etqw-sdk/source/game/physics/Physics_Linear.cpp

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2008-05-29 00:00:00 +00:00
// Copyright (C) 2007 Id Software, Inc.
//
#include "../precompiled.h"
#pragma hdrstop
#if defined( _DEBUG ) && !defined( ID_REDIRECT_NEWDELETE )
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
#include "Physics_Linear.h"
#include "../Entity.h"
/*
================
sdPhysicsLinearBroadcastData::MakeDefault
================
*/
void sdPhysicsLinearBroadcastData::MakeDefault( void ) {
atRest = 0;
localOrigin = vec3_origin;
extrapolationType = EXTRAPOLATION_NONE;
startTime = 0;
duration = 0;
startValue = vec3_origin;
speed = vec3_zero;
baseSpeed = vec3_zero;
}
/*
================
sdPhysicsLinearBroadcastData::Write
================
*/
void sdPhysicsLinearBroadcastData::Write( idFile* file ) const {
file->WriteInt( atRest );
file->WriteVec3( localOrigin );
file->WriteInt( extrapolationType );
file->WriteInt( startTime );
file->WriteInt( duration );
file->WriteVec3( startValue );
file->WriteVec3( speed );
file->WriteVec3( baseSpeed );
}
/*
================
sdPhysicsLinearBroadcastData::Read
================
*/
void sdPhysicsLinearBroadcastData::Read( idFile* file ) {
file->ReadInt( atRest );
file->ReadVec3( localOrigin );
int temp;
file->ReadInt( temp );
extrapolationType = static_cast< extrapolation_t >( temp );
file->ReadInt( startTime );
file->ReadInt( duration );
file->ReadVec3( startValue );
file->ReadVec3( speed );
file->ReadVec3( baseSpeed );
}
CLASS_DECLARATION( idPhysics_Base, sdPhysics_Linear )
END_CLASS
/*
================
sdPhysics_Linear::Activate
================
*/
void sdPhysics_Linear::Activate( void ) {
current.atRest = -1;
self->BecomeActive( TH_PHYSICS );
}
/*
================
sdPhysics_Linear::TestIfAtRest
================
*/
bool sdPhysics_Linear::TestIfAtRest( void ) const {
if ( ( current.linearExtrapolation.GetExtrapolationType() & ~EXTRAPOLATION_NOSTOP ) == EXTRAPOLATION_NONE ) {
return true;
}
if ( !current.linearExtrapolation.IsDone( static_cast< float >( current.time ) ) ) {
return false;
}
return true;
}
/*
================
sdPhysics_Linear::Rest
================
*/
void sdPhysics_Linear::Rest( void ) {
current.atRest = gameLocal.time;
// self->BecomeInactive( TH_PHYSICS );
}
/*
================
sdPhysics_Linear::sdPhysics_Linear
================
*/
sdPhysics_Linear::sdPhysics_Linear( void ) {
current.time = gameLocal.time;
current.atRest = -1;
current.origin.Zero();
current.localOrigin.Zero();
current.linearExtrapolation.Init( 0, 0, vec3_zero, vec3_zero, vec3_zero, EXTRAPOLATION_NONE );
axis.Identity();
saved = current;
isPusher = false;
pushFlags = 0;
clipModel = NULL;
isBlocked = false;
hasMaster = false;
isOrientated = false;
memset( &pushResults, 0, sizeof( pushResults ) );
}
/*
================
sdPhysics_Linear::~sdPhysics_Linear
================
*/
sdPhysics_Linear::~sdPhysics_Linear( void ) {
gameLocal.clip.DeleteClipModel( clipModel );
}
/*
================
sdPhysics_Linear::SetPusher
================
*/
void sdPhysics_Linear::SetPusher( int flags ) {
assert( clipModel );
isPusher = true;
pushFlags = flags;
}
/*
================
sdPhysics_Linear::IsPusher
================
*/
bool sdPhysics_Linear::IsPusher( void ) const {
return isPusher;
}
/*
================
sdPhysics_Linear::SetLinearExtrapolation
================
*/
