explosion.cpp 51 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. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
  23. // Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
  24. // Copyright (C) 2015 Faust Logic, Inc.
  25. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
  26. #include "platform/platform.h"
  27. #include "T3D/fx/explosion.h"
  28. #include "core/resourceManager.h"
  29. #include "console/consoleTypes.h"
  30. #include "console/typeValidators.h"
  31. #include "sfx/sfxSystem.h"
  32. #include "sfx/sfxTrack.h"
  33. #include "sfx/sfxTypes.h"
  34. #include "scene/sceneManager.h"
  35. #include "scene/sceneRenderState.h"
  36. #include "lighting/lightInfo.h"
  37. #include "lighting/lightManager.h"
  38. #include "core/stream/bitStream.h"
  39. #include "sim/netConnection.h"
  40. #include "ts/tsShape.h"
  41. #include "ts/tsShapeInstance.h"
  42. #include "math/mRandom.h"
  43. #include "math/mathIO.h"
  44. #include "math/mathUtils.h"
  45. #include "T3D/debris.h"
  46. #include "T3D/gameBase/gameConnection.h"
  47. #include "T3D/fx/particleEmitter.h"
  48. #include "T3D/fx/cameraFXMgr.h"
  49. #include "T3D/debris.h"
  50. #include "T3D/shapeBase.h"
  51. #include "T3D/gameBase/gameProcess.h"
  52. #include "renderInstance/renderPassManager.h"
  53. #include "console/engineAPI.h"
  54. #include "sfx/sfxProfile.h"
  55. IMPLEMENT_CONOBJECT(Explosion);
  56. ConsoleDocClass( Explosion,
  57. "@brief The emitter for an explosion effect, with properties defined by a "
  58. "ExplosionData object.\n\n"
  59. "@ingroup FX\n"
  60. "The object will initiate the explosion effects automatically after being "
  61. "added to the simulation.\n"
  62. "@tsexample\n"
  63. "datablock ExplosionData( GrenadeSubExplosion )\n"
  64. "{\n"
  65. " offset = 0.25;\n"
  66. " emitter[0] = GrenadeExpSparkEmitter;\n\n"
  67. " lightStartRadius = 4.0;\n"
  68. " lightEndRadius = 0.0;\n"
  69. " lightStartColor = \"0.9 0.7 0.7\";\n"
  70. " lightEndColor = \"0.9 0.7 0.7\";\n"
  71. " lightStartBrightness = 2.0;\n"
  72. " lightEndBrightness = 0.0;\n"
  73. "};\n\n"
  74. "datablock ExplosionData( GrenadeLauncherExplosion )\n"
  75. "{\n"
  76. " soundProfile = GrenadeLauncherExplosionSound;\n"
  77. " lifeTimeMS = 400; // Quick flash, short burn, and moderate dispersal\n\n"
  78. " // Volume particles\n"
  79. " particleEmitter = GrenadeExpFireEmitter;\n"
  80. " particleDensity = 75;\n"
  81. " particleRadius = 2.25;\n\n"
  82. " // Point emission\n"
  83. " emitter[0] = GrenadeExpDustEmitter;\n"
  84. " emitter[1] = GrenadeExpSparksEmitter;\n"
  85. " emitter[2] = GrenadeExpSmokeEmitter;\n\n"
  86. " // Sub explosion objects\n"
  87. " subExplosion[0] = GrenadeSubExplosion;\n\n"
  88. " // Camera Shaking\n"
  89. " shakeCamera = true;\n"
  90. " camShakeFreq = \"10.0 11.0 9.0\";\n"
  91. " camShakeAmp = \"15.0 15.0 15.0\";\n"
  92. " camShakeDuration = 1.5;\n"
  93. " camShakeRadius = 20;\n\n"
  94. " // Exploding debris\n"
  95. " debris = GrenadeDebris;\n"
  96. " debrisThetaMin = 10;\n"
  97. " debrisThetaMax = 60;\n"
  98. " debrisNum = 4;\n"
  99. " debrisNumVariance = 2;\n"
  100. " debrisVelocity = 25;\n"
  101. " debrisVelocityVariance = 5;\n\n"
  102. " lightStartRadius = 4.0;\n"
  103. " lightEndRadius = 0.0;\n"
  104. " lightStartColor = \"1.0 1.0 1.0\";\n"
  105. " lightEndColor = \"1.0 1.0 1.0\";\n"
  106. " lightStartBrightness = 4.0;\n"
  107. " lightEndBrightness = 0.0;\n"
  108. " lightNormalOffset = 2.0;\n"
  109. "};\n\n"
  110. "function ServerPlayExplosion(%position, %datablock)\n"
  111. "{\n"
  112. " // Play the given explosion on every client.\n"
  113. " // The explosion will be transmitted as an event, not attached to any object.\n"
  114. " for(%idx = 0; %idx < ClientGroup.getCount(); %idx++)\n"
  115. " {\n"
  116. " %client = ClientGroup.getObject(%idx);\n"
  117. " commandToClient(%client, 'PlayExplosion', %position, %datablock.getId());\n"
  118. " }\n"
  119. "}\n\n"
  120. "function clientCmdPlayExplosion(%position, %effectDataBlock)\n"
  121. "{\n"
  122. " // Play an explosion sent by the server. Make sure this function is defined\n"
  123. " // on the client.\n"
  124. " if (isObject(%effectDataBlock))\n"
  125. " {\n"
  126. " new Explosion()\n"
  127. " {\n"
  128. " position = %position;\n"
  129. " dataBlock = %effectDataBlock;\n"
  130. " };\n"
  131. " }\n"
  132. "}\n\n"
  133. "// schedule an explosion\n"
  134. "schedule(1000, 0, ServerPlayExplosion, \"0 0 0\", GrenadeLauncherExplosion);\n"
  135. "@endtsexample"
  136. );
  137. #define MaxLightRadius 20
  138. MRandomLCG sgRandom(0xdeadbeef);
  139. //WLE - Vince - The defaults are bad, the whole point of calling this function\
  140. //is to determine the explosion coverage on a object. Why would you want them
  141. //To call this with a null for the ID? In fact, it just returns a 1f if
  142. //it can't find the object. Seems useless to me. Cause how can I apply
  143. //damage to a object that doesn't exist?
  144. //I could possible see a use with passing in a null covMask, but even that
  145. //sounds flaky because it will be 100 percent if your saying not to take
  146. //any thing in consideration for coverage. So I'm removing these defaults they are just bad.
