- Called by Pool System when an Entity is bookmarked for pool usage
|
||||
-- - Gives us its EntityId and PropertiesInstance tables for logic-driven utilities
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
function OnEntityBookmarkCreated( entityId, propertiesInstance )
|
||||
|
||||
local waveName = nil;
|
||||
if (propertiesInstance and propertiesInstance.AITerritoryAndWave) then
|
||||
waveName = propertiesInstance.AITerritoryAndWave.aiwave_Wave;
|
||||
end
|
||||
|
||||
if (waveName and waveName ~= "<None>") then
|
||||
|
||||
-- Notify territory and wave
|
||||
AddBookmarkedToWave(entityId, waveName);
|
||||
return false;
|
||||
|
||||
end
|
||||
|
||||
return true;
|
||||
|
||||
end
|
||||
@@ -0,0 +1,420 @@
|
||||
----------------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
-- its licensors.
|
||||
--
|
||||
-- For complete copyright and license terms please see the LICENSE at the root of this
|
||||
-- distribution (the "License"). All use of this software is governed by the License,
|
||||
-- or, if provided, by the license below or the license accompanying this file. Do not
|
||||
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
--
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------
|
||||
function ConstVec(v)
|
||||
return v
|
||||
end
|
||||
|
||||
----------------------------------------------------
|
||||
-- global Vectors table and some vector functions
|
||||
----------------------------------------------------
|
||||
g_Vectors =
|
||||
{
|
||||
v000=ConstVec({x=0,y=0,z=0}),
|
||||
v001=ConstVec({x=0,y=0,z=1}),
|
||||
v010=ConstVec({x=0,y=1,z=0}),
|
||||
v011=ConstVec({x=0,y=1,z=1}),
|
||||
v100=ConstVec({x=1,y=0,z=0}),
|
||||
v101=ConstVec({x=1,y=0,z=1}),
|
||||
v110=ConstVec({x=1,y=1,z=0}),
|
||||
v111=ConstVec({x=1,y=1,z=1}),
|
||||
|
||||
up = ConstVec({x=0,y=0,z=1}),
|
||||
down = ConstVec({x=0,y=0,z=-1}),
|
||||
|
||||
temp={x=0,y=0,z=0},
|
||||
tempColor={x=0,y=0,z=0},
|
||||
|
||||
temp_v1={x=0,y=0,z=0},
|
||||
temp_v2={x=0,y=0,z=0},
|
||||
temp_v3={x=0,y=0,z=0},
|
||||
temp_v4={x=0,y=0,z=0},
|
||||
temp_v5={x=0,y=0,z=0},
|
||||
temp_v6={x=0,y=0,z=0},
|
||||
|
||||
vecMathTemp1={x=0,y=0,z=0},
|
||||
vecMathTemp2={x=0,y=0,z=0},
|
||||
}
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
-- Math constants
|
||||
-----------------------------------------------------------------------------
|
||||
g_Rad2Deg = 180/math.pi;
|
||||
g_Deg2Rad = math.pi/180;
|
||||
g_Pi = math.pi;
|
||||
g_2Pi = 2*math.pi;
|
||||
g_Pi2 = 0.5*math.pi;
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
-- Import commonly used math functions from math. table to global namespace.
|
||||
-----------------------------------------------------------------------------
|
||||
random = math.random;
|
||||
math.randomseed(os.time()); -- seed and pop
|
||||
random();
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
|
||||
function IsNullVector(a)
|
||||
return (a.x==0 and a.y==0 and a.z ==0);
|
||||
end
|
||||
|
||||
function IsNotNullVector(a)
|
||||
return (a.x~=0 or a.y~=0 or a.z ~=0);
|
||||
end
|
||||
|
||||
|
||||
function LengthSqVector(a)
|
||||
return (a.x * a.x + a.y * a.y + a.z * a.z);
|
||||
end
|
||||
|
||||
function LengthVector(a)
|
||||
|
||||
return math.sqrt(LengthSqVector(a));
|
||||
end
|
||||
|
||||
function DistanceSqVectors(a, b)
|
||||
local x = a.x-b.x;
|
||||
local y = a.y-b.y;
|
||||
local z = a.z-b.z;
|
||||
return x*x + y*y + z*z;
|
||||
end
|
||||
|
||||
function DistanceSqVectors2d(a, b)
|
||||
local x = a.x-b.x;
|
||||
local y = a.y-b.y;
|
||||
return x*x + y*y;
|
||||
end
|
||||
|
||||
function DistanceVectors(a, b)
|
||||
local x = a.x-b.x;
|
||||
local y = a.y-b.y;
|
||||
local z = a.z-b.z;
|
||||
return math.sqrt(x*x + y*y + z*z);
|
||||
end
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
