mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 13:11:47 +00:00
1216 lines
29 KiB
C++
1216 lines
29 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 "precompiled.h"
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#include "../Game_local.h"
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CLASS_DECLARATION( idPhysics_Base, idPhysics_Parametric )
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END_CLASS
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/*
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================
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idPhysics_Parametric::Activate
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================
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*/
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void idPhysics_Parametric::Activate()
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{
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current.atRest = -1;
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self->BecomeActive( TH_PHYSICS );
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}
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/*
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================
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idPhysics_Parametric::TestIfAtRest
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================
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*/
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bool idPhysics_Parametric::TestIfAtRest() const
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{
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if( ( current.linearExtrapolation.GetExtrapolationType() & ~EXTRAPOLATION_NOSTOP ) == EXTRAPOLATION_NONE &&
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( current.angularExtrapolation.GetExtrapolationType() & ~EXTRAPOLATION_NOSTOP ) == EXTRAPOLATION_NONE &&
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current.linearInterpolation.GetDuration() == 0 &&
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current.angularInterpolation.GetDuration() == 0 &&
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current.spline == NULL )
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{
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return true;
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}
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if( !current.linearExtrapolation.IsDone( current.time ) )
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{
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return false;
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}
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if( !current.angularExtrapolation.IsDone( current.time ) )
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{
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return false;
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}
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if( !current.linearInterpolation.IsDone( current.time ) )
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{
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return false;
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}
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if( !current.angularInterpolation.IsDone( current.time ) )
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{
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return false;
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}
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if( current.spline != NULL && !current.spline->IsDone( current.time ) )
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{
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return false;
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}
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return true;
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}
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/*
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================
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idPhysics_Parametric::Rest
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================
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*/
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void idPhysics_Parametric::Rest()
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{
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current.atRest = gameLocal.time;
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self->BecomeInactive( TH_PHYSICS );
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}
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/*
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================
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idPhysics_Parametric::idPhysics_Parametric
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================
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*/
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idPhysics_Parametric::idPhysics_Parametric()
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{
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current.time = gameLocal.time;
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current.atRest = -1;
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current.useSplineAngles = false;
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current.origin.Zero();
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current.angles.Zero();
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current.axis.Identity();
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current.localOrigin.Zero();
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current.localAngles.Zero();
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current.linearExtrapolation.Init( 0, 0, vec3_zero, vec3_zero, vec3_zero, EXTRAPOLATION_NONE );
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current.angularExtrapolation.Init( 0, 0, ang_zero, ang_zero, ang_zero, EXTRAPOLATION_NONE );
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current.linearInterpolation.Init( 0, 0, 0, 0, vec3_zero, vec3_zero );
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current.angularInterpolation.Init( 0, 0, 0, 0, ang_zero, ang_zero );
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current.spline = NULL;
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current.splineInterpolate.Init( 0, 1, 1, 2, 0, 0 );
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saved = current;
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isPusher = false;
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pushFlags = 0;
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clipModel = NULL;
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isBlocked = false;
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memset( &pushResults, 0, sizeof( pushResults ) );
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hasMaster = false;
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isOrientated = false;
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}
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/*
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================
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idPhysics_Parametric::~idPhysics_Parametric
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================
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*/
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idPhysics_Parametric::~idPhysics_Parametric()
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{
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if( clipModel != NULL )
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{
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delete clipModel;
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clipModel = NULL;
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}
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if( current.spline != NULL )
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{
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delete current.spline;
