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. }
  135. LightningStrikeEvent::~LightningStrikeEvent()
  136. {
  137. }
  138. void LightningStrikeEvent::pack(NetConnection* con, BitStream* stream)
  139. {
  140. if(!mLightning)
  141. {
  142. stream->writeFlag(false);
  143. return;
  144. }
  145. S32 id = con->getGhostIndex(mLightning);
  146. if(id == -1)
  147. {
  148. stream->writeFlag(false);
  149. return;
  150. }
  151. stream->writeFlag(true);
  152. stream->writeRangedU32(U32(id), 0, NetConnection::MaxGhostCount);
  153. stream->writeFloat(mStart.x, PositionalBits);
  154. stream->writeFloat(mStart.y, PositionalBits);
  155. if( mTarget )
  156. {
  157. S32 ghostIndex = con->getGhostIndex(mTarget);
  158. if (ghostIndex == -1)
  159. stream->writeFlag(false);
  160. else
  161. {
  162. stream->writeFlag(true);
  163. stream->writeRangedU32(U32(ghostIndex), 0, NetConnection::MaxGhostCount);
  164. }
  165. }
  166. else
  167. stream->writeFlag( false );
  168. }
  169. void LightningStrikeEvent::unpack(NetConnection* con, BitStream* stream)
  170. {
  171. if(!stream->readFlag())
  172. return;
  173. S32 mClientId = stream->readRangedU32(0, NetConnection::MaxGhostCount);
  174. mLightning = NULL;
  175. NetObject* pObject = con->resolveGhost(mClientId);
  176. if (pObject)
  177. mLightning = dynamic_cast<Lightning*>(pObject);
  178. mStart.x = stream->readFloat(PositionalBits);
  179. mStart.y = stream->readFloat(PositionalBits);
  180. if( stream->readFlag() )
  181. {
  182. // target id
  183. S32 mTargetID = stream->readRangedU32(0, NetConnection::MaxGhostCount);
  184. NetObject* pObject = con->resolveGhost(mTargetID);
  185. if( pObject != NULL )
  186. {
  187. mTarget = dynamic_cast<SceneObject*>(pObject);
  188. }
  189. if( bool(mTarget) == false )
  190. {
  191. Con::errorf(ConsoleLogEntry::General, "LightningStrikeEvent::unpack: could not resolve target ghost properly");
  192. }
  193. }
  194. }
  195. void LightningStrikeEvent::process(NetConnection*)
  196. {
  197. if (mLightning)
  198. mLightning->processEvent(this);
  199. }
  200. //--------------------------------------------------------------------------
  201. //--------------------------------------
  202. //
  203. LightningData::LightningData()
  204. {
  205. strikeSound = NULL;
  206. dMemset( strikeTextureNames, 0, sizeof( strikeTextureNames ) );
  207. dMemset( strikeTextures, 0, sizeof( strikeTextures ) );
  208. dMemset( thunderSounds, 0, sizeof( thunderSounds ) );
  209. }
  210. LightningData::~LightningData()
  211. {
  212. }
  213. //--------------------------------------------------------------------------
  214. void LightningData::initPersistFields()
  215. {
  216. addField( "strikeSound", TYPEID< SFXTrack >(), Offset(strikeSound, LightningData),
  217. "Sound profile to play when a lightning strike occurs." );
  218. addField( "thunderSounds", TYPEID< SFXTrack >(), Offset(thunderSounds, LightningData), MaxThunders,
  219. "@brief List of thunder sound effects to play.\n\n"
  220. "A random one of these sounds will be played shortly after each strike "
  221. "occurs." );
  222. addField( "strikeTextures", TypeString, Offset(strikeTextureNames, LightningData), MaxTextures,
  223. "List of textures to use to render lightning strikes." );
  224. Parent::initPersistFields();
  225. }
  226. //--------------------------------------------------------------------------
  227. bool LightningData::onAdd()
  228. {
  229. if(!Parent::onAdd())
  230. return false;
  231. return true;
  232. }
  233. bool LightningData::preload(bool server, String &errorStr)
  234. {
  235. if (Parent::preload(server, errorStr) == false)
  236. return false;
  237. dQsort(thunderSounds, MaxThunders, sizeof(SFXTrack*), cmpSounds);
  238. for (numThunders = 0; numThunders < MaxThunders && thunderSounds[numThunders] != NULL; numThunders++) {
  239. //
  240. }
  241. if (server == false)
  242. {
  243. String sfxErrorStr;
  244. for (U32 i = 0; i < MaxThunders; i++) {
  245. if( !sfxResolve( &thunderSounds[ i ], sfxErrorStr ) )
