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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #include "platform/platform.h"
- #include "T3D/fx/explosion.h"
- #include "core/resourceManager.h"
- #include "console/consoleTypes.h"
- #include "console/typeValidators.h"
- #include "sfx/sfxSystem.h"
- #include "sfx/sfxTrack.h"
- #include "sfx/sfxTypes.h"
- #include "scene/sceneManager.h"
- #include "scene/sceneRenderState.h"
- #include "lighting/lightInfo.h"
- #include "lighting/lightManager.h"
- #include "core/stream/bitStream.h"
- #include "sim/netConnection.h"
- #include "ts/tsShape.h"
- #include "ts/tsShapeInstance.h"
- #include "math/mRandom.h"
- #include "math/mathIO.h"
- #include "math/mathUtils.h"
- #include "T3D/debris.h"
- #include "T3D/gameBase/gameConnection.h"
- #include "T3D/fx/particleEmitter.h"
- #include "T3D/fx/cameraFXMgr.h"
- #include "T3D/debris.h"
- #include "T3D/shapeBase.h"
- #include "T3D/gameBase/gameProcess.h"
- #include "renderInstance/renderPassManager.h"
- #include "console/engineAPI.h"
- IMPLEMENT_CONOBJECT(Explosion);
- ConsoleDocClass( Explosion,
- "@brief The emitter for an explosion effect, with properties defined by a "
- "ExplosionData object.\n\n"
- "@ingroup FX\n"
- "The object will initiate the explosion effects automatically after being "
- "added to the simulation.\n"
- "@tsexample\n"
- "datablock ExplosionData( GrenadeSubExplosion )\n"
- "{\n"
- " offset = 0.25;\n"
- " emitter[0] = GrenadeExpSparkEmitter;\n\n"
- " lightStartRadius = 4.0;\n"
- " lightEndRadius = 0.0;\n"
- " lightStartColor = \"0.9 0.7 0.7\";\n"
- " lightEndColor = \"0.9 0.7 0.7\";\n"
- " lightStartBrightness = 2.0;\n"
- " lightEndBrightness = 0.0;\n"
- "};\n\n"
- "datablock ExplosionData( GrenadeLauncherExplosion )\n"
- "{\n"
- " soundProfile = GrenadeLauncherExplosionSound;\n"
- " lifeTimeMS = 400; // Quick flash, short burn, and moderate dispersal\n\n"
- " // Volume particles\n"
- " particleEmitter = GrenadeExpFireEmitter;\n"
- " particleDensity = 75;\n"
- " particleRadius = 2.25;\n\n"
- " // Point emission\n"
- " emitter[0] = GrenadeExpDustEmitter;\n"
- " emitter[1] = GrenadeExpSparksEmitter;\n"
- " emitter[2] = GrenadeExpSmokeEmitter;\n\n"
- " // Sub explosion objects\n"
- " subExplosion[0] = GrenadeSubExplosion;\n\n"
- " // Camera Shaking\n"
- " shakeCamera = true;\n"
- " camShakeFreq = \"10.0 11.0 9.0\";\n"
- " camShakeAmp = \"15.0 15.0 15.0\";\n"
- " camShakeDuration = 1.5;\n"
- " camShakeRadius = 20;\n\n"
- " // Exploding debris\n"
- " debris = GrenadeDebris;\n"
- " debrisThetaMin = 10;\n"
- " debrisThetaMax = 60;\n"
- " debrisNum = 4;\n"
- " debrisNumVariance = 2;\n"
- " debrisVelocity = 25;\n"
- " debrisVelocityVariance = 5;\n\n"
- " lightStartRadius = 4.0;\n"
- " lightEndRadius = 0.0;\n"
- " lightStartColor = \"1.0 1.0 1.0\";\n"
- " lightEndColor = \"1.0 1.0 1.0\";\n"
- " lightStartBrightness = 4.0;\n"
- " lightEndBrightness = 0.0;\n"
- " lightNormalOffset = 2.0;\n"
- "};\n\n"
- "function ServerPlayExplosion(%position, %datablock)\n"
- "{\n"
- " // Play the given explosion on every client.\n"
- " // The explosion will be transmitted as an event, not attached to any object.\n"
- " for(%idx = 0; %idx < ClientGroup.getCount(); %idx++)\n"
- " {\n"
- " %client = ClientGroup.getObject(%idx);\n"
- " commandToClient(%client, 'PlayExplosion', %position, %datablock.getId());\n"
- " }\n"
- "}\n\n"
- "function clientCmdPlayExplosion(%position, %effectDataBlock)\n"
- "{\n"
- " // Play an explosion sent by the server. Make sure this function is defined\n"
- " // on the client.\n"
- " if (isObject(%effectDataBlock))\n"
- " {\n"
- " new Explosion()\n"
- " {\n"
- " position = %position;\n"
- " dataBlock = %effectDataBlock;\n"
- " };\n"
- " }\n"
- "}\n\n"
- "// schedule an explosion\n"
- "schedule(1000, 0, ServerPlayExplosion, \"0 0 0\", GrenadeLauncherExplosion);\n"
- "@endtsexample"
- );
- #define MaxLightRadius 20
- MRandomLCG sgRandom(0xdeadbeef);
- //WLE - Vince - The defaults are bad, the whole point of calling this function\
- //is to determine the explosion coverage on a object. Why would you want them
- //To call this with a null for the ID? In fact, it just returns a 1f if
- //it can't find the object. Seems useless to me. Cause how can I apply
- //damage to a object that doesn't exist?
- //I could possible see a use with passing in a null covMask, but even that
- //sounds flaky because it will be 100 percent if your saying not to take
- //any thing in consideration for coverage. So I'm removing these defaults they are just bad.
