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676 lines
19 KiB
C++
676 lines
19 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: The Escort's Shield weapon effect
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "sheetsimulator.h"
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#include "edict.h"
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#include "collisionutils.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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#define COLLISION_PLANE_OFFSET 6.0f
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//-----------------------------------------------------------------------------
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// constructor, destructor
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//-----------------------------------------------------------------------------
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CSheetSimulator::CSheetSimulator( TraceLineFunc_t traceline,
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TraceHullFunc_t traceHull ) :
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m_pFixedPoint(0), m_ControlPoints(0),
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m_TraceLine(traceline), m_TraceHull(traceHull)
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{
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}
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CSheetSimulator::~CSheetSimulator()
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{
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if (m_pFixedPoint)
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{
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delete[] m_pFixedPoint;
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delete[] m_ControlPoints;
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delete[] m_pCollisionPlanes;
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delete[] m_pValidCollisionPlane;
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}
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delete[] m_Particle;
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}
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//-----------------------------------------------------------------------------
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// Initialization
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//-----------------------------------------------------------------------------
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void CSheetSimulator::Init( int w, int h, int fixedPointCount )
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{
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m_ControlPointOffset.Init( 0, 0, 0 );
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m_HorizontalCount = w;
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m_VerticalCount = h;
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m_Particle = new Particle_t[w * h];
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m_FixedPointCount = fixedPointCount;
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if (fixedPointCount)
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{
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m_pFixedPoint = new Vector[fixedPointCount];
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m_ControlPoints = new Vector[fixedPointCount];
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m_pCollisionPlanes = new cplane_t[fixedPointCount];
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m_pValidCollisionPlane = new bool[fixedPointCount];
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}
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// Initialize distances and such
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m_Origin = Vector(0, 0, 0);
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for ( int i = 0; i < NumParticles(); ++i )
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{
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m_Particle[i].m_Mass = 1.0f;
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m_Particle[i].m_Collided = false;
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m_Particle[i].m_Position = Vector(0,0,0);
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m_Particle[i].m_Velocity = Vector(0,0,0);
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}
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}
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//-----------------------------------------------------------------------------
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// adds springs
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//-----------------------------------------------------------------------------
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void CSheetSimulator::AddSpring( int p1, int p2, float restLength )
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{
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int spring = m_Springs.AddToTail();
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m_Springs[spring].m_Particle1 = p1;
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m_Springs[spring].m_Particle2 = p2;
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m_Springs[spring].m_RestLength = restLength;
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}
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void CSheetSimulator::AddFixedPointSpring( int fixedPoint, int p, float restLength )
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{
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assert( fixedPoint < m_FixedPointCount );
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int spring = m_Springs.AddToTail();
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m_Springs[spring].m_Particle1 = p;
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m_Springs[spring].m_Particle2 = -(fixedPoint+1);
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m_Springs[spring].m_RestLength = restLength;
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}
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//-----------------------------------------------------------------------------
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// Gravity
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//-----------------------------------------------------------------------------
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void CSheetSimulator::SetGravityConstant( float g )
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{
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m_GravityConstant = g;
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}
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void CSheetSimulator::AddGravityForce( int particle )
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{
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m_Gravity.AddToTail( particle );
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}
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//-----------------------------------------------------------------------------
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// spring constants....
