t2 engine svn checkout

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commit ff569bd2ae
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//-----------------------------------------------------------------------------
// Torque Game Engine
//
// Copyright (c) 2001 GarageGames.Com
// Portions Copyright (c) 2001 by Sierra Online, Inc.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "game/fx/cameraFXMgr.h"
#include "math/mRandom.h"
#include "math/mMatrix.h"
#include "dgl/dgl.h"
// global cam fx
CameraFXManager gCamFXMgr;
//**************************************************************************
// Camera effect
//**************************************************************************
CameraFX::CameraFX()
{
mElapsedTime = 0.0;
mDuration = 1.0;
}
//--------------------------------------------------------------------------
// Update
//--------------------------------------------------------------------------
void CameraFX::update( F32 dt )
{
mElapsedTime += dt;
}
//**************************************************************************
// Camera shake effect
//**************************************************************************
CameraShake::CameraShake()
{
mFreq.zero();
mAmp.zero();
mStartAmp.zero();
mTimeOffset.zero();
mCamFXTrans.identity();
mFalloff = 10.0;
}
//--------------------------------------------------------------------------
// Update
//--------------------------------------------------------------------------
void CameraShake::update( F32 dt )
{
Parent::update( dt );
fadeAmplitude();
VectorF camOffset;
camOffset.x = mAmp.x * sin( M_2PI * (mTimeOffset.x + mElapsedTime) * mFreq.x );
camOffset.y = mAmp.y * sin( M_2PI * (mTimeOffset.y + mElapsedTime) * mFreq.y );
camOffset.z = mAmp.z * sin( M_2PI * (mTimeOffset.z + mElapsedTime) * mFreq.z );
VectorF rotAngles;
rotAngles.x = camOffset.x * 10.0 * M_PI/180.0;
rotAngles.y = camOffset.y * 10.0 * M_PI/180.0;
rotAngles.z = camOffset.z * 10.0 * M_PI/180.0;
MatrixF rotMatrix( EulerF( rotAngles.x, rotAngles.y, rotAngles.z ) );
mCamFXTrans = rotMatrix;
mCamFXTrans.setPosition( camOffset );
}
//--------------------------------------------------------------------------
// Fade out the amplitude over time
//--------------------------------------------------------------------------
void CameraShake::fadeAmplitude()
{
F32 percentDone = (mElapsedTime / mDuration);
if( percentDone > 1.0 ) percentDone = 1.0;
F32 time = 1 + percentDone * mFalloff;
time = 1 / (time * time);
mAmp = mStartAmp * time;
}
//--------------------------------------------------------------------------
// Initialize
//--------------------------------------------------------------------------
void CameraShake::init()
{
mTimeOffset.x = 0.0;
mTimeOffset.y = gRandGen.randF();
mTimeOffset.z = gRandGen.randF();
}
//**************************************************************************
// CameraFXManager
//**************************************************************************
CameraFXManager::CameraFXManager()
{
mCamFXTrans.identity();
}
//--------------------------------------------------------------------------
// Destructor
//--------------------------------------------------------------------------
CameraFXManager::~CameraFXManager()
{
clear();
}
//--------------------------------------------------------------------------
// Add new effect to currently running list
//--------------------------------------------------------------------------
void CameraFXManager::addFX( CameraFX *newFX )
{
mFXList.link( newFX );
}
//--------------------------------------------------------------------------
// Clear all currently running camera effects
//--------------------------------------------------------------------------
void CameraFXManager::clear()
{
mFXList.free();
}
//--------------------------------------------------------------------------
// Update camera effects
//--------------------------------------------------------------------------
void CameraFXManager::update( F32 dt )
{
CameraFXPtr *cur = NULL;
mCamFXTrans.identity();
for( cur = mFXList.next( cur ); cur; cur = mFXList.next( cur ) )
{
CameraFX * curFX = *cur;
curFX->update( dt );
MatrixF fxTrans = curFX->getTrans();
mCamFXTrans.mul( fxTrans );
if( curFX->isExpired() )
{
CameraFXPtr *prev = mFXList.prev( cur );
mFXList.free( cur );
cur = prev;
}
}
}

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//-----------------------------------------------------------------------------
// Torque Game Engine
//
// Copyright (c) 2001 GarageGames.Com
// Portions Copyright (c) 2001 by Sierra Online, Inc.
//-----------------------------------------------------------------------------
#ifndef _CAMERAFXMGR_H_
#define _CAMERAFXMGR_H_
#ifndef _LLIST_H_
#include "core/llist.h"
#endif
#ifndef _MPOINT_H_
#include "math/mPoint.h"
#endif
#ifndef _MMATRIX_H_
#include "math/mMatrix.h"
#endif
//**************************************************************************
// Abstract camera effect template
//**************************************************************************
class CameraFX
{
protected:
F32 mElapsedTime;
F32 mDuration;
MatrixF mCamFXTrans;
public:
CameraFX();
MatrixF & getTrans(){ return mCamFXTrans; }
bool isExpired(){ return mElapsedTime >= mDuration; }
void setDuration( F32 duration ){ mDuration = duration; }
virtual void update( F32 dt );
};
//--------------------------------------------------------------------------
// Camera shake effect
//--------------------------------------------------------------------------
class CameraShake : public CameraFX
{
typedef CameraFX Parent;
VectorF mFreq; // these are vectors to represent these values in 3D
VectorF mStartAmp;
VectorF mAmp;
VectorF mTimeOffset;
F32 mFalloff;
public:
CameraShake();
void init();
void fadeAmplitude();
void setFalloff( F32 falloff ){ mFalloff = falloff; }
void setFrequency( VectorF &freq ){ mFreq = freq; }
void setAmplitude( VectorF &amp ){ mStartAmp = amp; }
virtual void update( F32 dt );
};
//**************************************************************************
// CameraFXManager
//**************************************************************************
class CameraFXManager
{
typedef CameraFX * CameraFXPtr;
LList< CameraFXPtr > mFXList;
MatrixF mCamFXTrans;
public:
void addFX( CameraFX *newFX );
void clear();
MatrixF & getTrans(){ return mCamFXTrans; }
void update( F32 dt );
CameraFXManager();
~CameraFXManager();
};
extern CameraFXManager gCamFXMgr;
#endif

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//-----------------------------------------------------------------------------
// Torque Game Engine
//
// Copyright (c) 2001 GarageGames.Com
// Portions Copyright (c) 2001 by Sierra Online, Inc.
//-----------------------------------------------------------------------------
#ifndef _EXPLOSION_H_
#define _EXPLOSION_H_
#ifndef _GAMEBASE_H_
#include "game/gameBase.h"
#endif
#ifndef _TSSHAPE_H_
#include "ts/tsShape.h"
#endif
class ParticleEmitter;
class ParticleEmitterData;
class TSThread;
class AudioProfile;
struct DebrisData;
class ShockwaveData;
//--------------------------------------------------------------------------
class ExplosionData : public GameBaseData {
public:
typedef GameBaseData Parent;
enum ExplosionConsts
{
EC_NUM_DEBRIS_TYPES = 1,
EC_NUM_EMITTERS = 4,
EC_MAX_SUB_EXPLOSIONS = 5,
EC_NUM_TIME_KEYS = 4,
};
public:
StringTableEntry dtsFileName;
bool faceViewer;
S32 particleDensity;
F32 particleRadius;
AudioProfile* soundProfile;
ParticleEmitterData* particleEmitter;
S32 soundProfileId;
S32 particleEmitterId;
Point3F explosionScale;
F32 playSpeed;
Resource<TSShape> explosionShape;
S32 explosionAnimation;
ParticleEmitterData* emitterList[EC_NUM_EMITTERS];
S32 emitterIDList[EC_NUM_EMITTERS];
ShockwaveData * shockwave;
S32 shockwaveID;
bool shockwaveOnTerrain;
DebrisData * debrisList[EC_NUM_DEBRIS_TYPES];
S32 debrisIDList[EC_NUM_DEBRIS_TYPES];
F32 debrisThetaMin;
F32 debrisThetaMax;
F32 debrisPhiMin;
F32 debrisPhiMax;
S32 debrisNum;
S32 debrisNumVariance;
F32 debrisVelocity;
F32 debrisVelocityVariance;
// sub - explosions
ExplosionData* explosionList[EC_MAX_SUB_EXPLOSIONS];
S32 explosionIDList[EC_MAX_SUB_EXPLOSIONS];
S32 delayMS;
S32 delayVariance;
S32 lifetimeMS;
S32 lifetimeVariance;
F32 offset;
Point3F sizes[ EC_NUM_TIME_KEYS ];
F32 times[ EC_NUM_TIME_KEYS ];
// camera shake data
bool shakeCamera;
VectorF camShakeFreq;
VectorF camShakeAmp;
F32 camShakeDuration;
F32 camShakeRadius;
F32 camShakeFalloff;
ExplosionData();
DECLARE_CONOBJECT(ExplosionData);
bool onAdd();
bool preload(bool server, char errorBuffer[256]);
static void initPersistFields();
virtual void packData(BitStream* stream);
virtual void unpackData(BitStream* stream);
};
//--------------------------------------------------------------------------
class Explosion : public GameBase
{
typedef GameBase Parent;
private:
ExplosionData* mDataBlock;
TSShapeInstance* mExplosionInstance;
TSThread* mExplosionThread;
ParticleEmitter * mEmitterList[ ExplosionData::EC_NUM_EMITTERS ];
U32 mCurrMS;
U32 mEndingMS;
F32 mRandAngle;
protected:
Point3F mInitialPosition;
Point3F mInitialNormal;
F32 mFade;
F32 mFog;
bool mActive;
S32 mDelayMS;
F32 mRandomVal;
U32 mCollideType;
protected:
bool onAdd();
void onRemove();
bool explode();
void processTick(const Move*);
void advanceTime(F32 dt);
void updateEmitters( F32 dt );
void launchDebris( Point3F &axis );
void spawnSubExplosions();
void setCurrentScale();
// Rendering
protected:
bool prepRenderImage(SceneState*, const U32, const U32, const bool);
void renderObject(SceneState*, SceneRenderImage*);
void prepModelView(SceneState*);
public:
Explosion();
~Explosion();
void setInitialState(const Point3F& point, const Point3F& normal, const F32 fade = 1.0);
bool onNewDataBlock(GameBaseData* dptr);
void setCollideType( U32 cType ){ mCollideType = cType; }
DECLARE_CONOBJECT(Explosion);
static void initPersistFields();
static void consoleInit();
};
#endif // _H_EXPLOSION

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//-----------------------------------------------------------------------------
// Torque Game Engine
//
// Copyright (c) 2001 GarageGames.Com
// Portions Copyright (c) 2001 by Sierra Online, Inc.
