mirror of
https://github.com/scp-fs2open/fs2open.github.com.git
synced 2026-11-09 04:49:39 -10:00
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@9995 387891d4-d844-0410-90c0-e4c51a9137d3
159 lines
6.3 KiB
C++
159 lines
6.3 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 _COLLIDESTUFF_H
|
|
#define _COLLIDESTUFF_H
|
|
|
|
#include "globalincs/pstypes.h"
|
|
|
|
class object;
|
|
struct CFILE;
|
|
struct mc_info;
|
|
|
|
// used for ship:ship and ship:debris
|
|
typedef struct collision_info_struct {
|
|
object *heavy;
|
|
object *light;
|
|
vec3d heavy_collision_cm_pos; // should be zero
|
|
vec3d light_collision_cm_pos; // relative cm collision pos
|
|
vec3d r_heavy; // relative to A
|
|
vec3d r_light; // relative to B
|
|
vec3d hit_pos; // relative hit position in A's rf (r_heavy)
|
|
vec3d collision_normal; // normal outward from heavy
|
|
float hit_time; // time normalized [0,1] when sphere hits model
|
|
float impulse; // damage scales according to impulse
|
|
vec3d light_rel_vel; // velocity of light relative to heavy before collison
|
|
int collide_rotate; // if collision is detected purely from rotation
|
|
int submodel_num; // submodel of heavy object that is hit
|
|
int edge_hit; // if edge is hit, need to change collision normal
|
|
int submodel_rot_hit; // if collision is against rotating submodel
|
|
bool is_landing; //SUSHI: Maybe treat current collision as a landing
|
|
} collision_info_struct;
|
|
|
|
//Collision physics constants
|
|
#define COLLISION_FRICTION_FACTOR 0.0f //Default value if not set in ships.tbl
|
|
#define COLLISION_ROTATION_FACTOR 0.2f //Default value if not set in ships.tbl
|
|
#define MIN_LANDING_SOUND_VEL 2.0f
|
|
#define LANDING_POS_OFFSET 0.05f
|
|
|
|
//===============================================================================
|
|
// GENERAL COLLISION DETECTION HELPER FUNCTIONS
|
|
// These are in CollideGeneral.cpp and are used by one or more of the collision-
|
|
// type specific collision modules.
|
|
//===============================================================================
|
|
|
|
// Keeps track of pairs of objects for collision detection
|
|
typedef struct obj_pair {
|
|
object *a;
|
|
object *b;
|
|
int (*check_collision)( obj_pair * pair );
|
|
int next_check_time; // a timestamp that when elapsed means to check for a collision
|
|
struct obj_pair *next;
|
|
} obj_pair;
|
|
|
|
|
|
#define COLLISION_OF(a,b) (((a)<<8)|(b))
|
|
|
|
#define COLLISION_TYPE_NONE 0
|
|
#define COLLISION_TYPE_OLD 1 // checks all n objects with each other each frame
|
|
#define COLLISION_TYPE_NEW 2 // keeps track of collision pairs. throws out collisions that won't happen.
|
|
|
|
extern int collision_type;
|
|
|
|
#define SUBMODEL_NO_ROT_HIT 0
|
|
#define SUBMODEL_ROT_HIT 1
|
|
void set_hit_struct_info(collision_info_struct *hit, mc_info *mc, int submodel_rot_hit);
|
|
|
|
void obj_pairs_close();
|
|
void obj_reset_pairs();
|
|
void obj_add_pair( object *A, object *B, int check_time = -1, int add_to_end = 0 );
|
|
|
|
void obj_add_collider(int obj_index);
|
|
void obj_remove_collider(int obj_index);
|
|
void obj_reset_colliders();
|
|
|
|
void obj_check_all_collisions();
|
|
void obj_sort_and_collide();
|
|
void obj_quicksort_colliders(SCP_vector<int> *list, int left, int right, int axis);
|
|
void obj_find_overlap_colliders(SCP_vector<int> *overlap_list_out, SCP_vector<int> *list, int axis, bool collide);
|
|
float obj_get_collider_endpoint(int obj_num, int axis, bool min);
|
|
void obj_collide_pair(object *A, object *B);
|
|
|
|
// retimes all collision pairs to be checked (in 25ms by default)
|
|
void obj_all_collisions_retime(int checkdly=25);
|
|
void obj_collide_retime_cached_pairs(int checkdly=25);
|
|
|
|
// Returns TRUE if the weapon will never hit the other object.
