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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #include "platform/platform.h"
- #include "T3D/fx/lightning.h"
- #include "scene/sceneRenderState.h"
- #include "console/consoleTypes.h"
- #include "math/mathIO.h"
- #include "core/stream/bitStream.h"
- #include "T3D/gameBase/gameConnection.h"
- #include "T3D/shapeBase.h"
- #include "math/mRandom.h"
- #include "math/mathUtils.h"
- #include "terrain/terrData.h"
- #include "scene/sceneManager.h"
- #include "T3D/player.h"
- #include "T3D/camera.h"
- #include "sfx/sfxSystem.h"
- #include "sfx/sfxTrack.h"
- #include "sfx/sfxTypes.h"
- #include "gfx/primBuilder.h"
- #include "console/engineAPI.h"
- IMPLEMENT_CO_DATABLOCK_V1(LightningData);
- IMPLEMENT_CO_NETOBJECT_V1(Lightning);
- ConsoleDocClass( LightningData,
- "@brief Common data for a Lightning emitter object.\n"
- "@see Lightning\n"
- "@ingroup FX\n"
- "@ingroup Atmosphere\n"
- "@ingroup Datablocks\n"
- );
- ConsoleDocClass( Lightning,
- "@brief An emitter for lightning bolts.\n\n"
- "Lightning strike events are created on the server and transmitted to all "
- "clients to render the bolt. The strike may be followed by a random thunder "
- "sound. Player or Vehicle objects within the Lightning strike range can be "
- "hit and damaged by bolts.\n"
- "@see LightningData\n"
- "@ingroup FX\n"
- "@ingroup Atmosphere\n"
- );
- IMPLEMENT_CALLBACK( Lightning, applyDamage, void, ( const Point3F& hitPosition, const Point3F& hitNormal, SceneObject* hitObject ),
- ( hitPosition, hitNormal, hitObject ),
- "Informs an object that it was hit by a lightning bolt and needs to take damage.\n"
- "@param hitPosition World position hit by the lightning bolt.\n"
- "@param hitNormal Surface normal at @a hitPosition.\n"
- "@param hitObject Player or Vehicle object that was hit.\n"
- "@tsexample\n"
- "function Lightning::applyDamage( %this, %hitPosition, %hitNormal, %hitObject )\n"
- "{\n"
- " // apply damage to the player\n"
- " %hitObject.applyDamage( 25 );\n"
- "}\n"
- "@endtsexample\n"
- );
- MRandomLCG sgLightningRand;
- S32 QSORT_CALLBACK cmpSounds(const void* p1, const void* p2)
- {
- U32 i1 = *((const S32*)p1);
- U32 i2 = *((const S32*)p2);
- if (i1 < i2) {
- return 1;
- } else if (i1 > i2) {
- return -1;
- } else {
- return 0;
- }
- }
- //--------------------------------------------------------------------------
- //--------------------------------------
- //
- class LightningStrikeEvent : public NetEvent
- {
- public:
- typedef NetEvent Parent;
- enum EventType {
- WarningFlash = 0,
- Strike = 1,
- TargetedStrike = 2,
- TypeMin = WarningFlash,
- TypeMax = TargetedStrike
- };
- enum Constants {
- PositionalBits = 10
- };
- Point2F mStart;
- SimObjectPtr<SceneObject> mTarget;
- Lightning* mLightning;
- // Set by unpack...
- public:
- S32 mClientId;
- public:
- LightningStrikeEvent();
- ~LightningStrikeEvent();
- void pack(NetConnection*, BitStream*);
- void write(NetConnection*, BitStream*){}
- void unpack(NetConnection*, BitStream*);
- void process(NetConnection*);
- DECLARE_CONOBJECT(LightningStrikeEvent);
- };
- IMPLEMENT_CO_CLIENTEVENT_V1(LightningStrikeEvent);
- ConsoleDocClass( LightningStrikeEvent,
- "@brief Network event that triggers a lightning strike on the client when it "
- "is received.\n\n"
- "This event is sent to all clients when the warningFlashes(), "
- "strikeRandomPoint() or strikeObject() methods are invoked on the Lightning "
- "object on the server.\n"
- "@see Lightning, LightningData\n"
- "@ingroup FX\n"
- "@ingroup Atmosphere\n"
- );
- LightningStrikeEvent::LightningStrikeEvent()
- {
- mLightning = NULL;
- mTarget = NULL;
- mClientId = 0;
- }
- LightningStrikeEvent::~LightningStrikeEvent()
- {
- }
- void LightningStrikeEvent::pack(NetConnection* con, BitStream* stream)
- {
- if(!mLightning)
- {
- stream->writeFlag(false);
- return;
- }
- S32 id = con->getGhostIndex(mLightning);
- if(id == -1)
- {
- stream->writeFlag(false);
- return;
- }
- stream->writeFlag(true);
- stream->writeRangedU32(U32(id), 0, NetConnection::MaxGhostCount);
- stream->writeFloat(mStart.x, PositionalBits);
- stream->writeFloat(mStart.y, PositionalBits);
- if( mTarget )
- {
- S32 ghostIndex = con->getGhostIndex(mTarget);
- if (ghostIndex == -1)
- stream->writeFlag(false);
- else
- {
- stream->writeFlag(true);
- stream->writeRangedU32(U32(ghostIndex), 0, NetConnection::MaxGhostCount);
- }
- }
- else
- stream->writeFlag( false );
- }
- void LightningStrikeEvent::unpack(NetConnection* con, BitStream* stream)
- {
- if(!stream->readFlag())
- return;
- mClientId = stream->readRangedU32(0, NetConnection::MaxGhostCount);
- mLightning = NULL;
