Example #1
0
CPlanet* CSPCharacter::FindNearestPlanet() const
{
	CPlanet* pNearestPlanet = NULL;
	CScalableFloat flNearestDistance;

	for (size_t i = 0; i < GameServer()->GetMaxEntities(); i++)
	{
		CPlanet* pPlanet = dynamic_cast<CPlanet*>(CBaseEntity::GetEntity(i));
		if (!pPlanet)
			continue;

		CScalableFloat flDistance = (pPlanet->GetGlobalOrigin() - GetGlobalOrigin()).Length();
		flDistance -= pPlanet->GetRadius();

		if (pNearestPlanet == NULL)
		{
			pNearestPlanet = pPlanet;
			flNearestDistance = flDistance;
			continue;
		}

		if (flDistance > flNearestDistance)
			continue;

		pNearestPlanet = pPlanet;
		flNearestDistance = flDistance;
	}

	return pNearestPlanet;
}
Example #2
0
void CSPCharacter::Think()
{
	BaseClass::Think();

	CPlanet* pPlanet = GetNearestPlanet();

	if (pPlanet && !HasMoveParent())
	{
		m_flLastEnteredAtmosphere = GameServer()->GetGameTime();
		m_flRollFromSpace = GetGlobalAngles().r;
	}

	SetMoveParent(pPlanet);

	if (pPlanet)
	{
		// Estimate this planet's mass given things we know about earth. Assume equal densities.
		double flEarthVolume = 1097509500000000000000.0;	// cubic meters
		double flEarthMass = 5974200000000000000000000.0;	// kilograms

		// 4/3 * pi * r^3 = volume of a sphere
		CScalableFloat flPlanetVolume = pPlanet->GetRadius()*pPlanet->GetRadius()*pPlanet->GetRadius()*(M_PI*4/3);
		double flPlanetMass = RemapVal(flPlanetVolume, CScalableFloat(), CScalableFloat(flEarthVolume, SCALE_METER), 0, flEarthMass);

		double flG = 0.0000000000667384;					// Gravitational constant

		CScalableVector vecDistance = (pPlanet->GetGlobalOrigin() - GetGlobalOrigin());
		CScalableFloat flDistance = vecDistance.Length();
		CScalableFloat flGravity = CScalableFloat(flPlanetMass*flG, SCALE_METER)/(flDistance*flDistance);

		CScalableVector vecGravity = vecDistance * flGravity / flDistance;

		SetGlobalGravity(vecGravity);
	}
}
Example #3
0
void CStructure::PostSetLocalTransform(const TMatrix& m)
{
	BaseClass::PostSetLocalTransform(m);

	CPlanet* pPlanet = GameData().GetPlanet();
	if (!pPlanet)
		return;

	if (!pPlanet->GetChunkManager()->HasGroupCenter())
		return;

	TMatrix mLocalTransform = m;

	CBaseEntity* pMoveParent = GetMoveParent();
	if (pMoveParent)
	{
		while (pMoveParent != pPlanet)
		{
			mLocalTransform = pMoveParent->GetLocalTransform() * mLocalTransform;
			pMoveParent = pMoveParent->GetMoveParent();
		}
	}
	else
		mLocalTransform = pPlanet->GetGlobalToLocalTransform() * m;

	GameData().SetGroupTransform(pPlanet->GetChunkManager()->GetPlanetToGroupCenterTransform() * mLocalTransform.GetMeters());
}
Example #4
0
void CStructure::SetPhysicsTransform(const Matrix4x4& m)
{
	CPlanet* pPlanet = GameData().GetPlanet();
	if (!pPlanet)
	{
		SetLocalTransform(TMatrix(m));
		return;
	}

	if (!pPlanet->GetChunkManager()->HasGroupCenter())
	{
		SetLocalTransform(TMatrix(m));
		return;
	}

	GameData().SetGroupTransform(m);

	TMatrix mLocalTransform(pPlanet->GetChunkManager()->GetGroupCenterToPlanetTransform() * m);

	CBaseEntity* pMoveParent = GetMoveParent();
	TAssert(pMoveParent);
	if (pMoveParent)
	{
		while (pMoveParent != pPlanet)
		{
			mLocalTransform = pMoveParent->GetLocalTransform().InvertedRT() * mLocalTransform;
			pMoveParent = pMoveParent->GetMoveParent();
		}
	}

