colobot/src/physics/physics.h

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2012-03-19 11:44:39 +00:00
// * This file is part of the COLOBOT source code
// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
// *
// * This program is free software: you can redistribute it and/or modify
// * it under the terms of the GNU General Public License as published by
// * the Free Software Foundation, either version 3 of the License, or
// * (at your option) any later version.
// *
// * This program is distributed in the hope that it will be useful,
// * but WITHOUT ANY WARRANTY; without even the implied warranty of
// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// * GNU General Public License for more details.
// *
// * You should have received a copy of the GNU General Public License
// * along with this program. If not, see http://www.gnu.org/licenses/.
// physics.h
#pragma once
#include "graphics/d3d/d3dengine.h"
#include "common/misc.h"
#include "object/object.h"
class CInstanceManager;
class CD3DEngine;
class CLight;
class CParticule;
class CTerrain;
class CWater;
class CCamera;
class CObject;
class CBrain;
class CMotion;
class CSound;
enum PhysicsType
{
TYPE_ROLLING = 1,
TYPE_FLYING = 2,
};
enum PhysicsMode
{
MO_ADVACCEL = 0,
MO_RECACCEL = 1,
MO_STOACCEL = 2,
MO_MOTACCEL = 3,
MO_ADVSPEED = 4,
MO_RECSPEED = 5,
MO_MOTSPEED = 6,
MO_CURSPEED = 7,
MO_TERFORCE = 8,
MO_TERSPEED = 9,
MO_TERSLIDE = 10,
MO_REASPEED = 11,
};
struct Motion
{
Math::Vector advanceAccel; // acceleration starting (+)
Math::Vector recedeAccel; // acceleration starting (+)
Math::Vector stopAccel; // acceleration stoping (+)
Math::Vector motorAccel; // current acceleration (+/-)
Math::Vector advanceSpeed; // forward speed (+)
Math::Vector recedeSpeed; // reversing speed (+)
Math::Vector motorSpeed; // desired speed (+/-)
Math::Vector currentSpeed; // current speed (+/-)
Math::Vector terrainForce; // power of resistance of the ground (+)
Math::Vector terrainSpeed; // speed of the ground (+/-)
Math::Vector terrainSlide; // limit sliding speed (+)
Math::Vector realSpeed; // real speed(+/-)
Math::Vector finalInclin; // final inclination
};
class CPhysics
{
public:
CPhysics(CInstanceManager* iMan, CObject* object);
~CPhysics();
void DeleteObject(bool bAll=false);
bool EventProcess(const Event &event);
void SetBrain(CBrain* brain);
void SetMotion(CMotion* motion);
void SetType(PhysicsType type);
PhysicsType RetType();
bool Write(char *line);
bool Read(char *line);
void SetGravity(float value);
float RetGravity();
float RetFloorHeight();
void SetLinMotion(PhysicsMode mode, Math::Vector value);
Math::Vector RetLinMotion(PhysicsMode mode);
void SetLinMotionX(PhysicsMode mode, float value);
void SetLinMotionY(PhysicsMode mode, float value);
void SetLinMotionZ(PhysicsMode mode, float value);
float RetLinMotionX(PhysicsMode mode);
float RetLinMotionY(PhysicsMode mode);
float RetLinMotionZ(PhysicsMode mode);
void SetCirMotion(PhysicsMode mode, Math::Vector value);
Math::Vector RetCirMotion(PhysicsMode mode);
void SetCirMotionX(PhysicsMode mode, float value);
void SetCirMotionY(PhysicsMode mode, float value);
void SetCirMotionZ(PhysicsMode mode, float value);
float RetCirMotionX(PhysicsMode mode);
float RetCirMotionY(PhysicsMode mode);
float RetCirMotionZ(PhysicsMode mode);
float RetLinStopLength(PhysicsMode sMode=MO_ADVSPEED, PhysicsMode aMode=MO_STOACCEL);
float RetCirStopLength();
float RetLinMaxLength(float dir);
