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Asteroth 622ae3ef2c Fix some bugs with maneuvers (#4483)
* split ai_control_info_check and player-not-use-ai wipes maneuvers

* remove redundant flag upkeep and clarify logic
2022-07-13 00:08:08 -04:00

227 lines
11 KiB
C++

/*
* 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_MANEUVER_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