mirror of
https://github.com/dhewm/dhewm3.git
synced 2024-12-18 00:41:36 +00:00
79ad905e05
Excluding 3rd party files.
837 lines
16 KiB
C++
837 lines
16 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.
|
|
|
|
===========================================================================
|
|
*/
|
|
|
|
#include "../../idlib/precompiled.h"
|
|
#pragma hdrstop
|
|
|
|
#include "../Game_local.h"
|
|
|
|
CLASS_DECLARATION( idPhysics, idPhysics_Base )
|
|
END_CLASS
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::idPhysics_Base
|
|
================
|
|
*/
|
|
idPhysics_Base::idPhysics_Base( void ) {
|
|
self = NULL;
|
|
clipMask = 0;
|
|
SetGravity( gameLocal.GetGravity() );
|
|
ClearContacts();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::~idPhysics_Base
|
|
================
|
|
*/
|
|
idPhysics_Base::~idPhysics_Base( void ) {
|
|
if ( self && self->GetPhysics() == this ) {
|
|
self->SetPhysics( NULL );
|
|
}
|
|
idForce::DeletePhysics( this );
|
|
ClearContacts();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::Save
|
|
================
|
|
*/
|
|
void idPhysics_Base::Save( idSaveGame *savefile ) const {
|
|
int i;
|
|
|
|
savefile->WriteObject( self );
|
|
savefile->WriteInt( clipMask );
|
|
savefile->WriteVec3( gravityVector );
|
|
savefile->WriteVec3( gravityNormal );
|
|
|
|
savefile->WriteInt( contacts.Num() );
|
|
for ( i = 0; i < contacts.Num(); i++ ) {
|
|
savefile->WriteContactInfo( contacts[i] );
|
|
}
|
|
|
|
savefile->WriteInt( contactEntities.Num() );
|
|
for ( i = 0; i < contactEntities.Num(); i++ ) {
|
|
contactEntities[i].Save( savefile );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::Restore
|
|
================
|
|
*/
|
|
void idPhysics_Base::Restore( idRestoreGame *savefile ) {
|
|
int i, num;
|
|
|
|
savefile->ReadObject( reinterpret_cast<idClass *&>( self ) );
|
|
savefile->ReadInt( clipMask );
|
|
savefile->ReadVec3( gravityVector );
|
|
savefile->ReadVec3( gravityNormal );
|
|
|
|
savefile->ReadInt( num );
|
|
contacts.SetNum( num );
|
|
for ( i = 0; i < contacts.Num(); i++ ) {
|
|
savefile->ReadContactInfo( contacts[i] );
|
|
}
|
|
|
|
savefile->ReadInt( num );
|
|
contactEntities.SetNum( num );
|
|
for ( i = 0; i < contactEntities.Num(); i++ ) {
|
|
contactEntities[i].Restore( savefile );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::SetSelf
|
|
================
|
|
*/
|
|
void idPhysics_Base::SetSelf( idEntity *e ) {
|
|
assert( e );
|
|
self = e;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::SetClipModel
|
|
================
|
|
*/
|
|
void idPhysics_Base::SetClipModel( idClipModel *model, float density, int id, bool freeOld ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::GetClipModel
|
|
================
|
|
*/
|
|
idClipModel *idPhysics_Base::GetClipModel( int id ) const {
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::GetNumClipModels
|
|
================
|
|
*/
|
|
int idPhysics_Base::GetNumClipModels( void ) const {
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::SetMass
|
|
================
|
|
*/
|
|
void idPhysics_Base::SetMass( float mass, int id ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::GetMass
|
|
================
|
|
*/
|
|
float idPhysics_Base::GetMass( int id ) const {
|
|
return 0.0f;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::SetContents
|
|
================
|
|
*/
|
|
void idPhysics_Base::SetContents( int contents, int id ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::SetClipMask
|
|
================
|
|
*/
|
|
int idPhysics_Base::GetContents( int id ) const {
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::SetClipMask
|
|
================
|
|
*/
|
|
void idPhysics_Base::SetClipMask( int mask, int id ) {
|
|
clipMask = mask;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::GetClipMask
|
|
================
|
|
*/
|
|
int idPhysics_Base::GetClipMask( int id ) const {
|
|
return clipMask;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::GetBounds
|
|
================
|
|
*/
|
|
const idBounds &idPhysics_Base::GetBounds( int id ) const {
|
|
return bounds_zero;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::GetAbsBounds
|
|
================
|
|
*/
|
|
const idBounds &idPhysics_Base::GetAbsBounds( int id ) const {
|
|
return bounds_zero;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::Evaluate
