quake4-sdk/source/game/physics/Physics.h

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2007-06-15 00:00:00 +00:00
#ifndef __PHYSICS_H__
#define __PHYSICS_H__
/*
===============================================================================
Physics abstract class
A physics object is a tool to manipulate the position and orientation of
an entity. The physics object is a container for idClipModels used for
collision detection. The physics deals with moving these collision models
through the world according to the laws of physics or other rules.
The mass of a clip model is the volume of the clip model times the density.
An arbitrary mass can however be set for specific clip models or the
whole physics object. The contents of a clip model is a set of bit flags
that define the contents. The clip mask defines the contents a clip model
collides with.
The linear velocity of a physics object is a vector that defines the
translation of the center of mass in units per second. The angular velocity
of a physics object is a vector that passes through the center of mass. The
direction of this vector defines the axis of rotation and the magnitude
defines the rate of rotation about the axis in radians per second.
The gravity is the change in velocity per second due to gravitational force.
Entities update their visual position and orientation from the physics
using GetOrigin() and GetAxis(). Direct origin and axis changes of
entities should go through the physics. In other words the physics origin
and axis are updated first and the entity updates it's visual position
from the physics.
===============================================================================
*/
#define CONTACT_EPSILON 0.25f // maximum contact seperation distance
class idEntity;
typedef struct impactInfo_s {
float invMass; // inverse mass
idMat3 invInertiaTensor; // inverse inertia tensor
idVec3 position; // impact position relative to center of mass
idVec3 velocity; // velocity at the impact position
} impactInfo_t;
class idPhysics : public idClass {
public:
ABSTRACT_PROTOTYPE( idPhysics );
virtual ~idPhysics( void );
static int SnapTimeToPhysicsFrame( int t );
// Must not be virtual
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
public: // common physics interface
// set pointer to entity using physics
virtual void SetSelf( idEntity *e ) = 0;
// clip models
virtual void SetClipModel( idClipModel *model, float density, int id = 0, bool freeOld = true ) = 0;
virtual void SetClipBox( const idBounds &bounds, float density );
virtual idClipModel * GetClipModel( int id = 0 ) const = 0;
virtual int GetNumClipModels( void ) const = 0;
// get/set the mass of a specific clip model or the whole physics object
virtual void SetMass( float mass, int id = -1 ) = 0;
virtual float GetMass( int id = -1 ) const = 0;
// RAVEN BEGIN
// bdube: added center mass
// get the center of mass origin
virtual idVec3 GetCenterMass ( int id = -1 ) const = 0;
// RAVEN END
// get/set the contents of a specific clip model or the whole physics object
virtual void SetContents( int contents, int id = -1 ) = 0;
virtual int GetContents( int id = -1 ) const = 0;
// get/set the contents a specific clip model or the whole physics object collides with
virtual void SetClipMask( int mask, int id = -1 ) = 0;
virtual int GetClipMask( int id = -1 ) const = 0;
// get the bounds of a specific clip model or the whole physics object
virtual const idBounds & GetBounds( int id = -1 ) const = 0;
virtual const idBounds & GetAbsBounds( int id = -1 ) const = 0;
// evaluate the physics with the given time step, returns true if the object moved
virtual bool Evaluate( int timeStepMSec, int endTimeMSec ) = 0;
// update the time without moving
virtual void UpdateTime( int endTimeMSec ) = 0;
// get the last physics update time
virtual int GetTime( void ) const = 0;
// collision interaction between different physics objects
virtual void GetImpactInfo( const int id, const idVec3 &point, impactInfo_t *info ) const = 0;
