splash.cpp 23 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "T3D/fx/splash.h"
  23. #include "console/consoleTypes.h"
  24. #include "gfx/primBuilder.h"
  25. #include "gfx/gfxDrawUtil.h"
  26. #include "sfx/sfxSystem.h"
  27. #include "sfx/sfxProfile.h"
  28. #include "scene/sceneManager.h"
  29. #include "scene/sceneRenderState.h"
  30. #include "core/stream/bitStream.h"
  31. #include "math/mathIO.h"
  32. #include "T3D/fx/explosion.h"
  33. #include "T3D/fx/particle.h"
  34. #include "T3D/fx/particleEmitter.h"
  35. #include "T3D/fx/particleEmitterNode.h"
  36. #include "T3D/gameBase/gameProcess.h"
  37. #include "sim/netConnection.h"
  38. #include "renderInstance/renderPassManager.h"
  39. #include "console/engineAPI.h"
  40. namespace
  41. {
  42. MRandomLCG sgRandom(0xdeadbeef);
  43. } // namespace {}
  44. //----------------------------------------------------------------------------
  45. IMPLEMENT_CO_DATABLOCK_V1(SplashData);
  46. IMPLEMENT_CO_NETOBJECT_V1(Splash);
  47. ConsoleDocClass( SplashData,
  48. "@brief Acts as the physical point in space in white a Splash is created from.\n"
  49. "@ingroup FX\n"
  50. );
  51. ConsoleDocClass( Splash,
  52. "@brief Manages the ring used for a Splash effect.\n"
  53. "@ingroup FX\n"
  54. );
  55. //--------------------------------------------------------------------------
  56. // Splash Data
  57. //--------------------------------------------------------------------------
  58. SplashData::SplashData()
  59. {
  60. //soundProfile = NULL;
  61. //soundProfileId = 0;
  62. INIT_ASSET(Sound);
  63. scale.set(1, 1, 1);
  64. dMemset( emitterList, 0, sizeof( emitterList ) );
  65. dMemset( emitterIDList, 0, sizeof( emitterIDList ) );
  66. delayMS = 0;
  67. delayVariance = 0;
  68. lifetimeMS = 1000;
  69. lifetimeVariance = 0;
  70. width = 4.0;
  71. numSegments = 10;
  72. velocity = 5.0;
  73. height = 0.0;
  74. acceleration = 0.0;
  75. texWrap = 1.0;
  76. texFactor = 3.0;
  77. ejectionFreq = 5;
  78. ejectionAngle = 45.0;
  79. ringLifetime = 1.0;
  80. startRadius = 0.5;
  81. explosion = NULL;
  82. explosionId = 0;
  83. U32 i;
  84. for( i=0; i<NUM_TIME_KEYS; i++ )
  85. times[i] = 1.0;
  86. times[0] = 0.0;
  87. for( i=0; i<NUM_TIME_KEYS; i++ )
  88. colors[i].set( 1.0, 1.0, 1.0, 1.0 );
  89. }
  90. //--------------------------------------------------------------------------
  91. // Init fields
  92. //--------------------------------------------------------------------------
  93. void SplashData::initPersistFields()
  94. {
  95. docsURL;
  96. INITPERSISTFIELD_SOUNDASSET(Sound, SplashData, "Sound to play when splash, splashes.");
  97. addField("scale", TypePoint3F, Offset(scale, SplashData), "The scale of this splashing effect, defined as the F32 points X, Y, Z.\n");
  98. addField("emitter", TYPEID< ParticleEmitterData >(), Offset(emitterList, SplashData), NUM_EMITTERS, "List of particle emitters to create at the point of this Splash effect.\n");
  99. addFieldV("delayMS", TypeRangedS32, Offset(delayMS, SplashData), &CommonValidators::PositiveInt, "Time to delay, in milliseconds, before actually starting this effect.\n");
  100. addFieldV("delayVariance", TypeRangedS32, Offset(delayVariance, SplashData), &CommonValidators::PositiveInt, "Time variance for delayMS.\n");
  101. addFieldV("lifetimeMS", TypeRangedS32, Offset(lifetimeMS, SplashData), &CommonValidators::PositiveInt, "Lifetime for this effect, in milliseconds.\n");
  102. addFieldV("lifetimeVariance", TypeRangedS32, Offset(lifetimeVariance, SplashData), &CommonValidators::PositiveInt, "Time variance for lifetimeMS.\n");
  103. addFieldV("width", TypeRangedF32, Offset(width, SplashData), &CommonValidators::PositiveFloat, "Width for the X and Y coordinates to create this effect within.");
  104. addFieldV("numSegments", TypeRangedS32, Offset(numSegments, SplashData), &CommonValidators::NaturalNumber, "Number of ejection points in the splash ring.\n");
