lightning.cpp 36 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. S32 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* pObject = con->resolveGhost(mTargetID);
  186. if( pObject != NULL )
  187. {
  188. mTarget = dynamic_cast<SceneObject*>(pObject);
  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. }
  211. LightningData::~LightningData()
  212. {
  213. }
  214. //--------------------------------------------------------------------------
  215. void LightningData::initPersistFields()
  216. {
  217. addField( "strikeSound", TYPEID< SFXTrack >(), Offset(strikeSound, LightningData),
  218. "Sound profile to play when a lightning strike occurs." );
  219. addField( "thunderSounds", TYPEID< SFXTrack >(), Offset(thunderSounds, LightningData), MaxThunders,
  220. "@brief List of thunder sound effects to play.\n\n"
  221. "A random one of these sounds will be played shortly after each strike "
  222. "occurs." );
  223. addField( "strikeTextures", TypeString, Offset(strikeTextureNames, LightningData), MaxTextures,
  224. "List of textures to use to render lightning strikes." );
  225. Parent::initPersistFields();
  226. }
  227. //--------------------------------------------------------------------------
  228. bool LightningData::onAdd()
  229. {
  230. if(!Parent::onAdd())
  231. return false;
  232. return true;
  233. }
  234. bool LightningData::preload(bool server, String &errorStr)
  235. {
  236. if (Parent::preload(server, errorStr) == false)
  237. return false;
  238. dQsort(thunderSounds, MaxThunders, sizeof(SFXTrack*), cmpSounds);
  239. for (numThunders = 0; numThunders < MaxThunders && thunderSounds[numThunders] != NULL; numThunders++) {
  240. //
  241. }
  242. if (server == false)
  243. {
  244. String sfxErrorStr;
  245. for (U32 i = 0; i < MaxThunders; i++) {
  246. if( !sfxResolve( &thunderSounds[ i ], sfxErrorStr ) )
  247. Con::errorf(ConsoleLogEntry::General, "LightningData::preload: Invalid packet: %s", sfxErrorStr.c_str());
  248. }
  249. if( !sfxResolve( &strikeSound, sfxErrorStr ) )
  250. Con::errorf(ConsoleLogEntry::General, "LightningData::preload: Invalid packet: %s", sfxErrorStr.c_str());
  251. for (U32 i = 0; i < MaxTextures; i++)
  252. {
  253. if (strikeTextureNames[i][0])
  254. strikeTextures[i] = GFXTexHandle(strikeTextureNames[i], &GFXDefaultStaticDiffuseProfile, avar("%s() - strikeTextures[%d] (line %d)", __FUNCTION__, i, __LINE__));
  255. }
  256. }
  257. return true;
  258. }
  259. //--------------------------------------------------------------------------
  260. void LightningData::packData(BitStream* stream)
  261. {
  262. Parent::packData(stream);
  263. U32 i;
  264. for (i = 0; i < MaxThunders; i++)
  265. sfxWrite( stream, thunderSounds[ i ] );
  266. for (i = 0; i < MaxTextures; i++) {
  267. stream->writeString(strikeTextureNames[i]);
  268. }
  269. sfxWrite( stream, strikeSound );
  270. }
  271. void LightningData::unpackData(BitStream* stream)
  272. {
  273. Parent::unpackData(stream);
  274. U32 i;
  275. for (i = 0; i < MaxThunders; i++)
  276. sfxRead( stream, &thunderSounds[ i ] );
  277. for (i = 0; i < MaxTextures; i++) {
  278. strikeTextureNames[i] = stream->readSTString();
  279. }
  280. sfxRead( stream, &strikeSound );
  281. }
  282. //--------------------------------------------------------------------------
  283. //--------------------------------------
  284. //
  285. Lightning::Lightning()
  286. {
  287. mNetFlags.set(Ghostable|ScopeAlways);
  288. mTypeMask |= StaticObjectType|EnvironmentObjectType;
  289. mLastThink = 0;
  290. mStrikeListHead = NULL;
  291. mThunderListHead = NULL;
  292. strikesPerMinute = 12;
  293. strikeWidth = 2.5;
  294. chanceToHitTarget = 0.5f;
  295. strikeRadius = 20.0f;
  296. boltStartRadius = 20.0f;
  297. color.set( 1.0f, 1.0f, 1.0f, 1.0f );
  298. fadeColor.set( 0.1f, 0.1f, 1.0f, 1.0f );
  299. useFog = true;
  300. setScale( VectorF( 512.0f, 512.0f, 300.0f ) );