  147. DefineEngineFunction(calcExplosionCoverage, F32, (Point3F pos, S32 id, U32 covMask),,
  148. "@brief Calculates how much an explosion effects a specific object.\n\n"
  149. "Use this to determine how much damage to apply to objects based on their "
  150. "distance from the explosion's center point, and whether the explosion is "
  151. "blocked by other objects.\n\n"
  152. "@param pos Center position of the explosion.\n"
  153. "@param id Id of the object of which to check coverage.\n"
  154. "@param covMask Mask of object types that may block the explosion.\n"
  155. "@return Coverage value from 0 (not affected by the explosion) to 1 (fully affected)\n\n"
  156. "@tsexample\n"
  157. "// Get the position of the explosion.\n"
  158. "%position = %explosion.getPosition();\n\n"
  159. "// Set a list of TypeMasks (defined in gameFunctioncs.cpp), seperated by the | character.\n"
  160. "%TypeMasks = $TypeMasks::StaticObjectType | $TypeMasks::ItemObjectType\n\n"
  161. "// Acquire the damage value from 0.0f - 1.0f.\n"
  162. "%coverage = calcExplosionCoverage( %position, %sceneObject, %TypeMasks );\n\n"
  163. "// Apply damage to object\n"
  164. "%sceneObject.applyDamage( %coverage * 20 );\n"
  165. "@endtsexample\n"
  166. "@ingroup FX")
  167. {
  168. Point3F center;
  169. SceneObject* sceneObject = NULL;
  170. if (Sim::findObject(id, sceneObject) == false) {
  171. Con::warnf(ConsoleLogEntry::General, "calcExplosionCoverage: couldn't find object: %d", id);
  172. return 1.0f;
  173. }
  174. if (sceneObject->isClientObject() || sceneObject->getContainer() == NULL) {
  175. Con::warnf(ConsoleLogEntry::General, "calcExplosionCoverage: object is on the client, or not in the container system");
  176. return 1.0f;
  177. }
  178. sceneObject->getObjBox().getCenter(&center);
  179. center.convolve(sceneObject->getScale());
  180. sceneObject->getTransform().mulP(center);
  181. RayInfo rayInfo;
  182. sceneObject->disableCollision();
  183. if (sceneObject->getContainer()->castRay(pos, center, covMask, &rayInfo) == true) {
  184. // Try casting up and then out
  185. if (sceneObject->getContainer()->castRay(pos, pos + Point3F(0.0f, 0.0f, 1.0f), covMask, &rayInfo) == false)
  186. {
  187. if (sceneObject->getContainer()->castRay(pos + Point3F(0.0f, 0.0f, 1.0f), center, covMask, &rayInfo) == false)
  188. {
  189. sceneObject->enableCollision();
  190. return 1.0f;
  191. }
  192. }
  193. sceneObject->enableCollision();
  194. return 0.0f;
  195. } else {
  196. sceneObject->enableCollision();
  197. return 1.0f;
  198. }
  199. }
  200. //----------------------------------------------------------------------------
  201. //
  202. IMPLEMENT_CO_DATABLOCK_V1(ExplosionData);
  203. ConsoleDocClass( ExplosionData,
  204. "@brief Defines the attributes of an Explosion: particleEmitters, debris, "
  205. "lighting and camera shake effects.\n"
  206. "@ingroup FX\n"
  207. );
  208. ExplosionData::ExplosionData()
  209. {
  210. particleDensity = 10;
  211. particleRadius = 1.0f;
  212. faceViewer = false;
  213. INIT_ASSET(Sound);
  214. //soundProfile = NULL;
  215. particleEmitter = NULL;
  216. particleEmitterId = 0;
  217. explosionScale.set(1.0f, 1.0f, 1.0f);
  218. playSpeed = 1.0f;
  219. INIT_ASSET(ExplosionShape);
  220. explosionAnimation = -1;
  221. dMemset( emitterList, 0, sizeof( emitterList ) );
  222. dMemset( emitterIDList, 0, sizeof( emitterIDList ) );
  223. dMemset( debrisList, 0, sizeof( debrisList ) );
  224. dMemset( debrisIDList, 0, sizeof( debrisIDList ) );
  225. debrisThetaMin = 0.0f;
  226. debrisThetaMax = 90.0f;
  227. debrisPhiMin = 0.0f;
  228. debrisPhiMax = 360.0f;
  229. debrisNum = 1;
  230. debrisNumVariance = 0;
  231. debrisVelocity = 2.0f;
  232. debrisVelocityVariance = 0.0f;
  233. dMemset( explosionList, 0, sizeof( explosionList ) );
  234. dMemset( explosionIDList, 0, sizeof( explosionIDList ) );
  235. delayMS = 0;
  236. delayVariance = 0;
  237. lifetimeMS = 1000;
  238. lifetimeVariance = 0;
  239. offset = 0.0f;
  240. shakeCamera = false;
  241. camShakeFreq.set( 10.0f, 10.0f, 10.0f );
  242. camShakeAmp.set( 1.0f, 1.0f, 1.0f );
  243. camShakeDuration = 1.5f;
  244. camShakeRadius = 10.0f;
  245. camShakeFalloff = 10.0f;
  246. for( U32 i=0; i<EC_NUM_TIME_KEYS; i++ )
  247. {
  248. times[i] = 1.0f;
  249. }
  250. times[0] = 0.0f;
  251. for( U32 j=0; j<EC_NUM_TIME_KEYS; j++ )
  252. {
  253. sizes[j].set( 1.0f, 1.0f, 1.0f );
  254. }
  255. //
  256. lightStartRadius = lightEndRadius = 0.0f;
  257. lightStartColor.set(1.0f,1.0f,1.0f);
  258. lightEndColor.set(1.0f,1.0f,1.0f);
  259. lightStartBrightness = 1.0f;
  260. lightEndBrightness = 1.0f;
  261. lightNormalOffset = 0.1f;
  262. }
  263. //#define TRACK_EXPLOSION_DATA_CLONES
  264. #ifdef TRACK_EXPLOSION_DATA_CLONES
  265. static int explosion_data_clones = 0;
  266. #endif
  267. ExplosionData::ExplosionData(const ExplosionData& other, bool temp_clone) : GameBaseData(other, temp_clone)
  268. {
  269. #ifdef TRACK_EXPLOSION_DATA_CLONES
  270. explosion_data_clones++;
  271. if (explosion_data_clones == 1)
  272. Con::errorf("ExplosionData -- Clones are on the loose!");
  273. #endif
  274. faceViewer = other.faceViewer;
  275. particleDensity = other.particleDensity;
  276. particleRadius = other.particleRadius;
  277. CLONE_ASSET(Sound);
  278. particleEmitter = other.particleEmitter;
  279. particleEmitterId = other.particleEmitterId; // -- for pack/unpack of particleEmitter ptr
  280. explosionScale = other.explosionScale;
  281. playSpeed = other.playSpeed;
  282. CLONE_ASSET(ExplosionShape);
  283. explosionAnimation = other.explosionAnimation; // -- from explosionShape sequence "ambient"
  284. dMemcpy( emitterList, other.emitterList, sizeof( emitterList ) );
  285. dMemcpy( emitterIDList, other.emitterIDList, sizeof( emitterIDList ) ); // -- for pack/unpack of emitterList ptrs
  286. dMemcpy( debrisList, other.debrisList, sizeof( debrisList ) );
  287. dMemcpy( debrisIDList, other.debrisIDList, sizeof( debrisIDList ) ); // -- for pack/unpack of debrisList ptrs
  288. debrisThetaMin = other.debrisThetaMin;
  289. debrisThetaMax = other.debrisThetaMax;
  290. debrisPhiMin = other.debrisPhiMin;
  291. debrisPhiMax = other.debrisPhiMax;
  292. debrisNum = other.debrisNum;
  293. debrisNumVariance = other.debrisNumVariance;
  294. debrisVelocity = other.debrisVelocity;
  295. debrisVelocityVariance = other.debrisVelocityVariance;
  296. dMemcpy( explosionList, other.explosionList, sizeof( explosionList ) );
  297. dMemcpy( explosionIDList, other.explosionIDList, sizeof( explosionIDList ) ); // -- for pack/unpack of explosionList ptrs
  298. delayMS = other.delayMS;
  299. delayVariance = other.delayVariance;
  300. lifetimeMS = other.lifetimeMS;
  301. lifetimeVariance = other.lifetimeVariance;
  302. offset = other.offset;
  303. dMemcpy( sizes, other.times, sizeof( sizes ) );
  304. dMemcpy( times, other.times, sizeof( times ) );
  305. shakeCamera = other.shakeCamera;
  306. camShakeFreq = other.camShakeFreq;
  307. camShakeAmp = other.camShakeAmp;
  308. camShakeDuration = other.camShakeDuration;
  309. camShakeRadius = other.camShakeRadius;
  310. camShakeFalloff = other.camShakeFalloff;
  311. lightStartRadius = other.lightStartRadius;
  312. lightEndRadius = other.lightEndRadius;
  313. lightStartColor = other.lightStartColor;
  314. lightEndColor = other.lightEndColor;
  315. lightStartBrightness = other.lightStartBrightness;
  316. lightEndBrightness = other.lightEndBrightness;
  317. lightNormalOffset = other.lightNormalOffset;
  318. // Note - Explosion calls mDataBlock->getName() in warning messages but
  319. // that should be safe.
