splash.cpp 22 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "T3D/fx/splash.h"
  23. #include "console/consoleTypes.h"
  24. #include "gfx/primBuilder.h"
  25. #include "gfx/gfxDrawUtil.h"
  26. #include "sfx/sfxSystem.h"
  27. #include "sfx/sfxProfile.h"
  28. #include "scene/sceneManager.h"
  29. #include "scene/sceneRenderState.h"
  30. #include "core/stream/bitStream.h"
  31. #include "math/mathIO.h"
  32. #include "T3D/fx/explosion.h"
  33. #include "T3D/fx/particle.h"
  34. #include "T3D/fx/particleEmitter.h"
  35. #include "T3D/fx/particleEmitterNode.h"
  36. #include "T3D/gameBase/gameProcess.h"
  37. #include "sim/netConnection.h"
  38. #include "renderInstance/renderPassManager.h"
  39. #include "console/engineAPI.h"
  40. namespace
  41. {
  42. MRandomLCG sgRandom(0xdeadbeef);
  43. } // namespace {}
  44. //----------------------------------------------------------------------------
  45. IMPLEMENT_CO_DATABLOCK_V1(SplashData);
  46. IMPLEMENT_CO_NETOBJECT_V1(Splash);
  47. ConsoleDocClass( SplashData,
  48. "@brief Acts as the physical point in space in white a Splash is created from.\n"
  49. "@ingroup FX\n"
  50. );
  51. ConsoleDocClass( Splash,
  52. "@brief Manages the ring used for a Splash effect.\n"
  53. "@ingroup FX\n"
  54. );
  55. //--------------------------------------------------------------------------
  56. // Splash Data
  57. //--------------------------------------------------------------------------
  58. SplashData::SplashData()
  59. {
  60. soundProfile = NULL;
  61. soundProfileId = 0;
  62. scale.set(1, 1, 1);
  63. dMemset( emitterList, 0, sizeof( emitterList ) );
  64. dMemset( emitterIDList, 0, sizeof( emitterIDList ) );
  65. delayMS = 0;
  66. delayVariance = 0;
  67. lifetimeMS = 1000;
  68. lifetimeVariance = 0;
  69. width = 4.0;
  70. numSegments = 10;
  71. velocity = 5.0;
  72. height = 0.0;
  73. acceleration = 0.0;
  74. texWrap = 1.0;
  75. texFactor = 3.0;
  76. ejectionFreq = 5;
  77. ejectionAngle = 45.0;
  78. ringLifetime = 1.0;
  79. startRadius = 0.5;
  80. explosion = NULL;
  81. explosionId = 0;
  82. dMemset( textureName, 0, sizeof( textureName ) );
  83. U32 i;
  84. for( i=0; i<NUM_TIME_KEYS; i++ )
  85. times[i] = 1.0;
  86. times[0] = 0.0;
  87. for( i=0; i<NUM_TIME_KEYS; i++ )
  88. colors[i].set( 1.0, 1.0, 1.0, 1.0 );
  89. }
  90. //--------------------------------------------------------------------------
  91. // Init fields
  92. //--------------------------------------------------------------------------
  93. void SplashData::initPersistFields()
  94. {
  95. addField("soundProfile", TYPEID< SFXProfile >(), Offset(soundProfile, SplashData), "SFXProfile effect to play.\n");
  96. addField("scale", TypePoint3F, Offset(scale, SplashData), "The scale of this splashing effect, defined as the F32 points X, Y, Z.\n");
  97. addField("emitter", TYPEID< ParticleEmitterData >(), Offset(emitterList, SplashData), NUM_EMITTERS, "List of particle emitters to create at the point of this Splash effect.\n");
  98. addField("delayMS", TypeS32, Offset(delayMS, SplashData), "Time to delay, in milliseconds, before actually starting this effect.\n");
  99. addField("delayVariance", TypeS32, Offset(delayVariance, SplashData), "Time variance for delayMS.\n");
  100. addField("lifetimeMS", TypeS32, Offset(lifetimeMS, SplashData), "Lifetime for this effect, in milliseconds.\n");
  101. addField("lifetimeVariance", TypeS32, Offset(lifetimeVariance, SplashData), "Time variance for lifetimeMS.\n");
  102. addField("width", TypeF32, Offset(width, SplashData), "Width for the X and Y coordinates to create this effect within.");
