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

189 lines
6.6 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.
===========================================================================
*/
#ifndef __PHYSICS_STATIC_H__
#define __PHYSICS_STATIC_H__
/*
===============================================================================
Physics for a non moving object using at most one collision model.
===============================================================================
*/
class idBitMsg;
typedef struct staticPState_s {
idVec3 origin;
idMat3 axis;
idVec3 localOrigin;
idMat3 localAxis;
} staticPState_t;
// Storing the state used for interpolation with quaternions
// means I don't have to do a bunch of conversions between
// idMat3s and idQuats every frame.
struct staticInterpolatePState_t {
idVec3 origin;
idQuat axis;
idVec3 localOrigin;
idQuat localAxis;
};
/*
================
ReadStaticInterpolatePStateFromSnapshot
================
*/
staticInterpolatePState_t ReadStaticInterpolatePStateFromSnapshot( const idBitMsg & msg );
staticPState_s ConvertInterpolateStateToPState( const staticInterpolatePState_t & interpolateState );
staticInterpolatePState_t ConvertPStateToInterpolateState( const staticPState_t & state );
class idPhysics_Static : public idPhysics {
public:
CLASS_PROTOTYPE( idPhysics_Static );
idPhysics_Static();
~idPhysics_Static();
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
public: // common physics interface
void SetSelf( idEntity *e );
void SetClipModel( idClipModel *model, float density, int id = 0, bool freeOld = true );
idClipModel * GetClipModel( int id = 0 ) const;
int GetNumClipModels() const;
void SetMass( float mass, int id = -1 );
float GetMass( int id = -1 ) const;
void SetContents( int contents, int id = -1 );
int GetContents( int id = -1 ) const;
void SetClipMask( int mask, int id = -1 );
int GetClipMask( int id = -1 ) const;
const idBounds & GetBounds( int id = -1 ) const;
const idBounds & GetAbsBounds( int id = -1 ) const;
bool Evaluate( int timeStepMSec, int endTimeMSec );
bool Interpolate( const float fraction );
void ResetInterpolationState( const idVec3 & origin, const idMat3 & axis ) {}
void UpdateTime( int endTimeMSec );
int GetTime() const;
void GetImpactInfo( const int id, const idVec3 &point, impactInfo_t *info ) const;
void ApplyImpulse( const int id, const idVec3 &point, const idVec3 &impulse );
void AddForce( const int id, const idVec3 &point, const idVec3 &force );
void Activate();
void PutToRest();
bool IsAtRest() const;
int GetRestStartTime() const;
bool IsPushable() const;
void SaveState();
void RestoreState();
void SetOrigin( const idVec3 &newOrigin, int id = -1 );
void SetAxis( const idMat3 &newAxis, int id = -1 );
void Translate( const idVec3 &translation, int id = -1 );
void Rotate( const idRotation &rotation, int id = -1 );
const idVec3 & GetOrigin( int id = 0 ) const;
const idMat3 & GetAxis( int id = 0 ) const;
void SetLinearVelocity( const idVec3 &newLinearVelocity, int id = 0 );
void SetAngularVelocity( const idVec3 &newAngularVelocity, int id = 0 );
const idVec3 & GetLinearVelocity( int id = 0 ) const;
const idVec3 & GetAngularVelocity( int id = 0 ) const;
void SetGravity( const idVec3 &newGravity );
const idVec3 & GetGravity() const;
const idVec3 & GetGravityNormal() const;
void ClipTranslation( trace_t &results, const idVec3 &translation, const idClipModel *model ) const;
void ClipRotation( trace_t &results, const idRotation &rotation, const idClipModel *model ) const;
int ClipContents( const idClipModel *model ) const;
void DisableClip();
void EnableClip();
void UnlinkClip();
void LinkClip();
bool EvaluateContacts();
int GetNumContacts() const;
const contactInfo_t & GetContact( int num ) const;
void ClearContacts();
void AddContactEntity( idEntity *e );
void RemoveContactEntity( idEntity *e );
bool HasGroundContacts() const;
bool IsGroundEntity( int entityNum ) const;
bool IsGroundClipModel( int entityNum, int id ) const;
void SetPushed( int deltaTime );
const idVec3 & GetPushedLinearVelocity( const int id = 0 ) const;
const idVec3 & GetPushedAngularVelocity( const int id = 0 ) const;
void SetMaster( idEntity *master, const bool orientated = true );
const trace_t * GetBlockingInfo() const;
idEntity * GetBlockingEntity() const;
int GetLinearEndTime() const;
int GetAngularEndTime() const;
void WriteToSnapshot( idBitMsg &msg ) const;
void ReadFromSnapshot( const idBitMsg &msg );
protected:
idEntity * self; // entity using this physics object
staticPState_t current; // physics state
idClipModel * clipModel; // collision model
// Used for client-side interpolation
staticInterpolatePState_t previous;
staticInterpolatePState_t next;
// master
bool hasMaster;
bool isOrientated;
};
staticPState_t InterpolateStaticPState( const staticInterpolatePState_t & previous,
const staticInterpolatePState_t & next,
float fraction );
#endif /* !__PHYSICS_STATIC_H__ */