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https://github.com/nillerusr/source-engine.git
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469 lines
12 KiB
C++
469 lines
12 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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//=============================================================================//
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#include "cbase.h"
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#include "physics_saverestore.h"
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#include "vphysics/friction.h"
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#include "ai_basenpc.h"
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#include "movevars_shared.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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class CPhysicsNPCSolver : public CLogicalEntity, public IMotionEvent
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{
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DECLARE_CLASS( CPhysicsNPCSolver, CLogicalEntity );
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public:
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CPhysicsNPCSolver();
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~CPhysicsNPCSolver();
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DECLARE_DATADESC();
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void Init( CAI_BaseNPC *pNPC, CBaseEntity *pPhysicsObject, bool disableCollisions, float separationTime );
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static CPhysicsNPCSolver *Create( CAI_BaseNPC *pNPC, CBaseEntity *pPhysicsObject, bool disableCollisions, float separationTime );
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// CBaseEntity
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virtual void Spawn();
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virtual void UpdateOnRemove();
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virtual void Think();
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virtual void OnRestore()
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{
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BaseClass::OnRestore();
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if ( m_allowIntersection )
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{
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PhysDisableEntityCollisions( m_hNPC, m_hEntity );
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}
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}
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// IMotionEvent
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virtual simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular );
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public:
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CPhysicsNPCSolver *m_pNext;
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private:
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// locals
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void ResetCancelTime();
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void BecomePenetrationSolver();
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bool IsIntersecting();
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bool IsContactOnNPCHead( IPhysicsFrictionSnapshot *pSnapshot, IPhysicsObject *pPhysics, CAI_BaseNPC *pNPC );
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bool CheckTouching();
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friend bool NPCPhysics_SolverExists( CAI_BaseNPC *pNPC, CBaseEntity *pPhysicsObject );
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CHandle<CAI_BaseNPC> m_hNPC;
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EHANDLE m_hEntity;
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IPhysicsMotionController *m_pController;
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float m_separationDuration;
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float m_cancelTime;
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bool m_allowIntersection;
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};
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LINK_ENTITY_TO_CLASS( physics_npc_solver, CPhysicsNPCSolver );
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BEGIN_DATADESC( CPhysicsNPCSolver )
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DEFINE_FIELD( m_hNPC, FIELD_EHANDLE ),
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DEFINE_FIELD( m_hEntity, FIELD_EHANDLE ),
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DEFINE_FIELD( m_separationDuration, FIELD_FLOAT ),
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DEFINE_FIELD( m_cancelTime, FIELD_TIME ),
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DEFINE_FIELD( m_allowIntersection, FIELD_BOOLEAN ),
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DEFINE_PHYSPTR( m_pController ),
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//DEFINE_FIELD( m_pNext, FIELD_CLASSPTR ),
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END_DATADESC()
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CEntityClassList<CPhysicsNPCSolver> g_SolverList;
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template <> CPhysicsNPCSolver *CEntityClassList<CPhysicsNPCSolver>::m_pClassList = NULL;
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bool NPCPhysics_SolverExists( CAI_BaseNPC *pNPC, CBaseEntity *pPhysicsObject )
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{
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CPhysicsNPCSolver *pSolver = g_SolverList.m_pClassList;
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while ( pSolver )
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{
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if ( pSolver->m_hEntity == pPhysicsObject && pSolver->m_hNPC == pNPC )
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return true;
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pSolver = pSolver->m_pNext;
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}
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return false;
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}
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CPhysicsNPCSolver *CPhysicsNPCSolver::Create( CAI_BaseNPC *pNPC, CBaseEntity *pPhysicsObject, bool disableCollisions, float separationTime )
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{
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CPhysicsNPCSolver *pSolver = (CPhysicsNPCSolver *)CBaseEntity::CreateNoSpawn( "physics_npc_solver", vec3_origin, vec3_angle, NULL );
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pSolver->Init( pNPC, pPhysicsObject, disableCollisions, separationTime );
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pSolver->Spawn();
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//NDebugOverlay::EntityBounds(pNPC, 255, 255, 0, 64, 0.5f );
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return pSolver;
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}
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CPhysicsNPCSolver::CPhysicsNPCSolver()
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{
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g_SolverList.Insert( this );
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}
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CPhysicsNPCSolver::~CPhysicsNPCSolver()
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{
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g_SolverList.Remove( this );
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}
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void CPhysicsNPCSolver::Init( CAI_BaseNPC *pNPC, CBaseEntity *pPhysicsObject, bool disableCollisions, float separationTime )
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{
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m_hNPC = pNPC;
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m_hEntity = pPhysicsObject;
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m_pController = NULL;
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m_separationDuration = separationTime;
