DOOM-3-BFG

DOOM 3 BFG Edition
Log | Files | Refs

Physics_Actor.h (4055B)


      1 /*
      2 ===========================================================================
      3 
      4 Doom 3 BFG Edition GPL Source Code
      5 Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. 
      6 
      7 This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").  
      8 
      9 Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
     10 it under the terms of the GNU General Public License as published by
     11 the Free Software Foundation, either version 3 of the License, or
     12 (at your option) any later version.
     13 
     14 Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
     15 but WITHOUT ANY WARRANTY; without even the implied warranty of
     16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
     17 GNU General Public License for more details.
     18 
     19 You should have received a copy of the GNU General Public License
     20 along with Doom 3 BFG Edition Source Code.  If not, see <http://www.gnu.org/licenses/>.
     21 
     22 In addition, the Doom 3 BFG Edition 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 BFG Edition Source Code.  If not, please request a copy in writing from id Software at the address below.
     23 
     24 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.
     25 
     26 ===========================================================================
     27 */
     28 
     29 #ifndef __PHYSICS_ACTOR_H__
     30 #define __PHYSICS_ACTOR_H__
     31 
     32 /*
     33 ===================================================================================
     34 
     35 	Actor physics base class
     36 
     37 	An actor typically uses one collision model which is aligned with the gravity
     38 	direction. The collision model is usually a simple box with the origin at the
     39 	bottom center.
     40 
     41 ===================================================================================
     42 */
     43 
     44 class idPhysics_Actor : public idPhysics_Base {
     45 
     46 public:
     47 	CLASS_PROTOTYPE( idPhysics_Actor );
     48 
     49 							idPhysics_Actor();
     50 							~idPhysics_Actor();
     51 
     52 	void					Save( idSaveGame *savefile ) const;
     53 	void					Restore( idRestoreGame *savefile );
     54 
     55 							// get delta yaw of master
     56 	float					GetMasterDeltaYaw() const;
     57 							// returns the ground entity
     58 	idEntity *				GetGroundEntity() const;
     59 							// align the clip model with the gravity direction
     60 	void					SetClipModelAxis();
     61 
     62 public:	// common physics interface
     63 	void					SetClipModel( idClipModel *model, float density, int id = 0, bool freeOld = true );
     64 	idClipModel *			GetClipModel( int id = 0 ) const;
     65 	int						GetNumClipModels() const;
     66 
     67 	void					SetMass( float mass, int id = -1 );
     68 	float					GetMass( int id = -1 ) const;
     69 
     70 	void					SetContents( int contents, int id = -1 );
     71 	int						GetContents( int id = -1 ) const;
     72 
     73 	const idBounds &		GetBounds( int id = -1 ) const;
     74 	const idBounds &		GetAbsBounds( int id = -1 ) const;
     75 
     76 	bool					IsPushable() const;
     77 
     78 	const idVec3 &			GetOrigin( int id = 0 ) const;
     79 	const idMat3 &			GetAxis( int id = 0 ) const;
     80 
     81 	void					SetGravity( const idVec3 &newGravity );
     82 	const idMat3 &			GetGravityAxis() const;
     83 
     84 	void					ClipTranslation( trace_t &results, const idVec3 &translation, const idClipModel *model ) const;
     85 	void					ClipRotation( trace_t &results, const idRotation &rotation, const idClipModel *model ) const;
     86 	int						ClipContents( const idClipModel *model ) const;
     87 
     88 	void					DisableClip();
     89 	void					EnableClip();
     90 
     91 	void					UnlinkClip();
     92 	void					LinkClip();
     93 
     94 	bool					EvaluateContacts();
     95 
     96 protected:
     97 	idClipModel *			clipModel;			// clip model used for collision detection
     98 	idMat3					clipModelAxis;		// axis of clip model aligned with gravity direction
     99 
    100 	// derived properties
    101 	float					mass;
    102 	float					invMass;
    103 
    104 	// master
    105 	idEntity *				masterEntity;
    106 	float					masterYaw;
    107 	float					masterDeltaYaw;
    108 
    109 	// results of last evaluate
    110 	idEntityPtr<idEntity>	groundEntityPtr;
    111 };
    112 
    113 #endif /* !__PHYSICS_ACTOR_H__ */