- DefineEngineFunction(calcExplosionCoverage, F32, (Point3F pos, S32 id, U32 covMask),,
- "@brief Calculates how much an explosion effects a specific object.\n\n"
- "Use this to determine how much damage to apply to objects based on their "
- "distance from the explosion's center point, and whether the explosion is "
- "blocked by other objects.\n\n"
- "@param pos Center position of the explosion.\n"
- "@param id Id of the object of which to check coverage.\n"
- "@param covMask Mask of object types that may block the explosion.\n"
- "@return Coverage value from 0 (not affected by the explosion) to 1 (fully affected)\n\n"
- "@tsexample\n"
- "// Get the position of the explosion.\n"
- "%position = %explosion.getPosition();\n\n"
- "// Set a list of TypeMasks (defined in gameFunctioncs.cpp), seperated by the | character.\n"
- "%TypeMasks = $TypeMasks::StaticObjectType | $TypeMasks::ItemObjectType\n\n"
- "// Acquire the damage value from 0.0f - 1.0f.\n"
- "%coverage = calcExplosionCoverage( %position, %sceneObject, %TypeMasks );\n\n"
- "// Apply damage to object\n"
- "%sceneObject.applyDamage( %coverage * 20 );\n"
- "@endtsexample\n"
- "@ingroup FX")
- {
- Point3F center;
- SceneObject* sceneObject = NULL;
- if (Sim::findObject(id, sceneObject) == false) {
- Con::warnf(ConsoleLogEntry::General, "calcExplosionCoverage: couldn't find object: %d", id);
- return 1.0f;
- }
- if (sceneObject->isClientObject() || sceneObject->getContainer() == NULL) {
- Con::warnf(ConsoleLogEntry::General, "calcExplosionCoverage: object is on the client, or not in the container system");
- return 1.0f;
- }
- sceneObject->getObjBox().getCenter(¢er);
- center.convolve(sceneObject->getScale());
- sceneObject->getTransform().mulP(center);
- RayInfo rayInfo;
- sceneObject->disableCollision();
- if (sceneObject->getContainer()->castRay(pos, center, covMask, &rayInfo) == true) {
- // Try casting up and then out
- if (sceneObject->getContainer()->castRay(pos, pos + Point3F(0.0f, 0.0f, 1.0f), covMask, &rayInfo) == false)
- {
- if (sceneObject->getContainer()->castRay(pos + Point3F(0.0f, 0.0f, 1.0f), center, covMask, &rayInfo) == false)
- {
- sceneObject->enableCollision();
- return 1.0f;
- }
- }
- sceneObject->enableCollision();
- return 0.0f;
- } else {
- sceneObject->enableCollision();
- return 1.0f;
- }
- }
- //----------------------------------------------------------------------------
- //
- IMPLEMENT_CO_DATABLOCK_V1(ExplosionData);
- ConsoleDocClass( ExplosionData,
- "@brief Defines the attributes of an Explosion: particleEmitters, debris, "
- "lighting and camera shake effects.\n"
- "@ingroup FX\n"
- );
- ExplosionData::ExplosionData()
- {
- dtsFileName = NULL;
- particleDensity = 10;
- particleRadius = 1.0f;
- faceViewer = false;
- soundProfile = NULL;
- particleEmitter = NULL;
- particleEmitterId = 0;
- explosionScale.set(1.0f, 1.0f, 1.0f);
- playSpeed = 1.0f;
- dMemset( emitterList, 0, sizeof( emitterList ) );
- dMemset( emitterIDList, 0, sizeof( emitterIDList ) );
- dMemset( debrisList, 0, sizeof( debrisList ) );
- dMemset( debrisIDList, 0, sizeof( debrisIDList ) );
- debrisThetaMin = 0.0f;
- debrisThetaMax = 90.0f;
- debrisPhiMin = 0.0f;
- debrisPhiMax = 360.0f;
- debrisNum = 1;
- debrisNumVariance = 0;
- debrisVelocity = 2.0f;
- debrisVelocityVariance = 0.0f;
- dMemset( explosionList, 0, sizeof( explosionList ) );
- dMemset( explosionIDList, 0, sizeof( explosionIDList ) );
- delayMS = 0;
- delayVariance = 0;
- lifetimeMS = 1000;
- lifetimeVariance = 0;
- offset = 0.0f;
- shockwave = NULL;
- shockwaveID = 0;
- shockwaveOnTerrain = false;
- shakeCamera = false;
- camShakeFreq.set( 10.0f, 10.0f, 10.0f );
- camShakeAmp.set( 1.0f, 1.0f, 1.0f );
- camShakeDuration = 1.5f;
- camShakeRadius = 10.0f;
- camShakeFalloff = 10.0f;
- for( U32 i=0; i<EC_NUM_TIME_KEYS; i++ )
- {
- times[i] = 1.0f;
- }
- times[0] = 0.0f;
- for( U32 j=0; j<EC_NUM_TIME_KEYS; j++ )
- {
- sizes[j].set( 1.0f, 1.0f, 1.0f );
- }
- //
- lightStartRadius = lightEndRadius = 0.0f;
- lightStartColor.set(1.0f,1.0f,1.0f);
- lightEndColor.set(1.0f,1.0f,1.0f);
- lightStartBrightness = 1.0f;
- lightEndBrightness = 1.0f;
- lightNormalOffset = 0.1f;
- }
- void ExplosionData::initPersistFields()
- {
- addField( "explosionShape", TypeShapeFilename, Offset(dtsFileName, ExplosionData),
- "@brief Optional DTS or DAE shape to place at the center of the explosion.\n\n"
- "The <i>ambient</i> animation of this model will be played automatically at "
- "the start of the explosion." );
- addField( "explosionScale", TypePoint3F, Offset(explosionScale, ExplosionData),
- "\"X Y Z\" scale factor applied to the explosionShape model at the start "
- "of the explosion." );
- addField( "playSpeed", TypeF32, Offset(playSpeed, ExplosionData),
- "Time scale at which to play the explosionShape <i>ambient</i> sequence." );
- addField( "soundProfile", TYPEID< SFXTrack >(), Offset(soundProfile, ExplosionData),
- "Non-looping sound effect that will be played at the start of the explosion." );
- addField( "faceViewer", TypeBool, Offset(faceViewer, ExplosionData),
- "Controls whether the visual effects of the explosion always face the camera." );
- addField( "particleEmitter", TYPEID< ParticleEmitterData >(), Offset(particleEmitter, ExplosionData),
