etqw-sdk/source/game/physics/Physics_JetPack.h

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2008-05-29 00:00:00 +00:00
// Copyright (C) 2007 Id Software, Inc.
//
#ifndef __PHYSICS_JETPACK_H__
#define __PHYSICS_JETPACK_H__
#include "Physics_Actor.h"
class sdJetPack;
/*
===================================================================================
Jet Pack physics
===================================================================================
*/
// movement flags
// NOTE: remember to update JETPACK_MOVEMENT_FLAGS_BITS if you change these!
const int JPF_JUMPED = 0x00000001;
const int JPF_JUMP_HELD = 0x00000002;
const int JPF_STEPPED_UP = 0x00000004;
const int JPF_STEPPED_DOWN = 0x00000008;
typedef struct jetPackPState_s {
bool onGround;
bool onWater;
idVec3 origin;
idVec3 velocity;
idVec3 pushVelocity;
int movementFlags;
float stepUp;
} jetPackPState_t;
class sdJetPackPhysicsNetworkData : public sdEntityStateNetworkData {
public:
sdJetPackPhysicsNetworkData( void ) { ; }
virtual void MakeDefault( void );
virtual void Write( idFile* file ) const;
virtual void Read( idFile* file );
idVec3 origin;
idVec3 velocity;
int movementFlags;
};
class sdJetPackPhysicsBroadcastData : public sdEntityStateNetworkData {
public:
sdJetPackPhysicsBroadcastData( void ) { ; }
virtual void MakeDefault( void );
virtual void Write( idFile* file ) const;
virtual void Read( idFile* file );
idVec3 pushVelocity;
};
class sdPhysics_JetPack : public idPhysics_Actor {
public:
CLASS_PROTOTYPE( sdPhysics_JetPack );
sdPhysics_JetPack( void );
virtual ~sdPhysics_JetPack();
// maximum step up that we can take
void SetMaxStepHeight( const float newMaxStepHeight );
float GetMaxStepHeight( void ) const;
// returns true if on the ground
bool OnGround( void ) const;
// enable/disable activation by impact
virtual void EnableImpact( void );
virtual void DisableImpact( void );
float GetBoost( void ) const { return boost; }
idVec3 const & GetFanForce( void ) const { return fanForce; }
bool HasJumped( void ) const { return ( ( current.movementFlags & JPF_JUMPED ) != 0 ); }
void SetPlayerInput( const usercmd_t& cmd, const idAngles &newViewAngles, bool allowMovement );
void SetBoost( float newBoost ) { boost = newBoost; }
inline const idVec3& GetCurrentOrigin() { return current.origin; }
virtual void Activate( void );
inline void SetMaxSpeed( float value ) { maxSpeed = value; }
inline void SetMaxBoostSpeed( float value ) { maxBoostSpeed = value; }
inline void SetWalkForceScale( float value ) { walkForceScale = value; }
inline void SetKineticFriction( float value ) { kineticFriction = value; }
inline void SetJumpForce( float value ) { jumpForce = value; }
inline void SetBoostForce( float value ) { boostForce = value; }
virtual int VehiclePush( bool stuck, float timeDelta, idVec3& move, idClipModel* pusher, int pushCount );
virtual void SetSelf( idEntity *e );
virtual void UnlinkClip( void );
virtual void LinkClip( void );
virtual void DisableClip( bool activateContacting = true );
virtual void EnableClip( void );
virtual void SetClipModel( idClipModel *model, float density, int id = 0, bool freeOld = true );
public: // common physics interface
bool Evaluate( int timeStepMSec, int endTimeMSec );
void UpdateTime( int endTimeMSec );
int GetTime( void ) const;
bool EvaluateContacts( CLIP_DEBUG_PARMS_DECLARATION_ONLY );
void GetImpactInfo( const int id, const idVec3 &point, impactInfo_t *info ) const;
void ApplyImpulse( const int id, const idVec3 &point, const idVec3 &impulse );
void SaveState( void );
void RestoreState( void );
virtual const idVec3& GetOrigin( int id = -1 ) const;
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 );
void SetLinearVelocity( const idVec3 &newLinearVelocity, int id = 0 );
const idVec3 & GetLinearVelocity( int id = 0 ) const;
void SetPushed( int deltaTime );
const idVec3 & GetPushedLinearVelocity( const int id = 0 ) const;
virtual void ApplyNetworkState( networkStateMode_t mode, const sdEntityStateNetworkData& newState );
virtual bool CheckNetworkStateChanges( networkStateMode_t mode, const sdEntityStateNetworkData& baseState ) const;
virtual void WriteNetworkState( networkStateMode_t mode, const sdEntityStateNetworkData& baseState, sdEntityStateNetworkData& newState, idBitMsg& msg ) const;
virtual void ReadNetworkState( networkStateMode_t mode, const sdEntityStateNetworkData& baseState, sdEntityStateNetworkData& newState, const idBitMsg& msg ) const;
virtual sdEntityStateNetworkData* CreateNetworkStructure( networkStateMode_t mode ) const;
virtual void ResetNetworkState( networkStateMode_t mode, const sdEntityStateNetworkData& newState );
virtual void SetComeToRest( bool enabled ) { disableBoost = enabled; }
virtual float InWater( void ) const { return waterFraction; }
private:
idVec3 GroundMoveForce( bool skiing, const idVec3& desiredMove, const idVec3& forceSoFar, float boost, float timeStep );
idVec3 FrictionForce( bool skiing, const idVec3& desiredMove, const idVec3& forceSoFar, float boost, float timeStep );
idVec3 JumpForce( bool skiing, float upMove, float boost, float timeStep );
idVec3 BoostForce( bool skiing, const idVec3& desiredMove, float boost, float timeStep );
void CalcWaterFraction( void );
void LinkShotModel( void );
sdJetPack* jetPackSelf;
idClipModel* shotClipModel;
// physics state
jetPackPState_t current;
jetPackPState_t saved;
idVec3 addedVelocity;
float waterFraction;
// player input
usercmd_t command;
idAngles viewAngles;
bool movementAllowed;
float boost;
// properties
float maxStepHeight; // maximum step height
bool noImpact; // if true do not activate when another object collides
bool disableBoost;
float maxSpeed;
float maxBoostSpeed;
float walkForceScale;
float kineticFriction;
float jumpForce;
float boostForce;
idVec3 fanForce;
// results of last evaluate
trace_t groundTrace;
bool groundTraceValid;
private:
void CheckGround( void );
bool SlideMove( bool stepUp, bool stepDown, bool push, int vehiclePush, float frametime );
};
#endif /* !__PHYSICS_JETPACK_H__ */