mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-15 15:01:19 +00:00
898 lines
21 KiB
C++
898 lines
21 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_Actor, idPhysics_Monster )
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END_CLASS
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const float OVERCLIP = 1.001f;
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/*
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=====================
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idPhysics_Monster::CheckGround
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=====================
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*/
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void idPhysics_Monster::CheckGround( monsterPState_t& state )
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{
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trace_t groundTrace;
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idVec3 down;
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if( gravityNormal == vec3_zero )
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{
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state.onGround = false;
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groundEntityPtr = NULL;
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return;
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}
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down = state.origin + gravityNormal * CONTACT_EPSILON;
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gameLocal.clip.Translation( groundTrace, state.origin, down, clipModel, clipModel->GetAxis(), clipMask, self );
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if( groundTrace.fraction == 1.0f )
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{
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state.onGround = false;
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groundEntityPtr = NULL;
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return;
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}
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groundEntityPtr = gameLocal.entities[ groundTrace.c.entityNum ];
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if( ( groundTrace.c.normal * -gravityNormal ) < minFloorCosine )
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{
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state.onGround = false;
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return;
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}
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state.onGround = true;
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// let the entity know about the collision
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self->Collide( groundTrace, state.velocity );
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// apply impact to a non world floor entity
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if( groundTrace.c.entityNum != ENTITYNUM_WORLD && groundEntityPtr.GetEntity() )
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{
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impactInfo_t info;
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groundEntityPtr.GetEntity()->GetImpactInfo( self, groundTrace.c.id, groundTrace.c.point, &info );
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if( info.invMass != 0.0f )
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{
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groundEntityPtr.GetEntity()->ApplyImpulse( self, 0, groundTrace.c.point, state.velocity / ( info.invMass * 10.0f ) );
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}
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}
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}
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/*
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=====================
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idPhysics_Monster::SlideMove
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=====================
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*/
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monsterMoveResult_t idPhysics_Monster::SlideMove( idVec3& start, idVec3& velocity, const idVec3& delta )
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{
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int i;
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trace_t tr;
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idVec3 move;
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blockingEntity = NULL;
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move = delta;
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for( i = 0; i < 3; i++ )
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{
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gameLocal.clip.Translation( tr, start, start + move, clipModel, clipModel->GetAxis(), clipMask, self );
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start = tr.endpos;
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if( tr.fraction == 1.0f )
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{
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if( i > 0 )
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{
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return MM_SLIDING;
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}
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return MM_OK;
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}
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if( tr.c.entityNum != ENTITYNUM_NONE )
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{
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assert( tr.c.entityNum < MAX_GENTITIES );
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blockingEntity = gameLocal.entities[ tr.c.entityNum ];
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}
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// clip the movement delta and velocity
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move.ProjectOntoPlane( tr.c.normal, OVERCLIP );
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velocity.ProjectOntoPlane( tr.c.normal, OVERCLIP );
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}
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return MM_BLOCKED;
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}
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/*
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=====================
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idPhysics_Monster::StepMove
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move start into the delta direction
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the velocity is clipped conform any collisions
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=====================
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*/
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monsterMoveResult_t idPhysics_Monster::StepMove( idVec3& start, idVec3& velocity, const idVec3& delta )
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{
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trace_t tr;
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idVec3 up, down, noStepPos, noStepVel, stepPos, stepVel;
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monsterMoveResult_t result1, result2;
