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// // DynamicObject Class // // - Destroyable object // - Chunks are large child objects in Karma physics // - Fragments are small child objects in the new physics system // - Sounds and effects have been removed pending the new sound and effects system integration // class DynamicObject extends Engine.HavokActor native placeable; cpptext { virtual void initialiseHavokDataObject(); virtual void HavokPreSyncCallback(const FVector& deltaPos); } var (DynamicObject) float Mass "The mass of the object (kg)"; var (DynamicObject) float Elasticity "The elasticity [0,1]"; var (DynamicObject) float friction "The amount of friction [0,1]"; var (DynamicObject) float LinearDamping "Linear Damping [0,1] 0 = no damping"; var (DynamicObject) float AngularDamping "Angular Damping [0,1] 0 = no damping"; var (DynamicObject) float Health "The amount of health in the object"; var (DynamicObject) bool Invulnerable "Object will be invulnerable to weapon attacks"; var (DynamicObject) bool Blocking "Blocks players and collide with other objects"; var (DynamicObject) bool Stationary "The object is stationary and cannot move"; var (DynamicObject) bool Enabled "Start enabled in physics right away"; var (DynamicObject) bool Shadows "Use projected shadows with this object (expensive)"; var (DynamicObject) bool Volatile "Object will explode immediately on collision or when hit with a weapon"; var (DynamicObject) bool Freeze "Child objects all freeze immediately on spawning (useful for art testing)"; var (DynamicObject) bool FadeOut "Fadeout object when destroyed (requires material to be setup correctly)"; var (DynamicObject) bool LimitedLife "If true, object will only hang around for Lifetime amount of time after spawning"; var (DynamicObject) float Lifetime "Object will only appear in the world for this long before fading out"; var (DynamicObject) bool Explosion "Launch child objects with initial explosion (true/false)"; var (DynamicObject) float ExplosionForce "Force applied to child objects when this object is destroyed"; var (DynamicObject) array< class<DynamicObject> > Children "Child objects spawned when this object is destroyed"; var (DynamicObject) array< class<Explosion> > Explosions "Explosion objects spawned when this object is destroyed"; var array<ColorModifier> Style; var bool StyleCreated; var bool FadingOut; var float FadeOutAlpha; var float FadeOutTime; var float FadeOutLength; var bool NextVersionPending; var bool NextVersionCalled; // currently can switch of dynamic on minspec machine enum EScalabilitySetting { DS_NoDynamics, DS_Full, }; overloaded function Construct( actor Owner, optional optional name Tag, optional vector Location, optional rotator Rotation, optional float Scale) { Label = Tag; setNativeActorData(Scale); super.construct(Owner, Tag, Location, Rotation); Label = Tag; } // this is used to set script const data in the Construct call native final function setNativeActorData(float Scale); event PreBeginPlay() { // local data -> actor bActorShadows = Shadows; if (!Blocking) SetCollision(false, false, false); // force stationary if scalability says so if (GetScalabilitySetting() == DS_NoDynamics) Stationary = true; if (Stationary) { SetPhysics(PHYS_None); } else { // initially inactive (to stop decorations falling off walls etc) HavokActivate(Enabled); } Super.PreBeginPlay(); } static simulated function PrecacheDynamicObjectRenderData(LevelInfo Level, class<DynamicObject> DynClass) { local int i; if (DynClass.default.StaticMesh != None) { Level.AddPrecacheStaticMesh(DynClass.default.StaticMesh); // Log("PRECACHING DYNAMICOBJECT MESH "$DynClass.default.StaticMesh.Name); } // recurse through children for (i=0; i<DynClass.default.Children.Length; i++) { if (DynClass.default.Children[i] != None) PrecacheDynamicObjectRenderData(Level, DynClass.default.Children[i]); } } simulated function UpdatePrecacheRenderData() { Super.UpdatePrecacheRenderData(); PrecacheDynamicObjectRenderData(Level, Class); } event Tick(float DeltaTime) { if (NextVersionPending) { NextVersion(); } if (FadingOut) { FadeOutTime += DeltaTime; FadeOutAlpha = (1 - FadeOutTime / FadeOutLength) * 255; SetAlpha(FadeOutAlpha); } if (FadeOutAlpha<=0) { Destroy(); } if (!FadingOut && LimitedLife) { LifeTime -= DeltaTime; if (LifeTime <= 0) Remove(); } } function Trigger(Actor Other, Pawn EventInstigator) { Health = 0; NextVersion(); } function StartFadeOut() { // start fade out CreateAlphaStyle(); FadingOut = true; } event NextVersion() { if (NextVersionCalled) return; if (!FadingOut) { NextVersionCalled = true; // trigger event on next version triggerEvent(Event, self, None); // handle child objects if (Children.Length>0) { // destroy self and spawn children SpawnChildren(); } Remove(); } } function Explode() { local int i; local Explosion ExplosionObject; local String SocketName; local Vector SocketPosition; local Rotator SocketRotation; local Vector SocketScale; for (i=0; i<Explosions.length; i++) { GetExplosionSocketName(i, SocketName); if (getSocket(SocketName, SocketPosition, SocketRotation, SocketScale)) ExplosionObject = spawn(Explosions[i], , , SocketPosition, SocketRotation); else ExplosionObject = spawn(Explosions[i], , , unifiedGetCOMPosition(), Rotation); ExplosionObject.Trigger(self, None); } } function Remove() { TriggerEffectEvent('Destroyed'); Explode(); if (FadeOut) StartFadeOut(); else Destroy(); } function SpawnChildren() { local int i; for (i=0; i<Children.Length; i++) SpawnChild(i); } function SpawnChild(int Index) { local DynamicObject Child; local String SocketName; local Vector SocketPosition; local Rotator SocketRotation; local Vector SocketScale; local String ChildName; local Vector Impulse; if (Children[Index] == None) return; GetChildSocketName(Index, SocketName); if (GetScalabilitySetting() == DS_NoDynamics && !Children[Index].default.Stationary) return; ChildName = Label$"_"$Index; if (getSocket(SocketName, SocketPosition, SocketRotation, SocketScale)) Child = new(Outer) Children[Index](Self, Name(ChildName), SocketPosition, SocketRotation, DrawScale * SocketScale.X); else Child = new(Outer) Children[Index](Self, Name(ChildName), Location, Rotation, DrawScale); Child.bClientHavokPhysics = bClientHavokPhysics; if (Child.Stationary || Freeze) { Child.setPhysics(PHYS_None); } else if (Explosion) { Impulse = Child.unifiedGetComPosition() - unifiedGetComPosition(); if (Impulse==vect(0,0,0)) impulse = VRand(); Impulse += vect(0,0,0.5); Impulse = Normal(Impulse); Impulse *= (FRand()*0.25 + 1.0) * ExplosionForce; Child.HavokImpartImpulse(Impulse, Child.unifiedGetCOMPosition() + VRand()*5); } } // scalability queries of main level config native function EScalabilitySetting GetScalabilitySetting(); function Died(Controller Killer, class<DamageType> damageType, vector HitLocation) { if(Killer != None && Killer.Pawn != None) dispatchMessage(new class'MessageDestroyed'(Killer.Pawn.label, label)); else dispatchMessage(new class'MessageDestroyed'(label, label)); } // rowan: had to override this, as we set bSkipEncroachment as an optimisation, but still want to take damage form projectiles (base class returns !bSkipEncroachment) simulated event bool ShouldProjectileHit(Actor projInstigator) { return bProjTarget; } function PostTakeDamage(float Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional float projectileFactor) { local Controller Killer; Killer = None; if (EventInstigator != None) Killer = EventInstigator.Controller; if (!Stationary) HavokImpartImpulse(Momentum, HitLocation); if (Invulnerable) return; if (Volatile) { NextVersion(); // post destroyed message Died(Killer, damageType, HitLocation); } else if (Health>0) { Health -= Damage; if (Health<=0) { NextVersion(); // post destroyed message Died(Killer, damageType, HitLocation); } } } function CreateAlphaStyle() { local int i; if (Skins.Length==0) LoadSkinsFromMaterials(); if (!StyleCreated) { for(i=0; i<Skins.Length; i++) { if (Skins[i] == none) break; if (!StyleCreated) Style[i] = new(none) class'ColorModifier'(); Style[i].Material = Skins[i]; Style[i].Color.A = 255; Skins[i] = Style[i]; } StyleCreated = true; } } function SetAlpha(byte Amount) { local int i; if (StyleCreated) { for (i=0; i<Style.Length; i++) { Style[i].Color.A = Amount; } } } function unifiedAddImpulse(Vector impulse) { if (!Stationary) super.unifiedAddImpulse(impulse); } function unifiedAddImpulseAtPosition(Vector impulse, Vector position) { if (!Stationary) super.unifiedAddImpulseAtPosition(impulse, position); } function unifiedAddForce(Vector force) { if (!Stationary) super.unifiedAddForce(force); } function unifiedAddForceAtPosition(Vector force, Vector position) { if (!Stationary) super.unifiedAddForceAtPosition(force, position); } function unifiedAddTorque(Vector torque) { if (!Stationary) super.unifiedAddTorque(torque); } native function LoadSkinsFromMaterials(); native function Initialize(float Scale, StaticMesh Mesh); native function GetChildSocketName(int Index, out String Name); native function GetExplosionSocketName(int Index, out String Name); defaultproperties { // official properties Health = 100 Mass = 50 Elasticity = 0.3 friction = 0.8 LinearDamping = 0 AngularDamping = 0.05 Invulnerable = false Blocking = true Stationary = false Enabled = false Shadows = true Volatile = false Freeze = false FadeOut = false Explosion = true ExplosionForce = 10000 LimitedLife = false LifeTime = 0 // fade properties FadingOut = false FadeOutAlpha = 255 FadeOutTime = 0 FadeOutLength = 0.5 // next version state NextVersionPending = false NextVersionCalled = false // actor properties bAcceptsProjectors=false // dont want this on the majority of little meshes (big CPU waster). artists can turn on for specific larger meshes bNoDelete = false bActorShadows = true RemoteRole = ROLE_None StaticMesh = StaticMesh'PhysicsObjects.Cube' bNeedLifetimeEffectEvents = true } |
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