dxx-rebirth/d1x-rebirth/main/physics.c

929 lines
25 KiB
C

/*
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 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
#include <stdio.h>
#include <stdlib.h>
#include "joy.h"
#include "dxxerror.h"
#include "inferno.h"
#include "segment.h"
#include "object.h"
#include "physics.h"
#include "key.h"
#include "game.h"
#include "collide.h"
#include "fvi.h"
#include "newdemo.h"
#include "timer.h"
#include "ai.h"
#include "wall.h"
#include "laser.h"
//Global variables for physics system
#define ROLL_RATE 0x2000
#define DAMP_ANG 0x400 //min angle to bank
#define TURNROLL_SCALE (0x4ec4/2)
//check point against each side of segment. return bitmask, where bit
//set means behind that side
int floor_levelling=0;
//make sure matrix is orthogonal
void check_and_fix_matrix(vms_matrix *m)
{
vms_matrix tempm;
vm_vector_2_matrix(&tempm,&m->fvec,&m->uvec,NULL);
*m = tempm;
}
void do_physics_align_object( object * obj )
{
vms_vector desired_upvec;
fixang delta_ang,roll_ang;
//vms_vector forvec = {0,0,f1_0};
vms_matrix temp_matrix;
fix d,largest_d=-f1_0;
int i,best_side;
best_side=0;
// bank player according to segment orientation
//find side of segment that player is most alligned with
for (i=0;i<6;i++) {
#ifdef COMPACT_SEGS
vms_vector _tv1;
get_side_normal( &Segments[obj->segnum], i, 0, &_tv1 );
d = vm_vec_dot(&_tv1,&obj->orient.uvec);
#else
d = vm_vec_dot(&Segments[obj->segnum].sides[i].normals[0],&obj->orient.uvec);
#endif
if (d > largest_d) {largest_d = d; best_side=i;}
}
if (floor_levelling) {
// old way: used floor's normal as upvec
#ifdef COMPACT_SEGS
get_side_normal(&Segments[obj->segnum], 3, 0, &desired_upvec );
#else
desired_upvec = Segments[obj->segnum].sides[3].normals[0];
#endif
}
else // new player leveling code: use normal of side closest to our up vec
if (get_num_faces(&Segments[obj->segnum].sides[best_side])==2) {
#ifdef COMPACT_SEGS
vms_vector normals[2];
get_side_normals(&Segments[obj->segnum], best_side, &normals[0], &normals[1] );
desired_upvec.x = (normals[0].x + normals[1].x) / 2;
desired_upvec.y = (normals[0].y + normals[1].y) / 2;
desired_upvec.z = (normals[0].z + normals[1].z) / 2;
vm_vec_normalize(&desired_upvec);
#else
side *s = &Segments[obj->segnum].sides[best_side];
desired_upvec.x = (s->normals[0].x + s->normals[1].x) / 2;
desired_upvec.y = (s->normals[0].y + s->normals[1].y) / 2;
desired_upvec.z = (s->normals[0].z + s->normals[1].z) / 2;
vm_vec_normalize(&desired_upvec);
#endif
}
else
#ifdef COMPACT_SEGS
get_side_normal(&Segments[obj->segnum], best_side, 0, &desired_upvec );
#else
desired_upvec = Segments[obj->segnum].sides[best_side].normals[0];
#endif
if (labs(vm_vec_dot(&desired_upvec,&obj->orient.fvec)) < f1_0/2) {
vms_angvec tangles;
vm_vector_2_matrix(&temp_matrix,&obj->orient.fvec,&desired_upvec,NULL);
delta_ang = vm_vec_delta_ang(&obj->orient.uvec,&temp_matrix.uvec,&obj->orient.fvec);
delta_ang += obj->mtype.phys_info.turnroll;
if (abs(delta_ang) > DAMP_ANG) {
