etqw-sdk/source/game/physics/Physics_Static.cpp
2008-05-29 00:00:00 +00:00

981 lines
21 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_Static.h"
#include "../Entity.h"
#include "Force.h"
#include "Clip.h"
#include "../ContentMask.h"
CLASS_DECLARATION( idPhysics, idPhysics_Static )
END_CLASS
/*
================
sdPhysicsStaticNetworkData::MakeDefault
================
*/
void sdPhysicsStaticNetworkData::MakeDefault( void ) {
position = vec3_origin;
orientation.x = 0.f;
orientation.y = 0.f;
orientation.z = 0.f;
}
/*
================
sdPhysicsStaticNetworkData::Write
================
*/
void sdPhysicsStaticNetworkData::Write( idFile* file ) const {
file->WriteVec3( position );
file->WriteCQuat( orientation );
}
/*
================
sdPhysicsStaticNetworkData::Read
================
*/
void sdPhysicsStaticNetworkData::Read( idFile* file ) {
file->ReadVec3( position );
file->ReadCQuat( orientation );
}
/*
================
sdPhysicsStaticBroadcastData::MakeDefault
================
*/
void sdPhysicsStaticBroadcastData::MakeDefault( void ) {
localPosition = vec3_origin;
localOrientation.x = 0.f;
localOrientation.y = 0.f;
localOrientation.z = 0.f;
}
/*
================
sdPhysicsStaticBroadcastData::Write
================
*/
void sdPhysicsStaticBroadcastData::Write( idFile* file ) const {
file->WriteVec3( localPosition );
file->WriteCQuat( localOrientation );
}
/*
================
sdPhysicsStaticBroadcastData::Read
================
*/
void sdPhysicsStaticBroadcastData::Read( idFile* file ) {
file->ReadVec3( localPosition );
file->ReadCQuat( localOrientation );
}
/*
================
idPhysics_Static::idPhysics_Static
================
*/
idPhysics_Static::idPhysics_Static( void ) {
self = NULL;
clipModel = NULL;
current.origin.Zero();
current.axis.Identity();
localOrigin.Zero();
localAxis.Identity();
flags.hasMaster = false;
flags.isOrientated = false;
flags.noPrediction = false;
}
/*
================
idPhysics_Static::~idPhysics_Static
================
*/
idPhysics_Static::~idPhysics_Static( void ) {
if ( self && self->GetPhysics() == this ) {
self->SetPhysics( NULL );
}
idForce::DeletePhysics( this );
if ( clipModel != NULL ) {
gameLocal.clip.DeleteClipModel( clipModel );
}
}
/*
================
idPhysics_Static::SetSelf
================
*/
void idPhysics_Static::SetSelf( idEntity *e ) {
assert( e );
self = e;
}
/*
================
idPhysics_Static::SetClipModel
================
*/
void idPhysics_Static::SetClipModel( idClipModel *model, float density, int id, bool freeOld ) {
assert( self );
if ( clipModel != NULL && clipModel != model && freeOld ) {
gameLocal.clip.DeleteClipModel( clipModel );
}
clipModel = model;
if ( clipModel && !self->fl.dontLink ) {
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
}
}
/*
================
idPhysics_Static::GetClipModel
================
*/
idClipModel *idPhysics_Static::GetClipModel( int id ) const {
if ( clipModel ) {
return clipModel;
}
return gameLocal.clip.DefaultClipModel();
}
/*
================
idPhysics_Static::GetNumClipModels
================
*/
int idPhysics_Static::GetNumClipModels( void ) const {
return ( clipModel != NULL );
}
/*
================
idPhysics_Static::SetMass
================
*/
void idPhysics_Static::SetMass( float mass, int id ) {
}
/*
================
idPhysics_Static::GetMass
================
*/
float idPhysics_Static::GetMass( int id ) const {
return 0.0f;
}
/*
================
idPhysics_Static::SetContents
================
*/
void idPhysics_Static::SetContents( int contents, int id ) {
if ( clipModel ) {
clipModel->SetContents( contents );
}
}
/*
================
idPhysics_Static::GetContents
================
*/
int idPhysics_Static::GetContents( int id ) const {
if ( clipModel ) {
return clipModel->GetContents();
}
return 0;
}
/*
================
idPhysics_Static::SetClipMask
================
*/
void idPhysics_Static::SetClipMask( int mask, int id ) {
