dhewm3/neo/game/physics/Physics_Actor.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

382 lines
8.8 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_Actor.h"
CLASS_DECLARATION( idPhysics_Base, idPhysics_Actor )
END_CLASS
/*
================
idPhysics_Actor::idPhysics_Actor
================
*/
idPhysics_Actor::idPhysics_Actor( void ) {
clipModel = NULL;
SetClipModelAxis();
mass = 100.0f;
invMass = 1.0f / mass;
masterEntity = NULL;
masterYaw = 0.0f;
masterDeltaYaw = 0.0f;
groundEntityPtr = NULL;
}
/*
================
idPhysics_Actor::~idPhysics_Actor
================
*/
idPhysics_Actor::~idPhysics_Actor( void ) {
if ( clipModel ) {
delete clipModel;
clipModel = NULL;
}
}
/*
================
idPhysics_Actor::Save
================
*/
void idPhysics_Actor::Save( idSaveGame *savefile ) const {
savefile->WriteClipModel( clipModel );
savefile->WriteMat3( clipModelAxis );
savefile->WriteFloat( mass );
savefile->WriteFloat( invMass );
savefile->WriteObject( masterEntity );
savefile->WriteFloat( masterYaw );
savefile->WriteFloat( masterDeltaYaw );
groundEntityPtr.Save( savefile );
}
/*
================
idPhysics_Actor::Restore
================
*/
void idPhysics_Actor::Restore( idRestoreGame *savefile ) {
savefile->ReadClipModel( clipModel );
savefile->ReadMat3( clipModelAxis );
savefile->ReadFloat( mass );
savefile->ReadFloat( invMass );
savefile->ReadObject( reinterpret_cast<idClass *&>( masterEntity ) );
savefile->ReadFloat( masterYaw );
savefile->ReadFloat( masterDeltaYaw );
groundEntityPtr.Restore( savefile );
}
/*
================
idPhysics_Actor::SetClipModelAxis
================
*/
void idPhysics_Actor::SetClipModelAxis( void ) {
// align clip model to gravity direction
if ( ( gravityNormal[2] == -1.0f ) || ( gravityNormal == vec3_zero ) ) {
clipModelAxis.Identity();
}
else {
clipModelAxis[2] = -gravityNormal;
clipModelAxis[2].NormalVectors( clipModelAxis[0], clipModelAxis[1] );
clipModelAxis[1] = -clipModelAxis[1];
}
if ( clipModel ) {
clipModel->Link( gameLocal.clip, self, 0, clipModel->GetOrigin(), clipModelAxis );
}
}
/*
================
idPhysics_Actor::GetGravityAxis
================
*/
const idMat3 &idPhysics_Actor::GetGravityAxis( void ) const {
return clipModelAxis;
}
/*
================
idPhysics_Actor::GetMasterDeltaYaw
================
*/
float idPhysics_Actor::GetMasterDeltaYaw( void ) const {
return masterDeltaYaw;
}
/*
================
idPhysics_Actor::GetGroundEntity
================
*/
idEntity *idPhysics_Actor::GetGroundEntity( void ) const {
return groundEntityPtr.GetEntity();
}
/*
================
idPhysics_Actor::SetClipModel
================
*/
void idPhysics_Actor::SetClipModel( idClipModel *model, const float density, int id, bool freeOld ) {
assert( self );
assert( model ); // a clip model is required
assert( model->IsTraceModel() ); // and it should be a trace model
assert( density > 0.0f ); // density should be valid
if ( clipModel && clipModel != model && freeOld ) {
delete clipModel;
}
clipModel = model;
clipModel->Link( gameLocal.clip, self, 0, clipModel->GetOrigin(), clipModelAxis );
}
/*
================
idPhysics_Actor::GetClipModel
================
*/
idClipModel *idPhysics_Actor::GetClipModel( int id ) const {
return clipModel;
}
/*
================
idPhysics_Actor::GetNumClipModels
================
*/
int idPhysics_Actor::GetNumClipModels( void ) const {
return 1;
}
/*
================
idPhysics_Actor::SetMass
================
*/
void idPhysics_Actor::SetMass( float _mass, int id ) {
assert( _mass > 0.0f );
mass = _mass;
invMass = 1.0f / _mass;
}
/*
================
idPhysics_Actor::GetMass
================
*/
float idPhysics_Actor::GetMass( int id ) const {
return mass;
}
/*
================
