mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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182 lines
6.9 KiB
C++
182 lines
6.9 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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#ifndef __PHYSICS_PARAMETRIC_H__
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#define __PHYSICS_PARAMETRIC_H__
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/*
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===================================================================================
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Parametric physics
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Used for predefined or scripted motion. The motion of an object is completely
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parametrized. By adjusting the parameters an object is forced to follow a
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predefined path. The parametric physics is typically used for doors, bridges,
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rotating fans etc.
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===================================================================================
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*/
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typedef struct parametricPState_s
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{
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int time; // physics time
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int atRest; // set when simulation is suspended
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idVec3 origin; // world origin
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idAngles angles; // world angles
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idMat3 axis; // world axis
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idVec3 localOrigin; // local origin
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idAngles localAngles; // local angles
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idExtrapolate<idVec3> linearExtrapolation; // extrapolation based description of the position over time
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idExtrapolate<idAngles> angularExtrapolation; // extrapolation based description of the orientation over time
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idInterpolateAccelDecelLinear<idVec3> linearInterpolation; // interpolation based description of the position over time
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idInterpolateAccelDecelLinear<idAngles> angularInterpolation; // interpolation based description of the orientation over time
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idCurve_Spline<idVec3>* spline; // spline based description of the position over time
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idInterpolateAccelDecelLinear<float> splineInterpolate; // position along the spline over time
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bool useSplineAngles; // set the orientation using the spline
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} parametricPState_t;
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class idPhysics_Parametric : public idPhysics_Base
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{
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public:
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CLASS_PROTOTYPE( idPhysics_Parametric );
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idPhysics_Parametric();
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~idPhysics_Parametric();
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void Save( idSaveGame* savefile ) const;
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void Restore( idRestoreGame* savefile );
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void SetPusher( int flags );
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bool IsPusher() const;
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void SetLinearExtrapolation( extrapolation_t type, int time, int duration, const idVec3& base, const idVec3& speed, const idVec3& baseSpeed );
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void SetAngularExtrapolation( extrapolation_t type, int time, int duration, const idAngles& base, const idAngles& speed, const idAngles& baseSpeed );
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extrapolation_t GetLinearExtrapolationType() const;
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extrapolation_t GetAngularExtrapolationType() const;
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void SetLinearInterpolation( int time, int accelTime, int decelTime, int duration, const idVec3& startPos, const idVec3& endPos );
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void SetAngularInterpolation( int time, int accelTime, int decelTime, int duration, const idAngles& startAng, const idAngles& endAng );
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void SetSpline( idCurve_Spline<idVec3>* spline, int accelTime, int decelTime, bool useSplineAngles );
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idCurve_Spline<idVec3>* GetSpline() const;
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int GetSplineAcceleration() const;
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int GetSplineDeceleration() const;
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bool UsingSplineAngles() const;
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void GetLocalOrigin( idVec3& curOrigin ) const;
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void GetLocalAngles( idAngles& curAngles ) const;
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void GetAngles( idAngles& curAngles ) const;
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public: // common physics interface
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void SetClipModel( idClipModel* model, float density, int id = 0, bool freeOld = true );
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idClipModel* GetClipModel( int id = 0 ) const;
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int GetNumClipModels() const;
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void SetMass( float mass, int id = -1 );
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float GetMass( int id = -1 ) const;
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void SetContents( int contents, int id = -1 );
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int GetContents( int id = -1 ) const;
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const idBounds& GetBounds( int id = -1 ) const;
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const idBounds& GetAbsBounds( int id = -1 ) const;
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bool Evaluate( int timeStepMSec, int endTimeMSec );
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bool Interpolate( const float fraction );
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void UpdateTime( int endTimeMSec );
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int GetTime() const;
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void Activate();
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bool IsAtRest() const;
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int GetRestStartTime() const;
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bool IsPushable() const;
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void SaveState();
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void RestoreState();
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void SetOrigin( const idVec3& newOrigin, int id = -1 );
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void SetAxis( const idMat3& newAxis, int id = -1 );
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void Translate( const idVec3& translation, int id = -1 );
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void Rotate( const idRotation& rotation, int id = -1 );
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const idVec3& GetOrigin( int id = 0 ) const;
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const idMat3& GetAxis( int id = 0 ) const;
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void SetLinearVelocity( const idVec3& newLinearVelocity, int id = 0 );
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void SetAngularVelocity( const idVec3& newAngularVelocity, int id = 0 );
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const idVec3& GetLinearVelocity( int id = 0 ) const;
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const idVec3& GetAngularVelocity( int id = 0 ) const;
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void DisableClip();
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void EnableClip();
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void UnlinkClip();
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void LinkClip();
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void SetMaster( idEntity* master, const bool orientated = true );
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const trace_t* GetBlockingInfo() const;
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idEntity* GetBlockingEntity() const;
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int GetLinearEndTime() const;
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int GetAngularEndTime() const;
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void WriteToSnapshot( idBitMsg& msg ) const;
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void ReadFromSnapshot( const idBitMsg& msg );
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private:
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// parametric physics state
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parametricPState_t current;
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parametricPState_t saved;
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physicsInterpolationState_t previous;
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physicsInterpolationState_t next;
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// pusher
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bool isPusher;
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idClipModel* clipModel;
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int pushFlags;
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// results of last evaluate
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trace_t pushResults;
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bool isBlocked;
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// master
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bool hasMaster;
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bool isOrientated;
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private:
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bool TestIfAtRest() const;
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void Rest();
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};
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#endif /* !__PHYSICS_PARAMETRIC_H__ */
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