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current.spline = NULL;
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}
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}
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/*
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================
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idPhysics_Parametric_SavePState
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================
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*/
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void idPhysics_Parametric_SavePState( idSaveGame* savefile, const parametricPState_t& state )
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{
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savefile->WriteInt( state.time );
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savefile->WriteInt( state.atRest );
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savefile->WriteBool( state.useSplineAngles );
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savefile->WriteVec3( state.origin );
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savefile->WriteAngles( state.angles );
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savefile->WriteMat3( state.axis );
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savefile->WriteVec3( state.localOrigin );
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savefile->WriteAngles( state.localAngles );
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savefile->WriteInt( ( int )state.linearExtrapolation.GetExtrapolationType() );
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savefile->WriteFloat( state.linearExtrapolation.GetStartTime() );
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savefile->WriteFloat( state.linearExtrapolation.GetDuration() );
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savefile->WriteVec3( state.linearExtrapolation.GetStartValue() );
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savefile->WriteVec3( state.linearExtrapolation.GetBaseSpeed() );
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savefile->WriteVec3( state.linearExtrapolation.GetSpeed() );
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savefile->WriteInt( ( int )state.angularExtrapolation.GetExtrapolationType() );
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savefile->WriteFloat( state.angularExtrapolation.GetStartTime() );
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savefile->WriteFloat( state.angularExtrapolation.GetDuration() );
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savefile->WriteAngles( state.angularExtrapolation.GetStartValue() );
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savefile->WriteAngles( state.angularExtrapolation.GetBaseSpeed() );
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savefile->WriteAngles( state.angularExtrapolation.GetSpeed() );
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savefile->WriteFloat( state.linearInterpolation.GetStartTime() );
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savefile->WriteFloat( state.linearInterpolation.GetAcceleration() );
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savefile->WriteFloat( state.linearInterpolation.GetDeceleration() );
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savefile->WriteFloat( state.linearInterpolation.GetDuration() );
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savefile->WriteVec3( state.linearInterpolation.GetStartValue() );
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savefile->WriteVec3( state.linearInterpolation.GetEndValue() );
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savefile->WriteFloat( state.angularInterpolation.GetStartTime() );
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savefile->WriteFloat( state.angularInterpolation.GetAcceleration() );
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savefile->WriteFloat( state.angularInterpolation.GetDeceleration() );
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savefile->WriteFloat( state.angularInterpolation.GetDuration() );
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savefile->WriteAngles( state.angularInterpolation.GetStartValue() );
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savefile->WriteAngles( state.angularInterpolation.GetEndValue() );
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// spline is handled by owner
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savefile->WriteFloat( state.splineInterpolate.GetStartTime() );
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savefile->WriteFloat( state.splineInterpolate.GetAcceleration() );
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savefile->WriteFloat( state.splineInterpolate.GetDuration() );
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savefile->WriteFloat( state.splineInterpolate.GetDeceleration() );
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savefile->WriteFloat( state.splineInterpolate.GetStartValue() );
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savefile->WriteFloat( state.splineInterpolate.GetEndValue() );
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}
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/*
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================
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idPhysics_Parametric_RestorePState
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================
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*/
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void idPhysics_Parametric_RestorePState( idRestoreGame* savefile, parametricPState_t& state )
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{
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extrapolation_t etype;
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float startTime, duration, accelTime, decelTime, startValue, endValue;
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idVec3 linearStartValue, linearBaseSpeed, linearSpeed, startPos, endPos;
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idAngles angularStartValue, angularBaseSpeed, angularSpeed, startAng, endAng;
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savefile->ReadInt( state.time );
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savefile->ReadInt( state.atRest );
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savefile->ReadBool( state.useSplineAngles );
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savefile->ReadVec3( state.origin );
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savefile->ReadAngles( state.angles );
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savefile->ReadMat3( state.axis );
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savefile->ReadVec3( state.localOrigin );
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savefile->ReadAngles( state.localAngles );
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savefile->ReadInt( ( int& )etype );
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savefile->ReadFloat( startTime );
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savefile->ReadFloat( duration );
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savefile->ReadVec3( linearStartValue );
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savefile->ReadVec3( linearBaseSpeed );
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savefile->ReadVec3( linearSpeed );
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state.linearExtrapolation.Init( startTime, duration, linearStartValue, linearBaseSpeed, linearSpeed, etype );
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savefile->ReadInt( ( int& )etype );
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savefile->ReadFloat( startTime );
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savefile->ReadFloat( duration );
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savefile->ReadAngles( angularStartValue );
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savefile->ReadAngles( angularBaseSpeed );
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savefile->ReadAngles( angularSpeed );
