837 lines
18 KiB
C++
837 lines
18 KiB
C++
// Copyright (C) 2007 Id Software, Inc.
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//
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#include "../precompiled.h"
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#pragma hdrstop
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#if defined( _DEBUG ) && !defined( ID_REDIRECT_NEWDELETE )
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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#include "Physics_StaticMulti.h"
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#include "../Entity.h"
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#include "Force.h"
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#include "Clip.h"
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CLASS_DECLARATION( idPhysics, idPhysics_StaticMulti )
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END_CLASS
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staticPState_t defaultState;
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/*
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================
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idPhysics_StaticMulti::idPhysics_StaticMulti
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================
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*/
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idPhysics_StaticMulti::idPhysics_StaticMulti( void ) {
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self = NULL;
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defaultState.origin.Zero();
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defaultState.axis.Identity();
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current.SetNum( 1 );
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current[0] = defaultState;
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clipModels.SetNum( 1 );
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clipModels[0] = NULL;
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}
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/*
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================
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idPhysics_StaticMulti::~idPhysics_StaticMulti
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================
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*/
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idPhysics_StaticMulti::~idPhysics_StaticMulti( void ) {
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if ( self && self->GetPhysics() == this ) {
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self->SetPhysics( NULL );
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}
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idForce::DeletePhysics( this );
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for ( int i = 0; i < clipModels.Num(); i++ ) {
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gameLocal.clip.DeleteClipModel( clipModels[i] );
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}
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}
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/*
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================
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idPhysics_StaticMulti::SetSelf
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================
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*/
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void idPhysics_StaticMulti::SetSelf( idEntity *e ) {
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assert( e );
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self = e;
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}
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/*
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================
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idPhysics_StaticMulti::RemoveIndex
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================
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*/
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void idPhysics_StaticMulti::RemoveIndex( int id, bool freeClipModel ) {
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if ( id < 0 || id >= clipModels.Num() ) {
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return;
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}
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if ( clipModels[id] != NULL && freeClipModel ) {
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gameLocal.clip.DeleteClipModel( clipModels[id] );
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clipModels[id] = NULL;
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}
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clipModels.RemoveIndex( id );
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current.RemoveIndex( id );
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}
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/*
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================
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idPhysics_StaticMulti::SetClipModel
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================
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*/
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void idPhysics_StaticMulti::SetClipModel( idClipModel *model, float density, int id, bool freeOld ) {
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int i;
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assert( self );
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if ( id >= clipModels.Num() ) {
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current.AssureSize( id+1, defaultState );
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clipModels.AssureSize( id+1, NULL );
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}
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if ( clipModels[id] != NULL && clipModels[id] != model && freeOld ) {
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gameLocal.clip.DeleteClipModel( clipModels[id] );
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}
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clipModels[id] = model;
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if ( clipModels[id] ) {
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clipModels[id]->Link( gameLocal.clip, self, id, current[id].origin, current[id].axis );
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}
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for ( i = clipModels.Num() - 1; i >= 1; i-- ) {
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if ( clipModels[i] ) {
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break;
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}
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}
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current.SetNum( i+1, false );
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clipModels.SetNum( i+1, false );
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}
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/*
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================
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idPhysics_StaticMulti::GetClipModel
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================
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*/
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idClipModel *idPhysics_StaticMulti::GetClipModel( int id ) const {
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if ( id >= 0 && id < clipModels.Num() && clipModels[id] ) {
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return clipModels[id];
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}
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return gameLocal.clip.DefaultClipModel();
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}
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/*
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================
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idPhysics_StaticMulti::GetNumClipModels
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================
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*/
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int idPhysics_StaticMulti::GetNumClipModels( void ) const {
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return clipModels.Num();
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}
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/*
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================
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idPhysics_StaticMulti::SetMass
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================
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*/
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void idPhysics_StaticMulti::SetMass( float mass, int id ) {
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}
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/*
