mirror of
https://github.com/kevinbentley/Descent3.git
synced 2025-01-22 19:55:23 +00:00
2593 lines
89 KiB
C++
2593 lines
89 KiB
C++
/*
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* Descent 3
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* Copyright (C) 2024 Parallax Software
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <cmath>
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#include <cstdlib>
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#include <limits>
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#include "attach.h"
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#include "collide.h"
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#include "D3ForceFeedback.h"
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#include "demofile.h"
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#include "findintersection.h"
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#include "fireball.h"
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#include "game.h"
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#include "log.h"
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#include "multi.h"
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#include "object.h"
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#include "physics.h"
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#include "player.h"
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#include "polymodel.h"
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#include "terrain.h"
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#include "vecmat.h"
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#include "viseffect.h"
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#include "weapon.h"
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// Global variables for physics system
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uint8_t Default_player_terrain_leveling = 0;
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uint8_t Default_player_room_leveling = 0;
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// Maximum iterations thru the simulation loop NOTE: It is assumed that the player loops >= non-player loops
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#define MAX_PLAYER_SIM_LOOPS 9
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#define MAX_NON_PLAYER_SIM_LOOPS 5
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#define CEILING_POWERUP_DELTA 30.0f
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#define WIGGLE_FALLOFF_TIME 2.0
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int Physics_normal_counter;
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int Physics_normal_looping_counter;
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int Physics_walking_counter;
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int Physics_walking_looping_counter;
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int Physics_vis_counter;
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#ifdef _DEBUG
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// This will allow us to debug physics in a better way.
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struct sim_loop_info {
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vector start_pos;
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physics_info phys_info; // At beginnning of loop
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fvi_info hit_info; // Hit information returned by FVI
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};
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sim_loop_info sim_loop_record[MAX_PLAYER_SIM_LOOPS];
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#endif
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#ifdef _DEBUG
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int Physics_player_verbose = 0;
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#endif
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#define PHYSICS_GROUND_TOLERANCE 0.0001f
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#define DAMP_ANG 1.0f // chrishack -- this is probably too tight and should be an int not a float
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#define MAX_OBJECT_VEL 100000.0f
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int Physics_cheat_flag = 0;
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extern char BounceCheat;
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int PhysicsLinkList[MAX_OBJECTS];
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int Physics_NumLinked = 0;
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// Current strength of gravity
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float Gravity_strength = -32.2f; // Meters/second^2
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void DoPhysLinkedFrame(object *obj) {
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object *parent = ObjGet(obj->mtype.obj_link_info.parent_handle);
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matrix new_orient;
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vector new_pos;
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if (parent && parent->type != OBJ_GHOST && parent->type != OBJ_DUMMY) {
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poly_model *pm;
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vector pnt;
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vector fvec;
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vector uvec;
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matrix m;
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int mn; // submodel number
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float normalized_time[MAX_SUBOBJECTS];
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pm = &Poly_models[parent->rtype.pobj_info.model_num];
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ASSERT(pm->used);
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SetNormalizedTimeObj(parent, normalized_time);
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SetModelAnglesAndPos(pm, normalized_time);
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pnt = obj->mtype.obj_link_info.pos;
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fvec = obj->mtype.obj_link_info.fvec;
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uvec = obj->mtype.obj_link_info.uvec;
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mn = obj->mtype.obj_link_info.sobj_index;
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if (mn < 0 || mn >= pm->n_models) {
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LOG_WARNING << "Caught physics link bug!";
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SetObjectDeadFlag(obj);
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return;
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}
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// Instance up the tree for this gun
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while (mn != -1) {
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vector tpnt;
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vm_AnglesToMatrix(&m, pm->submodel[mn].angs.p, pm->submodel[mn].angs.h, pm->submodel[mn].angs.b);
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vm_TransposeMatrix(&m);
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tpnt = pnt * m;
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fvec = fvec * m;
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uvec = uvec * m;
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pnt = tpnt + pm->submodel[mn].offset + pm->submodel[mn].mod_pos;
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mn = pm->submodel[mn].parent;
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}
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// now instance for the entire object
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m = parent->orient;
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vm_TransposeMatrix(&m);
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new_pos = pnt * m;
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fvec = fvec * m;
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uvec = uvec * m;
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vm_VectorToMatrix(&new_orient, &fvec, &uvec, NULL);
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new_pos += parent->pos;
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ObjSetPos(obj, &new_pos, parent->roomnum, &new_orient, false);
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} else {
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SetObjectDeadFlag(obj);
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}
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}
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bool PhysCalcGround(vector *ground_point, vector *ground_normal, object *obj, int ground_num) {
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poly_model *pm;
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vector pnt;
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vector normal;
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matrix m;
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int mn; // submodel number
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float normalized_time[MAX_SUBOBJECTS];
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bool f_good_gp = true;
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if (obj->render_type != RT_POLYOBJ && obj->type != OBJ_PLAYER) {
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// mprintf(0,"Object type %d is not a polyobj!\n",obj->type);
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if (ground_point)
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*ground_point = obj->pos;
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if (ground_normal)
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*ground_normal = obj->orient.fvec;
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return false;
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}
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pm = &Poly_models[obj->rtype.pobj_info.model_num];
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if (pm->n_ground == 0) {
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LOG_WARNING.printf("Object %d with no weapons is firing.", ground_num);
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if (ground_point)
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*ground_point = obj->pos;
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if (ground_normal)
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*ground_normal = obj->orient.fvec;
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return false;
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}
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SetNormalizedTimeObj(obj, normalized_time);
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SetModelAnglesAndPos(pm, normalized_time);
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if (ground_num < 0 || ground_num >= pm->n_ground) {
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LOG_WARNING.printf("Bashing ground num %d to 0.", ground_num);
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ground_num = 0;
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f_good_gp = false;
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}
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pnt = pm->ground_slots[ground_num].pnt;
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normal = pm->ground_slots[ground_num].norm;
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mn = pm->ground_slots[ground_num].parent;
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// Instance up the tree for this ground
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while (mn != -1) {
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vector tpnt;
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vm_AnglesToMatrix(&m, pm->submodel[mn].angs.p, pm->submodel[mn].angs.h, pm->submodel[mn].angs.b);
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vm_TransposeMatrix(&m);
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tpnt = pnt * m;
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normal = normal * m;
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pnt = tpnt + pm->submodel[mn].offset + pm->submodel[mn].mod_pos;
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mn = pm->submodel[mn].parent;
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}
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m = obj->orient;
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vm_TransposeMatrix(&m);
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if (ground_point)
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*ground_point = pnt * m;
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if (ground_normal)
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*ground_normal = normal * m;
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if (ground_point)
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*ground_point += obj->pos;
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return f_good_gp;
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}
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// Applies rotational thrust over at delta time
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void PhysicsApplyConstRotForce(object &objp, const vector &rotforce, vector &rotvel, float deltaTime) {
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const double drag = objp.mtype.phys_info.rotdrag;
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const double mass = objp.mtype.phys_info.mass;
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if (mass < std::numeric_limits<double>::epsilon() || drag < std::numeric_limits<double>::epsilon()) {
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// Invalid mass/drag
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rotvel += rotforce * deltaTime;
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return;
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}
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// Standard angular motion with a linear air drag (drag is proportional to angular velocity)
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const double oneOverDrag = 1.0 / drag;
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const double rotForceOverDrag[3] = {double(rotforce.x) * oneOverDrag, double(rotforce.y) * oneOverDrag,
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double(rotforce.z) * oneOverDrag};
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const double dragOverMass = drag / mass;
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const double expDoMDt = exp(-dragOverMass * double(deltaTime));
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double newRotVel[3];
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newRotVel[0] = (double(rotvel.x) - rotForceOverDrag[0]) * expDoMDt + rotForceOverDrag[0];
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newRotVel[1] = (double(rotvel.y) - rotForceOverDrag[1]) * expDoMDt + rotForceOverDrag[1];
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newRotVel[2] = (double(rotvel.z) - rotForceOverDrag[2]) * expDoMDt + rotForceOverDrag[2];
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// set the new rotational velocity
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rotvel.x = static_cast<float>(newRotVel[0]);
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rotvel.y = static_cast<float>(newRotVel[1]);
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rotvel.z = static_cast<float>(newRotVel[2]);
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}
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// Applies a linear force over time. --Like gravity or thrust
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void PhysicsApplyConstantForce(const object &objp, vector &newPos, vector &newVel, vector &movementVec,
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const vector &force, float deltaTime) {
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const vector &pos = objp.pos;
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const vector &vel = objp.mtype.phys_info.velocity;
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const double drag = static_cast<double>(objp.mtype.phys_info.drag);
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const double mass = static_cast<double>(objp.mtype.phys_info.mass);
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if (mass < std::numeric_limits<double>::epsilon() || drag < std::numeric_limits<double>::epsilon()) {
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// No Mass/Drag
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movementVec = (vel * deltaTime) + (force * (0.5f * deltaTime * deltaTime));
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newPos = pos + movementVec;
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newVel = vel + force * deltaTime;
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return;
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}
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// Standard motion with a linear air drag (drag is proportional to velocity)
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const double dt = static_cast<double>(deltaTime);
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const double oneOverDrag = 1.0 / drag;
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const double massOverDrag = mass / drag;
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const double forceOverDrag[3] = {force.x * oneOverDrag, force.y * oneOverDrag, force.z * oneOverDrag};
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const double objVel[3] = {static_cast<double>(vel.x), static_cast<double>(vel.y), static_cast<double>(vel.z)};
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const double expDoMDt = exp((-1.0 / massOverDrag) * dt);
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newPos.x = static_cast<float>(static_cast<double>(pos.x) + forceOverDrag[0] * dt +
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massOverDrag * (objVel[0] - forceOverDrag[0]) * (1.0 - expDoMDt));
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newPos.y = static_cast<float>(static_cast<double>(pos.y) + forceOverDrag[1] * dt +
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massOverDrag * (objVel[1] - forceOverDrag[1]) * (1.0 - expDoMDt));
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newPos.z = static_cast<float>(static_cast<double>(pos.z) + forceOverDrag[2] * dt +
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massOverDrag * (objVel[2] - forceOverDrag[2]) * (1.0 - expDoMDt));
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movementVec = newPos - pos;
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newVel.x = static_cast<float>((objVel[0] - forceOverDrag[0]) * expDoMDt + forceOverDrag[0]);
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newVel.y = static_cast<float>((objVel[1] - forceOverDrag[1]) * expDoMDt + forceOverDrag[1]);
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newVel.z = static_cast<float>((objVel[2] - forceOverDrag[2]) * expDoMDt + forceOverDrag[2]);
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}
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// Banks an object as it turns (we counteract this and then reapply it when we
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// actually do the turn -- cool)
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void set_object_turnroll(object *obj, vector *rotvel, angle *turnroll) {
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float desired_bank;
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angle desired_bank_angle;
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desired_bank = -(rotvel->y) * obj->mtype.phys_info.turnroll_ratio;
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// If desired bank > 32000, we will rotate the ship in weird ways. Should limit turn-roll to 32000 if this
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// ever occurs. BTW This is where the limiter should be placed.
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if (fabs(desired_bank) > 32000.0) {
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if (desired_bank < 0.0)
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desired_bank = -32000.0f;
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else
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desired_bank = 32000.0f;
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}
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if (desired_bank > -1.0) // accounts for -.9999 this is rounded to 0 in a float to int conversion
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desired_bank_angle = desired_bank;
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else
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desired_bank_angle = 65535 + desired_bank;
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if (*turnroll != desired_bank_angle) {
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int delta_ang;
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int max_roll;
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max_roll = obj->mtype.phys_info.max_turnroll_rate * Frametime;
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if (*turnroll > 32000)
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delta_ang = desired_bank - (*turnroll - 65535);
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else
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delta_ang = desired_bank - *turnroll;
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if (labs(delta_ang) > max_roll)
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if (delta_ang > 0)
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*turnroll += max_roll;
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else
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*turnroll -= max_roll;
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else
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*turnroll = desired_bank_angle;
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} else
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*turnroll = desired_bank_angle;
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}
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// Maximum number of objects that we already hit.
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#define MAX_IGNORE_OBJS 100
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// When leveling non-player objects - how many angles per sec. do they correct with.
