mirror of
https://github.com/dhewm/dhewm3.git
synced 2024-11-30 16:11:11 +00:00
79ad905e05
Excluding 3rd party files.
806 lines
20 KiB
C++
806 lines
20 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 "../../idlib/precompiled.h"
|
|
#pragma hdrstop
|
|
|
|
#include "../Game_local.h"
|
|
|
|
CLASS_DECLARATION( idPhysics_Actor, idPhysics_Monster )
|
|
END_CLASS
|
|
|
|
const float OVERCLIP = 1.001f;
|
|
|
|
/*
|
|
=====================
|
|
idPhysics_Monster::CheckGround
|
|
=====================
|
|
*/
|
|
void idPhysics_Monster::CheckGround( monsterPState_t &state ) {
|
|
trace_t groundTrace;
|
|
idVec3 down;
|
|
|
|
if ( gravityNormal == vec3_zero ) {
|
|
state.onGround = false;
|
|
groundEntityPtr = NULL;
|
|
return;
|
|
}
|
|
|
|
down = state.origin + gravityNormal * CONTACT_EPSILON;
|
|
gameLocal.clip.Translation( groundTrace, state.origin, down, clipModel, clipModel->GetAxis(), clipMask, self );
|
|
|
|
if ( groundTrace.fraction == 1.0f ) {
|
|
state.onGround = false;
|
|
groundEntityPtr = NULL;
|
|
return;
|
|
}
|
|
|
|
groundEntityPtr = gameLocal.entities[ groundTrace.c.entityNum ];
|
|
|
|
if ( ( groundTrace.c.normal * -gravityNormal ) < minFloorCosine ) {
|
|
state.onGround = false;
|
|
return;
|
|
}
|
|
|
|
state.onGround = true;
|
|
|
|
// let the entity know about the collision
|
|
self->Collide( groundTrace, state.velocity );
|
|
|
|
// apply impact to a non world floor entity
|
|
if ( groundTrace.c.entityNum != ENTITYNUM_WORLD && groundEntityPtr.GetEntity() ) {
|
|
impactInfo_t info;
|
|
groundEntityPtr.GetEntity()->GetImpactInfo( self, groundTrace.c.id, groundTrace.c.point, &info );
|
|
if ( info.invMass != 0.0f ) {
|
|
groundEntityPtr.GetEntity()->ApplyImpulse( self, 0, groundTrace.c.point, state.velocity / ( info.invMass * 10.0f ) );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idPhysics_Monster::SlideMove
|
|
=====================
|
|
*/
|
|
monsterMoveResult_t idPhysics_Monster::SlideMove( idVec3 &start, idVec3 &velocity, const idVec3 &delta ) {
|
|
int i;
|
|
trace_t tr;
|
|
idVec3 move;
|
|
|
|
blockingEntity = NULL;
|
|
move = delta;
|
|
for( i = 0; i < 3; i++ ) {
|
|
gameLocal.clip.Translation( tr, start, start + move, clipModel, clipModel->GetAxis(), clipMask, self );
|
|
|
|
start = tr.endpos;
|
|
|
|
if ( tr.fraction == 1.0f ) {
|
|
if ( i > 0 ) {
|
|
return MM_SLIDING;
|
|
}
|
|
return MM_OK;
|
|
}
|
|
|
|
if ( tr.c.entityNum != ENTITYNUM_NONE ) {
|
|
blockingEntity = gameLocal.entities[ tr.c.entityNum ];
|
|
}
|
|
|
|
// clip the movement delta and velocity
|
|
move.ProjectOntoPlane( tr.c.normal, OVERCLIP );
|
|
velocity.ProjectOntoPlane( tr.c.normal, OVERCLIP );
|
|
}
|
|
|
|
return MM_BLOCKED;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idPhysics_Monster::StepMove
|
|
|
|
move start into the delta direction
|
|
the velocity is clipped conform any collisions
|
|
=====================
|
|
*/
|
|
monsterMoveResult_t idPhysics_Monster::StepMove( idVec3 &start, idVec3 &velocity, const idVec3 &delta ) {
|
|
trace_t tr;
|
|
idVec3 up, down, noStepPos, noStepVel, stepPos, stepVel;
|
|
monsterMoveResult_t result1, result2;
|
|
float stepdist;
|
|
float nostepdist;
|
|
|
|
if ( delta == vec3_origin ) {
|
|
return MM_OK;
|
|
}
|
|
|
|
// try to move without stepping up
|
|
noStepPos = start;
|
|
noStepVel = velocity;
|
|
result1 = SlideMove( noStepPos, noStepVel, delta );
|
|
if ( result1 == MM_OK ) {
|
|
velocity = noStepVel;
|
|
if ( gravityNormal == vec3_zero ) {
|
|
start = noStepPos;
|
|
return MM_OK;
|
|
}
|
|
|
|
// try to step down so that we walk down slopes and stairs at a normal rate
