quadrilateralcowboy/game/physics/Physics_Actor.cpp

383 lines
8.8 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.
===========================================================================
*/
#include "../../idlib/precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
CLASS_DECLARATION( idPhysics_Base, idPhysics_Actor )
END_CLASS
/*
================
idPhysics_Actor::idPhysics_Actor
================
*/
idPhysics_Actor::idPhysics_Actor( void ) {
clipModel = NULL;
SetClipModelAxis();
mass = 100.0f;
invMass = 1.0f / mass;
masterEntity = NULL;
masterYaw = 0.0f;
masterDeltaYaw = 0.0f;
groundEntityPtr = NULL;
}
/*
================
idPhysics_Actor::~idPhysics_Actor
================
*/
idPhysics_Actor::~idPhysics_Actor( void ) {
if ( clipModel ) {
delete clipModel;
clipModel = NULL;
}
}
/*
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idPhysics_Actor::Save
================
*/
void idPhysics_Actor::Save( idSaveGame *savefile ) const {
savefile->WriteClipModel( clipModel );
savefile->WriteMat3( clipModelAxis );
savefile->WriteFloat( mass );
savefile->WriteFloat( invMass );
savefile->WriteObject( masterEntity );
savefile->WriteFloat( masterYaw );
savefile->WriteFloat( masterDeltaYaw );
groundEntityPtr.Save( savefile );
}
/*
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idPhysics_Actor::Restore
================
*/
void idPhysics_Actor::Restore( idRestoreGame *savefile ) {
savefile->ReadClipModel( clipModel );
savefile->ReadMat3( clipModelAxis );
savefile->ReadFloat( mass );
savefile->ReadFloat( invMass );
savefile->ReadObject( reinterpret_cast<idClass *&>( masterEntity ) );
savefile->ReadFloat( masterYaw );
savefile->ReadFloat( masterDeltaYaw );
groundEntityPtr.Restore( savefile );
}
/*
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idPhysics_Actor::SetClipModelAxis
================
*/
void idPhysics_Actor::SetClipModelAxis( void ) {
// align clip model to gravity direction
if ( ( gravityNormal[2] == -1.0f ) || ( gravityNormal == vec3_zero ) ) {
clipModelAxis.Identity();
}
else {
clipModelAxis[2] = -gravityNormal;
clipModelAxis[2].NormalVectors( clipModelAxis[0], clipModelAxis[1] );
clipModelAxis[1] = -clipModelAxis[1];
}
if ( clipModel ) {
clipModel->Link( gameLocal.clip, self, 0, clipModel->GetOrigin(), clipModelAxis );
}
}
/*
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idPhysics_Actor::GetGravityAxis
================
*/
const idMat3 &idPhysics_Actor::GetGravityAxis( void ) const {
return clipModelAxis;
}
/*
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idPhysics_Actor::GetMasterDeltaYaw
================
*/
float idPhysics_Actor::GetMasterDeltaYaw( void ) const {
return masterDeltaYaw;
}
/*
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idPhysics_Actor::GetGroundEntity
================
*/
idEntity *idPhysics_Actor::GetGroundEntity( void ) const {
return groundEntityPtr.GetEntity();
}
/*
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idPhysics_Actor::SetClipModel
================
*/
void idPhysics_Actor::SetClipModel( idClipModel *model, const float density, int id, bool freeOld ) {
assert( self );
assert( model ); // a clip model is required
assert( model->IsTraceModel() ); // and it should be a trace model
assert( density > 0.0f ); // density should be valid
if ( clipModel && clipModel != model && freeOld ) {
delete clipModel;
}
clipModel = model;
clipModel->Link( gameLocal.clip, self, 0, clipModel->GetOrigin(), clipModelAxis );
}
/*
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idPhysics_Actor::GetClipModel
================
*/
idClipModel *idPhysics_Actor::GetClipModel( int id ) const {
return clipModel;
}
/*
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idPhysics_Actor::GetNumClipModels
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*/
int idPhysics_Actor::GetNumClipModels( void ) const {
return 1;
}
/*
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idPhysics_Actor::SetMass
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*/
void idPhysics_Actor::SetMass( float _mass, int id ) {
assert( _mass > 0.0f );
mass = _mass;
invMass = 1.0f / _mass;
}
/*
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idPhysics_Actor::GetMass
================
*/
float idPhysics_Actor::GetMass( int id ) const {
return mass;
}
/*
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idPhysics_Actor::SetClipMask
================
*/
void idPhysics_Actor::SetContents( int contents, int id ) {
clipModel->SetContents( contents );
