lightning.cpp 38 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. 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* tObject = con->resolveGhost(mTargetID);
  186. if(tObject != NULL )
  187. {
  188. mTarget = dynamic_cast<SceneObject*>(tObject);
  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. INIT_SOUNDASSET(StrikeSound);
  207. for (S32 i = 0; i < MaxThunders; i++)
  208. INIT_SOUNDASSET_ARRAY(ThunderSound, MaxThunders);
  209. for (S32 i = 0; i < MaxTextures; i++)
  210. {
  211. strikeTextureNames[i] = NULL;
  212. strikeTextures[i] = NULL;
  213. }
  214. numThunders = 0;
  215. mNumStrikeTextures = 0;
  216. }
  217. LightningData::~LightningData()
  218. {
  219. }
  220. //--------------------------------------------------------------------------
  221. void LightningData::initPersistFields()
  222. {
  223. INITPERSISTFIELD_SOUNDASSET(StrikeSound, LightningData, "Sound to play when lightning STRIKES!");
  224. INITPERSISTFIELD_SOUNDASSET_ARRAY(ThunderSound, MaxThunders, LightningData, "Sounds for thunder.");
  225. addField( "strikeTextures", TypeString, Offset(strikeTextureNames, LightningData), MaxTextures,
  226. "List of textures to use to render lightning strikes." );
  227. Parent::initPersistFields();
  228. }
  229. //--------------------------------------------------------------------------
  230. bool LightningData::onAdd()
  231. {
  232. if(!Parent::onAdd())
  233. return false;
  234. return true;
  235. }
  236. bool LightningData::preload(bool server, String &errorStr)
  237. {
  238. if (Parent::preload(server, errorStr) == false)
  239. return false;
  240. //dQsort(thunderSounds, MaxThunders, sizeof(SFXTrack*), cmpSounds);
  241. for (S32 i = 0; i < MaxThunders; i++) {
  242. if (mThunderSound[i])
  243. {
  244. _setThunderSound(getThunderSound(i), i);
  245. }
  246. }
  247. if (server == false)
  248. {
  249. String sfxErrorStr;
  250. for (U32 i = 0; i < MaxThunders; i++) {
  251. if (!getThunderProfile(i))
  252. Con::errorf(ConsoleLogEntry::General, "LightningData::preload: Cant get an sfxProfile for thunder.");
  253. }
  254. if(!getSFXProfile())
  255. Con::errorf(ConsoleLogEntry::General, "LightningData::preload: can't get sfxProfile from asset");
  256. mNumStrikeTextures = 0;
  257. for (U32 i = 0; i < MaxTextures; i++)
  258. {
  259. if (strikeTextureNames[i][0])
  260. {
  261. strikeTextures[i] = GFXTexHandle(strikeTextureNames[i], &GFXStaticTextureProfile, avar("%s() - strikeTextures[%d] (line %d)", __FUNCTION__, i, __LINE__));
  262. mNumStrikeTextures++;
  263. }
  264. }
  265. }
  266. return true;
  267. }
  268. //--------------------------------------------------------------------------
  269. void LightningData::packData(BitStream* stream)
  270. {
  271. Parent::packData(stream);
  272. U32 i;
  273. for (i = 0; i < MaxThunders; i++)
  274. {
  275. PACKDATA_SOUNDASSET_ARRAY(ThunderSound, i);
  276. }
  277. stream->writeInt(mNumStrikeTextures, 4);
  278. for (i = 0; i < MaxTextures; i++)
  279. stream->writeString(strikeTextureNames[i]);
  280. PACKDATA_SOUNDASSET(StrikeSound);
  281. }
  282. void LightningData::unpackData(BitStream* stream)
  283. {
  284. Parent::unpackData(stream);
  285. U32 i;
  286. for (i = 0; i < MaxThunders; i++)
  287. {
  288. UNPACKDATA_SOUNDASSET_ARRAY(ThunderSound, i);
  289. }
  290. mNumStrikeTextures = stream->readInt(4);
  291. for (i = 0; i < MaxTextures; i++)
  292. strikeTextureNames[i] = stream->readSTString();
  293. UNPACKDATA_SOUNDASSET(StrikeSound);
  294. }
  295. //--------------------------------------------------------------------------
  296. //--------------------------------------
  297. //
  298. Lightning::Lightning()
  299. {
  300. mNetFlags.set(Ghostable|ScopeAlways);
  301. mTypeMask |= StaticObjectType|EnvironmentObjectType;
  302. mDataBlock = NULL;
  303. mLastThink = 0;
  304. mStrikeListHead = NULL;
  305. mThunderListHead = NULL;
  306. strikesPerMinute = 12;
  307. strikeWidth = 2.5;
  308. chanceToHitTarget = 0.5f;
  309. strikeRadius = 20.0f;
  310. boltStartRadius = 20.0f;
  311. color.set( 1.0f, 1.0f, 1.0f, 1.0f );
