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334 lines
9.3 KiB
334 lines
9.3 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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//=============================================================================// |
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#ifdef _WIN32 |
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#pragma warning (disable:4127) |
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#pragma warning (disable:4244) |
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#endif |
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#include "cbase.h" |
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#include "ivp_controller.hxx" |
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#include "physics_motioncontroller.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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struct vphysics_save_motioncontroller_t |
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{ |
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CUtlVector<IPhysicsObject *> m_objectList; |
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int m_nPriority; |
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DECLARE_SIMPLE_DATADESC(); |
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}; |
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BEGIN_SIMPLE_DATADESC( vphysics_save_motioncontroller_t ) |
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DEFINE_VPHYSPTR_UTLVECTOR( m_objectList ), |
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DEFINE_FIELD( m_nPriority, FIELD_INTEGER ), |
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END_DATADESC() |
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class CPhysicsMotionController : public IVP_Controller_Independent, public IPhysicsMotionController |
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{ |
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public: |
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CPhysicsMotionController( IMotionEvent *pHandler, CPhysicsEnvironment *pVEnv ); |
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virtual ~CPhysicsMotionController( void ); |
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virtual void do_simulation_controller(IVP_Event_Sim *event,IVP_U_Vector<IVP_Core> *core_list); |
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virtual IVP_CONTROLLER_PRIORITY get_controller_priority(); |
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virtual void core_is_going_to_be_deleted_event(IVP_Core *core) |
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{ |
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m_coreList.FindAndRemove( core ); |
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} |
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virtual const char *get_controller_name() { return "vphysics:motion"; } |
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virtual void SetEventHandler( IMotionEvent *handler ); |
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virtual void AttachObject( IPhysicsObject *pObject, bool checkIfAlreadyAttached ); |
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virtual void DetachObject( IPhysicsObject *pObject ); |
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void RemoveCore( IVP_Core *pCore ); |
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// Save/load |
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void WriteToTemplate( vphysics_save_motioncontroller_t &controllerTemplate ); |
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void InitFromTemplate( const vphysics_save_motioncontroller_t &controllerTemplate ); |
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// returns the number of objects currently attached to the controller |
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virtual int CountObjects( void ) |
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{ |
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return m_coreList.Count(); |
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} |
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// NOTE: pObjectList is an array with at least CountObjects() allocated |
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virtual void GetObjects( IPhysicsObject **pObjectList ) |
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{ |
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for ( int i = 0; i < m_coreList.Count(); i++ ) |
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{ |
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IVP_Core *pCore = m_coreList[i]; |
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IVP_Real_Object *pivp = pCore->objects.element_at(0); |
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IPhysicsObject *pPhys = static_cast<IPhysicsObject *>(pivp->client_data); |
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// copy out |
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pObjectList[i] = pPhys; |
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} |
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} |
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// detaches all attached objects |
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virtual void ClearObjects( void ) |
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{ |
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while ( m_coreList.Count() ) |
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{ |
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int x = m_coreList.Count()-1; |
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IVP_Core *pCore = m_coreList[x]; |
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RemoveCore( pCore ); |
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} |
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} |
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// wakes up all attached objects |
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virtual void WakeObjects( void ) |
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{ |
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for ( int i = 0; i < m_coreList.Count(); i++ ) |
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{ |
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IVP_Core *pCore = m_coreList[i]; |
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pCore->ensure_core_to_be_in_simulation(); |
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} |
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} |
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virtual void SetPriority( priority_t priority ); |
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private: |
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IMotionEvent *m_handler; |
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CUtlVector<IVP_Core *> m_coreList; |
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CPhysicsEnvironment *m_pVEnv; |
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int m_priority; |
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}; |
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CPhysicsMotionController::CPhysicsMotionController( IMotionEvent *pHandler, CPhysicsEnvironment *pVEnv ) |
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{ |
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m_handler = pHandler; |
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m_pVEnv = pVEnv; |
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SetPriority( MEDIUM_PRIORITY ); |
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} |
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CPhysicsMotionController::~CPhysicsMotionController( void ) |
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{ |
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Assert( !m_pVEnv->IsInSimulation() ); |
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for ( int i = 0; i < m_coreList.Count(); i++ ) |
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{ |
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m_coreList[i]->rem_core_controller( (IVP_Controller *)this ); |
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} |
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} |
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void CPhysicsMotionController::do_simulation_controller(IVP_Event_Sim *event,IVP_U_Vector<IVP_Core> *core_list) |
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{ |
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if ( m_handler ) |
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{ |
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for ( int i = 0; i < core_list->len(); i++ ) |
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{ |
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IVP_U_Float_Point ivpSpeed, ivpRot; |
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IVP_Core *pCore = core_list->element_at(i); |
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IVP_Real_Object *pivp = pCore->objects.element_at(0); |
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IPhysicsObject *pPhys = static_cast<IPhysicsObject *>(pivp->client_data); |
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if ( !pPhys->IsMoveable() ) |
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continue; |
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Vector speed; |
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AngularImpulse rot; |
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speed.Init(); |
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rot.Init(); |
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IMotionEvent::simresult_e ret = m_handler->Simulate( this, pPhys, event->delta_time, speed, rot ); |
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switch( ret ) |
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{ |
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case IMotionEvent::SIM_NOTHING: |
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break; |
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case IMotionEvent::SIM_LOCAL_ACCELERATION: |
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{ |
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ConvertForceImpulseToIVP( speed, ivpSpeed ); |
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ConvertAngularImpulseToIVP( rot, ivpRot ); |
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const IVP_U_Matrix *m_world_f_core = pCore->get_m_world_f_core_PSI(); |
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// transform to world space |
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m_world_f_core->inline_vmult3( &ivpSpeed, &ivpSpeed ); |
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// UNDONE: Put these values into speed change / rot_speed_change instead? |
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pCore->speed.add_multiple( &ivpSpeed, event->delta_time ); |
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pCore->rot_speed.add_multiple( &ivpRot, event->delta_time ); |
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} |
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break; |
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case IMotionEvent::SIM_LOCAL_FORCE: |
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{ |
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ConvertForceImpulseToIVP( speed, ivpSpeed ); |
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ConvertAngularImpulseToIVP( rot, ivpRot ); |
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const IVP_U_Matrix *m_world_f_core = pCore->get_m_world_f_core_PSI(); |
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// transform to world space |
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m_world_f_core->inline_vmult3( &ivpSpeed, &ivpSpeed ); |
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pCore->center_push_core_multiple_ws( &ivpSpeed, event->delta_time ); |
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pCore->rot_push_core_multiple_cs( &ivpRot, event->delta_time ); |
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} |
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break; |
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case IMotionEvent::SIM_GLOBAL_ACCELERATION: |
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{ |
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ConvertAngularImpulseToIVP( rot, ivpRot ); |
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ConvertForceImpulseToIVP( speed, ivpSpeed ); |
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pCore->speed.add_multiple( &ivpSpeed, event->delta_time ); |
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pCore->rot_speed.add_multiple( &ivpRot, event->delta_time ); |
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} |
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break; |
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case IMotionEvent::SIM_GLOBAL_FORCE: |
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{ |
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ConvertAngularImpulseToIVP( rot, ivpRot ); |
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ConvertForceImpulseToIVP( speed, ivpSpeed ); |
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pCore->center_push_core_multiple_ws( &ivpSpeed, event->delta_time ); |
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pCore->rot_push_core_multiple_cs( &ivpRot, event->delta_time ); |
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} |
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break; |
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} |
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// TODO(mastercoms): apply sv_maxvelocity? |
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//pCore->apply_velocity_limit(); |
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} |
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} |
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} |
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IVP_CONTROLLER_PRIORITY CPhysicsMotionController::get_controller_priority() |
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{ |
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return (IVP_CONTROLLER_PRIORITY) m_priority; |
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} |
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void CPhysicsMotionController::SetPriority( priority_t priority ) |
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{ |
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switch ( priority ) |
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{ |
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case LOW_PRIORITY: |
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m_priority = IVP_CP_CONSTRAINTS_MIN; |
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break; |
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default: |
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case MEDIUM_PRIORITY: |
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m_priority = IVP_CP_MOTION; |
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break; |
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case HIGH_PRIORITY: |
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m_priority = IVP_CP_FORCEFIELDS+1; |
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break; |
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} |
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} |
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void CPhysicsMotionController::SetEventHandler( IMotionEvent *handler ) |
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{ |
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m_handler = handler; |
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} |
