doom3-bfg/neo/d3xp/physics/Physics_Parametric.cpp

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2012-11-26 18:58:24 +00:00
/*
===========================================================================
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.
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "../Game_local.h"
CLASS_DECLARATION( idPhysics_Base, idPhysics_Parametric )
END_CLASS
/*
================
idPhysics_Parametric::Activate
================
*/
void idPhysics_Parametric::Activate() {
current.atRest = -1;
self->BecomeActive( TH_PHYSICS );
}
/*
================
idPhysics_Parametric::TestIfAtRest
================
*/
bool idPhysics_Parametric::TestIfAtRest() const {
if ( ( current.linearExtrapolation.GetExtrapolationType() & ~EXTRAPOLATION_NOSTOP ) == EXTRAPOLATION_NONE &&
( current.angularExtrapolation.GetExtrapolationType() & ~EXTRAPOLATION_NOSTOP ) == EXTRAPOLATION_NONE &&
current.linearInterpolation.GetDuration() == 0 &&
current.angularInterpolation.GetDuration() == 0 &&
current.spline == NULL ) {
return true;
}
if ( !current.linearExtrapolation.IsDone( current.time ) ) {
return false;
}
if ( !current.angularExtrapolation.IsDone( current.time ) ) {
return false;
}
if ( !current.linearInterpolation.IsDone( current.time ) ) {
return false;
}
if ( !current.angularInterpolation.IsDone( current.time ) ) {
return false;
}
if ( current.spline != NULL && !current.spline->IsDone( current.time ) ) {
return false;
}
return true;
}
/*
================
idPhysics_Parametric::Rest
================
*/
void idPhysics_Parametric::Rest() {
current.atRest = gameLocal.time;
self->BecomeInactive( TH_PHYSICS );
}
/*
================
idPhysics_Parametric::idPhysics_Parametric
================
*/
idPhysics_Parametric::idPhysics_Parametric() {
current.time = gameLocal.time;
current.atRest = -1;
current.useSplineAngles = false;
current.origin.Zero();
current.angles.Zero();
current.axis.Identity();
current.localOrigin.Zero();
current.localAngles.Zero();
current.linearExtrapolation.Init( 0, 0, vec3_zero, vec3_zero, vec3_zero, EXTRAPOLATION_NONE );
current.angularExtrapolation.Init( 0, 0, ang_zero, ang_zero, ang_zero, EXTRAPOLATION_NONE );
current.linearInterpolation.Init( 0, 0, 0, 0, vec3_zero, vec3_zero );
current.angularInterpolation.Init( 0, 0, 0, 0, ang_zero, ang_zero );
current.spline = NULL;
current.splineInterpolate.Init( 0, 1, 1, 2, 0, 0 );
saved = current;
isPusher = false;
pushFlags = 0;
clipModel = NULL;
isBlocked = false;
memset( &pushResults, 0, sizeof( pushResults ) );
hasMaster = false;
isOrientated = false;
}
/*
================
idPhysics_Parametric::~idPhysics_Parametric
================
*/
idPhysics_Parametric::~idPhysics_Parametric() {
if ( clipModel != NULL ) {
delete clipModel;
clipModel = NULL;
}
if ( current.spline != NULL ) {
delete current.spline;
current.spline = NULL;
}
}
/*
================
idPhysics_Parametric_SavePState
================
*/
void idPhysics_Parametric_SavePState( idSaveGame *savefile, const parametricPState_t &state ) {
savefile->WriteInt( state.time );
savefile->WriteInt( state.atRest );
savefile->WriteBool( state.useSplineAngles );
savefile->WriteVec3( state.origin );
savefile->WriteAngles( state.angles );
savefile->WriteMat3( state.axis );
savefile->WriteVec3( state.localOrigin );
savefile->WriteAngles( state.localAngles );
savefile->WriteInt( (int)state.linearExtrapolation.GetExtrapolationType() );
savefile->WriteFloat( state.linearExtrapolation.GetStartTime() );
savefile->WriteFloat( state.linearExtrapolation.GetDuration() );
savefile->WriteVec3( state.linearExtrapolation.GetStartValue() );
savefile->WriteVec3( state.linearExtrapolation.GetBaseSpeed() );
savefile->WriteVec3( state.linearExtrapolation.GetSpeed() );
savefile->WriteInt( (int)state.angularExtrapolation.GetExtrapolationType() );
savefile->WriteFloat( state.angularExtrapolation.GetStartTime() );
