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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*) override;
  114. void write(NetConnection*, BitStream*) override{}
  115. void unpack(NetConnection*, BitStream*) override;
  116. void process(NetConnection*) override;
  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_ASSET(StrikeSound);
  207. for (S32 i = 0; i < MaxThunders; i++)
  208. {
  209. INIT_SOUNDASSET_ARRAY(ThunderSound, i);
  210. }
  211. for (S32 i = 0; i < MaxTextures; i++)
  212. {
  213. strikeTextureNames[i] = NULL;
  214. strikeTextures[i] = NULL;
  215. }
  216. numThunders = 0;
  217. mNumStrikeTextures = 0;
  218. }
  219. LightningData::~LightningData()
  220. {
  221. }
  222. //--------------------------------------------------------------------------
  223. void LightningData::initPersistFields()
  224. {
  225. docsURL;
  226. INITPERSISTFIELD_SOUNDASSET(StrikeSound, LightningData, "Sound to play when lightning STRIKES!");
  227. INITPERSISTFIELD_SOUNDASSET_ARRAY(ThunderSound, MaxThunders, LightningData, "Sounds for thunder.");
  228. addField( "strikeTextures", TypeString, Offset(strikeTextureNames, LightningData), MaxTextures,
  229. "List of textures to use to render lightning strikes." );
  230. Parent::initPersistFields();
  231. }
  232. //--------------------------------------------------------------------------
  233. bool LightningData::onAdd()
  234. {
  235. if(!Parent::onAdd())
  236. return false;
  237. return true;
  238. }
  239. bool LightningData::preload(bool server, String &errorStr)
  240. {
  241. if (Parent::preload(server, errorStr) == false)
  242. return false;
  243. //dQsort(thunderSounds, MaxThunders, sizeof(SFXTrack*), cmpSounds);
  244. if (server == false)
  245. {
  246. for (S32 i = 0; i < MaxThunders; i++)
  247. {
  248. if (!isThunderSoundValid(i))
  249. {
  250. //return false; -TODO: trigger asset download
  251. }
  252. }
  253. if (!isStrikeSoundValid())
  254. {
  255. //return false; -TODO: trigger asset download
  256. }
  257. mNumStrikeTextures = 0;
  258. for (U32 k = 0; k < MaxTextures; k++)
  259. {
  260. if (strikeTextureNames[k][0])
  261. {
  262. strikeTextures[k] = GFXTexHandle(strikeTextureNames[k], &GFXStaticTextureProfile, avar("%s() - strikeTextures[%d] (line %d)", __FUNCTION__, k, __LINE__));
  263. mNumStrikeTextures++;
  264. }
  265. }
  266. }
  267. return true;
  268. }
  269. //--------------------------------------------------------------------------
  270. void LightningData::packData(BitStream* stream)
  271. {
  272. Parent::packData(stream);
  273. U32 i;
  274. for (i = 0; i < MaxThunders; i++)
  275. {
  276. PACKDATA_SOUNDASSET_ARRAY(ThunderSound, i);
  277. }
  278. stream->writeInt(mNumStrikeTextures, 4);
  279. for (i = 0; i < MaxTextures; i++)
  280. stream->writeString(strikeTextureNames[i]);
  281. PACKDATA_ASSET(StrikeSound);
  282. }
  283. void LightningData::unpackData(BitStream* stream)
  284. {
  285. Parent::unpackData(stream);
  286. U32 i;
  287. for (i = 0; i < MaxThunders; i++)
  288. {
  289. UNPACKDATA_SOUNDASSET_ARRAY(ThunderSound, i);
  290. }
  291. mNumStrikeTextures = stream->readInt(4);
  292. for (i = 0; i < MaxTextures; i++)
  293. strikeTextureNames[i] = stream->readSTString();
  294. UNPACKDATA_ASSET(StrikeSound);
  295. }
  296. //--------------------------------------------------------------------------
  297. //--------------------------------------
  298. //
  299. Lightning::Lightning()
  300. {
  301. mNetFlags.set(Ghostable|ScopeAlways);
  302. mTypeMask |= StaticObjectType|EnvironmentObjectType;
  303. mDataBlock = NULL;
  304. mLastThink = 0;
  305. mStrikeListHead = NULL;
  306. mThunderListHead = NULL;
  307. strikesPerMinute = 12;
  308. strikeWidth = 2.5;
  309. chanceToHitTarget = 0.5f;
  310. strikeRadius = 20.0f;
  311. boltStartRadius = 20.0f;
  312. color.set( 1.0f, 1.0f, 1.0f, 1.0f );
  313. fadeColor.set( 0.1f, 0.1f, 1.0f, 1.0f );
  314. useFog = true;
  315. setScale( VectorF( 512.0f, 512.0f, 300.0f ) );
  316. }
  317. Lightning::~Lightning()
  318. {
  319. while( mThunderListHead )
  320. {
