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, MaxThunders);
  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. if (mThunderSound[i])
  247. {
  248. _setThunderSound(getThunderSound(i), i);
  249. }
  250. }
  251. for (U32 j = 0; j < MaxThunders; j++) {
  252. if (!getThunderProfile(j))
  253. Con::errorf(ConsoleLogEntry::General, "LightningData::preload: Cant get an sfxProfile for thunder.");
  254. }
  255. if(!getSFXProfile())
  256. Con::errorf(ConsoleLogEntry::General, "LightningData::preload: can't get sfxProfile from asset");
  257. mNumStrikeTextures = 0;
  258. for (U32 k = 0; k < MaxTextures; k++)
  259. {
  260. if (strikeTextureNames[k][0])
  261. {
  262. strikeTextures[k] = GFXTexHandle(strikeTextureNames[i], &GFXStaticTextureProfile, avar("%s() - strikeTextures[%d] (line %d)", __FUNCTION__, k, __LINE__));
  263. mNumStrikeTextures++;
  264. }
  265. }
  266. }
  267. return true;
  268. }
  269. //--------------------------------------------------------------------------
  270. void LightningData::packData(BitStream* stream)
  271. {
  272. Parent::packData(stream);
  273. U32 i;
  274. for (i = 0; i < MaxThunders; i++)
  275. {
  276. PACKDATA_SOUNDASSET_ARRAY(ThunderSound, i);
  277. }
  278. stream->writeInt(mNumStrikeTextures, 4);
  279. for (i = 0; i < MaxTextures; i++)
  280. stream->writeString(strikeTextureNames[i]);
  281. PACKDATA_SOUNDASSET(StrikeSound);
  282. }
  283. void LightningData::unpackData(BitStream* stream)
  284. {
  285. Parent::unpackData(stream);
  286. U32 i;
  287. for (i = 0; i < MaxThunders; i++)
  288. {
  289. UNPACKDATA_SOUNDASSET_ARRAY(ThunderSound, i);
  290. }
  291. mNumStrikeTextures = stream->readInt(4);
  292. for (i = 0; i < MaxTextures; i++)
  293. strikeTextureNames[i] = stream->readSTString();
  294. UNPACKDATA_SOUNDASSET(StrikeSound);
  295. }
  296. //--------------------------------------------------------------------------
  297. //--------------------------------------
  298. //
  299. Lightning::Lightning()
  300. {
  301. mNetFlags.set(Ghostable|ScopeAlways);
  302. mTypeMask |= StaticObjectType|EnvironmentObjectType;
  303. mDataBlock = NULL;
  304. mLastThink = 0;
  305. mStrikeListHead = NULL;
  306. mThunderListHead = NULL;
  307. strikesPerMinute = 12;
  308. strikeWidth = 2.5;
  309. chanceToHitTarget = 0.5f;
  310. strikeRadius = 20.0f;
  311. boltStartRadius = 20.0f;
  312. color.set( 1.0f, 1.0f, 1.0f, 1.0f );
  313. fadeColor.set( 0.1f, 0.1f, 1.0f, 1.0f );
  314. useFog = true;
  315. setScale( VectorF( 512.0f, 512.0f, 300.0f ) );
  316. }
  317. Lightning::~Lightning()
  318. {
  319. while( mThunderListHead )
  320. {
  321. Thunder* nextThunder = mThunderListHead->next;
  322. delete mThunderListHead;
  323. mThunderListHead = nextThunder;
  324. }
  325. while( mStrikeListHead )
  326. {
  327. Strike* nextStrike = mStrikeListHead->next;
  328. delete mStrikeListHead;
  329. mStrikeListHead = nextStrike;
  330. }
  331. }
  332. //--------------------------------------------------------------------------
  333. void Lightning::initPersistFields()
  334. {
  335. addGroup( "Strikes" );
  336. addField( "strikesPerMinute", TypeS32, Offset(strikesPerMinute, Lightning),
  337. "@brief Number of lightning strikes to perform per minute.\n\n"
  338. "Automatically invokes strikeRandomPoint() at regular intervals." );
  339. addField( "strikeWidth", TypeF32, Offset(strikeWidth, Lightning),
  340. "Width of a lightning bolt." );
  341. addField( "strikeRadius", TypeF32, Offset(strikeRadius, Lightning),
  342. "@brief Horizontal size (XY plane) of the search box used to find and "
  343. "damage Player or Vehicle objects within range of the strike.\n\n"
  344. "Only the object at highest altitude with a clear line of sight to the "
  345. "bolt will be hit." );
  346. endGroup( "Strikes" );
  347. addGroup( "Colors" );
  348. addField( "color", TypeColorF, Offset(color, Lightning),
  349. "Color to blend the strike texture with." );
  350. addField( "fadeColor", TypeColorF, Offset(fadeColor, Lightning),
  351. "@brief Color to blend the strike texture with when the bolt is fading away.\n\n"
