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

137 lines
4.5 KiB
C++

// Copyright (C) 2007 Id Software, Inc.
//
#ifndef __PHYSICS_LINEAR_H__
#define __PHYSICS_LINEAR_H__
#include "Physics_Base.h"
typedef struct linearPState_s {
int time; // physics time
int atRest; // set when simulation is suspended
idVec3 origin; // world origin
idVec3 localOrigin; // local origin
idExtrapolate< idVec3 > linearExtrapolation; // extrapolation based description of the position over time
} linearPState_t;
class sdPhysicsLinearBroadcastData : public sdEntityStateNetworkData {
public:
sdPhysicsLinearBroadcastData( void ) { ; }
virtual void MakeDefault( void );
virtual void Write( idFile* file ) const;
virtual void Read( idFile* file );
int atRest;
idVec3 localOrigin;
extrapolation_t extrapolationType;
int startTime;
int duration;
idVec3 startValue;
idVec3 speed;
idVec3 baseSpeed;
};
class sdPhysics_Linear : public idPhysics_Base {
public:
CLASS_PROTOTYPE( sdPhysics_Linear );
sdPhysics_Linear( void );
~sdPhysics_Linear( 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 );
extrapolation_t GetLinearExtrapolationType( void ) const { return current.linearExtrapolation.GetExtrapolationType(); }
void GetLocalOrigin( idVec3 &curOrigin ) 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;
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;
private:
// parametric physics state
linearPState_t current;
linearPState_t saved;
idMat3 axis; // world axis
// 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_LINEAR_H__ */