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. strikeSound = NULL;
  207. for (S32 i = 0; i < MaxThunders; i++)
  208. thunderSounds[i] = NULL;
  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. addField( "strikeSound", TYPEID< SFXTrack >(), Offset(strikeSound, LightningData),
  224. "Sound profile to play when a lightning strike occurs." );
  225. addField( "thunderSounds", TYPEID< SFXTrack >(), Offset(thunderSounds, LightningData), MaxThunders,
  226. "@brief List of thunder sound effects to play.\n\n"
  227. "A random one of these sounds will be played shortly after each strike "
  228. "occurs." );
  229. addField( "strikeTextures", TypeString, Offset(strikeTextureNames, LightningData), MaxTextures,
  230. "List of textures to use to render lightning strikes." );
  231. Parent::initPersistFields();
  232. }
  233. //--------------------------------------------------------------------------
  234. bool LightningData::onAdd()
  235. {
  236. if(!Parent::onAdd())
  237. return false;
  238. return true;
  239. }
  240. bool LightningData::preload(bool server, String &errorStr)
  241. {
  242. if (Parent::preload(server, errorStr) == false)
  243. return false;
  244. //dQsort(thunderSounds, MaxThunders, sizeof(SFXTrack*), cmpSounds);
  245. for (S32 i = 0; i < MaxThunders; i++) {
  246. if (thunderSounds[i]!= NULL) numThunders++;
  247. }
  248. if (server == false)
  249. {
  250. String sfxErrorStr;
  251. for (U32 i = 0; i < MaxThunders; i++) {
  252. if( !sfxResolve( &thunderSounds[ i ], sfxErrorStr ) )
  253. Con::errorf(ConsoleLogEntry::General, "LightningData::preload: Invalid packet: %s", sfxErrorStr.c_str());
  254. }
  255. if( !sfxResolve( &strikeSound, sfxErrorStr ) )
  256. Con::errorf(ConsoleLogEntry::General, "LightningData::preload: Invalid packet: %s", sfxErrorStr.c_str());
  257. mNumStrikeTextures = 0;
  258. for (U32 i = 0; i < MaxTextures; i++)
  259. {
  260. if (strikeTextureNames[i][0])
  261. {
  262. strikeTextures[i] = GFXTexHandle(strikeTextureNames[i], &GFXStaticTextureProfile, avar("%s() - strikeTextures[%d] (line %d)", __FUNCTION__, i, __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. if (stream->writeFlag(thunderSounds[i]))
  277. sfxWrite(stream, thunderSounds[i]);
  278. }
  279. stream->writeInt(mNumStrikeTextures, 4);
  280. for (i = 0; i < MaxTextures; i++)
  281. stream->writeString(strikeTextureNames[i]);
  282. sfxWrite( stream, strikeSound );
  283. }
  284. void LightningData::unpackData(BitStream* stream)
  285. {
  286. Parent::unpackData(stream);
  287. U32 i;
  288. for (i = 0; i < MaxThunders; i++)
  289. {
  290. if (stream->readFlag())
  291. sfxRead(stream, &thunderSounds[i]);
  292. else
  293. thunderSounds[i] = NULL;
  294. }
  295. mNumStrikeTextures = stream->readInt(4);
  296. for (i = 0; i < MaxTextures; i++)
  297. strikeTextureNames[i] = stream->readSTString();
  298. sfxRead( stream, &strikeSound );
  299. }
  300. //--------------------------------------------------------------------------
  301. //--------------------------------------
  302. //
  303. Lightning::Lightning()
  304. {
  305. mNetFlags.set(Ghostable|ScopeAlways);
  306. mTypeMask |= StaticObjectType|EnvironmentObjectType;
  307. mDataBlock = NULL;
  308. mLastThink = 0;
  309. mStrikeListHead = NULL;
  310. mThunderListHead = NULL;
  311. strikesPerMinute = 12;
  312. strikeWidth = 2.5;
  313. chanceToHitTarget = 0.5f;
  314. strikeRadius = 20.0f;
  315. boltStartRadius = 20.0f;
  316. color.set( 1.0f, 1.0f, 1.0f, 1.0f );
  317. fadeColor.set( 0.1f, 0.1f, 1.0f, 1.0f );
  318. useFog = true;
  319. setScale( VectorF( 512.0f, 512.0f, 300.0f ) );
  320. }
  321. Lightning::~Lightning()
  322. {
  323. while( mThunderListHead )
  324. {
  325. Thunder* nextThunder = mThunderListHead->next;
  326. delete mThunderListHead;
  327. mThunderListHead = nextThunder;
  328. }
  329. while( mStrikeListHead )
  330. {
  331. Strike* nextStrike = mStrikeListHead->next;
  332. delete mStrikeListHead;
  333. mStrikeListHead = nextStrike;
  334. }
  335. }
  336. //--------------------------------------------------------------------------
  337. void Lightning::initPersistFields()
  338. {
  339. addGroup( "Strikes" );
  340. addField( "strikesPerMinute", TypeS32, Offset(strikesPerMinute, Lightning),
  341. "@brief Number of lightning strikes to perform per minute.\n\n"
  342. "Automatically invokes strikeRandomPoint() at regular intervals." );
  343. addField( "strikeWidth", TypeF32, Offset(strikeWidth, Lightning),
  344. "Width of a lightning bolt." );
  345. addField( "strikeRadius", TypeF32, Offset(strikeRadius, Lightning),
  346. "@brief Horizontal size (XY plane) of the search box used to find and "
