Torque3D/Engine/source/T3D/fx/lightning.cpp
2017-01-31 18:38:09 -06:00

1310 lines
37 KiB
C++

//-----------------------------------------------------------------------------
// 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 "T3D/fx/lightning.h"
#include "scene/sceneRenderState.h"
#include "console/consoleTypes.h"
#include "math/mathIO.h"
#include "core/stream/bitStream.h"
#include "T3D/gameBase/gameConnection.h"
#include "T3D/shapeBase.h"
#include "math/mRandom.h"
#include "math/mathUtils.h"
#include "terrain/terrData.h"
#include "scene/sceneManager.h"
#include "T3D/player.h"
#include "T3D/camera.h"
#include "sfx/sfxSystem.h"
#include "sfx/sfxTrack.h"
#include "sfx/sfxTypes.h"
#include "gfx/primBuilder.h"
#include "console/engineAPI.h"
IMPLEMENT_CO_DATABLOCK_V1(LightningData);
IMPLEMENT_CO_NETOBJECT_V1(Lightning);
ConsoleDocClass( LightningData,
"@brief Common data for a Lightning emitter object.\n"
"@see Lightning\n"
"@ingroup FX\n"
"@ingroup Atmosphere\n"
"@ingroup Datablocks\n"
);
ConsoleDocClass( Lightning,
"@brief An emitter for lightning bolts.\n\n"
"Lightning strike events are created on the server and transmitted to all "
"clients to render the bolt. The strike may be followed by a random thunder "
"sound. Player or Vehicle objects within the Lightning strike range can be "
"hit and damaged by bolts.\n"
"@see LightningData\n"
"@ingroup FX\n"
"@ingroup Atmosphere\n"
);
IMPLEMENT_CALLBACK( Lightning, applyDamage, void, ( const Point3F& hitPosition, const Point3F& hitNormal, SceneObject* hitObject ),
( hitPosition, hitNormal, hitObject ),
"Informs an object that it was hit by a lightning bolt and needs to take damage.\n"
"@param hitPosition World position hit by the lightning bolt.\n"
"@param hitNormal Surface normal at @a hitPosition.\n"
"@param hitObject Player or Vehicle object that was hit.\n"
"@tsexample\n"
"function Lightning::applyDamage( %this, %hitPosition, %hitNormal, %hitObject )\n"
"{\n"
" // apply damage to the player\n"
" %hitObject.applyDamage( 25 );\n"
"}\n"
"@endtsexample\n"
);
MRandomLCG sgLightningRand;
S32 QSORT_CALLBACK cmpSounds(const void* p1, const void* p2)
{
U32 i1 = *((const S32*)p1);
U32 i2 = *((const S32*)p2);
if (i1 < i2) {
return 1;
} else if (i1 > i2) {
return -1;
} else {
return 0;
}
}
//--------------------------------------------------------------------------
//--------------------------------------
//
class LightningStrikeEvent : public NetEvent
{
public:
typedef NetEvent Parent;
enum EventType {
WarningFlash = 0,
Strike = 1,
TargetedStrike = 2,
TypeMin = WarningFlash,
TypeMax = TargetedStrike
};
enum Constants {
PositionalBits = 10
};
Point2F mStart;
SimObjectPtr<SceneObject> mTarget;
Lightning* mLightning;
// Set by unpack...
public:
S32 mClientId;
public:
LightningStrikeEvent();
~LightningStrikeEvent();
void pack(NetConnection*, BitStream*);
void write(NetConnection*, BitStream*){}
void unpack(NetConnection*, BitStream*);
void process(NetConnection*);
DECLARE_CONOBJECT(LightningStrikeEvent);
};
IMPLEMENT_CO_CLIENTEVENT_V1(LightningStrikeEvent);
ConsoleDocClass( LightningStrikeEvent,
"@brief Network event that triggers a lightning strike on the client when it "
"is received.\n\n"
"This event is sent to all clients when the warningFlashes(), "
"strikeRandomPoint() or strikeObject() methods are invoked on the Lightning "
"object on the server.\n"
"@see Lightning, LightningData\n"
"@ingroup FX\n"
"@ingroup Atmosphere\n"
);
LightningStrikeEvent::LightningStrikeEvent()
{
mLightning = NULL;
mTarget = NULL;
mClientId = 0;
}
LightningStrikeEvent::~LightningStrikeEvent()
{
}
void LightningStrikeEvent::pack(NetConnection* con, BitStream* stream)
{
if(!mLightning)
{
stream->writeFlag(false);
return;
}
S32 id = con->getGhostIndex(mLightning);
if(id == -1)
{
stream->writeFlag(false);
return;
}
stream->writeFlag(true);
