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fs2open.github.com/code/physics/physics.h
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/*
* 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.
*
*/
/*
* $Logfile: /Freespace2/code/Physics/Physics.h $
* $Revision: 2.2 $
* $Date: 2002-10-19 19:29:28 $
* $Author: bobboau $
*
* Clues to the meaning of life on Shivan planet Sphlighesphlaightseh
*
* $Log: not supported by cvs2svn $
* Revision 2.1 2002/08/01 01:41:09 penguin
* The big include file move
*
* Revision 2.0 2002/06/03 04:02:27 penguin
* Warpcore CVS sync
*
* Revision 1.1 2002/05/02 18:03:12 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 6 8/13/99 10:49a Andsager
* Knossos and HUGE ship warp out. HUGE ship warp in. Stealth search
* modes dont collide big ships.
*
* 5 7/03/99 5:50p Dave
* Make rotated bitmaps draw properly in padlock views.
*
* 4 5/11/99 10:16p Andsager
* First pass on engine wash effect. Rotation (control input), damage,
* shake.
*
* 3 3/19/99 9:51a Dave
* Checkin to repair massive source safe crash. Also added support for
* pof-style nebulae, and some new weapons code.
*
* 2 10/07/98 10:53a Dave
* Initial checkin.
*
* 1 10/07/98 10:50a Dave
*
* 49 6/30/98 2:23p Dave
* Revised object update system. Removed updates for all weapons. Put
* button info back into control info packet.
*
* 48 3/12/98 5:21p Andsager
* Optimize physics for lasers and dumbfire missiles
*
* 47 2/03/98 6:01p Andsager
* Fix excessive rotvel in debris_create. Check using physics function
* check_rotvel_limit.
*
* 46 12/29/97 5:10p Allender
* fixed problems with speed not being reported properly in multiplayer
* games. Made read_flying_controls take frametime as a parameter. More
* ship/weapon select stuff
*
* 45 12/02/97 11:17p Andsager
* Added reduced_damp_decay timestamp.
*
* 44 11/17/97 5:15p Andsager
*
* 43 9/09/97 10:14p Andsager
*
* 42 9/04/97 5:09p Andsager
* implement physics using moment of inertia and mass (from BSPgen).
* Added to phys_info struct. Updated ship_info, polymodel structs.
* Updated weapon ($Mass and $Force) and ship ($Mass -> $Density) tables
*
* 41 8/29/97 10:13a Allender
* work on server/client prediction code -- doesn't work too well. Made
* all clients simulate their own orientation with the server giving
* corrections every so often.
*
* 40 8/19/97 9:56a John
* new thruster effect fairly functional
*
* 39 8/11/97 9:50a Allender
* fixed afterburner snafu
*
* 38 8/08/97 9:59a Allender
* added afterburner code into multiplayer. Required adding a new physics
* info flag to indicate afterburners ready to fire. (needed for
* multiplayer). Removed some now unused variables in afterburner.cpp
*
* 37 7/31/97 12:44p Andsager
*
* 36 7/27/97 5:14p Lawrance
* add afterburners to the player control info
*
* 35 7/25/97 9:07a Andsager
* modified apply_whack
*
* 34 7/23/97 5:10p Andsager
* Enhanced shockwave effect with shake based on blast force.
*
* 33 7/22/97 2:40p Andsager
* shockwaves now cause proper rotation of ships
*
* 32 7/21/97 4:12p Mike
* Two ships move as one while docked, including physics whacks. Spin of
* objects when killed based on speed.
*
* 31 7/16/97 11:53a Andsager
*
* 30 7/15/97 12:03p Andsager
* New physics stuff
*
* 29 7/11/97 11:54a John
* added rotated 3d bitmaps.
*
* 28 6/26/97 12:37p Allender
* added debug laser back in
*
* 27 5/08/97 11:42a Allender
* re-ordered game loop (again). Player weapons now created in simulation
* loop of code, not immediately.
*
* 26 4/17/97 10:02a Lawrance
* allow ship shaking for ABURN_DECAY_TIME after afterburners cut out
*
* 25 4/16/97 10:48p Mike
* Afterburner shake.
* Made afterburner engagement a bit in physics flags, removed from ship
* flags, removed a parameter to physics_read_flying_controls().
*
* 24 4/10/97 3:20p Mike
* Change hull damage to be like shields.
*
* 23 3/04/97 3:10p Mike
* Intermediate checkin: Had to resolve some build errors. Working on two
* docked ships moving as one.
*
* $NoKeywords: $
*/
#ifndef _PHYSICS_H
#define _PHYSICS_H
#include "math/vecmat.h"
#define PF_ACCELERATES (1 << 1)
#define PF_USE_VEL (1 << 2) // Use velocity present in physics_info struct, don't call physics_sim_vel.
#define PF_AFTERBURNER_ON (1 << 3) // Afterburner currently engaged.
