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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "physics_shadow.h"
#include "vphysics/player_controller.h"
#include "physics_friction.h"
#include "vphysics/friction.h"
// IsInContact
#include "ivp_mindist.hxx"
#include "ivp_core.hxx"
#include "ivp_friction.hxx"
#include "ivp_listener_object.hxx"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
struct vphysics_save_cshadowcontroller_t; struct vphysics_save_shadowcontrolparams_t;
// UNDONE: Try this controller!
//damping is usually 1.0
//frequency is usually in the range 1..16
void ComputePDControllerCoefficients( float *coefficientsOut, const float frequency, const float damping, const float dt ) { const float ks = 9.0f * frequency * frequency; const float kd = 4.5f * frequency * damping;
const float scale = 1.0f / ( 1.0f + kd * dt + ks * dt * dt );
coefficientsOut[0] = ks * scale; coefficientsOut[1] = ( kd + ks * dt ) * scale;
// Use this controller like:
// speed += (coefficientsOut[0] * (targetPos - currentPos) + coefficientsOut[1] * (targetSpeed - currentSpeed)) * dt
}
void ComputeController( IVP_U_Float_Point ¤tSpeed, const IVP_U_Float_Point &delta, float maxSpeed, float maxDampSpeed, float scaleDelta, float damping, IVP_U_Float_Point *pOutImpulse = NULL ) { if ( currentSpeed.quad_length() < 1e-6 ) { currentSpeed.set_to_zero(); }
// scale by timestep
IVP_U_Float_Point acceleration; if ( maxSpeed > 0 ) { acceleration.set_multiple( &delta, scaleDelta ); float speed = acceleration.real_length(); if ( speed > maxSpeed ) { speed = maxSpeed / speed; acceleration.mult( speed ); } } else { acceleration.set_to_zero(); }
IVP_U_Float_Point dampAccel; if ( maxDampSpeed > 0 ) { dampAccel.set_multiple( ¤tSpeed, -damping ); float speed = dampAccel.real_length(); if ( speed > maxDampSpeed ) { speed = maxDampSpeed / speed; dampAccel.mult( speed ); } } else { dampAccel.set_to_zero(); } currentSpeed.add( &dampAccel ); currentSpeed.add( &acceleration ); if ( pOutImpulse ) { *pOutImpulse = acceleration; } }
void ComputeController( IVP_U_Float_Point ¤tSpeed, const IVP_U_Float_Point &delta, const IVP_U_Float_Point &maxSpeed, float scaleDelta, float damping, IVP_U_Float_Point *pOutImpulse ) { // scale by timestep
IVP_U_Float_Point acceleration; acceleration.set_multiple( &delta, scaleDelta ); if ( currentSpeed.quad_length() < 1e-6 ) { currentSpeed.set_to_zero(); }
acceleration.add_multiple( ¤tSpeed, -damping );
for(int i=2; i>=0; i--) { if(IVP_Inline_Math::fabsd(acceleration.k[i]) < maxSpeed.k[i]) continue; // clip force
acceleration.k[i] = (acceleration.k[i] < 0) ? -maxSpeed.k[i] : maxSpeed.k[i]; }
currentSpeed.add( &acceleration ); if ( pOutImpulse ) { *pOutImpulse = acceleration; } }
static bool IsOnGround( IVP_Real_Object *pivp ) { IPhysicsFrictionSnapshot *pSnapshot = CreateFrictionSnapshot( pivp ); bool bGround = false; while (pSnapshot->IsValid()) { Vector normal; pSnapshot->GetSurfaceNormal( normal ); if ( normal.z < -0.7f ) { bGround = true; break; } pSnapshot->NextFrictionData(); } DestroyFrictionSnapshot( pSnapshot ); return bGround; }
class CPlayerController : public IVP_Controller_Independent, public IPhysicsPlayerController, public IVP_Listener_Object { public: CPlayerController( CPhysicsObject *pObject ); ~CPlayerController( void );
// ipion interfaces
void do_simulation_controller( IVP_Event_Sim *es,IVP_U_Vector<IVP_Core> *cores); virtual IVP_CONTROLLER_PRIORITY get_controller_priority() { return (IVP_CONTROLLER_PRIORITY) (IVP_CP_MOTION+1); } virtual const char *get_controller_name() { return "vphysics:player"; }
void SetObject( IPhysicsObject *pObject ); void SetEventHandler( IPhysicsPlayerControllerEvent *handler ); void Update( const Vector& position, const Vector& velocity, float secondsToArrival, bool onground, IPhysicsObject *ground ); void MaxSpeed( const Vector &velocity ); bool IsInContact( void ); virtual bool WasFrozen() { IVP_Real_Object *pivp = m_pObject->GetObject(); IVP_Core *pCore = pivp->get_core(); return pCore->temporarily_unmovable ? true : false; }
void ForceTeleportToCurrentPosition() { m_forceTeleport = true; }
int GetShadowPosition( Vector *position, QAngle *angles ) { IVP_U_Matrix matrix; IVP_Environment *pEnv = m_pObject->GetObject()->get_environment();
double psi = pEnv->get_next_PSI_time().get_seconds(); m_pObject->GetObject()->calc_at_matrix( psi, &matrix ); if ( angles ) { ConvertRotationToHL( matrix, *angles ); } if ( position ) { ConvertPositionToHL( matrix.vv, *position ); }
return 1; } void GetShadowVelocity( Vector *velocity ); virtual void GetLastImpulse( Vector *pOut ) { ConvertPositionToHL( m_lastImpulse, *pOut ); }
virtual void StepUp( float height ); virtual void Jump(); virtual IPhysicsObject *GetObject() { return m_pObject; }
virtual void SetPushMassLimit( float maxPushMass ) { m_pushableMassLimit = maxPushMass; }
virtual void SetPushSpeedLimit( float maxPushSpeed ) { m_pushableSpeedLimit = maxPushSpeed; }
virtual float GetPushMassLimit() { return m_pushableMassLimit; } virtual float GetPushSpeedLimit() { return m_pushableSpeedLimit; }
// Object listener