  347. "damage Player or Vehicle objects within range of the strike.\n\n"
  348. "Only the object at highest altitude with a clear line of sight to the "
  349. "bolt will be hit." );
  350. endGroup( "Strikes" );
  351. addGroup( "Colors" );
  352. addField( "color", TypeColorF, Offset(color, Lightning),
  353. "Color to blend the strike texture with." );
  354. addField( "fadeColor", TypeColorF, Offset(fadeColor, Lightning),
  355. "@brief Color to blend the strike texture with when the bolt is fading away.\n\n"
  356. "Bolts fade away automatically shortly after the strike occurs." );
  357. endGroup( "Colors" );
  358. addGroup( "Bolts" );
  359. addField( "chanceToHitTarget", TypeF32, Offset(chanceToHitTarget, Lightning),
  360. "Percentage chance (0-1) that a given lightning bolt will hit something." );
  361. addField( "boltStartRadius", TypeF32, Offset(boltStartRadius, Lightning),
  362. "@brief Radial distance from the center of the Lightning object for the "
  363. "start point of the bolt.\n\n"
  364. "The actual start point will be a random point within this radius." );
  365. addField( "useFog", TypeBool, Offset(useFog, Lightning),
  366. "Controls whether lightning bolts are affected by fog when they are rendered." );
  367. endGroup( "Bolts" );
  368. Parent::initPersistFields();
  369. }
  370. //--------------------------------------------------------------------------
  371. bool Lightning::onAdd()
  372. {
  373. if(!Parent::onAdd())
  374. return false;
  375. mObjBox.minExtents.set( -0.5f, -0.5f, -0.5f );
  376. mObjBox.maxExtents.set( 0.5f, 0.5f, 0.5f );
  377. resetWorldBox();
  378. addToScene();
  379. return true;
  380. }
  381. void Lightning::onRemove()
  382. {
  383. removeFromScene();
  384. Parent::onRemove();
  385. }
  386. bool Lightning::onNewDataBlock( GameBaseData *dptr, bool reload )
  387. {
  388. mDataBlock = dynamic_cast<LightningData*>( dptr );
  389. if ( !mDataBlock || !Parent::onNewDataBlock( dptr, reload ) )
  390. return false;
  391. scriptOnNewDataBlock();
  392. return true;
  393. }
  394. //--------------------------------------------------------------------------
  395. void Lightning::prepRenderImage( SceneRenderState* state )
  396. {
  397. ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
  398. ri->renderDelegate.bind(this, &Lightning::renderObject);
  399. // The Lightning isn't technically foliage but our debug
  400. // effect seems to render best as a Foliage type (translucent,
  401. // renders itself, no sorting)
  402. ri->type = RenderPassManager::RIT_Foliage;
  403. state->getRenderPass()->addInst( ri );
  404. }
  405. void Lightning::renderObject(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance* overrideMat)
  406. {
  407. if (overrideMat)
  408. return;
  409. if (mLightningSB.isNull())
  410. {
  411. GFXStateBlockDesc desc;
  412. desc.setBlend( true, GFXBlendSrcAlpha, GFXBlendOne);
  413. desc.setCullMode(GFXCullNone);
  414. desc.zWriteEnable = false;
  415. desc.vertexColorEnable = true;
  416. if (mDataBlock->mNumStrikeTextures != 0)
  417. {
  418. desc.samplersDefined = true;
  419. desc.samplers[0].magFilter = GFXTextureFilterLinear;
  420. desc.samplers[0].minFilter = GFXTextureFilterLinear;
  421. desc.samplers[0].addressModeU = GFXAddressWrap;
  422. desc.samplers[0].addressModeV = GFXAddressWrap;
  423. }
  424. mLightningSB = GFX->createStateBlock(desc);
  425. }
  426. GFX->setStateBlock(mLightningSB);
  427. Strike* walk = mStrikeListHead;
  428. while (walk != NULL)
  429. {
  430. if (mDataBlock->mNumStrikeTextures > 1)
  431. {
  432. GFX->setTexture(0, mDataBlock->strikeTextures[sgLightningRand.randI(0, mDataBlock->mNumStrikeTextures - 1)]);
  433. }
  434. else if (mDataBlock->mNumStrikeTextures > 0)
  435. {
  436. GFX->setTexture(0, mDataBlock->strikeTextures[0]);
  437. }
  438. for( U32 i=0; i<MAX_LIGHTNING; i++ )
  439. {
  440. if( walk->bolt[i].isFading )
  441. {
  442. F32 alpha = 1.0f - walk->bolt[i].percentFade;
  443. if( alpha < 0.0f ) alpha = 0.0f;
  444. PrimBuild::color4f( fadeColor.red, fadeColor.green, fadeColor.blue, alpha );
  445. }
  446. else
  447. {
  448. PrimBuild::color4f( color.red, color.green, color.blue, color.alpha );
  449. }
  450. walk->bolt[i].render( state->getCameraPosition() );
  451. }
  452. walk = walk->next;
  453. }
  454. //GFX->setZWriteEnable(true);
  455. //GFX->setAlphaTestEnable(false);
  456. //GFX->setAlphaBlendEnable(false);
  457. }
  458. void Lightning::scheduleThunder(Strike* newStrike)
  459. {
  460. AssertFatal(isClientObject(), "Lightning::scheduleThunder: server objects should not enter this version of the function");
  461. // If no thunder sounds, don't schedule anything!