  321. Thunder* nextThunder = mThunderListHead->next;
  322. delete mThunderListHead;
  323. mThunderListHead = nextThunder;
  324. }
  325. while( mStrikeListHead )
  326. {
  327. Strike* nextStrike = mStrikeListHead->next;
  328. delete mStrikeListHead;
  329. mStrikeListHead = nextStrike;
  330. }
  331. }
  332. //--------------------------------------------------------------------------
  333. void Lightning::initPersistFields()
  334. {
  335. docsURL;
  336. addGroup( "Strikes" );
  337. addFieldV( "strikesPerMinute", TypeRangedS32, Offset(strikesPerMinute, Lightning), &CommonValidators::PositiveInt,
  338. "@brief Number of lightning strikes to perform per minute.\n\n"
  339. "Automatically invokes strikeRandomPoint() at regular intervals." );
  340. addFieldV( "strikeWidth", TypeRangedF32, Offset(strikeWidth, Lightning), &CommonValidators::PositiveFloat,
  341. "Width of a lightning bolt." );
  342. addFieldV( "strikeRadius", TypeRangedF32, Offset(strikeRadius, Lightning), &CommonValidators::PositiveFloat,
  343. "@brief Horizontal size (XY plane) of the search box used to find and "
  344. "damage Player or Vehicle objects within range of the strike.\n\n"
  345. "Only the object at highest altitude with a clear line of sight to the "
  346. "bolt will be hit." );
  347. endGroup( "Strikes" );
  348. addGroup( "Colors" );
  349. addField( "color", TypeColorF, Offset(color, Lightning),
  350. "Color to blend the strike texture with." );
  351. addField( "fadeColor", TypeColorF, Offset(fadeColor, Lightning),
  352. "@brief Color to blend the strike texture with when the bolt is fading away.\n\n"
  353. "Bolts fade away automatically shortly after the strike occurs." );
  354. endGroup( "Colors" );
  355. addGroup( "Bolts" );
  356. addFieldV( "chanceToHitTarget", TypeRangedF32, Offset(chanceToHitTarget, Lightning), &CommonValidators::NormalizedFloat,
  357. "Percentage chance (0-1) that a given lightning bolt will hit something." );
  358. addFieldV( "boltStartRadius", TypeRangedF32, Offset(boltStartRadius, Lightning), &CommonValidators::PositiveFloat,
  359. "@brief Radial distance from the center of the Lightning object for the "
  360. "start point of the bolt.\n\n"
  361. "The actual start point will be a random point within this radius." );
  362. addField( "useFog", TypeBool, Offset(useFog, Lightning),
  363. "Controls whether lightning bolts are affected by fog when they are rendered." );
  364. endGroup( "Bolts" );
  365. Parent::initPersistFields();
  366. }
  367. //--------------------------------------------------------------------------
  368. bool Lightning::onAdd()
  369. {
  370. if(!Parent::onAdd())
  371. return false;
  372. mObjBox.minExtents.set( -0.5f, -0.5f, -0.5f );
  373. mObjBox.maxExtents.set( 0.5f, 0.5f, 0.5f );
  374. resetWorldBox();
  375. addToScene();
  376. return true;
  377. }
  378. void Lightning::onRemove()
  379. {
  380. removeFromScene();
  381. Parent::onRemove();
  382. }
  383. bool Lightning::onNewDataBlock( GameBaseData *dptr, bool reload )
  384. {
  385. mDataBlock = dynamic_cast<LightningData*>( dptr );
  386. if ( !mDataBlock || !Parent::onNewDataBlock( dptr, reload ) )
  387. return false;
  388. scriptOnNewDataBlock();
  389. return true;
  390. }
  391. //--------------------------------------------------------------------------
  392. void Lightning::prepRenderImage( SceneRenderState* state )
  393. {
  394. ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
  395. ri->renderDelegate.bind(this, &Lightning::renderObject);
  396. // The Lightning isn't technically foliage but our debug
  397. // effect seems to render best as a Foliage type (translucent,
  398. // renders itself, no sorting)
  399. ri->type = RenderPassManager::RIT_Foliage;
  400. state->getRenderPass()->addInst( ri );
  401. }
  402. void Lightning::renderObject(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance* overrideMat)
  403. {
  404. if (overrideMat)
  405. return;
  406. if (mLightningSB.isNull())
  407. {
  408. GFXStateBlockDesc desc;
  409. desc.setBlend( true, GFXBlendSrcAlpha, GFXBlendOne);
  410. desc.setCullMode(GFXCullNone);
