/* =========================================================================== 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 "../../idlib/precompiled.h" #include "../Game_local.h" CLASS_DECLARATION( idPhysics, idPhysics_StaticMulti ) END_CLASS staticPState_t defaultState; staticInterpolatePState_t defaultInterpolateState; /* ================ idPhysics_StaticMulti::idPhysics_StaticMulti ================ */ idPhysics_StaticMulti::idPhysics_StaticMulti() { self = NULL; hasMaster = false; isOrientated = false; defaultState.origin.Zero(); defaultState.axis.Identity(); defaultState.localOrigin.Zero(); defaultState.localAxis.Identity(); defaultInterpolateState.origin.Zero(); defaultInterpolateState.axis = defaultState.axis.ToQuat(); defaultInterpolateState.localAxis = defaultInterpolateState.axis; defaultInterpolateState.localOrigin.Zero(); current.SetNum( 1 ); current[0] = defaultState; previous.SetNum( 1 ); previous[0] = defaultInterpolateState; next.SetNum( 1 ); next[0] = defaultInterpolateState; clipModels.SetNum( 1 ); clipModels[0] = NULL; } /* ================ idPhysics_StaticMulti::~idPhysics_StaticMulti ================ */ idPhysics_StaticMulti::~idPhysics_StaticMulti() { if( self && self->GetPhysics() == this ) { self->SetPhysics( NULL ); } idForce::DeletePhysics( this ); for( int i = 0; i < clipModels.Num(); i++ ) { delete clipModels[i]; } } /* ================ idPhysics_StaticMulti::Save ================ */ void idPhysics_StaticMulti::Save( idSaveGame* savefile ) const { int i; savefile->WriteObject( self ); savefile->WriteInt( current.Num() ); for( i = 0; i < current.Num(); i++ ) { savefile->WriteVec3( current[i].origin ); savefile->WriteMat3( current[i].axis ); savefile->WriteVec3( current[i].localOrigin ); savefile->WriteMat3( current[i].localAxis ); } savefile->WriteInt( clipModels.Num() ); for( i = 0; i < clipModels.Num(); i++ ) { savefile->WriteClipModel( clipModels[i] ); } savefile->WriteBool( hasMaster ); savefile->WriteBool( isOrientated ); } /* ================ idPhysics_StaticMulti::Restore ================ */ void idPhysics_StaticMulti::Restore( idRestoreGame* savefile ) { int i, num; savefile->ReadObject( reinterpret_cast( self ) ); savefile->ReadInt( num ); current.AssureSize( num ); for( i = 0; i < num; i++ ) { savefile->ReadVec3( current[i].origin ); savefile->ReadMat3( current[i].axis ); savefile->ReadVec3( current[i].localOrigin ); savefile->ReadMat3( current[i].localAxis ); } savefile->ReadInt( num ); clipModels.SetNum( num ); for( i = 0; i < num; i++ ) { savefile->ReadClipModel( clipModels[i] ); } savefile->ReadBool( hasMaster ); savefile->ReadBool( isOrientated ); } /* ================ idPhysics_StaticMulti::SetSelf ================ */ void idPhysics_StaticMulti::SetSelf( idEntity* e ) { assert( e ); self = e; } /* ================ idPhysics_StaticMulti::RemoveIndex ================ */ void idPhysics_StaticMulti::RemoveIndex( int id, bool freeClipModel ) { if( id < 0 || id >= clipModels.Num() ) { return; } if( clipModels[id] && freeClipModel ) { delete clipModels[id]; clipModels[id] = NULL; } clipModels.RemoveIndex( id ); current.RemoveIndex( id ); } /* ================ idPhysics_StaticMulti::SetClipModel ================ */ void idPhysics_StaticMulti::SetClipModel( idClipModel* model, float density, int id, bool freeOld ) { int i; assert( self ); if( id >= clipModels.Num() ) { current.AssureSize( id + 1, defaultState ); clipModels.AssureSize( id + 1, NULL ); } if( clipModels[id] && clipModels[id] != model && freeOld ) { delete clipModels[id]; } clipModels[id] = model; if( clipModels[id] ) { clipModels[id]->Link( gameLocal.clip, self, id, current[id].origin, current[id].axis ); } for( i = clipModels.Num() - 1; i >= 1; i-- ) { if( clipModels[i] ) { break; } } current.SetNum( i + 1 ); clipModels.SetNum( i + 1 ); // Assure that on first setup, our next/previous is the same as current. previous.SetNum( current.Num() ); next.SetNum( previous.Num() ); for( int curIdx = 0; curIdx < current.Num(); curIdx++ ) { previous[curIdx] = ConvertPStateToInterpolateState( current[curIdx] ); previous[curIdx] = next[curIdx]; } } /* ================ idPhysics_StaticMulti::GetClipModel ================ */ idClipModel* idPhysics_StaticMulti::GetClipModel( int id ) const { if( id >= 0 && id < clipModels.Num() && clipModels[id] ) { return clipModels[id]; } return gameLocal.clip.DefaultClipModel(); } /* ================ idPhysics_StaticMulti::GetNumClipModels ================ */ int idPhysics_StaticMulti::GetNumClipModels() const { return clipModels.Num(); } /* ================ idPhysics_StaticMulti::SetMass ================ */ void idPhysics_StaticMulti::SetMass( float mass, int id ) { } /* ================ idPhysics_StaticMulti::GetMass ================ */ float idPhysics_StaticMulti::GetMass( int id ) const { return 0.0f; } /* ================ idPhysics_StaticMulti::SetContents ================ */ void idPhysics_StaticMulti::SetContents( int contents, int id ) { int i; if( id >= 0 && id < clipModels.Num() ) { if( clipModels[id] ) { clipModels[id]->SetContents( contents ); } } else if( id == -1 ) { for( i = 0; i < clipModels.Num(); i++ ) { if( clipModels[i] ) { clipModels[i]->SetContents( contents ); } } } } /* ================ idPhysics_StaticMulti::GetContents ================ */ int idPhysics_StaticMulti::GetContents( int id ) const { int i, contents = 0; if( id >= 0 && id < clipModels.Num() ) { if( clipModels[id] ) { contents = clipModels[id]->GetContents(); } } else if( id == -1 ) { for( i = 0; i < clipModels.Num(); i++ ) { if( clipModels[i] ) { contents |= clipModels[i]->GetContents(); } } } return contents; } /* ================ idPhysics_StaticMulti::SetClipMask ================ */ void idPhysics_StaticMulti::SetClipMask( int mask, int id ) { } /* ================ idPhysics_StaticMulti::GetClipMask ================ */ int idPhysics_StaticMulti::GetClipMask( int id ) const { return 0; } /* ================ idPhysics_StaticMulti::GetBounds ================ */ const idBounds& idPhysics_StaticMulti::GetBounds( int id ) const { int i; static idBounds bounds; if( id >= 0 && id < clipModels.Num() ) { if( clipModels[id] ) { return clipModels[id]->GetBounds(); } } if( id == -1 ) { bounds.Clear(); for( i = 0; i < clipModels.Num(); i++ ) { if( clipModels[i] ) { bounds.AddBounds( clipModels[i]->GetAbsBounds() ); } } for( i = 0; i < clipModels.Num(); i++ ) { if( clipModels[i] ) { bounds[0] -= clipModels[i]->GetOrigin(); bounds[1] -= clipModels[i]->GetOrigin(); break; } } return bounds; } return bounds_zero; } /* ================ idPhysics_StaticMulti::GetAbsBounds ================ */ const idBounds& idPhysics_StaticMulti::GetAbsBounds( int id ) const { int i; static idBounds absBounds; if( id >= 0 && id < clipModels.Num() ) { if( clipModels[id] ) { return clipModels[id]->GetAbsBounds(); } } if( id == -1 ) { absBounds.Clear(); for( i = 0; i < clipModels.Num(); i++ ) { if( clipModels[i] ) { absBounds.AddBounds( clipModels[i]->GetAbsBounds() ); } } return absBounds; } return bounds_zero; } /* ================ idPhysics_StaticMulti::Evaluate ================ */ bool idPhysics_StaticMulti::Evaluate( int timeStepMSec, int endTimeMSec ) { int i; idVec3 masterOrigin; idMat3 masterAxis; if( hasMaster ) { self->GetMasterPosition( masterOrigin, masterAxis ); for( i = 0; i < clipModels.Num(); i++ ) { current[i].origin = masterOrigin + current[i].localOrigin * masterAxis; if( isOrientated ) { current[i].axis = current[i].localAxis * masterAxis; } else { current[i].axis = current[i].localAxis; } if( clipModels[i] ) { clipModels[i]->Link( gameLocal.clip, self, i, current[i].origin, current[i].axis ); } } // FIXME: return false if master did not move return true; } return false; } /* ================ idPhysics_StaticMulti::Interpolate ================ */ bool idPhysics_StaticMulti::Interpolate( const float fraction ) { // If the sizes don't match, just use the latest version. // TODO: This might cause visual snapping, is there a better solution? if( current.Num() != previous.Num() || current.Num() != next.Num() ) { current.SetNum( next.Num() ); for( int i = 0; i < next.Num(); ++i ) { current[i] = InterpolateStaticPState( next[i], next[i], 1.0f ); } return true; } for( int i = 0; i < current.Num(); ++i ) { current[i] = InterpolateStaticPState( previous[i], next[i], fraction ); } return true; } /* ================ idPhysics_StaticMulti::UpdateTime ================ */ void idPhysics_StaticMulti::UpdateTime( int endTimeMSec ) { } /* ================ idPhysics_StaticMulti::GetTime ================ */ int idPhysics_StaticMulti::GetTime() const { return 0; } /* ================ idPhysics_StaticMulti::GetImpactInfo ================ */ void idPhysics_StaticMulti::GetImpactInfo( const int id, const idVec3& point, impactInfo_t* info ) const { memset( info, 0, sizeof( *info ) ); } /* ================ idPhysics_StaticMulti::ApplyImpulse ================ */ void idPhysics_StaticMulti::ApplyImpulse( const int id, const idVec3& point, const idVec3& impulse ) { } /* ================ idPhysics_StaticMulti::AddForce ================ */ void idPhysics_StaticMulti::AddForce( const int id, const idVec3& point, const idVec3& force ) { } /* ================ idPhysics_StaticMulti::Activate ================ */ void idPhysics_StaticMulti::Activate() { } /* ================ idPhysics_StaticMulti::PutToRest ================ */ void idPhysics_StaticMulti::PutToRest() { } /* ================ idPhysics_StaticMulti::IsAtRest ================ */ bool idPhysics_StaticMulti::IsAtRest() const { return true; } /* ================ idPhysics_StaticMulti::GetRestStartTime ================ */ int idPhysics_StaticMulti::GetRestStartTime() const { return 0; } /* ================ idPhysics_StaticMulti::IsPushable ================ */ bool idPhysics_StaticMulti::IsPushable() const { return false; } /* ================ idPhysics_StaticMulti::SaveState ================ */ void idPhysics_StaticMulti::SaveState() { } /* ================ idPhysics_StaticMulti::RestoreState ================ */ void idPhysics_StaticMulti::RestoreState() { } /* ================ idPhysics_StaticMulti::SetOrigin ================ */ void idPhysics_StaticMulti::SetOrigin( const idVec3& newOrigin, int id ) { idVec3 masterOrigin; idMat3 masterAxis; if( id >= 0 && id < clipModels.Num() ) { current[id].localOrigin = newOrigin; if( hasMaster ) { self->GetMasterPosition( masterOrigin, masterAxis ); current[id].origin = masterOrigin + newOrigin * masterAxis; } else { current[id].origin = newOrigin; } if( clipModels[id] ) { clipModels[id]->Link( gameLocal.clip, self, id, current[id].origin, current[id].axis ); } } else if( id == -1 ) { if( hasMaster ) { self->GetMasterPosition( masterOrigin, masterAxis ); Translate( masterOrigin + masterAxis * newOrigin - current[0].origin ); } else { Translate( newOrigin - current[0].origin ); } } } /* ================ idPhysics_StaticMulti::SetAxis ================ */ void idPhysics_StaticMulti::SetAxis( const idMat3& newAxis, int id ) { idVec3 masterOrigin; idMat3 masterAxis; if( id >= 0 && id < clipModels.Num() ) { current[id].localAxis = newAxis; if( hasMaster && isOrientated ) { self->GetMasterPosition( masterOrigin, masterAxis ); current[id].axis = newAxis * masterAxis; } else { current[id].axis = newAxis; } if( clipModels[id] ) { clipModels[id]->Link( gameLocal.clip, self, id, current[id].origin, current[id].axis ); } } else if( id == -1 ) { idMat3 axis; idRotation rotation; if( hasMaster ) { self->GetMasterPosition( masterOrigin, masterAxis ); axis = current[0].axis.Transpose() * ( newAxis * masterAxis ); } else { axis = current[0].axis.Transpose() * newAxis; } rotation = axis.ToRotation(); rotation.SetOrigin( current[0].origin ); Rotate( rotation ); } } /* ================ idPhysics_StaticMulti::Translate ================ */ void idPhysics_StaticMulti::Translate( const idVec3& translation, int id ) { int i; if( id >= 0 && id < clipModels.Num() ) { current[id].localOrigin += translation; current[id].origin += translation; if( clipModels[id] ) { clipModels[id]->Link( gameLocal.clip, self, id, current[id].origin, current[id].axis ); } } else if( id == -1 ) { for( i = 0; i < clipModels.Num(); i++ ) { current[i].localOrigin += translation; current[i].origin += translation; if( clipModels[i] ) { clipModels[i]->Link( gameLocal.clip, self, i, current[i].origin, current[i].axis ); } } } } /* ================ idPhysics_StaticMulti::Rotate ================ */ void idPhysics_StaticMulti::Rotate( const idRotation& rotation, int id ) { int i; idVec3 masterOrigin; idMat3 masterAxis; if( id >= 0 && id < clipModels.Num() ) { current[id].origin *= rotation; current[id].axis *= rotation.ToMat3(); if( hasMaster ) { self->GetMasterPosition( masterOrigin, masterAxis ); current[id].localAxis *= rotation.ToMat3(); current[id].localOrigin = ( current[id].origin - masterOrigin ) * masterAxis.Transpose(); } else { current[id].localAxis = current[id].axis; current[id].localOrigin = current[id].origin; } if( clipModels[id] ) { clipModels[id]->Link( gameLocal.clip, self, id, current[id].origin, current[id].axis ); } } else if( id == -1 ) { for( i = 0; i < clipModels.Num(); i++ ) { current[i].origin *= rotation; current[i].axis *= rotation.ToMat3(); if( hasMaster ) { self->GetMasterPosition( masterOrigin, masterAxis ); current[i].localAxis *= rotation.ToMat3(); current[i].localOrigin = ( current[i].origin - masterOrigin ) * masterAxis.Transpose(); } else { current[i].localAxis = current[i].axis; current[i].localOrigin = current[i].origin; } if( clipModels[i] ) { clipModels[i]->Link( gameLocal.clip, self, i, current[i].origin, current[i].axis ); } } } } /* ================ idPhysics_StaticMulti::GetOrigin ================ */ const idVec3& idPhysics_StaticMulti::GetOrigin( int id ) const { if( id >= 0 && id < clipModels.Num() ) { return current[id].origin; } if( clipModels.Num() ) { return current[0].origin; } else { return vec3_origin; } } /* ================ idPhysics_StaticMulti::GetAxis ================ */ const idMat3& idPhysics_StaticMulti::GetAxis( int id ) const { if( id >= 0 && id < clipModels.Num() ) { return current[id].axis; } if( clipModels.Num() ) { return current[0].axis; } else { return mat3_identity; } } /* ================ idPhysics_StaticMulti::SetLinearVelocity ================ */ void idPhysics_StaticMulti::SetLinearVelocity( const idVec3& newLinearVelocity, int id ) { } /* ================ idPhysics_StaticMulti::SetAngularVelocity ================ */ void idPhysics_StaticMulti::SetAngularVelocity( const idVec3& newAngularVelocity, int id ) { } /* ================ idPhysics_StaticMulti::GetLinearVelocity ================ */ const idVec3& idPhysics_StaticMulti::GetLinearVelocity( int id ) const { return vec3_origin; } /* ================ idPhysics_StaticMulti::GetAngularVelocity ================ */ const idVec3& idPhysics_StaticMulti::GetAngularVelocity( int id ) const { return vec3_origin; } /* ================ idPhysics_StaticMulti::SetGravity ================ */ void idPhysics_StaticMulti::SetGravity( const idVec3& newGravity ) { } /* ================ idPhysics_StaticMulti::GetGravity ================ */ const idVec3& idPhysics_StaticMulti::GetGravity() const { static idVec3 gravity( 0, 0, -g_gravity.GetFloat() ); return gravity; } /* ================ idPhysics_StaticMulti::GetGravityNormal ================ */ const idVec3& idPhysics_StaticMulti::GetGravityNormal() const { static idVec3 gravity( 0, 0, -1 ); return gravity; } /* ================ idPhysics_StaticMulti::ClipTranslation ================ */ void idPhysics_StaticMulti::ClipTranslation( trace_t& results, const idVec3& translation, const idClipModel* model ) const { memset( &results, 0, sizeof( trace_t ) ); gameLocal.Warning( "idPhysics_StaticMulti::ClipTranslation called" ); } /* ================ idPhysics_StaticMulti::ClipRotation ================ */ void idPhysics_StaticMulti::ClipRotation( trace_t& results, const idRotation& rotation, const idClipModel* model ) const { memset( &results, 0, sizeof( trace_t ) ); gameLocal.Warning( "idPhysics_StaticMulti::ClipRotation called" ); } /* ================ idPhysics_StaticMulti::ClipContents ================ */ int idPhysics_StaticMulti::ClipContents( const idClipModel* model ) const { int i, contents; contents = 0; for( i = 0; i < clipModels.Num(); i++ ) { if( clipModels[i] ) { if( model ) { contents |= gameLocal.clip.ContentsModel( clipModels[i]->GetOrigin(), clipModels[i], clipModels[i]->GetAxis(), -1, model->Handle(), model->GetOrigin(), model->GetAxis() ); } else { contents |= gameLocal.clip.Contents( clipModels[i]->GetOrigin(), clipModels[i], clipModels[i]->GetAxis(), -1, NULL ); } } } return contents; } /* ================ idPhysics_StaticMulti::DisableClip ================ */ void idPhysics_StaticMulti::DisableClip() { int i; for( i = 0; i < clipModels.Num(); i++ ) { if( clipModels[i] ) { clipModels[i]->Disable(); } } } /* ================ idPhysics_StaticMulti::EnableClip ================ */ void idPhysics_StaticMulti::EnableClip() { int i; for( i = 0; i < clipModels.Num(); i++ ) { if( clipModels[i] ) { clipModels[i]->Enable(); } } } /* ================ idPhysics_StaticMulti::UnlinkClip ================ */ void idPhysics_StaticMulti::UnlinkClip() { int i; for( i = 0; i < clipModels.Num(); i++ ) { if( clipModels[i] ) { clipModels[i]->Unlink(); } } } /* ================ idPhysics_StaticMulti::LinkClip ================ */ void idPhysics_StaticMulti::LinkClip() { int i; for( i = 0; i < clipModels.Num(); i++ ) { if( clipModels[i] ) { clipModels[i]->Link( gameLocal.clip, self, i, current[i].origin, current[i].axis ); } } } /* ================ idPhysics_StaticMulti::EvaluateContacts ================ */ bool idPhysics_StaticMulti::EvaluateContacts() { return false; } /* ================ idPhysics_StaticMulti::GetNumContacts ================ */ int idPhysics_StaticMulti::GetNumContacts() const { return 0; } /* ================ idPhysics_StaticMulti::GetContact ================ */ const contactInfo_t& idPhysics_StaticMulti::GetContact( int num ) const { static contactInfo_t info; memset( &info, 0, sizeof( info ) ); return info; } /* ================ idPhysics_StaticMulti::ClearContacts ================ */ void idPhysics_StaticMulti::ClearContacts() { } /* ================ idPhysics_StaticMulti::AddContactEntity ================ */ void idPhysics_StaticMulti::AddContactEntity( idEntity* e ) { } /* ================ idPhysics_StaticMulti::RemoveContactEntity ================ */ void idPhysics_StaticMulti::RemoveContactEntity( idEntity* e ) { } /* ================ idPhysics_StaticMulti::HasGroundContacts ================ */ bool idPhysics_StaticMulti::HasGroundContacts() const { return false; } /* ================ idPhysics_StaticMulti::IsGroundEntity ================ */ bool idPhysics_StaticMulti::IsGroundEntity( int entityNum ) const { return false; } /* ================ idPhysics_StaticMulti::IsGroundClipModel ================ */ bool idPhysics_StaticMulti::IsGroundClipModel( int entityNum, int id ) const { return false; } /* ================ idPhysics_StaticMulti::SetPushed ================ */ void idPhysics_StaticMulti::SetPushed( int deltaTime ) { } /* ================ idPhysics_StaticMulti::GetPushedLinearVelocity ================ */ const idVec3& idPhysics_StaticMulti::GetPushedLinearVelocity( const int id ) const { return vec3_origin; } /* ================ idPhysics_StaticMulti::GetPushedAngularVelocity ================ */ const idVec3& idPhysics_StaticMulti::GetPushedAngularVelocity( const int id ) const { return vec3_origin; } /* ================ idPhysics_StaticMulti::SetMaster ================ */ void idPhysics_StaticMulti::SetMaster( idEntity* master, const bool orientated ) { int i; idVec3 masterOrigin; idMat3 masterAxis; if( master ) { if( !hasMaster ) { // transform from world space to master space self->GetMasterPosition( masterOrigin, masterAxis ); for( i = 0; i < clipModels.Num(); i++ ) { current[i].localOrigin = ( current[i].origin - masterOrigin ) * masterAxis.Transpose(); if( orientated ) { current[i].localAxis = current[i].axis * masterAxis.Transpose(); } else { current[i].localAxis = current[i].axis; } } hasMaster = true; isOrientated = orientated; } } else { if( hasMaster ) { hasMaster = false; } } } /* ================ idPhysics_StaticMulti::GetBlockingInfo ================ */ const trace_t* idPhysics_StaticMulti::GetBlockingInfo() const { return NULL; } /* ================ idPhysics_StaticMulti::GetBlockingEntity ================ */ idEntity* idPhysics_StaticMulti::GetBlockingEntity() const { return NULL; } /* ================ idPhysics_StaticMulti::GetLinearEndTime ================ */ int idPhysics_StaticMulti::GetLinearEndTime() const { return 0; } /* ================ idPhysics_StaticMulti::GetAngularEndTime ================ */ int idPhysics_StaticMulti::GetAngularEndTime() const { return 0; } /* ================ idPhysics_StaticMulti::WriteToSnapshot ================ */ void idPhysics_StaticMulti::WriteToSnapshot( idBitMsg& msg ) const { int i; idCQuat quat, localQuat; msg.WriteByte( current.Num() ); for( i = 0; i < current.Num(); i++ ) { quat = current[i].axis.ToCQuat(); localQuat = current[i].localAxis.ToCQuat(); msg.WriteFloat( current[i].origin[0] ); msg.WriteFloat( current[i].origin[1] ); msg.WriteFloat( current[i].origin[2] ); msg.WriteFloat( quat.x ); msg.WriteFloat( quat.y ); msg.WriteFloat( quat.z ); msg.WriteDeltaFloat( current[i].origin[0], current[i].localOrigin[0] ); msg.WriteDeltaFloat( current[i].origin[1], current[i].localOrigin[1] ); msg.WriteDeltaFloat( current[i].origin[2], current[i].localOrigin[2] ); msg.WriteDeltaFloat( quat.x, localQuat.x ); msg.WriteDeltaFloat( quat.y, localQuat.y ); msg.WriteDeltaFloat( quat.z, localQuat.z ); } } /* ================ idPhysics_StaticMulti::ReadFromSnapshot ================ */ void idPhysics_StaticMulti::ReadFromSnapshot( const idBitMsg& msg ) { int i, num; idCQuat quat, localQuat; num = msg.ReadByte(); assert( num == current.Num() ); previous = next; next.SetNum( num ); for( i = 0; i < current.Num(); i++ ) { next[i] = ReadStaticInterpolatePStateFromSnapshot( msg ); } }