mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-21 20:01:13 +00:00
855 lines
16 KiB
C++
855 lines
16 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#pragma hdrstop
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#include "../../idlib/precompiled.h"
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#include "../Game_local.h"
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CLASS_DECLARATION( idPhysics, idPhysics_Base )
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END_CLASS
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/*
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================
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idPhysics_Base::idPhysics_Base
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================
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*/
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idPhysics_Base::idPhysics_Base() {
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self = NULL;
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clipMask = 0;
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SetGravity( gameLocal.GetGravity() );
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ClearContacts();
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}
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/*
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================
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idPhysics_Base::~idPhysics_Base
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================
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*/
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idPhysics_Base::~idPhysics_Base() {
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if ( self && self->GetPhysics() == this ) {
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self->SetPhysics( NULL );
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}
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idForce::DeletePhysics( this );
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ClearContacts();
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}
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/*
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================
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idPhysics_Base::Save
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================
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*/
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void idPhysics_Base::Save( idSaveGame *savefile ) const {
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int i;
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savefile->WriteObject( self );
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savefile->WriteInt( clipMask );
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savefile->WriteVec3( gravityVector );
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savefile->WriteVec3( gravityNormal );
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savefile->WriteInt( contacts.Num() );
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for ( i = 0; i < contacts.Num(); i++ ) {
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savefile->WriteContactInfo( contacts[i] );
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}
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savefile->WriteInt( contactEntities.Num() );
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for ( i = 0; i < contactEntities.Num(); i++ ) {
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contactEntities[i].Save( savefile );
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}
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}
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/*
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================
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idPhysics_Base::Restore
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================
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*/
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void idPhysics_Base::Restore( idRestoreGame *savefile ) {
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int i, num;
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savefile->ReadObject( reinterpret_cast<idClass *&>( self ) );
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savefile->ReadInt( clipMask );
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savefile->ReadVec3( gravityVector );
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savefile->ReadVec3( gravityNormal );
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savefile->ReadInt( num );
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contacts.SetNum( num );
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for ( i = 0; i < contacts.Num(); i++ ) {
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savefile->ReadContactInfo( contacts[i] );
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}
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savefile->ReadInt( num );
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contactEntities.SetNum( num );
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for ( i = 0; i < contactEntities.Num(); i++ ) {
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contactEntities[i].Restore( savefile );
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}
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}
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/*
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================
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idPhysics_Base::SetSelf
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================
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*/
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void idPhysics_Base::SetSelf( idEntity *e ) {
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assert( e );
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self = e;
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}
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/*
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================
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idPhysics_Base::SetClipModel
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================
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*/
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void idPhysics_Base::SetClipModel( idClipModel *model, float density, int id, bool freeOld ) {
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}
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/*
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================
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idPhysics_Base::GetClipModel
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================
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*/
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idClipModel *idPhysics_Base::GetClipModel( int id ) const {
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return NULL;
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}
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/*
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================
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idPhysics_Base::GetNumClipModels
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================
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*/
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int idPhysics_Base::GetNumClipModels() const {
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return 0;
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}
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/*
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================
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idPhysics_Base::SetMass
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================
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*/
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void idPhysics_Base::SetMass( float mass, int id ) {
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}
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/*
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================
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idPhysics_Base::GetMass
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================
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*/
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float idPhysics_Base::GetMass( int id ) const {
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return 0.0f;
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}
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/*
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================
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idPhysics_Base::SetContents
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================
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*/
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void idPhysics_Base::SetContents( int contents, int id ) {
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}
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/*
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================
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idPhysics_Base::SetClipMask
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================
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*/
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int idPhysics_Base::GetContents( int id ) const {
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return 0;
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}
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/*
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================
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idPhysics_Base::SetClipMask
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================
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*/
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void idPhysics_Base::SetClipMask( int mask, int id ) {
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clipMask = mask;
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}
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/*
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================
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idPhysics_Base::GetClipMask
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================
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*/
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int idPhysics_Base::GetClipMask( int id ) const {
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return clipMask;
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}
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/*
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================
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idPhysics_Base::GetBounds
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================
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*/
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const idBounds &idPhysics_Base::GetBounds( int id ) const {
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return bounds_zero;
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}
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/*
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================
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idPhysics_Base::GetAbsBounds
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================
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*/
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const idBounds &idPhysics_Base::GetAbsBounds( int id ) const {
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return bounds_zero;
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}
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/*
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================
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idPhysics_Base::Evaluate
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================
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*/
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bool idPhysics_Base::Evaluate( int timeStepMSec, int endTimeMSec ) {
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return false;
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}
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/*
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================
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idPhysics_Base::Interpolate
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================
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*/
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bool idPhysics_Base::Interpolate( const float fraction ) {