  462. if (mDataBlock->numThunders == 0)
  463. return;
  464. GameConnection* connection = GameConnection::getConnectionToServer();
  465. if (connection) {
  466. MatrixF cameraMatrix;
  467. if (connection->getControlCameraTransform(0, &cameraMatrix)) {
  468. Point3F worldPos;
  469. cameraMatrix.getColumn(3, &worldPos);
  470. worldPos.x -= newStrike->xVal;
  471. worldPos.y -= newStrike->yVal;
  472. worldPos.z = 0.0f;
  473. F32 dist = worldPos.len();
  474. F32 t = dist / 330.0f;
  475. // Ok, we need to schedule a random strike sound t secs in the future...
  476. //
  477. if (t <= 0.03f) {
  478. // If it's really close, just play it...
  479. U32 thunder = sgLightningRand.randI(0, mDataBlock->numThunders - 1);
  480. SFX->playOnce(mDataBlock->thunderSounds[thunder]);
  481. } else {
  482. Thunder* pThunder = new Thunder;
  483. pThunder->tRemaining = t;
  484. pThunder->next = mThunderListHead;
  485. mThunderListHead = pThunder;
  486. }
  487. }
  488. }
  489. }
  490. //--------------------------------------------------------------------------
  491. void Lightning::processTick(const Move* move)
  492. {
  493. Parent::processTick(move);
  494. if (isServerObject() && !isHidden()) {
  495. S32 msBetweenStrikes = (S32)(60.0 / strikesPerMinute * 1000.0);
  496. mLastThink += TickMs;
  497. if( mLastThink > msBetweenStrikes )
  498. {
  499. strikeRandomPoint();
  500. mLastThink -= msBetweenStrikes;
  501. }
  502. }
  503. }
  504. void Lightning::interpolateTick(F32 dt)
  505. {
  506. Parent::interpolateTick(dt);
  507. }
  508. void Lightning::advanceTime(F32 dt)
  509. {
  510. Parent::advanceTime(dt);
  511. Strike** pWalker = &mStrikeListHead;
  512. while (*pWalker != NULL) {
  513. Strike* pStrike = *pWalker;
  514. for( U32 i=0; i<MAX_LIGHTNING; i++ )
  515. {
  516. pStrike->bolt[i].update( dt );
  517. }
  518. pStrike->currentAge += dt;
  519. if (pStrike->currentAge > pStrike->deathAge) {
  520. *pWalker = pStrike->next;
  521. delete pStrike;
  522. } else {
  523. pWalker = &((*pWalker)->next);
  524. }
  525. }
  526. Thunder** pThunderWalker = &mThunderListHead;
  527. while (*pThunderWalker != NULL) {
  528. Thunder* pThunder = *pThunderWalker;
  529. pThunder->tRemaining -= dt;
  530. if (pThunder->tRemaining <= 0.0f) {
  531. *pThunderWalker = pThunder->next;
  532. delete pThunder;
  533. // Play the sound...
