mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-27 11:34:14 +01:00
171 lines
2.9 KiB
C++
171 lines
2.9 KiB
C++
#include "common.h"
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#include "Vehicle.h"
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#include "Door.h"
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CDoor::CDoor(void)
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{
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memset(this, 0, sizeof(*this));
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}
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void
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CDoor::Open(float ratio)
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{
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float open;
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m_fPrevAngle = m_fAngle;
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open = RetAngleWhenOpen();
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if(ratio < 1.0f){
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m_fAngle = open*ratio;
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if(m_fAngle == 0.0f)
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m_fAngVel = 0.0f;
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}else{
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m_nDoorState = DOORST_OPEN;
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m_fAngle = open;
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}
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}
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void
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CDoor::Process(CVehicle *vehicle)
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{
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static CVector vecOffset(1.0f, 0.0f, 0.0f);
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CVector speed = vehicle->GetSpeed(vecOffset);
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CVector vecSpeedDiff = speed - m_vecSpeed;
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vecSpeedDiff = Multiply3x3(vecSpeedDiff, vehicle->GetMatrix());
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// air resistance
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float fSpeedDiff = 0.0f; // uninitialized in game
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switch(m_nAxis){
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case 0: // x-axis
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if(m_nDirn)
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fSpeedDiff = vecSpeedDiff.y + vecSpeedDiff.z;
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else
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fSpeedDiff = -(vecSpeedDiff.y + vecSpeedDiff.z);
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break;
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// we don't support y axis apparently?
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case 2: // z-axis
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if(m_nDirn)
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fSpeedDiff = -(vecSpeedDiff.y + vecSpeedDiff.x);
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else
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fSpeedDiff = vecSpeedDiff.y - vecSpeedDiff.x;
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break;
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}
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fSpeedDiff = clamp(fSpeedDiff, -0.2f, 0.2f);
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if(Abs(fSpeedDiff) > 0.002f)
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m_fAngVel += fSpeedDiff;
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m_fAngVel *= 0.945f;
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m_fAngVel = clamp(m_fAngVel, -0.3f, 0.3f);
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m_fAngle += m_fAngVel;
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m_nDoorState = DOORST_SWINGING;
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if(m_fAngle > m_fMaxAngle){
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m_fAngle = m_fMaxAngle;
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m_fAngVel *= -0.8f;
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m_nDoorState = DOORST_OPEN;
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}
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if(m_fAngle < m_fMinAngle){
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m_fAngle = m_fMinAngle;
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m_fAngVel *= -0.8f;
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m_nDoorState = DOORST_CLOSED;
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}
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m_vecSpeed = speed;
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}
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float
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CDoor::RetAngleWhenClosed(void)
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{
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if(Abs(m_fMaxAngle) < Abs(m_fMinAngle))
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return m_fMaxAngle;
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else
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return m_fMinAngle;
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}
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float
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CDoor::RetAngleWhenOpen(void)
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{
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if(Abs(m_fMaxAngle) < Abs(m_fMinAngle))
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return m_fMinAngle;
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else
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return m_fMaxAngle;
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}
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float
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CDoor::GetAngleOpenRatio(void)
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{
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float open = RetAngleWhenOpen();
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if(open == 0.0f)
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return 0.0f;
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return m_fAngle/open;
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}
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bool
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CDoor::IsFullyOpen(void)
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{
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// why -0.5? that's around 28 deg less than fully open
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if(Abs(m_fAngle) < Abs(RetAngleWhenOpen()) - 0.5f)
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return false;
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return true;
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}
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bool
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CDoor::IsClosed(void)
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{
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return m_fAngle == RetAngleWhenClosed();
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}
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CTrainDoor::CTrainDoor(void)
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{
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memset(this, 0, sizeof(*this));
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}
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void
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CTrainDoor::Open(float ratio)
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{
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float open;
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m_fPrevPosn = m_fPosn;
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open = RetTranslationWhenOpen();
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if(ratio < 1.0f){
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m_fPosn = open*ratio;
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}else{
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m_nDoorState = DOORST_OPEN;
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m_fPosn = open;
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}
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}
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float
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CTrainDoor::RetTranslationWhenClosed(void)
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{
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if(Abs(m_fClosedPosn) < Abs(m_fOpenPosn))
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return m_fClosedPosn;
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else
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return m_fOpenPosn;
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}
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float
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CTrainDoor::RetTranslationWhenOpen(void)
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{
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if(Abs(m_fClosedPosn) < Abs(m_fOpenPosn))
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return m_fOpenPosn;
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else
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return m_fClosedPosn;
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}
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bool
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CTrainDoor::IsFullyOpen(void)
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{
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// 0.5f again...
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if(Abs(m_fPosn) < Abs(RetTranslationWhenOpen()) - 0.5f)
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return false;
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return true;
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}
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bool
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CTrainDoor::IsClosed(void)
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{
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return m_fPosn == RetTranslationWhenClosed();
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}
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