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float stepdist;
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float nostepdist;
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if( delta == vec3_origin )
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{
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return MM_OK;
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}
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// try to move without stepping up
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noStepPos = start;
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noStepVel = velocity;
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result1 = SlideMove( noStepPos, noStepVel, delta );
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if( result1 == MM_OK )
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{
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velocity = noStepVel;
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if( gravityNormal == vec3_zero )
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{
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start = noStepPos;
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return MM_OK;
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}
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// try to step down so that we walk down slopes and stairs at a normal rate
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down = noStepPos + gravityNormal * maxStepHeight;
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gameLocal.clip.Translation( tr, noStepPos, down, clipModel, clipModel->GetAxis(), clipMask, self );
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if( tr.fraction < 1.0f )
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{
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start = tr.endpos;
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return MM_STEPPED;
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}
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else
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{
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start = noStepPos;
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return MM_OK;
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}
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}
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if( blockingEntity && blockingEntity->IsType( idActor::Type ) )
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{
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// try to step down in case walking into an actor while going down steps
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down = noStepPos + gravityNormal * maxStepHeight;
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gameLocal.clip.Translation( tr, noStepPos, down, clipModel, clipModel->GetAxis(), clipMask, self );
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start = tr.endpos;
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velocity = noStepVel;
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return MM_BLOCKED;
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}
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if( gravityNormal == vec3_zero )
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{
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return result1;
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}
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// try to step up
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up = start - gravityNormal * maxStepHeight;
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gameLocal.clip.Translation( tr, start, up, clipModel, clipModel->GetAxis(), clipMask, self );
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if( tr.fraction == 0.0f )
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{
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start = noStepPos;
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velocity = noStepVel;
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return result1;
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}
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// try to move at the stepped up position
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stepPos = tr.endpos;
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stepVel = velocity;
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result2 = SlideMove( stepPos, stepVel, delta );
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if( result2 == MM_BLOCKED )
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{
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start = noStepPos;
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velocity = noStepVel;
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return result1;
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}
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// step down again
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down = stepPos + gravityNormal * maxStepHeight;
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gameLocal.clip.Translation( tr, stepPos, down, clipModel, clipModel->GetAxis(), clipMask, self );
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stepPos = tr.endpos;
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// if the move is further without stepping up, or the slope is too steap, don't step up
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nostepdist = ( noStepPos - start ).LengthSqr();
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stepdist = ( stepPos - start ).LengthSqr();
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if( ( nostepdist >= stepdist ) || ( ( tr.c.normal * -gravityNormal ) < minFloorCosine ) )
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{
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start = noStepPos;
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velocity = noStepVel;
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return MM_SLIDING;
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}
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start = stepPos;
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velocity = stepVel;
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return MM_STEPPED;
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}
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/*
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================
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idPhysics_Monster::Activate
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================
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*/
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void idPhysics_Monster::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_Monster::Rest
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================
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*/
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void idPhysics_Monster::Rest()
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{
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current.atRest = gameLocal.time;
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current.velocity.Zero();
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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_Monster::PutToRest
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================