	SetLocalTransform(mLocalTransform);
}
Example #5
0
void CTestParticleSet::setupTestParticles( ) 
{
	RemoveAll( );

	// Check for invalid ranges.
	if( m_xRange.m_y < m_xRange.m_x ||
		m_yRange.m_y < m_yRange.m_x ||
		m_zRange.m_y < m_zRange.m_x ||
		IS_LESS_THAN_OR_EQUAL( m_xRange.m_z, 0 ) ||
		IS_LESS_THAN_OR_EQUAL( m_yRange.m_z, 0 ) ||
		IS_LESS_THAN_OR_EQUAL( m_zRange.m_z, 0 ) )
		return;

	for( double i=m_xRange.m_x; i<=m_xRange.m_y; i+=m_xRange.m_z )
	{
		for( double j=m_yRange.m_x; j<=m_yRange.m_y; j+=m_yRange.m_z )
		{
			for( double k=m_zRange.m_x; k<=m_zRange.m_y; k+=m_zRange.m_z )
			{
				// A planet.
				CPlanet newPlanet;
				newPlanet.setPositionOptimized( CVector3D( i, j, k ) );
				newPlanet.setRadius( 0.1 );
				newPlanet.setDrawAsPoint( true );

				Add( newPlanet );
			}
		}
	}
}
Example #6
0
TVector CSPCharacter::GetUpVector() const
{
	CPlanet* pNearestPlanet = GetNearestPlanet();
	if (pNearestPlanet)
		return (GetGlobalOrigin() - pNearestPlanet->GetGlobalOrigin()).Normalized();

	return Vector(0, 1, 0);
}
Example #7
0
const Matrix4x4 CStructure::GetPhysicsTransform() const
{
	CPlanet* pPlanet = GameData().GetPlanet();
	if (!pPlanet)
		return GetLocalTransform();

	if (!pPlanet->GetChunkManager()->HasGroupCenter())
		return GetLocalTransform();

	return GameData().GetGroupTransform();
}
Example #8
0
void CSPCharacter::StandOnNearestPlanet()
{
	CPlanet* pPlanet = GetNearestPlanet(FINDPLANET_ANY);
	if (!pPlanet)
		return;

	CScalableVector vecPlanetOrigin = pPlanet->GetGlobalOrigin();
	CScalableVector vecCharacterOrigin = GetGlobalOrigin();
	CScalableVector vecCharacterDirection = (vecCharacterOrigin - vecPlanetOrigin).Normalized();

	SetMoveParent(pPlanet);

	TVector vecPoint, vecNormal;
	pPlanet->CollideLocal(vecCharacterDirection * (pPlanet->GetRadius()*2.0f), TVector(), vecPoint, vecNormal);

	SetLocalOrigin(vecPoint);
}
Example #9
0
CPlanet* CSPCharacter::GetNearestPlanet(findplanet_t eFindPlanet) const
{
	if (eFindPlanet != FINDPLANET_INATMOSPHERE)
	{
		if (m_hNearestPlanet != NULL)
			return m_hNearestPlanet;

		CPlanet* pNearestPlanet = FindNearestPlanet();
		if (eFindPlanet == FINDPLANET_ANY)
			return pNearestPlanet;

		CScalableFloat flDistance = (pNearestPlanet->GetGlobalOrigin() - GetGlobalOrigin()).Length() - pNearestPlanet->GetRadius();
		if (eFindPlanet == FINDPLANET_CLOSEORBIT && flDistance > pNearestPlanet->GetCloseOrbit())
			return NULL;
		else
			return pNearestPlanet;
	}

	return m_hNearestPlanet;
}
Example #10
0
void RiseTransitSet(long when, float lat, float lon, float ra, float dec, long* rise, long* transit, long* set)
{
	long daybase = when - (when % 86400);
	CPlanet* earth = FindPlanet("Earth");
	float full_set_angle = -0.83 * deg2rad;
	float latrad = lat * deg2rad;
	float decrad = dec * deg2rad;
	const OrbitData* obs_orbit = earth->GetOrbit(); 

	float mean_anomaly = obs_orbit->MeanAnomaly(when);
	float transit_hour_utc = fmod((ra - lon - mean_anomaly),360.0)/15 + 17.1375;
	long transit_time = (long)(transit_hour_utc * 3600.0);

	float horizon_hour = acosf((sinf(full_set_angle) - sinf(latrad)*sinf(decrad))/(cosf(latrad)*cosf(decrad))) * rad2hour;
	long horizon_time = (long)(horizon_hour * 3600);

	transit_time += daybase;
	*rise = transit_time - horizon_time;
	*transit = transit_time;
	*set = transit_time + horizon_time;
}
Example #11
0
CPlanet* CSPCharacter::GetNearestPlanet(findplanet_t eFindPlanet)
{
	if (GameServer()->GetGameTime() > m_flNextPlanetCheck)
	{
		CPlanet* pNearestPlanet = FindNearestPlanet();

