lightning.cpp 38 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "platform/platform.h"
  23. #include "T3D/fx/lightning.h"
  24. #include "scene/sceneRenderState.h"
  25. #include "console/consoleTypes.h"
  26. #include "math/mathIO.h"
  27. #include "core/stream/bitStream.h"
  28. #include "T3D/gameBase/gameConnection.h"
  29. #include "T3D/shapeBase.h"
  30. #include "math/mRandom.h"
  31. #include "math/mathUtils.h"
  32. #include "terrain/terrData.h"
  33. #include "scene/sceneManager.h"
  34. #include "T3D/player.h"
  35. #include "T3D/camera.h"
  36. #include "sfx/sfxSystem.h"
  37. #include "sfx/sfxTrack.h"
  38. #include "sfx/sfxTypes.h"
  39. #include "gfx/primBuilder.h"
  40. #include "console/engineAPI.h"
  41. IMPLEMENT_CO_DATABLOCK_V1(LightningData);
  42. IMPLEMENT_CO_NETOBJECT_V1(Lightning);
  43. ConsoleDocClass( LightningData,
  44. "@brief Common data for a Lightning emitter object.\n"
  45. "@see Lightning\n"
  46. "@ingroup FX\n"
  47. "@ingroup Atmosphere\n"
  48. "@ingroup Datablocks\n"
  49. );
  50. ConsoleDocClass( Lightning,
  51. "@brief An emitter for lightning bolts.\n\n"
  52. "Lightning strike events are created on the server and transmitted to all "
  53. "clients to render the bolt. The strike may be followed by a random thunder "
  54. "sound. Player or Vehicle objects within the Lightning strike range can be "
  55. "hit and damaged by bolts.\n"
  56. "@see LightningData\n"
  57. "@ingroup FX\n"
  58. "@ingroup Atmosphere\n"
  59. );
  60. IMPLEMENT_CALLBACK( Lightning, applyDamage, void, ( const Point3F& hitPosition, const Point3F& hitNormal, SceneObject* hitObject ),
  61. ( hitPosition, hitNormal, hitObject ),
  62. "Informs an object that it was hit by a lightning bolt and needs to take damage.\n"
  63. "@param hitPosition World position hit by the lightning bolt.\n"
  64. "@param hitNormal Surface normal at @a hitPosition.\n"
  65. "@param hitObject Player or Vehicle object that was hit.\n"
  66. "@tsexample\n"
  67. "function Lightning::applyDamage( %this, %hitPosition, %hitNormal, %hitObject )\n"
  68. "{\n"
  69. " // apply damage to the player\n"
  70. " %hitObject.applyDamage( 25 );\n"
  71. "}\n"
  72. "@endtsexample\n"
  73. );
  74. MRandomLCG sgLightningRand;
  75. S32 QSORT_CALLBACK cmpSounds(const void* p1, const void* p2)
  76. {
  77. U32 i1 = *((const S32*)p1);
  78. U32 i2 = *((const S32*)p2);
  79. if (i1 < i2) {
  80. return 1;
  81. } else if (i1 > i2) {
  82. return -1;
  83. } else {
  84. return 0;
  85. }
  86. }
  87. //--------------------------------------------------------------------------
  88. //--------------------------------------
  89. //
  90. class LightningStrikeEvent : public NetEvent
  91. {
  92. public:
  93. typedef NetEvent Parent;
  94. enum EventType {
  95. WarningFlash = 0,
  96. Strike = 1,
  97. TargetedStrike = 2,
  98. TypeMin = WarningFlash,
  99. TypeMax = TargetedStrike
  100. };
  101. enum Constants {
  102. PositionalBits = 10
  103. };
  104. Point2F mStart;
  105. SimObjectPtr<SceneObject> mTarget;
  106. Lightning* mLightning;
  107. // Set by unpack...
  108. public:
  109. S32 mClientId;
  110. public:
  111. LightningStrikeEvent();
  112. ~LightningStrikeEvent();
  113. void pack(NetConnection*, BitStream*);
  114. void write(NetConnection*, BitStream*){}
  115. void unpack(NetConnection*, BitStream*);
  116. void process(NetConnection*);
  117. DECLARE_CONOBJECT(LightningStrikeEvent);
  118. };
  119. IMPLEMENT_CO_CLIENTEVENT_V1(LightningStrikeEvent);
  120. ConsoleDocClass( LightningStrikeEvent,
  121. "@brief Network event that triggers a lightning strike on the client when it "
  122. "is received.\n\n"
  123. "This event is sent to all clients when the warningFlashes(), "
  124. "strikeRandomPoint() or strikeObject() methods are invoked on the Lightning "
  125. "object on the server.\n"
  126. "@see Lightning, LightningData\n"
  127. "@ingroup FX\n"
  128. "@ingroup Atmosphere\n"
  129. );
  130. LightningStrikeEvent::LightningStrikeEvent()
  131. {
  132. mLightning = NULL;
  133. mTarget = NULL;
  134. mClientId = 0;
  135. }
  136. LightningStrikeEvent::~LightningStrikeEvent()
  137. {
  138. }
  139. void LightningStrikeEvent::pack(NetConnection* con, BitStream* stream)
  140. {
  141. if(!mLightning)
  142. {
  143. stream->writeFlag(false);
  144. return;
  145. }
  146. S32 id = con->getGhostIndex(mLightning);
  147. if(id == -1)
  148. {
  149. stream->writeFlag(false);
  150. return;
  151. }
  152. stream->writeFlag(true);
  153. stream->writeRangedU32(U32(id), 0, NetConnection::MaxGhostCount);
  154. stream->writeFloat(mStart.x, PositionalBits);
  155. stream->writeFloat(mStart.y, PositionalBits);
  156. if( mTarget )
  157. {
