splash.cpp 22 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 "T3D/fx/splash.h"
  23. #include "console/consoleTypes.h"
  24. #include "gfx/primBuilder.h"
  25. #include "gfx/gfxDrawUtil.h"
  26. #include "sfx/sfxSystem.h"
  27. #include "sfx/sfxProfile.h"
  28. #include "scene/sceneManager.h"
  29. #include "scene/sceneRenderState.h"
  30. #include "core/stream/bitStream.h"
  31. #include "math/mathIO.h"
  32. #include "T3D/fx/explosion.h"
  33. #include "T3D/fx/particle.h"
  34. #include "T3D/fx/particleEmitter.h"
  35. #include "T3D/fx/particleEmitterNode.h"
  36. #include "T3D/gameBase/gameProcess.h"
  37. #include "sim/netConnection.h"
  38. #include "renderInstance/renderPassManager.h"
  39. #include "console/engineAPI.h"
  40. namespace
  41. {
  42. MRandomLCG sgRandom(0xdeadbeef);
  43. } // namespace {}
  44. //----------------------------------------------------------------------------
  45. IMPLEMENT_CO_DATABLOCK_V1(SplashData);
  46. IMPLEMENT_CO_NETOBJECT_V1(Splash);
  47. ConsoleDocClass( SplashData,
  48. "@brief Acts as the physical point in space in white a Splash is created from.\n"
  49. "@ingroup FX\n"
  50. );
  51. ConsoleDocClass( Splash,
  52. "@brief Manages the ring used for a Splash effect.\n"
  53. "@ingroup FX\n"
  54. );
  55. //--------------------------------------------------------------------------
  56. // Splash Data
  57. //--------------------------------------------------------------------------
  58. SplashData::SplashData()
  59. {
  60. soundProfile = NULL;
  61. soundProfileId = 0;
  62. scale.set(1, 1, 1);
  63. dMemset( emitterList, 0, sizeof( emitterList ) );
  64. dMemset( emitterIDList, 0, sizeof( emitterIDList ) );
  65. delayMS = 0;
  66. delayVariance = 0;
  67. lifetimeMS = 1000;
  68. lifetimeVariance = 0;
  69. width = 4.0;
  70. numSegments = 10;
  71. velocity = 5.0;
  72. height = 0.0;
  73. acceleration = 0.0;
  74. texWrap = 1.0;
  75. texFactor = 3.0;
  76. ejectionFreq = 5;
  77. ejectionAngle = 45.0;
  78. ringLifetime = 1.0;
  79. startRadius = 0.5;
  80. explosion = NULL;
  81. explosionId = 0;
  82. U32 i;
  83. for (i = 0; i < NUM_TEX; i++)
  84. INIT_IMAGEASSET_ARRAY(Texture, i);
  85. for( i=0; i<NUM_TIME_KEYS; i++ )
  86. times[i] = 1.0;
  87. times[0] = 0.0;
  88. for( i=0; i<NUM_TIME_KEYS; i++ )
  89. colors[i].set( 1.0, 1.0, 1.0, 1.0 );
  90. }
  91. //--------------------------------------------------------------------------
  92. // Init fields
  93. //--------------------------------------------------------------------------
  94. void SplashData::initPersistFields()
  95. {
  96. addField("soundProfile", TYPEID< SFXProfile >(), Offset(soundProfile, SplashData), "SFXProfile effect to play.\n");
  97. addField("scale", TypePoint3F, Offset(scale, SplashData), "The scale of this splashing effect, defined as the F32 points X, Y, Z.\n");
  98. addField("emitter", TYPEID< ParticleEmitterData >(), Offset(emitterList, SplashData), NUM_EMITTERS, "List of particle emitters to create at the point of this Splash effect.\n");
  99. addField("delayMS", TypeS32, Offset(delayMS, SplashData), "Time to delay, in milliseconds, before actually starting this effect.\n");
  100. addField("delayVariance", TypeS32, Offset(delayVariance, SplashData), "Time variance for delayMS.\n");
  101. addField("lifetimeMS", TypeS32, Offset(lifetimeMS, SplashData), "Lifetime for this effect, in milliseconds.\n");
  102. addField("lifetimeVariance", TypeS32, Offset(lifetimeVariance, SplashData), "Time variance for lifetimeMS.\n");
  103. addField("width", TypeF32, Offset(width, SplashData), "Width for the X and Y coordinates to create this effect within.");