function dotproduct3d(a,b)
|
||||
return (a.x * b.x) + (a.y * b.y) + (a.z * b.z);
|
||||
end
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
function dotproduct2d(a,b)
|
||||
return (a.x * b.x) + (a.y * b.y);
|
||||
end
|
||||
|
||||
function LogVec(name,v)
|
||||
Log("%s = (%f %f %f)",name,v.x,v.y,v.z);
|
||||
end
|
||||
|
||||
function ZeroVector(dest)
|
||||
dest.x=0;
|
||||
dest.y=0;
|
||||
dest.z=0;
|
||||
end
|
||||
|
||||
function CopyVector(dest,src)
|
||||
dest.x=src.x;
|
||||
dest.y=src.y;
|
||||
dest.z=src.z;
|
||||
end
|
||||
----------------------------------
|
||||
function SumVectors(a,b)
|
||||
return {x=a.x+b.x,y=a.y+b.y,z=a.z+b.z};
|
||||
end
|
||||
function NegVector(a)
|
||||
a.x = -a.x;
|
||||
a.y = -a.y;
|
||||
a.z = -a.z;
|
||||
end
|
||||
----------------------------------
|
||||
function SubVectors(dest,a,b)
|
||||
|
||||
dest.x = a.x - b.x;
|
||||
dest.y = a.y - b.y;
|
||||
dest.z = a.z - b.z;
|
||||
end
|
||||
|
||||
----------------------------------
|
||||
function FastSumVectors(dest,a,b)
|
||||
dest.x=a.x+b.x;
|
||||
dest.y=a.y+b.y;
|
||||
dest.z=a.z+b.z;
|
||||
end
|
||||
|
||||
----------------------------------
|
||||
function DifferenceVectors(a,b)
|
||||
return {x=a.x-b.x,y=a.y-b.y,z=a.z-b.z};
|
||||
end
|
||||
|
||||
----------------------------------
|
||||
function FastDifferenceVectors(dest,a,b)
|
||||
dest.x=a.x-b.x;
|
||||
dest.y=a.y-b.y;
|
||||
dest.z=a.z-b.z;
|
||||
end
|
||||
|
||||
----------------------------------
|
||||
function ProductVectors(a,b)
|
||||
return {x=a.x*b.x,y=a.y*b.y,z=a.z*b.z};
|
||||
end
|
||||
|
||||
----------------------------------
|
||||
function FastProductVectors(dest,a,b)
|
||||
dest.x=a.x*b.x;
|
||||
dest.y=a.y*b.y;
|
||||
dest.z=a.z*b.z;
|
||||
end
|
||||
|
||||
|
||||
----------------------------------
|
||||
function ScaleVector(a,b)
|
||||
return {x=a.x*b,y=a.y*b,z=a.z*b};
|
||||
end
|
||||
|
||||
function ScaleVectorInPlace(a,b)
|
||||
a.x=a.x*b;
|
||||
a.y=a.y*b;
|
||||
a.z=a.z*b;
|
||||
end
|
||||
|
||||
----------------------------------
|
||||
function NormalizeVector(a)
|
||||
local len=math.sqrt(LengthSqVector(a));
|
||||
local multiplier;
|
||||
if(len>0)then
|
||||
multiplier=1/len;
|
||||
else
|
||||
multiplier=0.0001;
|
||||
end
|
||||
a.x=a.x*multiplier;
|
||||
a.y=a.y*multiplier;
|
||||
a.z=a.z*multiplier;
|
||||
return a
|
||||
end
|
||||
|
||||
----------------------------------
|
||||
function FastScaleVector(dest,a,b)
|
||||
dest.x=a.x*b;
|
||||
dest.y=a.y*b;
|
||||
dest.z=a.z*b;
|
||||
end
|
||||
|
||||
|
||||
--linear interpolation
|
||||
----------------------------------
|
||||
function LerpColors(a,b,k)
|
||||
g_Vectors.tempColor.x = a.x+(b.x-a.x)*k
|
||||
g_Vectors.tempColor.y = a.y+(b.y-a.y)*k
|
||||
g_Vectors.tempColor.z = a.z+(b.z-a.z)*k
|
||||
return g_Vectors.tempColor;
|
||||
end
|
||||
|
||||
----------------------------------
|
||||
function Lerp(a,b,k)
|
||||
return (a + (b - a)*k);
|
||||
end
|
||||
|
||||
----------------------------------
|
||||
function __max(a, b)
|
||||
if (a > b) then
|
||||
return a;
|
||||
else
|
||||
return b;
|
||||
end
|
||||
end
|
||||
|
||||
----------------------------------
|
||||
function __min(a, b)
|
||||
if (a < b) then
|
||||
return a;
|
||||
else
|
||||
return b;
|
||||
end
|
||||
end
|
||||
|
||||
----------------------------------
|
||||
function clamp(_n, _min, _max)
|
||||
if (_n > _max) then _n = _max; end
|
||||
if (_n < _min) then _n = _min; end
|
||||
return _n;
|
||||
end
|
||||
|
||||
----------------------------------
|
||||
function Interpolate(actual,goal,speed)
|
||||
|
||||
local delta = goal - actual;
|
||||
|
||||
if (math.abs(delta)<0.001) then
|
||||
return goal;
|
||||
end
|
||||
|
||||
local res = actual + delta * __min(speed,1.0);
|
||||