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//-----------------------------------------------------------------------------
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void CSheetSimulator::SetPointSpringConstant( float constant )
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{
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m_PointSpringConstant = constant;
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}
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void CSheetSimulator::SetFixedSpringConstant( float constant )
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{
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m_FixedSpringConstant = constant;
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}
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void CSheetSimulator::SetViscousDrag( float drag )
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{
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m_ViscousDrag = drag;
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}
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void CSheetSimulator::SetSpringDampConstant( float damp )
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{
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m_DampConstant = damp;
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}
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//-----------------------------------------------------------------------------
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// Sets the collision group
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//-----------------------------------------------------------------------------
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void CSheetSimulator::SetCollisionGroup( int group )
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{
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m_CollisionGroup = group;
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}
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//-----------------------------------------------------------------------------
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// bounding box for collision
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//-----------------------------------------------------------------------------
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void CSheetSimulator::SetBoundingBox( Vector& mins, Vector& maxs )
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{
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m_FrustumBoxMin = mins;
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m_FrustumBoxMax = maxs;
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}
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//-----------------------------------------------------------------------------
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// bounding box for collision
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//-----------------------------------------------------------------------------
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void CSheetSimulator::ComputeBounds( Vector& mins, Vector& maxs )
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{
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VectorCopy( m_Particle[0].m_Position, mins );
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VectorCopy( m_Particle[0].m_Position, maxs );
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for (int i = 1; i < NumParticles(); ++i)
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{
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VectorMin( mins, m_Particle[i].m_Position, mins );
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VectorMax( maxs, m_Particle[i].m_Position, maxs );
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}
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mins -= m_Origin;
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maxs -= m_Origin;
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}
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//-----------------------------------------------------------------------------
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// Set the shield position
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//-----------------------------------------------------------------------------
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void CSheetSimulator::SetPosition( const Vector& origin, const QAngle& angles )
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{
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// FIXME: Need a better metric for position reset
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if (m_Origin.DistToSqr(origin) > 1e3)
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{
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for ( int i = 0; i < NumParticles(); ++i )
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{
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m_Particle[i].m_Position = origin;
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m_Particle[i].m_Velocity = Vector(0,0,0);
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}
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}
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m_Origin = origin;
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m_Angles = angles;
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ComputeControlPoints();
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}
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//-----------------------------------------------------------------------------
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// get at the points
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//-----------------------------------------------------------------------------
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int CSheetSimulator::NumHorizontal() const
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{
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return m_HorizontalCount;
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}
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int CSheetSimulator::NumVertical() const
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{
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return m_VerticalCount;
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}
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int CSheetSimulator::PointCount() const
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{
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return m_HorizontalCount * m_VerticalCount;
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}
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const Vector& CSheetSimulator::GetPoint( int x, int y ) const
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{
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return m_Particle[y * NumHorizontal() + x].m_Position;
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}
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const Vector& CSheetSimulator::GetPoint( int i ) const
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{
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return m_Particle[i].m_Position;
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}
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// Fixed points
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Vector& CSheetSimulator::GetFixedPoint( int i )
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{
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assert( i < m_FixedPointCount );
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return m_pFixedPoint[i];
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}
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//-----------------------------------------------------------------------------
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// For offseting the control points
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//-----------------------------------------------------------------------------
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void CSheetSimulator::SetControlPointOffset( const Vector& offset )
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{
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VectorCopy( offset, m_ControlPointOffset );
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}
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//-----------------------------------------------------------------------------
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// Compute the position of the fixed points
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//-----------------------------------------------------------------------------
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void CSheetSimulator::ComputeControlPoints()
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{
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//trace_t tr;
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Vector forward, right, up;
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AngleVectors(m_Angles, &forward, &right, &up);
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for (int i = 0; i < m_FixedPointCount; ++i)
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{
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VectorAdd( m_Origin, m_ControlPointOffset, m_ControlPoints[i] );
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m_ControlPoints[i] += right * m_pFixedPoint[i].x;
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m_ControlPoints[i] += up * m_pFixedPoint[i].z;
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m_ControlPoints[i] += forward * m_pFixedPoint[i].y;
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}
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}
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//-----------------------------------------------------------------------------
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// Clear forces + velocities affecting each point
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//-----------------------------------------------------------------------------
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void CSheetSimulator::ClearForces()
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{
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int i;
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for ( i = 0; i < NumParticles(); ++i)
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{
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m_Particle[i].m_Force = Vector(0,0,0);
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}
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}
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//-----------------------------------------------------------------------------
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// Update the shield positions
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//-----------------------------------------------------------------------------
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void CSheetSimulator::ComputeForces()
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{