}
/*
================
idPhysics_Static::GetClipMask
================
*/
int idPhysics_Static::GetClipMask( int id ) const {
return 0;
}
/*
================
idPhysics_Static::GetBounds
================
*/
const idBounds &idPhysics_Static::GetBounds( int id ) const {
if ( clipModel ) {
return clipModel->GetBounds();
}
return bounds_zero;
}
/*
================
idPhysics_Static::GetAbsBounds
================
*/
const idBounds &idPhysics_Static::GetAbsBounds( int id ) const {
static idBounds absBounds;
if ( clipModel ) {
return clipModel->GetAbsBounds();
}
absBounds[0] = absBounds[1] = current.origin;
return absBounds;
}
/*
================
idPhysics_Static::Evaluate
================
*/
bool idPhysics_Static::Evaluate( int timeStepMSec, int endTimeMSec ) {
if ( flags.noPrediction && !gameLocal.isNewFrame ) {
return false;
}
if ( flags.hasMaster ) {
idVec3 oldOrigin = current.origin;
idMat3 oldAxis = current.axis;
idVec3 masterOrigin;
idMat3 masterAxis;
self->GetMasterPosition( masterOrigin, masterAxis );
current.origin = masterOrigin + localOrigin * masterAxis;
if ( flags.isOrientated ) {
current.axis = localAxis * masterAxis;
} else {
current.axis = localAxis;
}
if ( clipModel && !self->fl.dontLink ) {
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
}
return ( current.origin != oldOrigin || current.axis != oldAxis );
}
self->BecomeInactive( TH_PHYSICS );
return false;
}
/*
================
idPhysics_Static::UpdateTime
================
*/
void idPhysics_Static::UpdateTime( int endTimeMSec ) {
}
/*
================
idPhysics_Static::GetTime
================
*/
int idPhysics_Static::GetTime( void ) const {
return 0;
}
/*
================
idPhysics_Static::GetImpactInfo
================
*/
void idPhysics_Static::GetImpactInfo( const int id, const idVec3 &point, impactInfo_t *info ) const {
memset( info, 0, sizeof( *info ) );
}
/*
================
idPhysics_Static::ApplyImpulse
================
*/
void idPhysics_Static::ApplyImpulse( const int id, const idVec3 &point, const idVec3 &impulse ) {
}
/*
================
idPhysics_Static::AddForce
================
*/
void idPhysics_Static::AddForce( const int id, const idVec3 &point, const idVec3 &force ) {
}
/*
================
idPhysics_Static::AddForce
================
*/
void idPhysics_Static::AddForce( const idVec3& force ) {
}
/*
================
idPhysics_Static::AddTorque
================
*/
void idPhysics_Static::AddTorque( const idVec3& torque ) {
}
/*
================
idPhysics_Static::Activate
================
*/
void idPhysics_Static::Activate( void ) {
}
/*
================
idPhysics_Static::PutToRest
================
*/
void idPhysics_Static::PutToRest( void ) {
}
/*
================
idPhysics_Static::IsAtRest
================
*/
bool idPhysics_Static::IsAtRest( void ) const {
return true;
}
/*
================
idPhysics_Static::GetRestStartTime
================
*/
int idPhysics_Static::GetRestStartTime( void ) const {
return 0;
}
/*
================
idPhysics_Static::IsPushable
================
*/
bool idPhysics_Static::IsPushable( void ) const {
return false;
}
/*
================
idPhysics_Static::SaveState
================
*/
void idPhysics_Static::SaveState( void ) {
}
/*
================
idPhysics_Static::RestoreState
================
*/
void idPhysics_Static::RestoreState( void ) {
}
/*
================
idPhysics_Static::SetOrigin
================
*/
void idPhysics_Static::SetOrigin( const idVec3 &newOrigin, int id ) {
idVec3 masterOrigin;
idMat3 masterAxis;
if ( flags.hasMaster ) {
self->GetMasterPosition( masterOrigin, masterAxis );
current.origin = masterOrigin + newOrigin * masterAxis;
localOrigin = newOrigin;
} else {
current.origin = newOrigin;
}
if ( clipModel && !self->fl.dontLink ) {
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
}
}
/*
================
idPhysics_Static::SetAxis
================
*/
