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. 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. _setThunderSound(getThunderSound(i), i);
  249. if (isThunderSoundValid(i) && !getThunderSoundProfile(i))
  250. {
  251. Con::errorf(ConsoleLogEntry::General, "LightningData::preload: Cant get an sfxProfile for thunder.");
  252. }
  253. }
  254. _setStrikeSound(getStrikeSound());
  255. if (isStrikeSoundValid() && !getStrikeSoundProfile())
  256. {
  257. Con::errorf(ConsoleLogEntry::General, "LightningData::preload: can't get sfxProfile from strike sound.");
  258. }
  259. mNumStrikeTextures = 0;
  260. for (U32 k = 0; k < MaxTextures; k++)
  261. {
  262. if (strikeTextureNames[k][0])
  263. {
  264. strikeTextures[k] = GFXTexHandle(strikeTextureNames[k], &GFXStaticTextureProfile, avar("%s() - strikeTextures[%d] (line %d)", __FUNCTION__, k, __LINE__));
  265. mNumStrikeTextures++;
  266. }
  267. }
  268. }
  269. return true;
  270. }
  271. //--------------------------------------------------------------------------
  272. void LightningData::packData(BitStream* stream)
  273. {
  274. Parent::packData(stream);
  275. U32 i;
  276. for (i = 0; i < MaxThunders; i++)
  277. {
  278. PACKDATA_SOUNDASSET_ARRAY(ThunderSound, i);
  279. }
  280. stream->writeInt(mNumStrikeTextures, 4);
  281. for (i = 0; i < MaxTextures; i++)
  282. stream->writeString(strikeTextureNames[i]);
  283. PACKDATA_ASSET(StrikeSound);
  284. }
  285. void LightningData::unpackData(BitStream* stream)
  286. {
  287. Parent::unpackData(stream);
  288. U32 i;
  289. for (i = 0; i < MaxThunders; i++)
  290. {
  291. UNPACKDATA_SOUNDASSET_ARRAY(ThunderSound, i);
  292. }
  293. mNumStrikeTextures = stream->readInt(4);
  294. for (i = 0; i < MaxTextures; i++)
  295. strikeTextureNames[i] = stream->readSTString();
  296. UNPACKDATA_ASSET(StrikeSound);
  297. }
  298. //--------------------------------------------------------------------------
  299. //--------------------------------------
  300. //
  301. Lightning::Lightning()
  302. {
  303. mNetFlags.set(Ghostable|ScopeAlways);
  304. mTypeMask |= StaticObjectType|EnvironmentObjectType;
  305. mDataBlock = NULL;
  306. mLastThink = 0;
  307. mStrikeListHead = NULL;
  308. mThunderListHead = NULL;
  309. strikesPerMinute = 12;
  310. strikeWidth = 2.5;
  311. chanceToHitTarget = 0.5f;
  312. strikeRadius = 20.0f;
  313. boltStartRadius = 20.0f;
  314. color.set( 1.0f, 1.0f, 1.0f, 1.0f );
  315. fadeColor.set( 0.1f, 0.1f, 1.0f, 1.0f );
  316. useFog = true;
  317. setScale( VectorF( 512.0f, 512.0f, 300.0f ) );
  318. }
  319. Lightning::~Lightning()
  320. {
  321. while( mThunderListHead )
  322. {
  323. Thunder* nextThunder = mThunderListHead->next;
  324. delete mThunderListHead;
  325. mThunderListHead = nextThunder;
  326. }
  327. while( mStrikeListHead )
  328. {
  329. Strike* nextStrike = mStrikeListHead->next;
  330. delete mStrikeListHead;
  331. mStrikeListHead = nextStrike;
  332. }
  333. }
  334. //--------------------------------------------------------------------------
  335. void Lightning::initPersistFields()
  336. {
  337. docsURL;
  338. addGroup( "Strikes" );
  339. addField( "strikesPerMinute", TypeS32, Offset(strikesPerMinute, Lightning),
  340. "@brief Number of lightning strikes to perform per minute.\n\n"
  341. "Automatically invokes strikeRandomPoint() at regular intervals." );
  342. addField( "strikeWidth", TypeF32, Offset(strikeWidth, Lightning),
  343. "Width of a lightning bolt." );
  344. addField( "strikeRadius", TypeF32, Offset(strikeRadius, Lightning),
  345. "@brief Horizontal size (XY plane) of the search box used to find and "
  346. "damage Player or Vehicle objects within range of the strike.\n\n"
  347. "Only the object at highest altitude with a clear line of sight to the "
  348. "bolt will be hit." );
  349. endGroup( "Strikes" );
  350. addGroup( "Colors" );
  351. addField( "color", TypeColorF, Offset(color, Lightning),
  352. "Color to blend the strike texture with." );
  353. addField( "fadeColor", TypeColorF, Offset(fadeColor, Lightning),
  354. "@brief Color to blend the strike texture with when the bolt is fading away.\n\n"
