203 lines
7.6 KiB
C++
203 lines
7.6 KiB
C++
// Copyright (C) 2007 Id Software, Inc.
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//
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#ifndef __PHYSICS_BASE_H__
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#define __PHYSICS_BASE_H__
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/*
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===============================================================================
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Physics base for a moving object using one or more collision models.
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===============================================================================
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*/
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#include "Physics.h"
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#include "../../cm/CollisionModel.h"
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typedef idEntityPtr< idEntity > contactEntity_t;
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typedef idList< contactInfo_t > contactList_t;
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struct trace_t;
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class sdClipModelCollection {
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public:
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sdClipModelCollection() {
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lastUpdate = -1;
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}
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void Update( const idBounds& bounds, const idVec3& origin, const idMat3& axis,
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const idVec3& linearVelocity, const idVec3& angularVelocity,
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int clipMask, idEntity* passEntity );
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void RemoveEntitiesOfCollection( const char* collection );
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void ForceNextUpdate();
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void SetSelf( idEntity* e );
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void Clear() { collection.AssureSize( MAX_GENTITIES ); collection.SetNum( 0, false ); }
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void AddClipModel( const idClipModel* model ) { collection.Append( model ); }
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void RemoveClipModel( const idClipModel* model ) { collection.RemoveFast( model ); }
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bool ContainsClipModel( const idClipModel* model ) const { return collection.FindIndex( model ) != -1; }
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idList< const idClipModel* >& GetCollection() { return collection; }
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// tracing functions to trace against the collection
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bool TracePoint( CLIP_DEBUG_PARMS_DECLARATION trace_t &results, const idVec3 &start, const idVec3 &end, int contentMask ) const;
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bool Translation( CLIP_DEBUG_PARMS_DECLARATION trace_t &results, const idVec3 &start, const idVec3 &end,
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const idClipModel *mdl, const idMat3 &trmAxis, int contentMask ) const;
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bool Rotation( CLIP_DEBUG_PARMS_DECLARATION trace_t &results, const idVec3 &start, const idRotation &rotation,
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const idClipModel *mdl, const idMat3 &trmAxis, int contentMask ) const;
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int Contacts( CLIP_DEBUG_PARMS_DECLARATION contactInfo_t *contacts, const int maxContacts,
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const idVec3 &start, const idVec3 *dir, const float depth,
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const idClipModel *mdl, const idMat3 &trmAxis, int contentMask ) const;
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int Contents( CLIP_DEBUG_PARMS_DECLARATION const idVec3 &start,
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const idClipModel *mdl, const idMat3 &trmAxis, int contentMask ) const;
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protected:
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idList< const idClipModel* > collection;
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int lastUpdate;
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idEntity* self;
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};
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class idPhysics_Base : public idPhysics {
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public:
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CLASS_PROTOTYPE( idPhysics_Base );
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idPhysics_Base( void );
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~idPhysics_Base( void );
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public: // common physics interface
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void SetSelf( idEntity *e );
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void SetClipModel( idClipModel *model, float density, int id = 0, bool freeOld = true );
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idClipModel * GetClipModel( int id = 0 ) const;
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int GetNumClipModels( void ) const;
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void SetMass( float mass, int id = -1 );
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float GetMass( int id = -1 ) const;
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virtual const idMat3& GetInertiaTensor( int id = -1 ) const { return mat3_zero; }
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virtual const idVec3& GetCenterOfMass( void ) const { return vec3_origin; }
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void SetContents( int contents, int id = -1 );
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int GetContents( int id = -1 ) const;
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void SetClipMask( int mask, int id = -1 );
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int GetClipMask( int id = -1 ) const;
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const idBounds & GetBounds( int id = -1 ) const;
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const idBounds & GetAbsBounds( int id = -1 ) const;
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bool Evaluate( int timeStepMSec, int endTimeMSec );
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void UpdateTime( int endTimeMSec );
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int GetTime( void ) const;
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void GetImpactInfo( const int id, const idVec3 &point, impactInfo_t *info ) const;
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void ApplyImpulse( const int id, const idVec3 &point, const idVec3 &impulse );
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void AddForce( const int id, const idVec3 &point, const idVec3 &force );
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void AddForce( const idVec3& force );
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void AddTorque( const idVec3& torque );
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void Activate( void );
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void PutToRest( void );
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bool IsAtRest( void ) const;
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int GetRestStartTime( void ) const;
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bool IsPushable( void ) const;
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virtual void EnableImpact( void ) { }
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virtual void DisableImpact( void ) { }
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void SaveState( void );
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void RestoreState( void );
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void SetOrigin( const idVec3 &newOrigin, int id = -1 );
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void SetAxis( const idMat3 &newAxis, int id = -1 );
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void Translate( const idVec3 &translation, int id = -1 );
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void Rotate( const idRotation &rotation, int id = -1 );
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const idVec3 & GetOrigin( int id = 0 ) const;
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const idMat3 & GetAxis( int id = 0 ) const;
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void SetLinearVelocity( const idVec3 &newLinearVelocity, int id = 0 );
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void SetAngularVelocity( const idVec3 &newAngularVelocity, int id = 0 );
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const idVec3 & GetLinearVelocity( int id = 0 ) const;
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const idVec3 & GetAngularVelocity( int id = 0 ) const;
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void SetGravity( const idVec3 &newGravity );
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const idVec3 & GetGravity( void ) const;
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const idVec3 & GetGravityNormal( void ) const;
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void ClipTranslation( trace_t& results, const idVec3 &translation, const idClipModel *model ) const;
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void ClipRotation( trace_t& results, const idRotation &rotation, const idClipModel *model ) const;
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int ClipContents( const idClipModel *model ) const;
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void UnlinkClip( void );
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void LinkClip( void );
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void DisableClip( bool activateContacting = true );
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void EnableClip( void );
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bool EvaluateContacts( CLIP_DEBUG_PARMS_DECLARATION_ONLY );
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int GetNumContacts( void ) const;
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const contactInfo_t& GetContact( int num ) const;
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void ClearContacts( void );
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void AddContactEntity( idEntity *e );
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void RemoveContactEntity( idEntity *e );
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bool HasGroundContacts( void ) const;
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bool IsGroundEntity( int entityNum ) const;
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bool IsGroundClipModel( int entityNum, int id ) const;
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void SetPushed( int deltaTime );
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const idVec3 & GetPushedLinearVelocity( const int id = 0 ) const;
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const idVec3 & GetPushedAngularVelocity( const int id = 0 ) const;
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void SetMaster( idEntity *master, const bool orientated = true );
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virtual const trace_t* GetBlockingInfo( void ) const;
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virtual idEntity* GetBlockingEntity( void ) const;
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virtual void SetComeToRest( bool value ) { }
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virtual void DrawDebugInfo( void ) { }
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int GetLinearEndTime( void ) const;
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int GetAngularEndTime( void ) const;
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virtual float InWater( void ) const { return 0.0f; }
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virtual bool AllowInhibit( void ) const { return true; }
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const sdClipModelCollection& GetTraceCollection( void );
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protected:
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idEntity * self; // entity using this physics object
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int clipMask; // contents the physics object collides with
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idVec3 gravityVector; // direction and magnitude of gravity
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idVec3 gravityNormal; // normalized direction of gravity
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contactList_t contacts; // contacts with other physics objects
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idList<contactEntity_t> contactEntities; // entities touching this physics object
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sdClipModelCollection traceCollection; // collection of clip models that this object might hit this frame
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protected:
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// add ground contacts for the clip model
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void AddGroundContacts( CLIP_DEBUG_PARMS_DECLARATION const idClipModel *clipModel, unsigned int max = 4 );
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// add contact entity links to contact entities
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void AddContactEntitiesForContacts( void );
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// active all contact entities
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void ActivateContactEntities( void );
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// returns true if the whole physics object is outside the world bounds
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bool IsOutsideWorld( void ) const;
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// draw linear and angular velocity
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void DrawVelocity( int id, float linearScale, float angularScale ) const;
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};
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#endif /* !__PHYSICS_BASE_H__ */
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