lightning.cpp 38 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "platform/platform.h"
  23. #include "T3D/fx/lightning.h"
  24. #include "scene/sceneRenderState.h"
  25. #include "console/consoleTypes.h"
  26. #include "math/mathIO.h"
  27. #include "core/stream/bitStream.h"
  28. #include "T3D/gameBase/gameConnection.h"
  29. #include "T3D/shapeBase.h"
  30. #include "math/mRandom.h"
  31. #include "math/mathUtils.h"
  32. #include "terrain/terrData.h"
  33. #include "scene/sceneManager.h"
  34. #include "T3D/player.h"
  35. #include "T3D/camera.h"
  36. #include "sfx/sfxSystem.h"
  37. #include "sfx/sfxTrack.h"
  38. #include "sfx/sfxTypes.h"
  39. #include "gfx/primBuilder.h"
  40. #include "console/engineAPI.h"
  41. IMPLEMENT_CO_DATABLOCK_V1(LightningData);
  42. IMPLEMENT_CO_NETOBJECT_V1(Lightning);
  43. ConsoleDocClass( LightningData,
  44. "@brief Common data for a Lightning emitter object.\n"
  45. "@see Lightning\n"
  46. "@ingroup FX\n"
  47. "@ingroup Atmosphere\n"
  48. "@ingroup Datablocks\n"
  49. );
  50. ConsoleDocClass( Lightning,
  51. "@brief An emitter for lightning bolts.\n\n"
  52. "Lightning strike events are created on the server and transmitted to all "
  53. "clients to render the bolt. The strike may be followed by a random thunder "
  54. "sound. Player or Vehicle objects within the Lightning strike range can be "
  55. "hit and damaged by bolts.\n"
  56. "@see LightningData\n"
  57. "@ingroup FX\n"
  58. "@ingroup Atmosphere\n"
  59. );
  60. IMPLEMENT_CALLBACK( Lightning, applyDamage, void, ( const Point3F& hitPosition, const Point3F& hitNormal, SceneObject* hitObject ),
  61. ( hitPosition, hitNormal, hitObject ),
  62. "Informs an object that it was hit by a lightning bolt and needs to take damage.\n"
  63. "@param hitPosition World position hit by the lightning bolt.\n"
  64. "@param hitNormal Surface normal at @a hitPosition.\n"
  65. "@param hitObject Player or Vehicle object that was hit.\n"
  66. "@tsexample\n"
  67. "function Lightning::applyDamage( %this, %hitPosition, %hitNormal, %hitObject )\n"
  68. "{\n"
  69. " // apply damage to the player\n"
  70. " %hitObject.applyDamage( 25 );\n"
  71. "}\n"
  72. "@endtsexample\n"
  73. );
  74. MRandomLCG sgLightningRand;
  75. S32 QSORT_CALLBACK cmpSounds(const void* p1, const void* p2)
  76. {
  77. U32 i1 = *((const S32*)p1);
  78. U32 i2 = *((const S32*)p2);
  79. if (i1 < i2) {
  80. return 1;
  81. } else if (i1 > i2) {
  82. return -1;
  83. } else {
  84. return 0;
  85. }
  86. }
  87. //--------------------------------------------------------------------------
  88. //--------------------------------------
  89. //
  90. class LightningStrikeEvent : public NetEvent
  91. {
  92. public:
  93. typedef NetEvent Parent;
  94. enum EventType {
  95. WarningFlash = 0,
  96. Strike = 1,
  97. TargetedStrike = 2,
  98. TypeMin = WarningFlash,
  99. TypeMax = TargetedStrike
  100. };
  101. enum Constants {
  102. PositionalBits = 10
  103. };
  104. Point2F mStart;
  105. SimObjectPtr<SceneObject> mTarget;
  106. Lightning* mLightning;
  107. // Set by unpack...
  108. public:
  109. S32 mClientId;
  110. public:
  111. LightningStrikeEvent();
  112. ~LightningStrikeEvent();
  113. void pack(NetConnection*, BitStream*);
  114. void write(NetConnection*, BitStream*){}
  115. void unpack(NetConnection*, BitStream*);
  116. void process(NetConnection*);
  117. DECLARE_CONOBJECT(LightningStrikeEvent);
  118. };
  119. IMPLEMENT_CO_CLIENTEVENT_V1(LightningStrikeEvent);
  120. ConsoleDocClass( LightningStrikeEvent,
  121. "@brief Network event that triggers a lightning strike on the client when it "
  122. "is received.\n\n"
  123. "This event is sent to all clients when the warningFlashes(), "
  124. "strikeRandomPoint() or strikeObject() methods are invoked on the Lightning "
  125. "object on the server.\n"
  126. "@see Lightning, LightningData\n"
  127. "@ingroup FX\n"
  128. "@ingroup Atmosphere\n"
  129. );
  130. LightningStrikeEvent::LightningStrikeEvent()
  131. {
  132. mLightning = NULL;
  133. mTarget = NULL;
  134. mClientId = 0;
  135. }
  136. LightningStrikeEvent::~LightningStrikeEvent()
  137. {
  138. }
  139. void LightningStrikeEvent::pack(NetConnection* con, BitStream* stream)
  140. {
  141. if(!mLightning)
  142. {
  143. stream->writeFlag(false);
  144. return;
  145. }
  146. S32 id = con->getGhostIndex(mLightning);
  147. if(id == -1)
  148. {
  149. stream->writeFlag(false);
  150. return;
  151. }
  152. stream->writeFlag(true);
  153. stream->writeRangedU32(U32(id), 0, NetConnection::MaxGhostCount);
  154. stream->writeFloat(mStart.x, PositionalBits);
  155. stream->writeFloat(mStart.y, PositionalBits);
  156. if( mTarget )
  157. {
  158. S32 ghostIndex = con->getGhostIndex(mTarget);
  159. if (ghostIndex == -1)
  160. stream->writeFlag(false);
  161. else
  162. {
  163. stream->writeFlag(true);
  164. stream->writeRangedU32(U32(ghostIndex), 0, NetConnection::MaxGhostCount);
  165. }
  166. }
  167. else
  168. stream->writeFlag( false );
  169. }
  170. void LightningStrikeEvent::unpack(NetConnection* con, BitStream* stream)
  171. {
  172. if(!stream->readFlag())
  173. return;
  174. mClientId = stream->readRangedU32(0, NetConnection::MaxGhostCount);
  175. mLightning = NULL;
  176. NetObject* pObject = con->resolveGhost(mClientId);