- NetObject* pObject = con->resolveGhost(mClientId);
- if (pObject)
- mLightning = dynamic_cast<Lightning*>(pObject);
- mStart.x = stream->readFloat(PositionalBits);
- mStart.y = stream->readFloat(PositionalBits);
- if( stream->readFlag() )
- {
- // target id
- S32 mTargetID = stream->readRangedU32(0, NetConnection::MaxGhostCount);
- NetObject* tObject = con->resolveGhost(mTargetID);
- if(tObject != NULL )
- {
- mTarget = dynamic_cast<SceneObject*>(tObject);
- }
- if( bool(mTarget) == false )
- {
- Con::errorf(ConsoleLogEntry::General, "LightningStrikeEvent::unpack: could not resolve target ghost properly");
- }
- }
- }
- void LightningStrikeEvent::process(NetConnection*)
- {
- if (mLightning)
- mLightning->processEvent(this);
- }
- //--------------------------------------------------------------------------
- //--------------------------------------
- //
- LightningData::LightningData()
- {
- INIT_SOUNDASSET(StrikeSound);
- for (S32 i = 0; i < MaxThunders; i++)
- INIT_SOUNDASSET_ARRAY(ThunderSound, MaxThunders);
- for (S32 i = 0; i < MaxTextures; i++)
- {
- strikeTextureNames[i] = NULL;
- strikeTextures[i] = NULL;
- }
- numThunders = 0;
- mNumStrikeTextures = 0;
- }
- LightningData::~LightningData()
- {
- }
- //--------------------------------------------------------------------------
- void LightningData::initPersistFields()
- {
- INITPERSISTFIELD_SOUNDASSET(StrikeSound, LightningData, "Sound to play when lightning STRIKES!");
- INITPERSISTFIELD_SOUNDASSET_ARRAY(ThunderSound, MaxThunders, LightningData, "Sounds for thunder.");
- addField( "strikeTextures", TypeString, Offset(strikeTextureNames, LightningData), MaxTextures,
- "List of textures to use to render lightning strikes." );
- Parent::initPersistFields();
- }
- //--------------------------------------------------------------------------
- bool LightningData::onAdd()
- {
- if(!Parent::onAdd())
- return false;
- return true;
- }
- bool LightningData::preload(bool server, String &errorStr)
- {
- if (Parent::preload(server, errorStr) == false)
- return false;
- //dQsort(thunderSounds, MaxThunders, sizeof(SFXTrack*), cmpSounds);
-
- if (server == false)
- {
- for (S32 i = 0; i < MaxThunders; i++) {
- if (mThunderSound[i])
- {
- _setThunderSound(getThunderSound(i), i);
- }
- }
- for (U32 j = 0; j < MaxThunders; j++) {
- if (!getThunderProfile(j))
- Con::errorf(ConsoleLogEntry::General, "LightningData::preload: Cant get an sfxProfile for thunder.");
- }
- if(!getSFXProfile())
- Con::errorf(ConsoleLogEntry::General, "LightningData::preload: can't get sfxProfile from asset");
- mNumStrikeTextures = 0;
- for (U32 k = 0; k < MaxTextures; k++)
- {
- if (strikeTextureNames[k][0])
- {
- strikeTextures[k] = GFXTexHandle(strikeTextureNames[i], &GFXStaticTextureProfile, avar("%s() - strikeTextures[%d] (line %d)", __FUNCTION__, k, __LINE__));
- mNumStrikeTextures++;
- }
- }
- }
- return true;
- }
- //--------------------------------------------------------------------------
- void LightningData::packData(BitStream* stream)
- {
- Parent::packData(stream);
- U32 i;
- for (i = 0; i < MaxThunders; i++)
- {
- PACKDATA_SOUNDASSET_ARRAY(ThunderSound, i);
- }
- stream->writeInt(mNumStrikeTextures, 4);
- for (i = 0; i < MaxTextures; i++)
- stream->writeString(strikeTextureNames[i]);
- PACKDATA_SOUNDASSET(StrikeSound);
- }
- void LightningData::unpackData(BitStream* stream)
- {
- Parent::unpackData(stream);
- U32 i;
- for (i = 0; i < MaxThunders; i++)
- {
- UNPACKDATA_SOUNDASSET_ARRAY(ThunderSound, i);
- }
- mNumStrikeTextures = stream->readInt(4);
- for (i = 0; i < MaxTextures; i++)
- strikeTextureNames[i] = stream->readSTString();
- UNPACKDATA_SOUNDASSET(StrikeSound);
- }
- //--------------------------------------------------------------------------
- //--------------------------------------
- //
- Lightning::Lightning()
- {
- mNetFlags.set(Ghostable|ScopeAlways);
- mTypeMask |= StaticObjectType|EnvironmentObjectType;
- mDataBlock = NULL;
- mLastThink = 0;
- mStrikeListHead = NULL;
- mThunderListHead = NULL;
- strikesPerMinute = 12;
- strikeWidth = 2.5;
- chanceToHitTarget = 0.5f;
- strikeRadius = 20.0f;
- boltStartRadius = 20.0f;
- color.set( 1.0f, 1.0f, 1.0f, 1.0f );
- fadeColor.set( 0.1f, 0.1f, 1.0f, 1.0f );
- useFog = true;
- setScale( VectorF( 512.0f, 512.0f, 300.0f ) );
- }
- Lightning::~Lightning()
- {
- while( mThunderListHead )
- {
- Thunder* nextThunder = mThunderListHead->next;
- delete mThunderListHead;
- mThunderListHead = nextThunder;
- }
- while( mStrikeListHead )
- {
- Strike* nextStrike = mStrikeListHead->next;
- delete mStrikeListHead;
- mStrikeListHead = nextStrike;
- }
- }
- //--------------------------------------------------------------------------
