Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "ivp_actuator.hxx"
#include "ivp_actuator_spring.hxx"
#include "ivp_listener_object.hxx"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
struct vphysics_save_cphysicsspring_t : public springparams_t
{
CPhysicsObject *pObjStart;
CPhysicsObject *pObjEnd;
DECLARE_SIMPLE_DATADESC();
};
BEGIN_SIMPLE_DATADESC( vphysics_save_cphysicsspring_t )
DEFINE_FIELD( constant, FIELD_FLOAT ),
DEFINE_FIELD( naturalLength, FIELD_FLOAT ),
DEFINE_FIELD( damping, FIELD_FLOAT ),
DEFINE_FIELD( relativeDamping, FIELD_FLOAT ),
// NOTE: These are stored as *relative* vectors, so we don't use FIELD_POSITION_VECTOR
DEFINE_FIELD( startPosition, FIELD_VECTOR ),
DEFINE_FIELD( endPosition, FIELD_VECTOR ),
DEFINE_FIELD( useLocalPositions, FIELD_BOOLEAN ),
DEFINE_FIELD( onlyStretch, FIELD_BOOLEAN ),
DEFINE_VPHYSPTR( pObjStart ),
DEFINE_VPHYSPTR( pObjEnd ),
END_DATADESC()
// BUGBUG: No way to delete a spring because springs get auto-deleted without notification
// when an object they are attached to is deleted.
// So there is no way to tell if the pointer is valid.
class CPhysicsSpring : public IPhysicsSpring, public IVP_Listener_Object
{
public:
CPhysicsSpring( CPhysicsObject *pObjectStart, CPhysicsObject *pObjectEnd, IVP_Actuator_Spring *pSpring );
~CPhysicsSpring();
// IPhysicsSpring
void GetEndpoints( Vector* worldPositionStart, Vector* worldPositionEnd );
void SetSpringConstant( float flSpringContant);
void SetSpringDamping( float flSpringDamping);
void SetSpringLength( float flSpringLength);
IPhysicsObject *GetStartObject( void ) { return m_pObjStart; }
IPhysicsObject *GetEndObject( void ) { return m_pObjEnd; }
void AttachListener();
void DetachListener();
// Object listener
virtual void event_object_deleted( IVP_Event_Object *);
virtual void event_object_created( IVP_Event_Object *) {}
virtual void event_object_revived( IVP_Event_Object *) {}
virtual void event_object_frozen ( IVP_Event_Object *) {}
void WriteToTemplate( vphysics_save_cphysicsspring_t &params );
private:
CPhysicsSpring( void );
IVP_Actuator_Spring *m_pSpring;
CPhysicsObject *m_pObjStart;
CPhysicsObject *m_pObjEnd;
};
CPhysicsSpring::CPhysicsSpring( CPhysicsObject *pObjectStart, CPhysicsObject *pObjectEnd, IVP_Actuator_Spring *pSpring ) : m_pSpring(pSpring)
{
m_pObjStart = pObjectStart;
m_pObjEnd = pObjectEnd;
AttachListener();
}
void CPhysicsSpring::AttachListener()
{
if ( !(m_pObjStart->CallbackFlags() & CALLBACK_NEVER_DELETED) )
{
m_pObjStart->GetObject()->add_listener_object( this );
}
if ( !(m_pObjEnd->CallbackFlags() & CALLBACK_NEVER_DELETED) )
{
m_pObjEnd->GetObject()->add_listener_object( this );
}
}
CPhysicsSpring::~CPhysicsSpring()
{
if ( m_pSpring )
{
delete m_pSpring;
DetachListener();
}
}
void CPhysicsSpring::DetachListener()
{
if ( !(m_pObjStart->CallbackFlags() & CALLBACK_NEVER_DELETED) )
{
m_pObjStart->GetObject()->remove_listener_object( this );
}
if ( !(m_pObjEnd->CallbackFlags() & CALLBACK_NEVER_DELETED) )
{
m_pObjEnd->GetObject()->remove_listener_object( this );
}
m_pObjStart = NULL;
m_pObjEnd = NULL;
m_pSpring = NULL;
}
void CPhysicsSpring::event_object_deleted( IVP_Event_Object * )
{
// the spring is going to delete itself now, so NULL it.