void sdPhysics_Linear::SetLinearExtrapolation( extrapolation_t type, int time, int duration, const idVec3& base, const idVec3& speed, const idVec3& baseSpeed ) {
current.time = gameLocal.time;
current.linearExtrapolation.Init( time, duration, base, baseSpeed, speed, type );
current.localOrigin = base;
Activate();
}
/*
================
sdPhysics_Linear::GetLocalOrigin
================
*/
void sdPhysics_Linear::GetLocalOrigin( idVec3& curOrigin ) const {
curOrigin = current.localOrigin;
}
/*
================
sdPhysics_Linear::SetClipModel
================
*/
void sdPhysics_Linear::SetClipModel( idClipModel *model, float density, int id, bool freeOld ) {
assert( self );
assert( model );
if ( clipModel != NULL && clipModel != model && freeOld ) {
gameLocal.clip.DeleteClipModel( clipModel );
}
clipModel = model;
clipModel->Link( gameLocal.clip, self, 0, current.origin, axis );
}
/*
================
sdPhysics_Linear::GetClipModel
================
*/
idClipModel *sdPhysics_Linear::GetClipModel( int id ) const {
return clipModel;
}
/*
================
sdPhysics_Linear::GetNumClipModels
================
*/
int sdPhysics_Linear::GetNumClipModels( void ) const {
return ( clipModel != NULL );
}
/*
================
sdPhysics_Linear::SetMass
================
*/
void sdPhysics_Linear::SetMass( float mass, int id ) {
}
/*
================
sdPhysics_Linear::GetMass
================
*/
float sdPhysics_Linear::GetMass( int id ) const {
return 0.0f;
}
/*
================
sdPhysics_Linear::SetClipMask
================
*/
void sdPhysics_Linear::SetContents( int contents, int id ) {
if ( clipModel ) {
clipModel->SetContents( contents );
}
}
/*
================
sdPhysics_Linear::SetClipMask
================
*/
int sdPhysics_Linear::GetContents( int id ) const {
if ( clipModel ) {
return clipModel->GetContents();
}
return 0;
}
/*
================
sdPhysics_Linear::GetBounds
================
*/
const idBounds& sdPhysics_Linear::GetBounds( int id ) const {
return clipModel ? clipModel->GetBounds() : idPhysics_Base::GetBounds();
}
/*
================
sdPhysics_Linear::GetAbsBounds
================
*/
const idBounds& sdPhysics_Linear::GetAbsBounds( int id ) const {
return clipModel ? clipModel->GetAbsBounds() : idPhysics_Base::GetAbsBounds();
}
/*
================
sdPhysics_Linear::Evaluate
================
*/
bool sdPhysics_Linear::Evaluate( int timeStepMSec, int endTimeMSec ) {
current.origin.FixDenormals();
idVec3 oldLocalOrigin, oldOrigin, masterOrigin;
idMat3 oldAxis, masterAxis;
isBlocked = false;
oldLocalOrigin = current.localOrigin;
oldOrigin = current.origin;
oldAxis = axis;
current.localOrigin = current.linearExtrapolation.GetCurrentValue( endTimeMSec );
current.origin = current.localOrigin;
if ( hasMaster ) {
self->GetMasterPosition( masterOrigin, masterAxis );
if ( masterAxis.IsRotated() ) {
current.origin = current.origin * masterAxis + masterOrigin;
if ( isOrientated ) {
axis *= masterAxis;
}
} else {
current.origin += masterOrigin;
}
}
if ( isPusher && ( oldOrigin != current.origin ) ) {
gameLocal.push.ClipPush( pushResults, self, pushFlags, oldOrigin, oldAxis, current.origin, axis, GetClipModel() );
if ( pushResults.fraction < 1.0f ) {
clipModel->Link( gameLocal.clip, self, 0, oldOrigin, oldAxis );
current.localOrigin = oldLocalOrigin;
current.origin = oldOrigin;
axis = oldAxis;
isBlocked = true;
return false;
}
}
if ( clipModel ) {
clipModel->Link( gameLocal.clip, self, 0, current.origin, axis );
}