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#define MAX_LEVEL_ANGLES_PER_SEC 30000.0f
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// Base scaler for pitch scaling of autoleveling
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#define MAX_AUTOLEVEL_TILT_ANGLE 11000
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// Multiplier for newbie autoleveling scaling of tilt angle
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#define NEWBIE_AUTOLEVEL_TILT_ANGLE_SCALAR 1.25f
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// How long a newbie sits there before the pitch leveling kicks in
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#define NEWBIE_PITCH_LEVEL_TIME 1.5f
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#define BANK_AUTOLEVEL_SPEED_SCALAR 2.0
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// Rotational simulator the updates orient, rotvel, and turnroll
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// (using these original values + frametime + rotthrust)
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bool PhysicsDoSimRot(object *obj, float frame_time, matrix *orient, vector *rotthrust, vector *rotvel,
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angle *turnroll) {
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angvec tangles;
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matrix rotmat;
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physics_info *pi;
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bool f_leveling = false;
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float max_tilt_angle = 0;
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bool f_newbie_leveling = false;
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if (frame_time <= 0.0)
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return false; // chrishack
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pi = &obj->mtype.phys_info;
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if (obj == Player_object && obj->control_type != CT_AI) {
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max_tilt_angle = MAX_AUTOLEVEL_TILT_ANGLE;
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if (OBJECT_OUTSIDE(obj)) {
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if (Default_player_terrain_leveling) {
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f_leveling = true;
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if (Default_player_terrain_leveling > 1) {
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max_tilt_angle *= NEWBIE_AUTOLEVEL_TILT_ANGLE_SCALAR;
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f_newbie_leveling = true;
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}
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}
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} else {
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if (Default_player_room_leveling) {
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f_leveling = true;
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if (Default_player_room_leveling > 1) {
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max_tilt_angle *= NEWBIE_AUTOLEVEL_TILT_ANGLE_SCALAR;
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f_newbie_leveling = true;
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}
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}
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}
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} else {
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if (pi->flags & PF_LEVELING)
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f_leveling = true;
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}
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// Fixed rate rotaters
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if (obj->mtype.phys_info.flags & PF_FIXED_ROT_VELOCITY) {
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tangles.p = (int16_t)(rotvel->x * frame_time);
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tangles.h = (int16_t)(rotvel->y * frame_time);
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tangles.b = (int16_t)(rotvel->z * frame_time);
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vm_AnglesToMatrix(&rotmat, tangles.p, tangles.h, tangles.b);
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*orient = *orient * rotmat; // ObjSetOrient below
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vm_Orthogonalize(orient); // Rest done after call
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return true;
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}
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// now rotate object
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// unrotate object for bank caused by turn
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if (*turnroll != 0) {
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tangles.p = tangles.h = 0;
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tangles.b = -(*turnroll);
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vm_AnglesToMatrix(&rotmat, tangles.p, tangles.h, tangles.b);
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// Apply rotation matrix to the orientation matrix
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*orient = *orient * rotmat; // ObjSetOrient is below
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}
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// Auto-leveling
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if ((f_leveling) && (obj->type != OBJ_PLAYER)) {
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if (fabs(rotthrust->z) < 100.0f) {
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if ((fabs(rotvel->z) < 1500.0f) /*&& (pi->turnroll <= 10 || pi->turnroll >= 65535 - 10)*/) {
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angvec ang;
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vector fvec;
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int bound;
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// f_leveling = true;
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// pi->turnroll = 0;
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// extract angles from a matrix
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vm_ExtractAnglesFromMatrix(&ang, orient);
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if ((pi->flags & PF_TURNROLL) && *turnroll) {
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bound = *turnroll;
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if (bound > 32768) {
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bound = 65535 - bound;
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}
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} else {
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bound = 10;
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}
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if (ang.b > bound && ang.b < 65535 - bound) // About 1 degree
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{
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float scale;
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// Scale on pitch
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if (ang.p < 32768) {
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scale = abs(16834 - (int)ang.p) / 16384.0f;
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} else {
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scale = abs(49152 - (int)ang.p) / 16384.0f;
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}
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// mprintf(0, "scale %f, ", scale);
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if (ang.b < 32768) {
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float al_rate = scale * MAX_LEVEL_ANGLES_PER_SEC * (1.0f - (abs(16834 - (int)ang.b) / 16384.0f));
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if (al_rate < scale * 5000.0f) {
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al_rate = scale * 5000.0f;
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}
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al_rate *= frame_time;
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if (al_rate > ang.b)
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al_rate = ang.b;
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// mprintf(0, "L al_rate %f\n", al_rate);
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ang.b -= al_rate;
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} else {
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float al_rate = scale * MAX_LEVEL_ANGLES_PER_SEC * (1.0f - (abs(16384 - ((int)ang.b - 32768)) / 16384.0f));
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if (al_rate < scale * 5000.0f) {
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al_rate = scale * 5000.0f;
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}
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al_rate *= frame_time;
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if (al_rate > 65535 - ang.b)
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al_rate = 65535 - ang.b;
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|
|
// mprintf(0, "G al_rate %f\n", al_rate);
|
|
|
|
ang.b += al_rate;
|
|
}
|
|
|
|
fvec = orient->fvec;
|
|
|
|
vm_AnglesToMatrix(orient, ang.p, ang.h, ang.b);
|
|
}
|
|
}
|
|
}
|
|
} else if ((f_leveling) && (obj->type == OBJ_PLAYER)) {
|
|
bool f_pitch_leveled = false;
|
|
bool f_player_fired_recently = false;
|
|
int i;
|
|
|
|
for (i = 0; i < 21; i++) {
|
|
if (obj->dynamic_wb[i].last_fire_time + NEWBIE_PITCH_LEVEL_TIME > Gametime) {
|
|
f_player_fired_recently = true;
|
|
f_newbie_leveling = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!f_player_fired_recently && f_newbie_leveling &&
|
|
(Players[obj->id].last_thrust_time + NEWBIE_PITCH_LEVEL_TIME < Gametime)) {
|
|
if (1) {
|
|
angvec ang;
|
|
int bound;
|
|
|
|
// f_leveling = true;
|
|
// pi->turnroll = 0;
|
|
|
|
// extract angles from a matrix
|
|
vm_ExtractAnglesFromMatrix(&ang, orient);
|
|
|
|
bound = 750;
|
|
|
|
// About 1 degree -- front or back
|
|
if ((ang.p > bound) && (ang.p < 65535 - bound) && // Forward
|
|
abs(ang.p - 32768) > bound) // Backward
|
|
{
|
|
float scale;
|
|
f_pitch_leveled = true;
|
|
|
|
if (obj->orient.uvec.y < 0.0f) {
|
|
ang.p += 16384;
|
|
}
|
|
|
|
scale = 1.05f - fabs(obj->orient.uvec.y);
|
|
// scale *= scale;
|
|
|
|
if (scale > 1.0)
|
|
scale = 1.0;
|
|
|
|
if (ang.p < 16834) {
|
|
rotthrust->x -= scale * obj->mtype.phys_info.full_rotthrust;
|
|
} else if (ang.p < 32768) {
|
|
rotthrust->x += scale * obj->mtype.phys_info.full_rotthrust;
|
|
} else if (ang.p < 49152) {
|
|
rotthrust->x -= scale * obj->mtype.phys_info.full_rotthrust;
|
|
} else {
|
|
rotthrust->x += scale * obj->mtype.phys_info.full_rotthrust;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!f_pitch_leveled && fabs(rotthrust->z) < 100.0f) {
|
|
angvec ang;
|
|
int bound;
|
|
|
|
// extract angles from a matrix
|
|
vm_ExtractAnglesFromMatrix(&ang, orient);
|
|
if ((ang.p < 32768 && (abs((int)ang.p - (int)16834) > max_tilt_angle)) ||
|
|
(ang.p >= 32768 && (abs((int)ang.p - (int)49152) > max_tilt_angle))) {
|
|
|
|
if ((pi->flags & PF_TURNROLL) && *turnroll) {
|
|
bound = *turnroll;
|
|
if (bound > 32768) {
|
|
bound = 65535 - bound;
|
|
}
|
|
} else {
|
|
bound = 10;
|
|
}
|
|
|
|
if (ang.b > bound && ang.b < 65535 - bound) // About 1 degree
|
|
{
|
|
float scale;
|
|
|
|
// Scale on pitch
|
|
if (ang.p < 32768) {
|
|
scale = (abs(16834 - (int)ang.p) - max_tilt_angle) / (16384.0f - max_tilt_angle);
|
|
} else {
|
|
scale = (abs(49152 - (int)ang.p) - max_tilt_angle) / (16384.0f - max_tilt_angle);
|
|
}
|
|
|
|
if (ang.b < 32768) {
|
|
float temp_scale;
|
|
|
|
if (ang.b > 28672) {
|
|
temp_scale = (1.04f - ((28672 - 16834) / 16384.0f));
|
|
} else {
|
|
temp_scale = (1.04f - (abs(16834 - (int)ang.b) / 16384.0f));
|
|
}
|
|
|
|
temp_scale *= temp_scale;
|
|
scale *= temp_scale;
|
|
if (f_player_fired_recently)
|
|
scale *= .25f;
|
|
|
|
rotthrust->z -= scale * BANK_AUTOLEVEL_SPEED_SCALAR * obj->mtype.phys_info.full_rotthrust;
|
|
} else {
|
|
float temp_scale;
|
|
|
|
if (ang.b < 36864) {
|
|
temp_scale = (1.04f - ((49152 - 36864) / 16384.0f));
|
|
} else {
|
|
temp_scale = (1.04f - (abs(49152 - (int)ang.b) / 16384.0f));
|
|
}
|
|
|
|
temp_scale *= temp_scale;
|
|
scale *= temp_scale;
|
|
if (f_player_fired_recently)
|
|
scale *= .25f;
|
|
|
|
rotthrust->z += scale * BANK_AUTOLEVEL_SPEED_SCALAR * obj->mtype.phys_info.full_rotthrust;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (pi->rotdrag > 0.0f) {
|
|
if (!(pi->flags & PF_USES_THRUST)) {
|
|
*rotthrust = Zero_vector;
|
|
}
|
|
|
|
PhysicsApplyConstRotForce(*obj, *rotthrust, *rotvel, frame_time);
|
|
}
|
|
|
|
// Apply rotation to the "un-rollbanked" object
|
|
tangles.p = (int16_t)(rotvel->x * frame_time); // Casting to int16_t is required for aarch64 to avoid FCVTZU
|
|
// instruction which strips the negative sign
|
|
tangles.h = (int16_t)(rotvel->y * frame_time);
|
|
tangles.b = (int16_t)(rotvel->z * frame_time);
|
|
|
|
vm_AnglesToMatrix(&rotmat, tangles.p, tangles.h, tangles.b);
|
|
*orient = *orient * rotmat; // ObjSetOrient is below
|
|
|
|
// Determine the new turnroll from this amount of turning
|
|
if (pi->flags & PF_TURNROLL) {
|
|
set_object_turnroll(obj, rotvel, turnroll);
|
|
}
|
|
|
|
// re-rotate object for bank caused by turn
|
|
if (*turnroll != 0) {
|
|
tangles.p = tangles.h = 0;
|
|
tangles.b = *turnroll;
|
|
vm_AnglesToMatrix(&rotmat, tangles.p, tangles.h, tangles.b);
|
|
*orient = *orient * rotmat; // ObjSetOrient is below
|
|
}
|
|
// Make sure the new orientation is valid
|
|
vm_Orthogonalize(orient);
|
|
|
|
return true;
|
|
}
|
|
|
|
void PhysicsDoSimLinear(const object &obj, const vector &pos, const vector &force, vector &velocity,
|
|
vector &movementVec, vector &movementPos, float simTime, int count) {
|
|
// Determine velocity
|
|
if (obj.mtype.phys_info.flags & PF_FIXED_VELOCITY) {
|
|
movementVec = velocity * simTime;
|
|
movementPos = pos + movementVec;
|
|
return;
|
|
}
|
|
|
|
vector forceToUse = force;
|
|
if (!ROOMNUM_OUTSIDE(obj.roomnum) && !(obj.mtype.phys_info.flags & PF_LOCK_MASK) &&
|
|
Rooms[obj.roomnum].wind != Zero_vector && count == 0 && obj.mtype.phys_info.drag > 0.0f &&
|
|
!(obj.type == OBJ_POWERUP && Level_powerups_ignore_wind)) {
|
|
// Factor in outside wind
|
|
const vector &wind = Rooms[obj.roomnum].wind;
|
|
vector deltaForce = wind * obj.mtype.phys_info.drag * 16.0f;
|
|
forceToUse += deltaForce;
|
|
}
|
|
|
|
PhysicsApplyConstantForce(obj, movementPos, velocity, movementVec, forceToUse, simTime);
|
|
|
|
#ifdef _DEBUG
|
|
if (Physics_player_verbose && obj.type == OBJ_PLAYER) {
|
|
LOG_DEBUG.printf("Player Velocity = %f(%f)", vm_GetMagnitude(&velocity), vm_GetMagnitude(&movementVec) / simTime);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------------------------------------
|
|
// Simulate a physics object for this frame
|
|
void do_physics_sim(object *obj) {
|
|
// Since we might not call FVI, set this here
|
|
Fvi_num_recorded_faces = 0;
|
|
|
|
int n_ignore_objs = 0; // The number of ignored objects
|
|
int ignore_obj_list[MAX_IGNORE_OBJS + 1]; // List of ignored objects
|
|
|
|
int fate; // Collision type for response code
|
|
vector movement_vec; // Movement in this frame
|
|
vector movement_pos; // End point of the movement
|
|
|
|
int count = 0; // Simulation loop counter
|
|
int sim_loop_limit = (obj->type == OBJ_PLAYER) ? MAX_PLAYER_SIM_LOOPS : MAX_NON_PLAYER_SIM_LOOPS;
|
|
|
|
int objnum = OBJNUM(obj); // Simulated object's index
|
|
fvi_info hit_info; // Hit information
|
|
fvi_query fq; // Movement query
|
|
|
|
float sim_time_remaining = Frametime; // Amount of simulation time remaining (current iteration)
|
|
float old_sim_time_remaining = Frametime; // Amount of simulation time remaining (previous iteration)
|
|
|
|
vector init_pos = obj->pos; // Initial position
|
|
int init_room = obj->roomnum; // Initial room
|
|
|
|
vector start_pos; // Values at the start of current simulation loop
|
|
vector start_vel;
|
|
matrix start_orient;
|
|
vector start_rotvel;
|
|
angle start_turnroll;
|
|
int start_room;
|
|
|
|
float moved_time; // How long objected moved before hit something
|
|
physics_info *pi = &obj->mtype.phys_info; // Simulated object's physics information
|
|
|
|
int bounced = 0; // Did the object bounce?
|
|
|
|
vector total_force; // Constant force acting on an object
|
|
|
|
bool f_continue_sim; // Should we run another simulation loop
|
|
bool f_start_fvi_record = true; // Records the rooms that are passed thru
|
|
|
|
bool f_turn_gravity_on = false;
|
|
|
|
// Assert conditions
|
|
ASSERT(obj->type != OBJ_NONE);
|
|
ASSERT(obj->movement_type == MT_PHYSICS);
|
|
ASSERT(!(obj->mtype.phys_info.flags & PF_USES_THRUST) || obj->mtype.phys_info.drag != 0.0);
|
|
|
|
ASSERT(std::isfinite(obj->mtype.phys_info.velocity.x)); // Caller wants to go to infinity! -- Not FVI's fault.
|
|
ASSERT(std::isfinite(obj->mtype.phys_info.velocity.y)); // Caller wants to go to infinity! -- Not FVI's fault.
|
|
ASSERT(std::isfinite(obj->mtype.phys_info.velocity.z)); // Caller wants to go to infinity! -- Not FVI's fault.
