Torque3D/Engine/source/T3D/fx/splash.cpp
Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00

710 lines
22 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "T3D/fx/splash.h"
#include "console/consoleTypes.h"
#include "gfx/primBuilder.h"
#include "gfx/gfxDrawUtil.h"
#include "sfx/sfxSystem.h"
#include "sfx/sfxProfile.h"
#include "scene/sceneManager.h"
#include "scene/sceneRenderState.h"
#include "core/stream/bitStream.h"
#include "math/mathIO.h"
#include "T3D/fx/explosion.h"
#include "T3D/fx/particle.h"
#include "T3D/fx/particleEmitter.h"
#include "T3D/fx/particleEmitterNode.h"
#include "T3D/gameBase/gameProcess.h"
#include "sim/netConnection.h"
#include "renderInstance/renderPassManager.h"
#include "console/engineAPI.h"
namespace
{
MRandomLCG sgRandom(0xdeadbeef);
} // namespace {}
//----------------------------------------------------------------------------
IMPLEMENT_CO_DATABLOCK_V1(SplashData);
IMPLEMENT_CO_NETOBJECT_V1(Splash);
ConsoleDocClass( SplashData,
"@brief Acts as the physical point in space in white a Splash is created from.\n"
"@ingroup FX\n"
);
ConsoleDocClass( Splash,
"@brief Manages the ring used for a Splash effect.\n"
"@ingroup FX\n"
);
//--------------------------------------------------------------------------
// Splash Data
//--------------------------------------------------------------------------
SplashData::SplashData()
{
soundProfile = NULL;
soundProfileId = 0;
scale.set(1, 1, 1);
dMemset( emitterList, 0, sizeof( emitterList ) );
dMemset( emitterIDList, 0, sizeof( emitterIDList ) );
delayMS = 0;
delayVariance = 0;
lifetimeMS = 1000;
lifetimeVariance = 0;
width = 4.0;
numSegments = 10;
velocity = 5.0;
height = 0.0;
acceleration = 0.0;
texWrap = 1.0;
texFactor = 3.0;
ejectionFreq = 5;
ejectionAngle = 45.0;
ringLifetime = 1.0;
startRadius = 0.5;
explosion = NULL;
explosionId = 0;
U32 i;
for (i = 0; i < NUM_TEX; i++)
INIT_IMAGEASSET_ARRAY(Texture, i);
for( i=0; i<NUM_TIME_KEYS; i++ )
times[i] = 1.0;
times[0] = 0.0;
for( i=0; i<NUM_TIME_KEYS; i++ )
colors[i].set( 1.0, 1.0, 1.0, 1.0 );
}
//--------------------------------------------------------------------------
// Init fields
//--------------------------------------------------------------------------
void SplashData::initPersistFields()
{
addField("soundProfile", TYPEID< SFXProfile >(), Offset(soundProfile, SplashData), "SFXProfile effect to play.\n");
addField("scale", TypePoint3F, Offset(scale, SplashData), "The scale of this splashing effect, defined as the F32 points X, Y, Z.\n");
addField("emitter", TYPEID< ParticleEmitterData >(), Offset(emitterList, SplashData), NUM_EMITTERS, "List of particle emitters to create at the point of this Splash effect.\n");
addField("delayMS", TypeS32, Offset(delayMS, SplashData), "Time to delay, in milliseconds, before actually starting this effect.\n");
addField("delayVariance", TypeS32, Offset(delayVariance, SplashData), "Time variance for delayMS.\n");
addField("lifetimeMS", TypeS32, Offset(lifetimeMS, SplashData), "Lifetime for this effect, in milliseconds.\n");
addField("lifetimeVariance", TypeS32, Offset(lifetimeVariance, SplashData), "Time variance for lifetimeMS.\n");
addField("width", TypeF32, Offset(width, SplashData), "Width for the X and Y coordinates to create this effect within.");
addField("numSegments", TypeS32, Offset(numSegments, SplashData), "Number of ejection points in the splash ring.\n");
addField("velocity", TypeF32, Offset(velocity, SplashData), "Velocity for the splash effect to travel.\n");
addField("height", TypeF32, Offset(height, SplashData), "Height for the splash to reach.\n");
addField("acceleration", TypeF32, Offset(acceleration, SplashData), "Constant acceleration value to place upon the splash effect.\n");
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" );
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" );
INITPERSISTFIELD_IMAGEASSET_ARRAY(Texture, NUM_TEX, SplashData, "Image to use as the texture for the splash effect.\n");
addField("texWrap", TypeF32, Offset(texWrap, SplashData), "Amount to wrap the texture around the splash ring, 0.0f - 1.0f.\n");
addField("texFactor", TypeF32, Offset(texFactor, SplashData), "Factor in which to apply the texture to the splash ring, 0.0f - 1.0f.\n");
addField("ejectionFreq", TypeF32, Offset(ejectionFreq, SplashData), "Frequency in which to emit splash rings.\n");
addField("ejectionAngle", TypeF32, Offset(ejectionAngle, SplashData), "Rotational angle to create a splash ring.\n");
