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. strikeSound = NULL;
  207. dMemset( strikeTextureNames, 0, sizeof( strikeTextureNames ) );
  208. dMemset( strikeTextures, 0, sizeof( strikeTextures ) );
  209. dMemset( thunderSounds, 0, sizeof( thunderSounds ) );
  210. mNumStrikeTextures = 0;
  211. }
  212. LightningData::~LightningData()
  213. {
  214. }
  215. //--------------------------------------------------------------------------
  216. void LightningData::initPersistFields()
  217. {
  218. addField( "strikeSound", TYPEID< SFXTrack >(), Offset(strikeSound, LightningData),
  219. "Sound profile to play when a lightning strike occurs." );
  220. addField( "thunderSounds", TYPEID< SFXTrack >(), Offset(thunderSounds, LightningData), MaxThunders,
  221. "@brief List of thunder sound effects to play.\n\n"
  222. "A random one of these sounds will be played shortly after each strike "
  223. "occurs." );
  224. addField( "strikeTextures", TypeString, Offset(strikeTextureNames, LightningData), MaxTextures,
  225. "List of textures to use to render lightning strikes." );
  226. Parent::initPersistFields();
  227. }
  228. //--------------------------------------------------------------------------
  229. bool LightningData::onAdd()
  230. {
  231. if(!Parent::onAdd())
  232. return false;
  233. return true;
  234. }
  235. bool LightningData::preload(bool server, String &errorStr)
  236. {
  237. if (Parent::preload(server, errorStr) == false)
  238. return false;
  239. dQsort(thunderSounds, MaxThunders, sizeof(SFXTrack*), cmpSounds);
  240. for (numThunders = 0; numThunders < MaxThunders && thunderSounds[numThunders] != NULL; numThunders++) {
  241. //
  242. }
  243. if (server == false)
  244. {
  245. String sfxErrorStr;
  246. for (U32 i = 0; i < MaxThunders; i++) {
  247. if( !sfxResolve( &thunderSounds[ i ], sfxErrorStr ) )
  248. Con::errorf(ConsoleLogEntry::General, "LightningData::preload: Invalid packet: %s", sfxErrorStr.c_str());
  249. }
  250. if( !sfxResolve( &strikeSound, sfxErrorStr ) )
  251. Con::errorf(ConsoleLogEntry::General, "LightningData::preload: Invalid packet: %s", sfxErrorStr.c_str());
  252. mNumStrikeTextures = 0;
  253. for (U32 i = 0; i < MaxTextures; i++)
  254. {
  255. if (strikeTextureNames[i][0])
  256. {
  257. strikeTextures[i] = GFXTexHandle(strikeTextureNames[i], &GFXDefaultStaticDiffuseProfile, avar("%s() - strikeTextures[%d] (line %d)", __FUNCTION__, i, __LINE__));
  258. mNumStrikeTextures++;
  259. }
  260. }
  261. }
  262. return true;
  263. }
  264. //--------------------------------------------------------------------------
  265. void LightningData::packData(BitStream* stream)
  266. {
  267. Parent::packData(stream);
  268. U32 i;
  269. for (i = 0; i < MaxThunders; i++)
  270. sfxWrite( stream, thunderSounds[ i ] );
  271. stream->writeInt(mNumStrikeTextures, 4);
  272. for (i = 0; i < MaxTextures; i++)
  273. {
  274. stream->writeString(strikeTextureNames[i]);
  275. }
  276. sfxWrite( stream, strikeSound );
  277. }
  278. void LightningData::unpackData(BitStream* stream)
  279. {
  280. Parent::unpackData(stream);
  281. U32 i;
  282. for (i = 0; i < MaxThunders; i++)
  283. sfxRead( stream, &thunderSounds[ i ] );
  284. mNumStrikeTextures = stream->readInt(4);
  285. for (i = 0; i < MaxTextures; i++)
  286. {
  287. strikeTextureNames[i] = stream->readSTString();
  288. }
  289. sfxRead( stream, &strikeSound );
  290. }
  291. //--------------------------------------------------------------------------
  292. //--------------------------------------
  293. //
  294. Lightning::Lightning()
  295. {
  296. mNetFlags.set(Ghostable|ScopeAlways);
  297. mTypeMask |= StaticObjectType|EnvironmentObjectType;
  298. mLastThink = 0;
  299. mStrikeListHead = NULL;
  300. mThunderListHead = NULL;
  301. strikesPerMinute = 12;
  302. strikeWidth = 2.5;
  303. chanceToHitTarget = 0.5f;
  304. strikeRadius = 20.0f;
  305. boltStartRadius = 20.0f;
  306. color.set( 1.0f, 1.0f, 1.0f, 1.0f );
  307. fadeColor.set( 0.1f, 0.1f, 1.0f, 1.0f );
  308. useFog = true;
