Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Physics simulation for non-havok/ipion objects
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#ifdef _WIN32
#include "typeinfo"
// BUGBUG: typeinfo stomps some of the warning settings (in yvals.h)
#pragma warning(disable:4244)
#elif POSIX
#include <typeinfo>
#else
#error "need typeinfo defined"
#endif
#include "player.h"
#include "ai_basenpc.h"
#include "gamerules.h"
#include "vphysics_interface.h"
#include "mempool.h"
#include "entitylist.h"
#include "engine/IEngineSound.h"
#include "datacache/imdlcache.h"
#include "ispatialpartition.h"
#include "tier0/vprof.h"
#include "movevars_shared.h"
#include "hierarchy.h"
#include "trains.h"
#include "vphysicsupdateai.h"
#include "tier0/vcrmode.h"
#include "pushentity.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern ConVar think_limit;
#ifdef _XBOX
ConVar vprof_think_limit( "vprof_think_limit", "0" );
#endif
ConVar vprof_scope_entity_thinks( "vprof_scope_entity_thinks", "0" );
ConVar vprof_scope_entity_gamephys( "vprof_scope_entity_gamephys", "0" );
ConVar npc_vphysics ( "npc_vphysics","0");
//-----------------------------------------------------------------------------
// helper method for trace hull as used by physics...
//-----------------------------------------------------------------------------
static void Physics_TraceEntity( CBaseEntity* pBaseEntity, const Vector &vecAbsStart,
const Vector &vecAbsEnd, unsigned int mask, trace_t *ptr )
{
// FIXME: I really am not sure the best way of doing this
// The TraceHull code below for shots will make sure the object passes
// through shields which do not block that damage type. It will also
// send messages to the shields that they've been hit.
if (pBaseEntity->GetDamageType() != DMG_GENERIC)
{
GameRules()->WeaponTraceEntity( pBaseEntity, vecAbsStart, vecAbsEnd, mask, ptr );
}
else
{
UTIL_TraceEntity( pBaseEntity, vecAbsStart, vecAbsEnd, mask, ptr );
}
}
//-----------------------------------------------------------------------------
// Purpose: Does not change the entities velocity at all
// Input : push -
// Output : trace_t
//-----------------------------------------------------------------------------
static void PhysicsCheckSweep( CBaseEntity *pEntity, const Vector& vecAbsStart, const Vector &vecAbsDelta, trace_t *pTrace )
{
unsigned int mask = pEntity->PhysicsSolidMaskForEntity();
Vector vecAbsEnd;
VectorAdd( vecAbsStart, vecAbsDelta, vecAbsEnd );
// Set collision type
if ( !pEntity->IsSolid() || pEntity->IsSolidFlagSet( FSOLID_VOLUME_CONTENTS) )
{
if ( pEntity->GetMoveParent() )
{
UTIL_ClearTrace( *pTrace );
return;
}
// don't collide with monsters
mask &= ~CONTENTS_MONSTER;
}
Physics_TraceEntity( pEntity, vecAbsStart, vecAbsEnd, mask, pTrace );
}
CPhysicsPushedEntities s_PushedEntities;
#ifndef TF_DLL
CPhysicsPushedEntities *g_pPushedEntities = &s_PushedEntities;
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CPhysicsPushedEntities::CPhysicsPushedEntities( void ) : m_rgPusher(8, 8), m_rgMoved(32, 32)
{
m_flMoveTime = -1.0f;
}
//-----------------------------------------------------------------------------
// Purpose: Store off entity and copy original origin to temporary array
//-----------------------------------------------------------------------------
void CPhysicsPushedEntities::AddEntity( CBaseEntity *ent )
{
int i = m_rgMoved.AddToTail();
m_rgMoved[i].m_pEntity = ent;
m_rgMoved[i].m_vecStartAbsOrigin = ent->GetAbsOrigin();
}
//-----------------------------------------------------------------------------
// Unlink + relink the pusher list so we can actually do the push
//-----------------------------------------------------------------------------
void CPhysicsPushedEntities::UnlinkPusherList( int *pPusherHandles )
{
for ( int i = m_rgPusher.Count(); --i >= 0; )
{
pPusherHandles[i] = ::partition->HideElement( m_rgPusher[i].m_pEntity->CollisionProp()->GetPartitionHandle() );
}
}
void CPhysicsPushedEntities::RelinkPusherList( int *pPusherHandles )
{
for ( int i = m_rgPusher.Count(); --i >= 0; )
{
::partition->UnhideElement( m_rgPusher[i].m_pEntity->CollisionProp()->GetPartitionHandle(), pPusherHandles[i] );
}
}
//-----------------------------------------------------------------------------
// Compute the direction to move the rotation blocker
//-----------------------------------------------------------------------------
void CPhysicsPushedEntities::ComputeRotationalPushDirection( CBaseEntity *pBlocker, const RotatingPushMove_t &rotPushMove, Vector *pMove, CBaseEntity *pRoot )
{
// calculate destination position
// "start" is relative to the *root* pusher, world orientation
Vector start = pBlocker->CollisionProp()->GetCollisionOrigin();
if ( pRoot->GetSolid() == SOLID_VPHYSICS )
{
// HACKHACK: Use move dir to guess which corner of the box determines contact and rotate the box so
// that corner remains in the same local position.
// BUGBUG: This will break, but not as badly as the previous solution!!!
Vector vecAbsMins, vecAbsMaxs;
pBlocker->CollisionProp()->WorldSpaceAABB( &vecAbsMins, &vecAbsMaxs );
start.x = (pMove->x < 0) ? vecAbsMaxs.x : vecAbsMins.x;
start.y = (pMove->y < 0) ? vecAbsMaxs.y : vecAbsMins.y;
start.z = (pMove->z < 0) ? vecAbsMaxs.z : vecAbsMins.z;
CBasePlayer *pPlayer = ToBasePlayer(pBlocker);
if ( pPlayer )
{
// notify the player physics code so it can use vphysics to keep players from getting stuck
pPlayer->SetPhysicsFlag( PFLAG_GAMEPHYSICS_ROTPUSH, true );
}
}
// org is pusher local coordinate of start
Vector local;
// transform starting point into local space
VectorITransform( start, rotPushMove.startLocalToWorld, local );
// rotate local org into world space at end of rotation
Vector end;
VectorTransform( local, rotPushMove.endLocalToWorld, end );
// move is the difference (in world space) that the move will push this object
VectorSubtract( end, start, *pMove );
}
class CTraceFilterPushFinal : public CTraceFilterSimple
{
DECLARE_CLASS( CTraceFilterPushFinal, CTraceFilterSimple );
public:
CTraceFilterPushFinal( CBaseEntity *pEntity, int nCollisionGroup )
: CTraceFilterSimple( pEntity, nCollisionGroup )
{
}
bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
{
Assert( dynamic_cast<CBaseEntity*>(pHandleEntity) );
CBaseEntity *pTestEntity = static_cast<CBaseEntity*>(pHandleEntity);
// UNDONE: This should really filter to just the pushing entities
if ( pTestEntity->GetMoveType() == MOVETYPE_VPHYSICS &&
pTestEntity->VPhysicsGetObject() && pTestEntity->VPhysicsGetObject()->IsMoveable() )
return false;
return BaseClass::ShouldHitEntity( pHandleEntity, contentsMask );
}
};
bool CPhysicsPushedEntities::IsPushedPositionValid( CBaseEntity *pBlocker )
{
CTraceFilterPushFinal pushFilter(pBlocker, pBlocker->GetCollisionGroup() );
trace_t trace;
UTIL_TraceEntity( pBlocker, pBlocker->GetAbsOrigin(), pBlocker->GetAbsOrigin(), pBlocker->PhysicsSolidMaskForEntity(), &pushFilter, &trace );
return !trace.startsolid;
}
//-----------------------------------------------------------------------------
// Speculatively checks to see if all entities in this list can be pushed
//-----------------------------------------------------------------------------
bool CPhysicsPushedEntities::SpeculativelyCheckPush( PhysicsPushedInfo_t &info, const Vector &vecAbsPush, bool bRotationalPush )
{
CBaseEntity *pBlocker = info.m_pEntity;
// See if it's possible to move the entity, but disable all pushers in the hierarchy first
int *pPusherHandles = (int*)stackalloc( m_rgPusher.Count() * sizeof(int) );
UnlinkPusherList( pPusherHandles );
CTraceFilterPushMove pushFilter(pBlocker, pBlocker->GetCollisionGroup() );
Vector pushDestPosition = pBlocker->GetAbsOrigin() + vecAbsPush;
UTIL_TraceEntity( pBlocker, pBlocker->GetAbsOrigin(), pushDestPosition,
pBlocker->PhysicsSolidMaskForEntity(), &pushFilter, &info.m_Trace );
RelinkPusherList(pPusherHandles);
info.m_bPusherIsGround = false;
if ( pBlocker->GetGroundEntity() && pBlocker->GetGroundEntity()->GetRootMoveParent() == m_rgPusher[0].m_pEntity )
{
info.m_bPusherIsGround = true;
}
bool bIsUnblockable = (m_bIsUnblockableByPlayer && (pBlocker->IsPlayer() || pBlocker->MyNPCPointer())) ? true : false;
if ( bIsUnblockable )
{
pBlocker->SetAbsOrigin( pushDestPosition );
}
else
{
// Move the blocker into its new position
if ( info.m_Trace.fraction )
{
pBlocker->SetAbsOrigin( info.m_Trace.endpos );
}
// We're not blocked if the blocker is point-sized or non-solid
if ( pBlocker->IsPointSized() || !pBlocker->IsSolid() ||
pBlocker->IsSolidFlagSet( FSOLID_VOLUME_CONTENTS ) )
{
return true;
}
if ( (!bRotationalPush) && (info.m_Trace.fraction == 1.0) )
{
//Assert( pBlocker->PhysicsTestEntityPosition() == false );
if ( !IsPushedPositionValid(pBlocker) )
{
Warning("Interpenetrating entities! (%s and %s)\n",
pBlocker->GetClassname(), m_rgPusher[0].m_pEntity->GetClassname() );
}
return true;
}
}
// Check to see if we're still blocked by the pushers
// FIXME: If the trace fraction == 0 can we early out also?