  104. addField("numSegments", TypeS32, Offset(numSegments, SplashData), "Number of ejection points in the splash ring.\n");
  105. addField("velocity", TypeF32, Offset(velocity, SplashData), "Velocity for the splash effect to travel.\n");
  106. addField("height", TypeF32, Offset(height, SplashData), "Height for the splash to reach.\n");
  107. addField("acceleration", TypeF32, Offset(acceleration, SplashData), "Constant acceleration value to place upon the splash effect.\n");
  108. addField("times", TypeF32, Offset(times, SplashData), NUM_TIME_KEYS, "Times to transition through the splash effect. Up to 4 allowed. Values are 0.0 - 1.0, and corrispond to the life of the particle where 0 is first created and 1 is end of lifespace.\n" );
  109. addField("colors", TypeColorF, Offset(colors, SplashData), NUM_TIME_KEYS, "Color values to set the splash effect, rgba. Up to 4 allowed. Will transition through colors based on values set in the times value. Example: colors[0] = \"0.6 1.0 1.0 0.5\".\n" );
  110. INITPERSISTFIELD_IMAGEASSET_ARRAY(Texture, NUM_TEX, SplashData, "Image to use as the texture for the splash effect.\n");
  111. addField("texWrap", TypeF32, Offset(texWrap, SplashData), "Amount to wrap the texture around the splash ring, 0.0f - 1.0f.\n");
  112. addField("texFactor", TypeF32, Offset(texFactor, SplashData), "Factor in which to apply the texture to the splash ring, 0.0f - 1.0f.\n");
  113. addField("ejectionFreq", TypeF32, Offset(ejectionFreq, SplashData), "Frequency in which to emit splash rings.\n");
  114. addField("ejectionAngle", TypeF32, Offset(ejectionAngle, SplashData), "Rotational angle to create a splash ring.\n");
  115. addField("ringLifetime", TypeF32, Offset(ringLifetime, SplashData), "Lifetime, in milliseconds, for a splash ring.\n");
  116. addField("startRadius", TypeF32, Offset(startRadius, SplashData), "Starting radius size of a splash ring.\n");
  117. addField("explosion", TYPEID< ExplosionData >(), Offset(explosion, SplashData), "ExplosionData object to create at the creation position of this splash effect.\n");
  118. Parent::initPersistFields();
  119. }
  120. //--------------------------------------------------------------------------
  121. // On add - verify data settings
  122. //--------------------------------------------------------------------------
  123. bool SplashData::onAdd()
  124. {
  125. if (Parent::onAdd() == false)
  126. return false;
  127. return true;
  128. }
  129. //--------------------------------------------------------------------------
  130. // Pack data
  131. //--------------------------------------------------------------------------
  132. void SplashData::packData(BitStream* stream)
  133. {
  134. Parent::packData(stream);
  135. mathWrite(*stream, scale);
  136. stream->write(delayMS);
  137. stream->write(delayVariance);
  138. stream->write(lifetimeMS);
  139. stream->write(lifetimeVariance);
  140. stream->write(width);
  141. stream->write(numSegments);
  142. stream->write(velocity);
  143. stream->write(height);
  144. stream->write(acceleration);
  145. stream->write(texWrap);
  146. stream->write(texFactor);
  147. stream->write(ejectionFreq);
  148. stream->write(ejectionAngle);
  149. stream->write(ringLifetime);
  150. stream->write(startRadius);
  151. if( stream->writeFlag( explosion ) )
  152. {
  153. stream->writeRangedU32(explosion->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast);
  154. }
  155. S32 i;
  156. for( i=0; i<NUM_EMITTERS; i++ )
  157. {
  158. if( stream->writeFlag( emitterList[i] != NULL ) )
  159. {
  160. stream->writeRangedU32( emitterList[i]->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