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state.angularExtrapolation.Init( startTime, duration, angularStartValue, angularBaseSpeed, angularSpeed, etype );
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savefile->ReadFloat( startTime );
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savefile->ReadFloat( accelTime );
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savefile->ReadFloat( decelTime );
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savefile->ReadFloat( duration );
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savefile->ReadVec3( startPos );
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savefile->ReadVec3( endPos );
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state.linearInterpolation.Init( startTime, accelTime, decelTime, duration, startPos, endPos );
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savefile->ReadFloat( startTime );
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savefile->ReadFloat( accelTime );
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savefile->ReadFloat( decelTime );
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savefile->ReadFloat( duration );
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savefile->ReadAngles( startAng );
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savefile->ReadAngles( endAng );
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state.angularInterpolation.Init( startTime, accelTime, decelTime, duration, startAng, endAng );
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// spline is handled by owner
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savefile->ReadFloat( startTime );
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savefile->ReadFloat( accelTime );
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savefile->ReadFloat( duration );
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savefile->ReadFloat( decelTime );
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savefile->ReadFloat( startValue );
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savefile->ReadFloat( endValue );
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state.splineInterpolate.Init( startTime, accelTime, decelTime, duration, startValue, endValue );
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}
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/*
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================
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idPhysics_Parametric::Save
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================
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*/
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void idPhysics_Parametric::Save( idSaveGame* savefile ) const
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{
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idPhysics_Parametric_SavePState( savefile, current );
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idPhysics_Parametric_SavePState( savefile, saved );
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savefile->WriteBool( isPusher );
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savefile->WriteClipModel( clipModel );
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savefile->WriteInt( pushFlags );
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savefile->WriteTrace( pushResults );
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savefile->WriteBool( isBlocked );
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savefile->WriteBool( hasMaster );
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savefile->WriteBool( isOrientated );
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}
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/*
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================
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idPhysics_Parametric::Restore
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================
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*/
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void idPhysics_Parametric::Restore( idRestoreGame* savefile )
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{
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idPhysics_Parametric_RestorePState( savefile, current );
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idPhysics_Parametric_RestorePState( savefile, saved );
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savefile->ReadBool( isPusher );
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savefile->ReadClipModel( clipModel );
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savefile->ReadInt( pushFlags );
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savefile->ReadTrace( pushResults );
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savefile->ReadBool( isBlocked );
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savefile->ReadBool( hasMaster );
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savefile->ReadBool( isOrientated );
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}
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/*
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================
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idPhysics_Parametric::SetPusher
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================
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*/
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void idPhysics_Parametric::SetPusher( int flags )
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{
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assert( clipModel );
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isPusher = true;
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pushFlags = flags;
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}
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/*
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================
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idPhysics_Parametric::IsPusher
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================
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*/
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bool idPhysics_Parametric::IsPusher() const
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{
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return isPusher;
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}
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/*
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================
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idPhysics_Parametric::SetLinearExtrapolation
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================
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*/
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void idPhysics_Parametric::SetLinearExtrapolation( extrapolation_t type, int time, int duration, const idVec3& base, const idVec3& speed, const idVec3& baseSpeed )
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{
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current.time = gameLocal.time;
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current.linearExtrapolation.Init( time, duration, base, baseSpeed, speed, type );
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current.localOrigin = base;
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Activate();
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}
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/*
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================
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idPhysics_Parametric::SetAngularExtrapolation
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================
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*/
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void idPhysics_Parametric::SetAngularExtrapolation( extrapolation_t type, int time, int duration, const idAngles& base, const idAngles& speed, const idAngles& baseSpeed )
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{
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current.time = gameLocal.time;