info.m_bBlocked = !IsPushedPositionValid(pBlocker);
if ( !info.m_bBlocked )
return true;
// if the player is blocking the train try nudging him around to fix accumulated error
if ( bIsUnblockable )
{
Vector org = pBlocker->GetAbsOrigin();
for ( int checkCount = 0; checkCount < 4; checkCount++ )
{
Vector move;
MatrixGetColumn( m_rgPusher[0].m_pEntity->EntityToWorldTransform(), checkCount>>1, move );
// alternate movements 1/2" in each direction
float factor = ( checkCount & 1 ) ? -0.5f : 0.5f;
pBlocker->SetAbsOrigin( org + move * factor );
info.m_bBlocked = !IsPushedPositionValid(pBlocker);
if ( !info.m_bBlocked )
return true;
}
pBlocker->SetAbsOrigin( pushDestPosition );
#ifndef TF_DLL
DevMsg(1, "Ignoring player blocking train!\n");
#endif
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Speculatively checks to see if all entities in this list can be pushed
//-----------------------------------------------------------------------------
bool CPhysicsPushedEntities::SpeculativelyCheckRotPush( const RotatingPushMove_t &rotPushMove, CBaseEntity *pRoot )
{
Vector vecAbsPush;
m_nBlocker = -1;
for (int i = m_rgMoved.Count(); --i >= 0; )
{
ComputeRotationalPushDirection( m_rgMoved[i].m_pEntity, rotPushMove, &vecAbsPush, pRoot );
if (!SpeculativelyCheckPush( m_rgMoved[i], vecAbsPush, true ))
{
m_nBlocker = i;
return false;
}
}
return true;
}
//-----------------------------------------------------------------------------
// Speculatively checks to see if all entities in this list can be pushed
//-----------------------------------------------------------------------------
bool CPhysicsPushedEntities::SpeculativelyCheckLinearPush( const Vector &vecAbsPush )
{
m_nBlocker = -1;
for (int i = m_rgMoved.Count(); --i >= 0; )
{
if (!SpeculativelyCheckPush( m_rgMoved[i], vecAbsPush, false ))
{
m_nBlocker = i;
return false;
}
}
return true;
}
//-----------------------------------------------------------------------------
// Causes all entities in the list to touch triggers from their prev position
//-----------------------------------------------------------------------------
void CPhysicsPushedEntities::FinishPushers()
{
// We succeeded! Now that we know the final location of all entities,
// touch triggers + update physics objects + do other fixup
for ( int i = m_rgPusher.Count(); --i >= 0; )
{
PhysicsPusherInfo_t &info = m_rgPusher[i];
// Cause touch functions to be called
// FIXME: Need to make moved entities not touch triggers until we know we're ok
// FIXME: it'd be better for the engine to just have a touch method
info.m_pEntity->PhysicsTouchTriggers( &info.m_vecStartAbsOrigin );
info.m_pEntity->UpdatePhysicsShadowToCurrentPosition( gpGlobals->frametime );
}
}
//-----------------------------------------------------------------------------
// Causes all entities in the list to touch triggers from their prev position
//-----------------------------------------------------------------------------
void CPhysicsPushedEntities::FinishRotPushedEntity( CBaseEntity *pPushedEntity, const RotatingPushMove_t &rotPushMove )
{
// Impart angular velocity of push onto pushed objects
if ( pPushedEntity->IsPlayer() )
{
QAngle angVel = pPushedEntity->GetLocalAngularVelocity();
angVel[1] = rotPushMove.amove[1];
pPushedEntity->SetLocalAngularVelocity(angVel);
// Look up associated client
CBasePlayer *player = ( CBasePlayer * )pPushedEntity;
player->pl.fixangle = FIXANGLE_RELATIVE;
// Because we can run multiple ticks per server frame, accumulate a total offset here instead of straight
// setting it. The engine will reset anglechange to 0 when the message is actually sent to the client
player->pl.anglechange += rotPushMove.amove;
}
else
{
QAngle angles = pPushedEntity->GetAbsAngles();
// only rotate YAW with pushing. Freely rotateable entities should either use VPHYSICS
// or be set up as children
angles.y += rotPushMove.amove.y;
pPushedEntity->SetAbsAngles( angles );
}
}
//-----------------------------------------------------------------------------
// Causes all entities in the list to touch triggers from their prev position
//-----------------------------------------------------------------------------
void CPhysicsPushedEntities::FinishPush( bool bIsRotPush, const RotatingPushMove_t *pRotPushMove )
{
FinishPushers();
for ( int i = m_rgMoved.Count(); --i >= 0; )
{
PhysicsPushedInfo_t &info = m_rgMoved[i];
CBaseEntity *pPushedEntity = info.m_pEntity;
// Cause touch functions to be called
// FIXME: it'd be better for the engine to just have a touch method
info.m_pEntity->PhysicsTouchTriggers( &info.m_vecStartAbsOrigin );
info.m_pEntity->UpdatePhysicsShadowToCurrentPosition( gpGlobals->frametime );
CAI_BaseNPC *pNPC = info.m_pEntity->MyNPCPointer();
if ( info.m_bPusherIsGround && pNPC )
{
pNPC->NotifyPushMove();
}
// Register physics impacts...
if (info.m_Trace.m_pEnt)
{
pPushedEntity->PhysicsImpact( info.m_Trace.m_pEnt, info.m_Trace );
}
if (bIsRotPush)
{
FinishRotPushedEntity( pPushedEntity, *pRotPushMove );
}
}
}
// save initial state when beginning a push sequence
void CPhysicsPushedEntities::BeginPush( CBaseEntity *pRoot )
{
m_rgMoved.RemoveAll();
m_rgPusher.RemoveAll();
m_rootPusherStartLocalOrigin = pRoot->GetLocalOrigin();
m_rootPusherStartLocalAngles = pRoot->GetLocalAngles();
m_rootPusherStartLocaltime = pRoot->GetLocalTime();
}
// store off a list of what has changed - so vphysicsUpdate can undo this if the object gets blocked
void CPhysicsPushedEntities::StoreMovedEntities( physicspushlist_t &list )
{
list.localMoveTime = m_rootPusherStartLocaltime;
list.localOrigin = m_rootPusherStartLocalOrigin;
list.localAngles = m_rootPusherStartLocalAngles;
list.pushedCount = CountMovedEntities();
Assert(list.pushedCount < ARRAYSIZE(list.pushedEnts));
if ( list.pushedCount > ARRAYSIZE(list.pushedEnts) )
{
list.pushedCount = ARRAYSIZE(list.pushedEnts);
}
for ( int i = 0; i < list.pushedCount; i++ )
{
list.pushedEnts[i] = m_rgMoved[i].m_pEntity;
list.pushVec[i] = m_rgMoved[i].m_pEntity->GetAbsOrigin() - m_rgMoved[i].m_vecStartAbsOrigin;
}
}
//-----------------------------------------------------------------------------
// Registers a blockage
//-----------------------------------------------------------------------------
CBaseEntity *CPhysicsPushedEntities::RegisterBlockage()
{
Assert( m_nBlocker >= 0 );
// Generate a PhysicsImpact against the blocker...