|
||||
return res;
|
||||
end
|
||||
|
||||
-----------------------------------
|
||||
function sgn(a)
|
||||
if (a == 0) then
|
||||
return 0;
|
||||
elseif (a > 0) then
|
||||
return 1;
|
||||
else
|
||||
return -1;
|
||||
end
|
||||
end
|
||||
|
||||
-----------------------------------
|
||||
function sgnnz(a)
|
||||
return (a>=0) and 1 or -1;
|
||||
end
|
||||
|
||||
-----------------------------------
|
||||
function sqr(a)
|
||||
return a*a;
|
||||
end
|
||||
|
||||
-----------------
|
||||
function randomF(a,b)
|
||||
|
||||
if (a>b) then
|
||||
local c = b;
|
||||
b = a;
|
||||
a = c;
|
||||
end
|
||||
|
||||
local delta = b-a;
|
||||
|
||||
return (a + math.random()*delta);
|
||||
end
|
||||
|
||||
function VecRotate90_Z(v)
|
||||
local x = v.x;
|
||||
v.x = v.y;
|
||||
v.y = -x;
|
||||
end
|
||||
|
||||
function VecRotateMinus90_Z(v)
|
||||
local x = v.x;
|
||||
v.x = -v.y;
|
||||
v.y = x;
|
||||
end
|
||||
|
||||
function iff(c,a,b)
|
||||
if c then return a else return b end
|
||||
end
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
-- calculate cross product
|
||||
function crossproduct3d( dest, p, q )
|
||||
|
||||
dest.x = p.y*q.z-p.z*q.y;
|
||||
dest.y = p.z*q.x-p.x*q.z;
|
||||
dest.z = p.x*q.y-p.y*q.x;
|
||||
|
||||
end
|
||||
|
||||
-- rotate vector p around vector r by angle
|
||||
-- the length of r needs to be 1
|
||||
function RotateVectorAroundR( dest, p, r, angle )
|
||||
|
||||
-- p' = v1 + v2 +v3
|
||||
-- v1 = pcosA
|
||||
-- v2 = r**psinA;
|
||||
-- v3 = r< r,p >( 1- cosA );
|
||||
|
||||
local cosValue = math.cos( angle );
|
||||
local sinValue = math.sin( angle );
|
||||
|
||||
local v1 = {};
|
||||
local v2 = {};
|
||||
local v3 = {};
|
||||
local vTmp = {};
|
||||
|
||||
-- v1
|
||||
CopyVector( v1, p );
|
||||
FastScaleVector( v1, v1, cosValue );
|
||||
|
||||
-- v2
|
||||
CopyVector( vTmp, p );
|
||||
FastScaleVector( vTmp, vTmp, sinValue );
|
||||
crossproduct3d( v2, r, vTmp );
|
||||
|
||||
-- v3
|
||||
CopyVector( v3, r );
|
||||
FastScaleVector( v3, v3, dotproduct3d( r, p ) );
|
||||
FastScaleVector( v3, v3, 1.0 - cosValue );
|
||||
|
||||
-- p'
|
||||
CopyVector( dest, v1 );
|
||||
FastSumVectors( dest, v1, v2 );
|
||||
FastSumVectors( dest, dest, v3 );
|
||||
|
||||
end
|
||||
|
||||
-- project P to the surface whose normal vector is N.
|
||||
function ProjectVector( dest, P, N )
|
||||
|
||||
-- projected vector is vector X (output)
|
||||
-- X =P+(-P*N)N
|
||||
|
||||
local minusP ={};
|
||||
FastScaleVector( minusP , P , -1.0 );
|
||||
|
||||
local t = dotproduct3d( minusP, N );
|
||||
CopyVector( dest , N );
|
||||
FastScaleVector( dest , dest , t );
|
||||
FastSumVectors( dest , dest , P );
|
||||
|
||||
end
|
||||
|
||||
-- get a distance between line(pt+q) and point(a)
|
||||
function DistanceLineAndPoint( a, p, q )
|
||||
|
||||
-- d=|| p * (a-q) || / ||p||
|
||||
|
||||
local length = LengthVector( p );
|
||||
local outerProduct;
|
||||
local vOuterProduct = {};
|
||||
local vTmp = {};
|
||||
local d;
|
||||
|
||||
SubVectors( vTmp, a, q );
|
||||
crossproduct3d( vOuterProduct, p, vTmp );
|
||||
outerProduct =LengthVector( vOuterProduct );
|
||||
|
||||
if ( length>0.01 ) then
|
||||
d = outerProduct/length;
|
||||
else
|
||||
d = 0.0;
|
||||
end
|
||||
|
||||
return d;
|
||||
|
||||
end
|
||||
|
||||
-- Get normalized direction vector from point 'a' to point 'b'
|
||||
function GetDirection(a, b)
|
||||
local dir = {};
|
||||
SubVectors(dir, b, a);
|
||||
NormalizeVector(dir);
|
||||
return dir;
|
||||
end
|
||||
|
||||
function GetAngleBetweenVectors2D(a, b)
|
||||
return math.acos(dotproduct2d(a, b));
|
||||
end
|
||||
|
||||
function GetAngleBetweenVectors(a, b)
|
||||
return math.acos(clamp(dotproduct3d(a, b), -1, 1));
|
||||
end
|
||||
Reference in New Issue
Block a user