mirror of
https://github.com/dhewm/dhewm3.git
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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.
846 lines
18 KiB
C++
846 lines
18 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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#include "sys/platform.h"
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#include "idlib/math/Quat.h"
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#include "gamesys/SysCvar.h"
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#include "physics/Force.h"
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#include "Entity.h"
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#include "physics/Physics_Static.h"
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CLASS_DECLARATION( idPhysics, idPhysics_Static )
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END_CLASS
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/*
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================
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idPhysics_Static::idPhysics_Static
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================
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*/
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idPhysics_Static::idPhysics_Static( void ) {
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self = NULL;
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clipModel = NULL;
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current.origin.Zero();
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current.axis.Identity();
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current.localOrigin.Zero();
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current.localAxis.Identity();
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hasMaster = false;
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isOrientated = false;
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}
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/*
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================
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idPhysics_Static::~idPhysics_Static
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================
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*/
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idPhysics_Static::~idPhysics_Static( void ) {
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if ( self && self->GetPhysics() == this ) {
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self->SetPhysics( NULL );
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}
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idForce::DeletePhysics( this );
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if ( clipModel ) {
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delete clipModel;
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}
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}
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/*
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================
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idPhysics_Static::Save
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================
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*/
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void idPhysics_Static::Save( idSaveGame *savefile ) const {
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savefile->WriteObject( self );
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savefile->WriteVec3( current.origin );
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savefile->WriteMat3( current.axis );
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savefile->WriteVec3( current.localOrigin );
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savefile->WriteMat3( current.localAxis );
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savefile->WriteClipModel( clipModel );
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savefile->WriteBool( hasMaster );
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savefile->WriteBool( isOrientated );
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}
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/*
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================
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idPhysics_Static::Restore
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================
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*/
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void idPhysics_Static::Restore( idRestoreGame *savefile ) {
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savefile->ReadObject( reinterpret_cast<idClass *&>( self ) );
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savefile->ReadVec3( current.origin );
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savefile->ReadMat3( current.axis );
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savefile->ReadVec3( current.localOrigin );
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savefile->ReadMat3( current.localAxis );
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savefile->ReadClipModel( clipModel );
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savefile->ReadBool( hasMaster );
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savefile->ReadBool( isOrientated );
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}
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/*
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================
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idPhysics_Static::SetSelf
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================
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*/
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void idPhysics_Static::SetSelf( idEntity *e ) {
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assert( e );
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self = e;
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}
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/*
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================
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idPhysics_Static::SetClipModel
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================
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*/
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void idPhysics_Static::SetClipModel( idClipModel *model, float density, int id, bool freeOld ) {
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assert( self );
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if ( clipModel && clipModel != model && freeOld ) {
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delete clipModel;
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}
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clipModel = model;
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if ( clipModel ) {
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clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
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}
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}
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/*
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================
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idPhysics_Static::GetClipModel
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================
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*/
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idClipModel *idPhysics_Static::GetClipModel( int id ) const {
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if ( clipModel ) {
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return clipModel;
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}
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return gameLocal.clip.DefaultClipModel();
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}
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/*
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================
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idPhysics_Static::GetNumClipModels
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================
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*/
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int idPhysics_Static::GetNumClipModels( void ) const {
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return ( clipModel != NULL );
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}
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/*
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================
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idPhysics_Static::SetMass
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================
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*/
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void idPhysics_Static::SetMass( float mass, int id ) {
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}
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/*
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================
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idPhysics_Static::GetMass
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================
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*/
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float idPhysics_Static::GetMass( int id ) const {
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return 0.0f;
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}
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/*
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================
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idPhysics_Static::SetContents
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================
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*/
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void idPhysics_Static::SetContents( int contents, int id ) {
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if ( clipModel ) {
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clipModel->SetContents( contents );
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}
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}
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/*
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================
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idPhysics_Static::GetContents
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================
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*/
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int idPhysics_Static::GetContents( int id ) const {
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if ( clipModel ) {
