diff options
Diffstat (limited to 'src/vehicles/Floater.cpp')
-rw-r--r-- | src/vehicles/Floater.cpp | 195 |
1 files changed, 195 insertions, 0 deletions
diff --git a/src/vehicles/Floater.cpp b/src/vehicles/Floater.cpp new file mode 100644 index 00000000..cabe00c3 --- /dev/null +++ b/src/vehicles/Floater.cpp @@ -0,0 +1,195 @@ +#include "common.h" +#include "patcher.h" +#include "Timer.h" +#include "WaterLevel.h" +#include "ModelIndices.h" +#include "Physical.h" +#include "Vehicle.h" +#include "Floater.h" + +cBuoyancy &mod_Buoyancy = *(cBuoyancy*)0x8F2674; + +//static float fVolMultiplier = 1.0f; +static float &fVolMultiplier = *(float*)0x601394; +// amount of boat volume in bounding box +// 1.0-volume is the empty space in the bbox +static float fBoatVolumeDistribution[9] = { + // rear + 0.75f, 0.9f, 0.75f, + 0.95f, 1.0f, 0.95f, + 0.3f, 0.7f, 0.3f + // bow +}; + +bool +cBuoyancy::ProcessBuoyancy(CPhysical *phys, float buoyancy, CVector *impulse, CVector *point) +{ + m_numSteps = 2.0f; + + if(!CWaterLevel::GetWaterLevel(phys->GetPosition(), &m_waterlevel, phys->m_flagD8)) + return false; + m_matrix = phys->GetMatrix(); + + PreCalcSetup(phys, buoyancy); + SimpleCalcBuoyancy(); + float f = CalcBuoyancyForce(phys, impulse, point); + if(m_isBoat) + return true; + return f != 0.0f; +} + +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){ + if(phys->GetModelIndex() == MI_PREDATOR){ + m_dimMax.y *= 0.9f; + m_dimMin.y *= 0.9f; + }else if(phys->GetModelIndex() == MI_SPEEDER){ + m_dimMax.y *= 1.1f; + m_dimMin.y *= 0.9f; + }else if(phys->GetModelIndex() == MI_REEFER){ + m_dimMin.y *= 0.9f; + }else{ + m_dimMax.y *= 0.9f; + m_dimMin.y *= 0.9f; + } + } + + 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_impulse = 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; + int ix, i; + tWaterLevel waterPosition; + + // Floater is divided into 3x3 parts. Process and sum each of them + 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); + FindWaterLevel(m_positionZ, &waterLevel, &waterPosition); + fVolMultiplier = m_isBoat ? fBoatVolumeDistribution[i] : 1.0f; + if(waterPosition != FLOATER_ABOVE_WATER) + SimpleSumBuoyancyData(waterLevel, waterPosition); + i += 3; + } + ix++; + } + + 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; + if(fThisVolume < 0.5f) + fThisVolume = 2.0f*sq(fThisVolume); + if(fThisVolume < 1.0f) + fThisVolume = sq(fThisVolume); + 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_impulse = m_impulse*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; + } +} + +bool +cBuoyancy::CalcBuoyancyForce(CPhysical *phys, CVector *impulse, CVector *point) +{ + if(!m_haveVolume) + return false; + + *impulse = Multiply3x3(m_matrix, m_impulse); + *point = CVector(0.0f, 0.0f, m_volumeUnderWater*m_buoyancy*CTimer::GetTimeStep()); + return true; +} + +STARTPATCHES + InjectHook(0x546270, &cBuoyancy::ProcessBuoyancy, PATCH_JUMP); + InjectHook(0x546360, &cBuoyancy::PreCalcSetup, PATCH_JUMP); + InjectHook(0x5466F0, &cBuoyancy::SimpleCalcBuoyancy, PATCH_JUMP); + InjectHook(0x546820, &cBuoyancy::SimpleSumBuoyancyData, PATCH_JUMP); + InjectHook(0x546620, &cBuoyancy::FindWaterLevel, PATCH_JUMP); + InjectHook(0x5465A0, &cBuoyancy::CalcBuoyancyForce, PATCH_JUMP); +ENDPATCHES |