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fs2open.github.com/code/object/objectdock.cpp
T
2021-10-10 13:24:04 +01:00

1094 lines
35 KiB
C++

/*
* Created by Ian "Goober5000" Warfield for the FreeSpace2 Source Code Project.
* You may not sell or otherwise commercially exploit the source or things you
* create based on the source.
*/
#include "math/bitarray.h"
#include "math/vecmat.h"
#include "mission/missionparse.h"
#include "object/object.h"
#include "object/objectdock.h"
#include "ship/ship.h"
// helper prototypes
void dock_evaluate_tree(object *objp, dock_function_info *infop, void (*function)(object *, dock_function_info *), ubyte *visited_bitstring);
void dock_move_docked_children_tree(object *objp, object *parent_objp);
void dock_count_total_docked_objects_helper(object *objp, dock_function_info *infop);
void dock_check_find_docked_object_helper(object *objp, dock_function_info *infop);
void dock_calc_docked_mins_maxs_helper(object *objp, dock_function_info *infop);
void dock_calc_docked_center_of_mass_helper(object *objp, dock_function_info *infop);
void dock_calc_total_docked_mass_helper(object *objp, dock_function_info *infop);
void dock_calc_max_cross_sectional_radius_squared_perpendicular_to_line_helper(object *objp, dock_function_info *infop);
void dock_calc_max_semilatus_rectum_squared_parallel_to_directrix_helper(object *objp, dock_function_info *infop);
void dock_find_max_speed_helper(object *objp, dock_function_info *infop);
void dock_find_max_fspeed_helper(object *objp, dock_function_info *infop);
void dock_calc_total_moi_helper(object* objp, dock_function_info* infop);
// management prototypes
bool dock_check_assume_hub();
object *dock_get_hub(object *objp);
void dock_add_instance(object *objp, int dockpoint, object *other_objp);
void dock_remove_instance(object *objp, object *other_objp);
dock_instance *dock_find_instance(object *objp, object *other_objp);
dock_instance *dock_find_instance(object *objp, int dockpoint);
int dock_count_instances(object *objp);
object *dock_get_first_docked_object(object *objp)
{
Assert(objp != NULL);
// are we docked?
if (!object_is_docked(objp))
return NULL;
return objp->dock_list->docked_objp;
}
bool dock_check_docked_one_on_one(object *objp)
{
Assert(objp != NULL);
// we must be docked
if (!object_is_docked(objp))
return false;
// our dock list must contain only one object
if (objp->dock_list->next != NULL)
return false;
// the other guy's dock list must contain only one object
if (dock_get_first_docked_object(objp)->dock_list->next != NULL)
return false;
// debug check to make sure that we're docked to each other
Assert(objp == dock_get_first_docked_object(objp)->dock_list->docked_objp);
// success
return true;
}
int dock_count_direct_docked_objects(object *objp)
{
Assert(objp != NULL);
return dock_count_instances(objp);
}
int dock_count_total_docked_objects(object *objp)
{
Assert(objp != NULL);
dock_function_info dfi;
dock_evaluate_all_docked_objects(objp, &dfi, dock_count_total_docked_objects_helper);
return dfi.maintained_variables.int_value;
}
bool dock_check_find_direct_docked_object(object *objp, object *other_objp)
{
Assert(objp != NULL);
Assert(other_objp != NULL);
return (dock_find_instance(objp, other_objp) != NULL);
}
bool dock_check_find_docked_object(object *objp, object *other_objp)
{
Assert(objp != nullptr);
Assert(objp->signature > 0);
Assert(other_objp != nullptr);
Assert(other_objp->signature > 0);
if (!(objp != nullptr && objp->signature > 0))
return false;
if (!(other_objp != nullptr && other_objp->signature > 0))
return false;
dock_function_info dfi;
dfi.parameter_variables.objp_value = other_objp;
dock_evaluate_all_docked_objects(objp, &dfi, dock_check_find_docked_object_helper);
return dfi.maintained_variables.bool_value;
}
object *dock_find_object_at_dockpoint(object *objp, int dockpoint)
{
Assert(objp != NULL);
dock_instance *result = dock_find_instance(objp, dockpoint);
if (result == NULL)
return NULL;
else
return result->docked_objp;
}
int dock_find_dockpoint_used_by_object(object *objp, object *other_objp)
{
Assert(objp != NULL);
Assert(other_objp != NULL);
dock_instance *result = dock_find_instance(objp, other_objp);
if (result == NULL)
return -1;
else
return result->dockpoint_used;
}
/**
* Get the offset of the actual center of the docked ship models for the purposes of warping (which may not be the specified center).
