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1420 lines
41 KiB
1420 lines
41 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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// |
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//=============================================================================// |
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#include "cbase.h" |
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#include "physics_shadow.h" |
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#include "vphysics/player_controller.h" |
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#include "physics_friction.h" |
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#include "vphysics/friction.h" |
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// IsInContact |
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#include "ivp_mindist.hxx" |
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#include "ivp_core.hxx" |
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#include "ivp_friction.hxx" |
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#include "ivp_listener_object.hxx" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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struct vphysics_save_cshadowcontroller_t; |
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struct vphysics_save_shadowcontrolparams_t; |
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// UNDONE: Try this controller! |
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//damping is usually 1.0 |
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//frequency is usually in the range 1..16 |
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void ComputePDControllerCoefficients( float *coefficientsOut, const float frequency, const float damping, const float dt ) |
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{ |
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const float ks = 9.0f * frequency * frequency; |
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const float kd = 4.5f * frequency * damping; |
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const float scale = 1.0f / ( 1.0f + kd * dt + ks * dt * dt ); |
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coefficientsOut[0] = ks * scale; |
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coefficientsOut[1] = ( kd + ks * dt ) * scale; |
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// Use this controller like: |
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// speed += (coefficientsOut[0] * (targetPos - currentPos) + coefficientsOut[1] * (targetSpeed - currentSpeed)) * dt |
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} |
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void ComputeController( IVP_U_Float_Point ¤tSpeed, const IVP_U_Float_Point &delta, float maxSpeed, float maxDampSpeed, float scaleDelta, float damping, IVP_U_Float_Point *pOutImpulse = NULL ) |
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{ |
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if ( currentSpeed.quad_length() < 1e-6 ) |
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{ |
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currentSpeed.set_to_zero(); |
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} |
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// scale by timestep |
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IVP_U_Float_Point acceleration; |
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if ( maxSpeed > 0 ) |
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{ |
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acceleration.set_multiple( &delta, scaleDelta ); |
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float speed = acceleration.real_length(); |
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if ( speed > maxSpeed ) |
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{ |
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speed = maxSpeed / speed; |
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acceleration.mult( speed ); |
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} |
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} |
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else |
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{ |
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acceleration.set_to_zero(); |
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} |
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IVP_U_Float_Point dampAccel; |
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if ( maxDampSpeed > 0 ) |
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{ |
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dampAccel.set_multiple( ¤tSpeed, -damping ); |
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float speed = dampAccel.real_length(); |
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if ( speed > maxDampSpeed ) |
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{ |
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speed = maxDampSpeed / speed; |
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dampAccel.mult( speed ); |
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} |
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} |
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else |
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{ |
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dampAccel.set_to_zero(); |
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} |
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currentSpeed.add( &dampAccel ); |
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currentSpeed.add( &acceleration ); |
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if ( pOutImpulse ) |
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{ |
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*pOutImpulse = acceleration; |
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} |
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} |
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void ComputeController( IVP_U_Float_Point ¤tSpeed, const IVP_U_Float_Point &delta, const IVP_U_Float_Point &maxSpeed, float scaleDelta, float damping, IVP_U_Float_Point *pOutImpulse ) |
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{ |
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// scale by timestep |
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IVP_U_Float_Point acceleration; |
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acceleration.set_multiple( &delta, scaleDelta ); |
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if ( currentSpeed.quad_length() < 1e-6 ) |
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{ |
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currentSpeed.set_to_zero(); |
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} |
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acceleration.add_multiple( ¤tSpeed, -damping ); |
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for(int i=2; i>=0; i--) |
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{ |
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if(IVP_Inline_Math::fabsd(acceleration.k[i]) < maxSpeed.k[i]) |
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continue; |
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// clip force |
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acceleration.k[i] = (acceleration.k[i] < 0) ? -maxSpeed.k[i] : maxSpeed.k[i]; |
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} |
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currentSpeed.add( &acceleration ); |
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if ( pOutImpulse ) |
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{ |
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*pOutImpulse = acceleration; |
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} |
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} |
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static bool IsOnGround( IVP_Real_Object *pivp ) |
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{ |
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IPhysicsFrictionSnapshot *pSnapshot = CreateFrictionSnapshot( pivp ); |
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bool bGround = false; |
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while (pSnapshot->IsValid()) |
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{ |
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Vector normal; |
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pSnapshot->GetSurfaceNormal( normal ); |
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if ( normal.z < -0.7f ) |
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{ |
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bGround = true; |
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break; |
