thug/Code/Sk/Components/SkaterRotateComponent.cpp

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2016-02-13 21:39:12 +00:00
//****************************************************************************
//* MODULE: Sk/Components
//* FILENAME: SkaterRotateComponent.cpp
//* OWNER: Dan
//* CREATION DATE: 3/6/3
//****************************************************************************
#include <sk/components/skaterrotatecomponent.h>
#include <sk/components/skatercorephysicscomponent.h>
#include <sk/scripting/nodearray.h>
#include <gel/object/compositeobject.h>
#include <gel/scripting/checksum.h>
#include <gel/scripting/script.h>
#include <gel/scripting/struct.h>
namespace Obj
{
/******************************************************************/
/* */
/* */
/******************************************************************/
CBaseComponent* CSkaterRotateComponent::s_create()
{
return static_cast< CBaseComponent* >( new CSkaterRotateComponent );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
CSkaterRotateComponent::CSkaterRotateComponent() : CBaseComponent()
{
SetType( CRC_SKATERROTATE );
mp_core_physics_component = NULL;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
CSkaterRotateComponent::~CSkaterRotateComponent()
{
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CSkaterRotateComponent::InitFromStructure( Script::CStruct* pParams )
{
for (int n = 3; n--; )
{
mp_rotations[n].active = false;
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CSkaterRotateComponent::RefreshFromStructure( Script::CStruct* pParams )
{
InitFromStructure(pParams);
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CSkaterRotateComponent::Finalize ( )
{
mp_core_physics_component = GetSkaterCorePhysicsComponentFromObject(GetObject());
Dbg_Assert(mp_core_physics_component);
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CSkaterRotateComponent::Update()
{
Mth::Matrix rotation_matrix;
for (int n = X; n < Z + 1; n++)
{
SRotation& rotation = mp_rotations[n];
if (!rotation.active) continue;
float amount = Tmr::FrameLength() * rotation.angle_step;
rotation.angle_traversed += Mth::Abs(amount);
if (rotation.angle_traversed >= rotation.angle)
{
rotation.active = false;
amount -= Mth::Sgn(amount) * (rotation.angle_traversed - rotation.angle);
}
Mth::CreateRotateMatrix(rotation_matrix, n, amount);
GetObject()->m_matrix = rotation_matrix * GetObject()->m_matrix;
mp_core_physics_component->m_lerping_display_matrix = rotation_matrix * mp_core_physics_component->m_lerping_display_matrix;;
}
if (!mp_rotations[0].active && !mp_rotations[1].active && !mp_rotations[2].active)
{
Suspend(true);
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
CBaseComponent::EMemberFunctionResult CSkaterRotateComponent::CallMemberFunction( uint32 Checksum, Script::CStruct* pParams, Script::CScript* pScript )
{
switch ( Checksum )
{
// @script | Rotate |
// @parmopt float | Duration | 0.0 | duration time (default is ms)
// @flag seconds | time in seconds
// @flag frames | time in frames
// @parmopt float | x | 0.0 | x rotation angle
// @parmopt float | y | 0.0 | y rotation angle
// @parmopt float | z | 0.0 | z rotation angle
// @parmopt name | Node | | Node to point to. Currently only supported if a duration is specified.
case CRCC(0xc876adf3, "Rotate"):
{
float duration;
if (pParams->GetFloat(CRCD(0x79a07f3f, "Duration"), &duration))
{
Dbg_MsgAssert(duration > 0.0f, ("Zero or negative Rotate Duration"));
if (pParams->ContainsFlag(CRCD(0xd029f619, "Seconds")) || pParams->ContainsFlag(CRCD(0x49e0ee96, "Second")))
{
// Seconds is what we want, so nothing to do
}
else if (pParams->ContainsFlag(CRCD(0x19176c5, "Frames")) || pParams->ContainsFlag(CRCD(0x4a07c332, "Frame")))
{
// Convert from frames to seconds
duration /= 60.0f;
}
else
{
// Convert from milliseconds to seconds
duration /= 1000.0f;
}
if (pParams->GetFloat(CRCD(0x7323e97c, "x"), &mp_rotations[X].angle))
{
mp_rotations[X].duration = duration;
mp_rotations[X].angle_step = Mth::DegToRad(mp_rotations[X].angle / mp_rotations[X].duration);
mp_rotations[X].angle = Mth::Abs(Mth::DegToRad(mp_rotations[X].angle));
mp_rotations[X].angle_traversed = 0.0f;
mp_rotations[X].active = true;
}
if (pParams->GetFloat(CRCD(0x424d9ea, "y"), &mp_rotations[Y].angle))
{
mp_rotations[Y].duration = duration;
mp_rotations[Y].angle_step = Mth::DegToRad(mp_rotations[Y].angle / mp_rotations[Y].duration);
mp_rotations[Y].angle = Mth::Abs(Mth::DegToRad(mp_rotations[Y].angle));
mp_rotations[Y].angle_traversed = 0.0f;
mp_rotations[Y].active = true;
}
if (pParams->GetFloat(CRCD(0x9d2d8850, "z"), &mp_rotations[Z].angle))
{
mp_rotations[Z].duration = duration;
mp_rotations[Z].angle_step = Mth::DegToRad(mp_rotations[Z].angle / mp_rotations[Z].duration);
mp_rotations[Z].angle = Mth::Abs(Mth::DegToRad(mp_rotations[Z].angle));
mp_rotations[Z].angle_traversed = 0.0f;
mp_rotations[Z].active = true;
}
// If a node is specified, turn to point to it instead.
