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https://github.com/scp-fs2open/fs2open.github.com.git
synced 2026-11-07 08:15:59 -10:00
This introduces a new mechanism for handling bit flags. Instead of using an int (or two, or three) to write bits into, this uses the std::bitset in a wrapper class that accepts an enum class as input. This means that certain classes of errors we've had a few of in the engine, where a coder used the wrong set of flags or checked them against the wrong variable (SF_STEALTH vs SIF_STEALTH, for example) can now be detected at a compiler level rather than not at all.
1387 lines
53 KiB
C++
1387 lines
53 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include "asteroid/asteroid.h"
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#include "debris/debris.h"
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#include "debugconsole/console.h"
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#include "freespace.h"
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#include "gamesequence/gamesequence.h"
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#include "gamesnd/gamesnd.h"
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#include "hud/hudmessage.h"
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#include "hud/hudshield.h"
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#include "io/joy_ff.h"
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#include "io/timer.h"
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#include "object/objcollide.h"
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#include "object/object.h"
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#include "object/objectdock.h"
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#include "object/objectshield.h"
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#include "parse/scripting.h"
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#include "playerman/player.h"
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#include "render/3d.h" // needed for View_position, which is used when playing 3d sound
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#include "ship/ship.h"
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#include "ship/shiphit.h"
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#define COLLIDE_DEBUG
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#undef COLLIDE_DEBUG
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// GENERAL COLLISIONS FUNCTIONS
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// calculates the inverse moment of inertia matrix in world coordinates
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void get_I_inv (matrix* I_inv, matrix* I_inv_body, matrix* orient);
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// calculate the physics of extended two body collisions
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void calculate_ship_ship_collision_physics(collision_info_struct *ship_ship_hit_info);
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int ship_hit_shield(object *obj, mc_info *mc, collision_info_struct *sshs);
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void collect_ship_ship_physics_info(object *heavier_obj, object *lighter_obj, mc_info *mc_info_obj, collision_info_struct *ship_ship_hit_info);
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#ifndef NDEBUG
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static int Collide_friendly = 1;
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DCF_BOOL( collide_friendly, Collide_friendly )
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#endif
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static int Player_collide_sound, AI_collide_sound;
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static int Player_collide_shield_sound, AI_collide_shield_sound;
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/**
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* Return true if two ships are docking.
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*/
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int ships_are_docking(object *objp1, object *objp2)
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{
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ai_info *aip1, *aip2;
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ship *shipp1, *shipp2;
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shipp1 = &Ships[objp1->instance];
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shipp2 = &Ships[objp2->instance];
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aip1 = &Ai_info[shipp1->ai_index];
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aip2 = &Ai_info[shipp2->ai_index];
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if (dock_check_find_direct_docked_object(objp1, objp2)) {
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return 1;
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}
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if (aip1->mode == AIM_DOCK) {
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if (aip1->goal_objnum == OBJ_INDEX(objp2)){
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return 1;
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}
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}
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if (aip2->mode == AIM_DOCK) {
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if (aip2->goal_objnum == OBJ_INDEX(objp1)){
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return 1;
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}
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}
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return 0;
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}
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/**
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* If light_obj emerging from or departing to dock bay in heavy_obj, no collision detection.
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*/
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int bay_emerge_or_depart(object *heavy_objp, object *light_objp)
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{
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if (light_objp->type != OBJ_SHIP)
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return 0;
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ai_info *aip = &Ai_info[Ships[light_objp->instance].ai_index];
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// the player shouldn't be allowed to fly through the ship just cause the rest of their wing can
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if ((Player_obj == light_objp) && !Player_use_ai){
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return 0;
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}
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if ((aip->mode == AIM_BAY_EMERGE) || (aip->mode == AIM_BAY_DEPART)) {
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if (aip->goal_objnum == OBJ_INDEX(heavy_objp))
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return 1;
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}
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return 0;
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}
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int ship_ship_check_collision(collision_info_struct *ship_ship_hit_info, vec3d *hitpos)
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{
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object *heavy_obj = ship_ship_hit_info->heavy;
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object *light_obj = ship_ship_hit_info->light;
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int player_involved; // flag to indicate that A or B is the Player_obj
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Assert( heavy_obj->type == OBJ_SHIP );
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Assert( light_obj->type == OBJ_SHIP );
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ship *heavy_shipp = &Ships[heavy_obj->instance];
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ship *light_shipp = &Ships[light_obj->instance];
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ship_info *heavy_sip = &Ship_info[heavy_shipp->ship_info_index];
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ship_info *light_sip = &Ship_info[light_shipp->ship_info_index];
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// AL 12-4-97: we use the player_involved flag to ensure collisions are always
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// done with the player, regardless of team.
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if ( heavy_obj == Player_obj || light_obj == Player_obj ) {
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player_involved = 1;
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} else {
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player_involved = 0;
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}
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// Make ships that are warping in not get collision detection done
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if ( heavy_shipp->flags[Ship::Ship_Flags::Arriving_stage_1] ) {
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return 0;
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}
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// Don't do collision detection for docking ships, since they will always collide while trying to dock
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if ( ships_are_docking(heavy_obj, light_obj) ) {
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return 0;
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}
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// If light_obj emerging from or departing to dock bay in heavy_obj, no collision detection.
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if (bay_emerge_or_depart(heavy_obj, light_obj)) {
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return 0;
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}
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// Ships which are dying should not do collision detection.
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// Also, this is the only clean way I could figure to get ships to not do damage to each other for one frame
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// when they are docked and departing. Due to sequencing, they would not show up as docked, yet they
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// would still come through here, so they would harm each other, if on opposing teams. -- MK, 2/2/98
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if ((heavy_obj->flags[Object::Object_Flags::Should_be_dead]) || (light_obj->flags[Object::Object_Flags::Should_be_dead])) {
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return 0;
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}
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#ifndef NDEBUG
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// Don't do collision detection on a pair of ships on the same team.
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// Change this someday, but for now, it's a problem.
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if ( !Collide_friendly ) { // Collide_friendly is a global value changed via debug console
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if ( (!player_involved) && (heavy_shipp->team == light_shipp->team) ) {
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return 0;
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}
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}
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#endif
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// Apparently we're doing same team collisions.
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// But, if both are offscreen, ignore the collision
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if (heavy_shipp->team == light_shipp->team) {
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if ( (!(heavy_obj->flags[Object::Object_Flags::Was_rendered]) && !(light_obj->flags[Object::Object_Flags::Was_rendered])) ) {
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return 0;
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}
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}
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// Set up model_collide info
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mc_info mc;
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mc_info_init(&mc);
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// Do in heavy object RF
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mc.model_num = heavy_sip->model_num; // Fill in the model to check
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mc.model_instance_num = heavy_shipp->model_instance_num;
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mc.orient = &heavy_obj->orient; // The object's orient
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vec3d zero, p0, p1;
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vm_vec_zero(&zero); // we need the physical vector and can not set its value to zero
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vm_vec_sub(&p0, &light_obj->last_pos, &heavy_obj->last_pos);
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vm_vec_sub(&p1, &light_obj->pos, &heavy_obj->pos);
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// find the light object's position in the heavy object's reference frame at last frame and also in this frame.
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vec3d p0_temp, p0_rotated;
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// Collision detection from rotation enabled if at max rotaional velocity and 5fps, rotation is less than PI/2
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// This should account for all ships
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if ( (vm_vec_mag_squared( &heavy_obj->phys_info.max_rotvel ) * .04) < (PI*PI/4) ) {
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// collide_rotate calculate (1) start position and (2) relative velocity
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ship_ship_hit_info->collide_rotate = 1;
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vm_vec_rotate(&p0_temp, &p0, &heavy_obj->last_orient);
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vm_vec_unrotate(&p0_rotated, &p0_temp, &heavy_obj->orient);
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mc.p0 = &p0_rotated; // Point 1 of ray to check
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vm_vec_sub(&ship_ship_hit_info->light_rel_vel, &p1, &p0_rotated);
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vm_vec_scale(&ship_ship_hit_info->light_rel_vel, 1/flFrametime);
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}
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// should be no ships that can rotate this fast
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else {
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#ifndef NDEBUG
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static bool Warned_about_fast_rotational_collisions = false;
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if (!Warned_about_fast_rotational_collisions) {
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Warning(LOCATION, "Ship '%s' rotates too quickly! Rotational collision detection has been skipped.", heavy_sip->name);
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Warned_about_fast_rotational_collisions = true;
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}
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#endif
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ship_ship_hit_info->collide_rotate = 0;
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mc.p0 = &p0; // Point 1 of ray to check
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vm_vec_sub(&ship_ship_hit_info->light_rel_vel, &light_obj->phys_info.vel, &heavy_obj->phys_info.vel);
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}
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// Set up collision info
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mc.pos = &zero; // The object's position
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mc.p1 = &p1; // Point 2 of ray to check
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mc.radius = model_get_core_radius(light_sip->model_num);
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mc.flags = (MC_CHECK_MODEL | MC_CHECK_SPHERELINE); // flags
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// Only check invisible face polygons for ship:ship of different teams.
