Commit Graph
155 Commits
Author SHA1 Message Date
Goober5000 4797ce55a2 use vm_vector_2_matrix_norm on normalized vectors
Most places in the code that use `vm_vector_2_matrix` do so on already-normalized vectors.  Changing these to `vm_vector_2_matrix_norm` avoids redundant normalization.
2025-03-02 23:07:09 -05:00
BMagnu 23dc22e172 Unify Particle Attachment (#6571)
* Fix incorrect ship legacy particle curve assignment

* Setup trigger radius

* Properly attach particle sources to objects and subobjects

* Add trigger velocity for weapon impacts

* Onetime particle source timing fix

* Warnings

* Allow global_to_local to work with no submodel

* Allow global_to_local to work with no submodel, again
2025-02-03 22:14:19 +01:00
Birk Magnussen 1f2a8dce2a remove optional 2025-02-01 13:17:26 +01:00
BMagnu 5ce7881a27 Merge branch 'master' into particle_cleanup 2025-01-19 19:56:18 +09:00
Goober5000 fa10f8e8eb tweak object model/instance convenience functions
Make these convenient functions even more convenient:
1. Change `object_get_model()` to `object_get_model_num()` and `object_get_model_instance()` to `object_get_model_instance_num()` to more accurately reflect what they do
2. Add new `object_get_model()` and `object_get_model_instance()` functions to return `polymodel*` and `polymodel_instance*` values.
2025-01-16 01:10:53 -05:00
wookieejedi 454b80e3eb Add failsafe check for new texture replace fix
One line failsafe condition
2025-01-15 16:50:20 -05:00
wookieejedi b29e397fa7 Fixes Debris not inheriting parent ship texture replacements (#6519)
* Fixes Debris not inheriting parent ship texture replacements

Debris chunks that use the same texture as the actual hull model are not updated when `texture-replace` methods are used. For example, a clean grey base textures that has texture replace via table or FRED is changed to red/brown. But when the ship is destroyed the debris objects are using the original lighter texture instead of the newer darker one.

#6154 provided the groundwork to fix this, but one step fell through the cracks; setting the debris hull textures to what the parent ship used.

This PR sets the debris texture replacements when debris is created to fix this (and fixes #2462).

Fix is tested and works as expected.

* cleanup setting shared

* get pmi correctly
2025-01-14 07:42:46 -05:00
Birk Magnussen e955a7f1be Merge branch 'master' into particle_cleanup 2024-12-10 23:41:07 +01:00
Goober5000 31a86e3f3d all the consts!
Some experimentation resulted in a lot of const-cascading.  This PR applies `const` to a large number of functions.
2024-11-07 23:33:13 -05:00
Birk Magnussen e2dbb46b9c Fold OmniEffect into ParticleEffect 2024-11-03 14:45:16 +01:00
Birk Magnussen 1aa67c9342 Properly use new effect host 2024-11-02 14:48:58 +01:00
Birk Magnussen c513ab5ad3 Fix legacy particle lifetime when built-in bitmap is used 2024-10-25 12:45:57 +02:00
BMagnu a79c23be07 Add orientation-based velocity inherit for beampiercingeffects 2024-10-23 15:27:02 +02:00
Birk Magnussen 0ec845b4ce Make builtin particle sources actually anonymous 2024-09-24 17:34:43 +02:00
Birk Magnussen db4ec11fd9 Remove redundant effects 2024-09-24 17:24:27 +02:00
Birk Magnussen 63a18b28fa Update Ship and Supernova effects to Omni 2024-09-24 17:23:01 +02:00
BMagnu 8503c8a068 Start replacing legacy effects with omnieffect 2024-09-24 17:23:01 +02:00
Birk Magnussen e0c2ba7011 Prepare for the removal of composite effects 2024-09-24 17:23:01 +02:00
BMagnu 97dbd2fa83 Removal of effects, pt. 2 2024-09-24 17:23:00 +02:00
BMagnu 87704fc817 Refactor replacement texture to a modelinstance parameter (#6154)
* Move replacement textures from ship to modelinstance