  411. desc.zWriteEnable = false;
  412. desc.vertexColorEnable = true;
  413. if (mDataBlock->mNumStrikeTextures != 0)
  414. {
  415. desc.samplersDefined = true;
  416. desc.samplers[0].magFilter = GFXTextureFilterLinear;
  417. desc.samplers[0].minFilter = GFXTextureFilterLinear;
  418. desc.samplers[0].addressModeU = GFXAddressWrap;
  419. desc.samplers[0].addressModeV = GFXAddressWrap;
  420. }
  421. mLightningSB = GFX->createStateBlock(desc);
  422. }
  423. GFX->setStateBlock(mLightningSB);
  424. Strike* walk = mStrikeListHead;
  425. while (walk != NULL)
  426. {
  427. if (mDataBlock->mNumStrikeTextures > 1)
  428. {
  429. GFX->setTexture(0, mDataBlock->strikeTextures[sgLightningRand.randI(0, mDataBlock->mNumStrikeTextures - 1)]);
  430. }
  431. else if (mDataBlock->mNumStrikeTextures > 0)
  432. {
  433. GFX->setTexture(0, mDataBlock->strikeTextures[0]);
  434. }
  435. for( U32 i=0; i<MAX_LIGHTNING; i++ )
  436. {
  437. if( walk->bolt[i].isFading )
  438. {
  439. F32 alpha = 1.0f - walk->bolt[i].percentFade;
  440. if( alpha < 0.0f ) alpha = 0.0f;
  441. PrimBuild::color4f( fadeColor.red, fadeColor.green, fadeColor.blue, alpha );
  442. }
  443. else
  444. {
  445. PrimBuild::color4f( color.red, color.green, color.blue, color.alpha );
  446. }
  447. walk->bolt[i].render( state->getCameraPosition() );
  448. }
  449. walk = walk->next;
  450. }
  451. //GFX->setZWriteEnable(true);
  452. //GFX->setAlphaTestEnable(false);
  453. //GFX->setAlphaBlendEnable(false);
  454. }
  455. void Lightning::scheduleThunder(Strike* newStrike)
  456. {
  457. AssertFatal(isClientObject(), "Lightning::scheduleThunder: server objects should not enter this version of the function");
  458. // If no thunder sounds, don't schedule anything!
  459. if (mDataBlock->numThunders == 0)
  460. return;
  461. GameConnection* connection = GameConnection::getConnectionToServer();
  462. if (connection) {
  463. MatrixF cameraMatrix;
  464. if (connection->getControlCameraTransform(0, &cameraMatrix)) {
  465. Point3F worldPos;
  466. cameraMatrix.getColumn(3, &worldPos);
  467. worldPos.x -= newStrike->xVal;
  468. worldPos.y -= newStrike->yVal;
  469. worldPos.z = 0.0f;
  470. F32 dist = worldPos.len();
  471. F32 t = dist / 330.0f;
  472. // Ok, we need to schedule a random strike sound t secs in the future...
  473. //
  474. if (t <= 0.03f) {
  475. // If it's really close, just play it...
  476. U32 thunder = sgLightningRand.randI(0, mDataBlock->numThunders - 1);
  477. SFX->playOnce(mDataBlock->getThunderSoundProfile(thunder));
  478. } else {
  479. Thunder* pThunder = new Thunder;
  480. pThunder->tRemaining = t;
  481. pThunder->next = mThunderListHead;
  482. mThunderListHead = pThunder;
  483. }
  484. }
  485. }
  486. }
  487. //--------------------------------------------------------------------------
  488. void Lightning::processTick(const Move* move)
  489. {
  490. Parent::processTick(move);
  491. if (isServerObject() && !isHidden()) {
  492. S32 msBetweenStrikes = (S32)(60.0 / strikesPerMinute * 1000.0);
  493. mLastThink += TickMs;
  494. if( mLastThink > msBetweenStrikes )
  495. {
  496. strikeRandomPoint();
  497. mLastThink -= msBetweenStrikes;
  498. }
  499. }
  500. }
  501. void Lightning::interpolateTick(F32 dt)
  502. {
  503. Parent::interpolateTick(dt);
  504. }
  505. void Lightning::advanceTime(F32 dt)
  506. {
  507. Parent::advanceTime(dt);
  508. Strike** pWalker = &mStrikeListHead;
  509. while (*pWalker != NULL) {
  510. Strike* pStrike = *pWalker;
  511. for( U32 i=0; i<MAX_LIGHTNING; i++ )
  512. {
  513. pStrike->bolt[i].update( dt );
  514. }
  515. pStrike->currentAge += dt;
  516. if (pStrike->currentAge > pStrike->deathAge) {
  517. *pWalker = pStrike->next;
  518. delete pStrike;
  519. } else {
  520. pWalker = &((*pWalker)->next);
  521. }
  522. }
  523. Thunder** pThunderWalker = &mThunderListHead;
  524. while (*pThunderWalker != NULL) {
  525. Thunder* pThunder = *pThunderWalker;
  526. pThunder->tRemaining -= dt;
  527. if (pThunder->tRemaining <= 0.0f) {
  528. *pThunderWalker = pThunder->next;
  529. delete pThunder;
  530. // Play the sound...
