//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: Physics simulation for non-havok/ipion objects // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #ifdef _WIN32 #include "typeinfo.h" // BUGBUG: typeinfo stomps some of the warning settings (in yvals.h) #pragma warning(disable:4244) #elif POSIX #include #else #error "need typeinfo defined" #endif #include "player.h" #include "ai_basenpc.h" #include "gamerules.h" #include "vphysics_interface.h" #include "mempool.h" #include "entitylist.h" #include "engine/IEngineSound.h" #include "datacache/imdlcache.h" #include "ispatialpartition.h" #include "tier0/vprof.h" #include "movevars_shared.h" #include "hierarchy.h" #include "trains.h" #include "vphysicsupdateai.h" #include "pushentity.h" #include "igamemovement.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" extern IGameMovement *g_pGameMovement; extern ConVar think_limit; ConVar vprof_think_limit( "vprof_think_limit", "0" ); ConVar vprof_scope_entity_thinks( "vprof_scope_entity_thinks", "0" ); ConVar vprof_scope_entity_gamephys( "vprof_scope_entity_gamephys", "0" ); ConVar npc_vphysics ( "npc_vphysics","0"); //----------------------------------------------------------------------------- // helper method for trace hull as used by physics... //----------------------------------------------------------------------------- static void Physics_TraceEntity( CBaseEntity* pBaseEntity, const Vector &vecAbsStart, const Vector &vecAbsEnd, unsigned int mask, trace_t *ptr ) { // FIXME: I really am not sure the best way of doing this // The TraceHull code below for shots will make sure the object passes // through shields which do not block that damage type. It will also // send messages to the shields that they've been hit. if (pBaseEntity->GetDamageType() != DMG_GENERIC) { GameRules()->WeaponTraceEntity( pBaseEntity, vecAbsStart, vecAbsEnd, mask, ptr ); } else { UTIL_TraceEntity( pBaseEntity, vecAbsStart, vecAbsEnd, mask, ptr ); } } //----------------------------------------------------------------------------- // Purpose: Does not change the entities velocity at all // Input : push - // Output : trace_t //----------------------------------------------------------------------------- static void PhysicsCheckSweep( CBaseEntity *pEntity, const Vector& vecAbsStart, const Vector &vecAbsDelta, trace_t *pTrace ) { unsigned int mask = pEntity->PhysicsSolidMaskForEntity(); Vector vecAbsEnd; VectorAdd( vecAbsStart, vecAbsDelta, vecAbsEnd ); // Set collision type if ( !pEntity->IsSolid() || pEntity->IsSolidFlagSet( FSOLID_VOLUME_CONTENTS) ) { if ( pEntity->GetMoveParent() ) { UTIL_ClearTrace( *pTrace ); return; } // don't collide with monsters mask &= ~CONTENTS_MONSTER; } Physics_TraceEntity( pEntity, vecAbsStart, vecAbsEnd, mask, pTrace ); } CPhysicsPushedEntities s_PushedEntities; CPhysicsPushedEntities *g_pPushedEntities = &s_PushedEntities; //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CPhysicsPushedEntities::CPhysicsPushedEntities( void ) : m_rgPusher(8, 8), m_rgMoved(32, 32) { m_flMoveTime = -1.0f; } //----------------------------------------------------------------------------- // Purpose: Store off entity and copy original origin to temporary array //----------------------------------------------------------------------------- void CPhysicsPushedEntities::AddEntity( CBaseEntity *ent ) { int i = m_rgMoved.AddToTail(); m_rgMoved[i].m_pEntity = ent; m_rgMoved[i].m_vecStartAbsOrigin = ent->GetAbsOrigin(); } //----------------------------------------------------------------------------- // Unlink + relink the pusher list so we can actually do the push //----------------------------------------------------------------------------- void