re3/src/vehicles/Floater.cpp

325 lines
8.4 KiB
C++

#include "common.h"
#include "Timer.h"
#include "WaterLevel.h"
#include "ModelIndices.h"
#include "Physical.h"
#include "Vehicle.h"
#include "Floater.h"
cBuoyancy mod_Buoyancy;
float fVolMultiplier = 1.0f;
// amount of boat volume in bounding box
// 1.0-volume is the empty space in the bbox
float fBoatVolumeDistribution[9] = {
// rear
0.75f, 0.9f, 0.75f,
0.95f, 1.0f, 0.95f,
0.4f, 0.7f, 0.4f
// bow
};
float fBoatVolumeDistributionCat[9] = {
0.9f, 0.3f, 0.9f,
1.0f, 0.5f, 1.0f,
0.95f, 0.4f, 0.95f
};
float fBoatVolumeDistributionSail[9] = {
0.55f, 0.95f, 0.55f,
0.75f, 1.1f, 0.75f,
0.3f, 0.8f, 0.3f
};
float fBoatVolumeDistributionDinghy[9] = {
0.65f, 0.85f, 0.65f,
0.85f, 1.1f, 0.85f,
0.65f, 0.95f, 0.65f
};
float fBoatVolumeDistributionSpeed[9] = {
0.7f, 0.9f, 0.7f,
0.95f, 1.0f, 0.95f,
0.6f, 0.7f, 0.6f
};
bool
cBuoyancy::ProcessBuoyancy(CPhysical *phys, float buoyancy, CVector *point, CVector *impulse)
{
m_numSteps = 2.0f;
if(!CWaterLevel::GetWaterLevel(phys->GetPosition(), &m_waterlevel, phys->bTouchingWater))
return false;
m_matrix = phys->GetMatrix();
PreCalcSetup(phys, buoyancy);
SimpleCalcBuoyancy();
float f = CalcBuoyancyForce(phys, point, impulse);
if(m_isBoat)
return true;
return f != 0.0f;
}
bool
cBuoyancy::ProcessBuoyancyBoat(CVehicle *veh, float buoyancy, CVector *point, CVector *impulse, bool bNoTurnForce)
{
m_numSteps = 2.0f;
if(!CWaterLevel::GetWaterLevel(veh->GetPosition(), &m_waterlevel, veh->bTouchingWater))
return false;
m_matrix = veh->GetMatrix();
PreCalcSetup(veh, buoyancy);
float x, y;
int ix, i;
tWaterLevel waterPosition;
CVector waterNormal;
// Floater is divided into 3x3 parts. Process and sum each of them
float volDiv = 1.0f/((m_dimMax.z - m_dimMin.z)*sq(m_numSteps+1.0f));
ix = 0;
for(x = m_dimMin.x; x <= m_dimMax.x; x += m_step.x){
i = ix;
for(y = m_dimMin.y; y <= m_dimMax.y; y += m_step.y){
CVector waterLevel(x, y, 0.0f);
FindWaterLevelNorm(m_positionZ, &waterLevel, &waterPosition, &waterNormal);
switch(veh->GetModelIndex()){
case MI_RIO:
fVolMultiplier = fBoatVolumeDistributionCat[i];
break;
case MI_SQUALO:
case MI_SPEEDER:
case MI_JETMAX:
fVolMultiplier = fBoatVolumeDistributionSpeed[i];
break;
case MI_COASTG:
case MI_DINGHY:
fVolMultiplier = fBoatVolumeDistributionDinghy[i];
break;
case MI_MARQUIS:
fVolMultiplier = fBoatVolumeDistributionSail[i];
break;
case MI_PREDATOR:
case MI_SKIMMER:
case MI_REEFER:
case MI_TROPIC:
default:
fVolMultiplier = fBoatVolumeDistribution[i];
break;
}
if(waterPosition != FLOATER_ABOVE_WATER){
float volume = SimpleSumBuoyancyData(waterLevel, waterPosition);
float upImpulse = volume * volDiv * buoyancy * CTimer::GetTimeStep();
CVector speed = veh->GetSpeed(Multiply3x3(veh->GetMatrix(), CVector(x, y, 0.0f)));