current.time = endTimeMSec;
if ( TestIfAtRest() ) {
Rest();
}
return ( current.origin != oldOrigin );
}
/*
================
sdPhysics_Linear::UpdateTime
================
*/
void sdPhysics_Linear::UpdateTime( int endTimeMSec ) {
int timeLeap = endTimeMSec - current.time;
current.time = endTimeMSec;
// move the trajectory start times to sync the trajectory with the current endTime
current.linearExtrapolation.SetStartTime( current.linearExtrapolation.GetStartTime() + timeLeap );
}
/*
================
sdPhysics_Linear::GetTime
================
*/
int sdPhysics_Linear::GetTime( void ) const {
return current.time;
}
/*
================
sdPhysics_Linear::IsAtRest
================
*/
bool sdPhysics_Linear::IsAtRest( void ) const {
return current.atRest >= 0;
}
/*
================
sdPhysics_Linear::GetRestStartTime
================
*/
int sdPhysics_Linear::GetRestStartTime( void ) const {
return current.atRest;
}
/*
================
sdPhysics_Linear::IsPushable
================
*/
bool sdPhysics_Linear::IsPushable( void ) const {
return false;
}
/*
================
sdPhysics_Linear::SaveState
================
*/
void sdPhysics_Linear::SaveState( void ) {
saved = current;
}
/*
================
sdPhysics_Linear::RestoreState
================
*/
void sdPhysics_Linear::RestoreState( void ) {
current = saved;
if ( clipModel ) {
clipModel->Link( gameLocal.clip, self, 0, current.origin, axis );
}
}
/*
================
sdPhysics_Linear::SetOrigin
================
*/
void sdPhysics_Linear::SetOrigin( const idVec3& newOrigin, int id ) {
idVec3 masterOrigin;
idMat3 masterAxis;
current.linearExtrapolation.SetStartValue( newOrigin );
current.localOrigin = current.linearExtrapolation.GetCurrentValue( current.time );
if ( hasMaster ) {
self->GetMasterPosition( masterOrigin, masterAxis );
current.origin = masterOrigin + current.localOrigin * masterAxis;
} else {
current.origin = current.localOrigin;
}
if ( clipModel ) {
clipModel->Link( gameLocal.clip, self, 0, current.origin, axis );
}
Activate();
}
/*
================
sdPhysics_Linear::SetAxis
================
*/
void sdPhysics_Linear::SetAxis( const idMat3 &newAxis, int id ) {
axis = newAxis;
if ( hasMaster && isOrientated ) {
idVec3 masterOrigin;
idMat3 masterAxis;
self->GetMasterPosition( masterOrigin, masterAxis );
axis *= masterAxis;
}
if ( clipModel ) {
clipModel->Link( gameLocal.clip, self, 0, current.origin, axis );
}
Activate();
}
/*
================
sdPhysics_Linear::Move
================
*/
void sdPhysics_Linear::Translate( const idVec3& translation, int id ) {
}
/*
================
sdPhysics_Linear::Rotate
================
*/
void sdPhysics_Linear::Rotate( const idRotation &rotation, int id ) {
}
/*
================
sdPhysics_Linear::GetOrigin
================
*/
const idVec3& sdPhysics_Linear::GetOrigin( int id ) const {
return current.origin;
}
/*
================
sdPhysics_Linear::GetAxis
================
*/
const idMat3 &sdPhysics_Linear::GetAxis( int id ) const {
return axis;
}
/*
================
sdPhysics_Linear::SetLinearVelocity
================
*/
void sdPhysics_Linear::SetLinearVelocity( const idVec3& newLinearVelocity, int id ) {
SetLinearExtrapolation( extrapolation_t( EXTRAPOLATION_LINEAR | EXTRAPOLATION_NOSTOP ), gameLocal.time, 0, current.origin, newLinearVelocity, vec3_origin );
Activate();
}
/*
================
sdPhysics_Linear::SetAngularVelocity
================
*/
