1 | #include "dxstdafx.h"
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2 | #include "./Object3d.h"
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3 |
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4 | #include "GameManager.h"
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5 | #include "Scene.h"
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6 | #include <stdio.h>
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7 |
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8 | Object3d::Object3d(void) : Node()
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9 | {
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10 | myMesh = NULL;
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11 | myProgressiveMesh = NULL;
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12 |
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13 | adjacencyInfo = NULL;
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14 | g_dwNumMaterials = 0;
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15 |
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16 | this->isAPMesh = false;
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17 | this->modelLoaded = false;
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18 | this->isManagedByResourceManager = false;
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19 | this->deleteMesh = true;
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20 |
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21 | this->pVertices = NULL;
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22 | this->pIndices = NULL;
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23 | this->writeBuffer = NULL;
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24 |
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25 | this->maxFaces = 0;
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26 | this->minFaces = 0;
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27 | this->nodeType |= Scene::NODE_OBJECT3D;
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28 | this->xfilename = "";
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29 | }
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30 |
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31 | Object3d::~Object3d(void)
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32 | {
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33 | //TODO noch mehr releasen? leaks gefunden!
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34 | if(myMesh!=NULL && !(isManagedByResourceManager)) {
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35 | (myMesh)->Release();
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36 | }
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37 |
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38 | if(myProgressiveMesh!=NULL) {
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39 | myProgressiveMesh->Release();
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40 | }
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41 |
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42 | if(!(isManagedByResourceManager)) {
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43 | delete [] adjacencyInfo;
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44 | }
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45 |
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46 | this->Materials.clear();
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47 |
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48 | /*for(UINT i = 0; i < Textures.size(); i++) {
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49 | if (Textures[i] != 0 && (!this->isTerrainPatch))
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50 | Textures[i]->Release();
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51 | Textures[i] = 0;
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52 | }*/
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53 |
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54 | if(this->pVertices) {
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55 | delete[] this->pVertices;
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56 | this->pVertices = NULL;
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57 | }
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58 | if(this->pIndices) {
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59 | delete[] this->pIndices;
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60 | this->pIndices = NULL;
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61 | }
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62 | if(this->writeBuffer) {
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63 | delete this->writeBuffer;
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64 | this->writeBuffer = NULL;
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65 | }
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66 | }
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67 |
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68 | LPD3DXMESH* Object3d::getMesh()
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69 | {
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70 | return &myMesh;
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71 | }
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72 |
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73 | void Object3d::setMesh(LPD3DXMESH *_mesh) {
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74 | this->myMesh = *_mesh;
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75 | }
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76 |
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77 | LPD3DXPMESH* Object3d::getProgressiveMesh()
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78 | {
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79 | return &myProgressiveMesh;
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80 | }
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81 |
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82 | void Object3d::loadMeshFromFile(std::string filename)
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83 | {
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84 | //this->myScene->manager->printToConsole(filename);
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85 | bool success = this->myScene->manager->resManager.loadXModel(filename, this);
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86 | if(!success) {
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87 | // set everything to NULL
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88 | myMesh = NULL;
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89 | this->g_dwNumMaterials = 0;
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90 | this->modelLoaded = false;
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91 | this->myScene->manager->printToConsole("loading model failed!");
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92 | } else {
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93 | this->xfilename = filename;
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94 | //this->myScene->manager->printToConsole("3d model loaded successfully!");
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95 | }
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96 |
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97 | }
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98 |
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99 | void Object3d::computeAdjacency () {
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100 | if(myMesh!=NULL) {
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101 | if (adjacencyInfo != NULL)
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102 | delete [] adjacencyInfo;
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103 |
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104 | //generate new DWORD array
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105 | adjacencyInfo = new DWORD[(myMesh)->GetNumFaces() * 3];
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106 | memset(adjacencyInfo,0,(myMesh)->GetNumFaces() * 3);
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107 |
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108 | // Get the adjacency info of the mesh.
