Exemple #1
0
static void position_system_lights(Frame *camFrame, Frame *frame, int &lightNum)
{
	if (lightNum > 3) return;
	// not using frame->GetSBodyFor() because it snoops into parent frames,
	// causing duplicate finds for static and rotating frame
	SBody *body = frame->m_sbody;

	if (body && (body->GetSuperType() == SBody::SUPERTYPE_STAR)) {
		int light;
		switch (lightNum) {
			case 3: light = GL_LIGHT3; break;
			case 2: light = GL_LIGHT2; break;
			case 1: light = GL_LIGHT1; break;
			default: light = GL_LIGHT0; break;
		}
		// position light at sol
		matrix4x4d m;
		Frame::GetFrameTransform(frame, camFrame, m);
		vector3d lpos = (m * vector3d(0,0,0));
		double dist = lpos.Length() / AU;
		lpos *= 1.0/dist; // normalize
		float lightPos[4];
		lightPos[0] = float(lpos.x);
		lightPos[1] = float(lpos.y);
		lightPos[2] = float(lpos.z);
		lightPos[3] = 0;

		const float *col = StarSystem::starRealColors[body->type];
		float lightCol[4] = { col[0], col[1], col[2], 0 };
		float ambCol[4] = { 0,0,0,0 };
		if (Render::IsHDREnabled()) {
			for (int i=0; i<4; i++) {
				// not too high or we overflow our float16 colorbuffer
				lightCol[i] *= float(std::min(10.0*StarSystem::starLuminosities[body->type] / dist, 10000.0));
			}
		}

		glLightfv(light, GL_POSITION, lightPos);
		glLightfv(light, GL_DIFFUSE, lightCol);
		glLightfv(light, GL_AMBIENT, ambCol);
		glLightfv(light, GL_SPECULAR, lightCol);
		glEnable(light);

		lightNum++;
	}

	for (std::list<Frame*>::iterator i = frame->m_children.begin(); i!=frame->m_children.end(); ++i) {
		position_system_lights(camFrame, *i, lightNum);
	}
}
Exemple #2
0
/*
 * Attribute: superType
 *
 * The supertype of the body, as a <Constants.BodySuperType> constant
 *
 * Availability:
 *
 *  alpha 10
 *
 * Status:
 *
 *  stable
 */
static int l_sbody_attr_super_type(lua_State *l)
{
	SBody *sbody = LuaSBody::GetFromLua(1);
	lua_pushstring(l, LuaConstants::GetConstantString(l, "BodySuperType", sbody->GetSuperType()));
	return 1;
}
Exemple #3
0
static int l_sbody_attr_is_scoopable(lua_State *l)
{
	SBody * sbody = LuaSBody::GetFromLua(1);
	lua_pushboolean(l, sbody->IsScoopable());
	return 1;
}
Exemple #4
0
static int l_sbody_attr_has_atmosphere(lua_State *l)
{
	SBody * sbody = LuaSBody::GetFromLua(1);
	lua_pushboolean(l, sbody->HasAtmosphere());
	return 1;
}
Exemple #5
0
/*
 * Attribute: gravity
 *
 * The gravity on the surface of the body (m/s).
 *
 * Availability:
 *
 *   alpha 21
 *
 * Status:
 *
 *   experimental
 */
static int l_sbody_attr_gravity(lua_State *l)
{
	SBody *sbody = LuaSBody::GetFromLua(1);
	lua_pushnumber(l, sbody->CalcSurfaceGravity());
	return 1;
}
Exemple #6
0
/*
 * Attribute: mass
 *
 * The mass of the body, in kilograms (kg).
 *
 * Availability:
 *
 *   alpha 16
 *
 * Status:
 *
 *   experimental
 */
static int l_sbody_attr_mass(lua_State *l)
{
	SBody *sbody = LuaSBody::GetFromLua(1);
	lua_pushnumber(l, sbody->GetMass());
	return 1;
}
Exemple #7
0
void Game::SwitchToNormalSpace()
{
	// remove the player from hyperspace
	m_space->RemoveBody(m_player.Get());

	// create a new space for the system
	const SystemPath &dest = m_player->GetHyperspaceDest();
	m_space.Reset(new Space(this, dest));