  320. }
  321. ExplosionData::~ExplosionData()
  322. {
  323. if (!isTempClone())
  324. return;
  325. // particleEmitter, emitterList[*], debrisList[*], explosionList[*] will delete themselves
  326. #ifdef TRACK_EXPLOSION_DATA_CLONES
  327. if (explosion_data_clones > 0)
  328. {
  329. explosion_data_clones--;
  330. if (explosion_data_clones == 0)
  331. Con::errorf("ExplosionData -- Clones eliminated!");
  332. }
  333. else
  334. Con::errorf("ExplosionData -- Too many clones deleted!");
  335. #endif
  336. }
  337. ExplosionData* ExplosionData::cloneAndPerformSubstitutions(const SimObject* owner, S32 index)
  338. {
  339. if (!owner || getSubstitutionCount() == 0)
  340. return this;
  341. ExplosionData* sub_explosion_db = new ExplosionData(*this, true);
  342. performSubstitutions(sub_explosion_db, owner, index);
  343. return sub_explosion_db;
  344. }
  345. IRangeValidator expPartDensityRange(0, 1<<14);
  346. IRangeValidator expDebrisNumRange(0, 1000);
  347. FRangeValidator expPlaySpeedRange(0.05f, FLT_MAX);
  348. FRangeValidator expLightRadiusRange(0.0f, MaxLightRadius,1<<8);
  349. FRangeValidator expTimeRange(0.0f, 1.0f, 1 << 8);
  350. void ExplosionData::initPersistFields()
  351. {
  352. docsURL;
  353. addGroup("Shapes");
  354. INITPERSISTFIELD_SHAPEASSET(ExplosionShape, ExplosionData, "@brief Optional shape asset to place at the center of the explosion.\n\n"
  355. "The <i>ambient</i> animation of this model will be played automatically at the start of the explosion.");
  356. endGroup("Shapes");
  357. addGroup("Sounds");
  358. INITPERSISTFIELD_SOUNDASSET(Sound, ExplosionData, "Sound to play when this explosion explodes.");
  359. endGroup("Sounds");
  360. addGroup("Particle Effects");
  361. addField( "faceViewer", TypeBool, Offset(faceViewer, ExplosionData),
  362. "Controls whether the visual effects of the explosion always face the camera." );
  363. addField( "particleEmitter", TYPEID< ParticleEmitterData >(), Offset(particleEmitter, ExplosionData),
  364. "@brief Emitter used to generate a cloud of particles at the start of the explosion.\n\n"
  365. "Explosions can generate two different particle effects. The first is a "
  366. "single burst of particles at the start of the explosion emitted in a "
  367. "spherical cloud using particleEmitter.\n\n"
  368. "The second effect spawns the list of ParticleEmitters given by the emitter[] "
  369. "field. These emitters generate particles in the normal way throughout the "
  370. "lifetime of the explosion." );
  371. addFieldV( "particleDensity", TypeRangedS32, Offset(particleDensity, ExplosionData), &expPartDensityRange,
  372. "@brief Density of the particle cloud created at the start of the explosion.\n\n"
  373. "@see particleEmitter" );
  374. addFieldV( "particleRadius", TypeRangedF32, Offset(particleRadius, ExplosionData),&CommonValidators::PositiveFloat,
  375. "@brief Radial distance from the explosion center at which cloud particles "
  376. "are emitted.\n\n"
  377. "@see particleEmitter" );
  378. addField( "emitter", TYPEID< ParticleEmitterData >(), Offset(emitterList, ExplosionData), EC_NUM_EMITTERS,
  379. "@brief List of additional ParticleEmitterData objects to spawn with this "
  380. "explosion.\n\n"
  381. "@see particleEmitter" );
  382. endGroup("Particle Effects");
  383. addGroup("Debris");
  384. addField( "debris", TYPEID< DebrisData >(), Offset(debrisList, ExplosionData), EC_NUM_DEBRIS_TYPES,
  385. "List of DebrisData objects to spawn with this explosion." );
  386. addFieldV( "debrisThetaMin", TypeRangedF32, Offset(debrisThetaMin, ExplosionData), &CommonValidators::PosDegreeRangeHalf,
  387. "Minimum angle, from the horizontal plane, to eject debris from." );
  388. addFieldV( "debrisThetaMax", TypeRangedF32, Offset(debrisThetaMax, ExplosionData), &CommonValidators::PosDegreeRangeHalf,
  389. "Maximum angle, from the horizontal plane, to eject debris from." );
  390. addFieldV( "debrisPhiMin", TypeRangedF32, Offset(debrisPhiMin, ExplosionData), &CommonValidators::PosDegreeRange,
  391. "Minimum reference angle, from the vertical plane, to eject debris from." );
  392. addFieldV( "debrisPhiMax", TypeRangedF32, Offset(debrisPhiMax, ExplosionData), &CommonValidators::PosDegreeRange,
  393. "Maximum reference angle, from the vertical plane, to eject debris from." );
  394. addFieldV( "debrisNum", TypeRangedS32, Offset(debrisNum, ExplosionData), &expDebrisNumRange,
  395. "Number of debris objects to create." );
  396. addFieldV( "debrisNumVariance", TypeRangedS32, Offset(debrisNumVariance, ExplosionData), &expDebrisNumRange,
  397. "Variance in the number of debris objects to create (must be from 0 - debrisNum)." );
  398. addFieldV( "debrisVelocity", TypeRangedF32, Offset(debrisVelocity, ExplosionData), &CommonValidators::PositiveFloat,
  399. "Velocity to toss debris at." );
  400. addFieldV( "debrisVelocityVariance", TypeRangedF32, Offset(debrisVelocityVariance, ExplosionData), &CommonValidators::PositiveFloat,
  401. "Variance in the debris initial velocity (must be >= 0)." );
  402. addField( "subExplosion", TYPEID< ExplosionData >(), Offset(explosionList, ExplosionData), EC_MAX_SUB_EXPLOSIONS,
  403. "List of additional ExplosionData objects to create at the start of the explosion." );
  404. endGroup("Debris");
  405. addGroup("Animation");
  406. addField("explosionScale", TypePoint3F, Offset(explosionScale, ExplosionData),
  407. "\"X Y Z\" scale factor applied to the explosionShape model at the start "
  408. "of the explosion.");
  409. addFieldV("playSpeed", TypeRangedF32, Offset(playSpeed, ExplosionData),&expPlaySpeedRange,
  410. "Time scale at which to play the explosionShape <i>ambient</i> sequence.");
  411. addFieldV( "delayMS", TypeRangedS32, Offset(delayMS, ExplosionData), &CommonValidators::PositiveInt,
  412. "Amount of time, in milliseconds, to delay the start of the explosion effect "
  413. "from the creation of the Explosion object." );
  414. addFieldV( "delayVariance", TypeRangedS32, Offset(delayVariance, ExplosionData), &CommonValidators::PositiveInt,
  415. "Variance, in milliseconds, of delayMS." );
  416. addFieldV( "lifetimeMS", TypeRangedS32, Offset(lifetimeMS, ExplosionData), &CommonValidators::PositiveInt,
  417. "@brief Lifetime, in milliseconds, of the Explosion object.\n\n"
  418. "@note If explosionShape is defined and contains an <i>ambient</i> animation, "
  419. "this field is ignored, and the playSpeed scaled duration of the animation "
  420. "is used instead." );
  421. addFieldV( "lifetimeVariance", TypeRangedS32, Offset(lifetimeVariance, ExplosionData), &CommonValidators::PositiveInt,
