//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
# include "cbase.h"
# include "physics_shadow.h"
# include "vphysics/player_controller.h"
# include "physics_friction.h"
# include "vphysics/friction.h"
// IsInContact
# include "ivp_mindist.hxx"
# include "ivp_mindist_intern.hxx"
# include "ivp_core.hxx"
# include "ivp_friction.hxx"
# include "ivp_listener_object.hxx"
// memdbgon must be the last include file in a .cpp file!!!
# include "tier0/memdbgon.h"
struct vphysics_save_cshadowcontroller_t ;
struct vphysics_save_shadowcontrolparams_t ;
// UNDONE: Try this controller!
//damping is usually 1.0
//frequency is usually in the range 1..16
void ComputePDControllerCoefficients ( float * coefficientsOut , const float frequency , const float damping , const float dt )
{
const float ks = 9.0f * frequency * frequency ;
const float kd = 4.5f * frequency * damping ;
const float scale = 1.0f / ( 1.0f + kd * dt + ks * dt * dt ) ;
coefficientsOut [ 0 ] = ks * scale ;
coefficientsOut [ 1 ] = ( kd + ks * dt ) * scale ;
// Use this controller like:
// speed += (coefficientsOut[0] * (targetPos - currentPos) + coefficientsOut[1] * (targetSpeed - currentSpeed)) * dt
}
void ComputeController ( IVP_U_Float_Point & currentSpeed , const IVP_U_Float_Point & delta , float maxSpeed , float maxDampSpeed , float scaleDelta , float damping , IVP_U_Float_Point * pOutImpulse = NULL )
{
if ( currentSpeed . quad_length ( ) < 1e-6 )
{
currentSpeed . set_to_zero ( ) ;
}
// scale by timestep
IVP_U_Float_Point acceleration ;
if ( maxSpeed > 0 )
{
acceleration . set_multiple ( & delta , scaleDelta ) ;
float speed = acceleration . real_length ( ) ;
if ( speed > maxSpeed )
{
speed = maxSpeed / speed ;
acceleration . mult ( speed ) ;
}
}
else
{
acceleration . set_to_zero ( ) ;
}
IVP_U_Float_Point dampAccel ;
if ( maxDampSpeed > 0 )
{
dampAccel . set_multiple ( & currentSpeed , - damping ) ;
float speed = dampAccel . real_length ( ) ;
if ( speed > maxDampSpeed )
{
speed = maxDampSpeed / speed ;
dampAccel . mult ( speed ) ;
}
}
else
{
dampAccel . set_to_zero ( ) ;
}
currentSpeed . add ( & dampAccel ) ;
currentSpeed . add ( & acceleration ) ;
if ( pOutImpulse )
{
* pOutImpulse = acceleration ;
}
}
void ComputeController ( IVP_U_Float_Point & currentSpeed , const IVP_U_Float_Point & delta , const IVP_U_Float_Point & maxSpeed , float scaleDelta , float damping , IVP_U_Float_Point * pOutImpulse )
{
// scale by timestep
IVP_U_Float_Point acceleration ;
acceleration . set_multiple ( & delta , scaleDelta ) ;
if ( currentSpeed . quad_length ( ) < 1e-6 )
{
currentSpeed . set_to_zero ( ) ;
}
acceleration . add_multiple ( & currentSpeed , - damping ) ;
for ( int i = 2 ; i > = 0 ; i - - )
{
if ( IVP_Inline_Math : : fabsd ( acceleration . k [ i ] ) < maxSpeed . k [ i ] )
continue ;
// clip force
acceleration . k [ i ] = ( acceleration . k [ i ] < 0 ) ? - maxSpeed . k [ i ] : maxSpeed . k [ i ] ;
}
currentSpeed . add ( & acceleration ) ;
if ( pOutImpulse )
{
* pOutImpulse = acceleration ;
}
}
static bool IsOnGround ( IVP_Real_Object * pivp )
{
IPhysicsFrictionSnapshot * pSnapshot = CreateFrictionSnapshot ( pivp ) ;
bool bGround = false ;
while ( pSnapshot - > IsValid ( ) )
{
Vector normal ;
pSnapshot - > GetSurfaceNormal ( normal ) ;
if ( normal . z < - 0.7f )
{
bGround = true ;
break ;
}
pSnapshot - > NextFrictionData ( ) ;
}
DestroyFrictionSnapshot ( pSnapshot ) ;
return bGround ;
}
class CPlayerController : public IVP_Controller_Independent , public IPhysicsPlayerController , public IVP_Listener_Object
{
public :
CPlayerController ( CPhysicsObject * pObject ) ;
~ CPlayerController ( void ) ;
// ipion interfaces
void do_simulation_controller ( IVP_Event_Sim * es , IVP_U_Vector < IVP_Core > * cores ) ;
virtual IVP_CONTROLLER_PRIORITY get_controller_priority ( ) { return ( IVP_CONTROLLER_PRIORITY ) ( IVP_CP_MOTION + 1 ) ; }
virtual const char * get_controller_name ( ) { return " vphysics:player " ; }
void SetObject ( IPhysicsObject * pObject ) ;
void SetEventHandler ( IPhysicsPlayerControllerEvent * handler ) ;
void Update ( const Vector & position , const Vector & velocity , float secondsToArrival , bool onground , IPhysicsObject * ground ) ;
void MaxSpeed ( const Vector & velocity ) ;
bool IsInContact ( void ) ;
virtual bool WasFrozen ( )
{
IVP_Real_Object * pivp = m_pObject - > GetObject ( ) ;
IVP_Core * pCore = pivp - > get_core ( ) ;
return pCore - > temporarily_unmovable ? true : false ;
}
void ForceTeleportToCurrentPosition ( )
{
m_forceTeleport = true ;
}
int GetShadowPosition ( Vector * position , QAngle * angles )
{
IVP_U_Matrix matrix ;
IVP_Environment * pEnv = m_pObject - > GetObject ( ) - > get_environment ( ) ;
double psi = pEnv - > get_next_PSI_time ( ) . get_seconds ( ) ;
m_pObject - > GetObject ( ) - > calc_at_matrix ( psi , & matrix ) ;
if ( angles )
{
ConvertRotationToHL ( matrix , * angles ) ;
}
if ( position )
{
ConvertPositionToHL ( matrix . vv , * position ) ;
}
return 1 ;
}
void GetShadowVelocity ( Vector * velocity ) ;
virtual void GetLastImpulse ( Vector * pOut )
{
ConvertPositionToHL ( m_lastImpulse , * pOut ) ;
}
virtual void StepUp ( float height ) ;
virtual void Jump ( ) ;
virtual IPhysicsObject * GetObject ( ) { return m_pObject ; }
virtual void SetPushMassLimit ( float maxPushMass )
{
m_pushableMassLimit = maxPushMass ;
}
virtual void SetPushSpeedLimit ( float maxPushSpeed )
{
m_pushableSpeedLimit = maxPushSpeed ;
}
virtual float GetPushMassLimit ( ) { return m_pushableMassLimit ; }
virtual float GetPushSpeedLimit ( ) { return m_pushableSpeedLimit ; }
// Object listener
virtual void event_object_deleted ( IVP_Event_Object * pEvent )
