/* =========================================================================== 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__ */