Initial commit
This commit is contained in:
818
Torque/SDK/engine/game/fx/splash.cc
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818
Torque/SDK/engine/game/fx/splash.cc
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#include "game/fx/splash.h"
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#include "console/consoleTypes.h"
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#include "dgl/dgl.h"
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#include "platform/platformAudio.h"
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#include "audio/audioDataBlock.h"
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#include "sceneGraph/sceneGraph.h"
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#include "sceneGraph/sceneState.h"
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#include "core/bitStream.h"
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#include "math/mathIO.h"
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#include "terrain/terrData.h"
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#include "game/fx/explosion.h"
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#include "game/fx/particleEngine.h"
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#include "sim/netConnection.h"
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namespace
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{
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MRandomLCG sgRandom(0xdeadbeef);
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} // namespace {}
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//----------------------------------------------------------------------------
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IMPLEMENT_CO_DATABLOCK_V1(SplashData);
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IMPLEMENT_CO_NETOBJECT_V1(Splash);
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//--------------------------------------------------------------------------
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// Splash Data
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//--------------------------------------------------------------------------
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SplashData::SplashData()
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{
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soundProfile = NULL;
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soundProfileId = 0;
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scale.set(1, 1, 1);
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dMemset( emitterList, 0, sizeof( emitterList ) );
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dMemset( emitterIDList, 0, sizeof( emitterIDList ) );
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delayMS = 0;
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delayVariance = 0;
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lifetimeMS = 1000;
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lifetimeVariance = 0;
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width = 4.0;
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numSegments = 10;
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velocity = 5.0;
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height = 0.0;
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acceleration = 0.0;
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texWrap = 1.0;
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texFactor = 3.0;
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ejectionFreq = 5;
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ejectionAngle = 45.0;
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ringLifetime = 1.0;
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startRadius = 0.5;
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explosion = NULL;
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explosionId = 0;
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dMemset( textureName, 0, sizeof( textureName ) );
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U32 i;
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for( i=0; i<NUM_TIME_KEYS; i++ )
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times[i] = 1.0;
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times[0] = 0.0;
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for( i=0; i<NUM_TIME_KEYS; i++ )
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colors[i].set( 1.0, 1.0, 1.0, 1.0 );
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}
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IMPLEMENT_CONSOLETYPE(SplashData)
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IMPLEMENT_SETDATATYPE(SplashData)
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IMPLEMENT_GETDATATYPE(SplashData)
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//--------------------------------------------------------------------------
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// Init fields
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//--------------------------------------------------------------------------
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void SplashData::initPersistFields()
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{
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Parent::initPersistFields();
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addField("soundProfile", TypeAudioProfilePtr, Offset(soundProfile, SplashData));
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addField("scale", TypePoint3F, Offset(scale, SplashData));
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addField("emitter", TypeParticleEmitterDataPtr, Offset(emitterList, SplashData), NUM_EMITTERS);
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addField("delayMS", TypeS32, Offset(delayMS, SplashData));
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addField("delayVariance", TypeS32, Offset(delayVariance, SplashData));
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addField("lifetimeMS", TypeS32, Offset(lifetimeMS, SplashData));
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addField("lifetimeVariance", TypeS32, Offset(lifetimeVariance, SplashData));
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addField("width", TypeF32, Offset(width, SplashData));
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addField("numSegments", TypeS32, Offset(numSegments, SplashData));
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addField("velocity", TypeF32, Offset(velocity, SplashData));
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addField("height", TypeF32, Offset(height, SplashData));
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addField("acceleration", TypeF32, Offset(acceleration, SplashData));
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addField("times", TypeF32, Offset(times, SplashData), NUM_TIME_KEYS);
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addField("colors", TypeColorF, Offset(colors, SplashData), NUM_TIME_KEYS);
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addField("texture", TypeFilename, Offset(textureName, SplashData), NUM_TEX);
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addField("texWrap", TypeF32, Offset(texWrap, SplashData));
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addField("texFactor", TypeF32, Offset(texFactor, SplashData));
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addField("ejectionFreq", TypeF32, Offset(ejectionFreq, SplashData));
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addField("ejectionAngle", TypeF32, Offset(ejectionAngle, SplashData));
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addField("ringLifetime", TypeF32, Offset(ringLifetime, SplashData));
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addField("startRadius", TypeF32, Offset(startRadius, SplashData));
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addField("explosion", TypeExplosionDataPtr, Offset(explosion, SplashData));
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}
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//--------------------------------------------------------------------------
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// On add - verify data settings
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//--------------------------------------------------------------------------
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bool SplashData::onAdd()
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{
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if (Parent::onAdd() == false)
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return false;
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return true;
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}
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//--------------------------------------------------------------------------
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// Pack data
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//--------------------------------------------------------------------------
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void SplashData::packData(BitStream* stream)
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{
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Parent::packData(stream);
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mathWrite(*stream, scale);
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stream->write(delayMS);
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stream->write(delayVariance);
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stream->write(lifetimeMS);