{
Assert ( pEvent - > real_object = = m_pGround - > GetObject ( ) ) ;
m_pGround = NULL ;
}
virtual void event_object_created ( IVP_Event_Object * ) { }
virtual void event_object_revived ( IVP_Event_Object * ) { }
virtual void event_object_frozen ( IVP_Event_Object * ) { }
private :
void AttachObject ( void ) ;
void DetachObject ( void ) ;
int TryTeleportObject ( void ) ;
void SetGround ( CPhysicsObject * pGroundObject ) ;
CPhysicsObject * m_pObject ;
IVP_U_Float_Point m_saveRot ;
CPhysicsObject * m_pGround ; // Uses object listener to clear - so ok to hold over frames
IPhysicsPlayerControllerEvent * m_handler ;
float m_maxDeltaPosition ;
float m_dampFactor ;
float m_secondsToArrival ;
float m_pushableMassLimit ;
float m_pushableSpeedLimit ;
IVP_U_Point m_targetPosition ;
IVP_U_Float_Point m_groundPosition ;
IVP_U_Float_Point m_maxSpeed ;
IVP_U_Float_Point m_currentSpeed ;
IVP_U_Float_Point m_lastImpulse ;
bool m_enable : 1 ;
bool m_onground : 1 ;
bool m_forceTeleport : 1 ;
bool m_updatedSinceLast : 5 ;
} ;
CPlayerController : : CPlayerController ( CPhysicsObject * pObject )
{
m_pGround = NULL ;
m_pObject = pObject ;
m_handler = NULL ;
m_maxDeltaPosition = ConvertDistanceToIVP ( 24 ) ;
m_dampFactor = 1.0f ;
m_targetPosition . k [ 0 ] = m_targetPosition . k [ 1 ] = m_targetPosition . k [ 2 ] = 0 ;
m_pushableMassLimit = VPHYSICS_MAX_MASS ;
m_pushableSpeedLimit = 1e4 f ;
m_forceTeleport = false ;
AttachObject ( ) ;
}
CPlayerController : : ~ CPlayerController ( void )
{
DetachObject ( ) ;
}
void CPlayerController : : SetGround ( CPhysicsObject * pGroundObject )
{
if ( m_pGround ! = pGroundObject )
{
if ( m_pGround & & m_pGround - > GetObject ( ) )
{
m_pGround - > GetObject ( ) - > remove_listener_object ( this ) ;
}
m_pGround = pGroundObject ;
if ( m_pGround & & m_pGround - > GetObject ( ) )
{
m_pGround - > GetObject ( ) - > add_listener_object ( this ) ;
}
}
}
void CPlayerController : : AttachObject ( void )
{
m_pObject - > EnableDrag ( false ) ;
IVP_Real_Object * pivp = m_pObject - > GetObject ( ) ;
IVP_Core * pCore = pivp - > get_core ( ) ;
m_saveRot = pCore - > rot_speed_damp_factor ;
pCore - > rot_speed_damp_factor = IVP_U_Float_Point ( 100 , 100 , 100 ) ;
pCore - > calc_calc ( ) ;
BEGIN_IVP_ALLOCATION ( ) ;
pivp - > get_environment ( ) - > get_controller_manager ( ) - > add_controller_to_core ( this , pCore ) ;
END_IVP_ALLOCATION ( ) ;
m_pObject - > AddCallbackFlags ( CALLBACK_IS_PLAYER_CONTROLLER ) ;
}
void CPlayerController : : DetachObject ( void )
{
if ( ! m_pObject )
return ;
IVP_Real_Object * pivp = m_pObject - > GetObject ( ) ;
IVP_Core * pCore = pivp - > get_core ( ) ;
pCore - > rot_speed_damp_factor = m_saveRot ;
pCore - > calc_calc ( ) ;
m_pObject - > RemoveCallbackFlags ( CALLBACK_IS_PLAYER_CONTROLLER ) ;
m_pObject = NULL ;
pivp - > get_environment ( ) - > get_controller_manager ( ) - > remove_controller_from_core ( this , pCore ) ;
SetGround ( NULL ) ;
}
void CPlayerController : : SetObject ( IPhysicsObject * pObject )
{
CPhysicsObject * obj = ( CPhysicsObject * ) pObject ;
if ( obj = = m_pObject )
return ;
DetachObject ( ) ;
m_pObject = obj ;
AttachObject ( ) ;
}
int CPlayerController : : TryTeleportObject ( void )
{
if ( m_handler & & ! m_forceTeleport )
{
Vector hlPosition ;
ConvertPositionToHL ( m_targetPosition , hlPosition ) ;
if ( ! m_handler - > ShouldMoveTo ( m_pObject , hlPosition ) )
return 0 ;
}
IVP_Real_Object * pivp = m_pObject - > GetObject ( ) ;
IVP_U_Quat targetOrientation ;
IVP_U_Point outPosition ;
pivp - > get_quat_world_f_object_AT ( & targetOrientation , & outPosition ) ;
if ( pivp - > is_collision_detection_enabled ( ) )
{
m_pObject - > EnableCollisions ( false ) ;
pivp - > beam_object_to_new_position ( & targetOrientation , & m_targetPosition , IVP_TRUE ) ;
m_pObject - > EnableCollisions ( true ) ;
}
else
{
pivp - > beam_object_to_new_position ( & targetOrientation , & m_targetPosition , IVP_TRUE ) ;
}
m_forceTeleport = false ;
return 1 ;
}
void CPlayerController : : StepUp ( float height )
{
if ( height = = 0.0f )
return ;
Vector step ( 0 , 0 , height ) ;
IVP_Real_Object * pIVP = m_pObject - > GetObject ( ) ;
IVP_U_Quat world_f_object ;
IVP_U_Point positionIVP , deltaIVP ;
ConvertPositionToIVP ( step , deltaIVP ) ;
pIVP - > get_quat_world_f_object_AT ( & world_f_object , & positionIVP ) ;
positionIVP . add ( & deltaIVP ) ;
pIVP - > beam_object_to_new_position ( & world_f_object , & positionIVP , IVP_TRUE ) ;
}
void CPlayerController : : Jump ( )
{
#if 0
// float for one tick to allow stepping and jumping to work properly
IVP_Real_Object * pIVP = m_pObject - > GetObject ( ) ;
const IVP_U_Point * pgrav = pIVP - > get_environment ( ) - > get_gravity ( ) ;
IVP_U_Float_Point gravSpeed ;
gravSpeed . set_multiple ( pgrav , pIVP - > get_environment ( ) - > get_delta_PSI_time ( ) ) ;
pIVP - > get_core ( ) - > speed . subtract ( & gravSpeed ) ;
# endif
}
const int MAX_LIST_NORMALS = 8 ;
class CNormalList
{
public :
bool IsFull ( ) { return m_Normals . Count ( ) = = MAX_LIST_NORMALS ; }
void AddNormal ( const Vector & normal )
{
if ( IsFull ( ) )
return ;
for ( int i = m_Normals . Count ( ) ; - - i > = 0 ; )
{
if ( DotProduct ( m_Normals [ i ] , normal ) > 0.99f )
return ;
}
m_Normals . AddToTail ( normal ) ;
}
bool HasPositiveProjection ( const Vector & vec )
{
for ( int i = m_Normals . Count ( ) ; - - i > = 0 ; )
{
if ( DotProduct ( m_Normals [ i ] , vec ) > 0 )
return true ;
}
return false ;
}
// UNDONE: Handle the case better where we clamp to multiple planes
// and still have a projection, but don't exceed limitVel. Currently that will stop.
