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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #include "platform/platform.h"
- #include "forest/forestWindEmitter.h"
- #include "forest/forestWindMgr.h"
- #include "console/consoleInternal.h"
- #include "core/stream/bitStream.h"
- #include "core/util/safeDelete.h"
- #include "platform/profiler.h"
- #include "math/mathIO.h"
- #include "math/mRandom.h"
- #include "scene/sceneManager.h"
- #include "scene/sceneRenderState.h"
- #include "renderInstance/renderPassManager.h"
- #include "gfx/gfxDrawUtil.h"
- #include "gfx/gfxTransformSaver.h"
- #include "sim/netConnection.h"
- #include "T3D/gameBase/processList.h"
- #include "console/engineAPI.h"
- #include "T3D/gameBase/gameConnection.h"
- ConsoleDocClass( ForestWindEmitter,
- "@brief Object responsible for simulating wind in a level.\n\n"
- "When placed in the level, a ForestWindEmitter will cause tree branches to bend and sway, leaves "
- "to flutter, and create vertical bending on the tree's trunk.\n\n"
- "@tsexample\n"
- "// The following is a full declaration of a wind emitter\n"
- "new ForestWindEmitter()\n"
- "{\n"
- " position = \"497.739 765.821 102.395\";\n"
- " windEnabled = \"1\";\n"
- " radialEmitter = \"1\";\n"
- " strength = \"1\";\n"
- " radius = \"3\";\n"
- " gustStrength = \"0.5\";\n"
- " gustFrequency = \"1\";\n"
- " gustYawAngle = \"10\";\n"
- " gustYawFrequency = \"4\";\n"
- " gustWobbleStrength = \"2\";\n"
- " turbulenceStrength = \"1\";\n"
- " turbulenceFrequency = \"2\";\n"
- " hasMount = \"0\";\n"
- " scale = \"3 3 3\";\n"
- " canSave = \"1\";\n"
- " canSaveDynamicFields = \"1\";\n"
- " rotation = \"1 0 0 0\";\n"
- "};\n"
- "@endtsexample\n\n"
- "@ingroup FX\n"
- "@ingroup Forest\n"
- "@ingroup Atmosphere\n"
- );
- // We need to know when the mission editor is enabled.
- extern bool gEditingMission;
- ForestWind::ForestWind( ForestWindEmitter *emitter )
- : mStrength( 0.0f ),
- mDirection( 1.0f, 0, 0 ),
- mLastGustTime( 0 ),
- mLastYawTime( 0 ),
- mTargetYawAngle( 0 ),
- mCurrentInterp( 0 ),
- mCurrentTarget( 0, 0 ),
- mParent( emitter ),
- mRandom( Platform::getRealMilliseconds() + 1 ),
- mIsDirty( false )
- {
- }
- ForestWind::~ForestWind()
- {
- }
- void ForestWind::processTick()
- {
- PROFILE_SCOPE( ForestWind_ProcessTick );
- const F32 deltaTime = 0.032f;
- const U32 simTime = Sim::getCurrentTime();
-
- Point2F finalVec( 0, 0 );
- Point2F windDir( mParent->mWindDirection.x, mParent->mWindDirection.y );
- if ( mLastGustTime < simTime )
- {
- Point2F turbVec( 0, 0 );
- if ( mLastGustTime < simTime + (mParent->mWindTurbulenceFrequency * 1000.0f) )
- turbVec = (mRandom.randF() * mParent->mWindTurbulenceStrength) * windDir;
- mLastGustTime = simTime + (mParent->mWindGustFrequency * 1000.0f);
- Point2F gustVec = (mRandom.randF() * mParent->mWindGustStrength + mRandom.randF() * mParent->mWindGustWobbleStrength) * windDir;