- "@brief Emitter used to generate a cloud of particles at the start of the explosion.\n\n"
- "Explosions can generate two different particle effects. The first is a "
- "single burst of particles at the start of the explosion emitted in a "
- "spherical cloud using particleEmitter.\n\n"
- "The second effect spawns the list of ParticleEmitters given by the emitter[] "
- "field. These emitters generate particles in the normal way throughout the "
- "lifetime of the explosion." );
- addField( "particleDensity", TypeS32, Offset(particleDensity, ExplosionData),
- "@brief Density of the particle cloud created at the start of the explosion.\n\n"
- "@see particleEmitter" );
- addField( "particleRadius", TypeF32, Offset(particleRadius, ExplosionData),
- "@brief Radial distance from the explosion center at which cloud particles "
- "are emitted.\n\n"
- "@see particleEmitter" );
- addField( "emitter", TYPEID< ParticleEmitterData >(), Offset(emitterList, ExplosionData), EC_NUM_EMITTERS,
- "@brief List of additional ParticleEmitterData objects to spawn with this "
- "explosion.\n\n"
- "@see particleEmitter" );
- // addField( "shockwave", TypeShockwaveDataPtr, Offset(shockwave, ExplosionData) );
- // addField( "shockwaveOnTerrain", TypeBool, Offset(shockwaveOnTerrain, ExplosionData) );
- addField( "debris", TYPEID< DebrisData >(), Offset(debrisList, ExplosionData), EC_NUM_DEBRIS_TYPES,
- "List of DebrisData objects to spawn with this explosion." );
- addField( "debrisThetaMin", TypeF32, Offset(debrisThetaMin, ExplosionData),
- "Minimum angle, from the horizontal plane, to eject debris from." );
- addField( "debrisThetaMax", TypeF32, Offset(debrisThetaMax, ExplosionData),
- "Maximum angle, from the horizontal plane, to eject debris from." );
- addField( "debrisPhiMin", TypeF32, Offset(debrisPhiMin, ExplosionData),
- "Minimum reference angle, from the vertical plane, to eject debris from." );
- addField( "debrisPhiMax", TypeF32, Offset(debrisPhiMax, ExplosionData),
- "Maximum reference angle, from the vertical plane, to eject debris from." );
- addField( "debrisNum", TypeS32, Offset(debrisNum, ExplosionData),
- "Number of debris objects to create." );
- addField( "debrisNumVariance", TypeS32, Offset(debrisNumVariance, ExplosionData),
- "Variance in the number of debris objects to create (must be from 0 - debrisNum)." );
- addField( "debrisVelocity", TypeF32, Offset(debrisVelocity, ExplosionData),
- "Velocity to toss debris at." );
- addField( "debrisVelocityVariance", TypeF32, Offset(debrisVelocityVariance, ExplosionData),
- "Variance in the debris initial velocity (must be >= 0)." );
- addField( "subExplosion", TYPEID< ExplosionData >(), Offset(explosionList, ExplosionData), EC_MAX_SUB_EXPLOSIONS,
- "List of additional ExplosionData objects to create at the start of the "
- "explosion." );
- addField( "delayMS", TypeS32, Offset(delayMS, ExplosionData),
- "Amount of time, in milliseconds, to delay the start of the explosion effect "
- "from the creation of the Explosion object." );
- addField( "delayVariance", TypeS32, Offset(delayVariance, ExplosionData),
- "Variance, in milliseconds, of delayMS." );
- addField( "lifetimeMS", TypeS32, Offset(lifetimeMS, ExplosionData),
- "@brief Lifetime, in milliseconds, of the Explosion object.\n\n"
- "@note If explosionShape is defined and contains an <i>ambient</i> animation, "
- "this field is ignored, and the playSpeed scaled duration of the animation "
- "is used instead." );
- addField( "lifetimeVariance", TypeS32, Offset(lifetimeVariance, ExplosionData),
- "Variance, in milliseconds, of the lifetimeMS of the Explosion object.\n" );
- addField( "offset", TypeF32, Offset(offset, ExplosionData),
- "@brief Offset distance (in a random direction) of the center of the explosion "
- "from the Explosion object position.\n\n"
- "Most often used to create some variance in position for subExplosion effects." );
- addField( "times", TypeF32, Offset(times, ExplosionData), EC_NUM_TIME_KEYS,
- "@brief Time keyframes used to scale the explosionShape model.\n\n"
- "Values should be in increasing order from 0.0 - 1.0, and correspond to "
- "the life of the Explosion where 0 is the beginning and 1 is the end of "
- "the explosion lifetime.\n"
- "@see lifetimeMS" );
- addField( "sizes", TypePoint3F, Offset(sizes, ExplosionData), EC_NUM_TIME_KEYS,
- "@brief \"X Y Z\" size keyframes used to scale the explosionShape model.\n\n"
- "The explosionShape (if defined) will be scaled using the times/sizes "
- "keyframes over the lifetime of the explosion.\n"
- "@see lifetimeMS" );
- addField( "shakeCamera", TypeBool, Offset(shakeCamera, ExplosionData),
- "Controls whether the camera shakes during this explosion." );
- addField( "camShakeFreq", TypePoint3F, Offset(camShakeFreq, ExplosionData),
- "Frequency of camera shaking, defined in the \"X Y Z\" axes." );
- addField( "camShakeAmp", TypePoint3F, Offset(camShakeAmp, ExplosionData),
- "@brief Amplitude of camera shaking, defined in the \"X Y Z\" axes.\n\n"
- "Set any value to 0 to disable shaking in that axis." );
- addField( "camShakeDuration", TypeF32, Offset(camShakeDuration, ExplosionData),
- "Duration (in seconds) to shake the camera." );