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return false;
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}
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/*
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================
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idPhysics_Base::ResetInterpolationState
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================
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*/
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void idPhysics_Base::ResetInterpolationState( const idVec3 & origin, const idMat3 & axis ) {
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}
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/*
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================
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idPhysics_Base::UpdateTime
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================
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*/
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void idPhysics_Base::UpdateTime( int endTimeMSec ) {
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}
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/*
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================
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idPhysics_Base::GetTime
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================
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*/
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int idPhysics_Base::GetTime() const {
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return 0;
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}
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/*
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================
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idPhysics_Base::GetImpactInfo
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================
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*/
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void idPhysics_Base::GetImpactInfo( const int id, const idVec3 &point, impactInfo_t *info ) const {
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memset( info, 0, sizeof( *info ) );
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}
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/*
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================
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idPhysics_Base::ApplyImpulse
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================
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*/
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void idPhysics_Base::ApplyImpulse( const int id, const idVec3 &point, const idVec3 &impulse ) {
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}
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/*
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================
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idPhysics_Base::AddForce
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================
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*/
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void idPhysics_Base::AddForce( const int id, const idVec3 &point, const idVec3 &force ) {
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}
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/*
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================
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idPhysics_Base::Activate
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================
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*/
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void idPhysics_Base::Activate() {
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}
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/*
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================
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idPhysics_Base::PutToRest
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================
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*/
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void idPhysics_Base::PutToRest() {
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}
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/*
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================
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idPhysics_Base::IsAtRest
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================
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*/
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bool idPhysics_Base::IsAtRest() const {
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return true;
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}
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/*
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================
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idPhysics_Base::GetRestStartTime
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================
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*/
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int idPhysics_Base::GetRestStartTime() const {
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return 0;
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}
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/*
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================
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idPhysics_Base::IsPushable
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================
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*/
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bool idPhysics_Base::IsPushable() const {
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return true;
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}
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/*
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================
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idPhysics_Base::SaveState
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================
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*/
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void idPhysics_Base::SaveState() {
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}
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/*
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================
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idPhysics_Base::RestoreState
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================
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*/
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void idPhysics_Base::RestoreState() {
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}
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/*
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================
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idPhysics_Base::SetOrigin
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================
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*/
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void idPhysics_Base::SetOrigin( const idVec3 &newOrigin, int id ) {
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}
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/*
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================
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idPhysics_Base::SetAxis
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================
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*/
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void idPhysics_Base::SetAxis( const idMat3 &newAxis, int id ) {
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}
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/*
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================
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idPhysics_Base::Translate
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================
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*/
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void idPhysics_Base::Translate( const idVec3 &translation, int id ) {
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}
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/*
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================
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idPhysics_Base::Rotate
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================
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*/
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void idPhysics_Base::Rotate( const idRotation &rotation, int id ) {
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}
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/*
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================
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idPhysics_Base::GetOrigin
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================
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*/
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const idVec3 &idPhysics_Base::GetOrigin( int id ) const {
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return vec3_origin;
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}
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/*
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================
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idPhysics_Base::GetAxis
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================
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*/
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const idMat3 &idPhysics_Base::GetAxis( int id ) const {
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return mat3_identity;
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}
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/*
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================
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idPhysics_Base::SetLinearVelocity
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================
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*/
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void idPhysics_Base::SetLinearVelocity( const idVec3 &newLinearVelocity, int id ) {
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}
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/*
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================
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idPhysics_Base::SetAngularVelocity
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================
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*/
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void idPhysics_Base::SetAngularVelocity( const idVec3 &newAngularVelocity, int id ) {
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}
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/*
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================
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idPhysics_Base::GetLinearVelocity
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================
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*/
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const idVec3 &idPhysics_Base::GetLinearVelocity( int id ) const {
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return vec3_origin;
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}
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/*
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================
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idPhysics_Base::GetAngularVelocity
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================
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*/
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const idVec3 &idPhysics_Base::GetAngularVelocity( int id ) const {
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return vec3_origin;
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}
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/*
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================
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idPhysics_Base::SetGravity
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================
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*/
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void idPhysics_Base::SetGravity( const idVec3 &newGravity ) {
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gravityVector = newGravity;
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gravityNormal = newGravity;
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gravityNormal.Normalize();
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}
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/*
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================
