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486 lines
16 KiB
486 lines
16 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 "portal_physics_collisionevent.h" |
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#include "physicsshadowclone.h" |
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#include "prop_combine_ball.h" |
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#include "prop_portal.h" |
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#include "portal_player.h" |
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#include "portal/weapon_physcannon.h" //grab controller |
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int CPortal_CollisionEvent::ShouldCollide( IPhysicsObject *pObj0, IPhysicsObject *pObj1, void *pGameData0, void *pGameData1 ) |
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{ |
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if ( !pGameData0 || !pGameData1 ) |
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return 1; |
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AssertOnce( pObj0 && pObj1 ); |
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bool bShadowClonesInvolved = ((pObj0->GetGameFlags() | pObj1->GetGameFlags()) & FVPHYSICS_IS_SHADOWCLONE) != 0; |
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if( bShadowClonesInvolved ) |
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{ |
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//at least one shadow clone |
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if( (pObj0->GetGameFlags() & pObj1->GetGameFlags()) & FVPHYSICS_IS_SHADOWCLONE ) |
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return 0; //both are shadow clones |
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if( (pObj0->GetGameFlags() | pObj1->GetGameFlags()) & FVPHYSICS_PLAYER_HELD ) |
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{ |
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//at least one is held |
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//don't let players collide with objects they're holding, they get kinda messed up sometimes |
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if( pGameData0 && ((CBaseEntity *)pGameData0)->IsPlayer() && (GetPlayerHeldEntity( (CBasePlayer *)pGameData0 ) == (CBaseEntity *)pGameData1) ) |
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return 0; |
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if( pGameData1 && ((CBaseEntity *)pGameData1)->IsPlayer() && (GetPlayerHeldEntity( (CBasePlayer *)pGameData1 ) == (CBaseEntity *)pGameData0) ) |
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return 0; |
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} |
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} |
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//everything is in one environment. This means we must tightly control what collides with what |
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if( pGameData0 != pGameData1 ) |
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{ |
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//this code only decides what CAN'T collide due to portal environment differences, things that should collide will pass through here to deeper ShouldCollide() code |
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CBaseEntity *pEntities[2] = { (CBaseEntity *)pGameData0, (CBaseEntity *)pGameData1 }; |
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IPhysicsObject *pPhysObjects[2] = { pObj0, pObj1 }; |
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bool bStatic[2] = { pObj0->IsStatic(), pObj1->IsStatic() }; |
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CPortalSimulator *pSimulators[2]; |
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for( int i = 0; i != 2; ++i ) |
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pSimulators[i] = CPortalSimulator::GetSimulatorThatOwnsEntity( pEntities[i] ); |
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AssertOnce( (bStatic[0] && bStatic[1]) == false ); //hopefully the system doesn't even call in for this, they're both static and can't collide |
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if( bStatic[0] && bStatic[1] ) |
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return 0; |
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#ifdef _DEBUG |
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for( int i = 0; i != 2; ++i ) |
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{ |
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if( (pSimulators[i] != NULL) && CPhysicsShadowClone::IsShadowClone( pEntities[i] ) ) |
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{ |
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CPhysicsShadowClone *pClone = (CPhysicsShadowClone *)pEntities[i]; |
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CBaseEntity *pSource = pClone->GetClonedEntity(); |
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CPortalSimulator *pSourceSimulator = CPortalSimulator::GetSimulatorThatOwnsEntity( pSource ); |
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Assert( (pSimulators[i]->m_DataAccess.Simulation.Dynamic.EntFlags[pClone->entindex()] & PSEF_IS_IN_PORTAL_HOLE) == (pSourceSimulator->m_DataAccess.Simulation.Dynamic.EntFlags[pSource->entindex()] & PSEF_IS_IN_PORTAL_HOLE) ); |
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} |
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} |
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#endif |
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if( pSimulators[0] == pSimulators[1] ) //same simulator |
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{ |
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if( pSimulators[0] != NULL ) //and not main world |
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{ |
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if( bStatic[0] || bStatic[1] ) |
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{ |
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for( int i = 0; i != 2; ++i ) |
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{ |
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if( bStatic[i] ) |
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{ |
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if( CPSCollisionEntity::IsPortalSimulatorCollisionEntity( pEntities[i] ) ) |
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{ |
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PS_PhysicsObjectSourceType_t objectSource; |
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if( pSimulators[i]->CreatedPhysicsObject( pPhysObjects[i], &objectSource ) && |
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((objectSource == PSPOST_REMOTE_BRUSHES) || (objectSource == PSPOST_REMOTE_STATICPROPS)) ) |
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{ |
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if( (pSimulators[1-i]->m_DataAccess.Simulation.Dynamic.EntFlags[pEntities[1-i]->entindex()] & PSEF_IS_IN_PORTAL_HOLE) == 0 ) |