  158. S32 ghostIndex = con->getGhostIndex(mTarget);
  159. if (ghostIndex == -1)
  160. stream->writeFlag(false);
  161. else
  162. {
  163. stream->writeFlag(true);
  164. stream->writeRangedU32(U32(ghostIndex), 0, NetConnection::MaxGhostCount);
  165. }
  166. }
  167. else
  168. stream->writeFlag( false );
  169. }
  170. void LightningStrikeEvent::unpack(NetConnection* con, BitStream* stream)
  171. {
  172. if(!stream->readFlag())
  173. return;
  174. mClientId = stream->readRangedU32(0, NetConnection::MaxGhostCount);
  175. mLightning = NULL;
  176. NetObject* pObject = con->resolveGhost(mClientId);
  177. if (pObject)
  178. mLightning = dynamic_cast<Lightning*>(pObject);
  179. mStart.x = stream->readFloat(PositionalBits);
  180. mStart.y = stream->readFloat(PositionalBits);
  181. if( stream->readFlag() )
  182. {
  183. // target id
  184. S32 mTargetID = stream->readRangedU32(0, NetConnection::MaxGhostCount);
  185. NetObject* tObject = con->resolveGhost(mTargetID);
  186. if(tObject != NULL )
  187. {
  188. mTarget = dynamic_cast<SceneObject*>(tObject);
  189. }
  190. if( bool(mTarget) == false )
  191. {
  192. Con::errorf(ConsoleLogEntry::General, "LightningStrikeEvent::unpack: could not resolve target ghost properly");
  193. }
  194. }
  195. }
  196. void LightningStrikeEvent::process(NetConnection*)
  197. {
  198. if (mLightning)
  199. mLightning->processEvent(this);
  200. }
  201. //--------------------------------------------------------------------------
  202. //--------------------------------------
  203. //
  204. LightningData::LightningData()
  205. {
  206. INIT_SOUNDASSET(StrikeSound);
  207. for (S32 i = 0; i < MaxThunders; i++)
  208. {
  209. INIT_SOUNDASSET_ARRAY(ThunderSound, i);
  210. }
  211. for (S32 i = 0; i < MaxTextures; i++)
  212. {
  213. strikeTextureNames[i] = NULL;
  214. strikeTextures[i] = NULL;
  215. }
  216. numThunders = 0;
  217. mNumStrikeTextures = 0;
  218. }
  219. LightningData::~LightningData()
  220. {
  221. }
  222. //--------------------------------------------------------------------------
  223. void LightningData::initPersistFields()
  224. {
  225. INITPERSISTFIELD_SOUNDASSET(StrikeSound, LightningData, "Sound to play when lightning STRIKES!");
  226. INITPERSISTFIELD_SOUNDASSET_ARRAY(ThunderSound, MaxThunders, LightningData, "Sounds for thunder.");
  227. addField( "strikeTextures", TypeString, Offset(strikeTextureNames, LightningData), MaxTextures,
  228. "List of textures to use to render lightning strikes." );
  229. Parent::initPersistFields();
  230. }
  231. //--------------------------------------------------------------------------
  232. bool LightningData::onAdd()
  233. {
  234. if(!Parent::onAdd())
  235. return false;
  236. return true;
  237. }
  238. bool LightningData::preload(bool server, String &errorStr)
  239. {
  240. if (Parent::preload(server, errorStr) == false)
  241. return false;
  242. //dQsort(thunderSounds, MaxThunders, sizeof(SFXTrack*), cmpSounds);
  243. if (server == false)
  244. {
  245. for (S32 i = 0; i < MaxThunders; i++)
  246. {
  247. <<<<<<< HEAD
  248. if (getThunderSound(i) != StringTable->EmptyString())
  249. =======
  250. if (isThunderSoundValid(i))
  251. >>>>>>> 2630b4ada6a97222ad1e200fa962cf426b7d4161
  252. {
  253. _setThunderSound(getThunderSound(i), i);
  254. Con::printf("Thunder sound: %d %s", i, getThunderSound(i));
  255. if (!getThunderSoundProfile(i))
  256. Con::errorf(ConsoleLogEntry::General, "LightningData::preload: Cant get an sfxProfile for thunder.");
  257. }
  258. }
  259. <<<<<<< HEAD
  260. if (getStrikeSound() != StringTable->EmptyString())
  261. {
  262. _setStrikeSound(getStrikeSound());
  263. if(!getStrikeSoundProfile())
  264. Con::errorf(ConsoleLogEntry::General, "LightningData::preload: can't get sfxProfile from strike sound.");
  265. }
  266. =======
  267. if(isStrikeSoundValid() && !getStrikeSoundProfile())
  268. Con::errorf(ConsoleLogEntry::General, "LightningData::preload: can't get sfxProfile from asset");
  269. >>>>>>> 2630b4ada6a97222ad1e200fa962cf426b7d4161
  270. mNumStrikeTextures = 0;
  271. for (U32 k = 0; k < MaxTextures; k++)
  272. {
  273. if (strikeTextureNames[k][0])
  274. {
  275. strikeTextures[k] = GFXTexHandle(strikeTextureNames[k], &GFXStaticTextureProfile, avar("%s() - strikeTextures[%d] (line %d)", __FUNCTION__, k, __LINE__));
  276. mNumStrikeTextures++;
  277. }
  278. }
  279. }
  280. return true;
  281. }
  282. //--------------------------------------------------------------------------
  283. void LightningData::packData(BitStream* stream)
  284. {
  285. Parent::packData(stream);
  286. U32 i;
  287. for (i = 0; i < MaxThunders; i++)
  288. {
  289. PACKDATA_SOUNDASSET_ARRAY(ThunderSound, i);
  290. }