  246. Con::errorf(ConsoleLogEntry::General, "LightningData::preload: Invalid packet: %s", sfxErrorStr.c_str());
  247. }
  248. if( !sfxResolve( &strikeSound, sfxErrorStr ) )
  249. Con::errorf(ConsoleLogEntry::General, "LightningData::preload: Invalid packet: %s", sfxErrorStr.c_str());
  250. for (U32 i = 0; i < MaxTextures; i++)
  251. {
  252. if (strikeTextureNames[i][0])
  253. strikeTextures[i] = GFXTexHandle(strikeTextureNames[i], &GFXDefaultStaticDiffuseProfile, avar("%s() - strikeTextures[%d] (line %d)", __FUNCTION__, i, __LINE__));
  254. }
  255. }
  256. return true;
  257. }
  258. //--------------------------------------------------------------------------
  259. void LightningData::packData(BitStream* stream)
  260. {
  261. Parent::packData(stream);
  262. U32 i;
  263. for (i = 0; i < MaxThunders; i++)
  264. sfxWrite( stream, thunderSounds[ i ] );
  265. for (i = 0; i < MaxTextures; i++) {
  266. stream->writeString(strikeTextureNames[i]);
  267. }
  268. sfxWrite( stream, strikeSound );
  269. }
  270. void LightningData::unpackData(BitStream* stream)
  271. {
  272. Parent::unpackData(stream);
  273. U32 i;
  274. for (i = 0; i < MaxThunders; i++)
  275. sfxRead( stream, &thunderSounds[ i ] );
  276. for (i = 0; i < MaxTextures; i++) {
  277. strikeTextureNames[i] = stream->readSTString();
  278. }
  279. sfxRead( stream, &strikeSound );
  280. }
  281. //--------------------------------------------------------------------------
  282. //--------------------------------------
  283. //
  284. Lightning::Lightning()
  285. {
  286. mNetFlags.set(Ghostable|ScopeAlways);
  287. mTypeMask |= StaticObjectType|EnvironmentObjectType;
  288. mLastThink = 0;
  289. mStrikeListHead = NULL;
  290. mThunderListHead = NULL;
  291. strikesPerMinute = 12;
  292. strikeWidth = 2.5;
  293. chanceToHitTarget = 0.5f;
  294. strikeRadius = 20.0f;
  295. boltStartRadius = 20.0f;
  296. color.set( 1.0f, 1.0f, 1.0f, 1.0f );
  297. fadeColor.set( 0.1f, 0.1f, 1.0f, 1.0f );
  298. useFog = true;
  299. setScale( VectorF( 512.0f, 512.0f, 300.0f ) );
  300. }
  301. Lightning::~Lightning()
  302. {
  303. while( mThunderListHead )
  304. {
  305. Thunder* next = mThunderListHead->next;
  306. delete mThunderListHead;
  307. mThunderListHead = next;
  308. }
  309. while( mStrikeListHead )
  310. {
  311. Strike* next = mStrikeListHead->next;
  312. delete mStrikeListHead;
  313. mStrikeListHead = next;
  314. }
  315. }
  316. //--------------------------------------------------------------------------
  317. void Lightning::initPersistFields()
  318. {
  319. addGroup( "Strikes" );
  320. addField( "strikesPerMinute", TypeS32, Offset(strikesPerMinute, Lightning),
  321. "@brief Number of lightning strikes to perform per minute.\n\n"
  322. "Automatically invokes strikeRandomPoint() at regular intervals." );
  323. addField( "strikeWidth", TypeF32, Offset(strikeWidth, Lightning),
  324. "Width of a lightning bolt." );
  325. addField( "strikeRadius", TypeF32, Offset(strikeRadius, Lightning),
  326. "@brief Horizontal size (XY plane) of the search box used to find and "
  327. "damage Player or Vehicle objects within range of the strike.\n\n"
  328. "Only the object at highest altitude with a clear line of sight to the "
  329. "bolt will be hit." );
  330. endGroup( "Strikes" );
  331. addGroup( "Colors" );
  332. addField( "color", TypeColorF, Offset(color, Lightning),
  333. "Color to blend the strike texture with." );
  334. addField( "fadeColor", TypeColorF, Offset(fadeColor, Lightning),
  335. "@brief Color to blend the strike texture with when the bolt is fading away.\n\n"
  336. "Bolts fade away automatically shortly after the strike occurs." );
  337. endGroup( "Colors" );
  338. addGroup( "Bolts" );
  339. addField( "chanceToHitTarget", TypeF32, Offset(chanceToHitTarget, Lightning),
  340. "Percentage chance (0-1) that a given lightning bolt will hit something." );
  341. addField( "boltStartRadius", TypeF32, Offset(boltStartRadius, Lightning),