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current.angularExtrapolation.Init( time, duration, base, baseSpeed, speed, type );
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current.localAngles = base;
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Activate();
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}
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/*
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================
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idPhysics_Parametric::GetLinearExtrapolationType
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================
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*/
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extrapolation_t idPhysics_Parametric::GetLinearExtrapolationType() const
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{
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return current.linearExtrapolation.GetExtrapolationType();
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}
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/*
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================
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idPhysics_Parametric::GetAngularExtrapolationType
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================
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*/
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extrapolation_t idPhysics_Parametric::GetAngularExtrapolationType() const
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{
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return current.angularExtrapolation.GetExtrapolationType();
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}
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/*
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================
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idPhysics_Parametric::SetLinearInterpolation
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================
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*/
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void idPhysics_Parametric::SetLinearInterpolation( int time, int accelTime, int decelTime, int duration, const idVec3& startPos, const idVec3& endPos )
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{
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current.time = gameLocal.time;
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current.linearInterpolation.Init( time, accelTime, decelTime, duration, startPos, endPos );
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current.localOrigin = startPos;
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Activate();
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}
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/*
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================
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idPhysics_Parametric::SetAngularInterpolation
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================
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*/
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void idPhysics_Parametric::SetAngularInterpolation( int time, int accelTime, int decelTime, int duration, const idAngles& startAng, const idAngles& endAng )
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{
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current.time = gameLocal.time;
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current.angularInterpolation.Init( time, accelTime, decelTime, duration, startAng, endAng );
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current.localAngles = startAng;
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Activate();
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}
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/*
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================
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idPhysics_Parametric::SetSpline
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================
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*/
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void idPhysics_Parametric::SetSpline( idCurve_Spline<idVec3>* spline, int accelTime, int decelTime, bool useSplineAngles )
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{
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if( current.spline != NULL )
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{
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delete current.spline;
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current.spline = NULL;
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}
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current.spline = spline;
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if( current.spline != NULL )
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{
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float startTime = current.spline->GetTime( 0 );
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float endTime = current.spline->GetTime( current.spline->GetNumValues() - 1 );
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float length = current.spline->GetLengthForTime( endTime );
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current.splineInterpolate.Init( startTime, accelTime, decelTime, endTime - startTime, 0.0f, length );
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}
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current.useSplineAngles = useSplineAngles;
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Activate();
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}
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/*
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================
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idPhysics_Parametric::GetSpline
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================
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*/
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idCurve_Spline<idVec3>* idPhysics_Parametric::GetSpline() const
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{
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return current.spline;
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}
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/*
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================
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idPhysics_Parametric::GetSplineAcceleration
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================
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*/
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int idPhysics_Parametric::GetSplineAcceleration() const
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{
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return current.splineInterpolate.GetAcceleration();
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}
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/*
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================
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idPhysics_Parametric::GetSplineDeceleration
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================
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*/
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int idPhysics_Parametric::GetSplineDeceleration() const
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{
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return current.splineInterpolate.GetDeceleration();
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}
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/*
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================
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idPhysics_Parametric::UsingSplineAngles
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================
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*/
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bool idPhysics_Parametric::UsingSplineAngles() const