  177. if (pObject)
  178. mLightning = dynamic_cast<Lightning*>(pObject);
  179. mStart.x = stream->readFloat(PositionalBits);
  180. mStart.y = stream->readFloat(PositionalBits);
  181. if( stream->readFlag() )
  182. {
  183. // target id
  184. S32 mTargetID = stream->readRangedU32(0, NetConnection::MaxGhostCount);
  185. NetObject* tObject = con->resolveGhost(mTargetID);
  186. if(tObject != NULL )
  187. {
  188. mTarget = dynamic_cast<SceneObject*>(tObject);
  189. }
  190. if( bool(mTarget) == false )
  191. {
  192. Con::errorf(ConsoleLogEntry::General, "LightningStrikeEvent::unpack: could not resolve target ghost properly");
  193. }
  194. }
  195. }
  196. void LightningStrikeEvent::process(NetConnection*)
  197. {
  198. if (mLightning)
  199. mLightning->processEvent(this);
  200. }
  201. //--------------------------------------------------------------------------
  202. //--------------------------------------
  203. //
  204. LightningData::LightningData()
  205. {
  206. INIT_SOUNDASSET(StrikeSound);
  207. for (S32 i = 0; i < MaxThunders; i++)
  208. INIT_SOUNDASSET_ARRAY(ThunderSound, MaxThunders);
  209. for (S32 i = 0; i < MaxTextures; i++)
  210. {
  211. strikeTextureNames[i] = NULL;
  212. strikeTextures[i] = NULL;
  213. }
  214. numThunders = 0;
  215. mNumStrikeTextures = 0;
  216. }
  217. LightningData::~LightningData()
  218. {
  219. }
  220. //--------------------------------------------------------------------------
  221. void LightningData::initPersistFields()
  222. {
  223. INITPERSISTFIELD_SOUNDASSET(StrikeSound, LightningData, "Sound to play when lightning STRIKES!");
  224. INITPERSISTFIELD_SOUNDASSET_ARRAY(ThunderSound, MaxThunders, LightningData, "Sounds for thunder.");
  225. addField( "strikeTextures", TypeString, Offset(strikeTextureNames, LightningData), MaxTextures,
  226. "List of textures to use to render lightning strikes." );
  227. Parent::initPersistFields();
  228. }
  229. //--------------------------------------------------------------------------
  230. bool LightningData::onAdd()
  231. {
  232. if(!Parent::onAdd())
  233. return false;
  234. return true;
  235. }
  236. bool LightningData::preload(bool server, String &errorStr)
  237. {
  238. if (Parent::preload(server, errorStr) == false)
  239. return false;
  240. //dQsort(thunderSounds, MaxThunders, sizeof(SFXTrack*), cmpSounds);
  241. if (server == false)
  242. {
  243. for (S32 i = 0; i < MaxThunders; i++) {
  244. if (mThunderSound[i])
  245. {
  246. _setThunderSound(getThunderSound(i), i);
  247. }
  248. }
  249. for (U32 j = 0; j < MaxThunders; j++) {
  250. if (!getThunderProfile(j))
  251. Con::errorf(ConsoleLogEntry::General, "LightningData::preload: Cant get an sfxProfile for thunder.");
  252. }
  253. if(!getSFXProfile())
  254. Con::errorf(ConsoleLogEntry::General, "LightningData::preload: can't get sfxProfile from asset");
  255. mNumStrikeTextures = 0;
  256. for (U32 k = 0; k < MaxTextures; k++)
  257. {
  258. if (strikeTextureNames[k][0])
  259. {
  260. strikeTextures[k] = GFXTexHandle(strikeTextureNames[i], &GFXStaticTextureProfile, avar("%s() - strikeTextures[%d] (line %d)", __FUNCTION__, k, __LINE__));
  261. mNumStrikeTextures++;
  262. }
  263. }
  264. }
  265. return true;
  266. }
  267. //--------------------------------------------------------------------------
  268. void LightningData::packData(BitStream* stream)
  269. {
  270. Parent::packData(stream);
  271. U32 i;
  272. for (i = 0; i < MaxThunders; i++)
  273. {
  274. PACKDATA_SOUNDASSET_ARRAY(ThunderSound, i);
  275. }
  276. stream->writeInt(mNumStrikeTextures, 4);
  277. for (i = 0; i < MaxTextures; i++)
  278. stream->writeString(strikeTextureNames[i]);
  279. PACKDATA_SOUNDASSET(StrikeSound);
  280. }
  281. void LightningData::unpackData(BitStream* stream)
  282. {
  283. Parent::unpackData(stream);
  284. U32 i;
  285. for (i = 0; i < MaxThunders; i++)
  286. {
  287. UNPACKDATA_SOUNDASSET_ARRAY(ThunderSound, i);
  288. }
  289. mNumStrikeTextures = stream->readInt(4);
  290. for (i = 0; i < MaxTextures; i++)
  291. strikeTextureNames[i] = stream->readSTString();
  292. UNPACKDATA_SOUNDASSET(StrikeSound);
  293. }
  294. //--------------------------------------------------------------------------
  295. //--------------------------------------
  296. //
  297. Lightning::Lightning()
  298. {
  299. mNetFlags.set(Ghostable|ScopeAlways);
  300. mTypeMask |= StaticObjectType|EnvironmentObjectType;
  301. mDataBlock = NULL;
  302. mLastThink = 0;
  303. mStrikeListHead = NULL;
  304. mThunderListHead = NULL;
  305. strikesPerMinute = 12;
  306. strikeWidth = 2.5;
  307. chanceToHitTarget = 0.5f;
  308. strikeRadius = 20.0f;
  309. boltStartRadius = 20.0f;
  310. color.set( 1.0f, 1.0f, 1.0f, 1.0f );
  311. fadeColor.set( 0.1f, 0.1f, 1.0f, 1.0f );
  312. useFog = true;
  313. setScale( VectorF( 512.0f, 512.0f, 300.0f ) );
  314. }
  315. Lightning::~Lightning()
  316. {
  317. while( mThunderListHead )
  318. {
  319. Thunder* nextThunder = mThunderListHead->next;
  320. delete mThunderListHead;
  321. mThunderListHead = nextThunder;
  322. }
  323. while( mStrikeListHead )
  324. {
  325. Strike* nextStrike = mStrikeListHead->next;
  326. delete mStrikeListHead;
  327. mStrikeListHead = nextStrike;
  328. }
  329. }