  342. "@brief Radial distance from the center of the Lightning object for the "
  343. "start point of the bolt.\n\n"
  344. "The actual start point will be a random point within this radius." );
  345. addField( "useFog", TypeBool, Offset(useFog, Lightning),
  346. "Controls whether lightning bolts are affected by fog when they are rendered." );
  347. endGroup( "Bolts" );
  348. Parent::initPersistFields();
  349. }
  350. //--------------------------------------------------------------------------
  351. bool Lightning::onAdd()
  352. {
  353. if(!Parent::onAdd())
  354. return false;
  355. mObjBox.minExtents.set( -0.5f, -0.5f, -0.5f );
  356. mObjBox.maxExtents.set( 0.5f, 0.5f, 0.5f );
  357. resetWorldBox();
  358. addToScene();
  359. return true;
  360. }
  361. void Lightning::onRemove()
  362. {
  363. removeFromScene();
  364. Parent::onRemove();
  365. }
  366. bool Lightning::onNewDataBlock( GameBaseData *dptr, bool reload )
  367. {
  368. mDataBlock = dynamic_cast<LightningData*>( dptr );
  369. if ( !mDataBlock || !Parent::onNewDataBlock( dptr, reload ) )
  370. return false;
  371. scriptOnNewDataBlock();
  372. return true;
  373. }
  374. //--------------------------------------------------------------------------
  375. void Lightning::prepRenderImage( SceneRenderState* state )
  376. {
  377. ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
  378. ri->renderDelegate.bind(this, &Lightning::renderObject);
  379. // The Lightning isn't technically foliage but our debug
  380. // effect seems to render best as a Foliage type (translucent,
  381. // renders itself, no sorting)
  382. ri->type = RenderPassManager::RIT_Foliage;
  383. state->getRenderPass()->addInst( ri );
  384. }
  385. void Lightning::renderObject(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance* overrideMat)
  386. {
  387. if (overrideMat)
  388. return;
  389. if (mLightningSB.isNull())
  390. {
  391. GFXStateBlockDesc desc;
  392. desc.setBlend( true, GFXBlendSrcAlpha, GFXBlendOne);
  393. desc.setCullMode(GFXCullNone);
  394. desc.zWriteEnable = false;
  395. desc.samplersDefined = true;
  396. desc.samplers[0].magFilter = GFXTextureFilterLinear;
  397. desc.samplers[0].minFilter = GFXTextureFilterLinear;
  398. desc.samplers[0].addressModeU = GFXAddressWrap;
  399. desc.samplers[0].addressModeV = GFXAddressWrap;
  400. mLightningSB = GFX->createStateBlock(desc);
  401. }
  402. GFX->setStateBlock(mLightningSB);
  403. Strike* walk = mStrikeListHead;
  404. while (walk != NULL)
  405. {
  406. GFX->setTexture(0, mDataBlock->strikeTextures[0]);
  407. for( U32 i=0; i<3; i++ )
  408. {
  409. if( walk->bolt[i].isFading )
  410. {
  411. F32 alpha = 1.0f - walk->bolt[i].percentFade;
  412. if( alpha < 0.0f ) alpha = 0.0f;
  413. PrimBuild::color4f( fadeColor.red, fadeColor.green, fadeColor.blue, alpha );
  414. }
  415. else
  416. {
  417. PrimBuild::color4f( color.red, color.green, color.blue, color.alpha );
  418. }
  419. walk->bolt[i].render( state->getCameraPosition() );
  420. }
  421. walk = walk->next;
  422. }
  423. //GFX->setZWriteEnable(true);
  424. //GFX->setAlphaTestEnable(false);
  425. //GFX->setAlphaBlendEnable(false);
  426. }
  427. void Lightning::scheduleThunder(Strike* newStrike)
  428. {
  429. AssertFatal(isClientObject(), "Lightning::scheduleThunder: server objects should not enter this version of the function");
  430. // If no thunder sounds, don't schedule anything!
  431. if (mDataBlock->numThunders == 0)
  432. return;
  433. GameConnection* connection = GameConnection::getConnectionToServer();
  434. if (connection) {
  435. MatrixF cameraMatrix;
  436. if (connection->getControlCameraTransform(0, &cameraMatrix)) {
  437. Point3F worldPos;
  438. cameraMatrix.getColumn(3, &worldPos);
  439. worldPos.x -= newStrike->xVal;
  440. worldPos.y -= newStrike->yVal;
  441. worldPos.z = 0.0f;
  442. F32 dist = worldPos.len();
  443. F32 t = dist / 330.0f;
  444. // Ok, we need to schedule a random strike sound t secs in the future...
  445. //
  446. if (t <= 0.03f) {
  447. // If it's really close, just play it...