savefile->WriteFloat( state.angularExtrapolation.GetDuration() );
savefile->WriteAngles( state.angularExtrapolation.GetStartValue() );
savefile->WriteAngles( state.angularExtrapolation.GetBaseSpeed() );
savefile->WriteAngles( state.angularExtrapolation.GetSpeed() );
savefile->WriteFloat( state.linearInterpolation.GetStartTime() );
savefile->WriteFloat( state.linearInterpolation.GetAcceleration() );
savefile->WriteFloat( state.linearInterpolation.GetDeceleration() );
savefile->WriteFloat( state.linearInterpolation.GetDuration() );
savefile->WriteVec3( state.linearInterpolation.GetStartValue() );
savefile->WriteVec3( state.linearInterpolation.GetEndValue() );
savefile->WriteFloat( state.angularInterpolation.GetStartTime() );
savefile->WriteFloat( state.angularInterpolation.GetAcceleration() );
savefile->WriteFloat( state.angularInterpolation.GetDeceleration() );
savefile->WriteFloat( state.angularInterpolation.GetDuration() );
savefile->WriteAngles( state.angularInterpolation.GetStartValue() );
savefile->WriteAngles( state.angularInterpolation.GetEndValue() );
// spline is handled by owner
savefile->WriteFloat( state.splineInterpolate.GetStartTime() );
savefile->WriteFloat( state.splineInterpolate.GetAcceleration() );
savefile->WriteFloat( state.splineInterpolate.GetDuration() );
savefile->WriteFloat( state.splineInterpolate.GetDeceleration() );
savefile->WriteFloat( state.splineInterpolate.GetStartValue() );
savefile->WriteFloat( state.splineInterpolate.GetEndValue() );
}
/*
================
idPhysics_Parametric_RestorePState
================
*/
void idPhysics_Parametric_RestorePState( idRestoreGame *savefile, parametricPState_t &state ) {
extrapolation_t etype;
float startTime, duration, accelTime, decelTime, startValue, endValue;
idVec3 linearStartValue, linearBaseSpeed, linearSpeed, startPos, endPos;
idAngles angularStartValue, angularBaseSpeed, angularSpeed, startAng, endAng;
savefile->ReadInt( state.time );
savefile->ReadInt( state.atRest );
savefile->ReadBool( state.useSplineAngles );
savefile->ReadVec3( state.origin );
savefile->ReadAngles( state.angles );
savefile->ReadMat3( state.axis );
savefile->ReadVec3( state.localOrigin );
savefile->ReadAngles( state.localAngles );
savefile->ReadInt( (int &)etype );
savefile->ReadFloat( startTime );
savefile->ReadFloat( duration );
savefile->ReadVec3( linearStartValue );
savefile->ReadVec3( linearBaseSpeed );
savefile->ReadVec3( linearSpeed );
state.linearExtrapolation.Init( startTime, duration, linearStartValue, linearBaseSpeed, linearSpeed, etype );
savefile->ReadInt( (int &)etype );
savefile->ReadFloat( startTime );
savefile->ReadFloat( duration );
savefile->ReadAngles( angularStartValue );
savefile->ReadAngles( angularBaseSpeed );
savefile->ReadAngles( angularSpeed );
state.angularExtrapolation.Init( startTime, duration, angularStartValue, angularBaseSpeed, angularSpeed, etype );
savefile->ReadFloat( startTime );
savefile->ReadFloat( accelTime );
savefile->ReadFloat( decelTime );
savefile->ReadFloat( duration );
savefile->ReadVec3( startPos );
savefile->ReadVec3( endPos );
state.linearInterpolation.Init( startTime, accelTime, decelTime, duration, startPos, endPos );
savefile->ReadFloat( startTime );
savefile->ReadFloat( accelTime );
savefile->ReadFloat( decelTime );
savefile->ReadFloat( duration );
savefile->ReadAngles( startAng );
savefile->ReadAngles( endAng );
state.angularInterpolation.Init( startTime, accelTime, decelTime, duration, startAng, endAng );
// spline is handled by owner
savefile->ReadFloat( startTime );
savefile->ReadFloat( accelTime );
savefile->ReadFloat( duration );
savefile->ReadFloat( decelTime );
savefile->ReadFloat( startValue );
savefile->ReadFloat( endValue );
state.splineInterpolate.Init( startTime, accelTime, decelTime, duration, startValue, endValue );
}
/*
================
idPhysics_Parametric::Save
