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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "Game/Camera.h"
#include "LaserProjectile.h"
#include "Map/Ground.h"
#include "Rendering/GL/VertexArray.h"
#include "Sim/Projectiles/ProjectileHandler.h"
#include "Sim/Projectiles/Unsynced/SimpleParticleSystem.h"
#include "Sim/Weapons/WeaponDef.h"
#ifdef TRACE_SYNC
#include "System/Sync/SyncTracer.h"
#endif
CR_BIND_DERIVED(CLaserProjectile, CWeaponProjectile, (ProjectileParams()))
CR_REG_METADATA(CLaserProjectile,(
CR_SETFLAG(CF_Synced),
CR_MEMBER(intensity),
CR_MEMBER(color),
CR_MEMBER(color2),
CR_MEMBER(speedf),
CR_MEMBER(maxLength),
CR_MEMBER(curLength),
CR_MEMBER(stayTime),
CR_MEMBER(intensityFalloff),
CR_MEMBER(midtexx)
))
CLaserProjectile::CLaserProjectile(const ProjectileParams& params): CWeaponProjectile(params)
, speedf(0.0f)
, maxLength(0.0f)
, curLength(0.0f)
, intensity(0.0f)
, intensityFalloff(0.0f)
, midtexx(0.0f)
, stayTime(0)
{
projectileType = WEAPON_LASER_PROJECTILE;
// FIXME: constant, assumes |speed| never changes after creation
speedf = speed.w;
if (weaponDef != NULL) {
SetRadiusAndHeight(weaponDef->collisionSize, 0.0f);
maxLength = weaponDef->duration * (weaponDef->projectilespeed * GAME_SPEED);
intensity = weaponDef->intensity;
intensityFalloff = intensity * weaponDef->falloffRate;
midtexx =
(weaponDef->visuals.texture2->xstart +
(weaponDef->visuals.texture2->xend - weaponDef->visuals.texture2->xstart) * 0.5f);
color = weaponDef->visuals.color;
color2 = weaponDef->visuals.color2;
}
drawRadius = maxLength;
#ifdef TRACE_SYNC
tracefile << "[" << __FUNCTION__ << "] ";
tracefile << pos.x << " " << pos.y << " " << pos.z << " " << speed.x << " " << speed.y << " " << speed.z << "\n";
#endif
}
void CLaserProjectile::Update()
{
const float4 oldSpeed = speed;
UpdateIntensity();
UpdateLength();
UpdateInterception();
UpdatePos(oldSpeed);
// pre-decrement ttl: if projectile has to live for N frames
// we want to check for collisions only N (not N + 1) times!
checkCol &= ((ttl -= 1) >= 0);
deleteMe |= ((curLength <= 0.01f) * ( weaponDef->laserHardStop));
deleteMe |= ((intensity <= 0.01f) * (!weaponDef->laserHardStop));
}
void CLaserProjectile::UpdateIntensity() {
if (ttl > 0) {
explGenHandler->GenExplosion(cegID, pos, speed, ttl, intensity, 0.0f, NULL, NULL);
return;
}
if (weaponDef->laserHardStop) {
if (curLength < maxLength && speed != ZeroVector) {
// bolt reached its max-range but wasn't fully extended yet
stayTime = 1 + int((maxLength - curLength) / speedf);
}
SetVelocityAndSpeed(ZeroVector);
} else {
// fade out over the next 5 frames at most
intensity -= std::max(intensityFalloff * 0.2f, 0.2f);
intensity = std::max(intensity, 0.0f);
}
}
void CLaserProjectile::UpdateLength() {
if (speed != ZeroVector) {
// expand bolt to maximum length if not
// stopped / collided OR after hardstop
curLength += speedf;
curLength = std::min(maxLength, curLength);
} else {
if (stayTime == 0) {
// contract bolt to zero length after stayTime
// expires (can be immediately if not hardstop)
curLength -= speedf;
curLength = std::max(curLength, 0.0f);
}
}
stayTime = std::max(stayTime - 1, 0);
}
void CLaserProjectile::UpdatePos(const float4& oldSpeed) {
if (luaMoveCtrl)
return;
SetPosition(pos + speed);
// note: this can change pos *and* speed
UpdateGroundBounce();
if (oldSpeed != speed) {
SetVelocityAndSpeed(speed);
}
}
void CLaserProjectile::CollisionCommon(const float3& oldPos) {
// we will fade out over some time
deleteMe = false;
if (weaponDef->noExplode)
return;
checkCol = false;
SetPosition(oldPos);