PhysicsPushedInfo_t &info = m_rgMoved[m_nBlocker];
if ( info.m_Trace.m_pEnt )
{
info.m_pEntity->PhysicsImpact( info.m_Trace.m_pEnt, info.m_Trace );
}
// This is the dude
return info.m_pEntity;
}
//-----------------------------------------------------------------------------
// Purpose: Restore entities that might have been moved
// Input : fromrotation - if the move is from a rotation, then angular move must also be reverted
// *amove -
//-----------------------------------------------------------------------------
void CPhysicsPushedEntities::RestoreEntities( )
{
// Reset all of the pushed entities to get them back into place also
for ( int i = m_rgMoved.Count(); --i >= 0; )
{
m_rgMoved[ i ].m_pEntity->SetAbsOrigin( m_rgMoved[ i ].m_vecStartAbsOrigin );
}
}
//-----------------------------------------------------------------------------
// Purpose: This is a trace filter that only hits an exclusive list of entities
//-----------------------------------------------------------------------------
class CTraceFilterAgainstEntityList : public ITraceFilter
{
public:
virtual bool ShouldHitEntity( IHandleEntity *pEntity, int contentsMask )
{
for ( int i = m_entityList.Count()-1; i >= 0; --i )
{
if ( m_entityList[i] == pEntity )
return true;
}
return false;
}
virtual TraceType_t GetTraceType() const
{
return TRACE_ENTITIES_ONLY;
}
void AddEntityToHit( IHandleEntity *pEntity )
{
m_entityList.AddToTail(pEntity);
}
CUtlVector<IHandleEntity *> m_entityList;
};
//-----------------------------------------------------------------------------
// Generates a list of potential blocking entities
//-----------------------------------------------------------------------------
class CPushBlockerEnum : public IPartitionEnumerator
{
public:
CPushBlockerEnum( CPhysicsPushedEntities *pPushedEntities ) : m_pPushedEntities(pPushedEntities)
{
// All elements are part of the same hierarchy, so they all have
// the same root, so it doesn't matter which one we grab
m_pRootHighestParent = m_pPushedEntities->m_rgPusher[0].m_pEntity->GetRootMoveParent();
++s_nEnumCount;
m_collisionGroupCount = 0;
for ( int i = m_pPushedEntities->m_rgPusher.Count(); --i >= 0; )
{
if ( !m_pPushedEntities->m_rgPusher[i].m_pEntity->IsSolid() )
continue;
m_pushersOnly.AddEntityToHit( m_pPushedEntities->m_rgPusher[i].m_pEntity );
int collisionGroup = m_pPushedEntities->m_rgPusher[i].m_pEntity->GetCollisionGroup();
AddCollisionGroup(collisionGroup);
}
}
virtual IterationRetval_t EnumElement( IHandleEntity *pHandleEntity )
{
CBaseEntity *pCheck = GetPushableEntity( pHandleEntity );
if ( !pCheck )
return ITERATION_CONTINUE;
// Mark it as seen
pCheck->m_nPushEnumCount = s_nEnumCount;
m_pPushedEntities->AddEntity( pCheck );
return ITERATION_CONTINUE;
}
private:
inline void AddCollisionGroup(int collisionGroup)
{
for ( int i = 0; i < m_collisionGroupCount; i++ )
{
if ( m_collisionGroups[i] == collisionGroup )
return;
}
if ( m_collisionGroupCount < ARRAYSIZE(m_collisionGroups) )
{
m_collisionGroups[m_collisionGroupCount] = collisionGroup;
m_collisionGroupCount++;
}
}
bool IsStandingOnPusher( CBaseEntity *pCheck )
{
CBaseEntity *pGroundEnt = pCheck->GetGroundEntity();
if ( pCheck->GetFlags() & FL_ONGROUND || pGroundEnt )
{
for ( int i = m_pPushedEntities->m_rgPusher.Count(); --i >= 0; )
{
if (m_pPushedEntities->m_rgPusher[i].m_pEntity == pGroundEnt)
{
return true;
}
}
}
return false;
}
bool IntersectsPushers( CBaseEntity *pTest )
{
trace_t tr;
ICollideable *pCollision = pTest->GetCollideable();
enginetrace->SweepCollideable( pCollision, pTest->GetAbsOrigin(), pTest->GetAbsOrigin(), pCollision->GetCollisionAngles(),
pTest->PhysicsSolidMaskForEntity(), &m_pushersOnly, &tr );
return tr.startsolid;
}
CBaseEntity *GetPushableEntity( IHandleEntity *pHandleEntity )
{
CBaseEntity *pCheck = gEntList.GetBaseEntity( pHandleEntity->GetRefEHandle() );
if ( !pCheck )
return NULL;
// Don't bother if we've already seen this one...
if (pCheck->m_nPushEnumCount == s_nEnumCount)
return NULL;
if ( !pCheck->IsSolid() )
return NULL;
if ( pCheck->GetMoveType() == MOVETYPE_PUSH ||
pCheck->GetMoveType() == MOVETYPE_NONE ||
pCheck->GetMoveType() == MOVETYPE_VPHYSICS ||
pCheck->GetMoveType() == MOVETYPE_NOCLIP )
{
return NULL;
}
bool bCollide = false;
for ( int i = 0; i < m_collisionGroupCount; i++ )
{
if ( g_pGameRules->ShouldCollide( pCheck->GetCollisionGroup(), m_collisionGroups[i] ) )
{
bCollide = true;
break;
}
}
if ( !bCollide )
return NULL;
// We're not pushing stuff we're hierarchically attached to
CBaseEntity *pCheckHighestParent = pCheck->GetRootMoveParent();
if (pCheckHighestParent == m_pRootHighestParent)
return NULL;
// If we're standing on the pusher or any rigidly attached child
// of the pusher, we don't need to bother checking for interpenetration
if ( !IsStandingOnPusher(pCheck) )
{
// Our surrounding boxes are touching. But we may well not be colliding....
// see if the ent's bbox is inside the pusher's final position
if ( !IntersectsPushers( pCheck ) )
return NULL;
}
// NOTE: This is pretty tricky here. If a rigidly attached child comes into
// contact with a pusher, we *cannot* push the child. Instead, we must push
// the highest parent of that child.
return pCheckHighestParent;
}
private:
static int s_nEnumCount;
CPhysicsPushedEntities *m_pPushedEntities;
CBaseEntity *m_pRootHighestParent;
CTraceFilterAgainstEntityList m_pushersOnly;
int m_collisionGroups[8];
int m_collisionGroupCount;
};
int CPushBlockerEnum::s_nEnumCount = 0;
//-----------------------------------------------------------------------------
// Generates a list of potential blocking entities
//-----------------------------------------------------------------------------
void CPhysicsPushedEntities::GenerateBlockingEntityList()
{
VPROF("CPhysicsPushedEntities::GenerateBlockingEntityList");
m_rgMoved.RemoveAll();
CPushBlockerEnum blockerEnum( this );
for ( int i = m_rgPusher.Count(); --i >= 0; )
{
CBaseEntity *pPusher = m_rgPusher[i].m_pEntity;
// Don't bother if the pusher isn't solid
if ( !pPusher->IsSolid() || pPusher->IsSolidFlagSet( FSOLID_VOLUME_CONTENTS ) )
{
continue;
}
Vector vecAbsMins, vecAbsMaxs;
pPusher->CollisionProp()->WorldSpaceAABB( &vecAbsMins, &vecAbsMaxs );
::partition->EnumerateElementsInBox( PARTITION_ENGINE_NON_STATIC_EDICTS, vecAbsMins, vecAbsMaxs, false, &blockerEnum );
//Go back throught the generated list.
