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

182 lines
6.9 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_PARAMETRIC_H__
#define __PHYSICS_PARAMETRIC_H__
/*
===================================================================================
Parametric physics
Used for predefined or scripted motion. The motion of an object is completely
parametrized. By adjusting the parameters an object is forced to follow a
predefined path. The parametric physics is typically used for doors, bridges,
rotating fans etc.
===================================================================================
*/
typedef struct parametricPState_s
{
int time; // physics time
int atRest; // set when simulation is suspended
idVec3 origin; // world origin
idAngles angles; // world angles
idMat3 axis; // world axis
idVec3 localOrigin; // local origin
idAngles localAngles; // local angles
idExtrapolate<idVec3> linearExtrapolation; // extrapolation based description of the position over time
idExtrapolate<idAngles> angularExtrapolation; // extrapolation based description of the orientation over time
idInterpolateAccelDecelLinear<idVec3> linearInterpolation; // interpolation based description of the position over time
idInterpolateAccelDecelLinear<idAngles> angularInterpolation; // interpolation based description of the orientation over time
idCurve_Spline<idVec3>* spline; // spline based description of the position over time
idInterpolateAccelDecelLinear<float> splineInterpolate; // position along the spline over time
bool useSplineAngles; // set the orientation using the spline
} parametricPState_t;
class idPhysics_Parametric : public idPhysics_Base
{
public:
CLASS_PROTOTYPE( idPhysics_Parametric );
idPhysics_Parametric();
~idPhysics_Parametric();
void Save( idSaveGame* savefile ) const;
void Restore( idRestoreGame* savefile );
void SetPusher( int flags );
bool IsPusher() const;
void SetLinearExtrapolation( extrapolation_t type, int time, int duration, const idVec3& base, const idVec3& speed, const idVec3& baseSpeed );
void SetAngularExtrapolation( extrapolation_t type, int time, int duration, const idAngles& base, const idAngles& speed, const idAngles& baseSpeed );
extrapolation_t GetLinearExtrapolationType() const;
extrapolation_t GetAngularExtrapolationType() const;
void SetLinearInterpolation( int time, int accelTime, int decelTime, int duration, const idVec3& startPos, const idVec3& endPos );
void SetAngularInterpolation( int time, int accelTime, int decelTime, int duration, const idAngles& startAng, const idAngles& endAng );
void SetSpline( idCurve_Spline<idVec3>* spline, int accelTime, int decelTime, bool useSplineAngles );
idCurve_Spline<idVec3>* GetSpline() const;
int GetSplineAcceleration() const;
int GetSplineDeceleration() const;
bool UsingSplineAngles() const;
void GetLocalOrigin( idVec3& curOrigin ) const;
void GetLocalAngles( idAngles& curAngles ) const;
void GetAngles( idAngles& curAngles ) const;
public: // common physics interface
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;
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 UpdateTime( int endTimeMSec );
int GetTime() const;
void Activate();
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 DisableClip();
void EnableClip();
void UnlinkClip();
void LinkClip();
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 );
private:
// parametric physics state
parametricPState_t current;
parametricPState_t saved;
physicsInterpolationState_t previous;
physicsInterpolationState_t next;
// pusher
bool isPusher;
idClipModel* clipModel;
int pushFlags;
// results of last evaluate
trace_t pushResults;
bool isBlocked;
// master
bool hasMaster;
bool isOrientated;
private:
bool TestIfAtRest() const;
void Rest();
};
#endif /* !__PHYSICS_PARAMETRIC_H__ */