  355. "Bolts fade away automatically shortly after the strike occurs." );
  356. endGroup( "Colors" );
  357. addGroup( "Bolts" );
  358. addField( "chanceToHitTarget", TypeF32, Offset(chanceToHitTarget, Lightning),
  359. "Percentage chance (0-1) that a given lightning bolt will hit something." );
  360. addField( "boltStartRadius", TypeF32, Offset(boltStartRadius, Lightning),
  361. "@brief Radial distance from the center of the Lightning object for the "
  362. "start point of the bolt.\n\n"
  363. "The actual start point will be a random point within this radius." );
  364. addField( "useFog", TypeBool, Offset(useFog, Lightning),
  365. "Controls whether lightning bolts are affected by fog when they are rendered." );
  366. endGroup( "Bolts" );
  367. Parent::initPersistFields();
  368. }
  369. //--------------------------------------------------------------------------
  370. bool Lightning::onAdd()
  371. {
  372. if(!Parent::onAdd())
  373. return false;
  374. mObjBox.minExtents.set( -0.5f, -0.5f, -0.5f );
  375. mObjBox.maxExtents.set( 0.5f, 0.5f, 0.5f );
  376. resetWorldBox();
  377. addToScene();
  378. return true;
  379. }
  380. void Lightning::onRemove()
  381. {
  382. removeFromScene();
  383. Parent::onRemove();
  384. }
  385. bool Lightning::onNewDataBlock( GameBaseData *dptr, bool reload )
  386. {
  387. mDataBlock = dynamic_cast<LightningData*>( dptr );
  388. if ( !mDataBlock || !Parent::onNewDataBlock( dptr, reload ) )
  389. return false;
  390. scriptOnNewDataBlock();
  391. return true;
  392. }
  393. //--------------------------------------------------------------------------
  394. void Lightning::prepRenderImage( SceneRenderState* state )
  395. {
  396. ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
  397. ri->renderDelegate.bind(this, &Lightning::renderObject);
  398. // The Lightning isn't technically foliage but our debug
  399. // effect seems to render best as a Foliage type (translucent,
  400. // renders itself, no sorting)
  401. ri->type = RenderPassManager::RIT_Foliage;
  402. state->getRenderPass()->addInst( ri );
  403. }
  404. void Lightning::renderObject(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance* overrideMat)
  405. {
  406. if (overrideMat)
  407. return;
  408. if (mLightningSB.isNull())
  409. {
  410. GFXStateBlockDesc desc;
  411. desc.setBlend( true, GFXBlendSrcAlpha, GFXBlendOne);
  412. desc.setCullMode(GFXCullNone);
  413. desc.zWriteEnable = false;
  414. desc.vertexColorEnable = true;
  415. if (mDataBlock->mNumStrikeTextures != 0)
  416. {
  417. desc.samplersDefined = true;
  418. desc.samplers[0].magFilter = GFXTextureFilterLinear;
  419. desc.samplers[0].minFilter = GFXTextureFilterLinear;
  420. desc.samplers[0].addressModeU = GFXAddressWrap;
  421. desc.samplers[0].addressModeV = GFXAddressWrap;
  422. }
  423. mLightningSB = GFX->createStateBlock(desc);
  424. }
  425. GFX->setStateBlock(mLightningSB);
  426. Strike* walk = mStrikeListHead;
  427. while (walk != NULL)
  428. {
  429. if (mDataBlock->mNumStrikeTextures > 1)
  430. {
  431. GFX->setTexture(0, mDataBlock->strikeTextures[sgLightningRand.randI(0, mDataBlock->mNumStrikeTextures - 1)]);
  432. }
  433. else if (mDataBlock->mNumStrikeTextures > 0)
  434. {
  435. GFX->setTexture(0, mDataBlock->strikeTextures[0]);
  436. }
  437. for( U32 i=0; i<MAX_LIGHTNING; i++ )
  438. {
  439. if( walk->bolt[i].isFading )
  440. {
  441. F32 alpha = 1.0f - walk->bolt[i].percentFade;
  442. if( alpha < 0.0f ) alpha = 0.0f;
  443. PrimBuild::color4f( fadeColor.red, fadeColor.green, fadeColor.blue, alpha );
  444. }
  445. else
  446. {
  447. PrimBuild::color4f( color.red, color.green, color.blue, color.alpha );
  448. }
  449. walk->bolt[i].render( state->getCameraPosition() );
  450. }
  451. walk = walk->next;
  452. }
  453. //GFX->setZWriteEnable(true);
  454. //GFX->setAlphaTestEnable(false);
  455. //GFX->setAlphaBlendEnable(false);
  456. }
  457. void Lightning::scheduleThunder(Strike* newStrike)
  458. {
  459. AssertFatal(isClientObject(), "Lightning::scheduleThunder: server objects should not enter this version of the function");
  460. // If no thunder sounds, don't schedule anything!
