jedioutcast/code/cgame/cg_effects.cpp

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2013-04-04 14:52:42 +00:00
// cg_effects.c -- these functions generate localentities
// this line must stay at top so the whole PCH thing works...
#include "cg_headers.h"
//#include "cg_local.h"
#include "cg_media.h"
#if !defined(FX_SCHEDULER_H_INC)
#include "FxScheduler.h"
#endif
//void DoBolt( vec3_t m_origin, vec3_t m_origin2, float m_scale, float m_deviation );
/*
====================
CG_MakeExplosion
====================
*/
/*
localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir,
qhandle_t hModel, int numFrames, qhandle_t shader,
int msec, qboolean isSprite, float scale, int flags )
{
float ang = 0;
localEntity_t *ex;
int offset;
vec3_t tmpVec, newOrigin;
if ( msec <= 0 ) {
CG_Error( "CG_MakeExplosion: msec = %i", msec );
}
// skew the time a bit so they aren't all in sync
offset = rand() & 63;
ex = CG_AllocLocalEntity();
if ( isSprite ) {
ex->leType = LE_SPRITE_EXPLOSION;
ex->refEntity.rotation = rand() % 360;
ex->radius = scale;
VectorScale( dir, 16, tmpVec );
VectorAdd( tmpVec, origin, newOrigin );
} else {
ex->leType = LE_EXPLOSION;
VectorCopy( origin, newOrigin );
// set axis with random rotate when necessary
if ( !dir )
{
AxisClear( ex->refEntity.axis );
}
else
{
if ( !(flags & LEF_NO_RANDOM_ROTATE) )
ang = rand() % 360;
VectorCopy( dir, ex->refEntity.axis[0] );
RotateAroundDirection( ex->refEntity.axis, ang );
}
}
ex->startTime = cg.time - offset;
ex->endTime = ex->startTime + msec;
// bias the time so all shader effects start correctly
ex->refEntity.shaderTime = ex->startTime / 1000.0f;
ex->refEntity.hModel = hModel;
ex->refEntity.customShader = shader;
ex->lifeRate = (float)numFrames / msec;
ex->leFlags = flags;
//Scale the explosion
if (scale != 1) {
ex->refEntity.nonNormalizedAxes = qtrue;
VectorScale( ex->refEntity.axis[0], scale, ex->refEntity.axis[0] );
VectorScale( ex->refEntity.axis[1], scale, ex->refEntity.axis[1] );
VectorScale( ex->refEntity.axis[2], scale, ex->refEntity.axis[2] );
}
// set origin
VectorCopy ( newOrigin, ex->refEntity.origin);
VectorCopy ( newOrigin, ex->refEntity.oldorigin );
ex->color[0] = ex->color[1] = ex->color[2] = 1.0;
return ex;
}
*/
// When calling this version, just pass in a zero for the flags
//localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir,
// qhandle_t hModel, int numFrames, qhandle_t shader,
// int msec, qboolean isSprite, float scale ) {
// return CG_MakeExplosion( origin, dir, hModel, numFrames, shader, msec, isSprite, scale, 0 );
//}
/*
====================
CG_AddTempLight
====================
*/
localEntity_t *CG_AddTempLight( vec3_t origin, float scale, vec3_t color, int msec )
{
localEntity_t *ex;
if ( msec <= 0 ) {
CG_Error( "CG_AddTempLight: msec = %i", msec );
}
ex = CG_AllocLocalEntity();
ex->leType = LE_LIGHT;
ex->startTime = cg.time;
ex->endTime = ex->startTime + msec;
// set origin
VectorCopy ( origin, ex->refEntity.origin);
VectorCopy ( origin, ex->refEntity.oldorigin );
VectorCopy( color, ex->lightColor );
ex->light = scale;
return ex;
}
/*
-------------------------
CG_ExplosionEffects
Used to find the player and shake the camera if close enough