virtual void event_object_deleted( IVP_Event_Object *pEvent) { Assert( pEvent->real_object == m_pGround->GetObject() ); m_pGround = NULL; } virtual void event_object_created( IVP_Event_Object *) {} virtual void event_object_revived( IVP_Event_Object *) {} virtual void event_object_frozen ( IVP_Event_Object *) {}
private: void AttachObject( void ); void DetachObject( void ); int TryTeleportObject( void ); void SetGround( CPhysicsObject *pGroundObject );
CPhysicsObject *m_pObject; IVP_U_Float_Point m_saveRot; CPhysicsObject *m_pGround; // Uses object listener to clear - so ok to hold over frames
IPhysicsPlayerControllerEvent *m_handler; float m_maxDeltaPosition; float m_dampFactor; float m_secondsToArrival; float m_pushableMassLimit; float m_pushableSpeedLimit; IVP_U_Point m_targetPosition; IVP_U_Float_Point m_groundPosition; IVP_U_Float_Point m_maxSpeed; IVP_U_Float_Point m_currentSpeed; IVP_U_Float_Point m_lastImpulse; bool m_enable : 1; bool m_onground : 1; bool m_forceTeleport : 1; bool m_updatedSinceLast : 5; };
CPlayerController::CPlayerController( CPhysicsObject *pObject ) { m_pGround = NULL; m_pObject = pObject; m_handler = NULL; m_maxDeltaPosition = ConvertDistanceToIVP( 24 ); m_dampFactor = 1.0f; m_targetPosition.k[0] = m_targetPosition.k[1] = m_targetPosition.k[2] = 0; m_pushableMassLimit = VPHYSICS_MAX_MASS; m_pushableSpeedLimit = 1e4f; m_forceTeleport = false; AttachObject(); }
CPlayerController::~CPlayerController( void ) { DetachObject(); }
void CPlayerController::SetGround( CPhysicsObject *pGroundObject ) { if ( m_pGround != pGroundObject ) { if ( m_pGround && m_pGround->GetObject() ) { m_pGround->GetObject()->remove_listener_object(this); } m_pGround = pGroundObject; if ( m_pGround && m_pGround->GetObject() ) { m_pGround->GetObject()->add_listener_object(this); } } }
void CPlayerController::AttachObject( void ) { m_pObject->EnableDrag( false ); IVP_Real_Object *pivp = m_pObject->GetObject(); IVP_Core *pCore = pivp->get_core(); m_saveRot = pCore->rot_speed_damp_factor; pCore->rot_speed_damp_factor = IVP_U_Float_Point( 100, 100, 100 ); pCore->calc_calc(); BEGIN_IVP_ALLOCATION(); pivp->get_environment()->get_controller_manager()->add_controller_to_core( this, pCore ); END_IVP_ALLOCATION(); m_pObject->AddCallbackFlags( CALLBACK_IS_PLAYER_CONTROLLER ); }
void CPlayerController::DetachObject( void ) { if ( !m_pObject ) return;
IVP_Real_Object *pivp = m_pObject->GetObject(); IVP_Core *pCore = pivp->get_core(); pCore->rot_speed_damp_factor = m_saveRot; pCore->calc_calc(); m_pObject->RemoveCallbackFlags( CALLBACK_IS_PLAYER_CONTROLLER ); m_pObject = NULL; pivp->get_environment()->get_controller_manager()->remove_controller_from_core( this, pCore ); SetGround(NULL); }
void CPlayerController::SetObject( IPhysicsObject *pObject ) { CPhysicsObject *obj = (CPhysicsObject *)pObject; if ( obj == m_pObject ) return;
DetachObject(); m_pObject = obj; AttachObject(); }
int CPlayerController::TryTeleportObject( void ) { if ( m_handler && !m_forceTeleport ) { Vector hlPosition; ConvertPositionToHL( m_targetPosition, hlPosition ); if ( !m_handler->ShouldMoveTo( m_pObject, hlPosition ) ) return 0; }
IVP_Real_Object *pivp = m_pObject->GetObject(); IVP_U_Quat targetOrientation; IVP_U_Point outPosition;
pivp->get_quat_world_f_object_AT( &targetOrientation, &outPosition );
if ( pivp->is_collision_detection_enabled() ) { m_pObject->EnableCollisions( false ); pivp->beam_object_to_new_position( &targetOrientation, &m_targetPosition, IVP_TRUE ); m_pObject->EnableCollisions( true ); } else { pivp->beam_object_to_new_position( &targetOrientation, &m_targetPosition, IVP_TRUE ); } m_forceTeleport = false; return 1; }
void CPlayerController::StepUp( float height ) { if ( height == 0.0f ) return;
Vector step( 0, 0, height );
IVP_Real_Object *pIVP = m_pObject->GetObject(); IVP_U_Quat world_f_object; IVP_U_Point positionIVP, deltaIVP; ConvertPositionToIVP( step, deltaIVP ); pIVP->get_quat_world_f_object_AT( &world_f_object, &positionIVP ); positionIVP.add( &deltaIVP ); pIVP->beam_object_to_new_position( &world_f_object, &positionIVP, IVP_TRUE ); }
void CPlayerController::Jump() { #if 0
// float for one tick to allow stepping and jumping to work properly
IVP_Real_Object *pIVP = m_pObject->GetObject(); const IVP_U_Point *pgrav = pIVP->get_environment()->get_gravity(); IVP_U_Float_Point gravSpeed; gravSpeed.set_multiple( pgrav, pIVP->get_environment()->get_delta_PSI_time() ); pIVP->get_core()->speed.subtract( &gravSpeed ); #endif
}
const int MAX_LIST_NORMALS = 8; class CNormalList { public: bool IsFull() { return m_Normals.Count() == MAX_LIST_NORMALS; } void AddNormal( const Vector &normal ) { if ( IsFull() ) return;
for ( int i = m_Normals.Count(); --i >= 0; ) { if ( DotProduct( m_Normals[i], normal ) > 0.99f ) return; } m_Normals.AddToTail( normal ); }
bool HasPositiveProjection( const Vector &vec ) { for ( int i = m_Normals.Count(); --i >= 0; ) { if ( DotProduct( m_Normals[i], vec ) > 0 ) return true; } return false; }
// UNDONE: Handle the case better where we clamp to multiple planes
// and still have a projection, but don't exceed limitVel. Currently that will stop.
