lightning.cpp 36 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "platform/platform.h"
  23. #include "T3D/fx/lightning.h"
  24. #include "scene/sceneRenderState.h"
  25. #include "console/consoleTypes.h"
  26. #include "math/mathIO.h"
  27. #include "core/stream/bitStream.h"
  28. #include "T3D/gameBase/gameConnection.h"
  29. #include "T3D/shapeBase.h"
  30. #include "math/mRandom.h"
  31. #include "math/mathUtils.h"
  32. #include "terrain/terrData.h"
  33. #include "scene/sceneManager.h"
  34. #include "T3D/player.h"
  35. #include "T3D/camera.h"
  36. #include "sfx/sfxSystem.h"
  37. #include "sfx/sfxTrack.h"
  38. #include "sfx/sfxTypes.h"
  39. #include "gfx/primBuilder.h"
  40. #include "console/engineAPI.h"
  41. IMPLEMENT_CO_DATABLOCK_V1(LightningData);
  42. IMPLEMENT_CO_NETOBJECT_V1(Lightning);
  43. ConsoleDocClass( LightningData,
  44. "@brief Common data for a Lightning emitter object.\n"
  45. "@see Lightning\n"
  46. "@ingroup FX\n"
  47. "@ingroup Atmosphere\n"
  48. "@ingroup Datablocks\n"
  49. );
  50. ConsoleDocClass( Lightning,
  51. "@brief An emitter for lightning bolts.\n\n"
  52. "Lightning strike events are created on the server and transmitted to all "
  53. "clients to render the bolt. The strike may be followed by a random thunder "
  54. "sound. Player or Vehicle objects within the Lightning strike range can be "
  55. "hit and damaged by bolts.\n"
  56. "@see LightningData\n"
  57. "@ingroup FX\n"
  58. "@ingroup Atmosphere\n"
  59. );
  60. IMPLEMENT_CALLBACK( Lightning, applyDamage, void, ( const Point3F& hitPosition, const Point3F& hitNormal, SceneObject* hitObject ),
  61. ( hitPosition, hitNormal, hitObject ),
  62. "Informs an object that it was hit by a lightning bolt and needs to take damage.\n"
  63. "@param hitPosition World position hit by the lightning bolt.\n"
  64. "@param hitNormal Surface normal at @a hitPosition.\n"
  65. "@param hitObject Player or Vehicle object that was hit.\n"
  66. "@tsexample\n"
  67. "function Lightning::applyDamage( %this, %hitPosition, %hitNormal, %hitObject )\n"
  68. "{\n"
  69. " // apply damage to the player\n"
  70. " %hitObject.applyDamage( 25 );\n"
  71. "}\n"
  72. "@endtsexample\n"
  73. );
  74. MRandomLCG sgLightningRand;
  75. S32 QSORT_CALLBACK cmpSounds(const void* p1, const void* p2)
  76. {
  77. U32 i1 = *((const S32*)p1);
  78. U32 i2 = *((const S32*)p2);
  79. if (i1 < i2) {
  80. return 1;
  81. } else if (i1 > i2) {
  82. return -1;
  83. } else {
  84. return 0;
  85. }
  86. }
  87. //--------------------------------------------------------------------------
  88. //--------------------------------------
  89. //
  90. class LightningStrikeEvent : public NetEvent
  91. {
  92. public:
  93. typedef NetEvent Parent;
  94. enum EventType {
  95. WarningFlash = 0,
  96. Strike = 1,
  97. TargetedStrike = 2,
  98. TypeMin = WarningFlash,
  99. TypeMax = TargetedStrike
  100. };
  101. enum Constants {
  102. PositionalBits = 10
  103. };
  104. Point2F mStart;
  105. SimObjectPtr<SceneObject> mTarget;
  106. Lightning* mLightning;
  107. // Set by unpack...
  108. public:
  109. S32 mClientId;
  110. public:
  111. LightningStrikeEvent();
  112. ~LightningStrikeEvent();
  113. void pack(NetConnection*, BitStream*);
  114. void write(NetConnection*, BitStream*){}
  115. void unpack(NetConnection*, BitStream*);
  116. void process(NetConnection*);
  117. DECLARE_CONOBJECT(LightningStrikeEvent);
  118. };
  119. IMPLEMENT_CO_CLIENTEVENT_V1(LightningStrikeEvent);
  120. ConsoleDocClass( LightningStrikeEvent,
  121. "@brief Network event that triggers a lightning strike on the client when it "
  122. "is received.\n\n"
  123. "This event is sent to all clients when the warningFlashes(), "
  124. "strikeRandomPoint() or strikeObject() methods are invoked on the Lightning "
  125. "object on the server.\n"
  126. "@see Lightning, LightningData\n"
  127. "@ingroup FX\n"
  128. "@ingroup Atmosphere\n"
  129. );
  130. LightningStrikeEvent::LightningStrikeEvent()
  131. {
  132. mLightning = NULL;
  133. mTarget = NULL;
  134. mClientId = 0;
  135. }
  136. LightningStrikeEvent::~LightningStrikeEvent()
  137. {
  138. }
  139. void LightningStrikeEvent::pack(NetConnection* con, BitStream* stream)
  140. {
  141. if(!mLightning)
  142. {
  143. stream->writeFlag(false);
  144. return;
  145. }
  146. S32 id = con->getGhostIndex(mLightning);
  147. if(id == -1)
  148. {
  149. stream->writeFlag(false);
  150. return;
  151. }