  422. "Variance, in milliseconds, of the lifetimeMS of the Explosion object.\n" );
  423. addFieldV( "offset", TypeRangedF32, Offset(offset, ExplosionData), &CommonValidators::PositiveFloat,
  424. "@brief Offset distance (in a random direction) of the center of the explosion "
  425. "from the Explosion object position.\n\n"
  426. "Most often used to create some variance in position for subExplosion effects." );
  427. addFieldV( "times", TypeRangedF32, Offset(times, ExplosionData), &expTimeRange, EC_NUM_TIME_KEYS,
  428. "@brief Time keyframes used to scale the explosionShape model.\n\n"
  429. "Values should be in increasing order from 0.0 - 1.0, and correspond to "
  430. "the life of the Explosion where 0 is the beginning and 1 is the end of "
  431. "the explosion lifetime.\n"
  432. "@see lifetimeMS" );
  433. addField( "sizes", TypePoint3F, Offset(sizes, ExplosionData), EC_NUM_TIME_KEYS,
  434. "@brief \"X Y Z\" size keyframes used to scale the explosionShape model.\n\n"
  435. "The explosionShape (if defined) will be scaled using the times/sizes "
  436. "keyframes over the lifetime of the explosion.\n"
  437. "@see lifetimeMS" );
  438. endGroup("Animation");
  439. addGroup("Camera Shake");
  440. addField( "shakeCamera", TypeBool, Offset(shakeCamera, ExplosionData),
  441. "Controls whether the camera shakes during this explosion." );
  442. addField( "camShakeFreq", TypePoint3F, Offset(camShakeFreq, ExplosionData),
  443. "Frequency of camera shaking, defined in the \"X Y Z\" axes." );
  444. addField( "camShakeAmp", TypePoint3F, Offset(camShakeAmp, ExplosionData),
  445. "@brief Amplitude of camera shaking, defined in the \"X Y Z\" axes.\n\n"
  446. "Set any value to 0 to disable shaking in that axis." );
  447. addFieldV( "camShakeDuration", TypeRangedF32, Offset(camShakeDuration, ExplosionData), &CommonValidators::PositiveFloat,
  448. "Duration (in seconds) to shake the camera." );
  449. addFieldV( "camShakeRadius", TypeRangedF32, Offset(camShakeRadius, ExplosionData), &CommonValidators::PositiveFloat,
  450. "Radial distance that a camera's position must be within relative to the "
  451. "center of the explosion to be shaken." );
  452. addFieldV( "camShakeFalloff", TypeRangedF32, Offset(camShakeFalloff, ExplosionData), &CommonValidators::PositiveFloat,
  453. "Falloff value for the camera shake." );
  454. endGroup("Camera Shake");
  455. addGroup("Light Emitter");
  456. addFieldV( "lightStartRadius", TypeRangedF32, Offset(lightStartRadius, ExplosionData), &expLightRadiusRange,
  457. "@brief Initial radius of the PointLight created by this explosion.\n\n"
  458. "Radius is linearly interpolated from lightStartRadius to lightEndRadius "
  459. "over the lifetime of the explosion.\n"
  460. "@see lifetimeMS" );
  461. addFieldV( "lightEndRadius", TypeRangedF32, Offset(lightEndRadius, ExplosionData), &expLightRadiusRange,
  462. "@brief Final radius of the PointLight created by this explosion.\n\n"
  463. "@see lightStartRadius" );
  464. addField( "lightStartColor", TypeColorF, Offset(lightStartColor, ExplosionData),
  465. "@brief Initial color of the PointLight created by this explosion.\n\n"
  466. "Color is linearly interpolated from lightStartColor to lightEndColor "
  467. "over the lifetime of the explosion.\n"
  468. "@see lifetimeMS" );
  469. addField( "lightEndColor", TypeColorF, Offset(lightEndColor, ExplosionData),
  470. "@brief Final color of the PointLight created by this explosion.\n\n"
  471. "@see lightStartColor" );
  472. addFieldV( "lightStartBrightness", TypeRangedF32, Offset(lightStartBrightness, ExplosionData), &expLightRadiusRange,
  473. "@brief Initial brightness of the PointLight created by this explosion.\n\n"
  474. "Brightness is linearly interpolated from lightStartBrightness to "
  475. "lightEndBrightness over the lifetime of the explosion.\n"
  476. "@see lifetimeMS" );
  477. addFieldV("lightEndBrightness", TypeRangedF32, Offset(lightEndBrightness, ExplosionData), &expLightRadiusRange,
  478. "@brief Final brightness of the PointLight created by this explosion.\n\n"
  479. "@see lightStartBrightness" );
  480. addFieldV( "lightNormalOffset", TypeRangedF32, Offset(lightNormalOffset, ExplosionData), &CommonValidators::PositiveFloat,
  481. "Distance (in the explosion normal direction) of the PointLight position "
  482. "from the explosion center." );
  483. endGroup("Light Emitter");
  484. // disallow some field substitutions
  485. onlyKeepClearSubstitutions("debris"); // subs resolving to "~~", or "~0" are OK
  486. onlyKeepClearSubstitutions("emitter");
  487. onlyKeepClearSubstitutions("particleEmitter");
  488. onlyKeepClearSubstitutions("subExplosion");
  489. Parent::initPersistFields();
  490. }
  491. bool ExplosionData::onAdd()
  492. {
  493. if (Parent::onAdd() == false)
  494. return false;
  495. if (explosionScale.x < 0.01f || explosionScale.y < 0.01f || explosionScale.z < 0.01f)
  496. {
  497. Con::warnf(ConsoleLogEntry::General, "ExplosionData(%s)::onAdd: ExplosionScale components must be >= 0.01", getName());
  498. explosionScale.x = explosionScale.x < 0.01f ? 0.01f : explosionScale.x;
  499. explosionScale.y = explosionScale.y < 0.01f ? 0.01f : explosionScale.y;
  500. explosionScale.z = explosionScale.z < 0.01f ? 0.01f : explosionScale.z;
  501. }
  502. if (debrisThetaMin < 0.0f)
  503. {
  504. Con::warnf(ConsoleLogEntry::General, "ExplosionData(%s) debrisThetaMin < 0.0", getName());
  505. debrisThetaMin = 0.0f;
  506. }
  507. if (debrisThetaMax > 180.0f)
  508. {
  509. Con::warnf(ConsoleLogEntry::General, "ExplosionData(%s) debrisThetaMax > 180.0", getName());
  510. debrisThetaMax = 180.0f;
  511. }
  512. if (debrisThetaMin > debrisThetaMax) {
  513. Con::warnf(ConsoleLogEntry::General, "ExplosionData(%s) debrisThetaMin > debrisThetaMax", getName());
  514. debrisThetaMin = debrisThetaMax;
  515. }
  516. if (debrisPhiMin < 0.0f)
  517. {
  518. Con::warnf(ConsoleLogEntry::General, "ExplosionData(%s) debrisPhiMin < 0.0", getName());
  519. debrisPhiMin = 0.0f;
  520. }
  521. if (debrisPhiMax > 360.0f)
  522. {
  523. Con::warnf(ConsoleLogEntry::General, "ExplosionData(%s) debrisPhiMax > 360.0", getName());
  524. debrisPhiMax = 360.0f;
  525. }
  526. if (debrisPhiMin > debrisPhiMax) {
  527. Con::warnf(ConsoleLogEntry::General, "ExplosionData(%s) debrisPhiMin > debrisPhiMax", getName());
  528. debrisPhiMin = debrisPhiMax;
  529. }
  530. if (debrisNum > 1000) {
  531. Con::warnf(ConsoleLogEntry::General, "ExplosionData(%s) debrisNum > 1000", getName());
  532. debrisNum = 1000;
  533. }
  534. if (debrisNumVariance > 1000) {