void sdPhysics_Linear::SetAngularVelocity( const idVec3& newAngularVelocity, int id ) {
}
/*
================
sdPhysics_Linear::GetLinearVelocity
================
*/
const idVec3& sdPhysics_Linear::GetLinearVelocity( int id ) const {
static idVec3 curLinearVelocity;
curLinearVelocity = current.linearExtrapolation.GetCurrentSpeed( gameLocal.time );
return curLinearVelocity;
}
/*
================
sdPhysics_Linear::GetAngularVelocity
================
*/
const idVec3& sdPhysics_Linear::GetAngularVelocity( int id ) const {
return vec3_zero;
}
/*
================
sdPhysics_Linear::UnlinkClip
================
*/
void sdPhysics_Linear::UnlinkClip( void ) {
if ( clipModel != NULL ) {
clipModel->Unlink( gameLocal.clip );
}
}
/*
================
sdPhysics_Linear::LinkClip
================
*/
void sdPhysics_Linear::LinkClip( void ) {
if ( clipModel != NULL ) {
clipModel->Link( gameLocal.clip, self, 0, current.origin, axis );
}
}
/*
================
sdPhysics_Linear::DisableClip
================
*/
void sdPhysics_Linear::DisableClip( bool activateContacting ) {
if ( clipModel != NULL ) {
if ( activateContacting ) {
WakeEntitiesContacting( self, clipModel );
}
clipModel->Disable();
}
}
/*
================
sdPhysics_Linear::EnableClip
================
*/
void sdPhysics_Linear::EnableClip( void ) {
if ( clipModel != NULL ) {
clipModel->Enable();
}
}
/*
================
sdPhysics_Linear::GetBlockingInfo
================
*/
const trace_t *sdPhysics_Linear::GetBlockingInfo( void ) const {
return ( isBlocked ? &pushResults : NULL );
}
/*
================
sdPhysics_Linear::GetBlockingEntity
================
*/
idEntity *sdPhysics_Linear::GetBlockingEntity( void ) const {
if ( isBlocked ) {
return gameLocal.entities[ pushResults.c.entityNum ];
}
return NULL;
}
/*
================
sdPhysics_Linear::SetMaster
================
*/
void sdPhysics_Linear::SetMaster( idEntity *master, const bool orientated ) {
if ( master ) {
if ( !hasMaster ) {
idVec3 masterOrigin;
idMat3 masterAxis;
// transform from world space to master space
self->GetMasterPosition( masterOrigin, masterAxis );
current.localOrigin = ( current.origin - masterOrigin ) * masterAxis.Transpose();
current.linearExtrapolation.SetStartValue( current.localOrigin );
hasMaster = true;
isOrientated = orientated;
}
}
else {
if ( hasMaster ) {
// transform from master space to world space
current.localOrigin = current.origin;
SetLinearExtrapolation( EXTRAPOLATION_NONE, 0, 0, current.origin, vec3_origin, vec3_origin );
hasMaster = false;
}
}
}
/*
================
sdPhysics_Linear::GetLinearEndTime
================
*/
int sdPhysics_Linear::GetLinearEndTime( void ) const {
return current.linearExtrapolation.GetEndTime();
}
/*
================
sdPhysics_Linear::CheckNetworkStateChanges
================
*/
bool sdPhysics_Linear::CheckNetworkStateChanges( networkStateMode_t mode, const sdEntityStateNetworkData& baseState ) const {
if ( mode == NSM_BROADCAST ) {
NET_GET_BASE( sdPhysicsLinearBroadcastData );
if ( baseData.atRest != current.atRest ) {
return true;
}
if ( baseData.baseSpeed != current.linearExtrapolation.GetBaseSpeed() ) {
return true;
}
if ( baseData.duration != SEC2MS( current.linearExtrapolation.GetDuration() ) ) {
return true;
}
if ( baseData.extrapolationType != current.linearExtrapolation.GetExtrapolationType() ) {
return true;
}
if ( baseData.localOrigin != current.localOrigin ) {
return true;
}
