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e4771f3a5f
unused variable
1445 lines
39 KiB
C++
1445 lines
39 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "../../idlib/precompiled.h"
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#pragma hdrstop
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#include "../Game_local.h"
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/*
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============
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idPush::InitSavingPushedEntityPositions
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============
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*/
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void idPush::InitSavingPushedEntityPositions( void ) {
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numPushed = 0;
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}
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/*
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============
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idPush::SaveEntityPosition
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============
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*/
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void idPush::SaveEntityPosition( idEntity *ent ) {
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int i;
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// if already saved the physics state for this entity
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for ( i = 0; i < numPushed; i++ ) {
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if ( pushed[i].ent == ent ) {
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return;
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}
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}
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// don't overflow
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if ( numPushed >= MAX_GENTITIES ) {
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gameLocal.Error( "more than MAX_GENTITIES pushed entities" );
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return;
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}
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pushed[numPushed].ent = ent;
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// if the entity is an actor
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if ( ent->IsType( idActor::Type ) ) {
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// save the delta view angles
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pushed[numPushed].deltaViewAngles = static_cast<idActor *>(ent)->GetDeltaViewAngles();
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}
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// save the physics state
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ent->GetPhysics()->SaveState();
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numPushed++;
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}
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/*
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============
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idPush::RestorePushedEntityPositions
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============
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*/
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void idPush::RestorePushedEntityPositions( void ) {
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int i;
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for ( i = 0; i < numPushed; i++ ) {
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// if the entity is an actor
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if ( pushed[i].ent->IsType( idActor::Type ) ) {
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// set back the delta view angles
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static_cast<idActor *>(pushed[i].ent)->SetDeltaViewAngles( pushed[i].deltaViewAngles );
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}
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// restore the physics state
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pushed[i].ent->GetPhysics()->RestoreState();
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}
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}
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/*
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============
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idPush::RotateEntityToAxial
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============
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*/
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bool idPush::RotateEntityToAxial( idEntity *ent, idVec3 rotationPoint ) {
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int i;
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trace_t trace;
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idRotation rotation;
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idMat3 axis;
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idPhysics *physics;
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physics = ent->GetPhysics();
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axis = physics->GetAxis();
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if ( !axis.IsRotated() ) {
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return true;
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}
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// try to rotate the bbox back to axial with at most four rotations
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for ( i = 0; i < 4; i++ ) {
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axis = physics->GetAxis();
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rotation = axis.ToRotation();
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rotation.Scale( -1 );
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rotation.SetOrigin( rotationPoint );
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// tiny float numbers in the clip axis, this can get the entity stuck
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if ( rotation.GetAngle() == 0.0f ) {
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physics->SetAxis( mat3_identity );
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return true;
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}
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//
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ent->GetPhysics()->ClipRotation( trace, rotation, NULL );
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// if the full rotation is possible
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if ( trace.fraction >= 1.0f ) {
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// set bbox in final axial position
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physics->SetOrigin( trace.endpos );
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physics->SetAxis( mat3_identity );
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return true;
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}
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// if partial rotation was possible
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else if ( trace.fraction > 0.0f ) {
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// partial rotation
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physics->SetOrigin( trace.endpos );
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physics->SetAxis( trace.endAxis );
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}
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// next rotate around collision point
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rotationPoint = trace.c.point;
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}
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return false;
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}
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#ifdef NEW_PUSH
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/*
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============
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idPush::CanPushEntity
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============
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*/
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bool idPush::CanPushEntity( idEntity *ent, idEntity *pusher, idEntity *initialPusher, const int flags ) {
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// if the physics object is not pushable
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if ( !ent->GetPhysics()->IsPushable() ) {
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return false;
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}
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// if the entity doesn't clip with this pusher
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if ( !( ent->GetPhysics()->GetClipMask() & pusher->GetPhysics()->GetContents() ) ) {
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return false;
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}
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// don't push players in noclip mode
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if ( ent->client && ent->client->noclip ) {
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return false;
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}
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// if we should only push idMoveable entities
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if ( ( flags & PUSHFL_ONLYMOVEABLE ) && !ent->IsType( idMoveable::Type ) ) {
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return false;
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}
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// if we shouldn't push entities the original pusher rests upon
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if ( flags & PUSHFL_NOGROUNDENTITIES ) {
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if ( initialPusher->GetPhysics()->IsGroundEntity( ent->entityNumber ) ) {
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return false;
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}
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}
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return true;
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}
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/*
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============
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idPush::AddEntityToPushedGroup
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============
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*/
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void idPush::AddEntityToPushedGroup( idEntity *ent, float fraction, bool groundContact ) {
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int i, j;
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for ( i = 0; i < pushedGroupSize; i++ ) {
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if ( ent == pushedGroup[i].ent ) {
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if ( fraction > pushedGroup[i].fraction ) {
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pushedGroup[i].fraction = fraction;
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pushedGroup[i].groundContact &= groundContact;
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pushedGroup[i].test = true;
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}
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return;
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}
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else if ( fraction > pushedGroup[i].fraction ) {
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for ( j = pushedGroupSize; j > i; j-- ) {
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pushedGroup[j] = pushedGroup[j-1];
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}
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break;
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}
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}
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// put the entity in the group
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pushedGroupSize++;
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pushedGroup[i].ent = ent;
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pushedGroup[i].fraction = fraction;
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pushedGroup[i].groundContact = groundContact;
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pushedGroup[i].test = true;
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// remove any further occurances of the same entity in the group
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for ( i++; i < pushedGroupSize; i++ ) {
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if ( ent == pushedGroup[i].ent ) {
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for ( j = i+1; j < pushedGroupSize; j++ ) {
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pushedGroup[j-1] = pushedGroup[j];
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}
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pushedGroupSize--;
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break;
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}
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}
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}
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/*
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============
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idPush::IsFullyPushed
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============
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*/
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bool idPush::IsFullyPushed( idEntity *ent ) {
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int i;
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for ( i = 0; i < pushedGroupSize; i++ ) {
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if ( pushedGroup[i].fraction < 1.0f ) {
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return false;
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}
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if ( ent == pushedGroup[i].ent ) {
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return true;
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}
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}
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return false;
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}
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/*
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============
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idPush::ClipTranslationAgainstPusher
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============
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*/
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bool idPush::ClipTranslationAgainstPusher( trace_t &results, idEntity *ent, idEntity *pusher, const idVec3 &translation ) {
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int i, n;
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trace_t t;
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results.fraction = 1.0f;
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n = pusher->GetPhysics()->GetNumClipModels();
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for ( i = 0; i < n; i++ ) {
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ent->GetPhysics()->ClipTranslation( t, translation, pusher->GetPhysics()->GetClipModel( i ) );
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if ( t.fraction < results.fraction ) {
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results = t;
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}
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}
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return ( results.fraction < 1.0f );
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}
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/*
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============
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idPush::GetPushableEntitiesForTranslation
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============
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*/
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int idPush::GetPushableEntitiesForTranslation( idEntity *pusher, idEntity *initialPusher, const int flags,
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const idVec3 &translation, idEntity *entityList[], int maxEntities ) {
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int i, n, l;
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idBounds bounds, pushBounds;
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idPhysics *physics;
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// get bounds for the whole movement
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physics = pusher->GetPhysics();
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bounds = physics->GetBounds();
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pushBounds.FromBoundsTranslation( bounds, physics->GetOrigin(), physics->GetAxis(), translation );
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pushBounds.ExpandSelf( 2.0f );
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// get all entities within the push bounds
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n = gameLocal.clip.EntitiesTouchingBounds( pushBounds, -1, entityList, MAX_GENTITIES );
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for ( l = i = 0; i < n; i++ ) {
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if ( entityList[i] == pusher || entityList[i] == initialPusher ) {
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continue;
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}
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if ( CanPushEntity( entityList[i], pusher, initialPusher, flags ) ) {
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entityList[l++] = entityList[i];
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}
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}
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return l;
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}
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/*
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============
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idPush::ClipTranslationalPush
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Try to push other entities by translating the given entity.