* Note, these are LOCAL coordinates in relation to objp, not world coordinates.
* See also ship_class_get_actual_center() in ship.cpp
*/
void dock_calc_docked_actual_center(vec3d *dest, object *objp)
{
Assert(dest != nullptr);
Assert(objp != nullptr);
vec3d overall_mins, overall_maxs;
dock_calc_docked_extents(&overall_mins, &overall_maxs, objp);
// c.f. ship_class_get_actual_center() in ship.cpp
dest->xyz.x = (overall_maxs.xyz.x + overall_mins.xyz.x) * 0.5f;
dest->xyz.y = (overall_maxs.xyz.y + overall_mins.xyz.y) * 0.5f;
dest->xyz.z = (overall_maxs.xyz.z + overall_mins.xyz.z) * 0.5f;
}
/**
* Get the mins and maxs of the entire assembly of docked ship models.
* Note, these are LOCAL coordinates in relation to objp, not world coordinates.
*/
void dock_calc_docked_extents(vec3d *mins, vec3d *maxs, object *objp)
{
Assert(mins != nullptr);
Assert(maxs != nullptr);
Assert(objp != nullptr);
*mins = vmd_zero_vector;
*maxs = vmd_zero_vector;
// Let's calculate all mins/maxes in relation to the orientation of the main object
// (which is expected to be the dock leader, but this technically isn't required).
// Since the vast majority of dockpoints are aligned with an axis, this should
// yield a much better fit of our docked bounding box.
dock_function_info dfi;
dfi.parameter_variables.objp_value = objp; // the reference object for our bounding box orientation
dfi.maintained_variables.vecp_value = mins; // mins
dfi.maintained_variables.vecp_value2 = maxs; // maxs
dock_evaluate_all_docked_objects(objp, &dfi, dock_calc_docked_mins_maxs_helper);
}
float dock_calc_docked_center_of_mass(vec3d *dest, object *objp)
{
Assertion(dest != nullptr, "dock_calc_docked_center_of_mass, invalid dest");
Assertion(objp != nullptr, "dock_calc_docked_center_of_mass, invalid objp");
vm_vec_zero(dest);
dock_function_info dfi;
dfi.maintained_variables.vecp_value = dest;
dock_evaluate_all_docked_objects(objp, &dfi, dock_calc_docked_center_of_mass_helper);
// overall center of mass = weighted sum of centers of mass divided by total mass
float total_mass = dfi.maintained_variables.float_value;
vm_vec_scale(dest, (1.0f / total_mass));
return total_mass;
}
float dock_calc_total_docked_mass(object *objp)
{
Assertion(objp != nullptr, "dock_calc_total_docked_mass, invalid argument");
dock_function_info dfi;
dock_evaluate_all_docked_objects(objp, &dfi, dock_calc_total_docked_mass_helper);
return dfi.maintained_variables.float_value;
}
float dock_calc_max_cross_sectional_radius_perpendicular_to_axis(object *objp, axis_type axis)
{
Assert(objp != NULL);
vec3d local_line_end;
vec3d *world_line_start, world_line_end;
dock_function_info dfi;
// to calculate the cross-sectional radius, we need a line that will be perpendicular to the cross-section
// the first endpoint is simply the position of the object
world_line_start = &objp->pos;
// the second endpoint extends in the axis direction
vm_vec_zero(&local_line_end);
switch(axis)
{
case X_AXIS:
local_line_end.xyz.x = 1.0f;
break;
case Y_AXIS:
local_line_end.xyz.y = 1.0f;
break;
case Z_AXIS:
local_line_end.xyz.z = 1.0f;
break;
default:
Int3();
return 0.0f;
}
// move the endpoint to go through the axis of the actual object
vm_vec_unrotate(&world_line_end, &local_line_end, &objp->orient);
vm_vec_add2(&world_line_end, &objp->pos);
// now we have a unit vector starting at the object's position and pointing along the chosen axis
// (although the length doesn't matter, as it's calculated as an endless line)
// now determine the cross-sectional radius
// set parameters and call function for the radius squared
dfi.parameter_variables.vecp_value = world_line_start;
dfi.parameter_variables.vecp_value2 = &world_line_end;
dock_evaluate_all_docked_objects(objp, &dfi, dock_calc_max_cross_sectional_radius_squared_perpendicular_to_line_helper);
// the radius is the square root of our result