stream->writeRangedU32(U32(id), 0, NetConnection::MaxGhostCount);
stream->writeFloat(mStart.x, PositionalBits);
stream->writeFloat(mStart.y, PositionalBits);
if( mTarget )
{
S32 ghostIndex = con->getGhostIndex(mTarget);
if (ghostIndex == -1)
stream->writeFlag(false);
else
{
stream->writeFlag(true);
stream->writeRangedU32(U32(ghostIndex), 0, NetConnection::MaxGhostCount);
}
}
else
stream->writeFlag( false );
}
void LightningStrikeEvent::unpack(NetConnection* con, BitStream* stream)
{
if(!stream->readFlag())
return;
mClientId = stream->readRangedU32(0, NetConnection::MaxGhostCount);
mLightning = NULL;
NetObject* pObject = con->resolveGhost(mClientId);
if (pObject)
mLightning = dynamic_cast<Lightning*>(pObject);
mStart.x = stream->readFloat(PositionalBits);
mStart.y = stream->readFloat(PositionalBits);
if( stream->readFlag() )
{
// target id
S32 mTargetID = stream->readRangedU32(0, NetConnection::MaxGhostCount);
NetObject* tObject = con->resolveGhost(mTargetID);
if(tObject != NULL )
{
mTarget = dynamic_cast<SceneObject*>(tObject);
}
if( bool(mTarget) == false )
{
Con::errorf(ConsoleLogEntry::General, "LightningStrikeEvent::unpack: could not resolve target ghost properly");
}
}
}
void LightningStrikeEvent::process(NetConnection*)
{
if (mLightning)
mLightning->processEvent(this);
}
//--------------------------------------------------------------------------
//--------------------------------------
//
LightningData::LightningData()
{
strikeSound = NULL;
dMemset( strikeTextureNames, 0, sizeof( strikeTextureNames ) );
dMemset( strikeTextures, 0, sizeof( strikeTextures ) );
dMemset( thunderSounds, 0, sizeof( thunderSounds ) );
mNumStrikeTextures = 0;
}
LightningData::~LightningData()
{
}
//--------------------------------------------------------------------------
void LightningData::initPersistFields()
{
addField( "strikeSound", TYPEID< SFXTrack >(), Offset(strikeSound, LightningData),
"Sound profile to play when a lightning strike occurs." );
addField( "thunderSounds", TYPEID< SFXTrack >(), Offset(thunderSounds, LightningData), MaxThunders,
"@brief List of thunder sound effects to play.\n\n"
"A random one of these sounds will be played shortly after each strike "
"occurs." );
addField( "strikeTextures", TypeString, Offset(strikeTextureNames, LightningData), MaxTextures,
"List of textures to use to render lightning strikes." );
Parent::initPersistFields();
}
//--------------------------------------------------------------------------
bool LightningData::onAdd()
{
if(!Parent::onAdd())
return false;
return true;
}
bool LightningData::preload(bool server, String &errorStr)
{
if (Parent::preload(server, errorStr) == false)
return false;
dQsort(thunderSounds, MaxThunders, sizeof(SFXTrack*), cmpSounds);
for (numThunders = 0; numThunders < MaxThunders && thunderSounds[numThunders] != NULL; numThunders++) {
//
}
if (server == false)
{
String sfxErrorStr;
for (U32 i = 0; i < MaxThunders; i++) {
if( !sfxResolve( &thunderSounds[ i ], sfxErrorStr ) )
Con::errorf(ConsoleLogEntry::General, "LightningData::preload: Invalid packet: %s", sfxErrorStr.c_str());
}
if( !sfxResolve( &strikeSound, sfxErrorStr ) )
Con::errorf(ConsoleLogEntry::General, "LightningData::preload: Invalid packet: %s", sfxErrorStr.c_str());
mNumStrikeTextures = 0;
for (U32 i = 0; i < MaxTextures; i++)
{
if (strikeTextureNames[i][0])
{
strikeTextures[i] = GFXTexHandle(strikeTextureNames[i], &GFXDefaultStaticDiffuseProfile, avar("%s() - strikeTextures[%d] (line %d)", __FUNCTION__, i, __LINE__));
mNumStrikeTextures++;
}
}
}
return true;
}
//--------------------------------------------------------------------------
void LightningData::packData(BitStream* stream)
{
Parent::packData(stream);
U32 i;
for (i = 0; i < MaxThunders; i++)
sfxWrite( stream, thunderSounds[ i ] );
stream->writeInt(mNumStrikeTextures, 4);
for (i = 0; i < MaxTextures; i++)