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============
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*/
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float idPush::ClipTranslationalPush( trace_t &results, idEntity *pusher, const int flags,
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const idVec3 &newOrigin, const idVec3 &translation ) {
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int i, j, numListedEntities;
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idEntity *curPusher, *ent, *entityList[ MAX_GENTITIES ];
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float fraction;
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bool groundContact, blocked = false;
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float totalMass;
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trace_t trace;
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idVec3 realTranslation, partialTranslation;
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totalMass = 0.0f;
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results.fraction = 1.0f;
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results.endpos = newOrigin;
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results.endAxis = pusher->GetPhysics()->GetAxis();
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memset( results.c, 0, sizeof( results.c ) );
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if ( translation == vec3_origin ) {
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return totalMass;
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}
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// clip against all non-pushable physics objects
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if ( flags & PUSHFL_CLIP ) {
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numListedEntities = GetPushableEntitiesForTranslation( pusher, pusher, flags, translation, entityList, MAX_GENTITIES );
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// disable pushable entities for collision detection
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for ( i = 0; i < numListedEntities; i++ ) {
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entityList[i]->GetPhysics()->DisableClip();
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}
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// clip translation
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pusher->GetPhysics()->ClipTranslation( results, translation, NULL );
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// enable pushable entities
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for ( i = 0; i < numListedEntities; i++ ) {
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entityList[i]->GetPhysics()->EnableClip();
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}
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if ( results.fraction == 0.0f ) {
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return totalMass;
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}
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realTranslation = results.fraction * translation;
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}
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else {
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realTranslation = translation;
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}
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// put the pusher in the group of pushed physics objects
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pushedGroup[0].ent = pusher;
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pushedGroup[0].fraction = 1.0f;
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pushedGroup[0].groundContact = true;
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pushedGroup[0].test = true;
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pushedGroupSize = 1;
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// get all physics objects that need to be pushed
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for ( i = 0; i < pushedGroupSize; ) {
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if ( !pushedGroup[i].test ) {
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i++;
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continue;
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}
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pushedGroup[i].test = false;
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curPusher = pushedGroup[i].ent;
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fraction = pushedGroup[i].fraction;
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groundContact = pushedGroup[i].groundContact;
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i = 0;
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numListedEntities = GetPushableEntitiesForTranslation( curPusher, pusher, flags, realTranslation, entityList, MAX_GENTITIES );
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for ( j = 0; j < numListedEntities; j++ ) {
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ent = entityList[ j ];
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if ( IsFullyPushed( ent ) ) {
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continue;
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}
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if ( !CanPushEntity( ent, curPusher, pusher, flags ) ) {
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continue;
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}
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if ( ent->GetPhysics()->IsGroundEntity( curPusher->entityNumber ) ) {
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AddEntityToPushedGroup( ent, 1.0f * fraction, false );
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}
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else if ( ClipTranslationAgainstPusher( trace, ent, curPusher, -fraction * realTranslation ) ) {
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AddEntityToPushedGroup( ent, ( 1.0f - trace.fraction ) * fraction, groundContact );
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}
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}
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}
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// save physics states and disable physics objects for collision detection
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for ( i = 0; i < pushedGroupSize; i++ ) {
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SaveEntityPosition( pushedGroup[i].ent );
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pushedGroup[i].ent->GetPhysics()->DisableClip();
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}
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// clip all pushed physics objects
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for ( i = 1; i < pushedGroupSize; i++ ) {
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partialTranslation = realTranslation * pushedGroup[i].fraction;
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pushedGroup[i].ent->GetPhysics()->ClipTranslation( trace, partialTranslation, NULL );
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if ( trace.fraction < 1.0f ) {
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blocked = true;
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break;
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}
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}
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// enable all physics objects for collision detection
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for ( i = 1; i < pushedGroupSize; i++ ) {
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pushedGroup[i].ent->GetPhysics()->EnableClip();
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}
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// push all or nothing
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if ( blocked ) {
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if ( flags & PUSHFL_CLIP ) {
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pusher->GetPhysics()->ClipTranslation( results, realTranslation, NULL );
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}
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else {
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results.fraction = 0.0f;
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results.endpos = pusher->GetPhysics()->GetOrigin();
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results.endAxis = pusher->GetPhysics()->GetAxis();
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}
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}
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else {
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// translate all pushed physics objects
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for ( i = 1; i < pushedGroupSize; i++ ) {
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partialTranslation = realTranslation * pushedGroup[i].fraction;
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pushedGroup[i].ent->GetPhysics()->Translate( partialTranslation );
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totalMass += pushedGroup[i].ent->GetPhysics()->GetMass();
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}
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// translate the clip models of the pusher
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for ( i = 0; i < pusher->GetPhysics()->GetNumClipModels(); i++ ) {
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pusher->GetPhysics()->GetClipModel(i)->Translate( results.fraction * realTranslation );
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pusher->GetPhysics()->GetClipModel(i)->Link( gameLocal.clip );
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}
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}
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return totalMass;
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}
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/*
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============
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idPush::ClipRotationAgainstPusher
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============
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*/
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bool idPush::ClipRotationAgainstPusher( trace_t &results, idEntity *ent, idEntity *pusher, const idRotation &rotation ) {
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int i, n;
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trace_t t;
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results.fraction = 1.0f;
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n = pusher->GetPhysics()->GetNumClipModels();
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for ( i = 0; i < n; i++ ) {
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ent->GetPhysics()->ClipRotation( t, rotation, pusher->GetPhysics()->GetClipModel( i ) );
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if ( t.fraction < results.fraction ) {
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results = t;
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}
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}
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return ( results.fraction < 1.0f );
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}
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/*
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============
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idPush::GetPushableEntitiesForRotation
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============
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*/
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int idPush::GetPushableEntitiesForRotation( idEntity *pusher, idEntity *initialPusher, const int flags,
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const idRotation &rotation, idEntity *entityList[], int maxEntities ) {
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int i, n, l;
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idBounds bounds, pushBounds;
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idPhysics *physics;
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// get bounds for the whole movement
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physics = pusher->GetPhysics();
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bounds = physics->GetBounds();
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pushBounds.FromBoundsRotation( bounds, physics->GetOrigin(), physics->GetAxis(), rotation );
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pushBounds.ExpandSelf( 2.0f );
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// get all entities within the push bounds
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n = gameLocal.clip.EntitiesTouchingBounds( pushBounds, -1, entityList, MAX_GENTITIES );
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for ( l = i = 0; i < n; i++ ) {
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if ( entityList[i] == pusher || entityList[i] == initialPusher ) {
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continue;
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}
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if ( CanPushEntity( entityList[i], pusher, initialPusher, flags ) ) {
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entityList[l++] = entityList[i];
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}
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}
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return l;
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}
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/*
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============
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idPush::ClipRotationalPush
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|
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Try to push other entities by rotating the given entity.
