mirror of
https://github.com/nillerusr/source-engine.git
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366 lines
9.7 KiB
C++
366 lines
9.7 KiB
C++
//========= 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 <stdio.h>
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#include "convert.h"
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#include "ivp_cache_object.hxx"
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#include "coordsize.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#if 1
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// game is in inches
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vphysics_units_t g_PhysicsUnits =
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{
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METERS_PER_INCH, //float unitScaleMeters; // factor that converts game units to meters
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1.0f / METERS_PER_INCH, //float unitScaleMetersInv; // factor that converts meters to game units
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0.25f, // float globalCollisionTolerance; // global collision tolerance in game units
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DIST_EPSILON, // float collisionSweepEpsilon; // collision sweep tests clip at this, must be the same as engine's DIST_EPSILON
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1.0f/256.0f, // float collisionSweepIncrementalEpsilon; // near-zero test for incremental steps in collision sweep tests
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};
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#else
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// game is in meters
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vphysics_units_t g_PhysicsUnits =
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{
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1.0f, //float unitScaleMeters; // factor that converts game units to meters
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1.0f, //float unitScaleMetersInv; // factor that converts meters to game units
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0.01f, // float globalCollisionTolerance; // global collision tolerance in game units
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0.01f, // float collisionSweepEpsilon; // collision sweep tests clip at this, must be the same as engine's DIST_EPSILON
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1e-4f, // float collisionSweepIncrementalEpsilon; // near-zero test for incremental steps in collision sweep tests
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};
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#endif
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//-----------------------------------------------------------------------------
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// HL to IVP conversions
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//-----------------------------------------------------------------------------
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void ConvertBoxToIVP( const Vector &mins, const Vector &maxs, Vector &outmins, Vector &outmaxs )
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{
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float tmpZ;
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tmpZ = mins.y;
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outmins.y = -HL2IVP(mins.z);
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outmins.z = HL2IVP(tmpZ);
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outmins.x = HL2IVP(mins.x);
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tmpZ = maxs.y;
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outmaxs.y = -HL2IVP(maxs.z);
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outmaxs.z = HL2IVP(tmpZ);
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outmaxs.x = HL2IVP(maxs.x);
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tmpZ = outmaxs.y;
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outmaxs.y = outmins.y;
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outmins.y = tmpZ;
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}
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void ConvertMatrixToIVP( const matrix3x4_t& matrix, IVP_U_Matrix &out )
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{
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Vector forward, left, up;
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forward.x = matrix[0][0];
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forward.y = matrix[1][0];
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forward.z = matrix[2][0];
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left.x = matrix[0][1];
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left.y = matrix[1][1];
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left.z = matrix[2][1];
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up.x = matrix[0][2];
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up.y = matrix[1][2];
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up.z = matrix[2][2];
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up = -up;
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IVP_U_Float_Point ivpForward, ivpLeft, ivpUp;
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ConvertDirectionToIVP( forward, ivpForward );
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ConvertDirectionToIVP( left, ivpLeft );
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ConvertDirectionToIVP( up, ivpUp );
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out.set_col( IVP_INDEX_X, &ivpForward );
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out.set_col( IVP_INDEX_Z, &ivpLeft );
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out.set_col( IVP_INDEX_Y, &ivpUp );
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out.vv.k[0] = HL2IVP(matrix[0][3]);
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out.vv.k[1] = -HL2IVP(matrix[2][3]);
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out.vv.k[2] = HL2IVP(matrix[1][3]);
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}
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void ConvertRotationToIVP( const QAngle& angles, IVP_U_Matrix3 &out )
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{
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Vector forward, right, up;
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IVP_U_Float_Point ivpForward, ivpLeft, ivpUp;
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AngleVectors( angles, &forward, &right, &up );
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// now this is left
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right = -right;
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up = -up;
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ConvertDirectionToIVP( forward, ivpForward );
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ConvertDirectionToIVP( right, ivpLeft );
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ConvertDirectionToIVP( up, ivpUp );
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out.set_col( IVP_INDEX_X, &ivpForward );
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out.set_col( IVP_INDEX_Z, &ivpLeft );
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out.set_col( IVP_INDEX_Y, &ivpUp );
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}
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void ConvertRotationToIVP( const QAngle& angles, IVP_U_Quat &out )
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{
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IVP_U_Matrix3 tmp;
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ConvertRotationToIVP( angles, tmp );
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out.set_quaternion( &tmp );
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}
