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Excluding 3rd party files.
113 lines
3.9 KiB
C++
113 lines
3.9 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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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
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __PHYSICS_ACTOR_H__
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#define __PHYSICS_ACTOR_H__
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/*
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===================================================================================
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Actor physics base class
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An actor typically uses one collision model which is aligned with the gravity
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direction. The collision model is usually a simple box with the origin at the
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bottom center.
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===================================================================================
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*/
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class idPhysics_Actor : public idPhysics_Base {
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public:
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CLASS_PROTOTYPE( idPhysics_Actor );
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idPhysics_Actor( void );
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~idPhysics_Actor( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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// get delta yaw of master
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float GetMasterDeltaYaw( void ) const;
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// returns the ground entity
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idEntity * GetGroundEntity( void ) const;
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// align the clip model with the gravity direction
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void SetClipModelAxis( void );
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public: // common physics interface
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void SetClipModel( idClipModel *model, float density, int id = 0, bool freeOld = true );
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idClipModel * GetClipModel( int id = 0 ) const;
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int GetNumClipModels( void ) const;
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void SetMass( float mass, int id = -1 );
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float GetMass( int id = -1 ) const;
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void SetContents( int contents, int id = -1 );
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int GetContents( int id = -1 ) const;
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const idBounds & GetBounds( int id = -1 ) const;
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const idBounds & GetAbsBounds( int id = -1 ) const;
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bool IsPushable( void ) const;
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const idVec3 & GetOrigin( int id = 0 ) const;
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const idMat3 & GetAxis( int id = 0 ) const;
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void SetGravity( const idVec3 &newGravity );
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const idMat3 & GetGravityAxis( void ) const;
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void ClipTranslation( trace_t &results, const idVec3 &translation, const idClipModel *model ) const;
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void ClipRotation( trace_t &results, const idRotation &rotation, const idClipModel *model ) const;
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int ClipContents( const idClipModel *model ) const;
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void DisableClip( void );
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void EnableClip( void );
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void UnlinkClip( void );
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void LinkClip( void );
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bool EvaluateContacts( void );
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protected:
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idClipModel * clipModel; // clip model used for collision detection
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idMat3 clipModelAxis; // axis of clip model aligned with gravity direction
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// derived properties
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float mass;
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float invMass;
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// master
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idEntity * masterEntity;
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float masterYaw;
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float masterDeltaYaw;
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// results of last evaluate
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idEntityPtr<idEntity> groundEntityPtr;
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};
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#endif /* !__PHYSICS_ACTOR_H__ */
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