vms_matrix rotmat, new_pm;
roll_ang = fixmul(FrameTime,ROLL_RATE);
if (abs(delta_ang) < roll_ang) roll_ang = delta_ang;
else if (delta_ang<0) roll_ang = -roll_ang;
tangles.p = tangles.h = 0; tangles.b = roll_ang;
vm_angles_2_matrix(&rotmat,&tangles);
vm_matrix_x_matrix(&new_pm,&obj->orient,&rotmat);
obj->orient = new_pm;
}
else floor_levelling=0;
}
}
void set_object_turnroll(object *obj)
{
fixang desired_bank;
desired_bank = -fixmul(obj->mtype.phys_info.rotvel.y,TURNROLL_SCALE);
if (obj->mtype.phys_info.turnroll != desired_bank) {
fixang delta_ang,max_roll;
max_roll = fixmul(ROLL_RATE,FrameTime);
delta_ang = desired_bank - obj->mtype.phys_info.turnroll;
if (labs(delta_ang) < max_roll)
max_roll = delta_ang;
else
if (delta_ang < 0)
max_roll = -max_roll;
obj->mtype.phys_info.turnroll += max_roll;
}
}
//list of segments went through
int phys_seglist[MAX_FVI_SEGS],n_phys_segs;
#define MAX_IGNORE_OBJS 100
#ifndef NDEBUG
#define EXTRA_DEBUG 1 //no extra debug when NDEBUG is on
#endif
#ifdef EXTRA_DEBUG
object *debug_obj=NULL;
#endif
#define XYZ(v) (int)((v)->x),(int)((v)->y),(int)((v)->z)
int Total_retries=0, Total_sims=0;
#ifndef NDEBUG
int Dont_move_ai_objects=0;
#endif
#define FT (f1_0/64)
// -----------------------------------------------------------------------------------------------------------
// add rotational velocity & acceleration
void do_physics_sim_rot(object *obj)
{
vms_angvec tangles;
vms_matrix rotmat,new_orient;
//fix rotdrag_scale;
physics_info *pi;
Assert(FrameTime > 0); //Get MATT if hit this!
pi = &obj->mtype.phys_info;
if (!(pi->rotvel.x || pi->rotvel.y || pi->rotvel.z || pi->rotthrust.x || pi->rotthrust.y || pi->rotthrust.z))
return;
if (obj->mtype.phys_info.drag) {
int count;
vms_vector accel;
fix drag,r,k;
count = FrameTime / FT;
r = FrameTime % FT;
k = fixdiv(r,FT);
drag = (obj->mtype.phys_info.drag*5)/2;
if (obj->mtype.phys_info.flags & PF_USES_THRUST) {
vm_vec_copy_scale(&accel,&obj->mtype.phys_info.rotthrust,fixdiv(f1_0,obj->mtype.phys_info.mass));
while (count--) {
vm_vec_add2(&obj->mtype.phys_info.rotvel,&accel);
vm_vec_scale(&obj->mtype.phys_info.rotvel,f1_0-drag);
}
//do linear scale on remaining bit of time
vm_vec_scale_add2(&obj->mtype.phys_info.rotvel,&accel,k);
vm_vec_scale(&obj->mtype.phys_info.rotvel,f1_0-fixmul(k,drag));
}
else {
fix total_drag=f1_0;
while (count--)
total_drag = fixmul(total_drag,f1_0-drag);
//do linear scale on remaining bit of time
total_drag = fixmul(total_drag,f1_0-fixmul(k,drag));
vm_vec_scale(&obj->mtype.phys_info.rotvel,total_drag);
}
}
//now rotate object
//unrotate object for bank caused by turn
if (obj->mtype.phys_info.turnroll) {
vms_matrix new_pm;
tangles.p = tangles.h = 0;
tangles.b = -obj->mtype.phys_info.turnroll;
vm_angles_2_matrix(&rotmat,&tangles);
vm_matrix_x_matrix(&new_pm,&obj->orient,&rotmat);
obj->orient = new_pm;
}
tangles.p = fixmul(obj->mtype.phys_info.rotvel.x,FrameTime);
tangles.h = fixmul(obj->mtype.phys_info.rotvel.y,FrameTime);