  152. stream->writeFlag(true);
  153. stream->writeRangedU32(U32(id), 0, NetConnection::MaxGhostCount);
  154. stream->writeFloat(mStart.x, PositionalBits);
  155. stream->writeFloat(mStart.y, PositionalBits);
  156. if( mTarget )
  157. {
  158. S32 ghostIndex = con->getGhostIndex(mTarget);
  159. if (ghostIndex == -1)
  160. stream->writeFlag(false);
  161. else
  162. {
  163. stream->writeFlag(true);
  164. stream->writeRangedU32(U32(ghostIndex), 0, NetConnection::MaxGhostCount);
  165. }
  166. }
  167. else
  168. stream->writeFlag( false );
  169. }
  170. void LightningStrikeEvent::unpack(NetConnection* con, BitStream* stream)
  171. {
  172. if(!stream->readFlag())
  173. return;
  174. S32 mClientId = stream->readRangedU32(0, NetConnection::MaxGhostCount);
  175. mLightning = NULL;
  176. NetObject* pObject = con->resolveGhost(mClientId);
  177. if (pObject)
  178. mLightning = dynamic_cast<Lightning*>(pObject);
  179. mStart.x = stream->readFloat(PositionalBits);
  180. mStart.y = stream->readFloat(PositionalBits);
  181. if( stream->readFlag() )
  182. {
  183. // target id
  184. S32 mTargetID = stream->readRangedU32(0, NetConnection::MaxGhostCount);
  185. NetObject* pObject = con->resolveGhost(mTargetID);
  186. if( pObject != NULL )
  187. {
  188. mTarget = dynamic_cast<SceneObject*>(pObject);
  189. }
  190. if( bool(mTarget) == false )
  191. {
  192. Con::errorf(ConsoleLogEntry::General, "LightningStrikeEvent::unpack: could not resolve target ghost properly");
  193. }
  194. }
  195. }
  196. void LightningStrikeEvent::process(NetConnection*)
  197. {
  198. if (mLightning)
  199. mLightning->processEvent(this);
  200. }
  201. //--------------------------------------------------------------------------
  202. //--------------------------------------
  203. //
  204. LightningData::LightningData()
  205. {
  206. strikeSound = NULL;
  207. dMemset( strikeTextureNames, 0, sizeof( strikeTextureNames ) );
  208. dMemset( strikeTextures, 0, sizeof( strikeTextures ) );
  209. dMemset( thunderSounds, 0, sizeof( thunderSounds ) );
  210. }
  211. LightningData::~LightningData()
  212. {
  213. }
  214. //--------------------------------------------------------------------------
  215. void LightningData::initPersistFields()
  216. {
  217. addField( "strikeSound", TYPEID< SFXTrack >(), Offset(strikeSound, LightningData),
  218. "Sound profile to play when a lightning strike occurs." );
  219. addField( "thunderSounds", TYPEID< SFXTrack >(), Offset(thunderSounds, LightningData), MaxThunders,
  220. "@brief List of thunder sound effects to play.\n\n"
  221. "A random one of these sounds will be played shortly after each strike "
  222. "occurs." );
  223. addField( "strikeTextures", TypeString, Offset(strikeTextureNames, LightningData), MaxTextures,
  224. "List of textures to use to render lightning strikes." );
  225. Parent::initPersistFields();
  226. }
  227. //--------------------------------------------------------------------------
  228. bool LightningData::onAdd()
  229. {
  230. if(!Parent::onAdd())
  231. return false;
  232. return true;
  233. }
  234. bool LightningData::preload(bool server, String &errorStr)
  235. {
  236. if (Parent::preload(server, errorStr) == false)
  237. return false;
  238. dQsort(thunderSounds, MaxThunders, sizeof(SFXTrack*), cmpSounds);
  239. for (numThunders = 0; numThunders < MaxThunders && thunderSounds[numThunders] != NULL; numThunders++) {
  240. //
  241. }
  242. if (server == false)
  243. {
  244. String sfxErrorStr;
  245. for (U32 i = 0; i < MaxThunders; i++) {
  246. if( !sfxResolve( &thunderSounds[ i ], sfxErrorStr ) )
  247. Con::errorf(ConsoleLogEntry::General, "LightningData::preload: Invalid packet: %s", sfxErrorStr.c_str());
  248. }
  249. if( !sfxResolve( &strikeSound, sfxErrorStr ) )
  250. Con::errorf(ConsoleLogEntry::General, "LightningData::preload: Invalid packet: %s", sfxErrorStr.c_str());
  251. for (U32 i = 0; i < MaxTextures; i++)
  252. {
  253. if (strikeTextureNames[i][0])
  254. strikeTextures[i] = GFXTexHandle(strikeTextureNames[i], &GFXDefaultStaticDiffuseProfile, avar("%s() - strikeTextures[%d] (line %d)", __FUNCTION__, i, __LINE__));
  255. }
  256. }
  257. return true;
  258. }
  259. //--------------------------------------------------------------------------
  260. void LightningData::packData(BitStream* stream)
  261. {
  262. Parent::packData(stream);
  263. U32 i;
  264. for (i = 0; i < MaxThunders; i++)
