29 #include "../../idlib/precompiled.h"
32 #include "../Game_local.h"
206 float startTime, duration, accelTime, decelTime, startValue, endValue;
207 idVec3 linearStartValue, linearBaseSpeed, linearSpeed, startPos, endPos;
208 idAngles angularStartValue, angularBaseSpeed, angularSpeed, startAng, endAng;
219 savefile->
ReadInt( (
int &)etype );
222 savefile->
ReadVec3( linearStartValue );
223 savefile->
ReadVec3( linearBaseSpeed );
228 savefile->
ReadInt( (
int &)etype );
575 idVec3 oldLocalOrigin, oldOrigin, masterOrigin;
577 idMat3 oldAxis, masterAxis;
614 self->GetMasterPosition( masterOrigin, masterAxis );
750 self->GetMasterPosition( masterOrigin, masterAxis );
778 self->GetMasterPosition( masterOrigin, masterAxis );
856 vec = newAngularVelocity;
871 static idVec3 curLinearVelocity;
874 return curLinearVelocity;
883 static idVec3 curAngularVelocity;
888 return curAngularVelocity;
969 self->GetMasterPosition( masterOrigin, masterAxis );
1105 float startTime, duration, accelTime, decelTime;
1106 idVec3 linearStartValue, linearSpeed, linearBaseSpeed, startPos, endPos;
1107 idAngles angularStartValue, angularSpeed, angularBaseSpeed, startAng, endAng;
const idVec3 & GetOrigin(int id=0) const
const trace_t * GetBlockingInfo(void) const
float ClipPush(trace_t &results, idEntity *pusher, const int flags, const idVec3 &oldOrigin, const idMat3 &oldAxis, idVec3 &newOrigin, idMat3 &newAxis)
void Restore(idRestoreGame *savefile)
int GetContents(void) const
virtual boundary_t GetBoundaryType(void) const
void WriteTrace(const trace_t &trace)
bool IsPushable(void) const
idAngles & Normalize360(void)
void UpdateTime(int endTimeMSec)
assert(prefInfo.fullscreenBtn)
void SetContents(int contents, int id=-1)
const type & GetEndValue(void) const
void SetMaster(idEntity *master, const bool orientated=true)
float GetEndTime(void) const
const idMat3 & GetAxis(int id=0) const
void SetContents(int newContents)
void SetAngularExtrapolation(extrapolation_t type, int time, int duration, const idAngles &base, const idAngles &speed, const idAngles &baseSpeed)
extrapolation_t GetLinearExtrapolationType(void) const
~idPhysics_Parametric(void)
idPhysics_Parametric(void)
idExtrapolate< idAngles > angularExtrapolation
idMat3 Transpose(void) const
const type & GetStartValue(void) const
void SetLinearVelocity(const idVec3 &newLinearVelocity, int id=0)
idCurve_Spline< idVec3 > * spline
void Translate(const idVec3 &translation, int id=-1)
void WriteBits(int value, int numBits)
int GetContents(int id=-1) const
void ReadBool(bool &value)
const idBounds & GetAbsBounds(int id=-1) const
idAngles ang_zero(0.0f, 0.0f, 0.0f)
idInterpolateAccelDecelLinear< idAngles > angularInterpolation
float GetDeceleration(void) const
GLuint GLuint GLsizei GLenum type
void SetLinearExtrapolation(extrapolation_t type, int time, int duration, const idVec3 &base, const idVec3 &speed, const idVec3 &baseSpeed)
void SetAngularInterpolation(int time, int accelTime, int decelTime, int duration, const idAngles &startAng, const idAngles &endAng)
int ReadBits(int numBits) const
void ShiftTime(const float deltaTime)
float GetAcceleration(void) const
bool IsRotated(void) const
void WriteClipModel(const class idClipModel *clipModel)
extrapolation_t GetAngularExtrapolationType(void) const
void WriteVec3(const idVec3 &vec)
float GetMass(int id=-1) const
const idBounds & GetBounds(int id=-1) const
void SetAxis(const idMat3 &newAxis, int id=-1)
void Save(idSaveGame *savefile) const
void WriteBool(const bool value)