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return 0; //require that the entity be in the portal hole before colliding with transformed geometry |
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//FIXME: The above requirement might fail horribly for transformed collision blocking the portal from the other side and fast moving objects |
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} |
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} |
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break; |
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} |
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} |
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} |
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else if( bShadowClonesInvolved ) |
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{ |
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if( ((pSimulators[0]->m_DataAccess.Simulation.Dynamic.EntFlags[pEntities[0]->entindex()] | |
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pSimulators[1]->m_DataAccess.Simulation.Dynamic.EntFlags[pEntities[1]->entindex()]) & |
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PSEF_IS_IN_PORTAL_HOLE) == 0 ) |
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{ |
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return 0; //neither entity was actually in the portal hole |
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} |
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} |
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} |
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} |
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else //different simulators |
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{ |
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if( bShadowClonesInvolved ) //entities can only collide with shadow clones "owned" by the same simulator. |
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return 0; |
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if( bStatic[0] || bStatic[1] ) |
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{ |
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for( int i = 0; i != 2; ++i ) |
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{ |
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if( bStatic[i] ) |
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{ |
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int j = 1-i; |
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CPortalSimulator *pSimulator_Entity = pSimulators[j]; |
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if( pEntities[i]->IsWorld() ) |
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{ |
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Assert( CPortalSimulator::GetSimulatorThatCreatedPhysicsObject( pPhysObjects[i] ) == NULL ); |
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if( pSimulator_Entity ) |
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return 0; |
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} |
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else |
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{ |
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CPortalSimulator *pSimulator_Static = CPortalSimulator::GetSimulatorThatCreatedPhysicsObject( pPhysObjects[i] ); //might have been a static prop which would yield a new simulator |
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if( pSimulator_Static && (pSimulator_Static != pSimulator_Entity) ) |
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return 0; //static collideable is from a different simulator |
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} |
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break; |
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} |
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} |
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} |
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else |
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{ |
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Assert( CPSCollisionEntity::IsPortalSimulatorCollisionEntity( pEntities[0] ) == false ); |
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Assert( CPSCollisionEntity::IsPortalSimulatorCollisionEntity( pEntities[1] ) == false ); |
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for( int i = 0; i != 2; ++i ) |
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{ |
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if( pSimulators[i] ) |
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{ |
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//entities in the physics environment only collide with statics created by the environment (handled above), entities in the same environment (also above), or entities that should be cloned from main to the same environment |
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if( (pSimulators[i]->m_DataAccess.Simulation.Dynamic.EntFlags[pEntities[1-i]->entindex()] & PSEF_CLONES_ENTITY_FROM_MAIN) == 0 ) //not cloned from main |
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return 0; |
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} |
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} |
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} |
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} |
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} |
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return BaseClass::ShouldCollide( pObj0, pObj1, pGameData0, pGameData1 ); |
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} |
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int CPortal_CollisionEvent::ShouldSolvePenetration( IPhysicsObject *pObj0, IPhysicsObject *pObj1, void *pGameData0, void *pGameData1, float dt ) |
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{ |
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if( (pGameData0 == NULL) || (pGameData1 == NULL) ) |
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return 0; |
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if( CPSCollisionEntity::IsPortalSimulatorCollisionEntity( (CBaseEntity *)pGameData0 ) || |
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CPSCollisionEntity::IsPortalSimulatorCollisionEntity( (CBaseEntity *)pGameData1 ) ) |
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return 0; |
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// For portal, don't solve penetrations on combine balls |
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if( FClassnameIs( (CBaseEntity *)pGameData0, "prop_energy_ball" ) || |
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FClassnameIs( (CBaseEntity *)pGameData1, "prop_energy_ball" ) ) |
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return 0; |
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if( (pObj0->GetGameFlags() | pObj1->GetGameFlags()) & FVPHYSICS_PLAYER_HELD ) |
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{ |