{
stream->writeString(strikeTextureNames[i]);
}
sfxWrite( stream, strikeSound );
}
void LightningData::unpackData(BitStream* stream)
{
Parent::unpackData(stream);
U32 i;
for (i = 0; i < MaxThunders; i++)
sfxRead( stream, &thunderSounds[ i ] );
mNumStrikeTextures = stream->readInt(4);
for (i = 0; i < MaxTextures; i++)
{
strikeTextureNames[i] = stream->readSTString();
}
sfxRead( stream, &strikeSound );
}
//--------------------------------------------------------------------------
//--------------------------------------
//
Lightning::Lightning()
{
mNetFlags.set(Ghostable|ScopeAlways);
mTypeMask |= StaticObjectType|EnvironmentObjectType;
mLastThink = 0;
mStrikeListHead = NULL;
mThunderListHead = NULL;
strikesPerMinute = 12;
strikeWidth = 2.5;
chanceToHitTarget = 0.5f;
strikeRadius = 20.0f;
boltStartRadius = 20.0f;
color.set( 1.0f, 1.0f, 1.0f, 1.0f );
fadeColor.set( 0.1f, 0.1f, 1.0f, 1.0f );
useFog = true;
setScale( VectorF( 512.0f, 512.0f, 300.0f ) );
}
Lightning::~Lightning()
{
while( mThunderListHead )
{
Thunder* nextThunder = mThunderListHead->next;
delete mThunderListHead;
mThunderListHead = nextThunder;
}
while( mStrikeListHead )
{
Strike* nextStrike = mStrikeListHead->next;
delete mStrikeListHead;
mStrikeListHead = nextStrike;
}
}
//--------------------------------------------------------------------------
void Lightning::initPersistFields()
{
addGroup( "Strikes" );
addField( "strikesPerMinute", TypeS32, Offset(strikesPerMinute, Lightning),
"@brief Number of lightning strikes to perform per minute.\n\n"
"Automatically invokes strikeRandomPoint() at regular intervals." );
addField( "strikeWidth", TypeF32, Offset(strikeWidth, Lightning),
"Width of a lightning bolt." );
addField( "strikeRadius", TypeF32, Offset(strikeRadius, Lightning),
"@brief Horizontal size (XY plane) of the search box used to find and "
"damage Player or Vehicle objects within range of the strike.\n\n"
"Only the object at highest altitude with a clear line of sight to the "
"bolt will be hit." );
endGroup( "Strikes" );
addGroup( "Colors" );
addField( "color", TypeColorF, Offset(color, Lightning),
"Color to blend the strike texture with." );
addField( "fadeColor", TypeColorF, Offset(fadeColor, Lightning),
"@brief Color to blend the strike texture with when the bolt is fading away.\n\n"
"Bolts fade away automatically shortly after the strike occurs." );
endGroup( "Colors" );
addGroup( "Bolts" );
addField( "chanceToHitTarget", TypeF32, Offset(chanceToHitTarget, Lightning),
"Percentage chance (0-1) that a given lightning bolt will hit something." );
addField( "boltStartRadius", TypeF32, Offset(boltStartRadius, Lightning),
"@brief Radial distance from the center of the Lightning object for the "
"start point of the bolt.\n\n"
"The actual start point will be a random point within this radius." );
addField( "useFog", TypeBool, Offset(useFog, Lightning),
"Controls whether lightning bolts are affected by fog when they are rendered." );
endGroup( "Bolts" );
Parent::initPersistFields();
}
//--------------------------------------------------------------------------
bool Lightning::onAdd()
{
if(!Parent::onAdd())
return false;
mObjBox.minExtents.set( -0.5f, -0.5f, -0.5f );
mObjBox.maxExtents.set( 0.5f, 0.5f, 0.5f );
resetWorldBox();
addToScene();
return true;
}
void Lightning::onRemove()
{
removeFromScene();
Parent::onRemove();
}
bool Lightning::onNewDataBlock( GameBaseData *dptr, bool reload )
{
mDataBlock = dynamic_cast<LightningData*>( dptr );
if ( !mDataBlock || !Parent::onNewDataBlock( dptr, reload ) )
return false;
scriptOnNewDataBlock();
return true;
}
//--------------------------------------------------------------------------
void Lightning::prepRenderImage( SceneRenderState* state )
{
ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
ri->renderDelegate.bind(this, &Lightning::renderObject);
