doom3-bfg/neo/d3xp/physics/Physics_Base.cpp
2012-11-26 12:58:24 -06:00

855 lines
16 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, idPhysics_Base )
END_CLASS
/*
================
idPhysics_Base::idPhysics_Base
================
*/
idPhysics_Base::idPhysics_Base() {
self = NULL;
clipMask = 0;
SetGravity( gameLocal.GetGravity() );
ClearContacts();
}
/*
================
idPhysics_Base::~idPhysics_Base
================
*/
idPhysics_Base::~idPhysics_Base() {
if ( self && self->GetPhysics() == this ) {
self->SetPhysics( NULL );
}
idForce::DeletePhysics( this );
ClearContacts();
}
/*
================
idPhysics_Base::Save
================
*/
void idPhysics_Base::Save( idSaveGame *savefile ) const {
int i;
savefile->WriteObject( self );
savefile->WriteInt( clipMask );
savefile->WriteVec3( gravityVector );
savefile->WriteVec3( gravityNormal );
savefile->WriteInt( contacts.Num() );
for ( i = 0; i < contacts.Num(); i++ ) {
savefile->WriteContactInfo( contacts[i] );
}
savefile->WriteInt( contactEntities.Num() );
for ( i = 0; i < contactEntities.Num(); i++ ) {
contactEntities[i].Save( savefile );
}
}
/*
================
idPhysics_Base::Restore
================
*/
void idPhysics_Base::Restore( idRestoreGame *savefile ) {
int i, num;
savefile->ReadObject( reinterpret_cast<idClass *&>( self ) );
savefile->ReadInt( clipMask );
savefile->ReadVec3( gravityVector );
savefile->ReadVec3( gravityNormal );
savefile->ReadInt( num );
contacts.SetNum( num );
for ( i = 0; i < contacts.Num(); i++ ) {
savefile->ReadContactInfo( contacts[i] );
}
savefile->ReadInt( num );
contactEntities.SetNum( num );
for ( i = 0; i < contactEntities.Num(); i++ ) {
contactEntities[i].Restore( savefile );
}
}
/*
================
idPhysics_Base::SetSelf
================
*/
void idPhysics_Base::SetSelf( idEntity *e ) {
assert( e );
self = e;
}
/*
================
idPhysics_Base::SetClipModel
================
*/
void idPhysics_Base::SetClipModel( idClipModel *model, float density, int id, bool freeOld ) {
}
/*
================
idPhysics_Base::GetClipModel
================
*/
idClipModel *idPhysics_Base::GetClipModel( int id ) const {
return NULL;
}
/*
================
idPhysics_Base::GetNumClipModels
================
*/
int idPhysics_Base::GetNumClipModels() const {
return 0;
}
/*
================
idPhysics_Base::SetMass
================
*/
void idPhysics_Base::SetMass( float mass, int id ) {
}
/*
================
idPhysics_Base::GetMass
================
*/
float idPhysics_Base::GetMass( int id ) const {
return 0.0f;
}
/*
================
idPhysics_Base::SetContents
================
*/
void idPhysics_Base::SetContents( int contents, int id ) {
}
/*
================
idPhysics_Base::SetClipMask
================
*/
int idPhysics_Base::GetContents( int id ) const {
return 0;
}
/*
================
idPhysics_Base::SetClipMask
================
*/
void idPhysics_Base::SetClipMask( int mask, int id ) {
clipMask = mask;
}
/*
================
idPhysics_Base::GetClipMask
================
*/
int idPhysics_Base::GetClipMask( int id ) const {
return clipMask;
}
/*
================
idPhysics_Base::GetBounds
================
*/
const idBounds &idPhysics_Base::GetBounds( int id ) const {
return bounds_zero;
}
/*
================
idPhysics_Base::GetAbsBounds
================
*/
const idBounds &idPhysics_Base::GetAbsBounds( int id ) const {
return bounds_zero;
}
/*
================
idPhysics_Base::Evaluate
================
*/
bool idPhysics_Base::Evaluate( int timeStepMSec, int endTimeMSec ) {
return false;
}
/*
================
idPhysics_Base::Interpolate
================
*/
bool idPhysics_Base::Interpolate( const float fraction ) {
return false;
}
/*
================