  535. Con::warnf(ConsoleLogEntry::General, "ExplosionData(%s) debrisNumVariance > 1000", getName());
  536. debrisNumVariance = 1000;
  537. }
  538. if (debrisVelocity < 0.1f)
  539. {
  540. Con::warnf(ConsoleLogEntry::General, "ExplosionData(%s) debrisVelocity < 0.1", getName());
  541. debrisVelocity = 0.1f;
  542. }
  543. if (debrisVelocityVariance > 1000) {
  544. Con::warnf(ConsoleLogEntry::General, "ExplosionData(%s) debrisVelocityVariance > 1000", getName());
  545. debrisVelocityVariance = 1000;
  546. }
  547. if (playSpeed < 0.05f)
  548. {
  549. Con::warnf(ConsoleLogEntry::General, "ExplosionData(%s) playSpeed < 0.05", getName());
  550. playSpeed = 0.05f;
  551. }
  552. if (lifetimeMS < 1) {
  553. Con::warnf(ConsoleLogEntry::General, "ExplosionData(%s) lifetimeMS < 1", getName());
  554. lifetimeMS = 1;
  555. }
  556. if (lifetimeVariance > lifetimeMS) {
  557. Con::warnf(ConsoleLogEntry::General, "ExplosionData(%s) lifetimeVariance > lifetimeMS", getName());
  558. lifetimeVariance = lifetimeMS;
  559. }
  560. if (delayMS < 0) {
  561. Con::warnf(ConsoleLogEntry::General, "ExplosionData(%s) delayMS < 0", getName());
  562. delayMS = 0;
  563. }
  564. if (delayVariance > delayMS) {
  565. Con::warnf(ConsoleLogEntry::General, "ExplosionData(%s) delayVariance > delayMS", getName());
  566. delayVariance = delayMS;
  567. }
  568. if (offset < 0.0f)
  569. {
  570. Con::warnf(ConsoleLogEntry::General, "ExplosionData(%s) offset < 0.0", getName());
  571. offset = 0.0f;
  572. }
  573. S32 i;
  574. for( i=0; i<EC_NUM_DEBRIS_TYPES; i++ )
  575. {
  576. if( !debrisList[i] && debrisIDList[i] != 0 )
  577. {
  578. if( !Sim::findObject( debrisIDList[i], debrisList[i] ) )
  579. {
  580. Con::errorf( ConsoleLogEntry::General, "ExplosionData::onAdd: Invalid packet, bad datablockId(debris): 0x%x", debrisIDList[i] );
  581. }
  582. }
  583. }
  584. for( i=0; i<EC_NUM_EMITTERS; i++ )
  585. {
  586. if( !emitterList[i] && emitterIDList[i] != 0 )
  587. {
  588. if( Sim::findObject( emitterIDList[i], emitterList[i] ) == false)
  589. {
  590. Con::errorf( ConsoleLogEntry::General, "ExplosionData::onAdd: Invalid packet, bad datablockId(particle emitter): 0x%x", emitterIDList[i] );
  591. }
  592. }
  593. }
  594. for( S32 k=0; k<EC_MAX_SUB_EXPLOSIONS; k++ )
  595. {
  596. if( !explosionList[k] && explosionIDList[k] != 0 )
  597. {
  598. if( Sim::findObject( explosionIDList[k], explosionList[k] ) == false)
  599. {
  600. Con::errorf( ConsoleLogEntry::General, "ExplosionData::onAdd: Invalid packet, bad datablockId(explosion): 0x%x", explosionIDList[k] );
  601. }
  602. }
  603. }
  604. return true;
  605. }
  606. void ExplosionData::packData(BitStream* stream)
  607. {
  608. Parent::packData(stream);
  609. PACKDATA_ASSET(ExplosionShape);
  610. //PACKDATA_SOUNDASSET(Sound);
  611. PACKDATA_ASSET(Sound);
  612. if (stream->writeFlag(particleEmitter))
  613. stream->writeRangedU32(particleEmitter->getId(),DataBlockObjectIdFirst,DataBlockObjectIdLast);
  614. stream->writeInt(particleDensity, 14);
  615. stream->write(particleRadius);
  616. stream->writeFlag(faceViewer);
  617. if(stream->writeFlag(explosionScale.x != 1 || explosionScale.y != 1 || explosionScale.z != 1))
  618. {
  619. stream->writeInt((S32)(explosionScale.x * 100), 16);
  620. stream->writeInt((S32)(explosionScale.y * 100), 16);
  621. stream->writeInt((S32)(explosionScale.z * 100), 16);
  622. }
  623. stream->writeInt((S32)(playSpeed * 20), 14);
  624. stream->writeRangedU32((U32)debrisThetaMin, 0, 180);
  625. stream->writeRangedU32((U32)debrisThetaMax, 0, 180);
  626. stream->writeRangedU32((U32)debrisPhiMin, 0, 360);
  627. stream->writeRangedU32((U32)debrisPhiMax, 0, 360);
  628. stream->writeRangedU32((U32)debrisNum, 0, 1000);
  629. stream->writeRangedU32(debrisNumVariance, 0, 1000);
  630. stream->writeInt((S32)(debrisVelocity * 10), 14);
  631. stream->writeRangedU32((U32)(debrisVelocityVariance * 10), 0, 10000);
  632. stream->writeInt(delayMS >> 5, 16);
  633. stream->writeInt(delayVariance >> 5, 16);
  634. stream->writeInt(lifetimeMS >> 5, 16);
  635. stream->writeInt(lifetimeVariance >> 5, 16);
  636. stream->write(offset);
  637. stream->writeFlag( shakeCamera );
  638. stream->write(camShakeFreq.x);
  639. stream->write(camShakeFreq.y);
  640. stream->write(camShakeFreq.z);
  641. stream->write(camShakeAmp.x);
  642. stream->write(camShakeAmp.y);
  643. stream->write(camShakeAmp.z);
  644. stream->write(camShakeDuration);
  645. stream->write(camShakeRadius);
  646. stream->write(camShakeFalloff);
  647. for( S32 j=0; j<EC_NUM_DEBRIS_TYPES; j++ )
  648. {
  649. if( stream->writeFlag( debrisList[j] ) )
  650. {
  651. stream->writeRangedU32( debrisList[j]->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
  652. }
  653. }
  654. S32 i;
  655. for( i=0; i<EC_NUM_EMITTERS; i++ )
  656. {
  657. if( stream->writeFlag( emitterList[i] != NULL ) )
  658. {
  659. stream->writeRangedU32( emitterList[i]->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
  660. }
  661. }
  662. for( i=0; i<EC_MAX_SUB_EXPLOSIONS; i++ )
  663. {
  664. if( stream->writeFlag( explosionList[i] != NULL ) )
  665. {
  666. stream->writeRangedU32( explosionList[i]->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
  667. }
  668. }
  669. U32 count;
  670. for(count = 0; count < EC_NUM_TIME_KEYS; count++)
  671. if(times[count] >= 1)
  672. break;
  673. count++;
  674. if(count > EC_NUM_TIME_KEYS)
  675. count = EC_NUM_TIME_KEYS;
  676. stream->writeRangedU32(count, 0, EC_NUM_TIME_KEYS);
  677. for( i=0; i<count; i++ )
  678. stream->writeFloat( times[i], 8 );
  679. for( i=0; i<count; i++ )
  680. {
  681. stream->writeRangedU32((U32)(sizes[i].x * 100), 0, 16000);
  682. stream->writeRangedU32((U32)(sizes[i].y * 100), 0, 16000);
  683. stream->writeRangedU32((U32)(sizes[i].z * 100), 0, 16000);
  684. }
  685. // Dynamic light info
  686. stream->writeFloat(lightStartRadius/MaxLightRadius, 8);
  687. stream->writeFloat(lightEndRadius/MaxLightRadius, 8);
  688. stream->writeFloat(lightStartColor.red,8);
  689. stream->writeFloat(lightStartColor.green,8);
  690. stream->writeFloat(lightStartColor.blue,8);
  691. stream->writeFloat(lightEndColor.red,8);
  692. stream->writeFloat(lightEndColor.green,8);
  693. stream->writeFloat(lightEndColor.blue,8);
  694. stream->writeFloat(lightStartBrightness/MaxLightRadius, 8);
  695. stream->writeFloat(lightEndBrightness/MaxLightRadius, 8);
  696. stream->write(lightNormalOffset);
  697. }
  698. void ExplosionData::unpackData(BitStream* stream)
  699. {
  700. Parent::unpackData(stream);
  701. UNPACKDATA_ASSET(ExplosionShape);
