117 lines
3.0 KiB
C++
117 lines
3.0 KiB
C++
/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. 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 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. 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. See the
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* 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "simulation2/system/Component.h"
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#include "ICmpMotion.h"
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#include "ICmpPosition.h"
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#include "simulation2/MessageTypes.h"
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#include "graphics/Terrain.h"
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class CCmpMotionBall : public ICmpMotion
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{
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public:
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static void ClassInit(CComponentManager& componentManager)
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{
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componentManager.SubscribeToMessageType(MT_Update);
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}
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DEFAULT_COMPONENT_ALLOCATOR(MotionBall)
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// Current speed in metres per second
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float m_SpeedX, m_SpeedZ;
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static std::string GetSchema()
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{
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return "<a:component type='test'/><ref name='anything'/>";
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}
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virtual void Init(const CSimContext& UNUSED(context), const CParamNode& UNUSED(paramNode))
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{
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m_SpeedX = 0;
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m_SpeedZ = 0;
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}
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virtual void Deinit(const CSimContext& UNUSED(context))
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{
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}
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virtual void Serialize(ISerializer& serialize)
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{
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serialize.NumberFloat_Unbounded("speed x", m_SpeedX);
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serialize.NumberFloat_Unbounded("speed z", m_SpeedZ);
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}
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virtual void Deserialize(const CSimContext& context, const CParamNode& paramNode, IDeserializer& deserialize)
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{
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Init(context, paramNode);
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deserialize.NumberFloat_Unbounded("speed x", m_SpeedX);
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deserialize.NumberFloat_Unbounded("speed z", m_SpeedZ);
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}
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virtual void HandleMessage(const CSimContext& context, const CMessage& msg, bool UNUSED(global))
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{
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switch (msg.GetType())
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{
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case MT_Update:
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{
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fixed dt = static_cast<const CMessageUpdate&> (msg).turnLength;
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Move(context, dt);
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break;
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}
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}
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}
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void Move(const CSimContext& context, fixed dt);
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};
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void CCmpMotionBall::Move(const CSimContext& context, fixed dt)
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{
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CmpPtr<ICmpPosition> cmpPosition(context, GetEntityId());
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if (cmpPosition.null())
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return;
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// TODO: this is all FP-unsafe
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CFixedVector3D pos = cmpPosition->GetPosition();
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float x = pos.X.ToFloat();
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float z = pos.Z.ToFloat();
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CVector3D normal;
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context.GetTerrain().CalcNormal(x / CELL_SIZE, z / CELL_SIZE, normal);
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// Flatten the vector, to get the downhill force
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float g = 10.f;
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CVector3D force(g * normal.X, 0.f, g * normal.Z);
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m_SpeedX += force.X;
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m_SpeedZ += force.Z;
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float drag = 0.5f; // fractional decay per second
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float dt_ = dt.ToFloat();
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m_SpeedX *= pow(drag, dt_);
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m_SpeedZ *= pow(drag, dt_);
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cmpPosition->MoveTo(entity_pos_t::FromFloat(x + m_SpeedX * dt_), entity_pos_t::FromFloat(z + m_SpeedZ * dt_));
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}
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REGISTER_COMPONENT_TYPE(MotionBall)
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