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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: Physics constraint entities
//
// $NoKeywords: $
//===========================================================================//
#include "cbase.h"
#include "physics.h"
#include "entityoutput.h"
#include "engine/IEngineSound.h"
#include "vphysics/constraints.h"
#include "igamesystem.h"
#include "physics_saverestore.h"
#include "vcollide_parse.h"
#include "positionwatcher.h"
#include "fmtstr.h"
#include "physics_prop_ragdoll.h"
#define HINGE_NOTIFY HL2_EPISODIC
#if HINGE_NOTIFY
#include "physconstraint_sounds.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define SF_CONSTRAINT_DISABLE_COLLISION 0x0001
#define SF_SLIDE_LIMIT_ENDS 0x0002
#define SF_PULLEY_RIGID 0x0002
#define SF_LENGTH_RIGID 0x0002
#define SF_RAGDOLL_FREEMOVEMENT 0x0002
#define SF_CONSTRAINT_START_INACTIVE 0x0004
#define SF_CONSTRAINT_ASSUME_WORLD_GEOMETRY 0x0008
#define SF_CONSTRAINT_NO_CONNECT_UNTIL_ACTIVATED 0x0010 // Will only check the two attached entities at activation
ConVar g_debug_constraint_sounds ( "g_debug_constraint_sounds", "0", FCVAR_CHEAT, "Enable debug printing about constraint sounds.");
struct hl_constraint_info_t { hl_constraint_info_t() { pObjects[0] = pObjects[1] = NULL; pGroup = NULL; anchorPosition[0].Init(); anchorPosition[1].Init(); swapped = false; massScale[0] = massScale[1] = 1.0f; } Vector anchorPosition[2]; IPhysicsObject *pObjects[2]; IPhysicsConstraintGroup *pGroup; float massScale[2]; bool swapped; };
struct constraint_anchor_t { Vector localOrigin; EHANDLE hEntity; int parentAttachment; string_t name; float massScale; };
class CAnchorList : public CAutoGameSystem { public: CAnchorList( char const *name ) : CAutoGameSystem( name ) { } void LevelShutdownPostEntity() { m_list.Purge(); }
void AddToList( CBaseEntity *pEntity, float massScale ) { int index = m_list.AddToTail(); constraint_anchor_t *pAnchor = &m_list[index];
pAnchor->hEntity = pEntity->GetParent(); pAnchor->parentAttachment = pEntity->GetParentAttachment(); pAnchor->name = pEntity->GetEntityName(); pAnchor->localOrigin = pEntity->GetLocalOrigin(); pAnchor->massScale = massScale; }
constraint_anchor_t *Find( string_t name ) { for ( int i = m_list.Count()-1; i >=0; i-- ) { if ( FStrEq( STRING(m_list[i].name), STRING(name) ) ) { return &m_list[i]; } } return NULL; }
private: CUtlVector<constraint_anchor_t> m_list; };
static CAnchorList g_AnchorList( "CAnchorList" );
class CConstraintAnchor : public CPointEntity { DECLARE_CLASS( CConstraintAnchor, CPointEntity ); public: CConstraintAnchor() { m_massScale = 1.0f; } void Spawn( void ) { if ( GetParent() ) { g_AnchorList.AddToList( this, m_massScale ); UTIL_Remove( this ); } } DECLARE_DATADESC();
float m_massScale; };
BEGIN_DATADESC( CConstraintAnchor ) DEFINE_KEYFIELD( m_massScale, FIELD_FLOAT, "massScale" ), END_DATADESC()
LINK_ENTITY_TO_CLASS( info_constraint_anchor, CConstraintAnchor );
class CPhysConstraintSystem : public CLogicalEntity { DECLARE_CLASS( CPhysConstraintSystem, CLogicalEntity ); public:
void Spawn(); ~CPhysConstraintSystem(); IPhysicsConstraintGroup *GetVPhysicsGroup() { return m_pMachine; }
DECLARE_DATADESC(); private: IPhysicsConstraintGroup *m_pMachine; int m_additionalIterations; };
BEGIN_DATADESC( CPhysConstraintSystem ) DEFINE_PHYSPTR( m_pMachine ), DEFINE_KEYFIELD( m_additionalIterations, FIELD_INTEGER, "additionaliterations" ), END_DATADESC()
void CPhysConstraintSystem::Spawn() { constraint_groupparams_t group; group.Defaults(); group.additionalIterations = m_additionalIterations; m_pMachine = physenv->CreateConstraintGroup( group ); }
CPhysConstraintSystem::~CPhysConstraintSystem() { physenv->DestroyConstraintGroup( m_pMachine ); }
LINK_ENTITY_TO_CLASS( phys_constraintsystem, CPhysConstraintSystem );
void PhysTeleportConstrainedEntity( CBaseEntity *pTeleportSource, IPhysicsObject *pObject0, IPhysicsObject *pObject1, const Vector &prevPosition, const QAngle &prevAngles, bool physicsRotate ) { // teleport the other object
CBaseEntity *pEntity0 = static_cast<CBaseEntity *> (pObject0->GetGameData()); CBaseEntity *pEntity1 = static_cast<CBaseEntity *> (pObject1->GetGameData()); if ( !pEntity0 || !pEntity1 ) return;
// figure out which entity needs to be fixed up (the one that isn't pTeleportSource)
CBaseEntity *pFixup = pEntity1; // teleport the other object
if ( pTeleportSource != pEntity0 ) { if ( pTeleportSource != pEntity1 ) { Msg("Bogus teleport notification!!\n"); return; } pFixup = pEntity0; }
// constraint doesn't move this entity
if ( pFixup->GetMoveType() != MOVETYPE_VPHYSICS ) return;
if ( !pFixup->VPhysicsGetObject() || !pFixup->VPhysicsGetObject()->IsMoveable() ) return;
QAngle oldAngles = prevAngles;
if ( !physicsRotate ) { oldAngles = pTeleportSource->GetAbsAngles(); }
matrix3x4_t startCoord, startInv, endCoord, xform; AngleMatrix( oldAngles, prevPosition, startCoord ); MatrixInvert( startCoord, startInv ); ConcatTransforms( pTeleportSource->EntityToWorldTransform(), startInv, xform ); QAngle fixupAngles; Vector fixupPos;
ConcatTransforms( xform, pFixup->EntityToWorldTransform(), endCoord ); MatrixAngles( endCoord, fixupAngles, fixupPos ); pFixup->Teleport( &fixupPos, &fixupAngles, NULL ); }
static void DrawPhysicsBounds( IPhysicsObject *pObject, int r, int g, int b, int a ) { const CPhysCollide *pCollide = pObject->GetCollide(); Vector pos; QAngle angles; pObject->GetPosition( &pos, &angles ); Vector mins, maxs; physcollision->CollideGetAABB( &mins, &maxs, pCollide, vec3_origin, vec3_angle ); // don't fight the z-buffer
mins -= Vector(1,1,1); maxs += Vector(1,1,1); NDebugOverlay::BoxAngles( pos, mins, maxs, angles, r, g, b, a, 0 ); }
static void DrawConstraintObjectsAxes(CBaseEntity *pConstraintEntity, IPhysicsConstraint *pConstraint) { if ( !pConstraint || !pConstraintEntity ) return; matrix3x4_t xformRef, xformAtt; bool bXform = pConstraint->GetConstraintTransform( &xformRef, &xformAtt ); IPhysicsObject *pRef = pConstraint->GetReferenceObject();
if ( pRef && !pRef->IsStatic() ) { if ( bXform ) { Vector pos, posWorld; QAngle angles; MatrixAngles( xformRef, angles, pos ); pRef->LocalToWorld( &posWorld, pos ); NDebugOverlay::Axis( posWorld, vec3_angle, 12, false, 0 ); } DrawPhysicsBounds( pRef, 0, 255, 0, 12 ); } IPhysicsObject *pAttach = pConstraint->GetAttachedObject(); if ( pAttach && !pAttach->IsStatic() ) { if ( bXform ) { Vector pos, posWorld; QAngle angles; MatrixAngles( xformAtt, angles, pos ); pAttach->LocalToWorld( &posWorld, pos ); NDebugOverlay::Axis( posWorld, vec3_angle, 12, false, 0 ); } DrawPhysicsBounds( pAttach, 255, 0, 0, 12 ); } }
abstract_class CPhysConstraint : public CLogicalEntity { DECLARE_CLASS( CPhysConstraint, CLogicalEntity ); public:
CPhysConstraint(); ~CPhysConstraint();
DECLARE_DATADESC();
void Spawn( void ); void Precache( void ); void Activate( void );
void ClearStaticFlag( IPhysicsObject *pObj ) { if ( !pObj ) return; PhysClearGameFlags( pObj, FVPHYSICS_CONSTRAINT_STATIC ); }
virtual void Deactivate() { if ( !m_pConstraint ) return; m_pConstraint->Deactivate(); ClearStaticFlag( m_pConstraint->GetReferenceObject() ); ClearStaticFlag( m_pConstraint->GetAttachedObject() ); if ( m_spawnflags & SF_CONSTRAINT_DISABLE_COLLISION ) { // constraint may be getting deactivated because an object got deleted, so check them here.
IPhysicsObject *pRef = m_pConstraint->GetReferenceObject(); IPhysicsObject *pAtt = m_pConstraint->GetAttachedObject(); if ( pRef && pAtt ) { PhysEnableEntityCollisions( pRef, pAtt ); } } }
void OnBreak( void ) { Deactivate(); if ( m_breakSound != NULL_STRING ) { CBroadcastRecipientFilter filter;
Vector origin = GetAbsOrigin(); Vector refPos = origin, attachPos = origin;
IPhysicsObject *pRef = m_pConstraint->GetReferenceObject(); if ( pRef && (pRef != g_PhysWorldObject) ) { pRef->GetPosition( &refPos, NULL ); attachPos = refPos; } IPhysicsObject *pAttach = m_pConstraint->GetAttachedObject(); if ( pAttach && (pAttach != g_PhysWorldObject) ) { pAttach->GetPosition( &attachPos, NULL ); if ( !pRef || (pRef == g_PhysWorldObject) ) { refPos = attachPos; } } VectorAdd( refPos, attachPos, origin ); origin *= 0.5f;
EmitSound_t ep; ep.m_nChannel = CHAN_STATIC; ep.m_pSoundName = STRING(m_breakSound); ep.m_flVolume = VOL_NORM; ep.m_SoundLevel = ATTN_TO_SNDLVL( ATTN_STATIC ); ep.m_pOrigin = &origin;
EmitSound( filter, entindex(), ep ); } m_OnBreak.FireOutput( this, this ); // queue this up to be deleted at the end of physics
// The Deactivate() call should make sure we don't get more of these callbacks.
PhysCallbackRemove( this->NetworkProp() ); }
void InputBreak( inputdata_t &inputdata ) { if ( m_pConstraint ) m_pConstraint->Deactivate(); OnBreak(); }
void InputOnBreak( inputdata_t &inputdata ) { OnBreak(); }
void InputTurnOn( inputdata_t &inputdata ) { if ( HasSpawnFlags( SF_CONSTRAINT_NO_CONNECT_UNTIL_ACTIVATED ) ) { ActivateConstraint(); }
if ( !m_pConstraint || !m_pConstraint->GetReferenceObject() || !m_pConstraint->GetAttachedObject() ) return;
m_pConstraint->Activate(); m_pConstraint->GetReferenceObject()->Wake(); m_pConstraint->GetAttachedObject()->Wake(); }
void InputTurnOff( inputdata_t &inputdata ) { Deactivate(); }
int DrawDebugTextOverlays() { int pos = BaseClass::DrawDebugTextOverlays(); if ( m_pConstraint && (m_debugOverlays & OVERLAY_TEXT_BIT) ) { constraint_breakableparams_t params; Q_memset(¶ms,0,sizeof(params)); m_pConstraint->GetConstraintParams( ¶ms ); if ( (params.bodyMassScale[0] != 1.0f && params.bodyMassScale[0] != 0.0f) || (params.bodyMassScale[1] != 1.0f && params.bodyMassScale[1] != 0.0f) ) { CFmtStr str("mass ratio %.4f:%.4f\n", params.bodyMassScale[0], params.bodyMassScale[1] ); NDebugOverlay::EntityTextAtPosition( GetAbsOrigin(), pos, str.Access(), 0, 255, 255, 0, 255 ); } pos++; } return pos; }
void DrawDebugGeometryOverlays() { if ( m_debugOverlays & (OVERLAY_BBOX_BIT|OVERLAY_PIVOT_BIT|OVERLAY_ABSBOX_BIT) ) { DrawConstraintObjectsAxes(this, m_pConstraint); } BaseClass::DrawDebugGeometryOverlays(); }
void GetBreakParams( constraint_breakableparams_t ¶ms, const hl_constraint_info_t &info ) { params.Defaults(); params.forceLimit = lbs2kg(m_forceLimit); params.torqueLimit = lbs2kg(m_torqueLimit); params.isActive = HasSpawnFlags( SF_CONSTRAINT_START_INACTIVE ) ? false : true; params.bodyMassScale[0] = info.massScale[0]; params.bodyMassScale[1] = info.massScale[1]; }
// the notify system calls this on the constrained entities - used to detect & follow teleports
void NotifySystemEvent( CBaseEntity *pNotify, notify_system_event_t eventType, const notify_system_event_params_t ¶ms ); // gets called at setup time on first init and restore
virtual void OnConstraintSetup( hl_constraint_info_t &info );
// return the internal constraint object (used by sound gadgets)
inline IPhysicsConstraint *GetPhysConstraint() { return m_pConstraint; }
protected: void GetConstraintObjects( hl_constraint_info_t &info ); void SetupTeleportationHandling( hl_constraint_info_t &info ); bool ActivateConstraint( void ); virtual IPhysicsConstraint *CreateConstraint( IPhysicsConstraintGroup *pGroup, const hl_constraint_info_t &info ) = 0;
IPhysicsConstraint *m_pConstraint;
// These are "template" values used to construct the hinge
string_t m_nameAttach1; string_t m_nameAttach2; string_t m_breakSound; string_t m_nameSystem; float m_forceLimit; float m_torqueLimit; unsigned int m_teleportTick; float m_minTeleportDistance;
COutputEvent m_OnBreak; };
BEGIN_DATADESC( CPhysConstraint )
DEFINE_PHYSPTR( m_pConstraint ),
DEFINE_KEYFIELD( m_nameSystem, FIELD_STRING, "constraintsystem" ), DEFINE_KEYFIELD( m_nameAttach1, FIELD_STRING, "attach1" ), DEFINE_KEYFIELD( m_nameAttach2, FIELD_STRING, "attach2" ), DEFINE_KEYFIELD( m_breakSound, FIELD_SOUNDNAME, "breaksound" ), DEFINE_KEYFIELD( m_forceLimit, FIELD_FLOAT, "forcelimit" ), DEFINE_KEYFIELD( m_torqueLimit, FIELD_FLOAT, "torquelimit" ), DEFINE_KEYFIELD( m_minTeleportDistance, FIELD_FLOAT, "teleportfollowdistance" ), // DEFINE_FIELD( m_teleportTick, FIELD_INTEGER ),
DEFINE_OUTPUT( m_OnBreak, "OnBreak" ),
DEFINE_INPUTFUNC( FIELD_VOID, "Break", InputBreak ), DEFINE_INPUTFUNC( FIELD_VOID, "ConstraintBroken", InputOnBreak ),
DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ), DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ),
END_DATADESC()
CPhysConstraint::CPhysConstraint( void ) { m_pConstraint = NULL; m_nameAttach1 = NULL_STRING; m_nameAttach2 = NULL_STRING; m_forceLimit = 0; m_torqueLimit = 0; m_teleportTick = 0xFFFFFFFF; m_minTeleportDistance = 0.0f; }
CPhysConstraint::~CPhysConstraint() { Deactivate(); physenv->DestroyConstraint( m_pConstraint ); }
void CPhysConstraint::Precache( void ) { if ( m_breakSound != NULL_STRING ) { PrecacheScriptSound( STRING(m_breakSound) ); } }
void CPhysConstraint::Spawn( void ) { BaseClass::Spawn();
Precache(); }
// debug function - slow, uses dynamic_cast<> - use this to query the attached objects
// physics_debug_entity toggles the constraint system for an object using this
bool GetConstraintAttachments( CBaseEntity *pEntity, CBaseEntity *pAttachOut[2], IPhysicsObject *pAttachVPhysics[2] ) { CPhysConstraint *pConstraintEntity = dynamic_cast<CPhysConstraint *>(pEntity); if ( pConstraintEntity ) { IPhysicsConstraint *pConstraint = pConstraintEntity->GetPhysConstraint(); if ( pConstraint ) { IPhysicsObject *pRef = pConstraint->GetReferenceObject(); pAttachVPhysics[0] = pRef; pAttachOut[0] = pRef ? static_cast<CBaseEntity *>(pRef->GetGameData()) : NULL; IPhysicsObject *pAttach = pConstraint->GetAttachedObject(); pAttachVPhysics[1] = pAttach; pAttachOut[1] = pAttach ? static_cast<CBaseEntity *>(pAttach->GetGameData()) : NULL; return true; } } return false; }
void DebugConstraint(CBaseEntity *pEntity) { CPhysConstraint *pConstraintEntity = dynamic_cast<CPhysConstraint *>(pEntity); if ( pConstraintEntity ) { IPhysicsConstraint *pConstraint = pConstraintEntity->GetPhysConstraint(); if ( pConstraint ) { pConstraint->OutputDebugInfo(); } } }
void FindPhysicsAnchor( string_t name, hl_constraint_info_t &info, int index, CBaseEntity *pErrorEntity ) { constraint_anchor_t *pAnchor = g_AnchorList.Find( name ); if ( pAnchor ) { CBaseEntity *pEntity = pAnchor->hEntity; if ( pEntity ) { info.massScale[index] = pAnchor->massScale; bool bWroteAttachment = false; if ( pAnchor->parentAttachment > 0 ) { CBaseAnimating *pAnim = pAnchor->hEntity->GetBaseAnimating(); if ( pAnim ) { IPhysicsObject *list[VPHYSICS_MAX_OBJECT_LIST_COUNT]; int listCount = pAnchor->hEntity->VPhysicsGetObjectList( list, ARRAYSIZE(list) ); int iPhysicsBone = pAnim->GetPhysicsBone( pAnim->GetAttachmentBone( pAnchor->parentAttachment ) ); if ( iPhysicsBone < listCount ) { Vector pos; info.pObjects[index] = list[iPhysicsBone]; pAnim->GetAttachment( pAnchor->parentAttachment, pos ); list[iPhysicsBone]->WorldToLocal( &info.anchorPosition[index], pos ); bWroteAttachment = true; } } } if ( !bWroteAttachment ) { info.anchorPosition[index] = pAnchor->localOrigin; info.pObjects[index] = pAnchor->hEntity->VPhysicsGetObject(); } } else { pAnchor = NULL; } } if ( !pAnchor ) { info.anchorPosition[index] = vec3_origin; info.pObjects[index] = FindPhysicsObjectByName( STRING(name), pErrorEntity ); info.massScale[index] = 1.0f; } }
void CPhysConstraint::OnConstraintSetup( hl_constraint_info_t &info ) { if ( info.pObjects[0] && info.pObjects[1] ) { SetupTeleportationHandling( info ); } if ( m_spawnflags & SF_CONSTRAINT_DISABLE_COLLISION ) { PhysDisableEntityCollisions( info.pObjects[0], info.pObjects[1] ); } }
void CPhysConstraint::SetupTeleportationHandling( hl_constraint_info_t &info ) { CBaseEntity *pEntity0 = (CBaseEntity *)info.pObjects[0]->GetGameData(); if ( pEntity0 ) { g_pNotify->AddEntity( this, pEntity0 ); }
CBaseEntity *pEntity1 = (CBaseEntity *)info.pObjects[1]->GetGameData(); if ( pEntity1 ) { g_pNotify->AddEntity( this, pEntity1 ); } }
static IPhysicsConstraintGroup *GetRagdollConstraintGroup( IPhysicsObject *pObj ) { if ( pObj ) { CBaseEntity *pEntity = static_cast<CBaseEntity *>(pObj->GetGameData()); ragdoll_t *pRagdoll = Ragdoll_GetRagdoll(pEntity); if ( pRagdoll ) return pRagdoll->pGroup; } return NULL; }
void CPhysConstraint::GetConstraintObjects( hl_constraint_info_t &info ) { FindPhysicsAnchor( m_nameAttach1, info, 0, this ); FindPhysicsAnchor( m_nameAttach2, info, 1, this );
// Missing one object, assume the world instead
if ( info.pObjects[0] == NULL && info.pObjects[1] ) { if ( Q_strlen(STRING(m_nameAttach1)) ) { Warning("Bogus constraint %s (attaches ENTITY NOT FOUND:%s to %s)\n", GetDebugName(), STRING(m_nameAttach1), STRING(m_nameAttach2)); #ifdef HL2_EPISODIC
info.pObjects[0] = info.pObjects[1] = NULL; return; #endif // HL2_EPISODIC
} info.pObjects[0] = g_PhysWorldObject; info.massScale[0] = info.massScale[1] = 1.0f; // no mass scale on world constraint
} else if ( info.pObjects[0] && !info.pObjects[1] ) { if ( Q_strlen(STRING(m_nameAttach2)) ) { Warning("Bogus constraint %s (attaches %s to ENTITY NOT FOUND:%s)\n", GetDebugName(), STRING(m_nameAttach1), STRING(m_nameAttach2)); #ifdef HL2_EPISODIC
info.pObjects[0] = info.pObjects[1] = NULL; return; #endif // HL2_EPISODIC
} info.pObjects[1] = info.pObjects[0]; info.pObjects[0] = g_PhysWorldObject; // Try to make the world object consistently object0 for ease of implementation
info.massScale[0] = info.massScale[1] = 1.0f; // no mass scale on world constraint
info.swapped = true; }
info.pGroup = GetRagdollConstraintGroup(info.pObjects[0]); if ( !info.pGroup ) { info.pGroup = GetRagdollConstraintGroup(info.pObjects[1]); } }
void CPhysConstraint::Activate( void ) { BaseClass::Activate();
if ( HasSpawnFlags( SF_CONSTRAINT_NO_CONNECT_UNTIL_ACTIVATED ) == false ) { if ( !ActivateConstraint() ) { UTIL_Remove(this); } } }
IPhysicsConstraintGroup *GetConstraintGroup( string_t systemName ) { CBaseEntity *pMachine = gEntList.FindEntityByName( NULL, systemName );
if ( pMachine ) { CPhysConstraintSystem *pGroup = dynamic_cast<CPhysConstraintSystem *>(pMachine); if ( pGroup ) { return pGroup->GetVPhysicsGroup(); } } return NULL; }
bool CPhysConstraint::ActivateConstraint( void ) { // A constraint attaches two objects to each other.
// The constraint is specified in the coordinate frame of the "reference" object
// and constrains the "attached" object
hl_constraint_info_t info; if ( m_pConstraint ) { // already have a constraint, don't make a new one
info.pObjects[0] = m_pConstraint->GetReferenceObject(); info.pObjects[1] = m_pConstraint->GetAttachedObject(); OnConstraintSetup(info); return true; }
GetConstraintObjects( info ); if ( !info.pObjects[0] && !info.pObjects[1] ) return false;
if ( info.pObjects[0]->IsStatic() && info.pObjects[1]->IsStatic() ) { Warning("Constraint (%s) attached to two static objects (%s and %s)!!!\n", STRING(GetEntityName()), STRING(m_nameAttach1), m_nameAttach2 == NULL_STRING ? "world" : STRING(m_nameAttach2) ); return false; }
if ( info.pObjects[0]->GetShadowController() && info.pObjects[1]->GetShadowController() ) { Warning("Constraint (%s) attached to two shadow objects (%s and %s)!!!\n", STRING(GetEntityName()), STRING(m_nameAttach1), m_nameAttach2 == NULL_STRING ? "world" : STRING(m_nameAttach2) ); return false; } IPhysicsConstraintGroup *pGroup = GetConstraintGroup( m_nameSystem ); if ( !pGroup ) { pGroup = info.pGroup; } m_pConstraint = CreateConstraint( pGroup, info ); if ( !m_pConstraint ) return false;
m_pConstraint->SetGameData( (void *)this );
if ( pGroup ) { pGroup->Activate(); }
OnConstraintSetup(info);
return true; }
void CPhysConstraint::NotifySystemEvent( CBaseEntity *pNotify, notify_system_event_t eventType, const notify_system_event_params_t ¶ms ) { // don't recurse
if ( eventType != NOTIFY_EVENT_TELEPORT || (unsigned int)gpGlobals->tickcount == m_teleportTick ) return;
float distance = (params.pTeleport->prevOrigin - pNotify->GetAbsOrigin()).Length(); // no need to follow a small teleport
if ( distance <= m_minTeleportDistance ) return;
m_teleportTick = gpGlobals->tickcount;
PhysTeleportConstrainedEntity( pNotify, m_pConstraint->GetReferenceObject(), m_pConstraint->GetAttachedObject(), params.pTeleport->prevOrigin, params.pTeleport->prevAngles, params.pTeleport->physicsRotate ); }
class CPhysHinge : public CPhysConstraint, public IVPhysicsWatcher { DECLARE_CLASS( CPhysHinge, CPhysConstraint );
public: void Spawn( void ); IPhysicsConstraint *CreateConstraint( IPhysicsConstraintGroup *pGroup, const hl_constraint_info_t &info ) { if ( m_hinge.worldAxisDirection == vec3_origin ) { DevMsg("ERROR: Hinge with bad data!!!\n" ); return NULL; } GetBreakParams( m_hinge.constraint, info ); m_hinge.constraint.strength = 1.0; // BUGBUG: These numbers are very hard to edit
// Scale by 1000 to make things easier
// CONSIDER: Unify the units of torque around something other
// than HL units (kg * in^2 / s ^2)
m_hinge.hingeAxis.SetAxisFriction( 0, 0, m_hingeFriction * 1000 );
int hingeAxis = 0; if ( IsWorldHinge( info, &hingeAxis ) ) { info.pObjects[1]->BecomeHinged( hingeAxis ); } else { RemoveSpawnFlags( SF_CONSTRAINT_ASSUME_WORLD_GEOMETRY ); }
return physenv->CreateHingeConstraint( info.pObjects[0], info.pObjects[1], pGroup, m_hinge ); }
void DrawDebugGeometryOverlays() { if ( m_debugOverlays & (OVERLAY_BBOX_BIT|OVERLAY_PIVOT_BIT|OVERLAY_ABSBOX_BIT) ) { NDebugOverlay::Line(m_hinge.worldPosition, m_hinge.worldPosition + 48 * m_hinge.worldAxisDirection, 0, 255, 0, false, 0 ); } BaseClass::DrawDebugGeometryOverlays(); }
void InputSetVelocity( inputdata_t &inputdata ) { if ( !m_pConstraint || !m_pConstraint->GetReferenceObject() || !m_pConstraint->GetAttachedObject() ) return; float speed = inputdata.value.Float(); float massLoad = 1; int numMasses = 0; if ( m_pConstraint->GetReferenceObject()->IsMoveable() ) { massLoad = m_pConstraint->GetReferenceObject()->GetInertia().Length(); numMasses++; m_pConstraint->GetReferenceObject()->Wake(); } if ( m_pConstraint->GetAttachedObject()->IsMoveable() ) { massLoad += m_pConstraint->GetAttachedObject()->GetInertia().Length(); numMasses++; m_pConstraint->GetAttachedObject()->Wake(); } if ( numMasses > 0 ) { massLoad /= (float)numMasses; } float loadscale = m_systemLoadScale != 0 ? m_systemLoadScale : 1; m_pConstraint->SetAngularMotor( speed, speed * loadscale * massLoad * loadscale * (1.0/TICK_INTERVAL) ); }
void InputSetHingeFriction( inputdata_t &inputdata ) { m_hingeFriction = inputdata.value.Float(); Msg("Setting hinge friction to %f\n", m_hingeFriction ); m_hinge.hingeAxis.SetAxisFriction( 0, 0, m_hingeFriction * 1000 ); }
virtual void Deactivate() { if ( HasSpawnFlags( SF_CONSTRAINT_ASSUME_WORLD_GEOMETRY ) ) { if ( m_pConstraint && m_pConstraint->GetAttachedObject() ) { // NOTE: RemoveHinged() is always safe
m_pConstraint->GetAttachedObject()->RemoveHinged(); } }
BaseClass::Deactivate(); } void NotifyVPhysicsStateChanged( IPhysicsObject *pPhysics, CBaseEntity *pEntity, bool bAwake ) { #if HINGE_NOTIFY
Assert(m_pConstraint); if (!m_pConstraint) return;
// if something woke up, start thinking. If everything is asleep, stop thinking.
if ( bAwake ) { // Did something wake up when I was not thinking?
if ( GetNextThink() == TICK_NEVER_THINK ) { m_soundInfo.StartThinking(this, VelocitySampler::GetRelativeAngularVelocity(m_pConstraint->GetAttachedObject(), m_pConstraint->GetReferenceObject()) , m_hinge.worldAxisDirection );
SetThink(&CPhysHinge::SoundThink); SetNextThink(gpGlobals->curtime + m_soundInfo.getThinkRate()); } } else { // Is everything asleep? If so, stop thinking.
if ( GetNextThink() != TICK_NEVER_THINK && m_pConstraint->GetAttachedObject()->IsAsleep() && m_pConstraint->GetReferenceObject()->IsAsleep() ) { m_soundInfo.StopThinking(this); SetNextThink(TICK_NEVER_THINK); } } #endif
}
#if HINGE_NOTIFY
virtual void OnConstraintSetup( hl_constraint_info_t &info ) { CBaseEntity *pEntity0 = info.pObjects[0] ? static_cast<CBaseEntity *>(info.pObjects[0]->GetGameData()) : NULL; if ( pEntity0 && !info.pObjects[0]->IsStatic() ) { WatchVPhysicsStateChanges( this, pEntity0 ); } CBaseEntity *pEntity1 = info.pObjects[1] ? static_cast<CBaseEntity *>(info.pObjects[1]->GetGameData()) : NULL; if ( pEntity1 && !info.pObjects[1]->IsStatic() ) { WatchVPhysicsStateChanges( this, pEntity1 ); } BaseClass::OnConstraintSetup(info); }
void SoundThink( void ); // void Spawn( void );
void Activate( void ); void Precache( void ); #endif
DECLARE_DATADESC();
#if HINGE_NOTIFY
protected: ConstraintSoundInfo m_soundInfo; #endif
private: constraint_hingeparams_t m_hinge; float m_hingeFriction; float m_systemLoadScale; bool IsWorldHinge( const hl_constraint_info_t &info, int *pAxisOut ); };
BEGIN_DATADESC( CPhysHinge )
// Quiet down classcheck
// DEFINE_FIELD( m_hinge, FIELD_??? ),
DEFINE_KEYFIELD( m_hingeFriction, FIELD_FLOAT, "hingefriction" ), DEFINE_FIELD( m_hinge.worldPosition, FIELD_POSITION_VECTOR ), DEFINE_KEYFIELD( m_hinge.worldAxisDirection, FIELD_VECTOR, "hingeaxis" ), DEFINE_KEYFIELD( m_systemLoadScale, FIELD_FLOAT, "systemloadscale" ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetAngularVelocity", InputSetVelocity ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetHingeFriction", InputSetHingeFriction ),
#if HINGE_NOTIFY
DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_keyPoints[SimpleConstraintSoundProfile::kMIN_THRESHOLD] , FIELD_FLOAT, "minSoundThreshold" ), DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_keyPoints[SimpleConstraintSoundProfile::kMIN_FULL] , FIELD_FLOAT, "maxSoundThreshold" ), DEFINE_KEYFIELD( m_soundInfo.m_iszTravelSoundFwd, FIELD_SOUNDNAME, "slidesoundfwd" ), DEFINE_KEYFIELD( m_soundInfo.m_iszTravelSoundBack, FIELD_SOUNDNAME, "slidesoundback" ),
DEFINE_KEYFIELD( m_soundInfo.m_iszReversalSounds[0], FIELD_SOUNDNAME, "reversalsoundSmall" ), DEFINE_KEYFIELD( m_soundInfo.m_iszReversalSounds[1], FIELD_SOUNDNAME, "reversalsoundMedium" ), DEFINE_KEYFIELD( m_soundInfo.m_iszReversalSounds[2], FIELD_SOUNDNAME, "reversalsoundLarge" ),
DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_reversalSoundThresholds[0] , FIELD_FLOAT, "reversalsoundthresholdSmall" ), DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_reversalSoundThresholds[1], FIELD_FLOAT, "reversalsoundthresholdMedium" ), DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_reversalSoundThresholds[2] , FIELD_FLOAT, "reversalsoundthresholdLarge" ),
DEFINE_THINKFUNC( SoundThink ), #endif
END_DATADESC()
LINK_ENTITY_TO_CLASS( phys_hinge, CPhysHinge );
void CPhysHinge::Spawn( void ) { m_hinge.worldPosition = GetLocalOrigin(); m_hinge.worldAxisDirection -= GetLocalOrigin(); VectorNormalize(m_hinge.worldAxisDirection); UTIL_SnapDirectionToAxis( m_hinge.worldAxisDirection );
m_hinge.hingeAxis.SetAxisFriction( 0, 0, 0 );
if ( HasSpawnFlags( SF_CONSTRAINT_ASSUME_WORLD_GEOMETRY ) ) { masscenteroverride_t params; if ( m_nameAttach1 == NULL_STRING ) { params.SnapToAxis( m_nameAttach2, m_hinge.worldPosition, m_hinge.worldAxisDirection ); PhysSetMassCenterOverride( params ); } else if ( m_nameAttach2 == NULL_STRING ) { params.SnapToAxis( m_nameAttach1, m_hinge.worldPosition, m_hinge.worldAxisDirection ); PhysSetMassCenterOverride( params ); } else { RemoveSpawnFlags( SF_CONSTRAINT_ASSUME_WORLD_GEOMETRY ); } }
Precache(); }
#if HINGE_NOTIFY
void CPhysHinge::Activate( void ) { BaseClass::Activate();
m_soundInfo.OnActivate(this); if (m_pConstraint) { m_soundInfo.StartThinking(this, VelocitySampler::GetRelativeAngularVelocity(m_pConstraint->GetAttachedObject(), m_pConstraint->GetReferenceObject()) , m_hinge.worldAxisDirection );
SetThink(&CPhysHinge::SoundThink); SetNextThink( gpGlobals->curtime + m_soundInfo.getThinkRate() ); } }
void CPhysHinge::Precache( void ) { BaseClass::Precache(); return m_soundInfo.OnPrecache(this); }
#endif
static int GetUnitAxisIndex( const Vector &axis ) { bool valid = false; int index = -1;
for ( int i = 0; i < 3; i++ ) { if ( axis[i] != 0 ) { if ( fabs(axis[i]) == 1 ) { if ( index < 0 ) { index = i; valid = true; continue; } } valid = false; } } return valid ? index : -1; }
bool CPhysHinge::IsWorldHinge( const hl_constraint_info_t &info, int *pAxisOut ) { if ( HasSpawnFlags( SF_CONSTRAINT_ASSUME_WORLD_GEOMETRY ) && info.pObjects[0] == g_PhysWorldObject ) { Vector localHinge; info.pObjects[1]->WorldToLocalVector( &localHinge, m_hinge.worldAxisDirection ); UTIL_SnapDirectionToAxis( localHinge ); int hingeAxis = GetUnitAxisIndex( localHinge ); if ( hingeAxis >= 0 ) { *pAxisOut = hingeAxis; return true; } } return false; }
#if HINGE_NOTIFY
void CPhysHinge::SoundThink( void ) { Assert(m_pConstraint); if (!m_pConstraint) return;
IPhysicsObject * pAttached = m_pConstraint->GetAttachedObject(), *pReference = m_pConstraint->GetReferenceObject(); Assert( pAttached && pReference ); if (pAttached && pReference) { Vector relativeVel = VelocitySampler::GetRelativeAngularVelocity(pAttached,pReference); if (g_debug_constraint_sounds.GetBool()) { NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + (relativeVel), 255, 255, 0, true, 0.1f ); } m_soundInfo.OnThink( this, relativeVel );
SetNextThink(gpGlobals->curtime + m_soundInfo.getThinkRate()); } } #endif
class CPhysBallSocket : public CPhysConstraint { public: DECLARE_CLASS( CPhysBallSocket, CPhysConstraint );
IPhysicsConstraint *CreateConstraint( IPhysicsConstraintGroup *pGroup, const hl_constraint_info_t &info ) { constraint_ballsocketparams_t ballsocket; ballsocket.Defaults(); for ( int i = 0; i < 2; i++ ) { info.pObjects[i]->WorldToLocal( &ballsocket.constraintPosition[i], GetAbsOrigin() ); } GetBreakParams( ballsocket.constraint, info ); ballsocket.constraint.torqueLimit = 0;
return physenv->CreateBallsocketConstraint( info.pObjects[0], info.pObjects[1], pGroup, ballsocket ); } };
LINK_ENTITY_TO_CLASS( phys_ballsocket, CPhysBallSocket );
class CPhysSlideConstraint : public CPhysConstraint, public IVPhysicsWatcher { public: DECLARE_CLASS( CPhysSlideConstraint, CPhysConstraint );
DECLARE_DATADESC(); IPhysicsConstraint *CreateConstraint( IPhysicsConstraintGroup *pGroup, const hl_constraint_info_t &info ); void InputSetVelocity( inputdata_t &inputdata ) { if ( !m_pConstraint || !m_pConstraint->GetReferenceObject() || !m_pConstraint->GetAttachedObject() ) return;
float speed = inputdata.value.Float(); float massLoad = 1; int numMasses = 0; if ( m_pConstraint->GetReferenceObject()->IsMoveable() ) { massLoad = m_pConstraint->GetReferenceObject()->GetMass(); numMasses++; m_pConstraint->GetReferenceObject()->Wake(); } if ( m_pConstraint->GetAttachedObject()->IsMoveable() ) { massLoad += m_pConstraint->GetAttachedObject()->GetMass(); numMasses++; m_pConstraint->GetAttachedObject()->Wake(); } if ( numMasses > 0 ) { massLoad /= (float)numMasses; } float loadscale = m_systemLoadScale != 0 ? m_systemLoadScale : 1; m_pConstraint->SetLinearMotor( speed, speed * loadscale * massLoad * (1.0/TICK_INTERVAL) ); }
void DrawDebugGeometryOverlays() { if ( m_debugOverlays & (OVERLAY_BBOX_BIT|OVERLAY_PIVOT_BIT|OVERLAY_ABSBOX_BIT) ) { NDebugOverlay::Box( GetAbsOrigin(), -Vector(8,8,8), Vector(8,8,8), 0, 255, 0, 0, 0 ); NDebugOverlay::Box( m_axisEnd, -Vector(4,4,4), Vector(4,4,4), 0, 0, 255, 0, 0 ); NDebugOverlay::Line( GetAbsOrigin(), m_axisEnd, 255, 255, 0, false, 0 ); } BaseClass::DrawDebugGeometryOverlays(); }
void NotifyVPhysicsStateChanged( IPhysicsObject *pPhysics, CBaseEntity *pEntity, bool bAwake ) { #if HINGE_NOTIFY
Assert(m_pConstraint); if (!m_pConstraint) return;
// if something woke up, start thinking. If everything is asleep, stop thinking.
if ( bAwake ) { // Did something wake up when I was not thinking?
if ( GetNextThink() == TICK_NEVER_THINK ) { Vector axisDirection = m_axisEnd - GetAbsOrigin(); VectorNormalize( axisDirection ); UTIL_SnapDirectionToAxis( axisDirection );
m_soundInfo.StartThinking(this, VelocitySampler::GetRelativeVelocity(m_pConstraint->GetAttachedObject(), m_pConstraint->GetReferenceObject()), axisDirection ); SetThink(&CPhysSlideConstraint::SoundThink); SetNextThink(gpGlobals->curtime + m_soundInfo.getThinkRate()); } } else { // Is everything asleep? If so, stop thinking.
if ( GetNextThink() != TICK_NEVER_THINK && m_pConstraint->GetAttachedObject()->IsAsleep() && m_pConstraint->GetReferenceObject()->IsAsleep() ) { m_soundInfo.StopThinking(this); SetNextThink(TICK_NEVER_THINK); } } #endif
}
#if HINGE_NOTIFY
virtual void OnConstraintSetup( hl_constraint_info_t &info ) { CBaseEntity *pEntity0 = info.pObjects[0] ? static_cast<CBaseEntity *>(info.pObjects[0]->GetGameData()) : NULL; if ( pEntity0 && !info.pObjects[0]->IsStatic() ) { WatchVPhysicsStateChanges( this, pEntity0 ); } CBaseEntity *pEntity1 = info.pObjects[1] ? static_cast<CBaseEntity *>(info.pObjects[1]->GetGameData()) : NULL; if ( pEntity1 && !info.pObjects[1]->IsStatic() ) { WatchVPhysicsStateChanges( this, pEntity1 ); } BaseClass::OnConstraintSetup(info); }
void SoundThink( void ); // void Spawn( void );
void Activate( void ); void Precache( void ); #endif
Vector m_axisEnd; float m_slideFriction; float m_systemLoadScale;
#if HINGE_NOTIFY
protected: ConstraintSoundInfo m_soundInfo; #endif
};
LINK_ENTITY_TO_CLASS( phys_slideconstraint, CPhysSlideConstraint );
BEGIN_DATADESC( CPhysSlideConstraint )
DEFINE_KEYFIELD( m_axisEnd, FIELD_POSITION_VECTOR, "slideaxis" ), DEFINE_KEYFIELD( m_slideFriction, FIELD_FLOAT, "slidefriction" ), DEFINE_KEYFIELD( m_systemLoadScale, FIELD_FLOAT, "systemloadscale" ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetVelocity", InputSetVelocity ), #if HINGE_NOTIFY
DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_keyPoints[SimpleConstraintSoundProfile::kMIN_THRESHOLD] , FIELD_FLOAT, "minSoundThreshold" ), DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_keyPoints[SimpleConstraintSoundProfile::kMIN_FULL] , FIELD_FLOAT, "maxSoundThreshold" ), DEFINE_KEYFIELD( m_soundInfo.m_iszTravelSoundFwd, FIELD_SOUNDNAME, "slidesoundfwd" ), DEFINE_KEYFIELD( m_soundInfo.m_iszTravelSoundBack, FIELD_SOUNDNAME, "slidesoundback" ),
DEFINE_KEYFIELD( m_soundInfo.m_iszReversalSounds[0], FIELD_SOUNDNAME, "reversalsoundSmall" ), DEFINE_KEYFIELD( m_soundInfo.m_iszReversalSounds[1], FIELD_SOUNDNAME, "reversalsoundMedium" ), DEFINE_KEYFIELD( m_soundInfo.m_iszReversalSounds[2], FIELD_SOUNDNAME, "reversalsoundLarge" ),
DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_reversalSoundThresholds[0] , FIELD_FLOAT, "reversalsoundthresholdSmall" ), DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_reversalSoundThresholds[1], FIELD_FLOAT, "reversalsoundthresholdMedium" ), DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_reversalSoundThresholds[2] , FIELD_FLOAT, "reversalsoundthresholdLarge" ),
DEFINE_THINKFUNC( SoundThink ), #endif
END_DATADESC()
IPhysicsConstraint *CPhysSlideConstraint::CreateConstraint( IPhysicsConstraintGroup *pGroup, const hl_constraint_info_t &info ) { constraint_slidingparams_t sliding; sliding.Defaults(); GetBreakParams( sliding.constraint, info ); sliding.constraint.strength = 1.0;
Vector axisDirection = m_axisEnd - GetAbsOrigin(); VectorNormalize( axisDirection ); UTIL_SnapDirectionToAxis( axisDirection );
sliding.InitWithCurrentObjectState( info.pObjects[0], info.pObjects[1], axisDirection ); sliding.friction = m_slideFriction; if ( m_spawnflags & SF_SLIDE_LIMIT_ENDS ) { Vector position; info.pObjects[1]->GetPosition( &position, NULL );