return fl_sqrt(dfi.maintained_variables.float_value);
}
float dock_calc_max_semilatus_rectum_parallel_to_axis(object *objp, axis_type axis)
{
Assert(objp != NULL);
vec3d local_line_end;
vec3d *world_line_start, world_line_end;
dock_function_info dfi;
// to calculate the semilatus rectum, we need a directrix that will be parallel to the axis
// the first endpoint is simply the position of the object
world_line_start = &objp->pos;
// the second endpoint extends in the axis direction
vm_vec_zero(&local_line_end);
switch(axis)
{
case X_AXIS:
local_line_end.xyz.x = 1.0f;
break;
case Y_AXIS:
local_line_end.xyz.y = 1.0f;
break;
case Z_AXIS:
local_line_end.xyz.z = 1.0f;
break;
default:
Int3();
return 0.0f;
}
// move the endpoint to go through the axis of the actual object
vm_vec_unrotate(&world_line_end, &local_line_end, &objp->orient);
vm_vec_add2(&world_line_end, &objp->pos);
// now we have a unit vector starting at the object's position and pointing along the chosen axis
// (although the length doesn't matter, as it's calculated as an endless line)
// now determine the semilatus rectum
// set parameters and call function for the semilatus rectum squared
dfi.parameter_variables.vecp_value = world_line_start;
dfi.parameter_variables.vecp_value2 = &world_line_end;
dock_evaluate_all_docked_objects(objp, &dfi, dock_calc_max_semilatus_rectum_squared_parallel_to_directrix_helper);
// the semilatus rectum is the square root of our result
return fl_sqrt(dfi.maintained_variables.float_value);
}
float dock_calc_docked_fspeed(object *objp)
{
Assert(objp != NULL);
// *sigh*... the docked fspeed is simply the max fspeed of all docked objects
dock_function_info dfi;
dock_evaluate_all_docked_objects(objp, &dfi, dock_find_max_fspeed_helper);
return dfi.maintained_variables.float_value;
}
float dock_calc_docked_speed(object *objp)
{
Assert(objp != NULL);
// ditto with speed
dock_function_info dfi;
dock_evaluate_all_docked_objects(objp, &dfi, dock_find_max_speed_helper);
return dfi.maintained_variables.float_value;
}
// Calculates the total moi (NOT INVERTED) of a docked assembly
// dest => output matrix
// objp => one of the objects in the assembly
// center => center of mass of the assembly in world coords ( use dock_calc_docked_center_of_mass to find it )
// Returns whether or not was successful (in case some or all of the matrices were uninvertable or too close to it)
// If not successful, dest will have NaN or infinity, use at your own risk!
bool dock_calc_total_moi(matrix* dest, object* objp, vec3d *center)
{
Assertion((dest != nullptr) && (objp != nullptr) && (center != nullptr), "dock_calc_total_moi invalid argument(s)");
*dest = vmd_zero_matrix;
dock_function_info dfi;
dfi.parameter_variables.vecp_value = center;
dfi.maintained_variables.matrix_value = dest;
dock_evaluate_all_docked_objects(objp, &dfi, dock_calc_total_moi_helper);
return is_valid_matrix(dest);
}
// This ship is the only ship NOT moved by docking AI to keep everyone together
// All the other ships in the tree will update based on this one
// Since this is based on current speed don't expect it to remain consistent between frames
object* dock_find_dock_root(object *objp)
{
Assertion(objp != nullptr, "dock_find_dock_root invalid argument");
dock_function_info dfi;
object* fastest_objp;
dfi.maintained_variables.objp_value = nullptr;
// find the object with the highest speed
dock_evaluate_all_docked_objects(objp, &dfi, dock_find_max_speed_helper);
fastest_objp = dfi.maintained_variables.objp_value;
// if we have no max speed, just use the given one
if (fastest_objp == nullptr)
fastest_objp = objp;
return fastest_objp;
}
void dock_calculate_and_apply_whack_docked_object(vec3d* impulse, const vec3d* world_hit_pos, object* objp)
{
Assertion((objp != nullptr) && (impulse != nullptr) && (world_hit_pos != nullptr),
"dock_whack_docked_object invalid argument(s)");
// Detect null vector.