  312. fadeColor.set( 0.1f, 0.1f, 1.0f, 1.0f );
  313. useFog = true;
  314. setScale( VectorF( 512.0f, 512.0f, 300.0f ) );
  315. }
  316. Lightning::~Lightning()
  317. {
  318. while( mThunderListHead )
  319. {
  320. Thunder* nextThunder = mThunderListHead->next;
  321. delete mThunderListHead;
  322. mThunderListHead = nextThunder;
  323. }
  324. while( mStrikeListHead )
  325. {
  326. Strike* nextStrike = mStrikeListHead->next;
  327. delete mStrikeListHead;
  328. mStrikeListHead = nextStrike;
  329. }
  330. }
  331. //--------------------------------------------------------------------------
  332. void Lightning::initPersistFields()
  333. {
  334. addGroup( "Strikes" );
  335. addField( "strikesPerMinute", TypeS32, Offset(strikesPerMinute, Lightning),
  336. "@brief Number of lightning strikes to perform per minute.\n\n"
  337. "Automatically invokes strikeRandomPoint() at regular intervals." );
  338. addField( "strikeWidth", TypeF32, Offset(strikeWidth, Lightning),
  339. "Width of a lightning bolt." );
  340. addField( "strikeRadius", TypeF32, Offset(strikeRadius, Lightning),
  341. "@brief Horizontal size (XY plane) of the search box used to find and "
  342. "damage Player or Vehicle objects within range of the strike.\n\n"
  343. "Only the object at highest altitude with a clear line of sight to the "
  344. "bolt will be hit." );
  345. endGroup( "Strikes" );
  346. addGroup( "Colors" );
  347. addField( "color", TypeColorF, Offset(color, Lightning),
  348. "Color to blend the strike texture with." );
  349. addField( "fadeColor", TypeColorF, Offset(fadeColor, Lightning),
  350. "@brief Color to blend the strike texture with when the bolt is fading away.\n\n"
  351. "Bolts fade away automatically shortly after the strike occurs." );
  352. endGroup( "Colors" );
  353. addGroup( "Bolts" );
  354. addField( "chanceToHitTarget", TypeF32, Offset(chanceToHitTarget, Lightning),
  355. "Percentage chance (0-1) that a given lightning bolt will hit something." );
  356. addField( "boltStartRadius", TypeF32, Offset(boltStartRadius, Lightning),
  357. "@brief Radial distance from the center of the Lightning object for the "
  358. "start point of the bolt.\n\n"
  359. "The actual start point will be a random point within this radius." );
  360. addField( "useFog", TypeBool, Offset(useFog, Lightning),
  361. "Controls whether lightning bolts are affected by fog when they are rendered." );
  362. endGroup( "Bolts" );
  363. Parent::initPersistFields();
  364. }
  365. //--------------------------------------------------------------------------
  366. bool Lightning::onAdd()
  367. {
  368. if(!Parent::onAdd())
  369. return false;
  370. mObjBox.minExtents.set( -0.5f, -0.5f, -0.5f );
  371. mObjBox.maxExtents.set( 0.5f, 0.5f, 0.5f );
  372. resetWorldBox();
  373. addToScene();
  374. return true;
  375. }
  376. void Lightning::onRemove()
  377. {
  378. removeFromScene();
  379. Parent::onRemove();
  380. }
  381. bool Lightning::onNewDataBlock( GameBaseData *dptr, bool reload )
  382. {
  383. mDataBlock = dynamic_cast<LightningData*>( dptr );
  384. if ( !mDataBlock || !Parent::onNewDataBlock( dptr, reload ) )
  385. return false;
  386. scriptOnNewDataBlock();
  387. return true;
  388. }
  389. //--------------------------------------------------------------------------
  390. void Lightning::prepRenderImage( SceneRenderState* state )
  391. {
  392. ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
  393. ri->renderDelegate.bind(this, &Lightning::renderObject);
  394. // The Lightning isn't technically foliage but our debug
  395. // effect seems to render best as a Foliage type (translucent,
  396. // renders itself, no sorting)
  397. ri->type = RenderPassManager::RIT_Foliage;
  398. state->getRenderPass()->addInst( ri );
  399. }
  400. void Lightning::renderObject(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance* overrideMat)
  401. {
  402. if (overrideMat)
  403. return;
  404. if (mLightningSB.isNull())
  405. {
  406. GFXStateBlockDesc desc;
  407. desc.setBlend( true, GFXBlendSrcAlpha, GFXBlendOne);
  408. desc.setCullMode(GFXCullNone);