- addField( "camShakeRadius", TypeF32, Offset(camShakeRadius, ExplosionData),
- "Radial distance that a camera's position must be within relative to the "
- "center of the explosion to be shaken." );
- addField( "camShakeFalloff", TypeF32, Offset(camShakeFalloff, ExplosionData),
- "Falloff value for the camera shake." );
- addField( "lightStartRadius", TypeF32, Offset(lightStartRadius, ExplosionData),
- "@brief Initial radius of the PointLight created by this explosion.\n\n"
- "Radius is linearly interpolated from lightStartRadius to lightEndRadius "
- "over the lifetime of the explosion.\n"
- "@see lifetimeMS" );
- addField( "lightEndRadius", TypeF32, Offset(lightEndRadius, ExplosionData),
- "@brief Final radius of the PointLight created by this explosion.\n\n"
- "@see lightStartRadius" );
- addField( "lightStartColor", TypeColorF, Offset(lightStartColor, ExplosionData),
- "@brief Initial color of the PointLight created by this explosion.\n\n"
- "Color is linearly interpolated from lightStartColor to lightEndColor "
- "over the lifetime of the explosion.\n"
- "@see lifetimeMS" );
- addField( "lightEndColor", TypeColorF, Offset(lightEndColor, ExplosionData),
- "@brief Final color of the PointLight created by this explosion.\n\n"
- "@see lightStartColor" );
- addField( "lightStartBrightness", TypeF32, Offset(lightStartBrightness, ExplosionData),
- "@brief Initial brightness of the PointLight created by this explosion.\n\n"
- "Brightness is linearly interpolated from lightStartBrightness to "
- "lightEndBrightness over the lifetime of the explosion.\n"
- "@see lifetimeMS" );
- addField("lightEndBrightness", TypeF32, Offset(lightEndBrightness, ExplosionData),
- "@brief Final brightness of the PointLight created by this explosion.\n\n"
- "@see lightStartBrightness" );
- addField( "lightNormalOffset", TypeF32, Offset(lightNormalOffset, ExplosionData),
- "Distance (in the explosion normal direction) of the PointLight position "
- "from the explosion center." );
- Parent::initPersistFields();
- }
- bool ExplosionData::onAdd()
- {
- if (Parent::onAdd() == false)
- return false;
- if (explosionScale.x < 0.01f || explosionScale.y < 0.01f || explosionScale.z < 0.01f)
- {
- Con::warnf(ConsoleLogEntry::General, "ExplosionData(%s)::onAdd: ExplosionScale components must be >= 0.01", getName());
- explosionScale.x = explosionScale.x < 0.01f ? 0.01f : explosionScale.x;
- explosionScale.y = explosionScale.y < 0.01f ? 0.01f : explosionScale.y;
- explosionScale.z = explosionScale.z < 0.01f ? 0.01f : explosionScale.z;
- }
- if (debrisThetaMin < 0.0f)
- {
- Con::warnf(ConsoleLogEntry::General, "ExplosionData(%s) debrisThetaMin < 0.0", getName());
- debrisThetaMin = 0.0f;
- }
- if (debrisThetaMax > 180.0f)
- {
- Con::warnf(ConsoleLogEntry::General, "ExplosionData(%s) debrisThetaMax > 180.0", getName());
- debrisThetaMax = 180.0f;
- }
- if (debrisThetaMin > debrisThetaMax) {
- Con::warnf(ConsoleLogEntry::General, "ExplosionData(%s) debrisThetaMin > debrisThetaMax", getName());
- debrisThetaMin = debrisThetaMax;
- }
- if (debrisPhiMin < 0.0f)
- {
- Con::warnf(ConsoleLogEntry::General, "ExplosionData(%s) debrisPhiMin < 0.0", getName());
- debrisPhiMin = 0.0f;
- }
- if (debrisPhiMax > 360.0f)
- {
- Con::warnf(ConsoleLogEntry::General, "ExplosionData(%s) debrisPhiMax > 360.0", getName());
- debrisPhiMax = 360.0f;
- }
- if (debrisPhiMin > debrisPhiMax) {
- Con::warnf(ConsoleLogEntry::General, "ExplosionData(%s) debrisPhiMin > debrisPhiMax", getName());
- debrisPhiMin = debrisPhiMax;
- }
- if (debrisNum > 1000) {
- Con::warnf(ConsoleLogEntry::General, "ExplosionData(%s) debrisNum > 1000", getName());
- debrisNum = 1000;
- }
- if (debrisNumVariance > 1000) {
- Con::warnf(ConsoleLogEntry::General, "ExplosionData(%s) debrisNumVariance > 1000", getName());
- debrisNumVariance = 1000;
- }
- if (debrisVelocity < 0.1f)
- {
- Con::warnf(ConsoleLogEntry::General, "ExplosionData(%s) debrisVelocity < 0.1", getName());
- debrisVelocity = 0.1f;
- }
- if (debrisVelocityVariance > 1000) {
- Con::warnf(ConsoleLogEntry::General, "ExplosionData(%s) debrisVelocityVariance > 1000", getName());
- debrisVelocityVariance = 1000;
- }
- if (playSpeed < 0.05f)
- {
- Con::warnf(ConsoleLogEntry::General, "ExplosionData(%s) playSpeed < 0.05", getName());
- playSpeed = 0.05f;
- }
- if (lifetimeMS < 1) {
- Con::warnf(ConsoleLogEntry::General, "ExplosionData(%s) lifetimeMS < 1", getName());
- lifetimeMS = 1;
- }
- if (lifetimeVariance > lifetimeMS) {
- Con::warnf(ConsoleLogEntry::General, "ExplosionData(%s) lifetimeVariance > lifetimeMS", getName());
- lifetimeVariance = lifetimeMS;
- }
- if (delayMS < 0) {
- Con::warnf(ConsoleLogEntry::General, "ExplosionData(%s) delayMS < 0", getName());
- delayMS = 0;
- }
- if (delayVariance > delayMS) {
- Con::warnf(ConsoleLogEntry::General, "ExplosionData(%s) delayVariance > delayMS", getName());
- delayVariance = delayMS;
- }
- if (offset < 0.0f)
- {
- Con::warnf(ConsoleLogEntry::General, "ExplosionData(%s) offset < 0.0", getName());
- offset = 0.0f;
- }
- S32 i;
- for( i=0; i<EC_NUM_DEBRIS_TYPES; i++ )
- {
- if( !debrisList[i] && debrisIDList[i] != 0 )
- {
- if( !Sim::findObject( debrisIDList[i], debrisList[i] ) )
