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engines/hpl1/penumbra-overture/GameLiquidArea.cpp
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385
engines/hpl1/penumbra-overture/GameLiquidArea.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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. See the
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* 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://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of Penumbra Overture.
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*/
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#include "hpl1/penumbra-overture/GameLiquidArea.h"
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#include "hpl1/engine/engine.h"
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#include "hpl1/penumbra-overture/EffectHandler.h"
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#include "hpl1/penumbra-overture/Init.h"
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#include "hpl1/penumbra-overture/MapHandler.h"
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#include "hpl1/penumbra-overture/Player.h"
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#include "hpl1/penumbra-overture/GlobalInit.h"
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//////////////////////////////////////////////////////////////////////////
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// LOADER
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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cAreaLoader_GameLiquidArea::cAreaLoader_GameLiquidArea(const tString &asName, cInit *apInit)
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: iArea3DLoader(asName) {
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mpInit = apInit;
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}
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cAreaLoader_GameLiquidArea::~cAreaLoader_GameLiquidArea() {
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}
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//-----------------------------------------------------------------------
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iEntity3D *cAreaLoader_GameLiquidArea::Load(const tString &asName, const cVector3f &avSize,
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const cMatrixf &a_mtxTransform, cWorld3D *apWorld) {
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cGameLiquidArea *pArea = hplNew(cGameLiquidArea, (mpInit, asName));
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pArea->m_mtxOnLoadTransform = a_mtxTransform;
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// Create physics data
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iPhysicsWorld *pPhysicsWorld = apWorld->GetPhysicsWorld();
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iCollideShape *pShape = pPhysicsWorld->CreateBoxShape(avSize, NULL);
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Common::Array<iPhysicsBody *> vBodies;
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vBodies.push_back(pPhysicsWorld->CreateBody(asName, pShape));
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vBodies[0]->SetCollide(false);
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vBodies[0]->SetCollideCharacter(false);
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vBodies[0]->SetMatrix(a_mtxTransform);
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vBodies[0]->SetUserData(pArea);
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pArea->SetBodies(vBodies);
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mpInit->mpMapHandler->AddGameEntity(pArea);
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pArea->Setup();
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// Return something else later perhaps.
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return NULL;
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}
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//-----------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// CONSTRUCTORS
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//////////////////////////////////////////////////////////////////////////
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cGameLiquidArea::cGameLiquidArea(cInit *apInit, const tString &asName) : iGameEntity(apInit, asName) {
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mType = eGameEntityType_LiquidArea;
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mfDensity = 100;
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mfLinearViscosity = 1;
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mfAngularViscosity = 1;
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mbHasInteraction = false;
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mpPhysicsMaterial = NULL;
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mbHasWaves = true;
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mfWaveAmp = 0.04f;
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mfWaveFreq = 3;
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mfTimeCount = 0;
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}
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//-----------------------------------------------------------------------
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cGameLiquidArea::~cGameLiquidArea(void) {
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}
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//-----------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// PUBLIC METHODS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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void cGameLiquidArea::SetPhysicsMaterial(const tString asName) {
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if (asName == "")
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return;
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iPhysicsWorld *pPhysicsWorld = mpInit->mpGame->GetScene()->GetWorld3D()->GetPhysicsWorld();
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mpPhysicsMaterial = pPhysicsWorld->GetMaterialFromName(asName);
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if (mpPhysicsMaterial == NULL) {
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Error("Liquid '%s' could not find material '%s'\n", GetName().c_str(),
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asName.c_str());
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}
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}
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//-----------------------------------------------------------------------
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void cGameLiquidArea::OnPlayerPick() {
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}
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//-----------------------------------------------------------------------
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void cGameLiquidArea::Update(float afTimeStep) {
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if (IsActive() == false)
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return;
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iPhysicsBody *pAreaBody = mvBodies[0];
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cWorld3D *pWorld = mpInit->mpGame->GetScene()->GetWorld3D();
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iPhysicsWorld *pPhysicsWorld = pWorld->GetPhysicsWorld();
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cCamera3D *pCam = mpInit->mpPlayer->GetCamera();
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float fSurfaceY = mvBodies[0]->GetWorldPosition().y +
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mvBodies[0]->GetShape()->GetSize().y / 2;
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cCollideData collideData;
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collideData.SetMaxSize(1);
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mfTimeCount += afTimeStep;
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////////////////////////////////////////////////////////
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// Update waves
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////////////////////////////////////////////////////////
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// Check if player camera is in water.