// Added by Ken for use by Brad when making the skater turn around when he goes outside the level limits.
uint32 node_name = 0;
if (pParams->GetChecksum(CRCD(0x7a8017ba, "Node"), &node_name))
{
int node = SkateScript::FindNamedNode(node_name);
Mth::Vector node_pos;
SkateScript::GetPosition(node, &node_pos);
mp_rotations[Y].angle = Mth::RadToDeg(Mth::GetAngle(GetObject()->m_matrix, node_pos - GetObject()->m_pos));
mp_rotations[Y].duration = duration;
mp_rotations[Y].angle_step = Mth::DegToRad(mp_rotations[Y].angle / mp_rotations[Y].duration);
mp_rotations[Y].angle = Mth::Abs(Mth::DegToRad(mp_rotations[Y].angle));
mp_rotations[Y].angle_traversed = 0.0f;
mp_rotations[Y].active = true;
}
Suspend(false);
} // END if duration specified
else
{
// rotate immediately
float angle;
if (pParams->GetFloat(CRCD(0x7323e97c, "x"), &angle))
{
GetObject()->m_matrix.RotateXLocal(Mth::DegToRad(angle));
mp_core_physics_component->ResetLerpingMatrix();
}
else if (pParams->GetFloat(CRCD(0x424d9ea, "y"), &angle))
{
GetObject()->m_matrix.RotateYLocal(Mth::DegToRad(angle));
mp_core_physics_component->ResetLerpingMatrix();
}
else if (pParams->GetFloat(CRCD(0x9d2d8850, "z"), &angle))
{
GetObject()->m_matrix.RotateZLocal(Mth::DegToRad(angle));
mp_core_physics_component->ResetLerpingMatrix();
}
else
{
// if no parameters are given, rotate 180 degrees about Y
GetObject()->m_matrix[Z].Negate();
GetObject()->m_matrix[X].Negate();
mp_core_physics_component->ResetLerpingMatrix();
mp_core_physics_component->mRail_Backwards = !mp_core_physics_component->mRail_Backwards;
}
} // END else no Duration specified
break;
}
default:
return CBaseComponent::MF_NOT_EXECUTED;
}
return CBaseComponent::MF_TRUE;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CSkaterRotateComponent::GetDebugInfo(Script::CStruct *p_info)
{
#ifdef __DEBUG_CODE__
Dbg_MsgAssert(p_info,("NULL p_info sent to CSkaterRotateComponent::GetDebugInfo"));
Script::CArray* p_rotations_array = new Script::CArray;
p_rotations_array->SetSizeAndType(3, ESYMBOLTYPE_STRUCTURE);
for (int n = 3; n--; )
{
SRotation& rotation = mp_rotations[n];
Script::CStruct* p_rotation_struct = new Script::CStruct;
p_rotation_struct->AddInteger("active", rotation.active);
p_rotation_struct->AddFloat("angle", rotation.angle);
p_rotation_struct->AddFloat("duration", rotation.duration);
p_rotation_struct->AddFloat("angle_step", rotation.angle_step);
p_rotation_struct->AddFloat("angle_traversed", rotation.angle_traversed);
p_rotations_array->SetStructure(n, p_rotation_struct);
}
p_info->AddArrayPointer("mp_rotations", p_rotations_array);
CBaseComponent::GetDebugInfo(p_info);
#endif
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CSkaterRotateComponent::StopAllRotation ( )
{
for (int n = 3; n--; )
{
mp_rotations[n].active = false;
}
}
}