- {
- Con::errorf( ConsoleLogEntry::General, "ExplosionData::onAdd: Invalid packet, bad datablockId(debris): 0x%x", debrisIDList[i] );
- }
- }
- }
- for( i=0; i<EC_NUM_EMITTERS; i++ )
- {
- if( !emitterList[i] && emitterIDList[i] != 0 )
- {
- if( Sim::findObject( emitterIDList[i], emitterList[i] ) == false)
- {
- Con::errorf( ConsoleLogEntry::General, "ExplosionData::onAdd: Invalid packet, bad datablockId(particle emitter): 0x%x", emitterIDList[i] );
- }
- }
- }
- for( S32 k=0; k<EC_MAX_SUB_EXPLOSIONS; k++ )
- {
- if( !explosionList[k] && explosionIDList[k] != 0 )
- {
- if( Sim::findObject( explosionIDList[k], explosionList[k] ) == false)
- {
- Con::errorf( ConsoleLogEntry::General, "ExplosionData::onAdd: Invalid packet, bad datablockId(explosion): 0x%x", explosionIDList[k] );
- }
- }
- }
- return true;
- }
- void ExplosionData::packData(BitStream* stream)
- {
- Parent::packData(stream);
- stream->writeString(dtsFileName);
- sfxWrite( stream, soundProfile );
- if (stream->writeFlag(particleEmitter))
- stream->writeRangedU32(particleEmitter->getId(),DataBlockObjectIdFirst,DataBlockObjectIdLast);
- stream->writeInt(particleDensity, 14);
- stream->write(particleRadius);
- stream->writeFlag(faceViewer);
- if(stream->writeFlag(explosionScale.x != 1 || explosionScale.y != 1 || explosionScale.z != 1))
- {
- stream->writeInt((S32)(explosionScale.x * 100), 16);
- stream->writeInt((S32)(explosionScale.y * 100), 16);
- stream->writeInt((S32)(explosionScale.z * 100), 16);
- }
- stream->writeInt((S32)(playSpeed * 20), 14);
- stream->writeRangedU32((U32)debrisThetaMin, 0, 180);
- stream->writeRangedU32((U32)debrisThetaMax, 0, 180);
- stream->writeRangedU32((U32)debrisPhiMin, 0, 360);
- stream->writeRangedU32((U32)debrisPhiMax, 0, 360);
- stream->writeRangedU32((U32)debrisNum, 0, 1000);
- stream->writeRangedU32(debrisNumVariance, 0, 1000);
- stream->writeInt((S32)(debrisVelocity * 10), 14);
- stream->writeRangedU32((U32)(debrisVelocityVariance * 10), 0, 10000);
- stream->writeInt(delayMS >> 5, 16);
- stream->writeInt(delayVariance >> 5, 16);
- stream->writeInt(lifetimeMS >> 5, 16);
- stream->writeInt(lifetimeVariance >> 5, 16);
- stream->write(offset);
- stream->writeFlag( shakeCamera );
- stream->write(camShakeFreq.x);
- stream->write(camShakeFreq.y);
- stream->write(camShakeFreq.z);
- stream->write(camShakeAmp.x);
- stream->write(camShakeAmp.y);
- stream->write(camShakeAmp.z);
- stream->write(camShakeDuration);
- stream->write(camShakeRadius);
- stream->write(camShakeFalloff);
- for( S32 j=0; j<EC_NUM_DEBRIS_TYPES; j++ )
- {
- if( stream->writeFlag( debrisList[j] ) )
- {
- stream->writeRangedU32( debrisList[j]->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
- }
- }
- S32 i;
- for( i=0; i<EC_NUM_EMITTERS; i++ )
- {
- if( stream->writeFlag( emitterList[i] != NULL ) )
- {
- stream->writeRangedU32( emitterList[i]->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
- }
- }
- for( i=0; i<EC_MAX_SUB_EXPLOSIONS; i++ )
- {
- if( stream->writeFlag( explosionList[i] != NULL ) )
- {
- stream->writeRangedU32( explosionList[i]->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
- }
- }
- U32 count;
- for(count = 0; count < EC_NUM_TIME_KEYS; count++)
- if(times[count] >= 1)
- break;
- count++;
- if(count > EC_NUM_TIME_KEYS)
- count = EC_NUM_TIME_KEYS;
- stream->writeRangedU32(count, 0, EC_NUM_TIME_KEYS);
- for( i=0; i<count; i++ )
- stream->writeFloat( times[i], 8 );
- for( i=0; i<count; i++ )
- {
- stream->writeRangedU32((U32)(sizes[i].x * 100), 0, 16000);
- stream->writeRangedU32((U32)(sizes[i].y * 100), 0, 16000);
- stream->writeRangedU32((U32)(sizes[i].z * 100), 0, 16000);
- }
- // Dynamic light info
- stream->writeFloat(lightStartRadius/MaxLightRadius, 8);
- stream->writeFloat(lightEndRadius/MaxLightRadius, 8);
- stream->writeFloat(lightStartColor.red,7);
- stream->writeFloat(lightStartColor.green,7);
- stream->writeFloat(lightStartColor.blue,7);
- stream->writeFloat(lightEndColor.red,7);
- stream->writeFloat(lightEndColor.green,7);
- stream->writeFloat(lightEndColor.blue,7);
- stream->writeFloat(lightStartBrightness/MaxLightRadius, 8);
- stream->writeFloat(lightEndBrightness/MaxLightRadius, 8);
- stream->write(lightNormalOffset);
- }
- void ExplosionData::unpackData(BitStream* stream)
- {
- Parent::unpackData(stream);
- dtsFileName = stream->readSTString();
- sfxRead( stream, &soundProfile );
- if (stream->readFlag())
- particleEmitterId = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
- else
- particleEmitterId = 0;
- particleDensity = stream->readInt(14);
- stream->read(&particleRadius);
- faceViewer = stream->readFlag();
- if(stream->readFlag())
- {
- explosionScale.x = stream->readInt(16) / 100.0f;
- explosionScale.y = stream->readInt(16) / 100.0f;
- explosionScale.z = stream->readInt(16) / 100.0f;
- }
- else
- explosionScale.set(1,1,1);
- playSpeed = stream->readInt(14) / 20.0f;
- debrisThetaMin = stream->readRangedU32(0, 180);
- debrisThetaMax = stream->readRangedU32(0, 180);
- debrisPhiMin = stream->readRangedU32(0, 360);
- debrisPhiMax = stream->readRangedU32(0, 360);
- debrisNum = stream->readRangedU32(0, 1000);
- debrisNumVariance = stream->readRangedU32(0, 1000);
- debrisVelocity = stream->readInt(14) / 10.0f;
