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468 lines
12 KiB
468 lines
12 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//=============================================================================// |
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#include "cbase.h" |
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#include "physics_saverestore.h" |
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#include "vphysics/friction.h" |
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#include "ai_basenpc.h" |
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#include "movevars_shared.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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class CPhysicsNPCSolver : public CLogicalEntity, public IMotionEvent |
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{ |
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DECLARE_CLASS( CPhysicsNPCSolver, CLogicalEntity ); |
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public: |
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CPhysicsNPCSolver(); |
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~CPhysicsNPCSolver(); |
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DECLARE_DATADESC(); |
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void Init( CAI_BaseNPC *pNPC, CBaseEntity *pPhysicsObject, bool disableCollisions, float separationTime ); |
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static CPhysicsNPCSolver *Create( CAI_BaseNPC *pNPC, CBaseEntity *pPhysicsObject, bool disableCollisions, float separationTime ); |
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// CBaseEntity |
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virtual void Spawn(); |
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virtual void UpdateOnRemove(); |
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virtual void Think(); |
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virtual void OnRestore() |
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{ |
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BaseClass::OnRestore(); |
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if ( m_allowIntersection ) |
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{ |
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PhysDisableEntityCollisions( m_hNPC, m_hEntity ); |
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} |
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} |
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// IMotionEvent |
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virtual simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular ); |
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public: |
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CPhysicsNPCSolver *m_pNext; |
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private: |
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// locals |
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void ResetCancelTime(); |
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void BecomePenetrationSolver(); |
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bool IsIntersecting(); |
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bool IsContactOnNPCHead( IPhysicsFrictionSnapshot *pSnapshot, IPhysicsObject *pPhysics, CAI_BaseNPC *pNPC ); |
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bool CheckTouching(); |
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friend bool NPCPhysics_SolverExists( CAI_BaseNPC *pNPC, CBaseEntity *pPhysicsObject ); |
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CHandle<CAI_BaseNPC> m_hNPC; |
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EHANDLE m_hEntity; |
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IPhysicsMotionController *m_pController; |
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float m_separationDuration; |
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float m_cancelTime; |
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bool m_allowIntersection; |
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}; |
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LINK_ENTITY_TO_CLASS( physics_npc_solver, CPhysicsNPCSolver ); |
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BEGIN_DATADESC( CPhysicsNPCSolver ) |
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DEFINE_FIELD( m_hNPC, FIELD_EHANDLE ), |
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DEFINE_FIELD( m_hEntity, FIELD_EHANDLE ), |
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DEFINE_FIELD( m_separationDuration, FIELD_FLOAT ), |
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DEFINE_FIELD( m_cancelTime, FIELD_TIME ), |
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DEFINE_FIELD( m_allowIntersection, FIELD_BOOLEAN ), |
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DEFINE_PHYSPTR( m_pController ), |
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//DEFINE_FIELD( m_pNext, FIELD_CLASSPTR ), |
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END_DATADESC() |
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CEntityClassList<CPhysicsNPCSolver> g_SolverList; |
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template <> CPhysicsNPCSolver *CEntityClassList<CPhysicsNPCSolver>::m_pClassList = NULL; |
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bool NPCPhysics_SolverExists( CAI_BaseNPC *pNPC, CBaseEntity *pPhysicsObject ) |
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{ |
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CPhysicsNPCSolver *pSolver = g_SolverList.m_pClassList; |
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while ( pSolver ) |
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{ |
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if ( pSolver->m_hEntity == pPhysicsObject && pSolver->m_hNPC == pNPC ) |
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return true; |
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pSolver = pSolver->m_pNext; |
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} |
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return false; |
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} |
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CPhysicsNPCSolver *CPhysicsNPCSolver::Create( CAI_BaseNPC *pNPC, CBaseEntity *pPhysicsObject, bool disableCollisions, float separationTime ) |
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{ |
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CPhysicsNPCSolver *pSolver = (CPhysicsNPCSolver *)CBaseEntity::CreateNoSpawn( "physics_npc_solver", vec3_origin, vec3_angle, NULL ); |
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pSolver->Init( pNPC, pPhysicsObject, disableCollisions, separationTime ); |
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pSolver->Spawn(); |
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//NDebugOverlay::EntityBounds(pNPC, 255, 255, 0, 64, 0.5f ); |
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return pSolver; |
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} |
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CPhysicsNPCSolver::CPhysicsNPCSolver() |
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{ |
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g_SolverList.Insert( this ); |
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} |
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CPhysicsNPCSolver::~CPhysicsNPCSolver() |
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{ |
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g_SolverList.Remove( this ); |
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} |
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void CPhysicsNPCSolver::Init( CAI_BaseNPC *pNPC, CBaseEntity *pPhysicsObject, bool disableCollisions, float separationTime ) |
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{ |
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m_hNPC = pNPC; |
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m_hEntity = pPhysicsObject; |
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m_pController = NULL; |
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m_separationDuration = separationTime; |
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m_allowIntersection = disableCollisions; |
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} |