intensity ranges from 1 (minor tremble) to 16 (major quake)
-------------------------
*/
void CG_ExplosionEffects( vec3_t origin, float intensity, int radius, int time )
{
//FIXME: When exactly is the vieworg calculated in relation to the rest of the frame?s
vec3_t dir;
float dist, intensityScale;
float realIntensity;
VectorSubtract( cg.refdef.vieworg, origin, dir );
dist = VectorNormalize( dir );
//Use the dir to add kick to the explosion
if ( dist > radius )
return;
intensityScale = 1 - ( dist / (float) radius );
realIntensity = intensity * intensityScale;
CGCam_Shake( realIntensity, time );
}
/*
-------------------------
CG_SurfaceExplosion
Adds an explosion to a surface
-------------------------
*/
/*
#define NUM_SPARKS 12
#define NUM_PUFFS 1
#define NUM_EXPLOSIONS 4
void CG_SurfaceExplosion( vec3_t origin, vec3_t normal, float radius, float shake_speed, qboolean smoke )
{
localEntity_t *le;
//FXTrail *particle;
vec3_t direction, new_org;
vec3_t velocity = { 0, 0, 0 };
vec3_t temp_org, temp_vel;
float scale, dscale;
int i, numSparks;
//Sparks
numSparks = 16 + (random() * 16.0f);
for ( i = 0; i < numSparks; i++ )
{
scale = 0.25f + (random() * 2.0f);
dscale = -scale*0.5;
particle = FX_AddTrail( origin,
NULL,
NULL,
32.0f,
-64.0f,
scale,
-scale,
1.0f,
0.0f,
0.25f,
4000.0f,
cgs.media.sparkShader,
rand() & FXF_BOUNCE);
if ( particle == NULL )
return;
FXE_Spray( normal, 500, 150, 1.0f, 768 + (rand() & 255), (FXPrimitive *) particle );
}
//Smoke
//Move this out a little from the impact surface
VectorMA( origin, 4, normal, new_org );
VectorSet( velocity, 0.0f, 0.0f, 16.0f );
for ( i = 0; i < 4; i++ )
{
VectorSet( temp_org, new_org[0] + (crandom() * 16.0f), new_org[1] + (crandom() * 16.0f), new_org[2] + (random() * 4.0f) );
VectorSet( temp_vel, velocity[0] + (crandom() * 8.0f), velocity[1] + (crandom() * 8.0f), velocity[2] + (crandom() * 8.0f) );
FX_AddSprite( temp_org,
temp_vel,
NULL,
64.0f + (random() * 32.0f),
16.0f,
1.0f,
0.0f,
20.0f + (crandom() * 90.0f),
0.5f,
1500.0f,
cgs.media.smokeShader, FXF_USE_ALPHA_CHAN );
}
//Core of the explosion
//Orient the explosions to face the camera
VectorSubtract( cg.refdef.vieworg, origin, direction );
VectorNormalize( direction );
//Tag the last one with a light
le = CG_MakeExplosion( origin, direction, cgs.media.explosionModel, 6, cgs.media.surfaceExplosionShader, 500, qfalse, radius * 0.02f + (random() * 0.3f) );
le->light = 150;
VectorSet( le->lightColor, 0.9f, 0.8f, 0.5f );
for ( i = 0; i < NUM_EXPLOSIONS-1; i ++)
{
VectorSet( new_org, (origin[0] + (16 + (crandom() * 8))*crandom()), (origin[1] + (16 + (crandom() * 8))*crandom()), (origin[2] + (16 + (crandom() * 8))*crandom()) );
le = CG_MakeExplosion( new_org, direction, cgs.media.explosionModel, 6, cgs.media.surfaceExplosionShader, 300 + (rand() & 99), qfalse, radius * 0.05f + (crandom() *0.3f) );
}
//Shake the camera
CG_ExplosionEffects( origin, shake_speed, 350, 750 );
// The level designers wanted to be able to turn the smoke spawners off. The rationale is that they
// want to blow up catwalks and such that fall down...when that happens, it shouldn't really leave a mark
// and a smoke spewer at the explosion point...