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*/
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void idPhysics_Monster::PutToRest()
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{
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Rest();
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}
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/*
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================
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idPhysics_Monster::idPhysics_Monster
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================
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*/
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idPhysics_Monster::idPhysics_Monster()
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{
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memset( ¤t, 0, sizeof( current ) );
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current.atRest = -1;
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saved = current;
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delta.Zero();
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maxStepHeight = 18.0f;
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minFloorCosine = 0.7f;
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moveResult = MM_OK;
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forceDeltaMove = false;
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fly = false;
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useVelocityMove = false;
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noImpact = false;
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blockingEntity = NULL;
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}
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/*
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================
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idPhysics_Monster_SavePState
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================
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*/
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void idPhysics_Monster_SavePState( idSaveGame* savefile, const monsterPState_t& state )
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{
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savefile->WriteVec3( state.origin );
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savefile->WriteVec3( state.velocity );
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savefile->WriteVec3( state.localOrigin );
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savefile->WriteVec3( state.pushVelocity );
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savefile->WriteBool( state.onGround );
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savefile->WriteInt( state.atRest );
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}
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/*
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================
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idPhysics_Monster_RestorePState
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================
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*/
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void idPhysics_Monster_RestorePState( idRestoreGame* savefile, monsterPState_t& state )
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{
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savefile->ReadVec3( state.origin );
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savefile->ReadVec3( state.velocity );
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savefile->ReadVec3( state.localOrigin );
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savefile->ReadVec3( state.pushVelocity );
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savefile->ReadBool( state.onGround );
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savefile->ReadInt( state.atRest );
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}
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/*
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================
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idPhysics_Monster::Save
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================
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*/
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void idPhysics_Monster::Save( idSaveGame* savefile ) const
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{
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idPhysics_Monster_SavePState( savefile, current );
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idPhysics_Monster_SavePState( savefile, saved );
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savefile->WriteFloat( maxStepHeight );
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savefile->WriteFloat( minFloorCosine );
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savefile->WriteVec3( delta );
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savefile->WriteBool( forceDeltaMove );
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savefile->WriteBool( fly );
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savefile->WriteBool( useVelocityMove );
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savefile->WriteBool( noImpact );
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savefile->WriteInt( ( int )moveResult );
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savefile->WriteObject( blockingEntity );
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}
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/*
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================
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idPhysics_Monster::Restore
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================
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*/
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void idPhysics_Monster::Restore( idRestoreGame* savefile )
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{
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idPhysics_Monster_RestorePState( savefile, current );
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idPhysics_Monster_RestorePState( savefile, saved );
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savefile->ReadFloat( maxStepHeight );
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savefile->ReadFloat( minFloorCosine );
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savefile->ReadVec3( delta );
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savefile->ReadBool( forceDeltaMove );
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savefile->ReadBool( fly );
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savefile->ReadBool( useVelocityMove );
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savefile->ReadBool( noImpact );
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savefile->ReadInt( ( int& )moveResult );
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savefile->ReadObject( reinterpret_cast<idClass*&>( blockingEntity ) );
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}
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/*
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================
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idPhysics_Monster::SetDelta
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================
