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source: orxonox.OLD/trunk/src/world_entities/weather_effects/lightning_effect.cc @ 10510

Last change on this file since 10510 was 10415, checked in by patrick, 18 years ago

changed the path names to reflect the new data repos

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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11### File Specific:
12   main-programmer: hdavid, amaechler
13*/
14
15#include "lightning_effect.h"
16
17#include "state.h"
18
19#include "util/loading/load_param.h"
20#include "util/loading/factory.h"
21#include "sound/resource_sound_buffer.h"
22
23#include "effects/billboard.h"
24
25#include "shell_command.h"
26#include "light.h"
27#include "cloud_effect.h"
28#include "script_class.h"
29#include "debug.h"
30
31
32ObjectListDefinition(LightningEffect);
33
34SHELL_COMMAND(activate, LightningEffect, activateLightning);
35SHELL_COMMAND(deactivate, LightningEffect, deactivateLightning);
36
37CREATE_SCRIPTABLE_CLASS(LightningEffect,
38                        addMethod("activate", Executor0<LightningEffect, lua_State*>(&LightningEffect::activate))
39                            ->addMethod("deactivate", Executor0<LightningEffect, lua_State*>(&LightningEffect::deactivate))
40                       );
41
42CREATE_FACTORY(LightningEffect);
43
44LightningEffect::LightningEffect(const TiXmlElement* root) {
45  this->registerObject(this, LightningEffect::_objectList);
46    this->init();
47
48    if (root != NULL)
49        this->loadParams(root);
50
51    if(this->lightningActivate)
52        this->activate();
53}
54
55LightningEffect::~LightningEffect() {
56    this->deactivate();
57}
58
59void LightningEffect::loadParams(const TiXmlElement* root) {
60    WeatherEffect::loadParams(root);
61
62    LoadParam(root, "coord", this, LightningEffect, coord);
63    LoadParam(root, "frequency", this, LightningEffect, setFlashFrequency);
64    LoadParam(root, "const-time", this, LightningEffect, setFlashConstTime);
65    LoadParam(root, "rising-time", this, LightningEffect, setFlashRisingTime);
66    LoadParam(root, "size", this, LightningEffect, setFlashSize);
67    LoadParam(root, "seed", this, LightningEffect, setFlashSeed);
68
69    LOAD_PARAM_START_CYCLE(root, element);
70    {
71        LoadParam_CYCLE(element, "option", this, LightningEffect, setLightningOption);
72    }
73    LOAD_PARAM_END_CYCLE(element);
74}
75
76
77void LightningEffect::init() {
78    //default values
79    this->lightningActivate = false;
80
81    this->flashFrequency = 4.0f;
82    this->flashFrequencyBase = 4.0f;
83    this->flashFrequencySeed = 2.0f;
84
85    this->flashHoldTime = 0.1f;
86    this->flashRisingTime = 0.03f;
87
88    this->seedX = 500.f;
89    this->seedZ = 1000.0f;
90
91    this->width = 640.0f;
92    this->height = 400.0f;
93    this->seedWidth = 100.0f;
94    this->seedHeight = 100.0f;
95
96    this->lightningMove = false;
97
98    this->mainPosX = 0;
99    this->mainPosY = 100;
100    this->mainPosZ = 5;
101
102    this->time = 0.0;
103
104    // initialize thunder billboard
105    int i;
106    for (i = 0; i < 4; i++) {
107        this->thunderBolt[i] = new Billboard(NULL);
108        this->thunderBolt[i]->setSize(this->width, this->height);
109        this->thunderBolt[i]->setVisibiliy(false);
110    }
111
112    //should load both texture
113    this->thunderTextureA = true;
114    this->setTexture();
115    this->switchTexture();
116
117    if (this->lightningMove) {
118        this->cameraCoor = State::getCameraNode()->getAbsCoor();
119        for (i = 0; i < 4; i++)
120          this->thunderBolt[i]->setAbsCoor(this->cameraCoor.x + this->mainPosX, this->mainPosY, this->cameraCoor.z + this->mainPosZ);
121    } else
122        for (i = 0; i < 4; i++)
123          this->thunderBolt[i]->setAbsCoor(this->mainPosX, this->mainPosY, this->mainPosZ);
124
125    this->flashLight = new Light();
126    this->flashLight->setDiffuseColor(0,0,0);
127    this->flashLight->setSpecularColor(0,0,0);
128
129    //load sound
130    this->thunderBuffer = OrxSound::ResourceSoundBuffer("sounds/atmosphere/thunder.wav");
131
132}
133
134void LightningEffect::coord(float x, float y, float z) {
135    int i;
136
137    if (this->lightningMove) {
138        this->cameraCoor = State::getCameraNode()->getAbsCoor();
139        for (i = 0; i < 4; i++)
140            this->thunderBolt[i]->setAbsCoor(this->cameraCoor.x+x, y, this->cameraCoor.z+z);
141    } else
142        for (i = 0; i < 4; i++)
143            this->thunderBolt[i]->setAbsCoor(x, y, z);
144
145    this->mainPosX = x;
146    this->mainPosY = y;
147    this->mainPosZ = z;