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================
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idPhysics_StaticMulti::GetMass
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================
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*/
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float idPhysics_StaticMulti::GetMass( int id ) const {
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return 0.0f;
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}
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/*
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================
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idPhysics_StaticMulti::SetContents
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================
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*/
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void idPhysics_StaticMulti::SetContents( int contents, int id ) {
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int i;
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if ( id >= 0 && id < clipModels.Num() ) {
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if ( clipModels[id] ) {
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clipModels[id]->SetContents( contents );
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}
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} else if ( id == -1 ) {
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for ( i = 0; i < clipModels.Num(); i++ ) {
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if ( clipModels[i] ) {
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clipModels[i]->SetContents( contents );
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}
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}
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}
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}
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/*
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================
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idPhysics_StaticMulti::GetContents
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================
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*/
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int idPhysics_StaticMulti::GetContents( int id ) const {
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int i, contents = 0;
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if ( id >= 0 && id < clipModels.Num() ) {
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if ( clipModels[id] ) {
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contents = clipModels[id]->GetContents();
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}
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} else if ( id == -1 ) {
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for ( i = 0; i < clipModels.Num(); i++ ) {
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if ( clipModels[i] ) {
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contents |= clipModels[i]->GetContents();
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}
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}
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}
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return contents;
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}
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/*
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================
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idPhysics_StaticMulti::SetClipMask
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================
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*/
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void idPhysics_StaticMulti::SetClipMask( int mask, int id ) {
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}
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/*
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================
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idPhysics_StaticMulti::GetClipMask
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================
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*/
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int idPhysics_StaticMulti::GetClipMask( int id ) const {
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return 0;
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}
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/*
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================
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idPhysics_StaticMulti::GetBounds
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================
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*/
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const idBounds &idPhysics_StaticMulti::GetBounds( int id ) const {
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int i;
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static idBounds bounds;
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if ( id >= 0 && id < clipModels.Num() ) {
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if ( clipModels[id] ) {
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return clipModels[id]->GetBounds();
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}
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}
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if ( id == -1 ) {
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bounds.Clear();
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for ( i = 0; i < clipModels.Num(); i++ ) {
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if ( clipModels[i] ) {
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bounds.AddBounds( clipModels[i]->GetAbsBounds() );
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}
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}
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for ( i = 0; i < clipModels.Num(); i++ ) {
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if ( clipModels[i] ) {
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bounds[0] -= clipModels[i]->GetOrigin();
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bounds[1] -= clipModels[i]->GetOrigin();
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break;
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}
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}
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return bounds;
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}
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return bounds_zero;
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}
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/*
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================
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idPhysics_StaticMulti::GetAbsBounds
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================
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*/
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const idBounds &idPhysics_StaticMulti::GetAbsBounds( int id ) const {
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int i;
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static idBounds absBounds;
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if ( id >= 0 && id < clipModels.Num() ) {
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if ( clipModels[id] ) {
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return clipModels[id]->GetAbsBounds();
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}
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}
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if ( id == -1 ) {
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absBounds.Clear();
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for ( i = 0; i < clipModels.Num(); i++ ) {
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if ( clipModels[i] ) {
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absBounds.AddBounds( clipModels[i]->GetAbsBounds() );
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}
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}
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return absBounds;
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}
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return bounds_zero;
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}
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/*
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================
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idPhysics_StaticMulti::Evaluate
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================
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*/
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bool idPhysics_StaticMulti::Evaluate( int timeStepMSec, int endTimeMSec ) {
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self->BecomeInactive( TH_PHYSICS );
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return false;
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}