- finalVec += gustVec + turbVec;
- //finalVec.normalizeSafe();
- }
-
- //bool rotationChange = false;
- if ( mLastYawTime < simTime )
- {
- mLastYawTime = simTime + (mParent->mWindGustYawFrequency * 1000.0f);
- F32 rotateAmt = mRandom.randF() * mParent->mWindGustYawAngle + mRandom.randF() * mParent->mWindGustWobbleStrength;
-
- if ( mRandom.randF() <= 0.5f )
- rotateAmt = -rotateAmt;
- rotateAmt = mDegToRad( rotateAmt );
- if ( rotateAmt > M_2PI_F )
- rotateAmt -= M_2PI_F;
- else if ( rotateAmt < -M_2PI_F )
- rotateAmt += M_2PI_F;
- mTargetYawAngle = rotateAmt;
- //finalVec.rotate( rotateAmt );
- mCurrentTarget.rotate( rotateAmt );
- }
-
- //mCurrentTarget.normalizeSafe();
- if ( mCurrentTarget.isZero() || mCurrentInterp >= 1.0f )
- {
- mCurrentInterp = 0;
- mCurrentTarget.set( 0, 0 );
-
- Point2F windNorm( mDirection.x, mDirection.y );
- windNorm.normalizeSafe();
- mCurrentTarget = finalVec + windNorm;
- }
- else
- {
- mCurrentInterp += deltaTime;
- mCurrentInterp = mClampF( mCurrentInterp, 0.0f, 1.0f );
- mDirection.interpolate( mDirection, Point3F( mCurrentTarget.x, mCurrentTarget.y, 0 ), mCurrentInterp );
- //F32 rotateAmt = mLerp( 0, mTargetYawAngle, mCurrentInterp );
- //mTargetYawAngle -= rotateAmt;
- //Point2F dir( mDirection.x, mDirection.y );
- //if ( mTargetYawAngle > 0.0f )
- // dir.rotate( rotateAmt );
- //mDirection.set( dir.x, dir.y, 0 );
- }
- }
- void ForestWind::setStrengthAndDirection( F32 strength, const VectorF &direction )
- {
- if ( mStrength != strength ||
- mDirection != direction )
- {
- mStrength = strength;
- mDirection = direction;
- mCurrentTarget.zero();
- mIsDirty = true;
- }
- }
- void ForestWind::setStrength( F32 strength )
- {
- if ( mStrength != strength )
- {
- mStrength = strength;
- mIsDirty = true;
- }
- }
- void ForestWind::setDirection( const VectorF &direction )
- {
- if ( mDirection != direction )
- {
- mDirection = direction;
- mIsDirty = true;
- }
- }
- IMPLEMENT_CO_NETOBJECT_V1(ForestWindEmitter);
- ForestWindEmitter::ForestWindEmitter( bool makeClientObject )
- :
- mAddedToScene( false ),
- mEnabled( true ),
- mWind( NULL ),
- mWindStrength( 1 ),
- mWindDirection( 1, 0, 0 ),
- mWindGustFrequency( 3.0f ),
- mWindGustStrength( 0.25f ),
- mWindGustYawAngle( 10.0f ),
- mWindGustYawFrequency( 4.0f ),
- mWindGustWobbleStrength( 2.0f ),
- mWindTurbulenceFrequency( 2.0f ),
- mWindTurbulenceStrength( 0.25f ),
- mWindRadius( 0 ),
- mRadialEmitter( false ),
- mHasMount( false ),
- mIsMounted( false ),
- mMountObject( NULL )
- {
- mTypeMask |= StaticObjectType | EnvironmentObjectType;
- if ( makeClientObject )
- mNetFlags.set( IsGhost );
- else
- mNetFlags.set( Ghostable | ScopeAlways );
- }
- ForestWindEmitter::~ForestWindEmitter()
- {
- }
- void ForestWindEmitter::initPersistFields()
- {
- // Initialise parents' persistent fields.