// when this is done, remove the ground exception below.
Vector ClampVector ( const Vector & inVector , float limitVel )
{
if ( m_Normals . Count ( ) > 2 )
{
for ( int i = 0 ; i < m_Normals . Count ( ) ; i + + )
{
if ( DotProduct ( inVector , m_Normals [ i ] ) > 0 )
{
return vec3_origin ;
}
}
}
else
{
if ( m_Normals . Count ( ) = = 2 )
{
Vector crease ;
CrossProduct ( m_Normals [ 0 ] , m_Normals [ 1 ] , crease ) ;
float dot = DotProduct ( inVector , crease ) ;
return crease * dot ;
}
else if ( m_Normals . Count ( ) = = 1 )
{
float dot = DotProduct ( inVector , m_Normals [ 0 ] ) ;
if ( dot > limitVel )
{
return inVector + m_Normals [ 0 ] * ( limitVel - dot ) ;
}
}
}
return inVector ;
}
private :
CUtlVectorFixed < Vector , MAX_LIST_NORMALS > m_Normals ;
} ;
void CPlayerController : : do_simulation_controller ( IVP_Event_Sim * es , IVP_U_Vector < IVP_Core > * )
{
if ( ! m_enable )
return ;
IVP_Real_Object * pivp = m_pObject - > GetObject ( ) ;
IVP_Core * pCore = pivp - > get_core ( ) ;
Assert ( ! pCore - > pinned & & ! pCore - > physical_unmoveable ) ;
// current situation
const IVP_U_Matrix * m_world_f_core = pCore - > get_m_world_f_core_PSI ( ) ;
const IVP_U_Point * cur_pos_ws = m_world_f_core - > get_position ( ) ;
IVP_U_Float_Point baseVelocity ;
baseVelocity . set_to_zero ( ) ;
// ---------------------------------------------------------
// Translation
// ---------------------------------------------------------
if ( m_pGround )
{
const IVP_U_Matrix * pMatrix = m_pGround - > GetObject ( ) - > get_core ( ) - > get_m_world_f_core_PSI ( ) ;
pMatrix - > vmult4 ( & m_groundPosition , & m_targetPosition ) ;
m_pGround - > GetObject ( ) - > get_core ( ) - > get_surface_speed ( & m_groundPosition , & baseVelocity ) ;
pCore - > speed . subtract ( & baseVelocity ) ;
}
IVP_U_Float_Point delta_position ; delta_position . subtract ( & m_targetPosition , cur_pos_ws ) ;
if ( ! pivp - > flags . shift_core_f_object_is_zero )
{
IVP_U_Float_Point shift_cs_os_ws ;
m_world_f_core - > vmult3 ( pivp - > get_shift_core_f_object ( ) , & shift_cs_os_ws ) ;
delta_position . subtract ( & shift_cs_os_ws ) ;
}
IVP_DOUBLE qdist = delta_position . quad_length ( ) ;
// UNDONE: This is totally bogus! Measure error using last known estimate
// not current position!
if ( m_forceTeleport | | qdist > m_maxDeltaPosition * m_maxDeltaPosition )
{
if ( TryTeleportObject ( ) )
return ;
}
// float to allow stepping
const IVP_U_Point * pgrav = es - > environment - > get_gravity ( ) ;
IVP_U_Float_Point gravSpeed ;
gravSpeed . set_multiple ( pgrav , es - > delta_time ) ;
if ( m_onground )
{
pCore - > speed . subtract ( & gravSpeed ) ;
}
float fraction = 1.0 ;
if ( m_secondsToArrival > 0 )
{
fraction = es - > delta_time / m_secondsToArrival ;
if ( fraction > 1 )
{
fraction = 1 ;
}
}
if ( ! m_updatedSinceLast )
{
// we haven't received an update from the game code since the last controller step
// This means we haven't gotten feedback integrated into the motion plan, so the error may be
// exaggerated. Assume that the first updated tick had valid information, and limit
// all subsequent ticks to the same size impulses.
// NOTE: Don't update the saved impulse - so any subsequent ticks will still have the last
// known good information.
float len = m_lastImpulse . real_length ( ) ;
// cap the max speed to the length of the last known good impulse
IVP_U_Float_Point tmp ;
tmp . set ( len , len , len ) ;
ComputeController ( pCore - > speed , delta_position , tmp , fraction / es - > delta_time , m_dampFactor , NULL ) ;
}
else
{
ComputeController ( pCore - > speed , delta_position , m_maxSpeed , fraction / es - > delta_time , m_dampFactor , & m_lastImpulse ) ;
}
pCore - > speed . add ( & baseVelocity ) ;
m_updatedSinceLast = false ;
// UNDONE: Assumes gravity points down
Vector lastImpulseHL ;
ConvertPositionToHL ( pCore - > speed , lastImpulseHL ) ;
IPhysicsFrictionSnapshot * pSnapshot = CreateFrictionSnapshot ( pivp ) ;
bool bGround = false ;
float invMass = pivp - > get_core ( ) - > get_inv_mass ( ) ;
float limitVel = m_pushableSpeedLimit ;
CNormalList normalList ;
while ( pSnapshot - > IsValid ( ) )
{
Vector normal ;
pSnapshot - > GetSurfaceNormal ( normal ) ;
if ( normal . z < - 0.7f )
{
bGround = true ;
}
// remove this when clamp works better
if ( normal . z > - 0.99f )
{
IPhysicsObject * pOther = pSnapshot - > GetObject ( 1 ) ;
if ( ! pOther - > IsMoveable ( ) | | pOther - > GetMass ( ) > m_pushableMassLimit )
{
limitVel = 0.0f ;
}
float pushSpeed = DotProduct ( lastImpulseHL , normal ) ;
float contactVel = pSnapshot - > GetNormalForce ( ) * invMass ;
float pushTotal = pushSpeed + contactVel ;
if ( pushTotal > limitVel )
{
normalList . AddNormal ( normal ) ;
}
}
pSnapshot - > NextFrictionData ( ) ;
}
DestroyFrictionSnapshot ( pSnapshot ) ;
Vector clamped = normalList . ClampVector ( lastImpulseHL , limitVel ) ;
Vector limit = clamped - lastImpulseHL ;
IVP_U_Float_Point limitIVP ;
ConvertPositionToIVP ( limit , limitIVP ) ;
pivp - > get_core ( ) - > speed . add ( & limitIVP ) ;
m_lastImpulse . add ( & limitIVP ) ;
if ( bGround )
{
float gravDt = gravSpeed . real_length ( ) ;
// moving down? Press down with full gravity and no more
if ( m_lastImpulse . k [ 1 ] > = 0 )
{
float delta = gravDt - m_lastImpulse . k [ 1 ] ;
pivp - > get_core ( ) - > speed . k [ 1 ] + = delta ;
m_lastImpulse . k [ 1 ] + = delta ;
}
}
// if we have time left, subtract it off
m_secondsToArrival - = es - > delta_time ;
if ( m_secondsToArrival < 0 )
{
m_secondsToArrival = 0 ;
}
}
void CPlayerController : : SetEventHandler ( IPhysicsPlayerControllerEvent * handler )
{
m_handler = handler ;
}
void CPlayerController : : Update ( const Vector & position , const Vector & velocity , float secondsToArrival , bool onground , IPhysicsObject * ground )
{
IVP_U_Point targetPositionIVP ;
IVP_U_Float_Point targetSpeedIVP ;
ConvertPositionToIVP ( position , targetPositionIVP ) ;
ConvertPositionToIVP ( velocity , targetSpeedIVP ) ;
m_updatedSinceLast = true ;
// if the object hasn't moved, abort
if ( targetSpeedIVP . quad_distance_to ( & m_currentSpeed ) < 1e-6 )
{
if ( targetPositionIVP . quad_distance_to ( & m_targetPosition ) < 1e-6 )
{
return ;
}
}
m_targetPosition . set ( & targetPositionIVP ) ;
m_secondsToArrival = secondsToArrival < 0 ? 0 : secondsToArrival ;
// Sanity check to make sure the position is good.