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109 | (myMesh)->GenerateAdjacency(0.0f, adjacencyInfo);
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110 | }
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111 | }
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112 |
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113 | void Object3d::computeNormals()
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114 | {
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115 | if(myMesh!=NULL) {
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116 | // if mesh vertices have no normal variables defined, add them
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117 | if ( !((myMesh)->GetFVF() & D3DFVF_NORMAL))
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118 | {
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119 | // define a temp mesh for the mesh with normal variables
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120 | LPD3DXMESH pTempMesh;
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121 |
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122 | // clone the mesh, add normal variables
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123 | (myMesh)->CloneMeshFVF((myMesh)->GetOptions(),
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124 | (myMesh)->GetFVF() | D3DFVF_NORMAL,
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125 | DXUTGetD3DDevice(),
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126 | &pTempMesh
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127 | );
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128 |
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129 | // release the old mesh
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130 | (myMesh)->Release();
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131 | myMesh = pTempMesh;
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132 | }
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133 |
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134 | if (adjacencyInfo == NULL)
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135 | computeAdjacency();
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136 |
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137 | D3DXComputeNormals(
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138 | myMesh,
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139 | adjacencyInfo
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140 | );
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141 | }
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142 | }
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143 |
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144 | bool Object3d::isModelLoaded()
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145 | {
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146 | return this->modelLoaded;
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147 | }
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148 |
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149 | void Object3d::setModelLoaded(bool value) {
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150 | this->modelLoaded = value;
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151 | }
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152 |
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153 | void Object3d::setXFilename(std::string _xfilename) {
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154 | this->xfilename = _xfilename;
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155 | }
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156 |
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157 | void Object3d::generateAndUsePMesh(float *weights) {
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158 | if(this->myProgressiveMesh != NULL)
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159 | this->myProgressiveMesh->Release();
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160 |
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161 | if(adjacencyInfo == NULL) {
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162 | this->computeAdjacency();
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163 | }
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164 |
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165 | //generate progressive mesh:
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166 | HRESULT hr = D3DXGeneratePMesh(
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167 | myMesh,
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168 | this->adjacencyInfo, // adjacency
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169 | 0, // default vertex attribute weights
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170 | weights, // default vertex weights
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171 | 1, // simplify as low as possible
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172 | D3DXMESHSIMP_FACE, // simplify by face count
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173 | &myProgressiveMesh);
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174 |
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175 | if(FAILED(hr))
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176 | {
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177 | // go to previous state:
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178 | if(this->myProgressiveMesh != NULL) {
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179 | this->myProgressiveMesh->Release();
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180 | this->myProgressiveMesh = NULL;
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181 | }
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182 | this->isAPMesh = false;
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183 | } else {
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184 | // set to original detail
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185 | maxFaces = this->myProgressiveMesh->GetMaxFaces();
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186 | minFaces = this->myProgressiveMesh->GetMinFaces() + 40;
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187 |
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188 | //set to max
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189 | this->myProgressiveMesh->SetNumFaces(maxFaces);
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190 |
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191 | // this is now a progressive mesh! :)
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192 | this->isAPMesh = true;
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193 | }
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194 | }
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195 |
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196 | void Object3d::generateAndUsePMesh() {
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197 | this->generateAndUsePMesh(NULL);
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198 | }
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199 |
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200 | bool Object3d::isPMesh() {
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201 | return this->isAPMesh;
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202 | }
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203 |
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204 | void Object3d::generatePhysicMesh(int type)
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205 | {
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206 | if(this->pVertices) {
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207 | delete[] this->pVertices;
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208 | this->pVertices = NULL;
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209 | }
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210 | if(this->pIndices) {
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211 | delete[] this->pIndices;
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212 | this->pIndices = NULL;
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213 | }
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214 | if(this->writeBuffer) {
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215 | delete this->writeBuffer;
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216 | this->writeBuffer = NULL;
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217 | }
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218 | this->shapeType = type;
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219 | NxInitCooking();
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220 |
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221 | int numVertices = (myMesh)->GetNumVertices();
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222 | int numFaces = (myMesh)->GetNumFaces();
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223 | int vertexSize = (myMesh)->GetNumBytesPerVertex();
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224 |
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225 | //Vertex Data
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226 | byte* verPointer;
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227 | pVertices = new NxVec3[numVertices];
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228 | (myMesh)->LockVertexBuffer(0, (void**)&verPointer);
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229 | bool changed=false;
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230 | for(int i=0;i<numVertices;i++) {
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231 | pVertices[i].x = ((float *) verPointer)[0];
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232 | pVertices[i].y = ((float *) verPointer)[1];
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233 | pVertices[i].z = ((float *) verPointer)[2];
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234 | //If terrain is exactly plain, move one point so that it's not! Otherwise it CHRASHES!!!
