#include "Liquid.h" #include "SmokeParticles.h" #include "physics/Physics_Actor.h" // We do these splashes if the mass of the colliding object is less than these values. // Anything large than MEDIUM_SPLASH does a large splash. (get it?) const int SMALL_SPLASH = 25; const int MEDIUM_SPLASH = 1000; /* =============================================================================== idLiquid =============================================================================== */ CLASS_DECLARATION( idEntity, idLiquid ) EVENT( EV_Touch, idLiquid::Event_Touch ) END_CLASS /* ================ idLiquid::Save ================ */ void idLiquid::Save( idSaveGame *savefile ) const { int i; savefile->WriteStaticObject( this->physicsObj ); savefile->WriteString(smokeName.c_str()); savefile->WriteString(soundName.c_str()); for( i = 0; i < 3; i++ ) savefile->WriteParticle(this->splash[i]); savefile->WriteParticle(this->waves); } /* ================ idLiquid::Restore ================ */ void idLiquid::Restore( idRestoreGame *savefile ) { int i; savefile->ReadStaticObject( this->physicsObj ); RestorePhysics( &this->physicsObj ); savefile->ReadString(this->smokeName); savefile->ReadString(this->soundName); for( i = 0; i < 3; i++ ) savefile->ReadParticle(this->splash[i]); savefile->ReadParticle(this->waves); } /* ================ idLiquid::Spawn ================ */ void idLiquid::Spawn() { /* model = dynamic_cast( renderEntity.hModel ); if ( !model ) { gameLocal.Error( "Entity '%s' must have liquid model", name.c_str() ); } model->Reset(); */ float liquidDensity; float liquidViscosity; float liquidFriction; idVec3 minSplash; idVec3 minWave; idStr temp; const char *splashName; // getters spawnArgs.GetFloat("density","0.01043f",liquidDensity); spawnArgs.GetFloat("viscosity","3.0f",liquidViscosity); spawnArgs.GetFloat("friction","3.0f",liquidFriction); spawnArgs.GetString("liquid_name","water",temp); spawnArgs.GetVector("minSplashVelocity","100 100 100",minSplash); spawnArgs.GetVector("minWaveVelocity","60 60 60",minWave); // setters this->smokeName = "smoke_"; this->smokeName.Append(temp); this->soundName = "snd_"; this->soundName.Append(temp); splashName = spawnArgs.GetString("smoke_small","water_splash_tiny"); this->splash[0] = static_cast(declManager->FindType(DECL_PARTICLE,splashName)); splashName = spawnArgs.GetString("smoke_medium","water_splash"); this->splash[1] = static_cast(declManager->FindType(DECL_PARTICLE,splashName)); splashName = spawnArgs.GetString("smoke_large","water_splash_large"); this->splash[2] = static_cast(declManager->FindType(DECL_PARTICLE,splashName)); splashName = spawnArgs.GetString("smoke_waves","water_waves"); this->waves = static_cast(declManager->FindType(DECL_PARTICLE,splashName)); // setup physics this->physicsObj.SetSelf(this); this->physicsObj.SetClipModel( new idClipModel(this->GetPhysics()->GetClipModel()), liquidDensity ); this->physicsObj.SetOrigin(this->GetPhysics()->GetOrigin()); this->physicsObj.SetAxis(this->GetPhysics()->GetAxis()); this->physicsObj.SetGravity( gameLocal.GetGravity() ); this->physicsObj.SetContents( CONTENTS_WATER | CONTENTS_TRIGGER ); this->physicsObj.SetDensity(liquidDensity); this->physicsObj.SetViscosity(liquidViscosity); this->physicsObj.SetMinSplashVelocity(minSplash); this->physicsObj.SetMinWaveVelocity(minWave); this->SetPhysics( &this->physicsObj ); BecomeActive( TH_THINK ); } /* ================ idLiquid::Event_Touch This is mainly used for actors who touch the liquid, it spawns a splash near they're feet if they're moving fast enough. ================ */ void idLiquid::Event_Touch( idEntity *other, trace_t *trace ) { // FIXME: for QuakeCon /* idVec3 pos; pos = other->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin(); model->IntersectBounds( other->GetPhysics()->GetBounds().Translate( pos ), -10.0f ); */ idPhysics_Liquid *liquid; idPhysics_Actor *phys; if( !other->GetPhysics()->IsType(idPhysics_Actor::Type) ) return; phys = static_cast(other->GetPhysics()); if( phys->GetWaterLevel() != WATERLEVEL_FEET ) return; impactInfo_t info; other->GetImpactInfo(this,trace->c.id,trace->c.point,&info); liquid = &this->physicsObj; trace->c.point = info.position + other->GetPhysics()->GetOrigin(); trace->c.entityNum = other->entityNumber; // stop actors from constantly splashing when they're in the water // (this is such a bad thing to do!!!) // TODO: Fixme... // 1) Probably the best way to fix this is put a wait timer inside the actor and have this // function set/reset that timer for when the actor should spawn particles at it's feet. // 2) Actors don't spawn particles at their feet, it's usually at the origin, for some // reason info.position is (null), needs a fix so that splash position is correct if( gameLocal.random.RandomFloat() > 0.5f ) return; this->Collide(*trace,info.velocity); } /* ================ idLiquid::Collide Spawns a splash particle and attaches a sound to the colliding entity. ================ */ bool idLiquid::Collide( const trace_t &collision, const idVec3 &velocity ) { idEntity *e = gameLocal.entities[collision.c.entityNum]; idPhysics_Liquid *phys = static_cast( this->GetPhysics() ); const idDeclParticle *splash; const char *sName; float eMass; idVec3 splashSpot; float velSquare = velocity.LengthSqr(); eMass = e->GetPhysics()->GetMass(); splashSpot = collision.c.point; if( velSquare > phys->GetMinSplashVelocity().LengthSqr() ) { // pick which splash particle to spawn // first we check the entity, if it's not defined we use // one defined for this liquid. sName = e->spawnArgs.GetString(this->smokeName.c_str()); if( *sName != '\0' ) { // load entity particle splash = static_cast(declManager->FindType(DECL_PARTICLE,sName)); } else { // load a liquid particle based on the mass of the splashing entity if( eMass < SMALL_SPLASH ) splash = this->splash[0]; else if( eMass < MEDIUM_SPLASH ) splash = this->splash[1]; else splash = this->splash[2]; } // only play the sound for a splash e->StartSound( this->soundName.c_str(), SND_CHANNEL_ANY, 0, false, NULL); } else if( velSquare > phys->GetMinWaveVelocity().LengthSqr() ) { splash = this->waves; } else { // the object is moving to slow so we abort return true; } // spawn the particle gameLocal.smokeParticles->EmitSmoke(splash,gameLocal.time,gameLocal.random.RandomFloat(),splashSpot,mat3_identity); return true; }