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float springConstant;
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int i;
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for ( i = 0; i < m_Springs.Size(); ++i )
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{
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// Hook's law for a damped spring:
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// got two particles, a and b with positions xa and xb and velocities va and vb
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// and l = xa - xb
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// fa = -( ks * (|l| - r) + kd * (va - vb) dot (l) / |l|) * l/|l|
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Vector dx, dv, force;
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if (m_Springs[i].m_Particle2 < 0)
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{
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// Case where we're connected to a control point
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dx = m_Particle[m_Springs[i].m_Particle1].m_Position -
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m_ControlPoints[- m_Springs[i].m_Particle2 - 1];
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dv = m_Particle[m_Springs[i].m_Particle1].m_Velocity;
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springConstant = m_FixedSpringConstant;
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}
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else
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{
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// Case where we're connected to another part of the shield
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dx = m_Particle[m_Springs[i].m_Particle1].m_Position -
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m_Particle[m_Springs[i].m_Particle2].m_Position;
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dv = m_Particle[m_Springs[i].m_Particle1].m_Velocity -
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m_Particle[m_Springs[i].m_Particle2].m_Velocity;
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springConstant = m_PointSpringConstant;
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}
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float length = dx.Length();
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if (length < 1e-6)
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continue;
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dx /= length;
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float springfactor = springConstant * ( length - m_Springs[i].m_RestLength);
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float dampfactor = m_DampConstant * DotProduct( dv, dx );
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force = dx * -( springfactor + dampfactor );
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m_Particle[m_Springs[i].m_Particle1].m_Force += force;
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if (m_Springs[i].m_Particle2 >= 0)
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m_Particle[m_Springs[i].m_Particle2].m_Force -= force;
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assert( IsFinite( m_Particle[m_Springs[i].m_Particle1].m_Force.x ) &&
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IsFinite( m_Particle[m_Springs[i].m_Particle1].m_Force.y) &&
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IsFinite( m_Particle[m_Springs[i].m_Particle1].m_Force.z) );
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}
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// gravity term
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for (i = 0; i < m_Gravity.Count(); ++i)
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{
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m_Particle[m_Gravity[i]].m_Force.z -= m_Particle[m_Gravity[i]].m_Mass * m_GravityConstant;
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}
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// viscous drag term
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for (i = 0; i < NumParticles(); ++i)
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{
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// Factor out bad forces for surface contact
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// Do this before the drag term otherwise the drag will be too large
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if ((m_Particle[i].m_CollisionPlane) >= 0)
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{
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const Vector& planeNormal = m_pCollisionPlanes[m_Particle[i].m_CollisionPlane].normal;
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float perp = DotProduct( m_Particle[i].m_Force, planeNormal );
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if (perp < 0)
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m_Particle[i].m_Force -= planeNormal * perp;
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}
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Vector drag = m_Particle[i].m_Velocity * m_ViscousDrag;
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m_Particle[i].m_Force -= drag;
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}
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}
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//-----------------------------------------------------------------------------
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// Used for testing neighbors against a particular plane
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//-----------------------------------------------------------------------------
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void CSheetSimulator::TestVertAgainstPlane( int vert, int plane, bool bFarTest )
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{
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if (!m_pValidCollisionPlane[plane])
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return;
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// Compute distance to the plane under consideration
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cplane_t* pPlane = &m_pCollisionPlanes[plane];
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Ray_t ray;
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ray.Init( m_Origin, m_Particle[vert].m_Position );
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float t = IntersectRayWithPlane( ray, *pPlane );
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if (!bFarTest || (t <= 1.0f))
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{
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if ((t < m_Particle[vert].m_CollisionDist) && (t >= 0.0f))
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{
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m_Particle[vert].m_CollisionDist = t;
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m_Particle[vert].m_CollisionPlane = plane;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Collision detect
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//-----------------------------------------------------------------------------
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void CSheetSimulator::InitPosition( int i )
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{
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// Collision test...
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// Check a line that goes farther out than our current point...
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// This will let us check for resting contact
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trace_t tr;
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m_TraceHull(m_Origin, m_ControlPoints[i], m_FrustumBoxMin, m_FrustumBoxMax,
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MASK_SOLID_BRUSHONLY, m_CollisionGroup, &tr );
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if ( tr.fraction - 1.0 < 0 )
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{
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memcpy( &m_pCollisionPlanes[i], &tr.plane, sizeof(cplane_t) );
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m_pCollisionPlanes[i].dist += COLLISION_PLANE_OFFSET;
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// The trace endpos represents where the center of the box
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// ends up being. We actually want to choose a point which is on the
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// collision plane
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Vector delta;
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VectorSubtract( m_ControlPoints[i], m_Origin, delta );
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int maxdist = VectorNormalize( delta );
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float dist = (m_pCollisionPlanes[i].dist - DotProduct( m_Origin, m_pCollisionPlanes[i].normal )) /
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DotProduct( delta, m_pCollisionPlanes[i].normal );
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if (dist > maxdist)
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dist = maxdist;
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VectorMA( m_Origin, dist, delta, m_Particle[i].m_Position );
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m_pValidCollisionPlane[i] = true;
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}
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else if (tr.allsolid || tr.startsolid)
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{
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m_pValidCollisionPlane[i] = true;
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VectorSubtract( m_Origin, m_ControlPoints[i], m_pCollisionPlanes[i].normal );
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VectorNormalize( m_pCollisionPlanes[i].normal );
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m_pCollisionPlanes[i].dist = DotProduct( m_Origin, m_pCollisionPlanes[i].normal ) - COLLISION_PLANE_OFFSET;
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m_pCollisionPlanes[i].type = 3;
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}
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else
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{
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VectorCopy( m_ControlPoints[i], m_Particle[i].m_Position );
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m_pValidCollisionPlane[i] = false;
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}
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}
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//-----------------------------------------------------------------------------
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// Collision detect
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//-----------------------------------------------------------------------------
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void CSheetSimulator::DetectCollision( int i, float flPlaneOffset )
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{
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// Collision test...