sliding.limitMin = DotProduct( axisDirection, GetAbsOrigin() ); sliding.limitMax = DotProduct( axisDirection, m_axisEnd ); if ( sliding.limitMax < sliding.limitMin ) { V_swap( sliding.limitMin, sliding.limitMax ); }
// expand limits to make initial position of the attached object valid
float limit = DotProduct( position, axisDirection ); if ( limit < sliding.limitMin ) { sliding.limitMin = limit; } else if ( limit > sliding.limitMax ) { sliding.limitMax = limit; } // offset so that the current position is 0
sliding.limitMin -= limit; sliding.limitMax -= limit; }
return physenv->CreateSlidingConstraint( info.pObjects[0], info.pObjects[1], pGroup, sliding ); }
#if HINGE_NOTIFY
void CPhysSlideConstraint::SoundThink( void ) { Assert(m_pConstraint); if (!m_pConstraint) return;
IPhysicsObject * pAttached = m_pConstraint->GetAttachedObject(), *pReference = m_pConstraint->GetReferenceObject(); Assert( pAttached && pReference ); if (pAttached && pReference) { Vector relativeVel = VelocitySampler::GetRelativeVelocity(pAttached,pReference); // project velocity onto my primary axis.:
Vector axisDirection = m_axisEnd - GetAbsOrigin(); relativeVel = m_axisEnd * relativeVel.Dot(m_axisEnd)/m_axisEnd.Dot(m_axisEnd);
m_soundInfo.OnThink( this, relativeVel );
SetNextThink(gpGlobals->curtime + m_soundInfo.getThinkRate()); }
}
void CPhysSlideConstraint::Activate( void ) { BaseClass::Activate();
m_soundInfo.OnActivate(this);
Vector axisDirection = m_axisEnd - GetAbsOrigin(); VectorNormalize( axisDirection ); UTIL_SnapDirectionToAxis( axisDirection ); if ( m_pConstraint ) { m_soundInfo.StartThinking(this, VelocitySampler::GetRelativeVelocity(m_pConstraint->GetAttachedObject(), m_pConstraint->GetReferenceObject()), axisDirection ); SetThink(&CPhysSlideConstraint::SoundThink); SetNextThink(gpGlobals->curtime + m_soundInfo.getThinkRate()); } }
void CPhysSlideConstraint::Precache() { m_soundInfo.OnPrecache(this); }
#endif
//-----------------------------------------------------------------------------
// Purpose: Fixed breakable constraint
//-----------------------------------------------------------------------------
class CPhysFixed : public CPhysConstraint { DECLARE_CLASS( CPhysFixed, CPhysConstraint ); public: IPhysicsConstraint *CreateConstraint( IPhysicsConstraintGroup *pGroup, const hl_constraint_info_t &info ); // just for debugging - move to the position of the reference entity
void MoveToRefPosition() { if ( m_pConstraint ) { matrix3x4_t xformRef; m_pConstraint->GetConstraintTransform( &xformRef, NULL ); IPhysicsObject *pObj = m_pConstraint->GetReferenceObject(); if ( pObj && pObj->IsMoveable() ) { Vector pos, posWorld; MatrixPosition( xformRef, pos ); pObj->LocalToWorld(&posWorld, pos); SetAbsOrigin(posWorld); } } } int DrawDebugTextOverlays() { if ( m_debugOverlays & OVERLAY_TEXT_BIT ) { MoveToRefPosition(); } return BaseClass::DrawDebugTextOverlays(); } void DrawDebugGeometryOverlays() { if ( m_debugOverlays & (OVERLAY_BBOX_BIT|OVERLAY_PIVOT_BIT|OVERLAY_ABSBOX_BIT) ) { MoveToRefPosition(); } BaseClass::DrawDebugGeometryOverlays(); } };
LINK_ENTITY_TO_CLASS( phys_constraint, CPhysFixed );
//-----------------------------------------------------------------------------
// Purpose: Activate/create the constraint
//-----------------------------------------------------------------------------
IPhysicsConstraint *CPhysFixed::CreateConstraint( IPhysicsConstraintGroup *pGroup, const hl_constraint_info_t &info ) { constraint_fixedparams_t fixed; fixed.Defaults(); fixed.InitWithCurrentObjectState( info.pObjects[0], info.pObjects[1] ); GetBreakParams( fixed.constraint, info );
// constraining to the world means object 1 is fixed
if ( info.pObjects[0] == g_PhysWorldObject ) { PhysSetGameFlags( info.pObjects[1], FVPHYSICS_CONSTRAINT_STATIC ); }
return physenv->CreateFixedConstraint( info.pObjects[0], info.pObjects[1], pGroup, fixed ); }
//-----------------------------------------------------------------------------
// Purpose: Breakable pulley w/ropes constraint
//-----------------------------------------------------------------------------
class CPhysPulley : public CPhysConstraint { DECLARE_CLASS( CPhysPulley, CPhysConstraint ); public: DECLARE_DATADESC();
void DrawDebugGeometryOverlays() { if ( m_debugOverlays & (OVERLAY_BBOX_BIT|OVERLAY_PIVOT_BIT|OVERLAY_ABSBOX_BIT) ) { Vector origin = GetAbsOrigin(); Vector refPos = origin, attachPos = origin; IPhysicsObject *pRef = m_pConstraint->GetReferenceObject(); if ( pRef ) { matrix3x4_t matrix; pRef->GetPositionMatrix( &matrix ); VectorTransform( m_offset[0], matrix, refPos ); } IPhysicsObject *pAttach = m_pConstraint->GetAttachedObject(); if ( pAttach ) { matrix3x4_t matrix; pAttach->GetPositionMatrix( &matrix ); VectorTransform( m_offset[1], matrix, attachPos ); } NDebugOverlay::Line( refPos, origin, 0, 255, 0, false, 0 ); NDebugOverlay::Line( origin, m_position2, 128, 128, 128, false, 0 ); NDebugOverlay::Line( m_position2, attachPos, 0, 255, 0, false, 0 ); NDebugOverlay::Box( origin, -Vector(8,8,8), Vector(8,8,8), 128, 255, 128, 32, 0 ); NDebugOverlay::Box( m_position2, -Vector(8,8,8), Vector(8,8,8), 255, 128, 128, 32, 0 ); } BaseClass::DrawDebugGeometryOverlays(); }
IPhysicsConstraint *CreateConstraint( IPhysicsConstraintGroup *pGroup, const hl_constraint_info_t &info );
private: Vector m_position2; Vector m_offset[2]; float m_addLength; float m_gearRatio; };
BEGIN_DATADESC( CPhysPulley )
DEFINE_KEYFIELD( m_position2, FIELD_POSITION_VECTOR, "position2" ), DEFINE_AUTO_ARRAY( m_offset, FIELD_VECTOR ), DEFINE_KEYFIELD( m_addLength, FIELD_FLOAT, "addlength" ), DEFINE_KEYFIELD( m_gearRatio, FIELD_FLOAT, "gearratio" ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( phys_pulleyconstraint, CPhysPulley );
//-----------------------------------------------------------------------------
// Purpose: Activate/create the constraint
//-----------------------------------------------------------------------------
IPhysicsConstraint *CPhysPulley::CreateConstraint( IPhysicsConstraintGroup *pGroup, const hl_constraint_info_t &info ) { constraint_pulleyparams_t pulley; pulley.Defaults(); pulley.pulleyPosition[0] = GetAbsOrigin(); pulley.pulleyPosition[1] = m_position2;
matrix3x4_t matrix; Vector world[2];
info.pObjects[0]->GetPositionMatrix( &matrix ); VectorTransform( info.anchorPosition[0], matrix, world[0] ); info.pObjects[1]->GetPositionMatrix( &matrix ); VectorTransform( info.anchorPosition[1], matrix, world[1] );
for ( int i = 0; i < 2; i++ ) { pulley.objectPosition[i] = info.anchorPosition[i]; m_offset[i] = info.anchorPosition[i]; } pulley.totalLength = m_addLength + (world[0] - pulley.pulleyPosition[0]).Length() + ((world[1] - pulley.pulleyPosition[1]).Length() * m_gearRatio);
if ( m_gearRatio != 0 ) { pulley.gearRatio = m_gearRatio; } GetBreakParams( pulley.constraint, info ); if ( m_spawnflags & SF_PULLEY_RIGID ) { pulley.isRigid = true; }
return physenv->CreatePulleyConstraint( info.pObjects[0], info.pObjects[1], pGroup, pulley ); }
//-----------------------------------------------------------------------------
// Purpose: Breakable rope/length constraint
//-----------------------------------------------------------------------------
class CPhysLength : public CPhysConstraint { DECLARE_CLASS( CPhysLength, CPhysConstraint ); public: DECLARE_DATADESC();
void DrawDebugGeometryOverlays() { if ( m_debugOverlays & (OVERLAY_BBOX_BIT|OVERLAY_PIVOT_BIT|OVERLAY_ABSBOX_BIT) ) { Vector origin = GetAbsOrigin(); Vector refPos = origin, attachPos = origin; IPhysicsObject *pRef = m_pConstraint->GetReferenceObject(); if ( pRef ) { matrix3x4_t matrix; pRef->GetPositionMatrix( &matrix ); VectorTransform( m_offset[0], matrix, refPos ); } IPhysicsObject *pAttach = m_pConstraint->GetAttachedObject(); if ( pAttach ) { matrix3x4_t matrix; pAttach->GetPositionMatrix( &matrix ); VectorTransform( m_offset[1], matrix, attachPos ); } Vector dir = attachPos - refPos;
float len = VectorNormalize(dir); if ( len > m_totalLength ) { Vector mid = refPos + dir * m_totalLength; NDebugOverlay::Line( refPos, mid, 0, 255, 0, false, 0 ); NDebugOverlay::Line( mid, attachPos, 255, 0, 0, false, 0 ); } else { NDebugOverlay::Line( refPos, attachPos, 0, 255, 0, false, 0 ); } } BaseClass::DrawDebugGeometryOverlays(); }
IPhysicsConstraint *CreateConstraint( IPhysicsConstraintGroup *pGroup, const hl_constraint_info_t &info );
private: Vector m_offset[2]; Vector m_vecAttach; float m_addLength; float m_minLength; float m_totalLength; };
BEGIN_DATADESC( CPhysLength )
DEFINE_AUTO_ARRAY( m_offset, FIELD_VECTOR ), DEFINE_KEYFIELD( m_addLength, FIELD_FLOAT, "addlength" ), DEFINE_KEYFIELD( m_minLength, FIELD_FLOAT, "minlength" ), DEFINE_KEYFIELD( m_vecAttach, FIELD_POSITION_VECTOR, "attachpoint" ), DEFINE_FIELD( m_totalLength, FIELD_FLOAT ), END_DATADESC()
LINK_ENTITY_TO_CLASS( phys_lengthconstraint, CPhysLength );
//-----------------------------------------------------------------------------
// Purpose: Activate/create the constraint
//-----------------------------------------------------------------------------
IPhysicsConstraint *CPhysLength::CreateConstraint( IPhysicsConstraintGroup *pGroup, const hl_constraint_info_t &info ) { constraint_lengthparams_t length; length.Defaults(); Vector position[2]; position[0] = GetAbsOrigin(); position[1] = m_vecAttach; int index = info.swapped ? 1 : 0; length.InitWorldspace( info.pObjects[0], info.pObjects[1], position[index], position[!index] ); length.totalLength += m_addLength; length.minLength = m_minLength; m_totalLength = length.totalLength; if ( HasSpawnFlags(SF_LENGTH_RIGID) ) { length.minLength = length.totalLength; }
for ( int i = 0; i < 2; i++ ) { m_offset[i] = length.objectPosition[i]; } GetBreakParams( length.constraint, info );
return physenv->CreateLengthConstraint( info.pObjects[0], info.pObjects[1], pGroup, length ); }
//-----------------------------------------------------------------------------
// Purpose: Limited ballsocket constraint with toggle-able translation constraints
//-----------------------------------------------------------------------------
class CRagdollConstraint : public CPhysConstraint { DECLARE_CLASS( CRagdollConstraint, CPhysConstraint ); public: DECLARE_DATADESC(); #if 0
void DrawDebugGeometryOverlays() { if ( m_debugOverlays & (OVERLAY_BBOX_BIT|OVERLAY_PIVOT_BIT|OVERLAY_ABSBOX_BIT) ) { NDebugOverlay::Line( refPos, attachPos, 0, 255, 0, false, 0 ); } BaseClass::DrawDebugGeometryOverlays(); } #endif
IPhysicsConstraint *CreateConstraint( IPhysicsConstraintGroup *pGroup, const hl_constraint_info_t &info );
private: float m_xmin; // constraint limits in degrees
float m_xmax; float m_ymin; float m_ymax; float m_zmin; float m_zmax;
float m_xfriction; float m_yfriction; float m_zfriction; };
BEGIN_DATADESC( CRagdollConstraint )
DEFINE_KEYFIELD( m_xmin, FIELD_FLOAT, "xmin" ), DEFINE_KEYFIELD( m_xmax, FIELD_FLOAT, "xmax" ), DEFINE_KEYFIELD( m_ymin, FIELD_FLOAT, "ymin" ), DEFINE_KEYFIELD( m_ymax, FIELD_FLOAT, "ymax" ), DEFINE_KEYFIELD( m_zmin, FIELD_FLOAT, "zmin" ), DEFINE_KEYFIELD( m_zmax, FIELD_FLOAT, "zmax" ), DEFINE_KEYFIELD( m_xfriction, FIELD_FLOAT, "xfriction" ), DEFINE_KEYFIELD( m_yfriction, FIELD_FLOAT, "yfriction" ), DEFINE_KEYFIELD( m_zfriction, FIELD_FLOAT, "zfriction" ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( phys_ragdollconstraint, CRagdollConstraint );
//-----------------------------------------------------------------------------
// Purpose: Activate/create the constraint
//-----------------------------------------------------------------------------
IPhysicsConstraint *CRagdollConstraint::CreateConstraint( IPhysicsConstraintGroup *pGroup, const hl_constraint_info_t &info ) { constraint_ragdollparams_t ragdoll; ragdoll.Defaults();
matrix3x4_t entityToWorld, worldToEntity; info.pObjects[0]->GetPositionMatrix( &entityToWorld ); MatrixInvert( entityToWorld, worldToEntity ); ConcatTransforms( worldToEntity, EntityToWorldTransform(), ragdoll.constraintToReference );
info.pObjects[1]->GetPositionMatrix( &entityToWorld ); MatrixInvert( entityToWorld, worldToEntity ); ConcatTransforms( worldToEntity, EntityToWorldTransform(), ragdoll.constraintToAttached );
ragdoll.onlyAngularLimits = HasSpawnFlags( SF_RAGDOLL_FREEMOVEMENT ) ? true : false;
// FIXME: Why are these friction numbers in different units from what the hinge uses?
ragdoll.axes[0].SetAxisFriction( m_xmin, m_xmax, m_xfriction ); ragdoll.axes[1].SetAxisFriction( m_ymin, m_ymax, m_yfriction ); ragdoll.axes[2].SetAxisFriction( m_zmin, m_zmax, m_zfriction );
if ( HasSpawnFlags( SF_CONSTRAINT_START_INACTIVE ) ) { ragdoll.isActive = false; } return physenv->CreateRagdollConstraint( info.pObjects[0], info.pObjects[1], pGroup, ragdoll ); }
class CPhysConstraintEvents : public IPhysicsConstraintEvent { void ConstraintBroken( IPhysicsConstraint *pConstraint ) { CBaseEntity *pEntity = (CBaseEntity *)pConstraint->GetGameData(); if ( pEntity ) { IPhysicsConstraintEvent *pConstraintEvent = dynamic_cast<IPhysicsConstraintEvent*>( pEntity ); //Msg("Constraint broken %s\n", pEntity->GetDebugName() );
if ( pConstraintEvent ) { pConstraintEvent->ConstraintBroken( pConstraint ); } else { variant_t emptyVariant; pEntity->AcceptInput( "ConstraintBroken", NULL, NULL, emptyVariant, 0 ); } } } };
static CPhysConstraintEvents constraintevents; // registered in physics.cpp
IPhysicsConstraintEvent *g_pConstraintEvents = &constraintevents;
#if HINGE_NOTIFY
//-----------------------------------------------------------------------------
// Code for sampler
//-----------------------------------------------------------------------------
/// Call this in spawn(). (Not a constructor because those are difficult to use in entities.)
void VelocitySampler::Initialize(float samplerate) { m_fIdealSampleRate = samplerate; }
// This is an old style approach to reversal sounds, from when there was only one.