if ( smoke )
{
VectorMA( origin, -8, normal, temp_org );
// FX_AddSpawner( temp_org, normal, NULL, NULL, 100, random()*25.0f, 5000.0f, (void *) CG_SmokeSpawn );
//Impact mark
//FIXME: Replace mark
//CG_ImpactMark( cgs.media.burnMarkShader, origin, normal, random()*360, 1,1,1,1, qfalse, 8, qfalse );
}
}
*/
/*
-------------------------
CG_MiscModelExplosion
Adds an explosion to a misc model breakables
-------------------------
*/
void CG_MiscModelExplosion( vec3_t mins, vec3_t maxs, int size, material_t chunkType )
{
int ct = 13;
float r;
vec3_t org, mid, dir;
char *effect = NULL, *effect2 = NULL;
VectorAdd( mins, maxs, mid );
VectorScale( mid, 0.5f, mid );
switch( chunkType )
{
case MAT_GLASS:
effect = "chunks/glassbreak";
ct = 5;
break;
case MAT_GLASS_METAL:
effect = "chunks/glassbreak";
effect2 = "chunks/metalexplode";
ct = 5;
break;
case MAT_ELECTRICAL:
case MAT_ELEC_METAL:
effect = "chunks/sparkexplode";
ct = 5;
break;
case MAT_METAL:
case MAT_METAL2:
case MAT_METAL3:
case MAT_CRATE1:
case MAT_CRATE2:
effect = "chunks/metalexplode";
ct = 2;
break;
case MAT_GRATE1:
effect = "chunks/grateexplode";
ct = 8;
break;
case MAT_ROPE:
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ct = 20;
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effect = "chunks/ropebreak";
break;
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case MAT_WHITE_METAL: //not sure what this crap is really supposed to be..
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case MAT_DRK_STONE:
case MAT_LT_STONE:
case MAT_GREY_STONE:
switch( size )
{
case 2:
effect = "chunks/rockbreaklg";
break;
case 1:
default:
effect = "chunks/rockbreakmed";
break;
}
}
if ( !effect )
{
return;
}
ct += 7 * size;
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// FIXME: real precache .. VERify that these need to be here...don't think they would because the effects should be registered in g_breakable
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theFxScheduler.RegisterEffect( effect );
if ( effect2 )
{
// FIXME: real precache
theFxScheduler.RegisterEffect( effect2 );
}
// spawn chunk roughly in the bbox of the thing..
for ( int i = 0; i < ct; i++ )
{
for( int j = 0; j < 3; j++ )
{
r = random() * 0.8f + 0.1f;
org[j] = ( r * mins[j] + ( 1 - r ) * maxs[j] );
}
// shoot effect away from center
VectorSubtract( org, mid, dir );
VectorNormalize( dir );
if ( effect2 && ( rand() & 1 ))
{
theFxScheduler.PlayEffect( effect2, org, dir );
}
else
{
theFxScheduler.PlayEffect( effect, org, dir );
}
}
}
/*
-------------------------
CG_Chunks
Fun chunk spewer
-------------------------
*/
void CG_Chunks( int owner, vec3_t origin, const vec3_t normal, const vec3_t mins, const vec3_t maxs,
float speed, int numChunks, material_t chunkType, int customChunk, float baseScale )
{
localEntity_t *le;
refEntity_t *re;
vec3_t dir;
int i, j, k;
int chunkModel = 0;
leBounceSound_t bounce = LEBS_NONE;
float r, speedMod = 1.0f;
qboolean chunk = qfalse;
if ( chunkType == MAT_NONE )
{
// Well, we should do nothing
return;
}
// Set up our chunk sound info...breaking sounds are done here so they are done once on breaking..some return instantly because the chunks are done with effects instead of models
switch( chunkType )
{
case MAT_GLASS:
cgi_S_StartSound( NULL, owner, CHAN_BODY, cgs.media.glassChunkSound );
return;
break;
case MAT_GRATE1:
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cgi_S_StartSound( NULL, owner, CHAN_BODY, cgs.media.grateSound );
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return;
break;
case MAT_ELECTRICAL:// (sparks)
cgi_S_StartSound( NULL, owner, CHAN_BODY, cgi_S_RegisterSound (va("sound/ambience/spark%d.wav", Q_irand(1, 6))) );
return;
break;
case MAT_DRK_STONE:
case MAT_LT_STONE:
case MAT_GREY_STONE:
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case MAT_WHITE_METAL: // not quite sure what this stuff is supposed to be...it's for Stu
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cgi_S_StartSound( NULL, owner, CHAN_BODY, cgs.media.rockBreakSound );
bounce = LEBS_ROCK;
speedMod = 0.5f; // rock blows up less
break;
case MAT_GLASS_METAL:
cgi_S_StartSound( NULL, owner, CHAN_BODY, cgs.media.glassChunkSound ); // FIXME: should probably have a custom sound
bounce = LEBS_METAL;
break;
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case MAT_CRATE1:
case MAT_CRATE2:
cgi_S_StartSound( NULL, owner, CHAN_BODY, cgs.media.crateBreakSound[Q_irand(0,1)] );
break;
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case MAT_METAL:
case MAT_METAL2:
case MAT_METAL3:
case MAT_ELEC_METAL:// FIXME: maybe have its own sound?