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if (cMath::PointBVCollision(pCam->GetPosition(), *pAreaBody->GetBV())) {
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if (mpInit->mpEffectHandler->GetUnderwater()->IsActive() == false) {
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mpInit->mpEffectHandler->GetUnderwater()->SetActive(true);
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mpInit->mpEffectHandler->GetUnderwater()->SetColor(mColor);
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}
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} else {
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mpInit->mpEffectHandler->GetUnderwater()->SetActive(false);
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}
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////////////////////////////////////////////////////////
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// Iterate all bodies in world and check for intersection
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cPortalContainerEntityIterator bodyIt = pWorld->GetPortalContainer()->GetEntityIterator(
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pAreaBody->GetBoundingVolume());
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while (bodyIt.HasNext()) {
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iPhysicsBody *pBody = static_cast<iPhysicsBody *>(bodyIt.Next());
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/*iGameEntity *pEntity = (iGameEntity *)*/ pBody->GetUserData();
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if (pBody->GetCollide() && pBody->IsActive()) {
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if (pBody->GetMass() == 0 && pBody->IsCharacter() == false)
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continue;
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/////////////////////////
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// Bounding volume check
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if (cMath::CheckCollisionBV(*pBody->GetBV(), *pAreaBody->GetBV()) == false) {
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pBody->SetBuoyancyActive(false);
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continue;
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}
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///////////////////////////////
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// Check for collision
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if (pPhysicsWorld->CheckShapeCollision(pBody->GetShape(), pBody->GetLocalMatrix(),
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pAreaBody->GetShape(), pAreaBody->GetLocalMatrix(), collideData, 1) == false) {
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pBody->SetBuoyancyActive(false);
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continue;
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}
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if (pBody->IsCharacter()) {
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iCharacterBody *pCharBody = pBody->GetCharacterBody();
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float fToSurface = cMath::Abs(fSurfaceY - pCharBody->GetFeetPosition().y);
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float fCharHeight = pCharBody->GetSize().y;
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if (fToSurface > fCharHeight)
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fToSurface = fCharHeight;
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float fRadius = pCharBody->GetSize().x / 2;
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float fVolume = fToSurface * fRadius * fRadius * kPif;
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float fWaterWeight = fVolume * mfDensity;
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cVector3f vForce = pPhysicsWorld->GetGravity() * -fWaterWeight;
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// Log("Tosurface: %f Vol: %f\n",fToSurface,fVolume);
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pCharBody->AddForce(vForce);
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if (pBody->GetBuoyancyActive() == false) {
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SplashEffect(pBody);
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pBody->SetBuoyancyActive(true);
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}
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} else {
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if (pBody->GetBuoyancyActive() == false) {
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pBody->SetBuoyancySurface(mSurfacePlane);
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pBody->SetBuoyancyDensity(mfDensity);
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pBody->SetBuoyancyLinearViscosity(mfLinearViscosity);
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pBody->SetBuoyancyAngularViscosity(mfAngularViscosity);
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SplashEffect(pBody);
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// Log("Splash body: %s\n",pBody->GetName().c_str());
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pBody->SetBuoyancyActive(true);
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}
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if (mbHasWaves) {
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cVector3f vPos = cMath::MatrixMul(pBody->GetLocalMatrix(), pBody->GetMassCentre());
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float fAddX = sin(mfTimeCount * mfWaveFreq + vPos.x * 15) * mfWaveAmp;
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float fAddZ = sin(mfTimeCount * mfWaveFreq + vPos.z * 15) * mfWaveAmp;
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// pBody->AddForce(cVector3f(0, 9.8f * (fAddZ+fAddX)*pBody->GetMass()*2, 0));
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// pBody->AddForce(cVector3f(0, 9.8f * cMath::RandRectf(-0.1, 0.1f)*pBody->GetMass()*2, 0));
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// Log("F:%f Amp %f\n",fAddZ+fAddX,mfWaveAmp);
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// pBody->AddTorque(cVector3f((fAddZ+fAddX)*pBody->GetMass(), (fAddZ+fAddX)*pBody->GetMass(),
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// (fAddZ+fAddX)*pBody->GetMass()));
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cPlanef tempPlane;
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tempPlane.FromNormalPoint(cVector3f(0, 1, 0),
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cVector3f(0, fSurfaceY + fAddX + fAddZ, 0));
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pBody->SetBuoyancySurface(tempPlane);
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pBody->SetEnabled(true);
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}
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}
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}
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}
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}
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//-----------------------------------------------------------------------
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void cGameLiquidArea::Setup() {
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// Log("SETUP!\n");
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float fHeight = mvBodies[0]->GetShape()->GetSize().y;
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cVector3f vPos = mvBodies[0]->GetWorldPosition();
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mSurfacePlane.FromNormalPoint(cVector3f(0, 1, 0),
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cVector3f(0, vPos.y, 0) + cVector3f(0, fHeight / 2, 0));
