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1055 lines
31 KiB
1055 lines
31 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Game & Client shared functions moved from physics.cpp
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//
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//=============================================================================//
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#include "cbase.h"
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#include "vcollide_parse.h"
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#include "filesystem.h"
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#include "movevars_shared.h"
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#include "engine/ivmodelinfo.h"
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#include "physics_shared.h"
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#include "solidsetdefaults.h"
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#include "model_types.h"
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#include "bone_setup.h"
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#include "vphysics/object_hash.h"
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#include "vphysics/friction.h"
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#include "coordsize.h"
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#include <KeyValues.h>
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#include "decals.h"
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#include "IEffects.h"
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#include "SoundEmitterSystem/isoundemittersystembase.h"
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#include "physics_saverestore.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//
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IPhysics *physics = NULL;
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IPhysicsObject *g_PhysWorldObject = NULL;
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IPhysicsCollision *physcollision = NULL;
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IPhysicsEnvironment *physenv = NULL;
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#ifdef PORTAL
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IPhysicsEnvironment *physenv_main = NULL;
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#endif
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IPhysicsSurfaceProps *physprops = NULL;
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// UNDONE: This hash holds both entity & IPhysicsObject pointer pairs
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// UNDONE: Split into separate hashes?
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IPhysicsObjectPairHash *g_EntityCollisionHash = NULL;
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const char *SURFACEPROP_MANIFEST_FILE = "scripts/surfaceproperties_manifest.txt";
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const objectparams_t g_PhysDefaultObjectParams =
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{
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NULL,
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1.0, //mass
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1.0, // inertia
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0.1f, // damping
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0.1f, // rotdamping
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0.05f, // rotIntertiaLimit
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"DEFAULT",
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NULL,// game data
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0.f, // volume (leave 0 if you don't have one or call physcollision->CollideVolume() to compute it)
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1.0f, // drag coefficient
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true,// enable collisions?
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};
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void CSolidSetDefaults::ParseKeyValue( void *pData, const char *pKey, const char *pValue )
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{
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if ( !Q_stricmp( pKey, "contents" ) )
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{
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m_contentsMask = atoi( pValue );
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}
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}
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void CSolidSetDefaults::SetDefaults( void *pData )
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{
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solid_t *pSolid = (solid_t *)pData;
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pSolid->params = g_PhysDefaultObjectParams;
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m_contentsMask = CONTENTS_SOLID;
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}
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CSolidSetDefaults g_SolidSetup;
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &mins -
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// &maxs -
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// Output : CPhysCollide
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//-----------------------------------------------------------------------------
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CPhysCollide *PhysCreateBbox( const Vector &minsIn, const Vector &maxsIn )
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{
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// UNDONE: Track down why this causes errors for the player controller and adjust/enable
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//float radius = 0.5 - DIST_EPSILON;
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Vector mins = minsIn;// + Vector(radius, radius, radius);
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Vector maxs = maxsIn;// - Vector(radius, radius, radius);
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// VPHYSICS caches/cleans up these
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CPhysCollide *pResult = physcollision->BBoxToCollide( mins, maxs );
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g_pPhysSaveRestoreManager->NoteBBox( mins, maxs, pResult );
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return pResult;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pEntity -
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// &mins -
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// &maxs -
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// &origin -
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// isStatic -
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// Output : static IPhysicsObject
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//-----------------------------------------------------------------------------
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IPhysicsObject *PhysModelCreateBox( CBaseEntity *pEntity, const Vector &mins, const Vector &maxs, const Vector &origin, bool isStatic )
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{
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int modelIndex = pEntity->GetModelIndex();
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const char *pSurfaceProps = "flesh";
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solid_t solid;
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PhysGetDefaultAABBSolid( solid );
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Vector dims = maxs - mins;
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solid.params.volume = dims.x * dims.y * dims.z;
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if ( modelIndex )
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{
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const model_t *model = modelinfo->GetModel( modelIndex );
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if ( model )
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{
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CStudioHdr studioHdr( modelinfo->GetStudiomodel( model ), mdlcache );
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if ( studioHdr.IsValid() )
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{
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pSurfaceProps = Studio_GetDefaultSurfaceProps( &studioHdr );
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}
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}
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}
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Q_strncpy( solid.surfaceprop, pSurfaceProps, sizeof( solid.surfaceprop ) );
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CPhysCollide *pCollide = PhysCreateBbox( mins, maxs );
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if ( !pCollide )
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return NULL;
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return PhysModelCreateCustom( pEntity, pCollide, origin, vec3_angle, STRING(pEntity->GetModelName()), isStatic, &solid );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pEntity -
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// &mins -
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// &maxs -
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// &origin -
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// isStatic -
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// Output : static IPhysicsObject