  309. setScale( VectorF( 512.0f, 512.0f, 300.0f ) );
  310. }
  311. Lightning::~Lightning()
  312. {
  313. while( mThunderListHead )
  314. {
  315. Thunder* nextThunder = mThunderListHead->next;
  316. delete mThunderListHead;
  317. mThunderListHead = nextThunder;
  318. }
  319. while( mStrikeListHead )
  320. {
  321. Strike* nextStrike = mStrikeListHead->next;
  322. delete mStrikeListHead;
  323. mStrikeListHead = nextStrike;
  324. }
  325. }
  326. //--------------------------------------------------------------------------
  327. void Lightning::initPersistFields()
  328. {
  329. addGroup( "Strikes" );
  330. addField( "strikesPerMinute", TypeS32, Offset(strikesPerMinute, Lightning),
  331. "@brief Number of lightning strikes to perform per minute.\n\n"
  332. "Automatically invokes strikeRandomPoint() at regular intervals." );
  333. addField( "strikeWidth", TypeF32, Offset(strikeWidth, Lightning),
  334. "Width of a lightning bolt." );
  335. addField( "strikeRadius", TypeF32, Offset(strikeRadius, Lightning),
  336. "@brief Horizontal size (XY plane) of the search box used to find and "
  337. "damage Player or Vehicle objects within range of the strike.\n\n"
  338. "Only the object at highest altitude with a clear line of sight to the "
  339. "bolt will be hit." );
  340. endGroup( "Strikes" );
  341. addGroup( "Colors" );
  342. addField( "color", TypeColorF, Offset(color, Lightning),
  343. "Color to blend the strike texture with." );
  344. addField( "fadeColor", TypeColorF, Offset(fadeColor, Lightning),
  345. "@brief Color to blend the strike texture with when the bolt is fading away.\n\n"
  346. "Bolts fade away automatically shortly after the strike occurs." );
  347. endGroup( "Colors" );
  348. addGroup( "Bolts" );
  349. addField( "chanceToHitTarget", TypeF32, Offset(chanceToHitTarget, Lightning),
  350. "Percentage chance (0-1) that a given lightning bolt will hit something." );
  351. addField( "boltStartRadius", TypeF32, Offset(boltStartRadius, Lightning),
  352. "@brief Radial distance from the center of the Lightning object for the "
  353. "start point of the bolt.\n\n"
  354. "The actual start point will be a random point within this radius." );
  355. addField( "useFog", TypeBool, Offset(useFog, Lightning),
  356. "Controls whether lightning bolts are affected by fog when they are rendered." );
  357. endGroup( "Bolts" );
  358. Parent::initPersistFields();
  359. }
  360. //--------------------------------------------------------------------------
  361. bool Lightning::onAdd()
  362. {
  363. if(!Parent::onAdd())
  364. return false;
  365. mObjBox.minExtents.set( -0.5f, -0.5f, -0.5f );
  366. mObjBox.maxExtents.set( 0.5f, 0.5f, 0.5f );
  367. resetWorldBox();
  368. addToScene();
  369. return true;
  370. }
  371. void Lightning::onRemove()
  372. {
  373. removeFromScene();
  374. Parent::onRemove();
  375. }
  376. bool Lightning::onNewDataBlock( GameBaseData *dptr, bool reload )
  377. {
  378. mDataBlock = dynamic_cast<LightningData*>( dptr );
  379. if ( !mDataBlock || !Parent::onNewDataBlock( dptr, reload ) )
  380. return false;
  381. scriptOnNewDataBlock();
  382. return true;
  383. }
  384. //--------------------------------------------------------------------------
  385. void Lightning::prepRenderImage( SceneRenderState* state )
  386. {
  387. ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
  388. ri->renderDelegate.bind(this, &Lightning::renderObject);
  389. // The Lightning isn't technically foliage but our debug
  390. // effect seems to render best as a Foliage type (translucent,
  391. // renders itself, no sorting)
  392. ri->type = RenderPassManager::RIT_Foliage;
  393. state->getRenderPass()->addInst( ri );
  394. }
  395. void Lightning::renderObject(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance* overrideMat)
  396. {
  397. if (overrideMat)
  398. return;
  399. if (mLightningSB.isNull())
  400. {
  401. GFXStateBlockDesc desc;
  402. desc.setBlend( true, GFXBlendSrcAlpha, GFXBlendOne);
  403. desc.setCullMode(GFXCullNone);
  404. desc.zWriteEnable = false;
