/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition 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 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. 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. =========================================================================== */ #pragma hdrstop #include "../../idlib/precompiled.h" #include "../Game_local.h" /* ============ idPush::InitSavingPushedEntityPositions ============ */ void idPush::InitSavingPushedEntityPositions() { numPushed = 0; } /* ============ idPush::SaveEntityPosition ============ */ void idPush::SaveEntityPosition( idEntity *ent ) { int i; // if already saved the physics state for this entity for ( i = 0; i < numPushed; i++ ) { if ( pushed[i].ent == ent ) { return; } } // don't overflow if ( numPushed >= MAX_GENTITIES ) { gameLocal.Error( "more than MAX_GENTITIES pushed entities" ); return; } pushed[numPushed].ent = ent; // if the entity is an actor if ( ent->IsType( idActor::Type ) ) { // save the delta view angles pushed[numPushed].deltaViewAngles = static_cast(ent)->GetDeltaViewAngles(); } // save the physics state ent->GetPhysics()->SaveState(); numPushed++; } /* ============ idPush::RestorePushedEntityPositions ============ */ void idPush::RestorePushedEntityPositions() { int i; for ( i = 0; i < numPushed; i++ ) { // if the entity is an actor if ( pushed[i].ent->IsType( idActor::Type ) ) { // set back the delta view angles static_cast(pushed[i].ent)->SetDeltaViewAngles( pushed[i].deltaViewAngles ); } // restore the physics state pushed[i].ent->GetPhysics()->RestoreState(); } } /* ============ idPush::RotateEntityToAxial ============ */ bool idPush::RotateEntityToAxial( idEntity *ent, idVec3 rotationPoint ) { int i; trace_t trace; idRotation rotation; idMat3 axis; idPhysics *physics; physics = ent->GetPhysics(); axis = physics->GetAxis(); if ( !axis.IsRotated() ) { return true; } // try to rotate the bbox back to axial with at most four rotations for ( i = 0; i < 4; i++ ) { axis = physics->GetAxis(); rotation = axis.ToRotation(); rotation.Scale( -1 ); rotation.SetOrigin( rotationPoint ); // tiny float numbers in the clip axis, this can get the entity stuck if ( rotation.GetAngle() == 0.0f ) { physics->SetAxis( mat3_identity ); return true; } // ent->GetPhysics()->ClipRotation( trace, rotation, NULL ); // if the full rotation is possible if ( trace.fraction >= 1.0f ) { // set bbox in final axial position physics->SetOrigin( trace.endpos ); physics->SetAxis( mat3_identity ); return true; } // if partial rotation was possible else if ( trace.fraction > 0.0f ) { // partial rotation physics->SetOrigin( trace.endpos ); physics->SetAxis( trace.endAxis ); } // next rotate around collision point rotationPoint = trace.c.point; } return false; } #ifdef NEW_PUSH /* ============ idPush::CanPushEntity ============ */ bool idPush::CanPushEntity( idEntity *ent, idEntity *pusher, idEntity *initialPusher, const int flags ) { // if the physics object is not pushable if ( !ent->GetPhysics()->IsPushable() ) { return false; } // if the entity doesn't clip with this pusher if ( !( ent->GetPhysics()->GetClipMask() & pusher->GetPhysics()->GetContents() ) ) { return false; } // don't push players in noclip mode if ( ent->client && ent->client->noclip ) { return false; } // if we should only push idMoveable entities if ( ( flags & PUSHFL_ONLYMOVEABLE ) && !ent->IsType( idMoveable::Type ) ) { return false; } // if we shouldn't push entities the original pusher rests upon if ( flags & PUSHFL_NOGROUNDENTITIES ) { if ( initialPusher->GetPhysics()->IsGroundEntity( ent->entityNumber ) ) { return false; } } return true; } /* ============ idPush::AddEntityToPushedGroup ============ */ void idPush::AddEntityToPushedGroup( idEntity *ent, float fraction, bool groundContact ) { int i, j; for ( i = 0; i < pushedGroupSize; i++ ) { if ( ent == pushedGroup[i].ent ) { if ( fraction > pushedGroup[i].fraction ) { pushedGroup[i].fraction = fraction; pushedGroup[i].groundContact &= groundContact; pushedGroup[i].test = true; } return; } else if ( fraction > pushedGroup[i].fraction ) { for ( j = pushedGroupSize; j > i; j-- ) { pushedGroup[j] = pushedGroup[j-1]; } break; } } // put