colobot/colobot-base/physics/physics.h

257 lines
8.5 KiB
C++

/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2023, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsitec.ch; http://colobot.info; http://github.com/colobot
*
* 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://gnu.org/licenses
*/
/**
* \file physics/physics.h
* \brief Responsible for physics "and more" in game
*/
#pragma once
#include "common/error.h"
#include "object/object_type.h"
#include "object/interface/trace_drawing_object.h"
#include <glm/glm.hpp>
class CObject;
class COldObject;
class CMotion;
class CSoundInterface;
class CLevelParserLine;
class CJostleableObject;
struct Event;
namespace Gfx
{
class CCamera;
class CEngine;
class CParticle;
class CTerrain;
class CWater;
class CLightManager;
} // namespace Gfx
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
{
glm::vec3 advanceAccel{ 0, 0, 0 }; // acceleration starting (+)
glm::vec3 recedeAccel{ 0, 0, 0 }; // acceleration starting (+)
glm::vec3 stopAccel{ 0, 0, 0 }; // acceleration stoping (+)
glm::vec3 motorAccel{ 0, 0, 0 }; // current acceleration (+/-)
glm::vec3 advanceSpeed{ 0, 0, 0 }; // forward speed (+)
glm::vec3 recedeSpeed{ 0, 0, 0 }; // reversing speed (+)
glm::vec3 motorSpeed{ 0, 0, 0 }; // desired speed (+/-)
glm::vec3 currentSpeed{ 0, 0, 0 }; // current speed (+/-)
glm::vec3 terrainForce{ 0, 0, 0 }; // power of resistance of the ground (+)
glm::vec3 terrainSpeed{ 0, 0, 0 }; // speed of the ground (+/-)
glm::vec3 terrainSlide{ 0, 0, 0 }; // limit sliding speed (+)
glm::vec3 realSpeed{ 0, 0, 0 }; // real speed(+/-)
glm::vec3 finalInclin{ 0, 0, 0 }; // final inclination
};
class CPhysics
{
public:
CPhysics(COldObject* object);
~CPhysics();
void DeleteObject(bool bAll=false);
bool EventProcess(const Event &event);
void SetMotion(CMotion* motion);
bool Write(CLevelParserLine* line);
bool Read(CLevelParserLine* line);
void SetGravity(float value);
float GetGravity();
float GetFloorHeight();
void SetLinMotion(PhysicsMode mode, glm::vec3 value);
glm::vec3 GetLinMotion(PhysicsMode mode);
void SetLinMotionX(PhysicsMode mode, float value);
void SetLinMotionY(PhysicsMode mode, float value);
void SetLinMotionZ(PhysicsMode mode, float value);
float GetLinMotionX(PhysicsMode mode);
float GetLinMotionY(PhysicsMode mode);
float GetLinMotionZ(PhysicsMode mode);
void SetCirMotion(PhysicsMode mode, glm::vec3 value);
glm::vec3 GetCirMotion(PhysicsMode mode);
void SetCirMotionX(PhysicsMode mode, float value);
void SetCirMotionY(PhysicsMode mode, float value);
void SetCirMotionZ(PhysicsMode mode, float value);
float GetCirMotionX(PhysicsMode mode);
float GetCirMotionY(PhysicsMode mode);
float GetCirMotionZ(PhysicsMode mode);
float GetLinStopLength(PhysicsMode sMode=MO_ADVSPEED, PhysicsMode aMode=MO_STOACCEL);
float GetCirStopLength();
float GetLinMaxLength(float dir);
float GetLinTimeLength(float dist, float dir=1.0f);
float GetLinLength(float dist);
void SetMotor(bool bState);
bool GetMotor();
void SetLand(bool bState);
bool GetLand();
void SetSwim(bool bState);
bool GetSwim();
void SetCollision(bool bCollision);
bool GetCollision();
void SetFreeze(bool bFreeze);
bool GetFreeze();
void SetMotorSpeed(glm::vec3 speed);
void SetMotorSpeedX(float speed);
void SetMotorSpeedY(float speed);
void SetMotorSpeedZ(float speed);
glm::vec3 GetMotorSpeed();
float GetMotorSpeedX();
float GetMotorSpeedY();
float GetMotorSpeedZ();
Error GetError();
float GetFallingHeight();
void SetMinFallingHeight(float value);
float GetMinFallingHeight();
void SetFallDamageFraction(float value);
float GetFallDamageFraction();
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 FrameParticle(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, glm::vec3 &pos, glm::vec3 &angle);
void FloorAngle(const glm::vec3 &pos, glm::vec3 &angle);
int ObjectAdapt(const glm::vec3 &pos, const glm::vec3 &angle);
bool JostleObject(CJostleableObject* pObj, glm::vec3 iPos, float iRad);
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 PowerParticle(float factor, bool bBreak);
void CrashParticle(float crash);
void MotorParticle(float aTime, float rTime);
void WaterParticle(float aTime, glm::vec3 pos, ObjectType type, float floor, float advance, float turn);
void WheelParticle(TraceColor color, float width);
void SetFalling();
protected:
Gfx::CEngine* m_engine;
Gfx::CLightManager* m_lightMan;
Gfx::CParticle* m_particle;
Gfx::CTerrain* m_terrain;
Gfx::CWater* m_water;
Gfx::CCamera* m_camera;
CSoundInterface* m_sound;
COldObject* m_object;
CMotion* m_motion;
float m_gravity; // force of gravity
float m_time; // absolute time
glm::vec3 m_motorSpeed{ 0, 0, 0 }; // 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_lastPowerParticle;
float m_lastSlideParticle;
float m_lastMotorParticle;
float m_lastWaterParticle;
float m_lastUnderParticle;
float m_lastPloufParticle;
float m_lastFlameParticle;
bool m_bWheelParticleBrake;
glm::vec3 m_wheelParticlePos[2];
float m_absorbWater;
float m_reactorTemperature;
float m_timeReactorFail;
float m_timeUnderWater;
float m_lastEnergy;
float m_lastSoundWater;
float m_lastSoundInsect;
float m_restBreakParticle;
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;
float m_fallingHeight;
float m_fallDamageFraction;
float m_minFallingHeight;
};