  409. desc.zWriteEnable = false;
  410. desc.vertexColorEnable = true;
  411. if (mDataBlock->mNumStrikeTextures != 0)
  412. {
  413. desc.samplersDefined = true;
  414. desc.samplers[0].magFilter = GFXTextureFilterLinear;
  415. desc.samplers[0].minFilter = GFXTextureFilterLinear;
  416. desc.samplers[0].addressModeU = GFXAddressWrap;
  417. desc.samplers[0].addressModeV = GFXAddressWrap;
  418. }
  419. mLightningSB = GFX->createStateBlock(desc);
  420. }
  421. GFX->setStateBlock(mLightningSB);
  422. Strike* walk = mStrikeListHead;
  423. while (walk != NULL)
  424. {
  425. if (mDataBlock->mNumStrikeTextures > 1)
  426. {
  427. GFX->setTexture(0, mDataBlock->strikeTextures[sgLightningRand.randI(0, mDataBlock->mNumStrikeTextures - 1)]);
  428. }
  429. else if (mDataBlock->mNumStrikeTextures > 0)
  430. {
  431. GFX->setTexture(0, mDataBlock->strikeTextures[0]);
  432. }
  433. for( U32 i=0; i<MAX_LIGHTNING; i++ )
  434. {
  435. if( walk->bolt[i].isFading )
  436. {
  437. F32 alpha = 1.0f - walk->bolt[i].percentFade;
  438. if( alpha < 0.0f ) alpha = 0.0f;
  439. PrimBuild::color4f( fadeColor.red, fadeColor.green, fadeColor.blue, alpha );
  440. }
  441. else
  442. {
  443. PrimBuild::color4f( color.red, color.green, color.blue, color.alpha );
  444. }
  445. walk->bolt[i].render( state->getCameraPosition() );
  446. }
  447. walk = walk->next;
  448. }
  449. //GFX->setZWriteEnable(true);
  450. //GFX->setAlphaTestEnable(false);
  451. //GFX->setAlphaBlendEnable(false);
  452. }
  453. void Lightning::scheduleThunder(Strike* newStrike)
  454. {
  455. AssertFatal(isClientObject(), "Lightning::scheduleThunder: server objects should not enter this version of the function");
  456. // If no thunder sounds, don't schedule anything!
  457. if (mDataBlock->numThunders == 0)
  458. return;
  459. GameConnection* connection = GameConnection::getConnectionToServer();
  460. if (connection) {
  461. MatrixF cameraMatrix;
  462. if (connection->getControlCameraTransform(0, &cameraMatrix)) {
  463. Point3F worldPos;
  464. cameraMatrix.getColumn(3, &worldPos);
  465. worldPos.x -= newStrike->xVal;
  466. worldPos.y -= newStrike->yVal;
  467. worldPos.z = 0.0f;
  468. F32 dist = worldPos.len();
  469. F32 t = dist / 330.0f;
  470. // Ok, we need to schedule a random strike sound t secs in the future...
  471. //
  472. if (t <= 0.03f) {
  473. // If it's really close, just play it...
  474. U32 thunder = sgLightningRand.randI(0, mDataBlock->numThunders - 1);
  475. SFX->playOnce(mDataBlock->getThunderProfile(thunder));
  476. } else {
  477. Thunder* pThunder = new Thunder;
  478. pThunder->tRemaining = t;
  479. pThunder->next = mThunderListHead;
  480. mThunderListHead = pThunder;
  481. }
  482. }
  483. }
  484. }
  485. //--------------------------------------------------------------------------
  486. void Lightning::processTick(const Move* move)
  487. {
  488. Parent::processTick(move);
  489. if (isServerObject() && !isHidden()) {
  490. S32 msBetweenStrikes = (S32)(60.0 / strikesPerMinute * 1000.0);
  491. mLastThink += TickMs;
  492. if( mLastThink > msBetweenStrikes )
  493. {
  494. strikeRandomPoint();
  495. mLastThink -= msBetweenStrikes;
  496. }
  497. }
  498. }
  499. void Lightning::interpolateTick(F32 dt)
  500. {
  501. Parent::interpolateTick(dt);
  502. }
  503. void Lightning::advanceTime(F32 dt)
  504. {
  505. Parent::advanceTime(dt);
  506. Strike** pWalker = &mStrikeListHead;
  507. while (*pWalker != NULL) {
  508. Strike* pStrike = *pWalker;
  509. for( U32 i=0; i<MAX_LIGHTNING; i++ )
  510. {
  511. pStrike->bolt[i].update( dt );
  512. }
  513. pStrike->currentAge += dt;
  514. if (pStrike->currentAge > pStrike->deathAge) {
  515. *pWalker = pStrike->next;
  516. delete pStrike;
  517. } else {
  518. pWalker = &((*pWalker)->next);
  519. }
  520. }
  521. Thunder** pThunderWalker = &mThunderListHead;
  522. while (*pThunderWalker != NULL) {
  523. Thunder* pThunder = *pThunderWalker;
  524. pThunder->tRemaining -= dt;
  525. if (pThunder->tRemaining <= 0.0f) {
  526. *pThunderWalker = pThunder->next;
  527. delete pThunder;
  528. // Play the sound...
