dhewm3/neo/d3xp/physics/Physics_RigidBody.h
dhewg 736ec20d4d Untangle the epic precompiled.h mess
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
2011-12-19 23:21:47 +01:00

200 lines
7.8 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.
===========================================================================
*/
#ifndef __PHYSICS_RIGIDBODY_H__
#define __PHYSICS_RIGIDBODY_H__
#include "idlib/math/Ode.h"
#include "physics/Physics_Base.h"
/*
===================================================================================
Rigid body physics
Employs an impulse based dynamic simulation which is not very accurate but
relatively fast and still reliable due to the continuous collision detection.
===================================================================================
*/
extern const float RB_VELOCITY_MAX;
extern const int RB_VELOCITY_TOTAL_BITS;
extern const int RB_VELOCITY_EXPONENT_BITS;
extern const int RB_VELOCITY_MANTISSA_BITS;
typedef struct rididBodyIState_s {
idVec3 position; // position of trace model
idMat3 orientation; // orientation of trace model
idVec3 linearMomentum; // translational momentum relative to center of mass
idVec3 angularMomentum; // rotational momentum relative to center of mass
} rigidBodyIState_t;
typedef struct rigidBodyPState_s {
int atRest; // set when simulation is suspended
float lastTimeStep; // length of last time step
idVec3 localOrigin; // origin relative to master
idMat3 localAxis; // axis relative to master
idVec6 pushVelocity; // push velocity
idVec3 externalForce; // external force relative to center of mass
idVec3 externalTorque; // external torque relative to center of mass
rigidBodyIState_t i; // state used for integration
} rigidBodyPState_t;
class idPhysics_RigidBody : public idPhysics_Base {
public:
CLASS_PROTOTYPE( idPhysics_RigidBody );
idPhysics_RigidBody( void );
~idPhysics_RigidBody( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
// initialisation
void SetFriction( const float linear, const float angular, const float contact );
void SetBouncyness( const float b );
// same as above but drop to the floor first
void DropToFloor( void );
// no contact determination and contact friction
void NoContact( void );
// enable/disable activation by impact
void EnableImpact( void );
void DisableImpact( void );
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 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 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 );
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 );
void WriteToSnapshot( idBitMsgDelta &msg ) const;
void ReadFromSnapshot( const idBitMsgDelta &msg );
private:
// state of the rigid body
rigidBodyPState_t current;
rigidBodyPState_t saved;
// rigid body properties
float linearFriction; // translational friction
float angularFriction; // rotational friction
float contactFriction; // friction with contact surfaces
float bouncyness; // bouncyness
idClipModel * clipModel; // clip model used for collision detection
// derived properties
float mass; // mass of body
float inverseMass; // 1 / mass
idVec3 centerOfMass; // center of mass of trace model
idMat3 inertiaTensor; // mass distribution
idMat3 inverseInertiaTensor; // inverse inertia tensor
idODE * integrator; // integrator
bool dropToFloor; // true if dropping to the floor and putting to rest
bool testSolid; // true if testing for solid when dropping to the floor
bool noImpact; // if true do not activate when another object collides
bool noContact; // if true do not determine contacts and no contact friction
// master
bool hasMaster;
bool isOrientated;
private:
friend void RigidBodyDerivatives( const float t, const void *clientData, const float *state, float *derivatives );
void Integrate( const float deltaTime, rigidBodyPState_t &next );
bool CheckForCollisions( const float deltaTime, rigidBodyPState_t &next, trace_t &collision );
bool CollisionImpulse( const trace_t &collision, idVec3 &impulse );
void ContactFriction( float deltaTime );
void DropToFloorAndRest( void );
bool TestIfAtRest( void ) const;
void Rest( void );
void DebugDraw( void );
};
#endif /* !__PHYSICS_RIGIDBODY_H__ */