|
|
================
|
|
*/
|
|
bool idPhysics_Base::Evaluate( int timeStepMSec, int endTimeMSec ) {
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::UpdateTime
|
|
================
|
|
*/
|
|
void idPhysics_Base::UpdateTime( int endTimeMSec ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::GetTime
|
|
================
|
|
*/
|
|
int idPhysics_Base::GetTime( void ) const {
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::GetImpactInfo
|
|
================
|
|
*/
|
|
void idPhysics_Base::GetImpactInfo( const int id, const idVec3 &point, impactInfo_t *info ) const {
|
|
memset( info, 0, sizeof( *info ) );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::ApplyImpulse
|
|
================
|
|
*/
|
|
void idPhysics_Base::ApplyImpulse( const int id, const idVec3 &point, const idVec3 &impulse ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::AddForce
|
|
================
|
|
*/
|
|
void idPhysics_Base::AddForce( const int id, const idVec3 &point, const idVec3 &force ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::Activate
|
|
================
|
|
*/
|
|
void idPhysics_Base::Activate( void ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::PutToRest
|
|
================
|
|
*/
|
|
void idPhysics_Base::PutToRest( void ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::IsAtRest
|
|
================
|
|
*/
|
|
bool idPhysics_Base::IsAtRest( void ) const {
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::GetRestStartTime
|
|
================
|
|
*/
|
|
int idPhysics_Base::GetRestStartTime( void ) const {
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::IsPushable
|
|
================
|
|
*/
|
|
bool idPhysics_Base::IsPushable( void ) const {
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::SaveState
|
|
================
|
|
*/
|
|
void idPhysics_Base::SaveState( void ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::RestoreState
|
|
================
|
|
*/
|
|
void idPhysics_Base::RestoreState( void ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::SetOrigin
|
|
================
|
|
*/
|
|
void idPhysics_Base::SetOrigin( const idVec3 &newOrigin, int id ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::SetAxis
|
|
================
|
|
*/
|
|
void idPhysics_Base::SetAxis( const idMat3 &newAxis, int id ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::Translate
|
|
================
|
|
*/
|
|
void idPhysics_Base::Translate( const idVec3 &translation, int id ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::Rotate
|
|
================
|
|
*/
|
|
void idPhysics_Base::Rotate( const idRotation &rotation, int id ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::GetOrigin
|
|
================
|
|
*/
|
|
const idVec3 &idPhysics_Base::GetOrigin( int id ) const {
|
|
return vec3_origin;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::GetAxis
|
|
================
|
|
*/
|
|
const idMat3 &idPhysics_Base::GetAxis( int id ) const {
|
|
return mat3_identity;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::SetLinearVelocity
|
|
================
|
|
*/
|
|
void idPhysics_Base::SetLinearVelocity( const idVec3 &newLinearVelocity, int id ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::SetAngularVelocity
|
|
================
|
|
*/
|
|
void idPhysics_Base::SetAngularVelocity( const idVec3 &newAngularVelocity, int id ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::GetLinearVelocity
|
|
================
|
|
*/
|
|
const idVec3 &idPhysics_Base::GetLinearVelocity( int id ) const {
|
|
return vec3_origin;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::GetAngularVelocity
|
|
================
|
|
*/
|
|
const idVec3 &idPhysics_Base::GetAngularVelocity( int id ) const {
|
|
return vec3_origin;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::SetGravity
|
|
================
|
|
*/
|
|
void idPhysics_Base::SetGravity( const idVec3 &newGravity ) {
|
|
gravityVector = newGravity;
|
|
gravityNormal = newGravity;
|
|
gravityNormal.Normalize();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::GetGravity
|
|
================
|
|
*/
|
|
const idVec3 &idPhysics_Base::GetGravity( void ) const {
|
|
return gravityVector;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::GetGravityNormal
|
|
================
|
|
*/
|
|
const idVec3 &idPhysics_Base::GetGravityNormal( void ) const {