//-----------------------------------------------------------------------------
#ifndef _LIGHTNING_H_
#define _LIGHTNING_H_
#ifndef _GAMEBASE_H_
#include "game/gameBase.h"
#endif
#ifndef _GTEXMANAGER_H_
#include "dgl/gTexManager.h"
#endif
#ifndef _LLIST_H_
#include "core/llist.h"
#endif
#ifndef _COLOR_H_
#include "core/color.h"
#endif
class ShapeBase;
class LightningStrikeEvent;
class AudioProfile;
// -------------------------------------------------------------------------
class LightningData : public GameBaseData
{
typedef GameBaseData Parent;
public:
enum Constants {
MaxThunders = 8,
MaxTextures = 8
};
//-------------------------------------- Console set variables
public:
AudioProfile* thunderSounds[MaxThunders];
AudioProfile* strikeSound;
StringTableEntry strikeTextureNames[MaxTextures];
//-------------------------------------- load set variables
public:
S32 thunderSoundIds[MaxThunders];
S32 strikeSoundID;
TextureHandle strikeTextures[MaxTextures];
U32 numThunders;
protected:
bool onAdd();
public:
LightningData();
~LightningData();
void packData(BitStream*);
void unpackData(BitStream*);
bool preload(bool server, char errorBuffer[256]);
DECLARE_CONOBJECT(LightningData);
static void initPersistFields();
};
// -------------------------------------------------------------------------
struct LightningBolt
{
struct Node
{
Point3F point;
VectorF dirToMainLine;
};
struct NodeManager
{
Node nodeList[10];
Point3F startPoint;
Point3F endPoint;
U32 numNodes;
F32 maxAngle;
void generateNodes();
};
NodeManager mMajorNodes;
Vector< NodeManager > mMinorNodes;
LList< LightningBolt > splitList;
F32 lifetime;
F32 elapsedTime;
F32 fadeTime;
bool isFading;
F32 percentFade;
bool startRender;
F32 renderTime;
F32 width;
F32 chanceOfSplit;
Point3F startPoint;
Point3F endPoint;
U32 numMajorNodes;
F32 maxMajorAngle;
U32 numMinorNodes;
F32 maxMinorAngle;
LightningBolt();
void createSplit( Point3F startPoint, Point3F endPoint, U32 depth, F32 width );
F32 findHeight( Point3F &point, SceneGraph* sceneManager );
void render( const Point3F &camPos );
void renderSegment( NodeManager &segment, const Point3F &camPos, bool renderLastPoint );
void generate();
void generateMinorNodes();
void startSplits();
void update( F32 dt );
};
// -------------------------------------------------------------------------
class Lightning : public GameBase
{
typedef GameBase Parent;
protected:
bool onAdd();
void onRemove();
bool onNewDataBlock(GameBaseData* dptr);
struct Strike {
F32 xVal; // Position in cloud layer of strike
F32 yVal; // top
bool targetedStrike; // Is this a targeted strike?
U32 targetGID;
F32 deathAge; // Age at which this strike expires
F32 currentAge; // Current age of this strike (updated by advanceTime)
LightningBolt bolt[3];
Strike* next;
};
struct Thunder {
F32 tRemaining;
Thunder* next;
};
public:
//-------------------------------------- Console set variables
public:
U32 strikesPerMinute;
F32 strikeWidth;
F32 chanceToHitTarget;
F32 strikeRadius;
F32 boltStartRadius;
ColorF color;
ColorF fadeColor;
bool useFog;
// Rendering
protected:
bool prepRenderImage(SceneState*, const U32, const U32, const bool);
void renderObject(SceneState*, SceneRenderImage*);
// Time management
void processTick(const Move*);
void interpolateTick(F32);
void advanceTime(F32);
// Strike management
void scheduleThunder(Strike*);
// Data members
private:
LightningData* mDataBlock;
protected:
U32 mLastThink; // Valid only on server
Strike* mStrikeListHead; // Valid on on the client
Thunder* mThunderListHead;
static const U32 csmTargetMask;
public:
Lightning();
~Lightning();
void applyDamage( const Point3F& hitPosition, const Point3F& hitNormal, SceneObject* hitObject );
void warningFlashes();
void strikeRandomPoint();
void strikeObject(ShapeBase*);
void processEvent(LightningStrikeEvent*);
DECLARE_CONOBJECT(Lightning);
static void initPersistFields();
static void consoleInit();
U32 packUpdate(NetConnection*, U32 mask, BitStream* stream);
void unpackUpdate(NetConnection*, BitStream* stream);
};
#endif // _H_LIGHTNING

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//-----------------------------------------------------------------------------
// Torque Game Engine
//
// Copyright (c) 2001 GarageGames.Com
// Portions Copyright (c) 2001 by Sierra Online, Inc.
//-----------------------------------------------------------------------------
#include "game/fx/particleEmitter.h"
#include "game/fx/particleEngine.h"
#include "core/bitStream.h"
#include "console/consoleTypes.h"
#include "console/objectTypes.h"
#include "math/mathIO.h"
IMPLEMENT_CO_DATABLOCK_V1(ParticleEmissionDummyData);
IMPLEMENT_CO_NETOBJECT_V1(ParticleEmissionDummy);
//--------------------------------------------------------------------------
//--------------------------------------
//
ParticleEmissionDummyData::ParticleEmissionDummyData()
{
timeMultiple = 1.0;
}
ParticleEmissionDummyData::~ParticleEmissionDummyData()
{
}
//--------------------------------------------------------------------------
void ParticleEmissionDummyData::initPersistFields()
{
Parent::initPersistFields();
addField("timeMultiple", TypeF32, Offset(timeMultiple, ParticleEmissionDummyData));
}
//--------------------------------------------------------------------------
bool ParticleEmissionDummyData::onAdd()
{
if(!Parent::onAdd())
return false;
if (timeMultiple < 0.01 || timeMultiple > 100) {
Con::warnf("ParticleEmissionDummyData::onAdd(%s): timeMultiple must be between 0.01 and 100", getName());
timeMultiple = timeMultiple < 0.01 ? 0.01 : 100;
}
return true;
}
bool ParticleEmissionDummyData::preload(bool server, char errorBuffer[256])
{
if (Parent::preload(server, errorBuffer) == false)
return false;
return true;
}
//--------------------------------------------------------------------------
void ParticleEmissionDummyData::packData(BitStream* stream)
{
Parent::packData(stream);
stream->write(timeMultiple);
}
void ParticleEmissionDummyData::unpackData(BitStream* stream)
{
Parent::unpackData(stream);
stream->read(&timeMultiple);
}
//--------------------------------------------------------------------------
//--------------------------------------
//
ParticleEmissionDummy::ParticleEmissionDummy()
{
// Todo: ScopeAlways?
mNetFlags.set(Ghostable);
mTypeMask |= EnvironmentObjectType;
mEmitterDatablock = NULL;
mEmitterDatablockId = 0;
mEmitter = NULL;
mVelocity = 1.0;
}
ParticleEmissionDummy::~ParticleEmissionDummy()
{
//
}
//--------------------------------------------------------------------------
void ParticleEmissionDummy::initPersistFields()
{
Parent::initPersistFields();
addField("emitter", TypeParticleEmitterDataPtr, Offset(mEmitterDatablock, ParticleEmissionDummy));
addField("velocity", TypeF32, Offset(mVelocity, ParticleEmissionDummy));
}
void ParticleEmissionDummy::consoleInit()
{
//
}
//--------------------------------------------------------------------------
bool ParticleEmissionDummy::onAdd()
{
if(!Parent::onAdd())
return false;
if (!mEmitterDatablock && mEmitterDatablockId != 0) {
if (Sim::findObject(mEmitterDatablockId, mEmitterDatablock) == false)
Con::errorf(ConsoleLogEntry::General, "ParticleEmissionDummy::onAdd: Invalid packet, bad datablockId(mEmitterDatablock): %d", mEmitterDatablockId);
}
if (mEmitterDatablock == NULL)
return false;
if (isClientObject()) {
ParticleEmitter* pEmitter = new ParticleEmitter;
pEmitter->onNewDataBlock(mEmitterDatablock);
if (pEmitter->registerObject() == false) {
Con::warnf(ConsoleLogEntry::General, "Could not register base emitter for particle of class: %s", mDataBlock->getName());
delete pEmitter;
return false;
}
mEmitter = pEmitter;
}
mObjBox.min.set(-0.5, -0.5, -0.5);
mObjBox.max.set( 0.5, 0.5, 0.5);
resetWorldBox();
addToScene();
return true;
}
void ParticleEmissionDummy::onRemove()
{
removeFromScene();
if (isClientObject()) {
mEmitter->deleteWhenEmpty();
mEmitter = NULL;
}
Parent::onRemove();
}
bool ParticleEmissionDummy::onNewDataBlock(GameBaseData* dptr)
{
mDataBlock = dynamic_cast<ParticleEmissionDummyData*>(dptr);
if (!mDataBlock || !Parent::onNewDataBlock(dptr))
return false;
// Todo: Uncomment if this is a "leaf" class
scriptOnNewDataBlock();
return true;
}
//--------------------------------------------------------------------------
void ParticleEmissionDummy::advanceTime(F32 dt)
{
Parent::advanceTime(dt);
Point3F emitPoint, emitVelocity;
Point3F emitAxis(0, 0, 1);
getTransform().mulV(emitAxis);
getTransform().getColumn(3, &emitPoint);
emitVelocity = emitAxis * mVelocity;
mEmitter->emitParticles(emitPoint, emitPoint,
emitAxis,
emitVelocity, (dt * mDataBlock->timeMultiple * 1000.0f));
}
//--------------------------------------------------------------------------
U32 ParticleEmissionDummy::packUpdate(NetConnection* con, U32 mask, BitStream* stream)
{
U32 retMask = Parent::packUpdate(con, mask, stream);
mathWrite(*stream, getTransform());
mathWrite(*stream, getScale());
if (stream->writeFlag(mEmitterDatablock != NULL)) {
stream->writeRangedU32(mEmitterDatablock->getId(), DataBlockObjectIdFirst,
DataBlockObjectIdLast);
}
return retMask;
}
void ParticleEmissionDummy::unpackUpdate(NetConnection* con, BitStream* stream)
{
Parent::unpackUpdate(con, stream);
MatrixF temp;
Point3F tempScale;
mathRead(*stream, &temp);
mathRead(*stream, &tempScale);
if (stream->readFlag()) {
mEmitterDatablockId = stream->readRangedU32(DataBlockObjectIdFirst,
DataBlockObjectIdLast);
} else {
mEmitterDatablockId = 0;
}
setScale(tempScale);
setTransform(temp);
}

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//-----------------------------------------------------------------------------
// Torque Game Engine
//
// Copyright (c) 2001 GarageGames.Com
// Portions Copyright (c) 2001 by Sierra Online, Inc.
