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2009 lines
54 KiB
2009 lines
54 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 "ivp_surman_polygon.hxx" |
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#include "ivp_compact_ledge.hxx" |
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#include "ivp_compact_ledge_solver.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_phantom.hxx" |
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#include "ivp_listener_collision.hxx" |
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#include "ivp_clustering_visualizer.hxx" |
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#include "ivp_anomaly_manager.hxx" |
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#include "ivp_collision_filter.hxx" |
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#include "hk_mopp/ivp_surman_mopp.hxx" |
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#include "hk_mopp/ivp_compact_mopp.hxx" |
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#include "ivp_compact_surface.hxx" |
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#include "physics_trace.h" |
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#include "physics_shadow.h" |
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#include "physics_friction.h" |
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#include "physics_constraint.h" |
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#include "bspflags.h" |
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#include "vphysics/player_controller.h" |
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#include "vphysics/friction.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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extern IPhysicsCollision *physcollision; |
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// UNDONE: Make this a stack variable / member variable of some save/load object or function? |
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// NOTE: This keeps a list of objects who were saved while asleep, but not created asleep |
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// So some info will be lost unless it's regenerated after loading. |
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struct postrestore_objectlist_t |
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{ |
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CPhysicsObject *pObject; |
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bool growFriction; |
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bool enableCollisions; |
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void Defaults() |
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{ |
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pObject = NULL; |
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growFriction = false; |
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enableCollisions = false; |
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} |
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}; |
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static CUtlVector<postrestore_objectlist_t> g_PostRestoreObjectList; |
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// This angular basis is the integral of each differential drag area's torque over the whole OBB |
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// For each axis, each face, the integral is (1/Iaxis) * (1/3 * w^2l^3 + 1/2 * w^4l + lw^2h^2) |
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// l,w, & h are half widths - where l is in the direction of the axis, w is in the plane (l/w plane) of the face, |
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// and h is perpendicular to the face. So for each axis, you sum up this integral over 2 pairs of faces |
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// (this function returns the integral for one pair of opposite faces, not one face) |
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static float AngDragIntegral( float invInertia, float l, float w, float h ) |
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{ |
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float w2 = w*w; |
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float l2 = l*l; |
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float h2 = h*h; |
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return invInertia * ( (1.f/3.f)*w2*l*l2 + 0.5 * w2*w2*l + l*w2*h2 ); |
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} |
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CPhysicsObject::CPhysicsObject( void ) |
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{ |
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#ifdef _WIN32 |
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void *pData = ((char *)this) + sizeof(void *); // offset beyond vtable |
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int dataSize = sizeof(*this) - sizeof(void *); |
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Assert( pData == &m_pGameData ); |
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memset( pData, 0, dataSize ); |
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#elif POSIX |
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//!!HACK HACK - rework this if we ever change compiler versions (from gcc 3.2!!!) |
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void *pData = ((char *)this) + sizeof(void *); // offset beyond vtable |
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int dataSize = sizeof(*this) - sizeof(void *); |
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Assert( pData == &m_pGameData ); |
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memset( pData, 0, dataSize ); |
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#else |
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#error |
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#endif |
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// HACKHACK: init this as a sphere until someone attaches a surfacemanager |
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m_collideType = COLLIDE_BALL; |
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m_contentsMask = CONTENTS_SOLID; |
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m_hasTouchedDynamic = 0; |
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} |
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void CPhysicsObject::Init( const CPhysCollide *pCollisionModel, IVP_Real_Object *pObject, int materialIndex, float volume, float drag, float angDrag ) |
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{ |
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m_pCollide = pCollisionModel; |
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m_materialIndex = materialIndex; |
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m_pObject = pObject; |
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pObject->client_data = (void *)this; |
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m_pGameData = NULL; |
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m_gameFlags = 0; |
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m_gameIndex = 0; |
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m_sleepState = OBJ_SLEEP; // objects start asleep |
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m_callbacks = CALLBACK_GLOBAL_COLLISION|CALLBACK_GLOBAL_FRICTION|CALLBACK_FLUID_TOUCH|CALLBACK_GLOBAL_TOUCH|CALLBACK_GLOBAL_COLLIDE_STATIC|CALLBACK_DO_FLUID_SIMULATION; |
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m_activeIndex = 0xFFFF; |
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m_pShadow = NULL; |
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m_shadowTempGravityDisable = false; |
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m_forceSilentDelete = false; |
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m_dragBasis = vec3_origin; |
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m_angDragBasis = vec3_origin; |
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if ( !IsStatic() && GetCollide() ) |
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{ |
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RecomputeDragBases(); |
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} |
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else |
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{ |
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drag = 0; |
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angDrag = 0; |
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} |
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m_dragCoefficient = drag; |
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m_angDragCoefficient = angDrag; |
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SetVolume( volume ); |
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} |
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CPhysicsObject::~CPhysicsObject( void ) |
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{ |
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RemoveShadowController(); |
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if ( m_pObject ) |
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{ |
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// prevents callbacks to the game code / unlink from this object |
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m_callbacks = 0; |
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m_pGameData = 0; |
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m_pObject->client_data = 0; |
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IVP_Core *pCore = m_pObject->get_core(); |
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if ( pCore->physical_unmoveable == IVP_TRUE && pCore->controllers_of_core.n_elems ) |
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{ |
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// go ahead and notify them if this happens in the real world |
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for(int i = pCore->controllers_of_core.len()-1; i >=0 ;i-- ) |
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{ |
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IVP_Controller *my_controller = pCore->controllers_of_core.element_at(i); |
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my_controller->core_is_going_to_be_deleted_event(pCore); |
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Assert(my_controller==pCore->environment->get_gravity_controller()); |
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} |
