mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-21 20:01:13 +00:00
383 lines
8.8 KiB
C++
383 lines
8.8 KiB
C++
/*
|
|
===========================================================================
|
|
|
|
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 <http://www.gnu.org/licenses/>.
|
|
|
|
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_Base, idPhysics_Actor )
|
|
END_CLASS
|
|
|
|
/*
|
|
================
|
|
idPhysics_Actor::idPhysics_Actor
|
|
================
|
|
*/
|
|
idPhysics_Actor::idPhysics_Actor() {
|
|
clipModel = NULL;
|
|
SetClipModelAxis();
|
|
mass = 100.0f;
|
|
invMass = 1.0f / mass;
|
|
masterEntity = NULL;
|
|
masterYaw = 0.0f;
|
|
masterDeltaYaw = 0.0f;
|
|
groundEntityPtr = NULL;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Actor::~idPhysics_Actor
|
|
================
|
|
*/
|
|
idPhysics_Actor::~idPhysics_Actor() {
|
|
if ( clipModel ) {
|
|
delete clipModel;
|
|
clipModel = NULL;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Actor::Save
|
|
================
|
|
*/
|
|
void idPhysics_Actor::Save( idSaveGame *savefile ) const {
|
|
|
|
savefile->WriteClipModel( clipModel );
|
|
savefile->WriteMat3( clipModelAxis );
|
|
|
|
savefile->WriteFloat( mass );
|
|
savefile->WriteFloat( invMass );
|
|
|
|
savefile->WriteObject( masterEntity );
|
|
savefile->WriteFloat( masterYaw );
|
|
savefile->WriteFloat( masterDeltaYaw );
|
|
|
|
groundEntityPtr.Save( savefile );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Actor::Restore
|
|
================
|
|
*/
|
|
void idPhysics_Actor::Restore( idRestoreGame *savefile ) {
|
|
|
|
savefile->ReadClipModel( clipModel );
|
|
savefile->ReadMat3( clipModelAxis );
|
|
|
|
savefile->ReadFloat( mass );
|
|
savefile->ReadFloat( invMass );
|
|
|
|
savefile->ReadObject( reinterpret_cast<idClass *&>( masterEntity ) );
|
|
savefile->ReadFloat( masterYaw );
|
|
savefile->ReadFloat( masterDeltaYaw );
|
|
|
|
groundEntityPtr.Restore( savefile );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Actor::SetClipModelAxis
|
|
================
|
|
*/
|
|
void idPhysics_Actor::SetClipModelAxis() {
|
|
// align clip model to gravity direction
|
|
if ( ( gravityNormal[2] == -1.0f ) || ( gravityNormal == vec3_zero ) ) {
|
|
clipModelAxis.Identity();
|
|
}
|
|
else {
|
|
clipModelAxis[2] = -gravityNormal;
|
|
clipModelAxis[2].NormalVectors( clipModelAxis[0], clipModelAxis[1] );
|
|
clipModelAxis[1] = -clipModelAxis[1];
|
|
}
|
|
|
|
if ( clipModel ) {
|
|
clipModel->Link( gameLocal.clip, self, 0, clipModel->GetOrigin(), clipModelAxis );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Actor::GetGravityAxis
|
|
================
|
|
*/
|
|
const idMat3 &idPhysics_Actor::GetGravityAxis() const {
|
|
return clipModelAxis;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Actor::GetMasterDeltaYaw
|
|
================
|
|
*/
|
|
float idPhysics_Actor::GetMasterDeltaYaw() const {
|
|
return masterDeltaYaw;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Actor::GetGroundEntity
|
|
================
|
|
*/
|
|
idEntity *idPhysics_Actor::GetGroundEntity() const {
|
|
return groundEntityPtr.GetEntity();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Actor::SetClipModel
|
|
================
|
|
*/
|
|
void idPhysics_Actor::SetClipModel( idClipModel *model, const float density, int id, bool freeOld ) {
|
|
assert( self );
|
|
assert( model ); // a clip model is required
|
|
assert( model->IsTraceModel() ); // and it should be a trace model
|
|
assert( density > 0.0f ); // density should be valid
|
|
|
|
if ( clipModel && clipModel != model && freeOld ) {
|
|
delete clipModel;
|
|
}
|
|
clipModel = model;
|
|
clipModel->Link( gameLocal.clip, self, 0, clipModel->GetOrigin(), clipModelAxis );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Actor::GetClipModel
|
|
================
|
|
*/
|
|
idClipModel *idPhysics_Actor::GetClipModel( int id ) const {
|
|
return clipModel;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Actor::GetNumClipModels
|
|
================
|
|
*/
|
|
int idPhysics_Actor::GetNumClipModels() const {
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Actor::SetMass
|
|
================
|
|
*/
|
|
void idPhysics_Actor::SetMass( float _mass, int id ) {
|
|
assert( _mass > 0.0f );
|
|
mass = _mass;
|
|