- void Lightning::initPersistFields()
- {
- addGroup( "Strikes" );
- addField( "strikesPerMinute", TypeS32, Offset(strikesPerMinute, Lightning),
- "@brief Number of lightning strikes to perform per minute.\n\n"
- "Automatically invokes strikeRandomPoint() at regular intervals." );
- addField( "strikeWidth", TypeF32, Offset(strikeWidth, Lightning),
- "Width of a lightning bolt." );
- addField( "strikeRadius", TypeF32, Offset(strikeRadius, Lightning),
- "@brief Horizontal size (XY plane) of the search box used to find and "
- "damage Player or Vehicle objects within range of the strike.\n\n"
- "Only the object at highest altitude with a clear line of sight to the "
- "bolt will be hit." );
- endGroup( "Strikes" );
- addGroup( "Colors" );
- addField( "color", TypeColorF, Offset(color, Lightning),
- "Color to blend the strike texture with." );
- addField( "fadeColor", TypeColorF, Offset(fadeColor, Lightning),
- "@brief Color to blend the strike texture with when the bolt is fading away.\n\n"
- "Bolts fade away automatically shortly after the strike occurs." );
- endGroup( "Colors" );
- addGroup( "Bolts" );
- addField( "chanceToHitTarget", TypeF32, Offset(chanceToHitTarget, Lightning),
- "Percentage chance (0-1) that a given lightning bolt will hit something." );
- addField( "boltStartRadius", TypeF32, Offset(boltStartRadius, Lightning),
- "@brief Radial distance from the center of the Lightning object for the "
- "start point of the bolt.\n\n"
- "The actual start point will be a random point within this radius." );
- addField( "useFog", TypeBool, Offset(useFog, Lightning),
- "Controls whether lightning bolts are affected by fog when they are rendered." );
- endGroup( "Bolts" );
- Parent::initPersistFields();
- }
- //--------------------------------------------------------------------------
- bool Lightning::onAdd()
- {
- if(!Parent::onAdd())
- return false;
- mObjBox.minExtents.set( -0.5f, -0.5f, -0.5f );
- mObjBox.maxExtents.set( 0.5f, 0.5f, 0.5f );
- resetWorldBox();
- addToScene();
- return true;
- }
- void Lightning::onRemove()
- {
- removeFromScene();
- Parent::onRemove();
- }
- bool Lightning::onNewDataBlock( GameBaseData *dptr, bool reload )
- {
- mDataBlock = dynamic_cast<LightningData*>( dptr );
- if ( !mDataBlock || !Parent::onNewDataBlock( dptr, reload ) )
- return false;
- scriptOnNewDataBlock();
- return true;
- }
- //--------------------------------------------------------------------------
- void Lightning::prepRenderImage( SceneRenderState* state )
- {
- ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
- ri->renderDelegate.bind(this, &Lightning::renderObject);
- // The Lightning isn't technically foliage but our debug
- // effect seems to render best as a Foliage type (translucent,
- // renders itself, no sorting)
- ri->type = RenderPassManager::RIT_Foliage;
- state->getRenderPass()->addInst( ri );
- }
- void Lightning::renderObject(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance* overrideMat)
- {
- if (overrideMat)
- return;
- if (mLightningSB.isNull())
- {
- GFXStateBlockDesc desc;
- desc.setBlend( true, GFXBlendSrcAlpha, GFXBlendOne);
- desc.setCullMode(GFXCullNone);
- desc.zWriteEnable = false;
- desc.vertexColorEnable = true;
- if (mDataBlock->mNumStrikeTextures != 0)
- {
- desc.samplersDefined = true;
- desc.samplers[0].magFilter = GFXTextureFilterLinear;
- desc.samplers[0].minFilter = GFXTextureFilterLinear;
- desc.samplers[0].addressModeU = GFXAddressWrap;
- desc.samplers[0].addressModeV = GFXAddressWrap;
- }
- mLightningSB = GFX->createStateBlock(desc);
- }
- GFX->setStateBlock(mLightningSB);
- Strike* walk = mStrikeListHead;
- while (walk != NULL)
- {
- if (mDataBlock->mNumStrikeTextures > 1)
- {
- GFX->setTexture(0, mDataBlock->strikeTextures[sgLightningRand.randI(0, mDataBlock->mNumStrikeTextures - 1)]);
- }
- else if (mDataBlock->mNumStrikeTextures > 0)
- {
- GFX->setTexture(0, mDataBlock->strikeTextures[0]);
- }
- for( U32 i=0; i<MAX_LIGHTNING; i++ )
- {
- if( walk->bolt[i].isFading )
- {
- F32 alpha = 1.0f - walk->bolt[i].percentFade;
- if( alpha < 0.0f ) alpha = 0.0f;
- PrimBuild::color4f( fadeColor.red, fadeColor.green, fadeColor.blue, alpha );
- }
- else
- {
- PrimBuild::color4f( color.red, color.green, color.blue, color.alpha );
- }
- walk->bolt[i].render( state->getCameraPosition() );
- }
- walk = walk->next;
- }
- //GFX->setZWriteEnable(true);
- //GFX->setAlphaTestEnable(false);
- //GFX->setAlphaBlendEnable(false);
- }
- void Lightning::scheduleThunder(Strike* newStrike)
- {
- AssertFatal(isClientObject(), "Lightning::scheduleThunder: server objects should not enter this version of the function");
- // If no thunder sounds, don't schedule anything!