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//-----------------------------------------------------------------------------
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IPhysicsObject *PhysModelCreateOBB( CBaseEntity *pEntity, const Vector &mins, const Vector &maxs, const Vector &origin, const QAngle &angle, bool isStatic )
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{
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int modelIndex = pEntity->GetModelIndex();
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const char *pSurfaceProps = "flesh";
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solid_t solid;
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PhysGetDefaultAABBSolid( solid );
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Vector dims = maxs - mins;
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solid.params.volume = dims.x * dims.y * dims.z;
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if ( modelIndex )
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{
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const model_t *model = modelinfo->GetModel( modelIndex );
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if ( model )
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{
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CStudioHdr studioHdr( modelinfo->GetStudiomodel( model ), mdlcache );
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if (studioHdr.IsValid())
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{
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pSurfaceProps = Studio_GetDefaultSurfaceProps( &studioHdr );
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}
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}
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}
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Q_strncpy( solid.surfaceprop, pSurfaceProps, sizeof( solid.surfaceprop ) );
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CPhysCollide *pCollide = PhysCreateBbox( mins, maxs );
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if ( !pCollide )
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return NULL;
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return PhysModelCreateCustom( pEntity, pCollide, origin, angle, STRING(pEntity->GetModelName()), isStatic, &solid );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &solid -
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// *pEntity -
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// modelIndex -
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// solidIndex -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool PhysModelParseSolidByIndex( solid_t &solid, CBaseEntity *pEntity, int modelIndex, int solidIndex )
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{
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vcollide_t *pCollide = modelinfo->GetVCollide( modelIndex );
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if ( !pCollide )
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return false;
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bool parsed = false;
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memset( &solid, 0, sizeof(solid) );
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solid.params = g_PhysDefaultObjectParams;
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IVPhysicsKeyParser *pParse = physcollision->VPhysicsKeyParserCreate( pCollide->pKeyValues );
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while ( !pParse->Finished() )
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{
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const char *pBlock = pParse->GetCurrentBlockName();
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if ( !strcmpi( pBlock, "solid" ) )
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{
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solid_t tmpSolid;
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memset( &tmpSolid, 0, sizeof(tmpSolid) );
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tmpSolid.params = g_PhysDefaultObjectParams;
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pParse->ParseSolid( &tmpSolid, &g_SolidSetup );
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if ( solidIndex < 0 || tmpSolid.index == solidIndex )
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{
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parsed = true;
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solid = tmpSolid;
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// just to be sure we aren't ever getting a non-zero solid by accident
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Assert( solidIndex >= 0 || solid.index == 0 );
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break;
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}
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}
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else
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{
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pParse->SkipBlock();
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}
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}
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physcollision->VPhysicsKeyParserDestroy( pParse );
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// collisions are off by default
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solid.params.enableCollisions = true;
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solid.params.pGameData = static_cast<void *>(pEntity);
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solid.params.pName = STRING(pEntity->GetModelName());
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return parsed;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &solid -
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// *pEntity -
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// modelIndex -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool PhysModelParseSolid( solid_t &solid, CBaseEntity *pEntity, int modelIndex )
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{
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return PhysModelParseSolidByIndex( solid, pEntity, modelIndex, -1 );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &solid -
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// *pEntity -
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// *pCollide -
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// solidIndex -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool PhysModelParseSolidByIndex( solid_t &solid, CBaseEntity *pEntity, vcollide_t *pCollide, int solidIndex )
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{
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bool parsed = false;
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memset( &solid, 0, sizeof(solid) );
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solid.params = g_PhysDefaultObjectParams;
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IVPhysicsKeyParser *pParse = physcollision->VPhysicsKeyParserCreate( pCollide->pKeyValues );
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while ( !pParse->Finished() )
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{
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const char *pBlock = pParse->GetCurrentBlockName();
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if ( !strcmpi( pBlock, "solid" ) )
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{
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solid_t tmpSolid;
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memset( &tmpSolid, 0, sizeof(tmpSolid) );
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tmpSolid.params = g_PhysDefaultObjectParams;
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pParse->ParseSolid( &tmpSolid, &g_SolidSetup );
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if ( solidIndex < 0 || tmpSolid.index == solidIndex )
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{
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parsed = true;
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solid = tmpSolid;
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// just to be sure we aren't ever getting a non-zero solid by accident
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Assert( solidIndex >= 0 || solid.index == 0 );
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break;
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}
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}
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else
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{
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pParse->SkipBlock();
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}
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}
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physcollision->VPhysicsKeyParserDestroy( pParse );
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// collisions are off by default
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solid.params.enableCollisions = true;
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solid.params.pGameData = static_cast<void *>(pEntity);
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solid.params.pName = STRING(pEntity->GetModelName());
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return parsed;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pEntity -
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// modelIndex -
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// &origin -
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// &angles -
