Torque3D/Engine/source/forest/forestWindEmitter.cpp

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "forest/forestWindEmitter.h"
#include "forest/forestWindMgr.h"
#include "console/consoleInternal.h"
#include "core/stream/bitStream.h"
#include "core/util/safeDelete.h"
#include "platform/profiler.h"
#include "math/mathIO.h"
#include "math/mRandom.h"
#include "scene/sceneManager.h"
#include "scene/sceneRenderState.h"
#include "renderInstance/renderPassManager.h"
#include "gfx/gfxDrawUtil.h"
#include "gfx/gfxTransformSaver.h"
#include "sim/netConnection.h"
#include "T3D/gameBase/processList.h"
#include "console/engineAPI.h"
#include "T3D/gameBase/gameConnection.h"
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ConsoleDocClass( ForestWindEmitter,
"@brief Object responsible for simulating wind in a level.\n\n"
"When placed in the level, a ForestWindEmitter will cause tree branches to bend and sway, leaves "
"to flutter, and create vertical bending on the tree's trunk.\n\n"
"@tsexample\n"
"// The following is a full declaration of a wind emitter\n"
"new ForestWindEmitter()\n"
"{\n"
" position = \"497.739 765.821 102.395\";\n"
" windEnabled = \"1\";\n"
" radialEmitter = \"1\";\n"
" strength = \"1\";\n"
" radius = \"3\";\n"
" gustStrength = \"0.5\";\n"
" gustFrequency = \"1\";\n"
" gustYawAngle = \"10\";\n"
" gustYawFrequency = \"4\";\n"
" gustWobbleStrength = \"2\";\n"
" turbulenceStrength = \"1\";\n"
" turbulenceFrequency = \"2\";\n"
" hasMount = \"0\";\n"
" scale = \"3 3 3\";\n"
" canSave = \"1\";\n"
" canSaveDynamicFields = \"1\";\n"
" rotation = \"1 0 0 0\";\n"
"};\n"
"@endtsexample\n\n"
"@ingroup FX\n"
"@ingroup Forest\n"
"@ingroup Atmosphere\n"
);
// We need to know when the mission editor is enabled.
extern bool gEditingMission;
ForestWind::ForestWind( ForestWindEmitter *emitter )
: mStrength( 0.0f ),
mDirection( 1.0f, 0, 0 ),
mLastGustTime( 0 ),
mLastYawTime( 0 ),
mCurrentTarget( 0, 0 ),
mCurrentInterp( 0 ),
mTargetYawAngle( 0 ),
mParent( emitter ),
mIsDirty( false ),
mRandom( Platform::getRealMilliseconds() + 1 )
{
}
ForestWind::~ForestWind()
{
}
void ForestWind::processTick()
{
PROFILE_SCOPE( ForestWind_ProcessTick );
const F32 deltaTime = 0.032f;
const U32 simTime = Sim::getCurrentTime();
Point2F finalVec( 0, 0 );
Point2F windDir( mParent->mWindDirection.x, mParent->mWindDirection.y );
if ( mLastGustTime < simTime )
{
Point2F turbVec( 0, 0 );
if ( mLastGustTime < simTime + (mParent->mWindTurbulenceFrequency * 1000.0f) )
turbVec = (mRandom.randF() * mParent->mWindTurbulenceStrength) * windDir;
mLastGustTime = simTime + (mParent->mWindGustFrequency * 1000.0f);
Point2F gustVec = (mRandom.randF() * mParent->mWindGustStrength + mRandom.randF() * mParent->mWindGustWobbleStrength) * windDir;
finalVec += gustVec + turbVec;
//finalVec.normalizeSafe();
}
//bool rotationChange = false;
if ( mLastYawTime < simTime )
{
mLastYawTime = simTime + (mParent->mWindGustYawFrequency * 1000.0f);
F32 rotateAmt = mRandom.randF() * mParent->mWindGustYawAngle + mRandom.randF() * mParent->mWindGustWobbleStrength;
if ( mRandom.randF() <= 0.5f )
rotateAmt = -rotateAmt;
rotateAmt = mDegToRad( rotateAmt );
if ( rotateAmt > M_2PI_F )
rotateAmt -= M_2PI_F;
else if ( rotateAmt < -M_2PI_F )
rotateAmt += M_2PI_F;
mTargetYawAngle = rotateAmt;
//finalVec.rotate( rotateAmt );
mCurrentTarget.rotate( rotateAmt );
}
//mCurrentTarget.normalizeSafe();
if ( mCurrentTarget.isZero() || mCurrentInterp >= 1.0f )
{
mCurrentInterp = 0;
mCurrentTarget.set( 0, 0 );
Point2F windDir( mDirection.x, mDirection.y );
windDir.normalizeSafe();
mCurrentTarget = finalVec + windDir;
}
else
{
mCurrentInterp += deltaTime;
mCurrentInterp = mClampF( mCurrentInterp, 0.0f, 1.0f );
mDirection.interpolate( mDirection, Point3F( mCurrentTarget.x, mCurrentTarget.y, 0 ), mCurrentInterp );
//F32 rotateAmt = mLerp( 0, mTargetYawAngle, mCurrentInterp );
//mTargetYawAngle -= rotateAmt;
