Initial commit
This commit is contained in:
323
engines/hpl1/penumbra-overture/GameForceArea.cpp
Normal file
323
engines/hpl1/penumbra-overture/GameForceArea.cpp
Normal file
@@ -0,0 +1,323 @@
|
||||
/* ScummVM - Graphic Adventure Engine
|
||||
*
|
||||
* ScummVM is the legal property of its developers, whose names
|
||||
* are too numerous to list here. Please refer to the COPYRIGHT
|
||||
* file distributed with this source distribution.
|
||||
*
|
||||
* 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://www.gnu.org/licenses/>.
|
||||
*
|
||||
*/
|
||||
|
||||
/*
|
||||
* Copyright (C) 2006-2010 - Frictional Games
|
||||
*
|
||||
* This file is part of Penumbra Overture.
|
||||
*/
|
||||
|
||||
#include "hpl1/penumbra-overture/GameForceArea.h"
|
||||
#include "hpl1/engine/engine.h"
|
||||
|
||||
#include "hpl1/penumbra-overture/GameEnemy.h"
|
||||
#include "hpl1/penumbra-overture/Init.h"
|
||||
#include "hpl1/penumbra-overture/MapHandler.h"
|
||||
#include "hpl1/penumbra-overture/Player.h"
|
||||
#include "hpl1/penumbra-overture/PlayerState.h"
|
||||
|
||||
#include "hpl1/penumbra-overture/GlobalInit.h"
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// LOADER
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
cAreaLoader_GameForceArea::cAreaLoader_GameForceArea(const tString &asName, cInit *apInit)
|
||||
: iArea3DLoader(asName) {
|
||||
mpInit = apInit;
|
||||
}
|
||||
|
||||
cAreaLoader_GameForceArea::~cAreaLoader_GameForceArea() {
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
iEntity3D *cAreaLoader_GameForceArea::Load(const tString &asName, const cVector3f &avSize,
|
||||
const cMatrixf &a_mtxTransform, cWorld3D *apWorld) {
|
||||
cGameForceArea *pArea = hplNew(cGameForceArea, (mpInit, asName));
|
||||
|
||||
pArea->m_mtxOnLoadTransform = a_mtxTransform;
|
||||
|
||||
// Create physics data
|
||||
iPhysicsWorld *pPhysicsWorld = apWorld->GetPhysicsWorld();
|
||||
iCollideShape *pShape = pPhysicsWorld->CreateBoxShape(avSize, NULL);
|
||||
Common::Array<iPhysicsBody *> vBodies;
|
||||
vBodies.push_back(pPhysicsWorld->CreateBody(asName, pShape));
|
||||
|
||||
vBodies[0]->SetCollide(false);
|
||||
vBodies[0]->SetCollideCharacter(false);
|
||||
vBodies[0]->SetMatrix(a_mtxTransform);
|
||||
|
||||
vBodies[0]->SetUserData(pArea);
|
||||
pArea->SetBodies(vBodies);
|
||||
|
||||
mpInit->mpMapHandler->AddGameEntity(pArea);
|
||||
|
||||
pArea->Setup();
|
||||
|
||||
// Return something else later perhaps.