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// *pSolid -
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// Output : IPhysicsObject
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//-----------------------------------------------------------------------------
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IPhysicsObject *PhysModelCreate( CBaseEntity *pEntity, int modelIndex, const Vector &origin, const QAngle &angles, solid_t *pSolid )
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{
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if ( !physenv )
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return NULL;
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vcollide_t *pCollide = modelinfo->GetVCollide( modelIndex );
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if ( !pCollide || !pCollide->solidCount )
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return NULL;
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solid_t tmpSolid;
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if ( !pSolid )
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{
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pSolid = &tmpSolid;
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if ( !PhysModelParseSolidByIndex( tmpSolid, pEntity, pCollide, -1 ) )
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return NULL;
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}
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int surfaceProp = -1;
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if ( pSolid->surfaceprop[0] )
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{
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surfaceProp = physprops->GetSurfaceIndex( pSolid->surfaceprop );
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}
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IPhysicsObject *pObject = physenv->CreatePolyObject( pCollide->solids[pSolid->index], surfaceProp, origin, angles, &pSolid->params );
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//PhysCheckAdd( pObject, STRING(pEntity->m_iClassname) );
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if ( pObject )
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{
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if ( modelinfo->GetModelType(modelinfo->GetModel(modelIndex)) == mod_brush )
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{
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unsigned int contents = modelinfo->GetModelContents( modelIndex );
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Assert(contents!=0);
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// HACKHACK: contents is used to filter collisions
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// HACKHACK: So keep solid on for water brushes since they should pass collision rules (as triggers)
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if ( contents & MASK_WATER )
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{
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contents |= CONTENTS_SOLID;
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}
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if ( contents != pObject->GetContents() && contents != 0 )
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{
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pObject->SetContents( contents );
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pObject->RecheckCollisionFilter();
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}
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}
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g_pPhysSaveRestoreManager->AssociateModel( pObject, modelIndex);
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}
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return pObject;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pEntity -
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// modelIndex -
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// &origin -
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// &angles -
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// Output : IPhysicsObject
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//-----------------------------------------------------------------------------
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IPhysicsObject *PhysModelCreateUnmoveable( CBaseEntity *pEntity, int modelIndex, const Vector &origin, const QAngle &angles )
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{
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if ( !physenv )
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return NULL;
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vcollide_t *pCollide = modelinfo->GetVCollide( modelIndex );
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if ( !pCollide || !pCollide->solidCount )
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return NULL;
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solid_t solid;
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if ( !PhysModelParseSolidByIndex( solid, pEntity, pCollide, -1 ) )
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return NULL;
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// collisions are off by default
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solid.params.enableCollisions = true;
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//solid.params.mass = 1.0;
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int surfaceProp = -1;
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if ( solid.surfaceprop[0] )
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{
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surfaceProp = physprops->GetSurfaceIndex( solid.surfaceprop );
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}
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solid.params.pGameData = static_cast<void *>(pEntity);
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solid.params.pName = STRING(pEntity->GetModelName());
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IPhysicsObject *pObject = physenv->CreatePolyObjectStatic( pCollide->solids[0], surfaceProp, origin, angles, &solid.params );
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//PhysCheckAdd( pObject, STRING(pEntity->m_iClassname) );
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if ( pObject )
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{
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if ( modelinfo->GetModelType(modelinfo->GetModel(modelIndex)) == mod_brush )
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{
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unsigned int contents = modelinfo->GetModelContents( modelIndex );
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Assert(contents!=0);
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if ( contents != pObject->GetContents() && contents != 0 )
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{
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pObject->SetContents( contents );
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pObject->RecheckCollisionFilter();
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}
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}
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g_pPhysSaveRestoreManager->AssociateModel( pObject, modelIndex);
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}
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return pObject;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Create a vphysics object based on an existing collision model
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// Input : *pEntity -
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// *pModel -
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// &origin -
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// &angles -
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// *pName -
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// isStatic -
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// *pSolid -
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// Output : IPhysicsObject
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//-----------------------------------------------------------------------------
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IPhysicsObject *PhysModelCreateCustom( CBaseEntity *pEntity, const CPhysCollide *pModel, const Vector &origin, const QAngle &angles, const char *pName, bool isStatic, solid_t *pSolid )
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{
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if ( !physenv )
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return NULL;
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solid_t tmpSolid;
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if ( !pSolid )
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{
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PhysGetDefaultAABBSolid( tmpSolid );
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pSolid = &tmpSolid;
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}
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int surfaceProp = physprops->GetSurfaceIndex( pSolid->surfaceprop );
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pSolid->params.pGameData = static_cast<void *>(pEntity);
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pSolid->params.pName = pName;
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IPhysicsObject *pObject = NULL;
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if ( isStatic )