- Parent::initPersistFields();
- addGroup( "ForestWind" );
- addField( "windEnabled", TypeBool, Offset( mEnabled, ForestWindEmitter ), "Determines if the emitter will be counted in wind calculations." );
- addField( "radialEmitter", TypeBool, Offset( mRadialEmitter, ForestWindEmitter ), "Determines if the emitter is a global direction or local radial emitter." );
- addField( "strength", TypeF32, Offset( mWindStrength, ForestWindEmitter ), "The strength of the wind force." );
- addField( "radius", TypeF32, Offset( mWindRadius, ForestWindEmitter ), "The radius of the emitter for local radial emitters." );
- addField( "gustStrength", TypeF32, Offset( mWindGustStrength, ForestWindEmitter ), "The maximum strength of a gust." );
- addField( "gustFrequency", TypeF32, Offset( mWindGustFrequency, ForestWindEmitter ), "The frequency of gusting in seconds." );
- addField( "gustYawAngle", TypeF32, Offset( mWindGustYawAngle, ForestWindEmitter ), "The amount of degrees the wind direction can drift (both positive and negative)." );
- addField( "gustYawFrequency", TypeF32, Offset( mWindGustYawFrequency, ForestWindEmitter ), "The frequency of wind yaw drift, in seconds." );
- addField( "gustWobbleStrength", TypeF32, Offset( mWindGustWobbleStrength, ForestWindEmitter ), "The amount of random wobble added to gust and turbulence vectors." );
- addField( "turbulenceStrength", TypeF32, Offset( mWindTurbulenceStrength, ForestWindEmitter ), "The strength of gust turbulence." );
- addField( "turbulenceFrequency", TypeF32, Offset( mWindTurbulenceFrequency, ForestWindEmitter ), "The frequency of gust turbulence, in seconds." );
- addField( "hasMount", TypeBool, Offset( mHasMount, ForestWindEmitter ), "Determines if the emitter is mounted to another object." );
- endGroup( "ForestWind" );
- }
- U32 ForestWindEmitter::packUpdate(NetConnection * con, U32 mask, BitStream * stream)
- {
- U32 retMask = Parent::packUpdate( con, mask, stream );
- mathWrite( *stream, mObjToWorld );
- if ( stream->writeFlag( mask & EnabledMask ) )
- stream->writeFlag( mEnabled );
- if ( stream->writeFlag( mask & WindMask ) )
- {
- stream->write( mWindStrength );
- stream->write( mWindRadius );
- stream->writeFlag( mRadialEmitter );
- stream->write( mWindGustStrength );
- stream->write( mWindGustFrequency );
- stream->write( mWindGustYawAngle );
- stream->write( mWindGustYawFrequency );
- stream->write( mWindGustWobbleStrength );
- stream->write( mWindTurbulenceStrength );
- stream->write( mWindTurbulenceFrequency );
- // The wind direction should be normalized!
- if ( mWindDirection.isZero() )
- {
- VectorF forwardVec( 0, 0, 0 );
- mWorldToObj.getColumn( 1, &mWindDirection );
- }
- else
- mWindDirection.normalize();
- stream->writeNormalVector( mWindDirection, 8 );
- stream->writeFlag( mHasMount );
- }
- return retMask;
- }
- void ForestWindEmitter::unpackUpdate(NetConnection * con, BitStream * stream)
- {
- // Unpack Parent.
- Parent::unpackUpdate( con, stream );
- MatrixF xfm;
- mathRead( *stream, &xfm );
- Parent::setTransform( xfm );
- U32 windMask = 0;
- if ( stream->readFlag() ) // EnabledMask
- mEnabled = stream->readFlag();
- if ( stream->readFlag() ) // WindMask
- {
- stream->read( &mWindStrength );
- stream->read( &mWindRadius );
-
- mRadialEmitter = stream->readFlag();
- stream->read( &mWindGustStrength );
- stream->read( &mWindGustFrequency );
-
- stream->read( &mWindGustYawAngle );
- stream->read( &mWindGustYawFrequency );
- stream->read( &mWindGustWobbleStrength );
- stream->read( &mWindTurbulenceStrength );
- stream->read( &mWindTurbulenceFrequency );
- stream->readNormalVector( &mWindDirection, 8 );
- windMask |= WindMask;
- mHasMount = stream->readFlag();
- }
- // This does nothing if the masks are not set!