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m_allowIntersection = disableCollisions;
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}
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void CPhysicsNPCSolver::ResetCancelTime()
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{
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m_cancelTime = gpGlobals->curtime + m_separationDuration;
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SetNextThink( m_cancelTime );
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}
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void CPhysicsNPCSolver::BecomePenetrationSolver()
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{
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CBaseEntity *pEntity = m_hEntity.Get();
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if ( pEntity )
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{
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m_allowIntersection = true;
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IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT];
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int listCount = pEntity->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) );
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PhysDisableEntityCollisions( m_hNPC, pEntity );
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m_pController = physenv->CreateMotionController( this );
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for ( int i = 0; i < listCount; i++ )
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{
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m_pController->AttachObject( pList[i], false );
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pList[i]->Wake();
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}
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m_pController->SetPriority( IPhysicsMotionController::HIGH_PRIORITY );
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}
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}
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void CPhysicsNPCSolver::Spawn()
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{
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if ( m_allowIntersection )
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{
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BecomePenetrationSolver();
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}
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else
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{
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m_hEntity->SetNavIgnore();
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}
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ResetCancelTime();
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}
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void CPhysicsNPCSolver::UpdateOnRemove()
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{
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if ( m_allowIntersection )
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{
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physenv->DestroyMotionController( m_pController );
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m_pController = NULL;
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PhysEnableEntityCollisions( m_hNPC, m_hEntity );
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}
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else
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{
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if ( m_hEntity.Get() )
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{
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m_hEntity->ClearNavIgnore();
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}
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}
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//NDebugOverlay::EntityBounds(m_hNPC, 0, 255, 0, 64, 0.5f );
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BaseClass::UpdateOnRemove();
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}
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bool CPhysicsNPCSolver::IsIntersecting()
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{
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CAI_BaseNPC *pNPC = m_hNPC.Get();
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CBaseEntity *pPhysics = m_hEntity.Get();
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if ( pNPC && pPhysics )
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{
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Ray_t ray;
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// bloated bounds to force slight separation
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Vector mins = pNPC->WorldAlignMins() - Vector(1,1,1);
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Vector maxs = pNPC->WorldAlignMaxs() + Vector(1,1,1);
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ray.Init( pNPC->GetAbsOrigin(), pNPC->GetAbsOrigin(), mins, maxs );
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trace_t tr;
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enginetrace->ClipRayToEntity( ray, pNPC->PhysicsSolidMaskForEntity(), pPhysics, &tr );
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if ( tr.startsolid )
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return true;
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}
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return false;
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}
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bool CPhysicsNPCSolver::IsContactOnNPCHead( IPhysicsFrictionSnapshot *pSnapshot, IPhysicsObject *pPhysics, CAI_BaseNPC *pNPC )
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{
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float heightCheck = pNPC->GetAbsOrigin().z + pNPC->GetHullMaxs().z;
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Vector vel, point;
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pPhysics->GetVelocity( &vel, NULL );
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pSnapshot->GetContactPoint( point );
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// don't care if the object is already moving away
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if ( vel.LengthSqr() < 10.0f*10.0f )
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{
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float topdist = fabs(point.z-heightCheck);
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if ( topdist < 2.0f )
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{
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return true;
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}
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}
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return false;
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}
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bool CPhysicsNPCSolver::CheckTouching()
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{
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CAI_BaseNPC *pNPC = m_hNPC.Get();
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if ( !pNPC )
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return false;
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CBaseEntity *pPhysicsEnt = m_hEntity.Get();
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if ( !pPhysicsEnt )
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return false;
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IPhysicsObject *pPhysics = pPhysicsEnt->VPhysicsGetObject();
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IPhysicsObject *pNPCPhysics = pNPC->VPhysicsGetObject();
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if ( !pNPCPhysics || !pPhysics )
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return false;
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IPhysicsFrictionSnapshot *pSnapshot = pPhysics->CreateFrictionSnapshot();
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bool found = false;
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bool penetrate = false;