- debrisVelocityVariance = stream->readRangedU32(0, 10000) / 10.0f;
- delayMS = stream->readInt(16) << 5;
- delayVariance = stream->readInt(16) << 5;
- lifetimeMS = stream->readInt(16) << 5;
- lifetimeVariance = stream->readInt(16) << 5;
- stream->read(&offset);
- shakeCamera = stream->readFlag();
- stream->read(&camShakeFreq.x);
- stream->read(&camShakeFreq.y);
- stream->read(&camShakeFreq.z);
- stream->read(&camShakeAmp.x);
- stream->read(&camShakeAmp.y);
- stream->read(&camShakeAmp.z);
- stream->read(&camShakeDuration);
- stream->read(&camShakeRadius);
- stream->read(&camShakeFalloff);
- for( S32 j=0; j<EC_NUM_DEBRIS_TYPES; j++ )
- {
- if( stream->readFlag() )
- {
- debrisIDList[j] = (S32) stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
- }
- }
- U32 i;
- for( i=0; i<EC_NUM_EMITTERS; i++ )
- {
- if( stream->readFlag() )
- {
- emitterIDList[i] = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
- }
- }
- for( S32 k=0; k<EC_MAX_SUB_EXPLOSIONS; k++ )
- {
- if( stream->readFlag() )
- {
- explosionIDList[k] = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
- }
- }
- U32 count = stream->readRangedU32(0, EC_NUM_TIME_KEYS);
- for( i=0; i<count; i++ )
- times[i] = stream->readFloat(8);
- for( i=0; i<count; i++ )
- {
- sizes[i].x = stream->readRangedU32(0, 16000) / 100.0f;
- sizes[i].y = stream->readRangedU32(0, 16000) / 100.0f;
- sizes[i].z = stream->readRangedU32(0, 16000) / 100.0f;
- }
- //
- lightStartRadius = stream->readFloat(8) * MaxLightRadius;
- lightEndRadius = stream->readFloat(8) * MaxLightRadius;
- lightStartColor.red = stream->readFloat(7);
- lightStartColor.green = stream->readFloat(7);
- lightStartColor.blue = stream->readFloat(7);
- lightEndColor.red = stream->readFloat(7);
- lightEndColor.green = stream->readFloat(7);
- lightEndColor.blue = stream->readFloat(7);
- lightStartBrightness = stream->readFloat(8) * MaxLightRadius;
- lightEndBrightness = stream->readFloat(8) * MaxLightRadius;
- stream->read( &lightNormalOffset );
- }
- bool ExplosionData::preload(bool server, String &errorStr)
- {
- if (Parent::preload(server, errorStr) == false)
- return false;
-
- if( !server )
- {
- String sfxErrorStr;
- if( !sfxResolve( &soundProfile, sfxErrorStr ) )
- Con::errorf(ConsoleLogEntry::General, "Error, unable to load sound profile for explosion datablock: %s", sfxErrorStr.c_str());
- if (!particleEmitter && particleEmitterId != 0)
- if (Sim::findObject(particleEmitterId, particleEmitter) == false)
- Con::errorf(ConsoleLogEntry::General, "Error, unable to load particle emitter for explosion datablock");
- }
- if (dtsFileName && dtsFileName[0]) {
- explosionShape = ResourceManager::get().load(dtsFileName);
- if (!bool(explosionShape)) {
- errorStr = String::ToString("ExplosionData: Couldn't load shape \"%s\"", dtsFileName);
- return false;
- }
- // Resolve animations
- explosionAnimation = explosionShape->findSequence("ambient");
- // Preload textures with a dummy instance...
- TSShapeInstance* pDummy = new TSShapeInstance(explosionShape, !server);
- delete pDummy;
- } else {
- explosionShape = NULL;
- explosionAnimation = -1;
- }
- return true;
- }
- //--------------------------------------------------------------------------
- //--------------------------------------
- //
- Explosion::Explosion()
- : mDataBlock( NULL )
- {
- mTypeMask |= ExplosionObjectType | LightObjectType;
- mExplosionInstance = NULL;
- mExplosionThread = NULL;
- dMemset( mEmitterList, 0, sizeof( mEmitterList ) );
- mMainEmitter = NULL;
- mFade = 1;
- mDelayMS = 0;
- mCurrMS = 0;
- mEndingMS = 1000;
- mActive = false;
- mCollideType = 0;
- mInitialNormal.set( 0.0f, 0.0f, 1.0f );
- mRandAngle = sgRandom.randF( 0.0f, 1.0f ) * M_PI_F * 2.0f;
- mLight = LIGHTMGR->createLightInfo();
- mNetFlags.set( IsGhost );
- }
- Explosion::~Explosion()
- {
- if( mExplosionInstance )
- {
- delete mExplosionInstance;
- mExplosionInstance = NULL;
- mExplosionThread = NULL;
- }
-
- SAFE_DELETE(mLight);
- }
- void Explosion::setInitialState(const Point3F& point, const Point3F& normal, const F32 fade)
- {
- setPosition(point);
- mInitialNormal = normal;
- mFade = fade;
- }
- //--------------------------------------------------------------------------
- void Explosion::initPersistFields()
- {
- Parent::initPersistFields();
- //
- }
- //--------------------------------------------------------------------------
- bool Explosion::onAdd()
- {
- // first check if we have a server connection, if we dont then this is on the server
- // and we should exit, then check if the parent fails to add the object
- GameConnection *conn = GameConnection::getConnectionToServer();
- if ( !conn || !Parent::onAdd() )
- return false;
- if( !mDataBlock )
- {
- Con::errorf("Explosion::onAdd - Fail - No datablok");
- return false;
- }
- mDelayMS = mDataBlock->delayMS + sgRandom.randI( -mDataBlock->delayVariance, mDataBlock->delayVariance );
- mEndingMS = mDataBlock->lifetimeMS + sgRandom.randI( -mDataBlock->lifetimeVariance, mDataBlock->lifetimeVariance );
- if( mFabs( mDataBlock->offset ) > 0.001f )
- {
- MatrixF axisOrient = MathUtils::createOrientFromDir( mInitialNormal );
- MatrixF trans = getTransform();
- Point3F randVec;
