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/*
* physics.c
*
* Calculate what happens
*
* (c) 2008 Thomas White <taw27@cam.ac.uk>
*
* thrust3d - a silly game
*
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#include <SDL.h>
#include <math.h>
#include "types.h"
#include "model.h"
#include "game.h"
#include "utils.h"
#include "audio.h"
/* Acceleration due to gravity in metres per millisecond per millisecond */
#define GRAVITY (9.81e-6)
/* Acceleration due to booster rocket, metres per ms per ms */
#define THRUST (GRAVITY*2.0)
/* Acceleration due to forwards/backwards thrusters, m per ms per ms */
#define FTHRUST (GRAVITY*0.5)
/* Air friction in (m per ms per ms) per (m per ms) */
#define FRICTION 0.001
/* Lander craft turning speed in radians per ms per ms */
#define YAWTHRUST (M_PI/1500000)
/* Conversion factor between friction and 'yawthrust' */
#define TORQUE 1.5
static int physics_point_is_inside_hull(double cx, double cy, double cz, double *fvert, int nfvert,
double nx, double ny, double nz) {
int i;
double p1x, p1y, p1z;
double p2x, p2y, p2z;
p1x = fvert[3*0 + 0];
p1y = fvert[3*0 + 1];
p1z = fvert[3*0 + 2];
// printf("Testing if (%5.2f %5.2f %5.2f) is inside plane: \n", cx, cy, cz);
// for ( i=0; i<nfvert; i++ ) {
// printf("%3i : %5.2f %5.2f %5.2f\n", i, fvert[3*i + 0], fvert[3*i + 1], fvert[3*i + 2]);
// }
for ( i=1; i<=nfvert; i++ ) {
double lx, ly, lz;
double qx, qy, qz;
double px, py, pz;
if ( i < nfvert ) {
p2x = fvert[3*i + 0];
p2y = fvert[3*i + 1];
p2z = fvert[3*i + 2];
} else {
p2x = fvert[3*0 + 0];
p2y = fvert[3*0 + 1];
p2z = fvert[3*0 + 2];
}
/* Calculate 'left' vector = n ^ p1->p2 */
qx = p2x-p1x; qy = p2y-p1y; qz = p2z-p1z;
lx = ny*qz - nz*qy;
ly = - nx*qz + nz*qx;
lz = nx*qy - ny*qx;
px = cx - p1x; py = cy - p1y; pz = cz - p1z;
if ( px*lx + py*ly + pz*lz < 0.0 ) return 0;
p1x = p2x; p1y = p2y; p1z = p2z;
}
return 1;
}
static int physics_will_collide_face(double sx, double sy, double sz, double vx, double vy, double vz,
double nx, double ny, double nz, double *fvert, int nfvert, double dt,
double *ttc) {
double px, py, pz;
double pdotn, sdotn, vdotn;
double cx, cy, cz;
double t;
/* Range test */
px = fvert[3*0 + 0];
py = fvert[3*0 + 1];
pz = fvert[3*0 + 2];
pdotn = px*nx + py*ny + pz*nz;
sdotn = sx*nx + sy*ny + sz*nz;
vdotn = vx*nx + vy*ny + vz*nz;
if ( vdotn == 0.0 ) return 0; /* Collision happens infinitely far in the future */
t = (pdotn - sdotn) / vdotn;
if ( t <= 0.0 ) return 0; /* Collided in the past */
if ( t > dt ) return 0; /* Not going to collide this step */
/* Boundary test */
cx = sx + vx * t;
cy = sy + vy * t;
cz = sz + vz * t;
if ( physics_point_is_inside_hull(cx, cy, cz, fvert, nfvert, nx, ny, nz) == 1 ) {
*ttc = t;
return 1;
}
return 0;
}
/* Check for collision with all faces in a primitive */
static int physics_check_collide_all_faces(ModelInstance *obj, ModelInstance *other, double dt, int a,
double sx, double sy, double sz,
CollisionSpec *coll, Room *room, Game *game) {
int found = 0;
switch ( other->model->primitives[a]->type ) {
case PRIMITIVE_QUADS : {
/* Faces are quads */
int f;
for ( f=0; f<other->model->primitives[a]->num_vertices/4; f++ ) {
double face[3*4];
int q;
double ttc;
const double nx = other->model->primitives[a]->normals[3*(4*f)+0];
const double ny = other->model->primitives[a]->normals[3*(4*f)+1];
const double nz = other->model->primitives[a]->normals[3*(4*f)+2];
/* Skip if moving from the back to the front of this quad */
if ( nx*obj->vx + ny*obj->vy + nz*obj->vz > 0.0 ) continue;
for ( q=0; q<4; q++ ) {
const double ox = other->x;
const double oy = other->y;
const double oz = other->z;
face[3*q + 0] = ox + other->model->primitives[a]->vertices[3*((4*f)+q) + 0];
