dhewm3/neo/game/physics/Physics_Parametric.cpp
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

1181 lines
35 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 "sys/platform.h"
#include "Entity.h"
#include "physics/Physics_Parametric.h"
CLASS_DECLARATION( idPhysics_Base, idPhysics_Parametric )
END_CLASS
/*
================
idPhysics_Parametric::Activate
================
*/
void idPhysics_Parametric::Activate( void ) {
current.atRest = -1;
self->BecomeActive( TH_PHYSICS );
}
/*
================
idPhysics_Parametric::TestIfAtRest
================
*/
bool idPhysics_Parametric::TestIfAtRest( void ) const {
if ( ( current.linearExtrapolation.GetExtrapolationType() & ~EXTRAPOLATION_NOSTOP ) == EXTRAPOLATION_NONE &&
( current.angularExtrapolation.GetExtrapolationType() & ~EXTRAPOLATION_NOSTOP ) == EXTRAPOLATION_NONE &&
current.linearInterpolation.GetDuration() == 0 &&
current.angularInterpolation.GetDuration() == 0 &&
current.spline == NULL ) {
return true;
}
if ( !current.linearExtrapolation.IsDone( current.time ) ) {
return false;
}
if ( !current.angularExtrapolation.IsDone( current.time ) ) {
return false;
}
if ( !current.linearInterpolation.IsDone( current.time ) ) {
return false;
}
if ( !current.angularInterpolation.IsDone( current.time ) ) {
return false;
}
if ( current.spline != NULL && !current.spline->IsDone( current.time ) ) {
return false;
}
return true;
}
/*
================
idPhysics_Parametric::Rest
================
*/
void idPhysics_Parametric::Rest( void ) {
current.atRest = gameLocal.time;
self->BecomeInactive( TH_PHYSICS );
}
/*
================
idPhysics_Parametric::idPhysics_Parametric
================
*/
idPhysics_Parametric::idPhysics_Parametric( void ) {
current.time = gameLocal.time;
current.atRest = -1;
current.useSplineAngles = false;
current.origin.Zero();
current.angles.Zero();
current.axis.Identity();
current.localOrigin.Zero();
current.localAngles.Zero();
current.linearExtrapolation.Init( 0, 0, vec3_zero, vec3_zero, vec3_zero, EXTRAPOLATION_NONE );
current.angularExtrapolation.Init( 0, 0, ang_zero, ang_zero, ang_zero, EXTRAPOLATION_NONE );
current.linearInterpolation.Init( 0, 0, 0, 0, vec3_zero, vec3_zero );
current.angularInterpolation.Init( 0, 0, 0, 0, ang_zero, ang_zero );
current.spline = NULL;
current.splineInterpolate.Init( 0, 1, 1, 2, 0, 0 );
saved = current;
isPusher = false;
pushFlags = 0;
clipModel = NULL;
isBlocked = false;
memset( &pushResults, 0, sizeof( pushResults ) );
hasMaster = false;
isOrientated = false;
}
/*
================
idPhysics_Parametric::~idPhysics_Parametric
================
*/
idPhysics_Parametric::~idPhysics_Parametric( void ) {
if ( clipModel != NULL ) {
delete clipModel;
clipModel = NULL;
}
if ( current.spline != NULL ) {
delete current.spline;
current.spline = NULL;
}
}
/*
================
idPhysics_Parametric_SavePState
================
*/
void idPhysics_Parametric_SavePState( idSaveGame *savefile, const parametricPState_t &state ) {
savefile->WriteInt( state.time );
savefile->WriteInt( state.atRest );
savefile->WriteBool( state.useSplineAngles );
savefile->WriteVec3( state.origin );
savefile->WriteAngles( state.angles );
savefile->WriteMat3( state.axis );
savefile->WriteVec3( state.localOrigin );
savefile->WriteAngles( state.localAngles );
savefile->WriteInt( (int)state.linearExtrapolation.GetExtrapolationType() );
savefile->WriteFloat( state.linearExtrapolation.GetStartTime() );
savefile->WriteFloat( state.linearExtrapolation.GetDuration() );
savefile->WriteVec3( state.linearExtrapolation.GetStartValue() );
savefile->WriteVec3( state.linearExtrapolation.GetBaseSpeed() );
savefile->WriteVec3( state.linearExtrapolation.GetSpeed() );
savefile->WriteInt( (int)state.angularExtrapolation.GetExtrapolationType() );
savefile->WriteFloat( state.angularExtrapolation.GetStartTime() );
savefile->WriteFloat( state.angularExtrapolation.GetDuration() );
savefile->WriteAngles( state.angularExtrapolation.GetStartValue() );
savefile->WriteAngles( state.angularExtrapolation.GetBaseSpeed() );
savefile->WriteAngles( state.angularExtrapolation.GetSpeed() );
savefile->WriteFloat( state.linearInterpolation.GetStartTime() );
savefile->WriteFloat( state.linearInterpolation.GetAcceleration() );
