engine/game/stationFXVehicle.cc
2024-01-07 04:36:33 +00:00

698 lines
21 KiB
C++

//-----------------------------------------------------------------------------
// V12 Engine
//
// Copyright (c) 2001 GarageGames.Com
// Portions Copyright (c) 2001 by Sierra Online, Inc.
//-----------------------------------------------------------------------------
#include "game/StationFXVehicle.h"
#include "core/bitStream.h"
#include "console/consoleTypes.h"
#include "scenegraph/sceneState.h"
#include "dgl/dgl.h"
#include "sim/netConnection.h"
#include "game/shapeBase.h"
#include "scenegraph/sceneGraph.h"
#include "ts/tsShapeInstance.h"
#include "math/mathUtils.h"
#include "math/mathIO.h"
IMPLEMENT_CO_DATABLOCK_V1(StationFXVehicleData);
IMPLEMENT_CO_NETOBJECT_V1(StationFXVehicle);
//**************************************************************************
// Station FX Personal Data
//**************************************************************************
StationFXVehicleData::StationFXVehicleData()
{
glowTopHeight = 0.5;
glowBottomHeight = 0.1;
glowTopRadius = 8.0;
glowBottomRadius = 7.5;
numGlowSegments = 20;
glowFadeTime = 1.0;
armLightDelay = 2.0;
armLightLifetime = 5.0;
armLightFadeTime = 2.0;
sphereColor.set( 0.1, 0.1, 0.5, 1.0 );
spherePhiSegments = 13;
sphereThetaSegments = 5;
sphereRadius = 12.0;
sphereScale.set( 1.0, 1.0, 0.85 );
lifetime = 6.0;
numArcSegments = 10.0;
glowNodeName = NULL;
dMemset( leftNodeName, 0, sizeof( leftNodeName ) );
dMemset( rightNodeName, 0, sizeof( rightNodeName ) );
dMemset( textureName, 0, sizeof( textureName ) );
dMemset( textureHandle, 0, sizeof( textureHandle ) );
}
//--------------------------------------------------------------------------
void StationFXVehicleData::initPersistFields()
{
Parent::initPersistFields();
addField("glowTopHeight", TypeF32, Offset( glowTopHeight, StationFXVehicleData ) );
addField("glowBottomHeight", TypeF32, Offset( glowBottomHeight, StationFXVehicleData ) );
addField("glowTopRadius", TypeF32, Offset( glowTopRadius, StationFXVehicleData ) );
addField("glowBottomRadius", TypeF32, Offset( glowBottomRadius, StationFXVehicleData ) );
addField("numGlowSegments", TypeS32, Offset( numGlowSegments, StationFXVehicleData ) );
addField("glowFadeTime", TypeF32, Offset( glowFadeTime, StationFXVehicleData ) );
addField("armLightDelay", TypeF32, Offset( armLightDelay, StationFXVehicleData ) );
addField("armLightLifetime", TypeF32, Offset( armLightLifetime, StationFXVehicleData ) );
addField("armLightFadeTime", TypeF32, Offset( armLightFadeTime, StationFXVehicleData ) );
addField("sphereColor", TypeColorF, Offset( sphereColor, StationFXVehicleData ) );
addField("spherePhiSegments", TypeS32, Offset( spherePhiSegments, StationFXVehicleData ) );
addField("sphereThetaSegments", TypeS32, Offset( sphereThetaSegments, StationFXVehicleData ) );
addField("sphereRadius", TypeF32, Offset( sphereRadius, StationFXVehicleData ) );
addField("sphereScale", TypePoint3F,Offset( sphereScale, StationFXVehicleData ) );
addField("lifetime", TypeF32, Offset( lifetime, StationFXVehicleData ) );
addField("numArcSegments", TypeS32, Offset( numArcSegments, StationFXVehicleData ) );
addField("glowNodeName", TypeString, Offset( glowNodeName, StationFXVehicleData ) );
addField("leftNodeName", TypeString, Offset( leftNodeName, StationFXVehicleData ), SFXC_NUM_NODES );
addField("rightNodeName", TypeString, Offset( rightNodeName, StationFXVehicleData ), SFXC_NUM_NODES );
addField("texture", TypeString, Offset( textureName, StationFXVehicleData ), SFXC_NUM_TEX );
}
//--------------------------------------------------------------------------
bool StationFXVehicleData::onAdd()
{
if(!Parent::onAdd())
return false;
return true;
}
//--------------------------------------------------------------------------