  448. U32 thunder = sgLightningRand.randI(0, mDataBlock->numThunders - 1);
  449. SFX->playOnce(mDataBlock->thunderSounds[thunder]);
  450. } else {
  451. Thunder* pThunder = new Thunder;
  452. pThunder->tRemaining = t;
  453. pThunder->next = mThunderListHead;
  454. mThunderListHead = pThunder;
  455. }
  456. }
  457. }
  458. }
  459. //--------------------------------------------------------------------------
  460. void Lightning::processTick(const Move* move)
  461. {
  462. Parent::processTick(move);
  463. if (isServerObject() && !isHidden()) {
  464. S32 msBetweenStrikes = (S32)(60.0 / strikesPerMinute * 1000.0);
  465. mLastThink += TickMs;
  466. if( mLastThink > msBetweenStrikes )
  467. {
  468. strikeRandomPoint();
  469. mLastThink -= msBetweenStrikes;
  470. }
  471. }
  472. }
  473. void Lightning::interpolateTick(F32 dt)
  474. {
  475. Parent::interpolateTick(dt);
  476. }
  477. void Lightning::advanceTime(F32 dt)
  478. {
  479. Parent::advanceTime(dt);
  480. Strike** pWalker = &mStrikeListHead;
  481. while (*pWalker != NULL) {
  482. Strike* pStrike = *pWalker;
  483. for( U32 i=0; i<3; i++ )
  484. {
  485. pStrike->bolt[i].update( dt );
  486. }
  487. pStrike->currentAge += dt;
  488. if (pStrike->currentAge > pStrike->deathAge) {
  489. *pWalker = pStrike->next;
  490. delete pStrike;
  491. } else {
  492. pWalker = &((*pWalker)->next);
  493. }
  494. }
  495. Thunder** pThunderWalker = &mThunderListHead;
  496. while (*pThunderWalker != NULL) {
  497. Thunder* pThunder = *pThunderWalker;
  498. pThunder->tRemaining -= dt;
  499. if (pThunder->tRemaining <= 0.0f) {
  500. *pThunderWalker = pThunder->next;
  501. delete pThunder;
  502. // Play the sound...
  503. U32 thunder = sgLightningRand.randI(0, mDataBlock->numThunders - 1);
  504. SFX->playOnce(mDataBlock->thunderSounds[thunder]);
  505. } else {
  506. pThunderWalker = &((*pThunderWalker)->next);
  507. }
  508. }
  509. }
  510. //--------------------------------------------------------------------------
  511. void Lightning::processEvent(LightningStrikeEvent* pEvent)
  512. {
  513. AssertFatal(pEvent->mStart.x >= 0.0f && pEvent->mStart.x <= 1.0f, "Out of bounds coord!");
  514. Strike* pStrike = new Strike;
  515. Point3F strikePoint;
  516. strikePoint.zero();
  517. if( pEvent->mTarget )
  518. {
  519. Point3F objectCenter;
  520. pEvent->mTarget->getObjBox().getCenter( &objectCenter );
  521. objectCenter.convolve( pEvent->mTarget->getScale() );
  522. pEvent->mTarget->getTransform().mulP( objectCenter );
  523. strikePoint = objectCenter;
  524. }
  525. else
  526. {
  527. strikePoint.x = pEvent->mStart.x;
  528. strikePoint.y = pEvent->mStart.y;
  529. strikePoint *= mObjScale;
  530. strikePoint += getPosition();
  531. strikePoint += Point3F( -mObjScale.x * 0.5f, -mObjScale.y * 0.5f, 0.0f );
  532. RayInfo rayInfo;
  533. Point3F start = strikePoint;
  534. start.z = mObjScale.z * 0.5f + getPosition().z;
  535. strikePoint.z += -mObjScale.z * 0.5f;
  536. bool rayHit = gClientContainer.castRay( start, strikePoint,
  537. (STATIC_COLLISION_TYPEMASK | WaterObjectType),
  538. &rayInfo);
  539. if( rayHit )
  540. {
  541. strikePoint.z = rayInfo.point.z;
  542. }
  543. else
  544. {
  545. strikePoint.z = pStrike->bolt[0].findHeight( strikePoint, getSceneManager() );
  546. }
  547. }
  548. pStrike->xVal = strikePoint.x;
  549. pStrike->yVal = strikePoint.y;
  550. pStrike->deathAge = 1.6f;
  551. pStrike->currentAge = 0.0f;
  552. pStrike->next = mStrikeListHead;
  553. for( U32 i=0; i<3; i++ )
  554. {
  555. F32 randStart = boltStartRadius;
  556. F32 height = mObjScale.z * 0.5f + getPosition().z;
  557. pStrike->bolt[i].startPoint.set( pStrike->xVal + gRandGen.randF( -randStart, randStart ), pStrike->yVal + gRandGen.randF( -randStart, randStart ), height );
  558. pStrike->bolt[i].endPoint = strikePoint;
  559. pStrike->bolt[i].width = strikeWidth;
  560. pStrike->bolt[i].numMajorNodes = 10;
  561. pStrike->bolt[i].maxMajorAngle = 30.0f;
  562. pStrike->bolt[i].numMinorNodes = 4;
  563. pStrike->bolt[i].maxMinorAngle = 15.0f;
  564. pStrike->bolt[i].generate();
  565. pStrike->bolt[i].startSplits();
  566. pStrike->bolt[i].lifetime = 1.0f;
  567. pStrike->bolt[i].fadeTime = 0.2f;
  568. pStrike->bolt[i].renderTime = gRandGen.randF(0.0f, 0.25f);
  569. }
  570. mStrikeListHead = pStrike;
  571. scheduleThunder(pStrike);
  572. MatrixF trans(true);