  103. addField("numSegments", TypeS32, Offset(numSegments, SplashData), "Number of ejection points in the splash ring.\n");
  104. addField("velocity", TypeF32, Offset(velocity, SplashData), "Velocity for the splash effect to travel.\n");
  105. addField("height", TypeF32, Offset(height, SplashData), "Height for the splash to reach.\n");
  106. addField("acceleration", TypeF32, Offset(acceleration, SplashData), "Constant acceleration value to place upon the splash effect.\n");
  107. addField("times", TypeF32, Offset(times, SplashData), NUM_TIME_KEYS, "Times to transition through the splash effect. Up to 4 allowed. Values are 0.0 - 1.0, and corrispond to the life of the particle where 0 is first created and 1 is end of lifespace.\n" );
  108. addField("colors", TypeColorF, Offset(colors, SplashData), NUM_TIME_KEYS, "Color values to set the splash effect, rgba. Up to 4 allowed. Will transition through colors based on values set in the times value. Example: colors[0] = \"0.6 1.0 1.0 0.5\".\n" );
  109. addField("texture", TypeFilename, Offset(textureName, SplashData), NUM_TEX, "Imagemap file to use as the texture for the splash effect.\n");
  110. addField("texWrap", TypeF32, Offset(texWrap, SplashData), "Amount to wrap the texture around the splash ring, 0.0f - 1.0f.\n");
  111. addField("texFactor", TypeF32, Offset(texFactor, SplashData), "Factor in which to apply the texture to the splash ring, 0.0f - 1.0f.\n");
  112. addField("ejectionFreq", TypeF32, Offset(ejectionFreq, SplashData), "Frequency in which to emit splash rings.\n");
  113. addField("ejectionAngle", TypeF32, Offset(ejectionAngle, SplashData), "Rotational angle to create a splash ring.\n");
  114. addField("ringLifetime", TypeF32, Offset(ringLifetime, SplashData), "Lifetime, in milliseconds, for a splash ring.\n");
  115. addField("startRadius", TypeF32, Offset(startRadius, SplashData), "Starting radius size of a splash ring.\n");
  116. addField("explosion", TYPEID< ExplosionData >(), Offset(explosion, SplashData), "ExplosionData object to create at the creation position of this splash effect.\n");
  117. Parent::initPersistFields();
  118. }
  119. //--------------------------------------------------------------------------
  120. // On add - verify data settings
  121. //--------------------------------------------------------------------------
  122. bool SplashData::onAdd()
  123. {
  124. if (Parent::onAdd() == false)
  125. return false;
  126. return true;
  127. }
  128. //--------------------------------------------------------------------------
  129. // Pack data
  130. //--------------------------------------------------------------------------
  131. void SplashData::packData(BitStream* stream)
  132. {
  133. Parent::packData(stream);
  134. mathWrite(*stream, scale);
  135. stream->write(delayMS);
  136. stream->write(delayVariance);
  137. stream->write(lifetimeMS);
  138. stream->write(lifetimeVariance);
  139. stream->write(width);
  140. stream->write(numSegments);
  141. stream->write(velocity);
  142. stream->write(height);
  143. stream->write(acceleration);
  144. stream->write(texWrap);
  145. stream->write(texFactor);
  146. stream->write(ejectionFreq);
  147. stream->write(ejectionAngle);
  148. stream->write(ringLifetime);
  149. stream->write(startRadius);
  150. if( stream->writeFlag( explosion ) )
  151. {
  152. stream->writeRangedU32(explosion->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast);
  153. }
  154. S32 i;
  155. for( i=0; i<NUM_EMITTERS; i++ )
  156. {
  157. if( stream->writeFlag( emitterList[i] != NULL ) )
  158. {
  159. stream->writeRangedU32( emitterList[i]->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
  160. }
  161. }
  162. for( i=0; i<NUM_TIME_KEYS; i++ )