bool StationFXVehicleData::preload(bool server, char errorBuffer[256])
{
if (Parent::preload(server, errorBuffer) == false)
return false;
if (server == false)
{
for( int i=0; i<SFXC_NUM_TEX; i++ )
{
if( textureName[i] && textureName[i][0] )
{
textureHandle[i] = TextureHandle(textureName[i], MeshTexture );
}
}
}
return true;
}
//--------------------------------------------------------------------------
void StationFXVehicleData::packData(BitStream* stream)
{
Parent::packData(stream);
stream->write(glowTopHeight);
stream->write(glowBottomHeight);
stream->write(glowTopRadius);
stream->write(glowBottomRadius);
stream->write(numGlowSegments);
stream->write(glowFadeTime);
stream->write(armLightDelay);
stream->write(armLightLifetime);
stream->write(armLightFadeTime);
stream->write(lifetime);
stream->write(numArcSegments);
stream->write(sphereColor);
stream->write(spherePhiSegments);
stream->write(sphereThetaSegments);
stream->write(sphereRadius);
mathWrite(*stream, sphereScale );
stream->writeString(glowNodeName);
U32 i=0;
for( i=0; i<SFXC_NUM_NODES; i++ )
{
stream->writeString(leftNodeName[i]);
stream->writeString(rightNodeName[i]);
}
for( i=0; i<SFXC_NUM_TEX; i++ )
{
stream->writeString(textureName[i]);
}
}
//--------------------------------------------------------------------------
void StationFXVehicleData::unpackData(BitStream* stream)
{
Parent::unpackData(stream);
stream->read(&glowTopHeight);
stream->read(&glowBottomHeight);
stream->read(&glowTopRadius);
stream->read(&glowBottomRadius);
stream->read(&numGlowSegments);
stream->read(&glowFadeTime);
stream->read(&armLightDelay);
stream->read(&armLightLifetime);
stream->read(&armLightFadeTime);
stream->read(&lifetime);
stream->read(&numArcSegments);
stream->read(&sphereColor);
stream->read(&spherePhiSegments);
stream->read(&sphereThetaSegments);
stream->read(&sphereRadius);
mathRead( *stream, &sphereScale );
glowNodeName = stream->readSTString();
U32 i=0;
for( i=0; i<SFXC_NUM_NODES; i++ )
{
leftNodeName[i] = stream->readSTString();
rightNodeName[i] = stream->readSTString();
}
for( i=0; i<SFXC_NUM_TEX; i++ )
{
textureName[i] = stream->readSTString();
}
}
//**************************************************************************
// Station FX Personal
//**************************************************************************
StationFXVehicle::StationFXVehicle()
{
mCurrMS = 0;
mStationObjectID = -1;
mDataBlock = NULL;
mElapsedTime = 0.0;
}
//--------------------------------------------------------------------------
void StationFXVehicle::initPersistFields()
{
Parent::initPersistFields();
addField("stationObject", TypeS32, Offset( mStationObjectID, StationFXVehicle ));
}
//--------------------------------------------------------------------------
bool StationFXVehicle::onAdd()
{
if(!Parent::onAdd())
return false;
if( isServerObject() )
{
ShapeBase* obj;
if( mStationObjectID != -1 )
{
Sim::findObject( mStationObjectID, obj );
mStationObject = obj;
}
}
mObjBox.min = Point3F( -12, -12, -0 );
mObjBox.max = Point3F( 12, 12, 12 );
resetWorldBox();
if( mStationObject )
{
setTransform( mStationObject->getTransform() );
}
addToScene();
return true;
}
//--------------------------------------------------------------------------
void StationFXVehicle::onRemove()
{
removeFromScene();
Parent::onRemove();
}
//--------------------------------------------------------------------------
bool StationFXVehicle::onNewDataBlock(GameBaseData* dptr)
{
mDataBlock = dynamic_cast<StationFXVehicleData*>(dptr);
if (!mDataBlock || !Parent::onNewDataBlock(dptr))
return false;
scriptOnNewDataBlock();
return true;
}
//--------------------------------------------------------------------------
// Process tick
//--------------------------------------------------------------------------