  534. U32 thunder = sgLightningRand.randI(0, mDataBlock->numThunders - 1);
  535. SFX->playOnce(mDataBlock->thunderSounds[thunder]);
  536. } else {
  537. pThunderWalker = &((*pThunderWalker)->next);
  538. }
  539. }
  540. }
  541. //--------------------------------------------------------------------------
  542. void Lightning::processEvent(LightningStrikeEvent* pEvent)
  543. {
  544. AssertFatal(pEvent->mStart.x >= 0.0f && pEvent->mStart.x <= 1.0f, "Out of bounds coord!");
  545. Strike* pStrike = new Strike;
  546. Point3F strikePoint;
  547. strikePoint.zero();
  548. if( pEvent->mTarget )
  549. {
  550. Point3F objectCenter;
  551. pEvent->mTarget->getObjBox().getCenter( &objectCenter );
  552. objectCenter.convolve( pEvent->mTarget->getScale() );
  553. pEvent->mTarget->getTransform().mulP( objectCenter );
  554. strikePoint = objectCenter;
  555. }
  556. else
  557. {
  558. strikePoint.x = pEvent->mStart.x;
  559. strikePoint.y = pEvent->mStart.y;
  560. strikePoint *= mObjScale;
  561. strikePoint += getPosition();
  562. strikePoint += Point3F( -mObjScale.x * 0.5f, -mObjScale.y * 0.5f, 0.0f );
  563. RayInfo rayInfo;
  564. Point3F start = strikePoint;
  565. start.z = mObjScale.z * 0.5f + getPosition().z;
  566. strikePoint.z += -mObjScale.z * 0.5f;
  567. bool rayHit = gClientContainer.castRay( start, strikePoint,
  568. (STATIC_COLLISION_TYPEMASK | WaterObjectType),
  569. &rayInfo);
  570. if( rayHit )
  571. {
  572. strikePoint.z = rayInfo.point.z;
  573. }
  574. else
  575. {
  576. strikePoint.z = pStrike->bolt[0].findHeight( strikePoint, getSceneManager() );
  577. }
  578. }
  579. pStrike->xVal = strikePoint.x;
  580. pStrike->yVal = strikePoint.y;
  581. pStrike->deathAge = 1.6f;
  582. pStrike->currentAge = 0.0f;
  583. pStrike->next = mStrikeListHead;
  584. for( U32 i=0; i<MAX_LIGHTNING; i++ )
  585. {
  586. F32 randStart = boltStartRadius;
  587. F32 height = mObjScale.z * 0.5f + getPosition().z;
  588. pStrike->bolt[i].startPoint.set( pStrike->xVal + gRandGen.randF( -randStart, randStart ), pStrike->yVal + gRandGen.randF( -randStart, randStart ), height );
  589. pStrike->bolt[i].endPoint = strikePoint;
  590. pStrike->bolt[i].width = strikeWidth;
  591. pStrike->bolt[i].numMajorNodes = 10;
  592. pStrike->bolt[i].maxMajorAngle = 30.0f;
  593. pStrike->bolt[i].numMinorNodes = 4;
  594. pStrike->bolt[i].maxMinorAngle = 15.0f;
  595. pStrike->bolt[i].generate();
  596. pStrike->bolt[i].startSplits();
  597. pStrike->bolt[i].lifetime = 1.0f;
  598. pStrike->bolt[i].fadeTime = 0.2f;
  599. pStrike->bolt[i].renderTime = gRandGen.randF(0.0f, 0.25f);
  600. }
  601. mStrikeListHead = pStrike;
  602. scheduleThunder(pStrike);
  603. MatrixF trans(true);
  604. trans.setPosition( strikePoint );
  605. if (mDataBlock->strikeSound)
  606. {
  607. SFX->playOnce(mDataBlock->strikeSound, &trans );
  608. }
  609. }
  610. void Lightning::warningFlashes()
  611. {
  612. AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!");
  613. Point3F strikePoint( gRandGen.randF( 0.0f, 1.0f ), gRandGen.randF( 0.0f, 1.0f ), 0.0f );
  614. SimGroup* pClientGroup = Sim::getClientGroup();
  615. for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++) {
  616. NetConnection* nc = static_cast<NetConnection*>(*itr);
  617. if (nc != NULL)
  618. {
  619. LightningStrikeEvent* pEvent = new LightningStrikeEvent;
  620. pEvent->mLightning = this;
  621. pEvent->mStart.x = strikePoint.x;
  622. pEvent->mStart.y = strikePoint.y;
  623. nc->postNetEvent(pEvent);
  624. }
  625. }
  626. }
  627. void Lightning::strikeRandomPoint()
  628. {
  629. AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!");
  630. Point3F strikePoint( gRandGen.randF( 0.0f, 1.0f ), gRandGen.randF( 0.0f, 1.0f ), 0.0f );
  631. // check if an object is within target range
  632. Point3F worldPosStrikePoint = strikePoint;
  633. worldPosStrikePoint *= mObjScale;
  634. worldPosStrikePoint += getPosition();
  635. worldPosStrikePoint += Point3F( -mObjScale.x * 0.5f, -mObjScale.y * 0.5f, 0.0f );
  636. Box3F queryBox;
  637. F32 boxWidth = strikeRadius * 2.0f;
  638. queryBox.minExtents.set( -boxWidth * 0.5f, -boxWidth * 0.5f, -mObjScale.z * 0.5f );
  639. queryBox.maxExtents.set( boxWidth * 0.5f, boxWidth * 0.5f, mObjScale.z * 0.5f );
