scummvm/engines/hpl1/penumbra-overture/GameLiquidArea.cpp

385 lines
12 KiB
C++

/* 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/GameLiquidArea.h"
#include "hpl1/engine/engine.h"
#include "hpl1/penumbra-overture/EffectHandler.h"
#include "hpl1/penumbra-overture/Init.h"
#include "hpl1/penumbra-overture/MapHandler.h"
#include "hpl1/penumbra-overture/Player.h"
#include "hpl1/penumbra-overture/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);
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
//////////////////////////////////////////////////////////////////////////
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(),
asName.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<iPhysicsBody *>(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<cGameLiquidArea_SaveData *>(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<cGameLiquidArea_SaveData *>(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);
}
//-----------------------------------------------------------------------