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