the entity in the group pushedGroupSize++; pushedGroup[i].ent = ent; pushedGroup[i].fraction = fraction; pushedGroup[i].groundContact = groundContact; pushedGroup[i].test = true; // remove any further occurances of the same entity in the group for ( i++; i < pushedGroupSize; i++ ) { if ( ent == pushedGroup[i].ent ) { for ( j = i+1; j < pushedGroupSize; j++ ) { pushedGroup[j-1] = pushedGroup[j]; } pushedGroupSize--; break; } } } /* ============ idPush::IsFullyPushed ============ */ bool idPush::IsFullyPushed( idEntity *ent ) { int i; for ( i = 0; i < pushedGroupSize; i++ ) { if ( pushedGroup[i].fraction < 1.0f ) { return false; } if ( ent == pushedGroup[i].ent ) { return true; } } return false; } /* ============ idPush::ClipTranslationAgainstPusher ============ */ bool idPush::ClipTranslationAgainstPusher( trace_t &results, idEntity *ent, idEntity *pusher, const idVec3 &translation ) { int i, n; trace_t t; results.fraction = 1.0f; n = pusher->GetPhysics()->GetNumClipModels(); for ( i = 0; i < n; i++ ) { ent->GetPhysics()->ClipTranslation( t, translation, pusher->GetPhysics()->GetClipModel( i ) ); if ( t.fraction < results.fraction ) { results = t; } } return ( results.fraction < 1.0f ); } /* ============ idPush::GetPushableEntitiesForTranslation ============ */ int idPush::GetPushableEntitiesForTranslation( idEntity *pusher, idEntity *initialPusher, const int flags, const idVec3 &translation, idEntity *entityList[], int maxEntities ) { int i, n, l; idBounds bounds, pushBounds; idPhysics *physics; // get bounds for the whole movement physics = pusher->GetPhysics(); bounds = physics->GetBounds(); pushBounds.FromBoundsTranslation( bounds, physics->GetOrigin(), physics->GetAxis(), translation ); pushBounds.ExpandSelf( 2.0f ); // get all entities within the push bounds n = gameLocal.clip.EntitiesTouchingBounds( pushBounds, -1, entityList, MAX_GENTITIES ); for ( l = i = 0; i < n; i++ ) { if ( entityList[i] == pusher || entityList[i] == initialPusher ) { continue; } if ( CanPushEntity( entityList[i], pusher, initialPusher, flags ) ) { entityList[l++] = entityList[i]; } } return l; } /* ============ idPush::ClipTranslationalPush Try to push other entities by translating the given entity. ============ */ float idPush::ClipTranslationalPush( trace_t &results, idEntity *pusher, const int flags, const idVec3 &newOrigin, const idVec3 &translation ) { int i, j, numListedEntities; idEntity *curPusher, *ent, *entityList[ MAX_GENTITIES ]; float fraction; bool groundContact, blocked = false; float totalMass; trace_t trace; idVec3 realTranslation, partialTranslation; totalMass = 0.0f; results.fraction = 1.0f; results.endpos = newOrigin; results.endAxis = pusher->GetPhysics()->GetAxis(); memset( results.c, 0, sizeof( results.c ) ); if ( translation == vec3_origin ) { return totalMass; } // clip against all non-pushable physics objects if ( flags & PUSHFL_CLIP ) { numListedEntities = GetPushableEntitiesForTranslation( pusher, pusher, flags, translation, entityList, MAX_GENTITIES ); // disable pushable entities for collision detection for ( i = 0; i < numListedEntities; i++ ) { entityList[i]->GetPhysics()->DisableClip(); } // clip translation pusher->GetPhysics()->ClipTranslation( results, translation, NULL ); // enable pushable entities for ( i = 0; i < numListedEntities; i++ ) { entityList[i]->GetPhysics()->EnableClip(); } if ( results.fraction == 0.0f ) { return totalMass; } realTranslation = results.fraction * translation; } else { realTranslation = translation; } // 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 = GetPushableEntitiesForTranslation( curPusher, pusher, flags, realTranslation, entityList, MAX_GENTITIES ); for ( j = 0; j < numListedEntities; j++ ) { ent = entityList[ j ]; if ( IsFullyPushed( ent ) ) { continue; } if ( !CanPushEntity( ent, curPusher, pusher, flags ) ) { continue; } if ( ent->GetPhysics()->IsGroundEntity( curPusher->entityNumber ) ) { AddEntityToPushedGroup( ent, 1.0f * fraction, false ); } else if ( ClipTranslationAgainstPusher( trace, ent, curPusher, -fraction * realTranslation ) ) { AddEntityToPushedGroup( ent, ( 1.0f - trace.fraction ) * fraction, groundContact ); } } } // save physics states and