//Point2F dir( mDirection.x, mDirection.y );
//if ( mTargetYawAngle > 0.0f )
// dir.rotate( rotateAmt );
//mDirection.set( dir.x, dir.y, 0 );
}
}
void ForestWind::setStrengthAndDirection( F32 strength, const VectorF &direction )
{
if ( mStrength != strength ||
mDirection != direction )
{
mStrength = strength;
mDirection = direction;
mIsDirty = true;
}
}
void ForestWind::setStrength( F32 strength )
{
if ( mStrength != strength )
{
mStrength = strength;
mIsDirty = true;
}
}
void ForestWind::setDirection( const VectorF &direction )
{
if ( mDirection != direction )
{
mDirection = direction;
mIsDirty = true;
}
}
IMPLEMENT_CO_NETOBJECT_V1(ForestWindEmitter);
ForestWindEmitter::ForestWindEmitter( bool makeClientObject )
: mEnabled( true ),
mAddedToScene( false ),
mWind( NULL ),
mWindStrength( 1 ),
mWindDirection( 1, 0, 0 ),
mWindGustFrequency( 3.0f ),
mWindGustStrength( 0.25f ),
mWindGustYawAngle( 10.0f ),
mWindGustYawFrequency( 4.0f ),
mWindGustWobbleStrength( 2.0f ),
mWindTurbulenceFrequency( 2.0f ),
mWindTurbulenceStrength( 0.25f ),
mWindRadius( 0 ),
mRadialEmitter( false ),
mHasMount( false ),
mIsMounted( false ),
mMountObject( NULL )
{
mTypeMask |= StaticObjectType | EnvironmentObjectType;
if ( makeClientObject )
mNetFlags.set( IsGhost );
else
mNetFlags.set( Ghostable | ScopeAlways );
}
ForestWindEmitter::~ForestWindEmitter()
{
}
void ForestWindEmitter::initPersistFields()
{
// Initialise parents' persistent fields.
Parent::initPersistFields();
addGroup( "ForestWind" );
addField( "windEnabled", TypeBool, Offset( mEnabled, ForestWindEmitter ), "Determines if the emitter will be counted in wind calculations." );
addField( "radialEmitter", TypeBool, Offset( mRadialEmitter, ForestWindEmitter ), "Determines if the emitter is a global direction or local radial emitter." );
addField( "strength", TypeF32, Offset( mWindStrength, ForestWindEmitter ), "The strength of the wind force." );
addField( "radius", TypeF32, Offset( mWindRadius, ForestWindEmitter ), "The radius of the emitter for local radial emitters." );
addField( "gustStrength", TypeF32, Offset( mWindGustStrength, ForestWindEmitter ), "The maximum strength of a gust." );
addField( "gustFrequency", TypeF32, Offset( mWindGustFrequency, ForestWindEmitter ), "The frequency of gusting in seconds." );
addField( "gustYawAngle", TypeF32, Offset( mWindGustYawAngle, ForestWindEmitter ), "The amount of degrees the wind direction can drift (both positive and negative)." );
addField( "gustYawFrequency", TypeF32, Offset( mWindGustYawFrequency, ForestWindEmitter ), "The frequency of wind yaw drift, in seconds." );
addField( "gustWobbleStrength", TypeF32, Offset( mWindGustWobbleStrength, ForestWindEmitter ), "The amount of random wobble added to gust and turbulence vectors." );
addField( "turbulenceStrength", TypeF32, Offset( mWindTurbulenceStrength, ForestWindEmitter ), "The strength of gust turbulence." );
addField( "turbulenceFrequency", TypeF32, Offset( mWindTurbulenceFrequency, ForestWindEmitter ), "The frequency of gust turbulence, in seconds." );
addField( "hasMount", TypeBool, Offset( mHasMount, ForestWindEmitter ), "Determines if the emitter is mounted to another object." );
endGroup( "ForestWind" );
}
U32 ForestWindEmitter::packUpdate(NetConnection * con, U32 mask, BitStream * stream)
{
U32 retMask = Parent::packUpdate( con, mask, stream );
mathWrite( *stream, mObjToWorld );
if ( stream->writeFlag( mask & EnabledMask ) )
stream->writeFlag( mEnabled );
if ( stream->writeFlag( mask & WindMask ) )
{
stream->write( mWindStrength );
stream->write( mWindRadius );
stream->writeFlag( mRadialEmitter );
stream->write( mWindGustStrength );
stream->write( mWindGustFrequency );
stream->write( mWindGustYawAngle );
stream->write( mWindGustYawFrequency );
stream->write( mWindGustWobbleStrength );
stream->write( mWindTurbulenceStrength );
stream->write( mWindTurbulenceFrequency );
// The wind direction should be normalized!