cgi_S_StartSound( NULL, owner, CHAN_BODY, cgs.media.chunkSound );
bounce = LEBS_METAL;
speedMod = 0.8f; // metal blows up a bit more
break;
case MAT_ROPE:
// cgi_S_StartSound( NULL, owner, CHAN_BODY, cgi_S_RegisterSound( "" )); FIXME: needs a sound
return;
break;
}
if ( baseScale <= 0.0f )
{
baseScale = 1.0f;
}
// Chunks
for( i = 0; i < numChunks; i++ )
{
if ( customChunk > 0 )
{
// Try to use a custom chunk.
if ( cgs.model_draw[customChunk] )
{
chunk = qtrue;
chunkModel = cgs.model_draw[customChunk];
}
}
if ( !chunk )
{
// No custom chunk. Pick a random chunk type at run-time so we don't get the same chunks
switch( chunkType )
{
case MAT_METAL2: //bluegrey
chunkModel = cgs.media.chunkModels[CHUNK_METAL2][Q_irand(0, 3)];
break;
case MAT_GREY_STONE://gray
chunkModel = cgs.media.chunkModels[CHUNK_ROCK1][Q_irand(0, 3)];
break;
case MAT_LT_STONE: //tan
chunkModel = cgs.media.chunkModels[CHUNK_ROCK2][Q_irand(0, 3)];
break;
case MAT_DRK_STONE://brown
chunkModel = cgs.media.chunkModels[CHUNK_ROCK3][Q_irand(0, 3)];
break;
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case MAT_WHITE_METAL:
chunkModel = cgs.media.chunkModels[CHUNK_WHITE_METAL][Q_irand(0, 3)];
break;
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case MAT_CRATE1://yellow multi-colored crate chunks
chunkModel = cgs.media.chunkModels[CHUNK_CRATE1][Q_irand(0, 3)];
break;
case MAT_CRATE2://red multi-colored crate chunks
chunkModel = cgs.media.chunkModels[CHUNK_CRATE2][Q_irand(0, 3)];
break;
case MAT_ELEC_METAL:
case MAT_GLASS_METAL:
case MAT_METAL://grey
chunkModel = cgs.media.chunkModels[CHUNK_METAL1][Q_irand(0, 3)];
break;
case MAT_METAL3:
if ( rand() & 1 )
{
chunkModel = cgs.media.chunkModels[CHUNK_METAL1][Q_irand(0, 3)];
}
else
{
chunkModel = cgs.media.chunkModels[CHUNK_METAL2][Q_irand(0, 3)];
}
break;
}
}
// It wouldn't look good to throw a bunch of RGB axis models...so make sure we have something to work with.
if ( chunkModel )
{
le = CG_AllocLocalEntity();
re = &le->refEntity;
re->hModel = chunkModel;
le->leType = LE_FRAGMENT;
le->endTime = cg.time + 1300 + random() * 900;
// spawn chunk roughly in the bbox of the thing...bias towards center in case thing blowing up doesn't complete fill its bbox.