face[3*q + 1] = oy + other->model->primitives[a]->vertices[3*((4*f)+q) + 1];
face[3*q + 2] = oz + other->model->primitives[a]->vertices[3*((4*f)+q) + 2];
face[3*q + 0] += 10.0*(room->rx - game->cur_room_x);
face[3*q + 1] += 10.0*(room->ry - game->cur_room_y);
face[3*q + 2] += 10.0*(room->rz - game->cur_room_z);
}
if ( physics_will_collide_face(obj->x+sx, obj->y+sy, obj->z+sz,
obj->vx, obj->vy, obj->vz,
nx, ny, nz, face, 4, dt, &ttc) != 0 ) {
/* Update 'coll' if this collision happens sooner than the current best */
if ( ttc < coll->ttc ) {
coll->ttc = ttc;
coll->nx = nx;
coll->ny = ny;
coll->nz = nz;
coll->cx = obj->x + ttc*obj->vx;
coll->cy = obj->y + ttc*obj->vy;
coll->cz = obj->z + ttc*obj->vz;
coll->obj = other;
found = 1;
}
}
}
break;
}
}
return found;
}
/* Return non-zero if 'obj' will collide with 'other' within 'dt' milliseconds */
static int physics_check_collide(ModelInstance *obj, ModelInstance *other, double dt, CollisionSpec *coll,
Room *room, Game *game) {
int i;
int found = 0;
/* Check all the vertices in the moving object... */
for ( i=0; i<obj->model->num_coll_primitives; i++ ) {
int j;
for ( j=0; j<obj->model->coll_primitives[i]->num_vertices; j++ ) {
int a;
const double stx = obj->model->coll_primitives[i]->vertices[3*j+0];
const double sty = obj->model->coll_primitives[i]->vertices[3*j+1];
const double sx = stx*cos(obj->yaw) + sty*sin(obj->yaw);
const double sy = -stx*sin(obj->yaw) + sty*cos(obj->yaw);
const double sz = obj->model->coll_primitives[i]->vertices[3*j+2];
/* ...against all primitives in the static object */
for ( a=0; a<other->model->num_primitives; a++ ) {
if ( physics_check_collide_all_faces(obj, other, dt, a, sx, sy, sz,
coll, room, game) ) {
found = 1;
}
}
}
}
return found;
}
static int physics_collision_room(ModelInstance *obj, Game *game, double dt, CollisionSpec *coll,
int rx, int ry, int rz) {
Room *room;
int found = 0;
room = game_find_room(game, rx, ry, rz);
if ( room != NULL ) {
int j;
for ( j=0; j<room->num_objects; j++ ) {
if ( physics_check_collide(obj, room->objects[j], dt, coll, room, game) ) {
found = 1;
}
}
}
return found;
}
/* Find the earliest collision for 'obj'. Fill out 'coll' and return 1 if any */
static int physics_find_earliest_collision(ModelInstance *obj, Game *game, double dt, CollisionSpec *coll) {
int found = 0;
int rx, ry, rz;
rx = game->cur_room_x;
ry = game->cur_room_y;
rz = game->cur_room_z;
if ( physics_collision_room(obj, game, dt, coll, rx, ry, rz) ) found = 1;
if ( game->lander->x > 4.0 ) {
if ( physics_collision_room(obj, game, dt, coll, rx+1, ry, rz) ) found = 1;
}
if ( game->lander->x < -4.0 ) {
if ( physics_collision_room(obj, game, dt, coll, rx-1, ry, rz) ) found = 1;
}
if ( game->lander->y > 4.0 ) {
if ( physics_collision_room(obj, game, dt, coll, rx, ry+1, rz) ) found = 1;
}
if ( game->lander->y < -4.0 ) {
if ( physics_collision_room(obj, game, dt, coll, rx, ry-1, rz) ) found = 1;
}
if ( game->lander->z > 4.0 ) {
if ( physics_collision_room(obj, game, dt, coll, rx, ry, rz-1) ) found = 1;
}
if ( game->lander->z < -4.0 ) {
if ( physics_collision_room(obj, game, dt, coll, rx, ry, rz-1) ) found = 1;
}
return found;
}
/* Called once for each object which isn't just "scenery" */
static void physics_process(ModelInstance *obj, Uint32 dt, Game *game) {
int collided = 0;
/* Air friction */
if ( obj->vx > 0.0 ) {
obj->vx -= FRICTION * dt * obj->vx;
if ( obj->vx < 0.0 ) obj->vx = 0.0;
} else {
obj->vx += FRICTION * dt * -obj->vx;
if ( obj->vx > 0.0 ) obj->vx = 0.0;
}
if ( obj->vy > 0.0 ) {
obj->vy -= FRICTION * dt * obj->vy;
if ( obj->vy < 0.0 ) obj->vy = 0.0;
} else {
obj->vy += FRICTION * dt * -obj->vy;