  301. }
  302. Lightning::~Lightning()
  303. {
  304. while( mThunderListHead )
  305. {
  306. Thunder* next = mThunderListHead->next;
  307. delete mThunderListHead;
  308. mThunderListHead = next;
  309. }
  310. while( mStrikeListHead )
  311. {
  312. Strike* next = mStrikeListHead->next;
  313. delete mStrikeListHead;
  314. mStrikeListHead = next;
  315. }
  316. }
  317. //--------------------------------------------------------------------------
  318. void Lightning::initPersistFields()
  319. {
  320. addGroup( "Strikes" );
  321. addField( "strikesPerMinute", TypeS32, Offset(strikesPerMinute, Lightning),
  322. "@brief Number of lightning strikes to perform per minute.\n\n"
  323. "Automatically invokes strikeRandomPoint() at regular intervals." );
  324. addField( "strikeWidth", TypeF32, Offset(strikeWidth, Lightning),
  325. "Width of a lightning bolt." );
  326. addField( "strikeRadius", TypeF32, Offset(strikeRadius, Lightning),
  327. "@brief Horizontal size (XY plane) of the search box used to find and "
  328. "damage Player or Vehicle objects within range of the strike.\n\n"
  329. "Only the object at highest altitude with a clear line of sight to the "
  330. "bolt will be hit." );
  331. endGroup( "Strikes" );
  332. addGroup( "Colors" );
  333. addField( "color", TypeColorF, Offset(color, Lightning),
  334. "Color to blend the strike texture with." );
  335. addField( "fadeColor", TypeColorF, Offset(fadeColor, Lightning),
  336. "@brief Color to blend the strike texture with when the bolt is fading away.\n\n"
  337. "Bolts fade away automatically shortly after the strike occurs." );
  338. endGroup( "Colors" );
  339. addGroup( "Bolts" );
  340. addField( "chanceToHitTarget", TypeF32, Offset(chanceToHitTarget, Lightning),
  341. "Percentage chance (0-1) that a given lightning bolt will hit something." );
  342. addField( "boltStartRadius", TypeF32, Offset(boltStartRadius, Lightning),
  343. "@brief Radial distance from the center of the Lightning object for the "
  344. "start point of the bolt.\n\n"
  345. "The actual start point will be a random point within this radius." );
  346. addField( "useFog", TypeBool, Offset(useFog, Lightning),
  347. "Controls whether lightning bolts are affected by fog when they are rendered." );
  348. endGroup( "Bolts" );
  349. Parent::initPersistFields();
  350. }
  351. //--------------------------------------------------------------------------
  352. bool Lightning::onAdd()
  353. {
  354. if(!Parent::onAdd())
  355. return false;
  356. mObjBox.minExtents.set( -0.5f, -0.5f, -0.5f );
  357. mObjBox.maxExtents.set( 0.5f, 0.5f, 0.5f );
  358. resetWorldBox();
  359. addToScene();
  360. return true;
  361. }
  362. void Lightning::onRemove()
  363. {
  364. removeFromScene();
  365. Parent::onRemove();
  366. }
  367. bool Lightning::onNewDataBlock( GameBaseData *dptr, bool reload )
  368. {
  369. mDataBlock = dynamic_cast<LightningData*>( dptr );
  370. if ( !mDataBlock || !Parent::onNewDataBlock( dptr, reload ) )
  371. return false;
  372. scriptOnNewDataBlock();
  373. return true;
  374. }
  375. //--------------------------------------------------------------------------
  376. void Lightning::prepRenderImage( SceneRenderState* state )
  377. {
  378. ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
  379. ri->renderDelegate.bind(this, &Lightning::renderObject);
  380. // The Lightning isn't technically foliage but our debug
  381. // effect seems to render best as a Foliage type (translucent,
  382. // renders itself, no sorting)
  383. ri->type = RenderPassManager::RIT_Foliage;
  384. state->getRenderPass()->addInst( ri );
  385. }
  386. void Lightning::renderObject(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance* overrideMat)
  387. {
  388. if (overrideMat)
  389. return;
  390. if (mLightningSB.isNull())
  391. {
  392. GFXStateBlockDesc desc;
  393. desc.setBlend( true, GFXBlendSrcAlpha, GFXBlendOne);
