|
|
|
//========= 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;
|
|
|
|
}
|
|
|
|
// TODO(mastercoms): apply sv_maxvelocity?
|
|
|
|
//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 ¶ms, 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 ¶ms, 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;
|
|
|
|
}
|