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

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2008-05-29 00:00:00 +00:00
// Copyright (C) 2007 Id Software, Inc.
//
#ifndef __PHYSICS_RIGIDBODYMULTIPLE_H__
#define __PHYSICS_RIGIDBODYMULTIPLE_H__
#include "Physics_RigidBody.h"
const int RBM_MAX_CONTACTS = 16;
class idEntity;
typedef struct pointMass_s {
idVec3 origin;
float mass;
} pointMass_t;
const int MAX_CONSTRAINTS = 128;
typedef idStaticList< constraintInfo_t, MAX_CONSTRAINTS > constraintList_t;
class sdRigidBodyMulti_Body {
public:
sdRigidBodyMulti_Body( void );
~sdRigidBodyMulti_Body( void );
void SetClipModel( idClipModel* _clipModel, float density, int id, bool freeOld );
idClipModel* GetClipModel( void ) const { return clipModel; }
void Init( void );
void Link( idEntity* self, const rigidBodyPState_t& current );
void UnLink( void );
void SetFrictionAxis( const idMat3& axis ) { frictionAxis = axis; }
float GetMass( void ) const { return mass; }
float GetInverseMass( void ) const { return inverseMass; }
const idVec3& GetCenterOfMass( void ) const { return centerOfMass; }
const idMat3& GetInertiaTensor( void ) const { return inertiaTensor; }
const idMat3& GetInverseInertiaTensor( void ) const { return inverseInertiaTensor; }
const idVec3& GetOffset( void ) const { return localOrigin; }
int GetClipMask( void ) const { return clipMask; }
const idMat3& GetFrictionAxis( void ) { return frictionAxis; }
const idVec3& GetContactFriction( void ) { return contactFriction; }
float GetBuoyancy( void ) { return buoyancy; }
float GetWaterDrag( void ) { return waterDrag; }
void SetOffset( const idVec3& offset ) { localOrigin = offset; }
void SetMass( float _mass );
void SetClipMask( int _clipMask ) { clipMask = _clipMask; }
void DebugDrawMass( void );
void SetContactFriction( const idVec3& value ) { contactFriction = value; }
void SetBuoyancy( float b ) { buoyancy = b; }
void SetWaterDrag( float d ) { waterDrag = d; }
void SetMainCenterOfMass( const idVec3& com );
const idClipModel* GetCenteredClipModel( void ) const { return clipModel ? centeredClipModel : NULL; }
idClipModel* GetCenteredClipModel( void ) { return clipModel ? centeredClipModel : NULL; }
private:
idVec3 localOrigin;
idClipModel * clipModel; // clip model used for collision detection
idClipModel * centeredClipModel; // clip model at the center of mass of the entire object
float mass; // mass of body
float inverseMass; // 1 / mass
idVec3 centerOfMass; // center of mass of trace model
idMat3 inertiaTensor; // mass distribution
idMat3 inverseInertiaTensor; // inverse inertia tensor
int clipMask;
idMat3 frictionAxis;
idVec3 contactFriction;
float contactSideFriction;
float buoyancy;
float waterDrag;
};
class sdRBMultipleNetworkState : public sdEntityStateNetworkData {
public:
sdRBMultipleNetworkState( void ) { ; }
virtual void MakeDefault( void );
virtual void Write( idFile* file ) const;
virtual void Read( idFile* file );
idVec3 origin;
idVec3 linearVelocity;
idVec3 angularVelocity;
idCQuat orientation;
};
class sdRBMultipleBroadcastState : public sdEntityStateNetworkData {
public:
sdRBMultipleBroadcastState( void ) { ; }
virtual void MakeDefault( void );
virtual void Write( idFile* file ) const;
virtual void Read( idFile* file );
idVec3 localOrigin;
idCQuat localOrientation;
int atRest;
};
typedef struct {
trace_t trace;
int time;
idVec3 velocity;
} rbMultipleCollision_t;
class sdPhysics_RigidBodyMultiple : public idPhysics_Base {
public:
CLASS_PROTOTYPE( sdPhysics_RigidBodyMultiple );
sdPhysics_RigidBodyMultiple( void );
~sdPhysics_RigidBodyMultiple( void );
public:
virtual void SetClipModel( idClipModel *model, float density, int id, bool freeOld = true );
virtual idClipModel* GetClipModel( int id ) const;
virtual int GetNumClipModels( void ) const;
virtual void SetMass( float mass, int id );
virtual float GetMass( int id ) const;
virtual const idMat3& GetInertiaTensor( int id = -1 ) const;