  163. {
  164. stream->write( colors[i] );
  165. }
  166. for( i=0; i<NUM_TIME_KEYS; i++ )
  167. {
  168. stream->write( times[i] );
  169. }
  170. for( i=0; i<NUM_TEX; i++ )
  171. {
  172. stream->writeString(textureName[i]);
  173. }
  174. }
  175. //--------------------------------------------------------------------------
  176. // Unpack data
  177. //--------------------------------------------------------------------------
  178. void SplashData::unpackData(BitStream* stream)
  179. {
  180. Parent::unpackData(stream);
  181. mathRead(*stream, &scale);
  182. stream->read(&delayMS);
  183. stream->read(&delayVariance);
  184. stream->read(&lifetimeMS);
  185. stream->read(&lifetimeVariance);
  186. stream->read(&width);
  187. stream->read(&numSegments);
  188. stream->read(&velocity);
  189. stream->read(&height);
  190. stream->read(&acceleration);
  191. stream->read(&texWrap);
  192. stream->read(&texFactor);
  193. stream->read(&ejectionFreq);
  194. stream->read(&ejectionAngle);
  195. stream->read(&ringLifetime);
  196. stream->read(&startRadius);
  197. if( stream->readFlag() )
  198. {
  199. explosionId = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
  200. }
  201. U32 i;
  202. for( i=0; i<NUM_EMITTERS; i++ )
  203. {
  204. if( stream->readFlag() )
  205. {
  206. emitterIDList[i] = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
  207. }
  208. }
  209. for( i=0; i<NUM_TIME_KEYS; i++ )
  210. {
  211. stream->read( &colors[i] );
  212. }
  213. for( i=0; i<NUM_TIME_KEYS; i++ )
  214. {
  215. stream->read( &times[i] );
  216. }
  217. for( i=0; i<NUM_TEX; i++ )
  218. {
  219. textureName[i] = stream->readSTString();
  220. }
  221. }
  222. //--------------------------------------------------------------------------
  223. // Preload data - load resources
  224. //--------------------------------------------------------------------------
  225. bool SplashData::preload(bool server, String &errorStr)
  226. {
  227. if (Parent::preload(server, errorStr) == false)
  228. return false;
  229. if (!server)
  230. {
  231. S32 i;
  232. for( i=0; i<NUM_EMITTERS; i++ )
  233. {
  234. if( !emitterList[i] && emitterIDList[i] != 0 )
  235. {
  236. if( Sim::findObject( emitterIDList[i], emitterList[i] ) == false)
  237. {
  238. Con::errorf( ConsoleLogEntry::General, "SplashData::onAdd: Invalid packet, bad datablockId(particle emitter): 0x%x", emitterIDList[i] );
  239. }
  240. }
  241. }
  242. for( i=0; i<NUM_TEX; i++ )
  243. {
  244. if (textureName[i] && textureName[i][0])
  245. {
  246. textureHandle[i] = GFXTexHandle(textureName[i], &GFXDefaultStaticDiffuseProfile, avar("%s() - textureHandle[%d] (line %d)", __FUNCTION__, i, __LINE__) );
  247. }
  248. }
  249. }
  250. if( !explosion && explosionId != 0 )
  251. {
  252. if( !Sim::findObject(explosionId, explosion) )
  253. {
  254. Con::errorf(ConsoleLogEntry::General, "SplashData::preload: Invalid packet, bad datablockId(explosion): %d", explosionId);
  255. }
  256. }
  257. return true;
  258. }
  259. //--------------------------------------------------------------------------
  260. // Splash
  261. //--------------------------------------------------------------------------
  262. Splash::Splash()
  263. : mDataBlock( NULL )
  264. {
  265. dMemset( mEmitterList, 0, sizeof( mEmitterList ) );
  266. mDelayMS = 0;
  267. mCurrMS = 0;
  268. mEndingMS = 1000;
  269. mActive = false;
  270. mRadius = 0.0;
  271. mVelocity = 1.0;
  272. mHeight = 0.0;
  273. mTimeSinceLastRing = 0.0;
  274. mDead = false;
  275. mElapsedTime = 0.0;
  276. mInitialNormal.set( 0.0, 0.0, 1.0 );
  277. // Only allocated client side.