  105. addFieldV("velocity", TypeRangedF32, Offset(velocity, SplashData), &CommonValidators::F32Range, "Velocity for the splash effect to travel.\n");
  106. addFieldV("height", TypeRangedF32, Offset(height, SplashData), &CommonValidators::F32Range, "Height for the splash to reach.\n");
  107. addFieldV("acceleration", TypeRangedF32, Offset(acceleration, SplashData), &CommonValidators::F32Range, "Constant acceleration value to place upon the splash effect.\n");
  108. addFieldV("times", TypeRangedF32, Offset(times, SplashData), &CommonValidators::NormalizedFloat, NUM_TIME_KEYS, "Times to transition through the splash effect. Up to 4 allowed. Values are 0.0 - 1.0, and corrispond to the life of the particle where 0 is first created and 1 is end of lifespace.\n" );
  109. addField("colors", TypeColorF, Offset(colors, SplashData), NUM_TIME_KEYS, "Color values to set the splash effect, rgba. Up to 4 allowed. Will transition through colors based on values set in the times value. Example: colors[0] = \"0.6 1.0 1.0 0.5\".\n" );
  110. INITPERSISTFIELD_IMAGEASSET_ARRAY(Texture, NUM_TEX, SplashData, "Image to use as the texture for the splash effect.\n");
  111. addFieldV("texWrap", TypeRangedF32, Offset(texWrap, SplashData), &CommonValidators::NormalizedFloat, "Amount to wrap the texture around the splash ring, 0.0f - 1.0f.\n");
  112. addFieldV("texFactor", TypeRangedF32, Offset(texFactor, SplashData), &CommonValidators::NormalizedFloat, "Factor in which to apply the texture to the splash ring, 0.0f - 1.0f.\n");
  113. addFieldV("ejectionFreq", TypeRangedF32, Offset(ejectionFreq, SplashData), &CommonValidators::PositiveFloat, "Frequency in which to emit splash rings.\n");
  114. addFieldV("ejectionAngle", TypeRangedF32, Offset(ejectionAngle, SplashData), &CommonValidators::DegreeRange, "Rotational angle to create a splash ring.\n");
  115. addFieldV("ringLifetime", TypeRangedF32, Offset(ringLifetime, SplashData), &CommonValidators::PositiveFloat, "Lifetime, in milliseconds, for a splash ring.\n");
  116. addFieldV("startRadius", TypeRangedF32, Offset(startRadius, SplashData), &CommonValidators::F32Range, "Starting radius size of a splash ring.\n");
  117. addField("explosion", TYPEID< ExplosionData >(), Offset(explosion, SplashData), "ExplosionData object to create at the creation position of this splash effect.\n");
  118. Parent::initPersistFields();
  119. }
  120. //--------------------------------------------------------------------------
  121. // On add - verify data settings
  122. //--------------------------------------------------------------------------
  123. bool SplashData::onAdd()
  124. {
  125. if (Parent::onAdd() == false)
  126. return false;
  127. return true;
  128. }
  129. //--------------------------------------------------------------------------
  130. // Pack data
  131. //--------------------------------------------------------------------------
  132. void SplashData::packData(BitStream* stream)
  133. {
  134. Parent::packData(stream);
  135. PACKDATA_ASSET(Sound);
  136. mathWrite(*stream, scale);
  137. stream->write(delayMS);
  138. stream->write(delayVariance);
  139. stream->write(lifetimeMS);
  140. stream->write(lifetimeVariance);
  141. stream->write(width);
  142. stream->write(numSegments);
  143. stream->write(velocity);
  144. stream->write(height);
  145. stream->write(acceleration);
  146. stream->write(texWrap);
  147. stream->write(texFactor);
  148. stream->write(ejectionFreq);
  149. stream->write(ejectionAngle);
  150. stream->write(ringLifetime);
  151. stream->write(startRadius);
  152. if( stream->writeFlag( explosion ) )
  153. {
  154. stream->writeRangedU32(explosion->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast);
  155. }
  156. PACKDATA_ASSET_ARRAY_REFACTOR(Texture, NUM_TEX);
  157. S32 i;
  158. for( i=0; i<NUM_EMITTERS; i++ )
