etqw-sdk/source/game/physics/Physics.cpp

95 lines
2.2 KiB
C++

// Copyright (C) 2007 Id Software, Inc.
//
#include "../precompiled.h"
#pragma hdrstop
#if defined( _DEBUG ) && !defined( ID_REDIRECT_NEWDELETE )
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
#include "Physics.h"
#include "Clip.h"
ABSTRACT_DECLARATION( idClass, idPhysics )
END_CLASS
/*
================
idPhysics::~idPhysics
================
*/
idPhysics::~idPhysics( void ) {
}
/*
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idPhysics::SetClipBox
================
*/
void idPhysics::SetClipBox( const idBounds &bounds, float density ) {
SetClipModel( new idClipModel( idTraceModel( bounds ), false ), density );
}
/*
================
idPhysics::EvaluatePosition
================
*/
idVec3 idPhysics::EvaluatePosition( void ) const {
return GetBounds().GetCenter() * GetAxis() + GetOrigin();
}
/*
================
idPhysics::SnapTimeToPhysicsFrame
================
*/
int idPhysics::SnapTimeToPhysicsFrame( int t ) {
/* int s;
s = t + gameLocal.msec - 1;
return ( s - s % gameLocal.msec );*/
return t;
}
/*
================
idPhysics::WakeEntitiesContacting
================
*/
void idPhysics::WakeEntitiesContacting( idEntity* self, const idClipModel* clipModel ) {
if ( clipModel->GetContents() == 0 ) {
// do nothing with a disabled clip model
return;
}
const idClipModel* otherModels[ MAX_GENTITIES ];
int numModels = gameLocal.clip.ClipModelsTouchingBounds( CLIP_DEBUG_PARMS clipModel->GetAbsBounds(), -1, otherModels, MAX_GENTITIES, clipModel->GetEntity() );
const idBounds& bounds = clipModel->GetBounds();
idMat3 axisT = clipModel->GetAxis().Transpose();
idVec3 origin = clipModel->GetOrigin();
for ( int i = 0; i < numModels; i++ ) {
const idClipModel* cm = otherModels[ i ];
if ( cm->GetEntity() == NULL ) {
continue;
}
// transform bounds into local space and check for intersection
// not 100% accurate but good enough
idBounds otherBounds = cm->GetAbsBounds();
otherBounds.TranslateSelf( -origin );
otherBounds.RotateSelf( axisT );
if ( otherBounds.IntersectsBounds( bounds ) ) {
cm->GetEntity()->ActivatePhysics();
}
}
}