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fs2open.github.com/code/object/objcollide.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/Object/ObjCollide.h $
* $Revision: 2.5 $
* $Date: 2005-10-17 05:48:18 $
* $Author: taylor $
*
* Header file for all the Collide????.cpp modules
*
* $Log: not supported by cvs2svn $
* Revision 2.4 2005/07/13 03:35:31 Goober5000
* remove PreProcDefine #includes in FS2
* --Goober5000
*
* Revision 2.3 2005/04/05 05:53:21 taylor
* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
*
* Revision 2.2 2004/08/11 05:06:29 Kazan
* added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this
*
* Revision 2.1 2002/08/01 01:41:08 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 18:03:11 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 9 4/21/99 6:15p Dave
* Did some serious housecleaning in the beam code. Made it ready to go
* for anti-fighter "pulse" weapons. Fixed collision pair creation. Added
* a handy macro for recalculating collision pairs for a given object.
*
* 8 11/19/98 11:08p Andsager
* Check in of physics and collision detection of rotating submodels
*
* 7 11/17/98 4:33p Andsager
* add submodel_rot_hit to collision_info struct
*
* 6 11/05/98 5:55p Dave
* Big pass at reducing #includes
*
* 5 10/23/98 1:11p Andsager
* Make ship sparks emit correctly from rotating structures.
*
* 4 10/20/98 1:39p Andsager
* Make so sparks follow animated ship submodels. Modify
* ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add
* submodel_num. Add submodel_num to multiplayer hit packet.
*
* 3 10/16/98 1:22p Andsager
* clean up header files
*
* 2 10/07/98 10:53a Dave
* Initial checkin.
*
* 1 10/07/98 10:50a Dave
*
* 14 5/08/98 5:25p Lawrance
* Don't allow collision sounds too play over each so much
*
* 13 4/24/98 5:35p Andsager
* Fix sparks sometimes drawing not on model. If ship is sphere in
* collision, don't draw sparks. Modify ship_apply_local_damage() to take
* parameter no_spark.
*
* 12 4/01/98 1:48p Allender
* major changes to ship collision in multiplayer. Clients now do own
* ship/ship collisions (with their own ship only) Modifed the hull
* update packet to be sent quicker when object is target of player.
*
* 11 2/26/98 10:07p Hoffoss
* Rewrote state saving and restoring to fix bugs and simplify the code.
*
* 10 2/05/98 12:51a Mike
* Early asteroid stuff.
*
* 9 2/04/98 6:08p Lawrance
* Add a light collision sound, overlay a shield collide sound if
* applicable.
*
* 8 1/13/98 3:11p Allender
* new code to remove old weapons when no more weapon slots available.
* Currently not called anywhere pending further testing
*
* 7 1/12/98 9:26p Andsager
* Implement collisions from rotation.
*
* 6 1/08/98 12:12a Mike
* Make ships turn before warping out, if necessary, to avoid a collision.
* Warn player if his warpout will collide. Abort if in stage1.
*
* 5 1/05/98 9:07p Andsager
* Changed ship_shipor_debris_hit_info struct to more meaninful names
*
* 4 12/22/97 9:56p Andsager
* Implement ship:debris collisions. Generalize and move
* ship_ship_or_debris_hit struct from CollideShipShip to ObjCollide.h
*
* 3 10/28/97 4:57p John
* Put Andsager's new sphereline collide code officially into the code
* base and did a little restructuring. Fixed a few little bugs with it
* and added some simple bounding box elimination and did some timings.
*
*
* 2 10/25/97 10:13a Andsager
* Added SPHERE_POLY_CHECK to central location used by ModelCollide.cpp
* and Collide_ship_ship.cpp
*
* 1 9/17/97 2:14p John
* Initial revision
*
* $NoKeywords: $
*/
#ifndef _COLLIDESTUFF_H
#define _COLLIDESTUFF_H
#include "globalincs/pstypes.h"
struct 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
} collision_info_struct;
//===============================================================================
// 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_check_all_collisions();
// 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);
#endif