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{
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pObject = physenv->CreatePolyObjectStatic( pModel, surfaceProp, origin, angles, &pSolid->params );
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}
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else
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{
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pObject = physenv->CreatePolyObject( pModel, surfaceProp, origin, angles, &pSolid->params );
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}
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if ( pObject )
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g_pPhysSaveRestoreManager->AssociateModel( pObject, pModel);
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return pObject;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pEntity -
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// radius -
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// &origin -
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// &solid -
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// Output : IPhysicsObject
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//-----------------------------------------------------------------------------
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IPhysicsObject *PhysSphereCreate( CBaseEntity *pEntity, float radius, const Vector &origin, solid_t &solid )
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{
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if ( !physenv )
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return NULL;
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int surfaceProp = -1;
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if ( solid.surfaceprop[0] )
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{
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surfaceProp = physprops->GetSurfaceIndex( solid.surfaceprop );
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}
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solid.params.pGameData = static_cast<void *>(pEntity);
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IPhysicsObject *pObject = physenv->CreateSphereObject( radius, surfaceProp, origin, vec3_angle, &solid.params, false );
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return pObject;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void PhysGetDefaultAABBSolid( solid_t &solid )
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{
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solid.params = g_PhysDefaultObjectParams;
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solid.params.mass = 85.0f;
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solid.params.inertia = 1e24f;
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Q_strncpy( solid.surfaceprop, "default", sizeof( solid.surfaceprop ) );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destroy a physics object
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// Input : *pObject -
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//-----------------------------------------------------------------------------
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void PhysDestroyObject( IPhysicsObject *pObject, CBaseEntity *pEntity )
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{
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g_pPhysSaveRestoreManager->ForgetModel( pObject );
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if ( pObject )
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pObject->SetGameData( NULL );
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g_EntityCollisionHash->RemoveAllPairsForObject( pObject );
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if ( pEntity && pEntity->IsMarkedForDeletion() )
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{
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g_EntityCollisionHash->RemoveAllPairsForObject( pEntity );
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}
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if ( physenv )
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{
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physenv->DestroyObject( pObject );
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}
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}
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void AddSurfacepropFile( const char *pFileName, IPhysicsSurfaceProps *pProps, IFileSystem *pFileSystem )
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{
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// Load file into memory
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FileHandle_t file = pFileSystem->Open( pFileName, "rb", "GAME" );
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if ( file )
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{
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int len = pFileSystem->Size( file );
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// read the file
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int nBufSize = len+1;
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if ( IsXbox() )
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{
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nBufSize = AlignValue( nBufSize , 512 );
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}
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char *buffer = (char *)stackalloc( nBufSize );
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pFileSystem->ReadEx( buffer, nBufSize, len, file );
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pFileSystem->Close( file );
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buffer[len] = 0;
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pProps->ParseSurfaceData( pFileName, buffer );
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// buffer is on the stack, no need to free
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}
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else
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{
|
|
Error( "Unable to load surface prop file '%s' (referenced by manifest file '%s')\n", pFileName, SURFACEPROP_MANIFEST_FILE );
|
|
}
|
|
}
|
|
|
|
void PhysParseSurfaceData( IPhysicsSurfaceProps *pProps, IFileSystem *pFileSystem )
|
|
{
|
|
KeyValues *manifest = new KeyValues( SURFACEPROP_MANIFEST_FILE );
|
|
if ( manifest->LoadFromFile( pFileSystem, SURFACEPROP_MANIFEST_FILE, "GAME" ) )
|
|
{
|
|
for ( KeyValues *sub = manifest->GetFirstSubKey(); sub != NULL; sub = sub->GetNextKey() )
|
|
{
|
|
if ( !Q_stricmp( sub->GetName(), "file" ) )
|
|
{
|
|
// Add
|
|
AddSurfacepropFile( sub->GetString(), pProps, pFileSystem );
|
|
continue;
|
|
}
|
|
|
|
Warning( "surfaceprops::Init: Manifest '%s' with bogus file type '%s', expecting 'file'\n",
|
|
SURFACEPROP_MANIFEST_FILE, sub->GetName() );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Error( "Unable to load manifest file '%s'\n", SURFACEPROP_MANIFEST_FILE );
|
|
}
|
|
|
|
manifest->deleteThis();
|
|
}
|
|
|
|
void PhysCreateVirtualTerrain( CBaseEntity *pWorld, const objectparams_t &defaultParams )
|
|
{
|
|
if ( !physenv )
|
|
return;
|
|
|
|
char nameBuf[1024];
|
|
for ( int i = 0; i < MAX_MAP_DISPINFO; i++ )
|
|
{
|
|
CPhysCollide *pCollide = modelinfo->GetCollideForVirtualTerrain( i );
|
|
if ( pCollide )
|
|
{
|
|
solid_t solid;
|
|
solid.params = defaultParams;
|
|
solid.params.enableCollisions = true;
|
|
solid.params.pGameData = static_cast<void *>(pWorld);
|
|
Q_snprintf(nameBuf, sizeof(nameBuf), "vdisp_%04d", i );
|
|
solid.params.pName = nameBuf;
|
|
int surfaceData = physprops->GetSurfaceIndex( "default" );
|
|
// create this as part of the world
|
|
IPhysicsObject *pObject = physenv->CreatePolyObjectStatic( pCollide, surfaceData, vec3_origin, vec3_angle, &solid.params );
|
|
pObject->SetCallbackFlags( pObject->GetCallbackFlags() | CALLBACK_NEVER_DELETED );
|
|
}
|
|
}
|
|
}
|
|
|
|
IPhysicsObject *PhysCreateWorld_Shared( CBaseEntity *pWorld, vcollide_t *pWorldCollide, const objectparams_t &defaultParams )
|
|
{
|
|
solid_t solid;
|
|
fluid_t fluid;
|
|
|
|
if ( !physenv )
|
|
return NULL;
|
|
|
|
int surfaceData = physprops->GetSurfaceIndex( "default" );
|
|
|
|
objectparams_t params = defaultParams;
|
|
params.pGameData = static_cast<void *>(pWorld);
|
|
params.pName = "world";
|
|
|
|
IPhysicsObject *pWorldPhysics = physenv->CreatePolyObjectStatic(
|
|
pWorldCollide->solids[0], surfaceData, vec3_origin, vec3_angle, ¶ms );
|
|
|
|
// hint - saves vphysics some work
|
|
pWorldPhysics->SetCallbackFlags( pWorldPhysics->GetCallbackFlags() | CALLBACK_NEVER_DELETED );
|
|
|
|
//PhysCheckAdd( world, "World" );
|
|
// walk the world keys in case there are some fluid volumes to create
|
|
IVPhysicsKeyParser *pParse = physcollision->VPhysicsKeyParserCreate( pWorldCollide->pKeyValues );
|
|
|
|
bool bCreateVirtualTerrain = false;
|
|
while ( !pParse->Finished() )
|
|
{
|
|
const char *pBlock = pParse->GetCurrentBlockName();
|
|
|
|
if ( !strcmpi( pBlock, "solid" ) || !strcmpi( pBlock, "staticsolid" ) )
|
|
{
|
|
solid.params = defaultParams;
|
|
pParse->ParseSolid( &solid, &g_SolidSetup );
|
|
solid.params.enableCollisions = true;
|
|
solid.params.pGameData = static_cast<void *>(pWorld);
|
|
solid.params.pName = "world";
|
|
surfaceData = physprops->GetSurfaceIndex( "default" );
|
|
|
|
// already created world above
|
|
if ( solid.index == 0 )
|
|
continue;
|
|
|
|
if ( !pWorldCollide->solids[solid.index] )
|
|
{
|
|
// this implies that the collision model is a mopp and the physics DLL doesn't support that.
