/*
* 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 "GameLiquidArea.h"
#include "Init.h"
#include "MapHandler.h"
#include "Player.h"
#include "EffectHandler.h"
#include "GlobalInit.h"
//////////////////////////////////////////////////////////////////////////
// LOADER
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
cAreaLoader_GameLiquidArea::cAreaLoader_GameLiquidArea(const tString &asName, cInit *apInit)
: iArea3DLoader(asName)
{
mpInit = apInit;
}
cAreaLoader_GameLiquidArea::~cAreaLoader_GameLiquidArea()
{
}
//-----------------------------------------------------------------------
iEntity3D* cAreaLoader_GameLiquidArea::Load(const tString &asName, const cVector3f &avSize,
const cMatrixf &a_mtxTransform,cWorld3D *apWorld)
{
cGameLiquidArea *pArea = hplNew( cGameLiquidArea, (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
//////////////////////////////////////////////////////////////////////////
cGameLiquidArea::cGameLiquidArea(cInit *apInit,const tString& asName) : iGameEntity(apInit,asName)
{
mType = eGameEntityType_LiquidArea;
mfDensity = 100;
mfLinearViscosity = 1;
mfAngularViscosity = 1;
mbHasInteraction = false;
mpPhysicsMaterial = NULL;
mbHasWaves = true;
mfWaveAmp = 0.04f;
mfWaveFreq = 3;
mfTimeCount =0;
}
//-----------------------------------------------------------------------
cGameLiquidArea::~cGameLiquidArea(void)
{
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// PUBLIC METHODS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
void cGameLiquidArea::SetPhysicsMaterial(const tString asName)
{
if(asName == "") return;
iPhysicsWorld *pPhysicsWorld = mpInit->mpGame->GetScene()->GetWorld3D()->GetPhysicsWorld();
mpPhysicsMaterial = pPhysicsWorld->GetMaterialFromName(asName);
if(mpPhysicsMaterial==NULL){
Error("Liquid '%s' could not find material '%s'\n",GetName().c_str(),
mpPhysicsMaterial->GetName().c_str());
}
}
//-----------------------------------------------------------------------
void cGameLiquidArea::OnPlayerPick()
{
}
//-----------------------------------------------------------------------
void cGameLiquidArea::Update(float afTimeStep)
{
if(IsActive()==false) return;
iPhysicsBody *pAreaBody = mvBodies[0];
cWorld3D *pWorld = mpInit->mpGame->GetScene()->GetWorld3D();
iPhysicsWorld *pPhysicsWorld = pWorld->GetPhysicsWorld();
cCamera3D *pCam = mpInit->mpPlayer->GetCamera();
float fSurfaceY = mvBodies[0]->GetWorldPosition().y +
mvBodies[0]->GetShape()->GetSize().y /2;
cCollideData collideData;
collideData.SetMaxSize(1);
mfTimeCount += afTimeStep;
////////////////////////////////////////////////////////
//Update waves
////////////////////////////////////////////////////////
//Check if player camera is in water.
if(cMath::PointBVCollision(pCam->GetPosition(),*pAreaBody->GetBV()))
{
if(mpInit->mpEffectHandler->GetUnderwater()->IsActive()==false)
{
mpInit->mpEffectHandler->GetUnderwater()->SetActive(true);
mpInit->mpEffectHandler->GetUnderwater()->SetColor(mColor);
}
}
else
{
mpInit->mpEffectHandler->GetUnderwater()->SetActive(false);
}
////////////////////////////////////////////////////////
//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());
iGameEntity *pEntity = (iGameEntity*)pBody->GetUserData();
if(pBody->GetCollide() && pBody->IsActive())
{
if(pBody->GetMass()==0 && pBody->IsCharacter()==false) continue;
/////////////////////////
//Bounding volume check
if(cMath::CheckCollisionBV(*pBody->GetBV(), *pAreaBody->GetBV())==false)
{
pBody->SetBuoyancyActive(false);
continue;
}
///////////////////////////////
//Check for collision
if(pPhysicsWorld->CheckShapeCollision(pBody->GetShape(),pBody->GetLocalMatrix(),
pAreaBody->GetShape(), pAreaBody->GetLocalMatrix(),collideData,1)==false)
{
pBody->SetBuoyancyActive(false);
continue;
}
if(pBody->IsCharacter())
{
iCharacterBody *pCharBody = pBody->GetCharacterBody();
float fToSurface = cMath::Abs(fSurfaceY - pCharBody->GetFeetPosition().y);
float fCharHeight = pCharBody->GetSize().y;
if(fToSurface > fCharHeight) fToSurface = fCharHeight;
float fRadius = pCharBody->GetSize().x/2;
float fVolume = fToSurface*fRadius*fRadius*kPif;
float fWaterWeight = fVolume * mfDensity;
cVector3f vForce = pPhysicsWorld->GetGravity() * -fWaterWeight;
//Log("Tosurface: %f Vol: %f\n",fToSurface,fVolume);
pCharBody->AddForce(vForce);
if(pBody->GetBuoyancyActive()==false)
{
SplashEffect(pBody);
pBody->SetBuoyancyActive(true);
}
}
else
{
if(pBody->GetBuoyancyActive()==false)
{
pBody->SetBuoyancySurface(mSurfacePlane);
pBody->SetBuoyancyDensity(mfDensity);
pBody->SetBuoyancyLinearViscosity(mfLinearViscosity);
pBody->SetBuoyancyAngularViscosity(mfAngularViscosity);
SplashEffect(pBody);