virtual void ApplyImpulse( const int id, const idVec3 &point, const idVec3 &impulse ) = 0;
virtual void AddForce( const int id, const idVec3 &point, const idVec3 &force ) = 0;
virtual void Activate( void ) = 0;
virtual void PutToRest( void ) = 0;
virtual bool IsAtRest( void ) const = 0;
virtual int GetRestStartTime( void ) const = 0;
virtual bool IsPushable( void ) const = 0;
// RAVEN BEGIN
// bdube: water interraction
virtual bool IsInWater ( void ) const = 0;
// RAVEN END
// save and restore the physics state
virtual void SaveState( void ) = 0;
virtual void RestoreState( void ) = 0;
// set the position and orientation in master space or world space if no master set
virtual void SetOrigin( const idVec3 &newOrigin, int id = -1 ) = 0;
virtual void SetAxis( const idMat3 &newAxis, int id = -1 ) = 0;
// translate or rotate the physics object in world space
virtual void Translate( const idVec3 &translation, int id = -1 ) = 0;
virtual void Rotate( const idRotation &rotation, int id = -1 ) = 0;
// get the position and orientation in world space
virtual const idVec3 & GetOrigin( int id = 0 ) const = 0;
virtual const idMat3 & GetAxis( int id = 0 ) const = 0;
// set linear and angular velocity
virtual void SetLinearVelocity( const idVec3 &newLinearVelocity, int id = 0 ) = 0;
virtual void SetAngularVelocity( const idVec3 &newAngularVelocity, int id = 0 ) = 0;
// get linear and angular velocity
virtual const idVec3 & GetLinearVelocity( int id = 0 ) const = 0;
virtual const idVec3 & GetAngularVelocity( int id = 0 ) const = 0;
// gravity
virtual void SetGravity( const idVec3 &newGravity ) = 0;
virtual const idVec3 & GetGravity( void ) const = 0;
virtual const idVec3 & GetGravityNormal( void ) const = 0;
// get first collision when translating or rotating this physics object
virtual void ClipTranslation( trace_t &results, const idVec3 &translation, const idClipModel *model ) const = 0;
virtual void ClipRotation( trace_t &results, const idRotation &rotation, const idClipModel *model ) const = 0;
virtual int ClipContents( const idClipModel *model ) const = 0;
// disable/enable the clip models contained by this physics object
virtual void DisableClip( void ) = 0;
virtual void EnableClip( void ) = 0;
// link/unlink the clip models contained by this physics object
virtual void UnlinkClip( void ) = 0;
virtual void LinkClip( void ) = 0;
// contacts
virtual bool EvaluateContacts( void ) = 0;
virtual int GetNumContacts( void ) const = 0;
virtual const contactInfo_t &GetContact( int num ) const = 0;
virtual void ClearContacts( void ) = 0;
virtual void AddContactEntity( idEntity *e ) = 0;
virtual void RemoveContactEntity( idEntity *e ) = 0;
// ground contacts
virtual bool HasGroundContacts( void ) const = 0;
virtual bool IsGroundEntity( int entityNum ) const = 0;
virtual bool IsGroundClipModel( int entityNum, int id ) const = 0;
// RAVEN BEGIN
// abahr
virtual const idVec3 GetContactNormal() const { return vec3_zero; }
virtual const idVec3 GetGroundContactNormal() const { return vec3_zero; }
virtual idEntity* GetSelf() const = 0;
// RAVEN END
// set the master entity for objects bound to a master
virtual void SetMaster( idEntity *master, const bool orientated = true ) = 0;
// set pushed state
virtual void SetPushed( int deltaTime ) = 0;
virtual const idVec3 & GetPushedLinearVelocity( const int id = 0 ) const = 0;
virtual const idVec3 & GetPushedAngularVelocity( const int id = 0 ) const = 0;
// get blocking info, returns NULL if the object is not blocked
virtual const trace_t * GetBlockingInfo( void ) const = 0;
virtual idEntity * GetBlockingEntity( void ) const = 0;
// movement end times in msec for reached events at the end of predefined motion
virtual int GetLinearEndTime( void ) const = 0;
virtual int GetAngularEndTime( void ) const = 0;
// networking
virtual void WriteToSnapshot( idBitMsgDelta &msg ) const = 0;
virtual void ReadFromSnapshot( const idBitMsgDelta &msg ) = 0;
// RAVEN BEGIN
// kfuller: we want to debug draw the bbox
virtual void DebugDraw() {}
// RAVEN END
};
#endif /* !__PHYSICS_H__ */