  461. if (mDataBlock->numThunders == 0)
  462. return;
  463. GameConnection* connection = GameConnection::getConnectionToServer();
  464. if (connection) {
  465. MatrixF cameraMatrix;
  466. if (connection->getControlCameraTransform(0, &cameraMatrix)) {
  467. Point3F worldPos;
  468. cameraMatrix.getColumn(3, &worldPos);
  469. worldPos.x -= newStrike->xVal;
  470. worldPos.y -= newStrike->yVal;
  471. worldPos.z = 0.0f;
  472. F32 dist = worldPos.len();
  473. F32 t = dist / 330.0f;
  474. // Ok, we need to schedule a random strike sound t secs in the future...
  475. //
  476. if (t <= 0.03f) {
  477. // If it's really close, just play it...
  478. U32 thunder = sgLightningRand.randI(0, mDataBlock->numThunders - 1);
  479. SFX->playOnce(mDataBlock->getThunderSoundProfile(thunder));
  480. } else {
  481. Thunder* pThunder = new Thunder;
  482. pThunder->tRemaining = t;
  483. pThunder->next = mThunderListHead;
  484. mThunderListHead = pThunder;
  485. }
  486. }
  487. }
  488. }
  489. //--------------------------------------------------------------------------
  490. void Lightning::processTick(const Move* move)
  491. {
  492. Parent::processTick(move);
  493. if (isServerObject() && !isHidden()) {
  494. S32 msBetweenStrikes = (S32)(60.0 / strikesPerMinute * 1000.0);
  495. mLastThink += TickMs;
  496. if( mLastThink > msBetweenStrikes )
  497. {
  498. strikeRandomPoint();
  499. mLastThink -= msBetweenStrikes;
  500. }
  501. }
  502. }
  503. void Lightning::interpolateTick(F32 dt)
  504. {
  505. Parent::interpolateTick(dt);
  506. }
  507. void Lightning::advanceTime(F32 dt)
  508. {
  509. Parent::advanceTime(dt);
  510. Strike** pWalker = &mStrikeListHead;
  511. while (*pWalker != NULL) {
  512. Strike* pStrike = *pWalker;
  513. for( U32 i=0; i<MAX_LIGHTNING; i++ )
  514. {
  515. pStrike->bolt[i].update( dt );
  516. }
  517. pStrike->currentAge += dt;
  518. if (pStrike->currentAge > pStrike->deathAge) {
  519. *pWalker = pStrike->next;
  520. delete pStrike;
  521. } else {
  522. pWalker = &((*pWalker)->next);
  523. }
  524. }
  525. Thunder** pThunderWalker = &mThunderListHead;
  526. while (*pThunderWalker != NULL) {
  527. Thunder* pThunder = *pThunderWalker;
  528. pThunder->tRemaining -= dt;
  529. if (pThunder->tRemaining <= 0.0f) {
  530. *pThunderWalker = pThunder->next;
  531. delete pThunder;
  532. // Play the sound...