float RetLinTimeLength(float dist, float dir=1.0f);
float RetLinLength(float dist);
void SetMotor(bool bState);
bool RetMotor();
void SetLand(bool bState);
bool RetLand();
void SetSwim(bool bState);
bool RetSwim();
void SetCollision(bool bCollision);
bool RetCollision();
void SetFreeze(bool bFreeze);
bool RetFreeze();
void SetReactorRange(float range);
float RetReactorRange();
void SetMotorSpeed(Math::Vector speed);
void SetMotorSpeedX(float speed);
void SetMotorSpeedY(float speed);
void SetMotorSpeedZ(float speed);
Math::Vector RetMotorSpeed();
float RetMotorSpeedX();
float RetMotorSpeedY();
float RetMotorSpeedZ();
void CreateInterface(bool bSelect);
Error RetError();
protected:
bool EventFrame(const Event &event);
void WaterFrame(float aTime, float rTime);
void SoundMotor(float rTime);
void SoundMotorFull(float rTime, ObjectType type);
void SoundMotorSlow(float rTime, ObjectType type);
void SoundMotorStop(float rTime, ObjectType type);
void SoundReactorFull(float rTime, ObjectType type);
void SoundReactorStop(float rTime, ObjectType type);
void FrameParticule(float aTime, float rTime);
void MotorUpdate(float aTime, float rTime);
void EffectUpdate(float aTime, float rTime);
void UpdateMotionStruct(float rTime, Motion &motion);
void FloorAdapt(float aTime, float rTime, Math::Vector &pos, Math::Vector &angle);
void FloorAngle(const Math::Vector &pos, Math::Vector &angle);
int ObjectAdapt(const Math::Vector &pos, const Math::Vector &angle);
bool JostleObject(CObject* pObj, Math::Vector iPos, float iRad, Math::Vector oPos, float oRad);
bool JostleObject(CObject* pObj, float force);
bool ExploOther(ObjectType iType, CObject *pObj, ObjectType oType, float force);
int ExploHimself(ObjectType iType, ObjectType oType, float force);
void PowerParticule(float factor, bool bBreak);
void CrashParticule(float crash);
void MotorParticule(float aTime, float rTime);
void WaterParticule(float aTime, Math::Vector pos, ObjectType type, float floor, float advance, float turn);
void WheelParticule(int color, float width);
protected:
CInstanceManager* m_iMan;
CD3DEngine* m_engine;
CLight* m_light;
CParticule* m_particule;
CTerrain* m_terrain;
CWater* m_water;
CCamera* m_camera;
CObject* m_object;
CBrain* m_brain;
CMotion* m_motion;
CSound* m_sound;
PhysicsType m_type; // TYPE_*
float m_gravity; // force of gravity
float m_time; // absolute time
Math::Vector m_motorSpeed; // motor speed (-1..1)
Motion m_linMotion; // linear motion
Motion m_cirMotion; // circular motion
bool m_bMotor;
bool m_bLand;
bool m_bSwim;
bool m_bCollision;
bool m_bObstacle;
bool m_bFreeze;
int m_repeatCollision;
float m_linVibrationFactor;
float m_cirVibrationFactor;
float m_inclinaisonFactor;
float m_lastPowerParticule;
float m_lastSlideParticule;
float m_lastMotorParticule;
float m_lastWaterParticule;
float m_lastUnderParticule;
float m_lastPloufParticule;
float m_lastFlameParticule;
bool m_bWheelParticuleBrake;
Math::Vector m_wheelParticulePos[2];
float m_absorbWater;
float m_reactorTemperature;
float m_reactorRange;
float m_timeReactorFail;
float m_timeUnderWater;
float m_lastEnergy;
float m_lastSoundWater;
float m_lastSoundInsect;
float m_restBreakParticule;
float m_floorLevel; // ground level
float m_floorHeight; // height above the ground
int m_soundChannel;
int m_soundChannelSlide;
float m_soundTimePshhh;
float m_soundTimeJostle;
float m_soundTimeBoum;
bool m_bSoundSlow;
bool m_bForceUpdate;
bool m_bLowLevel;
};