  573. trans.setPosition( strikePoint );
  574. if (mDataBlock->strikeSound)
  575. {
  576. SFX->playOnce(mDataBlock->strikeSound, &trans );
  577. }
  578. }
  579. void Lightning::warningFlashes()
  580. {
  581. AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!");
  582. SimGroup* pClientGroup = Sim::getClientGroup();
  583. for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++) {
  584. NetConnection* nc = static_cast<NetConnection*>(*itr);
  585. if (nc != NULL)
  586. {
  587. LightningStrikeEvent* pEvent = new LightningStrikeEvent;
  588. pEvent->mLightning = this;
  589. nc->postNetEvent(pEvent);
  590. }
  591. }
  592. }
  593. void Lightning::strikeRandomPoint()
  594. {
  595. AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!");
  596. Point3F strikePoint( gRandGen.randF( 0.0f, 1.0f ), gRandGen.randF( 0.0f, 1.0f ), 0.0f );
  597. // check if an object is within target range
  598. strikePoint *= mObjScale;
  599. strikePoint += getPosition();
  600. strikePoint += Point3F( -mObjScale.x * 0.5f, -mObjScale.y * 0.5f, 0.0f );
  601. Box3F queryBox;
  602. F32 boxWidth = strikeRadius * 2.0f;
  603. queryBox.minExtents.set( -boxWidth * 0.5f, -boxWidth * 0.5f, -mObjScale.z * 0.5f );
  604. queryBox.maxExtents.set( boxWidth * 0.5f, boxWidth * 0.5f, mObjScale.z * 0.5f );
  605. queryBox.minExtents += strikePoint;
  606. queryBox.maxExtents += strikePoint;
  607. SimpleQueryList sql;
  608. getContainer()->findObjects(queryBox, DAMAGEABLE_TYPEMASK,
  609. SimpleQueryList::insertionCallback, &sql);
  610. SceneObject *highestObj = NULL;
  611. F32 highestPnt = 0.0f;
  612. for( U32 i = 0; i < sql.mList.size(); i++ )
  613. {
  614. Point3F objectCenter;
  615. sql.mList[i]->getObjBox().getCenter(&objectCenter);
  616. objectCenter.convolve(sql.mList[i]->getScale());
  617. sql.mList[i]->getTransform().mulP(objectCenter);
  618. // check if object can be struck
  619. RayInfo rayInfo;
  620. Point3F start = objectCenter;
  621. start.z = mObjScale.z * 0.5f + getPosition().z;
  622. Point3F end = objectCenter;
  623. end.z = -mObjScale.z * 0.5f + getPosition().z;
  624. bool rayHit = gServerContainer.castRay( start, end,
  625. (0xFFFFFFFF),
  626. &rayInfo);
  627. if( rayHit && rayInfo.object == sql.mList[i] )
  628. {
  629. if( !highestObj )
  630. {
  631. highestObj = sql.mList[i];
  632. highestPnt = objectCenter.z;
  633. continue;
  634. }
  635. if( objectCenter.z > highestPnt )
  636. {
  637. highestObj = sql.mList[i];
  638. highestPnt = objectCenter.z;
  639. }
  640. }
  641. }
  642. // hah haaaaa, we have a target!
  643. SceneObject *targetObj = NULL;
  644. if( highestObj )
  645. {
  646. F32 chance = gRandGen.randF();
  647. if( chance <= chanceToHitTarget )
  648. {
  649. Point3F objectCenter;
  650. highestObj->getObjBox().getCenter(&objectCenter);
  651. objectCenter.convolve(highestObj->getScale());
  652. highestObj->getTransform().mulP(objectCenter);
  653. bool playerInWarmup = false;
  654. Player *playerObj = dynamic_cast< Player * >(highestObj);
  655. if( playerObj )
  656. {
  657. if( !playerObj->getControllingClient() )
  658. {
  659. playerInWarmup = true;
  660. }
  661. }
  662. if( !playerInWarmup )
  663. {
  664. applyDamage_callback( objectCenter, VectorF( 0.0f, 0.0f, 1.0f ), highestObj );
  665. targetObj = highestObj;
  666. }
  667. }
  668. }
  669. SimGroup* pClientGroup = Sim::getClientGroup();
  670. for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++)
  671. {
  672. NetConnection* nc = static_cast<NetConnection*>(*itr);
  673. LightningStrikeEvent* pEvent = new LightningStrikeEvent;
  674. pEvent->mLightning = this;
  675. pEvent->mStart.x = strikePoint.x;
  676. pEvent->mStart.y = strikePoint.y;
  677. pEvent->mTarget = targetObj;
  678. nc->postNetEvent(pEvent);
  679. }
  680. }
  681. //--------------------------------------------------------------------------
  682. void Lightning::strikeObject(ShapeBase*)
  683. {
  684. AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!");
  685. AssertFatal(false, "Lightning::strikeObject is not implemented.");
  686. }
  687. //--------------------------------------------------------------------------
  688. U32 Lightning::packUpdate(NetConnection* con, U32 mask, BitStream* stream)
  689. {
  690. U32 retMask = Parent::packUpdate(con, mask, stream);
  691. // Only write data if this is the initial packet or we've been inspected.