  159. {
  160. if( stream->writeFlag( emitterList[i] != NULL ) )
  161. {
  162. stream->writeRangedU32( emitterList[i]->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
  163. }
  164. }
  165. for( i=0; i<NUM_TIME_KEYS; i++ )
  166. {
  167. stream->write( colors[i] );
  168. }
  169. for( i=0; i<NUM_TIME_KEYS; i++ )
  170. {
  171. stream->write( times[i] );
  172. }
  173. }
  174. //--------------------------------------------------------------------------
  175. // Unpack data
  176. //--------------------------------------------------------------------------
  177. void SplashData::unpackData(BitStream* stream)
  178. {
  179. Parent::unpackData(stream);
  180. UNPACKDATA_ASSET(Sound);
  181. mathRead(*stream, &scale);
  182. stream->read(&delayMS);
  183. stream->read(&delayVariance);
  184. stream->read(&lifetimeMS);
  185. stream->read(&lifetimeVariance);
  186. stream->read(&width);
  187. stream->read(&numSegments);
  188. stream->read(&velocity);
  189. stream->read(&height);
  190. stream->read(&acceleration);
  191. stream->read(&texWrap);
  192. stream->read(&texFactor);
  193. stream->read(&ejectionFreq);
  194. stream->read(&ejectionAngle);
  195. stream->read(&ringLifetime);
  196. stream->read(&startRadius);
  197. if( stream->readFlag() )
  198. {
  199. explosionId = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
  200. }
  201. UNPACKDATA_ASSET_ARRAY_REFACTOR(Texture, NUM_TEX);
  202. U32 i;
  203. for( i=0; i<NUM_EMITTERS; i++ )
  204. {
  205. if( stream->readFlag() )
  206. {
  207. emitterIDList[i] = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
  208. }
  209. }
  210. for( i=0; i<NUM_TIME_KEYS; i++ )
  211. {
  212. stream->read( &colors[i] );
  213. }
  214. for( i=0; i<NUM_TIME_KEYS; i++ )
  215. {
  216. stream->read( &times[i] );
  217. }
  218. }
  219. //--------------------------------------------------------------------------
  220. // Preload data - load resources
  221. //--------------------------------------------------------------------------
  222. bool SplashData::preload(bool server, String &errorStr)
  223. {
  224. if (Parent::preload(server, errorStr) == false)
  225. return false;
  226. if (!server)
  227. {
  228. if (!isSoundValid())
  229. {
  230. Con::errorf(ConsoleLogEntry::General, "SplashData::preload: Invalid Sound asset.");
  231. //return false;
  232. }
  233. S32 i;
  234. for( i=0; i<NUM_EMITTERS; i++ )
  235. {
  236. if( !emitterList[i] && emitterIDList[i] != 0 )
  237. {
  238. if( Sim::findObject( emitterIDList[i], emitterList[i] ) == false)
  239. {
  240. Con::errorf( ConsoleLogEntry::General, "SplashData::onAdd: Invalid packet, bad datablockId(particle emitter): 0x%x", emitterIDList[i] );
  241. }
  242. }
  243. }
  244. for( i=0; i<NUM_TEX; i++ )
  245. {
  246. if (mTextureAsset[i].isNull())
  247. {
  248. _setTexture(_getTexture(i), i);
  249. }
  250. }
  251. }
  252. if( !explosion && explosionId != 0 )
  253. {
  254. if( !Sim::findObject(explosionId, explosion) )
  255. {
  256. Con::errorf(ConsoleLogEntry::General, "SplashData::preload: Invalid packet, bad datablockId(explosion): %d", explosionId);
  257. }
  258. }
  259. return true;
  260. }
  261. //--------------------------------------------------------------------------
  262. // Splash
  263. //--------------------------------------------------------------------------
  264. Splash::Splash()
  265. : mDataBlock( NULL )
  266. {
  267. dMemset( mEmitterList, 0, sizeof( mEmitterList ) );
  268. mDelayMS = 0;
  269. mCurrMS = 0;
  270. mRandAngle = 0;
  271. mEndingMS = 1000;
  272. mActive = false;
  273. mRadius = 0.0;
  274. mVelocity = 1.0;
  275. mHeight = 0.0;
  276. mTimeSinceLastRing = 0.0;
  277. mDead = false;
  278. mElapsedTime = 0.0;
  279. mInitialNormal.set( 0.0, 0.0, 1.0 );
  280. mFade = 0;
  281. mFog = 0;
  282. // Only allocated client side.