|
||||
return NULL;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// CONSTRUCTORS
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
|
||||
cGameForceArea::cGameForceArea(cInit *apInit, const tString &asName) : iGameEntity(apInit, asName) {
|
||||
mType = eGameEntityType_ForceArea;
|
||||
|
||||
mfMaxForce = 1;
|
||||
mfConstant = 1;
|
||||
mfDestSpeed = 1;
|
||||
mfMaxMass = 0;
|
||||
|
||||
mbMulWithMass = false;
|
||||
mbAffectCharacters = true;
|
||||
mbAffectBodies = true;
|
||||
mbForceAtPoint = false;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
cGameForceArea::~cGameForceArea(void) {
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// PUBLIC METHODS
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
void cGameForceArea::Setup() {
|
||||
mvUp = cMath::MatrixInverse(mvBodies[0]->GetWorldMatrix()).GetUp();
|
||||
mvUp.Normalise();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
void cGameForceArea::Update(float afTimeStep) {
|
||||
iPhysicsBody *pAreaBody = mvBodies[0];
|
||||
cWorld3D *pWorld = mpInit->mpGame->GetScene()->GetWorld3D();
|
||||
iPhysicsWorld *pPhysicsWorld = pWorld->GetPhysicsWorld();
|
||||
|
||||
cCollideData collideData;
|
||||
collideData.SetMaxSize(4);
|
||||
|
||||
// Log("---------- UPDATE -------------\n");
|
||||
|
||||
////////////////////////////////////////////////////////
|
||||
// Iterate all bodies in world and check for intersection
|
||||
cPortalContainerEntityIterator bodyIt = pWorld->GetPortalContainer()->GetEntityIterator(
|
||||
pAreaBody->GetBoundingVolume());
|
||||
while (bodyIt.HasNext()) {
|
||||
iPhysicsBody *pBody = static_cast<iPhysicsBody *>(bodyIt.Next());
|
||||
|
||||
// Log("Checking: %s\n",pBody->GetName().c_str());
|
||||
|
||||
iGameEntity *pEntity = (iGameEntity *)pBody->GetUserData();
|
||||
|
||||
if (pBody->GetCollide() && pBody->IsActive()) {
|
||||
if (pEntity) {
|
||||
if (pEntity->IsActive() == false)
|
||||
continue;
|
||||
if (pBody->GetMass() == 0 && pEntity->GetType() != eGameEntityType_Enemy)
|
||||
continue;
|
||||
} else if ((pBody->GetMass() == 0 && pBody->IsCharacter() == false) ||
|
||||
pBody->GetMass() > mfMaxMass) {
|
||||
continue;
|
||||
}
|
||||
|
||||
/////////////////////////
|
||||
// Bounding volume check
|
||||
if (cMath::CheckCollisionBV(*pBody->GetBV(), *pAreaBody->GetBV()) == false)
|
||||
continue;
|
||||
|
||||
///////////////////////////////
|
||||
// Check for collision
|
||||
// int lCollideNum = mbForceAtPoint ? 4 : 1;
|
||||
|
||||
if (pPhysicsWorld->CheckShapeCollision(pBody->GetShape(), pBody->GetLocalMatrix(),
|
||||
pAreaBody->GetShape(), pAreaBody->GetLocalMatrix(), collideData, 1) == false) {
|
||||
continue;
|
||||
}
|
||||
|
||||
///////////////////////////////
|
||||
// Add Character Force
|
||||
if (pBody->IsCharacter() && mbAffectCharacters) {
|
||||
iCharacterBody *pCharBody = pBody->GetCharacterBody();
|
||||
|
||||
float fRelSpeed = cMath::Vector3Dot(mvUp, pCharBody->GetForceVelocity());
|
||||
float fDiff = mfDestSpeed - fRelSpeed;
|
||||
|
||||
// If speed is above wanted, do nothing.
|
||||
if (fDiff <= 0)
|
||||
continue;
|
||||
|
||||
float fForce = fDiff * mfConstant;
|
||||
if (mfMaxForce != 0 && fForce > mfMaxForce)
|
||||
fForce = mfMaxForce;
|
||||
if (mbMulWithMass)
|
||||
fForce *= pCharBody->GetMass();
|
||||
|
||||
fForce *= 10; // Character needs to extra force.
|
||||
|
||||
// Log("Vel: %s Speed: %f Force: %f\n",pCharBody->GetForceVelocity().ToString().c_str(),
|
||||
// fRelSpeed,fForce);
|
||||
|
||||
pCharBody->AddForce(mvUp * fForce);
|
||||
}
|
||||
///////////////////////////////
|
||||
// Add Body Force
|
||||
else if (mbAffectBodies) {
|
||||
cVector3f vPos = 0;
|
||||
if (mbForceAtPoint) {
|
||||
for (int i = 0; i < collideData.mlNumOfPoints; ++i) {
|
||||
vPos += collideData.mvContactPoints[i].mvPoint;
|
||||
}
|
||||
vPos = vPos / (float)collideData.mlNumOfPoints;
|
||||
}
|
||||
|
||||
// Get relative speed
|
||||
cVector3f vVel = mbForceAtPoint ? pBody->GetVelocityAtPosition(vPos) : pBody->GetLinearVelocity();
|
||||
|
||||
float fRelSpeed = cMath::Vector3Dot(mvUp, vVel);
|
||||
float fDiff = mfDestSpeed - fRelSpeed;
|
||||
|
||||
// If speed is above wanted, do nothing.