  394. desc.setCullMode(GFXCullNone);
  395. desc.zWriteEnable = false;
  396. if (mDataBlock->strikeTextures[0].isValid())
  397. {
  398. desc.samplersDefined = true;
  399. desc.samplers[0].magFilter = GFXTextureFilterLinear;
  400. desc.samplers[0].minFilter = GFXTextureFilterLinear;
  401. desc.samplers[0].addressModeU = GFXAddressWrap;
  402. desc.samplers[0].addressModeV = GFXAddressWrap;
  403. }
  404. mLightningSB = GFX->createStateBlock(desc);
  405. }
  406. GFX->setStateBlock(mLightningSB);
  407. Strike* walk = mStrikeListHead;
  408. while (walk != NULL)
  409. {
  410. if (mDataBlock->strikeTextures[0].isValid())
  411. GFX->setTexture(0, mDataBlock->strikeTextures[0]);
  412. for( U32 i=0; i<3; i++ )
  413. {
  414. if( walk->bolt[i].isFading )
  415. {
  416. F32 alpha = 1.0f - walk->bolt[i].percentFade;
  417. if( alpha < 0.0f ) alpha = 0.0f;
  418. PrimBuild::color4f( fadeColor.red, fadeColor.green, fadeColor.blue, alpha );
  419. }
  420. else
  421. {
  422. PrimBuild::color4f( color.red, color.green, color.blue, color.alpha );
  423. }
  424. walk->bolt[i].render( state->getCameraPosition() );
  425. }
  426. walk = walk->next;
  427. }
  428. //GFX->setZWriteEnable(true);
  429. //GFX->setAlphaTestEnable(false);
  430. //GFX->setAlphaBlendEnable(false);
  431. }
  432. void Lightning::scheduleThunder(Strike* newStrike)
  433. {
  434. AssertFatal(isClientObject(), "Lightning::scheduleThunder: server objects should not enter this version of the function");
  435. // If no thunder sounds, don't schedule anything!
  436. if (mDataBlock->numThunders == 0)
  437. return;
  438. GameConnection* connection = GameConnection::getConnectionToServer();
  439. if (connection) {
  440. MatrixF cameraMatrix;
  441. if (connection->getControlCameraTransform(0, &cameraMatrix)) {
  442. Point3F worldPos;
  443. cameraMatrix.getColumn(3, &worldPos);
  444. worldPos.x -= newStrike->xVal;
  445. worldPos.y -= newStrike->yVal;
  446. worldPos.z = 0.0f;
  447. F32 dist = worldPos.len();
  448. F32 t = dist / 330.0f;
  449. // Ok, we need to schedule a random strike sound t secs in the future...
  450. //
  451. if (t <= 0.03f) {
  452. // If it's really close, just play it...
  453. U32 thunder = sgLightningRand.randI(0, mDataBlock->numThunders - 1);
  454. SFX->playOnce(mDataBlock->thunderSounds[thunder]);
  455. } else {
  456. Thunder* pThunder = new Thunder;
  457. pThunder->tRemaining = t;
  458. pThunder->next = mThunderListHead;
  459. mThunderListHead = pThunder;
  460. }
  461. }
  462. }
  463. }
  464. //--------------------------------------------------------------------------
  465. void Lightning::processTick(const Move* move)
  466. {
  467. Parent::processTick(move);
  468. if (isServerObject() && !isHidden()) {
  469. S32 msBetweenStrikes = (S32)(60.0 / strikesPerMinute * 1000.0);
  470. mLastThink += TickMs;
  471. if( mLastThink > msBetweenStrikes )
  472. {
  473. strikeRandomPoint();
  474. mLastThink -= msBetweenStrikes;
  475. }
  476. }
  477. }
  478. void Lightning::interpolateTick(F32 dt)
  479. {
  480. Parent::interpolateTick(dt);
  481. }
  482. void Lightning::advanceTime(F32 dt)
  483. {
  484. Parent::advanceTime(dt);
  485. Strike** pWalker = &mStrikeListHead;
  486. while (*pWalker != NULL) {
  487. Strike* pStrike = *pWalker;
  488. for( U32 i=0; i<3; i++ )
  489. {
  490. pStrike->bolt[i].update( dt );
  491. }
  492. pStrike->currentAge += dt;
  493. if (pStrike->currentAge > pStrike->deathAge) {
  494. *pWalker = pStrike->next;
  495. delete pStrike;
  496. } else {
  497. pWalker = &((*pWalker)->next);
  498. }
  499. }
  500. Thunder** pThunderWalker = &mThunderListHead;
  501. while (*pThunderWalker != NULL) {
  502. Thunder* pThunder = *pThunderWalker;
  503. pThunder->tRemaining -= dt;
  504. if (pThunder->tRemaining <= 0.0f) {
  505. *pThunderWalker = pThunder->next;
  506. delete pThunder;
  507. // Play the sound...