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/*
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================
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idPhysics_StaticMulti::UpdateTime
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================
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*/
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void idPhysics_StaticMulti::UpdateTime( int endTimeMSec ) {
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}
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/*
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================
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idPhysics_StaticMulti::GetTime
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================
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*/
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int idPhysics_StaticMulti::GetTime( void ) const {
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return 0;
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}
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/*
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================
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idPhysics_StaticMulti::GetImpactInfo
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================
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*/
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void idPhysics_StaticMulti::GetImpactInfo( const int id, const idVec3 &point, impactInfo_t *info ) const {
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memset( info, 0, sizeof( *info ) );
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}
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/*
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================
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idPhysics_StaticMulti::ApplyImpulse
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================
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*/
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void idPhysics_StaticMulti::ApplyImpulse( const int id, const idVec3 &point, const idVec3 &impulse ) {
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}
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/*
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================
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idPhysics_StaticMulti::AddForce
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================
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*/
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void idPhysics_StaticMulti::AddForce( const int id, const idVec3 &point, const idVec3 &force ) {
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}
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/*
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================
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idPhysics_StaticMulti::AddForce
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================
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*/
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void idPhysics_StaticMulti::AddForce( const idVec3& force ) {
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}
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/*
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================
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idPhysics_StaticMulti::AddTorque
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================
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*/
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void idPhysics_StaticMulti::AddTorque( const idVec3& torque ) {
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}
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/*
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================
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idPhysics_StaticMulti::Activate
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================
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*/
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void idPhysics_StaticMulti::Activate( void ) {
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}
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/*
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================
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idPhysics_StaticMulti::PutToRest
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================
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*/
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void idPhysics_StaticMulti::PutToRest( void ) {
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}
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/*
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================
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idPhysics_StaticMulti::IsAtRest
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================
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*/
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bool idPhysics_StaticMulti::IsAtRest( void ) const {
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return true;
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}
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/*
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================
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idPhysics_StaticMulti::GetRestStartTime
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================
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*/
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int idPhysics_StaticMulti::GetRestStartTime( void ) const {
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return 0;
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}
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/*
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================
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idPhysics_StaticMulti::IsPushable
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================
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*/
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bool idPhysics_StaticMulti::IsPushable( void ) const {
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return false;
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}
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/*
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================
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idPhysics_StaticMulti::SaveState
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================
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*/
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void idPhysics_StaticMulti::SaveState( void ) {
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}
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/*
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================
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idPhysics_StaticMulti::RestoreState
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================
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*/
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void idPhysics_StaticMulti::RestoreState( void ) {
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}
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/*
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================
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idPhysics_StaticMulti::SetOrigin
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================
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*/
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void idPhysics_StaticMulti::SetOrigin( const idVec3 &newOrigin, int id ) {
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if ( id >= 0 && id < clipModels.Num() ) {
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current[id].origin = newOrigin;
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if ( clipModels[id] ) {
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clipModels[id]->Link( gameLocal.clip, self, id, current[id].origin, current[id].axis );
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}
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} else if ( id == -1 ) {
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Translate( newOrigin - current[0].origin );
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}
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}
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/*
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================
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idPhysics_StaticMulti::SetAxis
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================
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*/
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void idPhysics_StaticMulti::SetAxis( const idMat3 &newAxis, int id ) {