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//at least one is held |
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CBaseEntity *pHeld; |
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CBaseEntity *pOther; |
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IPhysicsObject *pPhysHeld; |
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IPhysicsObject *pPhysOther; |
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if( pObj0->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) |
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{ |
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pHeld = (CBaseEntity *)pGameData0; |
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pPhysHeld = pObj0; |
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pOther = (CBaseEntity *)pGameData1; |
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pPhysOther = pObj1; |
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} |
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else |
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{ |
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pHeld = (CBaseEntity *)pGameData1; |
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pPhysHeld = pObj1; |
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pOther = (CBaseEntity *)pGameData0; |
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pPhysOther = pObj0; |
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} |
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//don't let players collide with objects they're holding, they get kinda messed up sometimes |
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if( pOther->IsPlayer() && (GetPlayerHeldEntity( (CBasePlayer *)pOther ) == pHeld) ) |
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return 0; |
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//held objects are clipping into other objects when travelling across a portal. We're close to ship, so this seems to be the |
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//most localized way to make a fix. |
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//Note that we're not actually going to change whether it should solve, we're just going to tack on some hacks |
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CPortal_Player *pHoldingPlayer = (CPortal_Player *)GetPlayerHoldingEntity( pHeld ); |
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if( !pHoldingPlayer && CPhysicsShadowClone::IsShadowClone( pHeld ) ) |
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pHoldingPlayer = (CPortal_Player *)GetPlayerHoldingEntity( ((CPhysicsShadowClone *)pHeld)->GetClonedEntity() ); |
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Assert( pHoldingPlayer ); |
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if( pHoldingPlayer ) |
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{ |
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CGrabController *pGrabController = GetGrabControllerForPlayer( pHoldingPlayer ); |
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if ( !pGrabController ) |
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pGrabController = GetGrabControllerForPhysCannon( pHoldingPlayer->GetActiveWeapon() ); |
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Assert( pGrabController ); |
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if( pGrabController ) |
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{ |
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GrabController_SetPortalPenetratingEntity( pGrabController, pOther ); |
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} |
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//NDebugOverlay::EntityBounds( pHeld, 0, 0, 255, 16, 1.0f ); |
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//NDebugOverlay::EntityBounds( pOther, 255, 0, 0, 16, 1.0f ); |
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//pPhysOther->Wake(); |
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//FindClosestPassableSpace( pOther, Vector( 0.0f, 0.0f, 1.0f ) ); |
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} |
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} |
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if( (pObj0->GetGameFlags() | pObj1->GetGameFlags()) & FVPHYSICS_IS_SHADOWCLONE ) |
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{ |
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//at least one shadowclone is involved |
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if( (pObj0->GetGameFlags() & pObj1->GetGameFlags()) & FVPHYSICS_IS_SHADOWCLONE ) //don't solve between two shadowclones, they're just going to resync in a frame anyways |
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return 0; |
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IPhysicsObject * const pObjects[2] = { pObj0, pObj1 }; |
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for( int i = 0; i != 2; ++i ) |
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{ |
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if( pObjects[i]->GetGameFlags() & FVPHYSICS_IS_SHADOWCLONE ) |
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{ |
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int j = 1 - i; |
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if( !pObjects[j]->IsMoveable() ) |
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return 0; //don't solve between shadow clones and statics |
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if( ((CPhysicsShadowClone *)(pObjects[i]->GetGameData()))->GetClonedEntity() == (pObjects[j]->GetGameData()) ) |
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return 0; //don't solve between a shadow clone and its source entity |
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} |
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} |
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} |
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return BaseClass::ShouldSolvePenetration( pObj0, pObj1, pGameData0, pGameData1, dt ); |
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} |
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// Data for energy ball vs held item mass swapping hack |
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static float s_fSavedMass[2]; |
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static bool s_bChangedMass[2] = { false, false }; |
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static bool s_bUseUnshadowed[2] = { false, false }; |
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static IPhysicsObject *s_pUnshadowed[2] = { NULL, NULL }; |
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static void ModifyWeight_PreCollision( vcollisionevent_t *pEvent ) |
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{ |
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Assert( (pEvent->pObjects[0] != NULL) && (pEvent->pObjects[1] != NULL) ); |
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CBaseEntity *pUnshadowedEntities[2]; |