  265. sfxWrite( stream, thunderSounds[ i ] );
  266. for (i = 0; i < MaxTextures; i++) {
  267. stream->writeString(strikeTextureNames[i]);
  268. }
  269. sfxWrite( stream, strikeSound );
  270. }
  271. void LightningData::unpackData(BitStream* stream)
  272. {
  273. Parent::unpackData(stream);
  274. U32 i;
  275. for (i = 0; i < MaxThunders; i++)
  276. sfxRead( stream, &thunderSounds[ i ] );
  277. for (i = 0; i < MaxTextures; i++) {
  278. strikeTextureNames[i] = stream->readSTString();
  279. }
  280. sfxRead( stream, &strikeSound );
  281. }
  282. //--------------------------------------------------------------------------
  283. //--------------------------------------
  284. //
  285. Lightning::Lightning()
  286. {
  287. mNetFlags.set(Ghostable|ScopeAlways);
  288. mTypeMask |= StaticObjectType|EnvironmentObjectType;
  289. mLastThink = 0;
  290. mStrikeListHead = NULL;
  291. mThunderListHead = NULL;
  292. strikesPerMinute = 12;
  293. strikeWidth = 2.5;
  294. chanceToHitTarget = 0.5f;
  295. strikeRadius = 20.0f;
  296. boltStartRadius = 20.0f;
  297. color.set( 1.0f, 1.0f, 1.0f, 1.0f );
  298. fadeColor.set( 0.1f, 0.1f, 1.0f, 1.0f );
  299. useFog = true;
  300. setScale( VectorF( 512.0f, 512.0f, 300.0f ) );
  301. }
  302. Lightning::~Lightning()
  303. {
  304. while( mThunderListHead )
  305. {
  306. Thunder* next = mThunderListHead->next;
  307. delete mThunderListHead;
  308. mThunderListHead = next;
  309. }
  310. while( mStrikeListHead )
  311. {
  312. Strike* next = mStrikeListHead->next;
  313. delete mStrikeListHead;
  314. mStrikeListHead = next;
  315. }
  316. }
  317. //--------------------------------------------------------------------------
  318. void Lightning::initPersistFields()
  319. {
  320. addGroup( "Strikes" );
  321. addField( "strikesPerMinute", TypeS32, Offset(strikesPerMinute, Lightning),
  322. "@brief Number of lightning strikes to perform per minute.\n\n"
  323. "Automatically invokes strikeRandomPoint() at regular intervals." );
  324. addField( "strikeWidth", TypeF32, Offset(strikeWidth, Lightning),
  325. "Width of a lightning bolt." );
  326. addField( "strikeRadius", TypeF32, Offset(strikeRadius, Lightning),
  327. "@brief Horizontal size (XY plane) of the search box used to find and "
  328. "damage Player or Vehicle objects within range of the strike.\n\n"
  329. "Only the object at highest altitude with a clear line of sight to the "
  330. "bolt will be hit." );
  331. endGroup( "Strikes" );
  332. addGroup( "Colors" );
  333. addField( "color", TypeColorF, Offset(color, Lightning),
  334. "Color to blend the strike texture with." );
  335. addField( "fadeColor", TypeColorF, Offset(fadeColor, Lightning),
  336. "@brief Color to blend the strike texture with when the bolt is fading away.\n\n"
  337. "Bolts fade away automatically shortly after the strike occurs." );
  338. endGroup( "Colors" );
  339. addGroup( "Bolts" );
  340. addField( "chanceToHitTarget", TypeF32, Offset(chanceToHitTarget, Lightning),
  341. "Percentage chance (0-1) that a given lightning bolt will hit something." );
  342. addField( "boltStartRadius", TypeF32, Offset(boltStartRadius, Lightning),
  343. "@brief Radial distance from the center of the Lightning object for the "
  344. "start point of the bolt.\n\n"
  345. "The actual start point will be a random point within this radius." );
  346. addField( "useFog", TypeBool, Offset(useFog, Lightning),
  347. "Controls whether lightning bolts are affected by fog when they are rendered." );
  348. endGroup( "Bolts" );
  349. Parent::initPersistFields();
  350. }
  351. //--------------------------------------------------------------------------
  352. bool Lightning::onAdd()
  353. {
  354. if(!Parent::onAdd())
  355. return false;
  356. mObjBox.minExtents.set( -0.5f, -0.5f, -0.5f );
  357. mObjBox.maxExtents.set( 0.5f, 0.5f, 0.5f );
  358. resetWorldBox();
  359. addToScene();
  360. return true;
  361. }
  362. void Lightning::onRemove()
  363. {
  364. removeFromScene();
  365. Parent::onRemove();
  366. }
  367. bool Lightning::onNewDataBlock( GameBaseData *dptr, bool reload )
  368. {
  369. mDataBlock = dynamic_cast<LightningData*>( dptr );
  370. if ( !mDataBlock || !Parent::onNewDataBlock( dptr, reload ) )
  371. return false;
  372. scriptOnNewDataBlock();
  373. return true;
  374. }
  375. //--------------------------------------------------------------------------
  376. void Lightning::prepRenderImage( SceneRenderState* state )
  377. {
