29 #include "../../idlib/precompiled.h"
32 #include "../Game_local.h"
45 current.origin.Zero();
46 current.axis.Identity();
47 current.localOrigin.Zero();
48 current.localAxis.Identity();
60 self->SetPhysics(
NULL );
92 savefile->
ReadObject( reinterpret_cast<idClass *&>(
self ) );
242 idVec3 masterOrigin, oldOrigin;
243 idMat3 masterAxis, oldAxis;
250 self->GetMasterPosition( masterOrigin, masterAxis );
289 memset( info, 0,
sizeof( *info ) );
379 self->GetMasterPosition( masterOrigin, masterAxis );
402 self->GetMasterPosition( masterOrigin, masterAxis );
440 self->GetMasterPosition( masterOrigin, masterAxis );
529 static idVec3 gravity( 0, 0, -1 );
648 memset( &info, 0,
sizeof( info ) );
741 self->GetMasterPosition( masterOrigin, masterAxis );
idCQuat ToCQuat(void) const
const idVec3 & GetGravity(void) const
int GetContents(void) const
void Translate(const idVec3 &translation, int id=-1)
void SetClipMask(int mask, int id=-1)
void SetMaster(idEntity *master, const bool orientated=true)
void SetGravity(const idVec3 &newGravity)
assert(prefInfo.fullscreenBtn)
bool HasGroundContacts(void) const
void WriteObject(const idClass *obj)
void UpdateTime(int endTimeMSec)
void SetPushed(int deltaTime)
void RemoveContactEntity(idEntity *e)
void SetContents(int newContents)
void SetAxis(const idMat3 &newAxis, int id=-1)
float GetFloat(void) const
void ApplyImpulse(const int id, const idVec3 &point, const idVec3 &impulse)
void SetSelf(idEntity *e)
idMat3 Transpose(void) const
const idVec3 & GetGravityNormal(void) const
const idMat3 & GetAxis(void) const
bool IsAtRest(void) const
idBounds bounds_zero(vec3_zero, vec3_zero)
void ReadBool(bool &value)
void SetContents(int contents, int id=-1)
static void DeletePhysics(const idPhysics *phys)
const idVec3 & GetOrigin(void) const
const idVec3 & GetPushedLinearVelocity(const int id=0) const
int GetClipMask(int id=-1) const
const idVec3 & GetLinearVelocity(int id=0) const
void WriteClipModel(const class idClipModel *clipModel)
void WriteVec3(const idVec3 &vec)
const idBounds & GetBounds(int id=-1) const
bool Evaluate(int timeStepMSec, int endTimeMSec)
const idVec3 & GetOrigin(int id=0) const
void WriteBool(const bool value)
idClipModel * GetClipModel(int id=0) const
bool EvaluateContacts(void)
void SetClipModel(idClipModel *model, float density, int id=0, bool freeOld=true)
int ClipContents(const idClipModel *model) const
void ClipRotation(trace_t &results, const idRotation &rotation, const idClipModel *model) const
idPhysics * GetPhysics(void) const
void AddForce(const int id, const idVec3 &point, const idVec3 &force)
void WriteDeltaFloat(float oldValue, float newValue)
idVec3 vec3_origin(0.0f, 0.0f, 0.0f)
bool IsGroundEntity(int entityNum) const
void SetOrigin(const idVec3 &newOrigin, int id=-1)
idCVar g_gravity("g_gravity", DEFAULT_GRAVITY_STRING, CVAR_GAME|CVAR_FLOAT,"")
cmHandle_t Handle(void) const
idClipModel * DefaultClipModel(void)
const idBounds & GetBounds(void) const
const idMat3 & GetAxis(int id=0) const
void SetAngularVelocity(const idVec3 &newAngularVelocity, int id=0)
void AddContactEntity(idEntity *e)
void Restore(idRestoreGame *savefile)
int GetRestStartTime(void) const
float ReadDeltaFloat(float oldValue) const
void ReadFromSnapshot(const idBitMsgDelta &msg)
const idBounds & GetAbsBounds(int id=-1) const
void SetMass(float mass, int id=-1)
void WriteMat3(const idMat3 &mat)
void ReadMat3(idMat3 &mat)
const idVec3 & GetAngularVelocity(int id=0) const
void ReadClipModel(idClipModel *&clipModel)
int GetLinearEndTime(void) const
const trace_t * GetBlockingInfo(void) const
float GetMass(int id=-1) const
idMat3 ToMat3(void) const
const idMat3 & ToMat3(void) const
void ClipTranslation(trace_t &results, const idVec3 &translation, const idClipModel *model) const
bool Rotation(trace_t &results, const idVec3 &start, const idRotation &rotation, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity)
int Contents(const idVec3 &start, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity)
void RotationModel(trace_t &results, const idVec3 &start, const idRotation &rotation, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, cmHandle_t model, const idVec3 &modelOrigin, const idMat3 &modelAxis)
bool IsPushable(void) const
int ContentsModel(const idVec3 &start, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, cmHandle_t model, const idVec3 &modelOrigin, const idMat3 &modelAxis)
#define CLASS_DECLARATION(nameofsuperclass, nameofclass)
void WriteToSnapshot(idBitMsgDelta &msg) const
void Rotate(const idRotation &rotation, int id=-1)
void ReadVec3(idVec3 &vec)
void GetImpactInfo(const int id, const idVec3 &point, impactInfo_t *info) const
int GetContents(int id=-1) const
void TranslationModel(trace_t &results, const idVec3 &start, const idVec3 &end, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, cmHandle_t model, const idVec3 &modelOrigin, const idMat3 &modelAxis)
bool IsGroundClipModel(int entityNum, int id) const
const idBounds & GetAbsBounds(void) const
const idVec3 & GetPushedAngularVelocity(const int id=0) const
float ReadFloat(void) const
void Save(idSaveGame *savefile) const
bool Translation(trace_t &results, const idVec3 &start, const idVec3 &end, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity)
void SetLinearVelocity(const idVec3 &newLinearVelocity, int id=0)
int GetNumClipModels(void) const
const contactInfo_t & GetContact(int num) const
idEntity * GetBlockingEntity(void) const
int GetNumContacts(void) const
int GetAngularEndTime(void) const
void ReadObject(idClass *&obj)