- if ( windMask != 0 && isProperlyAdded() )
- {
- Point3F boxRad( 0, 0, 0 );
- if ( !isRadialEmitter() )
- boxRad.set( 10000.0f, 10000.0f, 10000.0f );
- else
- boxRad.set( mWindRadius, mWindRadius, mWindRadius );
-
- mObjBox.set( -boxRad, boxRad );
- resetWorldBox();
-
- _initWind( windMask );
- }
- }
- bool ForestWindEmitter::onAdd()
- {
- if ( !Parent::onAdd() )
- return false;
-
- // Only the client side actually does wind.
- if ( isClientObject() )
- {
- // TODO: wasn't this a big hack we already fixed better?
- //Projectile::getGhostReceivedSignal().notify( this, &ForestWindEmitter::_onMountObjectGhostReceived );
-
- _initWind();
- WINDMGR->addEmitter( this );
- }
- Point3F boxRad( 0, 0, 0 );
- if ( !isRadialEmitter() )
- boxRad.set( 10000.0f, 10000.0f, 10000.0f );
- else
- boxRad.set( mWindRadius, mWindRadius, mWindRadius );
-
- mObjBox.set( -boxRad, boxRad );
- resetWorldBox();
- enableCollision();
- // If we are we editing the mission then
- // be sure to add us to the scene.
- if ( gEditingMission || mHasMount )
- {
- addToScene();
- mAddedToScene = true;
- }
- return true;
- }
- void ForestWindEmitter::onRemove()
- {
- // Only the client side actually does wind.
- if ( isClientObject() )
- {
- //Projectile::getGhostReceivedSignal().remove( this, &ForestWindEmitter::_onMountObjectGhostReceived );
- WINDMGR->removeEmitter( this );
- SAFE_DELETE( mWind );
- }
- // If we are editing the mission then remove
- // us from the scene graph.
- if ( gEditingMission || mHasMount )
- {
- removeFromScene();
- mAddedToScene = false;
- }
- // Do Parent.
- Parent::onRemove();
- }
- void ForestWindEmitter::_onMountObjectGhostReceived( SceneObject *object )
- {
- if ( !object )
- return;
- attachToObject( object );
- }
- void ForestWindEmitter::inspectPostApply()
- {
- // Force the client update!
- setMaskBits(0xffffffff);
- }
- void ForestWindEmitter::onEditorEnable()
- {
- if ( !mAddedToScene )
- {
- addToScene();
- mAddedToScene = true;
- }
- }
- void ForestWindEmitter::onEditorDisable()
- {
- // Remove us from the scene.
- if ( mAddedToScene )
- {
- removeFromScene();
- mAddedToScene = false;
- }
- }
- void ForestWindEmitter::_initWind( U32 mask )
- {
- AssertFatal( !isServerObject(), "SpeedWind is never updated on the server!" );
- // If we don't have a wind
- // object create one now.
- if ( !mWind )
- mWind = new ForestWind( this );
- // Do we need to apply a new direction and strength?
- if ( mask & WindMask )
- {
- mWorldToObj.getColumn( 1, &mWindDirection );
- mWind->setStrengthAndDirection( mWindStrength, mWindDirection );
- }
- }
- void ForestWindEmitter::setTransform( const MatrixF &mat )
- {
- Parent::setTransform( mat );
- // Force the client update!
- setMaskBits(0xffffffff);
- if ( isClientObject() )
- _initWind();
- }
- void ForestWindEmitter::prepRenderImage( SceneRenderState* state )
- {
- PROFILE_SCOPE( ForestWindEmitter_PrepRenderImage );
- // Only render the radius and
- // direction if we're in the editor.
- // Don't render them if this is a reflect pass.
