/* =========================================================================== 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. =========================================================================== */ #pragma hdrstop #include "precompiled.h" #include "../Game_local.h" CLASS_DECLARATION( idPhysics, idPhysics_Static ) END_CLASS /* ================ idPhysics_Static::idPhysics_Static ================ */ idPhysics_Static::idPhysics_Static() { self = NULL; clipModel = NULL; current.origin.Zero(); current.axis.Identity(); current.localOrigin.Zero(); current.localAxis.Identity(); next = ConvertPStateToInterpolateState( current ); previous = next; hasMaster = false; isOrientated = false; } /* ================ idPhysics_Static::~idPhysics_Static ================ */ idPhysics_Static::~idPhysics_Static() { if( self && self->GetPhysics() == this ) { self->SetPhysics( NULL ); } idForce::DeletePhysics( this ); if( clipModel ) { delete clipModel; } } /* ================ idPhysics_Static::Save ================ */ void idPhysics_Static::Save( idSaveGame* savefile ) const { savefile->WriteObject( self ); savefile->WriteVec3( current.origin ); savefile->WriteMat3( current.axis ); savefile->WriteVec3( current.localOrigin ); savefile->WriteMat3( current.localAxis ); savefile->WriteClipModel( clipModel ); savefile->WriteBool( hasMaster ); savefile->WriteBool( isOrientated ); } /* ================ idPhysics_Static::Restore ================ */ void idPhysics_Static::Restore( idRestoreGame* savefile ) { savefile->ReadObject( reinterpret_cast( self ) ); savefile->ReadVec3( current.origin ); savefile->ReadMat3( current.axis ); savefile->ReadVec3( current.localOrigin ); savefile->ReadMat3( current.localAxis ); savefile->ReadClipModel( clipModel ); savefile->ReadBool( hasMaster ); savefile->ReadBool( isOrientated ); } /* ================ idPhysics_Static::SetSelf ================ */ void idPhysics_Static::SetSelf( idEntity* e ) { assert( e ); self = e; } /* ================ idPhysics_Static::SetClipModel ================ */ void idPhysics_Static::SetClipModel( idClipModel* model, float density, int id, bool freeOld ) { assert( self ); if( clipModel && clipModel != model && freeOld ) { delete clipModel; } clipModel = model; if( clipModel ) { clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis ); } } /* ================ idPhysics_Static::GetClipModel ================ */ idClipModel* idPhysics_Static::GetClipModel( int id ) const { if( clipModel ) { return clipModel; } return gameLocal.clip.DefaultClipModel(); } /* ================ idPhysics_Static::GetNumClipModels ================ */ int idPhysics_Static::GetNumClipModels() const { return ( clipModel != NULL ); } /* ================ idPhysics_Static::SetMass ================ */ void idPhysics_Static::SetMass( float mass, int id ) { } /* ================ idPhysics_Static::GetMass ================ */ float idPhysics_Static::GetMass( int id ) const { return 0.0f; } /* ================ idPhysics_Static::SetContents ================ */ void idPhysics_Static::SetContents( int contents, int id ) { if( clipModel ) { clipModel->SetContents( contents ); } } /* ================ idPhysics_Static::GetContents ================ */ int idPhysics_Static::GetContents( int id ) const { if( clipModel ) { return clipModel->GetContents(); } return 0; } /* ================ idPhysics_Static::SetClipMask ================ */ void idPhysics_Static::SetClipMask( int mask, int id ) { } /* ================ idPhysics_Static::GetClipMask ================ */ int idPhysics_Static::GetClipMask( int id ) const { return 0; } /* ================ idPhysics_Static::GetBounds ================ */ const idBounds& idPhysics_Static::GetBounds( int id ) const { if( clipModel ) { return clipModel->GetBounds(); } return bounds_zero; } /* ================ idPhysics_Static::GetAbsBounds ================ */ const idBounds& idPhysics_Static::GetAbsBounds( int id ) const { static idBounds absBounds; if( clipModel ) { return clipModel->GetAbsBounds(); } absBounds[0] = absBounds[1] = current.origin; return absBounds; } /* ================ idPhysics_Static::Evaluate ================ */ bool idPhysics_Static::Evaluate( int timeStepMSec, int endTimeMSec ) { idVec3 masterOrigin, oldOrigin; idMat3 masterAxis, oldAxis; if( hasMaster ) { oldOrigin = current.origin; oldAxis = current.axis; self->GetMasterPosition( masterOrigin, masterAxis ); current.origin = masterOrigin + current.localOrigin * masterAxis; if( isOrientated ) { current.axis = current.localAxis * masterAxis; } else { current.axis = current.localAxis; } if( clipModel ) { clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis ); } return ( current.origin != oldOrigin || current.axis != oldAxis ); } return false; } /* ================ idPhysics_Static::Interpolate ================ */ bool idPhysics_Static::Interpolate( const float fraction ) { // We only interpolate if we actually get snapshots. if( self->GetNumSnapshotsReceived() >= 1 ) { current = InterpolateStaticPState( previous, next, fraction ); } return true; } /* ================ idPhysics_Static::UpdateTime ================ */ void idPhysics_Static::UpdateTime( int endTimeMSec ) { } /* ================ idPhysics_Static::GetTime ================ */ int idPhysics_Static::GetTime() const { return 0; } /* ================ idPhysics_Static::GetImpactInfo ================ */ void idPhysics_Static::GetImpactInfo( const int id, const idVec3& point, impactInfo_t* info ) const { memset( info, 0, sizeof( *info ) ); } /* ================ idPhysics_Static::ApplyImpulse ================ */ void idPhysics_Static::ApplyImpulse( const int id, const idVec3& point, const idVec3& impulse ) { } /* ================ idPhysics_Static::AddForce ================ */ void idPhysics_Static::AddForce( const int id, const idVec3& point, const idVec3& force ) { } /* ================ idPhysics_Static::Activate ================ */ void idPhysics_Static::Activate() { } /* ================ idPhysics_Static::PutToRest ================ */ void idPhysics_Static::PutToRest() { } /* ================ idPhysics_Static::IsAtRest ================ */ bool idPhysics_Static::IsAtRest() const { return true; } /* ================ idPhysics_Static::GetRestStartTime ================ */ int idPhysics_Static::GetRestStartTime() const { return 0; } /* ================ idPhysics_Static::IsPushable ================ */ bool idPhysics_Static::IsPushable() const { return false; } /* ================ idPhysics_Static::SaveState ================ */ void idPhysics_Static::SaveState() { } /* ================ idPhysics_Static::RestoreState ================ */ void idPhysics_Static::RestoreState() { } /* ================ idPhysics_Static::SetOrigin ================ */ void idPhysics_Static::SetOrigin( const idVec3& newOrigin, int id ) { idVec3 masterOrigin; idMat3 masterAxis; current.localOrigin = newOrigin; if( hasMaster ) { self->GetMasterPosition( masterOrigin, masterAxis ); current.origin = masterOrigin + newOrigin * masterAxis; } else { current.origin = newOrigin; } if( clipModel ) { clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis ); } next = ConvertPStateToInterpolateState( current ); previous = next; } /* ================ idPhysics_Static::SetAxis ================ */ void idPhysics_Static::SetAxis( const idMat3& newAxis, int id ) { idVec3 masterOrigin; idMat3 masterAxis; current.localAxis = newAxis; if( hasMaster && isOrientated ) { self->GetMasterPosition( masterOrigin, masterAxis ); current.axis = newAxis * masterAxis; } else { current.axis = newAxis; } if( clipModel ) { clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis ); } next = ConvertPStateToInterpolateState( current ); previous = next; } /* ================ idPhysics_Static::Translate ================ */ void idPhysics_Static::Translate( const idVec3& translation, int id ) { current.localOrigin += translation; current.origin += translation; if( clipModel ) { clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis ); } } /* ================ idPhysics_Static::Rotate ================ */ void idPhysics_Static::Rotate( const idRotation& rotation, int id ) { idVec3 masterOrigin; idMat3 masterAxis; current.origin *= rotation; current.axis *= rotation.ToMat3(); if( hasMaster ) { self->GetMasterPosition( masterOrigin, masterAxis ); current.localAxis *= rotation.ToMat3(); current.localOrigin = ( current.origin - masterOrigin ) * masterAxis.Transpose(); } else { current.localAxis = current.axis; current.localOrigin = current.origin; } if( clipModel ) { clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis ); } } /* ================ idPhysics_Static::GetOrigin ================ */ const idVec3& idPhysics_Static::GetOrigin( int id ) const { return current.origin; } /* ================ idPhysics_Static::GetAxis ================ */ const idMat3& idPhysics_Static::GetAxis( int id ) const { return