q3rally/engine/code/game/bg_physics.h

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2011-02-18 14:31:32 +00:00
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2002-2015 Q3Rally Team (Per Thormann - q3rally@gmail.com)
2011-02-18 14:31:32 +00:00
This file is part of q3rally source code.
q3rally source code 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 2 of the License,
or (at your option) any later version.
q3rally source code 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 q3rally; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// damage stuff
#define DAMAGE_RADIUS 0x00000001 // damage was indirect
#define DAMAGE_NO_ARMOR 0x00000002 // armour does not protect from this damage
#define DAMAGE_NO_KNOCKBACK 0x00000004 // do not affect velocity, just view angles
#define DAMAGE_NO_PROTECTION 0x00000008 // armor, shields, invulnerability, and godmode have no effect
#ifdef MISSIONPACK
#define DAMAGE_NO_TEAM_PROTECTION 0x00000010 // armor, shields, invulnerability, and godmode have no effect
#endif
#define DAMAGE_WEAPON 0x00000020
// SKWID( car movement code )
//=========================================================================================
#define WHEEL_FORWARD 31.0f
#define WHEEL_RIGHT 18.0f
#define WHEEL_UP -10.0f
// END
#define BODY_RADIUS 13.0f
#define WHEEL_RADIUS 8.0f
#define WHEEL_CIRC 2.0f * M_PI * WHEEL_RADIUS
#define CAR_WIDTH 50.0f
#define CAR_HEIGHT 44.0f
#define CAR_LENGTH 100.0f
extern float CP_CURRENT_GRAVITY;
#define CP_GRAVITY_FTPS 32.2f // gravity in feet per second
#define CP_GRAVITY 350.0f // gravity in qunits per second
#define CP_FT_2_QU (CP_GRAVITY / CP_GRAVITY_FTPS) // 10.87
#define CP_FT_2_M 0.3048f
extern float CP_M_2_QU;
//static float CP_M_2_QU = CP_FT_2_QU / 0.3048f; // 35.66
#define CP_FRAME_MASS 300.0f // 350
#define CP_WHEEL_MASS 50.0f // 100
#define CP_CAR_MASS ( CP_FRAME_MASS * 4 + CP_WHEEL_MASS * 4 )
#define CP_BODY_ELASTICITY 0.05f
#define CP_WHEEL_ELASTICITY 0.05f
#define CP_SPRING_MINLEN 5.0f
// #define CP_SPRING_MAXLEN 10.0f
#define CP_SPRING_MAXLEN 15.0f
#define CP_MAX_SHOCK_FORCE 400000.0f
// Used to fit the spring lengths into the 8 bit numbers that
// are used to transfer them over the net.
// Should be less than 255 / ( CP_SPRING_MAXLEN - CP_SPRING_MINLEN )
#define CP_SPRING_SCALE 24.0f
// strength of the fake spring that returns the wheel to perpendicular
extern float CP_WR_STRENGTH;
extern float CP_SPRING_STRENGTH;
extern float CP_SHOCK_STRENGTH;
extern float CP_SWAYBAR_STRENGTH;
/*
extern float CP_TORQUE_SLOPE;
extern float CP_GEAR_RATIOS[];
*/
#define CP_AIR_COF 0.31f
#define CP_FRAC_TO_DF 0.50f
#define CP_ENGINE_TIRE_COF 1000.0f
#define CP_SCOF 1.5f // dry asphalt
#define CP_KCOF 1.0f
#define CP_ICE_SCOF 0.3f // ice
#define CP_ICE_KCOF 0.2f
#define CP_DIRT_SCOF 1.2f // loose dirt
#define CP_DIRT_KCOF 0.8f
#define CP_GRASS_SCOF 1.05f // short grass
#define CP_GRASS_KCOF 0.7f
#define CP_GRAVEL_SCOF 1.22f // gravel
#define CP_GRAVEL_KCOF 0.85f
#define CP_SNOW_SCOF 0.7f // packed snow
#define CP_SNOW_KCOF 0.5f
#define CP_OIL_SCOF 0.3f // oil
#define CP_OIL_KCOF 0.2f
#define CP_WET_SCALE 0.75f
#define CP_AIR_DENSITY 1.185f // 1.288075f
#define CP_WATER_DENSITY 1000.0f
#define CP_LAVA_DENSITY 60000.0f
#define CP_SLIME_DENSITY 20000.0f
#define CP_AXLEGEAR 3.07f
#define CP_GEARR -2.80f
#define CP_GEARN 0.00f
/*
#define CP_GEAR1 2.82f
#define CP_GEAR2 1.78f
#define CP_GEAR3 1.27f
#define CP_GEAR4 0.92f
#define CP_GEAR5 0.60f
*/
#define CP_GEAR1 3.02f
#define CP_GEAR2 2.01f
#define CP_GEAR3 1.34f
