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authoraap <aap@papnet.eu>2020-07-01 18:03:39 +0200
committeraap <aap@papnet.eu>2020-07-01 18:04:02 +0200
commit2141247e0829baec36c9011f0c660ad7d8e40dd8 (patch)
treef413928cb6dd07e5447113cac0b84e32d45b1318 /src/vehicles/Floater.cpp
parentfix (diff)
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Diffstat (limited to 'src/vehicles/Floater.cpp')
-rw-r--r--src/vehicles/Floater.cpp177
1 files changed, 159 insertions, 18 deletions
diff --git a/src/vehicles/Floater.cpp b/src/vehicles/Floater.cpp
index 1ae1c5c3..92e3d80e 100644
--- a/src/vehicles/Floater.cpp
+++ b/src/vehicles/Floater.cpp
@@ -7,18 +7,40 @@
#include "Vehicle.h"
#include "Floater.h"
+//--MIAMI: done
+
cBuoyancy mod_Buoyancy;
-static float fVolMultiplier = 1.0f;
+float fVolMultiplier = 1.0f;
// amount of boat volume in bounding box
// 1.0-volume is the empty space in the bbox
-static float fBoatVolumeDistribution[9] = {
+float fBoatVolumeDistribution[9] = {
// rear
0.75f, 0.9f, 0.75f,
0.95f, 1.0f, 0.95f,
- 0.3f, 0.7f, 0.3f
+ 0.4f, 0.7f, 0.4f
// bow
};
+float fBoatVolumeDistributionCat[9] = {
+ 0.9f, 0.3f, 0.9f,
+ 1.0f, 0.5f, 1.0f,
+ 0.95f, 0.4f, 0.95f
+};
+float fBoatVolumeDistributionSail[9] = {
+ 0.55f, 0.95f, 0.55f,
+ 0.75f, 1.1f, 0.75f,
+ 0.3f, 0.8f, 0.3f
+};
+float fBoatVolumeDistributionDinghy[9] = {
+ 0.65f, 0.85f, 0.65f,
+ 0.85f, 1.1f, 0.85f,
+ 0.65f, 0.95f, 0.65f
+};
+float fBoatVolumeDistributionSpeed[9] = {
+ 0.7f, 0.9f, 0.7f,
+ 0.95f, 1.0f, 0.95f,
+ 0.6f, 0.7f, 0.6f
+};
bool
cBuoyancy::ProcessBuoyancy(CPhysical *phys, float buoyancy, CVector *point, CVector *impulse)
@@ -37,6 +59,76 @@ cBuoyancy::ProcessBuoyancy(CPhysical *phys, float buoyancy, CVector *point, CVec
return f != 0.0f;
}
+bool
+cBuoyancy::ProcessBuoyancyBoat(CVehicle *veh, float buoyancy, CVector *point, CVector *impulse, bool bNoTurnForce)
+{
+ m_numSteps = 2.0f;
+
+ if(!CWaterLevel::GetWaterLevel(veh->GetPosition(), &m_waterlevel, veh->bTouchingWater))
+ return false;
+ m_matrix = veh->GetMatrix();
+ PreCalcSetup(veh, buoyancy);
+
+
+ float x, y;
+ int ix, i;
+ tWaterLevel waterPosition;
+ CVector waterNormal;
+
+ // Floater is divided into 3x3 parts. Process and sum each of them
+ float volDiv = 1.0f/((m_dimMax.z - m_dimMin.z)*sq(m_numSteps+1.0f));
+ 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);
+ FindWaterLevelNorm(m_positionZ, &waterLevel, &waterPosition, &waterNormal);
+ switch(veh->GetModelIndex()){
+ case MI_RIO:
+ fVolMultiplier = fBoatVolumeDistributionCat[i];
+ break;
+ case MI_SQUALO:
+ case MI_SPEEDER:
+ case MI_JETMAX:
+ fVolMultiplier = fBoatVolumeDistributionSpeed[i];
+ break;
+ case MI_COASTG:
+ case MI_DINGHY:
+ fVolMultiplier = fBoatVolumeDistributionDinghy[i];
+ break;
+ case MI_MARQUIS:
+ fVolMultiplier = fBoatVolumeDistributionSail[i];
+ break;
+ case MI_PREDATOR:
+ case MI_SKIMMER:
+ case MI_REEFER:
+ case MI_TROPIC:
+ default:
+ fVolMultiplier = fBoatVolumeDistribution[i];
+ break;
+ }
