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1078 lines
28 KiB
1078 lines
28 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include "entitylist.h" |
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#include "physics.h" |
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#include "vphysics/constraints.h" |
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#include "physics_saverestore.h" |
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#include "phys_controller.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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#define SF_THRUST_STARTACTIVE 0x0001 |
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#define SF_THRUST_FORCE 0x0002 |
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#define SF_THRUST_TORQUE 0x0004 |
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#define SF_THRUST_LOCAL_ORIENTATION 0x0008 |
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#define SF_THRUST_MASS_INDEPENDENT 0x0010 |
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#define SF_THRUST_IGNORE_POS 0x0020 |
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class CPhysThruster; |
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//----------------------------------------------------------------------------- |
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// Purpose: This class only implements the IMotionEvent-specific behavior |
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// It keeps track of the forces so they can be integrated |
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//----------------------------------------------------------------------------- |
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class CConstantForceController : public IMotionEvent |
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{ |
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DECLARE_SIMPLE_DATADESC(); |
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public: |
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void Init( IMotionEvent::simresult_e controlType ) |
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{ |
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m_controlType = controlType; |
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} |
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void SetConstantForce( const Vector &linear, const AngularImpulse &angular ); |
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void ScaleConstantForce( float scale ); |
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IMotionEvent::simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular ); |
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IMotionEvent::simresult_e m_controlType; |
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Vector m_linear; |
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AngularImpulse m_angular; |
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Vector m_linearSave; |
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AngularImpulse m_angularSave; |
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}; |
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BEGIN_SIMPLE_DATADESC( CConstantForceController ) |
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DEFINE_FIELD( m_controlType, FIELD_INTEGER ), |
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DEFINE_FIELD( m_linear, FIELD_VECTOR ), |
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DEFINE_FIELD( m_angular, FIELD_VECTOR ), |
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DEFINE_FIELD( m_linearSave, FIELD_VECTOR ), |
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DEFINE_FIELD( m_angularSave, FIELD_VECTOR ), |
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END_DATADESC() |
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void CConstantForceController::SetConstantForce( const Vector &linear, const AngularImpulse &angular ) |
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{ |
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m_linear = linear; |
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m_angular = angular; |
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// cache these for scaling later |
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m_linearSave = linear; |
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m_angularSave = angular; |
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} |
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void CConstantForceController::ScaleConstantForce( float scale ) |
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{ |
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m_linear = m_linearSave * scale; |
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m_angular = m_angularSave * scale; |
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} |
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IMotionEvent::simresult_e CConstantForceController::Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular ) |
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{ |
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linear = m_linear; |
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angular = m_angular; |
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return m_controlType; |
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} |
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// UNDONE: Make these logical entities |
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//----------------------------------------------------------------------------- |
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// Purpose: This is a general entity that has a force/motion controller that |
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// simply integrates a constant linear/angular acceleration |
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//----------------------------------------------------------------------------- |
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abstract_class CPhysForce : public CPointEntity |
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{ |
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public: |
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DECLARE_CLASS( CPhysForce, CPointEntity ); |
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CPhysForce(); |
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~CPhysForce(); |
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DECLARE_DATADESC(); |
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virtual void OnRestore( ); |
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void Spawn( void ); |
