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2228 lines
66 KiB
2228 lines
66 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 "tier0/threadtools.h" |
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#include "physics_constraint.h" |
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#include "physics_spring.h" |
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#include "physics_fluid.h" |
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#include "physics_shadow.h" |
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#include "physics_motioncontroller.h" |
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#include "physics_vehicle.h" |
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#include "physics_virtualmesh.h" |
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#include "utlmultilist.h" |
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#include "vphysics/constraints.h" |
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#include "vphysics/vehicles.h" |
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#include "vphysics/object_hash.h" |
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#include "vphysics/performance.h" |
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#include "vphysics/stats.h" |
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#include "vphysics/player_controller.h" |
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#include "vphysics_saverestore.h" |
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#include "vphysics_internal.h" |
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#include "ivu_linear_macros.hxx" |
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#include "ivp_collision_filter.hxx" |
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#include "ivp_listener_collision.hxx" |
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#include "ivp_listener_object.hxx" |
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#include "ivp_mindist.hxx" |
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#include "ivp_mindist_intern.hxx" |
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#include "ivp_friction.hxx" |
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#include "ivp_anomaly_manager.hxx" |
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#include "ivp_time.hxx" |
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#include "ivp_listener_psi.hxx" |
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#include "ivp_phantom.hxx" |
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#include "ivp_range_manager.hxx" |
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#include "ivp_clustering_visualizer.hxx" |
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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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IPhysicsObjectPairHash *CreateObjectPairHash(); |
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IVP_Synapse_Friction *GetOppositeSynapse( IVP_Synapse_Friction *pfriction ) |
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{ |
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IVP_Contact_Point *contact = pfriction->get_contact_point(); |
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IVP_Synapse_Friction *ptest = contact->get_synapse(0); |
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if ( ptest == pfriction ) |
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{ |
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ptest = contact->get_synapse(1); |
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} |
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return ptest; |
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} |
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IVP_Real_Object *GetOppositeSynapseObject( IVP_Synapse_Friction *pfriction ) |
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{ |
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IVP_Synapse_Friction *opposite = GetOppositeSynapse( pfriction ); |
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return opposite->get_object(); |
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} |
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// simple delete queue |
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class IDeleteQueueItem |
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{ |
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public: |
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// Add a virtual destructor to silence the clang warning. |
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// Note that this destructor doesn't actually do anything -- you |
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// still have to use the Delete() then delete pattern. |
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virtual ~IDeleteQueueItem() {} |
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virtual void Delete() = 0; |
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}; |
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template <typename T> |
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class CDeleteProxy : public IDeleteQueueItem |
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{ |
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public: |
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CDeleteProxy(T *pItem) : m_pItem(pItem) {} |
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virtual void Delete() { delete m_pItem; } |
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private: |
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T *m_pItem; |
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}; |
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class CDeleteQueue |
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{ |
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public: |
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void Add( IDeleteQueueItem *pItem ) |
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{ |
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m_list.AddToTail( pItem ); |
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} |
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template <typename T> |
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void QueueForDelete( T *pItem ) |
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{ |
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Add( new CDeleteProxy<T>(pItem) ); |
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} |
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void DeleteAll() |
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{ |
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for ( int i = m_list.Count()-1; i >= 0; --i) |
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{ |
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m_list[i]->Delete(); |
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delete m_list[i]; |
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} |
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m_list.RemoveAll(); |
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} |
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private: |
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CUtlVector< IDeleteQueueItem * > m_list; |
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}; |
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class CPhysicsCollisionData : public IPhysicsCollisionData |
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{ |
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public: |
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CPhysicsCollisionData( IVP_Contact_Situation *contact ) : m_pContact(contact) {} |
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virtual void GetSurfaceNormal( Vector &out ) { ConvertDirectionToHL( m_pContact->surf_normal, out ); } |
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virtual void GetContactPoint( Vector &out ) { ConvertPositionToHL( m_pContact->contact_point_ws, out ); } |
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virtual void GetContactSpeed( Vector &out ) { ConvertPositionToHL( m_pContact->speed, out ); } |
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const IVP_Contact_Situation *m_pContact; |
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}; |
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class CPhysicsFrictionData : public IPhysicsCollisionData |
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{ |
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public: |
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CPhysicsFrictionData( IVP_Synapse_Friction *synapse, float sign ) : m_sign(sign) |
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{ |
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m_pPoint = synapse->get_contact_point(); |
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m_pContact = NULL; |
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} |
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CPhysicsFrictionData( IVP_Event_Friction *pEvent ) : m_sign(1.0f) |
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{ |
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m_pPoint = pEvent->friction_handle; |
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m_pContact = pEvent->contact_situation; |
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} |
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virtual void GetSurfaceNormal( Vector &out ) |
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{ |
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if ( m_pContact ) |
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{ |
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ConvertDirectionToHL( m_pContact->surf_normal, out ); |
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} |
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else |
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{ |
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IVP_U_Float_Point normal; |
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IVP_Contact_Point_API::get_surface_normal_ws(const_cast<IVP_Contact_Point *>(m_pPoint), &normal); |
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ConvertDirectionToHL( normal, out ); |
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out *= m_sign; |
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} |
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} |
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virtual void GetContactPoint( Vector &out ) |
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{ |
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if ( m_pContact ) |
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{ |
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ConvertPositionToHL( m_pContact->contact_point_ws, out ); |
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} |
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else |
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{ |
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ConvertPositionToHL( *m_pPoint->get_contact_point_ws(), out ); |
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} |
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} |
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virtual void GetContactSpeed( Vector &out ) |
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{ |
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if ( m_pContact ) |
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{ |
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ConvertPositionToHL( m_pContact->speed, out ); |
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} |
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else |
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{ |
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out.Init(); |
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} |