//-----------------------------------------------------------------------------
#ifndef _H_PARTICLEEMISSIONDUMMY
#define _H_PARTICLEEMISSIONDUMMY
#ifndef _GAMEBASE_H_
#include "game/gameBase.h"
#endif
class ParticleEmitterData;
class ParticleEmitter;
// -------------------------------------------------------------------------
class ParticleEmissionDummyData : public GameBaseData
{
typedef GameBaseData Parent;
protected:
bool onAdd();
//-------------------------------------- Console set variables
public:
F32 timeMultiple;
//-------------------------------------- load set variables
public:
public:
ParticleEmissionDummyData();
~ParticleEmissionDummyData();
void packData(BitStream*);
void unpackData(BitStream*);
bool preload(bool server, char errorBuffer[256]);
DECLARE_CONOBJECT(ParticleEmissionDummyData);
static void initPersistFields();
};
// -------------------------------------------------------------------------
class ParticleEmissionDummy : public GameBase
{
typedef GameBase Parent;
private:
ParticleEmissionDummyData* mDataBlock;
protected:
bool onAdd();
void onRemove();
bool onNewDataBlock(GameBaseData*);
ParticleEmitterData* mEmitterDatablock;
S32 mEmitterDatablockId;
ParticleEmitter* mEmitter;
F32 mVelocity;
public:
ParticleEmissionDummy();
~ParticleEmissionDummy();
// Time/Move Management
public:
void advanceTime(F32);
DECLARE_CONOBJECT(ParticleEmissionDummy);
static void initPersistFields();
static void consoleInit();
U32 packUpdate(NetConnection*, U32 mask, BitStream* stream);
void unpackUpdate(NetConnection*, BitStream* stream);
};
#endif // _H_PARTICLEEMISSIONDUMMY

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//-----------------------------------------------------------------------------
// Torque Game Engine
//
// Copyright (c) 2001 GarageGames.Com
// Portions Copyright (c) 2001 by Sierra Online, Inc.
//-----------------------------------------------------------------------------
#ifndef _H_PARTICLEEMITTER
#define _H_PARTICLEEMITTER
#ifndef _GAMEBASE_H_
#include "game/gameBase.h"
#endif
#ifndef _COLOR_H_
#include "core/color.h"
#endif
//-------------------------------------- Engine initialization...
//
namespace ParticleEngine {
enum ParticleConsts
{
PC_COLOR_KEYS = 4,
PC_SIZE_KEYS = 4,
};
void init();
void destroy();
extern Point3F windVelocity;
inline void setWindVelocity(const Point3F & vel) { windVelocity = vel; }
inline Point3F getWindVelocity() { return windVelocity; }
}
//--------------------------------------------------------------------------
//-------------------------------------- The data and the Emitter class
// are all that the game should deal
// with (other than initializing the
// global engine pointer of course)
//
struct Particle;
class ParticleData;
//--------------------------------------
class ParticleEmitterData : public GameBaseData {
typedef GameBaseData Parent;
public:
ParticleEmitterData();
DECLARE_CONOBJECT(ParticleEmitterData);
static void initPersistFields();
void packData(BitStream* stream);
void unpackData(BitStream* stream);
bool preload(bool server, char errorBuffer[256]);
bool onAdd();
public:
S32 ejectionPeriodMS;
S32 periodVarianceMS;
F32 ejectionVelocity;
F32 velocityVariance;
F32 ejectionOffset;
F32 thetaMin;
F32 thetaMax;
F32 phiReferenceVel;
F32 phiVariance;
U32 lifetimeMS;
U32 lifetimeVarianceMS;
bool overrideAdvance;
bool orientParticles;
bool orientOnVelocity;
bool useEmitterSizes;
bool useEmitterColors;
StringTableEntry particleString;
Vector<ParticleData*> particleDataBlocks;
Vector<U32> dataBlockIds;
};
//--------------------------------------
class ParticleEmitter : public GameBase
{
typedef GameBase Parent;
friend class PEngine;
public:
ParticleEmitter();
~ParticleEmitter();
void setSizes( F32 *sizeList );
void setColors( ColorF *colorList );
ParticleEmitterData *getDataBlock(){ return mDataBlock; }
bool onNewDataBlock(GameBaseData* dptr);
// By default, a particle renderer will wait for it's owner to delete it. When this
// is turned on, it will delete itself as soon as it's particle count drops to zero.
void deleteWhenEmpty();
// Main interface for creating particles. The emitter does _not_ track changes
// in axis or velocity over the course of a single update, so this should be called
// at a fairly fine grain. The emitter will potentially track the last particle
// to be created into the next call to this function in order to create a uniformly
// random time distribution of the particles. If the object to which the emitter is
// attached is in motion, it should try to ensure that for call (n+1) to this
// function, start is equal to the end from call (n). This will ensure a uniform
// spatial distribution.
void emitParticles(const Point3F& start,
const Point3F& end,
const Point3F& axis,
const Point3F& velocity,
const U32 numMilliseconds);
void emitParticles(const Point3F& point,
const bool useLastPosition,
const Point3F& axis,
const Point3F& velocity,
const U32 numMilliseconds);
void emitParticles(const Point3F& rCenter,
const Point3F& rNormal,
const F32 radius,
const Point3F& velocity,
S32 count);
// Internal interface
protected:
void addParticle(const Point3F&, const Point3F&, const Point3F&, const Point3F&);
void renderBillboardParticle( Particle &part, Point3F *basePnts, MatrixF &camView, F32 spinFactor );
void renderOrientedParticle( Particle &part, const Point3F &camPos );
void updateBBox();
protected:
bool onAdd();
void onRemove();
void processTick(const Move*);
void advanceTime(F32);
// Rendering
protected:
bool prepRenderImage(SceneState*, const U32, const U32, const bool);
void renderObject(SceneState*, SceneRenderImage*);
// PEngine interface
private:
void stealParticle(Particle*);
private:
ParticleEmitterData* mDataBlock;
Particle* mParticleListHead;
U32 mInternalClock;
U32 mNextParticleTime;
Point3F mLastPosition;
bool mHasLastPosition;
bool mDeleteWhenEmpty;
bool mDeleteOnTick;
S32 mLifetimeMS;
S32 mElapsedTimeMS;
F32 sizes[ParticleEngine::PC_SIZE_KEYS];
ColorF colors[ParticleEngine::PC_COLOR_KEYS];
};
#endif // _H_PARTICLEEMITTER

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//-----------------------------------------------------------------------------
// Torque Game Engine
//
// Copyright (c) 2001 GarageGames.Com
// Portions Copyright (c) 2001 by Sierra Online, Inc.
//-----------------------------------------------------------------------------
#include "game/fx/precipitation.h"
#include "dgl/dgl.h"
#include "math/mathIO.h"
#include "console/consoleTypes.h"
#include "sceneGraph/sceneGraph.h"
#include "sceneGraph/sceneState.h"
#include "terrain/sky.h"
#include "game/gameConnection.h"
#include "game/player.h"
#define COLOR_OFFSET 0.25
bool Precipitation::smPrecipitationOn = true;
bool Precipitation::smPrecipitationPause = false;
IMPLEMENT_CO_NETOBJECT_V1(Precipitation);
IMPLEMENT_CO_DATABLOCK_V1(PrecipitationData);
namespace {
MRandomLCG sgRandom(0xdeadbeef);
} // namespace {}
//----------------------------------------------------------------------------
//--------------------------------------
PrecipitationData::PrecipitationData()
{
soundProfile = NULL;
soundProfileId = 0;
mType = 0;
mMaxSize = 1.0f;
mMaterialListName = NULL;
mSizeX = 1.0;
mSizeY = 1.0;
}
IMPLEMENT_GETDATATYPE(PrecipitationData)
IMPLEMENT_SETDATATYPE(PrecipitationData)
void PrecipitationData::initPersistFields()
{
Parent::initPersistFields();
Con::registerType("GameBaseDataPtr", TypeGameBaseDataPtr, sizeof(PrecipitationData*),
REF_GETDATATYPE(PrecipitationData),
REF_SETDATATYPE(PrecipitationData));
addField("soundProfile", TypeAudioProfilePtr, Offset(soundProfile, PrecipitationData));
addField("type", TypeS32, Offset(mType, PrecipitationData));
addField("maxSize", TypeF32, Offset(mMaxSize, PrecipitationData));
addField("materialList", TypeString, Offset(mMaterialListName,PrecipitationData));
addField("sizeX", TypeF32, Offset(mSizeX, PrecipitationData));
addField("sizeY", TypeF32, Offset(mSizeY, PrecipitationData));
/////////////////////////
//JohnA Will remove
// Used to tweak the precipitation
/////////////////////////
addField("movingBoxPer", TypeF32, Offset(tMoveingBoxPer, PrecipitationData));
addField("divHeightVal", TypeF32, Offset(tDivHeightVal, PrecipitationData));
addField("sizeBigBox", TypeF32, Offset(tSizeBigBox, PrecipitationData));
addField("topBoxSpeed", TypeF32, Offset(tTopBoxSpeed, PrecipitationData));
addField("frontBoxSpeed", TypeF32, Offset(tFrontBoxSpeed, PrecipitationData));
addField("topBoxDrawPer", TypeF32, Offset(tTopBoxDrawPer, PrecipitationData));
addField("bottomDrawHeight", TypeF32, Offset(tBottomDrawHeight, PrecipitationData));
addField("skipIfPer", TypeF32, Offset(tSkipIfPer, PrecipitationData));
addField("bottomSpeedPer", TypeF32, Offset(tBottomSpeedPer, PrecipitationData));
addField("FrontSpeedPer", TypeF32, Offset(tFrontSpeedPer, PrecipitationData));
addField("FrontRadiusPer", TypeF32, Offset(tFrontRadiusPer, PrecipitationData));
/////////////////////////
}
bool PrecipitationData::onAdd()
{
if (Parent::onAdd() == false)
return false;
if (!soundProfile && soundProfileId != 0)
if (Sim::findObject(soundProfileId, soundProfile) == false)
Con::errorf(ConsoleLogEntry::General, "Error, unable to load sound profile for precipitation datablock");
if (mSizeX <= 0.0f || mSizeX > 20.0f) {
Con::warnf(ConsoleLogEntry::General, "PrecipitationData(%s)::onAdd: sizeX must be in the range [0 >, 20]", getName());
mSizeX = 1.0;
}
if (mSizeY <= 0.0f || mSizeY > 20.0f) {
Con::warnf(ConsoleLogEntry::General, "PrecipitationData(%s)::onAdd: sizeY must be in the range [0 >, 20]", getName());
mSizeY = 1.0;
}
return true;
}
void PrecipitationData::packData(BitStream* stream)
{
Parent::packData(stream);
