// Copyright (C) 2007 Id Software, Inc. // #ifndef __PHYSICS_STATICMULTI_H__ #define __PHYSICS_STATICMULTI_H__ /* =============================================================================== Physics for a non moving object using no or multiple collision models. =============================================================================== */ #include "Physics_Static.h" #include "Physics.h" // Gordon: FIXME: Half of this stuff is virtual, but isn't marked as virtual, which i hate. class idPhysics_StaticMulti : public idPhysics { public: CLASS_PROTOTYPE( idPhysics_StaticMulti ); idPhysics_StaticMulti( void ); ~idPhysics_StaticMulti( void ); void RemoveIndex( int id = 0, bool freeClipModel = true ); public: // common physics interface void SetSelf( idEntity *e ); 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 mat3_zero; } virtual const idVec3& GetCenterOfMass( void ) const { return vec3_origin; } void SetContents( int contents, int id = -1 ); int GetContents( int id = -1 ) const; void SetClipMask( int mask, int id = -1 ); int GetClipMask( 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 ); virtual void AddForce( const idVec3& force ); virtual void AddTorque( const idVec3& torque ); void Activate( void ); void PutToRest( void ); bool IsAtRest( void ) const; int GetRestStartTime( void ) const; bool IsPushable( void ) const; virtual void EnableImpact( void ) { } virtual void DisableImpact( void ) { } 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 SetGravity( const idVec3 &newGravity ); const idVec3 & GetGravity( void ) const; const idVec3 & GetGravityNormal( void ) 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 ); int GetNumContacts( void ) const; const contactInfo_t& GetContact( int num ) const; void ClearContacts( void ); void AddContactEntity( idEntity *e ); void RemoveContactEntity( idEntity *e ); bool HasGroundContacts( void ) const; bool IsGroundEntity( int entityNum ) const; bool IsGroundClipModel( int entityNum, int id ) const; 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 = true ); const trace_t * GetBlockingInfo( void ) const; idEntity * GetBlockingEntity( void ) const; int GetLinearEndTime( void ) const; int GetAngularEndTime( void ) const; virtual void DrawDebugInfo( void ) { } virtual void SetComeToRest( bool ) { } virtual float InWater( void ) const { return 0.0f; } virtual bool AllowInhibit( void ) const { return true; } protected: idEntity * self; // entity using this physics object idList current; // physics state idList clipModels; // collision model }; #endif /* !__PHYSICS_STATICMULTI_H__ */