tge/engine/game/fx/splash.cc
2017-04-17 06:17:10 -06:00

819 lines
24 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "game/fx/splash.h"
#include "console/consoleTypes.h"
#include "dgl/dgl.h"
#include "platform/platformAudio.h"
#include "audio/audioDataBlock.h"
#include "sceneGraph/sceneGraph.h"
#include "sceneGraph/sceneState.h"
#include "core/bitStream.h"
#include "math/mathIO.h"
#include "terrain/terrData.h"
#include "game/fx/explosion.h"
#include "game/fx/particleEngine.h"
#include "sim/netConnection.h"
namespace
{
MRandomLCG sgRandom(0xdeadbeef);
} // namespace {}
//----------------------------------------------------------------------------
IMPLEMENT_CO_DATABLOCK_V1(SplashData);
IMPLEMENT_CO_NETOBJECT_V1(Splash);
//--------------------------------------------------------------------------
// Splash Data
//--------------------------------------------------------------------------
SplashData::SplashData()
{
soundProfile = NULL;
soundProfileId = 0;
scale.set(1, 1, 1);
dMemset( emitterList, 0, sizeof( emitterList ) );
dMemset( emitterIDList, 0, sizeof( emitterIDList ) );
delayMS = 0;
delayVariance = 0;
lifetimeMS = 1000;
lifetimeVariance = 0;
width = 4.0;
numSegments = 10;
velocity = 5.0;
height = 0.0;
acceleration = 0.0;
texWrap = 1.0;
texFactor = 3.0;
ejectionFreq = 5;
ejectionAngle = 45.0;
ringLifetime = 1.0;
startRadius = 0.5;
explosion = NULL;
explosionId = 0;
dMemset( textureName, 0, sizeof( textureName ) );
U32 i;
for( i=0; i<NUM_TIME_KEYS; i++ )
times[i] = 1.0;
times[0] = 0.0;
for( i=0; i<NUM_TIME_KEYS; i++ )
colors[i].set( 1.0, 1.0, 1.0, 1.0 );
}
IMPLEMENT_CONSOLETYPE(SplashData)
IMPLEMENT_SETDATATYPE(SplashData)
IMPLEMENT_GETDATATYPE(SplashData)
//--------------------------------------------------------------------------
// Init fields
//--------------------------------------------------------------------------
void SplashData::initPersistFields()
{
Parent::initPersistFields();
addField("soundProfile", TypeAudioProfilePtr, Offset(soundProfile, SplashData));
addField("scale", TypePoint3F, Offset(scale, SplashData));
addField("emitter", TypeParticleEmitterDataPtr, Offset(emitterList, SplashData), NUM_EMITTERS);
addField("delayMS", TypeS32, Offset(delayMS, SplashData));
addField("delayVariance", TypeS32, Offset(delayVariance, SplashData));
addField("lifetimeMS", TypeS32, Offset(lifetimeMS, SplashData));
addField("lifetimeVariance", TypeS32, Offset(lifetimeVariance, SplashData));
addField("width", TypeF32, Offset(width, SplashData));
addField("numSegments", TypeS32, Offset(numSegments, SplashData));
addField("velocity", TypeF32, Offset(velocity, SplashData));
addField("height", TypeF32, Offset(height, SplashData));
addField("acceleration", TypeF32, Offset(acceleration, SplashData));
addField("times", TypeF32, Offset(times, SplashData), NUM_TIME_KEYS);
addField("colors", TypeColorF, Offset(colors, SplashData), NUM_TIME_KEYS);
addField("texture", TypeFilename, Offset(textureName, SplashData), NUM_TEX);
addField("texWrap", TypeF32, Offset(texWrap, SplashData));
addField("texFactor", TypeF32, Offset(texFactor, SplashData));
addField("ejectionFreq", TypeF32, Offset(ejectionFreq, SplashData));
addField("ejectionAngle", TypeF32, Offset(ejectionAngle, SplashData));
addField("ringLifetime", TypeF32, Offset(ringLifetime, SplashData));
addField("startRadius", TypeF32, Offset(startRadius, SplashData));
addField("explosion", TypeExplosionDataPtr, Offset(explosion, SplashData));
}
//--------------------------------------------------------------------------
// On add - verify data settings
//--------------------------------------------------------------------------
bool SplashData::onAdd()
{
if (Parent::onAdd() == false)
return false;
return true;
}
//--------------------------------------------------------------------------
// Pack data
//--------------------------------------------------------------------------
void SplashData::packData(BitStream* stream)
{
Parent::packData(stream);
mathWrite(*stream, scale);
stream->write(delayMS);
stream->write(delayVariance);
stream->write(lifetimeMS);
stream->write(lifetimeVariance);
stream->write(width);
stream->write(numSegments);
stream->write(velocity);
stream->write(height);
stream->write(acceleration);
stream->write(texWrap);
stream->write(texFactor);
stream->write(ejectionFreq);
stream->write(ejectionAngle);
stream->write(ringLifetime);
stream->write(startRadius);
if( stream->writeFlag( explosion ) )
{
stream->writeRangedU32(explosion->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast);
