/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */ 212 %{ #include "EntitiesMP/StdH/StdH.h" %} uses "EntitiesMP/Marker"; uses "EntitiesMP/GravityRouter"; enum GravityType { 0 LT_PARALLEL "Parallel", 1 LT_CENTRAL "Central", 2 LT_CYLINDRICAL "Cylindirical", 3 LT_TORUS "Torus", }; class CGravityMarker: CMarker { name "Gravity Marker"; thumbnail "Thumbnails\\GravityMarker.tbn"; features "IsImportant"; properties: 1 enum GravityType m_gtType "Type" 'Y' =LT_PARALLEL, 2 FLOAT m_fStrength "Strength" 'S' = 1, 3 RANGE m_rFallOff "FallOff" 'F' = 50, 4 RANGE m_rHotSpot "HotSpot" 'H' = 50, 5 RANGE m_rTorusR "Torus Radius" 'R' = 100, 10 FLOAT m_fAcc = 0, 11 FLOAT m_fSign = 1, 12 FLOAT m_fStep = 0, 20 ANGLE3D m_aForceDir "Forcefield Direction" 'F' = ANGLE3D(0,0,0), 21 FLOAT m_fForceA "Forcefield Acceleration" = 0.0f, 22 FLOAT m_fForceV "Forcefield Velocity" = 0.0f, 23 FLOAT3D m_vForceDir = FLOAT3D(1,0,0), components: 1 model MODEL_MARKER "Models\\Editor\\GravityMarker.mdl", 2 texture TEXTURE_MARKER "Models\\Editor\\GravityMarker.tex" functions: // find strength at given distance inline FLOAT StrengthAtDistance(FLOAT fDistance) { FLOAT fStrength = (m_rFallOff-fDistance)*m_fStep; return Clamp(fStrength, 0.0f, m_fAcc); } /* Get force type name, return empty string if not used. */ const CTString &GetForceName(INDEX i) { return m_strName; } /* Get force in given point. */ void GetForce(INDEX i, const FLOAT3D &vPoint, CForceStrength &fsGravity, CForceStrength &fsField) { const FLOATmatrix3D &m = GetRotationMatrix(); switch (m_gtType) { case LT_PARALLEL: { fsGravity.fs_vDirection(1) = -m(1,2) * m_fSign; fsGravity.fs_vDirection(2) = -m(2,2) * m_fSign; fsGravity.fs_vDirection(3) = -m(3,2) * m_fSign; FLOAT fDistance = (vPoint-GetPlacement().pl_PositionVector)%fsGravity.fs_vDirection; fsGravity.fs_fAcceleration = StrengthAtDistance(fDistance); fsGravity.fs_fVelocity = 70; } break; case LT_CENTRAL: { fsGravity.fs_vDirection = (GetPlacement().pl_PositionVector-vPoint)*m_fSign; FLOAT fDistance = fsGravity.fs_vDirection.Length(); if (fDistance>0.01f) { fsGravity.fs_vDirection/=fDistance; } fsGravity.fs_fAcceleration = StrengthAtDistance(fDistance); fsGravity.fs_fVelocity = 70; } break; case LT_CYLINDRICAL: { FLOAT3D vDelta = GetPlacement().pl_PositionVector-vPoint; FLOAT3D vAxis; vAxis(1) = m(1,2); vAxis(2) = m(2,2); vAxis(3) = m(3,2); GetNormalComponent(vDelta, vAxis, fsGravity.fs_vDirection); fsGravity.fs_vDirection*=m_fSign; FLOAT fDistance = fsGravity.fs_vDirection.Length(); if (fDistance>0.01f) { fsGravity.fs_vDirection/=fDistance; } fsGravity.fs_fAcceleration = StrengthAtDistance(fDistance); fsGravity.fs_fVelocity = 70; } break; case LT_TORUS: { // get referent point FLOAT3D vDelta = vPoint-GetPlacement().pl_PositionVector; FLOAT3D vAxis; vAxis(1) = m(1,2); vAxis(2) = m(2,2); vAxis(3) = m(3,2); FLOAT3D vR; GetNormalComponent(vDelta, vAxis, vR); vR.Normalize(); fsGravity.fs_vDirection = (vDelta-vR*m_rTorusR)*m_fSign; FLOAT fDistance = fsGravity.fs_vDirection.Length(); if (fDistance>0.01f) { fsGravity.fs_vDirection/=fDistance; } fsGravity.fs_fAcceleration = StrengthAtDistance(fDistance); fsGravity.fs_fVelocity = 70; } break; default: fsGravity.fs_fAcceleration = m_fAcc; fsGravity.fs_fVelocity = 70; fsGravity.fs_vDirection = FLOAT3D(0,-1,0); } // calculate forcefield influence fsField.fs_fAcceleration = m_fForceA; fsField.fs_fVelocity = m_fForceV; fsField.fs_vDirection = m_vForceDir; } /* Handle an event, return false if the event is not handled. */ BOOL HandleEvent(const CEntityEvent &ee) { if( ee.ee_slEvent==EVENTCODE_ETrigger) { EChangeGravity eChangeGravity; eChangeGravity.penNewGravity = this; m_penTarget->SendEvent( eChangeGravity); return TRUE; } return FALSE; } procedures: Main() { InitAsEditorModel(); SetPhysicsFlags(EPF_MODEL_IMMATERIAL); SetCollisionFlags(ECF_IMMATERIAL); // set appearance SetModel(MODEL_MARKER); SetModelMainTexture(TEXTURE_MARKER); // set name if (m_strName=="Marker") { m_strName = "Gravity Marker"; } // precalc fast gravity parameters m_fAcc = Abs(30*m_fStrength), m_fSign = SgnNZ(m_fStrength), m_fStep = m_fAcc/(m_rFallOff-m_rHotSpot); AnglesToDirectionVector(m_aForceDir, m_vForceDir); return; } };