current.axis; } /* ================ idPhysics_Static::SetLinearVelocity ================ */ void idPhysics_Static::SetLinearVelocity( const idVec3& newLinearVelocity, int id ) { } /* ================ idPhysics_Static::SetAngularVelocity ================ */ void idPhysics_Static::SetAngularVelocity( const idVec3& newAngularVelocity, int id ) { } /* ================ idPhysics_Static::GetLinearVelocity ================ */ const idVec3& idPhysics_Static::GetLinearVelocity( int id ) const { return vec3_origin; } /* ================ idPhysics_Static::GetAngularVelocity ================ */ const idVec3& idPhysics_Static::GetAngularVelocity( int id ) const { return vec3_origin; } /* ================ idPhysics_Static::SetGravity ================ */ void idPhysics_Static::SetGravity( const idVec3& newGravity ) { } /* ================ idPhysics_Static::GetGravity ================ */ const idVec3& idPhysics_Static::GetGravity() const { static idVec3 gravity( 0, 0, -g_gravity.GetFloat() ); return gravity; } /* ================ idPhysics_Static::GetGravityNormal ================ */ const idVec3& idPhysics_Static::GetGravityNormal() const { static idVec3 gravity( 0, 0, -1 ); return gravity; } /* ================ idPhysics_Static::ClipTranslation ================ */ void idPhysics_Static::ClipTranslation( trace_t& results, const idVec3& translation, const idClipModel* model ) const { if( model ) { gameLocal.clip.TranslationModel( results, current.origin, current.origin + translation, clipModel, current.axis, MASK_SOLID, model->Handle(), model->GetOrigin(), model->GetAxis() ); } else { gameLocal.clip.Translation( results, current.origin, current.origin + translation, clipModel, current.axis, MASK_SOLID, self ); } } /* ================ idPhysics_Static::ClipRotation ================ */ void idPhysics_Static::ClipRotation( trace_t& results, const idRotation& rotation, const idClipModel* model ) const { if( model ) { gameLocal.clip.RotationModel( results, current.origin, rotation, clipModel, current.axis, MASK_SOLID, model->Handle(), model->GetOrigin(), model->GetAxis() ); } else { gameLocal.clip.Rotation( results, current.origin, rotation, clipModel, current.axis, MASK_SOLID, self ); } } /* ================ idPhysics_Static::ClipContents ================ */ int idPhysics_Static::ClipContents( const idClipModel* model ) const { if( clipModel ) { if( model ) { return gameLocal.clip.ContentsModel( clipModel->GetOrigin(), clipModel, clipModel->GetAxis(), -1, model->Handle(), model->GetOrigin(), model->GetAxis() ); } else { return gameLocal.clip.Contents( clipModel->GetOrigin(), clipModel, clipModel->GetAxis(), -1, NULL ); } } return 0; } /* ================ idPhysics_Static::DisableClip ================ */ void idPhysics_Static::DisableClip() { if( clipModel ) { clipModel->Disable(); } } /* ================ idPhysics_Static::EnableClip ================ */ void idPhysics_Static::EnableClip() { if( clipModel ) { clipModel->Enable(); } } /* ================ idPhysics_Static::UnlinkClip ================ */ void idPhysics_Static::UnlinkClip() { if( clipModel ) { clipModel->Unlink(); } } /* ================ idPhysics_Static::LinkClip ================ */ void idPhysics_Static::LinkClip() { if( clipModel ) { clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis ); } } /* ================ idPhysics_Static::EvaluateContacts ================ */ bool idPhysics_Static::EvaluateContacts() { return false; } /* ================ idPhysics_Static::GetNumContacts ================ */ int idPhysics_Static::GetNumContacts() const { return 0; } /* ================ idPhysics_Static::GetContact ================ */ const contactInfo_t& idPhysics_Static::GetContact( int num ) const { static contactInfo_t info; memset( &info, 0, sizeof( info ) ); return info; } /* ================ idPhysics_Static::ClearContacts ================ */ void idPhysics_Static::ClearContacts() { } /* ================ idPhysics_Static::AddContactEntity ================ */ void idPhysics_Static::AddContactEntity( idEntity* e ) { } /* ================ idPhysics_Static::RemoveContactEntity ================ */ void idPhysics_Static::RemoveContactEntity( idEntity* e ) { } /* ================ idPhysics_Static::HasGroundContacts ================ */ bool idPhysics_Static::HasGroundContacts() const { return false; } /* ================ idPhysics_Static::IsGroundEntity ================ */ bool idPhysics_Static::IsGroundEntity( int entityNum ) const { return false; } /* ================ idPhysics_Static::IsGroundClipModel ================ */ bool idPhysics_Static::IsGroundClipModel( int entityNum, int id ) const { return false; } /* ================ idPhysics_Static::SetPushed ================ */ void idPhysics_Static::SetPushed( int deltaTime ) { } /* ================ idPhysics_Static::GetPushedLinearVelocity ================ */ const idVec3& idPhysics_Static::GetPushedLinearVelocity( const int id ) const { return vec3_origin; } /* ================ idPhysics_Static::GetPushedAngularVelocity ================ */ const idVec3& idPhysics_Static::GetPushedAngularVelocity( const int id ) const { return vec3_origin; } /* ================ idPhysics_Static::SetMaster ================ */ void idPhysics_Static::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.localAxis = current.axis * masterAxis.Transpose(); } else { current.localAxis = current.axis; } hasMaster = true; isOrientated = orientated; } } else { if( hasMaster ) { hasMaster = false; } } } /* ================ idPhysics_Static::GetBlockingInfo ================ */ const trace_t* idPhysics_Static::GetBlockingInfo() const { return NULL; } /* ================ idPhysics_Static::GetBlockingEntity ================ */ idEntity* idPhysics_Static::GetBlockingEntity() const { return NULL; } /* ================ idPhysics_Static::GetLinearEndTime ================ */ int idPhysics_Static::GetLinearEndTime() const { return 0; } /* ================ idPhysics_Static::GetAngularEndTime ================ */ int idPhysics_Static::GetAngularEndTime() const { return 0; } /* ================ idPhysics_Static::WriteToSnapshot ================ */ void idPhysics_Static::WriteToSnapshot( idBitMsg& msg ) const { idCQuat quat, localQuat; quat = current.axis.ToCQuat(); localQuat = current.localAxis.ToCQuat(); msg.WriteFloat( current.origin[0] ); msg.WriteFloat( current.origin[1] ); msg.WriteFloat( current.origin[2] ); msg.WriteFloat( quat.x ); msg.WriteFloat( quat.y ); msg.WriteFloat( quat.z ); msg.WriteDeltaFloat( current.origin[0], current.localOrigin[0] ); msg.WriteDeltaFloat( current.origin[1], current.localOrigin[1] ); msg.WriteDeltaFloat( current.origin[2], current.localOrigin[2] ); msg.WriteDeltaFloat( quat.x, localQuat.x ); msg.WriteDeltaFloat( quat.y, localQuat.y ); msg.WriteDeltaFloat( quat.z, localQuat.z ); } /* ================ idPhysics_Base::ReadFromSnapshot ================ */ void idPhysics_Static::ReadFromSnapshot( const idBitMsg& msg ) { idCQuat quat, localQuat; previous = next; next = ReadStaticInterpolatePStateFromSnapshot( msg ); } /* ================ ConvertInterpolateStateToPState ================ */ staticPState_s ConvertInterpolateStateToPState( const staticInterpolatePState_t& interpolateState ) { staticPState_s state; state.origin = interpolateState.origin; state.localOrigin = interpolateState.localOrigin; state.localAxis = interpolateState.localAxis.ToMat3(); state.axis = interpolateState.axis.ToMat3(); return state; } /* ================ ConvertPStateToInterpolateState ================ */ staticInterpolatePState_t ConvertPStateToInterpolateState( const staticPState_t& state ) { staticInterpolatePState_t interpolateState; interpolateState.origin = state.origin; interpolateState.localOrigin = state.localOrigin; interpolateState.localAxis = state.localAxis.ToQuat(); interpolateState.axis = state.axis.ToQuat(); return interpolateState; } /* ================ ReadStaticInterpolatePStateFromSnapshot ================ */ staticInterpolatePState_t ReadStaticInterpolatePStateFromSnapshot( const idBitMsg& msg ) { staticInterpolatePState_t state; state.origin = ReadFloatArray< idVec3 >( msg ); const idCQuat cAxis = ReadFloatArray< idCQuat >( msg ); state.localOrigin = ReadDeltaFloatArray( msg, state.origin ); state.localAxis = ReadDeltaFloatArray( msg, cAxis ).ToQuat(); state.axis = cAxis.ToQuat(); return state; } /* ================ InterpolateStaticPState ================ */ staticPState_t InterpolateStaticPState( const staticInterpolatePState_t& previous, const staticInterpolatePState_t& next, float fraction ) { staticPState_t result; result.origin = Lerp( previous.origin, next.origin, fraction ); result.axis = idQuat().Slerp( previous.axis, next.axis, fraction ).ToMat3(); result.localOrigin = Lerp( previous.localOrigin, next.localOrigin, fraction ); result.localAxis = idQuat().Slerp( previous.localAxis, next.localAxis, fraction ).ToMat3(); return result; }