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{
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return current.useSplineAngles;
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}
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/*
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================
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idPhysics_Parametric::GetLocalOrigin
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================
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*/
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void idPhysics_Parametric::GetLocalOrigin( idVec3& curOrigin ) const
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{
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curOrigin = current.localOrigin;
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}
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/*
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================
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idPhysics_Parametric::GetLocalAngles
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================
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*/
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void idPhysics_Parametric::GetLocalAngles( idAngles& curAngles ) const
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{
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curAngles = current.localAngles;
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}
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/*
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================
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idPhysics_Parametric::SetClipModel
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================
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*/
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void idPhysics_Parametric::SetClipModel( idClipModel* model, float density, int id, bool freeOld )
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{
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assert( self );
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assert( model );
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if( clipModel && clipModel != model && freeOld )
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{
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delete clipModel;
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}
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clipModel = model;
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clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
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}
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/*
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================
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idPhysics_Parametric::GetClipModel
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|
================
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*/
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idClipModel* idPhysics_Parametric::GetClipModel( int id ) const
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{
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return clipModel;
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}
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/*
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|
================
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|
idPhysics_Parametric::GetNumClipModels
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================
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*/
|
|
int idPhysics_Parametric::GetNumClipModels() const
|
|
{
|
|
return ( clipModel != NULL );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Parametric::SetMass
|
|
================
|
|
*/
|
|
void idPhysics_Parametric::SetMass( float mass, int id )
|
|
{
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Parametric::GetMass
|
|
================
|
|
*/
|
|
float idPhysics_Parametric::GetMass( int id ) const
|
|
{
|
|
return 0.0f;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Parametric::SetClipMask
|
|
================
|
|
*/
|
|
void idPhysics_Parametric::SetContents( int contents, int id )
|
|
{
|
|
if( clipModel )
|
|
{
|
|
clipModel->SetContents( contents );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Parametric::SetClipMask
|
|
================
|
|
*/
|
|
int idPhysics_Parametric::GetContents( int id ) const
|
|
{
|
|
if( clipModel )
|
|
{
|
|
return clipModel->GetContents();
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Parametric::GetBounds
|
|
================
|
|
*/
|
|
const idBounds& idPhysics_Parametric::GetBounds( int id ) const
|
|
{
|
|
if( clipModel )
|
|
{
|
|
return clipModel->GetBounds();
|
|
}
|
|
return idPhysics_Base::GetBounds();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Parametric::GetAbsBounds
|
|
================
|
|
*/
|
|
const idBounds& idPhysics_Parametric::GetAbsBounds( int id ) const
|
|
{
|
|
if( clipModel )
|
|
{
|
|
return clipModel->GetAbsBounds();
|
|
}
|
|
return idPhysics_Base::GetAbsBounds();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Parametric::Evaluate
|
|
================
|
|
*/
|
|
bool idPhysics_Parametric::Evaluate( int timeStepMSec, int endTimeMSec )
|
|
{
|
|
idVec3 oldLocalOrigin, oldOrigin, masterOrigin;
|
|
idAngles oldLocalAngles, oldAngles;
|
|
idMat3 oldAxis, masterAxis;
|
|
|
|
isBlocked = false;
|
|
oldLocalOrigin = current.localOrigin;
|
|
oldOrigin = current.origin;
|
|
oldLocalAngles = current.localAngles;
|
|
oldAngles = current.angles;
|
|
oldAxis = current.axis;
|
|
|
|
current.localOrigin.Zero();
|
|
current.localAngles.Zero();
|
|
|
|
if( current.spline != NULL )
|
|
{
|
|
float length = current.splineInterpolate.GetCurrentValue( endTimeMSec );
|
|
float t = current.spline->GetTimeForLength( length, 0.01f );
|
|
current.localOrigin = current.spline->GetCurrentValue( t );
|
|
if( current.useSplineAngles )
|
|
{
|
|
current.localAngles = current.spline->GetCurrentFirstDerivative( t ).ToAngles();
|
|
}
|
|
}
|
|
else if( current.linearInterpolation.GetDuration() != 0 )
|
|
{
|
|
current.localOrigin += current.linearInterpolation.GetCurrentValue( endTimeMSec );
|
|
}
|
|
else
|
|
{
|
|
current.localOrigin += current.linearExtrapolation.GetCurrentValue( endTimeMSec );
|
|
}
|
|
|
|
if( current.angularInterpolation.GetDuration() != 0 )
|
|
{
|
|
current.localAngles += current.angularInterpolation.GetCurrentValue( endTimeMSec );
|
|
}
|
|
else
|
|
{
|
|
current.localAngles += current.angularExtrapolation.GetCurrentValue( endTimeMSec );
|
|
}
|
|
|
|
current.localAngles.Normalize360();
|
|
current.origin = current.localOrigin;
|
|
current.angles = current.localAngles;
|
|
current.axis = current.localAngles.ToMat3();
|
|
|
|
if( hasMaster )
|
|
{
|
|
self->GetMasterPosition( masterOrigin, masterAxis );
|
|
if( masterAxis.IsRotated() )
|
|
{
|
|
current.origin = current.origin * masterAxis + masterOrigin;
|
|
if( isOrientated )
|
|
{
|
|
current.axis *= masterAxis;
|
|
current.angles = current.axis.ToAngles();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
current.origin += masterOrigin;
|
|
}
|
|
}
|
|
|
|
if( isPusher )
|
|
{
|
|
|
|
gameLocal.push.ClipPush( pushResults, self, pushFlags, oldOrigin, oldAxis, current.origin, current.axis );
|
|
if( pushResults.fraction < 1.0f )
|
|
{
|
|
if( clipModel )
|
|
{
|
|
clipModel->Link( gameLocal.clip, self, 0, oldOrigin, oldAxis );
|
|
}
|
|
current.localOrigin = oldLocalOrigin;
|
|
current.origin = oldOrigin;
|
|
current.localAngles = oldLocalAngles;
|
|
current.angles = oldAngles;
|
|
current.axis = oldAxis;
|
|
isBlocked = true;
|
|
return false;
|
|
}
|
|
|
|
current.angles = current.axis.ToAngles();
|
|
}
|
|
|
|
if( clipModel )
|
|
{
|
|
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
|
|
}
|
|
|
|
current.time = endTimeMSec;
|
|
|
|
if( TestIfAtRest() )
|
|
{
|
|
Rest();
|
|
}
|
|
|
|
return ( current.origin != oldOrigin || current.axis != oldAxis );
|
|
}
|
|
|
|
/*
|
|
================
|
|
Sets the currentInterpolated state based on previous, next, and the fraction.