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if ( !(heavy_shipp->flags[Ship::Ship_Flags::Dont_collide_invis]) ) {
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if ((heavy_obj->flags[Object::Object_Flags::Player_ship]) || (light_obj->flags[Object::Object_Flags::Player_ship]) || (heavy_shipp->team != light_shipp->team) ) {
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mc.flags |= MC_CHECK_INVISIBLE_FACES;
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}
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}
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// copy important data
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int copy_flags = mc.flags; // make a copy of start end positions of sphere in big ship RF
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vec3d copy_p0, copy_p1;
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copy_p0 = *mc.p0;
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copy_p1 = *mc.p1;
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// first test against the sphere - if this fails then don't do any submodel tests
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mc.flags = MC_ONLY_SPHERE | MC_CHECK_SPHERELINE;
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SCP_vector<int> submodel_vector;
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int valid_hit_occured = 0;
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polymodel *pm_light;
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polymodel_instance *pmi;
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pm_light = model_get(Ship_info[light_shipp->ship_info_index].model_num);
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if(pm_light->submodel[pm_light->detail[0]].no_collisions) {
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return 0;
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}
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if (model_collide(&mc)) {
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// Set earliest hit time
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ship_ship_hit_info->hit_time = FLT_MAX;
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// Do collision the cool new way
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if ( ship_ship_hit_info->collide_rotate ) {
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SCP_vector<int>::iterator smv;
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model_get_rotating_submodel_list(&submodel_vector, heavy_obj);
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pmi = model_get_instance(heavy_shipp->model_instance_num);
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// turn off all rotating submodels and test for collision
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for (smv = submodel_vector.begin(); smv != submodel_vector.end(); ++smv) {
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pmi->submodel[*smv].collision_checked = true;
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}
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// reset flags to check MC_CHECK_MODEL | MC_CHECK_SPHERELINE and maybe MC_CHECK_INVISIBLE_FACES and MC_SUBMODEL_INSTANCE
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mc.flags = copy_flags | MC_SUBMODEL_INSTANCE;
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if (heavy_sip->collision_lod > -1) {
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mc.lod = heavy_sip->collision_lod;
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}
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// check each submodel in turn
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for (smv = submodel_vector.begin(); smv != submodel_vector.end(); ++smv) {
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// turn on submodel for collision test
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pmi->submodel[*smv].collision_checked = false;
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if (pmi->submodel[*smv].blown_off)
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{
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pmi->submodel[*smv].collision_checked = true;
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continue;
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}
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// set angles for last frame
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angles copy_angles = pmi->submodel[*smv].angs;
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// find the start and end positions of the sphere in submodel RF
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pmi->submodel[*smv].angs = pmi->submodel[*smv].prev_angs;
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world_find_model_instance_point(&p0, &light_obj->last_pos, pmi, *smv, &heavy_obj->last_orient, &heavy_obj->last_pos);
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pmi->submodel[*smv].angs = copy_angles;
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world_find_model_instance_point(&p1, &light_obj->pos, pmi, *smv, &heavy_obj->orient, &heavy_obj->pos);
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mc.p0 = &p0;
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mc.p1 = &p1;
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mc.orient = &vmd_identity_matrix;
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mc.submodel_num = *smv;
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if ( model_collide(&mc) ) {
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if (mc.hit_dist < ship_ship_hit_info->hit_time ) {
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valid_hit_occured = 1;
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// set up ship_ship_hit_info common
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set_hit_struct_info(ship_ship_hit_info, &mc, SUBMODEL_ROT_HIT);
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model_instance_find_world_point(&ship_ship_hit_info->hit_pos, &mc.hit_point, mc.model_instance_num, mc.hit_submodel, &heavy_obj->orient, &zero);
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// set up ship_ship_hit_info for rotating submodel
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if (ship_ship_hit_info->edge_hit == 0) {
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model_instance_find_obj_dir(&ship_ship_hit_info->collision_normal, &mc.hit_normal, mc.model_instance_num, mc.hit_submodel, &heavy_obj->orient);
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}
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// find position in submodel RF of light object at collison
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vec3d int_light_pos, diff;
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vm_vec_sub(&diff, mc.p1, mc.p0);
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vm_vec_scale_add(&int_light_pos, mc.p0, &diff, mc.hit_dist);
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model_instance_find_world_point(&ship_ship_hit_info->light_collision_cm_pos, &int_light_pos, mc.model_instance_num, mc.hit_submodel, &heavy_obj->orient, &zero);
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}
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}
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}
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}
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// Recover and do usual ship_ship collision, but without rotating submodels
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mc.flags = copy_flags;
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*mc.p0 = copy_p0;
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*mc.p1 = copy_p1;
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mc.orient = &heavy_obj->orient;
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// usual ship_ship collision test
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if ( model_collide(&mc) ) {
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// check if this is the earliest hit
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if (mc.hit_dist < ship_ship_hit_info->hit_time) {
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valid_hit_occured = 1;
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set_hit_struct_info(ship_ship_hit_info, &mc, SUBMODEL_NO_ROT_HIT);
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// get collision normal if not edge hit
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if (ship_ship_hit_info->edge_hit == 0) {
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model_instance_find_obj_dir(&ship_ship_hit_info->collision_normal, &mc.hit_normal, mc.model_instance_num, mc.hit_submodel, &heavy_obj->orient);
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}
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// find position in submodel RF of light object at collison
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vec3d diff;
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vm_vec_sub(&diff, mc.p1, mc.p0);
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vm_vec_scale_add(&ship_ship_hit_info->light_collision_cm_pos, mc.p0, &diff, mc.hit_dist);
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}
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}
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}
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if (valid_hit_occured) {
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// Collision debug stuff
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#ifndef NDEBUG
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object *collide_obj = NULL;
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if (heavy_obj == Player_obj) {
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collide_obj = light_obj;
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} else if (light_obj == Player_obj) {
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collide_obj = heavy_obj;
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}
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if ((collide_obj != NULL) && (Ship_info[Ships[collide_obj->instance].ship_info_index].is_fighter_bomber())) {
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char *submode_string = "";
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ai_info *aip;
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extern char *Mode_text[];
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aip = &Ai_info[Ships[collide_obj->instance].ai_index];
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if (aip->mode == AIM_CHASE)
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submode_string = Submode_text[aip->submode];
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nprintf(("AI", "Player collided with ship %s, AI mode = %s, submode = %s\n", Ships[collide_obj->instance].ship_name, Mode_text[aip->mode], submode_string));
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}
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#endif
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// Update ai to deal with collisions
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if (heavy_obj-Objects == Ai_info[light_shipp->ai_index].target_objnum) {
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Ai_info[light_shipp->ai_index].ai_flags |= AIF_TARGET_COLLISION;
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}
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if (light_obj-Objects == Ai_info[heavy_shipp->ai_index].target_objnum) {
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Ai_info[heavy_shipp->ai_index].ai_flags |= AIF_TARGET_COLLISION;
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}
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// SET PHYSICS PARAMETERS
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// already have (hitpos - heavy) and light_cm_pos
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// get heavy cm pos - already have light_cm_pos
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ship_ship_hit_info->heavy_collision_cm_pos = zero;
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// get r_heavy and r_light
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ship_ship_hit_info->r_heavy = ship_ship_hit_info->hit_pos;
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vm_vec_sub(&ship_ship_hit_info->r_light, &ship_ship_hit_info->hit_pos, &ship_ship_hit_info->light_collision_cm_pos);
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// set normal for edge hit
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if ( ship_ship_hit_info->edge_hit ) {
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vm_vec_copy_normalize(&ship_ship_hit_info->collision_normal, &ship_ship_hit_info->r_light);
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vm_vec_negate(&ship_ship_hit_info->collision_normal);
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}
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// get world hitpos
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vm_vec_add(hitpos, &ship_ship_hit_info->heavy->pos, &ship_ship_hit_info->r_heavy);
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// do physics
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calculate_ship_ship_collision_physics(ship_ship_hit_info);
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// Provide some separation for the case of same team
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if (heavy_shipp->team == light_shipp->team) {
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// If a couple of small ships, just move them apart.