* Actually set pmi

* Fix texture replace in fred as well

* Fix bad indent

* incorporate feedback
2024-05-21 17:18:32 +02:00
MageKing17 3a48613a2d Add some security to avoid invalid Random::next() calls. (#5988)
There were a few instances of `Random::next()` being called without ensuring its arguments couldn't trip an assertion. This should hopefully catch them all.
2024-02-14 15:03:51 -05:00
Asteroth 1cbeae2cd9 make sure these remain copies 2023-11-07 15:52:36 -05:00
Goober5000 3fe94fc3f4 protect model_collide input values
Add `const` to the `mc_info` struct so its values aren't inadvertently overwritten.  Tweak some of the collision code to prevent overwrites.

Also remove the `flak_muzzle_flash` declaration since that function no longer exists.
2023-11-05 21:17:46 -05:00
Asteroth 4a53ff742d Add debris density (#5340)
* add debris density

* doc new param
2023-04-20 02:48:19 -04:00
Asteroth 31b23d8c50 Whackable debris and asteroids (#5291)
* whackable debris and asteroids

* fixes

* review tweaks

* some more review tweaks
2023-04-19 10:56:46 -04:00
Goober5000 5b175673ed add initializers to mc_info
This initializes `mc_info` to the correct values when it is constructed, removing the need for `mc_info_init`.

This PR also fixes a group of incorrectly inverted assignments in beam.cpp.
2023-02-21 19:09:10 -05:00
Asteroth 1dc4a210b7 Add collision flag for colliding with all polies (#5212)
* add collision flag for colliding with all polies

* copy paste error
2023-02-22 04:45:18 +09:00
Asteroth b68e424213 refactor getting random vertices and script func 2023-02-17 23:03:57 -05:00
BMagnu af1f0eaeca Rework Script Conditions (#4960)
* add skeleton for hook condition API

* Begin Scripting Hook refactor

* Program Hook Conditions for current new-style hooks

* Replace more hooks

* Fully transition global hooks

* Convert legacy hooks pt. 1

* Convert legacy hooks pt. 2

* Convert legacy hooks pt. 3

* Post-conversion cleanup

* restore parsing

* Add Documentation and fix parsing

* Fixup engine ingame hook adding

* Fixup engine ingame hook adding again

* Fix warnings

* Fix GCC unqualified template base lookup

* unqualified lookup v2

* Virtual Destrcutors

* Fix Clang

* Fix ship objp hook condition shadow

* Remove global hook include in ship.h

* Incorporate Feedback

* Incorporate Feedback 2

* Add revision to inline version specififer
2022-12-14 03:51:27 +09:00
Asteroth 219bcca23a Implement gravity (#4803)
Adds gravity! Applies on a per-mission basis, and weapons, ships, debris, and asteroids now have a configurable "gravity const" which multiplies the effect of gravity on them, by default everything except debris is 0 (meaning no effect even when the mission has gravity). AI and the lead indicator will also lead for ballistic trajectories as well, given a gravity-affected weapon. No FRED support or gravity direction control yet, to come in later PRs.
2022-11-21 20:13:35 -05:00
Goober5000 452c8370dc model instances are not needed for debris in many cases 2022-10-19 14:22:10 -04:00
Goober5000 77179dc183 add mn.createDebris
This is a new Lua API function that allows creation of arbitrary debris pieces, whether chunks of a ship's hull or shards of shrapnel.  All of the parameters are optional, and a wide variety of situations are possible ranging from vaporized bits to static chunks to chunks propelled by an explosion.
2022-10-19 14:22:10 -04:00
Goober5000 19e407df62 convert some timestamps to the new system
Mostly debris and asteroid timestamps, but also arc timestamps for ships.
2022-08-25 21:40:18 -04:00
Goober5000 ba36ad69f5 add new hooks for each object type
Splits the existing On Death hook into independent hooks for each relevant type.  Adds On Ship Death, On Missile Death, etc.  Also adds On Missile Death Started to complement On Ship Death Started.
2022-08-21 20:53:04 -04:00
Goober5000 7013981de5 add isActive checks for new-style script hooks
What it says on the tin.  Follow-up to #3538.  Fixes #4398.
2022-06-13 02:13:14 -04:00
BMagnuandGoober5000 9ab7a4626a Fix nested and animated submodel collisions (#4065)
* Calculate per-frame rotation axis

