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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.
200 lines
7.8 KiB
C++
200 lines
7.8 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_RIGIDBODY_H__
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#define __PHYSICS_RIGIDBODY_H__
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#include "idlib/math/Ode.h"
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#include "physics/Physics_Base.h"
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/*
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===================================================================================
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Rigid body physics
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Employs an impulse based dynamic simulation which is not very accurate but
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relatively fast and still reliable due to the continuous collision detection.
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===================================================================================
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*/
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extern const float RB_VELOCITY_MAX;
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extern const int RB_VELOCITY_TOTAL_BITS;
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extern const int RB_VELOCITY_EXPONENT_BITS;
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extern const int RB_VELOCITY_MANTISSA_BITS;
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typedef struct rididBodyIState_s {
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idVec3 position; // position of trace model
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idMat3 orientation; // orientation of trace model
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idVec3 linearMomentum; // translational momentum relative to center of mass
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idVec3 angularMomentum; // rotational momentum relative to center of mass
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} rigidBodyIState_t;
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typedef struct rigidBodyPState_s {
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int atRest; // set when simulation is suspended
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float lastTimeStep; // length of last time step
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idVec3 localOrigin; // origin relative to master
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idMat3 localAxis; // axis relative to master
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idVec6 pushVelocity; // push velocity
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idVec3 externalForce; // external force relative to center of mass
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idVec3 externalTorque; // external torque relative to center of mass
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rigidBodyIState_t i; // state used for integration
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} rigidBodyPState_t;
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class idPhysics_RigidBody : public idPhysics_Base {
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public:
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CLASS_PROTOTYPE( idPhysics_RigidBody );
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idPhysics_RigidBody( void );
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~idPhysics_RigidBody( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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// initialisation
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void SetFriction( const float linear, const float angular, const float contact );
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void SetBouncyness( const float b );
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// same as above but drop to the floor first
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void DropToFloor( void );
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// no contact determination and contact friction
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void NoContact( void );
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// enable/disable activation by impact
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void EnableImpact( void );
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void DisableImpact( 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 Evaluate( int timeStepMSec, int endTimeMSec );
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void UpdateTime( int endTimeMSec );
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int GetTime( void ) const;
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void GetImpactInfo( const int id, const idVec3 &point, impactInfo_t *info ) const;
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void ApplyImpulse( const int id, const idVec3 &point, const idVec3 &impulse );
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void AddForce( const int id, const idVec3 &point, const idVec3 &force );
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void Activate( void );
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void PutToRest( void );
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bool IsAtRest( void ) const;
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int GetRestStartTime( void ) const;
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bool IsPushable( void ) const;
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void SaveState( void );
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void RestoreState( void );
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void SetOrigin( const idVec3 &newOrigin, int id = -1 );
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void SetAxis( const idMat3 &newAxis, int id = -1 );
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void Translate( const idVec3 &translation, int id = -1 );
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void Rotate( const idRotation &rotation, int id = -1 );
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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 SetLinearVelocity( const idVec3 &newLinearVelocity, int id = 0 );
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void SetAngularVelocity( const idVec3 &newAngularVelocity, int id = 0 );
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const idVec3 & GetLinearVelocity( int id = 0 ) const;
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const idVec3 & GetAngularVelocity( int id = 0 ) 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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void SetPushed( int deltaTime );
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const idVec3 & GetPushedLinearVelocity( const int id = 0 ) const;
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const idVec3 & GetPushedAngularVelocity( const int id = 0 ) const;
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void SetMaster( idEntity *master, const bool orientated );
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void WriteToSnapshot( idBitMsgDelta &msg ) const;
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void ReadFromSnapshot( const idBitMsgDelta &msg );
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private:
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// state of the rigid body
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rigidBodyPState_t current;
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rigidBodyPState_t saved;
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// rigid body properties
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float linearFriction; // translational friction
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float angularFriction; // rotational friction
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float contactFriction; // friction with contact surfaces
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float bouncyness; // bouncyness
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idClipModel * clipModel; // clip model used for collision detection
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// derived properties
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float mass; // mass of body
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float inverseMass; // 1 / mass
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idVec3 centerOfMass; // center of mass of trace model
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idMat3 inertiaTensor; // mass distribution
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idMat3 inverseInertiaTensor; // inverse inertia tensor
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idODE * integrator; // integrator
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bool dropToFloor; // true if dropping to the floor and putting to rest
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bool testSolid; // true if testing for solid when dropping to the floor
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bool noImpact; // if true do not activate when another object collides
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bool noContact; // if true do not determine contacts and no contact friction
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// master
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bool hasMaster;
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bool isOrientated;
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private:
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friend void RigidBodyDerivatives( const float t, const void *clientData, const float *state, float *derivatives );
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void Integrate( const float deltaTime, rigidBodyPState_t &next );
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bool CheckForCollisions( const float deltaTime, rigidBodyPState_t &next, trace_t &collision );
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bool CollisionImpulse( const trace_t &collision, idVec3 &impulse );
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void ContactFriction( float deltaTime );
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void DropToFloorAndRest( void );
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bool TestIfAtRest( void ) const;
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void Rest( void );
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void DebugDraw( void );
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};
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#endif /* !__PHYSICS_RIGIDBODY_H__ */
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