  278. mNetFlags.set( IsGhost );
  279. }
  280. //--------------------------------------------------------------------------
  281. // Destructor
  282. //--------------------------------------------------------------------------
  283. Splash::~Splash()
  284. {
  285. }
  286. //--------------------------------------------------------------------------
  287. // Set initial state
  288. //--------------------------------------------------------------------------
  289. void Splash::setInitialState(const Point3F& point, const Point3F& normal, const F32 fade)
  290. {
  291. mInitialPosition = point;
  292. mInitialNormal = normal;
  293. mFade = fade;
  294. mFog = 0.0f;
  295. }
  296. //--------------------------------------------------------------------------
  297. // OnAdd
  298. //--------------------------------------------------------------------------
  299. bool Splash::onAdd()
  300. {
  301. // first check if we have a server connection, if we dont then this is on the server
  302. // and we should exit, then check if the parent fails to add the object
  303. NetConnection* conn = NetConnection::getConnectionToServer();
  304. if(!conn || !Parent::onAdd())
  305. return false;
  306. if( !mDataBlock )
  307. {
  308. Con::errorf("Splash::onAdd - Fail - No datablock");
  309. return false;
  310. }
  311. mDelayMS = mDataBlock->delayMS + sgRandom.randI( -mDataBlock->delayVariance, mDataBlock->delayVariance );
  312. mEndingMS = mDataBlock->lifetimeMS + sgRandom.randI( -mDataBlock->lifetimeVariance, mDataBlock->lifetimeVariance );
  313. mVelocity = mDataBlock->velocity;
  314. mHeight = mDataBlock->height;
  315. mTimeSinceLastRing = 1.0 / mDataBlock->ejectionFreq;
  316. for( U32 i=0; i<SplashData::NUM_EMITTERS; i++ )
  317. {
  318. if( mDataBlock->emitterList[i] != NULL )
  319. {
  320. ParticleEmitter * pEmitter = new ParticleEmitter;
  321. pEmitter->onNewDataBlock( mDataBlock->emitterList[i], false );
  322. if( !pEmitter->registerObject() )
  323. {
  324. Con::warnf( ConsoleLogEntry::General, "Could not register emitter for particle of class: %s", mDataBlock->getName() );
  325. delete pEmitter;
  326. pEmitter = NULL;
  327. }
  328. mEmitterList[i] = pEmitter;
  329. }
  330. }
  331. spawnExplosion();
  332. mObjBox.minExtents = Point3F( -1, -1, -1 );
  333. mObjBox.maxExtents = Point3F( 1, 1, 1 );
  334. resetWorldBox();
  335. gClientSceneGraph->addObjectToScene(this);
  336. removeFromProcessList();
  337. ClientProcessList::get()->addObject(this);
  338. conn->addObject(this);
  339. return true;
  340. }
  341. //--------------------------------------------------------------------------
  342. // OnRemove
  343. //--------------------------------------------------------------------------
  344. void Splash::onRemove()
  345. {
  346. for( U32 i=0; i<SplashData::NUM_EMITTERS; i++ )
  347. {
  348. if( mEmitterList[i] )
  349. {
  350. mEmitterList[i]->deleteWhenEmpty();
  351. mEmitterList[i] = NULL;
  352. }
  353. }
  354. ringList.clear();
  355. removeFromScene();
  356. Parent::onRemove();
  357. }
  358. //--------------------------------------------------------------------------
  359. // On New Data Block
  360. //--------------------------------------------------------------------------
  361. bool Splash::onNewDataBlock( GameBaseData *dptr, bool reload )
  362. {
  363. mDataBlock = dynamic_cast<SplashData*>(dptr);
  364. if (!mDataBlock || !Parent::onNewDataBlock(dptr, reload))
  365. return false;
  366. scriptOnNewDataBlock();
  367. return true;
  368. }
  369. //--------------------------------------------------------------------------
  370. // Process tick
  371. //--------------------------------------------------------------------------
  372. void Splash::processTick(const Move*)
  373. {