  283. mNetFlags.set( IsGhost );
  284. }
  285. //--------------------------------------------------------------------------
  286. // Destructor
  287. //--------------------------------------------------------------------------
  288. Splash::~Splash()
  289. {
  290. }
  291. //--------------------------------------------------------------------------
  292. // Set initial state
  293. //--------------------------------------------------------------------------
  294. void Splash::setInitialState(const Point3F& point, const Point3F& normal, const F32 fade)
  295. {
  296. mInitialPosition = point;
  297. mInitialNormal = normal;
  298. mFade = fade;
  299. mFog = 0.0f;
  300. }
  301. //--------------------------------------------------------------------------
  302. // OnAdd
  303. //--------------------------------------------------------------------------
  304. bool Splash::onAdd()
  305. {
  306. // first check if we have a server connection, if we dont then this is on the server
  307. // and we should exit, then check if the parent fails to add the object
  308. NetConnection* conn = NetConnection::getConnectionToServer();
  309. if(!conn || !Parent::onAdd())
  310. return false;
  311. if( !mDataBlock )
  312. {
  313. Con::errorf("Splash::onAdd - Fail - No datablock");
  314. return false;
  315. }
  316. mDelayMS = mDataBlock->delayMS + sgRandom.randI( -mDataBlock->delayVariance, mDataBlock->delayVariance );
  317. mEndingMS = mDataBlock->lifetimeMS + sgRandom.randI( -mDataBlock->lifetimeVariance, mDataBlock->lifetimeVariance );
  318. mVelocity = mDataBlock->velocity;
  319. mHeight = mDataBlock->height;
  320. mTimeSinceLastRing = 1.0 / mDataBlock->ejectionFreq;
  321. for( U32 i=0; i<SplashData::NUM_EMITTERS; i++ )
  322. {
  323. if( mDataBlock->emitterList[i] != NULL )
  324. {
  325. ParticleEmitter * pEmitter = new ParticleEmitter;
  326. pEmitter->onNewDataBlock( mDataBlock->emitterList[i], false );
  327. if( !pEmitter->registerObject() )
  328. {
  329. Con::warnf( ConsoleLogEntry::General, "Could not register emitter for particle of class: %s", mDataBlock->getName() );
  330. delete pEmitter;
  331. pEmitter = NULL;
  332. }
  333. mEmitterList[i] = pEmitter;
  334. }
  335. }
  336. spawnExplosion();
  337. mObjBox.minExtents = Point3F( -1, -1, -1 );
  338. mObjBox.maxExtents = Point3F( 1, 1, 1 );
  339. resetWorldBox();
  340. gClientSceneGraph->addObjectToScene(this);
  341. removeFromProcessList();
  342. ClientProcessList::get()->addObject(this);
  343. conn->addObject(this);
  344. return true;
  345. }
  346. //--------------------------------------------------------------------------
  347. // OnRemove
  348. //--------------------------------------------------------------------------
  349. void Splash::onRemove()
  350. {
  351. for( U32 i=0; i<SplashData::NUM_EMITTERS; i++ )
  352. {
  353. if( mEmitterList[i] )
  354. {
  355. mEmitterList[i]->deleteWhenEmpty();
  356. mEmitterList[i] = NULL;
  357. }
  358. }
  359. ringList.clear();
  360. removeFromScene();
  361. Parent::onRemove();
  362. }
  363. //--------------------------------------------------------------------------
  364. // On New Data Block
  365. //--------------------------------------------------------------------------
  366. bool Splash::onNewDataBlock( GameBaseData *dptr, bool reload )
  367. {
  368. mDataBlock = dynamic_cast<SplashData*>(dptr);
  369. if (!mDataBlock || !Parent::onNewDataBlock(dptr, reload))
  370. return false;
  371. scriptOnNewDataBlock(reload);
  372. return true;
  373. }
  374. //--------------------------------------------------------------------------
  375. // Process tick
  376. //--------------------------------------------------------------------------
  377. void Splash::processTick(const Move*)
  378. {
  379. mCurrMS += TickMs;
  380. if( isServerObject() )
  381. {
  382. if( mCurrMS >= mEndingMS )
  383. {