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void Activate( void ); |
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void ForceOn( void ); |
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void ForceOff( void ); |
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void ActivateForce( void ); |
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// Input handlers |
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void InputActivate( inputdata_t &inputdata ); |
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void InputDeactivate( inputdata_t &inputdata ); |
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void InputForceScale( inputdata_t &inputdata ); |
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void SaveForce( void ); |
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void ScaleForce( float scale ); |
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// MUST IMPLEMENT THIS IN DERIVED CLASS |
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virtual void SetupForces( IPhysicsObject *pPhys, Vector &linear, AngularImpulse &angular ) = 0; |
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// optional |
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virtual void OnActivate( void ) {} |
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protected: |
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IPhysicsMotionController *m_pController; |
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string_t m_nameAttach; |
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float m_force; |
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float m_forceTime; |
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EHANDLE m_attachedObject; |
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bool m_wasRestored; |
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CConstantForceController m_integrator; |
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}; |
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BEGIN_DATADESC( CPhysForce ) |
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DEFINE_PHYSPTR( m_pController ), |
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DEFINE_KEYFIELD( m_nameAttach, FIELD_STRING, "attach1" ), |
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DEFINE_KEYFIELD( m_force, FIELD_FLOAT, "force" ), |
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DEFINE_KEYFIELD( m_forceTime, FIELD_FLOAT, "forcetime" ), |
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DEFINE_FIELD( m_attachedObject, FIELD_EHANDLE ), |
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//DEFINE_FIELD( m_wasRestored, FIELD_BOOLEAN ), // NOTE: DO NOT save/load this - it's used to detect loads |
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DEFINE_EMBEDDED( m_integrator ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "Activate", InputActivate ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "Deactivate", InputDeactivate ), |
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DEFINE_INPUTFUNC( FIELD_FLOAT, "scale", InputForceScale ), |
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// Function Pointers |
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DEFINE_FUNCTION( ForceOff ), |
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END_DATADESC() |
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CPhysForce::CPhysForce( void ) |
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{ |
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m_pController = NULL; |
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m_wasRestored = false; |
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} |
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CPhysForce::~CPhysForce() |
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{ |
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if ( m_pController ) |
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{ |
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physenv->DestroyMotionController( m_pController ); |
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} |
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} |
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void CPhysForce::Spawn( void ) |
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{ |
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if ( m_spawnflags & SF_THRUST_LOCAL_ORIENTATION ) |
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{ |
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m_integrator.Init( IMotionEvent::SIM_LOCAL_ACCELERATION ); |
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} |
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else |
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{ |
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m_integrator.Init( IMotionEvent::SIM_GLOBAL_ACCELERATION ); |
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} |
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} |
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void CPhysForce::OnRestore( ) |
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{ |
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BaseClass::OnRestore(); |
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if ( m_pController ) |
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{ |
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m_pController->SetEventHandler( &m_integrator ); |
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} |
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m_wasRestored = true; |
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} |
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void CPhysForce::Activate( void ) |
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{ |
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BaseClass::Activate(); |
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if ( m_pController ) |
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{ |
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m_pController->WakeObjects(); |
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} |
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if ( m_wasRestored ) |
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return; |
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if ( m_attachedObject == NULL ) |
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{ |
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m_attachedObject = gEntList.FindEntityByName( NULL, m_nameAttach ); |
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} |
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// Let the derived class set up before we throw the switch |