  405. desc.vertexColorEnable = true;
  406. if (mDataBlock->mNumStrikeTextures != 0)
  407. {
  408. desc.samplersDefined = true;
  409. desc.samplers[0].magFilter = GFXTextureFilterLinear;
  410. desc.samplers[0].minFilter = GFXTextureFilterLinear;
  411. desc.samplers[0].addressModeU = GFXAddressWrap;
  412. desc.samplers[0].addressModeV = GFXAddressWrap;
  413. }
  414. mLightningSB = GFX->createStateBlock(desc);
  415. }
  416. GFX->setStateBlock(mLightningSB);
  417. Strike* walk = mStrikeListHead;
  418. while (walk != NULL)
  419. {
  420. if (mDataBlock->mNumStrikeTextures > 1)
  421. {
  422. GFX->setTexture(0, mDataBlock->strikeTextures[sgLightningRand.randI(0, mDataBlock->mNumStrikeTextures - 1)]);
  423. }
  424. else if (mDataBlock->mNumStrikeTextures > 0)
  425. {
  426. GFX->setTexture(0, mDataBlock->strikeTextures[0]);
  427. }
  428. for( U32 i=0; i<MAX_LIGHTNING; i++ )
  429. {
  430. if( walk->bolt[i].isFading )
  431. {
  432. F32 alpha = 1.0f - walk->bolt[i].percentFade;
  433. if( alpha < 0.0f ) alpha = 0.0f;
  434. PrimBuild::color4f( fadeColor.red, fadeColor.green, fadeColor.blue, alpha );
  435. }
  436. else
  437. {
  438. PrimBuild::color4f( color.red, color.green, color.blue, color.alpha );
  439. }
  440. walk->bolt[i].render( state->getCameraPosition() );
  441. }
  442. walk = walk->next;
  443. }
  444. //GFX->setZWriteEnable(true);
  445. //GFX->setAlphaTestEnable(false);
  446. //GFX->setAlphaBlendEnable(false);
  447. }
  448. void Lightning::scheduleThunder(Strike* newStrike)
  449. {
  450. AssertFatal(isClientObject(), "Lightning::scheduleThunder: server objects should not enter this version of the function");
  451. // If no thunder sounds, don't schedule anything!
  452. if (mDataBlock->numThunders == 0)
  453. return;
  454. GameConnection* connection = GameConnection::getConnectionToServer();
  455. if (connection) {
  456. MatrixF cameraMatrix;
  457. if (connection->getControlCameraTransform(0, &cameraMatrix)) {
  458. Point3F worldPos;
  459. cameraMatrix.getColumn(3, &worldPos);
  460. worldPos.x -= newStrike->xVal;
  461. worldPos.y -= newStrike->yVal;
  462. worldPos.z = 0.0f;
  463. F32 dist = worldPos.len();
  464. F32 t = dist / 330.0f;
  465. // Ok, we need to schedule a random strike sound t secs in the future...
  466. //
  467. if (t <= 0.03f) {
  468. // If it's really close, just play it...
  469. U32 thunder = sgLightningRand.randI(0, mDataBlock->numThunders - 1);
  470. SFX->playOnce(mDataBlock->thunderSounds[thunder]);
  471. } else {
  472. Thunder* pThunder = new Thunder;
  473. pThunder->tRemaining = t;
  474. pThunder->next = mThunderListHead;
  475. mThunderListHead = pThunder;
  476. }
  477. }
  478. }
  479. }
  480. //--------------------------------------------------------------------------
  481. void Lightning::processTick(const Move* move)
  482. {
  483. Parent::processTick(move);
  484. if (isServerObject() && !isHidden()) {
  485. S32 msBetweenStrikes = (S32)(60.0 / strikesPerMinute * 1000.0);
  486. mLastThink += TickMs;
  487. if( mLastThink > msBetweenStrikes )
  488. {
  489. strikeRandomPoint();
  490. mLastThink -= msBetweenStrikes;
  491. }
  492. }
  493. }
  494. void Lightning::interpolateTick(F32 dt)
  495. {
  496. Parent::interpolateTick(dt);
  497. }
  498. void Lightning::advanceTime(F32 dt)
  499. {
  500. Parent::advanceTime(dt);
  501. Strike** pWalker = &mStrikeListHead;
  502. while (*pWalker != NULL) {
  503. Strike* pStrike = *pWalker;
  504. for( U32 i=0; i<MAX_LIGHTNING; i++ )
  505. {
  506. pStrike->bolt[i].update( dt );
  507. }
  508. pStrike->currentAge += dt;
  509. if (pStrike->currentAge > pStrike->deathAge) {
  510. *pWalker = pStrike->next;
  511. delete pStrike;
  512. } else {
  513. pWalker = &((*pWalker)->next);
  514. }
  515. }
  516. Thunder** pThunderWalker = &mThunderListHead;
  517. while (*pThunderWalker != NULL) {
  518. Thunder* pThunder = *pThunderWalker;
  519. pThunder->tRemaining -= dt;
  520. if (pThunder->tRemaining <= 0.0f) {
  521. *pThunderWalker = pThunder->next;
  522. delete pThunder;
  523. // Play the sound...