  531. U32 thunder = sgLightningRand.randI(0, mDataBlock->numThunders - 1);
  532. SFX->playOnce(mDataBlock->getThunderSoundProfile(thunder));
  533. } else {
  534. pThunderWalker = &((*pThunderWalker)->next);
  535. }
  536. }
  537. }
  538. //--------------------------------------------------------------------------
  539. void Lightning::processEvent(LightningStrikeEvent* pEvent)
  540. {
  541. AssertFatal(pEvent->mStart.x >= 0.0f && pEvent->mStart.x <= 1.0f, "Out of bounds coord!");
  542. Strike* pStrike = new Strike;
  543. Point3F strikePoint;
  544. strikePoint.zero();
  545. if( pEvent->mTarget )
  546. {
  547. Point3F objectCenter;
  548. pEvent->mTarget->getObjBox().getCenter( &objectCenter );
  549. objectCenter.convolve( pEvent->mTarget->getScale() );
  550. pEvent->mTarget->getTransform().mulP( objectCenter );
  551. strikePoint = objectCenter;
  552. }
  553. else
  554. {
  555. strikePoint.x = pEvent->mStart.x;
  556. strikePoint.y = pEvent->mStart.y;
  557. strikePoint *= mObjScale;
  558. strikePoint += getPosition();
  559. strikePoint += Point3F( -mObjScale.x * 0.5f, -mObjScale.y * 0.5f, 0.0f );
  560. RayInfo rayInfo;
  561. Point3F start = strikePoint;
  562. start.z = mObjScale.z * 0.5f + getPosition().z;
  563. strikePoint.z += -mObjScale.z * 0.5f;
  564. bool rayHit = gClientContainer.castRay( start, strikePoint,
  565. ((U32)STATIC_COLLISION_TYPEMASK | (U32)WaterObjectType),
  566. &rayInfo);
  567. if( rayHit )
  568. {
  569. strikePoint.z = rayInfo.point.z;
  570. }
  571. else
  572. {
  573. strikePoint.z = pStrike->bolt[0].findHeight( strikePoint, getSceneManager() );
  574. }
  575. }
  576. pStrike->xVal = strikePoint.x;
  577. pStrike->yVal = strikePoint.y;
  578. pStrike->deathAge = 1.6f;
  579. pStrike->currentAge = 0.0f;
  580. pStrike->next = mStrikeListHead;
  581. for( U32 i=0; i<MAX_LIGHTNING; i++ )
  582. {
  583. F32 randStart = boltStartRadius;
  584. F32 height = mObjScale.z * 0.5f + getPosition().z;
  585. pStrike->bolt[i].startPoint.set( pStrike->xVal + gRandGen.randF( -randStart, randStart ), pStrike->yVal + gRandGen.randF( -randStart, randStart ), height );
  586. pStrike->bolt[i].endPoint = strikePoint;
  587. pStrike->bolt[i].width = strikeWidth;
  588. pStrike->bolt[i].numMajorNodes = 10;
  589. pStrike->bolt[i].maxMajorAngle = 30.0f;
  590. pStrike->bolt[i].numMinorNodes = 4;
  591. pStrike->bolt[i].maxMinorAngle = 15.0f;
  592. pStrike->bolt[i].generate();
  593. pStrike->bolt[i].startSplits();
  594. pStrike->bolt[i].lifetime = 1.0f;
  595. pStrike->bolt[i].fadeTime = 0.2f;
  596. pStrike->bolt[i].renderTime = gRandGen.randF(0.0f, 0.25f);
  597. }
  598. mStrikeListHead = pStrike;
  599. scheduleThunder(pStrike);
  600. MatrixF trans(true);
  601. trans.setPosition( strikePoint );
  602. if (mDataBlock->getStrikeSoundProfile())
  603. {
  604. SFX->playOnce(mDataBlock->getStrikeSoundProfile(), &trans );
  605. }
  606. }
  607. void Lightning::warningFlashes()
  608. {
  609. AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!");
  610. Point3F strikePoint( gRandGen.randF( 0.0f, 1.0f ), gRandGen.randF( 0.0f, 1.0f ), 0.0f );
  611. SimGroup* pClientGroup = Sim::getClientGroup();
  612. for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++) {
  613. NetConnection* nc = static_cast<NetConnection*>(*itr);
  614. if (nc != NULL)
  615. {
  616. LightningStrikeEvent* pEvent = new LightningStrikeEvent;
  617. pEvent->mLightning = this;
  618. pEvent->mStart.x = strikePoint.x;
  619. pEvent->mStart.y = strikePoint.y;
  620. nc->postNetEvent(pEvent);
  621. }
  622. }
  623. }
  624. void Lightning::strikeRandomPoint()
  625. {
  626. AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!");
  627. Point3F strikePoint( gRandGen.randF( 0.0f, 1.0f ), gRandGen.randF( 0.0f, 1.0f ), 0.0f );
  628. // check if an object is within target range
  629. Point3F worldPosStrikePoint = strikePoint;
  630. worldPosStrikePoint *= mObjScale;
  631. worldPosStrikePoint += getPosition();
  632. worldPosStrikePoint += Point3F( -mObjScale.x * 0.5f, -mObjScale.y * 0.5f, 0.0f );
  633. Box3F queryBox;
  634. F32 boxWidth = strikeRadius * 2.0f;
  635. queryBox.minExtents.set( -boxWidth * 0.5f, -boxWidth * 0.5f, -mObjScale.z * 0.5f );
  636. queryBox.maxExtents.set( boxWidth * 0.5f, boxWidth * 0.5f, mObjScale.z * 0.5f );
