dhewm3/neo/d3xp/physics/Physics_Base.h

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/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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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_BASE_H__
#define __PHYSICS_BASE_H__
#include "physics/Physics.h"
#include "Game_local.h"
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/*
===============================================================================
Physics base for a moving object using one or more collision models.
===============================================================================
*/
#define contactEntity_t idEntityPtr<idEntity>
class idPhysics_Base : public idPhysics {
public:
CLASS_PROTOTYPE( idPhysics_Base );
idPhysics_Base( void );
~idPhysics_Base( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
public: // common physics interface
void SetSelf( idEntity *e );
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;
void SetClipMask( int mask, int id = -1 );
int GetClipMask( 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 GetImpactInfo( const int id, const idVec3 &point, impactInfo_t *info ) const;
void ApplyImpulse( const int id, const idVec3 &point, const idVec3 &impulse );
void AddForce( const int id, const idVec3 &point, const idVec3 &force );
void Activate( void );
void PutToRest( 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 SetGravity( const idVec3 &newGravity );
const idVec3 & GetGravity( void ) const;
const idVec3 & GetGravityNormal( 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 );
int GetNumContacts( void ) const;
const contactInfo_t & GetContact( int num ) const;
void ClearContacts( void );
void AddContactEntity( idEntity *e );
void RemoveContactEntity( idEntity *e );
bool HasGroundContacts( void ) const;
bool IsGroundEntity( int entityNum ) const;
bool IsGroundClipModel( int entityNum, int id ) const;
void SetPushed( int deltaTime );
const idVec3 & GetPushedLinearVelocity( const int id = 0 ) const;
const idVec3 & GetPushedAngularVelocity( const int id = 0 ) const;
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 );
protected:
idEntity * self; // entity using this physics object
int clipMask; // contents the physics object collides with
idVec3 gravityVector; // direction and magnitude of gravity
idVec3 gravityNormal; // normalized direction of gravity
idList<contactInfo_t> contacts; // contacts with other physics objects
idList<contactEntity_t> contactEntities; // entities touching this physics object
protected:
// add ground contacts for the clip model
void AddGroundContacts( const idClipModel *clipModel );
// add contact entity links to contact entities
void AddContactEntitiesForContacts( void );
// active all contact entities
void ActivateContactEntities( void );
// returns true if the whole physics object is outside the world bounds
bool IsOutsideWorld( void ) const;
// draw linear and angular velocity
void DrawVelocity( int id, float linearScale, float angularScale ) const;
};
#endif /* !__PHYSICS_BASE_H__ */