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============
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*/
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float idPush::ClipRotationalPush( trace_t &results, idEntity *pusher, const int flags,
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const idMat3 &newAxis, const idRotation &rotation ) {
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int i, j, numListedEntities;
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idEntity *curPusher, *ent, *entityList[ MAX_GENTITIES ];
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float fraction;
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bool groundContact, blocked = false;
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float totalMass;
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trace_t trace;
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idRotation realRotation, partialRotation;
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idMat3 oldAxis;
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totalMass = 0.0f;
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results.fraction = 1.0f;
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results.endpos = pusher->GetPhysics()->GetOrigin();
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results.endAxis = newAxis;
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memset( results.c, 0, sizeof( results.c ) );
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if ( !rotation.GetAngle() ) {
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return totalMass;
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}
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// clip against all non-pushable physics objects
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if ( flags & PUSHFL_CLIP ) {
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numListedEntities = GetPushableEntitiesForRotation( pusher, pusher, flags, rotation, entityList, MAX_GENTITIES );
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// disable pushable entities for collision detection
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for ( i = 0; i < numListedEntities; i++ ) {
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entityList[i]->GetPhysics()->DisableClip();
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}
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// clip rotation
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pusher->GetPhysics()->ClipRotation( results, rotation, NULL );
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// enable pushable entities
|
|
for ( i = 0; i < numListedEntities; i++ ) {
|
|
entityList[i]->GetPhysics()->EnableClip();
|
|
}
|
|
if ( results.fraction == 0.0f ) {
|
|
return totalMass;
|
|
}
|
|
realRotation = results.fraction * rotation;
|
|
}
|
|
else {
|
|
realRotation = rotation;
|
|
}
|
|
|
|
// put the pusher in the group of pushed physics objects
|
|
pushedGroup[0].ent = pusher;
|
|
pushedGroup[0].fraction = 1.0f;
|
|
pushedGroup[0].groundContact = true;
|
|
pushedGroup[0].test = true;
|
|
pushedGroupSize = 1;
|
|
|
|
// get all physics objects that need to be pushed
|
|
for ( i = 0; i < pushedGroupSize; ) {
|
|
if ( !pushedGroup[i].test ) {
|
|
i++;
|
|
continue;
|
|
}
|
|
pushedGroup[i].test = false;
|
|
curPusher = pushedGroup[i].ent;
|
|
fraction = pushedGroup[i].fraction;
|
|
groundContact = pushedGroup[i].groundContact;
|
|
i = 0;
|
|
|
|
numListedEntities = GetPushableEntitiesForRotation( curPusher, pusher, flags, realRotation, entityList, MAX_GENTITIES );
|
|
|
|
for ( j = 0; j < numListedEntities; j++ ) {
|
|
ent = entityList[ j ];
|
|
|
|
if ( IsFullyPushed( ent ) ) {
|
|
continue;
|
|
}
|
|
|
|
if ( ent->GetPhysics()->IsGroundEntity( curPusher->entityNumber ) ) {
|
|
AddEntityToPushedGroup( ent, 1.0f * fraction, false );
|
|
}
|
|
else if ( ClipRotationAgainstPusher( trace, ent, curPusher, -fraction * realRotation ) ) {
|
|
AddEntityToPushedGroup( ent, ( 1.0f - trace.fraction ) * fraction, groundContact );
|
|
}
|
|
}
|
|
}
|
|
|
|
// save physics states and disable physics objects for collision detection
|
|
for ( i = 1; i < pushedGroupSize; i++ ) {
|
|
SaveEntityPosition( pushedGroup[i].ent );
|
|
pushedGroup[i].ent->GetPhysics()->DisableClip();
|
|
}
|
|
|
|
// clip all pushed physics objects
|
|
for ( i = 1; i < pushedGroupSize; i++ ) {
|
|
partialRotation = realRotation * pushedGroup[i].fraction;
|
|
|
|
pushedGroup[i].ent->GetPhysics()->ClipRotation( trace, partialRotation, NULL );
|
|
|
|
if ( trace.fraction < 1.0f ) {
|
|
blocked = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// enable all physics objects for collision detection
|
|
for ( i = 1; i < pushedGroupSize; i++ ) {
|
|
pushedGroup[i].ent->GetPhysics()->EnableClip();
|
|
}
|
|
|
|
// push all or nothing
|
|
if ( blocked ) {
|
|
if ( flags & PUSHFL_CLIP ) {
|
|
pusher->GetPhysics()->ClipRotation( results, realRotation, NULL );
|
|
}
|
|
else {
|
|
results.fraction = 0.0f;
|
|
results.endpos = pusher->GetPhysics()->GetOrigin();
|
|
results.endAxis = pusher->GetPhysics()->GetAxis();
|
|
}
|
|
}
|
|
else {
|
|
// rotate all pushed physics objects
|
|
for ( i = 1; i < pushedGroupSize; i++ ) {
|
|
partialRotation = realRotation * pushedGroup[i].fraction;
|
|
pushedGroup[i].ent->GetPhysics()->Rotate( partialRotation );
|
|