invMass = 1.0f / _mass;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Actor::GetMass
|
|
================
|
|
*/
|
|
float idPhysics_Actor::GetMass( int id ) const {
|
|
return mass;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Actor::SetClipMask
|
|
================
|
|
*/
|
|
void idPhysics_Actor::SetContents( int contents, int id ) {
|
|
clipModel->SetContents( contents );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Actor::SetClipMask
|
|
================
|
|
*/
|
|
int idPhysics_Actor::GetContents( int id ) const {
|
|
return clipModel->GetContents();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Actor::GetBounds
|
|
================
|
|
*/
|
|
const idBounds &idPhysics_Actor::GetBounds( int id ) const {
|
|
return clipModel->GetBounds();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Actor::GetAbsBounds
|
|
================
|
|
*/
|
|
const idBounds &idPhysics_Actor::GetAbsBounds( int id ) const {
|
|
return clipModel->GetAbsBounds();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Actor::IsPushable
|
|
================
|
|
*/
|
|
bool idPhysics_Actor::IsPushable() const {
|
|
return ( masterEntity == NULL );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Actor::GetOrigin
|
|
================
|
|
*/
|
|
const idVec3 &idPhysics_Actor::GetOrigin( int id ) const {
|
|
return clipModel->GetOrigin();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Player::GetAxis
|
|
================
|
|
*/
|
|
const idMat3 &idPhysics_Actor::GetAxis( int id ) const {
|
|
return clipModel->GetAxis();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Actor::SetGravity
|
|
================
|
|
*/
|
|
void idPhysics_Actor::SetGravity( const idVec3 &newGravity ) {
|
|
if ( newGravity != gravityVector ) {
|
|
idPhysics_Base::SetGravity( newGravity );
|
|
SetClipModelAxis();
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Actor::ClipTranslation
|
|
================
|
|
*/
|
|
void idPhysics_Actor::ClipTranslation( trace_t &results, const idVec3 &translation, const idClipModel *model ) const {
|
|
if ( model ) {
|
|
gameLocal.clip.TranslationModel( results, clipModel->GetOrigin(), clipModel->GetOrigin() + translation,
|
|
clipModel, clipModel->GetAxis(), clipMask,
|
|
model->Handle(), model->GetOrigin(), model->GetAxis() );
|
|
}
|
|
else {
|
|
gameLocal.clip.Translation( results, clipModel->GetOrigin(), clipModel->GetOrigin() + translation,
|
|
clipModel, clipModel->GetAxis(), clipMask, self );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Actor::ClipRotation
|
|
================
|
|
*/
|
|
void idPhysics_Actor::ClipRotation( trace_t &results, const idRotation &rotation, const idClipModel *model ) const {
|
|
if ( model ) {
|
|
gameLocal.clip.RotationModel( results, clipModel->GetOrigin(), rotation,
|
|
clipModel, clipModel->GetAxis(), clipMask,
|
|
model->Handle(), model->GetOrigin(), model->GetAxis() );
|
|
}
|
|
else {
|
|
gameLocal.clip.Rotation( results, clipModel->GetOrigin(), rotation,
|
|
clipModel, clipModel->GetAxis(), clipMask, self );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Actor::ClipContents
|
|
================
|
|
*/
|
|
int idPhysics_Actor::ClipContents( const idClipModel *model ) const {
|
|
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 );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Actor::DisableClip
|
|
================
|
|
*/
|
|
void idPhysics_Actor::DisableClip() {
|
|
clipModel->Disable();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Actor::EnableClip
|
|
================
|
|
*/
|
|
void idPhysics_Actor::EnableClip() {
|
|
clipModel->Enable();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Actor::UnlinkClip
|
|
================
|
|
*/
|
|
void idPhysics_Actor::UnlinkClip() {
|
|
clipModel->Unlink();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Actor::LinkClip
|
|
================
|
|
*/
|
|
void idPhysics_Actor::LinkClip() {
|
|
clipModel->Link( gameLocal.clip, self, 0, clipModel->GetOrigin(), clipModel->GetAxis() );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Actor::EvaluateContacts
|
|
================
|
|
*/
|
|
bool idPhysics_Actor::EvaluateContacts() {
|
|
|
|
// get all the ground contacts
|
|
ClearContacts();
|
|
AddGroundContacts( clipModel );
|
|
AddContactEntitiesForContacts();
|
|
|
|
return ( contacts.Num() != 0 );
|
|
}
|