  352. "Bolts fade away automatically shortly after the strike occurs." );
  353. endGroup( "Colors" );
  354. addGroup( "Bolts" );
  355. addField( "chanceToHitTarget", TypeF32, Offset(chanceToHitTarget, Lightning),
  356. "Percentage chance (0-1) that a given lightning bolt will hit something." );
  357. addField( "boltStartRadius", TypeF32, Offset(boltStartRadius, Lightning),
  358. "@brief Radial distance from the center of the Lightning object for the "
  359. "start point of the bolt.\n\n"
  360. "The actual start point will be a random point within this radius." );
  361. addField( "useFog", TypeBool, Offset(useFog, Lightning),
  362. "Controls whether lightning bolts are affected by fog when they are rendered." );
  363. endGroup( "Bolts" );
  364. Parent::initPersistFields();
  365. }
  366. //--------------------------------------------------------------------------
  367. bool Lightning::onAdd()
  368. {
  369. if(!Parent::onAdd())
  370. return false;
  371. mObjBox.minExtents.set( -0.5f, -0.5f, -0.5f );
  372. mObjBox.maxExtents.set( 0.5f, 0.5f, 0.5f );
  373. resetWorldBox();
  374. addToScene();
  375. return true;
  376. }
  377. void Lightning::onRemove()
  378. {
  379. removeFromScene();
  380. Parent::onRemove();
  381. }
  382. bool Lightning::onNewDataBlock( GameBaseData *dptr, bool reload )
  383. {
  384. mDataBlock = dynamic_cast<LightningData*>( dptr );
  385. if ( !mDataBlock || !Parent::onNewDataBlock( dptr, reload ) )
  386. return false;
  387. scriptOnNewDataBlock();
  388. return true;
  389. }
  390. //--------------------------------------------------------------------------
  391. void Lightning::prepRenderImage( SceneRenderState* state )
  392. {
  393. ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
  394. ri->renderDelegate.bind(this, &Lightning::renderObject);
  395. // The Lightning isn't technically foliage but our debug
  396. // effect seems to render best as a Foliage type (translucent,
  397. // renders itself, no sorting)
  398. ri->type = RenderPassManager::RIT_Foliage;
  399. state->getRenderPass()->addInst( ri );
  400. }
  401. void Lightning::renderObject(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance* overrideMat)
  402. {
  403. if (overrideMat)
  404. return;
  405. if (mLightningSB.isNull())
  406. {
  407. GFXStateBlockDesc desc;
  408. desc.setBlend( true, GFXBlendSrcAlpha, GFXBlendOne);
  409. desc.setCullMode(GFXCullNone);
  410. desc.zWriteEnable = false;
  411. desc.vertexColorEnable = true;
  412. if (mDataBlock->mNumStrikeTextures != 0)
  413. {
  414. desc.samplersDefined = true;
  415. desc.samplers[0].magFilter = GFXTextureFilterLinear;
  416. desc.samplers[0].minFilter = GFXTextureFilterLinear;
  417. desc.samplers[0].addressModeU = GFXAddressWrap;
  418. desc.samplers[0].addressModeV = GFXAddressWrap;
  419. }
  420. mLightningSB = GFX->createStateBlock(desc);
  421. }
  422. GFX->setStateBlock(mLightningSB);
  423. Strike* walk = mStrikeListHead;
  424. while (walk != NULL)
  425. {
  426. if (mDataBlock->mNumStrikeTextures > 1)
  427. {
  428. GFX->setTexture(0, mDataBlock->strikeTextures[sgLightningRand.randI(0, mDataBlock->mNumStrikeTextures - 1)]);
  429. }
  430. else if (mDataBlock->mNumStrikeTextures > 0)
  431. {
  432. GFX->setTexture(0, mDataBlock->strikeTextures[0]);
  433. }
  434. for( U32 i=0; i<MAX_LIGHTNING; i++ )
  435. {
  436. if( walk->bolt[i].isFading )
  437. {
  438. F32 alpha = 1.0f - walk->bolt[i].percentFade;
  439. if( alpha < 0.0f ) alpha = 0.0f;
  440. PrimBuild::color4f( fadeColor.red, fadeColor.green, fadeColor.blue, alpha );
  441. }
  442. else
  443. {
  444. PrimBuild::color4f( color.red, color.green, color.blue, color.alpha );
  445. }
  446. walk->bolt[i].render( state->getCameraPosition() );
  447. }
  448. walk = walk->next;
  449. }
  450. //GFX->setZWriteEnable(true);
  451. //GFX->setAlphaTestEnable(false);
  452. //GFX->setAlphaBlendEnable(false);
  453. }
  454. void Lightning::scheduleThunder(Strike* newStrike)
  455. {
  456. AssertFatal(isClientObject(), "Lightning::scheduleThunder: server objects should not enter this version of the function");
  457. // If no thunder sounds, don't schedule anything!
