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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_STATIC_H__
- #define __PHYSICS_STATIC_H__
- /*
- ===============================================================================
- Physics for a non moving object using at most one collision model.
- ===============================================================================
- */
- typedef struct staticPState_s {
- idVec3 origin;
- idMat3 axis;
- idVec3 localOrigin;
- idMat3 localAxis;
- } staticPState_t;
- class idPhysics_Static : public idPhysics {
- public:
- CLASS_PROTOTYPE( idPhysics_Static );
- idPhysics_Static( void );
- ~idPhysics_Static( void );
- void Save( idSaveGame *savefile ) const;
- void Restore( idRestoreGame *savefile );
- public: // common physics interface
- void SetSelf( idEntity *e );
- void SetClipModel( idClipModel *model, float density, int id = 0, bool freeOld = true );
- idClipModel * GetClipModel( int id = 0 ) const;
- int GetNumClipModels( void ) const;
- void SetMass( float mass, int id = -1 );
- float GetMass( int id = -1 ) const;
- void SetContents( int contents, int id = -1 );
- int GetContents( int id = -1 ) const;
- void SetClipMask( int mask, int id = -1 );
- int GetClipMask( int id = -1 ) const;
- const idBounds & GetBounds( int id = -1 ) const;
- const idBounds & GetAbsBounds( int id = -1 ) const;
- 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 AddForce( const int id, const idVec3 &point, const idVec3 &force );
- void Activate( void );
- void PutToRest( void );
- bool IsAtRest( void ) const;
- int GetRestStartTime( void ) const;
- bool IsPushable( 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 );
- const idVec3 & GetOrigin( int id = 0 ) const;
- const idMat3 & GetAxis( int id = 0 ) const;
- void SetLinearVelocity( const idVec3 &newLinearVelocity, int id = 0 );
- void SetAngularVelocity( const idVec3 &newAngularVelocity, int id = 0 );
- const idVec3 & GetLinearVelocity( int id = 0 ) const;
- const idVec3 & GetAngularVelocity( int id = 0 ) const;
- void SetGravity( const idVec3 &newGravity );
- const idVec3 & GetGravity( void ) const;
- const idVec3 & GetGravityNormal( void ) const;
- void ClipTranslation( trace_t &results, const idVec3 &translation, const idClipModel *model ) const;
- void ClipRotation( trace_t &results, const idRotation &rotation, const idClipModel *model ) const;
- int ClipContents( const idClipModel *model ) const;
- void DisableClip( void );
- void EnableClip( void );
- void UnlinkClip( void );
- void LinkClip( void );
- bool EvaluateContacts( void );
- int GetNumContacts( void ) const;
- const contactInfo_t & GetContact( int num ) const;
- void ClearContacts( void );
- void AddContactEntity( idEntity *e );
- void RemoveContactEntity( idEntity *e );
- bool HasGroundContacts( void ) const;
- bool IsGroundEntity( int entityNum ) const;
- bool IsGroundClipModel( int entityNum, int id ) const;
- void SetPushed( int deltaTime );
- const idVec3 & GetPushedLinearVelocity( const int id = 0 ) const;
- const idVec3 & GetPushedAngularVelocity( const int id = 0 ) const;
- void SetMaster( idEntity *master, const bool orientated = true );
- const trace_t * GetBlockingInfo( void ) const;
- idEntity * GetBlockingEntity( void ) const;
- int GetLinearEndTime( void ) const;
- int GetAngularEndTime( void ) const;
- void WriteToSnapshot( idBitMsgDelta &msg ) const;
- void ReadFromSnapshot( const idBitMsgDelta &msg );
- protected:
- idEntity * self; // entity using this physics object
- staticPState_t current; // physics state
- idClipModel * clipModel; // collision model
- // master
- bool hasMaster;
- bool isOrientated;
- };
- #endif /* !__PHYSICS_STATIC_H__ */
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