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} |
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private: |
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const IVP_Contact_Point *m_pPoint; |
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float m_sign; |
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const IVP_Contact_Situation *m_pContact; |
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}; |
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//----------------------------------------------------------------------------- |
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// Purpose: Routes object event callbacks to game code |
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//----------------------------------------------------------------------------- |
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class CSleepObjects : public IVP_Listener_Object |
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{ |
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public: |
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CSleepObjects( void ) : IVP_Listener_Object() |
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{ |
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m_pCallback = NULL; |
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m_lastScrapeTime = 0.0f; |
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} |
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void SetHandler( IPhysicsObjectEvent *pListener ) |
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{ |
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m_pCallback = pListener; |
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} |
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void Remove( int index ) |
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{ |
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// fast remove preserves indices except for the last element (moved into the empty spot) |
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m_activeObjects.FastRemove(index); |
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// If this isn't the last element, shift its index over |
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if ( index < m_activeObjects.Count() ) |
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{ |
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m_activeObjects[index]->SetActiveIndex( index ); |
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} |
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} |
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void DeleteObject( CPhysicsObject *pObject ) |
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{ |
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int index = pObject->GetActiveIndex(); |
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if ( index < m_activeObjects.Count() ) |
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{ |
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Assert( m_activeObjects[index] == pObject ); |
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Remove( index ); |
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pObject->SetActiveIndex( 0xFFFF ); |
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} |
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else |
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{ |
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Assert(index==0xFFFF); |
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} |
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} |
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void event_object_deleted( IVP_Event_Object *pEvent ) |
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{ |
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CPhysicsObject *pObject = static_cast<CPhysicsObject *>(pEvent->real_object->client_data); |
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if ( !pObject ) |
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return; |
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DeleteObject(pObject); |
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} |
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void event_object_created( IVP_Event_Object *pEvent ) |
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{ |
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} |
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void event_object_revived( IVP_Event_Object *pEvent ) |
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{ |
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CPhysicsObject *pObject = static_cast<CPhysicsObject *>(pEvent->real_object->client_data); |
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if ( !pObject ) |
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return; |
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int sleepState = pObject->GetSleepState(); |
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pObject->NotifyWake(); |
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// asleep, but already in active list |
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if ( sleepState == OBJ_STARTSLEEP ) |
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return; |
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// don't track static objects (like the world). That way we only track objects that will move |
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if ( pObject->GetObject()->get_movement_state() != IVP_MT_STATIC ) |
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{ |
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Assert(pObject->GetActiveIndex()==0xFFFF); |
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if ( pObject->GetActiveIndex()!=0xFFFF) |
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return; |
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int index = m_activeObjects.AddToTail( pObject ); |
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pObject->SetActiveIndex( index ); |
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} |
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if ( m_pCallback ) |
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{ |
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m_pCallback->ObjectWake( pObject ); |
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} |
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} |
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void event_object_frozen( IVP_Event_Object *pEvent ) |
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{ |
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CPhysicsObject *pObject = static_cast<CPhysicsObject *>(pEvent->real_object->client_data); |
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if ( !pObject ) |
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return; |
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pObject->NotifySleep(); |
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if ( m_pCallback ) |
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{ |
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m_pCallback->ObjectSleep( pObject ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: This walks the objects in the environment and generates friction events |
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// for any scraping that is occurring. |
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//----------------------------------------------------------------------------- |
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void ProcessActiveObjects( IVP_Environment *pEnvironment, IPhysicsCollisionEvent *pEvent ) |
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{ |
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// FIXME: Is this correct? Shouldn't it do next PSI - lastScrape? |
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float nextTime = pEnvironment->get_old_time_of_last_PSI().get_time(); |
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float delta = nextTime - m_lastScrapeTime; |
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// only process if we have done a PSI |
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if ( delta < pEnvironment->get_delta_PSI_time() ) |
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return; |
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float t = 0.0f; |
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if ( delta != 0.0f ) |
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{ |
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t = 1.0f / delta; |
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} |
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m_lastScrapeTime = nextTime; |
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// UNDONE: This only calls friciton for one object in each pair. |
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// UNDONE: Split energy in half and call for both objects? |
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// UNDONE: Don't split/call if one object is static (like the world)? |
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for ( int i = 0; i < m_activeObjects.Count(); i++ ) |
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{ |
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CPhysicsObject *pObject = m_activeObjects[i]; |
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IVP_Real_Object *ivpObject = pObject->GetObject(); |
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// no friction callbacks for this object |
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if ( ! (pObject->CallbackFlags() & CALLBACK_GLOBAL_FRICTION) ) |
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continue; |
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// UNDONE: IVP_Synapse_Friction is supposed to be opaque. Is there a better way |
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// to implement this? Using the friction listener is much more work for the CPU |
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// and considers sleeping objects. |
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IVP_Synapse_Friction *pfriction = ivpObject->get_first_friction_synapse(); |
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while ( pfriction ) |
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{ |
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IVP_Contact_Point *contact = pfriction->get_contact_point(); |
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IVP_Synapse_Friction *pOpposite = GetOppositeSynapse( pfriction ); |
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IVP_Real_Object *pobj = pOpposite->get_object(); |
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CPhysicsObject *pScrape = (CPhysicsObject *)pobj->client_data; |
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// friction callbacks for this object? |
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if ( pScrape->CallbackFlags() & CALLBACK_GLOBAL_FRICTION ) |
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{ |
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float energy = IVP_Contact_Point_API::get_eliminated_energy( contact ); |
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if ( energy ) |
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{ |
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// scrape with an estimate for the energy per unit mass |
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// This assumes that the game is interested in some measure of vibration |
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// for sound effects. This also assumes that more massive objects require |
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// more energy to vibrate. |
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energy = energy * t * ivpObject->get_core()->get_inv_mass(); |
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if ( energy > 0.05f ) |