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235 | if(i>=1 && pVertices[i-1].y-pVertices[i].y!=0) {
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236 | changed = true;
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237 | } else if(i>=1 && i==numVertices-1 && changed==false) {
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238 | pVertices[i].y+=0.0005f;
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239 | }
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240 | verPointer+=vertexSize;
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241 | }
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242 | (myMesh)->UnlockVertexBuffer();
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243 |
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244 | //Indices Data
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245 | WORD *indexPointer;
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246 | pIndices = new DWORD[3*numFaces];
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247 | (myMesh)->LockIndexBuffer(0, (void**) &indexPointer);
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248 | for(int i=0;i<3*numFaces;i++) {
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249 | pIndices[i] = (WORD) indexPointer[i];
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250 | }
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251 | (myMesh)->UnlockIndexBuffer();
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252 |
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253 | if(type!=this->COL_CONVEX) {
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254 | // Build the triangle mesh.
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255 | this->pTriangleMeshDesc.numVertices = numVertices;
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256 | this->pTriangleMeshDesc.numTriangles = numFaces;
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257 | this->pTriangleMeshDesc.pointStrideBytes = sizeof(NxVec3);
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258 | this->pTriangleMeshDesc.triangleStrideBytes = 3*sizeof(DWORD);
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259 | this->pTriangleMeshDesc.points = pVertices;
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260 | this->pTriangleMeshDesc.triangles = pIndices;
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261 | this->pTriangleMeshDesc.flags = 0;
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262 | if(type==this->COL_HEIGHTFIELD) {
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263 | this->pTriangleMeshDesc.heightFieldVerticalAxis= NX_Y;
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264 | this->pTriangleMeshDesc.heightFieldVerticalExtent= -1000.0f;
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265 | }
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266 |
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267 | if(!this->pTriangleMeshDesc.isValid()) {
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268 | this->myScene->manager->printToConsole("pTriangleMeshDesc IS NOT VALID!");
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269 | }
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270 |
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271 | if(writeBuffer!=NULL)
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272 | delete this->writeBuffer;
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273 | this->writeBuffer = new MemoryWriteBuffer;
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274 | if(!NxCookTriangleMesh(this->pTriangleMeshDesc, *this->writeBuffer)) {
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275 | this->myScene->manager->printToConsole("COOKING NOT SUCCESSFULL!!!!!");
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276 | }
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277 |
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278 | //Create the mesh from the cooked data.
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279 | MemoryReadBuffer readBuffer(this->writeBuffer->data);
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280 | this->pTriangleMesh = this->myScene->manager->pPhysicsSDK->createTriangleMesh(readBuffer);
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281 |
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282 | //Use PMap as coldet model?
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283 | if(type==this->COL_PMAP) {
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284 | std::string pmapFilename;
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285 | pmapFilename = this->xfilename+".pmap";
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286 | NxPMap pPMap;
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287 | pPMap.dataSize = 0;
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288 | pPMap.data = NULL;
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289 |
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290 | // PMap stuff
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291 | this->myScene->manager->printToConsole("trying to load pmap");
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292 |
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293 | FILE* fp = fopen(pmapFilename.c_str(), "rb");
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294 | if(!fp) {
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295 | // Not found => create PMap
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296 | this->myScene->manager->printToConsole("please wait while precomputing pmap...");
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297 | if(NxCreatePMap(pPMap, *this->pTriangleMesh, 64))
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298 | {
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299 | // The pmap has successfully been created, save it to disk for later use
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300 | fp = fopen(pmapFilename.c_str(), "wb");
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301 | if(fp)
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302 | {
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303 | fwrite(pPMap.data, pPMap.dataSize, 1, fp);
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304 | fclose(fp);
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305 | fp = NULL;
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306 | }
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307 |
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308 | //assign pmap to mesh
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309 | this->pTriangleMesh->loadPMap(pPMap);
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310 |
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311 | // sdk created data => sdk deletes it
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312 | NxReleasePMap(pPMap);
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313 | }
