/* =========================================================================== 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 . 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_PARAMETRIC_H__ #define __PHYSICS_PARAMETRIC_H__ /* =================================================================================== Parametric physics Used for predefined or scripted motion. The motion of an object is completely parametrized. By adjusting the parameters an object is forced to follow a predefined path. The parametric physics is typically used for doors, bridges, rotating fans etc. =================================================================================== */ typedef struct parametricPState_s { int time; // physics time int atRest; // set when simulation is suspended idVec3 origin; // world origin idAngles angles; // world angles idMat3 axis; // world axis idVec3 localOrigin; // local origin idAngles localAngles; // local angles idExtrapolate linearExtrapolation; // extrapolation based description of the position over time idExtrapolate angularExtrapolation; // extrapolation based description of the orientation over time idInterpolateAccelDecelLinear linearInterpolation; // interpolation based description of the position over time idInterpolateAccelDecelLinear angularInterpolation; // interpolation based description of the orientation over time idCurve_Spline * spline; // spline based description of the position over time idInterpolateAccelDecelLinear splineInterpolate; // position along the spline over time bool useSplineAngles; // set the orientation using the spline } parametricPState_t; class idPhysics_Parametric : public idPhysics_Base { public: CLASS_PROTOTYPE( idPhysics_Parametric ); idPhysics_Parametric(); ~idPhysics_Parametric(); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); void SetPusher( int flags ); bool IsPusher() const; void SetLinearExtrapolation( extrapolation_t type, int time, int duration, const idVec3 &base, const idVec3 &speed, const idVec3 &baseSpeed ); void SetAngularExtrapolation( extrapolation_t type, int time, int duration, const idAngles &base, const idAngles &speed, const idAngles &baseSpeed ); extrapolation_t GetLinearExtrapolationType() const; extrapolation_t GetAngularExtrapolationType() const; void SetLinearInterpolation( int time, int accelTime, int decelTime, int duration, const idVec3 &startPos, const idVec3 &endPos ); void SetAngularInterpolation( int time, int accelTime, int decelTime, int duration, const idAngles &startAng, const idAngles &endAng ); void SetSpline( idCurve_Spline *spline, int accelTime, int decelTime, bool useSplineAngles ); idCurve_Spline *GetSpline() const; int GetSplineAcceleration() const; int GetSplineDeceleration() const; bool UsingSplineAngles() const; void GetLocalOrigin( idVec3 &curOrigin ) const; void GetLocalAngles( idAngles &curAngles ) const; void GetAngles( idAngles &curAngles ) const; 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 Evaluate( int timeStepMSec, int endTimeMSec ); bool Interpolate( const float fraction ); void UpdateTime( int endTimeMSec ); int GetTime() const; void Activate(); 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 DisableClip(); void EnableClip(); void UnlinkClip(); void LinkClip(); 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 ); private: // parametric physics state parametricPState_t current; parametricPState_t saved; physicsInterpolationState_t previous; physicsInterpolationState_t next; // pusher bool isPusher; idClipModel * clipModel; int pushFlags; // results of last evaluate trace_t pushResults; bool isBlocked; // master bool hasMaster; bool isOrientated; private: bool TestIfAtRest() const; void Rest(); }; #endif /* !__PHYSICS_PARAMETRIC_H__ */