// The Lightning isn't technically foliage but our debug
// effect seems to render best as a Foliage type (translucent,
// renders itself, no sorting)
ri->type = RenderPassManager::RIT_Foliage;
state->getRenderPass()->addInst( ri );
}
void Lightning::renderObject(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance* overrideMat)
{
if (overrideMat)
return;
if (mLightningSB.isNull())
{
GFXStateBlockDesc desc;
desc.setBlend( true, GFXBlendSrcAlpha, GFXBlendOne);
desc.setCullMode(GFXCullNone);
desc.zWriteEnable = false;
desc.vertexColorEnable = true;
if (mDataBlock->mNumStrikeTextures != 0)
{
desc.samplersDefined = true;
desc.samplers[0].magFilter = GFXTextureFilterLinear;
desc.samplers[0].minFilter = GFXTextureFilterLinear;
desc.samplers[0].addressModeU = GFXAddressWrap;
desc.samplers[0].addressModeV = GFXAddressWrap;
}
mLightningSB = GFX->createStateBlock(desc);
}
GFX->setStateBlock(mLightningSB);
Strike* walk = mStrikeListHead;
while (walk != NULL)
{
if (mDataBlock->mNumStrikeTextures > 1)
{
GFX->setTexture(0, mDataBlock->strikeTextures[sgLightningRand.randI(0, mDataBlock->mNumStrikeTextures - 1)]);
}
else if (mDataBlock->mNumStrikeTextures > 0)
{
GFX->setTexture(0, mDataBlock->strikeTextures[0]);
}
for( U32 i=0; i<MAX_LIGHTNING; i++ )
{
if( walk->bolt[i].isFading )
{
F32 alpha = 1.0f - walk->bolt[i].percentFade;
if( alpha < 0.0f ) alpha = 0.0f;
PrimBuild::color4f( fadeColor.red, fadeColor.green, fadeColor.blue, alpha );
}
else
{
PrimBuild::color4f( color.red, color.green, color.blue, color.alpha );
}
walk->bolt[i].render( state->getCameraPosition() );
}
walk = walk->next;
}
//GFX->setZWriteEnable(true);
//GFX->setAlphaTestEnable(false);
//GFX->setAlphaBlendEnable(false);
}
void Lightning::scheduleThunder(Strike* newStrike)
{
AssertFatal(isClientObject(), "Lightning::scheduleThunder: server objects should not enter this version of the function");
// If no thunder sounds, don't schedule anything!
if (mDataBlock->numThunders == 0)
return;
GameConnection* connection = GameConnection::getConnectionToServer();
if (connection) {
MatrixF cameraMatrix;
if (connection->getControlCameraTransform(0, &cameraMatrix)) {
Point3F worldPos;
cameraMatrix.getColumn(3, &worldPos);
worldPos.x -= newStrike->xVal;
worldPos.y -= newStrike->yVal;
worldPos.z = 0.0f;
F32 dist = worldPos.len();
F32 t = dist / 330.0f;
// Ok, we need to schedule a random strike sound t secs in the future...
//
if (t <= 0.03f) {
// If it's really close, just play it...
U32 thunder = sgLightningRand.randI(0, mDataBlock->numThunders - 1);
SFX->playOnce(mDataBlock->thunderSounds[thunder]);
} else {
Thunder* pThunder = new Thunder;
pThunder->tRemaining = t;
pThunder->next = mThunderListHead;
mThunderListHead = pThunder;
}
}
}
}
//--------------------------------------------------------------------------
void Lightning::processTick(const Move* move)
{
Parent::processTick(move);
if (isServerObject() && !isHidden()) {
S32 msBetweenStrikes = (S32)(60.0 / strikesPerMinute * 1000.0);
mLastThink += TickMs;
if( mLastThink > msBetweenStrikes )
{
strikeRandomPoint();
mLastThink -= msBetweenStrikes;
}
}
}
void Lightning::interpolateTick(F32 dt)
{
Parent::interpolateTick(dt);
}
void Lightning::advanceTime(F32 dt)
{
Parent::advanceTime(dt);
Strike** pWalker = &mStrikeListHead;
while (*pWalker != NULL) {
Strike* pStrike = *pWalker;
for( U32 i=0; i<MAX_LIGHTNING; i++ )
{
pStrike->bolt[i].update( dt );
}
pStrike->currentAge += dt;
if (pStrike->currentAge > pStrike->deathAge) {
*pWalker = pStrike->next;
delete pStrike;
} else {
pWalker = &((*pWalker)->next);
}
}
Thunder** pThunderWalker = &mThunderListHead;
while (*pThunderWalker != NULL) {
Thunder* pThunder = *pThunderWalker;
pThunder->tRemaining -= dt;
if (pThunder->tRemaining <= 0.0f) {
*pThunderWalker = pThunder->next;
delete pThunder;
// Play the sound...