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IPhysicsObject *pUnshadowedObjects[2]; |
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for( int i = 0; i != 2; ++i ) |
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{ |
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if( pEvent->pObjects[i]->GetGameFlags() & FVPHYSICS_IS_SHADOWCLONE ) |
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{ |
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CPhysicsShadowClone *pClone = ((CPhysicsShadowClone *)pEvent->pObjects[i]->GetGameData()); |
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pUnshadowedEntities[i] = pClone->GetClonedEntity(); |
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if( pUnshadowedEntities[i] == NULL ) |
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return; |
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pUnshadowedObjects[i] = pClone->TranslatePhysicsToClonedEnt( pEvent->pObjects[i] ); |
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if( pUnshadowedObjects[i] == NULL ) |
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return; |
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} |
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else |
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{ |
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pUnshadowedEntities[i] = (CBaseEntity *)pEvent->pObjects[i]->GetGameData(); |
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pUnshadowedObjects[i] = pEvent->pObjects[i]; |
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} |
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} |
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// HACKHACK: Reduce mass for combine ball vs movable brushes so the collision |
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// appears fully elastic regardless of mass ratios |
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for( int i = 0; i != 2; ++i ) |
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{ |
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int j = 1-i; |
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// One is a combine ball, if the other is a movable brush, reduce the combine ball mass |
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if ( dynamic_cast<CPropCombineBall *>(pUnshadowedEntities[j]) != NULL && pUnshadowedEntities[i] != NULL ) |
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{ |
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if ( pUnshadowedEntities[i]->GetMoveType() == MOVETYPE_PUSH ) |
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{ |
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s_bChangedMass[j] = true; |
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s_fSavedMass[j] = pUnshadowedObjects[j]->GetMass(); |
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pEvent->pObjects[j]->SetMass( VPHYSICS_MIN_MASS ); |
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if( pUnshadowedObjects[j] != pEvent->pObjects[j] ) |
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{ |
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s_bUseUnshadowed[j] = true; |
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s_pUnshadowed[j] = pUnshadowedObjects[j]; |
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pUnshadowedObjects[j]->SetMass( VPHYSICS_MIN_MASS ); |
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} |
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} |
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//HACKHACK: last minute problem knocking over turrets with energy balls, up the mass of the ball by a lot |
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if( FClassnameIs( pUnshadowedEntities[i], "npc_portal_turret_floor" ) ) |
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{ |
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pUnshadowedObjects[j]->SetMass( pUnshadowedEntities[i]->VPhysicsGetObject()->GetMass() ); |
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} |
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} |
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} |
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for( int i = 0; i != 2; ++i ) |
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{ |
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if( ( pUnshadowedObjects[i] && pUnshadowedObjects[i]->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) ) |
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{ |
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int j = 1-i; |
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if( dynamic_cast<CPropCombineBall *>(pUnshadowedEntities[j]) != NULL ) |
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{ |
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// [j] is the combine ball, set mass low |
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// if the above ball vs brush entity check didn't already change the mass, change the mass |
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if ( !s_bChangedMass[j] ) |
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{ |
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s_bChangedMass[j] = true; |
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s_fSavedMass[j] = pUnshadowedObjects[j]->GetMass(); |
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pEvent->pObjects[j]->SetMass( VPHYSICS_MIN_MASS ); |
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if( pUnshadowedObjects[j] != pEvent->pObjects[j] ) |
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{ |
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s_bUseUnshadowed[j] = true; |
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s_pUnshadowed[j] = pUnshadowedObjects[j]; |
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pUnshadowedObjects[j]->SetMass( VPHYSICS_MIN_MASS ); |
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} |
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} |
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// [i] is the held object, set mass high |
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s_bChangedMass[i] = true; |
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s_fSavedMass[i] = pUnshadowedObjects[i]->GetMass(); |
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pEvent->pObjects[i]->SetMass( VPHYSICS_MAX_MASS ); |
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if( pUnshadowedObjects[i] != pEvent->pObjects[i] ) |
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{ |
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s_bUseUnshadowed[i] = true; |
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s_pUnshadowed[i] = pUnshadowedObjects[i]; |
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pUnshadowedObjects[i]->SetMass( VPHYSICS_MAX_MASS ); |
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} |
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} |
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else if( pEvent->pObjects[j]->GetGameFlags() & FVPHYSICS_IS_SHADOWCLONE ) |