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if ((heavy_sip->is_small_ship()) && (light_sip->is_small_ship())) {
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if ((heavy_obj->flags[Object::Object_Flags::Player_ship]) || (light_obj->flags[Object::Object_Flags::Player_ship])) {
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vec3d h_to_l_vec;
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vec3d rel_vel_h;
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vec3d perp_rel_vel;
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vm_vec_sub(&h_to_l_vec, &heavy_obj->pos, &light_obj->pos);
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vm_vec_sub(&rel_vel_h, &heavy_obj->phys_info.vel, &light_obj->phys_info.vel);
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float mass_sum = light_obj->phys_info.mass + heavy_obj->phys_info.mass;
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// get comp of rel_vel perp to h_to_l_vec;
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float mag = vm_vec_dot(&h_to_l_vec, &rel_vel_h) / vm_vec_mag_squared(&h_to_l_vec);
|
|
vm_vec_scale_add(&perp_rel_vel, &rel_vel_h, &h_to_l_vec, -mag);
|
|
vm_vec_normalize(&perp_rel_vel);
|
|
|
|
vm_vec_scale_add2(&heavy_obj->phys_info.vel, &perp_rel_vel,
|
|
heavy_sip->collision_physics.both_small_bounce * light_obj->phys_info.mass / mass_sum);
|
|
vm_vec_scale_add2(&light_obj->phys_info.vel, &perp_rel_vel,
|
|
-(light_sip->collision_physics.both_small_bounce) * heavy_obj->phys_info.mass / mass_sum);
|
|
|
|
vm_vec_rotate( &heavy_obj->phys_info.prev_ramp_vel, &heavy_obj->phys_info.vel, &heavy_obj->orient );
|
|
vm_vec_rotate( &light_obj->phys_info.prev_ramp_vel, &light_obj->phys_info.vel, &light_obj->orient );
|
|
}
|
|
} else {
|
|
// add extra velocity to separate the two objects, backing up the direction we came in.
|
|
// TODO: add effect of velocity from rotating submodel
|
|
float rel_vel = vm_vec_mag_quick( &ship_ship_hit_info->light_rel_vel);
|
|
if (rel_vel < 1) {
|
|
rel_vel = 1.0f;
|
|
}
|
|
float mass_sum = heavy_obj->phys_info.mass + light_obj->phys_info.mass;
|
|
vm_vec_scale_add2( &heavy_obj->phys_info.vel, &ship_ship_hit_info->light_rel_vel,
|
|
heavy_sip->collision_physics.bounce*light_obj->phys_info.mass/(mass_sum*rel_vel) );
|
|
vm_vec_rotate( &heavy_obj->phys_info.prev_ramp_vel, &heavy_obj->phys_info.vel, &heavy_obj->orient );
|
|
vm_vec_scale_add2( &light_obj->phys_info.vel, &ship_ship_hit_info->light_rel_vel,
|
|
-(light_sip->collision_physics.bounce)*heavy_obj->phys_info.mass/(mass_sum*rel_vel) );
|
|
vm_vec_rotate( &light_obj->phys_info.prev_ramp_vel, &light_obj->phys_info.vel, &light_obj->orient );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
return valid_hit_occured;
|
|
}
|
|
|
|
/**
|
|
* Gets modified mass of cruiser in cruiser/asteroid collision so cruisers don't get bumped so hard.
|
|
* modified mass is 10x, 4x, or 2x larger than asteroid mass
|
|
* @return 1 if modified mass is larger than given mass, 0 otherwise
|
|
*/
|
|
int check_special_cruiser_asteroid_collision(object *heavy, object *lighter, float *cruiser_mass, int *cruiser_light)
|
|
{
|
|
int asteroid_type;
|
|
|
|
if (heavy->type == OBJ_ASTEROID) {
|
|
Assert(lighter->type == OBJ_SHIP);
|
|
if (Ship_info[Ships[lighter->instance].ship_info_index].is_big_or_huge()) {
|
|
|
|
asteroid_type = Asteroids[heavy->instance].asteroid_type;
|
|
if (asteroid_type == 0) {
|
|
*cruiser_mass = 10.0f * heavy->phys_info.mass;
|
|
} else if (asteroid_type == 1) {
|
|
*cruiser_mass = 4.0f * heavy->phys_info.mass;
|
|
} else {
|
|
*cruiser_mass = 2.0f * heavy->phys_info.mass;
|
|
}
|
|
|
|
if (*cruiser_mass > lighter->phys_info.mass) {
|
|
*cruiser_light = 1;
|
|
return 1;
|
|
}
|
|
}
|
|
} else if (lighter->type == OBJ_ASTEROID) {
|
|
Assert(heavy->type == OBJ_SHIP);
|
|
if (Ship_info[Ships[heavy->instance].ship_info_index].is_big_or_huge()) {
|
|
|
|
asteroid_type = Asteroids[lighter->instance].asteroid_type;
|
|
if (asteroid_type == 0) {
|
|
*cruiser_mass = 10.0f * lighter->phys_info.mass;
|
|
} else if (asteroid_type == 1) {
|
|
*cruiser_mass = 4.0f * lighter->phys_info.mass;
|
|
} else {
|
|
*cruiser_mass = 2.0f * lighter->phys_info.mass;
|
|
}
|
|
|
|
if (*cruiser_mass > heavy->phys_info.mass) {
|
|
*cruiser_light = 0;
|
|
return 1;
|
|
}
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Find the subobject corresponding to the submodel hit
|
|
*/
|
|
bool check_subsystem_landing_allowed(ship_info *heavy_sip, collision_info_struct *ship_ship_hit_info) {
|
|
if (!(heavy_sip->flags[Ship::Info_Flags::Allow_landings]))
|
|
return false;
|
|
|
|
for (int i = 0; i < heavy_sip->n_subsystems; i++) {
|
|
if (heavy_sip->subsystems[i].flags & MSS_FLAG_ALLOW_LANDING &&
|
|
heavy_sip->subsystems[i].subobj_num == ship_ship_hit_info->submodel_num)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// input: ship_ship_hit => structure containing ship_ship hit info
|
|
// (includes) A, B => objects colliding
|
|
// r_A, r_B => position to collision from center of mass
|
|
// collision_normal => collision_normal (outward from B)
|
|
//
|
|
// output: velocity, angular velocity, impulse
|
|
//
|
|
// ------------------------------------------------------------------------------------------------
|
|
//
|
|
// calculates correct physics response to collision between two objects given
|
|
// masses, moments of inertia, velocities, angular velocities,
|
|
// relative collision positions, and the impulse direction
|
|
//
|
|
void calculate_ship_ship_collision_physics(collision_info_struct *ship_ship_hit_info)
|
|
{
|
|
// important parameters passed thru ship_ship_or_debris_hit
|
|
// calculate the whack applied to each ship from collision
|
|
|
|
// make local copies of hit_struct parameters
|
|
object *heavy = ship_ship_hit_info->heavy;
|
|
object *lighter = ship_ship_hit_info->light;
|
|
|
|
// gurgh... this includes asteroids and debris too
|
|
Assert(heavy->type == OBJ_SHIP || heavy->type == OBJ_ASTEROID || heavy->type == OBJ_DEBRIS);
|
|
Assert(lighter->type == OBJ_SHIP || lighter->type == OBJ_ASTEROID || lighter->type == OBJ_DEBRIS);
|
|
|
|
ship_info *light_sip = (lighter->type == OBJ_SHIP) ? &Ship_info[Ships[lighter->instance].ship_info_index] : NULL;
|
|
ship_info *heavy_sip = (heavy->type == OBJ_SHIP) ? &Ship_info[Ships[heavy->instance].ship_info_index] : NULL;
|
|
|
|
// make cruiser/asteroid collision softer on cruisers.
|
|
int special_cruiser_asteroid_collision;
|
|
int cruiser_light = 0;
|
|
float cruiser_mass = 0.0f, copy_mass = 0.0f;
|
|
special_cruiser_asteroid_collision = check_special_cruiser_asteroid_collision(heavy, lighter, &cruiser_mass, &cruiser_light);
|
|
|
|
if (special_cruiser_asteroid_collision) {
|
|
if (cruiser_light) {
|
|
Assert(lighter->phys_info.mass < cruiser_mass);
|
|
copy_mass = lighter->phys_info.mass;
|
|
lighter->phys_info.mass = cruiser_mass;
|
|
} else {
|
|
Assert(heavy->phys_info.mass < cruiser_mass);
|
|
copy_mass = heavy->phys_info.mass;
|
|
heavy->phys_info.mass = cruiser_mass;
|
|
}
|
|
}
|
|
|
|
float coeff_restitution; // parameter controls amount of bounce
|
|
float v_rel_normal_m; // relative collision velocity in the direction of the collision normal
|
|
vec3d v_rel_parallel_m; // normalized v_rel (Va-Vb) projected onto collision surface
|
|
vec3d world_rotvel_heavy_m, world_rotvel_light_m, vel_from_rotvel_heavy_m, vel_from_rotvel_light_m, v_rel_m, vel_heavy_m, vel_light_m;
|
|
|
|
coeff_restitution = 0.1f; // relative velocity wrt normal is zero after the collision ( range 0-1 )
|
|
|
|
// find velocity of each obj at collision point
|
|
|
|
// heavy object is in cm reference frame so we don't get a v_heavy term.
