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1220 lines
34 KiB
1220 lines
34 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Clones a physics object (usually with a matrix transform applied)
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "physicsshadowclone.h"
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#include "portal_util_shared.h"
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#include "vphysics/object_hash.h"
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#include "trains.h"
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#include "props.h"
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#include "model_types.h"
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#include "portal/weapon_physcannon.h" //grab controllers
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#include "PortalSimulation.h"
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#define MAX_SHADOW_CLONE_COUNT 200
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static int g_iShadowCloneCount = 0;
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ConVar sv_debug_physicsshadowclones("sv_debug_physicsshadowclones", "0", FCVAR_REPLICATED );
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ConVar sv_use_shadow_clones( "sv_use_shadow_clones", "1", FCVAR_REPLICATED | FCVAR_CHEAT ); //should we create shadow clones?
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LINK_ENTITY_TO_CLASS( physicsshadowclone, CPhysicsShadowClone );
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static CUtlVector<CPhysicsShadowClone *> s_ActiveShadowClones;
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CUtlVector<CPhysicsShadowClone *> const &CPhysicsShadowClone::g_ShadowCloneList = s_ActiveShadowClones;
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static bool s_IsShadowClone[MAX_EDICTS] = { false };
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static CPhysicsShadowCloneLL *s_EntityClones[MAX_EDICTS] = { NULL };
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struct ShadowCloneLLEntryManager
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{
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CPhysicsShadowCloneLL m_ShadowCloneLLEntries[MAX_SHADOW_CLONE_COUNT];
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CPhysicsShadowCloneLL *m_pFreeShadowCloneLLEntries[MAX_SHADOW_CLONE_COUNT];
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int m_iUsedEntryIndex;
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ShadowCloneLLEntryManager( void )
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{
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m_iUsedEntryIndex = 0;
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for( int i = 0; i != MAX_SHADOW_CLONE_COUNT; ++i )
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{
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m_pFreeShadowCloneLLEntries[i] = &m_ShadowCloneLLEntries[i];
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}
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}
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inline CPhysicsShadowCloneLL *Alloc( void )
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{
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return m_pFreeShadowCloneLLEntries[m_iUsedEntryIndex++];
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}
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inline void Free( CPhysicsShadowCloneLL *pFree )
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{
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m_pFreeShadowCloneLLEntries[--m_iUsedEntryIndex] = pFree;
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}
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};
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static ShadowCloneLLEntryManager s_SCLLManager;
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CPhysicsShadowClone::CPhysicsShadowClone( void )
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{
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m_matrixShadowTransform.Identity();
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m_matrixShadowTransform_Inverse.Identity();
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m_bShadowTransformIsIdentity = true;
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s_ActiveShadowClones.AddToTail( this );
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}
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CPhysicsShadowClone::~CPhysicsShadowClone( void )
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{
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VPhysicsDestroyObject();
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VPhysicsSetObject( NULL );
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m_hClonedEntity = NULL;
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s_ActiveShadowClones.FindAndRemove( this ); //also removed in UpdateOnRemove()
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Assert( s_IsShadowClone[entindex()] == true );
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s_IsShadowClone[entindex()] = false;
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}
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void CPhysicsShadowClone::UpdateOnRemove( void )
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{
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CBaseEntity *pSource = m_hClonedEntity;
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if( pSource )
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{
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CPhysicsShadowCloneLL *pCloneListHead = s_EntityClones[pSource->entindex()];
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Assert( pCloneListHead != NULL );
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CPhysicsShadowCloneLL *pFind = pCloneListHead;
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CPhysicsShadowCloneLL *pLast = pFind;
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while( pFind->pClone != this )
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{
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pLast = pFind;
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Assert( pFind->pNext != NULL );
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pFind = pFind->pNext;
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}
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if( pFind == pCloneListHead )
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{
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s_EntityClones[pSource->entindex()] = pFind->pNext;
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}
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else
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{
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pLast->pNext = pFind->pNext;
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}