}
S32 i;
for( i=0; i<NUM_EMITTERS; i++ )
{
if( stream->writeFlag( emitterList[i] != NULL ) )
{
stream->writeRangedU32( emitterList[i]->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
}
}
for( i=0; i<NUM_TIME_KEYS; i++ )
{
stream->write( colors[i] );
}
for( i=0; i<NUM_TIME_KEYS; i++ )
{
stream->write( times[i] );
}
for( i=0; i<NUM_TEX; i++ )
{
stream->writeString(textureName[i]);
}
}
//--------------------------------------------------------------------------
// Unpack data
//--------------------------------------------------------------------------
void SplashData::unpackData(BitStream* stream)
{
Parent::unpackData(stream);
mathRead(*stream, &scale);
stream->read(&delayMS);
stream->read(&delayVariance);
stream->read(&lifetimeMS);
stream->read(&lifetimeVariance);
stream->read(&width);
stream->read(&numSegments);
stream->read(&velocity);
stream->read(&height);
stream->read(&acceleration);
stream->read(&texWrap);
stream->read(&texFactor);
stream->read(&ejectionFreq);
stream->read(&ejectionAngle);
stream->read(&ringLifetime);
stream->read(&startRadius);
if( stream->readFlag() )
{
explosionId = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
}
U32 i;
for( i=0; i<NUM_EMITTERS; i++ )
{
if( stream->readFlag() )
{
emitterIDList[i] = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
}
}
for( i=0; i<NUM_TIME_KEYS; i++ )
{
stream->read( &colors[i] );
}
for( i=0; i<NUM_TIME_KEYS; i++ )
{
stream->read( &times[i] );
}
for( i=0; i<NUM_TEX; i++ )
{
textureName[i] = stream->readSTString();
}
}
//--------------------------------------------------------------------------
// Preload data - load resources
//--------------------------------------------------------------------------
bool SplashData::preload(bool server, char errorBuffer[256])
{
if (Parent::preload(server, errorBuffer) == false)
return false;
if (!server)
{
S32 i;
for( i=0; i<NUM_EMITTERS; i++ )
{
if( !emitterList[i] && emitterIDList[i] != 0 )
{
if( Sim::findObject( emitterIDList[i], emitterList[i] ) == false)
{
Con::errorf( ConsoleLogEntry::General, "SplashData::onAdd: Invalid packet, bad datablockId(particle emitter): 0x%x", emitterIDList[i] );
}
}
}
for( i=0; i<NUM_TEX; i++ )
{
if (textureName[i] && textureName[i][0])
{
textureHandle[i] = TextureHandle(textureName[i], MeshTexture );
}
}
}
if( !explosion && explosionId != 0 )
{
if( !Sim::findObject(explosionId, explosion) )
{
Con::errorf(ConsoleLogEntry::General, "SplashData::preload: Invalid packet, bad datablockId(explosion): %d", explosionId);
}
}
return true;
}
//--------------------------------------------------------------------------
// Splash
//--------------------------------------------------------------------------
Splash::Splash()
{
dMemset( mEmitterList, 0, sizeof( mEmitterList ) );
mDelayMS = 0;
mCurrMS = 0;
mEndingMS = 1000;
mActive = false;
mRadius = 0.0;
mVelocity = 1.0;
mHeight = 0.0;
mTimeSinceLastRing = 0.0;
mDead = false;
mElapsedTime = 0.0;
mInitialNormal.set( 0.0, 0.0, 1.0 );
}
//--------------------------------------------------------------------------
// Destructor
//--------------------------------------------------------------------------
Splash::~Splash()
{
}
//--------------------------------------------------------------------------
// Set initial state
//--------------------------------------------------------------------------
void Splash::setInitialState(const Point3F& point, const Point3F& normal, const F32 fade)
{
mInitialPosition = point;
mInitialNormal = normal;
mFade = fade;
mFog = 0.0f;
}
//--------------------------------------------------------------------------
// OnAdd
//--------------------------------------------------------------------------
bool Splash::onAdd()
{
// first check if we have a server connection, if we dont then this is on the server
// and we should exit, then check if the parent fails to add the object
NetConnection* conn = NetConnection::getConnectionToServer();
if(!conn || !Parent::onAdd())
return false;
mDelayMS = mDataBlock->delayMS + sgRandom.randI( -mDataBlock->delayVariance, mDataBlock->delayVariance );
mEndingMS = mDataBlock->lifetimeMS + sgRandom.randI( -mDataBlock->lifetimeVariance, mDataBlock->lifetimeVariance );
mVelocity = mDataBlock->velocity;
mHeight = mDataBlock->height;
mTimeSinceLastRing = 1.0 / mDataBlock->ejectionFreq;
if( isClientObject() )
{
for( U32 i=0; i<SplashData::NUM_EMITTERS; i++ )
{
if( mDataBlock->emitterList[i] != NULL )
{
ParticleEmitter * pEmitter = new ParticleEmitter;