for( j = 0; j < 3; j++ )
{
r = random() * 0.8f + 0.1f;
re->origin[j] = ( r * mins[j] + ( 1 - r ) * maxs[j] );
}
VectorCopy( re->origin, le->pos.trBase );
// Move out from center of thing, otherwise you can end up things moving across the brush in an undesirable direction. Visually looks wrong
VectorSubtract( re->origin, origin, dir );
VectorNormalize( dir );
VectorScale( dir, Q_flrand( speed * 0.5f, speed * 1.25f ) * speedMod, le->pos.trDelta );
// Angular Velocity
VectorSet( le->angles.trBase, random() * 360, random() * 360, random() * 360 );
le->angles.trDelta[0] = crandom();
le->angles.trDelta[1] = crandom();
le->angles.trDelta[2] = 0; // don't do roll
VectorScale( le->angles.trDelta, random() * 600.0f + 200.0f, le->angles.trDelta );
le->pos.trType = TR_GRAVITY;
le->angles.trType = TR_LINEAR;
le->pos.trTime = le->angles.trTime = cg.time;
le->bounceFactor = 0.2f + random() * 0.2f;
le->leFlags |= LEF_TUMBLE;
le->ownerGentNum = owner;
le->leBounceSoundType = bounce;
// Make sure that we have the desired start size set
le->radius = Q_flrand( baseScale * 0.75f, baseScale * 1.25f );
re->nonNormalizedAxes = qtrue;
AxisCopy( axisDefault, re->axis ); // could do an angles to axis, but this is cheaper and works ok
for( k = 0; k < 3; k++ )
{
VectorScale( re->axis[k], le->radius, re->axis[k] );
}
}
}
}
void CG_TestLine( vec3_t start, vec3_t end, int time, unsigned int color, int radius )
{
localEntity_t *le;
refEntity_t *re;
le = CG_AllocLocalEntity();
le->leType = LE_LINE;
le->startTime = cg.time;
le->endTime = cg.time + time;
le->lifeRate = 1.0 / ( le->endTime - le->startTime );
re = &le->refEntity;
VectorCopy( start, re->origin );
VectorCopy( end, re->oldorigin);
re->shaderTime = cg.time / 1000.0f;
re->reType = RT_LINE;
re->radius = 0.5*radius;
re->customShader = cgs.media.whiteShader; //trap_R_RegisterShaderNoMip("textures/colombia/canvas_doublesided");
re->shaderTexCoord[0] = re->shaderTexCoord[1] = 1.0f;
if (color==0)
{
re->shaderRGBA[0] = re->shaderRGBA[1] = re->shaderRGBA[2] = re->shaderRGBA[3] = 0xff;
}
else
{
re->shaderRGBA[0] = color & 0xff;
color >>= 8;
re->shaderRGBA[1] = color & 0xff;
color >>= 8;
re->shaderRGBA[2] = color & 0xff;
// color >>= 8;
// re->shaderRGBA[3] = color & 0xff;
re->shaderRGBA[3] = 0xff;
}
le->color[3] = 1.0;
}
//----------------------------
//
// Breaking Glass Technology
//
//----------------------------
// Since we have shared verts when we tesselate the glass sheet, it helps to have a
// random offset table set up up front...so that we can have more random looking breaks.