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} |
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pSnapshot->NextFrictionData(); |
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} |
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DestroyFrictionSnapshot( pSnapshot ); |
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return bGround; |
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} |
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class CPlayerController : public IVP_Controller_Independent, public IPhysicsPlayerController, public IVP_Listener_Object |
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{ |
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public: |
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CPlayerController( CPhysicsObject *pObject ); |
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~CPlayerController( void ); |
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// ipion interfaces |
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void do_simulation_controller( IVP_Event_Sim *es,IVP_U_Vector<IVP_Core> *cores); |
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virtual IVP_CONTROLLER_PRIORITY get_controller_priority() { return (IVP_CONTROLLER_PRIORITY) (IVP_CP_MOTION+1); } |
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virtual const char *get_controller_name() { return "vphysics:player"; } |
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void SetObject( IPhysicsObject *pObject ); |
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void SetEventHandler( IPhysicsPlayerControllerEvent *handler ); |
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void Update( const Vector& position, const Vector& velocity, float secondsToArrival, bool onground, IPhysicsObject *ground ); |
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void MaxSpeed( const Vector &velocity ); |
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bool IsInContact( void ); |
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virtual bool WasFrozen() |
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{ |
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IVP_Real_Object *pivp = m_pObject->GetObject(); |
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IVP_Core *pCore = pivp->get_core(); |
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return pCore->temporarily_unmovable ? true : false; |
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} |
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void ForceTeleportToCurrentPosition() |
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{ |
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m_forceTeleport = true; |
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} |
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int GetShadowPosition( Vector *position, QAngle *angles ) |
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{ |
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IVP_U_Matrix matrix; |
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IVP_Environment *pEnv = m_pObject->GetObject()->get_environment(); |
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double psi = pEnv->get_next_PSI_time().get_seconds(); |
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m_pObject->GetObject()->calc_at_matrix( psi, &matrix ); |
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if ( angles ) |
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{ |
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ConvertRotationToHL( matrix, *angles ); |
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} |
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if ( position ) |
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{ |
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ConvertPositionToHL( matrix.vv, *position ); |
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} |
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return 1; |
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} |
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void GetShadowVelocity( Vector *velocity ); |
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virtual void GetLastImpulse( Vector *pOut ) |
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{ |
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ConvertPositionToHL( m_lastImpulse, *pOut ); |
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} |
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virtual void StepUp( float height ); |
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virtual void Jump(); |
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virtual IPhysicsObject *GetObject() { return m_pObject; } |
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virtual void SetPushMassLimit( float maxPushMass ) |
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{ |
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m_pushableMassLimit = maxPushMass; |
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} |
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virtual void SetPushSpeedLimit( float maxPushSpeed ) |
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{ |
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m_pushableSpeedLimit = maxPushSpeed; |
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} |
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virtual float GetPushMassLimit() { return m_pushableMassLimit; } |
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virtual float GetPushSpeedLimit() { return m_pushableSpeedLimit; } |
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// Object listener |
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virtual void event_object_deleted( IVP_Event_Object *pEvent) |
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{ |
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Assert( pEvent->real_object == m_pGround->GetObject() ); |
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m_pGround = NULL; |
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} |
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virtual void event_object_created( IVP_Event_Object *) {} |
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virtual void event_object_revived( IVP_Event_Object *) {} |
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virtual void event_object_frozen ( IVP_Event_Object *) {} |
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private: |
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void AttachObject( void ); |
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void DetachObject( void ); |
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int TryTeleportObject( void ); |
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void SetGround( CPhysicsObject *pGroundObject ); |
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CPhysicsObject *m_pObject; |
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IVP_U_Float_Point m_saveRot; |
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CPhysicsObject *m_pGround; // Uses object listener to clear - so ok to hold over frames |
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IPhysicsPlayerControllerEvent *m_handler; |
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float m_maxDeltaPosition; |
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float m_dampFactor; |
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float m_secondsToArrival; |
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float m_pushableMassLimit; |
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float m_pushableSpeedLimit; |
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IVP_U_Point m_targetPosition; |
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IVP_U_Float_Point m_groundPosition; |
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IVP_U_Float_Point m_maxSpeed; |
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IVP_U_Float_Point m_currentSpeed; |
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IVP_U_Float_Point m_lastImpulse; |
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bool m_enable : 1; |
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bool m_onground : 1; |
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bool m_forceTeleport : 1; |
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bool m_updatedSinceLast : 5; |
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}; |
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CPlayerController::CPlayerController( CPhysicsObject *pObject ) |
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{ |
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m_pGround = NULL; |
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m_pObject = pObject; |
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m_handler = NULL; |
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m_maxDeltaPosition = ConvertDistanceToIVP( 24 ); |
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m_dampFactor = 1.0f; |