		CScalableFloat flDistance = (pNearestPlanet->GetGlobalOrigin() - GetGlobalOrigin()).Length() - pNearestPlanet->GetRadius();
		if (flDistance < pNearestPlanet->GetAtmosphereThickness())
			m_hNearestPlanet = pNearestPlanet;
		else
			m_hNearestPlanet = NULL;

		m_flNextPlanetCheck = GameServer()->GetGameTime() + 0.3f;
	}

	if (eFindPlanet != FINDPLANET_INATMOSPHERE)
	{
		if (m_hNearestPlanet != NULL)
			return m_hNearestPlanet;

		CPlanet* pNearestPlanet = FindNearestPlanet();
		if (eFindPlanet == FINDPLANET_ANY)
			return pNearestPlanet;

		CScalableFloat flDistance = (pNearestPlanet->GetGlobalOrigin() - GetGlobalOrigin()).Length() - pNearestPlanet->GetRadius();
		if (eFindPlanet == FINDPLANET_CLOSEORBIT && flDistance > pNearestPlanet->GetCloseOrbit())
			return NULL;
		else
			return pNearestPlanet;
	}

	return m_hNearestPlanet;
}
Example #12
0
void SunRiseSet(long when, float lat, float lon, long* out_rise, long* out_set, long* out_trans)
{
	float ra, dec;
	long dummy, rise, set, transit;
	CPlanet* earth = FindPlanet("Earth");

	SolarRADec(*earth->GetOrbit(), when, &ra, &dec);
	RiseTransitSet(when, lat, lon, ra, dec, &rise, &dummy, &set);

	SolarRADec(*earth->GetOrbit(), rise, &ra, &dec);
	RiseTransitSet(rise, lat, lon, ra, dec, &rise, &dummy, &dummy);

	SolarRADec(*earth->GetOrbit(), transit, &ra, &dec);
	RiseTransitSet(rise, lat, lon, ra, dec, &dummy, &transit, &dummy);

	SolarRADec(*earth->GetOrbit(), set, &ra, &dec);
	RiseTransitSet(set, lat, lon, ra, dec, &dummy, &dummy, &set);

	*out_rise = rise;
	*out_trans = transit;
	*out_set = set;
}
Example #13
0
void CStar::PostRender() const
{
	BaseClass::PostRender();

	if (GameServer()->GetRenderer()->IsRenderingTransparent())
		return;

	CSPCharacter* pCharacter = SPGame()->GetLocalPlayerCharacter();
	CPlanet* pNearestPlanet = pCharacter->GetNearestPlanet();

	float flRadius = (float)(GetRadius()*2.0f).GetUnits(SPGame()->GetSPRenderer()->GetRenderingScale());

	CScalableFloat flDistance;
	float flAtmosphere = 0;

	if (pNearestPlanet)
	{
		flDistance = (pNearestPlanet->GetGlobalOrigin() - pCharacter->GetGlobalOrigin()).Length() - pNearestPlanet->GetRadius();
		flAtmosphere = (float)RemapValClamped(flDistance, CScalableFloat(1.0f, SCALE_KILOMETER), pNearestPlanet->GetAtmosphereThickness(), 1.0, 0.0);
	}

	CGameRenderingContext c(GameServer()->GetRenderer(), true);

	c.SetDepthMask(false);

	c.ResetTransformations();
	c.Transform(BaseGetRenderTransform());

	// Set material and uniform now so RenderBillboard doesn't overwrite the alpha value.
	c.UseMaterial("textures/star-yellow-atmosphere.mat");
	c.SetUniform("flAlpha", flAtmosphere);

	c.RenderBillboard("textures/star-yellow-atmosphere.mat", flRadius);

	c.UseMaterial("textures/star-yellow-space.mat");
	c.SetUniform("flAlpha", 1-flAtmosphere);

	c.RenderBillboard("textures/star-yellow-space.mat", flRadius);
}