855 lines
22 KiB
C++
855 lines
22 KiB
C++
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// Copyright (C) 2007 Id Software, Inc.
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//
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#include "../precompiled.h"
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#pragma hdrstop
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#if defined( _DEBUG ) && !defined( ID_REDIRECT_NEWDELETE )
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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#include "Physics_Parametric.h"
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#include "../Entity.h"
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CLASS_DECLARATION( idPhysics_Base, idPhysics_Parametric )
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END_CLASS
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#pragma warning ( disable : 4244 )
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/*
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================
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idPhysics_Parametric::Activate
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================
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*/
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void idPhysics_Parametric::Activate( void ) {
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current.atRest = -1;
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self->BecomeActive( TH_PHYSICS );
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}
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/*
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================
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idPhysics_Parametric::TestIfAtRest
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================
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*/
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bool idPhysics_Parametric::TestIfAtRest( void ) const {
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if ( ( current.linearExtrapolation.GetExtrapolationType() & ~EXTRAPOLATION_NOSTOP ) == EXTRAPOLATION_NONE &&
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( current.angularExtrapolation.GetExtrapolationType() & ~EXTRAPOLATION_NOSTOP ) == EXTRAPOLATION_NONE &&
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current.linearInterpolation.GetDuration() == 0 &&
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current.angularInterpolation.GetDuration() == 0 &&
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current.spline == NULL ) {
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return true;
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}
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if ( !current.linearExtrapolation.IsDone( static_cast< float >( current.time ) ) ) {
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return false;
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}
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if ( !current.angularExtrapolation.IsDone( static_cast< float >( current.time ) ) ) {
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return false;
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}
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if ( !current.linearInterpolation.IsDone( static_cast< float >( current.time ) ) ) {
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return false;
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}
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if ( !current.angularInterpolation.IsDone( static_cast< float >( current.time ) ) ) {
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return false;
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}
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if ( current.spline != NULL && !current.spline->IsDone( static_cast< float >( current.time ) ) ) {
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return false;
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}
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return true;
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}
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/*
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================
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idPhysics_Parametric::Rest
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================
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*/
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void idPhysics_Parametric::Rest( void ) {
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current.atRest = gameLocal.time;
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// self->BecomeInactive( TH_PHYSICS );
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}
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/*
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================
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idPhysics_Parametric::idPhysics_Parametric
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================
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*/
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idPhysics_Parametric::idPhysics_Parametric( void ) {
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current.time = gameLocal.time;
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current.atRest = -1;
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current.useSplineAngles = false;
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current.origin.Zero();
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current.angles.Zero();
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current.axis.Identity();
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current.localOrigin.Zero();
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current.localAngles.Zero();
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current.linearExtrapolation.Init( 0, 0, vec3_zero, vec3_zero, vec3_zero, EXTRAPOLATION_NONE );
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current.angularExtrapolation.Init( 0, 0, ang_zero, ang_zero, ang_zero, EXTRAPOLATION_NONE );
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current.linearInterpolation.Init( 0, 0, 0, 0, vec3_zero, vec3_zero );
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current.angularInterpolation.Init( 0, 0, 0, 0, ang_zero, ang_zero );
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current.spline = NULL;
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current.splineInterpolate.Init( 0, 1, 1, 2, 0, 0 );
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saved = current;
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isPusher = false;
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pushFlags = 0;
