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/* 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
*/
#ifndef Physical_h
#define Physical_h
#include "Types.h"
#include "Geometry.h"
#include "Camera.h"
// +--------------------------------------------------------------------+
class Director;
class Graphic;
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 };
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;
};
// +--------------------------------------------------------------------+
#endif // Physical_h
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