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} |
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// UNDONE: Don't free the surface manager here |
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// UNDONE: Remove reference to it by calling something in physics_collide |
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IVP_SurfaceManager *pSurman = GetSurfaceManager(); |
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CPhysicsEnvironment *pVEnv = GetVPhysicsEnvironment(); |
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// BUGBUG: Sometimes IVP will call a "revive" on the object we're deleting! |
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MEM_ALLOC_CREDIT(); |
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if ( m_forceSilentDelete || (pVEnv && pVEnv->ShouldQuickDelete()) || !m_hasTouchedDynamic ) |
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{ |
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m_pObject->delete_silently(); |
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} |
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else |
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{ |
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m_pObject->delete_and_check_vicinity(); |
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} |
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delete pSurman; |
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} |
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} |
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void CPhysicsObject::Wake( void ) |
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{ |
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m_pObject->ensure_in_simulation(); |
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} |
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void CPhysicsObject::WakeNow( void ) |
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{ |
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m_pObject->ensure_in_simulation_now(); |
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} |
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// supported |
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void CPhysicsObject::Sleep( void ) |
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{ |
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m_pObject->disable_simulation(); |
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} |
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bool CPhysicsObject::IsAsleep() const |
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{ |
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if ( m_sleepState == OBJ_AWAKE ) |
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return false; |
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// double-check that we aren't pending |
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if ( m_pObject->get_core()->is_in_wakeup_vec ) |
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return false; |
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return true; |
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} |
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void CPhysicsObject::NotifySleep( void ) |
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{ |
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if ( m_sleepState == OBJ_AWAKE ) |
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{ |
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m_sleepState = OBJ_STARTSLEEP; |
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} |
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else |
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{ |
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// UNDONE: This fails sometimes and we get sleep calls for a sleeping object, debug? |
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//Assert(m_sleepState==OBJ_STARTSLEEP); |
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m_sleepState = OBJ_SLEEP; |
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} |
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} |
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void CPhysicsObject::NotifyWake( void ) |
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{ |
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m_asleepSinceCreation = false; |
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m_sleepState = OBJ_AWAKE; |
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} |
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void CPhysicsObject::SetCallbackFlags( unsigned short callbackflags ) |
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{ |
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#if IVP_ENABLE_VISUALIZER |
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unsigned short changedFlags = m_callbacks ^ callbackflags; |
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if ( changedFlags & CALLBACK_MARKED_FOR_TEST ) |
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{ |
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if ( callbackflags & CALLBACK_MARKED_FOR_TEST ) |
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{ |
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ENABLE_SHORTRANGE_VISUALIZATION(m_pObject); |
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ENABLE_LONGRANGE_VISUALIZATION(m_pObject); |
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} |
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else |
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{ |
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DISABLE_SHORTRANGE_VISUALIZATION(m_pObject); |
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DISABLE_LONGRANGE_VISUALIZATION(m_pObject); |
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} |
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} |
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#endif |
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m_callbacks = callbackflags; |
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} |
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unsigned short CPhysicsObject::GetCallbackFlags() const |
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{ |
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return m_callbacks; |
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} |
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void CPhysicsObject::SetGameFlags( unsigned short userFlags ) |
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{ |
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m_gameFlags = userFlags; |
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} |
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unsigned short CPhysicsObject::GetGameFlags() const |
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{ |
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return m_gameFlags; |
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} |
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void CPhysicsObject::SetGameIndex( unsigned short gameIndex ) |
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{ |
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m_gameIndex = gameIndex; |
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} |
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unsigned short CPhysicsObject::GetGameIndex() const |
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{ |
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return m_gameIndex; |
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} |
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bool CPhysicsObject::IsStatic() const |
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{ |
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if ( m_pObject->get_core()->physical_unmoveable ) |
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return true; |
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return false; |
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} |
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void CPhysicsObject::EnableCollisions( bool enable ) |
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{ |
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if ( enable ) |
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{ |
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m_callbacks |= CALLBACK_ENABLING_COLLISION; |
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BEGIN_IVP_ALLOCATION(); |
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m_pObject->enable_collision_detection( IVP_TRUE ); |
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END_IVP_ALLOCATION(); |
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m_callbacks &= ~CALLBACK_ENABLING_COLLISION; |
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} |
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else |
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{ |
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if ( IsCollisionEnabled() ) |
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{ |
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// Delete all contact points with this physics object because it's collision is becoming disabled |
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IPhysicsFrictionSnapshot *pSnapshot = CreateFrictionSnapshot(); |
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while ( pSnapshot->IsValid() ) |
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{ |
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pSnapshot->MarkContactForDelete(); |
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pSnapshot->NextFrictionData(); |
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} |
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pSnapshot->DeleteAllMarkedContacts( true ); |
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DestroyFrictionSnapshot( pSnapshot ); |
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} |
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m_pObject->enable_collision_detection( IVP_FALSE ); |
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} |
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} |
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void CPhysicsObject::RecheckCollisionFilter() |
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{ |
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if ( CallbackFlags() & CALLBACK_MARKED_FOR_DELETE ) |
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return; |
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m_callbacks |= CALLBACK_ENABLING_COLLISION; |