  702. UNPACKDATA_ASSET(Sound);
  703. if (stream->readFlag())
  704. particleEmitterId = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
  705. else
  706. particleEmitterId = 0;
  707. particleDensity = stream->readInt(14);
  708. stream->read(&particleRadius);
  709. faceViewer = stream->readFlag();
  710. if(stream->readFlag())
  711. {
  712. explosionScale.x = stream->readInt(16) / 100.0f;
  713. explosionScale.y = stream->readInt(16) / 100.0f;
  714. explosionScale.z = stream->readInt(16) / 100.0f;
  715. }
  716. else
  717. explosionScale.set(1,1,1);
  718. playSpeed = stream->readInt(14) / 20.0f;
  719. debrisThetaMin = stream->readRangedU32(0, 180);
  720. debrisThetaMax = stream->readRangedU32(0, 180);
  721. debrisPhiMin = stream->readRangedU32(0, 360);
  722. debrisPhiMax = stream->readRangedU32(0, 360);
  723. debrisNum = stream->readRangedU32(0, 1000);
  724. debrisNumVariance = stream->readRangedU32(0, 1000);
  725. debrisVelocity = stream->readInt(14) / 10.0f;
  726. debrisVelocityVariance = stream->readRangedU32(0, 10000) / 10.0f;
  727. delayMS = stream->readInt(16) << 5;
  728. delayVariance = stream->readInt(16) << 5;
  729. lifetimeMS = stream->readInt(16) << 5;
  730. lifetimeVariance = stream->readInt(16) << 5;
  731. stream->read(&offset);
  732. shakeCamera = stream->readFlag();
  733. stream->read(&camShakeFreq.x);
  734. stream->read(&camShakeFreq.y);
  735. stream->read(&camShakeFreq.z);
  736. stream->read(&camShakeAmp.x);
  737. stream->read(&camShakeAmp.y);
  738. stream->read(&camShakeAmp.z);
  739. stream->read(&camShakeDuration);
  740. stream->read(&camShakeRadius);
  741. stream->read(&camShakeFalloff);
  742. for( S32 j=0; j<EC_NUM_DEBRIS_TYPES; j++ )
  743. {
  744. if( stream->readFlag() )
  745. {
  746. debrisIDList[j] = (S32) stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
  747. }
  748. }
  749. U32 i;
  750. for( i=0; i<EC_NUM_EMITTERS; i++ )
  751. {
  752. if( stream->readFlag() )
  753. {
  754. emitterIDList[i] = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
  755. }
  756. }
  757. for( S32 k=0; k<EC_MAX_SUB_EXPLOSIONS; k++ )
  758. {
  759. if( stream->readFlag() )
  760. {
  761. explosionIDList[k] = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
  762. }
  763. }
  764. U32 count = stream->readRangedU32(0, EC_NUM_TIME_KEYS);
  765. for( i=0; i<count; i++ )
  766. times[i] = stream->readFloat(8);
  767. for( i=0; i<count; i++ )
  768. {
  769. sizes[i].x = stream->readRangedU32(0, 16000) / 100.0f;
  770. sizes[i].y = stream->readRangedU32(0, 16000) / 100.0f;
  771. sizes[i].z = stream->readRangedU32(0, 16000) / 100.0f;
  772. }
  773. //
  774. lightStartRadius = stream->readFloat(8) * MaxLightRadius;
  775. lightEndRadius = stream->readFloat(8) * MaxLightRadius;
  776. lightStartColor.red = stream->readFloat(8);
  777. lightStartColor.green = stream->readFloat(8);
  778. lightStartColor.blue = stream->readFloat(8);
  779. lightEndColor.red = stream->readFloat(8);
  780. lightEndColor.green = stream->readFloat(8);
  781. lightEndColor.blue = stream->readFloat(8);
  782. lightStartBrightness = stream->readFloat(8) * MaxLightRadius;
  783. lightEndBrightness = stream->readFloat(8) * MaxLightRadius;
  784. stream->read( &lightNormalOffset );
  785. }
  786. bool ExplosionData::preload(bool server, String &errorStr)
  787. {
  788. if (Parent::preload(server, errorStr) == false)
  789. return false;
  790. if( !server )
  791. {
  792. if (!isSoundValid())
  793. {
  794. //return false; -TODO: trigger asset download
  795. }
  796. if (!particleEmitter && particleEmitterId != 0)
  797. if (Sim::findObject(particleEmitterId, particleEmitter) == false)
  798. {
  799. Con::errorf(ConsoleLogEntry::General, "Error, unable to load particle emitter for explosion datablock");
  800. return false;
  801. }
  802. }
  803. if (mExplosionShapeAsset.notNull()) {
  804. // Resolve animations
  805. explosionAnimation = mExplosionShape->findSequence("ambient");
  806. // Preload textures with a dummy instance...
  807. TSShapeInstance* pDummy = new TSShapeInstance(mExplosionShape, !server);
  808. delete pDummy;
  809. } else {
  810. explosionAnimation = -1;
  811. }
  812. return true;
  813. }
  814. //--------------------------------------------------------------------------
  815. //--------------------------------------
  816. //
  817. Explosion::Explosion()
  818. : mDataBlock( NULL )
  819. {
  820. mTypeMask |= ExplosionObjectType | LightObjectType;
  821. mExplosionInstance = NULL;
  822. mExplosionThread = NULL;
  823. dMemset( mEmitterList, 0, sizeof( mEmitterList ) );
  824. mMainEmitter = NULL;
  825. mFade = 1;
  826. mDelayMS = 0;
  827. mCurrMS = 0;
  828. mEndingMS = 1000;
  829. mActive = false;
  830. mCollideType = 0;
  831. mInitialNormal.set( 0.0f, 0.0f, 1.0f );
  832. mRandAngle = sgRandom.randF( 0.0f, 1.0f ) * M_PI_F * 2.0f;
  833. mLight = LIGHTMGR->createLightInfo();
  834. mNetFlags.set( IsGhost );
  835. ss_object = 0;
  836. ss_index = 0;
  837. mDataBlock = 0;
  838. soundProfile_clone = 0;
  839. mRandomVal = 0;
  840. }
  841. Explosion::~Explosion()
  842. {
  843. if( mExplosionInstance )
  844. {
  845. delete mExplosionInstance;
  846. mExplosionInstance = NULL;
  847. mExplosionThread = NULL;
  848. }
  849. SAFE_DELETE(mLight);
  850. if (soundProfile_clone)
  851. {
  852. delete soundProfile_clone;
  853. soundProfile_clone = 0;
  854. }
  855. if (mDataBlock && mDataBlock->isTempClone())
  856. {
  857. delete mDataBlock;
  858. mDataBlock = 0;
  859. }
  860. }
  861. void Explosion::setInitialState(const Point3F& point, const Point3F& normal, const F32 fade)
  862. {
  863. setPosition(point);
  864. mInitialNormal = normal;
  865. mFade = fade;
  866. }
  867. //--------------------------------------------------------------------------
  868. void Explosion::initPersistFields()
  869. {
  870. docsURL;
  871. Parent::initPersistFields();
  872. addField("initialNormal", TypePoint3F, Offset(mInitialNormal, Explosion), "Initial starting Normal.");
  873. //
  874. }
  875. //--------------------------------------------------------------------------
  876. bool Explosion::onAdd()
  877. {
  878. // first check if we have a server connection, if we dont then this is on the server
  879. // and we should exit, then check if the parent fails to add the object
  880. GameConnection *conn = GameConnection::getConnectionToServer();
  881. if ( !conn || !Parent::onAdd() )
  882. return false;
  883. if( !mDataBlock )
  884. {
  885. Con::errorf("Explosion::onAdd - Fail - No datablok");
  886. return false;
  887. }