void idPhysics_Static::SetAxis( const idMat3 &newAxis, int id ) {
if ( flags.hasMaster ) {
if ( flags.isOrientated ) {
idVec3 masterOrigin;
idMat3 masterAxis;
self->GetMasterPosition( masterOrigin, masterAxis );
current.axis = newAxis * masterAxis;
}
localAxis = newAxis;
} else {
current.axis = newAxis;
}
if ( clipModel && !self->fl.dontLink ) {
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
}
}
/*
================
idPhysics_Static::Translate
================
*/
void idPhysics_Static::Translate( const idVec3 &translation, int id ) {
if ( flags.hasMaster ) {
localOrigin += translation;
}
current.origin += translation;
if ( clipModel && !self->fl.dontLink ) {
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
}
}
/*
================
idPhysics_Static::Rotate
================
*/
void idPhysics_Static::Rotate( const idRotation &rotation, int id ) {
idVec3 masterOrigin;
idMat3 masterAxis;
current.origin *= rotation;
current.axis *= rotation.ToMat3();
if ( flags.hasMaster ) {
self->GetMasterPosition( masterOrigin, masterAxis );
localAxis *= rotation.ToMat3();
localOrigin = ( current.origin - masterOrigin ) * masterAxis.Transpose();
}
if ( clipModel && !self->fl.dontLink ) {
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
}
}
/*
================
idPhysics_Static::GetOrigin
================
*/
const idVec3 &idPhysics_Static::GetOrigin( int id ) const {
return current.origin;
}
/*
================
idPhysics_Static::GetAxis
================
*/
const idMat3 &idPhysics_Static::GetAxis( int id ) const {
return current.axis;
}
/*
================
idPhysics_Static::SetLinearVelocity
================
*/
void idPhysics_Static::SetLinearVelocity( const idVec3 &newLinearVelocity, int id ) {
}
/*
================
idPhysics_Static::SetAngularVelocity
================
*/
void idPhysics_Static::SetAngularVelocity( const idVec3 &newAngularVelocity, int id ) {
}
/*
================
idPhysics_Static::GetLinearVelocity
================
*/
const idVec3 &idPhysics_Static::GetLinearVelocity( int id ) const {
return vec3_origin;
}
/*
================
idPhysics_Static::GetAngularVelocity
================
*/
const idVec3 &idPhysics_Static::GetAngularVelocity( int id ) const {
return vec3_origin;
}
/*
================
idPhysics_Static::SetGravity
================
*/
void idPhysics_Static::SetGravity( const idVec3 &newGravity ) {
}
/*
================
idPhysics_Static::GetGravity
================
*/
const idVec3 &idPhysics_Static::GetGravity( void ) const {
static idVec3 gravity( 0, 0, -g_gravity.GetFloat() );
return gravity;
}
/*
================
idPhysics_Static::GetGravityNormal
================
*/
const idVec3 &idPhysics_Static::GetGravityNormal( void ) const {
static idVec3 gravity( 0, 0, -1 );
return gravity;
}
/*
================
idPhysics_Static::ClipTranslation
================
*/
void idPhysics_Static::ClipTranslation( trace_t &results, const idVec3 &translation, const idClipModel *model ) const {
if ( model ) {
gameLocal.clip.TranslationModel( CLIP_DEBUG_PARMS results, current.origin, current.origin + translation,
clipModel, current.axis, MASK_SOLID, model, model->GetOrigin(), model->GetAxis() );
} else {
gameLocal.clip.Translation( CLIP_DEBUG_PARMS results, current.origin, current.origin + translation,
clipModel, current.axis, MASK_SOLID, self );
}
}
/*
================
idPhysics_Static::ClipRotation
================
*/
void idPhysics_Static::ClipRotation( trace_t &results, const idRotation &rotation, const idClipModel *model ) const {
if ( model ) {
gameLocal.clip.RotationModel( CLIP_DEBUG_PARMS results, current.origin, rotation,
clipModel, current.axis, MASK_SOLID, model, model->GetOrigin(), model->GetAxis() );
} else {
gameLocal.clip.Rotation( CLIP_DEBUG_PARMS results, current.origin, rotation, clipModel, current.axis, MASK_SOLID, self );
}
}
/*
================
idPhysics_Static::ClipContents
================
*/
