mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-25 07:14:50 +01:00
178 lines
5.4 KiB
C++
178 lines
5.4 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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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 version 2 of the GNU General Public License as published by
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the Free Software Foundation
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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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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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212
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%{
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#include "StdH.h"
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%}
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uses "EntitiesMP/Marker";
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uses "EntitiesMP/GravityRouter";
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enum GravityType {
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0 LT_PARALLEL "Parallel",
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1 LT_CENTRAL "Central",
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2 LT_CYLINDRICAL "Cylindirical",
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3 LT_TORUS "Torus",
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};
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class CGravityMarker: CMarker {
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name "Gravity Marker";
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thumbnail "Thumbnails\\GravityMarker.tbn";
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features "IsImportant";
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properties:
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1 enum GravityType m_gtType "Type" 'Y' =LT_PARALLEL,
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2 FLOAT m_fStrength "Strength" 'S' = 1,
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3 RANGE m_rFallOff "FallOff" 'F' = 50,
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4 RANGE m_rHotSpot "HotSpot" 'H' = 50,
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5 RANGE m_rTorusR "Torus Radius" 'R' = 100,
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10 FLOAT m_fAcc = 0,
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11 FLOAT m_fSign = 1,
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12 FLOAT m_fStep = 0,
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20 ANGLE3D m_aForceDir "Forcefield Direction" 'F' = ANGLE3D(0,0,0),
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21 FLOAT m_fForceA "Forcefield Acceleration" = 0.0f,
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22 FLOAT m_fForceV "Forcefield Velocity" = 0.0f,
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23 FLOAT3D m_vForceDir = FLOAT3D(1,0,0),
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components:
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1 model MODEL_MARKER "Models\\Editor\\GravityMarker.mdl",
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2 texture TEXTURE_MARKER "Models\\Editor\\GravityMarker.tex"
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functions:
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// find strength at given distance
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inline FLOAT StrengthAtDistance(FLOAT fDistance)
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{
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FLOAT fStrength = (m_rFallOff-fDistance)*m_fStep;
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return Clamp(fStrength, 0.0f, m_fAcc);
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}
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/* Get force type name, return empty string if not used. */
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const CTString &GetForceName(INDEX i)
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{
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return m_strName;
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}
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/* Get force in given point. */
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void GetForce(INDEX i, const FLOAT3D &vPoint,
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CForceStrength &fsGravity, CForceStrength &fsField)
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{
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const FLOATmatrix3D &m = GetRotationMatrix();
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switch (m_gtType) {
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case LT_PARALLEL: {
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fsGravity.fs_vDirection(1) = -m(1,2) * m_fSign;
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fsGravity.fs_vDirection(2) = -m(2,2) * m_fSign;
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fsGravity.fs_vDirection(3) = -m(3,2) * m_fSign;
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FLOAT fDistance = (vPoint-GetPlacement().pl_PositionVector)%fsGravity.fs_vDirection;
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fsGravity.fs_fAcceleration = StrengthAtDistance(fDistance);
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fsGravity.fs_fVelocity = 70;
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} break;
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case LT_CENTRAL: {
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fsGravity.fs_vDirection = (GetPlacement().pl_PositionVector-vPoint)*m_fSign;
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FLOAT fDistance = fsGravity.fs_vDirection.Length();
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if (fDistance>0.01f) {
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fsGravity.fs_vDirection/=fDistance;
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}
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fsGravity.fs_fAcceleration = StrengthAtDistance(fDistance);
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fsGravity.fs_fVelocity = 70;
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} break;
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case LT_CYLINDRICAL: {
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FLOAT3D vDelta = GetPlacement().pl_PositionVector-vPoint;
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FLOAT3D vAxis;
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vAxis(1) = m(1,2);
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vAxis(2) = m(2,2);
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vAxis(3) = m(3,2);
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GetNormalComponent(vDelta, vAxis, fsGravity.fs_vDirection);
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fsGravity.fs_vDirection*=m_fSign;
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FLOAT fDistance = fsGravity.fs_vDirection.Length();
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if (fDistance>0.01f) {
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fsGravity.fs_vDirection/=fDistance;
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}
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fsGravity.fs_fAcceleration = StrengthAtDistance(fDistance);
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fsGravity.fs_fVelocity = 70;
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} break;
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case LT_TORUS: {
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// get referent point
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FLOAT3D vDelta = vPoint-GetPlacement().pl_PositionVector;
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FLOAT3D vAxis;
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vAxis(1) = m(1,2);
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vAxis(2) = m(2,2);
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vAxis(3) = m(3,2);
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FLOAT3D vR;
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GetNormalComponent(vDelta, vAxis, vR);
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vR.Normalize();
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fsGravity.fs_vDirection = (vDelta-vR*m_rTorusR)*m_fSign;
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FLOAT fDistance = fsGravity.fs_vDirection.Length();
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if (fDistance>0.01f) {
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fsGravity.fs_vDirection/=fDistance;
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}
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fsGravity.fs_fAcceleration = StrengthAtDistance(fDistance);
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fsGravity.fs_fVelocity = 70;
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} break;
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default:
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fsGravity.fs_fAcceleration = m_fAcc;
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fsGravity.fs_fVelocity = 70;
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fsGravity.fs_vDirection = FLOAT3D(0,-1,0);
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}
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// calculate forcefield influence
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fsField.fs_fAcceleration = m_fForceA;
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fsField.fs_fVelocity = m_fForceV;
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fsField.fs_vDirection = m_vForceDir;
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}
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/* Handle an event, return false if the event is not handled. */
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BOOL HandleEvent(const CEntityEvent &ee)
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{
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if( ee.ee_slEvent==EVENTCODE_ETrigger)
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{
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EChangeGravity eChangeGravity;
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eChangeGravity.penNewGravity = this;
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m_penTarget->SendEvent( eChangeGravity);
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return TRUE;
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}
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return FALSE;
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}
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procedures:
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Main()
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{
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InitAsEditorModel();
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SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
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SetCollisionFlags(ECF_IMMATERIAL);
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// set appearance
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SetModel(MODEL_MARKER);
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SetModelMainTexture(TEXTURE_MARKER);
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// set name
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if (m_strName=="Marker") {
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m_strName = "Gravity Marker";
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}
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// precalc fast gravity parameters
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m_fAcc = Abs(30*m_fStrength),
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m_fSign = SgnNZ(m_fStrength),
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m_fStep = m_fAcc/(m_rFallOff-m_rHotSpot);
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AnglesToDirectionVector(m_aForceDir, m_vForceDir);
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return;
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}
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};
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