#define CP_GEAR4 0.89f
#define CP_GEAR5 0.60f
#define CP_RPM_MAX 6250
#define CP_RPM_MIN 1000
// #define CP_HP_PEAK 191.0f
// #define CP_RPM_HP_PEAK 4600.0f
#define CP_HP_PEAK 320.0f
#define CP_RPM_HP_PEAK 5000.0f
// #define CP_TORQUE_PEAK 230.0f
// #define CP_RPM_TORQUE_PEAK 3800.0f
#define CP_TORQUE_PEAK 400.0f
#define CP_RPM_TORQUE_PEAK 2800.0f
#define HTYPE_NO_HIT 0
#define HTYPE_BOTTOMED_OUT 1
#define HTYPE_MAXED_OUT 2
#define CF_REVERSE 1
#define CF_BRAKE 2
// assign sign bit of b to a, floats only
// #define SetSign(a,b) (*(DWORD *)&(a)) = ((*(DWORD *)&(b)) & 0x80000000) | ((*(DWORD *)&(a)) & 0x7FFFFFFF)
typedef enum {
GRAVITY,
NORMAL,
SHOCK,
SPRING,
SWAY_BAR,
ROAD,
INTERNAL,
AIR_FRICTION,
NUM_CAR_FORCES
} carForces_t;
#define FIRST_FW_POINT 0
#define LAST_FW_POINT 2
#define FIRST_RW_POINT 2
#define LAST_RW_POINT 4
#define FIRST_FRAME_POINT 4
#define LAST_FRAME_POINT 8
typedef enum {
// these are the points that store wheel info
FL_WHEEL,
FR_WHEEL,
RL_WHEEL,
RR_WHEEL,
// these points hold position info of the suspension used in suspension force calculations
FL_FRAME,
FR_FRAME,
RL_FRAME,
RR_FRAME,
// these are used for collision detection of the body of the car
FL_BODY,
FR_BODY,
ML_BODY,
MR_BODY,
RL_BODY,
RR_BODY,
ML_ROOF,
MR_ROOF,
NUM_CAR_POINTS
} carPointNumbers_t;
typedef struct {
vec3_t r;
vec3_t v;
// vec3_t lastNoZeroVelocity;
float w;
vec3_t forces[NUM_CAR_FORCES];
vec3_t netForce;
float netMoment;
vec3_t normals[3];
float mass;
float elasticity;
float radius;
float kcof;
float scof;
float fluidDensity;
int onGroundTime;
int offGroundTime;
qboolean onGround;
qboolean slipping;
} carPoint_t;
typedef struct {
float damage;
int mod;
int dflags;
int otherEnt;
vec3_t origin;
vec3_t dir;
} collisionDamage_t;
typedef struct {
float inverseWorldInertiaTensor[3][3];
vec3_t r;
vec3_t v;
// vec4_t q;
float t[3][3];
vec3_t w;
vec3_t L;
vec3_t netForce;
vec3_t netMoment;
// vec3_t normalForce;
vec3_t CoM;
// FIXME: use the t components instead of these
vec3_t forward;
vec3_t right;
vec3_t up;
float curSpringLengths[FIRST_FRAME_POINT];
float mass;
float elasticity;
} carBody_t;
typedef struct {
vec3_t v;
vec3_t netForce;
float netMoment;
} pointHistory_t;
typedef struct {
vec3_t v;
vec3_t w;
vec3_t netForce;
vec3_t netMoment;
} bodyHistory_t;
typedef struct {
float inverseBodyInertiaTensor[3][3];
carPoint_t sPoints[NUM_CAR_POINTS];
carBody_t sBody;
carPoint_t tPoints[NUM_CAR_POINTS];
carBody_t tBody;
// pointHistory_t oldPoints[3][LAST_RW_POINT];
// bodyHistory_t oldBodies[3];
// FIXME: remove these to save memory if i can
float springStrength;
float springMaxLength;
float springMinLength;
// float shockStrength;
// float swayBarStrength;
float wheelAngle;
float throttle;
int wheelOnGroundTime;
int onGroundTime;
int wheelsOffGroundTime;
int offGroundTime;
int gear; // -1 reverse, 0 neutral, 1+ forward gears
float rpm;
qboolean initializeOnNextMove;
// float aCOF;
// float dfCOF;
// float ewCOF;
} car_t;
// internal functions that are in different files
void PM_AddRoadForces(car_t *car, carBody_t *body, carPoint_t *points, float sec);
void PM_CalculateNetForce( carPoint_t *point, int pointIndex );
void PM_DriveMove( car_t *car, float time, qboolean includeBodies );
// used externally
void PM_ApplyForce( carBody_t *body, vec3_t force, vec3_t at );
void PM_InitializeVehicle( car_t *car, vec3_t origin, vec3_t angles, vec3_t velocity );
void PM_CalculateSecondaryQuantities( car_t *car, carBody_t *body, carPoint_t *points );
void PM_SetCoM( carBody_t *body, carPoint_t *points );