# ifdef _DEBUG
float large = 1024 * 512 ;
Assert ( m_targetPosition . k [ 0 ] > = - large & & m_targetPosition . k [ 0 ] < = large ) ;
Assert ( m_targetPosition . k [ 1 ] > = - large & & m_targetPosition . k [ 1 ] < = large ) ;
Assert ( m_targetPosition . k [ 2 ] > = - large & & m_targetPosition . k [ 2 ] < = large ) ;
# endif
m_currentSpeed . set ( & targetSpeedIVP ) ;
IVP_Real_Object * pivp = m_pObject - > GetObject ( ) ;
IVP_Core * pCore = pivp - > get_core ( ) ;
IVP_Environment * pEnv = pivp - > get_environment ( ) ;
pEnv - > get_controller_manager ( ) - > ensure_core_in_simulation ( pCore ) ;
m_enable = true ;
// m_onground makes this object anti-grav
// UNDONE: Re-evaluate this
m_onground = false ; //onground;
if ( velocity . LengthSqr ( ) < = 0.1f )
{
// no input velocity, just go where physics takes you.
m_enable = false ;
ground = NULL ;
}
else
{
MaxSpeed ( velocity ) ;
}
CPhysicsObject * pGroundObject = static_cast < CPhysicsObject * > ( ground ) ;
SetGround ( pGroundObject ) ;
if ( m_pGround )
{
const IVP_U_Matrix * pMatrix = m_pGround - > GetObject ( ) - > get_core ( ) - > get_m_world_f_core_PSI ( ) ;
pMatrix - > vimult4 ( & m_targetPosition , & m_groundPosition ) ;
}
}
void CPlayerController : : MaxSpeed ( const Vector & velocity )
{
IVP_Core * pCore = m_pObject - > GetObject ( ) - > get_core ( ) ;
IVP_U_Float_Point ivpVel ;
ConvertPositionToIVP ( velocity , ivpVel ) ;
IVP_U_Float_Point available = ivpVel ;
// normalize and save length
float length = ivpVel . real_length_plus_normize ( ) ;
IVP_U_Float_Point baseVelocity ;
baseVelocity . set_to_zero ( ) ;
float dot = ivpVel . dot_product ( & pCore - > speed ) ;
if ( dot > 0 )
{
ivpVel . mult ( dot * length ) ;
available . subtract ( & ivpVel ) ;
}
pCore - > speed . add ( & baseVelocity ) ;
IVP_Float_PointAbs ( m_maxSpeed , available ) ;
}
void CPlayerController : : GetShadowVelocity ( Vector * velocity )
{
IVP_Core * core = m_pObject - > GetObject ( ) - > get_core ( ) ;
if ( velocity )
{
IVP_U_Float_Point speed ;
speed . add ( & core - > speed , & core - > speed_change ) ;
if ( m_pGround )
{
IVP_U_Float_Point baseVelocity ;
m_pGround - > GetObject ( ) - > get_core ( ) - > get_surface_speed ( & m_groundPosition , & baseVelocity ) ;
speed . subtract ( & baseVelocity ) ;
}
ConvertPositionToHL ( speed , * velocity ) ;
}
}
bool CPlayerController : : IsInContact ( void )
{
IVP_Real_Object * pivp = m_pObject - > GetObject ( ) ;
if ( ! pivp - > flags . collision_detection_enabled )
return false ;
IVP_Synapse_Friction * pfriction = pivp - > get_first_friction_synapse ( ) ;
while ( pfriction )
{
extern IVP_Real_Object * GetOppositeSynapseObject ( IVP_Synapse_Friction * pfriction ) ;
IVP_Real_Object * pobj = GetOppositeSynapseObject ( pfriction ) ;
if ( pobj - > flags . collision_detection_enabled )
{
// skip if this is a static object
if ( ! pobj - > get_core ( ) - > physical_unmoveable & & ! pobj - > get_core ( ) - > pinned )
{
CPhysicsObject * pPhys = static_cast < CPhysicsObject * > ( pobj - > client_data ) ;
// If this is a game-controlled shadow object, then skip it.