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*/
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void idPhysics_Monster::SetDelta( const idVec3& d )
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{
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delta = d;
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if( delta != vec3_origin )
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{
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Activate();
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}
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}
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/*
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================
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idPhysics_Monster::SetMaxStepHeight
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================
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*/
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void idPhysics_Monster::SetMaxStepHeight( const float newMaxStepHeight )
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{
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maxStepHeight = newMaxStepHeight;
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}
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/*
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================
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idPhysics_Monster::GetMaxStepHeight
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================
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*/
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float idPhysics_Monster::GetMaxStepHeight() const
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{
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return maxStepHeight;
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}
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/*
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================
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idPhysics_Monster::OnGround
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================
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*/
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bool idPhysics_Monster::OnGround() const
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{
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return current.onGround;
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}
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/*
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================
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idPhysics_Monster::GetSlideMoveEntity
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================
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*/
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idEntity* idPhysics_Monster::GetSlideMoveEntity() const
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{
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return blockingEntity;
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}
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/*
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================
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idPhysics_Monster::GetMoveResult
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================
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*/
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monsterMoveResult_t idPhysics_Monster::GetMoveResult() const
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{
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return moveResult;
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}
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/*
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================
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idPhysics_Monster::ForceDeltaMove
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================
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*/
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void idPhysics_Monster::ForceDeltaMove( bool force )
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{
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forceDeltaMove = force;
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}
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/*
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================
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idPhysics_Monster::UseFlyMove
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================
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*/
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void idPhysics_Monster::UseFlyMove( bool force )
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{
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fly = force;
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}
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/*
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================
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idPhysics_Monster::UseVelocityMove
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================
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*/
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void idPhysics_Monster::UseVelocityMove( bool force )
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{
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useVelocityMove = force;
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}
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/*
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================
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idPhysics_Monster::EnableImpact
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================
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*/
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void idPhysics_Monster::EnableImpact()
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{
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noImpact = false;
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}
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/*
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================
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idPhysics_Monster::DisableImpact
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================
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*/
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void idPhysics_Monster::DisableImpact()
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{
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noImpact = true;
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}
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/*
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================
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idPhysics_Monster::Evaluate
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================
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*/
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bool idPhysics_Monster::Evaluate( int timeStepMSec, int endTimeMSec )
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{
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idVec3 masterOrigin, oldOrigin;