}
}
//-----------------------------------------------------------------------------
// Generates a list of potential blocking entities
//-----------------------------------------------------------------------------
void CPhysicsPushedEntities::GenerateBlockingEntityListAddBox( const Vector &vecMoved )
{
VPROF("CPhysicsPushedEntities::GenerateBlockingEntityListAddBox");
m_rgMoved.RemoveAll();
CPushBlockerEnum blockerEnum( this );
for ( int i = m_rgPusher.Count(); --i >= 0; )
{
CBaseEntity *pPusher = m_rgPusher[i].m_pEntity;
// Don't bother if the pusher isn't solid
if ( !pPusher->IsSolid() || pPusher->IsSolidFlagSet( FSOLID_VOLUME_CONTENTS ) )
{
continue;
}
Vector vecAbsMins, vecAbsMaxs;
pPusher->CollisionProp()->WorldSpaceAABB( &vecAbsMins, &vecAbsMaxs );
for ( int iAxis = 0; iAxis < 3; ++iAxis )
{
if ( vecMoved[iAxis] >= 0.0f )
{
vecAbsMins[iAxis] -= vecMoved[iAxis];
}
else
{
vecAbsMaxs[iAxis] -= vecMoved[iAxis];
}
}
::partition->EnumerateElementsInBox( PARTITION_ENGINE_NON_STATIC_EDICTS, vecAbsMins, vecAbsMaxs, false, &blockerEnum );
//Go back throught the generated list.
}
}
#ifdef TF_DLL
#include "tf_logic_robot_destruction.h"
#endif
//-----------------------------------------------------------------------------
// Purpose: Gets a list of all entities hierarchically attached to the root
//-----------------------------------------------------------------------------
void CPhysicsPushedEntities::SetupAllInHierarchy( CBaseEntity *pParent )
{
if (!pParent)
return;
VPROF("CPhysicsPushedEntities::SetupAllInHierarchy");
// Make sure to snack the position +before+ relink because applying the
// rotation (which occurs in relink) will put it at the final location
// NOTE: The root object at this point is actually at its final position.
// We'll fix that up later
int i = m_rgPusher.AddToTail();
m_rgPusher[i].m_pEntity = pParent;
m_rgPusher[i].m_vecStartAbsOrigin = pParent->GetAbsOrigin();
CBaseEntity *pChild;
for ( pChild = pParent->FirstMoveChild(); pChild != NULL; pChild = pChild->NextMovePeer() )
{
SetupAllInHierarchy( pChild );
}
}
//-----------------------------------------------------------------------------
// Purpose: Rotates the root entity, fills in the pushmove structure
//-----------------------------------------------------------------------------
void CPhysicsPushedEntities::RotateRootEntity( CBaseEntity *pRoot, float movetime, RotatingPushMove_t &rotation )
{
VPROF("CPhysicsPushedEntities::RotateRootEntity");
rotation.amove = pRoot->GetLocalAngularVelocity() * movetime;
rotation.origin = pRoot->GetAbsOrigin();
// Knowing the initial + ending basis is needed for determining
// which corner we're pushing
MatrixCopy( pRoot->EntityToWorldTransform(), rotation.startLocalToWorld );
// rotate the pusher to it's final position
QAngle angles = pRoot->GetLocalAngles();
angles += pRoot->GetLocalAngularVelocity() * movetime;
pRoot->SetLocalAngles( angles );
// Compute the change in absangles
MatrixCopy( pRoot->EntityToWorldTransform(), rotation.endLocalToWorld );
}
//-----------------------------------------------------------------------------
// Purpose: Tries to rotate an entity hierarchy, returns the blocker if any
//-----------------------------------------------------------------------------
CBaseEntity *CPhysicsPushedEntities::PerformRotatePush( CBaseEntity *pRoot, float movetime )
{
VPROF("CPhysicsPushedEntities::PerformRotatePush");
m_bIsUnblockableByPlayer = (pRoot->GetFlags() & FL_UNBLOCKABLE_BY_PLAYER) ? true : false;
// Build a list of this entity + all its children because we're going to try to move them all
// This will also make sure each entity is linked in the appropriate place
// with correct absboxes
m_rgPusher.RemoveAll();
SetupAllInHierarchy( pRoot );
// save where we rotated from, in case we're blocked
QAngle angPrevAngles = pRoot->GetLocalAngles();
// Apply the rotation
RotatingPushMove_t rotPushMove;
RotateRootEntity( pRoot, movetime, rotPushMove );
// Next generate a list of all entities that could potentially be intersecting with
// any of the children in their new locations...
GenerateBlockingEntityList( );
// Now we have a unique list of things that could potentially block our push
// and need to be pushed out of the way. Lets try to push them all out of the way.
// If we fail, undo it all
if (!SpeculativelyCheckRotPush( rotPushMove, pRoot ))
{
CBaseEntity *pBlocker = RegisterBlockage();
pRoot->SetLocalAngles( angPrevAngles );
RestoreEntities( );
return pBlocker;
}
FinishPush( true, &rotPushMove );
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Linearly moves the root entity
//-----------------------------------------------------------------------------
void CPhysicsPushedEntities::LinearlyMoveRootEntity( CBaseEntity *pRoot, float movetime, Vector *pAbsPushVector )
{
VPROF("CPhysicsPushedEntities::LinearlyMoveRootEntity");
// move the pusher to it's final position
Vector move = pRoot->GetLocalVelocity() * movetime;
Vector origin = pRoot->GetLocalOrigin();
origin += move;
pRoot->SetLocalOrigin( origin );
// Store off the abs push vector
*pAbsPushVector = pRoot->GetAbsVelocity() * movetime;
}
//-----------------------------------------------------------------------------
// Purpose: Tries to linearly push an entity hierarchy, returns the blocker if any
//-----------------------------------------------------------------------------
CBaseEntity *CPhysicsPushedEntities::PerformLinearPush( CBaseEntity *pRoot, float movetime )
{
VPROF("CPhysicsPushedEntities::PerformLinearPush");
m_flMoveTime = movetime;
m_bIsUnblockableByPlayer = (pRoot->GetFlags() & FL_UNBLOCKABLE_BY_PLAYER) ? true : false;
// Build a list of this entity + all its children because we're going to try to move them all
// This will also make sure each entity is linked in the appropriate place
// with correct absboxes
m_rgPusher.RemoveAll();
SetupAllInHierarchy( pRoot );
// save where we started from, in case we're blocked
Vector vecPrevOrigin = pRoot->GetLocalOrigin();
// Move the root (and all children) into its new position
Vector vecAbsPush;
LinearlyMoveRootEntity( pRoot, movetime, &vecAbsPush );
// Next generate a list of all entities that could potentially be intersecting with
// any of the children in their new locations...
GenerateBlockingEntityListAddBox( vecAbsPush );
// Now we have a unique list of things that could potentially block our push
// and need to be pushed out of the way. Lets try to push them all out of the way.
// If we fail, undo it all
if (!SpeculativelyCheckLinearPush( vecAbsPush ))
{
CBaseEntity *pBlocker = RegisterBlockage();
pRoot->SetLocalOrigin( vecPrevOrigin );
RestoreEntities();
return pBlocker;
}
FinishPush( );
return NULL;
}
//-----------------------------------------------------------------------------
//
// CBaseEntity methods
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Called when it's time for a physically moved objects (plats, doors, etc)
// to run it's game code.
// All other entity thinking is done during worldspawn's think
//-----------------------------------------------------------------------------
void CBaseEntity::PhysicsDispatchThink( BASEPTR thinkFunc )
{
VPROF_ENTER_SCOPE( ( !vprof_scope_entity_thinks.GetBool() ) ?