if (stream->writeFlag(soundProfile != NULL))
stream->writeRangedU32(soundProfile->getId(), DataBlockObjectIdFirst,
DataBlockObjectIdLast);
stream->write(mType);
stream->write(mMaxSize);
stream->writeString(mMaterialListName);
stream->write(mSizeX);
stream->write(mSizeY);
/////////////////////////
//JohnA Will remove
// Used to tweak the precipitation
/////////////////////////
stream->write(tMoveingBoxPer);
stream->write(tDivHeightVal);
stream->write(tSizeBigBox);
stream->write(tTopBoxSpeed);
stream->write(tFrontBoxSpeed);
stream->write(tTopBoxDrawPer);
stream->write(tBottomDrawHeight);
stream->write(tSkipIfPer);
stream->write(tBottomSpeedPer);
stream->write(tFrontSpeedPer);
stream->write(tFrontRadiusPer);
/////////////////////////
}
void PrecipitationData::unpackData(BitStream* stream)
{
Parent::unpackData(stream);
if (stream->readFlag())
soundProfileId = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
else
soundProfileId = 0;
stream->read(&mType);
stream->read(&mMaxSize);
mMaterialListName = stream->readSTString();
stream->read(&mSizeX);
stream->read(&mSizeY);
/////////////////////////
//JohnA Will remove
// Used to tweak the precipitation
/////////////////////////
stream->read(&tMoveingBoxPer);
stream->read(&tDivHeightVal);
stream->read(&tSizeBigBox);
stream->read(&tTopBoxSpeed);
stream->read(&tFrontBoxSpeed);
stream->read(&tTopBoxDrawPer);
stream->read(&tBottomDrawHeight);
stream->read(&tSkipIfPer);
stream->read(&tBottomSpeedPer);
stream->read(&tFrontSpeedPer);
stream->read(&tFrontRadiusPer);
/////////////////////////
}
//--------------------------------------------------------------------------
//--------------------------------------
Precipitation::Precipitation()
{
mTypeMask |= ProjectileObjectType;
mNetFlags.set(ScopeAlways);
mNumDrops = 0;
mCurrentTime = 0;
mAudioHandle = 0;
mPercentage = 1.0f;
mFirstTime = true;
mStormData.lastTime = 0.0f;
mStormData.endPercentage = -1.0f;
mStormData.time = 0.0f;
mStormData.speed = 0.0f;
mStormData.state = done;
mStormData.numDrops = 0.0f;
mStormData.currentTime = 0.0f;
mStormPrecipitationOn = true;
mLastPos.set(0.0f, 0.0f, 0.0f);
mRandomHeight = false;
mAverageSpeed = 0.0f;
mLastHeight = 0.0f;
mShiftPrecip.set(0.0f, 0.0f, 0.0f);
mColorCount = 0;
for(S32 x = 0; x < MAX_NUM_COLOR; ++x)
mColor[x].set(-1.0f, 0.0f, 0.0f);
mMinVelocity = -1.0f;
mMaxVelocity = -1.0f;
mOffset.set(0.0f, 0.0f, 1.0f);
mOffsetSpeed = 0.25f;
mMaxDrops = -1;
mRadius = -1;
}
Precipitation::~Precipitation()
{
}
void Precipitation::inspectPostApply()
{
setMaskBits(InitMask);
}
//--------------------------------------------------------------------------
void Precipitation::initPersistFields()
{
Parent::initPersistFields();
addField("percentage", TypeF32, Offset(mPercentage, Precipitation));
addField("color1", TypeColorF, Offset(mColor[0], Precipitation));
addField("color2", TypeColorF, Offset(mColor[1], Precipitation));
addField("color3", TypeColorF, Offset(mColor[2], Precipitation));
addField("offsetSpeed", TypeF32, Offset(mOffsetSpeed, Precipitation));
addField("minVelocity", TypeF32, Offset(mMinVelocity, Precipitation));
addField("maxVelocity", TypeF32, Offset(mMaxVelocity, Precipitation));
addField("maxNumDrops", TypeS32, Offset(mMaxDrops, Precipitation));
addField("maxRadius", TypeS32, Offset(mRadius, Precipitation));
}
void cSetPercentage(SimObject *obj, S32, const char **argv)
{
Precipitation *ctrl = static_cast<Precipitation*>(obj);
ctrl->setPercentage(dAtof(argv[2]));
}
static void cSetupStorm(SimObject *obj, S32, const char **argv)
{
Precipitation *ctrl = static_cast<Precipitation*>(obj);
ctrl->setupStorm(dAtof(argv[2]), dAtof(argv[3]));
}
static void cStormShow(SimObject *obj, S32, const char **argv)
{
Precipitation *ctrl = static_cast<Precipitation*>(obj);
ctrl->stormShow(dAtob(argv[2]));
}
void Precipitation::consoleInit()
{
Con::addVariable("$pref::precipitationOn", TypeBool, &smPrecipitationOn);
Con::addVariable("$pref::prePause", TypeBool, &smPrecipitationPause);
Con::addCommand("Precipitation", "setPercentage", cSetPercentage, "precipitation.setPercentage(percentage <1.0 to 0.0>)", 3, 3);
Con::addCommand("Precipitation", "stormPrecipitation", cSetupStorm, "precipitation.stormPrecipitation(Percentage <0 to 1>, Time<sec>)", 4, 4);
Con::addCommand("Precipitation", "stormShow", cStormShow, "precipitation.stormShow(bool)",3, 3);
}
//--------------------------------------------------------------------------
bool Precipitation::onAdd()
{
if(!Parent::onAdd())
return false;
if (mPercentage > 1.0f || mPercentage < 0.0f) {
Con::warnf(ConsoleLogEntry::General, "Precipitation::onAdd - Percentage is invalid. <= 1.0 or >= 0.0 ");
mPercentage = 1.0f;
}
if (isClientObject()) {
mRandomHeight = true;
for (U32 i = 0; i < mMaxDrops; i++)
mFallingObj[i].notValid = true;
if(mDataBlock->mMaterialListName[0])
loadDml();
if (mDataBlock->soundProfile && smPrecipitationOn)
mAudioHandle = alxPlay(mDataBlock->soundProfile, &getTransform() );
mNumDrops = mMaxDrops * mPercentage;
mStormData.numDrops = mNumDrops;
setupTexCoords();
}
else
assignName("Precipitation");
mObjBox.min.set(-1e6, -1e6, -1e6);
mObjBox.max.set( 1e6, 1e6, 1e6);
resetWorldBox();
addToScene();
setDefaultValues();
return true;
}
void Precipitation::setDefaultValues()
{
mColorCount = 0;
for(S32 x = 0; x < MAX_NUM_COLOR; ++x)
if(mColor[x].red >= 0.0f)
mColorCount++;
else
break;
if(mColorCount == 0)
{
if(mDataBlock->mType == 0)
mColor[0].set(0.6, 0.6, 0.6);
else if(mDataBlock->mType == 1)
mColor[0].set(1.0, 1.0, 1.0);
else
mColor[0].set(0.9, 0.8, 0.5);
mColorCount = 1;
}
if(mMinVelocity == -1.0f)
{
if(mDataBlock->mType == 0)
mMinVelocity = 1.25f;
else if(mDataBlock->mType == 1)
mMinVelocity = 0.25f;
else
mMinVelocity = 0.25f;
}
if(mMaxVelocity == -1.0f)
{
if(mDataBlock->mType == 0)
mMaxVelocity = 4.0f;
else if(mDataBlock->mType == 1)
mMaxVelocity = 1.5f;
else
mMaxVelocity = 1.0f;
}
if(mRadius == -1.0f)
{
if(mDataBlock->mType == 0)
mRadius = 80;
else if(mDataBlock->mType == 1)
mRadius = 125;
else
mRadius = 80;
}
if(mMaxDrops > MAX_NUM_DROPS || mMaxDrops < 0)
mMaxDrops = MAX_NUM_DROPS;
}
U32 Precipitation::packUpdate(NetConnection* con, U32 mask, BitStream* stream)
{
Parent::packUpdate(con, mask, stream);
if(stream->writeFlag(mask & InitMask))
{
stream->write(mPercentage);
stream->write(mColorCount);
for(S32 x = 0; x < mColorCount; ++x)
stream->write(mColor[x]);
stream->write(mOffsetSpeed);
stream->write(mMinVelocity);
stream->write(mMaxVelocity);
stream->write(mMaxDrops);
stream->write(mRadius);
if(stream->writeFlag((mStormData.currentTime / 32.0f) < mStormData.time))
{
stream->write(mStormData.currentTime);
stream->write(mStormData.endPercentage);
stream->write(mStormData.time);
}
}
if(stream->writeFlag(mask & StormShowMask))
stream->write(mStormPrecipitationOn);
if(stream->writeFlag(mask & StormMask))
{
stream->write(mStormData.endPercentage);
stream->write(mStormData.time);
mStormData.currentTime = 0.0f;
}
if(stream->writeFlag(mask & PercentageMask))
stream->write(mPercentage);
return 0;
}
void Precipitation::unpackUpdate(NetConnection* con, BitStream* stream)
{
Parent::unpackUpdate(con, stream);
if(stream->readFlag())
{
stream->read(&mPercentage);
stream->read(&mColorCount);
for(S32 x = 0; x < mColorCount; ++x)
stream->read(&mColor[x]);
stream->read(&mOffsetSpeed);
stream->read(&mMinVelocity);
stream->read(&mMaxVelocity);
stream->read(&mMaxDrops);
stream->read(&mRadius);
if(stream->readFlag())
{
stream->read(&mStormData.currentTime);
stream->read(&mStormData.endPercentage);
stream->read(&mStormData.time);
F32 percentage = mStormData.endPercentage;
mStormData.speed = (percentage - mPercentage) / (mStormData.time * 32.0f);
mStormData.endPercentage = percentage;
mStormData.state = (mPercentage > percentage) ? out : in;
mPercentage += (mStormData.state == in) ? mStormData.speed * mStormData.currentTime :
-mStormData.speed * mStormData.currentTime;
mStormPrecipitationOn = true;
}
}
if(stream->readFlag())
{
stream->read(&mStormPrecipitationOn);
if(!mStormPrecipitationOn)
mPercentage = 0.0f;
}
if(stream->readFlag())
{
stream->read(&mStormData.endPercentage);
stream->read(&mStormData.time);
if(mStormData.time)
startStorm();
}
if(stream->readFlag())
{
stream->read(&mPercentage);
mNumDrops = mMaxDrops * mPercentage;
}
}
void Precipitation::onRemove()
{
removeFromScene();
Parent::onRemove();
}
bool Precipitation::onNewDataBlock(GameBaseData* dptr)
{
mDataBlock = dynamic_cast<PrecipitationData*>(dptr);
if (!mDataBlock || !Parent::onNewDataBlock(dptr))
return false;
setDefaultValues();
mAverageSpeed = ((mMinVelocity + mMaxVelocity) / 2.0f) * 0.65f;
scriptOnNewDataBlock();
return true;
}
void Precipitation::loadDml()
{
S32 x;
mNumTextures = 0;
Stream *stream = ResourceManager->openStream(mDataBlock->mMaterialListName);
if(stream)
{
mMaterialList.read(*stream);
ResourceManager->closeStream(stream);
mMaterialList.load();
for(x = 0; x < mMaterialList.size(); ++x, ++mNumTextures)
mTextures[x] = mMaterialList.getMaterial(x);
}
}
//--------------------------------------------------------------------------
bool Precipitation::prepRenderImage(SceneState* state, const U32 stateKey,
const U32 /*startZone*/, const bool /*modifyBaseState*/)
{
if (!smPrecipitationOn)
{
if (mAudioHandle)
{
alxStop(mAudioHandle);
mAudioHandle = 0;
}
return false;
}
else
{
if(!mStormPrecipitationOn)
return false;
if (!mAudioHandle && mDataBlock->soundProfile)
mAudioHandle = alxPlay(mDataBlock->soundProfile, &getTransform());
}
if (isLastState(state, stateKey))
return false;
setLastState(state, stateKey);
// This should be sufficient for most objects that don't manage zones, and
// don't need to return a specialized RenderImage...