  330. //--------------------------------------------------------------------------
  331. void Lightning::initPersistFields()
  332. {
  333. addGroup( "Strikes" );
  334. addField( "strikesPerMinute", TypeS32, Offset(strikesPerMinute, Lightning),
  335. "@brief Number of lightning strikes to perform per minute.\n\n"
  336. "Automatically invokes strikeRandomPoint() at regular intervals." );
  337. addField( "strikeWidth", TypeF32, Offset(strikeWidth, Lightning),
  338. "Width of a lightning bolt." );
  339. addField( "strikeRadius", TypeF32, Offset(strikeRadius, Lightning),
  340. "@brief Horizontal size (XY plane) of the search box used to find and "
  341. "damage Player or Vehicle objects within range of the strike.\n\n"
  342. "Only the object at highest altitude with a clear line of sight to the "
  343. "bolt will be hit." );
  344. endGroup( "Strikes" );
  345. addGroup( "Colors" );
  346. addField( "color", TypeColorF, Offset(color, Lightning),
  347. "Color to blend the strike texture with." );
  348. addField( "fadeColor", TypeColorF, Offset(fadeColor, Lightning),
  349. "@brief Color to blend the strike texture with when the bolt is fading away.\n\n"
  350. "Bolts fade away automatically shortly after the strike occurs." );
  351. endGroup( "Colors" );
  352. addGroup( "Bolts" );
  353. addField( "chanceToHitTarget", TypeF32, Offset(chanceToHitTarget, Lightning),
  354. "Percentage chance (0-1) that a given lightning bolt will hit something." );
  355. addField( "boltStartRadius", TypeF32, Offset(boltStartRadius, Lightning),
  356. "@brief Radial distance from the center of the Lightning object for the "
  357. "start point of the bolt.\n\n"
  358. "The actual start point will be a random point within this radius." );
  359. addField( "useFog", TypeBool, Offset(useFog, Lightning),
  360. "Controls whether lightning bolts are affected by fog when they are rendered." );
  361. endGroup( "Bolts" );
  362. Parent::initPersistFields();
  363. }
  364. //--------------------------------------------------------------------------
  365. bool Lightning::onAdd()
  366. {
  367. if(!Parent::onAdd())
  368. return false;
  369. mObjBox.minExtents.set( -0.5f, -0.5f, -0.5f );
  370. mObjBox.maxExtents.set( 0.5f, 0.5f, 0.5f );
  371. resetWorldBox();
  372. addToScene();
  373. return true;
  374. }
  375. void Lightning::onRemove()
  376. {
  377. removeFromScene();
  378. Parent::onRemove();
  379. }
  380. bool Lightning::onNewDataBlock( GameBaseData *dptr, bool reload )
  381. {
  382. mDataBlock = dynamic_cast<LightningData*>( dptr );
  383. if ( !mDataBlock || !Parent::onNewDataBlock( dptr, reload ) )
  384. return false;
  385. scriptOnNewDataBlock();
  386. return true;
  387. }
  388. //--------------------------------------------------------------------------
  389. void Lightning::prepRenderImage( SceneRenderState* state )
  390. {
  391. ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
  392. ri->renderDelegate.bind(this, &Lightning::renderObject);
  393. // The Lightning isn't technically foliage but our debug
  394. // effect seems to render best as a Foliage type (translucent,
  395. // renders itself, no sorting)
  396. ri->type = RenderPassManager::RIT_Foliage;
  397. state->getRenderPass()->addInst( ri );
  398. }
  399. void Lightning::renderObject(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance* overrideMat)
  400. {
  401. if (overrideMat)
  402. return;
  403. if (mLightningSB.isNull())
  404. {
  405. GFXStateBlockDesc desc;
  406. desc.setBlend( true, GFXBlendSrcAlpha, GFXBlendOne);
  407. desc.setCullMode(GFXCullNone);
  408. desc.zWriteEnable = false;
  409. desc.vertexColorEnable = true;
  410. if (mDataBlock->mNumStrikeTextures != 0)
  411. {
  412. desc.samplersDefined = true;
  413. desc.samplers[0].magFilter = GFXTextureFilterLinear;
  414. desc.samplers[0].minFilter = GFXTextureFilterLinear;
  415. desc.samplers[0].addressModeU = GFXAddressWrap;
  416. desc.samplers[0].addressModeV = GFXAddressWrap;
  417. }
  418. mLightningSB = GFX->createStateBlock(desc);
  419. }
  420. GFX->setStateBlock(mLightningSB);
  421. Strike* walk = mStrikeListHead;
  422. while (walk != NULL)
  423. {
  424. if (mDataBlock->mNumStrikeTextures > 1)
  425. {
  426. GFX->setTexture(0, mDataBlock->strikeTextures[sgLightningRand.randI(0, mDataBlock->mNumStrikeTextures - 1)]);
  427. }
  428. else if (mDataBlock->mNumStrikeTextures > 0)
  429. {
  430. GFX->setTexture(0, mDataBlock->strikeTextures[0]);
  431. }
  432. for( U32 i=0; i<MAX_LIGHTNING; i++ )
  433. {
  434. if( walk->bolt[i].isFading )
  435. {
  436. F32 alpha = 1.0f - walk->bolt[i].percentFade;
  437. if( alpha < 0.0f ) alpha = 0.0f;
  438. PrimBuild::color4f( fadeColor.red, fadeColor.green, fadeColor.blue, alpha );
  439. }
  440. else
  441. {
  442. PrimBuild::color4f( color.red, color.green, color.blue, color.alpha );
  443. }
  444. walk->bolt[i].render( state->getCameraPosition() );
  445. }
  446. walk = walk->next;
  447. }
  448. //GFX->setZWriteEnable(true);
  449. //GFX->setAlphaTestEnable(false);
  450. //GFX->setAlphaBlendEnable(false);
  451. }
  452. void Lightning::scheduleThunder(Strike* newStrike)
  453. {
  454. AssertFatal(isClientObject(), "Lightning::scheduleThunder: server objects should not enter this version of the function");
  455. // If no thunder sounds, don't schedule anything!