CPhysicsPushedEntities::UnlinkPusherList( int *pPusherHandles ) { for ( int i = m_rgPusher.Count(); --i >= 0; ) { pPusherHandles[i] = partition->HideElement( m_rgPusher[i].m_pEntity->CollisionProp()->GetPartitionHandle() ); } } void CPhysicsPushedEntities::RelinkPusherList( int *pPusherHandles ) { for ( int i = m_rgPusher.Count(); --i >= 0; ) { partition->UnhideElement( m_rgPusher[i].m_pEntity->CollisionProp()->GetPartitionHandle(), pPusherHandles[i] ); } } //----------------------------------------------------------------------------- // Compute the direction to move the rotation blocker //----------------------------------------------------------------------------- void CPhysicsPushedEntities::ComputeRotationalPushDirection( CBaseEntity *pBlocker, const RotatingPushMove_t &rotPushMove, Vector *pMove, CBaseEntity *pRoot ) { // calculate destination position // "start" is relative to the *root* pusher, world orientation Vector start = pBlocker->CollisionProp()->GetCollisionOrigin(); if ( pRoot->GetSolid() == SOLID_VPHYSICS ) { // HACKHACK: Use move dir to guess which corner of the box determines contact and rotate the box so // that corner remains in the same local position. // BUGBUG: This will break, but not as badly as the previous solution!!! Vector vecAbsMins, vecAbsMaxs; pBlocker->CollisionProp()->WorldSpaceAABB( &vecAbsMins, &vecAbsMaxs ); start.x = (pMove->x < 0) ? vecAbsMaxs.x : vecAbsMins.x; start.y = (pMove->y < 0) ? vecAbsMaxs.y : vecAbsMins.y; start.z = (pMove->z < 0) ? vecAbsMaxs.z : vecAbsMins.z; CBasePlayer *pPlayer = ToBasePlayer(pBlocker); if ( pPlayer ) { // notify the player physics code so it can use vphysics to keep players from getting stuck pPlayer->SetPhysicsFlag( PFLAG_GAMEPHYSICS_ROTPUSH, true ); } } // org is pusher local coordinate of start Vector local; // transform starting point into local space VectorITransform( start, rotPushMove.startLocalToWorld, local ); // rotate local org into world space at end of rotation Vector end; VectorTransform( local, rotPushMove.endLocalToWorld, end ); // move is the difference (in world space) that the move will push this object VectorSubtract( end, start, *pMove ); } class CTraceFilterPushFinal : public CTraceFilterSimple { DECLARE_CLASS( CTraceFilterPushFinal, CTraceFilterSimple ); public: CTraceFilterPushFinal( CBaseEntity *pEntity, int nCollisionGroup ) : CTraceFilterSimple( pEntity, nCollisionGroup ) { } bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask ) { Assert( dynamic_cast(pHandleEntity) ); CBaseEntity *pTestEntity = static_cast(pHandleEntity); // UNDONE: This should really filter to just the pushing entities if ( pTestEntity->GetMoveType() == MOVETYPE_VPHYSICS && pTestEntity->VPhysicsGetObject() && pTestEntity->VPhysicsGetObject()->IsMoveable() ) return false; return BaseClass::ShouldHitEntity( pHandleEntity, contentsMask ); } }; bool CPhysicsPushedEntities::IsPushedPositionValid( CBaseEntity *pBlocker ) { CTraceFilterPushFinal pushFilter(pBlocker, pBlocker->GetCollisionGroup() ); trace_t trace; UTIL_TraceEntity( pBlocker, pBlocker->GetAbsOrigin(), pBlocker->GetAbsOrigin(), pBlocker->PhysicsSolidMaskForEntity(), &pushFilter, &trace ); return !trace.startsolid; } //----------------------------------------------------------------------------- // Speculatively checks to see if all entities in this list can be pushed //----------------------------------------------------------------------------- bool CPhysicsPushedEntities::SpeculativelyCheckPush( PhysicsPushedInfo_t &info, const Vector &vecAbsPush, bool bRotationalPush, CBaseEntity *pRoot ) { CBaseEntity *pBlocker = info.m_pEntity; // See