SetVelocityAndSpeed(ZeroVector);
if (curLength < maxLength) {
stayTime = 1 + int((maxLength - curLength) / speedf);
}
}
void CLaserProjectile::Collision(CUnit* unit)
{
const float3 oldPos = pos;
CWeaponProjectile::Collision(unit);
CollisionCommon(oldPos);
}
void CLaserProjectile::Collision(CFeature* feature)
{
const float3 oldPos = pos;
CWeaponProjectile::Collision(feature);
CollisionCommon(oldPos);
}
void CLaserProjectile::Collision()
{
const float3 oldPos = pos;
CWeaponProjectile::Collision();
CollisionCommon(oldPos);
}
void CLaserProjectile::Draw()
{
if (model) {
// dont draw if a 3d model has been defined for us
return;
}
inArray = true;
float3 dif(pos - camera->GetPos());
const float camDist = dif.Length();
dif /= camDist;
float3 dir1(dif.cross(dir));
dir1.Normalize();
float3 dir2(dif.cross(dir1));
unsigned char col[4];
col[0] = (unsigned char) (color.x * intensity * 255);
col[1] = (unsigned char) (color.y * intensity * 255);
col[2] = (unsigned char) (color.z * intensity * 255);
col[3] = 1; //intensity*255;
unsigned char col2[4];
col2[0] = (unsigned char) (color2.x * intensity * 255);
col2[1] = (unsigned char) (color2.y * intensity * 255);
col2[2] = (unsigned char) (color2.z * intensity * 255);
col2[3] = 1; //intensity*255;
const float size = weaponDef->visuals.thickness;
const float coresize = size * weaponDef->visuals.corethickness;
va->EnlargeArrays(32, 0, VA_SIZE_TC);
if (camDist < weaponDef->visuals.lodDistance) {
const float3 pos2 = drawPos - (dir * curLength);
float texStartOffset;
float texEndOffset;
if (checkCol) { // expanding or contracting?
texStartOffset = 0;
texEndOffset = (1.0f - (curLength / maxLength)) * (weaponDef->visuals.texture1->xstart - weaponDef->visuals.texture1->xend);
} else {
texStartOffset = (-1.0f + (curLength / maxLength) + ((float)stayTime * (speedf / maxLength))) * (weaponDef->visuals.texture1->xstart - weaponDef->visuals.texture1->xend);
texEndOffset = ((float)stayTime * (speedf / maxLength)) * (weaponDef->visuals.texture1->xstart - weaponDef->visuals.texture1->xend);
}
va->AddVertexQTC(drawPos - (dir1 * size), midtexx, weaponDef->visuals.texture2->ystart, col);
va->AddVertexQTC(drawPos + (dir1 * size), midtexx, weaponDef->visuals.texture2->yend, col);
va->AddVertexQTC(drawPos + (dir1 * size) - (dir2 * size), weaponDef->visuals.texture2->xstart, weaponDef->visuals.texture2->yend, col);
va->AddVertexQTC(drawPos - (dir1 * size) - (dir2 * size), weaponDef->visuals.texture2->xstart, weaponDef->visuals.texture2->ystart, col);
va->AddVertexQTC(drawPos - (dir1 * coresize), midtexx, weaponDef->visuals.texture2->ystart, col2);
va->AddVertexQTC(drawPos + (dir1 * coresize), midtexx, weaponDef->visuals.texture2->yend, col2);
va->AddVertexQTC(drawPos + (dir1 * coresize)-(dir2 * coresize), weaponDef->visuals.texture2->xstart, weaponDef->visuals.texture2->yend, col2);
va->AddVertexQTC(drawPos - (dir1 * coresize)-(dir2 * coresize), weaponDef->visuals.texture2->xstart, weaponDef->visuals.texture2->ystart, col2);
va->AddVertexQTC(drawPos - (dir1 * size), weaponDef->visuals.texture1->xstart + texStartOffset, weaponDef->visuals.texture1->ystart, col);
va->AddVertexQTC(drawPos + (dir1 * size), weaponDef->visuals.texture1->xstart + texStartOffset, weaponDef->visuals.texture1->yend, col);
va->AddVertexQTC(pos2 + (dir1 * size), weaponDef->visuals.texture1->xend + texEndOffset, weaponDef->visuals.texture1->yend, col);
va->AddVertexQTC(pos2 - (dir1 * size), weaponDef->visuals.texture1->xend + texEndOffset, weaponDef->visuals.texture1->ystart, col);