- if (mDataBlock->numThunders == 0)
- return;
- GameConnection* connection = GameConnection::getConnectionToServer();
- if (connection) {
- MatrixF cameraMatrix;
- if (connection->getControlCameraTransform(0, &cameraMatrix)) {
- Point3F worldPos;
- cameraMatrix.getColumn(3, &worldPos);
- worldPos.x -= newStrike->xVal;
- worldPos.y -= newStrike->yVal;
- worldPos.z = 0.0f;
- F32 dist = worldPos.len();
- F32 t = dist / 330.0f;
- // Ok, we need to schedule a random strike sound t secs in the future...
- //
- if (t <= 0.03f) {
- // If it's really close, just play it...
- U32 thunder = sgLightningRand.randI(0, mDataBlock->numThunders - 1);
- SFX->playOnce(mDataBlock->getThunderProfile(thunder));
- } else {
- Thunder* pThunder = new Thunder;
- pThunder->tRemaining = t;
- pThunder->next = mThunderListHead;
- mThunderListHead = pThunder;
- }
- }
- }
- }
- //--------------------------------------------------------------------------
- void Lightning::processTick(const Move* move)
- {
- Parent::processTick(move);
- if (isServerObject() && !isHidden()) {
- S32 msBetweenStrikes = (S32)(60.0 / strikesPerMinute * 1000.0);
- mLastThink += TickMs;
- if( mLastThink > msBetweenStrikes )
- {
- strikeRandomPoint();
- mLastThink -= msBetweenStrikes;
- }
- }
- }
- void Lightning::interpolateTick(F32 dt)
- {
- Parent::interpolateTick(dt);
- }
- void Lightning::advanceTime(F32 dt)
- {
- Parent::advanceTime(dt);
- Strike** pWalker = &mStrikeListHead;
- while (*pWalker != NULL) {
- Strike* pStrike = *pWalker;
- for( U32 i=0; i<MAX_LIGHTNING; i++ )
- {
- pStrike->bolt[i].update( dt );
- }
- pStrike->currentAge += dt;
- if (pStrike->currentAge > pStrike->deathAge) {
- *pWalker = pStrike->next;
- delete pStrike;
- } else {
- pWalker = &((*pWalker)->next);
- }
- }
- Thunder** pThunderWalker = &mThunderListHead;
- while (*pThunderWalker != NULL) {
- Thunder* pThunder = *pThunderWalker;
- pThunder->tRemaining -= dt;
- if (pThunder->tRemaining <= 0.0f) {
- *pThunderWalker = pThunder->next;
- delete pThunder;
- // Play the sound...