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BEGIN_IVP_ALLOCATION(); |
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m_pObject->recheck_collision_filter(); |
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// UNDONE: do a RecheckContactPoints() here? |
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END_IVP_ALLOCATION(); |
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m_callbacks &= ~CALLBACK_ENABLING_COLLISION; |
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} |
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void CPhysicsObject::RecheckContactPoints() |
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{ |
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IVP_Environment *pEnv = m_pObject->get_environment(); |
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IVP_Collision_Filter *coll_filter = pEnv->get_collision_filter(); |
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IPhysicsFrictionSnapshot *pSnapshot = CreateFrictionSnapshot(); |
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while ( pSnapshot->IsValid() ) |
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{ |
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CPhysicsObject *pOther = static_cast<CPhysicsObject *>(pSnapshot->GetObject(1)); |
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if ( !coll_filter->check_objects_for_collision_detection( m_pObject, pOther->m_pObject ) ) |
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{ |
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pSnapshot->MarkContactForDelete(); |
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} |
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pSnapshot->NextFrictionData(); |
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} |
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pSnapshot->DeleteAllMarkedContacts( true ); |
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DestroyFrictionSnapshot( pSnapshot ); |
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} |
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CPhysicsEnvironment *CPhysicsObject::GetVPhysicsEnvironment() |
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{ |
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return (CPhysicsEnvironment *) (m_pObject->get_environment()->client_data); |
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} |
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const CPhysicsEnvironment *CPhysicsObject::GetVPhysicsEnvironment() const |
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{ |
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return (CPhysicsEnvironment *) (m_pObject->get_environment()->client_data); |
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} |
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bool CPhysicsObject::IsControlling( const IVP_Controller *pController ) const |
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{ |
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IVP_Core *pCore = m_pObject->get_core(); |
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for ( int i = 0; i < pCore->controllers_of_core.len(); i++ ) |
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{ |
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// already controlling this core? |
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if ( pCore->controllers_of_core.element_at(i) == pController ) |
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return true; |
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} |
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return false; |
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} |
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bool CPhysicsObject::IsGravityEnabled() const |
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{ |
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if ( !IsStatic() ) |
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{ |
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return IsControlling( m_pObject->get_core()->environment->get_gravity_controller() ); |
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} |
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return false; |
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} |
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bool CPhysicsObject::IsDragEnabled() const |
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{ |
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if ( !IsStatic() ) |
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{ |
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return IsControlling( GetVPhysicsEnvironment()->GetDragController() ); |
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} |
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return false; |
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} |
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bool CPhysicsObject::IsMotionEnabled() const |
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{ |
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return m_pObject->get_core()->pinned ? false : true; |
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} |
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bool CPhysicsObject::IsMoveable() const |
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{ |
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if ( IsStatic() || !IsMotionEnabled() ) |
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return false; |
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return true; |
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} |
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void CPhysicsObject::EnableGravity( bool enable ) |
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{ |
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if ( IsStatic() ) |
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return; |
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bool isEnabled = IsGravityEnabled(); |
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if ( enable == isEnabled ) |
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return; |
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IVP_Controller *pGravity = m_pObject->get_core()->environment->get_gravity_controller(); |
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if ( enable ) |
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{ |
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m_pObject->get_core()->add_core_controller( pGravity ); |
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} |
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else |
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{ |
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m_pObject->get_core()->rem_core_controller( pGravity ); |
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} |
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} |
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void CPhysicsObject::EnableDrag( bool enable ) |
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{ |
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if ( IsStatic() ) |
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return; |
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bool isEnabled = IsDragEnabled(); |
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if ( enable == isEnabled ) |
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return; |
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IVP_Controller *pDrag = GetVPhysicsEnvironment()->GetDragController(); |
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if ( enable ) |
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{ |
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m_pObject->get_core()->add_core_controller( pDrag ); |
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} |
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else |
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{ |
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m_pObject->get_core()->rem_core_controller( pDrag ); |
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} |
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} |
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void CPhysicsObject::SetDragCoefficient( float *pDrag, float *pAngularDrag ) |
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{ |
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if ( pDrag ) |
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{ |
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m_dragCoefficient = *pDrag; |
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} |
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if ( pAngularDrag ) |
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{ |
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m_angDragCoefficient = *pAngularDrag; |
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} |
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EnableDrag( m_dragCoefficient || m_angDragCoefficient ); |
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} |
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void CPhysicsObject::RecomputeDragBases() |
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{ |
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if ( IsStatic() || !GetCollide() ) |
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return; |
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// Basically we are computing drag as an OBB. Get OBB extents for projection |
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// scale those extents by appropriate mass/inertia to compute velocity directly (not force) |
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// in the controller |
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// NOTE: Compute these even if drag coefficients are zero, because the drag coefficient could change later |
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// Get an AABB for this object and use the area of each side as a basis for approximating cross-section area for drag |
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Vector dragMins, dragMaxs; |
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// NOTE: coordinates in/out of physcollision are in HL units, not IVP |
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// PERFORMANCE: Cache this? Expensive. |
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physcollision->CollideGetAABB( &dragMins, &dragMaxs, GetCollide(), vec3_origin, vec3_angle ); |