va->AddVertexQTC(drawPos - (dir1 * coresize), weaponDef->visuals.texture1->xstart + texStartOffset, weaponDef->visuals.texture1->ystart, col2);
va->AddVertexQTC(drawPos + (dir1 * coresize), weaponDef->visuals.texture1->xstart + texStartOffset, weaponDef->visuals.texture1->yend, col2);
va->AddVertexQTC(pos2 + (dir1 * coresize), weaponDef->visuals.texture1->xend + texEndOffset, weaponDef->visuals.texture1->yend, col2);
va->AddVertexQTC(pos2 - (dir1 * coresize), weaponDef->visuals.texture1->xend + texEndOffset, weaponDef->visuals.texture1->ystart, col2);
va->AddVertexQTC(pos2 - (dir1 * size), midtexx, weaponDef->visuals.texture2->ystart, col);
va->AddVertexQTC(pos2 + (dir1 * size), midtexx, weaponDef->visuals.texture2->yend, col);
va->AddVertexQTC(pos2 + (dir1 * size) + (dir2 * size), weaponDef->visuals.texture2->xend, weaponDef->visuals.texture2->yend, col);
va->AddVertexQTC(pos2 - (dir1 * size) + (dir2 * size), weaponDef->visuals.texture2->xend, weaponDef->visuals.texture2->ystart, col);
va->AddVertexQTC(pos2 - (dir1 * coresize), midtexx, weaponDef->visuals.texture2->ystart, col2);
va->AddVertexQTC(pos2 + (dir1 * coresize), midtexx, weaponDef->visuals.texture2->yend, col2);
va->AddVertexQTC(pos2 + (dir1 * coresize) + (dir2 * coresize), weaponDef->visuals.texture2->xend, weaponDef->visuals.texture2->yend, col2);
va->AddVertexQTC(pos2 - (dir1 * coresize) + (dir2 * coresize), weaponDef->visuals.texture2->xend, weaponDef->visuals.texture2->ystart, col2);
} else {
const float3 pos1 = drawPos + (dir * (size * 0.5f));
const float3 pos2 = pos1 - (dir * (curLength + size));
float texStartOffset;
float texEndOffset;
if (checkCol) { // expanding or contracting?
texStartOffset = 0;
texEndOffset = (1.0f - (curLength / maxLength)) * (weaponDef->visuals.texture1->xstart - weaponDef->visuals.texture1->xend);
} else {
texStartOffset = (-1.0f + (curLength / maxLength) + ((float)stayTime * (speedf / maxLength))) * (weaponDef->visuals.texture1->xstart - weaponDef->visuals.texture1->xend);
texEndOffset = ((float)stayTime * (speedf / maxLength)) * (weaponDef->visuals.texture1->xstart - weaponDef->visuals.texture1->xend);
}
va->AddVertexQTC(pos1 - (dir1 * size), weaponDef->visuals.texture1->xstart + texStartOffset, weaponDef->visuals.texture1->ystart, col);
va->AddVertexQTC(pos1 + (dir1 * size), weaponDef->visuals.texture1->xstart + texStartOffset, weaponDef->visuals.texture1->yend, col);
va->AddVertexQTC(pos2 + (dir1 * size), weaponDef->visuals.texture1->xend + texEndOffset, weaponDef->visuals.texture1->yend, col);
va->AddVertexQTC(pos2 - (dir1 * size), weaponDef->visuals.texture1->xend + texEndOffset, weaponDef->visuals.texture1->ystart, col);
va->AddVertexQTC(pos1 - (dir1 * coresize), weaponDef->visuals.texture1->xstart + texStartOffset, weaponDef->visuals.texture1->ystart, col2);
va->AddVertexQTC(pos1 + (dir1 * coresize), weaponDef->visuals.texture1->xstart + texStartOffset, weaponDef->visuals.texture1->yend, col2);
va->AddVertexQTC(pos2 + (dir1 * coresize), weaponDef->visuals.texture1->xend + texEndOffset, weaponDef->visuals.texture1->yend, col2);
va->AddVertexQTC(pos2 - (dir1 * coresize), weaponDef->visuals.texture1->xend + texEndOffset, weaponDef->visuals.texture1->ystart, col2);
}
}
int CLaserProjectile::ShieldRepulse(CPlasmaRepulser* shield, float3 shieldPos, float shieldForce, float shieldMaxSpeed)
{
if (luaMoveCtrl)
return 0;
const float3 rdir = (pos - shieldPos).Normalize();
if (rdir.dot(speed) < 0.0f) {
SetVelocityAndSpeed(speed - (rdir * rdir.dot(speed) * 2.0f));
return 1;
}
return 0;
}
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