  378. ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
  379. ri->renderDelegate.bind(this, &Lightning::renderObject);
  380. // The Lightning isn't technically foliage but our debug
  381. // effect seems to render best as a Foliage type (translucent,
  382. // renders itself, no sorting)
  383. ri->type = RenderPassManager::RIT_Foliage;
  384. state->getRenderPass()->addInst( ri );
  385. }
  386. void Lightning::renderObject(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance* overrideMat)
  387. {
  388. if (overrideMat)
  389. return;
  390. if (mLightningSB.isNull())
  391. {
  392. GFXStateBlockDesc desc;
  393. desc.setBlend( true, GFXBlendSrcAlpha, GFXBlendOne);
  394. desc.setCullMode(GFXCullNone);
  395. desc.zWriteEnable = false;
  396. desc.samplersDefined = true;
  397. desc.samplers[0].magFilter = GFXTextureFilterLinear;
  398. desc.samplers[0].minFilter = GFXTextureFilterLinear;
  399. desc.samplers[0].addressModeU = GFXAddressWrap;
  400. desc.samplers[0].addressModeV = GFXAddressWrap;
  401. mLightningSB = GFX->createStateBlock(desc);
  402. }
  403. GFX->setStateBlock(mLightningSB);
  404. Strike* walk = mStrikeListHead;
  405. while (walk != NULL)
  406. {
  407. GFX->setTexture(0, mDataBlock->strikeTextures[0]);
  408. for( U32 i=0; i<3; i++ )
  409. {
  410. if( walk->bolt[i].isFading )
  411. {
  412. F32 alpha = 1.0f - walk->bolt[i].percentFade;
  413. if( alpha < 0.0f ) alpha = 0.0f;
  414. PrimBuild::color4f( fadeColor.red, fadeColor.green, fadeColor.blue, alpha );
  415. }
  416. else
  417. {
  418. PrimBuild::color4f( color.red, color.green, color.blue, color.alpha );
  419. }
  420. walk->bolt[i].render( state->getCameraPosition() );
  421. }
  422. walk = walk->next;
  423. }
  424. //GFX->setZWriteEnable(true);
  425. //GFX->setAlphaTestEnable(false);
  426. //GFX->setAlphaBlendEnable(false);
  427. }
  428. void Lightning::scheduleThunder(Strike* newStrike)
  429. {
  430. AssertFatal(isClientObject(), "Lightning::scheduleThunder: server objects should not enter this version of the function");
  431. // If no thunder sounds, don't schedule anything!
  432. if (mDataBlock->numThunders == 0)
  433. return;
  434. GameConnection* connection = GameConnection::getConnectionToServer();
  435. if (connection) {
  436. MatrixF cameraMatrix;
  437. if (connection->getControlCameraTransform(0, &cameraMatrix)) {
  438. Point3F worldPos;
  439. cameraMatrix.getColumn(3, &worldPos);
  440. worldPos.x -= newStrike->xVal;
  441. worldPos.y -= newStrike->yVal;
  442. worldPos.z = 0.0f;
  443. F32 dist = worldPos.len();
  444. F32 t = dist / 330.0f;
  445. // Ok, we need to schedule a random strike sound t secs in the future...
  446. //
  447. if (t <= 0.03f) {
  448. // If it's really close, just play it...
  449. U32 thunder = sgLightningRand.randI(0, mDataBlock->numThunders - 1);
  450. SFX->playOnce(mDataBlock->thunderSounds[thunder]);
  451. } else {
  452. Thunder* pThunder = new Thunder;
  453. pThunder->tRemaining = t;
  454. pThunder->next = mThunderListHead;
  455. mThunderListHead = pThunder;
  456. }
  457. }
  458. }
  459. }
  460. //--------------------------------------------------------------------------
  461. void Lightning::processTick(const Move* move)
  462. {
  463. Parent::processTick(move);
  464. if (isServerObject() && !isHidden()) {
  465. S32 msBetweenStrikes = (S32)(60.0 / strikesPerMinute * 1000.0);
  466. mLastThink += TickMs;
  467. if( mLastThink > msBetweenStrikes )
  468. {
  469. strikeRandomPoint();
  470. mLastThink -= msBetweenStrikes;
  471. }
  472. }
  473. }
  474. void Lightning::interpolateTick(F32 dt)
  475. {
  476. Parent::interpolateTick(dt);
  477. }
  478. void Lightning::advanceTime(F32 dt)
  479. {
  480. Parent::advanceTime(dt);
  481. Strike** pWalker = &mStrikeListHead;
  482. while (*pWalker != NULL) {
  483. Strike* pStrike = *pWalker;
  484. for( U32 i=0; i<3; i++ )
  485. {
  486. pStrike->bolt[i].update( dt );
  487. }
  488. pStrike->currentAge += dt;
  489. if (pStrike->currentAge > pStrike->deathAge) {
  490. *pWalker = pStrike->next;
  491. delete pStrike;
  492. } else {
  493. pWalker = &((*pWalker)->next);
  494. }
  495. }
  496. Thunder** pThunderWalker = &mThunderListHead;
  497. while (*pThunderWalker != NULL) {
  498. Thunder* pThunder = *pThunderWalker;
  499. pThunder->tRemaining -= dt;
  500. if (pThunder->tRemaining <= 0.0f) {
  501. *pThunderWalker = pThunder->next;
  502. delete pThunder;
  503. // Play the sound...