  640. queryBox.minExtents += worldPosStrikePoint;
  641. queryBox.maxExtents += worldPosStrikePoint;
  642. SimpleQueryList sql;
  643. getContainer()->findObjects(queryBox, DAMAGEABLE_TYPEMASK,
  644. SimpleQueryList::insertionCallback, &sql);
  645. SceneObject *highestObj = NULL;
  646. F32 highestPnt = 0.0f;
  647. for( U32 i = 0; i < sql.mList.size(); i++ )
  648. {
  649. Point3F objectCenter;
  650. sql.mList[i]->getObjBox().getCenter(&objectCenter);
  651. objectCenter.convolve(sql.mList[i]->getScale());
  652. sql.mList[i]->getTransform().mulP(objectCenter);
  653. // check if object can be struck
  654. RayInfo rayInfo;
  655. Point3F start = objectCenter;
  656. start.z = mObjScale.z * 0.5f + getPosition().z;
  657. Point3F end = objectCenter;
  658. end.z = -mObjScale.z * 0.5f + getPosition().z;
  659. bool rayHit = gServerContainer.castRay( start, end,
  660. (0xFFFFFFFF),
  661. &rayInfo);
  662. if( rayHit && rayInfo.object == sql.mList[i] )
  663. {
  664. if( !highestObj )
  665. {
  666. highestObj = sql.mList[i];
  667. highestPnt = objectCenter.z;
  668. continue;
  669. }
  670. if( objectCenter.z > highestPnt )
  671. {
  672. highestObj = sql.mList[i];
  673. highestPnt = objectCenter.z;
  674. }
  675. }
  676. }
  677. // hah haaaaa, we have a target!
  678. SceneObject *targetObj = NULL;
  679. if( highestObj )
  680. {
  681. F32 chance = gRandGen.randF();
  682. if( chance <= chanceToHitTarget )
  683. {
  684. Point3F objectCenter;
  685. highestObj->getObjBox().getCenter(&objectCenter);
  686. objectCenter.convolve(highestObj->getScale());
  687. highestObj->getTransform().mulP(objectCenter);
  688. bool playerInWarmup = false;
  689. Player *playerObj = dynamic_cast< Player * >(highestObj);
  690. if( playerObj )
  691. {
  692. if( !playerObj->getControllingClient() )
  693. {
  694. playerInWarmup = true;
  695. }
  696. }
  697. if( !playerInWarmup )
  698. {
  699. applyDamage_callback( objectCenter, VectorF( 0.0f, 0.0f, 1.0f ), highestObj );
  700. targetObj = highestObj;
  701. }
  702. }
  703. }
  704. SimGroup* pClientGroup = Sim::getClientGroup();
  705. for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++)
  706. {
  707. NetConnection* nc = static_cast<NetConnection*>(*itr);
  708. LightningStrikeEvent* pEvent = new LightningStrikeEvent;
  709. pEvent->mLightning = this;
  710. pEvent->mStart.x = strikePoint.x;
  711. pEvent->mStart.y = strikePoint.y;
  712. pEvent->mTarget = targetObj;
  713. nc->postNetEvent(pEvent);
  714. }
  715. }
  716. //--------------------------------------------------------------------------
  717. void Lightning::strikeObject(ShapeBase* targetObj)
  718. {
  719. AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!");
  720. Point3F strikePoint = targetObj->getPosition();
  721. Point3F objectCenter;
  722. Box3F wb = getWorldBox();
  723. if (!wb.isContained(strikePoint))
  724. return;
  725. Point3F targetRel = strikePoint - getPosition();
  726. Point3F length(wb.len_x() / 2.0f, wb.len_y() / 2.0f, wb.len_z() / 2.0f);
  727. Point3F strikePos = targetRel / length;
  728. bool playerInWarmup = false;
  729. Player *playerObj = dynamic_cast< Player * >(targetObj);
  730. if (playerObj)
  731. {
  732. if (!playerObj->getControllingClient())
  733. {
  734. playerInWarmup = true;
  735. }
  736. }
  737. if (!playerInWarmup)
  738. {
  739. applyDamage_callback(targetObj->getWorldSphere().center, VectorF(0.0, 0.0, 1.0), targetObj);
  740. }
  741. SimGroup* pClientGroup = Sim::getClientGroup();
  742. for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++) {
  743. NetConnection* nc = static_cast<NetConnection*>(*itr);
  744. if (nc != NULL)
  745. {
  746. LightningStrikeEvent* pEvent = new LightningStrikeEvent;
  747. pEvent->mLightning = this;
  748. pEvent->mStart.x = strikePoint.x;
  749. pEvent->mStart.y = strikePoint.y;
  750. pEvent->mTarget = targetObj;
  751. nc->postNetEvent(pEvent);
  752. }
  753. }
  754. }
  755. //--------------------------------------------------------------------------
  756. U32 Lightning::packUpdate(NetConnection* con, U32 mask, BitStream* stream)
  757. {
  758. U32 retMask = Parent::packUpdate(con, mask, stream);
  759. // Only write data if this is the initial packet or we've been inspected.