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314 | this->myScene->manager->printToConsole("...done!");
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315 | } else {
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316 | // Found pmap file
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317 | pPMap.dataSize = getFileSize(pmapFilename.c_str());
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318 | pPMap.data = new NxU8[pPMap.dataSize];
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319 | fread(pPMap.data, pPMap.dataSize, 1, fp);
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320 | fclose(fp);
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321 |
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322 | //assign pmap to mesh
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323 | this->pTriangleMesh->loadPMap(pPMap);
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324 |
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325 | //we created data => we delete it
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326 | delete pPMap.data;
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327 | }
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328 | }
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329 |
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330 | this->pMeshShapeDesc.meshData = this->pTriangleMesh;
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331 | if(!pMeshShapeDesc.isValid()) {
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332 | this->myScene->manager->printToConsole("SHAPEDESCRIPTOR IS NOT VALID!");
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333 | }
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334 | this->pActorDesc.shapes.pushBack(&pMeshShapeDesc);
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335 |
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336 | if(!this->pActorDesc.isValid()) {
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337 | this->myScene->manager->printToConsole("generatePhysicsMesh:: ActorDescriptor is not valid!!");
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338 | return;
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339 | }
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340 | } else {
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341 | this->pConvexDesc.numVertices = numVertices;
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342 | this->pConvexDesc.pointStrideBytes = sizeof(NxVec3);
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343 | this->pConvexDesc.points = this->pVertices;
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344 | this->pConvexDesc.flags = NX_CF_COMPUTE_CONVEX;
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345 |
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346 |
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347 | if(!this->pConvexDesc.isValid()) {
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348 | this->myScene->manager->printToConsole("pConvexMeshDesc IS NOT VALID!");
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349 | }
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350 |
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351 | if(writeBuffer!=NULL)
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352 | delete this->writeBuffer;
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353 | this->writeBuffer = new MemoryWriteBuffer;
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354 | if(NxCookConvexMesh(this->pConvexDesc, *this->writeBuffer))
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355 | {
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356 | this->pConvexShapeDesc.meshData = this->myScene->manager->pPhysicsSDK->createConvexMesh(MemoryReadBuffer(this->writeBuffer->data));
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357 | if(this->pConvexShapeDesc.meshData) {
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358 | this->pActorDesc.shapes.pushBack(&this->pConvexShapeDesc);
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359 | } else {
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360 | this->myScene->manager->printToConsole("Getting convexShapeDesc from SDK failed!");
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361 | }
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362 | } else {
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363 | this->myScene->manager->printToConsole("Cooking pConvexMeshDesc FAILED! MAYBE NX_CF_USE_LEGACY_COOKER FLAG WOULD HELP?");
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364 | }
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365 | }
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366 |
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367 | NxCloseCooking();
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368 | }
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369 |
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370 | NxU32 Object3d::getFileSize(const char* name)
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371 | {
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372 | #ifndef SEEK_END
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373 | #define SEEK_END 2
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374 | #endif
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375 |
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376 | FILE* File = fopen(name, "rb");
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377 | if(!File)
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378 | return 0;
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379 |
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380 | fseek(File, 0, SEEK_END);
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381 | NxU32 eof_ftell = ftell(File);
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382 | fclose(File);
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383 | return eof_ftell;
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384 | }
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385 |
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386 | NxShapeDesc* Object3d::getPhysicShape()
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387 | {
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388 | switch(this->shapeType)
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389 | {
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390 | case this->COL_CONVEX:
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391 | return &this->pConvexShapeDesc;
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392 | break;
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393 | case this->COL_MESH:
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394 | return &this->pMeshShapeDesc;
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395 | break;
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396 | default:
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397 | return NULL;