if it's possible to move the entity, but disable all pushers in the hierarchy first int *pPusherHandles = (int*)stackalloc( m_rgPusher.Count() * sizeof(int) ); UnlinkPusherList( pPusherHandles ); CTraceFilterPushMove pushFilter(pBlocker, pBlocker->GetCollisionGroup() ); Vector pushDestPosition = pBlocker->GetAbsOrigin() + vecAbsPush; UTIL_TraceEntity( pBlocker, pBlocker->GetAbsOrigin(), pushDestPosition, pBlocker->PhysicsSolidMaskForEntity(), &pushFilter, &info.m_Trace ); RelinkPusherList(pPusherHandles); info.m_bPusherIsGround = false; if ( pBlocker->GetGroundEntity() && pBlocker->GetGroundEntity()->GetRootMoveParent() == m_rgPusher[0].m_pEntity ) { info.m_bPusherIsGround = true; } Vector blockerOrigin = pBlocker->GetAbsOrigin(); bool bIsUnblockable = (m_bIsUnblockableByPlayer && (pBlocker->IsPlayer() || pBlocker->MyNPCPointer())) ? true : false; if ( bIsUnblockable ) { pBlocker->SetAbsOrigin( pushDestPosition ); } else { if( pRoot && !pRoot->CanPushEntity(pBlocker) ) { // Without this bit, this function assumes all pushes are valid, and it is only checking // to see if the pushed guy would be okay in the new location. The first check should // be if we are allowed to push them at all. (But this can't be first because other code // is also assuming that the only failure could be from a second entity, so we need // to have gone through the trace or info.trace.pEnt will crash for them. info.m_bBlocked = true; return false; } // Move the blocker into its new position if ( info.m_Trace.fraction ) { pBlocker->SetAbsOrigin( info.m_Trace.endpos ); } // We're not blocked if the blocker is point-sized or non-solid if ( pBlocker->IsPointSized() || !pBlocker->IsSolid() || pBlocker->IsSolidFlagSet( FSOLID_VOLUME_CONTENTS ) ) { return true; } if ( (!bRotationalPush) && (info.m_Trace.fraction == 1.0) ) { //Assert( pBlocker->PhysicsTestEntityPosition() == false ); if ( !IsPushedPositionValid(pBlocker) ) { Warning("Interpenetrating entities! (%s and %s)\n", pBlocker->GetClassname(), m_rgPusher[0].m_pEntity->GetClassname() ); } return true; } } // Check to see if we're still blocked by the pushers // FIXME: If the trace fraction == 0 can we early out also? info.m_bBlocked = !IsPushedPositionValid(pBlocker); if ( !info.m_bBlocked ) return true; // if the player is blocking the train try nudging him around to fix accumulated error if ( bIsUnblockable ) { Vector org = pBlocker->GetAbsOrigin(); for ( int checkCount = 0; checkCount < 4; checkCount++ ) { Vector move; MatrixGetColumn( m_rgPusher[0].m_pEntity->EntityToWorldTransform(), checkCount>>1, move ); // alternate movements 1/2" in each direction float factor = ( checkCount & 1 ) ? -0.5f : 0.5f; pBlocker->SetAbsOrigin( org + move * factor ); info.m_bBlocked = !IsPushedPositionValid(pBlocker); if ( !info.m_bBlocked ) { DevMsg(1, "Fixing player blocking train!\n"); return true; } } pBlocker->SetAbsOrigin( pushDestPosition ); DevMsg(1, "Ignoring player blocking train!\n"); return true; } else { // If a player is blocking us, try nudging him around to fix accumulated errors Vector org = pBlocker->GetAbsOrigin(); CBaseEntity *ground = pBlocker->GetGroundEntity(); if ( ground && !ground->IsWorld() ) { Vector toCenter = ground->GetAbsOrigin() - org; toCenter.z = 0; if ( !toCenter.IsZero() ) { toCenter.NormalizeInPlace(); pBlocker->SetAbsOrigin( org + toCenter * 16.0f ); info.m_bBlocked = !IsPushedPositionValid(pBlocker); if ( !info.m_bBlocked ) { DevMsg(1, "Fixing player blocking train by moving to center!