mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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192 lines
6.7 KiB
C++
192 lines
6.7 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_STATIC_H__
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#define __PHYSICS_STATIC_H__
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/*
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===============================================================================
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Physics for a non moving object using at most one collision model.
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===============================================================================
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*/
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class idBitMsg;
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typedef struct staticPState_s
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{
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idVec3 origin;
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idMat3 axis;
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idVec3 localOrigin;
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idMat3 localAxis;
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} staticPState_t;
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// Storing the state used for interpolation with quaternions
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// means I don't have to do a bunch of conversions between
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// idMat3s and idQuats every frame.
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struct staticInterpolatePState_t
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{
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idVec3 origin;
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idQuat axis;
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idVec3 localOrigin;
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idQuat localAxis;
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};
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/*
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================
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ReadStaticInterpolatePStateFromSnapshot
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================
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*/
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staticInterpolatePState_t ReadStaticInterpolatePStateFromSnapshot( const idBitMsg& msg );
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staticPState_s ConvertInterpolateStateToPState( const staticInterpolatePState_t& interpolateState );
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staticInterpolatePState_t ConvertPStateToInterpolateState( const staticPState_t& state );
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class idPhysics_Static : public idPhysics
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{
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public:
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CLASS_PROTOTYPE( idPhysics_Static );
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idPhysics_Static();
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~idPhysics_Static();
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void Save( idSaveGame* savefile ) const;
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void Restore( idRestoreGame* savefile );
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public: // common physics interface
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void SetSelf( idEntity* e );
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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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void SetClipMask( int mask, int id = -1 );
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int GetClipMask( 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 ResetInterpolationState( const idVec3& origin, const idMat3& axis ) {}
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void UpdateTime( int endTimeMSec );
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int GetTime() const;
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void GetImpactInfo( const int id, const idVec3& point, impactInfo_t* info ) const;
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void ApplyImpulse( const int id, const idVec3& point, const idVec3& impulse );
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void AddForce( const int id, const idVec3& point, const idVec3& force );
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void Activate();
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void PutToRest();
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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 SetGravity( const idVec3& newGravity );
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const idVec3& GetGravity() const;
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const idVec3& GetGravityNormal() const;
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void ClipTranslation( trace_t& results, const idVec3& translation, const idClipModel* model ) const;
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void ClipRotation( trace_t& results, const idRotation& rotation, const idClipModel* model ) const;
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int ClipContents( const idClipModel* model ) 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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bool EvaluateContacts();
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int GetNumContacts() const;
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const contactInfo_t& GetContact( int num ) const;
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void ClearContacts();
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void AddContactEntity( idEntity* e );
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void RemoveContactEntity( idEntity* e );
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bool HasGroundContacts() const;
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bool IsGroundEntity( int entityNum ) const;
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bool IsGroundClipModel( int entityNum, int id ) const;
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void SetPushed( int deltaTime );
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const idVec3& GetPushedLinearVelocity( const int id = 0 ) const;
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const idVec3& GetPushedAngularVelocity( const int id = 0 ) const;
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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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protected:
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idEntity* self; // entity using this physics object
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staticPState_t current; // physics state
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idClipModel* clipModel; // collision model
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// Used for client-side interpolation
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staticInterpolatePState_t previous;
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staticInterpolatePState_t next;
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// master
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bool hasMaster;
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bool isOrientated;
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};
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staticPState_t InterpolateStaticPState( const staticInterpolatePState_t& previous,
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const staticInterpolatePState_t& next,
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float fraction );
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#endif /* !__PHYSICS_STATIC_H__ */
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