if (state->isObjectRendered(this)) {
SceneRenderImage* image = new SceneRenderImage;
image->obj = this;
image->isTranslucent = true;
image->sortType = SceneRenderImage::EndSort;
state->insertRenderImage(image);
}
return false;
}
void Precipitation::renderObject(SceneState* state, SceneRenderImage*)
{
if(smPrecipitationOn)
{
if(!mStormPrecipitationOn)
return;
}
else
return;
AssertFatal(dglIsInCanonicalState(), "Error, GL not in canonical state on entry");
state->mModelview.getRow(0,&mRotX);
state->mModelview.getRow(2,&mRotZ);
RectI viewport;
glMatrixMode(GL_PROJECTION);
glPushMatrix();
dglGetViewport(&viewport);
// Uncomment this if this is a "simple" (non-zone managing) object
state->setupObjectProjection(this);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
if(mStormData.state != done)
updateStorm();
if(mDataBlock->mType == 0 || mDataBlock->mType == 1)
renderPrecip(state->getCameraPosition());
else if(mDataBlock->mType == 2)
renderSand();
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
dglSetViewport(viewport);
mFirstTime = false;
AssertFatal(dglIsInCanonicalState(), "Error, GL not in canonical state on exit");
}
//--------------------------------------------------------------------------
void Precipitation::advanceTime(F32 dt)
{
if(!mFirstTime)
mCurrentTime += dt;
}
void Precipitation::renderPrecip(Point3F camPos)
{
Point3F point[4];
F32 coordX, coordY;
F32 xRadius, yRadius;
mRotX *= mDataBlock->mSizeX;
mRotZ *= mDataBlock->mSizeY;
Point2F value;
F32 renderPer = 1.0f, minSpeed = 0.0f;
F32 theRadius, curZVelocity = 0.0f;
F32 height, speed, radVal;
F32 random1, random2, random3;
mOffsetVal.set(0.0f, 0.0f);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glAlphaFunc(GL_GREATER, 0.1f);
glBindTexture(GL_TEXTURE_2D,mTextures[0].getGLName());
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
calcVelocityBox(camPos, curZVelocity, renderPer);
if(curZVelocity < 0.0f)
{
if(mDataBlock->mType == 0)
minSpeed = ((mCurrentTime - mLastRenderTime) / (1.0f / curZVelocity)) - mMinVelocity;
}
glBegin(GL_QUADS);
{
for(S32 x=0; x < mNumDrops; ++x)
{
if(mStormData.numDrops > x || mFallingObj[x].stillFalling)
{
speed = mFallingObj[x].speed;
if(smPrecipitationPause)
speed = 0;
else if(minSpeed < 0.0f)
speed = (mFallingObj[x].speed > minSpeed) ? minSpeed : mFallingObj[x].speed;
mFallingObj[x].curPos.set((mFallingObj[x].curPos.x + mShiftPrecip.x) + (mFallingObj[x].offset.x * speed),
(mFallingObj[x].curPos.y + mShiftPrecip.y) + (mFallingObj[x].offset.y * speed),
(mFallingObj[x].curPos.z + mShiftPrecip.z) + speed);
if(mFallingObj[x].notValid || !mBox.isContained(mFallingObj[x].curPos))
{
if(mStormData.numDrops > x)
{
xRadius = mRadius * ((mOffsetVal.x > 0.0f) ? 1.0f - mOffsetVal.x : 1.0f + mOffsetVal.x);
yRadius = mRadius * ((mOffsetVal.y > 0.0f) ? 1.0f - mOffsetVal.y : 1.0f + mOffsetVal.y);
theRadius = (xRadius > yRadius) ? yRadius : xRadius;
random1 = Platform::getRandom();
random2 = Platform::getRandom();
random3 = Platform::getRandom();
value.set( Platform::getRandom() * 2.0f - 1.0f, Platform::getRandom() * 2.0f - 1.0f);
value.normalize();
mFallingObj[x].speed = -mMinVelocity + (-(mMaxVelocity - mMinVelocity) * random3);
if(random1 > (1.0f - renderPer) || (Platform::getRandom() < mDataBlock->tTopBoxDrawPer && renderPer < - 0.4))
{
//Start Drop on top of box
if(renderPer < -0.4)
mFallingObj[x].speed *= mDataBlock->tFrontSpeedPer * 2.5f;
if(mRandomHeight)
height = (mBox.max.z - 5.0f) * (Platform::getRandom() * 2.0f - 1.0f);// + Platform::getRandom() * 30;
else
height = mBox.max.z - 5.0f;
mFallingObj[x].dropType = 1;
radVal = theRadius * mClampF(((random2 < 0.2f) ? random3 : random2),
0.01f, 1.0f);
}
else if(random1 > (0.0f - renderPer))
{
//Start Drop on side of box
height = random3 * mBox.max.z;
radVal = theRadius * mDataBlock->tFrontRadiusPer;
mFallingObj[x].speed *= mDataBlock->tFrontSpeedPer;
mFallingObj[x].dropType = 2;
}
else
{
//Start Drop on bottom of box
height = mBox.min.z + mDataBlock->tBottomDrawHeight;
mFallingObj[x].dropType = 3;
radVal = theRadius * random3;
mFallingObj[x].speed *= mDataBlock->tBottomSpeedPer;
}
value *= radVal;
mFallingObj[x].colorIndex = (S32)(mCeil(mColorCount * random2) - 1.0f);
mFallingObj[x].startPos.set(camPos.x + mNewCenter.x + value.x, camPos.y + mNewCenter.y + value.y, height);
mFallingObj[x].curPos = mFallingObj[x].startPos;
mFallingObj[x].startDiff = mFallingObj[x].startPos.z - camPos.z + 20;
mFallingObj[x].offset = mOffset;
mFallingObj[x].texIndex = (S32)(mCeil((NUM_TEXTURES - 1) * getRandomVal()) - 1.0f);
mFallingObj[x].stillFalling = true;
mFallingObj[x].notValid = false;
}
else
{
mFallingObj[x].stillFalling = false;
}
}
if(mFallingObj[x].stillFalling)// && mBox.isContained(mFallingObj[x].curPos))
{
coordX = mTexCoord[mFallingObj[x].texIndex].x;
coordY = mTexCoord[mFallingObj[x].texIndex].y;
point[1] = mFallingObj[x].curPos + mRotX - mRotZ;
point[2] = mFallingObj[x].curPos - mRotX - mRotZ;
if( mDataBlock->mType == 1 )
{
point[0] = mFallingObj[x].curPos + mRotX + mRotZ;
point[3] = mFallingObj[x].curPos - mRotX + mRotZ;
}
else
{
point[0].set(point[1].x + (mFallingObj[x].offset.x * mDataBlock->mSizeY * 2), point[1].y + (mFallingObj[x].offset.y * mDataBlock->mSizeY * 2), point[1].z + (mFallingObj[x].offset.z * mDataBlock->mSizeY * 2));
point[3].set(point[2].x + (mFallingObj[x].offset.x * mDataBlock->mSizeY * 2), point[2].y + (mFallingObj[x].offset.y * mDataBlock->mSizeY * 2), point[2].z + (mFallingObj[x].offset.z * mDataBlock->mSizeY * 2));
}
if(mFallingObj[x].dropType == 1)
{
F32 alphaVal = 1.0f - ((mFallingObj[x].curPos.z - camPos.z) / mFallingObj[x].startDiff);
glColor4f(mColor[mFallingObj[x].colorIndex].red,
mColor[mFallingObj[x].colorIndex].green,
mColor[mFallingObj[x].colorIndex].blue,
alphaVal);
}
else
glColor4f(mColor[mFallingObj[x].colorIndex].red,
mColor[mFallingObj[x].colorIndex].green,
mColor[mFallingObj[x].colorIndex].blue,
1.0f);
glTexCoord2f(coordX, coordY);
glVertex3f(point[0].x, point[0].y, point[0].z);
glTexCoord2f(coordX, coordY + 0.25);
glVertex3f(point[1].x, point[1].y, point[1].z);
glTexCoord2f(coordX + 0.25, coordY + 0.25);
glVertex3f(point[2].x, point[2].y, point[2].z);
glTexCoord2f(coordX + 0.25, coordY);
glVertex3f(point[3].x, point[3].y, point[3].z);
}
}
}
}
glEnd();
glDisable(GL_TEXTURE_2D);
glDisable(GL_ALPHA_TEST);
glDisable(GL_BLEND);
mLastRenderTime = mCurrentTime;
mRandomHeight = false;
}
void Precipitation::renderSand()
{
Point3F objPos;
F32 dt, modVal;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
for(S32 x=0; x < mNumDrops; ++x)
{
if(mStormData.numDrops > x || mFallingObj[x].stillFalling)
{
mFallingObj[x].offset.x += mOffset.x;
mFallingObj[x].offset.y += mOffset.y;
if(mFallingObj[x].endTime < mCurrentTime)
{