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{ |
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int hitSurface = pScrape->GetMaterialIndexInternal(); |
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int materialIndex = pOpposite->get_material_index(); |
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if ( materialIndex ) |
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{ |
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// use the per-triangle material if it has one |
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hitSurface = physprops->RemapIVPMaterialIndex( materialIndex ); |
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} |
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float sign = (pfriction == contact->get_synapse(0)) ? 1 : -1; |
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CPhysicsFrictionData data(pfriction, sign); |
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pEvent->Friction( pObject, ConvertEnergyToHL(energy), pObject->GetMaterialIndexInternal(), hitSurface, &data ); |
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} |
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IVP_Contact_Point_API::reset_eliminated_energy( contact ); |
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} |
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} |
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pfriction = pfriction->get_next(); |
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} |
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} |
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} |
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void DebugCheckContacts( IVP_Environment *pEnvironment ) |
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{ |
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IVP_Mindist_Manager *pManager = pEnvironment->get_mindist_manager(); |
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for( IVP_Mindist *mdist = pManager->exact_mindists; mdist != NULL; mdist = mdist->next ) |
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{ |
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IVP_Real_Object *obj[2]; |
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mdist->get_objects( obj ); |
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IVP_BOOL check = pEnvironment->get_collision_filter()->check_objects_for_collision_detection( obj[0], obj[1] ); |
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Assert(check); |
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if ( !check ) |
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{ |
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Msg("Changed collision rules for %s vs. %s without calling recheck!\n", obj[0]->get_name(), obj[1]->get_name() ); |
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} |
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} |
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} |
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int GetActiveObjectCount( void ) const |
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{ |
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return m_activeObjects.Count(); |
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} |
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void GetActiveObjects( IPhysicsObject **pOutputObjectList ) const |
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{ |
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for ( int i = 0; i < m_activeObjects.Count(); i++ ) |
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{ |
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pOutputObjectList[i] = m_activeObjects[i]; |
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} |
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} |
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void UpdateSleepObjects( void ) |
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{ |
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int i; |
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CUtlVector<CPhysicsObject *> sleepObjects; |
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for ( i = 0; i < m_activeObjects.Count(); i++ ) |
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{ |
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CPhysicsObject *pObject = m_activeObjects[i]; |
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if ( pObject->GetSleepState() != OBJ_AWAKE ) |
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{ |
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sleepObjects.AddToTail( pObject ); |
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} |
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} |
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for ( i = sleepObjects.Count()-1; i >= 0; --i ) |
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{ |
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// put fully to sleep |
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sleepObjects[i]->NotifySleep(); |
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// remove from the active list |
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DeleteObject( sleepObjects[i] ); |
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} |
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} |
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private: |
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CUtlVector<CPhysicsObject *> m_activeObjects; |
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float m_lastScrapeTime; |
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IPhysicsObjectEvent *m_pCallback; |
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}; |
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class CEmptyCollisionListener : public IPhysicsCollisionEvent |
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{ |
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public: |
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virtual void PreCollision( vcollisionevent_t *pEvent ) {} |
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virtual void PostCollision( vcollisionevent_t *pEvent ) {} |
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// This is a scrape event. The object has scraped across another object consuming the indicated energy |
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virtual void Friction( IPhysicsObject *pObject, float energy, int surfaceProps, int surfacePropsHit, IPhysicsCollisionData *pData ) {} |
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virtual void StartTouch( IPhysicsObject *pObject1, IPhysicsObject *pObject2, IPhysicsCollisionData *pTouchData ) {} |
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virtual void EndTouch( IPhysicsObject *pObject1, IPhysicsObject *pObject2, IPhysicsCollisionData *pTouchData ) {} |
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virtual void FluidStartTouch( IPhysicsObject *pObject, IPhysicsFluidController *pFluid ) {} |
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virtual void FluidEndTouch( IPhysicsObject *pObject, IPhysicsFluidController *pFluid ) {} |
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virtual void ObjectEnterTrigger( IPhysicsObject *pTrigger, IPhysicsObject *pObject ) {} |
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virtual void ObjectLeaveTrigger( IPhysicsObject *pTrigger, IPhysicsObject *pObject ) {} |
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virtual void PostSimulationFrame() {} |
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}; |
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CEmptyCollisionListener g_EmptyCollisionListener; |
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#define ALL_COLLISION_FLAGS (IVP_LISTENER_COLLISION_CALLBACK_PRE_COLLISION|IVP_LISTENER_COLLISION_CALLBACK_POST_COLLISION|IVP_LISTENER_COLLISION_CALLBACK_FRICTION) |
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//----------------------------------------------------------------------------- |
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// Purpose: Routes collision event callbacks to game code |
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//----------------------------------------------------------------------------- |
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class CPhysicsListenerCollision : public IVP_Listener_Collision, public IVP_Listener_Phantom |
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{ |
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public: |
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CPhysicsListenerCollision(); |
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void SetHandler( IPhysicsCollisionEvent *pCallback ) |
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{ |
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m_pCallback = pCallback; |
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} |
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IPhysicsCollisionEvent *GetHandler() { return m_pCallback; } |
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virtual void event_pre_collision( IVP_Event_Collision *pEvent ) |
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{ |
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m_event.isCollision = false; |
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m_event.isShadowCollision = false; |
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IVP_Contact_Situation *contact = pEvent->contact_situation; |
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CPhysicsObject *pObject1 = static_cast<CPhysicsObject *>(contact->objects[0]->client_data); |
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CPhysicsObject *pObject2 = static_cast<CPhysicsObject *>(contact->objects[1]->client_data); |
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if ( !pObject1 || !pObject2 ) |
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return; |
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unsigned int flags1 = pObject1->CallbackFlags(); |
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unsigned int flags2 = pObject2->CallbackFlags(); |
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m_event.isCollision = (flags1 & flags2 & CALLBACK_GLOBAL_COLLISION) ? true : false; |
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// only call shadow collisions if one is shadow and the other isn't (hence the xor) |
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// (if both are shadow, the collisions happen in AI - if neither, then no callback) |
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m_event.isShadowCollision = ((flags1^flags2) & CALLBACK_SHADOW_COLLISION) ? true : false; |
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m_event.pObjects[0] = pObject1; |
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m_event.pObjects[1] = pObject2; |
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m_event.deltaCollisionTime = pEvent->d_time_since_last_collision; |
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// This timer must have been reset or something (constructor initializes time to -1000) |
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// Fake the time to 50ms (resets happen often in rolling collisions for some reason) |
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if ( m_event.deltaCollisionTime > 999 ) |
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{ |
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m_event.deltaCollisionTime = 1.0; |
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} |
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CPhysicsCollisionData data(contact); |
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m_event.pInternalData = &data; |
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// clear out any static object collisions unless flagged to keep them |
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if ( contact->objects[0]->get_movement_state() == IVP_MT_STATIC ) |