  533. U32 thunder = sgLightningRand.randI(0, mDataBlock->numThunders - 1);
  534. SFX->playOnce(mDataBlock->getThunderSoundProfile(thunder));
  535. } else {
  536. pThunderWalker = &((*pThunderWalker)->next);
  537. }
  538. }
  539. }
  540. //--------------------------------------------------------------------------
  541. void Lightning::processEvent(LightningStrikeEvent* pEvent)
  542. {
  543. AssertFatal(pEvent->mStart.x >= 0.0f && pEvent->mStart.x <= 1.0f, "Out of bounds coord!");
  544. Strike* pStrike = new Strike;
  545. Point3F strikePoint;
  546. strikePoint.zero();
  547. if( pEvent->mTarget )
  548. {
  549. Point3F objectCenter;
  550. pEvent->mTarget->getObjBox().getCenter( &objectCenter );
  551. objectCenter.convolve( pEvent->mTarget->getScale() );
  552. pEvent->mTarget->getTransform().mulP( objectCenter );
  553. strikePoint = objectCenter;
  554. }
  555. else
  556. {
  557. strikePoint.x = pEvent->mStart.x;
  558. strikePoint.y = pEvent->mStart.y;
  559. strikePoint *= mObjScale;
  560. strikePoint += getPosition();
  561. strikePoint += Point3F( -mObjScale.x * 0.5f, -mObjScale.y * 0.5f, 0.0f );
  562. RayInfo rayInfo;
  563. Point3F start = strikePoint;
  564. start.z = mObjScale.z * 0.5f + getPosition().z;
  565. strikePoint.z += -mObjScale.z * 0.5f;
  566. bool rayHit = gClientContainer.castRay( start, strikePoint,
  567. (STATIC_COLLISION_TYPEMASK | WaterObjectType),
  568. &rayInfo);
  569. if( rayHit )
  570. {
  571. strikePoint.z = rayInfo.point.z;
  572. }
  573. else
  574. {
  575. strikePoint.z = pStrike->bolt[0].findHeight( strikePoint, getSceneManager() );
  576. }
  577. }
  578. pStrike->xVal = strikePoint.x;
  579. pStrike->yVal = strikePoint.y;
  580. pStrike->deathAge = 1.6f;
  581. pStrike->currentAge = 0.0f;
  582. pStrike->next = mStrikeListHead;
  583. for( U32 i=0; i<MAX_LIGHTNING; i++ )
  584. {
  585. F32 randStart = boltStartRadius;
  586. F32 height = mObjScale.z * 0.5f + getPosition().z;
  587. pStrike->bolt[i].startPoint.set( pStrike->xVal + gRandGen.randF( -randStart, randStart ), pStrike->yVal + gRandGen.randF( -randStart, randStart ), height );
  588. pStrike->bolt[i].endPoint = strikePoint;
  589. pStrike->bolt[i].width = strikeWidth;
  590. pStrike->bolt[i].numMajorNodes = 10;
  591. pStrike->bolt[i].maxMajorAngle = 30.0f;
  592. pStrike->bolt[i].numMinorNodes = 4;
  593. pStrike->bolt[i].maxMinorAngle = 15.0f;
  594. pStrike->bolt[i].generate();
  595. pStrike->bolt[i].startSplits();
  596. pStrike->bolt[i].lifetime = 1.0f;
  597. pStrike->bolt[i].fadeTime = 0.2f;
  598. pStrike->bolt[i].renderTime = gRandGen.randF(0.0f, 0.25f);
  599. }
  600. mStrikeListHead = pStrike;
  601. scheduleThunder(pStrike);
  602. MatrixF trans(true);
  603. trans.setPosition( strikePoint );
  604. if (mDataBlock->getStrikeSoundProfile())
  605. {
  606. SFX->playOnce(mDataBlock->getStrikeSoundProfile(), &trans );
  607. }
  608. }
  609. void Lightning::warningFlashes()
  610. {
  611. AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!");
  612. Point3F strikePoint( gRandGen.randF( 0.0f, 1.0f ), gRandGen.randF( 0.0f, 1.0f ), 0.0f );
  613. SimGroup* pClientGroup = Sim::getClientGroup();
  614. for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++) {
  615. NetConnection* nc = static_cast<NetConnection*>(*itr);
  616. if (nc != NULL)
  617. {
  618. LightningStrikeEvent* pEvent = new LightningStrikeEvent;
  619. pEvent->mLightning = this;
  620. pEvent->mStart.x = strikePoint.x;
  621. pEvent->mStart.y = strikePoint.y;
  622. nc->postNetEvent(pEvent);
  623. }
  624. }
  625. }
  626. void Lightning::strikeRandomPoint()
  627. {
  628. AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!");
  629. Point3F strikePoint( gRandGen.randF( 0.0f, 1.0f ), gRandGen.randF( 0.0f, 1.0f ), 0.0f );
  630. // check if an object is within target range
  631. Point3F worldPosStrikePoint = strikePoint;
  632. worldPosStrikePoint *= mObjScale;
  633. worldPosStrikePoint += getPosition();
  634. worldPosStrikePoint += Point3F( -mObjScale.x * 0.5f, -mObjScale.y * 0.5f, 0.0f );
  635. Box3F queryBox;
  636. F32 boxWidth = strikeRadius * 2.0f;
  637. queryBox.minExtents.set( -boxWidth * 0.5f, -boxWidth * 0.5f, -mObjScale.z * 0.5f );
  638. queryBox.maxExtents.set( boxWidth * 0.5f, boxWidth * 0.5f, mObjScale.z * 0.5f );
  639. queryBox.minExtents += worldPosStrikePoint;
  640. queryBox.maxExtents += worldPosStrikePoint;
  641. SimpleQueryList sql;
  642. getContainer()->findObjects(queryBox, DAMAGEABLE_TYPEMASK,
  643. SimpleQueryList::insertionCallback, &sql);
  644. SceneObject *highestObj = NULL;
  645. F32 highestPnt = 0.0f;
  646. for( U32 i = 0; i < sql.mList.size(); i++ )
  647. {
  648. Point3F objectCenter;
  649. sql.mList[i]->getObjBox().getCenter(&objectCenter);
  650. objectCenter.convolve(sql.mList[i]->getScale());
  651. sql.mList[i]->getTransform().mulP(objectCenter);
  652. // check if object can be struck
  653. RayInfo rayInfo;
  654. Point3F start = objectCenter;
  655. start.z = mObjScale.z * 0.5f + getPosition().z;
  656. Point3F end = objectCenter;
  657. end.z = -mObjScale.z * 0.5f + getPosition().z;
  658. bool rayHit = gServerContainer.castRay( start, end,
  659. (0xFFFFFFFF),
  660. &rayInfo);
  661. if( rayHit && rayInfo.object == sql.mList[i] )
  662. {
  663. if( !highestObj )
  664. {
  665. highestObj = sql.mList[i];
  666. highestPnt = objectCenter.z;
  667. continue;
  668. }
  669. if( objectCenter.z > highestPnt )
  670. {
  671. highestObj = sql.mList[i];
  672. highestPnt = objectCenter.z;
  673. }
  674. }
  675. }
  676. // hah haaaaa, we have a target!
