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

220 lines
8.3 KiB
C
Raw Normal View History

2008-05-29 00:00:00 +00:00
// Copyright (C) 2007 Id Software, Inc.
//
#ifndef __PHYSICS_RIGIDBODY_H__
#define __PHYSICS_RIGIDBODY_H__
/*
===================================================================================
Rigid body physics
Employs an impulse based dynamic simulation which is not very accurate but
relatively fast and still reliable due to the continuous collision detection.
===================================================================================
*/
#include "Physics_Base.h"
typedef struct rigidBodyIState_s {
idVec3 position; // position of trace model
idMat3 orientation; // orientation of trace model
idVec3 linearMomentum; // translational momentum relative to center of mass
idVec3 angularMomentum; // rotational momentum relative to center of mass
} rigidBodyIState_t;
typedef struct rigidBodyPState_s {
int atRest; // set when simulation is suspended
float lastTimeStep; // length of last time step
idVec6 pushVelocity; // push velocity
idVec3 externalForce; // external force relative to center of mass
idVec3 externalTorque; // external torque relative to center of mass
rigidBodyIState_t i; // state used for integration
} rigidBodyPState_t;
class sdRigidBodyNetworkState : public sdEntityStateNetworkData {
public:
sdRigidBodyNetworkState( void ) { ; }
virtual void MakeDefault( void );
virtual void Write( idFile* file ) const;
virtual void Read( idFile* file );
idVec3 position;
idCQuat orientation;
idVec3 linearVelocity;
idVec3 angularVelocity;
};
class sdRigidBodyBroadcastState : public sdEntityStateNetworkData {
public:
sdRigidBodyBroadcastState( void ) { ; }
virtual void MakeDefault( void );
virtual void Write( idFile* file ) const;
virtual void Read( idFile* file );
idVec3 localPosition;
idCQuat localOrientation;
int atRest;
};
class idPhysics_RigidBody : public idPhysics_Base {
public:
CLASS_PROTOTYPE( idPhysics_RigidBody );
idPhysics_RigidBody( void );
~idPhysics_RigidBody( void );
// initialisation
void SetFriction( const float linear, const float angular, const float contact );
void SetWaterFriction( const float linear, const float angular );
void SetBouncyness( const float b );
void SetBuoyancy( float b );
// same as above but drop to the floor first
void DropToFloor( void );
// no contact determination and contact friction
void NoContact( void );
// enable/disable activation by impact
virtual void EnableImpact( void );
virtual void DisableImpact( void );
public: // common physics interface
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;
virtual const idMat3& GetInertiaTensor( int id = -1 ) const { return inertiaTensor; }
void SetContents( int contents, int id = -1 );
int GetContents( 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;
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;
virtual const idVec3& GetCenterOfMass() const { return centerOfMass; }
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 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 UnlinkClip( void );
void LinkClip( void );
void DisableClip( bool activateContacting = true );
void EnableClip( void );
bool EvaluateContacts( CLIP_DEBUG_PARMS_DECLARATION_ONLY );
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 );
void SetApplyImpulse( bool i ) { noApplyImpulse = !i; }
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 DrawDebugInfo( void ) { DebugDraw(); }
virtual float InWater( void ) const { return waterLevel; }
private:
void CheckWater( void );
private:
// state of the rigid body
rigidBodyPState_t current;
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 bouncyness; // bouncyness
float linearFrictionWater; // translational friction when in water
float angularFrictionWater; // rotational friction when in water
float contactFriction; // friction with contact surfaces
float buoyancy;
idClipModel * clipModel; // clip model used for collision detection
idClipModel * centeredClipModel; // clip model at the center of mass
// derived properties
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
idODE * integrator; // integrator
bool dropToFloor; // true if dropping to the floor and putting to rest
bool testSolid; // true if testing for solid when dropping to the floor
bool noImpact; // if true do not activate when another object collides
bool noContact; // if true do not determine contacts and no contact friction
bool noApplyImpulse; // if true do not apply an impulse to another object when colliding
// master
bool hasMaster;
bool isOrientated;
float waterLevel;
private:
friend void RigidBodyDerivatives( const float t, const void *clientData, const float *state, float *derivatives );
void Integrate( const float deltaTime, rigidBodyPState_t &next );
bool CheckForCollisions( const float deltaTime, rigidBodyPState_t &next, trace_t &collision );
bool CollisionImpulse( const trace_t &collision, idVec3 &impulse );
void ContactFriction( float deltaTime );
void DropToFloorAndRest( void );
bool TestIfAtRest( void ) const;
void Rest( void );
void DebugDraw( void );
};
#endif /* !__PHYSICS_RIGIDBODY_H__ */