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// Check a line that goes farther out than our current point...
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// This will let us check for resting contact
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// Vector endpt = m_Particle[i].m_Position;
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trace_t tr;
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m_TraceHull(m_Origin, m_ControlPoints[i], m_FrustumBoxMin, m_FrustumBoxMax,
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MASK_SOLID_BRUSHONLY, m_CollisionGroup, &tr );
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if ( tr.fraction - 1.0 < 0 )
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{
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m_pValidCollisionPlane[i] = true;
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memcpy( &m_pCollisionPlanes[i], &tr.plane, sizeof(cplane_t) );
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m_pCollisionPlanes[i].dist += flPlaneOffset;
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}
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else if (tr.allsolid || tr.startsolid)
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{
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m_pValidCollisionPlane[i] = true;
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VectorSubtract( m_Origin, m_ControlPoints[i], m_pCollisionPlanes[i].normal );
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VectorNormalize( m_pCollisionPlanes[i].normal );
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m_pCollisionPlanes[i].dist = DotProduct( m_Origin, m_pCollisionPlanes[i].normal ) - flPlaneOffset;
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m_pCollisionPlanes[i].type = 3;
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}
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else
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{
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m_pValidCollisionPlane[i] = false;
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}
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}
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//-----------------------------------------------------------------------------
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// Collision plane fixup
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//-----------------------------------------------------------------------------
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void CSheetSimulator::DetermineBestCollisionPlane( bool bFarTest )
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{
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// Check neighbors for violation of collision plane constraints
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for ( int i = 0; i < NumVertical(); ++i)
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{
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for ( int j = 0; j < NumHorizontal(); ++j)
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{
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// Here's the particle we're making springs for
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int idx = i * NumHorizontal() + j;
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// Now that we've seen all collisions, find the best collision plane
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// to use (look at myself and all neighbors). The best plane
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// is the one that comes closest to the origin.
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m_Particle[idx].m_CollisionDist = FLT_MAX;
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m_Particle[idx].m_CollisionPlane = -1;
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TestVertAgainstPlane( idx, idx, bFarTest );
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if (j > 0)
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{
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TestVertAgainstPlane( idx, idx-1, bFarTest );
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}
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if (j < NumHorizontal() - 1)
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{
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TestVertAgainstPlane( idx, idx+1, bFarTest );
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}
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if (i > 0)
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TestVertAgainstPlane( idx, idx-NumHorizontal(), bFarTest );
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if (i < NumVertical() - 1)
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TestVertAgainstPlane( idx, idx+NumHorizontal(), bFarTest );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// satify collision constraints
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//-----------------------------------------------------------------------------
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void CSheetSimulator::SatisfyCollisionConstraints()
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{
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// Eliminate velocity perp to a collision plane
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for ( int i = 0; i < NumParticles(); ++i )
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{
