Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Builds physics collision models from studio model source
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
// NOTE: The term joint here is used to mean a bone, collision model, and a joint.
// Each "joint" is the collision geometry at a named bone (or set of bones that have been merged)
// and the joint (with constraints) between that set and its parent. The root "joint" has
// no constraints.
// I chose to refer to them as joints to avoid confusion. Yes they encompass bones and joints,
// but they use the same names, and the data is actually linked.
#include <stdio.h>
#include <stdlib.h>
#include <sys/stat.h>
#include <math.h>
#include "vphysics/constraints.h"
#include "collisionmodelsource.h"
#include "collisionmodel.h"
//#include "physics2collision.h"
#include "cmdlib.h"
#include "scriplib.h"
#include "mathlib/mathlib.h"
#include "studio.h"
#include "studiomdl.h"
#include "physdll.h"
#include "phyfile.h"
#include "utlvector.h"
#include "vcollide_parse.h"
#include "tier1/strtools.h"
#include "tier2/tier2.h"
#include "keyvalues.h"
#include "tier1/smartptr.h"
#include "tier2/p4helpers.h"
#include "datamodel/dmattributevar.h"
#include "datamodel/dmelement.h"
#ifdef MDLCOMPILE
#include "mdlobjects/dmecollisionjoints.h"
#endif // #ifdef MDLCOMPILE
//#include "vphysics2_interface.h"
// Finds the bone index for a particular source
extern int FindLocalBoneNamed( const s_source_t *pSource, const char *pName );
// these functions just wrap atoi/atof and check for NULL
static float Safe_atof( const char *pString );
static int Safe_atoi( const char *pString );
IPhysicsCollision *physcollision = NULL;
IPhysicsSurfaceProps *physprops = NULL;
float g_WeldVertEpsilon = 0.0f;
float g_WeldNormalEpsilon = 0.999f;
bool g_ConvexHullCountOverride = false;
//-----------------------------------------------------------------------------
// Purpose: Contains a single convex element of a physical collision system
//-----------------------------------------------------------------------------
class CPhysCollisionModel
{
public:
CPhysCollisionModel( void )
{
memset( this, 0, sizeof(*this) );
}
const char *m_parent;
const char *m_name;
// physical properties stored on disk
float m_mass;
float m_volume;
float m_surfaceArea;
float m_damping;
float m_rotdamping;
float m_inertia;
float m_dragCoefficient;
// these tune the model building process, they don't go in the file
float m_massBias;
CPhysCollide *m_pCollisionData;
CPhysCollisionModel *m_pNext;
};
enum jointlimit_t
{
JOINT_FREE = 0,
JOINT_FIXED = 1,
JOINT_LIMIT = 2,
};
//-----------------------------------------------------------------------------
// Purpose: element of a list of constraints for a jointed model
//-----------------------------------------------------------------------------
class CJointConstraint
{
public:
CJointConstraint( void )
{
m_pJointName = NULL;
}
CJointConstraint( const char *pName, int axis, jointlimit_t type, float min, float max, float friction )
: m_axis(axis), m_jointType(type), m_limitMin(min), m_limitMax(max), m_friction(friction)
{
m_pJointName = pName;
}
const char *m_pJointName;
int m_axis;
jointlimit_t m_jointType;
float m_limitMin;
float m_limitMax;
float m_friction;
CJointConstraint *m_pNext;
};
struct mergelist_t
{
char *pParent;
char *pChild;
};
struct collisionpair_t
{
int obj0;
int obj1;
const char *pName0;
const char *pName1;
collisionpair_t *pNext;
};
// Returns the index to pName in g_bonetable
int FindBoneInTable( const char *pName )
{
return findGlobalBone( pName );
}
//-----------------------------------------------------------------------------
// Purpose: Contains a complete physical joint system with constraint relationships
//-----------------------------------------------------------------------------
// This class is really just a namespace for a set of globals...
class CJointedModel: public CCollisionModelSource
{
public:
int m_collisionCount;
CPhysCollisionModel *m_pCollisionList;
collisionpair_t *m_pCollisionPairs;
float m_totalMass;
CJointConstraint *m_pConstraintList;
int m_constraintCount;
int m_totalVerts;
bool m_isMassCenterForced;
bool m_noSelfCollisions;
bool m_remove2d;
Vector m_massCenterForced;
float m_defaultDamping;
float m_defaultRotdamping;
float m_defaultInertia;
float m_defaultDrag;
CUtlVector<char> m_textCommands;
CUtlVector<mergelist_t> m_mergeList;
CJointedModel( void );
void SetSource( s_source_t *pmodel );
void SetOverrideName( const char *pName )
{
if ( m_pOverrideName )
{
delete[] m_pOverrideName;
}
if ( pName )
{
int len = V_strlen(pName);
if ( len )
{
len++;
m_pOverrideName = new char[len];
V_strncpy( m_pOverrideName, pName, len );
}
}
}
void AddMergeCommand( char const *pParent, char const *pChild );
int BoneIndex( const char *pName );
void AppendCollisionModel( CPhysCollisionModel *pCollide );
void UnlinkCollisionModel( CPhysCollisionModel *pCollide );
CPhysCollisionModel *GetCollisionModel( const char *pName );
void AppendCollisionPair( const char *pName0, const char *pName1 );
void RemoveCollisionPair( const char *pName0, const char *pName1 );
void AddConstraint( const char *pJointName, int axis, jointlimit_t jointType, float limitMin, float limitMax, float friction );
int CollisionIndex( const char *pName );
void SortCollisionList( void );
void ForceMassCenter( const Vector &centerOfMass );
void AllowConcave( void ) { m_allowConcave = true; }
void AllowConcaveJoints() { m_allowConcaveJoints = true; }
void Remove2DConvex() { m_remove2d = true; }
void SetMaxConvex( int newMax ) { m_maxConvex = newMax; }
void DefaultDamping( float damping );
void DefaultRotdamping( float rotdamping );
void DefaultInertia( float inertia );
void DefaultDrag( float drag );
void SetTotalMass( float mass );
void SetAutoMass( void );
void SetNoSelfCollisions();
void SetCollisionModelDefaults( CPhysCollisionModel *pModel );
CPhysCollisionModel *InitCollisionModel( const char *pJointName );
void JointDamping( const char *pJointName, float damping );
void JointRotdamping( const char *pJointName, float rotdamping );
void JointInertia( const char *pJointName, float inertia );
void JointMassBias( const char *pJointName, float massBias );
void FixBoneList();
const char *FixParent( const char *pParentName );
void FixCollisionHierarchy( );
int ProcessSingleBody();
int ProcessJointedModel();
int CopyFaceVertsByBone( Vector **verts, Vector *worldVerts, int boneIndex );
void AddConvexSrc( const char *szFileName );
void AddText( const char *pText )
{
int len = strlen(pText);
int count = m_textCommands.Count();
m_textCommands.AddMultipleToTail( len );
memcpy( m_textCommands.Base() + count, pText, len );
}
void ComputeMass( void );
float m_flFrictionTimeIn;
float m_flFrictionTimeOut;
float m_flFrictionTimeHold;
int m_iMinAnimatedFriction;
int m_iMaxAnimatedFriction;
bool m_bHasAnimatedFriction;
};
CJointedModel g_JointedModel;
CJointedModel::CJointedModel( void )
{
m_pModel = NULL;
for ( int i=0; i<=MAX_EXTRA_COLLISION_MODELS; i++ )
{
m_ExtraModels[i].m_pSrc = NULL;
m_ExtraModels[i].m_bConcave = false;
}
m_bRootCollisionIsEmpty = false;
m_collisionCount = 0;
m_pCollisionList = NULL;
m_pCollisionPairs = NULL;
m_totalMass = 1.0;
m_bonemap.SetSize(0);
m_pConstraintList = NULL;
m_constraintCount = 0;
m_totalVerts = 0;
// UNDONE: Move these defaults elsewhere? They are all overrideable by the QC/script
// These defaults are also in the CDmeCollisionModel/CDmeCollisionJoints
m_defaultDamping = 0;
m_defaultRotdamping = 0;
m_defaultInertia = 1.0;
m_defaultDrag = -1;
m_allowConcave = false;
m_allowConcaveJoints = false;
m_remove2d = false;
m_maxConvex = 40;
m_isMassCenterForced = false;
m_noSelfCollisions = false;
m_massCenterForced.Init();
m_flFrictionTimeIn = 0.0f;
m_flFrictionTimeOut = 0.0f;
m_iMinAnimatedFriction = 1.0f;
m_iMaxAnimatedFriction = 1.0f;
m_bHasAnimatedFriction = false;
m_pOverrideName = NULL;
}
void CJointedModel::SetSource( s_source_t *pmodel )
{
m_pModel = pmodel;
InitBoneMap();
m_totalVerts = pmodel->numvertices;
}
void CJointedModel::AddMergeCommand( char const *pParent, char const *pChild )
{
int i = m_mergeList.AddToTail();
m_mergeList[i].pParent = strdup(pParent);
m_mergeList[i].pChild = strdup(pChild);
}
int CJointedModel::BoneIndex( const char *pName )
{
pName = RenameBone( pName );
for ( int boneIndex = 0; boneIndex < m_pModel->numbones; boneIndex++ )
{
if ( !stricmp( m_pModel->localBone[boneIndex].name, pName ) )
return boneIndex;
}
return -1;
}
void CJointedModel::AppendCollisionModel( CPhysCollisionModel *pCollide )
{
if ( m_isMassCenterForced )
{
physcollision->CollideSetMassCenter( pCollide->m_pCollisionData, m_massCenterForced );
}
pCollide->m_pNext = m_pCollisionList;
m_pCollisionList = pCollide;
m_collisionCount++;
}
void CJointedModel::UnlinkCollisionModel( CPhysCollisionModel *pCollide )
{
CPhysCollisionModel **pList = &m_pCollisionList;
if ( !pCollide )
return;
while ( *pList )
{
CPhysCollisionModel *pNode = *pList;
if ( pNode == pCollide )
{
*pList = pCollide->m_pNext;
m_collisionCount--;
pCollide->m_pNext = NULL;
return;
}
pList = &pNode->m_pNext;
}
}
int CJointedModel::CollisionIndex( const char *pName )
{
if ( !pName )
return -1;
CPhysCollisionModel *pList = m_pCollisionList;
int index = 0;
while ( pList )
{
if ( !stricmp( pName, pList->m_name ) )
return index;
pList = pList->m_pNext;
index++;
}
return -1;
}
//-----------------------------------------------------------------------------
// Purpose: Sort the list so that parents come before their children
//-----------------------------------------------------------------------------
void CJointedModel::SortCollisionList( void )
{
if ( !m_collisionCount )
return;
CPhysCollisionModel **pArray;
pArray = new CPhysCollisionModel *[m_collisionCount];
CPhysCollisionModel *pList = m_pCollisionList;
// make an array to make sorting easier
int i = 0;
while ( pList )
{
pArray[i++] = pList;
pList = pList->m_pNext;
}
// really stupid bubble sort!
// this is really inefficient but it was easy to code and there are never
// more than maxConvex elements.
bool swapped = true;
while ( swapped )
{
swapped = false;
// loop over all solids and swap any parent/child pairs that are out of order
for ( i = 0; i < m_collisionCount; i++ )
{
CPhysCollisionModel *pPhys = pArray[i];
if ( !pPhys->m_parent )
continue;
// Don't try to move ones where the pPhys and its parent have the same name
// otherwise an infinite loop results
if ( !Q_stricmp( pPhys->m_name, pPhys->m_parent ) )
continue;
// find the parent
int j;
for ( j = 0; j < m_collisionCount; j++ )
{
if ( j == i )
continue;
if ( !stricmp( pPhys->m_parent, pArray[j]->m_name ) )
break;
}
// if the child came before the parent, then swap the parent and child positions
if ( j > i && j < m_collisionCount )
{
swapped = true;
pArray[i] = pArray[j];
pArray[j] = pPhys;
}
}
}
// link up the sorted list
for ( i = 0; i < m_collisionCount-1; i++ )
{
pArray[i]->m_pNext = pArray[i+1];
}
// terminate
pArray[i]->m_pNext = NULL;
// point the list to first joint
m_pCollisionList = pArray[0];
// delete the working array
delete[] pArray;
}
void CJointedModel::AddConvexSrc( const char *szFileName )
{
s_source_t *pmodel;
for ( int i=0; i<MAX_EXTRA_COLLISION_MODELS; i++ )
{
if ( m_ExtraModels[i].m_pSrc == NULL )
{
int nummaterials = g_nummaterials;
int numtextures = g_numtextures;
pmodel = Load_Source( szFileName, "SMD", false, false, false );
if ( !pmodel )
return;
// auto-remove any new materials/textures
if (nummaterials && numtextures && (numtextures != g_numtextures || nummaterials != g_nummaterials))
{
g_numtextures = numtextures;
g_nummaterials = nummaterials;
pmodel->texmap[0] = 0;
}
m_ExtraModels[i].m_pSrc = pmodel;
m_ExtraModels[i].m_matOffset.SetToIdentity();
if ( TokenAvailable() )
{
GetToken(false);
if ( !V_strncmp( token, "offset", 6 ) )
{
Vector vecOffsetPosition; vecOffsetPosition.Init();
QAngle angOffsetAngle; angOffsetAngle.Init();
float flScale = 1;
int nCount = sscanf( token, "offset pos[ %f %f %f ] angle[ %f %f %f ] scale[ %f ]",
&vecOffsetPosition.x, &vecOffsetPosition.y, &vecOffsetPosition.z,
&angOffsetAngle.x, &angOffsetAngle.y, &angOffsetAngle.z,
&flScale );
if ( nCount == 7 )
{
// physics model SMDs are in a different space, so this hacky conversion happens
// to their offset matrix so the matrices fed to the src combiner are always the same.
// see: https://intranet.valvesoftware.com/wiki/3D_Coordinate_Systems
matrix3x4_t matLocal; AngleMatrix( angOffsetAngle, vecOffsetPosition, matLocal );
matLocal.ScaleUpper3x3Matrix( flScale * (1.0f / g_currentscale) );
matrix3x4_t matConvert; matConvert.InitXYZ( Vector(0,1,0), Vector(-1,0,0), Vector(0,0,1), Vector(0,0,0) );
ConcatTransforms( matLocal, matConvert.InverseTR(), matLocal );
matrix3x4_t matRotate; matRotate.InitFromQAngles( QAngle(0,90,0) );
ConcatTransforms( matRotate, matLocal, matLocal );
MatrixCopy( matLocal, m_ExtraModels[i].m_matOffset );
}
else
{
MdlError( "Malformed offset parameters to $addconvexsrc." );
return;
}
}
else
{
UnGetToken();
}
}
if ( TokenAvailable() )
{
GetToken(false);
if ( !V_strncmp( token, "concave", 7 ) )
{
m_ExtraModels[i].m_bConcave = true;
}
else
{
UnGetToken();
}
}
return;
}
}
MdlWarning( "Cannot add more than %i extra collision models. Ignoring $addconvexsrc \"%s\".\n", MAX_EXTRA_COLLISION_MODELS, szFileName );
}
void CJointedModel::AppendCollisionPair( const char *pName0, const char *pName1 )
{
collisionpair_t *pPair = new collisionpair_t;
pPair->obj0 = -1;
pPair->obj1 = -1;
int jointIndex0 = FindLocalBoneNamed( pName0 );
pPair->pName0 = (jointIndex0 >= 0) ? m_pModel->localBone[jointIndex0].name : NULL;
int jointIndex1 = FindLocalBoneNamed( pName1 );
pPair->pName1 = (jointIndex1 >= 0) ? m_pModel->localBone[jointIndex1].name : NULL;
//printf("Appending collision pair: %s to %s\n", pPair->pName0, pPair->pName1 );
pPair->pNext = m_pCollisionPairs;
m_pCollisionPairs = pPair;
}
void CJointedModel::RemoveCollisionPair( const char *pName0, const char *pName1 )
{
int jointIndex0 = FindLocalBoneNamed( pName0 );
const char *szName0 = m_pModel->localBone[jointIndex0].name;
int jointIndex1 = FindLocalBoneNamed( pName1 );
const char *szName1 = m_pModel->localBone[jointIndex1].name;
collisionpair_t *pPairToRemove = NULL;
// find the pair to remove
collisionpair_t *pPair = m_pCollisionPairs;
while ( pPair )
{
if ( !strcmp( pPair->pName0, szName0 ) && !strcmp( pPair->pName1, szName1 ) )
{
pPairToRemove = pPair;
break;
}
pPair = pPair->pNext;
}
if ( pPairToRemove )
{
// find the prev
collisionpair_t *pPairPrev = NULL;
pPair = m_pCollisionPairs;
while ( pPair )
{
if ( pPair->pNext == pPairToRemove )
{
pPairPrev = pPair;
break;
}
pPair = pPair->pNext;
}
if ( pPairPrev )
{
pPairPrev->pNext = pPairToRemove->pNext;
}
else
{
// the pair we're removing is at the front
m_pCollisionPairs = pPairToRemove->pNext;
}
//printf("Removing collision pair: %s to %s\n", szName0, szName1 );
}
else
{
//MdlWarning( "No such collision pair exists: [%s] to [%s]\n", pName0, pName1 );
}
}
void CJointedModel::ForceMassCenter( const Vector &centerOfMass )
{
m_isMassCenterForced = true;
m_massCenterForced = centerOfMass;
}
CPhysCollisionModel *CJointedModel::GetCollisionModel( const char *pName )
{
if ( !pName )
return NULL;
CPhysCollisionModel *pList = m_pCollisionList;
while ( pList )
{
if ( !stricmp( pName, pList->m_name ) )
return pList;
pList = pList->m_pNext;
}
return NULL;
}
void CJointedModel::AddConstraint( const char *pJointName, int axis, jointlimit_t jointType, float limitMin, float limitMax, float friction )
{
// In the editor/qc friction values are shown as 5X so 1.0 can be the default.
CJointConstraint *pConstraint = new CJointConstraint( pJointName, axis, jointType, limitMin, limitMax, friction * (1.0f/5.0f) );
// link it in
pConstraint->m_pNext = m_pConstraintList;
m_pConstraintList = pConstraint;
m_constraintCount++;
}
void CJointedModel::DefaultDamping( float damping )
{
m_defaultDamping = damping;
}
void CJointedModel::DefaultRotdamping( float rotdamping )
{
m_defaultRotdamping = rotdamping;
}
void CJointedModel::DefaultInertia( float inertia )
{
m_defaultInertia = inertia;
}
void CJointedModel::SetTotalMass( float mass )
{
m_totalMass = mass;
}
void CJointedModel::SetAutoMass( void )
{
m_totalMass = -1;
}
void CJointedModel::SetNoSelfCollisions()
{
m_noSelfCollisions = true;
}
void CJointedModel::SetCollisionModelDefaults( CPhysCollisionModel *pModel )
{
pModel->m_damping = m_defaultDamping;
pModel->m_inertia = m_defaultInertia;
pModel->m_rotdamping = m_defaultRotdamping;
pModel->m_massBias = 1.0;
// not written unless modified
pModel->m_dragCoefficient = m_defaultDrag;
}
void CJointedModel::ComputeMass( void )
{
// already set
if ( m_totalMass >= 0 )
return;
CPhysCollisionModel *pList = m_pCollisionList;
m_totalMass = 0;
while ( pList )
{
char* pSurfaceProps = GetSurfaceProp( pList->m_name );
int index = physprops->GetSurfaceIndex( pSurfaceProps );
float density, thickness;
physprops->GetPhysicsProperties( index, &density, &thickness, NULL, NULL );
if ( thickness > 0 )
{
m_totalMass += pList->m_surfaceArea * thickness * CUBIC_METERS_PER_CUBIC_INCH * density;
}
else
{
// density is in kg/m^3, volume is in in^3
m_totalMass += pList->m_volume * CUBIC_METERS_PER_CUBIC_INCH * density;
}
pList = pList->m_pNext;
}
if( !g_quiet )
{
printf("Computed Mass: %.2f kg\n", m_totalMass );
}
}
//-----------------------------------------------------------------------------
// Purpose: Creates a collision object using the defaults in joints
// Input : &joints - joint system to create the model in
// *pJointName - name to give this model
// Output : static CPhysCollisionModel
//-----------------------------------------------------------------------------
CPhysCollisionModel *CJointedModel::InitCollisionModel( const char *pJointName )
{
CPhysCollisionModel *pModel = GetCollisionModel( pJointName );
if ( !pModel )
{
int boneIndex = BoneIndex( pJointName );
if ( boneIndex < 0 )
return NULL;
pModel = new CPhysCollisionModel;
// this name is the same as pJointName, but guaranteed to be non-volatile (we'd have to copy pJointName)
pModel->m_name = m_pModel->localBone[boneIndex].name;
if ( m_pModel->localBone[boneIndex].parent >= 0 )
{
pModel->m_parent = m_pModel->localBone[m_pModel->localBone[boneIndex].parent].name;
}
else
{
pModel->m_parent = NULL;
}
SetCollisionModelDefaults( pModel );
AppendCollisionModel( pModel );
}
return pModel;
}
void CJointedModel::JointDamping( const char *pJointName, float damping )
{
CPhysCollisionModel *pModel = InitCollisionModel( pJointName );
if ( pModel )
{
pModel->m_damping = damping;
}
}
void CJointedModel::JointRotdamping( const char *pJointName, float rotdamping )
{
CPhysCollisionModel *pModel = InitCollisionModel( pJointName );
if ( pModel )
{
pModel->m_rotdamping = rotdamping;
}
}
void CJointedModel::JointMassBias( const char *pJointName, float massBias )
{
CPhysCollisionModel *pModel = InitCollisionModel( pJointName );
if ( pModel )
{
pModel->m_massBias = massBias;
}
}
void CJointedModel::JointInertia( const char *pJointName, float inertia )
{
CPhysCollisionModel *pModel = InitCollisionModel( pJointName );
if ( pModel )
{
pModel->m_inertia = inertia;
}
}
void CJointedModel::DefaultDrag( float drag )
{
m_defaultDrag = drag;
}
//-----------------------------------------------------------------------------
// Purpose: Copy all verts assigned to this bone.
// NOTE: Leaves gaps in the model around joints
// Input : **verts -
// *worldVerts -
// &joints -
// boneIndex -
// Output : int vertCount
//-----------------------------------------------------------------------------
int CopyVertsByBone( Vector **verts, Vector *worldVerts, const CJointedModel &joints, int boneIndex )
{
int vertCount = 0;
s_source_t *pmodel = joints.m_pModel;
// loop through each vert to find those assigned to this bone
for ( int i = 0; i < pmodel->numvertices; i++ )
{
s_boneweight_t *pweight = &pmodel->vertex[ i ].boneweight;
// look at each assignment for this vert
for ( int j = 0; j < pweight->numbones; j++ )
{
// Discover the local bone index for this bone
int localBone = pweight->bone[j];
// assigned to boneIndex?
if ( joints.RemapBone( localBone ) == boneIndex )
{
// add this vert to model
verts[vertCount++] = &worldVerts[i];
}
}
}
return vertCount;
}
//-----------------------------------------------------------------------------
// Purpose: Copy all verts that are referenced by a face which has a vert assigned
// to this bone.