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Vector areaFractions = physcollision->CollideGetOrthographicAreas( GetCollide() ); |
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Vector delta = dragMaxs - dragMins; |
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ConvertPositionToIVP( delta.x, delta.y, delta.z ); |
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delta.x = fabsf(delta.x); |
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delta.y = fabsf(delta.y); |
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delta.z = fabsf(delta.z); |
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// dragBasis is now the area of each side |
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m_dragBasis.x = delta.y * delta.z * areaFractions.x; |
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m_dragBasis.y = delta.x * delta.z * areaFractions.y; |
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m_dragBasis.z = delta.x * delta.y * areaFractions.z; |
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m_dragBasis *= GetInvMass(); |
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const IVP_U_Float_Point *pInvRI = m_pObject->get_core()->get_inv_rot_inertia(); |
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// This angular basis is the integral of each differential drag area's torque over the whole OBB |
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// need half lengths for this integral |
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delta *= 0.5; |
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// rotation about the x axis |
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m_angDragBasis.x = areaFractions.z * AngDragIntegral( pInvRI->k[0], delta.x, delta.y, delta.z ) + areaFractions.y * AngDragIntegral( pInvRI->k[0], delta.x, delta.z, delta.y ); |
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// rotation about the y axis |
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m_angDragBasis.y = areaFractions.z * AngDragIntegral( pInvRI->k[1], delta.y, delta.x, delta.z ) + areaFractions.x * AngDragIntegral( pInvRI->k[1], delta.y, delta.z, delta.x ); |
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// rotation about the z axis |
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m_angDragBasis.z = areaFractions.y * AngDragIntegral( pInvRI->k[2], delta.z, delta.x, delta.y ) + areaFractions.x * AngDragIntegral( pInvRI->k[2], delta.z, delta.y, delta.x ); |
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} |
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void CPhysicsObject::EnableMotion( bool enable ) |
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{ |
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if ( IsStatic() ) |
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return; |
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bool isMoveable = IsMotionEnabled(); |
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// no change |
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if ( isMoveable == enable ) |
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return; |
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BEGIN_IVP_ALLOCATION(); |
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m_pObject->set_pinned( enable ? IVP_FALSE : IVP_TRUE ); |
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END_IVP_ALLOCATION(); |
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if ( enable && IsHinged() ) |
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{ |
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BecomeHinged( m_hingedAxis-1 ); |
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} |
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RecheckCollisionFilter(); |
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RecheckContactPoints(); |
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} |
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bool CPhysicsObject::IsControlledByGame() const |
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{ |
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if (m_pShadow && !m_pShadow->IsPhysicallyControlled()) |
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return true; |
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if ( CallbackFlags() & CALLBACK_IS_PLAYER_CONTROLLER ) |
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return true; |
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return false; |
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} |
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IPhysicsFrictionSnapshot *CPhysicsObject::CreateFrictionSnapshot() |
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{ |
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return ::CreateFrictionSnapshot( m_pObject ); |
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} |
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void CPhysicsObject::DestroyFrictionSnapshot( IPhysicsFrictionSnapshot *pSnapshot ) |
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{ |
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::DestroyFrictionSnapshot(pSnapshot); |
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} |
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bool CPhysicsObject::IsMassCenterAtDefault() const |
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{ |
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// this is the actual mass center of the object as created |
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Vector massCenterHL = GetMassCenterLocalSpace(); |
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// Get the default mass center to see if it has been changed |
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IVP_U_Float_Point massCenterIVPDefault; |
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Vector massCenterHLDefault; |
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GetObject()->get_surface_manager()->get_mass_center( &massCenterIVPDefault ); |
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ConvertPositionToHL( massCenterIVPDefault, massCenterHLDefault ); |
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float delta = (massCenterHLDefault - massCenterHL).Length(); |
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return ( delta <= g_PhysicsUnits.collisionSweepIncrementalEpsilon ) ? true : false; |
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} |
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Vector CPhysicsObject::GetMassCenterLocalSpace() const |
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{ |
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if ( m_pObject->flags.shift_core_f_object_is_zero ) |
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return vec3_origin; |
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Vector out; |
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ConvertPositionToHL( *m_pObject->get_shift_core_f_object(), out ); |
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// core shift is what you add to the mass center to get the origin |
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// so we want the negative core shift (origin relative position of the mass center) |
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return -out; |
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} |
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void CPhysicsObject::SetGameData( void *pGameData ) |
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{ |
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m_pGameData = pGameData; |
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} |
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void *CPhysicsObject::GetGameData( void ) const |
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{ |
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return m_pGameData; |
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} |
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void CPhysicsObject::SetMass( float mass ) |
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{ |
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bool reset = false; |
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if ( !IsMoveable() ) |
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{ |
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reset = true; |
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EnableMotion(true); |
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} |
|
|
|
Assert( mass > 0 ); |
|
|
|
mass = clamp( mass, 1.f, VPHYSICS_MAX_MASS ); |
|
m_pObject->change_mass( mass ); |
|
SetVolume( m_volume ); |
|
RecomputeDragBases(); |
|
if ( reset ) |
|
{ |
|
EnableMotion(false); |
|
} |
|
} |
|
|
|
float CPhysicsObject::GetMass( void ) const |
|
{ |
|
return m_pObject->get_core()->get_mass(); |
|
} |
|
|
|
float CPhysicsObject::GetInvMass( void ) const |
|
{ |
|
return m_pObject->get_core()->get_inv_mass(); |
|
} |
|
|
|
Vector CPhysicsObject::GetInertia( void ) const |
|
{ |
|
const IVP_U_Float_Point *pRI = m_pObject->get_core()->get_rot_inertia(); |
|
|
|
Vector hlInertia; |
|
ConvertDirectionToHL( *pRI, hlInertia ); |
|
VectorAbs( hlInertia, hlInertia ); |
|
return hlInertia; |
|
} |
|
|
|
Vector CPhysicsObject::GetInvInertia( void ) const |
|
{ |
|
const IVP_U_Float_Point *pRI = m_pObject->get_core()->get_inv_rot_inertia(); |
|
|
|
Vector hlInvInertia; |
|
ConvertDirectionToHL( *pRI, hlInvInertia ); |
|
VectorAbs( hlInvInertia, hlInvInertia ); |
|
return hlInvInertia; |
|
} |
|
|
|
|
|
|
|
void CPhysicsObject::SetInertia( const Vector &inertia ) |
|
{ |
|
IVP_U_Float_Point ri; ConvertDirectionToIVP( inertia, ri ); |
|
ri.k[0] = IVP_Inline_Math::fabsd(ri.k[0]); |
|
ri.k[1] = IVP_Inline_Math::fabsd(ri.k[1]); |
|
ri.k[2] = IVP_Inline_Math::fabsd(ri.k[2]); |
|
|
|
m_pObject->get_core()->set_rotation_inertia( &ri ); |
|
} |
|
|
|
|
|
void CPhysicsObject::GetDamping( float *speed, float *rot ) const |
|
{ |
|
IVP_Core *pCore = m_pObject->get_core(); |
|
if ( speed ) |
|
{ |
|
*speed = pCore->speed_damp_factor; |
|
} |
|
if ( rot ) |
|
{ |
|
*rot = pCore->rot_speed_damp_factor.k[0]; |
|
} |
|
} |
|
|
|
void CPhysicsObject::SetDamping( const float *speed, const float *rot ) |
|
{ |
|
IVP_Core *pCore = m_pObject->get_core(); |
|
if ( speed ) |
|
{ |
|
pCore->speed_damp_factor = *speed; |
|
} |
|
if ( rot ) |
|
{ |
|
pCore->rot_speed_damp_factor.set( *rot, *rot, *rot ); |
|
} |
|
} |
|
|
|
void CPhysicsObject::SetVolume( float volume ) |
|
{ |
|
m_volume = volume; |
|
if ( volume != 0.f ) |
|
{ |
|
