mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
1340 lines
38 KiB
C++
1340 lines
38 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 "platform/platform.h"
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#include "T3D/fx/lightning.h"
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#include "scene/sceneRenderState.h"
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#include "console/consoleTypes.h"
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#include "math/mathIO.h"
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#include "core/stream/bitStream.h"
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#include "T3D/gameBase/gameConnection.h"
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#include "T3D/shapeBase.h"
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#include "math/mRandom.h"
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#include "math/mathUtils.h"
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#include "terrain/terrData.h"
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#include "scene/sceneManager.h"
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#include "T3D/player.h"
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#include "T3D/camera.h"
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#include "sfx/sfxSystem.h"
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#include "sfx/sfxTrack.h"
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#include "sfx/sfxTypes.h"
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#include "gfx/primBuilder.h"
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#include "console/engineAPI.h"
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IMPLEMENT_CO_DATABLOCK_V1(LightningData);
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IMPLEMENT_CO_NETOBJECT_V1(Lightning);
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ConsoleDocClass( LightningData,
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"@brief Common data for a Lightning emitter object.\n"
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"@see Lightning\n"
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"@ingroup FX\n"
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"@ingroup Atmosphere\n"
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"@ingroup Datablocks\n"
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);
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ConsoleDocClass( Lightning,
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"@brief An emitter for lightning bolts.\n\n"
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"Lightning strike events are created on the server and transmitted to all "
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"clients to render the bolt. The strike may be followed by a random thunder "
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"sound. Player or Vehicle objects within the Lightning strike range can be "
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"hit and damaged by bolts.\n"
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"@see LightningData\n"
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"@ingroup FX\n"
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"@ingroup Atmosphere\n"
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);
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IMPLEMENT_CALLBACK( Lightning, applyDamage, void, ( const Point3F& hitPosition, const Point3F& hitNormal, SceneObject* hitObject ),
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( hitPosition, hitNormal, hitObject ),
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"Informs an object that it was hit by a lightning bolt and needs to take damage.\n"
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"@param hitPosition World position hit by the lightning bolt.\n"
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"@param hitNormal Surface normal at @a hitPosition.\n"
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"@param hitObject Player or Vehicle object that was hit.\n"
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"@tsexample\n"
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"function Lightning::applyDamage( %this, %hitPosition, %hitNormal, %hitObject )\n"
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"{\n"
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" // apply damage to the player\n"
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" %hitObject.applyDamage( 25 );\n"
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"}\n"
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"@endtsexample\n"
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);
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MRandomLCG sgLightningRand;
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S32 QSORT_CALLBACK cmpSounds(const void* p1, const void* p2)
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{
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U32 i1 = *((const S32*)p1);
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U32 i2 = *((const S32*)p2);
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if (i1 < i2) {
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return 1;
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} else if (i1 > i2) {
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return -1;
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} else {
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return 0;
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}
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}
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//--------------------------------------------------------------------------
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//--------------------------------------
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//
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class LightningStrikeEvent : public NetEvent
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{
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public:
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typedef NetEvent Parent;
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enum EventType {
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WarningFlash = 0,
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Strike = 1,
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TargetedStrike = 2,
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TypeMin = WarningFlash,
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TypeMax = TargetedStrike
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};
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enum Constants {
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PositionalBits = 10
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};
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Point2F mStart;
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SimObjectPtr<SceneObject> mTarget;
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Lightning* mLightning;
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// Set by unpack...