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void CPhysicsNPCSolver::ResetCancelTime() |
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{ |
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m_cancelTime = gpGlobals->curtime + m_separationDuration; |
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SetNextThink( m_cancelTime ); |
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} |
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void CPhysicsNPCSolver::BecomePenetrationSolver() |
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{ |
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CBaseEntity *pEntity = m_hEntity.Get(); |
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if ( pEntity ) |
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{ |
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m_allowIntersection = true; |
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IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT]; |
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int listCount = pEntity->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) ); |
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PhysDisableEntityCollisions( m_hNPC, pEntity ); |
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m_pController = physenv->CreateMotionController( this ); |
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for ( int i = 0; i < listCount; i++ ) |
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{ |
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m_pController->AttachObject( pList[i], false ); |
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pList[i]->Wake(); |
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} |
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m_pController->SetPriority( IPhysicsMotionController::HIGH_PRIORITY ); |
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} |
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} |
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void CPhysicsNPCSolver::Spawn() |
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{ |
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if ( m_allowIntersection ) |
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{ |
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BecomePenetrationSolver(); |
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} |
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else |
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{ |
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m_hEntity->SetNavIgnore(); |
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} |
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ResetCancelTime(); |
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} |
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void CPhysicsNPCSolver::UpdateOnRemove() |
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{ |
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if ( m_allowIntersection ) |
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{ |
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physenv->DestroyMotionController( m_pController ); |
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m_pController = NULL; |
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PhysEnableEntityCollisions( m_hNPC, m_hEntity ); |
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} |
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else |
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{ |
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if ( m_hEntity.Get() ) |
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{ |
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m_hEntity->ClearNavIgnore(); |
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} |
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} |
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//NDebugOverlay::EntityBounds(m_hNPC, 0, 255, 0, 64, 0.5f ); |
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BaseClass::UpdateOnRemove(); |
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} |
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bool CPhysicsNPCSolver::IsIntersecting() |
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{ |
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CAI_BaseNPC *pNPC = m_hNPC.Get(); |
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CBaseEntity *pPhysics = m_hEntity.Get(); |
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if ( pNPC && pPhysics ) |
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{ |
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Ray_t ray; |
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// bloated bounds to force slight separation |
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Vector mins = pNPC->WorldAlignMins() - Vector(1,1,1); |
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Vector maxs = pNPC->WorldAlignMaxs() + Vector(1,1,1); |
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ray.Init( pNPC->GetAbsOrigin(), pNPC->GetAbsOrigin(), mins, maxs ); |
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trace_t tr; |
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enginetrace->ClipRayToEntity( ray, pNPC->PhysicsSolidMaskForEntity(), pPhysics, &tr ); |
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if ( tr.startsolid ) |
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return true; |
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} |
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return false; |
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} |
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bool CPhysicsNPCSolver::IsContactOnNPCHead( IPhysicsFrictionSnapshot *pSnapshot, IPhysicsObject *pPhysics, CAI_BaseNPC *pNPC ) |
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{ |
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float heightCheck = pNPC->GetAbsOrigin().z + pNPC->GetHullMaxs().z; |
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Vector vel, point; |
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pPhysics->GetVelocity( &vel, NULL ); |
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pSnapshot->GetContactPoint( point ); |
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// don't care if the object is already moving away |
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if ( vel.LengthSqr() < 10.0f*10.0f ) |
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{ |
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float topdist = fabs(point.z-heightCheck); |
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if ( topdist < 2.0f ) |
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{ |
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return true; |
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} |
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} |
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return false; |
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} |
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bool CPhysicsNPCSolver::CheckTouching() |
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{ |
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CAI_BaseNPC *pNPC = m_hNPC.Get(); |
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if ( !pNPC ) |
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return false; |
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CBaseEntity *pPhysicsEnt = m_hEntity.Get(); |
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if ( !pPhysicsEnt ) |
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return false; |
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IPhysicsObject *pPhysics = pPhysicsEnt->VPhysicsGetObject(); |
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IPhysicsObject *pNPCPhysics = pNPC->VPhysicsGetObject(); |
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if ( !pNPCPhysics || !pPhysics ) |
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return false; |
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IPhysicsFrictionSnapshot *pSnapshot = pPhysics->CreateFrictionSnapshot(); |
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bool found = false; |
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bool penetrate = false; |
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while ( pSnapshot->IsValid() ) |
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{ |
