Imports the current Win32 source for the pod-racing game 'Red Planet', built on the MUNGA engine and its L4 (Win32/DirectX) platform layer: - MUNGA / MUNGA_L4: cross-platform engine core and Win32 backend - RP / RP_L4: Red Planet game logic and Win32 application - DivLoader, Setup1: asset loader and installer project - lib, MUNGA_L4/openal, MUNGA_L4/sos: third-party audio dependencies Removed stale Subversion metadata and added .gitignore/.gitattributes. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
272 lines
5.5 KiB
C++
272 lines
5.5 KiB
C++
#pragma once
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#include "subsystm.h"
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#include "rotation.h"
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#include "memstrm.h"
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//##################### Forward Class Declarations ##########################
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class Entity;
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class Joint;
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class JointSubsystem;
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//##########################################################################
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//######################## BallTranslation ############################
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//##########################################################################
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class BallTranslation
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{
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friend class Joint;
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#if defined(USE_SIGNATURE)
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friend int
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Is_Signature_Bad(const volatile BallTranslation *);
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#endif
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protected:
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Point3D
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jointTranslation;
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EulerAngles
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ballJoint;
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const EulerAngles&
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GetEulerAngles()
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{Check(this); return ballJoint;}
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const Point3D&
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GetTranslation()
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{Check(this); return jointTranslation;}
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void
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SetTranslation(const Point3D &new_trans)
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{Check(this); jointTranslation = new_trans; }
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void
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SetEulerAngles(const EulerAngles &new_angles)
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{Check(this); ballJoint = new_angles;}
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BallTranslation();
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BallTranslation(const BallTranslation &new_ball);
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Logical
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TestInstance() const;
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BallTranslation&
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operator=(const BallTranslation &new_ball)
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{
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ballJoint = new_ball.ballJoint;
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jointTranslation = new_ball.jointTranslation;
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return (*this);
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}
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};
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//##########################################################################
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//############################ Joint #################################
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//##########################################################################
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class Joint :
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public Plug
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{
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friend class BallTranslation;
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#if defined(USE_SIGNATURE)
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friend int
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Is_Signature_Bad(const volatile Joint *);
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#endif
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public:
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enum JointType {
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NULLJointType = -1,
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HingeXJointType,
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HingeYJointType,
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HingeZJointType,
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StaticJointType,
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BallJointType,
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BallTranslationJointType
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Constructors
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//
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public:
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Joint(JointSubsystem *subsystem);
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Joint(const Joint &new_joint);
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Joint(
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JointSubsystem *subsystem,
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JointType joint_type
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);
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~Joint();
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Joint&
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operator=(const Joint &new_joint);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Joint Data
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//
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protected:
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union {
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EulerAngles *ballJoint;
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Hinge *hingeJoint;
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BallTranslation *ballTranslationJoint;
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};
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JointType
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jointType;
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Logical
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jointModified;
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JointSubsystem
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*jointSubsystem;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Reading Joints
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//
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public:
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const Hinge&
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GetHinge()
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{Check(this); return *hingeJoint;}
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const EulerAngles&
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GetEulerAngles();
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const Point3D&
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GetTranslation()
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{
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Check(this);
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Verify(jointType == BallTranslationJointType);
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return ballTranslationJoint->GetTranslation();
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}
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Radian
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GetRadians() const
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{
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Check(this);
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Verify (
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(jointType == HingeXJointType ) ||
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(jointType == HingeYJointType ) ||
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(jointType == HingeZJointType )
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);
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return hingeJoint->rotationAmount;
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}
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JointType
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GetJointType() const
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{Check(this); return jointType; }
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Logical
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IsJointModified() const
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{Check(this); return jointModified;}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Writing Joints
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//
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public:
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void
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SetHinge(const Hinge &new_hinge);
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void
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SetRotation(const EulerAngles &new_angles);
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void
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SetRotation(const Radian &new_radian);
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void
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SetTranslation(const Point3D &new_trans);
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void
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JointModified(Logical new_value=True)
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{Check(this); jointModified = new_value;}
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};
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//##############################################################################
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//####################### Class JointSubsystem #################################
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//##############################################################################
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class JointSubsystem :
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public Subsystem
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{
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friend Joint;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Shared Data Support
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//
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public:
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static Derivation *GetClassDerivations();
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static SharedData DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Model Support
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//
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typedef void
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(JointSubsystem::*Performance)(Scalar time_slice);
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void
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SetPerformance(Performance performance)
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{
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Check(this);
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activePerformance = (Simulation::Performance)performance;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// local Support
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//
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public:
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typedef TableOf<Joint*, int>
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JointTable;
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typedef TableIteratorOf<Joint*, int>
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JointTableIterator;
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Joint*
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GetJoint(int joint_index)
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{
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Check(this);
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JointTableIterator iterator(jointTable);
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return iterator.GetNth(joint_index); }
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void
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AddJoint(
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int joint_index,
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Joint *new_joint
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)
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{Check(this); jointTable.AddValue(new_joint,joint_index);}
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int
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GetJointCount()
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{
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Check(this);
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JointTableIterator iterator(jointTable);
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return iterator.GetSize();
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}
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Logical
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AreJointsModified()
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{Check(this); return jointsModified;}
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void
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ModifyJoints(Logical modified=True)
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{Check(this); jointsModified=modified;}
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protected:
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JointTable
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jointTable;
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Logical
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jointsModified;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction / Destruction Support
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//
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public:
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JointSubsystem(
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Entity *owner,
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int subsystem_ID,
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SharedData &shared_data = DefaultData
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);
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~JointSubsystem();
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void
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InitializeJoint(int joint_index, Joint::JointType joint_type);
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Logical
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TestInstance() const;
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};
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