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Physics_RigidBody.h
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1 /*
2 ===========================================================================
3 
4 Doom 3 GPL Source Code
5 Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
6 
7 This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
8 
9 Doom 3 Source Code is free software: you can redistribute it and/or modify
10 it under the terms of the GNU General Public License as published by
11 the Free Software Foundation, either version 3 of the License, or
12 (at your option) any later version.
13 
14 Doom 3 Source Code is distributed in the hope that it will be useful,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 GNU General Public License for more details.
18 
19 You should have received a copy of the GNU General Public License
20 along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
21 
22 In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
23 
24 If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
25 
26 ===========================================================================
27 */
28 
29 #ifndef __PHYSICS_RIGIDBODY_H__
30 #define __PHYSICS_RIGIDBODY_H__
31 
32 /*
33 ===================================================================================
34 
35  Rigid body physics
36 
37  Employs an impulse based dynamic simulation which is not very accurate but
38  relatively fast and still reliable due to the continuous collision detection.
39 
40 ===================================================================================
41 */
42 
43 extern const float RB_VELOCITY_MAX;
44 extern const int RB_VELOCITY_TOTAL_BITS;
45 extern const int RB_VELOCITY_EXPONENT_BITS;
46 extern const int RB_VELOCITY_MANTISSA_BITS;
47 
48 typedef struct rididBodyIState_s {
49  idVec3 position; // position of trace model
50  idMat3 orientation; // orientation of trace model
51  idVec3 linearMomentum; // translational momentum relative to center of mass
52  idVec3 angularMomentum; // rotational momentum relative to center of mass
54 
55 typedef struct rigidBodyPState_s {
56  int atRest; // set when simulation is suspended
57  float lastTimeStep; // length of last time step
58  idVec3 localOrigin; // origin relative to master
59  idMat3 localAxis; // axis relative to master
60  idVec6 pushVelocity; // push velocity
61  idVec3 externalForce; // external force relative to center of mass
62  idVec3 externalTorque; // external torque relative to center of mass
63  rigidBodyIState_t i; // state used for integration
65 
67 
68 public:
69 
71 
72  idPhysics_RigidBody( void );
73  ~idPhysics_RigidBody( void );
74 
75  void Save( idSaveGame *savefile ) const;
76  void Restore( idRestoreGame *savefile );
77 
78  // initialisation
79  void SetFriction( const float linear, const float angular, const float contact );
80  void SetBouncyness( const float b );
81  // same as above but drop to the floor first
82  void DropToFloor( void );
83  // no contact determination and contact friction
84  void NoContact( void );
85  // enable/disable activation by impact
86  void EnableImpact( void );
87  void DisableImpact( void );
88 
89 public: // common physics interface
90  void SetClipModel( idClipModel *model, float density, int id = 0, bool freeOld = true );
91  idClipModel * GetClipModel( int id = 0 ) const;
92  int GetNumClipModels( void ) const;
93 
94  void SetMass( float mass, int id = -1 );
95  float GetMass( int id = -1 ) const;
96 
97  void SetContents( int contents, int id = -1 );
98  int GetContents( int id = -1 ) const;
99 
100  const idBounds & GetBounds( int id = -1 ) const;
101  const idBounds & GetAbsBounds( int id = -1 ) const;
102 
103  bool Evaluate( int timeStepMSec, int endTimeMSec );
104  void UpdateTime( int endTimeMSec );
105  int GetTime( void ) const;
106 
107  void GetImpactInfo( const int id, const idVec3 &point, impactInfo_t *info ) const;
108  void ApplyImpulse( const int id, const idVec3 &point, const idVec3 &impulse );
109  void AddForce( const int id, const idVec3 &point, const idVec3 &force );
110  void Activate( void );
111  void PutToRest( void );
112  bool IsAtRest( void ) const;
113  int GetRestStartTime( void ) const;
114  bool IsPushable( void ) const;
115 
116  void SaveState( void );
117  void RestoreState( void );
118 
119  void SetOrigin( const idVec3 &newOrigin, int id = -1 );
120  void SetAxis( const idMat3 &newAxis, int id = -1 );
121 
122  void Translate( const idVec3 &translation, int id = -1 );
123  void Rotate( const idRotation &rotation, int id = -1 );
124 
125  const idVec3 & GetOrigin( int id = 0 ) const;
126  const idMat3 & GetAxis( int id = 0 ) const;
127 
128  void SetLinearVelocity( const idVec3 &newLinearVelocity, int id = 0 );
129  void SetAngularVelocity( const idVec3 &newAngularVelocity, int id = 0 );
130 
131  const idVec3 & GetLinearVelocity( int id = 0 ) const;
132  const idVec3 & GetAngularVelocity( int id = 0 ) const;
133 
134  void ClipTranslation( trace_t &results, const idVec3 &translation, const idClipModel *model ) const;
135  void ClipRotation( trace_t &results, const idRotation &rotation, const idClipModel *model ) const;