  456. if (mDataBlock->numThunders == 0)
  457. return;
  458. GameConnection* connection = GameConnection::getConnectionToServer();
  459. if (connection) {
  460. MatrixF cameraMatrix;
  461. if (connection->getControlCameraTransform(0, &cameraMatrix)) {
  462. Point3F worldPos;
  463. cameraMatrix.getColumn(3, &worldPos);
  464. worldPos.x -= newStrike->xVal;
  465. worldPos.y -= newStrike->yVal;
  466. worldPos.z = 0.0f;
  467. F32 dist = worldPos.len();
  468. F32 t = dist / 330.0f;
  469. // Ok, we need to schedule a random strike sound t secs in the future...
  470. //
  471. if (t <= 0.03f) {
  472. // If it's really close, just play it...
  473. U32 thunder = sgLightningRand.randI(0, mDataBlock->numThunders - 1);
  474. SFX->playOnce(mDataBlock->getThunderProfile(thunder));
  475. } else {
  476. Thunder* pThunder = new Thunder;
  477. pThunder->tRemaining = t;
  478. pThunder->next = mThunderListHead;
  479. mThunderListHead = pThunder;
  480. }
  481. }
  482. }
  483. }
  484. //--------------------------------------------------------------------------
  485. void Lightning::processTick(const Move* move)
  486. {
  487. Parent::processTick(move);
  488. if (isServerObject() && !isHidden()) {
  489. S32 msBetweenStrikes = (S32)(60.0 / strikesPerMinute * 1000.0);
  490. mLastThink += TickMs;
  491. if( mLastThink > msBetweenStrikes )
  492. {
  493. strikeRandomPoint();
  494. mLastThink -= msBetweenStrikes;
  495. }
  496. }
  497. }
  498. void Lightning::interpolateTick(F32 dt)
  499. {
  500. Parent::interpolateTick(dt);
  501. }
  502. void Lightning::advanceTime(F32 dt)
  503. {
  504. Parent::advanceTime(dt);
  505. Strike** pWalker = &mStrikeListHead;
  506. while (*pWalker != NULL) {
  507. Strike* pStrike = *pWalker;
  508. for( U32 i=0; i<MAX_LIGHTNING; i++ )
  509. {
  510. pStrike->bolt[i].update( dt );
  511. }
  512. pStrike->currentAge += dt;
  513. if (pStrike->currentAge > pStrike->deathAge) {
  514. *pWalker = pStrike->next;
  515. delete pStrike;
  516. } else {
  517. pWalker = &((*pWalker)->next);
  518. }
  519. }
  520. Thunder** pThunderWalker = &mThunderListHead;
  521. while (*pThunderWalker != NULL) {
  522. Thunder* pThunder = *pThunderWalker;
  523. pThunder->tRemaining -= dt;
  524. if (pThunder->tRemaining <= 0.0f) {
  525. *pThunderWalker = pThunder->next;
  526. delete pThunder;
  527. // Play the sound...