tangles.b = fixmul(obj->mtype.phys_info.rotvel.z,FrameTime);
vm_angles_2_matrix(&rotmat,&tangles);
vm_matrix_x_matrix(&new_orient,&obj->orient,&rotmat);
obj->orient = new_orient;
if (obj->mtype.phys_info.flags & PF_TURNROLL)
set_object_turnroll(obj);
//re-rotate object for bank caused by turn
if (obj->mtype.phys_info.turnroll) {
vms_matrix new_pm;
tangles.p = tangles.h = 0;
tangles.b = obj->mtype.phys_info.turnroll;
vm_angles_2_matrix(&rotmat,&tangles);
vm_matrix_x_matrix(&new_pm,&obj->orient,&rotmat);
obj->orient = new_pm;
}
check_and_fix_matrix(&obj->orient);
}
// On joining edges fvi tends to get inaccurate as hell. Approach is to check if the object interects with the wall and if so, move away from it.
void fix_illegal_wall_intersection(object *obj, vms_vector *origin)
{
int hseg = -1, hside = -1, hface = -1;
if (!(obj->type == OBJ_PLAYER || obj->type == OBJ_ROBOT))
return;
if ( object_intersects_wall_d(obj,&hseg,&hside,&hface) )
{
vm_vec_scale_add2(&obj->pos,&Segments[hseg].sides[hside].normals[0],FrameTime*10);
update_object_seg(obj);
}
}
// -----------------------------------------------------------------------------------------------------------
//Simulate a physics object for this frame
void do_physics_sim(object *obj)
{
int ignore_obj_list[MAX_IGNORE_OBJS],n_ignore_objs;
int iseg;
int try_again;
int fate=0;
vms_vector frame_vec; //movement in this frame
vms_vector new_pos,ipos; //position after this frame
int count=0;
int objnum;
int WallHitSeg, WallHitSide;
fvi_info hit_info;
fvi_query fq;
vms_vector save_pos;
int save_seg;
fix drag;
fix sim_time;
vms_vector start_pos;
int obj_stopped=0;
fix moved_time; //how long objected moved before hit something
physics_info *pi;
int orig_segnum = obj->segnum;
fix PhysTime = (FrameTime<F1_0/30?F1_0/30:FrameTime);
Assert(obj->movement_type == MT_PHYSICS);
#ifndef NDEBUG
if (Dont_move_ai_objects)
if (obj->control_type == CT_AI)
return;
#endif
pi = &obj->mtype.phys_info;
do_physics_sim_rot(obj);
if (!(pi->velocity.x || pi->velocity.y || pi->velocity.z || pi->thrust.x || pi->thrust.y || pi->thrust.z))
return;
objnum = obj-Objects;
n_phys_segs = 0;
/* As this engine was not designed for that high FPS as we intend, we use F1_0/30 max. for sim_time to ensure
scaling and dot products stay accurate and reliable. The object position intended for this frame will be scaled down later,
after the main collision-loop is done.
This won't make collision results be equal in all FPS settings, but hopefully more accurate, the higher our FPS are.
*/
sim_time = PhysTime; //FrameTime;
//debug_obj = obj;
#ifdef EXTRA_DEBUG
//check for correct object segment
if(!get_seg_masks(&obj->pos, obj->segnum, 0, __FILE__, __LINE__).centermask == 0) {
//Int3(); Removed by Rob 10/5/94
if (!update_object_seg(obj)) {
if (!(Game_mode & GM_MULTI))
Int3();
compute_segment_center(&obj->pos,&Segments[obj->segnum]);
obj->pos.x += objnum;
}
}
#endif
start_pos = obj->pos;
n_ignore_objs = 0;
Assert(obj->mtype.phys_info.brakes==0); //brakes not used anymore?