totalMass += pushedGroup[i].ent->GetPhysics()->GetMass();
|
|
}
|
|
// rotate the clip models of the pusher
|
|
for ( i = 0; i < pusher->GetPhysics()->GetNumClipModels(); i++ ) {
|
|
pusher->GetPhysics()->GetClipModel(i)->Rotate( realRotation );
|
|
pusher->GetPhysics()->GetClipModel(i)->Link( gameLocal.clip );
|
|
pusher->GetPhysics()->GetClipModel(i)->Enable();
|
|
}
|
|
// rotate any actors back to axial
|
|
for ( i = 1; i < pushedGroupSize; i++ ) {
|
|
// if the entity is using actor physics
|
|
if ( pushedGroup[i].ent->GetPhysics()->IsType( idPhysics_Actor::Type ) ) {
|
|
|
|
// rotate the collision model back to axial
|
|
if ( !RotateEntityToAxial( pushedGroup[i].ent, pushedGroup[i].ent->GetPhysics()->GetOrigin() ) ) {
|
|
// don't allow rotation if the bbox is no longer axial
|
|
results.fraction = 0.0f;
|
|
results.endpos = pusher->GetPhysics()->GetOrigin();
|
|
results.endAxis = pusher->GetPhysics()->GetAxis();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return totalMass;
|
|
}
|
|
|
|
#else /* !NEW_PUSH */
|
|
|
|
enum {
|
|
PUSH_NO, // not pushed
|
|
PUSH_OK, // pushed ok
|
|
PUSH_BLOCKED // blocked
|
|
};
|
|
|
|
/*
|
|
============
|
|
idPush::ClipEntityRotation
|
|
============
|
|
*/
|
|
void idPush::ClipEntityRotation( trace_t &trace, const idEntity *ent, const idClipModel *clipModel, idClipModel *skip, const idRotation &rotation ) {
|
|
|
|
if ( skip ) {
|
|
skip->Disable();
|
|
}
|
|
|
|
ent->GetPhysics()->ClipRotation( trace, rotation, clipModel );
|
|
|
|
if ( skip ) {
|
|
skip->Enable();
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
idPush::ClipEntityTranslation
|
|
============
|
|
*/
|
|
void idPush::ClipEntityTranslation( trace_t &trace, const idEntity *ent, const idClipModel *clipModel, idClipModel *skip, const idVec3 &translation ) {
|
|
|
|
if ( skip ) {
|
|
skip->Disable();
|
|
}
|
|
|
|
ent->GetPhysics()->ClipTranslation( trace, translation, clipModel );
|
|
|
|
if ( skip ) {
|
|
skip->Enable();
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
idPush::TryRotatePushEntity
|
|
============
|
|
*/
|
|
#ifdef _DEBUG
|
|
// #define ROTATIONAL_PUSH_DEBUG
|
|
#endif
|
|
|
|
int idPush::TryRotatePushEntity( trace_t &results, idEntity *check, idClipModel *clipModel, const int flags,
|
|
const idMat3 &newAxis, const idRotation &rotation ) {
|
|
trace_t trace;
|
|
idVec3 rotationPoint;
|
|
idRotation newRotation;
|
|
float checkAngle;
|
|
idPhysics *physics;
|
|
|
|
physics = check->GetPhysics();
|
|
|
|
#ifdef ROTATIONAL_PUSH_DEBUG
|
|
bool startsolid = false;
|
|
if ( physics->ClipContents( clipModel ) ) {
|
|
startsolid = true;
|
|
}
|
|
#endif
|
|
|
|
results.fraction = 1.0f;
|
|
results.endpos = clipModel->GetOrigin();
|
|
results.endAxis = newAxis;
|
|
memset( &results.c, 0, sizeof( results.c ) );
|
|
|
|
// always pushed when standing on the pusher
|
|
if ( physics->IsGroundClipModel( clipModel->GetEntity()->entityNumber, clipModel->GetId() ) ) {
|
|
// rotate the entity colliding with all other entities except the pusher itself
|
|
ClipEntityRotation( trace, check, NULL, clipModel, rotation );
|
|
// if there is a collision
|
|
if ( trace.fraction < 1.0f ) {
|
|
// angle along which the entity is pushed
|
|
checkAngle = rotation.GetAngle() * trace.fraction;
|
|
// test if the entity can stay at it's partly pushed position by rotating
|
|
// the entity in reverse only colliding with pusher
|
|
newRotation.Set( rotation.GetOrigin(), rotation.GetVec(), -(rotation.GetAngle() - checkAngle) );
|
|
ClipEntityRotation( results, check, clipModel, NULL, newRotation );
|
|
// if there is a collision
|
|
if ( results.fraction < 1.0f ) {
|
|
|
|
// FIXME: try to push the blocking entity as well or try to slide along collision plane(s)?
|
|
|
|
results.c.normal = -results.c.normal;
|
|
results.c.dist = -results.c.dist;
|
|
|
|
// the entity will be crushed between the pusher and some other entity
|
|
return PUSH_BLOCKED;
|
|
}
|
|
}
|
|
else {
|
|
// angle along which the entity is pushed
|
|
checkAngle = rotation.GetAngle();
|
|
}
|
|
// point to rotate entity bbox around back to axial
|
|
rotationPoint = physics->GetOrigin();
|
|
}
|
|
else {
|
|
// rotate entity in reverse only colliding with pusher
|
|
newRotation = rotation;
|
|
newRotation.Scale( -1 );
|
|
//
|
|
ClipEntityRotation( results, check, clipModel, NULL, newRotation );
|
|
// if no collision with the pusher then the entity is not pushed by the pusher
|
|
if ( results.fraction >= 1.0f ) {
|
|
#ifdef ROTATIONAL_PUSH_DEBUG
|
|
// set pusher into final position
|
|
clipModel->Link( gameLocal.clip, clipModel->GetEntity(), clipModel->GetId(), clipModel->GetOrigin(), newAxis );
|
|
if ( physics->ClipContents( clipModel ) ) {
|
|
if ( !startsolid ) {
|
|
int bah = 1;
|
|
}
|
|
}
|
|
#endif
|
|
return PUSH_NO;
|
|
}
|
|
// get point to rotate bbox around back to axial
|
|
rotationPoint = results.c.point;
|
|
// angle along which the entity will be pushed
|
|
checkAngle = rotation.GetAngle() * (1.0f - results.fraction);
|
|
// rotate the entity colliding with all other entities except the pusher itself
|
|
newRotation.Set( rotation.GetOrigin(), rotation.GetVec(), checkAngle );
|
|
ClipEntityRotation( trace, check, NULL, clipModel, newRotation );
|
|
// if there is a collision
|
|
if ( trace.fraction < 1.0f ) {
|
|
|
|
// FIXME: try to push the blocking entity as well or try to slide along collision plane(s)?