// NOTE: convex hulls of each bone will overlap at the joints
// Input : **verts -
// *worldVerts -
// &joints -
// boneIndex -
// Output : int
//-----------------------------------------------------------------------------
int CJointedModel::CopyFaceVertsByBone( Vector **verts, Vector *worldVerts, int boneIndex )
{
int vertCount = 0;
int *vertChecked = new int[m_pModel->numvertices];
for ( int b = 0; b < m_pModel->numvertices; b++ )
{
vertChecked[b] = 0;
}
for ( int i = 0; i < m_pModel->nummeshes; i++ )
{
s_mesh_t *pmesh = m_pModel->mesh + m_pModel->meshindex[i];
for ( int j = 0; j < pmesh->numfaces; j++ )
{
s_face_t *face = m_pModel->face + pmesh->faceoffset + j;
s_face_t globalFace;
GlobalFace( &globalFace, pmesh, face );
if ( FaceHasVertOnBone( globalFace, boneIndex ) )
{
if ( !vertChecked[globalFace.a] )
{
// add this vert to model
verts[vertCount++] = &worldVerts[globalFace.a];
}
if ( !vertChecked[globalFace.b] )
{
// add this vert to model
verts[vertCount++] = &worldVerts[globalFace.b];
}
if ( !vertChecked[globalFace.c] )
{
// add this vert to model
verts[vertCount++] = &worldVerts[globalFace.c];
}
// mark these verts so you only add them once
vertChecked[globalFace.a] = 1;
vertChecked[globalFace.b] = 1;
vertChecked[globalFace.c] = 1;
}
}
}
delete[] vertChecked;
return vertCount;
}
//-----------------------------------------------------------------------------
// Purpose: Find all verts that differ only by texture coordinates - this allows
// us to ignore texture coordinates on collision models
// Input : *weldTable - output table
// *pmodel - input model
//-----------------------------------------------------------------------------
void BuildVertWeldTable( int *weldTable, s_source_t *pmodel )
{
for ( int i = 0; i < pmodel->numvertices; i++ )
{
bool found = false;
for ( int j = 0; j < i; j++ )
{
float dist = (pmodel->vertex[j].position - pmodel->vertex[i].position).Length();
float normalDist = DotProduct( pmodel->vertex[j].normal, pmodel->vertex[i].normal );
if ( dist <= g_WeldVertEpsilon && normalDist > g_WeldNormalEpsilon )
{
found = true;
weldTable[i] = j;
break;
}
}
if ( !found )
{
weldTable[i] = i;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: marks all verts with a unique ID. Each set of connected verts has
// the same ID. IDs are the index of the lowest numbered face on the
// mesh
// Input : *vertID - array that holds IDs
// *pmodel - model to process
//-----------------------------------------------------------------------------
void MarkConnectedMeshes( int *vertID, s_source_t *pmodel, int *vertMap )
{
int i;
// mark all verts as max faceid + 1
for ( i = 0; i < pmodel->numvertices; i++ )
{
// If these verts have been welded to a lower-index vert, mark them
// as already processed to avoid making additional convex objects out of them.
if ( vertMap[i] != i )
{
vertID[i] = -1;
}
else
{
vertID[i] = pmodel->numfaces+1;
}
}
int marked = 0;
int faceid = 0;
// iterate the face list, minimizing the vertID at each vert
// until we have an iteration where no vertIDs are changed
do
{
marked = 0;
faceid = 0;
for ( i = 0; i < pmodel->nummeshes; i++ )
{
s_mesh_t *pmesh = pmodel->mesh + pmodel->meshindex[i];
for ( int j = 0; j < pmesh->numfaces; j++ )
{
s_face_t *face = pmodel->face + pmesh->faceoffset + j;
s_face_t globalFace;
GlobalFace( &globalFace, pmesh, face );
// account for welding
globalFace.a = vertMap[globalFace.a];
globalFace.b = vertMap[globalFace.b];
globalFace.c = vertMap[globalFace.c];
// find min(faceid, vertID[a], vertID[b], vertID[c]);
int newid = MIN(faceid, vertID[globalFace.a]);
newid = MIN( newid, vertID[globalFace.b]);
newid = MIN( newid, vertID[globalFace.c]);
// mark all verts with the minimum, count the number we had to mark
if ( vertID[globalFace.a] != newid )
{
vertID[globalFace.a] = newid;
marked++;
}
if ( vertID[globalFace.b] != newid )
{
vertID[globalFace.b] = newid;
marked++;
}
if ( vertID[globalFace.c] != newid )
{
vertID[globalFace.c] = newid;
marked++;
}
faceid++;
}
}
} while ( marked != 0 );
}
//-----------------------------------------------------------------------------
// Purpose: Finds a CPhysCollisionModel in a linked list of models.
// Input : *pHead -
// *pName -
// Output : CPhysCollisionModel
//-----------------------------------------------------------------------------
CPhysCollisionModel *FindObjectInList( CPhysCollisionModel *pHead, const char *pName )
{
while ( pHead )
{
if ( !stricmp( pName, pHead->m_name ) )
break;
pHead = pHead->m_pNext;
}
return pHead;
}
//-----------------------------------------------------------------------------
// Purpose: Fix all bones to reference the remapped/collapsed bone structure
void CJointedModel::FixBoneList()
{
if ( !m_isJointed )
return;
CPhysCollisionModel *pmodel = m_pCollisionList;
while ( pmodel )
{
int nodeIndex = FindLocalBoneNamed( pmodel->m_name );
if ( nodeIndex < 0 )
{
MdlWarning("Physics for unknown bone %s\n", pmodel->m_name );
}
else
{
int count = 0;
// remove simplified bones
while ( m_pModel->boneLocalToGlobal[nodeIndex] < 0 )
{
if ( count++ > MAXSTUDIOSRCBONES )
break;
// simplified out, move up to the parent
nodeIndex = m_pModel->localBone[nodeIndex].parent;
}
if ( nodeIndex >= 0 )
{
// bone collapse may have changed parent hierarchy, and the root name.
// The vertices are converted to the new reference by ConvertToWorldSpace(), as well as RemapVerticesToGlobalBones()
pmodel->m_name = g_bonetable[ m_pModel->boneLocalToGlobal[nodeIndex] ].name;
pmodel->m_parent = NULL;
int parentIndex = m_pModel->localBone[nodeIndex].parent;
if ( parentIndex >= 0 && parentIndex != nodeIndex )
{
parentIndex = m_bonemap[parentIndex];
if (m_pModel->boneLocalToGlobal[parentIndex] < 0)
{
pmodel->m_parent = m_pModel->localBone[parentIndex].name;
}
else
{
pmodel->m_parent = g_bonetable[ m_pModel->boneLocalToGlobal[parentIndex] ].name;
}
}
}
else
{
MdlWarning("Physics for unknown bone %s\n", pmodel->m_name );
}
}
pmodel = pmodel->m_pNext;
}
}
//-----------------------------------------------------------------------------
// Purpose: Fixup all references to parents by walking up on models whose parents
// have no collision geometry. Bones without geometry cannot be physically
// simulated, so they must be removed.
// NOTE: This is broken. It won't work for tree structures with an empty parent
// (i.e. 2 children attached to a parent bone that has no physics geometry - thus empty)
// It will not convert that parent into a constraint between 2 children
// Input : *pList -
// *pSource -
// *pParentName -
// Output : const char
//-----------------------------------------------------------------------------
const char *CJointedModel::FixParent( const char *pParentName )
{
while ( pParentName )
{
if ( FindObjectInList( m_pCollisionList, pParentName ) )
{
return pParentName;
}
int nodeIndex = FindLocalBoneNamed( pParentName );
if ( nodeIndex < 0 )
return NULL;
int parentIndex = m_pModel->localBone[nodeIndex].parent;
if ( parentIndex < 0 )
{
break;
}
pParentName = m_pModel->localBone[parentIndex].name;
}
return NULL;
}
struct boundingvolume_t
{
Vector mins;
Vector maxs;
};
void CreateCollide( CPhysCollisionModel *pBase, CPhysConvex **pElements, int elementCount, const boundingvolume_t &bv )
{
int i;
if ( !pBase )
return;
// NOTE: Must do this before building collide
pBase->m_volume = 0;
pBase->m_surfaceArea = 0;
for ( i = 0; i < elementCount; i++ )
{
pBase->m_volume += physcollision->ConvexVolume( pElements[i] );
pBase->m_surfaceArea += physcollision->ConvexSurfaceArea( pElements[i] );
}
convertconvexparams_t params;
params.Defaults();
params.buildOuterConvexHull = true;
params.buildDragAxisAreas = true;
params.checkOptimalTracing = true;
Vector size = bv.maxs - bv.mins;
int largest = 0;
float minSurfaceArea = -1.0f;
for ( i = 0; i < 3; i++ )
{
if ( size[i] > size[largest] )
{
largest = i;
}
int other = (i+1)%3;
int cross = (i+2)%3;
float surfaceArea = size[other] * size[cross];
if ( minSurfaceArea < 0 || surfaceArea < minSurfaceArea )
{
minSurfaceArea = surfaceArea;
}
}
// this can be really slow with super-large models and a low error tolerance
// Basically you get a ray cast through each square of epsilon surface area on each OBB side
// So compute it for 0.01% error (on the smallest side, less on larger sides)
params.dragAreaEpsilon = clamp( minSurfaceArea * 1e-4f, 0.25f, 128.0f );
Vector tmp = size;
tmp[largest] = 0;
float len = tmp.Length();
if ( len > 0 )
{
float sizeRatio = size[largest] / len;
// HACKHACK: Hardcoded size ratio to induce damping
// This prevents long skinny objects from rolling endlessly
if ( sizeRatio > 9 )
{
pBase->m_rotdamping = 1.0f;
}
}
// THIS DESTROYS pConvex!!
pBase->m_pCollisionData = physcollision->ConvertConvexToCollideParams( pElements, elementCount, params );
// debug output for the drag area calculations
#if 0
Msg("Drag epsilon is %.3f\n", params.dragAreaEpsilon );
Vector areas = physcollision->CollideGetOrthographicAreas( pBase->m_pCollisionData );
Msg("Drag fractions are %.3f %.3f %.3f\n", areas.x, areas.y, areas.z );
#endif
}
// is this list of verts contained in a slab of epsilon width? If so, it's probably
// an error of some kind - we shouldn't be authoring flat or 2d collision models
bool IsApproximatelyPlanar( Vector **verts, int vertCount, float epsilon )
{
if ( vertCount < 4 )
return true;
// If we're using an un-welded model, then this may generate a degenerate normal
// loop to search for an actual plane
int v0 = 1, v1 = 2;
Vector normal;
while ( v0 < vertCount && v1 < vertCount )
{
Vector edge0 = *verts[v0] - *verts[0];
Vector edge1 = *verts[v1] - *verts[0];
normal = CrossProduct( edge0, edge1 );
float len = VectorNormalize( normal );
if ( len > 0.001 )
break;
if ( edge0.Length() < 0.001 )
{
// verts[0] and v0 are coincident, try new verts
v0++;
v1++;
}
else
{
// v0 seems fine, try a new v1 -- it's probably coincident with v0
v1++;
}
}
// form the plane and project all of the verts into it
float minDist = DotProduct( normal, *verts[0] );
float maxDist = minDist;
for ( int i = 0; i < vertCount; i++ )
{
float d = DotProduct( *verts[i], normal );
if ( d < minDist )
{
minDist = d;
}
else if ( d > maxDist )
{
maxDist = d;
}
// at least one vert out of the plane, we've got something 3 dimensional
if ( fabsf(maxDist-minDist) > epsilon )
return false;
}
return true;
}
void BuildConvexListByVertID( s_source_t *pmodel, CUtlVector<convexlist_t> &convexList, CUtlVector<int> &vertList, CUtlVector<int> &vertID )
{
// loop through each island of verts and append it to the convex list
convexlist_t current;
for ( int i = 0; i < pmodel->numvertices; i++ )
{
// already processed this group
if ( vertID[i] < 0 || vertID[i] > pmodel->numfaces )
continue;
current.firstVertIndex = vertList.Count();
current.numVertIndex = 0;
int id = vertID[i];
for ( int j = i; j < pmodel->numvertices; j++ )
{
if ( vertID[j] == id )
{
vertList.AddToTail(j);
current.numVertIndex++;
// don't reuse this vert
vertID[j] = -1;
}
}
convexList.AddToTail(current);
}
}
// build a list of vertex indices for each connected sub-piece
void BuildSingleConvexForFaceList( s_source_t *pmodel, CUtlVector<convexlist_t> &convexList, CUtlVector<int> &vertList, const CUtlVector<s_face_t> &faceList )
{
CUtlVector<int> vertID;
vertID.SetCount(pmodel->numvertices);
int i;
for ( i = 0; i < pmodel->numvertices; i++ )
{
vertID[i] = -1;
}
for ( i = 0; i < faceList.Count(); i++ )
{
const s_face_t &globalFace = faceList[i];
vertID[globalFace.a] = 1;
vertID[globalFace.b] = 1;
vertID[globalFace.c] = 1;
}
BuildConvexListByVertID( pmodel, convexList, vertList, vertID );
}
void BuildConvexListForFaceList( s_source_t *pmodel, CUtlVector<convexlist_t> &convexList, CUtlVector<int> &vertList, const CUtlVector<s_face_t> &faceList )
{
CUtlVector<int> weldTable;
weldTable.SetCount(pmodel->numvertices);
BuildVertWeldTable( weldTable.Base(), pmodel );
int i;
CUtlVector<int> vertID;
vertID.SetCount(pmodel->numvertices);
// mark all verts as max faceid + 1
for ( i = 0; i < pmodel->numvertices; i++ )
{
// If these verts have been welded to a lower-index vert, mark them
// as already processed to avoid making additional convex objects out of them.
if ( weldTable[i] != i )
{
vertID[i] = -1;
}
else
{
vertID[i] = pmodel->numfaces+1;
}
}
Assert(convexList.Count()==0);
Assert(vertList.Count()==0);
int marked = 0;
int faceid = 0;
// iterate the face list, minimizing the vertID at each vert
// until we have an iteration where no vertIDs are changed
do
{
marked = 0;
faceid = 0;
// basically this flood fills ids out to the verts until each island of connected
// verts shares a single id (so new verts got marked)
for ( i = 0; i < faceList.Count(); i++ )
{
s_face_t globalFace = faceList[i];
// account for welding
globalFace.a = weldTable[globalFace.a];
globalFace.b = weldTable[globalFace.b];
globalFace.c = weldTable[globalFace.c];
int newid = MIN(i, vertID[globalFace.a]);
newid = MIN( newid, vertID[globalFace.b]);
newid = MIN( newid, vertID[globalFace.c]);
// mark all verts with the minimum, count the number we had to mark
if ( vertID[globalFace.a] != newid )
{
vertID[globalFace.a] = newid;
marked++;
}
if ( vertID[globalFace.b] != newid )
{
vertID[globalFace.b] = newid;
marked++;
}
if ( vertID[globalFace.c] != newid )
{
vertID[globalFace.c] = newid;
marked++;
}
}
} while ( marked != 0 );
BuildConvexListByVertID( pmodel, convexList, vertList, vertID );
}
// take a list of convex elements (lists of vert indices into master vert list) and build CPhysConvex out of them
// return true if there are no errors detected
bool BuildConvexesForLists( CUtlVector<CPhysConvex *> &convexOut, const CUtlVector<convexlist_t> &convexList, const CUtlVector<int> &vertList, const CUtlVector<Vector> &worldspaceVerts, bool bRemove2d )
{
bool bValid = true;
CUtlVector<Vector *> vertsThisConvex;
for ( int i = 0; i < convexList.Count(); i++ )
{
const convexlist_t &elem = convexList[i];
vertsThisConvex.RemoveAll();
for ( int j = 0; j < elem.numVertIndex; j++ )
{
// this is ok because physcollision won't modify these, but wants non-const
Vector *pVert = const_cast<Vector *>(&worldspaceVerts[vertList[j + elem.firstVertIndex]]);
vertsThisConvex.AddToTail( pVert );
}
// need at least 3 verts to build a CPhysConvex
if ( vertsThisConvex.Count() > 2 )
{
const float g_epsilon_2d = 0.5f;
// HACKHACK: A heuristic to detect models without smoothing groups set
// UNDONE: Do a BSP to decompose arbitrary models to convex?
if ( IsApproximatelyPlanar( vertsThisConvex.Base(), vertsThisConvex.Count(), g_epsilon_2d ) )
{
if ( bRemove2d )
continue;
MdlWarning("Model has 2-dimensional geometry (less than %.3f inches thick on any axis)!!!\n", g_epsilon_2d );
bValid = false;
}
// go ahead and build it out
CPhysConvex *pConvex = physcollision->ConvexFromVerts( vertsThisConvex.Base(), vertsThisConvex.Count() );
if ( pConvex )
{
// Got something valid, attach this convex data to the root model
physcollision->SetConvexGameData( pConvex, 0 );
convexOut.AddToTail(pConvex);
}
}
}
return bValid;
}
//-----------------------------------------------------------------------------
// Purpose: Build a jointed collision model with constraints
// Output : int
//-----------------------------------------------------------------------------
int CJointedModel::ProcessJointedModel()
{
if( !g_quiet )
{
printf("Processing jointed collision model\n" );
}
// loop through each bone and form a collision model
for ( int boneIndex = 0; boneIndex < m_pModel->numbones; boneIndex++ )
{
if ( !ShouldProcessBone( boneIndex ) )
continue;
CUtlVector<Vector> bonespaceVerts;
bonespaceVerts.SetCount(m_pModel->numvertices);
ConvertToBoneSpace( boneIndex, bonespaceVerts );
CUtlVector<s_face_t> faceList;
CUtlVector<convexlist_t> convexList;
CUtlVector<int> vertList;
CUtlVector<CPhysConvex *> convexOut;
bool bValid = false;
for ( int i = 0; i < m_pModel->nummeshes; i++ )
{
s_mesh_t *pmesh = m_pModel->mesh + m_pModel->meshindex[i];
for ( int j = 0; j < pmesh->numfaces; j++ )
{
s_face_t *face = m_pModel->face + pmesh->faceoffset + j;
s_face_t globalFace;
GlobalFace( &globalFace, pmesh, face );
if ( FaceHasVertOnBone( globalFace, boneIndex ) )
{
faceList.AddToTail( globalFace );
}
}
if ( m_allowConcaveJoints )
{
BuildConvexListForFaceList( m_pModel, convexList, vertList, faceList );
}
else
{
BuildSingleConvexForFaceList( m_pModel, convexList, vertList, faceList );
}
bValid = BuildConvexesForLists( convexOut, convexList, vertList, bonespaceVerts, m_remove2d );
}
if ( convexOut.Count() > m_maxConvex )
{
MdlWarning("COSTLY COLLISION MODEL!!!! (%d parts - %d allowed)\n", convexOut.Count(), m_maxConvex );
bValid = false;
}
if ( !bValid && convexOut.Count() )
{
MdlWarning("Error with convex elements of %s, building single convex!!!!\n", m_pModel->filename );
for ( int i = 0; i < convexOut.Count(); i++ )
{
physcollision->ConvexFree( convexOut[i] );
}
convexOut.Purge();
}
if ( convexOut.Count() )
{
int i;
CPhysCollisionModel *pPhys = InitCollisionModel( m_pModel->localBone[boneIndex].name );
pPhys->m_mass = 1.0;
pPhys->m_name = m_pModel->localBone[boneIndex].name;
if ( m_pModel->localBone[boneIndex].parent >= 0 )
{
pPhys->m_parent = m_pModel->localBone[m_pModel->localBone[boneIndex].parent].name;
}
else
{
pPhys->m_parent = NULL;
}
boundingvolume_t bv;
ClearBounds( bv.mins, bv.maxs );
int vertCount = 0;
for ( i = 0; i < convexList.Count(); i++ )
{
const convexlist_t &elem = convexList[i];
for ( int j = 0; j < elem.numVertIndex; j++ )
{
AddPointToBounds( bonespaceVerts[vertList[elem.firstVertIndex+j]], bv.mins, bv.maxs );
vertCount++;
}
}
for ( i = 0; i < convexOut.Count(); i++ )
{
// Attach this convex data to this particular bone
int globalBoneIndex = m_pModel->boneLocalToGlobal[boneIndex];
physcollision->SetConvexGameData( convexOut[i], globalBoneIndex + 1 );
}
CreateCollide( pPhys, convexOut.Base(), convexOut.Count(), bv );
if( !g_quiet )
{
printf("%-24s (%3d verts, %d convex elements) volume: %4.2f\n", pPhys->m_name, vertCount, convexOut.Count(), pPhys->m_volume );
}
UnlinkCollisionModel( pPhys );
AppendCollisionModel( pPhys );
}
}
// remove any non-physical joints at this point
CPhysCollisionModel *pPhys = m_pCollisionList;
while (pPhys)
{
CPhysCollisionModel *pNext = pPhys->m_pNext;
if ( !pPhys->m_pCollisionData )
{
UnlinkCollisionModel(pPhys);
delete pPhys;
}
pPhys = pNext;
}
return 1;
}
#if 0
// debug visualization code - use this to dump out intermediate geometry files for visualization in glview.exe
void DumpToGLView( char const *pName, s_source_t *pmodel, Vector *worldVerts, int *used )
{
int i;
for ( i = 0; i < pmodel->numvertices; i++ )
used[i] = -1;
FILE *fp = fopen( pName, "w" );
// dump the model to a glview file
for ( i = 0; i < pmodel->nummeshes; i++ )
{
s_mesh_t *pmesh = pmodel->mesh + pmodel->meshindex[i];
for ( int j = 0; j < pmesh->numfaces; j++ )
{
s_face_t *face = pmodel->face + pmesh->faceoffset + j;
s_face_t globalFace;
GlobalFace( &globalFace, pmesh, face );
fprintf( fp, "3\n" );
fprintf( fp, "%6.3f %6.3f %6.3f 0 1 0\n", worldVerts[globalFace.b].x, worldVerts[globalFace.b].y, worldVerts[globalFace.b].z );
fprintf( fp, "%6.3f %6.3f %6.3f 1 0 0\n", worldVerts[globalFace.a].x, worldVerts[globalFace.a].y, worldVerts[globalFace.a].z );
fprintf( fp, "%6.3f %6.3f %6.3f 0 0 1\n", worldVerts[globalFace.c].x, worldVerts[globalFace.c].y, worldVerts[globalFace.c].z );
used[globalFace.a] = 0;
used[globalFace.b] = 0;
used[globalFace.c] = 0;
}
}
// dump a triangle expanded around each vert to the file (to show degenerate tris' verts).
for ( i = 0; i < pmodel->numvertices; i++ )
{
if ( used[i] < 0 )
continue;
fprintf( fp, "3\n" );
Vector vert;
vert = worldVerts[i] + Vector(0,0,5);
fprintf( fp, "%6.3f %6.3f %6.3f 1 0 0\n", vert.x, vert.y, vert.z );
vert = worldVerts[i] + Vector(5,0,-5);
fprintf( fp, "%6.3f %6.3f %6.3f 0 1 0\n", vert.x, vert.y, vert.z );
vert = worldVerts[i] + Vector(-5,0,-5);
fprintf( fp, "%6.3f %6.3f %6.3f 0 0 1\n", vert.x, vert.y, vert.z );
}
fclose( fp );
}
#endif
int CJointedModel::ProcessSingleBody()
{
// THIS CODE IS ONLY EXECUTED ON PROPS - i.e. NON-JOINTED MODELS
static const int nMaxModels = MAX_EXTRA_COLLISION_MODELS + 1;
if ( !m_bRootCollisionIsEmpty )
{
m_ExtraModels[MAX_EXTRA_COLLISION_MODELS].m_pSrc = m_pModel;
m_ExtraModels[MAX_EXTRA_COLLISION_MODELS].m_bConcave = m_allowConcave;
m_ExtraModels[MAX_EXTRA_COLLISION_MODELS].m_matOffset.SetToIdentity();
}
// Transform all the extra models using their offset matrices. May as well do this right away.
for ( int i = 0; i < nMaxModels; i++ )
{
if ( m_ExtraModels[i].m_pSrc != NULL )
{
if ( !m_allowConcave )
m_ExtraModels[i].m_bConcave = false;
// Note this doesn't even touch the verts if the offset matrix is identity (assumed no position/rotation change in that case).
ApplyOffsetToSrcVerts( m_ExtraModels[i].m_pSrc, m_ExtraModels[i].m_matOffset );
}
}
// the root collision model is now 'empty' meaning that the overall collision model will be built entirely from
// appended sources in the extra models list. If the extra model list is empty, we've got nothing to build
// and that's an error.