|
|
down = noStepPos + gravityNormal * maxStepHeight;
|
|
gameLocal.clip.Translation( tr, noStepPos, down, clipModel, clipModel->GetAxis(), clipMask, self );
|
|
if ( tr.fraction < 1.0f ) {
|
|
start = tr.endpos;
|
|
return MM_STEPPED;
|
|
} else {
|
|
start = noStepPos;
|
|
return MM_OK;
|
|
}
|
|
}
|
|
|
|
if ( blockingEntity && blockingEntity->IsType( idActor::Type ) ) {
|
|
// try to step down in case walking into an actor while going down steps
|
|
down = noStepPos + gravityNormal * maxStepHeight;
|
|
gameLocal.clip.Translation( tr, noStepPos, down, clipModel, clipModel->GetAxis(), clipMask, self );
|
|
start = tr.endpos;
|
|
velocity = noStepVel;
|
|
return MM_BLOCKED;
|
|
}
|
|
|
|
if ( gravityNormal == vec3_zero ) {
|
|
return result1;
|
|
}
|
|
|
|
// try to step up
|
|
up = start - gravityNormal * maxStepHeight;
|
|
gameLocal.clip.Translation( tr, start, up, clipModel, clipModel->GetAxis(), clipMask, self );
|
|
if ( tr.fraction == 0.0f ) {
|
|
start = noStepPos;
|
|
velocity = noStepVel;
|
|
return result1;
|
|
}
|
|
|
|
// try to move at the stepped up position
|
|
stepPos = tr.endpos;
|
|
stepVel = velocity;
|
|
result2 = SlideMove( stepPos, stepVel, delta );
|
|
if ( result2 == MM_BLOCKED ) {
|
|
start = noStepPos;
|
|
velocity = noStepVel;
|
|
return result1;
|
|
}
|
|
|
|
// step down again
|
|
down = stepPos + gravityNormal * maxStepHeight;
|
|
gameLocal.clip.Translation( tr, stepPos, down, clipModel, clipModel->GetAxis(), clipMask, self );
|
|
stepPos = tr.endpos;
|
|
|
|
// if the move is further without stepping up, or the slope is too steap, don't step up
|
|
nostepdist = ( noStepPos - start ).LengthSqr();
|
|
stepdist = ( stepPos - start ).LengthSqr();
|
|
if ( ( nostepdist >= stepdist ) || ( ( tr.c.normal * -gravityNormal ) < minFloorCosine ) ) {
|
|
start = noStepPos;
|
|
velocity = noStepVel;
|
|
return MM_SLIDING;
|
|
}
|
|
|
|
start = stepPos;
|
|
velocity = stepVel;
|
|
|
|
return MM_STEPPED;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::Activate
|
|
================
|
|
*/
|
|
void idPhysics_Monster::Activate( void ) {
|
|
current.atRest = -1;
|
|
self->BecomeActive( TH_PHYSICS );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::Rest
|
|
================
|
|
*/
|
|
void idPhysics_Monster::Rest( void ) {
|
|
current.atRest = gameLocal.time;
|
|
current.velocity.Zero();
|
|
self->BecomeInactive( TH_PHYSICS );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::PutToRest
|
|
================
|
|
*/
|
|
void idPhysics_Monster::PutToRest( void ) {
|
|
Rest();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::idPhysics_Monster
|
|
================
|
|
*/
|
|
idPhysics_Monster::idPhysics_Monster( void ) {
|
|
|
|
memset( ¤t, 0, sizeof( current ) );
|
|
current.atRest = -1;
|
|
saved = current;
|
|
|
|
delta.Zero();
|
|
maxStepHeight = 18.0f;
|
|
minFloorCosine = 0.7f;
|
|
moveResult = MM_OK;
|
|
forceDeltaMove = false;
|
|
fly = false;
|
|
useVelocityMove = false;
|
|
noImpact = false;
|
|
blockingEntity = NULL;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster_SavePState
|
|
================
|
|
*/
|
|
void idPhysics_Monster_SavePState( idSaveGame *savefile, const monsterPState_t &state ) {
|
|
savefile->WriteVec3( state.origin );
|
|
savefile->WriteVec3( state.velocity );
|
|
savefile->WriteVec3( state.localOrigin );
|
|
savefile->WriteVec3( state.pushVelocity );
|
|
savefile->WriteBool( state.onGround );
|
|
savefile->WriteInt( state.atRest );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster_RestorePState