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{ |
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// don't call global if disabled |
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if ( !(flags2 & CALLBACK_GLOBAL_COLLIDE_STATIC) ) |
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{ |
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m_event.isCollision = false; |
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} |
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} |
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if ( contact->objects[1]->get_movement_state() == IVP_MT_STATIC ) |
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{ |
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// don't call global if disabled |
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if ( !(flags1 & CALLBACK_GLOBAL_COLLIDE_STATIC) ) |
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{ |
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m_event.isCollision = false; |
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} |
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} |
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if ( !m_event.isCollision && !m_event.isShadowCollision ) |
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return; |
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// look up surface props |
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for ( int i = 0; i < 2; i++ ) |
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{ |
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m_event.surfaceProps[i] = physprops->GetIVPMaterialIndex( contact->materials[i] ); |
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if ( m_event.surfaceProps[i] < 0 ) |
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{ |
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m_event.surfaceProps[i] = m_event.pObjects[i]->GetMaterialIndex(); |
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} |
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} |
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m_pCallback->PreCollision( &m_event ); |
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} |
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virtual void event_post_collision( IVP_Event_Collision *pEvent ) |
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{ |
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// didn't call preCollision, so don't call postCollision |
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if ( !m_event.isCollision && !m_event.isShadowCollision ) |
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return; |
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IVP_Contact_Situation *contact = pEvent->contact_situation; |
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float collisionSpeed = contact->speed.dot_product(&contact->surf_normal); |
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m_event.collisionSpeed = ConvertDistanceToHL( fabs(collisionSpeed) ); |
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CPhysicsCollisionData data(contact); |
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m_event.pInternalData = &data; |
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m_pCallback->PostCollision( &m_event ); |
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} |
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virtual void event_collision_object_deleted( class IVP_Real_Object *) |
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{ |
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// enable this in constructor |
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} |
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virtual void event_friction_created( IVP_Event_Friction *pEvent ) |
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{ |
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IVP_Contact_Situation *contact = pEvent->contact_situation; |
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CPhysicsObject *pObject1 = static_cast<CPhysicsObject *>(contact->objects[0]->client_data); |
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CPhysicsObject *pObject2 = static_cast<CPhysicsObject *>(contact->objects[1]->client_data); |
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if ( !pObject1 || !pObject2 ) |
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return; |
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unsigned int flags1 = pObject1->CallbackFlags(); |
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unsigned int flags2 = pObject2->CallbackFlags(); |
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unsigned int allflags = flags1|flags2; |
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if ( !pObject1->IsStatic() || !pObject2->IsStatic() ) |
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{ |
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if ( !pObject1->HasTouchedDynamic() && pObject2->IsMoveable() ) |
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{ |
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pObject1->SetTouchedDynamic(); |
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} |
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if ( !pObject2->HasTouchedDynamic() && pObject1->IsMoveable() ) |
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{ |
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pObject2->SetTouchedDynamic(); |
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} |
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} |
|
|
|
bool calltouch = ( allflags & CALLBACK_GLOBAL_TOUCH ) ? true : false; |
|
if ( !calltouch ) |
|
return; |
|
|
|
if ( pObject1->IsStatic() || pObject2->IsStatic() ) |
|
{ |
|
if ( !( allflags & CALLBACK_GLOBAL_TOUCH_STATIC ) ) |
|
return; |
|
} |
|
|
|
CPhysicsFrictionData data(pEvent); |
|
m_pCallback->StartTouch( pObject1, pObject2, &data ); |
|
} |
|
|
|
|
|
virtual void event_friction_deleted( IVP_Event_Friction *pEvent ) |
|
{ |
|
IVP_Contact_Situation *contact = pEvent->contact_situation; |
|
CPhysicsObject *pObject1 = static_cast<CPhysicsObject *>(contact->objects[0]->client_data); |
|
CPhysicsObject *pObject2 = static_cast<CPhysicsObject *>(contact->objects[1]->client_data); |
|
if ( !pObject1 || !pObject2 ) |
|
return; |
|
|
|
unsigned int flags1 = pObject1->CallbackFlags(); |
|
unsigned int flags2 = pObject2->CallbackFlags(); |
|
|
|
unsigned int allflags = flags1|flags2; |
|
|
|
bool calltouch = ( allflags & CALLBACK_GLOBAL_TOUCH ) ? true : false; |
|
if ( !calltouch ) |
|
return; |
|
|
|
if ( pObject1->IsStatic() || pObject2->IsStatic() ) |
|
{ |
|
if ( !( allflags & CALLBACK_GLOBAL_TOUCH_STATIC ) ) |
|
return; |
|
} |
|
|
|
CPhysicsFrictionData data(pEvent); |
|
m_pCallback->EndTouch( pObject1, pObject2, &data ); |
|
} |
|
|
|
virtual void event_friction_pair_created( class IVP_Friction_Core_Pair *pair ); |
|
virtual void event_friction_pair_deleted( class IVP_Friction_Core_Pair *pair ); |
|
virtual void mindist_entered_volume( class IVP_Controller_Phantom *controller,class IVP_Mindist_Base *mindist ) {} |
|
virtual void mindist_left_volume(class IVP_Controller_Phantom *controller, class IVP_Mindist_Base *mindist) {} |
|
|
|
virtual void core_entered_volume( IVP_Controller_Phantom *controller, IVP_Core *pCore ) |
|
{ |
|
CPhysicsFluidController *pFluid = static_cast<CPhysicsFluidController *>( controller->client_data ); |
|
IVP_Real_Object *pivp = pCore->objects.element_at(0); |
|
CPhysicsObject *pObject = static_cast<CPhysicsObject *>(pivp->client_data); |
|
if ( !pObject ) |
|
return; |
|
|
|
if ( pFluid ) |
|
{ |
|
if ( pObject && (pObject->CallbackFlags() & CALLBACK_FLUID_TOUCH) ) |
|
{ |
|
m_pCallback->FluidStartTouch( pObject, pFluid ); |
|
} |
|
} |
|
else |
|
{ |
|
// must be a trigger |
|
IVP_Real_Object *pTriggerIVP = controller->get_object(); |
|
CPhysicsObject *pTrigger = static_cast<CPhysicsObject *>(pTriggerIVP->client_data); |
|
|
|
if ( pTrigger ) |
|
{ |
|
m_pCallback->ObjectEnterTrigger( pTrigger, pObject ); |
|
} |
|
} |
|
} |
|
|
|
virtual void core_left_volume( IVP_Controller_Phantom *controller, IVP_Core *pCore ) |
|
{ |
|
CPhysicsFluidController *pFluid = static_cast<CPhysicsFluidController *>( controller->client_data ); |
|
IVP_Real_Object *pivp = pCore->objects.element_at(0); |
|
CPhysicsObject *pObject = static_cast<CPhysicsObject *>(pivp->client_data); |
|
if ( !pObject ) |
|
return; |
|
|
|
if ( pFluid ) |
|
{ |
|
if ( pObject && (pObject->CallbackFlags() & CALLBACK_FLUID_TOUCH) ) |
|
{ |
|
m_pCallback->FluidEndTouch( pObject, pFluid ); |
|
} |
|
} |
|
else |
|
{ |
|
// must be a trigger |
|
IVP_Real_Object *pTriggerIVP = controller->get_object(); |
|
CPhysicsObject *pTrigger = static_cast<CPhysicsObject *>(pTriggerIVP->client_data); |
|
|
|
if ( pTrigger ) |
|
{ |
|
m_pCallback->ObjectLeaveTrigger( pTrigger, pObject ); |
|
} |
|
} |
|
} |
|
void phantom_is_going_to_be_deleted_event(class IVP_Controller_Phantom *controller) {} |
|
|
|
void EventPSI( CPhysicsEnvironment *pEnvironment ) |
|
{ |
|
m_pCallback->PostSimulationFrame(); |
|
UpdatePairListPSI( pEnvironment ); |
|
} |
|
private: |
|
|
|
struct corepair_t |
|
{ |
|
corepair_t() = default; |
|
corepair_t( IVP_Friction_Core_Pair *pair ) |
|
{ |
|
int index = ( pair->objs[0] < pair->objs[1] ) ? 0 : 1; |
|
core0 = pair->objs[index]; |
|
core1 = pair->objs[!index]; |
|
lastImpactTime= pair->last_impact_time_pair; |
|
} |
|
|
|
IVP_Core *core0; |
|
IVP_Core *core1; |
|
IVP_Time lastImpactTime; |
|
}; |
|
|
|
static bool CorePairLessFunc( const corepair_t &lhs, const corepair_t &rhs ) |
|
{ |
|
if ( lhs.core0 != rhs.core0 ) |
|
return ( lhs.core0 < rhs.core0 ); |
|
else |
|
return ( lhs.core1 < rhs.core1 ); |
|
} |
|
void UpdatePairListPSI( CPhysicsEnvironment *pEnvironment ) |
|
{ |
|
unsigned short index = m_pairList.FirstInorder(); |
|
IVP_Time currentTime = pEnvironment->GetIVPEnvironment()->get_current_time(); |
|
|
|
while ( m_pairList.IsValidIndex(index) ) |
|
{ |
|
unsigned short next = m_pairList.NextInorder( index ); |
|
corepair_t &test = m_pairList.Element(index); |
|
|
|
// only keep 1 seconds worth of data |
|
if ( (currentTime - test.lastImpactTime) > 1.0 ) |
|
{ |
|
m_pairList.RemoveAt( index ); |
|
} |
|
index = next; |
|
} |
|
} |
|
|
|
CUtlRBTree<corepair_t> m_pairList; |
|
float m_pairListOldestTime; |
|
|
|
|
|
IPhysicsCollisionEvent *m_pCallback; |
|
vcollisionevent_t m_event; |
|
|
|
}; |
|
|
|
|
|
CPhysicsListenerCollision::CPhysicsListenerCollision() : IVP_Listener_Collision( ALL_COLLISION_FLAGS ), m_pCallback(&g_EmptyCollisionListener) |
|
{ |
|
m_pairList.SetLessFunc( CorePairLessFunc ); |
|
} |
|
|
|
|
|
void CPhysicsListenerCollision::event_friction_pair_created( IVP_Friction_Core_Pair *pair ) |
|
{ |
|
corepair_t test(pair); |
|
unsigned short index = m_pairList.Find( test ); |
|
if ( m_pairList.IsValidIndex( index ) ) |
|
{ |
|
corepair_t &save = m_pairList.Element(index); |
|
// found this one already, update the time |
|
if ( save.lastImpactTime.get_seconds() > pair->last_impact_time_pair.get_seconds() ) |
|
{ |
|
pair->last_impact_time_pair = save.lastImpactTime; |
|
} |
|
else |
|
{ |
|
save.lastImpactTime = pair->last_impact_time_pair; |
|
} |
|
} |
|
else |
|
{ |
|
if ( m_pairList.Count() < 16 ) |
|
{ |
|
m_pairList.Insert( test ); |
|
} |
|
} |
|
} |
|
|
|
|
|
void CPhysicsListenerCollision::event_friction_pair_deleted( IVP_Friction_Core_Pair *pair ) |
|
{ |
|
corepair_t test(pair); |
|
unsigned short index = m_pairList.Find( test ); |
|
if ( m_pairList.IsValidIndex( index ) ) |
|
{ |
|
corepair_t &save = m_pairList.Element(index); |
|
// found this one already, update the time |
|
if ( save.lastImpactTime.get_seconds() < pair->last_impact_time_pair.get_seconds() ) |
|
{ |
|
save.lastImpactTime = pair->last_impact_time_pair; |
|
} |
|
} |
|
else |
|
{ |
|
if ( m_pairList.Count() < 16 ) |
|
{ |
|
m_pairList.Insert( test ); |
|
} |
|
} |
|
} |
|
|
|
|