|
|
|
|
#ifdef _DEBUG
|
|
if (!Game_do_flying_sim) {
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
// Make powerups above the ceiling fall with gravity
|
|
if (obj->type == OBJ_POWERUP && ROOMNUM_OUTSIDE(obj->roomnum) &&
|
|
obj->pos.y > (CEILING_HEIGHT - obj->size - CEILING_POWERUP_DELTA) && !(obj->mtype.phys_info.flags & PF_GRAVITY)) {
|
|
obj->mtype.phys_info.flags |= PF_GRAVITY;
|
|
obj->flags |= OF_TEMP_GRAVITY;
|
|
} else if (obj->flags & OF_TEMP_GRAVITY) {
|
|
obj->mtype.phys_info.flags &= ~PF_GRAVITY;
|
|
}
|
|
|
|
// Instant bail cases
|
|
if ((obj->flags & (OF_DEAD | OF_ATTACHED)) || (Frametime <= 0.0) || (obj->type == OBJ_DUMMY)) {
|
|
return;
|
|
}
|
|
|
|
if (obj->type == OBJ_PLAYER &&
|
|
(obj->mtype.phys_info.thrust != Zero_vector || obj->mtype.phys_info.rotthrust != Zero_vector)) {
|
|
Players[obj->id].last_thrust_time = Gametime;
|
|
}
|
|
|
|
// mprintf(0, "%d Over terrain = %d\n", obj - Objects, obj->flags & OF_OVER_TERRAIN);
|
|
|
|
// If the object wiggles
|
|
if ((obj->mtype.phys_info.flags & PF_WIGGLE) && (Demo_flags != DF_PLAYBACK)) {
|
|
float swiggle;
|
|
vector w_pos;
|
|
|
|
if (vm_GetMagnitude(&obj->mtype.phys_info.thrust) < .1) {
|
|
obj->mtype.phys_info.last_still_time -= Frametime / WIGGLE_FALLOFF_TIME;
|
|
} else {
|
|
obj->mtype.phys_info.last_still_time += Frametime / WIGGLE_FALLOFF_TIME;
|
|
}
|
|
|
|
if (obj->mtype.phys_info.last_still_time < 0.0)
|
|
obj->mtype.phys_info.last_still_time = 0.0;
|
|
else if (obj->mtype.phys_info.last_still_time > 1.0)
|
|
obj->mtype.phys_info.last_still_time = 1.0;
|
|
|
|
// Ship always keeps 10% of its wiggle
|
|
// if(obj->mtype.phys_info.last_still_time < 1.0)
|
|
{
|
|
float scaler = 1.0f - obj->mtype.phys_info.last_still_time;
|
|
if (scaler < .1f)
|
|
scaler = .1f;
|
|
|
|
swiggle = obj->mtype.phys_info.wiggle_amplitude * (scaler) *
|
|
(FixSin((angle)((int)(Gametime * obj->mtype.phys_info.wiggles_per_sec * 65535) % 65535)) -
|
|
FixSin((angle)((int)((Gametime - Frametime) * obj->mtype.phys_info.wiggles_per_sec * 65535) % 65535)));
|
|
w_pos = obj->pos + obj->orient.uvec * (swiggle);
|
|
|
|
fq.p0 = &obj->pos;
|
|
fq.startroom = obj->roomnum;
|
|
fq.p1 = &w_pos;
|
|
fq.rad = obj->size;
|
|
fq.thisobjnum = objnum;
|
|
fq.ignore_obj_list = NULL;
|
|
fq.flags = FQ_CHECK_OBJS | FQ_RECORD | FQ_IGNORE_POWERUPS;
|
|
fq.flags |= FQ_NEW_RECORD_LIST;
|
|
fq.flags |= FQ_CHECK_CEILING;
|
|
|
|
// Need for weapons to go thru transparent areas of a texture
|
|
if (obj->type == OBJ_WEAPON)
|
|
fq.flags |= FQ_TRANSPOINT;
|
|
|
|
if (obj->flags & OF_NO_OBJECT_COLLISIONS)
|
|
fq.flags &= ~FQ_CHECK_OBJS;
|
|
|
|
fate = fvi_FindIntersection(&fq, &hit_info);
|
|
|
|
// Only wiggle on a non-hit case
|
|
if (fate == HIT_NONE) {
|
|
|
|
ASSERT(hit_info.hit_room != -1);
|
|
|
|
f_start_fvi_record = false;
|
|
|
|
// update object's position and segment number
|
|
ObjSetPos(obj, &hit_info.hit_pnt, hit_info.hit_room, NULL, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
// If the object is effected by gravity (normal, lighter than air, and anti-gravity)
|
|
if (obj->mtype.phys_info.flags & PF_GRAVITY) {
|
|
total_force.x = total_force.z = 0.0;
|
|
total_force.y = Gravity_strength * obj->mtype.phys_info.mass;
|
|
} else if (obj->mtype.phys_info.flags & PF_REVERSE_GRAVITY) {
|
|
total_force.x = total_force.z = 0.0;
|
|
total_force.y = -Gravity_strength * obj->mtype.phys_info.mass;
|
|
} else {
|
|
total_force.x = total_force.y = total_force.z = 0.0;
|
|
}
|
|
|
|
obj->flags &= (~OF_STOPPED_THIS_FRAME);
|
|
|
|
// Do rotation velocity/accel stuff
|
|
bool f_rotated = false;
|
|
|
|
if (!(fabs(pi->velocity.x) > .000001 || fabs(pi->velocity.y) > .000001 || fabs(pi->velocity.z) > .000001 ||
|
|
fabs(pi->thrust.x) > .000001 || fabs(pi->thrust.y) > .000001 || fabs(pi->thrust.z) > .000001 ||
|
|
fabs(pi->rotvel.x) > .000001 || fabs(pi->rotvel.y) > .000001 || fabs(pi->rotvel.z) > .000001 ||
|
|
fabs(pi->rotthrust.x) > .000001 || fabs(pi->rotthrust.y) > .000001 || fabs(pi->rotthrust.z) > .000001 ||
|
|
(obj->mtype.phys_info.flags & PF_GRAVITY) ||
|
|
((!ROOMNUM_OUTSIDE(obj->roomnum)) && Rooms[obj->roomnum].wind != Zero_vector) ||
|
|
(obj->mtype.phys_info.flags & PF_WIGGLE) ||
|
|
((obj->ai_info != NULL) && ((obj->ai_info->flags & AIF_REPORT_NEW_ORIENT) != 0)))) {
|
|
if ((obj->flags & OF_MOVED_THIS_FRAME)) {
|
|
obj->flags &= (~OF_MOVED_THIS_FRAME);
|
|
obj->flags |= OF_STOPPED_THIS_FRAME;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if (obj->ai_info)
|
|
obj->ai_info->flags &= ~AIF_REPORT_NEW_ORIENT;
|
|
|
|
obj->flags |= OF_MOVED_THIS_FRAME;
|
|
|
|
// This assumes that the thrust does not change within a frame. If it does, account for it
|
|
// there... like missiles bouncing off a wall and changing heading. --chrishack
|
|
if (obj->mtype.phys_info.drag != 0.0) {
|
|
if (obj->mtype.phys_info.flags & PF_USES_THRUST) {
|
|
total_force += obj->mtype.phys_info.thrust;
|
|
}
|
|
}
|
|
|
|
// mprintf(0, "PHYSICS: Current obj: %d, %9.2fx %9.2fy %9.2fz\n", OBJNUM(obj), XYZ(&obj->pos));
|
|
// mprintf(2,1,0,"x %9.2f\ny %9.2f\nz %9.2f", XYZ(&obj->mtype.phys_info.velocity));
|
|
// mprintf(0, "PHYSICS: Current velocity (%f, %f, %f)\n", XYZ(&obj->mtype.phys_info.velocity));
|
|
|
|
Physics_normal_counter++;
|
|
|
|
// Simulate movement until we are done (i.e. Frametime has passed or object is done moving)
|
|
do {
|
|
// Values at start of sim loop
|
|
start_pos = obj->pos;
|
|
start_vel = obj->mtype.phys_info.velocity;
|
|
start_orient = obj->orient;
|
|
start_rotvel = obj->mtype.phys_info.rotvel;
|
|
start_turnroll = obj->mtype.phys_info.turnroll;
|
|
start_room = obj->roomnum;
|
|
|
|
matrix end_orient = start_orient;
|
|
vector end_rotvel = start_rotvel;
|
|
angle end_turnroll = start_turnroll;
|
|
vector end_vel = start_vel;
|
|
|
|
#ifdef _DEBUG
|
|
// This records the sim.
|
|
sim_loop_record[count].phys_info = obj->mtype.phys_info;
|
|
#endif
|
|
|
|
// Initailly assume that this is the last sim cycle
|
|
f_continue_sim = false;
|
|
|
|
// Determines forces
|
|
if (count > 0) {
|
|
// If the object is effected by gravity (normal, lighter than air, and anti-gravity)
|
|
if (obj->mtype.phys_info.flags & PF_GRAVITY) {
|
|
total_force.x = total_force.z = 0.0;
|
|
total_force.y = Gravity_strength * obj->mtype.phys_info.mass;
|
|
} else if (obj->mtype.phys_info.flags & PF_REVERSE_GRAVITY) {
|
|
total_force.x = total_force.z = 0.0;
|
|
total_force.y = -Gravity_strength * obj->mtype.phys_info.mass;
|
|
} else if (!(obj->mtype.phys_info.flags & PF_BOUNCE)) {
|
|
// Player ship
|
|
} else {
|
|
total_force.x = total_force.y = total_force.z = 0.0;
|
|
}
|
|
}
|
|
|
|
// Compute rotational information
|
|
// Chrishack -- replace OBJ_CLUTTER with a BBOX_HIT_TYPE
|
|
bool f_set_orient;
|
|
|
|
if ((f_rotated == false && count == 0) || obj->type == OBJ_CLUTTER) {
|
|
f_rotated = true;
|
|
f_set_orient = true;
|
|
PhysicsDoSimRot(obj, sim_time_remaining, &end_orient, &obj->mtype.phys_info.rotthrust, &end_rotvel,
|
|
&end_turnroll);
|
|
|
|
ObjSetOrient(obj, &end_orient);
|
|
} else {
|
|
f_set_orient = false;
|
|
}
|
|
|
|
// Updates the thrust vector to the orientation for homing weapons
|
|
if ((obj->type == OBJ_WEAPON) && (pi->flags & PF_USES_THRUST) && (pi->flags & PF_HOMING)) {
|
|
pi->thrust = end_orient.fvec * pi->full_thrust;
|
|
movement_vec = obj->mtype.phys_info.velocity * Frametime;
|
|
movement_pos = obj->pos + movement_vec;
|
|
}
|
|
|
|
PhysicsDoSimLinear(*obj, obj->pos, total_force, end_vel, movement_vec, movement_pos, sim_time_remaining, count);
|
|
|
|
// Only do velocity until we've reached our destination position
|
|
// This is useful for multiplayer
|
|
if (obj->mtype.phys_info.flags & PF_DESTINATION_POS) {
|
|
vector sub1 = obj->pos - obj->mtype.phys_info.dest_pos;
|
|
vector sub2 = movement_pos - obj->mtype.phys_info.dest_pos;
|
|
|
|
if (vm_DotProduct(&sub1, &sub2) <= 0) {
|
|
obj->mtype.phys_info.flags &= ~PF_DESTINATION_POS;
|
|
vm_MakeZero(&obj->mtype.phys_info.velocity);
|
|
vm_MakeZero(&movement_vec);
|
|
movement_pos = obj->pos;
|
|
goto end_of_sim;
|
|
}
|
|
|
|
if ((vm_VectorDistanceQuick(&obj->mtype.phys_info.dest_pos, &obj->pos)) < 1) {
|
|
vm_MakeZero(&obj->mtype.phys_info.velocity);
|
|
obj->mtype.phys_info.flags &= ~PF_DESTINATION_POS;
|
|
goto end_of_sim;
|
|
}
|
|
}
|
|
|
|
// We are done, as there is no collision response with PF_NO_COLLIDE
|
|
if (obj->mtype.phys_info.flags & PF_NO_COLLIDE) {
|
|
obj->mtype.phys_info.rotvel = end_rotvel;
|
|
obj->mtype.phys_info.turnroll = end_turnroll;
|
|
obj->mtype.phys_info.velocity = end_vel;
|
|
|
|
// ObjSetOrient(obj,&end_orient);
|
|
ObjSetPos(obj, &movement_pos, obj->roomnum, NULL, false);
|
|
|
|
ObjSetAABB(obj);
|
|
obj->last_pos = init_pos;
|
|
|
|
goto end_of_sim;
|
|
}
|
|
|
|
Physics_normal_looping_counter++;
|
|
|
|
// Cap ignore list -- (Objects we already hit this frame)
|
|
ignore_obj_list[n_ignore_objs] = -1;
|
|
|
|
vector temp_vel = obj->mtype.phys_info.velocity;
|
|
obj->mtype.phys_info.velocity = (movement_pos - start_pos) / sim_time_remaining;
|
|
|
|
fq.p0 = &obj->pos;
|
|
fq.startroom = obj->roomnum;
|
|
fq.p1 = &movement_pos;
|
|
fq.rad = obj->size;
|
|
fq.thisobjnum = objnum;
|
|
fq.ignore_obj_list = ignore_obj_list;
|
|
fq.flags = FQ_CHECK_OBJS | FQ_RECORD;
|
|
if (f_start_fvi_record)
|
|
fq.flags |= FQ_NEW_RECORD_LIST;
|
|
|
|
fq.o_orient = &start_orient;
|
|
fq.o_rotvel = &start_rotvel;
|
|
fq.o_rotthrust = &obj->mtype.phys_info.rotthrust;
|
|
fq.o_turnroll = &start_turnroll;
|
|
fq.o_velocity = &start_vel;
|
|
fq.o_thrust = &total_force;
|
|
|
|
f_start_fvi_record = false;
|
|
|
|
// Need for weapons to go thru transparent areas of a texture
|
|
if (obj->type == OBJ_WEAPON)
|
|
fq.flags |= FQ_TRANSPOINT;
|
|
|
|
// Added a ceiling for players and powerups
|
|
if (obj->type == OBJ_POWERUP || (obj->type == OBJ_PLAYER && obj->control_type != CT_AI) ||
|
|
obj->type == OBJ_OBSERVER || (obj == Players[Player_object->id].guided_obj) ||
|
|
(obj->flags & OF_FORCE_CEILING_CHECK))
|
|
fq.flags |= FQ_CHECK_CEILING;
|
|
|
|
if ((obj->type == OBJ_WEAPON) && (obj->ctype.laser_info.hit_status != WPC_NOT_USED))
|
|
fq.flags |= FQ_IGNORE_WALLS;
|
|
|
|
if (obj->flags & OF_NO_OBJECT_COLLISIONS)
|
|
fq.flags &= ~FQ_CHECK_OBJS;
|
|
|
|
if (IS_GENERIC(obj->type) && (Object_info[obj->id].flags & OIF_IGNORE_FORCEFIELDS_AND_GLASS))
|
|
fq.flags |= FQ_IGNORE_RENDER_THROUGH_PORTALS;
|
|
|
|
// Initially assume that we fully move
|
|
hit_info.hit_turnroll = end_turnroll;
|
|
hit_info.hit_orient = end_orient;
|
|
hit_info.hit_rotvel = end_rotvel;
|
|
hit_info.hit_velocity = end_vel;
|
|
hit_info.hit_time = sim_time_remaining;
|
|
|
|
if (obj->type == OBJ_PLAYER) {
|
|
fq.flags |= FQ_MULTI_POINT;
|
|
}
|
|
|
|
fate = fvi_FindIntersection(&fq, &hit_info);
|
|
|
|
if (fate != HIT_NONE) {
|
|
if (obj->type == OBJ_PLAYER && hit_info.num_hits > 1) {
|
|
vector n = Zero_vector;
|
|
int i;
|
|
|
|
for (i = 0; i < hit_info.num_hits; i++) {
|
|
n += hit_info.hit_wallnorm[i];
|
|
}
|
|
|
|
hit_info.hit_wallnorm[0] = n;
|
|
}
|
|
vm_NormalizeVector(&hit_info.hit_wallnorm[0]);
|
|
}
|
|
|
|
obj->mtype.phys_info.velocity = temp_vel;
|
|
|
|
// Accounts for precomputed hit rays
|
|
if ((obj->type == OBJ_WEAPON) && (obj->ctype.laser_info.hit_status == WPC_HIT_WALL)) {
|
|
vector to_hit_pnt, to_fvi_pos;
|
|
|
|
if (fate == HIT_NONE) {
|
|
to_hit_pnt = obj->ctype.laser_info.hit_pnt - obj->pos;
|
|
to_fvi_pos = obj->ctype.laser_info.hit_pnt - hit_info.hit_pnt;
|
|
} else {
|
|
to_hit_pnt = obj->ctype.laser_info.hit_wall_pnt - obj->pos;
|
|
to_fvi_pos = obj->ctype.laser_info.hit_wall_pnt - hit_info.hit_face_pnt[0];
|
|
}
|
|
|
|
if ((to_hit_pnt * to_fvi_pos) <= 0.0f) {
|
|
fate = hit_info.hit_type[0] = HIT_WALL;
|
|
|
|
hit_info.hit_pnt = obj->ctype.laser_info.hit_pnt;
|
|
hit_info.hit_face_pnt[0] = obj->ctype.laser_info.hit_wall_pnt;
|
|
hit_info.hit_room = obj->ctype.laser_info.hit_room;
|
|
hit_info.hit_face_room[0] = obj->ctype.laser_info.hit_pnt_room;
|
|
hit_info.hit_wallnorm[0] = obj->ctype.laser_info.hit_wall_normal;
|
|
hit_info.hit_face[0] = obj->ctype.laser_info.hit_face;
|
|
|
|
obj->ctype.laser_info.hit_status = WPC_NOT_USED;
|
|
}
|
|
}
|
|
|
|
// chrishack -- move all FVI ASSERT to here!
