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author | Aki <please@ignore.pl> | 2022-04-01 21:23:39 +0200 |
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committer | Aki <please@ignore.pl> | 2022-04-01 21:23:39 +0200 |
commit | 3c487c5cd69c53d6fea948643c0a76df03516605 (patch) | |
tree | 72730c7b8b26a5ef8fc9a987ec4c16129efd5aac /Stars45/Physical.cpp | |
parent | 8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff) | |
download | starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.zip starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.gz starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.bz2 |
Moved Stars45 to StarsEx
Diffstat (limited to 'Stars45/Physical.cpp')
-rw-r--r-- | Stars45/Physical.cpp | 774 |
1 files changed, 0 insertions, 774 deletions
diff --git a/Stars45/Physical.cpp b/Stars45/Physical.cpp deleted file mode 100644 index 6c2e90e..0000000 --- a/Stars45/Physical.cpp +++ /dev/null @@ -1,774 +0,0 @@ -/* Starshatter: The Open Source Project - Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors - Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors - Copyright (c) 1997-2006, Destroyer Studios LLC. - - AUTHOR: John DiCamillo - - - OVERVIEW - ======== - Abstract Physical Object -*/ - -#include "Physical.h" -#include "Graphic.h" -#include "Light.h" -#include "Director.h" - -// +--------------------------------------------------------------------+ - -int Physical::id_key = 1; -double Physical::sub_frame = 1.0 / 60.0; - -static const double GRAV = 6.673e-11; - -// +--------------------------------------------------------------------+ - -Physical::Physical() - : id(id_key++), obj_type(0), rep(0), light(0), - thrust(0.0f), drag(0.0f), lat_thrust(false), - trans_x(0.0f), trans_y(0.0f), trans_z(0.0f), straight(false), - roll(0.0f), pitch(0.0f), yaw(0.0f), dr(0.0f), dp(0.0f), dy(0.0f), - dr_acc(0.0f), dp_acc(0.0f), dy_acc(0.0f), - dr_drg(0.0f), dp_drg(0.0f), dy_drg(0.0f), - flight_path_yaw(0.0f), flight_path_pitch(0.0f), primary_mass(0), - roll_rate(1.0f), pitch_rate(1.0f), yaw_rate(1.0f), shake(0.0f), - radius(0.0f), mass(1.0f), integrity(1.0f), life(-1), dir(0), - g_accel(0.0f), Do(0.0f), CL(0.0f), CD(0.0f), alpha(0.0f), stall(0.0f) -{ - strcpy_s(name, "unknown object"); -} - -// +--------------------------------------------------------------------+ - -Physical::Physical(const char* n, int t) - : id(id_key++), obj_type(t), rep(0), light(0), - thrust(0.0f), drag(0.0f), lat_thrust(false), - trans_x(0.0f), trans_y(0.0f), trans_z(0.0f), straight(false), - roll(0.0f), pitch(0.0f), yaw(0.0f), dr(0.0f), dp(0.0f), dy(0.0f), - dr_acc(0.0f), dp_acc(0.0f), dy_acc(0.0f), - dr_drg(0.0f), dp_drg(0.0f), dy_drg(0.0f), - flight_path_yaw(0.0f), flight_path_pitch(0.0f), primary_mass(0), - roll_rate(1.0f), pitch_rate(1.0f), yaw_rate(1.0f), shake(0.0f), - radius(0.0f), mass(1.0f), integrity(1.0f), life(-1), dir(0), - g_accel(0.0f), Do(0.0f), CL(0.0f), CD(0.0f), alpha(0.0f), stall(0.0f) -{ - strncpy_s(name, n, NAMELEN-1); - name[NAMELEN-1] = 0; -} - -// +--------------------------------------------------------------------+ - -Physical::~Physical() -{ - // inform graphic rep and light that we are leaving: - GRAPHIC_DESTROY(rep); - LIGHT_DESTROY(light); - - // we own the director - delete dir; - dir = 0; -} - -// +--------------------------------------------------------------------+ -#undef random -inline double random() { return rand()-16384; } - -void -Physical::ExecFrame(double s) -{ - Point orig_velocity = Velocity(); - arcade_velocity = Point(); - - // if this object is under direction, - // but doesn't need subframe accuracy, - // update the control parameters: - if (dir && !dir->Subframe()) - dir->ExecFrame(s); - - // decrement life before destroying the frame time: - if (life > 0) - life -= s; - - // integrate equations - // using slices no larger - // than sub_frame: - - double seconds = s; - - while (s > 0.0) { - if (s > sub_frame) - seconds = sub_frame; - else - seconds = s; - - // if the director needs subframe accuracy, run it now: - if (dir && dir->Subframe()) - dir->ExecFrame(seconds); - - if (!straight) - AngularFrame(seconds); - - // LINEAR MOVEMENT ---------------------------- - Point pos = cam.Pos(); - - // if the object is thrusting, - // accelerate along the camera normal: - if (thrust) { - Point thrustvec = cam.vpn(); - thrustvec *= ((thrust/mass) * seconds); - velocity += thrustvec; - } - - LinearFrame(seconds); - - // move the position by the (time-frame scaled) velocity: - pos += velocity * seconds; - cam.MoveTo(pos); - - s -= seconds; - } - - alpha = 0.0f; - - // now update the graphic rep and light sources: - if (rep) { - rep->MoveTo(cam.Pos()); - rep->SetOrientation(cam.Orientation()); - } - - if (light) { - light->MoveTo(cam.Pos()); - } - - if (!straight) - CalcFlightPath(); - - accel = (Velocity() - orig_velocity) * (1/seconds); - if (!_finite(accel.x) || !_finite(accel.y) || !_finite(accel.z)) - accel = Point(); -} - -// +--------------------------------------------------------------------+ - -void -Physical::AeroFrame(double s) -{ - arcade_velocity = Point(); - - // if this object is under direction, - // but doesn't need subframe accuracy, - // update the control parameters: - if (dir && !dir->Subframe()) - dir->ExecFrame(s); - - // decrement life before destroying the frame time: - if (life > 0) - life -= s; - - // integrate equations - // using slices no larger - // than sub_frame: - - double seconds = s; - - while (s > 0.0) { - if (s > sub_frame) - seconds = sub_frame; - else - seconds = s; - - // if the director needs subframe accuracy, run it now: - if (dir && dir->Subframe()) - dir->ExecFrame(seconds); - - AngularFrame(seconds); - - // LINEAR MOVEMENT ---------------------------- - Point pos = cam.Pos(); - - // if the object is thrusting, - // accelerate along the camera normal: - if (thrust) { - Point thrustvec = cam.vpn(); - thrustvec *= ((thrust/mass) * seconds); - velocity += thrustvec; - } - - // AERODYNAMICS ------------------------------ - - if (lat_thrust) - LinearFrame(seconds); - - // if no thrusters, do constant gravity: - else if (g_accel > 0) - velocity += Point(0, -g_accel, 0) * seconds; - - // compute alpha, rho, drag, and lift: - - Point vfp = velocity; - double v = vfp.Normalize(); - double v_2 = 0; - double rho = GetDensity(); - double lift = 0; - - if (v > 150) { - v_2 = (v-150) * (v-150); - - Point vfp1 = vfp - cam.vrt() * (vfp * cam.vrt()); - vfp1.Normalize(); - - double cos_alpha = vfp1 * cam.vpn(); - - if (cos_alpha >= 1) { - alpha = 0.0f; - } - else { - alpha = (float) acos(cos_alpha); - } - - // if flight path is above nose, alpha is negative: - if (vfp1 * cam.vup() > 0) - alpha = -alpha; - - if (alpha <= stall) { - lift = CL * alpha * rho * v_2; - } - else { - lift = CL * (2*stall - alpha) * rho * v_2; - } - - // add lift to velocity: - if (_finite(lift)) - velocity += cam.vup() * lift * seconds; - else - lift = 0; - - // if drag applies, decellerate: - double alpha_2 = alpha*alpha; - double drag_eff = (drag + (CD * alpha_2)) * rho * v_2; - - Point vn = velocity; - vn.Normalize(); - - velocity += vn * -drag_eff * seconds; - } - else { - velocity *= exp(-drag * seconds); - } - - // move the position by the (time-frame scaled) velocity: - pos += velocity * seconds; - cam.MoveTo(pos); - - s -= seconds; - } - - // now update the graphic rep and light sources: - if (rep) { - rep->MoveTo(cam.Pos()); - rep->SetOrientation(cam.Orientation()); - } - - if (light) { - light->MoveTo(cam.Pos()); - } -} - -double -Physical::GetDensity() const -{ - double alt = cam.Pos().y; - double rho = 0.75 * Do * (250e3-alt)/250e3; - - return rho; -} - -// +--------------------------------------------------------------------+ - -void -Physical::ArcadeFrame(double s) -{ - // if this object is under direction, - // but doesn't need subframe accuracy, - // update the control parameters: - if (dir && !dir->Subframe()) - dir->ExecFrame(s); - - // decrement life before destroying the frame time: - if (life > 0) - life -= s; - - // integrate equations - // using slices no larger - // than sub_frame: - - double seconds = s; - - while (s > 0.0) { - if (s > sub_frame) - seconds = sub_frame; - else - seconds = s; - - // if the director needs subframe accuracy, run it now: - if (dir && dir->Subframe()) - dir->ExecFrame(seconds); - - if (!straight) - AngularFrame(seconds); - - Point pos = cam.Pos(); - - // ARCADE FLIGHT MODEL: - // arcade_velocity vector is always in line with heading - - double speed = arcade_velocity.Normalize(); - double bleed = arcade_velocity * cam.vpn(); - - speed *= pow(bleed, 30); - arcade_velocity = cam.vpn() * speed; - - if (thrust) { - Point thrustvec = cam.vpn(); - thrustvec *= ((thrust/mass) * seconds); - arcade_velocity += thrustvec; - } - - if (drag) - arcade_velocity *= exp(-drag * seconds); - - LinearFrame(seconds); - - // move the position by the (time-frame scaled) velocity: - pos += arcade_velocity * seconds + - velocity * seconds; - - cam.MoveTo(pos); - - s -= seconds; - } - - alpha = 0.0f; - - // now update the graphic rep and light sources: - if (rep) { - rep->MoveTo(cam.Pos()); - rep->SetOrientation(cam.Orientation()); - } - - if (light) { - light->MoveTo(cam.Pos()); - } -} - -// +--------------------------------------------------------------------+ - -void -Physical::AngularFrame(double seconds) -{ - if (!straight) { - dr += (float) (dr_acc * seconds); - dy += (float) (dy_acc * seconds); - dp += (float) (dp_acc * seconds); - - dr *= (float) exp(-dr_drg * seconds); - dy *= (float) exp(-dy_drg * seconds); - dp *= (float) exp(-dp_drg * seconds); - - roll = (float) (dr * seconds); - pitch = (float) (dp * seconds); - yaw = (float) (dy * seconds); - - if (shake > 0.01) { - vibration = Point(random(), random(), random()); - vibration.Normalize(); - vibration *= (float) (shake * seconds); - - shake *= (float) exp(-1.5 * seconds); - } - else { - vibration.x = vibration.y = vibration.z = 0.0f; - shake = 0.0f; - } - - cam.Aim(roll, pitch, yaw); - } -} - -// +--------------------------------------------------------------------+ - -void -Physical::LinearFrame(double seconds) -{ - // deal with lateral thrusters: - - if (trans_x) { // side-to-side - Point transvec = cam.vrt(); - transvec *= ((trans_x/mass) * seconds); - - velocity += transvec; - } - - if (trans_y) { // fore-and-aft - Point transvec = cam.vpn(); - transvec *= ((trans_y/mass) * seconds); - - velocity += transvec; - } - - if (trans_z) { // up-and-down - Point transvec = cam.vup(); - transvec *= ((trans_z/mass) * seconds); - - velocity += transvec; - } - - // if gravity applies, attract: - if (primary_mass > 0) { - Point g = primary_loc - cam.Pos(); - double r = g.Normalize(); - - g *= GRAV * primary_mass / (r*r); - - velocity += g * seconds; - } - - // constant gravity: - else if (g_accel > 0) { - velocity += Point(0, -g_accel, 0) * seconds; - } - - // if drag applies, decellerate: - if (drag) - velocity *= exp(-drag * seconds); -} - -// +--------------------------------------------------------------------+ - -void -Physical::CalcFlightPath() -{ - flight_path_yaw = 0.0f; - flight_path_pitch = 0.0f; - - // transform flight path into camera frame: - Point flight_path = velocity; - if (flight_path.Normalize() < 1) - return; - - Point tmp = flight_path; - flight_path.x = tmp * cam.vrt(); - flight_path.y = tmp * cam.vup(); - flight_path.z = tmp * cam.vpn(); - - if (flight_path.z < 0.1) - return; - - // first, compute azimuth: - flight_path_yaw = (float) atan(flight_path.x / flight_path.z); - if (flight_path.z < 0) flight_path_yaw -= (float) PI; - if (flight_path_yaw < -PI) flight_path_yaw += (float) (2*PI); - - // then, rotate path into azimuth frame to compute elevation: - Camera yaw_cam; - yaw_cam.Clone(cam); - yaw_cam.Yaw(flight_path_yaw); - - flight_path.x = tmp * yaw_cam.vrt(); - flight_path.y = tmp * yaw_cam.vup(); - flight_path.z = tmp * yaw_cam.vpn(); - - flight_path_pitch = (float) atan(flight_path.y / flight_path.z); -} - -// +--------------------------------------------------------------------+ - -void -Physical::MoveTo(const Point& new_loc) -{ - cam.MoveTo(new_loc); -} - -void -Physical::TranslateBy(const Point& ref) -{ - Point new_loc = cam.Pos() - ref; - cam.MoveTo(new_loc); -} - -void -Physical::ApplyForce(const Point& force) -{ - velocity += force/mass; -} - -void -Physical::ApplyTorque(const Point& torque) -{ - dr += (float) (torque.x/mass); - dp += (float) (torque.y/mass); - dy += (float) (torque.z/mass); -} - -void -Physical::SetThrust(double t) -{ - thrust = (float) t; -} - -void -Physical::SetTransX(double t) -{ - trans_x = (float) t; -} - -void -Physical::SetTransY(double t) -{ - trans_y = (float) t; -} - -void -Physical::SetTransZ(double t) -{ - trans_z = (float) t; -} - -// +--------------------------------------------------------------------+ - -void -Physical::SetHeading(double r, double p, double y) -{ - roll = (float) r; - pitch = (float) p; - yaw = (float) y; - - cam.Aim(roll, pitch, yaw); -} - -void -Physical::LookAt(const Point& dst) -{ - cam.LookAt(dst); -} - -void -Physical::CloneCam(const Camera& c) -{ - cam.Clone(c); -} - -void -Physical::SetAbsoluteOrientation(double r, double p, double y) -{ - roll = (float) r; - pitch = (float) p; - yaw = (float) y; - - Camera work(Location().x, Location().y, Location().z); - work.Aim(r,p,y); - cam.Clone(work); -} - -void -Physical::ApplyRoll(double r) -{ - if (r > 1) r = 1; - else if (r < -1) r = -1; - - dr_acc = (float) r * roll_rate; -} - -void -Physical::ApplyPitch(double p) -{ - if (p > 1) p = 1; - else if (p < -1) p = -1; - - dp_acc = (float) p * pitch_rate; -} - -void -Physical::ApplyYaw(double y) -{ - if (y > 1) y = 1; - else if (y < -1) y = -1; - - dy_acc = (float) y * yaw_rate; -} - -void -Physical::SetAngularRates(double r, double p, double y) -{ - roll_rate = (float) r; - pitch_rate = (float) p; - yaw_rate = (float) y; -} - -void -Physical::GetAngularRates(double& r, double& p, double& y) -{ - r = roll_rate; - p = pitch_rate; - y = yaw_rate; -} - -void -Physical::SetAngularDrag(double r, double p, double y) -{ - dr_drg = (float) r; - dp_drg = (float) p; - dy_drg = (float) y; -} - -void -Physical::GetAngularDrag(double& r, double& p, double& y) -{ - r = dr_drg; - p = dp_drg; - y = dy_drg; -} - -void -Physical::GetAngularThrust(double& r, double& p, double& y) -{ - r = 0; - p = 0; - y = 0; - - if (dr_acc > 0.05 * roll_rate) r = 1; - else if (dr_acc < -0.05 * roll_rate) r = -1; - else if (dr > 0.01 * roll_rate) r = -1; - else if (dr < -0.01 * roll_rate) r = 1; - - if (dy_acc > 0.05 * yaw_rate) y = 1; - else if (dy_acc < -0.05 * yaw_rate) y = -1; - else if (dy > 0.01 * yaw_rate) y = -1; - else if (dy < -0.01 * yaw_rate) y = 1; - - if (dp_acc > 0.05 * pitch_rate) p = 1; - else if (dp_acc < -0.05 * pitch_rate) p = -1; - else if (dp > 0.01 * pitch_rate) p = -1; - else if (dp < -0.01 * pitch_rate) p = 1; -} - - -void -Physical::SetPrimary(const Point& l, double m) -{ - primary_loc = l; - primary_mass = m; -} - -void -Physical::SetGravity(double g) -{ - if (g >= 0) - g_accel = (float) g; -} - -void -Physical::SetBaseDensity(double d) -{ - if (d >= 0) - Do = (float) d; -} - -// +--------------------------------------------------------------------+ - -void -Physical::InflictDamage(double damage, int /*type*/) -{ - integrity -= (float) damage; - - if (integrity < 1.0f) - integrity = 0.0f; -} - -// +--------------------------------------------------------------------+ - -int -Physical::CollidesWith(Physical& o) -{ - // representation collision test (will do bounding spheres first): - if (rep && o.rep) - return rep->CollidesWith(*o.rep); - - Point delta_loc = Location() - o.Location(); - - // bounding spheres test: - if (delta_loc.length() > radius + o.radius) - return 0; - - // assume collision: - return 1; -} - - -// +--------------------------------------------------------------------+ - -void -Physical::ElasticCollision(Physical& a, Physical& b) -{ - double mass_sum = a.mass + b.mass; - double mass_delta = a.mass - b.mass; - - Point vel_a = (Point(b.velocity) * (2 * b.mass) + Point(a.velocity) * mass_delta) * (1/mass_sum); - Point vel_b = (Point(a.velocity) * (2 * a.mass) - Point(b.velocity) * mass_delta) * (1/mass_sum); - - a.velocity = vel_a; - b.velocity = vel_b; -} - -// +--------------------------------------------------------------------+ - -void -Physical::InelasticCollision(Physical& a, Physical& b) -{ - double mass_sum = a.mass + b.mass; - - Point vel_a = (Point(a.velocity) * a.mass + Point(b.velocity) * b.mass) * (1/mass_sum); - - a.velocity = vel_a; - b.velocity = vel_a; -} - -// +--------------------------------------------------------------------+ - -void -Physical::SemiElasticCollision(Physical& a, Physical& b) -{ - double mass_sum = a.mass + b.mass; - double mass_delta = a.mass - b.mass; - - Point avel = a.Velocity(); - Point bvel = b.Velocity(); - Point dv = avel - bvel; - - // low delta-v: stick - if (dv.length() < 20) { - if (a.mass > b.mass) { - b.velocity = a.velocity; - } - - else { - a.velocity = b.velocity; - } - } - - // high delta-v: bounce - else { - Point Ve_a = (bvel * (2 * b.mass) + avel * mass_delta) * (1/mass_sum) * 0.65; - Point Ve_b = (avel * (2 * a.mass) - bvel * mass_delta) * (1/mass_sum) * 0.65; - Point Vi_ab = (avel * a.mass + bvel * b.mass) * (1/mass_sum) * 0.35; - - a.arcade_velocity = Point(); - b.arcade_velocity = Point(); - - a.velocity = Ve_a + Vi_ab; - b.velocity = Ve_b + Vi_ab; - } -} - |