stk-code_catmod/src/graphics/slip_stream.cpp
hikerstk 4fac382508 Fixed compiler warnings.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@7804 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2011-03-04 02:10:26 +00:00

500 lines
19 KiB
C++

// $Id$
//
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2010 Joerg Henrichs
//
// 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 3
// 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "graphics/slip_stream.hpp"
#include "graphics/material_manager.hpp"
#include "graphics/irr_driver.hpp"
#include "io/file_manager.hpp"
#include "karts/kart.hpp"
#include "modes/world.hpp"
#include "tracks/quad.hpp"
#include "utils/constants.hpp"
/** Creates the slip stream object using a moving texture.
* \param kart Pointer to the kart to which the slip stream
* belongs to.
*/
SlipStream::SlipStream(Kart* kart) : MovingTexture(0, 0), m_kart(kart)
{
video::SMaterial m;
m.BackfaceCulling = false;
m.MaterialType = video::EMT_SOLID;
Material *material = material_manager->getMaterial("slipstream.png");
m.setTexture(0, material->getTexture());
m.setFlag(video::EMF_BACK_FACE_CULLING, false);
m.setFlag(video::EMF_COLOR_MATERIAL, true);
m.ColorMaterial = video::ECM_DIFFUSE_AND_AMBIENT;
m.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
createMesh(m);
m_node = irr_driver->addMesh(m_mesh);
m_mesh->drop();
#ifdef DEBUG
std::string debug_name = m_kart->getIdent()+" (slip-stream)";
m_node->setName(debug_name.c_str());
#endif
m_node->setPosition(core::vector3df(0,
0*0.25f+2.5,
m_kart->getKartLength()) );
m_node->setVisible(false);
setTextureMatrix(&(m_node->getMaterial(0).getTextureMatrix(0)));
m_slipstream_time = 0.0f;
float length = m_kart->getKartProperties()->getSlipstreamLength();
float kw = m_kart->getKartWidth();
float kl = m_kart->getKartLength();
Vec3 p[4];
p[0]=Vec3(-kw*0.5f, 0, -kl*0.5f );
p[1]=Vec3(-kw*0.5f, 0, -kl*0.5f-length);
p[2]=Vec3( kw*0.5f, 0, -kl*0.5f-length);
p[3]=Vec3( kw*0.5f, 0, -kl*0.5f );
m_slipstream_original_quad = new Quad(p[0], p[1], p[2], p[3]);
m_slipstream_quad = new Quad(p[0], p[1], p[2], p[3]);
if(UserConfigParams::m_slipstream_debug)
{
video::SMaterial material;
material.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
material.setFlag(video::EMF_BACK_FACE_CULLING, false);
material.setFlag(video::EMF_LIGHTING, false);
m_debug_mesh = irr_driver->createQuadMesh(&material, true);
scene::IMeshBuffer *buffer = m_debug_mesh->getMeshBuffer(0);
assert(buffer->getVertexType()==video::EVT_STANDARD);
irr::video::S3DVertex* vertices
= (video::S3DVertex*)buffer->getVertices();
video::SColor red(128, 255, 0, 0);
for(unsigned int i=0; i<4; i++)
{
vertices[i].Pos = p[i].toIrrVector();
vertices[i].Color = red;
}
buffer->recalculateBoundingBox();
m_mesh->setBoundingBox(buffer->getBoundingBox());
m_debug_node = irr_driver->addMesh(m_debug_mesh, m_kart->getNode());
m_debug_node->grab();
}
else
{
m_debug_mesh = NULL;
m_debug_node = NULL;
}
} // SlipStream
//-----------------------------------------------------------------------------
/** Removes the node from the scene graph.
*/
SlipStream::~SlipStream()
{
irr_driver->removeNode(m_node);
if(m_debug_node)
{
m_debug_node->drop();
m_debug_mesh->drop();
}
delete m_slipstream_original_quad;
delete m_slipstream_quad;
} // ~SlipStream
//-----------------------------------------------------------------------------
/** Called at re-start of a race. */
void SlipStream::reset()
{
m_slipstream_mode = SS_NONE;
} // reset
//-----------------------------------------------------------------------------
/** Creates the mesh for the slipstream effect. This function creates a
* first a series of circles (with a certain number of vertices each and
* distance from each other. Then it will create the triangles and add
* texture coordniates.
* \param material The material to use.