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OnActivate(); |
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if ( m_spawnflags & SF_THRUST_STARTACTIVE ) |
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{ |
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ForceOn(); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CPhysForce::InputActivate( inputdata_t &inputdata ) |
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{ |
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ForceOn(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CPhysForce::InputDeactivate( inputdata_t &inputdata ) |
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{ |
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ForceOff(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CPhysForce::InputForceScale( inputdata_t &inputdata ) |
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{ |
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ScaleForce( inputdata.value.Float() ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CPhysForce::ForceOn( void ) |
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{ |
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if ( m_pController ) |
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return; |
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ActivateForce(); |
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if ( m_forceTime ) |
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{ |
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SetNextThink( gpGlobals->curtime + m_forceTime ); |
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SetThink( &CPhysForce::ForceOff ); |
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} |
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} |
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void CPhysForce::ActivateForce( void ) |
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{ |
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IPhysicsObject *pPhys = NULL; |
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if ( m_attachedObject ) |
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{ |
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pPhys = m_attachedObject->VPhysicsGetObject(); |
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} |
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if ( !pPhys ) |
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return; |
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Vector linear; |
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AngularImpulse angular; |
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SetupForces( pPhys, linear, angular ); |
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m_integrator.SetConstantForce( linear, angular ); |
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m_pController = physenv->CreateMotionController( &m_integrator ); |
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m_pController->AttachObject( pPhys, true ); |
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// Make sure the object is simulated |
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pPhys->Wake(); |
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} |
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void CPhysForce::ForceOff( void ) |
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{ |
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if ( !m_pController ) |
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return; |
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physenv->DestroyMotionController( m_pController ); |
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m_pController = NULL; |
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SetThink( NULL ); |
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SetNextThink( TICK_NEVER_THINK ); |
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IPhysicsObject *pPhys = NULL; |
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if ( m_attachedObject ) |
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{ |
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pPhys = m_attachedObject->VPhysicsGetObject(); |
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if ( pPhys ) |
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{ |
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pPhys->Wake(); |
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} |
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} |
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} |
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void CPhysForce::ScaleForce( float scale ) |
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{ |
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if ( !m_pController ) |
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ForceOn(); |
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m_integrator.ScaleConstantForce( scale ); |
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m_pController->WakeObjects(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: A rocket-engine/thruster based on the force controller above |
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// Calculate the force (and optional torque) that the engine would create |
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//----------------------------------------------------------------------------- |
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class CPhysThruster : public CPhysForce |
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{ |
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DECLARE_CLASS( CPhysThruster, CPhysForce ); |
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public: |
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DECLARE_DATADESC(); |
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virtual void OnActivate( void ); |
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virtual void SetupForces( IPhysicsObject *pPhys, Vector &linear, AngularImpulse &angular ); |
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private: |
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Vector m_localOrigin; |
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}; |
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LINK_ENTITY_TO_CLASS( phys_thruster, CPhysThruster ); |
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BEGIN_DATADESC( CPhysThruster ) |
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DEFINE_FIELD( m_localOrigin, FIELD_VECTOR ), |
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END_DATADESC() |