  458. if (mDataBlock->numThunders == 0)
  459. return;
  460. GameConnection* connection = GameConnection::getConnectionToServer();
  461. if (connection) {
  462. MatrixF cameraMatrix;
  463. if (connection->getControlCameraTransform(0, &cameraMatrix)) {
  464. Point3F worldPos;
  465. cameraMatrix.getColumn(3, &worldPos);
  466. worldPos.x -= newStrike->xVal;
  467. worldPos.y -= newStrike->yVal;
  468. worldPos.z = 0.0f;
  469. F32 dist = worldPos.len();
  470. F32 t = dist / 330.0f;
  471. // Ok, we need to schedule a random strike sound t secs in the future...
  472. //
  473. if (t <= 0.03f) {
  474. // If it's really close, just play it...
  475. U32 thunder = sgLightningRand.randI(0, mDataBlock->numThunders - 1);
  476. SFX->playOnce(mDataBlock->getThunderProfile(thunder));
  477. } else {
  478. Thunder* pThunder = new Thunder;
  479. pThunder->tRemaining = t;
  480. pThunder->next = mThunderListHead;
  481. mThunderListHead = pThunder;
  482. }
  483. }
  484. }
  485. }
  486. //--------------------------------------------------------------------------
  487. void Lightning::processTick(const Move* move)
  488. {
  489. Parent::processTick(move);
  490. if (isServerObject() && !isHidden()) {
  491. S32 msBetweenStrikes = (S32)(60.0 / strikesPerMinute * 1000.0);
  492. mLastThink += TickMs;
  493. if( mLastThink > msBetweenStrikes )
  494. {
  495. strikeRandomPoint();
  496. mLastThink -= msBetweenStrikes;
  497. }
  498. }
  499. }
  500. void Lightning::interpolateTick(F32 dt)
  501. {
  502. Parent::interpolateTick(dt);
  503. }
  504. void Lightning::advanceTime(F32 dt)
  505. {
  506. Parent::advanceTime(dt);
  507. Strike** pWalker = &mStrikeListHead;
  508. while (*pWalker != NULL) {
  509. Strike* pStrike = *pWalker;
  510. for( U32 i=0; i<MAX_LIGHTNING; i++ )
  511. {
  512. pStrike->bolt[i].update( dt );
  513. }
  514. pStrike->currentAge += dt;
  515. if (pStrike->currentAge > pStrike->deathAge) {
  516. *pWalker = pStrike->next;
  517. delete pStrike;
  518. } else {
  519. pWalker = &((*pWalker)->next);
  520. }
  521. }
  522. Thunder** pThunderWalker = &mThunderListHead;
  523. while (*pThunderWalker != NULL) {
  524. Thunder* pThunder = *pThunderWalker;
  525. pThunder->tRemaining -= dt;
  526. if (pThunder->tRemaining <= 0.0f) {
  527. *pThunderWalker = pThunder->next;
  528. delete pThunder;
  529. // Play the sound...