"CBaseEntity::PhysicsDispatchThink" :
EntityFactoryDictionary()->GetCannonicalName( GetClassname() ) );
float thinkLimit = think_limit.GetFloat();
// The thinkLimit stuff makes a LOT of calls to Sys_FloatTime, which winds up calling into
// VCR mode so much that the framerate becomes unusable.
if ( VCRGetMode() != VCR_Disabled )
thinkLimit = 0;
float startTime = 0.0;
if ( IsDormant() )
{
Warning( "Dormant entity %s (%s) is thinking!!\n", GetClassname(), GetDebugName() );
Assert(0);
}
if ( thinkLimit )
{
startTime = engine->Time();
}
if ( thinkFunc )
{
MDLCACHE_CRITICAL_SECTION();
(this->*thinkFunc)();
}
if ( thinkLimit )
{
// calculate running time of the AI in milliseconds
float time = ( engine->Time() - startTime ) * 1000.0f;
if ( time > thinkLimit )
{
#if defined( _XBOX ) && !defined( _RETAIL )
if ( vprof_think_limit.GetBool() )
{
extern bool g_VProfSignalSpike;
g_VProfSignalSpike = true;
}
#endif
// If its an NPC print out the shedule/task that took so long
CAI_BaseNPC *pNPC = MyNPCPointer();
if (pNPC && pNPC->GetCurSchedule())
{
pNPC->ReportOverThinkLimit( time );
}
else
{
#ifdef _WIN32
Msg( "%s(%s) thinking for %.02f ms!!!\n", GetClassname(), typeid(this).raw_name(), time );
#elif POSIX
Msg( "%s(%s) thinking for %.02f ms!!!\n", GetClassname(), typeid(this).name(), time );
#else
#error "typeinfo"
#endif
}
}
}
VPROF_EXIT_SCOPE();
}
//-----------------------------------------------------------------------------
// Purpose: Does not change the entities velocity at all
// Input : push -
// Output : trace_t
//-----------------------------------------------------------------------------
void CBaseEntity::PhysicsCheckSweep( const Vector& vecAbsStart, const Vector &vecAbsDelta, trace_t *pTrace )
{
::PhysicsCheckSweep( this, vecAbsStart, vecAbsDelta, pTrace );
}
#define MAX_CLIP_PLANES 5
//-----------------------------------------------------------------------------
// Purpose: The basic solid body movement attempt/clip that slides along multiple planes
// Input : time - Amount of time to try moving for
// *steptrace - if not NULL, the trace results of any vertical wall hit will be stored
// Output : int - the clipflags if the velocity was modified (hit something solid)
// 1 = floor
// 2 = wall / step
// 4 = dead stop
//-----------------------------------------------------------------------------
int CBaseEntity::PhysicsTryMove( float flTime, trace_t *steptrace )
{
VPROF("CBaseEntity::PhysicsTryMove");
int bumpcount, numbumps;
Vector dir;
float d;
int numplanes;
Vector planes[MAX_CLIP_PLANES];
Vector primal_velocity, original_velocity, new_velocity;
int i, j;
trace_t trace;
Vector end;
float time_left;
int blocked;
unsigned int mask = PhysicsSolidMaskForEntity();
new_velocity.Init();
numbumps = 4;
Vector vecAbsVelocity = GetAbsVelocity();
blocked = 0;
VectorCopy (vecAbsVelocity, original_velocity);
VectorCopy (vecAbsVelocity, primal_velocity);
numplanes = 0;
time_left = flTime;
for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++)
{
if (vecAbsVelocity == vec3_origin)
break;
VectorMA( GetAbsOrigin(), time_left, vecAbsVelocity, end );
Physics_TraceEntity( this, GetAbsOrigin(), end, mask, &trace );
if (trace.startsolid)
{ // entity is trapped in another solid
SetAbsVelocity(vec3_origin);
return 4;
}
if (trace.fraction > 0)
{ // actually covered some distance
SetAbsOrigin( trace.endpos );
VectorCopy (vecAbsVelocity, original_velocity);
numplanes = 0;
}
if (trace.fraction == 1)
break; // moved the entire distance
if (!trace.m_pEnt)
{
SetAbsVelocity( vecAbsVelocity );
Warning( "PhysicsTryMove: !trace.u.ent" );
Assert(0);
return 4;
}
if (trace.plane.normal[2] > 0.7)
{
blocked |= 1; // floor
if (CanStandOn( trace.m_pEnt ))
{
// keep track of time when changing ground entity
if (GetGroundEntity() != trace.m_pEnt)
{
SetGroundChangeTime( gpGlobals->curtime + (flTime - (1 - trace.fraction) * time_left) );
}
SetGroundEntity( trace.m_pEnt );
}
}
if (!trace.plane.normal[2])
{
blocked |= 2; // step
if (steptrace)
*steptrace = trace; // save for player extrafriction
}
// run the impact function
PhysicsImpact( trace.m_pEnt, trace );
// Removed by the impact function
if ( IsMarkedForDeletion() || IsEdictFree() )
break;
time_left -= time_left * trace.fraction;
// clipped to another plane
if (numplanes >= MAX_CLIP_PLANES)
{ // this shouldn't really happen
SetAbsVelocity(vec3_origin);
return blocked;
}
VectorCopy (trace.plane.normal, planes[numplanes]);
numplanes++;
// modify original_velocity so it parallels all of the clip planes
if ( GetMoveType() == MOVETYPE_WALK && (!(GetFlags() & FL_ONGROUND) || GetFriction()!=1) ) // relfect player velocity
{
for ( i = 0; i < numplanes; i++ )
{
if ( planes[i][2] > 0.7 )
{// floor or slope
PhysicsClipVelocity( original_velocity, planes[i], new_velocity, 1 );
VectorCopy( new_velocity, original_velocity );
}
else
{
PhysicsClipVelocity( original_velocity, planes[i], new_velocity, 1.0 + sv_bounce.GetFloat() * (1-GetFriction()) );
}
}
VectorCopy( new_velocity, vecAbsVelocity );
VectorCopy( new_velocity, original_velocity );
}
else
{
for (i=0 ; i<numplanes ; i++)
{
PhysicsClipVelocity (original_velocity, planes[i], new_velocity, 1);
for (j=0 ; j<numplanes ; j++)
if (j != i)
{
if (DotProduct (new_velocity, planes[j]) < 0)
break; // not ok
}
if (j == numplanes)
break;
}
if (i != numplanes)
{
// go along this plane
VectorCopy (new_velocity, vecAbsVelocity);
}
else
{
// go along the crease
if (numplanes != 2)
{
// Msg( "clip velocity, numplanes == %i\n",numplanes);
SetAbsVelocity( vecAbsVelocity );
return blocked;
}
CrossProduct (planes[0], planes[1], dir);
d = DotProduct (dir, vecAbsVelocity);
VectorScale (dir, d, vecAbsVelocity);
}
//
// if original velocity is against the original velocity, stop dead
// to avoid tiny oscillations in sloping corners
//
if (DotProduct (vecAbsVelocity, primal_velocity) <= 0)
{
SetAbsVelocity(vec3_origin);
return blocked;
}
}
}
SetAbsVelocity( vecAbsVelocity );
return blocked;
}
//-----------------------------------------------------------------------------
// Purpose: Applies 1/2 gravity to falling movetype step objects
// Simulation should be done assuming average velocity over the time
// interval. Since that would effect a lot of code, and since most of
// that code is going away, it's easier to just add in the average effect
// of gravity on the velocity over the interval at the beginning of similation,
// then add it in again at the end of simulation so that the final velocity is
// correct for the entire interval.
//-----------------------------------------------------------------------------
void CBaseEntity::PhysicsAddHalfGravity( float timestep )
{
VPROF("CBaseEntity::PhysicsAddHalfGravity");
float ent_gravity;
if ( GetGravity() )
{
ent_gravity = GetGravity();
}
else
{
ent_gravity = 1.0;
}
// Add 1/2 of the total gravitational effects over this timestep
Vector vecAbsVelocity = GetAbsVelocity();
vecAbsVelocity[2] -= ( 0.5 * ent_gravity * GetCurrentGravity() * timestep );
vecAbsVelocity[2] += GetBaseVelocity()[2] * gpGlobals->frametime;
SetAbsVelocity( vecAbsVelocity );
Vector vecNewBaseVelocity = GetBaseVelocity();
vecNewBaseVelocity[2] = 0;
SetBaseVelocity( vecNewBaseVelocity );
// Bound velocity
PhysicsCheckVelocity();
}
//-----------------------------------------------------------------------------
// Purpose: Does not change the entities velocity at all
// Input : push -
// Output : trace_t
//-----------------------------------------------------------------------------
void CBaseEntity::PhysicsPushEntity( const Vector& push, trace_t *pTrace )
{
VPROF("CBaseEntity::PhysicsPushEntity");
if ( GetMoveParent() )
{
Warning( "pushing entity (%s) that has parent (%s)!\n", GetDebugName(), GetMoveParent()->GetDebugName() );
Assert(0);
}
// NOTE: absorigin and origin must be equal because there is no moveparent
Vector prevOrigin;
VectorCopy( GetAbsOrigin(), prevOrigin );
::PhysicsCheckSweep( this, prevOrigin, push, pTrace );
if ( pTrace->fraction )
{
SetAbsOrigin( pTrace->endpos );
// FIXME(ywb): Should we try to enable this here
// WakeRestingObjects();
}
// Passing in the previous abs origin here will cause the relinker
// to test the swept ray from previous to current location for trigger intersections
PhysicsTouchTriggers( &prevOrigin );
if ( pTrace->m_pEnt )
{
PhysicsImpact( pTrace->m_pEnt, *pTrace );
}
}
//-----------------------------------------------------------------------------
// Purpose: See if entity is inside another entity, if so, returns true if so, fills in *ppEntity if ppEntity is not NULL
// Input : **ppEntity - optional return pointer to entity we are inside of
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBaseEntity::PhysicsTestEntityPosition( CBaseEntity **ppEntity /*=NULL*/ )
{
VPROF("CBaseEntity::PhysicsTestEntityPosition");
trace_t trace;
unsigned int mask = PhysicsSolidMaskForEntity();
Physics_TraceEntity( this, GetAbsOrigin(), GetAbsOrigin(), mask, &trace );
if ( trace.startsolid )
{
if ( ppEntity )
{
*ppEntity = trace.m_pEnt;
}
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseEntity *CBaseEntity::PhysicsPushMove( float movetime )
{
VPROF("CBaseEntity::PhysicsPushMove");
// If this entity isn't moving, just update the time.
