mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-25 05:21:39 +00:00
114 lines
4 KiB
C
114 lines
4 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_ACTOR_H__
|
||
|
#define __PHYSICS_ACTOR_H__
|
||
|
|
||
|
/*
|
||
|
===================================================================================
|
||
|
|
||
|
Actor physics base class
|
||
|
|
||
|
An actor typically uses one collision model which is aligned with the gravity
|
||
|
direction. The collision model is usually a simple box with the origin at the
|
||
|
bottom center.
|
||
|
|
||
|
===================================================================================
|
||
|
*/
|
||
|
|
||
|
class idPhysics_Actor : public idPhysics_Base {
|
||
|
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idPhysics_Actor );
|
||
|
|
||
|
idPhysics_Actor();
|
||
|
~idPhysics_Actor();
|
||
|
|
||
|
void Save( idSaveGame *savefile ) const;
|
||
|
void Restore( idRestoreGame *savefile );
|
||
|
|
||
|
// get delta yaw of master
|
||
|
float GetMasterDeltaYaw() const;
|
||
|
// returns the ground entity
|
||
|
idEntity * GetGroundEntity() const;
|
||
|
// align the clip model with the gravity direction
|
||
|
void SetClipModelAxis();
|
||
|
|
||
|
public: // common physics interface
|
||
|
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;
|
||
|
|
||
|
const idBounds & GetBounds( int id = -1 ) const;
|
||
|
const idBounds & GetAbsBounds( int id = -1 ) const;
|
||
|
|
||
|
bool IsPushable() const;
|
||
|
|
||
|
const idVec3 & GetOrigin( int id = 0 ) const;
|
||
|
const idMat3 & GetAxis( int id = 0 ) const;
|
||
|
|
||
|
void SetGravity( const idVec3 &newGravity );
|
||
|
const idMat3 & GetGravityAxis() 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();
|
||
|
|
||
|
protected:
|
||
|
idClipModel * clipModel; // clip model used for collision detection
|
||
|
idMat3 clipModelAxis; // axis of clip model aligned with gravity direction
|
||
|
|
||
|
// derived properties
|
||
|
float mass;
|
||
|
float invMass;
|
||
|
|
||
|
// master
|
||
|
idEntity * masterEntity;
|
||
|
float masterYaw;
|
||
|
float masterDeltaYaw;
|
||
|
|
||
|
// results of last evaluate
|
||
|
idEntityPtr<idEntity> groundEntityPtr;
|
||
|
};
|
||
|
|
||
|
#endif /* !__PHYSICS_ACTOR_H__ */
|