if (whack_below_limit(impulse))
return;
// calc overall world center-of-mass of all ships
vec3d world_center_of_mass;
float total_mass = dock_calc_docked_center_of_mass(&world_center_of_mass, objp);
vec3d hit_pos;
// the new hitpos is the vector from world center-of-mass to world hitpos
vm_vec_sub(&hit_pos, world_hit_pos, &world_center_of_mass);
matrix moi, inv_moi;
// calculate the effective inverse MOI for the docked composite object about its center of mass
if (dock_calc_total_moi(&moi, objp, &world_center_of_mass)) {
vm_inverse_matrix(&inv_moi, &moi);
}
else { // Just in case anything funky happened (usually due to some of the input matrices being non-invertable or too close to it)
inv_moi = vmd_zero_matrix;
}
// calculate the angular_impulse about the center of mass in world coords
vec3d angular_impulse;
vm_vec_cross(&angular_impulse, &hit_pos, impulse);
// calculate the change in rotvel caused by the whack in world coords
vec3d delta_rotvel;
vm_vec_rotate(&delta_rotvel, &angular_impulse, &inv_moi);
// get the total change in vel for the entire docked assembly
vec3d center_mass_delta_vel = *impulse * (1.0f / total_mass);
// get the root of the dock tree, so that updating this velocity will update the rest of the tree
object* root_objp;
root_objp = dock_find_dock_root(objp);
vec3d local_delta_rotvel;
// translate the rotvel change into the root's frame
vm_vec_rotate(&local_delta_rotvel, &delta_rotvel, &root_objp->orient);
// compute the root's linear vel as vel = center mass vel + world frame rotvel x relative pos
vec3d root_delta_vel;
vec3d rel_pos;
vm_vec_sub(&rel_pos, &root_objp->pos, &world_center_of_mass);
vm_vec_cross(&root_delta_vel, &delta_rotvel, &rel_pos);
vm_vec_add2(&root_delta_vel, &center_mass_delta_vel);
// whack it
physics_apply_whack(vm_vec_mag(impulse),
&root_objp->phys_info,
&local_delta_rotvel,
&root_delta_vel,
&root_objp->orient);
}
// functions to deal with all docked ships anywhere
// ---------------------------------------------------------------------------------------------------------------
// universal two functions
// -----------------------
// evaluate a certain function for all docked objects
// The_Force:: If changed please change in QtFred's ShipInitialStatusDialogModel also
void dock_evaluate_all_docked_objects(object *objp, dock_function_info *infop, void (*function)(object *, dock_function_info *))
{
Assertion((objp != nullptr) && (infop != nullptr) && (function != nullptr),
"dock_evaluate_all_docked_objects, invalid argument(s)");
// not docked?
if (!object_is_docked(objp))
{
// call the function for just the one object
function(objp, infop);
return;
}
// we only have two objects docked
if (dock_check_docked_one_on_one(objp))
{
// call the function for the first object, and return if instructed
function(objp, infop);
if (infop->early_return_condition) return;
// call the function for the second object, and return if instructed
function(objp->dock_list->docked_objp, infop);
if (infop->early_return_condition) return;
}
// we have multiple objects docked and we're treating them as a hub
else if (dock_check_assume_hub())
{
// get the hub
object *hub_objp = dock_get_hub(objp);
// call the function for the hub, and return if instructed
function(hub_objp, infop);
if (infop->early_return_condition) return;
// iterate through all docked objects
for (dock_instance *ptr = hub_objp->dock_list; ptr != NULL; ptr = ptr->next)
{
// call the function for this object, and return if instructed
function(ptr->docked_objp, infop);
if (infop->early_return_condition) return;
}
}
// we have multiple objects docked and we must treat them as a tree
else
{
// create a bit array to mark the objects we check
ubyte *visited_bitstring = (ubyte *) vm_malloc(calculate_num_bytes(MAX_OBJECTS));
// clear it
memset(visited_bitstring, 0, calculate_num_bytes(MAX_OBJECTS));
// start evaluating the tree
dock_evaluate_tree(objp, infop, function, visited_bitstring);
// destroy the bit array
vm_free(visited_bitstring);
visited_bitstring = NULL;
}
}
void dock_evaluate_tree(object *objp, dock_function_info *infop, void (*function)(object *, dock_function_info *), ubyte *visited_bitstring)
{
// make sure we haven't visited this object already
if (get_bit(visited_bitstring, OBJ_INDEX(objp)))
return;
// mark as visited
set_bit(visited_bitstring, OBJ_INDEX(objp));
// call the function for this object, and return if instructed
function(objp, infop);
if (infop->early_return_condition) return;
// iterate through all docked objects
for (dock_instance *ptr = objp->dock_list; ptr != NULL; ptr = ptr->next)
{
// start another tree with the docked object as the root, and return if instructed
dock_evaluate_tree(ptr->docked_objp, infop, function, visited_bitstring);
if (infop->early_return_condition) return;
}
}
// special-case functions
// ----------------------
void dock_move_docked_objects(object *objp)
{
Assert(objp != NULL);
if ((objp->type != OBJ_SHIP) && (objp->type != OBJ_START))
return;
if (!object_is_docked(objp))
return;
// has this object (by extension, this group of docked objects) been handled already?