  508. U32 thunder = sgLightningRand.randI(0, mDataBlock->numThunders - 1);
  509. SFX->playOnce(mDataBlock->thunderSounds[thunder]);
  510. } else {
  511. pThunderWalker = &((*pThunderWalker)->next);
  512. }
  513. }
  514. }
  515. //--------------------------------------------------------------------------
  516. void Lightning::processEvent(LightningStrikeEvent* pEvent)
  517. {
  518. AssertFatal(pEvent->mStart.x >= 0.0f && pEvent->mStart.x <= 1.0f, "Out of bounds coord!");
  519. Strike* pStrike = new Strike;
  520. Point3F strikePoint;
  521. strikePoint.zero();
  522. if( pEvent->mTarget )
  523. {
  524. Point3F objectCenter;
  525. pEvent->mTarget->getObjBox().getCenter( &objectCenter );
  526. objectCenter.convolve( pEvent->mTarget->getScale() );
  527. pEvent->mTarget->getTransform().mulP( objectCenter );
  528. strikePoint = objectCenter;
  529. }
  530. else
  531. {
  532. strikePoint.x = pEvent->mStart.x;
  533. strikePoint.y = pEvent->mStart.y;
  534. strikePoint *= mObjScale;
  535. strikePoint += getPosition();
  536. strikePoint += Point3F( -mObjScale.x * 0.5f, -mObjScale.y * 0.5f, 0.0f );
  537. RayInfo rayInfo;
  538. Point3F start = strikePoint;
  539. start.z = mObjScale.z * 0.5f + getPosition().z;
  540. strikePoint.z += -mObjScale.z * 0.5f;
  541. bool rayHit = gClientContainer.castRay( start, strikePoint,
  542. (STATIC_COLLISION_TYPEMASK | WaterObjectType),
  543. &rayInfo);
  544. if( rayHit )
  545. {
  546. strikePoint.z = rayInfo.point.z;
  547. }
  548. else
  549. {
  550. strikePoint.z = pStrike->bolt[0].findHeight( strikePoint, getSceneManager() );
  551. }
  552. }
  553. pStrike->xVal = strikePoint.x;
  554. pStrike->yVal = strikePoint.y;
  555. pStrike->deathAge = 1.6f;
  556. pStrike->currentAge = 0.0f;
  557. pStrike->next = mStrikeListHead;
  558. for( U32 i=0; i<3; i++ )
  559. {
  560. F32 randStart = boltStartRadius;
  561. F32 height = mObjScale.z * 0.5f + getPosition().z;
  562. pStrike->bolt[i].startPoint.set( pStrike->xVal + gRandGen.randF( -randStart, randStart ), pStrike->yVal + gRandGen.randF( -randStart, randStart ), height );
  563. pStrike->bolt[i].endPoint = strikePoint;
  564. pStrike->bolt[i].width = strikeWidth;
  565. pStrike->bolt[i].numMajorNodes = 10;
  566. pStrike->bolt[i].maxMajorAngle = 30.0f;
  567. pStrike->bolt[i].numMinorNodes = 4;
  568. pStrike->bolt[i].maxMinorAngle = 15.0f;
  569. pStrike->bolt[i].generate();
  570. pStrike->bolt[i].startSplits();
  571. pStrike->bolt[i].lifetime = 1.0f;
  572. pStrike->bolt[i].fadeTime = 0.2f;
  573. pStrike->bolt[i].renderTime = gRandGen.randF(0.0f, 0.25f);
  574. }
  575. mStrikeListHead = pStrike;
  576. scheduleThunder(pStrike);
  577. MatrixF trans(true);
  578. trans.setPosition( strikePoint );
  579. if (mDataBlock->strikeSound)
  580. {
  581. SFX->playOnce(mDataBlock->strikeSound, &trans );
  582. }
  583. }
  584. void Lightning::warningFlashes()
  585. {
  586. AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!");
  587. SimGroup* pClientGroup = Sim::getClientGroup();
  588. for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++) {
  589. NetConnection* nc = static_cast<NetConnection*>(*itr);
  590. if (nc != NULL)
  591. {
  592. LightningStrikeEvent* pEvent = new LightningStrikeEvent;
  593. pEvent->mLightning = this;
  594. nc->postNetEvent(pEvent);
  595. }
  596. }
  597. }
  598. void Lightning::strikeRandomPoint()
  599. {
  600. AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!");
  601. Point3F strikePoint( gRandGen.randF( 0.0f, 1.0f ), gRandGen.randF( 0.0f, 1.0f ), 0.0f );
  602. // check if an object is within target range
