mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
730 lines
22 KiB
C++
730 lines
22 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "T3D/fx/splash.h"
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#include "console/consoleTypes.h"
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#include "gfx/primBuilder.h"
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#include "gfx/gfxDrawUtil.h"
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#include "sfx/sfxSystem.h"
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#include "sfx/sfxProfile.h"
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#include "scene/sceneManager.h"
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#include "scene/sceneRenderState.h"
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#include "core/stream/bitStream.h"
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#include "math/mathIO.h"
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#include "T3D/fx/explosion.h"
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#include "T3D/fx/particle.h"
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#include "T3D/fx/particleEmitter.h"
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#include "T3D/fx/particleEmitterNode.h"
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#include "T3D/gameBase/gameProcess.h"
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#include "sim/netConnection.h"
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#include "renderInstance/renderPassManager.h"
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#include "console/engineAPI.h"
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namespace
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{
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MRandomLCG sgRandom(0xdeadbeef);
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} // namespace {}
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//----------------------------------------------------------------------------
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IMPLEMENT_CO_DATABLOCK_V1(SplashData);
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IMPLEMENT_CO_NETOBJECT_V1(Splash);
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ConsoleDocClass( SplashData,
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"@brief Acts as the physical point in space in white a Splash is created from.\n"
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"@ingroup FX\n"
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);
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ConsoleDocClass( Splash,
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"@brief Manages the ring used for a Splash effect.\n"
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"@ingroup FX\n"
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);
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//--------------------------------------------------------------------------
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// Splash Data
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//--------------------------------------------------------------------------
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SplashData::SplashData()
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{
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//soundProfile = NULL;
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//soundProfileId = 0;
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INIT_SOUNDASSET(Sound);
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scale.set(1, 1, 1);
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dMemset( emitterList, 0, sizeof( emitterList ) );
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dMemset( emitterIDList, 0, sizeof( emitterIDList ) );
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delayMS = 0;
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delayVariance = 0;
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lifetimeMS = 1000;
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lifetimeVariance = 0;
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width = 4.0;
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numSegments = 10;
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velocity = 5.0;
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height = 0.0;
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acceleration = 0.0;
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texWrap = 1.0;
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texFactor = 3.0;
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ejectionFreq = 5;
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ejectionAngle = 45.0;
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ringLifetime = 1.0;
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startRadius = 0.5;
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explosion = NULL;
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explosionId = 0;
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U32 i;
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for (i = 0; i < NUM_TEX; i++)
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{
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INIT_IMAGEASSET_ARRAY(Texture, i);
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}
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for( i=0; i<NUM_TIME_KEYS; i++ )
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times[i] = 1.0;
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times[0] = 0.0;
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for( i=0; i<NUM_TIME_KEYS; i++ )
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colors[i].set( 1.0, 1.0, 1.0, 1.0 );
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}
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//--------------------------------------------------------------------------
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// Init fields
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//--------------------------------------------------------------------------
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void SplashData::initPersistFields()
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{
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INITPERSISTFIELD_SOUNDASSET(Sound, SplashData, "Sound to play when splash, splashes.");
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addField("scale", TypePoint3F, Offset(scale, SplashData), "The scale of this splashing effect, defined as the F32 points X, Y, Z.\n");
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addField("emitter", TYPEID< ParticleEmitterData >(), Offset(emitterList, SplashData), NUM_EMITTERS, "List of particle emitters to create at the point of this Splash effect.\n");
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addField("delayMS", TypeS32, Offset(delayMS, SplashData), "Time to delay, in milliseconds, before actually starting this effect.\n");
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addField("delayVariance", TypeS32, Offset(delayVariance, SplashData), "Time variance for delayMS.\n");
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addField("lifetimeMS", TypeS32, Offset(lifetimeMS, SplashData), "Lifetime for this effect, in milliseconds.\n");
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addField("lifetimeVariance", TypeS32, Offset(lifetimeVariance, SplashData), "Time variance for lifetimeMS.\n");
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addField("width", TypeF32, Offset(width, SplashData), "Width for the X and Y coordinates to create this effect within.");
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addField("numSegments", TypeS32, Offset(numSegments, SplashData), "Number of ejection points in the splash ring.\n");
