void Body::UpdateFrame() { if (!(GetFlags() & Body::FLAG_CAN_MOVE_FRAME)) return; // falling out of frames if (!GetFrame()->IsLocalPosInFrame(GetPosition())) { printf("%s leaves frame %s\n", GetLabel().c_str(), GetFrame()->GetLabel().c_str()); Frame *new_frame = GetFrame()->m_parent; if (new_frame) { // don't let fall out of root frame matrix4x4d m = matrix4x4d::Identity(); GetFrame()->ApplyLeavingTransform(m); vector3d new_pos = m * GetPosition(); matrix4x4d rot; GetRotMatrix(rot); SetRotMatrix(m * rot); m.ClearToRotOnly(); SetVelocity(GetFrame()->GetVelocity() + m*(GetVelocity() - GetFrame()->GetStasisVelocityAtPosition(GetPosition()))); SetFrame(new_frame); SetPosition(new_pos); Pi::luaOnFrameChanged->Queue(this); return; } } // entering into frames for (std::list<Frame*>::iterator j = GetFrame()->m_children.begin(); j != GetFrame()->m_children.end(); ++j) { Frame *kid = *j; matrix4x4d m; Frame::GetFrameTransform(GetFrame(), kid, m); vector3d pos = m * GetPosition(); if (!kid->IsLocalPosInFrame(pos)) continue; printf("%s enters frame %s\n", GetLabel().c_str(), kid->GetLabel().c_str()); SetPosition(pos); SetFrame(kid); matrix4x4d rot; GetRotMatrix(rot); SetRotMatrix(m * rot); // get rid of transforms m.ClearToRotOnly(); SetVelocity(m*(GetVelocity() - kid->GetVelocity()) + kid->GetStasisVelocityAtPosition(pos)); Pi::luaOnFrameChanged->Queue(this); break; } }
/* * Function: SpawnShipNear * * Create a ship and place it in space near the given <Body>. * * > ship = Space.SpawnShip(type, body, min, max, hyperspace) * * Parameters: * * type - the name of the ship * * body - the <Body> near which the ship should be spawned * * min - minimum distance from the body to place the ship, in Km * * max - maximum distance to place the ship * * hyperspace - optional table containing hyperspace entry information. If * this is provided the ship will not spawn directly. Instead, * a hyperspace cloud will be created that the ship will exit * from. The table contains two elements, a <SystemPath> for * the system the ship is travelling from, and the due * date/time that the ship should emerge from the cloud. * * Return: * * ship - a <Ship> object for the new ship * * Example: * * > -- spawn a ship 10km from the player * > local ship = Ship.SpawnNear("viper_police_craft", Game.player, 10, 10) * * Availability: * * alpha 10 * * Status: * * experimental */ static int l_space_spawn_ship_near(lua_State *l) { if (!Pi::game) luaL_error(l, "Game is not started"); LUA_DEBUG_START(l); const char *type = luaL_checkstring(l, 1); if (! ShipType::Get(type)) luaL_error(l, "Unknown ship type '%s'", type); Body *nearbody = LuaBody::CheckFromLua(2); float min_dist = luaL_checknumber(l, 3); float max_dist = luaL_checknumber(l, 4); SystemPath *path = NULL; double due = -1; _unpack_hyperspace_args(l, 5, path, due); Ship *ship = new Ship(type); assert(ship); Body *thing = _maybe_wrap_ship_with_cloud(ship, path, due); // XXX protect against spawning inside the body Frame * newframe = nearbody->GetFrame(); const vector3d newPosition = (MathUtil::RandomPointOnSphere(min_dist, max_dist)* 1000.0) + nearbody->GetPosition(); // If the frame is rotating and the chosen position is too far, use non-rotating parent. // Otherwise the ship will be given a massive initial velocity when it's bumped out of the // rotating frame in the next update if (newframe->IsRotatingFrame() && !newframe->IsLocalPosInFrame(newPosition)) { assert(newframe->m_parent); newframe = newframe->m_parent; } thing->SetFrame(newframe);; thing->SetPosition(newPosition); thing->SetVelocity(vector3d(0,0,0)); Pi::game->GetSpace()->AddBody(thing); LuaShip::PushToLua(ship); LUA_DEBUG_END(l, 1); return 1; }