  529. U32 thunder = sgLightningRand.randI(0, mDataBlock->numThunders - 1);
  530. SFX->playOnce(mDataBlock->getThunderProfile(thunder));
  531. } else {
  532. pThunderWalker = &((*pThunderWalker)->next);
  533. }
  534. }
  535. }
  536. //--------------------------------------------------------------------------
  537. void Lightning::processEvent(LightningStrikeEvent* pEvent)
  538. {
  539. AssertFatal(pEvent->mStart.x >= 0.0f && pEvent->mStart.x <= 1.0f, "Out of bounds coord!");
  540. Strike* pStrike = new Strike;
  541. Point3F strikePoint;
  542. strikePoint.zero();
  543. if( pEvent->mTarget )
  544. {
  545. Point3F objectCenter;
  546. pEvent->mTarget->getObjBox().getCenter( &objectCenter );
  547. objectCenter.convolve( pEvent->mTarget->getScale() );
  548. pEvent->mTarget->getTransform().mulP( objectCenter );
  549. strikePoint = objectCenter;
  550. }
  551. else
  552. {
  553. strikePoint.x = pEvent->mStart.x;
  554. strikePoint.y = pEvent->mStart.y;
  555. strikePoint *= mObjScale;
  556. strikePoint += getPosition();
  557. strikePoint += Point3F( -mObjScale.x * 0.5f, -mObjScale.y * 0.5f, 0.0f );
  558. RayInfo rayInfo;
  559. Point3F start = strikePoint;
  560. start.z = mObjScale.z * 0.5f + getPosition().z;
  561. strikePoint.z += -mObjScale.z * 0.5f;
  562. bool rayHit = gClientContainer.castRay( start, strikePoint,
  563. (STATIC_COLLISION_TYPEMASK | WaterObjectType),
  564. &rayInfo);
  565. if( rayHit )
  566. {
  567. strikePoint.z = rayInfo.point.z;
  568. }
  569. else
  570. {
  571. strikePoint.z = pStrike->bolt[0].findHeight( strikePoint, getSceneManager() );
  572. }
  573. }
  574. pStrike->xVal = strikePoint.x;
  575. pStrike->yVal = strikePoint.y;
  576. pStrike->deathAge = 1.6f;
  577. pStrike->currentAge = 0.0f;
  578. pStrike->next = mStrikeListHead;
  579. for( U32 i=0; i<MAX_LIGHTNING; i++ )
  580. {
  581. F32 randStart = boltStartRadius;
  582. F32 height = mObjScale.z * 0.5f + getPosition().z;
  583. pStrike->bolt[i].startPoint.set( pStrike->xVal + gRandGen.randF( -randStart, randStart ), pStrike->yVal + gRandGen.randF( -randStart, randStart ), height );
  584. pStrike->bolt[i].endPoint = strikePoint;
  585. pStrike->bolt[i].width = strikeWidth;
  586. pStrike->bolt[i].numMajorNodes = 10;
  587. pStrike->bolt[i].maxMajorAngle = 30.0f;
  588. pStrike->bolt[i].numMinorNodes = 4;
  589. pStrike->bolt[i].maxMinorAngle = 15.0f;
  590. pStrike->bolt[i].generate();
  591. pStrike->bolt[i].startSplits();
  592. pStrike->bolt[i].lifetime = 1.0f;
  593. pStrike->bolt[i].fadeTime = 0.2f;
  594. pStrike->bolt[i].renderTime = gRandGen.randF(0.0f, 0.25f);
  595. }
  596. mStrikeListHead = pStrike;
  597. scheduleThunder(pStrike);
  598. MatrixF trans(true);
  599. trans.setPosition( strikePoint );
  600. if (mDataBlock->getSFXProfile())
  601. {
  602. SFX->playOnce(mDataBlock->getSFXProfile(), &trans );
  603. }
  604. }
  605. void Lightning::warningFlashes()
  606. {
  607. AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!");
  608. Point3F strikePoint( gRandGen.randF( 0.0f, 1.0f ), gRandGen.randF( 0.0f, 1.0f ), 0.0f );
  609. SimGroup* pClientGroup = Sim::getClientGroup();
  610. for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++) {
  611. NetConnection* nc = static_cast<NetConnection*>(*itr);
  612. if (nc != NULL)
  613. {
  614. LightningStrikeEvent* pEvent = new LightningStrikeEvent;
  615. pEvent->mLightning = this;
  616. pEvent->mStart.x = strikePoint.x;
  617. pEvent->mStart.y = strikePoint.y;
  618. nc->postNetEvent(pEvent);
  619. }
  620. }
  621. }
  622. void Lightning::strikeRandomPoint()
  623. {
  624. AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!");
  625. Point3F strikePoint( gRandGen.randF( 0.0f, 1.0f ), gRandGen.randF( 0.0f, 1.0f ), 0.0f );
  626. // check if an object is within target range
  627. Point3F worldPosStrikePoint = strikePoint;
  628. worldPosStrikePoint *= mObjScale;
  629. worldPosStrikePoint += getPosition();
  630. worldPosStrikePoint += Point3F( -mObjScale.x * 0.5f, -mObjScale.y * 0.5f, 0.0f );
  631. Box3F queryBox;
  632. F32 boxWidth = strikeRadius * 2.0f;
  633. queryBox.minExtents.set( -boxWidth * 0.5f, -boxWidth * 0.5f, -mObjScale.z * 0.5f );
  634. queryBox.maxExtents.set( boxWidth * 0.5f, boxWidth * 0.5f, mObjScale.z * 0.5f );