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addField("velocity", TypeF32, Offset(velocity, SplashData), "Velocity for the splash effect to travel.\n");
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addField("height", TypeF32, Offset(height, SplashData), "Height for the splash to reach.\n");
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addField("acceleration", TypeF32, Offset(acceleration, SplashData), "Constant acceleration value to place upon the splash effect.\n");
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addField("times", TypeF32, Offset(times, SplashData), NUM_TIME_KEYS, "Times to transition through the splash effect. Up to 4 allowed. Values are 0.0 - 1.0, and corrispond to the life of the particle where 0 is first created and 1 is end of lifespace.\n" );
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addField("colors", TypeColorF, Offset(colors, SplashData), NUM_TIME_KEYS, "Color values to set the splash effect, rgba. Up to 4 allowed. Will transition through colors based on values set in the times value. Example: colors[0] = \"0.6 1.0 1.0 0.5\".\n" );
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INITPERSISTFIELD_IMAGEASSET_ARRAY(Texture, NUM_TEX, SplashData, "Image to use as the texture for the splash effect.\n");
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addField("texWrap", TypeF32, Offset(texWrap, SplashData), "Amount to wrap the texture around the splash ring, 0.0f - 1.0f.\n");
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addField("texFactor", TypeF32, Offset(texFactor, SplashData), "Factor in which to apply the texture to the splash ring, 0.0f - 1.0f.\n");
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addField("ejectionFreq", TypeF32, Offset(ejectionFreq, SplashData), "Frequency in which to emit splash rings.\n");
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addField("ejectionAngle", TypeF32, Offset(ejectionAngle, SplashData), "Rotational angle to create a splash ring.\n");
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addField("ringLifetime", TypeF32, Offset(ringLifetime, SplashData), "Lifetime, in milliseconds, for a splash ring.\n");
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addField("startRadius", TypeF32, Offset(startRadius, SplashData), "Starting radius size of a splash ring.\n");
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addField("explosion", TYPEID< ExplosionData >(), Offset(explosion, SplashData), "ExplosionData object to create at the creation position of this splash effect.\n");
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Parent::initPersistFields();
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}
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//--------------------------------------------------------------------------
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// On add - verify data settings
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//--------------------------------------------------------------------------
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bool SplashData::onAdd()
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{
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if (Parent::onAdd() == false)
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return false;
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return true;
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}
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//--------------------------------------------------------------------------
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// Pack data
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//--------------------------------------------------------------------------
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void SplashData::packData(BitStream* stream)
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{
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Parent::packData(stream);
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PACKDATA_SOUNDASSET(Sound);
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mathWrite(*stream, scale);
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stream->write(delayMS);
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stream->write(delayVariance);
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stream->write(lifetimeMS);
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stream->write(lifetimeVariance);
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stream->write(width);
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stream->write(numSegments);
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stream->write(velocity);
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stream->write(height);
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stream->write(acceleration);
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stream->write(texWrap);
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stream->write(texFactor);
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stream->write(ejectionFreq);
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stream->write(ejectionAngle);
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stream->write(ringLifetime);
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stream->write(startRadius);
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if( stream->writeFlag( explosion ) )
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{
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stream->writeRangedU32(explosion->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast);
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}
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S32 i;
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for( i=0; i<NUM_EMITTERS; i++ )
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{
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if( stream->writeFlag( emitterList[i] != NULL ) )
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{
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stream->writeRangedU32( emitterList[i]->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
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}
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}
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for( i=0; i<NUM_TIME_KEYS; i++ )
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{
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stream->write( colors[i] );
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}
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for( i=0; i<NUM_TIME_KEYS; i++ )
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{
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stream->write( times[i] );
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}
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for( i=0; i<NUM_TEX; i++ )
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{
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PACKDATA_IMAGEASSET_ARRAY(Texture, i);
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}
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}
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//--------------------------------------------------------------------------
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// Unpack data
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//--------------------------------------------------------------------------
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void SplashData::unpackData(BitStream* stream)
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{
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Parent::unpackData(stream);