idPhysics_Actor::SetClipMask
================
*/
void idPhysics_Actor::SetContents( int contents, int id ) {
clipModel->SetContents( contents );
}
/*
================
idPhysics_Actor::SetClipMask
================
*/
int idPhysics_Actor::GetContents( int id ) const {
return clipModel->GetContents();
}
/*
================
idPhysics_Actor::GetBounds
================
*/
const idBounds &idPhysics_Actor::GetBounds( int id ) const {
return clipModel->GetBounds();
}
/*
================
idPhysics_Actor::GetAbsBounds
================
*/
const idBounds &idPhysics_Actor::GetAbsBounds( int id ) const {
return clipModel->GetAbsBounds();
}
/*
================
idPhysics_Actor::IsPushable
================
*/
bool idPhysics_Actor::IsPushable( void ) const {
return ( masterEntity == NULL );
}
/*
================
idPhysics_Actor::GetOrigin
================
*/
const idVec3 &idPhysics_Actor::GetOrigin( int id ) const {
return clipModel->GetOrigin();
}
/*
================
idPhysics_Player::GetAxis
================
*/
const idMat3 &idPhysics_Actor::GetAxis( int id ) const {
return clipModel->GetAxis();
}
/*
================
idPhysics_Actor::SetGravity
================
*/
void idPhysics_Actor::SetGravity( const idVec3 &newGravity ) {
if ( newGravity != gravityVector ) {
idPhysics_Base::SetGravity( newGravity );
SetClipModelAxis();
}
}
/*
================
idPhysics_Actor::ClipTranslation
================
*/
void idPhysics_Actor::ClipTranslation( trace_t &results, const idVec3 &translation, const idClipModel *model ) const {
if ( model ) {
gameLocal.clip.TranslationModel( results, clipModel->GetOrigin(), clipModel->GetOrigin() + translation,
clipModel, clipModel->GetAxis(), clipMask,
model->Handle(), model->GetOrigin(), model->GetAxis() );
}
else {
gameLocal.clip.Translation( results, clipModel->GetOrigin(), clipModel->GetOrigin() + translation,
clipModel, clipModel->GetAxis(), clipMask, self );
}
}
/*
================
idPhysics_Actor::ClipRotation
================
*/
void idPhysics_Actor::ClipRotation( trace_t &results, const idRotation &rotation, const idClipModel *model ) const {
if ( model ) {
gameLocal.clip.RotationModel( results, clipModel->GetOrigin(), rotation,
clipModel, clipModel->GetAxis(), clipMask,
model->Handle(), model->GetOrigin(), model->GetAxis() );
}
else {
gameLocal.clip.Rotation( results, clipModel->GetOrigin(), rotation,
clipModel, clipModel->GetAxis(), clipMask, self );
}
}
/*
================
idPhysics_Actor::ClipContents
================
*/
int idPhysics_Actor::ClipContents( const idClipModel *model ) const {
if ( model ) {
return gameLocal.clip.ContentsModel( clipModel->GetOrigin(), clipModel, clipModel->GetAxis(), -1,
model->Handle(), model->GetOrigin(), model->GetAxis() );
}
else {
return gameLocal.clip.Contents( clipModel->GetOrigin(), clipModel, clipModel->GetAxis(), -1, NULL );
}
}
/*
================
idPhysics_Actor::DisableClip
================
*/
void idPhysics_Actor::DisableClip( void ) {
clipModel->Disable();
}
/*
================
idPhysics_Actor::EnableClip
================
*/
void idPhysics_Actor::EnableClip( void ) {
clipModel->Enable();
}
/*
================
idPhysics_Actor::UnlinkClip
================
*/
void idPhysics_Actor::UnlinkClip( void ) {
clipModel->Unlink();
}
/*
================
idPhysics_Actor::LinkClip
================
*/
void idPhysics_Actor::LinkClip( void ) {
clipModel->Link( gameLocal.clip, self, 0, clipModel->GetOrigin(), clipModel->GetAxis() );
}
/*
================
idPhysics_Actor::EvaluateContacts
================
*/
bool idPhysics_Actor::EvaluateContacts( void ) {
// get all the ground contacts
ClearContacts();
AddGroundContacts( clipModel );
AddContactEntitiesForContacts();
return ( contacts.Num() != 0 );
}