  603. Point3F worldPosStrikePoint = strikePoint;
  604. worldPosStrikePoint *= mObjScale;
  605. worldPosStrikePoint += getPosition();
  606. worldPosStrikePoint += Point3F( -mObjScale.x * 0.5f, -mObjScale.y * 0.5f, 0.0f );
  607. Box3F queryBox;
  608. F32 boxWidth = strikeRadius * 2.0f;
  609. queryBox.minExtents.set( -boxWidth * 0.5f, -boxWidth * 0.5f, -mObjScale.z * 0.5f );
  610. queryBox.maxExtents.set( boxWidth * 0.5f, boxWidth * 0.5f, mObjScale.z * 0.5f );
  611. queryBox.minExtents += worldPosStrikePoint;
  612. queryBox.maxExtents += worldPosStrikePoint;
  613. SimpleQueryList sql;
  614. getContainer()->findObjects(queryBox, DAMAGEABLE_TYPEMASK,
  615. SimpleQueryList::insertionCallback, &sql);
  616. SceneObject *highestObj = NULL;
  617. F32 highestPnt = 0.0f;
  618. for( U32 i = 0; i < sql.mList.size(); i++ )
  619. {
  620. Point3F objectCenter;
  621. sql.mList[i]->getObjBox().getCenter(&objectCenter);
  622. objectCenter.convolve(sql.mList[i]->getScale());
  623. sql.mList[i]->getTransform().mulP(objectCenter);
  624. // check if object can be struck
  625. RayInfo rayInfo;
  626. Point3F start = objectCenter;
  627. start.z = mObjScale.z * 0.5f + getPosition().z;
  628. Point3F end = objectCenter;
  629. end.z = -mObjScale.z * 0.5f + getPosition().z;
  630. bool rayHit = gServerContainer.castRay( start, end,
  631. (0xFFFFFFFF),
  632. &rayInfo);
  633. if( rayHit && rayInfo.object == sql.mList[i] )
  634. {
  635. if( !highestObj )
  636. {
  637. highestObj = sql.mList[i];
  638. highestPnt = objectCenter.z;
  639. continue;
  640. }
  641. if( objectCenter.z > highestPnt )
  642. {
  643. highestObj = sql.mList[i];
  644. highestPnt = objectCenter.z;
  645. }
  646. }
  647. }
  648. // hah haaaaa, we have a target!
  649. SceneObject *targetObj = NULL;
  650. if( highestObj )
  651. {
  652. F32 chance = gRandGen.randF();
  653. if( chance <= chanceToHitTarget )
  654. {
  655. Point3F objectCenter;
  656. highestObj->getObjBox().getCenter(&objectCenter);
  657. objectCenter.convolve(highestObj->getScale());
  658. highestObj->getTransform().mulP(objectCenter);
  659. bool playerInWarmup = false;
  660. Player *playerObj = dynamic_cast< Player * >(highestObj);
  661. if( playerObj )
  662. {
  663. if( !playerObj->getControllingClient() )
  664. {
  665. playerInWarmup = true;
  666. }
  667. }
  668. if( !playerInWarmup )
  669. {
  670. applyDamage_callback( objectCenter, VectorF( 0.0f, 0.0f, 1.0f ), highestObj );
  671. targetObj = highestObj;
  672. }
  673. }
  674. }
  675. SimGroup* pClientGroup = Sim::getClientGroup();
  676. for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++)
  677. {
  678. NetConnection* nc = static_cast<NetConnection*>(*itr);
  679. LightningStrikeEvent* pEvent = new LightningStrikeEvent;
  680. pEvent->mLightning = this;
  681. pEvent->mStart.x = strikePoint.x;
  682. pEvent->mStart.y = strikePoint.y;
  683. pEvent->mTarget = targetObj;
  684. nc->postNetEvent(pEvent);
  685. }
  686. }
  687. //--------------------------------------------------------------------------
  688. void Lightning::strikeObject(ShapeBase*)
  689. {
  690. AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!");
  691. AssertFatal(false, "Lightning::strikeObject is not implemented.");
  692. }
  693. //--------------------------------------------------------------------------
  694. U32 Lightning::packUpdate(NetConnection* con, U32 mask, BitStream* stream)
  695. {
  696. U32 retMask = Parent::packUpdate(con, mask, stream);
  697. // Only write data if this is the initial packet or we've been inspected.