// find and group up the concave sources into a single welded source
s_source_t *pConcaveSrc = NULL;
s_source_t *pFallbackSrc = NULL;
for ( int i = 0; i < nMaxModels; i++ )
{
if ( m_ExtraModels[i].m_pSrc != NULL )
{
if ( !pFallbackSrc )
pFallbackSrc = m_ExtraModels[i].m_pSrc;
if ( m_ExtraModels[i].m_bConcave )
{
if ( !pConcaveSrc )
{
pConcaveSrc = m_ExtraModels[i].m_pSrc;
}
else
{
AddSrcToSrc( pConcaveSrc, m_ExtraModels[i].m_pSrc );
}
}
}
}
if ( !m_pModel )
{
if ( pConcaveSrc )
{
m_pModel = pConcaveSrc;
}
else if ( pFallbackSrc )
{
m_pModel = pFallbackSrc;
}
else
{
Error( "No valid physics source mesh!\n" );
}
}
CUtlVector<CPhysConvex *> convexOut;
CUtlVector<convexlist_t> convexList;
CUtlVector<Vector> allworldspaceVerts;
bool bValid = true;
// if concavity is allowed, build out pConcaveSrc
if ( pConcaveSrc && m_allowConcave )
{
CUtlVector<Vector> worldspaceVerts;
worldspaceVerts.SetCount(pConcaveSrc->numvertices);
ConvertToWorldSpace( worldspaceVerts, pConcaveSrc );
allworldspaceVerts.AddVectorToTail( worldspaceVerts );
CUtlVector<s_face_t> faceList;
CUtlVector<int> vertList;
for ( int i = 0; i < pConcaveSrc->nummeshes; i++ )
{
s_mesh_t *pmesh = pConcaveSrc->mesh + pConcaveSrc->meshindex[i];
for ( int j = 0; j < pmesh->numfaces; j++ )
{
s_face_t *face = pConcaveSrc->face + pmesh->faceoffset + j;
s_face_t globalFace;
GlobalFace( &globalFace, pmesh, face );
faceList.AddToTail( globalFace );
}
}
BuildConvexListForFaceList( pConcaveSrc, convexList, vertList, faceList );
bValid = BuildConvexesForLists( convexOut, convexList, vertList, worldspaceVerts, m_remove2d );
}
// now add convex extramodel sources that are themselves convex but want to be part of the larger concave system
// we need to do this because once we've welded a combined model together, we can't tell what pieces of it
// used their renderable geometry to create a convex hull. The next best (but still gross) assumption is
// that if the physics src is the same src as the renderable geo then it should get naively convex-hulled,
// then transformed into the given offset in the (possibly concave) overall physics model.
for ( int i = 0; i < nMaxModels; i++ )
{
if ( m_ExtraModels[i].m_pSrc != NULL && !m_ExtraModels[i].m_bConcave )
{
s_source_t *pmodel = m_ExtraModels[i].m_pSrc;
CUtlVector<Vector> worldspaceVertsExtra;
worldspaceVertsExtra.SetCount(pmodel->numvertices);
ConvertToWorldSpace( worldspaceVertsExtra, pmodel );
allworldspaceVerts.AddVectorToTail( worldspaceVertsExtra );
CUtlVector<Vector *> vertsThisConvex;
vertsThisConvex.RemoveAll();
FOR_EACH_VEC( worldspaceVertsExtra, j )
{
// transform the verts using the offset
//worldspaceVertsExtra[j] = VectorTransform( worldspaceVertsExtra[j], m_ExtraModels[i].m_matOffset );
// this is ok because physcollision won't modify these, but wants non-const
Vector *pVert = const_cast<Vector *>(&worldspaceVertsExtra[j]);
vertsThisConvex.AddToTail( pVert );
}
CPhysConvex *pConvex = physcollision->ConvexFromVerts( vertsThisConvex.Base(), vertsThisConvex.Count() );
if ( pConvex )
{
// Got something valid, attach this convex data to the root model
physcollision->SetConvexGameData( pConvex, 0 );
convexOut.AddToTail(pConvex);
}
else
{
MdlWarning("Error with convex elements of %s!\n", pmodel->filename );
bValid = false;
}
}
}
if ( convexOut.Count() > m_maxConvex )
{
if ( g_ConvexHullCountOverride )
{
MdlWarning("Allowing costly collision model. Please be careful. (%d parts - %d normally allowed)\n", convexOut.Count(), m_maxConvex);
}
else
{
MdlWarning("COSTLY COLLISION MODEL!!!! (%d parts - %d allowed)\n", convexOut.Count(), m_maxConvex);
bValid = false;
}
}
if ( !bValid )
{
for ( int i = 0; i < convexOut.Count(); i++ )
{
physcollision->ConvexFree( convexOut[i] );
}
convexOut.Purge();
}
// either we don't want concave, or there was an error building it
if ( !convexOut.Count() || !m_allowConcave )
{
convexOut.Purge();
CUtlVector<Vector *> vertsThisConvex;
vertsThisConvex.RemoveAll();
FOR_EACH_VEC( allworldspaceVerts, j )
{
// this is ok because physcollision won't modify these, but wants non-const
Vector *pVert = const_cast<Vector *>(&allworldspaceVerts[j]);
vertsThisConvex.AddToTail( pVert );
}
CPhysConvex *pConvex = physcollision->ConvexFromVerts( vertsThisConvex.Base(), vertsThisConvex.Count() );
if ( pConvex )
{
// Got something valid, attach this convex data to the root model
physcollision->SetConvexGameData( pConvex, 0 );
convexOut.AddToTail(pConvex);
}
else
{
Error( "Error building fallback convex hull!\n" );
}
}
if ( convexOut.Count() )
{
if( !g_quiet )
{
printf("Model has %d convex sub-parts\n", convexOut.Count() );
}
CPhysCollisionModel *pPhys = new CPhysCollisionModel;
SetCollisionModelDefaults( pPhys );
boundingvolume_t bv;
ClearBounds( bv.mins, bv.maxs );
for ( int i = allworldspaceVerts.Count()-1; --i >= 0; )
{
AddPointToBounds( allworldspaceVerts[i], bv.mins, bv.maxs );
}
CreateCollide( pPhys, convexOut.Base(), convexOut.Count(), bv );
// Init mass, write routine will distribute the total mass
pPhys->m_mass = 1.0;
char tmp[512];
Q_FileBase( m_pModel->filename, tmp, sizeof( tmp ) );
// UNDONE: Memory leak
char *out = new char[strlen(tmp)+1];
strcpy( out, tmp );
pPhys->m_name = out;
pPhys->m_parent = NULL;
AppendCollisionModel( pPhys );
}
return 1;
}
#define MAX_ARGS 16
#define ARG_SIZE 256
//-----------------------------------------------------------------------------
// Purpose: HACKETY HACK - get the args into a buffer.
// This checks for overflow, but it's not very robust - shouldn't be necessary though
// Input : pArgs[][ARG_SIZE] -
// maxCount - array size of pargs
// Output : int - count actually used
//-----------------------------------------------------------------------------
int ReadArgs( char pArgs[][ARG_SIZE], int maxCount )
{
int argCount = 0;
while ( argCount < maxCount && TokenAvailable() )
{
GetToken(false);
strncpy( pArgs[argCount], token, ARG_SIZE );
argCount++;
}
return argCount;
}
//-----------------------------------------------------------------------------
// Purpose: Simple atof wrapper to keep from crashing on bad user input
// Input : *pString -
// Output : float
//-----------------------------------------------------------------------------
float Safe_atof( const char *pString )
{
if ( !pString )
return 0;
return atof(pString);
}
//-----------------------------------------------------------------------------
// Purpose: Simple atoi wrapper to avoid crashing on bad user input
// Input : *pString -
// Output : int
//-----------------------------------------------------------------------------
int Safe_atoi( const char *pString )
{
if ( !pString )
return 0;
return atoi(pString);
}
//-----------------------------------------------------------------------------
// Purpose: Add a constraint to our joint system
// Input : &joints -
// *pJointName -
// *pJointAxis -
// *pJointType -
// *pLimitMin -
// *pLimitMax -
//-----------------------------------------------------------------------------
void CCmd_JointConstrain( CJointedModel &joints, const char *pJointName, const char *pJointAxis, const char *pJointType, const char *pLimitMin, const char *pLimitMax, const char *pFriction )
{
float limitMin = Safe_atof(pLimitMin);
float limitMax = Safe_atof(pLimitMax);
float friction = Safe_atof(pFriction);
int axis = -1;
int jointIndex = joints.FindLocalBoneNamed( pJointName );
if ( !g_bCreateMakefile && jointIndex < 0 )
{
MdlWarning("Can't find joint %s\n", pJointName );
return;
}
pJointName = joints.m_pModel->localBone[jointIndex].name;
if ( pJointAxis )
{
axis = tolower(pJointAxis[0]) - 'x';
}
if ( axis < 0 || axis > 2 || limitMin > limitMax )
{
MdlError("Invalid joint constraint for %s\nCan't build ragdoll!\n", pJointName );
return;
}
jointlimit_t jointType = JOINT_FREE;
if ( !stricmp( pJointType, "free" ) )
{
jointType = JOINT_FREE;
}
else if ( !stricmp( pJointType, "fixed" ) )
{
jointType = JOINT_FIXED;
}
else if ( !stricmp( pJointType, "limit" ) )
{
jointType = JOINT_LIMIT;
}
else
{
MdlWarning("Unknown joint type %s (must be free, fixed, or limit)\n", pJointType );
return;
}
joints.AddConstraint( pJointName, axis, jointType, limitMin, limitMax, friction );
}
//-----------------------------------------------------------------------------
// Purpose: Add a constraint to our joint system
// Input : &joints -
// *pJointName -
// *pJointAxis -
// *pJointType -
// *pLimitMin -
// *pLimitMax -
//-----------------------------------------------------------------------------
#ifdef MDLCOMPILE
void CCmd_JointConstrain( CJointedModel &joints, int nAxis, const char *pJointName, CDmeJointConstrain *pJointConstrain )
{
if ( !pJointConstrain )
return;
const int jointIndex = FindLocalBoneNamed( joints.m_pModel, pJointName );
if ( !g_bCreateMakefile && jointIndex < 0 )
{
MdlWarning("Can't find joint %s\n", pJointConstrain->GetName() );
return;
}
pJointName = joints.m_pModel->localBone[jointIndex].name;
const float limitMin = pJointConstrain->m_aLimitMin.Get();
const float limitMax = pJointConstrain->m_aLimitMax.Get();
const float friction = pJointConstrain->m_flFriction.Get();
if ( nAxis < 0 || nAxis > 2 || limitMin > limitMax )
{
MdlError( "Invalid joint constraint for %s\nCan't build ragdoll!\n", pJointName );
return;
}
const int nJointType = pJointConstrain->m_nType.Get();
if ( nJointType < 0 || nJointType > 2 )
{
MdlWarning("Invalid joint constraint for %s, Unknown joint type %d (must be 0:free, 1:fixed, or 2:limit)\n", pJointName, nJointType );
return;
}
const jointlimit_t jointType = static_cast< jointlimit_t >( nJointType );
joints.AddConstraint( pJointName, nAxis, jointType, limitMin, limitMax, friction );
}
#endif // #ifdef MDLCOMPILE
//-----------------------------------------------------------------------------
// Purpose: Remove a joint from the system (don't create physical geometry for it)
// Input : &joints -
// args[][ARG_SIZE] -
// argCount -
//-----------------------------------------------------------------------------
// UNDONE: Automatically skip joints that will have mass that is too low?