// when this is done, remove the ground exception below.
Vector ClampVector( const Vector &inVector, float limitVel ) { if ( m_Normals.Count() > 2 ) { for ( int i = 0; i < m_Normals.Count(); i++ ) { if ( DotProduct(inVector, m_Normals[i]) > 0 ) { return vec3_origin; } } } else { if ( m_Normals.Count() == 2 ) { Vector crease; CrossProduct( m_Normals[0], m_Normals[1], crease ); float dot = DotProduct( inVector, crease ); return crease * dot; } else if (m_Normals.Count() == 1) { float dot = DotProduct( inVector, m_Normals[0] ); if ( dot > limitVel ) { return inVector + m_Normals[0]*(limitVel - dot); } } } return inVector; } private: CUtlVectorFixed<Vector, MAX_LIST_NORMALS> m_Normals; };
void CPlayerController::do_simulation_controller( IVP_Event_Sim *es,IVP_U_Vector<IVP_Core> *) { if ( !m_enable ) return; IVP_Real_Object *pivp = m_pObject->GetObject();
IVP_Core *pCore = pivp->get_core(); Assert(!pCore->pinned && !pCore->physical_unmoveable); // current situation
const IVP_U_Matrix *m_world_f_core = pCore->get_m_world_f_core_PSI(); const IVP_U_Point *cur_pos_ws = m_world_f_core->get_position();
IVP_U_Float_Point baseVelocity; baseVelocity.set_to_zero(); // ---------------------------------------------------------
// Translation
// ---------------------------------------------------------
if ( m_pGround ) { const IVP_U_Matrix *pMatrix = m_pGround->GetObject()->get_core()->get_m_world_f_core_PSI(); pMatrix->vmult4( &m_groundPosition, &m_targetPosition ); m_pGround->GetObject()->get_core()->get_surface_speed( &m_groundPosition, &baseVelocity ); pCore->speed.subtract( &baseVelocity ); }
IVP_U_Float_Point delta_position; delta_position.subtract( &m_targetPosition, cur_pos_ws);
if (!pivp->flags.shift_core_f_object_is_zero) { IVP_U_Float_Point shift_cs_os_ws; m_world_f_core->vmult3( pivp->get_shift_core_f_object(), &shift_cs_os_ws); delta_position.subtract( &shift_cs_os_ws ); }
IVP_DOUBLE qdist = delta_position.quad_length();
// UNDONE: This is totally bogus! Measure error using last known estimate
// not current position!
if ( m_forceTeleport || qdist > m_maxDeltaPosition * m_maxDeltaPosition ) { if ( TryTeleportObject() ) return; }
// float to allow stepping
const IVP_U_Point *pgrav = es->environment->get_gravity(); IVP_U_Float_Point gravSpeed; gravSpeed.set_multiple( pgrav, es->delta_time ); if ( m_onground ) { pCore->speed.subtract( &gravSpeed ); }
float fraction = 1.0; if ( m_secondsToArrival > 0 ) { fraction = es->delta_time / m_secondsToArrival; if ( fraction > 1 ) { fraction = 1; } } if ( !m_updatedSinceLast ) { // we haven't received an update from the game code since the last controller step
// This means we haven't gotten feedback integrated into the motion plan, so the error may be
// exaggerated. Assume that the first updated tick had valid information, and limit
// all subsequent ticks to the same size impulses.
// NOTE: Don't update the saved impulse - so any subsequent ticks will still have the last
// known good information.
float len = m_lastImpulse.real_length(); // cap the max speed to the length of the last known good impulse
IVP_U_Float_Point tmp; tmp.set( len, len, len ); ComputeController( pCore->speed, delta_position, tmp, fraction / es->delta_time, m_dampFactor, NULL ); } else { ComputeController( pCore->speed, delta_position, m_maxSpeed, fraction / es->delta_time, m_dampFactor, &m_lastImpulse ); } pCore->speed.add( &baseVelocity ); m_updatedSinceLast = false;
// UNDONE: Assumes gravity points down
Vector lastImpulseHL; ConvertPositionToHL( pCore->speed, lastImpulseHL ); IPhysicsFrictionSnapshot *pSnapshot = CreateFrictionSnapshot( pivp ); bool bGround = false; float invMass = pivp->get_core()->get_inv_mass(); float limitVel = m_pushableSpeedLimit; CNormalList normalList; while (pSnapshot->IsValid()) { Vector normal; pSnapshot->GetSurfaceNormal( normal ); if ( normal.z < -0.7f ) { bGround = true; } // remove this when clamp works better
if ( normal.z > -0.99f ) { IPhysicsObject *pOther = pSnapshot->GetObject(1); if ( !pOther->IsMoveable() || pOther->GetMass() > m_pushableMassLimit ) { limitVel = 0.0f; } float pushSpeed = DotProduct( lastImpulseHL, normal ); float contactVel = pSnapshot->GetNormalForce() * invMass; float pushTotal = pushSpeed + contactVel; if ( pushTotal > limitVel ) { normalList.AddNormal( normal ); } } pSnapshot->NextFrictionData(); } DestroyFrictionSnapshot( pSnapshot );
Vector clamped = normalList.ClampVector( lastImpulseHL, limitVel ); Vector limit = clamped - lastImpulseHL; IVP_U_Float_Point limitIVP; ConvertPositionToIVP( limit, limitIVP ); pivp->get_core()->speed.add( &limitIVP ); m_lastImpulse.add( &limitIVP );
if ( bGround ) { float gravDt = gravSpeed.real_length(); // moving down? Press down with full gravity and no more
if ( m_lastImpulse.k[1] >= 0 ) { float delta = gravDt - m_lastImpulse.k[1]; pivp->get_core()->speed.k[1] += delta; m_lastImpulse.k[1] += delta; } }
// if we have time left, subtract it off
m_secondsToArrival -= es->delta_time; if ( m_secondsToArrival < 0 ) { m_secondsToArrival = 0; } }
void CPlayerController::SetEventHandler( IPhysicsPlayerControllerEvent *handler ) { m_handler = handler; }
void CPlayerController::Update( const Vector& position, const Vector& velocity, float secondsToArrival, bool onground, IPhysicsObject *ground ) { IVP_U_Point targetPositionIVP; IVP_U_Float_Point targetSpeedIVP;
ConvertPositionToIVP( position, targetPositionIVP ); ConvertPositionToIVP( velocity, targetSpeedIVP ); m_updatedSinceLast = true; // if the object hasn't moved, abort
if ( targetSpeedIVP.quad_distance_to( &m_currentSpeed ) < 1e-6 ) { if ( targetPositionIVP.quad_distance_to( &m_targetPosition ) < 1e-6 ) { return; } }
m_targetPosition.set( &targetPositionIVP ); m_secondsToArrival = secondsToArrival < 0 ? 0 : secondsToArrival; // Sanity check to make sure the position is good.