pEmitter->onNewDataBlock( mDataBlock->emitterList[i] );
if( !pEmitter->registerObject() )
{
Con::warnf( ConsoleLogEntry::General, "Could not register emitter for particle of class: %s", mDataBlock->getName() );
delete pEmitter;
pEmitter = NULL;
}
mEmitterList[i] = pEmitter;
}
}
spawnExplosion();
}
mObjBox.min = Point3F( -1, -1, -1 );
mObjBox.max = Point3F( 1, 1, 1 );
resetWorldBox();
gClientContainer.addObject(this);
gClientSceneGraph->addObjectToScene(this);
removeFromProcessList();
gClientProcessList.addObject(this);
conn->addObject(this);
return true;
}
//--------------------------------------------------------------------------
// OnRemove
//--------------------------------------------------------------------------
void Splash::onRemove()
{
for( U32 i=0; i<SplashData::NUM_EMITTERS; i++ )
{
if( mEmitterList[i] )
{
mEmitterList[i]->deleteWhenEmpty();
mEmitterList[i] = NULL;
}
}
ringList.free();
mSceneManager->removeObjectFromScene(this);
getContainer()->removeObject(this);
Parent::onRemove();
}
//--------------------------------------------------------------------------
// On New Data Block
//--------------------------------------------------------------------------
bool Splash::onNewDataBlock(GameBaseData* dptr)
{
mDataBlock = dynamic_cast<SplashData*>(dptr);
if (!mDataBlock || !Parent::onNewDataBlock(dptr))
return false;
scriptOnNewDataBlock();
return true;
}
//--------------------------------------------------------------------------
// Prep render image
//--------------------------------------------------------------------------
bool Splash::prepRenderImage(SceneState* state, const U32 stateKey,
const U32 /*startZone*/, const bool /*modifyBaseState*/)
{
if (isLastState(state, stateKey))
return false;
setLastState(state, stateKey);
// This should be sufficient for most objects that don't manage zones, and
// don't need to return a specialized RenderImage...
if (state->isObjectRendered(this))
{
mFog = 0.0;
SceneRenderImage* image = new SceneRenderImage;
image->obj = this;
image->isTranslucent = true;
image->sortType = SceneRenderImage::Point;
image->textureSortKey = (U32)(dsize_t)mDataBlock;
state->setImageRefPoint(this, image);
state->insertRenderImage(image);
}
return false;
}
//--------------------------------------------------------------------------
// Render
//--------------------------------------------------------------------------
void Splash::renderObject(SceneState* state, SceneRenderImage*)
{
AssertFatal(dglIsInCanonicalState(), "Error, GL not in canonical state on entry");
RectI viewport;
glMatrixMode(GL_PROJECTION);
glPushMatrix();
dglGetViewport(&viewport);
state->setupObjectProjection(this);
render();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
dglSetViewport(viewport);
AssertFatal(dglIsInCanonicalState(), "Error, GL not in canonical state on exit");
}
//--------------------------------------------------------------------------
// Process tick
//--------------------------------------------------------------------------
void Splash::processTick(const Move*)
{
mCurrMS += TickMs;
if( isServerObject() )
{
if( mCurrMS >= mEndingMS )
{
mDead = true;
if( mCurrMS >= (mEndingMS + mDataBlock->ringLifetime * 1000) )
{
deleteObject();
}
}
}
else
{
if( mCurrMS >= mEndingMS )
{
mDead = true;
}
}
}
//--------------------------------------------------------------------------
// Advance time
//--------------------------------------------------------------------------
void Splash::advanceTime(F32 dt)
{
if (dt == 0.0)
return;
mElapsedTime += dt;
updateColor();
updateWave( dt );
updateEmitters( dt );
updateRings( dt );
if( !mDead )
{
emitRings( dt );
}
}
//----------------------------------------------------------------------------
// Update emitters
//----------------------------------------------------------------------------
void Splash::updateEmitters( F32 dt )
{
Point3F pos = getPosition();
for( U32 i=0; i<SplashData::NUM_EMITTERS; i++ )
{
if( mEmitterList[i] )
{
mEmitterList[i]->emitParticles( pos, pos, mInitialNormal, Point3F( 0.0, 0.0, 0.0 ), (S32) (dt * 1000) );
}
}
}
//----------------------------------------------------------------------------
// Update wave
//----------------------------------------------------------------------------
void Splash::updateWave( F32 dt )
{
mVelocity += mDataBlock->acceleration * dt;
mRadius += mVelocity * dt;
}
//----------------------------------------------------------------------------
// 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 );
}
}