void CCmd_JointSkip( CJointedModel &joints, const char *pName )
{
int boneIndex = joints.FindLocalBoneNamed( pName );
if ( boneIndex < 0 )
{
MdlWarning("Can't skip joint %s, not found\n", pName );
}
else
{
// printf("skipping joint %s\n", pName );
joints.SkipBone( boneIndex );
}
}
//-----------------------------------------------------------------------------
// Purpose: Sets the object's mass. The code will distribute this mass to each
// part based on the collision model's volume
// Input : &joints -
// *pMass -
//-----------------------------------------------------------------------------
void CCmd_TotalMass( CJointedModel &joints, const char *pMass )
{
joints.SetTotalMass( Safe_atof(pMass) );
}
//-----------------------------------------------------------------------------
// Purpose: verts from the bone named pChild are added to the collision model of pParent
// Input : *pmodel - source model
// *pParent - destination bone name
// *pChild - source bone name
//-----------------------------------------------------------------------------
void CCmd_JointMerge( CJointedModel &joints, const char *pParent, const char *pChild )
{
joints.AddMergeCommand( pParent, pChild );
joints.MergeBones( pParent , pChild );
}
void CCmd_JointRoot( CJointedModel &joints, const char *pBone )
{
// save the root bone name
strcpy( joints.m_rootName, pBone );
}
void CCmd_JoinAnimatedFriction( CJointedModel &joints, const char *pMinFriction, const char *pMaxFriction, const char *pTimeIn, const char *pTimeHold, const char *pTimeOut )
{
joints.m_flFrictionTimeIn = Safe_atof( pTimeIn );
joints.m_flFrictionTimeOut = Safe_atof( pTimeOut );
joints.m_flFrictionTimeHold = Safe_atof( pTimeHold );
joints.m_iMinAnimatedFriction = Safe_atoi( pMinFriction );
joints.m_iMaxAnimatedFriction = Safe_atoi( pMaxFriction );
joints.m_bHasAnimatedFriction = true;
}
#ifdef MDLCOMPILE
void CCmd_JoinAnimatedFriction( CJointedModel &joints, CDmeJointAnimatedFriction *pJaf )
{
if ( !pJaf )
return;
joints.m_flFrictionTimeIn = pJaf->m_tTimeIn.Get().GetSeconds();
joints.m_flFrictionTimeOut = pJaf->m_tTimeOut.Get().GetSeconds();
joints.m_flFrictionTimeHold = pJaf->m_tTimeHold.Get().GetSeconds();
joints.m_iMinAnimatedFriction = pJaf->m_nMinFriction.Get();
joints.m_iMaxAnimatedFriction = pJaf->m_nMaxFriction.Get();
joints.m_bHasAnimatedFriction = true;
}
#endif // #ifdef MDLCOMPILE
//-----------------------------------------------------------------------------
// Purpose: Parses all legal commands inside the $collisionjoints {} block
// Input : &joints -
//-----------------------------------------------------------------------------
void ParseCollisionCommands( CJointedModel &joints )
{
char command[512];
char args[MAX_ARGS][ARG_SIZE];
int argCount;
g_ConvexHullCountOverride = false;
while( GetToken( true ) )
{
if ( !strcmp( token, "}" ) )
return;
strcpy( command, token );
if ( !stricmp( command, "$mass" ) )
{
argCount = ReadArgs( args, 1 );
CCmd_TotalMass( joints, args[0] );
}
// default properties
else if ( !stricmp( command, "$automass" ) )
{
joints.SetAutoMass();
}
else if ( !stricmp( command, "$inertia" ) )
{
argCount = ReadArgs( args, 1 );
joints.DefaultInertia( Safe_atof( args[0] ) );
}
else if ( !stricmp( command, "$damping" ) )
{
argCount = ReadArgs( args, 1 );
joints.DefaultDamping( Safe_atof( args[0] ) );
}
else if ( !stricmp( command, "$rotdamping" ) )
{
argCount = ReadArgs( args, 1 );
joints.DefaultRotdamping( Safe_atof( args[0] ) );
}
else if ( !stricmp( command, "$drag" ) )
{
argCount = ReadArgs( args, 1 );
joints.DefaultDrag( Safe_atof( args[0] ) );
}
else if ( !stricmp( command, "$rollingDrag" ) )
{
argCount = ReadArgs( args, 1 );
// JAY: Removed this in favor of heuristic/tuning approach
//joints.DefaultRollingDrag( Safe_atof( args[0] ) );
}
else if ( !stricmp( command, "$maxconvexpieces") )
{
argCount = ReadArgs( args, 1 );
joints.SetMaxConvex( Safe_atoi(args[0]) );
}
else if ( !stricmp( command, "$remove2d") )
{
joints.Remove2DConvex();
}
else if ( !stricmp( command, "$concaveperjoint") )
{
joints.AllowConcaveJoints();
}
else if ( !stricmp( command, "$weldposition") )
{
argCount = ReadArgs(args,1);
g_WeldVertEpsilon = Safe_atof( args[0] );
}
else if ( !stricmp( command, "$weldnormal") )
{
argCount = ReadArgs(args,1);
g_WeldNormalEpsilon = Safe_atof( args[0] );
}
else if ( !stricmp( command, "$concave" ) )
{
joints.AllowConcave();
}
else if (!stricmp(command, "$convexhullcountoverride"))
{
argCount = ReadArgs(args, 1);
g_ConvexHullCountOverride = true;
}
else if ( !stricmp( command, "$masscenter" ) )
{
argCount = ReadArgs( args, 3 );
Vector center;
center.Init( Safe_atof(args[0]), Safe_atof(args[1]), Safe_atof(args[2]) );
joints.ForceMassCenter( center );
}
// joint commands
else if ( !stricmp( command, "$jointskip" ) )
{
argCount = ReadArgs( args, 1 );
CCmd_JointSkip( joints, args[0] );
}
else if ( !stricmp( command, "$jointmerge" ) )
{
argCount = ReadArgs( args, 2 );
CCmd_JointMerge( joints, args[0], args[1] );
}
else if ( !stricmp( command, "$rootbone" ) )
{
argCount = ReadArgs( args, 1 );
CCmd_JointRoot( joints, args[0] );
}
else if ( !stricmp( command, "$jointconstrain" ) )
{
argCount = ReadArgs( args, 6 );
char *pFriction = args[5];
if ( argCount < 6 )
{
pFriction = "1.0";
}
CCmd_JointConstrain( joints, args[0], args[1], args[2], args[3], args[4], pFriction );
}
// joint properties
else if ( !stricmp( command, "$jointinertia" ) )
{
argCount = ReadArgs( args, 2 );
joints.JointInertia( args[0], Safe_atof( args[1] ) );
}
else if ( !stricmp( command, "$jointdamping" ) )
{
argCount = ReadArgs( args, 2 );
joints.JointDamping( args[0], Safe_atof( args[1] ) );
}
else if ( !stricmp( command, "$jointrotdamping" ) )
{
argCount = ReadArgs( args, 2 );
joints.JointRotdamping( args[0], Safe_atof( args[1] ) );
}
else if ( !stricmp( command, "$jointmassbias" ) )
{
argCount = ReadArgs( args, 2 );
joints.JointMassBias( args[0], Safe_atof( args[1] ) );
}
else if ( !stricmp( command, "$noselfcollisions" ) )
{
joints.SetNoSelfCollisions();
}
else if ( !stricmp( command, "$jointcollide" ) )
{
argCount = ReadArgs( args, 2 );
joints.AppendCollisionPair( args[0], args[1] );
}
else if ( !stricmp( command, "$animatedfriction" ) )
{
argCount = ReadArgs( args, 5 );
if ( argCount == 5 )
{
CCmd_JoinAnimatedFriction( joints, args[0], args[1], args[2], args[3], args[4] );
}
}
else if ( !stricmp( command, "$assumeworldspace") )
{
joints.m_bAssumeWorldspace = true;
}
else if ( !stricmp( command, "$addconvexsrc" ) )
{
argCount = ReadArgs( args, 1 );
joints.AddConvexSrc( args[0] );
}
else if ( !stricmp( command, "$jointcollidealltoall" ) )
{
char szTempNames[32][256];
int nNumEntries = 0;
GetToken( true );
if ( token[0] == '{' )
{
while ( GetToken(true) && nNumEntries < 32 && strcmp( token, "}" ) )
{
V_strcpy_safe( szTempNames[nNumEntries], token );
nNumEntries++;
}
}
//printf( "Num entries: %i\n", nNumEntries );
for ( int i=0; i<nNumEntries; i++ )
{
for ( int j=0; j<nNumEntries; j++ )
{
if ( i != j )
{
const char* szBoneNameA = szTempNames[i];
const char* szBoneNameB = szTempNames[j];
joints.AppendCollisionPair( szBoneNameA, szBoneNameB );
}
}
}
}
else if ( !stricmp( command, "$jointnocollide" ) )
{
argCount = ReadArgs( args, 2 );
joints.RemoveCollisionPair( args[0], args[1] );
joints.RemoveCollisionPair( args[1], args[0] ); // lol
}
else
{
MdlWarning("Unknown command %s in collision series\n", command );
}
}
}
void Cmd_CollisionText( void )
{
int level = 1;
if ( !GetToken( true ) )
return;
if ( token[0] != '{' )
return;
while ( GetToken(true) )
{
if ( !strcmp( token, "}" ) )
{
level--;
if ( level <= 0 )
break;
g_JointedModel.AddText( " }\n" );
}
else if ( !strcmp( token, "{" ) )
{
g_JointedModel.AddText( "{" );
level++;
}
else
{
// tokens inside braces are quoted
if ( level > 1 )
{
g_JointedModel.AddText( "\"" );
g_JointedModel.AddText( token );
g_JointedModel.AddText( "\" " );
}
else
{
g_JointedModel.AddText( token );
g_JointedModel.AddText( " " );
}
}
}
}
static bool LoadSurfaceProps( const char *pMaterialFilename )
{
if ( !physprops )
return false;
FileHandle_t fp = g_pFileSystem->Open( pMaterialFilename, "rb", TOOLS_READ_PATH_ID );
if ( fp == FILESYSTEM_INVALID_HANDLE )
return false;
int len = g_pFileSystem->Size( fp );
char *pText = new char[len+1];
g_pFileSystem->Read( pText, len, fp );
g_pFileSystem->Close( fp );
pText[len]=0;
physprops->ParseSurfaceData( pMaterialFilename, pText );
delete[] pText;
return true;
}
void LoadSurfacePropsAll()
{
static bool bIsLoaded = false;
// already loaded
if ( bIsLoaded )
return;
const char *SURFACEPROP_MANIFEST_FILE = "scripts/surfaceproperties_manifest.txt";
KeyValues *manifest = new KeyValues( SURFACEPROP_MANIFEST_FILE );
if ( manifest->LoadFromFile( g_pFileSystem, SURFACEPROP_MANIFEST_FILE, "GAME" ) )
{
bIsLoaded = true;
for ( KeyValues *sub = manifest->GetFirstSubKey(); sub != NULL; sub = sub->GetNextKey() )
{
if ( !Q_stricmp( sub->GetName(), "file" ) )
{
// Add
LoadSurfaceProps( sub->GetString() );
continue;
}
}
}
manifest->deleteThis();
}
//-----------------------------------------------------------------------------
// Purpose: Entry point for script processing. Delegate to necessary subroutines.
// Parse the collisionmodel {} and collisionjoints {} chunks
// Input : separateJoints - whether this has a constraint system or not (true if it does)
// Output : int
//-----------------------------------------------------------------------------
int DoCollisionModel( bool separateJoints )
{
char name[512];
s_source_t *pmodel;
// name
if ( !GetToken(false) )
return 0;
strcpyn( name, token );
PhysicsDLLPath( "VPHYSICS.DLL" );
// CreateInterfaceFn physicsFactory = GetPhysicsFactory();
CreateInterfaceFn physicsFactory = Sys_GetFactory(Sys_LoadModule( "vphysics.dll" ));
if ( !physicsFactory )
return 0;
// g_pPhysics2 = (IPhysics2*)physicsFactory(VPHYSICS2_INTERFACE_VERSION, NULL);
physcollision = (IPhysicsCollision *)physicsFactory( VPHYSICS_COLLISION_INTERFACE_VERSION, NULL );
physprops = (IPhysicsSurfaceProps *)physicsFactory( VPHYSICS_SURFACEPROPS_INTERFACE_VERSION, NULL );
LoadSurfacePropsAll();
int nummaterials = g_nummaterials;
int numtextures = g_numtextures;
// Special case where the input collision is empty.
// This means that a list of collision meshes follows.
if ( !V_strcmp( name, "blank" ) )
{
g_JointedModel.m_bRootCollisionIsEmpty = true;
// g_JointedModel.m_pModel is still NULL,
// which will be handled when the additional meshes are appended.