|
|
ASSERT(fate != HIT_WALL || (fate == HIT_WALL && hit_info.hit_face[0] > -1));
|
|
ASSERT(hit_info.hit_pnt.x > -100000000.0);
|
|
ASSERT(hit_info.hit_pnt.y > -100000000.0);
|
|
ASSERT(hit_info.hit_pnt.z > -100000000.0);
|
|
ASSERT(hit_info.hit_pnt.x < 100000000.0);
|
|
ASSERT(hit_info.hit_pnt.y < 100000000.0);
|
|
ASSERT(hit_info.hit_pnt.z < 100000000.0);
|
|
ASSERT(!(fate != HIT_OUT_OF_TERRAIN_BOUNDS && hit_info.hit_room == -1));
|
|
|
|
#ifdef _DEBUG
|
|
sim_loop_record[count].start_pos = obj->pos;
|
|
sim_loop_record[count].hit_info = hit_info;
|
|
|
|
if (fate != HIT_NONE) {
|
|
if (Physics_player_verbose) {
|
|
objnum = ObjCreate(OBJ_DEBUG_LINE, 1, hit_info.hit_room, &hit_info.hit_face_pnt[0], NULL);
|
|
if (objnum >= 0) { // DAJ -1FIX
|
|
Objects[objnum].rtype.line_info.end_pos = hit_info.hit_face_pnt[0] + hit_info.hit_wallnorm[0];
|
|
Objects[objnum].size = vm_VectorDistance(&Player_object->pos, &hit_info.hit_pnt);
|
|
ObjSetAABB(&Objects[objnum]);
|
|
|
|
Objects[objnum].flags |= OF_USES_LIFELEFT;
|
|
Objects[objnum].lifeleft = 10.0f;
|
|
Objects[objnum].lifetime = 10.0f;
|
|
}
|
|
if (obj == Player_object) {
|
|
if (fate == HIT_OBJECT || fate == HIT_SPHERE_2_POLY_OBJECT) {
|
|
if (Objects[hit_info.hit_object[0]].flags & OF_BIG_OBJECT) {
|
|
LOG_DEBUG.printf("Fate = %d for player - Big object", fate);
|
|
} else {
|
|
LOG_DEBUG.printf("Fate = %d for player - Small object", fate);
|
|
}
|
|
} else {
|
|
LOG_DEBUG.printf("Fate = %d for player - non-object", fate);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if (f_set_orient) {
|
|
obj->mtype.phys_info.turnroll = hit_info.hit_turnroll;
|
|
obj->mtype.phys_info.rotvel = hit_info.hit_rotvel;
|
|
|
|
f_set_orient = false;
|
|
}
|
|
|
|
obj->mtype.phys_info.velocity = hit_info.hit_velocity;
|
|
|
|
// Instant bails for collision response
|
|
if (obj->type == OBJ_PLAYER &&
|
|
((fate == HIT_OUT_OF_TERRAIN_BOUNDS) ||
|
|
(ROOMNUM_OUTSIDE(hit_info.hit_room) && GetTerrainCellFromPos(&hit_info.hit_pnt) == -1))) {
|
|
ObjSetPos(obj, &init_pos, init_room, NULL, false);
|
|
obj->last_pos = init_pos;
|
|
|
|
return;
|
|
} else if (fate == HIT_OUT_OF_TERRAIN_BOUNDS) {
|
|
SetObjectDeadFlag(obj);
|
|
obj->last_pos = init_pos;
|
|
|
|
return;
|
|
}
|
|
|
|
// This is so the collide code knows that last collision position if there are multiple collisions
|
|
obj->last_pos = obj->pos;
|
|
|
|
// update object's position and segment number
|
|
ObjSetPos(obj, &hit_info.hit_pnt, hit_info.hit_room, NULL, false);
|
|
|
|
// Calulate amount of sim time left
|
|
if (fate == HIT_NONE) {
|
|
moved_time = old_sim_time_remaining = sim_time_remaining;
|
|
sim_time_remaining = 0.0;
|
|
f_continue_sim = false;
|
|
} else {
|
|
vm_NormalizeVector(&hit_info.hit_wallnorm[0]);
|
|
|
|
vector moved_vec_n;
|
|
float attempted_dist, actual_dist;
|
|
|
|
// Save results of this simulation
|
|
old_sim_time_remaining = sim_time_remaining;
|
|
moved_vec_n = obj->pos - start_pos; // chrishack -- use this copy
|
|
if (moved_vec_n != Zero_vector) {
|
|
actual_dist = vm_NormalizeVector(&moved_vec_n);
|
|
} else {
|
|
actual_dist = 0.0f;
|
|
}
|
|
|
|
// chrishack -- potentially bad -- outside to inside stuff
|
|
// We where sitting in a wall -- invalid starting point
|
|
// moved backwards
|
|
if (fate == HIT_WALL && moved_vec_n * movement_vec < -0.000001 && actual_dist != 0.0) {
|
|
ObjSetPos(obj, &start_pos, start_room, NULL, false);
|
|
|
|
moved_time = 0.0;
|
|
} else {
|
|
// Compute more results of this simulation
|
|
attempted_dist = vm_GetMagnitude(&movement_vec);
|
|
sim_time_remaining = sim_time_remaining * ((attempted_dist - actual_dist) / attempted_dist);
|
|
moved_time = old_sim_time_remaining - sim_time_remaining;
|
|
|
|
// chrishack -- we have no time left (plus some) This can happen if FVI corrects a near tangental
|
|
// movement by adding the radius - thus, we move a little too far.
|
|
if (sim_time_remaining < 0.0) {
|
|
sim_time_remaining = 0.0;
|
|
moved_time = old_sim_time_remaining;
|
|
}
|
|
|
|
// chrishack -- negative simulation time pasted for this sim frame
|
|
if (sim_time_remaining > old_sim_time_remaining) {
|
|
sim_time_remaining = old_sim_time_remaining;
|
|
moved_time = 0.0;
|
|
f_continue_sim = false;
|
|
}
|
|
}
|
|
|
|
// Get the collision speed as a linear interp.
|
|
if (fate == HIT_OBJECT || fate == HIT_SPHERE_2_POLY_OBJECT || fate == HIT_TERRAIN || fate == HIT_WALL) {
|
|
if (moved_time > 0.0001f) {
|
|
obj->mtype.phys_info.velocity = (hit_info.hit_pnt - start_pos) / moved_time;
|
|
} else {
|
|
// mprintf(0, "Moved time is ZERO\n"); -- Add this back -- chrishack
|
|
ASSERT(old_sim_time_remaining > 0.0f);
|
|
obj->mtype.phys_info.velocity = start_vel;
|
|
}
|
|
} else {
|
|
if (old_sim_time_remaining > 0.0) {
|
|
obj->mtype.phys_info.velocity = obj->mtype.phys_info.velocity * (moved_time / old_sim_time_remaining) +
|
|
start_vel * (sim_time_remaining / old_sim_time_remaining);
|
|
}
|
|
}
|
|
}
|
|
|
|
bounced = 0;
|
|
|
|
// Collision response code
|
|
switch (fate) {
|
|
case HIT_NONE:
|
|
if (obj->type == OBJ_WEAPON && (obj->mtype.phys_info.flags & (PF_GRAVITY | PF_WIND))) {
|
|
if (obj->mtype.phys_info.velocity != Zero_vector)
|
|
vm_VectorToMatrix(&obj->orient, &obj->mtype.phys_info.velocity, &obj->orient.uvec, NULL);
|
|
}
|
|
f_continue_sim = false;
|
|
break;
|
|
case HIT_WALL: // Finally unified, still needs some work, but it certainly better like this :)
|
|
case HIT_TERRAIN: {
|
|
bool f_volatile_lava; // either volatile or lava
|
|
bool f_forcefield;
|
|
float ff_bounce_factor = 2.0f;
|
|
|
|
// Check if volatile
|
|
int tmap;
|
|
if (!ROOMNUM_OUTSIDE(hit_info.hit_face_room[0])) // Make sure we've hit a wall, and not terrain
|
|
{
|
|
tmap = Rooms[hit_info.hit_face_room[0]].faces[hit_info.hit_face[0]].tmap;
|
|
} else {
|
|
tmap = Terrain_tex_seg[Terrain_seg[CELLNUM(hit_info.hit_face_room[0])].texseg_index].tex_index;
|
|
}
|
|
f_volatile_lava = (GameTextures[tmap].flags & (TF_VOLATILE + TF_LAVA)) != 0;
|
|
f_forcefield = (GameTextures[tmap].flags & TF_FORCEFIELD) != 0;
|
|
|
|
if (f_forcefield) {
|
|
int i;
|
|
|
|
for (i = 0; i < MAX_FORCE_FIELD_BOUNCE_TEXTURES; i++) {
|
|
if (tmap == force_field_bounce_texture[i]) {
|
|
ff_bounce_factor = force_field_bounce_multiplier[i];
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
{
|
|
vector moved_v;
|
|
float hit_speed, wall_part;
|
|
float hit_dot = 1.0;
|
|
|
|
float luke_test;
|
|
|
|
if (obj->type == OBJ_PLAYER) {
|
|
luke_test = vm_GetMagnitude(&obj->mtype.phys_info.velocity);
|
|
}
|
|
|
|
// Find hit speed
|
|
moved_v = obj->pos - start_pos; // chrishack -- We already computed this!!!!!!!
|
|
wall_part = moved_v * hit_info.hit_wallnorm[0];
|
|
|
|
if (obj->mtype.phys_info.hit_die_dot > 0.0) {
|
|
vector m_normal = start_pos - obj->pos;
|
|
vm_NormalizeVector(&m_normal);
|
|
hit_dot = m_normal * hit_info.hit_wallnorm[0];
|
|
}
|
|
|
|
hit_speed = -(wall_part / moved_time);
|
|
|
|
// Process wall hit
|
|
bool hit_wall = collide_object_with_wall(obj, hit_speed, hit_info.hit_face_room[0], hit_info.hit_face[0],
|
|
&hit_info.hit_face_pnt[0], &hit_info.hit_wallnorm[0], hit_dot);
|
|
|
|
if (!(obj->flags & OF_DEAD)) {
|
|
// Check for not really hitting the wall (because it was glass & broke)
|
|
if (!hit_wall) {
|
|
f_continue_sim = true;
|
|
break;
|
|
}
|
|
|
|
if (obj->type == OBJ_WEAPON && ((obj->mtype.phys_info.flags & PF_BOUNCE) || f_forcefield))
|
|
obj->mtype.phys_info.flags &= (~PF_NO_COLLIDE_PARENT);
|
|
|
|
// Slide object along wall
|
|
|
|
// We're constrained by wall, so subtract wall part from the velocity vector
|
|
wall_part = hit_info.hit_wallnorm[0] * obj->mtype.phys_info.velocity;
|
|
|
|
if (!f_forcefield && !f_volatile_lava && (obj->mtype.phys_info.num_bounces <= 0) &&
|
|
(obj->mtype.phys_info.flags & PF_STICK)) {
|
|
obj->movement_type = MT_NONE;
|
|
|
|
if (!ROOMNUM_OUTSIDE(hit_info.hit_face_room[0])) {
|
|
if (GameTextures[Rooms[hit_info.hit_face_room[0]].faces[hit_info.hit_face[0]].tmap].flags &
|
|
(TF_VOLATILE | TF_LAVA)) {
|
|
SetObjectDeadFlag(obj);
|
|
}
|
|
} else {
|
|
if (GameTextures[Terrain_tex_seg[Terrain_seg[CELLNUM(hit_info.hit_room)].texseg_index].tex_index].flags &
|
|
(TF_VOLATILE | TF_LAVA)) {
|
|
SetObjectDeadFlag(obj);
|
|
}
|
|
}
|
|
|
|
if (!ROOMNUM_OUTSIDE(hit_info.hit_face_room[0]) &&
|
|
(Rooms[hit_info.hit_face_room[0]].faces[hit_info.hit_face[0]].portal_num >= 0)) {
|
|
obj->flags |= OF_STUCK_ON_PORTAL;
|
|
obj->mtype.phys_info.stuck_room = hit_info.hit_face_room[0];
|
|
obj->mtype.phys_info.stuck_portal =
|
|
Rooms[hit_info.hit_face_room[0]].faces[hit_info.hit_face[0]].portal_num;
|
|
}
|
|
|
|
vm_MakeZero(&obj->mtype.phys_info.velocity);
|
|
obj->last_pos = init_pos;
|
|
goto end_of_sim;
|
|
} else if (f_volatile_lava || f_forcefield || (obj->mtype.phys_info.flags & PF_BOUNCE)) {
|
|
wall_part *= 2.0; // Subtract out wall part twice to achieve bounce
|
|
bounced = 1; // this object bounced
|
|
|
|
if (f_forcefield) {
|
|
if (obj->type == OBJ_PLAYER)
|
|
wall_part *= ff_bounce_factor; // player bounce twice as much -- chrishack try without this too.