//if uses thrust, cannot have zero drag
Assert(!(obj->mtype.phys_info.flags&PF_USES_THRUST) || obj->mtype.phys_info.drag!=0);
//do thrust & drag
// NOTE: this always must be dependent on FrameTime, if sim_time differs!
if ((drag = obj->mtype.phys_info.drag) != 0) {
int count;
vms_vector accel;
fix r,k,have_accel;
count = FrameTime / FT;
r = FrameTime % FT;
k = fixdiv(r,FT);
if (obj->mtype.phys_info.flags & PF_USES_THRUST) {
vm_vec_copy_scale(&accel,&obj->mtype.phys_info.thrust,fixdiv(f1_0,obj->mtype.phys_info.mass));
have_accel = (accel.x || accel.y || accel.z);
while (count--) {
if (have_accel)
vm_vec_add2(&obj->mtype.phys_info.velocity,&accel);
vm_vec_scale(&obj->mtype.phys_info.velocity,f1_0-drag);
}
//do linear scale on remaining bit of time
vm_vec_scale_add2(&obj->mtype.phys_info.velocity,&accel,k);
if (drag)
vm_vec_scale(&obj->mtype.phys_info.velocity,f1_0-fixmul(k,drag));
}
else if (drag)
{
fix total_drag=f1_0;
while (count--)
total_drag = fixmul(total_drag,f1_0-drag);
//do linear scale on remaining bit of time
total_drag = fixmul(total_drag,f1_0-fixmul(k,drag));
vm_vec_scale(&obj->mtype.phys_info.velocity,total_drag);
}
}
do {
try_again = 0;
//Move the object
vm_vec_copy_scale(&frame_vec, &obj->mtype.phys_info.velocity, sim_time);
if ( (frame_vec.x==0) && (frame_vec.y==0) && (frame_vec.z==0) )
break;
count++;
// If retry count is getting large, then we are trying to do something stupid.
if (count > 8) break; // in original code this was 3 for all non-player objects. still leave us some limit in case fvi goes apeshit.
vm_vec_add(&new_pos,&obj->pos,&frame_vec);
ignore_obj_list[n_ignore_objs] = -1;
fq.p0 = &obj->pos;
fq.startseg = obj->segnum;
fq.p1 = &new_pos;
fq.rad = obj->size;
fq.thisobjnum = objnum;
fq.ignore_obj_list = ignore_obj_list;
fq.flags = FQ_CHECK_OBJS;
if (obj->type == OBJ_WEAPON)
fq.flags |= FQ_TRANSPOINT;
if (obj->type == OBJ_PLAYER)
fq.flags |= FQ_GET_SEGLIST;
fate = find_vector_intersection(&fq,&hit_info);
// Matt: Mike's hack.