  760. if (stream->writeFlag(mask & (InitialUpdateMask | ExtendedInfoMask)))
  761. {
  762. // Initial update
  763. mathWrite(*stream, getPosition());
  764. mathWrite(*stream, mObjScale);
  765. stream->write(strikeWidth);
  766. stream->write(chanceToHitTarget);
  767. stream->write(strikeRadius);
  768. stream->write(boltStartRadius);
  769. stream->write(color.red);
  770. stream->write(color.green);
  771. stream->write(color.blue);
  772. stream->write(color.alpha);
  773. stream->write(fadeColor.red);
  774. stream->write(fadeColor.green);
  775. stream->write(fadeColor.blue);
  776. stream->write(useFog);
  777. stream->write(strikesPerMinute);
  778. }
  779. return retMask;
  780. }
  781. //--------------------------------------------------------------------------
  782. void Lightning::unpackUpdate(NetConnection* con, BitStream* stream)
  783. {
  784. Parent::unpackUpdate(con, stream);
  785. if (stream->readFlag())
  786. {
  787. // Initial update
  788. Point3F pos;
  789. mathRead(*stream, &pos);
  790. setPosition( pos );
  791. mathRead(*stream, &mObjScale);
  792. stream->read(&strikeWidth);
  793. stream->read(&chanceToHitTarget);
  794. stream->read(&strikeRadius);
  795. stream->read(&boltStartRadius);
  796. stream->read(&color.red);
  797. stream->read(&color.green);
  798. stream->read(&color.blue);
  799. stream->read(&color.alpha);
  800. stream->read(&fadeColor.red);
  801. stream->read(&fadeColor.green);
  802. stream->read(&fadeColor.blue);
  803. stream->read(&useFog);
  804. stream->read(&strikesPerMinute);
  805. }
  806. }
  807. //--------------------------------------------------------------------------
  808. DefineEngineMethod(Lightning, warningFlashes, void, (),,
  809. "@brief Creates a LightningStrikeEvent that triggers harmless lightning "
  810. "bolts on all clients.\n"
  811. "No objects will be damaged by these bolts.\n"
  812. "@tsexample\n"
  813. "// Generate a harmless lightning strike effect on all clients\n"
  814. "%lightning.warningFlashes();\n"
  815. "@endtsexample" )
  816. {
  817. if (object->isServerObject())
  818. object->warningFlashes();
  819. }
  820. DefineEngineMethod(Lightning, strikeRandomPoint, void, (),,
  821. "Creates a LightningStrikeEvent which attempts to strike and damage a random "
  822. "object in range of the Lightning object.\n"
  823. "@tsexample\n"
  824. "// Generate a damaging lightning strike effect on all clients\n"
  825. "%lightning.strikeRandomPoint();\n"
  826. "@endtsexample" )
  827. {
  828. if (object->isServerObject())
  829. object->strikeRandomPoint();
  830. }
  831. DefineEngineMethod(Lightning, strikeObject, void, (ShapeBase* pSB), (nullAsType<ShapeBase*>()),
  832. "Creates a LightningStrikeEvent which strikes a specific object.\n"
  833. "@note This method is currently unimplemented.\n" )
  834. {
  835. object->strikeObject(pSB);
  836. }
  837. //**************************************************************************
  838. // Lightning Bolt
  839. //**************************************************************************
  840. LightningBolt::LightningBolt()
  841. {
  842. width = 0.1f;
  843. startPoint.zero();
  844. endPoint.zero();
  845. chanceOfSplit = 0.0f;
  846. isFading = false;
  847. elapsedTime = 0.0f;
  848. lifetime = 1.0f;
  849. startRender = false;
  850. endPoint.zero();
  851. width = 1;
  852. numMajorNodes = 10;
  853. maxMajorAngle = 30.0f;
  854. numMinorNodes = 4;
  855. maxMinorAngle = 15.0f;
  856. fadeTime = 0.2f;
  857. renderTime = 0.125;
  858. dMemset(&mMajorNodes, 0, sizeof(mMajorNodes));
  859. percentFade = 0.0f;
  860. }
  861. //--------------------------------------------------------------------------
  862. // Destructor
  863. //--------------------------------------------------------------------------
  864. LightningBolt::~LightningBolt()
  865. {
  866. splitList.clear();
  867. }
  868. //--------------------------------------------------------------------------
  869. // Generate nodes
  870. //--------------------------------------------------------------------------
  871. void LightningBolt::NodeManager::generateNodes()
  872. {
