File: LargeBeamLaserProjectile.cpp

package info (click to toggle)
spring 0.81.2.1%2Bdfsg1-6
  • links: PTS, VCS
  • area: main
  • in suites: squeeze
  • size: 28,496 kB
  • ctags: 37,096
  • sloc: cpp: 238,659; ansic: 13,784; java: 12,175; awk: 3,428; python: 1,159; xml: 738; perl: 405; sh: 297; makefile: 267; pascal: 228; objc: 192
file content (295 lines) | stat: -rw-r--r-- 12,003 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
#include "StdAfx.h"
#include "mmgr.h"

#include "Rendering/GL/myGL.h"
#include "Game/Camera.h"
#include "LargeBeamLaserProjectile.h"
#include "Rendering/GL/VertexArray.h"
#include "Sim/Projectiles/ProjectileHandler.h"
#include "Sim/Units/Unit.h"
#include "Sim/Weapons/WeaponDef.h"
#include "GlobalUnsynced.h"

CR_BIND_DERIVED(CLargeBeamLaserProjectile, CWeaponProjectile, (float3(0,0,0),float3(0,0,0),float3(0,0,0),float3(0,0,0),NULL,NULL));

CR_REG_METADATA(CLargeBeamLaserProjectile,(
	CR_SETFLAG(CF_Synced),
	CR_MEMBER(startPos),
	CR_MEMBER(endPos),
	CR_MEMBER(corecolstart),
	CR_MEMBER(kocolstart),
	CR_MEMBER(thickness),
	CR_MEMBER(corethickness),
	CR_MEMBER(flaresize),
	CR_MEMBER(tilelength),
	CR_MEMBER(scrollspeed),
	CR_MEMBER(pulseSpeed),
	CR_MEMBER(beamtex),
	CR_MEMBER(side),
	CR_RESERVED(16)
	));

CLargeBeamLaserProjectile::CLargeBeamLaserProjectile(const float3& startPos, const float3& endPos,
		const float3& color, const float3& color2, CUnit* owner, const WeaponDef* weaponDef GML_PARG_C)
:	CWeaponProjectile(startPos + (endPos - startPos) * 0.5f, ZeroVector, owner, 0, ZeroVector, weaponDef, 0, 1 GML_PARG_P),
	startPos(startPos),
	endPos(endPos),
	decay(1.0f)
	//thickness(thickness),
	//corethickness(corethickness),
	//flaresize(flaresize),
	//tilelength(tilelength),
	//scrollspeed(scrollspeed),
	//pulseSpeed(pulseSpeed)
{
	checkCol=false;
	useAirLos=true;

	if (weaponDef) {
		this->beamtex = *weaponDef->visuals.texture1;
		this->side = *weaponDef->visuals.texture3;
	}

	SetRadius(pos.distance(endPos));

	//midtexx = weaponDef->visuals.texture2->xstart + (weaponDef->visuals.texture2->xend-weaponDef->visuals.texture2->xstart)*0.5f;
	corecolstart[0]=(unsigned char)(color2.x*255);
	corecolstart[1]=(unsigned char)(color2.y*255);
	corecolstart[2]=(unsigned char)(color2.z*255);
	corecolstart[3]=1;
	/*corecolend[0]=(unsigned char)(color2.x*endAlpha);
	corecolend[1]=(unsigned char)(color2.y*endAlpha);
	corecolend[2]=(unsigned char)(color2.z*endAlpha);
	corecolend[3]=1;*/
	kocolstart[0]=(unsigned char)(color.x*255);
	kocolstart[1]=(unsigned char)(color.y*255);
	kocolstart[2]=(unsigned char)(color.z*255);
	kocolstart[3]=1;
	/*kocolend[0]=(unsigned char)(color.x*endAlpha);
	kocolend[1]=(unsigned char)(color.y*endAlpha);
	kocolend[2]=(unsigned char)(color.z*endAlpha);
	kocolend[3]=1;*/

	if (weaponDef) {
		thickness = weaponDef->thickness;
		corethickness = weaponDef->corethickness;
		flaresize = weaponDef->laserflaresize;
		tilelength = weaponDef->visuals.tilelength;
		scrollspeed = weaponDef->visuals.scrollspeed;
		pulseSpeed = weaponDef->visuals.pulseSpeed;
		ttl = weaponDef->visuals.beamttl;
		decay = weaponDef->visuals.beamdecay;
	}