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m_targetPosition.k[0] = m_targetPosition.k[1] = m_targetPosition.k[2] = 0; |
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m_pushableMassLimit = VPHYSICS_MAX_MASS; |
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m_pushableSpeedLimit = 1e4f; |
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m_forceTeleport = false; |
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AttachObject(); |
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} |
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CPlayerController::~CPlayerController( void ) |
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{ |
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DetachObject(); |
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} |
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void CPlayerController::SetGround( CPhysicsObject *pGroundObject ) |
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{ |
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if ( m_pGround != pGroundObject ) |
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{ |
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if ( m_pGround && m_pGround->GetObject() ) |
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{ |
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m_pGround->GetObject()->remove_listener_object(this); |
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} |
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m_pGround = pGroundObject; |
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if ( m_pGround && m_pGround->GetObject() ) |
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{ |
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m_pGround->GetObject()->add_listener_object(this); |
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} |
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} |
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} |
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void CPlayerController::AttachObject( void ) |
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{ |
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m_pObject->EnableDrag( false ); |
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IVP_Real_Object *pivp = m_pObject->GetObject(); |
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IVP_Core *pCore = pivp->get_core(); |
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m_saveRot = pCore->rot_speed_damp_factor; |
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pCore->rot_speed_damp_factor = IVP_U_Float_Point( 100, 100, 100 ); |
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pCore->calc_calc(); |
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BEGIN_IVP_ALLOCATION(); |
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pivp->get_environment()->get_controller_manager()->add_controller_to_core( this, pCore ); |
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END_IVP_ALLOCATION(); |
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m_pObject->AddCallbackFlags( CALLBACK_IS_PLAYER_CONTROLLER ); |
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} |
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void CPlayerController::DetachObject( void ) |
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{ |
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if ( !m_pObject ) |
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return; |
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IVP_Real_Object *pivp = m_pObject->GetObject(); |
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IVP_Core *pCore = pivp->get_core(); |
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pCore->rot_speed_damp_factor = m_saveRot; |
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pCore->calc_calc(); |
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m_pObject->RemoveCallbackFlags( CALLBACK_IS_PLAYER_CONTROLLER ); |
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m_pObject = NULL; |
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pivp->get_environment()->get_controller_manager()->remove_controller_from_core( this, pCore ); |
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SetGround(NULL); |
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} |
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void CPlayerController::SetObject( IPhysicsObject *pObject ) |
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{ |
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CPhysicsObject *obj = (CPhysicsObject *)pObject; |
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if ( obj == m_pObject ) |
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return; |
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DetachObject(); |
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m_pObject = obj; |
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AttachObject(); |
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} |
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int CPlayerController::TryTeleportObject( void ) |
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{ |
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if ( m_handler && !m_forceTeleport ) |
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{ |
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Vector hlPosition; |
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ConvertPositionToHL( m_targetPosition, hlPosition ); |
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if ( !m_handler->ShouldMoveTo( m_pObject, hlPosition ) ) |
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return 0; |
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} |
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IVP_Real_Object *pivp = m_pObject->GetObject(); |
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IVP_U_Quat targetOrientation; |
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IVP_U_Point outPosition; |
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pivp->get_quat_world_f_object_AT( &targetOrientation, &outPosition ); |
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if ( pivp->is_collision_detection_enabled() ) |
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{ |
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m_pObject->EnableCollisions( false ); |
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pivp->beam_object_to_new_position( &targetOrientation, &m_targetPosition, IVP_TRUE ); |
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m_pObject->EnableCollisions( true ); |
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} |
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else |
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{ |
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pivp->beam_object_to_new_position( &targetOrientation, &m_targetPosition, IVP_TRUE ); |
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} |
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m_forceTeleport = false; |
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return 1; |
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} |
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void CPlayerController::StepUp( float height ) |
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{ |
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if ( height == 0.0f ) |
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return; |
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Vector step( 0, 0, height ); |
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IVP_Real_Object *pIVP = m_pObject->GetObject(); |
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IVP_U_Quat world_f_object; |
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IVP_U_Point positionIVP, deltaIVP; |
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ConvertPositionToIVP( step, deltaIVP ); |
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pIVP->get_quat_world_f_object_AT( &world_f_object, &positionIVP ); |
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positionIVP.add( &deltaIVP ); |
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pIVP->beam_object_to_new_position( &world_f_object, &positionIVP, IVP_TRUE ); |
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} |
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void CPlayerController::Jump() |
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{ |
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#if 0 |
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// float for one tick to allow stepping and jumping to work properly |
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IVP_Real_Object *pIVP = m_pObject->GetObject(); |
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const IVP_U_Point *pgrav = pIVP->get_environment()->get_gravity(); |
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IVP_U_Float_Point gravSpeed; |
