2 ===========================================================================
5 Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
7 This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
9 Doom 3 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.
14 Doom 3 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.
19 You should have received a copy of the GNU General Public License
20 along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
22 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.
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.
26 ===========================================================================
29 #ifndef __PHYSICS_STATIC_H__
30 #define __PHYSICS_STATIC_H__
33 ===============================================================================
35 Physics for a non moving object using at most one collision model.
37 ===============================================================================
40 typedef struct staticPState_s {
47 class idPhysics_Static : public idPhysics {
50 CLASS_PROTOTYPE( idPhysics_Static );
52 idPhysics_Static( void );
53 ~idPhysics_Static( void );
55 void Save( idSaveGame *savefile ) const;
56 void Restore( idRestoreGame *savefile );
58 public: // common physics interface
59 void SetSelf( idEntity *e );
61 void SetClipModel( idClipModel *model, float density, int id = 0, bool freeOld = true );
62 idClipModel * GetClipModel( int id = 0 ) const;
63 int GetNumClipModels( void ) const;
65 void SetMass( float mass, int id = -1 );
66 float GetMass( int id = -1 ) const;
68 void SetContents( int contents, int id = -1 );
69 int GetContents( int id = -1 ) const;
71 void SetClipMask( int mask, int id = -1 );
72 int GetClipMask( int id = -1 ) const;
74 const idBounds & GetBounds( int id = -1 ) const;
75 const idBounds & GetAbsBounds( int id = -1 ) const;
77 bool Evaluate( int timeStepMSec, int endTimeMSec );
78 void UpdateTime( int endTimeMSec );
79 int GetTime( void ) const;
81 void GetImpactInfo( const int id, const idVec3 &point, impactInfo_t *info ) const;
82 void ApplyImpulse( const int id, const idVec3 &point, const idVec3 &impulse );
83 void AddForce( const int id, const idVec3 &point, const idVec3 &force );
84 void Activate( void );
85 void PutToRest( void );
86 bool IsAtRest( void ) const;
87 int GetRestStartTime( void ) const;
88 bool IsPushable( void ) const;
90 void SaveState( void );
91 void RestoreState( void );
93 void SetOrigin( const idVec3 &newOrigin, int id = -1 );
94 void SetAxis( const idMat3 &newAxis, int id = -1 );
96 void Translate( const idVec3 &translation, int id = -1 );
97 void Rotate( const idRotation &rotation, int id = -1 );
99 const idVec3 & GetOrigin( int id = 0 ) const;
100 const idMat3 & GetAxis( int id = 0 ) const;
102 void SetLinearVelocity( const idVec3 &newLinearVelocity, int id = 0 );
103 void SetAngularVelocity( const idVec3 &newAngularVelocity, int id = 0 );
105 const idVec3 & GetLinearVelocity( int id = 0 ) const;
106 const idVec3 & GetAngularVelocity( int id = 0 ) const;
108 void SetGravity( const idVec3 &newGravity );
109 const idVec3 & GetGravity( void ) const;
110 const idVec3 & GetGravityNormal( void ) const;
112 void ClipTranslation( trace_t &results, const idVec3 &translation, const idClipModel *model ) const;
113 void ClipRotation( trace_t &results, const idRotation &rotation, const idClipModel *model ) const;
114 int ClipContents( const idClipModel *model ) const;
116 void DisableClip( void );
117 void EnableClip( void );
119 void UnlinkClip( void );
120 void LinkClip( void );
122 bool EvaluateContacts( void );
123 int GetNumContacts( void ) const;
124 const contactInfo_t & GetContact( int num ) const;
125 void ClearContacts( void );
126 void AddContactEntity( idEntity *e );
127 void RemoveContactEntity( idEntity *e );
129 bool HasGroundContacts( void ) const;
130 bool IsGroundEntity( int entityNum ) const;
131 bool IsGroundClipModel( int entityNum, int id ) const;
133 void SetPushed( int deltaTime );
134 const idVec3 & GetPushedLinearVelocity( const int id = 0 ) const;
135 const idVec3 & GetPushedAngularVelocity( const int id = 0 ) const;
137 void SetMaster( idEntity *master, const bool orientated = true );
139 const trace_t * GetBlockingInfo( void ) const;
140 idEntity * GetBlockingEntity( void ) const;
142 int GetLinearEndTime( void ) const;
143 int GetAngularEndTime( void ) const;
145 void WriteToSnapshot( idBitMsgDelta &msg ) const;
146 void ReadFromSnapshot( const idBitMsgDelta &msg );
149 idEntity * self; // entity using this physics object
150 staticPState_t current; // physics state
151 idClipModel * clipModel; // collision model
158 #endif /* !__PHYSICS_STATIC_H__ */