U32 thunder = sgLightningRand.randI(0, mDataBlock->numThunders - 1);
SFX->playOnce(mDataBlock->thunderSounds[thunder]);
} else {
pThunderWalker = &((*pThunderWalker)->next);
}
}
}
//--------------------------------------------------------------------------
void Lightning::processEvent(LightningStrikeEvent* pEvent)
{
AssertFatal(pEvent->mStart.x >= 0.0f && pEvent->mStart.x <= 1.0f, "Out of bounds coord!");
Strike* pStrike = new Strike;
Point3F strikePoint;
strikePoint.zero();
if( pEvent->mTarget )
{
Point3F objectCenter;
pEvent->mTarget->getObjBox().getCenter( &objectCenter );
objectCenter.convolve( pEvent->mTarget->getScale() );
pEvent->mTarget->getTransform().mulP( objectCenter );
strikePoint = objectCenter;
}
else
{
strikePoint.x = pEvent->mStart.x;
strikePoint.y = pEvent->mStart.y;
strikePoint *= mObjScale;
strikePoint += getPosition();
strikePoint += Point3F( -mObjScale.x * 0.5f, -mObjScale.y * 0.5f, 0.0f );
RayInfo rayInfo;
Point3F start = strikePoint;
start.z = mObjScale.z * 0.5f + getPosition().z;
strikePoint.z += -mObjScale.z * 0.5f;
bool rayHit = gClientContainer.castRay( start, strikePoint,
(STATIC_COLLISION_TYPEMASK | WaterObjectType),
&rayInfo);
if( rayHit )
{
strikePoint.z = rayInfo.point.z;
}
else
{
strikePoint.z = pStrike->bolt[0].findHeight( strikePoint, getSceneManager() );
}
}
pStrike->xVal = strikePoint.x;
pStrike->yVal = strikePoint.y;
pStrike->deathAge = 1.6f;
pStrike->currentAge = 0.0f;
pStrike->next = mStrikeListHead;
for( U32 i=0; i<MAX_LIGHTNING; i++ )
{
F32 randStart = boltStartRadius;
F32 height = mObjScale.z * 0.5f + getPosition().z;
pStrike->bolt[i].startPoint.set( pStrike->xVal + gRandGen.randF( -randStart, randStart ), pStrike->yVal + gRandGen.randF( -randStart, randStart ), height );
pStrike->bolt[i].endPoint = strikePoint;
pStrike->bolt[i].width = strikeWidth;
pStrike->bolt[i].numMajorNodes = 10;
pStrike->bolt[i].maxMajorAngle = 30.0f;
pStrike->bolt[i].numMinorNodes = 4;
pStrike->bolt[i].maxMinorAngle = 15.0f;
pStrike->bolt[i].generate();
pStrike->bolt[i].startSplits();
pStrike->bolt[i].lifetime = 1.0f;
pStrike->bolt[i].fadeTime = 0.2f;
pStrike->bolt[i].renderTime = gRandGen.randF(0.0f, 0.25f);
}
mStrikeListHead = pStrike;
scheduleThunder(pStrike);
MatrixF trans(true);
trans.setPosition( strikePoint );
if (mDataBlock->strikeSound)
{
SFX->playOnce(mDataBlock->strikeSound, &trans );
}
}
void Lightning::warningFlashes()
{
AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!");
SimGroup* pClientGroup = Sim::getClientGroup();
for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++) {
NetConnection* nc = static_cast<NetConnection*>(*itr);
if (nc != NULL)
{
LightningStrikeEvent* pEvent = new LightningStrikeEvent;
pEvent->mLightning = this;
nc->postNetEvent(pEvent);
}
}
}
void Lightning::strikeRandomPoint()
{
AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!");
Point3F strikePoint( gRandGen.randF( 0.0f, 1.0f ), gRandGen.randF( 0.0f, 1.0f ), 0.0f );
// check if an object is within target range
Point3F worldPosStrikePoint = strikePoint;
worldPosStrikePoint *= mObjScale;
worldPosStrikePoint += getPosition();
worldPosStrikePoint += Point3F( -mObjScale.x * 0.5f, -mObjScale.y * 0.5f, 0.0f );
Box3F queryBox;
F32 boxWidth = strikeRadius * 2.0f;
queryBox.minExtents.set( -boxWidth * 0.5f, -boxWidth * 0.5f, -mObjScale.z * 0.5f );
queryBox.maxExtents.set( boxWidth * 0.5f, boxWidth * 0.5f, mObjScale.z * 0.5f );
queryBox.minExtents += worldPosStrikePoint;
queryBox.maxExtents += worldPosStrikePoint;
SimpleQueryList sql;
getContainer()->findObjects(queryBox, DAMAGEABLE_TYPEMASK,
SimpleQueryList::insertionCallback, &sql);
SceneObject *highestObj = NULL;
F32 highestPnt = 0.0f;
for( U32 i = 0; i < sql.mList.size(); i++ )
{
Point3F objectCenter;
sql.mList[i]->getObjBox().getCenter(&objectCenter);
objectCenter.convolve(sql.mList[i]->getScale());
sql.mList[i]->getTransform().mulP(objectCenter);
// check if object can be struck
RayInfo rayInfo;
Point3F start = objectCenter;
start.z = mObjScale.z * 0.5f + getPosition().z;
Point3F end = objectCenter;
end.z = -mObjScale.z * 0.5f + getPosition().z;
bool rayHit = gServerContainer.castRay( start, end,
(0xFFFFFFFF),
&rayInfo);
if( rayHit && rayInfo.object == sql.mList[i] )
{
if( !highestObj )
{
highestObj = sql.mList[i];
highestPnt = objectCenter.z;
continue;
}
if( objectCenter.z > highestPnt )
{
highestObj = sql.mList[i];
highestPnt = objectCenter.z;
}
}
}
// hah haaaaa, we have a target!