savefile->WriteFloat( state.linearInterpolation.GetDeceleration() );
savefile->WriteFloat( state.linearInterpolation.GetDuration() );
savefile->WriteVec3( state.linearInterpolation.GetStartValue() );
savefile->WriteVec3( state.linearInterpolation.GetEndValue() );
savefile->WriteFloat( state.angularInterpolation.GetStartTime() );
savefile->WriteFloat( state.angularInterpolation.GetAcceleration() );
savefile->WriteFloat( state.angularInterpolation.GetDeceleration() );
savefile->WriteFloat( state.angularInterpolation.GetDuration() );
savefile->WriteAngles( state.angularInterpolation.GetStartValue() );
savefile->WriteAngles( state.angularInterpolation.GetEndValue() );
// spline is handled by owner
savefile->WriteFloat( state.splineInterpolate.GetStartTime() );
savefile->WriteFloat( state.splineInterpolate.GetAcceleration() );
savefile->WriteFloat( state.splineInterpolate.GetDuration() );
savefile->WriteFloat( state.splineInterpolate.GetDeceleration() );
savefile->WriteFloat( state.splineInterpolate.GetStartValue() );
savefile->WriteFloat( state.splineInterpolate.GetEndValue() );
}
/*
================
idPhysics_Parametric_RestorePState
================
*/
void idPhysics_Parametric_RestorePState( idRestoreGame *savefile, parametricPState_t &state ) {
extrapolation_t etype;
float startTime, duration, accelTime, decelTime, startValue, endValue;
idVec3 linearStartValue, linearBaseSpeed, linearSpeed, startPos, endPos;
idAngles angularStartValue, angularBaseSpeed, angularSpeed, startAng, endAng;
savefile->ReadInt( state.time );
savefile->ReadInt( state.atRest );
savefile->ReadBool( state.useSplineAngles );
savefile->ReadVec3( state.origin );
savefile->ReadAngles( state.angles );
savefile->ReadMat3( state.axis );
savefile->ReadVec3( state.localOrigin );
savefile->ReadAngles( state.localAngles );
savefile->ReadInt( (int &)etype );
savefile->ReadFloat( startTime );
savefile->ReadFloat( duration );
savefile->ReadVec3( linearStartValue );
savefile->ReadVec3( linearBaseSpeed );
savefile->ReadVec3( linearSpeed );
state.linearExtrapolation.Init( startTime, duration, linearStartValue, linearBaseSpeed, linearSpeed, etype );
savefile->ReadInt( (int &)etype );
savefile->ReadFloat( startTime );
savefile->ReadFloat( duration );
savefile->ReadAngles( angularStartValue );
savefile->ReadAngles( angularBaseSpeed );
savefile->ReadAngles( angularSpeed );
state.angularExtrapolation.Init( startTime, duration, angularStartValue, angularBaseSpeed, angularSpeed, etype );
savefile->ReadFloat( startTime );
savefile->ReadFloat( accelTime );
savefile->ReadFloat( decelTime );
savefile->ReadFloat( duration );
savefile->ReadVec3( startPos );
savefile->ReadVec3( endPos );
state.linearInterpolation.Init( startTime, accelTime, decelTime, duration, startPos, endPos );
savefile->ReadFloat( startTime );
savefile->ReadFloat( accelTime );
savefile->ReadFloat( decelTime );
savefile->ReadFloat( duration );
savefile->ReadAngles( startAng );
savefile->ReadAngles( endAng );
state.angularInterpolation.Init( startTime, accelTime, decelTime, duration, startAng, endAng );
// spline is handled by owner
savefile->ReadFloat( startTime );
savefile->ReadFloat( accelTime );
savefile->ReadFloat( duration );
savefile->ReadFloat( decelTime );
savefile->ReadFloat( startValue );
savefile->ReadFloat( endValue );
state.splineInterpolate.Init( startTime, accelTime, decelTime, duration, startValue, endValue );
}
/*
================
idPhysics_Parametric::Save
================
*/
void idPhysics_Parametric::Save( idSaveGame *savefile ) const {
idPhysics_Parametric_SavePState( savefile, current );
idPhysics_Parametric_SavePState( savefile, saved );
savefile->WriteBool( isPusher );
savefile->WriteClipModel( clipModel );
savefile->WriteInt( pushFlags );
savefile->WriteTrace( pushResults );
savefile->WriteBool( isBlocked );
savefile->WriteBool( hasMaster );
savefile->WriteBool( isOrientated );
}
/*
================
idPhysics_Parametric::Restore
================
*/
void idPhysics_Parametric::Restore( idRestoreGame *savefile ) {
idPhysics_Parametric_RestorePState( savefile, current );
idPhysics_Parametric_RestorePState( savefile, saved );
savefile->ReadBool( isPusher );
