123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843 |
- /*
- ===========================================================================
- 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.
- ===========================================================================
- */
- #include "../../idlib/precompiled.h"
- #pragma hdrstop
- #include "../Game_local.h"
- CLASS_DECLARATION( idPhysics, idPhysics_Static )
- END_CLASS
- /*
- ================
- idPhysics_Static::idPhysics_Static
- ================
- */
- idPhysics_Static::idPhysics_Static( void ) {
- self = NULL;
- clipModel = NULL;
- current.origin.Zero();
- current.axis.Identity();
- current.localOrigin.Zero();
- current.localAxis.Identity();
- hasMaster = false;
- isOrientated = false;
- }
- /*
- ================
- idPhysics_Static::~idPhysics_Static
- ================
- */
- idPhysics_Static::~idPhysics_Static( void ) {
- if ( self && self->GetPhysics() == this ) {
- self->SetPhysics( NULL );
- }
- idForce::DeletePhysics( this );
- if ( clipModel ) {
- delete clipModel;
- }
- }
- /*
- ================
- idPhysics_Static::Save
- ================
- */
- void idPhysics_Static::Save( idSaveGame *savefile ) const {
- savefile->WriteObject( self );
- savefile->WriteVec3( current.origin );
- savefile->WriteMat3( current.axis );
- savefile->WriteVec3( current.localOrigin );
- savefile->WriteMat3( current.localAxis );
- savefile->WriteClipModel( clipModel );
- savefile->WriteBool( hasMaster );
- savefile->WriteBool( isOrientated );
- }
- /*
- ================
- idPhysics_Static::Restore
- ================
- */
- void idPhysics_Static::Restore( idRestoreGame *savefile ) {
- savefile->ReadObject( reinterpret_cast<idClass *&>( self ) );
- savefile->ReadVec3( current.origin );
- savefile->ReadMat3( current.axis );
- savefile->ReadVec3( current.localOrigin );
- savefile->ReadMat3( current.localAxis );
- savefile->ReadClipModel( clipModel );
- savefile->ReadBool( hasMaster );
- savefile->ReadBool( isOrientated );
- }
- /*
- ================
- 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 && clipModel != model && freeOld ) {
- delete clipModel;
- }
- clipModel = model;
- if ( clipModel ) {
- 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 ) {
- idVec3 masterOrigin, oldOrigin;
- idMat3 masterAxis, oldAxis;
- if ( hasMaster ) {
- oldOrigin = current.origin;
- oldAxis = current.axis;
- self->GetMasterPosition( masterOrigin, masterAxis );
- current.origin = masterOrigin + current.localOrigin * masterAxis;
- if ( isOrientated ) {
- current.axis = current.localAxis * masterAxis;
- } else {
- current.axis = current.localAxis;
- }
- if ( clipModel ) {
- clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
- }
- return ( current.origin != oldOrigin || current.axis != oldAxis );
- }
- 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::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;
- current.localOrigin = newOrigin;
- if ( hasMaster ) {
- self->GetMasterPosition( masterOrigin, masterAxis );
- current.origin = masterOrigin + newOrigin * masterAxis;
- } else {
- current.origin = newOrigin;
- }
- if ( clipModel ) {
- clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
- }
- }
- /*
- ================
- idPhysics_Static::SetAxis
- ================
- */
- void idPhysics_Static::SetAxis( const idMat3 &newAxis, int id ) {
- idVec3 masterOrigin;
- idMat3 masterAxis;
- current.localAxis = newAxis;
- if ( hasMaster && isOrientated ) {
- self->GetMasterPosition( masterOrigin, masterAxis );
- current.axis = newAxis * masterAxis;
- } else {
- current.axis = newAxis;
- }
- if ( clipModel ) {
- clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
- }
- }
- /*
- ================
- idPhysics_Static::Translate
- ================
- */
- void idPhysics_Static::Translate( const idVec3 &translation, int id ) {
- current.localOrigin += translation;
- current.origin += translation;
- if ( clipModel ) {
- 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 ( hasMaster ) {
- self->GetMasterPosition( masterOrigin, masterAxis );