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UNPACKDATA_SOUNDASSET(Sound);
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mathRead(*stream, &scale);
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stream->read(&delayMS);
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stream->read(&delayVariance);
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stream->read(&lifetimeMS);
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stream->read(&lifetimeVariance);
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stream->read(&width);
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stream->read(&numSegments);
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stream->read(&velocity);
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stream->read(&height);
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stream->read(&acceleration);
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stream->read(&texWrap);
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stream->read(&texFactor);
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stream->read(&ejectionFreq);
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stream->read(&ejectionAngle);
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stream->read(&ringLifetime);
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stream->read(&startRadius);
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if( stream->readFlag() )
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{
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explosionId = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
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}
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U32 i;
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for( i=0; i<NUM_EMITTERS; i++ )
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{
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if( stream->readFlag() )
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{
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emitterIDList[i] = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
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}
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}
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for( i=0; i<NUM_TIME_KEYS; i++ )
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{
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stream->read( &colors[i] );
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}
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for( i=0; i<NUM_TIME_KEYS; i++ )
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{
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stream->read( ×[i] );
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}
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for( i=0; i<NUM_TEX; i++ )
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{
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UNPACKDATA_IMAGEASSET_ARRAY(Texture, i);
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}
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}
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//--------------------------------------------------------------------------
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// Preload data - load resources
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//--------------------------------------------------------------------------
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bool SplashData::preload(bool server, String &errorStr)
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{
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if (Parent::preload(server, errorStr) == false)
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return false;
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if (!server && !getSFXProfile())
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return false;
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if (!server)
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{
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S32 i;
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for( i=0; i<NUM_EMITTERS; i++ )
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{
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if( !emitterList[i] && emitterIDList[i] != 0 )
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{
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if( Sim::findObject( emitterIDList[i], emitterList[i] ) == false)
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{
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Con::errorf( ConsoleLogEntry::General, "SplashData::onAdd: Invalid packet, bad datablockId(particle emitter): 0x%x", emitterIDList[i] );
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}
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}
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}
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for( i=0; i<NUM_TEX; i++ )
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{
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if (mTexture[i].isNull())
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{
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_setTexture(getTexture(i), i);
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}
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}
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}
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if( !explosion && explosionId != 0 )
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{
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if( !Sim::findObject(explosionId, explosion) )
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{
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Con::errorf(ConsoleLogEntry::General, "SplashData::preload: Invalid packet, bad datablockId(explosion): %d", explosionId);
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}
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}
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return true;
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}
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//--------------------------------------------------------------------------
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// Splash
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//--------------------------------------------------------------------------
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Splash::Splash()
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: mDataBlock( NULL )
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{
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dMemset( mEmitterList, 0, sizeof( mEmitterList ) );
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mDelayMS = 0;
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mCurrMS = 0;
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mRandAngle = 0;
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mEndingMS = 1000;
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mActive = false;
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mRadius = 0.0;
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mVelocity = 1.0;
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mHeight = 0.0;
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mTimeSinceLastRing = 0.0;
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mDead = false;
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mElapsedTime = 0.0;
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mInitialNormal.set( 0.0, 0.0, 1.0 );
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mFade = 0;
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mFog = 0;
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// Only allocated client side.
