/*
===========================================================================
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_BASE_H__
#define __PHYSICS_BASE_H__
/*
===============================================================================
Physics base for a moving object using one or more collision models.
===============================================================================
*/
#define contactEntity_t idEntityPtr
class idPhysics_Base : public idPhysics
{
public:
CLASS_PROTOTYPE( idPhysics_Base );
idPhysics_Base();
~idPhysics_Base();
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
int clipMask; // contents the physics object collides with
idVec3 gravityVector; // direction and magnitude of gravity
idVec3 gravityNormal; // normalized direction of gravity
idList contacts; // contacts with other physics objects
idList contactEntities; // entities touching this physics object
protected:
// add ground contacts for the clip model
void AddGroundContacts( const idClipModel* clipModel );
// add contact entity links to contact entities
void AddContactEntitiesForContacts();
// active all contact entities
void ActivateContactEntities();
// returns true if the whole physics object is outside the world bounds
bool IsOutsideWorld() const;
// draw linear and angular velocity
void DrawVelocity( int id, float linearScale, float angularScale ) const;
};
/*
===============================================================================
Physics interpolation state
===============================================================================
*/
struct physicsInterpolationState_t
{
physicsInterpolationState_t():
origin( 0.0f, 0.0f, 0.0f ),
axis( 0.0f, 0.0f, 0.0f, 1.0f )
{
}
idVec3 origin;
idQuat axis;
};
/*
================
Sets the origin and axis members of stateToUpdate based on previous, next, and the fraction.
Return true if the origin or axis changed, false if they haven't.
================
*/
template< class _stateType_ >
bool InterpolatePhysicsState( _stateType_ & stateToUpdate,
const physicsInterpolationState_t& previous,
const physicsInterpolationState_t& next,
const float fraction )
{
const idVec3 oldOrigin = stateToUpdate.origin;
const idMat3 oldAxis = stateToUpdate.axis;
stateToUpdate.origin = Lerp( previous.origin, next.origin, fraction );
const idQuat currentQuat = Slerp( previous.axis, next.axis, fraction );
stateToUpdate.axis = currentQuat.ToMat3();
return ( stateToUpdate.origin != oldOrigin || stateToUpdate.axis != oldAxis );
}
#endif /* !__PHYSICS_BASE_H__ */