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return clipModel->GetContents();
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}
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return 0;
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}
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/*
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================
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idPhysics_Static::SetClipMask
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================
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*/
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void idPhysics_Static::SetClipMask( int mask, int id ) {
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}
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/*
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================
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idPhysics_Static::GetClipMask
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================
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*/
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int idPhysics_Static::GetClipMask( int id ) const {
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return 0;
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}
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/*
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================
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idPhysics_Static::GetBounds
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================
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*/
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const idBounds &idPhysics_Static::GetBounds( int id ) const {
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if ( clipModel ) {
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return clipModel->GetBounds();
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}
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return bounds_zero;
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}
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/*
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================
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idPhysics_Static::GetAbsBounds
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================
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*/
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const idBounds &idPhysics_Static::GetAbsBounds( int id ) const {
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static idBounds absBounds;
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if ( clipModel ) {
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return clipModel->GetAbsBounds();
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}
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absBounds[0] = absBounds[1] = current.origin;
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return absBounds;
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}
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/*
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================
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idPhysics_Static::Evaluate
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================
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*/
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bool idPhysics_Static::Evaluate( int timeStepMSec, int endTimeMSec ) {
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idVec3 masterOrigin, oldOrigin;
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idMat3 masterAxis, oldAxis;
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if ( hasMaster ) {
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oldOrigin = current.origin;
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oldAxis = current.axis;
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self->GetMasterPosition( masterOrigin, masterAxis );
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current.origin = masterOrigin + current.localOrigin * masterAxis;
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if ( isOrientated ) {
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current.axis = current.localAxis * masterAxis;
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} else {
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current.axis = current.localAxis;
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}
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if ( clipModel ) {
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clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
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}
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return ( current.origin != oldOrigin || current.axis != oldAxis );
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}
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return false;
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}
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/*
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================
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idPhysics_Static::UpdateTime
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================
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*/
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void idPhysics_Static::UpdateTime( int endTimeMSec ) {
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}
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/*
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================
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idPhysics_Static::GetTime
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================
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*/
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int idPhysics_Static::GetTime( void ) const {
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return 0;
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}
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/*
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================
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idPhysics_Static::GetImpactInfo
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================
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*/
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void idPhysics_Static::GetImpactInfo( const int id, const idVec3 &point, impactInfo_t *info ) const {
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memset( info, 0, sizeof( *info ) );
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}
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/*
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================
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idPhysics_Static::ApplyImpulse
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================
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*/
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void idPhysics_Static::ApplyImpulse( const int id, const idVec3 &point, const idVec3 &impulse ) {
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}
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/*
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================
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idPhysics_Static::AddForce
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================
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*/
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void idPhysics_Static::AddForce( const int id, const idVec3 &point, const idVec3 &force ) {
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}
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/*
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================
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idPhysics_Static::Activate
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================
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*/
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void idPhysics_Static::Activate( void ) {
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}
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/*
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================
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idPhysics_Static::PutToRest
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================
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*/
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void idPhysics_Static::PutToRest( void ) {
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}
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/*
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================
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idPhysics_Static::IsAtRest
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================
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*/
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bool idPhysics_Static::IsAtRest( void ) const {
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return true;
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}
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/*
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================
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idPhysics_Static::GetRestStartTime
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================
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*/
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int idPhysics_Static::GetRestStartTime( void ) const {
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return 0;
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}
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/*
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================
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idPhysics_Static::IsPushable
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================
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*/
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bool idPhysics_Static::IsPushable( void ) const {
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return false;
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}
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/*
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================
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idPhysics_Static::SaveState
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================
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*/
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void idPhysics_Static::SaveState( void ) {