+ if(waterPosition != FLOATER_ABOVE_WATER){
+ float volume = SimpleSumBuoyancyData(waterLevel, waterPosition);
+ float upImpulse = volume * volDiv * buoyancy * CTimer::GetTimeStep();
+ CVector speed = veh->GetSpeed(Multiply3x3(veh->GetMatrix(), CVector(x, y, 0.0f)));
+ float damp = 1.0f - DotProduct(speed, waterNormal)*veh->pHandling->fSuspensionDampingLevel;
+ float finalImpulse = upImpulse*Max(damp, 0.0f);
+ impulse->z += finalImpulse;
+ if(!bNoTurnForce)
+ veh->ApplyTurnForce(finalImpulse*waterNormal, Multiply3x3(m_matrix, waterLevel));
+ }
+ i += 3;
+ }
+ ix++;
+ }
+
+ m_volumeUnderWater *= volDiv;
+
+ *point = Multiply3x3(m_matrix, m_impulsePoint);
+ return m_isBoat || m_haveVolume;
+
+}
+
void
cBuoyancy::PreCalcSetup(CPhysical *phys, float buoyancy)
{
@@ -48,17 +140,55 @@ cBuoyancy::PreCalcSetup(CPhysical *phys, float buoyancy)
m_dimMax = colModel->boundingBox.max;
if(m_isBoat){
- if(phys->GetModelIndex() == MI_PREDATOR){
+ switch(phys->GetModelIndex()){
+ case MI_PREDATOR:
+ default:
+ m_dimMax.y *= 1.05f;
+ m_dimMin.y *= 0.9f;
+ break;
+ case MI_SPEEDER:
+ m_dimMax.y *= 1.25f;
+ m_dimMin.y *= 0.83f;
+ break;
+ case MI_REEFER:
+ m_dimMin.y *= 0.9f;
+ break;
+ case MI_RIO:
+ m_dimMax.y *= 0.9f;
+ m_dimMin.y *= 0.9f;
+ m_dimMax.z += 0.25f;
+ m_dimMin.z -= 0.2f;
+ break;
+ case MI_SQUALO:
m_dimMax.y *= 0.9f;
m_dimMin.y *= 0.9f;
- }else if(phys->GetModelIndex() == MI_SPEEDER){
+ break;
+ case MI_TROPIC:
+ m_dimMax.y *= 1.3f;
+ m_dimMin.y *= 0.82f;
+ m_dimMin.z -= 0.2f;
+ break;
+ case MI_SKIMMER:
+ m_dimMin.y = -m_dimMax.y;
+ m_dimMax.y *= 1.2f;
+ break;
+ case MI_COASTG:
m_dimMax.y *= 1.1f;
m_dimMin.y *= 0.9f;
- }else if(phys->GetModelIndex() == MI_REEFER){
+ m_dimMin.z -= 0.3f;
+ break;
+ case MI_DINGHY:
+ m_dimMax.y *= 1.3f;
m_dimMin.y *= 0.9f;
- }else{
- m_dimMax.y *= 0.9f;
+ m_dimMin.z -= 0.2f;
+ break;
+ case MI_MARQUIS:
+ m_dimMax.y *= 1.3f;
m_dimMin.y *= 0.9f;
+ break;
+ case MI_JETMAX:
+ m_dimMin.y *= 0.9f;
+ break;
}
}
@@ -92,22 +222,17 @@ 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;
+ fVolMultiplier = 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);
@@ -129,10 +254,6 @@ cBuoyancy::SimpleSumBuoyancyData(CVector &waterLevel, tWaterLevel waterPosition)
if(m_isBoat){
fThisVolume *= fVolMultiplier;
- if(fThisVolume < 0.5f)
- fThisVolume = 2.0f*sq(fThisVolume);
- if(fThisVolume < 1.0f)
- fThisVolume = sq(fThisVolume);
fThisVolume = sq(fThisVolume);
}
@@ -173,6 +294,26 @@ cBuoyancy::FindWaterLevel(const CVector &zpos, CVector *waterLevel, tWaterLevel
}
}
+// Same as above but also get normal
+void
+cBuoyancy::FindWaterLevelNorm(const CVector &zpos, CVector *waterLevel, tWaterLevel *waterPosition, CVector *normal)
+{
+ *waterPosition = FLOATER_IN_WATER;
+ 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_dimMin.z)
+ *normal = CWaterLevel::GetWaterNormal(xWaterLevel.x + m_position.x, xWaterLevel.y + m_position.y);
+ 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 *point, CVector *impulse)
{