savefile->ReadClipModel( clipModel );
savefile->ReadInt( pushFlags );
savefile->ReadTrace( pushResults );
savefile->ReadBool( isBlocked );
savefile->ReadBool( hasMaster );
savefile->ReadBool( isOrientated );
}
/*
================
idPhysics_Parametric::SetPusher
================
*/
void idPhysics_Parametric::SetPusher( int flags ) {
assert( clipModel );
isPusher = true;
pushFlags = flags;
}
/*
================
idPhysics_Parametric::IsPusher
================
*/
bool idPhysics_Parametric::IsPusher( void ) const {
return isPusher;
}
/*
================
idPhysics_Parametric::SetLinearExtrapolation
================
*/
void idPhysics_Parametric::SetLinearExtrapolation( extrapolation_t type, int time, int duration, const idVec3 &base, const idVec3 &speed, const idVec3 &baseSpeed ) {
current.time = gameLocal.time;
current.linearExtrapolation.Init( time, duration, base, baseSpeed, speed, type );
current.localOrigin = base;
Activate();
}
/*
================
idPhysics_Parametric::SetAngularExtrapolation
================
*/
void idPhysics_Parametric::SetAngularExtrapolation( extrapolation_t type, int time, int duration, const idAngles &base, const idAngles &speed, const idAngles &baseSpeed ) {
current.time = gameLocal.time;
current.angularExtrapolation.Init( time, duration, base, baseSpeed, speed, type );
current.localAngles = base;
Activate();
}
/*
================
idPhysics_Parametric::GetLinearExtrapolationType
================
*/
extrapolation_t idPhysics_Parametric::GetLinearExtrapolationType( void ) const {
return current.linearExtrapolation.GetExtrapolationType();
}
/*
================
idPhysics_Parametric::GetAngularExtrapolationType
================
*/
extrapolation_t idPhysics_Parametric::GetAngularExtrapolationType( void ) const {
return current.angularExtrapolation.GetExtrapolationType();
}
/*
================
idPhysics_Parametric::SetLinearInterpolation
================
*/
void idPhysics_Parametric::SetLinearInterpolation( int time, int accelTime, int decelTime, int duration, const idVec3 &startPos, const idVec3 &endPos ) {
current.time = gameLocal.time;
current.linearInterpolation.Init( time, accelTime, decelTime, duration, startPos, endPos );
current.localOrigin = startPos;
Activate();
}
/*
================
idPhysics_Parametric::SetAngularInterpolation
================
*/
void idPhysics_Parametric::SetAngularInterpolation( int time, int accelTime, int decelTime, int duration, const idAngles &startAng, const idAngles &endAng ) {
current.time = gameLocal.time;
current.angularInterpolation.Init( time, accelTime, decelTime, duration, startAng, endAng );
current.localAngles = startAng;
Activate();
}
/*
================
idPhysics_Parametric::SetSpline
================
*/
void idPhysics_Parametric::SetSpline( idCurve_Spline<idVec3> *spline, int accelTime, int decelTime, bool useSplineAngles ) {
if ( current.spline != NULL ) {
delete current.spline;
current.spline = NULL;
}
current.spline = spline;
if ( current.spline != NULL ) {
float startTime = current.spline->GetTime( 0 );
float endTime = current.spline->GetTime( current.spline->GetNumValues() - 1 );
float length = current.spline->GetLengthForTime( endTime );
current.splineInterpolate.Init( startTime, accelTime, decelTime, endTime - startTime, 0.0f, length );
}
current.useSplineAngles = useSplineAngles;
Activate();
}
/*
================
idPhysics_Parametric::GetSpline
================
*/
idCurve_Spline<idVec3> *idPhysics_Parametric::GetSpline( void ) const {
return current.spline;
}
/*
================
idPhysics_Parametric::GetSplineAcceleration
================
*/
int idPhysics_Parametric::GetSplineAcceleration( void ) const {
return current.splineInterpolate.GetAcceleration();
}
/*
================
idPhysics_Parametric::GetSplineDeceleration
================
*/
int idPhysics_Parametric::GetSplineDeceleration( void ) const {
return current.splineInterpolate.GetDeceleration();
}
/*
================
idPhysics_Parametric::UsingSplineAngles
================
*/
bool idPhysics_Parametric::UsingSplineAngles( void ) const {
return current.useSplineAngles;
}
/*
================
idPhysics_Parametric::GetLocalOrigin
================
*/
void idPhysics_Parametric::GetLocalOrigin( idVec3 &curOrigin ) const {