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IPhysicsObject *pOther = pSnapshot->GetObject(1); |
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if ( pOther == pNPCPhysics ) |
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{ |
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found = true; |
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if ( IsContactOnNPCHead(pSnapshot, pPhysics, pNPC ) ) |
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{ |
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penetrate = true; |
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pSnapshot->MarkContactForDelete(); |
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} |
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break; |
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} |
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pSnapshot->NextFrictionData(); |
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} |
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pSnapshot->DeleteAllMarkedContacts( true ); |
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pPhysics->DestroyFrictionSnapshot( pSnapshot ); |
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// if the object is penetrating something, check to see if it's intersecting this NPC |
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// if so, go ahead and switch over to penetration solver mode |
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if ( !penetrate && (pPhysics->GetGameFlags() & FVPHYSICS_PENETRATING) ) |
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{ |
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penetrate = IsIntersecting(); |
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} |
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if ( penetrate ) |
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{ |
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pPhysicsEnt->ClearNavIgnore(); |
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BecomePenetrationSolver(); |
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} |
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return found; |
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} |
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void CPhysicsNPCSolver::Think() |
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{ |
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bool finished = m_allowIntersection ? !IsIntersecting() : !CheckTouching(); |
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if ( finished ) |
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{ |
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UTIL_Remove(this); |
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return; |
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} |
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if ( m_allowIntersection ) |
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{ |
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IPhysicsObject *pObject = m_hEntity->VPhysicsGetObject(); |
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if ( !pObject ) |
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{ |
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UTIL_Remove(this); |
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return; |
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} |
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pObject->Wake(); |
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} |
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ResetCancelTime(); |
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} |
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IMotionEvent::simresult_e CPhysicsNPCSolver::Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, |
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float deltaTime, Vector &linear, AngularImpulse &angular ) |
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{ |
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if ( IsIntersecting() ) |
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{ |
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const float PUSH_SPEED = 150.0f; |
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if ( pObject->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) |
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{ |
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CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); |
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if ( pPlayer ) |
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{ |
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pPlayer->ForceDropOfCarriedPhysObjects( m_hEntity ); |
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} |
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} |
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ResetCancelTime(); |
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angular.Init(); |
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linear.Init(); |
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// Don't push on vehicles because they won't move |
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if ( pObject->GetGameFlags() & FVPHYSICS_MULTIOBJECT_ENTITY ) |
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{ |
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if ( m_hEntity->GetServerVehicle() ) |
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return SIM_NOTHING; |
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} |
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Vector origin, vel; |
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pObject->GetPosition( &origin, NULL ); |
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pObject->GetVelocity( &vel, NULL ); |
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Vector dir = origin - m_hNPC->GetAbsOrigin(); |
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dir.z = dir.z > 0 ? 0.1f : -0.1f; |
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VectorNormalize(dir); |
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AngularImpulse angVel; |
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angVel.Init(); |
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// NOTE: Iterate this object's contact points |
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// if it can't move in this direction, try sliding along the plane/crease |
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Vector pushImpulse; |
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PhysComputeSlideDirection( pObject, dir * PUSH_SPEED, angVel, &pushImpulse, NULL, 0 ); |
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dir = pushImpulse; |
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VectorNormalize(dir); |
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if ( DotProduct( vel, dir ) < PUSH_SPEED * 0.5f ) |
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{ |
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linear = pushImpulse; |
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if ( pObject->GetContactPoint(NULL,NULL) ) |
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{ |
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linear.z += GetCurrentGravity(); |
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} |
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} |
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return SIM_GLOBAL_ACCELERATION; |
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} |
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return SIM_NOTHING; |
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} |
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CBaseEntity *NPCPhysics_CreateSolver( CAI_BaseNPC *pNPC, CBaseEntity *pPhysicsObject, bool disableCollisions, float separationDuration ) |
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{ |
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if ( disableCollisions ) |
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{ |
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if ( PhysEntityCollisionsAreDisabled( pNPC, pPhysicsObject ) ) |
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return NULL; |
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} |
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else |