IncrementLocalTime( movetime );
if ( GetLocalVelocity() == vec3_origin )
{
return NULL;
}
// Now check that the entire hierarchy can rotate into the new location
CBaseEntity *pBlocker = g_pPushedEntities->PerformLinearPush( this, movetime );
if ( pBlocker )
{
IncrementLocalTime( -movetime );
}
return pBlocker;
}
//-----------------------------------------------------------------------------
// Purpose: Tries to rotate, returns success or failure
// Input : movetime -
// Output : bool
//-----------------------------------------------------------------------------
CBaseEntity *CBaseEntity::PhysicsPushRotate( float movetime )
{
VPROF("CBaseEntity::PhysicsPushRotate");
IncrementLocalTime( movetime );
// Not rotating
if ( GetLocalAngularVelocity() == vec3_angle )
{
return NULL;
}
// Now check that the entire hierarchy can rotate into the new location
CBaseEntity *pBlocker = g_pPushedEntities->PerformRotatePush( this, movetime );
if ( pBlocker )
{
IncrementLocalTime( -movetime );
}
return pBlocker;
}
//-----------------------------------------------------------------------------
// Block of icky shared code from PhysicsParent + PhysicsPusher
//-----------------------------------------------------------------------------
void CBaseEntity::PerformPush( float movetime )
{
VPROF("CBaseEntity::PerformPush");
// NOTE: Use handle index because the previous blocker could have been deleted
int hPrevBlocker = m_pBlocker.ToInt();
CBaseEntity *pBlocker;
g_pPushedEntities->BeginPush( this );
if (movetime > 0)
{
if ( GetLocalAngularVelocity() != vec3_angle )
{
if ( GetLocalVelocity() != vec3_origin )
{
// NOTE: Both PhysicsPushRotate + PhysicsPushMove
// will attempt to advance local time. Choose the one that's
// the greater of the two from push + move
// FIXME: Should we really be doing them both simultaneously??
// FIXME: Choose the *greater* of the two?!? That's strange...
float flInitialLocalTime = m_flLocalTime;
// moving and rotating, so rotate first, then move
pBlocker = PhysicsPushRotate( movetime );
if ( !pBlocker )
{
float flRotateLocalTime = m_flLocalTime;
// Reset the local time to what it was before we rotated
m_flLocalTime = flInitialLocalTime;
pBlocker = PhysicsPushMove( movetime );
if ( m_flLocalTime < flRotateLocalTime )
{
m_flLocalTime = flRotateLocalTime;
}
}
}
else
{
// only rotating
pBlocker = PhysicsPushRotate( movetime );
}
}
else
{
// only moving
pBlocker = PhysicsPushMove( movetime );
}
m_pBlocker = pBlocker;
if (m_pBlocker.ToInt() != hPrevBlocker)
{
if (hPrevBlocker != INVALID_EHANDLE_INDEX)
{
EndBlocked();
}
if (m_pBlocker)
{
StartBlocked( pBlocker );
}
}
if (m_pBlocker)
{
Blocked( m_pBlocker );
}
// NOTE NOTE: This is here for brutal reasons.
// For MOVETYPE_PUSH objects with VPhysics shadow objects, the move done time
// is handled by CBaseEntity::VPhyicsUpdatePusher, which only gets called if
// the physics system thinks the entity is awake. That will happen if the
// shadow gets updated, but the push code above doesn't update unless the
// move is successful or non-zero. So we must make sure it's awake
if ( VPhysicsGetObject() )
{
VPhysicsGetObject()->Wake();
}
}
// move done is handled by physics if it has any
if ( VPhysicsGetObject() )
{
// store the list of moved entities for later
// if you actually did an unblocked push that moved entities, and you're using physics (which may block later)
if ( movetime > 0 && !m_pBlocker && GetSolid() == SOLID_VPHYSICS && g_pPushedEntities->CountMovedEntities() > 0 )
{
// UNDONE: Any reason to want to call this twice before physics runs?
// If so, maybe just append to the list?
Assert( !GetDataObject( PHYSICSPUSHLIST ) );
physicspushlist_t *pList = (physicspushlist_t *)CreateDataObject( PHYSICSPUSHLIST );
if ( pList )
{
g_pPushedEntities->StoreMovedEntities( *pList );
}
}
}
else
{
if ( m_flMoveDoneTime <= m_flLocalTime && m_flMoveDoneTime > 0 )
{
SetMoveDoneTime( -1 );
MoveDone();
}
}
}
//-----------------------------------------------------------------------------
// Purpose: UNDONE: This is only different from PhysicsParent because of the callback to PhysicsVelocity()
// Can we support that callback in push objects as well?
//-----------------------------------------------------------------------------
void CBaseEntity::PhysicsPusher( void )
{
VPROF("CBaseEntity::PhysicsPusher");
// regular thinking
if ( !PhysicsRunThink() )
return;
m_flVPhysicsUpdateLocalTime = m_flLocalTime;
float movetime = GetMoveDoneTime();
if (movetime > gpGlobals->frametime)
{
movetime = gpGlobals->frametime;
}
PerformPush( movetime );
}
//-----------------------------------------------------------------------------
// Purpose: Non moving objects can only think
//-----------------------------------------------------------------------------
void CBaseEntity::PhysicsNone( void )
{
VPROF("CBaseEntity::PhysicsNone");
// regular thinking
PhysicsRunThink();
}
//-----------------------------------------------------------------------------
// Purpose: A moving object that doesn't obey physics
//-----------------------------------------------------------------------------
void CBaseEntity::PhysicsNoclip( void )
{
VPROF("CBaseEntity::PhysicsNoclip");
// regular thinking
if ( !PhysicsRunThink() )
{
return;
}
// Apply angular velocity
SimulateAngles( gpGlobals->frametime );
Vector origin;
VectorMA( GetLocalOrigin(), gpGlobals->frametime, GetLocalVelocity(), origin );
SetLocalOrigin( origin );
}
void CBaseEntity::PerformCustomPhysics( Vector *pNewPosition, Vector *pNewVelocity, QAngle *pNewAngles, QAngle *pNewAngVelocity )
{
// If you're going to use custom physics, you need to implement this!
Assert(0);
}
//-----------------------------------------------------------------------------
// Allows entities to describe their own physics
//-----------------------------------------------------------------------------
void CBaseEntity::PhysicsCustom()
{
VPROF("CBaseEntity::PhysicsCustom");
PhysicsCheckWater();
// regular thinking
if ( !PhysicsRunThink() )
return;
// Moving upward, off the ground, or resting on a client/monster, remove FL_ONGROUND
if ( m_vecVelocity[2] > 0 || !GetGroundEntity() || !GetGroundEntity()->IsStandable() )
{
SetGroundEntity( NULL );
}
// NOTE: The entity must set the position, angles, velocity in its custom movement
Vector vecNewPosition = GetAbsOrigin();
Vector vecNewVelocity = GetAbsVelocity();
QAngle angNewAngles = GetAbsAngles();
QAngle angNewAngVelocity = GetLocalAngularVelocity();
PerformCustomPhysics( &vecNewPosition, &vecNewVelocity, &angNewAngles, &angNewAngVelocity );
// Store off all of the new state information...