curOrigin = current.localOrigin;
}
/*
================
idPhysics_Parametric::GetLocalAngles
================
*/
void idPhysics_Parametric::GetLocalAngles( idAngles &curAngles ) const {
curAngles = current.localAngles;
}
/*
================
idPhysics_Parametric::SetClipModel
================
*/
void idPhysics_Parametric::SetClipModel( idClipModel *model, float density, int id, bool freeOld ) {
assert( self );
assert( model );
if ( clipModel && clipModel != model && freeOld ) {
delete clipModel;
}
clipModel = model;
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
}
/*
================
idPhysics_Parametric::GetClipModel
================
*/
idClipModel *idPhysics_Parametric::GetClipModel( int id ) const {
return clipModel;
}
/*
================
idPhysics_Parametric::GetNumClipModels
================
*/
int idPhysics_Parametric::GetNumClipModels( void ) const {
return ( clipModel != NULL );
}
/*
================
idPhysics_Parametric::SetMass
================
*/
void idPhysics_Parametric::SetMass( float mass, int id ) {
}
/*
================
idPhysics_Parametric::GetMass
================
*/
float idPhysics_Parametric::GetMass( int id ) const {
return 0.0f;
}
/*
================
idPhysics_Parametric::SetClipMask
================
*/
void idPhysics_Parametric::SetContents( int contents, int id ) {
if ( clipModel ) {
clipModel->SetContents( contents );
}
}
/*
================
idPhysics_Parametric::SetClipMask
================
*/
int idPhysics_Parametric::GetContents( int id ) const {
if ( clipModel ) {
return clipModel->GetContents();
}
return 0;
}
/*
================
idPhysics_Parametric::GetBounds
================
*/
const idBounds &idPhysics_Parametric::GetBounds( int id ) const {
if ( clipModel ) {
return clipModel->GetBounds();
}
return idPhysics_Base::GetBounds();
}
/*
================
idPhysics_Parametric::GetAbsBounds
================
*/
const idBounds &idPhysics_Parametric::GetAbsBounds( int id ) const {
if ( clipModel ) {
return clipModel->GetAbsBounds();
}
return idPhysics_Base::GetAbsBounds();
}
/*
================
idPhysics_Parametric::Evaluate
================
*/
bool idPhysics_Parametric::Evaluate( int timeStepMSec, int endTimeMSec ) {
idVec3 oldLocalOrigin, oldOrigin, masterOrigin;
idAngles oldLocalAngles, oldAngles;
idMat3 oldAxis, masterAxis;
isBlocked = false;
oldLocalOrigin = current.localOrigin;
oldOrigin = current.origin;
oldLocalAngles = current.localAngles;
oldAngles = current.angles;
oldAxis = current.axis;
current.localOrigin.Zero();
current.localAngles.Zero();
if ( current.spline != NULL ) {
float length = current.splineInterpolate.GetCurrentValue( endTimeMSec );
float t = current.spline->GetTimeForLength( length, 0.01f );
current.localOrigin = current.spline->GetCurrentValue( t );
if ( current.useSplineAngles ) {
current.localAngles = current.spline->GetCurrentFirstDerivative( t ).ToAngles();
}
} else if ( current.linearInterpolation.GetDuration() != 0 ) {
current.localOrigin += current.linearInterpolation.GetCurrentValue( endTimeMSec );
} else {
current.localOrigin += current.linearExtrapolation.GetCurrentValue( endTimeMSec );
}
if ( current.angularInterpolation.GetDuration() != 0 ) {
current.localAngles += current.angularInterpolation.GetCurrentValue( endTimeMSec );
} else {
current.localAngles += current.angularExtrapolation.GetCurrentValue( endTimeMSec );
}
current.localAngles.Normalize360();
current.origin = current.localOrigin;
current.angles = current.localAngles;
current.axis = current.localAngles.ToMat3();
if ( hasMaster ) {
self->GetMasterPosition( masterOrigin, masterAxis );
if ( masterAxis.IsRotated() ) {
current.origin = current.origin * masterAxis + masterOrigin;
if ( isOrientated ) {
current.axis *= masterAxis;
current.angles = current.axis.ToAngles();
}
}
else {
current.origin += masterOrigin;
}
}
if ( isPusher ) {
gameLocal.push.ClipPush( pushResults, self, pushFlags, oldOrigin, oldAxis, current.origin, current.axis );
if ( pushResults.fraction < 1.0f ) {
clipModel->Link( gameLocal.clip, self, 0, oldOrigin, oldAxis );
current.localOrigin = oldLocalOrigin;
current.origin = oldOrigin;
current.localAngles = oldLocalAngles;
current.angles = oldAngles;