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while ( pSnapshot->IsValid() )
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{
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IPhysicsObject *pOther = pSnapshot->GetObject(1);
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if ( pOther == pNPCPhysics )
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{
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found = true;
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if ( IsContactOnNPCHead(pSnapshot, pPhysics, pNPC ) )
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{
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penetrate = true;
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pSnapshot->MarkContactForDelete();
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}
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break;
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}
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pSnapshot->NextFrictionData();
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}
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pSnapshot->DeleteAllMarkedContacts( true );
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pPhysics->DestroyFrictionSnapshot( pSnapshot );
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// if the object is penetrating something, check to see if it's intersecting this NPC
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// if so, go ahead and switch over to penetration solver mode
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if ( !penetrate && (pPhysics->GetGameFlags() & FVPHYSICS_PENETRATING) )
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{
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penetrate = IsIntersecting();
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}
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if ( penetrate )
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{
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pPhysicsEnt->ClearNavIgnore();
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BecomePenetrationSolver();
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}
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return found;
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}
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void CPhysicsNPCSolver::Think()
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{
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bool finished = m_allowIntersection ? !IsIntersecting() : !CheckTouching();
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if ( finished )
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{
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UTIL_Remove(this);
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return;
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}
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if ( m_allowIntersection )
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{
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IPhysicsObject *pObject = m_hEntity->VPhysicsGetObject();
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if ( !pObject )
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{
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UTIL_Remove(this);
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return;
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}
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pObject->Wake();
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}
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ResetCancelTime();
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}
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IMotionEvent::simresult_e CPhysicsNPCSolver::Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject,
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float deltaTime, Vector &linear, AngularImpulse &angular )
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{
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if ( IsIntersecting() )
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{
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const float PUSH_SPEED = 150.0f;
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if ( pObject->GetGameFlags() & FVPHYSICS_PLAYER_HELD )
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{
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CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
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if ( pPlayer )
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{
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pPlayer->ForceDropOfCarriedPhysObjects( m_hEntity );
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}
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}
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ResetCancelTime();
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angular.Init();
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linear.Init();
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// Don't push on vehicles because they won't move
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if ( pObject->GetGameFlags() & FVPHYSICS_MULTIOBJECT_ENTITY )
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{
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if ( m_hEntity->GetServerVehicle() )
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return SIM_NOTHING;
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}
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Vector origin, vel;
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pObject->GetPosition( &origin, NULL );
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pObject->GetVelocity( &vel, NULL );
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Vector dir = origin - m_hNPC->GetAbsOrigin();
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dir.z = dir.z > 0 ? 0.1f : -0.1f;
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VectorNormalize(dir);
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AngularImpulse angVel;
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angVel.Init();
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// NOTE: Iterate this object's contact points
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// if it can't move in this direction, try sliding along the plane/crease
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Vector pushImpulse;
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PhysComputeSlideDirection( pObject, dir * PUSH_SPEED, angVel, &pushImpulse, NULL, 0 );
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dir = pushImpulse;
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VectorNormalize(dir);
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if ( DotProduct( vel, dir ) < PUSH_SPEED * 0.5f )
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{
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linear = pushImpulse;
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if ( pObject->GetContactPoint(NULL,NULL) )
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{
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linear.z += GetCurrentGravity();
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}
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}
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return SIM_GLOBAL_ACCELERATION;
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}
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return SIM_NOTHING;
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}
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CBaseEntity *NPCPhysics_CreateSolver( CAI_BaseNPC *pNPC, CBaseEntity *pPhysicsObject, bool disableCollisions, float separationDuration )
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{
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if ( disableCollisions )
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{
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if ( PhysEntityCollisionsAreDisabled( pNPC, pPhysicsObject ) )
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return NULL;
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}
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else