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}
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/*
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================
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idPhysics_Static::RestoreState
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================
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*/
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void idPhysics_Static::RestoreState( void ) {
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}
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/*
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================
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idPhysics_Static::SetOrigin
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================
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*/
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void idPhysics_Static::SetOrigin( const idVec3 &newOrigin, int id ) {
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idVec3 masterOrigin;
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idMat3 masterAxis;
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current.localOrigin = newOrigin;
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if ( hasMaster ) {
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self->GetMasterPosition( masterOrigin, masterAxis );
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current.origin = masterOrigin + newOrigin * masterAxis;
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} else {
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current.origin = newOrigin;
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}
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if ( clipModel ) {
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clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
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}
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}
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/*
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================
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idPhysics_Static::SetAxis
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================
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*/
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void idPhysics_Static::SetAxis( const idMat3 &newAxis, int id ) {
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idVec3 masterOrigin;
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idMat3 masterAxis;
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current.localAxis = newAxis;
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if ( hasMaster && isOrientated ) {
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self->GetMasterPosition( masterOrigin, masterAxis );
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current.axis = newAxis * masterAxis;
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} else {
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current.axis = newAxis;
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}
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if ( clipModel ) {
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clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
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}
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}
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/*
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================
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idPhysics_Static::Translate
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================
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*/
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void idPhysics_Static::Translate( const idVec3 &translation, int id ) {
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current.localOrigin += translation;
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current.origin += translation;
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if ( clipModel ) {
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clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
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}
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}
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/*
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================
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idPhysics_Static::Rotate
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================
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*/
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void idPhysics_Static::Rotate( const idRotation &rotation, int id ) {
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idVec3 masterOrigin;
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idMat3 masterAxis;
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current.origin *= rotation;
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current.axis *= rotation.ToMat3();
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if ( hasMaster ) {
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self->GetMasterPosition( masterOrigin, masterAxis );
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current.localAxis *= rotation.ToMat3();
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current.localOrigin = ( current.origin - masterOrigin ) * masterAxis.Transpose();
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} else {
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current.localAxis = current.axis;
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current.localOrigin = current.origin;
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}
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if ( clipModel ) {
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clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
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}
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}
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/*
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================
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idPhysics_Static::GetOrigin
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================
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*/
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const idVec3 &idPhysics_Static::GetOrigin( int id ) const {
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return current.origin;
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}
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/*
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================
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idPhysics_Static::GetAxis
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================
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*/
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const idMat3 &idPhysics_Static::GetAxis( int id ) const {
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return current.axis;
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}
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/*
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================
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idPhysics_Static::SetLinearVelocity
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================
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*/
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void idPhysics_Static::SetLinearVelocity( const idVec3 &newLinearVelocity, int id ) {
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}
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/*
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================
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idPhysics_Static::SetAngularVelocity
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================
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*/
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void idPhysics_Static::SetAngularVelocity( const idVec3 &newAngularVelocity, int id ) {
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}
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/*
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================
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idPhysics_Static::GetLinearVelocity
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================
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*/
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const idVec3 &idPhysics_Static::GetLinearVelocity( int id ) const {
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return vec3_origin;
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}
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/*
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================
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idPhysics_Static::GetAngularVelocity
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================
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*/
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const idVec3 &idPhysics_Static::GetAngularVelocity( int id ) const {
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return vec3_origin;
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}
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/*
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================
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idPhysics_Static::SetGravity
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================
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*/
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void idPhysics_Static::SetGravity( const idVec3 &newGravity ) {
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}
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/*
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================
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idPhysics_Static::GetGravity
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================
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*/
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const idVec3 &idPhysics_Static::GetGravity( void ) const {
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static idVec3 gravity( 0, 0, -g_gravity.GetFloat() );
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return gravity;
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}
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/*
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================