	// put the player in it
	m_player->SetFrame(m_space->GetRootFrame());
	m_space->AddBody(m_player.Get());

	// place it
	m_player->SetPosition(m_space->GetHyperspaceExitPoint(m_hyperspaceSource));
	m_player->SetVelocity(vector3d(0,0,-100.0));
	m_player->SetRotMatrix(matrix4x4d::Identity());

	// place the exit cloud
	HyperspaceCloud *cloud = new HyperspaceCloud(0, Pi::game->GetTime(), true);
	cloud->SetFrame(m_space->GetRootFrame());
	cloud->SetPosition(m_player->GetPosition());
	m_space->AddBody(cloud);

	for (std::list<HyperspaceCloud*>::iterator i = m_hyperspaceClouds.begin(); i != m_hyperspaceClouds.end(); ++i) {
		cloud = *i;

		cloud->SetFrame(m_space->GetRootFrame());
		cloud->SetPosition(m_space->GetHyperspaceExitPoint(m_hyperspaceSource));

		m_space->AddBody(cloud);

		if (cloud->GetDueDate() < Pi::game->GetTime()) {
			// they emerged from hyperspace some time ago
			Ship *ship = cloud->EvictShip();

			ship->SetFrame(m_space->GetRootFrame());
			ship->SetVelocity(vector3d(0,0,-100.0));
			ship->SetRotMatrix(matrix4x4d::Identity());
			ship->Enable();
			ship->SetFlightState(Ship::FLYING);

			const SystemPath &sdest = ship->GetHyperspaceDest();
			if (sdest.IsSystemPath()) {
				// travelling to the system as a whole, so just dump them on
				// the cloud - we can't do any better in this case
				ship->SetPosition(cloud->GetPosition());
			}

			else {
				// on their way to a body. they're already in-system so we
				// want to simulate some travel to their destination. we
				// naively assume full accel for half the distance, flip and
				// full brake for the rest.
				Body *target_body = m_space->FindBodyForPath(&sdest);
				double dist_to_target = cloud->GetPositionRelTo(target_body).Length();
				double half_dist_to_target = dist_to_target / 2.0;
				double accel = -(ship->GetShipType().linThrust[ShipType::THRUSTER_FORWARD] / ship->GetMass());
				double travel_time = Pi::game->GetTime() - cloud->GetDueDate();

				// I can't help but feel some actual math would do better here
				double speed = 0;
				double dist = 0;
				while (travel_time > 0 && dist <= half_dist_to_target) {
					speed += accel;
					dist += speed;
					travel_time--;
				}
				while (travel_time > 0 && dist < dist_to_target) {
					speed -= accel;
					dist += speed;
					travel_time--;
				}

				if (travel_time <= 0) {
					vector3d pos =
						target_body->GetPositionRelTo(m_space->GetRootFrame()) +
						cloud->GetPositionRelTo(target_body).Normalized() * (dist_to_target - dist);
					ship->SetPosition(pos);
				}

				else {
					// ship made it with time to spare. just put it somewhere
					// near the body. the script should be issuing a dock or
					// flyto command in onEnterSystem so it should sort it
					// itself out long before the player can get near
					
					SBody *sbody = m_space->GetStarSystem()->GetBodyByPath(&sdest);
					if (sbody->type == SBody::TYPE_STARPORT_ORBITAL) {
						ship->SetFrame(target_body->GetFrame());
						ship->SetPosition(MathUtil::RandomPointOnSphere(1000.0)*1000.0); // somewhere 1000km out
					}

					else {
						if (sbody->type == SBody::TYPE_STARPORT_SURFACE) {
							sbody = sbody->parent;
							SystemPath path = m_space->GetStarSystem()->GetPathOf(sbody);
							target_body = m_space->FindBodyForPath(&path);
						}

						double sdist = sbody->GetRadius()*2.0;

						ship->SetFrame(target_body->GetFrame());
						ship->SetPosition(MathUtil::RandomPointOnSphere(sdist));
					}
				}
			}

			m_space->AddBody(ship);

			Pi::luaOnEnterSystem->Queue(ship);
		}
	}
	m_hyperspaceClouds.clear();

	m_state = STATE_NORMAL;
}