/* =========================================================================== 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. =========================================================================== */ #include "sys/platform.h" #include "physics/Force.h" #include "Entity.h" #include "physics/Physics_Liquid.h" #include "physics/Physics_Base.h" CLASS_DECLARATION( idPhysics, idPhysics_Base ) END_CLASS /* ================ idPhysics_Base::idPhysics_Base ================ */ idPhysics_Base::idPhysics_Base( void ) { self = NULL; #ifdef _WATER_PHYSICS // un credited changes from original sdk water = NULL; #endif clipMask = 0; SetGravity( gameLocal.GetGravity() ); ClearContacts(); } /* ================ idPhysics_Base::~idPhysics_Base ================ */ idPhysics_Base::~idPhysics_Base( void ) { if ( self && self->GetPhysics() == this ) { self->SetPhysics( NULL ); } idForce::DeletePhysics( this ); ClearContacts(); } /* ================ idPhysics_Base::Save ================ */ void idPhysics_Base::Save( idSaveGame *savefile ) const { int i; savefile->WriteObject( self ); savefile->WriteInt( clipMask ); savefile->WriteVec3( gravityVector ); savefile->WriteVec3( gravityNormal ); savefile->WriteInt( contacts.Num() ); for ( i = 0; i < contacts.Num(); i++ ) { savefile->WriteContactInfo( contacts[i] ); } savefile->WriteInt( contactEntities.Num() ); for ( i = 0; i < contactEntities.Num(); i++ ) { contactEntities[i].Save( savefile ); } } /* ================ idPhysics_Base::Restore ================ */ void idPhysics_Base::Restore( idRestoreGame *savefile ) { int i, num; savefile->ReadObject( reinterpret_cast( self ) ); savefile->ReadInt( clipMask ); savefile->ReadVec3( gravityVector ); savefile->ReadVec3( gravityNormal ); savefile->ReadInt( num ); contacts.SetNum( num ); for ( i = 0; i < contacts.Num(); i++ ) { savefile->ReadContactInfo( contacts[i] ); } savefile->ReadInt( num ); contactEntities.SetNum( num ); for ( i = 0; i < contactEntities.Num(); i++ ) { contactEntities[i].Restore( savefile ); } } /* ================ idPhysics_Base::SetSelf ================ */ void idPhysics_Base::SetSelf( idEntity *e ) { assert( e ); self = e; } /* ================ idPhysics_Base::SetClipModel ================ */ void idPhysics_Base::SetClipModel( idClipModel *model, float density, int id, bool freeOld ) { } /* ================ idPhysics_Base::GetClipModel ================ */ idClipModel *idPhysics_Base::GetClipModel( int id ) const { return NULL; } /* ================ idPhysics_Base::GetNumClipModels ================ */ int idPhysics_Base::GetNumClipModels( void ) const { return 0; } /* ================ idPhysics_Base::SetMass ================ */ void idPhysics_Base::SetMass( float mass, int id ) { } /* ================ idPhysics_Base::GetMass ================ */ float idPhysics_Base::GetMass( int id ) const { return 0.0f; } /* ================ idPhysics_Base::SetContents ================ */ void idPhysics_Base::SetContents( int contents, int id ) { } /* ================ idPhysics_Base::SetClipMask ================ */ int idPhysics_Base::GetContents( int id ) const { return 0; } /* ================ idPhysics_Base::SetClipMask ================ */ void idPhysics_Base::SetClipMask( int mask, int id ) { clipMask = mask; } /* ================ idPhysics_Base::GetClipMask ================ */ int idPhysics_Base::GetClipMask( int id ) const { return clipMask; } /* ================ idPhysics_Base::GetBounds ================ */ const idBounds &idPhysics_Base::GetBounds( int id ) const { return bounds_zero; } /* ================ idPhysics_Base::GetAbsBounds ================ */ const idBounds &idPhysics_Base::GetAbsBounds( int id ) const { return bounds_zero; } /* ================ idPhysics_Base::Evaluate ================ */ bool idPhysics_Base::Evaluate( int timeStepMSec, int endTimeMSec ) { return false; } /* ================ idPhysics_Base::UpdateTime ================ */ void idPhysics_Base::UpdateTime( int endTimeMSec ) { } /* ================ idPhysics_Base::GetTime ================ */ int idPhysics_Base::GetTime( void ) const { return 0; } /* ================ idPhysics_Base::GetImpactInfo ================ */ void