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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "Wind.h"
#include "GlobalSynced.h"
#include "Sim/Units/Unit.h"
#include "System/creg/STL_Map.h"
#include "System/myMath.h"
CR_BIND(CWind, )
CR_REG_METADATA(CWind, (
CR_MEMBER(maxWind),
CR_MEMBER(minWind),
CR_MEMBER(curWind),
CR_MEMBER(curStrength),
CR_MEMBER(curDir),
CR_MEMBER(newWind),
CR_MEMBER(oldWind),
CR_MEMBER(status),
CR_MEMBER(windGens)
))
// update all units every 15 secs
static const int WIND_UPDATE_RATE = 15 * GAME_SPEED;
CWind wind;
CWind::CWind()
{
ResetState();
}
CWind::~CWind()
{
windGens.clear();
}
void CWind::LoadWind(float minw, float maxw)
{
minWind = std::min(minw, maxw);
maxWind = std::max(minw, maxw);
curWind = float3(minWind, 0.0f, 0.0f);
oldWind = curWind;
}
void CWind::ResetState()
{
maxWind = 100.0f;
minWind = 0.0f;
curStrength = 0.0f;
curDir = RgtVector;
curWind = ZeroVector;
newWind = ZeroVector;
oldWind = ZeroVector;
status = 0;
windGens.clear();
}
bool CWind::AddUnit(CUnit* u) {
std::map<int, CUnit*>::iterator it = windGens.find(u->id);
if (it != windGens.end())
return false;
windGens[u->id] = u;
// start pointing in direction of wind
u->UpdateWind(curDir.x, curDir.z, curStrength);
return true;
}
bool CWind::DelUnit(CUnit* u) {
std::map<int, CUnit*>::iterator it = windGens.find(u->id);
if (it == windGens.end())
return false;
windGens.erase(it);
return true;
}
void CWind::Update()
{
// zero-strength wind does not need updates
if (maxWind <= 0.0f)
return;
if (status == 0) {
oldWind = curWind;
newWind = oldWind;
// generate new wind direction
float newStrength = 0.0f;
do {
newWind.x -= (gs->randFloat() - 0.5f) * maxWind;
newWind.z -= (gs->randFloat() - 0.5f) * maxWind;
newStrength = newWind.Length();
} while (newStrength == 0.0f);
// normalize and clamp s.t. minWind <= strength <= maxWind
newWind /= newStrength;
newWind *= (newStrength = Clamp(newStrength, minWind, maxWind));
// update generators
for (std::map<int, CUnit*>::iterator it = windGens.begin(); it != windGens.end(); ++it) {
(it->second)->UpdateWind(newWind.x, newWind.z, newStrength);
}
} else {
const float mod = smoothstep(0.0f, 1.0f, status / float(WIND_UPDATE_RATE));
// blend between old & new wind directions
// note: only generators added on simframes when
// status != 0 receive a snapshot of the blended
// direction
curWind = mix(oldWind, newWind, mod);
curStrength = curWind.LengthNormalize();
curDir = curWind;
curWind = curDir * (curStrength = Clamp(curStrength, minWind, maxWind));
}
status = (status + 1) % (WIND_UPDATE_RATE + 1);
}
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