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Quake 4 integrated with DoomRTX
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#ifndef __PHYSICS_PARTICLE_H__
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#define __PHYSICS_PARTICLE_H__
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/*
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===================================================================================
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Particle Physics
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Employs an impulse based dynamic simulation which is not very accurate but
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relatively fast and still reliable due to the continuous collision detection.
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===================================================================================
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*/
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typedef struct particlePState_s {
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int atRest; // set when simulation is suspended
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idVec3 localOrigin; // origin relative to master
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idMat3 localAxis; // axis relative to master
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idVec3 pushVelocity; // push velocity
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idVec3 origin;
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idVec3 velocity;
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bool onGround;
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bool inWater;
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} particlePState_t;
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class rvPhysics_Particle : public idPhysics_Base {
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public:
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CLASS_PROTOTYPE( rvPhysics_Particle );
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rvPhysics_Particle( void );
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~rvPhysics_Particle( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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// initialisation
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void SetFriction( const float linear, const float angular, const float contact );
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void SetBouncyness( const float b, bool allowBounce );
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// put to rest untill something collides with this physics object
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void PutToRest( void );
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// same as above but drop to the floor first
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void DropToFloor( void );
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// returns true if touching the ground
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bool IsOnGround ( void ) const;
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bool IsInWater ( void ) 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 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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bool CanBounce ( void ) const;
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bool EvaluateContacts( void );
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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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const idVec3 & GetLinearVelocity( int id = 0 ) 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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void SetPushed( int deltaTime );
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const idVec3 & GetPushedLinearVelocity( const int id = 0 ) const;
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void SetMaster( idEntity *master, const bool orientated );
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void WriteToSnapshot( idBitMsgDelta &msg ) const;
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void ReadFromSnapshot( const idBitMsgDelta &msg );
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idEntityPtr<idEntity> extraPassEntity;
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private:
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// state of the particle
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particlePState_t current;
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particlePState_t saved;
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// particle properties
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float linearFriction; // translational friction
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float angularFriction; // rotational friction
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float contactFriction; // friction with contact surfaces
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float bouncyness; // bouncyness
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bool allowBounce; // Allowed to bounce at all?
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idClipModel * clipModel; // clip model used for collision detection
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bool dropToFloor; // true if dropping to the floor and putting to rest
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bool testSolid; // true if testing for inside solid during a drop
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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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void DropToFloorAndRest ( void );
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bool SlideMove ( idVec3& start, idVec3& velocity, const idVec3& delta );
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void CheckGround ( void );
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void ApplyFriction ( float timeStep );
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void DebugDraw ( void );
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};
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ID_INLINE bool rvPhysics_Particle::IsOnGround ( void ) const {
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return current.onGround;
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}
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ID_INLINE bool rvPhysics_Particle::IsInWater ( void ) const {
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return current.inWater;
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}
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ID_INLINE bool rvPhysics_Particle::CanBounce ( void ) const {
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return allowBounce;
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}
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#endif /* !__PHYSICS_PARTICLE_H__ */
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