	// tilelength = 200;
	// scrollspeed = 5;
	// pulseSpeed = 1;
	if (cegTag.size() > 0) {
		ceg.Load(explGenHandler, cegTag);
	}
}

CLargeBeamLaserProjectile::~CLargeBeamLaserProjectile(void)
{
}


void CLargeBeamLaserProjectile::Update(void)
{
	if (ttl > 0) {
		ttl--;
		for (int i = 0; i < 3; i++) {
			corecolstart[i] = (unsigned char) (corecolstart[i] * decay);
			kocolstart[i] = (unsigned char) (kocolstart[i] * decay);
		}

		if (cegTag.size() > 0) {
			ceg.Explosion(startPos + ((endPos - startPos) / ttl), 0.0f, flaresize, 0x0, 0.0f, 0x0, endPos - startPos);
		}
	}
	else {
		deleteMe = true;
	}
}

void CLargeBeamLaserProjectile::Draw(void)
{
	inArray=true;
	float3 dif(pos-camera->pos);
	float camDist=dif.Length();
	dif/=camDist;
	float3 dir=endPos-startPos;
	float beamlength = dir.Length();
	dir.Normalize();
	float3 dir1(dif.cross(dir));
	dir1.Normalize();
	float3 dir2(dif.cross(dir1));

	float size=thickness;
	float coresize=size*corethickness;

	float3 pos1=startPos;
	float3 pos2=endPos;

	float starttex=(gu->modGameTime)*scrollspeed;
	starttex = 1-(starttex - (int)starttex);


	//beamtex = ph->textureAtlas->GetTexture("largebeam");
	float texxsize = beamtex.xend-beamtex.xstart;
	AtlasedTexture tex = beamtex;

	float polylength = (tex.xend-beamtex.xstart)*(1/texxsize)*tilelength;

	float istart=polylength*(1-starttex);
	float iend=beamlength-tilelength;
	va->EnlargeArrays(64+8*((int)((iend-istart)/tilelength)+2),0,VA_SIZE_TC);
	if(istart>beamlength)  //beam short enough to be drawn by one polygon
	{
		pos2=endPos;

		//draw laser start
		tex.xstart = beamtex.xstart + starttex*((beamtex.xend-beamtex.xstart));

		va->AddVertexQTC(pos1-dir1*size,tex.xstart,tex.ystart,		kocolstart);
		va->AddVertexQTC(pos1+dir1*size,tex.xstart,tex.yend,			kocolstart);
		va->AddVertexQTC(pos2+dir1*size,tex.xend,tex.yend,			kocolstart);
		va->AddVertexQTC(pos2-dir1*size,tex.xend,tex.ystart,			kocolstart);
		va->AddVertexQTC(pos1-dir1*coresize,tex.xstart,tex.ystart,	corecolstart);
		va->AddVertexQTC(pos1+dir1*coresize,tex.xstart,tex.yend,	corecolstart);
		va->AddVertexQTC(pos2+dir1*coresize,tex.xend,tex.yend,		corecolstart);
		va->AddVertexQTC(pos2-dir1*coresize,tex.xend,tex.ystart,		corecolstart);
	}
	else  //beam longer than one polygon
	{
		pos2=pos1+dir*istart;

		//draw laser start
		tex.xstart = beamtex.xstart + starttex*((beamtex.xend-beamtex.xstart));

		va->AddVertexQTC(pos1-dir1*size,tex.xstart,tex.ystart,		kocolstart);
		va->AddVertexQTC(pos1+dir1*size,tex.xstart,tex.yend,			kocolstart);
		va->AddVertexQTC(pos2+dir1*size,tex.xend,tex.yend,			kocolstart);
		va->AddVertexQTC(pos2-dir1*size,tex.xend,tex.ystart,			kocolstart);
		va->AddVertexQTC(pos1-dir1*coresize,tex.xstart,tex.ystart,	corecolstart);
		va->AddVertexQTC(pos1+dir1*coresize,tex.xstart,tex.yend,	corecolstart);
		va->AddVertexQTC(pos2+dir1*coresize,tex.xend,tex.yend,		corecolstart);
		va->AddVertexQTC(pos2-dir1*coresize,tex.xend,tex.ystart,		corecolstart);