|
|
================
|
|
*/
|
|
bool idPhysics_Parametric::Interpolate( const float fraction )
|
|
{
|
|
|
|
if( self->GetNumSnapshotsReceived() <= 1 )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
idVec3 oldOrigin = current.origin;
|
|
idMat3 oldAxis = current.axis;
|
|
|
|
const bool hasChanged = InterpolatePhysicsState( current, previous, next, fraction );
|
|
|
|
gameLocal.push.ClipPush( pushResults, self, pushFlags, oldOrigin, oldAxis, current.origin, current.axis );
|
|
|
|
if( clipModel )
|
|
{
|
|
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
|
|
}
|
|
|
|
return hasChanged;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Parametric::UpdateTime
|
|
================
|
|
*/
|
|
void idPhysics_Parametric::UpdateTime( int endTimeMSec )
|
|
{
|
|
int timeLeap = endTimeMSec - current.time;
|
|
|
|
current.time = endTimeMSec;
|
|
// move the trajectory start times to sync the trajectory with the current endTime
|
|
current.linearExtrapolation.SetStartTime( current.linearExtrapolation.GetStartTime() + timeLeap );
|
|
current.angularExtrapolation.SetStartTime( current.angularExtrapolation.GetStartTime() + timeLeap );
|
|
current.linearInterpolation.SetStartTime( current.linearInterpolation.GetStartTime() + timeLeap );
|
|
current.angularInterpolation.SetStartTime( current.angularInterpolation.GetStartTime() + timeLeap );
|
|
if( current.spline != NULL )
|
|
{
|
|
current.spline->ShiftTime( timeLeap );
|
|
current.splineInterpolate.SetStartTime( current.splineInterpolate.GetStartTime() + timeLeap );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Parametric::GetTime
|
|
================
|
|
*/
|
|
int idPhysics_Parametric::GetTime() const
|
|
{
|
|
return current.time;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Parametric::IsAtRest
|
|
================
|
|
*/
|
|
bool idPhysics_Parametric::IsAtRest() const
|
|
{
|
|
return current.atRest >= 0;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Parametric::GetRestStartTime
|
|
================
|
|
*/
|
|
int idPhysics_Parametric::GetRestStartTime() const
|
|
{
|
|
return current.atRest;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Parametric::IsPushable
|
|
================
|
|
*/
|
|
bool idPhysics_Parametric::IsPushable() const
|
|
{
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Parametric::SaveState
|
|
================
|
|
*/
|
|
void idPhysics_Parametric::SaveState()
|
|
{
|
|
saved = current;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Parametric::RestoreState
|
|
================
|
|
*/
|
|
void idPhysics_Parametric::RestoreState()
|
|
{
|
|
|
|
current = saved;
|
|
|
|
if( clipModel )
|
|
{
|
|
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Parametric::SetOrigin
|
|
================
|
|
*/
|
|
void idPhysics_Parametric::SetOrigin( const idVec3& newOrigin, int id )
|
|
{
|
|
idVec3 masterOrigin;
|
|
idMat3 masterAxis;
|
|
|
|
current.linearExtrapolation.SetStartValue( newOrigin );
|
|
current.linearInterpolation.SetStartValue( newOrigin );
|
|
|
|
current.localOrigin = current.linearExtrapolation.GetCurrentValue( current.time );
|
|
if( hasMaster )
|
|
{
|
|
self->GetMasterPosition( masterOrigin, masterAxis );
|
|
current.origin = masterOrigin + current.localOrigin * masterAxis;
|
|
}
|
|
else
|
|
{
|
|
current.origin = current.localOrigin;
|
|
}
|
|
if( clipModel )
|
|
{
|
|
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
|
|
}
|
|
Activate();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Parametric::SetAxis
|
|
================
|
|
*/
|
|
void idPhysics_Parametric::SetAxis( const idMat3& newAxis, int id )
|
|
{
|
|
idVec3 masterOrigin;
|
|
idMat3 masterAxis;
|
|
|
|
current.localAngles = newAxis.ToAngles();
|
|
|
|
current.angularExtrapolation.SetStartValue( current.localAngles );
|
|
current.angularInterpolation.SetStartValue( current.localAngles );
|
|
|
|