  374. mCurrMS += TickMs;
  375. if( isServerObject() )
  376. {
  377. if( mCurrMS >= mEndingMS )
  378. {
  379. mDead = true;
  380. if( mCurrMS >= (mEndingMS + mDataBlock->ringLifetime * 1000) )
  381. {
  382. deleteObject();
  383. }
  384. }
  385. }
  386. else
  387. {
  388. if( mCurrMS >= mEndingMS )
  389. {
  390. mDead = true;
  391. }
  392. }
  393. }
  394. //--------------------------------------------------------------------------
  395. // Advance time
  396. //--------------------------------------------------------------------------
  397. void Splash::advanceTime(F32 dt)
  398. {
  399. if (dt == 0.0)
  400. return;
  401. mElapsedTime += dt;
  402. updateColor();
  403. updateWave( dt );
  404. updateEmitters( dt );
  405. updateRings( dt );
  406. if( !mDead )
  407. {
  408. emitRings( dt );
  409. }
  410. }
  411. //----------------------------------------------------------------------------
  412. // Update emitters
  413. //----------------------------------------------------------------------------
  414. void Splash::updateEmitters( F32 dt )
  415. {
  416. Point3F pos = getPosition();
  417. for( U32 i=0; i<SplashData::NUM_EMITTERS; i++ )
  418. {
  419. if( mEmitterList[i] )
  420. {
  421. mEmitterList[i]->emitParticles( pos, pos, mInitialNormal, Point3F( 0.0, 0.0, 0.0 ), (S32) (dt * 1000) );
  422. }
  423. }
  424. }
  425. //----------------------------------------------------------------------------
  426. // Update wave
  427. //----------------------------------------------------------------------------
  428. void Splash::updateWave( F32 dt )
  429. {
  430. mVelocity += mDataBlock->acceleration * dt;
  431. mRadius += mVelocity * dt;
  432. }
  433. //----------------------------------------------------------------------------
  434. // Update color
  435. //----------------------------------------------------------------------------
  436. void Splash::updateColor()
  437. {
  438. for(SplashRingList::Iterator ring = ringList.begin(); ring != ringList.end(); ++ring)
  439. {
  440. F32 t = F32(ring->elapsedTime) / F32(ring->lifetime);
  441. for( U32 i = 1; i < SplashData::NUM_TIME_KEYS; i++ )
  442. {
  443. if( mDataBlock->times[i] >= t )
  444. {
  445. F32 firstPart = t - mDataBlock->times[i-1];
  446. F32 total = (mDataBlock->times[i] -
  447. mDataBlock->times[i-1]);
  448. firstPart /= total;
  449. ring->color.interpolate( mDataBlock->colors[i-1],
  450. mDataBlock->colors[i],
  451. firstPart);
  452. break;
  453. }
  454. }
  455. }
  456. }
  457. //----------------------------------------------------------------------------
  458. // Create ring
  459. //----------------------------------------------------------------------------
  460. SplashRing Splash::createRing()
  461. {
  462. SplashRing ring;
  463. U32 numPoints = mDataBlock->numSegments + 1;
  464. Point3F ejectionAxis( 0.0, 0.0, 1.0 );
  465. Point3F axisx;
  466. if (mFabs(ejectionAxis.z) < 0.999f)
  467. mCross(ejectionAxis, Point3F(0, 0, 1), &axisx);
  468. else
  469. mCross(ejectionAxis, Point3F(0, 1, 0), &axisx);
  470. axisx.normalize();
  471. for( U32 i=0; i<numPoints; i++ )
  472. {
  473. F32 t = F32(i) / F32(numPoints);
  474. AngAxisF thetaRot( axisx, mDataBlock->ejectionAngle * (M_PI / 180.0));
  475. AngAxisF phiRot( ejectionAxis, t * (M_PI * 2.0));
  476. Point3F pointAxis = ejectionAxis;
  477. MatrixF temp;
  478. thetaRot.setMatrix(&temp);
  479. temp.mulP(pointAxis);
  480. phiRot.setMatrix(&temp);
  481. temp.mulP(pointAxis);
  482. Point3F startOffset = axisx;
  483. temp.mulV( startOffset );
  484. startOffset *= mDataBlock->startRadius;
  485. SplashRingPoint point;
  486. point.position = getPosition() + startOffset;
  487. point.velocity = pointAxis * mDataBlock->velocity;
  488. ring.points.push_back( point );