// minimum volume is 5 cubic inches - otherwise buoyancy can get unstable |
|
if ( volume < 5.0f ) |
|
{ |
|
volume = 5.0f; |
|
} |
|
volume *= HL2IVP_FACTOR*HL2IVP_FACTOR*HL2IVP_FACTOR; |
|
float density = GetMass() / volume; |
|
float matDensity; |
|
physprops->GetPhysicsProperties( GetMaterialIndexInternal(), &matDensity, NULL, NULL, NULL ); |
|
m_buoyancyRatio = density / matDensity; |
|
} |
|
else |
|
{ |
|
m_buoyancyRatio = 1.0f; |
|
} |
|
} |
|
|
|
float CPhysicsObject::GetVolume() const |
|
{ |
|
return m_volume; |
|
} |
|
|
|
|
|
void CPhysicsObject::SetBuoyancyRatio( float ratio ) |
|
{ |
|
m_buoyancyRatio = ratio; |
|
} |
|
|
|
void CPhysicsObject::SetContents( unsigned int contents ) |
|
{ |
|
m_contentsMask = contents; |
|
} |
|
|
|
// converts HL local units to HL world units |
|
void CPhysicsObject::LocalToWorld( Vector *worldPosition, const Vector &localPosition ) const |
|
{ |
|
matrix3x4_t matrix; |
|
GetPositionMatrix( &matrix ); |
|
// copy in case the src == dest |
|
VectorTransform( Vector(localPosition), matrix, *worldPosition ); |
|
} |
|
|
|
// Converts world HL units to HL local/object units |
|
void CPhysicsObject::WorldToLocal( Vector *localPosition, const Vector &worldPosition ) const |
|
{ |
|
matrix3x4_t matrix; |
|
GetPositionMatrix( &matrix ); |
|
// copy in case the src == dest |
|
VectorITransform( Vector(worldPosition), matrix, *localPosition ); |
|
} |
|
|
|
void CPhysicsObject::LocalToWorldVector( Vector *worldVector, const Vector &localVector ) const |
|
{ |
|
matrix3x4_t matrix; |
|
GetPositionMatrix( &matrix ); |
|
// copy in case the src == dest |
|
VectorRotate( Vector(localVector), matrix, *worldVector ); |
|
} |
|
|
|
void CPhysicsObject::WorldToLocalVector( Vector *localVector, const Vector &worldVector ) const |
|
{ |
|
matrix3x4_t matrix; |
|
GetPositionMatrix( &matrix ); |
|
// copy in case the src == dest |
|
VectorIRotate( Vector(worldVector), matrix, *localVector ); |
|
} |
|
|
|
|
|
// Apply force impulse (momentum) to the object |
|
void CPhysicsObject::ApplyForceCenter( const Vector &forceVector ) |
|
{ |
|
if ( !IsMoveable() ) |
|
return; |
|
|
|
IVP_U_Float_Point tmp; |
|
|
|
ConvertForceImpulseToIVP( forceVector, tmp ); |
|
IVP_Core *core = m_pObject->get_core(); |
|
tmp.mult( core->get_inv_mass() ); |
|
m_pObject->async_add_speed_object_ws( &tmp ); |
|
ClampVelocity(); |
|
} |
|
|
|
void CPhysicsObject::ApplyForceOffset( const Vector &forceVector, const Vector &worldPosition ) |
|
{ |
|
if ( !IsMoveable() ) |
|
return; |
|
|
|
IVP_U_Point pos; |
|
IVP_U_Float_Point force; |
|
|
|
ConvertForceImpulseToIVP( forceVector, force ); |
|
ConvertPositionToIVP( worldPosition, pos ); |
|
|
|
IVP_Core *core = m_pObject->get_core(); |
|
core->async_push_core_ws( &pos, &force ); |
|
Wake(); |
|
ClampVelocity(); |
|
} |
|
|
|
void CPhysicsObject::CalculateForceOffset( const Vector &forceVector, const Vector &worldPosition, Vector *centerForce, AngularImpulse *centerTorque ) const |
|
{ |
|
IVP_U_Point pos; |
|
IVP_U_Float_Point force; |
|
|
|
ConvertPositionToIVP( forceVector, force ); |
|
ConvertPositionToIVP( worldPosition, pos ); |
|
|
|
IVP_Core *core = m_pObject->get_core(); |
|
|
|
const IVP_U_Matrix *m_world_f_core = core->get_m_world_f_core_PSI(); |
|
|
|
IVP_U_Float_Point point_d_ws; |
|
point_d_ws.subtract(&pos, m_world_f_core->get_position()); |
|
|
|
IVP_U_Float_Point cross_point_dir; |
|
|
|
cross_point_dir.calc_cross_product( &point_d_ws, &force); |
|
m_world_f_core->inline_vimult3( &cross_point_dir, &cross_point_dir); |
|
|
|
ConvertAngularImpulseToHL( cross_point_dir, *centerTorque ); |
|
ConvertForceImpulseToHL( force, *centerForce ); |
|
} |
|
|
|
void CPhysicsObject::CalculateVelocityOffset( const Vector &forceVector, const Vector &worldPosition, Vector *centerVelocity, AngularImpulse *centerAngularVelocity ) const |
|
{ |
|
IVP_U_Point pos; |
|
IVP_U_Float_Point force; |
|
|
|
ConvertForceImpulseToIVP( forceVector, force ); |
|
ConvertPositionToIVP( worldPosition, pos ); |
|
|
|
IVP_Core *core = m_pObject->get_core(); |
|
|
|
const IVP_U_Matrix *m_world_f_core = core->get_m_world_f_core_PSI(); |
|
|
|
IVP_U_Float_Point point_d_ws; |
|
point_d_ws.subtract(&pos, m_world_f_core->get_position()); |
|
|
|
IVP_U_Float_Point cross_point_dir; |
|
|
|
cross_point_dir.calc_cross_product( &point_d_ws, &force); |
|
m_world_f_core->inline_vimult3( &cross_point_dir, &cross_point_dir); |
|
|
|
cross_point_dir.set_pairwise_mult( &cross_point_dir, core->get_inv_rot_inertia()); |
|
ConvertAngularImpulseToHL( cross_point_dir, *centerAngularVelocity ); |
|
force.set_multiple( &force, core->get_inv_mass() ); |
|
ConvertForceImpulseToHL( force, *centerVelocity ); |
|
} |
|
|
|
void CPhysicsObject::ApplyTorqueCenter( const AngularImpulse &torqueImpulse ) |
|
{ |
|
if ( !IsMoveable() ) |
|
return; |
|
IVP_U_Float_Point ivpTorque; |
|
ConvertAngularImpulseToIVP( torqueImpulse, ivpTorque ); |
|
IVP_Core *core = m_pObject->get_core(); |
|
core->async_rot_push_core_multiple_ws( &ivpTorque, 1.0 ); |
|
Wake(); |
|
ClampVelocity(); |
|
} |
|
|
|
void CPhysicsObject::GetPosition( Vector *worldPosition, QAngle *angles ) const |
|
{ |
|
IVP_U_Matrix matrix; |
|
m_pObject->get_m_world_f_object_AT( &matrix ); |
|
if ( worldPosition ) |
|
{ |
|
ConvertPositionToHL( matrix.vv, *worldPosition ); |
|
} |
|
|
|
if ( angles ) |
|
{ |
|
ConvertRotationToHL( matrix, *angles ); |
|
} |
|
} |
|
|
|
|
|
void CPhysicsObject::GetPositionMatrix( matrix3x4_t *positionMatrix ) const |
|
{ |
|
IVP_U_Matrix matrix; |
|
m_pObject->get_m_world_f_object_AT( &matrix ); |
|
ConvertMatrixToHL( matrix, *positionMatrix ); |
|
} |
|
|
|
|
|
void CPhysicsObject::GetImplicitVelocity( Vector *velocity, AngularImpulse *angularVelocity ) const |
|
{ |
|
if ( !velocity && !angularVelocity ) |
|
return; |
|
|
|
IVP_Core *core = m_pObject->get_core(); |
|
if ( velocity ) |
|
{ |
|
// just convert the cached dx |
|
ConvertPositionToHL( core->delta_world_f_core_psis, *velocity ); |
|
} |
|
|
|
if ( angularVelocity ) |
|
{ |
|
// compute the relative transform that was actually integrated in the last psi |
|
IVP_U_Quat q_core_f_core; |
|
q_core_f_core.set_invert_mult( &core->q_world_f_core_last_psi, &core->q_world_f_core_next_psi); |
|
|
|
// now convert that to an axis/angle pair |
|
Quaternion q( q_core_f_core.x, q_core_f_core.y, q_core_f_core.z, q_core_f_core.w ); |
|
AngularImpulse axis; |
|
float angle; |
|
QuaternionAxisAngle( q, axis, angle ); |
|
|
|
// scale it by the timestep to get a velocity |
|
angle *= core->i_delta_time; |
|
|
|
// ConvertDirectionToHL() - convert this ipion direction (in HL type) to HL coords |
|
float tmpY = axis.z; |
|
angularVelocity->z = -axis.y; |
|
angularVelocity->y = tmpY; |
|
angularVelocity->x = axis.x; |
|
|
|
// now scale the axis by the angle to return the data in the correct format |
|
(*angularVelocity) *= angle; |
|
} |
|
} |
|
|
|
void CPhysicsObject::GetVelocity( Vector *velocity, AngularImpulse *angularVelocity ) const |
|
{ |
|
if ( !velocity && !angularVelocity ) |
|
return; |
|
|
|
IVP_Core *core = m_pObject->get_core(); |
|
if ( velocity ) |
|
{ |
|
IVP_U_Float_Point speed; |
|
speed.add( &core->speed, &core->speed_change ); |
|
ConvertPositionToHL( speed, *velocity ); |
|
} |
|
|
|
if ( angularVelocity ) |
|
{ |
|
IVP_U_Float_Point rotSpeed; |
|
rotSpeed.add( &core->rot_speed, &core->rot_speed_change ); |
|
// xform to HL space |
|
ConvertAngularImpulseToHL( rotSpeed, *angularVelocity ); |
|
} |
|
} |
|
|
|
void CPhysicsObject::GetVelocityAtPoint( const Vector &worldPosition, Vector *pVelocity ) const |
|
{ |
|
IVP_Core *core = m_pObject->get_core(); |
|
IVP_U_Point pos; |
|
ConvertPositionToIVP( worldPosition, pos ); |
|
|
|
IVP_U_Float_Point rotSpeed; |
|
rotSpeed.add( &core->rot_speed, &core->rot_speed_change ); |
|
|
|
IVP_U_Float_Point av_ws; |
|
core->get_m_world_f_core_PSI()->vmult3( &rotSpeed, &av_ws); |
|
|
|
IVP_U_Float_Point pos_rel; |
|
pos_rel.subtract( &pos, core->get_position_PSI()); |
|
IVP_U_Float_Point cross; |
|
cross.inline_calc_cross_product(&av_ws,&pos_rel); |
|
|
|
IVP_U_Float_Point speed; |
|
speed.add(&core->speed, &cross); |
|
speed.add(&core->speed_change); |
|
|
|
ConvertPositionToHL( speed, *pVelocity ); |
|
} |
|
|
|
|
|
// UNDONE: Limit these? |
|
void CPhysicsObject::AddVelocity( const Vector *velocity, const AngularImpulse *angularVelocity ) |
|
{ |
|
Assert(IsMoveable()); |
|
if ( !IsMoveable() ) |
|
return; |
|
IVP_Core *core = m_pObject->get_core(); |
|
|
|
Wake(); |
|
|
|
if ( velocity ) |
|
{ |
|
IVP_U_Float_Point ivpVelocity; |
|
ConvertPositionToIVP( *velocity, ivpVelocity ); |
|
core->speed_change.add( &ivpVelocity ); |
|
} |
|
|
|
if ( angularVelocity ) |
|
{ |
|
IVP_U_Float_Point ivpAngularVelocity; |
|
ConvertAngularImpulseToIVP( *angularVelocity, ivpAngularVelocity ); |
|
|
|
core->rot_speed_change.add(&ivpAngularVelocity); |
|
} |
|
ClampVelocity(); |
|
} |
|
|
|
void CPhysicsObject::SetPosition( const Vector &worldPosition, const QAngle &angles, bool isTeleport ) |
|
{ |
|
IVP_U_Quat rot; |
|
IVP_U_Point pos; |
|
|
|
if ( m_pShadow ) |
|
{ |
|
UpdateShadow( worldPosition, angles, false, 0 ); |
|
} |
|
ConvertPositionToIVP( worldPosition, pos ); |
|
|
|
ConvertRotationToIVP( angles, rot ); |
|
|
|
if ( m_pObject->is_collision_detection_enabled() && isTeleport ) |
|
{ |
|
EnableCollisions( false ); |
|
m_pObject->beam_object_to_new_position( &rot, &pos, IVP_FALSE ); |
|
EnableCollisions( true ); |
|
} |
|
else |
|
{ |
|
m_pObject->beam_object_to_new_position( &rot, &pos, IVP_FALSE ); |
|
} |
|
} |
|
|
|
void CPhysicsObject::SetPositionMatrix( const matrix3x4_t& matrix, bool isTeleport ) |
|
{ |
|
if ( m_pShadow ) |
|
{ |
|
Vector worldPosition; |
|
QAngle angles; |
|
MatrixAngles( matrix, angles ); |
|
MatrixGetColumn( matrix, 3, worldPosition ); |
|
UpdateShadow( worldPosition, angles, false, 0 ); |
|
} |
|
|
|
IVP_U_Quat rot; |
|
IVP_U_Matrix mat; |
|
|
|
ConvertMatrixToIVP( matrix, mat ); |
|
|
|
rot.set_quaternion( &mat ); |
|
|
|
if ( m_pObject->is_collision_detection_enabled() && isTeleport ) |
|
{ |
|
EnableCollisions( false ); |
|
m_pObject->beam_object_to_new_position( &rot, &mat.vv, IVP_FALSE ); |
|
EnableCollisions( true ); |
|
} |
|
else |
|
{ |
|
m_pObject->beam_object_to_new_position( &rot, &mat.vv, IVP_FALSE ); |
|
} |
|
} |
|
|
|
void CPhysicsObject::SetVelocityInstantaneous( const Vector *velocity, const AngularImpulse *angularVelocity ) |
|
{ |
|
Assert(IsMoveable()); |
|
if ( !IsMoveable() ) |
|
return; |
|
IVP_Core *core = m_pObject->get_core(); |
|
|
|
Wake(); |
|
|
|
if ( velocity ) |
|
{ |
|
ConvertPositionToIVP( *velocity, core->speed ); |