SceneObject *targetObj = NULL;
if( highestObj )
{
F32 chance = gRandGen.randF();
if( chance <= chanceToHitTarget )
{
Point3F objectCenter;
highestObj->getObjBox().getCenter(&objectCenter);
objectCenter.convolve(highestObj->getScale());
highestObj->getTransform().mulP(objectCenter);
bool playerInWarmup = false;
Player *playerObj = dynamic_cast< Player * >(highestObj);
if( playerObj )
{
if( !playerObj->getControllingClient() )
{
playerInWarmup = true;
}
}
if( !playerInWarmup )
{
applyDamage_callback( objectCenter, VectorF( 0.0f, 0.0f, 1.0f ), highestObj );
targetObj = highestObj;
}
}
}
SimGroup* pClientGroup = Sim::getClientGroup();
for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++)
{
NetConnection* nc = static_cast<NetConnection*>(*itr);
LightningStrikeEvent* pEvent = new LightningStrikeEvent;
pEvent->mLightning = this;
pEvent->mStart.x = strikePoint.x;
pEvent->mStart.y = strikePoint.y;
pEvent->mTarget = targetObj;
nc->postNetEvent(pEvent);
}
}
//--------------------------------------------------------------------------
void Lightning::strikeObject(ShapeBase* targetObj)
{
AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!");
Point3F strikePoint = targetObj->getPosition();
Point3F objectCenter;
targetObj->getObjBox().getCenter(&objectCenter);
objectCenter.convolve(targetObj->getScale());
targetObj->getTransform().mulP(objectCenter);
bool playerInWarmup = false;
Player *playerObj = dynamic_cast< Player * >(targetObj);
if (playerObj)
{
if (!playerObj->getControllingClient())
{
playerInWarmup = true;
}
}
if (!playerInWarmup)
{
applyDamage_callback(objectCenter, VectorF(0.0, 0.0, 1.0), targetObj);
}
SimGroup* pClientGroup = Sim::getClientGroup();
for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++) {
NetConnection* nc = static_cast<NetConnection*>(*itr);
if (nc != NULL)
{
LightningStrikeEvent* pEvent = new LightningStrikeEvent;
pEvent->mLightning = this;
pEvent->mStart.x = strikePoint.x;
pEvent->mStart.y = strikePoint.y;
pEvent->mTarget = targetObj;
nc->postNetEvent(pEvent);
}
}
}
//--------------------------------------------------------------------------
U32 Lightning::packUpdate(NetConnection* con, U32 mask, BitStream* stream)
{
U32 retMask = Parent::packUpdate(con, mask, stream);
// Only write data if this is the initial packet or we've been inspected.
if (stream->writeFlag(mask & (InitialUpdateMask | ExtendedInfoMask)))
{
// Initial update
mathWrite(*stream, getPosition());
mathWrite(*stream, mObjScale);
stream->write(strikeWidth);
stream->write(chanceToHitTarget);
stream->write(strikeRadius);
stream->write(boltStartRadius);
stream->write(color.red);
stream->write(color.green);
stream->write(color.blue);
stream->write(color.alpha);
stream->write(fadeColor.red);
stream->write(fadeColor.green);
stream->write(fadeColor.blue);
stream->write(useFog);
stream->write(strikesPerMinute);
}
return retMask;
}
//--------------------------------------------------------------------------
void Lightning::unpackUpdate(NetConnection* con, BitStream* stream)
{
Parent::unpackUpdate(con, stream);
if (stream->readFlag())
{
// Initial update
Point3F pos;
mathRead(*stream, &pos);
setPosition( pos );
mathRead(*stream, &mObjScale);
stream->read(&strikeWidth);
stream->read(&chanceToHitTarget);
stream->read(&strikeRadius);
stream->read(&boltStartRadius);
stream->read(&color.red);
stream->read(&color.green);
stream->read(&color.blue);
stream->read(&color.alpha);
stream->read(&fadeColor.red);
stream->read(&fadeColor.green);
stream->read(&fadeColor.blue);
stream->read(&useFog);
stream->read(&strikesPerMinute);
}
}
//--------------------------------------------------------------------------
DefineEngineMethod(Lightning, warningFlashes, void, (),,
"@brief Creates a LightningStrikeEvent that triggers harmless lightning "
"bolts on all clients.\n"
"No objects will be damaged by these bolts.\n"
"@tsexample\n"
"// Generate a harmless lightning strike effect on all clients\n"
"%lightning.warningFlashes();\n"
"@endtsexample" )
{
if (object->isServerObject())
object->warningFlashes();
}
DefineEngineMethod(Lightning, strikeRandomPoint, void, (),,