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void CPhysThruster::OnActivate( void ) |
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{ |
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if ( m_attachedObject != NULL ) |
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{ |
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matrix3x4_t worldToAttached, thrusterToAttached; |
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MatrixInvert( m_attachedObject->EntityToWorldTransform(), worldToAttached ); |
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ConcatTransforms( worldToAttached, EntityToWorldTransform(), thrusterToAttached ); |
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MatrixGetColumn( thrusterToAttached, 3, m_localOrigin ); |
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if ( HasSpawnFlags( SF_THRUST_LOCAL_ORIENTATION ) ) |
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{ |
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QAngle angles; |
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MatrixAngles( thrusterToAttached, angles ); |
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SetLocalAngles( angles ); |
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} |
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// maintain the local relationship with this entity |
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// it may move before the thruster is activated |
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if ( HasSpawnFlags( SF_THRUST_IGNORE_POS ) ) |
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{ |
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m_localOrigin.Init(); |
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} |
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} |
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} |
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// utility function to duplicate this call in local space |
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void CalculateVelocityOffsetLocal( IPhysicsObject *pPhys, const Vector &forceLocal, const Vector &positionLocal, Vector &outVelLocal, AngularImpulse &outAngular ) |
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{ |
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Vector posWorld, forceWorld; |
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pPhys->LocalToWorld( &posWorld, positionLocal ); |
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pPhys->LocalToWorldVector( &forceWorld, forceLocal ); |
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Vector velWorld; |
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pPhys->CalculateVelocityOffset( forceWorld, posWorld, &velWorld, &outAngular ); |
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pPhys->WorldToLocalVector( &outVelLocal, velWorld ); |
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} |
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void CPhysThruster::SetupForces( IPhysicsObject *pPhys, Vector &linear, AngularImpulse &angular ) |
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{ |
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Vector thrustVector; |
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AngleVectors( GetLocalAngles(), &thrustVector ); |
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thrustVector *= m_force; |
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// multiply the force by mass (it's actually just an acceleration) |
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if ( m_spawnflags & SF_THRUST_MASS_INDEPENDENT ) |
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{ |
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thrustVector *= pPhys->GetMass(); |
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} |
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if ( m_spawnflags & SF_THRUST_LOCAL_ORIENTATION ) |
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{ |
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CalculateVelocityOffsetLocal( pPhys, thrustVector, m_localOrigin, linear, angular ); |
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} |
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else |
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{ |
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Vector position; |
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VectorTransform( m_localOrigin, m_attachedObject->EntityToWorldTransform(), position ); |
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pPhys->CalculateVelocityOffset( thrustVector, position, &linear, &angular ); |
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} |
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if ( !(m_spawnflags & SF_THRUST_FORCE) ) |
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{ |
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// clear out force |
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linear.Init(); |
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} |
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if ( !(m_spawnflags & SF_THRUST_TORQUE) ) |
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{ |
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// clear out torque |
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angular.Init(); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: A controllable motor - exerts torque |
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//----------------------------------------------------------------------------- |
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class CPhysTorque : public CPhysForce |
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{ |
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DECLARE_CLASS( CPhysTorque, CPhysForce ); |
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public: |
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DECLARE_DATADESC(); |
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void Spawn( void ); |
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virtual void SetupForces( IPhysicsObject *pPhys, Vector &linear, AngularImpulse &angular ); |
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private: |
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Vector m_axis; |
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}; |
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BEGIN_DATADESC( CPhysTorque ) |
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DEFINE_KEYFIELD( m_axis, FIELD_VECTOR, "axis" ), |
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END_DATADESC() |
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LINK_ENTITY_TO_CLASS( phys_torque, CPhysTorque ); |