void StationFXVehicle::processTick(const Move*)
{
mCurrMS += TickMs;
if( isServerObject() )
{
if( mCurrMS >= (mDataBlock->lifetime * 1000) )
{
deleteObject();
return;
}
}
}
//--------------------------------------------------------------------------
// Advance time
//--------------------------------------------------------------------------
void StationFXVehicle::advanceTime(F32 dt)
{
mElapsedTime += dt;
}
//--------------------------------------------------------------------------
// Prep render image
//--------------------------------------------------------------------------
bool StationFXVehicle::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))
{
SceneRenderImage* image = new SceneRenderImage;
image->obj = this;
image->isTranslucent = true;
// image->sortType = SceneRenderImage::Point;
image->sortType = SceneRenderImage::EndSort;
state->setImageRefPoint(this, image);
state->insertRenderImage(image);
}
return false;
}
//--------------------------------------------------------------------------
// Render
//--------------------------------------------------------------------------
void StationFXVehicle::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);
F32 radius[4];
radius[0] = findRadius( mDataBlock->leftNodeName[0], mDataBlock->rightNodeName[0] );
radius[1] = findRadius( mDataBlock->leftNodeName[1], mDataBlock->rightNodeName[1] );
radius[2] = findRadius( mDataBlock->leftNodeName[2], mDataBlock->rightNodeName[2] );
radius[3] = findRadius( mDataBlock->leftNodeName[3], mDataBlock->rightNodeName[3] );
renderWall( radius[1], radius[0], 180.0, mDataBlock->leftNodeName[1], mDataBlock->leftNodeName[0] );
renderWall( radius[1], radius[0], 180.0, mDataBlock->rightNodeName[1], mDataBlock->rightNodeName[0] );
renderWall( radius[3], radius[2], 180.0, mDataBlock->leftNodeName[3], mDataBlock->leftNodeName[2] );
renderWall( radius[3], radius[2], 180.0, mDataBlock->rightNodeName[3], mDataBlock->rightNodeName[2] );
renderGlow();
renderHemisphere( mDataBlock->spherePhiSegments, mDataBlock->sphereThetaSegments, mDataBlock->sphereRadius );
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
dglSetViewport(viewport);
AssertFatal(dglIsInCanonicalState(), "Error, GL not in canonical state on exit");
}
//--------------------------------------------------------------------------
// Get node transform
//--------------------------------------------------------------------------
MatrixF StationFXVehicle::getNodeTransform( StringTableEntry nodeName )
{
TSShapeInstance *shapeInstance = mStationObject->getShapeInstance();
TSShape *shape = shapeInstance->getShape();
S32 node = shape->findNode( nodeName );
if( node < 0 )
{
return MatrixF(true);
}
return shapeInstance->mNodeTransforms[node];
}
//--------------------------------------------------------------------------
// Find radius
//--------------------------------------------------------------------------
F32 StationFXVehicle::findRadius( StringTableEntry node1, StringTableEntry node2 )
{
if( !mStationObject ) return 1.0;
TSShapeInstance *shapeInstance = mStationObject->getShapeInstance();
if( !shapeInstance ) return 1.0;
TSShape *shape = shapeInstance->getShape();
if( !shape ) return 1.0;
S32 node = shape->findNode( node1 );
if( node < 0 ) return 1.0;
Point3F nodePos1 = shapeInstance->mNodeTransforms[node].getPosition();
node = shape->findNode( node2 );
if( node < 0 ) return 1.0;
Point3F nodePos2 = shapeInstance->mNodeTransforms[node].getPosition();
VectorF diff = nodePos1 - nodePos2;
return ( diff.magnitudeSafe() * 0.5 );
}
//--------------------------------------------------------------------------
// Render hemisphere
//--------------------------------------------------------------------------
void StationFXVehicle::renderHemisphere( F32 numPhiSegments, F32 numThetaSegments, F32 radius )
{
