⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 splash.cc

📁 五行MMORPG引擎系统V1.0
💻 CC
📖 第 1 页 / 共 2 页
字号:
//-----------------------------------------------------------------------------
// 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,

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -