quake4-sdk/source/mpgame/physics/Push.h
2007-06-15 00:00:00 +00:00

86 lines
3.8 KiB
C++

#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( void );
// move all pushed entities back to their previous position
void RestorePushedEntityPositions( void );
// returns the number of pushed entities
int GetNumPushedEntities( void ) 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__ */