  888. mDelayMS = mDataBlock->delayMS + sgRandom.randI( -mDataBlock->delayVariance, mDataBlock->delayVariance );
  889. mEndingMS = mDataBlock->lifetimeMS + sgRandom.randI( -mDataBlock->lifetimeVariance, mDataBlock->lifetimeVariance );
  890. if( mFabs( mDataBlock->offset ) > 0.001f )
  891. {
  892. MatrixF axisOrient = MathUtils::createOrientFromDir( mInitialNormal );
  893. MatrixF trans = getTransform();
  894. Point3F randVec;
  895. randVec.x = sgRandom.randF( -1.0f, 1.0f );
  896. randVec.y = sgRandom.randF( 0.0f, 1.0f );
  897. randVec.z = sgRandom.randF( -1.0f, 1.0f );
  898. randVec.normalize();
  899. randVec *= mDataBlock->offset;
  900. axisOrient.mulV( randVec );
  901. trans.setPosition( trans.getPosition() + randVec );
  902. setTransform( trans );
  903. }
  904. // shake camera
  905. if( mDataBlock->shakeCamera )
  906. {
  907. // first check if explosion is near player
  908. GameConnection* connection = GameConnection::getConnectionToServer();
  909. ShapeBase *obj = dynamic_cast<ShapeBase*>(connection->getControlObject());
  910. bool applyShake = true;
  911. if( obj )
  912. {
  913. ShapeBase* cObj = obj;
  914. while((cObj = cObj->getControlObject()) != 0)
  915. {
  916. if(cObj->useObjsEyePoint())
  917. {
  918. applyShake = false;
  919. break;
  920. }
  921. }
  922. }
  923. if( applyShake && obj )
  924. {
  925. VectorF diff = obj->getPosition() - getPosition();
  926. F32 dist = diff.len();
  927. if( dist < mDataBlock->camShakeRadius )
  928. {
  929. CameraShake *camShake = new CameraShake;
  930. camShake->setDuration( mDataBlock->camShakeDuration );
  931. camShake->setFrequency( mDataBlock->camShakeFreq );
  932. F32 falloff = dist / mDataBlock->camShakeRadius;
  933. falloff = 1.0f + falloff * 10.0f;
  934. falloff = 1.0f / (falloff * falloff);
  935. VectorF shakeAmp = mDataBlock->camShakeAmp * falloff;
  936. camShake->setAmplitude( shakeAmp );
  937. camShake->setFalloff( mDataBlock->camShakeFalloff );
  938. camShake->init();
  939. gCamFXMgr.addFX( camShake );
  940. }
  941. }
  942. }
  943. if( mDelayMS == 0 )
  944. {
  945. if( !explode() )
  946. {
  947. return false;
  948. }
  949. }
  950. gClientSceneGraph->addObjectToScene(this);
  951. removeFromProcessList();
  952. ClientProcessList::get()->addObject(this);
  953. mRandomVal = sgRandom.randF();
  954. NetConnection* pNC = NetConnection::getConnectionToServer();
  955. AssertFatal(pNC != NULL, "Error, must have a connection to the server!");
  956. pNC->addObject(this);
  957. // Initialize the light structure and register as a dynamic light
  958. if (mDataBlock->lightStartRadius != 0.0f || mDataBlock->lightEndRadius)
  959. {
  960. mLight->setType( LightInfo::Point );
  961. mLight->setRange( mDataBlock->lightStartRadius );
  962. mLight->setColor( mDataBlock->lightStartColor );
  963. }
  964. return true;
  965. }
  966. void Explosion::onRemove()
  967. {
  968. for( S32 i=0; i<ExplosionData::EC_NUM_EMITTERS; i++ )
  969. {
  970. if( mEmitterList[i] )
  971. {
  972. mEmitterList[i]->deleteWhenEmpty();
  973. mEmitterList[i] = NULL;
  974. }
  975. }
  976. if( mMainEmitter )
  977. {
  978. mMainEmitter->deleteWhenEmpty();
  979. mMainEmitter = NULL;
  980. }
  981. removeFromScene();
  982. Parent::onRemove();
  983. }
  984. bool Explosion::onNewDataBlock( GameBaseData *dptr, bool reload )
  985. {
  986. mDataBlock = dynamic_cast<ExplosionData*>( dptr );
  987. if (!mDataBlock || !Parent::onNewDataBlock( dptr, reload ))
  988. return false;
  989. if (mDataBlock->isTempClone())
  990. return true;
  991. scriptOnNewDataBlock();
  992. return true;
  993. }
  994. //--------------------------------------------------------------------------
  995. void Explosion::prepRenderImage( SceneRenderState* state )
  996. {
  997. prepBatchRender( state );
  998. }
  999. void Explosion::setCurrentScale()
  1000. {
  1001. F32 t = F32(mCurrMS) / F32(mEndingMS);
  1002. for( U32 i = 1; i < ExplosionData::EC_NUM_TIME_KEYS; i++ )
  1003. {
  1004. if( mDataBlock->times[i] >= t )
  1005. {
  1006. F32 firstPart = t - mDataBlock->times[i-1];
  1007. F32 total = mDataBlock->times[i] -
  1008. mDataBlock->times[i-1];
  1009. firstPart /= total;
  1010. mObjScale = (mDataBlock->sizes[i-1] * (1.0f - firstPart)) +
  1011. (mDataBlock->sizes[i] * firstPart);
  1012. return;
  1013. }
  1014. }
  1015. }
  1016. //--------------------------------------------------------------------------
  1017. // Make the explosion face the viewer (if desired)
  1018. //--------------------------------------------------------------------------
  1019. void Explosion::prepModelView(SceneRenderState* state)
  1020. {
  1021. MatrixF rotMatrix( true );
  1022. Point3F targetVector;
  1023. if( mDataBlock->faceViewer )
  1024. {
  1025. targetVector = getPosition() - state->getCameraPosition();
  1026. targetVector.normalize();
  1027. // rotate explosion each time so it's a little different
  1028. rotMatrix.set( EulerF( 0.0f, mRandAngle, 0.0f ) );
  1029. }
  1030. else
  1031. {
  1032. targetVector = mInitialNormal;
  1033. }
  1034. MatrixF explOrient = MathUtils::createOrientFromDir( targetVector );
  1035. explOrient.mul( rotMatrix );
  1036. explOrient.setPosition( getPosition() );
  1037. setCurrentScale();
  1038. explOrient.scale( mObjScale );
  1039. GFX->setWorldMatrix( explOrient );
  1040. }
  1041. //--------------------------------------------------------------------------
  1042. // Render object
  1043. //--------------------------------------------------------------------------
  1044. void Explosion::prepBatchRender(SceneRenderState* state)
  1045. {
  1046. if ( !mExplosionInstance )
  1047. return;
  1048. MatrixF proj = GFX->getProjectionMatrix();
  1049. RectI viewport = GFX->getViewport();
  1050. // Set up our TS render state here.
  1051. TSRenderState rdata;
  1052. rdata.setSceneState( state );
  1053. // We might have some forward lit materials
  1054. // so pass down a query to gather lights.
  1055. LightQuery query;
  1056. query.init( getWorldSphere() );
  1057. rdata.setLightQuery( &query );
  1058. // render mesh
  1059. GFX->pushWorldMatrix();
  1060. prepModelView( state );
  1061. mExplosionInstance->animate();
  1062. mExplosionInstance->render( rdata );
  1063. GFX->popWorldMatrix();
  1064. GFX->setProjectionMatrix( proj );
  1065. GFX->setViewport( viewport );
  1066. }
  1067. void Explosion::submitLights( LightManager *lm, bool staticLighting )
  1068. {
  1069. if ( staticLighting )
  1070. return;
  1071. // Update the light's info and add it to the scene, the light will
  1072. // only be visible for this current frame.