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s_SCLLManager.Free( pFind );
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}
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#ifdef _DEBUG
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else
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{
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//verify that it didn't weasel into a list somewhere and get left behind
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for( int i = 0; i != MAX_SHADOW_CLONE_COUNT; ++i )
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{
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CPhysicsShadowCloneLL *pCloneSearch = s_EntityClones[i];
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while( pCloneSearch )
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{
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Assert( pCloneSearch->pClone != this );
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pCloneSearch = pCloneSearch->pNext;
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}
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}
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}
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#endif
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VPhysicsDestroyObject();
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VPhysicsSetObject( NULL );
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m_hClonedEntity = NULL;
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s_ActiveShadowClones.FindAndRemove( this ); //also removed in Destructor
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BaseClass::UpdateOnRemove();
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}
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void CPhysicsShadowClone::Spawn( void )
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{
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AddFlag( FL_DONTTOUCH );
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AddEffects( EF_NODRAW | EF_NOSHADOW | EF_NORECEIVESHADOW );
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FullSync( false );
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m_bInAssumedSyncState = false;
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BaseClass::Spawn();
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s_IsShadowClone[entindex()] = true;
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}
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void CPhysicsShadowClone::FullSync( bool bAllowAssumedSync )
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{
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Assert( IsMarkedForDeletion() == false );
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CBaseEntity *pClonedEntity = m_hClonedEntity.Get();
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if( pClonedEntity == NULL )
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{
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AssertMsg( VPhysicsGetObject() != NULL, "Been linkless for more than this update, something should have killed this clone." );
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SetMoveType( MOVETYPE_NONE );
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SetSolid( SOLID_NONE );
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SetSolidFlags( 0 );
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SetCollisionGroup( COLLISION_GROUP_NONE );
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VPhysicsDestroyObject();
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return;
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}
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SetGroundEntity( NULL );
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bool bIsSynced = bAllowAssumedSync;
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bool bBigChanges = true; //assume there are, and be proven wrong
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if( bAllowAssumedSync )
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{
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IPhysicsObject *pSourceObjects[1024];
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int iObjectCount = pClonedEntity->VPhysicsGetObjectList( pSourceObjects, 1024 );
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//scan for really big differences that would definitely require a full sync
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bBigChanges = ( iObjectCount != m_CloneLinks.Count() );
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if( !bBigChanges )
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{
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for( int i = 0; i != iObjectCount; ++i )
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{
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IPhysicsObject *pSourcePhysics = pSourceObjects[i];
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IPhysicsObject *pClonedPhysics = m_CloneLinks[i].pClone;
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if( (pSourcePhysics != m_CloneLinks[i].pSource) ||
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(pSourcePhysics->IsCollisionEnabled() != pClonedPhysics->IsCollisionEnabled()) )
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{
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bBigChanges = true;
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bIsSynced = false;
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break;
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}
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Vector ptSourcePosition, ptClonePosition;
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pSourcePhysics->GetPosition( &ptSourcePosition, NULL );
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if( !m_bShadowTransformIsIdentity )
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ptSourcePosition = m_matrixShadowTransform * ptSourcePosition;
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pClonedPhysics->GetPosition( &ptClonePosition, NULL );
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if( (ptClonePosition - ptSourcePosition).LengthSqr() > 2500.0f )
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{
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bBigChanges = true;
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bIsSynced = false;
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break;
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}
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//Vector vSourceVelocity, vCloneVelocity;
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if( !pSourcePhysics->IsAsleep() ) //only allow full syncrosity if the source entity is entirely asleep
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bIsSynced = false;
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if( m_bInAssumedSyncState && !pClonedPhysics->IsAsleep() )
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bIsSynced = false;
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}
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}
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else
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{
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bIsSynced = false;
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}
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bIsSynced = false;
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if( bIsSynced )
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{
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//good enough to skip a full update
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if( !m_bInAssumedSyncState )
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{
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//do one last sync
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PartialSync( true );
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//if we don't do this, objects just fall out of the world (it happens, I swear)
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for( int i = m_CloneLinks.Count(); --i >= 0; )
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{
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if( (m_CloneLinks[i].pSource->GetShadowController() == NULL) && m_CloneLinks[i].pClone->IsMotionEnabled() )
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{
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//m_CloneLinks[i].pClone->SetVelocityInstantaneous( &vec3_origin, &vec3_origin );
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//m_CloneLinks[i].pClone->SetVelocity( &vec3_origin, &vec3_origin );
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m_CloneLinks[i].pClone->EnableGravity( false );
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m_CloneLinks[i].pClone->EnableMotion( false );
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m_CloneLinks[i].pClone->Sleep();
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}
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}
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m_bInAssumedSyncState = true;
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}
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if( sv_debug_physicsshadowclones.GetBool() )
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DrawDebugOverlayForShadowClone( this );
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return;
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}
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}
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m_bInAssumedSyncState = false;
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//past this point, we're committed to a broad update
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if( bBigChanges )
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{
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MoveType_t sourceMoveType = pClonedEntity->GetMoveType();
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IPhysicsObject *pPhysObject = pClonedEntity->VPhysicsGetObject();
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if( (sourceMoveType == MOVETYPE_CUSTOM) ||
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(sourceMoveType == MOVETYPE_STEP) ||
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(sourceMoveType == MOVETYPE_WALK) ||
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(pPhysObject &&
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(
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(pPhysObject->GetGameFlags() & FVPHYSICS_PLAYER_HELD) ||
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(pPhysObject->GetShadowController() != NULL)
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)
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)
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)
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{
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//#ifdef _DEBUG
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SetMoveType( MOVETYPE_NONE ); //to kill an assert
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//#endif
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//PUSH should be used sparingly, you can't stand on a MOVETYPE_PUSH object :/
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SetMoveType( MOVETYPE_VPHYSICS, pClonedEntity->GetMoveCollide() ); //either an unclonable movetype, or a shadow/held object
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}
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/*else if(sourceMoveType == MOVETYPE_STEP)
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{
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//SetMoveType( MOVETYPE_NONE ); //to kill an assert
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SetMoveType( MOVETYPE_VPHYSICS, pClonedEntity->GetMoveCollide() );
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}*/
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else
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{
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//if( m_bShadowTransformIsIdentity )
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SetMoveType( sourceMoveType, pClonedEntity->GetMoveCollide() );
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//else
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//{
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// SetMoveType( MOVETYPE_NONE ); //to kill an assert
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// SetMoveType( MOVETYPE_PUSH, pClonedEntity->GetMoveCollide() );
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//}
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}
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SolidType_t sourceSolidType = pClonedEntity->GetSolid();
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if( sourceSolidType == SOLID_BBOX )
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SetSolid( SOLID_VPHYSICS );
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else
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SetSolid( sourceSolidType );
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//SetSolid( SOLID_VPHYSICS );
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SetElasticity( pClonedEntity->GetElasticity() );
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SetFriction( pClonedEntity->GetFriction() );
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int iSolidFlags = pClonedEntity->GetSolidFlags() | FSOLID_CUSTOMRAYTEST;
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if( m_bShadowTransformIsIdentity )
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iSolidFlags |= FSOLID_CUSTOMBOXTEST; //need this at least for the player or they get stuck in themselves
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else
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iSolidFlags &= ~FSOLID_FORCE_WORLD_ALIGNED;
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/*if( pClonedEntity->IsPlayer() )
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{
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iSolidFlags |= FSOLID_CUSTOMRAYTEST | FSOLID_CUSTOMBOXTEST;
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}*/
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SetSolidFlags( iSolidFlags );
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SetEffects( pClonedEntity->GetEffects() | (EF_NODRAW | EF_NOSHADOW | EF_NORECEIVESHADOW) );
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SetCollisionGroup( pClonedEntity->GetCollisionGroup() );
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SetModelIndex( pClonedEntity->GetModelIndex() );
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SetModelName( pClonedEntity->GetModelName() );
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if( modelinfo->GetModelType( pClonedEntity->GetModel() ) == mod_studio )
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SetModel( STRING( pClonedEntity->GetModelName() ) );
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CCollisionProperty *pClonedCollisionProp = pClonedEntity->CollisionProp();
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SetSize( pClonedCollisionProp->OBBMins(), pClonedCollisionProp->OBBMaxs() );
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}
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FullSyncClonedPhysicsObjects( bBigChanges );
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SyncEntity( true );
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if( bBigChanges )
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CollisionRulesChanged();
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if( sv_debug_physicsshadowclones.GetBool() )
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DrawDebugOverlayForShadowClone( this );
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}
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// this enables a fast/cheap version of teleporting that is less accurate WRT physics objects' contacts after small teleportations
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ConVar fast_teleport_enable("fast_teleport_enable", "1");
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void CPhysicsShadowClone::SyncEntity( bool bPullChanges )
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{
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m_bShouldUpSync = false;
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CBaseEntity *pSource, *pDest;
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VMatrix *pTransform;
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if( bPullChanges )
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{
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pSource = m_hClonedEntity.Get();
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pDest = this;
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pTransform = &m_matrixShadowTransform;
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if( pSource == NULL )
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return;
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}
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else
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{
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pSource = this;
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pDest = m_hClonedEntity.Get();
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pTransform = &m_matrixShadowTransform_Inverse;
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if( pDest == NULL )
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return;
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}
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Vector ptOrigin, vVelocity;
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QAngle qAngles;
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ptOrigin = pSource->GetAbsOrigin();
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qAngles = pSource->IsPlayer() ? vec3_angle : pSource->GetAbsAngles();
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vVelocity = pSource->GetAbsVelocity();
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if( !m_bShadowTransformIsIdentity )
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{
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ptOrigin = (*pTransform) * ptOrigin;
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qAngles = TransformAnglesToWorldSpace( qAngles, pTransform->As3x4() );
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vVelocity = pTransform->ApplyRotation( vVelocity );
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}
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//else
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//{
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// pDest->SetGroundEntity( pSource->GetGroundEntity() );
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//}
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QAngle qDiff;
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RotationDelta( pDest->GetAbsAngles(), qAngles, &qDiff );
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if( (ptOrigin - pDest->GetAbsOrigin()).LengthSqr() > 0.0001f || qDiff.LengthSqr() > 0.0001f )
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{
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pDest->Teleport( &ptOrigin, &qAngles, NULL, !fast_teleport_enable.GetBool() );
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}
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if( vVelocity != pDest->GetAbsVelocity() )
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{
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//pDest->AddEffects( EF_NOINTERP );
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pDest->SetAbsVelocity( vec3_origin ); //the two step process helps, I don't know why, but it does
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pDest->ApplyAbsVelocityImpulse( vVelocity );
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}
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}
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static void FullSyncPhysicsObject( IPhysicsObject *pSource, IPhysicsObject *pDest, const VMatrix *pTransform, bool bTeleport )
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{
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CGrabController *pGrabController = NULL;
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if( !pSource->IsAsleep() )
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pDest->Wake();
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float fSavedMass = 0.0f, fSavedRotationalDamping; //setting mass to 0.0f purely to kill a warning that I can't seem to kill with pragmas