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stream->write(lifetimeVariance);
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stream->write(width);
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stream->write(numSegments);
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stream->write(velocity);
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stream->write(height);
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stream->write(acceleration);
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stream->write(texWrap);
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stream->write(texFactor);
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stream->write(ejectionFreq);
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stream->write(ejectionAngle);
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stream->write(ringLifetime);
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stream->write(startRadius);
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if( stream->writeFlag( explosion ) )
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{
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stream->writeRangedU32(explosion->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast);
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}
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S32 i;
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for( i=0; i<NUM_EMITTERS; i++ )
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{
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if( stream->writeFlag( emitterList[i] != NULL ) )
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{
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stream->writeRangedU32( emitterList[i]->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
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}
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}
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for( i=0; i<NUM_TIME_KEYS; i++ )
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{
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stream->write( colors[i] );
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}
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for( i=0; i<NUM_TIME_KEYS; i++ )
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{
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stream->write( times[i] );
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}
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for( i=0; i<NUM_TEX; i++ )
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{
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stream->writeString(textureName[i]);
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}
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}
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//--------------------------------------------------------------------------
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// Unpack data
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//--------------------------------------------------------------------------
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void SplashData::unpackData(BitStream* stream)
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{
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Parent::unpackData(stream);
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mathRead(*stream, &scale);
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stream->read(&delayMS);
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stream->read(&delayVariance);
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stream->read(&lifetimeMS);
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stream->read(&lifetimeVariance);
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stream->read(&width);
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stream->read(&numSegments);
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stream->read(&velocity);
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stream->read(&height);
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stream->read(&acceleration);
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stream->read(&texWrap);
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stream->read(&texFactor);
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stream->read(&ejectionFreq);
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stream->read(&ejectionAngle);
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stream->read(&ringLifetime);
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stream->read(&startRadius);
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if( stream->readFlag() )
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{
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explosionId = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
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}
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U32 i;
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for( i=0; i<NUM_EMITTERS; i++ )
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{
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if( stream->readFlag() )
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{
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emitterIDList[i] = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
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}
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}
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for( i=0; i<NUM_TIME_KEYS; i++ )
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{
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stream->read( &colors[i] );
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}
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for( i=0; i<NUM_TIME_KEYS; i++ )
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{
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stream->read( ×[i] );
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}
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for( i=0; i<NUM_TEX; i++ )
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{
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textureName[i] = stream->readSTString();
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}
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}
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//--------------------------------------------------------------------------
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// Preload data - load resources
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//--------------------------------------------------------------------------
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bool SplashData::preload(bool server, char errorBuffer[256])
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{
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if (Parent::preload(server, errorBuffer) == false)
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return false;
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if (!server)
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{
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S32 i;
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for( i=0; i<NUM_EMITTERS; i++ )
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{
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if( !emitterList[i] && emitterIDList[i] != 0 )
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{
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if( Sim::findObject( emitterIDList[i], emitterList[i] ) == false)
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{
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Con::errorf( ConsoleLogEntry::General, "SplashData::onAdd: Invalid packet, bad datablockId(particle emitter): 0x%x", emitterIDList[i] );
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}
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}
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}
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for( i=0; i<NUM_TEX; i++ )
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{
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if (textureName[i] && textureName[i][0])
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{
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textureHandle[i] = TextureHandle(textureName[i], MeshTexture );
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}
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}
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}
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if( !explosion && explosionId != 0 )
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{
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if( !Sim::findObject(explosionId, explosion) )
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{
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Con::errorf(ConsoleLogEntry::General, "SplashData::preload: Invalid packet, bad datablockId(explosion): %d", explosionId);
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}
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}
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return true;
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}
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//--------------------------------------------------------------------------
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// Splash
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//--------------------------------------------------------------------------