  530. U32 thunder = sgLightningRand.randI(0, mDataBlock->numThunders - 1);
  531. SFX->playOnce(mDataBlock->getThunderProfile(thunder));
  532. } else {
  533. pThunderWalker = &((*pThunderWalker)->next);
  534. }
  535. }
  536. }
  537. //--------------------------------------------------------------------------
  538. void Lightning::processEvent(LightningStrikeEvent* pEvent)
  539. {
  540. AssertFatal(pEvent->mStart.x >= 0.0f && pEvent->mStart.x <= 1.0f, "Out of bounds coord!");
  541. Strike* pStrike = new Strike;
  542. Point3F strikePoint;
  543. strikePoint.zero();
  544. if( pEvent->mTarget )
  545. {
  546. Point3F objectCenter;
  547. pEvent->mTarget->getObjBox().getCenter( &objectCenter );
  548. objectCenter.convolve( pEvent->mTarget->getScale() );
  549. pEvent->mTarget->getTransform().mulP( objectCenter );
  550. strikePoint = objectCenter;
  551. }
  552. else
  553. {
  554. strikePoint.x = pEvent->mStart.x;
  555. strikePoint.y = pEvent->mStart.y;
  556. strikePoint *= mObjScale;
  557. strikePoint += getPosition();
  558. strikePoint += Point3F( -mObjScale.x * 0.5f, -mObjScale.y * 0.5f, 0.0f );
  559. RayInfo rayInfo;
  560. Point3F start = strikePoint;
  561. start.z = mObjScale.z * 0.5f + getPosition().z;
  562. strikePoint.z += -mObjScale.z * 0.5f;
  563. bool rayHit = gClientContainer.castRay( start, strikePoint,
  564. (STATIC_COLLISION_TYPEMASK | WaterObjectType),
  565. &rayInfo);
  566. if( rayHit )
  567. {
  568. strikePoint.z = rayInfo.point.z;
  569. }
  570. else
  571. {
  572. strikePoint.z = pStrike->bolt[0].findHeight( strikePoint, getSceneManager() );
  573. }
  574. }
  575. pStrike->xVal = strikePoint.x;
  576. pStrike->yVal = strikePoint.y;
  577. pStrike->deathAge = 1.6f;
  578. pStrike->currentAge = 0.0f;
  579. pStrike->next = mStrikeListHead;
  580. for( U32 i=0; i<MAX_LIGHTNING; i++ )
  581. {
  582. F32 randStart = boltStartRadius;
  583. F32 height = mObjScale.z * 0.5f + getPosition().z;
  584. pStrike->bolt[i].startPoint.set( pStrike->xVal + gRandGen.randF( -randStart, randStart ), pStrike->yVal + gRandGen.randF( -randStart, randStart ), height );
  585. pStrike->bolt[i].endPoint = strikePoint;
  586. pStrike->bolt[i].width = strikeWidth;
  587. pStrike->bolt[i].numMajorNodes = 10;
  588. pStrike->bolt[i].maxMajorAngle = 30.0f;
  589. pStrike->bolt[i].numMinorNodes = 4;
  590. pStrike->bolt[i].maxMinorAngle = 15.0f;
  591. pStrike->bolt[i].generate();
  592. pStrike->bolt[i].startSplits();
  593. pStrike->bolt[i].lifetime = 1.0f;
  594. pStrike->bolt[i].fadeTime = 0.2f;
  595. pStrike->bolt[i].renderTime = gRandGen.randF(0.0f, 0.25f);
  596. }
  597. mStrikeListHead = pStrike;
  598. scheduleThunder(pStrike);
  599. MatrixF trans(true);
  600. trans.setPosition( strikePoint );
  601. if (mDataBlock->getSFXProfile())
  602. {
  603. SFX->playOnce(mDataBlock->getSFXProfile(), &trans );
  604. }
  605. }
  606. void Lightning::warningFlashes()
  607. {
  608. AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!");
  609. Point3F strikePoint( gRandGen.randF( 0.0f, 1.0f ), gRandGen.randF( 0.0f, 1.0f ), 0.0f );
  610. SimGroup* pClientGroup = Sim::getClientGroup();
  611. for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++) {
  612. NetConnection* nc = static_cast<NetConnection*>(*itr);
  613. if (nc != NULL)
  614. {
  615. LightningStrikeEvent* pEvent = new LightningStrikeEvent;
  616. pEvent->mLightning = this;
  617. pEvent->mStart.x = strikePoint.x;
  618. pEvent->mStart.y = strikePoint.y;
  619. nc->postNetEvent(pEvent);
  620. }
  621. }
  622. }
  623. void Lightning::strikeRandomPoint()
  624. {
  625. AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!");
  626. Point3F strikePoint( gRandGen.randF( 0.0f, 1.0f ), gRandGen.randF( 0.0f, 1.0f ), 0.0f );
  627. // check if an object is within target range
  628. Point3F worldPosStrikePoint = strikePoint;
  629. worldPosStrikePoint *= mObjScale;
  630. worldPosStrikePoint += getPosition();
  631. worldPosStrikePoint += Point3F( -mObjScale.x * 0.5f, -mObjScale.y * 0.5f, 0.0f );
  632. Box3F queryBox;
  633. F32 boxWidth = strikeRadius * 2.0f;
  634. queryBox.minExtents.set( -boxWidth * 0.5f, -boxWidth * 0.5f, -mObjScale.z * 0.5f );
  635. queryBox.maxExtents.set( boxWidth * 0.5f, boxWidth * 0.5f, mObjScale.z * 0.5f );
  636. queryBox.minExtents += worldPosStrikePoint;
  637. queryBox.maxExtents += worldPosStrikePoint;
  638. SimpleQueryList sql;
  639. getContainer()->findObjects(queryBox, DAMAGEABLE_TYPEMASK,
  640. SimpleQueryList::insertionCallback, &sql);
  641. SceneObject *highestObj = NULL;
  642. F32 highestPnt = 0.0f;
  643. for( U32 i = 0; i < sql.mList.size(); i++ )
  644. {
  645. Point3F objectCenter;
  646. sql.mList[i]->getObjBox().getCenter(&objectCenter);
  647. objectCenter.convolve(sql.mList[i]->getScale());
  648. sql.mList[i]->getTransform().mulP(objectCenter);
  649. // check if object can be struck
  650. RayInfo rayInfo;
  651. Point3F start = objectCenter;
  652. start.z = mObjScale.z * 0.5f + getPosition().z;
  653. Point3F end = objectCenter;
  654. end.z = -mObjScale.z * 0.5f + getPosition().z;
  655. bool rayHit = gServerContainer.castRay( start, end,
  656. (0xFFFFFFFF),
  657. &rayInfo);
  658. if( rayHit && rayInfo.object == sql.mList[i] )
  659. {
  660. if( !highestObj )
  661. {
  662. highestObj = sql.mList[i];
  663. highestPnt = objectCenter.z;
  664. continue;
  665. }
  666. if( objectCenter.z > highestPnt )
  667. {
  668. highestObj = sql.mList[i];
  669. highestPnt = objectCenter.z;
  670. }
  671. }
  672. }
  673. // hah haaaaa, we have a target!