|
|
if ( ship_ship_hit_info->collide_rotate ) {
|
|
// if we have collisions from rotation, the effective velocity from rotation of the large body is alreay taken account
|
|
vm_vec_zero( &vel_heavy_m );
|
|
} else {
|
|
// take account the effective velocity from rotation
|
|
vm_vec_unrotate(&world_rotvel_heavy_m, &heavy->phys_info.rotvel, &heavy->orient); // heavy's world rotvel before collision
|
|
vm_vec_cross(&vel_from_rotvel_heavy_m, &world_rotvel_heavy_m, &ship_ship_hit_info->r_heavy); // heavy's velocity from rotvel before collision
|
|
vel_heavy_m = vel_from_rotvel_heavy_m;
|
|
}
|
|
|
|
// if collision from rotating submodel of heavy obj, add in vel from rotvel of submodel
|
|
vec3d local_vel_from_submodel;
|
|
|
|
if (ship_ship_hit_info->submodel_rot_hit == 1) {
|
|
polymodel *pm;
|
|
polymodel_instance *pmi = NULL;
|
|
int model_instance_num = -1;
|
|
|
|
if (heavy->type == OBJ_SHIP) {
|
|
pm = model_get(heavy_sip->model_num);
|
|
model_instance_num = Ships[heavy->instance].model_instance_num;
|
|
pmi = model_get_instance(model_instance_num);
|
|
} else if (heavy->type == OBJ_ASTEROID) {
|
|
pm = Asteroid_info[Asteroids[heavy->instance].asteroid_type].modelp[Asteroids[heavy->instance].asteroid_subtype];
|
|
model_instance_num = Asteroids[heavy->instance].model_instance_num;
|
|
pmi = model_get_instance(model_instance_num);
|
|
} else if (heavy->type == OBJ_DEBRIS) {
|
|
pm = model_get(Debris[heavy->instance].model_num);
|
|
} else {
|
|
// we should have caught this already
|
|
Int3();
|
|
pm = NULL;
|
|
}
|
|
|
|
if ( pmi != NULL && pmi->submodel[ship_ship_hit_info->submodel_num].sii != NULL ) {
|
|
// set point on axis of rotating submodel if not already set.
|
|
if ( !pmi->submodel[ship_ship_hit_info->submodel_num].sii->axis_set ) {
|
|
model_init_submodel_axis_pt(pmi->submodel[ship_ship_hit_info->submodel_num].sii, pm->id, ship_ship_hit_info->submodel_num);
|
|
}
|
|
|
|
vec3d omega, axis, r_rot;
|
|
if ( pm->submodel[ship_ship_hit_info->submodel_num].movement_axis == MOVEMENT_AXIS_X ) {
|
|
axis = vmd_x_vector;
|
|
} else if ( pm->submodel[ship_ship_hit_info->submodel_num].movement_axis == MOVEMENT_AXIS_Y ) {
|
|
axis = vmd_y_vector;
|
|
} else if ( pm->submodel[ship_ship_hit_info->submodel_num].movement_axis == MOVEMENT_AXIS_Z ) {
|
|
axis = vmd_z_vector;
|
|
} else {
|
|
// must be one of these axes or submodel_rot_hit is incorrectly set
|
|
Int3();
|
|
}
|
|
|
|
// get world rotational velocity of rotating submodel
|
|
model_instance_find_obj_dir(&omega, &axis, model_instance_num, ship_ship_hit_info->submodel_num, &heavy->orient);
|
|
|
|
vm_vec_scale(&omega, pmi->submodel[ship_ship_hit_info->submodel_num].sii->cur_turn_rate);
|
|
|
|
// world coords for r_rot
|
|
vec3d temp;
|
|
vm_vec_unrotate(&temp, &pmi->submodel[ship_ship_hit_info->submodel_num].sii->pt_on_axis, &heavy->orient);
|
|
vm_vec_sub(&r_rot, &ship_ship_hit_info->hit_pos, &temp);
|
|
|
|
vm_vec_cross(&local_vel_from_submodel, &omega, &r_rot);
|
|
} else {
|
|
vm_vec_zero(&local_vel_from_submodel);
|
|
}
|
|
} else {
|
|
// didn't collide with submodel
|
|
vm_vec_zero(&local_vel_from_submodel);
|
|
}
|
|
|
|
vm_vec_unrotate(&world_rotvel_light_m, &lighter->phys_info.rotvel, &lighter->orient); // light's world rotvel before collision
|
|
vm_vec_cross(&vel_from_rotvel_light_m, &world_rotvel_light_m, &ship_ship_hit_info->r_light); // light's velocity from rotvel before collision
|
|
vm_vec_add(&vel_light_m, &vel_from_rotvel_light_m, &ship_ship_hit_info->light_rel_vel);
|
|
vm_vec_sub(&v_rel_m, &vel_light_m, &vel_heavy_m);
|
|
|
|
// Add in effect of rotating submodel
|
|
vm_vec_sub2(&v_rel_m, &local_vel_from_submodel);
|
|
|
|
v_rel_normal_m = vm_vec_dot(&v_rel_m, &ship_ship_hit_info->collision_normal);// if less than zero, colliding contact taking place
|
|
// (v_slow - v_fast) dot (n_fast)
|
|
|
|
if (v_rel_normal_m > 0) {
|
|
// This can happen in 2 situations.
|
|
// (1) The rotational velocity is large enough to cause ships to miss. In this case, there would most likely
|
|
// have been a collision, but at a later time, so reset v_rel_normal_m
|
|
|
|
// (2) We could also have just gotten a slightly incorrect hitpos, where r dot v_rel is nearly zero.
|
|
// In this case, we know there was a collision, but slight collision and the normal is correct, so reset v_rel_normal_m
|
|
// need a normal direction. We can just take the -v_light normalized. v_rel_normal_m = -v_rel_normal_m;
|
|
|
|
nprintf(("Physics", "Frame %i reset v_rel_normal_m %f Edge %i\n", Framecount, v_rel_normal_m, ship_ship_hit_info->edge_hit));
|
|
v_rel_normal_m = -v_rel_normal_m;
|
|
}
|
|
|
|
//Maybe treat the current collision as a landing
|
|
//Init values just to be safe
|
|
vec3d light_local_vel(ship_ship_hit_info->light_rel_vel);
|
|
float light_uvec_dot_norm = 0.0f;
|
|
float light_fvec_dot_norm = 0.0f;
|
|
float light_rvec_dot_norm = 0.0f;
|
|
bool subsys_landing_allowed = lighter->type == OBJ_SHIP && heavy->type == OBJ_SHIP && check_subsystem_landing_allowed(heavy_sip, ship_ship_hit_info);
|
|
if (subsys_landing_allowed) {
|
|
vm_vec_rotate(&light_local_vel, &ship_ship_hit_info->light_rel_vel, &lighter->orient);
|
|
light_uvec_dot_norm = vm_vec_dot(&ship_ship_hit_info->collision_normal, &lighter->orient.vec.uvec);
|
|
light_fvec_dot_norm = vm_vec_dot(&ship_ship_hit_info->collision_normal, &lighter->orient.vec.fvec);
|
|
light_rvec_dot_norm = vm_vec_dot(&ship_ship_hit_info->collision_normal, &lighter->orient.vec.rvec);
|
|
}
|
|
if (subsys_landing_allowed &&
|
|
light_local_vel.xyz.z < light_sip->collision_physics.landing_max_z &&
|
|
light_local_vel.xyz.z > light_sip->collision_physics.landing_min_z &&
|
|
light_local_vel.xyz.y > light_sip->collision_physics.landing_min_y &&
|
|
fl_abs(light_local_vel.xyz.x) < light_sip->collision_physics.landing_max_x &&
|
|
light_uvec_dot_norm > 0 &&
|
|
light_fvec_dot_norm < light_sip->collision_physics.landing_max_angle &&
|
|
light_fvec_dot_norm > light_sip->collision_physics.landing_min_angle &&
|
|
fl_abs(light_rvec_dot_norm) < light_sip->collision_physics.landing_max_rot_angle)
|
|
{
|
|
ship_ship_hit_info->is_landing = true;
|
|
}
|
|
|
|
vec3d rotational_impulse_heavy, rotational_impulse_light, delta_rotvel_heavy, delta_rotvel_light;
|
|
vec3d delta_vel_from_delta_rotvel_heavy, delta_vel_from_delta_rotvel_light, impulse;
|
|
float impulse_mag, heavy_denom, light_denom;
|
|
matrix heavy_I_inv, light_I_inv;
|
|
|
|
// include a frictional collision impulse F parallel to the collision plane
|
|
// F = I * sin (collision_normal, normalized v_rel_m) [sin is ratio of v_rel_parallel_m to v_rel_m]
|
|
// note: (-) sign is needed to account for the direction of the v_rel_parallel_m
|
|
float collision_speed_parallel;
|
|
float parallel_mag;
|
|
impulse = ship_ship_hit_info->collision_normal;
|
|
vm_vec_projection_onto_plane(&v_rel_parallel_m, &v_rel_m, &ship_ship_hit_info->collision_normal);
|
|
collision_speed_parallel = vm_vec_normalize_safe(&v_rel_parallel_m);
|
|
float friction = (lighter->type == OBJ_SHIP) ? light_sip->collision_physics.friction : COLLISION_FRICTION_FACTOR;
|
|
parallel_mag = float(-friction) * collision_speed_parallel / vm_vec_mag(&v_rel_m);
|
|
vm_vec_scale_add2(&impulse, &v_rel_parallel_m, parallel_mag);
|
|
|
|
// calculate the effect on the velocity of the collison point per unit impulse
|
|
// first find the effect thru change in rotvel
|
|
// then find the change in the cm vel
|
|
if (heavy == Player_obj) {
|
|
vm_vec_zero( &delta_rotvel_heavy );
|
|
heavy_denom = 1.0f / heavy->phys_info.mass;
|
|
} else {
|
|
vm_vec_cross(&rotational_impulse_heavy, &ship_ship_hit_info->r_heavy, &impulse);
|
|
get_I_inv(&heavy_I_inv, &heavy->phys_info.I_body_inv, &heavy->orient);
|
|
vm_vec_rotate(&delta_rotvel_heavy, &rotational_impulse_heavy, &heavy_I_inv);
|
|