current.axis = oldAxis;
isBlocked = true;
return false;
}
current.angles = current.axis.ToAngles();
}
if ( clipModel ) {
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
}
current.time = endTimeMSec;
if ( TestIfAtRest() ) {
Rest();
}
return ( current.origin != oldOrigin || current.axis != oldAxis );
}
/*
================
idPhysics_Parametric::UpdateTime
================
*/
void idPhysics_Parametric::UpdateTime( int endTimeMSec ) {
int timeLeap = endTimeMSec - current.time;
current.time = endTimeMSec;
// move the trajectory start times to sync the trajectory with the current endTime
current.linearExtrapolation.SetStartTime( current.linearExtrapolation.GetStartTime() + timeLeap );
current.angularExtrapolation.SetStartTime( current.angularExtrapolation.GetStartTime() + timeLeap );
current.linearInterpolation.SetStartTime( current.linearInterpolation.GetStartTime() + timeLeap );
current.angularInterpolation.SetStartTime( current.angularInterpolation.GetStartTime() + timeLeap );
if ( current.spline != NULL ) {
current.spline->ShiftTime( timeLeap );
current.splineInterpolate.SetStartTime( current.splineInterpolate.GetStartTime() + timeLeap );
}
}
/*
================
idPhysics_Parametric::GetTime
================
*/
int idPhysics_Parametric::GetTime( void ) const {
return current.time;
}
/*
================
idPhysics_Parametric::IsAtRest
================
*/
bool idPhysics_Parametric::IsAtRest( void ) const {
return current.atRest >= 0;
}
/*
================
idPhysics_Parametric::GetRestStartTime
================
*/
int idPhysics_Parametric::GetRestStartTime( void ) const {
return current.atRest;
}
/*
================
idPhysics_Parametric::IsPushable
================
*/
bool idPhysics_Parametric::IsPushable( void ) const {
return false;
}
/*
================
idPhysics_Parametric::SaveState
================
*/
void idPhysics_Parametric::SaveState( void ) {
saved = current;
}
/*
================
idPhysics_Parametric::RestoreState
================
*/
void idPhysics_Parametric::RestoreState( void ) {
current = saved;
if ( clipModel ) {
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
}
}
/*
================
idPhysics_Parametric::SetOrigin
================
*/
void idPhysics_Parametric::SetOrigin( const idVec3 &newOrigin, int id ) {
idVec3 masterOrigin;
idMat3 masterAxis;
current.linearExtrapolation.SetStartValue( newOrigin );
current.linearInterpolation.SetStartValue( newOrigin );
current.localOrigin = current.linearExtrapolation.GetCurrentValue( current.time );
if ( hasMaster ) {
self->GetMasterPosition( masterOrigin, masterAxis );
current.origin = masterOrigin + current.localOrigin * masterAxis;
}
else {
current.origin = current.localOrigin;
}
if ( clipModel ) {
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
}
Activate();
}
/*
================
idPhysics_Parametric::SetAxis
================
*/
void idPhysics_Parametric::SetAxis( const idMat3 &newAxis, int id ) {
idVec3 masterOrigin;
idMat3 masterAxis;
current.localAngles = newAxis.ToAngles();
current.angularExtrapolation.SetStartValue( current.localAngles );
current.angularInterpolation.SetStartValue( current.localAngles );
current.localAngles = current.angularExtrapolation.GetCurrentValue( current.time );
if ( hasMaster && isOrientated ) {
self->GetMasterPosition( masterOrigin, masterAxis );
current.axis = current.localAngles.ToMat3() * masterAxis;
current.angles = current.axis.ToAngles();
}
else {
current.axis = current.localAngles.ToMat3();
current.angles = current.localAngles;
}
if ( clipModel ) {
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
}
Activate();
}
/*
================
idPhysics_Parametric::Move
================
*/
void idPhysics_Parametric::Translate( const idVec3 &translation, int id ) {
}
/*
================
idPhysics_Parametric::Rotate
================
*/
void idPhysics_Parametric::Rotate( const idRotation &rotation, int id ) {
}
/*
================
idPhysics_Parametric::GetOrigin
================
*/
const idVec3 &idPhysics_Parametric::GetOrigin( int id ) const {
return current.origin;
}
/*
================
idPhysics_Parametric::GetAxis
================
*/
const idMat3 &idPhysics_Parametric::GetAxis( int id ) const {