- U32 thunder = sgLightningRand.randI(0, mDataBlock->numThunders - 1);
- SFX->playOnce(mDataBlock->getThunderProfile(thunder));
- } else {
- pThunderWalker = &((*pThunderWalker)->next);
- }
- }
- }
- //--------------------------------------------------------------------------
- void Lightning::processEvent(LightningStrikeEvent* pEvent)
- {
- AssertFatal(pEvent->mStart.x >= 0.0f && pEvent->mStart.x <= 1.0f, "Out of bounds coord!");
- Strike* pStrike = new Strike;
- Point3F strikePoint;
- strikePoint.zero();
- if( pEvent->mTarget )
- {
- Point3F objectCenter;
- pEvent->mTarget->getObjBox().getCenter( &objectCenter );
- objectCenter.convolve( pEvent->mTarget->getScale() );
- pEvent->mTarget->getTransform().mulP( objectCenter );
- strikePoint = objectCenter;
- }
- else
- {
- strikePoint.x = pEvent->mStart.x;
- strikePoint.y = pEvent->mStart.y;
- strikePoint *= mObjScale;
- strikePoint += getPosition();
- strikePoint += Point3F( -mObjScale.x * 0.5f, -mObjScale.y * 0.5f, 0.0f );
- RayInfo rayInfo;
- Point3F start = strikePoint;
- start.z = mObjScale.z * 0.5f + getPosition().z;
- strikePoint.z += -mObjScale.z * 0.5f;
- bool rayHit = gClientContainer.castRay( start, strikePoint,
- (STATIC_COLLISION_TYPEMASK | WaterObjectType),
- &rayInfo);
- if( rayHit )
- {
- strikePoint.z = rayInfo.point.z;
- }
- else
- {
- strikePoint.z = pStrike->bolt[0].findHeight( strikePoint, getSceneManager() );
- }
- }
- pStrike->xVal = strikePoint.x;
- pStrike->yVal = strikePoint.y;
- pStrike->deathAge = 1.6f;
- pStrike->currentAge = 0.0f;
- pStrike->next = mStrikeListHead;
- for( U32 i=0; i<MAX_LIGHTNING; i++ )
- {
- F32 randStart = boltStartRadius;
- F32 height = mObjScale.z * 0.5f + getPosition().z;
- pStrike->bolt[i].startPoint.set( pStrike->xVal + gRandGen.randF( -randStart, randStart ), pStrike->yVal + gRandGen.randF( -randStart, randStart ), height );
- pStrike->bolt[i].endPoint = strikePoint;
- pStrike->bolt[i].width = strikeWidth;
- pStrike->bolt[i].numMajorNodes = 10;
- pStrike->bolt[i].maxMajorAngle = 30.0f;
- pStrike->bolt[i].numMinorNodes = 4;
- pStrike->bolt[i].maxMinorAngle = 15.0f;
- pStrike->bolt[i].generate();
- pStrike->bolt[i].startSplits();
- pStrike->bolt[i].lifetime = 1.0f;
- pStrike->bolt[i].fadeTime = 0.2f;
- pStrike->bolt[i].renderTime = gRandGen.randF(0.0f, 0.25f);
- }
- mStrikeListHead = pStrike;
- scheduleThunder(pStrike);
- MatrixF trans(true);
- trans.setPosition( strikePoint );
- if (mDataBlock->getSFXProfile())
- {
- SFX->playOnce(mDataBlock->getSFXProfile(), &trans );
- }
- }
- void Lightning::warningFlashes()
- {
- AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!");
- Point3F strikePoint( gRandGen.randF( 0.0f, 1.0f ), gRandGen.randF( 0.0f, 1.0f ), 0.0f );
- SimGroup* pClientGroup = Sim::getClientGroup();
- for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++) {
- NetConnection* nc = static_cast<NetConnection*>(*itr);
- if (nc != NULL)
- {
- LightningStrikeEvent* pEvent = new LightningStrikeEvent;
- pEvent->mLightning = this;
-
- pEvent->mStart.x = strikePoint.x;
- pEvent->mStart.y = strikePoint.y;
- nc->postNetEvent(pEvent);
- }
- }
- }
- void Lightning::strikeRandomPoint()
- {
- AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!");
- Point3F strikePoint( gRandGen.randF( 0.0f, 1.0f ), gRandGen.randF( 0.0f, 1.0f ), 0.0f );
- // check if an object is within target range
- Point3F worldPosStrikePoint = strikePoint;
- worldPosStrikePoint *= mObjScale;
- worldPosStrikePoint += getPosition();
- worldPosStrikePoint += Point3F( -mObjScale.x * 0.5f, -mObjScale.y * 0.5f, 0.0f );
- Box3F queryBox;
- F32 boxWidth = strikeRadius * 2.0f;
- queryBox.minExtents.set( -boxWidth * 0.5f, -boxWidth * 0.5f, -mObjScale.z * 0.5f );
- queryBox.maxExtents.set( boxWidth * 0.5f, boxWidth * 0.5f, mObjScale.z * 0.5f );
- queryBox.minExtents += worldPosStrikePoint;
- queryBox.maxExtents += worldPosStrikePoint;
- SimpleQueryList sql;
- getContainer()->findObjects(queryBox, DAMAGEABLE_TYPEMASK,
- SimpleQueryList::insertionCallback, &sql);
- SceneObject *highestObj = NULL;
- F32 highestPnt = 0.0f;
- for( U32 i = 0; i < sql.mList.size(); i++ )
- {
- Point3F objectCenter;
- sql.mList[i]->getObjBox().getCenter(&objectCenter);
- objectCenter.convolve(sql.mList[i]->getScale());
- sql.mList[i]->getTransform().mulP(objectCenter);
- // check if object can be struck
- RayInfo rayInfo;
- Point3F start = objectCenter;
- start.z = mObjScale.z * 0.5f + getPosition().z;
- Point3F end = objectCenter;
- end.z = -mObjScale.z * 0.5f + getPosition().z;
- bool rayHit = gServerContainer.castRay( start, end,
- (0xFFFFFFFF),
- &rayInfo);
- if( rayHit && rayInfo.object == sql.mList[i] )
- {
- if( !highestObj )
- {
- highestObj = sql.mList[i];
- highestPnt = objectCenter.z;
- continue;
- }
- if( objectCenter.z > highestPnt )
- {
- highestObj = sql.mList[i];
- highestPnt = objectCenter.z;
- }
- }
- }
- // hah haaaaa, we have a target!
