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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_BASE_H__
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#define __PHYSICS_BASE_H__
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/*
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===============================================================================
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Physics base for a moving object using one or more collision models.
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===============================================================================
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*/
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#define contactEntity_t idEntityPtr<idEntity>
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class idPhysics_Base : public idPhysics {
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public:
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CLASS_PROTOTYPE( idPhysics_Base );
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idPhysics_Base( void );
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~idPhysics_Base( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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public: // common physics interface
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void SetSelf( idEntity *e );
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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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void SetClipMask( int mask, int id = -1 );
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int GetClipMask( 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 Evaluate( int timeStepMSec, int endTimeMSec );
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void UpdateTime( int endTimeMSec );
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int GetTime( void ) const;
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void GetImpactInfo( const int id, const idVec3 &point, impactInfo_t *info ) const;
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void ApplyImpulse( const int id, const idVec3 &point, const idVec3 &impulse );
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void AddForce( const int id, const idVec3 &point, const idVec3 &force );
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void Activate( void );
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void PutToRest( void );
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bool IsAtRest( void ) const;
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int GetRestStartTime( void ) const;
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bool IsPushable( void ) const;
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void SaveState( void );
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void RestoreState( void );
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void SetOrigin( const idVec3 &newOrigin, int id = -1 );
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void SetAxis( const idMat3 &newAxis, int id = -1 );
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void Translate( const idVec3 &translation, int id = -1 );
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void Rotate( const idRotation &rotation, int id = -1 );
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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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void SetLinearVelocity( const idVec3 &newLinearVelocity, int id = 0 );
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void SetAngularVelocity( const idVec3 &newAngularVelocity, int id = 0 );
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const idVec3 & GetLinearVelocity( int id = 0 ) const;
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const idVec3 & GetAngularVelocity( int id = 0 ) const;
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void SetGravity( const idVec3 &newGravity );
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const idVec3 & GetGravity( void ) const;
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const idVec3 & GetGravityNormal( 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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int GetNumContacts( void ) const;
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const contactInfo_t & GetContact( int num ) const;
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void ClearContacts( void );
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void AddContactEntity( idEntity *e );
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void RemoveContactEntity( idEntity *e );
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bool HasGroundContacts( void ) const;
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bool IsGroundEntity( int entityNum ) const;
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bool IsGroundClipModel( int entityNum, int id ) const;
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void SetPushed( int deltaTime );
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const idVec3 & GetPushedLinearVelocity( const int id = 0 ) const;
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const idVec3 & GetPushedAngularVelocity( const int id = 0 ) const;
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//HUMANHEAD: aob
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bool HasContacts( void ) const;
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idVec3 GetGroundContactNormal() const;
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//HUMANHEAD END
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void SetMaster( idEntity *master, const bool orientated = true );
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const trace_t * GetBlockingInfo( void ) const;
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idEntity * GetBlockingEntity( void ) const;
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int GetLinearEndTime( void ) const;
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int GetAngularEndTime( void ) const;
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void WriteToSnapshot( idBitMsgDelta &msg ) const;
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void ReadFromSnapshot( const idBitMsgDelta &msg );
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protected:
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idEntity * self; // entity using this physics object
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int clipMask; // contents the physics object collides with
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idVec3 gravityVector; // direction and magnitude of gravity
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idVec3 gravityNormal; // normalized direction of gravity
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idList<contactInfo_t> contacts; // contacts with other physics objects
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idList<contactEntity_t> contactEntities; // entities touching this physics object
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protected:
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// add ground contacts for the clip model
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void AddGroundContacts( const idClipModel *clipModel );
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// add contact entity links to contact entities
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void AddContactEntitiesForContacts( void );
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// active all contact entities
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void ActivateContactEntities( void );
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// returns true if the whole physics object is outside the world bounds
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bool IsOutsideWorld( void ) const;
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// draw linear and angular velocity
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void DrawVelocity( int id, float linearScale, float angularScale ) const;
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};
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#endif /* !__PHYSICS_BASE_H__ */
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