}
else
{
pmodel = Load_Source( name, "SMD", false, false, false );
if ( !pmodel )
return 0;
// auto-remove any new materials/textures
if (nummaterials && numtextures && (numtextures != g_numtextures || nummaterials != g_nummaterials))
{
g_numtextures = numtextures;
g_nummaterials = nummaterials;
pmodel->texmap[0] = 0;
}
// all bones map to themselves by default
g_JointedModel.SetSource( pmodel );
}
bool parseCommands = false;
// If the next token is a { that means a data block for the collision model
if (GetToken(true))
{
if ( !strcmp( token, "{" ) )
{
parseCommands = true;
}
else
{
UnGetToken();
}
}
if ( parseCommands )
{
ParseCollisionCommands( g_JointedModel );
}
g_JointedModel.m_isJointed = separateJoints;
// collision script is stored in g_JointedModel for later processing
return 1;
}
//-----------------------------------------------------------------------------
// Purpose: Walk the list of models, add up the volume
// Input : *pList -
// Output : float
//-----------------------------------------------------------------------------
float TotalVolume( CPhysCollisionModel *pList )
{
float volume = 0;
while ( pList )
{
volume += pList->m_volume * pList->m_massBias;
pList = pList->m_pNext;
}
return volume;
}
//-----------------------------------------------------------------------------
// Purpose: Write key/value pairs out to a file
// Input : *fp - output file
// *pKeyName - key name
// outputData - type specific output data
//-----------------------------------------------------------------------------
void KeyWriteInt( FILE *fp, const char *pKeyName, int outputData )
{
fprintf( fp, "\"%s\" \"%d\"\n", pKeyName, outputData );
}
void KeyWriteIntPair( FILE *fp, const char *pKeyName, int outputData0, int outputData1 )
{
fprintf( fp, "\"%s\" \"%d,%d\"\n", pKeyName, outputData0, outputData1 );
}
void KeyWriteString( FILE *fp, const char *pKeyName, const char *outputData )
{
fprintf( fp, "\"%s\" \"%s\"\n", pKeyName, outputData );
}
void KeyWriteVector3( FILE *fp, const char *pKeyName, const Vector& outputData )
{
fprintf( fp, "\"%s\" \"%f %f %f\"\n", pKeyName, outputData[0], outputData[1], outputData[2] );
}
void KeyWriteQAngle( FILE *fp, const char *pKeyName, const QAngle& outputData )
{
fprintf( fp, "\"%s\" \"%f %f %f\"\n", pKeyName, outputData[0], outputData[1], outputData[2] );
}
void KeyWriteFloat( FILE *fp, const char *pKeyName, float outputData )
{
fprintf( fp, "\"%s\" \"%f\"\n", pKeyName, outputData );
}
void CJointedModel::FixCollisionHierarchy( )
{
if ( m_pCollisionList )
{
CPhysCollisionModel *pPhys = m_pCollisionList;
FixBoneList( );
// Point parents at joints that are actually in the model
for ( ;pPhys; pPhys = pPhys->m_pNext )
{
pPhys->m_parent = FixParent( pPhys->m_parent );
}
// sort the list so parents come before children
SortCollisionList();
// Now remap the constraints to bones to
// Now that bones are in order, set physics indices in main bone structure
CJointConstraint *pList = g_JointedModel.m_pConstraintList;
while ( pList )
{
pList->m_pJointName = FixParent( pList->m_pJointName );
pList = pList->m_pNext;
}
pPhys = m_pCollisionList;
int i;
for ( i = 0; i < g_numbones; i++ )
{
g_bonetable[i].physicsBoneIndex = -1;
}
int index = 0;
while ( pPhys )
{
int boneIndex = FindBoneInTable( pPhys->m_name );
if ( boneIndex >= 0 )
{
g_bonetable[boneIndex].physicsBoneIndex = index;
}
pPhys = pPhys->m_pNext;
index ++;
}
for ( i = 0; i < g_numbones; i++ )
{
// if no bone was set, set to parent bone
if ( g_bonetable[i].physicsBoneIndex < 0 )
{
int index = g_bonetable[i].parent;
int bone = -1;
while ( index >= 0 )
{
bone = g_bonetable[index].physicsBoneIndex;
if ( bone >= 0 )
break;
index = g_bonetable[index].parent;
}
// found one?
if ( bone >= 0 )
{
g_bonetable[i].physicsBoneIndex = bone;
}
else
{
// just set physics to affect root
g_bonetable[i].physicsBoneIndex = 0;
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Builds the physics/collision model.
// This must execute after the model has been simplified!!
//-----------------------------------------------------------------------------
void CollisionModel_Build( void )
{
// no collision model referenced
if ( !g_JointedModel.m_pModel && !g_JointedModel.m_bRootCollisionIsEmpty )
return;
// Physics2Collision_Build(&g_JointedModel);
g_JointedModel.Simplify();
if ( g_JointedModel.m_isJointed )
{
g_JointedModel.ProcessJointedModel( );
}
else
{
g_JointedModel.ProcessSingleBody( );
}
g_JointedModel.FixCollisionHierarchy( );
if( !g_quiet )
{
printf("Collision model completed.\n" );
}
g_JointedModel.ComputeMass();
}
void BuildRagdollConstraint( CPhysCollisionModel *pPhys, constraint_ragdollparams_t &ragdoll )
{
memset( &ragdoll, 0, sizeof(ragdoll) );
ragdoll.parentIndex = g_JointedModel.CollisionIndex(pPhys->m_parent);
ragdoll.childIndex = g_JointedModel.CollisionIndex(pPhys->m_name);
if ( ragdoll.parentIndex < 0 || ragdoll.childIndex < 0 )
{
MdlWarning("Constraint between bone %s and %s\n", pPhys->m_name, pPhys->m_parent );
if ( ragdoll.childIndex < 0 )
MdlWarning("\"%s\" does not appear in collision model!!!\n", pPhys->m_name );
if ( ragdoll.parentIndex < 0 )
MdlWarning("\"%s\" does not appear in collision model!!!\n", pPhys->m_parent );
MdlError("Bad constraint in ragdoll\n");
}
CJointConstraint *pList = g_JointedModel.m_pConstraintList;
while ( pList )
{
int index = g_JointedModel.CollisionIndex(pList->m_pJointName);
CPhysCollisionModel *pListModel = g_JointedModel.GetCollisionModel(pList->m_pJointName);
if ( index < 0 )
{
MdlError("Rotation constraint on bone \"%s\" which does not appear in collision model!!!\n", pList->m_pJointName );
}
else if ( (!pListModel->m_parent || g_JointedModel.CollisionIndex(pListModel->m_parent) < 0) && stricmp( pList->m_pJointName, g_JointedModel.m_rootName ) )
{
MdlError("Rotation constraint on bone \"%s\" which has no parent!!!\n", pList->m_pJointName );
}
else if ( index == ragdoll.childIndex )
{
switch ( pList->m_jointType )
{
case JOINT_LIMIT:
ragdoll.axes[pList->m_axis].SetAxisFriction( pList->m_limitMin, pList->m_limitMax, pList->m_friction );
break;
case JOINT_FIXED:
ragdoll.axes[pList->m_axis].SetAxisFriction( 0,0,0 );
break;
case JOINT_FREE:
ragdoll.axes[pList->m_axis].SetAxisFriction( -360, 360, pList->m_friction );
break;
}
}
pList = pList->m_pNext;
}
}
float GetCollisionModelMass()
{
return g_JointedModel.m_totalMass;
}
void CollisionModel_ExpandBBox( Vector &mins, Vector &maxs )
{
// don't do fixup for ragdolls
if ( g_JointedModel.m_isJointed )
return;
if ( g_JointedModel.m_pCollisionList )
{
Vector collideMins, collideMaxs;
physcollision->CollideGetAABB( &collideMins, &collideMaxs, g_JointedModel.m_pCollisionList->m_pCollisionData, vec3_origin, vec3_angle );
// add the 0.25 inch collision separation as well
const float radius = 0.25;
collideMins -= Vector(radius,radius,radius);
collideMaxs += Vector(radius,radius,radius);
AddPointToBounds( collideMins, mins, maxs );
AddPointToBounds( collideMaxs, mins, maxs );
}
}
void CollisionModel_SetName( const char *pName )
{
g_JointedModel.SetOverrideName(pName);
}
//-----------------------------------------------------------------------------
// Purpose: Write out any data that's been saved in the globals
//-----------------------------------------------------------------------------
void CollisionModel_Write( long checkSum )
{
// Physics2Collision_Write();
if ( g_JointedModel.m_pCollisionList )
{
CPhysCollisionModel *pPhys = g_JointedModel.m_pCollisionList;
char filename[512];
strcpy( filename, gamedir );
// if( *g_pPlatformName )
// {
// strcat( filename, "platform_" );
// strcat( filename, g_pPlatformName );
// strcat( filename, "/" );
// }
strcat( filename, "models/" );
strcat( filename, g_JointedModel.m_pOverrideName ? g_JointedModel.m_pOverrideName : g_outname );
float volume = TotalVolume( pPhys );
if ( volume <= 0 )
volume = 1;
if( !g_quiet )
{
printf("Collision model volume %.2f in^3\n", volume );
}
Q_SetExtension( filename, ".phy", sizeof( filename ) );
CPlainAutoPtr< CP4File > spFile( g_p4factory->AccessFile( filename ) );
spFile->Edit();
FILE *fp = fopen( filename, "wb" );
if ( fp )
{
// write out the collision header (size is version)
phyheader_t header;
header.size = sizeof(header);
header.id = 0;
header.checkSum = checkSum;
header.solidCount = 0;
pPhys = g_JointedModel.m_pCollisionList;
while ( pPhys )
{
header.solidCount++;
pPhys = pPhys->m_pNext;
}
fwrite( &header, sizeof(header), 1, fp );
// Write out the binary physics collision data
pPhys = g_JointedModel.m_pCollisionList;
while ( pPhys )
{
int size = physcollision->CollideSize( pPhys->m_pCollisionData );
fwrite( &size, sizeof(int), 1, fp );
char *buf = (char *)malloc( size );
physcollision->CollideWrite( buf, pPhys->m_pCollisionData );
fwrite( buf, size, 1, fp );
free( buf );
pPhys = pPhys->m_pNext;
}
// write out the properties of each solid
int solidIndex = 0;
pPhys = g_JointedModel.m_pCollisionList;
while ( pPhys )
{
pPhys->m_mass = ((pPhys->m_volume * pPhys->m_massBias) / volume) * g_JointedModel.m_totalMass;
if ( pPhys->m_mass < 1.0 )
pPhys->m_mass = 1.0;
fprintf( fp, "solid {\n" );
KeyWriteInt( fp, "index", solidIndex );
KeyWriteString( fp, "name", pPhys->m_name );
if ( pPhys->m_parent )
{
KeyWriteString( fp, "parent", pPhys->m_parent );
}
KeyWriteFloat( fp, "mass", pPhys->m_mass );
//KeyWriteFloat( fp, "volume", pPhys->m_volume );
char* pSurfaceProps = GetSurfaceProp( pPhys->m_name );
KeyWriteString( fp, "surfaceprop", pSurfaceProps );
KeyWriteFloat( fp, "damping", pPhys->m_damping );
KeyWriteFloat( fp, "rotdamping", pPhys->m_rotdamping );
if ( pPhys->m_dragCoefficient != -1 )
{
KeyWriteFloat( fp, "drag", pPhys->m_dragCoefficient );
}
KeyWriteFloat( fp, "inertia", pPhys->m_inertia );
KeyWriteFloat( fp, "volume", pPhys->m_volume );
if ( pPhys->m_massBias != 1.0f )
{
KeyWriteFloat( fp, "massbias", pPhys->m_massBias );
}
fprintf( fp, "}\n" );
pPhys = pPhys->m_pNext;