  528. U32 thunder = sgLightningRand.randI(0, mDataBlock->numThunders - 1);
  529. SFX->playOnce(mDataBlock->getThunderProfile(thunder));
  530. } else {
  531. pThunderWalker = &((*pThunderWalker)->next);
  532. }
  533. }
  534. }
  535. //--------------------------------------------------------------------------
  536. void Lightning::processEvent(LightningStrikeEvent* pEvent)
  537. {
  538. AssertFatal(pEvent->mStart.x >= 0.0f && pEvent->mStart.x <= 1.0f, "Out of bounds coord!");
  539. Strike* pStrike = new Strike;
  540. Point3F strikePoint;
  541. strikePoint.zero();
  542. if( pEvent->mTarget )
  543. {
  544. Point3F objectCenter;
  545. pEvent->mTarget->getObjBox().getCenter( &objectCenter );
  546. objectCenter.convolve( pEvent->mTarget->getScale() );
  547. pEvent->mTarget->getTransform().mulP( objectCenter );
  548. strikePoint = objectCenter;
  549. }
  550. else
  551. {
  552. strikePoint.x = pEvent->mStart.x;
  553. strikePoint.y = pEvent->mStart.y;
  554. strikePoint *= mObjScale;
  555. strikePoint += getPosition();
  556. strikePoint += Point3F( -mObjScale.x * 0.5f, -mObjScale.y * 0.5f, 0.0f );
  557. RayInfo rayInfo;
  558. Point3F start = strikePoint;
  559. start.z = mObjScale.z * 0.5f + getPosition().z;
  560. strikePoint.z += -mObjScale.z * 0.5f;
  561. bool rayHit = gClientContainer.castRay( start, strikePoint,
  562. (STATIC_COLLISION_TYPEMASK | WaterObjectType),
  563. &rayInfo);
  564. if( rayHit )
  565. {
  566. strikePoint.z = rayInfo.point.z;
  567. }
  568. else
  569. {
  570. strikePoint.z = pStrike->bolt[0].findHeight( strikePoint, getSceneManager() );
  571. }
  572. }
  573. pStrike->xVal = strikePoint.x;
  574. pStrike->yVal = strikePoint.y;
  575. pStrike->deathAge = 1.6f;
  576. pStrike->currentAge = 0.0f;
  577. pStrike->next = mStrikeListHead;
  578. for( U32 i=0; i<MAX_LIGHTNING; i++ )
  579. {
  580. F32 randStart = boltStartRadius;
  581. F32 height = mObjScale.z * 0.5f + getPosition().z;
  582. pStrike->bolt[i].startPoint.set( pStrike->xVal + gRandGen.randF( -randStart, randStart ), pStrike->yVal + gRandGen.randF( -randStart, randStart ), height );
  583. pStrike->bolt[i].endPoint = strikePoint;
  584. pStrike->bolt[i].width = strikeWidth;
  585. pStrike->bolt[i].numMajorNodes = 10;
  586. pStrike->bolt[i].maxMajorAngle = 30.0f;
  587. pStrike->bolt[i].numMinorNodes = 4;
  588. pStrike->bolt[i].maxMinorAngle = 15.0f;
  589. pStrike->bolt[i].generate();
  590. pStrike->bolt[i].startSplits();
  591. pStrike->bolt[i].lifetime = 1.0f;
  592. pStrike->bolt[i].fadeTime = 0.2f;
  593. pStrike->bolt[i].renderTime = gRandGen.randF(0.0f, 0.25f);
  594. }
  595. mStrikeListHead = pStrike;
  596. scheduleThunder(pStrike);
  597. MatrixF trans(true);
  598. trans.setPosition( strikePoint );
  599. if (mDataBlock->getSFXProfile())
  600. {
  601. SFX->playOnce(mDataBlock->getSFXProfile(), &trans );
  602. }
  603. }
  604. void Lightning::warningFlashes()
  605. {
  606. AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!");
  607. Point3F strikePoint( gRandGen.randF( 0.0f, 1.0f ), gRandGen.randF( 0.0f, 1.0f ), 0.0f );
  608. SimGroup* pClientGroup = Sim::getClientGroup();
  609. for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++) {
  610. NetConnection* nc = static_cast<NetConnection*>(*itr);
  611. if (nc != NULL)
  612. {
  613. LightningStrikeEvent* pEvent = new LightningStrikeEvent;
  614. pEvent->mLightning = this;
  615. pEvent->mStart.x = strikePoint.x;
  616. pEvent->mStart.y = strikePoint.y;
  617. nc->postNetEvent(pEvent);
  618. }
  619. }
  620. }
  621. void Lightning::strikeRandomPoint()
  622. {
  623. AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!");
  624. Point3F strikePoint( gRandGen.randF( 0.0f, 1.0f ), gRandGen.randF( 0.0f, 1.0f ), 0.0f );
  625. // check if an object is within target range
  626. Point3F worldPosStrikePoint = strikePoint;
  627. worldPosStrikePoint *= mObjScale;
  628. worldPosStrikePoint += getPosition();
  629. worldPosStrikePoint += Point3F( -mObjScale.x * 0.5f, -mObjScale.y * 0.5f, 0.0f );
  630. Box3F queryBox;
  631. F32 boxWidth = strikeRadius * 2.0f;
  632. queryBox.minExtents.set( -boxWidth * 0.5f, -boxWidth * 0.5f, -mObjScale.z * 0.5f );
  633. queryBox.maxExtents.set( boxWidth * 0.5f, boxWidth * 0.5f, mObjScale.z * 0.5f );
  634. queryBox.minExtents += worldPosStrikePoint;
  635. queryBox.maxExtents += worldPosStrikePoint;
  636. SimpleQueryList sql;
  637. getContainer()->findObjects(queryBox, DAMAGEABLE_TYPEMASK,
  638. SimpleQueryList::insertionCallback, &sql);
  639. SceneObject *highestObj = NULL;
  640. F32 highestPnt = 0.0f;
  641. for( U32 i = 0; i < sql.mList.size(); i++ )
  642. {
  643. Point3F objectCenter;
  644. sql.mList[i]->getObjBox().getCenter(&objectCenter);
  645. objectCenter.convolve(sql.mList[i]->getScale());
  646. sql.mList[i]->getTransform().mulP(objectCenter);
  647. // check if object can be struck
  648. RayInfo rayInfo;
  649. Point3F start = objectCenter;
  650. start.z = mObjScale.z * 0.5f + getPosition().z;
  651. Point3F end = objectCenter;
  652. end.z = -mObjScale.z * 0.5f + getPosition().z;
  653. bool rayHit = gServerContainer.castRay( start, end,
  654. (0xFFFFFFFF),
  655. &rayInfo);
  656. if( rayHit && rayInfo.object == sql.mList[i] )
  657. {
  658. if( !highestObj )
  659. {
  660. highestObj = sql.mList[i];
  661. highestPnt = objectCenter.z;
  662. continue;
  663. }
  664. if( objectCenter.z > highestPnt )
  665. {
  666. highestObj = sql.mList[i];
  667. highestPnt = objectCenter.z;
  668. }
  669. }
  670. }
  671. // hah haaaaa, we have a target!
