//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #include "cbase.h" #include "physics.h" #include "te_effect_dispatch.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" static int BestAxisMatchingNormal( matrix3x4_t &matrix, const Vector &normal ) { float bestDot = -1; int best = 0; for ( int i = 0; i < 3; i++ ) { Vector tmp; MatrixGetColumn( matrix, i, tmp ); float dot = fabs(DotProduct( tmp, normal )); if ( dot > bestDot ) { bestDot = dot; best = i; } } return best; } void PhysicsSplash( IPhysicsFluidController *pFluid, IPhysicsObject *pObject, CBaseEntity *pEntity ) { Vector normal; float dist; pFluid->GetSurfacePlane( &normal, &dist ); matrix3x4_t &matrix = pEntity->EntityToWorldTransform(); // Find the local axis that best matches the water surface normal int bestAxis = BestAxisMatchingNormal( matrix, normal ); Vector tangent, binormal; MatrixGetColumn( matrix, (bestAxis+1)%3, tangent ); binormal = CrossProduct( normal, tangent ); VectorNormalize( binormal ); tangent = CrossProduct( binormal, normal ); VectorNormalize( tangent ); // Now we have a basis tangent to the surface that matches the object's local orientation as well as possible // compute an OBB using this basis // Get object extents in basis Vector tanPts[2], binPts[2]; tanPts[0] = physcollision->CollideGetExtent( pObject->GetCollide(), pEntity->GetAbsOrigin(), pEntity->GetAbsAngles(), -tangent ); tanPts[1] = physcollision->CollideGetExtent( pObject->GetCollide(), pEntity->GetAbsOrigin(), pEntity->GetAbsAngles(), tangent ); binPts[0] = physcollision->CollideGetExtent( pObject->GetCollide(), pEntity->GetAbsOrigin(), pEntity->GetAbsAngles(), -binormal ); binPts[1] = physcollision->CollideGetExtent( pObject->GetCollide(), pEntity->GetAbsOrigin(), pEntity->GetAbsAngles(), binormal ); // now compute the centered bbox float mins[2], maxs[2], center[2], extents[2]; mins[0] = DotProduct( tanPts[0], tangent ); maxs[0] = DotProduct( tanPts[1], tangent ); mins[1] = DotProduct( binPts[0], binormal ); maxs[1] = DotProduct( binPts[1], binormal ); center[0] = 0.5 * (mins[0] + maxs[0]); center[1] = 0.5 * (mins[1] + maxs[1]); extents[0] = maxs[0] - center[0]; extents[1] = maxs[1] - center[1]; Vector centerPoint = center[0] * tangent + center[1] * binormal + dist * normal; Vector axes[2]; axes[0] = (maxs[0] - center[0]) * tangent; axes[1] = (maxs[1] - center[1]) * binormal; // visualize OBB hit /* Vector corner1 = centerPoint - axes[0] - axes[1]; Vector corner2 = centerPoint + axes[0] - axes[1]; Vector corner3 = centerPoint + axes[0] + axes[1]; Vector corner4 = centerPoint - axes[0] + axes[1]; NDebugOverlay::Line( corner1, corner2, 0, 0, 255, false, 10 ); NDebugOverlay::Line( corner2, corner3, 0, 0, 255, false, 10 ); NDebugOverlay::Line( corner3, corner4, 0, 0, 255, false, 10 ); NDebugOverlay::Line( corner4, corner1, 0, 0, 255, false, 10 ); */ Vector corner[4]; corner[0] = centerPoint - axes[0] - axes[1]; corner[1] = centerPoint + axes[0] - axes[1]; corner[2] = centerPoint + axes[0] + axes[1]; corner[3] = centerPoint - axes[0] + axes[1]; CEffectData data; if ( pObject->GetGameFlags() & FVPHYSICS_PART_OF_RAGDOLL ) { /* data.m_vOrigin = centerPoint; data.m_vNormal = normal; VectorAngles( normal, data.m_vAngles ); data.m_flScale = random->RandomFloat( 8, 10 ); DispatchEffect( "watersplash", data ); int splashes = 4; Vector point; for ( int i = 0; i < splashes; i++ ) { point = RandomVector( -32.0f, 32.0f ); point[2] = 0.0f; point += corner[i]; data.m_vOrigin = point; data.m_vNormal = normal; VectorAngles( normal, data.m_vAngles ); data.m_flScale = random->RandomFloat( 4, 6 ); DispatchEffect( "watersplash", data ); } */ //FIXME: This code will not work correctly given how the ragdoll/fluid collision is acting currently return; } Vector vel; pObject->GetVelocity( &vel, NULL ); float rawSpeed = -DotProduct( normal, vel ); // proportional to cross-sectional area times velocity squared (fluid pressure) float speed = rawSpeed * rawSpeed * extents[0] * extents[1] * (1.0f / 2500000.0f) * pObject->GetMass() * (0.01f); speed = clamp( speed, 0, 50 ); bool bRippleOnly = false; // allow the entity to perform a custom splash effect if ( pEntity->PhysicsSplash( centerPoint, normal, rawSpeed, speed ) ) return; //Deny really weak hits //FIXME: We still need to ripple the surface in this case if ( speed <= 0.35f ) { if ( speed <= 0.1f ) return; bRippleOnly = true; } float size = RemapVal( speed, 0.35, 50, 8, 18 ); //Find the surface area float radius = extents[0] * extents[1]; //int splashes = clamp ( radius / 128.0f, 1, 2 ); //One splash for every three square feet of area //Msg( "Speed: %.2f, Size: %.2f\n, Radius: %.2f, Splashes: %d", speed, size, radius, splashes ); Vector point; data.m_fFlags = 0; data.m_vOrigin = centerPoint; data.m_vNormal = normal; VectorAngles( normal, data.m_vAngles ); data.m_flScale = size + random->RandomFloat( 0, 2 ); if ( pEntity->GetWaterType() & CONTENTS_SLIME ) { data.m_fFlags |= FX_WATER_IN_SLIME; } if ( bRippleOnly ) { DispatchEffect( "waterripple", data ); } else { DispatchEffect( "watersplash", data ); } if ( radius > 500.0f ) { int splashes = random->RandomInt( 1, 4 ); for ( int i = 0; i < splashes; i++ ) { point = RandomVector( -4.0f, 4.0f ); point[2] = 0.0f; point += corner[i]; data.m_fFlags = 0; data.m_vOrigin = point; data.m_vNormal = normal; VectorAngles( normal, data.m_vAngles ); data.m_flScale = size + random->RandomFloat( -3, 1 ); if ( pEntity->GetWaterType() & CONTENTS_SLIME ) { data.m_fFlags |= FX_WATER_IN_SLIME; } if ( bRippleOnly ) { DispatchEffect( "waterripple", data ); } else { DispatchEffect( "watersplash", data ); } } } /* for ( i = 0; i < splashes; i++ ) { point = RandomVector( -8.0f, 8.0f ); point[2] = 0.0f; point += centerPoint + axes[0] * random->RandomFloat( -1, 1 ) + axes[1] * random->RandomFloat( -1, 1 ); data.m_vOrigin = point; data.m_vNormal = normal; VectorAngles( normal, data.m_vAngles ); data.m_flScale = size + random->RandomFloat( -2, 4 ); DispatchEffect( "watersplash", data ); } */ }