  504. U32 thunder = sgLightningRand.randI(0, mDataBlock->numThunders - 1);
  505. SFX->playOnce(mDataBlock->thunderSounds[thunder]);
  506. } else {
  507. pThunderWalker = &((*pThunderWalker)->next);
  508. }
  509. }
  510. }
  511. //--------------------------------------------------------------------------
  512. void Lightning::processEvent(LightningStrikeEvent* pEvent)
  513. {
  514. AssertFatal(pEvent->mStart.x >= 0.0f && pEvent->mStart.x <= 1.0f, "Out of bounds coord!");
  515. Strike* pStrike = new Strike;
  516. Point3F strikePoint;
  517. strikePoint.zero();
  518. if( pEvent->mTarget )
  519. {
  520. Point3F objectCenter;
  521. pEvent->mTarget->getObjBox().getCenter( &objectCenter );
  522. objectCenter.convolve( pEvent->mTarget->getScale() );
  523. pEvent->mTarget->getTransform().mulP( objectCenter );
  524. strikePoint = objectCenter;
  525. }
  526. else
  527. {
  528. strikePoint.x = pEvent->mStart.x;
  529. strikePoint.y = pEvent->mStart.y;
  530. strikePoint *= mObjScale;
  531. strikePoint += getPosition();
  532. strikePoint += Point3F( -mObjScale.x * 0.5f, -mObjScale.y * 0.5f, 0.0f );
  533. RayInfo rayInfo;
  534. Point3F start = strikePoint;
  535. start.z = mObjScale.z * 0.5f + getPosition().z;
  536. strikePoint.z += -mObjScale.z * 0.5f;
  537. bool rayHit = gClientContainer.castRay( start, strikePoint,
  538. (STATIC_COLLISION_TYPEMASK | WaterObjectType),
  539. &rayInfo);
  540. if( rayHit )
  541. {
  542. strikePoint.z = rayInfo.point.z;
  543. }
  544. else
  545. {
  546. strikePoint.z = pStrike->bolt[0].findHeight( strikePoint, getSceneManager() );
  547. }
  548. }
  549. pStrike->xVal = strikePoint.x;
  550. pStrike->yVal = strikePoint.y;
  551. pStrike->deathAge = 1.6f;
  552. pStrike->currentAge = 0.0f;
  553. pStrike->next = mStrikeListHead;
  554. for( U32 i=0; i<3; i++ )
  555. {
  556. F32 randStart = boltStartRadius;
  557. F32 height = mObjScale.z * 0.5f + getPosition().z;
  558. pStrike->bolt[i].startPoint.set( pStrike->xVal + gRandGen.randF( -randStart, randStart ), pStrike->yVal + gRandGen.randF( -randStart, randStart ), height );
  559. pStrike->bolt[i].endPoint = strikePoint;
  560. pStrike->bolt[i].width = strikeWidth;
  561. pStrike->bolt[i].numMajorNodes = 10;
  562. pStrike->bolt[i].maxMajorAngle = 30.0f;
  563. pStrike->bolt[i].numMinorNodes = 4;
  564. pStrike->bolt[i].maxMinorAngle = 15.0f;
  565. pStrike->bolt[i].generate();
  566. pStrike->bolt[i].startSplits();
  567. pStrike->bolt[i].lifetime = 1.0f;
  568. pStrike->bolt[i].fadeTime = 0.2f;
  569. pStrike->bolt[i].renderTime = gRandGen.randF(0.0f, 0.25f);
  570. }
  571. mStrikeListHead = pStrike;
  572. scheduleThunder(pStrike);
  573. MatrixF trans(true);
  574. trans.setPosition( strikePoint );
  575. if (mDataBlock->strikeSound)
  576. {
  577. SFX->playOnce(mDataBlock->strikeSound, &trans );
  578. }
  579. }
  580. void Lightning::warningFlashes()
  581. {
  582. AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!");
  583. SimGroup* pClientGroup = Sim::getClientGroup();
  584. for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++) {
  585. NetConnection* nc = static_cast<NetConnection*>(*itr);
  586. if (nc != NULL)
  587. {
  588. LightningStrikeEvent* pEvent = new LightningStrikeEvent;
  589. pEvent->mLightning = this;
  590. nc->postNetEvent(pEvent);
  591. }
  592. }
  593. }
  594. void Lightning::strikeRandomPoint()
  595. {
  596. AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!");
  597. Point3F strikePoint( gRandGen.randF( 0.0f, 1.0f ), gRandGen.randF( 0.0f, 1.0f ), 0.0f );
  598. // check if an object is within target range
  599. strikePoint *= mObjScale;
  600. strikePoint += getPosition();
  601. strikePoint += Point3F( -mObjScale.x * 0.5f, -mObjScale.y * 0.5f, 0.0f );
  602. Box3F queryBox;
  603. F32 boxWidth = strikeRadius * 2.0f;
  604. queryBox.minExtents.set( -boxWidth * 0.5f, -boxWidth * 0.5f, -mObjScale.z * 0.5f );
  605. queryBox.maxExtents.set( boxWidth * 0.5f, boxWidth * 0.5f, mObjScale.z * 0.5f );
  606. queryBox.minExtents += strikePoint;
  607. queryBox.maxExtents += strikePoint;
  608. SimpleQueryList sql;
  609. getContainer()->findObjects(queryBox, DAMAGEABLE_TYPEMASK,
  610. SimpleQueryList::insertionCallback, &sql);
  611. SceneObject *highestObj = NULL;
  612. F32 highestPnt = 0.0f;
  613. for( U32 i = 0; i < sql.mList.size(); i++ )
  614. {
  615. Point3F objectCenter;
  616. sql.mList[i]->getObjBox().getCenter(&objectCenter);
  617. objectCenter.convolve(sql.mList[i]->getScale());
  618. sql.mList[i]->getTransform().mulP(objectCenter);
  619. // check if object can be struck
  620. RayInfo rayInfo;
  621. Point3F start = objectCenter;
  622. start.z = mObjScale.z * 0.5f + getPosition().z;
  623. Point3F end = objectCenter;
  624. end.z = -mObjScale.z * 0.5f + getPosition().z;
  625. bool rayHit = gServerContainer.castRay( start, end,
  626. (0xFFFFFFFF),
  627. &rayInfo);
  628. if( rayHit && rayInfo.object == sql.mList[i] )
  629. {
  630. if( !highestObj )
  631. {
  632. highestObj = sql.mList[i];
  633. highestPnt = objectCenter.z;
  634. continue;
  635. }
  636. if( objectCenter.z > highestPnt )
  637. {
  638. highestObj = sql.mList[i];
  639. highestPnt = objectCenter.z;
  640. }
  641. }
  642. }
  643. // hah haaaaa, we have a target!