  384. mDead = true;
  385. if( mCurrMS >= (mEndingMS + mDataBlock->ringLifetime * 1000) )
  386. {
  387. deleteObject();
  388. }
  389. }
  390. }
  391. else
  392. {
  393. if( mCurrMS >= mEndingMS )
  394. {
  395. mDead = true;
  396. deleteObject();
  397. }
  398. }
  399. }
  400. //--------------------------------------------------------------------------
  401. // Advance time
  402. //--------------------------------------------------------------------------
  403. void Splash::advanceTime(F32 dt)
  404. {
  405. if (dt == 0.0)
  406. return;
  407. mElapsedTime += dt;
  408. updateColor();
  409. updateWave( dt );
  410. updateEmitters( dt );
  411. updateRings( dt );
  412. if( !mDead )
  413. {
  414. emitRings( dt );
  415. }
  416. }
  417. //----------------------------------------------------------------------------
  418. // Update emitters
  419. //----------------------------------------------------------------------------
  420. void Splash::updateEmitters( F32 dt )
  421. {
  422. Point3F pos = getPosition();
  423. for( U32 i=0; i<SplashData::NUM_EMITTERS; i++ )
  424. {
  425. if( mEmitterList[i] )
  426. {
  427. mEmitterList[i]->emitParticles( pos, pos, mInitialNormal, Point3F( 0.0, 0.0, 0.0 ), (S32) (dt * 1000) );
  428. }
  429. }
  430. }
  431. //----------------------------------------------------------------------------
  432. // Update wave
  433. //----------------------------------------------------------------------------
  434. void Splash::updateWave( F32 dt )
  435. {
  436. mVelocity += mDataBlock->acceleration * dt;
  437. mRadius += mVelocity * dt;
  438. }
  439. //----------------------------------------------------------------------------
  440. // Update color
  441. //----------------------------------------------------------------------------
  442. void Splash::updateColor()
  443. {
  444. for(SplashRingList::Iterator ring = ringList.begin(); ring != ringList.end(); ++ring)
  445. {
  446. F32 t = F32(ring->elapsedTime) / F32(ring->lifetime);
  447. for( U32 i = 1; i < SplashData::NUM_TIME_KEYS; i++ )
  448. {
  449. if( mDataBlock->times[i] >= t )
  450. {
  451. F32 firstPart = t - mDataBlock->times[i-1];
  452. F32 total = (mDataBlock->times[i] -
  453. mDataBlock->times[i-1]);
  454. firstPart /= total;
  455. ring->color.interpolate( mDataBlock->colors[i-1],
  456. mDataBlock->colors[i],
  457. firstPart);
  458. break;
  459. }
  460. }
  461. }
  462. }
  463. //----------------------------------------------------------------------------
  464. // Create ring
  465. //----------------------------------------------------------------------------
  466. SplashRing Splash::createRing()
  467. {
  468. SplashRing ring;
  469. U32 numPoints = mDataBlock->numSegments + 1;
  470. Point3F ejectionAxis( 0.0, 0.0, 1.0 );
  471. Point3F axisx;
  472. if (mFabs(ejectionAxis.z) < 0.999f)
  473. mCross(ejectionAxis, Point3F(0, 0, 1), &axisx);
  474. else
  475. mCross(ejectionAxis, Point3F(0, 1, 0), &axisx);
  476. axisx.normalize();
  477. for( U32 i=0; i<numPoints; i++ )
  478. {
  479. F32 t = F32(i) / F32(numPoints);
  480. AngAxisF thetaRot( axisx, mDataBlock->ejectionAngle * (M_PI / 180.0));
  481. AngAxisF phiRot( ejectionAxis, t * (M_PI * 2.0));
  482. Point3F pointAxis = ejectionAxis;
  483. MatrixF temp;
  484. thetaRot.setMatrix(&temp);
  485. temp.mulP(pointAxis);
  486. phiRot.setMatrix(&temp);
  487. temp.mulP(pointAxis);
  488. Point3F startOffset = axisx;
  489. temp.mulV( startOffset );
  490. startOffset *= mDataBlock->startRadius;
  491. SplashRingPoint point;
  492. point.position = getPosition() + startOffset;
  493. point.velocity = pointAxis * mDataBlock->velocity;
  494. ring.points.push_back( point );
  495. }
  496. ring.color = mDataBlock->colors[0];
  497. ring.lifetime = mDataBlock->ringLifetime;
  498. ring.elapsedTime = 0.0;
  499. ring.v = mDataBlock->texFactor * mFmod( mElapsedTime, 1.0 );