SetAbsVelocity( vecNewVelocity );
SetAbsAngles( angNewAngles );
SetLocalAngularVelocity( angNewAngVelocity );
Vector move;
VectorSubtract( vecNewPosition, GetAbsOrigin(), move );
// move origin
trace_t trace;
PhysicsPushEntity( move, &trace );
PhysicsCheckVelocity();
if (trace.allsolid)
{
// entity is trapped in another solid
// UNDONE: does this entity needs to be removed?
SetAbsVelocity(vec3_origin);
SetLocalAngularVelocity(vec3_angle);
return;
}
if (IsEdictFree())
return;
// check for in water
PhysicsCheckWaterTransition();
}
bool g_bTestMoveTypeStepSimulation = true;
ConVar sv_teststepsimulation( "sv_teststepsimulation", "1", 0 );
//-----------------------------------------------------------------------------
// Purpose: Until we remove the above cvar, we need to have the entities able
// to dynamically deal with changing their simulation stuff here.
//-----------------------------------------------------------------------------
void CBaseEntity::CheckStepSimulationChanged()
{
if ( g_bTestMoveTypeStepSimulation != IsSimulatedEveryTick() )
{
SetSimulatedEveryTick( g_bTestMoveTypeStepSimulation );
}
bool hadobject = HasDataObjectType( STEPSIMULATION );
if ( g_bTestMoveTypeStepSimulation )
{
if ( !hadobject )
{
CreateDataObject( STEPSIMULATION );
}
}
else
{
if ( hadobject )
{
DestroyDataObject( STEPSIMULATION );
}
}
}
#define STEP_TELPORTATION_VEL_SQ ( 4096.0f * 4096.0f )
//-----------------------------------------------------------------------------
// Purpose: Run regular think and latch off angle/origin changes so we can interpolate them on the server to fake simulation
// Input : *step -
//-----------------------------------------------------------------------------
void CBaseEntity::StepSimulationThink( float dt )
{
// See if we need to allocate, deallocate step simulation object
CheckStepSimulationChanged();
StepSimulationData *step = ( StepSimulationData * )GetDataObject( STEPSIMULATION );
if ( !step )
{
PhysicsStepRunTimestep( dt );
// Just call the think function directly
PhysicsRunThink( THINK_FIRE_BASE_ONLY );
}
else
{
// Assume that it's in use
step->m_bOriginActive = true;
step->m_bAnglesActive = true;
// Reset networked versions of origin and angles
step->m_nLastProcessTickCount = -1;
step->m_vecNetworkOrigin.Init();
step->m_angNetworkAngles.Init();
// Remember old old values
step->m_Previous2 = step->m_Previous;
// Remember old values
step->m_Previous.nTickCount = gpGlobals->tickcount;
step->m_Previous.vecOrigin = GetStepOrigin();
QAngle stepAngles = GetStepAngles();
AngleQuaternion( stepAngles, step->m_Previous.qRotation );
// Run simulation
PhysicsStepRunTimestep( dt );
// Call the actual think function...
PhysicsRunThink( THINK_FIRE_BASE_ONLY );
// do any local processing that's needed
if (GetBaseAnimating() != NULL)
{
GetBaseAnimating()->UpdateStepOrigin();
}
// Latch new values to see if external code modifies our position/orientation
step->m_Next.vecOrigin = GetStepOrigin();
stepAngles = GetStepAngles();
AngleQuaternion( stepAngles, step->m_Next.qRotation );
// Also store of non-Quaternion version for simple comparisons
step->m_angNextRotation = GetStepAngles();
step->m_Next.nTickCount = GetNextThinkTick();
// Hack: Add a tick if we are simulating every other tick
if ( CBaseEntity::IsSimulatingOnAlternateTicks() )
{
++step->m_Next.nTickCount;
}
// Check for teleportation/snapping of the origin
if ( dt > 0.0f )
{
Vector deltaorigin = step->m_Next.vecOrigin - step->m_Previous.vecOrigin;
float velSq = deltaorigin.LengthSqr() / ( dt * dt );
if ( velSq >= STEP_TELPORTATION_VEL_SQ )
{
// Deactivate it due to large origin change
step->m_bOriginActive = false;
step->m_bAnglesActive = false;
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Monsters freefall when they don't have a ground entity, otherwise
// all movement is done with discrete steps.
// This is also used for objects that have become still on the ground, but
// will fall if the floor is pulled out from under them.
// JAY: Extended this to synchronize movement and thinking wherever possible.
// This allows the client-side interpolation to interpolate animation and simulation
// data at the same time.
// UNDONE: Remove all other cases from this loop - only use MOVETYPE_STEP to simulate
// entities that are currently animating/thinking.
//-----------------------------------------------------------------------------
void CBaseEntity::PhysicsStep()
{
// EVIL HACK: Force these to appear as if they've changed!!!
// The underlying values don't actually change, but we need the network sendproxy on origin/angles
// to get triggered, and that only happens if NetworkStateChanged() appears to have occured.
// Getting them for modify marks them as changed automagically.
m_vecOrigin.GetForModify();
m_angRotation.GetForModify();
// HACK: Make sure that the client latches the networked origin/orientation changes with the current server tick count
// so that we don't get jittery interpolation. All of this is necessary to mimic actual continuous simulation of the underlying
// variables.
SetSimulationTime( gpGlobals->curtime );
// Run all but the base think function
PhysicsRunThink( THINK_FIRE_ALL_BUT_BASE );
int thinktick = GetNextThinkTick();
float thinktime = thinktick * TICK_INTERVAL;
// Is the next think too far out, or non-existent?
// BUGBUG: Interpolation is going to look bad in here. But it should only
// be for dead things - and those should be ragdolls (client-side sim) anyway.
// UNDONE: Remove this and assert? Force MOVETYPE_STEP objs to become MOVETYPE_TOSS when
// they aren't thinking?
// UNDONE: this happens as the first frame for a bunch of things like dynamically created ents.
// can't remove until initial conditions are resolved
float deltaThink = thinktime - gpGlobals->curtime;
if ( thinktime <= 0 || deltaThink > 0.5 )
{
PhysicsStepRunTimestep( gpGlobals->frametime );
PhysicsCheckWaterTransition();
SetLastThink( -1, gpGlobals->curtime );
UpdatePhysicsShadowToCurrentPosition(gpGlobals->frametime);
PhysicsRelinkChildren(gpGlobals->frametime);
return;
}
Vector oldOrigin = GetAbsOrigin();
// Feed the position delta back from vphysics if enabled
bool updateFromVPhysics = npc_vphysics.GetBool();
if ( HasDataObjectType(VPHYSICSUPDATEAI) )
{
vphysicsupdateai_t *pUpdate = static_cast<vphysicsupdateai_t *>(GetDataObject( VPHYSICSUPDATEAI ));
if ( pUpdate->stopUpdateTime > gpGlobals->curtime )
{
updateFromVPhysics = true;
}
else
{
float maxAngular;
VPhysicsGetObject()->GetShadowController()->GetMaxSpeed( NULL, &maxAngular );
VPhysicsGetObject()->GetShadowController()->MaxSpeed( pUpdate->savedShadowControllerMaxSpeed, maxAngular );
DestroyDataObject(VPHYSICSUPDATEAI);
}
}
if ( updateFromVPhysics && VPhysicsGetObject() && !GetParent() )
{
Vector position;
VPhysicsGetObject()->GetShadowPosition( &position, NULL );
float delta = (GetAbsOrigin() - position).LengthSqr();
// for now, use a tolerance of 1 inch for these tests
if ( delta < 1 )
{
// physics is really close, check to see if my current position is valid.
// If so, ignore the physics result.
trace_t tr;
Physics_TraceEntity( this, GetAbsOrigin(), GetAbsOrigin(), PhysicsSolidMaskForEntity(), &tr );
updateFromVPhysics = tr.startsolid;
}
if ( updateFromVPhysics )
{
SetAbsOrigin( position );
PhysicsTouchTriggers();
}
//NDebugOverlay::Box( position, WorldAlignMins(), WorldAlignMaxs(), 255, 255, 0, 0, 0.0 );
}
// not going to think, don't run game physics either
if ( thinktick > gpGlobals->tickcount )
return;
// Don't let things stay in the past.