  291. stream->writeInt(mNumStrikeTextures, 4);
  292. for (i = 0; i < MaxTextures; i++)
  293. stream->writeString(strikeTextureNames[i]);
  294. PACKDATA_SOUNDASSET(StrikeSound);
  295. }
  296. void LightningData::unpackData(BitStream* stream)
  297. {
  298. Parent::unpackData(stream);
  299. U32 i;
  300. for (i = 0; i < MaxThunders; i++)
  301. {
  302. UNPACKDATA_SOUNDASSET_ARRAY(ThunderSound, i);
  303. }
  304. mNumStrikeTextures = stream->readInt(4);
  305. for (i = 0; i < MaxTextures; i++)
  306. strikeTextureNames[i] = stream->readSTString();
  307. UNPACKDATA_SOUNDASSET(StrikeSound);
  308. }
  309. //--------------------------------------------------------------------------
  310. //--------------------------------------
  311. //
  312. Lightning::Lightning()
  313. {
  314. mNetFlags.set(Ghostable|ScopeAlways);
  315. mTypeMask |= StaticObjectType|EnvironmentObjectType;
  316. mDataBlock = NULL;
  317. mLastThink = 0;
  318. mStrikeListHead = NULL;
  319. mThunderListHead = NULL;
  320. strikesPerMinute = 12;
  321. strikeWidth = 2.5;
  322. chanceToHitTarget = 0.5f;
  323. strikeRadius = 20.0f;
  324. boltStartRadius = 20.0f;
  325. color.set( 1.0f, 1.0f, 1.0f, 1.0f );
  326. fadeColor.set( 0.1f, 0.1f, 1.0f, 1.0f );
  327. useFog = true;
  328. setScale( VectorF( 512.0f, 512.0f, 300.0f ) );
  329. }
  330. Lightning::~Lightning()
  331. {
  332. while( mThunderListHead )
  333. {
  334. Thunder* nextThunder = mThunderListHead->next;
  335. delete mThunderListHead;
  336. mThunderListHead = nextThunder;
  337. }
  338. while( mStrikeListHead )
  339. {
  340. Strike* nextStrike = mStrikeListHead->next;
  341. delete mStrikeListHead;
  342. mStrikeListHead = nextStrike;
  343. }
  344. }
  345. //--------------------------------------------------------------------------
  346. void Lightning::initPersistFields()
  347. {
  348. addGroup( "Strikes" );
  349. addField( "strikesPerMinute", TypeS32, Offset(strikesPerMinute, Lightning),
  350. "@brief Number of lightning strikes to perform per minute.\n\n"
  351. "Automatically invokes strikeRandomPoint() at regular intervals." );
  352. addField( "strikeWidth", TypeF32, Offset(strikeWidth, Lightning),
  353. "Width of a lightning bolt." );
  354. addField( "strikeRadius", TypeF32, Offset(strikeRadius, Lightning),
  355. "@brief Horizontal size (XY plane) of the search box used to find and "
  356. "damage Player or Vehicle objects within range of the strike.\n\n"
  357. "Only the object at highest altitude with a clear line of sight to the "
  358. "bolt will be hit." );
  359. endGroup( "Strikes" );
  360. addGroup( "Colors" );
  361. addField( "color", TypeColorF, Offset(color, Lightning),
  362. "Color to blend the strike texture with." );
  363. addField( "fadeColor", TypeColorF, Offset(fadeColor, Lightning),
  364. "@brief Color to blend the strike texture with when the bolt is fading away.\n\n"
  365. "Bolts fade away automatically shortly after the strike occurs." );
  366. endGroup( "Colors" );
  367. addGroup( "Bolts" );
  368. addField( "chanceToHitTarget", TypeF32, Offset(chanceToHitTarget, Lightning),
  369. "Percentage chance (0-1) that a given lightning bolt will hit something." );
  370. addField( "boltStartRadius", TypeF32, Offset(boltStartRadius, Lightning),
  371. "@brief Radial distance from the center of the Lightning object for the "
  372. "start point of the bolt.\n\n"
  373. "The actual start point will be a random point within this radius." );
  374. addField( "useFog", TypeBool, Offset(useFog, Lightning),
  375. "Controls whether lightning bolts are affected by fog when they are rendered." );
  376. endGroup( "Bolts" );
  377. Parent::initPersistFields();
  378. }
  379. //--------------------------------------------------------------------------
  380. bool Lightning::onAdd()
  381. {
  382. if(!Parent::onAdd())
  383. return false;
  384. mObjBox.minExtents.set( -0.5f, -0.5f, -0.5f );
  385. mObjBox.maxExtents.set( 0.5f, 0.5f, 0.5f );
  386. resetWorldBox();
  387. addToScene();
  388. return true;
  389. }
  390. void Lightning::onRemove()
  391. {
  392. removeFromScene();
  393. Parent::onRemove();
  394. }
  395. bool Lightning::onNewDataBlock( GameBaseData *dptr, bool reload )
  396. {
  397. mDataBlock = dynamic_cast<LightningData*>( dptr );
  398. if ( !mDataBlock || !Parent::onNewDataBlock( dptr, reload ) )
  399. return false;
  400. scriptOnNewDataBlock();
  401. return true;
  402. }
  403. //--------------------------------------------------------------------------
  404. void Lightning::prepRenderImage( SceneRenderState* state )
  405. {
  406. ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
  407. ri->renderDelegate.bind(this, &Lightning::renderObject);