float damp = 1.0f - DotProduct(speed, waterNormal)*veh->pHandling->fSuspensionDampingLevel;
float finalImpulse = upImpulse*Max(damp, 0.0f);
impulse->z += finalImpulse;
if(!bNoTurnForce)
veh->ApplyTurnForce(finalImpulse*waterNormal, Multiply3x3(m_matrix, waterLevel));
}
i += 3;
}
ix++;
}
m_volumeUnderWater *= volDiv;
*point = Multiply3x3(m_matrix, m_impulsePoint);
return m_isBoat || m_haveVolume;
}
void
cBuoyancy::PreCalcSetup(CPhysical *phys, float buoyancy)
{
CColModel *colModel;
m_isBoat = phys->IsVehicle() && ((CVehicle*)phys)->IsBoat();
colModel = phys->GetColModel();
m_dimMin = colModel->boundingBox.min;
m_dimMax = colModel->boundingBox.max;
if(m_isBoat){
switch(phys->GetModelIndex()){
case MI_PREDATOR:
default:
m_dimMax.y *= 1.05f;
m_dimMin.y *= 0.9f;
break;
case MI_SPEEDER:
m_dimMax.y *= 1.25f;
m_dimMin.y *= 0.83f;
break;
case MI_REEFER:
m_dimMin.y *= 0.9f;
break;
case MI_RIO:
m_dimMax.y *= 0.9f;
m_dimMin.y *= 0.9f;
m_dimMax.z += 0.25f;
m_dimMin.z -= 0.2f;
break;
case MI_SQUALO:
m_dimMax.y *= 0.9f;
m_dimMin.y *= 0.9f;
break;
case MI_TROPIC:
m_dimMax.y *= 1.3f;
m_dimMin.y *= 0.82f;
m_dimMin.z -= 0.2f;
break;
case MI_SKIMMER:
m_dimMin.y = -m_dimMax.y;
m_dimMax.y *= 1.2f;
break;
case MI_COASTG:
m_dimMax.y *= 1.1f;
m_dimMin.y *= 0.9f;
m_dimMin.z -= 0.3f;
break;
case MI_DINGHY:
m_dimMax.y *= 1.3f;
m_dimMin.y *= 0.9f;
m_dimMin.z -= 0.2f;
break;
case MI_MARQUIS:
m_dimMax.y *= 1.3f;
m_dimMin.y *= 0.9f;
break;
case MI_JETMAX:
m_dimMin.y *= 0.9f;
break;
}
}
m_step = (m_dimMax - m_dimMin)/m_numSteps;
if(m_step.z > m_step.x && m_step.z > m_step.y){
m_stepRatio.x = m_step.x/m_step.z;
m_stepRatio.y = m_step.y/m_step.z;
m_stepRatio.z = 1.0f;
}else if(m_step.y > m_step.x && m_step.y > m_step.z){
m_stepRatio.x = m_step.x/m_step.y;
m_stepRatio.y = 1.0f;
m_stepRatio.z = m_step.z/m_step.y;
}else{
m_stepRatio.x = 1.0f;
m_stepRatio.y = m_step.y/m_step.x;
m_stepRatio.z = m_step.z/m_step.x;
}
m_haveVolume = false;
m_numPartialVolumes = 1.0f;
m_volumeUnderWater = 0.0f;
m_impulsePoint = CVector(0.0f, 0.0f, 0.0f);
m_position = phys->GetPosition();
m_positionZ = CVector(0.0f, 0.0f, m_position.z);
m_buoyancy = buoyancy;
m_waterlevel += m_waterLevelInc;
}
void
cBuoyancy::SimpleCalcBuoyancy(void)
{
float x, y;
tWaterLevel waterPosition;
// Floater is divided into 3x3 parts. Process and sum each of them
for(x = m_dimMin.x; x <= m_dimMax.x; x += m_step.x){
for(y = m_dimMin.y; y <= m_dimMax.y; y += m_step.y){
CVector waterLevel(x, y, 0.0f);
FindWaterLevel(m_positionZ, &waterLevel, &waterPosition);
fVolMultiplier = 1.0f;
if(waterPosition != FLOATER_ABOVE_WATER)
SimpleSumBuoyancyData(waterLevel, waterPosition);
}
}
m_volumeUnderWater /= (m_dimMax.z - m_dimMin.z)*sq(m_numSteps+1.0f);
}