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if ( id >= 0 && id < clipModels.Num() ) {
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current[id].axis = newAxis;
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if ( clipModels[id] ) {
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clipModels[id]->Link( gameLocal.clip, self, id, current[id].origin, current[id].axis );
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}
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} else if ( id == -1 ) {
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idMat3 axis;
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idRotation rotation;
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axis = current[0].axis.Transpose() * newAxis;
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rotation = axis.ToRotation();
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rotation.SetOrigin( current[0].origin );
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Rotate( rotation );
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}
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}
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/*
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================
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idPhysics_StaticMulti::Translate
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================
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*/
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void idPhysics_StaticMulti::Translate( const idVec3 &translation, int id ) {
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int i;
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if ( id >= 0 && id < clipModels.Num() ) {
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current[id].origin += translation;
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if ( clipModels[id] ) {
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clipModels[id]->Link( gameLocal.clip, self, id, current[id].origin, current[id].axis );
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}
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} else if ( id == -1 ) {
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for ( i = 0; i < clipModels.Num(); i++ ) {
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current[i].origin += translation;
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if ( clipModels[i] ) {
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clipModels[i]->Link( gameLocal.clip, self, i, current[i].origin, current[i].axis );
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}
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}
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}
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}
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/*
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================
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idPhysics_StaticMulti::Rotate
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================
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*/
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void idPhysics_StaticMulti::Rotate( const idRotation &rotation, int id ) {
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int i;
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if ( id >= 0 && id < clipModels.Num() ) {
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current[id].origin *= rotation;
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current[id].axis *= rotation.ToMat3();
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if ( clipModels[id] ) {
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clipModels[id]->Link( gameLocal.clip, self, id, current[id].origin, current[id].axis );
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}
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} else if ( id == -1 ) {
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for ( i = 0; i < clipModels.Num(); i++ ) {
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current[i].origin *= rotation;
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current[i].axis *= rotation.ToMat3();
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if ( clipModels[i] ) {
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clipModels[i]->Link( gameLocal.clip, self, i, current[i].origin, current[i].axis );
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}
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}
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}
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}
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/*
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================
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idPhysics_StaticMulti::GetOrigin
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================
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*/
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const idVec3 &idPhysics_StaticMulti::GetOrigin( int id ) const {
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if ( id >= 0 && id < clipModels.Num() ) {
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return current[id].origin;
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}
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if ( clipModels.Num() ) {
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return current[0].origin;
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} else {
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return vec3_origin;
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}
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}
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/*
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================
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idPhysics_StaticMulti::GetAxis
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================
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*/
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const idMat3 &idPhysics_StaticMulti::GetAxis( int id ) const {
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if ( id >= 0 && id < clipModels.Num() ) {
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return current[id].axis;
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}
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if ( clipModels.Num() ) {
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return current[0].axis;
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} else {
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return mat3_identity;
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}
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}
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/*
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================
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idPhysics_StaticMulti::SetLinearVelocity
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================
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*/
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void idPhysics_StaticMulti::SetLinearVelocity( const idVec3 &newLinearVelocity, int id ) {
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}
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/*
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================
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idPhysics_StaticMulti::SetAngularVelocity
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================
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*/
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void idPhysics_StaticMulti::SetAngularVelocity( const idVec3 &newAngularVelocity, int id ) {
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}
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/*
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================
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idPhysics_StaticMulti::GetLinearVelocity
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================
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*/
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const idVec3 &idPhysics_StaticMulti::GetLinearVelocity( int id ) const {
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return vec3_origin;
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}
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|
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/*
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================
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idPhysics_StaticMulti::GetAngularVelocity
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================
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*/
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const idVec3 &idPhysics_StaticMulti::GetAngularVelocity( int id ) const {
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return vec3_origin;
