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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "System/mmgr.h"
#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),
CR_RESERVED(12)
));
static const int UpdateRate = 15 * GAME_SPEED; //! update all 15sec
CWind wind;
CWind::CWind()
{
curDir = float3(1.0f, 0.0f, 0.0f);
curStrength = 0.0f;
curWind = ZeroVector;
newWind = curWind;
oldWind = curWind;
maxWind = 100.0f;
minWind = 0.0f;
status = 0;
}
CWind::~CWind()
{
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::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::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 len;
do {
newWind.x -= (gs->randFloat() - 0.5f) * maxWind;
newWind.z -= (gs->randFloat() - 0.5f) * maxWind;
len = newWind.Length();
} while (len == 0.0f);
//! clamp: windMin <= strength <= windMax
newWind /= len;
len = Clamp(len, minWind, maxWind);
newWind *= len;
status++;
} else if (status <= UpdateRate) {
float mod = status / float(UpdateRate);
mod = smoothstep(0.0f, 1.0f, mod);
//! blend between old & new wind directions
#define blend(x,y,a) x * (1.0f - a) + y * a
curWind = blend(oldWind, newWind, mod);
curStrength = curWind.Length();
if (curStrength != 0.0f) {
curDir = curWind / curStrength;
}
status++;
} else {
status = 0;
}
if (status == UpdateRate / 3) {
//! update units
const float newStrength = newWind.Length();
for (std::map<int, CUnit*>::iterator it = windGens.begin(); it != windGens.end(); ++it) {
(it->second)->UpdateWind(newWind.x, newWind.z, newStrength);
}
}
}
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