2 * $Logfile: /Freespace2/code/Physics/Physics.h $
7 * Clues to the meaning of life on Shivan planet Sphlighesphlaightseh
10 * Revision 1.1 2002/05/03 03:28:12 root
14 * 6 8/13/99 10:49a Andsager
15 * Knossos and HUGE ship warp out. HUGE ship warp in. Stealth search
16 * modes dont collide big ships.
18 * 5 7/03/99 5:50p Dave
19 * Make rotated bitmaps draw properly in padlock views.
21 * 4 5/11/99 10:16p Andsager
22 * First pass on engine wash effect. Rotation (control input), damage,
25 * 3 3/19/99 9:51a Dave
26 * Checkin to repair massive source safe crash. Also added support for
27 * pof-style nebulae, and some new weapons code.
29 * 2 10/07/98 10:53a Dave
32 * 1 10/07/98 10:50a Dave
34 * 49 6/30/98 2:23p Dave
35 * Revised object update system. Removed updates for all weapons. Put
36 * button info back into control info packet.
38 * 48 3/12/98 5:21p Andsager
39 * Optimize physics for lasers and dumbfire missiles
41 * 47 2/03/98 6:01p Andsager
42 * Fix excessive rotvel in debris_create. Check using physics function
45 * 46 12/29/97 5:10p Allender
46 * fixed problems with speed not being reported properly in multiplayer
47 * games. Made read_flying_controls take frametime as a parameter. More
48 * ship/weapon select stuff
50 * 45 12/02/97 11:17p Andsager
51 * Added reduced_damp_decay timestamp.
53 * 44 11/17/97 5:15p Andsager
55 * 43 9/09/97 10:14p Andsager
57 * 42 9/04/97 5:09p Andsager
58 * implement physics using moment of inertia and mass (from BSPgen).
59 * Added to phys_info struct. Updated ship_info, polymodel structs.
60 * Updated weapon ($Mass and $Force) and ship ($Mass -> $Density) tables
62 * 41 8/29/97 10:13a Allender
63 * work on server/client prediction code -- doesn't work too well. Made
64 * all clients simulate their own orientation with the server giving
65 * corrections every so often.
67 * 40 8/19/97 9:56a John
68 * new thruster effect fairly functional
70 * 39 8/11/97 9:50a Allender
71 * fixed afterburner snafu
73 * 38 8/08/97 9:59a Allender
74 * added afterburner code into multiplayer. Required adding a new physics
75 * info flag to indicate afterburners ready to fire. (needed for
76 * multiplayer). Removed some now unused variables in afterburner.cpp
78 * 37 7/31/97 12:44p Andsager
80 * 36 7/27/97 5:14p Lawrance
81 * add afterburners to the player control info
83 * 35 7/25/97 9:07a Andsager
84 * modified apply_whack
86 * 34 7/23/97 5:10p Andsager
87 * Enhanced shockwave effect with shake based on blast force.
89 * 33 7/22/97 2:40p Andsager
90 * shockwaves now cause proper rotation of ships
92 * 32 7/21/97 4:12p Mike
93 * Two ships move as one while docked, including physics whacks. Spin of
94 * objects when killed based on speed.
96 * 31 7/16/97 11:53a Andsager
98 * 30 7/15/97 12:03p Andsager
101 * 29 7/11/97 11:54a John
102 * added rotated 3d bitmaps.
104 * 28 6/26/97 12:37p Allender
105 * added debug laser back in
107 * 27 5/08/97 11:42a Allender
108 * re-ordered game loop (again). Player weapons now created in simulation
109 * loop of code, not immediately.
111 * 26 4/17/97 10:02a Lawrance
112 * allow ship shaking for ABURN_DECAY_TIME after afterburners cut out
114 * 25 4/16/97 10:48p Mike
116 * Made afterburner engagement a bit in physics flags, removed from ship
117 * flags, removed a parameter to physics_read_flying_controls().
119 * 24 4/10/97 3:20p Mike
120 * Change hull damage to be like shields.
122 * 23 3/04/97 3:10p Mike
123 * Intermediate checkin: Had to resolve some build errors. Working on two
124 * docked ships moving as one.
135 #define PF_ACCELERATES (1 << 1)
136 #define PF_USE_VEL (1 << 2) // Use velocity present in physics_info struct, don't call physics_sim_vel.
137 #define PF_AFTERBURNER_ON (1 << 3) // Afterburner currently engaged.