// otherwise, we're in contact with something physically simulated
if ( ! pPhys - > IsControlledByGame ( ) )
return true ;
}
}
pfriction = pfriction - > get_next ( ) ;
}
return false ;
}
IPhysicsPlayerController * CreatePlayerController ( CPhysicsObject * pObject )
{
return new CPlayerController ( pObject ) ;
}
void DestroyPlayerController ( IPhysicsPlayerController * pController )
{
delete pController ;
}
void QuaternionDiff ( const IVP_U_Quat & p , const IVP_U_Quat & q , IVP_U_Quat & qt )
{
IVP_U_Quat q2 ;
// decide if one of the quaternions is backwards
q2 . set_invert_unit_quat ( & q ) ;
qt . set_mult_quat ( & q2 , & p ) ;
qt . normize_quat ( ) ;
}
void QuaternionAxisAngle ( const IVP_U_Quat & q , Vector & axis , float & angle )
{
angle = 2 * acos ( q . w ) ;
if ( angle > M_PI )
{
angle - = 2 * M_PI ;
}
axis . Init ( q . x , q . y , q . z ) ;
VectorNormalize ( axis ) ;
}
void GetObjectPosition_IVP ( IVP_U_Point & origin , IVP_Real_Object * pivp )
{
const IVP_U_Matrix * m_world_f_core = pivp - > get_core ( ) - > get_m_world_f_core_PSI ( ) ;
origin . set ( m_world_f_core - > get_position ( ) ) ;
if ( ! pivp - > flags . shift_core_f_object_is_zero )
{
IVP_U_Float_Point shift_cs_os_ws ;
m_world_f_core - > vmult3 ( pivp - > get_shift_core_f_object ( ) , & shift_cs_os_ws ) ;
origin . add ( & shift_cs_os_ws ) ;
}
}
bool IsZeroVector ( const IVP_U_Point & vec )
{
return ( vec . k [ 0 ] = = 0.0 & & vec . k [ 1 ] = = 0.0 & & vec . k [ 2 ] = = 0.0 ) ? true : false ;
}
float ComputeShadowControllerIVP ( IVP_Real_Object * pivp , shadowcontrol_params_t & params , float secondsToArrival , float dt )
{
// resample fraction
// This allows us to arrive at the target at the requested time
float fraction = 1.0 ;
if ( secondsToArrival > 0 )
{
fraction = dt / secondsToArrival ;
if ( fraction > 1 )
{
fraction = 1 ;
}
}
secondsToArrival - = dt ;
if ( secondsToArrival < 0 )
{
secondsToArrival = 0 ;
}
if ( fraction < = 0 )
return secondsToArrival ;
// ---------------------------------------------------------
// Translation
// ---------------------------------------------------------
IVP_U_Point positionIVP ;
GetObjectPosition_IVP ( positionIVP , pivp ) ;
IVP_U_Float_Point delta_position ;
delta_position . subtract ( & params . targetPosition , & positionIVP ) ;
// BUGBUG: Save off velocities and estimate final positions
// measure error against these final sets
// also, damp out 100% saved velocity, use max additional impulses
// to correct error and damp out error velocity
// extrapolate position
if ( params . teleportDistance > 0 )
{
IVP_DOUBLE qdist ;
if ( ! IsZeroVector ( params . lastPosition ) )
{
IVP_U_Float_Point tmpDelta ;
tmpDelta . subtract ( & positionIVP , & params . lastPosition ) ;
qdist = tmpDelta . quad_length ( ) ;
}
else
{
// UNDONE: This is totally bogus! Measure error using last known estimate
// not current position!
qdist = delta_position . quad_length ( ) ;
}
if ( qdist > params . teleportDistance * params . teleportDistance )
{
if ( pivp - > is_collision_detection_enabled ( ) )
{
pivp - > enable_collision_detection ( IVP_FALSE ) ;
pivp - > beam_object_to_new_position ( & params . targetRotation , & params . targetPosition , IVP_TRUE ) ;
pivp - > enable_collision_detection ( IVP_TRUE ) ;
}
else
{
pivp - > beam_object_to_new_position ( & params . targetRotation , & params . targetPosition , IVP_TRUE ) ;
}
delta_position . set_to_zero ( ) ;
}
}
float invDt = 1.0f / dt ;
IVP_Core * pCore = pivp - > get_core ( ) ;
ComputeController ( pCore - > speed , delta_position , params . maxSpeed , params . maxDampSpeed , fraction * invDt , params . dampFactor , & params . lastImpulse ) ;
params . lastPosition . add_multiple ( & positionIVP , & pCore - > speed , dt ) ;
IVP_U_Float_Point deltaAngles ;
// compute rotation offset
IVP_U_Quat deltaRotation ;
QuaternionDiff ( params . targetRotation , pCore - > q_world_f_core_next_psi , deltaRotation ) ;
// convert offset to angular impulse
Vector axis ;
float angle ;
QuaternionAxisAngle ( deltaRotation , axis , angle ) ;
VectorNormalize ( axis ) ;
deltaAngles . k [ 0 ] = axis . x * angle ;
deltaAngles . k [ 1 ] = axis . y * angle ;
deltaAngles . k [ 2 ] = axis . z * angle ;
ComputeController ( pCore - > rot_speed , deltaAngles , params . maxAngular , params . maxDampAngular , fraction * invDt , params . dampFactor , NULL ) ;
return secondsToArrival ;
}
void ConvertShadowControllerToIVP ( const hlshadowcontrol_params_t & in , shadowcontrol_params_t & out )
{
ConvertPositionToIVP ( in . targetPosition , out . targetPosition ) ;
ConvertRotationToIVP ( in . targetRotation , out . targetRotation ) ;
out . teleportDistance = ConvertDistanceToIVP ( in . teleportDistance ) ;
out . maxSpeed = ConvertDistanceToIVP ( in . maxSpeed ) ;
out . maxDampSpeed = ConvertDistanceToIVP ( in . maxDampSpeed ) ;
out . maxAngular = ConvertAngleToIVP ( in . maxAngular ) ;
out . maxDampAngular = ConvertAngleToIVP ( in . maxDampAngular ) ;
out . dampFactor = in . dampFactor ;
}
void ConvertShadowControllerToHL ( const shadowcontrol_params_t & in , hlshadowcontrol_params_t & out )
{
ConvertPositionToHL ( in . targetPosition , out . targetPosition ) ;
ConvertRotationToHL ( in . targetRotation , out . targetRotation ) ;
out . teleportDistance = ConvertDistanceToHL ( in . teleportDistance ) ;
out . maxSpeed = ConvertDistanceToHL ( in . maxSpeed ) ;
out . maxDampSpeed = ConvertDistanceToHL ( in . maxDampSpeed ) ;
out . maxAngular = ConvertAngleToHL ( in . maxAngular ) ;
out . maxDampAngular = ConvertAngleToHL ( in . maxDampAngular ) ;
out . dampFactor = in . dampFactor ;
}
float ComputeShadowControllerHL ( CPhysicsObject * pObject , const hlshadowcontrol_params_t & params , float secondsToArrival , float dt )