|
|
}
|
|
|
|
// New bounceness code
|
|
if (!f_forcefield && (obj->mtype.phys_info.flags & PF_BOUNCE) &&
|
|
(obj->mtype.phys_info.num_bounces != PHYSICS_UNLIMITED_BOUNCE)) {
|
|
if (obj->mtype.phys_info.num_bounces == 0) {
|
|
if (obj->type != OBJ_PLAYER && (obj->flags & OF_DYING)) {
|
|
ASSERT((obj->control_type == CT_DYING) || (obj->control_type == CT_DYING_AND_AI));
|
|
DestroyObject(obj, 50.0, obj->ctype.dying_info.death_flags);
|
|
} else {
|
|
if (obj->type != OBJ_PLAYER)
|
|
SetObjectDeadFlag(obj);
|
|
else
|
|
LOG_WARNING << "Got a ship that was set for bounce!!! BAD!!!";
|
|
}
|
|
}
|
|
obj->mtype.phys_info.num_bounces--;
|
|
}
|
|
|
|
{
|
|
float v_mag = vm_GetMagnitude(&obj->mtype.phys_info.velocity);
|
|
|
|
if (obj->type == OBJ_CLUTTER && hit_info.hit_wallnorm[0].y > .4 &&
|
|
(obj->mtype.phys_info.velocity * hit_info.hit_wallnorm[0] > -2.0f)) {
|
|
|
|
if (obj->mtype.phys_info.flags & PF_GRAVITY) {
|
|
f_turn_gravity_on = true;
|
|
obj->mtype.phys_info.flags &= (~(PF_GRAVITY | PF_BOUNCE));
|
|
obj->mtype.phys_info.drag *= 300.0f;
|
|
}
|
|
|
|
if (v_mag < 1.8f) {
|
|
obj->mtype.phys_info.velocity = Zero_vector;
|
|
obj->mtype.phys_info.rotvel = Zero_vector;
|
|
goto skip_sim;
|
|
} else {
|
|
goto slide_sim;
|
|
}
|
|
}
|
|
|
|
if (!f_forcefield && !(f_volatile_lava && obj->type == OBJ_PLAYER))
|
|
bump_obj_against_fixed(obj, &hit_info.hit_face_pnt[0], &hit_info.hit_wallnorm[0]);
|
|
else
|
|
obj->mtype.phys_info.velocity += hit_info.hit_wallnorm[0] * (wall_part * -1.0f);
|
|
}
|
|
|
|
} else {
|
|
slide_sim:
|
|
|
|
float wall_force;
|
|
|
|
wall_force = total_force * hit_info.hit_wallnorm[0];
|
|
|
|
if (obj->type != OBJ_CLUTTER)
|
|
total_force +=
|
|
hit_info.hit_wallnorm[0] * (wall_force * -1.001f); // 1.001 so that we are not quite tangential
|
|
else
|
|
total_force +=
|
|
hit_info.hit_wallnorm[0] * (wall_force * -1.0001f); // 1.001 so that we are not quite tangential
|
|
|
|
// Update velocity from wall hit.
|
|
if (obj->type != OBJ_CLUTTER)
|
|
obj->mtype.phys_info.velocity +=
|
|
hit_info.hit_wallnorm[0] * (wall_part * -1.001f); // 1.001 so that we are not quite tangential
|
|
else
|
|
obj->mtype.phys_info.velocity +=
|
|
hit_info.hit_wallnorm[0] * (wall_part * -1.0001f); // 1.001 so that we are not quite tangential
|
|
|
|
if ((obj->type == OBJ_ROBOT || obj->type == OBJ_PLAYER || (obj->type == OBJ_BUILDING && obj->ai_info)) &&
|
|
sim_time_remaining == old_sim_time_remaining) {
|
|
obj->mtype.phys_info.velocity += hit_info.hit_wallnorm[0];
|
|
}
|
|
|
|
if (obj->type == OBJ_PLAYER) {
|
|
float real_vel;
|
|
|
|
real_vel = vm_NormalizeVector(&obj->mtype.phys_info.velocity);
|
|
obj->mtype.phys_info.velocity *= ((real_vel + luke_test) / 2);
|
|
// obj->mtype.phys_info.velocity *= (luke_test);
|
|
} else if (obj->type == OBJ_CLUTTER && !(obj->mtype.phys_info.flags & PF_LOCK_MASK)) {
|
|
// Do rolling rotvel hack
|
|
obj->mtype.phys_info.rotvel = Zero_vector;
|
|
|
|
if (obj->mtype.phys_info.velocity != Zero_vector) {
|
|
vector axis;
|
|
float speed = vm_GetMagnitude(&obj->mtype.phys_info.velocity);
|
|
|
|
vm_CrossProduct(&axis, &obj->mtype.phys_info.velocity, &hit_info.hit_wallnorm[0]);
|
|
vm_NormalizeVector(&axis);
|
|
|
|
axis = axis * obj->orient;
|
|
|
|
float scale = speed * 65535.0f / (2.0f * PI * obj->size);
|
|
|
|
obj->mtype.phys_info.rotvel = axis * -scale;
|
|
}
|
|
}
|
|
}
|
|
|
|
skip_sim:
|
|
|
|
// mprintf(0, "PHYSICS: Wall normal (%f, %f, %f)\n", XYZ(&hit_info.hit_wallnorm[0]));
|
|
// mprintf(0, "PHYSICS: Bounded velocity (%f, %f, %f)\n", XYZ(&obj->mtype.phys_info.velocity));
|
|
|
|
// This only happens if the new velocity is set from hitting a forcefield.
|
|
if (!(fabs(obj->mtype.phys_info.velocity.x) < MAX_OBJECT_VEL &&
|
|
fabs(obj->mtype.phys_info.velocity.y) < MAX_OBJECT_VEL &&
|
|
fabs(obj->mtype.phys_info.velocity.z) < MAX_OBJECT_VEL)) {
|
|
float mag = vm_NormalizeVector(&obj->mtype.phys_info.velocity);
|
|
|
|
LOG_DEBUG.printf("Bashing vel for Obj %d of type %d with %f velocity", objnum, obj->type, mag);
|
|
obj->mtype.phys_info.velocity *= MAX_OBJECT_VEL * 0.1f;
|
|
}
|
|
|
|
// Weapons should face their new heading. This is so missiles are pointing in the correct direct.
|
|
if (obj->type == OBJ_WEAPON && (bounced || (obj->mtype.phys_info.flags & (PF_GRAVITY | PF_WIND))))
|
|
if (obj->mtype.phys_info.velocity != Zero_vector)
|
|
vm_VectorToMatrix(&obj->orient, &obj->mtype.phys_info.velocity, &obj->orient.uvec, NULL);
|
|
}
|
|
}
|
|
f_continue_sim = true;
|
|
|
|
} break;
|
|
|
|
case HIT_CEILING: {
|
|
vector moved_v;
|
|
float wall_part;
|
|
|
|
float luke_test;
|
|
|
|
if (obj->type == OBJ_PLAYER) {
|
|
luke_test = vm_GetMagnitude(&obj->mtype.phys_info.velocity);
|
|
}
|
|
|
|
// Find hit speed
|
|
moved_v = obj->pos - start_pos; // chrishack -- We already computed this!!!!!!!
|
|
wall_part = moved_v * hit_info.hit_wallnorm[0];
|
|
|
|
// We're constrained by wall, so subtract wall part from the velocity vector
|
|
wall_part = hit_info.hit_wallnorm[0] * obj->mtype.phys_info.velocity;
|
|
|
|
if (obj->mtype.phys_info.flags & PF_BOUNCE) {
|
|
wall_part *= 2.0; // Subtract out wall part twice to achieve bounce
|
|
|
|
obj->mtype.phys_info.velocity += hit_info.hit_wallnorm[0] * (wall_part * -1.0f);
|
|
|
|
if (obj->mtype.phys_info.coeff_restitution != 1.0f)
|
|
obj->mtype.phys_info.velocity -=
|
|
(obj->mtype.phys_info.velocity * (1.0f - obj->mtype.phys_info.coeff_restitution));
|
|
} else {
|
|
float wall_force;
|
|
|
|
wall_force = total_force * hit_info.hit_wallnorm[0];
|
|
total_force += hit_info.hit_wallnorm[0] * (wall_force * -1.001); // 1.001 so that we are not quite tangential
|
|
|
|
// Update velocity from wall hit.
|
|
obj->mtype.phys_info.velocity +=
|
|
hit_info.hit_wallnorm[0] * (wall_part * -1.001); // 1.001 so that we are not quite tangential
|
|
if (obj->type == OBJ_PLAYER) {
|
|
float real_vel;
|
|
|
|
real_vel = vm_NormalizeVector(&obj->mtype.phys_info.velocity);
|
|
obj->mtype.phys_info.velocity *= ((real_vel + luke_test) / 2.0f);
|
|
// obj->mtype.phys_info.velocity *= (luke_test);
|
|
}
|
|
}
|
|
|
|
// This only happens if the new velocity is set from hitting a forcefield.
|
|
ASSERT(fabs(obj->mtype.phys_info.velocity.x) < MAX_OBJECT_VEL &&
|
|
fabs(obj->mtype.phys_info.velocity.y) < MAX_OBJECT_VEL &&
|
|
fabs(obj->mtype.phys_info.velocity.z) < MAX_OBJECT_VEL);
|
|
|
|
// Weapons should face their new heading. This is so missiles are pointing in the correct direct.
|
|
if (obj->type == OBJ_WEAPON && (bounced || (obj->mtype.phys_info.flags & (PF_GRAVITY | PF_WIND))))
|
|
vm_VectorToMatrix(&obj->orient, &obj->mtype.phys_info.velocity, &obj->orient.uvec, NULL);
|
|
|
|
f_continue_sim = true;
|
|
} break;
|
|
|
|
case HIT_OBJECT:
|
|
case HIT_SPHERE_2_POLY_OBJECT: {
|
|
vector old_force; // -- chrishack
|
|
|
|
// Mark the hit object so that on the following sim frames, in this game frame, ignore this object.
|
|
ASSERT(hit_info.hit_object[0] != -1); // chrishack move this ASSERT fvi stuff above
|
|
|
|
// chrishack -- we should have this point from FVI!!!!!!!!!!!
|
|
// Calculcate the hit point between the two objects.
|
|
old_force = obj->mtype.phys_info.thrust;
|
|
|
|
obj->mtype.phys_info.thrust = total_force;
|
|
|
|
collide_two_objects(obj, &Objects[hit_info.hit_object[0]], &hit_info.hit_face_pnt[0], &hit_info.hit_wallnorm[0],
|
|
&hit_info);
|
|
if (obj->movement_type == MT_OBJ_LINKED)
|
|
goto end_of_sim;
|
|
|
|
total_force = obj->mtype.phys_info.thrust;
|
|
|
|
obj->mtype.phys_info.thrust = old_force;
|
|
|
|
if ((obj->type != OBJ_POWERUP && Objects[hit_info.hit_object[0]].type != OBJ_POWERUP) &&
|
|
(obj->type == OBJ_CLUTTER || obj->type == OBJ_ROBOT || obj->type == OBJ_PLAYER ||
|
|
(obj->type == OBJ_BUILDING && obj->ai_info)) &&
|
|
sim_time_remaining == old_sim_time_remaining &&
|
|
(Objects[hit_info.hit_object[0]].movement_type == MT_NONE ||
|
|
(Objects[hit_info.hit_object[0]].mtype.phys_info.velocity == Zero_vector &&
|
|
(Objects[hit_info.hit_object[0]].mtype.phys_info.flags & PF_LOCK_MASK)))) {
|
|
obj->mtype.phys_info.velocity += hit_info.hit_wallnorm[0];
|
|
}
|
|
|
|
// Let object continue its movement if collide_two_objects does not mark it as dead
|
|
if (!(obj->flags & OF_DEAD)) {
|
|
if ((obj->mtype.phys_info.flags & PF_PERSISTENT) ||
|
|
(Objects[hit_info.hit_object[0]].mtype.phys_info.flags & PF_PERSISTENT)) {
|
|
if (n_ignore_objs < MAX_IGNORE_OBJS) {
|
|
ignore_obj_list[n_ignore_objs++] = hit_info.hit_object[0];
|
|
count--;
|
|
if (count < -1)
|
|
count = -1;
|
|
}
|
|
|
|
if (obj->type == OBJ_WEAPON && (obj->mtype.phys_info.flags & PF_PERSISTENT))
|
|
obj->ctype.laser_info.last_hit_handle = Objects[hit_info.hit_object[0]].handle;
|
|
|
|
if (Objects[hit_info.hit_object[0]].type == OBJ_WEAPON &&
|
|
(Objects[hit_info.hit_object[0]].mtype.phys_info.flags & PF_PERSISTENT))
|
|
Objects[hit_info.hit_object[0]].ctype.laser_info.last_hit_handle = obj->handle;
|
|
} else if (Objects[hit_info.hit_object[0]].type == OBJ_POWERUP || obj->type == OBJ_POWERUP ||
|
|
Objects[hit_info.hit_object[0]].type == OBJ_MARKER || obj->type == OBJ_MARKER) {
|
|
if (n_ignore_objs < MAX_IGNORE_OBJS)
|
|
ignore_obj_list[n_ignore_objs++] = hit_info.hit_object[0];
|
|
|
|
count--;
|
|
if (count < -1)
|
|
count = -1;
|
|
}
|
|
|
|
f_continue_sim = true;
|
|
|
|
} else {
|
|
f_continue_sim = false;
|
|
}
|
|
} break;
|
|
|
|
case HIT_BAD_P0:
|
|
LOG_ERROR << "Bad p0 in physics!!!";
|
|
Int3(); // Unexpected collision type: start point not in specified segment.
|
|
break;
|
|
|
|
default:
|
|
LOG_ERROR << "Unknown and unhandled hit type returned from FVI";
|
|
Int3();
|
|
break;
|
|
}
|
|
|
|
// Increment the simulation loop counter
|
|
count++;
|
|
|
|
} while ((f_continue_sim) && (!(obj->flags & OF_DEAD)) && (sim_time_remaining > 0.0f) && (count < sim_loop_limit));
|
|
|
|
// Special stuff should we do if we hit the simulation loop limit
|
|
// If retry count is getting large, then we might be trying to do something bad.
|
|
// NOTE: These numbers limit the max collisions an object can have in a single frame
|
|
if (count >= sim_loop_limit) {
|
|
if (obj->type == OBJ_PLAYER) {
|
|
LOG_WARNING << "Too many collisions for player!";
|
|
obj->mtype.phys_info.velocity = Zero_vector;
|
|
}
|
|
}
|
|
|
|
end_of_sim:
|
|
|
|
if (f_turn_gravity_on) {
|
|
obj->mtype.phys_info.flags |= (PF_GRAVITY | PF_BOUNCE);
|
|
obj->mtype.phys_info.drag /= 300.0f;
|
|
}
|
|
|
|
AttachUpdateSubObjects(obj);
|
|
|
|
ASSERT(std::isfinite(obj->mtype.phys_info.velocity.x)); // Caller wants to go to infinity! -- Not FVI's fault.
|
|
ASSERT(std::isfinite(obj->mtype.phys_info.velocity.y)); // Caller wants to go to infinity! -- Not FVI's fault.
|
|
ASSERT(std::isfinite(obj->mtype.phys_info.velocity.z)); // Caller wants to go to infinity! -- Not FVI's fault.
