Torque3D/Engine/source/T3D/fx/splash.h
marauder2k7 73ad92b757 review notes from Az
Should render fallback for namedTarget if namedTarget fails
Add safety around namedtarget getTexture to stop assert
Missing assets should revert to fallback image and print a warning to console
Remove REFACTOR tag from all macros.
2025-03-30 11:22:42 +01:00

202 lines
5.7 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.
//-----------------------------------------------------------------------------
#ifndef _SPLASH_H_
#define _SPLASH_H_
#ifndef _GAMEBASE_H_
#include "T3D/gameBase/gameBase.h"
#endif
#ifndef _TORQUE_LIST_
#include "core/util/tList.h"
#endif
#include "gfx/gfxTextureHandle.h"
#include "T3D/assets/ImageAsset.h"
#include "T3D/assets/SoundAsset.h"
class ParticleEmitter;
class ParticleEmitterData;
class AudioProfile;
class ExplosionData;
//--------------------------------------------------------------------------
// Ring Point
//--------------------------------------------------------------------------
struct SplashRingPoint
{
Point3F position;
Point3F velocity;
};
//--------------------------------------------------------------------------
// Splash Ring
//--------------------------------------------------------------------------
struct SplashRing
{
Vector <SplashRingPoint> points;
LinearColorF color;
F32 lifetime;
F32 elapsedTime;
F32 v;
SplashRing()
{
color.set( 0.0, 0.0, 0.0, 1.0 );
lifetime = 0.0;
elapsedTime = 0.0;
v = 0.0;
}
bool isActive()
{
return elapsedTime < lifetime;
}
};
//--------------------------------------------------------------------------
// Splash Data
//--------------------------------------------------------------------------
class SplashData : public GameBaseData
{
public:
typedef GameBaseData Parent;
enum Constants
{
NUM_EMITTERS = 3,
NUM_TIME_KEYS = 4,
NUM_TEX = 2,
};
public:
//AudioProfile* soundProfile;
//S32 soundProfileId;
DECLARE_SOUNDASSET(SplashData, Sound);
DECLARE_ASSET_SETGET(SplashData, Sound);
ParticleEmitterData* emitterList[NUM_EMITTERS];
S32 emitterIDList[NUM_EMITTERS];
S32 delayMS;
S32 delayVariance;
S32 lifetimeMS;
S32 lifetimeVariance;
Point3F scale;
F32 width;
F32 height;
U32 numSegments;
F32 velocity;
F32 acceleration;
F32 texWrap;
F32 texFactor;
F32 ejectionFreq;
F32 ejectionAngle;
F32 ringLifetime;
F32 startRadius;
F32 times[ NUM_TIME_KEYS ];
LinearColorF colors[ NUM_TIME_KEYS ];
DECLARE_IMAGEASSET_ARRAY(SplashData, Texture, GFXStaticTextureSRGBProfile, NUM_TEX)
ExplosionData* explosion;
S32 explosionId;
SplashData();
DECLARE_CONOBJECT(SplashData);
bool onAdd() override;
bool preload(bool server, String &errorStr) override;
static void initPersistFields();
void packData(BitStream* stream) override;
void unpackData(BitStream* stream) override;
};
//--------------------------------------------------------------------------
// Splash
//--------------------------------------------------------------------------
class Splash : public GameBase
{
typedef GameBase Parent;
private:
SplashData* mDataBlock;
SimObjectPtr<ParticleEmitter> mEmitterList[ SplashData::NUM_EMITTERS ];
typedef Torque::List<SplashRing> SplashRingList;
SplashRingList ringList;
U32 mCurrMS;
U32 mEndingMS;
F32 mRandAngle;
F32 mRadius;
F32 mVelocity;
F32 mHeight;
LinearColorF mColor;
F32 mTimeSinceLastRing;
bool mDead;
F32 mElapsedTime;
protected:
Point3F mInitialPosition;
Point3F mInitialNormal;
F32 mFade;
F32 mFog;
bool mActive;
S32 mDelayMS;
protected:
bool onAdd() override;
void onRemove() override;
void processTick(const Move *move) override;
void advanceTime(F32 dt) override;
void updateEmitters( F32 dt );
void updateWave( F32 dt );
void updateColor();
SplashRing createRing();
void updateRings( F32 dt );
void updateRing( SplashRing& ring, F32 dt );
void emitRings( F32 dt );
void spawnExplosion();
public:
Splash();
~Splash();
void setInitialState(const Point3F& point, const Point3F& normal, const F32 fade = 1.0);
U32 packUpdate (NetConnection *conn, U32 mask, BitStream* stream) override;
void unpackUpdate(NetConnection *conn, BitStream* stream) override;
bool onNewDataBlock( GameBaseData *dptr, bool reload ) override;
DECLARE_CONOBJECT(Splash);
DECLARE_CATEGORY("UNLISTED");
};
#endif // _H_SPLASH