|
|
================
|
|
*/
|
|
void idPhysics_Monster_RestorePState( idRestoreGame *savefile, monsterPState_t &state ) {
|
|
savefile->ReadVec3( state.origin );
|
|
savefile->ReadVec3( state.velocity );
|
|
savefile->ReadVec3( state.localOrigin );
|
|
savefile->ReadVec3( state.pushVelocity );
|
|
savefile->ReadBool( state.onGround );
|
|
savefile->ReadInt( state.atRest );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::Save
|
|
================
|
|
*/
|
|
void idPhysics_Monster::Save( idSaveGame *savefile ) const {
|
|
|
|
idPhysics_Monster_SavePState( savefile, current );
|
|
idPhysics_Monster_SavePState( savefile, saved );
|
|
|
|
savefile->WriteFloat( maxStepHeight );
|
|
savefile->WriteFloat( minFloorCosine );
|
|
savefile->WriteVec3( delta );
|
|
|
|
savefile->WriteBool( forceDeltaMove );
|
|
savefile->WriteBool( fly );
|
|
savefile->WriteBool( useVelocityMove );
|
|
savefile->WriteBool( noImpact );
|
|
|
|
savefile->WriteInt( (int)moveResult );
|
|
savefile->WriteObject( blockingEntity );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::Restore
|
|
================
|
|
*/
|
|
void idPhysics_Monster::Restore( idRestoreGame *savefile ) {
|
|
|
|
idPhysics_Monster_RestorePState( savefile, current );
|
|
idPhysics_Monster_RestorePState( savefile, saved );
|
|
|
|
savefile->ReadFloat( maxStepHeight );
|
|
savefile->ReadFloat( minFloorCosine );
|
|
savefile->ReadVec3( delta );
|
|
|
|
savefile->ReadBool( forceDeltaMove );
|
|
savefile->ReadBool( fly );
|
|
savefile->ReadBool( useVelocityMove );
|
|
savefile->ReadBool( noImpact );
|
|
|
|
savefile->ReadInt( (int &)moveResult );
|
|
savefile->ReadObject( reinterpret_cast<idClass *&>( blockingEntity ) );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::SetDelta
|
|
================
|
|
*/
|
|
void idPhysics_Monster::SetDelta( const idVec3 &d ) {
|
|
delta = d;
|
|
if ( delta != vec3_origin ) {
|
|
Activate();
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::SetMaxStepHeight
|
|
================
|
|
*/
|
|
void idPhysics_Monster::SetMaxStepHeight( const float newMaxStepHeight ) {
|
|
maxStepHeight = newMaxStepHeight;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::GetMaxStepHeight
|
|
================
|
|
*/
|
|
float idPhysics_Monster::GetMaxStepHeight( void ) const {
|
|
return maxStepHeight;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::OnGround
|
|
================
|
|
*/
|
|
bool idPhysics_Monster::OnGround( void ) const {
|
|
return current.onGround;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::GetSlideMoveEntity
|
|
================
|
|
*/
|
|
idEntity *idPhysics_Monster::GetSlideMoveEntity( void ) const {
|
|
return blockingEntity;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::GetMoveResult
|
|
================
|
|
*/
|
|
monsterMoveResult_t idPhysics_Monster::GetMoveResult( void ) const {
|
|
return moveResult;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::ForceDeltaMove
|
|
================
|
|
*/
|
|
void idPhysics_Monster::ForceDeltaMove( bool force ) {
|
|
forceDeltaMove = force;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::UseFlyMove
|
|
================
|
|
*/
|
|
void idPhysics_Monster::UseFlyMove( bool force ) {
|
|
fly = force;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::UseVelocityMove
|
|
================
|
|
*/
|
|
void idPhysics_Monster::UseVelocityMove( bool force ) {
|
|
useVelocityMove = force;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::EnableImpact
|
|
================
|
|
*/
|
|
void idPhysics_Monster::EnableImpact( void ) {
|
|