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Splash::Splash()
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{
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dMemset( mEmitterList, 0, sizeof( mEmitterList ) );
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mDelayMS = 0;
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mCurrMS = 0;
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mEndingMS = 1000;
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mActive = false;
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mRadius = 0.0;
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mVelocity = 1.0;
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mHeight = 0.0;
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mTimeSinceLastRing = 0.0;
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mDead = false;
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mElapsedTime = 0.0;
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mInitialNormal.set( 0.0, 0.0, 1.0 );
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}
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//--------------------------------------------------------------------------
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// Destructor
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//--------------------------------------------------------------------------
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Splash::~Splash()
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{
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}
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//--------------------------------------------------------------------------
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// Set initial state
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//--------------------------------------------------------------------------
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void Splash::setInitialState(const Point3F& point, const Point3F& normal, const F32 fade)
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{
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mInitialPosition = point;
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mInitialNormal = normal;
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mFade = fade;
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mFog = 0.0f;
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}
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//--------------------------------------------------------------------------
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// OnAdd
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//--------------------------------------------------------------------------
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bool Splash::onAdd()
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{
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// first check if we have a server connection, if we dont then this is on the server
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// and we should exit, then check if the parent fails to add the object
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NetConnection* conn = NetConnection::getConnectionToServer();
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if(!conn || !Parent::onAdd())
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return false;
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mDelayMS = mDataBlock->delayMS + sgRandom.randI( -mDataBlock->delayVariance, mDataBlock->delayVariance );
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mEndingMS = mDataBlock->lifetimeMS + sgRandom.randI( -mDataBlock->lifetimeVariance, mDataBlock->lifetimeVariance );
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mVelocity = mDataBlock->velocity;
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mHeight = mDataBlock->height;
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mTimeSinceLastRing = 1.0 / mDataBlock->ejectionFreq;
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if( isClientObject() )
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{
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for( U32 i=0; i<SplashData::NUM_EMITTERS; i++ )
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{
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if( mDataBlock->emitterList[i] != NULL )
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{
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ParticleEmitter * pEmitter = new ParticleEmitter;
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pEmitter->onNewDataBlock( mDataBlock->emitterList[i] );
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if( !pEmitter->registerObject() )
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{
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Con::warnf( ConsoleLogEntry::General, "Could not register emitter for particle of class: %s", mDataBlock->getName() );
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delete pEmitter;
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pEmitter = NULL;
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}
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mEmitterList[i] = pEmitter;
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}
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}
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spawnExplosion();
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}
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mObjBox.min = Point3F( -1, -1, -1 );
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mObjBox.max = Point3F( 1, 1, 1 );
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resetWorldBox();
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gClientContainer.addObject(this);
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gClientSceneGraph->addObjectToScene(this);
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removeFromProcessList();
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gClientProcessList.addObject(this);
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conn->addObject(this);
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return true;
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}
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//--------------------------------------------------------------------------
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// OnRemove
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//--------------------------------------------------------------------------
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void Splash::onRemove()
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{
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for( U32 i=0; i<SplashData::NUM_EMITTERS; i++ )
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{
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if( mEmitterList[i] )
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{
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mEmitterList[i]->deleteWhenEmpty();
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mEmitterList[i] = NULL;
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}
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}
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ringList.free();
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mSceneManager->removeObjectFromScene(this);
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getContainer()->removeObject(this);
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Parent::onRemove();
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}
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//--------------------------------------------------------------------------
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// On New Data Block
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//--------------------------------------------------------------------------
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bool Splash::onNewDataBlock(GameBaseData* dptr)
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{
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mDataBlock = dynamic_cast<SplashData*>(dptr);
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if (!mDataBlock || !Parent::onNewDataBlock(dptr))
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return false;
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scriptOnNewDataBlock();
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return true;
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}
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//--------------------------------------------------------------------------
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// Prep render image
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//--------------------------------------------------------------------------
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bool Splash::prepRenderImage(SceneState* state, const U32 stateKey,
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const U32 /*startZone*/, const bool /*modifyBaseState*/)
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{
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if (isLastState(state, stateKey))
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return false;
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setLastState(state, stateKey);
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// This should be sufficient for most objects that don't manage zones, and
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// don't need to return a specialized RenderImage...