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{ |
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if ( pPhysicsObject->IsNavIgnored() ) |
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return NULL; |
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} |
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return CPhysicsNPCSolver::Create( pNPC, pPhysicsObject, disableCollisions, separationDuration ); |
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} |
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class CPhysicsEntitySolver : public CLogicalEntity//, public IMotionEvent |
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{ |
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DECLARE_CLASS( CPhysicsEntitySolver, CLogicalEntity ); |
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public: |
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DECLARE_DATADESC(); |
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void Init( CBaseEntity *pMovingEntity, CBaseEntity *pPhysicsBlocker, float separationTime ); |
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static CPhysicsEntitySolver *Create( CBaseEntity *pMovingEntity, CBaseEntity *pPhysicsBlocker, float separationTime ); |
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// CBaseEntity |
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virtual void Spawn(); |
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virtual void UpdateOnRemove(); |
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virtual void Think(); |
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// IMotionEvent |
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//virtual simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular ); |
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private: |
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// locals |
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void ResetCancelTime(); |
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void BecomePenetrationSolver(); |
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//bool IsIntersecting(); |
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//bool IsTouching(); |
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EHANDLE m_hMovingEntity; |
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EHANDLE m_hPhysicsBlocker; |
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//IPhysicsMotionController *m_pController; |
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float m_separationDuration; |
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float m_cancelTime; |
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int m_savedCollisionGroup; |
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}; |
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LINK_ENTITY_TO_CLASS( physics_entity_solver, CPhysicsEntitySolver ); |
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BEGIN_DATADESC( CPhysicsEntitySolver ) |
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DEFINE_FIELD( m_hMovingEntity, FIELD_EHANDLE ), |
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DEFINE_FIELD( m_hPhysicsBlocker, FIELD_EHANDLE ), |
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DEFINE_FIELD( m_separationDuration, FIELD_FLOAT ), |
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DEFINE_FIELD( m_cancelTime, FIELD_TIME ), |
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DEFINE_FIELD( m_savedCollisionGroup, FIELD_INTEGER ), |
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//DEFINE_PHYSPTR( m_pController ), |
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END_DATADESC() |
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CPhysicsEntitySolver *CPhysicsEntitySolver::Create( CBaseEntity *pMovingEntity, CBaseEntity *pPhysicsBlocker, float separationTime ) |
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{ |
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CPhysicsEntitySolver *pSolver = (CPhysicsEntitySolver *)CBaseEntity::CreateNoSpawn( "physics_entity_solver", vec3_origin, vec3_angle, NULL ); |
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pSolver->Init( pMovingEntity, pPhysicsBlocker, separationTime ); |
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pSolver->Spawn(); |
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//NDebugOverlay::EntityBounds(pNPC, 255, 255, 0, 64, 0.5f ); |
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return pSolver; |
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} |
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void CPhysicsEntitySolver::Init( CBaseEntity *pMovingEntity, CBaseEntity *pPhysicsBlocker, float separationTime ) |
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{ |
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m_hMovingEntity = pMovingEntity; |
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m_hPhysicsBlocker = pPhysicsBlocker; |
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//m_pController = NULL; |
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m_separationDuration = separationTime; |
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} |
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void CPhysicsEntitySolver::Spawn() |
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{ |
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SetNextThink( gpGlobals->curtime + m_separationDuration ); |
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PhysDisableEntityCollisions( m_hMovingEntity, m_hPhysicsBlocker ); |
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m_savedCollisionGroup = m_hPhysicsBlocker->GetCollisionGroup(); |
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m_hPhysicsBlocker->SetCollisionGroup( COLLISION_GROUP_DEBRIS ); |
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if ( m_hPhysicsBlocker->VPhysicsGetObject() ) |
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{ |
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m_hPhysicsBlocker->VPhysicsGetObject()->RecheckContactPoints(); |
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} |
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} |
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void CPhysicsEntitySolver::Think() |
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{ |
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UTIL_Remove(this); |
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} |
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void CPhysicsEntitySolver::UpdateOnRemove() |
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{ |
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//physenv->DestroyMotionController( m_pController ); |
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//m_pController = NULL; |
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CBaseEntity *pEntity = m_hMovingEntity.Get(); |
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CBaseEntity *pPhysics = m_hPhysicsBlocker.Get(); |
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if ( pEntity && pPhysics ) |
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{ |
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PhysEnableEntityCollisions( pEntity, pPhysics ); |
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} |
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if ( pPhysics ) |
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{ |
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pPhysics->SetCollisionGroup( m_savedCollisionGroup ); |
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} |
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BaseClass::UpdateOnRemove(); |
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} |
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CBaseEntity *EntityPhysics_CreateSolver( CBaseEntity *pMovingEntity, CBaseEntity *pPhysicsObject, bool disableCollisions, float separationDuration ) |
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{ |
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if ( PhysEntityCollisionsAreDisabled( pMovingEntity, pPhysicsObject ) ) |
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return NULL; |
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return CPhysicsEntitySolver::Create( pMovingEntity, pPhysicsObject, separationDuration ); |
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} |
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