|
#if IVP_ENABLE_VISUALIZER |
|
|
|
class CCollisionVisualizer : public IVP_Clustering_Visualizer_Shortrange_Callback, public IVP_Clustering_Visualizer_Longrange_Callback |
|
{ |
|
IVPhysicsDebugOverlay *m_pDebug; |
|
public: |
|
CCollisionVisualizer(IVPhysicsDebugOverlay *pDebug) { m_pDebug = pDebug;} |
|
|
|
void visualize_request() |
|
{ |
|
Vector origin, extents; |
|
ConvertPositionToHL( center, origin ); |
|
float hlradius = ConvertDistanceToHL( radius); |
|
extents.Init( hlradius, hlradius, hlradius ); |
|
m_pDebug->AddBoxOverlay( origin, -extents, extents, vec3_angle, 0, 255, 0, 32, 0.5f); |
|
} |
|
|
|
virtual void devisualize_request() {} |
|
virtual void enable() {} |
|
virtual void disable() {} |
|
|
|
void visualize_request_for_node() |
|
{ |
|
Vector origin, extents; |
|
ConvertPositionToHL( position, origin ); |
|
ConvertPositionToHL( box_extents, extents ); |
|
|
|
Vector boxOrigin, boxExtents; |
|
CPhysicsObject *pObject0 = static_cast<CPhysicsObject *>(node_object->client_data); |
|
pObject0->LocalToWorld( boxOrigin, origin ); |
|
QAngle angles; |
|
pObject0->GetPosition( NULL, &angles ); |
|
|
|
m_pDebug->AddBoxOverlay( boxOrigin, -extents, extents, angles, 255, 255, 0, 0, 0.5f); |
|
} |
|
|
|
void visualize_request_for_intruder_radius() |
|
{ |
|
Vector origin, extents; |
|
ConvertPositionToHL( position, origin ); |
|
float hlradius = ConvertDistanceToHL( sphere_radius ); |
|
|
|
extents.Init( hlradius, hlradius, hlradius ); |
|
m_pDebug->AddBoxOverlay( origin, -extents, extents, vec3_angle, 0, 0, 255, 32, 0.25f); |
|
} |
|
}; |
|
#endif |
|
|
|
class CCollisionSolver : public IVP_Collision_Filter, public IVP_Anomaly_Manager |
|
{ |
|
public: |
|
CCollisionSolver( void ) : IVP_Anomaly_Manager(IVP_FALSE) { m_pSolver = NULL; } |
|
void SetHandler( IPhysicsCollisionSolver *pSolver ) { m_pSolver = pSolver; } |
|
|
|
// IVP_Collision_Filter |
|
IVP_BOOL check_objects_for_collision_detection(IVP_Real_Object *ivp0, IVP_Real_Object *ivp1) |
|
{ |
|
if ( m_pSolver ) |
|
{ |
|
CPhysicsObject *pObject0 = static_cast<CPhysicsObject *>(ivp0->client_data); |
|
CPhysicsObject *pObject1 = static_cast<CPhysicsObject *>(ivp1->client_data); |
|
if ( pObject0 && pObject1 ) |
|
{ |
|
if ( (pObject0->CallbackFlags() & CALLBACK_ENABLING_COLLISION) && (pObject1->CallbackFlags() & CALLBACK_MARKED_FOR_DELETE) ) |
|
return IVP_FALSE; |
|
|
|
if ( (pObject1->CallbackFlags() & CALLBACK_ENABLING_COLLISION) && (pObject0->CallbackFlags() & CALLBACK_MARKED_FOR_DELETE) ) |
|
return IVP_FALSE; |
|
|
|
if ( !m_pSolver->ShouldCollide( pObject0, pObject1, pObject0->GetGameData(), pObject1->GetGameData() ) ) |
|
return IVP_FALSE; |
|
} |
|
} |
|
return IVP_TRUE; |
|
} |
|
void environment_will_be_deleted(IVP_Environment *) {} |
|
|
|
// IVP_Anomaly_Manager |
|
virtual void inter_penetration( IVP_Mindist *mindist,IVP_Real_Object *ivp0, IVP_Real_Object *ivp1, IVP_DOUBLE speedChange) |
|
{ |
|
if ( m_pSolver ) |
|
{ |
|
// UNDONE: project current velocity onto rescue velocity instead |
|
// This will cause escapes to be slow - which is probably a good |
|
// thing. That's probably a better heuristic than only rescuing once |
|
// per PSI! |
|
CPhysicsObject *pObject0 = static_cast<CPhysicsObject *>(ivp0->client_data); |
|
CPhysicsObject *pObject1 = static_cast<CPhysicsObject *>(ivp1->client_data); |
|
if ( pObject0 && pObject1 ) |
|
{ |
|
if ( (pObject0->CallbackFlags() & CALLBACK_MARKED_FOR_DELETE) || |
|
(pObject1->CallbackFlags() & CALLBACK_MARKED_FOR_DELETE) ) |
|
return; |
|
|
|
// moveable object pair? |
|
if ( pObject0->IsMoveable() && pObject1->IsMoveable() ) |
|
{ |
|
// only push each pair apart once per PSI |
|
if ( CheckObjPair( ivp0, ivp1 ) ) |
|
return; |
|
} |
|
IVP_Environment *env = ivp0->get_environment(); |
|
float deltaTime = env->get_delta_PSI_time(); |
|
|
|
if ( !m_pSolver->ShouldSolvePenetration( pObject0, pObject1, pObject0->GetGameData(), pObject1->GetGameData(), deltaTime ) ) |
|
return; |
|
} |
|
else |
|
{ |
|
return; |
|
} |
|
} |
|
|
|
IVP_Anomaly_Manager::inter_penetration( mindist, ivp0, ivp1, speedChange ); |
|
} |
|
|
|
// return true if object should be temp. freezed |
|
virtual IVP_BOOL max_collisions_exceeded_check_freezing(IVP_Anomaly_Limits *, IVP_Core *pCore) |
|
{ |
|
if ( m_pSolver ) |
|
{ |
|
CPhysicsObject *pObject = static_cast<CPhysicsObject *>(pCore->objects.element_at(0)->client_data); |
|
return m_pSolver->ShouldFreezeObject( pObject ) ? IVP_TRUE : IVP_FALSE; |
|
} |
|
return IVP_TRUE; |
|
} |
|
// return number of additional checks to do this psi |
|
virtual int max_collision_checks_exceeded( int totalChecks ) |
|
{ |
|
if ( m_pSolver ) |
|
{ |
|
return m_pSolver->AdditionalCollisionChecksThisTick( totalChecks ); |
|
} |
|
return 0; |
|
} |
|
void max_velocity_exceeded(IVP_Anomaly_Limits *al, IVP_Core *pCore, IVP_U_Float_Point *velocity_in_out) |
|
{ |
|
CPhysicsObject *pObject = static_cast<CPhysicsObject *>(pCore->objects.element_at(0)->client_data); |
|
if ( pObject->GetShadowController() != NULL ) |
|
return; |
|
IVP_Anomaly_Manager::max_velocity_exceeded(al, pCore, velocity_in_out); |
|
} |
|
IVP_BOOL max_contacts_exceeded_check_freezing( IVP_Core **pCoreList, int coreCount ) |
|
{ |
|
CUtlVector<IPhysicsObject *> list; |
|
list.EnsureCapacity(coreCount); |
|
for ( int i = 0; i < coreCount; i++ ) |
|
{ |
|
IVP_Core *pCore = pCoreList[i]; |
|
CPhysicsObject *pObject = static_cast<CPhysicsObject *>(pCore->objects.element_at(0)->client_data); |
|
list.AddToTail(pObject); |
|
} |
|
|
|
return m_pSolver->ShouldFreezeContacts( list.Base(), list.Count() ) ? IVP_TRUE : IVP_FALSE; |
|
} |
|
|
|
|
|
public: |
|
void EventPSI( CPhysicsEnvironment * ) |
|
{ |
|
m_rescue.RemoveAll(); |
|
} |
|
|
|
|
|
private: |
|
struct realobjectpair_t |
|
{ |
|
IVP_Real_Object *pObj0; |
|
IVP_Real_Object *pObj1; |
|
inline bool operator==( const realobjectpair_t &src ) const |
|
{ |
|
return (pObj0 == src.pObj0) && (pObj1 == src.pObj1); |
|
} |
|
}; |
|
// basically each moveable object pair gets 1 rescue per PSI |
|
// UNDONE: Add a counter to do more? |
|
bool CheckObjPair( IVP_Real_Object *pObj0, IVP_Real_Object *pObj1 ) |
|
{ |
|
realobjectpair_t tmp; |
|
tmp.pObj0 = pObj0 < pObj1 ? pObj0 : pObj1; |
|
tmp.pObj1 = pObj0 > pObj1 ? pObj0 : pObj1; |
|
|
|
if ( m_rescue.Find( tmp ) != m_rescue.InvalidIndex() ) |
|
return true; |
|
m_rescue.AddToTail( tmp ); |
|
return false; |
|
} |
|
|
|
private: |
|
IPhysicsCollisionSolver *m_pSolver; |
|
// UNDONE: Linear search? should be small, but switch to rb tree if this ever gets large |
|
CUtlVector<realobjectpair_t> m_rescue; |
|
#if IVP_ENABLE_VISUALIZER |
|
public: |
|
CCollisionVisualizer *pVisualizer; |
|
#endif |
|
}; |
|
|
|
|
|
|
|
class CPhysicsListenerConstraint : public IVP_Listener_Constraint |
|
{ |
|
public: |
|
CPhysicsListenerConstraint() |
|
{ |
|
m_pCallback = NULL; |
|
} |
|
|
|
void SetHandler( IPhysicsConstraintEvent *pHandler ) |
|
{ |
|
m_pCallback = pHandler; |
|
} |
|
|
|
void event_constraint_broken( IVP_Constraint *pConstraint ) |
|
{ |
|
// IVP_Constraint is not allowed, something is broken |
|
Assert(0); |
|
} |
|
|
|
void event_constraint_broken( hk_Breakable_Constraint *pConstraint ) |
|
{ |
|
if ( m_pCallback ) |
|
{ |
|
IPhysicsConstraint *pObj = GetClientDataForHkConstraint( pConstraint ); |
|
m_pCallback->ConstraintBroken( pObj ); |
|
} |
|
} |
|
void event_constraint_broken( IPhysicsConstraint *pConstraint ) |
|
{ |
|
if ( m_pCallback ) |
|
{ |
|
m_pCallback->ConstraintBroken(pConstraint); |
|
} |
|
} |
|
private: |
|
IPhysicsConstraintEvent *m_pCallback; |
|
}; |
|
|
|
|
|
#define AIR_DENSITY 2 |
|
|
|
class CDragController : public IVP_Controller_Independent |
|
{ |
|
public: |
|
|
|
CDragController( void ) |
|
{ |
|
m_airDensity = AIR_DENSITY; |
|
} |
|
virtual ~CDragController( void ) {} |
|
|
|
virtual void do_simulation_controller(IVP_Event_Sim *event,IVP_U_Vector<IVP_Core> *core_list) |
|
{ |
|
int i; |
|
for( i = core_list->len()-1; i >=0; i--) |
|
{ |
|
IVP_Core *pCore = core_list->element_at(i); |
|
|
|
IVP_Real_Object *pivp = pCore->objects.element_at(0); |
|
CPhysicsObject *pPhys = static_cast<CPhysicsObject *>(pivp->client_data); |
|
|
|
float dragForce = -0.5 * pPhys->GetDragInDirection( pCore->speed ) * m_airDensity * event->delta_time; |
|
if ( dragForce < -1.0f ) |
|
dragForce = -1.0f; |
|
if ( dragForce < 0 ) |
|
{ |
|
IVP_U_Float_Point dragVelocity; |
|
dragVelocity.set_multiple( &pCore->speed, dragForce ); |
|
pCore->speed.add( &dragVelocity ); |
|
} |
|
float angDragForce = -pPhys->GetAngularDragInDirection( pCore->rot_speed ) * m_airDensity * event->delta_time; |
|
if ( angDragForce < -1.0f ) |
|
angDragForce = -1.0f; |
|
if ( angDragForce < 0 ) |
|
{ |
|
IVP_U_Float_Point angDragVelocity; |
|
angDragVelocity.set_multiple( &pCore->rot_speed, angDragForce ); |
|
pCore->rot_speed.add( &angDragVelocity ); |
|
} |
|
} |
|
} |
|
virtual const char *get_controller_name() { return "vphysics:drag"; } |
|
|
|
virtual IVP_CONTROLLER_PRIORITY get_controller_priority() |
|
{ |
|
return IVP_CP_MOTION; |
|
} |
|
float GetAirDensity() const { return m_airDensity; } |
|
void SetAirDensity( float density ) { m_airDensity = density; } |
|
|
|
private: |
|
float m_airDensity; |
|
}; |
|
|
|
// |
|
// Default implementation of the debug overlay interface so that we never return NULL from GetDebugOverlay. |
|
// |
|
class CVPhysicsDebugOverlay : public IVPhysicsDebugOverlay |
|
{ |
|
public: |
|
virtual void AddEntityTextOverlay(int ent_index, int line_offset, float duration, int r, int g, int b, int a, const char *format, ...) {} |
|
virtual void AddBoxOverlay(const Vector& origin, const Vector& mins, const Vector& max, QAngle const& orientation, int r, int g, int b, int a, float duration) {} |
|
virtual void AddTriangleOverlay(const Vector& p1, const Vector& p2, const Vector& p3, int r, int g, int b, int a, bool noDepthTest, float duration) {} |
|
virtual void AddLineOverlay(const Vector& origin, const Vector& dest, int r, int g, int b,bool noDepthTest, float duration) {} |
|
virtual void AddTextOverlay(const Vector& origin, float duration, const char *format, ...) {} |
|
virtual void AddTextOverlay(const Vector& origin, int line_offset, float duration, const char *format, ...) {} |
|
virtual void AddScreenTextOverlay(float flXPos, float flYPos,float flDuration, int r, int g, int b, int a, const char *text) {} |
|
virtual void AddSweptBoxOverlay(const Vector& start, const Vector& end, const Vector& mins, const Vector& max, const QAngle & angles, int r, int g, int b, int a, float flDuration) {} |
|
virtual void AddTextOverlayRGB(const Vector& origin, int line_offset, float duration, float r, float g, float b, float alpha, const char *format, ...) {} |
|
}; |
|
|
|
static CVPhysicsDebugOverlay s_DefaultDebugOverlay; |
|
|
|
|
|
CPhysicsEnvironment::CPhysicsEnvironment( void ) |
|
// assume that these lists will have at least one object |
|
{ |
|
// set this to true to force the |
|
m_deleteQuick = false; |
|
m_queueDeleteObject = false; |
|
m_inSimulation = false; |
|
m_fixedTimestep = true; // try to simulate using fixed timesteps |
|
m_enableConstraintNotify = false; |
|
|
|
// build a default environment |
|
IVP_Environment_Manager *env_manager; |
|
env_manager = IVP_Environment_Manager::get_environment_manager(); |
|
|
|
IVP_Application_Environment appl_env; |
|
m_pCollisionSolver = new CCollisionSolver; |
|
appl_env.collision_filter = m_pCollisionSolver; |
|
appl_env.material_manager = physprops->GetIVPManager(); |
|
appl_env.anomaly_manager = m_pCollisionSolver; |
|
// UNDONE: This would save another 45K of RAM on xbox, test perf |
|
// if ( IsXbox() ) |
|
// { |
|
// appl_env.n_cache_object = 128; |
|
// } |
|
|
|
|
|
BEGIN_IVP_ALLOCATION(); |
|
m_pPhysEnv = env_manager->create_environment( &appl_env, "JAY", 0xBEEF ); |
|
END_IVP_ALLOCATION(); |
|
|
|
// UNDONE: Revisit brush/terrain/object shrinking and tune this number to something larger |
|
// UNDONE: Expose this to callers, also via physcollision |
|
