mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 17:02:17 +00:00
192 lines
6.7 KiB
C++
192 lines
6.7 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__ */
|