|
core->speed_change.set_to_zero(); |
|
} |
|
|
|
if ( angularVelocity ) |
|
{ |
|
ConvertAngularImpulseToIVP( *angularVelocity, core->rot_speed ); |
|
core->rot_speed_change.set_to_zero(); |
|
} |
|
ClampVelocity(); |
|
} |
|
|
|
void CPhysicsObject::SetVelocity( const Vector *velocity, const AngularImpulse *angularVelocity ) |
|
{ |
|
if ( !IsMoveable() ) |
|
return; |
|
IVP_Core *core = m_pObject->get_core(); |
|
|
|
Wake(); |
|
|
|
if ( velocity ) |
|
{ |
|
ConvertPositionToIVP( *velocity, core->speed_change ); |
|
core->speed.set_to_zero(); |
|
} |
|
|
|
if ( angularVelocity ) |
|
{ |
|
ConvertAngularImpulseToIVP( *angularVelocity, core->rot_speed_change ); |
|
core->rot_speed.set_to_zero(); |
|
} |
|
ClampVelocity(); |
|
} |
|
|
|
|
|
void CPhysicsObject::ClampVelocity() |
|
{ |
|
if ( m_pShadow ) |
|
return; |
|
|
|
m_pObject->get_core()->apply_velocity_limit(); |
|
} |
|
|
|
void GetWorldCoordFromSynapse( IVP_Synapse_Friction *pfriction, IVP_U_Point &world ) |
|
{ |
|
world.set(pfriction->get_contact_point()->get_contact_point_ws()); |
|
} |
|
|
|
bool CPhysicsObject::GetContactPoint( Vector *contactPoint, IPhysicsObject **contactObject ) const |
|
{ |
|
IVP_Synapse_Friction *pfriction = m_pObject->get_first_friction_synapse(); |
|
if ( !pfriction ) |
|
return false; |
|
|
|
if ( contactPoint ) |
|
{ |
|
IVP_U_Point world; |
|
GetWorldCoordFromSynapse( pfriction, world ); |
|
ConvertPositionToHL( world, *contactPoint ); |
|
} |
|
if ( contactObject ) |
|
{ |
|
IVP_Real_Object *pivp = GetOppositeSynapseObject( pfriction ); |
|
*contactObject = static_cast<IPhysicsObject *>(pivp->client_data); |
|
} |
|
return true; |
|
} |
|
|
|
void CPhysicsObject::SetShadow( float maxSpeed, float maxAngularSpeed, bool allowPhysicsMovement, bool allowPhysicsRotation ) |
|
{ |
|
if ( m_pShadow ) |
|
{ |
|
m_pShadow->MaxSpeed( maxSpeed, maxAngularSpeed ); |
|
} |
|
else |
|
{ |
|
m_shadowTempGravityDisable = false; |
|
|
|
CPhysicsEnvironment *pVEnv = GetVPhysicsEnvironment(); |
|
m_pShadow = pVEnv->CreateShadowController( this, allowPhysicsMovement, allowPhysicsRotation ); |
|
m_pShadow->MaxSpeed( maxSpeed, maxAngularSpeed ); |
|
// This really should be in the game code, but do this here because the game may (does) use |
|
// shadow/AI control as a collision filter indicator. |
|
RecheckCollisionFilter(); |
|
} |
|
} |
|
|
|
void CPhysicsObject::UpdateShadow( const Vector &targetPosition, const QAngle &targetAngles, bool tempDisableGravity, float timeOffset ) |
|
{ |
|
if ( tempDisableGravity != m_shadowTempGravityDisable ) |
|
{ |
|
m_shadowTempGravityDisable = tempDisableGravity; |
|
if ( !m_pShadow || m_pShadow->AllowsTranslation() ) |
|
{ |
|
EnableGravity( !m_shadowTempGravityDisable ); |
|
} |
|
} |
|
if ( m_pShadow ) |
|
{ |
|
m_pShadow->Update( targetPosition, targetAngles, timeOffset ); |
|
} |
|
} |
|
|
|
|
|
void CPhysicsObject::RemoveShadowController() |
|
{ |
|
if ( m_pShadow ) |
|
{ |
|
CPhysicsEnvironment *pVEnv = GetVPhysicsEnvironment(); |
|
pVEnv->DestroyShadowController( m_pShadow ); |
|
m_pShadow = NULL; |
|
} |
|
} |
|
|
|
// Back door to allow save/restore of backlink between shadow controller and physics object |
|
void CPhysicsObject::RestoreShadowController( IPhysicsShadowController *pShadowController ) |
|
{ |
|
Assert( !m_pShadow ); |
|
m_pShadow = pShadowController; |
|
} |
|
|
|
int CPhysicsObject::GetShadowPosition( Vector *position, QAngle *angles ) const |
|
{ |
|
IVP_U_Matrix matrix; |
|
|
|
IVP_Environment *pEnv = m_pObject->get_environment(); |
|
double psi = pEnv->get_next_PSI_time().get_seconds(); |
|
m_pObject->calc_at_matrix( psi, &matrix ); |
|
if ( angles ) |
|
{ |
|
ConvertRotationToHL( matrix, *angles ); |
|
} |
|
if ( position ) |
|
{ |
|
ConvertPositionToHL( matrix.vv, *position ); |
|
} |
|
|
|
return 1; |
|
} |
|
|
|
|
|
IPhysicsShadowController *CPhysicsObject::GetShadowController( void ) const |
|
{ |
|
return m_pShadow; |
|
} |
|
|
|
const CPhysCollide *CPhysicsObject::GetCollide( void ) const |
|
{ |
|
return m_pCollide; |
|
} |
|
|
|
|
|
IVP_SurfaceManager *CPhysicsObject::GetSurfaceManager( void ) const |
|
{ |
|
if ( m_collideType != COLLIDE_BALL ) |
|
{ |
|
return m_pObject->get_surface_manager(); |
|
} |
|
return NULL; |
|
} |
|
|
|
|
|
float CPhysicsObject::GetDragInDirection( const IVP_U_Float_Point &velocity ) const |
|
{ |
|
IVP_U_Float_Point local; |
|
|
|
const IVP_U_Matrix *m_world_f_core = m_pObject->get_core()->get_m_world_f_core_PSI(); |
|
m_world_f_core->vimult3( &velocity, &local ); |
|
|
|
return m_dragCoefficient * IVP_Inline_Math::fabsd( local.k[0] * m_dragBasis.x ) + |
|
IVP_Inline_Math::fabsd( local.k[1] * m_dragBasis.y ) + |
|
IVP_Inline_Math::fabsd( local.k[2] * m_dragBasis.z ); |
|
} |
|
|
|
float CPhysicsObject::GetAngularDragInDirection( const IVP_U_Float_Point &angVelocity ) const |
|
{ |
|
return m_angDragCoefficient * IVP_Inline_Math::fabsd( angVelocity.k[0] * m_angDragBasis.x ) + |
|
IVP_Inline_Math::fabsd( angVelocity.k[1] * m_angDragBasis.y ) + |
|
IVP_Inline_Math::fabsd( angVelocity.k[2] * m_angDragBasis.z ); |
|
} |
|
|
|
const char *CPhysicsObject::GetName() const |
|
{ |
|
return m_pObject->get_name(); |
|
} |
|
|
|
void CPhysicsObject::SetMaterialIndex( int materialIndex ) |
|
{ |
|
if ( m_materialIndex == materialIndex ) |
|
return; |
|
|
|
m_materialIndex = materialIndex; |
|
IVP_Material *pMaterial = physprops->GetIVPMaterial( materialIndex ); |
|
Assert(pMaterial); |
|
m_pObject->l_default_material = pMaterial; |
|
m_callbacks |= CALLBACK_ENABLING_COLLISION; |
|
BEGIN_IVP_ALLOCATION(); |
|
m_pObject->recompile_material_changed(); |
|
END_IVP_ALLOCATION(); |
|
m_callbacks &= ~CALLBACK_ENABLING_COLLISION; |
|
if ( GetShadowController() ) |
|
{ |
|
GetShadowController()->ObjectMaterialChanged( materialIndex ); |
|
} |
|
} |
|
|
|
// convert square velocity magnitude from IVP to HL |
|
float CPhysicsObject::GetEnergy() const |
|
{ |
|
IVP_Core *pCore = m_pObject->get_core(); |
|
IVP_FLOAT energy = 0.0f; |
|
IVP_U_Float_Point tmp; |
|
|
|
energy = 0.5f * pCore->get_mass() * pCore->speed.dot_product(&pCore->speed); // 1/2mvv |
|
tmp.set_pairwise_mult(&pCore->rot_speed, pCore->get_rot_inertia()); // wI |
|
energy += 0.5f * tmp.dot_product(&pCore->rot_speed); // 1/2mvv + 1/2wIw |
|
|
|
return ConvertEnergyToHL( energy ); |
|
} |
|
|
|
float CPhysicsObject::ComputeShadowControl( const hlshadowcontrol_params_t ¶ms, float secondsToArrival, float dt ) |
|
{ |
|
return ComputeShadowControllerHL( this, params, secondsToArrival, dt ); |
|
} |
|
|
|
float CPhysicsObject::GetSphereRadius() const |
|
{ |
|
if ( m_collideType != COLLIDE_BALL ) |
|
return 0; |
|
|
|
return ConvertDistanceToHL( m_pObject->to_ball()->get_radius() ); |
|
} |
|
|
|
float CPhysicsObject::CalculateLinearDrag( const Vector &unitDirection ) const |
|
{ |
|
IVP_U_Float_Point ivpDir; |
|
ConvertDirectionToIVP( unitDirection, ivpDir ); |
|
|
|
return GetDragInDirection( ivpDir ); |
|
} |
|
|
|
float CPhysicsObject::CalculateAngularDrag( const Vector &objectSpaceRotationAxis ) const |
|
{ |
|
IVP_U_Float_Point ivpAxis; |
|
ConvertDirectionToIVP( objectSpaceRotationAxis, ivpAxis ); |
|
|
|
// drag factor is per-radian, convert to per-degree |
|
return GetAngularDragInDirection( ivpAxis ) * DEG2RAD(1.0); |
|
} |
|
|
|
|
|
void CPhysicsObject::BecomeTrigger() |
|
{ |
|
if ( IsTrigger() ) |
|
return; |
|
|
|
if ( GetShadowController() ) |
|
{ |
|
// triggers won't have the standard collisions, so the material change is no longer necessary |
|
// also: This will fix problems with surfaceprops if the trigger becomes a fluid. |
|
GetShadowController()->UseShadowMaterial( false ); |
|
} |
|
EnableDrag( false ); |
|
EnableGravity( false ); |
|
|
|
// UNDONE: Use defaults here? Do we want object sets by default? |
|
IVP_Template_Phantom trigger; |
|
trigger.manage_intruding_cores = IVP_TRUE; // manage a list of intruded objects |
|
trigger.manage_sleeping_cores = IVP_TRUE; // don't untouch/touch on sleep/wake |
|
trigger.dont_check_for_unmoveables = IVP_TRUE; |
|
trigger.exit_policy_extra_radius = 0.1f; // relatively strict exit check [m] |
|
|
|
bool enableCollisions = IsCollisionEnabled(); |
|
EnableCollisions( false ); |
|
BEGIN_IVP_ALLOCATION(); |
|
m_pObject->convert_to_phantom( &trigger ); |
|
END_IVP_ALLOCATION(); |
|
// hook up events |
|
CPhysicsEnvironment *pVEnv = GetVPhysicsEnvironment(); |
|
pVEnv->PhantomAdd( this ); |
|
|
|
|
|
EnableCollisions( enableCollisions ); |
|
} |
|
|
|
|
|
void CPhysicsObject::RemoveTrigger() |
|
{ |
|
IVP_Controller_Phantom *pController = m_pObject->get_controller_phantom(); |
|
|
|
// NOTE: This will remove the back-link in the object |
|
delete pController; |
|
} |
|
|
|
|
|
bool CPhysicsObject::IsTrigger() const |
|
{ |
|
return m_pObject->get_controller_phantom() != NULL ? true : false; |
|
} |
|
|
|
bool CPhysicsObject::IsFluid() const |
|
{ |
|
IVP_Controller_Phantom *pController = m_pObject->get_controller_phantom(); |
|
if ( pController ) |
|
{ |
|
// UNDONE: Make a base class for triggers? IPhysicsTrigger? |
|
// and derive fluids and any other triggers from that class |
|
// then you can ask that class what to do here. |
|
if ( pController->client_data ) |
|
return true; |
|
} |
|
|
|
return false; |
|
} |
|
|
|
// sets the object to be hinged. Fixed it place, but able to rotate around one axis. |
|
void CPhysicsObject::BecomeHinged( int localAxis ) |
|
{ |
|
|
|
if ( IsMoveable() ) |
|
{ |
|
float savedMass = GetMass(); |
|
|
|
IVP_U_Float_Hesse *iri = (IVP_U_Float_Hesse *)m_pObject->get_core()->get_inv_rot_inertia(); |
|
|
|
float savedRI[3]; |
|
for ( int i = 0; i < 3; i++ ) |
|
savedRI[i] = iri->k[i]; |
|
|
|
SetMass( VPHYSICS_MAX_MASS ); |
|
IVP_U_Float_Hesse tmp = *iri; |
|
|
|
#if 0 |
|
for ( i = 0; i < 3; i++ ) |
|
tmp.k[i] = savedRI[i]; |
|
#else |
|
int localAxisIVP = ConvertCoordinateAxisToIVP(localAxis); |
|
tmp.k[localAxisIVP] = savedRI[localAxisIVP]; |
|
#endif |
|
|
|
SetMass( savedMass ); |
|
*iri = tmp; |
|
} |
|
m_hingedAxis = localAxis+1; |
|
} |
|
|
|
void CPhysicsObject::RemoveHinged() |
|
{ |
|
m_hingedAxis = 0; |
|
m_pObject->get_core()->calc_calc(); |
|
} |
|
|
|
// dumps info about the object to Msg() |
|
void CPhysicsObject::OutputDebugInfo() const |
|
{ |
|
Msg("-----------------\nObject: %s\n", m_pObject->get_name()); |
|
Msg("Mass: %.3e (inv %.3e)\n", GetMass(), GetInvMass() ); |
|
Vector inertia = GetInertia(); |
|
Vector invInertia = GetInvInertia(); |
|
Msg("Inertia: %.3e, %.3e, %.3e (inv %.3e, %.3e, %.3e)\n", inertia.x, inertia.y, inertia.z, invInertia.x, invInertia.y, invInertia.z ); |
|
|
|
Vector speed, angSpeed; |