  489. }
  490. ring.color = mDataBlock->colors[0];
  491. ring.lifetime = mDataBlock->ringLifetime;
  492. ring.elapsedTime = 0.0;
  493. ring.v = mDataBlock->texFactor * mFmod( mElapsedTime, 1.0 );
  494. return ring;
  495. }
  496. //----------------------------------------------------------------------------
  497. // Emit rings
  498. //----------------------------------------------------------------------------
  499. void Splash::emitRings( F32 dt )
  500. {
  501. mTimeSinceLastRing += dt;
  502. S32 numNewRings = (S32) (mTimeSinceLastRing * F32(mDataBlock->ejectionFreq));
  503. mTimeSinceLastRing -= numNewRings / mDataBlock->ejectionFreq;
  504. for( S32 i=numNewRings-1; i>=0; i-- )
  505. {
  506. F32 t = F32(i) / F32(numNewRings);
  507. t *= dt;
  508. t += mTimeSinceLastRing;
  509. SplashRing ring = createRing();
  510. updateRing( ring, t );
  511. ringList.pushBack( ring );
  512. }
  513. }
  514. //----------------------------------------------------------------------------
  515. // Update rings
  516. //----------------------------------------------------------------------------
  517. void Splash::updateRings( F32 dt )
  518. {
  519. SplashRingList::Iterator ring;
  520. for(SplashRingList::Iterator i = ringList.begin(); i != ringList.end(); /*Trickiness*/)
  521. {
  522. ring = i++;
  523. ring->elapsedTime += dt;
  524. if( !ring->isActive() )
  525. {
  526. ringList.erase( ring );
  527. }
  528. else
  529. {
  530. updateRing( *ring, dt );
  531. }
  532. }
  533. }
  534. //----------------------------------------------------------------------------
  535. // Update ring
  536. //----------------------------------------------------------------------------
  537. void Splash::updateRing( SplashRing& ring, F32 dt )
  538. {
  539. for( U32 i=0; i<ring.points.size(); i++ )
  540. {
  541. if( mDead )
  542. {
  543. Point3F vel = ring.points[i].velocity;
  544. vel.normalize();
  545. vel *= mDataBlock->acceleration;
  546. ring.points[i].velocity += vel * dt;
  547. }
  548. ring.points[i].velocity += Point3F( 0.0f, 0.0f, -9.8f ) * dt;
  549. ring.points[i].position += ring.points[i].velocity * dt;
  550. }
  551. }
  552. //----------------------------------------------------------------------------
  553. // Explode
  554. //----------------------------------------------------------------------------
  555. void Splash::spawnExplosion()
  556. {
  557. if( !mDataBlock->explosion ) return;
  558. Explosion* pExplosion = new Explosion;
  559. pExplosion->onNewDataBlock(mDataBlock->explosion, false);
  560. MatrixF trans = getTransform();
  561. trans.setPosition( getPosition() );
  562. pExplosion->setTransform( trans );
  563. pExplosion->setInitialState( trans.getPosition(), VectorF(0,0,1), 1);
  564. if (!pExplosion->registerObject())
  565. delete pExplosion;
  566. }
  567. //--------------------------------------------------------------------------
  568. // packUpdate
  569. //--------------------------------------------------------------------------
  570. U32 Splash::packUpdate(NetConnection* con, U32 mask, BitStream* stream)
  571. {
  572. U32 retMask = Parent::packUpdate(con, mask, stream);
  573. if( stream->writeFlag(mask & GameBase::InitialUpdateMask) )
  574. {
  575. mathWrite(*stream, mInitialPosition);
  576. }
  577. return retMask;
  578. }
  579. //--------------------------------------------------------------------------
  580. // unpackUpdate
  581. //--------------------------------------------------------------------------
  582. void Splash::unpackUpdate(NetConnection* con, BitStream* stream)
  583. {
  584. Parent::unpackUpdate(con, stream);
  585. if( stream->readFlag() )
  586. {
  587. mathRead(*stream, &mInitialPosition);
  588. setPosition( mInitialPosition );
  589. }
  590. }