if ( mWindDirection.isZero() )
{
VectorF forwardVec( 0, 0, 0 );
mWorldToObj.getColumn( 1, &mWindDirection );
}
else
mWindDirection.normalize();
stream->writeNormalVector( mWindDirection, 8 );
stream->writeFlag( mHasMount );
}
return retMask;
}
void ForestWindEmitter::unpackUpdate(NetConnection * con, BitStream * stream)
{
// Unpack Parent.
Parent::unpackUpdate( con, stream );
MatrixF xfm;
mathRead( *stream, &xfm );
Parent::setTransform( xfm );
U32 windMask = 0;
if ( stream->readFlag() ) // EnabledMask
mEnabled = stream->readFlag();
if ( stream->readFlag() ) // WindMask
{
stream->read( &mWindStrength );
stream->read( &mWindRadius );
mRadialEmitter = stream->readFlag();
stream->read( &mWindGustStrength );
stream->read( &mWindGustFrequency );
stream->read( &mWindGustYawAngle );
stream->read( &mWindGustYawFrequency );
stream->read( &mWindGustWobbleStrength );
stream->read( &mWindTurbulenceStrength );
stream->read( &mWindTurbulenceFrequency );
stream->readNormalVector( &mWindDirection, 8 );
windMask |= WindMask;
mHasMount = stream->readFlag();
}
// This does nothing if the masks are not set!
if ( windMask != 0 && isProperlyAdded() )
{
Point3F boxRad( 0, 0, 0 );
if ( !isRadialEmitter() )
boxRad.set( 10000.0f, 10000.0f, 10000.0f );
else
boxRad.set( mWindRadius, mWindRadius, mWindRadius );
mObjBox.set( -boxRad, boxRad );
resetWorldBox();
_initWind( windMask );
}
}
bool ForestWindEmitter::onAdd()
{
if ( !Parent::onAdd() )
return false;
// Only the client side actually does wind.
if ( isClientObject() )
{
// TODO: wasn't this a big hack we already fixed better?
//Projectile::getGhostReceivedSignal().notify( this, &ForestWindEmitter::_onMountObjectGhostReceived );
_initWind();
WINDMGR->addEmitter( this );
}
Point3F boxRad( 0, 0, 0 );
if ( !isRadialEmitter() )
boxRad.set( 10000.0f, 10000.0f, 10000.0f );
else
boxRad.set( mWindRadius, mWindRadius, mWindRadius );
mObjBox.set( -boxRad, boxRad );
resetWorldBox();
enableCollision();
// If we are we editing the mission then
// be sure to add us to the scene.
if ( gEditingMission || mHasMount )
{
addToScene();
mAddedToScene = true;
}
return true;
}
void ForestWindEmitter::onRemove()
{
// Only the client side actually does wind.
if ( isClientObject() )
{
//Projectile::getGhostReceivedSignal().remove( this, &ForestWindEmitter::_onMountObjectGhostReceived );
WINDMGR->removeEmitter( this );
SAFE_DELETE( mWind );
}
// If we are editing the mission then remove
// us from the scene graph.
if ( gEditingMission || mHasMount )
{
removeFromScene();
mAddedToScene = false;
}
// Do Parent.