- randVec.x = sgRandom.randF( -1.0f, 1.0f );
- randVec.y = sgRandom.randF( 0.0f, 1.0f );
- randVec.z = sgRandom.randF( -1.0f, 1.0f );
- randVec.normalize();
- randVec *= mDataBlock->offset;
- axisOrient.mulV( randVec );
- trans.setPosition( trans.getPosition() + randVec );
- setTransform( trans );
- }
- // shake camera
- if( mDataBlock->shakeCamera )
- {
- // first check if explosion is near player
- GameConnection* connection = GameConnection::getConnectionToServer();
- ShapeBase *obj = dynamic_cast<ShapeBase*>(connection->getControlObject());
- bool applyShake = true;
- if( obj )
- {
- ShapeBase* cObj = obj;
- while((cObj = cObj->getControlObject()) != 0)
- {
- if(cObj->useObjsEyePoint())
- {
- applyShake = false;
- break;
- }
- }
- }
- if( applyShake && obj )
- {
- VectorF diff = obj->getPosition() - getPosition();
- F32 dist = diff.len();
- if( dist < mDataBlock->camShakeRadius )
- {
- CameraShake *camShake = new CameraShake;
- camShake->setDuration( mDataBlock->camShakeDuration );
- camShake->setFrequency( mDataBlock->camShakeFreq );
- F32 falloff = dist / mDataBlock->camShakeRadius;
- falloff = 1.0f + falloff * 10.0f;
- falloff = 1.0f / (falloff * falloff);
- VectorF shakeAmp = mDataBlock->camShakeAmp * falloff;
- camShake->setAmplitude( shakeAmp );
- camShake->setFalloff( mDataBlock->camShakeFalloff );
- camShake->init();
- gCamFXMgr.addFX( camShake );
- }
- }
- }
- if( mDelayMS == 0 )
- {
- if( !explode() )
- {
- return false;
- }
- }
- gClientSceneGraph->addObjectToScene(this);
- removeFromProcessList();
- ClientProcessList::get()->addObject(this);
- mRandomVal = sgRandom.randF();
- NetConnection* pNC = NetConnection::getConnectionToServer();
- AssertFatal(pNC != NULL, "Error, must have a connection to the server!");
- pNC->addObject(this);
- // Initialize the light structure and register as a dynamic light
- if (mDataBlock->lightStartRadius != 0.0f || mDataBlock->lightEndRadius)
- {
- mLight->setType( LightInfo::Point );
- mLight->setRange( mDataBlock->lightStartRadius );
- mLight->setColor( mDataBlock->lightStartColor );
- }
- return true;
- }
- void Explosion::onRemove()
- {
- for( S32 i=0; i<ExplosionData::EC_NUM_EMITTERS; i++ )
- {
- if( mEmitterList[i] )
- {
- mEmitterList[i]->deleteWhenEmpty();
- mEmitterList[i] = NULL;
- }
- }
- if( mMainEmitter )
- {
- mMainEmitter->deleteWhenEmpty();
- mMainEmitter = NULL;
- }
- removeFromScene();
- Parent::onRemove();
- }
- bool Explosion::onNewDataBlock( GameBaseData *dptr, bool reload )
- {
- mDataBlock = dynamic_cast<ExplosionData*>( dptr );
- if (!mDataBlock || !Parent::onNewDataBlock( dptr, reload ))
- return false;
- scriptOnNewDataBlock();
- return true;
- }
- //--------------------------------------------------------------------------
- void Explosion::prepRenderImage( SceneRenderState* state )
- {
- prepBatchRender( state );
- }
- void Explosion::setCurrentScale()
- {
- F32 t = F32(mCurrMS) / F32(mEndingMS);
- for( U32 i = 1; i < ExplosionData::EC_NUM_TIME_KEYS; i++ )
- {
- if( mDataBlock->times[i] >= t )
- {
- F32 firstPart = t - mDataBlock->times[i-1];
- F32 total = mDataBlock->times[i] -
- mDataBlock->times[i-1];
- firstPart /= total;
- mObjScale = (mDataBlock->sizes[i-1] * (1.0f - firstPart)) +
- (mDataBlock->sizes[i] * firstPart);
- return;
- }
- }
- }
- //--------------------------------------------------------------------------
- // Make the explosion face the viewer (if desired)
- //--------------------------------------------------------------------------
- void Explosion::prepModelView(SceneRenderState* state)
- {
- MatrixF rotMatrix( true );
- Point3F targetVector;
- if( mDataBlock->faceViewer )
- {
- targetVector = getPosition() - state->getCameraPosition();
- targetVector.normalize();
- // rotate explosion each time so it's a little different
- rotMatrix.set( EulerF( 0.0f, mRandAngle, 0.0f ) );
- }
- else
- {
- targetVector = mInitialNormal;
- }
- MatrixF explOrient = MathUtils::createOrientFromDir( targetVector );
- explOrient.mul( rotMatrix );
- explOrient.setPosition( getPosition() );
- setCurrentScale();
- explOrient.scale( mObjScale );
- GFX->setWorldMatrix( explOrient );
- }
- //--------------------------------------------------------------------------
- // Render object
- //--------------------------------------------------------------------------
- void Explosion::prepBatchRender(SceneRenderState* state)
- {
- if ( !mExplosionInstance )
- return;
- MatrixF proj = GFX->getProjectionMatrix();
- RectI viewport = GFX->getViewport();
- // Set up our TS render state here.
- TSRenderState rdata;
- rdata.setSceneState( state );
- // We might have some forward lit materials
- // so pass down a query to gather lights.
- LightQuery query;
- query.init( getWorldSphere() );
- rdata.setLightQuery( &query );
- // render mesh
- GFX->pushWorldMatrix();
- prepModelView( state );
- mExplosionInstance->animate();
- mExplosionInstance->render( rdata );
- GFX->popWorldMatrix();
- GFX->setProjectionMatrix( proj );
- GFX->setViewport( viewport );
- }
- void Explosion::submitLights( LightManager *lm, bool staticLighting )
- {
- if ( staticLighting )
- return;
- // Update the light's info and add it to the scene, the light will
- // only be visible for this current frame.