float rotation_factor = (heavy->type == OBJ_SHIP) ? heavy_sip->collision_physics.rotation_factor : COLLISION_ROTATION_FACTOR;
|
|
vm_vec_scale(&delta_rotvel_heavy, rotation_factor); // hack decrease rotation (delta_rotvel)
|
|
vm_vec_cross(&delta_vel_from_delta_rotvel_heavy, &delta_rotvel_heavy , &ship_ship_hit_info->r_heavy);
|
|
heavy_denom = vm_vec_dot(&delta_vel_from_delta_rotvel_heavy, &ship_ship_hit_info->collision_normal);
|
|
if (heavy_denom < 0) {
|
|
// sanity check
|
|
heavy_denom = 0.0f;
|
|
}
|
|
heavy_denom += 1.0f / heavy->phys_info.mass;
|
|
}
|
|
|
|
// calculate the effect on the velocity of the collison point per unit impulse
|
|
// first find the effect thru change in rotvel
|
|
// then find the change in the cm vel
|
|
// SUSHI: If on a landing surface, use the same shortcut the player gets
|
|
// This is a bit of a hack, but gets around some nasty unpredictable collision behavior
|
|
// when trying to do AI landings for certain ships
|
|
if (lighter == Player_obj || subsys_landing_allowed) {
|
|
vm_vec_zero( &delta_rotvel_light );
|
|
light_denom = 1.0f / lighter->phys_info.mass;
|
|
} else {
|
|
vm_vec_cross(&rotational_impulse_light, &ship_ship_hit_info->r_light, &impulse);
|
|
get_I_inv(&light_I_inv, &lighter->phys_info.I_body_inv, &lighter->orient);
|
|
vm_vec_rotate(&delta_rotvel_light, &rotational_impulse_light, &light_I_inv);
|
|
float rotation_factor = (lighter->type == OBJ_SHIP) ? light_sip->collision_physics.rotation_factor : COLLISION_ROTATION_FACTOR;
|
|
vm_vec_scale(&delta_rotvel_light, rotation_factor); // hack decrease rotation (delta_rotvel)
|
|
vm_vec_cross(&delta_vel_from_delta_rotvel_light, &delta_rotvel_light, &ship_ship_hit_info->r_light);
|
|
light_denom = vm_vec_dot(&delta_vel_from_delta_rotvel_light, &ship_ship_hit_info->collision_normal);
|
|
if (light_denom < 0) {
|
|
// sanity check
|
|
light_denom = 0.0f;
|
|
}
|
|
light_denom += 1.0f / lighter->phys_info.mass;
|
|
}
|
|
|
|
// calculate the necessary impulse to achieved the desired relative velocity after the collision
|
|
// update damage info in mc
|
|
impulse_mag = -(1.0f + coeff_restitution)*v_rel_normal_m / (heavy_denom + light_denom);
|
|
ship_ship_hit_info->impulse = impulse_mag;
|
|
if (impulse_mag < 0) {
|
|
nprintf(("Physics", "negative impulse mag -- Get Dave A if not Descent Physics\n"));
|
|
impulse_mag = -impulse_mag;
|
|
}
|
|
|
|
// update the physics info structs for heavy and light objects
|
|
// since we have already calculated delta rotvel for heavy and light in world coords
|
|
// physics should not have to recalculate this, just change into body coords (done in collide_whack)
|
|
vm_vec_scale(&impulse, impulse_mag);
|
|
vm_vec_scale(&delta_rotvel_light, impulse_mag);
|
|
physics_collide_whack(&impulse, &delta_rotvel_light, &lighter->phys_info, &lighter->orient, ship_ship_hit_info->is_landing);
|
|
vm_vec_negate(&impulse);
|
|
vm_vec_scale(&delta_rotvel_heavy, -impulse_mag);
|
|
physics_collide_whack(&impulse, &delta_rotvel_heavy, &heavy->phys_info, &heavy->orient, true);
|
|
|
|
// If within certain bounds, we want to add some more rotation towards the "resting orientation" of the ship
|
|
// These bounds are defined separately from normal "landing" bounds so that they can be more generous:
|
|
// we can have crash landings that still re-orient the ship.
|
|
if (subsys_landing_allowed &&
|
|
light_local_vel.xyz.z < light_sip->collision_physics.reorient_max_z &&
|
|
light_local_vel.xyz.z > light_sip->collision_physics.reorient_min_z &&
|
|
light_local_vel.xyz.y > light_sip->collision_physics.reorient_min_y &&
|
|
fl_abs(light_local_vel.xyz.x) < light_sip->collision_physics.reorient_max_x &&
|
|
light_uvec_dot_norm > 0 &&
|
|
light_fvec_dot_norm < light_sip->collision_physics.reorient_max_angle &&
|
|
light_fvec_dot_norm > light_sip->collision_physics.reorient_min_angle &&
|
|
fl_abs(light_rvec_dot_norm) < light_sip->collision_physics.reorient_max_rot_angle)
|
|
{
|
|
vec3d landing_delta_rotvel;
|
|
landing_delta_rotvel.xyz.x = (light_fvec_dot_norm * light_sip->collision_physics.reorient_mult)
|
|
- light_sip->collision_physics.landing_rest_angle;
|
|
// For yaw, use the dot product between vel vector (normalized) and orientation on the xz plane
|
|
// This reduces to the following math
|
|
// We also clamp to reduce huge nose swings at low speeds
|
|
float xzVelMag = sqrt(light_local_vel.xyz.x * light_local_vel.xyz.x + light_local_vel.xyz.z * light_local_vel.xyz.z);
|
|
float xzVelDotOrient = MIN(MAX((xzVelMag > 0 ? (light_local_vel.xyz.x / xzVelMag) : 0), -0.5f), 0.5f);
|
|
landing_delta_rotvel.xyz.y = (xzVelMag > 2) ? (xzVelDotOrient * light_sip->collision_physics.reorient_mult) : 0;
|
|
landing_delta_rotvel.xyz.z = light_rvec_dot_norm * light_sip->collision_physics.reorient_mult * -1;
|
|
vm_vec_add2( &lighter->phys_info.rotvel, &landing_delta_rotvel );
|
|
}
|
|
|
|
// Find final positions
|
|
// We will try not to worry about the left over time in the frame
|
|
// heavy's position unchanged by collision
|
|
// light's position is heavy's position plus relative position from heavy
|
|
vm_vec_add(&lighter->pos, &heavy->pos, &ship_ship_hit_info->light_collision_cm_pos);
|
|
|
|
// Try to move each body back to its position just before collision occured to prevent interpenetration
|
|
// Move away in direction of light and away in direction of normal
|
|
vec3d direction_light; // direction light is moving relative to heavy
|
|
vm_vec_sub(&direction_light, &ship_ship_hit_info->light_rel_vel, &local_vel_from_submodel);
|
|
vm_vec_normalize_safe(&direction_light);
|
|
|
|
Assert( !vm_is_vec_nan(&direction_light) );
|
|
vm_vec_scale_add2(&heavy->pos, &direction_light, 0.2f * lighter->phys_info.mass / (heavy->phys_info.mass + lighter->phys_info.mass));
|
|
vm_vec_scale_add2(&heavy->pos, &ship_ship_hit_info->collision_normal, -0.1f * lighter->phys_info.mass / (heavy->phys_info.mass + lighter->phys_info.mass));
|
|
//For landings, we want minimal movement on the light ship (just enough to keep the collision detection honest)
|
|
if (ship_ship_hit_info->is_landing) {
|
|
vm_vec_scale_add2(&lighter->pos, &ship_ship_hit_info->collision_normal, LANDING_POS_OFFSET);
|
|
}
|
|
else {
|
|
vm_vec_scale_add2(&lighter->pos, &direction_light, -0.2f * heavy->phys_info.mass / (heavy->phys_info.mass + lighter->phys_info.mass));
|
|
vm_vec_scale_add2(&lighter->pos, &ship_ship_hit_info->collision_normal, 0.1f * heavy->phys_info.mass / (heavy->phys_info.mass + lighter->phys_info.mass));
|
|
}
|
|
|
|
// restore mass in case of special cruiser / asteroid collision
|
|
if (special_cruiser_asteroid_collision) {
|
|
if (cruiser_light) {
|
|
lighter->phys_info.mass = copy_mass;
|
|
} else {
|
|
heavy->phys_info.mass = copy_mass;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// get_I_inv()
|
|
//
|
|
// input: I_inv_body => inverse moment of inertia matrix in body coordinates
|
|
// orient => orientation matrix
|
|
//
|
|
// output: I_inv => inverse moment of inertia matrix in world coordinates
|
|
// ------------------------------------------------------------------------------------------------
|
|
//
|
|
// calculates the inverse moment of inertia matrix from the body matrix and oreint matrix
|
|
//
|
|
void get_I_inv (matrix* I_inv, matrix* I_inv_body, matrix* orient)
|
|
{
|
|
matrix Mtemp1, Mtemp2;
|
|
// I_inv = (Rt)(I_inv_body)(R)
|
|
// This is opposite to what is commonly seen in books since we are rotating coordianates axes
|
|
// which is equivalent to rotating in the opposite direction (or transpose)
|
|
|
|
vm_matrix_x_matrix(&Mtemp1, I_inv_body, orient);
|
|
vm_copy_transpose(&Mtemp2, orient);
|
|
vm_matrix_x_matrix(I_inv, &Mtemp2, &Mtemp1);
|
|
}
|
|
|
|
#define PLANET_DAMAGE_SCALE 4.0f
|
|
#define PLANET_DAMAGE_RANGE 3 // If within this factor of radius, apply damage.
