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

183 lines
6.3 KiB
C++

// Copyright (C) 2007 Id Software, Inc.
//
#ifndef __PHYSICS_STATIC_H__
#define __PHYSICS_STATIC_H__
/*
===============================================================================
Physics for a non moving object using at most one collision model.
===============================================================================
*/
#include "Physics.h"
typedef struct staticPState_s {
idVec3 origin;
idMat3 axis;
} staticPState_t;
class sdPhysicsStaticNetworkData : public sdEntityStateNetworkData {
public:
sdPhysicsStaticNetworkData( void ) { ; }
virtual void MakeDefault( void );
virtual void Write( idFile* file ) const;
virtual void Read( idFile* file );
idVec3 position;
idCQuat orientation;
};
class sdPhysicsStaticBroadcastData : public sdEntityStateNetworkData {
public:
sdPhysicsStaticBroadcastData( void ) { ; }
virtual void MakeDefault( void );
virtual void Write( idFile* file ) const;
virtual void Read( idFile* file );
idVec3 localPosition;
idCQuat localOrientation;
};
// Gordon: FIXME: Half of this stuff is virtual, but isn't marked as virtual, which i hate.
class idPhysics_Static : public idPhysics {
public:
CLASS_PROTOTYPE( idPhysics_Static );
idPhysics_Static( void );
~idPhysics_Static( void );
void SetNoPrediction( void ) { flags.noPrediction = 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 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 ) { }
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
staticPState_t current; // physics state
idClipModel * clipModel; // collision model
idVec3 localOrigin;
idMat3 localAxis;
// master
struct flags_t {
bool hasMaster : 1;
bool isOrientated : 1;
bool noPrediction : 1;
};
flags_t flags;
};
#endif /* !__PHYSICS_STATIC_H__ */