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}
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//-----------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// PRIVATE METHODS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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void cGameLiquidArea::SplashEffect(iPhysicsBody *apBody) {
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if (mpPhysicsMaterial == NULL)
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return;
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cSurfaceData *pSurface = mpPhysicsMaterial->GetSurfaceData();
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float fSpeed;
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if (apBody->IsCharacter())
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fSpeed = apBody->GetCharacterBody()->GetForceVelocity().Length();
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else
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fSpeed = apBody->GetLinearVelocity().Length();
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cSurfaceImpactData *pImpact = pSurface->GetImpactDataFromSpeed(fSpeed);
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if (pImpact == NULL)
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return;
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cVector3f vPos = cMath::MatrixMul(apBody->GetLocalMatrix(), apBody->GetMassCentre());
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vPos.y = mvBodies[0]->GetWorldPosition().y +
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mvBodies[0]->GetShape()->GetSize().y / 2;
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cWorld3D *pWorld = mpInit->mpGame->GetScene()->GetWorld3D();
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if (pImpact->GetPSName() != "") {
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pWorld->CreateParticleSystem("Splash", pImpact->GetPSName(), 1, cMath::MatrixTranslate(vPos));
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}
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if (pImpact->GetSoundName() != "") {
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cSoundEntity *pSound = pWorld->CreateSoundEntity("Splash", pImpact->GetSoundName(), true);
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if (pSound) {
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pSound->SetPosition(vPos);
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}
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}
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}
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//-----------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// SAVE OBJECT STUFF
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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kBeginSerialize(cGameLiquidArea_SaveData, iGameEntity_SaveData)
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kSerializeVar(mvSize, eSerializeType_Vector3f)
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kSerializeVar(mfDensity, eSerializeType_Float32)
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kSerializeVar(mfLinearViscosity, eSerializeType_Float32)
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kSerializeVar(mfAngularViscosity, eSerializeType_Float32)
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kSerializeVar(msPhysicsMaterial, eSerializeType_String)
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kSerializeVar(mColor, eSerializeType_Color)
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kSerializeVar(mbHasWaves, eSerializeType_Bool)
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kSerializeVar(mSurfacePlane, eSerializeType_Planef)
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kEndSerialize()
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//-----------------------------------------------------------------------
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iGameEntity *cGameLiquidArea_SaveData::CreateEntity() {
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return NULL;
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}
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//-----------------------------------------------------------------------
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iGameEntity_SaveData *cGameLiquidArea::CreateSaveData() {
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return hplNew(cGameLiquidArea_SaveData, ());
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}
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//-----------------------------------------------------------------------
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void cGameLiquidArea::SaveToSaveData(iGameEntity_SaveData *apSaveData) {
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super::SaveToSaveData(apSaveData);
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cGameLiquidArea_SaveData *pData = static_cast<cGameLiquidArea_SaveData *>(apSaveData);
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kCopyToVar(pData, mfDensity);
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kCopyToVar(pData, mfLinearViscosity);
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kCopyToVar(pData, mfAngularViscosity);
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kCopyToVar(pData, mSurfacePlane);
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kCopyToVar(pData, mColor);
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kCopyToVar(pData, mbHasWaves);
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if (mpPhysicsMaterial)
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pData->msPhysicsMaterial = mpPhysicsMaterial->GetName();
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else
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pData->msPhysicsMaterial = "";
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pData->mvSize = mvBodies[0]->GetShape()->GetSize();
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}
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//-----------------------------------------------------------------------
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void cGameLiquidArea::LoadFromSaveData(iGameEntity_SaveData *apSaveData) {
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super::LoadFromSaveData(apSaveData);
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cGameLiquidArea_SaveData *pData = static_cast<cGameLiquidArea_SaveData *>(apSaveData);
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kCopyFromVar(pData, mfDensity);
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kCopyFromVar(pData, mfLinearViscosity);
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kCopyFromVar(pData, mfAngularViscosity);
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kCopyFromVar(pData, mSurfacePlane);
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kCopyFromVar(pData, mColor);
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kCopyFromVar(pData, mbHasWaves);
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SetPhysicsMaterial(pData->msPhysicsMaterial);
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}
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//-----------------------------------------------------------------------
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void cGameLiquidArea::SetupSaveData(iGameEntity_SaveData *apSaveData) {
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super::SetupSaveData(apSaveData);
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}
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//-----------------------------------------------------------------------
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