  635. queryBox.minExtents += worldPosStrikePoint;
  636. queryBox.maxExtents += worldPosStrikePoint;
  637. SimpleQueryList sql;
  638. getContainer()->findObjects(queryBox, DAMAGEABLE_TYPEMASK,
  639. SimpleQueryList::insertionCallback, &sql);
  640. SceneObject *highestObj = NULL;
  641. F32 highestPnt = 0.0f;
  642. for( U32 i = 0; i < sql.mList.size(); i++ )
  643. {
  644. Point3F objectCenter;
  645. sql.mList[i]->getObjBox().getCenter(&objectCenter);
  646. objectCenter.convolve(sql.mList[i]->getScale());
  647. sql.mList[i]->getTransform().mulP(objectCenter);
  648. // check if object can be struck
  649. RayInfo rayInfo;
  650. Point3F start = objectCenter;
  651. start.z = mObjScale.z * 0.5f + getPosition().z;
  652. Point3F end = objectCenter;
  653. end.z = -mObjScale.z * 0.5f + getPosition().z;
  654. bool rayHit = gServerContainer.castRay( start, end,
  655. (0xFFFFFFFF),
  656. &rayInfo);
  657. if( rayHit && rayInfo.object == sql.mList[i] )
  658. {
  659. if( !highestObj )
  660. {
  661. highestObj = sql.mList[i];
  662. highestPnt = objectCenter.z;
  663. continue;
  664. }
  665. if( objectCenter.z > highestPnt )
  666. {
  667. highestObj = sql.mList[i];
  668. highestPnt = objectCenter.z;
  669. }
  670. }
  671. }
  672. // hah haaaaa, we have a target!
  673. SceneObject *targetObj = NULL;
  674. if( highestObj )
  675. {
  676. F32 chance = gRandGen.randF();
  677. if( chance <= chanceToHitTarget )
  678. {
  679. Point3F objectCenter;
  680. highestObj->getObjBox().getCenter(&objectCenter);
  681. objectCenter.convolve(highestObj->getScale());
  682. highestObj->getTransform().mulP(objectCenter);
  683. bool playerInWarmup = false;
  684. Player *playerObj = dynamic_cast< Player * >(highestObj);
  685. if( playerObj )
  686. {
  687. if( !playerObj->getControllingClient() )
  688. {
  689. playerInWarmup = true;
  690. }
  691. }
  692. if( !playerInWarmup )
  693. {
  694. applyDamage_callback( objectCenter, VectorF( 0.0f, 0.0f, 1.0f ), highestObj );
  695. targetObj = highestObj;
  696. }
  697. }
  698. }
  699. SimGroup* pClientGroup = Sim::getClientGroup();
  700. for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++)
  701. {
  702. NetConnection* nc = static_cast<NetConnection*>(*itr);
  703. LightningStrikeEvent* pEvent = new LightningStrikeEvent;
  704. pEvent->mLightning = this;
  705. pEvent->mStart.x = strikePoint.x;
  706. pEvent->mStart.y = strikePoint.y;
  707. pEvent->mTarget = targetObj;
  708. nc->postNetEvent(pEvent);
  709. }
  710. }
  711. //--------------------------------------------------------------------------
  712. void Lightning::strikeObject(ShapeBase* targetObj)
  713. {
  714. AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!");
  715. Point3F strikePoint = targetObj->getPosition();
  716. Point3F objectCenter;
  717. Box3F wb = getWorldBox();
  718. if (!wb.isContained(strikePoint))
  719. return;
  720. Point3F targetRel = strikePoint - getPosition();
  721. Point3F length(wb.len_x() / 2.0f, wb.len_y() / 2.0f, wb.len_z() / 2.0f);
  722. Point3F strikePos = targetRel / length;
  723. bool playerInWarmup = false;
  724. Player *playerObj = dynamic_cast< Player * >(targetObj);
  725. if (playerObj)
  726. {
  727. if (!playerObj->getControllingClient())
  728. {
  729. playerInWarmup = true;
  730. }
  731. }
  732. if (!playerInWarmup)
  733. {
  734. applyDamage_callback(targetObj->getWorldSphere().center, VectorF(0.0, 0.0, 1.0), targetObj);
  735. }
  736. SimGroup* pClientGroup = Sim::getClientGroup();
  737. for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++) {
  738. NetConnection* nc = static_cast<NetConnection*>(*itr);
  739. if (nc != NULL)
  740. {
  741. LightningStrikeEvent* pEvent = new LightningStrikeEvent;
  742. pEvent->mLightning = this;
  743. pEvent->mStart.x = strikePoint.x;
  744. pEvent->mStart.y = strikePoint.y;
  745. pEvent->mTarget = targetObj;
  746. nc->postNetEvent(pEvent);
  747. }
  748. }
  749. }
  750. //--------------------------------------------------------------------------
  751. U32 Lightning::packUpdate(NetConnection* con, U32 mask, BitStream* stream)
  752. {
  753. U32 retMask = Parent::packUpdate(con, mask, stream);
  754. // Only write data if this is the initial packet or we've been inspected.