  408. // The Lightning isn't technically foliage but our debug
  409. // effect seems to render best as a Foliage type (translucent,
  410. // renders itself, no sorting)
  411. ri->type = RenderPassManager::RIT_Foliage;
  412. state->getRenderPass()->addInst( ri );
  413. }
  414. void Lightning::renderObject(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance* overrideMat)
  415. {
  416. if (overrideMat)
  417. return;
  418. if (mLightningSB.isNull())
  419. {
  420. GFXStateBlockDesc desc;
  421. desc.setBlend( true, GFXBlendSrcAlpha, GFXBlendOne);
  422. desc.setCullMode(GFXCullNone);
  423. desc.zWriteEnable = false;
  424. desc.vertexColorEnable = true;
  425. if (mDataBlock->mNumStrikeTextures != 0)
  426. {
  427. desc.samplersDefined = true;
  428. desc.samplers[0].magFilter = GFXTextureFilterLinear;
  429. desc.samplers[0].minFilter = GFXTextureFilterLinear;
  430. desc.samplers[0].addressModeU = GFXAddressWrap;
  431. desc.samplers[0].addressModeV = GFXAddressWrap;
  432. }
  433. mLightningSB = GFX->createStateBlock(desc);
  434. }
  435. GFX->setStateBlock(mLightningSB);
  436. Strike* walk = mStrikeListHead;
  437. while (walk != NULL)
  438. {
  439. if (mDataBlock->mNumStrikeTextures > 1)
  440. {
  441. GFX->setTexture(0, mDataBlock->strikeTextures[sgLightningRand.randI(0, mDataBlock->mNumStrikeTextures - 1)]);
  442. }
  443. else if (mDataBlock->mNumStrikeTextures > 0)
  444. {
  445. GFX->setTexture(0, mDataBlock->strikeTextures[0]);
  446. }
  447. for( U32 i=0; i<MAX_LIGHTNING; i++ )
  448. {
  449. if( walk->bolt[i].isFading )
  450. {
  451. F32 alpha = 1.0f - walk->bolt[i].percentFade;
  452. if( alpha < 0.0f ) alpha = 0.0f;
  453. PrimBuild::color4f( fadeColor.red, fadeColor.green, fadeColor.blue, alpha );
  454. }
  455. else
  456. {
  457. PrimBuild::color4f( color.red, color.green, color.blue, color.alpha );
  458. }
  459. walk->bolt[i].render( state->getCameraPosition() );
  460. }
  461. walk = walk->next;
  462. }
  463. //GFX->setZWriteEnable(true);
  464. //GFX->setAlphaTestEnable(false);
  465. //GFX->setAlphaBlendEnable(false);
  466. }
  467. void Lightning::scheduleThunder(Strike* newStrike)
  468. {
  469. AssertFatal(isClientObject(), "Lightning::scheduleThunder: server objects should not enter this version of the function");
  470. // If no thunder sounds, don't schedule anything!
  471. if (mDataBlock->numThunders == 0)
  472. return;
  473. GameConnection* connection = GameConnection::getConnectionToServer();
  474. if (connection) {
  475. MatrixF cameraMatrix;
  476. if (connection->getControlCameraTransform(0, &cameraMatrix)) {
  477. Point3F worldPos;
  478. cameraMatrix.getColumn(3, &worldPos);
  479. worldPos.x -= newStrike->xVal;
  480. worldPos.y -= newStrike->yVal;
  481. worldPos.z = 0.0f;
  482. F32 dist = worldPos.len();
  483. F32 t = dist / 330.0f;
  484. // Ok, we need to schedule a random strike sound t secs in the future...
  485. //
  486. if (t <= 0.03f) {
  487. // If it's really close, just play it...
  488. U32 thunder = sgLightningRand.randI(0, mDataBlock->numThunders - 1);
  489. SFX->playOnce(mDataBlock->getThunderSoundProfile(thunder));
  490. } else {
  491. Thunder* pThunder = new Thunder;
  492. pThunder->tRemaining = t;
  493. pThunder->next = mThunderListHead;
  494. mThunderListHead = pThunder;
  495. }
  496. }
  497. }
  498. }
  499. //--------------------------------------------------------------------------
  500. void Lightning::processTick(const Move* move)
  501. {
  502. Parent::processTick(move);
  503. if (isServerObject() && !isHidden()) {
  504. S32 msBetweenStrikes = (S32)(60.0 / strikesPerMinute * 1000.0);
  505. mLastThink += TickMs;
  506. if( mLastThink > msBetweenStrikes )
  507. {
  508. strikeRandomPoint();
  509. mLastThink -= msBetweenStrikes;
  510. }
  511. }
  512. }
  513. void Lightning::interpolateTick(F32 dt)
  514. {
  515. Parent::interpolateTick(dt);
  516. }
  517. void Lightning::advanceTime(F32 dt)
  518. {
  519. Parent::advanceTime(dt);
  520. Strike** pWalker = &mStrikeListHead;
  521. while (*pWalker != NULL) {
  522. Strike* pStrike = *pWalker;
  523. for( U32 i=0; i<MAX_LIGHTNING; i++ )
  524. {
  525. pStrike->bolt[i].update( dt );
  526. }
  527. pStrike->currentAge += dt;
  528. if (pStrike->currentAge > pStrike->deathAge) {
  529. *pWalker = pStrike->next;
  530. delete pStrike;
  531. } else {
  532. pWalker = &((*pWalker)->next);
  533. }
  534. }
  535. Thunder** pThunderWalker = &mThunderListHead;
  536. while (*pThunderWalker != NULL) {
  537. Thunder* pThunder = *pThunderWalker;
  538. pThunder->tRemaining -= dt;
  539. if (pThunder->tRemaining <= 0.0f) {
  540. *pThunderWalker = pThunder->next;
  541. delete pThunder;
  542. // Play the sound...