if (fate == HIT_OBJECT) {
object *objp = &Objects[hit_info.hit_object];
if (((objp->type == OBJ_WEAPON) && (objp->id == PROXIMITY_ID)) || objp->type == OBJ_POWERUP) // do not increase count for powerups since they *should* not change our movement
count--;
}
#ifndef NDEBUG
if (fate == HIT_BAD_P0) {
Int3();
}
#endif
if (obj->type == OBJ_PLAYER) {
int i;
if (n_phys_segs && phys_seglist[n_phys_segs-1]==hit_info.seglist[0])
n_phys_segs--;
for (i=0;(i<hit_info.n_segs) && (n_phys_segs<MAX_FVI_SEGS-1); )
phys_seglist[n_phys_segs++] = hit_info.seglist[i++];
}
ipos = hit_info.hit_pnt;
iseg = hit_info.hit_seg;
WallHitSide = hit_info.hit_side;
WallHitSeg = hit_info.hit_side_seg;
if (iseg==-1) { //some sort of horrible error
if (obj->type == OBJ_WEAPON)
obj->flags |= OF_SHOULD_BE_DEAD;
break;
}
Assert(!((fate==HIT_WALL) && ((WallHitSeg == -1) || (WallHitSeg > Highest_segment_index))));
//if(!get_seg_masks(&hit_info.hit_pnt,hit_info.hit_seg,0).centermask==0)
// Int3();
save_pos = obj->pos; //save the object's position
save_seg = obj->segnum;
// update object's position and segment number
obj->pos = ipos;
if ( iseg != obj->segnum )
obj_relink(objnum, iseg );
//if start point not in segment, move object to center of segment
if (get_seg_masks(&obj->pos, obj->segnum, 0, __FILE__, __LINE__).centermask !=0 ) {
int n;
if ((n=find_object_seg(obj))==-1) {
//Int3();
if (obj->type==OBJ_PLAYER && (n=find_point_seg(&obj->last_pos,obj->segnum))!=-1) {
obj->pos = obj->last_pos;
obj_relink(objnum, n );
}
else {
compute_segment_center(&obj->pos,&Segments[obj->segnum]);
obj->pos.x += objnum;
}
if (obj->type == OBJ_WEAPON)
obj->flags |= OF_SHOULD_BE_DEAD;
}
return;
}
//calulate new sim time
{
//vms_vector moved_vec;
vms_vector moved_vec_n;
fix attempted_dist,actual_dist;
actual_dist = vm_vec_normalized_dir(&moved_vec_n,&obj->pos,&save_pos);
if (fate==HIT_WALL && vm_vec_dot(&moved_vec_n,&frame_vec) < 0) { //moved backwards
//don't change position or sim_time
obj->pos = save_pos;
//iseg = obj->segnum; //don't change segment
obj_relink(objnum, save_seg );
moved_time = 0;
}
else {
fix old_sim_time;
attempted_dist = vm_vec_mag(&frame_vec);
old_sim_time = sim_time;
sim_time = fixmuldiv(sim_time,attempted_dist-actual_dist,attempted_dist);
moved_time = old_sim_time - sim_time;
if (sim_time < 0 || sim_time>old_sim_time) {
sim_time = old_sim_time;
//WHY DOES THIS HAPPEN??
moved_time = 0;
}
}
}
switch( fate ) {
case HIT_WALL: {
vms_vector moved_v;
fix hit_speed=0,wall_part=0;
// Find hit speed
vm_vec_sub(&moved_v,&obj->pos,&save_pos);
wall_part = vm_vec_dot(&moved_v,&hit_info.hit_wallnorm);
if ((wall_part != 0 && moved_time>0 && (hit_speed=-fixdiv(wall_part,moved_time))>0) || obj->type == OBJ_WEAPON || obj->type == OBJ_DEBRIS)
collide_object_with_wall( obj, hit_speed, WallHitSeg, WallHitSide, &hit_info.hit_pnt );
if (obj->type == OBJ_PLAYER)
scrape_player_on_wall(obj, WallHitSeg, WallHitSide, &hit_info.hit_pnt );
Assert( WallHitSeg > -1 );
Assert( WallHitSide > -1 );
if ( !(obj->flags&OF_SHOULD_BE_DEAD) ) {
Assert(! (obj->mtype.phys_info.flags & PF_STICK && obj->mtype.phys_info.flags & PF_BOUNCE)); //can't be bounce and stick
if (obj->mtype.phys_info.flags & PF_STICK) { //stop moving
add_stuck_object(obj, WallHitSeg, WallHitSide);
vm_vec_zero(&obj->mtype.phys_info.velocity);
obj_stopped = 1;
try_again = 0;
}
else { // Slide object along wall
//We're constrained by wall, so subtract wall part from
//velocity vector
wall_part = vm_vec_dot(&hit_info.hit_wallnorm,&obj->mtype.phys_info.velocity);
// if wall_part, make sure the value is sane enough to get usable velocity computed
if (wall_part < 0 && wall_part > -f1_0) wall_part = -f1_0;
if (wall_part > 0 && wall_part < f1_0) wall_part = f1_0;
if (obj->mtype.phys_info.flags & PF_BOUNCE) //bounce off wall
wall_part *= 2; //Subtract out wall part twice to achieve bounce
vm_vec_scale_add2(&obj->mtype.phys_info.velocity,&hit_info.hit_wallnorm,-wall_part);
try_again = 1;
}
}
break;
}
case HIT_OBJECT: {
vms_vector old_vel;
// Mark the hit object so that on a retry the fvi code
// ignores this object.
