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DoomRTX/neo/prey/game/physics/Physics_Actor.h
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2026-05-05 15:01:01 -07:00

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4.3 KiB
C++

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