|
|
|
|
fix Last_planet_damage_time = 0;
|
|
extern void hud_start_text_flash(char *txt, int t, int interval);
|
|
|
|
/**
|
|
* Procss player_ship:planet damage.
|
|
* If within range of planet, apply damage to ship.
|
|
*/
|
|
void mcp_1(object *player_objp, object *planet_objp)
|
|
{
|
|
float planet_radius;
|
|
float dist;
|
|
|
|
planet_radius = planet_objp->radius;
|
|
dist = vm_vec_dist_quick(&player_objp->pos, &planet_objp->pos);
|
|
|
|
if (dist > planet_radius*PLANET_DAMAGE_RANGE)
|
|
return;
|
|
|
|
ship_apply_global_damage( player_objp, planet_objp, NULL, PLANET_DAMAGE_SCALE * flFrametime * (float)pow((planet_radius*PLANET_DAMAGE_RANGE)/dist, 3.0f) );
|
|
|
|
if ((Missiontime - Last_planet_damage_time > F1_0) || (Missiontime < Last_planet_damage_time)) {
|
|
HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Too close to planet. Taking damage!", 465));
|
|
Last_planet_damage_time = Missiontime;
|
|
snd_play_3d( &Snds[ship_get_sound(player_objp, SND_ABURN_ENGAGE)], &player_objp->pos, &View_position );
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Return true if *objp is a planet, else return false.
|
|
* Hack: Just checking first six letters of name.
|
|
*/
|
|
int is_planet(object *objp)
|
|
{
|
|
return (strnicmp(Ships[objp->instance].ship_name, NOX("planet"), 6) == 0);
|
|
}
|
|
|
|
|
|
/**
|
|
* If exactly one of these is a planet and the other is a player ship, do something special.
|
|
* @return true if this was a ship:planet (or planet_ship) collision and we processed it. Else return false.
|
|
*/
|
|
int maybe_collide_planet (object *obj1, object *obj2)
|
|
{
|
|
ship_info *sip1, *sip2;
|
|
|
|
sip1 = &Ship_info[Ships[obj1->instance].ship_info_index];
|
|
sip2 = &Ship_info[Ships[obj2->instance].ship_info_index];
|
|
|
|
if (sip1->flags[Ship::Info_Flags::Player_ship]) {
|
|
if (is_planet(obj2)) {
|
|
mcp_1(obj1, obj2);
|
|
return 1;
|
|
}
|
|
} else if (sip2->flags[Ship::Info_Flags::Player_ship]) {
|
|
if (is_planet(obj1)) {
|
|
mcp_1(obj2, obj1);
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Given a global point and an object, get the quadrant number the point belongs to.
|
|
*/
|
|
int get_ship_quadrant_from_global(vec3d *global_pos, object *objp)
|
|
{
|
|
vec3d tpos;
|
|
vec3d rotpos;
|
|
|
|
vm_vec_sub(&tpos, global_pos, &objp->pos);
|
|
vm_vec_rotate(&rotpos, &tpos, &objp->orient);
|
|
return get_quadrant(&rotpos, objp);
|
|
}
|
|
|
|
#define MIN_REL_SPEED_FOR_LOUD_COLLISION 50 // relative speed of two colliding objects at which we play the "loud" collide sound
|
|
|
|
void collide_ship_ship_sounds_init()
|
|
{
|
|
Player_collide_sound = -1;
|
|
AI_collide_sound = -1;
|
|
Player_collide_shield_sound = -1;
|
|
AI_collide_shield_sound = -1;
|
|
}
|
|
|
|
/**
|
|
* Determine what sound to play when two ships collide
|
|
*/
|
|
void collide_ship_ship_do_sound(vec3d *world_hit_pos, object *A, object *B, int player_involved)
|
|
{
|
|
vec3d rel_vel;
|
|
float rel_speed;
|
|
|
|
vm_vec_sub(&rel_vel, &A->phys_info.desired_vel, &B->phys_info.desired_vel);
|
|
rel_speed = vm_vec_mag_quick(&rel_vel);
|
|
|
|
if ( rel_speed > MIN_REL_SPEED_FOR_LOUD_COLLISION ) {
|
|
snd_play_3d( &Snds[SND_SHIP_SHIP_HEAVY], world_hit_pos, &View_position );
|
|
} else {
|
|
if ( player_involved ) {
|
|
if ( !snd_is_playing(Player_collide_sound) ) {
|
|
Player_collide_sound = snd_play_3d( &Snds[SND_SHIP_SHIP_LIGHT], world_hit_pos, &View_position );
|
|
}
|
|
} else {
|
|
if ( !snd_is_playing(AI_collide_sound) ) {
|
|
AI_collide_sound = snd_play_3d( &Snds[SND_SHIP_SHIP_LIGHT], world_hit_pos, &View_position );
|
|
}
|
|
}
|
|
}
|
|
|
|
// maybe play a "shield" collision sound overlay if appropriate
|
|
if ( (shield_get_strength(A) > 5) || (shield_get_strength(B) > 5) ) {
|
|
if ( player_involved ) {
|
|
if ( !snd_is_playing(Player_collide_sound) ) {
|
|
Player_collide_shield_sound = snd_play_3d( &Snds[SND_SHIP_SHIP_SHIELD], world_hit_pos, &View_position );
|
|
}
|
|
} else {
|
|
if ( !snd_is_playing(Player_collide_sound) ) {
|
|
AI_collide_shield_sound = snd_play_3d( &Snds[SND_SHIP_SHIP_SHIELD], world_hit_pos, &View_position );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* obj1 and obj2 collided.
|
|
* If different teams, kamikaze bit set and other ship is large, auto-explode!
|
|
*/
|
|
void do_kamikaze_crash(object *obj1, object *obj2)
|
|
{
|
|
ai_info *aip1, *aip2;
|
|
ship *ship1, *ship2;
|
|
|
|
ship1 = &Ships[obj1->instance];
|
|
ship2 = &Ships[obj2->instance];
|
|
|
|
aip1 = &Ai_info[ship1->ai_index];
|
|
aip2 = &Ai_info[ship2->ai_index];
|
|
|
|
if (ship1->team != ship2->team) {
|
|
if (aip1->ai_flags & AIF_KAMIKAZE) {
|
|
if (Ship_info[ship2->ship_info_index].is_big_or_huge()) {
|
|
obj1->hull_strength = KAMIKAZE_HULL_ON_DEATH;
|
|
shield_set_strength(obj1, 0.0f);
|
|
}
|
|
} if (aip2->ai_flags & AIF_KAMIKAZE) {
|
|
if (Ship_info[ship1->ship_info_index].is_big_or_huge()) {
|
|
obj2->hull_strength = KAMIKAZE_HULL_ON_DEATH;
|
|
shield_set_strength(obj2, 0.0f);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Response when hit by fast moving cap ship
|
|
*/
|
|
void maybe_push_little_ship_from_fast_big_ship(object *big_obj, object *small_obj, float impulse, vec3d *normal)
|
|
{
|
|
// Move player out of the way of a BIG|HUGE ship warping in or out
|
|
int big_class = Ship_info[Ships[big_obj->instance].ship_info_index].class_type;
|
|
int small_class = Ship_info[Ships[small_obj->instance].ship_info_index].class_type;
|
|
if (big_class > -1 && Ship_types[big_class].ship_bools & STI_SHIP_WARP_PUSHES) {
|
|
if (small_class > -1 && Ship_types[small_class].ship_bools & STI_SHIP_WARP_PUSHABLE) {
|
|
float big_speed = vm_vec_mag_quick(&big_obj->phys_info.vel);
|
|
if (big_speed > 3*big_obj->phys_info.max_vel.xyz.z) {
|
|
// push player away in direction perp to forward of big ship
|
|
// get perp vec
|
|
vec3d temp, perp;
|
|
vm_vec_sub(&temp, &small_obj->pos, &big_obj->pos);
|
|
vm_vec_scale_add(&perp, &temp, &big_obj->orient.vec.fvec, -vm_vec_dot(&temp, &big_obj->orient.vec.fvec));
|
|
vm_vec_normalize_quick(&perp);
|
|
|
|
// don't drive into sfc we just collided with
|
|
if (vm_vec_dot(&perp, normal) < 0) {
|
|
vm_vec_negate(&perp);
|
|
}
|
|
|
|
// get magnitude of added perp vel
|
|
float added_perp_vel_mag = impulse / small_obj->phys_info.mass;
|
|
|
|
// add to vel and ramp vel
|
|
vm_vec_scale_add2(&small_obj->phys_info.vel, &perp, added_perp_vel_mag);
|
|
vm_vec_rotate(&small_obj->phys_info.prev_ramp_vel, &small_obj->phys_info.vel, &small_obj->orient);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Checks ship-ship collisions.