noImpact = false;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::DisableImpact
|
|
================
|
|
*/
|
|
void idPhysics_Monster::DisableImpact( void ) {
|
|
noImpact = true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::Evaluate
|
|
================
|
|
*/
|
|
bool idPhysics_Monster::Evaluate( int timeStepMSec, int endTimeMSec ) {
|
|
idVec3 masterOrigin, oldOrigin;
|
|
idMat3 masterAxis;
|
|
float timeStep;
|
|
|
|
timeStep = MS2SEC( timeStepMSec );
|
|
|
|
moveResult = MM_OK;
|
|
blockingEntity = NULL;
|
|
oldOrigin = current.origin;
|
|
|
|
// if bound to a master
|
|
if ( masterEntity ) {
|
|
self->GetMasterPosition( masterOrigin, masterAxis );
|
|
current.origin = masterOrigin + current.localOrigin * masterAxis;
|
|
clipModel->Link( gameLocal.clip, self, 0, current.origin, clipModel->GetAxis() );
|
|
current.velocity = ( current.origin - oldOrigin ) / timeStep;
|
|
masterDeltaYaw = masterYaw;
|
|
masterYaw = masterAxis[0].ToYaw();
|
|
masterDeltaYaw = masterYaw - masterDeltaYaw;
|
|
return true;
|
|
}
|
|
|
|
// if the monster is at rest
|
|
if ( current.atRest >= 0 ) {
|
|
return false;
|
|
}
|
|
|
|
ActivateContactEntities();
|
|
|
|
// move the monster velocity into the frame of a pusher
|
|
current.velocity -= current.pushVelocity;
|
|
|
|
clipModel->Unlink();
|
|
|
|
// check if on the ground
|
|
idPhysics_Monster::CheckGround( current );
|
|
|
|
// if not on the ground or moving upwards
|
|
float upspeed;
|
|
if ( gravityNormal != vec3_zero ) {
|
|
upspeed = -( current.velocity * gravityNormal );
|
|
} else {
|
|
upspeed = current.velocity.z;
|
|
}
|
|
if ( fly || ( !forceDeltaMove && ( !current.onGround || upspeed > 1.0f ) ) ) {
|
|
if ( upspeed < 0.0f ) {
|
|
moveResult = MM_FALLING;
|
|
}
|
|
else {
|
|
current.onGround = false;
|
|
moveResult = MM_OK;
|
|
}
|
|
delta = current.velocity * timeStep;
|
|
if ( delta != vec3_origin ) {
|
|
moveResult = idPhysics_Monster::SlideMove( current.origin, current.velocity, delta );
|
|
delta.Zero();
|
|
}
|
|
|
|
if ( !fly ) {
|
|
current.velocity += gravityVector * timeStep;
|
|
}
|
|
} else {
|
|
if ( useVelocityMove ) {
|
|
delta = current.velocity * timeStep;
|
|
} else {
|
|
current.velocity = delta / timeStep;
|
|
}
|
|
|
|
current.velocity -= ( current.velocity * gravityNormal ) * gravityNormal;
|
|
|
|
if ( delta == vec3_origin ) {
|
|
Rest();
|
|
} else {
|
|
// try moving into the desired direction
|
|
moveResult = idPhysics_Monster::StepMove( current.origin, current.velocity, delta );
|
|
delta.Zero();
|
|
}
|
|
}
|
|
|
|
clipModel->Link( gameLocal.clip, self, 0, current.origin, clipModel->GetAxis() );
|
|
|
|
// get all the ground contacts
|
|
EvaluateContacts();
|
|
|
|
// move the monster velocity back into the world frame
|
|
current.velocity += current.pushVelocity;
|
|
current.pushVelocity.Zero();
|
|
|
|
if ( IsOutsideWorld() ) {
|
|
gameLocal.Warning( "clip model outside world bounds for entity '%s' at (%s)", self->name.c_str(), current.origin.ToString(0) );
|
|
Rest();
|
|
}
|
|
|
|
return ( current.origin != oldOrigin );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::UpdateTime
|
|
================
|
|
*/
|
|
void idPhysics_Monster::UpdateTime( int endTimeMSec ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::GetTime
|
|
================
|
|
*/
|
|
int idPhysics_Monster::GetTime( void ) const {
|
|
return gameLocal.time;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::GetImpactInfo
|
|
================
|
|
*/
|
|
void idPhysics_Monster::GetImpactInfo( const int id, const idVec3 &point, impactInfo_t *info ) const {