- if ( !state->isDiffusePass() || !gEditingMission )
- return;
- // This should be sufficient for most objects that don't manage zones, and
- // don't need to return a specialized RenderImage...
- ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
- ri->renderDelegate.bind( this, &ForestWindEmitter::_renderEmitterInfo );
- ri->type = RenderPassManager::RIT_Editor;
- state->getRenderPass()->addInst( ri );
- }
- void ForestWindEmitter::_renderEmitterInfo( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat )
- {
- if ( overrideMat )
- return;
- GFXTransformSaver saver;
- GFXDrawUtil *drawer = GFX->getDrawUtil();
- AssertFatal( drawer, "Got NULL GFXDrawUtil!" );
- const Point3F &pos = getPosition();
- const VectorF &windVec = mWind->getDirection();
- GFXStateBlockDesc desc;
- desc.setBlend( true );
- desc.setZReadWrite( true, false );
- // Draw an arrow pointing
- // in the wind direction.
- drawer->drawArrow( desc, pos, pos + (windVec * mWindStrength), ColorI( 0, 0, 255, 255 ) );//Point3F( -235.214, 219.589, 34.0991 ), Point3F( -218.814, 244.731, 37.5587 ), ColorI( 255, 255, 0, 255 ) );//
- drawer->drawArrow( desc, pos, pos + (mWind->getTarget() * mWindStrength ), ColorI( 255, 0, 0, 85 ) );
- S32 useRadius = mWindRadius;
- // Draw a 2D circle for the wind radius.
- if ( isRadialEmitter() )
- {
- // If the camera is close to the sphere, shrink the sphere so it remains visible.
- GameConnection* gc = GameConnection::getConnectionToServer();
- GameBase *gb = gc ? gc->getCameraObject() : NULL;
- if (gb)
- {
- F32 camDist = (gb->getPosition() - getPosition()).len();
- if ( camDist < mWindRadius )
- useRadius = camDist;
- }
- drawer->drawSphere( desc, useRadius, pos, ColorI( 255, 0, 0, 80 ) );
- }
- }
- F32 ForestWindEmitter::getStrength() const
- {
- return mWind->getStrength();
- }
- void ForestWindEmitter::setStrength( F32 strength )
- {
- mWindStrength = strength;
- mWind->setStrength( mWindStrength );
- }
- void ForestWindEmitter::attachToObject( SceneObject *obj )
- {
- if ( !obj )
- return;
- mMountObject = obj;
- mIsMounted = true;
- if ( isServerObject() )
- deleteNotify( mMountObject );
- }
- void ForestWindEmitter::updateMountPosition()
- {
- AssertFatal( isClientObject(), "ForestWindEmitter::updateMountPosition - This should only happen on the client!" );
- if ( !mHasMount || !mMountObject )
- return;
- MatrixF mat( true );
- mat.setPosition( mMountObject->getPosition() );
- Parent::setTransform( mat );
- }
- void ForestWindEmitter::onDeleteNotify(SimObject *object)
- {
- AssertFatal( isServerObject(), "ForestWindEmitter::onDeleteNotify - This should never happen on the client!" );
- safeDeleteObject();
- }
- DefineEngineMethod( ForestWindEmitter, attachToObject, void, ( U32 objectID ),,
- "@brief Mounts the wind emitter to another scene object\n\n"
- "@param objectID Unique ID of the object wind emitter should attach to"
-
- "@tsexample\n"
- "// Wind emitter previously created and named %windEmitter\n"
- "// Going to attach it to the player, making him a walking wind storm\n"
- "%windEmitter.attachToObject(%player);\n"
- "@endtsexample\n\n")
- {
- SceneObject *obj = dynamic_cast<SceneObject*>( Sim::findObject( objectID ) );
- if ( !obj )
- Con::warnf( "ForestWindEmitter::attachToObject - failed to find object with ID: %d", objectID );
- object->attachToObject( obj );
- }
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