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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "System/mmgr.h"
#include "Game/Camera.h"
#include "LightningProjectile.h"
#include "Rendering/GL/VertexArray.h"
#include "Rendering/Textures/TextureAtlas.h"
#include "Sim/Misc/GlobalSynced.h"
#include "Sim/Weapons/Weapon.h"
#include "Sim/Projectiles/ProjectileHandler.h"
#include "Sim/Weapons/WeaponDef.h"
#ifdef TRACE_SYNC
#include "System/Sync/SyncTracer.h"
#endif
CR_BIND_DERIVED(CLightningProjectile, CWeaponProjectile, (ZeroVector, ZeroVector, NULL, ZeroVector, NULL, 0, NULL));
CR_REG_METADATA(CLightningProjectile,(
CR_SETFLAG(CF_Synced),
CR_MEMBER(color),
CR_MEMBER(endPos),
CR_MEMBER(weapon),
CR_MEMBER(displacements),
CR_MEMBER(displacements2),
CR_RESERVED(16)
));
CLightningProjectile::CLightningProjectile(
const float3& pos, const float3& end,
CUnit* owner,
const float3& color,
const WeaponDef* weaponDef,
int ttl, CWeapon* weap)
: CWeaponProjectile(pos, ZeroVector, owner, NULL, ZeroVector, weaponDef, NULL, ttl)
, color(color)
, endPos(end)
, weapon(weap)
{
projectileType = WEAPON_LIGHTNING_PROJECTILE;
checkCol = false;
drawRadius = pos.distance(endPos);
displacements[0] = 0.0f;
for (size_t d = 1; d < displacements_size; ++d) {
displacements[d] = (gs->randFloat() - 0.5f) * drawRadius * 0.05f;
}
displacements2[0] = 0.0f;
for (size_t d = 1; d < displacements_size; ++d) {
displacements2[d] = (gs->randFloat() - 0.5f) * drawRadius * 0.05f;
}
if (weapon) {
AddDeathDependence(weapon, DEPENDENCE_WEAPON);
}
#ifdef TRACE_SYNC
tracefile << "New lightning: ";
tracefile << pos.x << " " << pos.y << " " << pos.z << " " << end.x << " " << end.y << " " << end.z << "\n";
#endif
cegID = gCEG->Load(explGenHandler, cegTag);
}
CLightningProjectile::~CLightningProjectile()
{
}
void CLightningProjectile::Update()
{
if (--ttl <= 0) {
deleteMe = true;
} else {
gCEG->Explosion(cegID, pos + ((endPos - pos) / ttl), 0.0f, displacements[0], NULL, 0.0f, NULL, endPos - pos);
}
if (weapon && !luaMoveCtrl) {
pos = weapon->weaponMuzzlePos;
}
for (size_t d = 1; d < displacements_size; ++d) {
displacements[d] += (gs->randFloat() - 0.5f) * 0.3f;
displacements2[d] += (gs->randFloat() - 0.5f) * 0.3f;
}
}
void CLightningProjectile::Draw()
{
inArray = true;
unsigned char col[4];
col[0] = (unsigned char) (color.x * 255);
col[1] = (unsigned char) (color.y * 255);
col[2] = (unsigned char) (color.z * 255);
col[3] = 1; //intensity*255;
const float3 ddir = (endPos - pos).Normalize();
float3 dif(pos - camera->pos);
float camDist = dif.Length();
dif /= camDist;
const float3 dir1 = (dif.cross(ddir)).Normalize();
float3 tempPos = pos;
va->EnlargeArrays(18 * 4, 0, VA_SIZE_TC);
for (size_t d = 1; d < displacements_size-1; ++d) {
float f = (d + 1) * 0.111f;
#define WDV (&weaponDef->visuals)
va->AddVertexQTC(tempPos + (dir1 * (displacements[d ] + WDV->thickness)), WDV->texture1->xstart, WDV->texture1->ystart, col);
va->AddVertexQTC(tempPos + (dir1 * (displacements[d ] - WDV->thickness)), WDV->texture1->xstart, WDV->texture1->yend, col);
tempPos = (pos * (1.0f - f)) + (endPos * f);
va->AddVertexQTC(tempPos + (dir1 * (displacements[d + 1] - WDV->thickness)), WDV->texture1->xend, WDV->texture1->yend, col);
va->AddVertexQTC(tempPos + (dir1 * (displacements[d + 1] + WDV->thickness)), WDV->texture1->xend, WDV->texture1->ystart, col);
#undef WDV
}
tempPos = pos;
for (size_t d = 1; d < displacements_size-1; ++d) {
float f = (d + 1) * 0.111f;
#define WDV (&weaponDef->visuals)
va->AddVertexQTC(tempPos + dir1 * (displacements2[d ] + WDV->thickness), WDV->texture1->xstart, WDV->texture1->ystart, col);
va->AddVertexQTC(tempPos + dir1 * (displacements2[d ] - WDV->thickness), WDV->texture1->xstart, WDV->texture1->yend, col);
tempPos = pos * (1.0f - f) + endPos * f;
va->AddVertexQTC(tempPos + dir1 * (displacements2[d + 1] - WDV->thickness), WDV->texture1->xend, WDV->texture1->yend, col);
va->AddVertexQTC(tempPos + dir1 * (displacements2[d + 1] + WDV->thickness), WDV->texture1->xend, WDV->texture1->ystart, col);
#undef WDV
}
}
void CLightningProjectile::DrawOnMinimap(CVertexArray& lines, CVertexArray& points)
{
const unsigned char lcolor[4] = {
(unsigned char)color[0] * 255,
(unsigned char)color[1] * 255,
(unsigned char)color[2] * 255,
1 * 255
};
lines.AddVertexQC(pos, lcolor);
lines.AddVertexQC(endPos, lcolor);
}
void CLightningProjectile::DependentDied(CObject* o)
{
if (o == weapon) {
weapon = NULL;
}
}
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