  692. if (stream->writeFlag(mask & (InitialUpdateMask | ExtendedInfoMask)))
  693. {
  694. // Initial update
  695. mathWrite(*stream, getPosition());
  696. mathWrite(*stream, mObjScale);
  697. stream->write(strikeWidth);
  698. stream->write(chanceToHitTarget);
  699. stream->write(strikeRadius);
  700. stream->write(boltStartRadius);
  701. stream->write(color.red);
  702. stream->write(color.green);
  703. stream->write(color.blue);
  704. stream->write(fadeColor.red);
  705. stream->write(fadeColor.green);
  706. stream->write(fadeColor.blue);
  707. stream->write(useFog);
  708. stream->write(strikesPerMinute);
  709. }
  710. return retMask;
  711. }
  712. //--------------------------------------------------------------------------
  713. void Lightning::unpackUpdate(NetConnection* con, BitStream* stream)
  714. {
  715. Parent::unpackUpdate(con, stream);
  716. if (stream->readFlag())
  717. {
  718. // Initial update
  719. Point3F pos;
  720. mathRead(*stream, &pos);
  721. setPosition( pos );
  722. mathRead(*stream, &mObjScale);
  723. stream->read(&strikeWidth);
  724. stream->read(&chanceToHitTarget);
  725. stream->read(&strikeRadius);
  726. stream->read(&boltStartRadius);
  727. stream->read(&color.red);
  728. stream->read(&color.green);
  729. stream->read(&color.blue);
  730. stream->read(&fadeColor.red);
  731. stream->read(&fadeColor.green);
  732. stream->read(&fadeColor.blue);
  733. stream->read(&useFog);
  734. stream->read(&strikesPerMinute);
  735. }
  736. }
  737. //--------------------------------------------------------------------------
  738. DefineEngineMethod(Lightning, warningFlashes, void, (),,
  739. "@brief Creates a LightningStrikeEvent that triggers harmless lightning "
  740. "bolts on all clients.\n"
  741. "No objects will be damaged by these bolts.\n"
  742. "@tsexample\n"
  743. "// Generate a harmless lightning strike effect on all clients\n"
  744. "%lightning.warningFlashes();\n"
  745. "@endtsexample" )
  746. {
  747. if (object->isServerObject())
  748. object->warningFlashes();
  749. }
  750. DefineEngineMethod(Lightning, strikeRandomPoint, void, (),,
  751. "Creates a LightningStrikeEvent which attempts to strike and damage a random "
  752. "object in range of the Lightning object.\n"
  753. "@tsexample\n"
  754. "// Generate a damaging lightning strike effect on all clients\n"
  755. "%lightning.strikeRandomPoint();\n"
  756. "@endtsexample" )
  757. {
  758. if (object->isServerObject())
  759. object->strikeRandomPoint();
  760. }
  761. DefineEngineMethod(Lightning, strikeObject, void, (S32 id), (NULL),
  762. "Creates a LightningStrikeEvent which strikes a specific object.\n"
  763. "@note This method is currently unimplemented.\n" )
  764. {
  765. ShapeBase* pSB;
  766. if (object->isServerObject() && Sim::findObject(id, pSB))
  767. object->strikeObject(pSB);
  768. }
  769. //**************************************************************************
  770. // Lightning Bolt
  771. //**************************************************************************
  772. LightningBolt::LightningBolt()
  773. {
  774. width = 0.1f;
  775. startPoint.zero();
  776. endPoint.zero();
  777. chanceOfSplit = 0.0f;
  778. isFading = false;
  779. elapsedTime = 0.0f;
  780. lifetime = 1.0f;
  781. startRender = false;
  782. }
  783. //--------------------------------------------------------------------------
  784. // Destructor
  785. //--------------------------------------------------------------------------
  786. LightningBolt::~LightningBolt()
  787. {
  788. splitList.clear();
  789. }
  790. //--------------------------------------------------------------------------
  791. // Generate nodes
  792. //--------------------------------------------------------------------------
  793. void LightningBolt::NodeManager::generateNodes()
  794. {
  795. F32 overallDist = VectorF( endPoint - startPoint ).magnitudeSafe();
  796. F32 minDistBetweenNodes = overallDist / (numNodes-1);
  797. F32 maxDistBetweenNodes = minDistBetweenNodes / mCos( maxAngle * M_PI_F / 180.0f );
