mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-14 00:11:08 +00:00
842 lines
18 KiB
C++
842 lines
18 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, idPhysics_Static )
|
|
END_CLASS
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::idPhysics_Static
|
|
================
|
|
*/
|
|
idPhysics_Static::idPhysics_Static( void ) {
|
|
self = NULL;
|
|
clipModel = NULL;
|
|
current.origin.Zero();
|
|
current.axis.Identity();
|
|
current.localOrigin.Zero();
|
|
current.localAxis.Identity();
|
|
hasMaster = false;
|
|
isOrientated = false;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::~idPhysics_Static
|
|
================
|
|
*/
|
|
idPhysics_Static::~idPhysics_Static( void ) {
|
|
if ( self && self->GetPhysics() == this ) {
|
|
self->SetPhysics( NULL );
|
|
}
|
|
idForce::DeletePhysics( this );
|
|
if ( clipModel ) {
|
|
delete clipModel;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::Save
|
|
================
|
|
*/
|
|
void idPhysics_Static::Save( idSaveGame *savefile ) const {
|
|
savefile->WriteObject( self );
|
|
|
|
savefile->WriteVec3( current.origin );
|
|
savefile->WriteMat3( current.axis );
|
|
savefile->WriteVec3( current.localOrigin );
|
|
savefile->WriteMat3( current.localAxis );
|
|
savefile->WriteClipModel( clipModel );
|
|
|
|
savefile->WriteBool( hasMaster );
|
|
savefile->WriteBool( isOrientated );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::Restore
|
|
================
|
|
*/
|
|
void idPhysics_Static::Restore( idRestoreGame *savefile ) {
|
|
savefile->ReadObject( reinterpret_cast<idClass *&>( self ) );
|
|
|
|
savefile->ReadVec3( current.origin );
|
|
savefile->ReadMat3( current.axis );
|
|
savefile->ReadVec3( current.localOrigin );
|
|
savefile->ReadMat3( current.localAxis );
|
|
savefile->ReadClipModel( clipModel );
|
|
|
|
savefile->ReadBool( hasMaster );
|
|
savefile->ReadBool( isOrientated );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::SetSelf
|
|
================
|
|
*/
|
|
void idPhysics_Static::SetSelf( idEntity *e ) {
|
|
assert( e );
|
|
self = e;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::SetClipModel
|
|
================
|
|
*/
|
|
void idPhysics_Static::SetClipModel( idClipModel *model, float density, int id, bool freeOld ) {
|
|
assert( self );
|
|
|
|
if ( clipModel && clipModel != model && freeOld ) {
|
|
delete clipModel;
|
|
}
|
|
clipModel = model;
|
|
if ( clipModel ) {
|
|
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::GetClipModel
|
|
================
|
|
*/
|
|
idClipModel *idPhysics_Static::GetClipModel( int id ) const {
|
|
if ( clipModel ) {
|
|
return clipModel;
|
|
}
|
|
return gameLocal.clip.DefaultClipModel();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::GetNumClipModels
|
|
================
|
|
*/
|
|
int idPhysics_Static::GetNumClipModels( void ) const {
|
|
return ( clipModel != NULL );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::SetMass
|
|
================
|
|
*/
|
|
void idPhysics_Static::SetMass( float mass, int id ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::GetMass
|
|
================
|
|
*/
|
|
float idPhysics_Static::GetMass( int id ) const {
|
|
return 0.0f;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::SetContents
|
|
================
|
|
*/
|
|
void idPhysics_Static::SetContents( int contents, int id ) {
|
|
if ( clipModel ) {
|
|
clipModel->SetContents( contents );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::GetContents
|
|
================
|
|
*/
|
|
int idPhysics_Static::GetContents( int id ) const {
|
|
if ( clipModel ) {
|
|
return clipModel->GetContents();
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::SetClipMask
|
|
================
|
|
*/
|
|
void idPhysics_Static::SetClipMask( int mask, int id ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::GetClipMask
|
|
================
|
|
*/
|
|
int idPhysics_Static::GetClipMask( int id ) const {
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::GetBounds
|
|
================
|
|
*/
|
|
const idBounds &idPhysics_Static::GetBounds( int id ) const {
|
|
if ( clipModel ) {
|
|
return clipModel->GetBounds();
|
|
}
|
|
return bounds_zero;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::GetAbsBounds
|
|
================
|
|
*/
|
|
const idBounds &idPhysics_Static::GetAbsBounds( int id ) const {
|
|
static idBounds absBounds;
|
|
|
|
if ( clipModel ) {
|
|
return clipModel->GetAbsBounds();
|
|
}
|
|
absBounds[0] = absBounds[1] = current.origin;
|
|
return absBounds;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::Evaluate