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idMat3 masterAxis;
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float timeStep;
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timeStep = MS2SEC( timeStepMSec );
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moveResult = MM_OK;
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blockingEntity = NULL;
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oldOrigin = current.origin;
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// if bound to a master
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if( masterEntity )
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{
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self->GetMasterPosition( masterOrigin, masterAxis );
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current.origin = masterOrigin + current.localOrigin * masterAxis;
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clipModel->Link( gameLocal.clip, self, 0, current.origin, clipModel->GetAxis() );
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current.velocity = ( current.origin - oldOrigin ) / timeStep;
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masterDeltaYaw = masterYaw;
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masterYaw = masterAxis[0].ToYaw();
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masterDeltaYaw = masterYaw - masterDeltaYaw;
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return true;
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}
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// if the monster is at rest
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if( current.atRest >= 0 )
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{
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return false;
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}
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ActivateContactEntities();
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// move the monster velocity into the frame of a pusher
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current.velocity -= current.pushVelocity;
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clipModel->Unlink();
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// check if on the ground
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idPhysics_Monster::CheckGround( current );
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// if not on the ground or moving upwards
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float upspeed;
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if( gravityNormal != vec3_zero )
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{
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upspeed = -( current.velocity * gravityNormal );
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}
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else
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{
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upspeed = current.velocity.z;
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}
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if( fly || ( !forceDeltaMove && ( !current.onGround || upspeed > 1.0f ) ) )
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{
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if( upspeed < 0.0f )
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{
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moveResult = MM_FALLING;
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}
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else
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{
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current.onGround = false;
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moveResult = MM_OK;
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}
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delta = current.velocity * timeStep;
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if( delta != vec3_origin )
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{
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moveResult = idPhysics_Monster::SlideMove( current.origin, current.velocity, delta );
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delta.Zero();
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}
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if( !fly )
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{
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current.velocity += gravityVector * timeStep;
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}
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}
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else
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{
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if( useVelocityMove )
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{
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delta = current.velocity * timeStep;
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}
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else
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{
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current.velocity = delta / timeStep;
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}
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current.velocity -= ( current.velocity * gravityNormal ) * gravityNormal;
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if( delta == vec3_origin )
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{
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Rest();
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}
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else
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{
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// try moving into the desired direction
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moveResult = idPhysics_Monster::StepMove( current.origin, current.velocity, delta );
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delta.Zero();
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}
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}
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clipModel->Link( gameLocal.clip, self, 0, current.origin, clipModel->GetAxis() );
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// get all the ground contacts
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EvaluateContacts();
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|
// move the monster velocity back into the world frame
|
|
current.velocity += current.pushVelocity;
|
|
current.pushVelocity.Zero();
|
|
|
|
if( IsOutsideWorld() )
|
|
{
|
|
gameLocal.Warning( "clip model outside world bounds for entity '%s' at (%s)", self->name.c_str(), current.origin.ToString( 0 ) );
|
|
Rest();
|
|
}
|
|
|
|
return ( current.origin != oldOrigin );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::UpdateTime
|
|
================
|
|
*/
|
|
void idPhysics_Monster::UpdateTime( int endTimeMSec )
|
|
{
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::GetTime
|
|
================
|
|
*/
|
|
int idPhysics_Monster::GetTime() const
|
|
{
|
|
return gameLocal.time;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::GetImpactInfo
|
|
================
|
|
*/
|
|
void idPhysics_Monster::GetImpactInfo( const int id, const idVec3& point, impactInfo_t* info ) const
|
|
{
|
|
info->invMass = invMass;