Assert(hit_info.hit_object != -1);
// Calculcate the hit point between the two objects.
{ vms_vector *ppos0, *ppos1, pos_hit;
fix size0, size1;
ppos0 = &Objects[hit_info.hit_object].pos;
ppos1 = &obj->pos;
size0 = Objects[hit_info.hit_object].size;
size1 = obj->size;
Assert(size0+size1 != 0); // Error, both sizes are 0, so how did they collide, anyway?!?
//vm_vec_scale(vm_vec_sub(&pos_hit, ppos1, ppos0), fixdiv(size0, size0 + size1));
//vm_vec_add2(&pos_hit, ppos0);
vm_vec_sub(&pos_hit, ppos1, ppos0);
vm_vec_scale_add(&pos_hit,ppos0,&pos_hit,fixdiv(size0, size0 + size1));
old_vel = obj->mtype.phys_info.velocity;
collide_two_objects( obj, &Objects[hit_info.hit_object], &pos_hit);
}
// Let object continue its movement
if ( !(obj->flags&OF_SHOULD_BE_DEAD) ) {
//obj->pos = save_pos;
if (obj->mtype.phys_info.flags&PF_PERSISTENT || (old_vel.x == obj->mtype.phys_info.velocity.x && old_vel.y == obj->mtype.phys_info.velocity.y && old_vel.z == obj->mtype.phys_info.velocity.z)) {
//if (Objects[hit_info.hit_object].type == OBJ_POWERUP)
ignore_obj_list[n_ignore_objs++] = hit_info.hit_object;
try_again = 1;
}
}
break;
}
case HIT_NONE:
break;
#ifndef NDEBUG
case HIT_BAD_P0:
Int3(); // Unexpected collision type: start point not in specified segment.
break;
default:
// Unknown collision type returned from find_vector_intersection!!
Int3();
break;
#endif
}
} while ( try_again );
// Pass retry count info to AI.
if (obj->control_type == CT_AI) {
if (count > 0) {
Ai_local_info[objnum].retry_count = count-1;
Total_retries += count-1;
Total_sims++;
}
}
// As sim_time may not base on FrameTime, scale actual object position to get accurate movement
if (PhysTime/FrameTime > 0)
{
vms_vector md;
vm_vec_sub(&md, &obj->pos, &start_pos);
vm_vec_scale(&md, F1_0/((float)PhysTime/FrameTime));
vm_vec_add(&obj->pos,&start_pos, &md);
//check for and update correct object segment
if(!get_seg_masks(&obj->pos, obj->segnum, 0, __FILE__, __LINE__).centermask == 0)
{
if (!update_object_seg(obj)) {
if (!(Game_mode & GM_MULTI))
Int3();
compute_segment_center(&obj->pos,&Segments[obj->segnum]);
obj->pos.x += objnum;
}
}
}
// After collision with objects and walls, set velocity from actual movement
if (!obj_stopped
&& ((obj->type == OBJ_PLAYER) || (obj->type == OBJ_ROBOT) || (obj->type == OBJ_DEBRIS))
&& ((fate == HIT_WALL) || (fate == HIT_OBJECT) || (fate == HIT_BAD_P0))
)
{
vms_vector moved_vec;
vm_vec_sub(&moved_vec,&obj->pos,&start_pos);
vm_vec_copy_scale(&obj->mtype.phys_info.velocity,&moved_vec,fixdiv(f1_0,FrameTime));
}
fix_illegal_wall_intersection(obj, &start_pos);
//Assert(check_point_in_seg(&obj->pos,obj->segnum,0).centermask==0);
//if (obj->control_type == CT_FLYING)
