219 lines
4.9 KiB
C++
219 lines
4.9 KiB
C++
/*
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* This file is part of the Colobot: Gold Edition source code
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* Copyright (C) 2001-2023, Daniel Roux, EPSITEC SA & TerranovaTeam
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* http://epsitec.ch; http://colobot.info; http://github.com/colobot
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*
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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 the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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.
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see http://gnu.org/licenses
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*/
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#include "object/motion/motion.h"
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#include "app/app.h"
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#include "graphics/engine/engine.h"
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#include "level/robotmain.h"
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#include "level/parser/parserline.h"
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#include "level/parser/parserparam.h"
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#include "math/func.h"
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#include "object/old_object.h"
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#include <cstdio>
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#include <cstring>
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// Object's constructor.
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CMotion::CMotion(COldObject* object)
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{
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m_app = CApplication::GetInstancePointer();
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m_sound = m_app->GetSound();
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m_engine = Gfx::CEngine::GetInstancePointer();
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m_particle = m_engine->GetParticle();
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m_water = m_engine->GetWater();
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m_main = CRobotMain::GetInstancePointer();
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m_terrain = m_main->GetTerrain();
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m_camera = m_main->GetCamera();
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m_object = object;
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m_physics = nullptr;
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m_actionType = -1;
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m_actionTime = 0.0f;
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m_progress = 0.0f;
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m_linVibration = glm::vec3(0.0f, 0.0f, 0.0f);
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m_cirVibration = glm::vec3(0.0f, 0.0f, 0.0f);
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m_inclinaison = glm::vec3(0.0f, 0.0f, 0.0f);
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}
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// Object's destructor.
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CMotion::~CMotion()
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{
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}
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void CMotion::SetPhysics(CPhysics* physics)
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{
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m_physics = physics;
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}
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// Management of an event.
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bool CMotion::EventProcess(const Event &event)
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{
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glm::vec3 pos, dir;
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float time;
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if ( m_object->GetType() != OBJECT_TOTO &&
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m_engine->GetPause() ) return true;
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if ( event.type != EVENT_FRAME ) return true;
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m_progress += event.rTime*m_actionTime;
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if ( m_progress > 1.0f ) m_progress = 1.0f; // (*)
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pos = m_object->GetPosition();
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if ( pos.y < m_water->GetLevel(m_object) ) // underwater?
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{
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time = event.rTime*3.0f; // everything is slower
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}
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else
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{
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time = event.rTime*10.0f;
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}
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dir = m_object->GetLinVibration();
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dir.x = Math::Smooth(dir.x, m_linVibration.x, time);
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dir.y = Math::Smooth(dir.y, m_linVibration.y, time);
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dir.z = Math::Smooth(dir.z, m_linVibration.z, time);
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m_object->SetLinVibration(dir);
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dir = m_object->GetCirVibration();
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dir.x = Math::Smooth(dir.x, m_cirVibration.x, time);
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dir.y = Math::Smooth(dir.y, m_cirVibration.y, time);
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dir.z = Math::Smooth(dir.z, m_cirVibration.z, time);
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m_object->SetCirVibration(dir);
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dir = m_object->GetTilt();
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dir.x = Math::Smooth(dir.x, m_inclinaison.x, time);
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dir.y = Math::Smooth(dir.y, m_inclinaison.y, time);
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dir.z = Math::Smooth(dir.z, m_inclinaison.z, time);
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m_object->SetTilt(dir);
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return true;
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}
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// (*) Avoids the bug of ants returned by the thumper and
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// whose abdomen grown to infinity!
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// Start an action.
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Error CMotion::SetAction(int action, float time)
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{
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m_actionType = action;
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m_actionTime = 1.0f/time;
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m_progress = 0.0f;
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return ERR_OK;
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}
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// Returns the current action.
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int CMotion::GetAction()
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{
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return m_actionType;
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}
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// Specifies a special parameter.
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bool CMotion::SetParam(int rank, float value)
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{
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return false;
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}
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float CMotion::GetParam(int rank)
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{
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return 0.0f;
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}
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// Saves all parameters of the object.
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bool CMotion::Write(CLevelParserLine* line)
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{
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if ( m_actionType == -1 ) return false;
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line->AddParam("mType", std::make_unique<CLevelParserParam>(m_actionType));
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line->AddParam("mTime", std::make_unique<CLevelParserParam>(m_actionTime));
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line->AddParam("mProgress", std::make_unique<CLevelParserParam>(m_progress));
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return false;
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}
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// Restores all parameters of the object.
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bool CMotion::Read(CLevelParserLine* line)
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{
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m_actionType = line->GetParam("mType")->AsInt(-1);
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m_actionTime = line->GetParam("mTime")->AsFloat(0.0f);
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m_progress = line->GetParam("mProgress")->AsFloat(0.0f);
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return false;
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}
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// Getes the linear vibration.
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void CMotion::SetLinVibration(glm::vec3 dir)
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{
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m_linVibration = dir;
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}
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glm::vec3 CMotion::GetLinVibration()
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{
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return m_linVibration;
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}
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// Getes the circular vibration.
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void CMotion::SetCirVibration(glm::vec3 dir)
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{
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m_cirVibration = dir;
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}
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glm::vec3 CMotion::GetCirVibration()
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{
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return m_cirVibration;
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}
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// Getes the tilt.
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void CMotion::SetTilt(glm::vec3 dir)
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{
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m_inclinaison = dir;
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}
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glm::vec3 CMotion::GetTilt()
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{
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return m_inclinaison;
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}
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