  798. VectorF mainLineDir = endPoint - startPoint;
  799. mainLineDir.normalizeSafe();
  800. for( U32 i=0; i<numNodes; i++ )
  801. {
  802. Node node;
  803. if( i == 0 )
  804. {
  805. node.point = startPoint;
  806. node.dirToMainLine = mainLineDir;
  807. nodeList[i] = node;
  808. continue;
  809. }
  810. if( i == numNodes - 1 )
  811. {
  812. node.point = endPoint;
  813. nodeList[i] = node;
  814. break;
  815. }
  816. Node lastNode = nodeList[i-1];
  817. F32 segmentLength = gRandGen.randF( minDistBetweenNodes, maxDistBetweenNodes );
  818. VectorF segmentDir = MathUtils::randomDir( lastNode.dirToMainLine, 0, maxAngle );
  819. node.point = lastNode.point + segmentDir * segmentLength;
  820. node.dirToMainLine = endPoint - node.point;
  821. node.dirToMainLine.normalizeSafe();
  822. nodeList[i] = node;
  823. }
  824. }
  825. //--------------------------------------------------------------------------
  826. // Render bolt
  827. //--------------------------------------------------------------------------
  828. void LightningBolt::render( const Point3F &camPos )
  829. {
  830. if (!startRender)
  831. return;
  832. if (!isFading)
  833. generateMinorNodes();
  834. U32 maxVerts = 0;
  835. for (U32 i = 0; i < mMinorNodes.size(); i++)
  836. maxVerts += mMinorNodes[i].numNodes * 2;
  837. PrimBuild::begin(GFXTriangleStrip, maxVerts);
  838. for (U32 i = 0; i < mMinorNodes.size(); i++)
  839. {
  840. if (i+1 == mMinorNodes.size())
  841. renderSegment(mMinorNodes[i], camPos, true);
  842. else
  843. renderSegment(mMinorNodes[i], camPos, false);
  844. }
  845. PrimBuild::end();
  846. for(LightingBoltList::Iterator i = splitList.begin(); i != splitList.end(); ++i)
  847. {
  848. if( isFading )
  849. {
  850. i->isFading = true;
  851. }
  852. i->render( camPos );
  853. }
  854. }
  855. //--------------------------------------------------------------------------
  856. // Render segment
  857. //--------------------------------------------------------------------------
  858. void LightningBolt::renderSegment( NodeManager &segment, const Point3F &camPos, bool renderLastPoint )
  859. {
  860. for (U32 i = 0; i < segment.numNodes; i++)
  861. {
  862. Point3F curPoint = segment.nodeList[i].point;
  863. Point3F nextPoint;
  864. Point3F segDir;
  865. if( i == (segment.numNodes-1) )
  866. {
  867. if( renderLastPoint )
  868. {
  869. segDir = curPoint - segment.nodeList[i-1].point;
  870. }
  871. else
  872. {
  873. continue;
  874. }
  875. }
  876. else
  877. {
  878. nextPoint = segment.nodeList[i+1].point;
  879. segDir = nextPoint - curPoint;
  880. }
  881. segDir.normalizeSafe();
  882. Point3F dirFromCam = curPoint - camPos;
  883. Point3F crossVec;
  884. mCross(dirFromCam, segDir, &crossVec);
  885. crossVec.normalize();
  886. crossVec *= width * 0.5f;
  887. F32 u = i % 2;
  888. PrimBuild::texCoord2f( u, 1.0 );
  889. PrimBuild::vertex3fv( curPoint - crossVec );
  890. PrimBuild::texCoord2f( u, 0.0 );
  891. PrimBuild::vertex3fv( curPoint + crossVec );
  892. }
  893. }
  894. //----------------------------------------------------------------------------
  895. // Find height
  896. //----------------------------------------------------------------------------
  897. F32 LightningBolt::findHeight( Point3F &point, SceneManager *sceneManager )
  898. {
  899. const Vector< SceneObject* > terrains = sceneManager->getContainer()->getTerrains();
  900. for( Vector< SceneObject* >::const_iterator iter = terrains.begin(); iter != terrains.end(); ++ iter )
  901. {
  902. TerrainBlock* terrain = dynamic_cast< TerrainBlock* >( *iter );
  903. if( !terrain )
  904. continue;
  905. Point3F terrPt = point;
  906. terrain->getWorldTransform().mulP(terrPt);
  907. F32 h;
  908. if( terrain->getHeight( Point2F( terrPt.x, terrPt.y ), &h ) )
  909. return h;
  910. }
  911. return 0.f;
  912. }
  913. //----------------------------------------------------------------------------
  914. // Generate lightning bolt