  873. F32 overallDist = VectorF( endPoint - startPoint ).magnitudeSafe();
  874. F32 minDistBetweenNodes = overallDist / (numNodes-1);
  875. F32 maxDistBetweenNodes = minDistBetweenNodes / mCos( maxAngle * M_PI_F / 180.0f );
  876. VectorF mainLineDir = endPoint - startPoint;
  877. mainLineDir.normalizeSafe();
  878. for( U32 i=0; i<numNodes; i++ )
  879. {
  880. Node node;
  881. if( i == 0 )
  882. {
  883. node.point = startPoint;
  884. node.dirToMainLine = mainLineDir;
  885. nodeList[i] = node;
  886. continue;
  887. }
  888. if( i == numNodes - 1 )
  889. {
  890. node.point = endPoint;
  891. nodeList[i] = node;
  892. break;
  893. }
  894. Node lastNode = nodeList[i-1];
  895. F32 segmentLength = gRandGen.randF( minDistBetweenNodes, maxDistBetweenNodes );
  896. VectorF segmentDir = MathUtils::randomDir( lastNode.dirToMainLine, 0, maxAngle );
  897. node.point = lastNode.point + segmentDir * segmentLength;
  898. node.dirToMainLine = endPoint - node.point;
  899. node.dirToMainLine.normalizeSafe();
  900. nodeList[i] = node;
  901. }
  902. }
  903. //--------------------------------------------------------------------------
  904. // Render bolt
  905. //--------------------------------------------------------------------------
  906. void LightningBolt::render( const Point3F &camPos )
  907. {
  908. if (!startRender)
  909. return;
  910. if (!isFading)
  911. generateMinorNodes();
  912. U32 maxVerts = 0;
  913. for (U32 i = 0; i < mMinorNodes.size(); i++)
  914. maxVerts += mMinorNodes[i].numNodes * 2;
  915. PrimBuild::begin(GFXTriangleStrip, maxVerts);
  916. for (U32 i = 0; i < mMinorNodes.size(); i++)
  917. {
  918. if (i+1 == mMinorNodes.size())
  919. renderSegment(mMinorNodes[i], camPos, true);
  920. else
  921. renderSegment(mMinorNodes[i], camPos, false);
  922. }
  923. PrimBuild::end();
  924. for(LightingBoltList::Iterator i = splitList.begin(); i != splitList.end(); ++i)
  925. {
  926. if( isFading )
  927. {
  928. i->isFading = true;
  929. }
  930. i->render( camPos );
  931. }
  932. }
  933. //--------------------------------------------------------------------------
  934. // Render segment
  935. //--------------------------------------------------------------------------
  936. void LightningBolt::renderSegment( NodeManager &segment, const Point3F &camPos, bool renderLastPoint )
  937. {
  938. for (U32 i = 0; i < segment.numNodes; i++)
  939. {
  940. Point3F curPoint = segment.nodeList[i].point;
  941. Point3F nextPoint;
  942. Point3F segDir;
  943. if( i == (segment.numNodes-1) )
  944. {
  945. if( renderLastPoint )
  946. {
  947. segDir = curPoint - segment.nodeList[i-1].point;
  948. }
  949. else
  950. {
  951. continue;
  952. }
  953. }
  954. else
  955. {
  956. nextPoint = segment.nodeList[i+1].point;
  957. segDir = nextPoint - curPoint;
  958. }
  959. segDir.normalizeSafe();
  960. Point3F dirFromCam = curPoint - camPos;
  961. Point3F crossVec;
  962. mCross(dirFromCam, segDir, &crossVec);
  963. crossVec.normalize();
  964. crossVec *= width * 0.5f;
  965. F32 u = i % 2;
  966. PrimBuild::texCoord2f( u, 1.0 );
  967. PrimBuild::vertex3fv( curPoint - crossVec );
  968. PrimBuild::texCoord2f( u, 0.0 );
  969. PrimBuild::vertex3fv( curPoint + crossVec );
  970. }
  971. }
  972. //----------------------------------------------------------------------------
  973. // Find height
  974. //----------------------------------------------------------------------------
  975. F32 LightningBolt::findHeight( Point3F &point, SceneManager *sceneManager )
  976. {
  977. const Vector< SceneObject* > terrains = sceneManager->getContainer()->getTerrains();
  978. for( Vector< SceneObject* >::const_iterator iter = terrains.begin(); iter != terrains.end(); ++ iter )
  979. {
  980. TerrainBlock* terrain = dynamic_cast< TerrainBlock* >( *iter );
  981. if( !terrain )
  982. continue;
  983. Point3F terrPt = point;
  984. terrain->getWorldTransform().mulP(terrPt);
  985. F32 h;
  986. if( terrain->getHeight( Point2F( terrPt.x, terrPt.y ), &h ) )
  987. return h;
  988. }
  989. return 0.f;
  990. }
  991. //----------------------------------------------------------------------------
  992. // Generate lightning bolt