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mNetFlags.set( IsGhost );
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}
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//--------------------------------------------------------------------------
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// Destructor
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//--------------------------------------------------------------------------
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Splash::~Splash()
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{
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}
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//--------------------------------------------------------------------------
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// Set initial state
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//--------------------------------------------------------------------------
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void Splash::setInitialState(const Point3F& point, const Point3F& normal, const F32 fade)
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{
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mInitialPosition = point;
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mInitialNormal = normal;
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mFade = fade;
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mFog = 0.0f;
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}
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//--------------------------------------------------------------------------
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// OnAdd
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//--------------------------------------------------------------------------
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bool Splash::onAdd()
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{
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// first check if we have a server connection, if we dont then this is on the server
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// and we should exit, then check if the parent fails to add the object
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NetConnection* conn = NetConnection::getConnectionToServer();
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if(!conn || !Parent::onAdd())
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return false;
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if( !mDataBlock )
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{
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Con::errorf("Splash::onAdd - Fail - No datablock");
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return false;
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}
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mDelayMS = mDataBlock->delayMS + sgRandom.randI( -mDataBlock->delayVariance, mDataBlock->delayVariance );
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mEndingMS = mDataBlock->lifetimeMS + sgRandom.randI( -mDataBlock->lifetimeVariance, mDataBlock->lifetimeVariance );
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mVelocity = mDataBlock->velocity;
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mHeight = mDataBlock->height;
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mTimeSinceLastRing = 1.0 / mDataBlock->ejectionFreq;
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for( U32 i=0; i<SplashData::NUM_EMITTERS; i++ )
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{
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if( mDataBlock->emitterList[i] != NULL )
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{
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ParticleEmitter * pEmitter = new ParticleEmitter;
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pEmitter->onNewDataBlock( mDataBlock->emitterList[i], false );
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if( !pEmitter->registerObject() )
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{
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Con::warnf( ConsoleLogEntry::General, "Could not register emitter for particle of class: %s", mDataBlock->getName() );
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delete pEmitter;
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pEmitter = NULL;
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}
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mEmitterList[i] = pEmitter;
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}
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}
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spawnExplosion();
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mObjBox.minExtents = Point3F( -1, -1, -1 );
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mObjBox.maxExtents = Point3F( 1, 1, 1 );
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resetWorldBox();
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gClientSceneGraph->addObjectToScene(this);
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removeFromProcessList();
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ClientProcessList::get()->addObject(this);
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conn->addObject(this);
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return true;
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}
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//--------------------------------------------------------------------------
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// OnRemove
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//--------------------------------------------------------------------------
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void Splash::onRemove()
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{
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for( U32 i=0; i<SplashData::NUM_EMITTERS; i++ )
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{
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if( mEmitterList[i] )