- SceneObject *targetObj = NULL;
- if( highestObj )
- {
- F32 chance = gRandGen.randF();
- if( chance <= chanceToHitTarget )
- {
- Point3F objectCenter;
- highestObj->getObjBox().getCenter(&objectCenter);
- objectCenter.convolve(highestObj->getScale());
- highestObj->getTransform().mulP(objectCenter);
- bool playerInWarmup = false;
- Player *playerObj = dynamic_cast< Player * >(highestObj);
- if( playerObj )
- {
- if( !playerObj->getControllingClient() )
- {
- playerInWarmup = true;
- }
- }
- if( !playerInWarmup )
- {
- applyDamage_callback( objectCenter, VectorF( 0.0f, 0.0f, 1.0f ), highestObj );
- targetObj = highestObj;
- }
- }
- }
- SimGroup* pClientGroup = Sim::getClientGroup();
- for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++)
- {
- NetConnection* nc = static_cast<NetConnection*>(*itr);
- LightningStrikeEvent* pEvent = new LightningStrikeEvent;
- pEvent->mLightning = this;
- pEvent->mStart.x = strikePoint.x;
- pEvent->mStart.y = strikePoint.y;
- pEvent->mTarget = targetObj;
- nc->postNetEvent(pEvent);
- }
- }
- //--------------------------------------------------------------------------
- void Lightning::strikeObject(ShapeBase* targetObj)
- {
- AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!");
- Point3F strikePoint = targetObj->getPosition();
- Point3F objectCenter;
- Box3F wb = getWorldBox();
- if (!wb.isContained(strikePoint))
- return;
- Point3F targetRel = strikePoint - getPosition();
- Point3F length(wb.len_x() / 2.0f, wb.len_y() / 2.0f, wb.len_z() / 2.0f);
- Point3F strikePos = targetRel / length;
- bool playerInWarmup = false;
- Player *playerObj = dynamic_cast< Player * >(targetObj);
- if (playerObj)
- {
- if (!playerObj->getControllingClient())
- {
- playerInWarmup = true;
- }
- }
- if (!playerInWarmup)
- {
- applyDamage_callback(targetObj->getWorldSphere().center, VectorF(0.0, 0.0, 1.0), targetObj);
- }
-
- SimGroup* pClientGroup = Sim::getClientGroup();
- for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++) {
- NetConnection* nc = static_cast<NetConnection*>(*itr);
- if (nc != NULL)
- {
- LightningStrikeEvent* pEvent = new LightningStrikeEvent;
- pEvent->mLightning = this;
-
- pEvent->mStart.x = strikePoint.x;
- pEvent->mStart.y = strikePoint.y;
- pEvent->mTarget = targetObj;
- nc->postNetEvent(pEvent);
- }
- }
- }
- //--------------------------------------------------------------------------
- U32 Lightning::packUpdate(NetConnection* con, U32 mask, BitStream* stream)
- {
- U32 retMask = Parent::packUpdate(con, mask, stream);
- // Only write data if this is the initial packet or we've been inspected.
- if (stream->writeFlag(mask & (InitialUpdateMask | ExtendedInfoMask)))
- {
- // Initial update
- mathWrite(*stream, getPosition());
- mathWrite(*stream, mObjScale);
- stream->write(strikeWidth);
- stream->write(chanceToHitTarget);
- stream->write(strikeRadius);
- stream->write(boltStartRadius);
- stream->write(color.red);
- stream->write(color.green);
- stream->write(color.blue);
- stream->write(color.alpha);
- stream->write(fadeColor.red);
- stream->write(fadeColor.green);
- stream->write(fadeColor.blue);
- stream->write(useFog);
- stream->write(strikesPerMinute);
- }
- return retMask;
- }
- //--------------------------------------------------------------------------
- void Lightning::unpackUpdate(NetConnection* con, BitStream* stream)
- {
- Parent::unpackUpdate(con, stream);
- if (stream->readFlag())
- {
- // Initial update
- Point3F pos;
- mathRead(*stream, &pos);
- setPosition( pos );
- mathRead(*stream, &mObjScale);
- stream->read(&strikeWidth);
- stream->read(&chanceToHitTarget);
- stream->read(&strikeRadius);
- stream->read(&boltStartRadius);
- stream->read(&color.red);
- stream->read(&color.green);
- stream->read(&color.blue);
- stream->read(&color.alpha);
- stream->read(&fadeColor.red);
- stream->read(&fadeColor.green);
- stream->read(&fadeColor.blue);
- stream->read(&useFog);
- stream->read(&strikesPerMinute);
- }
- }
- //--------------------------------------------------------------------------
- DefineEngineMethod(Lightning, warningFlashes, void, (),,
- "@brief Creates a LightningStrikeEvent that triggers harmless lightning "
- "bolts on all clients.\n"
- "No objects will be damaged by these bolts.\n"
- "@tsexample\n"
- "// Generate a harmless lightning strike effect on all clients\n"
- "%lightning.warningFlashes();\n"
- "@endtsexample" )
- {
- if (object->isServerObject())
- object->warningFlashes();
- }
- DefineEngineMethod(Lightning, strikeRandomPoint, void, (),,