static float offX[20][20],
offZ[20][20];
static void CG_DoGlassQuad( vec3_t p[4], vec2_t uv[4], bool stick, int time, vec3_t dmgDir )
{
float bounce;
vec3_t rotDelta;
vec3_t vel, accel;
vec3_t rgb1;
VectorSet( vel, crandom() * 12, crandom() * 12, -1 );
if ( !stick )
{
// We aren't a motion delayed chunk, so let us move quickly
VectorMA( vel, 0.3f, dmgDir, vel );
}
// Set up acceleration due to gravity, 800 is standard QuakeIII gravity, so let's use something close
VectorSet( accel, 0.0f, 0.0f, -(600.0f + random() * 100.0f ) );
VectorSet( rgb1, 1.0f, 1.0f, 1.0f );
// Being glass, we don't want to bounce much
bounce = random() * 0.2f + 0.15f;
// Set up our random rotate, we only do PITCH and YAW, not ROLL. This is something like degrees per second
VectorSet( rotDelta, crandom() * 40.0f, crandom() * 40.0f, 0.0f );
CPoly *pol = FX_AddPoly(p, uv, 4, // verts, ST, vertCount
vel, accel, // motion
0.15f, 0.0f, 85.0f, // alpha start, alpha end, alpha parm ( begin alpha fade when 85% of life is complete )
rgb1, rgb1, 0.0f, // rgb start, rgb end, rgb parm ( not used )
rotDelta, bounce, time, // rotation amount, bounce, and time to delay motion for ( zero if no delay );
3500 + random() * 1000, // life
cgi_R_RegisterShader( "gfx/misc/test_crackle" ),
FX_APPLY_PHYSICS | FX_ALPHA_NONLINEAR | FX_USE_ALPHA );
if ( random() > 0.95f && pol )
{
pol->AddFlags( FX_IMPACT_RUNS_FX | FX_KILL_ON_IMPACT );
pol->SetImpactFxID( theFxScheduler.RegisterEffect( "glass_impact" ));
}
}
static void CG_CalcBiLerp( vec3_t verts[4], vec3_t subVerts[4], vec2_t uv[4] )
{
vec3_t temp;
// Nasty crap
VectorScale( verts[0], 1.0f - uv[0][0], subVerts[0] );
VectorMA( subVerts[0], uv[0][0], verts[1], subVerts[0] );
VectorScale( subVerts[0], 1.0f - uv[0][1], temp );
VectorScale( verts[3], 1.0f - uv[0][0], subVerts[0] );
VectorMA( subVerts[0], uv[0][0], verts[2], subVerts[0] );
VectorMA( temp, uv[0][1], subVerts[0], subVerts[0] );
VectorScale( verts[0], 1.0f - uv[1][0], subVerts[1] );
VectorMA( subVerts[1], uv[1][0], verts[1], subVerts[1] );
VectorScale( subVerts[1], 1.0f - uv[1][1], temp );
VectorScale( verts[3], 1.0f - uv[1][0], subVerts[1] );
VectorMA( subVerts[1], uv[1][0], verts[2], subVerts[1] );
VectorMA( temp, uv[1][1], subVerts[1], subVerts[1] );
VectorScale( verts[0], 1.0f - uv[2][0], subVerts[2] );
VectorMA( subVerts[2], uv[2][0], verts[1], subVerts[2] );
VectorScale( subVerts[2], 1.0f - uv[2][1], temp );
VectorScale( verts[3], 1.0f - uv[2][0], subVerts[2] );
VectorMA( subVerts[2], uv[2][0], verts[2], subVerts[2] );
VectorMA( temp, uv[2][1], subVerts[2], subVerts[2] );
VectorScale( verts[0], 1.0f - uv[3][0], subVerts[3] );
VectorMA( subVerts[3], uv[3][0], verts[1], subVerts[3] );
VectorScale( subVerts[3], 1.0f - uv[3][1], temp );
VectorScale( verts[3], 1.0f - uv[3][0], subVerts[3] );
VectorMA( subVerts[3], uv[3][0], verts[2], subVerts[3] );
VectorMA( temp, uv[3][1], subVerts[3], subVerts[3] );
}
// bilinear
//f(p',q') = (1 - y) <20> {[(1 - x) <20> f(p,q)] + [x <20> f(p,q+1)]} + y <20> {[(1 - x) <20> f(p+1,q)] + [x <20> f(p+1,q+1)]}.
static void CG_CalcHeightWidth( vec3_t verts[4], float *height, float *width )
{
vec3_t dir1, dir2, cross;
VectorSubtract( verts[3], verts[0], dir1 ); // v
VectorSubtract( verts[1], verts[0], dir2 ); // p-a
CrossProduct( dir1, dir2, cross );
*width = VectorNormalize( cross ) / VectorNormalize( dir1 ); // v
VectorSubtract( verts[2], verts[0], dir2 ); // p-a
CrossProduct( dir1, dir2, cross );
*width += VectorNormalize( cross ) / VectorNormalize( dir1 ); // v
*width *= 0.5f;
VectorSubtract( verts[1], verts[0], dir1 ); // v
VectorSubtract( verts[2], verts[0], dir2 ); // p-a
CrossProduct( dir1, dir2, cross );
*height = VectorNormalize( cross ) / VectorNormalize( dir1 ); // v
VectorSubtract( verts[3], verts[0], dir2 ); // p-a
CrossProduct( dir1, dir2, cross );
*height += VectorNormalize( cross ) / VectorNormalize( dir1 ); // v
*height *= 0.5f;
}
//Consider a line in 3D with position vector "a" and direction vector "v" and
// let "p" be the position vector of an arbitrary point in 3D
//dist = len( crossprod(p-a,v) ) / len(v);
void CG_InitGlass( void )
{
int i, t;
// Build a table first, so that we can do a more unpredictable crack scheme
// do it once, up front to save a bit of time.