  674. SceneObject *targetObj = NULL;
  675. if( highestObj )
  676. {
  677. F32 chance = gRandGen.randF();
  678. if( chance <= chanceToHitTarget )
  679. {
  680. Point3F objectCenter;
  681. highestObj->getObjBox().getCenter(&objectCenter);
  682. objectCenter.convolve(highestObj->getScale());
  683. highestObj->getTransform().mulP(objectCenter);
  684. bool playerInWarmup = false;
  685. Player *playerObj = dynamic_cast< Player * >(highestObj);
  686. if( playerObj )
  687. {
  688. if( !playerObj->getControllingClient() )
  689. {
  690. playerInWarmup = true;
  691. }
  692. }
  693. if( !playerInWarmup )
  694. {
  695. applyDamage_callback( objectCenter, VectorF( 0.0f, 0.0f, 1.0f ), highestObj );
  696. targetObj = highestObj;
  697. }
  698. }
  699. }
  700. SimGroup* pClientGroup = Sim::getClientGroup();
  701. for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++)
  702. {
  703. NetConnection* nc = static_cast<NetConnection*>(*itr);
  704. LightningStrikeEvent* pEvent = new LightningStrikeEvent;
  705. pEvent->mLightning = this;
  706. pEvent->mStart.x = strikePoint.x;
  707. pEvent->mStart.y = strikePoint.y;
  708. pEvent->mTarget = targetObj;
  709. nc->postNetEvent(pEvent);
  710. }
  711. }
  712. //--------------------------------------------------------------------------
  713. void Lightning::strikeObject(ShapeBase* targetObj)
  714. {
  715. AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!");
  716. Point3F strikePoint = targetObj->getPosition();
  717. Point3F objectCenter;
  718. Box3F wb = getWorldBox();
  719. if (!wb.isContained(strikePoint))
  720. return;
  721. Point3F targetRel = strikePoint - getPosition();
  722. Point3F length(wb.len_x() / 2.0f, wb.len_y() / 2.0f, wb.len_z() / 2.0f);
  723. Point3F strikePos = targetRel / length;
  724. bool playerInWarmup = false;
  725. Player *playerObj = dynamic_cast< Player * >(targetObj);
  726. if (playerObj)
  727. {
  728. if (!playerObj->getControllingClient())
  729. {
  730. playerInWarmup = true;
  731. }
  732. }
  733. if (!playerInWarmup)
  734. {
  735. applyDamage_callback(targetObj->getWorldSphere().center, VectorF(0.0, 0.0, 1.0), targetObj);
  736. }
  737. SimGroup* pClientGroup = Sim::getClientGroup();
  738. for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++) {
  739. NetConnection* nc = static_cast<NetConnection*>(*itr);
  740. if (nc != NULL)
  741. {
  742. LightningStrikeEvent* pEvent = new LightningStrikeEvent;
  743. pEvent->mLightning = this;
  744. pEvent->mStart.x = strikePoint.x;
  745. pEvent->mStart.y = strikePoint.y;
  746. pEvent->mTarget = targetObj;
  747. nc->postNetEvent(pEvent);
  748. }
  749. }
  750. }
  751. //--------------------------------------------------------------------------
  752. U32 Lightning::packUpdate(NetConnection* con, U32 mask, BitStream* stream)
  753. {
  754. U32 retMask = Parent::packUpdate(con, mask, stream);
  755. // Only write data if this is the initial packet or we've been inspected.