#ifdef _DEBUG
float large = 1024 * 512; Assert( m_targetPosition.k[0] >= -large && m_targetPosition.k[0] <= large ); Assert( m_targetPosition.k[1] >= -large && m_targetPosition.k[1] <= large ); Assert( m_targetPosition.k[2] >= -large && m_targetPosition.k[2] <= large ); #endif
m_currentSpeed.set( &targetSpeedIVP );
IVP_Real_Object *pivp = m_pObject->GetObject(); IVP_Core *pCore = pivp->get_core(); IVP_Environment *pEnv = pivp->get_environment(); pEnv->get_controller_manager()->ensure_core_in_simulation(pCore);
m_enable = true; // m_onground makes this object anti-grav
// UNDONE: Re-evaluate this
m_onground = false;//onground;
if ( velocity.LengthSqr() <= 0.1f ) { // no input velocity, just go where physics takes you.
m_enable = false; ground = NULL; } else { MaxSpeed( velocity ); }
CPhysicsObject *pGroundObject = static_cast<CPhysicsObject *>(ground); SetGround( pGroundObject ); if ( m_pGround ) { const IVP_U_Matrix *pMatrix = m_pGround->GetObject()->get_core()->get_m_world_f_core_PSI(); pMatrix->vimult4( &m_targetPosition, &m_groundPosition ); } }
void CPlayerController::MaxSpeed( const Vector &velocity ) { IVP_Core *pCore = m_pObject->GetObject()->get_core(); IVP_U_Float_Point ivpVel; ConvertPositionToIVP( velocity, ivpVel ); IVP_U_Float_Point available = ivpVel; // normalize and save length
float length = ivpVel.real_length_plus_normize();
IVP_U_Float_Point baseVelocity; baseVelocity.set_to_zero();
float dot = ivpVel.dot_product( &pCore->speed ); if ( dot > 0 ) { ivpVel.mult( dot * length ); available.subtract( &ivpVel ); }
pCore->speed.add( &baseVelocity ); IVP_Float_PointAbs( m_maxSpeed, available ); }
void CPlayerController::GetShadowVelocity( Vector *velocity ) { IVP_Core *core = m_pObject->GetObject()->get_core(); if ( velocity ) { IVP_U_Float_Point speed; speed.add( &core->speed, &core->speed_change ); if ( m_pGround ) { IVP_U_Float_Point baseVelocity; m_pGround->GetObject()->get_core()->get_surface_speed( &m_groundPosition, &baseVelocity ); speed.subtract( &baseVelocity ); } ConvertPositionToHL( speed, *velocity ); } }
bool CPlayerController::IsInContact( void ) { IVP_Real_Object *pivp = m_pObject->GetObject(); if ( !pivp->flags.collision_detection_enabled ) return false;
IVP_Synapse_Friction *pfriction = pivp->get_first_friction_synapse(); while ( pfriction ) { extern IVP_Real_Object *GetOppositeSynapseObject( IVP_Synapse_Friction *pfriction );
IVP_Real_Object *pobj = GetOppositeSynapseObject( pfriction ); if ( pobj->flags.collision_detection_enabled ) { // skip if this is a static object
if ( !pobj->get_core()->physical_unmoveable && !pobj->get_core()->pinned ) { CPhysicsObject *pPhys = static_cast<CPhysicsObject *>(pobj->client_data); // If this is a game-controlled shadow object, then skip it.