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void CPhysTorque::Spawn( void ) |
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{ |
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// force spawnflags to agree with implementation of this class |
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m_spawnflags |= SF_THRUST_TORQUE | SF_THRUST_MASS_INDEPENDENT; |
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m_spawnflags &= ~SF_THRUST_FORCE; |
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m_axis -= GetAbsOrigin(); |
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VectorNormalize(m_axis); |
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UTIL_SnapDirectionToAxis( m_axis ); |
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BaseClass::Spawn(); |
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} |
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void CPhysTorque::SetupForces( IPhysicsObject *pPhys, Vector &linear, AngularImpulse &angular ) |
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{ |
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// clear out force |
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linear.Init(); |
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matrix3x4_t matrix; |
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pPhys->GetPositionMatrix( &matrix ); |
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// transform motor axis to local space |
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Vector axis_ls; |
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VectorIRotate( m_axis, matrix, axis_ls ); |
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// Set torque to be around selected axis |
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angular = axis_ls * m_force; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: This class only implements the IMotionEvent-specific behavior |
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// It keeps track of the forces so they can be integrated |
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//----------------------------------------------------------------------------- |
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class CMotorController : public IMotionEvent |
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{ |
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DECLARE_SIMPLE_DATADESC(); |
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public: |
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IMotionEvent::simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular ); |
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float m_speed; |
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float m_maxTorque; |
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Vector m_axis; |
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float m_inertiaFactor; |
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float m_lastSpeed; |
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float m_lastAcceleration; |
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float m_lastForce; |
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float m_restistanceDamping; |
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}; |
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BEGIN_SIMPLE_DATADESC( CMotorController ) |
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DEFINE_FIELD( m_speed, FIELD_FLOAT ), |
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DEFINE_FIELD( m_maxTorque, FIELD_FLOAT ), |
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DEFINE_KEYFIELD( m_axis, FIELD_VECTOR, "axis" ), |
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DEFINE_KEYFIELD( m_inertiaFactor, FIELD_FLOAT, "inertiafactor" ), |
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DEFINE_FIELD( m_lastSpeed, FIELD_FLOAT ), |
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DEFINE_FIELD( m_lastAcceleration, FIELD_FLOAT ), |
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DEFINE_FIELD( m_lastForce, FIELD_FLOAT ), |
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DEFINE_FIELD( m_restistanceDamping, FIELD_FLOAT ), |
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END_DATADESC() |
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IMotionEvent::simresult_e CMotorController::Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular ) |
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{ |
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linear = vec3_origin; |
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angular = vec3_origin; |
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if ( m_speed == 0 ) |
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return SIM_NOTHING; |
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matrix3x4_t matrix; |
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pObject->GetPositionMatrix( &matrix ); |
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AngularImpulse currentRotAxis; |
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// currentRotAxis is in local space |
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pObject->GetVelocity( NULL, ¤tRotAxis ); |
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// transform motor axis to local space |
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Vector motorAxis_ls; |
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VectorIRotate( m_axis, matrix, motorAxis_ls ); |
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float currentSpeed = DotProduct( currentRotAxis, motorAxis_ls ); |
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float inertia = DotProductAbs( pObject->GetInertia(), motorAxis_ls ); |
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// compute absolute acceleration, don't integrate over the timestep |
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float accel = m_speed - currentSpeed; |
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float rotForce = accel * inertia * m_inertiaFactor; |
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// BUGBUG: This heuristic is a little flaky |
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// UNDONE: Make a better heuristic for speed control |
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if ( fabsf(m_lastAcceleration) > 0 ) |
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{ |
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float deltaSpeed = currentSpeed - m_lastSpeed; |
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// make sure they are going the same way |
