/* =========================================================================== 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. =========================================================================== */ #ifndef __PUSH_H__ #define __PUSH_H__ /* =============================================================================== Allows physics objects to be pushed geometrically. =============================================================================== */ #define PUSHFL_ONLYMOVEABLE 1 // only push moveable entities #define PUSHFL_NOGROUNDENTITIES 2 // don't push entities the clip model rests upon #define PUSHFL_CLIP 4 // also clip against all non-moveable entities #define PUSHFL_CRUSH 8 // kill blocking entities #define PUSHFL_APPLYIMPULSE 16 // apply impulse to pushed entities //#define NEW_PUSH class idPush { public: // Try to push other entities by moving the given entity. // If results.fraction < 1.0 the move was blocked by results.c.entityNum // Returns total mass of all pushed entities. float ClipTranslationalPush( trace_t& results, idEntity* pusher, const int flags, const idVec3& newOrigin, const idVec3& move ); float ClipRotationalPush( trace_t& results, idEntity* pusher, const int flags, const idMat3& newAxis, const idRotation& rotation ); float ClipPush( trace_t& results, idEntity* pusher, const int flags, const idVec3& oldOrigin, const idMat3& oldAxis, idVec3& newOrigin, idMat3& newAxis ); // initialize saving the positions of entities being pushed void InitSavingPushedEntityPositions(); // move all pushed entities back to their previous position void RestorePushedEntityPositions(); // returns the number of pushed entities int GetNumPushedEntities() const { return numPushed; } // get the ith pushed entity idEntity* GetPushedEntity( int i ) const { assert( i >= 0 && i < numPushed ); return pushed[i].ent; } private: struct pushed_s { idEntity* ent; // pushed entity idAngles deltaViewAngles; // actor delta view angles } pushed[MAX_GENTITIES]; // pushed entities int numPushed; // number of pushed entities struct pushedGroup_s { idEntity* ent; float fraction; bool groundContact; bool test; } pushedGroup[MAX_GENTITIES]; int pushedGroupSize; private: void SaveEntityPosition( idEntity* ent ); bool RotateEntityToAxial( idEntity* ent, idVec3 rotationPoint ); #ifdef NEW_PUSH bool CanPushEntity( idEntity* ent, idEntity* pusher, idEntity* initialPusher, const int flags ); void AddEntityToPushedGroup( idEntity* ent, float fraction, bool groundContact ); bool IsFullyPushed( idEntity* ent ); bool ClipTranslationAgainstPusher( trace_t& results, idEntity* ent, idEntity* pusher, const idVec3& translation ); int GetPushableEntitiesForTranslation( idEntity* pusher, idEntity* initialPusher, const int flags, const idVec3& translation, idEntity* entityList[], int maxEntities ); bool ClipRotationAgainstPusher( trace_t& results, idEntity* ent, idEntity* pusher, const idRotation& rotation ); int GetPushableEntitiesForRotation( idEntity* pusher, idEntity* initialPusher, const int flags, const idRotation& rotation, idEntity* entityList[], int maxEntities ); #else void ClipEntityRotation( trace_t& trace, const idEntity* ent, const idClipModel* clipModel, idClipModel* skip, const idRotation& rotation ); void ClipEntityTranslation( trace_t& trace, const idEntity* ent, const idClipModel* clipModel, idClipModel* skip, const idVec3& translation ); int TryTranslatePushEntity( trace_t& results, idEntity* check, idClipModel* clipModel, const int flags, const idVec3& newOrigin, const idVec3& move ); int TryRotatePushEntity( trace_t& results, idEntity* check, idClipModel* clipModel, const int flags, const idMat3& newAxis, const idRotation& rotation ); int DiscardEntities( idEntity* entityList[], int numEntities, int flags, idEntity* pusher ); #endif }; #endif /* !__PUSH_H__ */