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{
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mEmitterList[i]->deleteWhenEmpty();
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mEmitterList[i] = NULL;
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}
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}
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ringList.clear();
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removeFromScene();
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Parent::onRemove();
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}
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//--------------------------------------------------------------------------
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// On New Data Block
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//--------------------------------------------------------------------------
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bool Splash::onNewDataBlock( GameBaseData *dptr, bool reload )
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{
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mDataBlock = dynamic_cast<SplashData*>(dptr);
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if (!mDataBlock || !Parent::onNewDataBlock(dptr, reload))
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return false;
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scriptOnNewDataBlock();
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return true;
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}
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//--------------------------------------------------------------------------
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// Process tick
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//--------------------------------------------------------------------------
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void Splash::processTick(const Move*)
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{
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mCurrMS += TickMs;
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if( isServerObject() )
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{
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if( mCurrMS >= mEndingMS )
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{
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mDead = true;
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if( mCurrMS >= (mEndingMS + mDataBlock->ringLifetime * 1000) )
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{
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deleteObject();
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}
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}
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}
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else
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{
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if( mCurrMS >= mEndingMS )
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{
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mDead = true;
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}
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}
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}
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//--------------------------------------------------------------------------
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// Advance time
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//--------------------------------------------------------------------------
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void Splash::advanceTime(F32 dt)
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{
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if (dt == 0.0)
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return;
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mElapsedTime += dt;
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updateColor();
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updateWave( dt );
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updateEmitters( dt );
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updateRings( dt );
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if( !mDead )
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{
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emitRings( dt );
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}
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}
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//----------------------------------------------------------------------------
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// Update emitters
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//----------------------------------------------------------------------------
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void Splash::updateEmitters( F32 dt )
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{
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Point3F pos = getPosition();
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for( U32 i=0; i<SplashData::NUM_EMITTERS; i++ )
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{
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if( mEmitterList[i] )
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{
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mEmitterList[i]->emitParticles( pos, pos, mInitialNormal, Point3F( 0.0, 0.0, 0.0 ), (S32) (dt * 1000) );
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}
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}
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}
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//----------------------------------------------------------------------------
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// Update wave
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//----------------------------------------------------------------------------
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void Splash::updateWave( F32 dt )