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if ( deltaSpeed * accel > 0 ) |
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{ |
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float factor = deltaSpeed / m_lastAcceleration; |
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factor = 1 - clamp( factor, 0.f, 1.f ); |
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rotForce += m_lastForce * factor * m_restistanceDamping; |
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} |
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else |
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{ |
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if ( currentSpeed != 0 ) |
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{ |
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// have we reached a steady state that isn't our target? |
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float increase = deltaSpeed / m_lastAcceleration; |
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if ( fabsf(increase) < 0.05 ) |
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{ |
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rotForce += m_lastForce * m_restistanceDamping; |
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} |
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} |
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} |
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} |
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// ------------------------------------------------------- |
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if ( m_maxTorque != 0 ) |
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{ |
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if ( rotForce > m_maxTorque ) |
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{ |
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rotForce = m_maxTorque; |
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} |
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else if ( rotForce < -m_maxTorque ) |
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{ |
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rotForce = -m_maxTorque; |
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} |
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} |
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m_lastForce = rotForce; |
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m_lastAcceleration = (rotForce / inertia); |
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m_lastSpeed = currentSpeed; |
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// this is in local space |
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angular = motorAxis_ls * rotForce; |
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return SIM_LOCAL_FORCE; |
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} |
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#define SF_MOTOR_START_ON 0x0001 // starts on by default |
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#define SF_MOTOR_NOCOLLIDE 0x0002 // don't collide with world geometry |
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#define SF_MOTOR_HINGE 0x0004 // motor also acts as a hinge constraining the object to this axis |
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// NOTE: THIS DOESN'T WORK YET |
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#define SF_MOTOR_LOCAL 0x0008 // Maintain local relationship with the attached object |
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class CPhysMotor : public CLogicalEntity |
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{ |
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DECLARE_CLASS( CPhysMotor, CLogicalEntity ); |
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public: |
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~CPhysMotor(); |
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DECLARE_DATADESC(); |
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void Spawn( void ); |
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void Activate( void ); |
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void Think( void ); |
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void TurnOn( void ); |
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void TargetSpeedChanged( void ); |
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void OnRestore(); |
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void InputSetTargetSpeed( inputdata_t &inputdata ); |
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void InputTurnOn( inputdata_t &inputdata ); |
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void InputTurnOff( inputdata_t &inputdata ); |
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void CalculateAcceleration(); |
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string_t m_nameAttach; |
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EHANDLE m_attachedObject; |
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float m_spinUp; |
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float m_additionalAcceleration; |
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float m_angularAcceleration; |
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float m_lastTime; |
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// FIXME: can we remove m_flSpeed from CBaseEntity? |
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//float m_flSpeed; |
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IPhysicsConstraint *m_pHinge; |
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IPhysicsMotionController *m_pController; |
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CMotorController m_motor; |
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}; |
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BEGIN_DATADESC( CPhysMotor ) |
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DEFINE_KEYFIELD( m_nameAttach, FIELD_STRING, "attach1" ), |
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DEFINE_FIELD( m_attachedObject, FIELD_EHANDLE ), |
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DEFINE_KEYFIELD( m_spinUp, FIELD_FLOAT, "spinup" ), |
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DEFINE_KEYFIELD( m_additionalAcceleration, FIELD_FLOAT, "addangaccel" ), |
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DEFINE_FIELD( m_angularAcceleration, FIELD_FLOAT ), |
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DEFINE_FIELD( m_lastTime, FIELD_TIME ), |
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DEFINE_PHYSPTR( m_pHinge ), |
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DEFINE_PHYSPTR( m_pController ), |