virtual const idVec3& GetCenterOfMass( void ) const { return mainCenterOfMass; }
virtual void SetInertiaTensor( const idMat3& itt ); // NOTE: use with EXTREME CAUTION
virtual void SetContents( int contents, int id );
virtual int GetContents( int id ) const;
virtual const idBounds& GetBounds( int id ) const;
virtual const idBounds& GetAbsBounds( int id ) const;
virtual bool Evaluate( int timeStepMSec, int endTimeMSec );
virtual void UpdateTime( int endTimeMSec );
virtual void GetImpactInfo( const int id, const idVec3 &point, impactInfo_t *info ) const;
virtual void ApplyImpulse( const int id, const idVec3 &point, const idVec3 &impulse );
virtual void AddForce( const int id, const idVec3 &point, const idVec3 &force );
virtual void AddLocalForce( const int id, const idVec3 &point, const idVec3 &force ); // applies in local space
virtual void AddForce( const idVec3& force );
virtual void AddTorque( const idVec3& torque );
virtual bool IsAtRest( void ) const;
virtual int GetRestStartTime( void ) const;
virtual bool IsPushable( void ) const;
virtual bool EvaluateContacts( bool addEntityContacts );
virtual void SaveState( void );
virtual void RestoreState( void );
virtual void SetOrigin( const idVec3 &newOrigin, int id = 0 );
virtual void SetAxis( const idMat3 &newAxis, int id = 0 );
virtual void Translate( const idVec3 &translation, int id = 0 );
virtual void Rotate( const idRotation &rotation, int id = 0 );
virtual const idVec3& GetOrigin( int id = 0 ) const;
virtual const idMat3& GetAxis( int id = 0 ) const;
virtual void SetLinearVelocity( const idVec3 &newLinearVelocity, int id = -1 );
virtual void SetAngularVelocity( const idVec3 &newAngularVelocity, int id = -1 );
virtual const idVec3& GetLinearVelocity( int id = 0 ) const;
virtual const idVec3& GetAngularVelocity( int id = 0 ) const;
virtual void ClipTranslation( trace_t &results, const idVec3 &translation, const idClipModel *model ) const;
virtual void ClipRotation( trace_t &results, const idRotation &rotation, const idClipModel *model ) const;
virtual int ClipContents( const idClipModel *model ) const;
virtual void SetMaster( idEntity *master, const bool orientated );
virtual void SetPushed( int deltaTime );
virtual const idVec3& GetPushedLinearVelocity( const int id ) const;
virtual const idVec3& GetPushedAngularVelocity( const int id ) const;
virtual void DisableGravity( bool disable ) { flags.noGravity = disable; }
virtual void UnlinkClip( void );
virtual void LinkClip( void );
virtual void EnableClip( void );
virtual void DisableClip( bool activateContacting = true );
virtual int GetClipMask( int id ) const;
virtual void SetClipMask( int mask, int id );
virtual void DrawDebugInfo( void ) { DebugDraw(); }
void ApplyImpulse( const idVec3& linearImpulse, const idVec3& angularImpulse );
void CalculateMassProperties( void );
void SetBodyOffset( int id, const idVec3& offset );
void SetBodyBuoyancy( int id, float buoyancy );
void SetBodyWaterDrag( int id, float drag );
void SetBouncyness( const float b );
void SetWaterRestThreshold( float threshold );
void SetFriction( const float linear, const float angular );
void SetWaterFriction( const float linear, const float angular );
void SetContactFriction( const int id, const idVec3& contact );
void SetFrozen( bool _frozen );
const idVec3& GetPointVelocity( const idVec3& point, idVec3& velocity ) const;
const idVec3& GetLinearMomentum( void ) const { return current->i.linearMomentum; }
const idVec3& GetAngularMomentum( void ) const { return current->i.angularMomentum; }
const idVec3& GetExternalLinearForce( void ) const { return current->externalForce; }
const idVec3& GetExternalAngularForce( void ) const { return current->externalTorque; }
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;
bool SolveLCPConstraints( constraintInfo_t* constraints, int numConstraints, float deltaTime ) const;
void ContactFriction( float deltaTime, bool addEntityConstraints );