|
|
|
|
results.c.normal = -results.c.normal;
|
|
results.c.dist = -results.c.dist;
|
|
|
|
// the entity will be crushed between the pusher and some other entity
|
|
return PUSH_BLOCKED;
|
|
}
|
|
}
|
|
|
|
SaveEntityPosition( check );
|
|
|
|
newRotation.Set( rotation.GetOrigin(), rotation.GetVec(), checkAngle );
|
|
|
|
newRotation.RotatePoint( rotationPoint );
|
|
|
|
// rotate the entity
|
|
physics->Rotate( newRotation );
|
|
|
|
// set pusher into final position
|
|
clipModel->Link( gameLocal.clip, clipModel->GetEntity(), clipModel->GetId(), clipModel->GetOrigin(), newAxis );
|
|
|
|
#ifdef ROTATIONAL_PUSH_DEBUG
|
|
if ( physics->ClipContents( clipModel ) ) {
|
|
if ( !startsolid ) {
|
|
int bah = 1;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// if the entity uses actor physics
|
|
if ( physics->IsType( idPhysics_Actor::Type ) ) {
|
|
|
|
// rotate the collision model back to axial
|
|
if ( !RotateEntityToAxial( check, rotationPoint ) ) {
|
|
// don't allow rotation if the bbox is no longer axial
|
|
return PUSH_BLOCKED;
|
|
}
|
|
}
|
|
|
|
#ifdef ROTATIONAL_PUSH_DEBUG
|
|
if ( physics->ClipContents( clipModel ) ) {
|
|
if ( !startsolid ) {
|
|
int bah = 1;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// if the entity is an actor using actor physics
|
|
if ( check->IsType( idActor::Type ) && physics->IsType( idPhysics_Actor::Type ) ) {
|
|
|
|
// if the entity is standing ontop of the pusher
|
|
if ( physics->IsGroundClipModel( clipModel->GetEntity()->entityNumber, clipModel->GetId() ) ) {
|
|
// rotate actor view
|
|
idActor *actor = static_cast<idActor *>(check);
|
|
idAngles delta = actor->GetDeltaViewAngles();
|
|
delta.yaw += newRotation.ToMat3()[0].ToYaw();
|
|
actor->SetDeltaViewAngles( delta );
|
|
}
|
|
}
|
|
|
|
return PUSH_OK;
|
|
}
|
|
|
|
/*
|
|
============
|
|
idPush::TryTranslatePushEntity
|
|
============
|
|
*/
|
|
#ifdef _DEBUG
|
|
// #define TRANSLATIONAL_PUSH_DEBUG
|
|
#endif
|
|
|
|
int idPush::TryTranslatePushEntity( trace_t &results, idEntity *check, idClipModel *clipModel, const int flags,
|
|
const idVec3 &newOrigin, const idVec3 &move ) {
|
|
trace_t trace;
|
|
idVec3 checkMove;
|
|
idVec3 oldOrigin;
|
|
idPhysics *physics;
|
|
|
|
physics = check->GetPhysics();
|
|
|
|
#ifdef TRANSLATIONAL_PUSH_DEBUG
|
|
bool startsolid = false;
|
|
if ( physics->ClipContents( clipModel ) ) {
|
|
startsolid = true;
|
|
}
|
|
#endif
|
|
|
|
results.fraction = 1.0f;
|
|
results.endpos = newOrigin;
|
|
results.endAxis = clipModel->GetAxis();
|
|
memset( &results.c, 0, sizeof( results.c ) );
|
|
|
|
// always pushed when standing on the pusher
|
|
if ( physics->IsGroundClipModel( clipModel->GetEntity()->entityNumber, clipModel->GetId() ) ) {
|
|
// move the entity colliding with all other entities except the pusher itself
|
|
ClipEntityTranslation( trace, check, NULL, clipModel, move );
|
|
// if there is a collision
|
|
if ( trace.fraction < 1.0f ) {
|
|
// vector along which the entity is pushed
|
|
checkMove = move * trace.fraction;
|
|
// test if the entity can stay at it's partly pushed position by moving the entity in reverse only colliding with pusher
|
|
ClipEntityTranslation( results, check, clipModel, NULL, -(move - checkMove) );
|
|
// if there is a collision
|
|
if ( results.fraction < 1.0f ) {
|
|
|
|
// FIXME: try to push the blocking entity as well or try to slide along collision plane(s)?
|
|
|
|
results.c.normal = -results.c.normal;
|
|
results.c.dist = -results.c.dist;
|
|
|
|
// the entity will be crushed between the pusher and some other entity
|
|
return PUSH_BLOCKED;
|
|
}
|
|
}
|
|
else {
|
|
// vector along which the entity is pushed
|
|
checkMove = move;
|
|
}
|
|
}
|
|
else {
|
|
// move entity in reverse only colliding with pusher
|
|
ClipEntityTranslation( results, check, clipModel, NULL, -move );
|
|
// if no collision with the pusher then the entity is not pushed by the pusher
|
|
if ( results.fraction >= 1.0f ) {
|
|
return PUSH_NO;
|
|
}
|
|
// vector along which the entity is pushed
|
|
checkMove = move * (1.0f - results.fraction);
|
|
// move the entity colliding with all other entities except the pusher itself
|
|
ClipEntityTranslation( trace, check, NULL, clipModel, checkMove );
|
|
// if there is a collisions
|
|
if ( trace.fraction < 1.0f ) {
|
|
|
|
results.c.normal = -results.c.normal;
|
|
results.c.dist = -results.c.dist;
|
|
|
|
// FIXME: try to push the blocking entity as well ?
|
|
// FIXME: handle sliding along more than one collision plane ?