  672. SceneObject *targetObj = NULL;
  673. if( highestObj )
  674. {
  675. F32 chance = gRandGen.randF();
  676. if( chance <= chanceToHitTarget )
  677. {
  678. Point3F objectCenter;
  679. highestObj->getObjBox().getCenter(&objectCenter);
  680. objectCenter.convolve(highestObj->getScale());
  681. highestObj->getTransform().mulP(objectCenter);
  682. bool playerInWarmup = false;
  683. Player *playerObj = dynamic_cast< Player * >(highestObj);
  684. if( playerObj )
  685. {
  686. if( !playerObj->getControllingClient() )
  687. {
  688. playerInWarmup = true;
  689. }
  690. }
  691. if( !playerInWarmup )
  692. {
  693. applyDamage_callback( objectCenter, VectorF( 0.0f, 0.0f, 1.0f ), highestObj );
  694. targetObj = highestObj;
  695. }
  696. }
  697. }
  698. SimGroup* pClientGroup = Sim::getClientGroup();
  699. for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++)
  700. {
  701. NetConnection* nc = static_cast<NetConnection*>(*itr);
  702. LightningStrikeEvent* pEvent = new LightningStrikeEvent;
  703. pEvent->mLightning = this;
  704. pEvent->mStart.x = strikePoint.x;
  705. pEvent->mStart.y = strikePoint.y;
  706. pEvent->mTarget = targetObj;
  707. nc->postNetEvent(pEvent);
  708. }
  709. }
  710. //--------------------------------------------------------------------------
  711. void Lightning::strikeObject(ShapeBase* targetObj)
  712. {
  713. AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!");
  714. Point3F strikePoint = targetObj->getPosition();
  715. Point3F objectCenter;
  716. Box3F wb = getWorldBox();
  717. if (!wb.isContained(strikePoint))
  718. return;
  719. Point3F targetRel = strikePoint - getPosition();
  720. Point3F length(wb.len_x() / 2.0f, wb.len_y() / 2.0f, wb.len_z() / 2.0f);
  721. Point3F strikePos = targetRel / length;
  722. bool playerInWarmup = false;
  723. Player *playerObj = dynamic_cast< Player * >(targetObj);
  724. if (playerObj)
  725. {
  726. if (!playerObj->getControllingClient())
  727. {
  728. playerInWarmup = true;
  729. }
  730. }
  731. if (!playerInWarmup)
  732. {
  733. applyDamage_callback(targetObj->getWorldSphere().center, VectorF(0.0, 0.0, 1.0), targetObj);
  734. }
  735. SimGroup* pClientGroup = Sim::getClientGroup();
  736. for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++) {
  737. NetConnection* nc = static_cast<NetConnection*>(*itr);
  738. if (nc != NULL)
  739. {
  740. LightningStrikeEvent* pEvent = new LightningStrikeEvent;
  741. pEvent->mLightning = this;
  742. pEvent->mStart.x = strikePoint.x;
  743. pEvent->mStart.y = strikePoint.y;
  744. pEvent->mTarget = targetObj;
  745. nc->postNetEvent(pEvent);
  746. }
  747. }
  748. }
  749. //--------------------------------------------------------------------------
  750. U32 Lightning::packUpdate(NetConnection* con, U32 mask, BitStream* stream)
  751. {
  752. U32 retMask = Parent::packUpdate(con, mask, stream);
  753. // Only write data if this is the initial packet or we've been inspected.
  754. if (stream->writeFlag(mask & (InitialUpdateMask | ExtendedInfoMask)))
  755. {
  756. // Initial update
  757. mathWrite(*stream, getPosition());
  758. mathWrite(*stream, mObjScale);
  759. stream->write(strikeWidth);
  760. stream->write(chanceToHitTarget);
  761. stream->write(strikeRadius);
  762. stream->write(boltStartRadius);
  763. stream->write(color.red);
  764. stream->write(color.green);
  765. stream->write(color.blue);
  766. stream->write(color.alpha);
  767. stream->write(fadeColor.red);
  768. stream->write(fadeColor.green);
  769. stream->write(fadeColor.blue);
  770. stream->write(useFog);
  771. stream->write(strikesPerMinute);
  772. }
  773. return retMask;
  774. }
  775. //--------------------------------------------------------------------------
  776. void Lightning::unpackUpdate(NetConnection* con, BitStream* stream)
  777. {
  778. Parent::unpackUpdate(con, stream);
  779. if (stream->readFlag())
  780. {
  781. // Initial update
  782. Point3F pos;
  783. mathRead(*stream, &pos);
  784. setPosition( pos );
  785. mathRead(*stream, &mObjScale);
  786. stream->read(&strikeWidth);
  787. stream->read(&chanceToHitTarget);
  788. stream->read(&strikeRadius);
  789. stream->read(&boltStartRadius);
  790. stream->read(&color.red);
  791. stream->read(&color.green);
  792. stream->read(&color.blue);
  793. stream->read(&color.alpha);
  794. stream->read(&fadeColor.red);
  795. stream->read(&fadeColor.green);
  796. stream->read(&fadeColor.blue);
  797. stream->read(&useFog);
  798. stream->read(&strikesPerMinute);
  799. }
  800. }
  801. //--------------------------------------------------------------------------
  802. DefineEngineMethod(Lightning, warningFlashes, void, (),,
  803. "@brief Creates a LightningStrikeEvent that triggers harmless lightning "
  804. "bolts on all clients.\n"
  805. "No objects will be damaged by these bolts.\n"
  806. "@tsexample\n"
  807. "// Generate a harmless lightning strike effect on all clients\n"
  808. "%lightning.warningFlashes();\n"
  809. "@endtsexample" )
  810. {
  811. if (object->isServerObject())
  812. object->warningFlashes();
  813. }
  814. DefineEngineMethod(Lightning, strikeRandomPoint, void, (),,
