/* $Id: physics.h,v 1.1.1.1 2006/03/17 19:55:30 zicodxx Exp $ */ /* THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * * Headers for physics functions and data * */ #ifndef _PHYSICS_H #define _PHYSICS_H #include "vecmat.h" #include "fvi.h" //#define FL_NORMAL 0 //#define FL_TURBO 1 //#define FL_HOVER 2 //#define FL_REVERSE 3 // these global vars are set after a call to do_physics_sim(). Ugly, I know. // list of segments went through extern int phys_seglist[MAX_FVI_SEGS], n_phys_segs; // Read contrls and set physics vars void read_flying_controls(object *obj); // Simulate a physics object for this frame void do_physics_sim(object *obj); // tell us what the given object will do (as far as hiting walls) in // the given time (in seconds) t. Igores acceleration (sorry) // if check_objects is set, check with objects, else just with walls // returns fate, fills in hit time. If fate==HIT_NONE, hit_time undefined // Stuff hit_info with fvi data as set by find_vector_intersection. // for fvi_flags, refer to fvi.h for the fvi query flags int physics_lookahead(object *obj, fix t, int fvi_flags, fix *hit_time, fvi_info *hit_info); // Applies an instantaneous force on an object, resulting in an instantaneous // change in velocity. void phys_apply_force(object *obj, vms_vector *force_vec); void phys_apply_rot(object *obj, vms_vector *force_vec); // this routine will set the thrust for an object to a value that will // (hopefully) maintain the object's current velocity void set_thrust_from_velocity(object *obj); #endif /* _PHYSICS_H */