// otherwise, we're in contact with something physically simulated
if ( !pPhys->IsControlledByGame() ) return true; } }
pfriction = pfriction->get_next(); }
return false; }
IPhysicsPlayerController *CreatePlayerController( CPhysicsObject *pObject ) { return new CPlayerController( pObject ); }
void DestroyPlayerController( IPhysicsPlayerController *pController ) { delete pController; }
void QuaternionDiff( const IVP_U_Quat &p, const IVP_U_Quat &q, IVP_U_Quat &qt ) { IVP_U_Quat q2;
// decide if one of the quaternions is backwards
q2.set_invert_unit_quat( &q ); qt.set_mult_quat( &q2, &p ); qt.normize_quat(); }
void QuaternionAxisAngle( const IVP_U_Quat &q, Vector &axis, float &angle ) { angle = 2 * acos(q.w); if ( angle > M_PI ) { angle -= 2*M_PI; }
axis.Init( q.x, q.y, q.z ); VectorNormalize( axis ); }
void GetObjectPosition_IVP( IVP_U_Point &origin, IVP_Real_Object *pivp ) { const IVP_U_Matrix *m_world_f_core = pivp->get_core()->get_m_world_f_core_PSI(); origin.set( m_world_f_core->get_position() ); if (!pivp->flags.shift_core_f_object_is_zero) { IVP_U_Float_Point shift_cs_os_ws; m_world_f_core->vmult3( pivp->get_shift_core_f_object(), &shift_cs_os_ws ); origin.add(&shift_cs_os_ws); } }
bool IsZeroVector( const IVP_U_Point &vec ) { return (vec.k[0] == 0.0 && vec.k[1] == 0.0 && vec.k[2] == 0.0 ) ? true : false; }
float ComputeShadowControllerIVP( IVP_Real_Object *pivp, shadowcontrol_params_t ¶ms, float secondsToArrival, float dt ) { // resample fraction
// This allows us to arrive at the target at the requested time
float fraction = 1.0; if ( secondsToArrival > 0 ) { fraction = dt / secondsToArrival; if ( fraction > 1 ) { fraction = 1; } }
secondsToArrival -= dt; if ( secondsToArrival < 0 ) { secondsToArrival = 0; }
if ( fraction <= 0 ) return secondsToArrival;
// ---------------------------------------------------------
// Translation
// ---------------------------------------------------------
IVP_U_Point positionIVP; GetObjectPosition_IVP( positionIVP, pivp );
IVP_U_Float_Point delta_position; delta_position.subtract( ¶ms.targetPosition, &positionIVP);
// BUGBUG: Save off velocities and estimate final positions
// measure error against these final sets
// also, damp out 100% saved velocity, use max additional impulses
// to correct error and damp out error velocity
// extrapolate position
if ( params.teleportDistance > 0 ) { IVP_DOUBLE qdist; if ( !IsZeroVector(params.lastPosition) ) { IVP_U_Float_Point tmpDelta; tmpDelta.subtract( &positionIVP, ¶ms.lastPosition ); qdist = tmpDelta.quad_length(); } else { // UNDONE: This is totally bogus! Measure error using last known estimate
// not current position!
qdist = delta_position.quad_length(); }
if ( qdist > params.teleportDistance * params.teleportDistance ) { if ( pivp->is_collision_detection_enabled() ) { pivp->enable_collision_detection( IVP_FALSE ); pivp->beam_object_to_new_position( ¶ms.targetRotation, ¶ms.targetPosition, IVP_TRUE ); pivp->enable_collision_detection( IVP_TRUE ); } else { pivp->beam_object_to_new_position( ¶ms.targetRotation, ¶ms.targetPosition, IVP_TRUE ); } delta_position.set_to_zero(); } }
float invDt = 1.0f / dt; IVP_Core *pCore = pivp->get_core(); ComputeController( pCore->speed, delta_position, params.maxSpeed, params.maxDampSpeed, fraction * invDt, params.dampFactor, ¶ms.lastImpulse );
params.lastPosition.add_multiple( &positionIVP, &pCore->speed, dt );
IVP_U_Float_Point deltaAngles; // compute rotation offset
IVP_U_Quat deltaRotation; QuaternionDiff( params.targetRotation, pCore->q_world_f_core_next_psi, deltaRotation );
// convert offset to angular impulse
Vector axis; float angle; QuaternionAxisAngle( deltaRotation, axis, angle ); VectorNormalize(axis);
deltaAngles.k[0] = axis.x * angle; deltaAngles.k[1] = axis.y * angle; deltaAngles.k[2] = axis.z * angle;
ComputeController( pCore->rot_speed, deltaAngles, params.maxAngular, params.maxDampAngular, fraction * invDt, params.dampFactor, NULL );
return secondsToArrival; }
void ConvertShadowControllerToIVP( const hlshadowcontrol_params_t &in, shadowcontrol_params_t &out ) { ConvertPositionToIVP( in.targetPosition, out.targetPosition ); ConvertRotationToIVP( in.targetRotation, out.targetRotation ); out.teleportDistance = ConvertDistanceToIVP( in.teleportDistance );
out.maxSpeed = ConvertDistanceToIVP( in.maxSpeed ); out.maxDampSpeed = ConvertDistanceToIVP( in.maxDampSpeed ); out.maxAngular = ConvertAngleToIVP( in.maxAngular ); out.maxDampAngular = ConvertAngleToIVP( in.maxDampAngular );
out.dampFactor = in.dampFactor; }
void ConvertShadowControllerToHL( const shadowcontrol_params_t &in, hlshadowcontrol_params_t &out ) { ConvertPositionToHL( in.targetPosition, out.targetPosition ); ConvertRotationToHL( in.targetRotation, out.targetRotation ); out.teleportDistance = ConvertDistanceToHL( in.teleportDistance );
out.maxSpeed = ConvertDistanceToHL( in.maxSpeed ); out.maxDampSpeed = ConvertDistanceToHL( in.maxDampSpeed ); out.maxAngular = ConvertAngleToHL( in.maxAngular ); out.maxDampAngular = ConvertAngleToHL( in.maxDampAngular );
out.dampFactor = in.dampFactor; }
float ComputeShadowControllerHL( CPhysicsObject *pObject, const hlshadowcontrol_params_t ¶ms, float secondsToArrival, float dt ) { shadowcontrol_params_t ivpParams; ConvertShadowControllerToIVP( params, ivpParams ); return ComputeShadowControllerIVP( pObject->GetObject(), ivpParams, secondsToArrival, dt ); }