|
|
info->invMass = invMass;
|
|
info->invInertiaTensor.Zero();
|
|
info->position.Zero();
|
|
info->velocity = current.velocity;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::ApplyImpulse
|
|
================
|
|
*/
|
|
void idPhysics_Monster::ApplyImpulse( const int id, const idVec3 &point, const idVec3 &impulse ) {
|
|
if ( noImpact ) {
|
|
return;
|
|
}
|
|
current.velocity += impulse * invMass;
|
|
Activate();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::IsAtRest
|
|
================
|
|
*/
|
|
bool idPhysics_Monster::IsAtRest( void ) const {
|
|
return current.atRest >= 0;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::GetRestStartTime
|
|
================
|
|
*/
|
|
int idPhysics_Monster::GetRestStartTime( void ) const {
|
|
return current.atRest;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::SaveState
|
|
================
|
|
*/
|
|
void idPhysics_Monster::SaveState( void ) {
|
|
saved = current;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::RestoreState
|
|
================
|
|
*/
|
|
void idPhysics_Monster::RestoreState( void ) {
|
|
current = saved;
|
|
|
|
clipModel->Link( gameLocal.clip, self, 0, current.origin, clipModel->GetAxis() );
|
|
|
|
EvaluateContacts();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Player::SetOrigin
|
|
================
|
|
*/
|
|
void idPhysics_Monster::SetOrigin( const idVec3 &newOrigin, int id ) {
|
|
idVec3 masterOrigin;
|
|
idMat3 masterAxis;
|
|
|
|
current.localOrigin = newOrigin;
|
|
if ( masterEntity ) {
|
|
self->GetMasterPosition( masterOrigin, masterAxis );
|
|
current.origin = masterOrigin + newOrigin * masterAxis;
|
|
}
|
|
else {
|
|
current.origin = newOrigin;
|
|
}
|
|
clipModel->Link( gameLocal.clip, self, 0, newOrigin, clipModel->GetAxis() );
|
|
Activate();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Player::SetAxis
|
|
================
|
|
*/
|
|
void idPhysics_Monster::SetAxis( const idMat3 &newAxis, int id ) {
|
|
clipModel->Link( gameLocal.clip, self, 0, clipModel->GetOrigin(), newAxis );
|
|
Activate();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::Translate
|
|
================
|
|
*/
|
|
void idPhysics_Monster::Translate( const idVec3 &translation, int id ) {
|
|
|
|
current.localOrigin += translation;
|
|
current.origin += translation;
|
|
clipModel->Link( gameLocal.clip, self, 0, current.origin, clipModel->GetAxis() );
|
|
Activate();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::Rotate
|
|
================
|
|
*/
|
|
void idPhysics_Monster::Rotate( const idRotation &rotation, int id ) {
|
|
idVec3 masterOrigin;
|
|
idMat3 masterAxis;
|
|
|
|
current.origin *= rotation;
|
|
if ( masterEntity ) {
|
|
self->GetMasterPosition( masterOrigin, masterAxis );
|
|
current.localOrigin = ( current.origin - masterOrigin ) * masterAxis.Transpose();
|
|
}
|
|
else {
|
|
current.localOrigin = current.origin;
|
|
}
|
|
clipModel->Link( gameLocal.clip, self, 0, current.origin, clipModel->GetAxis() * rotation.ToMat3() );
|
|
Activate();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::SetLinearVelocity
|
|
================
|
|
*/
|
|
void idPhysics_Monster::SetLinearVelocity( const idVec3 &newLinearVelocity, int id ) {
|
|
current.velocity = newLinearVelocity;
|
|
Activate();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::GetLinearVelocity
|
|
================
|
|
*/
|
|
const idVec3 &idPhysics_Monster::GetLinearVelocity( int id ) const {
|
|
return current.velocity;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::SetPushed
|
|