for ( i = 0; i < 20; i++ )
{
for ( t = 0; t < 20; t++ )
{
offX[t][i] = crandom() * 0.03f;
offZ[i][t] = crandom() * 0.03f;
}
}
}
#define TIME_DECAY_SLOW 0.1f
#define TIME_DECAY_MED 0.04f
#define TIME_DECAY_FAST 0.009f
void CG_DoGlass( vec3_t verts[4], vec3_t normal, vec3_t dmgPt, vec3_t dmgDir, float dmgRadius )
{
int i, t;
int mxHeight, mxWidth;
float height, width;
float stepWidth, stepHeight;
float timeDecay;
float x, z;
float xx, zz;
int time = 0;
bool stick = true;
vec3_t subVerts[4];
vec2_t biPoints[4];
// To do a smarter tesselation, we should figure out the relative height and width of the brush face,
// then use this to pick a lod value from 1-3 in each axis. This will give us 1-9 lod levels, which will
// hopefully be sufficient.
CG_CalcHeightWidth( verts, &height, &width );
cgi_S_StartSound( dmgPt, -1, CHAN_AUTO, cgi_S_RegisterSound("sound/effects/glassbreak1.wav"));
// Pick "LOD" for height
if ( height < 100 )
{
stepHeight = 0.2f;
mxHeight = 5;
timeDecay = TIME_DECAY_SLOW;
}
/* else if ( height > 220 ) // was originally mxHeight = 20....but removing this whole section because it causes huge number of chunks...which is bad
{
stepHeight = 0.075f;
mxHeight = 15;
timeDecay = TIME_DECAY_FAST;
}*/
else
{
stepHeight = 0.1f;
mxHeight = 10;
timeDecay = TIME_DECAY_MED;
}
// Pick "LOD" for width
if ( width < 100 )
{
stepWidth = 0.2f;
mxWidth = 5;
timeDecay = ( timeDecay + TIME_DECAY_SLOW ) * 0.5f;
}
/* else if ( width > 220 ) // don't do this because it causes too much chug with large glass panes...especially when more than one pane can be broken at a time
{
stepWidth = 0.075f;
mxWidth = 15;
timeDecay = ( timeDecay + TIME_DECAY_FAST ) * 0.5f;
}*/
else
{
stepWidth = 0.1f;
mxWidth = 10;
timeDecay = ( timeDecay + TIME_DECAY_MED ) * 0.5f;
}
for ( z = 0.0f, i = 0; z < 1.0f; z += stepHeight, i++ )
{
for ( x = 0.0f, t = 0; x < 1.0f; x += stepWidth, t++ )
{
// This is nasty..we do this because we don't want to add a random offset on the edge of the glass brush
// ...but we do in the center, otherwise the breaking scheme looks way too orderly
if ( t > 0 && t < mxWidth )
{
xx = x - offX[i][t];
}
else
{
xx = x;
}
if ( i > 0 && i < mxHeight )
{
zz = z - offZ[t][i];
}
else
{
zz = z;
}
Vector2Set( biPoints[0], xx, zz );
if ( t + 1 > 0 && t + 1 < mxWidth )
{
xx = x - offX[i][t + 1];
}
else
{
xx = x;
}
if ( i > 0 && i < mxHeight )
{
zz = z - offZ[t + 1][i];
}
else
{
zz = z;
}
Vector2Set( biPoints[1], xx + stepWidth, zz );
if ( t + 1 > 0 && t + 1 < mxWidth )
{
xx = x - offX[i + 1][t + 1];
}
else
{
xx = x;
}
if ( i + 1 > 0 && i + 1 < mxHeight )
{
zz = z - offZ[t + 1][i + 1];
}
else
{
zz = z;
}
Vector2Set( biPoints[2], xx + stepWidth, zz + stepHeight);
if ( t > 0 && t < mxWidth )
{
xx = x - offX[i + 1][t];
}
else
{
xx = x;
}
if ( i + 1 > 0 && i + 1 < mxHeight )
{
zz = z - offZ[t][i + 1];
}
else
{
zz = z;