* function prototypes

* Add new submodel localization functions

* Fix collision detection for moving submodels

* Remove offending assert

* Add safeguard for stopped animations

* Fix last frame speed calc

* Fix childs with parent submodel rotations

* Fix Warnings

* Clang Bug Workaround

* clang tidy

* Incorporate Feedback

Co-authored-by: Goober5000 <[email protected]>
2022-03-09 23:49:11 +09:00
Goober5000 e2f63a2340 rename and document several model coordinate functions 2022-02-15 20:59:24 -05:00
Goober5000 97952d6b6c refactoring in preparation for model translation
Mostly renaming of fields and functions, and moving some modelread sections into functions.  This reorganization will put the code on a better footing for the model translation feature.  No model translation code is included yet, and there should be no change in functionality.
2022-01-29 15:53:21 -05:00
Goober5000 c3dd6eb113 update polymodel_instance to reference object
See title.  All references to `model_create_instance` have been updated to supply an object number or -1.
2021-12-22 18:29:00 -05:00
Asteroth bc24ac3ebc Add 'passive' lightning arcs to ships (#3733)
* add passive lightning arcs

* fixes and cache submodel number

* range based loop
2021-10-19 12:51:05 +09:00
Goober5000 575c050da4 reorganize submodel rotation
This moves submodel rotation out of the AI pipeline and into object movement.  With the exception of turret rotation (which remains in the AI code) this now allows all types of submodel rotation to happen in the same place.  Many associated functions have also been cleaned up.

In addition to making the code cleaner and clearer, this will make it much easier for intrinsic rotations and new animations to be applied to non-ship objects, such as weapons.
2021-10-10 02:29:34 -04:00
JohnAFernandez ffbcdab9da Remove Buggy Function and Let Debris End Naturally (#3540)
* Remove Buggy Function and Let Debris end natrually

Removes this retail function that was actually perpetually postponing the death of debris at long distances instead of removing them.  Debris lifetime is suitably short for the small, non-hull pieces (only a few seconds), while large pieces are supposed to be permanent.   It also culls based on player position, which is not the correct approach, since the camera can be free from the player ship.

* Remove Vestigial Variables

These variables are no longer checked for anything now that we allow debris to go through its lifetime.
2021-06-28 08:11:10 -04:00
Goober5000 3c553665aa remove the 'main' argument from obj_snd_assign 2021-06-05 17:40:58 -04:00
JohnAFernandezandAsteroth 47f6d2b368 Add guardrails to object cleanup during object creation (#3371)
* Prevent Crashes from Weapons being deleted during the collision process

This puts in some safety checks to keep FSO from crashing while doing collision detection when close to the object limit.

* Remove Problematic Assertions and INT3's

Keeps FSO from crashing when low on Object slots from failed weapon and beam creations.

* Simplify Code with a good suggestion

Co-authored-by: Asteroth <[email protected]>

Co-authored-by: Asteroth <[email protected]>
2021-05-05 00:52:11 -04:00
Joshua Glatt 144d484c85 Replace rand() calls with a Random class (#3332) 2021-05-04 18:26:06 -07:00
Baezon 633cd88e83 modernize use nullptr 2021-04-10 19:38:18 -04:00
Baezon 7431aba995 properly cull generic debris 2021-04-09 21:35:26 -04:00
Baezon adea41e690 clarity edits 2021-02-21 21:56:34 -05:00
Baezon d463db3742 Merge remote-tracking branch 'upstream/master' into generic-debris-enhancement 2021-02-21 21:31:59 -05:00
Baezon 89a8cbcbae review tweaks 2021-01-29 01:04:15 -05:00