|
|
// FIXME: this code has issues, player pushing box into corner in "maps/mre/aaron/test.map"
|
|
|
|
/*
|
|
oldOrigin = physics->GetOrigin();
|
|
|
|
// movement still remaining
|
|
checkMove *= (1.0f - trace.fraction);
|
|
|
|
// project the movement along the collision plane
|
|
if ( !checkMove.ProjectAlongPlane( trace.c.normal, 0.1f, 1.001f ) ) {
|
|
return PUSH_BLOCKED;
|
|
}
|
|
checkMove *= 1.001f;
|
|
|
|
// move entity from collision point along the collision plane
|
|
physics->SetOrigin( trace.endpos );
|
|
ClipEntityTranslation( trace, check, NULL, NULL, checkMove );
|
|
|
|
if ( trace.fraction < 1.0f ) {
|
|
physics->SetOrigin( oldOrigin );
|
|
return PUSH_BLOCKED;
|
|
}
|
|
|
|
checkMove = trace.endpos - oldOrigin;
|
|
|
|
// move entity in reverse only colliding with pusher
|
|
physics->SetOrigin( trace.endpos );
|
|
ClipEntityTranslation( trace, check, clipModel, NULL, -move );
|
|
|
|
physics->SetOrigin( oldOrigin );
|
|
*/
|
|
if ( trace.fraction < 1.0f ) {
|
|
return PUSH_BLOCKED;
|
|
}
|
|
}
|
|
}
|
|
|
|
SaveEntityPosition( check );
|
|
|
|
// translate the entity
|
|
physics->Translate( checkMove );
|
|
|
|
#ifdef TRANSLATIONAL_PUSH_DEBUG
|
|
// set the pusher in the translated position
|
|
clipModel->Link( gameLocal.clip, clipModel->GetEntity(), clipModel->GetId(), newOrigin, clipModel->GetAxis() );
|
|
if ( physics->ClipContents( clipModel ) ) {
|
|
if ( !startsolid ) {
|
|
int bah = 1;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
return PUSH_OK;
|
|
}
|
|
|
|
/*
|
|
============
|
|
idPush::DiscardEntities
|
|
============
|
|
*/
|
|
int idPush::DiscardEntities( idEntity *entityList[], int numEntities, int flags, idEntity *pusher ) {
|
|
int i, num;
|
|
idEntity *check;
|
|
|
|
// remove all entities we cannot or should not push from the list
|
|
for ( num = i = 0; i < numEntities; i++ ) {
|
|
check = entityList[ i ];
|
|
|
|
// if the physics object is not pushable
|
|
if ( !check->GetPhysics()->IsPushable() ) {
|
|
continue;
|
|
}
|
|
|
|
// if the entity doesn't clip with this pusher
|
|
if ( !( check->GetPhysics()->GetClipMask() & pusher->GetPhysics()->GetContents() ) ) {
|
|
continue;
|
|
}
|
|
|
|
// don't push players in noclip mode
|
|
if ( check->IsType( idPlayer::Type ) && static_cast<idPlayer *>(check)->noclip ) {
|
|
continue;
|
|
}
|
|
|
|
// if we should only push idMoveable entities
|
|
if ( ( flags & PUSHFL_ONLYMOVEABLE ) && !check->IsType( idMoveable::Type ) ) {
|
|
continue;
|
|
}
|
|
|
|
// if we shouldn't push entities the clip model rests upon
|
|
if ( flags & PUSHFL_NOGROUNDENTITIES ) {
|
|
if ( pusher->GetPhysics()->IsGroundEntity( check->entityNumber ) ) {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// keep entity in list
|
|
entityList[ num++ ] = entityList[i];
|
|
}
|
|
|
|
return num;
|
|
}
|
|
|
|
/*
|
|
============
|
|
idPush::ClipTranslationalPush
|
|
|
|
Try to push other entities by moving the given entity.
|
|
============
|
|
*/
|
|
float idPush::ClipTranslationalPush( trace_t &results, idEntity *pusher, const int flags,
|
|
const idVec3 &newOrigin, const idVec3 &translation ) {
|
|
int i, listedEntities, res;
|
|
idEntity *check, *entityList[ MAX_GENTITIES ];
|
|
idBounds bounds, pushBounds;
|
|
idVec3 clipMove, clipOrigin, oldOrigin, dir, impulse;
|
|
trace_t pushResults;
|
|
bool wasEnabled;
|
|
float totalMass;
|
|
idClipModel *clipModel;
|
|
|
|
clipModel = pusher->GetPhysics()->GetClipModel();
|
|
|
|
totalMass = 0.0f;
|
|
|
|
results.fraction = 1.0f;
|
|
results.endpos = newOrigin;
|
|
results.endAxis = clipModel->GetAxis();
|
|
memset( &results.c, 0, sizeof( results.c ) );
|
|
|
|
if ( translation == vec3_origin ) {
|
|
return totalMass;
|
|
}
|
|
|
|
dir = translation;
|
|
dir.Normalize();
|
|
dir.z += 1.0f;
|
|
dir *= 10.0f;
|
|
|
|
// get bounds for the whole movement
|
|
bounds = clipModel->GetBounds();
|
|
if ( bounds[0].x >= bounds[1].x ) {
|
|
return totalMass;
|
|
}
|
|
pushBounds.FromBoundsTranslation( bounds, clipModel->GetOrigin(), clipModel->GetAxis(), translation );
|
|
|
|
wasEnabled = clipModel->IsEnabled();
|
|
|
|
// make sure we don't get the pushing clip model in the list
|
|
clipModel->Disable();
|
|
|
|
listedEntities = gameLocal.clip.EntitiesTouchingBounds( pushBounds, -1, entityList, MAX_GENTITIES );
|
|
|
|
// discard entities we cannot or should not push
|
|
listedEntities = DiscardEntities( entityList, listedEntities, flags, pusher );
|
|
|
|
if ( flags & PUSHFL_CLIP ) {
|
|
|
|
// can only clip movement of a trace model
|
|
assert( clipModel->IsTraceModel() );
|
|
|
|
// disable to be pushed entities for collision detection
|
|
for ( i = 0; i < listedEntities; i++ ) {
|
|
entityList[i]->GetPhysics()->DisableClip();
|
|
}
|
|
|
|
gameLocal.clip.Translation( results, clipModel->GetOrigin(), clipModel->GetOrigin() + translation, clipModel, clipModel->GetAxis(), pusher->GetPhysics()->GetClipMask(), NULL );
|
|
|
|
// enable to be pushed entities for collision detection
|
|
