/* * Copyright (C) Volition, Inc. 1999. All rights reserved. * * All source code herein is the property of Volition, Inc. You may not sell * or otherwise commercially exploit the source or things you created based on the * source. * */ #ifndef _PHYSICS_H #define _PHYSICS_H #include "math/vecmat.h" #define PF_ACCELERATES (1 << 0) #define PF_USE_VEL (1 << 1) // Use velocity present in physics_info struct, don't call physics_sim_vel. #define PF_AFTERBURNER_ON (1 << 2) // Afterburner currently engaged. #define PF_SLIDE_ENABLED (1 << 3) // Allow descent style sliding #define PF_REDUCED_DAMP (1 << 4) // Allows reduced damping on z (for death, shockwave) (CAN be reset in physics) #define PF_IN_SHOCKWAVE (1 << 5) // Indicates whether object has recently been hit by shockwave (used to enable shake) #define PF_DEAD_DAMP (1 << 6) // Makes forward damping same as sideways (NOT reset in physics) #define PF_AFTERBURNER_WAIT (1 << 7) // true when afterburner cannot be used. replaces variable used in afterburner code #define PF_CONST_VEL (1 << 8) // Use velocity in phys_info struct. Optimize weapons in phys_sim #define PF_WARP_IN (1 << 9) // Use when ship is warping in #define PF_SPECIAL_WARP_IN (1 << 10) // Use when ship is warping in and we want to slow the ship faster than normal game physics #define PF_WARP_OUT (1 << 11) // Use when ship is warping out #define PF_SPECIAL_WARP_OUT (1 << 12) // Use when ship is warping out and we want to slow the ship faster than normal game physics #define PF_BOOSTER_ON (1 << 13) #define PF_GLIDING (1 << 14) #define PF_FORCE_GLIDE (1 << 15) #define PF_NEWTONIAN_DAMP (1 << 16) // SUSHI: Whether or not to use newtonian dampening #define PF_NO_DAMP (1 << 17) // Goober5000 - don't damp velocity changes in physics; used for instantaneous acceleration //information for physics sim for an object typedef struct physics_info { uint flags; //misc physics flags float mass; //the mass of this object vec3d center_of_mass; // Goober5000 - this is never ever used by physics; currently physics assumes the center of an object is the center of mass matrix I_body_inv; // inverse moment of inertia tensor (used to calculate rotational effects) float rotdamp; // for players, the exponential time constant applied to rotational velocity changes // for AI ships and missiles, the polynomial approximation of the same, // such that rotdamp * 2 is the total acceleration time float side_slip_time_const; // time const for achieving desired velocity in the local sideways direction // value should be zero for no sideslip and increase depending on desired slip float delta_bank_const; //const that heading is multiplied by. 0 means no delta bank. vec3d max_vel; //maximum foward velocity in x,y,z vec3d afterburner_max_vel; // maximum foward velocity in x,y,z while afterburner engaged vec3d booster_max_vel; vec3d max_rotvel; //maximum p,b,h rotational velocity float max_rear_vel; //maximum velocity in the backwards Z direction // Acceleration rates. Only used if flag PF_ACCELERATES is set // starting from rest time to reach .50 v_max 0.69 time const // time to reach .75 v_max 1.39 time const // float forward_accel_time_const; // forward acceleration time const float afterburner_forward_accel_time_const; // forward acceleration time const while afterburner engaged float booster_forward_accel_time_const; float forward_decel_time_const; // forward deceleration time const float slide_accel_time_const; // slide acceleration time const float slide_decel_time_const; // slide deceleration time const float shockwave_shake_amp; // amplitude of shockwave shake at onset // These get changed by the control code. The physics uses these // as input values when doing physics. vec3d prev_ramp_vel; // follows the user's desired velocity, in local coord vec3d desired_vel; // in world coord, (possibly) damped by side_slip_time_const to get final vel vec3d desired_rotvel; // in local coords, damped by rotdamp to get final rotvel // With framerate_independent_turning, the AI are not damped, see physics_sim_rot float forward_thrust; // How much the forward thruster is applied. 0-1. float side_thrust; // How much the forward thruster is +x. 0-1. float vert_thrust; // How much the forward thruster is +y. 0-1. // Data that changes each frame. Physics fills these in each frame. vec3d vel; // The current velocity vector of this object vec3d rotvel; // The current rotational velecity (angles) float speed; // Yes, this can be derived from velocity, but that's expensive! float fspeed; // Speed in the forward direction. float heading; vec3d prev_fvec; // Used in AI for momentum. matrix last_rotmat; // Used for moving two objects together and for editor. int afterburner_decay; // timestamp used to control how long ship shakes after afterburner released int shockwave_decay; // timestamp used to control how long ship affected after hit by shockwave int reduced_damp_decay; // timestamp used to control how long ship ship has reduced damp physics float glide_cap; //Backslash - for 'newtonian'-style gliding, the cap on velocity (so that something can't accelerate to ridiculous speeds... unless allowed to) float cur_glide_cap; //SUSHI: Used for dynamic glide cap, so we can use the ramping function on the glide cap float glide_accel_mult; //SUSHI: The acceleration multiplier for glide mode. A value < 0 means use glide ramping instead float afterburner_max_reverse_vel; //SparK: This is the reverse afterburners top speed vector float afterburner_reverse_accel; //SparK: Afterburner's acceleration on reverse mode matrix ai_desired_orient; // Asteroth - This is only set to something other than the zero matrix if Framerate_independent_turning is enabled, and // only by the AI after calls to angular_move. It is read and then zeroed out for the rest of the frame by physics_sim_rot vec3d acceleration; // this is only the current trend of velocity in m/s^2, does NOT determine future velocity } physics_info; // control info override flags #define CIF_DONT_BANK_WHEN_TURNING (1 << 0) // Goober5000 - changing heading does not change bank #define CIF_DONT_CLAMP_MAX_VELOCITY (1 << 1) // Goober5000 - maneuvers can exceed tabled max velocity #define CIF_INSTANTANEOUS_ACCELERATION (1 << 2) // Goober5000 - instantaneously jump to the goal velocity #define CIF_DONT_OVERRIDE_OLD_MANEUVERS (1 << 3) // Asteroth - will attempt to maintain any old maneuvers still in progress #define SW_ROT_FACTOR 5 // increase in rotational time constant in shockwave #define SW_BLAST_DURATION 2000 // maximum duration of shockwave // All of these are numbers from -1.0 to 1.0 indicating // what percent of full velocity you want to go. typedef struct control_info { float pitch; // -1.0 to 1.0 float vertical; float heading; float sideways; float bank; float forward; float forward_cruise_percent; // percentage used for forward cruising // This is a special case from -100 to 100 // below is information that are used by the player controls for firing information. int fire_primary_count; int fire_secondary_count; int fire_countermeasure_count; int fire_debug_count; // should this be around an NDEBUG #if/#endif? // afterburner control information int afterburner_start; int afterburner_stop; int control_flags; // for sexp- and script-controlled maneuvers } control_info; extern int physics_paused; // Set means don't do physics, except for player. // To use the "Descent-ship" physics: // controls_read_all(&ci, FrameSecs ); // physics_read_flying_controls( &ViewerOrient, &ViewerPhysics, FrameSecs, &ci ); // physics_sim(&ViewerPos, &ViewerOrient, &ViewerPhysics, FrameSecs ); extern void physics_init( physics_info * pi ); extern void physics_read_flying_controls( matrix * orient, physics_info * pi, control_info * ci, float sim_time, vec3d *wash_rot=NULL); extern void physics_sim(vec3d *position, matrix * orient, physics_info * pi, float sim_time ); extern void physics_sim_editor(vec3d *position, matrix * orient, physics_info * pi, float sim_time); extern void physics_sim_vel(vec3d * position, physics_info * pi, float sim_time, matrix * orient); extern void physics_sim_rot(matrix * orient, physics_info * pi, float sim_time ); extern bool whack_below_limit(const vec3d* impulse); extern void physics_calculate_and_apply_whack(vec3d *force, vec3d *pos, physics_info *pi, matrix *orient, matrix *inv_moi); extern void physics_apply_whack(float orig_impulse, physics_info* pi, vec3d *delta_rotvel, vec3d* delta_vel, matrix* orient); extern void physics_apply_shock(vec3d *direction_vec, float pressure, physics_info *pi, matrix *orient, vec3d *min, vec3d *max, float radius); extern void physics_collide_whack(vec3d *impulse, vec3d *delta_rotvel, physics_info *pi, matrix *orient, bool is_landing); int check_rotvel_limit( physics_info *pi ); extern void physics_add_point_mass_moi(matrix *moi, float mass, vec3d *pos); // If physics_set_viewer is called with the viewer's physics_info, then // this variable tracks the viewer's bank. This is used for g3_draw_rotated_bitmap. extern float Physics_viewer_bank; // If you would like Physics_viewer_bank to be tracked (Which is needed // for rotating 3d bitmaps) call this and pass it a pointer to the // viewer's physics info. #define PHYSICS_VIEWER_FRONT 0 #define PHYSICS_VIEWER_LEFT 1 #define PHYSICS_VIEWER_RIGHT 2 #define PHYSICS_VIEWER_REAR 3 #define PHYSICS_VIEWER_UP 4 void physics_set_viewer( physics_info * p, int dir ); //WMC - apply_physics void apply_physics( float damping, float desired_vel, float initial_vel, float t, float * new_vel, float * delta_pos ); //WMC - camera code type stuff //Acceleration, constant Velocity, Deceleration (to another speed, so maybe not deceleration) class avd_movement { private: //Current float Pc; //Current position float Vc; //Current velocity //Initial int TSi; //Initial timestamp <-- note TIMESTAMP float Pi; //Initial position float Vi; //Initial velocity //Given float Pf; //Final position float Tf; //Final duration float Tai; //Starting acceleration duration float Taf; //Ending acceleration duration float Vf; //Final velocity //Calculated float Vm; //Middle velocity float Ai; //Starting acceleration float Af; //Ending acceleration public: avd_movement(); void clear(); void get(float Time, float *Position, float *Velocity); void get(float *Position, float *Velocity); void set(float position); void setAVD(float final_position, float total_movement_time, float starting_accleration_time, float ending_acceleration_time, float final_velocity); void setVD(float total_movement_time, float ending_acceleration_time, float final_velocity); void update(float Time); void update(); }; /* #ifdef __cplusplus } #endif */ #endif // PHYSICS_H