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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.
- //-----------------------------------------------------------------------------
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- // Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
- // Copyright (C) 2015 Faust Logic, Inc.
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- #ifndef _EXPLOSION_H_
- #define _EXPLOSION_H_
- #ifndef _GAMEBASE_H_
- #include "T3D/gameBase/gameBase.h"
- #endif
- #ifndef _TSSHAPE_H_
- #include "ts/tsShape.h"
- #endif
- #ifndef __RESOURCE_H__
- #include "core/resource.h"
- #endif
- #ifndef _LIGHTINFO_H_
- #include "lighting/lightInfo.h"
- #endif
- #include "T3D/assets/ShapeAsset.h"
- #include "T3D/assets/SoundAsset.h"
- class ParticleEmitter;
- class ParticleEmitterData;
- class TSThread;
- class SFXTrack;
- struct DebrisData;
- class SFXProfile;
- //--------------------------------------------------------------------------
- class ExplosionData : public GameBaseData {
- public:
- typedef GameBaseData Parent;
- enum ExplosionConsts
- {
- EC_NUM_DEBRIS_TYPES = 1,
- EC_NUM_EMITTERS = 4,
- EC_MAX_SUB_EXPLOSIONS = 5,
- EC_NUM_TIME_KEYS = 4,
- };
- public:
- bool faceViewer;
- S32 particleDensity;
- F32 particleRadius;
- DECLARE_SOUNDASSET(ExplosionData, Sound);
- DECLARE_ASSET_SETGET(ExplosionData, Sound);
- ParticleEmitterData* particleEmitter;
- S32 particleEmitterId;
- Point3F explosionScale;
- F32 playSpeed;
- DECLARE_SHAPEASSET(ExplosionData, ExplosionShape, onShapeChanged);
- DECLARE_ASSET_SETGET(ExplosionData, ExplosionShape);
- S32 explosionAnimation;
- ParticleEmitterData* emitterList[EC_NUM_EMITTERS];
- S32 emitterIDList[EC_NUM_EMITTERS];
- DebrisData * debrisList[EC_NUM_DEBRIS_TYPES];
- S32 debrisIDList[EC_NUM_DEBRIS_TYPES];
- F32 debrisThetaMin;
- F32 debrisThetaMax;
- F32 debrisPhiMin;
- F32 debrisPhiMax;
- S32 debrisNum;
- S32 debrisNumVariance;
- F32 debrisVelocity;
- F32 debrisVelocityVariance;
- // sub - explosions
- ExplosionData* explosionList[EC_MAX_SUB_EXPLOSIONS];
- S32 explosionIDList[EC_MAX_SUB_EXPLOSIONS];
- S32 delayMS;
- S32 delayVariance;
- S32 lifetimeMS;
- S32 lifetimeVariance;
- F32 offset;
- Point3F sizes[ EC_NUM_TIME_KEYS ];
- F32 times[ EC_NUM_TIME_KEYS ];
- // camera shake data
- bool shakeCamera;
- VectorF camShakeFreq;
- VectorF camShakeAmp;
- F32 camShakeDuration;
- F32 camShakeRadius;
- F32 camShakeFalloff;
- // Dynamic Lighting. The light is smoothly
- // interpolated from start to end time.
- F32 lightStartRadius;
- F32 lightEndRadius;
- LinearColorF lightStartColor;
- LinearColorF lightEndColor;
- F32 lightStartBrightness;
- F32 lightEndBrightness;
- F32 lightNormalOffset;
- ExplosionData();
- DECLARE_CONOBJECT(ExplosionData);
- bool onAdd();
- bool preload(bool server, String &errorStr);
- static void initPersistFields();
- virtual void packData(BitStream* stream);
- virtual void unpackData(BitStream* stream);
- public:
- /*C*/ ExplosionData(const ExplosionData&, bool = false);
- /*D*/ ~ExplosionData();
- ExplosionData* cloneAndPerformSubstitutions(const SimObject*, S32 index=0);
- virtual bool allowSubstitutions() const { return true; }
- void onShapeChanged() {}
- };
- //--------------------------------------------------------------------------
- class Explosion : public GameBase, public ISceneLight
- {
- typedef GameBase Parent;
- private:
- ExplosionData* mDataBlock;
- TSShapeInstance* mExplosionInstance;
- TSThread* mExplosionThread;
- SimObjectPtr<ParticleEmitter> mEmitterList[ ExplosionData::EC_NUM_EMITTERS ];
- SimObjectPtr<ParticleEmitter> mMainEmitter;
- U32 mCurrMS;
- U32 mEndingMS;
- F32 mRandAngle;
- LightInfo* mLight;
- protected:
- Point3F mInitialNormal;
- F32 mFade;
- bool mActive;
- S32 mDelayMS;
- F32 mRandomVal;
- U32 mCollideType;
- protected:
- bool onAdd();
- void onRemove();
- bool explode();
- void processTick(const Move *move);
- void advanceTime(F32 dt);
- void updateEmitters( F32 dt );
- void launchDebris( Point3F &axis );
- void spawnSubExplosions();
- void setCurrentScale();
- // Rendering
- protected:
- void prepRenderImage( SceneRenderState *state );
- void prepBatchRender(SceneRenderState *state);
- void prepModelView(SceneRenderState*);
- public:
- Explosion();
- ~Explosion();
- void setInitialState(const Point3F& point, const Point3F& normal, const F32 fade = 1.0);
- // ISceneLight
- virtual void submitLights( LightManager *lm, bool staticLighting );
- virtual LightInfo* getLight() { return mLight; }
- bool onNewDataBlock( GameBaseData *dptr, bool reload );
- void setCollideType( U32 cType ){ mCollideType = cType; }
- DECLARE_CONOBJECT(Explosion);
- static void initPersistFields();
- private:
- SimObject* ss_object;
- S32 ss_index;
- SFXProfile* soundProfile_clone;
- public:
- void setSubstitutionData(SimObject* obj, S32 idx=0) { ss_object = obj; ss_index = idx; }
- };
- #endif // _H_EXPLOSION
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