|
|
info->invInertiaTensor.Zero();
|
|
info->position.Zero();
|
|
info->velocity = current.velocity;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::ApplyImpulse
|
|
================
|
|
*/
|
|
void idPhysics_Monster::ApplyImpulse( const int id, const idVec3& point, const idVec3& impulse )
|
|
{
|
|
if( noImpact )
|
|
{
|
|
return;
|
|
}
|
|
current.velocity += impulse * invMass;
|
|
Activate();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::IsAtRest
|
|
================
|
|
*/
|
|
bool idPhysics_Monster::IsAtRest() const
|
|
{
|
|
return current.atRest >= 0;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::GetRestStartTime
|
|
================
|
|
*/
|
|
int idPhysics_Monster::GetRestStartTime() const
|
|
{
|
|
return current.atRest;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::SaveState
|
|
================
|
|
*/
|
|
void idPhysics_Monster::SaveState()
|
|
{
|
|
saved = current;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::RestoreState
|
|
================
|
|
*/
|
|
void idPhysics_Monster::RestoreState()
|
|
{
|
|
current = saved;
|
|
|
|
clipModel->Link( gameLocal.clip, self, 0, current.origin, clipModel->GetAxis() );
|
|
|
|
EvaluateContacts();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Player::SetOrigin
|
|
================
|
|
*/
|
|
void idPhysics_Monster::SetOrigin( const idVec3& newOrigin, int id )
|
|
{
|
|
idVec3 masterOrigin;
|
|
idMat3 masterAxis;
|
|
|
|
current.localOrigin = newOrigin;
|
|
if( masterEntity )
|
|
{
|
|
self->GetMasterPosition( masterOrigin, masterAxis );
|
|
current.origin = masterOrigin + newOrigin * masterAxis;
|
|
}
|
|
else
|
|
{
|
|
current.origin = newOrigin;
|
|
}
|
|
clipModel->Link( gameLocal.clip, self, 0, newOrigin, clipModel->GetAxis() );
|
|
Activate();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Player::SetAxis
|
|
================
|
|
*/
|
|
void idPhysics_Monster::SetAxis( const idMat3& newAxis, int id )
|
|
{
|
|
clipModel->Link( gameLocal.clip, self, 0, clipModel->GetOrigin(), newAxis );
|
|
Activate();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::Translate
|
|
================
|
|
*/
|
|
void idPhysics_Monster::Translate( const idVec3& translation, int id )
|
|
{
|
|
|
|
current.localOrigin += translation;
|
|
current.origin += translation;
|
|
clipModel->Link( gameLocal.clip, self, 0, current.origin, clipModel->GetAxis() );
|
|
Activate();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::Rotate
|
|
================
|
|
*/
|
|
void idPhysics_Monster::Rotate( const idRotation& rotation, int id )
|
|
{
|
|
idVec3 masterOrigin;
|
|
idMat3 masterAxis;
|
|
|
|
current.origin *= rotation;
|
|
if( masterEntity )
|
|
{
|
|
self->GetMasterPosition( masterOrigin, masterAxis );
|
|
current.localOrigin = ( current.origin - masterOrigin ) * masterAxis.Transpose();
|
|
}
|
|
else
|
|
{
|
|
current.localOrigin = current.origin;
|
|
}
|
|
clipModel->Link( gameLocal.clip, self, 0, current.origin, clipModel->GetAxis() * rotation.ToMat3() );
|
|
Activate();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::SetLinearVelocity
|
|
================
|
|
*/
|
|
void idPhysics_Monster::SetLinearVelocity( const idVec3& newLinearVelocity, int id )
|
|
{
|
|
current.velocity = newLinearVelocity;
|
|
Activate();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::GetLinearVelocity
|
|
================
|
|
*/
|
|
const idVec3& idPhysics_Monster::GetLinearVelocity( int id ) const
|
|
{
|
|
return current.velocity;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::SetPushed
|
|
================
|
|
*/
|
|
void idPhysics_Monster::SetPushed( int deltaTime )
|
|
{
|
|
// velocity with which the monster is pushed
|
|
current.pushVelocity += ( current.origin - saved.origin ) / ( deltaTime * idMath::M_MS2SEC );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::GetPushedLinearVelocity
|
|
================
|
|
*/
|
|
const idVec3& idPhysics_Monster::GetPushedLinearVelocity( const int id ) const
|
|
{
|
|
return current.pushVelocity;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::SetMaster
|
|
|
|
the binding is never orientated
|
|
================
|
|
*/
|
|
void idPhysics_Monster::SetMaster( idEntity* master, const bool orientated )
|
|
{
|
|
idVec3 masterOrigin;
|
|
idMat3 masterAxis;
|
|
|
|
if( master )
|
|
{
|
|
if( !masterEntity )
|
|
{
|
|
// transform from world space to master space
|
|
self->GetMasterPosition( masterOrigin, masterAxis );
|
|
current.localOrigin = ( current.origin - masterOrigin ) * masterAxis.Transpose();
|
|
masterEntity = master;
|
|
masterYaw = masterAxis[0].ToYaw();
|
|
}
|
|
ClearContacts();
|
|
}
|
|
else
|
|
{
|
|
if( masterEntity )
|
|
{
|
|
masterEntity = NULL;
|
|
Activate();
|
|
}
|
|
}
|
|
}
|
|
|
|
const float MONSTER_VELOCITY_MAX = 4000;
|
|
const int MONSTER_VELOCITY_TOTAL_BITS = 16;
|
|
const int MONSTER_VELOCITY_EXPONENT_BITS = idMath::BitsForInteger( idMath::BitsForFloat( MONSTER_VELOCITY_MAX ) ) + 1;
|
|
const int MONSTER_VELOCITY_MANTISSA_BITS = MONSTER_VELOCITY_TOTAL_BITS - 1 - MONSTER_VELOCITY_EXPONENT_BITS;
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::WriteToSnapshot
|
|
================
|
|
*/
|
|
void idPhysics_Monster::WriteToSnapshot( idBitMsg& msg ) const
|
|
{
|
|
msg.WriteFloat( current.origin[0] );
|
|
msg.WriteFloat( current.origin[1] );
|
|
msg.WriteFloat( current.origin[2] );
|
|
msg.WriteFloat( current.velocity[0], MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
|
|
msg.WriteFloat( current.velocity[1], MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
|
|
msg.WriteFloat( current.velocity[2], MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
|
|
msg.WriteDeltaFloat( current.origin[0], current.localOrigin[0] );
|
|
msg.WriteDeltaFloat( current.origin[1], current.localOrigin[1] );
|
|
msg.WriteDeltaFloat( current.origin[2], current.localOrigin[2] );
|
|
msg.WriteDeltaFloat( 0.0f, current.pushVelocity[0], MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
|
|
msg.WriteDeltaFloat( 0.0f, current.pushVelocity[1], MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
|
|
msg.WriteDeltaFloat( 0.0f, current.pushVelocity[2], MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
|
|
msg.WriteLong( current.atRest );
|
|
msg.WriteBits( current.onGround, 1 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_Monster::ReadFromSnapshot
|
|
================
|
|
*/
|
|
void idPhysics_Monster::ReadFromSnapshot( const idBitMsg& msg )
|
|
{
|
|
current.origin[0] = msg.ReadFloat();
|
|
current.origin[1] = msg.ReadFloat();
|
|
current.origin[2] = msg.ReadFloat();
|
|
current.velocity[0] = msg.ReadFloat( MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
|
|
current.velocity[1] = msg.ReadFloat( MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
|
|
current.velocity[2] = msg.ReadFloat( MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
|
|
current.localOrigin[0] = msg.ReadDeltaFloat( current.origin[0] );
|
|
current.localOrigin[1] = msg.ReadDeltaFloat( current.origin[1] );
|
|
current.localOrigin[2] = msg.ReadDeltaFloat( current.origin[2] );
|
|
current.pushVelocity[0] = msg.ReadDeltaFloat( 0.0f, MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
|
|
current.pushVelocity[1] = msg.ReadDeltaFloat( 0.0f, MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
|
|
current.pushVelocity[2] = msg.ReadDeltaFloat( 0.0f, MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
|
|
current.atRest = msg.ReadLong();
|
|
current.onGround = msg.ReadBits( 1 ) != 0;
|
|
}
|