1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160
|
/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "engines/stark/movement/followpath.h"
#include "engines/stark/services/global.h"
#include "engines/stark/services/services.h"
#include "engines/stark/services/stateprovider.h"
#include "engines/stark/resources/anim.h"
#include "engines/stark/resources/floor.h"
#include "engines/stark/resources/item.h"
#include "engines/stark/resources/path.h"
namespace Stark {
FollowPath::FollowPath(Resources::ItemVisual *item) :
Movement(item),
_path(nullptr),
_speed(0.0),
_position(0.0),
_previouslyEnabled(true),
_anim(nullptr) {
}
FollowPath::~FollowPath() {
}
void FollowPath::start() {
Movement::start();
_previouslyEnabled = _item->isEnabled();
_item->setEnabled(true);
updateItemPosition(0, 0);
changeItemAnim();
}
void FollowPath::stop() {
Movement::stop();
changeItemAnim();
_item->setEnabled(_previouslyEnabled);
}
void FollowPath::onGameLoop() {
// Compute the new position on the path
_position += _speed * StarkGlobal->getMillisecondsPerGameloop();
// Find the current path edge, and position on the path edge
uint currentEdge = 0;
float positionInEdge = _position;
for (uint i = 0; i < _path->getEdgeCount(); i++) {
float edgeLength = _path->getWeightedEdgeLength(i);
if (positionInEdge < edgeLength) {
break; // Found the current path edge
}
positionInEdge -= edgeLength;
currentEdge++;
}
// Check if we went beyond the path's end
if (currentEdge >= _path->getEdgeCount()) {
stop();
return;
}
updateItemPosition(currentEdge, positionInEdge);
}
void FollowPath::updateItemPosition(uint currentEdge, float positionInEdge) const {// Get the new position for the item
Math::Vector3d newPosition = _path->getWeightedPositionInEdge(currentEdge, positionInEdge);
// Update the item's properties in the scene
if (is3D()) {
Resources::FloorPositionedItem *item3D = Resources::Object::cast<Resources::FloorPositionedItem>(_item);
Resources::Floor *floor = StarkGlobal->getCurrent()->getFloor();
int32 floorFaceIndex = floor->findFaceContainingPoint(newPosition);
if (floorFaceIndex >= 0) {
item3D->setFloorFaceIndex(floorFaceIndex);
} else {
item3D->overrideSortKey(_path->getSortKey());
}
item3D->setPosition3D(newPosition);
Math::Vector3d direction = _path->getEdgeDirection(currentEdge);
item3D->setDirection(computeAngleBetweenVectorsXYPlane(direction, Math::Vector3d(1.0, 0.0, 0.0)));
} else {
Common::Point position2D = Common::Point(newPosition.x(), newPosition.y());
_item->setPosition2D(position2D);
}
}
void FollowPath::changeItemAnim() {
if (_ended) {
if (_anim) {
_item->resetActionAnim();
} else {
_item->setAnimKind(Resources::Anim::kActorUsageIdle);
}
} else {
if (_anim) {
_item->playActionAnim(_anim);
} else {
_item->setAnimKind(Resources::Anim::kActorUsageWalk);
}
}
}
void FollowPath::setPath(Resources::Path *path) {
_path = path;
}
void FollowPath::setSpeed(float speed) {
_speed = speed;
}
bool FollowPath::is3D() const {
return _path->getSubType() == Resources::Path::kPath3D;
}
void FollowPath::setAnim(Resources::Anim *anim) {
_anim = anim;
}
uint32 FollowPath::getType() const {
return kTypeFollowPath;
}
void FollowPath::saveLoad(ResourceSerializer *serializer) {
serializer->syncAsResourceReference(&_path);
serializer->syncAsResourceReference(&_anim);
serializer->syncAsFloat(_position);
serializer->syncAsFloat(_speed);
serializer->syncAsUint32LE(_previouslyEnabled);
}
} // End of namespace Stark
|