idPhysics_Base::GetImpactInfo( const int id, const idVec3 &point, impactInfo_t *info ) const { memset( info, 0, sizeof( *info ) ); } /* ================ idPhysics_Base::ApplyImpulse ================ */ void idPhysics_Base::ApplyImpulse( const int id, const idVec3 &point, const idVec3 &impulse ) { } /* ================ idPhysics_Base::AddForce ================ */ void idPhysics_Base::AddForce( const int id, const idVec3 &point, const idVec3 &force ) { } /* ================ idPhysics_Base::Activate ================ */ void idPhysics_Base::Activate( void ) { } /* ================ idPhysics_Base::PutToRest ================ */ void idPhysics_Base::PutToRest( void ) { } /* ================ idPhysics_Base::IsAtRest ================ */ bool idPhysics_Base::IsAtRest( void ) const { return true; } /* ================ idPhysics_Base::GetRestStartTime ================ */ int idPhysics_Base::GetRestStartTime( void ) const { return 0; } /* ================ idPhysics_Base::IsPushable ================ */ bool idPhysics_Base::IsPushable( void ) const { return true; } /* ================ idPhysics_Base::SaveState ================ */ void idPhysics_Base::SaveState( void ) { } /* ================ idPhysics_Base::RestoreState ================ */ void idPhysics_Base::RestoreState( void ) { } /* ================ idPhysics_Base::SetOrigin ================ */ void idPhysics_Base::SetOrigin( const idVec3 &newOrigin, int id ) { } /* ================ idPhysics_Base::SetAxis ================ */ void idPhysics_Base::SetAxis( const idMat3 &newAxis, int id ) { } /* ================ idPhysics_Base::Translate ================ */ void idPhysics_Base::Translate( const idVec3 &translation, int id ) { } /* ================ idPhysics_Base::Rotate ================ */ void idPhysics_Base::Rotate( const idRotation &rotation, int id ) { } /* ================ idPhysics_Base::GetOrigin ================ */ const idVec3 &idPhysics_Base::GetOrigin( int id ) const { return vec3_origin; } /* ================ idPhysics_Base::GetAxis ================ */ const idMat3 &idPhysics_Base::GetAxis( int id ) const { return mat3_identity; } /* ================ idPhysics_Base::SetLinearVelocity ================ */ void idPhysics_Base::SetLinearVelocity( const idVec3 &newLinearVelocity, int id ) { } /* ================ idPhysics_Base::SetAngularVelocity ================ */ void idPhysics_Base::SetAngularVelocity( const idVec3 &newAngularVelocity, int id ) { } /* ================ idPhysics_Base::GetLinearVelocity ================ */ const idVec3 &idPhysics_Base::GetLinearVelocity( int id ) const { return vec3_origin; } /* ================ idPhysics_Base::GetAngularVelocity ================ */ const idVec3 &idPhysics_Base::GetAngularVelocity( int id ) const { return vec3_origin; } /* ================ idPhysics_Base::SetGravity ================ */ void idPhysics_Base::SetGravity( const idVec3 &newGravity ) { gravityVector = newGravity; gravityNormal = newGravity; gravityNormal.Normalize(); } /* ================ idPhysics_Base::GetGravity ================ */ const idVec3 &idPhysics_Base::GetGravity( void ) const { return gravityVector; } /* ================ idPhysics_Base::GetGravityNormal ================ */ const idVec3 &idPhysics_Base::GetGravityNormal( void ) const { return gravityNormal; } /* ================ idPhysics_Base::ClipTranslation ================ */ void idPhysics_Base::ClipTranslation( trace_t &results, const idVec3 &translation, const idClipModel *model ) const { memset( &results, 0, sizeof( trace_t ) ); } /* ================ idPhysics_Base::ClipRotation ================ */ void idPhysics_Base::ClipRotation( trace_t &results, const idRotation &rotation, const idClipModel *model ) const { memset( &results, 0, sizeof( trace_t ) ); } /* ================ idPhysics_Base::ClipContents ================ */ int idPhysics_Base::ClipContents( const idClipModel *model ) const { return 0; } /* ================ idPhysics_Base::DisableClip ================ */ void idPhysics_Base::DisableClip( void ) { } /* ================ idPhysics_Base::EnableClip ================ */ void idPhysics_Base::EnableClip( void ) { } /* ================ idPhysics_Base::UnlinkClip ================ */ void idPhysics_Base::UnlinkClip( void ) { } /* ================ idPhysics_Base::LinkClip ================ */ void idPhysics_Base::LinkClip( void ) { } /* ================ idPhysics_Base::EvaluateContacts ================ */ bool idPhysics_Base::EvaluateContacts( void ) { return false; } /* ================ idPhysics_Base::GetNumContacts ================ */ int idPhysics_Base::GetNumContacts( void ) const { return contacts.Num(); } /* ================ idPhysics_Base::GetContact ================ */ const contactInfo_t &idPhysics_Base::GetContact( int num ) const { return contacts[num]; } /* ================ idPhysics_Base::ClearContacts ================ */ void idPhysics_Base::ClearContacts( void ) { int i; idEntity *ent; for ( i = 0; i < contacts.Num(); i++ ) { ent = gameLocal.entities[ contacts[i].entityNum ]; if ( ent ) { ent->RemoveContactEntity( self ); } } contacts.SetNum( 0, false ); } /* ================ idPhysics_Base::AddContactEntity ================ */ void idPhysics_Base::AddContactEntity( idEntity *e ) { int i; idEntity *ent; bool found = false; for ( i = 0; i < contactEntities.Num(); i++ ) { ent = contactEntities[i].GetEntity(); if ( ent == NULL ) { contactEntities.RemoveIndex( i-- ); } if ( ent == e ) { found = true; } } if ( !found ) { contactEntities.Alloc() = e; } } /* ================ idPhysics_Base::RemoveContactEntity ================ */ void idPhysics_Base::RemoveContactEntity( idEntity *e ) { int i; idEntity *ent; for ( i = 0; i < contactEntities.Num(); i++ ) { ent = contactEntities[i].GetEntity(); if ( !ent ) { contactEntities.RemoveIndex( i-- ); continue; } if ( ent == e ) { contactEntities.RemoveIndex( i-- ); return; } } } /* ================ idPhysics_Base::HasGroundContacts ================ */ bool idPhysics_Base::HasGroundContacts( void ) const { int i; for ( i = 0; i < contacts.Num(); i++ ) { if ( contacts[i].normal * -gravityNormal > 0.0f ) { return true; } } return false; } /* ================ idPhysics_Base::IsGroundEntity ================ */ bool idPhysics_Base::IsGroundEntity( int entityNum ) const { int i; for ( i = 0; i < contacts.Num(); i++ ) { if ( contacts[i].entityNum == entityNum && ( contacts[i].normal * -gravityNormal > 0.0f ) ) { return true; } } return false; } /* ================ idPhysics_Base::IsGroundClipModel ================ */ bool idPhysics_Base::IsGroundClipModel( int entityNum, int id ) const { int i; for ( i = 0; i < contacts.Num(); i++ ) { if ( contacts[i].entityNum == entityNum && contacts[i].id == id && ( contacts[i].normal * -gravityNormal > 0.0f ) ) { return true; } } return false; } /* ================ idPhysics_Base::SetPushed ================ */ void idPhysics_Base::SetPushed( int deltaTime ) { } /* ================ idPhysics_Base::GetPushedLinearVelocity ================ */ const idVec3 &idPhysics_Base::GetPushedLinearVelocity( const int id ) const { return vec3_origin; } /* ================ idPhysics_Base::GetPushedAngularVelocity ================ */ const idVec3 &idPhysics_Base::GetPushedAngularVelocity( const int id ) const { return vec3_origin; } /* ================ idPhysics_Base::SetMaster ================ */ void idPhysics_Base::SetMaster( idEntity *master, const bool orientated ) { } /* ================ idPhysics_Base::GetBlockingInfo ================ */ const trace_t *idPhysics_Base::GetBlockingInfo( void ) const { return NULL; } /* ================ idPhysics_Base::GetBlockingEntity ================ */ idEntity *idPhysics_Base::GetBlockingEntity( void ) const { return NULL; } /* ================ idPhysics_Base::GetLinearEndTime ================ */ int idPhysics_Base::GetLinearEndTime( void ) const { return 0; } /* ================ idPhysics_Base::GetAngularEndTime ================ */ int idPhysics_Base::GetAngularEndTime( void ) const { return 0; } /* ================ idPhysics_Base::AddGroundContacts ================ */ void idPhysics_Base::AddGroundContacts( const idClipModel *clipModel ) { idVec6 dir; int index, num; index = contacts.Num(); contacts.SetNum( index + 10, false ); dir.SubVec3(0) = gravityNormal; dir.SubVec3(1) = vec3_origin; num = gameLocal.clip.Contacts( &contacts[index], 