if(mStormData.numDrops > x)
{
modVal = mFmod(mCurrentTime - mFallingObj[x].endTime, mFallingObj[x].endTime - mFallingObj[x].startTime);
mFallingObj[x].startTime = mCurrentTime - modVal;
mFallingObj[x].endTime = (mCurrentTime + ((mMinVelocity * Platform::getRandom())+mMaxVelocity)) - modVal;
mFallingObj[x].size = (mDataBlock->mMaxSize * Platform::getRandom());
mFallingObj[x].offset.set(0.0, 0.0, 0.0);
mFallingObj[x].colorIndex = (S32)(mCeil(mColorCount * Platform::getRandom()) - 1.0f);
mFallingObj[x].stillFalling = true;
}
else
mFallingObj[x].stillFalling = false;
}
dt = (mFallingObj[x].endTime - mCurrentTime) /
(mFallingObj[x].endTime - mFallingObj[x].startTime);
glPointSize(mFallingObj[x].size);
glColor4f(mColor[mFallingObj[x].colorIndex].red, mColor[mFallingObj[x].colorIndex].green, mColor[mFallingObj[x].colorIndex].blue, 1.0f - dt);
objPos = Point3F((mFallingObj[x].startPos.x * mRadius)+mFallingObj[x].offset.x,
(mFallingObj[x].startPos.y * mRadius)+mFallingObj[x].offset.y,
(mFallingObj[x].startPos.z * (dt * mRadius)) - mRadius);
glBegin(GL_POINTS);
glVertex3f(objPos.x, objPos.y, objPos.z);
glEnd();
}
}
glDisable(GL_BLEND);
}
void Precipitation::calcVelocityBox(Point3F camPos, F32 &curZVelocity, F32 &renderPer)
{
GameConnection * con = GameConnection::getServerConnection();
if(!con)
return;
Sky* pSky = mSceneManager->getCurrentSky();
mOffset.set(0.0f, 0.0f, 1.0f);
if (pSky)
if(pSky->mEffectPrecip)
mOffset.set(pSky->mWindDir.x * mOffsetSpeed, pSky->mWindDir.y * mOffsetSpeed, 1.0f);
F32 radZ, speed;
F32 randomVal, bottomHeight;
Player *player = NULL;
mNewCenter.set(mOffset.x * mRadius, mOffset.y * mRadius, 0.0f);
mShiftPrecip.set(0.0f, 0.0f, 0.0f);
if((camPos - mLastPos).len() > mRadius / 2.0f)
mShiftPrecip = camPos - mLastPos;
mLastPos = camPos;
bottomHeight = (camPos.z - (mRadius / mDataBlock->tDivHeightVal));
ShapeBase * conObj = con->getControlObject();
if(conObj->getWaterCoverage())
bottomHeight = conObj->getLiquidHeight() + mDataBlock->mSizeY;
player = dynamic_cast<Player*>(conObj);
if(!player)
{
mBox.min.set(camPos.x - mRadius, camPos.y - mRadius, bottomHeight);
mBox.max.set(camPos.x + mRadius, camPos.y + mRadius, camPos.z + (mRadius / mDataBlock->tDivHeightVal));
return;
}
Point3F curVel(player->getVelocity());
F32 percentage = 0.0f;
F32 movePer = mDataBlock->tMoveingBoxPer;
//Calc the offset of the inner box along x and y
if(curVel.x)
{
percentage = curVel.x / 40.0f;
mOffsetVal.x = (curVel.x > 0.0f) ?
(percentage > movePer) ? movePer : percentage :
(percentage < -movePer) ? -movePer : percentage;
}
if(curVel.y)
{
percentage = curVel.y / 40.0f;
mOffsetVal.y = (curVel.y > 0.0f) ?
(percentage > movePer) ? movePer : percentage :
(percentage < -movePer) ? -movePer : percentage;
}
curZVelocity = curVel.z;
speed = Point2F(curVel.x, curVel.y).len();
radZ = mRadius;
if(speed > 1.0f)
{
F32 val = 40.0f / speed;
radZ *= (val > 1.0f) ? 1.0f : (val < MIN_ZRADIUS) ? MIN_ZRADIUS : val;
}
//Move the box up slow... Helps keep snow around the player...
F32 topHeight = (radZ / mDataBlock->tDivHeightVal);
if(topHeight > mLastHeight && (topHeight - mLastHeight) > 5.0f)
topHeight += 5.0f;
mLastHeight = topHeight;
if(mDataBlock->tSizeBigBox)
{
mBox.min.set(camPos.x - (mRadius - (mRadius * mOffsetVal.x)),
camPos.y - (mRadius - (mRadius * mOffsetVal.y)), bottomHeight);
mBox.max.set(camPos.x + (mRadius + (mRadius * mOffsetVal.x)),
camPos.y + (mRadius + (mRadius * mOffsetVal.y)), camPos.z + topHeight);
}
else
{
mBox.min.set(camPos.x - mRadius, camPos.y - mRadius, camPos.z - (mRadius / mDataBlock->tDivHeightVal));
mBox.max.set(camPos.x + mRadius, camPos.y + mRadius, camPos.z + (mRadius / mDataBlock->tDivHeightVal));
}
speed = Point3F(curVel.x, curVel.y, curVel.z).len();
randomVal = Platform::getRandom();
if(speed < mDataBlock->tTopBoxSpeed)
renderPer = 1.0f;
else if ( speed < mDataBlock->tFrontBoxSpeed )
{
if(randomVal < 0.25)
renderPer = 1.0f;
else
renderPer = (curVel.z / speed) + (1.0f - ((speed - mDataBlock->tTopBoxSpeed)/ (mDataBlock->tFrontBoxSpeed - mDataBlock->tTopBoxSpeed)));
}
else
{
if(randomVal < 0.25)
renderPer = 1.0f;
else
renderPer = curVel.z / speed;
}
if(speed)
curVel.normalize();
else
curVel.set(0.0f, 0.0f, 0.0f);
mNewCenter.set(curVel.x * mAbs(mOffsetVal.x * mRadius), curVel.y * mAbs(mOffsetVal.y * mRadius), curVel.z * mRadius);
if(mAverageSpeed && mOffset.z && (mOffset.x || mOffset.y))
mNewCenter.set(mNewCenter.x + ((mRadius / (mAverageSpeed * mOffset.z)) * mOffset.x),
mNewCenter.y + ((mRadius / (mAverageSpeed * mOffset.z)) * mOffset.y),
0.0f);
}
void Precipitation::setPercentage(F32 newPer)
{
if(newPer <= 1.0f && newPer >= 0.0f)
{
mPercentage = newPer;
mNumDrops = mMaxDrops * mPercentage;
setMaskBits(PercentageMask);
}
}
void Precipitation::stormShow(bool show)
{
mStormPrecipitationOn = show;
setMaskBits(StormShowMask);
}
void Precipitation::setupStorm(F32 percentage, F32 time)
{
mStormData.time = time;
if(mStormData.endPercentage >= 0.0f)
{
mStormData.state = (mStormData.endPercentage > percentage) ? out : in;
mPercentage = mStormData.endPercentage;
}
else
mStormData.state = (mPercentage > percentage) ? out : in;
mStormData.endPercentage = percentage;
setMaskBits(StormMask);
}
void Precipitation::startStorm()
{
F32 percentage = mStormData.endPercentage;
mStormData.speed = (percentage - mPercentage) / (mStormData.time * 32.0f);
mStormData.endPercentage = percentage;
mStormData.state = (mPercentage > percentage) ? out : in;
mStormPrecipitationOn = true;
}
void Precipitation::updateStorm()
{
F32 offset = 1.0f;
U32 currentTime = Sim::getCurrentTime();
if(mStormData.lastTime != 0)
offset = (currentTime - mStormData.lastTime) / 32.0f;
mStormData.lastTime = currentTime;
mPercentage += (mStormData.speed * offset);
if((mStormData.state == in && mPercentage >= mStormData.endPercentage) ||
(mStormData.state == out && mPercentage <= mStormData.endPercentage))
{
mPercentage = mStormData.endPercentage;
mStormData.state = done;
mStormData.lastTime = 0.0f;
}
mStormData.numDrops = mMaxDrops * mPercentage;
}
void Precipitation::processTick(const Move* move)
{
Parent::processTick(move);
mStormData.currentTime++;
}
void Precipitation::setupTexCoords()
{
S32 x, y, numTimes = NUM_TEXTURES / 4;
for(y = 0; y < numTimes ; ++y)
for(x = 0; x < numTimes ; ++x)
mTexCoord[y * numTimes + x].set(x * 0.25f, y * 0.25f);
}
F32 Precipitation::getRandomVal()
{
F32 randVal = Platform::getRandom();
if(randVal > 0.99995f && randVal < 0.99999f)
randVal = 1.01f;
return randVal;
}

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//-----------------------------------------------------------------------------
// Torque Game Engine
//
// Copyright (c) 2001 GarageGames.Com
// Portions Copyright (c) 2001 by Sierra Online, Inc.
