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- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #ifndef __PHYSICS_MONSTER_H__
- #define __PHYSICS_MONSTER_H__
- /*
- ===================================================================================
- Monster physics
- Simulates the motion of a monster through the environment. The monster motion
- is typically driven by animations.
- ===================================================================================
- */
- typedef enum {
- MM_OK,
- MM_SLIDING,
- MM_BLOCKED,
- MM_STEPPED,
- MM_FALLING
- } monsterMoveResult_t;
- typedef struct monsterPState_s {
- int atRest;
- bool onGround;
- idVec3 origin;
- idVec3 velocity;
- idVec3 localOrigin;
- idVec3 pushVelocity;
- } monsterPState_t;
- class idPhysics_Monster : public idPhysics_Actor {
- public:
- CLASS_PROTOTYPE( idPhysics_Monster );
- idPhysics_Monster( void );
- void Save( idSaveGame *savefile ) const;
- void Restore( idRestoreGame *savefile );
- // maximum step up the monster can take, default 18 units
- void SetMaxStepHeight( const float newMaxStepHeight );
- float GetMaxStepHeight( void ) const;
- // minimum cosine of floor angle to be able to stand on the floor
- void SetMinFloorCosine( const float newMinFloorCosine );
- // set delta for next move
- void SetDelta( const idVec3 &d );
- // returns true if monster is standing on the ground
- bool OnGround( void ) const;
- // returns the movement result
- monsterMoveResult_t GetMoveResult( void ) const;
- // overrides any velocity for pure delta movement
- void ForceDeltaMove( bool force );
- // whether velocity should be affected by gravity
- void UseFlyMove( bool force );
- // don't use delta movement
- void UseVelocityMove( bool force );
- // get entity blocking the move
- idEntity * GetSlideMoveEntity( void ) const;
- // enable/disable activation by impact
- void EnableImpact( void );
- void DisableImpact( void );
- public: // common physics interface
- bool Evaluate( int timeStepMSec, int endTimeMSec );
- void UpdateTime( int endTimeMSec );
- int GetTime( void ) const;
- void GetImpactInfo( const int id, const idVec3 &point, impactInfo_t *info ) const;
- void ApplyImpulse( const int id, const idVec3 &point, const idVec3 &impulse );
- void Activate( void );
- void PutToRest( void );
- bool IsAtRest( void ) const;
- int GetRestStartTime( void ) const;
- void SaveState( void );
- void RestoreState( void );
- void SetOrigin( const idVec3 &newOrigin, int id = -1 );
- void SetAxis( const idMat3 &newAxis, int id = -1 );
- void Translate( const idVec3 &translation, int id = -1 );
- void Rotate( const idRotation &rotation, int id = -1 );
- void SetLinearVelocity( const idVec3 &newLinearVelocity, int id = 0 );
- const idVec3 & GetLinearVelocity( int id = 0 ) const;
- void SetPushed( int deltaTime );
- const idVec3 & GetPushedLinearVelocity( const int id = 0 ) const;
- void SetMaster( idEntity *master, const bool orientated = true );
- void WriteToSnapshot( idBitMsgDelta &msg ) const;
- void ReadFromSnapshot( const idBitMsgDelta &msg );
- private:
- // monster physics state
- monsterPState_t current;
- monsterPState_t saved;
- // properties
- float maxStepHeight; // maximum step height
- float minFloorCosine; // minimum cosine of floor angle
- idVec3 delta; // delta for next move
- bool forceDeltaMove;
- bool fly;
- bool useVelocityMove;
- bool noImpact; // if true do not activate when another object collides
- // results of last evaluate
- monsterMoveResult_t moveResult;
- idEntity * blockingEntity;
- private:
- void CheckGround( monsterPState_t &state );
- monsterMoveResult_t SlideMove( idVec3 &start, idVec3 &velocity, const idVec3 &delta );
- monsterMoveResult_t StepMove( idVec3 &start, idVec3 &velocity, const idVec3 &delta );
- void Rest( void );
- };
- #endif /* !__PHYSICS_MONSTER_H__ */
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