dhewm3/neo/game/physics/Physics_Parametric.h

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2011-11-22 21:28:15 +00:00
/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
2011-11-22 21:28:15 +00:00
2011-12-06 16:14:59 +00:00
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
2011-11-22 21:28:15 +00:00
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_PARAMETRIC_H__
#define __PHYSICS_PARAMETRIC_H__
/*
===================================================================================
Parametric physics
Used for predefined or scripted motion. The motion of an object is completely
parametrized. By adjusting the parameters an object is forced to follow a
predefined path. The parametric physics is typically used for doors, bridges,
rotating fans etc.
===================================================================================
*/
typedef struct parametricPState_s {
int time; // physics time
int atRest; // set when simulation is suspended
idVec3 origin; // world origin
idAngles angles; // world angles
idMat3 axis; // world axis
idVec3 localOrigin; // local origin
idAngles localAngles; // local angles
idExtrapolate<idVec3> linearExtrapolation; // extrapolation based description of the position over time
idExtrapolate<idAngles> angularExtrapolation; // extrapolation based description of the orientation over time
idInterpolateAccelDecelLinear<idVec3> linearInterpolation; // interpolation based description of the position over time
idInterpolateAccelDecelLinear<idAngles> angularInterpolation; // interpolation based description of the orientation over time
idCurve_Spline<idVec3> * spline; // spline based description of the position over time
idInterpolateAccelDecelLinear<float> splineInterpolate; // position along the spline over time
bool useSplineAngles; // set the orientation using the spline
} parametricPState_t;
class idPhysics_Parametric : public idPhysics_Base {
public:
CLASS_PROTOTYPE( idPhysics_Parametric );
idPhysics_Parametric( void );
~idPhysics_Parametric( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
void SetPusher( int flags );
bool IsPusher( void ) const;
void SetLinearExtrapolation( extrapolation_t type, int time, int duration, const idVec3 &base, const idVec3 &speed, const idVec3 &baseSpeed );
void SetAngularExtrapolation( extrapolation_t type, int time, int duration, const idAngles &base, const idAngles &speed, const idAngles &baseSpeed );
extrapolation_t GetLinearExtrapolationType( void ) const;
extrapolation_t GetAngularExtrapolationType( void ) const;
void SetLinearInterpolation( int time, int accelTime, int decelTime, int duration, const idVec3 &startPos, const idVec3 &endPos );
void SetAngularInterpolation( int time, int accelTime, int decelTime, int duration, const idAngles &startAng, const idAngles &endAng );
void SetSpline( idCurve_Spline<idVec3> *spline, int accelTime, int decelTime, bool useSplineAngles );
idCurve_Spline<idVec3> *GetSpline( void ) const;
int GetSplineAcceleration( void ) const;
int GetSplineDeceleration( void ) const;
bool UsingSplineAngles( void ) const;
void GetLocalOrigin( idVec3 &curOrigin ) const;
void GetLocalAngles( idAngles &curAngles ) const;
void GetAngles( idAngles &curAngles ) const;
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 Evaluate( int timeStepMSec, int endTimeMSec );
void UpdateTime( int endTimeMSec );
int GetTime( void ) const;
void Activate( void );
bool IsAtRest( void ) const;
int GetRestStartTime( void ) const;
bool IsPushable( void ) const;
void SaveState( void );
void RestoreState( void );
void SetOrigin( const idVec3 &newOrigin, int id = -1 );
void SetAxis( const idMat3 &newAxis, int id = -1 );
void Translate( const idVec3 &translation, int id = -1 );
void Rotate( const idRotation &rotation, int id = -1 );
const idVec3 & GetOrigin( int id = 0 ) const;
const idMat3 & GetAxis( int id = 0 ) const;
void SetLinearVelocity( const idVec3 &newLinearVelocity, int id = 0 );
void SetAngularVelocity( const idVec3 &newAngularVelocity, int id = 0 );
const idVec3 & GetLinearVelocity( int id = 0 ) const;
const idVec3 & GetAngularVelocity( int id = 0 ) const;
void DisableClip( void );
void EnableClip( void );
void UnlinkClip( void );
void LinkClip( void );
void SetMaster( idEntity *master, const bool orientated = true );
const trace_t * GetBlockingInfo( void ) const;
idEntity * GetBlockingEntity( void ) const;
int GetLinearEndTime( void ) const;
int GetAngularEndTime( void ) const;
void WriteToSnapshot( idBitMsgDelta &msg ) const;
void ReadFromSnapshot( const idBitMsgDelta &msg );
private:
// parametric physics state
parametricPState_t current;
parametricPState_t saved;
// pusher
bool isPusher;
idClipModel * clipModel;
int pushFlags;
// results of last evaluate
trace_t pushResults;
bool isBlocked;
// master
bool hasMaster;
bool isOrientated;
private:
bool TestIfAtRest( void ) const;
void Rest( void );
};
#endif /* !__PHYSICS_PARAMETRIC_H__ */