int idPhysics_Static::ClipContents( const idClipModel *model ) const {
if ( clipModel ) {
if ( model ) {
return gameLocal.clip.ContentsModel( CLIP_DEBUG_PARMS clipModel->GetOrigin(), clipModel, clipModel->GetAxis(), -1,
model, model->GetOrigin(), model->GetAxis() );
} else {
return gameLocal.clip.Contents( CLIP_DEBUG_PARMS clipModel->GetOrigin(), clipModel, clipModel->GetAxis(), -1, NULL );
}
}
return 0;
}
/*
================
idPhysics_Static::UnlinkClip
================
*/
void idPhysics_Static::UnlinkClip( void ) {
if ( clipModel != NULL ) {
clipModel->Unlink( gameLocal.clip );
}
}
/*
================
idPhysics_Static::LinkClip
================
*/
void idPhysics_Static::LinkClip( void ) {
if ( clipModel != NULL && !self->fl.dontLink ) {
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
}
}
/*
================
idPhysics_Static::DisableClip
================
*/
void idPhysics_Static::DisableClip( bool activateContacting ) {
if ( clipModel != NULL ) {
if ( activateContacting ) {
WakeEntitiesContacting( self, clipModel );
}
clipModel->Disable();
}
}
/*
================
idPhysics_Static::EnableClip
================
*/
void idPhysics_Static::EnableClip( void ) {
if ( clipModel != NULL ) {
clipModel->Enable();
}
}
/*
================
idPhysics_Static::EvaluateContacts
================
*/
bool idPhysics_Static::EvaluateContacts( CLIP_DEBUG_PARMS_DECLARATION_ONLY ) {
return false;
}
/*
================
idPhysics_Static::GetNumContacts
================
*/
int idPhysics_Static::GetNumContacts( void ) const {
return 0;
}
/*
================
idPhysics_Static::GetContact
================
*/
const contactInfo_t &idPhysics_Static::GetContact( int num ) const {
static contactInfo_t info;
memset( &info, 0, sizeof( info ) );
return info;
}
/*
================
idPhysics_Static::ClearContacts
================
*/
void idPhysics_Static::ClearContacts( void ) {
}
/*
================
idPhysics_Static::AddContactEntity
================
*/
void idPhysics_Static::AddContactEntity( idEntity *e ) {
}
/*
================
idPhysics_Static::RemoveContactEntity
================
*/
void idPhysics_Static::RemoveContactEntity( idEntity *e ) {
}
/*
================
idPhysics_Static::HasGroundContacts
================
*/
bool idPhysics_Static::HasGroundContacts( void ) const {
return false;
}
/*
================
idPhysics_Static::IsGroundEntity
================
*/
bool idPhysics_Static::IsGroundEntity( int entityNum ) const {
return false;
}
/*
================
idPhysics_Static::IsGroundClipModel
================
*/
bool idPhysics_Static::IsGroundClipModel( int entityNum, int id ) const {
return false;
}
/*
================
idPhysics_Static::SetPushed
================
*/
void idPhysics_Static::SetPushed( int deltaTime ) {
}
/*
================
idPhysics_Static::GetPushedLinearVelocity
================
*/
const idVec3 &idPhysics_Static::GetPushedLinearVelocity( const int id ) const {
return vec3_origin;
}
/*
================
idPhysics_Static::GetPushedAngularVelocity
================
*/
const idVec3 &idPhysics_Static::GetPushedAngularVelocity( const int id ) const {
return vec3_origin;
}
/*
================
idPhysics_Static::SetMaster
================
*/
void idPhysics_Static::SetMaster( idEntity *master, const bool orientated ) {
idVec3 masterOrigin;
idMat3 masterAxis;
if ( master ) {
if ( !flags.hasMaster ) {
// transform from world space to master space
self->GetMasterPosition( masterOrigin, masterAxis );
localOrigin = ( current.origin - masterOrigin ) * masterAxis.Transpose();
if ( orientated ) {
localAxis = current.axis * masterAxis.Transpose();
} else {
localAxis = current.axis;
}
flags.hasMaster = true;
flags.isOrientated = orientated;
}
} else {
if ( self ) {
self->BecomeActive( TH_PHYSICS );
}
flags.hasMaster = false;
}
}
/*
================
idPhysics_Static::GetBlockingInfo
================
*/
const trace_t *idPhysics_Static::GetBlockingInfo( void ) const {
return NULL;