idPhysics_Base::ResetInterpolationState
================
*/
void idPhysics_Base::ResetInterpolationState( const idVec3 & origin, const idMat3 & axis ) {
}
/*
================
idPhysics_Base::UpdateTime
================
*/
void idPhysics_Base::UpdateTime( int endTimeMSec ) {
}
/*
================
idPhysics_Base::GetTime
================
*/
int idPhysics_Base::GetTime() const {
return 0;
}
/*
================
idPhysics_Base::GetImpactInfo
================
*/
void idPhysics_Base::GetImpactInfo( const int id, const idVec3 &point, impactInfo_t *info ) const {
memset( info, 0, sizeof( *info ) );
}
/*
================
idPhysics_Base::ApplyImpulse
================
*/
void idPhysics_Base::ApplyImpulse( const int id, const idVec3 &point, const idVec3 &impulse ) {
}
/*
================
idPhysics_Base::AddForce
================
*/
void idPhysics_Base::AddForce( const int id, const idVec3 &point, const idVec3 &force ) {
}
/*
================
idPhysics_Base::Activate
================
*/
void idPhysics_Base::Activate() {
}
/*
================
idPhysics_Base::PutToRest
================
*/
void idPhysics_Base::PutToRest() {
}
/*
================
idPhysics_Base::IsAtRest
================
*/
bool idPhysics_Base::IsAtRest() const {
return true;
}
/*
================
idPhysics_Base::GetRestStartTime
================
*/
int idPhysics_Base::GetRestStartTime() const {
return 0;
}
/*
================
idPhysics_Base::IsPushable
================
*/
bool idPhysics_Base::IsPushable() const {
return true;
}
/*
================
idPhysics_Base::SaveState
================
*/
void idPhysics_Base::SaveState() {
}
/*
================
idPhysics_Base::RestoreState
================
*/
void idPhysics_Base::RestoreState() {
}
/*
================
idPhysics_Base::SetOrigin
================
*/
void idPhysics_Base::SetOrigin( const idVec3 &newOrigin, int id ) {
}
/*
================
idPhysics_Base::SetAxis
================
*/
void idPhysics_Base::SetAxis( const idMat3 &newAxis, int id ) {
}
/*
================
idPhysics_Base::Translate
================
*/
void idPhysics_Base::Translate( const idVec3 &translation, int id ) {
}
/*
================
idPhysics_Base::Rotate
================
*/
void idPhysics_Base::Rotate( const idRotation &rotation, int id ) {
}
/*
================
idPhysics_Base::GetOrigin
================
*/
const idVec3 &idPhysics_Base::GetOrigin( int id ) const {
return vec3_origin;
}
/*
================
idPhysics_Base::GetAxis
================
*/
const idMat3 &idPhysics_Base::GetAxis( int id ) const {
return mat3_identity;
}
/*
================
idPhysics_Base::SetLinearVelocity
================
*/
void idPhysics_Base::SetLinearVelocity( const idVec3 &newLinearVelocity, int id ) {
}
/*
================
idPhysics_Base::SetAngularVelocity
================
*/
void idPhysics_Base::SetAngularVelocity( const idVec3 &newAngularVelocity, int id ) {
}
/*
================
idPhysics_Base::GetLinearVelocity
================
*/
const idVec3 &idPhysics_Base::GetLinearVelocity( int id ) const {
return vec3_origin;
}
/*
================
idPhysics_Base::GetAngularVelocity
================
*/
const idVec3 &idPhysics_Base::GetAngularVelocity( int id ) const {
return vec3_origin;
}
/*
================
idPhysics_Base::SetGravity
================
*/
void idPhysics_Base::SetGravity( const idVec3 &newGravity ) {
gravityVector = newGravity;
gravityNormal = newGravity;
gravityNormal.Normalize();
}
/*
================
idPhysics_Base::GetGravity
================
*/
const idVec3 &idPhysics_Base::GetGravity() const {
return gravityVector;
}
/*
================
idPhysics_Base::GetGravityNormal
================
*/
const idVec3 &idPhysics_Base::GetGravityNormal() const {
return gravityNormal;