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if (state->isObjectRendered(this))
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{
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mFog = 0.0;
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SceneRenderImage* image = new SceneRenderImage;
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image->obj = this;
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image->isTranslucent = true;
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image->sortType = SceneRenderImage::Point;
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image->textureSortKey = (U32)(dsize_t)mDataBlock;
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state->setImageRefPoint(this, image);
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state->insertRenderImage(image);
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}
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return false;
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}
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//--------------------------------------------------------------------------
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// Render
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//--------------------------------------------------------------------------
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void Splash::renderObject(SceneState* state, SceneRenderImage*)
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{
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AssertFatal(dglIsInCanonicalState(), "Error, GL not in canonical state on entry");
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RectI viewport;
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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dglGetViewport(&viewport);
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state->setupObjectProjection(this);
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render();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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dglSetViewport(viewport);
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AssertFatal(dglIsInCanonicalState(), "Error, GL not in canonical state on exit");
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}
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//--------------------------------------------------------------------------
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// Process tick
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//--------------------------------------------------------------------------
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void Splash::processTick(const Move*)
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{
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mCurrMS += TickMs;
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if( isServerObject() )
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{
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if( mCurrMS >= mEndingMS )
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{
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mDead = true;
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if( mCurrMS >= (mEndingMS + mDataBlock->ringLifetime * 1000) )
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{
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deleteObject();
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}
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}
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}
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else
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{
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if( mCurrMS >= mEndingMS )
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{
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mDead = true;
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}
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}
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}
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//--------------------------------------------------------------------------
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// Advance time
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//--------------------------------------------------------------------------
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void Splash::advanceTime(F32 dt)
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{
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if (dt == 0.0)
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return;
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mElapsedTime += dt;
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updateColor();
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updateWave( dt );
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updateEmitters( dt );
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updateRings( dt );
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if( !mDead )
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{
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emitRings( dt );
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}
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}
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//----------------------------------------------------------------------------
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// Update emitters
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//----------------------------------------------------------------------------
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void Splash::updateEmitters( F32 dt )
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{
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Point3F pos = getPosition();
|
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|
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for( U32 i=0; i<SplashData::NUM_EMITTERS; i++ )
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{
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if( mEmitterList[i] )
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{
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mEmitterList[i]->emitParticles( pos, pos, mInitialNormal, Point3F( 0.0, 0.0, 0.0 ), (S32) (dt * 1000) );
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}
|
||||
}
|
||||
|
||||
}
|
||||
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||||
//----------------------------------------------------------------------------
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// Update wave
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//----------------------------------------------------------------------------
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void Splash::updateWave( F32 dt )
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{
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mVelocity += mDataBlock->acceleration * dt;
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mRadius += mVelocity * dt;
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||||
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// Render splash
|
||||
//----------------------------------------------------------------------------
|
||||
void Splash::render()
|
||||
{
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDepthMask(GL_FALSE);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
||||
|
||||
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
|
||||
|
||||
SplashRing *ring = NULL;
|
||||
|
||||
U32 i=0;
|
||||
while( bool( ring = ringList.next( ring ) ) )
|
||||
{
|
||||
SplashRing *next = ringList.next( ring );
|
||||
|
||||
if( !next )
|
||||
break;
|
||||
|
||||
renderSegment( *ring, *next );
|
||||
i++;
|
||||
}
|
||||
|
||||
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glDisable(GL_BLEND);
|
||||
glDepthMask(GL_TRUE);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// Render horizontal segment created from 2 sets of points that are the
|
||||
// top and bottom rings of the segment.