|
|
bCreateVirtualTerrain = true;
|
|
continue;
|
|
}
|
|
// create this as part of the world
|
|
IPhysicsObject *pObject = physenv->CreatePolyObjectStatic( pWorldCollide->solids[solid.index],
|
|
surfaceData, vec3_origin, vec3_angle, &solid.params );
|
|
|
|
// invalid collision model or can't create, ignore
|
|
if (!pObject)
|
|
continue;
|
|
|
|
pObject->SetCallbackFlags( pObject->GetCallbackFlags() | CALLBACK_NEVER_DELETED );
|
|
Assert( g_SolidSetup.GetContentsMask() != 0 );
|
|
pObject->SetContents( g_SolidSetup.GetContentsMask() );
|
|
|
|
if ( !pWorldPhysics )
|
|
{
|
|
pWorldPhysics = pObject;
|
|
}
|
|
}
|
|
else if ( !strcmpi( pBlock, "fluid" ) )
|
|
{
|
|
pParse->ParseFluid( &fluid, NULL );
|
|
|
|
// create a fluid for floating
|
|
if ( fluid.index > 0 )
|
|
{
|
|
solid.params = defaultParams; // copy world's params
|
|
solid.params.enableCollisions = true;
|
|
solid.params.pName = "fluid";
|
|
solid.params.pGameData = static_cast<void *>(pWorld);
|
|
fluid.params.pGameData = static_cast<void *>(pWorld);
|
|
surfaceData = physprops->GetSurfaceIndex( fluid.surfaceprop );
|
|
// create this as part of the world
|
|
IPhysicsObject *pWater = physenv->CreatePolyObjectStatic( pWorldCollide->solids[fluid.index],
|
|
surfaceData, vec3_origin, vec3_angle, &solid.params );
|
|
|
|
pWater->SetCallbackFlags( pWater->GetCallbackFlags() | CALLBACK_NEVER_DELETED );
|
|
physenv->CreateFluidController( pWater, &fluid.params );
|
|
}
|
|
}
|
|
else if ( !strcmpi( pBlock, "materialtable" ) )
|
|
{
|
|
int surfaceTable[128];
|
|
memset( surfaceTable, 0, sizeof(surfaceTable) );
|
|
|
|
pParse->ParseSurfaceTable( surfaceTable, NULL );
|
|
physprops->SetWorldMaterialIndexTable( surfaceTable, 128 );
|
|
}
|
|
else if ( !strcmpi(pBlock, "virtualterrain" ) )
|
|
{
|
|
bCreateVirtualTerrain = true;
|
|
pParse->SkipBlock();
|
|
}
|
|
else
|
|
{
|
|
// unknown chunk???
|
|
pParse->SkipBlock();
|
|
}
|
|
}
|
|
physcollision->VPhysicsKeyParserDestroy( pParse );
|
|
|
|
if ( bCreateVirtualTerrain && physcollision->SupportsVirtualMesh() )
|
|
{
|
|
PhysCreateVirtualTerrain( pWorld, defaultParams );
|
|
}
|
|
return pWorldPhysics;
|
|
}
|
|
|
|
|
|
//=============================================================================
|
|
//
|
|
// Physics Game Trace
|
|
//
|
|
class CPhysicsGameTrace : public IPhysicsGameTrace
|
|
{
|
|
public:
|
|
|
|
void VehicleTraceRay( const Ray_t &ray, void *pVehicle, trace_t *pTrace );
|
|
void VehicleTraceRayWithWater( const Ray_t &ray, void *pVehicle, trace_t *pTrace );
|
|
bool VehiclePointInWater( const Vector &vecPoint );
|
|
};
|
|
|
|
CPhysicsGameTrace g_PhysGameTrace;
|
|
IPhysicsGameTrace *physgametrace = &g_PhysGameTrace;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Game ray-traces in vphysics.