|
|
================
|
|
*/
|
|
bool idPhysics_Static::Evaluate( int timeStepMSec, int endTimeMSec ) {
|
|
idVec3 masterOrigin, oldOrigin;
|
|
idMat3 masterAxis, oldAxis;
|
|
|
|
|
|
if ( hasMaster ) {
|
|
oldOrigin = current.origin;
|
|
oldAxis = current.axis;
|
|
|
|
self->GetMasterPosition( masterOrigin, masterAxis );
|
|
current.origin = masterOrigin + current.localOrigin * masterAxis;
|
|
if ( isOrientated ) {
|
|
current.axis = current.localAxis * masterAxis;
|
|
} else {
|
|
current.axis = current.localAxis;
|
|
}
|
|
if ( clipModel ) {
|
|
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
|
|
}
|
|
|
|
return ( current.origin != oldOrigin || current.axis != oldAxis );
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::UpdateTime
|
|
================
|
|
*/
|
|
void idPhysics_Static::UpdateTime( int endTimeMSec ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::GetTime
|
|
================
|
|
*/
|
|
int idPhysics_Static::GetTime( void ) const {
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::GetImpactInfo
|
|
================
|
|
*/
|
|
void idPhysics_Static::GetImpactInfo( const int id, const idVec3 &point, impactInfo_t *info ) const {
|
|
memset( info, 0, sizeof( *info ) );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::ApplyImpulse
|
|
================
|
|
*/
|
|
void idPhysics_Static::ApplyImpulse( const int id, const idVec3 &point, const idVec3 &impulse ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::AddForce
|
|
================
|
|
*/
|
|
void idPhysics_Static::AddForce( const int id, const idVec3 &point, const idVec3 &force ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::Activate
|
|
================
|
|
*/
|
|
void idPhysics_Static::Activate( void ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::PutToRest
|
|
================
|
|
*/
|
|
void idPhysics_Static::PutToRest( void ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::IsAtRest
|
|
================
|
|
*/
|
|
bool idPhysics_Static::IsAtRest( void ) const {
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::GetRestStartTime
|
|
================
|
|
*/
|
|
int idPhysics_Static::GetRestStartTime( void ) const {
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::IsPushable
|
|
================
|
|
*/
|
|
bool idPhysics_Static::IsPushable( void ) const {
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::SaveState
|
|
================
|
|
*/
|
|
void idPhysics_Static::SaveState( void ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::RestoreState
|
|
================
|
|
*/
|
|
void idPhysics_Static::RestoreState( void ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::SetOrigin
|
|
================
|
|
*/
|
|
void idPhysics_Static::SetOrigin( const idVec3 &newOrigin, int id ) {
|
|
idVec3 masterOrigin;
|
|
idMat3 masterAxis;
|
|
|
|
current.localOrigin = newOrigin;
|
|
|
|
if ( hasMaster ) {
|
|
self->GetMasterPosition( masterOrigin, masterAxis );
|
|
current.origin = masterOrigin + newOrigin * masterAxis;
|
|
} else {
|
|
current.origin = newOrigin;
|
|
}
|
|
|
|
if ( clipModel ) {
|
|
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::SetAxis
|
|
================
|
|
*/
|
|
void idPhysics_Static::SetAxis( const idMat3 &newAxis, int id ) {
|
|
idVec3 masterOrigin;
|
|
idMat3 masterAxis;
|
|
|
|
current.localAxis = newAxis;
|
|
|
|
if ( hasMaster && isOrientated ) {
|
|
self->GetMasterPosition( masterOrigin, masterAxis );
|
|
current.axis = newAxis * masterAxis;
|
|
} else {
|
|
current.axis = newAxis;
|
|
}
|
|
|
|
if ( clipModel ) {
|
|
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::Translate
|
|
================
|
|
*/
|
|
void idPhysics_Static::Translate( const idVec3 &translation, int id ) {
|
|
current.localOrigin += translation;
|
|
current.origin += translation;
|
|
|
|
if ( clipModel ) {
|
|
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::Rotate
|
|
================
|
|
*/
|
|
void idPhysics_Static::Rotate( const idRotation &rotation, int id ) {
|
|
idVec3 masterOrigin;
|
|
idMat3 masterAxis;
|
|
|
|
current.origin *= rotation;
|
|
current.axis *= rotation.ToMat3();
|
|
|
|
if ( hasMaster ) {
|
|
self->GetMasterPosition( masterOrigin, masterAxis );
|
|
current.localAxis *= rotation.ToMat3();
|
|
current.localOrigin = ( current.origin - masterOrigin ) * masterAxis.Transpose();
|
|
} else {
|
|
current.localAxis = current.axis;
|
|
current.localOrigin = current.origin;
|
|
}
|
|
|
|
if ( clipModel ) {
|
|