|
|
|
|
obj->last_pos = init_pos;
|
|
return;
|
|
}
|
|
|
|
int PhysCastWalkRay(object *obj, vector *p0, vector *p1, vector *hitpnt, int *start_roomnum = NULL,
|
|
int *end_roomnum = NULL, vector *hit_normal = NULL) {
|
|
int fate;
|
|
|
|
fvi_info hit_info;
|
|
fvi_query fq;
|
|
|
|
fq.p0 = p0;
|
|
fq.p1 = p1;
|
|
|
|
if (start_roomnum)
|
|
fq.startroom = *start_roomnum;
|
|
else
|
|
fq.startroom = obj->roomnum;
|
|
|
|
fq.rad = 0.0f;
|
|
fq.flags = FQ_CHECK_OBJS | FQ_IGNORE_POWERUPS | FQ_IGNORE_WEAPONS | FQ_IGNORE_MOVING_OBJECTS |
|
|
FQ_IGNORE_NON_LIGHTMAP_OBJECTS;
|
|
if (!end_roomnum)
|
|
fq.flags |= FQ_NO_RELINK;
|
|
|
|
fq.thisobjnum = OBJNUM(obj);
|
|
fq.ignore_obj_list = NULL;
|
|
|
|
fate = fvi_FindIntersection(&fq, &hit_info);
|
|
if (end_roomnum)
|
|
*end_roomnum = hit_info.hit_room;
|
|
if (hit_normal)
|
|
*hit_normal = hit_info.hit_wallnorm[0];
|
|
|
|
if (fate == HIT_WALL) {
|
|
if (GameTextures[Rooms[hit_info.hit_face_room[0]].faces[hit_info.hit_face[0]].tmap].flags &
|
|
(TF_VOLATILE | TF_FORCEFIELD | TF_LAVA)) {
|
|
return HIT_NONE;
|
|
}
|
|
}
|
|
|
|
*hitpnt = hit_info.hit_pnt;
|
|
return fate;
|
|
}
|
|
|
|
void PhysCalPntOnCPntPlane(object *obj, vector *s_pnt, vector *d_pnt, float *dist) {
|
|
vector tpnt = *s_pnt - obj->pos;
|
|
*dist = obj->orient.uvec * tpnt;
|
|
|
|
*d_pnt = *s_pnt + ((-(*dist)) * obj->orient.uvec);
|
|
}
|
|
|
|
bool PhysComputeWalkerPosOrient(object *obj, vector *pos, matrix *orient) {
|
|
vector pnt[3];
|
|
vector tpnt = obj->pos;
|
|
matrix tmatrix = obj->orient;
|
|
poly_model *pm = &Poly_models[obj->rtype.pobj_info.model_num];
|
|
int num_gps = (pm->n_ground == 5) ? 3 : 1;
|
|
int i;
|
|
|
|
bool f_ok = true;
|
|
|
|
obj->pos = *pos;
|
|
obj->orient = *orient;
|
|
|
|
for (i = 0; i < num_gps; i++) {
|
|
PhysCalcGround(&pnt[i], NULL, obj, i);
|
|
}
|
|
|
|
obj->pos = tpnt;
|
|
obj->orient = tmatrix;
|
|
|
|
if (num_gps == 3) {
|
|
vector pp[3];
|
|
float pdist[3];
|
|
int proom[3];
|
|
vector hp[3];
|
|
|
|
for (i = 0; i < 3; i++)
|
|
PhysCalPntOnCPntPlane(obj, &pnt[i], &pp[i], &pdist[i]);
|
|
|
|
// Moves the points to valid locations in the mine and determines the points' room numbers
|
|
for (i = 0; i < 3; i++) {
|
|
vector x;
|
|
vector norm;
|
|
|
|
int fate = PhysCastWalkRay(obj, &obj->pos, &pp[i], &x, NULL, &proom[i], &norm);
|
|
if (fate != HIT_NONE) {
|
|
if (norm * obj->orient.uvec < 0.4717f) {
|
|
return false;
|
|
}
|
|
|
|
pp[i] = x;
|
|
}
|
|
}
|
|
|
|
int num_ave = 0;
|
|
vector ave_diff = Zero_vector;
|
|
|
|
for (i = 0; i < 3; i++) {
|
|
int fate;
|
|
vector foot_pnt = pp[i] + obj->orient.uvec * -(obj->size * 1.5f);
|
|
vector norm;
|
|
|
|
fate = PhysCastWalkRay(obj, &pp[i], &foot_pnt, &hp[i], &proom[i], NULL, &norm);
|
|
|
|
if (fate != HIT_NONE) {
|
|
if (norm * obj->orient.uvec < 0.4717f) {
|
|
return false;
|
|
}
|
|
|
|
ave_diff += hp[i] - pnt[i];
|
|
num_ave++;
|
|
} else {
|
|
f_ok = false;
|
|
}
|
|
}
|
|
|
|
if (num_ave > 0) {
|
|
ave_diff /= num_ave;
|
|
} else
|
|
ave_diff = Zero_vector;
|
|
|
|
vector uvec;
|
|
vm_GetPerp(&uvec, &hp[0], &hp[1], &hp[2]);
|
|
vm_NormalizeVector(&uvec);
|
|
|
|
// if(uvec.y < 0.0)
|
|
// uvec *= -1.0f;
|
|
|
|
float dot = orient->fvec * uvec;
|
|
vector fvec = orient->fvec;
|
|
fvec -= (uvec * dot);
|
|
vm_NormalizeVector(&fvec);
|
|
|
|
vm_VectorToMatrix(orient, &fvec, &uvec, NULL);
|
|
*pos += ave_diff;
|
|
} else { // Alignd to Y-axis
|
|
int fate;
|
|
vector hp;
|
|
vector foot_pnt = obj->pos;
|
|
foot_pnt.y -= obj->size * 3.0f;
|
|
|
|
fate = PhysCastWalkRay(obj, &obj->pos, &foot_pnt, &hp);
|
|
|
|
if (fate == HIT_NONE) {
|
|
LOG_WARNING.printf("Walking object %d should be falling", OBJNUM(obj));
|
|
// SetObjectDeadFlag(obj);
|
|
f_ok = false;
|
|
} else {
|
|
float diff = hp.y - pnt[0].y;
|
|
|
|
pos->y += diff;
|
|
|
|
angvec a;
|
|
vm_ExtractAnglesFromMatrix(&a, orient);
|
|
vm_AnglesToMatrix(orient, 0.0f, a.h, 0.0f);
|
|
}
|
|
}
|
|
|
|
return f_ok;
|
|
}
|
|
|
|
bool IsNodeValid(int cell, float min_vert_dot) {
|
|
if (TerrainNormals[MAX_TERRAIN_LOD - 1][cell].normal1.y >= min_vert_dot &&
|
|
TerrainNormals[MAX_TERRAIN_LOD - 1][cell].normal2.y >= min_vert_dot)
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
bool PhysValidateGroundPath(object *obj, vector *s, int sroom, vector *e, int eroom, float rad, float min_vert_dot) {
|
|
if (ROOMNUM_OUTSIDE(sroom)) {
|
|
int x1, x2, y1, y2, x, y, delta_y, delta_x, change_x, change_y, length, cur_node, error_term, i;
|
|
|
|
int new_x, new_y;
|
|
int counter;
|
|
int delta_ter_check = rad / TERRAIN_SIZE + 1;
|
|
|
|
// Determine the start end end nodes
|
|
x1 = CELLNUM(sroom) % TERRAIN_WIDTH;
|
|
y1 = CELLNUM(sroom) / TERRAIN_WIDTH;
|
|
|
|
x2 = CELLNUM(eroom) % TERRAIN_WIDTH;
|
|
y2 = CELLNUM(eroom) / TERRAIN_WIDTH;
|
|
|
|
x = x1;
|
|
y = y1;
|
|
|
|
// How many nodes did I move?
|
|
delta_x = x2 - x1;
|
|
delta_y = y2 - y1;
|
|
|
|
// Check the current node
|
|
if (!IsNodeValid(CELLNUM(sroom), min_vert_dot)) {
|
|
return false;
|
|
}
|
|
|
|
if (delta_x == 0 && delta_y == 0)
|
|
return true;
|
|
|
|
// check the end node
|
|
cur_node = y1 * TERRAIN_DEPTH + x2;
|
|
if (!IsNodeValid(cur_node, min_vert_dot)) {
|
|
return false;
|
|
}
|
|
|
|
// Do a Breshenham line algorithm
|
|
if (delta_x < 0) {
|
|
change_x = -1;
|
|
delta_x = -delta_x;
|
|
} else {
|
|
change_x = 1;
|
|
}
|
|
|
|
if (delta_y < 0) {
|
|
change_y = -1;
|
|
delta_y = -delta_y;
|
|
} else {
|
|
change_y = 1;
|
|
}
|
|
|
|
error_term = 0;
|
|
i = 1;
|
|
|
|
if (delta_x < delta_y) {
|
|
length = delta_y + 1;
|
|
|
|
while (i < length) {
|
|
y += change_y;
|
|
error_term += delta_x;
|
|
|
|
if (error_term >= delta_y) {
|
|
x += change_x;
|
|
error_term -= delta_y;
|
|
}
|
|
|
|
if (y >= TERRAIN_DEPTH || y < 0 || x < 0 || x >= TERRAIN_WIDTH) {
|
|
return false;
|
|
}
|
|
|
|
for (counter = -delta_ter_check; counter <= delta_ter_check; counter++) {
|
|
new_x = x + counter;
|
|
|
|
if (new_x < 0) {
|
|
counter = -x;
|
|
new_x = 0;
|
|
}
|
|
|
|
if (new_x >= TERRAIN_WIDTH)
|
|
break;
|
|
|
|
// Check the current node for collisions -- chrishack -- This can be made iterative
|
|
cur_node = y * TERRAIN_DEPTH + new_x;
|
|
if (!IsNodeValid(cur_node, min_vert_dot)) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
i++;
|
|
}
|
|
|
|
} else {
|
|
length = delta_x + 1;
|
|
|
|
while (i < length) {
|
|
x += change_x;
|
|
error_term += delta_y;
|
|
|
|
if (error_term >= delta_x) {
|
|
y += change_y;
|
|
error_term -= delta_x;
|
|
}
|
|
|
|
if (y >= TERRAIN_DEPTH || y < 0 || x < 0 || x >= TERRAIN_WIDTH) {
|
|
return false;
|
|
}
|
|
|
|
for (counter = -delta_ter_check; counter <= delta_ter_check; counter++) {
|
|
new_y = y + counter;
|
|
|
|
if (new_y < 0) {
|
|
counter = -y;
|
|
new_y = 0;
|
|
}
|
|
if (new_y >= TERRAIN_DEPTH)
|
|
break;
|
|
|
|
// Check the current node for collisions -- chrishack -- This can be made iterative
|
|
cur_node = new_y * TERRAIN_DEPTH + x;
|
|
if (!IsNodeValid(cur_node, min_vert_dot)) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
i++;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
} else {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------------------------------------
|
|
// Simulate a physics object for this frame
|
|
void do_walking_sim(object *obj) {
|
|
// Since we might not call FVI, set this here
|
|
Fvi_num_recorded_faces = 0;
|
|
|
|
int n_ignore_objs = 0; // The number of ignored objects
|
|
int ignore_obj_list[MAX_IGNORE_OBJS + 1]; // List of ignored objects
|
|
|
|
int fate; // Collision type for response code
|
|
vector movement_vec; // Movement in this frame
|
|
vector movement_pos; // End point of the movement
|
|
|
|
int count = 0; // Simulation loop counter
|
|
int sim_loop_limit = (obj->type == OBJ_PLAYER) ? MAX_PLAYER_SIM_LOOPS : MAX_NON_PLAYER_SIM_LOOPS;
|
|
|
|
int objnum = OBJNUM(obj); // Simulated object's index
|
|
fvi_info hit_info; // Hit information
|
|
fvi_query fq; // Movement query
|
|
|
|
float sim_time_remaining = Frametime; // Amount of simulation time remaining (current iteration)
|
|
float old_sim_time_remaining = Frametime; // Amount of simulation time remaining (previous iteration)
|
|
|
|
vector init_pos = obj->pos; // Initial position
|
|
int init_room = obj->roomnum; // Initial room
|
|
|
|
vector start_pos = obj->pos; // Values at the start of current simulation loop
|
|
vector start_vel = obj->mtype.phys_info.velocity;
|
|
int start_room = obj->roomnum;
|
|
|
|
float moved_time; // How long objected moved before hit something
|
|
physics_info *pi = &obj->mtype.phys_info; // Simulated object's physics information
|
|
|
|
int bounced = 0; // Did the object bounce?
|
|
|
|
vector total_force = Zero_vector; // Constant force acting on an object
|
|
|
|
bool f_continue_sim; // Should we run another simulation loop
|
|
bool f_start_fvi_record = true; // Records the rooms that are passed thru
|
|
|
|
poly_model *pm = &Poly_models[obj->rtype.pobj_info.model_num];
|
|
|
|
// Assert conditions
|
|
ASSERT(obj->type != OBJ_NONE);
|
|
ASSERT(obj->movement_type == MT_WALKING);
|
|
ASSERT(!(obj->mtype.phys_info.flags & PF_USES_THRUST) || obj->mtype.phys_info.drag != 0.0);
|
|
ASSERT(std::isfinite(obj->mtype.phys_info.velocity.x)); // Caller wants to go to infinity! -- Not FVI's fault.
|
|
ASSERT(std::isfinite(obj->mtype.phys_info.velocity.y)); // Caller wants to go to infinity! -- Not FVI's fault.
|
|
ASSERT(std::isfinite(obj->mtype.phys_info.velocity.z)); // Caller wants to go to infinity! -- Not FVI's fault.
|
|
|
|
#ifdef _DEBUG
|
|
if (!Game_do_walking_sim) {
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
// Instant bail cases
|
|
if ((obj->flags & (OF_DEAD | OF_ATTACHED)) || (Frametime <= 0.0) || (obj->type == OBJ_DUMMY)) {
|
|
return;
|
|
}
|
|
|
|
obj->flags &= (~OF_STOPPED_THIS_FRAME);
|
|
|
|
// Do rotation velocity/accel stuff
|
|
bool f_rotated = false;
|
|
|
|
if (!(fabs(pi->velocity.x) > .000001 || fabs(pi->velocity.y) > .000001 || fabs(pi->velocity.z) > .000001 ||
|
|
fabs(pi->thrust.x) > .000001 || fabs(pi->thrust.y) > .000001 || fabs(pi->thrust.z) > .000001 ||
|
|
fabs(pi->rotvel.x) > .000001 || fabs(pi->rotvel.y) > .000001 || fabs(pi->rotvel.z) > .000001 ||
|
|
fabs(pi->rotthrust.x) > .000001 || fabs(pi->rotthrust.y) > .000001 || fabs(pi->rotthrust.z) > .000001 ||
|
|
(obj->mtype.phys_info.flags & PF_GRAVITY) ||
|
|
((!ROOMNUM_OUTSIDE(obj->roomnum)) && Rooms[obj->roomnum].wind != Zero_vector) ||
|
|
(obj->mtype.phys_info.flags & PF_WIGGLE) ||
|
|
((obj->ai_info != NULL) && ((obj->ai_info->flags & AIF_REPORT_NEW_ORIENT) != 0)))) {
|
|
if ((obj->flags & OF_MOVED_THIS_FRAME)) {
|
|
obj->flags &= (~OF_MOVED_THIS_FRAME);
|
|
obj->flags |= OF_STOPPED_THIS_FRAME;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if (obj->ai_info) {
|
|
if (obj->ai_info->flags & AIF_REPORT_NEW_ORIENT) {
|
|
if (pm->n_ground == 5) {
|
|
vector pos = obj->pos;
|
|
matrix orient = obj->orient;
|
|
|
|
if (PhysComputeWalkerPosOrient(obj, &pos, &orient) &&
|
|
((!obj->ai_info) || (orient.uvec * obj->orient.uvec > .7101 && orient.fvec * obj->orient.fvec > .7101 &&
|
|
orient.rvec * obj->orient.rvec > .7101)))
|
|
ObjSetPos(obj, &pos, obj->roomnum, &orient, false);
|
|
else
|
|
ObjSetOrient(obj, &obj->ai_info->saved_orient);
|
|
}
|
|
obj->ai_info->flags &= ~AIF_REPORT_NEW_ORIENT;
|
|
}
|
|
}
|
|
obj->flags |= OF_MOVED_THIS_FRAME;
|
|
|
|
// This assumes that the thrust does not change within a frame. If it does, account for it
|
|
// there... like missiles bouncing off a wall and changing heading. --chrishack
|
|
if (obj->mtype.phys_info.drag != 0.0) {
|
|
if (obj->mtype.phys_info.flags & PF_USES_THRUST) {
|
|
total_force = obj->mtype.phys_info.thrust;
|
|
}
|
|
}
|
|
|
|
// mprintf(0, "PHYSICS: Current obj: %d, %9.2fx %9.2fy %9.2fz\n", OBJNUM(obj), XYZ(&obj->pos));
|
|
// mprintf(2,1,0,"x %9.2f\ny %9.2f\nz %9.2f", XYZ(&obj->mtype.phys_info.velocity));
|
|
// mprintf(0, "PHYSICS: Current velocity (%f, %f, %f)\n", XYZ(&obj->mtype.phys_info.velocity));
|
|
|
|
Physics_normal_counter++;
|
|
|
|
// Simulate movement until we are done (i.e. Frametime has passed or object is done moving)
|
|
do {
|
|
obj->mtype.phys_info.rotvel = Zero_vector;
|
|
|
|
#ifdef _DEBUG
|
|
// This records the sim.