  637. queryBox.minExtents += worldPosStrikePoint;
  638. queryBox.maxExtents += worldPosStrikePoint;
  639. SimpleQueryList sql;
  640. getContainer()->findObjects(queryBox, DAMAGEABLE_TYPEMASK,
  641. SimpleQueryList::insertionCallback, &sql);
  642. SceneObject *highestObj = NULL;
  643. F32 highestPnt = 0.0f;
  644. for( U32 i = 0; i < sql.mList.size(); i++ )
  645. {
  646. Point3F objectCenter;
  647. sql.mList[i]->getObjBox().getCenter(&objectCenter);
  648. objectCenter.convolve(sql.mList[i]->getScale());
  649. sql.mList[i]->getTransform().mulP(objectCenter);
  650. // check if object can be struck
  651. RayInfo rayInfo;
  652. Point3F start = objectCenter;
  653. start.z = mObjScale.z * 0.5f + getPosition().z;
  654. Point3F end = objectCenter;
  655. end.z = -mObjScale.z * 0.5f + getPosition().z;
  656. bool rayHit = gServerContainer.castRay( start, end,
  657. (0xFFFFFFFF),
  658. &rayInfo);
  659. if( rayHit && rayInfo.object == sql.mList[i] )
  660. {
  661. if( !highestObj )
  662. {
  663. highestObj = sql.mList[i];
  664. highestPnt = objectCenter.z;
  665. continue;
  666. }
  667. if( objectCenter.z > highestPnt )
  668. {
  669. highestObj = sql.mList[i];
  670. highestPnt = objectCenter.z;
  671. }
  672. }
  673. }
  674. // hah haaaaa, we have a target!
  675. SceneObject *targetObj = NULL;
  676. if( highestObj )
  677. {
  678. F32 chance = gRandGen.randF();
  679. if( chance <= chanceToHitTarget )
  680. {
  681. Point3F objectCenter;
  682. highestObj->getObjBox().getCenter(&objectCenter);
  683. objectCenter.convolve(highestObj->getScale());
  684. highestObj->getTransform().mulP(objectCenter);
  685. bool playerInWarmup = false;
  686. Player *playerObj = dynamic_cast< Player * >(highestObj);
  687. if( playerObj )
  688. {
  689. if( !playerObj->getControllingClient() )
  690. {
  691. playerInWarmup = true;
  692. }
  693. }
  694. if( !playerInWarmup )
  695. {
  696. applyDamage_callback( objectCenter, VectorF( 0.0f, 0.0f, 1.0f ), highestObj );
  697. targetObj = highestObj;
  698. }
  699. }
  700. }
  701. SimGroup* pClientGroup = Sim::getClientGroup();
  702. for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++)
  703. {
  704. NetConnection* nc = static_cast<NetConnection*>(*itr);
  705. LightningStrikeEvent* pEvent = new LightningStrikeEvent;
  706. pEvent->mLightning = this;
  707. pEvent->mStart.x = strikePoint.x;
  708. pEvent->mStart.y = strikePoint.y;
  709. pEvent->mTarget = targetObj;
  710. nc->postNetEvent(pEvent);
  711. }
  712. }
  713. //--------------------------------------------------------------------------
  714. void Lightning::strikeObject(ShapeBase* targetObj)
  715. {
  716. AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!");
  717. Point3F strikePoint = targetObj->getPosition();
  718. Point3F objectCenter;
  719. Box3F wb = getWorldBox();
  720. if (!wb.isContained(strikePoint))
  721. return;
  722. Point3F targetRel = strikePoint - getPosition();
  723. Point3F length(wb.len_x() / 2.0f, wb.len_y() / 2.0f, wb.len_z() / 2.0f);
  724. Point3F strikePos = targetRel / length;
  725. bool playerInWarmup = false;
  726. Player *playerObj = dynamic_cast< Player * >(targetObj);
  727. if (playerObj)
  728. {
  729. if (!playerObj->getControllingClient())
  730. {
  731. playerInWarmup = true;
  732. }
  733. }
  734. if (!playerInWarmup)
  735. {
  736. applyDamage_callback(targetObj->getWorldSphere().center, VectorF(0.0, 0.0, 1.0), targetObj);
  737. }
  738. SimGroup* pClientGroup = Sim::getClientGroup();
  739. for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++) {
  740. NetConnection* nc = static_cast<NetConnection*>(*itr);
  741. if (nc != NULL)
  742. {
  743. LightningStrikeEvent* pEvent = new LightningStrikeEvent;
  744. pEvent->mLightning = this;
  745. pEvent->mStart.x = strikePoint.x;
  746. pEvent->mStart.y = strikePoint.y;
  747. pEvent->mTarget = targetObj;
  748. nc->postNetEvent(pEvent);
  749. }
  750. }
  751. }
  752. //--------------------------------------------------------------------------
  753. U32 Lightning::packUpdate(NetConnection* con, U32 mask, BitStream* stream)
  754. {
  755. U32 retMask = Parent::packUpdate(con, mask, stream);
  756. // Only write data if this is the initial packet or we've been inspected.