class CShadowController : public IVP_Controller_Independent, public IPhysicsShadowController, public CAlignedNewDelete<16> { public: CShadowController(); CShadowController( CPhysicsObject *pObject, bool allowTranslation, bool allowRotation ); ~CShadowController( void );
// ipion interfaces
void do_simulation_controller( IVP_Event_Sim *es,IVP_U_Vector<IVP_Core> *cores); virtual IVP_CONTROLLER_PRIORITY get_controller_priority() { return IVP_CP_MOTION; } virtual const char *get_controller_name() { return "vphysics:shadow"; }
void SetObject( IPhysicsObject *pObject ); void Update( const Vector &position, const QAngle &angles, float secondsToArrival ); void MaxSpeed( float maxSpeed, float maxAngularSpeed ); virtual void StepUp( float height ); virtual void SetTeleportDistance( float teleportDistance ); virtual bool AllowsTranslation() { return m_allowsTranslation; } virtual bool AllowsRotation() { return m_allowsRotation; }
virtual void GetLastImpulse( Vector *pOut ) { ConvertPositionToHL( m_shadow.lastImpulse, *pOut ); } bool IsEnabled() { return m_enabled; } void Enable( bool bEnable ) { m_enabled = bEnable; }
void WriteToTemplate( vphysics_save_cshadowcontroller_t &controllerTemplate ); void InitFromTemplate( const vphysics_save_cshadowcontroller_t &controllerTemplate ); virtual void SetPhysicallyControlled( bool isPhysicallyControlled ) { m_isPhysicallyControlled = isPhysicallyControlled; } virtual bool IsPhysicallyControlled() { return m_isPhysicallyControlled; }
virtual void UseShadowMaterial( bool bUseShadowMaterial ) { if ( !m_pObject ) return;
int current = m_pObject->GetMaterialIndexInternal(); int target = bUseShadowMaterial ? MATERIAL_INDEX_SHADOW : m_savedMaterialIndex; if ( target != current ) { m_pObject->SetMaterialIndex( target ); } }
virtual void ObjectMaterialChanged( int materialIndex ) { if ( !m_pObject ) return; m_savedMaterialIndex = materialIndex; }
//Basically get the last inputs to IPhysicsShadowController::Update(), returns last input to timeOffset in Update()
virtual float GetTargetPosition( Vector *pPositionOut, QAngle *pAnglesOut );
virtual float GetTeleportDistance( void ); virtual void GetMaxSpeed( float *pMaxSpeedOut, float *pMaxAngularSpeedOut );
private: void AttachObject( void ); void DetachObject( void );
shadowcontrol_params_t m_shadow; IVP_U_Float_Point m_saveRot; IVP_U_Float_Point m_savedRI; CPhysicsObject *m_pObject; float m_secondsToArrival; float m_savedMass; unsigned int m_savedFlags;
unsigned short m_savedMaterialIndex; bool m_enabled : 1; bool m_allowsTranslation : 1; bool m_allowsRotation : 1; bool m_isPhysicallyControlled : 1; };
CShadowController::CShadowController() { m_shadow.targetPosition.set_to_zero(); m_shadow.targetRotation.init(); }
CShadowController::CShadowController( CPhysicsObject *pObject, bool allowTranslation, bool allowRotation ) { m_pObject = pObject; m_shadow.dampFactor = 1.0f; m_shadow.teleportDistance = 0; m_shadow.maxDampSpeed = 0; m_shadow.maxDampAngular = 0; m_shadow.targetPosition.set_to_zero(); m_shadow.targetRotation.init();
m_allowsTranslation = allowTranslation; m_allowsRotation = allowRotation;
m_isPhysicallyControlled = false; m_enabled = false;
AttachObject(); }
CShadowController::~CShadowController( void ) { DetachObject(); }
void CShadowController::AttachObject( void ) { IVP_Real_Object *pivp = m_pObject->GetObject(); IVP_Core *pCore = pivp->get_core(); m_saveRot = pCore->rot_speed_damp_factor; m_savedRI = *pCore->get_rot_inertia(); m_savedMass = pCore->get_mass(); m_savedMaterialIndex = m_pObject->GetMaterialIndexInternal();
Vector position; QAngle angles; m_pObject->GetPosition( &position, &angles ); ConvertPositionToIVP( position, m_shadow.targetPosition ); ConvertRotationToIVP( angles, m_shadow.targetRotation );
UseShadowMaterial( true );
pCore->rot_speed_damp_factor = IVP_U_Float_Point( 100, 100, 100 );
if ( !m_allowsRotation ) { IVP_U_Float_Point ri( 1e15f, 1e15f, 1e15f ); pCore->set_rotation_inertia( &ri ); } if ( !m_allowsTranslation ) { m_pObject->SetMass( VPHYSICS_MAX_MASS ); //pCore->inv_rot_inertia.hesse_val = 0.0f;
m_pObject->EnableGravity( false ); }
m_savedFlags = m_pObject->CallbackFlags(); unsigned int flags = m_savedFlags | CALLBACK_SHADOW_COLLISION; flags &= ~CALLBACK_GLOBAL_FRICTION; flags &= ~CALLBACK_GLOBAL_COLLIDE_STATIC; m_pObject->SetCallbackFlags( flags ); m_pObject->EnableDrag( false );
pCore->calc_calc(); pivp->get_environment()->get_controller_manager()->add_controller_to_core( this, pCore ); m_shadow.lastPosition.set_to_zero(); }
void CShadowController::DetachObject( void ) { IVP_Real_Object *pivp = m_pObject->GetObject(); IVP_Core *pCore = pivp->get_core(); // don't bother if we're just doing this to delete the object
if ( !(m_pObject->GetCallbackFlags() & CALLBACK_MARKED_FOR_DELETE) ) { pCore->rot_speed_damp_factor = m_saveRot; pCore->set_mass( m_savedMass ); m_pObject->SetCallbackFlags( m_savedFlags ); m_pObject->EnableDrag( true ); m_pObject->EnableGravity( true ); UseShadowMaterial( false ); pCore->set_rotation_inertia( &m_savedRI ); // this calls calc_calc()