|
|
return gravityNormal;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::ClipTranslation
|
|
================
|
|
*/
|
|
void idPhysics_Base::ClipTranslation( trace_t &results, const idVec3 &translation, const idClipModel *model ) const {
|
|
memset( &results, 0, sizeof( trace_t ) );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::ClipRotation
|
|
================
|
|
*/
|
|
void idPhysics_Base::ClipRotation( trace_t &results, const idRotation &rotation, const idClipModel *model ) const {
|
|
memset( &results, 0, sizeof( trace_t ) );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::ClipContents
|
|
================
|
|
*/
|
|
int idPhysics_Base::ClipContents( const idClipModel *model ) const {
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::DisableClip
|
|
================
|
|
*/
|
|
void idPhysics_Base::DisableClip( void ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::EnableClip
|
|
================
|
|
*/
|
|
void idPhysics_Base::EnableClip( void ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::UnlinkClip
|
|
================
|
|
*/
|
|
void idPhysics_Base::UnlinkClip( void ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::LinkClip
|
|
================
|
|
*/
|
|
void idPhysics_Base::LinkClip( void ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::EvaluateContacts
|
|
================
|
|
*/
|
|
bool idPhysics_Base::EvaluateContacts( void ) {
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::GetNumContacts
|
|
================
|
|
*/
|
|
int idPhysics_Base::GetNumContacts( void ) const {
|
|
return contacts.Num();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::GetContact
|
|
================
|
|
*/
|
|
const contactInfo_t &idPhysics_Base::GetContact( int num ) const {
|
|
return contacts[num];
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::ClearContacts
|
|
================
|
|
*/
|
|
void idPhysics_Base::ClearContacts( void ) {
|
|
int i;
|
|
idEntity *ent;
|
|
|
|
for ( i = 0; i < contacts.Num(); i++ ) {
|
|
ent = gameLocal.entities[ contacts[i].entityNum ];
|
|
if ( ent ) {
|
|
ent->RemoveContactEntity( self );
|
|
}
|
|
}
|
|
contacts.SetNum( 0, false );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::AddContactEntity
|
|
================
|
|
*/
|
|
void idPhysics_Base::AddContactEntity( idEntity *e ) {
|
|
int i;
|
|
idEntity *ent;
|
|
bool found = false;
|
|
|
|
for ( i = 0; i < contactEntities.Num(); i++ ) {
|
|
ent = contactEntities[i].GetEntity();
|
|
if ( ent == NULL ) {
|
|
contactEntities.RemoveIndex( i-- );
|
|
}
|
|
if ( ent == e ) {
|
|
found = true;
|
|
}
|
|
}
|
|
if ( !found ) {
|
|
contactEntities.Alloc() = e;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::RemoveContactEntity
|
|
================
|
|
*/
|
|
void idPhysics_Base::RemoveContactEntity( idEntity *e ) {
|
|
int i;
|
|
idEntity *ent;
|
|
|
|
for ( i = 0; i < contactEntities.Num(); i++ ) {
|
|
ent = contactEntities[i].GetEntity();
|
|
if ( !ent ) {
|
|
contactEntities.RemoveIndex( i-- );
|
|
continue;
|
|
}
|
|
if ( ent == e ) {
|
|
contactEntities.RemoveIndex( i-- );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::HasGroundContacts
|
|
================
|
|
*/
|
|
bool idPhysics_Base::HasGroundContacts( void ) const {
|
|
int i;
|
|
|
|
for ( i = 0; i < contacts.Num(); i++ ) {
|
|
if ( contacts[i].normal * -gravityNormal > 0.0f ) {
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::IsGroundEntity
|
|
================
|
|
*/
|
|
bool idPhysics_Base::IsGroundEntity( int entityNum ) const {
|
|
int i;
|
|
|
|
for ( i = 0; i < contacts.Num(); i++ ) {
|
|
if ( contacts[i].entityNum == entityNum && ( contacts[i].normal * -gravityNormal > 0.0f ) ) {
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::IsGroundClipModel
|
|
================
|
|
*/
|
|
bool idPhysics_Base::IsGroundClipModel( int entityNum, int id ) const {
|
|
int i;
|
|
|
|
for ( i = 0; i < contacts.Num(); i++ ) {
|
|
if ( contacts[i].entityNum == entityNum && contacts[i].id == id && ( contacts[i].normal * -gravityNormal > 0.0f ) ) {
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::SetPushed
|
|
================
|
|
*/
|
|
void idPhysics_Base::SetPushed( int deltaTime ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::GetPushedLinearVelocity
|
|
================
|
|
*/
|
|