  757. if (stream->writeFlag(mask & ((U32)InitialUpdateMask | (U32)ExtendedInfoMask)))
  758. {
  759. // Initial update
  760. mathWrite(*stream, getPosition());
  761. mathWrite(*stream, mObjScale);
  762. stream->write(strikeWidth);
  763. stream->write(chanceToHitTarget);
  764. stream->write(strikeRadius);
  765. stream->write(boltStartRadius);
  766. stream->write(color.red);
  767. stream->write(color.green);
  768. stream->write(color.blue);
  769. stream->write(color.alpha);
  770. stream->write(fadeColor.red);
  771. stream->write(fadeColor.green);
  772. stream->write(fadeColor.blue);
  773. stream->write(useFog);
  774. stream->write(strikesPerMinute);
  775. }
  776. return retMask;
  777. }
  778. //--------------------------------------------------------------------------
  779. void Lightning::unpackUpdate(NetConnection* con, BitStream* stream)
  780. {
  781. Parent::unpackUpdate(con, stream);
  782. if (stream->readFlag())
  783. {
  784. // Initial update
  785. Point3F pos;
  786. mathRead(*stream, &pos);
  787. setPosition( pos );
  788. mathRead(*stream, &mObjScale);
  789. stream->read(&strikeWidth);
  790. stream->read(&chanceToHitTarget);
  791. stream->read(&strikeRadius);
  792. stream->read(&boltStartRadius);
  793. stream->read(&color.red);
  794. stream->read(&color.green);
  795. stream->read(&color.blue);
  796. stream->read(&color.alpha);
  797. stream->read(&fadeColor.red);
  798. stream->read(&fadeColor.green);
  799. stream->read(&fadeColor.blue);
  800. stream->read(&useFog);
  801. stream->read(&strikesPerMinute);
  802. }
  803. }
  804. //--------------------------------------------------------------------------
  805. DefineEngineMethod(Lightning, warningFlashes, void, (),,
  806. "@brief Creates a LightningStrikeEvent that triggers harmless lightning "
  807. "bolts on all clients.\n"
  808. "No objects will be damaged by these bolts.\n"
  809. "@tsexample\n"
  810. "// Generate a harmless lightning strike effect on all clients\n"
  811. "%lightning.warningFlashes();\n"
  812. "@endtsexample" )
  813. {
  814. if (object->isServerObject())
  815. object->warningFlashes();
  816. }
  817. DefineEngineMethod(Lightning, strikeRandomPoint, void, (),,
  818. "Creates a LightningStrikeEvent which attempts to strike and damage a random "
  819. "object in range of the Lightning object.\n"
  820. "@tsexample\n"
  821. "// Generate a damaging lightning strike effect on all clients\n"
  822. "%lightning.strikeRandomPoint();\n"
  823. "@endtsexample" )
  824. {
  825. if (object->isServerObject())
  826. object->strikeRandomPoint();
  827. }
  828. DefineEngineMethod(Lightning, strikeObject, void, (ShapeBase* pSB), (nullAsType<ShapeBase*>()),
  829. "Creates a LightningStrikeEvent which strikes a specific object.\n"
  830. "@note This method is currently unimplemented.\n" )
  831. {
  832. object->strikeObject(pSB);
  833. }
  834. //**************************************************************************
  835. // Lightning Bolt
  836. //**************************************************************************
  837. LightningBolt::LightningBolt()
  838. {
  839. width = 0.1f;
  840. startPoint.zero();
  841. endPoint.zero();
  842. chanceOfSplit = 0.0f;
  843. isFading = false;
  844. elapsedTime = 0.0f;
  845. lifetime = 1.0f;
  846. startRender = false;
  847. endPoint.zero();
  848. width = 1;
  849. numMajorNodes = 10;
  850. maxMajorAngle = 30.0f;
  851. numMinorNodes = 4;
  852. maxMinorAngle = 15.0f;
  853. fadeTime = 0.2f;
  854. renderTime = 0.125;
  855. dMemset(&mMajorNodes, 0, sizeof(mMajorNodes));
  856. percentFade = 0.0f;
  857. }
  858. //--------------------------------------------------------------------------
  859. // Destructor
  860. //--------------------------------------------------------------------------
  861. LightningBolt::~LightningBolt()
  862. {
  863. splitList.clear();
  864. }
  865. //--------------------------------------------------------------------------
  866. // Generate nodes
  867. //--------------------------------------------------------------------------
  868. void LightningBolt::NodeManager::generateNodes()
  869. {
