quake4-sdk/source/mpgame/physics/Physics_StaticMulti.h

144 lines
4.6 KiB
C++

#ifndef __PHYSICS_STATICMULTI_H__
#define __PHYSICS_STATICMULTI_H__
/*
===============================================================================
Physics for a non moving object using no or multiple collision models.
===============================================================================
*/
class idPhysics_StaticMulti : public idPhysics {
public:
CLASS_PROTOTYPE( idPhysics_StaticMulti );
idPhysics_StaticMulti( void );
~idPhysics_StaticMulti( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
void RemoveIndex( int id = 0, bool freeClipModel = true );
public: // common physics interface
void SetSelf( idEntity *e );
//RAVEN BEGIN
// abahr: for gravity
virtual idEntity* GetSelf() const { return self; }
// RAVEN END
void SetClipModel( idClipModel *model, float density, int id = 0, bool freeOld = true );
idClipModel * GetClipModel( int id = 0 ) const;
int GetNumClipModels( void ) const;
void SetMass( float mass, int id = -1 );
float GetMass( int id = -1 ) const;
// RAVEN BEGIN
// bdube: means of getting center of mass
idVec3 GetCenterMass( int id = -1 ) const;
// RAVEN END
void SetContents( int contents, int id = -1 );
int GetContents( int id = -1 ) const;
void SetClipMask( int mask, int id = -1 );
int GetClipMask( 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;
void GetImpactInfo( const int id, const idVec3 &point, impactInfo_t *info ) const;
void ApplyImpulse( const int id, const idVec3 &point, const idVec3 &impulse );
void AddForce( const int id, const idVec3 &point, const idVec3 &force );
void Activate( void );
void PutToRest( void );
bool IsAtRest( void ) const;
int GetRestStartTime( void ) const;
bool IsPushable( void ) const;
// RAVEN BEGIN
// bdube: water interraction
bool IsInWater ( void ) const;
// RAVEN END
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 );
void SetAngularVelocity( const idVec3 &newAngularVelocity, int id = 0 );
const idVec3 & GetLinearVelocity( int id = 0 ) const;
const idVec3 & GetAngularVelocity( int id = 0 ) const;
void SetGravity( const idVec3 &newGravity );
const idVec3 & GetGravity( void ) const;
const idVec3 & GetGravityNormal( void ) 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 );
bool EvaluateContacts( void );
int GetNumContacts( void ) const;
const contactInfo_t & GetContact( int num ) const;
void ClearContacts( void );
void AddContactEntity( idEntity *e );
void RemoveContactEntity( idEntity *e );
bool HasGroundContacts( void ) const;
bool IsGroundEntity( int entityNum ) const;
bool IsGroundClipModel( int entityNum, int id ) const;
void SetPushed( int deltaTime );
const idVec3 & GetPushedLinearVelocity( const int id = 0 ) const;
const idVec3 & GetPushedAngularVelocity( const int id = 0 ) const;
void SetMaster( idEntity *master, const bool orientated = true );
const trace_t * GetBlockingInfo( void ) const;
idEntity * GetBlockingEntity( void ) const;
int GetLinearEndTime( void ) const;
int GetAngularEndTime( void ) const;
void WriteToSnapshot( idBitMsgDelta &msg ) const;
void ReadFromSnapshot( const idBitMsgDelta &msg );
protected:
idEntity * self; // entity using this physics object
// RAVEN BEGIN
// rjohnson: converted this from a struct to a class
idList<idStaticPState> current; // physics state
// RAVEN END
idList<idClipModel *> clipModels; // collision model
// master
bool hasMaster;
bool isOrientated;
};
#endif /* !__PHYSICS_STATICMULTI_H__ */