if (obj->mtype.phys_info.flags & PF_LEVELLING)
do_physics_align_object( obj );
//hack to keep player from going through closed doors
if (obj->type==OBJ_PLAYER && obj->segnum!=orig_segnum && (!cheats.ghostphysics) ) {
int sidenum;
sidenum = find_connect_side(&Segments[obj->segnum],&Segments[orig_segnum]);
if (sidenum != -1) {
if (! (WALL_IS_DOORWAY(&Segments[orig_segnum],sidenum) & WID_FLY_FLAG)) {
side *s;
int vertnum,num_faces,i;
fix dist;
int vertex_list[6];
//bump object back
s = &Segments[orig_segnum].sides[sidenum];
create_abs_vertex_lists(&num_faces, vertex_list, orig_segnum, sidenum, __FILE__, __LINE__);
//let's pretend this wall is not triangulated
vertnum = vertex_list[0];
for (i=1;i<4;i++)
if (vertex_list[i] < vertnum)
vertnum = vertex_list[i];
#ifdef COMPACT_SEGS
{
vms_vector _vn;
get_side_normal(&Segments[orig_segnum], sidenum, 0, &_vn );
dist = vm_dist_to_plane(&start_pos, &_vn, &Vertices[vertnum]);
vm_vec_scale_add(&obj->pos,&start_pos,&_vn,obj->size-dist);
}
#else
dist = vm_dist_to_plane(&start_pos, &s->normals[0], &Vertices[vertnum]);
vm_vec_scale_add(&obj->pos,&start_pos,&s->normals[0],obj->size-dist);
#endif
update_object_seg(obj);
}
}
}
//--WE ALWYS WANT THIS IN, MATT AND MIKE DECISION ON 12/10/94, TWO MONTHS AFTER FINAL #ifndef NDEBUG
//if end point not in segment, move object to last pos, or segment center
if (get_seg_masks(&obj->pos, obj->segnum, 0, __FILE__, __LINE__).centermask != 0) {
if (find_object_seg(obj)==-1) {
int n;
//Int3();
if (obj->type==OBJ_PLAYER && (n=find_point_seg(&obj->last_pos,obj->segnum))!=-1) {
obj->pos = obj->last_pos;
obj_relink(objnum, n );
}
else {
compute_segment_center(&obj->pos,&Segments[obj->segnum]);
obj->pos.x += objnum;
}
if (obj->type == OBJ_WEAPON)
obj->flags |= OF_SHOULD_BE_DEAD;
}
}
//--WE ALWYS WANT THIS IN, MATT AND MIKE DECISION ON 12/10/94, TWO MONTHS AFTER FINAL #endif
}
//Applies an instantaneous force on an object, resulting in an instantaneous
//change in velocity.
void phys_apply_force(object *obj,vms_vector *force_vec)
{
if (obj->movement_type != MT_PHYSICS)
return;
//Add in acceleration due to force
vm_vec_scale_add2(&obj->mtype.phys_info.velocity,force_vec,fixdiv(f1_0,obj->mtype.phys_info.mass));
}
// ----------------------------------------------------------------
// Do *dest = *delta unless:
// *delta is pretty small
// and they are of different signs.
void physics_set_rotvel_and_saturate(fix *dest, fix delta)
{
if ((delta ^ *dest) < 0) {
if (abs(delta) < F1_0/8) {
*dest = delta/4;
} else
*dest = delta;
} else {
*dest = delta;
}
}
// ------------------------------------------------------------------------------------------------------
// Note: This is the old ai_turn_towards_vector code.