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// The actual collision plane
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if (m_Particle[i].m_CollisionPlane >= 0)
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{
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cplane_t* pPlane = &m_pCollisionPlanes[m_Particle[i].m_CollisionPlane];
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// Fix up position so it lies on the plane
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Vector delta = m_Particle[i].m_Position - m_Origin;
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m_Particle[i].m_Position = m_Origin + delta * m_Particle[i].m_CollisionDist;
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float perp = DotProduct( m_Particle[i].m_Velocity, pPlane->normal );
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if (perp < 0)
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m_Particle[i].m_Velocity -= pPlane->normal * perp;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// integrator
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//-----------------------------------------------------------------------------
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void CSheetSimulator::EulerStep( float dt )
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{
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ClearForces();
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ComputeForces();
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// Update positions and velocities
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|
for ( int i = 0; i < NumParticles(); ++i)
|
|
{
|
|
m_Particle[i].m_Position += m_Particle[i].m_Velocity * dt;
|
|
m_Particle[i].m_Velocity += m_Particle[i].m_Force * dt / m_Particle[i].m_Mass;
|
|
|
|
assert( IsFinite( m_Particle[i].m_Velocity.x ) &&
|
|
IsFinite( m_Particle[i].m_Velocity.y) &&
|
|
IsFinite( m_Particle[i].m_Velocity.z) );
|
|
|
|
// clamp for stability
|
|
float lensq = m_Particle[i].m_Velocity.LengthSqr();
|
|
if (lensq > 1e6)
|
|
{
|
|
m_Particle[i].m_Velocity *= 1e3 / sqrt(lensq);
|
|
}
|
|
}
|
|
SatisfyCollisionConstraints();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Update the shield position:
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CSheetSimulator::Simulate( float dt )
|
|
{
|
|
// Initialize positions if necessary
|
|
EulerStep(dt);
|
|
}
|
|
|
|
|
|
void CSheetSimulator::Simulate( float dt, int steps )
|
|
{
|
|
ComputeControlPoints();
|
|
|
|
// Initialize positions if necessary
|
|
dt /= steps;
|
|
for (int i = 0; i < steps; ++i)
|
|
{
|
|
// Each step, we want to re-select the best collision planes to constrain
|
|
// the movement by
|
|
DetermineBestCollisionPlane();
|
|
|
|
EulerStep(dt);
|
|
}
|
|
}
|
|
|
|
|
|
#define CLAMP_DIST 6.0
|
|
|
|
void CSheetSimulator::ClampPointsToCollisionPlanes()
|
|
{
|
|
// Find collision planes to clamp to
|
|
DetermineBestCollisionPlane( false );
|
|
|
|
// Eliminate velocity perp to a collision plane
|
|
for ( int i = 0; i < NumParticles(); ++i )
|
|
{
|
|
// The actual collision plane
|
|
if (m_Particle[i].m_CollisionPlane >= 0)
|
|
{
|
|
cplane_t* pPlane = &m_pCollisionPlanes[m_Particle[i].m_CollisionPlane];
|
|
|
|
// Make sure we have a close enough perpendicular distance to the plane...
|
|
float flPerpDist = fabs ( DotProduct( m_Particle[i].m_Position, pPlane->normal ) - pPlane->dist );
|
|
if (flPerpDist >= CLAMP_DIST)
|
|
continue;
|
|
|
|
// Drop it along the perp
|
|
VectorMA( m_Particle[i].m_Position, -flPerpDist, pPlane->normal, m_Particle[i].m_Position );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Class to help dealing with the iterative computation
|
|
//-----------------------------------------------------------------------------
|
|
CIterativeSheetSimulator::CIterativeSheetSimulator( TraceLineFunc_t traceline, TraceHullFunc_t traceHull ) :
|
|
CSheetSimulator( traceline, traceHull ),
|
|
m_SimulationSteps(0)
|
|
{
|
|
}
|
|
|
|
void CIterativeSheetSimulator::BeginSimulation( float dt, int steps, int substeps, int collisionCount )
|
|
{
|
|
m_CurrentCollisionPt = 0;
|
|
m_TimeStep = dt;
|
|
m_SimulationSteps = steps;
|
|
m_TotalSteps = steps;
|
|
m_SubSteps = substeps;
|
|
m_InitialPass = true;
|
|
m_CollisionCount = collisionCount;
|
|
}
|
|
|
|
bool CIterativeSheetSimulator::Think( )
|
|
{
|
|
assert( m_SimulationSteps >= 0 );
|
|
|
|
// Need to iteratively perform collision detection
|
|
if (m_CurrentCollisionPt >= 0)
|
|
{
|
|
DetectCollisions();
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
// Simulate it a bunch of times
|
|
Simulate(m_TimeStep, m_SubSteps);
|
|
|
|
// Reset the collision point for collision detect
|
|
m_CurrentCollisionPt = 0;
|
|
--m_SimulationSteps;
|
|
|
|
if ( m_SimulationSteps == 0 )
|
|
{
|
|
ClampPointsToCollisionPlanes();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// Iterative collision detection
|
|
void CIterativeSheetSimulator::DetectCollisions( void )
|
|
{
|
|
for ( int i = 0; i < m_CollisionCount; ++i )
|
|
{
|
|
if (m_InitialPass)
|
|
{
|
|
InitPosition( m_CurrentCollisionPt );
|
|
}
|
|
else
|
|
{
|
|
float flOffset = COLLISION_PLANE_OFFSET * ( (float)(m_SimulationSteps - 1) / (float)(m_TotalSteps - 1) );
|
|
DetectCollision( m_CurrentCollisionPt, flOffset );
|
|
}
|
|
|
|
if (++m_CurrentCollisionPt >= NumParticles())
|
|
{
|
|
m_CurrentCollisionPt = -1;
|
|
m_InitialPass = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|