  161. }
  162. }
  163. for( i=0; i<NUM_TIME_KEYS; i++ )
  164. {
  165. stream->write( colors[i] );
  166. }
  167. for( i=0; i<NUM_TIME_KEYS; i++ )
  168. {
  169. stream->write( times[i] );
  170. }
  171. for( i=0; i<NUM_TEX; i++ )
  172. {
  173. PACKDATA_IMAGEASSET_ARRAY(Texture, i);
  174. }
  175. }
  176. //--------------------------------------------------------------------------
  177. // Unpack data
  178. //--------------------------------------------------------------------------
  179. void SplashData::unpackData(BitStream* stream)
  180. {
  181. Parent::unpackData(stream);
  182. mathRead(*stream, &scale);
  183. stream->read(&delayMS);
  184. stream->read(&delayVariance);
  185. stream->read(&lifetimeMS);
  186. stream->read(&lifetimeVariance);
  187. stream->read(&width);
  188. stream->read(&numSegments);
  189. stream->read(&velocity);
  190. stream->read(&height);
  191. stream->read(&acceleration);
  192. stream->read(&texWrap);
  193. stream->read(&texFactor);
  194. stream->read(&ejectionFreq);
  195. stream->read(&ejectionAngle);
  196. stream->read(&ringLifetime);
  197. stream->read(&startRadius);
  198. if( stream->readFlag() )
  199. {
  200. explosionId = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
  201. }
  202. U32 i;
  203. for( i=0; i<NUM_EMITTERS; i++ )
  204. {
  205. if( stream->readFlag() )
  206. {
  207. emitterIDList[i] = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
  208. }
  209. }
  210. for( i=0; i<NUM_TIME_KEYS; i++ )
  211. {
  212. stream->read( &colors[i] );
  213. }
  214. for( i=0; i<NUM_TIME_KEYS; i++ )
  215. {
  216. stream->read( &times[i] );
  217. }
  218. for( i=0; i<NUM_TEX; i++ )
  219. {
  220. UNPACKDATA_IMAGEASSET_ARRAY(Texture, i);
  221. }
  222. }
  223. //--------------------------------------------------------------------------
  224. // Preload data - load resources
  225. //--------------------------------------------------------------------------
  226. bool SplashData::preload(bool server, String &errorStr)
  227. {
  228. if (Parent::preload(server, errorStr) == false)
  229. return false;
  230. if (!server)
  231. {
  232. S32 i;
  233. for( i=0; i<NUM_EMITTERS; i++ )
  234. {
  235. if( !emitterList[i] && emitterIDList[i] != 0 )
  236. {
  237. if( Sim::findObject( emitterIDList[i], emitterList[i] ) == false)
  238. {
  239. Con::errorf( ConsoleLogEntry::General, "SplashData::onAdd: Invalid packet, bad datablockId(particle emitter): 0x%x", emitterIDList[i] );
  240. }
  241. }
  242. }
  243. for( i=0; i<NUM_TEX; i++ )
  244. {
  245. if (mTexture[i].isNull())
  246. {
  247. _setTexture(getTexture(i), i);
  248. }
  249. }
  250. }
  251. if( !explosion && explosionId != 0 )
  252. {
  253. if( !Sim::findObject(explosionId, explosion) )
  254. {
  255. Con::errorf(ConsoleLogEntry::General, "SplashData::preload: Invalid packet, bad datablockId(explosion): %d", explosionId);
  256. }
  257. }
  258. return true;
  259. }
  260. //--------------------------------------------------------------------------
  261. // Splash
  262. //--------------------------------------------------------------------------
  263. Splash::Splash()
  264. : mDataBlock( NULL )
  265. {
  266. dMemset( mEmitterList, 0, sizeof( mEmitterList ) );
  267. mDelayMS = 0;
  268. mCurrMS = 0;
  269. mRandAngle = 0;
  270. mEndingMS = 1000;
  271. mActive = false;
  272. mRadius = 0.0;
  273. mVelocity = 1.0;
  274. mHeight = 0.0;
  275. mTimeSinceLastRing = 0.0;
  276. mDead = false;
  277. mElapsedTime = 0.0;
  278. mInitialNormal.set( 0.0, 0.0, 1.0 );
  279. mFade = 0;
  280. mFog = 0;
  281. // Only allocated client side.