  500. return ring;
  501. }
  502. //----------------------------------------------------------------------------
  503. // Emit rings
  504. //----------------------------------------------------------------------------
  505. void Splash::emitRings( F32 dt )
  506. {
  507. mTimeSinceLastRing += dt;
  508. S32 numNewRings = (S32) (mTimeSinceLastRing * F32(mDataBlock->ejectionFreq));
  509. mTimeSinceLastRing -= numNewRings / mDataBlock->ejectionFreq;
  510. for( S32 i=numNewRings-1; i>=0; i-- )
  511. {
  512. F32 t = F32(i) / F32(numNewRings);
  513. t *= dt;
  514. t += mTimeSinceLastRing;
  515. SplashRing ring = createRing();
  516. updateRing( ring, t );
  517. ringList.pushBack( ring );
  518. }
  519. }
  520. //----------------------------------------------------------------------------
  521. // Update rings
  522. //----------------------------------------------------------------------------
  523. void Splash::updateRings( F32 dt )
  524. {
  525. SplashRingList::Iterator ring;
  526. for(SplashRingList::Iterator i = ringList.begin(); i != ringList.end(); /*Trickiness*/)
  527. {
  528. ring = i++;
  529. ring->elapsedTime += dt;
  530. if( !ring->isActive() )
  531. {
  532. ringList.erase( ring );
  533. }
  534. else
  535. {
  536. updateRing( *ring, dt );
  537. }
  538. }
  539. }
  540. //----------------------------------------------------------------------------
  541. // Update ring
  542. //----------------------------------------------------------------------------
  543. void Splash::updateRing( SplashRing& ring, F32 dt )
  544. {
  545. for( U32 i=0; i<ring.points.size(); i++ )
  546. {
  547. if( mDead )
  548. {
  549. Point3F vel = ring.points[i].velocity;
  550. vel.normalize();
  551. vel *= mDataBlock->acceleration;
  552. ring.points[i].velocity += vel * dt;
  553. }
  554. ring.points[i].velocity += Point3F( 0.0f, 0.0f, -9.8f ) * dt;
  555. ring.points[i].position += ring.points[i].velocity * dt;
  556. }
  557. }
  558. //----------------------------------------------------------------------------
  559. // Explode
  560. //----------------------------------------------------------------------------
  561. void Splash::spawnExplosion()
  562. {
  563. if( !mDataBlock->explosion ) return;
  564. /// could just play the explosion one, but explosion could be weapon specific,
  565. /// splash sound could be liquid specific. food for thought.
  566. SFXTrack* sound_prof = mDataBlock->getSoundProfile();
  567. if (sound_prof)
  568. {
  569. SFX->playOnce(sound_prof, &getTransform());
  570. }
  571. Explosion* pExplosion = new Explosion;
  572. pExplosion->onNewDataBlock(mDataBlock->explosion, false);
  573. MatrixF trans = getTransform();
  574. trans.setPosition( getPosition() );
  575. pExplosion->setTransform( trans );
  576. pExplosion->setInitialState( trans.getPosition(), VectorF(0,0,1), 1);
  577. if (!pExplosion->registerObject())
  578. delete pExplosion;
  579. }
  580. //--------------------------------------------------------------------------
  581. // packUpdate
  582. //--------------------------------------------------------------------------
  583. U32 Splash::packUpdate(NetConnection* con, U32 mask, BitStream* stream)
  584. {
  585. U32 retMask = Parent::packUpdate(con, mask, stream);
  586. if( stream->writeFlag(mask & GameBase::InitialUpdateMask) )
  587. {
  588. mathWrite(*stream, mInitialPosition);
  589. }
  590. return retMask;
  591. }
  592. //--------------------------------------------------------------------------
  593. // unpackUpdate
  594. //--------------------------------------------------------------------------
  595. void Splash::unpackUpdate(NetConnection* con, BitStream* stream)
  596. {
  597. Parent::unpackUpdate(con, stream);
  598. if( stream->readFlag() )
  599. {
  600. mathRead(*stream, &mInitialPosition);
  601. setPosition( mInitialPosition );
  602. }
  603. }