================
*/
void idPhysics_Parametric::Save( idSaveGame *savefile ) const {
idPhysics_Parametric_SavePState( savefile, current );
idPhysics_Parametric_SavePState( savefile, saved );
savefile->WriteBool( isPusher );
savefile->WriteClipModel( clipModel );
savefile->WriteInt( pushFlags );
savefile->WriteTrace( pushResults );
savefile->WriteBool( isBlocked );
savefile->WriteBool( hasMaster );
savefile->WriteBool( isOrientated );
}
/*
================
idPhysics_Parametric::Restore
================
*/
void idPhysics_Parametric::Restore( idRestoreGame *savefile ) {
idPhysics_Parametric_RestorePState( savefile, current );
idPhysics_Parametric_RestorePState( savefile, saved );
savefile->ReadBool( isPusher );
savefile->ReadClipModel( clipModel );
savefile->ReadInt( pushFlags );
savefile->ReadTrace( pushResults );
savefile->ReadBool( isBlocked );
savefile->ReadBool( hasMaster );
savefile->ReadBool( isOrientated );
}
/*
================
idPhysics_Parametric::SetPusher
================
*/
void idPhysics_Parametric::SetPusher( int flags ) {
assert( clipModel );
isPusher = true;
pushFlags = flags;
}
/*
================
idPhysics_Parametric::IsPusher
================
*/
bool idPhysics_Parametric::IsPusher() const {
return isPusher;
}
/*
================
idPhysics_Parametric::SetLinearExtrapolation
================
*/
void idPhysics_Parametric::SetLinearExtrapolation( extrapolation_t type, int time, int duration, const idVec3 &base, const idVec3 &speed, const idVec3 &baseSpeed ) {
current.time = gameLocal.time;
current.linearExtrapolation.Init( time, duration, base, baseSpeed, speed, type );
current.localOrigin = base;
Activate();
}
/*
================
idPhysics_Parametric::SetAngularExtrapolation
================
*/
void idPhysics_Parametric::SetAngularExtrapolation( extrapolation_t type, int time, int duration, const idAngles &base, const idAngles &speed, const idAngles &baseSpeed ) {
current.time = gameLocal.time;
current.angularExtrapolation.Init( time, duration, base, baseSpeed, speed, type );
current.localAngles = base;
Activate();
}
/*
================
idPhysics_Parametric::GetLinearExtrapolationType
================
*/
extrapolation_t idPhysics_Parametric::GetLinearExtrapolationType() const {
return current.linearExtrapolation.GetExtrapolationType();
}
/*
================
idPhysics_Parametric::GetAngularExtrapolationType
================
*/
extrapolation_t idPhysics_Parametric::GetAngularExtrapolationType() const {
return current.angularExtrapolation.GetExtrapolationType();
}
/*
================
idPhysics_Parametric::SetLinearInterpolation
================
*/
void idPhysics_Parametric::SetLinearInterpolation( int time, int accelTime, int decelTime, int duration, const idVec3 &startPos, const idVec3 &endPos ) {
current.time = gameLocal.time;
current.linearInterpolation.Init( time, accelTime, decelTime, duration, startPos, endPos );
current.localOrigin = startPos;
Activate();
}
/*
================
idPhysics_Parametric::SetAngularInterpolation
================
*/
void idPhysics_Parametric::SetAngularInterpolation( int time, int accelTime, int decelTime, int duration, const idAngles &startAng, const idAngles &endAng ) {
current.time = gameLocal.time;
current.angularInterpolation.Init( time, accelTime, decelTime, duration, startAng, endAng );
current.localAngles = startAng;
Activate();
}
/*
================
idPhysics_Parametric::SetSpline
================
*/
void idPhysics_Parametric::SetSpline( idCurve_Spline<idVec3> *spline, int accelTime, int decelTime, bool useSplineAngles ) {
if ( current.spline != NULL ) {
delete current.spline;
current.spline = NULL;
}
current.spline = spline;
if ( current.spline != NULL ) {
float startTime = current.spline->GetTime( 0 );
float endTime = current.spline->GetTime( current.spline->GetNumValues() - 1 );
float length = current.spline->GetLengthForTime( endTime );