  677. SceneObject *targetObj = NULL;
  678. if( highestObj )
  679. {
  680. F32 chance = gRandGen.randF();
  681. if( chance <= chanceToHitTarget )
  682. {
  683. Point3F objectCenter;
  684. highestObj->getObjBox().getCenter(&objectCenter);
  685. objectCenter.convolve(highestObj->getScale());
  686. highestObj->getTransform().mulP(objectCenter);
  687. bool playerInWarmup = false;
  688. Player *playerObj = dynamic_cast< Player * >(highestObj);
  689. if( playerObj )
  690. {
  691. if( !playerObj->getControllingClient() )
  692. {
  693. playerInWarmup = true;
  694. }
  695. }
  696. if( !playerInWarmup )
  697. {
  698. applyDamage_callback( objectCenter, VectorF( 0.0f, 0.0f, 1.0f ), highestObj );
  699. targetObj = highestObj;
  700. }
  701. }
  702. }
  703. SimGroup* pClientGroup = Sim::getClientGroup();
  704. for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++)
  705. {
  706. NetConnection* nc = static_cast<NetConnection*>(*itr);
  707. LightningStrikeEvent* pEvent = new LightningStrikeEvent;
  708. pEvent->mLightning = this;
  709. pEvent->mStart.x = strikePoint.x;
  710. pEvent->mStart.y = strikePoint.y;
  711. pEvent->mTarget = targetObj;
  712. nc->postNetEvent(pEvent);
  713. }
  714. }
  715. //--------------------------------------------------------------------------
  716. void Lightning::strikeObject(ShapeBase* targetObj)
  717. {
  718. AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!");
  719. Point3F strikePoint = targetObj->getPosition();
  720. Point3F objectCenter;
  721. Box3F wb = getWorldBox();
  722. if (!wb.isContained(strikePoint))
  723. return;
  724. Point3F targetRel = strikePoint - getPosition();
  725. Point3F length(wb.len_x() / 2.0f, wb.len_y() / 2.0f, wb.len_z() / 2.0f);
  726. Point3F strikePos = targetRel / length;
  727. bool playerInWarmup = false;
  728. Player *playerObj = dynamic_cast< Player * >(targetObj);
  729. if (playerObj)
  730. {
  731. if (!playerObj->getControllingClient())
  732. {
  733. playerInWarmup = true;
  734. }
  735. }
  736. if (!playerInWarmup)
  737. {
  738. applyDamage_callback(targetObj->getWorldSphere().center, VectorF(0.0, 0.0, 1.0), targetObj);
  739. }
  740. SimGroup* pClientGroup = Sim::getClientGroup();
  741. for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++) {
  742. NetConnection* nc = static_cast<NetConnection*>(*itr);
  743. if (nc != NULL)
  744. {
  745. LightningStrikeEvent* pEvent = new LightningStrikeEvent;
  746. pEvent->mLightning = this;
  747. pEvent->mStart.x = strikePoint.x;
  748. pEvent->mStart.y = strikePoint.y;
  749. pEvent->mTarget = targetObj;
  750. nc->postNetEvent(pEvent);
  751. }
  752. }
  753. }
  754. //--------------------------------------------------------------------------
  755. U32 Lightning::packUpdate(NetConnection* con, U32 mask, BitStream* stream)
  756. {
  757. U32 retMask = Parent::packUpdate(con, mask, stream);
  758. // Only write data if this is the initial packet or we've been inspected.
