96 lines
2.9 KiB
C++
96 lines
2.9 KiB
C++
// Copyright (C) 2007 Id Software, Inc.
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//
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#ifndef __PHYSICS_ACTOR_H__
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#define __PHYSICS_ACTOR_H__
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#include "Physics_Base.h"
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/*
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===================================================================================
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Actor physics base class
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An actor typically uses one collision model which is aligned with the gravity
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direction. The collision model is usually a simple box with the origin at the
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bottom center.
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===================================================================================
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*/
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class idPhysics_Actor : public idPhysics_Base {
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public:
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CLASS_PROTOTYPE( idPhysics_Actor );
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idPhysics_Actor( void );
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~idPhysics_Actor( void );
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// get delta yaw of master
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float GetMasterDeltaYaw( void ) const;
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// returns the ground entity
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idEntity * GetGroundEntity( void ) const;
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// align the clip model with the gravity direction
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void SetClipModelAxis( void );
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public: // common physics interface
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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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void SetContents( int contents, int id = -1 );
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int GetContents( 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 IsPushable( void ) const;
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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 SetGravity( const idVec3 &newGravity );
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const idMat3 & GetGravityAxis( 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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// vehicle pushing stuff - Actors tend to have physics that
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// doesn't play nice with rigid body physics, so it needs to
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// be "pushed"
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enum vehiclePushResult_t {
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VPUSH_OK = 0,
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VPUSH_BLOCKED
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};
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virtual int VehiclePush( bool stuck, float timeDelta, idVec3& move, idClipModel* pusher, int pushCount ) { return VPUSH_BLOCKED; }
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protected:
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idClipModel * clipModel; // clip model used for collision detection
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idMat3 clipModelAxis; // axis of clip model aligned with gravity direction
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// derived properties
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float mass;
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float invMass;
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// master
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idEntity * masterEntity;
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float masterYaw;
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float masterDeltaYaw;
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// results of last evaluate
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idEntityPtr<idEntity> groundEntityPtr;
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};
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#endif /* !__PHYSICS_ACTOR_H__ */
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