return current.axis;
}
/*
================
idPhysics_Parametric::GetAngles
================
*/
void idPhysics_Parametric::GetAngles( idAngles &curAngles ) const {
curAngles = current.angles;
}
/*
================
idPhysics_Parametric::SetLinearVelocity
================
*/
void idPhysics_Parametric::SetLinearVelocity( const idVec3 &newLinearVelocity, int id ) {
SetLinearExtrapolation( extrapolation_t(EXTRAPOLATION_LINEAR|EXTRAPOLATION_NOSTOP), gameLocal.time, 0, current.origin, newLinearVelocity, vec3_origin );
current.linearInterpolation.Init( 0, 0, 0, 0, vec3_zero, vec3_zero );
Activate();
}
/*
================
idPhysics_Parametric::SetAngularVelocity
================
*/
void idPhysics_Parametric::SetAngularVelocity( const idVec3 &newAngularVelocity, int id ) {
idRotation rotation;
idVec3 vec;
float angle;
vec = newAngularVelocity;
angle = vec.Normalize();
rotation.Set( vec3_origin, vec, (float) RAD2DEG( angle ) );
SetAngularExtrapolation( extrapolation_t(EXTRAPOLATION_LINEAR|EXTRAPOLATION_NOSTOP), gameLocal.time, 0, current.angles, rotation.ToAngles(), ang_zero );
current.angularInterpolation.Init( 0, 0, 0, 0, ang_zero, ang_zero );
Activate();
}
/*
================
idPhysics_Parametric::GetLinearVelocity
================
*/
const idVec3 &idPhysics_Parametric::GetLinearVelocity( int id ) const {
static idVec3 curLinearVelocity;
curLinearVelocity = current.linearExtrapolation.GetCurrentSpeed( gameLocal.time );
return curLinearVelocity;
}
/*
================
idPhysics_Parametric::GetAngularVelocity
================
*/
const idVec3 &idPhysics_Parametric::GetAngularVelocity( int id ) const {
static idVec3 curAngularVelocity;
idAngles angles;
angles = current.angularExtrapolation.GetCurrentSpeed( gameLocal.time );
curAngularVelocity = angles.ToAngularVelocity();
return curAngularVelocity;
}
/*
================
idPhysics_Parametric::DisableClip
================
*/
void idPhysics_Parametric::DisableClip( void ) {
if ( clipModel ) {
clipModel->Disable();
}
}
/*
================
idPhysics_Parametric::EnableClip
================
*/
void idPhysics_Parametric::EnableClip( void ) {
if ( clipModel ) {
clipModel->Enable();
}
}
/*
================
idPhysics_Parametric::UnlinkClip
================
*/
void idPhysics_Parametric::UnlinkClip( void ) {
if ( clipModel ) {
clipModel->Unlink();
}
}
/*
================
idPhysics_Parametric::LinkClip
================
*/
void idPhysics_Parametric::LinkClip( void ) {
if ( clipModel ) {
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
}
}
/*
================
idPhysics_Parametric::GetBlockingInfo
================
*/
const trace_t *idPhysics_Parametric::GetBlockingInfo( void ) const {
return ( isBlocked ? &pushResults : NULL );
}
/*
================
idPhysics_Parametric::GetBlockingEntity
================
*/
idEntity *idPhysics_Parametric::GetBlockingEntity( void ) const {
if ( isBlocked ) {
return gameLocal.entities[ pushResults.c.entityNum ];
}
return NULL;
}
/*
================
idPhysics_Parametric::SetMaster
================
*/
void idPhysics_Parametric::SetMaster( idEntity *master, const bool orientated ) {
idVec3 masterOrigin;
idMat3 masterAxis;
if ( master ) {
if ( !hasMaster ) {
// transform from world space to master space
self->GetMasterPosition( masterOrigin, masterAxis );
current.localOrigin = ( current.origin - masterOrigin ) * masterAxis.Transpose();
if ( orientated ) {
current.localAngles = ( current.axis * masterAxis.Transpose() ).ToAngles();
}
else {
current.localAngles = current.axis.ToAngles();
}
current.linearExtrapolation.SetStartValue( current.localOrigin );
current.angularExtrapolation.SetStartValue( current.localAngles );
hasMaster = true;
isOrientated = orientated;
}
}
else {
if ( hasMaster ) {
// transform from master space to world space
current.localOrigin = current.origin;
current.localAngles = current.angles;
SetLinearExtrapolation( EXTRAPOLATION_NONE, 0, 0, current.origin, vec3_origin, vec3_origin );
SetAngularExtrapolation( EXTRAPOLATION_NONE, 0, 0, current.angles, ang_zero, ang_zero );
hasMaster = false;
}
}
}
/*
================
idPhysics_Parametric::GetLinearEndTime
================
*/
int idPhysics_Parametric::GetLinearEndTime( void ) const {
if ( current.spline != NULL ) {