current.splineInterpolate.Init( startTime, accelTime, decelTime, endTime - startTime, 0.0f, length );
}
current.useSplineAngles = useSplineAngles;
Activate();
}
/*
================
idPhysics_Parametric::GetSpline
================
*/
idCurve_Spline<idVec3> *idPhysics_Parametric::GetSpline() const {
return current.spline;
}
/*
================
idPhysics_Parametric::GetSplineAcceleration
================
*/
int idPhysics_Parametric::GetSplineAcceleration() const {
return current.splineInterpolate.GetAcceleration();
}
/*
================
idPhysics_Parametric::GetSplineDeceleration
================
*/
int idPhysics_Parametric::GetSplineDeceleration() const {
return current.splineInterpolate.GetDeceleration();
}
/*
================
idPhysics_Parametric::UsingSplineAngles
================
*/
bool idPhysics_Parametric::UsingSplineAngles() const {
return current.useSplineAngles;
}
/*
================
idPhysics_Parametric::GetLocalOrigin
================
*/
void idPhysics_Parametric::GetLocalOrigin( idVec3 &curOrigin ) const {
curOrigin = current.localOrigin;
}
/*
================
idPhysics_Parametric::GetLocalAngles
================
*/
void idPhysics_Parametric::GetLocalAngles( idAngles &curAngles ) const {
curAngles = current.localAngles;
}
/*
================
idPhysics_Parametric::SetClipModel
================
*/
void idPhysics_Parametric::SetClipModel( idClipModel *model, float density, int id, bool freeOld ) {
assert( self );
assert( model );
if ( clipModel && clipModel != model && freeOld ) {
delete clipModel;
}
clipModel = model;
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
}
/*
================
idPhysics_Parametric::GetClipModel
================
*/
idClipModel *idPhysics_Parametric::GetClipModel( int id ) const {
return clipModel;
}
/*
================
idPhysics_Parametric::GetNumClipModels
================
*/
int idPhysics_Parametric::GetNumClipModels() const {
return ( clipModel != NULL );
}
/*
================
idPhysics_Parametric::SetMass
================
*/
void idPhysics_Parametric::SetMass( float mass, int id ) {
}
/*
================
idPhysics_Parametric::GetMass
================
*/
float idPhysics_Parametric::GetMass( int id ) const {
return 0.0f;
}
/*
================
idPhysics_Parametric::SetClipMask
================
*/
void idPhysics_Parametric::SetContents( int contents, int id ) {
if ( clipModel ) {
clipModel->SetContents( contents );
}
}
/*
================
idPhysics_Parametric::SetClipMask
================
*/
int idPhysics_Parametric::GetContents( int id ) const {
if ( clipModel ) {
return clipModel->GetContents();
}
return 0;
}
/*
================
idPhysics_Parametric::GetBounds
================
*/
const idBounds &idPhysics_Parametric::GetBounds( int id ) const {
if ( clipModel ) {
return clipModel->GetBounds();
}
return idPhysics_Base::GetBounds();
}
/*
================
idPhysics_Parametric::GetAbsBounds
================
*/
const idBounds &idPhysics_Parametric::GetAbsBounds( int id ) const {
if ( clipModel ) {
return clipModel->GetAbsBounds();
}
return idPhysics_Base::GetAbsBounds();
}
/*
================
idPhysics_Parametric::Evaluate
================
*/
bool idPhysics_Parametric::Evaluate( int timeStepMSec, int endTimeMSec ) {
idVec3 oldLocalOrigin, oldOrigin, masterOrigin;
idAngles oldLocalAngles, oldAngles;
idMat3 oldAxis, masterAxis;
isBlocked = false;
oldLocalOrigin = current.localOrigin;
oldOrigin = current.origin;
oldLocalAngles = current.localAngles;
oldAngles = current.angles;
oldAxis = current.axis;
current.localOrigin.Zero();
current.localAngles.Zero();
if ( current.spline != NULL ) {
float length = current.splineInterpolate.GetCurrentValue( endTimeMSec );
float t = current.spline->GetTimeForLength( length, 0.01f );
current.localOrigin = current.spline->GetCurrentValue( t );
if ( current.useSplineAngles ) {
current.localAngles = current.spline->GetCurrentFirstDerivative( t ).ToAngles();