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{ |
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//held object vs shadow clone, set held object mass back to grab controller saved mass |
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// [i] is the held object |
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s_bChangedMass[i] = true; |
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s_fSavedMass[i] = pUnshadowedObjects[i]->GetMass(); |
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CGrabController *pGrabController = NULL; |
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CBaseEntity *pLookingForEntity = (CBaseEntity*)pEvent->pObjects[i]->GetGameData(); |
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CBasePlayer *pHoldingPlayer = GetPlayerHoldingEntity( pLookingForEntity ); |
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if( pHoldingPlayer ) |
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pGrabController = GetGrabControllerForPlayer( pHoldingPlayer ); |
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float fSavedMass, fSavedRotationalDamping; |
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AssertMsg( pGrabController, "Physics object is held, but we can't find the holding controller." ); |
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GetSavedParamsForCarriedPhysObject( pGrabController, pUnshadowedObjects[i], &fSavedMass, &fSavedRotationalDamping ); |
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pEvent->pObjects[i]->SetMass( fSavedMass ); |
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if( pUnshadowedObjects[i] != pEvent->pObjects[i] ) |
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{ |
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s_bUseUnshadowed[i] = true; |
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s_pUnshadowed[i] = pUnshadowedObjects[i]; |
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pUnshadowedObjects[i]->SetMass( fSavedMass ); |
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} |
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} |
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} |
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} |
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} |
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void CPortal_CollisionEvent::PreCollision( vcollisionevent_t *pEvent ) |
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{ |
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ModifyWeight_PreCollision( pEvent ); |
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return BaseClass::PreCollision( pEvent ); |
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} |
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static void ModifyWeight_PostCollision( vcollisionevent_t *pEvent ) |
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{ |
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for( int i = 0; i != 2; ++i ) |
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{ |
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if( s_bChangedMass[i] ) |
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{ |
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pEvent->pObjects[i]->SetMass( s_fSavedMass[i] ); |
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if( s_bUseUnshadowed[i] ) |
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{ |
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s_pUnshadowed[i]->SetMass( s_fSavedMass[i] ); |
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s_bUseUnshadowed[i] = false; |
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} |
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s_bChangedMass[i] = false; |
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} |
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} |
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} |
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void CPortal_CollisionEvent::PostCollision( vcollisionevent_t *pEvent ) |
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{ |
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ModifyWeight_PostCollision( pEvent ); |
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return BaseClass::PostCollision( pEvent ); |
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} |
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void CPortal_CollisionEvent::PostSimulationFrame() |
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{ |
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//this actually happens once per physics environment simulation, and we don't want that, so do nothing and we'll get a different version manually called |
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} |
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void CPortal_CollisionEvent::PortalPostSimulationFrame( void ) |
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{ |
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BaseClass::PostSimulationFrame(); |
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} |
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void CPortal_CollisionEvent::AddDamageEvent( CBaseEntity *pEntity, const CTakeDamageInfo &info, IPhysicsObject *pInflictorPhysics, bool bRestoreVelocity, const Vector &savedVel, const AngularImpulse &savedAngVel ) |
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{ |
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const CTakeDamageInfo *pPassDownInfo = &info; |
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CTakeDamageInfo ReplacementDamageInfo; //only used some of the time |
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if( (info.GetDamageType() & DMG_CRUSH) && |
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(pInflictorPhysics->GetGameFlags() & FVPHYSICS_IS_SHADOWCLONE) && |
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(!info.BaseDamageIsValid()) && |
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(info.GetDamageForce().LengthSqr() > (20000.0f * 20000.0f)) |
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) |
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{ |
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//VERY likely this was caused by the penetration solver. Since a shadow clone is involved we're going to ignore it becuase it causes more problems than it solves in this case |
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ReplacementDamageInfo = info; |
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ReplacementDamageInfo.SetDamage( 0.0f ); |
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pPassDownInfo = &ReplacementDamageInfo; |
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} |
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BaseClass::AddDamageEvent( pEntity, *pPassDownInfo, pInflictorPhysics, bRestoreVelocity, savedVel, savedAngVel ); |
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} |
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