  644. SceneObject *targetObj = NULL;
  645. if( highestObj )
  646. {
  647. F32 chance = gRandGen.randF();
  648. if( chance <= chanceToHitTarget )
  649. {
  650. Point3F objectCenter;
  651. highestObj->getObjBox().getCenter(&objectCenter);
  652. objectCenter.convolve(highestObj->getScale());
  653. highestObj->getTransform().mulP(objectCenter);
  654. bool playerInWarmup = false;
  655. Player *playerObj = dynamic_cast< Player * >(highestObj);
  656. if( playerObj )
  657. {
  658. if( !playerObj->getControllingClient() )
  659. {
  660. playerInWarmup = true;
  661. }
  662. }
  663. if( !playerInWarmup )
  664. {
  665. applyDamage_callback( objectCenter, VectorF( 0.0f, 0.0f, 1.0f ), highestObj );
  666. targetObj = highestObj;
  667. }
  668. }
  669. }
  670. SimGroup* pClientGroup = Sim::getClientGroup();
  671. for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++)
  672. {
  673. NetConnection* nc = static_cast<NetConnection*>(*itr);
  674. LightningStrikeEvent* pEvent = new LightningStrikeEvent;
  675. pEvent->mLightning = this;
  676. pEvent->mStart.x = strikePoint.x;
  677. pEvent->mStart.y = strikePoint.y;
  678. pEvent->mTarget = targetObj;
  679. nc->postNetEvent(pEvent);
  680. }
  681. }
  682. //--------------------------------------------------------------------------
  683. void Lightning::strikeObject(ShapeBase*)
  684. {
  685. AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!");
  686. AssertFatal(false, "Lightning::strikeObject is not implemented.");
  687. }
  688. //--------------------------------------------------------------------------
  689. U32 Lightning::packUpdate(NetConnection* con, U32 mask, BitStream* stream)
  690. {
  691. U32 retMask = Parent::packUpdate(con, mask, stream);
  692. // Only write data if this is the initial packet or we've been inspected.
  693. if (stream->writeFlag(mask & (InitialUpdateMask | ExtendedInfoMask)))
  694. {
  695. // Initial update
  696. mathWrite(*stream, getPosition());
  697. mathWrite(*stream, mObjScale);
  698. stream->write(strikeWidth);
  699. stream->write(chanceToHitTarget);
  700. stream->write(strikeRadius);
  701. stream->write(boltStartRadius);
  702. stream->write(color.red);
  703. stream->write(color.green);
  704. stream->write(color.blue);
  705. stream->write(fadeColor.red);
  706. stream->write(fadeColor.green);
  707. stream->write(fadeColor.blue);
  708. stream->write(useFog);
  709. stream->write(strikesPerMinute);
  710. }
  711. return retMask;
  712. }
  713. //--------------------------------------------------------------------------
  714. void Lightning::unpackUpdate(NetConnection* con, BitStream* stream)
  715. {
  716. Parent::unpackUpdate(con, stream);
  717. if (stream->readFlag())
  718. {
  719. // Initial update
  720. Point3F pos;
  721. mathRead(*stream, &pos);
  722. setPosition( pos );
  723. mathRead(*stream, &mObjScale);
  724. stream->read(&strikeWidth);
  725. stream->read(&chanceToHitTarget);
  726. stream->read(&strikeRadius);
  727. stream->read(&boltStartRadius);
  728. stream->read(&color.red);
  729. stream->read(&color.green);
  730. stream->read(&color.blue);
  731. stream->read(&fadeColor.red);
  732. stream->read(&fadeColor.green);
  733. stream->read(&fadeColor.blue);
  734. stream->read(&useFog);
  735. stream->read(&strikesPerMinute);
  736. }
  737. }
  738. //--------------------------------------------------------------------------
  739. DefineEngineMethod(Lightning, warningFlashes, void, (),,
  740. "@brief Creates a LightningStrikeEvent that triggers harmless lightning "
  741. "bolts on all clients.\n"
  742. "No objects will be damaged by these bolts.\n"
  743. "@tsexample\n"
  744. "// Generate a harmless lightning strike effect on all clients\n"
  745. "%lightning.warningFlashes();\n"
  746. "@endtsexample" )
  747. {
  748. if (object->isServerObject())
  749. object->warningFlashes();
  750. }
  751. DefineEngineMethod(Lightning, strikeRandomPoint, void, (),,
  752. "Creates a LightningStrikeEvent which attempts to strike and damage a random "
  753. "object in range of the Lightning object.\n"
  754. "@tsexample\n"
  755. "// Generate a damaging lightning strike effect on all clients\n"
  756. "%lightning.strikeRandomPoint();\n"
  757. "@endtsexample" )
  758. {
  759. if (object->isServerObject())
  760. object->strikeRandomPoint();
  761. }
  762. DefineEngineMethod(Lightning, strikeObject, void, (ShapeBase* pSB),,
  763. "Creates a LightningStrikeEvent which strikes a specific object.\n"
  764. "@note This method is currently unimplemented.\n" )
  765. {
  766. object->strikeObject(pSB);
  767. }