*/
void SlipStream::createMesh(const video::SMaterial &material)
{
// All radius, starting with the one closest to the kart (and
// widest) to the one furthest away. A 0 indicates the end of the list
float radius[] = {1.5f, 1.0f, 0.5f, 0.0f};
// The distance of each of the circle from the kart. The number of
// entries in this array must be the same as the number of non-zero
// entries in the radius[] array above. No 'end of list' entry required.
// Note also that in order to avoid a 'bent' in the texture the
// difference between the distances must be linearly correlated to the
// difference in the corresponding radius, see the following sideview:
// +
// + |
// + | | three radius
// | | |
// +----+----+
// 0 1 2
// distances
// (radius1-radius0)/(distance1-distance0) = (radius2-radius1)/(distnace2-distance0)
// This way the line connecting the upper "+" is a straight line,
// and so the 3d cone shape will not be disturbed.
float distance[] = {2.0f, 6.0f, 10.0f };
// The alpha values for the rings, no 'end of list' entry required.
int alphas[] = {0, 255, 0};
// Loop through all given radius to determine the number
// of segments to create.
unsigned int num_circles=0;
while(radius[num_circles]) num_circles++;
// Length is distance of last circle to distance of first circle:
m_length = distance[num_circles-1] - distance[0];
// The number of points for each circle. Since part of the slip stream
// might be under the ground (esp. first and last segment), specify
// which one is the first and last to be actually drawn.
const unsigned int num_segments = 15;
const unsigned int first_segment = 0;
const unsigned int last_segment = 14;
const float f = 2*M_PI/float(num_segments);
scene::SMeshBuffer *buffer = new scene::SMeshBuffer();
buffer->Material = material;
for(unsigned int j=0; j<num_circles; j++)
{
float curr_distance = distance[j]-distance[0];
// Create the vertices for each of the circle
for(unsigned int i=first_segment; i<=last_segment; i++)
{
video::S3DVertex v;
// Offset every 2nd circle by one half segment to increase
// the number of planes so it looks better.
v.Pos.X = sin((i+(j%2)*0.5f)*f)*radius[j];
v.Pos.Y = -cos((i+(j%2)*0.5f)*f)*radius[j];
v.Pos.Z = distance[j];
v.Color = video::SColor(alphas[j], alphas[j], alphas[j], alphas[j]);
v.TCoords.X = curr_distance/m_length;
v.TCoords.Y = (float)(i-first_segment)/(last_segment-first_segment)
+ (j%2)*(.5f/num_segments);
buffer->Vertices.push_back(v);
} // for i<num_segments
} // while radius[num_circles]!=0
// Now create the triangles from circle j to j+1 (so the loop
// only goes to num_circles-1).
const int diff_segments = last_segment-first_segment+1;
for(unsigned int j=0; j<num_circles-1; j++)
{
for(unsigned int i=first_segment; i<last_segment; i++)
{
buffer->Indices.push_back( j *diff_segments+i );
buffer->Indices.push_back((j+1)*diff_segments+i );
buffer->Indices.push_back( j *diff_segments+i+1);
buffer->Indices.push_back( j *diff_segments+i+1);
buffer->Indices.push_back((j+1)*diff_segments+i );
buffer->Indices.push_back((j+1)*diff_segments+i+1);
}
} // for j<num_circles-1
scene::SMesh *mesh = new scene::SMesh();
mesh->addMeshBuffer(buffer);
mesh->recalculateBoundingBox();
buffer->drop();
m_mesh = mesh;
} // createMesh
//-----------------------------------------------------------------------------
/** Sets the animation intensity (or speed).
* \param f Intensity: 0 = no slip stream,
* 1 = collecting
* 2 = using slip stream bonus
*/
void SlipStream::setIntensity(float f, const Kart *kart)
{
if(!kart)
{
m_node->setVisible(false);
return;
}
m_node->setVisible(true);
const float above_terrain = 0.2f;
core::vector3df my_pos = m_kart->getNode()->getPosition();
my_pos.Y = m_kart->getHoT()+above_terrain;
m_node->setPosition(my_pos);
core::vector3df other_pos = kart->getNode()->getPosition();
other_pos.Y = kart->getHoT()+above_terrain;
core::vector3df diff = other_pos - my_pos;
core::vector3df rotation = diff.getHorizontalAngle();
m_node->setRotation(rotation);
float fs = diff.getLength()/m_length;
m_node->setScale(core::vector3df(1, 1, fs));
// For real testing in game: this needs some tuning!