|
|
sim_loop_record[count].phys_info = obj->mtype.phys_info;
|
|
#endif
|
|
|
|
// Remove transient portions of the velocity
|
|
vector t = (obj->mtype.phys_info.velocity * obj->orient.uvec) * obj->orient.uvec;
|
|
obj->mtype.phys_info.velocity -= t;
|
|
|
|
// Initailly assume that this is the last sim cycle
|
|
f_continue_sim = false;
|
|
|
|
// Determines forces
|
|
if (count > 0) {
|
|
total_force.x = total_force.y = total_force.z = 0.0;
|
|
}
|
|
|
|
{
|
|
movement_vec = pi->velocity * Frametime;
|
|
movement_pos = obj->pos + movement_vec;
|
|
vector footstep = movement_pos;
|
|
int new_room;
|
|
|
|
if (ROOMNUM_OUTSIDE(obj->roomnum)) {
|
|
new_room = GetTerrainRoomFromPos(&footstep);
|
|
} else {
|
|
new_room = obj->roomnum;
|
|
}
|
|
|
|
bool f_step;
|
|
|
|
if (PhysValidateGroundPath(obj, &obj->pos, obj->roomnum, &footstep, new_room, obj->size, 0.6f)) {
|
|
f_step = true;
|
|
|
|
// Determine endpos
|
|
matrix norient;
|
|
norient = obj->orient;
|
|
if (PhysComputeWalkerPosOrient(obj, &footstep, &norient)) {
|
|
if (norient.uvec * obj->orient.uvec > .7101 && norient.fvec * obj->orient.fvec > .7101 &&
|
|
norient.rvec * obj->orient.rvec > .7101) {
|
|
ObjSetOrient(obj, &norient);
|
|
|
|
movement_vec = footstep - obj->pos;
|
|
movement_pos = footstep;
|
|
|
|
fq.p0 = &obj->pos;
|
|
fq.startroom = obj->roomnum;
|
|
fq.p1 = &footstep;
|
|
fq.rad = obj->size;
|
|
fq.thisobjnum = objnum;
|
|
fq.ignore_obj_list = NULL;
|
|
fq.flags = FQ_CHECK_OBJS | FQ_IGNORE_WEAPONS | FQ_IGNORE_POWERUPS | FQ_IGNORE_TERRAIN;
|
|
|
|
if (obj->mtype.phys_info.flags & PF_POINT_COLLIDE_WALLS) {
|
|
fq.rad = 0.0f;
|
|
} else if (!ROOMNUM_OUTSIDE(obj->roomnum)) {
|
|
poly_model *pm = &Poly_models[obj->rtype.pobj_info.model_num];
|
|
int num_gps = (pm->n_ground == 5) ? 3 : 1;
|
|
|
|
if (num_gps == 3)
|
|
fq.rad *= 0.2f;
|
|
else
|
|
fq.rad *= 0.45f;
|
|
}
|
|
|
|
if (obj->flags & OF_NO_OBJECT_COLLISIONS)
|
|
fq.flags &= ~FQ_CHECK_OBJS;
|
|
|
|
fate = fvi_FindIntersection(&fq, &hit_info);
|
|
|
|
norient = obj->orient;
|
|
if (PhysComputeWalkerPosOrient(obj, &hit_info.hit_pnt, &norient)) {
|
|
ObjSetPos(obj, &hit_info.hit_pnt, hit_info.hit_room, &norient, false);
|
|
} else {
|
|
f_step = false;
|
|
}
|
|
} else {
|
|
f_step = false;
|
|
movement_vec = Zero_vector;
|
|
}
|
|
} else {
|
|
f_step = false;
|
|
movement_vec = Zero_vector;
|
|
}
|
|
} else {
|
|
f_step = false;
|
|
}
|
|
|
|
if (!f_step) {
|
|
pi->velocity = Zero_vector;
|
|
break;
|
|
}
|
|
|
|
// If we are stationary, we are done :)
|
|
if (fabs(movement_vec.x) < 0.0000001 && fabs(movement_vec.y) < 0.0000001 && fabs(movement_vec.z) < 0.0000001)
|
|
break;
|
|
}
|
|
|
|
Physics_walking_looping_counter++;
|
|
|
|
// Instant bails for collision response
|
|
if (obj->type == OBJ_PLAYER &&
|
|
((fate == HIT_OUT_OF_TERRAIN_BOUNDS) ||
|
|
(ROOMNUM_OUTSIDE(hit_info.hit_room) && GetTerrainCellFromPos(&hit_info.hit_pnt) == -1))) {
|
|
ObjSetPos(obj, &init_pos, init_room, NULL, false);
|
|
obj->last_pos = init_pos;
|
|
|
|
goto end_of_sim;
|
|
} else if (fate == HIT_OUT_OF_TERRAIN_BOUNDS) {
|
|
LOG_WARNING << "Walker exited terrain";
|
|
SetObjectDeadFlag(obj);
|
|
obj->last_pos = init_pos;
|
|
|
|
goto end_of_sim;
|
|
}
|
|
|
|
// Calulate amount of sim time left
|
|
if (fate == HIT_NONE) {
|
|
moved_time = old_sim_time_remaining = sim_time_remaining;
|
|
sim_time_remaining = 0.0;
|
|
f_continue_sim = false;
|
|
} else {
|
|
vector moved_vec_n;
|
|
float attempted_dist, actual_dist;
|
|
|
|
// Save results of this simulation
|
|
old_sim_time_remaining = sim_time_remaining;
|
|
moved_vec_n = obj->pos - start_pos; // chrishack -- use this copy
|
|
if (moved_vec_n != Zero_vector) {
|
|
actual_dist = vm_NormalizeVector(&moved_vec_n);
|
|
} else {
|
|
actual_dist = 0.0f;
|
|
}
|
|
|
|
// chrishack -- potentially bad -- outside to inside stuff
|
|
// We where sitting in a wall -- invalid starting point
|
|
// moved backwards
|
|
if (fate == HIT_WALL && moved_vec_n * movement_vec < -0.000001 && actual_dist != 0.0) {
|
|
|
|
LOG_WARNING.printf("Obj %d Walked backwards!", OBJNUM(obj));
|
|
/*
|
|
mprintf(0, "PHYSICS NOTE: (%f, %f, %f) to (%f, %f, %f)\n",
|
|
XYZ(&start_pos),
|
|
XYZ(&obj->pos))); // don't change position or sim_time_remaining
|
|
*/
|
|
|
|
ObjSetPos(obj, &start_pos, start_room, NULL, false);
|
|
|
|
moved_time = 0.0;
|
|
} else {
|
|
// Compute more results of this simulation
|
|
attempted_dist = vm_GetMagnitude(&movement_vec);
|
|
sim_time_remaining = sim_time_remaining * ((attempted_dist - actual_dist) / attempted_dist);
|
|
moved_time = old_sim_time_remaining - sim_time_remaining;
|
|
|
|
// chrishack -- we have no time left (plus some) This can happen if FVI corrects a near tangental
|
|
// movement by adding the radius - thus, we move a little too far.
|
|
if (sim_time_remaining < 0.0) {
|
|
sim_time_remaining = 0.0;
|
|
moved_time = old_sim_time_remaining;
|
|
}
|
|
|
|
// chrishack -- negative simulation time pasted for this sim frame
|
|
if (sim_time_remaining > old_sim_time_remaining) {
|
|
LOG_WARNING.printf(
|
|
"Bogus sim_time_remaining = %15.13f, old = %15.13f; Attempted d = %15.13f, actual = %15.13f",
|
|
sim_time_remaining, old_sim_time_remaining, attempted_dist, actual_dist);
|
|
// Int3();
|
|
sim_time_remaining = old_sim_time_remaining;
|
|
moved_time = 0.0;
|
|
f_continue_sim = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Get the collision speed as a linear interp.
|
|
if (old_sim_time_remaining > 0.0) {
|
|
obj->mtype.phys_info.velocity = obj->mtype.phys_info.velocity * (moved_time / old_sim_time_remaining) +
|
|
start_vel * (sim_time_remaining / old_sim_time_remaining);
|
|
}
|
|
|
|
// Collision response code
|
|
switch (fate) {
|
|
case HIT_NONE:
|
|
f_continue_sim = false;
|
|
break;
|
|
case HIT_WALL: // Finally unified, still needs some work, but it certainly better like this :)
|
|
case HIT_TERRAIN: {
|
|
// if(obj->type != OBJ_CLUTTER)
|
|
{
|
|
vector moved_v;
|
|
float hit_speed, wall_part;
|
|
float hit_dot = 1.0;
|
|
|
|
float luke_test;
|
|
|
|
if (obj->type == OBJ_PLAYER || OBJ_CLUTTER) {
|
|
luke_test = vm_GetMagnitude(&obj->mtype.phys_info.velocity);
|
|
}
|
|
|
|
// Find hit speed
|
|
moved_v = obj->pos - start_pos; // chrishack -- We already computed this!!!!!!!
|
|
wall_part = moved_v * hit_info.hit_wallnorm[0];
|
|
|
|
if (obj->mtype.phys_info.hit_die_dot > 0.0) {
|
|
vector m_normal = start_pos - obj->pos;
|
|
vm_NormalizeVector(&m_normal);
|
|
hit_dot = m_normal * hit_info.hit_wallnorm[0];
|
|
}
|
|
|
|
hit_speed = -(wall_part / moved_time);
|
|
|
|
// We hit a wall (weapons cannot scrap)
|
|
if ((wall_part != 0.0 && moved_time > 0.0 && (hit_speed > 0.0)) || obj->type == OBJ_WEAPON)
|
|
collide_object_with_wall(obj, hit_speed, hit_info.hit_face_room[0], hit_info.hit_face[0],
|
|
&hit_info.hit_face_pnt[0], &hit_info.hit_wallnorm[0], hit_dot);
|
|
else // We hit a wall and are moving parallel to it
|
|
collide_object_with_wall(obj, hit_speed, hit_info.hit_face_room[0], hit_info.hit_face[0],
|
|
&hit_info.hit_face_pnt[0], &hit_info.hit_wallnorm[0], hit_dot);
|
|
|
|
if (!(obj->flags & OF_DEAD)) {
|
|
bool f_forcefield = false; // bounce off a forcefield
|
|
|
|
if (obj->type == OBJ_WEAPON && (obj->mtype.phys_info.flags & PF_BOUNCE))
|
|
obj->mtype.phys_info.flags &= (~PF_NO_COLLIDE_PARENT);
|
|
|
|
// Slide object along wall
|
|
|
|
// We're constrained by wall, so subtract wall part from the velocity vector
|
|
wall_part = hit_info.hit_wallnorm[0] * obj->mtype.phys_info.velocity;
|
|
|
|
if ((obj->mtype.phys_info.num_bounces <= 0) && (obj->mtype.phys_info.flags & PF_STICK)) {
|
|
obj->movement_type = MT_NONE;
|
|
vm_MakeZero(&obj->mtype.phys_info.velocity);
|
|
obj->last_pos = init_pos;
|
|
goto end_of_sim;
|
|
} else if (f_forcefield || (obj->mtype.phys_info.flags & PF_BOUNCE)) {
|
|
wall_part *= 2.0; // Subtract out wall part twice to achieve bounce
|
|
|
|
if (f_forcefield) {
|
|
if (obj->type == OBJ_PLAYER)
|
|
wall_part *= 2; // player bounce twice as much -- chrishack try without this too.
|
|
}
|
|
|
|
bounced = 1; // this object bounced
|
|
// mprintf(0, "(%f, %f, %f) before bounce\n", XYZ(&obj->mtype.phys_info.velocity));
|
|
obj->mtype.phys_info.velocity += hit_info.hit_wallnorm[0] * (wall_part * -1.0f);
|
|
|
|
if (obj->mtype.phys_info.coeff_restitution != 1.0f)
|
|
obj->mtype.phys_info.velocity -=
|
|
(obj->mtype.phys_info.velocity * (1.0f - obj->mtype.phys_info.coeff_restitution));
|
|
|
|
// mprintf(0, "(%f, %f, %f) after bounce\n", XYZ(&obj->mtype.phys_info.velocity));
|
|
// mprintf(0, "p (%f, %f, %f) after bounce\n", XYZ(&obj->pos));
|
|
} else {
|
|
float wall_force;
|
|
|
|
wall_force = total_force * hit_info.hit_wallnorm[0];
|
|
total_force +=
|
|
hit_info.hit_wallnorm[0] * (wall_force * -1.001f); // 1.001 so that we are not quite tangential
|
|
|
|
// Update velocity from wall hit.
