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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_PARAMETRIC_H__
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#define __PHYSICS_PARAMETRIC_H__
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/*
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===================================================================================
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Parametric physics
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Used for predefined or scripted motion. The motion of an object is completely
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parametrized. By adjusting the parameters an object is forced to follow a
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predefined path. The parametric physics is typically used for doors, bridges,
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rotating fans etc.
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===================================================================================
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*/
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typedef struct parametricPState_s {
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int time; // physics time
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int atRest; // set when simulation is suspended
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idVec3 origin; // world origin
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idAngles angles; // world angles
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idMat3 axis; // world axis
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idVec3 localOrigin; // local origin
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idAngles localAngles; // local angles
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idExtrapolate<idVec3> linearExtrapolation; // extrapolation based description of the position over time
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idExtrapolate<idAngles> angularExtrapolation; // extrapolation based description of the orientation over time
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idInterpolateAccelDecelLinear<idVec3> linearInterpolation; // interpolation based description of the position over time
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idInterpolateAccelDecelLinear<idAngles> angularInterpolation; // interpolation based description of the orientation over time
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idCurve_Spline<idVec3> * spline; // spline based description of the position over time
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idInterpolateAccelDecelLinear<float> splineInterpolate; // position along the spline over time
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bool useSplineAngles; // set the orientation using the spline
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// HUMANHEAD mdl: Added these for accumulating spline angle changes. They are NULL when splines are inactive.
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idAngles * lastSplineAngles; // If not NULL, The spline angles from the last Evaluate() call
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idMat3 * deltaSplineAngles; // If not NULL, the difference between current.angle and the initial spline angles when SetSpline is called.
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idMat3 * deltaSplineAnglesInverse; // If not NULL, deltaSplineAngles.Inverse()
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// HUMANHEAD END
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} parametricPState_t;
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class idPhysics_Parametric : public idPhysics_Base {
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public:
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CLASS_PROTOTYPE( idPhysics_Parametric );
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idPhysics_Parametric( void );
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~idPhysics_Parametric( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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void SetPusher( int flags );
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bool IsPusher( void ) const;
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void SetLinearExtrapolation( extrapolation_t type, int time, int duration, const idVec3 &base, const idVec3 &speed, const idVec3 &baseSpeed );
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void SetAngularExtrapolation( extrapolation_t type, int time, int duration, const idAngles &base, const idAngles &speed, const idAngles &baseSpeed );
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extrapolation_t GetLinearExtrapolationType( void ) const;
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extrapolation_t GetAngularExtrapolationType( void ) const;
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void SetLinearInterpolation( int time, int accelTime, int decelTime, int duration, const idVec3 &startPos, const idVec3 &endPos );
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void SetAngularInterpolation( int time, int accelTime, int decelTime, int duration, const idAngles &startAng, const idAngles &endAng );
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void SetSpline( idCurve_Spline<idVec3> *spline, int accelTime, int decelTime, bool useSplineAngles );
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idCurve_Spline<idVec3> *GetSpline( void ) const;
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int GetSplineAcceleration( void ) const;
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int GetSplineDeceleration( void ) const;
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bool UsingSplineAngles( void ) const;
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void GetLocalOrigin( idVec3 &curOrigin ) const;
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void GetLocalAngles( idAngles &curAngles ) const;
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void GetAngles( idAngles &curAngles ) const;
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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 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 Activate( 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 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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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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//HUMANHEAD: aob
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const idAngles &GetCurrentAngularSpeed( int id = 0 ) const;
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//HUMANHEAD END
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void WriteToSnapshot( idBitMsgDelta &msg ) const;
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void ReadFromSnapshot( const idBitMsgDelta &msg );
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protected: // HUMANHEAD nla
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// parametric physics state
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parametricPState_t current;
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parametricPState_t saved;
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// pusher
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bool isPusher;
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idClipModel * clipModel;
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int pushFlags;
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// results of last evaluate
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trace_t pushResults;
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bool isBlocked;
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// master
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bool hasMaster;
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bool isOrientated;
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private:
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bool TestIfAtRest( void ) const;
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void Rest( void );
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};
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#endif /* !__PHYSICS_PARAMETRIC_H__ */
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