quake4-sdk/source/game/physics/Physics_Particle.h
2007-06-15 00:00:00 +00:00

152 lines
4.6 KiB
C++

#ifndef __PHYSICS_PARTICLE_H__
#define __PHYSICS_PARTICLE_H__
/*
===================================================================================
Particle Physics
Employs an impulse based dynamic simulation which is not very accurate but
relatively fast and still reliable due to the continuous collision detection.
===================================================================================
*/
typedef struct particlePState_s {
int atRest; // set when simulation is suspended
idVec3 localOrigin; // origin relative to master
idMat3 localAxis; // axis relative to master
idVec3 pushVelocity; // push velocity
idVec3 origin;
idVec3 velocity;
bool onGround;
bool inWater;
} particlePState_t;
class rvPhysics_Particle : public idPhysics_Base {
public:
CLASS_PROTOTYPE( rvPhysics_Particle );
rvPhysics_Particle( void );
~rvPhysics_Particle( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
// initialisation
void SetFriction( const float linear, const float angular, const float contact );
void SetBouncyness( const float b, bool allowBounce );
// put to rest untill something collides with this physics object
void PutToRest( void );
// same as above but drop to the floor first
void DropToFloor( void );
// returns true if touching the ground
bool IsOnGround ( void ) const;
bool IsInWater ( void ) 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( void ) 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 );
void UpdateTime( int endTimeMSec );
int GetTime( void ) const;
bool CanBounce ( void ) const;
bool EvaluateContacts( void );
void Activate( void );
bool IsAtRest( void ) const;
int GetRestStartTime( void ) const;
bool IsPushable( void ) const;
void SaveState( void );
void RestoreState( void );
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 );
const idVec3 & GetLinearVelocity( int id = 0 ) 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 );
void EnableClip( void );
void UnlinkClip( void );
void LinkClip( void );
void SetPushed( int deltaTime );
const idVec3 & GetPushedLinearVelocity( const int id = 0 ) const;
void SetMaster( idEntity *master, const bool orientated );
void WriteToSnapshot( idBitMsgDelta &msg ) const;
void ReadFromSnapshot( const idBitMsgDelta &msg );
idEntityPtr<idEntity> extraPassEntity;
private:
// state of the particle
particlePState_t current;
particlePState_t saved;
// particle properties
float linearFriction; // translational friction
float angularFriction; // rotational friction
float contactFriction; // friction with contact surfaces
float bouncyness; // bouncyness
bool allowBounce; // Allowed to bounce at all?
idClipModel * clipModel; // clip model used for collision detection
bool dropToFloor; // true if dropping to the floor and putting to rest
bool testSolid; // true if testing for inside solid during a drop
// master
bool hasMaster;
bool isOrientated;
private:
void DropToFloorAndRest ( void );
bool SlideMove ( idVec3& start, idVec3& velocity, const idVec3& delta );
void CheckGround ( void );
void ApplyFriction ( float timeStep );
void DebugDraw ( void );
};
ID_INLINE bool rvPhysics_Particle::IsOnGround ( void ) const {
return current.onGround;
}
ID_INLINE bool rvPhysics_Particle::IsInWater ( void ) const {
return current.inWater;
}
ID_INLINE bool rvPhysics_Particle::CanBounce ( void ) const {
return allowBounce;
}
#endif /* !__PHYSICS_PARTICLE_H__ */