m_node->setVisible(f!=0);
MovingTexture::setSpeed(f, 0);
int c = (int)(f*255);
if (c > 255) c = 255;
const unsigned int bcount = m_node->getMesh()->getMeshBufferCount();
for (unsigned int b=0; b<bcount; b++)
{
scene::IMeshBuffer* mb = m_node->getMesh()->getMeshBuffer(b);
irr::video::S3DVertex* vertices = (video::S3DVertex*)mb->getVertices();
for (unsigned int i=0; i<mb->getVertexCount(); i++)
{
const int color = (int)(c*(vertices[i].Color.getAlpha()/255.0f));
vertices[i].Color.setRed( color );
vertices[i].Color.setGreen( color );
vertices[i].Color.setBlue( color );
}
}
return;
// For debugging: make the slip stream effect visible all the time
m_node->setVisible(true);
MovingTexture::setSpeed(1.0f, 0.0f);
} // setIntensity
//-----------------------------------------------------------------------------
/** Returns true if enough slipstream credits have been accumulated
* to get a boost when leaving the slipstream area.
*/
bool SlipStream::isSlipstreamReady() const
{
return m_slipstream_time>
m_kart->getKartProperties()->getSlipstreamCollectTime();
} // isSlipstreamReady
//-----------------------------------------------------------------------------
/** Returns the additional force being applied to the kart because of
* slipstreaming.
*/
float SlipStream::getSlipstreamPower()
{
// Low level AIs should not do any slipstreaming.
if(!m_kart->getController()->isPlayerController() &&
race_manager->getDifficulty()==RaceManager::RD_EASY) return 0;
// First see if we are currently using accumulated slipstream credits:
// -------------------------------------------------------------------
if(m_slipstream_mode==SS_USE)
{
setIntensity(2.0f, NULL);
const KartProperties *kp=m_kart->getKartProperties();
m_kart->increaseMaxSpeed(MaxSpeed::MS_INCREASE_SLIPSTREAM,
kp->getSlipstreamMaxSpeedIncrease(),
kp->getSlipstreamDuration(),
kp->getSlipstreamFadeOutTime() );
return kp->getSlipstreamAddPower();
}
return 0;
} // getSlipstreamPower
//-----------------------------------------------------------------------------
/** Sets the color of the debug mesh (which shows the area in which slipstream
* can be accumulated).
* Color codes:
* black: kart too slow
* red: not inside of slipstream area
* green: slipstream is being accumulated.
*/
void SlipStream::setDebugColor(const video::SColor &color)
{
if(!UserConfigParams::m_slipstream_debug) return;
scene::IMeshBuffer *buffer = m_debug_mesh->getMeshBuffer(0);
irr::video::S3DVertex* vertices =
(video::S3DVertex*)buffer->getVertices();
for(unsigned int i=0; i<4; i++)
vertices[i].Color=color;
} // setDebugColor
//-----------------------------------------------------------------------------
/** Update, called once per timestep.
* \param dt Time step size.
*/
void SlipStream::update(float dt)
{
MovingTexture::update(dt);
// Update this karts slipstream quad (even for low level AI which don't
// use slipstream, since even then player karts can get slipstream,
// and so have to compare with the modified slipstream quad.
m_slipstream_original_quad->transform(m_kart->getTrans(),
m_slipstream_quad);
if(m_slipstream_mode==SS_USE)
{
m_slipstream_time -= dt;
if(m_slipstream_time<0) m_slipstream_mode=SS_NONE;
}
// If this kart is too slow for slipstreaming taking effect, do nothing
// --------------------------------------------------------------------
// Define this to get slipstream effect shown even when the karts are
// not moving. This is useful for debugging the graphics of SS-ing.
#undef DISPLAY_SLIPSTREAM_WITH_0_SPEED_FOR_DEBUGGING
#ifndef DISPLAY_SLIPSTREAM_WITH_0_SPEED_FOR_DEBUGGING
if(m_kart->getSpeed()<m_kart->getKartProperties()->getSlipstreamMinSpeed())
{
setIntensity(0, NULL);
m_slipstream_mode = SS_NONE;
if(UserConfigParams::m_slipstream_debug)
setDebugColor(video::SColor(255, 0, 0, 0));
return;
}
#endif
// Then test if this kart is in the slipstream range of another kart:
// ------------------------------------------------------------------
World *world = World::getWorld();
unsigned int num_karts = world->getNumKarts();
bool is_sstreaming = false;
m_target_kart = NULL;
// Note that this loop can not be simply replaced with a shorter loop
// using only the karts with a better position - since a kart might
// be a lap behind
for(unsigned int i=0; i<num_karts; i++)
{
m_target_kart= world->getKart(i);
// Don't test for slipstream with itself, a kart that is being
// rescued or exploding, or an eliminated kart
if(m_target_kart==m_kart ||
m_target_kart->playingEmergencyAnimation() ||
m_target_kart->isEliminated() ) continue;
float diff = fabsf(m_target_kart->getXYZ().getY()
- m_kart->getXYZ().getY() );
// If the kart is 'on top' of this kart (e.g. up on a bridge),
// don't consider it for slipstreaming.