|
|
* @return 1 if all future collisions between these can be ignored because pair->a or pair->b aren't ships
|
|
* @return Otherwise always returns 0, since two ships can always collide unless one (1) dies or (2) warps out.
|
|
*/
|
|
int collide_ship_ship( obj_pair * pair )
|
|
{
|
|
int player_involved;
|
|
float dist;
|
|
object *A = pair->a;
|
|
object *B = pair->b;
|
|
|
|
if ( A->type == OBJ_WAYPOINT ) return 1;
|
|
if ( B->type == OBJ_WAYPOINT ) return 1;
|
|
|
|
Assert( A->type == OBJ_SHIP );
|
|
Assert( B->type == OBJ_SHIP );
|
|
|
|
if (reject_due_collision_groups(A,B))
|
|
return 0;
|
|
|
|
// If the player is one of the two colliding ships, flag this... it is used in
|
|
// several places this function.
|
|
if ( A == Player_obj || B == Player_obj ) {
|
|
player_involved = 1;
|
|
} else {
|
|
player_involved = 0;
|
|
}
|
|
|
|
// Don't check collisions for warping out player if past stage 1.
|
|
if ( player_involved && (Player->control_mode > PCM_WARPOUT_STAGE1) ) {
|
|
return 0;
|
|
}
|
|
|
|
dist = vm_vec_dist( &A->pos, &B->pos );
|
|
|
|
// If one of these is a planet, do special stuff.
|
|
if (maybe_collide_planet(A, B))
|
|
return 0;
|
|
|
|
if ( dist < A->radius + B->radius ) {
|
|
int hit;
|
|
|
|
object *HeavyOne, *LightOne;
|
|
// if two objects have the same mass, make the one with the larger pointer address the HeavyOne.
|
|
if ( fl_abs(A->phys_info.mass - B->phys_info.mass) < 1 ) {
|
|
if (A > B) {
|
|
HeavyOne = A;
|
|
LightOne = B;
|
|
} else {
|
|
HeavyOne = B;
|
|
LightOne = A;
|
|
}
|
|
} else {
|
|
if (A->phys_info.mass > B->phys_info.mass) {
|
|
HeavyOne = A;
|
|
LightOne = B;
|
|
} else {
|
|
HeavyOne = B;
|
|
LightOne = A;
|
|
}
|
|
}
|
|
|
|
ship_info *light_sip = &Ship_info[Ships[LightOne->instance].ship_info_index];
|
|
|
|
collision_info_struct ship_ship_hit_info;
|
|
init_collision_info_struct(&ship_ship_hit_info);
|
|
|
|
ship_ship_hit_info.heavy = HeavyOne; // heavy object, generally slower moving
|
|
ship_ship_hit_info.light = LightOne; // light object, generally faster moving
|
|
|
|
vec3d world_hit_pos;
|
|
|
|
hit = ship_ship_check_collision(&ship_ship_hit_info, &world_hit_pos);
|
|
|
|
pair->next_check_time = timestamp(0);
|
|
|
|
if ( hit )
|
|
{
|
|
Script_system.SetHookObjects(4, "Ship", A, "ShipB", B, "Self", A, "Object", B);
|
|
bool a_override = Script_system.IsConditionOverride(CHA_COLLIDESHIP, A);
|
|
|
|
//Yes this should be reversed.
|
|
Script_system.SetHookObjects(4, "Ship", B, "ShipB", A, "Self", B, "Object", A);
|
|
bool b_override = Script_system.IsConditionOverride(CHA_COLLIDESHIP, B);
|
|
if(!a_override && !b_override)
|
|
{
|
|
float damage;
|
|
|
|
if ( player_involved && (Player->control_mode == PCM_WARPOUT_STAGE1) ) {
|
|
gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
|
|
HUD_printf(XSTR( "Warpout sequence aborted.", 466));
|
|
}
|
|
|
|
damage = 0.005f * ship_ship_hit_info.impulse; // Cut collision-based damage in half.
|
|
// Decrease heavy damage by 2x.
|
|
if (damage > 5.0f){
|
|
damage = 5.0f + (damage - 5.0f)/2.0f;
|
|
}
|
|
|
|
do_kamikaze_crash(A, B);
|
|
|
|
if (ship_ship_hit_info.impulse > 0) {
|
|
//Only flash the "Collision" text if not landing
|
|
if ( player_involved && !ship_ship_hit_info.is_landing) {
|
|
hud_start_text_flash(XSTR("Collision", 1431), 2000);
|
|
}
|
|
}
|
|
|
|
//If this is a landing, play a different sound
|
|
if (ship_ship_hit_info.is_landing) {
|
|
if (vm_vec_mag(&ship_ship_hit_info.light_rel_vel) > MIN_LANDING_SOUND_VEL) {
|
|
if ( player_involved ) {
|
|
if ( !snd_is_playing(Player_collide_sound) ) {
|
|
Player_collide_sound = snd_play_3d( &Snds[light_sip->collision_physics.landing_sound_idx], &world_hit_pos, &View_position );
|
|
}
|
|
} else {
|
|
if ( !snd_is_playing(AI_collide_sound) ) {
|
|
AI_collide_sound = snd_play_3d( &Snds[light_sip->collision_physics.landing_sound_idx], &world_hit_pos, &View_position );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
collide_ship_ship_do_sound(&world_hit_pos, A, B, player_involved);
|
|
}
|
|
|
|
// check if we should do force feedback stuff
|
|
if (player_involved && (ship_ship_hit_info.impulse > 0)) {
|
|
float scaler;
|
|
vec3d v;
|
|
|
|
scaler = -ship_ship_hit_info.impulse / Player_obj->phys_info.mass * 300;
|
|
vm_vec_copy_normalize(&v, &world_hit_pos);
|
|
joy_ff_play_vector_effect(&v, scaler);
|
|
}
|
|
|
|
#ifndef NDEBUG
|
|
if ( !Collide_friendly ) {
|
|
if ( Ships[A->instance].team == Ships[B->instance].team ) {
|
|
vec3d collision_vec, right_angle_vec;
|
|
vm_vec_normalized_dir(&collision_vec, &ship_ship_hit_info.hit_pos, &A->pos);
|
|
if (vm_vec_dot(&collision_vec, &A->orient.vec.fvec) > 0.999f){
|
|
right_angle_vec = A->orient.vec.rvec;
|
|
} else {
|
|
vm_vec_cross(&right_angle_vec, &A->orient.vec.uvec, &collision_vec);
|
|
}
|
|
|
|
vm_vec_scale_add2( &A->phys_info.vel, &right_angle_vec, +2.0f);
|
|
vm_vec_scale_add2( &B->phys_info.vel, &right_angle_vec, -2.0f);
|
|
|
|
return 0;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
//Only do damage if not a landing
|
|
if (!ship_ship_hit_info.is_landing) {
|
|
// Scale damage based on skill level for player.
|
|
if ((LightOne->flags[Object::Object_Flags::Player_ship]) || (HeavyOne->flags[Object::Object_Flags::Player_ship])) {
|
|
damage *= (float) (Game_skill_level*Game_skill_level+1)/(NUM_SKILL_LEVELS+1);
|
|
} else if (Ships[LightOne->instance].team == Ships[HeavyOne->instance].team) {
|
|
// Decrease damage if non-player ships and not large.
|
|
// Looks dumb when fighters are taking damage from bumping into each other.