148}
149
150
151void LightningEffect::setFlashSize(float width, float height, float seedWidth, float seedHeight) {
152    this->width = width;
153    this->height = height;
154    this->seedWidth = seedWidth;
155    this->seedHeight = seedHeight;
156
157    int i;
158    for (i = 0; i < 4; i++)
159        this->thunderBolt[i]->setSize(this->width, this->height);
160
161}
162
163
164void LightningEffect::activate() {
165    PRINTF(3)( "Activating LightningEffect\n" );
166    this->lightningActivate = true;
167
168    this->time = 0;
169}
170
171
172void LightningEffect::deactivate() {
173    PRINTF(3)("Deactivating LightningEffect\n");
174    this->lightningActivate = false;
175
176    int i;
177    for (i = 0; i < 4; i++)
178        this->thunderBolt[i]->setVisibiliy(false);
179
180}
181
182void LightningEffect::tick (float dt) {
183    if(!lightningActivate)
184        return;
185
186    this->time += dt;
187
188    float x;
189    x = (float)rand()/(float)RAND_MAX;
190
191    if( this->time > this->flashFrequency) {
192        // Reset timer
193        this->time = 0.0f;
194
195        // Move thunderBolt to start position
196        this->flashLight->setAbsCoor(this->thunderBolt[0]->getAbsCoor().x, this->thunderBolt[0]->getAbsCoor().y, this->thunderBolt[0]->getAbsCoor().z);
197
198        // Start a flash & lightning cycle
199        this->thunderBolt[0]->setVisibiliy(true);
200
201        // Lighten up environment
202        this->flashLight->setDiffuseColor(1,1,1);
203        this->flashLight->setSpecularColor(1,1,1);
204
205
206        // Play thunder sound
207        this->soundSource.play(this->thunderBuffer);
208    }
209
210    if( this->thunderBolt[0]->isVisible() && this->time > this->flashRisingTime*1/3 ) {
211        this->thunderBolt[0]->setVisibiliy(false);
212        this->thunderBolt[1]->setVisibiliy(true);
213    } else if( this->thunderBolt[1]->isVisible() && this->time > this->flashRisingTime*2/3 ) {
214        this->thunderBolt[1]->setVisibiliy(false);
215        this->thunderBolt[2]->setVisibiliy(true);
216
217    } else if( this->thunderBolt[2]->isVisible() && this->time > this->flashRisingTime) {
218        this->thunderBolt[2]->setVisibiliy(false);
219        this->thunderBolt[3]->setVisibiliy(true);
220    }
221
222    if( this->thunderBolt[3]->isVisible() && this->time > this->flashHoldTime) {
223        this->thunderBolt[3]->setVisibiliy(false);
224
225        this->time = 0.0f;
226        this->flashLight->setDiffuseColor(0,0,0);
227        this->flashLight->setSpecularColor(0,0,0);
228
229        this->newCoordinates();
230    }
231}
232
233void LightningEffect::newCoordinates() {
234
235    float posX, posZ;
236
237    if(this->lightningMove) {
238        this->cameraCoor = State::getCameraNode()->getAbsCoor();
239        posX = this->mainPosX - this->seedX * (float)rand()/(float)RAND_MAX + this->cameraCoor.x;
240        posZ = this->mainPosZ + this->seedZ * (float)rand()/(float)RAND_MAX + this->cameraCoor.z;
241    } else {
242        posX = this->mainPosX - this->seedX * (float)rand()/(float)RAND_MAX;
243        posZ = this->mainPosZ + this->seedZ * (float)rand()/(float)RAND_MAX;
244    }
245
246    this->switchTexture();
247
248    int i;
249    for (i = 0; i < 4; i++)
250        this->thunderBolt[i]->setAbsCoor(posX, this->mainPosY, posZ);
251
252    this->flashFrequency = this->flashFrequencyBase + this->flashFrequencySeed * (float)rand()/(float)RAND_MAX;
253
254    float w = this->width + this->seedWidth * (float)rand()/(float)RAND_MAX;
255    float h = this->height + this->seedHeight * (float)rand()/(float)RAND_MAX;
256
257    for (i = 0; i < 4; i++)
258        this->thunderBolt[i]->setSize(w, h);
259
260}
261
262void LightningEffect::setTexture() {
263
264  if (this->thunderTextureA) {
265    this->thunderBolt[0]->setTexture("textures/thunderbA1.png");
266    this->thunderBolt[1]->setTexture("textures/thunderbA2.png");
267    this->thunderBolt[2]->setTexture("textures/thunderbA3.png");
268    this->thunderBolt[3]->setTexture("textures/thunderbA4.png");
269  }
270  else {
271    this->thunderBolt[0]->setTexture("textures/thunderbB1.png");
272    this->thunderBolt[1]->setTexture("textures/thunderbB2.png");
273    this->thunderBolt[2]->setTexture("textures/thunderbB3.png");
274    this->thunderBolt[3]->setTexture("textures/thunderbB4.png");
275  }
276
277}
278
279void LightningEffect::switchTexture() {
280
281  if (this->thunderTextureA)
282    this->thunderTextureA = false;
283  else
284    this->thunderTextureA = true;
285
286  this->setTexture();
287
288}
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