  524. U32 thunder = sgLightningRand.randI(0, mDataBlock->numThunders - 1);
  525. SFX->playOnce(mDataBlock->thunderSounds[thunder]);
  526. } else {
  527. pThunderWalker = &((*pThunderWalker)->next);
  528. }
  529. }
  530. }
  531. //--------------------------------------------------------------------------
  532. void Lightning::processEvent(LightningStrikeEvent* pEvent)
  533. {
  534. AssertFatal(pEvent->mStart.x >= 0.0f && pEvent->mStart.x <= 1.0f, "Out of bounds coord!");
  535. Strike* pStrike = new Strike;
  536. Point3F strikePoint;
  537. strikePoint.zero();
  538. if( pEvent->mTarget )
  539. {
  540. Point3F objectCenter;
  541. pEvent->mTarget->getObjBox().getCenter( &objectCenter );
  542. objectCenter.convolve( pEvent->mTarget->getScale() );
  543. pEvent->mTarget->getTransform().mulP( objectCenter );
  544. strikePoint = objectCenter;
  545. }
  546. else
  547. {
  548. strikePoint.x = pEvent->mStart.x;
  549. strikePoint.y = pEvent->mStart.y;
  550. strikePoint *= mObjScale;
  551. strikePoint += getPosition();
  552. strikePoint += Point3F( -mObjScale.x * 0.5f, -mObjScale.y * 0.5f, 0.0f );
  553. RayInfo rayInfo;
  554. Point3F start = strikePoint;
  555. start.z = mObjScale.z * 0.5f + getPosition().z;
  556. strikePoint.z += -mObjScale.z * 0.5f;
  557. bool rayHit = gClientContainer.castRay( start, strikePoint,
  558. (STATIC_COLLISION_TYPEMASK | WaterObjectType),
  559. &rayInfo);
  560. if( rayHit )
  561. {
  562. strikePoint.z = rayInfo.point.z;
  563. }
  564. else
  565. {
  566. strikePoint.z = pStrike->bolt[0].findHeight( strikePoint, getSceneManager() );
  567. }
  568. }
  569. pStrike->xVal = strikePoint.x;
  570. pStrike->yVal = strikePoint.y;
  571. pStrike->deathAge = 1.6f;
  572. pStrike->currentAge = 0.0f;
  573. pStrike->next = mStrikeListHead;
  574. for( U32 i=0; i<MAX_LIGHTNING; i++ )
  575. {
  576. F32 randStart = boltStartRadius;
  577. F32 height = mObjScale.z * 0.5f + getPosition().z;
  578. pStrike->bolt[i].startPoint.set( pStrike->xVal + gRandGen.randF( -randStart, randStart ), pStrike->yVal + gRandGen.randF( -randStart, randStart ), height );
  579. pStrike->bolt[i].endPoint = strikePoint;
  580. pStrike->bolt[i].width = strikeWidth;
  581. pStrike->bolt[i].numMajorNodes = 10;
  582. pStrike->bolt[i].maxMajorAngle = 30.0f;
  583. pStrike->bolt[i].numMinorNodes = 4;
  584. pStrike->bolt[i].maxMinorAngle = 15.0f;
  585. pStrike->bolt[i].generate();
  586. pStrike->bolt[i].startSplits();
  587. pStrike->bolt[i].lifetime = 1.0f;
  588. pStrike->bolt[i].fadeTime = 0.2f;
  589. pStrike->bolt[i].renderTime = gRandGen.randF(0.0f, 0.25f);
  590. }
  591. mStrikeListHead = pStrike;
  592. scheduleThunder(pStrike);
  593. MatrixF trans(true);
  594. trans.setPosition( strikePoint );
  595. if (mDataBlock->strikeSound)
  596. {
  597. SFX->playOnce(mDataBlock->strikeSound, &trans );
  598. }
  599. }
  600. void Lightning::warningFlashes()
  601. {
  602. AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!");
  603. Point3F strikePoint( gRandGen.randF( 0.0f, 1.0f ), gRandGen.randF( 0.0f, 1.0f ), 0.0f );
  604. SimGroup* pClientGroup = Sim::getClientGroup();
  605. for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++) {
  606. NetConnection* nc = static_cast<NetConnection*>(*itr);
  607. if (nc != NULL)
  608. {
  609. LightningStrikeEvent* pEvent = new LightningStrikeEvent;
  610. pEvent->mLightning = this;
  611. pEvent->mStart.x = strikePoint.x;
  612. pEvent->mStart.y = strikePoint.y;
  613. nc->postNetEvent(pEvent);
  614. }
  615. }
  616. }
  617. void Lightning::strikeRandomPoint()
  618. {
  619. AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!");
  620. Point3F strikePoint( gRandGen.randF( 0.0f, 1.0f ), gRandGen.randF( 0.0f, 1.0f ), 0.0f );
  621. // check if an object is within target range
  622. Point3F worldPosStrikePoint = strikePoint;
  623. worldPosStrikePoint *= mObjScale;
  624. worldPosStrikePoint += getPosition();
  625. worldPosStrikePoint += Point3F( -mObjScale.x * 0.5f, -mObjScale.y * 0.5f, 0.0f );
  626. Box3F queryBox;
  627. F32 boxWidth = strikeRadius * 2.0f;
  628. queryBox.minExtents.set( -boxWidth * 0.5f, -boxWidth * 0.5f, -mObjScale.z * 0.5f );
  629. queryBox.maxExtents.set( boxWidth * 0.5f, boxWidth * 0.5f, mObjScale.z * 0.5f );