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398 | break;
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399 | }
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400 | }
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401 |
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402 | Node* Object3d::clone()
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403 | {
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404 | //this->myScene->manager->printToConsole("Object3d.clone not implemented!");
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405 |
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406 | Object3d* obj = (Object3d*) this->myScene->createNode(Scene::NODE_OBJECT3D,*this->father, true, false);
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407 | this->cloneChildren(obj);
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408 | return this->cloneObject3d(obj);
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409 | }
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410 |
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411 | Object3d* Object3d::cloneObject3d(Object3d* obj)
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412 | {
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413 | obj->setMesh(&this->myMesh);
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414 | //set number of materials
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415 | obj->g_dwNumMaterials = (DWORD)this->Materials.size();
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416 | //set adjacency info
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417 | obj->adjacencyInfo = this->adjacencyInfo;
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418 | //set materials & textures:
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419 | obj->Materials.resize(this->Materials.size());
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420 | obj->Textures.resize(this->Textures.size());
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421 | for (UINT i = 0; i < this->Materials.size(); i++) {
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422 | obj->Materials[i] = this->Materials[i];
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423 | obj->Textures[i] = this->Textures[i];
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424 | }
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425 |
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426 | obj->minAABBox = this->minAABBox;
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427 | obj->maxAABBox = this->maxAABBox;
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428 |
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429 | obj->setXFilename(this->xfilename);
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430 | obj->isManagedByResourceManager = true;
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431 | obj->setModelLoaded(true);
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432 | obj->softKill = this->softKill;
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433 | obj->softKillDuration = this->softKillDuration;
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434 |
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435 | //if(this->pActor!=NULL) {
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436 | //Physic Stuff
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437 | obj->pBodyDesc = this->pBodyDesc;
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438 | obj->pActorDesc.body = &obj->pBodyDesc;
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439 | obj->pActorDesc = this->pActorDesc;
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440 | //obj->setBehaveAs(this->behaveAs);
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441 | //}
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442 | obj->aClone = true;
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443 | return obj;
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444 | }
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445 |
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446 | void Object3d::setDetail(Vector ObjectCenter) {
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447 | if(this->isPMesh()) {
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448 | //jetzt mus etwas passieren :)
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449 | Vector dist = this->myScene->getActiveCamera()->getPosition() - ObjectCenter;
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450 | float distance = sqrt(dist.x*dist.x + dist.y*dist.y + dist.z*dist.z);
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451 |
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452 | if (distance < 150) {
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453 | this->myProgressiveMesh->SetNumFaces(this->maxFaces/4);
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454 | } else {
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455 | float maxdist = sqrt(2 * this->myScene->getWidth() * this->myScene->getWidth());
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456 | float factor = (maxdist - distance)/maxdist/2;
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457 | float myNumberOfFaces = (maxFaces - minFaces) * factor;
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458 | this->myProgressiveMesh->SetNumFaces((DWORD)myNumberOfFaces);
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459 | //this->myProgressiveMesh->SetNumFaces(this->minFaces);
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460 | }
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461 | }
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---|
462 | }
|
---|
463 |
|
---|
464 | void Object3d::OnDestroyDevice( void* pUserContext )
|
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465 | {
|
---|
466 | if(myMesh!=NULL && !(isManagedByResourceManager)) {
|
---|
467 | SAFE_RELEASE(myMesh);//->Release();
|
---|
468 | }
|
---|
469 |
|
---|
470 | if(myProgressiveMesh!=NULL) {
|
---|
471 | SAFE_RELEASE(myProgressiveMesh);//->Release();
|
---|
472 | }
|
---|
473 |
|
---|
474 | if(!(isManagedByResourceManager)) {
|
---|
475 | delete [] adjacencyInfo;
|
---|
476 | }
|
---|
477 |
|
---|
478 | this->Textures.clear();
|
---|
479 | this->Materials.clear();
|
---|
480 | }
|
---|
481 |
|
---|
482 | HRESULT Object3d::OnResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
|
---|
483 | {
|
---|
484 | if(this->xfilename.compare("")!=0) {
|
---|
485 | this->loadMeshFromFile(this->xfilename);
|
---|
486 | }
|
---|
487 | return S_OK;
|
---|
488 | }
|
---|
489 |
|
---|
490 | /*void Object3d::update(float dt)
|
---|
491 | {
|
---|
492 | Node::update(dt);
|
---|
493 | if(this->timeToLive!=-100) {
|
---|
494 | if(this->timeToLive<=this->softKillDuration) {
|
---|
495 | this->doingSoftKill = true;
|
---|
496 | this->softKillAlpha = this->timeToLive/this->softKillDuration;
|
---|
497 | }
|
---|
498 | }
|
---|
499 | }*/ |
---|