  759. if (stream->writeFlag(mask & (InitialUpdateMask | ExtendedInfoMask)))
  760. {
  761. // Initial update
  762. mathWrite(*stream, getPosition());
  763. mathWrite(*stream, mObjScale);
  764. stream->write(strikeWidth);
  765. stream->write(chanceToHitTarget);
  766. stream->write(strikeRadius);
  767. stream->write(boltStartRadius);
  768. stream->write(color.red);
  769. stream->write(color.green);
  770. stream->write(color.blue);
  771. stream->write(color.alpha);
  772. stream->write(fadeColor.red);
  773. stream->write(fadeColor.green);
  774. stream->write(fadeColor.blue);
  775. stream->write(useFog);
  776. stream->write(strikesPerMinute);
  777. }
  778. return retMask;
  779. }
  780. //--------------------------------------------------------------------------
  781. void Lightning::unpackUpdate(NetConnection* con, BitStream* stream)
  782. {
  783. Parent::unpackUpdate(con, stream);
  784. if (stream->readFlag())
  785. {
  786. // Initial update
  787. Point3F pos;
  788. mathRead(*stream, &pos);
  789. setPosition( pos );
  790. mathRead(*stream, &mObjScale);
  791. stream->read(&strikeWidth);
  792. stream->read(&chanceToHitTarget);
  793. stream->read(&strikeRadius);
  794. stream->read(&boltStartRadius);
  795. stream->read(&color.red);
  796. stream->read(&color.green);
  797. stream->read(&color.blue);
  798. stream->read(&color.alpha);
  799. stream->read(&fadeColor.red);
  800. stream->read(&fadeColor.green);
  801. stream->read(&fadeColor.blue);
  802. stream->read(&useFog);
  803. stream->read(&strikesPerMinute);
  804. }
  805. }
  806. //--------------------------------------------------------------------------
  807. DefineEngineMethod(Lightning, warningFlashes, void, (),,
  808. "@brief Creates a LightningStrikeEvent that triggers harmless lightning "
  809. "bolts on all clients.\n"
  810. "No objects will be damaged by these bolts.\n"
  811. "@tsexample\n"
  812. "// Generate a harmless lightning strike effect on all clients\n"
  813. "%lightning.warningFlashes();\n"
  814. "@endtsexample" )
  815. {
  816. if (object->isServerObject())
  817. object->warningFlashes();
  818. }
  819. DefineEngineMethod(Lightning, strikeRandomPoint, void, (),,
  820. "Creates a LightningStrikeEvent which attempts to strike and damage a random "
  821. "object in range of the Lightning object.\n"
  822. "@tsexample\n"
  823. "// Generate a damaging lightning strike effect on all clients\n"
  824. "%lightning.strikeRandomPoint();\n"
  825. "@endtsexample" )
  826. {
  827. if (object->isServerObject())
  828. object->strikeRandomPoint();
  829. }
  830. DefineEngineMethod(Lightning, strikeObject, void, (ShapeBase* pSB), (nullAsType<ShapeBase*>()),
  831. "Creates a LightningStrikeEvent which strikes a specific object.\n"
  832. "@note This method is currently unimplemented.\n" )
  833. {
  834. object->strikeObject(pSB);
  835. }
  836. //**************************************************************************
  837. // Lightning Bolt
  838. //**************************************************************************
  839. LightningBolt::LightningBolt()
  840. {
  841. width = 0.1f;
  842. startPoint.zero();
  843. endPoint.zero();
  844. chanceOfSplit = 0.0f;
  845. isFading = false;
  846. elapsedTime = 0.0f;
  847. lifetime = 1.0f;
  848. startRender = false;
  849. endPoint.zero();
  850. width = 1;
  851. numMajorNodes = 10;
  852. maxMajorAngle = 30.0f;
  853. numMinorNodes = 4;
  854. maxMinorAngle = 15.0f;
  855. fadeTime = 0.2f;
  856. renderTime = 0.125;
  857. dMemset(&mMajorNodes, 0, sizeof(mMajorNodes));
  858. percentFade = 0.0f;
  859. }
  860. //--------------------------------------------------------------------------
  861. // Destructor
  862. //--------------------------------------------------------------------------
  863. LightningBolt::~LightningBolt()
  864. {
  865. splitList.clear();
  866. }
  867. //--------------------------------------------------------------------------
  868. // Generate nodes
  869. //--------------------------------------------------------------------------
  870. void LightningBolt::NodeManager::generateNodes()
  871. {