  756. if (stream->writeFlag(mask & (InitialUpdateMask | ExtendedInfoMask)))
  757. {
  758. // Initial update
  759. mathWrite(*stream, getPosition());
  760. mathWrite(*stream, mObjScale);
  761. stream->write(strikeWidth);
  762. stream->write(chanceToHitTarget);
  763. stream->write(strikeRadius);
  764. stream->write(boltStartRadius);
  765. stream->write(color.red);
  766. stream->write(color.green);
  767. stream->write(color.blue);
  768. stream->write(color.alpha);
  769. stream->write(fadeColor.red);
  770. stream->write(fadeColor.green);
  771. stream->write(fadeColor.blue);
  772. stream->write(useFog);
  773. stream->write(strikesPerMinute);
  774. }
  775. return retMask;
  776. }
  777. //--------------------------------------------------------------------------
  778. void Lightning::unpackUpdate(NetConnection* con, BitStream* stream)
  779. {
  780. Parent::unpackUpdate(con, stream);
  781. if (stream->readFlag())
  782. {
  783. // Initial update
  784. Point3F pos;
  785. mathRead(*stream, &pos);
  786. setPosition( pos );
  787. mathRead(*stream, &mObjScale);
  788. stream->read(&strikeWidth);
  789. stream->read(&chanceToHitTarget);
  790. stream->read(&strikeRadius);
  791. stream->read(&boltStartRadius);
  792. stream->read(&color.red);
  793. stream->read(&color.green);
  794. stream->read(&color.blue);
  795. stream->read(&color.alpha);
  796. stream->read(&fadeColor.red);
  797. stream->read(&fadeColor.green);
  798. stream->read(&fadeColor.blue);
  799. stream->read(&useFog);
  800. stream->read(&strikesPerMinute);
  801. }
  802. }
  803. //--------------------------------------------------------------------------
  804. DefineEngineMethod(Lightning, warningFlashes, void, (),,
  805. "@brief Creates a LightningStrikeEvent that triggers harmless lightning "
  806. "bolts on all clients.\n"
  807. "No objects will be damaged by these bolts.\n"
  808. "@tsexample\n"
  809. "// Generate a harmless lightning strike effect on all clients\n"
  810. "%lightning.warningFlashes();\n"
  811. "@endtsexample" )
  812. {
  813. if (object->isServerObject())
  814. object->warningFlashes();
  815. }
  816. DefineEngineMethod(Lightning, strikeRandomPoint, void, (),,
  817. "Creates a LightningStrikeEvent which attempts to strike and damage a random "
  818. "object in range of the Lightning object.\n"
  819. "@tsexample\n"
  820. "// Generate a damaging lightning strike effect on all clients\n"
  821. "%lightning.strikeRandomPoint();\n"
  822. "@endtsexample" )
  823. {
  824. if (object->isServerObject())
  825. object->strikeRandomPoint();
  826. }
  827. DefineEngineMethod(Lightning, strikeObject, void, (ShapeBase* pSB), (nullAsType<ShapeBase*>()),
  828. "Creates a LightningStrikeEvent which strikes a specific object.\n"
  829. "@note This method is currently unimplemented.\n" )
  830. {
  831. object->strikeObject(pSB);
  832. }
  833. //**************************************************************************
  834. // Lightning Bolt
  835. //**************************************************************************
  836. LightningBolt::LightningBolt()
  837. {
  838. width = 0.1f;
  839. startPoint.zero();
  840. endPoint.zero();
  841. chanceOfSplit = 0.0f;
  842. isFading = false;
  843. elapsedTime = 0.0f;
  844. lifetime = 1.0f;
  845. startRender = false;
  846. endPoint.zero();
  847. width = 1;
  848. numMajorNodes = 10;
  849. maxMajorAngle = 30.0f;
  850. numMinorNodes = 4;
  851. maxMinorAngle = 15.0f;
  852. fadeTime = 0.2f;
  853. renderTime = 0.125;
  854. dMemset(&mMajorNodes, 0, sizeof(mMajorNodes));
  855. percentFade = 0.0f;
  856. }
  857. //--------------------------------------------------------------------------
  858. // Destructor
  859. //--------------------------------------------------------------------------
  860. LightningBolt::~LightningBolt()
  861. {
  862. splitList.clear();
  863. }
  864. //--------------------------------------------------------------------------
  865. // Generate nodes
  866. //--------------------------------------------------------------------------
  867. void LightningBolt::NodeManager::generateNodes()
  868. {