m_pPhysEnv->set_global_collision_tolerance( ConvertDistanceToIVP( g_PhysicsUnits.globalCollisionTolerance - 1e-4f ) ); // just under 1/4 inch tolerance |
|
m_pSleepEvents = new CSleepObjects; |
|
|
|
m_pDeleteQueue = new CDeleteQueue; |
|
|
|
BEGIN_IVP_ALLOCATION(); |
|
m_pPhysEnv->add_listener_object_global( m_pSleepEvents ); |
|
END_IVP_ALLOCATION(); |
|
|
|
m_pCollisionListener = new CPhysicsListenerCollision; |
|
|
|
BEGIN_IVP_ALLOCATION(); |
|
m_pPhysEnv->add_listener_collision_global( m_pCollisionListener ); |
|
END_IVP_ALLOCATION(); |
|
|
|
m_pConstraintListener = new CPhysicsListenerConstraint; |
|
|
|
BEGIN_IVP_ALLOCATION(); |
|
m_pPhysEnv->add_listener_constraint_global( m_pConstraintListener ); |
|
END_IVP_ALLOCATION(); |
|
|
|
m_pDragController = new CDragController; |
|
|
|
physics_performanceparams_t perf; |
|
perf.Defaults(); |
|
SetPerformanceSettings( &perf ); |
|
m_pPhysEnv->client_data = (void *)this; |
|
m_lastObjectThisTick = 0; |
|
} |
|
|
|
CPhysicsEnvironment::~CPhysicsEnvironment( void ) |
|
{ |
|
// no callbacks during shutdown |
|
SetCollisionSolver( NULL ); |
|
m_pPhysEnv->remove_listener_object_global( m_pSleepEvents ); |
|
|
|
// don't bother waking up other objects as we clear them out |
|
SetQuickDelete( true ); |
|
|
|
// delete/remove the listeners |
|
m_pPhysEnv->remove_listener_collision_global( m_pCollisionListener ); |
|
delete m_pCollisionListener; |
|
m_pPhysEnv->remove_listener_constraint_global( m_pConstraintListener ); |
|
delete m_pConstraintListener; |
|
|
|
// Clean out the list of physics objects |
|
for ( int i = m_objects.Count()-1; i >= 0; --i ) |
|
{ |
|
CPhysicsObject *pObject = static_cast<CPhysicsObject *>(m_objects[i]); |
|
PhantomRemove( pObject ); |
|
delete pObject; |
|
} |
|
|
|
m_objects.RemoveAll(); |
|
ClearDeadObjects(); |
|
|
|
// Clean out the list of fluids |
|
m_fluids.PurgeAndDeleteElements(); |
|
|
|
delete m_pSleepEvents; |
|
delete m_pDragController; |
|
delete m_pPhysEnv; |
|
delete m_pDeleteQueue; |
|
|
|
// must be deleted after the environment (calls back in destructor) |
|
delete m_pCollisionSolver; |
|
} |
|
|
|
IPhysicsCollisionEvent *CPhysicsEnvironment::GetCollisionEventHandler() |
|
{ |
|
return m_pCollisionListener->GetHandler(); |
|
} |
|
|
|
void CPhysicsEnvironment::NotifyConstraintDisabled( IPhysicsConstraint *pConstraint ) |
|
{ |
|
if ( m_enableConstraintNotify ) |
|
{ |
|
m_pConstraintListener->event_constraint_broken( pConstraint ); |
|
} |
|
} |
|
|
|
void CPhysicsEnvironment::DebugCheckContacts(void) |
|
{ |
|
if ( m_pSleepEvents ) |
|
{ |
|
m_pSleepEvents->DebugCheckContacts( m_pPhysEnv ); |
|
} |
|
} |
|
|
|
void CPhysicsEnvironment::SetDebugOverlay( CreateInterfaceFn debugOverlayFactory ) |
|
{ |
|
m_pDebugOverlay = NULL; |
|
if (debugOverlayFactory) |
|
{ |
|
m_pDebugOverlay = ( IVPhysicsDebugOverlay * )debugOverlayFactory( VPHYSICS_DEBUG_OVERLAY_INTERFACE_VERSION, NULL ); |
|
} |
|
|
|
if (!m_pDebugOverlay) |
|
{ |
|
m_pDebugOverlay = &s_DefaultDebugOverlay; |
|
} |
|
|
|
#if IVP_ENABLE_VISUALIZER |
|
m_pCollisionSolver->pVisualizer = new CCollisionVisualizer( m_pDebugOverlay ); |
|
INSTALL_SHORTRANGE_CALLBACK(m_pCollisionSolver->pVisualizer); |
|
INSTALL_LONGRANGE_CALLBACK(m_pCollisionSolver->pVisualizer); |
|
|
|
#endif |
|
} |
|
|
|
|
|
IVPhysicsDebugOverlay *CPhysicsEnvironment::GetDebugOverlay( void ) |
|
{ |
|
return m_pDebugOverlay; |
|
} |
|
|
|
|
|
void CPhysicsEnvironment::SetGravity( const Vector& gravityVector ) |
|
{ |
|
IVP_U_Point gravity; |
|
|
|
ConvertPositionToIVP( gravityVector, gravity ); |
|
m_pPhysEnv->set_gravity( &gravity ); |
|
// BUGBUG: global collision tolerance has a constant that depends on gravity. |
|
m_pPhysEnv->set_global_collision_tolerance( m_pPhysEnv->get_global_collision_tolerance(), gravity.real_length() ); |
|
DevMsg(1,"Set Gravity %.1f (%.3f tolerance)\n", gravityVector.Length(), IVP2HL(m_pPhysEnv->get_global_collision_tolerance()) ); |
|
} |
|
|
|
|
|
void CPhysicsEnvironment::GetGravity( Vector *pGravityVector ) const |
|
{ |
|
const IVP_U_Point *gravity = m_pPhysEnv->get_gravity(); |
|
|
|
ConvertPositionToHL( *gravity, *pGravityVector ); |
|
} |
|
|
|
|
|
IPhysicsObject *CPhysicsEnvironment::CreatePolyObject( const CPhysCollide *pCollisionModel, int materialIndex, const Vector& position, const QAngle& angles, objectparams_t *pParams ) |
|
{ |
|
IPhysicsObject *pObject = ::CreatePhysicsObject( this, pCollisionModel, materialIndex, position, angles, pParams, false ); |
|
if ( pObject ) |
|
{ |
|
m_objects.AddToTail( pObject ); |
|
} |
|
return pObject; |
|
} |
|
|
|
IPhysicsObject *CPhysicsEnvironment::CreatePolyObjectStatic( const CPhysCollide *pCollisionModel, int materialIndex, const Vector& position, const QAngle& angles, objectparams_t *pParams ) |
|
{ |
|
IPhysicsObject *pObject = ::CreatePhysicsObject( this, pCollisionModel, materialIndex, position, angles, pParams, true ); |
|
if ( pObject ) |
|
{ |
|
m_objects.AddToTail( pObject ); |
|
} |
|
return pObject; |
|
} |
|
|
|
unsigned int CPhysicsEnvironment::GetObjectSerializeSize( IPhysicsObject *pObject ) const |
|
{ |
|
return sizeof(vphysics_save_cphysicsobject_t); |
|
} |
|
|
|
void CPhysicsEnvironment::SerializeObjectToBuffer( IPhysicsObject *pObject, unsigned char *pBuffer, unsigned int bufferSize ) |
|
{ |
|
CPhysicsObject *pPhysics = static_cast<CPhysicsObject *>(pObject); |
|
if ( bufferSize >= sizeof(vphysics_save_cphysicsobject_t)) |
|
{ |
|
vphysics_save_cphysicsobject_t *pTemplate = reinterpret_cast<vphysics_save_cphysicsobject_t *>(pBuffer); |
|
pPhysics->WriteToTemplate( *pTemplate ); |
|
} |
|
} |
|
|
|
IPhysicsObject *CPhysicsEnvironment::UnserializeObjectFromBuffer( void *pGameData, unsigned char *pBuffer, unsigned int bufferSize, bool enableCollisions ) |
|
{ |
|
IPhysicsObject *pObject = ::CreateObjectFromBuffer( this, pGameData, pBuffer, bufferSize, enableCollisions ); |
|
if ( pObject ) |
|
{ |
|
m_objects.AddToTail( pObject ); |
|
} |
|
return pObject; |
|
} |
|
|
|
const IPhysicsObject **CPhysicsEnvironment::GetObjectList( int *pOutputObjectCount ) const |
|
{ |
|
int iCount = m_objects.Count(); |
|
if( pOutputObjectCount ) |
|
*pOutputObjectCount = iCount; |
|
|
|
if( iCount ) |
|
return (const IPhysicsObject **)m_objects.Base(); |
|
else |
|
return NULL; |
|
} |
|
|
|
|
|
|
|
extern void ControlPhysicsShadowControllerAttachment_Silent( IPhysicsShadowController *pController, IVP_Real_Object *pivp, bool bAttach ); |
|
extern void ControlPhysicsPlayerControllerAttachment_Silent( IPhysicsPlayerController *pController, IVP_Real_Object *pivp, bool bAttach ); |
|
|
|
bool CPhysicsEnvironment::TransferObject( IPhysicsObject *pObject, IPhysicsEnvironment *pDestinationEnvironment ) |
|
{ |
|
int iIndex = m_objects.Find( pObject ); |
|
if( iIndex == -1 || (pObject->GetCallbackFlags() & CALLBACK_MARKED_FOR_DELETE ) ) |
|
return false; |
|
|
|
CPhysicsObject *pPhysics = static_cast<CPhysicsObject *>(pObject); |
|
//pPhysics->Wake(); |
|
//pPhysics->NotifyWake(); |
|
|
|
void *pGameData = pObject->GetGameData(); |
|
|
|
//Find any controllers attached to this object |
|
IPhysicsShadowController *pController = pObject->GetShadowController(); |
|
IPhysicsPlayerController *pPlayerController = NULL; |
|
|
|
if( (pObject->GetCallbackFlags() & CALLBACK_IS_PLAYER_CONTROLLER) != 0 ) |
|
{ |
|
pPlayerController = FindPlayerController( pObject ); |
|
} |
|
|
|
|
|
|
|
|
|
//temporarily (and silently) detach any physics controllers we found because destroying the object would destroy them |
|
if( pController ) |
|
{ |
|
//detach the controller from the object |
|
((CPhysicsObject *)pObject)->m_pShadow = NULL; |
|
|
|
IVP_Real_Object *pivp = ((CPhysicsObject *)pObject)->GetObject(); |
|
ControlPhysicsShadowControllerAttachment_Silent( pController, pivp, false ); |
|
} |
|
else if( pPlayerController ) |
|
{ |
|
RemovePlayerController( pPlayerController ); |
|
pObject->SetCallbackFlags( pObject->GetCallbackFlags() & ~CALLBACK_IS_PLAYER_CONTROLLER ); |
|
|
|
IVP_Real_Object *pivp = ((CPhysicsObject *)pObject)->GetObject(); |
|
ControlPhysicsPlayerControllerAttachment_Silent( pPlayerController, pivp, false ); |
|
} |
|
|
|
|
|
//templatize the object |
|
vphysics_save_cphysicsobject_t objectTemplate; |
|
memset( &objectTemplate, 0, sizeof( vphysics_save_cphysicsobject_t ) ); |
|
pPhysics->WriteToTemplate( objectTemplate ); |
|
|
|
//these should be detached already |
|
Assert( objectTemplate.pShadow == NULL ); |
|
Assert( objectTemplate.hasShadowController == false ); |
|
|
|
//destroy the existing version of the object |
|
m_objects.FastRemove( iIndex ); |
|
pPhysics->ForceSilentDelete(); |
|
m_pSleepEvents->DeleteObject( pPhysics ); |
|
pPhysics->CPhysicsObject::~CPhysicsObject(); |
|
|
|
//now recreate in place in the destination environment |
|
CPhysicsEnvironment *pDest = static_cast<CPhysicsEnvironment *>(pDestinationEnvironment); |
|
CreateObjectFromBuffer_UseExistingMemory( pDest, pGameData, (unsigned char *)&objectTemplate, sizeof(objectTemplate), pPhysics ); |
|
pDest->m_objects.AddToTail( pObject ); |
|
|
|
//even if this is going to sleep in a second, put it active right away to fix some object hitching problems |
|
pPhysics->Wake(); |
|
pPhysics->NotifyWake(); |
|
/*int iActiveIndex = pDest->m_pSleepEvents->m_activeObjects.AddToTail( pPhysics ); |
|
pPhysics->SetActiveIndex( iActiveIndex );*/ |
|
|
|
pDest->m_pPhysEnv->force_psi_on_next_simulation(); //avoids an object pause |
|
|
|
if( pController ) |
|
{ |
|
//re-attach the controller to the new object |
|
((CPhysicsObject *)pObject)->m_pShadow = pController; |
|
|
|
IVP_Real_Object *pivp = ((CPhysicsObject *)pObject)->GetObject(); |
|
ControlPhysicsShadowControllerAttachment_Silent( pController, pivp, true ); |
|
} |
|
else if( pPlayerController ) |
|
{ |
|
IVP_Real_Object *pivp = ((CPhysicsObject *)pObject)->GetObject(); |
|
pObject->SetCallbackFlags( pObject->GetCallbackFlags() | CALLBACK_IS_PLAYER_CONTROLLER ); |
|
ControlPhysicsPlayerControllerAttachment_Silent( pPlayerController, pivp, true ); |
|
|
|
pDest->AddPlayerController( pPlayerController ); |
|
} |
|
|
|
return true; |
|
} |
|
|
|
|
|
IPhysicsSpring *CPhysicsEnvironment::CreateSpring( IPhysicsObject *pObjectStart, IPhysicsObject *pObjectEnd, springparams_t *pParams ) |
|
{ |
|
return ::CreateSpring( m_pPhysEnv, static_cast<CPhysicsObject *>(pObjectStart), static_cast<CPhysicsObject *>(pObjectEnd), pParams ); |
|
} |
|
|
|
IPhysicsFluidController *CPhysicsEnvironment::CreateFluidController( IPhysicsObject *pFluidObject, fluidparams_t *pParams ) |
|
{ |
|
CPhysicsFluidController *pFluid = ::CreateFluidController( m_pPhysEnv, static_cast<CPhysicsObject *>(pFluidObject), pParams ); |
|
m_fluids.AddToTail( pFluid ); |
|
return pFluid; |
|
} |
|
|
|
IPhysicsConstraint *CPhysicsEnvironment::CreateRagdollConstraint( IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, IPhysicsConstraintGroup *pGroup, const constraint_ragdollparams_t &ragdoll ) |
|
{ |
|
return ::CreateRagdollConstraint( m_pPhysEnv, (CPhysicsObject *)pReferenceObject, (CPhysicsObject *)pAttachedObject, pGroup, ragdoll ); |
|
} |
|
|
|
IPhysicsConstraint *CPhysicsEnvironment::CreateHingeConstraint( IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, IPhysicsConstraintGroup *pGroup, const constraint_hingeparams_t &hinge ) |
|
{ |
|
constraint_limitedhingeparams_t limitedhinge(hinge); |
|
return ::CreateHingeConstraint( m_pPhysEnv, (CPhysicsObject *)pReferenceObject, (CPhysicsObject *)pAttachedObject, pGroup, limitedhinge ); |
|
} |
|
|
|
IPhysicsConstraint *CPhysicsEnvironment::CreateLimitedHingeConstraint( IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, IPhysicsConstraintGroup *pGroup, const constraint_limitedhingeparams_t &hinge ) |
|
{ |
|
return ::CreateHingeConstraint( m_pPhysEnv, (CPhysicsObject *)pReferenceObject, (CPhysicsObject *)pAttachedObject, pGroup, hinge ); |
|
} |
|
|
|
IPhysicsConstraint *CPhysicsEnvironment::CreateFixedConstraint( IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, IPhysicsConstraintGroup *pGroup, const constraint_fixedparams_t &fixed ) |
