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-rw-r--r--nGenEx/Physical.h346
1 files changed, 173 insertions, 173 deletions
diff --git a/nGenEx/Physical.h b/nGenEx/Physical.h
index fb202da..248e728 100644
--- a/nGenEx/Physical.h
+++ b/nGenEx/Physical.h
@@ -1,15 +1,15 @@
/* Project nGenEx
- Destroyer Studios LLC
- Copyright © 1997-2004. All Rights Reserved.
+ Destroyer Studios LLC
+ Copyright © 1997-2004. All Rights Reserved.
- SUBSYSTEM: nGenEx.lib
- FILE: Physical.h
- AUTHOR: John DiCamillo
+ SUBSYSTEM: nGenEx.lib
+ FILE: Physical.h
+ AUTHOR: John DiCamillo
- OVERVIEW
- ========
- Abstract Physical Object
+ OVERVIEW
+ ========
+ Abstract Physical Object
*/
#ifndef Physical_h
@@ -30,173 +30,173 @@ class Light;
class Physical
{
public:
- static const char* TYPENAME() { return "Physical"; }
-
- Physical();
- Physical(const char* n, int t=0);
- virtual ~Physical();
-
- int operator == (const Physical& p) const { return id == p.id; }
-
- // Integration Loop Control:
- static void SetSubFrameLength(double seconds) { sub_frame = seconds; }
- static double GetSubFrameLength() { return sub_frame; }
-
- // operations
- virtual void ExecFrame(double seconds);
- virtual void AeroFrame(double seconds);
- virtual void ArcadeFrame(double seconds);
-
- virtual void AngularFrame(double seconds);
- virtual void LinearFrame(double seconds);
-
- virtual void CalcFlightPath();
-
- virtual void MoveTo(const Point& new_loc);
- virtual void TranslateBy(const Point& ref);
- virtual void ApplyForce(const Point& force);
- virtual void ApplyTorque(const Point& torque);
- virtual void SetThrust(double t);
- virtual void SetTransX(double t);
- virtual void SetTransY(double t);
- virtual void SetTransZ(double t);
- virtual void SetHeading(double r, double p, double y);
- virtual void LookAt(const Point& dst);
- virtual void ApplyRoll(double roll_acc);
- virtual void ApplyPitch(double pitch_acc);
- virtual void ApplyYaw(double yaw_acc);
-
- virtual int CollidesWith(Physical& o);
- static void ElasticCollision(Physical& a, Physical& b);
- static void InelasticCollision(Physical& a, Physical& b);
- static void SemiElasticCollision(Physical& a, Physical& b);
- virtual void InflictDamage(double damage, int type = 0);
-
- // accessors:
- int Identity() const { return id; }
- int Type() const { return obj_type; }
- const char* Name() const { return name; }
-
- Point Location() const { return cam.Pos(); }
- Point Heading() const { return cam.vpn(); }
- Point LiftLine() const { return cam.vup(); }
- Point BeamLine() const { return cam.vrt(); }
- Point Velocity() const { return velocity + arcade_velocity; }
- Point Acceleration()
- const { return accel; }
- double Thrust() const { return thrust; }
- double TransX() const { return trans_x; }
- double TransY() const { return trans_y; }
- double TransZ() const { return trans_z; }
- double Drag() const { return drag; }
-
- double Roll() const { return roll; }
- double Pitch() const { return pitch; }
- double Yaw() const { return yaw; }
- Point Rotation() const { return Point(dp,dr,dy); }
-
- double Alpha() const { return alpha; }
-
- double FlightPathYawAngle() const { return flight_path_yaw; }
- double FlightPathPitchAngle() const { return flight_path_pitch; }
-
- double Radius() const { return radius; }
- double Mass() const { return mass; }
- double Integrity() const { return integrity; }
- double Life() const { return life; }
-
- double Shake() const { return shake; }
- const Point& Vibration() const { return vibration; }
-
- const Camera& Cam() const { return cam; }
- Graphic* Rep() const { return rep; }
- Light* LightSrc() const { return light; }
-
- Director* GetDirector() const { return dir; }
-