  993. //----------------------------------------------------------------------------
  994. void LightningBolt::generate()
  995. {
  996. mMajorNodes.startPoint = startPoint;
  997. mMajorNodes.endPoint = endPoint;
  998. mMajorNodes.numNodes = numMajorNodes;
  999. mMajorNodes.maxAngle = maxMajorAngle;
  1000. mMajorNodes.generateNodes();
  1001. generateMinorNodes();
  1002. }
  1003. //----------------------------------------------------------------------------
  1004. // Generate Minor Nodes
  1005. //----------------------------------------------------------------------------
  1006. void LightningBolt::generateMinorNodes()
  1007. {
  1008. mMinorNodes.clear();
  1009. for( S32 i=0; i<mMajorNodes.numNodes - 1; i++ )
  1010. {
  1011. NodeManager segment;
  1012. segment.startPoint = mMajorNodes.nodeList[i].point;
  1013. segment.endPoint = mMajorNodes.nodeList[i+1].point;
  1014. segment.numNodes = numMinorNodes;
  1015. segment.maxAngle = maxMinorAngle;
  1016. segment.generateNodes();
  1017. mMinorNodes.increment(1);
  1018. mMinorNodes[i] = segment;
  1019. }
  1020. }
  1021. //----------------------------------------------------------------------------
  1022. // Recursive algo to create bolts that split off from main bolt
  1023. //----------------------------------------------------------------------------
  1024. void LightningBolt::createSplit( const Point3F &startingPoint, const Point3F &endingPoint, U32 depth, F32 splitWidth )
  1025. {
  1026. if( depth == 0 )
  1027. return;
  1028. F32 chanceToEnd = gRandGen.randF();
  1029. if( chanceToEnd > 0.70f )
  1030. return;
  1031. if(splitWidth < 0.75f )
  1032. splitWidth = 0.75f;
  1033. VectorF diff = endingPoint - startingPoint;
  1034. F32 length = diff.len();
  1035. diff.normalizeSafe();
  1036. LightningBolt newBolt;
  1037. newBolt.startPoint = startingPoint;
  1038. newBolt.endPoint = endingPoint;
  1039. newBolt.width = splitWidth;
  1040. newBolt.numMajorNodes = 3;
  1041. newBolt.maxMajorAngle = 30.0f;
  1042. newBolt.numMinorNodes = 3;
  1043. newBolt.maxMinorAngle = 10.0f;
  1044. newBolt.startRender = true;
  1045. newBolt.generate();
  1046. splitList.pushBack( newBolt );
  1047. VectorF newDir1 = MathUtils::randomDir( diff, 10.0f, 45.0f );
  1048. Point3F newEndPoint1 = endingPoint + newDir1 * gRandGen.randF( 0.5f, 1.5f ) * length;
  1049. VectorF newDir2 = MathUtils::randomDir( diff, 10.0f, 45.0f );
  1050. Point3F newEndPoint2 = endingPoint + newDir2 * gRandGen.randF( 0.5f, 1.5f ) * length;
  1051. createSplit(endingPoint, newEndPoint1, depth - 1, splitWidth * 0.30f );
  1052. createSplit(endingPoint, newEndPoint2, depth - 1, splitWidth * 0.30f );
  1053. }
  1054. //----------------------------------------------------------------------------
  1055. // Start split - kick off the recursive 'createSplit' procedure
  1056. //----------------------------------------------------------------------------
  1057. void LightningBolt::startSplits()
  1058. {
  1059. for( U32 i=0; i<mMajorNodes.numNodes-1; i++ )
  1060. {
  1061. if( gRandGen.randF() > 0.3f )
  1062. continue;
  1063. Node node = mMajorNodes.nodeList[i];
  1064. Node node2 = mMajorNodes.nodeList[i+1];
  1065. VectorF segDir = node2.point - node.point;
  1066. F32 length = segDir.len();
  1067. segDir.normalizeSafe();
  1068. VectorF newDir = MathUtils::randomDir( segDir, 20.0f, 40.0f );
  1069. Point3F newEndPoint = node.point + newDir * gRandGen.randF( 0.5f, 1.5f ) * length;
  1070. createSplit( node.point, newEndPoint, 4, width * 0.30f );
  1071. }
  1072. }
  1073. //----------------------------------------------------------------------------
  1074. // Update
  1075. //----------------------------------------------------------------------------
  1076. void LightningBolt::update( F32 dt )
  1077. {
  1078. elapsedTime += dt;
  1079. F32 percentDone = elapsedTime / lifetime;
  1080. if( elapsedTime > fadeTime )
  1081. {
  1082. isFading = true;
  1083. percentFade = percentDone + (fadeTime/lifetime);
  1084. }
  1085. if( elapsedTime > renderTime && !startRender )
  1086. {
  1087. startRender = true;
  1088. isFading = false;
  1089. elapsedTime = 0.0f;
  1090. }
  1091. }