thug/Code/Sk/Components/SkaterFinalizePhysicsComponent.cpp

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2016-02-13 21:39:12 +00:00
//****************************************************************************
//* MODULE: sk/Components
//* FILENAME: SkaterFinalizePhysicsComponent.cpp
//* OWNER: Dan
//* CREATION DATE: 3/26/3
//****************************************************************************
#include <sk/components/skaterfinalizephysicscomponent.h>
#include <sk/components/skatercorephysicscomponent.h>
#include <sk/components/skaterstatecomponent.h>
#include <sk/components/skaterloopingsoundcomponent.h>
#include <sk/components/skatersoundcomponent.h>
#include <gel/object/compositeobject.h>
#include <gel/scripting/checksum.h>
#include <gel/scripting/script.h>
#include <gel/scripting/struct.h>
namespace Obj
{
/******************************************************************/
/* */
/* */
/******************************************************************/
CBaseComponent* CSkaterFinalizePhysicsComponent::s_create()
{
return static_cast< CBaseComponent* >( new CSkaterFinalizePhysicsComponent );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
CSkaterFinalizePhysicsComponent::CSkaterFinalizePhysicsComponent() : CBaseComponent()
{
SetType( CRC_SKATERFINALIZEPHYSICS );
mp_core_physics_component = NULL;
mp_state_component = NULL;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
CSkaterFinalizePhysicsComponent::~CSkaterFinalizePhysicsComponent()
{
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CSkaterFinalizePhysicsComponent::InitFromStructure( Script::CStruct* pParams )
{
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CSkaterFinalizePhysicsComponent::RefreshFromStructure( Script::CStruct* pParams )
{
InitFromStructure(pParams);
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CSkaterFinalizePhysicsComponent::Finalize ( )
{
mp_core_physics_component = GetSkaterCorePhysicsComponentFromObject(GetObject());
mp_state_component = GetSkaterStateComponentFromObject(GetObject());
Dbg_Assert(mp_core_physics_component);
Dbg_Assert(mp_state_component);
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CSkaterFinalizePhysicsComponent::Update()
{
// setup the state component
// Logic for setting/not setting the flag for telling the camera whether to look down on the skater or not.
if (mp_core_physics_component->m_began_frame_in_lip_state && mp_state_component->GetState() != LIP)
{
// This flag is sort of badly named now, it really means we changed from the lip state to something other than GROUND or LIP.
mp_state_component->mJumpedOutOfLipTrick = false;
if (mp_state_component->GetState() == AIR)
{
// we only want to set this flag if we jumped straight up; meaning the x and z velocities are close to zero
if (Mth::Abs(GetObject()->m_vel[X]) < 1.0f && Mth::Abs(GetObject()->m_vel[Z]) < 1.0f)
{
mp_state_component->mJumpedOutOfLipTrick = true;
}
}
}
// this flag needs clearing whenever we get out of the air
if (mp_state_component->GetState() != AIR)
{
mp_state_component->mJumpedOutOfLipTrick = false;
}
mp_state_component->m_camera_display_normal = mp_core_physics_component->m_display_normal;
mp_state_component->m_camera_current_normal = mp_core_physics_component->m_current_normal;
// make sure the matrices don't get distorted
GetObject()->m_matrix.OrthoNormalizeAbout(Y);
mp_core_physics_component->m_lerping_display_matrix.OrthoNormalizeAbout(Y);
// if any part of the matrix has collapsed, then we will neet to patch it up
// Note, this is a very rare occurence; probably only occurs when you hit things perfectly at right angles, so
// you attempt to orthonormalize about an axis that that is now coincident with another axis
// would not happen if we rotated the matrix, or used quaternions
if (GetObject()->m_matrix.PatchOrthogonality())
{
mp_core_physics_component->ResetLerpingMatrix();
}
// Extract the informations from the physics object that we need for rendering
GetObject()->SetDisplayMatrix(mp_core_physics_component->m_lerping_display_matrix);
#ifdef __USER_DAN__
// Gfx::AddDebugArrow(GetObject()->GetPos(), GetObject()->GetPos() + 60.0f * GetObject()->GetDisplayMatrix()[Z], RED, 0, 1);
// Gfx::AddDebugArrow(GetObject()->GetPos(), GetObject()->GetPos() + 60.0f * GetObject()->GetDisplayMatrix()[X], BLUE, 0, 1);
// Gfx::AddDebugArrow(GetObject()->GetPos(), GetObject()->GetPos() + 60.0f * GetObject()->GetDisplayMatrix()[Y], GREEN, 0, 1);
#endif
// update the sound components' state
Obj::CSkaterSoundComponent *pSoundComponent = GetSkaterSoundComponentFromObject( GetObject() );
Dbg_Assert( pSoundComponent );
pSoundComponent->SetIsRailSliding( mp_state_component->GetFlag(RAIL_SLIDING) );
pSoundComponent->SetTerrain( mp_state_component->GetTerrain() );
Obj::CSkaterLoopingSoundComponent *pLoopingSoundComponent = GetSkaterLoopingSoundComponentFromObject( GetObject() );
Dbg_Assert( pLoopingSoundComponent );
float speed_fraction = sqrtf( GetObject()->GetVel()[X] * GetObject()->GetVel()[X] + GetObject()->GetVel()[Z] * GetObject()->GetVel()[Z] ) / GetSkater()->GetScriptedStat(CRCD(0xcc5f87aa, "Skater_Max_Max_Speed_Stat") );
pLoopingSoundComponent->SetSpeedFraction( speed_fraction );
pLoopingSoundComponent->SetIsBailing(mp_state_component->GetFlag(IS_BAILING));
pLoopingSoundComponent->SetIsRailSliding( mp_state_component->GetFlag(RAIL_SLIDING) );
pLoopingSoundComponent->SetTerrain( mp_state_component->GetTerrain() );
pLoopingSoundComponent->SetState( mp_state_component->GetState() );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
CBaseComponent::EMemberFunctionResult CSkaterFinalizePhysicsComponent::CallMemberFunction( uint32 Checksum, Script::CStruct* pParams, Script::CScript* pScript )
{
switch ( Checksum )
{
default:
return CBaseComponent::MF_NOT_EXECUTED;
}
return CBaseComponent::MF_TRUE;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CSkaterFinalizePhysicsComponent::GetDebugInfo(Script::CStruct *p_info)
{
#ifdef __DEBUG_CODE__
Dbg_MsgAssert(p_info,("NULL p_info sent to CSkaterFinalizePhysicsComponent::GetDebugInfo"));
CBaseComponent::GetDebugInfo(p_info);
#endif
}
}