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public:
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S32 mClientId;
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public:
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LightningStrikeEvent();
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~LightningStrikeEvent();
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void pack(NetConnection*, BitStream*);
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void write(NetConnection*, BitStream*){}
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void unpack(NetConnection*, BitStream*);
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void process(NetConnection*);
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DECLARE_CONOBJECT(LightningStrikeEvent);
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};
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IMPLEMENT_CO_CLIENTEVENT_V1(LightningStrikeEvent);
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ConsoleDocClass( LightningStrikeEvent,
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"@brief Network event that triggers a lightning strike on the client when it "
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"is received.\n\n"
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"This event is sent to all clients when the warningFlashes(), "
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"strikeRandomPoint() or strikeObject() methods are invoked on the Lightning "
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"object on the server.\n"
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"@see Lightning, LightningData\n"
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"@ingroup FX\n"
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"@ingroup Atmosphere\n"
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);
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LightningStrikeEvent::LightningStrikeEvent()
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{
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mLightning = NULL;
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mTarget = NULL;
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mClientId = 0;
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}
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LightningStrikeEvent::~LightningStrikeEvent()
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{
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}
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void LightningStrikeEvent::pack(NetConnection* con, BitStream* stream)
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{
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if(!mLightning)
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{
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stream->writeFlag(false);
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return;
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}
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S32 id = con->getGhostIndex(mLightning);
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if(id == -1)
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{
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stream->writeFlag(false);
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return;
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}
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stream->writeFlag(true);
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stream->writeRangedU32(U32(id), 0, NetConnection::MaxGhostCount);
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stream->writeFloat(mStart.x, PositionalBits);
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stream->writeFloat(mStart.y, PositionalBits);
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if( mTarget )
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{
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S32 ghostIndex = con->getGhostIndex(mTarget);
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if (ghostIndex == -1)
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stream->writeFlag(false);
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else
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{
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stream->writeFlag(true);
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stream->writeRangedU32(U32(ghostIndex), 0, NetConnection::MaxGhostCount);
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}
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}
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else
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stream->writeFlag( false );
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}
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void LightningStrikeEvent::unpack(NetConnection* con, BitStream* stream)
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{
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if(!stream->readFlag())
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return;
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mClientId = stream->readRangedU32(0, NetConnection::MaxGhostCount);
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mLightning = NULL;
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NetObject* pObject = con->resolveGhost(mClientId);
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if (pObject)
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mLightning = dynamic_cast<Lightning*>(pObject);
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mStart.x = stream->readFloat(PositionalBits);
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mStart.y = stream->readFloat(PositionalBits);
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if( stream->readFlag() )
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{
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// target id
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S32 mTargetID = stream->readRangedU32(0, NetConnection::MaxGhostCount);
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NetObject* tObject = con->resolveGhost(mTargetID);
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if(tObject != NULL )
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{
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mTarget = dynamic_cast<SceneObject*>(tObject);
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}
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if( bool(mTarget) == false )
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{
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Con::errorf(ConsoleLogEntry::General, "LightningStrikeEvent::unpack: could not resolve target ghost properly");
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}
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}
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}
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void LightningStrikeEvent::process(NetConnection*)
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{
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if (mLightning)
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mLightning->processEvent(this);
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}
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//--------------------------------------------------------------------------
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//--------------------------------------
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//
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LightningData::LightningData()
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{
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strikeSound = NULL;
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for (S32 i = 0; i < MaxThunders; i++)
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thunderSounds[i] = NULL;
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for (S32 i = 0; i < MaxTextures; i++)
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{
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strikeTextureNames[i] = NULL;
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strikeTextures[i] = NULL;
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}
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numThunders = 0;
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mNumStrikeTextures = 0;
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}
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LightningData::~LightningData()
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{
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}
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//--------------------------------------------------------------------------
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void LightningData::initPersistFields()
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{
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addField( "strikeSound", TYPEID< SFXTrack >(), Offset(strikeSound, LightningData),
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"Sound profile to play when a lightning strike occurs." );
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addField( "thunderSounds", TYPEID< SFXTrack >(), Offset(thunderSounds, LightningData), MaxThunders,