if ( baseData.speed != current.linearExtrapolation.GetSpeed() ) {
return true;
}
if ( baseData.startTime != SEC2MS( current.linearExtrapolation.GetStartTime() ) ) {
return true;
}
if ( baseData.startValue != current.linearExtrapolation.GetStartValue() ) {
return true;
}
return false;
}
return false;
}
/*
================
sdPhysics_Linear::WriteNetworkState
================
*/
void sdPhysics_Linear::WriteNetworkState( networkStateMode_t mode, const sdEntityStateNetworkData& baseState, sdEntityStateNetworkData& newState, idBitMsg& msg ) const {
if ( mode == NSM_BROADCAST ) {
NET_GET_STATES( sdPhysicsLinearBroadcastData );
// update state
newData.atRest = current.atRest;
newData.localOrigin = current.localOrigin;
newData.baseSpeed = current.linearExtrapolation.GetBaseSpeed();
newData.duration = SEC2MS( current.linearExtrapolation.GetDuration() );
newData.extrapolationType = current.linearExtrapolation.GetExtrapolationType();
newData.speed = current.linearExtrapolation.GetSpeed();
newData.startTime = SEC2MS( current.linearExtrapolation.GetStartTime() );
newData.startValue = current.linearExtrapolation.GetStartValue();
// write state
msg.WriteDeltaLong( baseData.atRest, newData.atRest );
msg.WriteDeltaVector( baseData.localOrigin, newData.localOrigin );
msg.WriteDeltaVector( baseData.baseSpeed, newData.baseSpeed );
msg.WriteDeltaLong( baseData.duration, newData.duration );
msg.WriteDelta( baseData.extrapolationType, newData.extrapolationType, 8 );
msg.WriteDeltaVector( baseData.speed, newData.speed );
msg.WriteDeltaLong( baseData.startTime, newData.startTime );
msg.WriteDeltaVector( baseData.startValue, newData.startValue );
return;
}
}
/*
================
sdPhysics_Linear::ApplyNetworkState
================
*/
void sdPhysics_Linear::ApplyNetworkState( networkStateMode_t mode, const sdEntityStateNetworkData& newState ) {
traceCollection.ForceNextUpdate();
if ( mode == NSM_BROADCAST ) {
NET_GET_NEW( sdPhysicsLinearBroadcastData );
// update state
current.atRest = newData.atRest;
current.localOrigin = newData.localOrigin;
current.linearExtrapolation.Init( MS2SEC( newData.startTime ), MS2SEC( newData.duration ), newData.startValue,
newData.baseSpeed, newData.speed, newData.extrapolationType );
self->UpdateVisuals();
return;
}
}
/*
================
sdPhysics_Linear::ReadNetworkState
================
*/
void sdPhysics_Linear::ReadNetworkState( networkStateMode_t mode, const sdEntityStateNetworkData& baseState, sdEntityStateNetworkData& newState, const idBitMsg& msg ) const {
if ( mode == NSM_BROADCAST ) {
NET_GET_STATES( sdPhysicsLinearBroadcastData );
// read state
newData.atRest = msg.ReadDeltaLong( baseData.atRest );
newData.localOrigin = msg.ReadDeltaVector( baseData.localOrigin );
newData.baseSpeed = msg.ReadDeltaVector( baseData.baseSpeed );
newData.duration = msg.ReadDeltaLong( baseData.duration );
newData.extrapolationType = ( extrapolation_t )msg.ReadDelta( baseData.extrapolationType, 8 );
newData.speed = msg.ReadDeltaVector( baseData.speed );
newData.startTime = msg.ReadDeltaLong( baseData.startTime );
newData.startValue = msg.ReadDeltaVector( baseData.startValue );
return;
}
}
/*
================
sdPhysics_Linear::CreateNetworkStructure
================
*/
sdEntityStateNetworkData* sdPhysics_Linear::CreateNetworkStructure( networkStateMode_t mode ) const {
if ( mode == NSM_BROADCAST ) {
return new sdPhysicsLinearBroadcastData();
}
return NULL;
}