  698. if (stream->writeFlag(mask & (InitialUpdateMask | ExtendedInfoMask)))
  699. {
  700. // Initial update
  701. mathWrite(*stream, getPosition());
  702. mathWrite(*stream, mObjScale);
  703. stream->write(strikeWidth);
  704. stream->write(chanceToHitTarget);
  705. stream->write(strikeRadius);
  706. stream->write(boltStartRadius);
  707. stream->write(color.red);
  708. stream->write(color.green);
  709. stream->write(color.blue);
  710. stream->write(fadeColor.red);
  711. stream->write(fadeColor.green);
  712. stream->write(fadeColor.blue);
  713. stream->write(useFog);
  714. stream->write(strikesPerMinute);
  715. }
  716. return retMask;
  717. }
  718. //--------------------------------------------------------------------------
  719. void Lightning::unpackUpdate(NetConnection* con, BitStream* stream)
  720. {
  721. Parent::unpackUpdate(con, stream);
  722. if (stream->readFlag())
  723. {
  724. // Initial update
  725. Point3F pos;
  726. mathRead(*stream, &pos);
  727. setPosition( pos );
  728. mathRead(*stream, &mObjScale);
  729. stream->read(&strikeWidth);
  730. stream->read(&chanceToHitTarget);
  731. stream->read(&strikeRadius);
  732. stream->read(&boltStartRadius);
  733. stream->read(&color.red);
  734. stream->read(&color.green);
  735. stream->read(&color.blue);
  736. stream->read(&fadeColor.red);
  737. stream->read(&fadeColor.green);
  738. stream->read(&fadeColor.blue);
  739. stream->read(&useFog);
  740. stream->read(&strikesPerMinute);
  741. }
  742. }
  743. //--------------------------------------------------------------------------
  744. DefineEngineMethod(Lightning, warningFlashes, void, (),,
  745. "@brief Creates a LightningStrikeEvent that triggers harmless lightning "
  746. "bolts on all clients.\n"
  747. "No objects will be damaged by these bolts.\n"
  748. "@tsexample\n"
  749. "// Generate a harmless lightning strike effect on all clients\n"
  750. "%lightning.warningFlashes();\n"
  751. "@endtsexample" )
  752. {
  753. if (object->isServerObject())
  754. object->warningFlashes();
  755. }
  756. DefineEngineMethod(Lightning, strikeRandomPoint, void, (),,
  757. "Creates a LightningStrikeEvent which attempts to strike and damage a random "
  758. "object in range of the Lightning object.\n"
  759. "@tsexample\n"
  760. "// Generate a damaging lightning strike effect on all clients\n"
  761. "%lightning.strikeRandomPoint();\n"
  762. "@endtsexample" )
  763. {
  764. if (object->isServerObject())
  765. object->strikeRandomPoint();
  766. }
  767. DefineEngineMethod(Lightning, strikeObject, void, (ShapeBase* pSB),,
  768. "Creates a LightningStrikeEvent which strikes a specific object.\n"
  769. "@note This method is currently unimplemented.\n" )
  770. {
  771. object->strikeObject(pSB);
  772. }
  773. //**************************************************************************
  774. // Lightning Bolt
  775. //**************************************************************************
  776. LightningBolt::LightningBolt()
  777. {
  778. width = 0.1f;
  779. startPoint.zero();
  780. endPoint.zero();
  781. chanceOfSplit = 0.0f;
  782. isFading = false;
  783. elapsedTime = 0.0f;
  784. lifetime = 1.0f;
  785. startRender = false;
  786. }
  787. //--------------------------------------------------------------------------
  788. // Destructor
  789. //--------------------------------------------------------------------------
  790. LightningBolt::~LightningBolt()
  791. {
  792. splitList.clear();
  793. }
  794. //--------------------------------------------------------------------------
  795. // Generate nodes
  796. //--------------------------------------------------------------------------
  797. void LightningBolt::NodeManager::generateNodes()
  798. {
  799. F32 overallDist = VectorF( endPoint - startPoint ).magnitudeSafe();
  800. F32 minDistBetweenNodes = overallDist / (numNodes-1);
  801. F32 maxDistBetweenNodes = minDistBetweenNodes / mCos( maxAngle * M_PI_F / 180.0f );
