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Initial Prey Game integration support.
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// Copyright (C) 2004 Id Software, Inc.
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//
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#ifndef __PHYSICS_ACTOR_H__
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#define __PHYSICS_ACTOR_H__
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/*
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===================================================================================
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Actor physics base class
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An actor typically uses one collision model which is aligned with the gravity
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direction. The collision model is usually a simple box with the origin at the
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bottom center.
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===================================================================================
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*/
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//HUMANHEAD
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#define MAXTOUCH 32
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const int c_iNumRotationTraces = 4;
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//HUMANHEAD END
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class idPhysics_Actor : public idPhysics_Base {
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public:
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CLASS_PROTOTYPE( idPhysics_Actor );
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idPhysics_Actor( void );
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~idPhysics_Actor( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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// get delta yaw of master
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float GetMasterDeltaYaw( void ) const;
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// returns the ground entity
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idEntity * GetGroundEntity( void ) const;
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// align the clip model with the gravity direction
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void SetClipModelAxis( void );
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//HUMANHEAD nla
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int GetNumTouchEnts( void ) const;
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int GetTouchEnt( int i ) const;
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void ResetNumTouchEnt( int i );
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// HUMANHEAD END
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//HUMANHEAD: aob - added
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const trace_t& GetGroundTrace() const { return groundTrace; }
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virtual const idMaterial* GetGroundMaterial() const { if(!HasGroundContacts()) return NULL; return groundTrace.c.material; } // JRM - return NULL if no gc's
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surfTypes_t GetGroundMatterType() const { return gameLocal.GetMatterType(groundTrace); }
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const int GetGroundSurfaceFlags() const { const idMaterial* mat = GetGroundMaterial(); if( mat ) { return mat->GetSurfaceFlags(); } else { return 0; } }
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bool HadGroundContacts() const;
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virtual void HadGroundContacts( const bool hadGroundContacts );
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//HUMANHEAD END
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public: // common physics interface
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void SetClipModel( idClipModel *model, float density, int id = 0, bool freeOld = true );
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idClipModel * GetClipModel( int id = 0 ) const;
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int GetNumClipModels( void ) const;
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void SetMass( float mass, int id = -1 );
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float GetMass( int id = -1 ) const;
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void SetContents( int contents, int id = -1 );
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int GetContents( int id = -1 ) const;
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const idBounds & GetBounds( int id = -1 ) const;
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const idBounds & GetAbsBounds( int id = -1 ) const;
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bool IsPushable( void ) const;
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const idVec3 & GetOrigin( int id = 0 ) const;
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const idMat3 & GetAxis( int id = 0 ) const;
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virtual // HUMANHEAD jsh made virtual
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void SetGravity( const idVec3 &newGravity );
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const idMat3 & GetGravityAxis( void ) const;
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void ClipTranslation( trace_t &results, const idVec3 &translation, const idClipModel *model ) const;
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void ClipRotation( trace_t &results, const idRotation &rotation, const idClipModel *model ) const;
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int ClipContents( const idClipModel *model ) const;
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void DisableClip( void );
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void EnableClip( void );
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void UnlinkClip( void );
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void LinkClip( void );
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bool EvaluateContacts( void );
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protected:
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idClipModel * clipModel; // clip model used for collision detection
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idMat3 clipModelAxis; // axis of clip model aligned with gravity direction
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// derived properties
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float mass;
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float invMass;
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// master
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idEntity * masterEntity;
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float masterYaw;
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float masterDeltaYaw;
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//HUMANHEAD: aob
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trace_t groundTrace;
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//HUMANHEAD END
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//HUMANHEAD nla
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// entities touched during last evaluate
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int numTouch;
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int touchEnts[MAXTOUCH];
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void AddTouchEnt( int entityNum );
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void AddTouchEntList( idList<int> &list );
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bool hadGroundContacts;
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idVec3 rotationTraceDirectionTable[ c_iNumRotationTraces ];
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// HUMANHEAD END
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// results of last evaluate
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idEntityPtr<idEntity> groundEntityPtr;
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//HUMANHEAD: aob
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protected:
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virtual bool IterativeRotateMove( const idVec3& upVector, const idVec3& idealUpVector, const idVec3& rotationOrigin, const idVec3& rotationCheckOrigin, int numIterations );
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idVec3 DetermineRotationVector( const idVec3& upVector, const idVec3& idealUpVector, const idVec3& rotationOrigin );
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bool DirectionIsClear( const idVec3& checkOrigin, const idVec3& direction );
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void BuildRotationTraceDirectionTable( const idMat3& Axis );
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//HUMANHEAD END
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};
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#endif /* !__PHYSICS_ACTOR_H__ */
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