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736ec20d4d
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.
115 lines
4 KiB
C++
115 lines
4 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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#include "physics/Physics_Base.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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