addField("ringLifetime", TypeF32, Offset(ringLifetime, SplashData), "Lifetime, in milliseconds, for a splash ring.\n");
addField("startRadius", TypeF32, Offset(startRadius, SplashData), "Starting radius size of a splash ring.\n");
addField("explosion", TYPEID< ExplosionData >(), Offset(explosion, SplashData), "ExplosionData object to create at the creation position of this splash effect.\n");
Parent::initPersistFields();
}
//--------------------------------------------------------------------------
// On add - verify data settings
//--------------------------------------------------------------------------
bool SplashData::onAdd()
{
if (Parent::onAdd() == false)
return false;
return true;
}
//--------------------------------------------------------------------------
// Pack data
//--------------------------------------------------------------------------
void SplashData::packData(BitStream* stream)
{
Parent::packData(stream);
mathWrite(*stream, scale);
stream->write(delayMS);
stream->write(delayVariance);
stream->write(lifetimeMS);
stream->write(lifetimeVariance);
stream->write(width);
stream->write(numSegments);
stream->write(velocity);
stream->write(height);
stream->write(acceleration);
stream->write(texWrap);
stream->write(texFactor);
stream->write(ejectionFreq);
stream->write(ejectionAngle);
stream->write(ringLifetime);
stream->write(startRadius);
if( stream->writeFlag( explosion ) )
{
stream->writeRangedU32(explosion->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast);
}
S32 i;
for( i=0; i<NUM_EMITTERS; i++ )
{
if( stream->writeFlag( emitterList[i] != NULL ) )
{
stream->writeRangedU32( emitterList[i]->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
}
}
for( i=0; i<NUM_TIME_KEYS; i++ )
{
stream->write( colors[i] );
}
for( i=0; i<NUM_TIME_KEYS; i++ )
{
stream->write( times[i] );
}
for( i=0; i<NUM_TEX; i++ )
{
PACKDATA_IMAGEASSET_ARRAY(Texture, i);
}
}
//--------------------------------------------------------------------------
// Unpack data
//--------------------------------------------------------------------------
void SplashData::unpackData(BitStream* stream)
{
Parent::unpackData(stream);
mathRead(*stream, &scale);
stream->read(&delayMS);
stream->read(&delayVariance);
stream->read(&lifetimeMS);
stream->read(&lifetimeVariance);
stream->read(&width);
stream->read(&numSegments);
stream->read(&velocity);
stream->read(&height);
stream->read(&acceleration);
stream->read(&texWrap);
stream->read(&texFactor);
stream->read(&ejectionFreq);
stream->read(&ejectionAngle);
stream->read(&ringLifetime);
stream->read(&startRadius);
if( stream->readFlag() )
{
explosionId = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
}
U32 i;
for( i=0; i<NUM_EMITTERS; i++ )
{
if( stream->readFlag() )
{
emitterIDList[i] = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
}
}
for( i=0; i<NUM_TIME_KEYS; i++ )
{
stream->read( &colors[i] );
}
for( i=0; i<NUM_TIME_KEYS; i++ )
{
stream->read( &times[i] );
}
for( i=0; i<NUM_TEX; i++ )
{
UNPACKDATA_IMAGEASSET_ARRAY(Texture, i);
}
}
//--------------------------------------------------------------------------
// Preload data - load resources
//--------------------------------------------------------------------------
bool SplashData::preload(bool server, String &errorStr)
{
if (Parent::preload(server, errorStr) == false)
return false;
if (!server)
{
S32 i;
for( i=0; i<NUM_EMITTERS; i++ )
{
if( !emitterList[i] && emitterIDList[i] != 0 )
{
if( Sim::findObject( emitterIDList[i], emitterList[i] ) == false)
{
Con::errorf( ConsoleLogEntry::General, "SplashData::onAdd: Invalid packet, bad datablockId(particle emitter): 0x%x", emitterIDList[i] );
}
}
}
for( i=0; i<NUM_TEX; i++ )
{
if (mTexture[i].isNull())
{
_setTexture(getTexture(i), i);
}
}
}
if( !explosion && explosionId != 0 )
{
if( !Sim::findObject(explosionId, explosion) )
{
Con::errorf(ConsoleLogEntry::General, "SplashData::preload: Invalid packet, bad datablockId(explosion): %d", explosionId);
}
}
return true;
}
//--------------------------------------------------------------------------
// Splash
//--------------------------------------------------------------------------
Splash::Splash()
: mDataBlock( NULL )
{
dMemset( mEmitterList, 0, sizeof( mEmitterList ) );
mDelayMS = 0;
mCurrMS = 0;
mRandAngle = 0;
mEndingMS = 1000;
mActive = false;
mRadius = 0.0;
mVelocity = 1.0;
mHeight = 0.0;
mTimeSinceLastRing = 0.0;
mDead = false;
mElapsedTime = 0.0;
mInitialNormal.set( 0.0, 0.0, 1.0 );
mFade = 0;
mFog = 0;
// Only allocated client side.