|
||||
if (fDiff <= 0)
|
||||
continue;
|
||||
|
||||
float fForce = fDiff * mfConstant;
|
||||
if (mfMaxForce != 0 && fForce > mfMaxForce)
|
||||
fForce = mfMaxForce;
|
||||
if (mbMulWithMass)
|
||||
fForce *= pBody->GetMass();
|
||||
|
||||
if (mbForceAtPoint) {
|
||||
pBody->AddForceAtPosition(mvUp * fForce, vPos);
|
||||
} else {
|
||||
pBody->AddForce(mvUp * fForce);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
void cGameForceArea::OnPostSceneDraw() {
|
||||
return;
|
||||
iLowLevelGraphics *pLowGfx = mpInit->mpGame->GetGraphics()->GetLowLevel();
|
||||
|
||||
mvBodies[0]->RenderDebugGeometry(pLowGfx, cColor(1, 1, 1, 1));
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// PRIVATE METHODS
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// SAVE OBJECT STUFF
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
kBeginSerialize(cGameForceArea_SaveData, iGameEntity_SaveData)
|
||||
kSerializeVar(mvSize, eSerializeType_Vector3f)
|
||||
|
||||
kSerializeVar(mfMaxForce, eSerializeType_Float32)
|
||||
kSerializeVar(mfConstant, eSerializeType_Float32)
|
||||
kSerializeVar(mfDestSpeed, eSerializeType_Float32)
|
||||
kSerializeVar(mfMaxMass, eSerializeType_Float32)
|
||||
|
||||
kSerializeVar(mbMulWithMass, eSerializeType_Bool)
|
||||
kSerializeVar(mbAffectCharacters, eSerializeType_Bool)
|
||||
kSerializeVar(mbAffectBodies, eSerializeType_Bool)
|
||||
kSerializeVar(mbForceAtPoint, eSerializeType_Bool)
|
||||
kEndSerialize()
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
iGameEntity *cGameForceArea_SaveData::CreateEntity() {
|
||||
return NULL;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
iGameEntity_SaveData *cGameForceArea::CreateSaveData() {
|
||||
return hplNew(cGameForceArea_SaveData, ());
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
void cGameForceArea::SaveToSaveData(iGameEntity_SaveData *apSaveData) {
|
||||
super::SaveToSaveData(apSaveData);
|
||||
cGameForceArea_SaveData *pData = static_cast<cGameForceArea_SaveData *>(apSaveData);
|
||||
|
||||
kCopyToVar(pData, mfMaxForce);
|
||||
kCopyToVar(pData, mfConstant);
|
||||
kCopyToVar(pData, mfDestSpeed);
|
||||
kCopyToVar(pData, mfMaxMass);
|
||||
|
||||
kCopyToVar(pData, mbMulWithMass);
|
||||
kCopyToVar(pData, mbAffectCharacters);
|
||||
kCopyToVar(pData, mbAffectBodies);
|
||||
kCopyToVar(pData, mbForceAtPoint);
|
||||
|
||||
pData->mvSize = mvBodies[0]->GetShape()->GetSize();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
void cGameForceArea::LoadFromSaveData(iGameEntity_SaveData *apSaveData) {
|
||||
super::LoadFromSaveData(apSaveData);
|
||||
cGameForceArea_SaveData *pData = static_cast<cGameForceArea_SaveData *>(apSaveData);
|
||||
|
||||
kCopyFromVar(pData, mfMaxForce);
|
||||
kCopyFromVar(pData, mfConstant);
|
||||
kCopyFromVar(pData, mfDestSpeed);
|
||||
kCopyFromVar(pData, mfMaxMass);
|
||||
|
||||
kCopyFromVar(pData, mbMulWithMass);
|
||||
kCopyFromVar(pData, mbAffectCharacters);
|
||||
kCopyFromVar(pData, mbAffectBodies);
|
||||
kCopyFromVar(pData, mbForceAtPoint);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
void cGameForceArea::SetupSaveData(iGameEntity_SaveData *apSaveData) {
|
||||
super::SetupSaveData(apSaveData);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
Reference in New Issue
Block a user