|
||||
//----------------------------------------------------------------------------
|
||||
void Splash::renderSegment( SplashRing &top, SplashRing &bottom )
|
||||
{
|
||||
F32 texFactor = mDataBlock->texWrap;
|
||||
|
||||
glBindTexture( GL_TEXTURE_2D, mDataBlock->textureHandle[0].getGLName() );
|
||||
|
||||
F32 topAlpha = top.elapsedTime / top.lifetime;
|
||||
F32 bottomAlpha = bottom.elapsedTime / bottom.lifetime;
|
||||
|
||||
if( topAlpha < 0.5 )
|
||||
topAlpha *= 2.0;
|
||||
else
|
||||
topAlpha = 1.0 - topAlpha;
|
||||
|
||||
if( bottomAlpha < 0.5 )
|
||||
bottomAlpha *= 2.0;
|
||||
else
|
||||
bottomAlpha = 1.0 - bottomAlpha;
|
||||
|
||||
top.color.alpha = topAlpha;
|
||||
bottom.color.alpha = bottomAlpha;
|
||||
|
||||
|
||||
glBegin( GL_QUAD_STRIP );
|
||||
{
|
||||
for( U32 i=0; i<top.points.size(); i++ )
|
||||
{
|
||||
F32 t = F32(i) / F32(top.points.size());
|
||||
|
||||
glTexCoord2f( t * texFactor, top.v );
|
||||
glColor4fv( top.color );
|
||||
glVertex3fv( top.points[i].position );
|
||||
|
||||
glTexCoord2f( t * texFactor, bottom.v );
|
||||
glColor4fv( bottom.color );
|
||||
glVertex3fv( bottom.points[i].position );
|
||||
}
|
||||
|
||||
glTexCoord2f( 1.0 * texFactor, top.v );
|
||||
glColor4fv( top.color );
|
||||
glVertex3fv( top.points[0].position );
|
||||
|
||||
glTexCoord2f( 1.0 * texFactor, bottom.v );
|
||||
glColor4fv( bottom.color );
|
||||
glVertex3fv( bottom.points[0].position );
|
||||
}
|
||||
glEnd();
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// Update color
|
||||
//----------------------------------------------------------------------------
|
||||
void Splash::updateColor()
|
||||
{
|
||||
SplashRing *ring = NULL;
|
||||
|
||||
while( bool( ring = ringList.next( ring ) ) )
|
||||
{
|
||||
F32 t = F32(ring->elapsedTime) / F32(ring->lifetime);
|
||||
|
||||
for( U32 i = 1; i < SplashData::NUM_TIME_KEYS; i++ )
|
||||
{
|
||||
if( mDataBlock->times[i] >= t )
|
||||
{
|
||||
F32 firstPart = t - mDataBlock->times[i-1];
|
||||
F32 total = (mDataBlock->times[i] -
|
||||
mDataBlock->times[i-1]);
|
||||
|
||||
firstPart /= total;
|
||||
|
||||
ring->color.interpolate( mDataBlock->colors[i-1],
|
||||
mDataBlock->colors[i],
|
||||
firstPart);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// Create ring
|
||||
//----------------------------------------------------------------------------
|
||||
SplashRing Splash::createRing()
|
||||
{
|
||||
SplashRing ring;
|
||||
U32 numPoints = mDataBlock->numSegments + 1;
|
||||
|
||||
Point3F ejectionAxis( 0.0, 0.0, 1.0 );
|
||||
|
||||
Point3F axisx;
|
||||
if (mFabs(ejectionAxis.z) < 0.999f)
|
||||
mCross(ejectionAxis, Point3F(0, 0, 1), &axisx);
|
||||
else
|
||||
mCross(ejectionAxis, Point3F(0, 1, 0), &axisx);
|
||||
axisx.normalize();
|
||||
|
||||
for( U32 i=0; i<numPoints; i++ )
|
||||
{
|
||||
F32 t = F32(i) / F32(numPoints);
|
||||
|
||||
AngAxisF thetaRot( axisx, mDataBlock->ejectionAngle * (M_PI / 180.0));
|
||||
AngAxisF phiRot( ejectionAxis, t * (M_PI * 2.0));
|
||||
|
||||
Point3F pointAxis = ejectionAxis;
|
||||
|
||||
MatrixF temp;
|
||||
thetaRot.setMatrix(&temp);
|
||||
temp.mulP(pointAxis);
|
||||
phiRot.setMatrix(&temp);
|
||||
temp.mulP(pointAxis);
|
||||
|
||||
Point3F startOffset = axisx;
|
||||
temp.mulV( startOffset );
|
||||
startOffset *= mDataBlock->startRadius;
|
||||
|
||||
SplashRingPoint point;
|
||||
point.position = getPosition() + startOffset;
|
||||
point.velocity = pointAxis * mDataBlock->velocity;
|
||||
|
||||
ring.points.push_back( point );
|
||||
}
|
||||
|
||||
ring.color = mDataBlock->colors[0];
|