  755. if (stream->writeFlag(mask & (InitialUpdateMask | ExtendedInfoMask)))
  756. {
  757. // Initial update
  758. mathWrite(*stream, getPosition());
  759. mathWrite(*stream, mObjScale);
  760. stream->write(strikeWidth);
  761. stream->write(chanceToHitTarget);
  762. stream->write(strikeRadius);
  763. stream->write(boltStartRadius);
  764. stream->write(color.red);
  765. stream->write(color.green);
  766. stream->write(color.blue);
  767. stream->write(color.alpha);
  768. stream->write(fadeColor.red);
  769. stream->write(fadeColor.green);
  770. stream->write(fadeColor.blue);
  771. stream->write(useFog);
  772. stream->write(strikesPerMinute);
  773. }
  774. return retMask;
  775. }
  776. //--------------------------------------------------------------------------
  777. void Lightning::unpackUpdate(NetConnection* con, BitStream* stream)
  778. {
  779. Parent::unpackUpdate(con, stream);
  780. if (stream->readFlag())
  781. {
  782. // Initial update
  783. Point3F pos;
  784. mathRead(*stream, &pos);
  785. setPosition( pos );
  786. mathRead(*stream, &mObjScale);
  787. stream->read(&strikeWidth);
  788. stream->read(&chanceToHitTarget);
  789. stream->read(&strikeRadius);
  790. stream->read(&boltStartRadius);
  791. stream->read(&color.red);
  792. stream->read(&color.green);
  793. stream->read(&color.blue);
  794. stream->read(&color.alpha);
  795. stream->read(&fadeColor.red);
  796. stream->read(&fadeColor.green);
  797. stream->read(&fadeColor.blue);
  798. stream->read(&useFog);
  799. stream->read(&strikesPerMinute);
  800. }
  801. }
  802. //--------------------------------------------------------------------------
  803. DefineEngineMethod(Lightning, warningFlashes, void, (),,
  804. "@brief Creates a LightningStrikeEvent that triggers harmless lightning "
  805. "bolts on all clients.\n"
  806. "No objects will be damaged by these bolts.\n"
  807. "@tsexample\n"
  808. "// Generate a harmless lightning strike effect on all clients\n"
  809. "%lightning.warningFlashes();\n"
  810. "@endtsexample" )
  811. {
  812. if (object->isServerObject())
  813. object->warningFlashes();
  814. }
  815. DefineEngineMethod(Lightning, strikeRandomPoint, void, (),,
  816. "Creates a LightningStrikeEvent which attempts to strike and damage a random "
  817. "object in range of the Lightning object.\n"
  818. "@tsexample\n"
  819. "// Generate a damaging lightning strike effect on all clients\n"
  820. "%lightning.strikeRandomPoint();\n"
  821. "@endtsexample" )
  822. {
  823. if (object->isServerObject())
  824. object->strikeRandomPoint();
  825. }
  826. DefineEngineMethod(Lightning, strikeObject, void, (ShapeBase* pSB), (nullAsType<ShapeBase*>()),
  827. "Creates a LightningStrikeEvent which strikes a specific object.\n"
  828. "@note This method is currently unimplemented.\n" )
  829. {
  830. object->strikeObject(pSB);
  831. }
  832. //**************************************************************************
  833. // Lightning Bolt
  834. //**************************************************************************
  835. LightningBolt::LightningBolt()
  836. {
  837. width = 0.1f;
  838. startPoint.zero();
  839. endPoint.zero();
  840. chanceOfSplit = 0.0f;
  841. isFading = false;
  842. elapsedTime = 0.0f;
  843. lifetime = 1.0f;
  844. startRender = false;
  845. endPoint.zero();
  846. width = 1;
  847. numMajorNodes = 10;
  848. maxMajorAngle = 30.0f;
  849. numMinorNodes = 4;
  850. maxMinorAngle = 15.0f;
  851. fadeTime = 0.2f;
  852. renderTime = 0.125;
  853. dMemset(&mMajorNodes, 0, sizeof(mMajorNodes));
  854. percentFade = 0.0f;
  855. }
  856. //--------------------------------------------------------------------------
  857. // Destructor
  858. //--------------------------------------------------------------------------
  859. LightningBolt::~LightningBolt()
  860. {
  861. splitList.clear();
  862. }
  863. //--------------------------------------------------------------------------
  864. // Generate nodes
  865. //--------------------------------------------------------------------------
  866. void LightningBolt::NodeManager::generateNodes()
  867. {