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"@brief List of thunder sound effects to play.\n\n"
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"A random one of these sounds will be played shortly after each strike "
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"occurs." );
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addField( "strikeTextures", TypeString, Offset(strikeTextureNames, LightningData), MaxTextures,
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"List of textures to use to render lightning strikes." );
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Parent::initPersistFields();
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}
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//--------------------------------------------------------------------------
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bool LightningData::onAdd()
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{
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if(!Parent::onAdd())
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return false;
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return true;
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}
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bool LightningData::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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//dQsort(thunderSounds, MaxThunders, sizeof(SFXTrack*), cmpSounds);
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for (S32 i = 0; i < MaxThunders; i++) {
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if (thunderSounds[i]!= NULL) numThunders++;
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}
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if (server == false)
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{
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String sfxErrorStr;
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for (U32 i = 0; i < MaxThunders; i++) {
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if( !sfxResolve( &thunderSounds[ i ], sfxErrorStr ) )
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Con::errorf(ConsoleLogEntry::General, "LightningData::preload: Invalid packet: %s", sfxErrorStr.c_str());
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}
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if( !sfxResolve( &strikeSound, sfxErrorStr ) )
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Con::errorf(ConsoleLogEntry::General, "LightningData::preload: Invalid packet: %s", sfxErrorStr.c_str());
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mNumStrikeTextures = 0;
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for (U32 i = 0; i < MaxTextures; i++)
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{
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if (strikeTextureNames[i][0])
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{
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strikeTextures[i] = GFXTexHandle(strikeTextureNames[i], &GFXStaticTextureProfile, avar("%s() - strikeTextures[%d] (line %d)", __FUNCTION__, i, __LINE__));
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mNumStrikeTextures++;
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}
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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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void LightningData::packData(BitStream* stream)
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{
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Parent::packData(stream);
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U32 i;
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for (i = 0; i < MaxThunders; i++)
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{
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if (stream->writeFlag(thunderSounds[i]))
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sfxWrite(stream, thunderSounds[i]);
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}
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stream->writeInt(mNumStrikeTextures, 4);
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for (i = 0; i < MaxTextures; i++)
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stream->writeString(strikeTextureNames[i]);
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sfxWrite( stream, strikeSound );
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}
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void LightningData::unpackData(BitStream* stream)
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{
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Parent::unpackData(stream);
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U32 i;
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for (i = 0; i < MaxThunders; i++)
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{
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if (stream->readFlag())
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sfxRead(stream, &thunderSounds[i]);
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else
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thunderSounds[i] = NULL;
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}
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mNumStrikeTextures = stream->readInt(4);
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for (i = 0; i < MaxTextures; i++)
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strikeTextureNames[i] = stream->readSTString();
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sfxRead( stream, &strikeSound );
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}
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//--------------------------------------------------------------------------
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//--------------------------------------
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//
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Lightning::Lightning()
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{
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mNetFlags.set(Ghostable|ScopeAlways);
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mTypeMask |= StaticObjectType|EnvironmentObjectType;
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mDataBlock = NULL;
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mLastThink = 0;
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mStrikeListHead = NULL;
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mThunderListHead = NULL;
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strikesPerMinute = 12;
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strikeWidth = 2.5;
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chanceToHitTarget = 0.5f;
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strikeRadius = 20.0f;
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boltStartRadius = 20.0f;
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color.set( 1.0f, 1.0f, 1.0f, 1.0f );
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fadeColor.set( 0.1f, 0.1f, 1.0f, 1.0f );
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useFog = true;
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setScale( VectorF( 512.0f, 512.0f, 300.0f ) );
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}
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Lightning::~Lightning()
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{
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while( mThunderListHead )
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{
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Thunder* nextThunder = mThunderListHead->next;
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delete mThunderListHead;
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mThunderListHead = nextThunder;
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}
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while( mStrikeListHead )
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{
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Strike* nextStrike = mStrikeListHead->next;
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delete mStrikeListHead;
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mStrikeListHead = nextStrike;
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}
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}
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//--------------------------------------------------------------------------
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void Lightning::initPersistFields()
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{
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addGroup( "Strikes" );
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addField( "strikesPerMinute", TypeS32, Offset(strikesPerMinute, Lightning),
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"@brief Number of lightning strikes to perform per minute.\n\n"
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"Automatically invokes strikeRandomPoint() at regular intervals." );
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addField( "strikeWidth", TypeF32, Offset(strikeWidth, Lightning),
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"Width of a lightning bolt." );
