mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-21 20:01:13 +00:00
161 lines
5.9 KiB
C
161 lines
5.9 KiB
C
|
/*
|
||
|
===========================================================================
|
||
|
|
||
|
Doom 3 BFG Edition GPL Source Code
|
||
|
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
|
||
|
|
||
|
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
|
||
|
|
||
|
Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
|
||
|
|
||
|
In addition, the Doom 3 BFG Edition 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 BFG Edition 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.
|
||
|
|
||
|
===========================================================================
|
||
|
*/
|
||
|
|
||
|
#ifndef __PHYSICS_STATICMULTI_H__
|
||
|
#define __PHYSICS_STATICMULTI_H__
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
Physics for a non moving object using no or multiple collision models.
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idPhysics_StaticMulti : public idPhysics {
|
||
|
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idPhysics_StaticMulti );
|
||
|
|
||
|
idPhysics_StaticMulti();
|
||
|
~idPhysics_StaticMulti();
|
||
|
|
||
|
void Save( idSaveGame *savefile ) const;
|
||
|
void Restore( idRestoreGame *savefile );
|
||
|
|
||
|
void RemoveIndex( int id = 0, bool freeClipModel = true );
|
||
|
|
||
|
public: // common physics interface
|
||
|
|
||
|
void SetSelf( idEntity *e );
|
||
|
|
||
|
void SetClipModel( idClipModel *model, float density, int id = 0, bool freeOld = true );
|
||
|
idClipModel * GetClipModel( int id = 0 ) const;
|
||
|
int GetNumClipModels() const;
|
||
|
|
||
|
void SetMass( float mass, int id = -1 );
|
||
|
float GetMass( int id = -1 ) const;
|
||
|
|
||
|
void SetContents( int contents, int id = -1 );
|
||
|
int GetContents( int id = -1 ) const;
|
||
|
|
||
|
void SetClipMask( int mask, int id = -1 );
|
||
|
int GetClipMask( int id = -1 ) const;
|
||
|
|
||
|
const idBounds & GetBounds( int id = -1 ) const;
|
||
|
const idBounds & GetAbsBounds( int id = -1 ) const;
|
||
|
|
||
|
bool Evaluate( int timeStepMSec, int endTimeMSec );
|
||
|
bool Interpolate( const float fraction );
|
||
|
void ResetInterpolationState( const idVec3 & origin, const idMat3 & axis ) {}
|
||
|
void UpdateTime( int endTimeMSec );
|
||
|
int GetTime() const;
|
||
|
|
||
|
void GetImpactInfo( const int id, const idVec3 &point, impactInfo_t *info ) const;
|
||
|
void ApplyImpulse( const int id, const idVec3 &point, const idVec3 &impulse );
|
||
|
void AddForce( const int id, const idVec3 &point, const idVec3 &force );
|
||
|
void Activate();
|
||
|
void PutToRest();
|
||
|
bool IsAtRest() const;
|
||
|
int GetRestStartTime() const;
|
||
|
bool IsPushable() const;
|
||
|
|
||
|
void SaveState();
|
||
|
void RestoreState();
|
||
|
|
||
|
void SetOrigin( const idVec3 &newOrigin, int id = -1 );
|
||
|
void SetAxis( const idMat3 &newAxis, int id = -1 );
|
||
|
|
||
|
void Translate( const idVec3 &translation, int id = -1 );
|
||
|
void Rotate( const idRotation &rotation, int id = -1 );
|
||
|
|
||
|
const idVec3 & GetOrigin( int id = 0 ) const;
|
||
|
const idMat3 & GetAxis( int id = 0 ) const;
|
||
|
|
||
|
void SetLinearVelocity( const idVec3 &newLinearVelocity, int id = 0 );
|
||
|
void SetAngularVelocity( const idVec3 &newAngularVelocity, int id = 0 );
|
||
|
|
||
|
const idVec3 & GetLinearVelocity( int id = 0 ) const;
|
||
|
const idVec3 & GetAngularVelocity( int id = 0 ) const;
|
||
|
|
||
|
void SetGravity( const idVec3 &newGravity );
|
||
|
const idVec3 & GetGravity() const;
|
||
|
const idVec3 & GetGravityNormal() const;
|
||
|
|
||
|
void ClipTranslation( trace_t &results, const idVec3 &translation, const idClipModel *model ) const;
|
||
|
void ClipRotation( trace_t &results, const idRotation &rotation, const idClipModel *model ) const;
|
||
|
int ClipContents( const idClipModel *model ) const;
|
||
|
|
||
|
void DisableClip();
|
||
|
void EnableClip();
|
||
|
|
||
|
void UnlinkClip();
|
||
|
void LinkClip();
|
||
|
|
||
|
bool EvaluateContacts();
|
||
|
int GetNumContacts() const;
|
||
|
const contactInfo_t & GetContact( int num ) const;
|
||
|
void ClearContacts();
|
||
|
void AddContactEntity( idEntity *e );
|
||
|
void RemoveContactEntity( idEntity *e );
|
||
|
|
||
|
bool HasGroundContacts() const;
|
||
|
bool IsGroundEntity( int entityNum ) const;
|
||
|
bool IsGroundClipModel( int entityNum, int id ) const;
|
||
|
|
||
|
void SetPushed( int deltaTime );
|
||
|
const idVec3 & GetPushedLinearVelocity( const int id = 0 ) const;
|
||
|
const idVec3 & GetPushedAngularVelocity( const int id = 0 ) const;
|
||
|
|
||
|
void SetMaster( idEntity *master, const bool orientated = true );
|
||
|
|
||
|
const trace_t * GetBlockingInfo() const;
|
||
|
idEntity * GetBlockingEntity() const;
|
||
|
|
||
|
int GetLinearEndTime() const;
|
||
|
int GetAngularEndTime() const;
|
||
|
|
||
|
void WriteToSnapshot( idBitMsg &msg ) const;
|
||
|
void ReadFromSnapshot( const idBitMsg &msg );
|
||
|
|
||
|
protected:
|
||
|
idEntity * self; // entity using this physics object
|
||
|
idList<staticPState_t, TAG_IDLIB_LIST_PHYSICS> current; // physics state
|
||
|
idList<idClipModel *, TAG_IDLIB_LIST_PHYSICS> clipModels; // collision model
|
||
|
|
||
|
// States used in client-side interpolation
|
||
|
idList<staticInterpolatePState_t, TAG_IDLIB_LIST_PHYSICS> previous;
|
||
|
idList<staticInterpolatePState_t, TAG_IDLIB_LIST_PHYSICS> next;
|
||
|
|
||
|
// master
|
||
|
bool hasMaster;
|
||
|
bool isOrientated;
|
||
|
};
|
||
|
|
||
|
#endif /* !__PHYSICS_STATICMULTI_H__ */
|