  915. //----------------------------------------------------------------------------
  916. void LightningBolt::generate()
  917. {
  918. mMajorNodes.startPoint = startPoint;
  919. mMajorNodes.endPoint = endPoint;
  920. mMajorNodes.numNodes = numMajorNodes;
  921. mMajorNodes.maxAngle = maxMajorAngle;
  922. mMajorNodes.generateNodes();
  923. generateMinorNodes();
  924. }
  925. //----------------------------------------------------------------------------
  926. // Generate Minor Nodes
  927. //----------------------------------------------------------------------------
  928. void LightningBolt::generateMinorNodes()
  929. {
  930. mMinorNodes.clear();
  931. for( S32 i=0; i<mMajorNodes.numNodes - 1; i++ )
  932. {
  933. NodeManager segment;
  934. segment.startPoint = mMajorNodes.nodeList[i].point;
  935. segment.endPoint = mMajorNodes.nodeList[i+1].point;
  936. segment.numNodes = numMinorNodes;
  937. segment.maxAngle = maxMinorAngle;
  938. segment.generateNodes();
  939. mMinorNodes.increment(1);
  940. mMinorNodes[i] = segment;
  941. }
  942. }
  943. //----------------------------------------------------------------------------
  944. // Recursive algo to create bolts that split off from main bolt
  945. //----------------------------------------------------------------------------
  946. void LightningBolt::createSplit( const Point3F &startPoint, const Point3F &endPoint, U32 depth, F32 width )
  947. {
  948. if( depth == 0 )
  949. return;
  950. F32 chanceToEnd = gRandGen.randF();
  951. if( chanceToEnd > 0.70f )
  952. return;
  953. if( width < 0.75f )
  954. width = 0.75f;
  955. VectorF diff = endPoint - startPoint;
  956. F32 length = diff.len();
  957. diff.normalizeSafe();
  958. LightningBolt newBolt;
  959. newBolt.startPoint = startPoint;
  960. newBolt.endPoint = endPoint;
  961. newBolt.width = width;
  962. newBolt.numMajorNodes = 3;
  963. newBolt.maxMajorAngle = 30.0f;
  964. newBolt.numMinorNodes = 3;
  965. newBolt.maxMinorAngle = 10.0f;
  966. newBolt.startRender = true;
  967. newBolt.generate();
  968. splitList.pushBack( newBolt );
  969. VectorF newDir1 = MathUtils::randomDir( diff, 10.0f, 45.0f );
  970. Point3F newEndPoint1 = endPoint + newDir1 * gRandGen.randF( 0.5f, 1.5f ) * length;
  971. VectorF newDir2 = MathUtils::randomDir( diff, 10.0f, 45.0f );
  972. Point3F newEndPoint2 = endPoint + newDir2 * gRandGen.randF( 0.5f, 1.5f ) * length;
  973. createSplit( endPoint, newEndPoint1, depth - 1, width * 0.30f );
  974. createSplit( endPoint, newEndPoint2, depth - 1, width * 0.30f );
  975. }
  976. //----------------------------------------------------------------------------
  977. // Start split - kick off the recursive 'createSplit' procedure
  978. //----------------------------------------------------------------------------
  979. void LightningBolt::startSplits()
  980. {
  981. for( U32 i=0; i<mMajorNodes.numNodes-1; i++ )
  982. {
  983. if( gRandGen.randF() > 0.3f )
  984. continue;
  985. Node node = mMajorNodes.nodeList[i];
  986. Node node2 = mMajorNodes.nodeList[i+1];
  987. VectorF segDir = node2.point - node.point;
  988. F32 length = segDir.len();
  989. segDir.normalizeSafe();
  990. VectorF newDir = MathUtils::randomDir( segDir, 20.0f, 40.0f );
  991. Point3F newEndPoint = node.point + newDir * gRandGen.randF( 0.5f, 1.5f ) * length;
  992. createSplit( node.point, newEndPoint, 4, width * 0.30f );
  993. }
  994. }
  995. //----------------------------------------------------------------------------
  996. // Update
  997. //----------------------------------------------------------------------------
  998. void LightningBolt::update( F32 dt )
  999. {
  1000. elapsedTime += dt;
  1001. F32 percentDone = elapsedTime / lifetime;
  1002. if( elapsedTime > fadeTime )
  1003. {
  1004. isFading = true;
  1005. percentFade = percentDone + (fadeTime/lifetime);
  1006. }
  1007. if( elapsedTime > renderTime && !startRender )
  1008. {
  1009. startRender = true;
  1010. isFading = false;
  1011. elapsedTime = 0.0f;
  1012. }
  1013. }