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::GetOrigin
|
|
================
|
|
*/
|
|
const idVec3 &idPhysics_Static::GetOrigin( int id ) const {
|
|
return current.origin;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::GetAxis
|
|
================
|
|
*/
|
|
const idMat3 &idPhysics_Static::GetAxis( int id ) const {
|
|
return current.axis;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::SetLinearVelocity
|
|
================
|
|
*/
|
|
void idPhysics_Static::SetLinearVelocity( const idVec3 &newLinearVelocity, int id ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::SetAngularVelocity
|
|
================
|
|
*/
|
|
void idPhysics_Static::SetAngularVelocity( const idVec3 &newAngularVelocity, int id ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::GetLinearVelocity
|
|
================
|
|
*/
|
|
const idVec3 &idPhysics_Static::GetLinearVelocity( int id ) const {
|
|
return vec3_origin;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::GetAngularVelocity
|
|
================
|
|
*/
|
|
const idVec3 &idPhysics_Static::GetAngularVelocity( int id ) const {
|
|
return vec3_origin;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::SetGravity
|
|
================
|
|
*/
|
|
void idPhysics_Static::SetGravity( const idVec3 &newGravity ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::GetGravity
|
|
================
|
|
*/
|
|
const idVec3 &idPhysics_Static::GetGravity( void ) const {
|
|
static idVec3 gravity( 0, 0, -g_gravity.GetFloat() );
|
|
return gravity;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::GetGravityNormal
|
|
================
|
|
*/
|
|
const idVec3 &idPhysics_Static::GetGravityNormal( void ) const {
|
|
static idVec3 gravity( 0, 0, -1 );
|
|
return gravity;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::ClipTranslation
|
|
================
|
|
*/
|
|
void idPhysics_Static::ClipTranslation( trace_t &results, const idVec3 &translation, const idClipModel *model ) const {
|
|
if ( model ) {
|
|
gameLocal.clip.TranslationModel( results, current.origin, current.origin + translation,
|
|
clipModel, current.axis, MASK_SOLID, model->Handle(), model->GetOrigin(), model->GetAxis() );
|
|
} else {
|
|
gameLocal.clip.Translation( results, current.origin, current.origin + translation,
|
|
clipModel, current.axis, MASK_SOLID, self );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::ClipRotation
|
|
================
|
|
*/
|
|
void idPhysics_Static::ClipRotation( trace_t &results, const idRotation &rotation, const idClipModel *model ) const {
|
|
if ( model ) {
|
|
gameLocal.clip.RotationModel( results, current.origin, rotation,
|
|
clipModel, current.axis, MASK_SOLID, model->Handle(), model->GetOrigin(), model->GetAxis() );
|
|
} else {
|
|
gameLocal.clip.Rotation( results, current.origin, rotation, clipModel, current.axis, MASK_SOLID, self );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::ClipContents
|
|
================
|
|
*/
|
|
int idPhysics_Static::ClipContents( const idClipModel *model ) const {
|
|
if ( clipModel ) {
|
|
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 );
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::DisableClip
|
|
================
|
|
*/
|
|
void idPhysics_Static::DisableClip( void ) {
|
|
if ( clipModel ) {
|
|
clipModel->Disable();
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::EnableClip
|
|
================
|
|
*/
|
|
void idPhysics_Static::EnableClip( void ) {
|
|
if ( clipModel ) {
|
|
clipModel->Enable();
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::UnlinkClip
|
|
================
|
|
*/
|
|
void idPhysics_Static::UnlinkClip( void ) {
|
|
if ( clipModel ) {
|
|
clipModel->Unlink();
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::LinkClip
|
|
================
|
|
*/
|
|
void idPhysics_Static::LinkClip( void ) {
|
|
if ( clipModel ) {
|
|
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::EvaluateContacts
|
|
================
|
|
*/
|
|
bool idPhysics_Static::EvaluateContacts( void ) {
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::GetNumContacts
|
|
================
|
|
*/
|
|
int idPhysics_Static::GetNumContacts( void ) const {
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::GetContact
|
|
================
|
|
*/
|
|
const contactInfo_t &idPhysics_Static::GetContact( int num ) const {
|
|
static contactInfo_t info;
|
|
memset( &info, 0, sizeof( info ) );
|
|
return info;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::ClearContacts
|
|
================
|
|
*/
|
|