bool CheckForCollisions( trace_t &collision );
bool CheckForCollisions_Simple( trace_t &collision );
bool CheckForPlayerCollisions( float timeDelta, trace_t &collision, bool& noCollisionDamage );
bool CheckForPlayerCollisions_Simple( float timeDelta, trace_t &collision, bool& noCollisionDamage );
bool CollisionImpulse( const trace_t& collision, idVec3& impulse, idVec3& relativeVelocity, bool noCollisionDamage );
void Integrate( float deltaTime );
bool TestIfAtRest( void ) const;
void DebugDraw( void );
void Rest( int time );
void PutToRest( void );
void NoContact( void );
virtual void Activate( void );
virtual void EnableImpact( void );
virtual void DisableImpact( void );
void ClearClipModels( void );
void SetFastPath( bool enabled ) { flags.useFastPath = enabled; }
virtual void SetComeToRest( bool enabled ) { flags.comeToRest = enabled; }
int GetBodyContacts( const int id, const contactInfo_t** contacts, int maxContacts ) const;
int GetBodyGroundContacts( const int id, const contactInfo_t** _contacts, int maxContacts ) const;
void SetContactFrictionEpsilonScale( int id, float scale );
float GetMainMass( void ) const { return mainMass; }
float GetMainInverseMass( void ) const { return mainInverseMass; }
const idMat3& GetMainInertiaTensor( void ) const { return mainInertiaTensor; }
const idMat3& GetMainInverseInertiaTensor( void ) const { return mainInverseInertiaTensor; }
const idVec3& GetMainCenterOfMass( void ) const { return mainCenterOfMass; }
const rigidBodyPState_t& GetCurrentState( void ) const { return *current; }
float GetLinearFriction( void ) const { return linearFriction; }
float GetAngularFriction( void ) const { return angularFriction; }
float GetLinearWaterFriction( void ) const { return linearFrictionWater; }
float GetAngularWaterFriction( void ) const { return angularFrictionWater; }
void GetBodyOrigin( idVec3& org, int id ) const;
const idVec3& GetBodyOffset( int id ) const;
virtual float InWater( void ) const { return waterLevel; }
const rbMultipleCollision_t& GetLastCollision( void ) const { return lastCollision; }
int GetVPushClipMask() const;
private:
const idClipModel* CheckWater( void );
private:
rigidBodyPState_t state[2];
rigidBodyPState_t * current;
rigidBodyPState_t * next;
rigidBodyPState_t saved;
idVec3 localOrigin; // origin relative to master
idMat3 localAxis; // axis relative to master
// rigid body properties
float linearFriction; // translational friction
float angularFriction; // rotational friction
float linearFrictionWater; //
float angularFrictionWater; //
float bouncyness; // bouncyness
float waterRestThreshold;
idList< sdRigidBodyMulti_Body > bodies; // clip models used for collision detection
contactInfoExt_t contactInfoExt[ RBM_MAX_CONTACTS ];
// derived properties
float mainMass; // mass of all bodies
float mainInverseMass; // 1 / mass
idVec3 mainCenterOfMass; // center of mass of entire object
idBounds mainBounds;
idBounds totalBounds;
int mainClipMask; // OR of clipmask for all bodies
idClipModel * mainClipModel;
idClipModel * centeredMainClipModel;
int activateEndTime; //
idMat3 mainInertiaTensor; // mass distribution
idMat3 mainInverseInertiaTensor; // inverse inertia tensor
bool customInertiaTensor;
idODE * integrator; // integrator
idLCP* lcp; // lcp for contact force resolution
typedef struct rbMultipleFlags_s {
bool testSolid : 1; // true if testing for solid when dropping to the floor
bool noImpact : 1; // if true do not activate when another object collides
bool noContact : 1; // if true do not determine contacts and no contact friction
bool isOrientated : 1;
bool useFastPath : 1;
bool comeToRest : 1;
bool noGravity : 1;
bool frozen : 1;
} rbMultipleFlags_t;
rbMultipleFlags_t flags;
float waterLevel;
// master
idEntity * masterEntity;
rbMultipleCollision_t lastCollision;
int blockedTime;
void SetupVPushCollection( void );
sdClipModelCollection vpushCollection;
};
#endif // __PHYSICS_RIGIDBODYMULTIPLE_H__