Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

238 lines
6.4 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "physics.h"
#include "te_effect_dispatch.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static int BestAxisMatchingNormal( matrix3x4_t &matrix, const Vector &normal )
{
float bestDot = -1;
int best = 0;
for ( int i = 0; i < 3; i++ )
{
Vector tmp;
MatrixGetColumn( matrix, i, tmp );
float dot = fabs(DotProduct( tmp, normal ));
if ( dot > bestDot )
{
bestDot = dot;
best = i;
}
}
return best;
}
void PhysicsSplash( IPhysicsFluidController *pFluid, IPhysicsObject *pObject, CBaseEntity *pEntity )
{
Vector normal;
float dist;
pFluid->GetSurfacePlane( &normal, &dist );
matrix3x4_t &matrix = pEntity->EntityToWorldTransform();
// Find the local axis that best matches the water surface normal
int bestAxis = BestAxisMatchingNormal( matrix, normal );
Vector tangent, binormal;
MatrixGetColumn( matrix, (bestAxis+1)%3, tangent );
binormal = CrossProduct( normal, tangent );
VectorNormalize( binormal );
tangent = CrossProduct( binormal, normal );
VectorNormalize( tangent );
// Now we have a basis tangent to the surface that matches the object's local orientation as well as possible
// compute an OBB using this basis
// Get object extents in basis
Vector tanPts[2], binPts[2];
tanPts[0] = physcollision->CollideGetExtent( pObject->GetCollide(), pEntity->GetAbsOrigin(), pEntity->GetAbsAngles(), -tangent );
tanPts[1] = physcollision->CollideGetExtent( pObject->GetCollide(), pEntity->GetAbsOrigin(), pEntity->GetAbsAngles(), tangent );
binPts[0] = physcollision->CollideGetExtent( pObject->GetCollide(), pEntity->GetAbsOrigin(), pEntity->GetAbsAngles(), -binormal );
binPts[1] = physcollision->CollideGetExtent( pObject->GetCollide(), pEntity->GetAbsOrigin(), pEntity->GetAbsAngles(), binormal );
// now compute the centered bbox
float mins[2], maxs[2], center[2], extents[2];
mins[0] = DotProduct( tanPts[0], tangent );
maxs[0] = DotProduct( tanPts[1], tangent );
mins[1] = DotProduct( binPts[0], binormal );
maxs[1] = DotProduct( binPts[1], binormal );
center[0] = 0.5 * (mins[0] + maxs[0]);
center[1] = 0.5 * (mins[1] + maxs[1]);
extents[0] = maxs[0] - center[0];
extents[1] = maxs[1] - center[1];
Vector centerPoint = center[0] * tangent + center[1] * binormal + dist * normal;
Vector axes[2];
axes[0] = (maxs[0] - center[0]) * tangent;
axes[1] = (maxs[1] - center[1]) * binormal;
// visualize OBB hit
/*
Vector corner1 = centerPoint - axes[0] - axes[1];
Vector corner2 = centerPoint + axes[0] - axes[1];
Vector corner3 = centerPoint + axes[0] + axes[1];
Vector corner4 = centerPoint - axes[0] + axes[1];
NDebugOverlay::Line( corner1, corner2, 0, 0, 255, false, 10 );
NDebugOverlay::Line( corner2, corner3, 0, 0, 255, false, 10 );
NDebugOverlay::Line( corner3, corner4, 0, 0, 255, false, 10 );
NDebugOverlay::Line( corner4, corner1, 0, 0, 255, false, 10 );
*/
Vector corner[4];
corner[0] = centerPoint - axes[0] - axes[1];
corner[1] = centerPoint + axes[0] - axes[1];
corner[2] = centerPoint + axes[0] + axes[1];
corner[3] = centerPoint - axes[0] + axes[1];
CEffectData data;
if ( pObject->GetGameFlags() & FVPHYSICS_PART_OF_RAGDOLL )
{
/*
data.m_vOrigin = centerPoint;
data.m_vNormal = normal;
VectorAngles( normal, data.m_vAngles );
data.m_flScale = random->RandomFloat( 8, 10 );
DispatchEffect( "watersplash", data );
int splashes = 4;
Vector point;
for ( int i = 0; i < splashes; i++ )
{
point = RandomVector( -32.0f, 32.0f );
point[2] = 0.0f;
point += corner[i];
data.m_vOrigin = point;
data.m_vNormal = normal;
VectorAngles( normal, data.m_vAngles );
data.m_flScale = random->RandomFloat( 4, 6 );
DispatchEffect( "watersplash", data );
}
*/
//FIXME: This code will not work correctly given how the ragdoll/fluid collision is acting currently
return;
}
Vector vel;
pObject->GetVelocity( &vel, NULL );
float rawSpeed = -DotProduct( normal, vel );
// proportional to cross-sectional area times velocity squared (fluid pressure)
float speed = rawSpeed * rawSpeed * extents[0] * extents[1] * (1.0f / 2500000.0f) * pObject->GetMass() * (0.01f);
speed = clamp( speed, 0.f, 50.f );
bool bRippleOnly = false;
// allow the entity to perform a custom splash effect
if ( pEntity->PhysicsSplash( centerPoint, normal, rawSpeed, speed ) )
return;
//Deny really weak hits
//FIXME: We still need to ripple the surface in this case
if ( speed <= 0.35f )
{
if ( speed <= 0.1f )
return;
bRippleOnly = true;
}
float size = RemapVal( speed, 0.35, 50, 8, 18 );
//Find the surface area
float radius = extents[0] * extents[1];
//int splashes = clamp ( radius / 128.0f, 1, 2 ); //One splash for every three square feet of area
//Msg( "Speed: %.2f, Size: %.2f\n, Radius: %.2f, Splashes: %d", speed, size, radius, splashes );
Vector point;
data.m_fFlags = 0;
data.m_vOrigin = centerPoint;
data.m_vNormal = normal;
VectorAngles( normal, data.m_vAngles );
data.m_flScale = size + random->RandomFloat( 0, 2 );
if ( pEntity->GetWaterType() & CONTENTS_SLIME )
{
data.m_fFlags |= FX_WATER_IN_SLIME;
}
if ( bRippleOnly )
{
DispatchEffect( "waterripple", data );
}
else
{
DispatchEffect( "watersplash", data );
}
if ( radius > 500.0f )
{
int splashes = random->RandomInt( 1, 4 );
for ( int i = 0; i < splashes; i++ )
{
point = RandomVector( -4.0f, 4.0f );
point[2] = 0.0f;
point += corner[i];
data.m_fFlags = 0;
data.m_vOrigin = point;
data.m_vNormal = normal;
VectorAngles( normal, data.m_vAngles );
data.m_flScale = size + random->RandomFloat( -3, 1 );
if ( pEntity->GetWaterType() & CONTENTS_SLIME )
{
data.m_fFlags |= FX_WATER_IN_SLIME;
}
if ( bRippleOnly )
{
DispatchEffect( "waterripple", data );
}
else
{
DispatchEffect( "watersplash", data );
}
}
}
/*
for ( i = 0; i < splashes; i++ )
{
point = RandomVector( -8.0f, 8.0f );
point[2] = 0.0f;
point += centerPoint + axes[0] * random->RandomFloat( -1, 1 ) + axes[1] * random->RandomFloat( -1, 1 );
data.m_vOrigin = point;
data.m_vNormal = normal;
VectorAngles( normal, data.m_vAngles );
data.m_flScale = size + random->RandomFloat( -2, 4 );
DispatchEffect( "watersplash", data );
}
*/
}