|
GetVelocity( &speed, &angSpeed ); |
|
Msg("Velocity: %.2f, %.2f, %.2f \n", speed.x, speed.y, speed.z ); |
|
Msg("Ang Velocity: %.2f, %.2f, %.2f \n", angSpeed.x, angSpeed.y, angSpeed.z ); |
|
|
|
float damp, angDamp; |
|
GetDamping( &damp, &angDamp ); |
|
Msg("Damping %.3e linear, %.3e angular\n", damp, angDamp ); |
|
|
|
Msg("Linear Drag: %.2f, %.2f, %.2f (factor %.2f)\n", m_dragBasis.x, m_dragBasis.y, m_dragBasis.z, m_dragCoefficient ); |
|
Msg("Angular Drag: %.2f, %.2f, %.2f (factor %.2f)\n", m_angDragBasis.x, m_angDragBasis.y, m_angDragBasis.z, m_angDragCoefficient ); |
|
|
|
if ( IsHinged() ) |
|
{ |
|
const char *pAxisNames[] = {"x", "y", "z"}; |
|
Msg("Hinged on %s axis\n", pAxisNames[m_hingedAxis-1] ); |
|
} |
|
Msg("attached to %d controllers\n", m_pObject->get_core()->controllers_of_core.len() ); |
|
for (int k = m_pObject->get_core()->controllers_of_core.len()-1; k>=0;k--) |
|
{ |
|
// NOTE: Set a breakpoint here and take a look at what it's hooked to |
|
IVP_Controller *pController = m_pObject->get_core()->controllers_of_core.element_at(k); |
|
Msg("%d) %s\n", k, pController->get_controller_name() ); |
|
} |
|
Msg("State: %s, Collision %s, Motion %s, %sFlags %04X (game %04x, index %d)\n", |
|
IsAsleep() ? "Asleep" : "Awake", |
|
IsCollisionEnabled() ? "Enabled" : "Disabled", |
|
IsStatic() ? "Static" : (IsMotionEnabled() ? "Enabled" : "Disabled"), |
|
(GetCallbackFlags() & CALLBACK_MARKED_FOR_TEST) ? "Debug! " : "", |
|
(int)GetCallbackFlags(), (int)GetGameFlags(), (int)GetGameIndex() ); |
|
|
|
float matDensity = 0; |
|
float matThickness = 0; |
|
float matFriction = 0; |
|
float matElasticity = 0; |
|
physprops->GetPhysicsProperties( GetMaterialIndexInternal(), &matDensity, &matThickness, &matFriction, &matElasticity ); |
|
Msg("Material: %s : density(%.1f), thickness(%.2f), friction(%.2f), elasticity(%.2f)\n", physprops->GetPropName(GetMaterialIndexInternal()), |
|
matDensity, matThickness, matFriction, matElasticity ); |
|
if ( GetCollide() ) |
|
{ |
|
OutputCollideDebugInfo( GetCollide() ); |
|
} |
|
} |
|
|
|
bool CPhysicsObject::IsAttachedToConstraint( bool bExternalOnly ) const |
|
{ |
|
if ( m_pObject ) |
|
{ |
|
for (int k = m_pObject->get_core()->controllers_of_core.len()-1; k>=0;k--) |
|
{ |
|
IVP_Controller *pController = m_pObject->get_core()->controllers_of_core.element_at(k); |
|
if ( pController->get_controller_priority() == IVP_CP_CONSTRAINTS ) |
|
{ |
|
if ( !bExternalOnly || IsExternalConstraint(pController, GetGameData()) ) |
|
return true; |
|
} |
|
} |
|
} |
|
return false; |
|
} |
|
|
|
static void InitObjectTemplate( IVP_Template_Real_Object &objectTemplate, int materialIndex, objectparams_t *pParams, bool isStatic ) |
|
{ |
|
objectTemplate.mass = clamp( pParams->mass, VPHYSICS_MIN_MASS, VPHYSICS_MAX_MASS ); |
|
|
|
if ( materialIndex >= 0 ) |
|
{ |
|
objectTemplate.material = physprops->GetIVPMaterial( materialIndex ); |
|
} |
|
else |
|
{ |
|
materialIndex = physprops->GetSurfaceIndex( "default" ); |
|
objectTemplate.material = physprops->GetIVPMaterial( materialIndex ); |
|
} |
|
|
|
// HACKHACK: Do something with this name? |
|
BEGIN_IVP_ALLOCATION(); |
|
if ( IsPC() ) |
|
{ |
|
objectTemplate.set_name(pParams->pName); |
|
} |
|
END_IVP_ALLOCATION(); |
|
#if USE_COLLISION_GROUP_STRING |
|
objectTemplate.set_nocoll_group_ident( NULL ); |
|
#endif |
|
|
|
objectTemplate.physical_unmoveable = isStatic ? IVP_TRUE : IVP_FALSE; |
|
objectTemplate.rot_inertia_is_factor = IVP_TRUE; |
|
|
|
float inertia = pParams->inertia; |
|
|
|
// don't allow <=0 inertia!!!! |
|
if ( inertia <= 0 ) |
|
inertia = 1.0; |
|
|
|
if ( inertia > 1e14f ) |
|
inertia = 1e14f; |
|
|
|
objectTemplate.rot_inertia.set(inertia, inertia, inertia); |
|
objectTemplate.rot_speed_damp_factor.set(pParams->rotdamping, pParams->rotdamping, pParams->rotdamping); |
|
objectTemplate.speed_damp_factor = pParams->damping; |
|
objectTemplate.auto_check_rot_inertia = pParams->rotInertiaLimit; |
|
} |
|
|
|
CPhysicsObject *CreatePhysicsObject( CPhysicsEnvironment *pEnvironment, const CPhysCollide *pCollisionModel, int materialIndex, const Vector &position, const QAngle& angles, objectparams_t *pParams, bool isStatic ) |
|
{ |
|
if ( materialIndex < 0 ) |
|
{ |
|
materialIndex = physprops->GetSurfaceIndex( "default" ); |
|
} |
|
AssertOnce(materialIndex>=0 && materialIndex<127); |
|
IVP_Template_Real_Object objectTemplate; |
|
IVP_U_Quat rotation; |
|
IVP_U_Point pos; |
|
|
|
Assert( position.IsValid() ); |
|
Assert( angles.IsValid() ); |
|
|
|
#if _WIN32 |
|
if ( !position.IsValid() || !angles.IsValid() ) |
|
{ |
|
DebuggerBreakIfDebugging(); |
|
Warning("Invalid initial position on %s\n", pParams->pName ); |
|
|
|
Vector *pPos = (Vector *)&position; |
|
QAngle *pRot = (QAngle *)&angles; |
|
if ( !pPos->IsValid() ) |
|
pPos->Init(); |
|
if ( !pRot->IsValid() ) |
|
pRot->Init(); |
|
} |
|
#endif |
|
|
|
ConvertRotationToIVP( angles, rotation ); |
|
ConvertPositionToIVP( position, pos ); |
|
|
|
InitObjectTemplate( objectTemplate, materialIndex, pParams, isStatic ); |
|
|
|
IVP_U_Matrix massCenterMatrix; |
|
massCenterMatrix.init(); |
|
if ( pParams->massCenterOverride ) |
|
{ |
|
IVP_U_Point center; |
|
ConvertPositionToIVP( *pParams->massCenterOverride, center ); |
|
massCenterMatrix.shift_os( ¢er ); |
|
objectTemplate.mass_center_override = &massCenterMatrix; |
|
} |
|
|
|
CPhysicsObject *pObject = new CPhysicsObject(); |
|
short collideType; |
|
IVP_SurfaceManager *pSurman = CreateSurfaceManager( pCollisionModel, collideType ); |
|
if ( !pSurman ) |
|
return NULL; |
|
pObject->m_collideType = collideType; |
|
pObject->m_asleepSinceCreation = true; |
|
|
|
BEGIN_IVP_ALLOCATION(); |
|
|
|
IVP_Polygon *realObject = pEnvironment->GetIVPEnvironment()->create_polygon(pSurman, &objectTemplate, &rotation, &pos); |
|
|
|
pObject->Init( pCollisionModel, realObject, materialIndex, pParams->volume, pParams->dragCoefficient, pParams->dragCoefficient ); |
|
pObject->SetGameData( pParams->pGameData ); |
|
|
|
if ( pParams->enableCollisions ) |
|
{ |
|
pObject->EnableCollisions( true ); |
|
} |
|
if ( !isStatic && pParams->dragCoefficient != 0.0f ) |
|
{ |
|
pObject->EnableDrag( true ); |
|
} |
|
|
|
END_IVP_ALLOCATION(); |
|
|
|
return pObject; |
|
} |
|
|
|
CPhysicsObject *CreatePhysicsSphere( CPhysicsEnvironment *pEnvironment, float radius, int materialIndex, const Vector &position, const QAngle &angles, objectparams_t *pParams, bool isStatic ) |
|
{ |
|
IVP_U_Quat rotation; |
|
IVP_U_Point pos; |
|
|
|
ConvertRotationToIVP( angles, rotation ); |
|
ConvertPositionToIVP( position, pos ); |
|
|
|
IVP_Template_Real_Object objectTemplate; |
|
InitObjectTemplate( objectTemplate, materialIndex, pParams, isStatic ); |
|
|
|
IVP_Template_Ball ballTemplate; |
|
ballTemplate.radius = ConvertDistanceToIVP( radius ); |
|
|
|
MEM_ALLOC_CREDIT(); |
|
IVP_Ball *realObject = pEnvironment->GetIVPEnvironment()->create_ball( &ballTemplate, &objectTemplate, &rotation, &pos ); |
|
|
|
float volume = pParams->volume; |
|
if ( volume <= 0 ) |
|
{ |
|
volume = 4.0f * radius * radius * radius * M_PI / 3.0f; |
|
} |
|
CPhysicsObject *pObject = new CPhysicsObject(); |
|
pObject->Init( NULL, realObject, materialIndex, volume, 0, 0 ); //, pParams->dragCoefficient, pParams->dragCoefficient |
|
pObject->SetGameData( pParams->pGameData ); |
|
|
|
if ( pParams->enableCollisions ) |
|
{ |
|
pObject->EnableCollisions( true ); |
|
} |
|
// drag is not supported on spheres |
|
//pObject->EnableDrag( false ); |
|
|
|
return pObject; |
|
} |
|
|
|
class CMaterialIndexOps : public CDefSaveRestoreOps |
|
{ |
|
public: |
|
// save data type interface |
|
virtual void Save( const SaveRestoreFieldInfo_t &fieldInfo, ISave *pSave ) |
|
{ |
|
int materialIndex = *((int *)fieldInfo.pField); |
|
const char *pMaterialName = physprops->GetPropName( materialIndex ); |
|
if ( !pMaterialName ) |
|
{ |
|
pMaterialName = physprops->GetPropName( 0 ); |
|
} |
|
int len = strlen(pMaterialName) + 1; |
|
pSave->WriteInt( &len ); |
|
pSave->WriteString( pMaterialName ); |
|
} |
|
|
|
virtual void Restore( const SaveRestoreFieldInfo_t &fieldInfo, IRestore *pRestore ) |
|
{ |
|
char nameBuf[1024]; |
|
int nameLen = pRestore->ReadInt(); |
|
pRestore->ReadString( nameBuf, sizeof(nameBuf), nameLen ); |
|
int *pMaterialIndex = (int *)fieldInfo.pField; |
|
*pMaterialIndex = physprops->GetSurfaceIndex( nameBuf ); |
|
if ( *pMaterialIndex < 0 ) |
|
{ |
|
*pMaterialIndex = 0; |
|
} |
|
} |
|
|
|
virtual bool IsEmpty( const SaveRestoreFieldInfo_t &fieldInfo ) |
|
{ |
|
int *pMaterialIndex = (int *)fieldInfo.pField; |
|
return (*pMaterialIndex == 0); |
|
} |
|
|
|
virtual void MakeEmpty( const SaveRestoreFieldInfo_t &fieldInfo ) |
|
{ |
|
int *pMaterialIndex = (int *)fieldInfo.pField; |
|
*pMaterialIndex = 0; |
|
} |
|
}; |
|
|
|
static CMaterialIndexOps g_MaterialIndexDataOps; |
|
|
|
ISaveRestoreOps* MaterialIndexDataOps() |
|
{ |
|
return &g_MaterialIndexDataOps; |
|
} |
|
|
|
BEGIN_SIMPLE_DATADESC( vphysics_save_cphysicsobject_t ) |
|
// DEFINE_FIELD( pCollide, FIELD_??? ), // don't save this |
|
// DEFINE_FIELD( pName, FIELD_??? ), // don't save this |
|
DEFINE_FIELD( sphereRadius, FIELD_FLOAT ), |
|
DEFINE_FIELD( isStatic, FIELD_BOOLEAN ), |
|
DEFINE_FIELD( collisionEnabled, FIELD_BOOLEAN ), |
|
DEFINE_FIELD( gravityEnabled, FIELD_BOOLEAN ), |
|
DEFINE_FIELD( dragEnabled, FIELD_BOOLEAN ), |
|
DEFINE_FIELD( motionEnabled, FIELD_BOOLEAN ), |
|
DEFINE_FIELD( isAsleep, FIELD_BOOLEAN ), |
|
DEFINE_FIELD( isTrigger, FIELD_BOOLEAN ), |
|
DEFINE_FIELD( asleepSinceCreation, FIELD_BOOLEAN ), |
|
DEFINE_FIELD( hasTouchedDynamic, FIELD_BOOLEAN ), |
|
DEFINE_CUSTOM_FIELD( materialIndex, &g_MaterialIndexDataOps ), |
|
DEFINE_FIELD( mass, FIELD_FLOAT ), |
|
DEFINE_FIELD( rotInertia, FIELD_VECTOR ), |
|
DEFINE_FIELD( speedDamping, FIELD_FLOAT ), |
|
DEFINE_FIELD( rotSpeedDamping, FIELD_FLOAT ), |
|
DEFINE_FIELD( massCenterOverride, FIELD_VECTOR ), |
|
DEFINE_FIELD( callbacks, FIELD_INTEGER ), |
|
DEFINE_FIELD( gameFlags, FIELD_INTEGER ), |
|
DEFINE_FIELD( contentsMask, FIELD_INTEGER ), |
|
DEFINE_FIELD( volume, FIELD_FLOAT ), |
|
DEFINE_FIELD( dragCoefficient, FIELD_FLOAT ), |
|
DEFINE_FIELD( angDragCoefficient, FIELD_FLOAT ), |
|
DEFINE_FIELD( hasShadowController,FIELD_BOOLEAN ), |
|
//DEFINE_VPHYSPTR( pShadow ), |
|
DEFINE_FIELD( origin, FIELD_POSITION_VECTOR ), |
|
DEFINE_FIELD( angles, FIELD_VECTOR ), |
|
DEFINE_FIELD( velocity, FIELD_VECTOR ), |
|
DEFINE_FIELD( angVelocity, FIELD_VECTOR ), |
|
DEFINE_FIELD( collideType, FIELD_SHORT ), |
|
DEFINE_FIELD( gameIndex, FIELD_SHORT ), |
|
DEFINE_FIELD( hingeAxis, FIELD_INTEGER ), |
|