}
} else if ( current.linearInterpolation.GetDuration() != 0 ) {
current.localOrigin += current.linearInterpolation.GetCurrentValue( endTimeMSec );
} else {
current.localOrigin += current.linearExtrapolation.GetCurrentValue( endTimeMSec );
}
if ( current.angularInterpolation.GetDuration() != 0 ) {
current.localAngles += current.angularInterpolation.GetCurrentValue( endTimeMSec );
} else {
current.localAngles += current.angularExtrapolation.GetCurrentValue( endTimeMSec );
}
current.localAngles.Normalize360();
current.origin = current.localOrigin;
current.angles = current.localAngles;
current.axis = current.localAngles.ToMat3();
if ( hasMaster ) {
self->GetMasterPosition( masterOrigin, masterAxis );
if ( masterAxis.IsRotated() ) {
current.origin = current.origin * masterAxis + masterOrigin;
if ( isOrientated ) {
current.axis *= masterAxis;
current.angles = current.axis.ToAngles();
}
}
else {
current.origin += masterOrigin;
}
}
if ( isPusher ) {
gameLocal.push.ClipPush( pushResults, self, pushFlags, oldOrigin, oldAxis, current.origin, current.axis );
if ( pushResults.fraction < 1.0f ) {
if ( clipModel ) {
clipModel->Link( gameLocal.clip, self, 0, oldOrigin, oldAxis );
}
current.localOrigin = oldLocalOrigin;
current.origin = oldOrigin;
current.localAngles = oldLocalAngles;
current.angles = oldAngles;
current.axis = oldAxis;
isBlocked = true;
return false;
}
current.angles = current.axis.ToAngles();
}
if ( clipModel ) {
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
}
current.time = endTimeMSec;
if ( TestIfAtRest() ) {
Rest();
}
return ( current.origin != oldOrigin || current.axis != oldAxis );
}
/*
================
Sets the currentInterpolated state based on previous, next, and the fraction.
================
*/
bool idPhysics_Parametric::Interpolate( const float fraction ) {
if( self->GetNumSnapshotsReceived() <= 1 ) {
return false;
}
idVec3 oldOrigin = current.origin;
idMat3 oldAxis = current.axis;
const bool hasChanged = InterpolatePhysicsState( current, previous, next, fraction );
gameLocal.push.ClipPush( pushResults, self, pushFlags, oldOrigin, oldAxis, current.origin, current.axis );
if ( clipModel ) {
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
}
return hasChanged;
}
/*
================
idPhysics_Parametric::UpdateTime
================
*/
void idPhysics_Parametric::UpdateTime( int endTimeMSec ) {
int timeLeap = endTimeMSec - current.time;
current.time = endTimeMSec;
// move the trajectory start times to sync the trajectory with the current endTime
current.linearExtrapolation.SetStartTime( current.linearExtrapolation.GetStartTime() + timeLeap );
current.angularExtrapolation.SetStartTime( current.angularExtrapolation.GetStartTime() + timeLeap );
current.linearInterpolation.SetStartTime( current.linearInterpolation.GetStartTime() + timeLeap );
current.angularInterpolation.SetStartTime( current.angularInterpolation.GetStartTime() + timeLeap );
if ( current.spline != NULL ) {
current.spline->ShiftTime( timeLeap );
current.splineInterpolate.SetStartTime( current.splineInterpolate.GetStartTime() + timeLeap );
}
}
/*
================
idPhysics_Parametric::GetTime
================
*/
int idPhysics_Parametric::GetTime() const {
return current.time;
}
/*
================
idPhysics_Parametric::IsAtRest
================
*/
bool idPhysics_Parametric::IsAtRest() const {
return current.atRest >= 0;
}
/*
================
idPhysics_Parametric::GetRestStartTime
================
*/
int idPhysics_Parametric::GetRestStartTime() const {
return current.atRest;
}
/*
================
idPhysics_Parametric::IsPushable
================
*/
bool idPhysics_Parametric::IsPushable() const {
return false;
}
/*
================
idPhysics_Parametric::SaveState
================
*/
void idPhysics_Parametric::SaveState() {
saved = current;
}
/*
================
idPhysics_Parametric::RestoreState