  768. //**************************************************************************
  769. // Lightning Bolt
  770. //**************************************************************************
  771. LightningBolt::LightningBolt()
  772. {
  773. width = 0.1f;
  774. startPoint.zero();
  775. endPoint.zero();
  776. chanceOfSplit = 0.0f;
  777. isFading = false;
  778. elapsedTime = 0.0f;
  779. lifetime = 1.0f;
  780. startRender = false;
  781. }
  782. //--------------------------------------------------------------------------
  783. // Destructor
  784. //--------------------------------------------------------------------------
  785. LightningBolt::~LightningBolt()
  786. {
  787. splitList.clear();
  788. }
  789. //--------------------------------------------------------------------------
  790. // Generate nodes
  791. //--------------------------------------------------------------------------
  792. void LightningBolt::NodeManager::generateNodes()
  793. {
  794. F32 overallDist = VectorF( endPoint - startPoint ).magnitudeSafe();
  795. F32 minDistBetweenNodes = overallDist / (numNodes-1);
  796. F32 maxDistBetweenNodes = minDistBetweenNodes / mCos( maxAngle * M_PI_F / 180.0f );
  797. VectorF mainLineDir = endPoint - startPoint;
  798. mainLineDir.normalizeSafe();
  799. for( U32 i=0; i<numNodes; i++ )
  800. {
  801. Node node;
  802. if( i == 0 )
  803. {
  804. node.point = startPoint;
  805. node.dirToMainLine = mainLineDir;
  806. nodeList[i] = node;
  807. continue;
  808. }
  809. if( i == numNodes - 1 )
  810. {
  811. node.point = endPoint;
  812. nodeList[i] = node;
  813. break;
  814. }
  815. Node lastNode = nodeList[i-1];
  816. F32 segmentLength = gRandGen.randF( minDistBetweenNodes, maxDistBetweenNodes );
  817. VectorF segmentDir = MathUtils::randomDir( lastNode.dirToMainLine, 0, maxAngle );
  818. node.point = lastNode.point + segmentDir * segmentLength;
  819. node.dirToMainLine = endPoint - node.point;
  820. node.dirToMainLine.normalizeSafe();
  821. nodeList[i] = node;
  822. }
  823. }
  824. //--------------------------------------------------------------------------
  825. // Render bolt
  826. //--------------------------------------------------------------------------
  827. void LightningBolt::render( const Point3F &camPos )
  828. {
  829. if (!startRender)
  830. return;
  831. if (!isFading)
  832. generateMinorNodes();
  833. U32 maxVerts = 0;
  834. for (U32 i = 0; i < mMinorNodes.size(); i++)
  835. maxVerts += mMinorNodes[i].numNodes * 2;
  836. PrimBuild::begin(GFXTriangleStrip, maxVerts);
  837. for (U32 i = 0; i < mMinorNodes.size(); i++)
  838. {
  839. if (i+1 == mMinorNodes.size())
  840. renderSegment(mMinorNodes[i], camPos, true);
  841. else
  842. renderSegment(mMinorNodes[i], camPos, false);
  843. }
  844. PrimBuild::end();
  845. for(LightingBoltList::Iterator i = splitList.begin(); i != splitList.end(); ++i)
  846. {
  847. if( isFading )
  848. {
  849. i->isFading = true;
  850. }
  851. i->render( camPos );
  852. }
  853. }
  854. //--------------------------------------------------------------------------
  855. // Render segment
  856. //--------------------------------------------------------------------------
  857. void LightningBolt::renderSegment( NodeManager &segment, const Point3F &camPos, bool renderLastPoint )
  858. {
  859. for (U32 i = 0; i < segment.numNodes; i++)
  860. {
  861. Point3F curPoint = segment.nodeList[i].point;
  862. Point3F nextPoint;
  863. Point3F segDir;
  864. if( i == (segment.numNodes-1) )
  865. {
  866. if( renderLastPoint )
  867. {
  868. segDir = curPoint - segment.nodeList[i-1].point;
  869. }
  870. else
  871. {
  872. continue;
  873. }
  874. }
  875. else
  876. {
  877. nextPoint = segment.nodeList[i+1].point;
  878. segDir = nextPoint - curPoint;
  879. }
  880. segDir.normalizeSafe();
  881. Point3F dirFromCam = curPoint - camPos;
  882. Point3F crossVec;
  883. mCross(dirFromCam, segDir, &crossVec);
  884. crossVec.normalize();
  885. crossVec *= width * 0.5f;
  886. F32 u = i % 2;
  887. PrimBuild::texCoord2f( u, 1.0 );
  888. PrimBuild::vertex3fv( curPoint - crossVec );
  889. PrimBuild::texCoord2f( u, 0.0 );
  890. PrimBuild::vertex3fv( curPoint + crossVec );
  891. }
  892. }
  893. //----------------------------------------------------------------------------
  894. // Find height
  895. //----------------------------------------------------------------------------
  896. F32 LightningBolt::findHeight( Point3F &point, SceneManager *sceneManager )
  897. {
  898. const Vector< SceneObject* > terrains = sceneManager->getContainer()->getTerrains();
