/* =========================================================================== 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_STATIC_H__ #define __PHYSICS_STATIC_H__ /* =============================================================================== Physics for a non moving object using at most one collision model. =============================================================================== */ class idBitMsg; typedef struct staticPState_s { idVec3 origin; idMat3 axis; idVec3 localOrigin; idMat3 localAxis; } staticPState_t; // Storing the state used for interpolation with quaternions // means I don't have to do a bunch of conversions between // idMat3s and idQuats every frame. struct staticInterpolatePState_t { idVec3 origin; idQuat axis; idVec3 localOrigin; idQuat localAxis; }; /* ================ ReadStaticInterpolatePStateFromSnapshot ================ */ staticInterpolatePState_t ReadStaticInterpolatePStateFromSnapshot( const idBitMsg & msg ); staticPState_s ConvertInterpolateStateToPState( const staticInterpolatePState_t & interpolateState ); staticInterpolatePState_t ConvertPStateToInterpolateState( const staticPState_t & state ); class idPhysics_Static : public idPhysics { public: CLASS_PROTOTYPE( idPhysics_Static ); idPhysics_Static(); ~idPhysics_Static(); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); 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 staticPState_t current; // physics state idClipModel * clipModel; // collision model // Used for client-side interpolation staticInterpolatePState_t previous; staticInterpolatePState_t next; // master bool hasMaster; bool isOrientated; }; staticPState_t InterpolateStaticPState( const staticInterpolatePState_t & previous, const staticInterpolatePState_t & next, float fraction ); #endif /* !__PHYSICS_STATIC_H__ */