================
*/
void idPhysics_Parametric::RestoreState() {
current = saved;
if ( clipModel ) {
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
}
}
/*
================
idPhysics_Parametric::SetOrigin
================
*/
void idPhysics_Parametric::SetOrigin( const idVec3 &newOrigin, int id ) {
idVec3 masterOrigin;
idMat3 masterAxis;
current.linearExtrapolation.SetStartValue( newOrigin );
current.linearInterpolation.SetStartValue( newOrigin );
current.localOrigin = current.linearExtrapolation.GetCurrentValue( current.time );
if ( hasMaster ) {
self->GetMasterPosition( masterOrigin, masterAxis );
current.origin = masterOrigin + current.localOrigin * masterAxis;
}
else {
current.origin = current.localOrigin;
}
if ( clipModel ) {
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
}
Activate();
}
/*
================
idPhysics_Parametric::SetAxis
================
*/
void idPhysics_Parametric::SetAxis( const idMat3 &newAxis, int id ) {
idVec3 masterOrigin;
idMat3 masterAxis;
current.localAngles = newAxis.ToAngles();
current.angularExtrapolation.SetStartValue( current.localAngles );
current.angularInterpolation.SetStartValue( current.localAngles );
current.localAngles = current.angularExtrapolation.GetCurrentValue( current.time );
if ( hasMaster && isOrientated ) {
self->GetMasterPosition( masterOrigin, masterAxis );
current.axis = current.localAngles.ToMat3() * masterAxis;
current.angles = current.axis.ToAngles();
}
else {
current.axis = current.localAngles.ToMat3();
current.angles = current.localAngles;
}
if ( clipModel ) {
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
}
Activate();
}
/*
================
idPhysics_Parametric::Move
================
*/
void idPhysics_Parametric::Translate( const idVec3 &translation, int id ) {
}
/*
================
idPhysics_Parametric::Rotate
================
*/
void idPhysics_Parametric::Rotate( const idRotation &rotation, int id ) {
}
/*
================
idPhysics_Parametric::GetOrigin
================
*/
const idVec3 &idPhysics_Parametric::GetOrigin( int id ) const {
return current.origin;
}
/*
================
idPhysics_Parametric::GetAxis
================
*/
const idMat3 &idPhysics_Parametric::GetAxis( int id ) const {
return current.axis;
}
/*
================
idPhysics_Parametric::GetAngles
================
*/
void idPhysics_Parametric::GetAngles( idAngles &curAngles ) const {
curAngles = current.angles;
}
/*
================
idPhysics_Parametric::SetLinearVelocity
================
*/
void idPhysics_Parametric::SetLinearVelocity( const idVec3 &newLinearVelocity, int id ) {
SetLinearExtrapolation( extrapolation_t(EXTRAPOLATION_LINEAR|EXTRAPOLATION_NOSTOP), gameLocal.time, 0, current.origin, newLinearVelocity, vec3_origin );
current.linearInterpolation.Init( 0, 0, 0, 0, vec3_zero, vec3_zero );
Activate();
}
/*
================
idPhysics_Parametric::SetAngularVelocity
================
*/
void idPhysics_Parametric::SetAngularVelocity( const idVec3 &newAngularVelocity, int id ) {
idRotation rotation;
idVec3 vec;
float angle;
vec = newAngularVelocity;
angle = vec.Normalize();
rotation.Set( vec3_origin, vec, (float) RAD2DEG( angle ) );
SetAngularExtrapolation( extrapolation_t(EXTRAPOLATION_LINEAR|EXTRAPOLATION_NOSTOP), gameLocal.time, 0, current.angles, rotation.ToAngles(), ang_zero );
current.angularInterpolation.Init( 0, 0, 0, 0, ang_zero, ang_zero );
Activate();
}
/*
================
idPhysics_Parametric::GetLinearVelocity
================
*/
const idVec3 &idPhysics_Parametric::GetLinearVelocity( int id ) const {
static idVec3 curLinearVelocity;
curLinearVelocity = current.linearExtrapolation.GetCurrentSpeed( gameLocal.time );
return curLinearVelocity;
}
/*
================
idPhysics_Parametric::GetAngularVelocity
================
*/
const idVec3 &idPhysics_Parametric::GetAngularVelocity( int id ) const {
static idVec3 curAngularVelocity;