DetachListener();
}
void CPhysicsSpring::GetEndpoints( Vector* worldPositionStart, Vector* worldPositionEnd )
{
Vector localHL;
if ( !m_pSpring )
return;
if ( worldPositionStart )
{
const IVP_Anchor *anchor = m_pSpring->get_actuator_anchor(0);
ConvertPositionToHL( anchor->object_pos, localHL );
m_pObjStart->LocalToWorld( worldPositionStart, localHL );
}
if ( worldPositionEnd )
{
const IVP_Anchor *anchor = m_pSpring->get_actuator_anchor(1);
ConvertPositionToHL( anchor->object_pos, localHL );
m_pObjEnd->LocalToWorld( worldPositionEnd, localHL );
}
}
void CPhysicsSpring::SetSpringConstant( float flSpringConstant )
{
if ( m_pSpring )
{
float currentConstant = m_pSpring->get_constant();
if ( currentConstant != flSpringConstant )
{
m_pSpring->set_constant(flSpringConstant);
}
}
}
void CPhysicsSpring::SetSpringDamping( float flSpringDamping )
{
if ( m_pSpring )
{
m_pSpring->set_damp(flSpringDamping);
}
}
void CPhysicsSpring::SetSpringLength( float flSpringLength )
{
if ( m_pSpring )
{
float currentLengthIVP = m_pSpring->get_spring_length_zero_force();
float desiredLengthIVP = ConvertDistanceToIVP(flSpringLength);
// must change enough, or skip to keep objects sleeping
const float SPRING_LENGTH_EPSILON = 1e-3f;
if ( fabs(desiredLengthIVP-currentLengthIVP) < ConvertDistanceToIVP(SPRING_LENGTH_EPSILON) )
return;
m_pSpring->set_len( desiredLengthIVP );
}
}
void CPhysicsSpring::WriteToTemplate( vphysics_save_cphysicsspring_t &params )
{
if ( !m_pSpring )
{
memset(&params, 0, sizeof(params));
return;
}
params.constant = m_pSpring->get_constant();
params.naturalLength = ConvertDistanceToHL( m_pSpring->get_spring_length_zero_force() );
params.damping = m_pSpring->get_damp_factor();
params.relativeDamping = m_pSpring->get_rel_pos_damp();
const IVP_Anchor *anchor0 = m_pSpring->get_actuator_anchor(0);
ConvertPositionToHL( anchor0->object_pos, params.startPosition );
const IVP_Anchor *anchor1 = m_pSpring->get_actuator_anchor(1);
ConvertPositionToHL( anchor1->object_pos, params.endPosition );
params.useLocalPositions = true;
params.onlyStretch = m_pSpring->get_only_stretch() ? true : false;
params.pObjStart = m_pObjStart;
params.pObjEnd = m_pObjEnd;
}
IPhysicsSpring *CreateSpring( IVP_Environment *pEnvironment, CPhysicsObject *pObjectStart, CPhysicsObject *pObjectEnd, springparams_t *pParams )
{
// fill in template
IVP_Template_Spring spring_template;
spring_template.spring_values_are_relative=IVP_FALSE;
spring_template.spring_constant = pParams->constant;
spring_template.spring_len = ConvertDistanceToIVP( pParams->naturalLength );
spring_template.spring_damp = pParams->damping;
spring_template.rel_pos_damp = pParams->relativeDamping;
spring_template.spring_force_only_on_stretch = pParams->onlyStretch ? IVP_TRUE : IVP_FALSE;
// Create anchors for the objects
IVP_Template_Anchor anchorTemplateObjectStart, anchorTemplateObjectEnd;
// create spring
IVP_U_Float_Point ivpPosStart;
IVP_U_Float_Point ivpPosEnd;
if ( !pParams->useLocalPositions )
{
Vector local;
pObjectStart->WorldToLocal( &local, pParams->startPosition );
ConvertPositionToIVP( local, ivpPosStart );
pObjectEnd->WorldToLocal( &local, pParams->endPosition );
ConvertPositionToIVP( local, ivpPosEnd );
}
else
{
ConvertPositionToIVP( pParams->startPosition, ivpPosStart );
ConvertPositionToIVP( pParams->endPosition, ivpPosEnd );
}
anchorTemplateObjectStart.set_anchor_position_os( pObjectStart->GetObject(), &ivpPosStart );
anchorTemplateObjectEnd.set_anchor_position_os( pObjectEnd->GetObject(), &ivpPosEnd );
spring_template.anchors[0] = &anchorTemplateObjectStart;
spring_template.anchors[1] = &anchorTemplateObjectEnd;
IVP_Actuator_Spring *pSpring = pEnvironment->create_spring( &spring_template );
return new CPhysicsSpring( pObjectStart, pObjectEnd, pSpring );
}
bool SavePhysicsSpring( const physsaveparams_t &params, CPhysicsSpring *pSpring )
{
vphysics_save_cphysicsspring_t springTemplate;
memset( &springTemplate, 0, sizeof(springTemplate) );
pSpring->WriteToTemplate( springTemplate );
params.pSave->WriteAll( &springTemplate );
return true;
}
bool RestorePhysicsSpring( const physrestoreparams_t &params, CPhysicsSpring **ppSpring )
{
vphysics_save_cphysicsspring_t springTemplate;
memset( &springTemplate, 0, sizeof(springTemplate) );
params.pRestore->ReadAll( &springTemplate );
CPhysicsEnvironment *pEnvironment = (CPhysicsEnvironment *)params.pEnvironment;
if ( springTemplate.pObjStart && springTemplate.pObjEnd )
{
*ppSpring = (CPhysicsSpring *)pEnvironment->CreateSpring( springTemplate.pObjStart, springTemplate.pObjEnd, &springTemplate );
}
else
{
DevMsg( "Failed to restore spring enpoints\n");
*ppSpring = NULL;
}
return true;
}