if ( obj->vy > 0.0 ) obj->vy = 0.0;
}
if ( obj->vz > 0.0 ) {
obj->vz -= FRICTION * dt * obj->vz;
if ( obj->vz < 0.0 ) obj->vz = 0.0;
} else {
obj->vz += FRICTION * dt * -obj->vz;
if ( obj->vz > 0.0 ) obj->vz = 0.0;
}
if ( obj->yawspeed > 0.0 ) {
obj->yawspeed -= FRICTION * dt * obj->yawspeed * TORQUE;
if ( obj->yawspeed < 0.0 ) obj->yawspeed = 0.0;
} else {
obj->yawspeed += FRICTION * dt * -obj->yawspeed * TORQUE;
if ( obj->yawspeed > 0.0 ) obj->yawspeed = 0.0;
}
/* Gravity */
if ( (obj->attribs & OBJ_GRAVITY) && (!obj->landed) ) {
obj->vz -= GRAVITY * dt;
}
/* Take a step, allowing for collisions and landing */
double sttc = 0.0;
do {
CollisionSpec coll;
coll.ttc = +HUGE_VAL;
coll.nx = 0.0; coll.ny = 0.0; coll.nz = 0.0;
coll.cx = 0.0; coll.cy = 0.0; coll.cz = 0.0;
coll.obj = NULL;
collided = physics_find_earliest_collision(obj, game, dt-sttc, &coll);
if ( collided ) {
/* Step forward to the point of collision */
obj->x = coll.cx;
obj->y = coll.cy;
obj->z = coll.cz;
sttc += coll.ttc;
/* Can we land here? */
if ( (coll.nx==0) && (coll.ny==0) && (coll.nz==1.0) ) {
/* Yes - land (already moved to this position */
if ( strcmp(coll.obj->model->name, "platform") == 0 ) {
/* Landed on a platform */
obj->recharging = 1;
game->platform_rel_x = coll.obj->x - obj->x;
game->platform_rel_y = coll.obj->y - obj->y;
game->time_of_landing_event = game->tlast + sttc;
} else {
/* Landed on something that isn't safe */
double modv = sqrt(obj->vx*obj->vx + obj->vy*obj->vy + obj->vz*obj->vz);
audio_play(game->audio, "clang", modv/0.01, 0);
game->radiation = 1.0;
}
obj->landed = 1;
obj->vx = 0.0;
obj->vy = 0.0;
obj->vz = 0.0;
obj->yawspeed = 0.0;
} else {
/* No - bounce */
double modv = sqrt(obj->vx*obj->vx + obj->vy*obj->vy + obj->vz*obj->vz);
audio_play(game->audio, "clang", modv/0.01, 0);
obj->vx = -obj->vx;
obj->vy = -obj->vy;
obj->vz = -obj->vz;
game->fuel -= 0.2;
}
} else {
/* No further collision - perform the 'end step' */
obj->x += obj->vx * (dt-sttc);
obj->y += obj->vy * (dt-sttc);
obj->z += obj->vz * (dt-sttc);
obj->yaw += obj->yawspeed * (dt-sttc);
}
} while ( collided && !obj->landed );
if ( obj->yaw < -M_PI ) obj->yaw += 2*M_PI;
if ( obj->yaw > M_PI ) obj->yaw -= 2*M_PI;
}
void physics_step(Game *game, Uint32 t) {
Uint32 dt;
dt = t - game->tlast;
/* Handle things specific to the lander craft */
if ( game->thrusting ) {
if ( game->fuel > 0.0 ) {
game->lander->vz += THRUST * dt;
game->fuel -= 0.0002;
game->lander->landed = 0;
game->radiation = 0.1;
if ( game->lander->recharging ) {
game->time_of_landing_event = game->tlast + dt;
game->lander->recharging = 0;
}
}
}
if ( (game->radiation > 0.3) && (game->fuel > 0.0) ) {
game->fuel -= 0.01*game->radiation;
}
if ( game->lander->recharging ) {
game->fuel += 0.001;
}
/* Compensate for laziness elsewhere */
if ( game->fuel > 1.0 ) game->fuel = 1.0;
if ( game->fuel < 0.0 ) game->fuel = 0.0;
if ( game->fuel == 0.0 ) {
printf("Explode!\n");
game->fuel = 1.0;
}
if ( game->forward && !game->lander->landed ) {
game->lander->vx += sinf(game->lander->yaw) * FTHRUST * dt;
game->lander->vy += cosf(game->lander->yaw) * FTHRUST * dt;
} else if ( game->reverse && !game->lander->landed ) {
game->lander->vx -= sinf(game->lander->yaw) * FTHRUST * dt;
game->lander->vy -= cosf(game->lander->yaw) * FTHRUST * dt;
}
if ( game->turn_left && !game->lander->landed ) {
game->lander->yawspeed -= YAWTHRUST * dt; /* -ve yaw is "left" */
}
if ( game->turn_right && !game->lander->landed ) {
game->lander->yawspeed += YAWTHRUST * dt; /* +ve yaw is "right" */
}
physics_process(game->lander, dt, game);
game_check_handoff(game);
game->tlast = t;
}
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