29 #ifndef __PHYSICS_STATIC_H__
30 #define __PHYSICS_STATIC_H__
65 void SetMass(
float mass,
int id = -1 );
66 float GetMass(
int id = -1 )
const;
77 bool Evaluate(
int timeStepMSec,
int endTimeMSec );
const idVec3 & GetGravity(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)
bool HasGroundContacts(void) const
struct staticPState_s staticPState_t
void UpdateTime(int endTimeMSec)
void SetPushed(int deltaTime)
void RemoveContactEntity(idEntity *e)
void SetAxis(const idMat3 &newAxis, int id=-1)
void ApplyImpulse(const int id, const idVec3 &point, const idVec3 &impulse)
void SetSelf(idEntity *e)
const idVec3 & GetGravityNormal(void) const
bool IsAtRest(void) const
void SetContents(int contents, int id=-1)
const idVec3 & GetPushedLinearVelocity(const int id=0) const
int GetClipMask(int id=-1) const
const idVec3 & GetLinearVelocity(int id=0) const
const idBounds & GetBounds(int id=-1) const
bool Evaluate(int timeStepMSec, int endTimeMSec)
const idVec3 & GetOrigin(int id=0) const
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
void AddForce(const int id, const idVec3 &point, const idVec3 &force)
bool IsGroundEntity(int entityNum) const
void SetOrigin(const idVec3 &newOrigin, int id=-1)
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
void ReadFromSnapshot(const idBitMsgDelta &msg)
const idBounds & GetAbsBounds(int id=-1) const
void SetMass(float mass, int id=-1)
const idVec3 & GetAngularVelocity(int id=0) const
int GetLinearEndTime(void) const
const trace_t * GetBlockingInfo(void) const
float GetMass(int id=-1) const
void ClipTranslation(trace_t &results, const idVec3 &translation, const idClipModel *model) const
bool IsPushable(void) const
void WriteToSnapshot(idBitMsgDelta &msg) const
void Rotate(const idRotation &rotation, int id=-1)
void GetImpactInfo(const int id, const idVec3 &point, impactInfo_t *info) const
int GetContents(int id=-1) const
bool IsGroundClipModel(int entityNum, int id) const
const idVec3 & GetPushedAngularVelocity(const int id=0) const
void Save(idSaveGame *savefile) const
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
CLASS_PROTOTYPE(idPhysics_Static)
int GetAngularEndTime(void) const