if( !mStationObject ) return;
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
MatrixF sphereTrans = getNodeTransform( mDataBlock->glowNodeName );
MatrixF stationTrans;
stationTrans.mul( mStationObject->getTransform(), sphereTrans );
dglMultMatrix( &stationTrans );
glScalef( mDataBlock->sphereScale.x, mDataBlock->sphereScale.y, mDataBlock->sphereScale.z );
glColor4f( 0.1, 0.1, 0.5, 1.0 );
F32 armTime = mElapsedTime - mDataBlock->armLightDelay;
if( armTime < mDataBlock->armLightFadeTime )
{
F32 percent = armTime / mDataBlock->armLightFadeTime;
glColor4f( 0.1, 0.1, 0.5, percent );
}
if( (mDataBlock->armLightLifetime - armTime) < mDataBlock->armLightFadeTime )
{
F32 timeLeft = mDataBlock->armLightLifetime - armTime;
F32 percent = timeLeft / mDataBlock->armLightFadeTime;
glColor4f( 0.1, 0.1, 0.5, percent );
}
glEnable( GL_CULL_FACE );
glDepthMask( GL_FALSE );
glDisable( GL_TEXTURE_2D );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE );
for( U32 i=1; i<numThetaSegments; i++ )
{
F32 topAngle = F32(i) / (numThetaSegments-1);
F32 bottomAngle = F32(i-1) / (numThetaSegments-1);
F32 topHeight = mSin( topAngle * M_PI * 0.5 ) * radius;
F32 bottomHeight = mSin( bottomAngle * M_PI * 0.5 ) * radius;
F32 topRadius = mCos( topAngle * M_PI * 0.5 ) * radius;
F32 bottomRadius = mCos( bottomAngle * M_PI * 0.5 ) * radius;
glBegin( GL_TRIANGLE_STRIP );
for( U32 j=0; j<numPhiSegments; j++ )
{
F32 percent = F32(j) / (numPhiSegments-1);
F32 angle = percent * M_2PI;
VectorF topPoint( mSin( angle ) * topRadius, mCos( angle ) * topRadius, topHeight );
glTexCoord2f( percent, 0.0 );
glVertex3fv( topPoint );
VectorF bottomPoint( mSin( angle ) * bottomRadius, mCos( angle ) * bottomRadius, bottomHeight );
glTexCoord2f( percent, 1.0 );
glVertex3fv( bottomPoint );
}
glEnd();
}
glDisable( GL_CULL_FACE );
glDisable( GL_BLEND );
glDepthMask( GL_TRUE );
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
//--------------------------------------------------------------------------
// Render wall
//--------------------------------------------------------------------------
void StationFXVehicle::renderWall( F32 topRadius, F32 bottomRadius, F32 numDegrees,
StringTableEntry topNode, StringTableEntry bottomNode )
{
if( !mStationObject ) return;
if( mElapsedTime < mDataBlock->armLightDelay ) return;
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
TSShapeInstance *shapeInstance = mStationObject->getShapeInstance();
shapeInstance->animate();
TSShape *shape = shapeInstance->getShape();
Point3F topNodePoint = getNodeTransform( topNode ).getPosition();
Point3F bottomNodePoint = getNodeTransform( bottomNode ).getPosition();
MatrixF wallTrans = getNodeTransform( mDataBlock->glowNodeName );
Point3F centerPos = wallTrans.getPosition();
Point3F dir = topNodePoint - centerPos;
dir.z = 0.0;
dir.normalize();
MatrixF wallOrient = MathUtils::createOrientFromDir( dir );
centerPos.z = bottomNodePoint.z;
wallTrans.setPosition( centerPos );
wallTrans.mul( wallOrient );
MatrixF stationTrans;
stationTrans.mul( mStationObject->getTransform(), wallTrans );
dglMultMatrix( &stationTrans );
glColor4f( 1.0, 1.0, 1.0, 1.0 );
F32 armTime = mElapsedTime - mDataBlock->armLightDelay;
if( armTime < mDataBlock->armLightFadeTime )
{
F32 percent = armTime / mDataBlock->armLightFadeTime;
glColor4f( 1.0, 1.0, 1.0, percent );
numDegrees *= percent;
}
if( (mDataBlock->armLightLifetime - armTime) < mDataBlock->armLightFadeTime )
{
F32 timeLeft = mDataBlock->armLightLifetime - armTime;
F32 percent = timeLeft / mDataBlock->armLightFadeTime;
glColor4f( 1.0, 1.0, 1.0, percent );
numDegrees *= percent;
}
glDepthMask( GL_FALSE );
glEnable( GL_TEXTURE_2D );
glBindTexture( GL_TEXTURE_2D, mDataBlock->textureHandle[1].getGLName() );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE );
F32 height = topNodePoint.z - bottomNodePoint.z;
glBegin( GL_TRIANGLE_STRIP );
for( U32 i=0; i<mDataBlock->numArcSegments; i++ )
{
F32 percent = F32(i) / F32(mDataBlock->numArcSegments-1);
F32 angle = percent * mDegToRad( numDegrees );
if( percent == 1.0 )
{
percent = 0.97;
}
VectorF topPoint( mSin( angle ) * topRadius, mCos( angle ) * topRadius, height );
glTexCoord2f( percent, 0.025 );
glVertex3fv( topPoint );
VectorF bottomPoint( mSin( angle ) * bottomRadius, mCos( angle ) * bottomRadius, 0.0 );
glTexCoord2f( percent, 1.0 );
glVertex3fv( bottomPoint );
}
glEnd();
glDisable( GL_BLEND );
glDisable( GL_TEXTURE_2D );
glDepthMask( GL_TRUE );
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
//--------------------------------------------------------------------------
// Render glow on bottom of station
//--------------------------------------------------------------------------
void StationFXVehicle::renderGlow()
{
if( !mStationObject ) return;
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
MatrixF stationTrans;
TSShapeInstance *shapeInstance = mStationObject->getShapeInstance();
TSShape *shape = shapeInstance->getShape();
S32 node = shape->findNode( mDataBlock->glowNodeName );
MatrixF nodeTrans = shapeInstance->mNodeTransforms[node];
stationTrans.mul( mStationObject->getTransform(), nodeTrans );
dglMultMatrix( &stationTrans );
glColor4f( 1.0, 1.0, 1.0, 1.0 );
if( mElapsedTime < mDataBlock->glowFadeTime )
{
glColor4f( 1.0, 1.0, 1.0, mElapsedTime / mDataBlock->glowFadeTime );
}
if( (mDataBlock->lifetime - mElapsedTime) < mDataBlock->glowFadeTime )
{
F32 timeLeft = mDataBlock->lifetime - mElapsedTime;
glColor4f( 1.0, 1.0, 1.0, timeLeft / mDataBlock->glowFadeTime );
}
glDepthMask( GL_FALSE );
glEnable( GL_TEXTURE_2D );
glBindTexture( GL_TEXTURE_2D, mDataBlock->textureHandle[0].getGLName() );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE );
glBegin( GL_TRIANGLE_STRIP );
for( U32 i=0; i<mDataBlock->numGlowSegments; i++ )
{
F32 percent = F32(i) / F32(mDataBlock->numGlowSegments-1);
F32 angle = percent * mDegToRad( 360.0 );
F32 radius = mDataBlock->glowTopRadius;
VectorF topPoint( mSin( angle ) * radius, mCos( angle ) * radius, mDataBlock->glowTopHeight );
glTexCoord2f( percent, 0.05 );
glVertex3fv( topPoint );
radius = mDataBlock->glowBottomRadius;
VectorF bottomPoint( mSin( angle ) * radius, mCos( angle ) * radius, mDataBlock->glowBottomHeight );
glTexCoord2f( percent, 1.0 );
glVertex3fv( bottomPoint );
}
glEnd();
glDisable( GL_BLEND );
glDisable( GL_TEXTURE_2D );
glDepthMask( GL_TRUE );
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
//--------------------------------------------------------------------------
// Pack update
//--------------------------------------------------------------------------
U32 StationFXVehicle::packUpdate(NetConnection* con, U32 mask, BitStream* stream)
{
U32 retMask = Parent::packUpdate(con, mask, stream);
if (stream->writeFlag(mask & GameBase::InitialUpdateMask))
{
if( bool(mStationObject) )
{
S32 ghostIndex = con->getGhostIndex(mStationObject);
if (stream->writeFlag(ghostIndex != -1)) {
stream->writeRangedU32(U32(ghostIndex), 0, NetConnection::MaxGhostCount);
}
}
else
{
stream->writeFlag(false);
}
}
return retMask;
}
//--------------------------------------------------------------------------
// Unpack update
//--------------------------------------------------------------------------
void StationFXVehicle::unpackUpdate(NetConnection* con, BitStream* stream)
{
Parent::unpackUpdate(con, stream);
// initial update
if( stream->readFlag() )
{
if (stream->readFlag())
{
mStationObjectID = stream->readRangedU32(0, NetConnection::MaxGhostCount);
NetObject* pObject = con->resolveGhost(mStationObjectID);
if (pObject != NULL)
{
mStationObject = dynamic_cast<ShapeBase*>(pObject);
}
}
}
}