// it is possible to start that way
// by a trigger with a local time.
if ( thinktime < gpGlobals->curtime )
{
thinktime = gpGlobals->curtime;
}
// simulate over the timestep
float dt = thinktime - GetLastThink();
// Now run step simulator
StepSimulationThink( dt );
PhysicsCheckWaterTransition();
if ( VPhysicsGetObject() )
{
if ( !VectorCompare( oldOrigin, GetAbsOrigin() ) )
{
VPhysicsGetObject()->UpdateShadow( GetAbsOrigin(), vec3_angle, (GetFlags() & FL_FLY) ? true : false, dt );
}
}
PhysicsRelinkChildren(dt);
}
void UTIL_TraceLineFilterEntity( CBaseEntity *pEntity, const Vector &vecAbsStart, const Vector &vecAbsEnd,
unsigned int mask, const int nCollisionGroup, trace_t *ptr );
// Check to see what (if anything) this MOVETYPE_STEP entity is standing on
void CBaseEntity::PhysicsStepRecheckGround()
{
unsigned int mask = PhysicsSolidMaskForEntity();
// determine if it's on solid ground at all
Vector mins, maxs, point;
int x, y;
trace_t trace;
VectorAdd (GetAbsOrigin(), WorldAlignMins(), mins);
VectorAdd (GetAbsOrigin(), WorldAlignMaxs(), maxs);
point[2] = mins[2] - 1;
for (x=0 ; x<=1 ; x++)
{
for (y=0 ; y<=1 ; y++)
{
point[0] = x ? maxs[0] : mins[0];
point[1] = y ? maxs[1] : mins[1];
ICollideable *pCollision = GetCollideable();
if ( pCollision && IsNPC() )
{
UTIL_TraceLineFilterEntity( this, point, point, mask, COLLISION_GROUP_NONE, &trace );
}
else
{
UTIL_TraceLine( point, point, mask, this, COLLISION_GROUP_NONE, &trace );
}
if ( trace.startsolid )
{
SetGroundEntity( trace.m_pEnt );
return;
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : timestep -
//-----------------------------------------------------------------------------
void CBaseEntity::PhysicsStepRunTimestep( float timestep )
{
bool wasonground;
bool inwater;
#if 0
bool hitsound = false;
#endif
float speed, newspeed, control;
float friction;
PhysicsCheckVelocity();
wasonground = ( GetFlags() & FL_ONGROUND ) ? true : false;
// add gravity except:
// flying monsters
// swimming monsters who are in the water
inwater = PhysicsCheckWater();
bool isfalling = false;
if ( !wasonground )
{
if ( !( GetFlags() & FL_FLY ) )
{
if ( !( ( GetFlags() & FL_SWIM ) && ( GetWaterLevel() > 0 ) ) )
{
#if 0
if ( GetAbsVelocity()[2] < ( GetCurrentGravity() * -0.1 ) )
{
hitsound = true;
}
#endif
if ( !inwater )
{
PhysicsAddHalfGravity( timestep );
isfalling = true;
}
}
}
}
if ( !(GetFlags() & FL_STEPMOVEMENT) &&
(!VectorCompare(GetAbsVelocity(), vec3_origin) ||
!VectorCompare(GetBaseVelocity(), vec3_origin)))
{
Vector vecAbsVelocity = GetAbsVelocity();
SetGroundEntity( NULL );
// apply friction
// let dead monsters who aren't completely onground slide
if ( wasonground )
{
speed = VectorLength( vecAbsVelocity );
if (speed)
{
friction = sv_friction.GetFloat() * GetFriction();
control = speed < sv_stopspeed.GetFloat() ? sv_stopspeed.GetFloat() : speed;
newspeed = speed - timestep*control*friction;
if (newspeed < 0)
newspeed = 0;
newspeed /= speed;
vecAbsVelocity[0] *= newspeed;
vecAbsVelocity[1] *= newspeed;
}
}
vecAbsVelocity += GetBaseVelocity();
SetAbsVelocity( vecAbsVelocity );
// Apply angular velocity
SimulateAngles( timestep );
PhysicsCheckVelocity();
PhysicsTryMove( timestep, NULL );
PhysicsCheckVelocity();
vecAbsVelocity = GetAbsVelocity();
vecAbsVelocity -= GetBaseVelocity();
SetAbsVelocity( vecAbsVelocity );
PhysicsCheckVelocity();
if ( !(GetFlags() & FL_ONGROUND) )
{
PhysicsStepRecheckGround();
}
PhysicsTouchTriggers();
}
if (!( GetFlags() & FL_ONGROUND ) && isfalling)
{
PhysicsAddHalfGravity( timestep );
}
}
// After this long, if a player isn't updating, then return it's projectiles to server control
#define PLAYER_PACKETS_STOPPED_SO_RETURN_TO_PHYSICS_TIME 1.0f
void Physics_SimulateEntity( CBaseEntity *pEntity )
{
VPROF( ( !vprof_scope_entity_gamephys.GetBool() ) ?
"Physics_SimulateEntity" :
EntityFactoryDictionary()->GetCannonicalName( pEntity->GetClassname() ) );
if ( pEntity->edict() )
{
#if !defined( NO_ENTITY_PREDICTION )
// Player drives simulation of this entity
if ( pEntity->IsPlayerSimulated() )
{
// If the player is gone, dropped, crashed, then return
// control to the game code.
CBasePlayer *simulatingPlayer = pEntity->GetSimulatingPlayer();
if ( simulatingPlayer &&
( simulatingPlayer->GetTimeBase() > gpGlobals->curtime - PLAYER_PACKETS_STOPPED_SO_RETURN_TO_PHYSICS_TIME ) )
{
// Okay, the guy is still around
return;
}
pEntity->UnsetPlayerSimulated();
}
#endif
MDLCACHE_CRITICAL_SECTION();
#if !defined( NO_ENTITY_PREDICTION )
// If an object was at one point player simulated, but had that status revoked (as just
// above when no packets have arrived in a while ), then we still will assume that the
// owner/player will be predicting the entity locally (even if the game is playing like butt)
// and so we won't spam that player with additional network data such as effects/sounds
// that are theoretically being predicted by the player anyway.
if ( pEntity->m_PredictableID->IsActive() )
{
CBasePlayer *playerowner = ToBasePlayer( pEntity->GetOwnerEntity() );
if ( playerowner )
{
CBasePlayer *pl = ToBasePlayer( UTIL_PlayerByIndex( pEntity->m_PredictableID->GetPlayer() + 1 ) );
// Is the player who created it still the owner?
if ( pl == playerowner )
{
// Set up to suppress sending events to owner player
if ( pl->IsPredictingWeapons() )
{
IPredictionSystem::SuppressHostEvents( playerowner );
}
}
}
{
VPROF( ( !vprof_scope_entity_gamephys.GetBool() ) ?
"pEntity->PhysicsSimulate" :
EntityFactoryDictionary()->GetCannonicalName( pEntity->GetClassname() ) );
// Run entity physics
pEntity->PhysicsSimulate();
}
// Restore suppression filter
IPredictionSystem::SuppressHostEvents( NULL );
}
else
#endif
{
// Run entity physics
pEntity->PhysicsSimulate();
}
}
else
{
pEntity->PhysicsRunThink();
}
}
//-----------------------------------------------------------------------------
// Purpose: Runs the main physics simulation loop against all entities ( except players )
//-----------------------------------------------------------------------------
void Physics_RunThinkFunctions( bool simulating )
{
VPROF( "Physics_RunThinkFunctions");
g_bTestMoveTypeStepSimulation = sv_teststepsimulation.GetBool();
float starttime = gpGlobals->curtime;
// clear all entites freed outside of this loop
gEntList.CleanupDeleteList();
if ( !simulating )
{
// only simulate players
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
if ( pPlayer )
{
// Always reset clock to real sv.time
gpGlobals->curtime = starttime;
// Force usercmd processing even though gpGlobals->tickcount isn't incrementing
pPlayer->ForceSimulation();
Physics_SimulateEntity( pPlayer );
}
}
}
else
{
UTIL_DisableRemoveImmediate();
int listMax = SimThink_ListCount();
listMax = MAX(listMax,1);
CBaseEntity **list = (CBaseEntity **)stackalloc( sizeof(CBaseEntity *) * listMax );
// iterate through all entities and have them think or simulate
// UNDONE: This has problems with UTIL_RemoveImmediate() (now disabled during this loop).
// Do we really need UTIL_RemoveImmediate()?
int count = SimThink_ListCopy( list, listMax );
//DevMsg(1, "Count: %d\n", count );
for ( int i = 0; i < count; i++ )
{
if ( !list[i] )
continue;
// Always reset clock to real sv.time
gpGlobals->curtime = starttime;
Physics_SimulateEntity( list[i] );
}
stackfree( list );
UTIL_EnableRemoveImmediate();
}
gpGlobals->curtime = starttime;
}