|
|
// If it can it predicts how long until these two objects need
|
|
// to be checked and fills the time in in current_pair.
|
|
// CODE is locatated in CollideGeneral.cpp
|
|
int weapon_will_never_hit( object *weapon, object *other, obj_pair * current_pair );
|
|
|
|
|
|
// See if two lines intersect by doing recursive subdivision.
|
|
// Bails out if larger distance traveled is less than sum of radii + 1.0f.
|
|
// CODE is locatated in CollideGeneral.cpp
|
|
int collide_subdivide(vec3d *p0, vec3d *p1, float prad, vec3d *q0, vec3d *q1, float qrad);
|
|
|
|
|
|
//===============================================================================
|
|
// SPECIFIC COLLISION DETECTION FUNCTIONS
|
|
//===============================================================================
|
|
|
|
// Checks weapon-weapon collisions. pair->a and pair->b are weapons.
|
|
// Returns 1 if all future collisions between these can be ignored
|
|
// CODE is locatated in CollideWeaponWeapon.cpp
|
|
int collide_weapon_weapon( obj_pair * pair );
|
|
|
|
// Checks ship-weapon collisions. pair->a is ship and pair->b is weapon.
|
|
// Returns 1 if all future collisions between these can be ignored
|
|
// CODE is locatated in CollideShipWeapon.cpp
|
|
int collide_ship_weapon( obj_pair * pair );
|
|
void ship_weapon_do_hit_stuff(object *ship_obj, object *weapon_obj, vec3d *world_hitpos, vec3d *hitpos, int quadrant_num, int submodel_num = -1);
|
|
|
|
// Checks debris-weapon collisions. pair->a is debris and pair->b is weapon.
|
|
// Returns 1 if all future collisions between these can be ignored
|
|
// CODE is locatated in CollideDebrisWeapon.cpp
|
|
int collide_debris_weapon( obj_pair * pair );
|
|
|
|
// Checks debris-ship collisions. pair->a is debris and pair->b is ship.
|
|
// Returns 1 if all future collisions between these can be ignored
|
|
// CODE is locatated in CollideDebrisShip.cpp
|
|
int collide_debris_ship( obj_pair * pair );
|
|
|
|
int collide_asteroid_ship(obj_pair *pair);
|
|
int collide_asteroid_weapon(obj_pair *pair);
|
|
|
|
// Checks ship-ship collisions. pair->a and pair->b are ships.
|
|
// Returns 1 if all future collisions between these can be ignored
|
|
// CODE is locatated in CollideShipShip.cpp
|
|
int collide_ship_ship( obj_pair * pair );
|
|
|
|
// Predictive functions.
|
|
// Returns true if vector from curpos to goalpos with radius radius will collide with object goalobjp
|
|
int pp_collide(vec3d *curpos, vec3d *goalpos, object *goalobjp, float radius);
|
|
|
|
// Return true if objp will collide with some large ship if it moves distance distance.
|
|
int collide_predict_large_ship(object *objp, float distance);
|
|
|
|
// function to remove old weapons when no more weapon slots available.
|
|
int collide_remove_weapons(void);
|
|
|
|
void collide_ship_ship_do_sound(vec3d *world_hit_pos, object *A, object *B, int player_involved);
|
|
void collide_ship_ship_sounds_init();
|
|
|
|
int get_ship_quadrant_from_global(vec3d *global_pos, object *objp);
|
|
|
|
int reject_due_collision_groups(object *A, object *B);
|
|
|
|
void init_collision_info_struct(collision_info_struct *cis);
|
|
#endif
|