  815. "Creates a LightningStrikeEvent which attempts to strike and damage a random "
  816. "object in range of the Lightning object.\n"
  817. "@tsexample\n"
  818. "// Generate a damaging lightning strike effect on all clients\n"
  819. "%lightning.strikeRandomPoint();\n"
  820. "@endtsexample" )
  821. {
  822. if (object->isServerObject())
  823. object->strikeRandomPoint();
  824. }
  825. DefineEngineMethod(Lightning, strikeObject, void, (ShapeBase* pSB), (nullAsType<ShapeBase*>()),
  826. "Creates a LightningStrikeEvent which strikes a specific object.\n"
  827. "@note This method is currently unimplemented.\n" )
  828. {
  829. object->strikeObject(pSB);
  830. }
  831. //**************************************************************************
  832. // Lightning Bolt
  833. //**************************************************************************
  834. LightningBolt::LightningBolt()
  835. {
  836. width = 0.1f;
  837. startPoint.zero();
  838. endPoint.zero();
  839. chanceOfSplit = 0.0f;
  840. isFading = false;
  841. elapsedTime = 0.0f;
  842. lifetime = 1.0f;
  843. startRender = false;
  844. endPoint.zero();
  845. width = 1;
  846. numMajorNodes = 10;
  847. maxMajorAngle = 30.0f;
  848. numMinorNodes = 4;
  849. maxMinorAngle = 15.0f;
  850. fadeTime = 0.2f;
  851. renderTime = 0.125;
  852. dMemset(&mMajorNodes, 0, sizeof(mMajorNodes));
  853. percentFade = 0.0f;
  854. }
  855. //--------------------------------------------------------------------------
  856. // Destructor
  857. //--------------------------------------------------------------------------
  858. LightningBolt::~LightningBolt()
  859. {
  860. splitList.clear();
  861. }
  862. //--------------------------------------------------------------------------
  863. // Generate nodes
  864. //--------------------------------------------------------------------------
  865. void LightningBolt::NodeManager::generateNodes()
  866. {
  867. F32 overallDist = VectorF( endPoint - startPoint ).magnitudeSafe();
  868. F32 minDistBetweenNodes = overallDist / (numNodes-1);
  869. F32 maxDistBetweenNodes = minDistBetweenNodes / mCos( maxAngle * M_PI_F / 180.0f );
  870. VectorF mainLineDir = endPoint - startPoint;
  871. mainLineDir.normalizeSafe();
  872. for( U32 i=0; i<numNodes; i++ )
  873. {
  874. Node node;
  875. if( i == 0 )
  876. {
  877. node.point = startPoint;
  878. node.dirToMainLine = mainLineDir;
  879. nodeList[i] = node;
  880. continue;
  881. }
  882. if( i == numNodes - 1 )
  883. {
  884. node.point = endPoint;
  885. nodeList[i] = node;
  886. break;
  887. }
  888. Node lastNode = nodeList[i-1];
  889. F32 segmentLength = gRandGen.randF( minDistBetweenNodes, maxDistBetweenNodes );
  890. VectorF segmentDir = MathUtils::randomDir( lastNode.dirToMainLine, 0, maxAngle );
  891. node.point = lastNode.point + segmentDir * segmentLength;
  892. node.dirToMainLine = endPoint - node.point;
  893. node.dirToMainLine.normalizeSafe();
  894. nodeList[i] = node;
  895. }
  896. }
  897. //--------------------------------------------------------------------------
  898. // Render bolt
  899. //--------------------------------------------------------------------------
  900. void LightningBolt::render( const Point3F &camPos )
  901. {
  902. if (!startRender)
  903. return;
  904. if (!isFading)
  905. generateMinorNodes();
  906. U32 maxVerts = 0;
  907. for (U32 i = 0; i < mMinorNodes.size(); i++)
  908. maxVerts += mMinorNodes[i].numNodes * 2;
  909. PrimBuild::begin(GFXTriangleStrip, maxVerts);
  910. for (U32 i = 0; i < mMinorNodes.size(); i++)
  911. {
  912. if (i+1 == mMinorNodes.size())
  913. renderSegment(mMinorNodes[i], camPos, true);
  914. else
  915. renderSegment(mMinorNodes[i], camPos, false);
  916. }
  917. PrimBuild::end();
  918. for(LightingBoltList::Iterator i = splitList.begin(); i != splitList.end(); ++i)
  919. {
  920. if( isFading )
  921. {
  922. i->isFading = true;
  923. }
  924. i->render( camPos );
  925. }
  926. }
  927. //--------------------------------------------------------------------------
  928. // Render segment
  929. //--------------------------------------------------------------------------
  930. void LightningBolt::renderSegment( NodeManager &segment, const Point3F &camPos, bool renderLastPoint )
  931. {
  932. for (U32 i = 0; i < segment.numNodes; i++)
  933. {
  934. Point3F curPoint = segment.nodeList[i].point;
  935. Point3F nextPoint;
  936. Point3F segDir;
  937. if( i == (segment.numNodes-1) )
  938. {
  939. if( renderLastPoint )
  940. {
  941. segDir = curPoint - segment.nodeList[i-1].point;
  942. }
  943. else
  944. {
  945. continue;
  946. }
  947. }
  948. else
  949. {
  950. nextPoint = segment.nodeList[i+1].point;
  951. segDir = nextPoint - curPoint;
  952. }
  953. segDir.normalizeSafe();
  954. Point3F dirFromCam = curPoint - camPos;
  955. Point3F crossVec;
  956. mCross(dirFromCam, segDir, &crossVec);
  957. crossVec.normalize();
  958. crossVec *= width * 0.5f;
  959. F32 u = i % 2;
  960. PrimBuild::texCoord2f( u, 1.0 );
  961. PrimBuild::vertex3fv( curPoint - crossVec );
  962. PrimBuild::texCoord2f( u, 0.0 );