//-----------------------------------------------------------------------------
#ifndef _H_precipitation
#define _H_precipitation
#ifndef _GAMEBASE_H_
#include "game/gameBase.h"
#endif
#ifndef _TSSHAPE_H_
#include "ts/tsShape.h"
#endif
#ifndef _AUDIODATABLOCK_H_
#include "audio/audioDataBlock.h"
#endif
#define MAX_NUM_DROPS 2000
#define MAX_NUM_COLOR 3
#define NUM_TEXTURES 16
#define MIN_ZRADIUS 0.01f
class AudioProfile;
//--------------------------------------------------------------------------
class PrecipitationData : public GameBaseData {
typedef GameBaseData Parent;
public:
AudioProfile* soundProfile;
S32 soundProfileId;
S32 mType;
F32 mMaxSize;
F32 mSizeX;
F32 mSizeY;
StringTableEntry mMaterialListName;
/////////////////////////
//JohnA Will remove
// Used to tweak the precipitation
/////////////////////////
F32 tMoveingBoxPer;
F32 tDivHeightVal;
F32 tSizeBigBox;
F32 tTopBoxSpeed;
F32 tFrontBoxSpeed;
F32 tTopBoxDrawPer;
F32 tBottomDrawHeight;
F32 tSkipIfPer;
F32 tBottomSpeedPer;
F32 tFrontSpeedPer;
F32 tFrontRadiusPer;
/////////////////////////
PrecipitationData();
DECLARE_CONOBJECT(PrecipitationData);
bool onAdd();
static void initPersistFields();
virtual void packData(BitStream* stream);
virtual void unpackData(BitStream* stream);
};
typedef struct
{
F32 speed;
Point3F curPos;
F32 startTime;
F32 endTime;
Point3F startPos;
Point3F sPosOffset;
F32 size;
Point3F offset;
S32 colorIndex;
S32 texIndex;
ColorF colorOffset;
F32 rotation;
bool stillFalling;
F32 startDiff;
S32 dropType;
bool notValid;
}FallingInfo;
//--------------------------------------------------------------------------
enum State
{
done = 0,
in = 1,
out = 2
};
typedef struct
{
F32 lastTime;
F32 endPercentage;
F32 time;
F32 speed;
S32 numDrops;
State state;
F32 currentTime;
}PrecipStormData;
class Precipitation : public GameBase
{
private:
typedef GameBase Parent;
PrecipitationData* mDataBlock;
FallingInfo mFallingObj[MAX_NUM_DROPS];
Point2F mTexCoord[NUM_TEXTURES];
F32 mCurrentTime;
F32 mLastRenderTime;
Point3F mRotX, mRotZ;
Point2F mOffsetVal;
Point3F mNewCenter;
Point3F mLastPos;
bool mRandomHeight;
TextureHandle mTextures[20];
MaterialList mMaterialList;
S32 mNumTextures;
bool mFirstTime;
AUDIOHANDLE mAudioHandle;
F32 mPercentage;
S32 mNumDrops;
PrecipStormData mStormData;
bool mStormPrecipitationOn;
Box3F mBox;
F32 mAverageSpeed;
F32 mLastHeight;
Point3F mOffset;
Point3F mShiftPrecip;
S32 mColorCount;
ColorF mColor[MAX_NUM_COLOR];
F32 mMinVelocity;
F32 mMaxVelocity;
S32 mMaxDrops;
S32 mRadius;
F32 mOffsetSpeed;
void processTick(const Move*);
protected:
bool onAdd();
void onRemove();
void advanceTime(F32 dt);
// Rendering
bool prepRenderImage(SceneState*, const U32, const U32, const bool);
void renderObject(SceneState*, SceneRenderImage*);
void renderPrecip(Point3F camPos);
void renderSand();
void calcVelocityBox(Point3F camPos, F32 &curZVelocity, F32 &renderPer);
void loadDml();
void setupTexCoords();
F32 getRandomVal();
public:
enum NetMaskBits {
InitMask = BIT(0),
PercentageMask = BIT(1),
StormMask = BIT(2),
StormShowMask = BIT(3)
};
Precipitation();
~Precipitation();
void inspectPostApply();
void setInitialState(const Point3F& point, const Point3F& normal, const F32 fade = 1.0);
void setPercentage(F32);
bool onNewDataBlock(GameBaseData* dptr);
DECLARE_CONOBJECT(Precipitation);
static void initPersistFields();
static void consoleInit();
static bool smPrecipitationOn;
static bool smPrecipitationPause;
void setDefaultValues();
void stormShow(bool show);
void setupStorm(F32 percentage, F32 time);
void startStorm();
void updateStorm();
U32 packUpdate(NetConnection*, U32 mask, BitStream* stream);
void unpackUpdate(NetConnection*, BitStream* stream);
};
#endif // _H_precipitation

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//-----------------------------------------------------------------------------
// Torque Game Engine
//
// Copyright (c) 2001 GarageGames.Com
// Portions Copyright (c) 2001 by Sierra Online, Inc.
//-----------------------------------------------------------------------------
#include "game/fx/splash.h"
#include "console/consoleTypes.h"
#include "dgl/dgl.h"
#include "platform/platformAudio.h"
#include "audio/audioDataBlock.h"
#include "sceneGraph/sceneGraph.h"
#include "sceneGraph/sceneState.h"
#include "core/bitStream.h"
#include "math/mathIO.h"
#include "terrain/terrData.h"
#include "game/fx/explosion.h"
#include "game/fx/particleEngine.h"
namespace
{
MRandomLCG sgRandom(0xdeadbeef);
} // namespace {}
//----------------------------------------------------------------------------
//--------------------------------------
//
IMPLEMENT_CO_DATABLOCK_V1(SplashData);
IMPLEMENT_CO_NETOBJECT_V1(Splash);
//--------------------------------------------------------------------------
// 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;
dMemset( textureName, 0, sizeof( textureName ) );
U32 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 );
}
}
IMPLEMENT_SETDATATYPE(SplashData)
IMPLEMENT_GETDATATYPE(SplashData)
//--------------------------------------------------------------------------
// Init fields
//--------------------------------------------------------------------------
void SplashData::initPersistFields()
{
Parent::initPersistFields();
Con::registerType("SplashDataPtr", TypeSplashDataPtr, sizeof(SplashData*),
REF_GETDATATYPE(SplashData),
REF_SETDATATYPE(SplashData));
addField("soundProfile", TypeAudioProfilePtr, Offset(soundProfile, SplashData));
addField("scale", TypePoint3F, Offset(scale, SplashData));
addField("emitter", TypeParticleEmitterDataPtr, Offset(emitterList, SplashData), NUM_EMITTERS);
addField("delayMS", TypeS32, Offset(delayMS, SplashData));
addField("delayVariance", TypeS32, Offset(delayVariance, SplashData));
addField("lifetimeMS", TypeS32, Offset(lifetimeMS, SplashData));
addField("lifetimeVariance", TypeS32, Offset(lifetimeVariance, SplashData));
addField("width", TypeF32, Offset(width, SplashData));
addField("numSegments", TypeS32, Offset(numSegments, SplashData));
addField("velocity", TypeF32, Offset(velocity, SplashData));
addField("height", TypeF32, Offset(height, SplashData));
addField("acceleration", TypeF32, Offset(acceleration, SplashData));
addField("times", TypeF32, Offset(times, SplashData), NUM_TIME_KEYS);
addField("colors", TypeColorF, Offset(colors, SplashData), NUM_TIME_KEYS);
addField("texture", TypeString, Offset(textureName, SplashData), NUM_TEX);
addField("texWrap", TypeF32, Offset(texWrap, SplashData));
addField("texFactor", TypeF32, Offset(texFactor, SplashData));
addField("ejectionFreq", TypeF32, Offset(ejectionFreq, SplashData));
addField("ejectionAngle", TypeF32, Offset(ejectionAngle, SplashData));
addField("ringLifetime", TypeF32, Offset(ringLifetime, SplashData));
addField("startRadius", TypeF32, Offset(startRadius, SplashData));
addField("explosion", TypeExplosionDataPtr, Offset(explosion, SplashData));
}
//--------------------------------------------------------------------------
// 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++ )
{
stream->writeString(textureName[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++ )
{
textureName[i] = stream->readSTString();
}
}
//--------------------------------------------------------------------------
// Preload data - load resources
//--------------------------------------------------------------------------
bool SplashData::preload(bool server, char errorBuffer[256])
{
if (Parent::preload(server, errorBuffer) == 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 (textureName[i] && textureName[i][0])
{
textureHandle[i] = TextureHandle(textureName[i], MeshTexture );
}
}
}
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()
{
dMemset( mEmitterList, 0, sizeof( mEmitterList ) );
mDelayMS = 0;
mCurrMS = 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 );
}
//--------------------------------------------------------------------------
// 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;
}
//--------------------------------------------------------------------------
// Init persist fields
//--------------------------------------------------------------------------
void Splash::initPersistFields()
{
Parent::initPersistFields();
//
}
//--------------------------------------------------------------------------
// OnAdd
//--------------------------------------------------------------------------
bool Splash::onAdd()
{
if(!Parent::onAdd())
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;
if( isClientObject() )
{
for( U32 i=0; i<SplashData::NUM_EMITTERS; i++ )
{
if( mDataBlock->emitterList[i] != NULL )
{
ParticleEmitter * pEmitter = new ParticleEmitter;
pEmitter->onNewDataBlock( mDataBlock->emitterList[i] );
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.min = Point3F( -1, -1, -1 );
mObjBox.max = Point3F( 1, 1, 1 );
resetWorldBox();
gClientContainer.addObject(this);
gClientSceneGraph->addObjectToScene(this);
removeFromProcessList();
gClientProcessList.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.free();
mSceneManager->removeObjectFromScene(this);
getContainer()->removeObject(this);
Parent::onRemove();
}
//--------------------------------------------------------------------------
// On New Data Block
//--------------------------------------------------------------------------
bool Splash::onNewDataBlock(GameBaseData* dptr)
{
mDataBlock = dynamic_cast<SplashData*>(dptr);
if (!mDataBlock || !Parent::onNewDataBlock(dptr))
return false;
scriptOnNewDataBlock();
return true;
}
//--------------------------------------------------------------------------
// Prep render image
//--------------------------------------------------------------------------
bool Splash::prepRenderImage(SceneState* state, const U32 stateKey,
const U32 /*startZone*/, const bool /*modifyBaseState*/)
{
if (isLastState(state, stateKey))
return false;
setLastState(state, stateKey);
// This should be sufficient for most objects that don't manage zones, and
// don't need to return a specialized RenderImage...
if (state->isObjectRendered(this)) {
mFog = 0.0;
SceneRenderImage* image = new SceneRenderImage;
image->obj = this;
image->isTranslucent = true;
image->sortType = SceneRenderImage::Point;
image->textureSortKey = U32(mDataBlock);
state->setImageRefPoint(this, image);
state->insertRenderImage(image);
}
return false;
}
//--------------------------------------------------------------------------
// Render
//--------------------------------------------------------------------------
void Splash::renderObject(SceneState* state, SceneRenderImage*)
{
AssertFatal(dglIsInCanonicalState(), "Error, GL not in canonical state on entry");
RectI viewport;
glMatrixMode(GL_PROJECTION);
glPushMatrix();
dglGetViewport(&viewport);
state->setupObjectProjection(this);
render();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
dglSetViewport(viewport);
AssertFatal(dglIsInCanonicalState(), "Error, GL not in canonical state on exit");
}
//--------------------------------------------------------------------------
// 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 ), dt * 1000 );
}
}
}
//----------------------------------------------------------------------------
// Update wave
//----------------------------------------------------------------------------
void Splash::updateWave( F32 dt )
{
mVelocity += mDataBlock->acceleration * dt;
mRadius += mVelocity * dt;
}
//----------------------------------------------------------------------------
// Render splash
//----------------------------------------------------------------------------
void Splash::render()
{
glDisable(GL_CULL_FACE);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_TEXTURE_2D);
SplashRing *ring = NULL;
U32 i=0;
while( bool( ring = ringList.next( ring ) ) )
{
SplashRing *next = ringList.next( ring );
if( !next ) break;
renderSegment( *ring, *next );
i++;
}
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
}
//----------------------------------------------------------------------------
// Render horizontal segment created from 2 sets of points that are the
// top and bottom rings of the segment.