  543. U32 thunder = sgLightningRand.randI(0, mDataBlock->numThunders - 1);
  544. SFX->playOnce(mDataBlock->getThunderSoundProfile(thunder));
  545. } else {
  546. pThunderWalker = &((*pThunderWalker)->next);
  547. }
  548. }
  549. }
  550. //--------------------------------------------------------------------------
  551. void Lightning::processEvent(LightningStrikeEvent* pEvent)
  552. {
  553. AssertFatal(pEvent->mStart.x >= 0.0f && pEvent->mStart.x <= 1.0f, "Out of bounds coord!");
  554. Strike* pStrike = new Strike;
  555. Point3F strikePoint;
  556. strikePoint.zero();
  557. if( pEvent->mTarget )
  558. {
  559. Point3F objectCenter;
  560. pEvent->mTarget->getObjBox().getCenter( &objectCenter );
  561. objectCenter.convolve( pEvent->mTarget->getScale() );
  562. pEvent->mTarget->getTransform().mulP( objectCenter );
  563. strikePoint = objectCenter;
  564. }
  565. else
  566. {
  567. strikePoint.x = pEvent->mStart.x;
  568. strikePoint.y = pEvent->mStart.y;
  569. strikePoint *= mObjScale;
  570. strikePoint += getPosition();
  571. strikePoint += Point3F( -mObjScale.x * 0.5f, -mObjScale.y * 0.5f, 0.0f );
  572. RayInfo rayInfo;
  573. Point3F start = strikePoint;
  574. start.z = mObjScale.z * 0.5f + getPosition().z;
  575. strikePoint.z += -mObjScale.z * 0.5f;
  576. bool rayHit = gClientContainer.castRay( start, strikePoint,
  577. (STATIC_COLLISION_TYPEMASK | WaterObjectType),
  578. &rayInfo);
  579. if( rayHit )
  580. {
  581. strikePoint.z = rayInfo.point.z;
  582. }
  583. else
  584. {
  585. strikePoint.z = pStrike->bolt[0].findHeight( strikePoint, getSceneManager() );
  586. }
  587. }
  588. pStrike->xVal = strikePoint.x;
  589. pStrike->yVal = strikePoint.y;
  590. pStrike->deathAge = 1.6f;
  591. pStrike->currentAge = 0.0f;
  592. pStrike->next = mStrikeListHead;
  593. for( U32 i=0; i<MAX_LIGHTNING; i++ )
  594. {
  595. F32 randStart = boltStartRadius;
  596. F32 height = mObjScale.z * 0.5f + getPosition().z;
  597. pStrike->bolt[i].startPoint.set( pStrike->xVal + gRandGen.randF( -randStart, randStart ), pStrike->yVal + gRandGen.randF( -randStart, randStart ), height );
  598. pStrike->bolt[i].endPoint = strikePoint;
  599. pStrike->bolt[i].width = strikeWidth;
  600. pStrike->bolt[i].numMajorNodes = 10;
  601. pStrike->bolt[i].maxMajorAngle = 30.0f;
  602. pStrike->bolt[i].numMinorNodes = 4;
  603. pStrike->bolt[i].maxMinorAngle = 15.0f;
  604. pStrike->bolt[i].generate();
  605. pStrike->bolt[i].startSplits();
  606. pStrike->bolt[i].lifetime = 1.0f;
  607. pStrike->bolt[i].fadeTime = 0.2f;
  608. pStrike->bolt[i].renderTime = gRandGen.randF(0.0f, 0.25f);
  609. }
  610. mStrikeListHead = pStrike;
  611. scheduleThunder(pStrike);
  612. MatrixF trans(true);
  613. trans.setPosition( strikePoint );
  614. if (mDataBlock->getStrikeSoundProfile())
  615. {
  616. SFX->playOnce(mDataBlock->getStrikeSoundProfile(), &trans );
  617. }
  618. }
  619. void Lightning::warningFlashes()
  620. {
  621. AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!");
  622. Point3F strikePoint( gRandGen.randF( 0.0f, 1.0f ), gRandGen.randF( 0.0f, 1.0f ), 0.0f );
  623. SimGroup* pClientGroup = Sim::getClientGroup();
  624. for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++) {
  625. NetConnection* nc = static_cast<NetConnection*>(*itr);
  626. if (nc != NULL)
  627. {
  628. LightningStrikeEvent* pEvent = new LightningStrikeEvent;
  629. pEvent->mLightning = this;
  630. pEvent->mStart.x = strikePoint.x;
  631. pEvent->mStart.y = strikePoint.y;
  632. nc->postNetEvent(pEvent);
  633. }
  634. }
  635. }
  636. void Lightning::strikeRandomPoint()
  637. {
  638. AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!");
  639. Point3F strikePoint( gRandGen.randF( 0.0f, 1.0f ), gRandGen.randF( 0.0f, 1.0f ), 0.0f );
  640. // check if an object is within target range
  641. Point3F worldPosStrikePoint = strikePoint;
  642. worldPosStrikePoint *= mObjScale;
  643. worldPosStrikePoint += getPosition();
  644. worldPosStrikePoint += Point3F( -mObjScale.x * 0.5f, -mObjScale.y * 0.5f, 0.0f );
  645. Box3F queryBox;
  646. F32 boxWidth = strikeRadius * 2.0f;
  647. queryBox.minExtents.set( -boxWidth * 0.5f, -boxWidth * 0.5f, -mObjScale.z * 0.5f );
  648. queryBox.maxExtents.set( boxWidth * 0.5f, boxWidth * 0.5f, mObjScale.z * 0.5f );
  649. queryBox.minExtents += worldPosStrikePoint;
  650. queryBox.maxExtents += worldPosStrikePoint;
  651. SimpleQueryList sql;
  652. getContainer()->findObjects(queryBox, DAMAGEABLE_TYPEMASK,
  653. SimpleQueryList::insertionCallback, &sql);
  654. SceneObject *highestObj = NULL;
  655. F32 highestPnt = 0.0f;
  656. for( U32 i = 0; i < sql.mList.size(); i++ )
  657. {
  658. Point3F objectCenter;
  659. sql.mList[i]->getObjBox().getCenter(&objectCenter);
  660. objectCenter.convolve(sql.mList[i]->getScale());
  661. sql.mList[i]->getTransform().mulP(objectCenter);
  662. // check if object can be struck
  663. RayInfo rayInfo;
  664. Point3F start = objectCenter;
  665. start.z = mObjScale.z * 0.5f + getPosition().z;
  666. Point3F end = objectCenter;
  667. end.z = -mObjScale.z * 0.5f + getPosition().z;
  668. bool rayHit = gServerContainer.castRay( start, end,
  669. (0xFFFFFFFF),
  670. &rayInfo);
  671. if( rayHit && rayInfo.object == sql.mList[i] )
  672. {
  673. if( !highestObj )
  674. {
  675. highestObj = sql.mList[i];
  676. highestPnt = objectCenter.z;
  677. continue;
  678. }
  679. if( objectCenter.z > highestPnt )
  680. {
  681. highestObj = sql.mList[i];
  682. highestPnt = objectCenter.z;
  683. }
  684. }
  685. }
  686. // hah haaaaa, we have a target!
