183 lines
6.2 KiB
C++
183 lines
6.2 KiB
C++
// Copyright © 2008-2021 Pioneer Developers. See AUTHORS.txt for details
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// Licensed under the terms of the GPL v3. See licenses/GPL-3.txt
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#ifndef _FRAME_H
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#define _FRAME_H
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#include "FrameId.h"
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#include "IterationProxy.h"
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#include "JsonFwd.h"
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#include "matrix3x3.h"
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#include "matrix4x4.h"
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#include "vector3.h"
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#include <list>
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#include <string>
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class Body;
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class CollisionSpace;
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class Geom;
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class SystemBody;
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class SfxManager;
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class Space;
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struct CollisionContact;
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// Frame of reference.
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class Frame {
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// Used to avoid direct instantiation of Frames: use factory methods instead.
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// TODO: Find a better way, as checking it at compile time
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struct Dummy;
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public:
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Frame() = delete;
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Frame(const Dummy &d, FrameId parent, const char *label, unsigned int flags = FLAG_DEFAULT, double radius = 0.0);
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// Used *only* for Camera frame:
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// it doesn't set up CollisionSpace, and use default values for label, flags and radius
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Frame(const Dummy &d, FrameId parent);
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Frame(const Frame &) = delete;
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Frame(Frame &&) noexcept;
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Frame &operator=(Frame &&);
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~Frame();
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enum { FLAG_DEFAULT = (0),
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FLAG_ROTATING = (1 << 1),
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FLAG_HAS_ROT = (1 << 2) };
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static FrameId CreateFrame(FrameId parent, const char *label, unsigned int flags = FLAG_DEFAULT, double radius = 0.0);
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static FrameId FromJson(const Json &jsonObj, Space *space, FrameId parent, double at_time);
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// Used to speed up creation/deletion of Frame for camera
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static FrameId CreateCameraFrame(FrameId parent);
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static void DeleteCameraFrame(FrameId camera);
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static void ToJson(Json &jsonObj, FrameId fId, Space *space);
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static void PostUnserializeFixup(FrameId fId, Space *space);
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static void DeleteFrames();
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static Frame *GetFrame(FrameId FId);
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FrameId GetId() const { return m_thisId; }
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const std::string &GetLabel() const { return m_label; }
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void SetLabel(const char *label) { m_label = label; }
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void SetPosition(const vector3d &pos) { m_pos = pos; }
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vector3d GetPosition() const { return m_pos; }
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void SetInitialOrient(const matrix3x3d &m, double time);
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void SetOrient(const matrix3x3d &m, double time);
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const matrix3x3d &GetOrient() const { return m_orient; }
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const matrix3x3d &GetInterpOrient() const { return m_interpOrient; }
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void SetVelocity(const vector3d &vel) { m_vel = vel; }
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vector3d GetVelocity() const { return m_vel; }
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void SetAngSpeed(const double angspeed) { m_angSpeed = angspeed; }
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double GetAngSpeed() const { return m_angSpeed; }
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void SetRadius(double radius) { m_radius = radius; }
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double GetRadius() const { return m_radius; }
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bool IsRotFrame() const { return m_flags & FLAG_ROTATING; }
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bool HasRotFrame() const { return m_flags & FLAG_HAS_ROT; }
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FrameId GetParent() const { return m_parent; }
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FrameId GetNonRotFrame() const { return IsRotFrame() ? m_parent : m_thisId; }
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FrameId GetRotFrame() const { return HasRotFrame() ? m_children.front() : m_thisId; }
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void SetBodies(SystemBody *s, Body *b)
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{
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m_sbody = s;
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m_astroBody = b;
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}
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SystemBody *GetSystemBody() const { return m_sbody; }
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Body *GetBody() const { return m_astroBody; }
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void AddChild(FrameId fId) { m_children.push_back(fId); }
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void RemoveChild(FrameId fId);
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bool HasChildren() const { return !m_children.empty(); }
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unsigned GetNumChildren() const { return static_cast<Uint32>(m_children.size()); }
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IterationProxy<std::vector<FrameId>> GetChildren() { return MakeIterationProxy(m_children); }
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const IterationProxy<const std::vector<FrameId>> GetChildren() const { return MakeIterationProxy(m_children); }
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void AddGeom(Geom *);
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void RemoveGeom(Geom *);
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void AddStaticGeom(Geom *);
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void RemoveStaticGeom(Geom *);
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// TODO: Should be a Planet or there's a needs for a Body?
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void SetPlanetGeom(double radius, Body *);
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CollisionSpace *GetCollisionSpace() const;
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static void UpdateOrbitRails(double time, double timestep);
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static void CollideFrames(void (*callback)(CollisionContact *));
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void UpdateInterpTransform(double alpha);
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void ClearMovement();
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// For an object in a rotating frame, relative to non-rotating frames it
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// must attain this velocity within rotating frame to be stationary.
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vector3d GetStasisVelocity(const vector3d &pos) const { return -vector3d(0, m_angSpeed, 0).Cross(pos); }
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vector3d GetPositionRelTo(FrameId relTo) const;
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vector3d GetVelocityRelTo(FrameId relTo) const;
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matrix3x3d GetOrientRelTo(FrameId relTo) const;
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matrix4x4d GetTransformRelTo(FrameId relTo) const;
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// Same as above except it does interpolation between
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// physics ticks so rendering is smooth above physics hz
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vector3d GetInterpPositionRelTo(FrameId relTo) const;
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matrix3x3d GetInterpOrientRelTo(FrameId relTo) const;
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matrix4x4d GetInterpTransformRelTo(FrameId relTo) const;
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static void GetFrameTransform(FrameId fFrom, FrameId fTo, matrix4x4d &m);
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std::unique_ptr<SfxManager> m_sfx; // the last survivor. actually m_children is pretty grim too.
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private:
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FrameId m_thisId;
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void UpdateRootRelativeVars();
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FrameId m_parent; // if parent is null then frame position is absolute
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std::vector<FrameId> m_children; // child frames, first may be rotating
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SystemBody *m_sbody; // points to SBodies in Pi::current_system
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Body *m_astroBody; // if frame contains a star or planet or something
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vector3d m_pos;
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vector3d m_oldPos;
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vector3d m_interpPos;
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matrix3x3d m_initialOrient;
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matrix3x3d m_orient;
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matrix3x3d m_interpOrient;
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vector3d m_vel; // note we don't use this to move frame. rather,
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// orbital rails determine velocity.
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double m_angSpeed; // this however *is* directly applied (for rotating frames)
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double m_oldAngDisplacement;
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std::string m_label;
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double m_radius;
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int m_flags;
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int m_collisionSpace;
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vector3d m_rootVel; // velocity, position and orient relative to root frame
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vector3d m_rootPos; // updated by UpdateOrbitRails
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matrix3x3d m_rootOrient;
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vector3d m_rootInterpPos; // interp position and orient relative to root frame
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matrix3x3d m_rootInterpOrient; // updated by UpdateInterpTransform
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int m_astroBodyIndex; // deserialisation
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static std::vector<Frame> s_frames;
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static std::vector<CollisionSpace> s_collisionSpaces;
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// A trick in order to avoid a direct call of ctor or dtor: use factory methods instead
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struct Dummy {
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Dummy() :
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madeWithFactory(false)
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{}
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bool madeWithFactory;
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};
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Dummy d;
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};
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#endif /* _FRAME_H */
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