  802. VectorF mainLineDir = endPoint - startPoint;
  803. mainLineDir.normalizeSafe();
  804. for( U32 i=0; i<numNodes; i++ )
  805. {
  806. Node node;
  807. if( i == 0 )
  808. {
  809. node.point = startPoint;
  810. node.dirToMainLine = mainLineDir;
  811. nodeList[i] = node;
  812. continue;
  813. }
  814. if( i == numNodes - 1 )
  815. {
  816. node.point = endPoint;
  817. nodeList[i] = node;
  818. break;
  819. }
  820. Node lastNode = nodeList[i-1];
  821. F32 segmentLength = gRandGen.randF( minDistBetweenNodes, maxDistBetweenNodes );
  822. VectorF segmentDir = MathUtils::randomDir( lastNode.dirToMainLine, 0, maxAngle );
  823. node.point = lastNode.point + segmentDir * segmentLength;
  824. node.dirToMainLine = endPoint - node.point;
  825. node.dirToMainLine.normalizeSafe();
  826. nodeList[i] = node;
  827. }
  828. }
  829. //--------------------------------------------------------------------------
  830. // Render bolt
  831. //--------------------------------------------------------------------------
  832. void LightningBolt::render( const Point3F &camPos )
  833. {
  834. if (!startRender)
  835. return;
  836. if (!isFading)
  837. generateMinorNodes();
  838. U32 maxVerts = 0;
  839. for (U32 i = 0; i < mMinorNodes.size(); i++)
  840. maxVerts += mMinorNodes[i].numNodes * 2;
  841. PrimBuild::begin(GFXTriangleStrip, maxVerts);
  842. for (U32 i = 0; i < mMinorNodes.size(); i++)
  843. {
  844. if (i+1 == mMinorNodes.size())
  845. renderSegment(mMinorNodes[i], camPos, true);
  846. else
  847. renderSegment(mMinorNodes[i], camPos, false);
  848. }
  849. PrimBuild::end();
  850. for(LightingBoltList::Iterator i = splitList.begin(); i != splitList.end(); ++i)
  851. {
  852. if( isFading )
  853. {
  854. i->isFading = true;
  855. }
  856. i->render( camPos );
  857. }
  858. }
  859. //--------------------------------------------------------------------------
  860. // Render segment
  861. //--------------------------------------------------------------------------
  862. void LightningBolt::renderSegment( NodeManager &segment, const Point3F &camPos, bool renderLastPoint )
  863. {
  864. for (U32 i = 0; i < segment.numNodes; i++)
  865. {
  866. Point3F curPoint = segment.nodeList[i].point;
  867. Point3F nextPoint;
  868. Point3F segDir;
  869. if( i == (segment.numNodes-1) )
  870. {
  871. if( renderLastPoint )
  872. {
  873. segDir = curPoint - segment.nodeList[i-1].point;
  874. }
  875. else
  876. {
  877. continue;
  878. }
  879. }
  880. else
  881. {
  882. nextPoint = segment.nodeList[i+1].point;
  883. segDir = nextPoint - curPoint;
  884. }
  885. segDir.normalizeSafe();
  886. Point3F dirFromCam = curPoint - camPos;
  887. Point3F crossVec;
  888. mCross(dirFromCam, segDir, &crossVec);
  889. crossVec.normalize();
  890. crossVec *= width * 0.5f;
  891. F32 u = i % 2;
  892. PrimBuild::texCoord2f( u, 1.0 );
  893. PrimBuild::vertex3fv( curPoint - crossVec );
  894. PrimBuild::texCoord2f( u, 0.0 );
  895. PrimBuild::vertex3fv( curPoint + crossVec );
  896. }
  897. }
  898. //----------------------------------------------------------------------------
  899. // Find height
  900. //----------------------------------------------------------------------------
  901. F32 LightningBolt::findHeight( Point3F &point, SceneManager *sceneManager )
  902. {
  903. const Vector< SceneObject* > terrains = sceneManager->getContainer()->getTerrains();
  904. for( Vector< SceneObject* >::const_iterator iter = terrains.begin(); iter != terrains.end(); ++ iter )
  905. {
  906. TerrainBlock* terrain = dynamic_cast< TerrainBlock* >( *iter );
  907. if( !terrain )
  908. continue;
  909. Point3F terrPt = point;
  910. terrain->getWorldTransform().mulP(terrPt);
  911. F32 h;
  912. if( terrain->getHeight( Point2F( terrPt.x, terrPt.y ), &h ) )
  913. return h;
  914. }
  915. return 0.f;
  916. }
  917. //----------------------------------------------------------------------------
  918. // Generate lightning bolt
