/* * This file is part of the Colobot: Gold Edition source code * Copyright (C) 2001-2023, Daniel Roux, EPSITEC SA & TerranovaTeam * http://epsitec.ch; http://colobot.info; http://github.com/colobot * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see http://gnu.org/licenses */ #include "graphics/engine/lightning.h" #include "app/app.h" #include "common/logger.h" #include "graphics/core/device.h" #include "graphics/core/transparency.h" #include "graphics/engine/camera.h" #include "graphics/engine/engine.h" #include "graphics/engine/terrain.h" #include "level/robotmain.h" #include "math/geometry.h" #include "object/object.h" #include "object/object_manager.h" #include "object/auto/autopowercaptor.h" #include "object/interface/destroyable_object.h" #include "object/interface/transportable_object.h" #include "sound/sound.h" // Graphics module namespace namespace Gfx { namespace { const int LIGHTNING_SEGMENTS_COUNT = 50; } // anonymous namespace CLightning::CLightning(CEngine* engine) : m_engine(engine), m_segments(LIGHTNING_SEGMENTS_COUNT, LightningSegment()) {} CLightning::~CLightning() { } void CLightning::Flush() { m_lightningExists = false; m_phase = LightningPhase::Wait; m_speed = 0.0f; m_progress = 0.0f; std::fill(m_segments.begin(), m_segments.end(), LightningSegment()); } bool CLightning::EventProcess(const Event &event) { if (event.type == EVENT_FRAME) return EventFrame(event); return true; } bool CLightning::EventFrame(const Event &event) { if (m_terrain == nullptr) m_terrain = CRobotMain::GetInstancePointer()->GetTerrain(); if (m_camera == nullptr) m_camera = CRobotMain::GetInstancePointer()->GetCamera(); if (m_sound == nullptr) m_sound = CApplication::GetInstancePointer()->GetSound(); if (m_engine->GetPause()) return true; if (CRobotMain::GetInstancePointer()->GetMovieLock()) return true; m_progress += event.rTime*m_speed; if (m_phase == LightningPhase::Wait && m_lightningExists) { if (m_progress >= 1.0f) { m_pos.x = (Math::Rand()-0.5f)*(3200.0f-200.0f); m_pos.z = (Math::Rand()-0.5f)*(3200.0f-200.0f); m_pos.y = 0.0f; CObject* obj = SearchObject(m_pos); if (obj == nullptr) { m_terrain->AdjustToFloor(m_pos, true); } else { m_pos = obj->GetPosition(); m_terrain->AdjustToFloor(m_pos, true); // TODO: CLightningConductorObject ObjectType type = obj->GetType(); if (type == OBJECT_BASE) { m_pos.y += 120.0f; // top of the rocket } else if (type == OBJECT_PARA) { CAutoPowerCaptor* automat = static_cast(obj->GetAuto()); if (automat != nullptr) automat->StartLightning(); m_pos.y += 67.0f; // top of lightning rod } else { assert(obj->Implements(ObjectInterfaceType::Destroyable)); dynamic_cast(obj)->DamageObject(DamageType::Lightning, std::numeric_limits::infinity()); } } StrikeAtPos(m_pos); } } if (m_phase == LightningPhase::Flash) { if (m_progress < 1.0f) { float max = 5.0f; for (std::size_t i = 0; i < m_segments.size(); i++) { max += 0.4f; m_segments[i].shift.x += (Math::Rand()-0.5f)*max*2.0f; if ( m_segments[i].shift.x < -max ) m_segments[i].shift.x = -max; if ( m_segments[i].shift.x > max ) m_segments[i].shift.x = max; m_segments[i].shift.y += (Math::Rand()-0.5f)*max*2.0f; if ( m_segments[i].shift.y < -max ) m_segments[i].shift.y = -max; if ( m_segments[i].shift.y > max ) m_segments[i].shift.y = max; m_segments[i].width += (Math::Rand()-0.5f)*2.0f; if ( m_segments[i].width < 1.0f ) m_segments[i].width = 1.0f; if ( m_segments[i].width > 6.0f ) m_segments[i].width = 6.0f; } m_segments[0].shift.x = 0.0f; m_segments[0].shift.y = 0.0f; m_segments[0].width = 0.0f; } else { m_phase = LightningPhase::Wait; m_progress = 0.0f; m_speed = 1.0f / (1.0f+Math::Rand()*m_delay); } } return true; } bool CLightning::Create(float sleep, float delay, float magnetic) { m_lightningExists = true; if (sleep < 1.0f) sleep = 1.0f; m_sleep = sleep; m_delay = delay; m_magnetic = magnetic; m_phase = LightningPhase::Wait; m_progress = 0.0f; m_speed = 1.0f / m_sleep; return false; } bool CLightning::GetStatus(float &sleep, float &delay, float &magnetic, float &progress) { if (! m_lightningExists) return false; sleep = m_sleep; delay = m_delay; magnetic = m_magnetic; progress = m_progress; return true; } bool CLightning::SetStatus(float sleep, float delay, float magnetic, float