|
|
//-----------------------------------------------------------------------------
|
|
void CPhysicsGameTrace::VehicleTraceRay( const Ray_t &ray, void *pVehicle, trace_t *pTrace )
|
|
{
|
|
CBaseEntity *pBaseEntity = static_cast<CBaseEntity*>( pVehicle );
|
|
UTIL_TraceRay( ray, MASK_SOLID, pBaseEntity, COLLISION_GROUP_NONE, pTrace );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Game ray-traces in vphysics.
|
|
//-----------------------------------------------------------------------------
|
|
void CPhysicsGameTrace::VehicleTraceRayWithWater( const Ray_t &ray, void *pVehicle, trace_t *pTrace )
|
|
{
|
|
CBaseEntity *pBaseEntity = static_cast<CBaseEntity*>( pVehicle );
|
|
UTIL_TraceRay( ray, MASK_SOLID|MASK_WATER, pBaseEntity, COLLISION_GROUP_NONE, pTrace );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Test to see if a vehicle point is in water.
|
|
//-----------------------------------------------------------------------------
|
|
bool CPhysicsGameTrace::VehiclePointInWater( const Vector &vecPoint )
|
|
{
|
|
return ( ( UTIL_PointContents( vecPoint ) & MASK_WATER ) != 0 );
|
|
}
|
|
|
|
void PhysRecheckObjectPair( IPhysicsObject *pObject0, IPhysicsObject *pObject1 )
|
|
{
|
|
if ( !pObject0->IsStatic() )
|
|
{
|
|
pObject0->RecheckCollisionFilter();
|
|
}
|
|
if ( !pObject1->IsStatic() )
|
|
{
|
|
pObject1->RecheckCollisionFilter();
|
|
}
|
|
}
|
|
|
|
void PhysEnableEntityCollisions( IPhysicsObject *pObject0, IPhysicsObject *pObject1 )
|
|
{
|
|
if ( !pObject0 || !pObject1 )
|
|
return;
|
|
|
|
g_EntityCollisionHash->RemoveObjectPair( pObject0->GetGameData(), pObject1->GetGameData() );
|
|
PhysRecheckObjectPair( pObject0, pObject1 );
|
|
}
|
|
|
|
// disables collisions between entities (each entity may contain multiple objects)
|
|
void PhysDisableEntityCollisions( IPhysicsObject *pObject0, IPhysicsObject *pObject1 )
|
|
{
|
|
if ( !pObject0 || !pObject1 )
|
|
return;
|
|
|
|
g_EntityCollisionHash->AddObjectPair( pObject0->GetGameData(), pObject1->GetGameData() );
|
|
PhysRecheckObjectPair( pObject0, pObject1 );
|
|
}
|
|
|
|
void PhysDisableEntityCollisions( CBaseEntity *pEntity0, CBaseEntity *pEntity1 )
|
|
{
|
|
if ( !pEntity0 || !pEntity1 )
|
|
return;
|
|
|
|
g_EntityCollisionHash->AddObjectPair( pEntity0, pEntity1 );
|
|
#ifndef CLIENT_DLL
|
|
pEntity0->CollisionRulesChanged();
|
|
pEntity1->CollisionRulesChanged();
|
|
#endif
|
|
}
|
|
|
|
|
|
void PhysEnableEntityCollisions( CBaseEntity *pEntity0, CBaseEntity *pEntity1 )
|
|
{
|
|
if ( !pEntity0 || !pEntity1 )
|
|
return;
|
|
|
|
g_EntityCollisionHash->RemoveObjectPair( pEntity0, pEntity1 );
|
|
#ifndef CLIENT_DLL
|
|
pEntity0->CollisionRulesChanged();
|
|
pEntity1->CollisionRulesChanged();
|
|
#endif
|
|
}
|
|
|
|
bool PhysEntityCollisionsAreDisabled( CBaseEntity *pEntity0, CBaseEntity *pEntity1 )
|
|
{
|
|
return g_EntityCollisionHash->IsObjectPairInHash( pEntity0, pEntity1 );
|
|
}
|
|
|
|
void PhysEnableObjectCollisions( IPhysicsObject *pObject0, IPhysicsObject *pObject1 )
|
|
{
|
|
if ( !pObject0 || !pObject1 )
|
|
return;
|
|
|
|
g_EntityCollisionHash->RemoveObjectPair( pObject0, pObject1 );
|
|
PhysRecheckObjectPair( pObject0, pObject1 );
|
|
}
|
|
|
|
// disables collisions between entities (each entity may contain multiple objects)
|
|
void PhysDisableObjectCollisions( IPhysicsObject *pObject0, IPhysicsObject *pObject1 )
|
|
{
|
|
if ( !pObject0 || !pObject1 )
|
|
return;
|
|
|
|
g_EntityCollisionHash->AddObjectPair( pObject0, pObject1 );
|
|
PhysRecheckObjectPair( pObject0, pObject1 );
|
|
}
|
|
|
|
void PhysComputeSlideDirection( IPhysicsObject *pPhysics, const Vector &inputVelocity, const AngularImpulse &inputAngularVelocity,
|
|
Vector *pOutputVelocity, Vector *pOutputAngularVelocity, float minMass )
|
|
{
|
|
Vector velocity = inputVelocity;
|
|
AngularImpulse angVel = inputAngularVelocity;