// phys_apply_rot used to call ai_turn_towards_vector until I fixed it, which broke phys_apply_rot.
void physics_turn_towards_vector(vms_vector *goal_vector, object *obj, fix rate)
{
vms_angvec dest_angles, cur_angles;
fix delta_p, delta_h;
vms_vector *rotvel_ptr = &obj->mtype.phys_info.rotvel;
// Make this object turn towards the goal_vector. Changes orientation, doesn't change direction of movement.
// If no one moves, will be facing goal_vector in 1 second.
// Detect null vector.
if ((goal_vector->x == 0) && (goal_vector->y == 0) && (goal_vector->z == 0))
return;
// Make morph objects turn more slowly.
if (obj->control_type == CT_MORPH)
rate *= 2;
vm_extract_angles_vector(&dest_angles, goal_vector);
vm_extract_angles_vector(&cur_angles, &obj->orient.fvec);
delta_p = (dest_angles.p - cur_angles.p);
delta_h = (dest_angles.h - cur_angles.h);
if (delta_p > F1_0/2) delta_p = dest_angles.p - cur_angles.p - F1_0;
if (delta_p < -F1_0/2) delta_p = dest_angles.p - cur_angles.p + F1_0;
if (delta_h > F1_0/2) delta_h = dest_angles.h - cur_angles.h - F1_0;
if (delta_h < -F1_0/2) delta_h = dest_angles.h - cur_angles.h + F1_0;
delta_p = fixdiv(delta_p, rate);
delta_h = fixdiv(delta_h, rate);
if (abs(delta_p) < F1_0/16) delta_p *= 4;
if (abs(delta_h) < F1_0/16) delta_h *= 4;
#ifdef WORDS_NEED_ALIGNMENT
if ((delta_p ^ rotvel_ptr->x) < 0) {
if (abs(delta_p) < F1_0/8)
rotvel_ptr->x = delta_p/4;
else
rotvel_ptr->x = delta_p;
} else
rotvel_ptr->x = delta_p;
if ((delta_h ^ rotvel_ptr->y) < 0) {
if (abs(delta_h) < F1_0/8)
rotvel_ptr->y = delta_h/4;
else
rotvel_ptr->y = delta_h;
} else
rotvel_ptr->y = delta_h;
#else
physics_set_rotvel_and_saturate(&rotvel_ptr->x, delta_p);
physics_set_rotvel_and_saturate(&rotvel_ptr->y, delta_h);
#endif
rotvel_ptr->z = 0;
}
// -----------------------------------------------------------------------------
// Applies an instantaneous whack on an object, resulting in an instantaneous
// change in orientation.
void phys_apply_rot(object *obj,vms_vector *force_vec)
{
fix rate, vecmag;
if (obj->movement_type != MT_PHYSICS)
return;
vecmag = vm_vec_mag(force_vec)/8;
if (vecmag < F1_0/256)
rate = 4*F1_0;
else if (vecmag < obj->mtype.phys_info.mass >> 14)
rate = 4*F1_0;
else {
rate = fixdiv(obj->mtype.phys_info.mass, vecmag);
if (obj->type == OBJ_ROBOT) {
if (rate < F1_0/4)
rate = F1_0/4;
obj->ctype.ai_info.SKIP_AI_COUNT = 2;
} else {
if (rate < F1_0/2)
rate = F1_0/2;
}
}
// Turn amount inversely proportional to mass. Third parameter is seconds to do 360 turn.
physics_turn_towards_vector(force_vec, obj, rate);
}
//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)
{
fix k;
Assert(obj->movement_type == MT_PHYSICS);
k = fixmuldiv(obj->mtype.phys_info.mass,obj->mtype.phys_info.drag,(f1_0-obj->mtype.phys_info.drag));
vm_vec_copy_scale(&obj->mtype.phys_info.thrust,&obj->mtype.phys_info.velocity,k);
}