		//draw continous beam
		tex.xstart = beamtex.xstart;
		float i;
		for(i=istart; i<iend; i+=tilelength) //! CAUTION: loop count must match EnlargeArrays above
		{
			pos1=startPos+dir*i;
			pos2=startPos+dir*(i+tilelength);

			va->AddVertexQTC(pos1-dir1*size,tex.xstart,tex.ystart,		kocolstart);
			va->AddVertexQTC(pos1+dir1*size,tex.xstart,tex.yend,			kocolstart);
			va->AddVertexQTC(pos2+dir1*size,tex.xend,tex.yend,			kocolstart);
			va->AddVertexQTC(pos2-dir1*size,tex.xend,tex.ystart,			kocolstart);
			va->AddVertexQTC(pos1-dir1*coresize,tex.xstart,tex.ystart,	corecolstart);
			va->AddVertexQTC(pos1+dir1*coresize,tex.xstart,tex.yend,	corecolstart);
			va->AddVertexQTC(pos2+dir1*coresize,tex.xend,tex.yend,		corecolstart);
			va->AddVertexQTC(pos2-dir1*coresize,tex.xend,tex.ystart,		corecolstart);

		}

		//draw laser end
		pos1=startPos+dir*i;
		pos2=endPos;
		tex.xend = tex.xstart + ((pos2-pos1).Length()/tilelength)*texxsize;
		va->AddVertexQTC(pos1-dir1*size,tex.xstart,tex.ystart,		kocolstart);
		va->AddVertexQTC(pos1+dir1*size,tex.xstart,tex.yend,			kocolstart);
		va->AddVertexQTC(pos2+dir1*size,tex.xend,tex.yend,			kocolstart);
		va->AddVertexQTC(pos2-dir1*size,tex.xend,tex.ystart,			kocolstart);
		va->AddVertexQTC(pos1-dir1*coresize,tex.xstart,tex.ystart,	corecolstart);
		va->AddVertexQTC(pos1+dir1*coresize,tex.xstart,tex.yend,	corecolstart);
		va->AddVertexQTC(pos2+dir1*coresize,tex.xend,tex.yend,		corecolstart);
		va->AddVertexQTC(pos2-dir1*coresize,tex.xend,tex.ystart,		corecolstart);
	}

	//float 	midtexx = weaponDef->visuals.texture2->xstart + (weaponDef->visuals.texture2->xend-weaponDef->visuals.texture2->xstart)*0.5f;
	va->AddVertexQTC(pos2-dir1*size,	weaponDef->visuals.texture2->xstart,weaponDef->visuals.texture2->ystart,    kocolstart);
	va->AddVertexQTC(pos2+dir1*size,	weaponDef->visuals.texture2->xstart,weaponDef->visuals.texture2->yend,kocolstart);
	va->AddVertexQTC(pos2+dir1*size+dir2*size, weaponDef->visuals.texture2->xend,weaponDef->visuals.texture2->yend,kocolstart);
	va->AddVertexQTC(pos2-dir1*size+dir2*size, weaponDef->visuals.texture2->xend,weaponDef->visuals.texture2->ystart,kocolstart);
	va->AddVertexQTC(pos2-dir1*coresize,weaponDef->visuals.texture2->xstart,weaponDef->visuals.texture2->ystart,    corecolstart);
	va->AddVertexQTC(pos2+dir1*coresize,weaponDef->visuals.texture2->xstart,weaponDef->visuals.texture2->yend,corecolstart);
	va->AddVertexQTC(pos2+dir1*coresize+dir2*coresize,weaponDef->visuals.texture2->xend,weaponDef->visuals.texture2->yend,corecolstart);
	va->AddVertexQTC(pos2-dir1*coresize+dir2*coresize,weaponDef->visuals.texture2->xend,weaponDef->visuals.texture2->ystart,corecolstart);

	//for(float bpos=0; bpos
	//CTextureAtlas::Texture side = ph->textureAtlas->GetTexture("muzzleside");

