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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_PARAMETRIC_H__
- #define __PHYSICS_PARAMETRIC_H__
- /*
- ===================================================================================
- Parametric physics
- Used for predefined or scripted motion. The motion of an object is completely
- parametrized. By adjusting the parameters an object is forced to follow a
- predefined path. The parametric physics is typically used for doors, bridges,
- rotating fans etc.
- ===================================================================================
- */
- typedef struct parametricPState_s {
- int time; // physics time
- int atRest; // set when simulation is suspended
- idVec3 origin; // world origin
- idAngles angles; // world angles
- idMat3 axis; // world axis
- idVec3 localOrigin; // local origin
- idAngles localAngles; // local angles
- idExtrapolate<idVec3> linearExtrapolation; // extrapolation based description of the position over time
- idExtrapolate<idAngles> angularExtrapolation; // extrapolation based description of the orientation over time
- idInterpolateAccelDecelLinear<idVec3> linearInterpolation; // interpolation based description of the position over time
- idInterpolateAccelDecelLinear<idAngles> angularInterpolation; // interpolation based description of the orientation over time
- idCurve_Spline<idVec3> * spline; // spline based description of the position over time
- idInterpolateAccelDecelLinear<float> splineInterpolate; // position along the spline over time
- bool useSplineAngles; // set the orientation using the spline
- } parametricPState_t;
- class idPhysics_Parametric : public idPhysics_Base {
- public:
- CLASS_PROTOTYPE( idPhysics_Parametric );
- idPhysics_Parametric( void );
- ~idPhysics_Parametric( void );
- void Save( idSaveGame *savefile ) const;
- void Restore( idRestoreGame *savefile );
- void SetPusher( int flags );
- bool IsPusher( void ) const;
- void SetLinearExtrapolation( extrapolation_t type, int time, int duration, const idVec3 &base, const idVec3 &speed, const idVec3 &baseSpeed );
- void SetAngularExtrapolation( extrapolation_t type, int time, int duration, const idAngles &base, const idAngles &speed, const idAngles &baseSpeed );
- extrapolation_t GetLinearExtrapolationType( void ) const;
- extrapolation_t GetAngularExtrapolationType( void ) const;
- void SetLinearInterpolation( int time, int accelTime, int decelTime, int duration, const idVec3 &startPos, const idVec3 &endPos );
- void SetAngularInterpolation( int time, int accelTime, int decelTime, int duration, const idAngles &startAng, const idAngles &endAng );
- void SetSpline( idCurve_Spline<idVec3> *spline, int accelTime, int decelTime, bool useSplineAngles );
- idCurve_Spline<idVec3> *GetSpline( void ) const;
- int GetSplineAcceleration( void ) const;
- int GetSplineDeceleration( void ) const;
- bool UsingSplineAngles( void ) const;
- void GetLocalOrigin( idVec3 &curOrigin ) const;
- void GetLocalAngles( idAngles &curAngles ) const;
- void GetAngles( idAngles &curAngles ) const;
- public: // common physics interface
- 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;
- 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 Activate( 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 DisableClip( void );
- void EnableClip( void );
- void UnlinkClip( void );
- void LinkClip( void );
- 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 );
- private:
- // parametric physics state
- parametricPState_t current;
- parametricPState_t saved;
- // pusher
- bool isPusher;
- idClipModel * clipModel;
- int pushFlags;
- // results of last evaluate
- trace_t pushResults;
- bool isBlocked;
- // master
- bool hasMaster;
- bool isOrientated;
- private:
- bool TestIfAtRest( void ) const;
- void Rest( void );
- };
- #endif /* !__PHYSICS_PARAMETRIC_H__ */
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