119 lines
2.9 KiB
C++
119 lines
2.9 KiB
C++
/*
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* This file is part of the Colobot: Gold Edition source code
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* Copyright (C) 2001-2023, Daniel Roux, EPSITEC SA & TerranovaTeam
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* http://epsitec.ch; http://colobot.info; http://github.com/colobot
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see http://gnu.org/licenses
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*/
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/**
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* \file graphics/engine/lightning.h
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* \brief Lightning rendering - CLightning class (aka blitz)
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*/
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#pragma once
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#include <glm/glm.hpp>
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#include <vector>
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class CObject;
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class CSoundInterface;
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struct Event;
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// Graphics module namespace
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namespace Gfx
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{
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class CEngine;
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class CTerrain;
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class CCamera;
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//! Radius of lightning protection
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const float LTNG_PROTECTION_RADIUS = 200.0f;
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/**
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* \class CLightning
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* \brief Lightning effect renderer
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*
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* TODO: documentation
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*/
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class CLightning
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{
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public:
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CLightning(CEngine* engine);
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~CLightning();
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//! Triggers lightning
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bool Create(float sleep, float delay, float magnetic);
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//! Removes lightning
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void Flush();
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//! Gives the status of lightning
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bool GetStatus(float &sleep, float &delay, float &magnetic, float &progress);
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//! Specifies the status of lightning
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bool SetStatus(float sleep, float delay, float magnetic, float progress);
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//! Management of an event
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bool EventProcess(const Event &event);
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//! Draws lightning
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void Draw();
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//! Shoots lightning strike at given position
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void StrikeAtPos(glm::vec3 pos);
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protected:
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//! Updates lightning
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bool EventFrame(const Event &event);
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//! Seeks for the object closest to the lightning
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CObject* SearchObject(glm::vec3 pos);
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protected:
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CEngine* m_engine = nullptr;
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CTerrain* m_terrain = nullptr;
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CCamera* m_camera = nullptr;
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CSoundInterface* m_sound = nullptr;
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bool m_lightningExists = false;
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float m_sleep = 0.0f;
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float m_delay = 0.0f;
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float m_magnetic = 0.0f;
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float m_speed = 0.0f;
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float m_progress = 0.0f;
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glm::vec3 m_pos = { 0, 0, 0 };
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enum class LightningPhase
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{
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Wait,
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Flash,
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};
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LightningPhase m_phase = LightningPhase::Wait;
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struct LightningSegment
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{
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glm::vec2 shift;
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float width = 0.0f;
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};
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std::vector<LightningSegment> m_segments;
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};
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} // namespace Gfx
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