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetSpeed", InputSetTargetSpeed ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ), |
|
DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ), |
|
|
|
DEFINE_EMBEDDED( m_motor ), |
|
|
|
END_DATADESC() |
|
|
|
LINK_ENTITY_TO_CLASS( phys_motor, CPhysMotor ); |
|
|
|
|
|
void CPhysMotor::CalculateAcceleration() |
|
{ |
|
if ( m_spinUp ) |
|
{ |
|
m_angularAcceleration = fabsf(m_flSpeed / m_spinUp); |
|
} |
|
else |
|
{ |
|
m_angularAcceleration = fabsf(m_flSpeed); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Input handler that sets a speed to spin up or down to. |
|
//----------------------------------------------------------------------------- |
|
void CPhysMotor::InputSetTargetSpeed( inputdata_t &inputdata ) |
|
{ |
|
if ( m_flSpeed == inputdata.value.Float() ) |
|
return; |
|
|
|
m_flSpeed = inputdata.value.Float(); |
|
TargetSpeedChanged(); |
|
CalculateAcceleration(); |
|
} |
|
|
|
|
|
void CPhysMotor::TargetSpeedChanged( void ) |
|
{ |
|
SetNextThink( gpGlobals->curtime ); |
|
m_lastTime = gpGlobals->curtime; |
|
m_pController->WakeObjects(); |
|
} |
|
|
|
|
|
//------------------------------------------------------------------------------ |
|
// Purpose: Input handler that turns the motor on. |
|
//------------------------------------------------------------------------------ |
|
void CPhysMotor::InputTurnOn( inputdata_t &inputdata ) |
|
{ |
|
TurnOn(); |
|
} |
|
|
|
|
|
//------------------------------------------------------------------------------ |
|
// Purpose: Input handler that turns the motor off. |
|
//------------------------------------------------------------------------------ |
|
void CPhysMotor::InputTurnOff( inputdata_t &inputdata ) |
|
{ |
|
m_motor.m_speed = 0; |
|
SetNextThink( TICK_NEVER_THINK ); |
|
} |
|
|
|
|
|
CPhysMotor::~CPhysMotor() |
|
{ |
|
if ( m_attachedObject && m_pHinge ) |
|
{ |
|
IPhysicsObject *pPhys = m_attachedObject->VPhysicsGetObject(); |
|
if ( pPhys ) |
|
{ |
|
PhysClearGameFlags(pPhys, FVPHYSICS_NO_PLAYER_PICKUP); |
|
} |
|
} |
|
|
|
physenv->DestroyConstraint( m_pHinge ); |
|
physenv->DestroyMotionController( m_pController ); |
|
} |
|
|
|
|
|
void CPhysMotor::Spawn( void ) |
|
{ |
|
m_motor.m_axis -= GetLocalOrigin(); |
|
float axisLength = VectorNormalize(m_motor.m_axis); |
|
// double check that the axis is at least a unit long. If not, warn and self-destruct. |
|
if ( axisLength > 1.0f ) |
|
{ |
|
UTIL_SnapDirectionToAxis( m_motor.m_axis ); |
|
} |
|
else |
|
{ |
|
Warning("phys_motor %s does not have a valid axis helper, and self-destructed!\n", GetDebugName()); |
|
|
|
m_motor.m_speed = 0; |
|
SetNextThink( TICK_NEVER_THINK ); |
|
|
|
UTIL_Remove(this); |
|
} |
|
} |
|
|
|
|
|
void CPhysMotor::TurnOn( void ) |
|
{ |
|
CBaseEntity *pAttached = m_attachedObject; |
|
if ( !pAttached ) |
|
return; |
|
|
|
IPhysicsObject *pPhys = pAttached->VPhysicsGetObject(); |
|
if ( pPhys ) |
|
{ |
|
m_pController->WakeObjects(); |
|
// If the current speed is zero, the objects can run a tick without getting torque'd and go back to sleep |
|
// so force a think now and have some acceleration happen before the controller gets called. |
|
m_lastTime = gpGlobals->curtime - TICK_INTERVAL; |
|
Think(); |
|
} |
|
} |
|
|
|
|
|
void CPhysMotor::Activate( void ) |
|
{ |
|
BaseClass::Activate(); |
|
|
|
// This gets called after all objects spawn and after all objects restore |
|
if ( m_attachedObject == NULL ) |
|
{ |
|
CBaseEntity *pAttach = gEntList.FindEntityByName( NULL, m_nameAttach ); |
|
if ( pAttach && pAttach->GetMoveType() == MOVETYPE_VPHYSICS ) |
|
{ |
|
m_attachedObject = pAttach; |
|
IPhysicsObject *pPhys = m_attachedObject->VPhysicsGetObject(); |
|
CalculateAcceleration(); |
|
matrix3x4_t matrix; |
|
pPhys->GetPositionMatrix( &matrix ); |
|
Vector motorAxis_ls; |
|
VectorIRotate( m_motor.m_axis, matrix, motorAxis_ls ); |
|
float inertia = DotProductAbs( pPhys->GetInertia(), motorAxis_ls ); |
|
m_motor.m_maxTorque = inertia * m_motor.m_inertiaFactor * (m_angularAcceleration + m_additionalAcceleration); |
|
m_motor.m_restistanceDamping = 1.0f; |
|
} |
|
} |
|
|
|
if ( m_attachedObject ) |
|
{ |
|
IPhysicsObject *pPhys = m_attachedObject->VPhysicsGetObject(); |
|
|
|
// create a hinge constraint for this object? |
|
if ( m_spawnflags & SF_MOTOR_HINGE ) |
|
{ |
|
// UNDONE: Don't do this on restore? |
|
if ( !m_pHinge ) |
|
{ |
|
constraint_hingeparams_t hingeParams; |
|
hingeParams.Defaults(); |
|
hingeParams.worldAxisDirection = m_motor.m_axis; |
|
hingeParams.worldPosition = GetLocalOrigin(); |
|
|
|
m_pHinge = physenv->CreateHingeConstraint( g_PhysWorldObject, pPhys, NULL, hingeParams ); |
|
m_pHinge->SetGameData( (void *)this ); |
|
// can't grab this object |
|
PhysSetGameFlags(pPhys, FVPHYSICS_NO_PLAYER_PICKUP); |
|
} |
|
|
|
if ( m_spawnflags & SF_MOTOR_NOCOLLIDE ) |
|
{ |
|
PhysDisableEntityCollisions( g_PhysWorldObject, pPhys ); |
|
} |
|
} |
|
else |
|
{ |
|
m_pHinge = NULL; |
|
} |
|
|
|
// NOTE: On restore, this path isn't run because m_pController will not be NULL |
|
if ( !m_pController ) |
|
{ |
|
m_pController = physenv->CreateMotionController( &m_motor ); |
|
m_pController->AttachObject( m_attachedObject->VPhysicsGetObject(), false ); |
|
|
|
if ( m_spawnflags & SF_MOTOR_START_ON ) |
|
{ |
|
TurnOn(); |
|
} |
|
} |
|
} |
|
} |
|
|
|
void CPhysMotor::OnRestore() |
|
{ |
|
BaseClass::OnRestore(); |
|
// Need to do this on restore since there's no good way to save this |
|
if ( m_pController ) |
|
{ |
|
m_pController->SetEventHandler( &m_motor ); |
|
} |
|
} |
|
|
|
void CPhysMotor::Think( void ) |
|
{ |
|
// angular acceleration is always positive - it should be treated as a magnitude - the controller |
|
// will apply it in the proper direction |
|
Assert(m_angularAcceleration>=0); |
|
|
|
m_motor.m_speed = UTIL_Approach( m_flSpeed, m_motor.m_speed, m_angularAcceleration*(gpGlobals->curtime-m_lastTime) ); |
|
m_lastTime = gpGlobals->curtime; |
|
if ( m_motor.m_speed != m_flSpeed ) |
|
{ |
|
SetNextThink( gpGlobals->curtime ); |
|
} |
|
} |
|
|
|
//====================================================================================== |
|
// KEEPUPRIGHT CONTROLLER |
|
//====================================================================================== |
|
|
|
class CKeepUpright : public CPointEntity, public IMotionEvent |
|
{ |
|
DECLARE_CLASS( CKeepUpright, CPointEntity ); |
|
public: |
|
DECLARE_DATADESC(); |
|
|
|
CKeepUpright(); |
|
~CKeepUpright(); |
|
void Spawn(); |
|
void Activate(); |
|
|
|
// IMotionEvent |
|
virtual simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular ); |
|
|
|
// Inputs |
|
void InputTurnOn( inputdata_t &inputdata ) |
