Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifdef _WIN32
#pragma warning (disable:4127)
#pragma warning (disable:4244)
#endif
#include "cbase.h"
#include "ivp_controller.hxx"
#include "physics_motioncontroller.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
struct vphysics_save_motioncontroller_t
{
CUtlVector<IPhysicsObject *> m_objectList;
int m_nPriority;
DECLARE_SIMPLE_DATADESC();
};
BEGIN_SIMPLE_DATADESC( vphysics_save_motioncontroller_t )
DEFINE_VPHYSPTR_UTLVECTOR( m_objectList ),
DEFINE_FIELD( m_nPriority, FIELD_INTEGER ),
END_DATADESC()
class CPhysicsMotionController : public IVP_Controller_Independent, public IPhysicsMotionController
{
public:
CPhysicsMotionController( IMotionEvent *pHandler, CPhysicsEnvironment *pVEnv );
virtual ~CPhysicsMotionController( void );
virtual void do_simulation_controller(IVP_Event_Sim *event,IVP_U_Vector<IVP_Core> *core_list);
virtual IVP_CONTROLLER_PRIORITY get_controller_priority();
virtual void core_is_going_to_be_deleted_event(IVP_Core *core)
{
m_coreList.FindAndRemove( core );
}
virtual const char *get_controller_name() { return "vphysics:motion"; }
virtual void SetEventHandler( IMotionEvent *handler );
virtual void AttachObject( IPhysicsObject *pObject, bool checkIfAlreadyAttached );
virtual void DetachObject( IPhysicsObject *pObject );
void RemoveCore( IVP_Core *pCore );
// Save/load
void WriteToTemplate( vphysics_save_motioncontroller_t &controllerTemplate );
void InitFromTemplate( const vphysics_save_motioncontroller_t &controllerTemplate );
// returns the number of objects currently attached to the controller
virtual int CountObjects( void )
{
return m_coreList.Count();
}
// NOTE: pObjectList is an array with at least CountObjects() allocated
virtual void GetObjects( IPhysicsObject **pObjectList )
{
for ( int i = 0; i < m_coreList.Count(); i++ )
{
IVP_Core *pCore = m_coreList[i];
IVP_Real_Object *pivp = pCore->objects.element_at(0);
IPhysicsObject *pPhys = static_cast<IPhysicsObject *>(pivp->client_data);
// copy out
pObjectList[i] = pPhys;
}
}
// detaches all attached objects
virtual void ClearObjects( void )
{
while ( m_coreList.Count() )
{
int x = m_coreList.Count()-1;
IVP_Core *pCore = m_coreList[x];
RemoveCore( pCore );
}
}
// wakes up all attached objects
virtual void WakeObjects( void )
{
for ( int i = 0; i < m_coreList.Count(); i++ )
{
IVP_Core *pCore = m_coreList[i];
pCore->ensure_core_to_be_in_simulation();
}
}
virtual void SetPriority( priority_t priority );
private:
IMotionEvent *m_handler;
CUtlVector<IVP_Core *> m_coreList;
CPhysicsEnvironment *m_pVEnv;
int m_priority;
};
CPhysicsMotionController::CPhysicsMotionController( IMotionEvent *pHandler, CPhysicsEnvironment *pVEnv )
{
m_handler = pHandler;
m_pVEnv = pVEnv;
SetPriority( MEDIUM_PRIORITY );
}
CPhysicsMotionController::~CPhysicsMotionController( void )
{
Assert( !m_pVEnv->IsInSimulation() );
for ( int i = 0; i < m_coreList.Count(); i++ )
{
m_coreList[i]->rem_core_controller( (IVP_Controller *)this );
}
}
void CPhysicsMotionController::do_simulation_controller(IVP_Event_Sim *event,IVP_U_Vector<IVP_Core> *core_list)
{
if ( m_handler )
{
for ( int i = 0; i < core_list->len(); i++ )
{
IVP_U_Float_Point ivpSpeed, ivpRot;
IVP_Core *pCore = core_list->element_at(i);
IVP_Real_Object *pivp = pCore->objects.element_at(0);
IPhysicsObject *pPhys = static_cast<IPhysicsObject *>(pivp->client_data);
if ( !pPhys->IsMoveable() )
continue;
Vector speed;
AngularImpulse rot;
speed.Init();
rot.Init();
IMotionEvent::simresult_e ret = m_handler->Simulate( this, pPhys, event->delta_time, speed, rot );
switch( ret )
{
case IMotionEvent::SIM_NOTHING:
break;
case IMotionEvent::SIM_LOCAL_ACCELERATION:
{
ConvertForceImpulseToIVP( speed, ivpSpeed );
ConvertAngularImpulseToIVP( rot, ivpRot );
const IVP_U_Matrix *m_world_f_core = pCore->get_m_world_f_core_PSI();
// transform to world space
m_world_f_core->inline_vmult3( &ivpSpeed, &ivpSpeed );
// UNDONE: Put these values into speed change / rot_speed_change instead?