//Log("Splash body: %s\n",pBody->GetName().c_str());
pBody->SetBuoyancyActive(true);
}
if(mbHasWaves){
cVector3f vPos = cMath::MatrixMul(pBody->GetLocalMatrix(),pBody->GetMassCentre());
float fAddX = sin(mfTimeCount * mfWaveFreq + vPos.x * 15)*mfWaveAmp;
float fAddZ = sin(mfTimeCount * mfWaveFreq + vPos.z * 15)*mfWaveAmp;
//pBody->AddForce(cVector3f(0, 9.8f * (fAddZ+fAddX)*pBody->GetMass()*2, 0));
//pBody->AddForce(cVector3f(0, 9.8f * cMath::RandRectf(-0.1, 0.1f)*pBody->GetMass()*2, 0));
//Log("F:%f Amp %f\n",fAddZ+fAddX,mfWaveAmp);
//pBody->AddTorque(cVector3f((fAddZ+fAddX)*pBody->GetMass(), (fAddZ+fAddX)*pBody->GetMass(),
// (fAddZ+fAddX)*pBody->GetMass()));
cPlanef tempPlane;
tempPlane.FromNormalPoint( cVector3f(0,1,0),
cVector3f(0,fSurfaceY + fAddX + fAddZ,0));
pBody->SetBuoyancySurface(tempPlane);
pBody->SetEnabled(true);
}
}
}
}
}
//-----------------------------------------------------------------------
void cGameLiquidArea::Setup()
{
//Log("SETUP!\n");
float fHeight = mvBodies[0]->GetShape()->GetSize().y;
cVector3f vPos = mvBodies[0]->GetWorldPosition();
mSurfacePlane.FromNormalPoint( cVector3f(0,1,0),
cVector3f(0,vPos.y,0) + cVector3f(0,fHeight/2,0));
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// PRIVATE METHODS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
void cGameLiquidArea::SplashEffect(iPhysicsBody *apBody)
{
if(mpPhysicsMaterial==NULL) return;
cSurfaceData *pSurface = mpPhysicsMaterial->GetSurfaceData();
float fSpeed;
if(apBody->IsCharacter())
fSpeed = apBody->GetCharacterBody()->GetForceVelocity().Length();
else
fSpeed = apBody->GetLinearVelocity().Length();
cSurfaceImpactData *pImpact = pSurface->GetImpactDataFromSpeed(fSpeed);
if(pImpact == NULL) return;
cVector3f vPos = cMath::MatrixMul(apBody->GetLocalMatrix(),apBody->GetMassCentre());
vPos.y = mvBodies[0]->GetWorldPosition().y +
mvBodies[0]->GetShape()->GetSize().y/2;
cWorld3D *pWorld = mpInit->mpGame->GetScene()->GetWorld3D();
if(pImpact->GetPSName() != "")
{
pWorld->CreateParticleSystem("Splash", pImpact->GetPSName(),1, cMath::MatrixTranslate(vPos));
}
if(pImpact->GetSoundName() != "")
{
cSoundEntity *pSound = pWorld->CreateSoundEntity("Splash",pImpact->GetSoundName(),true);
if(pSound)
{
pSound->SetPosition(vPos);
}
}
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// SAVE OBJECT STUFF
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
kBeginSerialize(cGameLiquidArea_SaveData,iGameEntity_SaveData)
kSerializeVar(mvSize,eSerializeType_Vector3f)
kSerializeVar(mfDensity,eSerializeType_Float32)
kSerializeVar(mfLinearViscosity,eSerializeType_Float32)
kSerializeVar(mfAngularViscosity,eSerializeType_Float32)
kSerializeVar(msPhysicsMaterial,eSerializeType_String)
kSerializeVar(mColor,eSerializeType_Color)
kSerializeVar(mbHasWaves, eSerializeType_Bool)
kSerializeVar(mSurfacePlane,eSerializeType_Planef)
kEndSerialize()
//-----------------------------------------------------------------------
iGameEntity* cGameLiquidArea_SaveData::CreateEntity()
{
return NULL;
}
//-----------------------------------------------------------------------
iGameEntity_SaveData* cGameLiquidArea::CreateSaveData()
{
return hplNew( cGameLiquidArea_SaveData, () );
}
//-----------------------------------------------------------------------
void cGameLiquidArea::SaveToSaveData(iGameEntity_SaveData *apSaveData)
{
__super::SaveToSaveData(apSaveData);
cGameLiquidArea_SaveData *pData = static_cast(apSaveData);
kCopyToVar(pData, mfDensity);
kCopyToVar(pData, mfLinearViscosity);
kCopyToVar(pData, mfAngularViscosity);
kCopyToVar(pData, mSurfacePlane);
kCopyToVar(pData, mColor);
kCopyToVar(pData, mbHasWaves);
if(mpPhysicsMaterial)
pData->msPhysicsMaterial = mpPhysicsMaterial->GetName();
else
pData->msPhysicsMaterial = "";
pData->mvSize = mvBodies[0]->GetShape()->GetSize();
}
//-----------------------------------------------------------------------
void cGameLiquidArea::LoadFromSaveData(iGameEntity_SaveData *apSaveData)
{
__super::LoadFromSaveData(apSaveData);
cGameLiquidArea_SaveData *pData = static_cast(apSaveData);
kCopyFromVar(pData, mfDensity);
kCopyFromVar(pData, mfLinearViscosity);
kCopyFromVar(pData, mfAngularViscosity);
kCopyFromVar(pData, mSurfacePlane);
kCopyFromVar(pData, mColor);
kCopyFromVar(pData, mbHasWaves);
SetPhysicsMaterial(pData->msPhysicsMaterial);
}
//-----------------------------------------------------------------------
void cGameLiquidArea::SetupSaveData(iGameEntity_SaveData *apSaveData)
{
__super::SetupSaveData(apSaveData);
cGameLiquidArea_SaveData *pData = static_cast(apSaveData);
}
//-----------------------------------------------------------------------