// ------------------------------------------------------------------------------------------------------ // 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; }
//find the angle between the player's heading & the station get_angs_to_object(vms_angvec *av,vms_vector *targ_pos,vms_vector *cur_pos) { vms_vector tv; vm_vec_sub(&tv,targ_pos,cur_pos); vm_extract_angles_vector(av,&tv); }
void Tactile_apply_force (vms_vector *force_vec,vms_matrix *orient) { int feedforce; fix feedmag,tempfix=0; vms_angvec feedang; vms_vector feedvec; unsigned short tempangle; int realangle; if (TactileStick==TACTILE_IMMERSION) { vm_vec_rotate (&feedvec,force_vec,orient); vm_extract_angles_vector(&feedang,&feedvec); feedmag=vm_vec_mag_quick (force_vec); feedforce=f2i(fixmuldiv (feedmag,i2f(100),MAX_FORCE)); mprintf ((0,"feedforce=%d\n",feedforce)); if (feedforce<0) feedforce=0; if (feedforce>100) feedforce=100; tempangle=(unsigned short)feedang.h; tempfix=tempangle; realangle=f2i(fixmul(tempfix,i2f(360))); realangle-=180; if (realangle<0) realangle+=360; Jolt (feedforce,realangle,feedforce*7); } }
do_flythrough(object *obj,int first_time) //set true if init { segment *pseg; int old_player_seg = obj->segnum; if (first_time) { //vms_vector zero_vector = {0,0,0}; obj->control_type = CT_FLYTHROUGH; //obj->fly_info.angle_step.p = 0; //obj->fly_info.angle_step.b = 0; //obj->fly_info.angle_step.h = 0; //obj->fly_info.heading = zero_vector; } //move the player for this frame if (!first_time) { //vms_vector tempv; //fix rot_step; vm_vec_scale_add2(&obj->pos,&player_step,FrameTime); angvec_add2_scale(&player_angles,&player_angstep,FrameTime); vm_angles_2_matrix(&obj->orient,&player_angles); } //check new player seg update_object_seg(obj); pseg = &Segments[obj->segnum]; if (first_time || obj->segnum != old_player_seg) { //moved into new seg vms_vector curcenter,nextcenter; fix step_size,seg_time; short entry_side,exit_side; //what sides we entry and leave through vms_vector dest_point; //where we are heading (center of exit_side) vms_angvec dest_angles; //where we want to be pointing //find new exit side if (!first_time) { entry_side = matt_find_connect_side(obj->segnum,old_player_seg); exit_side = Side_opposite[entry_side]; } if (first_time) ft_preference = FP_FORWARD; if (first_time || entry_side==-1 || pseg->children[exit_side]==-1 || ft_preference!=FP_FORWARD) { int i; vms_vector prefvec,segcenter,sidevec; fix best_val=-f2_0; int best_side; //find exit side if (ft_preference == FP_FORWARD) { if (first_time) prefvec = obj->orient.fvec; else prefvec = headvec; vm_vec_normalize(&prefvec); } else prefvec = obj->orient.vecs[ft_preference%3]; if (ft_preference >= 3) {prefvec.x = -prefvec.x; prefvec.y = -prefvec.y; prefvec.z = -prefvec.z;} compute_segment_center(&segcenter,pseg); best_side=-1; for (i=MAX_SIDES_PER_SEGMENT;--i >= 0;) { fix d; if (pseg->children[i]!=-1) { compute_center_point_on_side(&sidevec,pseg,i); //vm_vec_sub2(&sidevec,&segcenter); //vm_vec_normalize(&sidevec); vm_vec_normalized_dir(&sidevec,&sidevec,&segcenter); d = vm_vec_dotprod(&sidevec,&prefvec); if (labs(d) < MIN_D) d=0; if (d > best_val || (d==best_val && i==exit_side)) {best_val=d; best_side=i;} } } if (best_val > 0) ft_preference = FP_FORWARD; Assert(best_side!=-1); exit_side = best_side; } //update target point & angles compute_center_point_on_side(&dest_point,pseg,exit_side); //update target point and movement points vm_vec_sub(&player_step,&dest_point,&obj->pos); step_size = vm_vec_normalize(&player_step); vm_vec_scale(&player_step,player_speed); compute_segment_center(&curcenter,pseg); compute_segment_center(&nextcenter,&Segments[pseg->children[exit_side]]); vm_vec_sub(&headvec,&nextcenter,&curcenter); //angles_from_vector(&dest_angles,&headvec); //extract angles vm_extract_angles_vector(&dest_angles,&headvec); //extract angles if (first_time) //angles_from_vector(&player_angles,&obj->orient.fvec); vm_extract_angles_vector(&player_angles,&obj->orient.fvec); seg_time = fixdiv(step_size,player_speed); //how long through seg if (seg_time) { player_angstep.p = fixdiv(delta_ang(player_angles.p,dest_angles.p),seg_time); player_angstep.b = fixdiv(delta_ang(player_angles.b,dest_angles.b),seg_time); player_angstep.h = fixdiv(delta_ang(player_angles.h,dest_angles.h),seg_time); } else { player_angles = dest_angles; player_angstep.p = player_angstep.b = player_angstep.h = 0; } } }