quadrilateralcowboy/game/physics/Physics_Actor.h

114 lines
3.9 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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<idEntity> groundEntityPtr;
};
#endif /* !__PHYSICS_ACTOR_H__ */