END_DATADESC() |
|
|
|
bool CPhysicsObject::IsCollisionEnabled() const |
|
{ |
|
return GetObject()->is_collision_detection_enabled() ? true : false; |
|
} |
|
|
|
void CPhysicsObject::WriteToTemplate( vphysics_save_cphysicsobject_t &objectTemplate ) |
|
{ |
|
if ( m_collideType == COLLIDE_BALL ) |
|
{ |
|
objectTemplate.pCollide = NULL; |
|
objectTemplate.sphereRadius = GetSphereRadius(); |
|
} |
|
else |
|
{ |
|
objectTemplate.pCollide = GetCollide(); |
|
objectTemplate.sphereRadius = 0; |
|
} |
|
objectTemplate.isStatic = IsStatic(); |
|
objectTemplate.collisionEnabled = IsCollisionEnabled(); |
|
objectTemplate.gravityEnabled = IsGravityEnabled(); |
|
objectTemplate.dragEnabled = IsDragEnabled(); |
|
objectTemplate.motionEnabled = IsMotionEnabled(); |
|
objectTemplate.isAsleep = IsAsleep(); |
|
objectTemplate.isTrigger = IsTrigger(); |
|
objectTemplate.asleepSinceCreation = m_asleepSinceCreation; |
|
objectTemplate.materialIndex = m_materialIndex; |
|
objectTemplate.mass = GetMass(); |
|
|
|
objectTemplate.rotInertia = GetInertia(); |
|
GetDamping( &objectTemplate.speedDamping, &objectTemplate.rotSpeedDamping ); |
|
objectTemplate.massCenterOverride.Init(); |
|
if ( !IsMassCenterAtDefault() ) |
|
{ |
|
objectTemplate.massCenterOverride = GetMassCenterLocalSpace(); |
|
} |
|
|
|
objectTemplate.callbacks = m_callbacks; |
|
objectTemplate.gameFlags = m_gameFlags; |
|
objectTemplate.volume = GetVolume(); |
|
objectTemplate.dragCoefficient = m_dragCoefficient; |
|
objectTemplate.angDragCoefficient = m_angDragCoefficient; |
|
objectTemplate.pShadow = m_pShadow; |
|
objectTemplate.hasShadowController = (m_pShadow != NULL) ? true : false; |
|
objectTemplate.hasTouchedDynamic = HasTouchedDynamic(); |
|
//bool m_shadowTempGravityDisable; |
|
objectTemplate.collideType = m_collideType; |
|
objectTemplate.gameIndex = m_gameIndex; |
|
objectTemplate.contentsMask = m_contentsMask; |
|
objectTemplate.hingeAxis = m_hingedAxis; |
|
GetPosition( &objectTemplate.origin, &objectTemplate.angles ); |
|
GetVelocity( &objectTemplate.velocity, &objectTemplate.angVelocity ); |
|
} |
|
|
|
void CPhysicsObject::InitFromTemplate( CPhysicsEnvironment *pEnvironment, void *pGameData, const vphysics_save_cphysicsobject_t &objectTemplate ) |
|
{ |
|
MEM_ALLOC_CREDIT(); |
|
m_collideType = objectTemplate.collideType; |
|
|
|
IVP_Template_Real_Object ivpObjectTemplate; |
|
IVP_U_Quat rotation; |
|
IVP_U_Point pos; |
|
|
|
ConvertRotationToIVP( objectTemplate.angles, rotation ); |
|
ConvertPositionToIVP( objectTemplate.origin, pos ); |
|
|
|
ivpObjectTemplate.mass = objectTemplate.mass; |
|
|
|
if ( objectTemplate.materialIndex >= 0 ) |
|
{ |
|
ivpObjectTemplate.material = physprops->GetIVPMaterial( objectTemplate.materialIndex ); |
|
} |
|
else |
|
{ |
|
ivpObjectTemplate.material = physprops->GetIVPMaterial( physprops->GetSurfaceIndex( "default" ) ); |
|
} |
|
|
|
Assert( ivpObjectTemplate.material ); |
|
// HACKHACK: Pass this name in for debug |
|
ivpObjectTemplate.set_name(objectTemplate.pName); |
|
#if USE_COLLISION_GROUP_STRING |
|
ivpObjectTemplate.set_nocoll_group_ident( NULL ); |
|
#endif |
|
|
|
ivpObjectTemplate.physical_unmoveable = objectTemplate.isStatic ? IVP_TRUE : IVP_FALSE; |
|
ivpObjectTemplate.rot_inertia_is_factor = IVP_TRUE; |
|
|
|
ivpObjectTemplate.rot_inertia.set( 1,1,1 ); |
|
ivpObjectTemplate.rot_speed_damp_factor.set( objectTemplate.rotSpeedDamping, objectTemplate.rotSpeedDamping, objectTemplate.rotSpeedDamping ); |
|
ivpObjectTemplate.speed_damp_factor = objectTemplate.speedDamping; |
|
|
|
IVP_U_Matrix massCenterMatrix; |
|
massCenterMatrix.init(); |
|
if ( objectTemplate.massCenterOverride != vec3_origin ) |
|
{ |
|
IVP_U_Point center; |
|
ConvertPositionToIVP( objectTemplate.massCenterOverride, center ); |
|
massCenterMatrix.shift_os( ¢er ); |
|
ivpObjectTemplate.mass_center_override = &massCenterMatrix; |
|
} |
|
|
|
IVP_Real_Object *realObject = NULL; |
|
if ( m_collideType == COLLIDE_BALL ) |
|
{ |
|
IVP_Template_Ball ballTemplate; |
|
ballTemplate.radius = ConvertDistanceToIVP( objectTemplate.sphereRadius ); |
|
|
|
realObject = pEnvironment->GetIVPEnvironment()->create_ball( &ballTemplate, &ivpObjectTemplate, &rotation, &pos ); |
|
} |
|
else |
|
{ |
|
short collideType; |
|
IVP_SurfaceManager *surman = CreateSurfaceManager( objectTemplate.pCollide, collideType ); |
|
m_collideType = collideType; |
|
realObject = pEnvironment->GetIVPEnvironment()->create_polygon(surman, &ivpObjectTemplate, &rotation, &pos); |
|
} |
|
|
|
m_pObject = realObject; |
|
SetInertia( objectTemplate.rotInertia ); |
|
Init( objectTemplate.pCollide, realObject, objectTemplate.materialIndex, objectTemplate.volume, objectTemplate.dragCoefficient, objectTemplate.dragCoefficient ); |
|
|
|
SetCallbackFlags( (unsigned short) objectTemplate.callbacks ); |
|
SetGameFlags( (unsigned short) objectTemplate.gameFlags ); |
|
SetGameIndex( objectTemplate.gameIndex ); |
|
SetGameData( pGameData ); |
|
SetContents( objectTemplate.contentsMask ); |
|
|
|
if ( objectTemplate.dragEnabled ) |
|
{ |
|
Assert( !objectTemplate.isStatic ); |
|
EnableDrag( true ); |
|
} |
|
|
|
if ( !objectTemplate.motionEnabled ) |
|
{ |
|
Assert( !objectTemplate.isStatic ); |
|
EnableMotion( false ); |
|
} |
|
|
|
if ( objectTemplate.isTrigger ) |
|
{ |
|
BecomeTrigger(); |
|
} |
|
|
|
if ( !objectTemplate.gravityEnabled ) |
|
{ |
|
EnableGravity( false ); |
|
} |
|
|
|
if ( objectTemplate.collisionEnabled ) |
|
{ |
|
EnableCollisions( true ); |
|
} |
|
|
|
// will wake up the object |
|
if ( objectTemplate.velocity.LengthSqr() != 0 || objectTemplate.angVelocity.LengthSqr() != 0 ) |
|
{ |
|
SetVelocityInstantaneous( &objectTemplate.velocity, &objectTemplate.angVelocity ); |
|
if ( objectTemplate.isAsleep ) |
|
{ |
|
Sleep(); |
|
} |
|
} |
|
|
|
m_asleepSinceCreation = objectTemplate.asleepSinceCreation; |
|
if ( !objectTemplate.isAsleep ) |
|
{ |
|
Assert( !objectTemplate.isStatic ); |
|
Wake(); |
|
} |
|
|
|
if ( objectTemplate.hingeAxis ) |
|
{ |
|
BecomeHinged( objectTemplate.hingeAxis-1 ); |
|
} |
|
if ( objectTemplate.hasTouchedDynamic ) |
|
{ |
|
SetTouchedDynamic(); |
|
} |
|
|
|
m_pShadow = NULL; |
|
} |
|
|
|
|
|
bool SavePhysicsObject( const physsaveparams_t ¶ms, CPhysicsObject *pObject ) |
|
{ |
|
vphysics_save_cphysicsobject_t objectTemplate; |
|
memset( &objectTemplate, 0, sizeof(objectTemplate) ); |
|
|
|
pObject->WriteToTemplate( objectTemplate ); |
|
params.pSave->WriteAll( &objectTemplate ); |
|
|
|
if ( objectTemplate.hasShadowController ) |
|
{ |
|
return SavePhysicsShadowController( params, objectTemplate.pShadow ); |
|
} |
|
return true; |
|
} |
|
|
|
bool RestorePhysicsObject( const physrestoreparams_t ¶ms, CPhysicsObject **ppObject ) |
|
{ |
|
vphysics_save_cphysicsobject_t objectTemplate; |
|
memset( &objectTemplate, 0, sizeof(objectTemplate) ); |
|
params.pRestore->ReadAll( &objectTemplate ); |
|
Assert(objectTemplate.origin.IsValid()); |
|
Assert(objectTemplate.angles.IsValid()); |
|
objectTemplate.pCollide = params.pCollisionModel; |
|
objectTemplate.pName = params.pName; |
|
*ppObject = new CPhysicsObject(); |
|
|
|
postrestore_objectlist_t entry; |
|
entry.Defaults(); |
|
|
|
if ( objectTemplate.collisionEnabled ) |
|
{ |
|
// queue up the collision enable for these in case their entities have other dependent |
|
// physics handlers (like controllers) that need to be restored before callbacks are useful |
|
entry.pObject = *ppObject; |
|
entry.enableCollisions = true; |
|
objectTemplate.collisionEnabled = false; |
|
} |
|
|
|
(*ppObject)->InitFromTemplate( static_cast<CPhysicsEnvironment *>(params.pEnvironment), params.pGameData, objectTemplate ); |
|
|
|
if ( (*ppObject)->IsAsleep() && !(*ppObject)->m_asleepSinceCreation && !(*ppObject)->IsStatic() ) |
|
{ |
|
entry.pObject = *ppObject; |
|
entry.growFriction = true; |
|
} |
|
|
|
if ( entry.pObject ) |
|
{ |
|
g_PostRestoreObjectList.AddToTail( entry ); |
|
} |
|
|
|
if ( objectTemplate.hasShadowController ) |
|
{ |
|
bool restored = RestorePhysicsShadowControllerInternal( params, &objectTemplate.pShadow, *ppObject ); |
|
(*ppObject)->RestoreShadowController( objectTemplate.pShadow ); |
|
return restored; |
|
} |
|
|
|
return true; |
|
} |
|
|
|
IPhysicsObject *CreateObjectFromBuffer( CPhysicsEnvironment *pEnvironment, void *pGameData, unsigned char *pBuffer, unsigned int bufferSize, bool enableCollisions ) |
|
{ |
|
CPhysicsObject *pObject = new CPhysicsObject(); |
|
if ( bufferSize >= sizeof(vphysics_save_cphysicsobject_t)) |
|
{ |
|
vphysics_save_cphysicsobject_t *pTemplate = reinterpret_cast<vphysics_save_cphysicsobject_t *>(pBuffer); |
|
pTemplate->hasShadowController = false; // this hasn't been saved separately so cannot be supported via this path |
|
pObject->InitFromTemplate( pEnvironment, pGameData, *pTemplate ); |
|
if ( pTemplate->collisionEnabled && enableCollisions ) |
|
{ |
|
pObject->EnableCollisions(true); |
|
} |
|
return pObject; |
|
} |
|
return NULL; |
|
} |
|
|
|
IPhysicsObject *CreateObjectFromBuffer_UseExistingMemory( CPhysicsEnvironment *pEnvironment, void *pGameData, unsigned char *pBuffer, unsigned int bufferSize, CPhysicsObject *pExistingMemory ) |
|
{ |
|
if ( bufferSize >= sizeof(vphysics_save_cphysicsobject_t)) |
|
{ |
|
vphysics_save_cphysicsobject_t *pTemplate = reinterpret_cast<vphysics_save_cphysicsobject_t *>(pBuffer); |
|
// Allow the placement new. If we don't do this, then it'll get a compile error because new |
|
// might be defined as the special form in MEMALL_DEBUG_NEW. |
|
#include "tier0/memdbgoff.h" |
|
pExistingMemory = new ( pExistingMemory ) CPhysicsObject(); |
|
#include "tier0/memdbgon.h" |
|
pExistingMemory->InitFromTemplate( pEnvironment, pGameData, *pTemplate ); |
|
if ( pTemplate->collisionEnabled ) |
|
{ |
|
pExistingMemory->EnableCollisions(true); |
|
} |
|
return pExistingMemory; |
|
} |
|
return NULL; |
|
} |
|
|
|
// regenerate the friction systems for these objects. Because when it was saved it had them (came to rest with the contact points). |
|
// So now we need to recreate them or some objects may not wake up when this object (or its neighbors) are deleted. |
|
void PostRestorePhysicsObject() |
|
{ |
|
for ( int i = g_PostRestoreObjectList.Count()-1; i >= 0; --i ) |
|
{ |
|
if ( g_PostRestoreObjectList[i].pObject ) |
|
{ |
|
if ( g_PostRestoreObjectList[i].growFriction ) |
|
{ |
|
g_PostRestoreObjectList[i].pObject->GetObject()->force_grow_friction_system(); |
|
} |
|
if ( g_PostRestoreObjectList[i].enableCollisions ) |
|
{ |
|
g_PostRestoreObjectList[i].pObject->EnableCollisions( true ); |
|
} |
|
} |
|
} |
|
g_PostRestoreObjectList.Purge(); |
|
}
|
|
|