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//-----------------------------------------------------------------------------
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// IVP to HL conversions
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//-----------------------------------------------------------------------------
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void ConvertMatrixToHL( const IVP_U_Matrix &in, matrix3x4_t& output )
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{
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#if 1
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// copy the row vectors over, swapping z & -y. Also, negate output z
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output[0][0] = in.get_elem(0, 0);
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output[0][2] = -in.get_elem(0, 1);
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output[0][1] = in.get_elem(0, 2);
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output[1][0] = in.get_elem(2, 0);
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output[1][2] = -in.get_elem(2, 1);
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output[1][1] = in.get_elem(2, 2);
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output[2][0] = -in.get_elem(1, 0);
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output[2][2] = in.get_elem(1, 1);
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output[2][1] = -in.get_elem(1, 2);
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#else
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// this code is conceptually simpler, but the above is smaller/faster
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Vector forward, left, up;
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IVP_U_Float_Point out;
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in.get_col( IVP_INDEX_X, &out );
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ConvertDirectionToHL( out, forward );
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in.get_col( IVP_INDEX_Z, &out );
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ConvertDirectionToHL( out, left);
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in.get_col( IVP_INDEX_Y, &out );
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ConvertDirectionToHL( out, up );
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up = -up;
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output[0][0] = forward.x;
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output[1][0] = forward.y;
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output[2][0] = forward.z;
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output[0][1] = left.x;
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output[1][1] = left.y;
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output[2][1] = left.z;
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output[0][2] = up.x;
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output[1][2] = up.y;
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output[2][2] = up.z;
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#endif
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output[0][3] = IVP2HL(in.vv.k[0]);
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output[1][3] = IVP2HL(in.vv.k[2]);
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output[2][3] = -IVP2HL(in.vv.k[1]);
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}
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void ConvertRotationToHL( const IVP_U_Matrix3 &in, QAngle& angles )
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{
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IVP_U_Float_Point out;
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Vector forward, right, up;
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in.get_col( IVP_INDEX_X, &out );
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ConvertDirectionToHL( out, forward );
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in.get_col( IVP_INDEX_Z, &out );
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ConvertDirectionToHL( out, right );
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in.get_col( IVP_INDEX_Y, &out );
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ConvertDirectionToHL( out, up );
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float xyDist = sqrt( forward[0] * forward[0] + forward[1] * forward[1] );
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// enough here to get angles?
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if ( xyDist > 0.001 )
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{
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// (yaw) y = ATAN( forward.y, forward.x ); -- in our space, forward is the X axis
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angles[1] = RAD2DEG( atan2( forward[1], forward[0] ) );
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// (pitch) x = ATAN( -forward.z, sqrt(forward.x*forward.x+forward.y*forward.y) );
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angles[0] = RAD2DEG( atan2( -forward[2], xyDist ) );
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// (roll) z = ATAN( -right.z, up.z );
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angles[2] = RAD2DEG( atan2( -right[2], up[2] ) ) + 180;
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}
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else // forward is mostly Z, gimbal lock
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{
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// (yaw) y = ATAN( -right.x, right.y ); -- forward is mostly z, so use right for yaw
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angles[1] = RAD2DEG( atan2( right[0], -right[1] ) );
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// (pitch) x = ATAN( -forward.z, sqrt(forward.x*forward.x+forward.y*forward.y) );
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angles[0] = RAD2DEG( atan2( -forward[2], xyDist ) );
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// Assume no roll in this case as one degree of freedom has been lost (i.e. yaw == roll)
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angles[2] = 180;
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}
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}
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void ConvertRotationToHL( const IVP_U_Quat &in, QAngle& angles )
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{
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IVP_U_Matrix3 tmp;
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in.set_matrix( &tmp );
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ConvertRotationToHL( tmp, angles );
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}
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// utiltiy code
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void TransformIVPToLocal( IVP_U_Point &point, IVP_Real_Object *pObject, bool translate )
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{
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IVP_U_Point tmp = point;
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TransformIVPToLocal( tmp, point, pObject, translate );
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}
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void TransformLocalToIVP( IVP_U_Point &point, IVP_Real_Object *pObject, bool translate )
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{
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IVP_U_Point tmp = point;
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TransformLocalToIVP( tmp, point, pObject, translate );
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}
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// UNDONE: use IVP_Cache_Object instead? Measure perf differences.
