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/*
Copyright (C) 2000-2001 by Jorrit Tyberghein
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#include "cssysdef.h"
#include "walktest/wentity.h"
#include "walktest/walktest.h"
#include "csgeom/matrix3.h"
#include "iengine/light.h"
#include "iengine/mesh.h"
#include "iengine/movable.h"
extern WalkTest* Sys;
SCF_IMPLEMENT_IBASE_EXT (csWalkEntity)
SCF_IMPLEMENTS_INTERFACE (csWalkEntity)
SCF_IMPLEMENT_IBASE_EXT_END
//--------------------------------------------------------------------------
csDoor::csDoor (iMeshWrapper* p)
{
is_open = false;
transition = 0;
tparent = p;
}
void csDoor::Activate ()
{
printf ("Activate Door!\n");
is_open = !is_open;
// We do 1-transition here to make sure that when we
// activate the door while in mid-transition it will
// just go back from that point.
transition = 1-transition;
// Push ourselves on to the busy list if we're not already there.
int idx = Sys->busy_entities.Find (this);
if (idx != -1) Sys->busy_entities.Delete (idx);
Sys->busy_entities.Push (this);
}
void csDoor::NextFrame (float elapsed_time)
{
if (!transition)
{
int idx = Sys->busy_entities.Find (this);
if (idx != -1) Sys->busy_entities.Delete (idx);
printf ("Done opening door.\n");
return;
}
transition -= elapsed_time/1000.;
if (transition < 0) transition = 0;
csYRotMatrix3 mat (HALF_PI * transition);
mat.Invert ();
tparent->GetMovable ()->SetTransform (mat);
tparent->GetMovable ()->UpdateMove ();
}
//--------------------------------------------------------------------------
csRotatingObject::csRotatingObject (iObject* p)
{
always = true;
tparent = p;
angles.Set (90, 0, 0);
remaining = 0;
iMeshWrapper *mw = SCF_QUERY_INTERFACE_FAST (p, iMeshWrapper);
if (mw)
{
movable = mw->GetMovable ();
mw->DecRef ();
}
}
void csRotatingObject::Activate ()
{
if (always) return;
// Push ourselves on to the busy list if we're not already there.
int idx = Sys->busy_entities.Find (this);
if (idx != -1) Sys->busy_entities.Delete (idx);
Sys->busy_entities.Push (this);
remaining = 10000;
}
void csRotatingObject::NextFrame (float elapsed_time)
{
if (remaining)
{
remaining -= elapsed_time;
if (remaining <= 0)
{
remaining = 0;
int idx = Sys->busy_entities.Find (this);
if (idx != -1) Sys->busy_entities.Delete (idx);
}
}
else if (!always) return;
float trans = (TWO_PI / 360.) * (elapsed_time / 1000.);
csXRotMatrix3 matx (angles.x * trans);
csYRotMatrix3 maty (angles.y * trans);
csZRotMatrix3 matz (angles.z * trans);
csMatrix3 mat = matz * maty * matx;
movable->Transform (mat);
movable->UpdateMove ();
}
//--------------------------------------------------------------------------
csLightObject::csLightObject (iLight* p)
{
light = p;
act_time = 1000;
cur_time = 0;
}
void csLightObject::Activate ()
{
// Push ourselves on to the busy list if we're not already there.
int idx = Sys->busy_entities.Find (this);
if (idx != -1) Sys->busy_entities.Delete (idx);
Sys->busy_entities.Push (this);
cur_time = act_time;
}
void csLightObject::NextFrame (float elapsed_time)
{
if (cur_time <= 0) return;
cur_time -= elapsed_time;
if (cur_time <= 0)
{
cur_time = 0;
int idx = Sys->busy_entities.Find (this);
if (idx != -1) Sys->busy_entities.Delete (idx);
}
csColor s_color (start_color);
csColor e_color (end_color);
s_color *= cur_time/act_time;
e_color *= (act_time-cur_time)/act_time;
light->SetColor (s_color+e_color);
}
//--------------------------------------------------------------------------
struct AnimPortalCallback : public iPortalCallback
{
AnimPortalCallback ();
csAnimatedPortal* animportal;
SCF_DECLARE_IBASE;
virtual bool Traverse (iPortal* portal, iBase* context);
};
SCF_IMPLEMENT_IBASE (AnimPortalCallback)
SCF_IMPLEMENTS_INTERFACE (iPortalCallback)
SCF_IMPLEMENT_IBASE_END
AnimPortalCallback::AnimPortalCallback ()
{
SCF_CONSTRUCT_IBASE (NULL);
}
bool AnimPortalCallback::Traverse (iPortal*, iBase* )
{
animportal->visible = true;
return true;
}
csAnimatedPortal::csAnimatedPortal (iPortal* p,
int xyz, float max_angle, float speed)
{
portal = p;
AnimPortalCallback* cb = new AnimPortalCallback ();
cb->animportal = this;
portal->SetPortalCallback (cb);
cb->DecRef ();
csAnimatedPortal::xyz = xyz;
csAnimatedPortal::max_angle = max_angle;
csAnimatedPortal::speed = speed;
orig_trans = portal->GetWarp ();
cur_angle = 0;
cur_dir = 1;
visible = false;
}
void csAnimatedPortal::Activate ()
{
// Push ourselves on to the busy list if we're not already there.
int idx = Sys->busy_entities.Find (this);
if (idx != -1) Sys->busy_entities.Delete (idx);
Sys->busy_entities.Push (this);
}
void csAnimatedPortal::NextFrame (float elapsed_time)
{
if (!visible) return;
visible = false;
if (cur_dir == 1)
{
cur_angle += elapsed_time/speed;
if (cur_angle > max_angle) { cur_angle = max_angle; cur_dir = -1; }
}
else
{
cur_angle -= elapsed_time/speed;
if (cur_angle < -max_angle) { cur_angle = -max_angle; cur_dir = 1; }
}
csReversibleTransform trans = orig_trans;
switch (xyz)
{
case 1:
trans *= csTransform (csXRotMatrix3 (cur_angle), csVector3 (0));
break;
case 2:
trans *= csTransform (csYRotMatrix3 (cur_angle), csVector3 (0));
break;
case 3:
trans *= csTransform (csZRotMatrix3 (cur_angle), csVector3 (0));
break;
}
portal->SetWarp (trans);
}
//--------------------------------------------------------------------------
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