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clipModel = NULL;
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isBlocked = false;
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memset( &pushResults, 0, sizeof( pushResults ) );
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hasMaster = false;
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isOrientated = false;
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}
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/*
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================
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idPhysics_Parametric::~idPhysics_Parametric
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================
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*/
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idPhysics_Parametric::~idPhysics_Parametric( void ) {
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if ( clipModel != NULL ) {
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gameLocal.clip.DeleteClipModel( clipModel );
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clipModel = NULL;
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}
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if ( current.spline != NULL ) {
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delete current.spline;
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current.spline = NULL;
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}
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}
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/*
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================
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idPhysics_Parametric::SetPusher
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================
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*/
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void idPhysics_Parametric::SetPusher( int flags ) {
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assert( clipModel );
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isPusher = true;
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pushFlags = flags;
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}
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/*
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================
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idPhysics_Parametric::IsPusher
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================
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*/
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bool idPhysics_Parametric::IsPusher( void ) const {
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return isPusher;
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}
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/*
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================
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idPhysics_Parametric::SetLinearExtrapolation
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================
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*/
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void idPhysics_Parametric::SetLinearExtrapolation( extrapolation_t type, int time, int duration, const idVec3 &base, const idVec3 &speed, const idVec3 &baseSpeed ) {
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current.time = gameLocal.time;
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current.linearExtrapolation.Init( time, duration, base, baseSpeed, speed, type );
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current.localOrigin = base;
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Activate();
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}
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/*
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idPhysics_Parametric::SetAngularExtrapolation
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*/
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void idPhysics_Parametric::SetAngularExtrapolation( extrapolation_t type, int time, int duration, const idAngles &base, const idAngles &speed, const idAngles &baseSpeed ) {
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current.time = gameLocal.time;
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current.angularExtrapolation.Init( time, duration, base, baseSpeed, speed, type );
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current.localAngles = base;
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Activate();
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}
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/*
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idPhysics_Parametric::GetLinearExtrapolationType
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*/
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extrapolation_t idPhysics_Parametric::GetLinearExtrapolationType( void ) const {
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return current.linearExtrapolation.GetExtrapolationType();
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}
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/*
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idPhysics_Parametric::GetAngularExtrapolationType
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*/
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extrapolation_t idPhysics_Parametric::GetAngularExtrapolationType( void ) const {
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return current.angularExtrapolation.GetExtrapolationType();
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}
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/*
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idPhysics_Parametric::SetLinearInterpolation
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*/
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void idPhysics_Parametric::SetLinearInterpolation( int time, int accelTime, int decelTime, int duration, const idVec3 &startPos, const idVec3 &endPos ) {
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current.time = gameLocal.time;
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current.linearInterpolation.Init( time, accelTime, decelTime, duration, startPos, endPos );
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current.localOrigin = startPos;
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Activate();
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}
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/*
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================
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idPhysics_Parametric::SetAngularInterpolation
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*/