Parent::onRemove();
}
void ForestWindEmitter::_onMountObjectGhostReceived( SceneObject *object )
{
if ( !object )
return;
attachToObject( object );
}
void ForestWindEmitter::inspectPostApply()
{
// Force the client update!
setMaskBits(0xffffffff);
}
void ForestWindEmitter::onEditorEnable()
{
if ( !mAddedToScene )
{
addToScene();
mAddedToScene = true;
}
}
void ForestWindEmitter::onEditorDisable()
{
// Remove us from the scene.
if ( mAddedToScene )
{
removeFromScene();
mAddedToScene = false;
}
}
void ForestWindEmitter::_initWind( U32 mask )
{
AssertFatal( !isServerObject(), "SpeedWind is never updated on the server!" );
// If we don't have a wind
// object create one now.
if ( !mWind )
mWind = new ForestWind( this );
// Do we need to apply a new direction and strength?
if ( mask & WindMask )
{
mWorldToObj.getColumn( 1, &mWindDirection );
mWind->setStrengthAndDirection( mWindStrength, mWindDirection );
}
}
void ForestWindEmitter::setTransform( const MatrixF &mat )
{
Parent::setTransform( mat );
// Force the client update!
setMaskBits(0xffffffff);
if ( isClientObject() )
_initWind();
}
void ForestWindEmitter::prepRenderImage( SceneRenderState* state )
{
PROFILE_SCOPE( ForestWindEmitter_PrepRenderImage );
// Only render the radius and
// direction if we're in the editor.
// Don't render them if this is a reflect pass.
if ( !state->isDiffusePass() || !gEditingMission )
return;
// This should be sufficient for most objects that don't manage zones, and
// don't need to return a specialized RenderImage...
ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
ri->renderDelegate.bind( this, &ForestWindEmitter::_renderEmitterInfo );
ri->type = RenderPassManager::RIT_Editor;
state->getRenderPass()->addInst( ri );
}
void ForestWindEmitter::_renderEmitterInfo( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat )
{
if ( overrideMat )
return;
GFXTransformSaver saver;
GFXDrawUtil *drawer = GFX->getDrawUtil();
AssertFatal( drawer, "Got NULL GFXDrawUtil!" );
const Point3F &pos = getPosition();
const VectorF &windVec = mWind->getDirection();
GFXStateBlockDesc desc;
desc.setBlend( true );
desc.setZReadWrite( true, false );
// Draw an arrow pointing
// in the wind direction.
drawer->drawArrow( desc, pos, pos + (windVec * mWindStrength), ColorI( 0, 0, 255, 255 ) );//Point3F( -235.214, 219.589, 34.0991 ), Point3F( -218.814, 244.731, 37.5587 ), ColorI( 255, 255, 0, 255 ) );//
drawer->drawArrow( desc, pos, pos + (mWind->getTarget() * mWindStrength ), ColorI( 255, 0, 0, 85 ) );
S32 useRadius = mWindRadius;
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// Draw a 2D circle for the wind radius.
if ( isRadialEmitter() )
{
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// If the camera is close to the sphere, shrink the sphere so it remains visible.
GameConnection* gc = GameConnection::getConnectionToServer();
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GameBase *gb = gc ? gc->getCameraObject() : NULL;
if (gb)
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{
F32 camDist = (gb->getPosition() - getPosition()).len();
if ( camDist < mWindRadius )
useRadius = camDist;
}
drawer->drawSphere( desc, useRadius, pos, ColorI( 255, 0, 0, 80 ) );
}
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}
F32 ForestWindEmitter::getStrength() const
{
return mWind->getStrength();
}
void ForestWindEmitter::setStrength( F32 strength )
{
mWindStrength = strength;
mWind->setStrength( mWindStrength );
}
void ForestWindEmitter::attachToObject( SceneObject *obj )
{
if ( !obj )
return;
mMountObject = obj;
mIsMounted = true;
if ( isServerObject() )
deleteNotify( mMountObject );
}
void ForestWindEmitter::updateMountPosition()
{
AssertFatal( isClientObject(), "ForestWindEmitter::updateMountPosition - This should only happen on the client!" );
if ( !mHasMount || !mMountObject )
return;
MatrixF mat( true );
mat.setPosition( mMountObject->getPosition() );
Parent::setTransform( mat );
}
void ForestWindEmitter::onDeleteNotify(SimObject *object)
{
AssertFatal( isServerObject(), "ForestWindEmitter::onDeleteNotify - This should never happen on the client!" );
safeDeleteObject();
}
DefineEngineMethod( ForestWindEmitter, attachToObject, void, ( U32 objectID ),,
"@brief Mounts the wind emitter to another scene object\n\n"
"@param objectID Unique ID of the object wind emitter should attach to"
"@tsexample\n"
"// Wind emitter previously created and named %windEmitter\n"
"// Going to attach it to the player, making him a walking wind storm\n"
"%windEmitter.attachToObject(%player);\n"
"@endtsexample\n\n")
{
SceneObject *obj = dynamic_cast<SceneObject*>( Sim::findObject( objectID ) );
if ( !obj )
Con::warnf( "ForestWindEmitter::attachToObject - failed to find object with ID: %d", objectID );
object->attachToObject( obj );
}