1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
|
/*
* 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
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;
}
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++ ) {
face[3*q + 0] = other->x + other->model->primitives[a]->vertices[3*((4*f)+q) + 0];
face[3*q + 1] = other->y + other->model->primitives[a]->vertices[3*((4*f)+q) + 1];
face[3*q + 2] = other->z + 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_primitives; i++ ) {
int j;
for ( j=0; j<obj->model->primitives[i]->num_vertices; j++ ) {
int a;
const double stx = obj->model->primitives[i]->vertices[3*j+0];
const double sty = obj->model->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->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;
}
/* 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 i;
/* Consider only the current room, for now */
for ( i=0; i<game->num_rooms; i++ ) {
Room *room;
room = game->rooms[i];
if ( room != NULL ) {
/* Check for collision of this object with all other objects in the room */
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;
}
/* 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;
}
|