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void idPhysics_Parametric::SetAngularInterpolation( int time, int accelTime, int decelTime, int duration, const idAngles &startAng, const idAngles &endAng ) {
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current.time = gameLocal.time;
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current.angularInterpolation.Init( time, accelTime, decelTime, duration, startAng, endAng );
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current.localAngles = startAng;
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Activate();
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}
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/*
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idPhysics_Parametric::SetSpline
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*/
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void idPhysics_Parametric::SetSpline( idCurve_Spline<idVec3> *spline, int accelTime, int decelTime, bool useSplineAngles ) {
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if ( current.spline != NULL ) {
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delete current.spline;
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current.spline = NULL;
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}
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current.spline = spline;
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if ( current.spline != NULL ) {
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float startTime = current.spline->GetTime( 0 );
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float endTime = current.spline->GetTime( current.spline->GetNumValues() - 1 );
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float length = current.spline->GetLengthForTime( endTime );
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current.splineInterpolate.Init( startTime, accelTime, decelTime, endTime - startTime, 0.0f, length );
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}
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current.useSplineAngles = useSplineAngles;
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Activate();
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}
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/*
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idPhysics_Parametric::GetSpline
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*/
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idCurve_Spline<idVec3> *idPhysics_Parametric::GetSpline( void ) const {
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return current.spline;
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}
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/*
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idPhysics_Parametric::GetSplineAcceleration
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*/
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int idPhysics_Parametric::GetSplineAcceleration( void ) const {
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return current.splineInterpolate.GetAcceleration();
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}
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/*
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idPhysics_Parametric::GetSplineDeceleration
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*/
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int idPhysics_Parametric::GetSplineDeceleration( void ) const {
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return current.splineInterpolate.GetDeceleration();
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}
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/*
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idPhysics_Parametric::UsingSplineAngles
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*/
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bool idPhysics_Parametric::UsingSplineAngles( void ) const {
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return current.useSplineAngles;
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}
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/*
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idPhysics_Parametric::GetLocalOrigin
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*/
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void idPhysics_Parametric::GetLocalOrigin( idVec3 &curOrigin ) const {
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curOrigin = current.localOrigin;
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}
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/*
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idPhysics_Parametric::GetLocalAngles
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*/
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void idPhysics_Parametric::GetLocalAngles( idAngles &curAngles ) const {
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curAngles = current.localAngles;
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}
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/*
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idPhysics_Parametric::SetClipModel
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*/
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void idPhysics_Parametric::SetClipModel( idClipModel *model, float density, int id, bool freeOld ) {
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assert( self );
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assert( model );
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if ( clipModel != NULL && clipModel != model && freeOld ) {
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gameLocal.clip.DeleteClipModel( clipModel );
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}
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clipModel = model;
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clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
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}
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/*
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idPhysics_Parametric::GetClipModel
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*/
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idClipModel *idPhysics_Parametric::GetClipModel( int id ) const {
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return clipModel;
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}
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/*
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idPhysics_Parametric::GetNumClipModels
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*/
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int idPhysics_Parametric::GetNumClipModels( void ) const {