if ( current.spline->GetBoundaryType() != idCurve_Spline<idVec3>::BT_CLOSED ) {
return current.spline->GetTime( current.spline->GetNumValues() - 1 );
} else {
return 0;
}
} else if ( current.linearInterpolation.GetDuration() != 0 ) {
return current.linearInterpolation.GetEndTime();
} else {
return current.linearExtrapolation.GetEndTime();
}
}
/*
================
idPhysics_Parametric::GetAngularEndTime
================
*/
int idPhysics_Parametric::GetAngularEndTime( void ) const {
if ( current.angularInterpolation.GetDuration() != 0 ) {
return current.angularInterpolation.GetEndTime();
} else {
return current.angularExtrapolation.GetEndTime();
}
}
/*
================
idPhysics_Parametric::WriteToSnapshot
================
*/
void idPhysics_Parametric::WriteToSnapshot( idBitMsgDelta &msg ) const {
msg.WriteLong( current.time );
msg.WriteLong( current.atRest );
msg.WriteFloat( current.origin[0] );
msg.WriteFloat( current.origin[1] );
msg.WriteFloat( current.origin[2] );
msg.WriteFloat( current.angles[0] );
msg.WriteFloat( current.angles[1] );
msg.WriteFloat( current.angles[2] );
msg.WriteDeltaFloat( current.origin[0], current.localOrigin[0] );
msg.WriteDeltaFloat( current.origin[1], current.localOrigin[1] );
msg.WriteDeltaFloat( current.origin[2], current.localOrigin[2] );
msg.WriteDeltaFloat( current.angles[0], current.localAngles[0] );
msg.WriteDeltaFloat( current.angles[1], current.localAngles[1] );
msg.WriteDeltaFloat( current.angles[2], current.localAngles[2] );
msg.WriteBits( current.linearExtrapolation.GetExtrapolationType(), 8 );
msg.WriteDeltaFloat( 0.0f, current.linearExtrapolation.GetStartTime() );
msg.WriteDeltaFloat( 0.0f, current.linearExtrapolation.GetDuration() );
msg.WriteDeltaFloat( 0.0f, current.linearExtrapolation.GetStartValue()[0] );
msg.WriteDeltaFloat( 0.0f, current.linearExtrapolation.GetStartValue()[1] );
msg.WriteDeltaFloat( 0.0f, current.linearExtrapolation.GetStartValue()[2] );
msg.WriteDeltaFloat( 0.0f, current.linearExtrapolation.GetSpeed()[0] );
msg.WriteDeltaFloat( 0.0f, current.linearExtrapolation.GetSpeed()[1] );
msg.WriteDeltaFloat( 0.0f, current.linearExtrapolation.GetSpeed()[2] );
msg.WriteDeltaFloat( 0.0f, current.linearExtrapolation.GetBaseSpeed()[0] );
msg.WriteDeltaFloat( 0.0f, current.linearExtrapolation.GetBaseSpeed()[1] );
msg.WriteDeltaFloat( 0.0f, current.linearExtrapolation.GetBaseSpeed()[2] );
msg.WriteBits( current.angularExtrapolation.GetExtrapolationType(), 8 );
msg.WriteDeltaFloat( 0.0f, current.angularExtrapolation.GetStartTime() );
msg.WriteDeltaFloat( 0.0f, current.angularExtrapolation.GetDuration() );
msg.WriteDeltaFloat( 0.0f, current.angularExtrapolation.GetStartValue()[0] );
msg.WriteDeltaFloat( 0.0f, current.angularExtrapolation.GetStartValue()[1] );
msg.WriteDeltaFloat( 0.0f, current.angularExtrapolation.GetStartValue()[2] );
msg.WriteDeltaFloat( 0.0f, current.angularExtrapolation.GetSpeed()[0] );
msg.WriteDeltaFloat( 0.0f, current.angularExtrapolation.GetSpeed()[1] );
msg.WriteDeltaFloat( 0.0f, current.angularExtrapolation.GetSpeed()[2] );
msg.WriteDeltaFloat( 0.0f, current.angularExtrapolation.GetBaseSpeed()[0] );
msg.WriteDeltaFloat( 0.0f, current.angularExtrapolation.GetBaseSpeed()[1] );
msg.WriteDeltaFloat( 0.0f, current.angularExtrapolation.GetBaseSpeed()[2] );
msg.WriteDeltaFloat( 0.0f, current.linearInterpolation.GetStartTime() );
msg.WriteDeltaFloat( 0.0f, current.linearInterpolation.GetAcceleration() );
msg.WriteDeltaFloat( 0.0f, current.linearInterpolation.GetDeceleration() );
msg.WriteDeltaFloat( 0.0f, current.linearInterpolation.GetDuration() );
msg.WriteDeltaFloat( 0.0f, current.linearInterpolation.GetStartValue()[0] );
msg.WriteDeltaFloat( 0.0f, current.linearInterpolation.GetStartValue()[1] );
msg.WriteDeltaFloat( 0.0f, current.linearInterpolation.GetStartValue()[2] );
msg.WriteDeltaFloat( 0.0f, current.linearInterpolation.GetEndValue()[0] );
msg.WriteDeltaFloat( 0.0f, current.linearInterpolation.GetEndValue()[1] );
msg.WriteDeltaFloat( 0.0f, current.linearInterpolation.GetEndValue()[2] );
msg.WriteDeltaFloat( 0.0f, current.angularInterpolation.GetStartTime() );
msg.WriteDeltaFloat( 0.0f, current.angularInterpolation.GetAcceleration() );