for ( i = 0; i < listedEntities; i++ ) {
|
|
entityList[i]->GetPhysics()->EnableClip();
|
|
}
|
|
|
|
if ( results.fraction == 0.0f ) {
|
|
if ( wasEnabled ) {
|
|
clipModel->Enable();
|
|
}
|
|
return totalMass;
|
|
}
|
|
|
|
clipMove = results.endpos - clipModel->GetOrigin();
|
|
clipOrigin = results.endpos;
|
|
|
|
}
|
|
else {
|
|
|
|
clipMove = translation;
|
|
clipOrigin = newOrigin;
|
|
}
|
|
|
|
// we have to enable the clip model because we use it during pushing
|
|
clipModel->Enable();
|
|
|
|
// save pusher old position
|
|
oldOrigin = clipModel->GetOrigin();
|
|
|
|
// try to push the entities
|
|
for ( i = 0; i < listedEntities; i++ ) {
|
|
|
|
check = entityList[ i ];
|
|
|
|
idPhysics *physics = check->GetPhysics();
|
|
|
|
// disable the entity for collision detection
|
|
physics->DisableClip();
|
|
|
|
res = TryTranslatePushEntity( pushResults, check, clipModel, flags, clipOrigin, clipMove );
|
|
|
|
// enable the entity for collision detection
|
|
physics->EnableClip();
|
|
|
|
// if the entity is pushed
|
|
if ( res == PUSH_OK ) {
|
|
// set the pusher in the translated position
|
|
clipModel->Link( gameLocal.clip, clipModel->GetEntity(), clipModel->GetId(), newOrigin, clipModel->GetAxis() );
|
|
// the entity might be pushed off the ground
|
|
physics->EvaluateContacts();
|
|
// put pusher back in old position
|
|
clipModel->Link( gameLocal.clip, clipModel->GetEntity(), clipModel->GetId(), oldOrigin, clipModel->GetAxis() );
|
|
|
|
// wake up this object
|
|
if ( flags & PUSHFL_APPLYIMPULSE ) {
|
|
impulse = physics->GetMass() * dir;
|
|
} else {
|
|
impulse.Zero();
|
|
}
|
|
check->ApplyImpulse( clipModel->GetEntity(), clipModel->GetId(), clipModel->GetOrigin(), impulse );
|
|
|
|
// add mass of pushed entity
|
|
totalMass += physics->GetMass();
|
|
}
|
|
|
|
// if the entity is not blocking
|
|
if ( res != PUSH_BLOCKED ) {
|
|
continue;
|
|
}
|
|
|
|
// if the blocking entity is a projectile
|
|
if ( check->IsType( idProjectile::Type ) ) {
|
|
check->ProcessEvent( &EV_Explode );
|
|
continue;
|
|
}
|
|
|
|
// if blocking entities should be crushed
|
|
if ( flags & PUSHFL_CRUSH ) {
|
|
check->Damage( clipModel->GetEntity(), clipModel->GetEntity(), vec3_origin, "damage_crush", 1.0f, CLIPMODEL_ID_TO_JOINT_HANDLE( pushResults.c.id ) );
|
|
continue;
|
|
}
|
|
|
|
// if the entity is an active articulated figure and gibs
|
|
if ( check->IsType( idAFEntity_Base::Type ) && check->spawnArgs.GetBool( "gib" ) ) {
|
|
if ( static_cast<idAFEntity_Base *>(check)->IsActiveAF() ) {
|
|
check->ProcessEvent( &EV_Gib, "damage_Gib" );
|
|
}
|
|
}
|
|
|
|
// if the entity is a moveable item and gibs
|
|
if ( check->IsType( idMoveableItem::Type ) && check->spawnArgs.GetBool( "gib" ) ) {
|
|
check->ProcessEvent( &EV_Gib, "damage_Gib" );
|
|
}
|
|
|
|
// blocked
|
|
results = pushResults;
|
|
results.fraction = 0.0f;
|
|
results.endAxis = clipModel->GetAxis();
|
|
results.endpos = clipModel->GetOrigin();
|
|
results.c.entityNum = check->entityNumber;
|
|
results.c.id = 0;
|
|
|
|
if ( !wasEnabled ) {
|
|
clipModel->Disable();
|
|
}
|
|
|
|
return totalMass;
|
|
}
|
|
|
|
if ( !wasEnabled ) {
|
|
clipModel->Disable();
|
|
}
|
|
|
|
return totalMass;
|
|
}
|
|
|
|
/*
|
|
============
|
|
idPush::ClipRotationalPush
|
|
|
|
Try to push other entities by moving the given entity.
|
|
============
|
|
*/
|
|
float idPush::ClipRotationalPush( trace_t &results, idEntity *pusher, const int flags,
|
|
const idMat3 &newAxis, const idRotation &rotation ) {
|
|
int i, listedEntities, res;
|
|
idEntity *check, *entityList[ MAX_GENTITIES ];
|
|
idBounds bounds, pushBounds;
|
|
idRotation clipRotation;
|
|
idMat3 clipAxis, oldAxis;
|
|
trace_t pushResults;
|
|
bool wasEnabled;
|
|
float totalMass;
|
|
idClipModel *clipModel;
|
|
|
|
clipModel = pusher->GetPhysics()->GetClipModel();
|
|
|
|
totalMass = 0.0f;
|
|
|
|
results.fraction = 1.0f;
|
|
results.endpos = clipModel->GetOrigin();
|
|
results.endAxis = newAxis;
|
|
memset( &results.c, 0, sizeof( results.c ) );
|
|
|
|
if ( !rotation.GetAngle() ) {
|
|
return totalMass;
|
|
}
|
|
|
|
// get bounds for the whole movement
|
|
bounds = clipModel->GetBounds();
|
|
if ( bounds[0].x >= bounds[1].x ) {
|
|
return totalMass;
|
|
}
|
|
pushBounds.FromBoundsRotation( bounds, clipModel->GetOrigin(), clipModel->GetAxis(), rotation );
|
|
|
|
wasEnabled = clipModel->IsEnabled();
|
|
|
|
// make sure we don't get the pushing clip model in the list
|
|
clipModel->Disable();
|
|
|
|
listedEntities = gameLocal.clip.EntitiesTouchingBounds( pushBounds, -1, entityList, MAX_GENTITIES );
|
|
|
|
// discard entities we cannot or should not push
|
|
listedEntities = DiscardEntities( entityList, listedEntities, flags, pusher );
|
|
|
|
if ( flags & PUSHFL_CLIP ) {
|
|
|
|
// can only clip movement of a trace model
|
|
assert( clipModel->IsTraceModel() );
|
|
|
|
// disable to be pushed entities for collision detection
|
|
for ( i = 0; i < listedEntities; i++ ) {
|
|
entityList[i]->GetPhysics()->DisableClip();