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{
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if ( pPhysicsObject->IsNavIgnored() )
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return NULL;
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}
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return CPhysicsNPCSolver::Create( pNPC, pPhysicsObject, disableCollisions, separationDuration );
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}
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class CPhysicsEntitySolver : public CLogicalEntity//, public IMotionEvent
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{
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DECLARE_CLASS( CPhysicsEntitySolver, CLogicalEntity );
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public:
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DECLARE_DATADESC();
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void Init( CBaseEntity *pMovingEntity, CBaseEntity *pPhysicsBlocker, float separationTime );
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static CPhysicsEntitySolver *Create( CBaseEntity *pMovingEntity, CBaseEntity *pPhysicsBlocker, float separationTime );
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// CBaseEntity
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virtual void Spawn();
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virtual void UpdateOnRemove();
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virtual void Think();
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// IMotionEvent
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//virtual simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular );
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private:
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// locals
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void ResetCancelTime();
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void BecomePenetrationSolver();
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//bool IsIntersecting();
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//bool IsTouching();
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EHANDLE m_hMovingEntity;
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EHANDLE m_hPhysicsBlocker;
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//IPhysicsMotionController *m_pController;
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float m_separationDuration;
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float m_cancelTime;
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int m_savedCollisionGroup;
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};
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LINK_ENTITY_TO_CLASS( physics_entity_solver, CPhysicsEntitySolver );
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BEGIN_DATADESC( CPhysicsEntitySolver )
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DEFINE_FIELD( m_hMovingEntity, FIELD_EHANDLE ),
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DEFINE_FIELD( m_hPhysicsBlocker, FIELD_EHANDLE ),
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DEFINE_FIELD( m_separationDuration, FIELD_FLOAT ),
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DEFINE_FIELD( m_cancelTime, FIELD_TIME ),
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DEFINE_FIELD( m_savedCollisionGroup, FIELD_INTEGER ),
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//DEFINE_PHYSPTR( m_pController ),
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END_DATADESC()
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CPhysicsEntitySolver *CPhysicsEntitySolver::Create( CBaseEntity *pMovingEntity, CBaseEntity *pPhysicsBlocker, float separationTime )
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{
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CPhysicsEntitySolver *pSolver = (CPhysicsEntitySolver *)CBaseEntity::CreateNoSpawn( "physics_entity_solver", vec3_origin, vec3_angle, NULL );
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pSolver->Init( pMovingEntity, pPhysicsBlocker, separationTime );
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pSolver->Spawn();
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//NDebugOverlay::EntityBounds(pNPC, 255, 255, 0, 64, 0.5f );
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return pSolver;
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}
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void CPhysicsEntitySolver::Init( CBaseEntity *pMovingEntity, CBaseEntity *pPhysicsBlocker, float separationTime )
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{
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m_hMovingEntity = pMovingEntity;
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m_hPhysicsBlocker = pPhysicsBlocker;
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//m_pController = NULL;
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m_separationDuration = separationTime;
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}
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void CPhysicsEntitySolver::Spawn()
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{
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SetNextThink( gpGlobals->curtime + m_separationDuration );
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PhysDisableEntityCollisions( m_hMovingEntity, m_hPhysicsBlocker );
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m_savedCollisionGroup = m_hPhysicsBlocker->GetCollisionGroup();
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m_hPhysicsBlocker->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
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if ( m_hPhysicsBlocker->VPhysicsGetObject() )
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{
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m_hPhysicsBlocker->VPhysicsGetObject()->RecheckContactPoints();
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}
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}
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void CPhysicsEntitySolver::Think()
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{
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UTIL_Remove(this);
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}
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void CPhysicsEntitySolver::UpdateOnRemove()
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{
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//physenv->DestroyMotionController( m_pController );
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//m_pController = NULL;
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CBaseEntity *pEntity = m_hMovingEntity.Get();
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CBaseEntity *pPhysics = m_hPhysicsBlocker.Get();
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if ( pEntity && pPhysics )
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{
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PhysEnableEntityCollisions( pEntity, pPhysics );
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}
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if ( pPhysics )
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{
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pPhysics->SetCollisionGroup( m_savedCollisionGroup );
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}
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BaseClass::UpdateOnRemove();
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}
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CBaseEntity *EntityPhysics_CreateSolver( CBaseEntity *pMovingEntity, CBaseEntity *pPhysicsObject, bool disableCollisions, float separationDuration )
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{
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if ( PhysEntityCollisionsAreDisabled( pMovingEntity, pPhysicsObject ) )
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return NULL;
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return CPhysicsEntitySolver::Create( pMovingEntity, pPhysicsObject, separationDuration );
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}
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