  630. queryBox.minExtents += worldPosStrikePoint;
  631. queryBox.maxExtents += worldPosStrikePoint;
  632. SimpleQueryList sql;
  633. getContainer()->findObjects(queryBox, DAMAGEABLE_TYPEMASK,
  634. SimpleQueryList::insertionCallback, &sql);
  635. SceneObject *highestObj = NULL;
  636. F32 highestPnt = 0.0f;
  637. for( U32 i = 0; i < sql.mList.size(); i++ )
  638. {
  639. Point3F objectCenter;
  640. sql.mList[i]->getObjBox().getCenter(&objectCenter);
  641. objectCenter.convolve(sql.mList[i]->getScale());
  642. sql.mList[i]->getTransform().mulP(objectCenter);
  643. // check if object can be struck
  644. RayInfo rayInfo;
  645. Point3F start = objectCenter;
  646. start.z = mObjScale.z * 0.5f + getPosition().z;
  647. Point3F end = objectCenter;
  648. end.z = -mObjScale.z * 0.5f + getPosition().z;
  649. bool rayHit = gServerContainer.castRay( start, end,
  650. (0xFFFFFFFF),
  651. &rayInfo);
  652. if( rayHit && rayInfo.object == sql.mList[i] )
  653. {
  654. if( !highestObj )
  655. {
  656. highestObj = sql.mList[i];
  657. highestPnt = objectCenter.z;
  658. continue;
  659. }
  660. if( objectCenter.z > highestPnt )
  661. {
  662. highestObj = sql.mList[i];
  663. highestPnt = objectCenter.z;
  664. }
  665. }
  666. }
  667. // hah haaaaa, we have a target!
  668. SceneObject *targetObj = NULL;
  669. if( highestObj )
  670. {
  671. F32 chance = gRandGen.randF();
  672. if( chance <= chanceToHitTarget )
  673. {
  674. Point3F objectCenter;
  675. highestObj->getObjBox().getCenter(&objectCenter);
  676. objectCenter.convolve(highestObj->getScale());
  677. highestObj->getTransform().mulP(objectCenter);
  678. bool playerInWarmup = false;
  679. Player *playerObj = dynamic_cast< Player * >(highestObj);
  680. if( playerObj )
  681. {
  682. if( !playerObj->getControllingClient() )
  683. {
  684. playerInWarmup = true;
  685. }
  686. }
  687. if( !playerInWarmup )
  688. {
  689. applyDamage_callback( objectCenter, VectorF( 0.0f, 0.0f, 1.0f ), highestObj );
  690. targetObj = highestObj;
  691. }
  692. }
  693. }
  694. SimGroup* pClientGroup = Sim::getClientGroup();
  695. for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++)
  696. {
  697. NetConnection* nc = static_cast<NetConnection*>(*itr);
  698. LightningStrikeEvent* pEvent = new LightningStrikeEvent;
  699. pEvent->mLightning = this;
  700. pEvent->mStart.x = strikePoint.x;
  701. pEvent->mStart.y = strikePoint.y;
  702. pEvent->mTarget = targetObj;
  703. nc->postNetEvent(pEvent);
  704. }
  705. }
  706. //--------------------------------------------------------------------------
  707. void Lightning::strikeObject(ShapeBase* targetObj)
  708. {
  709. AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!");
  710. Point3F strikePoint = targetObj->getPosition();
  711. Point3F objectCenter;
  712. Box3F wb = getWorldBox();
  713. if (!wb.isContained(strikePoint))
  714. return;
  715. Point3F targetRel = strikePoint - getPosition();
  716. Point3F length(wb.len_x() / 2.0f, wb.len_y() / 2.0f, wb.len_z() / 2.0f);
  717. Point3F strikePos = targetRel / length;
  718. bool playerInWarmup = false;
  719. Player *playerObj = dynamic_cast< Player * >(targetObj);
  720. if (playerObj)
  721. {
  722. if (!playerObj->getControllingClient())
  723. {
  724. playerInWarmup = true;
  725. }
  726. }
  727. if (!playerInWarmup)
  728. {
  729. applyDamage_callback(targetObj->getWorldSphere().center, VectorF(0.0, 0.0, 1.0), targetObj);
  730. }
  731. SimGroup* pClientGroup = Sim::getClientGroup();
  732. for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++) {
  733. NetConnection* nc = static_cast<NetConnection*>(*itr);
  734. if (nc != NULL)
  735. {
  736. LightningStrikeEvent* pEvent = new LightningStrikeEvent;
  737. pEvent->mLightning = this;
  738. pEvent->mStart.x = strikePoint.x;
  739. pEvent->mStart.y = strikePoint.y;
  740. pEvent->mTarget = targetObj;
  741. nc->postNetEvent(pEvent);
  742. }
  743. }
  744. }
  745. //--------------------------------------------------------------------------
  746. U32 Lightning::packUpdate(NetConnection* con, U32 mask, BitStream* stream)
  747. {
  748. U32 retMask = Parent::packUpdate(con, mask, stream);
  749. // Only write data if this is the initial packet or we've been inspected.