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void CPhysicsMotionController::AttachObject( IPhysicsObject *pObject, bool checkIfAlreadyAttached ) |
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{ |
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// BUGBUG: Sometimes restore comes back with a NULL, REVISIT |
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if ( !pObject || pObject->IsStatic() ) |
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return; |
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CPhysicsObject *pPhys = static_cast<CPhysicsObject *>(pObject); |
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IVP_Real_Object *pIVP = pPhys->GetObject(); |
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IVP_Core *pCore = pIVP->get_core(); |
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// UNDONE: On save/load, trigger-based motion controllers re-attach their objects. |
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// UNDONE: Do something cheaper about this? |
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// OPTIMIZE: Linear search here? |
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if ( checkIfAlreadyAttached ) |
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{ |
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int index = m_coreList.Find(pCore); |
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if ( m_coreList.IsValidIndex(index) ) |
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{ |
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DevMsg(1,"Attached core twice!!!\n"); |
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return; |
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} |
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} |
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m_coreList.AddToTail( pCore ); |
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MEM_ALLOC_CREDIT(); |
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pCore->add_core_controller( (IVP_Controller *)this ); |
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} |
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void CPhysicsMotionController::RemoveCore( IVP_Core *pCore ) |
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{ |
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int index = m_coreList.Find(pCore); |
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if ( !m_coreList.IsValidIndex(index) ) |
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{ |
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#if DEBUG |
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Msg("removed invalid core !!!\n"); |
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#endif |
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return; |
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} |
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//Assert( !m_pVEnv->IsInSimulation() ); |
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m_coreList.Remove( index ); |
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pCore->rem_core_controller( static_cast<IVP_Controller_Independent *>(this) ); |
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} |
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void CPhysicsMotionController::DetachObject( IPhysicsObject *pObject ) |
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{ |
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CPhysicsObject *pPhys = static_cast<CPhysicsObject *>(pObject); |
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IVP_Real_Object *pIVP = pPhys->GetObject(); |
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IVP_Core *core = pIVP->get_core(); |
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RemoveCore(core); |
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} |
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// Save/load |
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void CPhysicsMotionController::WriteToTemplate( vphysics_save_motioncontroller_t &controllerTemplate ) |
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{ |
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controllerTemplate.m_nPriority = m_priority; |
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int nObjectCount = CountObjects(); |
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controllerTemplate.m_objectList.AddMultipleToTail( nObjectCount ); |
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GetObjects( controllerTemplate.m_objectList.Base() ); |
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} |
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void CPhysicsMotionController::InitFromTemplate( const vphysics_save_motioncontroller_t &controllerTemplate ) |
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{ |
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m_priority = controllerTemplate.m_nPriority; |
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int nObjectCount = controllerTemplate.m_objectList.Count(); |
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for ( int i = 0; i < nObjectCount; ++i ) |
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{ |
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AttachObject( controllerTemplate.m_objectList[i], true ); |
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} |
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} |
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IPhysicsMotionController *CreateMotionController( CPhysicsEnvironment *pPhysEnv, IMotionEvent *pHandler ) |
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{ |
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if ( !pHandler ) |
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return NULL; |
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return new CPhysicsMotionController( pHandler, pPhysEnv ); |
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} |
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bool SavePhysicsMotionController( const physsaveparams_t ¶ms, IPhysicsMotionController *pMotionController ) |
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{ |
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vphysics_save_motioncontroller_t controllerTemplate; |
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memset( &controllerTemplate, 0, sizeof(controllerTemplate) ); |
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CPhysicsMotionController *pControllerImp = static_cast<CPhysicsMotionController*>(pMotionController); |
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pControllerImp->WriteToTemplate( controllerTemplate ); |
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params.pSave->WriteAll( &controllerTemplate ); |
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return true; |
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} |
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bool RestorePhysicsMotionController( const physrestoreparams_t ¶ms, IPhysicsMotionController **ppMotionController ) |
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{ |
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CPhysicsMotionController *pControllerImp = new CPhysicsMotionController( NULL, static_cast<CPhysicsEnvironment *>(params.pEnvironment) ); |
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vphysics_save_motioncontroller_t controllerTemplate; |
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memset( &controllerTemplate, 0, sizeof(controllerTemplate) ); |
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params.pRestore->ReadAll( &controllerTemplate ); |
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pControllerImp->InitFromTemplate( controllerTemplate ); |
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*ppMotionController = pControllerImp; |
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return true; |
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}
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