From b2805409566af00bc15639494f5a186fbd2f16e6 Mon Sep 17 00:00:00 2001 From: "FWoltermann@gmail.com" Date: Fri, 9 Dec 2011 20:15:42 +0000 Subject: More indenting changes --- nGenEx/Physical.h | 346 +++++++++++++++++++++++++++--------------------------- 1 file changed, 173 insertions(+), 173 deletions(-) (limited to 'nGenEx/Physical.h') 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; }; // +--------------------------------------------------------------------+ -- cgit v1.1