  869. F32 overallDist = VectorF( endPoint - startPoint ).magnitudeSafe();
  870. F32 minDistBetweenNodes = overallDist / (numNodes-1);
  871. F32 maxDistBetweenNodes = minDistBetweenNodes / mCos( maxAngle * M_PI_F / 180.0f );
  872. VectorF mainLineDir = endPoint - startPoint;
  873. mainLineDir.normalizeSafe();
  874. for( U32 i=0; i<numNodes; i++ )
  875. {
  876. Node node;
  877. if( i == 0 )
  878. {
  879. node.point = startPoint;
  880. node.dirToMainLine = mainLineDir;
  881. nodeList[i] = node;
  882. continue;
  883. }
  884. if( i == numNodes - 1 )
  885. {
  886. node.point = endPoint;
  887. nodeList[i] = node;
  888. break;
  889. }
  890. Node lastNode = nodeList[i-1];
  891. F32 segmentLength = gRandGen.randF( minDistBetweenNodes, maxDistBetweenNodes );
  892. VectorF segmentDir = MathUtils::randomDir( lastNode.dirToMainLine, 0, maxAngle );
  893. node.point = lastNode.point + segmentDir * segmentLength;
  894. node.dirToMainLine = endPoint - node.point;
  895. node.dirToMainLine.normalizeSafe();
  896. nodeList[i] = node;
  897. }
  898. }
  899. //--------------------------------------------------------------------------
  900. // Render bolt
  901. //--------------------------------------------------------------------------
  902. void LightningBolt::render( const Point3F &camPos )
  903. {
  904. if (!startRender)
  905. return;
  906. if (!isFading)
  907. generateMinorNodes();
  908. U32 maxVerts = 0;
  909. for (U32 i = 0; i < mMinorNodes.size(); i++)
  910. maxVerts += mMinorNodes[i].numNodes * 2;
  911. PrimBuild::begin(GFXTriangleStrip, maxVerts);
  912. for (U32 i = 0; i < mMinorNodes.size(); i++)
  913. {
  914. if (i+1 == mMinorNodes.size())
  915. renderSegment(mMinorNodes[i], camPos, true);
  916. else
  917. renderSegment(mMinorNodes[i], camPos, false);
  918. }
  919. PrimBuild::end();
  920. for(LightingBoltList::Iterator i = splitList.begin(); i != splitList.end(); ++i)
  921. {
  922. if( isFading )
  923. {
  924. i->isFading = true;
  925. }
  926. i->render( camPos );
  927. }
  928. }
  929. //--------------------------------------------------------------------------
  930. // Render segment
  931. //--------------------------------------------------------------------------
  932. void LightningBolt::renderSegment( NodeManager &segment, const Point3F &camPos, bool renderLastPoint )
  933. {
  934. for (U32 i = 0; i < segment.numNodes; i++)
  935. {
  936. Point3F curPoint = segment.nodeList[i].point;
  937. Point3F nextPoint;
  938. Point3F segDir;
  939. if( i == (segment.numNodes-1) )
  940. {
  941. if( renderLastPoint )
  942. {
  943. segDir = curPoint - segment.nodeList[i-1].point;
  944. }
  945. else
  946. {
  947. continue;
  948. }
  949. }
  950. else
  951. {
  952. nextPoint = segment.nodeList[i+1].point;
  953. segDir = nextPoint - curPoint;
  954. }
  955. segDir.normalizeSafe();
  956. Point3F dirFromCam = curPoint - camPos;
  957. Point3F crossVec;
  958. mCross(dirFromCam, segDir, &crossVec);
  959. crossVec.normalize();
  960. crossVec *= width * 0.5f;
  961. F32 u = i % 2;
  962. PrimBuild::texCoord2f( u, 1.0 );
  963. PrimBuild::vertex3fv( curPoint - crossVec );
  964. PrimBuild::texCoord2f( u, 0.0 );
  965. PrimBuild::vertex3fv( curPoint + crossVec );
  966. }
  967. }
  968. //----------------------------------------------------------------------------
  969. // Find height
  970. //----------------------------------------------------------------------------
  971. F32 LightningBolt::findHeight( Point3F &point, SceneManager *sceneManager )
  972. {
  973. const Vector< SceneObject* > terrains = sceneManager->getContainer()->getTerrains();
  974. for( Vector< SceneObject* >::const_iterator iter = terrains.begin(); iter != terrains.end(); ++ iter )
  975. {
  976. TerrainBlock* terrain = dynamic_cast< TerrainBlock* >( *iter );
  977. if( !terrain )
  978. continue;
  979. Point3F terrPt = point;
  980. terrain->getWorldTransform().mulP(terrPt);
  981. F32 h;
  982. if( terrain->getHeight( Point2F( terrPt.x, terrPt.y ), &h ) )
  983. return h;
  984. }
  985. return 0.f;
  986. }
  987. //----------------------------------------------------------------------------
  988. // Generate lightning bolt