"Creates a LightningStrikeEvent which attempts to strike and damage a random "
"object in range of the Lightning object.\n"
"@tsexample\n"
"// Generate a damaging lightning strike effect on all clients\n"
"%lightning.strikeRandomPoint();\n"
"@endtsexample" )
{
if (object->isServerObject())
object->strikeRandomPoint();
}
DefineEngineMethod(Lightning, strikeObject, void, (ShapeBase* pSB), (nullAsType<ShapeBase*>()),
"Creates a LightningStrikeEvent which strikes a specific object.\n"
"@note This method is currently unimplemented.\n" )
{
object->strikeObject(pSB);
}
//**************************************************************************
// Lightning Bolt
//**************************************************************************
LightningBolt::LightningBolt()
{
width = 0.1f;
startPoint.zero();
endPoint.zero();
chanceOfSplit = 0.0f;
isFading = false;
elapsedTime = 0.0f;
lifetime = 1.0f;
startRender = false;
}
//--------------------------------------------------------------------------
// Destructor
//--------------------------------------------------------------------------
LightningBolt::~LightningBolt()
{
splitList.clear();
}
//--------------------------------------------------------------------------
// Generate nodes
//--------------------------------------------------------------------------
void LightningBolt::NodeManager::generateNodes()
{
F32 overallDist = VectorF( endPoint - startPoint ).magnitudeSafe();
F32 minDistBetweenNodes = overallDist / (numNodes-1);
F32 maxDistBetweenNodes = minDistBetweenNodes / mCos( maxAngle * M_PI_F / 180.0f );
VectorF mainLineDir = endPoint - startPoint;
mainLineDir.normalizeSafe();
for( U32 i=0; i<numNodes; i++ )
{
Node node;
if( i == 0 )
{
node.point = startPoint;
node.dirToMainLine = mainLineDir;
nodeList[i] = node;
continue;
}
if( i == numNodes - 1 )
{
node.point = endPoint;
nodeList[i] = node;
break;
}
Node lastNode = nodeList[i-1];
F32 segmentLength = gRandGen.randF( minDistBetweenNodes, maxDistBetweenNodes );
VectorF segmentDir = MathUtils::randomDir( lastNode.dirToMainLine, 0, maxAngle );
node.point = lastNode.point + segmentDir * segmentLength;
node.dirToMainLine = endPoint - node.point;
node.dirToMainLine.normalizeSafe();
nodeList[i] = node;
}
}
//--------------------------------------------------------------------------
// Render bolt
//--------------------------------------------------------------------------
void LightningBolt::render( const Point3F &camPos )
{
if (!startRender)
return;
if (!isFading)
generateMinorNodes();
U32 maxVerts = 0;
for (U32 i = 0; i < mMinorNodes.size(); i++)
maxVerts += mMinorNodes[i].numNodes * 2;
PrimBuild::begin(GFXTriangleStrip, maxVerts);
for (U32 i = 0; i < mMinorNodes.size(); i++)
{
if (i+1 == mMinorNodes.size())
renderSegment(mMinorNodes[i], camPos, true);
else
renderSegment(mMinorNodes[i], camPos, false);
}
PrimBuild::end();
for(LightingBoltList::Iterator i = splitList.begin(); i != splitList.end(); ++i)
{
if( isFading )
{
i->isFading = true;
}
i->render( camPos );
}
}
//--------------------------------------------------------------------------
// Render segment
//--------------------------------------------------------------------------
void LightningBolt::renderSegment( NodeManager &segment, const Point3F &camPos, bool renderLastPoint )
{
for (U32 i = 0; i < segment.numNodes; i++)
{
Point3F curPoint = segment.nodeList[i].point;
Point3F nextPoint;
Point3F segDir;
if( i == (segment.numNodes-1) )
{
if( renderLastPoint )
{
segDir = curPoint - segment.nodeList[i-1].point;
}
else
{
continue;
}
}
else
{
nextPoint = segment.nodeList[i+1].point;
segDir = nextPoint - curPoint;
}
segDir.normalizeSafe();
Point3F dirFromCam = curPoint - camPos;
Point3F crossVec;
mCross(dirFromCam, segDir, &crossVec);
crossVec.normalize();
crossVec *= width * 0.5f;
F32 u = i % 2;
PrimBuild::texCoord2f( u, 1.0 );
PrimBuild::vertex3fv( curPoint - crossVec );
PrimBuild::texCoord2f( u, 0.0 );
PrimBuild::vertex3fv( curPoint + crossVec );
}
}
//----------------------------------------------------------------------------
// Find height