- current.localAxis *= rotation.ToMat3();
- current.localOrigin = ( current.origin - masterOrigin ) * masterAxis.Transpose();
- } else {
- current.localAxis = current.axis;
- current.localOrigin = current.origin;
- }
- if ( clipModel ) {
- 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( results, current.origin, current.origin + translation,
- clipModel, current.axis, MASK_SOLID, model->Handle(), model->GetOrigin(), model->GetAxis() );
- } else {
- gameLocal.clip.Translation( 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( results, current.origin, rotation,
- clipModel, current.axis, MASK_SOLID, model->Handle(), model->GetOrigin(), model->GetAxis() );
- } else {
- gameLocal.clip.Rotation( 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( clipModel->GetOrigin(), clipModel, clipModel->GetAxis(), -1,
- model->Handle(), model->GetOrigin(), model->GetAxis() );
- } else {
- return gameLocal.clip.Contents( clipModel->GetOrigin(), clipModel, clipModel->GetAxis(), -1, NULL );
- }
- }
- return 0;
- }
- /*
- ================
- idPhysics_Static::DisableClip
- ================
- */
- void idPhysics_Static::DisableClip( void ) {
- if ( clipModel ) {
- clipModel->Disable();
- }
- }
- /*
- ================
- idPhysics_Static::EnableClip
- ================
- */
- void idPhysics_Static::EnableClip( void ) {
- if ( clipModel ) {
- clipModel->Enable();
- }
- }
- /*
- ================
- idPhysics_Static::UnlinkClip
- ================
- */
- void idPhysics_Static::UnlinkClip( void ) {
- if ( clipModel ) {
- clipModel->Unlink();
- }
- }
- /*
- ================
- idPhysics_Static::LinkClip
- ================
- */
- void idPhysics_Static::LinkClip( void ) {
- if ( clipModel ) {
- clipModel->Link( gameLocal.clip, self, 0, current.origin, current.axis );
- }
- }
- /*
- ================
- idPhysics_Static::EvaluateContacts
- ================
- */
- bool idPhysics_Static::EvaluateContacts( void ) {
- 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 ( !hasMaster ) {
- // transform from world space to master space
- self->GetMasterPosition( masterOrigin, masterAxis );
- current.localOrigin = ( current.origin - masterOrigin ) * masterAxis.Transpose();
- if ( orientated ) {
- current.localAxis = current.axis * masterAxis.Transpose();
- } else {
- current.localAxis = current.axis;
- }
- hasMaster = true;
- isOrientated = orientated;
- }
- } else {
- if ( hasMaster ) {
- 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::WriteToSnapshot
- ================
- */
- void idPhysics_Static::WriteToSnapshot( idBitMsgDelta &msg ) const {
- idCQuat quat, localQuat;
- quat = current.axis.ToCQuat();
- localQuat = current.localAxis.ToCQuat();
- msg.WriteFloat( current.origin[0] );
- msg.WriteFloat( current.origin[1] );
- msg.WriteFloat( current.origin[2] );
- msg.WriteFloat( quat.x );
- msg.WriteFloat( quat.y );
- msg.WriteFloat( quat.z );
- msg.WriteDeltaFloat( current.origin[0], current.localOrigin[0] );
- msg.WriteDeltaFloat( current.origin[1], current.localOrigin[1] );
- msg.WriteDeltaFloat( current.origin[2], current.localOrigin[2] );
- msg.WriteDeltaFloat( quat.x, localQuat.x );
- msg.WriteDeltaFloat( quat.y, localQuat.y );
- msg.WriteDeltaFloat( quat.z, localQuat.z );
- }
- /*
- ================
- idPhysics_Base::ReadFromSnapshot
- ================
- */
- void idPhysics_Static::ReadFromSnapshot( const idBitMsgDelta &msg ) {
- idCQuat quat, localQuat;
- current.origin[0] = msg.ReadFloat();
- current.origin[1] = msg.ReadFloat();
- current.origin[2] = msg.ReadFloat();
- quat.x = msg.ReadFloat();
- quat.y = msg.ReadFloat();
- quat.z = msg.ReadFloat();
- current.localOrigin[0] = msg.ReadDeltaFloat( current.origin[0] );
- current.localOrigin[1] = msg.ReadDeltaFloat( current.origin[1] );
- current.localOrigin[2] = msg.ReadDeltaFloat( current.origin[2] );
- localQuat.x = msg.ReadDeltaFloat( quat.x );
- localQuat.y = msg.ReadDeltaFloat( quat.y );
- localQuat.z = msg.ReadDeltaFloat( quat.z );
- current.axis = quat.ToMat3();
- current.localAxis = localQuat.ToMat3();
- }
|