- "Creates a LightningStrikeEvent which attempts to strike and damage a random "
- "object in range of the Lightning object.\n"
- "@tsexample\n"
- "// Generate a damaging lightning strike effect on all clients\n"
- "%lightning.strikeRandomPoint();\n"
- "@endtsexample" )
- {
- if (object->isServerObject())
- object->strikeRandomPoint();
- }
- DefineEngineMethod(Lightning, strikeObject, void, (ShapeBase* pSB), (nullAsType<ShapeBase*>()),
- "Creates a LightningStrikeEvent which strikes a specific object.\n"
- "@note This method is currently unimplemented.\n" )
- {
- object->strikeObject(pSB);
- }
- //**************************************************************************
- // Lightning Bolt
- //**************************************************************************
- LightningBolt::LightningBolt()
- {
- width = 0.1f;
- startPoint.zero();
- endPoint.zero();
- chanceOfSplit = 0.0f;
- isFading = false;
- elapsedTime = 0.0f;
- lifetime = 1.0f;
- startRender = false;
- endPoint.zero();
- width = 1;
- numMajorNodes = 10;
- maxMajorAngle = 30.0f;
- numMinorNodes = 4;
- maxMinorAngle = 15.0f;
- fadeTime = 0.2f;
- renderTime = 0.125;
- dMemset(&mMajorNodes, 0, sizeof(mMajorNodes));
- percentFade = 0.0f;
- }
- //--------------------------------------------------------------------------
- // Destructor
- //--------------------------------------------------------------------------
- LightningBolt::~LightningBolt()
- {
- splitList.clear();
- }
- //--------------------------------------------------------------------------
- // Generate nodes
- //--------------------------------------------------------------------------
- void LightningBolt::NodeManager::generateNodes()
- {
- F32 overallDist = VectorF( endPoint - startPoint ).magnitudeSafe();
- F32 minDistBetweenNodes = overallDist / (numNodes-1);
- F32 maxDistBetweenNodes = minDistBetweenNodes / mCos( maxAngle * M_PI_F / 180.0f );
- VectorF mainLineDir = endPoint - startPoint;
- mainLineDir.normalizeSafe();
- for( U32 i=0; i<numNodes; i++ )
- {
- Node node;
- if( i == 0 )
- {
- node.point = startPoint;
- node.dirToMainLine = mainLineDir;
- nodeList[i] = node;
- continue;
- }
- if( i == numNodes - 1 )
- {
- node.point = endPoint;
- nodeList[i] = node;
- break;
- }
- Node lastNode = nodeList[i-1];
- F32 segmentLength = gRandGen.randF( minDistBetweenNodes, maxDistBetweenNodes );
- VectorF segmentDir = MathUtils::randomDir( lastNode.dirToMainLine, 0, maxAngle );
- node.point = lastNode.point + segmentDir * segmentLength;
- node.dirToMainLine = endPoint - node.point;
- node.dirToMainLine.normalizeSafe();
- nodeList[i] = node;
- }
- }
- //--------------------------------------------------------------------------
- // Render bolt
- //--------------------------------------------------------------------------
- void LightningBolt::render( const Point3F &camPos )
- {
- if (!startRender)
- return;
- if (!isFading)
- generateMinorNodes();
- U32 maxVerts = 0;
- for (U32 i = 0; i < mMinorNodes.size(); i++)
- maxVerts += mMinorNodes[i].numNodes * 2;
- PrimBuild::begin(GFXTriangleStrip, maxVerts);
- for (U32 i = 0; i < mMinorNodes.size(); i++)
- {
- if (i+1 == mMinorNodes.size())
- renderSegment(mMinorNodes[i], camPos, true);
- else
- renderSegment(mMinorNodes[i], camPos, false);
- }
- PrimBuild::end();
- for(LightingBoltList::Iterator i = splitList.begin(); i != splitList.end(); ++i)
- {
- if( isFading )
- {
- i->isFading = true;
- }
- i->render( camPos );
- }
- }
- //--------------------------------------------------------------------------
- // Render segment
- //--------------------------------------------------------------------------
- void LightningBolt::renderSegment( NodeManager &segment, const Point3F &camPos, bool renderLastPoint )
- {
- for (U32 i = 0; i < segment.numNodes; i++)
- {
- Point3F curPoint = segment.nodeList[i].point;
- Point3F nextPoint;
- Point3F segDir;
- if( i == (segment.numNodes-1) )
- {
- if( renderLastPoint )
- {
- segDir = curPoint - segment.nodeList[i-1].point;
- }
- else
- {
- continue;
- }
- }
- else
- {
- nextPoint = segment.nodeList[i+1].point;
- segDir = nextPoint - curPoint;
- }
- segDir.normalizeSafe();
- Point3F dirFromCam = curPoint - camPos;
- Point3F crossVec;
- mCross(dirFromCam, segDir, &crossVec);
- crossVec.normalize();
- crossVec *= width * 0.5f;
- F32 u = i % 2;
- PrimBuild::texCoord2f( u, 1.0 );
- PrimBuild::vertex3fv( curPoint - crossVec );
- PrimBuild::texCoord2f( u, 0.0 );
- PrimBuild::vertex3fv( curPoint + crossVec );
- }
- }