138 #define PF_SLIDE_ENABLED (1 << 4) // Allow descent style sliding
139 #define PF_REDUCED_DAMP (1 << 5) // Allows reduced damping on z (for death, shockwave) (CAN be reset in physics)
140 #define PF_IN_SHOCKWAVE (1 << 6) // Indicates whether object has recently been hit by shockwave (used to enable shake)
141 #define PF_DEAD_DAMP (1 << 7) // Makes forward damping same as sideways (NOT reset in physics)
142 #define PF_AFTERBURNER_WAIT (1 << 8) // true when afterburner cannot be used. replaces variable used in afterburner code
143 #define PF_CONST_VEL (1 << 9) // Use velocity in phys_info struct. Optimize weapons in phys_sim
144 #define PF_WARP_IN (1 << 10) // Use when ship is warping in
145 #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
146 #define PF_WARP_OUT (1 << 12) // Use when ship is warping out
147 #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
149 //information for physics sim for an object
150 typedef struct physics_info {
151 uint flags; //misc physics flags
153 float mass; //the mass of this object
155 matrix I_body_inv; // inverse moment of inertia tensor (used to calculate rotational effects)
157 float rotdamp; //rotational velocity damping
158 float side_slip_time_const; // time const for achieving desired velocity in the local sideways direction
159 // value should be zero for no sideslip and increase depending on desired slip
161 vector max_vel; //maximum foward velocity in x,y,z
162 vector afterburner_max_vel; // maximum foward velocity in x,y,z while afterburner engaged
163 vector max_rotvel; //maximum p,b,h rotational velocity
164 float max_rear_vel; //maximum velocity in the backwards Z direction
166 // Acceleration rates. Only used if flag PF_ACCELERATES is set
167 // starting from rest time to reach .50 v_max 0.69 time const
168 // time to reach .75 v_max 1.39 time const
170 float forward_accel_time_const; // forward acceleration time const
171 float afterburner_forward_accel_time_const; // forward acceleration time const while afterburner engaged
172 float forward_decel_time_const; // forward deceleration time const
173 float slide_accel_time_const; // slide acceleration time const
174 float slide_decel_time_const; // slide deceleration time const
175 float shockwave_shake_amp; // amplitude of shockwave shake at onset
177 // These get changed by the control code. The physics uses these
178 // as input values when doing physics.
179 vector prev_ramp_vel; // follows the user's desired velocity
180 vector desired_vel; // in world coord
181 vector desired_rotvel; // in local coord
182 float forward_thrust; // How much the forward thruster is applied. 0-1.
184 // Data that changes each frame. Physics fills these in each frame.
185 vector vel; // The current velocity vector of this object
186 vector rotvel; // The current rotational velecity (angles)
187 float speed; // Yes, this can be derived from velocity, but that's expensive!
188 float fspeed; // Speed in the forward direction.
190 vector prev_fvec; // Used in AI for momentum.
191 matrix last_rotmat; // Used for moving two objects together and for editor.
193 int afterburner_decay; // timestamp used to control how long ship shakes after afterburner released
194 int shockwave_decay; // timestamp used to control how long ship affected after hit by shockwave
195 int reduced_damp_decay; // timestamp used to control how long ship ship has reduced damp physics
198 // All of these are numbers from -1.0 to 1.0 indicating
199 // what percent of full velocity you want to go.
200 typedef struct control_info {
201 float pitch; // -1.0 to 1.0
207 float forward_cruise_percent; // percentage used for forward cruising
208 // This is a special case from -100 to 100
210 // below is information that are used by the player controls for firing information.
211 int fire_primary_count;
212 int fire_secondary_count;
213 int fire_countermeasure_count;
214 int fire_debug_count; // should this be around an NDEBUG #if/#endif?
216 // afterburner control information
217 int afterburner_start;
218 int afterburner_stop;
222 extern int physics_paused; // Set means don't do physics, except for player.
224 // To use the "Descent-ship" physics:
225 // controls_read_all(&ci, FrameSecs );
226 // physics_read_flying_controls( &ViewerOrient, &ViewerPhysics, FrameSecs, &ci );
227 // physics_sim(&ViewerPos, &ViewerOrient, &ViewerPhysics, FrameSecs );
228 extern void physics_init( physics_info * pi );
229 extern void physics_read_flying_controls( matrix * orient, physics_info * pi, control_info * ci, float sim_time, vector *wash_rot=NULL);
230 extern void physics_sim(vector *position, matrix * orient, physics_info * pi, float sim_time );
231 extern void physics_sim_editor(vector *position, matrix * orient, physics_info * pi, float sim_time);
233 extern void physics_sim_vel(vector * position, physics_info * pi, float sim_time, matrix * orient);
234 extern void physics_sim_rot(matrix * orient, physics_info * pi, float sim_time );
235 extern void physics_apply_whack(vector *force, vector *pos, physics_info *pi, matrix *orient, float mass);
236 extern void physics_apply_shock(vector *direction_vec, float pressure, physics_info *pi, matrix *orient, vector *min, vector *max, float radius);
237 extern void physics_collide_whack(vector *impulse, vector *delta_rotvel, physics_info *pi, matrix *orient);
238 int check_rotvel_limit( physics_info *pi );
242 // functions which use physics calcs to predict position and velocity
243 void physics_predict_pos(physics_info *pi, float delta_time, vector *predicted_pos);
244 void physics_predict_vel(physics_info *pi, float delta_time, vector *predicted_vel);
245 void physics_predict_pos_and_vel(physics_info *pi, float delta_time, vector *predicted_vel, vector *predicted_pos);
247 // If physics_set_viewer is called with the viewer's physics_info, then
248 // this variable tracks the viewer's bank. This is used for g3_draw_rotated_bitmap.
249 extern float Physics_viewer_bank;
251 // If you would like Physics_viewer_bank to be tracked (Which is needed
252 // for rotating 3d bitmaps) call this and pass it a pointer to the
253 // viewer's physics info.
254 #define PHYSICS_VIEWER_FRONT 0
255 #define PHYSICS_VIEWER_LEFT 1
256 #define PHYSICS_VIEWER_RIGHT 2
257 #define PHYSICS_VIEWER_REAR 3
258 #define PHYSICS_VIEWER_UP 4
259 void physics_set_viewer( physics_info * p, int dir );