  1073. mLight->setPosition( getRenderTransform().getPosition() + mInitialNormal * mDataBlock->lightNormalOffset );
  1074. F32 t = F32(mCurrMS) / F32(mEndingMS);
  1075. mLight->setRange( mDataBlock->lightStartRadius +
  1076. (mDataBlock->lightEndRadius - mDataBlock->lightStartRadius) * t );
  1077. mLight->setColor( mDataBlock->lightStartColor +
  1078. (mDataBlock->lightEndColor - mDataBlock->lightStartColor) * t );
  1079. mLight->setBrightness( mDataBlock->lightStartBrightness +
  1080. (mDataBlock->lightEndBrightness - mDataBlock->lightStartBrightness) * t );
  1081. lm->registerGlobalLight( mLight, this );
  1082. }
  1083. //--------------------------------------------------------------------------
  1084. void Explosion::processTick(const Move*)
  1085. {
  1086. mCurrMS += TickMs;
  1087. if( mCurrMS >= mEndingMS )
  1088. {
  1089. deleteObject();
  1090. return;
  1091. }
  1092. if( (mCurrMS > mDelayMS) && !mActive )
  1093. explode();
  1094. }
  1095. void Explosion::advanceTime(F32 dt)
  1096. {
  1097. if (dt == 0.0f)
  1098. return;
  1099. GameConnection* conn = GameConnection::getConnectionToServer();
  1100. if(!conn)
  1101. return;
  1102. updateEmitters( dt );
  1103. if( mExplosionInstance )
  1104. mExplosionInstance->advanceTime(dt, mExplosionThread);
  1105. }
  1106. //----------------------------------------------------------------------------
  1107. // Update emitters
  1108. //----------------------------------------------------------------------------
  1109. void Explosion::updateEmitters( F32 dt )
  1110. {
  1111. Point3F pos = getPosition();
  1112. for( S32 i=0; i<ExplosionData::EC_NUM_EMITTERS; i++ )
  1113. {
  1114. if( mEmitterList[i] )
  1115. {
  1116. mEmitterList[i]->emitParticles( pos, pos, mInitialNormal, Point3F( 0.0f, 0.0f, 0.0f ), (U32)(dt * 1000));
  1117. }
  1118. }
  1119. }
  1120. //----------------------------------------------------------------------------
  1121. // Launch Debris
  1122. //----------------------------------------------------------------------------
  1123. void Explosion::launchDebris( Point3F &axis )
  1124. {
  1125. GameConnection* conn = GameConnection::getConnectionToServer();
  1126. if(!conn)
  1127. return;
  1128. bool hasDebris = false;
  1129. for( S32 j=0; j<ExplosionData::EC_NUM_DEBRIS_TYPES; j++ )
  1130. {
  1131. if( mDataBlock->debrisList[j] )
  1132. {
  1133. hasDebris = true;
  1134. break;
  1135. }
  1136. }
  1137. if( !hasDebris )
  1138. {
  1139. return;
  1140. }
  1141. Point3F axisx;
  1142. if (mFabs(axis.z) < 0.999f)
  1143. mCross(axis, Point3F(0.0f, 0.0f, 1.0f), &axisx);
  1144. else
  1145. mCross(axis, Point3F(0.0f, 1.0f, 0.0f), &axisx);
  1146. axisx.normalize();
  1147. Point3F pos( 0.0f, 0.0f, 0.5f );
  1148. pos += getPosition();
  1149. U32 numDebris = mDataBlock->debrisNum + sgRandom.randI( -mDataBlock->debrisNumVariance, mDataBlock->debrisNumVariance );
  1150. for( S32 i=0; i<numDebris; i++ )
  1151. {
  1152. Point3F launchDir = MathUtils::randomDir( axis, mDataBlock->debrisThetaMin, mDataBlock->debrisThetaMax,
  1153. mDataBlock->debrisPhiMin, mDataBlock->debrisPhiMax );
  1154. F32 debrisVel = mDataBlock->debrisVelocity + mDataBlock->debrisVelocityVariance * sgRandom.randF( -1.0f, 1.0f );
  1155. launchDir *= debrisVel;
  1156. Debris *debris = new Debris;
  1157. debris->setSubstitutionData(ss_object, ss_index);
  1158. debris->setDataBlock(mDataBlock->debrisList[0]->cloneAndPerformSubstitutions(ss_object, ss_index));
  1159. debris->setTransform( getTransform() );
  1160. debris->init( pos, launchDir );
  1161. if( !debris->registerObject() )
  1162. {
  1163. Con::warnf( ConsoleLogEntry::General, "Could not register debris for class: %s", mDataBlock->getName() );
  1164. delete debris;
  1165. debris = NULL;
  1166. }
  1167. }
  1168. }
  1169. //----------------------------------------------------------------------------
  1170. // Spawn sub explosions
  1171. //----------------------------------------------------------------------------
  1172. void Explosion::spawnSubExplosions()
  1173. {
  1174. GameConnection* conn = GameConnection::getConnectionToServer();
  1175. if(!conn)
  1176. return;
  1177. for( S32 i=0; i<ExplosionData::EC_MAX_SUB_EXPLOSIONS; i++ )
  1178. {
  1179. if( mDataBlock->explosionList[i] )
  1180. {
  1181. MatrixF trans = getTransform();
  1182. Explosion* pExplosion = new Explosion;
  1183. pExplosion->setSubstitutionData(ss_object, ss_index);
  1184. pExplosion->setDataBlock(mDataBlock->explosionList[i]->cloneAndPerformSubstitutions(ss_object, ss_index));
  1185. pExplosion->setTransform( trans );
  1186. pExplosion->setInitialState( trans.getPosition(), mInitialNormal, 1);
  1187. if (!pExplosion->registerObject())
  1188. delete pExplosion;
  1189. }
  1190. }
  1191. }
  1192. //----------------------------------------------------------------------------
  1193. // Explode
  1194. //----------------------------------------------------------------------------
  1195. bool Explosion::explode()
  1196. {
  1197. mActive = true;
  1198. GameConnection* conn = GameConnection::getConnectionToServer();
  1199. if(!conn)
  1200. return false;
  1201. launchDebris( mInitialNormal );
  1202. spawnSubExplosions();
  1203. if (bool(mDataBlock->mExplosionShape) && mDataBlock->explosionAnimation != -1) {
  1204. mExplosionInstance = new TSShapeInstance(mDataBlock->mExplosionShape, true);
  1205. mExplosionThread = mExplosionInstance->addThread();
  1206. mExplosionInstance->setSequence(mExplosionThread, mDataBlock->explosionAnimation, 0);
  1207. mExplosionInstance->setTimeScale(mExplosionThread, mDataBlock->playSpeed);
  1208. mCurrMS = 0;
  1209. mEndingMS = U32(mExplosionInstance->getScaledDuration(mExplosionThread) * 1000.0f);
  1210. mObjScale.convolve(mDataBlock->explosionScale);
  1211. mObjBox = mDataBlock->mExplosionShape->mBounds;
  1212. resetWorldBox();
  1213. }
  1214. SFXProfile* sound_prof = static_cast<SFXProfile*>(mDataBlock->getSoundProfile());
  1215. if (sound_prof)
  1216. {
  1217. soundProfile_clone = sound_prof->cloneAndPerformSubstitutions(ss_object, ss_index);
  1218. SFX->playOnce( soundProfile_clone, &getTransform() );
  1219. if (!soundProfile_clone->isTempClone())
  1220. soundProfile_clone = 0;
  1221. }
  1222. if (mDataBlock->particleEmitter) {
  1223. mMainEmitter = new ParticleEmitter;
  1224. mMainEmitter->setDataBlock(mDataBlock->particleEmitter->cloneAndPerformSubstitutions(ss_object, ss_index));
  1225. mMainEmitter->registerObject();
  1226. mMainEmitter->emitParticles(getPosition(), mInitialNormal, mDataBlock->particleRadius,
  1227. Point3F::Zero, U32(mDataBlock->particleDensity * mFade));
  1228. }
  1229. for( S32 i=0; i<ExplosionData::EC_NUM_EMITTERS; i++ )
  1230. {
  1231. if( mDataBlock->emitterList[i] != NULL )
  1232. {
  1233. ParticleEmitter * pEmitter = new ParticleEmitter;
  1234. pEmitter->setDataBlock(mDataBlock->emitterList[i]->cloneAndPerformSubstitutions(ss_object, ss_index));
  1235. if( !pEmitter->registerObject() )
  1236. {
  1237. Con::warnf( ConsoleLogEntry::General, "Could not register emitter for particle of class: %s", mDataBlock->getName() );
  1238. SAFE_DELETE(pEmitter);
  1239. }
  1240. mEmitterList[i] = pEmitter;
  1241. }
  1242. }
  1243. return true;
  1244. }