if (objp->flags[Object::Object_Flags::Docked_already_handled])
return;
Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
dock_function_info dfi;
object *fastest_objp;
// in FRED, objp is the object everyone moves with
if (Fred_running)
{
fastest_objp = objp;
}
else
{
fastest_objp = dock_find_dock_root(objp);;
}
// start a tree with that object as the parent... do NOT use the überfunction for this,
// because we must use a tree for the parent ancestry to work correctly
// we don't need a bit array because OF_DOCKED_ALREADY_HANDLED takes care of it
// and must persist for the entire game frame
// start evaluating the tree, starting with the fastest object having no parent
dock_move_docked_children_tree(fastest_objp, NULL);
}
void dock_move_docked_children_tree(object *objp, object *parent_objp)
{
// has this object been handled already?
if (objp->flags[Object::Object_Flags::Docked_already_handled])
return;
// mark as handled
objp->flags.set(Object::Object_Flags::Docked_already_handled);
// if parent_objp exists
if (parent_objp != NULL)
{
// move this object to align with it
obj_move_one_docked_object(objp, parent_objp);
}
// iterate through all docked objects
for (dock_instance *ptr = objp->dock_list; ptr != NULL; ptr = ptr->next)
{
// start another tree with the docked object as the root and this object as the parent
dock_move_docked_children_tree(ptr->docked_objp, objp);
}
}
// helper functions
// ----------------
void dock_count_total_docked_objects_helper(object * /*objp*/, dock_function_info *infop)
{
// increment count
infop->maintained_variables.int_value++;
}
void dock_check_find_docked_object_helper(object *objp, dock_function_info *infop)
{
// if object found, set to true and break
if (infop->parameter_variables.objp_value == objp)
{
infop->maintained_variables.bool_value = true;
infop->early_return_condition = true;
}
}
void dock_calc_docked_mins_maxs_helper(object *objp, dock_function_info *infop)
{
polymodel *pm;
vec3d parent_relative_mins, parent_relative_maxs;
// find the model used by this object
int modelnum = object_get_model(objp);
Assert(modelnum >= 0);
pm = model_get(modelnum);
// special case: we are already in the correct frame of reference
if (objp == infop->parameter_variables.objp_value)
{
parent_relative_mins = pm->mins;
parent_relative_maxs = pm->maxs;
}
// we are not the parent object and need to do some gymnastics
else
{
// get mins and maxs in world coordinates
vec3d world_mins, world_maxs;
vm_vec_unrotate(&world_mins, &pm->mins, &objp->orient);
vm_vec_add2(&world_mins, &objp->pos);
vm_vec_unrotate(&world_maxs, &pm->maxs, &objp->orient);
vm_vec_add2(&world_maxs, &objp->pos);
// now adjust them to be local to the parent
vec3d temp_mins, temp_maxs;
vm_vec_sub(&temp_mins, &world_mins, &infop->parameter_variables.objp_value->pos);
vm_vec_rotate(&parent_relative_mins, &temp_mins, &infop->parameter_variables.objp_value->orient);
vm_vec_sub(&temp_maxs, &world_maxs, &infop->parameter_variables.objp_value->pos);
vm_vec_rotate(&parent_relative_maxs, &temp_maxs, &infop->parameter_variables.objp_value->orient);
}
// We test both points for both cases because they may have been flipped around. However, X is still comparable to X, Y to Y, Z to Z.
// test for overall min
for (int i = 0; i < 3; ++i)
{
if (parent_relative_mins.a1d[i] < infop->maintained_variables.vecp_value->a1d[i])
infop->maintained_variables.vecp_value->a1d[i] = parent_relative_mins.a1d[i];
if (parent_relative_maxs.a1d[i] < infop->maintained_variables.vecp_value->a1d[i])
infop->maintained_variables.vecp_value->a1d[i] = parent_relative_maxs.a1d[i];
}
// test for overall max
for (int i = 0; i < 3; ++i)
{
if (parent_relative_mins.a1d[i] > infop->maintained_variables.vecp_value2->a1d[i])
infop->maintained_variables.vecp_value2->a1d[i] = parent_relative_mins.a1d[i];
if (parent_relative_maxs.a1d[i] > infop->maintained_variables.vecp_value2->a1d[i])
infop->maintained_variables.vecp_value2->a1d[i] = parent_relative_maxs.a1d[i];
}
}
void dock_calc_docked_center_of_mass_helper(object *objp, dock_function_info *infop)
{
// add weighted object position and add mass
vm_vec_scale_add2(infop->maintained_variables.vecp_value, &objp->pos, objp->phys_info.mass);
infop->maintained_variables.float_value += objp->phys_info.mass;
}
void dock_calc_total_docked_mass_helper(object *objp, dock_function_info *infop)
{
// add mass
infop->maintained_variables.float_value += objp->phys_info.mass;
}
// What we're doing here is finding the distances between each extent of the object and the line, and then taking the
// maximum distance as the cross-sectional radius. We're actually maintaining the square of the distance rather than
// the actual distance, as it's faster to calculate and it gives the same result in a greater-than or less-than
// comparison. When we're done calculating everything for all objects (i.e. when we return to the parent function)
// we take the square root of the final value.