void SetClipModel(idClipModel *model, float density, int id=0, bool freeOld=true)
int GetAngularEndTime(void) const
void idPhysics_Parametric_RestorePState(idRestoreGame *savefile, parametricPState_t &state)
void ReadTrace(trace_t &trace)
int GetNumClipModels(void) const
void Init(const float startTime, const float accelTime, const float decelTime, const float duration, const type &startValue, const type &endValue)
idExtrapolate< idVec3 > linearExtrapolation
float GetLengthForTime(const float time) const
idAngles ToAngles(void) const
void ReadFloat(float &value)
void WriteDeltaFloat(float oldValue, float newValue)
idVec3 vec3_origin(0.0f, 0.0f, 0.0f)
bool Evaluate(int timeStepMSec, int endTimeMSec)
void SetOrigin(const idVec3 &newOrigin, int id=-1)
float GetTimeForLength(const float length, const float epsilon=0.1f) const
virtual type GetCurrentValue(const float time) const
void WriteFloat(const float value)
const idBounds & GetBounds(void) const
bool IsDone(float time) const
const idBounds & GetAbsBounds(int id=-1) const
int GetSplineDeceleration(void) const
void GetAngles(idAngles &curAngles) const
int GetRestStartTime(void) const
void GetLocalAngles(idAngles &curAngles) const
void SetStartTime(float time)
float ReadDeltaFloat(float oldValue) const
void Rotate(const idRotation &rotation, int id=-1)
int GetLinearEndTime(void) const
virtual type GetCurrentFirstDerivative(const float time) const
idEntity * GetBlockingEntity(void) const
bool UsingSplineAngles(void) const
idInterpolateAccelDecelLinear< float > splineInterpolate
parametricPState_t current
idClipModel * GetClipModel(int id=0) const
void SetAngularVelocity(const idVec3 &newAngularVelocity, int id=0)
void Set(const idVec3 &rotationOrigin, const idVec3 &rotationVec, const float rotationAngle)
void WriteInt(const int value)
float GetTime(const int index) const
void WriteMat3(const idMat3 &mat)
const idVec3 & GetLinearVelocity(int id=0) const
void ReadMat3(idMat3 &mat)
idEntity * entities[MAX_GENTITIES]
float GetDuration(void) const
void ReadClipModel(idClipModel *&clipModel)
void WriteAngles(const idAngles &angles)
void SetLinearInterpolation(int time, int accelTime, int decelTime, int duration, const idVec3 &startPos, const idVec3 &endPos)
void GetLocalOrigin(idVec3 &curOrigin) const
virtual bool IsDone(const float time) const
void idPhysics_Parametric_SavePState(idSaveGame *savefile, const parametricPState_t &state)
bool TestIfAtRest(void) const
idMat3 ToMat3(void) const
float GetStartTime(void) const
bool IsAtRest(void) const
#define CLASS_DECLARATION(nameofsuperclass, nameofclass)
GLsizei const GLcharARB const GLint * length
idVec3 ToAngularVelocity(void) const
void ReadVec3(idVec3 &vec)
void ReadAngles(idAngles &angles)
void SetSpline(idCurve_Spline< idVec3 > *spline, int accelTime, int decelTime, bool useSplineAngles)
idAngles ToAngles(void) const
const idBounds & GetAbsBounds(void) const
const idBounds & GetBounds(int id=-1) const
float ReadFloat(void) const
void ReadFromSnapshot(const idBitMsgDelta &msg)
bool IsPusher(void) const
int GetNumValues(void) const
void SetPusher(int flags)
idInterpolateAccelDecelLinear< idVec3 > linearInterpolation
idAngles ToAngles(void) const
void WriteToSnapshot(idBitMsgDelta &msg) const
type GetCurrentValue(float time) const
const idVec3 & GetAngularVelocity(int id=0) const
int GetSplineAcceleration(void) const
void SetMass(float mass, int id=-1)
idCurve_Spline< idVec3 > * GetSpline(void) const
void SetStartValue(const type &startValue)