  899. for( Vector< SceneObject* >::const_iterator iter = terrains.begin(); iter != terrains.end(); ++ iter )
  900. {
  901. TerrainBlock* terrain = dynamic_cast< TerrainBlock* >( *iter );
  902. if( !terrain )
  903. continue;
  904. Point3F terrPt = point;
  905. terrain->getWorldTransform().mulP(terrPt);
  906. F32 h;
  907. if( terrain->getHeight( Point2F( terrPt.x, terrPt.y ), &h ) )
  908. return h;
  909. }
  910. return 0.f;
  911. }
  912. //----------------------------------------------------------------------------
  913. // Generate lightning bolt
  914. //----------------------------------------------------------------------------
  915. void LightningBolt::generate()
  916. {
  917. mMajorNodes.startPoint = startPoint;
  918. mMajorNodes.endPoint = endPoint;
  919. mMajorNodes.numNodes = numMajorNodes;
  920. mMajorNodes.maxAngle = maxMajorAngle;
  921. mMajorNodes.generateNodes();
  922. generateMinorNodes();
  923. }
  924. //----------------------------------------------------------------------------
  925. // Generate Minor Nodes
  926. //----------------------------------------------------------------------------
  927. void LightningBolt::generateMinorNodes()
  928. {
  929. mMinorNodes.clear();
  930. for( S32 i=0; i<mMajorNodes.numNodes - 1; i++ )
  931. {
  932. NodeManager segment;
  933. segment.startPoint = mMajorNodes.nodeList[i].point;
  934. segment.endPoint = mMajorNodes.nodeList[i+1].point;
  935. segment.numNodes = numMinorNodes;
  936. segment.maxAngle = maxMinorAngle;
  937. segment.generateNodes();
  938. mMinorNodes.increment(1);
  939. mMinorNodes[i] = segment;
  940. }
  941. }
  942. //----------------------------------------------------------------------------
  943. // Recursive algo to create bolts that split off from main bolt
  944. //----------------------------------------------------------------------------
  945. void LightningBolt::createSplit( const Point3F &startPoint, const Point3F &endPoint, U32 depth, F32 width )
  946. {
  947. if( depth == 0 )
  948. return;
  949. F32 chanceToEnd = gRandGen.randF();
  950. if( chanceToEnd > 0.70f )
  951. return;
  952. if( width < 0.75f )
  953. width = 0.75f;
  954. VectorF diff = endPoint - startPoint;
  955. F32 length = diff.len();
  956. diff.normalizeSafe();
  957. LightningBolt newBolt;
  958. newBolt.startPoint = startPoint;
  959. newBolt.endPoint = endPoint;
  960. newBolt.width = width;
  961. newBolt.numMajorNodes = 3;
  962. newBolt.maxMajorAngle = 30.0f;
  963. newBolt.numMinorNodes = 3;
  964. newBolt.maxMinorAngle = 10.0f;
  965. newBolt.startRender = true;
  966. newBolt.generate();
  967. splitList.pushBack( newBolt );
  968. VectorF newDir1 = MathUtils::randomDir( diff, 10.0f, 45.0f );
  969. Point3F newEndPoint1 = endPoint + newDir1 * gRandGen.randF( 0.5f, 1.5f ) * length;
  970. VectorF newDir2 = MathUtils::randomDir( diff, 10.0f, 45.0f );
  971. Point3F newEndPoint2 = endPoint + newDir2 * gRandGen.randF( 0.5f, 1.5f ) * length;
  972. createSplit( endPoint, newEndPoint1, depth - 1, width * 0.30f );
  973. createSplit( endPoint, newEndPoint2, depth - 1, width * 0.30f );
  974. }
  975. //----------------------------------------------------------------------------
  976. // Start split - kick off the recursive 'createSplit' procedure
  977. //----------------------------------------------------------------------------
  978. void LightningBolt::startSplits()
  979. {
  980. for( U32 i=0; i<mMajorNodes.numNodes-1; i++ )
  981. {
  982. if( gRandGen.randF() > 0.3f )
  983. continue;
  984. Node node = mMajorNodes.nodeList[i];
  985. Node node2 = mMajorNodes.nodeList[i+1];
  986. VectorF segDir = node2.point - node.point;
  987. F32 length = segDir.len();
  988. segDir.normalizeSafe();
  989. VectorF newDir = MathUtils::randomDir( segDir, 20.0f, 40.0f );
  990. Point3F newEndPoint = node.point + newDir * gRandGen.randF( 0.5f, 1.5f ) * length;
  991. createSplit( node.point, newEndPoint, 4, width * 0.30f );
  992. }
  993. }
  994. //----------------------------------------------------------------------------
  995. // Update
  996. //----------------------------------------------------------------------------
  997. void LightningBolt::update( F32 dt )
  998. {
  999. elapsedTime += dt;
  1000. F32 percentDone = elapsedTime / lifetime;
  1001. if( elapsedTime > fadeTime )
  1002. {
  1003. isFading = true;
  1004. percentFade = percentDone + (fadeTime/lifetime);
  1005. }
  1006. if( elapsedTime > renderTime && !startRender )
  1007. {
  1008. startRender = true;
  1009. isFading = false;
  1010. elapsedTime = 0.0f;
  1011. }
  1012. }