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authoraap <aap@papnet.eu>2019-07-23 22:55:23 +0200
committeraap <aap@papnet.eu>2019-07-23 22:55:23 +0200
commitae69aaf5ce8eca137bd5da85e26c63a5027e049d (patch)
tree905ce82e7b5e0817856370a702a8540ac46400e6 /src
parentbit more CAutomobile (diff)
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Diffstat (limited to 'src')
-rw-r--r--src/entities/Entity.h2
-rw-r--r--src/render/WaterLevel.cpp2
-rw-r--r--src/render/WaterLevel.h1
-rw-r--r--src/vehicles/Floater.cpp195
-rw-r--r--src/vehicles/Floater.h45
5 files changed, 243 insertions, 2 deletions
diff --git a/src/entities/Entity.h b/src/entities/Entity.h
index e975fb13..cdc9a173 100644
--- a/src/entities/Entity.h
+++ b/src/entities/Entity.h
@@ -73,7 +73,7 @@ public:
uint32 bRemoveFromWorld : 1;
uint32 bHasHitWall : 1;
uint32 bImBeingRendered : 1;
- uint32 m_flagD8 : 1;
+ uint32 m_flagD8 : 1; // used by cBuoyancy::ProcessBuoyancy
uint32 bIsSubway : 1; // set when subway, but maybe different meaning?
uint32 bDrawLast : 1;
uint32 m_flagD40 : 1;
diff --git a/src/render/WaterLevel.cpp b/src/render/WaterLevel.cpp
index 30be88e1..4f315cd0 100644
--- a/src/render/WaterLevel.cpp
+++ b/src/render/WaterLevel.cpp
@@ -1240,7 +1240,7 @@ STARTPATCHES
InjectHook(0x554FE0, &CWaterLevel::Shutdown, PATCH_JUMP);
InjectHook(0x555010, &CWaterLevel::CreateWavyAtomic, PATCH_JUMP);
InjectHook(0x5552A0, &CWaterLevel::DestroyWavyAtomic, PATCH_JUMP);
- InjectHook(0x5552C0, &CWaterLevel::GetWaterLevel, PATCH_JUMP);
+ InjectHook(0x5552C0, (bool (*)(float,float,float,float*,bool))&CWaterLevel::GetWaterLevel, PATCH_JUMP);
InjectHook(0x555440, &CWaterLevel::GetWaterLevelNoWaves, PATCH_JUMP);
InjectHook(0x5554E0, &CWaterLevel::RenderWater, PATCH_JUMP);
InjectHook(0x556C30, &CWaterLevel::RenderOneFlatSmallWaterPoly, PATCH_JUMP);
diff --git a/src/render/WaterLevel.h b/src/render/WaterLevel.h
index b8ec7a4d..afc6eac3 100644
--- a/src/render/WaterLevel.h
+++ b/src/render/WaterLevel.h
@@ -82,6 +82,7 @@ public:
static void CreateWavyAtomic();
static void DestroyWavyAtomic();
static bool GetWaterLevel(float fX, float fY, float fZ, float *pfOutLevel, bool bDontCheckZ);
+ static bool GetWaterLevel(CVector coors, float *pfOutLevel, bool bDontCheckZ) { return GetWaterLevel(coors.x, coors.y, coors.z, pfOutLevel, bDontCheckZ); }
static bool GetWaterLevelNoWaves(float fX, float fY, float fZ, float *pfOutLevel);
static void RenderWater();
static void RenderOneFlatSmallWaterPoly (float fX, float fY, float fZ, RwRGBA const &color);
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
diff --git a/src/vehicles/Floater.h b/src/vehicles/Floater.h
new file mode 100644
index 00000000..ede2b9d0
--- /dev/null
+++ b/src/vehicles/Floater.h
@@ -0,0 +1,45 @@
+#pragma once
+
+class Physical;
+
+enum tWaterLevel
+{
+ FLOATER_ABOVE_WATER,
+ FLOATER_IN_WATER,
+ FLOATER_UNDER_WATER,
+};
+
+class cBuoyancy
+{
+public:
+ CVector m_position;
+ CMatrix m_matrix;
+ int m_field_54;
+ CVector m_positionZ;
+ float m_waterlevel;
+ float m_waterLevelInc;
+ float m_buoyancy;
+ CVector m_dimMax;
+ CVector m_dimMin;
+ float m_numPartialVolumes;
+ int m_field_8C;
+ int m_field_90;
+ int m_field_94;
+ bool m_haveVolume;
+ CVector m_step;
+ CVector m_stepRatio;
+ float m_numSteps;
+ bool m_flipAverage;
+ char m_field_B9;
+ bool m_isBoat;
+ float m_volumeUnderWater;
+ CVector m_impulse;
+
+ bool ProcessBuoyancy(CPhysical *phys, float buoyancy, CVector *impulse, CVector *point);
+ void PreCalcSetup(CPhysical *phys, float buoyancy);
+ void SimpleCalcBuoyancy(void);
+ float SimpleSumBuoyancyData(CVector &waterLevel, tWaterLevel waterPosition);
+ void FindWaterLevel(const CVector &zpos, CVector *waterLevel, tWaterLevel *waterPosition);
+ bool CalcBuoyancyForce(CPhysical *phys, CVector *impulse, CVector *point);
+};
+extern cBuoyancy &mod_Buoyancy;