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gravSpeed.set_multiple( pgrav, pIVP->get_environment()->get_delta_PSI_time() ); |
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pIVP->get_core()->speed.subtract( &gravSpeed ); |
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#endif |
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} |
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const int MAX_LIST_NORMALS = 8; |
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class CNormalList |
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{ |
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public: |
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bool IsFull() { return m_Normals.Count() == MAX_LIST_NORMALS; } |
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void AddNormal( const Vector &normal ) |
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{ |
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if ( IsFull() ) |
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return; |
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for ( int i = m_Normals.Count(); --i >= 0; ) |
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{ |
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if ( DotProduct( m_Normals[i], normal ) > 0.99f ) |
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return; |
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} |
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m_Normals.AddToTail( normal ); |
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} |
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bool HasPositiveProjection( const Vector &vec ) |
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{ |
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for ( int i = m_Normals.Count(); --i >= 0; ) |
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{ |
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if ( DotProduct( m_Normals[i], vec ) > 0 ) |
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return true; |
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} |
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return false; |
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} |
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// UNDONE: Handle the case better where we clamp to multiple planes |
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// and still have a projection, but don't exceed limitVel. Currently that will stop. |
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// when this is done, remove the ground exception below. |
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Vector ClampVector( const Vector &inVector, float limitVel ) |
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{ |
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if ( m_Normals.Count() > 2 ) |
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{ |
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for ( int i = 0; i < m_Normals.Count(); i++ ) |
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{ |
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if ( DotProduct(inVector, m_Normals[i]) > 0 ) |
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{ |
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return vec3_origin; |
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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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if ( m_Normals.Count() == 2 ) |
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{ |
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Vector crease; |
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CrossProduct( m_Normals[0], m_Normals[1], crease ); |
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float dot = DotProduct( inVector, crease ); |
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return crease * dot; |
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} |
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else if (m_Normals.Count() == 1) |
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{ |
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float dot = DotProduct( inVector, m_Normals[0] ); |
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if ( dot > limitVel ) |
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{ |
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return inVector + m_Normals[0]*(limitVel - dot); |
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} |
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} |
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} |
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return inVector; |
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} |
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private: |
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CUtlVectorFixed<Vector, MAX_LIST_NORMALS> m_Normals; |
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}; |
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void CPlayerController::do_simulation_controller( IVP_Event_Sim *es,IVP_U_Vector<IVP_Core> *) |
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{ |
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if ( !m_enable ) |
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return; |
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IVP_Real_Object *pivp = m_pObject->GetObject(); |
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IVP_Core *pCore = pivp->get_core(); |
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Assert(!pCore->pinned && !pCore->physical_unmoveable); |
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// current situation |
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const IVP_U_Matrix *m_world_f_core = pCore->get_m_world_f_core_PSI(); |
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const IVP_U_Point *cur_pos_ws = m_world_f_core->get_position(); |
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IVP_U_Float_Point baseVelocity; |
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baseVelocity.set_to_zero(); |
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// --------------------------------------------------------- |
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// Translation |
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// --------------------------------------------------------- |
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if ( m_pGround ) |
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{ |
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const IVP_U_Matrix *pMatrix = m_pGround->GetObject()->get_core()->get_m_world_f_core_PSI(); |
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pMatrix->vmult4( &m_groundPosition, &m_targetPosition ); |
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m_pGround->GetObject()->get_core()->get_surface_speed( &m_groundPosition, &baseVelocity ); |
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pCore->speed.subtract( &baseVelocity ); |
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} |
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IVP_U_Float_Point delta_position; delta_position.subtract( &m_targetPosition, cur_pos_ws); |
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if (!pivp->flags.shift_core_f_object_is_zero) |
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{ |
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IVP_U_Float_Point shift_cs_os_ws; |
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m_world_f_core->vmult3( pivp->get_shift_core_f_object(), &shift_cs_os_ws); |
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delta_position.subtract( &shift_cs_os_ws ); |
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} |
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IVP_DOUBLE qdist = delta_position.quad_length(); |
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// UNDONE: This is totally bogus! Measure error using last known estimate |
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// not current position! |
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if ( m_forceTeleport || qdist > m_maxDeltaPosition * m_maxDeltaPosition ) |
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{ |
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if ( TryTeleportObject() ) |
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return; |
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} |
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// float to allow stepping |
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const IVP_U_Point *pgrav = es->environment->get_gravity(); |
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IVP_U_Float_Point gravSpeed; |
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gravSpeed.set_multiple( pgrav, es->delta_time ); |
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if ( m_onground ) |
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{ |