|
|
if ((LightOne->radius < 50.0f) && (HeavyOne->radius <50.0f)) {
|
|
damage /= 4.0f;
|
|
}
|
|
}
|
|
|
|
float dam2 = (100.0f * damage/LightOne->phys_info.mass);
|
|
|
|
int quadrant_num = get_ship_quadrant_from_global(&world_hit_pos, ship_ship_hit_info.heavy);
|
|
if ((ship_ship_hit_info.heavy->flags[Object::Object_Flags::No_shields]) || !ship_is_shield_up(ship_ship_hit_info.heavy, quadrant_num) ) {
|
|
quadrant_num = -1;
|
|
}
|
|
|
|
ship_apply_local_damage(ship_ship_hit_info.heavy, ship_ship_hit_info.light, &world_hit_pos, 100.0f * damage/HeavyOne->phys_info.mass, quadrant_num, CREATE_SPARKS, ship_ship_hit_info.submodel_num, &ship_ship_hit_info.collision_normal);
|
|
hud_shield_quadrant_hit(ship_ship_hit_info.heavy, quadrant_num);
|
|
|
|
// don't draw sparks (using sphere hitpos)
|
|
ship_apply_local_damage(ship_ship_hit_info.light, ship_ship_hit_info.heavy, &world_hit_pos, dam2, MISS_SHIELDS, NO_SPARKS, -1, &ship_ship_hit_info.collision_normal);
|
|
hud_shield_quadrant_hit(ship_ship_hit_info.light, -1);
|
|
|
|
maybe_push_little_ship_from_fast_big_ship(ship_ship_hit_info.heavy, ship_ship_hit_info.light, ship_ship_hit_info.impulse, &ship_ship_hit_info.collision_normal);
|
|
}
|
|
}
|
|
|
|
if(!(b_override && !a_override))
|
|
{
|
|
Script_system.SetHookObjects(4, "Ship", A, "ShipB", B, "Self", A, "Object", B);
|
|
Script_system.RunCondition(CHA_COLLIDESHIP, '\0', NULL, A);
|
|
}
|
|
if((b_override && !a_override) || (!b_override && !a_override))
|
|
{
|
|
//Yes this should be reversed.
|
|
Script_system.SetHookObjects(4, "Ship", B, "ShipB", A, "Self", B, "Object", A);
|
|
Script_system.RunCondition(CHA_COLLIDESHIP, '\0', NULL, B);
|
|
}
|
|
|
|
Script_system.RemHookVars(4, "Ship", "ShipB", "Self", "Object");
|
|
return 0;
|
|
}
|
|
}
|
|
else {
|
|
// estimate earliest time at which pair can hit
|
|
|
|
// cap ships warping in/out can exceed ship's expected velocity
|
|
// if ship is warping in, in stage 1, its velocity is 0, so make ship try to collide next frame
|
|
|
|
// if ship is huge and warping in or out
|
|
if (((Ships[A->instance].flags[Ship::Ship_Flags::Arriving_stage_1]) && (Ship_info[Ships[A->instance].ship_info_index].is_huge_ship()))
|
|
|| ((Ships[B->instance].flags[Ship::Ship_Flags::Arriving_stage_1]) && (Ship_info[Ships[B->instance].ship_info_index].is_huge_ship())) ) {
|
|
pair->next_check_time = timestamp(0); // check next time
|
|
return 0;
|
|
}
|
|
|
|
// get max of (1) max_vel.z, (2) 10, (3) afterburner_max_vel.z, (4) vel.z (for warping in ships exceeding expected max vel)
|
|
float shipA_max_speed, shipB_max_speed, time;
|
|
|
|
// get shipA max speed
|
|
if (ship_is_beginning_warpout_speedup(A)) {
|
|
shipA_max_speed = MAX(ship_get_max_speed(&Ships[A->instance]), ship_get_warpout_speed(A));
|
|
} else {
|
|
shipA_max_speed = ship_get_max_speed(&Ships[A->instance]);
|
|
}
|
|
|
|
// Maybe warping in or finished warping in with excessive speed
|
|
shipA_max_speed = MAX(shipA_max_speed, vm_vec_mag(&A->phys_info.vel));
|
|
shipA_max_speed = MAX(shipA_max_speed, 10.0f);
|
|
|
|
// get shipB max speed
|
|
if (ship_is_beginning_warpout_speedup(B)) {
|
|
shipB_max_speed = MAX(ship_get_max_speed(&Ships[B->instance]), ship_get_warpout_speed(B));
|
|
} else {
|
|
shipB_max_speed = ship_get_max_speed(&Ships[B->instance]);
|
|
}
|
|
|
|
// Maybe warping in or finished warping in with excessive speed
|
|
shipB_max_speed = MAX(shipB_max_speed, vm_vec_mag(&B->phys_info.vel));
|
|
shipB_max_speed = MAX(shipB_max_speed, 10.0f);
|
|
|
|
time = 1000.0f * (dist - A->radius - B->radius) / (shipA_max_speed + shipB_max_speed);
|
|
time -= 200.0f; // allow one frame slow frame at ~5 fps
|
|
|
|
if (time > 0) {
|
|
pair->next_check_time = timestamp( fl2i(time) );
|
|
} else {
|
|
pair->next_check_time = timestamp(0); // check next time
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
void collect_ship_ship_physics_info(object *heavier_obj, object *lighter_obj, mc_info *mc_info_obj, collision_info_struct *ship_ship_hit_info)
|
|
{
|
|
// slower moving object [A] is checked at its final position (polygon and position is found on obj)
|
|
// faster moving object [B] is reduced to a point and a ray is drawn from its last_pos to pos
|
|
// collision code returns hit position and normal on [A]
|
|
|
|
// estimate location on B that contacts A
|
|
// first find orientation of B relative to the normal it collides against.
|
|
// then find an approx hit location using the position hit on the bounding box
|
|
|
|
vec3d *r_heavy = &ship_ship_hit_info->r_heavy;
|
|
vec3d *r_light = &ship_ship_hit_info->r_light;
|
|
vec3d *heavy_collide_cm_pos = &ship_ship_hit_info->heavy_collision_cm_pos;
|
|
vec3d *light_collide_cm_pos = &ship_ship_hit_info->light_collision_cm_pos;
|
|
|
|
float core_rad = model_get_core_radius(Ship_info[Ships[lighter_obj->instance].ship_info_index].model_num);
|
|
|
|
// get info needed for ship_ship_collision_physics
|
|
Assert(mc_info_obj->hit_dist > 0);
|
|
|
|
// get light_collide_cm_pos
|
|
if ( !ship_ship_hit_info->submodel_rot_hit ) {
|
|
vec3d displacement;
|
|
vm_vec_sub(&displacement, mc_info_obj->p1, mc_info_obj->p0);
|
|
|
|
*light_collide_cm_pos = *mc_info_obj->p0;
|
|
vm_vec_scale_add2(light_collide_cm_pos, &displacement, ship_ship_hit_info->hit_time);
|
|
}
|
|
|
|
// get r_light
|
|
vm_vec_sub(r_light, &ship_ship_hit_info->hit_pos, light_collide_cm_pos);
|
|
|
|
float mag = float(fabs(vm_vec_mag(r_light) - core_rad));
|
|
if (mag > 0.1) {
|
|
nprintf(("Physics", "Framecount: %i |r_light - core_rad| > 0.1)\n", Framecount));
|
|
}
|
|
|
|
if (ship_ship_hit_info->edge_hit) {
|
|
// For an edge hit, just take the closest valid plane normal as the collision normal
|
|
vm_vec_copy_normalize(&ship_ship_hit_info->collision_normal, r_light);
|
|
vm_vec_negate(&ship_ship_hit_info->collision_normal);
|
|
}
|
|
|
|
// r dot n may not be negative if hit by moving model parts.
|
|
float dot = vm_vec_dot( r_light, &ship_ship_hit_info->collision_normal );
|
|
if ( dot > 0 )
|
|
{
|
|
nprintf(("Physics", "Framecount: %i r dot normal %f > 0\n", Framecount, dot));
|
|
}
|
|
|
|
vm_vec_zero(heavy_collide_cm_pos);
|
|
|
|
float q = vm_vec_dist(heavy_collide_cm_pos, light_collide_cm_pos) / (heavier_obj->radius + core_rad);
|
|
if (q > 1.0f) {
|
|
nprintf(("Physics", "Warning: q = %f. Supposed to be <= 1.0.\n", q));
|
|
}
|
|
|
|
*r_heavy = ship_ship_hit_info->hit_pos;
|
|
|
|
|
|
// sphere_sphere_case_handled separately
|
|
#ifdef COLLIDE_DEBUG
|
|
nprintf(("Physics", "Frame: %i %s info: last_pos: [%4.1f, %4.1f, %4.1f], collide_pos: [%4.1f, %4.1f %4.1f] vel: [%4.1f, %4.1f %4.1f]\n",
|
|
Framecount, Ships[heavier_obj->instance].ship_name, heavier_obj->last_pos.x, heavier_obj->last_pos.y, heavier_obj->last_pos.z,
|
|
heavy_collide_cm_pos.x, heavy_collide_cm_pos.y, heavy_collide_cm_pos.z,
|
|
heavier_obj->phys_info.vel.x, heavier_obj->phys_info.vel.y, heavier_obj->phys_info.vel.z));
|
|
|
|
nprintf(("Physics", "Frame: %i %s info: last_pos: [%4.1f, %4.1f, %4.1f], collide_pos: [%4.1f, %4.1f, %4.1f] vel: [%4.1f, %4.1f, %4.1f]\n",
|
|
Framecount, Ships[lighter_obj->instance].ship_name, lighter_obj->last_pos.x, lighter_obj->last_pos.y, lighter_obj->last_pos.z,
|
|
light_collide_cm_pos.x, light_collide_cm_pos.y, light_collide_cm_pos.z,
|
|
lighter_obj->phys_info.vel.x, lighter_obj->phys_info.vel.y, lighter_obj->phys_info.vel.z));
|
|
#endif
|
|
|
|
}
|