10, clipModel->GetOrigin(), dir, CONTACT_EPSILON, clipModel, clipModel->GetAxis(), clipMask, self ); contacts.SetNum( index + num, false ); } /* ================ idPhysics_Base::AddContactEntitiesForContacts ================ */ void idPhysics_Base::AddContactEntitiesForContacts( void ) { int i; idEntity *ent; for ( i = 0; i < contacts.Num(); i++ ) { ent = gameLocal.entities[ contacts[i].entityNum ]; if ( ent && ent != self ) { ent->AddContactEntity( self ); } } } /* ================ idPhysics_Base::ActivateContactEntities ================ */ void idPhysics_Base::ActivateContactEntities( void ) { int i; idEntity *ent; for ( i = 0; i < contactEntities.Num(); i++ ) { ent = contactEntities[i].GetEntity(); if ( ent ) { ent->ActivatePhysics( self ); } else { contactEntities.RemoveIndex( i-- ); } } } /* ================ idPhysics_Base::IsOutsideWorld ================ */ bool idPhysics_Base::IsOutsideWorld( void ) const { if ( !gameLocal.clip.GetWorldBounds().Expand( 128.0f ).IntersectsBounds( GetAbsBounds() ) ) { return true; } return false; } /* ================ idPhysics_Base::DrawVelocity ================ */ void idPhysics_Base::DrawVelocity( int id, float linearScale, float angularScale ) const { idVec3 dir, org, vec, start, end; idMat3 axis; float length, a; dir = GetLinearVelocity( id ); dir *= linearScale; if ( dir.LengthSqr() > Square( 0.1f ) ) { dir.Truncate( 10.0f ); org = GetOrigin( id ); gameRenderWorld->DebugArrow( colorRed, org, org + dir, 1 ); } dir = GetAngularVelocity( id ); length = dir.Normalize(); length *= angularScale; if ( length > 0.1f ) { if ( length < 60.0f ) { length = 60.0f; } else if ( length > 360.0f ) { length = 360.0f; } axis = GetAxis( id ); vec = axis[2]; if ( idMath::Fabs( dir * vec ) > 0.99f ) { vec = axis[0]; } vec -= vec * dir * vec; vec.Normalize(); vec *= 4.0f; start = org + vec; for ( a = 20.0f; a < length; a += 20.0f ) { end = org + idRotation( vec3_origin, dir, -a ).ToMat3() * vec; gameRenderWorld->DebugLine( colorBlue, start, end, 1 ); start = end; } end = org + idRotation( vec3_origin, dir, -length ).ToMat3() * vec; gameRenderWorld->DebugArrow( colorBlue, start, end, 1 ); } } /* ================ idPhysics_Base::WriteToSnapshot ================ */ void idPhysics_Base::WriteToSnapshot( idBitMsgDelta &msg ) const { } /* ================ idPhysics_Base::ReadFromSnapshot ================ */ void idPhysics_Base::ReadFromSnapshot( const idBitMsgDelta &msg ) { } #ifdef _WATER_PHYSICS // un credited changes from original sdk /* ================ idPhysics_Base::SetWater ================ */ void idPhysics_Base::SetWater( idPhysics_Liquid *e ) { this->water = e; } /* ================ idPhysics_Base::GetWater ================ */ idPhysics_Liquid *idPhysics_Base::GetWater() { return this->water; } /* ================ idPhysics_Base::SetWaterLevelf Returns 1.0f if the object is in a liquid, 0.0f otherwise. If the object's not in a liquid it double checks to make sure it's really not. Normally we only set this->water when an object collides with a water material but what happens if an object spawns inside a liquid or something? Nothing, it'll just sit there. This function sets the water level for an object that's already inside the water. This was most noticeable when I had monsters walking into the water and of course, they'd sink to the bottom. After I'd kill them they'd die normally and not float. After adding this function they float after they're killed. ================ */ float idPhysics_Base::SetWaterLevelf() { if( this->water == NULL ) { idEntity *e[2]; trace_t result; idBounds bounds = this->GetBounds(); bounds += this->GetOrigin(); // trace for a water contact if( gameLocal.clip.EntitiesTouchingBounds(bounds,MASK_WATER,e,2) ) { if( e[0]->GetPhysics()->IsType(idPhysics_Liquid::Type) ) { this->water = static_cast(e[0]->GetPhysics()); return 1.0f; } } return 0.0f; } else return 1.0f; } /* ================ idPhysics_Base::GetWaterLevelf The water level for this object, 0.0f if not in the water, 1.0f if in water ================ */ float idPhysics_Base::GetWaterLevelf() const { if( this->water == NULL ) return 0.0f; else return 1.0f; } #endif