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pCore->speed.subtract( &gravSpeed ); |
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} |
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float fraction = 1.0; |
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if ( m_secondsToArrival > 0 ) |
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{ |
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fraction = es->delta_time / m_secondsToArrival; |
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if ( fraction > 1 ) |
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{ |
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fraction = 1; |
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} |
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} |
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if ( !m_updatedSinceLast ) |
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{ |
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// we haven't received an update from the game code since the last controller step |
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// This means we haven't gotten feedback integrated into the motion plan, so the error may be |
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// exaggerated. Assume that the first updated tick had valid information, and limit |
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// all subsequent ticks to the same size impulses. |
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// NOTE: Don't update the saved impulse - so any subsequent ticks will still have the last |
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// known good information. |
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float len = m_lastImpulse.real_length(); |
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// cap the max speed to the length of the last known good impulse |
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IVP_U_Float_Point tmp; |
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tmp.set( len, len, len ); |
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ComputeController( pCore->speed, delta_position, tmp, fraction / es->delta_time, m_dampFactor, NULL ); |
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} |
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else |
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{ |
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ComputeController( pCore->speed, delta_position, m_maxSpeed, fraction / es->delta_time, m_dampFactor, &m_lastImpulse ); |
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} |
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pCore->speed.add( &baseVelocity ); |
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m_updatedSinceLast = false; |
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// UNDONE: Assumes gravity points down |
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Vector lastImpulseHL; |
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ConvertPositionToHL( pCore->speed, lastImpulseHL ); |
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IPhysicsFrictionSnapshot *pSnapshot = CreateFrictionSnapshot( pivp ); |
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bool bGround = false; |
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float invMass = pivp->get_core()->get_inv_mass(); |
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float limitVel = m_pushableSpeedLimit; |
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CNormalList normalList; |
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while (pSnapshot->IsValid()) |
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{ |
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Vector normal; |
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pSnapshot->GetSurfaceNormal( normal ); |
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if ( normal.z < -0.7f ) |
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{ |
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bGround = true; |
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} |
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// remove this when clamp works better |
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if ( normal.z > -0.99f ) |
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{ |
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IPhysicsObject *pOther = pSnapshot->GetObject(1); |
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if ( !pOther->IsMoveable() || pOther->GetMass() > m_pushableMassLimit ) |
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{ |
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limitVel = 0.0f; |
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} |
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float pushSpeed = DotProduct( lastImpulseHL, normal ); |
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float contactVel = pSnapshot->GetNormalForce() * invMass; |
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float pushTotal = pushSpeed + contactVel; |
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if ( pushTotal > limitVel ) |
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{ |
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normalList.AddNormal( normal ); |
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} |
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} |
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pSnapshot->NextFrictionData(); |
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} |
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DestroyFrictionSnapshot( pSnapshot ); |
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|
|
Vector clamped = normalList.ClampVector( lastImpulseHL, limitVel ); |
|
Vector limit = clamped - lastImpulseHL; |
|
IVP_U_Float_Point limitIVP; |
|
ConvertPositionToIVP( limit, limitIVP ); |
|
pivp->get_core()->speed.add( &limitIVP ); |
|
m_lastImpulse.add( &limitIVP ); |
|
|
|
if ( bGround ) |
|
{ |
|
float gravDt = gravSpeed.real_length(); |
|
// moving down? Press down with full gravity and no more |
|
if ( m_lastImpulse.k[1] >= 0 ) |
|
{ |
|
float delta = gravDt - m_lastImpulse.k[1]; |
|
pivp->get_core()->speed.k[1] += delta; |
|
m_lastImpulse.k[1] += delta; |
|
} |
|
} |
|
|
|
// if we have time left, subtract it off |
|
m_secondsToArrival -= es->delta_time; |
|
if ( m_secondsToArrival < 0 ) |
|
{ |
|
m_secondsToArrival = 0; |
|
} |
|
} |
|
|
|
void CPlayerController::SetEventHandler( IPhysicsPlayerControllerEvent *handler ) |
|
{ |
|
m_handler = handler; |
|
} |
|
|
|
void CPlayerController::Update( const Vector& position, const Vector& velocity, float secondsToArrival, bool onground, IPhysicsObject *ground ) |
|
{ |
|
IVP_U_Point targetPositionIVP; |
|
IVP_U_Float_Point targetSpeedIVP; |
|
|
|
ConvertPositionToIVP( position, targetPositionIVP ); |
|
ConvertPositionToIVP( velocity, targetSpeedIVP ); |
|
|
|
m_updatedSinceLast = true; |
|
// if the object hasn't moved, abort |
|
if ( targetSpeedIVP.quad_distance_to( &m_currentSpeed ) < 1e-6 ) |
|
{ |
|
if ( targetPositionIVP.quad_distance_to( &m_targetPosition ) < 1e-6 ) |
|
{ |
|
return; |
|
} |
|
} |
|
|
|
m_targetPosition.set( &targetPositionIVP ); |
|
m_secondsToArrival = secondsToArrival < 0 ? 0 : secondsToArrival; |
|
// Sanity check to make sure the position is good. |
|
#ifdef _DEBUG |
|
float large = 1024 * 512; |
|
Assert( m_targetPosition.k[0] >= -large && m_targetPosition.k[0] <= large ); |
|
Assert( m_targetPosition.k[1] >= -large && m_targetPosition.k[1] <= large ); |
|
Assert( m_targetPosition.k[2] >= -large && m_targetPosition.k[2] <= large ); |
|
#endif |
|
|
|
m_currentSpeed.set( &targetSpeedIVP ); |
|
|
|
IVP_Real_Object *pivp = m_pObject->GetObject(); |
|
IVP_Core *pCore = pivp->get_core(); |
|
IVP_Environment *pEnv = pivp->get_environment(); |
|
pEnv->get_controller_manager()->ensure_core_in_simulation(pCore); |
|
|
|
m_enable = true; |
|
// m_onground makes this object anti-grav |
|
// UNDONE: Re-evaluate this |
|
m_onground = false;//onground; |
|
if ( velocity.LengthSqr() <= 0.1f ) |
|
{ |
|
// no input velocity, just go where physics takes you. |
|
m_enable = false; |
|
ground = NULL; |
|
} |
|
else |
|
{ |
|
MaxSpeed( velocity ); |
|
} |
|
|
|
CPhysicsObject *pGroundObject = static_cast<CPhysicsObject *>(ground); |
|
SetGround( pGroundObject ); |
|
if ( m_pGround ) |
|
{ |
|
const IVP_U_Matrix *pMatrix = m_pGround->GetObject()->get_core()->get_m_world_f_core_PSI(); |
|
pMatrix->vimult4( &m_targetPosition, &m_groundPosition ); |
|
} |
|
} |
|
|
|
void CPlayerController::MaxSpeed( const Vector &velocity ) |
|
{ |
|
IVP_Core *pCore = m_pObject->GetObject()->get_core(); |
|
IVP_U_Float_Point ivpVel; |
|
ConvertPositionToIVP( velocity, ivpVel ); |
|
IVP_U_Float_Point available = ivpVel; |
|
|
|
// normalize and save length |
|
float length = ivpVel.real_length_plus_normize(); |
|
|
|
IVP_U_Float_Point baseVelocity; |
|
baseVelocity.set_to_zero(); |