  750. if (stream->writeFlag(mask & (InitialUpdateMask | ExtendedInfoMask)))
  751. {
  752. // Initial update
  753. mathWrite(*stream, getPosition());
  754. mathWrite(*stream, mObjScale);
  755. stream->write(strikeWidth);
  756. stream->write(chanceToHitTarget);
  757. stream->write(strikeRadius);
  758. stream->write(boltStartRadius);
  759. stream->write(color.red);
  760. stream->write(color.green);
  761. stream->write(color.blue);
  762. stream->write(color.alpha);
  763. stream->write(fadeColor.red);
  764. stream->write(fadeColor.green);
  765. stream->write(fadeColor.blue);
  766. stream->write(useFog);
  767. stream->write(strikesPerMinute);
  768. }
  769. return retMask;
  770. }
  771. //--------------------------------------------------------------------------
  772. void Lightning::unpackUpdate(NetConnection* con, BitStream* stream)
  773. {
  774. Parent::unpackUpdate(con, stream);
  775. if (stream->readFlag())
  776. {
  777. // Initial update
  778. Point3F pos;
  779. mathRead(*stream, &pos);
  780. setPosition( pos );
  781. mathRead(*stream, &mObjScale);
  782. stream->read(&strikeWidth);
  783. stream->read(&chanceToHitTarget);
  784. stream->read(&strikeRadius);
  785. stream->read(&boltStartRadius);
  786. stream->read(&color.red);
  787. stream->read(&color.green);
  788. stream->read(&color.blue);
  789. stream->read(&color.alpha);
  790. stream->read(&fadeColor.red);
  791. stream->read(&fadeColor.green);
  792. stream->read(&fadeColor.blue);
  793. stream->read(&useFog);
  794. stream->read(&strikesPerMinute);
  795. }
  796. }
  797. //--------------------------------------------------------------------------
  798. DefineEngineMethod(Lightning, warningFlashes, void, (),,
  799. "@brief Creates a LightningStrikeEvent that triggers harmless lightning "
  800. "bolts on all clients.\n"
  801. "No objects will be damaged by these bolts.\n"
  802. "@tsexample\n"
  803. "// Generate a harmless lightning strike effect on all clients\n"
  804. "%lightning.warningFlashes();\n"
  805. "@endtsexample" )
  806. {
  807. if (object->isServerObject())
  808. object->warningFlashes();
  809. }
  810. DefineEngineMethod(Lightning, strikeRandomPoint, void, (),,
  811. "Creates a LightningStrikeEvent which attempts to strike and damage a random "
  812. "object in range of the Lightning object.\n"
  813. "@tsexample\n"
  814. "// Generate a damaging lightning strike effect on all clients\n"
  815. "%lightning.strikeRandomPoint();\n"
  816. "@endtsexample" )
  817. {
  818. if (object->isServerObject())
  819. object->strikeRandomPoint();
  820. }
  821. DefineEngineMethod(Lightning, strikeObject, void, (ShapeBase* pSB), (nullAsType<ShapeBase*>()),
  822. "Creates a LightningStrikeEvent which strikes a specific object.\n"
  823. "@note This method is currently unimplemented.\n" )
  824. {
  825. object->strikeObject(pSB);
  826. }
  827. //**************************************************************************
  828. // Lightning Bolt
  829. //**************************************************************************
  830. LightningBolt::LightningBolt()
  831. {
  832. width = 0.1f;
  833. startPoint.zero();
  834. endPoint.zero();
  835. chanceOfSplit = 0.0f;
  836. isFading = false;
  837. elapsedTime = 0.0f;
  838. lifetime = 1.0f;
  839. startRender = false;
  840. }
  841. //--------------------------------------------------------------------------
  842. // Destructor
  843. //--------------------------------------------------------------------------
  844. LightningBolt::~LightningBolt()
  845. {
  846. splitList.clear();
  847. }
  848. //--------------------------------------------------------------------------
  849. // Generate nodes
  850. //--------------------------------------------------------------------------
  851. void LightningBolt::NodeManager::generateNodes()
  852. {
  853. F32 overallDist = VectorF( endPoint - startPoint ).magnitudeSafe();
  854. F32 minDistBetweenNodes = overallDist / (numNodes-1);
  855. F32 maxDistBetweenNodes = minDistBetweenNodes / mCos( maxAngle * M_PI_F / 180.0f );