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idPhysics_Base::GetGravity
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================
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*/
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const idVec3 &idPhysics_Base::GetGravity() const {
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return gravityVector;
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}
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/*
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================
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idPhysics_Base::GetGravityNormal
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================
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*/
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const idVec3 &idPhysics_Base::GetGravityNormal() const {
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return gravityNormal;
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}
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/*
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================
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idPhysics_Base::ClipTranslation
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================
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*/
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void idPhysics_Base::ClipTranslation( trace_t &results, const idVec3 &translation, const idClipModel *model ) const {
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memset( &results, 0, sizeof( trace_t ) );
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}
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/*
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================
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idPhysics_Base::ClipRotation
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================
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*/
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void idPhysics_Base::ClipRotation( trace_t &results, const idRotation &rotation, const idClipModel *model ) const {
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memset( &results, 0, sizeof( trace_t ) );
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}
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/*
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================
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idPhysics_Base::ClipContents
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================
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*/
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int idPhysics_Base::ClipContents( const idClipModel *model ) const {
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return 0;
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}
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/*
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================
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idPhysics_Base::DisableClip
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================
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*/
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void idPhysics_Base::DisableClip() {
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}
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/*
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================
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idPhysics_Base::EnableClip
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================
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*/
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void idPhysics_Base::EnableClip() {
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}
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/*
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================
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idPhysics_Base::UnlinkClip
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================
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*/
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void idPhysics_Base::UnlinkClip() {
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}
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/*
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================
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idPhysics_Base::LinkClip
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================
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*/
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void idPhysics_Base::LinkClip() {
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}
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/*
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================
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idPhysics_Base::EvaluateContacts
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================
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*/
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bool idPhysics_Base::EvaluateContacts() {
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return false;
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}
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/*
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================
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idPhysics_Base::GetNumContacts
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================
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*/
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int idPhysics_Base::GetNumContacts() const {
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return contacts.Num();
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}
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/*
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================
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idPhysics_Base::GetContact
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================
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*/
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const contactInfo_t &idPhysics_Base::GetContact( int num ) const {
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return contacts[num];
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}
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/*
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================
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idPhysics_Base::ClearContacts
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================
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*/
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void idPhysics_Base::ClearContacts() {
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int i;
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idEntity *ent;
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for ( i = 0; i < contacts.Num(); i++ ) {
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ent = gameLocal.entities[ contacts[i].entityNum ];
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if ( ent ) {
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ent->RemoveContactEntity( self );
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}
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}
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contacts.SetNum( 0 );
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}
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/*
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================
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idPhysics_Base::AddContactEntity
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================
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*/
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void idPhysics_Base::AddContactEntity( idEntity *e ) {
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int i;
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idEntity *ent;
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bool found = false;
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for ( i = 0; i < contactEntities.Num(); i++ ) {
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ent = contactEntities[i].GetEntity();
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if ( ent == NULL ) {
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contactEntities.RemoveIndex( i-- );
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}
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if ( ent == e ) {
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found = true;
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}
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}
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if ( !found ) {
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contactEntities.Alloc() = e;
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}
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}
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/*
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================
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idPhysics_Base::RemoveContactEntity
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================
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*/
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void idPhysics_Base::RemoveContactEntity( idEntity *e ) {
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int i;
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idEntity *ent;
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for ( i = 0; i < contactEntities.Num(); i++ ) {
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ent = contactEntities[i].GetEntity();
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if ( !ent ) {
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contactEntities.RemoveIndex( i-- );
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continue;
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}
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if ( ent == e ) {
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contactEntities.RemoveIndex( i-- );
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return;
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}
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}
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}
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/*
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================
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idPhysics_Base::HasGroundContacts
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================
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*/
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bool idPhysics_Base::HasGroundContacts() const {
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int i;
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for ( i = 0; i < contacts.Num(); i++ ) {
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if ( contacts[i].normal * -gravityNormal > 0.0f ) {
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return true;
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}
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}
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return false;
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}
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/*
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================
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idPhysics_Base::IsGroundEntity
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================
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*/
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bool idPhysics_Base::IsGroundEntity( int entityNum ) const {
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int i;
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for ( i = 0; i < contacts.Num(); i++ ) {
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if ( contacts[i].entityNum == entityNum && ( contacts[i].normal * -gravityNormal > 0.0f ) ) {
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return true;
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}
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}
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return false;
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}
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/*
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================
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idPhysics_Base::IsGroundClipModel
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================
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*/
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|
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 ) {
|
|
}
|