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if( pSource->GetGameFlags() & FVPHYSICS_PLAYER_HELD )
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{
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//CBasePlayer *pPlayer = UTIL_PlayerByIndex( 1 );
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//Assert( pPlayer );
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CBaseEntity *pLookingForEntity = (CBaseEntity *)pSource->GetGameData();
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CBasePlayer *pHoldingPlayer = GetPlayerHoldingEntity( pLookingForEntity );
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if( pHoldingPlayer )
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{
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pGrabController = GetGrabControllerForPlayer( pHoldingPlayer );
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if ( !pGrabController )
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pGrabController = GetGrabControllerForPhysCannon( pHoldingPlayer->GetActiveWeapon() );
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}
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AssertMsg( pGrabController, "Physics object is held, but we can't find the holding controller." );
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GetSavedParamsForCarriedPhysObject( pGrabController, pSource, &fSavedMass, &fSavedRotationalDamping );
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}
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//Boiler plate
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{
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pDest->SetGameIndex( pSource->GetGameIndex() ); //what's it do?
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pDest->SetCallbackFlags( pSource->GetCallbackFlags() ); //wise?
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pDest->SetGameFlags( pSource->GetGameFlags() | FVPHYSICS_NO_SELF_COLLISIONS | FVPHYSICS_IS_SHADOWCLONE );
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pDest->SetMaterialIndex( pSource->GetMaterialIndex() );
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pDest->SetContents( pSource->GetContents() );
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pDest->SyncWith( pSource );
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}
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//Damping
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{
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float fSpeedDamp, fRotDamp;
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if( pGrabController )
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{
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pSource->GetDamping( &fSpeedDamp, NULL );
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pDest->SetDamping( &fSpeedDamp, &fSavedRotationalDamping );
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}
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else
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{
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pSource->GetDamping( &fSpeedDamp, &fRotDamp );
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pDest->SetDamping( &fSpeedDamp, &fRotDamp );
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}
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}
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//stuff that we really care about
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{
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if( pGrabController )
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{
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pDest->SetMass( fSavedMass );
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}
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else
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{
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float flMass = pSource->GetMass();
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if ( pDest->GetMass() != flMass )
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{
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pDest->SetMass( flMass );
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}
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}
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Vector vInertia;
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Vector vVelocity, vAngularVelocity;
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pSource->GetVelocity( &vVelocity, &vAngularVelocity );
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vInertia = pSource->GetInertia();
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if( pTransform )
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{
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vVelocity = pTransform->ApplyRotation( vVelocity );
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vAngularVelocity = pTransform->ApplyRotation( vAngularVelocity );
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}
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//avoid oversetting variables (I think that even setting them to the same value they already are disrupts the delicate physics balance)
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if( vInertia != pDest->GetInertia() )
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pDest->SetInertia( vInertia );
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//pDest->SetVelocityInstantaneous( &vec3_origin, &vec3_origin );
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//pDest->Sleep();
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Vector vDestVelocity, vDestAngularVelocity;
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pDest->GetVelocity( &vDestVelocity, &vDestAngularVelocity );
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if( (vVelocity != vDestVelocity) || (vAngularVelocity != vDestAngularVelocity) )
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pDest->SetVelocityInstantaneous( &vVelocity, &vAngularVelocity );
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IPhysicsShadowController *pSourceController = pSource->GetShadowController();
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if( pSourceController == NULL )
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{
|
|
if( pDest->GetShadowController() != NULL )
|
|
{
|
|
//we don't need a shadow controller anymore
|
|
pDest->RemoveShadowController();
|
|
}
|
|
if ( bTeleport )
|
|
{
|
|
Vector ptOrigin;
|
|
QAngle qAngles;
|
|
|
|
pSource->GetPosition( &ptOrigin, &qAngles );
|
|
|
|
Vector ptDestOrigin;
|
|
QAngle qDestAngles;
|
|
pDest->GetPosition( &ptDestOrigin, &qDestAngles );
|
|
if( pTransform )
|
|
{
|
|
ptOrigin = (*pTransform) * ptOrigin;
|
|
qAngles = TransformAnglesToWorldSpace( qAngles, pTransform->As3x4() );
|
|
}
|
|
|
|
if( (ptOrigin != ptDestOrigin) || (qAngles != qDestAngles) )
|
|
{
|
|
pDest->SetPosition( ptOrigin, qAngles, bTeleport );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
IPhysicsShadowController *pDestController = pDest->GetShadowController();
|
|
if( pDestController == NULL )
|
|
{
|
|
//we need a shadow controller
|
|
float fMaxSpeed, fMaxAngularSpeed;
|
|
pSourceController->GetMaxSpeed( &fMaxSpeed, &fMaxAngularSpeed );
|
|
|
|
pDest->SetShadow( fMaxSpeed, fMaxAngularSpeed, pSourceController->AllowsTranslation(), pSourceController->AllowsRotation() );
|
|
pDestController = pDest->GetShadowController();
|
|
pDestController->SetTeleportDistance( pSourceController->GetTeleportDistance() );
|
|
pDestController->SetPhysicallyControlled( pSourceController->IsPhysicallyControlled() );
|
|
}
|
|
|
|
//sync shadow controllers
|
|
float fTimeOffset;
|
|
Vector ptTargetPosition;
|
|
QAngle qTargetAngles;
|
|
fTimeOffset = pSourceController->GetTargetPosition( &ptTargetPosition, &qTargetAngles );
|
|
|
|
if( pTransform )
|
|
{
|
|
ptTargetPosition = (*pTransform) * ptTargetPosition;
|
|
qTargetAngles = TransformAnglesToWorldSpace( qTargetAngles, pTransform->As3x4() );
|
|
}
|
|
|
|
pDestController->Update( ptTargetPosition, qTargetAngles, fTimeOffset );
|
|
}
|
|
|
|
|
|
}
|
|
|
|
//pDest->RecheckContactPoints();
|
|
}
|
|
|
|
static void PartialSyncPhysicsObject( IPhysicsObject *pSource, IPhysicsObject *pDest, const VMatrix *pTransform )
|
|
{
|
|
Vector ptOrigin, vVelocity, vAngularVelocity, vInertia;
|
|
QAngle qAngles;
|
|
|
|
pSource->GetPosition( &ptOrigin, &qAngles );
|
|
pSource->GetVelocity( &vVelocity, &vAngularVelocity );
|
|
vInertia = pSource->GetInertia();
|
|
|
|
if( pTransform )
|
|
{
|
|
#if 0
|
|
//pDest->SetPositionMatrix( matTransform.As3x4(), true ); //works like we think?
|
|
#else
|
|
ptOrigin = (*pTransform) * ptOrigin;
|
|
qAngles = TransformAnglesToWorldSpace( qAngles, pTransform->As3x4() );
|
|
vVelocity = pTransform->ApplyRotation( vVelocity );
|
|
vAngularVelocity = pTransform->ApplyRotation( vAngularVelocity );
|
|
#endif
|
|
}
|
|
|
|
//avoid oversetting variables (I think that even setting them to the same value they already are disrupts the delicate physics balance)
|
|
if( vInertia != pDest->GetInertia() )
|
|
pDest->SetInertia( vInertia );
|
|
|
|
Vector ptDestOrigin, vDestVelocity, vDestAngularVelocity;
|
|
QAngle qDestAngles;
|
|
pDest->GetPosition( &ptDestOrigin, &qDestAngles );
|
|
pDest->GetVelocity( &vDestVelocity, &vDestAngularVelocity );
|
|
|
|
|
|
if( (ptOrigin != ptDestOrigin) || (qAngles != qDestAngles) )
|
|
pDest->SetPosition( ptOrigin, qAngles, false );
|
|
|
|
if( (vVelocity != vDestVelocity) || (vAngularVelocity != vDestAngularVelocity) )
|
|
pDest->SetVelocity( &vVelocity, &vAngularVelocity );
|
|
|
|
pDest->EnableCollisions( pSource->IsCollisionEnabled() );
|
|
}
|
|
|
|
IPhysicsObject *ClonePhysObject( IPhysicsObject *pSource, IPhysicsEnvironment *pDestEnvironment, void *pCloneGameData )
|
|
{
|
|
unsigned int size = physenv->GetObjectSerializeSize(pSource);
|
|
byte *pBuffer = (byte *)stackalloc(size);
|
|
memset( pBuffer, 0, size );
|
|
|
|
physenv->SerializeObjectToBuffer( pSource, pBuffer, size ); //this should work across physics environments because the serializer doesn't write anything about itself to the template
|
|
|
|
return pDestEnvironment->UnserializeObjectFromBuffer( pCloneGameData, pBuffer, size, false ); //unserializer has to be in the target environment
|
|
}
|
|
|
|
void CPhysicsShadowClone::FullSyncClonedPhysicsObjects( bool bTeleport )
|
|
{
|
|
CBaseEntity *pClonedEntity = m_hClonedEntity.Get();
|
|
if( pClonedEntity == NULL )
|
|
{
|
|
VPhysicsDestroyObject();
|
|
return;
|
|
}
|
|
|
|
VMatrix *pTransform;
|
|
if( m_bShadowTransformIsIdentity )
|
|
pTransform = NULL;
|
|
else
|
|
pTransform = &m_matrixShadowTransform;
|
|
|
|
IPhysicsObject *(pSourceObjects[1024]);
|
|
int iObjectCount = pClonedEntity->VPhysicsGetObjectList( pSourceObjects, 1024 );
|
|
|
|
//easy out if nothing has changed
|
|
if( iObjectCount == m_CloneLinks.Count() )
|
|
{
|
|
int i;
|
|
for( i = 0; i != iObjectCount; ++i )
|
|
{
|
|
if( pSourceObjects[i] == NULL )
|
|
break;
|
|
|
|
if( pSourceObjects[i] != m_CloneLinks[i].pSource )
|
|
break;
|
|
}
|
|
|
|
if( i == iObjectCount ) //no changes
|
|
{
|
|
for( i = 0; i != iObjectCount; ++i )
|
|
FullSyncPhysicsObject( m_CloneLinks[i].pSource, m_CloneLinks[i].pClone, pTransform, bTeleport );
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//copy the existing list of clone links to a temp array, we're going to be starting from scratch and copying links as we need them
|
|
PhysicsObjectCloneLink_t *pExistingLinks = NULL;
|
|
int iExistingLinkCount = m_CloneLinks.Count();
|
|
if( iExistingLinkCount != 0 )
|
|
{
|
|
pExistingLinks = (PhysicsObjectCloneLink_t *)stackalloc( sizeof(PhysicsObjectCloneLink_t) * m_CloneLinks.Count() );
|
|
memcpy( pExistingLinks, m_CloneLinks.Base(), sizeof(PhysicsObjectCloneLink_t) * m_CloneLinks.Count() );
|
|
}
|
|
m_CloneLinks.RemoveAll();
|
|
|
|
//now, go over the object list we just got from the source entity, and either copy or create links as necessary
|
|
int i;
|
|
for( i = 0; i != iObjectCount; ++i )
|
|
{
|
|
IPhysicsObject *pSource = pSourceObjects[i];
|
|
|
|
if( pSource == NULL ) //this really shouldn't happen, but it does >_<
|
|
continue;
|
|
|
|
PhysicsObjectCloneLink_t cloneLink;
|
|
|
|
int j;
|
|
for( j = 0; j != iExistingLinkCount; ++j )
|
|
{
|
|
if( pExistingLinks[j].pSource == pSource )
|
|
break;
|
|
}
|
|
|
|
if( j != iExistingLinkCount )
|
|
{
|
|
//copyable link found
|
|
cloneLink = pExistingLinks[j];
|
|
memset( &pExistingLinks[j], 0, sizeof( PhysicsObjectCloneLink_t ) ); //zero out this slot so we don't destroy it in cleanup
|
|
}
|
|
else
|
|
{
|
|
//no link found to copy, create a new one
|
|
cloneLink.pSource = pSource;
|
|
|
|
//apparently some collision code gets called on creation before we've set extra game flags, so we're going to cheat a bit and temporarily set our extra flags on the source
|
|
unsigned int iOldGameFlags = pSource->GetGameFlags();
|
|
pSource->SetGameFlags( iOldGameFlags | FVPHYSICS_IS_SHADOWCLONE );
|
|
|
|
cloneLink.pClone = ClonePhysObject( pSource, m_pOwnerPhysEnvironment, this );
|
|
assert( cloneLink.pClone ); //there should be absolutely no case where we can't clone a valid existing physics object
|
|
|
|
pSource->SetGameFlags( iOldGameFlags );
|
|
}
|
|
|
|
FullSyncPhysicsObject( cloneLink.pSource, cloneLink.pClone, pTransform, bTeleport );
|
|
|
|
//cloneLink.pClone->Wake();
|
|
|
|
m_CloneLinks.AddToTail( cloneLink );
|
|
}
|
|
|
|
|
|
//now go over the existing links, if any of them haven't been nullified, they need to be deleted
|
|
for( i = 0; i != iExistingLinkCount; ++i )
|
|
{
|
|
if( pExistingLinks[i].pClone )
|
|
m_pOwnerPhysEnvironment->DestroyObject( pExistingLinks[i].pClone ); //also destroys shadow controller
|
|
}
|
|
|
|
|
|
VPhysicsSetObject( NULL );
|
|
|
|
IPhysicsObject *pSource = m_hClonedEntity->VPhysicsGetObject();
|
|
|
|
for( i = m_CloneLinks.Count(); --i >= 0; )
|
|
{
|
|
if( m_CloneLinks[i].pSource == pSource )
|
|
{
|
|
//m_CloneLinks[i].pClone->Wake();
|
|
VPhysicsSetObject( m_CloneLinks[i].pClone );
|
|
break;
|
|
}
|
|
}
|
|
|
|
if( (i < 0) && (m_CloneLinks.Count() != 0) )
|
|
{
|
|
VPhysicsSetObject( m_CloneLinks[0].pClone );
|
|
}
|
|
|
|
stackfree( pExistingLinks );
|
|
|
|
//CollisionRulesChanged();
|
|
}
|
|
|
|
|
|
|
|
void CPhysicsShadowClone::PartialSync( bool bPullChanges )
|
|
{
|
|
VMatrix *pTransform;
|
|
|
|
if( bPullChanges )
|
|
{
|
|
if( m_bShadowTransformIsIdentity )
|
|
pTransform = NULL;
|
|
else
|
|
pTransform = &m_matrixShadowTransform;
|
|
|
|
for( int i = m_CloneLinks.Count(); --i >= 0; )
|
|
PartialSyncPhysicsObject( m_CloneLinks[i].pSource, m_CloneLinks[i].pClone, pTransform );
|
|
}
|
|
else
|
|
{
|
|
if( m_bShadowTransformIsIdentity )
|
|
pTransform = NULL;
|
|
else
|
|
pTransform = &m_matrixShadowTransform_Inverse;
|
|
|
|
for( int i = m_CloneLinks.Count(); --i >= 0; )
|
|
PartialSyncPhysicsObject( m_CloneLinks[i].pClone, m_CloneLinks[i].pSource, pTransform );
|
|
}
|
|
|
|
SyncEntity( bPullChanges );
|
|
}
|
|
|
|
|
|
|
|
int CPhysicsShadowClone::VPhysicsGetObjectList( IPhysicsObject **pList, int listMax )
|
|
{
|
|
int iCountStop = m_CloneLinks.Count();
|
|
if( iCountStop > listMax )
|
|
iCountStop = listMax;
|
|
|
|
for( int i = 0; i != iCountStop; ++i, ++pList )
|
|
*pList = m_CloneLinks[i].pClone;
|
|
|
|
return iCountStop;
|
|
}
|
|
|
|
|
|
void CPhysicsShadowClone::VPhysicsDestroyObject( void )
|
|
{
|
|
SetMoveType( MOVETYPE_NONE );
|
|
SetSolid( SOLID_NONE );
|
|
SetSolidFlags( 0 );
|
|
SetCollisionGroup( COLLISION_GROUP_NONE );
|
|
|
|
CollisionRulesChanged();
|
|
|
|
VPhysicsSetObject( NULL );
|
|
|
|
for( int i = m_CloneLinks.Count(); --i >= 0; )
|
|
{
|
|
Assert( m_CloneLinks[i].pClone != NULL );
|
|
m_pOwnerPhysEnvironment->DestroyObject( m_CloneLinks[i].pClone );
|
|
}
|
|
m_CloneLinks.RemoveAll();
|
|
|
|
BaseClass::VPhysicsDestroyObject();
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
bool CPhysicsShadowClone::ShouldCollide( int collisionGroup, int contentsMask ) const
|
|
{
|
|
CBaseEntity *pClonedEntity = m_hClonedEntity.Get();
|
|
|
|
if( pClonedEntity )
|
|
return pClonedEntity->ShouldCollide( collisionGroup, contentsMask );
|
|
else
|
|
return false;
|
|
}
|
|
|
|
bool CPhysicsShadowClone::TestCollision( const Ray_t &ray, unsigned int fContentsMask, trace_t& trace )
|
|
{
|
|
return false;
|
|
|
|
/*CBaseEntity *pSourceEntity = m_hClonedEntity.Get();
|
|
if( pSourceEntity == NULL )
|
|
return false;
|
|
|
|
enginetrace->ClipRayToEntity( ray, fContentsMask, pSourceEntity, &trace );
|
|
return trace.DidHit();*/
|
|
}
|
|
|
|
int CPhysicsShadowClone::ObjectCaps( void )
|
|
{
|
|
return ((BaseClass::ObjectCaps() | FCAP_DONT_SAVE) & ~(FCAP_FORCE_TRANSITION | FCAP_ACROSS_TRANSITION | FCAP_MUST_SPAWN | FCAP_SAVE_NON_NETWORKABLE));
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CPhysicsShadowClone::SetCloneTransformationMatrix( const matrix3x4_t &sourceMatrix )
|
|
{
|
|
m_matrixShadowTransform.Init( sourceMatrix );
|
|
m_bShadowTransformIsIdentity = m_matrixShadowTransform.IsIdentity();
|
|
|
|
if( m_matrixShadowTransform.InverseGeneral( m_matrixShadowTransform_Inverse ) == false )
|
|
{
|
|
m_matrixShadowTransform.InverseTR( m_matrixShadowTransform_Inverse ); //probably not the right matrix, but we're out of options
|
|
}
|
|
|
|
FullSync();
|
|
//PartialSync( true );
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void CPhysicsShadowClone::SetClonedEntity( EHANDLE hEntToClone )
|
|
{
|
|
VPhysicsDestroyObject();
|
|
|
|
m_hClonedEntity = hEntToClone;
|
|
|
|
//FullSyncClonedPhysicsObjects();
|
|
}
|
|
|
|
EHANDLE CPhysicsShadowClone::GetClonedEntity( void )
|
|
{
|
|
return m_hClonedEntity;
|
|
}
|
|
|
|
|
|
|
|
|
|
//damage relays to source entity
|
|
bool CPhysicsShadowClone::PassesDamageFilter( const CTakeDamageInfo &info )
|
|
{
|
|
CBaseEntity *pClonedEntity = m_hClonedEntity.Get();
|
|
|
|
if( pClonedEntity )
|
|
return pClonedEntity->PassesDamageFilter( info );
|
|
else
|
|
return BaseClass::PassesDamageFilter( info );
|
|
}
|
|
|
|
bool CPhysicsShadowClone::CanBeHitByMeleeAttack( CBaseEntity *pAttacker )
|
|
{
|
|
CBaseEntity *pClonedEntity = m_hClonedEntity.Get();
|
|
|
|
if( pClonedEntity )
|
|
return pClonedEntity->CanBeHitByMeleeAttack( pAttacker );
|
|
else
|
|
return BaseClass::CanBeHitByMeleeAttack( pAttacker );
|
|
}
|
|
|
|
int CPhysicsShadowClone::OnTakeDamage( const CTakeDamageInfo &info )
|
|
{
|
|
CBaseEntity *pClonedEntity = m_hClonedEntity.Get();
|
|
|
|
if( pClonedEntity )
|
|
return pClonedEntity->OnTakeDamage( info );
|
|
else
|
|
return BaseClass::OnTakeDamage( info );
|
|
}
|
|
|
|
int CPhysicsShadowClone::TakeHealth( float flHealth, int bitsDamageType )
|
|
{
|
|
CBaseEntity *pClonedEntity = m_hClonedEntity.Get();
|
|
|
|
if( pClonedEntity )
|
|
return pClonedEntity->TakeHealth( flHealth, bitsDamageType );
|
|
else
|
|
return BaseClass::TakeHealth( flHealth, bitsDamageType );
|
|
}
|
|
|
|
void CPhysicsShadowClone::Event_Killed( const CTakeDamageInfo &info )
|
|
{
|
|
CBaseEntity *pClonedEntity = m_hClonedEntity.Get();
|
|
|
|
if( pClonedEntity )
|
|
pClonedEntity->Event_Killed( info );
|
|
else
|
|
BaseClass::Event_Killed( info );
|
|
}
|
|
|
|
CPhysicsShadowClone *CPhysicsShadowClone::CreateShadowClone( IPhysicsEnvironment *pInPhysicsEnvironment, EHANDLE hEntToClone, const char *szDebugMarker, const matrix3x4_t *pTransformationMatrix /*= NULL*/ )
|
|
{
|
|
AssertMsg( szDebugMarker != NULL, "All shadow clones must have a debug marker for where it came from in debug builds." );
|
|
|
|
if( !sv_use_shadow_clones.GetBool() )
|
|
return NULL;
|
|
|
|
CBaseEntity *pClonedEntity = hEntToClone.Get();
|
|
if( pClonedEntity == NULL )
|
|
return NULL;
|
|
|
|
AssertMsg( IsShadowClone( pClonedEntity ) == false, "Shouldn't attempt to clone clones" );
|
|
|
|
if( pClonedEntity->IsMarkedForDeletion() )
|
|
return NULL;
|
|
|
|
//if( pClonedEntity->IsPlayer() )
|
|
// return NULL;
|
|
|
|
IPhysicsObject *pPhysics = pClonedEntity->VPhysicsGetObject();
|
|
|
|
if( pPhysics == NULL )
|
|
return NULL;
|
|
|
|
if( pClonedEntity->GetSolid() == SOLID_BSP )
|
|
return NULL;
|
|
|
|
if( pClonedEntity->GetSolidFlags() & (FSOLID_NOT_SOLID | FSOLID_TRIGGER) )
|
|
return NULL;
|
|
|
|
if( pClonedEntity->GetFlags() & (FL_WORLDBRUSH | FL_STATICPROP) )
|
|
return NULL;
|
|
|
|
/*if( FClassnameIs( pClonedEntity, "func_door" ) )
|
|
{
|
|
//only clone func_door's that are in front of the portal
|
|
|
|
return NULL;
|
|
}*/
|
|
|
|
// Too many shadow clones breaks the game (too many entities)
|
|
if( g_iShadowCloneCount >= MAX_SHADOW_CLONE_COUNT )
|
|
{
|
|
AssertMsg( false, "Too many shadow clones, consider upping the limit or reducing the level's physics props" );
|
|
return NULL;
|
|
}
|
|
++g_iShadowCloneCount;
|
|
|
|
CPhysicsShadowClone *pClone = (CPhysicsShadowClone*)CreateEntityByName("physicsshadowclone");
|
|
s_IsShadowClone[pClone->entindex()] = true;
|
|
pClone->m_pOwnerPhysEnvironment = pInPhysicsEnvironment;
|
|
pClone->m_hClonedEntity = hEntToClone;
|
|
DBG_CODE_NOSCOPE( pClone->m_szDebugMarker = szDebugMarker; );
|
|
|
|
CPhysicsShadowCloneLL *pCloneLLEntry = s_SCLLManager.Alloc();
|
|
pCloneLLEntry->pClone = pClone;
|
|
pCloneLLEntry->pNext = s_EntityClones[pClonedEntity->entindex()];
|
|
s_EntityClones[pClonedEntity->entindex()] = pCloneLLEntry;
|
|
|
|
if( pTransformationMatrix )
|
|
{
|
|
pClone->m_matrixShadowTransform.Init( *pTransformationMatrix );
|
|
pClone->m_bShadowTransformIsIdentity = pClone->m_matrixShadowTransform.IsIdentity();
|
|
|
|
if( !pClone->m_bShadowTransformIsIdentity )
|
|
{
|
|
if( pClone->m_matrixShadowTransform.InverseGeneral( pClone->m_matrixShadowTransform_Inverse ) == false )
|
|
{
|
|
pClone->m_matrixShadowTransform.InverseTR( pClone->m_matrixShadowTransform_Inverse ); //probably not the right matrix, but we're out of options
|
|
}
|
|
}
|
|
}
|
|
|
|
DispatchSpawn( pClone );
|
|
|
|
return pClone;
|
|
}
|
|
|
|
void CPhysicsShadowClone::Free( void )
|
|
{
|
|
VPhysicsDestroyObject();
|
|
|
|
UTIL_Remove( this );
|
|
|
|
//Too many shadow clones breaks the game (too many entities)
|
|
--g_iShadowCloneCount;
|
|
}
|
|
|
|
|
|
void CPhysicsShadowClone::FullSyncAllClones( void )
|
|
{
|
|
for( int i = s_ActiveShadowClones.Count(); --i >= 0; )
|
|
{
|
|
s_ActiveShadowClones[i]->FullSync( true );
|
|
}
|
|
}
|
|
|
|
|
|
IPhysicsObject *CPhysicsShadowClone::TranslatePhysicsToClonedEnt( const IPhysicsObject *pPhysics )
|
|
{
|
|
if( m_hClonedEntity.Get() != NULL )
|
|
{
|
|
for( int i = m_CloneLinks.Count(); --i >= 0; )
|
|
{
|
|
if( m_CloneLinks[i].pClone == pPhysics )
|
|
return m_CloneLinks[i].pSource;
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
void CPhysicsShadowClone::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent )
|
|
{
|
|
//the baseclass just screenshakes, makes sounds, and outputs dust, we rely on the original entity to do this when applicable
|
|
}
|
|
|
|
|
|
|
|
|
|
bool CPhysicsShadowClone::IsShadowClone( const CBaseEntity *pEntity )
|
|
{
|
|
return s_IsShadowClone[pEntity->entindex()];
|
|
}
|
|
|
|
CPhysicsShadowCloneLL *CPhysicsShadowClone::GetClonesOfEntity( const CBaseEntity *pEntity )
|
|
{
|
|
return s_EntityClones[pEntity->entindex()];
|
|
}
|
|
|
|
|
|
void CPhysicsShadowClone::DestroyClonedPhys( IPhysicsObject *pPhys )
|
|
{
|
|
for( int i = m_CloneLinks.Count(); --i >= 0; )
|
|
{
|
|
if( pPhys == m_CloneLinks[i].pSource )
|
|
{
|
|
m_pOwnerPhysEnvironment->DestroyObject( m_CloneLinks[i].pClone ); //also destroys shadow controller
|
|
m_CloneLinks.FastRemove( i );
|
|
}
|
|
}
|
|
}
|
|
|
|
void CPhysicsShadowClone::DestroyClonedCollideable( CPhysCollide *pCollide )
|
|
{
|
|
for( int i = m_CloneLinks.Count(); --i >= 0; )
|
|
{
|
|
if( pCollide == m_CloneLinks[i].pSource->GetCollide() )
|
|
{
|
|
m_pOwnerPhysEnvironment->DestroyObject( m_CloneLinks[i].pClone ); //also destroys shadow controller
|
|
m_CloneLinks.FastRemove( i );
|
|
}
|
|
}
|
|
}
|
|
|
|
void CPhysicsShadowClone::NotifyDestroy( IPhysicsObject *pDestroyingPhys, CBaseEntity *pOwningEntity )
|
|
{
|
|
if( pOwningEntity )
|
|
{
|
|
CPhysicsShadowCloneLL *pCloneLL = GetClonesOfEntity( pOwningEntity );
|
|
while( pCloneLL )
|
|
{
|
|
pCloneLL->pClone->DestroyClonedPhys( pDestroyingPhys );
|
|
pCloneLL = pCloneLL->pNext;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for( int i = 0; i != s_ActiveShadowClones.Count(); ++i )
|
|
{
|
|
s_ActiveShadowClones[i]->DestroyClonedPhys( pDestroyingPhys );
|
|
}
|
|
}
|
|
}
|
|
|
|
void CPhysicsShadowClone::NotifyDestroy( CPhysCollide *pDestroyingCollide, CBaseEntity *pOwningEntity )
|
|
{
|
|
if( pOwningEntity )
|
|
{
|
|
CPhysicsShadowCloneLL *pCloneLL = GetClonesOfEntity( pOwningEntity );
|
|
while( pCloneLL )
|
|
{
|
|
pCloneLL->pClone->DestroyClonedCollideable( pDestroyingCollide );
|
|
pCloneLL = pCloneLL->pNext;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for( int i = 0; i != s_ActiveShadowClones.Count(); ++i )
|
|
{
|
|
s_ActiveShadowClones[i]->DestroyClonedCollideable( pDestroyingCollide );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void DrawDebugOverlayForShadowClone( CPhysicsShadowClone *pClone )
|
|
{
|
|
unsigned char iColorIntensity = (pClone->IsInAssumedSyncState())?(127):(255);
|
|
|
|
int iRed = (pClone->IsUntransformedClone())?(0):(iColorIntensity);
|
|
int iGreen = iColorIntensity;
|
|
int iBlue = iColorIntensity;
|
|
|
|
CPortalSimulator *pSimulator = CPortalSimulator::GetSimulatorThatOwnsEntity( pClone );
|
|
if( pSimulator )
|
|
{
|
|
Color debugColor = pSimulator->GetInternalData().Debugging.overlayColor;
|
|
iRed = debugColor.r();
|
|
iGreen = debugColor.g();
|
|
iBlue = debugColor.b();
|
|
}
|
|
|
|
for( int i = 0; i != pClone->m_CloneLinks.Count(); ++i )
|
|
{
|
|
IPhysicsObject *pPhys = pClone->m_CloneLinks[i].pClone;
|
|
if( pPhys )
|
|
{
|
|
const CPhysCollide *pCollide = pPhys->GetCollide();
|
|
if( pCollide )
|
|
{
|
|
Vector origin;
|
|
QAngle angles;
|
|
pPhys->GetPosition( &origin, &angles );
|
|
Vector *outVerts;
|
|
int vertCount = physcollision->CreateDebugMesh( pCollide, &outVerts );
|
|
int triCount = vertCount / 3;
|
|
int vert = 0;
|
|
VMatrix tmp = SetupMatrixOrgAngles( origin, angles );
|
|
int i;
|
|
for ( i = 0; i < vertCount; i++ )
|
|
{
|
|
outVerts[i] = tmp.VMul4x3( outVerts[i] );
|
|
}
|
|
|
|
for ( i = 0; i < triCount; i++ )
|
|
{
|
|
NDebugOverlay::Line( outVerts[vert], outVerts[vert + 1], iRed, iGreen, iBlue, true, 0.0f );
|
|
NDebugOverlay::Line( outVerts[vert + 1], outVerts[vert + 2], iRed, iGreen, iBlue, true, 0.0f );
|
|
NDebugOverlay::Line( outVerts[vert + 2], outVerts[vert], iRed, iGreen, iBlue, true, 0.0f );
|
|
vert += 3;
|
|
}
|
|
physcollision->DestroyDebugMesh( vertCount, outVerts );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
NDebugOverlay::EntityBounds( pClone, iRed, iGreen, iBlue, (iColorIntensity>>2), 0.0f );
|
|
}
|
|
|
|
|
|
bool CTraceFilterTranslateClones::ShouldHitEntity( IHandleEntity *pEntity, int contentsMask )
|
|
{
|
|
CBaseEntity *pEnt = EntityFromEntityHandle( pEntity );
|
|
if( CPhysicsShadowClone::IsShadowClone( pEnt ) )
|
|
{
|
|
CBaseEntity *pClonedEntity = ((CPhysicsShadowClone *)pEnt)->GetClonedEntity();
|
|
CPortalSimulator *pSimulator = CPortalSimulator::GetSimulatorThatOwnsEntity( pEnt )->GetLinkedPortalSimulator();
|
|
if( pSimulator->GetInternalData().Simulation.Dynamic.EntFlags[pClonedEntity->entindex()] & PSEF_IS_IN_PORTAL_HOLE )
|
|
return m_pActualFilter->ShouldHitEntity( pClonedEntity, contentsMask );
|
|
else
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
return m_pActualFilter->ShouldHitEntity( pEntity, contentsMask );
|
|
}
|
|
}
|
|
|
|
TraceType_t CTraceFilterTranslateClones::GetTraceType() const
|
|
{
|
|
return m_pActualFilter->GetTraceType();
|
|
}
|
|
|
|
|
|
|