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return ( clipModel != NULL );
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}
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/*
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================
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idPhysics_Parametric::SetMass
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*/
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void idPhysics_Parametric::SetMass( float mass, int id ) {
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}
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/*
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idPhysics_Parametric::GetMass
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*/
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float idPhysics_Parametric::GetMass( int id ) const {
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return 0.0f;
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}
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/*
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idPhysics_Parametric::SetClipMask
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*/
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void idPhysics_Parametric::SetContents( int contents, int id ) {
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if ( clipModel ) {
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clipModel->SetContents( contents );
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}
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}
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/*
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idPhysics_Parametric::SetClipMask
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*/
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int idPhysics_Parametric::GetContents( int id ) const {
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if ( clipModel ) {
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return clipModel->GetContents();
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}
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return 0;
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}
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/*
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================
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idPhysics_Parametric::GetBounds
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================
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*/
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const idBounds &idPhysics_Parametric::GetBounds( int id ) const {
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if ( clipModel ) {
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return clipModel->GetBounds();
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}
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return idPhysics_Base::GetBounds();
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}
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/*
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================
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idPhysics_Parametric::GetAbsBounds
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================
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*/
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const idBounds &idPhysics_Parametric::GetAbsBounds( int id ) const {
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if ( clipModel ) {
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return clipModel->GetAbsBounds();
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}
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return idPhysics_Base::GetAbsBounds();
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}
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/*
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================
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idPhysics_Parametric::Evaluate
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================
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*/
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bool idPhysics_Parametric::Evaluate( int timeStepMSec, int endTimeMSec ) {
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current.axis.FixDenormals();
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current.origin.FixDenormals();
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idVec3 oldLocalOrigin, oldOrigin, masterOrigin;
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idAngles oldLocalAngles, oldAngles;
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idMat3 oldAxis, masterAxis;
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isBlocked = false;
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oldLocalOrigin = current.localOrigin;
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oldOrigin = current.origin;
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oldLocalAngles = current.localAngles;
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oldAngles = current.angles;
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oldAxis = current.axis;
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current.localOrigin.Zero();
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current.localAngles.Zero();
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if ( current.spline != NULL ) {
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float length = current.splineInterpolate.GetCurrentValue( endTimeMSec );
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float t = current.spline->GetTimeForLength( length, 0.01f );
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current.localOrigin = current.spline->GetCurrentValue( t );
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if ( current.useSplineAngles ) {
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current.localAngles = current.spline->GetCurrentFirstDerivative( t ).ToAngles();
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}
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} else if ( current.linearInterpolation.GetDuration() != 0 ) {
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current.localOrigin += current.linearInterpolation.GetCurrentValue( endTimeMSec );
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} else {
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current.localOrigin += current.linearExtrapolation.GetCurrentValue( endTimeMSec );
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}
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current.origin = current.localOrigin;
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if ( current.angularInterpolation.GetDuration() != 0 ) {