} m_pObject = NULL; pivp->get_environment()->get_controller_manager()->remove_controller_from_core( this, pCore ); }
void CShadowController::SetObject( IPhysicsObject *pObject ) { CPhysicsObject *obj = (CPhysicsObject *)pObject; if ( obj == m_pObject ) return;
DetachObject(); m_pObject = obj; AttachObject(); }
void CShadowController::StepUp( float height ) { Vector step( 0, 0, height );
IVP_Real_Object *pIVP = m_pObject->GetObject(); IVP_U_Quat world_f_object; IVP_U_Point positionIVP, deltaIVP; ConvertPositionToIVP( step, deltaIVP ); pIVP->get_quat_world_f_object_AT( &world_f_object, &positionIVP ); positionIVP.add( &deltaIVP ); pIVP->beam_object_to_new_position( &world_f_object, &positionIVP, IVP_TRUE ); }
void CShadowController::SetTeleportDistance( float teleportDistance ) { m_shadow.teleportDistance = ConvertDistanceToIVP( teleportDistance ); }
float CShadowController::GetTeleportDistance( void ) { return ConvertDistanceToHL( m_shadow.teleportDistance ); }
void CShadowController::do_simulation_controller( IVP_Event_Sim *es,IVP_U_Vector<IVP_Core> *) { if ( IsEnabled() ) { IVP_Real_Object *pivp = m_pObject->GetObject(); Assert(!pivp->get_core()->pinned && !pivp->get_core()->physical_unmoveable);
ComputeShadowControllerIVP( pivp, m_shadow, m_secondsToArrival, es->delta_time ); if ( m_allowsTranslation ) { // UNDONE: Assumes gravity points down
const IVP_U_Point *pgrav = pivp->get_environment()->get_gravity(); float gravDt = pgrav->k[1] * es->delta_time; if ( m_shadow.lastImpulse.k[1] > gravDt ) { if ( IsOnGround( pivp ) ) { float delta = gravDt - m_shadow.lastImpulse.k[1]; pivp->get_core()->speed.k[1] += delta; m_shadow.lastImpulse.k[1] += delta; } } }
// if we have time left, subtract it off
m_secondsToArrival -= es->delta_time; if ( m_secondsToArrival < 0 ) { m_secondsToArrival = 0; } } else { m_shadow.lastPosition.set_to_zero(); } }
// NOTE: This isn't a test for equivalent orientations, it's a test for calling update
// with EXACTLY the same data repeatedly
static bool IsEqual( const IVP_U_Point &pt0, const IVP_U_Point &pt1 ) { return pt0.quad_distance_to( &pt1 ) < 1e-8f ? true : false; }
// NOTE: This isn't a test for equivalent orientations, it's a test for calling update
// with EXACTLY the same data repeatedly
static bool IsEqual( const IVP_U_Quat &pt0, const IVP_U_Quat &pt1 ) { float delta = fabs(pt0.x - pt1.x); delta += fabs(pt0.y - pt1.y); delta += fabs(pt0.z - pt1.z); delta += fabs(pt0.w - pt1.w); return delta < 1e-8f ? true : false; }
void CShadowController::Update( const Vector &position, const QAngle &angles, float secondsToArrival ) { IVP_U_Point targetPosition = m_shadow.targetPosition; IVP_U_Quat targetRotation = m_shadow.targetRotation;
ConvertPositionToIVP( position, m_shadow.targetPosition ); m_secondsToArrival = secondsToArrival < 0 ? 0 : secondsToArrival; ConvertRotationToIVP( angles, m_shadow.targetRotation );
Enable( true );
if ( IsEqual( targetPosition, m_shadow.targetPosition ) && IsEqual( targetRotation, m_shadow.targetRotation ) ) return;
m_pObject->Wake(); }
float CShadowController::GetTargetPosition( Vector *pPositionOut, QAngle *pAnglesOut ) { if( pPositionOut ) ConvertPositionToHL( m_shadow.targetPosition, *pPositionOut );
if( pAnglesOut ) ConvertRotationToHL( m_shadow.targetRotation, *pAnglesOut );
return m_secondsToArrival; }
void CShadowController::MaxSpeed( float maxSpeed, float maxAngularSpeed ) { // UNDONE: Turn this on when shadow controllers are having velocity updated per frame
// right now this has the effect of making dampspeed zero by default.
#if 0
IVP_Core *pCore = m_pObject->GetObject()->get_core(); { // limit additional velocity to that which is not amplifying the current velocity
float availableSpeed = ConvertDistanceToIVP( maxSpeed ); float currentSpeed = pCore->speed.real_length();
m_shadow.maxDampSpeed = min(currentSpeed, availableSpeed); m_shadow.maxSpeed = availableSpeed - m_shadow.maxDampSpeed; }
{ // limit additional velocity to that which is not amplifying the current velocity
float availableAngularSpeed = ConvertAngleToIVP( maxAngularSpeed ); float currentAngularSpeed = pCore->rot_speed.real_length(); m_shadow.maxDampAngular = min(currentAngularSpeed, availableAngularSpeed); m_shadow.maxAngular = availableAngularSpeed - m_shadow.maxDampAngular; } #else
m_shadow.maxSpeed = maxSpeed; m_shadow.maxDampSpeed = maxSpeed; m_shadow.maxAngular = maxAngularSpeed; m_shadow.maxDampAngular = maxAngularSpeed; #endif
}
void CShadowController::GetMaxSpeed( float *pMaxSpeedOut, float *pMaxAngularSpeedOut ) { if( pMaxSpeedOut ) *pMaxSpeedOut = m_shadow.maxSpeed;
if( pMaxAngularSpeedOut ) *pMaxAngularSpeedOut = m_shadow.maxAngular; }
struct vphysics_save_shadowcontrolparams_t : public hlshadowcontrol_params_t { DECLARE_SIMPLE_DATADESC(); };
BEGIN_SIMPLE_DATADESC( vphysics_save_shadowcontrolparams_t ) DEFINE_FIELD( targetPosition, FIELD_POSITION_VECTOR ), DEFINE_FIELD( targetRotation, FIELD_VECTOR ), DEFINE_FIELD( maxSpeed, FIELD_FLOAT ), DEFINE_FIELD( maxDampSpeed, FIELD_FLOAT ), DEFINE_FIELD( maxAngular, FIELD_FLOAT ), DEFINE_FIELD( maxDampAngular, FIELD_FLOAT ), DEFINE_FIELD( dampFactor, FIELD_FLOAT ), DEFINE_FIELD( teleportDistance, FIELD_FLOAT ), END_DATADESC()