|
{ |
|
m_bActive = true; |
|
} |
|
void InputTurnOff( inputdata_t &inputdata ) |
|
{ |
|
m_bActive = false; |
|
} |
|
|
|
void InputSetAngularLimit( inputdata_t &inputdata ) |
|
{ |
|
m_angularLimit = inputdata.value.Float(); |
|
} |
|
|
|
private: |
|
friend CBaseEntity *CreateKeepUpright( const Vector &vecOrigin, const QAngle &vecAngles, CBaseEntity *pOwner, float flAngularLimit, bool bActive ); |
|
|
|
Vector m_worldGoalAxis; |
|
Vector m_localTestAxis; |
|
IPhysicsMotionController *m_pController; |
|
string_t m_nameAttach; |
|
EHANDLE m_attachedObject; |
|
float m_angularLimit; |
|
bool m_bActive; |
|
bool m_bDampAllRotation; |
|
}; |
|
|
|
#define SF_KEEPUPRIGHT_START_INACTIVE 0x0001 |
|
|
|
LINK_ENTITY_TO_CLASS( phys_keepupright, CKeepUpright ); |
|
|
|
BEGIN_DATADESC( CKeepUpright ) |
|
|
|
DEFINE_FIELD( m_worldGoalAxis, FIELD_VECTOR ), |
|
DEFINE_FIELD( m_localTestAxis, FIELD_VECTOR ), |
|
DEFINE_PHYSPTR( m_pController ), |
|
DEFINE_KEYFIELD( m_nameAttach, FIELD_STRING, "attach1" ), |
|
DEFINE_FIELD( m_attachedObject, FIELD_EHANDLE ), |
|
DEFINE_KEYFIELD( m_angularLimit, FIELD_FLOAT, "angularlimit" ), |
|
DEFINE_FIELD( m_bActive, FIELD_BOOLEAN ), |
|
DEFINE_FIELD( m_bDampAllRotation, FIELD_BOOLEAN ), |
|
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ), |
|
DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ), |
|
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetAngularLimit", InputSetAngularLimit ), |
|
|
|
END_DATADESC() |
|
|
|
CKeepUpright::CKeepUpright() |
|
{ |
|
// by default, recover from up to 15 degrees / sec angular velocity |
|
m_angularLimit = 15; |
|
m_attachedObject = NULL; |
|
m_bDampAllRotation = false; |
|
} |
|
|
|
CKeepUpright::~CKeepUpright() |
|
{ |
|
if ( m_pController ) |
|
{ |
|
physenv->DestroyMotionController( m_pController ); |
|
m_pController = NULL; |
|
} |
|
} |
|
|
|
void CKeepUpright::Spawn() |
|
{ |
|
// align the object's local Z axis |
|
m_localTestAxis.Init( 0, 0, 1 ); |
|
// Use our Up axis so mapmakers can orient us arbitrarily |
|
GetVectors( NULL, NULL, &m_worldGoalAxis ); |
|
|
|
SetMoveType( MOVETYPE_NONE ); |
|
|
|
if ( m_spawnflags & SF_KEEPUPRIGHT_START_INACTIVE ) |
|
{ |
|
m_bActive = false; |
|
} |
|
else |
|
{ |
|
m_bActive = true; |
|
} |
|
} |
|
|
|
void CKeepUpright::Activate() |
|
{ |
|
BaseClass::Activate(); |
|
|
|
if ( !m_pController ) |
|
{ |
|
// This case occurs when spawning |
|
IPhysicsObject *pPhys; |
|
if ( m_attachedObject ) |
|
{ |
|
pPhys = m_attachedObject->VPhysicsGetObject(); |
|
} |
|
else |
|
{ |
|
pPhys = FindPhysicsObjectByName( STRING(m_nameAttach), this ); |
|
} |
|
|
|
if ( !pPhys ) |
|
{ |
|
UTIL_Remove(this); |
|
return; |
|
} |
|
// HACKHACK: Due to changes in the vehicle simulator the keepupright controller used in coast_01 is unstable |
|
// force it to have perfect damping to compensate. |
|
// detect it using the hack of angular limit == 150, attached to a vehicle |
|
// Fixing it in the code is the simplest course of action presently |
|
#ifdef HL2_DLL |
|
if ( m_angularLimit == 150.0f ) |
|
{ |
|
CBaseEntity *pEntity = static_cast<CBaseEntity *>(pPhys->GetGameData()); |
|
if ( pEntity && pEntity->GetServerVehicle() && Q_stristr( gpGlobals->mapname.ToCStr(), "d2_coast_01" ) ) |
|
{ |
|
m_bDampAllRotation = true; |
|
} |
|
} |
|
#endif |
|
|
|
m_pController = physenv->CreateMotionController( (IMotionEvent *)this ); |
|
m_pController->AttachObject( pPhys, false ); |
|
} |
|
else |
|
{ |
|
// This case occurs when restoring |
|
m_pController->SetEventHandler( this ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Use this to spawn a keepupright controller via code instead of map-placed |
|
//----------------------------------------------------------------------------- |
|
CBaseEntity *CreateKeepUpright( const Vector &vecOrigin, const QAngle &vecAngles, CBaseEntity *pOwner, float flAngularLimit, bool bActive ) |
|
{ |
|
CKeepUpright *pKeepUpright = (CKeepUpright*)CBaseEntity::Create( "phys_keepupright", vecOrigin, vecAngles, pOwner ); |
|
if ( pKeepUpright ) |
|
{ |
|
pKeepUpright->m_attachedObject = pOwner; |
|
pKeepUpright->m_angularLimit = flAngularLimit; |
|
if ( !bActive ) |
|
{ |
|
pKeepUpright->AddSpawnFlags( SF_KEEPUPRIGHT_START_INACTIVE ); |
|
} |
|
pKeepUpright->Spawn(); |
|
pKeepUpright->Activate(); |
|
} |
|
|
|
return pKeepUpright; |
|
} |
|
|
|
IMotionEvent::simresult_e CKeepUpright::Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular ) |
|
{ |
|
if ( !m_bActive ) |
|
return SIM_NOTHING; |
|
|
|
linear.Init(); |
|
|
|
AngularImpulse angVel; |
|
pObject->GetVelocity( NULL, &angVel ); |
|
|
|
matrix3x4_t matrix; |
|
// get the object's local to world transform |
|
pObject->GetPositionMatrix( &matrix ); |
|
|
|
// Get the alignment axis in object space |
|
Vector currentLocalTargetAxis; |
|
VectorIRotate( m_worldGoalAxis, matrix, currentLocalTargetAxis ); |
|
|
|
float invDeltaTime = (1/deltaTime); |
|
|
|
if ( m_bDampAllRotation ) |
|
{ |
|
angular = ComputeRotSpeedToAlignAxes( m_localTestAxis, currentLocalTargetAxis, angVel, 0, invDeltaTime, m_angularLimit ); |
|
angular -= angVel; |
|
angular *= invDeltaTime; |
|
return SIM_LOCAL_ACCELERATION; |
|
} |
|
|
|
angular = ComputeRotSpeedToAlignAxes( m_localTestAxis, currentLocalTargetAxis, angVel, 1.0, invDeltaTime, m_angularLimit ); |
|
angular *= invDeltaTime; |
|
|
|
#if 0 |
|
Vector position, out, worldAxis; |
|
MatrixGetColumn( matrix, 3, position ); |
|
out = angular * 0.1; |
|
VectorRotate( m_localTestAxis, matrix, worldAxis ); |
|
NDebugOverlay::Line( position, position + worldAxis * 100, 255, 0, 0, 0, 0 ); |
|
NDebugOverlay::Line( position, position + m_worldGoalAxis * 100, 255, 0, 0, 0, 0 ); |
|
NDebugOverlay::Line( position, position + out, 255, 255, 0, 0, 0 ); |
|
#endif |
|
|
|
return SIM_LOCAL_ACCELERATION; |
|
} |
|
|
|
|
|
// computes the torque necessary to align testAxis with alignAxis |
|
AngularImpulse ComputeRotSpeedToAlignAxes( const Vector &testAxis, const Vector &alignAxis, const AngularImpulse ¤tSpeed, float damping, float scale, float maxSpeed ) |
|
{ |
|
Vector rotationAxis = CrossProduct( testAxis, alignAxis ); |
|
|
|
// atan2() is well defined, so do a Dot & Cross instead of asin(Cross) |
|
float cosine = DotProduct( testAxis, alignAxis ); |
|
float sine = VectorNormalize( rotationAxis ); |
|
float angle = atan2( sine, cosine ); |
|
|
|
angle = RAD2DEG(angle); |
|
AngularImpulse angular = rotationAxis * scale * angle; |
|
angular -= rotationAxis * damping * DotProduct( currentSpeed, rotationAxis ); |
|
|
|
float len = VectorNormalize( angular ); |
|
|
|
if ( len > maxSpeed ) |
|
{ |
|
len = maxSpeed; |
|
} |
|
|
|
return angular * len; |
|
} |
|
|
|
|