mNetFlags.set( IsGhost );
}
//--------------------------------------------------------------------------
// Destructor
//--------------------------------------------------------------------------
Splash::~Splash()
{
}
//--------------------------------------------------------------------------
// Set initial state
//--------------------------------------------------------------------------
void Splash::setInitialState(const Point3F& point, const Point3F& normal, const F32 fade)
{
mInitialPosition = point;
mInitialNormal = normal;
mFade = fade;
mFog = 0.0f;
}
//--------------------------------------------------------------------------
// OnAdd
//--------------------------------------------------------------------------
bool Splash::onAdd()
{
// first check if we have a server connection, if we dont then this is on the server
// and we should exit, then check if the parent fails to add the object
NetConnection* conn = NetConnection::getConnectionToServer();
if(!conn || !Parent::onAdd())
return false;
if( !mDataBlock )
{
Con::errorf("Splash::onAdd - Fail - No datablock");
return false;
}
mDelayMS = mDataBlock->delayMS + sgRandom.randI( -mDataBlock->delayVariance, mDataBlock->delayVariance );
mEndingMS = mDataBlock->lifetimeMS + sgRandom.randI( -mDataBlock->lifetimeVariance, mDataBlock->lifetimeVariance );
mVelocity = mDataBlock->velocity;
mHeight = mDataBlock->height;
mTimeSinceLastRing = 1.0 / mDataBlock->ejectionFreq;
for( U32 i=0; i<SplashData::NUM_EMITTERS; i++ )
{
if( mDataBlock->emitterList[i] != NULL )
{
ParticleEmitter * pEmitter = new ParticleEmitter;
pEmitter->onNewDataBlock( mDataBlock->emitterList[i], false );
if( !pEmitter->registerObject() )
{
Con::warnf( ConsoleLogEntry::General, "Could not register emitter for particle of class: %s", mDataBlock->getName() );
delete pEmitter;
pEmitter = NULL;
}
mEmitterList[i] = pEmitter;
}
}
spawnExplosion();
mObjBox.minExtents = Point3F( -1, -1, -1 );
mObjBox.maxExtents = Point3F( 1, 1, 1 );
resetWorldBox();
gClientSceneGraph->addObjectToScene(this);
removeFromProcessList();
ClientProcessList::get()->addObject(this);
conn->addObject(this);
return true;
}
//--------------------------------------------------------------------------
// OnRemove
//--------------------------------------------------------------------------
void Splash::onRemove()
{
for( U32 i=0; i<SplashData::NUM_EMITTERS; i++ )
{
if( mEmitterList[i] )
{
mEmitterList[i]->deleteWhenEmpty();
mEmitterList[i] = NULL;
}
}
ringList.clear();
removeFromScene();
Parent::onRemove();
}
//--------------------------------------------------------------------------
// On New Data Block
//--------------------------------------------------------------------------
bool Splash::onNewDataBlock( GameBaseData *dptr, bool reload )
{
mDataBlock = dynamic_cast<SplashData*>(dptr);
if (!mDataBlock || !Parent::onNewDataBlock(dptr, reload))
return false;
scriptOnNewDataBlock();
return true;
}
//--------------------------------------------------------------------------
// Process tick
//--------------------------------------------------------------------------
void Splash::processTick(const Move*)
{
mCurrMS += TickMs;
if( isServerObject() )
{
if( mCurrMS >= mEndingMS )
{
mDead = true;
if( mCurrMS >= (mEndingMS + mDataBlock->ringLifetime * 1000) )
{
deleteObject();
}
}
}
else
{
if( mCurrMS >= mEndingMS )
{
mDead = true;
}
}
}
//--------------------------------------------------------------------------
// Advance time
//--------------------------------------------------------------------------
void Splash::advanceTime(F32 dt)
{
if (dt == 0.0)
return;
mElapsedTime += dt;
updateColor();
updateWave( dt );
updateEmitters( dt );
updateRings( dt );
if( !mDead )
{
emitRings( dt );
}
}
//----------------------------------------------------------------------------
// Update emitters
//----------------------------------------------------------------------------
void Splash::updateEmitters( F32 dt )
{
Point3F pos = getPosition();
for( U32 i=0; i<SplashData::NUM_EMITTERS; i++ )
{
if( mEmitterList[i] )
{
mEmitterList[i]->emitParticles( pos, pos, mInitialNormal, Point3F( 0.0, 0.0, 0.0 ), (S32) (dt * 1000) );
}
}
}
//----------------------------------------------------------------------------
// Update wave
//----------------------------------------------------------------------------
void Splash::updateWave( F32 dt )
{
mVelocity += mDataBlock->acceleration * dt;
mRadius += mVelocity * dt;
}
//----------------------------------------------------------------------------
// Update color
//----------------------------------------------------------------------------
void Splash::updateColor()
{
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;
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 );
}
}