|
|
|
float dot = ivpVel.dot_product( &pCore->speed ); |
|
if ( dot > 0 ) |
|
{ |
|
ivpVel.mult( dot * length ); |
|
available.subtract( &ivpVel ); |
|
} |
|
|
|
pCore->speed.add( &baseVelocity ); |
|
IVP_Float_PointAbs( m_maxSpeed, available ); |
|
} |
|
|
|
|
|
void CPlayerController::GetShadowVelocity( Vector *velocity ) |
|
{ |
|
IVP_Core *core = m_pObject->GetObject()->get_core(); |
|
if ( velocity ) |
|
{ |
|
IVP_U_Float_Point speed; |
|
speed.add( &core->speed, &core->speed_change ); |
|
if ( m_pGround ) |
|
{ |
|
IVP_U_Float_Point baseVelocity; |
|
m_pGround->GetObject()->get_core()->get_surface_speed( &m_groundPosition, &baseVelocity ); |
|
speed.subtract( &baseVelocity ); |
|
} |
|
ConvertPositionToHL( speed, *velocity ); |
|
} |
|
} |
|
|
|
|
|
bool CPlayerController::IsInContact( void ) |
|
{ |
|
IVP_Real_Object *pivp = m_pObject->GetObject(); |
|
if ( !pivp->flags.collision_detection_enabled ) |
|
return false; |
|
|
|
IVP_Synapse_Friction *pfriction = pivp->get_first_friction_synapse(); |
|
while ( pfriction ) |
|
{ |
|
extern IVP_Real_Object *GetOppositeSynapseObject( IVP_Synapse_Friction *pfriction ); |
|
|
|
IVP_Real_Object *pobj = GetOppositeSynapseObject( pfriction ); |
|
if ( pobj->flags.collision_detection_enabled ) |
|
{ |
|
// skip if this is a static object |
|
if ( !pobj->get_core()->physical_unmoveable && !pobj->get_core()->pinned ) |
|
{ |
|
CPhysicsObject *pPhys = static_cast<CPhysicsObject *>(pobj->client_data); |
|
// If this is a game-controlled shadow object, then skip it. |
|
// otherwise, we're in contact with something physically simulated |
|
if ( !pPhys->IsControlledByGame() ) |
|
return true; |
|
} |
|
} |
|
|
|
pfriction = pfriction->get_next(); |
|
} |
|
|
|
return false; |
|
} |
|
|
|
|
|
IPhysicsPlayerController *CreatePlayerController( CPhysicsObject *pObject ) |
|
{ |
|
return new CPlayerController( pObject ); |
|
} |
|
|
|
void DestroyPlayerController( IPhysicsPlayerController *pController ) |
|
{ |
|
delete pController; |
|
} |
|
|
|
void QuaternionDiff( const IVP_U_Quat &p, const IVP_U_Quat &q, IVP_U_Quat &qt ) |
|
{ |
|
IVP_U_Quat q2; |
|
|
|
// decide if one of the quaternions is backwards |
|
q2.set_invert_unit_quat( &q ); |
|
qt.set_mult_quat( &q2, &p ); |
|
qt.normize_quat(); |
|
} |
|
|
|
|
|
void QuaternionAxisAngle( const IVP_U_Quat &q, Vector &axis, float &angle ) |
|
{ |
|
angle = 2 * acos(q.w); |
|
if ( angle > M_PI ) |
|
{ |
|
angle -= 2*M_PI; |
|
} |
|
|
|
axis.Init( q.x, q.y, q.z ); |
|
VectorNormalize( axis ); |
|
} |
|
|
|
|
|
void GetObjectPosition_IVP( IVP_U_Point &origin, IVP_Real_Object *pivp ) |
|
{ |
|
const IVP_U_Matrix *m_world_f_core = pivp->get_core()->get_m_world_f_core_PSI(); |
|
origin.set( m_world_f_core->get_position() ); |
|
if (!pivp->flags.shift_core_f_object_is_zero) |
|
{ |
|
IVP_U_Float_Point shift_cs_os_ws; |
|
m_world_f_core->vmult3( pivp->get_shift_core_f_object(), &shift_cs_os_ws ); |
|
origin.add(&shift_cs_os_ws); |
|
} |
|
} |
|
|
|
|
|
bool IsZeroVector( const IVP_U_Point &vec ) |
|
{ |
|
return (vec.k[0] == 0.0 && vec.k[1] == 0.0 && vec.k[2] == 0.0 ) ? true : false; |
|
} |
|
|
|
float ComputeShadowControllerIVP( IVP_Real_Object *pivp, shadowcontrol_params_t ¶ms, float secondsToArrival, float dt ) |
|
{ |
|
// resample fraction |
|
// This allows us to arrive at the target at the requested time |
|
float fraction = 1.0; |
|
if ( secondsToArrival > 0 ) |
|
{ |
|
fraction = dt / secondsToArrival; |
|
if ( fraction > 1 ) |
|
{ |
|
fraction = 1; |
|
} |
|
} |
|
|
|
secondsToArrival -= dt; |
|
if ( secondsToArrival < 0 ) |
|
{ |
|
secondsToArrival = 0; |
|
} |
|
|
|
if ( fraction <= 0 ) |
|
return secondsToArrival; |
|
|
|
// --------------------------------------------------------- |
|
// Translation |
|
// --------------------------------------------------------- |
|
|
|
IVP_U_Point positionIVP; |
|
GetObjectPosition_IVP( positionIVP, pivp ); |
|
|
|
IVP_U_Float_Point delta_position; |
|
delta_position.subtract( ¶ms.targetPosition, &positionIVP); |
|
|
|
// BUGBUG: Save off velocities and estimate final positions |
|
// measure error against these final sets |
|
// also, damp out 100% saved velocity, use max additional impulses |
|
// to correct error and damp out error velocity |
|
// extrapolate position |
|
if ( params.teleportDistance > 0 ) |
|
{ |
|
IVP_DOUBLE qdist; |
|
if ( !IsZeroVector(params.lastPosition) ) |
|
{ |
|
IVP_U_Float_Point tmpDelta; |
|
tmpDelta.subtract( &positionIVP, ¶ms.lastPosition ); |
|
qdist = tmpDelta.quad_length(); |
|
} |
|
else |
|
{ |
|
// UNDONE: This is totally bogus! Measure error using last known estimate |
|
// not current position! |
|
qdist = delta_position.quad_length(); |
|
} |
|
|
|
if ( qdist > params.teleportDistance * params.teleportDistance ) |
|
{ |
|
if ( pivp->is_collision_detection_enabled() ) |
|
{ |
|
pivp->enable_collision_detection( IVP_FALSE ); |
|
pivp->beam_object_to_new_position( ¶ms.targetRotation, ¶ms.targetPosition, IVP_TRUE ); |
|
pivp->enable_collision_detection( IVP_TRUE ); |
|
} |
|
else |
|
{ |
|
pivp->beam_object_to_new_position( ¶ms.targetRotation, ¶ms.targetPosition, IVP_TRUE ); |
|
} |
|
delta_position.set_to_zero(); |
|
} |
|
} |
|
|
|
float invDt = 1.0f / dt; |
|
IVP_Core *pCore = pivp->get_core(); |
|
ComputeController( pCore->speed, delta_position, params.maxSpeed, params.maxDampSpeed, fraction * invDt, params.dampFactor, ¶ms.lastImpulse ); |
|
|
|
params.lastPosition.add_multiple( &positionIVP, &pCore->speed, dt ); |
|
|
|
IVP_U_Float_Point deltaAngles; |
|
// compute rotation offset |
|
IVP_U_Quat deltaRotation; |
|
QuaternionDiff( params.targetRotation, pCore->q_world_f_core_next_psi, deltaRotation ); |
|
|
|
// convert offset to angular impulse |
|
Vector axis; |
|
float angle; |
|
QuaternionAxisAngle( deltaRotation, axis, angle ); |
|
VectorNormalize(axis); |
|
|
|
deltaAngles.k[0] = axis.x * angle; |
|
deltaAngles.k[1] = axis.y * angle; |
|
deltaAngles.k[2] = axis.z * angle; |
|
|
|
ComputeController( pCore->rot_speed, deltaAngles, params.maxAngular, params.maxDampAngular, fraction * invDt, params.dampFactor, NULL ); |
|
|
|
return secondsToArrival; |
|
} |
|
|
|
void ConvertShadowControllerToIVP( const hlshadowcontrol_params_t &in, shadowcontrol_params_t &out ) |
|
{ |
|
ConvertPositionToIVP( in.targetPosition, out.targetPosition ); |
|
ConvertRotationToIVP( in.targetRotation, out.targetRotation ); |
|
out.teleportDistance = ConvertDistanceToIVP( in.teleportDistance ); |
|
|
|
out.maxSpeed = ConvertDistanceToIVP( in.maxSpeed ); |
|
out.maxDampSpeed = ConvertDistanceToIVP( in.maxDampSpeed ); |
|
out.maxAngular = ConvertAngleToIVP( in.maxAngular ); |
|
out.maxDampAngular = ConvertAngleToIVP( in.maxDampAngular ); |
|
|
|
out.dampFactor = in.dampFactor; |
|
} |
|
|
|
void ConvertShadowControllerToHL( const shadowcontrol_params_t &in, hlshadowcontrol_params_t &out ) |
|
{ |
|
ConvertPositionToHL( in.targetPosition, out.targetPosition ); |
|
ConvertRotationToHL( in.targetRotation, out.targetRotation ); |
|
out.teleportDistance = ConvertDistanceToHL( in.teleportDistance ); |
|
|
|
out.maxSpeed = ConvertDistanceToHL( in.maxSpeed ); |
|
out.maxDampSpeed = ConvertDistanceToHL( in.maxDampSpeed ); |
|
out.maxAngular = ConvertAngleToHL( in.maxAngular ); |
|
out.maxDampAngular = ConvertAngleToHL( in.maxDampAngular ); |
|
|
|
out.dampFactor = in.dampFactor; |
|
} |
|
|
|
float ComputeShadowControllerHL( CPhysicsObject *pObject, const hlshadowcontrol_params_t ¶ms, float secondsToArrival, float dt ) |
|
{ |
|
shadowcontrol_params_t ivpParams; |
|
ConvertShadowControllerToIVP( params, ivpParams ); |
|
return ComputeShadowControllerIVP( pObject->GetObject(), ivpParams, secondsToArrival, dt ); |
|
} |
|
|
|
class CShadowController : public IVP_Controller_Independent, public IPhysicsShadowController, public CAlignedNewDelete<16> |
|
{ |
|
public: |
|
CShadowController(); |
|
CShadowController( CPhysicsObject *pObject, bool allowTranslation, bool allowRotation ); |
|
~CShadowController( void ); |
|
|
|
// ipion interfaces |
|
void do_simulation_controller( IVP_Event_Sim *es,IVP_U_Vector<IVP_Core> *cores); |
|
virtual IVP_CONTROLLER_PRIORITY get_controller_priority() { return IVP_CP_MOTION; } |
|
virtual const char *get_controller_name() { return "vphysics:shadow"; } |
|
|
|
void SetObject( IPhysicsObject *pObject ); |
|
void Update( const Vector &position, const QAngle &angles, float secondsToArrival ); |
|
void MaxSpeed( float maxSpeed, float maxAngularSpeed ); |
|
virtual void StepUp( float height ); |
|
virtual void SetTeleportDistance( float teleportDistance ); |
|
virtual bool AllowsTranslation() { return m_allowsTranslation; } |
|
virtual bool AllowsRotation() { return m_allowsRotation; } |
|
|
|
virtual void GetLastImpulse( Vector *pOut ) |
|
{ |
|
ConvertPositionToHL( m_shadow.lastImpulse, *pOut ); |
|
} |
|
bool IsEnabled() { return m_enabled; } |
|
void Enable( bool bEnable ) |
|
{ |
|
m_enabled = bEnable; |
|
} |
|
|
|
void WriteToTemplate( vphysics_save_cshadowcontroller_t &controllerTemplate ); |
