/* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of Penumbra Overture. * * Penumbra Overture 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. * * Penumbra Overture 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 Penumbra Overture. If not, see . */ #include "StdAfx.h" #include "GameForceArea.h" #include "Init.h" #include "MapHandler.h" #include "Player.h" #include "PlayerState.h" #include "GameEnemy.h" #include "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); std::vector 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(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(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(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); cGameForceArea_SaveData *pData = static_cast(apSaveData); } //-----------------------------------------------------------------------