  963. PrimBuild::vertex3fv( curPoint + crossVec );
  964. }
  965. }
  966. //----------------------------------------------------------------------------
  967. // Find height
  968. //----------------------------------------------------------------------------
  969. F32 LightningBolt::findHeight( Point3F &point, SceneManager *sceneManager )
  970. {
  971. const Vector< SceneObject* > terrains = sceneManager->getContainer()->getTerrains();
  972. for( Vector< SceneObject* >::const_iterator iter = terrains.begin(); iter != terrains.end(); ++ iter )
  973. {
  974. TerrainBlock* terrain = dynamic_cast< TerrainBlock* >( *iter );
  975. if( !terrain )
  976. continue;
  977. Point3F terrPt = point;
  978. terrain->getWorldTransform().mulP(terrPt);
  979. F32 h;
  980. if( terrain->getHeight( Point2F( terrPt.x, terrPt.y ), &h ) )
  981. return h;
  982. }
  983. return 0.f;
  984. }
  985. //----------------------------------------------------------------------------
  986. // Generate lightning bolt
  987. //----------------------------------------------------------------------------
  988. void LightningBolt::generate()
  989. {
  990. mMajorNodes.startPoint = startPoint;
  991. mMajorNodes.endPoint = endPoint;
  992. mMajorNodes.numNodes = numMajorNodes;
  993. mMajorNodes.maxAngle = maxMajorAngle;
  994. mMajorNodes.generateNodes();
  995. generateMinorNodes();
  996. }
  997. //----------------------------------------------------------------------------
  998. // Generate Minor Nodes
  999. //----------------------------------------------------------------------------
  1000. void LightningBolt::generateMinorNodes()
  1001. {
  1002. mMinorNodes.clear();
  1003. for( S32 i=0; i<mMajorNodes.numNodes - 1; i++ )
  1004. {
  1005. NodeManager segment;
  1006. segment.startPoint = mMajorNodes.nodeList[i].point;
  1007. segment.endPoint = mMajorNodes.nodeList[i+1].point;
  1008. segment.numNodes = numMinorNodes;
  1009. segment.maxAngle = maxMinorAngle;
  1010. segment.generateNodes();
  1011. mMinorNodes.increment(1);
  1012. mMinorNodes[i] = segment;
  1013. }
  1014. }
  1015. //----------------------------------------------------------------------------
  1016. // Recursive algo to create bolts that split off from main bolt
  1017. //----------------------------------------------------------------------------
  1018. void LightningBolt::createSplit( const Point3F &startingPoint, const Point3F &endingPoint, U32 depth, F32 splitWidth )
  1019. {
  1020. if( depth == 0 )
  1021. return;
  1022. F32 chanceToEnd = gRandGen.randF();
  1023. if( chanceToEnd > 0.70f )
  1024. return;
  1025. if(splitWidth < 0.75f )
  1026. splitWidth = 0.75f;
  1027. VectorF diff = endingPoint - startingPoint;
  1028. F32 length = diff.len();
  1029. diff.normalizeSafe();
  1030. LightningBolt newBolt;
  1031. newBolt.startPoint = startingPoint;
  1032. newBolt.endPoint = endingPoint;
  1033. newBolt.width = splitWidth;
  1034. newBolt.numMajorNodes = 3;
  1035. newBolt.maxMajorAngle = 30.0f;
  1036. newBolt.numMinorNodes = 3;
  1037. newBolt.maxMinorAngle = 10.0f;
  1038. newBolt.startRender = true;
  1039. newBolt.generate();
  1040. splitList.pushBack( newBolt );
  1041. VectorF newDir1 = MathUtils::randomDir( diff, 10.0f, 45.0f );
  1042. Point3F newEndPoint1 = endingPoint + newDir1 * gRandGen.randF( 0.5f, 1.5f ) * length;
  1043. VectorF newDir2 = MathUtils::randomDir( diff, 10.0f, 45.0f );
  1044. Point3F newEndPoint2 = endingPoint + newDir2 * gRandGen.randF( 0.5f, 1.5f ) * length;
  1045. createSplit(endingPoint, newEndPoint1, depth - 1, splitWidth * 0.30f );
  1046. createSplit(endingPoint, newEndPoint2, depth - 1, splitWidth * 0.30f );
  1047. }
  1048. //----------------------------------------------------------------------------
  1049. // Start split - kick off the recursive 'createSplit' procedure
  1050. //----------------------------------------------------------------------------
  1051. void LightningBolt::startSplits()
  1052. {
  1053. for( U32 i=0; i<mMajorNodes.numNodes-1; i++ )
  1054. {
  1055. if( gRandGen.randF() > 0.3f )
  1056. continue;
  1057. Node node = mMajorNodes.nodeList[i];
  1058. Node node2 = mMajorNodes.nodeList[i+1];
  1059. VectorF segDir = node2.point - node.point;
  1060. F32 length = segDir.len();
  1061. segDir.normalizeSafe();
  1062. VectorF newDir = MathUtils::randomDir( segDir, 20.0f, 40.0f );
  1063. Point3F newEndPoint = node.point + newDir * gRandGen.randF( 0.5f, 1.5f ) * length;
  1064. createSplit( node.point, newEndPoint, 4, width * 0.30f );
  1065. }
  1066. }
  1067. //----------------------------------------------------------------------------
  1068. // Update
  1069. //----------------------------------------------------------------------------
  1070. void LightningBolt::update( F32 dt )
  1071. {
  1072. elapsedTime += dt;
  1073. F32 percentDone = elapsedTime / lifetime;
  1074. if( elapsedTime > fadeTime )
  1075. {
  1076. isFading = true;
  1077. percentFade = percentDone + (fadeTime/lifetime);
  1078. }
  1079. if( elapsedTime > renderTime && !startRender )
  1080. {
  1081. startRender = true;
  1082. isFading = false;
  1083. elapsedTime = 0.0f;
  1084. }
  1085. }