doom3-bfg/neo/d3xp/physics/Physics_StaticMulti.h

161 lines
5.9 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_STATICMULTI_H__
#define __PHYSICS_STATICMULTI_H__
/*
===============================================================================
Physics for a non moving object using no or multiple collision models.
===============================================================================
*/
class idPhysics_StaticMulti : public idPhysics
{
public:
CLASS_PROTOTYPE( idPhysics_StaticMulti );
idPhysics_StaticMulti();
~idPhysics_StaticMulti();
void Save( idSaveGame* savefile ) const;
void Restore( idRestoreGame* savefile );
void RemoveIndex( int id = 0, bool freeClipModel = true );
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
idList<staticPState_t, TAG_IDLIB_LIST_PHYSICS> current; // physics state
idList<idClipModel*, TAG_IDLIB_LIST_PHYSICS> clipModels; // collision model
// States used in client-side interpolation
idList<staticInterpolatePState_t, TAG_IDLIB_LIST_PHYSICS> previous;
idList<staticInterpolatePState_t, TAG_IDLIB_LIST_PHYSICS> next;
// master
bool hasMaster;
bool isOrientated;
};
#endif /* !__PHYSICS_STATICMULTI_H__ */