  872. F32 overallDist = VectorF( endPoint - startPoint ).magnitudeSafe();
  873. F32 minDistBetweenNodes = overallDist / (numNodes-1);
  874. F32 maxDistBetweenNodes = minDistBetweenNodes / mCos( maxAngle * M_PI_F / 180.0f );
  875. VectorF mainLineDir = endPoint - startPoint;
  876. mainLineDir.normalizeSafe();
  877. for( U32 i=0; i<numNodes; i++ )
  878. {
  879. Node node;
  880. if( i == 0 )
  881. {
  882. node.point = startPoint;
  883. node.dirToMainLine = mainLineDir;
  884. nodeList[i] = node;
  885. continue;
  886. }
  887. if( i == numNodes - 1 )
  888. {
  889. node.point = endPoint;
  890. nodeList[i] = node;
  891. break;
  892. }
  893. Node lastNode = nodeList[i-1];
  894. F32 segmentLength = gRandGen.randF( minDistBetweenNodes, maxDistBetweenNodes );
  895. VectorF segmentDir = MathUtils::randomDir( lastNode.dirToMainLine, 0, maxAngle );
  896. node.point = lastNode.point + segmentDir * segmentLength;
  897. node.dirToMainLine = endPoint - node.point;
  898. node.dirToMainLine.normalizeSafe();
  899. nodeList[i] = node;
  900. }
  901. }
  902. //--------------------------------------------------------------------------
  903. // Render bolt
  904. //--------------------------------------------------------------------------
  905. void LightningBolt::render( const Point3F &camPos )
  906. {
  907. if (!startRender)
  908. return;
  909. if (!isFading)
  910. generateMinorNodes();
  911. U32 maxVerts = 0;
  912. for (U32 i = 0; i < mMinorNodes.size(); i++)
  913. maxVerts += mMinorNodes[i].numNodes * 2;
  914. PrimBuild::begin(GFXTriangleStrip, maxVerts);
  915. for (U32 i = 0; i < mMinorNodes.size(); i++)
  916. {
  917. if (i+1 == mMinorNodes.size())
  918. renderSegment(mMinorNodes[i], camPos, true);
  919. else
  920. renderSegment(mMinorNodes[i], camPos, false);
  921. }
  922. PrimBuild::end();
  923. for(LightingBoltList::Iterator i = splitList.begin(); i != splitList.end(); ++i)
  924. {
  925. if( isFading )
  926. {
  927. i->isFading = true;
  928. }
  929. i->render( camPos );
  930. }
  931. }
  932. //--------------------------------------------------------------------------
  933. // Render segment
  934. //--------------------------------------------------------------------------
  935. void LightningBolt::renderSegment( NodeManager &segment, const Point3F &camPos, bool renderLastPoint )
  936. {
  937. for (U32 i = 0; i < segment.numNodes; i++)
  938. {
  939. Point3F curPoint = segment.nodeList[i].point;
  940. Point3F nextPoint;
  941. Point3F segDir;
  942. if( i == (segment.numNodes-1) )
  943. {
  944. if( renderLastPoint )
  945. {
  946. segDir = curPoint - segment.nodeList[i-1].point;
  947. }
  948. else
  949. {
  950. continue;
  951. }
  952. }
  953. else
  954. {
  955. nextPoint = segment.nodeList[i+1].point;
  956. segDir = nextPoint - curPoint;
  957. }
  958. segDir.normalizeSafe();
  959. Point3F dirFromCam = curPoint - camPos;
  960. Point3F crossVec;
  961. mCross(dirFromCam, segDir, &crossVec);
  962. crossVec.normalize();
  963. crossVec *= width * 0.5f;
  964. F32 u = i % 2;
  965. PrimBuild::texCoord2f( u, 1.0 );
  966. PrimBuild::vertex3fv( curPoint - crossVec );
  967. PrimBuild::texCoord2f( u, 0.0 );
  968. PrimBuild::vertex3fv( curPoint + crossVec );
  969. }
  970. }
  971. //----------------------------------------------------------------------------
  972. // Find height
  973. //----------------------------------------------------------------------------
  974. F32 LightningBolt::findHeight( Point3F &point, SceneManager *sceneManager )
  975. {
  976. const Vector< SceneObject* > terrains = sceneManager->getContainer()->getTerrains();
  977. for( Vector< SceneObject* >::const_iterator iter = terrains.begin(); iter != terrains.end(); ++ iter )
  978. {
  979. TerrainBlock* terrain = dynamic_cast< TerrainBlock* >( *iter );
  980. if( !terrain )
  981. continue;
  982. Point3F terrPt = point;
  983. terrain->getWorldTransform().mulP(terrPt);
  984. F32 h;
  985. if( terrain->getHeight( Point2F( terrPt.x, terrPt.y ), &h ) )
  986. return h;
  987. }
  988. return 0.f;
  989. }
  990. //----------------------------------------------------------------------------
  991. // Generate lightning bolt
