/* =========================================================================== 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. =========================================================================== */ #ifndef __PHYSICS_BASE_H__ #define __PHYSICS_BASE_H__ /* =============================================================================== 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__ */