================
|
|
*/
|
|
void idPhysics_Monster::SetPushed( int deltaTime ) {
|
|
// velocity with which the monster is pushed
|
|
current.pushVelocity += ( current.origin - saved.origin ) / ( deltaTime * idMath::M_MS2SEC );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::GetPushedLinearVelocity
|
|
================
|
|
*/
|
|
const idVec3 &idPhysics_Monster::GetPushedLinearVelocity( const int id ) const {
|
|
return current.pushVelocity;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::SetMaster
|
|
|
|
the binding is never orientated
|
|
================
|
|
*/
|
|
void idPhysics_Monster::SetMaster( idEntity *master, const bool orientated ) {
|
|
idVec3 masterOrigin;
|
|
idMat3 masterAxis;
|
|
|
|
if ( master ) {
|
|
if ( !masterEntity ) {
|
|
// transform from world space to master space
|
|
self->GetMasterPosition( masterOrigin, masterAxis );
|
|
current.localOrigin = ( current.origin - masterOrigin ) * masterAxis.Transpose();
|
|
masterEntity = master;
|
|
masterYaw = masterAxis[0].ToYaw();
|
|
}
|
|
ClearContacts();
|
|
}
|
|
else {
|
|
if ( masterEntity ) {
|
|
masterEntity = NULL;
|
|
Activate();
|
|
}
|
|
}
|
|
}
|
|
|
|
const float MONSTER_VELOCITY_MAX = 4000;
|
|
const int MONSTER_VELOCITY_TOTAL_BITS = 16;
|
|
const int MONSTER_VELOCITY_EXPONENT_BITS = idMath::BitsForInteger( idMath::BitsForFloat( MONSTER_VELOCITY_MAX ) ) + 1;
|
|
const int MONSTER_VELOCITY_MANTISSA_BITS = MONSTER_VELOCITY_TOTAL_BITS - 1 - MONSTER_VELOCITY_EXPONENT_BITS;
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::WriteToSnapshot
|
|
================
|
|
*/
|
|
void idPhysics_Monster::WriteToSnapshot( idBitMsgDelta &msg ) const {
|
|
msg.WriteFloat( current.origin[0] );
|
|
msg.WriteFloat( current.origin[1] );
|
|
msg.WriteFloat( current.origin[2] );
|
|
msg.WriteFloat( current.velocity[0], MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
|
|
msg.WriteFloat( current.velocity[1], MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
|
|
msg.WriteFloat( current.velocity[2], MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
|
|
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( 0.0f, current.pushVelocity[0], MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
|
|
msg.WriteDeltaFloat( 0.0f, current.pushVelocity[1], MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
|
|
msg.WriteDeltaFloat( 0.0f, current.pushVelocity[2], MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
|
|
msg.WriteLong( current.atRest );
|
|
msg.WriteBits( current.onGround, 1 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::ReadFromSnapshot
|
|
================
|
|
*/
|
|
void idPhysics_Monster::ReadFromSnapshot( const idBitMsgDelta &msg ) {
|
|
current.origin[0] = msg.ReadFloat();
|
|
current.origin[1] = msg.ReadFloat();
|
|
current.origin[2] = msg.ReadFloat();
|
|
current.velocity[0] = msg.ReadFloat( MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
|
|
current.velocity[1] = msg.ReadFloat( MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
|
|
current.velocity[2] = msg.ReadFloat( MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
|
|
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.pushVelocity[0] = msg.ReadDeltaFloat( 0.0f, MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
|
|
current.pushVelocity[1] = msg.ReadDeltaFloat( 0.0f, MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
|
|
current.pushVelocity[2] = msg.ReadDeltaFloat( 0.0f, MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
|
|
current.atRest = msg.ReadLong();
|
|
current.onGround = msg.ReadBits( 1 ) != 0;
|
|
}
|