}
/*
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idPhysics_Actor::SetClipMask
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*/
int idPhysics_Actor::GetContents( int id ) const {
return clipModel->GetContents();
}
/*
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idPhysics_Actor::GetBounds
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*/
const idBounds &idPhysics_Actor::GetBounds( int id ) const {
return clipModel->GetBounds();
}
/*
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idPhysics_Actor::GetAbsBounds
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*/
const idBounds &idPhysics_Actor::GetAbsBounds( int id ) const {
return clipModel->GetAbsBounds();
}
/*
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idPhysics_Actor::IsPushable
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*/
bool idPhysics_Actor::IsPushable( void ) const {
return ( masterEntity == NULL );
}
/*
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idPhysics_Actor::GetOrigin
================
*/
const idVec3 &idPhysics_Actor::GetOrigin( int id ) const {
return clipModel->GetOrigin();
}
/*
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idPhysics_Player::GetAxis
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*/
const idMat3 &idPhysics_Actor::GetAxis( int id ) const {
return clipModel->GetAxis();
}
/*
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idPhysics_Actor::SetGravity
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*/
void idPhysics_Actor::SetGravity( const idVec3 &newGravity ) {
if ( newGravity != gravityVector ) {
idPhysics_Base::SetGravity( newGravity );
SetClipModelAxis();
}
}
/*
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idPhysics_Actor::ClipTranslation
================
*/
void idPhysics_Actor::ClipTranslation( trace_t &results, const idVec3 &translation, const idClipModel *model ) const {
if ( model ) {
gameLocal.clip.TranslationModel( results, clipModel->GetOrigin(), clipModel->GetOrigin() + translation,
clipModel, clipModel->GetAxis(), clipMask,
model->Handle(), model->GetOrigin(), model->GetAxis() );
}
else {
gameLocal.clip.Translation( results, clipModel->GetOrigin(), clipModel->GetOrigin() + translation,
clipModel, clipModel->GetAxis(), clipMask, self );
}
}
/*
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idPhysics_Actor::ClipRotation
================
*/
void idPhysics_Actor::ClipRotation( trace_t &results, const idRotation &rotation, const idClipModel *model ) const {
if ( model ) {
gameLocal.clip.RotationModel( results, clipModel->GetOrigin(), rotation,
clipModel, clipModel->GetAxis(), clipMask,
model->Handle(), model->GetOrigin(), model->GetAxis() );
}
else {
gameLocal.clip.Rotation( results, clipModel->GetOrigin(), rotation,
clipModel, clipModel->GetAxis(), clipMask, self );
}
}
/*
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idPhysics_Actor::ClipContents
================
*/
int idPhysics_Actor::ClipContents( const idClipModel *model ) const {
if ( model ) {
return gameLocal.clip.ContentsModel( clipModel->GetOrigin(), clipModel, clipModel->GetAxis(), -1,
model->Handle(), model->GetOrigin(), model->GetAxis() );
}
else {
return gameLocal.clip.Contents( clipModel->GetOrigin(), clipModel, clipModel->GetAxis(), -1, NULL );
}
}
/*
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idPhysics_Actor::DisableClip
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*/
void idPhysics_Actor::DisableClip( void ) {
clipModel->Disable();
}
/*
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idPhysics_Actor::EnableClip
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*/
void idPhysics_Actor::EnableClip( void ) {
clipModel->Enable();
}
/*
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idPhysics_Actor::UnlinkClip
================
*/
void idPhysics_Actor::UnlinkClip( void ) {
clipModel->Unlink();
}
/*
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idPhysics_Actor::LinkClip
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*/
void idPhysics_Actor::LinkClip( void ) {
clipModel->Link( gameLocal.clip, self, 0, clipModel->GetOrigin(), clipModel->GetAxis() );
}
/*
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idPhysics_Actor::EvaluateContacts
================
*/
bool idPhysics_Actor::EvaluateContacts( void ) {
// get all the ground contacts
ClearContacts();
AddGroundContacts( clipModel );
AddContactEntitiesForContacts();
return ( contacts.Num() != 0 );
}