idAngles angles;
angles = current.angularExtrapolation.GetCurrentSpeed( gameLocal.time );
curAngularVelocity = angles.ToAngularVelocity();
return curAngularVelocity;
}
/*
================
idPhysics_Parametric::DisableClip
================
*/
void idPhysics_Parametric::DisableClip() {
if ( clipModel ) {
clipModel->Disable();
}
}
/*
================
idPhysics_Parametric::EnableClip
================
*/
void idPhysics_Parametric::EnableClip() {
if ( clipModel ) {
clipModel->Enable();
}
}
/*
================
idPhysics_Parametric::UnlinkClip
================
*/
void idPhysics_Parametric::UnlinkClip() {
if ( clipModel ) {
clipModel->Unlink();
}
}
/*
================
idPhysics_Parametric::LinkClip
================
*/
void idPhysics_Parametric::LinkClip() {
if ( clipModel ) {
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
}
}
/*
================
idPhysics_Parametric::GetBlockingInfo
================
*/
const trace_t *idPhysics_Parametric::GetBlockingInfo() const {
return ( isBlocked ? &pushResults : NULL );
}
/*
================
idPhysics_Parametric::GetBlockingEntity
================
*/
idEntity *idPhysics_Parametric::GetBlockingEntity() const {
if ( isBlocked ) {
return gameLocal.entities[ pushResults.c.entityNum ];
}
return NULL;
}
/*
================
idPhysics_Parametric::SetMaster
================
*/
void idPhysics_Parametric::SetMaster( idEntity *master, const bool orientated ) {
idVec3 masterOrigin;
idMat3 masterAxis;
if ( master ) {
if ( !hasMaster ) {
// transform from world space to master space
self->GetMasterPosition( masterOrigin, masterAxis );
current.localOrigin = ( current.origin - masterOrigin ) * masterAxis.Transpose();
if ( orientated ) {
current.localAngles = ( current.axis * masterAxis.Transpose() ).ToAngles();
}
else {
current.localAngles = current.axis.ToAngles();
}
current.linearExtrapolation.SetStartValue( current.localOrigin );
current.angularExtrapolation.SetStartValue( current.localAngles );
hasMaster = true;
isOrientated = orientated;
}
}
else {
if ( hasMaster ) {
// transform from master space to world space
current.localOrigin = current.origin;
current.localAngles = current.angles;
SetLinearExtrapolation( EXTRAPOLATION_NONE, 0, 0, current.origin, vec3_origin, vec3_origin );
SetAngularExtrapolation( EXTRAPOLATION_NONE, 0, 0, current.angles, ang_zero, ang_zero );
hasMaster = false;
}
}
}
/*
================
idPhysics_Parametric::GetLinearEndTime
================
*/
int idPhysics_Parametric::GetLinearEndTime() const {
if ( current.spline != NULL ) {
if ( current.spline->GetBoundaryType() != idCurve_Spline<idVec3>::BT_CLOSED ) {
return current.spline->GetTime( current.spline->GetNumValues() - 1 );
} else {
return 0;
}
} else if ( current.linearInterpolation.GetDuration() != 0 ) {
return current.linearInterpolation.GetEndTime();
} else {
return current.linearExtrapolation.GetEndTime();
}
}
/*
================
idPhysics_Parametric::GetAngularEndTime
================
*/
int idPhysics_Parametric::GetAngularEndTime() const {
if ( current.angularInterpolation.GetDuration() != 0 ) {
return current.angularInterpolation.GetEndTime();
} else {
return current.angularExtrapolation.GetEndTime();
}
}
/*
================
idPhysics_Parametric::WriteToSnapshot
================
*/
void idPhysics_Parametric::WriteToSnapshot( idBitMsg &msg ) const {
const idQuat currentQuat = current.axis.ToQuat();
WriteFloatArray( msg, current.origin );
WriteFloatArray( msg, currentQuat );
}
/*
================
idPhysics_Parametric::ReadFromSnapshot
================
*/
void idPhysics_Parametric::ReadFromSnapshot( const idBitMsg &msg ) {
previous = next;
next.origin = ReadFloatArray< idVec3 >( msg );
next.axis = ReadFloatArray< idQuat >( msg );
if( self->GetNumSnapshotsReceived() <= 1 ) {
current.origin = next.origin;
previous.origin = next.origin;
current.axis = next.axis.ToMat3();
previous.axis = next.axis;
}
}