|
void InitFromTemplate( const vphysics_save_cshadowcontroller_t &controllerTemplate ); |
|
|
|
virtual void SetPhysicallyControlled( bool isPhysicallyControlled ) { m_isPhysicallyControlled = isPhysicallyControlled; } |
|
virtual bool IsPhysicallyControlled() { return m_isPhysicallyControlled; } |
|
|
|
virtual void UseShadowMaterial( bool bUseShadowMaterial ) |
|
{ |
|
if ( !m_pObject ) |
|
return; |
|
|
|
int current = m_pObject->GetMaterialIndexInternal(); |
|
int target = bUseShadowMaterial ? MATERIAL_INDEX_SHADOW : m_savedMaterialIndex; |
|
if ( target != current ) |
|
{ |
|
m_pObject->SetMaterialIndex( target ); |
|
} |
|
} |
|
|
|
virtual void ObjectMaterialChanged( int materialIndex ) |
|
{ |
|
if ( !m_pObject ) |
|
return; |
|
m_savedMaterialIndex = materialIndex; |
|
} |
|
|
|
//Basically get the last inputs to IPhysicsShadowController::Update(), returns last input to timeOffset in Update() |
|
virtual float GetTargetPosition( Vector *pPositionOut, QAngle *pAnglesOut ); |
|
|
|
virtual float GetTeleportDistance( void ); |
|
virtual void GetMaxSpeed( float *pMaxSpeedOut, float *pMaxAngularSpeedOut ); |
|
|
|
private: |
|
void AttachObject( void ); |
|
void DetachObject( void ); |
|
|
|
shadowcontrol_params_t m_shadow; |
|
IVP_U_Float_Point m_saveRot; |
|
IVP_U_Float_Point m_savedRI; |
|
CPhysicsObject *m_pObject; |
|
float m_secondsToArrival; |
|
float m_savedMass; |
|
unsigned int m_savedFlags; |
|
|
|
unsigned short m_savedMaterialIndex; |
|
bool m_enabled : 1; |
|
bool m_allowsTranslation : 1; |
|
bool m_allowsRotation : 1; |
|
bool m_isPhysicallyControlled : 1; |
|
}; |
|
|
|
CShadowController::CShadowController() |
|
{ |
|
m_shadow.targetPosition.set_to_zero(); |
|
m_shadow.targetRotation.init(); |
|
} |
|
|
|
CShadowController::CShadowController( CPhysicsObject *pObject, bool allowTranslation, bool allowRotation ) |
|
{ |
|
m_pObject = pObject; |
|
m_shadow.dampFactor = 1.0f; |
|
m_shadow.teleportDistance = 0; |
|
m_shadow.maxDampSpeed = 0; |
|
m_shadow.maxDampAngular = 0; |
|
m_shadow.targetPosition.set_to_zero(); |
|
m_shadow.targetRotation.init(); |
|
|
|
m_allowsTranslation = allowTranslation; |
|
m_allowsRotation = allowRotation; |
|
|
|
m_isPhysicallyControlled = false; |
|
m_enabled = false; |
|
|
|
AttachObject(); |
|
} |
|
|
|
CShadowController::~CShadowController( void ) |
|
{ |
|
DetachObject(); |
|
} |
|
|
|
void CShadowController::AttachObject( void ) |
|
{ |
|
IVP_Real_Object *pivp = m_pObject->GetObject(); |
|
IVP_Core *pCore = pivp->get_core(); |
|
m_saveRot = pCore->rot_speed_damp_factor; |
|
m_savedRI = *pCore->get_rot_inertia(); |
|
m_savedMass = pCore->get_mass(); |
|
m_savedMaterialIndex = m_pObject->GetMaterialIndexInternal(); |
|
|
|
Vector position; |
|
QAngle angles; |
|
m_pObject->GetPosition( &position, &angles ); |
|
ConvertPositionToIVP( position, m_shadow.targetPosition ); |
|
ConvertRotationToIVP( angles, m_shadow.targetRotation ); |
|
|
|
UseShadowMaterial( true ); |
|
|
|
pCore->rot_speed_damp_factor = IVP_U_Float_Point( 100, 100, 100 ); |
|
|
|
if ( !m_allowsRotation ) |
|
{ |
|
IVP_U_Float_Point ri( 1e15f, 1e15f, 1e15f ); |
|
pCore->set_rotation_inertia( &ri ); |
|
} |
|
if ( !m_allowsTranslation ) |
|
{ |
|
m_pObject->SetMass( VPHYSICS_MAX_MASS ); |
|
//pCore->inv_rot_inertia.hesse_val = 0.0f; |
|
m_pObject->EnableGravity( false ); |
|
} |
|
|
|
m_savedFlags = m_pObject->CallbackFlags(); |
|
unsigned int flags = m_savedFlags | CALLBACK_SHADOW_COLLISION; |
|
flags &= ~CALLBACK_GLOBAL_FRICTION; |
|
flags &= ~CALLBACK_GLOBAL_COLLIDE_STATIC; |
|
m_pObject->SetCallbackFlags( flags ); |
|
m_pObject->EnableDrag( false ); |
|
|
|
pCore->calc_calc(); |
|
pivp->get_environment()->get_controller_manager()->add_controller_to_core( this, pCore ); |
|
m_shadow.lastPosition.set_to_zero(); |
|
} |
|
|
|
void CShadowController::DetachObject( void ) |
|
{ |
|
IVP_Real_Object *pivp = m_pObject->GetObject(); |
|
IVP_Core *pCore = pivp->get_core(); |
|
// don't bother if we're just doing this to delete the object |
|
if ( !(m_pObject->GetCallbackFlags() & CALLBACK_MARKED_FOR_DELETE) ) |
|
{ |
|
pCore->rot_speed_damp_factor = m_saveRot; |
|
pCore->set_mass( m_savedMass ); |
|
m_pObject->SetCallbackFlags( m_savedFlags ); |
|
m_pObject->EnableDrag( true ); |
|
m_pObject->EnableGravity( true ); |
|
UseShadowMaterial( false ); |
|
pCore->set_rotation_inertia( &m_savedRI ); // this calls calc_calc() |
|
} |
|
m_pObject = NULL; |
|
pivp->get_environment()->get_controller_manager()->remove_controller_from_core( this, pCore ); |
|
} |
|
|
|
void CShadowController::SetObject( IPhysicsObject *pObject ) |
|
{ |
|
CPhysicsObject *obj = (CPhysicsObject *)pObject; |
|
if ( obj == m_pObject ) |
|
return; |
|
|
|
DetachObject(); |
|
m_pObject = obj; |
|
AttachObject(); |
|
} |
|
|
|
|
|
void CShadowController::StepUp( float height ) |
|
{ |
|
Vector step( 0, 0, height ); |
|
|
|
IVP_Real_Object *pIVP = m_pObject->GetObject(); |
|
IVP_U_Quat world_f_object; |
|
IVP_U_Point positionIVP, deltaIVP; |
|
ConvertPositionToIVP( step, deltaIVP ); |
|
pIVP->get_quat_world_f_object_AT( &world_f_object, &positionIVP ); |
|
positionIVP.add( &deltaIVP ); |
|
pIVP->beam_object_to_new_position( &world_f_object, &positionIVP, IVP_TRUE ); |
|
} |
|
|
|
void CShadowController::SetTeleportDistance( float teleportDistance ) |
|
{ |
|
m_shadow.teleportDistance = ConvertDistanceToIVP( teleportDistance ); |
|
} |
|
|
|
float CShadowController::GetTeleportDistance( void ) |
|
{ |
|
return ConvertDistanceToHL( m_shadow.teleportDistance ); |
|
} |
|
|
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void CShadowController::do_simulation_controller( IVP_Event_Sim *es,IVP_U_Vector<IVP_Core> *) |
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{ |
|
if ( IsEnabled() ) |
|
{ |
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IVP_Real_Object *pivp = m_pObject->GetObject(); |
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Assert(!pivp->get_core()->pinned && !pivp->get_core()->physical_unmoveable); |
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|
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ComputeShadowControllerIVP( pivp, m_shadow, m_secondsToArrival, es->delta_time ); |
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if ( m_allowsTranslation ) |
|
{ |
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// UNDONE: Assumes gravity points down |
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const IVP_U_Point *pgrav = pivp->get_environment()->get_gravity(); |
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float gravDt = pgrav->k[1] * es->delta_time; |
|
|
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if ( m_shadow.lastImpulse.k[1] > gravDt ) |
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{ |
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if ( IsOnGround( pivp ) ) |
|
{ |
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float delta = gravDt - m_shadow.lastImpulse.k[1]; |
|
pivp->get_core()->speed.k[1] += delta; |
|
m_shadow.lastImpulse.k[1] += delta; |
|
} |
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} |
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} |
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|
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// if we have time left, subtract it off |
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m_secondsToArrival -= es->delta_time; |
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if ( m_secondsToArrival < 0 ) |
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{ |
|
m_secondsToArrival = 0; |
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} |
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} |
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else |
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{ |
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m_shadow.lastPosition.set_to_zero(); |
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} |
|
} |
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|
|
// NOTE: This isn't a test for equivalent orientations, it's a test for calling update |
|
// with EXACTLY the same data repeatedly |
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static bool IsEqual( const IVP_U_Point &pt0, const IVP_U_Point &pt1 ) |
|
{ |
|
return pt0.quad_distance_to( &pt1 ) < 1e-8f ? true : false; |
|
} |
|
|
|
// NOTE: This isn't a test for equivalent orientations, it's a test for calling update |
|
// with EXACTLY the same data repeatedly |
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static bool IsEqual( const IVP_U_Quat &pt0, const IVP_U_Quat &pt1 ) |
|
{ |
|
float delta = fabs(pt0.x - pt1.x); |
|
delta += fabs(pt0.y - pt1.y); |
|
delta += fabs(pt0.z - pt1.z); |
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delta += fabs(pt0.w - pt1.w); |
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return delta < 1e-8f ? true : false; |
|
} |
|
|