- // mutators:
- virtual void SetAngularRates(double r, double p, double y);
- virtual void GetAngularRates(double& r, double& p, double& y);
- virtual void SetAngularDrag(double r, double p, double y);
- virtual void GetAngularDrag(double& r, double& p, double& y);
- virtual void GetAngularThrust(double& r, double& p, double& y);
- virtual void SetVelocity(const Point& v) { velocity = v; }
- virtual void SetAbsoluteOrientation(double roll, double pitch, double yaw);
- virtual void CloneCam(const Camera& cam);
- virtual void SetDrag(double d) { drag = (float) d; }
-
- virtual void SetPrimary(const Point& loc, double mass);
- virtual void SetGravity(double g);
- virtual void SetBaseDensity(double d);
-
- virtual double GetBaseDensity() const { return Do; }
- virtual double GetDensity() const;
-
- enum { NAMELEN = 48 };
+ static const char* TYPENAME() { return "Physical"; }
+
+ Physical();
+ Physical(const char* n, int t=0);
+ virtual ~Physical();
+
+ int operator == (const Physical& p) const { return id == p.id; }
+
+ // Integration Loop Control:
+ static void SetSubFrameLength(double seconds) { sub_frame = seconds; }
+ static double GetSubFrameLength() { return sub_frame; }
+
+ // operations
+ virtual void ExecFrame(double seconds);
+ virtual void AeroFrame(double seconds);
+ virtual void ArcadeFrame(double seconds);
+
+ virtual void AngularFrame(double seconds);
+ virtual void LinearFrame(double seconds);
+
+ virtual void CalcFlightPath();
+
+ virtual void MoveTo(const Point& new_loc);
+ virtual void TranslateBy(const Point& ref);
+ virtual void ApplyForce(const Point& force);
+ virtual void ApplyTorque(const Point& torque);
+ virtual void SetThrust(double t);
+ virtual void SetTransX(double t);
+ virtual void SetTransY(double t);
+ virtual void SetTransZ(double t);
+ virtual void SetHeading(double r, double p, double y);
+ virtual void LookAt(const Point& dst);
+ virtual void ApplyRoll(double roll_acc);
+ virtual void ApplyPitch(double pitch_acc);
+ virtual void ApplyYaw(double yaw_acc);
+
+ virtual int CollidesWith(Physical& o);
+ static void ElasticCollision(Physical& a, Physical& b);
+ static void InelasticCollision(Physical& a, Physical& b);
+ static void SemiElasticCollision(Physical& a, Physical& b);
+ virtual void InflictDamage(double damage, int type = 0);
+
+ // accessors:
+ int Identity() const { return id; }
+ int Type() const { return obj_type; }
+ const char* Name() const { return name; }
+
+ Point Location() const { return cam.Pos(); }
+ Point Heading() const { return cam.vpn(); }
+ Point LiftLine() const { return cam.vup(); }
+ Point BeamLine() const { return cam.vrt(); }
+ Point Velocity() const { return velocity + arcade_velocity; }
+ Point Acceleration()
+ const { return accel; }
+ double Thrust() const { return thrust; }
+ double TransX() const { return trans_x; }
+ double TransY() const { return trans_y; }
+ double TransZ() const { return trans_z; }
+ double Drag() const { return drag; }
+
+ double Roll() const { return roll; }
+ double Pitch() const { return pitch; }
+ double Yaw() const { return yaw; }
+ Point Rotation() const { return Point(dp,dr,dy); }
+
+ double Alpha() const { return alpha; }
+
+ double FlightPathYawAngle() const { return flight_path_yaw; }
+ double FlightPathPitchAngle() const { return flight_path_pitch; }
+
+ double Radius() const { return radius; }
+ double Mass() const { return mass; }
+ double Integrity() const { return integrity; }
+ double Life() const { return life; }
+
+ double Shake() const { return shake; }
+ const Point& Vibration() const { return vibration; }
+
+ const Camera& Cam() const { return cam; }
+ Graphic* Rep() const { return rep; }