  282. mNetFlags.set( IsGhost );
  283. }
  284. //--------------------------------------------------------------------------
  285. // Destructor
  286. //--------------------------------------------------------------------------
  287. Splash::~Splash()
  288. {
  289. }
  290. //--------------------------------------------------------------------------
  291. // Set initial state
  292. //--------------------------------------------------------------------------
  293. void Splash::setInitialState(const Point3F& point, const Point3F& normal, const F32 fade)
  294. {
  295. mInitialPosition = point;
  296. mInitialNormal = normal;
  297. mFade = fade;
  298. mFog = 0.0f;
  299. }
  300. //--------------------------------------------------------------------------
  301. // OnAdd
  302. //--------------------------------------------------------------------------
  303. bool Splash::onAdd()
  304. {
  305. // first check if we have a server connection, if we dont then this is on the server
  306. // and we should exit, then check if the parent fails to add the object
  307. NetConnection* conn = NetConnection::getConnectionToServer();
  308. if(!conn || !Parent::onAdd())
  309. return false;
  310. if( !mDataBlock )
  311. {
  312. Con::errorf("Splash::onAdd - Fail - No datablock");
  313. return false;
  314. }
  315. mDelayMS = mDataBlock->delayMS + sgRandom.randI( -mDataBlock->delayVariance, mDataBlock->delayVariance );
  316. mEndingMS = mDataBlock->lifetimeMS + sgRandom.randI( -mDataBlock->lifetimeVariance, mDataBlock->lifetimeVariance );
  317. mVelocity = mDataBlock->velocity;
  318. mHeight = mDataBlock->height;
  319. mTimeSinceLastRing = 1.0 / mDataBlock->ejectionFreq;
  320. for( U32 i=0; i<SplashData::NUM_EMITTERS; i++ )
  321. {
  322. if( mDataBlock->emitterList[i] != NULL )
  323. {
  324. ParticleEmitter * pEmitter = new ParticleEmitter;
  325. pEmitter->onNewDataBlock( mDataBlock->emitterList[i], false );
  326. if( !pEmitter->registerObject() )
  327. {
  328. Con::warnf( ConsoleLogEntry::General, "Could not register emitter for particle of class: %s", mDataBlock->getName() );
  329. delete pEmitter;
  330. pEmitter = NULL;
  331. }
  332. mEmitterList[i] = pEmitter;
  333. }
  334. }
  335. spawnExplosion();
  336. mObjBox.minExtents = Point3F( -1, -1, -1 );
  337. mObjBox.maxExtents = Point3F( 1, 1, 1 );
  338. resetWorldBox();
  339. gClientSceneGraph->addObjectToScene(this);
  340. removeFromProcessList();
  341. ClientProcessList::get()->addObject(this);
  342. conn->addObject(this);
  343. return true;
  344. }
  345. //--------------------------------------------------------------------------
  346. // OnRemove
  347. //--------------------------------------------------------------------------
  348. void Splash::onRemove()
  349. {
  350. for( U32 i=0; i<SplashData::NUM_EMITTERS; i++ )
  351. {
  352. if( mEmitterList[i] )
  353. {
  354. mEmitterList[i]->deleteWhenEmpty();
  355. mEmitterList[i] = NULL;
  356. }
  357. }
  358. ringList.clear();
  359. removeFromScene();
  360. Parent::onRemove();
  361. }
  362. //--------------------------------------------------------------------------
  363. // On New Data Block
  364. //--------------------------------------------------------------------------
  365. bool Splash::onNewDataBlock( GameBaseData *dptr, bool reload )
  366. {
  367. mDataBlock = dynamic_cast<SplashData*>(dptr);
  368. if (!mDataBlock || !Parent::onNewDataBlock(dptr, reload))
  369. return false;
  370. scriptOnNewDataBlock();
  371. return true;
  372. }
  373. //--------------------------------------------------------------------------
  374. // Process tick
  375. //--------------------------------------------------------------------------
  376. void Splash::processTick(const Move*)
  377. {