pCore->speed.add_multiple( &ivpSpeed, event->delta_time );
pCore->rot_speed.add_multiple( &ivpRot, event->delta_time );
}
break;
case IMotionEvent::SIM_LOCAL_FORCE:
{
ConvertForceImpulseToIVP( speed, ivpSpeed );
ConvertAngularImpulseToIVP( rot, ivpRot );
const IVP_U_Matrix *m_world_f_core = pCore->get_m_world_f_core_PSI();
// transform to world space
m_world_f_core->inline_vmult3( &ivpSpeed, &ivpSpeed );
pCore->center_push_core_multiple_ws( &ivpSpeed, event->delta_time );
pCore->rot_push_core_multiple_cs( &ivpRot, event->delta_time );
}
break;
case IMotionEvent::SIM_GLOBAL_ACCELERATION:
{
ConvertAngularImpulseToIVP( rot, ivpRot );
ConvertForceImpulseToIVP( speed, ivpSpeed );
pCore->speed.add_multiple( &ivpSpeed, event->delta_time );
pCore->rot_speed.add_multiple( &ivpRot, event->delta_time );
}
break;
case IMotionEvent::SIM_GLOBAL_FORCE:
{
ConvertAngularImpulseToIVP( rot, ivpRot );
ConvertForceImpulseToIVP( speed, ivpSpeed );
pCore->center_push_core_multiple_ws( &ivpSpeed, event->delta_time );
pCore->rot_push_core_multiple_cs( &ivpRot, event->delta_time );
}
break;
}
pCore->apply_velocity_limit();
}
}
}
IVP_CONTROLLER_PRIORITY CPhysicsMotionController::get_controller_priority()
{
return (IVP_CONTROLLER_PRIORITY) m_priority;
}
void CPhysicsMotionController::SetPriority( priority_t priority )
{
switch ( priority )
{
case LOW_PRIORITY:
m_priority = IVP_CP_CONSTRAINTS_MIN;
break;
default:
case MEDIUM_PRIORITY:
m_priority = IVP_CP_MOTION;
break;
case HIGH_PRIORITY:
m_priority = IVP_CP_FORCEFIELDS+1;
break;
}
}
void CPhysicsMotionController::SetEventHandler( IMotionEvent *handler )
{
m_handler = handler;
}
void CPhysicsMotionController::AttachObject( IPhysicsObject *pObject, bool checkIfAlreadyAttached )
{
// BUGBUG: Sometimes restore comes back with a NULL, REVISIT
if ( !pObject || pObject->IsStatic() )
return;
CPhysicsObject *pPhys = static_cast<CPhysicsObject *>(pObject);
IVP_Real_Object *pIVP = pPhys->GetObject();
IVP_Core *pCore = pIVP->get_core();
// UNDONE: On save/load, trigger-based motion controllers re-attach their objects.
// UNDONE: Do something cheaper about this?
// OPTIMIZE: Linear search here?
if ( checkIfAlreadyAttached )
{
int index = m_coreList.Find(pCore);
if ( m_coreList.IsValidIndex(index) )
{
DevMsg(1,"Attached core twice!!!\n");
return;
}
}
m_coreList.AddToTail( pCore );
MEM_ALLOC_CREDIT();
pCore->add_core_controller( (IVP_Controller *)this );
}
void CPhysicsMotionController::RemoveCore( IVP_Core *pCore )
{
int index = m_coreList.Find(pCore);
if ( !m_coreList.IsValidIndex(index) )
{
#if DEBUG
Msg("removed invalid core !!!\n");
#endif
return;
}
//Assert( !m_pVEnv->IsInSimulation() );
m_coreList.Remove( index );
pCore->rem_core_controller( static_cast<IVP_Controller_Independent *>(this) );
}
void CPhysicsMotionController::DetachObject( IPhysicsObject *pObject )
{
CPhysicsObject *pPhys = static_cast<CPhysicsObject *>(pObject);
IVP_Real_Object *pIVP = pPhys->GetObject();
IVP_Core *core = pIVP->get_core();
RemoveCore(core);
}
// Save/load
void CPhysicsMotionController::WriteToTemplate( vphysics_save_motioncontroller_t &controllerTemplate )
{
controllerTemplate.m_nPriority = m_priority;
int nObjectCount = CountObjects();
controllerTemplate.m_objectList.AddMultipleToTail( nObjectCount );
GetObjects( controllerTemplate.m_objectList.Base() );
}
void CPhysicsMotionController::InitFromTemplate( const vphysics_save_motioncontroller_t &controllerTemplate )
{
m_priority = controllerTemplate.m_nPriority;
int nObjectCount = controllerTemplate.m_objectList.Count();
for ( int i = 0; i < nObjectCount; ++i )
{
AttachObject( controllerTemplate.m_objectList[i], true );
}
}
IPhysicsMotionController *CreateMotionController( CPhysicsEnvironment *pPhysEnv, IMotionEvent *pHandler )
{
if ( !pHandler )
return NULL;
return new CPhysicsMotionController( pHandler, pPhysEnv );
}
bool SavePhysicsMotionController( const physsaveparams_t &params, IPhysicsMotionController *pMotionController )
{
vphysics_save_motioncontroller_t controllerTemplate;
memset( &controllerTemplate, 0, sizeof(controllerTemplate) );
CPhysicsMotionController *pControllerImp = static_cast<CPhysicsMotionController*>(pMotionController);
pControllerImp->WriteToTemplate( controllerTemplate );
params.pSave->WriteAll( &controllerTemplate );
return true;
}
bool RestorePhysicsMotionController( const physrestoreparams_t &params, IPhysicsMotionController **ppMotionController )
{
CPhysicsMotionController *pControllerImp = new CPhysicsMotionController( NULL, static_cast<CPhysicsEnvironment *>(params.pEnvironment) );
vphysics_save_motioncontroller_t controllerTemplate;
memset( &controllerTemplate, 0, sizeof(controllerTemplate) );
params.pRestore->ReadAll( &controllerTemplate );
pControllerImp->InitFromTemplate( controllerTemplate );
*ppMotionController = pControllerImp;
return true;
}