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current.localAngles += current.angularInterpolation.GetCurrentValue( endTimeMSec );
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} else {
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current.localAngles += current.angularExtrapolation.GetCurrentValue( endTimeMSec );
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}
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if ( current.localAngles != oldLocalAngles ) {
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current.localAngles.Normalize360();
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current.axis = current.localAngles.ToMat3();
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}
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current.angles = current.localAngles;
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if ( hasMaster ) {
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self->GetMasterPosition( masterOrigin, masterAxis );
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if ( masterAxis.IsRotated() ) {
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current.origin = current.origin * masterAxis + masterOrigin;
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if ( isOrientated ) {
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current.axis *= masterAxis;
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current.angles = current.axis.ToAngles();
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}
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}
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else {
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current.origin += masterOrigin;
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}
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}
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if ( isPusher && ( oldOrigin != current.origin ) ) {
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gameLocal.push.ClipPush( pushResults, self, pushFlags, oldOrigin, oldAxis, current.origin, current.axis, GetClipModel() );
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if ( pushResults.fraction < 1.0f ) {
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clipModel->Link( gameLocal.clip, self, 0, oldOrigin, oldAxis );
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current.localOrigin = oldLocalOrigin;
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current.origin = oldOrigin;
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current.localAngles = oldLocalAngles;
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current.angles = oldAngles;
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current.axis = oldAxis;
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isBlocked = true;
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return false;
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}
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|
current.angles = current.axis.ToAngles();
|
||
|
}
|
||
|
|
||
|
if ( clipModel ) {
|
||
|
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
|
||
|
}
|
||
|
|
||
|
current.time = endTimeMSec;
|
||
|
|
||
|
if ( TestIfAtRest() ) {
|
||
|
Rest();
|
||
|
}
|
||
|
|
||
|
return ( current.origin != oldOrigin || current.axis != oldAxis );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPhysics_Parametric::UpdateTime
|
||
|
================
|
||
|
*/
|
||
|
void idPhysics_Parametric::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 );
|
||
|
current.angularExtrapolation.SetStartTime( current.angularExtrapolation.GetStartTime() + timeLeap );
|
||
|
current.linearInterpolation.SetStartTime( current.linearInterpolation.GetStartTime() + timeLeap );
|
||
|
current.angularInterpolation.SetStartTime( current.angularInterpolation.GetStartTime() + timeLeap );
|
||
|
if ( current.spline != NULL ) {
|
||
|
current.spline->ShiftTime( timeLeap );
|
||
|
current.splineInterpolate.SetStartTime( current.splineInterpolate.GetStartTime() + timeLeap );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPhysics_Parametric::GetTime
|
||
|
================
|
||
|
*/
|
||
|
int idPhysics_Parametric::GetTime( void ) const {
|
||
|
return current.time;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPhysics_Parametric::IsAtRest
|
||
|
================
|
||
|
*/
|
||
|
bool idPhysics_Parametric::IsAtRest( void ) const {
|
||
|
return current.atRest >= 0;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPhysics_Parametric::GetRestStartTime
|
||
|
================
|
||
|
*/
|
||
|
int idPhysics_Parametric::GetRestStartTime( void ) const {
|
||
|
return current.atRest;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPhysics_Parametric::IsPushable
|
||
|
================
|
||
|
*/
|
||
|
bool idPhysics_Parametric::IsPushable( void ) const {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPhysics_Parametric::SaveState
|
||
|
================
|
||
|
*/
|
||
|
void idPhysics_Parametric::SaveState( void ) {
|
||
|
saved = current;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPhysics_Parametric::RestoreState
|
||
|
================
|
||
|
*/
|
||
|
void idPhysics_Parametric::RestoreState( void ) {
|
||
|
|
||
|
current = saved;
|
||
|
|
||
|
if ( clipModel ) {
|
||
|
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPhysics_Parametric::SetOrigin
|
||
|
================
|
||
|
*/
|
||
|
void idPhysics_Parametric::SetOrigin( const idVec3 &newOrigin, int id ) {
|
||
|
idVec3 masterOrigin;
|
||
|
idMat3 masterAxis;
|
||
|
|
||
|
current.linearExtrapolation.SetStartValue( newOrigin );
|
||
|
current.linearInterpolation.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, current.axis );
|
||
|
}
|
||
|
Activate();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPhysics_Parametric::SetAxis
|
||
|
================
|
||
|
*/
|
||
|
void idPhysics_Parametric::SetAxis( const idMat3 &newAxis, int id ) {
|
||
|
idVec3 masterOrigin;
|
||
|
idMat3 masterAxis;
|
||
|
|
||
|
current.localAngles = newAxis.ToAngles();
|
||
|
|
||
|
current.angularExtrapolation.SetStartValue( current.localAngles );
|
||
|
current.angularInterpolation.SetStartValue( current.localAngles );
|
||
|
|
||
|
current.localAngles = current.angularExtrapolation.GetCurrentValue( current.time );
|
||
|
if ( hasMaster && isOrientated ) {
|
||
|
self->GetMasterPosition( masterOrigin, masterAxis );
|
||
|
current.axis = current.localAngles.ToMat3() * masterAxis;
|
||
|
current.angles = current.axis.ToAngles();
|
||
|
}
|
||
|
else {
|
||
|
current.axis = current.localAngles.ToMat3();
|
||
|
current.angles = current.localAngles;
|
||
|
}
|
||
|
if ( clipModel ) {
|
||
|
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
|
||
|
}
|
||
|
Activate();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPhysics_Parametric::Move
|
||
|
================
|
||
|
*/
|
||
|
void idPhysics_Parametric::Translate( const idVec3 &translation, int id ) {