+ Light* LightSrc() const { return light; }
+
+ Director* GetDirector() const { return dir; }
+
+ // mutators:
+ virtual void SetAngularRates(double r, double p, double y);
+ virtual void GetAngularRates(double& r, double& p, double& y);
+ virtual void SetAngularDrag(double r, double p, double y);
+ virtual void GetAngularDrag(double& r, double& p, double& y);
+ virtual void GetAngularThrust(double& r, double& p, double& y);
+ virtual void SetVelocity(const Point& v) { velocity = v; }
+ virtual void SetAbsoluteOrientation(double roll, double pitch, double yaw);
+ virtual void CloneCam(const Camera& cam);
+ virtual void SetDrag(double d) { drag = (float) d; }
+
+ virtual void SetPrimary(const Point& loc, double mass);
+ virtual void SetGravity(double g);
+ virtual void SetBaseDensity(double d);
+
+ virtual double GetBaseDensity() const { return Do; }
+ virtual double GetDensity() const;
+
+ enum { NAMELEN = 48 };
protected:
- static int id_key;
-
- // identification:
- int id;
- int obj_type;
- char name[NAMELEN];
-
- // position, velocity, and acceleration:
- Camera cam;
- Point velocity;
- Point arcade_velocity;
- Point accel;
- float thrust;
- float trans_x;
- float trans_y;
- float trans_z;
- float drag;
-
- // attitude and angular velocity:
- float roll, pitch, yaw;
- float dr, dp, dy;
- float dr_acc, dp_acc, dy_acc;
- float dr_drg, dp_drg, dy_drg;
-
- float flight_path_yaw;
- float flight_path_pitch;
-
- // gravitation:
- Point primary_loc;
- double primary_mass;
-
- // aerodynamics:
- float g_accel; // acceleration due to gravity (constant)
- float Do; // atmospheric density at sea level
- float CL; // base coefficient of lift
- float CD; // base coefficient of drag
- float alpha; // current angle of attack (radians)
- float stall; // stall angle of attack (radians)
- bool lat_thrust; // lateral thrusters enabled in aero mode?
- bool straight;
-
- // vibration:
- float shake;
- Point vibration;
-
- // scale factors for ApplyXxx():
- float roll_rate, pitch_rate, yaw_rate;
-
- // physical properties:
- double life;
- float radius;
- float mass;
- float integrity;
-
- // graphic representation:
- Graphic* rep;
- Light* light;
-
- // AI or human controller:
- Director* dir; // null implies an autonomous object
-
- static double sub_frame;
+ static int id_key;
+
+ // identification:
+ int id;
+ int obj_type;
+ char name[NAMELEN];
+
+ // position, velocity, and acceleration:
+ Camera cam;
+ Point velocity;
+ Point arcade_velocity;
+ Point accel;
+ float thrust;
+ float trans_x;
+ float trans_y;
+ float trans_z;
+ float drag;
+
+ // attitude and angular velocity:
+ float roll, pitch, yaw;
+ float dr, dp, dy;
+ float dr_acc, dp_acc, dy_acc;
+ float dr_drg, dp_drg, dy_drg;
+
+ float flight_path_yaw;
+ float flight_path_pitch;
+
+ // gravitation:
+ Point primary_loc;
+ double primary_mass;
+
+ // aerodynamics:
+ float g_accel; // acceleration due to gravity (constant)
+ float Do; // atmospheric density at sea level
+ float CL; // base coefficient of lift
+ float CD; // base coefficient of drag
+ float alpha; // current angle of attack (radians)
+ float stall; // stall angle of attack (radians)
+ bool lat_thrust; // lateral thrusters enabled in aero mode?
+ bool straight;
+
+ // vibration:
+ float shake;
+ Point vibration;
+
+ // scale factors for ApplyXxx():
+ float roll_rate, pitch_rate, yaw_rate;
+
+ // physical properties:
+ double life;
+ float radius;
+ float mass;
+ float integrity;
+
+ // graphic representation:
+ Graphic* rep;
+ Light* light;
+
+ // AI or human controller:
+ Director* dir; // null implies an autonomous object
+
+ static double sub_frame;
};
// +--------------------------------------------------------------------+