dhewm3/neo/game/physics/Physics_Parametric.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

181 lines
6.9 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_PARAMETRIC_H__
#define __PHYSICS_PARAMETRIC_H__
#include "idlib/math/Curve.h"
#include "idlib/math/Interpolate.h"
#include "physics/Physics_Base.h"
/*
===================================================================================
Parametric physics
Used for predefined or scripted motion. The motion of an object is completely
parametrized. By adjusting the parameters an object is forced to follow a
predefined path. The parametric physics is typically used for doors, bridges,
rotating fans etc.
===================================================================================
*/
typedef struct parametricPState_s {
int time; // physics time
int atRest; // set when simulation is suspended
idVec3 origin; // world origin
idAngles angles; // world angles
idMat3 axis; // world axis
idVec3 localOrigin; // local origin
idAngles localAngles; // local angles
idExtrapolate<idVec3> linearExtrapolation; // extrapolation based description of the position over time
idExtrapolate<idAngles> angularExtrapolation; // extrapolation based description of the orientation over time
idInterpolateAccelDecelLinear<idVec3> linearInterpolation; // interpolation based description of the position over time
idInterpolateAccelDecelLinear<idAngles> angularInterpolation; // interpolation based description of the orientation over time
idCurve_Spline<idVec3> * spline; // spline based description of the position over time
idInterpolateAccelDecelLinear<float> splineInterpolate; // position along the spline over time
bool useSplineAngles; // set the orientation using the spline
} parametricPState_t;
class idPhysics_Parametric : public idPhysics_Base {
public:
CLASS_PROTOTYPE( idPhysics_Parametric );
idPhysics_Parametric( void );
~idPhysics_Parametric( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
void SetPusher( int flags );
bool IsPusher( void ) const;
void SetLinearExtrapolation( extrapolation_t type, int time, int duration, const idVec3 &base, const idVec3 &speed, const idVec3 &baseSpeed );
void SetAngularExtrapolation( extrapolation_t type, int time, int duration, const idAngles &base, const idAngles &speed, const idAngles &baseSpeed );
extrapolation_t GetLinearExtrapolationType( void ) const;
extrapolation_t GetAngularExtrapolationType( void ) const;
void SetLinearInterpolation( int time, int accelTime, int decelTime, int duration, const idVec3 &startPos, const idVec3 &endPos );
void SetAngularInterpolation( int time, int accelTime, int decelTime, int duration, const idAngles &startAng, const idAngles &endAng );
void SetSpline( idCurve_Spline<idVec3> *spline, int accelTime, int decelTime, bool useSplineAngles );
idCurve_Spline<idVec3> *GetSpline( void ) const;
int GetSplineAcceleration( void ) const;
int GetSplineDeceleration( void ) const;
bool UsingSplineAngles( void ) const;
void GetLocalOrigin( idVec3 &curOrigin ) const;
void GetLocalAngles( idAngles &curAngles ) const;
void GetAngles( idAngles &curAngles ) const;
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 Activate( 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 DisableClip( void );
void EnableClip( void );
void UnlinkClip( void );
void LinkClip( void );
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 );
private:
// parametric physics state
parametricPState_t current;
parametricPState_t saved;
// pusher
bool isPusher;
idClipModel * clipModel;
int pushFlags;
// results of last evaluate
trace_t pushResults;
bool isBlocked;
// master
bool hasMaster;
bool isOrientated;
private:
bool TestIfAtRest( void ) const;
void Rest( void );
};
#endif /* !__PHYSICS_PARAMETRIC_H__ */