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idPhysics_Static::GetGravityNormal
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================
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*/
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const idVec3 &idPhysics_Static::GetGravityNormal( void ) const {
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static idVec3 gravity( 0, 0, -1 );
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return gravity;
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}
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/*
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================
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idPhysics_Static::ClipTranslation
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================
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*/
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void idPhysics_Static::ClipTranslation( trace_t &results, const idVec3 &translation, const idClipModel *model ) const {
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if ( model ) {
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gameLocal.clip.TranslationModel( results, current.origin, current.origin + translation,
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clipModel, current.axis, MASK_SOLID, model->Handle(), model->GetOrigin(), model->GetAxis() );
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} else {
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gameLocal.clip.Translation( results, current.origin, current.origin + translation,
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clipModel, current.axis, MASK_SOLID, self );
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}
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}
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/*
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================
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idPhysics_Static::ClipRotation
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================
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*/
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void idPhysics_Static::ClipRotation( trace_t &results, const idRotation &rotation, const idClipModel *model ) const {
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if ( model ) {
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gameLocal.clip.RotationModel( results, current.origin, rotation,
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clipModel, current.axis, MASK_SOLID, model->Handle(), model->GetOrigin(), model->GetAxis() );
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} else {
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gameLocal.clip.Rotation( results, current.origin, rotation, clipModel, current.axis, MASK_SOLID, self );
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}
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}
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/*
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================
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idPhysics_Static::ClipContents
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================
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*/
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int idPhysics_Static::ClipContents( const idClipModel *model ) const {
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if ( clipModel ) {
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if ( model ) {
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return gameLocal.clip.ContentsModel( clipModel->GetOrigin(), clipModel, clipModel->GetAxis(), -1,
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model->Handle(), model->GetOrigin(), model->GetAxis() );
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} else {
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return gameLocal.clip.Contents( clipModel->GetOrigin(), clipModel, clipModel->GetAxis(), -1, NULL );
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}
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}
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return 0;
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}
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/*
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================
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idPhysics_Static::DisableClip
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================
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*/
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void idPhysics_Static::DisableClip( void ) {
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if ( clipModel ) {
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clipModel->Disable();
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}
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}
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/*
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================
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idPhysics_Static::EnableClip
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================
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*/
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void idPhysics_Static::EnableClip( void ) {
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if ( clipModel ) {
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clipModel->Enable();
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}
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}
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/*
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================
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idPhysics_Static::UnlinkClip
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================
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*/
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void idPhysics_Static::UnlinkClip( void ) {
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if ( clipModel ) {
|
|
clipModel->Unlink();
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::LinkClip
|
|
================
|
|
*/
|
|
void idPhysics_Static::LinkClip( void ) {
|
|
if ( clipModel ) {
|
|
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::EvaluateContacts
|
|
================
|
|
*/
|
|
bool idPhysics_Static::EvaluateContacts( void ) {
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::GetNumContacts
|
|
================
|
|
*/
|
|
int idPhysics_Static::GetNumContacts( void ) const {
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::GetContact
|
|
================
|
|
*/
|
|
const contactInfo_t &idPhysics_Static::GetContact( int num ) const {
|
|
static contactInfo_t info;
|
|
memset( &info, 0, sizeof( info ) );
|
|
return info;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::ClearContacts
|
|
================
|
|
*/
|
|
void idPhysics_Static::ClearContacts( void ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::AddContactEntity
|
|
================
|
|
*/
|
|
void idPhysics_Static::AddContactEntity( idEntity *e ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::RemoveContactEntity
|
|
================
|
|
*/
|
|
void idPhysics_Static::RemoveContactEntity( idEntity *e ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::HasGroundContacts
|
|
================
|
|
*/
|
|
bool idPhysics_Static::HasGroundContacts( void ) const {
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::IsGroundEntity
|
|
================
|
|
*/
|
|
bool idPhysics_Static::IsGroundEntity( int entityNum ) const {
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::IsGroundClipModel
|
|
================
|
|
*/
|
|
bool idPhysics_Static::IsGroundClipModel( int entityNum, int id ) const {
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::SetPushed
|
|
================
|
|
*/
|
|
void idPhysics_Static::SetPushed( int deltaTime ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::GetPushedLinearVelocity
|
|
================
|
|
*/
|
|
const idVec3 &idPhysics_Static::GetPushedLinearVelocity( const int id ) const {
|
|
return vec3_origin;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::GetPushedAngularVelocity
|
|
================
|
|
*/
|
|
const idVec3 &idPhysics_Static::GetPushedAngularVelocity( const int id ) const {
|
|
return vec3_origin;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::SetMaster
|
|
================
|
|
*/
|
|
void idPhysics_Static::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.localAxis = current.axis * masterAxis.Transpose();
|
|
} else {
|
|
current.localAxis = current.axis;
|
|
}
|
|
hasMaster = true;
|
|
isOrientated = orientated;
|
|
}
|
|
} else {
|
|
if ( hasMaster ) {
|
|
hasMaster = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::GetBlockingInfo
|
|
================
|
|
*/
|
|
const trace_t *idPhysics_Static::GetBlockingInfo( void ) const {
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::GetBlockingEntity
|
|
================
|
|
*/
|
|
idEntity *idPhysics_Static::GetBlockingEntity( void ) const {
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::GetLinearEndTime
|
|
================
|
|
*/
|
|
int idPhysics_Static::GetLinearEndTime( void ) const {
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::GetAngularEndTime
|
|
================
|
|
*/
|
|
int idPhysics_Static::GetAngularEndTime( void ) const {
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Static::WriteToSnapshot
|
|
================
|
|
*/
|
|
void idPhysics_Static::WriteToSnapshot( idBitMsgDelta &msg ) const {
|
|
idCQuat quat, localQuat;
|
|
|
|
quat = current.axis.ToCQuat();
|
|
localQuat = current.localAxis.ToCQuat();
|
|
|
|
msg.WriteFloat( current.origin[0] );
|
|
msg.WriteFloat( current.origin[1] );
|
|
msg.WriteFloat( current.origin[2] );
|
|
msg.WriteFloat( quat.x );
|
|
msg.WriteFloat( quat.y );
|
|
msg.WriteFloat( quat.z );
|
|
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( quat.x, localQuat.x );
|
|
msg.WriteDeltaFloat( quat.y, localQuat.y );
|
|
msg.WriteDeltaFloat( quat.z, localQuat.z );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Base::ReadFromSnapshot
|
|
================
|
|
*/
|
|
void idPhysics_Static::ReadFromSnapshot( const idBitMsgDelta &msg ) {
|
|
idCQuat quat, localQuat;
|
|
|
|
current.origin[0] = msg.ReadFloat();
|
|
current.origin[1] = msg.ReadFloat();
|
|
current.origin[2] = msg.ReadFloat();
|
|
quat.x = msg.ReadFloat();
|
|
quat.y = msg.ReadFloat();
|
|
quat.z = 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] );
|
|
localQuat.x = msg.ReadDeltaFloat( quat.x );
|
|
localQuat.y = msg.ReadDeltaFloat( quat.y );
|
|
localQuat.z = msg.ReadDeltaFloat( quat.z );
|
|
|
|
current.axis = quat.ToMat3();
|
|
current.localAxis = localQuat.ToMat3();
|
|
}
|