  687. SceneObject *targetObj = NULL;
  688. if( highestObj )
  689. {
  690. F32 chance = gRandGen.randF();
  691. if( chance <= chanceToHitTarget )
  692. {
  693. Point3F objectCenter;
  694. highestObj->getObjBox().getCenter(&objectCenter);
  695. objectCenter.convolve(highestObj->getScale());
  696. highestObj->getTransform().mulP(objectCenter);
  697. bool playerInWarmup = false;
  698. Player *playerObj = dynamic_cast< Player * >(highestObj);
  699. if( playerObj )
  700. {
  701. if( !playerObj->getControllingClient() )
  702. {
  703. playerInWarmup = true;
  704. }
  705. }
  706. if( !playerInWarmup )
  707. {
  708. applyDamage_callback( objectCenter, VectorF( 0.0f, 0.0f, 1.0f ), highestObj );
  709. targetObj = highestObj;
  710. }
  711. }
  712. }
  713. SimGroup* pClientGroup = Sim::getClientGroup();
  714. for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++)
  715. {
  716. NetConnection* nc = static_cast<NetConnection*>(*itr);
  717. LightningStrikeEvent* pEvent = new LightningStrikeEvent;
  718. pEvent->mLightning = this;
  719. pEvent->mStart.x = strikePoint.x;
  720. pEvent->mStart.y = strikePoint.y;
  721. pEvent->mTarget = targetObj;
  722. nc->postNetEvent(pEvent);
  723. }
  724. }
  725. //--------------------------------------------------------------------------
  726. void Lightning::strikeObject(ShapeBase* targetObj)
  727. {
  728. AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!");
  729. Point3F strikePoint = targetObj->getPosition();
  730. Point3F objectCenter;
  731. Box3F wb = getWorldBox();
  732. if (!wb.isContained(strikePoint))
  733. return;
  734. Point3F targetRel = strikePoint - getPosition();
  735. Point3F length(wb.len_x() / 2.0f, wb.len_y() / 2.0f, wb.len_z() / 2.0f);
  736. Point3F strikePos = targetRel / length;
  737. bool playerInWarmup = false;
  738. Player *playerObj = dynamic_cast< Player * >(targetObj);
  739. if (playerObj)
  740. {
  741. if (!playerObj->getControllingClient())
  742. {
  743. playerInWarmup = true;
  744. }
  745. }
  746. if (!playerInWarmup)
  747. {
  748. applyDamage_callback(targetObj->getWorldSphere().center, VectorF(0.0, 0.0, 1.0), targetObj);
  749. }
  750. SimGroup* pClientGroup = Sim::getClientGroup();
  751. for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++) {
  752. NetConnection* nc = static_cast<NetConnection*>(*itr);
  753. if (nc != NULL)
  754. {
  755. LightningStrikeEvent* pEvent = new LightningStrikeEvent;
  756. pEvent->mLightning = this;
  757. pEvent->mStart.x = strikePoint.x;
  758. pEvent->mStart.y = strikePoint.y;
  759. pEvent->mTarget = targetObj;
  760. nc->postNetEvent(pEvent);
  761. }
  762. }
  763. }
  764. //--------------------------------------------------------------------------
  765. U32 Lightning::packUpdate(NetConnection* con, U32 mask, BitStream* stream)
  766. {
  767. U32 retMask = Parent::packUpdate(con, mask, stream);
  768. // Only write data if this is the initial packet or we've been inspected.
  769. if (stream->writeFlag(mask & (InitialUpdateMask | ExtendedInfoMask)))
  770. {
  771. // Initial update
  772. mathWrite(*stream, getPosition());
  773. mathWrite(*stream, mObjScale);
  774. stream->write(strikeWidth);
  775. stream->write(chanceToHitTarget);
  776. stream->write(strikeRadius);
  777. stream->write(boltStartRadius);
  778. stream->write(color.red);
  779. stream->write(color.green);
  780. stream->write(color.blue);
  781. stream->write(color.alpha);
  782. stream->write(fadeColor.red);
  783. stream->write(fadeColor.green);
  784. stream->write(fadeColor.blue);
  785. stream->write(useFog);
  786. stream->write(strikesPerMinute);
  787. }
  788. return retMask;
  789. }
  790. //--------------------------------------------------------------------------
  791. void Lightning::unpackUpdate(NetConnection* con, BitStream* stream)
  792. {
  793. Parent::unpackUpdate(con, stream);
  794. if (stream->readFlag())
  795. {
  796. // Initial update
  797. Point3F pos;
  798. mathRead(*stream, &pos);
  799. setPosition( pos );
  800. mathRead(*stream, &mObjScale);
  801. stream->read(&strikeWidth);
  802. stream->read(&chanceToHitTarget);
  803. stream->read(&strikeRadius);
  804. stream->read(&boltStartRadius);
  805. stream->read(&color.red);
  806. stream->read(&color.green);
  807. stream->read(&color.blue);
  808. stream->read(&color.alpha);
  809. stream->read(&fadeColor.red);
  810. stream->read(&fadeColor.green);
  811. stream->read(&fadeColor.blue);
  812. stream->read(&useFog);
  813. stream->read(&strikesPerMinute);
  814. }
  815. }
  816. //--------------------------------------------------------------------------
  817. DefineEngineMethod(Lightning, warningFlashes, void, (),,
  818. "@brief Creates a LightningStrikeEvent that triggers harmless lightning "
  819. "bolts on all clients.\n"
  820. "No objects will be damaged by these bolts.\n"
  821. "@tsexample\n"
  822. "// Generate a harmless lightning strike effect on all clients\n"
  823. "%lightning.warningFlashes();\n"
  824. "@endtsexample" )
  825. {
  826. if (object->isServerObject())
  827. object->warningFlashes();
  828. }
  829. DefineEngineMethod(Lightning, strikeRandomPoint, void, (),,