void dock_calc_max_cross_sectional_radius_squared_perpendicular_to_line_helper(object *objp, dock_function_info *infop)
{
vec3d world_point, local_point[6], nearest;
polymodel *pm;
int i;
float dist_squared;
// line parameters
vec3d *line_start = infop->parameter_variables.vecp_value;
vec3d *line_end = infop->parameter_variables.vecp_value2;
// We must find world coordinates for each of the six endpoints on the three axes of the object. I looked up
// which axis is front/back, left/right, and up/down, as well as which endpoint is which. It doesn't really
// matter, though, as all we need are the distances.
// grab our model
Assert(objp->type == OBJ_SHIP);
pm = model_get(Ship_info[Ships[objp->instance].ship_info_index].model_num);
// set up the points we want to check
memset(local_point, 0, sizeof(vec3d) * 6);
local_point[0].xyz.x = pm->maxs.xyz.x; // right point (max x)
local_point[1].xyz.x = pm->mins.xyz.x; // left point (min x)
local_point[2].xyz.y = pm->maxs.xyz.y; // top point (max y)
local_point[3].xyz.y = pm->mins.xyz.y; // bottom point (min y)
local_point[4].xyz.z = pm->maxs.xyz.z; // front point (max z)
local_point[5].xyz.z = pm->mins.xyz.z; // rear point (min z)
// check points
for (i = 0; i < 6; i++)
{
// calculate position of point
vm_vec_unrotate(&world_point, &local_point[i], &objp->orient);
vm_vec_add2(&world_point, &objp->pos);
// calculate square of distance to line
vm_vec_dist_squared_to_line(&world_point, line_start, line_end, &nearest, &dist_squared);
// update with farthest distance squared
if (dist_squared > infop->maintained_variables.float_value)
infop->maintained_variables.float_value = dist_squared;
}
}
// What we're doing here is projecting each object extent onto the directrix, calculating the distance between the
// projected point and the origin, and then taking the maximum distance as the semilatus rectum. We're actually
// maintaining the square of the distance rather than the actual distance, as it's faster to calculate and it gives
// the same result in a greater-than or less-than comparison. When we're done calculating everything for all
// objects (i.e. when we return to the parent function) we take the square root of the final value.
void dock_calc_max_semilatus_rectum_squared_parallel_to_directrix_helper(object *objp, dock_function_info *infop)
{
vec3d world_point, local_point[6], nearest;
polymodel *pm;
int i;
float temp, dist_squared;
// line parameters
vec3d *line_start = infop->parameter_variables.vecp_value;
vec3d *line_end = infop->parameter_variables.vecp_value2;
// We must find world coordinates for each of the six endpoints on the three axes of the object. I looked up
// which axis is front/back, left/right, and up/down, as well as which endpoint is which. It doesn't really
// matter, though, as all we need are the distances.
