/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?). Doom 3 Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 Source Code. If not, see . In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef __PHYSICS_ACTOR_H__ #define __PHYSICS_ACTOR_H__ /* =================================================================================== Actor physics base class An actor typically uses one collision model which is aligned with the gravity direction. The collision model is usually a simple box with the origin at the bottom center. =================================================================================== */ class idPhysics_Actor : public idPhysics_Base { public: CLASS_PROTOTYPE( idPhysics_Actor ); idPhysics_Actor( void ); ~idPhysics_Actor( void ); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); // get delta yaw of master float GetMasterDeltaYaw( void ) const; // returns the ground entity idEntity * GetGroundEntity( void ) const; // align the clip model with the gravity direction void SetClipModelAxis( void ); public: // common physics interface void SetClipModel( idClipModel *model, float density, int id = 0, bool freeOld = true ); idClipModel * GetClipModel( int id = 0 ) const; int GetNumClipModels( void ) const; void SetMass( float mass, int id = -1 ); float GetMass( int id = -1 ) const; void SetContents( int contents, int id = -1 ); int GetContents( int id = -1 ) const; const idBounds & GetBounds( int id = -1 ) const; const idBounds & GetAbsBounds( int id = -1 ) const; bool IsPushable( void ) const; const idVec3 & GetOrigin( int id = 0 ) const; const idMat3 & GetAxis( int id = 0 ) const; void SetGravity( const idVec3 &newGravity ); const idMat3 & GetGravityAxis( void ) const; void ClipTranslation( trace_t &results, const idVec3 &translation, const idClipModel *model ) const; void ClipRotation( trace_t &results, const idRotation &rotation, const idClipModel *model ) const; int ClipContents( const idClipModel *model ) const; void DisableClip( void ); void EnableClip( void ); void UnlinkClip( void ); void LinkClip( void ); bool EvaluateContacts( void ); protected: idClipModel * clipModel; // clip model used for collision detection idMat3 clipModelAxis; // axis of clip model aligned with gravity direction // derived properties float mass; float invMass; // master idEntity * masterEntity; float masterYaw; float masterDeltaYaw; // results of last evaluate idEntityPtr groundEntityPtr; }; #endif /* !__PHYSICS_ACTOR_H__ */