disable physics objects for collision detection for ( i = 0; i < pushedGroupSize; i++ ) { SaveEntityPosition( pushedGroup[i].ent ); pushedGroup[i].ent->GetPhysics()->DisableClip(); } // clip all pushed physics objects for ( i = 1; i < pushedGroupSize; i++ ) { partialTranslation = realTranslation * pushedGroup[i].fraction; pushedGroup[i].ent->GetPhysics()->ClipTranslation( trace, partialTranslation, 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()->ClipTranslation( results, realTranslation, NULL ); } else { results.fraction = 0.0f; results.endpos = pusher->GetPhysics()->GetOrigin(); results.endAxis = pusher->GetPhysics()->GetAxis(); } } else { // translate all pushed physics objects for ( i = 1; i < pushedGroupSize; i++ ) { partialTranslation = realTranslation * pushedGroup[i].fraction; pushedGroup[i].ent->GetPhysics()->Translate( partialTranslation ); totalMass += pushedGroup[i].ent->GetPhysics()->GetMass(); } // translate the clip models of the pusher for ( i = 0; i < pusher->GetPhysics()->GetNumClipModels(); i++ ) { pusher->GetPhysics()->GetClipModel(i)->Translate( results.fraction * realTranslation ); pusher->GetPhysics()->GetClipModel(i)->Link( gameLocal.clip ); } } return totalMass; } /* ============ idPush::ClipRotationAgainstPusher ============ */ bool idPush::ClipRotationAgainstPusher( trace_t &results, idEntity *ent, idEntity *pusher, const idRotation &rotation ) { int i, n; trace_t t; results.fraction = 1.0f; n = pusher->GetPhysics()->GetNumClipModels(); for ( i = 0; i < n; i++ ) { ent->GetPhysics()->ClipRotation( t, rotation, pusher->GetPhysics()->GetClipModel( i ) ); if ( t.fraction < results.fraction ) { results = t; } } return ( results.fraction < 1.0f ); } /* ============ idPush::GetPushableEntitiesForRotation ============ */ int idPush::GetPushableEntitiesForRotation( idEntity *pusher, idEntity *initialPusher, const int flags, const idRotation &rotation, idEntity *entityList[], int maxEntities ) { int i, n, l; idBounds bounds, pushBounds; idPhysics *physics; // get bounds for the whole movement physics = pusher->GetPhysics(); bounds = physics->GetBounds(); pushBounds.FromBoundsRotation( bounds, physics->GetOrigin(), physics->GetAxis(), rotation ); pushBounds.ExpandSelf( 2.0f ); // get all entities within the push bounds n = gameLocal.clip.EntitiesTouchingBounds( pushBounds, -1, entityList, MAX_GENTITIES ); for ( l = i = 0; i < n; i++ ) { if ( entityList[i] == pusher || entityList[i] == initialPusher ) { continue; } if ( CanPushEntity( entityList[i], pusher, initialPusher, flags ) ) { entityList[l++] = entityList[i]; } } return l; } /* ============ idPush::ClipRotationalPush Try to push other entities by rotating the given entity. ============ */ float idPush::ClipRotationalPush( trace_t &results, idEntity *pusher, const int flags, const idMat3 &newAxis, const idRotation &rotation ) { int i, j, numListedEntities; idEntity *curPusher, *ent, *entityList[ MAX_GENTITIES ]; float fraction; bool groundContact, blocked = false; float totalMass; trace_t trace; idRotation realRotation, partialRotation; idMat3 oldAxis; totalMass = 0.0f; results.fraction = 1.0f; results.endpos = pusher->GetPhysics()->GetOrigin(); results.endAxis = newAxis; memset( results.c, 0, sizeof( results.c ) ); if ( !rotation.GetAngle() ) { return totalMass; } // clip against all non-pushable physics objects if ( flags & PUSHFL_CLIP ) { numListedEntities = GetPushableEntitiesForRotation( pusher, pusher, flags, rotation, entityList, MAX_GENTITIES ); // disable pushable entities for collision detection for ( i = 0; i < numListedEntities; i++ ) { entityList[i]->GetPhysics()->DisableClip(); } // clip rotation pusher->GetPhysics()->ClipRotation( results, rotation, NULL ); // 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 ); // NOTE: this code prevents msvc 6.0 & 7.0 from screwing up the above code in // release builds moving less floats than it should static float shit = 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(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(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(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(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; }