const idVec3 &idPhysics_Base::GetPushedLinearVelocity( const int id ) const {
|
|
return vec3_origin;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::GetPushedAngularVelocity
|
|
================
|
|
*/
|
|
const idVec3 &idPhysics_Base::GetPushedAngularVelocity( const int id ) const {
|
|
return vec3_origin;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::SetMaster
|
|
================
|
|
*/
|
|
void idPhysics_Base::SetMaster( idEntity *master, const bool orientated ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::GetBlockingInfo
|
|
================
|
|
*/
|
|
const trace_t *idPhysics_Base::GetBlockingInfo( void ) const {
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::GetBlockingEntity
|
|
================
|
|
*/
|
|
idEntity *idPhysics_Base::GetBlockingEntity( void ) const {
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::GetLinearEndTime
|
|
================
|
|
*/
|
|
int idPhysics_Base::GetLinearEndTime( void ) const {
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::GetAngularEndTime
|
|
================
|
|
*/
|
|
int idPhysics_Base::GetAngularEndTime( void ) const {
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::AddGroundContacts
|
|
================
|
|
*/
|
|
void idPhysics_Base::AddGroundContacts( const idClipModel *clipModel ) {
|
|
idVec6 dir;
|
|
int index, num;
|
|
|
|
index = contacts.Num();
|
|
contacts.SetNum( index + 10, false );
|
|
|
|
dir.SubVec3(0) = gravityNormal;
|
|
dir.SubVec3(1) = vec3_origin;
|
|
num = gameLocal.clip.Contacts( &contacts[index], 10, clipModel->GetOrigin(),
|
|
dir, CONTACT_EPSILON, clipModel, clipModel->GetAxis(), clipMask, self );
|
|
contacts.SetNum( index + num, false );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::AddContactEntitiesForContacts
|
|
================
|
|
*/
|
|
void idPhysics_Base::AddContactEntitiesForContacts( void ) {
|
|
int i;
|
|
idEntity *ent;
|
|
|
|
for ( i = 0; i < contacts.Num(); i++ ) {
|
|
ent = gameLocal.entities[ contacts[i].entityNum ];
|
|
if ( ent && ent != self ) {
|
|
ent->AddContactEntity( self );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::ActivateContactEntities
|
|
================
|
|
*/
|
|
void idPhysics_Base::ActivateContactEntities( void ) {
|
|
int i;
|
|
idEntity *ent;
|
|
|
|
for ( i = 0; i < contactEntities.Num(); i++ ) {
|
|
ent = contactEntities[i].GetEntity();
|
|
if ( ent ) {
|
|
ent->ActivatePhysics( self );
|
|
} else {
|
|
contactEntities.RemoveIndex( i-- );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::IsOutsideWorld
|
|
================
|
|
*/
|
|
bool idPhysics_Base::IsOutsideWorld( void ) const {
|
|
if ( !gameLocal.clip.GetWorldBounds().Expand( 128.0f ).IntersectsBounds( GetAbsBounds() ) ) {
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::DrawVelocity
|
|
================
|
|
*/
|
|
void idPhysics_Base::DrawVelocity( int id, float linearScale, float angularScale ) const {
|
|
idVec3 dir, org, vec, start, end;
|
|
idMat3 axis;
|
|
float length, a;
|
|
|
|
dir = GetLinearVelocity( id );
|
|
dir *= linearScale;
|
|
if ( dir.LengthSqr() > Square( 0.1f ) ) {
|
|
dir.Truncate( 10.0f );
|
|
org = GetOrigin( id );
|
|
gameRenderWorld->DebugArrow( colorRed, org, org + dir, 1 );
|
|
}
|
|
|
|
dir = GetAngularVelocity( id );
|
|
length = dir.Normalize();
|
|
length *= angularScale;
|
|
if ( length > 0.1f ) {
|
|
if ( length < 60.0f ) {
|
|
length = 60.0f;
|
|
}
|
|
else if ( length > 360.0f ) {
|
|
length = 360.0f;
|
|
}
|
|
axis = GetAxis( id );
|
|
vec = axis[2];
|
|
if ( idMath::Fabs( dir * vec ) > 0.99f ) {
|
|
vec = axis[0];
|
|
}
|
|
vec -= vec * dir * vec;
|
|
vec.Normalize();
|
|
vec *= 4.0f;
|
|
start = org + vec;
|
|
for ( a = 20.0f; a < length; a += 20.0f ) {
|
|
end = org + idRotation( vec3_origin, dir, -a ).ToMat3() * vec;
|
|
gameRenderWorld->DebugLine( colorBlue, start, end, 1 );
|
|
start = end;
|
|
}
|
|
end = org + idRotation( vec3_origin, dir, -length ).ToMat3() * vec;
|
|
gameRenderWorld->DebugArrow( colorBlue, start, end, 1 );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::WriteToSnapshot
|
|
================
|
|
*/
|
|
void idPhysics_Base::WriteToSnapshot( idBitMsgDelta &msg ) const {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::ReadFromSnapshot
|
|
================
|
|
*/
|
|
void idPhysics_Base::ReadFromSnapshot( const idBitMsgDelta &msg ) {
|
|
}
|