struct vphysics_save_cshadowcontroller_t { CPhysicsObject *pObject; float secondsToArrival; IVP_U_Float_Point saveRot; IVP_U_Float_Point savedRI; IVP_U_Float_Point currentSpeed;
float savedMass; int savedMaterial; unsigned int savedFlags; bool enable; bool allowPhysicsMovement; bool allowPhysicsRotation; bool isPhysicallyControlled;
hlshadowcontrol_params_t shadowParams;
DECLARE_SIMPLE_DATADESC(); };
BEGIN_SIMPLE_DATADESC( vphysics_save_cshadowcontroller_t ) //DEFINE_VPHYSPTR( pObject ),
DEFINE_FIELD( secondsToArrival, FIELD_FLOAT ), DEFINE_ARRAY( saveRot.k, FIELD_FLOAT, 3 ), DEFINE_ARRAY( savedRI.k, FIELD_FLOAT, 3 ), DEFINE_ARRAY( currentSpeed.k, FIELD_FLOAT, 3 ), DEFINE_FIELD( savedMass, FIELD_FLOAT ), DEFINE_FIELD( savedFlags, FIELD_INTEGER ), DEFINE_CUSTOM_FIELD( savedMaterial, MaterialIndexDataOps() ), DEFINE_FIELD( enable, FIELD_BOOLEAN ), DEFINE_FIELD( allowPhysicsMovement, FIELD_BOOLEAN ), DEFINE_FIELD( allowPhysicsRotation, FIELD_BOOLEAN ), DEFINE_FIELD( isPhysicallyControlled, FIELD_BOOLEAN ),
DEFINE_EMBEDDED_OVERRIDE( shadowParams, vphysics_save_shadowcontrolparams_t ), END_DATADESC()
void CShadowController::WriteToTemplate( vphysics_save_cshadowcontroller_t &controllerTemplate ) { controllerTemplate.pObject = m_pObject; controllerTemplate.secondsToArrival = m_secondsToArrival; controllerTemplate.saveRot = m_saveRot; controllerTemplate.savedRI = m_savedRI; controllerTemplate.savedMass = m_savedMass; controllerTemplate.savedFlags = m_savedFlags;
controllerTemplate.savedMaterial = m_savedMaterialIndex; controllerTemplate.enable = IsEnabled(); controllerTemplate.allowPhysicsMovement = m_allowsTranslation; controllerTemplate.allowPhysicsRotation = m_allowsRotation; controllerTemplate.isPhysicallyControlled = m_isPhysicallyControlled;
ConvertShadowControllerToHL( m_shadow, controllerTemplate.shadowParams ); }
void CShadowController::InitFromTemplate( const vphysics_save_cshadowcontroller_t &controllerTemplate ) { m_pObject = controllerTemplate.pObject; m_secondsToArrival = controllerTemplate.secondsToArrival; m_saveRot = controllerTemplate.saveRot; m_savedRI = controllerTemplate.savedRI; m_savedMass = controllerTemplate.savedMass; m_savedFlags = controllerTemplate.savedFlags; m_savedMaterialIndex = controllerTemplate.savedMaterial;
Enable( controllerTemplate.enable ); m_allowsTranslation = controllerTemplate.allowPhysicsMovement; m_allowsRotation = controllerTemplate.allowPhysicsRotation; m_isPhysicallyControlled = controllerTemplate.isPhysicallyControlled; ConvertShadowControllerToIVP( controllerTemplate.shadowParams, m_shadow ); m_pObject->GetObject()->get_environment()->get_controller_manager()->add_controller_to_core( this, m_pObject->GetObject()->get_core() ); }
IPhysicsShadowController *CreateShadowController( CPhysicsObject *pObject, bool allowTranslation, bool allowRotation ) { return new CShadowController( pObject, allowTranslation, allowRotation ); }
bool SavePhysicsShadowController( const physsaveparams_t ¶ms, IPhysicsShadowController *pIShadow ) { vphysics_save_cshadowcontroller_t controllerTemplate; memset( &controllerTemplate, 0, sizeof(controllerTemplate) );
CShadowController *pShadowController = (CShadowController *)pIShadow; pShadowController->WriteToTemplate( controllerTemplate ); params.pSave->WriteAll( &controllerTemplate ); return true; }
bool RestorePhysicsShadowController( const physrestoreparams_t ¶ms, IPhysicsShadowController **ppShadowController ) { return false; }
bool RestorePhysicsShadowControllerInternal( const physrestoreparams_t ¶ms, IPhysicsShadowController **ppShadowController, CPhysicsObject *pObject ) { vphysics_save_cshadowcontroller_t controllerTemplate;
memset( &controllerTemplate, 0, sizeof(controllerTemplate) ); params.pRestore->ReadAll( &controllerTemplate ); // HACKHACK: pass this in
controllerTemplate.pObject = pObject;
CShadowController *pShadow = new CShadowController(); pShadow->InitFromTemplate( controllerTemplate );
*ppShadowController = pShadow; return true; }
bool SavePhysicsPlayerController( const physsaveparams_t ¶ms, CPlayerController *pPlayerController ) { return false; }
bool RestorePhysicsPlayerController( const physrestoreparams_t ¶ms, CPlayerController **ppPlayerController ) { return false; }
//HACKHACK: The physics object transfer system needs to temporarily detach a shadow controller from an object, then reattach without other repercussions
void ControlPhysicsShadowControllerAttachment_Silent( IPhysicsShadowController *pController, IVP_Real_Object *pivp, bool bAttach ) { if( bAttach ) { pivp->get_environment()->get_controller_manager()->add_controller_to_core( (CShadowController *)pController, pivp->get_core() ); } else { pivp->get_environment()->get_controller_manager()->remove_controller_from_core( (CShadowController *)pController, pivp->get_core() ); } }
void ControlPhysicsPlayerControllerAttachment_Silent( IPhysicsPlayerController *pController, IVP_Real_Object *pivp, bool bAttach ) { if( bAttach ) { pivp->get_environment()->get_controller_manager()->add_controller_to_core( (CPlayerController *)pController, pivp->get_core() ); } else { pivp->get_environment()->get_controller_manager()->remove_controller_from_core( (CPlayerController *)pController, pivp->get_core() ); } }
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