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void CShadowController::Update( const Vector &position, const QAngle &angles, float secondsToArrival ) |
|
{ |
|
IVP_U_Point targetPosition = m_shadow.targetPosition; |
|
IVP_U_Quat targetRotation = m_shadow.targetRotation; |
|
|
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ConvertPositionToIVP( position, m_shadow.targetPosition ); |
|
m_secondsToArrival = secondsToArrival < 0 ? 0 : secondsToArrival; |
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ConvertRotationToIVP( angles, m_shadow.targetRotation ); |
|
|
|
Enable( true ); |
|
|
|
if ( IsEqual( targetPosition, m_shadow.targetPosition ) && IsEqual( targetRotation, m_shadow.targetRotation ) ) |
|
return; |
|
|
|
m_pObject->Wake(); |
|
} |
|
|
|
float CShadowController::GetTargetPosition( Vector *pPositionOut, QAngle *pAnglesOut ) |
|
{ |
|
if( pPositionOut ) |
|
ConvertPositionToHL( m_shadow.targetPosition, *pPositionOut ); |
|
|
|
if( pAnglesOut ) |
|
ConvertRotationToHL( m_shadow.targetRotation, *pAnglesOut ); |
|
|
|
return m_secondsToArrival; |
|
} |
|
|
|
void CShadowController::MaxSpeed( float maxSpeed, float maxAngularSpeed ) |
|
{ |
|
// UNDONE: Turn this on when shadow controllers are having velocity updated per frame |
|
// right now this has the effect of making dampspeed zero by default. |
|
#if 0 |
|
IVP_Core *pCore = m_pObject->GetObject()->get_core(); |
|
{ |
|
// limit additional velocity to that which is not amplifying the current velocity |
|
float availableSpeed = ConvertDistanceToIVP( maxSpeed ); |
|
float currentSpeed = pCore->speed.real_length(); |
|
|
|
m_shadow.maxDampSpeed = min(currentSpeed, availableSpeed); |
|
m_shadow.maxSpeed = availableSpeed - m_shadow.maxDampSpeed; |
|
} |
|
|
|
{ |
|
// limit additional velocity to that which is not amplifying the current velocity |
|
float availableAngularSpeed = ConvertAngleToIVP( maxAngularSpeed ); |
|
float currentAngularSpeed = pCore->rot_speed.real_length(); |
|
m_shadow.maxDampAngular = min(currentAngularSpeed, availableAngularSpeed); |
|
m_shadow.maxAngular = availableAngularSpeed - m_shadow.maxDampAngular; |
|
} |
|
#else |
|
m_shadow.maxSpeed = maxSpeed; |
|
m_shadow.maxDampSpeed = maxSpeed; |
|
m_shadow.maxAngular = maxAngularSpeed; |
|
m_shadow.maxDampAngular = maxAngularSpeed; |
|
#endif |
|
} |
|
|
|
void CShadowController::GetMaxSpeed( float *pMaxSpeedOut, float *pMaxAngularSpeedOut ) |
|
{ |
|
if( pMaxSpeedOut ) |
|
*pMaxSpeedOut = m_shadow.maxSpeed; |
|
|
|
if( pMaxAngularSpeedOut ) |
|
*pMaxAngularSpeedOut = m_shadow.maxAngular; |
|
} |
|
|
|
struct vphysics_save_shadowcontrolparams_t : public hlshadowcontrol_params_t |
|
{ |
|
DECLARE_SIMPLE_DATADESC(); |
|
}; |
|
|
|
BEGIN_SIMPLE_DATADESC( vphysics_save_shadowcontrolparams_t ) |
|
DEFINE_FIELD( targetPosition, FIELD_POSITION_VECTOR ), |
|
DEFINE_FIELD( targetRotation, FIELD_VECTOR ), |
|
DEFINE_FIELD( maxSpeed, FIELD_FLOAT ), |
|
DEFINE_FIELD( maxDampSpeed, FIELD_FLOAT ), |
|
DEFINE_FIELD( maxAngular, FIELD_FLOAT ), |
|
DEFINE_FIELD( maxDampAngular, FIELD_FLOAT ), |
|
DEFINE_FIELD( dampFactor, FIELD_FLOAT ), |
|
DEFINE_FIELD( teleportDistance, FIELD_FLOAT ), |
|
END_DATADESC() |
|
|
|
struct vphysics_save_cshadowcontroller_t |
|
{ |
|
CPhysicsObject *pObject; |
|
float secondsToArrival; |
|
IVP_U_Float_Point saveRot; |
|
IVP_U_Float_Point savedRI; |
|
IVP_U_Float_Point currentSpeed; |
|
|
|
float savedMass; |
|
int savedMaterial; |
|
unsigned int savedFlags; |
|
bool enable; |
|
bool allowPhysicsMovement; |
|
bool allowPhysicsRotation; |
|
bool isPhysicallyControlled; |
|
|
|
hlshadowcontrol_params_t shadowParams; |
|
|
|
DECLARE_SIMPLE_DATADESC(); |
|
}; |
|
|
|
|
|
BEGIN_SIMPLE_DATADESC( vphysics_save_cshadowcontroller_t ) |
|
//DEFINE_VPHYSPTR( pObject ), |
|
DEFINE_FIELD( secondsToArrival, FIELD_FLOAT ), |
|
DEFINE_ARRAY( saveRot.k, FIELD_FLOAT, 3 ), |
|
DEFINE_ARRAY( savedRI.k, FIELD_FLOAT, 3 ), |
|
DEFINE_ARRAY( currentSpeed.k, FIELD_FLOAT, 3 ), |
|
DEFINE_FIELD( savedMass, FIELD_FLOAT ), |
|
DEFINE_FIELD( savedFlags, FIELD_INTEGER ), |
|
DEFINE_CUSTOM_FIELD( savedMaterial, MaterialIndexDataOps() ), |
|
DEFINE_FIELD( enable, FIELD_BOOLEAN ), |
|
DEFINE_FIELD( allowPhysicsMovement, FIELD_BOOLEAN ), |
|
DEFINE_FIELD( allowPhysicsRotation, FIELD_BOOLEAN ), |
|
DEFINE_FIELD( isPhysicallyControlled, FIELD_BOOLEAN ), |
|
|
|
DEFINE_EMBEDDED_OVERRIDE( shadowParams, vphysics_save_shadowcontrolparams_t ), |
|
END_DATADESC() |
|
|
|
void CShadowController::WriteToTemplate( vphysics_save_cshadowcontroller_t &controllerTemplate ) |
|
{ |
|
controllerTemplate.pObject = m_pObject; |
|
controllerTemplate.secondsToArrival = m_secondsToArrival; |
|
controllerTemplate.saveRot = m_saveRot; |
|
controllerTemplate.savedRI = m_savedRI; |
|
controllerTemplate.savedMass = m_savedMass; |
|
controllerTemplate.savedFlags = m_savedFlags; |
|
|
|
controllerTemplate.savedMaterial = m_savedMaterialIndex; |
|
controllerTemplate.enable = IsEnabled(); |
|
controllerTemplate.allowPhysicsMovement = m_allowsTranslation; |
|
controllerTemplate.allowPhysicsRotation = m_allowsRotation; |
|
controllerTemplate.isPhysicallyControlled = m_isPhysicallyControlled; |
|
|
|
ConvertShadowControllerToHL( m_shadow, controllerTemplate.shadowParams ); |
|
} |
|
|
|
void CShadowController::InitFromTemplate( const vphysics_save_cshadowcontroller_t &controllerTemplate ) |
|
{ |
|
m_pObject = controllerTemplate.pObject; |
|
m_secondsToArrival = controllerTemplate.secondsToArrival; |
|
m_saveRot = controllerTemplate.saveRot; |
|
m_savedRI = controllerTemplate.savedRI; |
|
m_savedMass = controllerTemplate.savedMass; |
|
m_savedFlags = controllerTemplate.savedFlags; |
|
m_savedMaterialIndex = controllerTemplate.savedMaterial; |
|
|
|
Enable( controllerTemplate.enable ); |
|
m_allowsTranslation = controllerTemplate.allowPhysicsMovement; |
|
m_allowsRotation = controllerTemplate.allowPhysicsRotation; |
|
m_isPhysicallyControlled = controllerTemplate.isPhysicallyControlled; |
|
|
|
ConvertShadowControllerToIVP( controllerTemplate.shadowParams, m_shadow ); |
|
m_pObject->GetObject()->get_environment()->get_controller_manager()->add_controller_to_core( this, m_pObject->GetObject()->get_core() ); |
|
} |
|
|
|
|
|
IPhysicsShadowController *CreateShadowController( CPhysicsObject *pObject, bool allowTranslation, bool allowRotation ) |
|
{ |
|
return new CShadowController( pObject, allowTranslation, allowRotation ); |
|
} |
|
|
|
|
|
|
|
bool SavePhysicsShadowController( const physsaveparams_t ¶ms, IPhysicsShadowController *pIShadow ) |
|
{ |
|
vphysics_save_cshadowcontroller_t controllerTemplate; |
|
memset( &controllerTemplate, 0, sizeof(controllerTemplate) ); |
|
|
|
CShadowController *pShadowController = (CShadowController *)pIShadow; |
|
pShadowController->WriteToTemplate( controllerTemplate ); |
|
params.pSave->WriteAll( &controllerTemplate ); |
|
return true; |
|
} |
|
|
|
bool RestorePhysicsShadowController( const physrestoreparams_t ¶ms, IPhysicsShadowController **ppShadowController ) |
|
{ |
|
return false; |
|
} |
|
|
|
bool RestorePhysicsShadowControllerInternal( const physrestoreparams_t ¶ms, IPhysicsShadowController **ppShadowController, CPhysicsObject *pObject ) |
|
{ |
|
vphysics_save_cshadowcontroller_t controllerTemplate; |
|
|
|
memset( &controllerTemplate, 0, sizeof(controllerTemplate) ); |
|
params.pRestore->ReadAll( &controllerTemplate ); |
|
|
|
// HACKHACK: pass this in |
|
controllerTemplate.pObject = pObject; |
|
|
|
CShadowController *pShadow = new CShadowController(); |
|
pShadow->InitFromTemplate( controllerTemplate ); |
|
|
|
*ppShadowController = pShadow; |
|
return true; |
|
} |
|
|
|
bool SavePhysicsPlayerController( const physsaveparams_t ¶ms, CPlayerController *pPlayerController ) |
|
{ |
|
return false; |
|
} |
|
|
|
bool RestorePhysicsPlayerController( const physrestoreparams_t ¶ms, CPlayerController **ppPlayerController ) |
|
{ |
|
return false; |
|
} |
|
|
|
//HACKHACK: The physics object transfer system needs to temporarily detach a shadow controller from an object, then reattach without other repercussions |
|
void ControlPhysicsShadowControllerAttachment_Silent( IPhysicsShadowController *pController, IVP_Real_Object *pivp, bool bAttach ) |
|
{ |
|
if( bAttach ) |
|
{ |
|
pivp->get_environment()->get_controller_manager()->add_controller_to_core( (CShadowController *)pController, pivp->get_core() ); |
|
} |
|
else |
|
{ |
|
pivp->get_environment()->get_controller_manager()->remove_controller_from_core( (CShadowController *)pController, pivp->get_core() ); |
|
} |
|
} |
|
|
|
void ControlPhysicsPlayerControllerAttachment_Silent( IPhysicsPlayerController *pController, IVP_Real_Object *pivp, bool bAttach ) |
|
{ |
|
if( bAttach ) |
|
{ |
|
pivp->get_environment()->get_controller_manager()->add_controller_to_core( (CPlayerController *)pController, pivp->get_core() ); |
|
} |
|
else |
|
{ |
|
pivp->get_environment()->get_controller_manager()->remove_controller_from_core( (CPlayerController *)pController, pivp->get_core() ); |
|
} |
|
} |
|
|
|
|