{
shadowcontrol_params_t ivpParams ;
ConvertShadowControllerToIVP ( params , ivpParams ) ;
return ComputeShadowControllerIVP ( pObject - > GetObject ( ) , ivpParams , secondsToArrival , dt ) ;
}
class CShadowController : public IVP_Controller_Independent , public IPhysicsShadowController , public CAlignedNewDelete < 16 >
{
public :
CShadowController ( ) ;
CShadowController ( CPhysicsObject * pObject , bool allowTranslation , bool allowRotation ) ;
~ CShadowController ( void ) ;
// ipion interfaces
void do_simulation_controller ( IVP_Event_Sim * es , IVP_U_Vector < IVP_Core > * cores ) ;
virtual IVP_CONTROLLER_PRIORITY get_controller_priority ( ) { return IVP_CP_MOTION ; }
virtual const char * get_controller_name ( ) { return " vphysics:shadow " ; }
void SetObject ( IPhysicsObject * pObject ) ;
void Update ( const Vector & position , const QAngle & angles , float secondsToArrival ) ;
void MaxSpeed ( float maxSpeed , float maxAngularSpeed ) ;
virtual void StepUp ( float height ) ;
virtual void SetTeleportDistance ( float teleportDistance ) ;
virtual bool AllowsTranslation ( ) { return m_allowsTranslation ; }
virtual bool AllowsRotation ( ) { return m_allowsRotation ; }
virtual void GetLastImpulse ( Vector * pOut )
{
ConvertPositionToHL ( m_shadow . lastImpulse , * pOut ) ;
}
bool IsEnabled ( ) { return m_enabled ; }
void Enable ( bool bEnable )
{
m_enabled = bEnable ;
}
void WriteToTemplate ( vphysics_save_cshadowcontroller_t & controllerTemplate ) ;
void InitFromTemplate ( const vphysics_save_cshadowcontroller_t & controllerTemplate ) ;
virtual void SetPhysicallyControlled ( bool isPhysicallyControlled ) { m_isPhysicallyControlled = isPhysicallyControlled ; }
virtual bool IsPhysicallyControlled ( ) { return m_isPhysicallyControlled ; }
virtual void UseShadowMaterial ( bool bUseShadowMaterial )
{
if ( ! m_pObject )
return ;
int current = m_pObject - > GetMaterialIndexInternal ( ) ;
int target = bUseShadowMaterial ? MATERIAL_INDEX_SHADOW : m_savedMaterialIndex ;
if ( target ! = current )
{
m_pObject - > SetMaterialIndex ( target ) ;
}
}
virtual void ObjectMaterialChanged ( int materialIndex )
{
if ( ! m_pObject )
return ;
m_savedMaterialIndex = materialIndex ;
}
//Basically get the last inputs to IPhysicsShadowController::Update(), returns last input to timeOffset in Update()
virtual float GetTargetPosition ( Vector * pPositionOut , QAngle * pAnglesOut ) ;
virtual float GetTeleportDistance ( void ) ;
virtual void GetMaxSpeed ( float * pMaxSpeedOut , float * pMaxAngularSpeedOut ) ;
private :
void AttachObject ( void ) ;
void DetachObject ( void ) ;
shadowcontrol_params_t m_shadow ;
IVP_U_Float_Point m_saveRot ;
IVP_U_Float_Point m_savedRI ;
CPhysicsObject * m_pObject ;
float m_secondsToArrival ;
float m_savedMass ;
unsigned int m_savedFlags ;
unsigned short m_savedMaterialIndex ;
bool m_enabled : 1 ;
bool m_allowsTranslation : 1 ;
bool m_allowsRotation : 1 ;
bool m_isPhysicallyControlled : 1 ;
} ;
CShadowController : : CShadowController ( )
{
m_shadow . targetPosition . set_to_zero ( ) ;
m_shadow . targetRotation . init ( ) ;
}
CShadowController : : CShadowController ( CPhysicsObject * pObject , bool allowTranslation , bool allowRotation )
{
m_pObject = pObject ;
m_shadow . dampFactor = 1.0f ;
m_shadow . teleportDistance = 0 ;
m_shadow . maxDampSpeed = 0 ;
m_shadow . maxDampAngular = 0 ;
m_shadow . targetPosition . set_to_zero ( ) ;
m_shadow . targetRotation . init ( ) ;
m_allowsTranslation = allowTranslation ;
m_allowsRotation = allowRotation ;
m_isPhysicallyControlled = false ;
m_enabled = false ;
AttachObject ( ) ;
}
CShadowController : : ~ CShadowController ( void )
{
DetachObject ( ) ;
}
void CShadowController : : AttachObject ( void )
{
IVP_Real_Object * pivp = m_pObject - > GetObject ( ) ;
IVP_Core * pCore = pivp - > get_core ( ) ;
m_saveRot = pCore - > rot_speed_damp_factor ;
m_savedRI = * pCore - > get_rot_inertia ( ) ;
m_savedMass = pCore - > get_mass ( ) ;
m_savedMaterialIndex = m_pObject - > GetMaterialIndexInternal ( ) ;
Vector position ;
QAngle angles ;
m_pObject - > GetPosition ( & position , & angles ) ;
ConvertPositionToIVP ( position , m_shadow . targetPosition ) ;
ConvertRotationToIVP ( angles , m_shadow . targetRotation ) ;
UseShadowMaterial ( true ) ;
pCore - > rot_speed_damp_factor = IVP_U_Float_Point ( 100 , 100 , 100 ) ;
if ( ! m_allowsRotation )
{
IVP_U_Float_Point ri ( 1e14 f , 1e14 f , 1e14 f ) ;
pCore - > set_rotation_inertia ( & ri ) ;
}
if ( ! m_allowsTranslation )
{
m_pObject - > SetMass ( VPHYSICS_MAX_MASS ) ;
//pCore->inv_rot_inertia.hesse_val = 0.0f;
m_pObject - > EnableGravity ( false ) ;
}
m_savedFlags = m_pObject - > CallbackFlags ( ) ;
unsigned int flags = m_savedFlags | CALLBACK_SHADOW_COLLISION ;
flags & = ~ CALLBACK_GLOBAL_FRICTION ;
flags & = ~ CALLBACK_GLOBAL_COLLIDE_STATIC ;
m_pObject - > SetCallbackFlags ( flags ) ;
m_pObject - > EnableDrag ( false ) ;
pCore - > calc_calc ( ) ;
pivp - > get_environment ( ) - > get_controller_manager ( ) - > add_controller_to_core ( this , pCore ) ;
m_shadow . lastPosition . set_to_zero ( ) ;
}
void CShadowController : : DetachObject ( void )
{
IVP_Real_Object * pivp = m_pObject - > GetObject ( ) ;
IVP_Core * pCore = pivp - > get_core ( ) ;
// don't bother if we're just doing this to delete the object
if ( ! ( m_pObject - > GetCallbackFlags ( ) & CALLBACK_MARKED_FOR_DELETE ) )
{
pCore - > rot_speed_damp_factor = m_saveRot ;
pCore - > set_mass ( m_savedMass ) ;
m_pObject - > SetCallbackFlags ( m_savedFlags ) ;
m_pObject - > EnableDrag ( true ) ;
m_pObject - > EnableGravity ( true ) ;
UseShadowMaterial ( false ) ;
pCore - > set_rotation_inertia ( & m_savedRI ) ; // this calls calc_calc()