msg.WriteDeltaFloat( 0.0f, current.angularInterpolation.GetDeceleration() );
msg.WriteDeltaFloat( 0.0f, current.angularInterpolation.GetDuration() );
msg.WriteDeltaFloat( 0.0f, current.angularInterpolation.GetStartValue()[0] );
msg.WriteDeltaFloat( 0.0f, current.angularInterpolation.GetStartValue()[1] );
msg.WriteDeltaFloat( 0.0f, current.angularInterpolation.GetStartValue()[2] );
msg.WriteDeltaFloat( 0.0f, current.angularInterpolation.GetEndValue()[0] );
msg.WriteDeltaFloat( 0.0f, current.angularInterpolation.GetEndValue()[1] );
msg.WriteDeltaFloat( 0.0f, current.angularInterpolation.GetEndValue()[2] );
}
/*
================
idPhysics_Parametric::ReadFromSnapshot
================
*/
void idPhysics_Parametric::ReadFromSnapshot( const idBitMsgDelta &msg ) {
extrapolation_t linearType, angularType;
float startTime, duration, accelTime, decelTime;
idVec3 linearStartValue, linearSpeed, linearBaseSpeed, startPos, endPos;
idAngles angularStartValue, angularSpeed, angularBaseSpeed, startAng, endAng;
current.time = msg.ReadLong();
current.atRest = msg.ReadLong();
current.origin[0] = msg.ReadFloat();
current.origin[1] = msg.ReadFloat();
current.origin[2] = msg.ReadFloat();
current.angles[0] = msg.ReadFloat();
current.angles[1] = msg.ReadFloat();
current.angles[2] = msg.ReadFloat();
current.localOrigin[0] = msg.ReadDeltaFloat( current.origin[0] );
current.localOrigin[1] = msg.ReadDeltaFloat( current.origin[1] );
current.localOrigin[2] = msg.ReadDeltaFloat( current.origin[2] );
current.localAngles[0] = msg.ReadDeltaFloat( current.angles[0] );
current.localAngles[1] = msg.ReadDeltaFloat( current.angles[1] );
current.localAngles[2] = msg.ReadDeltaFloat( current.angles[2] );
linearType = (extrapolation_t) msg.ReadBits( 8 );
startTime = msg.ReadDeltaFloat( 0.0f );
duration = msg.ReadDeltaFloat( 0.0f );
linearStartValue[0] = msg.ReadDeltaFloat( 0.0f );
linearStartValue[1] = msg.ReadDeltaFloat( 0.0f );
linearStartValue[2] = msg.ReadDeltaFloat( 0.0f );
linearSpeed[0] = msg.ReadDeltaFloat( 0.0f );
linearSpeed[1] = msg.ReadDeltaFloat( 0.0f );
linearSpeed[2] = msg.ReadDeltaFloat( 0.0f );
linearBaseSpeed[0] = msg.ReadDeltaFloat( 0.0f );
linearBaseSpeed[1] = msg.ReadDeltaFloat( 0.0f );
linearBaseSpeed[2] = msg.ReadDeltaFloat( 0.0f );
current.linearExtrapolation.Init( startTime, duration, linearStartValue, linearBaseSpeed, linearSpeed, linearType );
angularType = (extrapolation_t) msg.ReadBits( 8 );
startTime = msg.ReadDeltaFloat( 0.0f );
duration = msg.ReadDeltaFloat( 0.0f );
angularStartValue[0] = msg.ReadDeltaFloat( 0.0f );
angularStartValue[1] = msg.ReadDeltaFloat( 0.0f );
angularStartValue[2] = msg.ReadDeltaFloat( 0.0f );
angularSpeed[0] = msg.ReadDeltaFloat( 0.0f );
angularSpeed[1] = msg.ReadDeltaFloat( 0.0f );
angularSpeed[2] = msg.ReadDeltaFloat( 0.0f );
angularBaseSpeed[0] = msg.ReadDeltaFloat( 0.0f );
angularBaseSpeed[1] = msg.ReadDeltaFloat( 0.0f );
angularBaseSpeed[2] = msg.ReadDeltaFloat( 0.0f );
current.angularExtrapolation.Init( startTime, duration, angularStartValue, angularBaseSpeed, angularSpeed, angularType );
startTime = msg.ReadDeltaFloat( 0.0f );
accelTime = msg.ReadDeltaFloat( 0.0f );
decelTime = msg.ReadDeltaFloat( 0.0f );
duration = msg.ReadDeltaFloat( 0.0f );
startPos[0] = msg.ReadDeltaFloat( 0.0f );
startPos[1] = msg.ReadDeltaFloat( 0.0f );
startPos[2] = msg.ReadDeltaFloat( 0.0f );
endPos[0] = msg.ReadDeltaFloat( 0.0f );
endPos[1] = msg.ReadDeltaFloat( 0.0f );
endPos[2] = msg.ReadDeltaFloat( 0.0f );
current.linearInterpolation.Init( startTime, accelTime, decelTime, duration, startPos, endPos );
startTime = msg.ReadDeltaFloat( 0.0f );
accelTime = msg.ReadDeltaFloat( 0.0f );
decelTime = msg.ReadDeltaFloat( 0.0f );
duration = msg.ReadDeltaFloat( 0.0f );
startAng[0] = msg.ReadDeltaFloat( 0.0f );
startAng[1] = msg.ReadDeltaFloat( 0.0f );
startAng[2] = msg.ReadDeltaFloat( 0.0f );
endAng[0] = msg.ReadDeltaFloat( 0.0f );
endAng[1] = msg.ReadDeltaFloat( 0.0f );
endAng[2] = msg.ReadDeltaFloat( 0.0f );
current.angularInterpolation.Init( startTime, accelTime, decelTime, duration, startAng, endAng );
current.axis = current.angles.ToMat3();
if ( clipModel ) {
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
}
}