|
{ |
|
return ::CreateFixedConstraint( m_pPhysEnv, (CPhysicsObject *)pReferenceObject, (CPhysicsObject *)pAttachedObject, pGroup, fixed ); |
|
} |
|
|
|
IPhysicsConstraint *CPhysicsEnvironment::CreateSlidingConstraint( IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, IPhysicsConstraintGroup *pGroup, const constraint_slidingparams_t &sliding ) |
|
{ |
|
return ::CreateSlidingConstraint( m_pPhysEnv, (CPhysicsObject *)pReferenceObject, (CPhysicsObject *)pAttachedObject, pGroup, sliding ); |
|
} |
|
|
|
IPhysicsConstraint *CPhysicsEnvironment::CreateBallsocketConstraint( IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, IPhysicsConstraintGroup *pGroup, const constraint_ballsocketparams_t &ballsocket ) |
|
{ |
|
return ::CreateBallsocketConstraint( m_pPhysEnv, (CPhysicsObject *)pReferenceObject, (CPhysicsObject *)pAttachedObject, pGroup, ballsocket ); |
|
} |
|
|
|
IPhysicsConstraint *CPhysicsEnvironment::CreatePulleyConstraint( IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, IPhysicsConstraintGroup *pGroup, const constraint_pulleyparams_t &pulley ) |
|
{ |
|
return ::CreatePulleyConstraint( m_pPhysEnv, (CPhysicsObject *)pReferenceObject, (CPhysicsObject *)pAttachedObject, pGroup, pulley ); |
|
} |
|
|
|
IPhysicsConstraint *CPhysicsEnvironment::CreateLengthConstraint( IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, IPhysicsConstraintGroup *pGroup, const constraint_lengthparams_t &length ) |
|
{ |
|
return ::CreateLengthConstraint( m_pPhysEnv, (CPhysicsObject *)pReferenceObject, (CPhysicsObject *)pAttachedObject, pGroup, length ); |
|
} |
|
|
|
IPhysicsConstraintGroup *CPhysicsEnvironment::CreateConstraintGroup( const constraint_groupparams_t &group ) |
|
{ |
|
return CreatePhysicsConstraintGroup( m_pPhysEnv, group ); |
|
} |
|
|
|
void CPhysicsEnvironment::Simulate( float deltaTime ) |
|
{ |
|
LOCAL_THREAD_LOCK(); |
|
|
|
if ( !m_pPhysEnv ) |
|
return; |
|
|
|
ClearDeadObjects(); |
|
#if DEBUG_CHECK_CONTATCTS_AUTO |
|
m_pSleepEvents->DebugCheckContacts( m_pPhysEnv ); |
|
#endif |
|
|
|
// save this to catch objects deleted without being simulated |
|
m_lastObjectThisTick = m_objects.Count()-1; |
|
|
|
// stop updating objects that went to sleep during the previous frame. |
|
m_pSleepEvents->UpdateSleepObjects(); |
|
|
|
// Trap interrupts and clock changes |
|
// don't simulate less than .1 ms |
|
if ( deltaTime <= 1.0 && deltaTime > 0.0001 ) |
|
{ |
|
if ( deltaTime > 0.1 ) |
|
{ |
|
deltaTime = 0.1f; |
|
} |
|
|
|
m_pCollisionSolver->EventPSI( this ); |
|
m_pCollisionListener->EventPSI( this ); |
|
|
|
m_inSimulation = true; |
|
BEGIN_IVP_ALLOCATION(); |
|
if ( !m_fixedTimestep || deltaTime != m_pPhysEnv->get_delta_PSI_time() ) |
|
{ |
|
m_fixedTimestep = false; |
|
m_pPhysEnv->simulate_dtime( deltaTime ); |
|
} |
|
else |
|
{ |
|
m_pPhysEnv->simulate_time_step(); |
|
} |
|
END_IVP_ALLOCATION(); |
|
m_inSimulation = false; |
|
} |
|
|
|
// If the queue is disabled, it's only used during simulation. |
|
// Flush it as soon as possible (which is now) |
|
if ( !m_queueDeleteObject ) |
|
{ |
|
ClearDeadObjects(); |
|
} |
|
|
|
if ( m_pCollisionListener->GetHandler() ) |
|
{ |
|
m_pSleepEvents->ProcessActiveObjects( m_pPhysEnv, m_pCollisionListener->GetHandler() ); |
|
} |
|
//visualize_collisions(); |
|
VirtualMeshPSI(); |
|
GetNextFrameTime(); |
|
} |
|
|
|
void CPhysicsEnvironment::ResetSimulationClock() |
|
{ |
|
// UNDONE: You'd think that all of this would make the system deterministic, but |
|
// it doesn't. |
|
extern void SeedRandomGenerators(); |
|
|
|
m_pPhysEnv->reset_time(); |
|
m_pPhysEnv->get_time_manager()->env_set_current_time( m_pPhysEnv, IVP_Time(0) ); |
|
m_pPhysEnv->reset_time(); |
|
m_fixedTimestep = true; |
|
SeedRandomGenerators(); |
|
} |
|
|
|
float CPhysicsEnvironment::GetSimulationTimestep( void ) const |
|
{ |
|
return m_pPhysEnv->get_delta_PSI_time(); |
|
} |
|
|
|
void CPhysicsEnvironment::SetSimulationTimestep( float timestep ) |
|
{ |
|
m_pPhysEnv->set_delta_PSI_time( timestep ); |
|
} |
|
|
|
float CPhysicsEnvironment::GetSimulationTime( void ) const |
|
{ |
|
return (float)m_pPhysEnv->get_current_time().get_time(); |
|
} |
|
|
|
float CPhysicsEnvironment::GetNextFrameTime( void ) const |
|
{ |
|
return (float)m_pPhysEnv->get_next_PSI_time().get_time(); |
|
} |
|
|
|
|
|
// true if currently running the simulator (i.e. in a callback during physenv->Simulate()) |
|
bool CPhysicsEnvironment::IsInSimulation( void ) const |
|
{ |
|
return m_inSimulation; |
|
} |
|
|
|
void CPhysicsEnvironment::DestroyObject( IPhysicsObject *pObject ) |
|
{ |
|
if ( !pObject ) |
|
{ |
|
DevMsg("Deleted NULL vphysics object\n"); |
|
return; |
|
} |
|
|
|
// search from the end because we usually delete the most recent objects during run time |
|
int index = -1; |
|
for ( int i = m_objects.Count(); --i >= 0; ) |
|
{ |
|
if ( m_objects[i] == pObject ) |
|
{ |
|
index = i; |
|
break; |
|
} |
|
} |
|
|
|
if ( index != -1 ) |
|
{ |
|
m_objects.FastRemove( index ); |
|
} |
|
else |
|
{ |
|
DevMsg(1,"error deleting physics object\n"); |
|
CPhysicsObject *pPhysics = static_cast<CPhysicsObject *>(pObject); |
|
if ( pPhysics->GetCallbackFlags() & CALLBACK_MARKED_FOR_DELETE ) |
|
{ |
|
// deleted twice |
|
Assert(0); |
|
return; |
|
} |
|
// bad ptr? |
|
Assert(0); |
|
return; |
|
} |
|
|
|
CPhysicsObject *pPhysics = static_cast<CPhysicsObject *>(pObject); |
|
// add this flag so we can optimize some cases |
|
pPhysics->AddCallbackFlags( CALLBACK_MARKED_FOR_DELETE ); |
|
|
|
// was created/destroyed without simulating. No need to wake the neighbors! |
|
if ( index > m_lastObjectThisTick ) |
|
{ |
|
pPhysics->ForceSilentDelete(); |
|
} |
|
|
|
if ( m_inSimulation || m_queueDeleteObject ) |
|
{ |
|
// don't delete while simulating |
|
m_deadObjects.AddToTail( pObject ); |
|
} |
|
else |
|
{ |
|
m_pSleepEvents->DeleteObject( pPhysics ); |
|
delete pObject; |
|
} |
|
} |
|
|
|
void CPhysicsEnvironment::DestroySpring( IPhysicsSpring *pSpring ) |
|
{ |
|
delete pSpring; |
|
} |
|
void CPhysicsEnvironment::DestroyFluidController( IPhysicsFluidController *pFluid ) |
|
{ |
|
m_fluids.FindAndRemove( (CPhysicsFluidController *)pFluid ); |
|
delete pFluid; |
|
} |
|
|
|
|
|
void CPhysicsEnvironment::DestroyConstraint( IPhysicsConstraint *pConstraint ) |
|
{ |
|
if ( !m_deleteQuick && pConstraint ) |
|
{ |
|
IPhysicsObject *pObj0 = pConstraint->GetReferenceObject(); |
|
if ( pObj0 ) |
|
{ |
|
pObj0->Wake(); |
|
} |
|
|
|
IPhysicsObject *pObj1 = pConstraint->GetAttachedObject(); |
|
if ( pObj1 ) |
|
{ |
|
pObj1->Wake(); |
|
} |
|
} |
|
if ( m_inSimulation ) |
|
{ |
|
pConstraint->Deactivate(); |
|
m_pDeleteQueue->QueueForDelete( pConstraint ); |
|
} |
|
else |
|
{ |
|
delete pConstraint; |
|
} |
|
} |
|
|
|
void CPhysicsEnvironment::DestroyConstraintGroup( IPhysicsConstraintGroup *pGroup ) |
|
{ |
|
delete pGroup; |
|
} |
|
|
|
void CPhysicsEnvironment::TraceBox( trace_t *ptr, const Vector &mins, const Vector &maxs, const Vector &start, const Vector &end ) |
|
{ |
|
// UNDONE: Need this? |
|
} |
|
|
|
void CPhysicsEnvironment::SetCollisionSolver( IPhysicsCollisionSolver *pSolver ) |
|
{ |
|
m_pCollisionSolver->SetHandler( pSolver ); |
|
} |
|
|
|
|
|
void CPhysicsEnvironment::ClearDeadObjects( void ) |
|
{ |
|
for ( int i = 0; i < m_deadObjects.Count(); i++ ) |
|
{ |
|
CPhysicsObject *pObject = (CPhysicsObject *)m_deadObjects.Element(i); |
|
|
|
m_pSleepEvents->DeleteObject( pObject ); |
|
delete pObject; |
|
} |
|
m_deadObjects.Purge(); |
|
m_pDeleteQueue->DeleteAll(); |
|
} |
|
|
|
void CPhysicsEnvironment::AddPlayerController( IPhysicsPlayerController *pController ) |
|
{ |
|
if ( m_playerControllers.Find(pController) != -1 ) |
|
{ |
|
Assert(0); |
|
return; |
|
} |
|
m_playerControllers.AddToTail( pController ); |
|
} |
|
|
|
void CPhysicsEnvironment::RemovePlayerController( IPhysicsPlayerController *pController ) |
|
{ |
|
m_playerControllers.FindAndRemove( pController ); |
|
} |
|
|
|
IPhysicsPlayerController *CPhysicsEnvironment::FindPlayerController( IPhysicsObject *pPhysicsObject ) |
|
{ |
|
for ( int i = m_playerControllers.Count()-1; i >= 0; --i ) |
|
{ |
|
if ( m_playerControllers[i]->GetObject() == pPhysicsObject ) |
|
return m_playerControllers[i]; |
|
} |
|
return NULL; |
|
} |
|
|
|
|
|
void CPhysicsEnvironment::SetCollisionEventHandler( IPhysicsCollisionEvent *pCollisionEvents ) |
|
{ |
|
m_pCollisionListener->SetHandler( pCollisionEvents ); |
|
} |
|
|
|
|
|
void CPhysicsEnvironment::SetObjectEventHandler( IPhysicsObjectEvent *pObjectEvents ) |
|
{ |
|
m_pSleepEvents->SetHandler( pObjectEvents ); |
|
} |
|
|
|
void CPhysicsEnvironment::SetConstraintEventHandler( IPhysicsConstraintEvent *pConstraintEvents ) |
|
{ |
|
m_pConstraintListener->SetHandler( pConstraintEvents ); |
|
} |
|
|
|
|
|
IPhysicsShadowController *CPhysicsEnvironment::CreateShadowController( IPhysicsObject *pObject, bool allowTranslation, bool allowRotation ) |
|
{ |
|
return ::CreateShadowController( static_cast<CPhysicsObject*>(pObject), allowTranslation, allowRotation ); |
|
} |
|
|
|
void CPhysicsEnvironment::DestroyShadowController( IPhysicsShadowController *pController ) |
|
{ |
|
delete pController; |
|
} |
|
|
|
IPhysicsPlayerController *CPhysicsEnvironment::CreatePlayerController( IPhysicsObject *pObject ) |
|
{ |
|
IPhysicsPlayerController *pController = ::CreatePlayerController( static_cast<CPhysicsObject*>(pObject) ); |
|
AddPlayerController( pController ); |
|
return pController; |
|
} |
|
|
|
void CPhysicsEnvironment::DestroyPlayerController( IPhysicsPlayerController *pController ) |
|
{ |
|
RemovePlayerController( pController ); |
|
::DestroyPlayerController( pController ); |
|
} |
|
|
|
IPhysicsMotionController *CPhysicsEnvironment::CreateMotionController( IMotionEvent *pHandler ) |
|
{ |
|
return ::CreateMotionController( this, pHandler ); |
|
} |
|
|
|
void CPhysicsEnvironment::DestroyMotionController( IPhysicsMotionController *pController ) |
|
{ |
|
delete pController; |
|
} |
|
|
|
IPhysicsVehicleController *CPhysicsEnvironment::CreateVehicleController( IPhysicsObject *pVehicleBodyObject, const vehicleparams_t ¶ms, unsigned int nVehicleType, IPhysicsGameTrace *pGameTrace ) |
|
{ |
|
return ::CreateVehicleController( this, static_cast<CPhysicsObject*>(pVehicleBodyObject), params, nVehicleType, pGameTrace ); |
|
} |
|
|
|
void CPhysicsEnvironment::DestroyVehicleController( IPhysicsVehicleController *pController ) |
|
{ |
|
delete pController; |
|
} |
|
|
|
int CPhysicsEnvironment::GetActiveObjectCount( void ) const |
|
{ |
|
return m_pSleepEvents->GetActiveObjectCount(); |
|
} |
|
|
|
|
|
void CPhysicsEnvironment::GetActiveObjects( IPhysicsObject **pOutputObjectList ) const |
|
{ |
|
m_pSleepEvents->GetActiveObjects( pOutputObjectList ); |
|
} |
|
|
|
void CPhysicsEnvironment::SetAirDensity( float density ) |
|
{ |
|
CDragController *pDrag = ((CDragController *)m_pDragController); |
|
if ( pDrag ) |
|
{ |
|
pDrag->SetAirDensity( density ); |
|
} |
|
} |
|
|
|
float CPhysicsEnvironment::GetAirDensity( void ) const |
|
{ |
|
const CDragController *pDrag = ((CDragController *)m_pDragController); |
|
if ( pDrag ) |
|
{ |
|
return pDrag->GetAirDensity(); |
|
} |
|
return 0; |
|
} |
|
|
|
void CPhysicsEnvironment::CleanupDeleteList() |
|
{ |
|
ClearDeadObjects(); |
|
} |
|
|
|
bool CPhysicsEnvironment::IsCollisionModelUsed( CPhysCollide *pCollide ) const |
|
{ |
|
int i; |
|
|
|
for ( i = m_deadObjects.Count()-1; i >= 0; --i ) |
|
{ |
|
if ( m_deadObjects[i]->GetCollide() == pCollide ) |
|
return true; |
|
} |
|
|
|
for ( i = m_objects.Count()-1; i >= 0; --i ) |
|
{ |
|
if ( m_objects[i]->GetCollide() == pCollide ) |
|
return true; |
|
} |
|
|
|
return false; |
|
} |
|
|
|
|
|
// manage phantoms |
|
void CPhysicsEnvironment::PhantomAdd( CPhysicsObject *pObject ) |
|
{ |
|
IVP_Controller_Phantom *pPhantom = pObject->GetObject()->get_controller_phantom(); |
|
if ( pPhantom ) |
|
{ |
|
pPhantom->add_listener_phantom( m_pCollisionListener ); |