}
Vector2Set( biPoints[3], xx, zz + stepHeight );
CG_CalcBiLerp( verts, subVerts, biPoints );
float dif = DistanceSquared( subVerts[0], dmgPt ) * timeDecay - random() * 32;
// If we decrease dif, we are increasing the impact area, making it more likely to blow out large holes
dif -= dmgRadius * dmgRadius;
if ( dif > 1 )
{
stick = true;
time = dif + random() * 200;
}
else
{
stick = false;
time = 0;
}
CG_DoGlassQuad( subVerts, biPoints, stick, time, dmgDir );
}
}
}
/*
=================
CG_Seeker
=================
*/
/*void CG_Seeker( centity_t *cent )
{
refEntity_t re;
vec3_t seekerOrg, viewAng;
float angle, c;
// must match cg_effects ( CG_Seeker ) & g_weapon ( SeekerAcquiresTarget ) & cg_weapons ( CG_FireSeeker )
angle = cg.time * 0.004f;
c = cos( angle );
seekerOrg[0] = cent->lerpOrigin[0] + 18 * c;
seekerOrg[1] = cent->lerpOrigin[1] + 18 * sin(angle);
seekerOrg[2] = cent->lerpOrigin[2] + cg.predicted_player_state.viewheight + 8 + (3 * cos(cg.time * 0.001));
memset( &re, 0, sizeof( re ) );
re.reType = RT_MODEL;
VectorCopy( seekerOrg, re.origin);
re.hModel = cgi_R_RegisterModel( "models/items/remote.md3" );
VectorCopy( cent->lerpAngles, viewAng ); // so the seeker faces the same direction the player is
viewAng[PITCH] = -90; // but, we don't want the seeker facing up or down, always horizontal
viewAng[YAW] += c * 15.f;
AnglesToAxis( viewAng, re.axis );
VectorScale( re.axis[0], 0.5f, re.axis[0] );
VectorScale( re.axis[1], 0.5f, re.axis[1] );
VectorScale( re.axis[2], 0.5f, re.axis[2] );
re.nonNormalizedAxes = qtrue;
cgi_R_AddRefEntityToScene( &re );
}
*/
//------------------------------------------------------------------------------------------
void CG_DrawTargetBeam( vec3_t start, vec3_t end, vec3_t norm, const char *beamFx, const char *impactFx )
{
int handle = 0;
vec3_t dir;
SEffectTemplate *temp;
// overriding the effect, so give us a copy first
temp = theFxScheduler.GetEffectCopy( beamFx, &handle );
VectorSubtract( start, end, dir );
VectorNormalize( dir );
if ( temp )
{
// have a copy, so get the line element out of there
CPrimitiveTemplate *prim = theFxScheduler.GetPrimitiveCopy( temp, "beam" );
if ( prim )
{
// we have the primitive, so modify the endpoint
prim->mOrigin2X.SetRange( end[0], end[0] );
prim->mOrigin2Y.SetRange( end[1], end[1] );
prim->mOrigin2Z.SetRange( end[2], end[2] );
// have a copy, so get the line element out of there
CPrimitiveTemplate *prim = theFxScheduler.GetPrimitiveCopy( temp, "glow" );
// glow is not required
if ( prim )
{
// we have the primitive, so modify the endpoint
prim->mOrigin2X.SetRange( end[0], end[0] );
prim->mOrigin2Y.SetRange( end[1], end[1] );
prim->mOrigin2Z.SetRange( end[2], end[2] );
}
// play the modified effect
theFxScheduler.PlayEffect( handle, start, dir );
}
}
if ( impactFx )
{
theFxScheduler.PlayEffect( impactFx, end, norm );
}
}