//----------------------------------------------------------------------------
void Splash::renderSegment( SplashRing &top, SplashRing &bottom )
{
F32 texFactor = mDataBlock->texWrap;
glBindTexture( GL_TEXTURE_2D, mDataBlock->textureHandle[0].getGLName() );
F32 topAlpha = top.elapsedTime / top.lifetime;
F32 bottomAlpha = bottom.elapsedTime / bottom.lifetime;
if( topAlpha < 0.5 ) topAlpha *= 2.0;
else topAlpha = 1.0 - topAlpha;
if( bottomAlpha < 0.5 ) bottomAlpha *= 2.0;
else bottomAlpha = 1.0 - bottomAlpha;
top.color.alpha = topAlpha;
bottom.color.alpha = bottomAlpha;
glBegin( GL_QUAD_STRIP );
{
for( U32 i=0; i<top.points.size(); i++ )
{
F32 t = F32(i) / F32(top.points.size());
glTexCoord2f( t * texFactor, top.v );
glColor4fv( top.color );
glVertex3fv( top.points[i].position );
glTexCoord2f( t * texFactor, bottom.v );
glColor4fv( bottom.color );
glVertex3fv( bottom.points[i].position );
}
glTexCoord2f( 1.0 * texFactor, top.v );
glColor4fv( top.color );
glVertex3fv( top.points[0].position );
glTexCoord2f( 1.0 * texFactor, bottom.v );
glColor4fv( bottom.color );
glVertex3fv( bottom.points[0].position );
}
glEnd();
}
//----------------------------------------------------------------------------
// Update color
//----------------------------------------------------------------------------
void Splash::updateColor()
{
SplashRing *ring = NULL;
while( bool( ring = ringList.next( 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 = 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.link( ring );
}
}
//----------------------------------------------------------------------------
// Update rings
//----------------------------------------------------------------------------
void Splash::updateRings( F32 dt )
{
SplashRing *ring = NULL;
while( bool( ring = ringList.next( ring ) ) )
{
ring->elapsedTime += dt;
if( !ring->isActive() )
{
SplashRing *inactiveRing = ring;
ring = ringList.prev( ring );
ringList.free( inactiveRing );
}
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( 0.0, 0.0, -9.8 ) * 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);
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 );
}
}

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//-----------------------------------------------------------------------------
// Torque Game Engine
//
// Copyright (c) 2001 GarageGames.Com
// Portions Copyright (c) 2001 by Sierra Online, Inc.
//-----------------------------------------------------------------------------
#ifndef _H_SPLASH
#define _H_SPLASH
#ifndef _GAMEBASE_H_
#include "game/gameBase.h"
#endif
#ifndef _LLIST_H_
#include "core/llist.h"
#endif
class ParticleEmitter;
class ParticleEmitterData;
class AudioProfile;
class ExplosionData;
//--------------------------------------------------------------------------
// Ring Point
//--------------------------------------------------------------------------
struct SplashRingPoint
{
Point3F position;
Point3F velocity;
};
//--------------------------------------------------------------------------
// Splash Ring
//--------------------------------------------------------------------------
struct SplashRing
{
Vector <SplashRingPoint> points;
ColorF 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;
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 ];
ColorF colors[ NUM_TIME_KEYS ];
StringTableEntry textureName[NUM_TEX];
TextureHandle textureHandle[NUM_TEX];
ExplosionData* explosion;
S32 explosionId;
SplashData();
DECLARE_CONOBJECT(SplashData);
bool onAdd();
bool preload(bool server, char errorBuffer[256]);
static void initPersistFields();
virtual void packData(BitStream* stream);
virtual void unpackData(BitStream* stream);
};
//--------------------------------------------------------------------------
// Splash
//--------------------------------------------------------------------------
class Splash : public GameBase
{
typedef GameBase Parent;
private:
SplashData* mDataBlock;
ParticleEmitter * mEmitterList[ SplashData::NUM_EMITTERS ];
LList <SplashRing> ringList;
U32 mCurrMS;
U32 mEndingMS;
F32 mRandAngle;
F32 mRadius;
F32 mVelocity;
F32 mHeight;
ColorF mColor;
F32 mTimeSinceLastRing;
bool mDead;
F32 mElapsedTime;
protected:
Point3F mInitialPosition;
Point3F mInitialNormal;
F32 mFade;
F32 mFog;
bool mActive;
S32 mDelayMS;
protected:
bool onAdd();
void onRemove();
void processTick(const Move*);
void advanceTime(F32 dt);
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 render();
void renderSegment( SplashRing &top, SplashRing &bottom );
void spawnExplosion();
// Rendering
protected:
bool prepRenderImage(SceneState*, const U32, const U32, const bool);
void renderObject(SceneState*, SceneRenderImage*);
public:
Splash();
~Splash();
void setInitialState(const Point3F& point, const Point3F& normal, const F32 fade = 1.0);
U32 packUpdate(NetConnection*, U32 mask, BitStream* stream);
void unpackUpdate(NetConnection*, BitStream* stream);
bool onNewDataBlock(GameBaseData* dptr);
DECLARE_CONOBJECT(Splash);
static void initPersistFields();
};
#endif // _H_SPLASH

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//-----------------------------------------------------------------------------
// Torque Game Engine
//
// Copyright (c) 2001 GarageGames.Com
// Portions Copyright (c) 2001 by Sierra Online, Inc.
//-----------------------------------------------------------------------------
#include "game/fx/underLava.h"
#include "dgl/dgl.h"
#include "math/mRect.h"
#include "dgl/gTexManager.h"
#include "terrain/waterBlock.h"
#include "math/mConstants.h"
UnderLavaFX gLavaFX;
//**************************************************************************
// Under lava FX - "Lava - With pumice!"
//**************************************************************************
UnderLavaFX::UnderLavaFX()
{
}
//--------------------------------------------------------------------------
// Init
//--------------------------------------------------------------------------
void UnderLavaFX::init()
{
RectI viewport;
dglGetViewport( &viewport );
mViewSize = viewport.extent;
mTexFrequency.x = F32(viewport.extent.x / viewport.extent.y);
mTexFrequency.y = 1.0;
mNumPoints.x = 50 * F32(viewport.extent.x / viewport.extent.y);
mNumPoints.y = 50;
mWave[0].amplitude = 0.02;
mWave[0].frequency = 2.0;
mWave[0].velocity = Sim::getCurrentTime() / 1000.0 * 2.0;
mMoveSpeed = Sim::getCurrentTime() / 1000.0 * 0.025;
}
//--------------------------------------------------------------------------
// Render
//--------------------------------------------------------------------------
void UnderLavaFX::render()
{
init();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glEnable(GL_TEXTURE_2D);
// TextureHandle lavaTex = WaterBlock::getSubmergeTexture(0);
glBindTexture(GL_TEXTURE_2D, WaterBlock::getSubmergeTexture(0).getGLName());
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(GL_FALSE);
glColor4f(1.0, 1.0, 1.0, 0.5);
if( WaterBlock::getSubmergeTexture(0) )
{
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// render layer 1
for( U32 i=0; i<mNumPoints.y; i++ )
{
renderRow( i, mNumPoints.y-1, mNumPoints.x-1 );
}
}
// give second layer a different phase
mWave[0].velocity += 10.0;
// lavaTex = WaterBlock::getSubmergeTexture(1);
if( WaterBlock::getSubmergeTexture(1) )
{
glBindTexture(GL_TEXTURE_2D, WaterBlock::getSubmergeTexture(1).getGLName());
// render layer 2
for( U32 i=0; i<mNumPoints.y; i++ )
{
renderRow( i, mNumPoints.y-1, mNumPoints.x-1 );
}
}
glDepthMask(GL_TRUE);
glDisable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glDisable(GL_BLEND);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
//--------------------------------------------------------------------------
// Render row (triangle strip)
//--------------------------------------------------------------------------
void UnderLavaFX::renderRow( U32 row, U32 numRows, U32 numColumns )
{
F32 xMult = F32(2.0) / F32(numColumns);
F32 yMult = F32(2.0) / F32(numRows);
glBegin( GL_TRIANGLE_STRIP );
for( U32 i=0; i<numColumns+1; i++ )
{
F32 u = F32(i) / F32(numColumns) * mTexFrequency.x;
F32 v = F32(row) / F32(numRows) * mTexFrequency.y;
u += mMoveSpeed + mWave[0].amplitude * mSin( u * M_2PI * mWave[0].frequency + mWave[0].velocity );
v += mMoveSpeed + mWave[0].amplitude * mSin( v * M_2PI * mWave[0].frequency + mWave[0].velocity );
glTexCoord2f( u, v );
glVertex2f( -1.0 + i * xMult, -1.0 + row * yMult );
v = F32(row+1) / F32(numRows) * mTexFrequency.y;
v += mMoveSpeed + mWave[0].amplitude * mSin( v * M_2PI * mWave[0].frequency + mWave[0].velocity );
glTexCoord2f( u, v );
glVertex2f( -1.0 + i * xMult, -1.0 + (row+1) * yMult );
}
glEnd();
}

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//-----------------------------------------------------------------------------
// Torque Game Engine
//
// Copyright (c) 2001 GarageGames.Com
// Portions Copyright (c) 2001 by Sierra Online, Inc.
//-----------------------------------------------------------------------------
#ifndef _UNDERLAVA_H_
#define _UNDERLAVA_H_
#ifndef _MPOINT_H_
#include "math/mPoint.h"
#endif
//**************************************************************************
// Data
//**************************************************************************
struct LavaVertex
{
Point2I pnt;
Point2F texPnt;
};
struct LavaWave
{
F32 frequency;
F32 amplitude;
F32 velocity;
};
//**************************************************************************
// Under lava FX
//**************************************************************************
class UnderLavaFX
{
private:
Point2F mTexFrequency;
Point2I mNumPoints;
Point2I mViewSize;
LavaWave mWave[2];
F32 mMoveSpeed;
void renderRow( U32 row, U32 numRows, U32 numColumns );
public:
UnderLavaFX();
void init();
void render();
};
extern UnderLavaFX gLavaFX;
#endif