}
/*
================
idPhysics_Base::ClipTranslation
================
*/
void idPhysics_Base::ClipTranslation( trace_t &results, const idVec3 &translation, const idClipModel *model ) const {
memset( &results, 0, sizeof( trace_t ) );
}
/*
================
idPhysics_Base::ClipRotation
================
*/
void idPhysics_Base::ClipRotation( trace_t &results, const idRotation &rotation, const idClipModel *model ) const {
memset( &results, 0, sizeof( trace_t ) );
}
/*
================
idPhysics_Base::ClipContents
================
*/
int idPhysics_Base::ClipContents( const idClipModel *model ) const {
return 0;
}
/*
================
idPhysics_Base::DisableClip
================
*/
void idPhysics_Base::DisableClip() {
}
/*
================
idPhysics_Base::EnableClip
================
*/
void idPhysics_Base::EnableClip() {
}
/*
================
idPhysics_Base::UnlinkClip
================
*/
void idPhysics_Base::UnlinkClip() {
}
/*
================
idPhysics_Base::LinkClip
================
*/
void idPhysics_Base::LinkClip() {
}
/*
================
idPhysics_Base::EvaluateContacts
================
*/
bool idPhysics_Base::EvaluateContacts() {
return false;
}
/*
================
idPhysics_Base::GetNumContacts
================
*/
int idPhysics_Base::GetNumContacts() const {
return contacts.Num();
}
/*
================
idPhysics_Base::GetContact
================
*/
const contactInfo_t &idPhysics_Base::GetContact( int num ) const {
return contacts[num];
}
/*
================
idPhysics_Base::ClearContacts
================
*/
void idPhysics_Base::ClearContacts() {
int i;
idEntity *ent;
for ( i = 0; i < contacts.Num(); i++ ) {
ent = gameLocal.entities[ contacts[i].entityNum ];
if ( ent ) {
ent->RemoveContactEntity( self );
}
}
contacts.SetNum( 0 );
}
/*
================
idPhysics_Base::AddContactEntity
================
*/
void idPhysics_Base::AddContactEntity( idEntity *e ) {
int i;
idEntity *ent;
bool found = false;
for ( i = 0; i < contactEntities.Num(); i++ ) {
ent = contactEntities[i].GetEntity();
if ( ent == NULL ) {
contactEntities.RemoveIndex( i-- );
}
if ( ent == e ) {
found = true;
}
}
if ( !found ) {
contactEntities.Alloc() = e;
}
}
/*
================
idPhysics_Base::RemoveContactEntity
================
*/
void idPhysics_Base::RemoveContactEntity( idEntity *e ) {
int i;
idEntity *ent;
for ( i = 0; i < contactEntities.Num(); i++ ) {
ent = contactEntities[i].GetEntity();
if ( !ent ) {
contactEntities.RemoveIndex( i-- );
continue;
}
if ( ent == e ) {
contactEntities.RemoveIndex( i-- );
return;
}
}
}
/*
================
idPhysics_Base::HasGroundContacts
================
*/
bool idPhysics_Base::HasGroundContacts() const {
int i;
for ( i = 0; i < contacts.Num(); i++ ) {
if ( contacts[i].normal * -gravityNormal > 0.0f ) {
return true;
}
}
return false;
}
/*
================
idPhysics_Base::IsGroundEntity
================
*/
bool idPhysics_Base::IsGroundEntity( int entityNum ) const {
int i;
for ( i = 0; i < contacts.Num(); i++ ) {
if ( contacts[i].entityNum == entityNum && ( contacts[i].normal * -gravityNormal > 0.0f ) ) {
return true;
}
}
return false;
}
/*
================
idPhysics_Base::IsGroundClipModel
================
*/
bool idPhysics_Base::IsGroundClipModel( int entityNum, int id ) const {
int i;
for ( i = 0; i < contacts.Num(); i++ ) {
if ( contacts[i].entityNum == entityNum && contacts[i].id == id && ( contacts[i].normal * -gravityNormal > 0.0f ) ) {
return true;
}
}
return false;
}
/*
================
idPhysics_Base::SetPushed
================
*/
void idPhysics_Base::SetPushed( int deltaTime ) {
}
/*
================
idPhysics_Base::GetPushedLinearVelocity
================
*/
const idVec3 &idPhysics_Base::GetPushedLinearVelocity( const int id ) const {