|
|
Vector pos;
|
|
|
|
IPhysicsFrictionSnapshot *pSnapshot = pPhysics->CreateFrictionSnapshot();
|
|
while ( pSnapshot->IsValid() )
|
|
{
|
|
IPhysicsObject *pOther = pSnapshot->GetObject( 1 );
|
|
if ( !pOther->IsMoveable() || pOther->GetMass() > minMass )
|
|
{
|
|
Vector normal;
|
|
pSnapshot->GetSurfaceNormal( normal );
|
|
|
|
// BUGBUG: Figure out the correct rotation clipping equation
|
|
if ( pOutputAngularVelocity )
|
|
{
|
|
angVel = normal * DotProduct( angVel, normal );
|
|
#if 0
|
|
pSnapshot->GetContactPoint( point );
|
|
Vector point, dummy;
|
|
AngularImpulse angularClip, clip2;
|
|
|
|
pPhysics->CalculateVelocityOffset( normal, point, dummy, angularClip );
|
|
VectorNormalize( angularClip );
|
|
float proj = DotProduct( angVel, angularClip );
|
|
if ( proj > 0 )
|
|
{
|
|
angVel -= angularClip * proj;
|
|
}
|
|
CrossProduct( angularClip, normal, clip2 );
|
|
proj = DotProduct( angVel, clip2 );
|
|
if ( proj > 0 )
|
|
{
|
|
angVel -= clip2 * proj;
|
|
}
|
|
//NDebugOverlay::Line( point, point - normal * 20, 255, 0, 0, true, 0.1 );
|
|
#endif
|
|
}
|
|
|
|
// Determine how far along plane to slide based on incoming direction.
|
|
// NOTE: Normal points away from this object
|
|
float proj = DotProduct( velocity, normal );
|
|
if ( proj > 0.0f )
|
|
{
|
|
velocity -= normal * proj;
|
|
}
|
|
}
|
|
pSnapshot->NextFrictionData();
|
|
}
|
|
pPhysics->DestroyFrictionSnapshot( pSnapshot );
|
|
|
|
//NDebugOverlay::Line( pos, pos + unitVel * 20, 0, 0, 255, true, 0.1 );
|
|
|
|
if ( pOutputVelocity )
|
|
{
|
|
*pOutputVelocity = velocity;
|
|
}
|
|
if ( pOutputAngularVelocity )
|
|
{
|
|
*pOutputAngularVelocity = angVel;
|
|
}
|
|
}
|
|
|
|
bool PhysHasContactWithOtherInDirection( IPhysicsObject *pPhysics, const Vector &dir )
|
|
{
|
|
bool hit = false;
|
|
void *pGameData = pPhysics->GetGameData();
|
|
IPhysicsFrictionSnapshot *pSnapshot = pPhysics->CreateFrictionSnapshot();
|
|
while ( pSnapshot->IsValid() )
|
|
{
|
|
IPhysicsObject *pOther = pSnapshot->GetObject( 1 );
|
|
if ( pOther->GetGameData() != pGameData )
|
|
{
|
|
Vector normal;
|
|
pSnapshot->GetSurfaceNormal( normal );
|
|
if ( DotProduct(normal,dir) > 0 )
|
|
{
|
|
hit = true;
|
|
break;
|
|
}
|
|
}
|
|
pSnapshot->NextFrictionData();
|
|
}
|
|
pPhysics->DestroyFrictionSnapshot( pSnapshot );
|
|
|
|
return hit;
|
|
}
|
|
|
|
|
|
void PhysForceClearVelocity( IPhysicsObject *pPhys )
|
|
{
|
|
IPhysicsFrictionSnapshot *pSnapshot = pPhys->CreateFrictionSnapshot();
|
|
// clear the velocity of the rigid body
|
|
Vector vel;
|
|
AngularImpulse angVel;
|
|
vel.Init();
|
|
angVel.Init();
|
|
pPhys->SetVelocity( &vel, &angVel );
|
|
// now clear the "strain" stored in the contact points
|
|
while ( pSnapshot->IsValid() )
|
|
{
|
|
pSnapshot->ClearFrictionForce();
|
|
pSnapshot->RecomputeFriction();
|
|
pSnapshot->NextFrictionData();
|
|
}
|
|
pPhys->DestroyFrictionSnapshot( pSnapshot );
|
|
}
|
|
|
|
|
|
void PhysFrictionEffect( Vector &vecPos, Vector vecVel, float energy, int surfaceProps, int surfacePropsHit )
|
|
{
|
|
Vector invVecVel = -vecVel;
|
|
VectorNormalize( invVecVel );
|
|
|
|
surfacedata_t *psurf = physprops->GetSurfaceData( surfaceProps );
|
|
surfacedata_t *phit = physprops->GetSurfaceData( surfacePropsHit );
|
|
|
|
switch ( phit->game.material )
|
|
{
|
|
case CHAR_TEX_DIRT:
|
|
|
|
if ( energy < MASS10_SPEED2ENERGY(15) )
|
|
break;
|
|
|
|
g_pEffects->Dust( vecPos, invVecVel, 1, 16 );
|
|
break;
|
|
|
|
case CHAR_TEX_CONCRETE:
|
|
|
|
if ( energy < MASS10_SPEED2ENERGY(28) )
|
|
break;
|
|
|
|
g_pEffects->Dust( vecPos, invVecVel, 1, 16 );
|
|
break;
|
|
}
|
|
|
|
//Metal sparks
|
|
if ( energy > MASS10_SPEED2ENERGY(50) )
|
|
{
|
|
// make sparks for metal/concrete scrapes with enough energy
|
|
if ( psurf->game.material == CHAR_TEX_METAL || psurf->game.material == CHAR_TEX_GRATE )