  868. F32 overallDist = VectorF( endPoint - startPoint ).magnitudeSafe();
  869. F32 minDistBetweenNodes = overallDist / (numNodes-1);
  870. F32 maxDistBetweenNodes = minDistBetweenNodes / mCos( maxAngle * M_PI_F / 180.0f );
  871. VectorF mainLineDir = endPoint - startPoint;
  872. mainLineDir.normalizeSafe();
  873. for( U32 i=0; i<numNodes; i++ )
  874. {
  875. Node node;
  876. if( i == 0 )
  877. {
  878. node.point = startPoint;
  879. node.dirToMainLine = mainLineDir;
  880. nodeList[i] = node;
  881. continue;
  882. }
  883. if( i == numNodes - 1 )
  884. {
  885. node.point = endPoint;
  886. nodeList[i] = node;
  887. break;
  888. }
  889. Node lastNode = nodeList[i-1];
  890. F32 segmentLength = gRandGen.randF( minDistBetweenNodes, maxDistBetweenNodes );
  891. VectorF segmentDir = MathUtils::randomDir( lastNode.dirToMainLine, 0, maxAngle );
  892. node.point = lastNode.point + segmentDir * segmentLength;
  893. node.dirToMainLine = endPoint - node.point;
  894. node.dirToMainLine.normalizeSafe();
  895. nodeList[i] = node;
  896. }
  897. }
  898. //--------------------------------------------------------------------------
  899. // Render bolt
  900. //--------------------------------------------------------------------------
  901. void LightningBolt::render( const Point3F &camPos )
  902. {
  903. if (!startRender)
  904. return;
  905. if (!isFading)
  906. generateMinorNodes();
  907. U32 maxVerts = 0;
  908. for (U32 i = 0; i < mMinorNodes.size(); i++)
  909. maxVerts += mMinorNodes[i].numNodes * 2;
  910. PrimBuild::begin(GFXTriangleStrip, maxVerts);
  911. for (U32 i = 0; i < mMinorNodes.size(); i++)
  912. {
  913. if (i+1 == mMinorNodes.size())
  914. renderSegment(mMinorNodes[i], camPos, true);
  915. else
  916. renderSegment(mMinorNodes[i], camPos, false);
  917. }
  918. PrimBuild::end();
  919. for(LightingBoltList::Iterator i = splitList.begin(); i != splitList.end(); ++i)
  920. {
  921. if( isFading )
  922. {
  923. i->isFading = true;
  924. }
  925. i->render( camPos );
  926. }
  927. }
  928. //--------------------------------------------------------------------------
  929. // Render segment
  930. //--------------------------------------------------------------------------
  931. void LightningBolt::renderSegment( NodeManager &segment, const Point3F &camPos, bool renderLastPoint )
  932. {
  933. for (U32 i = 0; i < segment.numNodes; i++)
  934. {
  935. Point3F curPoint = segment.nodeList[i].point;
  936. Point3F nextPoint;
  937. Point3F segDir;
  938. if( i == (segment.numNodes-1) )
  939. {
  940. if( renderLastPoint )
  941. {
  942. segDir = curPoint - segment.nodeList[i-1].point;
  943. }
  944. else
  945. {
  946. continue;
  947. }
  948. }
  949. else
  950. {
  951. nextPoint = segment.nodeList[i+1].point;
  952. segDir = nextPoint - curPoint;
  953. }
  954. segDir.normalizeSafe();
  955. Point3F dirFromCam = curPoint - camPos;
  956. Point3F crossVec;
  957. mCross(dirFromCam, segDir, &crossVec);
  958. crossVec.normalize();
  959. crossVec *= width * 0.5f;
  960. F32 u = i % 2;
  961. PrimBuild::texCoord2f( u, 1.0 );
  962. PrimBuild::vertex3fv( curPoint - crossVec );
  963. PrimBuild::texCoord2f( u, 0.0 );
  964. PrimBuild::vertex3fv( curPoint + crossVec );
  965. }
  966. }
  967. //----------------------------------------------------------------------------
  968. // Find height
  969. //----------------------------------------------------------------------------
  970. F32 LightningBolt::findHeight( Point3F &point, SceneManager *sceneManager )
  971. {
  972. const Vector< SceneObject* > terrains = sceneManager->getContainer()->getTerrains();
  973. for( Vector< SceneObject* >::const_iterator iter = terrains.begin(); iter != terrains.end(); ++ iter )
  974. {
  975. TerrainBlock* terrain = dynamic_cast< TerrainBlock* >( *iter );
  976. if( !terrain )
  977. continue;
  978. Point3F terrPt = point;
  979. terrain->getWorldTransform().mulP(terrPt);
  980. F32 h;
  981. if( terrain->getHeight( Point2F( terrPt.x, terrPt.y ), &h ) )
  982. return h;
  983. }
  984. return 0.f;
  985. }
  986. //----------------------------------------------------------------------------
  987. // Generate lightning bolt