||||
ring.lifetime = mDataBlock->ringLifetime;
|
||||
ring.elapsedTime = 0.0;
|
||||
ring.v = mDataBlock->texFactor * mFmod( mElapsedTime, 1.0 );
|
||||
|
||||
return ring;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// Emit rings
|
||||
//----------------------------------------------------------------------------
|
||||
void Splash::emitRings( F32 dt )
|
||||
{
|
||||
mTimeSinceLastRing += dt;
|
||||
|
||||
S32 numNewRings = (S32) (mTimeSinceLastRing * F32(mDataBlock->ejectionFreq));
|
||||
|
||||
mTimeSinceLastRing -= numNewRings / mDataBlock->ejectionFreq;
|
||||
|
||||
for( S32 i=numNewRings-1; i>=0; i-- )
|
||||
{
|
||||
F32 t = F32(i) / F32(numNewRings);
|
||||
t *= dt;
|
||||
t += mTimeSinceLastRing;
|
||||
|
||||
SplashRing ring = createRing();
|
||||
updateRing( &ring, t );
|
||||
|
||||
ringList.link( ring );
|
||||
}
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// Update rings
|
||||
//----------------------------------------------------------------------------
|
||||
void Splash::updateRings( F32 dt )
|
||||
{
|
||||
SplashRing *ring = NULL;
|
||||
while( bool( ring = ringList.next( ring ) ) )
|
||||
{
|
||||
ring->elapsedTime += dt;
|
||||
|
||||
if( !ring->isActive() )
|
||||
{
|
||||
SplashRing *inactiveRing = ring;
|
||||
ring = ringList.prev( ring );
|
||||
ringList.free( inactiveRing );
|
||||
}
|
||||
else
|
||||
{
|
||||
updateRing( ring, dt );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// Update ring
|
||||
//----------------------------------------------------------------------------
|
||||
void Splash::updateRing( SplashRing *ring, F32 dt )
|
||||
{
|
||||
for( U32 i=0; i<ring->points.size(); i++ )
|
||||
{
|
||||
if( mDead )
|
||||
{
|
||||
Point3F vel = ring->points[i].velocity;
|
||||
vel.normalize();
|
||||
vel *= mDataBlock->acceleration;
|
||||
ring->points[i].velocity += vel * dt;
|
||||
}
|
||||
|
||||
ring->points[i].velocity += Point3F( 0.0, 0.0, -9.8 ) * dt;
|
||||
ring->points[i].position += ring->points[i].velocity * dt;
|
||||
}
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// Explode
|
||||
//----------------------------------------------------------------------------
|
||||
void Splash::spawnExplosion()
|
||||
{
|
||||
if( !mDataBlock->explosion ) return;
|
||||
|
||||
Explosion* pExplosion = new Explosion;
|
||||
pExplosion->onNewDataBlock(mDataBlock->explosion);
|
||||
|
||||
MatrixF trans = getTransform();
|
||||
trans.setPosition( getPosition() );
|
||||
|
||||
pExplosion->setTransform( trans );
|
||||
pExplosion->setInitialState( trans.getPosition(), VectorF(0,0,1), 1);
|
||||
if (!pExplosion->registerObject())
|
||||
delete pExplosion;
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// packUpdate
|
||||
//--------------------------------------------------------------------------
|
||||
U32 Splash::packUpdate(NetConnection* con, U32 mask, BitStream* stream)
|
||||
{
|
||||
U32 retMask = Parent::packUpdate(con, mask, stream);
|
||||
|
||||
if( stream->writeFlag(mask & GameBase::InitialUpdateMask) )
|
||||
{
|
||||
mathWrite(*stream, mInitialPosition);
|
||||
}
|
||||
|
||||
return retMask;
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// unpackUpdate
|
||||
//--------------------------------------------------------------------------
|
||||
void Splash::unpackUpdate(NetConnection* con, BitStream* stream)
|
||||
{
|
||||
Parent::unpackUpdate(con, stream);
|
||||
|
||||
if( stream->readFlag() )
|
||||
{
|
||||
mathRead(*stream, &mInitialPosition);
|
||||
setPosition( mInitialPosition );
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user