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addField( "strikeRadius", TypeF32, Offset(strikeRadius, Lightning),
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"@brief Horizontal size (XY plane) of the search box used to find and "
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"damage Player or Vehicle objects within range of the strike.\n\n"
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"Only the object at highest altitude with a clear line of sight to the "
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"bolt will be hit." );
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endGroup( "Strikes" );
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addGroup( "Colors" );
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addField( "color", TypeColorF, Offset(color, Lightning),
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"Color to blend the strike texture with." );
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addField( "fadeColor", TypeColorF, Offset(fadeColor, Lightning),
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"@brief Color to blend the strike texture with when the bolt is fading away.\n\n"
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"Bolts fade away automatically shortly after the strike occurs." );
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endGroup( "Colors" );
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addGroup( "Bolts" );
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addField( "chanceToHitTarget", TypeF32, Offset(chanceToHitTarget, Lightning),
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"Percentage chance (0-1) that a given lightning bolt will hit something." );
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addField( "boltStartRadius", TypeF32, Offset(boltStartRadius, Lightning),
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"@brief Radial distance from the center of the Lightning object for the "
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"start point of the bolt.\n\n"
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"The actual start point will be a random point within this radius." );
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addField( "useFog", TypeBool, Offset(useFog, Lightning),
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"Controls whether lightning bolts are affected by fog when they are rendered." );
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endGroup( "Bolts" );
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Parent::initPersistFields();
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}
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//--------------------------------------------------------------------------
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bool Lightning::onAdd()
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{
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if(!Parent::onAdd())
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return false;
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mObjBox.minExtents.set( -0.5f, -0.5f, -0.5f );
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mObjBox.maxExtents.set( 0.5f, 0.5f, 0.5f );
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resetWorldBox();
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addToScene();
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return true;
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}
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void Lightning::onRemove()
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{
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removeFromScene();
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Parent::onRemove();
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}
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bool Lightning::onNewDataBlock( GameBaseData *dptr, bool reload )
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{
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mDataBlock = dynamic_cast<LightningData*>( 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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void Lightning::prepRenderImage( SceneRenderState* state )
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{
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ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
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ri->renderDelegate.bind(this, &Lightning::renderObject);
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// The Lightning isn't technically foliage but our debug
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// effect seems to render best as a Foliage type (translucent,
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// renders itself, no sorting)
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ri->type = RenderPassManager::RIT_Foliage;
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state->getRenderPass()->addInst( ri );
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}
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void Lightning::renderObject(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance* overrideMat)
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{
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if (overrideMat)
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return;
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if (mLightningSB.isNull())
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{
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GFXStateBlockDesc desc;
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desc.setBlend( true, GFXBlendSrcAlpha, GFXBlendOne);
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desc.setCullMode(GFXCullNone);
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desc.zWriteEnable = false;
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desc.vertexColorEnable = true;
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if (mDataBlock->mNumStrikeTextures != 0)
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{
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desc.samplersDefined = true;
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desc.samplers[0].magFilter = GFXTextureFilterLinear;
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desc.samplers[0].minFilter = GFXTextureFilterLinear;
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desc.samplers[0].addressModeU = GFXAddressWrap;
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desc.samplers[0].addressModeV = GFXAddressWrap;
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}
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mLightningSB = GFX->createStateBlock(desc);
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}
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GFX->setStateBlock(mLightningSB);
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Strike* walk = mStrikeListHead;
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while (walk != NULL)
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{
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if (mDataBlock->mNumStrikeTextures > 1)
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{
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GFX->setTexture(0, mDataBlock->strikeTextures[sgLightningRand.randI(0, mDataBlock->mNumStrikeTextures - 1)]);
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}
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else if (mDataBlock->mNumStrikeTextures > 0)
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{
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GFX->setTexture(0, mDataBlock->strikeTextures[0]);
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}
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for( U32 i=0; i<MAX_LIGHTNING; i++ )
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{
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if( walk->bolt[i].isFading )
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{
|
|
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!");
|
|
|
|
Point3F strikePoint( gRandGen.randF( 0.0f, 1.0f ), gRandGen.randF( 0.0f, 1.0f ), 0.0f );
|
|
|
|
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;
|
|
|
|
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;
|
|
|
|
Box3F wb = getWorldBox();
|
|
if (!wb.isContained(strikePoint))
|
|
return;
|
|
|
|
Point3F targetRel = strikePoint - getPosition();
|
|
Point3F length(wb.len_x() / 2.0f, wb.len_y() / 2.0f, wb.len_z() / 2.0f);
|
|
|
|
Point3F strikePos = targetRel / length;
|
|
|
|
bool playerInWarmup = false;
|
|
Player *playerObj = dynamic_cast< Player * >(targetObj);
|
|
if (playerObj)
|
|
{
|
|
if (!playerObj->getControllingClient())
|
|
{
|
|
playerInWarmup = true;
|
|
}
|
|
}
|
|
|
|
if (!playerInWarmup)
|
|
{
|
|
applyDamage_callback(targetObj->getWorldSphere().center, 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;
|
|
endPoint.zero();
|
|
width = 1;
|
|
numMajorNodes = 10;
|
|
maxMajorAngle = 30.0f;
|
|
numMinorNodes = 4;
|
|
maxMinorAngle = 15.0f;
|
|
fadeTime = 0.2f;
|
|
renderTime = 0.125;
|
|
dMemset(&mMajorNodes, 0, sizeof(mMajorNodes));
|
|
percentFade = 0.0f;
|
|
}
|
|
|
|
//--------------------------------------------------------------------------
|
|
// 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;
|
|
}
|
|
} |