#if 0
bool VelocitySampler::HasReversed(const Vector &relativeVelocity, float thresholdAcceleration) { // first, make sure the velocity has reversed (is more than 90deg off) from last time, or is zero now.
// float rVsq = relativeVelocity.LengthSqr();
float vDot = relativeVelocity.Dot(m_prevSample); if (vDot <= 0) // there is a reversal in direction. compute the magnitude of acceleration.
{ // find the scalar projection of the relative acceleration this fame onto the previous frame's
// velocity, and compare that to the threshold.
Vector accel = relativeVelocity - m_prevSample;
float prevSampleLength = m_prevSample.Length(); float projection = 0; // divide through by dt to get the accel per sec
if (prevSampleLength) { projection = -(accel.Dot(m_prevSample) / prevSampleLength) / (gpGlobals->curtime - m_fPrevSampleTime); } else { projection = accel.Length() / (gpGlobals->curtime - m_fPrevSampleTime); }
if (g_debug_constraint_sounds.GetBool()) { Msg("Reversal accel is %f/%f\n",projection,thresholdAcceleration); } return ((projection) > thresholdAcceleration); // the scalar projection is negative because the acceleration is against vel
} else { return false; } } #endif
/// Looks at the force of reversal and compares it to a ladder of thresholds.
/// Returns the index of the highest threshold exceeded by the reversal velocity.
int VelocitySampler::HasReversed(const Vector &relativeVelocity, const float thresholdAcceleration[], const unsigned short numThresholds) { // first, make sure the velocity has reversed (is more than 90deg off) from last time, or is zero now.
// float rVsq = relativeVelocity.LengthSqr();
float vDot = relativeVelocity.Dot(m_prevSample); if (vDot <= 0) // there is a reversal in direction. compute the magnitude of acceleration.
{ // find the scalar projection of the relative acceleration this fame onto the previous frame's
// velocity, and compare that to the threshold.
Vector accel = relativeVelocity - m_prevSample;
float prevSampleLength = m_prevSample.Length(); float projection = 0; // divide through by dt to get the accel per sec
if (prevSampleLength) { // the scalar projection is negative because the acceleration is against vel
projection = -(accel.Dot(m_prevSample) / prevSampleLength) / (gpGlobals->curtime - m_fPrevSampleTime); } else { projection = accel.Length() / (gpGlobals->curtime - m_fPrevSampleTime); }
if (g_debug_constraint_sounds.GetBool()) { Msg("Reversal accel is %f/%f\n", projection, thresholdAcceleration[0]); }
// now find the threshold crossed.
int retval; for (retval = numThresholds - 1; retval >= 0 ; --retval) { if (projection > thresholdAcceleration[retval]) break; }
return retval; } else { return -1; } }
/// small helper function used just below (technique copy-pasted from sound.cpp)
inline static bool IsEmpty (const string_t &str) { return (!str || strlen(str.ToCStr()) < 1 ); }
void ConstraintSoundInfo::OnActivate( CPhysConstraint *pOuter ) { m_pTravelSound = NULL; m_vSampler.Initialize( getThinkRate() );
ValidateInternals( pOuter );
// make sure sound filenames are not empty
m_bPlayTravelSound = !IsEmpty(m_iszTravelSoundFwd) || !IsEmpty(m_iszTravelSoundBack); m_bPlayReversalSound = false; for (int i = 0; i < SimpleConstraintSoundProfile::kREVERSAL_SOUND_ARRAY_SIZE ; ++i) { if ( !IsEmpty(m_iszReversalSounds[i]) ) { // if there is at least one filled sound field, we should try
// to play reversals
m_bPlayReversalSound = true; break; } }
/*
SetThink(&CPhysSlideConstraint::SoundThink); SetNextThink(gpGlobals->curtime + m_vSampler.getSampleRate()); */ }
/// Maintain consistency of internal datastructures on start
void ConstraintSoundInfo::ValidateInternals( CPhysConstraint *pOuter ) { // Make sure the reversal sound thresholds are strictly increasing.
for (int i = 1 ; i < SimpleConstraintSoundProfile::kREVERSAL_SOUND_ARRAY_SIZE ; ++i) { // if decreases from small to medium, promote small to medium and warn.
if (m_soundProfile.m_reversalSoundThresholds[i] < m_soundProfile.m_reversalSoundThresholds[i-1]) { Warning("Constraint reversal sounds for %s are out of order!", pOuter->GetDebugName() ); m_soundProfile.m_reversalSoundThresholds[i] = m_soundProfile.m_reversalSoundThresholds[i-1]; m_iszReversalSounds[i] = m_iszReversalSounds[i-1]; } } }
void ConstraintSoundInfo::OnPrecache( CPhysConstraint *pOuter ) { pOuter->PrecacheScriptSound( m_iszTravelSoundFwd.ToCStr() ); pOuter->PrecacheScriptSound( m_iszTravelSoundBack.ToCStr() ); for (int i = 0 ; i < SimpleConstraintSoundProfile::kREVERSAL_SOUND_ARRAY_SIZE; ++i ) { pOuter->PrecacheScriptSound( m_iszReversalSounds[i].ToCStr() ); } }
void ConstraintSoundInfo::OnThink( CPhysConstraint *pOuter, const Vector &relativeVelocity ) { // have we had a hard reversal?
int playReversal = m_vSampler.HasReversed( relativeVelocity, m_soundProfile.m_reversalSoundThresholds, SimpleConstraintSoundProfile::kREVERSAL_SOUND_ARRAY_SIZE ); float relativeVelMag = relativeVelocity.Length(); //< magnitude of relative velocity
CBaseEntity *pChildEntity = static_cast<CBaseEntity *>(pOuter->GetPhysConstraint()->GetAttachedObject()->GetGameData());
// compute sound level
float soundVol = this->m_soundProfile.GetVolume(relativeVelMag);
if (g_debug_constraint_sounds.GetBool()) { char tempstr[512]; Q_snprintf(tempstr,sizeof(tempstr),"Velocity: %.3f", relativeVelMag ); pChildEntity->EntityText( 0, tempstr, m_vSampler.getSampleRate() );
Q_snprintf(tempstr,sizeof(tempstr),"Sound volume: %.3f", soundVol ); pChildEntity->EntityText( 1, tempstr, m_vSampler.getSampleRate() );
if (playReversal >= 0) { Q_snprintf(tempstr,sizeof(tempstr),"Reversal [%d]", playReversal ); pChildEntity->EntityText(2,tempstr,m_vSampler.getSampleRate()); } }
// if we loaded a travel sound
if (m_bPlayTravelSound) { if (soundVol > 0) { // if we want to play a sound...
if ( m_pTravelSound ) { // if a sound exists, modify it
CSoundEnvelopeController::GetController().SoundChangeVolume( m_pTravelSound, soundVol, 0.1f ); } else { // if a sound does not exist, create it
bool travellingForward = relativeVelocity.Dot(m_forwardAxis) > 0;
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); CBroadcastRecipientFilter filter; m_pTravelSound = controller.SoundCreate( filter, pChildEntity->entindex(), (travellingForward ? m_iszTravelSoundFwd : m_iszTravelSoundBack).ToCStr() ); controller.Play( m_pTravelSound, soundVol, 100 ); } } else { // if we want to not play sound
if ( m_pTravelSound ) { // and it exists, kill it
CSoundEnvelopeController::GetController().SoundDestroy( m_pTravelSound ); m_pTravelSound = NULL; } } }
if (m_bPlayReversalSound && (playReversal >= 0)) { pChildEntity->EmitSound(m_iszReversalSounds[playReversal].ToCStr()); }
m_vSampler.AddSample( relativeVelocity ); }
void ConstraintSoundInfo::StartThinking( CPhysConstraint *pOuter, const Vector &relativeVelocity, const Vector &forwardVector ) { m_forwardAxis = forwardVector; m_vSampler.BeginSampling( relativeVelocity );
/*
IPhysicsConstraint *pConstraint = pOuter->GetPhysConstraint(); Assert(pConstraint); if (pConstraint) { IPhysicsObject * pAttached = pConstraint->GetAttachedObject(), *pReference = pConstraint->GetReferenceObject(); m_vSampler.BeginSampling( VelocitySampler::GetRelativeVelocity(pAttached,pReference) ); } */ }
void ConstraintSoundInfo::StopThinking( CPhysConstraint *pOuter ) { DeleteAllSounds(); }
ConstraintSoundInfo::~ConstraintSoundInfo() { DeleteAllSounds(); }
// Any sounds envelopes that are active, kill.
void ConstraintSoundInfo::DeleteAllSounds() { if ( m_pTravelSound ) { CSoundEnvelopeController::GetController().SoundDestroy( m_pTravelSound ); m_pTravelSound = NULL; } }
#endif
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