  870. F32 overallDist = VectorF( endPoint - startPoint ).magnitudeSafe();
  871. F32 minDistBetweenNodes = overallDist / (numNodes-1);
  872. F32 maxDistBetweenNodes = minDistBetweenNodes / mCos( maxAngle * M_PI_F / 180.0f );
  873. VectorF mainLineDir = endPoint - startPoint;
  874. mainLineDir.normalizeSafe();
  875. for( U32 i=0; i<numNodes; i++ )
  876. {
  877. Node node;
  878. if( i == 0 )
  879. {
  880. node.point = startPoint;
  881. node.dirToMainLine = mainLineDir;
  882. nodeList[i] = node;
  883. continue;
  884. }
  885. if( i == numNodes - 1 )
  886. {
  887. node.point = endPoint;
  888. nodeList[i] = node;
  889. break;
  890. }
  891. Node lastNode = nodeList[i-1];
  892. F32 segmentLength = gRandGen.randF( minDistBetweenNodes, maxDistBetweenNodes );
  893. VectorF segmentDir = MathUtils::randomDir( lastNode.dirToMainLine, 0, maxAngle );
  894. node.point = lastNode.point + segmentDir * segmentLength;
  895. node.dirToMainLine = endPoint - node.point;
  896. node.dirToMainLine.normalizeSafe();
  897. nodeList[i] = node;
  898. }
  899. }
  900. //--------------------------------------------------------------------------
  901. // Render bolt
  902. //--------------------------------------------------------------------------
  903. void LightningBolt::render( const Point3F &camPos )
  904. {
  905. if (!startRender)
  906. return;
  907. if (!isFading)
  908. generateMinorNodes();
  909. U32 maxVerts = 0;
  910. for (U32 i = 0; i < mMinorNodes.size(); i++)
  911. maxVerts += mMinorNodes[i].numNodes * 2;
  912. PrimBuild::begin(GFXTriangleStrip, maxVerts);
  913. for (U32 i = 0; i < mMinorNodes.size(); i++)
  914. {
  915. if (i+1 == mMinorNodes.size())
  916. renderSegment(mMinorNodes[i], camPos, true);
  917. else
  918. renderSegment(mMinorNodes[i], camPos, false);
  919. }
  920. PrimBuild::end();
  921. for(LightingBoltList::Iterator i = splitList.begin(); i != splitList.end(); ++i)
  922. {
  923. if( isFading )
  924. {
  925. i->isFading = true;
  926. }
  927. i->render( camPos );
  928. }
  929. }
  930. //--------------------------------------------------------------------------
  931. // Render segment
  932. //--------------------------------------------------------------------------
  933. void LightningBolt::renderSegment( NodeManager &segment, const Point3F &camPos, bool renderLastPoint )
  934. {
  935. for (U32 i = 0; i < segment.numNodes; i++)
  936. {
  937. Point3F curPoint = segment.nodeList[i].point;
  938. Point3F nextPoint;
  939. Point3F segDir;
  940. if( i == (segment.numNodes-1) )
  941. {
  942. if( renderLastPoint )
  943. {
  944. segDir = curPoint - segment.nodeList[i-1].point;
  945. }
  946. else
  947. {
  948. continue;
  949. }
  950. }
  951. else
  952. {
  953. nextPoint = segment.nodeList[i+1].point;
  954. segDir = nextPoint - curPoint;
  955. }
  956. segDir.normalizeSafe();
  957. Point3F dirFromCam = curPoint - camPos;
  958. Point3F crossVec;
  959. mCross(dirFromCam, segDir, &crossVec);
  960. crossVec.normalize();
  961. crossVec *= width * 0.5f;
  962. F32 u = i % 2;
  963. PrimBuild::texCoord2f( u, 1.0 );
  964. PrimBuild::vertex3fv( curPoint - crossVec );
  965. PrimBuild::texCoord2f( u, 0.0 );
  966. PrimBuild::vertex3fv( curPoint + crossVec );
  967. }
  968. }
  969. //----------------------------------------------------------------------------
  970. // Find height
  971. //----------------------------------------------------------------------------
  972. F32 LightningBolt::findHeight( Point3F &point, SceneManager *sceneManager )
  973. {
  974. const Vector< SceneObject* > terrains = sceneManager->getContainer()->getTerrains();
  975. for( Vector< SceneObject* >::const_iterator iter = terrains.begin(); iter != terrains.end(); ++ iter )
  976. {
  977. TerrainBlock* terrain = dynamic_cast< TerrainBlock* >( *iter );
  978. if( !terrain )
  979. continue;
  980. Point3F terrPt = point;
  981. terrain->getWorldTransform().mulP(terrPt);
  982. F32 h;
  983. if( terrain->getHeight( Point2F( terrPt.x, terrPt.y ), &h ) )
  984. return h;
  985. }
  986. return 0.f;
  987. }
  988. //----------------------------------------------------------------------------
  989. // Generate lightning bolt