  988. //----------------------------------------------------------------------------
  989. void LightningBolt::generate()
  990. {
  991. mMajorNodes.startPoint = startPoint;
  992. mMajorNodes.endPoint = endPoint;
  993. mMajorNodes.numNodes = numMajorNodes;
  994. mMajorNodes.maxAngle = maxMajorAngle;
  995. mMajorNodes.generateNodes();
  996. generateMinorNodes();
  997. }
  998. //----------------------------------------------------------------------------
  999. // Generate Minor Nodes
  1000. //----------------------------------------------------------------------------
  1001. void LightningBolt::generateMinorNodes()
  1002. {
  1003. mMinorNodes.clear();
  1004. for( S32 i=0; i<mMajorNodes.numNodes - 1; i++ )
  1005. {
  1006. NodeManager segment;
  1007. segment.startPoint = mMajorNodes.nodeList[i].point;
  1008. segment.endPoint = mMajorNodes.nodeList[i+1].point;
  1009. segment.numNodes = numMinorNodes;
  1010. segment.maxAngle = maxMinorAngle;
  1011. segment.generateNodes();
  1012. mMinorNodes.increment(1);
  1013. mMinorNodes[i] = segment;
  1014. }
  1015. }
  1016. //----------------------------------------------------------------------------
  1017. // Recursive algo to create bolts that split off from main bolt
  1018. //----------------------------------------------------------------------------
  1019. void LightningBolt::createSplit( const Point3F &startingPoint, const Point3F &endingPoint, U32 depth, F32 splitWidth )
  1020. {
  1021. if( depth == 0 )
  1022. return;
  1023. F32 chanceToEnd = gRandGen.randF();
  1024. if( chanceToEnd > 0.70f )
  1025. return;
  1026. if(splitWidth < 0.75f )
  1027. splitWidth = 0.75f;
  1028. VectorF diff = endingPoint - startingPoint;
  1029. F32 length = diff.len();
  1030. diff.normalizeSafe();
  1031. LightningBolt newBolt;
  1032. newBolt.startPoint = startingPoint;
  1033. newBolt.endPoint = endingPoint;
  1034. newBolt.width = splitWidth;
  1035. newBolt.numMajorNodes = 3;
  1036. newBolt.maxMajorAngle = 30.0f;
  1037. newBolt.numMinorNodes = 3;
  1038. newBolt.maxMinorAngle = 10.0f;
  1039. newBolt.startRender = true;
  1040. newBolt.generate();
  1041. splitList.pushBack( newBolt );
  1042. VectorF newDir1 = MathUtils::randomDir( diff, 10.0f, 45.0f );
  1043. Point3F newEndPoint1 = endingPoint + newDir1 * gRandGen.randF( 0.5f, 1.5f ) * length;
  1044. VectorF newDir2 = MathUtils::randomDir( diff, 10.0f, 45.0f );
  1045. Point3F newEndPoint2 = endingPoint + newDir2 * gRandGen.randF( 0.5f, 1.5f ) * length;
  1046. createSplit(endingPoint, newEndPoint1, depth - 1, splitWidth * 0.30f );
  1047. createSplit(endingPoint, newEndPoint2, depth - 1, splitWidth * 0.30f );
  1048. }
  1049. //----------------------------------------------------------------------------
  1050. // Start split - kick off the recursive 'createSplit' procedure
  1051. //----------------------------------------------------------------------------
  1052. void LightningBolt::startSplits()
  1053. {
  1054. for( U32 i=0; i<mMajorNodes.numNodes-1; i++ )
  1055. {
  1056. if( gRandGen.randF() > 0.3f )
  1057. continue;
  1058. Node node = mMajorNodes.nodeList[i];
  1059. Node node2 = mMajorNodes.nodeList[i+1];
  1060. VectorF segDir = node2.point - node.point;
  1061. F32 length = segDir.len();
  1062. segDir.normalizeSafe();
  1063. VectorF newDir = MathUtils::randomDir( segDir, 20.0f, 40.0f );
  1064. Point3F newEndPoint = node.point + newDir * gRandGen.randF( 0.5f, 1.5f ) * length;
  1065. createSplit( node.point, newEndPoint, 4, width * 0.30f );
  1066. }
  1067. }
  1068. //----------------------------------------------------------------------------
  1069. // Update
  1070. //----------------------------------------------------------------------------
  1071. void LightningBolt::update( F32 dt )
  1072. {
  1073. elapsedTime += dt;
  1074. F32 percentDone = elapsedTime / lifetime;
  1075. if( elapsedTime > fadeTime )
  1076. {
  1077. isFading = true;
  1078. percentFade = percentDone + (fadeTime/lifetime);
  1079. }
  1080. if( elapsedTime > renderTime && !startRender )
  1081. {
  1082. startRender = true;
  1083. isFading = false;
  1084. elapsedTime = 0.0f;
  1085. }
  1086. }