	//draw muzzleflare
	starttex=(gu->modGameTime)*pulseSpeed;
	starttex = (starttex - (int)starttex);

		float muzzlesize = size*flaresize*starttex;
		unsigned char corcol[4];
		unsigned char kocol[4];
		corcol[3] = 1;
		kocol[3] = 1;
		for(int i=0; i<3; i++)
		{
			corcol[i] = int(corecolstart[i]*(1-starttex));
			kocol[i] = int(kocolstart[i]*(1-starttex));
		}

		pos1 = startPos-dir*(size*flaresize)*0.02f;

		va->AddVertexQTC(pos1+dir1*muzzlesize,side.xstart,side.ystart,kocol);
		va->AddVertexQTC(pos1+dir1*muzzlesize+dir*muzzlesize,side.xend,side.ystart,kocol);
		va->AddVertexQTC(pos1-dir1*muzzlesize+dir*muzzlesize,side.xend,side.yend,kocol);
		va->AddVertexQTC(pos1-dir1*muzzlesize,side.xstart,side.yend,kocol);
		muzzlesize = muzzlesize*0.6f;
		va->AddVertexQTC(pos1+dir1*muzzlesize,side.xstart,side.ystart,corcol);
		va->AddVertexQTC(pos1+dir1*muzzlesize+dir*muzzlesize,side.xend,side.ystart,corcol);
		va->AddVertexQTC(pos1-dir1*muzzlesize+dir*muzzlesize,side.xend,side.yend,corcol);
		va->AddVertexQTC(pos1-dir1*muzzlesize,side.xstart,side.yend,corcol);

		starttex+=0.5f;
		if(starttex>1)
			starttex=starttex-1;
		for(int i=0; i<3; i++)
		{
			corcol[i] = int(corecolstart[i]*(1-starttex));
			kocol[i] = int(kocolstart[i]*(1-starttex));
		}
		muzzlesize = size*flaresize*starttex;
		va->AddVertexQTC(pos1+dir1*muzzlesize,side.xstart,side.ystart,kocol);
		va->AddVertexQTC(pos1+dir1*muzzlesize+dir*muzzlesize,side.xend,side.ystart,kocol);
		va->AddVertexQTC(pos1-dir1*muzzlesize+dir*muzzlesize,side.xend,side.yend,kocol);
		va->AddVertexQTC(pos1-dir1*muzzlesize,side.xstart,side.yend,kocol);
		muzzlesize = muzzlesize*0.6f;
		va->AddVertexQTC(pos1+dir1*muzzlesize,side.xstart,side.ystart,corcol);
		va->AddVertexQTC(pos1+dir1*muzzlesize+dir*muzzlesize,side.xend,side.ystart,corcol);
		va->AddVertexQTC(pos1-dir1*muzzlesize+dir*muzzlesize,side.xend,side.yend,corcol);
		va->AddVertexQTC(pos1-dir1*muzzlesize,side.xstart,side.yend,corcol);


	//CTextureAtlas::Texture texture = ph->textureAtlas->GetTexture("largebeam");

	//draw flare
	float fsize = size*flaresize;
	pos1 = startPos - camera->forward*3;//move flare slightly in camera direction
	va->AddVertexQTC(pos1-camera->right*fsize-camera->up*fsize,weaponDef->visuals.texture4->xstart,weaponDef->visuals.texture4->ystart,kocolstart);
	va->AddVertexQTC(pos1+camera->right*fsize-camera->up*fsize,weaponDef->visuals.texture4->xend,weaponDef->visuals.texture4->ystart,kocolstart);
	va->AddVertexQTC(pos1+camera->right*fsize+camera->up*fsize,weaponDef->visuals.texture4->xend,weaponDef->visuals.texture4->yend,kocolstart);
	va->AddVertexQTC(pos1-camera->right*fsize+camera->up*fsize,weaponDef->visuals.texture4->xstart,weaponDef->visuals.texture4->yend,kocolstart);

	fsize = fsize*corethickness;
	va->AddVertexQTC(pos1-camera->right*fsize-camera->up*fsize,weaponDef->visuals.texture4->xstart,weaponDef->visuals.texture4->ystart,corecolstart);
	va->AddVertexQTC(pos1+camera->right*fsize-camera->up*fsize,weaponDef->visuals.texture4->xend,weaponDef->visuals.texture4->ystart,corecolstart);
	va->AddVertexQTC(pos1+camera->right*fsize+camera->up*fsize,weaponDef->visuals.texture4->xend,weaponDef->visuals.texture4->yend,corecolstart);
	va->AddVertexQTC(pos1-camera->right*fsize+camera->up*fsize,weaponDef->visuals.texture4->xstart,weaponDef->visuals.texture4->yend,corecolstart);

}

void CLargeBeamLaserProjectile::DrawOnMinimap(CVertexArray& lines, CVertexArray& points)
{
	unsigned char color[4] = {kocolstart[0], kocolstart[1], kocolstart[2],255};
	lines.AddVertexQC(startPos,color);
	lines.AddVertexQC(endPos,color);
}