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}
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/*
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================
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idPhysics_StaticMulti::SetGravity
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================
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*/
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void idPhysics_StaticMulti::SetGravity( const idVec3 &newGravity ) {
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}
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/*
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================
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idPhysics_StaticMulti::GetGravity
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================
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*/
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const idVec3 &idPhysics_StaticMulti::GetGravity( void ) const {
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static idVec3 gravity( 0, 0, -g_gravity.GetFloat() );
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return gravity;
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}
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/*
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================
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idPhysics_StaticMulti::GetGravityNormal
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================
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*/
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const idVec3 &idPhysics_StaticMulti::GetGravityNormal( void ) const {
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static idVec3 gravity( 0, 0, -1 );
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return gravity;
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}
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|
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/*
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================
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idPhysics_StaticMulti::ClipTranslation
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================
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*/
|
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void idPhysics_StaticMulti::ClipTranslation( trace_t &results, const idVec3 &translation, const idClipModel *model ) const {
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memset( &results, 0, sizeof( trace_t ) );
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gameLocal.Warning( "idPhysics_StaticMulti::ClipTranslation called" );
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}
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|
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/*
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================
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idPhysics_StaticMulti::ClipRotation
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================
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*/
|
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void idPhysics_StaticMulti::ClipRotation( trace_t &results, const idRotation &rotation, const idClipModel *model ) const {
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memset( &results, 0, sizeof( trace_t ) );
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gameLocal.Warning( "idPhysics_StaticMulti::ClipRotation called" );
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}
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|
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/*
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================
|
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idPhysics_StaticMulti::ClipContents
|
|
================
|
|
*/
|
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int idPhysics_StaticMulti::ClipContents( const idClipModel *model ) const {
|
|
int i, contents;
|
|
|
|
contents = 0;
|
|
for ( i = 0; i < clipModels.Num(); i++ ) {
|
|
if ( clipModels[i] ) {
|
|
if ( model ) {
|
|
contents |= gameLocal.clip.ContentsModel( CLIP_DEBUG_PARMS clipModels[i]->GetOrigin(), clipModels[i], clipModels[i]->GetAxis(), -1,
|
|
model, model->GetOrigin(), model->GetAxis() );
|
|
} else {
|
|
contents |= gameLocal.clip.Contents( CLIP_DEBUG_PARMS clipModels[i]->GetOrigin(), clipModels[i], clipModels[i]->GetAxis(), -1, NULL );
|
|
}
|
|
}
|
|
}
|
|
return contents;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_StaticMulti::UnlinkClip
|
|
================
|
|
*/
|
|
void idPhysics_StaticMulti::UnlinkClip( void ) {
|
|
int i;
|
|
|
|
for ( i = 0; i < clipModels.Num(); i++ ) {
|
|
if ( clipModels[i] != NULL ) {
|
|
clipModels[i]->Unlink( gameLocal.clip );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_StaticMulti::LinkClip
|
|
================
|
|
*/
|
|
void idPhysics_StaticMulti::LinkClip( void ) {
|
|
int i;
|
|
|
|
for ( i = 0; i < clipModels.Num(); i++ ) {
|
|
if ( clipModels[i] != NULL ) {
|
|
clipModels[i]->Link( gameLocal.clip, self, i, current[i].origin, current[i].axis );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_StaticMulti::DisableClip
|
|
================
|
|
*/
|
|
void idPhysics_StaticMulti::DisableClip( bool activateContacting ) {
|
|
int i;
|
|
|
|
for ( i = 0; i < clipModels.Num(); i++ ) {
|
|
if ( clipModels[ i ] ) {
|
|
if ( activateContacting ) {
|
|
WakeEntitiesContacting( self, clipModels[ i ] );
|
|
}
|
|
clipModels[ i ]->Disable();
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_StaticMulti::EnableClip
|
|
================
|
|
*/
|
|
void idPhysics_StaticMulti::EnableClip( void ) {
|
|
int i;
|
|
|
|
for ( i = 0; i < clipModels.Num(); i++ ) {
|
|
if ( clipModels[ i ] ) {
|
|
clipModels[ i ]->Enable();
|
|
}
|
|
}
|
|
}
|
|
/*
|
|
================
|
|
idPhysics_StaticMulti::EvaluateContacts
|
|
================
|
|
*/
|
|
bool idPhysics_StaticMulti::EvaluateContacts( CLIP_DEBUG_PARMS_DECLARATION_ONLY ) {
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_StaticMulti::GetNumContacts
|
|
================
|
|
*/
|
|
int idPhysics_StaticMulti::GetNumContacts( void ) const {
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_StaticMulti::GetContact
|
|
================
|
|
*/
|
|
const contactInfo_t &idPhysics_StaticMulti::GetContact( int num ) const {
|
|
static contactInfo_t info;
|
|
memset( &info, 0, sizeof( info ) );
|
|
return info;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_StaticMulti::ClearContacts
|
|
================
|
|
*/
|
|
void idPhysics_StaticMulti::ClearContacts( void ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_StaticMulti::AddContactEntity
|
|
================
|
|
*/
|
|
void idPhysics_StaticMulti::AddContactEntity( idEntity *e ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_StaticMulti::RemoveContactEntity
|
|
================
|
|
*/
|
|
void idPhysics_StaticMulti::RemoveContactEntity( idEntity *e ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_StaticMulti::HasGroundContacts
|
|
================
|
|
*/
|
|
bool idPhysics_StaticMulti::HasGroundContacts( void ) const {
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_StaticMulti::IsGroundEntity
|
|
================
|
|
*/
|
|
bool idPhysics_StaticMulti::IsGroundEntity( int entityNum ) const {
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_StaticMulti::IsGroundClipModel
|
|
================
|
|
*/
|
|
bool idPhysics_StaticMulti::IsGroundClipModel( int entityNum, int id ) const {
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_StaticMulti::SetPushed
|
|
================
|
|
*/
|
|
void idPhysics_StaticMulti::SetPushed( int deltaTime ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_StaticMulti::GetPushedLinearVelocity
|
|
================
|
|
*/
|
|
const idVec3 &idPhysics_StaticMulti::GetPushedLinearVelocity( const int id ) const {
|
|
return vec3_origin;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_StaticMulti::GetPushedAngularVelocity
|
|
================
|
|
*/
|
|
const idVec3 &idPhysics_StaticMulti::GetPushedAngularVelocity( const int id ) const {
|
|
return vec3_origin;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_StaticMulti::SetMaster
|
|
================
|
|
*/
|
|
void idPhysics_StaticMulti::SetMaster( idEntity *master, const bool orientated ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_StaticMulti::GetBlockingInfo
|
|
================
|
|
*/
|
|
const trace_t *idPhysics_StaticMulti::GetBlockingInfo( void ) const {
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_StaticMulti::GetBlockingEntity
|
|
================
|
|
*/
|
|
idEntity *idPhysics_StaticMulti::GetBlockingEntity( void ) const {
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_StaticMulti::GetLinearEndTime
|
|
================
|
|
*/
|
|
int idPhysics_StaticMulti::GetLinearEndTime( void ) const {
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_StaticMulti::GetAngularEndTime
|
|
================
|
|
*/
|
|
int idPhysics_StaticMulti::GetAngularEndTime( void ) const {
|
|
return 0;
|
|
}
|