  378. mCurrMS += TickMs;
  379. if( isServerObject() )
  380. {
  381. if( mCurrMS >= mEndingMS )
  382. {
  383. mDead = true;
  384. if( mCurrMS >= (mEndingMS + mDataBlock->ringLifetime * 1000) )
  385. {
  386. deleteObject();
  387. }
  388. }
  389. }
  390. else
  391. {
  392. if( mCurrMS >= mEndingMS )
  393. {
  394. mDead = true;
  395. }
  396. }
  397. }
  398. //--------------------------------------------------------------------------
  399. // Advance time
  400. //--------------------------------------------------------------------------
  401. void Splash::advanceTime(F32 dt)
  402. {
  403. if (dt == 0.0)
  404. return;
  405. mElapsedTime += dt;
  406. updateColor();
  407. updateWave( dt );
  408. updateEmitters( dt );
  409. updateRings( dt );
  410. if( !mDead )
  411. {
  412. emitRings( dt );
  413. }
  414. }
  415. //----------------------------------------------------------------------------
  416. // Update emitters
  417. //----------------------------------------------------------------------------
  418. void Splash::updateEmitters( F32 dt )
  419. {
  420. Point3F pos = getPosition();
  421. for( U32 i=0; i<SplashData::NUM_EMITTERS; i++ )
  422. {
  423. if( mEmitterList[i] )
  424. {
  425. mEmitterList[i]->emitParticles( pos, pos, mInitialNormal, Point3F( 0.0, 0.0, 0.0 ), (S32) (dt * 1000) );
  426. }
  427. }
  428. }
  429. //----------------------------------------------------------------------------
  430. // Update wave
  431. //----------------------------------------------------------------------------
  432. void Splash::updateWave( F32 dt )
  433. {
  434. mVelocity += mDataBlock->acceleration * dt;
  435. mRadius += mVelocity * dt;
  436. }
  437. //----------------------------------------------------------------------------
  438. // Update color
  439. //----------------------------------------------------------------------------
  440. void Splash::updateColor()
  441. {
  442. for(SplashRingList::Iterator ring = ringList.begin(); ring != ringList.end(); ++ring)
  443. {
  444. F32 t = F32(ring->elapsedTime) / F32(ring->lifetime);
  445. for( U32 i = 1; i < SplashData::NUM_TIME_KEYS; i++ )
  446. {
  447. if( mDataBlock->times[i] >= t )
  448. {
  449. F32 firstPart = t - mDataBlock->times[i-1];
  450. F32 total = (mDataBlock->times[i] -
  451. mDataBlock->times[i-1]);
  452. firstPart /= total;
  453. ring->color.interpolate( mDataBlock->colors[i-1],
  454. mDataBlock->colors[i],
  455. firstPart);
  456. break;
  457. }
  458. }
  459. }
  460. }
  461. //----------------------------------------------------------------------------
  462. // Create ring
  463. //----------------------------------------------------------------------------
  464. SplashRing Splash::createRing()
  465. {
  466. SplashRing ring;
  467. U32 numPoints = mDataBlock->numSegments + 1;
  468. Point3F ejectionAxis( 0.0, 0.0, 1.0 );
  469. Point3F axisx;
  470. if (mFabs(ejectionAxis.z) < 0.999f)
  471. mCross(ejectionAxis, Point3F(0, 0, 1), &axisx);
  472. else
  473. mCross(ejectionAxis, Point3F(0, 1, 0), &axisx);
  474. axisx.normalize();
  475. for( U32 i=0; i<numPoints; i++ )
  476. {
  477. F32 t = F32(i) / F32(numPoints);
  478. AngAxisF thetaRot( axisx, mDataBlock->ejectionAngle * (M_PI / 180.0));
  479. AngAxisF phiRot( ejectionAxis, t * (M_PI * 2.0));
  480. Point3F pointAxis = ejectionAxis;
  481. MatrixF temp;
  482. thetaRot.setMatrix(&temp);
  483. temp.mulP(pointAxis);
  484. phiRot.setMatrix(&temp);
  485. temp.mulP(pointAxis);
  486. Point3F startOffset = axisx;
  487. temp.mulV( startOffset );
  488. startOffset *= mDataBlock->startRadius;
  489. SplashRingPoint point;
  490. point.position = getPosition() + startOffset;
  491. point.velocity = pointAxis * mDataBlock->velocity;
  492. ring.points.push_back( point );