|
|
obj->mtype.phys_info.velocity +=
|
|
hit_info.hit_wallnorm[0] * (wall_part * -1.001f); // 1.001 so that we are not quite tangential
|
|
|
|
if ((obj->type == OBJ_ROBOT || obj->type == OBJ_PLAYER || OBJ_CLUTTER ||
|
|
(obj->type == OBJ_BUILDING && obj->ai_info)) &&
|
|
sim_time_remaining == old_sim_time_remaining) {
|
|
obj->mtype.phys_info.velocity += hit_info.hit_wallnorm[0];
|
|
}
|
|
|
|
if (obj->type == OBJ_PLAYER || OBJ_CLUTTER) {
|
|
float real_vel;
|
|
|
|
real_vel = vm_NormalizeVector(&obj->mtype.phys_info.velocity);
|
|
obj->mtype.phys_info.velocity *= ((real_vel + luke_test) / 2);
|
|
}
|
|
}
|
|
|
|
// mprintf(0, "PHYSICS: Wall normal (%f, %f, %f)\n", XYZ(&hit_info.hit_wallnorm[0]));
|
|
// mprintf(0, "PHYSICS: Bounded velocity (%f, %f, %f)\n", XYZ(&obj->mtype.phys_info.velocity));
|
|
|
|
// This only happens if the new velocity is set from hitting a forcefield.
|
|
if (!(fabs(obj->mtype.phys_info.velocity.x) < MAX_OBJECT_VEL &&
|
|
fabs(obj->mtype.phys_info.velocity.y) < MAX_OBJECT_VEL &&
|
|
fabs(obj->mtype.phys_info.velocity.z) < MAX_OBJECT_VEL)) {
|
|
float mag = vm_NormalizeVector(&obj->mtype.phys_info.velocity);
|
|
|
|
LOG_WARNING.printf("Bashing vel for Obj %d of type %d with %f velocity", objnum, obj->type, mag);
|
|
obj->mtype.phys_info.velocity *= MAX_OBJECT_VEL * 0.1f;
|
|
}
|
|
|
|
// Weapons should face their new heading. This is so missiles are pointing in the correct direct.
|
|
if (obj->type == OBJ_WEAPON && (bounced || (obj->mtype.phys_info.flags & (PF_GRAVITY | PF_WIND))))
|
|
if (obj->mtype.phys_info.velocity != Zero_vector)
|
|
vm_VectorToMatrix(&obj->orient, &obj->mtype.phys_info.velocity, &obj->orient.uvec, NULL);
|
|
}
|
|
}
|
|
f_continue_sim = true;
|
|
|
|
} break;
|
|
|
|
case HIT_OBJECT:
|
|
case HIT_SPHERE_2_POLY_OBJECT: {
|
|
vector old_force; // -- chrishack
|
|
|
|
// Mark the hit object so that on the following sim frames, in this game frame, ignore this object.
|
|
ASSERT(hit_info.hit_object[0] != -1); // chrishack move this ASSERT fvi stuff above
|
|
|
|
// chrishack -- we should have this point from FVI!!!!!!!!!!!
|
|
// Calculcate the hit point between the two objects.
|
|
old_force = obj->mtype.phys_info.thrust;
|
|
|
|
obj->mtype.phys_info.thrust = total_force;
|
|
|
|
// hit_info.hit_wallnorm[0] *= -1.0f;
|
|
|
|
collide_two_objects(obj, &Objects[hit_info.hit_object[0]], &hit_info.hit_face_pnt[0], &hit_info.hit_wallnorm[0],
|
|
&hit_info);
|
|
if (obj->movement_type == MT_OBJ_LINKED)
|
|
goto end_of_sim;
|
|
|
|
total_force = obj->mtype.phys_info.thrust;
|
|
|
|
obj->mtype.phys_info.thrust = old_force;
|
|
|
|
if ((obj->type == OBJ_ROBOT || obj->type == OBJ_PLAYER || OBJ_CLUTTER ||
|
|
(obj->type == OBJ_BUILDING && obj->ai_info)) &&
|
|
sim_time_remaining == old_sim_time_remaining && Objects[hit_info.hit_object[0]].movement_type == MT_NONE) {
|
|
obj->mtype.phys_info.velocity += hit_info.hit_wallnorm[0];
|
|
}
|
|
|
|
// mprintf(0, "OBJ %d t %d hit %d\n", OBJNUM(obj), obj->type, hit_info.hit_object[0]);
|
|
|
|
// Let object continue its movement if collide_two_objects does not mark it as dead
|
|
if (!(obj->flags & OF_DEAD)) {
|
|
if ((obj->mtype.phys_info.flags & PF_PERSISTENT) ||
|
|
(Objects[hit_info.hit_object[0]].mtype.phys_info.flags & PF_PERSISTENT)) {
|
|
if (n_ignore_objs < MAX_IGNORE_OBJS)
|
|
ignore_obj_list[n_ignore_objs++] = hit_info.hit_object[0];
|
|
} else if (Objects[hit_info.hit_object[0]].type == OBJ_POWERUP || obj->type == OBJ_POWERUP ||
|
|
Objects[hit_info.hit_object[0]].type == OBJ_MARKER || obj->type == OBJ_MARKER) {
|
|
if (n_ignore_objs < MAX_IGNORE_OBJS)
|
|
ignore_obj_list[n_ignore_objs++] = hit_info.hit_object[0];
|
|
|
|
count--;
|
|
if (count < -1)
|
|
count = -1;
|
|
}
|
|
|
|
f_continue_sim = true;
|
|
} else {
|
|
f_continue_sim = false;
|
|
}
|
|
} break;
|
|
|
|
case HIT_BAD_P0:
|
|
LOG_ERROR << "Bad p0 in physics!!!";
|
|
Int3(); // Unexpected collision type: start point not in specified segment.
|
|
break;
|
|
|
|
default:
|
|
LOG_ERROR << "Unknown and unhandled hit type returned from FVI";
|
|
Int3();
|
|
break;
|
|
}
|
|
|
|
// Increment the simulation loop counter
|
|
count++;
|
|
|
|
} while ((f_continue_sim) && (!(obj->flags & OF_DEAD)) && (sim_time_remaining > 0.0f) && (count < sim_loop_limit));
|
|
|
|
// Special stuff should we do if we hit the simulation loop limit
|
|
// If retry count is getting large, then we might be trying to do something bad.
|
|
// NOTE: These numbers limit the max collisions an object can have in a single frame
|
|
if (count >= sim_loop_limit) {
|
|
if (obj->type == OBJ_PLAYER) {
|
|
LOG_WARNING << "PHYSICS NOTE: Too many collisions for player!";
|
|
}
|
|
}
|
|
|
|
end_of_sim:
|
|
AttachUpdateSubObjects(obj);
|
|
|
|
ASSERT(std::isfinite(obj->mtype.phys_info.velocity.x)); // Caller wants to go to infinity! -- Not FVI's fault.
|
|
ASSERT(std::isfinite(obj->mtype.phys_info.velocity.y)); // Caller wants to go to infinity! -- Not FVI's fault.
|
|
ASSERT(std::isfinite(obj->mtype.phys_info.velocity.z)); // Caller wants to go to infinity! -- Not FVI's fault.
|
|
|
|
obj->last_pos = init_pos;
|
|
return;
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------------------------------------
|
|
// Simulate a physics object for this frame
|
|
void do_vis_physics_sim(vis_effect *vis) {
|
|
if (Frametime <= 0.0f)
|
|
return;
|
|
|
|
vector total_force;
|
|
vector old_pos = vis->pos;
|
|
|
|
#ifdef _DEBUG
|
|
if (!Game_do_vis_sim) {
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
if (vis->flags & VF_DEAD) {
|
|
return;
|
|
}
|
|
|
|
if (fabsf(vis->velocity.x) < 0.000001f && fabsf(vis->velocity.y) < 0.000001f && fabsf(vis->velocity.z) < 0.000001f &&
|
|
!(vis->phys_flags & PF_GRAVITY)) {
|
|
return;
|
|
}
|
|
|
|
// Determine velocity
|
|
if (vis->phys_flags & PF_FIXED_VELOCITY) {
|
|
vis->pos += vis->velocity * Frametime;
|
|
} else {
|
|
if (vis->mass > 0.0f && vis->drag > 0.0f) {
|
|
// If the object is effected by gravity (normal, lighter than air, and anti-gravity)
|
|
if (vis->phys_flags & PF_GRAVITY) {
|
|
total_force.x = total_force.z = 0.0f;
|
|
total_force.y = Gravity_strength * vis->mass;
|
|
} else if (vis->phys_flags & PF_REVERSE_GRAVITY) {
|
|
total_force.x = total_force.z = 0.0f;
|
|
total_force.y = -Gravity_strength * vis->mass;
|
|
} else {
|
|
total_force.x = total_force.y = total_force.z = 0.0f;
|
|
}
|
|
|
|
// Note: The math here is done in 64bit floats because we will run into precision problems with 32bit
|
|
const double forceOverDrag[3] = {total_force.x / vis->drag, total_force.y / vis->drag, total_force.z / vis->drag};
|
|
const double frameTime = Frametime;
|
|
const double massOverDrag = vis->mass / vis->drag;
|
|
const double dragOverMass = vis->drag / vis->mass;
|
|
const double expDoMFt = exp(-dragOverMass * frameTime);
|
|
|
|
double visNewPos[3];
|
|
visNewPos[0] = double(vis->pos.x) + forceOverDrag[0] * frameTime +
|
|
massOverDrag * (double(vis->velocity.x) - forceOverDrag[0]) * (1.0 - expDoMFt);
|
|
visNewPos[1] = double(vis->pos.y) + forceOverDrag[1] * frameTime +
|
|
massOverDrag * (double(vis->velocity.y) - forceOverDrag[1]) * (1.0 - expDoMFt);
|
|
visNewPos[2] = double(vis->pos.z) + forceOverDrag[2] * frameTime +
|
|
massOverDrag * (double(vis->velocity.z) - forceOverDrag[2]) * (1.0 - expDoMFt);
|
|
|
|
double visNewVel[3];
|
|
visNewVel[0] = (double(vis->velocity.x) - forceOverDrag[0]) * expDoMFt + forceOverDrag[0];
|
|
visNewVel[1] = (double(vis->velocity.y) - forceOverDrag[1]) * expDoMFt + forceOverDrag[1];
|
|
visNewVel[2] = (double(vis->velocity.z) - forceOverDrag[2]) * expDoMFt + forceOverDrag[2];
|
|
|
|
vis->pos.x = float(visNewPos[0]);
|
|
vis->pos.y = float(visNewPos[1]);
|
|
vis->pos.z = float(visNewPos[2]);
|
|
vis->velocity.x = float(visNewVel[0]);
|
|
vis->velocity.y = float(visNewVel[1]);
|
|
vis->velocity.z = float(visNewVel[2]);
|
|
} else {
|
|
vector delta_velocity = {0.0f, 0.0f, 0.0f};
|
|
|
|
if (vis->phys_flags & PF_GRAVITY) {
|
|
delta_velocity.y += Gravity_strength * Frametime;
|
|
} else if (vis->phys_flags & PF_REVERSE_GRAVITY) {
|
|
delta_velocity.y -= Gravity_strength * Frametime;
|
|
}
|
|
|
|
vis->pos += (vis->velocity * Frametime) + (0.5f * delta_velocity * Frametime);
|
|
vis->velocity += delta_velocity;
|
|
}
|
|
}
|
|
|
|
if (vis->phys_flags & PF_NO_COLLIDE) {
|
|
return;
|
|
}
|
|
|
|
Physics_vis_counter++;
|
|
|
|
// Do FVI call to check for death & update room
|
|
fvi_query fq;
|
|
fvi_info hit_info;
|
|
int fate;
|
|
|
|
if (ROOMNUM_OUTSIDE(vis->roomnum)) {
|
|
ASSERT(CELLNUM(vis->roomnum) <= TERRAIN_WIDTH * TERRAIN_DEPTH);
|
|
ASSERT(CELLNUM(vis->roomnum) >= 0);
|
|
} else {
|
|
ASSERT(vis->roomnum >= 0 && vis->roomnum <= Highest_room_index && Rooms[vis->roomnum].used);
|
|
}
|
|
|
|
fq.p0 = &old_pos;
|
|
fq.startroom = vis->roomnum;
|
|
fq.p1 = &vis->pos;
|
|
fq.rad = 0.0f;
|
|
fq.thisobjnum = -1;
|
|
fq.ignore_obj_list = NULL;
|
|
fq.flags = FQ_CHECK_OBJS | FQ_ONLY_DOOR_OBJ | FQ_IGNORE_WALLS;
|
|
|
|
fate = fvi_FindIntersection(&fq, &hit_info);
|
|
|
|
if (fate == HIT_NONE && hit_info.hit_room != -1) {
|
|
if (hit_info.hit_room != vis->roomnum) {
|
|
VisEffectRelink(vis - VisEffects, hit_info.hit_room);
|
|
}
|
|
|
|
if (ROOMNUM_OUTSIDE(hit_info.hit_room)) {
|
|
ASSERT(CELLNUM(hit_info.hit_room) <= TERRAIN_WIDTH * TERRAIN_DEPTH);
|
|
ASSERT(CELLNUM(hit_info.hit_room) >= 0);
|
|
} else {
|
|
ASSERT(hit_info.hit_room >= 0 && hit_info.hit_room <= Highest_room_index && Rooms[hit_info.hit_room].used);
|
|
}
|
|
} else {
|
|
VisEffectDelete(vis - VisEffects);
|
|
}
|
|
}
|
|
|
|
void phys_apply_force(object *obj, vector *force_vec, int16_t weapon_index) {
|
|
if (obj->mtype.phys_info.mass == 0.0)
|
|
return;
|
|
|
|
if (obj->movement_type != MT_PHYSICS && obj->movement_type != MT_WALKING)
|
|
return;
|
|
|
|
if (obj->mtype.phys_info.flags & PF_LOCK_MASK) // Not done!
|
|
return;
|
|
|
|
if ((Game_mode & GM_MULTI) &&
|
|
((obj->type == OBJ_PLAYER && obj->id != Player_num) ||
|
|
((obj->type != OBJ_PLAYER && obj->type != OBJ_POWERUP) && Netgame.local_role != LR_SERVER)))
|
|
return;
|
|
|
|
// Do Force Feedback for the hit
|
|
if (obj->id == Player_num) {
|
|
// we need to convert collision_normal from world space to local space
|
|
vector local_norm;
|
|
float scale = 0, magnitude = 0;
|
|
|
|
// compute how much force to do
|
|
magnitude = vm_GetMagnitude(force_vec);
|
|
if (magnitude) {
|
|
scale = magnitude / 2500.0f;
|
|
if (scale < 0.0f)
|
|
scale = 0.0f;
|
|
if (scale > 1.0f)
|
|
scale = 1.0f;
|
|
|
|
vm_MatrixMulVector(&local_norm, force_vec, &obj->orient);
|
|
local_norm *= -1.0f;
|
|
|
|
ForceEffectsPlay(FORCE_TEST_FORCE, &scale, &local_norm);
|
|
}
|
|
|
|
LOG_DEBUG_IF(weapon_index != -1) << "Force from weapon";
|
|
|
|
// mprintf(0,"Force: Magnitude = %f Scale = %1.3f\n",magnitude,scale);
|
|
}
|
|
//------------------------------
|
|
|
|
// Add in acceleration due to force
|
|
obj->mtype.phys_info.velocity += (*force_vec / obj->mtype.phys_info.mass);
|
|
}
|
|
|
|
void phys_apply_rot(object *obj, vector *force_vec) {}
|