float
cBuoyancy::SimpleSumBuoyancyData(CVector &waterLevel, tWaterLevel waterPosition)
{
static float fThisVolume;
static CVector AverageOfWaterLevel;
static float fFraction;
static float fRemainingSlice;
float submerged = Abs(waterLevel.z - m_dimMin.z);
// subtract empty space from submerged volume
fThisVolume = submerged - (1.0f - fVolMultiplier);
if(fThisVolume < 0.0f)
return 0.0f;
if(m_isBoat){
fThisVolume *= fVolMultiplier;
fThisVolume = sq(fThisVolume);
}
m_volumeUnderWater += fThisVolume;
AverageOfWaterLevel.x = waterLevel.x * m_stepRatio.x;
AverageOfWaterLevel.y = waterLevel.y * m_stepRatio.y;
AverageOfWaterLevel.z = (waterLevel.z+m_dimMin.z)/2.0f * m_stepRatio.z;
if(m_flipAverage)
AverageOfWaterLevel = -AverageOfWaterLevel;
fFraction = 1.0f/m_numPartialVolumes;
fRemainingSlice = 1.0f - fFraction;
m_impulsePoint = m_impulsePoint*fRemainingSlice + AverageOfWaterLevel*fThisVolume*fFraction;
m_numPartialVolumes += 1.0f;
m_haveVolume = true;
return fThisVolume;
}
void
cBuoyancy::FindWaterLevel(const CVector &zpos, CVector *waterLevel, tWaterLevel *waterPosition)
{
*waterPosition = FLOATER_IN_WATER;
// waterLevel is a local x,y point
// m_position is the global position of our floater
// zpos is the global z coordinate of our floater
CVector xWaterLevel = Multiply3x3(m_matrix, *waterLevel);
CWaterLevel::GetWaterLevel(xWaterLevel.x + m_position.x, xWaterLevel.y + m_position.y, m_position.z,
&waterLevel->z, true);
waterLevel->z -= xWaterLevel.z + zpos.z; // make local
if(waterLevel->z > m_dimMax.z){
waterLevel->z = m_dimMax.z;
*waterPosition = FLOATER_UNDER_WATER;
}else if(waterLevel->z < m_dimMin.z){
waterLevel->z = m_dimMin.z;
*waterPosition = FLOATER_ABOVE_WATER;
}
}
// Same as above but also get normal
void
cBuoyancy::FindWaterLevelNorm(const CVector &zpos, CVector *waterLevel, tWaterLevel *waterPosition, CVector *normal)
{
*waterPosition = FLOATER_IN_WATER;
CVector xWaterLevel = Multiply3x3(m_matrix, *waterLevel);
CWaterLevel::GetWaterLevel(xWaterLevel.x + m_position.x, xWaterLevel.y + m_position.y, m_position.z,
&waterLevel->z, true);
waterLevel->z -= xWaterLevel.z + zpos.z; // make local
if(waterLevel->z >= m_dimMin.z)
*normal = CWaterLevel::GetWaterNormal(xWaterLevel.x + m_position.x, xWaterLevel.y + m_position.y);
if(waterLevel->z > m_dimMax.z){
waterLevel->z = m_dimMax.z;
*waterPosition = FLOATER_UNDER_WATER;
}else if(waterLevel->z < m_dimMin.z){
waterLevel->z = m_dimMin.z;
*waterPosition = FLOATER_ABOVE_WATER;
}
}
bool
cBuoyancy::CalcBuoyancyForce(CPhysical *phys, CVector *point, CVector *impulse)
{
if(!m_haveVolume)
return false;
*point = Multiply3x3(m_matrix, m_impulsePoint);
*impulse = CVector(0.0f, 0.0f, m_volumeUnderWater*m_buoyancy*CTimer::GetTimeStep());
return true;
}