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPhysics_Parametric::Rotate
|
||
|
================
|
||
|
*/
|
||
|
void idPhysics_Parametric::Rotate( const idRotation &rotation, int id ) {
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPhysics_Parametric::GetOrigin
|
||
|
================
|
||
|
*/
|
||
|
const idVec3 &idPhysics_Parametric::GetOrigin( int id ) const {
|
||
|
return current.origin;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPhysics_Parametric::GetAxis
|
||
|
================
|
||
|
*/
|
||
|
const idMat3 &idPhysics_Parametric::GetAxis( int id ) const {
|
||
|
return current.axis;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPhysics_Parametric::GetAngles
|
||
|
================
|
||
|
*/
|
||
|
void idPhysics_Parametric::GetAngles( idAngles &curAngles ) const {
|
||
|
curAngles = current.angles;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPhysics_Parametric::SetLinearVelocity
|
||
|
================
|
||
|
*/
|
||
|
void idPhysics_Parametric::SetLinearVelocity( const idVec3 &newLinearVelocity, int id ) {
|
||
|
SetLinearExtrapolation( extrapolation_t(EXTRAPOLATION_LINEAR|EXTRAPOLATION_NOSTOP), gameLocal.time, 0, current.origin, newLinearVelocity, vec3_origin );
|
||
|
current.linearInterpolation.Init( 0, 0, 0, 0, vec3_zero, vec3_zero );
|
||
|
Activate();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPhysics_Parametric::SetAngularVelocity
|
||
|
================
|
||
|
*/
|
||
|
void idPhysics_Parametric::SetAngularVelocity( const idVec3 &newAngularVelocity, int id ) {
|
||
|
idRotation rotation;
|
||
|
idVec3 vec;
|
||
|
float angle;
|
||
|
|
||
|
vec = newAngularVelocity;
|
||
|
angle = vec.Normalize();
|
||
|
rotation.Set( vec3_origin, vec, (float) RAD2DEG( angle ) );
|
||
|
|
||
|
SetAngularExtrapolation( extrapolation_t(EXTRAPOLATION_LINEAR|EXTRAPOLATION_NOSTOP), gameLocal.time, 0, current.angles, rotation.ToAngles(), ang_zero );
|
||
|
current.angularInterpolation.Init( 0, 0, 0, 0, ang_zero, ang_zero );
|
||
|
Activate();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPhysics_Parametric::GetLinearVelocity
|
||
|
================
|
||
|
*/
|
||
|
const idVec3 &idPhysics_Parametric::GetLinearVelocity( int id ) const {
|
||
|
static idVec3 curLinearVelocity;
|
||
|
|
||
|
curLinearVelocity = current.linearExtrapolation.GetCurrentSpeed( gameLocal.time );
|
||
|
return curLinearVelocity;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPhysics_Parametric::GetAngularVelocity
|
||
|
================
|
||
|
*/
|
||
|
const idVec3 &idPhysics_Parametric::GetAngularVelocity( int id ) const {
|
||
|
static idVec3 curAngularVelocity;
|
||
|
idAngles angles;
|
||
|
|
||
|
angles = current.angularExtrapolation.GetCurrentSpeed( gameLocal.time );
|
||
|
curAngularVelocity = angles.ToAngularVelocity();
|
||
|
return curAngularVelocity;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPhysics_Parametric::UnlinkClip
|
||
|
================
|
||
|
*/
|
||
|
void idPhysics_Parametric::UnlinkClip( void ) {
|
||
|
if ( clipModel != NULL) {
|
||
|
clipModel->Unlink( gameLocal.clip );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPhysics_Parametric::LinkClip
|
||
|
================
|
||
|
*/
|
||
|
void idPhysics_Parametric::LinkClip( void ) {
|
||
|
if ( clipModel != NULL ) {
|
||
|
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPhysics_Parametric::DisableClip
|
||
|
================
|
||
|
*/
|
||
|
void idPhysics_Parametric::DisableClip( bool activateContacting ) {
|
||
|
if ( clipModel != NULL ) {
|
||
|
if ( activateContacting ) {
|
||
|
WakeEntitiesContacting( self, clipModel );
|
||
|
}
|
||
|
clipModel->Disable();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPhysics_Parametric::EnableClip
|
||
|
================
|
||
|
*/
|
||
|
void idPhysics_Parametric::EnableClip( void ) {
|
||
|
if ( clipModel != NULL ) {
|
||
|
clipModel->Enable();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPhysics_Parametric::GetBlockingInfo
|
||
|
================
|
||
|
*/
|
||
|
const trace_t *idPhysics_Parametric::GetBlockingInfo( void ) const {
|
||
|
return ( isBlocked ? &pushResults : NULL );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPhysics_Parametric::GetBlockingEntity
|
||
|
================
|
||
|
*/
|
||
|
idEntity *idPhysics_Parametric::GetBlockingEntity( void ) const {
|
||
|
if ( isBlocked ) {
|
||
|
return gameLocal.entities[ pushResults.c.entityNum ];
|
||
|
}
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPhysics_Parametric::SetMaster
|
||
|
================
|
||
|
*/
|
||
|
void idPhysics_Parametric::SetMaster( idEntity *master, const bool orientated ) {
|
||
|
idVec3 masterOrigin;
|
||
|
idMat3 masterAxis;
|
||
|
|
||
|
if ( master ) {
|
||
|
if ( !hasMaster ) {
|
||
|
|
||
|
// transform from world space to master space
|
||
|
self->GetMasterPosition( masterOrigin, masterAxis );
|
||
|
current.localOrigin = ( current.origin - masterOrigin ) * masterAxis.Transpose();
|
||
|
if ( orientated ) {
|
||
|
current.localAngles = ( current.axis * masterAxis.Transpose() ).ToAngles();
|
||
|
}
|
||
|
else {
|
||
|
current.localAngles = current.axis.ToAngles();
|
||
|
}
|
||
|
|
||
|
current.linearExtrapolation.SetStartValue( current.localOrigin );
|
||
|
current.angularExtrapolation.SetStartValue( current.localAngles );
|
||
|
hasMaster = true;
|
||
|
isOrientated = orientated;
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
if ( hasMaster ) {
|
||
|
// transform from master space to world space
|
||
|
current.localOrigin = current.origin;
|
||
|
current.localAngles = current.angles;
|
||
|
SetLinearExtrapolation( EXTRAPOLATION_NONE, 0, 0, current.origin, vec3_origin, vec3_origin );
|
||
|
SetAngularExtrapolation( EXTRAPOLATION_NONE, 0, 0, current.angles, ang_zero, ang_zero );
|
||
|
hasMaster = false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPhysics_Parametric::GetLinearEndTime
|
||
|
================
|
||
|
*/
|
||
|
int idPhysics_Parametric::GetLinearEndTime( void ) const {
|
||
|
if ( current.spline != NULL ) {
|
||
|
if ( current.spline->GetBoundaryType() != idCurve_Spline<idVec3>::BT_CLOSED ) {
|
||
|
return current.spline->GetTime( current.spline->GetNumValues() - 1 );
|
||
|
} else {
|
||
|
return 0;
|
||
|
}
|
||
|
} else if ( current.linearInterpolation.GetDuration() != 0 ) {
|
||
|
return current.linearInterpolation.GetEndTime();
|
||
|
} else {
|
||
|
return current.linearExtrapolation.GetEndTime();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPhysics_Parametric::GetAngularEndTime
|
||
|
================
|
||
|
*/
|
||
|
int idPhysics_Parametric::GetAngularEndTime( void ) const {
|
||
|
if ( current.angularInterpolation.GetDuration() != 0 ) {
|
||
|
return current.angularInterpolation.GetEndTime();
|
||
|
} else {
|
||
|
return current.angularExtrapolation.GetEndTime();
|
||
|
}
|
||
|
}
|