// grab our model
Assert(objp->type == OBJ_SHIP);
pm = model_get(Ship_info[Ships[objp->instance].ship_info_index].model_num);
// set up the points we want to check
memset(local_point, 0, sizeof(vec3d) * 6);
local_point[0].xyz.x = pm->maxs.xyz.x; // right point (max x)
local_point[1].xyz.x = pm->mins.xyz.x; // left point (min x)
local_point[2].xyz.y = pm->maxs.xyz.y; // top point (max y)
local_point[3].xyz.y = pm->mins.xyz.y; // bottom point (min y)
local_point[4].xyz.z = pm->maxs.xyz.z; // front point (max z)
local_point[5].xyz.z = pm->mins.xyz.z; // rear point (min z)
// check points
for (i = 0; i < 6; i++)
{
// calculate position of point
vm_vec_unrotate(&world_point, &local_point[i], &objp->orient);
vm_vec_add2(&world_point, &objp->pos);
// find the nearest point along the line
vm_vec_dist_squared_to_line(&world_point, line_start, line_end, &nearest, &temp);
// find the distance squared between the origin of the line and the point on the line
dist_squared = vm_vec_dist_squared(line_start, &nearest);
// update with farthest distance squared
if (dist_squared > infop->maintained_variables.float_value)
infop->maintained_variables.float_value = dist_squared;
}
}
void dock_find_max_fspeed_helper(object *objp, dock_function_info *infop)
{
// check our fspeed against the running maximum
if (objp->phys_info.fspeed > infop->maintained_variables.float_value)
{
infop->maintained_variables.float_value = objp->phys_info.fspeed;
infop->maintained_variables.objp_value = objp;
}
}
void dock_find_max_speed_helper(object *objp, dock_function_info *infop)
{
// check our speed against the running maximum
if (objp->phys_info.speed > infop->maintained_variables.float_value)
{
infop->maintained_variables.float_value = objp->phys_info.speed;
infop->maintained_variables.objp_value = objp;
}
}
void object_set_arriving_stage1_ndl_flag_helper(object *objp, dock_function_info * /*infop*/ )
{
if (! Ships[objp->instance].flags[Ship::Ship_Flags::Dock_leader])
Ships[objp->instance].flags.set(Ship::Ship_Flags::Arriving_stage_1_dock_follower);
}
void object_remove_arriving_stage1_ndl_flag_helper(object *objp, dock_function_info * /*infop*/ )
{
if (! Ships[objp->instance].flags[Ship::Ship_Flags::Dock_leader])
Ships[objp->instance].flags.remove(Ship::Ship_Flags::Arriving_stage_1_dock_follower);
}
void object_set_arriving_stage2_ndl_flag_helper(object *objp, dock_function_info * /*infop*/ )
{
if (! Ships[objp->instance].flags[Ship::Ship_Flags::Dock_leader])
Ships[objp->instance].flags.set(Ship::Ship_Flags::Arriving_stage_2_dock_follower);
}
void object_remove_arriving_stage2_ndl_flag_helper(object *objp, dock_function_info * /*infop*/ )
{
if (! Ships[objp->instance].flags[Ship::Ship_Flags::Dock_leader])
Ships[objp->instance].flags.remove(Ship::Ship_Flags::Arriving_stage_2_dock_follower);
}
void dock_calc_total_moi_helper(object* objp, dock_function_info* infop)
{
matrix local_moi, unorient, temp, world_moi;
// The MOI for a compound object is simply the sum of the MOI's of the parts, but
// they all have to be with respect to the same point (the center of mass, in this case).
// So for each part:
// We invert the inverse MOI to get an MOI in the local frame
if (!vm_inverse_matrix(&local_moi, &objp->phys_info.I_body_inv)) {
// This is done on purpose to indicate a zero inv_moi
infop->maintained_variables.matrix_value->a1d[0] = NAN;
return;
}
// We calculate the inverse of the orientation matrix (which is also the transpose)
vm_copy_transpose(&unorient, &objp->orient);
// We calculate the world space MOI using (world MOI) = O^-1 * (local MOI) * O
// where O is the orientation matrix (which translates between local space and world space).
// Note that because FS stores orientation matrices transposed, objp->orient is O^-1 in this formula.
vm_matrix_x_matrix(&temp, &objp->orient, &local_moi);
vm_matrix_x_matrix(&world_moi, &temp, &unorient);
// The world space MOI just calculated is about the center of mass of the part,
// so we need to translate it to the center of mass of the whole assembly.
