324 lines
10 KiB
C++
324 lines
10 KiB
C++
/* 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/GameForceArea.h"
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#include "hpl1/engine/engine.h"
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#include "hpl1/penumbra-overture/GameEnemy.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/PlayerState.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_GameForceArea::cAreaLoader_GameForceArea(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_GameForceArea::~cAreaLoader_GameForceArea() {
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}
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//-----------------------------------------------------------------------
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iEntity3D *cAreaLoader_GameForceArea::Load(const tString &asName, const cVector3f &avSize,
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const cMatrixf &a_mtxTransform, cWorld3D *apWorld) {
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cGameForceArea *pArea = hplNew(cGameForceArea, (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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cGameForceArea::cGameForceArea(cInit *apInit, const tString &asName) : iGameEntity(apInit, asName) {
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mType = eGameEntityType_ForceArea;
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mfMaxForce = 1;
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mfConstant = 1;
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mfDestSpeed = 1;
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mfMaxMass = 0;
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mbMulWithMass = false;
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mbAffectCharacters = true;
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mbAffectBodies = true;
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mbForceAtPoint = false;
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}
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//-----------------------------------------------------------------------
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cGameForceArea::~cGameForceArea(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 cGameForceArea::Setup() {
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mvUp = cMath::MatrixInverse(mvBodies[0]->GetWorldMatrix()).GetUp();
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mvUp.Normalise();
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}
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//-----------------------------------------------------------------------
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void cGameForceArea::Update(float afTimeStep) {
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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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cCollideData collideData;
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collideData.SetMaxSize(4);
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// Log("---------- UPDATE -------------\n");
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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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// Log("Checking: %s\n",pBody->GetName().c_str());
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iGameEntity *pEntity = (iGameEntity *)pBody->GetUserData();
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if (pBody->GetCollide() && pBody->IsActive()) {
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if (pEntity) {
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if (pEntity->IsActive() == false)
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continue;
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if (pBody->GetMass() == 0 && pEntity->GetType() != eGameEntityType_Enemy)
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continue;
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} else if ((pBody->GetMass() == 0 && pBody->IsCharacter() == false) ||
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pBody->GetMass() > mfMaxMass) {
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continue;
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}
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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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continue;
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///////////////////////////////
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// Check for collision
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// int lCollideNum = mbForceAtPoint ? 4 : 1;
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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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continue;
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}
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///////////////////////////////
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// Add Character Force
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if (pBody->IsCharacter() && mbAffectCharacters) {
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iCharacterBody *pCharBody = pBody->GetCharacterBody();
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float fRelSpeed = cMath::Vector3Dot(mvUp, pCharBody->GetForceVelocity());
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float fDiff = mfDestSpeed - fRelSpeed;
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// If speed is above wanted, do nothing.
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if (fDiff <= 0)
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continue;
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float fForce = fDiff * mfConstant;
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if (mfMaxForce != 0 && fForce > mfMaxForce)
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fForce = mfMaxForce;
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if (mbMulWithMass)
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fForce *= pCharBody->GetMass();
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fForce *= 10; // Character needs to extra force.
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// Log("Vel: %s Speed: %f Force: %f\n",pCharBody->GetForceVelocity().ToString().c_str(),
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// fRelSpeed,fForce);
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pCharBody->AddForce(mvUp * fForce);
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}
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///////////////////////////////
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// Add Body Force
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else if (mbAffectBodies) {
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cVector3f vPos = 0;
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if (mbForceAtPoint) {
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for (int i = 0; i < collideData.mlNumOfPoints; ++i) {
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vPos += collideData.mvContactPoints[i].mvPoint;
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}
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vPos = vPos / (float)collideData.mlNumOfPoints;
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}
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// Get relative speed
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cVector3f vVel = mbForceAtPoint ? pBody->GetVelocityAtPosition(vPos) : pBody->GetLinearVelocity();
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float fRelSpeed = cMath::Vector3Dot(mvUp, vVel);
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float fDiff = mfDestSpeed - fRelSpeed;
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// If speed is above wanted, do nothing.