}
/*
================
idPhysics_Static::GetBlockingEntity
================
*/
idEntity *idPhysics_Static::GetBlockingEntity( void ) const {
return NULL;
}
/*
================
idPhysics_Static::GetLinearEndTime
================
*/
int idPhysics_Static::GetLinearEndTime( void ) const {
return 0;
}
/*
================
idPhysics_Static::GetAngularEndTime
================
*/
int idPhysics_Static::GetAngularEndTime( void ) const {
return 0;
}
/*
================
idPhysics_Static::CheckNetworkStateChanges
================
*/
bool idPhysics_Static::CheckNetworkStateChanges( networkStateMode_t mode, const sdEntityStateNetworkData& baseState ) const {
if ( mode == NSM_VISIBLE ) {
NET_GET_BASE( sdPhysicsStaticNetworkData );
if ( baseData.position != current.origin ) {
return true;
}
if ( baseData.orientation != current.axis.ToCQuat() ) {
return true;
}
return false;
}
if ( mode == NSM_BROADCAST ) {
NET_GET_BASE( sdPhysicsStaticBroadcastData );
if ( baseData.localPosition != localOrigin ) {
return true;
}
if ( baseData.localOrientation != localAxis.ToCQuat() ) {
return true;
}
return false;
}
return false;
}
/*
================
idPhysics_Static::WriteNetworkState
================
*/
void idPhysics_Static::WriteNetworkState( networkStateMode_t mode, const sdEntityStateNetworkData& baseState, sdEntityStateNetworkData& newState, idBitMsg& msg ) const {
if ( mode == NSM_VISIBLE ) {
NET_GET_STATES( sdPhysicsStaticNetworkData );
// update state
newData.position = current.origin;
newData.orientation = current.axis.ToCQuat();
// write state
msg.WriteDeltaVector( baseData.position, newData.position );
msg.WriteDeltaCQuat( baseData.orientation, newData.orientation );
return;
}
if ( mode == NSM_BROADCAST ) {
NET_GET_STATES( sdPhysicsStaticBroadcastData );
// update state
newData.localPosition = localOrigin;
newData.localOrientation = localAxis.ToCQuat();
// write state
msg.WriteDeltaVector( baseData.localPosition, newData.localPosition );
msg.WriteDeltaCQuat( baseData.localOrientation, newData.localOrientation );
return;
}
}
/*
================
idPhysics_Static::ApplyNetworkState
================
*/
void idPhysics_Static::ApplyNetworkState( networkStateMode_t mode, const sdEntityStateNetworkData& newState ) {
if ( mode == NSM_VISIBLE ) {
NET_GET_NEW( sdPhysicsStaticNetworkData );
// update state
current.origin = newData.position;
current.axis = newData.orientation.ToMat3();
if ( clipModel && !self->fl.dontLink ) {
clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
}
self->UpdateVisuals();
return;
}
if ( mode == NSM_BROADCAST ) {
NET_GET_NEW( sdPhysicsStaticBroadcastData );
// update state
localOrigin = newData.localPosition;
localAxis = newData.localOrientation.ToMat3();
return;
}
}
/*
================
idPhysics_Static::ReadNetworkState
================
*/
void idPhysics_Static::ReadNetworkState( networkStateMode_t mode, const sdEntityStateNetworkData& baseState, sdEntityStateNetworkData& newState, const idBitMsg& msg ) const {
if ( mode == NSM_VISIBLE ) {
NET_GET_STATES( sdPhysicsStaticNetworkData );
// read state
newData.position = msg.ReadDeltaVector( baseData.position );
newData.orientation = msg.ReadDeltaCQuat( baseData.orientation );
self->OnNewOriginRead( newData.position );
self->OnNewAxesRead( newData.orientation.ToMat3() );
return;
}
if ( mode == NSM_BROADCAST ) {
NET_GET_STATES( sdPhysicsStaticBroadcastData );
// read state
newData.localPosition = msg.ReadDeltaVector( baseData.localPosition );
newData.localOrientation = msg.ReadDeltaCQuat( baseData.localOrientation );
return;
}
}
/*
================
idPhysics_Static::CreateNetworkStructure
================
*/
sdEntityStateNetworkData* idPhysics_Static::CreateNetworkStructure( networkStateMode_t mode ) const {
if ( mode == NSM_VISIBLE ) {
return new sdPhysicsStaticNetworkData();
}
if ( mode == NSM_BROADCAST ) {
return new sdPhysicsStaticBroadcastData();
}
return NULL;
}