  919. //----------------------------------------------------------------------------
  920. void LightningBolt::generate()
  921. {
  922. mMajorNodes.startPoint = startPoint;
  923. mMajorNodes.endPoint = endPoint;
  924. mMajorNodes.numNodes = numMajorNodes;
  925. mMajorNodes.maxAngle = maxMajorAngle;
  926. mMajorNodes.generateNodes();
  927. generateMinorNodes();
  928. }
  929. //----------------------------------------------------------------------------
  930. // Generate Minor Nodes
  931. //----------------------------------------------------------------------------
  932. void LightningBolt::generateMinorNodes()
  933. {
  934. mMinorNodes.clear();
  935. for( S32 i=0; i<mMajorNodes.numNodes - 1; i++ )
  936. {
  937. NodeManager segment;
  938. segment.startPoint = mMajorNodes.nodeList[i].point;
  939. segment.endPoint = mMajorNodes.nodeList[i+1].point;
  940. segment.numNodes = numMinorNodes;
  941. segment.maxAngle = maxMinorAngle;
  942. segment.generateNodes();
  943. mMinorNodes.increment(1);
  944. mMinorNodes[i] = segment;
  945. }
  946. }
  947. //----------------------------------------------------------------------------
  948. // Recursive algo to create bolts that split off from main bolt
  949. //----------------------------------------------------------------------------
  950. void LightningBolt::createSplit( const Point3F &startPoint, const Point3F &endPoint, U32 depth, F32 width )
  951. {
  952. if( depth == 0 )
  953. return;
  954. F32 chanceToEnd = gRandGen.randF();
  955. if( chanceToEnd > 0.70f )
  956. return;
  957. if( width < 0.75f )
  958. width = 0.75f;
  959. VectorF diff = endPoint - startPoint;
  960. F32 length = diff.len();
  961. diff.normalizeSafe();
  962. LightningBolt newBolt;
  963. newBolt.startPoint = startPoint;
  964. newBolt.endPoint = endPoint;
  965. newBolt.width = width;
  966. newBolt.numMajorNodes = 3;
  967. newBolt.maxMajorAngle = 30.0f;
  968. newBolt.numMinorNodes = 3;
  969. newBolt.maxMinorAngle = 10.0f;
  970. newBolt.startRender = true;
  971. newBolt.generate();
  972. splitList.pushBack( newBolt );
  973. VectorF newDir1 = MathUtils::randomDir( diff, 10.0f, 45.0f );
  974. Point3F newEndPoint1 = endPoint + newDir1 * gRandGen.randF( 0.5f, 1.5f ) * length;
  975. VectorF newDir2 = MathUtils::randomDir( diff, 10.0f, 45.0f );
  976. Point3F newEndPoint2 = endPoint + newDir2 * gRandGen.randF( 0.5f, 1.5f ) * length;
  977. createSplit( endPoint, newEndPoint1, depth - 1, width * 0.30f );
  978. createSplit( endPoint, newEndPoint2, depth - 1, width * 0.30f );
  979. }
  980. //----------------------------------------------------------------------------
  981. // Start split - kick off the recursive 'createSplit' procedure
  982. //----------------------------------------------------------------------------
  983. void LightningBolt::startSplits()
  984. {
  985. for( U32 i=0; i<mMajorNodes.numNodes-1; i++ )
  986. {
  987. if( gRandGen.randF() > 0.3f )
  988. continue;
  989. Node node = mMajorNodes.nodeList[i];
  990. Node node2 = mMajorNodes.nodeList[i+1];
  991. VectorF segDir = node2.point - node.point;
  992. F32 length = segDir.len();
  993. segDir.normalizeSafe();
  994. VectorF newDir = MathUtils::randomDir( segDir, 20.0f, 40.0f );
  995. Point3F newEndPoint = node.point + newDir * gRandGen.randF( 0.5f, 1.5f ) * length;
  996. createSplit( node.point, newEndPoint, 4, width * 0.30f );
  997. }
  998. }
  999. //----------------------------------------------------------------------------
  1000. // Update
  1001. //----------------------------------------------------------------------------
  1002. void LightningBolt::update( F32 dt )
  1003. {
  1004. elapsedTime += dt;
  1005. F32 percentDone = elapsedTime / lifetime;
  1006. if( elapsedTime > fadeTime )
  1007. {
  1008. isFading = true;
  1009. percentFade = percentDone + (fadeTime/lifetime);
  1010. }
  1011. if( elapsedTime > renderTime && !startRender )
  1012. {
  1013. startRender = true;
  1014. isFading = false;
  1015. elapsedTime = 0.0f;
  1016. }
  1017. }