void idPhysics_Static::ClearContacts( void ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::AddContactEntity
|
|
================
|
|
*/
|
|
void idPhysics_Static::AddContactEntity( idEntity *e ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::RemoveContactEntity
|
|
================
|
|
*/
|
|
void idPhysics_Static::RemoveContactEntity( idEntity *e ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::HasGroundContacts
|
|
================
|
|
*/
|
|
bool idPhysics_Static::HasGroundContacts( void ) const {
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::IsGroundEntity
|
|
================
|
|
*/
|
|
bool idPhysics_Static::IsGroundEntity( int entityNum ) const {
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::IsGroundClipModel
|
|
================
|
|
*/
|
|
bool idPhysics_Static::IsGroundClipModel( int entityNum, int id ) const {
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::SetPushed
|
|
================
|
|
*/
|
|
void idPhysics_Static::SetPushed( int deltaTime ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::GetPushedLinearVelocity
|
|
================
|
|
*/
|
|
const idVec3 &idPhysics_Static::GetPushedLinearVelocity( const int id ) const {
|
|
return vec3_origin;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::GetPushedAngularVelocity
|
|
================
|
|
*/
|
|
const idVec3 &idPhysics_Static::GetPushedAngularVelocity( const int id ) const {
|
|
return vec3_origin;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::SetMaster
|
|
================
|
|
*/
|
|
void idPhysics_Static::SetMaster( idEntity *master, const bool orientated ) {
|
|
idVec3 masterOrigin;
|
|
idMat3 masterAxis;
|
|
|
|
if ( master ) {
|
|
if ( !hasMaster ) {
|
|
// transform from world space to master space
|
|
self->GetMasterPosition( masterOrigin, masterAxis );
|
|
current.localOrigin = ( current.origin - masterOrigin ) * masterAxis.Transpose();
|
|
if ( orientated ) {
|
|
current.localAxis = current.axis * masterAxis.Transpose();
|
|
} else {
|
|
current.localAxis = current.axis;
|
|
}
|
|
hasMaster = true;
|
|
isOrientated = orientated;
|
|
}
|
|
} else {
|
|
if ( hasMaster ) {
|
|
hasMaster = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::GetBlockingInfo
|
|
================
|
|
*/
|
|
const trace_t *idPhysics_Static::GetBlockingInfo( void ) const {
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::GetBlockingEntity
|
|
================
|
|
*/
|
|
idEntity *idPhysics_Static::GetBlockingEntity( void ) const {
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::GetLinearEndTime
|
|
================
|
|
*/
|
|
int idPhysics_Static::GetLinearEndTime( void ) const {
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::GetAngularEndTime
|
|
================
|
|
*/
|
|
int idPhysics_Static::GetAngularEndTime( void ) const {
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::WriteToSnapshot
|
|
================
|
|
*/
|
|
void idPhysics_Static::WriteToSnapshot( idBitMsgDelta &msg ) const {
|
|
idCQuat quat, localQuat;
|
|
|
|
quat = current.axis.ToCQuat();
|
|
localQuat = current.localAxis.ToCQuat();
|
|
|
|
msg.WriteFloat( current.origin[0] );
|
|
msg.WriteFloat( current.origin[1] );
|
|
msg.WriteFloat( current.origin[2] );
|
|
msg.WriteFloat( quat.x );
|
|
msg.WriteFloat( quat.y );
|
|
msg.WriteFloat( quat.z );
|
|
msg.WriteDeltaFloat( current.origin[0], current.localOrigin[0] );
|
|
msg.WriteDeltaFloat( current.origin[1], current.localOrigin[1] );
|
|
msg.WriteDeltaFloat( current.origin[2], current.localOrigin[2] );
|
|
msg.WriteDeltaFloat( quat.x, localQuat.x );
|
|
msg.WriteDeltaFloat( quat.y, localQuat.y );
|
|
msg.WriteDeltaFloat( quat.z, localQuat.z );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::ReadFromSnapshot
|
|
================
|
|
*/
|
|
void idPhysics_Static::ReadFromSnapshot( const idBitMsgDelta &msg ) {
|
|
idCQuat quat, localQuat;
|
|
|
|
current.origin[0] = msg.ReadFloat();
|
|
current.origin[1] = msg.ReadFloat();
|
|
current.origin[2] = msg.ReadFloat();
|
|
quat.x = msg.ReadFloat();
|
|
quat.y = msg.ReadFloat();
|
|
quat.z = msg.ReadFloat();
|
|
current.localOrigin[0] = msg.ReadDeltaFloat( current.origin[0] );
|
|
current.localOrigin[1] = msg.ReadDeltaFloat( current.origin[1] );
|
|
current.localOrigin[2] = msg.ReadDeltaFloat( current.origin[2] );
|
|
localQuat.x = msg.ReadDeltaFloat( quat.x );
|
|
localQuat.y = msg.ReadDeltaFloat( quat.y );
|
|
localQuat.z = msg.ReadDeltaFloat( quat.z );
|
|
|
|
current.axis = quat.ToMat3();
|
|
current.localAxis = localQuat.ToMat3();
|
|
}
|