progress) { m_lightningExists = true; m_sleep = sleep; m_delay = delay; m_magnetic = magnetic; m_progress = progress; m_phase = LightningPhase::Wait; m_speed = 1.0f/m_sleep; return true; } void CLightning::Draw() { if (m_phase != LightningPhase::Flash) return; CDevice* device = m_engine->GetDevice(); auto renderer = device->GetParticleRenderer(); auto texture = m_engine->LoadTexture("textures/effect00.png"); renderer->SetModelMatrix(glm::mat4(1.0f)); renderer->SetTexture(texture); renderer->SetTransparency(TransparencyMode::BLACK); glm::vec2 texInf; texInf.x = 64.5f/256.0f; texInf.y = 33.0f/256.0f; glm::vec2 texSup; texSup.x = 95.5f/256.0f; texSup.y = 34.0f/256.0f; // blank glm::vec3 p1 = m_pos; glm::vec3 eye = m_engine->GetEyePt(); float a = Math::RotateAngle(eye.x-p1.x, eye.z-p1.z); glm::vec3 n = glm::normalize(p1-eye); glm::vec3 corner[4]; VertexParticle vertex[4]; for (std::size_t i = 0; i < m_segments.size() - 1; i++) { glm::vec3 p2 = p1; p2.y += 8.0f+0.2f*i; glm::vec2 rot; glm::vec3 p = p1; p.x += m_segments[i].width; rot = Math::RotatePoint({ p1.x, p1.z }, a + Math::PI / 2.0f, { p.x, p.z }); corner[0].x = rot.x+m_segments[i].shift.x; corner[0].y = p1.y; corner[0].z = rot.y+m_segments[i].shift.y; rot = Math::RotatePoint({ p1.x, p1.z }, a - Math::PI / 2.0f, { p.x, p.z }); corner[1].x = rot.x+m_segments[i].shift.x; corner[1].y = p1.y; corner[1].z = rot.y+m_segments[i].shift.y; p = p2; p.x += m_segments[i+1].width; rot = Math::RotatePoint({ p2.x, p2.z }, a + Math::PI / 2.0f, { p.x, p.z }); corner[2].x = rot.x+m_segments[i+1].shift.x; corner[2].y = p2.y; corner[2].z = rot.y+m_segments[i+1].shift.y; rot = Math::RotatePoint({ p2.x, p2.z }, a - Math::PI / 2.0f, { p.x, p.z }); corner[3].x = rot.x+m_segments[i+1].shift.x; corner[3].y = p2.y; corner[3].z = rot.y+m_segments[i+1].shift.y; IntColor white = IntColor(255, 255, 255, 255); if (p2.y < p1.y) { vertex[0] = { corner[1], white, { texSup.x, texSup.y } }; vertex[1] = { corner[0], white, { texInf.x, texSup.y } }; vertex[2] = { corner[3], white, { texSup.x, texInf.y } }; vertex[3] = { corner[2], white, { texInf.x, texInf.y } }; } else { vertex[0] = { corner[0], white, { texSup.x, texSup.y } }; vertex[1] = { corner[1], white, { texInf.x, texSup.y } }; vertex[2] = { corner[2], white, { texSup.x, texInf.y } }; vertex[3] = { corner[3], white, { texInf.x, texInf.y } }; } renderer->DrawParticle(PrimitiveType::TRIANGLE_STRIP, 4, vertex); m_engine->AddStatisticTriangle(2); p1 = p2; } } CObject* CLightning::SearchObject(glm::vec3 pos) { // Lightning conductors std::vector paraObj; paraObj.reserve(100); std::vector paraObjPos; paraObjPos.reserve(100); // Seeking the object closest to the point of impact of lightning. CObject* bestObj = nullptr; float min = 100000.0f; for (CObject* obj : CObjectManager::GetInstancePointer()->GetAllObjects()) { if (!obj->GetDetectable()) continue; // inactive object? if (IsObjectBeingTransported(obj)) continue; ObjectType type = obj->GetType(); if ( type == OBJECT_BASE || type == OBJECT_PARA ) // building a lightning effect? { paraObj.push_back(obj); paraObjPos.push_back(obj->GetPosition()); continue; } if (!obj->Implements(ObjectInterfaceType::Destroyable)) continue; float detect = m_magnetic * dynamic_cast(*obj).GetLightningHitProbability(); if (detect == 0.0f) continue; glm::vec3 oPos = obj->GetPosition(); float dist = Math::DistanceProjected(oPos, pos); if (dist > detect) continue; if (dist < min) { min = dist; bestObj = obj; } } if (bestObj == nullptr) return nullptr; // nothing found // Under the protection of a lightning conductor? glm::vec3 oPos = bestObj->GetPosition(); for (int i = paraObj.size()-1; i >= 0; i--) { float dist = Math::DistanceProjected(oPos, paraObjPos[i]); if (dist <= LTNG_PROTECTION_RADIUS) return paraObj[i]; } return bestObj; } void CLightning::StrikeAtPos(glm::vec3 pos) { m_pos = pos; glm::vec3 eye = m_engine->GetEyePt(); float dist = glm::distance(m_pos, eye); float deep = m_engine->GetDeepView(); if (dist < deep) { glm::vec3 position = eye+((m_pos-eye)*0.2f); // like so close! m_sound->Play(SOUND_BLITZ, position); m_camera->StartOver(CAM_OVER_EFFECT_LIGHTNING, m_pos, 1.0f); m_phase = LightningPhase::Flash; m_progress = 0.0f; m_speed = 1.0f; } } } // namespace Gfx