  992. //----------------------------------------------------------------------------
  993. void LightningBolt::generate()
  994. {
  995. mMajorNodes.startPoint = startPoint;
  996. mMajorNodes.endPoint = endPoint;
  997. mMajorNodes.numNodes = numMajorNodes;
  998. mMajorNodes.maxAngle = maxMajorAngle;
  999. mMajorNodes.generateNodes();
  1000. generateMinorNodes();
  1001. }
  1002. //----------------------------------------------------------------------------
  1003. // Generate Minor Nodes
  1004. //----------------------------------------------------------------------------
  1005. void LightningBolt::generateMinorNodes()
  1006. {
  1007. mMinorNodes.clear();
  1008. for( S32 i=0; i<mMajorNodes.numNodes - 1; i++ )
  1009. {
  1010. NodeManager segment;
  1011. segment.startPoint = mMajorNodes.nodeList[i].point;
  1012. segment.endPoint = mMajorNodes.nodeList[i+1].point;
  1013. segment.numNodes = numMinorNodes;
  1014. segment.maxAngle = maxMinorAngle;
  1015. segment.generateNodes();
  1016. mMinorNodes.increment(1);
  1017. mMinorNodes[i] = segment;
  1018. }
  1019. }
  1020. //----------------------------------------------------------------------------
  1021. // Recursive algo to create bolts that split off from main bolt
  1022. //----------------------------------------------------------------------------
  1023. void LightningBolt::createSplit( const Point3F &startingPoint, const Point3F &endingPoint, U32 depth, F32 splitWidth )
  1024. {
  1025. if( depth == 0 )
  1026. return;
  1027. F32 chanceToEnd = gRandGen.randF();
  1028. if( chanceToEnd > 0.70f )
  1029. return;
  1030. if(splitWidth < 0.75f )
  1031. splitWidth = 0.75f;
  1032. VectorF diff = endingPoint - startingPoint;
  1033. F32 length = diff.len();
  1034. diff.normalizeSafe();
  1035. LightningBolt newBolt;
  1036. newBolt.startPoint = startingPoint;
  1037. newBolt.endPoint = endingPoint;
  1038. newBolt.width = splitWidth;
  1039. newBolt.numMajorNodes = 3;
  1040. newBolt.maxMajorAngle = 30.0f;
  1041. newBolt.numMinorNodes = 3;
  1042. newBolt.maxMinorAngle = 10.0f;
  1043. newBolt.startRender = true;
  1044. newBolt.generate();
  1045. splitList.pushBack( newBolt );
  1046. VectorF newDir1 = MathUtils::randomDir( diff, 10.0f, 45.0f );
  1047. Point3F newEndPoint1 = endingPoint + newDir1 * gRandGen.randF( 0.5f, 1.5f ) * length;
  1048. VectorF newDir2 = MathUtils::randomDir( diff, 10.0f, 45.0f );
  1049. Point3F newEndPoint2 = endingPoint + newDir2 * gRandGen.randF( 0.5f, 1.5f ) * length;
  1050. createSplit(endingPoint, newEndPoint1, depth - 1, splitWidth * 0.30f );
  1051. createSplit(endingPoint, newEndPoint2, depth - 1, splitWidth * 0.30f );
  1052. }
  1053. //----------------------------------------------------------------------------
  1054. // Start split - kick off the recursive 'createSplit' procedure
  1055. //----------------------------------------------------------------------------
  1056. void LightningBolt::startSplits()
  1057. {
  1058. for( U32 i=0; i<mMajorNodes.numNodes-1; i++ )
  1059. {
  1060. if( gRandGen.randF() > 0.3f )
  1061. continue;
  1062. Node node = mMajorNodes.nodeList[i];
  1063. Node node2 = mMajorNodes.nodeList[i+1];
  1064. VectorF segDir = node2.point - node.point;
  1065. F32 length = segDir.len();
  1066. segDir.normalizeSafe();
  1067. VectorF newDir = MathUtils::randomDir( segDir, 20.0f, 40.0f );
  1068. Point3F newEndPoint = node.point + newDir * gRandGen.randF( 0.5f, 1.5f ) * length;
  1069. createSplit( node.point, newEndPoint, 4, width * 0.30f );
  1070. }
  1071. }
  1072. //----------------------------------------------------------------------------
  1073. // Update
  1074. //----------------------------------------------------------------------------
  1075. void LightningBolt::update( F32 dt )
  1076. {
  1077. elapsedTime += dt;
  1078. F32 percentDone = elapsedTime / lifetime;
  1079. if( elapsedTime > fadeTime )
  1080. {
  1081. isFading = true;
  1082. percentFade = percentDone + (fadeTime/lifetime);
  1083. }
  1084. if( elapsedTime > renderTime && !startRender )
  1085. {
  1086. startRender = true;
  1087. isFading = false;
  1088. elapsedTime = 0.0f;
  1089. }
  1090. }