solidIndex++;
}
// by default, write constraints from each limb to its parent
pPhys = g_JointedModel.m_pCollisionList;
while ( pPhys )
{
// check to see if bone collapse/remap has left this with parent pointing at itself
if ( pPhys->m_parent )
{
constraint_ragdollparams_t ragdoll;
BuildRagdollConstraint( pPhys, ragdoll );
if ( ragdoll.parentIndex != ragdoll.childIndex )
{
fprintf( fp, "ragdollconstraint {\n" );
KeyWriteInt( fp, "parent", ragdoll.parentIndex );
KeyWriteInt( fp, "child", ragdoll.childIndex );
KeyWriteFloat( fp, "xmin", ragdoll.axes[0].minRotation );
KeyWriteFloat( fp, "xmax", ragdoll.axes[0].maxRotation );
KeyWriteFloat( fp, "xfriction", ragdoll.axes[0].torque );
KeyWriteFloat( fp, "ymin", ragdoll.axes[1].minRotation );
KeyWriteFloat( fp, "ymax", ragdoll.axes[1].maxRotation );
KeyWriteFloat( fp, "yfriction", ragdoll.axes[1].torque );
KeyWriteFloat( fp, "zmin", ragdoll.axes[2].minRotation );
KeyWriteFloat( fp, "zmax", ragdoll.axes[2].maxRotation );
KeyWriteFloat( fp, "zfriction", ragdoll.axes[2].torque );
fprintf( fp, "}\n" );
}
}
pPhys = pPhys->m_pNext;
}
if ( g_JointedModel.m_noSelfCollisions )
{
fprintf(fp, "collisionrules {\n" );
KeyWriteInt( fp, "selfcollisions", 0 );
fprintf(fp, "}\n");
}
else if ( g_JointedModel.m_pCollisionPairs )
{
fprintf(fp, "collisionrules {\n" );
collisionpair_t *pPair = g_JointedModel.m_pCollisionPairs;
while ( pPair )
{
pPair->obj0 = g_JointedModel.CollisionIndex( pPair->pName0 );
pPair->obj1 = g_JointedModel.CollisionIndex( pPair->pName1 );
if ( pPair->obj0 >= 0 && pPair->obj1 >= 0 && pPair->obj0 != pPair->obj1 )
{
KeyWriteIntPair( fp, "collisionpair", pPair->obj0, pPair->obj1 );
}
else
{
MdlWarning("Invalid collision pair (%s, %s)\n", pPair->pName0, pPair->pName1 );
}
pPair = pPair->pNext;
}
fprintf(fp, "}\n");
}
if ( g_JointedModel.m_bHasAnimatedFriction == true )
{
fprintf( fp, "animatedfriction {\n" );
KeyWriteFloat( fp, "animfrictionmin", g_JointedModel.m_iMinAnimatedFriction );
KeyWriteFloat( fp, "animfrictionmax", g_JointedModel.m_iMaxAnimatedFriction );
KeyWriteFloat( fp, "animfrictiontimein", g_JointedModel.m_flFrictionTimeIn );
KeyWriteFloat( fp, "animfrictiontimeout", g_JointedModel.m_flFrictionTimeOut );
KeyWriteFloat( fp, "animfrictiontimehold", g_JointedModel.m_flFrictionTimeHold );
fprintf( fp, "}\n" );
}
// block that is only parsed by the editor
fprintf( fp, "editparams {\n" );
KeyWriteString( fp, "rootname", g_JointedModel.m_rootName );
KeyWriteFloat( fp, "totalmass", g_JointedModel.m_totalMass );
if ( g_JointedModel.m_allowConcave )
{
KeyWriteInt( fp, "concave", 1 );
}
for ( int k = 0; k < g_JointedModel.m_mergeList.Count(); k++ )
{
char buf[512];
Q_snprintf( buf, sizeof(buf), "%s,%s", g_JointedModel.m_mergeList[k].pParent, g_JointedModel.m_mergeList[k].pChild );
KeyWriteString( fp, "jointmerge", buf );
}
fprintf( fp, "}\n" );
char terminator = 0;
if ( g_JointedModel.m_textCommands.Count() )
{
fwrite( g_JointedModel.m_textCommands.Base(), g_JointedModel.m_textCommands.Count(), 1, fp );
}
fwrite( &terminator, sizeof(terminator), 1, fp );
fclose( fp );
spFile->Add();
}
else
{
MdlWarning("Error writing %s!!!\n", filename );
}
}
}
#ifdef MDLCOMPILE
//-----------------------------------------------------------------------------
// mdlcompile
//
// mdlcompile uses DMX instead of qc as input
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Parses all legal commands inside the $collisionjoints {} block
// Input : &joints -
//-----------------------------------------------------------------------------
void ParseCollisionCommands( CJointedModel &joints, CDmeCollisionModel *pCollisionModel, bool bStaticProp )
{
g_JointedModel.m_isJointed = false;
if ( !pCollisionModel )
return;
if ( pCollisionModel->m_bAutomaticMassComputation.Get() )
{
joints.SetAutoMass();
}
else
{
joints.SetTotalMass( pCollisionModel->m_flMass.Get() );
}
joints.DefaultInertia( pCollisionModel->m_flInertia.Get() );
joints.DefaultDamping( pCollisionModel->m_flDamping.Get() );
joints.DefaultRotdamping( pCollisionModel->m_flRotationalDamping.Get() );
joints.DefaultDrag( pCollisionModel->m_flDrag.Get() );
joints.SetMaxConvex( pCollisionModel->m_nMaxConvexPieces.Get() );
if ( pCollisionModel->m_bRemove2D.Get() )
{
joints.Remove2DConvex();
}
float flWeld = pCollisionModel->m_flWeldPositionTolerance.Get();
if ( flWeld < 0.0f )
{
MdlWarning( "1003: Invalid negative weld position tolerance (%f), ignoring and using %f\n", flWeld, g_WeldVertEpsilon );
}
else
{
g_WeldVertEpsilon = flWeld;
}
flWeld = pCollisionModel->m_flWeldNormalTolerance.Get();
if ( flWeld < 0.0f )
{
MdlWarning( "1004: Invalid negative weld normal tolerance (%f), ignoring and using %f\n", flWeld, g_WeldNormalEpsilon );
}
else if ( flWeld > g_WeldNormalEpsilon )
{
MdlWarning( "1005: Weld normal tolerance too high (%f), should be slightly less than 1, ignoring and using %f\n", flWeld, g_WeldNormalEpsilon );
}
else
{
g_WeldNormalEpsilon = flWeld;
}
if ( pCollisionModel->m_bConcave.Get() )
{
joints.AllowConcave();
}
if ( pCollisionModel->m_bForceMassCenter.Get() )
{
joints.ForceMassCenter( pCollisionModel->m_vecMassCenter.Get() );
}
joints.m_bAssumeWorldspace = pCollisionModel->m_bAssumeWorldSpace.Get();
CDmeCollisionJoints *pCollisionJoints = CastElement< CDmeCollisionJoints >( pCollisionModel );
if ( !bStaticProp && pCollisionJoints )
{
if ( pCollisionJoints->m_bConcavePerJoint.Get() )
{
joints.AllowConcaveJoints();
}
if ( !pCollisionJoints->m_bSelfCollisions.Get() )
{
joints.SetNoSelfCollisions();
}
if ( !pCollisionJoints->m_bSelfCollisions.Get() )
{
joints.SetNoSelfCollisions();
}
CCmd_JointRoot( joints, pCollisionJoints->m_RootBone.Get() );
CCmd_JoinAnimatedFriction( joints, pCollisionJoints->m_AnimatedFriction.GetElement() );
for ( int nIndex = 0; nIndex < pCollisionJoints->m_JointSkipList.Count(); ++nIndex )
{
CCmd_JointSkip( joints, pCollisionJoints->m_JointSkipList.Element( nIndex ) );
}
int nValidCollisionJointCount = 0;
for ( int i = 0; i < pCollisionJoints->m_JointList.Count(); ++i )
{
const CDmeCollisionJoint *pCollisionJoint = pCollisionJoints->m_JointList.Element( i );
if ( !pCollisionJoint )
{
MdlWarning( "1000: root.collisionModel.joints[ %d ] exists but undefined\n", i );
continue;
}
const char *pJointName = pCollisionJoint->GetName();
const int nJointIndex = FindLocalBoneNamed( joints.m_pModel, pJointName );
if ( !g_bCreateMakefile && nJointIndex < 0 )
{
MdlWarning( "1001: root.collisionModel.joints[ %d ] refers to joint \"%s\" but that joint wasn't defined in the model\n", i, pJointName );
continue;
}
pJointName = joints.m_pModel->localBone[nJointIndex].name;
joints.JointMassBias( pJointName, pCollisionJoint->m_flMassBias.Get() );
joints.JointInertia( pJointName, pCollisionJoint->m_flInertia.Get() );
joints.JointDamping( pJointName, pCollisionJoint->m_flDamping.Get() );
joints.JointRotdamping( pJointName, pCollisionJoint->m_flRotDamping.Get() );
CCmd_JointConstrain( joints, 0 /* x */, pJointName, pCollisionJoint->m_ConstrainX.GetElement() );
CCmd_JointConstrain( joints, 1 /* y */, pJointName, pCollisionJoint->m_ConstrainY.GetElement() );
CCmd_JointConstrain( joints, 2 /* z */, pJointName, pCollisionJoint->m_ConstrainZ.GetElement() );
for ( int j = 0; j < pCollisionJoint->m_JointMergeList.Count(); ++j )
{
CCmd_JointMerge( joints, pJointName, pCollisionJoint->m_JointMergeList.Element( j ) );
}
for ( int j = 0; j < pCollisionJoint->m_JointMergeList.Count(); ++j )
{
joints.AppendCollisionPair( pJointName, pCollisionJoint->m_JointCollideList.Element( j ) );
}
++nValidCollisionJointCount;
}
if ( nValidCollisionJointCount > 0 )
{
g_JointedModel.m_isJointed = true;
}
else
{
MdlWarning( "1002: Jointed collision model defined but no valid CDmeCollisionJoints, making non-jointed\n" );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Entry point for script processing. This version is used by preprocessed files
//-----------------------------------------------------------------------------
int DoCollisionModel( s_source_t *pSource, CDmElement *pInfo, bool bStaticProp )
{
CDmeCollisionModel *pCollisionModel = CastElement< CDmeCollisionModel >( pInfo );
if ( !pCollisionModel )
return 0;
PhysicsDLLPath( "VPHYSICS.DLL" );
CreateInterfaceFn physicsFactory = GetPhysicsFactory();
if ( !physicsFactory )
return 0;
physcollision = (IPhysicsCollision *)physicsFactory( VPHYSICS_COLLISION_INTERFACE_VERSION, NULL );
physprops = (IPhysicsSurfaceProps *)physicsFactory( VPHYSICS_SURFACEPROPS_INTERFACE_VERSION, NULL );
LoadSurfacePropsAll();
// all bones map to themselves by default
g_JointedModel.SetSource( pSource );
ParseCollisionCommands( g_JointedModel, pCollisionModel, bStaticProp );
// collision script is stored in g_JointedModel for later processing
return 1;
}
//-----------------------------------------------------------------------------
// Loads collision text keyvalues from the passed string
// NOTE: It essentially is packing keyValues -> keyValues
// but the .phy keyValues parser is more particular
// about the format
//-----------------------------------------------------------------------------
void LoadCollisionText( const char *pszKeyValues )
{
if ( !pszKeyValues )
return;
KeyValues *pKeyValues = new KeyValues( "collisionText" );
if ( !pKeyValues )
return;
KeyValues::AutoDelete adKeyValues( pKeyValues );
pKeyValues->UsesEscapeSequences( true );
if ( pKeyValues->LoadFromBuffer( "collisionText", pszKeyValues ) )
{
while ( pKeyValues )
{
g_JointedModel.AddText( pKeyValues->GetName() );
g_JointedModel.AddText( " {" );
for ( KeyValues *pKv = pKeyValues->GetFirstValue(); pKv; pKv = pKv->GetNextValue() )
{
g_JointedModel.AddText( " \"" );
g_JointedModel.AddText( pKv->GetName() );
g_JointedModel.AddText( "\" \"" );
g_JointedModel.AddText( pKv->GetString() );
g_JointedModel.AddText( "\"" );
}
g_JointedModel.AddText( " }\n" );
pKeyValues = pKeyValues->GetNextKey();
}
}
}
#endif // #ifdef MDLCOMPILE