current.localAngles = current.angularExtrapolation.GetCurrentValue( current.time );
|
|
if( hasMaster && isOrientated )
|
|
{
|
|
self->GetMasterPosition( masterOrigin, masterAxis );
|
|
current.axis = current.localAngles.ToMat3() * masterAxis;
|
|
current.angles = current.axis.ToAngles();
|
|
}
|
|
else
|
|
{
|
|
current.axis = current.localAngles.ToMat3();
|
|
current.angles = current.localAngles;
|
|
}
|
|
if( clipModel )
|
|
{
|
|
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
|
|
}
|
|
Activate();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Parametric::Move
|
|
================
|
|
*/
|
|
void idPhysics_Parametric::Translate( const idVec3& translation, int id )
|
|
{
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Parametric::Rotate
|
|
================
|
|
*/
|
|
void idPhysics_Parametric::Rotate( const idRotation& rotation, int id )
|
|
{
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Parametric::GetOrigin
|
|
================
|
|
*/
|
|
const idVec3& idPhysics_Parametric::GetOrigin( int id ) const
|
|
{
|
|
return current.origin;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Parametric::GetAxis
|
|
================
|
|
*/
|
|
const idMat3& idPhysics_Parametric::GetAxis( int id ) const
|
|
{
|
|
return current.axis;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Parametric::GetAngles
|
|
================
|
|
*/
|
|
void idPhysics_Parametric::GetAngles( idAngles& curAngles ) const
|
|
{
|
|
curAngles = current.angles;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Parametric::SetLinearVelocity
|
|
================
|
|
*/
|
|
void idPhysics_Parametric::SetLinearVelocity( const idVec3& newLinearVelocity, int id )
|
|
{
|
|
SetLinearExtrapolation( extrapolation_t( EXTRAPOLATION_LINEAR | EXTRAPOLATION_NOSTOP ), gameLocal.time, 0, current.origin, newLinearVelocity, vec3_origin );
|
|
current.linearInterpolation.Init( 0, 0, 0, 0, vec3_zero, vec3_zero );
|
|
Activate();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Parametric::SetAngularVelocity
|
|
================
|
|
*/
|
|
void idPhysics_Parametric::SetAngularVelocity( const idVec3& newAngularVelocity, int id )
|
|
{
|
|
idRotation rotation;
|
|
idVec3 vec;
|
|
float angle;
|
|
|
|
vec = newAngularVelocity;
|
|
angle = vec.Normalize();
|
|
rotation.Set( vec3_origin, vec, ( float ) RAD2DEG( angle ) );
|
|
|
|
SetAngularExtrapolation( extrapolation_t( EXTRAPOLATION_LINEAR | EXTRAPOLATION_NOSTOP ), gameLocal.time, 0, current.angles, rotation.ToAngles(), ang_zero );
|
|
current.angularInterpolation.Init( 0, 0, 0, 0, ang_zero, ang_zero );
|
|
Activate();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Parametric::GetLinearVelocity
|
|
================
|
|
*/
|
|
const idVec3& idPhysics_Parametric::GetLinearVelocity( int id ) const
|
|
{
|
|
static idVec3 curLinearVelocity;
|
|
|
|
curLinearVelocity = current.linearExtrapolation.GetCurrentSpeed( gameLocal.time );
|
|
return curLinearVelocity;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Parametric::GetAngularVelocity
|
|
================
|
|
*/
|
|
const idVec3& idPhysics_Parametric::GetAngularVelocity( int id ) const
|
|
{
|
|
static idVec3 curAngularVelocity;
|
|
idAngles angles;
|
|
|
|
angles = current.angularExtrapolation.GetCurrentSpeed( gameLocal.time );
|
|
curAngularVelocity = angles.ToAngularVelocity();
|
|
return curAngularVelocity;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Parametric::DisableClip
|
|
================
|
|
*/
|
|
void idPhysics_Parametric::DisableClip()
|
|
{
|
|
if( clipModel )
|
|
{
|
|
clipModel->Disable();
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Parametric::EnableClip
|
|
================
|
|
*/
|
|
void idPhysics_Parametric::EnableClip()
|
|
{
|
|
if( clipModel )
|
|
{
|
|
clipModel->Enable();
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Parametric::UnlinkClip
|
|
================
|
|
*/
|
|