// To do this we add a term corresponding to the MOI of a point mass whose position
// is the position of the part relative to the center of mass
vec3d* center = infop->parameter_variables.vecp_value;
vec3d pos = objp->pos - *center;
physics_add_point_mass_moi(&world_moi, objp->phys_info.mass, &pos);
// Finally we add the translated world space MOI for the part to the accumulated sum
*infop->maintained_variables.matrix_value += world_moi;
}
// ---------------------------------------------------------------------------------------------------------------
// end of über code block ----------------------------------------------------------------------------------------
// dock management functions -------------------------------------------------------------------------------------
void dock_dock_objects(object *objp1, int dockpoint1, object *objp2, int dockpoint2)
{
Assert(objp1 != NULL);
Assert(objp2 != NULL);
#ifndef NDEBUG
if ((dock_find_instance(objp1, objp2) != NULL) || (dock_find_instance(objp2, objp1) != NULL))
{
Error(LOCATION, "Trying to dock an object that's already docked!\n");
}
if ((dock_find_instance(objp1, dockpoint1) != NULL) || (dock_find_instance(objp2, dockpoint2) != NULL))
{
Error(LOCATION, "Trying to dock to a dockpoint that's in use!\n");
}
#endif
// put objects on each others' dock lists
dock_add_instance(objp1, dockpoint1, objp2);
dock_add_instance(objp2, dockpoint2, objp1);
}
void dock_undock_objects(object *objp1, object *objp2)
{
Assert(objp1 != NULL);
Assert(objp2 != NULL);
// remove objects from each others' dock lists
dock_remove_instance(objp1, objp2);
dock_remove_instance(objp2, objp1);
}
void dock_undock_all(object *objp)
{
Assert(objp != NULL);
while (object_is_docked(objp))
{
object* dockee = dock_get_first_docked_object(objp);
dock_undock_objects(objp, dockee);
}
}
// dock list functions -------------------------------------------------------------------------------------------
bool dock_check_assume_hub()
{
// There are several ways of handling ships docking to other ships. Level 1, the simplest, is the one-docker, one-dockee
// model used in retail FS2. Level 2 is the hub model, where we stipulate that any given set of docked ships
// includes one ship to which all other ships are docked. No ship except for the hub ship can be docked to more than
// one ship. Level 3 is the daisy-chain model, where you can string ships along and make a rooted tree.
//
// The new code can handle level 3 ship formations, but it requires more overhead than level 2 or level 1. (Whether
// the additional overhead is significant or not has not been determined.) In the vast majority of cases, level 3
// is not needed. So this function is provided to allow the code to optimize itself for level 2, should level 1
// evaluation fail.
// Assume level 2 optimization unless the mission specifies level 3.
return !(The_mission.flags[Mission::Mission_Flags::Allow_dock_trees]);
}
object *dock_get_hub(object *objp)
{
Assert(dock_check_assume_hub() && object_is_docked(objp));
// if our dock list contains only one object, it must be the hub
if (objp->dock_list->next == NULL)
{
return dock_get_first_docked_object(objp);
}
// otherwise we are the hub
else
{
return objp;
}
}
void dock_add_instance(object *objp, int dockpoint, object *other_objp)
{
dock_instance *item;
// create item
item = (dock_instance *) vm_malloc(sizeof(dock_instance));
item->dockpoint_used = dockpoint;
item->docked_objp = other_objp;
// prepend item to existing list
item->next = objp->dock_list;
objp->dock_list = item;
}
void dock_remove_instance(object *objp, object *other_objp)
{
int found = 0;
dock_instance *prev_ptr, *ptr;
prev_ptr = NULL;
ptr = objp->dock_list;
// iterate until item found
while (ptr != NULL)
{
// if found, exit loop
if (ptr->docked_objp == other_objp)
{
found = 1;
break;
}
// iterate
prev_ptr = ptr;
ptr = ptr->next;
}
// delete if found
if (found)
{
// special case... found at beginning of list
if (prev_ptr == NULL)
{
objp->dock_list = ptr->next;
}
// normal case
else
{
prev_ptr->next = ptr->next;
}
// delete it
vm_free(ptr);
}
else
{
// Trigger an assertion, we can recover from this one, thankfully.
UNREACHABLE("Tried to undock an object that isn't docked!\n");
}
}
// just free the list without worrying about undocking anything
void dock_free_dock_list(object *objp)
{
Assert(objp != NULL);
while (objp->dock_list != NULL)
{
dock_instance *ptr = objp->dock_list;
objp->dock_list = ptr->next;
vm_free(ptr);
}
}
dock_instance *dock_find_instance(object *objp, object *other_objp)
{
dock_instance *ptr = objp->dock_list;
// iterate until item found
while (ptr != NULL)
{
// if found, return it
if (ptr->docked_objp == other_objp)
return ptr;
// iterate
ptr = ptr->next;
}
// not found
return NULL;
}
dock_instance *dock_find_instance(object *objp, int dockpoint)
{
dock_instance *ptr = objp->dock_list;
// iterate until item found
while (ptr != NULL)
{
// if found, return it
if (ptr->dockpoint_used == dockpoint)
return ptr;
// iterate
ptr = ptr->next;
}
// not found
return NULL;
}
int dock_count_instances(object *objp)
{
int total_count = 0;
// count all instances in the list
dock_instance *ptr = objp->dock_list;
while (ptr != NULL)
{
// incrememnt for this object
total_count++;
// iterate
ptr = ptr->next;
}
// done
return total_count;
}