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#define USE_CACHE_OBJECT 0
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//-----------------------------------------------------------------------------
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// Purpose: This is ONLY for use by the routines below. It's not reentrant!!!
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// No threads or recursive calls!
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//-----------------------------------------------------------------------------
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#if USE_CACHE_OBJECT
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#else
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static const IVP_U_Matrix *GetTmpObjectMatrix( IVP_Real_Object *pObject )
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{
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static IVP_U_Matrix coreShiftMatrix;
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const IVP_U_Matrix *pOut = pObject->get_core()->get_m_world_f_core_PSI();
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if ( !pObject->flags.shift_core_f_object_is_zero )
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{
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coreShiftMatrix.set_matrix( pOut );
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coreShiftMatrix.vmult4( pObject->get_shift_core_f_object(), &coreShiftMatrix.vv );
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return &coreShiftMatrix;
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}
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return pOut;
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}
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#endif
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void TransformIVPToLocal( const IVP_U_Point &pointIn, IVP_U_Point &pointOut, IVP_Real_Object *pObject, bool translate )
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{
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#if USE_CACHE_OBJECT
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IVP_Cache_Object *cache = pObject->get_cache_object_no_lock();
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if ( translate )
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{
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cache->transform_position_to_object_coords( &pointIn, &pointOut );
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}
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else
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{
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cache->transform_vector_to_object_coords( &pointIn, &pointOut );
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}
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#else
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const IVP_U_Matrix *pMatrix = GetTmpObjectMatrix( pObject );
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if ( translate )
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{
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pMatrix->inline_vimult4( &pointIn, &pointOut );
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}
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else
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{
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pMatrix->inline_vimult3( &pointIn, &pointOut );
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}
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#endif
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}
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void TransformLocalToIVP( const IVP_U_Point &pointIn, IVP_U_Point &pointOut, IVP_Real_Object *pObject, bool translate )
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{
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#if USE_CACHE_OBJECT
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IVP_Cache_Object *cache = pObject->get_cache_object_no_lock();
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if ( translate )
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{
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IVP_U_Float_Point floatPointIn;
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floatPointIn.set( &pointIn );
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cache->transform_position_to_world_coords( &floatPointIn, &pointOut );
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}
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else
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{
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cache->transform_vector_to_world_coords( &pointIn, &pointOut );
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}
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#else
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const IVP_U_Matrix *pMatrix = GetTmpObjectMatrix( pObject );
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if ( translate )
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{
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pMatrix->inline_vmult4( &pointIn, &pointOut );
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}
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else
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{
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pMatrix->inline_vmult3( &pointIn, &pointOut );
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}
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#endif
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}
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void TransformLocalToIVP( const IVP_U_Float_Point &pointIn, IVP_U_Point &pointOut, IVP_Real_Object *pObject, bool translate )
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{
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#if USE_CACHE_OBJECT
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IVP_Cache_Object *cache = pObject->get_cache_object_no_lock();
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if ( translate )
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{
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cache->transform_position_to_world_coords( &pointIn, &pointOut );
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}
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else
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{
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IVP_U_Point doublePointIn;
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doublePointIn.set( &pointIn );
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cache->transform_vector_to_world_coords( &doublePointIn, &pointOut );
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}
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#else
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const IVP_U_Matrix *pMatrix = GetTmpObjectMatrix( pObject );
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IVP_U_Float_Point out;
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if ( translate )
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{
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pMatrix->inline_vmult4( &pointIn, &out );
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}
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else
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{
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pMatrix->inline_vmult3( &pointIn, &out );
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}
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pointOut.set( &out );
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#endif
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}
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void TransformLocalToIVP( const IVP_U_Float_Point &pointIn, IVP_U_Float_Point &pointOut, IVP_Real_Object *pObject, bool translate )
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{
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IVP_U_Point tmpOut;
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TransformLocalToIVP( pointIn, tmpOut, pObject, translate );
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pointOut.set( &tmpOut );
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}
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static char axisMap[] = {0,2,1,3};
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int ConvertCoordinateAxisToIVP( int axisIndex )
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{
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return axisIndex < 4 ? axisMap[axisIndex] : 0;
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}
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int ConvertCoordinateAxisToHL( int axisIndex )
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{
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return axisIndex < 4 ? axisMap[axisIndex] : 0;
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}
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