void idPhysics_Parametric::UnlinkClip()
|
|
{
|
|
if( clipModel )
|
|
{
|
|
clipModel->Unlink();
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Parametric::LinkClip
|
|
================
|
|
*/
|
|
void idPhysics_Parametric::LinkClip()
|
|
{
|
|
if( clipModel )
|
|
{
|
|
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Parametric::GetBlockingInfo
|
|
================
|
|
*/
|
|
const trace_t* idPhysics_Parametric::GetBlockingInfo() const
|
|
{
|
|
return ( isBlocked ? &pushResults : NULL );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Parametric::GetBlockingEntity
|
|
================
|
|
*/
|
|
idEntity* idPhysics_Parametric::GetBlockingEntity() const
|
|
{
|
|
if( isBlocked )
|
|
{
|
|
return gameLocal.entities[ pushResults.c.entityNum ];
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Parametric::SetMaster
|
|
================
|
|
*/
|
|
void idPhysics_Parametric::SetMaster( idEntity* master, const bool orientated )
|
|
{
|
|
idVec3 masterOrigin;
|
|
idMat3 masterAxis;
|
|
|
|
if( master )
|
|
{
|
|
if( !hasMaster )
|
|
{
|
|
|
|
// transform from world space to master space
|
|
self->GetMasterPosition( masterOrigin, masterAxis );
|
|
current.localOrigin = ( current.origin - masterOrigin ) * masterAxis.Transpose();
|
|
if( orientated )
|
|
{
|
|
current.localAngles = ( current.axis * masterAxis.Transpose() ).ToAngles();
|
|
}
|
|
else
|
|
{
|
|
current.localAngles = current.axis.ToAngles();
|
|
}
|
|
|
|
current.linearExtrapolation.SetStartValue( current.localOrigin );
|
|
current.angularExtrapolation.SetStartValue( current.localAngles );
|
|
hasMaster = true;
|
|
isOrientated = orientated;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( hasMaster )
|
|
{
|
|
// transform from master space to world space
|
|
current.localOrigin = current.origin;
|
|
current.localAngles = current.angles;
|
|
SetLinearExtrapolation( EXTRAPOLATION_NONE, 0, 0, current.origin, vec3_origin, vec3_origin );
|
|
SetAngularExtrapolation( EXTRAPOLATION_NONE, 0, 0, current.angles, ang_zero, ang_zero );
|
|
hasMaster = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Parametric::GetLinearEndTime
|
|
================
|
|
*/
|
|
int idPhysics_Parametric::GetLinearEndTime() const
|
|
{
|
|
if( current.spline != NULL )
|
|
{
|
|
if( current.spline->GetBoundaryType() != idCurve_Spline<idVec3>::BT_CLOSED )
|
|
{
|
|
return current.spline->GetTime( current.spline->GetNumValues() - 1 );
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
else if( current.linearInterpolation.GetDuration() != 0 )
|
|
{
|
|
return current.linearInterpolation.GetEndTime();
|
|
}
|
|
else
|
|
{
|
|
return current.linearExtrapolation.GetEndTime();
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Parametric::GetAngularEndTime
|
|
================
|
|
*/
|
|
int idPhysics_Parametric::GetAngularEndTime() const
|
|
{
|
|
if( current.angularInterpolation.GetDuration() != 0 )
|
|
{
|
|
return current.angularInterpolation.GetEndTime();
|
|
}
|
|
else
|
|
{
|
|
return current.angularExtrapolation.GetEndTime();
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Parametric::WriteToSnapshot
|
|
================
|
|
*/
|
|
void idPhysics_Parametric::WriteToSnapshot( idBitMsg& msg ) const
|
|
{
|
|
|
|
const idQuat currentQuat = current.axis.ToQuat();
|
|
|
|
WriteFloatArray( msg, current.origin );
|
|
WriteFloatArray( msg, currentQuat );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Parametric::ReadFromSnapshot
|
|
================
|
|
*/
|
|
void idPhysics_Parametric::ReadFromSnapshot( const idBitMsg& msg )
|
|
{
|
|
|
|
previous = next;
|
|
|
|
next.origin = ReadFloatArray< idVec3 >( msg );
|
|
next.axis = ReadFloatArray< idQuat >( msg );
|
|
|
|
if( self->GetNumSnapshotsReceived() <= 1 )
|
|
{
|
|
current.origin = next.origin;
|
|
previous.origin = next.origin;
|
|
current.axis = next.axis.ToMat3();
|
|
previous.axis = next.axis;
|
|
}
|
|
}
|