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736ec20d4d
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
120 lines
5.4 KiB
C++
120 lines
5.4 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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#ifndef __PUSH_H__
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#define __PUSH_H__
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#include "cm/CollisionModel.h"
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#include "physics/Clip.h"
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#include "GameBase.h"
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class idEntity;
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/*
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===============================================================================
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Allows physics objects to be pushed geometrically.
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===============================================================================
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*/
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#define PUSHFL_ONLYMOVEABLE 1 // only push moveable entities
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#define PUSHFL_NOGROUNDENTITIES 2 // don't push entities the clip model rests upon
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#define PUSHFL_CLIP 4 // also clip against all non-moveable entities
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#define PUSHFL_CRUSH 8 // kill blocking entities
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#define PUSHFL_APPLYIMPULSE 16 // apply impulse to pushed entities
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//#define NEW_PUSH
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class idPush {
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public:
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// Try to push other entities by moving the given entity.
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// If results.fraction < 1.0 the move was blocked by results.c.entityNum
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// Returns total mass of all pushed entities.
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float ClipTranslationalPush( trace_t &results, idEntity *pusher, const int flags,
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const idVec3 &newOrigin, const idVec3 &move );
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float ClipRotationalPush( trace_t &results, idEntity *pusher, const int flags,
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const idMat3 &newAxis, const idRotation &rotation );
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float ClipPush( trace_t &results, idEntity *pusher, const int flags,
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const idVec3 &oldOrigin, const idMat3 &oldAxis,
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idVec3 &newOrigin, idMat3 &newAxis );
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// initialize saving the positions of entities being pushed
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void InitSavingPushedEntityPositions( void );
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// move all pushed entities back to their previous position
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void RestorePushedEntityPositions( void );
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// returns the number of pushed entities
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int GetNumPushedEntities( void ) const { return numPushed; }
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// get the ith pushed entity
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idEntity * GetPushedEntity( int i ) const { assert( i >= 0 && i < numPushed ); return pushed[i].ent; }
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private:
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struct pushed_s {
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idEntity * ent; // pushed entity
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idAngles deltaViewAngles; // actor delta view angles
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} pushed[MAX_GENTITIES]; // pushed entities
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int numPushed; // number of pushed entities
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struct pushedGroup_s {
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idEntity * ent;
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float fraction;
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bool groundContact;
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bool test;
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} pushedGroup[MAX_GENTITIES];
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int pushedGroupSize;
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private:
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void SaveEntityPosition( idEntity *ent );
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bool RotateEntityToAxial( idEntity *ent, idVec3 rotationPoint );
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#ifdef NEW_PUSH
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bool CanPushEntity( idEntity *ent, idEntity *pusher, idEntity *initialPusher, const int flags );
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void AddEntityToPushedGroup( idEntity *ent, float fraction, bool groundContact );
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bool IsFullyPushed( idEntity *ent );
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bool ClipTranslationAgainstPusher( trace_t &results, idEntity *ent, idEntity *pusher, const idVec3 &translation );
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int GetPushableEntitiesForTranslation( idEntity *pusher, idEntity *initialPusher, const int flags,
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const idVec3 &translation, idEntity *entityList[], int maxEntities );
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bool ClipRotationAgainstPusher( trace_t &results, idEntity *ent, idEntity *pusher, const idRotation &rotation );
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int GetPushableEntitiesForRotation( idEntity *pusher, idEntity *initialPusher, const int flags,
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const idRotation &rotation, idEntity *entityList[], int maxEntities );
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#else
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void ClipEntityRotation( trace_t &trace, const idEntity *ent, const idClipModel *clipModel,
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idClipModel *skip, const idRotation &rotation );
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void ClipEntityTranslation( trace_t &trace, const idEntity *ent, const idClipModel *clipModel,
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idClipModel *skip, const idVec3 &translation );
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int TryTranslatePushEntity( trace_t &results, idEntity *check, idClipModel *clipModel, const int flags,
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const idVec3 &newOrigin, const idVec3 &move );
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int TryRotatePushEntity( trace_t &results, idEntity *check, idClipModel *clipModel, const int flags,
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const idMat3 &newAxis, const idRotation &rotation );
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int DiscardEntities( idEntity *entityList[], int numEntities, int flags, idEntity *pusher );
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#endif
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};
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#endif /* !__PUSH_H__ */
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