if(diff>6.0f) continue;
// If the kart we are testing against is too slow, no need to test
// slipstreaming. Note: We compare the speed of the other kart
// against the minimum slipstream speed kart of this kart - not
// entirely sure if this makes sense, but it makes it easier to
// give karts different slipstream properties.
#ifndef DISPLAY_SLIPSTREAM_WITH_0_SPEED_FOR_DEBUGGING
if(m_target_kart->getSpeed() <
m_kart->getKartProperties()->getSlipstreamMinSpeed())
{
if(UserConfigParams::m_slipstream_debug &&
m_kart->getController()->isPlayerController())
m_target_kart->getSlipstream()
->setDebugColor(video::SColor(255, 0, 0, 0));
continue;
}
#endif
// Quick test: the kart must be not more than
// slipstream length+0.5*kart_length()+0.5*target_kart_length
// away from the other kart
Vec3 delta = m_kart->getXYZ() - m_target_kart->getXYZ();
float l = m_target_kart->getKartProperties()->getSlipstreamLength()
+ 0.5f*( m_target_kart->getKartLength()
+m_kart->getKartLength() );
if(delta.length2_2d() > l*l)
{
if(UserConfigParams::m_slipstream_debug &&
m_kart->getController()->isPlayerController())
m_target_kart->getSlipstream()
->setDebugColor(video::SColor(255, 0, 0, 128));
continue;
}
// Real test: if in slipstream quad of other kart
if(m_target_kart->getSlipstream()->m_slipstream_quad
->pointInQuad(m_kart->getXYZ()))
{
is_sstreaming = true;
break;
}
if(UserConfigParams::m_slipstream_debug &&
m_kart->getController()->isPlayerController())
m_target_kart->getSlipstream()
->setDebugColor(video::SColor(255, 0, 0, 255));
} // for i < num_karts
if(!is_sstreaming)
{
if(UserConfigParams::m_slipstream_debug &&
m_kart->getController()->isPlayerController())
m_target_kart->getSlipstream()
->setDebugColor(video::SColor(255, 255, 0, 0));
if(isSlipstreamReady())
{
// The first time slipstream is ready after collecting
// and you are leaving the slipstream area, you get a
// zipper bonus.
if(m_slipstream_mode==SS_COLLECT)
{
m_slipstream_mode = SS_USE;
m_kart->handleZipper();
m_slipstream_time =
m_kart->getKartProperties()->getSlipstreamCollectTime();
return;
}
}
m_slipstream_time -=dt;
if(m_slipstream_time<0) m_slipstream_mode = SS_NONE;
setIntensity(0, NULL);
return;
} // if !is_sstreaming
if(UserConfigParams::m_slipstream_debug &&
m_kart->getController()->isPlayerController())
m_target_kart->getSlipstream()->setDebugColor(video::SColor(255, 0, 255, 0));
// Accumulate slipstream credits now
m_slipstream_time = m_slipstream_mode==SS_NONE ? dt
: m_slipstream_time+dt;
if(isSlipstreamReady())
m_kart->setSlipstreamEffect(3.0f);
setIntensity(m_slipstream_time, m_target_kart);
m_slipstream_mode = SS_COLLECT;
if(m_slipstream_time>m_kart->getKartProperties()->getSlipstreamCollectTime())
{
setIntensity(1.0f, m_target_kart);
}
return;
core::vector3df pos = m_kart->getNode()->getPosition();
pos.Y = m_kart->getHoT()+0.2f;
m_node->setPosition(pos);
core::vector3df f = core::vector3df(0, 0, 10) - f;
core::vector3df r = f.getHorizontalAngle();
m_node->setRotation(r);
return;
const core::quaternion new_rot(m_kart->getNode()->getRotation());
const core::quaternion old_rot(m_node->getRotation() );
core::quaternion interpo;
core::vector3df interp;
new_rot.toEuler(interp);
m_node->setRotation(interp);
} // update