  856. VectorF mainLineDir = endPoint - startPoint;
  857. mainLineDir.normalizeSafe();
  858. for( U32 i=0; i<numNodes; i++ )
  859. {
  860. Node node;
  861. if( i == 0 )
  862. {
  863. node.point = startPoint;
  864. node.dirToMainLine = mainLineDir;
  865. nodeList[i] = node;
  866. continue;
  867. }
  868. if( i == numNodes - 1 )
  869. {
  870. node.point = endPoint;
  871. nodeList[i] = node;
  872. break;
  873. }
  874. Node lastNode = nodeList[i-1];
  875. F32 segmentLength = gRandGen.randF( minDistBetweenNodes, maxDistBetweenNodes );
  876. VectorF segmentDir = MathUtils::randomDir( lastNode.dirToMainLine, 0, maxAngle );
  877. node.point = lastNode.point + segmentDir * segmentLength;
  878. node.dirToMainLine = endPoint - node.point;
  879. node.dirToMainLine.normalizeSafe();
  880. nodeList[i] = node;
  881. }
  882. }
  883. //--------------------------------------------------------------------------
  884. // Render bolt
  885. //--------------------------------------------------------------------------
  886. void LightningBolt::render( const Point3F &camPos )
  887. {
  888. if (!startRender)
  889. return;
  890. if (!isFading)
  891. generateMinorNodes();
  892. U32 maxVerts = 0;
  893. for (U32 i = 0; i < mMinorNodes.size(); i++)
  894. maxVerts += mMinorNodes[i].numNodes * 2;
  895. PrimBuild::begin(GFXTriangleStrip, maxVerts);
  896. for (U32 i = 0; i < mMinorNodes.size(); i++)
  897. {
  898. if (i+1 == mMinorNodes.size())
  899. renderSegment(mMinorNodes[i], camPos, true);
  900. else
  901. renderSegment(mMinorNodes[i], camPos, false);
  902. }
  903. PrimBuild::end();
  904. for(LightingBoltList::Iterator i = splitList.begin(); i != splitList.end(); ++i)
  905. {
  906. if( isFading )
  907. {
  908. i->isFading = true;
  909. }
  910. i->render( camPos );
  911. }
  912. }
  913. //--------------------------------------------------------------------------
  914. // Render segment
  915. //--------------------------------------------------------------------------
  916. void LightningBolt::renderSegment( NodeManager &segment, const Point3F &camPos, bool renderLastPoint )
  917. {
  918. for (U32 i = 0; i < segment.numNodes; i++)
  919. {
  920. Point3F curPoint = segment.nodeList[i].point;
  921. Point3F nextPoint;
  922. Point3F segDir;
  923. if( i == (segment.numNodes-1) )
  924. {
  925. if( renderLastPoint )
  926. {
  927. segDir = curPoint - segment.nodeList[i-1].point;
  928. }
  929. else
  930. {
  931. continue;
  932. }
  933. }
  934. else
  935. {
  936. nextPoint = segment.nodeList[i+1].point;
  937. segDir = nextPoint - curPoint;
  938. }
  939. segDir.normalizeSafe();
  940. Point3F dirFromCam = curPoint - camPos;
  941. Point3F crossVec;
  942. mCross(dirFromCam, segDir, &crossVec);
  943. crossVec.normalize();
  944. crossVec *= width * 0.5f;
  945. F32 u = i % 2;
  946. PrimBuild::texCoord2f( u, 1.0 );
  947. PrimBuild::vertex3fv( curPoint - crossVec );
  948. PrimBuild::texCoord2f( u, 0.0 );
  949. PrimBuild::vertex3fv( curPoint + crossVec );
  950. }
  951. }
  952. //----------------------------------------------------------------------------
  953. // Find height
  954. //----------------------------------------------------------------------------
  955. F32 LightningBolt::findHeight( Point3F &point, SceneManager *sceneManager )
  956. {
  957. const Vector< SceneObject* > terrains = sceneManager->getContainer()->getTerrains();
  958. for( Vector< SceneObject* >::const_iterator iter = terrains.begin(); iter != terrains.end(); ++ iter )
  959. {
  960. TerrainBlock* terrain = dynamic_cast< TerrainBlock* >( *iter );
  961. if( !terrain )
  962. continue;
  963. Point3F terrPt = point;
  964. terrain->getWorldTransform().mulP(terrPt);
  965. F32 h;
  966. if( terrain->getHeight( Point2F( terrPt.x, terrPt.y ), &h ) )
  967. return h;
  968. }
  969. return 0.f;
  970. }
  971. //----------------------------------------------------------------------------
  972. // Generate lightning bolt
  973. //----------------------------------------------------------------------------