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{
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mVelocity += mDataBlock->acceleration * dt;
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mRadius += mVelocity * dt;
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}
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//----------------------------------------------------------------------------
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// Update color
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//----------------------------------------------------------------------------
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void Splash::updateColor()
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{
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for(SplashRingList::Iterator ring = ringList.begin(); ring != ringList.end(); ++ring)
|
|
{
|
|
F32 t = F32(ring->elapsedTime) / F32(ring->lifetime);
|
|
|
|
for( U32 i = 1; i < SplashData::NUM_TIME_KEYS; i++ )
|
|
{
|
|
if( mDataBlock->times[i] >= t )
|
|
{
|
|
F32 firstPart = t - mDataBlock->times[i-1];
|
|
F32 total = (mDataBlock->times[i] -
|
|
mDataBlock->times[i-1]);
|
|
|
|
firstPart /= total;
|
|
|
|
ring->color.interpolate( mDataBlock->colors[i-1],
|
|
mDataBlock->colors[i],
|
|
firstPart);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
// Create ring
|
|
//----------------------------------------------------------------------------
|
|
SplashRing Splash::createRing()
|
|
{
|
|
SplashRing ring;
|
|
U32 numPoints = mDataBlock->numSegments + 1;
|
|
|
|
Point3F ejectionAxis( 0.0, 0.0, 1.0 );
|
|
|
|
Point3F axisx;
|
|
if (mFabs(ejectionAxis.z) < 0.999f)
|
|
mCross(ejectionAxis, Point3F(0, 0, 1), &axisx);
|
|
else
|
|
mCross(ejectionAxis, Point3F(0, 1, 0), &axisx);
|
|
axisx.normalize();
|
|
|
|
for( U32 i=0; i<numPoints; i++ )
|
|
{
|
|
F32 t = F32(i) / F32(numPoints);
|
|
|
|
AngAxisF thetaRot( axisx, mDataBlock->ejectionAngle * (M_PI / 180.0));
|
|
AngAxisF phiRot( ejectionAxis, t * (M_PI * 2.0));
|
|
|
|
Point3F pointAxis = ejectionAxis;
|
|
|
|
MatrixF temp;
|
|
thetaRot.setMatrix(&temp);
|
|
temp.mulP(pointAxis);
|
|
phiRot.setMatrix(&temp);
|
|
temp.mulP(pointAxis);
|
|
|
|
Point3F startOffset = axisx;
|
|
temp.mulV( startOffset );
|
|
startOffset *= mDataBlock->startRadius;
|
|
|
|
SplashRingPoint point;
|
|
point.position = getPosition() + startOffset;
|
|
point.velocity = pointAxis * mDataBlock->velocity;
|
|
|
|
ring.points.push_back( point );
|
|
}
|
|
|
|
ring.color = mDataBlock->colors[0];
|
|
ring.lifetime = mDataBlock->ringLifetime;
|
|
ring.elapsedTime = 0.0;
|
|
ring.v = mDataBlock->texFactor * mFmod( mElapsedTime, 1.0 );
|
|
|
|
return ring;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
// Emit rings
|
|
//----------------------------------------------------------------------------
|
|
void Splash::emitRings( F32 dt )
|
|
{
|
|
mTimeSinceLastRing += dt;
|
|
|
|
S32 numNewRings = (S32) (mTimeSinceLastRing * F32(mDataBlock->ejectionFreq));
|
|
|
|
mTimeSinceLastRing -= numNewRings / mDataBlock->ejectionFreq;
|
|
|
|
for( S32 i=numNewRings-1; i>=0; i-- )
|
|
{
|
|
F32 t = F32(i) / F32(numNewRings);
|
|
t *= dt;
|
|
t += mTimeSinceLastRing;
|
|
|
|
SplashRing ring = createRing();
|
|
updateRing( ring, t );
|
|
|
|
ringList.pushBack( ring );
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
// Update rings
|
|
//----------------------------------------------------------------------------
|
|
void Splash::updateRings( F32 dt )
|
|
{
|
|
SplashRingList::Iterator ring;
|
|
for(SplashRingList::Iterator i = ringList.begin(); i != ringList.end(); /*Trickiness*/)
|
|
{
|
|
ring = i++;
|
|
ring->elapsedTime += dt;
|
|
|
|
if( !ring->isActive() )
|
|
{
|
|
ringList.erase( ring );
|
|
}
|
|
else
|
|
{
|
|
updateRing( *ring, dt );
|
|
}
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
// Update ring
|
|
//----------------------------------------------------------------------------
|
|
void Splash::updateRing( SplashRing& ring, F32 dt )
|
|
{
|
|
for( U32 i=0; i<ring.points.size(); i++ )
|
|
{
|
|
if( mDead )
|
|
{
|
|
Point3F vel = ring.points[i].velocity;
|
|
vel.normalize();
|
|
vel *= mDataBlock->acceleration;
|
|
ring.points[i].velocity += vel * dt;
|
|
}
|
|
|
|
ring.points[i].velocity += Point3F( 0.0f, 0.0f, -9.8f ) * dt;
|
|
ring.points[i].position += ring.points[i].velocity * dt;
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
// Explode
|
|
//----------------------------------------------------------------------------
|
|
void Splash::spawnExplosion()
|
|
{
|
|
if( !mDataBlock->explosion ) return;
|
|
|
|
/// could just play the explosion one, but explosion could be weapon specific,
|
|
/// splash sound could be liquid specific. food for thought.
|
|
SFXProfile* sound_prof = mDataBlock->getSFXProfile();
|
|
if (sound_prof)
|
|
{
|
|
SFX->playOnce(sound_prof, &getTransform());
|
|
}
|
|
|
|
Explosion* pExplosion = new Explosion;
|
|
pExplosion->onNewDataBlock(mDataBlock->explosion, false);
|
|
|
|
MatrixF trans = getTransform();
|
|
trans.setPosition( getPosition() );
|
|
|
|
pExplosion->setTransform( trans );
|
|
pExplosion->setInitialState( trans.getPosition(), VectorF(0,0,1), 1);
|
|
if (!pExplosion->registerObject())
|
|
delete pExplosion;
|
|
}
|
|
|
|
//--------------------------------------------------------------------------
|
|
// packUpdate
|
|
//--------------------------------------------------------------------------
|
|
U32 Splash::packUpdate(NetConnection* con, U32 mask, BitStream* stream)
|
|
{
|
|
U32 retMask = Parent::packUpdate(con, mask, stream);
|
|
|
|
if( stream->writeFlag(mask & GameBase::InitialUpdateMask) )
|
|
{
|
|
mathWrite(*stream, mInitialPosition);
|
|
}
|
|
|
|
return retMask;
|
|
}
|
|
|
|
//--------------------------------------------------------------------------
|
|
// unpackUpdate
|
|
//--------------------------------------------------------------------------
|
|
void Splash::unpackUpdate(NetConnection* con, BitStream* stream)
|
|
{
|
|
Parent::unpackUpdate(con, stream);
|
|
|
|
if( stream->readFlag() )
|
|
{
|
|
mathRead(*stream, &mInitialPosition);
|
|
setPosition( mInitialPosition );
|
|
}
|
|
}
|