}
m_pObject = NULL ;
pivp - > get_environment ( ) - > get_controller_manager ( ) - > remove_controller_from_core ( this , pCore ) ;
}
void CShadowController : : SetObject ( IPhysicsObject * pObject )
{
CPhysicsObject * obj = ( CPhysicsObject * ) pObject ;
if ( obj = = m_pObject )
return ;
DetachObject ( ) ;
m_pObject = obj ;
AttachObject ( ) ;
}
void CShadowController : : StepUp ( float height )
{
Vector step ( 0 , 0 , height ) ;
IVP_Real_Object * pIVP = m_pObject - > GetObject ( ) ;
IVP_U_Quat world_f_object ;
IVP_U_Point positionIVP , deltaIVP ;
ConvertPositionToIVP ( step , deltaIVP ) ;
pIVP - > get_quat_world_f_object_AT ( & world_f_object , & positionIVP ) ;
positionIVP . add ( & deltaIVP ) ;
pIVP - > beam_object_to_new_position ( & world_f_object , & positionIVP , IVP_TRUE ) ;
}
void CShadowController : : SetTeleportDistance ( float teleportDistance )
{
m_shadow . teleportDistance = ConvertDistanceToIVP ( teleportDistance ) ;
}
float CShadowController : : GetTeleportDistance ( void )
{
return ConvertDistanceToHL ( m_shadow . teleportDistance ) ;
}
void CShadowController : : do_simulation_controller ( IVP_Event_Sim * es , IVP_U_Vector < IVP_Core > * )
{
if ( IsEnabled ( ) )
{
IVP_Real_Object * pivp = m_pObject - > GetObject ( ) ;
Assert ( ! pivp - > get_core ( ) - > pinned & & ! pivp - > get_core ( ) - > physical_unmoveable ) ;
ComputeShadowControllerIVP ( pivp , m_shadow , m_secondsToArrival , es - > delta_time ) ;
if ( m_allowsTranslation )
{
// UNDONE: Assumes gravity points down
const IVP_U_Point * pgrav = pivp - > get_environment ( ) - > get_gravity ( ) ;
float gravDt = pgrav - > k [ 1 ] * es - > delta_time ;
if ( m_shadow . lastImpulse . k [ 1 ] > gravDt )
{
if ( IsOnGround ( pivp ) )
{
float delta = gravDt - m_shadow . lastImpulse . k [ 1 ] ;
pivp - > get_core ( ) - > speed . k [ 1 ] + = delta ;
m_shadow . lastImpulse . k [ 1 ] + = delta ;
}
}
}
// if we have time left, subtract it off
m_secondsToArrival - = es - > delta_time ;
if ( m_secondsToArrival < 0 )
{
m_secondsToArrival = 0 ;
}
}
else
{
m_shadow . lastPosition . set_to_zero ( ) ;
}
}
// NOTE: This isn't a test for equivalent orientations, it's a test for calling update
// with EXACTLY the same data repeatedly
static bool IsEqual ( const IVP_U_Point & pt0 , const IVP_U_Point & pt1 )
{
return pt0 . quad_distance_to ( & pt1 ) < 1e-8 f ? true : false ;
}
// NOTE: This isn't a test for equivalent orientations, it's a test for calling update
// with EXACTLY the same data repeatedly
static bool IsEqual ( const IVP_U_Quat & pt0 , const IVP_U_Quat & pt1 )
{
float delta = fabs ( pt0 . x - pt1 . x ) ;
delta + = fabs ( pt0 . y - pt1 . y ) ;
delta + = fabs ( pt0 . z - pt1 . z ) ;
delta + = fabs ( pt0 . w - pt1 . w ) ;
return delta < 1e-8 f ? true : false ;
}
void CShadowController : : Update ( const Vector & position , const QAngle & angles , float secondsToArrival )
{
IVP_U_Point targetPosition = m_shadow . targetPosition ;
IVP_U_Quat targetRotation = m_shadow . targetRotation ;
ConvertPositionToIVP ( position , m_shadow . targetPosition ) ;
m_secondsToArrival = secondsToArrival < 0 ? 0 : secondsToArrival ;
ConvertRotationToIVP ( angles , m_shadow . targetRotation ) ;
Enable ( true ) ;
if ( IsEqual ( targetPosition , m_shadow . targetPosition ) & & IsEqual ( targetRotation , m_shadow . targetRotation ) )
return ;
m_pObject - > Wake ( ) ;
}
float CShadowController : : GetTargetPosition ( Vector * pPositionOut , QAngle * pAnglesOut )
{
if ( pPositionOut )
ConvertPositionToHL ( m_shadow . targetPosition , * pPositionOut ) ;
if ( pAnglesOut )
ConvertRotationToHL ( m_shadow . targetRotation , * pAnglesOut ) ;
return m_secondsToArrival ;
}
void CShadowController : : MaxSpeed ( float maxSpeed , float maxAngularSpeed )
{
// UNDONE: Turn this on when shadow controllers are having velocity updated per frame
// right now this has the effect of making dampspeed zero by default.
#if 0
IVP_Core * pCore = m_pObject - > GetObject ( ) - > get_core ( ) ;
{
// limit additional velocity to that which is not amplifying the current velocity
float availableSpeed = ConvertDistanceToIVP ( maxSpeed ) ;
float currentSpeed = pCore - > speed . real_length ( ) ;
m_shadow . maxDampSpeed = min ( currentSpeed , availableSpeed ) ;
m_shadow . maxSpeed = availableSpeed - m_shadow . maxDampSpeed ;
}
{
// limit additional velocity to that which is not amplifying the current velocity
float availableAngularSpeed = ConvertAngleToIVP ( maxAngularSpeed ) ;
float currentAngularSpeed = pCore - > rot_speed . real_length ( ) ;
m_shadow . maxDampAngular = min ( currentAngularSpeed , availableAngularSpeed ) ;
m_shadow . maxAngular = availableAngularSpeed - m_shadow . maxDampAngular ;
}
# else
m_shadow . maxSpeed = maxSpeed ;
m_shadow . maxDampSpeed = maxSpeed ;
m_shadow . maxAngular = maxAngularSpeed ;
m_shadow . maxDampAngular = maxAngularSpeed ;
# endif
}
void CShadowController : : GetMaxSpeed ( float * pMaxSpeedOut , float * pMaxAngularSpeedOut )
{
if ( pMaxSpeedOut )
* pMaxSpeedOut = m_shadow . maxSpeed ;
if ( pMaxAngularSpeedOut )
* pMaxAngularSpeedOut = m_shadow . maxAngular ;
}
struct vphysics_save_shadowcontrolparams_t : public hlshadowcontrol_params_t
{
DECLARE_SIMPLE_DATADESC ( ) ;
} ;
BEGIN_SIMPLE_DATADESC ( vphysics_save_shadowcontrolparams_t )
DEFINE_FIELD ( targetPosition , FIELD_POSITION_VECTOR ) ,
DEFINE_FIELD ( targetRotation , FIELD_VECTOR ) ,
DEFINE_FIELD ( maxSpeed , FIELD_FLOAT ) ,
DEFINE_FIELD ( maxDampSpeed , FIELD_FLOAT ) ,
DEFINE_FIELD ( maxAngular , FIELD_FLOAT ) ,
DEFINE_FIELD ( maxDampAngular , FIELD_FLOAT ) ,
DEFINE_FIELD ( dampFactor , FIELD_FLOAT ) ,
DEFINE_FIELD ( teleportDistance , FIELD_FLOAT ) ,