  830. "Creates a LightningStrikeEvent which attempts to strike and damage a random "
  831. "object in range of the Lightning object.\n"
  832. "@tsexample\n"
  833. "// Generate a damaging lightning strike effect on all clients\n"
  834. "%lightning.strikeRandomPoint();\n"
  835. "@endtsexample" )
  836. {
  837. if (object->isServerObject())
  838. object->strikeRandomPoint();
  839. }
  840. DefineEngineMethod(Lightning, strikeObject, void, (ShapeBase* pSB), (nullAsType<ShapeBase*>()),
  841. "Creates a LightningStrikeEvent which strikes a specific object.\n"
  842. "@note This method is currently unimplemented.\n" )
  843. {
  844. object->strikeObject(pSB);
  845. }
  846. //**************************************************************************
  847. // Lightning Bolt
  848. //**************************************************************************
  849. LightningBolt::LightningBolt()
  850. {
  851. width = 0.1f;
  852. startPoint.zero();
  853. endPoint.zero();
  854. chanceOfSplit = 0.0f;
  855. isFading = false;
  856. elapsedTime = 0.0f;
  857. lifetime = 1.0f;
  858. startRender = false;
  859. endPoint.zero();
  860. width = 1;
  861. numMajorNodes = 10;
  862. maxMajorAngle = 30.0f;
  863. numMinorNodes = 4;
  864. maxMinorAngle = 15.0f;
  865. fadeTime = 0.2f;
  866. renderTime = 0.125;
  867. dMemset(&mMajorNodes, 0, sizeof(mMajorNodes));
  868. percentFade = 0.0f;
  869. }
  870. //--------------------------------------------------------------------------
  871. // Destructor
  872. //--------------------------------------------------------------------------
  873. LightningBolt::~LightningBolt()
  874. {
  875. splitList.clear();
  876. }
  877. //--------------------------------------------------------------------------
  878. // Generate nodes
  879. //--------------------------------------------------------------------------
  880. void LightningBolt::NodeManager::generateNodes()
  881. {
  882. F32 overallDist = VectorF( endPoint - startPoint ).magnitudeSafe();
  883. F32 minDistBetweenNodes = overallDist / (numNodes-1);
  884. F32 maxDistBetweenNodes = minDistBetweenNodes / mCos( maxAngle * M_PI_F / 180.0f );
  885. VectorF mainLineDir = endPoint - startPoint;
  886. mainLineDir.normalizeSafe();
  887. for( U32 i=0; i<numNodes; i++ )
  888. {
  889. Node node;
  890. if( i == 0 )
  891. {
  892. node.point = startPoint;
  893. node.dirToMainLine = mainLineDir;
  894. nodeList[i] = node;
  895. continue;
  896. }
  897. if( i == numNodes - 1 )
  898. {
  899. node.point = endPoint;
  900. nodeList[i] = node;
  901. break;
  902. }
  903. Node lastNode = nodeList[i-1];
  904. F32 segmentLength = gRandGen.randF( minDistBetweenNodes, maxDistBetweenNodes );
  905. VectorF segmentDir = MathUtils::randomDir( lastNode.dirToMainLine, 0, maxAngle );
  906. node.point = lastNode.point + segmentDir * segmentLength;
  907. node.dirToMainLine = endPoint - node.point;
  908. node.dirToMainLine.normalizeSafe();
  909. nodeList[i] = node;
  910. }
  911. }
  912. //--------------------------------------------------------------------------
  913. // Render bolt
  914. //--------------------------------------------------------------------------
  915. void LightningBolt::render( const Point3F &camPos )
  916. {
  917. if (!startRender)
  918. return;
  919. if (!isFading)
  920. generateMinorNodes();
  921. U32 maxVerts = 0;
  922. for (U32 i = 0; i < mMinorNodes.size(); i++)
  923. maxVerts += mMinorNodes[i].numNodes * 2;
  924. PrimBuild::begin(GFXTriangleStrip, maxVerts);
  925. for (U32 i = 0; i < mMinorNodes.size(); i++)
  926. {
  927. if (i+1 == mMinorNodes.size())
  928. renderSegment(mMinorNodes[i], camPos, true);
  929. else
  930. renderSegment(mMinorNodes[i], camPos, false);
  931. }
  932. PrimBuild::end();
  933. for(LightingBoltList::Iterator i = splitList.begin(); i != splitList.end(); ++i)
  934. {
  935. if( isFading )
  936. {
  937. i->isFading = true;
  938. }
  939. i->render( camPos );
  940. }
  941. }
  942. //--------------------------------------------------------------------------
  943. // Render segment
  944. //--------------------------------------------------------------------------
  945. void LightningBolt::renderSegment( NodeManager &segment, const Point3F &camPos, bool renderLastPoint )
  946. {
  947. for (U32 i = 0; i < segment.numNodes; i++)
  948. {
  949. Point3F curPoint = segment.nodeList[i].point;
  950. Point3F nextPoint;
  951. Point3F segDir;
  952. if( i == (segment.numNodes-1) )
  953. {
  954. if( renderLastPoint )
  955. {
  956. segDir = curPoint - segment.nodeList[i-1].point;
  957. }
  958. else
  959. {
  960. continue;
  961. }
  962. }
  963. else
  964. {
  965. nextPoint = segment.nodeList[i+1].point;
  966. segDir = nextPoint - curPoint;
  967. }
  968. segDir.normalizeSafe();
  969. Point3F dirFromCam = curPoint - camPos;
  970. Point3F crossVec;
  971. mCross(dirFromCam, segDir, &crossVec);
  972. crossVec.normalize();
  973. crossVec *= width * 0.5f;
  974. F32 u = i % 2;
  975. PrimBuild::texCoord2f( u, 1.0 );
  976. PrimBuild::vertex3fv( curPoint - crossVec );
  977. PrimBuild::texCoord2f( u, 0.0 );