|
|
}
|
|
|
|
gameLocal.clip.Rotation( results, clipModel->GetOrigin(), rotation, clipModel, clipModel->GetAxis(), pusher->GetPhysics()->GetClipMask(), NULL );
|
|
|
|
// enable to be pushed entities for collision detection
|
|
for ( i = 0; i < listedEntities; i++ ) {
|
|
entityList[i]->GetPhysics()->EnableClip();
|
|
}
|
|
|
|
if ( results.fraction == 0.0f ) {
|
|
if ( wasEnabled ) {
|
|
clipModel->Enable();
|
|
}
|
|
return totalMass;
|
|
}
|
|
|
|
clipRotation = rotation * results.fraction;
|
|
clipAxis = results.endAxis;
|
|
}
|
|
else {
|
|
|
|
clipRotation = rotation;
|
|
clipAxis = newAxis;
|
|
}
|
|
|
|
// we have to enable the clip model because we use it during pushing
|
|
clipModel->Enable();
|
|
|
|
// save pusher old position
|
|
oldAxis = clipModel->GetAxis();
|
|
|
|
// try to push all the entities
|
|
for ( i = 0; i < listedEntities; i++ ) {
|
|
|
|
check = entityList[ i ];
|
|
|
|
idPhysics *physics = check->GetPhysics();
|
|
|
|
// disable the entity for collision detection
|
|
physics->DisableClip();
|
|
|
|
res = TryRotatePushEntity( pushResults, check, clipModel, flags, clipAxis, clipRotation );
|
|
|
|
// enable the entity for collision detection
|
|
physics->EnableClip();
|
|
|
|
// if the entity is pushed
|
|
if ( res == PUSH_OK ) {
|
|
// set the pusher in the rotated position
|
|
clipModel->Link( gameLocal.clip, clipModel->GetEntity(), clipModel->GetId(), clipModel->GetOrigin(), newAxis );
|
|
// the entity might be pushed off the ground
|
|
physics->EvaluateContacts();
|
|
// put pusher back in old position
|
|
clipModel->Link( gameLocal.clip, clipModel->GetEntity(), clipModel->GetId(), clipModel->GetOrigin(), oldAxis );
|
|
|
|
// wake up this object
|
|
check->ApplyImpulse( clipModel->GetEntity(), clipModel->GetId(), clipModel->GetOrigin(), vec3_origin );
|
|
|
|
// add mass of pushed entity
|
|
totalMass += physics->GetMass();
|
|
}
|
|
|
|
// if the entity is not blocking
|
|
if ( res != PUSH_BLOCKED ) {
|
|
continue;
|
|
}
|
|
|
|
// if the blocking entity is a projectile
|
|
if ( check->IsType( idProjectile::Type ) ) {
|
|
check->ProcessEvent( &EV_Explode );
|
|
continue;
|
|
}
|
|
|
|
// if blocking entities should be crushed
|
|
if ( flags & PUSHFL_CRUSH ) {
|
|
check->Damage( clipModel->GetEntity(), clipModel->GetEntity(), vec3_origin, "damage_crush", 1.0f, CLIPMODEL_ID_TO_JOINT_HANDLE( pushResults.c.id ) );
|
|
continue;
|
|
}
|
|
|
|
// if the entity is an active articulated figure and gibs
|
|
if ( check->IsType( idAFEntity_Base::Type ) && check->spawnArgs.GetBool( "gib" ) ) {
|
|
if ( static_cast<idAFEntity_Base *>(check)->IsActiveAF() ) {
|
|
check->ProcessEvent( &EV_Gib, "damage_Gib" );
|
|
}
|
|
}
|
|
|
|
// blocked
|
|
results = pushResults;
|
|
results.fraction = 0.0f;
|
|
results.endAxis = clipModel->GetAxis();
|
|
results.endpos = clipModel->GetOrigin();
|
|
results.c.entityNum = check->entityNumber;
|
|
results.c.id = 0;
|
|
|
|
if ( !wasEnabled ) {
|
|
clipModel->Disable();
|
|
}
|
|
|
|
return totalMass;
|
|
}
|
|
|
|
if ( !wasEnabled ) {
|
|
clipModel->Disable();
|
|
}
|
|
|
|
return totalMass;
|
|
}
|
|
|
|
#endif /* !NEW_PUSH */
|
|
|
|
|
|
/*
|
|
============
|
|
idPush::ClipPush
|
|
|
|
Try to push other entities by moving the given entity.
|
|
============
|
|
*/
|
|
float idPush::ClipPush( trace_t &results, idEntity *pusher, const int flags,
|
|
const idVec3 &oldOrigin, const idMat3 &oldAxis,
|
|
idVec3 &newOrigin, idMat3 &newAxis ) {
|
|
idVec3 translation;
|
|
idRotation rotation;
|
|
float mass;
|
|
|
|
mass = 0.0f;
|
|
|
|
results.fraction = 1.0f;
|
|
results.endpos = newOrigin;
|
|
results.endAxis = newAxis;
|
|
memset( &results.c, 0, sizeof( results.c ) );
|
|
|
|
// translational push
|
|
translation = newOrigin - oldOrigin;
|
|
|
|
// if the pusher translates
|
|
if ( translation != vec3_origin ) {
|
|
|
|
mass += ClipTranslationalPush( results, pusher, flags, newOrigin, translation );
|
|
if ( results.fraction < 1.0f ) {
|
|
newOrigin = oldOrigin;
|
|
newAxis = oldAxis;
|
|
return mass;
|
|
}
|
|
} else {
|
|
newOrigin = oldOrigin;
|
|
}
|
|
|
|
// rotational push
|
|
rotation = ( oldAxis.Transpose() * newAxis ).ToRotation();
|
|
rotation.SetOrigin( newOrigin );
|
|
rotation.Normalize180();
|
|
rotation.ReCalculateMatrix(); // recalculate the rotation matrix to avoid accumulating rounding errors
|
|
|
|
// if the pusher rotates
|
|
if ( rotation.GetAngle() != 0.0f ) {
|
|
|
|
// recalculate new axis to avoid floating point rounding problems
|
|
newAxis = oldAxis * rotation.ToMat3();
|
|
newAxis.OrthoNormalizeSelf();
|
|
newAxis.FixDenormals();
|
|
newAxis.FixDegeneracies();
|
|
|
|
pusher->GetPhysics()->GetClipModel()->SetPosition( newOrigin, oldAxis );
|
|
|
|
mass += ClipRotationalPush( results, pusher, flags, newAxis, rotation );
|
|
if ( results.fraction < 1.0f ) {
|
|
newOrigin = oldOrigin;
|
|
newAxis = oldAxis;
|
|
return mass;
|
|
}
|
|
} else {
|
|
newAxis = oldAxis;
|
|
}
|
|
|
|
return mass;
|
|
}
|