|
} |
|
} |
|
|
|
void CPhysicsEnvironment::PhantomRemove( CPhysicsObject *pObject ) |
|
{ |
|
IVP_Controller_Phantom *pPhantom = pObject->GetObject()->get_controller_phantom(); |
|
if ( pPhantom ) |
|
{ |
|
pPhantom->remove_listener_phantom( m_pCollisionListener ); |
|
} |
|
} |
|
|
|
|
|
//------------------------------------- |
|
|
|
IPhysicsObject *CPhysicsEnvironment::CreateSphereObject( float radius, int materialIndex, const Vector& position, const QAngle& angles, objectparams_t *pParams, bool isStatic ) |
|
{ |
|
IPhysicsObject *pObject = ::CreatePhysicsSphere( this, radius, materialIndex, position, angles, pParams, isStatic ); |
|
m_objects.AddToTail( pObject ); |
|
return pObject; |
|
} |
|
|
|
void CPhysicsEnvironment::TraceRay( const Ray_t &ray, unsigned int fMask, IPhysicsTraceFilter *pTraceFilter, trace_t *pTrace ) |
|
{ |
|
} |
|
|
|
void CPhysicsEnvironment::SweepCollideable( const CPhysCollide *pCollide, const Vector &vecAbsStart, const Vector &vecAbsEnd, |
|
const QAngle &vecAngles, unsigned int fMask, IPhysicsTraceFilter *pTraceFilter, trace_t *pTrace ) |
|
{ |
|
} |
|
|
|
|
|
void CPhysicsEnvironment::GetPerformanceSettings( physics_performanceparams_t *pOutput ) const |
|
{ |
|
if ( !pOutput ) |
|
return; |
|
|
|
IVP_Anomaly_Limits *limits = m_pPhysEnv->get_anomaly_limits(); |
|
if ( limits ) |
|
{ |
|
// UNDONE: Expose these values for tuning |
|
pOutput->maxVelocity = ConvertDistanceToHL( limits->max_velocity ); |
|
pOutput->maxAngularVelocity = ConvertAngleToHL(limits->max_angular_velocity_per_psi) * m_pPhysEnv->get_inv_delta_PSI_time(); |
|
pOutput->maxCollisionsPerObjectPerTimestep = limits->max_collisions_per_psi; |
|
pOutput->maxCollisionChecksPerTimestep = limits->max_collision_checks_per_psi; |
|
pOutput->minFrictionMass = limits->min_friction_mass; |
|
pOutput->maxFrictionMass = limits->max_friction_mass; |
|
} |
|
|
|
IVP_Range_Manager *range = m_pPhysEnv->get_range_manager(); |
|
if ( range ) |
|
{ |
|
pOutput->lookAheadTimeObjectsVsWorld = range->look_ahead_time_world; |
|
pOutput->lookAheadTimeObjectsVsObject = range->look_ahead_time_intra; |
|
} |
|
} |
|
|
|
void CPhysicsEnvironment::SetPerformanceSettings( const physics_performanceparams_t *pSettings ) |
|
{ |
|
if ( !pSettings ) |
|
return; |
|
|
|
IVP_Anomaly_Limits *limits = m_pPhysEnv->get_anomaly_limits(); |
|
if ( limits ) |
|
{ |
|
// UNDONE: Expose these values for tuning |
|
limits->max_velocity = ConvertDistanceToIVP( pSettings->maxVelocity ); |
|
limits->max_collisions_per_psi = pSettings->maxCollisionsPerObjectPerTimestep; |
|
limits->max_collision_checks_per_psi = pSettings->maxCollisionChecksPerTimestep; |
|
limits->max_angular_velocity_per_psi = ConvertAngleToIVP(pSettings->maxAngularVelocity) * m_pPhysEnv->get_delta_PSI_time(); |
|
limits->min_friction_mass = clamp(pSettings->minFrictionMass, 1.0f, VPHYSICS_MAX_MASS ); |
|
limits->max_friction_mass = clamp(pSettings->maxFrictionMass, 1.0f, VPHYSICS_MAX_MASS ); |
|
} |
|
|
|
IVP_Range_Manager *range = m_pPhysEnv->get_range_manager(); |
|
if ( range ) |
|
{ |
|
range->look_ahead_time_world = pSettings->lookAheadTimeObjectsVsWorld; |
|
range->look_ahead_time_intra = pSettings->lookAheadTimeObjectsVsObject; |
|
} |
|
} |
|
|
|
|
|
// perf/cost statistics |
|
void CPhysicsEnvironment::ReadStats( physics_stats_t *pOutput ) |
|
{ |
|
if ( !pOutput ) |
|
return; |
|
IVP_Statistic_Manager *stats = m_pPhysEnv->get_statistic_manager(); |
|
if ( stats ) |
|
{ |
|
pOutput->maxRescueSpeed = ConvertDistanceToHL( stats->max_rescue_speed ); |
|
pOutput->maxSpeedGain = ConvertDistanceToHL( stats->max_speed_gain ); |
|
pOutput->impactSysNum = stats->impact_sys_num; |
|
pOutput->impactCounter = stats->impact_counter; |
|
pOutput->impactSumSys = stats->impact_sum_sys; |
|
pOutput->impactHardRescueCount = stats->impact_hard_rescue_counter; |
|
pOutput->impactRescueAfterCount = stats->impact_rescue_after_counter; |
|
|
|
pOutput->impactDelayedCount = stats->impact_delayed_counter; |
|
pOutput->impactCollisionChecks = stats->impact_coll_checks; |
|
pOutput->impactStaticCount = stats->impact_unmov; |
|
|
|
pOutput->totalEnergyDestroyed = stats->sum_energy_destr; |
|
pOutput->collisionPairsTotal = stats->sum_of_mindists; |
|
pOutput->collisionPairsCreated = stats->mindists_generated; |
|
pOutput->collisionPairsDestroyed = stats->mindists_deleted; |
|
|
|
pOutput->potentialCollisionsObjectVsObject = stats->range_intra_exceeded; |
|
pOutput->potentialCollisionsObjectVsWorld = stats->range_world_exceeded; |
|
|
|
pOutput->frictionEventsProcessed = stats->processed_fmindists; |
|
} |
|
} |
|
|
|
void CPhysicsEnvironment::ClearStats() |
|
{ |
|
IVP_Statistic_Manager *stats = m_pPhysEnv->get_statistic_manager(); |
|
if ( stats ) |
|
{ |
|
stats->clear_statistic(); |
|
} |
|
} |
|
|
|
void CPhysicsEnvironment::EnableConstraintNotify( bool bEnable ) |
|
{ |
|
m_enableConstraintNotify = bEnable; |
|
} |
|
|
|
|
|
IPhysicsEnvironment *CreatePhysicsEnvironment( void ) |
|
{ |
|
return new CPhysicsEnvironment; |
|
} |
|
|
|
|
|
// This wraps IVP_Collision_Filter_Exclusive_Pair since we're reusing it |
|
// as a general void * pair hash and it's API implies that has something |
|
// to do with collision detection |
|
class CVoidPairHash : private IVP_Collision_Filter_Exclusive_Pair |
|
{ |
|
public: |
|
void AddPair( void *pObject0, void *pObject1 ) |
|
{ |
|
// disabled pairs are stored int the collision filter's hash |
|
disable_collision_between_objects( (IVP_Real_Object *)pObject0, (IVP_Real_Object *)pObject1 ); |
|
} |
|
|
|
void RemovePair( void *pObject0, void *pObject1 ) |
|
{ |
|
// enabling removes the stored hash pair |
|
enable_collision_between_objects( (IVP_Real_Object *)pObject0, (IVP_Real_Object *)pObject1 ); |
|
} |
|
|
|
bool HasPair( void *pObject0, void *pObject1 ) |
|
{ |
|
// If collision is enabled, the pair is NOT present, so invert the test here. |
|
return check_objects_for_collision_detection( (IVP_Real_Object *)pObject0, (IVP_Real_Object *)pObject1 ) ? false : true; |
|
} |
|
}; |
|
|
|
|
|
class CObjectPairHash : public IPhysicsObjectPairHash |
|
{ |
|
public: |
|
CObjectPairHash() |
|
{ |
|
m_pObjectHash = new IVP_VHash_Store(1024); |
|
} |
|
|
|
~CObjectPairHash() |
|
{ |
|
delete m_pObjectHash; |
|
} |
|
|
|
// converts the void * stored in the hash to a list in the multilist |
|
unsigned short HashToListIndex( void *pHash ) |
|
{ |
|
if ( !pHash ) |
|
return m_objectList.InvalidIndex(); |
|
|
|
uintp hash = (uintp)pHash; |
|
// mask off the extra bit we added to avoid zeros |
|
hash &= 0xFFFF; |
|
return (unsigned short)hash; |
|
} |
|
|
|
// converts the list in the multilist to a void * we can put in the hash |
|
void *ListIndexToHash( unsigned short listIndex ) |
|
{ |
|
unsigned int hash = (unsigned int)listIndex; |
|
|
|
// set the high bit, so zero means "not there" |
|
hash |= 0x80000000; |
|
return (void *)(intp)hash; |
|
} |
|
|
|
// Lookup this object and get a multilist entry |
|
unsigned short GetListForObject( void *pObject ) |
|
{ |
|
return HashToListIndex( m_pObjectHash->find_elem( pObject ) ); |
|
} |
|
|
|
// new object, set up his list |
|
void SetListForObject( void *pObject, unsigned short listIndex ) |
|
{ |
|
Assert( !m_pObjectHash->find_elem( pObject ) ); |
|
m_pObjectHash->add_elem( pObject, ListIndexToHash(listIndex) ); |
|
} |
|
|
|
// last entry is gone, remove the object |
|
void DestroyListForObject( void *pObject, unsigned short listIndex ) |
|
{ |
|
if ( m_objectList.IsValidList( listIndex ) ) |
|
{ |
|
m_objectList.DestroyList( listIndex ); |
|
m_pObjectHash->remove_elem( pObject ); |
|
} |
|
} |
|
|
|
// Add this object to the list of disabled objects |
|
void AddToObjectList( void *pObject, void *pAdd ) |
|
{ |
|
unsigned short listIndex = GetListForObject( pObject ); |
|
if ( !m_objectList.IsValidList( listIndex ) ) |
|
{ |
|
listIndex = m_objectList.CreateList(); |
|
SetListForObject( pObject, listIndex ); |
|
} |
|
|
|
m_objectList.AddToTail( listIndex, pAdd ); |
|
} |
|
|
|
// Remove one object from a particular object's list (linear time) |
|
void RemoveFromObjectList( void *pObject, void *pRemove ) |
|
{ |
|
unsigned short listIndex = GetListForObject( pObject ); |
|
if ( !m_objectList.IsValidList( listIndex ) ) |
|
return; |
|
|
|
for ( unsigned short item = m_objectList.Head(listIndex); item != m_objectList.InvalidIndex(); item = m_objectList.Next(item) ) |
|
{ |
|
if ( m_objectList[item] == pRemove ) |
|
{ |
|
// found it, remove |
|
m_objectList.Remove( listIndex, item ); |
|
if ( m_objectList.Head(listIndex) == m_objectList.InvalidIndex() ) |
|
{ |
|
DestroyListForObject( pObject, listIndex ); |
|
} |
|
return; |
|
} |
|
} |
|
} |
|
|
|
// add a pair (constant time) |
|
virtual void AddObjectPair( void *pObject0, void *pObject1 ) |
|
{ |
|
if ( IsObjectPairInHash(pObject0,pObject1) ) |
|
return; |
|
|
|
// add the pair to the hash |
|
m_pairHash.AddPair( pObject0, pObject1 ); |
|
AddToObjectList( pObject0, pObject1 ); |
|
AddToObjectList( pObject1, pObject0 ); |
|
} |
|
|
|
// remove a pair (linear time x 2) |
|
virtual void RemoveObjectPair( void *pObject0, void *pObject1 ) |
|
{ |
|
if ( !IsObjectPairInHash(pObject0,pObject1) ) |
|
return; |
|
|
|
// remove the pair from the hash |
|
m_pairHash.RemovePair( pObject0, pObject1 ); |
|
RemoveFromObjectList( pObject0, pObject1 ); |
|
RemoveFromObjectList( pObject1, pObject0 ); |
|
} |
|
|
|
// check for pair presence (fast constant time) |
|
virtual bool IsObjectPairInHash( void *pObject0, void *pObject1 ) |
|
{ |
|
return m_pairHash.HasPair( pObject0, pObject1 ); |
|
} |
|
|
|
virtual void RemoveAllPairsForObject( void *pObject ) |
|
{ |
|
unsigned short listIndex = GetListForObject( pObject ); |
|
if ( !m_objectList.IsValidList( listIndex ) ) |
|
return; |
|
|
|
unsigned short item = m_objectList.Head(listIndex); |
|
while ( item != m_objectList.InvalidIndex() ) |
|
{ |
|
unsigned short next = m_objectList.Next(item); |
|
void *pOther = m_objectList[item]; |
|
m_objectList.Remove( listIndex, item ); |
|
// remove the matching entry |
|
RemoveFromObjectList( pOther, pObject ); |
|
m_pairHash.RemovePair( pOther, pObject ); |
|
item = next; |
|
} |
|
DestroyListForObject( pObject, listIndex ); |
|
} |
|
|
|
// Gets the # of dependencies for a particular entity |
|
virtual int GetPairCountForObject( void *pObject0 ) |
|
{ |
|
unsigned short listIndex = GetListForObject( pObject0 ); |
|
if ( !m_objectList.IsValidList( listIndex ) ) |
|
return 0; |
|
|
|
int nCount = 0; |
|
unsigned short item; |
|
for ( item = m_objectList.Head(listIndex); item != m_objectList.InvalidIndex(); |
|
item = m_objectList.Next(item) ) |
|
{ |
|
++nCount; |
|
} |
|
return nCount; |
|
} |
|
|
|
// Gets all dependencies for a particular entity |
|
virtual int GetPairListForObject( void *pObject0, int nMaxCount, void **ppObjectList ) |
|
{ |
|
unsigned short listIndex = GetListForObject( pObject0 ); |
|
if ( !m_objectList.IsValidList( listIndex ) ) |
|
return 0; |
|
|
|
int nCount = 0; |
|
unsigned short item; |
|
for ( item = m_objectList.Head(listIndex); item != m_objectList.InvalidIndex(); |
|
item = m_objectList.Next(item) ) |
|
{ |
|
ppObjectList[nCount] = m_objectList[item]; |
|
if ( ++nCount >= nMaxCount ) |
|
break; |
|
} |
|
return nCount; |
|
} |
|
|
|
virtual bool IsObjectInHash( void *pObject0 ) |
|
{ |
|
return m_pObjectHash->find_elem(pObject0) != NULL ? true : false; |
|
} |
|
#if 0 |
|
virtual int CountObjectsInHash() |
|
{ |
|
return m_pObjectHash->n_elems(); |
|
} |
|
#endif |
|
|
|
private: |
|
// this is a hash of object pairs |
|
CVoidPairHash m_pairHash; |
|
// this is a hash of pObjects with each element storing an index to the head of its list of disabled collisions |
|
IVP_VHash_Store *m_pObjectHash; |
|
|
|
// this is the list of disabled collisions for each object. Uses multilist |
|
CUtlMultiList<void *, unsigned short> m_objectList; |
|
}; |
|
|
|
IPhysicsObjectPairHash *CreateObjectPairHash() |
|
{ |
|
return new CObjectPairHash; |
|
}
|
|
|