182 lines
6.3 KiB
C++
182 lines
6.3 KiB
C++
// Copyright (C) 2007 Id Software, Inc.
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//
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#ifndef __PHYSICS_STATIC_H__
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#define __PHYSICS_STATIC_H__
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/*
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===============================================================================
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Physics for a non moving object using at most one collision model.
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===============================================================================
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*/
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#include "Physics.h"
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typedef struct staticPState_s {
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idVec3 origin;
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idMat3 axis;
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} staticPState_t;
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class sdPhysicsStaticNetworkData : public sdEntityStateNetworkData {
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public:
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sdPhysicsStaticNetworkData( void ) { ; }
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virtual void MakeDefault( void );
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virtual void Write( idFile* file ) const;
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virtual void Read( idFile* file );
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idVec3 position;
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idCQuat orientation;
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};
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class sdPhysicsStaticBroadcastData : public sdEntityStateNetworkData {
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public:
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sdPhysicsStaticBroadcastData( void ) { ; }
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virtual void MakeDefault( void );
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virtual void Write( idFile* file ) const;
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virtual void Read( idFile* file );
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idVec3 localPosition;
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idCQuat localOrientation;
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};
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// Gordon: FIXME: Half of this stuff is virtual, but isn't marked as virtual, which i hate.
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class idPhysics_Static : public idPhysics {
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public:
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CLASS_PROTOTYPE( idPhysics_Static );
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idPhysics_Static( void );
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~idPhysics_Static( void );
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void SetNoPrediction( void ) { flags.noPrediction = true; }
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public: // common physics interface
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void SetSelf( idEntity *e );
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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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virtual const idMat3& GetInertiaTensor( int id = -1 ) const { return mat3_zero; }
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virtual const idVec3& GetCenterOfMass( void ) const { return vec3_origin; }
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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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void SetClipMask( int mask, int id = -1 );
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int GetClipMask( 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 Evaluate( int timeStepMSec, int endTimeMSec );
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void UpdateTime( int endTimeMSec );
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int GetTime( void ) const;
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void GetImpactInfo( const int id, const idVec3 &point, impactInfo_t *info ) const;
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void ApplyImpulse( const int id, const idVec3 &point, const idVec3 &impulse );
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void AddForce( const int id, const idVec3 &point, const idVec3 &force );
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virtual void AddForce( const idVec3& force );
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virtual void AddTorque( const idVec3& torque );
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void Activate( void );
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void PutToRest( void );
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bool IsAtRest( void ) const;
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int GetRestStartTime( void ) const;
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bool IsPushable( void ) const;
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virtual void EnableImpact( void ) { }
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virtual void DisableImpact( void ) { }
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void SaveState( void );
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void RestoreState( void );
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void SetOrigin( const idVec3 &newOrigin, int id = -1 );
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void SetAxis( const idMat3 &newAxis, int id = -1 );
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void Translate( const idVec3 &translation, int id = -1 );
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void Rotate( const idRotation &rotation, int id = -1 );
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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 SetLinearVelocity( const idVec3 &newLinearVelocity, int id = 0 );
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void SetAngularVelocity( const idVec3 &newAngularVelocity, int id = 0 );
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const idVec3 & GetLinearVelocity( int id = 0 ) const;
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const idVec3 & GetAngularVelocity( int id = 0 ) const;
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void SetGravity( const idVec3 &newGravity );
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const idVec3 & GetGravity( void ) const;
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const idVec3 & GetGravityNormal( 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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int GetNumContacts( void ) const;
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const contactInfo_t& GetContact( int num ) const;
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void ClearContacts( void );
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void AddContactEntity( idEntity *e );
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void RemoveContactEntity( idEntity *e );
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bool HasGroundContacts( void ) const;
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bool IsGroundEntity( int entityNum ) const;
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bool IsGroundClipModel( int entityNum, int id ) const;
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void SetPushed( int deltaTime );
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const idVec3& GetPushedLinearVelocity( const int id = 0 ) const;
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const idVec3& GetPushedAngularVelocity( const int id = 0 ) const;
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void SetMaster( idEntity *master, const bool orientated = true );
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const trace_t* GetBlockingInfo( void ) const;
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idEntity* GetBlockingEntity( void ) const;
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int GetLinearEndTime( void ) const;
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int GetAngularEndTime( void ) const;
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virtual void ApplyNetworkState( networkStateMode_t mode, const sdEntityStateNetworkData& newState );
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virtual bool CheckNetworkStateChanges( networkStateMode_t mode, const sdEntityStateNetworkData& baseState ) const;
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virtual void WriteNetworkState( networkStateMode_t mode, const sdEntityStateNetworkData& baseState, sdEntityStateNetworkData& newState, idBitMsg& msg ) const;
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virtual void ReadNetworkState( networkStateMode_t mode, const sdEntityStateNetworkData& baseState, sdEntityStateNetworkData& newState, const idBitMsg& msg ) const;
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virtual sdEntityStateNetworkData* CreateNetworkStructure( networkStateMode_t mode ) const;
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virtual void DrawDebugInfo( void ) { }
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virtual void SetComeToRest( bool ) { }
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virtual float InWater( void ) const { return 0.0f; }
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virtual bool AllowInhibit( void ) const { return true; }
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protected:
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idEntity * self; // entity using this physics object
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staticPState_t current; // physics state
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idClipModel * clipModel; // collision model
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idVec3 localOrigin;
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idMat3 localAxis;
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// master
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struct flags_t {
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bool hasMaster : 1;
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bool isOrientated : 1;
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bool noPrediction : 1;
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};
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flags_t flags;
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};
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#endif /* !__PHYSICS_STATIC_H__ */
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