#define PF_SLIDE_ENABLED (1 << 4) // Allow descent style sliding
#define PF_REDUCED_DAMP (1 << 5) // Allows reduced damping on z (for death, shockwave) (CAN be reset in physics)
#define PF_IN_SHOCKWAVE (1 << 6) // Indicates whether object has recently been hit by shockwave (used to enable shake)
#define PF_DEAD_DAMP (1 << 7) // Makes forward damping same as sideways (NOT reset in physics)
#define PF_AFTERBURNER_WAIT (1 << 8) // true when afterburner cannot be used. replaces variable used in afterburner code
#define PF_CONST_VEL (1 << 9) // Use velocity in phys_info struct. Optimize weapons in phys_sim
#define PF_WARP_IN (1 << 10) // Use when ship is warping in
#define PF_SPECIAL_WARP_IN (1 << 11) // Use when ship is warping in and we want to slow the ship faster than normal game physics
#define PF_WARP_OUT (1 << 12) // Use when ship is warping out
#define PF_SPECIAL_WARP_OUT (1 << 13) // Use when ship is warping out and we want to slow the ship faster than normal game physics
//information for physics sim for an object
typedef struct physics_info {
uint flags; //misc physics flags
float mass; //the mass of this object
matrix I_body_inv; // inverse moment of inertia tensor (used to calculate rotational effects)
float rotdamp; //rotational velocity damping
float side_slip_time_const; // time const for achieving desired velocity in the local sideways direction
// value should be zero for no sideslip and increase depending on desired slip
vector max_vel; //maximum foward velocity in x,y,z
vector afterburner_max_vel; // maximum foward velocity in x,y,z while afterburner engaged
vector max_rotvel; //maximum p,b,h rotational velocity
float max_rear_vel; //maximum velocity in the backwards Z direction
// Acceleration rates. Only used if flag PF_ACCELERATES is set
// starting from rest time to reach .50 v_max 0.69 time const
// time to reach .75 v_max 1.39 time const
//
float forward_accel_time_const; // forward acceleration time const
float afterburner_forward_accel_time_const; // forward acceleration time const while afterburner engaged
float forward_decel_time_const; // forward deceleration time const
float slide_accel_time_const; // slide acceleration time const
float slide_decel_time_const; // slide deceleration time const
float shockwave_shake_amp; // amplitude of shockwave shake at onset
// These get changed by the control code. The physics uses these
// as input values when doing physics.
vector prev_ramp_vel; // follows the user's desired velocity
vector desired_vel; // in world coord
vector desired_rotvel; // in local coord
float forward_thrust; // How much the forward thruster is applied. 0-1.
float side_thrust; // How much the forward thruster is +x. 0-1.
float vert_thrust; // How much the forward thruster is +y. 0-1.
// Data that changes each frame. Physics fills these in each frame.
vector vel; // The current velocity vector of this object
vector rotvel; // The current rotational velecity (angles)
float speed; // Yes, this can be derived from velocity, but that's expensive!
float fspeed; // Speed in the forward direction.
float heading;
vector prev_fvec; // Used in AI for momentum.
matrix last_rotmat; // Used for moving two objects together and for editor.
int afterburner_decay; // timestamp used to control how long ship shakes after afterburner released
int shockwave_decay; // timestamp used to control how long ship affected after hit by shockwave
int reduced_damp_decay; // timestamp used to control how long ship ship has reduced damp physics
} physics_info;
// All of these are numbers from -1.0 to 1.0 indicating
// what percent of full velocity you want to go.
typedef struct control_info {
float pitch; // -1.0 to 1.0
float vertical;
float heading;
float sideways;
float bank;
float forward;
float forward_cruise_percent; // percentage used for forward cruising
// This is a special case from -100 to 100
// below is information that are used by the player controls for firing information.
int fire_primary_count;
int fire_secondary_count;
int fire_countermeasure_count;
int fire_debug_count; // should this be around an NDEBUG #if/#endif?
// afterburner control information
int afterburner_start;
int afterburner_stop;
} control_info;
extern int physics_paused; // Set means don't do physics, except for player.
// To use the "Descent-ship" physics:
// controls_read_all(&ci, FrameSecs );
// physics_read_flying_controls( &ViewerOrient, &ViewerPhysics, FrameSecs, &ci );
// physics_sim(&ViewerPos, &ViewerOrient, &ViewerPhysics, FrameSecs );
extern void physics_init( physics_info * pi );
extern void physics_read_flying_controls( matrix * orient, physics_info * pi, control_info * ci, float sim_time, vector *wash_rot=NULL);
extern void physics_sim(vector *position, matrix * orient, physics_info * pi, float sim_time );
extern void physics_sim_editor(vector *position, matrix * orient, physics_info * pi, float sim_time);
extern void physics_sim_vel(vector * position, physics_info * pi, float sim_time, matrix * orient);
extern void physics_sim_rot(matrix * orient, physics_info * pi, float sim_time );
extern void physics_apply_whack(vector *force, vector *pos, physics_info *pi, matrix *orient, float mass);
extern void physics_apply_shock(vector *direction_vec, float pressure, physics_info *pi, matrix *orient, vector *min, vector *max, float radius);
extern void physics_collide_whack(vector *impulse, vector *delta_rotvel, physics_info *pi, matrix *orient);
int check_rotvel_limit( physics_info *pi );
// functions which use physics calcs to predict position and velocity
void physics_predict_pos(physics_info *pi, float delta_time, vector *predicted_pos);
void physics_predict_vel(physics_info *pi, float delta_time, vector *predicted_vel);
void physics_predict_pos_and_vel(physics_info *pi, float delta_time, vector *predicted_vel, vector *predicted_pos);
// If physics_set_viewer is called with the viewer's physics_info, then
// this variable tracks the viewer's bank. This is used for g3_draw_rotated_bitmap.
extern float Physics_viewer_bank;
// If you would like Physics_viewer_bank to be tracked (Which is needed
// for rotating 3d bitmaps) call this and pass it a pointer to the
// viewer's physics info.
#define PHYSICS_VIEWER_FRONT 0
#define PHYSICS_VIEWER_LEFT 1
#define PHYSICS_VIEWER_RIGHT 2
#define PHYSICS_VIEWER_REAR 3
#define PHYSICS_VIEWER_UP 4
void physics_set_viewer( physics_info * p, int dir );
/*
#ifdef __cplusplus
}
#endif
*/
#endif // PHYSICS_H