  978. PrimBuild::vertex3fv( curPoint + crossVec );
  979. }
  980. }
  981. //----------------------------------------------------------------------------
  982. // Find height
  983. //----------------------------------------------------------------------------
  984. F32 LightningBolt::findHeight( Point3F &point, SceneManager *sceneManager )
  985. {
  986. const Vector< SceneObject* > terrains = sceneManager->getContainer()->getTerrains();
  987. for( Vector< SceneObject* >::const_iterator iter = terrains.begin(); iter != terrains.end(); ++ iter )
  988. {
  989. TerrainBlock* terrain = dynamic_cast< TerrainBlock* >( *iter );
  990. if( !terrain )
  991. continue;
  992. Point3F terrPt = point;
  993. terrain->getWorldTransform().mulP(terrPt);
  994. F32 h;
  995. if( terrain->getHeight( Point2F( terrPt.x, terrPt.y ), &h ) )
  996. return h;
  997. }
  998. return 0.f;
  999. }
  1000. //----------------------------------------------------------------------------
  1001. // Generate lightning bolt
  1002. //----------------------------------------------------------------------------
  1003. void LightningBolt::generate()
  1004. {
  1005. mMajorNodes.startPoint = startPoint;
  1006. mMajorNodes.endPoint = endPoint;
  1007. mMajorNodes.numNodes = numMajorNodes;
  1008. mMajorNodes.maxAngle = maxMajorAngle;
  1009. mMajorNodes.generateNodes();
  1010. generateMinorNodes();
  1011. }
  1012. //----------------------------------------------------------------------------
  1013. // Generate Minor Nodes
  1014. //----------------------------------------------------------------------------
  1015. void LightningBolt::generateMinorNodes()
  1016. {
  1017. mMinorNodes.clear();
  1018. for( S32 i=0; i<mMajorNodes.numNodes - 1; i++ )
  1019. {
  1020. NodeManager segment;
  1021. segment.startPoint = mMajorNodes.nodeList[i].point;
  1022. segment.endPoint = mMajorNodes.nodeList[i+1].point;
  1023. segment.numNodes = numMinorNodes;
  1024. segment.maxAngle = maxMinorAngle;
  1025. segment.generateNodes();
  1026. mMinorNodes.increment(1);
  1027. mMinorNodes[i] = segment;
  1028. }
  1029. }
  1030. //----------------------------------------------------------------------------
  1031. // Recursive algo to create bolts that split off from main bolt
  1032. //----------------------------------------------------------------------------
  1033. void LightningBolt::createSplit( const Point3F &startingPoint, const Point3F &endingPoint, U32 depth, F32 splitWidth )
  1034. {
  1035. if( depth == 0 )
  1036. return;
  1037. F32 chanceToEnd = gRandGen.randF();
  1038. if( chanceToEnd > 0.70f )
  1039. return;
  1040. if(splitWidth < 0.75f )
  1041. splitWidth = 0.75f;
  1042. VectorF diff = endingPoint - startingPoint;
  1043. F32 length = diff.len();
  1044. diff.normalizeSafe();
  1045. LightningBolt newBolt;
  1046. newBolt.startPoint = startingPoint;
  1047. newBolt.endPoint = endingPoint;
  1048. newBolt.width = splitWidth;
  1049. newBolt.numMajorNodes = 3;
  1050. newBolt.maxMajorAngle = 30.0f;
  1051. newBolt.numMinorNodes = 3;
  1052. newBolt.maxMinorAngle = 10.0f;
  1053. newBolt.startRender = true;
  1054. newBolt.generate();
  1055. splitList.pushBack( newBolt );
  1056. VectorF newDir1 = MathUtils::randomDir( diff, 10.0f, 45.0f );
  1057. Point3F newEndPoint1 = endingPoint + newDir1 * gRandGen.randF( 0.5f, 1.5f ) * length;
  1058. VectorF newDir2 = MathUtils::randomDir( diff, 10.0f, 45.0f );
  1059. Point3F newEndPoint2 = endingPoint + newDir2 * gRandGen.randF( 0.5f, 1.5f ) * length;
  1060. createSplit(endingPoint, newEndPoint1, depth - 1, splitWidth * 0.30f );
  1061. createSplit(endingPoint, newEndPoint2, depth - 1, splitWidth * 0.30f );
  1062. }
  1063. //----------------------------------------------------------------------------
  1064. // Start split - kick off the recursive 'createSplit' procedure
  1065. //----------------------------------------------------------------------------
  1066. void LightningBolt::startSplits()
  1067. {
  1068. for( U32 i=0; i<mMajorNodes.numNodes-1; i++ )
  1069. {
  1070. if( gRandGen.randF() > 0.3f )
  1071. continue;
  1072. Node node = mMajorNodes.nodeList[i];
  1073. Node node2 = mMajorNodes.nodeList[i+1];
  1074. VectorF segDir = node2.point - node.point;
  1075. F32 length = segDir.len();
  1076. segDir.normalizeSafe();
  1077. VectorF newDir = MathUtils::randomDir( segDir, 20.0f, 40.0f );
  1078. Point3F newEndPoint = node.point + newDir * gRandGen.randF( 0.5f, 1.5f ) * length;
  1079. createSplit( node.point, newEndPoint, 4, width * 0.30f );
  1080. }
  1081. }
  1082. //----------------------------------------------------------------------------
  1083. // Update
  1084. //----------------------------------------------------------------------------
  1085. void LightningBolt::update( F32 dt )
  1086. {
  1087. elapsedTime += dt;
  1088. F32 percentDone = elapsedTime / lifetime;
  1089. if( elapsedTime > fadeTime )
  1090. {
  1091. isFading = true;
  1092. percentFade = percentDone + (fadeTime/lifetime);
  1093. }
  1094. if( elapsedTime > renderTime && !startRender )
  1095. {
  1096. startRender = true;
  1097. isFading = false;
  1098. elapsedTime = 0.0f;
  1099. }
  1100. }