|
|
{
|
|
switch ( phit->game.material )
|
|
{
|
|
case CHAR_TEX_CONCRETE:
|
|
case CHAR_TEX_METAL:
|
|
|
|
g_pEffects->MetalSparks( vecPos, invVecVel );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void PhysFrictionSound( CBaseEntity *pEntity, IPhysicsObject *pObject, float energy, int surfaceProps, int surfacePropsHit )
|
|
{
|
|
if ( !pEntity || energy < 75.0f || surfaceProps < 0 )
|
|
return;
|
|
|
|
// don't make noise for hidden/invisible/sky materials
|
|
surfacedata_t *phit = physprops->GetSurfaceData( surfacePropsHit );
|
|
surfacedata_t *psurf = physprops->GetSurfaceData( surfaceProps );
|
|
|
|
if ( phit->game.material == 'X' || psurf->game.material == 'X' )
|
|
return;
|
|
|
|
// rescale the incoming energy
|
|
energy *= ENERGY_VOLUME_SCALE;
|
|
|
|
// volume of scrape is proportional to square of energy (steeper rolloff at low energies)
|
|
float volume = energy * energy;
|
|
|
|
unsigned short soundName = psurf->sounds.scrapeRough;
|
|
short *soundHandle = &psurf->soundhandles.scrapeRough;
|
|
|
|
if ( psurf->sounds.scrapeSmooth && phit->audio.roughnessFactor < psurf->audio.roughThreshold )
|
|
{
|
|
soundName = psurf->sounds.scrapeSmooth;
|
|
soundHandle = &psurf->soundhandles.scrapeRough;
|
|
}
|
|
|
|
const char *pSoundName = physprops->GetString( soundName );
|
|
|
|
PhysFrictionSound( pEntity, pObject, pSoundName, *soundHandle, volume );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Precaches a surfaceproperties string name if it's set.
|
|
// Input : idx -
|
|
// Output : static void
|
|
//-----------------------------------------------------------------------------
|
|
static HSOUNDSCRIPTHANDLE PrecachePhysicsSoundByStringIndex( int idx )
|
|
{
|
|
// Only precache if a value was set in the script file...
|
|
if ( idx != 0 )
|
|
{
|
|
return CBaseEntity::PrecacheScriptSound( physprops->GetString( idx ) );
|
|
}
|
|
|
|
return SOUNDEMITTER_INVALID_HANDLE;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Iterates all surfacedata sounds and precaches them
|
|
// Output : static void
|
|
//-----------------------------------------------------------------------------
|
|
void PrecachePhysicsSounds()
|
|
{
|
|
// precache the surface prop sounds
|
|
for ( int i = 0; i < physprops->SurfacePropCount(); i++ )
|
|
{
|
|
surfacedata_t *pprop = physprops->GetSurfaceData( i );
|
|
Assert( pprop );
|
|
|
|
pprop->soundhandles.stepleft = PrecachePhysicsSoundByStringIndex( pprop->sounds.stepleft );
|
|
pprop->soundhandles.stepright = PrecachePhysicsSoundByStringIndex( pprop->sounds.stepright );
|
|
pprop->soundhandles.impactSoft = PrecachePhysicsSoundByStringIndex( pprop->sounds.impactSoft );
|
|
pprop->soundhandles.impactHard = PrecachePhysicsSoundByStringIndex( pprop->sounds.impactHard );
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pprop->soundhandles.scrapeSmooth = PrecachePhysicsSoundByStringIndex( pprop->sounds.scrapeSmooth );
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pprop->soundhandles.scrapeRough = PrecachePhysicsSoundByStringIndex( pprop->sounds.scrapeRough );
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pprop->soundhandles.bulletImpact = PrecachePhysicsSoundByStringIndex( pprop->sounds.bulletImpact );
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pprop->soundhandles.rolling = PrecachePhysicsSoundByStringIndex( pprop->sounds.rolling );
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pprop->soundhandles.breakSound = PrecachePhysicsSoundByStringIndex( pprop->sounds.breakSound );
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|
pprop->soundhandles.strainSound = PrecachePhysicsSoundByStringIndex( pprop->sounds.strainSound );
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}
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}
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