doom3-bfg/neo/d3xp/physics/Push.h

123 lines
5.4 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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__ */