136  int ClipContents( const idClipModel *model ) const;
137 
138  void DisableClip( void );
139  void EnableClip( void );
140 
141  void UnlinkClip( void );
142  void LinkClip( void );
143 
144  bool EvaluateContacts( void );
145 
146  void SetPushed( int deltaTime );
147  const idVec3 & GetPushedLinearVelocity( const int id = 0 ) const;
148  const idVec3 & GetPushedAngularVelocity( const int id = 0 ) const;
149 
150  void SetMaster( idEntity *master, const bool orientated );
151 
152  void WriteToSnapshot( idBitMsgDelta &msg ) const;
153  void ReadFromSnapshot( const idBitMsgDelta &msg );
154 
155 private:
156  // state of the rigid body
159 
160  // rigid body properties
161  float linearFriction; // translational friction
162  float angularFriction; // rotational friction
163  float contactFriction; // friction with contact surfaces
164  float bouncyness; // bouncyness
165  idClipModel * clipModel; // clip model used for collision detection
166 
167  // derived properties
168  float mass; // mass of body
169  float inverseMass; // 1 / mass
170  idVec3 centerOfMass; // center of mass of trace model
171  idMat3 inertiaTensor; // mass distribution
172  idMat3 inverseInertiaTensor; // inverse inertia tensor
173 
174  idODE * integrator; // integrator
175  bool dropToFloor; // true if dropping to the floor and putting to rest
176  bool testSolid; // true if testing for solid when dropping to the floor
177  bool noImpact; // if true do not activate when another object collides
178  bool noContact; // if true do not determine contacts and no contact friction
179 
180  // master
181  bool hasMaster;
183 
184 private:
185  friend void RigidBodyDerivatives( const float t, const void *clientData, const float *state, float *derivatives );
186  void Integrate( const float deltaTime, rigidBodyPState_t &next );
187  bool CheckForCollisions( const float deltaTime, rigidBodyPState_t &next, trace_t &collision );
188  bool CollisionImpulse( const trace_t &collision, idVec3 &impulse );
189  void ContactFriction( float deltaTime );
190  void DropToFloorAndRest( void );
191  bool TestIfAtRest( void ) const;
192  void Rest( void );
193  void DebugDraw( void );
194 };
195 
196 #endif /* !__PHYSICS_RIGIDBODY_H__ */
void SetAngularVelocity(const idVec3 &newAngularVelocity, int id=0)
void SetClipModel(idClipModel *model, float density, int id=0, bool freeOld=true)
void SetLinearVelocity(const idVec3 &newLinearVelocity, int id=0)
void ApplyImpulse(const int id, const idVec3 &point, const idVec3 &impulse)
const int RB_VELOCITY_EXPONENT_BITS
int GetRestStartTime(void) const
rigidBodyPState_t saved
struct rididBodyIState_s rigidBodyIState_t
void SetMaster(idEntity *master, const bool orientated)
const idBounds & GetBounds(int id=-1) const
bool TestIfAtRest(void) const
void AddForce(const int id, const idVec3 &point, const idVec3 &force)
const idVec3 & GetAngularVelocity(int id=0) const
void SetPushed(int deltaTime)
rigidBodyPState_t current
bool CollisionImpulse(const trace_t &collision, idVec3 &impulse)
void Save(idSaveGame *savefile) const
Definition: Vector.h:316
void ClipRotation(trace_t &results, const idRotation &rotation, const idClipModel *model) const
const idVec3 & GetOrigin(int id=0) const
bool IsPushable(void) const
void ReadFromSnapshot(const idBitMsgDelta &msg)
friend void RigidBodyDerivatives(const float t, const void *clientData, const float *state, float *derivatives)
const float RB_VELOCITY_MAX
void GetImpactInfo(const int id, const idVec3 &point, impactInfo_t *info) const
rigidBodyIState_t i
int GetContents(int id=-1) const
Definition: Ode.h:49
int ClipContents(const idClipModel *model) const
void WriteToSnapshot(idBitMsgDelta &msg) const
const idVec3 & GetLinearVelocity(int id=0) const
const idBounds & GetAbsBounds(int id=-1) const
const idVec3 & GetPushedAngularVelocity(const int id=0) const
bool IsAtRest(void) const
const idVec3 & GetPushedLinearVelocity(const int id=0) const
void SetFriction(const float linear, const float angular, const float contact)
const int RB_VELOCITY_MANTISSA_BITS
void UpdateTime(int endTimeMSec)
void SetAxis(const idMat3 &newAxis, int id=-1)
float GetMass(int id=-1) const
GLubyte GLubyte b
Definition: glext.h:4662
bool CheckForCollisions(const float deltaTime, rigidBodyPState_t &next, trace_t &collision)
struct rigidBodyPState_s rigidBodyPState_t
void SetContents(int contents, int id=-1)
CLASS_PROTOTYPE(idPhysics_RigidBody)
const int RB_VELOCITY_TOTAL_BITS
Definition: Matrix.h:333
void Rotate(const idRotation &rotation, int id=-1)
void ContactFriction(float deltaTime)
int GetNumClipModels(void) const
void Integrate(const float deltaTime, rigidBodyPState_t &next)
void Translate(const idVec3 &translation, int id=-1)
void Restore(idRestoreGame *savefile)
void ClipTranslation(trace_t &results, const idVec3 &translation, const idClipModel *model) const
int GetTime(void) const
void SetBouncyness(const float b)
const idMat3 & GetAxis(int id=0) const
idClipModel * GetClipModel(int id=0) const
void SetOrigin(const idVec3 &newOrigin, int id=-1)
bool Evaluate(int timeStepMSec, int endTimeMSec)
GLdouble GLdouble t
Definition: glext.h:2943
void SetMass(float mass, int id=-1)