END_DATADESC ( )
struct vphysics_save_cshadowcontroller_t
{
CPhysicsObject * pObject ;
float secondsToArrival ;
IVP_U_Float_Point saveRot ;
IVP_U_Float_Point savedRI ;
IVP_U_Float_Point currentSpeed ;
float savedMass ;
int savedMaterial ;
unsigned int savedFlags ;
bool enable ;
bool allowPhysicsMovement ;
bool allowPhysicsRotation ;
bool isPhysicallyControlled ;
hlshadowcontrol_params_t shadowParams ;
DECLARE_SIMPLE_DATADESC ( ) ;
} ;
BEGIN_SIMPLE_DATADESC ( vphysics_save_cshadowcontroller_t )
//DEFINE_VPHYSPTR( pObject ),
DEFINE_FIELD ( secondsToArrival , FIELD_FLOAT ) ,
DEFINE_ARRAY ( saveRot . k , FIELD_FLOAT , 3 ) ,
DEFINE_ARRAY ( savedRI . k , FIELD_FLOAT , 3 ) ,
DEFINE_ARRAY ( currentSpeed . k , FIELD_FLOAT , 3 ) ,
DEFINE_FIELD ( savedMass , FIELD_FLOAT ) ,
DEFINE_FIELD ( savedFlags , FIELD_INTEGER ) ,
DEFINE_CUSTOM_FIELD ( savedMaterial , MaterialIndexDataOps ( ) ) ,
DEFINE_FIELD ( enable , FIELD_BOOLEAN ) ,
DEFINE_FIELD ( allowPhysicsMovement , FIELD_BOOLEAN ) ,
DEFINE_FIELD ( allowPhysicsRotation , FIELD_BOOLEAN ) ,
DEFINE_FIELD ( isPhysicallyControlled , FIELD_BOOLEAN ) ,
DEFINE_EMBEDDED_OVERRIDE ( shadowParams , vphysics_save_shadowcontrolparams_t ) ,
END_DATADESC ( )
void CShadowController : : WriteToTemplate ( vphysics_save_cshadowcontroller_t & controllerTemplate )
{
controllerTemplate . pObject = m_pObject ;
controllerTemplate . secondsToArrival = m_secondsToArrival ;
controllerTemplate . saveRot = m_saveRot ;
controllerTemplate . savedRI = m_savedRI ;
controllerTemplate . savedMass = m_savedMass ;
controllerTemplate . savedFlags = m_savedFlags ;
controllerTemplate . savedMaterial = m_savedMaterialIndex ;
controllerTemplate . enable = IsEnabled ( ) ;
controllerTemplate . allowPhysicsMovement = m_allowsTranslation ;
controllerTemplate . allowPhysicsRotation = m_allowsRotation ;
controllerTemplate . isPhysicallyControlled = m_isPhysicallyControlled ;
ConvertShadowControllerToHL ( m_shadow , controllerTemplate . shadowParams ) ;
}
void CShadowController : : InitFromTemplate ( const vphysics_save_cshadowcontroller_t & controllerTemplate )
{
m_pObject = controllerTemplate . pObject ;
m_secondsToArrival = controllerTemplate . secondsToArrival ;
m_saveRot = controllerTemplate . saveRot ;
m_savedRI = controllerTemplate . savedRI ;
m_savedMass = controllerTemplate . savedMass ;
m_savedFlags = controllerTemplate . savedFlags ;
m_savedMaterialIndex = controllerTemplate . savedMaterial ;
Enable ( controllerTemplate . enable ) ;
m_allowsTranslation = controllerTemplate . allowPhysicsMovement ;
m_allowsRotation = controllerTemplate . allowPhysicsRotation ;
m_isPhysicallyControlled = controllerTemplate . isPhysicallyControlled ;
ConvertShadowControllerToIVP ( controllerTemplate . shadowParams , m_shadow ) ;
m_pObject - > GetObject ( ) - > get_environment ( ) - > get_controller_manager ( ) - > add_controller_to_core ( this , m_pObject - > GetObject ( ) - > get_core ( ) ) ;
}
IPhysicsShadowController * CreateShadowController ( CPhysicsObject * pObject , bool allowTranslation , bool allowRotation )
{
return new CShadowController ( pObject , allowTranslation , allowRotation ) ;
}
bool SavePhysicsShadowController ( const physsaveparams_t & params , IPhysicsShadowController * pIShadow )
{
vphysics_save_cshadowcontroller_t controllerTemplate ;
memset ( & controllerTemplate , 0 , sizeof ( controllerTemplate ) ) ;
CShadowController * pShadowController = ( CShadowController * ) pIShadow ;
pShadowController - > WriteToTemplate ( controllerTemplate ) ;
params . pSave - > WriteAll ( & controllerTemplate ) ;
return true ;
}
bool RestorePhysicsShadowController ( const physrestoreparams_t & params , IPhysicsShadowController * * ppShadowController )
{
return false ;
}
bool RestorePhysicsShadowControllerInternal ( const physrestoreparams_t & params , IPhysicsShadowController * * ppShadowController , CPhysicsObject * pObject )
{
vphysics_save_cshadowcontroller_t controllerTemplate ;
memset ( & controllerTemplate , 0 , sizeof ( controllerTemplate ) ) ;
params . pRestore - > ReadAll ( & controllerTemplate ) ;
// HACKHACK: pass this in
controllerTemplate . pObject = pObject ;
CShadowController * pShadow = new CShadowController ( ) ;
pShadow - > InitFromTemplate ( controllerTemplate ) ;
* ppShadowController = pShadow ;
return true ;
}
bool SavePhysicsPlayerController ( const physsaveparams_t & params , CPlayerController * pPlayerController )
{
return false ;
}
bool RestorePhysicsPlayerController ( const physrestoreparams_t & params , CPlayerController * * ppPlayerController )
{
return false ;
}
//HACKHACK: The physics object transfer system needs to temporarily detach a shadow controller from an object, then reattach without other repercussions
void ControlPhysicsShadowControllerAttachment_Silent ( IPhysicsShadowController * pController , IVP_Real_Object * pivp , bool bAttach )
{
if ( bAttach )
{
pivp - > get_environment ( ) - > get_controller_manager ( ) - > add_controller_to_core ( ( CShadowController * ) pController , pivp - > get_core ( ) ) ;
}
else
{
pivp - > get_environment ( ) - > get_controller_manager ( ) - > remove_controller_from_core ( ( CShadowController * ) pController , pivp - > get_core ( ) ) ;
}
}
void ControlPhysicsPlayerControllerAttachment_Silent ( IPhysicsPlayerController * pController , IVP_Real_Object * pivp , bool bAttach )
{
if ( bAttach )
{
pivp - > get_environment ( ) - > get_controller_manager ( ) - > add_controller_to_core ( ( CPlayerController * ) pController , pivp - > get_core ( ) ) ;
}
else
{
pivp - > get_environment ( ) - > get_controller_manager ( ) - > remove_controller_from_core ( ( CPlayerController * ) pController , pivp - > get_core ( ) ) ;
}
}