  493. }
  494. ring.color = mDataBlock->colors[0];
  495. ring.lifetime = mDataBlock->ringLifetime;
  496. ring.elapsedTime = 0.0;
  497. ring.v = mDataBlock->texFactor * mFmod( mElapsedTime, 1.0 );
  498. return ring;
  499. }
  500. //----------------------------------------------------------------------------
  501. // Emit rings
  502. //----------------------------------------------------------------------------
  503. void Splash::emitRings( F32 dt )
  504. {
  505. mTimeSinceLastRing += dt;
  506. S32 numNewRings = (S32) (mTimeSinceLastRing * F32(mDataBlock->ejectionFreq));
  507. mTimeSinceLastRing -= numNewRings / mDataBlock->ejectionFreq;
  508. for( S32 i=numNewRings-1; i>=0; i-- )
  509. {
  510. F32 t = F32(i) / F32(numNewRings);
  511. t *= dt;
  512. t += mTimeSinceLastRing;
  513. SplashRing ring = createRing();
  514. updateRing( ring, t );
  515. ringList.pushBack( ring );
  516. }
  517. }
  518. //----------------------------------------------------------------------------
  519. // Update rings
  520. //----------------------------------------------------------------------------
  521. void Splash::updateRings( F32 dt )
  522. {
  523. SplashRingList::Iterator ring;
  524. for(SplashRingList::Iterator i = ringList.begin(); i != ringList.end(); /*Trickiness*/)
  525. {
  526. ring = i++;
  527. ring->elapsedTime += dt;
  528. if( !ring->isActive() )
  529. {
  530. ringList.erase( ring );
  531. }
  532. else
  533. {
  534. updateRing( *ring, dt );
  535. }
  536. }
  537. }
  538. //----------------------------------------------------------------------------
  539. // Update ring
  540. //----------------------------------------------------------------------------
  541. void Splash::updateRing( SplashRing& ring, F32 dt )
  542. {
  543. for( U32 i=0; i<ring.points.size(); i++ )
  544. {
  545. if( mDead )
  546. {
  547. Point3F vel = ring.points[i].velocity;
  548. vel.normalize();
  549. vel *= mDataBlock->acceleration;
  550. ring.points[i].velocity += vel * dt;
  551. }
  552. ring.points[i].velocity += Point3F( 0.0f, 0.0f, -9.8f ) * dt;
  553. ring.points[i].position += ring.points[i].velocity * dt;
  554. }
  555. }
  556. //----------------------------------------------------------------------------
  557. // Explode
  558. //----------------------------------------------------------------------------
  559. void Splash::spawnExplosion()
  560. {
  561. if( !mDataBlock->explosion ) return;
  562. Explosion* pExplosion = new Explosion;
  563. pExplosion->onNewDataBlock(mDataBlock->explosion, false);
  564. MatrixF trans = getTransform();
  565. trans.setPosition( getPosition() );
  566. pExplosion->setTransform( trans );
  567. pExplosion->setInitialState( trans.getPosition(), VectorF(0,0,1), 1);
  568. if (!pExplosion->registerObject())
  569. delete pExplosion;
  570. }
  571. //--------------------------------------------------------------------------
  572. // packUpdate
  573. //--------------------------------------------------------------------------
  574. U32 Splash::packUpdate(NetConnection* con, U32 mask, BitStream* stream)
  575. {
  576. U32 retMask = Parent::packUpdate(con, mask, stream);
  577. if( stream->writeFlag(mask & GameBase::InitialUpdateMask) )
  578. {
  579. mathWrite(*stream, mInitialPosition);
  580. }
  581. return retMask;
  582. }
  583. //--------------------------------------------------------------------------
  584. // unpackUpdate
  585. //--------------------------------------------------------------------------
  586. void Splash::unpackUpdate(NetConnection* con, BitStream* stream)
  587. {
  588. Parent::unpackUpdate(con, stream);
  589. if( stream->readFlag() )
  590. {
  591. mathRead(*stream, &mInitialPosition);
  592. setPosition( mInitialPosition );
  593. }
  594. }