// Copyright (C) 2007 Id Software, Inc. // #ifndef __PHYSICS_PARAMETRIC_H__ #define __PHYSICS_PARAMETRIC_H__ #include "Physics_Base.h" /* =================================================================================== Parametric physics Used for predefined or scripted motion. The motion of an object is completely parametrized. By adjusting the parameters an object is forced to follow a predefined path. The parametric physics is typically used for doors, bridges, rotating fans etc. =================================================================================== */ typedef struct parametricPState_s { int time; // physics time int atRest; // set when simulation is suspended idVec3 origin; // world origin idAngles angles; // world angles idMat3 axis; // world axis idVec3 localOrigin; // local origin idAngles localAngles; // local angles idExtrapolate linearExtrapolation; // extrapolation based description of the position over time idExtrapolate angularExtrapolation; // extrapolation based description of the orientation over time idInterpolateAccelDecelLinear linearInterpolation; // interpolation based description of the position over time idInterpolateAccelDecelLinear angularInterpolation; // interpolation based description of the orientation over time idCurve_Spline * spline; // spline based description of the position over time idInterpolateAccelDecelLinear splineInterpolate; // position along the spline over time bool useSplineAngles; // set the orientation using the spline } parametricPState_t; class idPhysics_Parametric : public idPhysics_Base { public: CLASS_PROTOTYPE( idPhysics_Parametric ); idPhysics_Parametric( void ); ~idPhysics_Parametric( void ); void SetPusher( int flags ); bool IsPusher( void ) const; void SetLinearExtrapolation( extrapolation_t type, int time, int duration, const idVec3 &base, const idVec3 &speed, const idVec3 &baseSpeed ); void SetAngularExtrapolation( extrapolation_t type, int time, int duration, const idAngles &base, const idAngles &speed, const idAngles &baseSpeed ); extrapolation_t GetLinearExtrapolationType( void ) const; extrapolation_t GetAngularExtrapolationType( void ) const; void SetLinearInterpolation( int time, int accelTime, int decelTime, int duration, const idVec3 &startPos, const idVec3 &endPos ); void SetAngularInterpolation( int time, int accelTime, int decelTime, int duration, const idAngles &startAng, const idAngles &endAng ); void SetSpline( idCurve_Spline *spline, int accelTime, int decelTime, bool useSplineAngles ); idCurve_Spline *GetSpline( void ) const; int GetSplineAcceleration( void ) const; int GetSplineDeceleration( void ) const; bool UsingSplineAngles( void ) const; void GetLocalOrigin( idVec3 &curOrigin ) const; void GetLocalAngles( idAngles &curAngles ) const; void GetAngles( idAngles &curAngles ) const; 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; 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 Activate( 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; 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 UnlinkClip( void ); void LinkClip( void ); void DisableClip( bool activateContacting = true ); void EnableClip( void ); void SetMaster( idEntity *master, const bool orientated = true ); const trace_t * GetBlockingInfo( void ) const; idEntity * GetBlockingEntity( void ) const; int GetLinearEndTime( void ) const; int GetAngularEndTime( void ) const; private: // parametric physics state parametricPState_t current; parametricPState_t saved; // pusher bool isPusher; idClipModel* clipModel; int pushFlags; // results of last evaluate trace_t pushResults; bool isBlocked; // master bool hasMaster; bool isOrientated; private: bool TestIfAtRest( void ) const; void Rest( void ); }; #endif /* !__PHYSICS_PARAMETRIC_H__ */