  990. //----------------------------------------------------------------------------
  991. void LightningBolt::generate()
  992. {
  993. mMajorNodes.startPoint = startPoint;
  994. mMajorNodes.endPoint = endPoint;
  995. mMajorNodes.numNodes = numMajorNodes;
  996. mMajorNodes.maxAngle = maxMajorAngle;
  997. mMajorNodes.generateNodes();
  998. generateMinorNodes();
  999. }
  1000. //----------------------------------------------------------------------------
  1001. // Generate Minor Nodes
  1002. //----------------------------------------------------------------------------
  1003. void LightningBolt::generateMinorNodes()
  1004. {
  1005. mMinorNodes.clear();
  1006. for( S32 i=0; i<mMajorNodes.numNodes - 1; i++ )
  1007. {
  1008. NodeManager segment;
  1009. segment.startPoint = mMajorNodes.nodeList[i].point;
  1010. segment.endPoint = mMajorNodes.nodeList[i+1].point;
  1011. segment.numNodes = numMinorNodes;
  1012. segment.maxAngle = maxMinorAngle;
  1013. segment.generateNodes();
  1014. mMinorNodes.increment(1);
  1015. mMinorNodes[i] = segment;
  1016. }
  1017. }
  1018. //----------------------------------------------------------------------------
  1019. // Recursive algo to create bolts that split off from main bolt
  1020. //----------------------------------------------------------------------------
  1021. void LightningBolt::createSplit( const Point3F &startingPoint, const Point3F &endingPoint, U32 depth, F32 splitWidth )
  1022. {
  1023. if( depth == 0 )
  1024. return;
  1025. F32 chanceToEnd = gRandGen.randF();
  1026. if( chanceToEnd > 0.70f )
  1027. return;
  1028. if(splitWidth < 0.75f )
  1029. splitWidth = 0.75f;
  1030. VectorF diff = endingPoint - startingPoint;
  1031. F32 length = diff.len();
  1032. diff.normalizeSafe();
  1033. LightningBolt newBolt;
  1034. newBolt.startPoint = startingPoint;
  1035. newBolt.endPoint = endingPoint;
  1036. newBolt.width = splitWidth;
  1037. newBolt.numMajorNodes = 3;
  1038. newBolt.maxMajorAngle = 30.0f;
  1039. newBolt.numMinorNodes = 3;
  1040. newBolt.maxMinorAngle = 10.0f;
  1041. newBolt.startRender = true;
  1042. newBolt.generate();
  1043. splitList.pushBack( newBolt );
  1044. VectorF newDir1 = MathUtils::randomDir( diff, 10.0f, 45.0f );
  1045. Point3F newEndPoint1 = endingPoint + newDir1 * gRandGen.randF( 0.5f, 1.5f ) * length;
  1046. VectorF newDir2 = MathUtils::randomDir( diff, 10.0f, 45.0f );
  1047. Point3F newEndPoint2 = endingPoint + newDir2 * gRandGen.randF( 0.5f, 1.5f ) * length;
  1048. createSplit(endingPoint, newEndPoint1, depth - 1, splitWidth * 0.30f );
  1049. createSplit(endingPoint, newEndPoint2, depth - 1, splitWidth * 0.30f );
  1050. }
  1051. //----------------------------------------------------------------------------
  1052. // Start split - kick off the recursive 'createSplit' procedure
  1053. //----------------------------------------------------------------------------
  1054. void LightningBolt::startSplits()
  1055. {
  1056. for( U32 i=0; i<mMajorNodes.numNodes-1; i++ )
  1057. {
  1058. if( gRandGen.randF() > 0.3f )
  1059. continue;
  1060. Node node = mMajorNodes.nodeList[i];
  1061. Node node2 = mMajorNodes.nodeList[i+1];
  1062. VectorF segDir = node2.point - node.point;
  1063. F32 length = segDir.len();
  1064. segDir.normalizeSafe();
  1065. VectorF newDir = MathUtils::randomDir( segDir, 20.0f, 40.0f );
  1066. Point3F newEndPoint = node.point + newDir * gRandGen.randF( 0.5f, 1.5f ) * length;
  1067. createSplit( node.point, newEndPoint, 4, width * 0.30f );
  1068. }
  1069. }
  1070. //----------------------------------------------------------------------------
  1071. // Update
  1072. //----------------------------------------------------------------------------
  1073. void LightningBolt::update( F32 dt )
  1074. {
  1075. elapsedTime += dt;
  1076. F32 percentDone = elapsedTime / lifetime;
  1077. if( elapsedTime > fadeTime )
  1078. {
  1079. isFading = true;
  1080. percentFade = percentDone + (fadeTime/lifetime);
  1081. }
  1082. if( elapsedTime > renderTime && !startRender )
  1083. {
  1084. startRender = true;
  1085. isFading = false;
  1086. elapsedTime = 0.0f;
  1087. }
  1088. }