- mLight->setPosition( getRenderTransform().getPosition() + mInitialNormal * mDataBlock->lightNormalOffset );
- F32 t = F32(mCurrMS) / F32(mEndingMS);
- mLight->setRange( mDataBlock->lightStartRadius +
- (mDataBlock->lightEndRadius - mDataBlock->lightStartRadius) * t );
- mLight->setColor( mDataBlock->lightStartColor +
- (mDataBlock->lightEndColor - mDataBlock->lightStartColor) * t );
- mLight->setBrightness( mDataBlock->lightStartBrightness +
- (mDataBlock->lightEndBrightness - mDataBlock->lightStartBrightness) * t );
- lm->registerGlobalLight( mLight, this );
- }
- //--------------------------------------------------------------------------
- void Explosion::processTick(const Move*)
- {
- mCurrMS += TickMs;
- if( mCurrMS >= mEndingMS )
- {
- deleteObject();
- return;
- }
-
- if( (mCurrMS > mDelayMS) && !mActive )
- explode();
- }
- void Explosion::advanceTime(F32 dt)
- {
- if (dt == 0.0f)
- return;
- GameConnection* conn = GameConnection::getConnectionToServer();
- if(!conn)
- return;
- updateEmitters( dt );
- if( mExplosionInstance )
- mExplosionInstance->advanceTime(dt, mExplosionThread);
- }
- //----------------------------------------------------------------------------
- // Update emitters
- //----------------------------------------------------------------------------
- void Explosion::updateEmitters( F32 dt )
- {
- Point3F pos = getPosition();
- for( S32 i=0; i<ExplosionData::EC_NUM_EMITTERS; i++ )
- {
- if( mEmitterList[i] )
- {
- mEmitterList[i]->emitParticles( pos, pos, mInitialNormal, Point3F( 0.0f, 0.0f, 0.0f ), (U32)(dt * 1000));
- }
- }
- }
- //----------------------------------------------------------------------------
- // Launch Debris
- //----------------------------------------------------------------------------
- void Explosion::launchDebris( Point3F &axis )
- {
- GameConnection* conn = GameConnection::getConnectionToServer();
- if(!conn)
- return;
- bool hasDebris = false;
- for( S32 j=0; j<ExplosionData::EC_NUM_DEBRIS_TYPES; j++ )
- {
- if( mDataBlock->debrisList[j] )
- {
- hasDebris = true;
- break;
- }
- }
- if( !hasDebris )
- {
- return;
- }
- Point3F axisx;
- if (mFabs(axis.z) < 0.999f)
- mCross(axis, Point3F(0.0f, 0.0f, 1.0f), &axisx);
- else
- mCross(axis, Point3F(0.0f, 1.0f, 0.0f), &axisx);
- axisx.normalize();
- Point3F pos( 0.0f, 0.0f, 0.5f );
- pos += getPosition();
- U32 numDebris = mDataBlock->debrisNum + sgRandom.randI( -mDataBlock->debrisNumVariance, mDataBlock->debrisNumVariance );
- for( S32 i=0; i<numDebris; i++ )
- {
- Point3F launchDir = MathUtils::randomDir( axis, mDataBlock->debrisThetaMin, mDataBlock->debrisThetaMax,
- mDataBlock->debrisPhiMin, mDataBlock->debrisPhiMax );
- F32 debrisVel = mDataBlock->debrisVelocity + mDataBlock->debrisVelocityVariance * sgRandom.randF( -1.0f, 1.0f );
- launchDir *= debrisVel;
- Debris *debris = new Debris;
- debris->setDataBlock( mDataBlock->debrisList[0] );
- debris->setTransform( getTransform() );
- debris->init( pos, launchDir );
- if( !debris->registerObject() )
- {
- Con::warnf( ConsoleLogEntry::General, "Could not register debris for class: %s", mDataBlock->getName() );
- delete debris;
- debris = NULL;
- }
- }
- }
- //----------------------------------------------------------------------------
- // Spawn sub explosions
- //----------------------------------------------------------------------------
- void Explosion::spawnSubExplosions()
- {
- GameConnection* conn = GameConnection::getConnectionToServer();
- if(!conn)
- return;
- for( S32 i=0; i<ExplosionData::EC_MAX_SUB_EXPLOSIONS; i++ )
- {
- if( mDataBlock->explosionList[i] )
- {
- MatrixF trans = getTransform();
- Explosion* pExplosion = new Explosion;
- pExplosion->setDataBlock( mDataBlock->explosionList[i] );
- pExplosion->setTransform( trans );
- pExplosion->setInitialState( trans.getPosition(), mInitialNormal, 1);
- if (!pExplosion->registerObject())
- delete pExplosion;
- }
- }
- }
- //----------------------------------------------------------------------------
- // Explode
- //----------------------------------------------------------------------------
- bool Explosion::explode()
- {
- mActive = true;
- GameConnection* conn = GameConnection::getConnectionToServer();
- if(!conn)
- return false;
- launchDebris( mInitialNormal );
- spawnSubExplosions();
- if (bool(mDataBlock->explosionShape) && mDataBlock->explosionAnimation != -1) {
- mExplosionInstance = new TSShapeInstance(mDataBlock->explosionShape, true);
- mExplosionThread = mExplosionInstance->addThread();
- mExplosionInstance->setSequence(mExplosionThread, mDataBlock->explosionAnimation, 0);
- mExplosionInstance->setTimeScale(mExplosionThread, mDataBlock->playSpeed);
- mCurrMS = 0;
- mEndingMS = U32(mExplosionInstance->getScaledDuration(mExplosionThread) * 1000.0f);
- mObjScale.convolve(mDataBlock->explosionScale);
- mObjBox = mDataBlock->explosionShape->bounds;
- resetWorldBox();
- }
- if (mDataBlock->soundProfile)
- SFX->playOnce( mDataBlock->soundProfile, &getTransform() );
- if (mDataBlock->particleEmitter) {
- mMainEmitter = new ParticleEmitter;
- mMainEmitter->setDataBlock(mDataBlock->particleEmitter);
- mMainEmitter->registerObject();
- mMainEmitter->emitParticles(getPosition(), mInitialNormal, mDataBlock->particleRadius,
- Point3F::Zero, U32(mDataBlock->particleDensity * mFade));
- }
- for( S32 i=0; i<ExplosionData::EC_NUM_EMITTERS; i++ )
- {
- if( mDataBlock->emitterList[i] != NULL )
- {
- ParticleEmitter * pEmitter = new ParticleEmitter;
- pEmitter->setDataBlock( mDataBlock->emitterList[i] );
- if( !pEmitter->registerObject() )
- {
- Con::warnf( ConsoleLogEntry::General, "Could not register emitter for particle of class: %s", mDataBlock->getName() );
- SAFE_DELETE(pEmitter);
- }
- mEmitterList[i] = pEmitter;
- }
- }
- return true;
- }
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