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/*
* Modification History
*
* 2004-October-13 Jason Rohrer
* Created.
*/
#include "PortalManager.h"
PortalManager::PortalManager( ParameterizedObject *inPortalTemplate,
double inPortalScale,
double inPortalFadeInTimeSeconds,
double inGridWidth )
: mPortalTemplate( inPortalTemplate ),
mPortalScale( inPortalScale ),
mFadeInTimeSeconds( inPortalFadeInTimeSeconds ),
mFadeFactor( 0 ),
mGridWidth( inGridWidth ),
mCurrentPosition( NULL ),
mCurrentRadius( 0 ),
mCurrentRotation( new Angle3D( 0, 0, 0 ) ) {
}
PortalManager::~PortalManager() {
delete mPortalTemplate;
if( mCurrentPosition != NULL ) {
delete mCurrentPosition;
}
delete mCurrentRotation;
}
void PortalManager::showPortal( Vector3D *inPosition ) {
mCurrentPosition = inPosition;
}
char PortalManager::isPortalVisible() {
if( mCurrentPosition != NULL ) {
return true;
}
else {
return false;
}
}
void PortalManager::passTime( double inTimeDeltaInSeconds,
Vector3D *inShipPosition ) {
// if portal has been shown
if( mCurrentPosition != NULL ) {
double distanceToShip =
mCurrentPosition->getDistance( inShipPosition );
// 25 units, up to 20 units from target, is the range
double compressedDistance =
( distanceToShip - 20 ) /
( 25 );
// limit the range
if( compressedDistance > 1 ) {
compressedDistance = 1;
}
else if( compressedDistance < 0 ) {
compressedDistance = 0;
}
// change shape based on ship distance
mPortalShapeParameter = compressedDistance;
// rotate
mCurrentRotation->mZ += mCurrentRotationRate * inTimeDeltaInSeconds;
// fade in
if( mFadeFactor < 1 ) {
mFadeFactor +=
(double)inTimeDeltaInSeconds / (double) mFadeInTimeSeconds;
if( mFadeFactor > 1 ) {
mFadeFactor = 1;
}
}
}
}
char PortalManager::isShipInPortal( Vector3D *inShipPosition ) {
if( mCurrentPosition != NULL ) {
double distance = mCurrentPosition->getDistance( inShipPosition );
if( distance < mCurrentRadius ) {
return true;
}
else {
return false;
}
}
else {
// portal not shown
return false;
}
}
SimpleVector<DrawableObject *> *PortalManager::getDrawableObjects() {
// if portal has been shown
if( mCurrentPosition != NULL ) {
SimpleVector<DrawableObject *> *objects =
mPortalTemplate->getDrawableObjects(
mPortalShapeParameter, &mCurrentRotationRate );
// scale, rotate, position, and fade the objects
int numObjects = objects->size();
// compute the maximum radius of this enemy
double maxRadius = 0;
for( int j=0; j<numObjects; j++ ) {
DrawableObject *currentObject =
*( objects->getElement( j ) );
currentObject->scale( mPortalScale );
currentObject->rotate( mCurrentRotation );
currentObject->move( mCurrentPosition );
currentObject->fade( mFadeFactor );
double radius = currentObject->getBorderMaxDistance(
mCurrentPosition );
if( radius > maxRadius ) {
maxRadius = radius;
}
}
mCurrentRadius = maxRadius;
return objects;
}
else {
// return an empty vector
return new SimpleVector<DrawableObject *>();
}
}
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