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if (fDiff <= 0)
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continue;
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float fForce = fDiff * mfConstant;
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if (mfMaxForce != 0 && fForce > mfMaxForce)
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fForce = mfMaxForce;
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if (mbMulWithMass)
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fForce *= pBody->GetMass();
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if (mbForceAtPoint) {
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pBody->AddForceAtPosition(mvUp * fForce, vPos);
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} else {
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pBody->AddForce(mvUp * fForce);
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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 cGameForceArea::OnPostSceneDraw() {
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return;
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iLowLevelGraphics *pLowGfx = mpInit->mpGame->GetGraphics()->GetLowLevel();
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mvBodies[0]->RenderDebugGeometry(pLowGfx, cColor(1, 1, 1, 1));
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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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//-----------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// SAVE OBJECT STUFF
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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kBeginSerialize(cGameForceArea_SaveData, iGameEntity_SaveData)
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kSerializeVar(mvSize, eSerializeType_Vector3f)
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kSerializeVar(mfMaxForce, eSerializeType_Float32)
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kSerializeVar(mfConstant, eSerializeType_Float32)
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kSerializeVar(mfDestSpeed, eSerializeType_Float32)
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kSerializeVar(mfMaxMass, eSerializeType_Float32)
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kSerializeVar(mbMulWithMass, eSerializeType_Bool)
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kSerializeVar(mbAffectCharacters, eSerializeType_Bool)
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kSerializeVar(mbAffectBodies, eSerializeType_Bool)
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kSerializeVar(mbForceAtPoint, eSerializeType_Bool)
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kEndSerialize()
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//-----------------------------------------------------------------------
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iGameEntity *cGameForceArea_SaveData::CreateEntity() {
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return NULL;
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}
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//-----------------------------------------------------------------------
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iGameEntity_SaveData *cGameForceArea::CreateSaveData() {
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return hplNew(cGameForceArea_SaveData, ());
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}
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//-----------------------------------------------------------------------
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void cGameForceArea::SaveToSaveData(iGameEntity_SaveData *apSaveData) {
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super::SaveToSaveData(apSaveData);
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cGameForceArea_SaveData *pData = static_cast<cGameForceArea_SaveData *>(apSaveData);
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kCopyToVar(pData, mfMaxForce);
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kCopyToVar(pData, mfConstant);
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kCopyToVar(pData, mfDestSpeed);
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kCopyToVar(pData, mfMaxMass);
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kCopyToVar(pData, mbMulWithMass);
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kCopyToVar(pData, mbAffectCharacters);
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kCopyToVar(pData, mbAffectBodies);
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kCopyToVar(pData, mbForceAtPoint);
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pData->mvSize = mvBodies[0]->GetShape()->GetSize();
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}
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//-----------------------------------------------------------------------
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void cGameForceArea::LoadFromSaveData(iGameEntity_SaveData *apSaveData) {
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super::LoadFromSaveData(apSaveData);
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cGameForceArea_SaveData *pData = static_cast<cGameForceArea_SaveData *>(apSaveData);
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kCopyFromVar(pData, mfMaxForce);
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kCopyFromVar(pData, mfConstant);
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kCopyFromVar(pData, mfDestSpeed);
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kCopyFromVar(pData, mfMaxMass);
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kCopyFromVar(pData, mbMulWithMass);
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kCopyFromVar(pData, mbAffectCharacters);
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kCopyFromVar(pData, mbAffectBodies);
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kCopyFromVar(pData, mbForceAtPoint);
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}
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//-----------------------------------------------------------------------
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void cGameForceArea::SetupSaveData(iGameEntity_SaveData *apSaveData) {
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super::SetupSaveData(apSaveData);
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}
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//-----------------------------------------------------------------------
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