//----------------------------------------------------------------------------
F32 LightningBolt::findHeight( Point3F &point, SceneManager *sceneManager )
{
const Vector< SceneObject* > terrains = sceneManager->getContainer()->getTerrains();
for( Vector< SceneObject* >::const_iterator iter = terrains.begin(); iter != terrains.end(); ++ iter )
{
TerrainBlock* terrain = dynamic_cast< TerrainBlock* >( *iter );
if( !terrain )
continue;
Point3F terrPt = point;
terrain->getWorldTransform().mulP(terrPt);
F32 h;
if( terrain->getHeight( Point2F( terrPt.x, terrPt.y ), &h ) )
return h;
}
return 0.f;
}
//----------------------------------------------------------------------------
// Generate lightning bolt
//----------------------------------------------------------------------------
void LightningBolt::generate()
{
mMajorNodes.startPoint = startPoint;
mMajorNodes.endPoint = endPoint;
mMajorNodes.numNodes = numMajorNodes;
mMajorNodes.maxAngle = maxMajorAngle;
mMajorNodes.generateNodes();
generateMinorNodes();
}
//----------------------------------------------------------------------------
// Generate Minor Nodes
//----------------------------------------------------------------------------
void LightningBolt::generateMinorNodes()
{
mMinorNodes.clear();
for( S32 i=0; i<mMajorNodes.numNodes - 1; i++ )
{
NodeManager segment;
segment.startPoint = mMajorNodes.nodeList[i].point;
segment.endPoint = mMajorNodes.nodeList[i+1].point;
segment.numNodes = numMinorNodes;
segment.maxAngle = maxMinorAngle;
segment.generateNodes();
mMinorNodes.increment(1);
mMinorNodes[i] = segment;
}
}
//----------------------------------------------------------------------------
// Recursive algo to create bolts that split off from main bolt
//----------------------------------------------------------------------------
void LightningBolt::createSplit( const Point3F &startingPoint, const Point3F &endingPoint, U32 depth, F32 splitWidth )
{
if( depth == 0 )
return;
F32 chanceToEnd = gRandGen.randF();
if( chanceToEnd > 0.70f )
return;
if(splitWidth < 0.75f )
splitWidth = 0.75f;
VectorF diff = endingPoint - startingPoint;
F32 length = diff.len();
diff.normalizeSafe();
LightningBolt newBolt;
newBolt.startPoint = startingPoint;
newBolt.endPoint = endingPoint;
newBolt.width = splitWidth;
newBolt.numMajorNodes = 3;
newBolt.maxMajorAngle = 30.0f;
newBolt.numMinorNodes = 3;
newBolt.maxMinorAngle = 10.0f;
newBolt.startRender = true;
newBolt.generate();
splitList.pushBack( newBolt );
VectorF newDir1 = MathUtils::randomDir( diff, 10.0f, 45.0f );
Point3F newEndPoint1 = endingPoint + newDir1 * gRandGen.randF( 0.5f, 1.5f ) * length;
VectorF newDir2 = MathUtils::randomDir( diff, 10.0f, 45.0f );
Point3F newEndPoint2 = endingPoint + newDir2 * gRandGen.randF( 0.5f, 1.5f ) * length;
createSplit(endingPoint, newEndPoint1, depth - 1, splitWidth * 0.30f );
createSplit(endingPoint, newEndPoint2, depth - 1, splitWidth * 0.30f );
}
//----------------------------------------------------------------------------
// Start split - kick off the recursive 'createSplit' procedure
//----------------------------------------------------------------------------
void LightningBolt::startSplits()
{
for( U32 i=0; i<mMajorNodes.numNodes-1; i++ )
{
if( gRandGen.randF() > 0.3f )
continue;
Node node = mMajorNodes.nodeList[i];
Node node2 = mMajorNodes.nodeList[i+1];
VectorF segDir = node2.point - node.point;
F32 length = segDir.len();
segDir.normalizeSafe();
VectorF newDir = MathUtils::randomDir( segDir, 20.0f, 40.0f );
Point3F newEndPoint = node.point + newDir * gRandGen.randF( 0.5f, 1.5f ) * length;
createSplit( node.point, newEndPoint, 4, width * 0.30f );
}
}
//----------------------------------------------------------------------------
// Update
//----------------------------------------------------------------------------
void LightningBolt::update( F32 dt )
{
elapsedTime += dt;
F32 percentDone = elapsedTime / lifetime;
if( elapsedTime > fadeTime )
{
isFading = true;
percentFade = percentDone + (fadeTime/lifetime);
}
if( elapsedTime > renderTime && !startRender )
{
startRender = true;
isFading = false;
elapsedTime = 0.0f;
}
}