- //----------------------------------------------------------------------------
- // Find height
- //----------------------------------------------------------------------------
- F32 LightningBolt::findHeight( Point3F &point, SceneManager *sceneManager )
- {
- const Vector< SceneObject* > terrains = sceneManager->getContainer()->getTerrains();
- for( Vector< SceneObject* >::const_iterator iter = terrains.begin(); iter != terrains.end(); ++ iter )
- {
- TerrainBlock* terrain = dynamic_cast< TerrainBlock* >( *iter );
- if( !terrain )
- continue;
- Point3F terrPt = point;
- terrain->getWorldTransform().mulP(terrPt);
- F32 h;
- if( terrain->getHeight( Point2F( terrPt.x, terrPt.y ), &h ) )
- return h;
- }
- return 0.f;
- }
- //----------------------------------------------------------------------------
- // Generate lightning bolt
- //----------------------------------------------------------------------------
- void LightningBolt::generate()
- {
- mMajorNodes.startPoint = startPoint;
- mMajorNodes.endPoint = endPoint;
- mMajorNodes.numNodes = numMajorNodes;
- mMajorNodes.maxAngle = maxMajorAngle;
- mMajorNodes.generateNodes();
- generateMinorNodes();
- }
- //----------------------------------------------------------------------------
- // Generate Minor Nodes
- //----------------------------------------------------------------------------
- void LightningBolt::generateMinorNodes()
- {
- mMinorNodes.clear();
- for( S32 i=0; i<mMajorNodes.numNodes - 1; i++ )
- {
- NodeManager segment;
- segment.startPoint = mMajorNodes.nodeList[i].point;
- segment.endPoint = mMajorNodes.nodeList[i+1].point;
- segment.numNodes = numMinorNodes;
- segment.maxAngle = maxMinorAngle;
- segment.generateNodes();
- mMinorNodes.increment(1);
- mMinorNodes[i] = segment;
- }
- }
- //----------------------------------------------------------------------------
- // Recursive algo to create bolts that split off from main bolt
- //----------------------------------------------------------------------------
- void LightningBolt::createSplit( const Point3F &startingPoint, const Point3F &endingPoint, U32 depth, F32 splitWidth )
- {
- if( depth == 0 )
- return;
-
- F32 chanceToEnd = gRandGen.randF();
- if( chanceToEnd > 0.70f )
- return;
- if(splitWidth < 0.75f )
- splitWidth = 0.75f;
- VectorF diff = endingPoint - startingPoint;
- F32 length = diff.len();
- diff.normalizeSafe();
- LightningBolt newBolt;
- newBolt.startPoint = startingPoint;
- newBolt.endPoint = endingPoint;
- newBolt.width = splitWidth;
- newBolt.numMajorNodes = 3;
- newBolt.maxMajorAngle = 30.0f;
- newBolt.numMinorNodes = 3;
- newBolt.maxMinorAngle = 10.0f;
- newBolt.startRender = true;
- newBolt.generate();
- splitList.pushBack( newBolt );
- VectorF newDir1 = MathUtils::randomDir( diff, 10.0f, 45.0f );
- Point3F newEndPoint1 = endingPoint + newDir1 * gRandGen.randF( 0.5f, 1.5f ) * length;
- VectorF newDir2 = MathUtils::randomDir( diff, 10.0f, 45.0f );
- Point3F newEndPoint2 = endingPoint + newDir2 * gRandGen.randF( 0.5f, 1.5f ) * length;
- createSplit(endingPoint, newEndPoint1, depth - 1, splitWidth * 0.30f );
- createSplit(endingPoint, newEndPoint2, depth - 1, splitWidth * 0.30f );
- }
- //----------------------------------------------------------------------------
- // Start split - kick off the recursive 'createSplit' procedure
- //----------------------------------------------------------------------------
- void LightningBolt::startSplits()
- {
- for( U32 i=0; i<mMajorNodes.numNodes-1; i++ )
- {
- if( gRandGen.randF() > 0.3f )
- continue;
- Node node = mMajorNodes.nodeList[i];
- Node node2 = mMajorNodes.nodeList[i+1];
- VectorF segDir = node2.point - node.point;
- F32 length = segDir.len();
- segDir.normalizeSafe();
- VectorF newDir = MathUtils::randomDir( segDir, 20.0f, 40.0f );
- Point3F newEndPoint = node.point + newDir * gRandGen.randF( 0.5f, 1.5f ) * length;
- createSplit( node.point, newEndPoint, 4, width * 0.30f );
- }
- }
- //----------------------------------------------------------------------------
- // Update
- //----------------------------------------------------------------------------
- void LightningBolt::update( F32 dt )
- {
- elapsedTime += dt;
- F32 percentDone = elapsedTime / lifetime;
- if( elapsedTime > fadeTime )
- {
- isFading = true;
- percentFade = percentDone + (fadeTime/lifetime);
- }
- if( elapsedTime > renderTime && !startRender )
- {
- startRender = true;
- isFading = false;
- elapsedTime = 0.0f;
- }
- }
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