  989. //----------------------------------------------------------------------------
  990. void LightningBolt::generate()
  991. {
  992. mMajorNodes.startPoint = startPoint;
  993. mMajorNodes.endPoint = endPoint;
  994. mMajorNodes.numNodes = numMajorNodes;
  995. mMajorNodes.maxAngle = maxMajorAngle;
  996. mMajorNodes.generateNodes();
  997. generateMinorNodes();
  998. }
  999. //----------------------------------------------------------------------------
  1000. // Generate Minor Nodes
  1001. //----------------------------------------------------------------------------
  1002. void LightningBolt::generateMinorNodes()
  1003. {
  1004. mMinorNodes.clear();
  1005. for( S32 i=0; i<mMajorNodes.numNodes - 1; i++ )
  1006. {
  1007. NodeManager segment;
  1008. segment.startPoint = mMajorNodes.nodeList[i].point;
  1009. segment.endPoint = mMajorNodes.nodeList[i+1].point;
  1010. segment.numNodes = numMinorNodes;
  1011. segment.maxAngle = maxMinorAngle;
  1012. segment.generateNodes();
  1013. mMinorNodes.increment(1);
  1014. mMinorNodes[i] = segment;
  1015. }
  1016. }
  1017. //----------------------------------------------------------------------------
  1018. // Recursive algo to create bolts that split off from main bolt
  1019. //----------------------------------------------------------------------------
  1020. void LightningBolt::createSplit( const Point3F &startingPoint, const Point3F &endingPoint, U32 depth, F32 splitWidth )
  1021. {
  1022. if( depth == 0 )
  1023. return;
  1024. F32 chanceToEnd = gRandGen.randF();
  1025. if( chanceToEnd > 0.70f )
  1026. return;
  1027. if(splitWidth < 0.75f )
  1028. splitWidth = 0.75f;
  1029. VectorF diff = endingPoint - startingPoint;
  1030. F32 length = diff.len();
  1031. diff.normalizeSafe();
  1032. LightningBolt newBolt;
  1033. newBolt.startPoint = startingPoint;
  1034. newBolt.endPoint = endingPoint;
  1035. newBolt.width = splitWidth;
  1036. newBolt.numMajorNodes = 3;
  1037. newBolt.maxMajorAngle = 30.0f;
  1038. newBolt.numMinorNodes = 3;
  1039. newBolt.maxMinorAngle = 10.0f;
  1040. newBolt.startRender = true;
  1041. newBolt.generate();
  1042. splitList.pushBack( newBolt );
  1043. VectorF newDir1 = MathUtils::randomDir( diff, 10.0f, 45.0f );
  1044. Point3F newEndPoint1 = endingPoint + newDir1 * gRandGen.randF( 0.5f, 1.5f ) * length;
  1045. VectorF newDir2 = MathUtils::randomDir( diff, 10.0f, 45.0f );
  1046. Point3F newEndPoint2 = endingPoint + newDir2 * gRandGen.randF( 0.5f, 1.5f ) * length;
  1047. createSplit(endingPoint, newEndPoint1, depth - 1, splitWidth * 0.30f );
  1048. createSplit(endingPoint, newEndPoint2, depth - 1, splitWidth * 0.30f );
  1049. }
  1050. //----------------------------------------------------------------------------
  1051. // Start split - kick off the recursive 'createSplit' procedure
  1052. //----------------------------------------------------------------------------
  1053. void LightningBolt::startSplits()
  1054. {
  1055. for( U32 i=0; i<mMajorNodes.numNodes-1; i++ )
  1056. {
  1057. if( gRandGen.randF() > 0.3f )
  1058. continue;
  1059. Node node = mMajorNodes.nodeList[i];
  1060. Node node2 = mMajorNodes.nodeList[i+1];
  1061. VectorF segDir = node2.point - node.point;
  1062. F32 length = segDir.len();
  1063. segDir.normalizeSafe();
  1064. VectorF newDir = MathUtils::randomDir( segDir, 20.0f, 40.0f );
  1065. Point3F newEndPoint = node.point + newDir * gRandGen.randF( 0.5f, 1.5f ) * length;
  1066. createSplit( node.point, newEndPoint, 4, width * 0.30f );
  1067. }
  1068. }
  1069. //----------------------------------------------------------------------------
  1070. // Update
  1071. //----------------------------------------------------------------------------
  1072. void LightningBolt::update( F32 dt )
  1073. {
  1074. elapsedTime += dt;
  1075. F32 percentDone = elapsedTime / lifetime;
  1076. if( elapsedTime > fadeTime )
  1077. {
  1078. isFading = true;
  1079. percentFade = percentDone + (fadeTime/lifetime);
  1080. }
  1081. if( elapsedTime > renderTime && !startRender )
  1082. {
  1083. startRender = true;
  1084. isFading = false;
  1085. elapsedTime = 0.0f;
  1086. }
  1087. }