  974. void LightningBolt::generate()
  975. {
  976. mMajorNodes.startPoint = startPoint;
  977. mMajorNodes.endPoint = endPoint;
  978. mMajorNodes.numNodes = numMajorNodes;
  979. mMajorNodes.maxAngle = maxMajorAngle;
  980. mMajorNodes.generateNodes();
  981. generateMinorNodes();
  982. }
  983. //----------------------------------------------------------------------------
  984. // Generate Minor Nodes
  985. //----------------------------------------------------------------------------
  986. void LightningBolt::generateMinorNodes()
  987. {
  988. mMinorNodes.clear();
  989. for( S32 i=0; i<mMajorNodes.numNodes - 1; i++ )
  990. {
  991. NodeManager segment;
  992. segment.startPoint = mMajorNodes.nodeList[i].point;
  993. segment.endPoint = mMajorNodes.nodeList[i+1].point;
  994. segment.numNodes = numMinorNodes;
  995. segment.maxAngle = maxMinorAngle;
  996. segment.generateNodes();
  997. mMinorNodes.increment(1);
  998. mMinorNodes[i] = segment;
  999. }
  1000. }
  1001. //----------------------------------------------------------------------------
  1002. // Recursive algo to create bolts that split off from main bolt
  1003. //----------------------------------------------------------------------------
  1004. void LightningBolt::createSplit( const Point3F &startingPoint, const Point3F &endingPoint, U32 depth, F32 splitWidth )
  1005. {
  1006. if( depth == 0 )
  1007. return;
  1008. F32 chanceToEnd = gRandGen.randF();
  1009. if( chanceToEnd > 0.70f )
  1010. return;
  1011. if(splitWidth < 0.75f )
  1012. splitWidth = 0.75f;
  1013. VectorF diff = endingPoint - startingPoint;
  1014. F32 length = diff.len();
  1015. diff.normalizeSafe();
  1016. LightningBolt newBolt;
  1017. newBolt.startPoint = startingPoint;
  1018. newBolt.endPoint = endingPoint;
  1019. newBolt.width = splitWidth;
  1020. newBolt.numMajorNodes = 3;
  1021. newBolt.maxMajorAngle = 30.0f;
  1022. newBolt.numMinorNodes = 3;
  1023. newBolt.maxMinorAngle = 10.0f;
  1024. newBolt.startRender = true;
  1025. newBolt.generate();
  1026. splitList.pushBack( newBolt );
  1027. VectorF newDir1 = MathUtils::randomDir( diff, 10.0f, 45.0f );
  1028. Point3F newEndPoint1 = endingPoint + newDir1 * gRandGen.randF( 0.5f, 1.5f ) * length;
  1029. VectorF newDir2 = MathUtils::randomDir( diff, 10.0f, 45.0f );
  1030. Point3F newEndPoint2 = endingPoint + newDir2 * gRandGen.randF( 0.5f, 1.5f ) * length;
  1031. createSplit(endingPoint, newEndPoint1, depth - 1, splitWidth * 0.30f );
  1032. createSplit(endingPoint, newEndPoint2, depth - 1, splitWidth * 0.30f );
  1033. }
  1034. //----------------------------------------------------------------------------
  1035. // Start split - kick off the recursive 'createSplit' procedure
  1036. //----------------------------------------------------------------------------
  1037. void LightningBolt::startSplits()
  1038. {
  1039. for( U32 i=0; i<mMajorNodes.numNodes-1; i++ )
  1040. {
  1041. if( gRandGen.randF() > 0.3f )
  1042. continue;
  1043. Node node = mMajorNodes.nodeList[i];
  1044. Node node2 = mMajorNodes.nodeList[i+1];
  1045. VectorF segDir = node2.point - node.point;
  1046. F32 length = segDir.len();
  1047. segDir.normalizeSafe();
  1048. VectorF newDir = MathUtils::randomDir( segDir, 20.0f, 40.0f );
  1049. Point3F newEndPoint = node.point + newDir * gRandGen.randF( 0.5f, 1.5f ) * length;
  1050. createSplit( node.point, newEndPoint, 4, width * 0.30f );
  1051. }
  1052. }
  1053. //----------------------------------------------------------------------------
  1054. // Update
  1055. //----------------------------------------------------------------------------
  1056. void LightningBolt::update( F32 dt )
  1057. {
  1058. elapsedTime += dt;
  1059. F32 percentDone = elapsedTime / lifetime;
  1060. if( elapsedTime > fadeTime )
  1061. {
  1062. isFading = true;
  1063. percentFade = percentDone + (fadeTime/lifetime);
  1064. }
  1065. if( elapsedTime > renderTime && !startRender )
  1066. {
  1067. startRender = true;
  1068. isFading = false;
  1069. elapsedTime = 0.0f;
  1070. }
  1071. }