return vec3_origin;
}
/*
================
idPhysics_Base::GetPushedAngularVelocity
================
*/
const idVec3 &idPhysics_Base::GetPushedAngularVelocity( const int id ) const {
return vec3_origin;
}
/*
================
idPhysics_Base::SetMaster
================
*/
void idPhysics_Base::SetMaster( idEntity *master, const bool orientated ) {
}
/*
================
idPhysics_Base::GetBlockingInfo
================
*/
const trace_t *idPhysics_Base::GetBlockingInfo() const {
return NULL;
}
/*
================
idPhysics_Base::GetBlockingEntity
================
*/
idEntity *idPhysics_Base::GetBlockingEntity() const {
return NULL;
}
/*
================
idPhysics_Base::GetLinearEndTime
================
*/
int idPhysics_Base::GetLinearEndTime() const {
return 0;
}
/*
================
idPhysics_Base::GetAngularEndTime
================
*/
int idPhysics_Base::GetAngularEndTime() const {
return 0;
}
/*
================
idPhysics_Base::AddGroundContacts
================
*/
void idPhysics_Base::AddGroundContacts( const idClipModel *clipModel ) {
idVec6 dir;
int index, num;
index = contacts.Num();
contacts.SetNum( index + 10 );
dir.SubVec3(0) = gravityNormal;
dir.SubVec3(1) = vec3_origin;
num = gameLocal.clip.Contacts( &contacts[index], 10, clipModel->GetOrigin(),
dir, CONTACT_EPSILON, clipModel, clipModel->GetAxis(), clipMask, self );
contacts.SetNum( index + num );
}
/*
================
idPhysics_Base::AddContactEntitiesForContacts
================
*/
void idPhysics_Base::AddContactEntitiesForContacts() {
int i;
idEntity *ent;
for ( i = 0; i < contacts.Num(); i++ ) {
ent = gameLocal.entities[ contacts[i].entityNum ];
if ( ent && ent != self ) {
ent->AddContactEntity( self );
}
}
}
/*
================
idPhysics_Base::ActivateContactEntities
================
*/
void idPhysics_Base::ActivateContactEntities() {
int i;
idEntity *ent;
for ( i = 0; i < contactEntities.Num(); i++ ) {
ent = contactEntities[i].GetEntity();
if ( ent ) {
ent->ActivatePhysics( self );
} else {
contactEntities.RemoveIndex( i-- );
}
}
}
/*
================
idPhysics_Base::IsOutsideWorld
================
*/
bool idPhysics_Base::IsOutsideWorld() const {
if ( !gameLocal.clip.GetWorldBounds().Expand( 128.0f ).IntersectsBounds( GetAbsBounds() ) ) {
return true;
}
return false;
}
/*
================
idPhysics_Base::DrawVelocity
================
*/
void idPhysics_Base::DrawVelocity( int id, float linearScale, float angularScale ) const {
idVec3 dir, org, vec, start, end;
idMat3 axis;
float length, a;
dir = GetLinearVelocity( id );
dir *= linearScale;
if ( dir.LengthSqr() > Square( 0.1f ) ) {
dir = dir.Truncate( 10.0f );
org = GetOrigin( id );
gameRenderWorld->DebugArrow( colorRed, org, org + dir, 1 );
}
dir = GetAngularVelocity( id );
length = dir.Normalize();
length *= angularScale;
if ( length > 0.1f ) {
if ( length < 60.0f ) {
length = 60.0f;
}
else if ( length > 360.0f ) {
length = 360.0f;
}
axis = GetAxis( id );
vec = axis[2];
if ( idMath::Fabs( dir * vec ) > 0.99f ) {
vec = axis[0];
}
vec -= vec * dir * vec;
vec.Normalize();
vec *= 4.0f;
start = org + vec;
for ( a = 20.0f; a < length; a += 20.0f ) {
end = org + idRotation( vec3_origin, dir, -a ).ToMat3() * vec;
gameRenderWorld->DebugLine( colorBlue, start, end, 1 );
start = end;
}
end = org + idRotation( vec3_origin, dir, -length ).ToMat3() * vec;
gameRenderWorld->DebugArrow( colorBlue, start, end, 1 );
}
}
/*
================
idPhysics_Base::WriteToSnapshot
================
*/
void idPhysics_Base::WriteToSnapshot( idBitMsg &msg ) const {
}
/*
================
idPhysics_Base::ReadFromSnapshot
================
*/
void idPhysics_Base::ReadFromSnapshot( const idBitMsg &msg ) {
}