\n"); return true; } } } if ( pBlocker->IsPlayer() ) { pBlocker->SetAbsOrigin( blockerOrigin ); g_pGameMovement->UnblockPusher( ToBasePlayer( pBlocker ), m_rgPusher[0].m_pEntity ); // this checks validity info.m_bBlocked = ( pBlocker->GetAbsOrigin() == blockerOrigin ) || !IsPushedPositionValid(pBlocker); if ( !info.m_bBlocked ) { DevMsg(1, "Fixing player blocking train via gamemovement!\n"); return true; } else { DevMsg(2, "Blocked by player on train!\n" ); return false; } } else { for ( int checkCount = 0; checkCount < 4; checkCount++ ) { Vector move; MatrixGetColumn( m_rgPusher[0].m_pEntity->EntityToWorldTransform(), checkCount>>1, move ); // alternate movements 1/2" in each direction float factor = ( checkCount & 1 ) ? -0.5f : 0.5f; pBlocker->SetAbsOrigin( org + move * factor ); info.m_bBlocked = !IsPushedPositionValid(pBlocker); if ( !info.m_bBlocked ) { DevMsg(1, "Fixing player blocking train!\n"); return true; } } } pBlocker->SetAbsOrigin( org ); // restore origin... DevMsg(2, "Blocked by player on train!\n"); return false; } return false; } //----------------------------------------------------------------------------- // Speculatively checks to see if all entities in this list can be pushed //----------------------------------------------------------------------------- bool CPhysicsPushedEntities::SpeculativelyCheckRotPush( const RotatingPushMove_t &rotPushMove, CBaseEntity *pRoot ) { Vector vecAbsPush; m_nBlocker = -1; for (int i = m_rgMoved.Count(); --i >= 0; ) { ComputeRotationalPushDirection( m_rgMoved[i].m_pEntity, rotPushMove, &vecAbsPush, pRoot ); if (!SpeculativelyCheckPush( m_rgMoved[i], vecAbsPush, true, pRoot )) { m_nBlocker = i; return false; } } return true; } //----------------------------------------------------------------------------- // Speculatively checks to see if all entities in this list can be pushed //----------------------------------------------------------------------------- bool CPhysicsPushedEntities::SpeculativelyCheckLinearPush( const Vector &vecAbsPush ) { m_nBlocker = -1; for (int i = m_rgMoved.Count(); --i >= 0; ) { if (!SpeculativelyCheckPush( m_rgMoved[i], vecAbsPush, false, NULL )) { m_nBlocker = i; return false; } } return true; } //----------------------------------------------------------------------------- // Causes all entities in the list to touch triggers from their prev position //----------------------------------------------------------------------------- void CPhysicsPushedEntities::FinishPushers() { // We succeeded! Now that we know the final location of all entities, // touch triggers + update physics objects + do other fixup for ( int i = m_rgPusher.Count(); --i >= 0; ) { PhysicsPusherInfo_t &info = m_rgPusher[i]; // Cause touch functions to be called // FIXME: Need to make moved entities not touch triggers until we know we're ok // FIXME: it'd be better for the engine to just have a touch method info.m_pEntity->PhysicsTouchTriggers( &info.m_vecStartAbsOrigin ); info.m_pEntity->UpdatePhysicsShadowToCurrentPosition( gpGlobals->frametime ); } } //----------------------------------------------------------------------------- // Causes all entities in the list to touch triggers from their prev position //----------------------------------------------------------------------------- void CPhysicsPushedEntities::FinishRotPushedEntity( CBaseEntity *pPushedEntity, const RotatingPushMove_t &rotPushMove ) { // Impart angular velocity of push onto pushed objects if ( pPushedEntity->IsPlayer() ) { QAngle angVel = pPushedEntity->GetLocalAngularVelocity(); angVel[1] = rotPushMove.amove[1]; pPushedEntity->SetLocalAngularVelocity(angVel); // Look up associated client CBasePlayer *player = ( CBasePlayer * )pPushedEntity; if ( player->IsNetClient() ) // don't fixup angles on bots - they don't ever reset anglechange { player->pl.fixangle = FIXANGLE_RELATIVE; // Because we can run multiple ticks per server frame, accumulate a total offset here instead of straight // setting it. The engine will reset anglechange to 0 when the message is actually sent to the client player->pl.anglechange += rotPushMove.amove; } } else { QAngle angles = pPushedEntity->GetAbsAngles(); // only rotate YAW with pushing. Freely rotateable entities should either use VPHYSICS // or be set up as children angles.y += rotPushMove.amove.y; pPushedEntity->SetAbsAngles( angles ); } } //----------------------------------------------------------------------------- // Causes all entities in the list to touch triggers from their prev position //----------------------------------------------------------------------------- void CPhysicsPushedEntities::FinishPush( bool bIsRotPush, const RotatingPushMove_t *pRotPushMove ) { FinishPushers(); for ( int i = m_rgMoved.Count(); --i >= 0; ) { PhysicsPushedInfo_t &info = m_rgMoved[i]; CBaseEntity *pPushedEntity = info.m_pEntity; // Cause touch functions to be called // FIXME: it'd be better for the engine to just have a touch method info.m_pEntity->PhysicsTouchTriggers( &info.m_vecStartAbsOrigin ); info.m_pEntity->UpdatePhysicsShadowToCurrentPosition( gpGlobals->frametime ); CAI_BaseNPC *pNPC = info.m_pEntity->MyNPCPointer(); if ( info.m_bPusherIsGround && pNPC ) { pNPC->NotifyPushMove(); } // Register physics impacts... if (info.m_Trace.m_pEnt) { pPushedEntity->PhysicsImpact( info.m_Trace.m_pEnt, info.m_Trace ); } if (bIsRotPush) { FinishRotPushedEntity( pPushedEntity, *pRotPushMove ); } } } // save initial state when beginning a push sequence void CPhysicsPushedEntities::BeginPush( CBaseEntity *pRoot ) { m_rgMoved.RemoveAll(); m_rgPusher.RemoveAll(); m_rootPusherStartLocalOrigin = pRoot->GetLocalOrigin(); m_rootPusherStartLocalAngles = pRoot->GetLocalAngles(); m_rootPusherStartLocaltime = pRoot->GetLocalTime(); } // store off a list of what has changed - so vphysicsUpdate can undo this if the object gets blocked void CPhysicsPushedEntities::StoreMovedEntities( physicspushlist_t &list ) { list.localMoveTime = m_rootPusherStartLocaltime; list.localOrigin = m_rootPusherStartLocalOrigin; list.localAngles = m_rootPusherStartLocalAngles; list.pushedCount = CountMovedEntities(); Assert(list.pushedCount < ARRAYSIZE(list.pushedEnts)); if ( list.pushedCount > ARRAYSIZE(list.pushedEnts) ) { list.pushedCount = ARRAYSIZE(list.pushedEnts); } for ( int i = 0; i < list.pushedCount; i++ ) { list.pushedEnts[i] = m_rgMoved[i].m_pEntity; list.pushVec[i] = m_rgMoved[i].m_pEntity->GetAbsOrigin() - m_rgMoved[i].m_vecStartAbsOrigin; } } //----------------------------------------------------------------------------- // Registers a blockage //----------------------------------------------------------------------------- CBaseEntity *CPhysicsPushedEntities::RegisterBlockage() { Assert( m_nBlocker >= 0 ); // Generate a PhysicsImpact against the blocker... PhysicsPushedInfo_t &info = m_rgMoved[m_nBlocker]; if ( info.m_Trace.m_pEnt ) { info.m_pEntity->PhysicsImpact( info.m_Trace.m_pEnt, info.m_Trace ); } // This is the dude return info.m_pEntity; } //----------------------------------------------------------------------------- // Purpose: Restore entities that might have been moved // Input : fromrotation - if the move is from a rotation, then angular move must also be reverted // *amove - //----------------------------------------------------------------------------- void CPhysicsPushedEntities::RestoreEntities( ) { // Reset all of the pushed entities to get them back into place also for ( int i = m_rgMoved.Count(); --i >= 0; ) { m_rgMoved[ i ].m_pEntity->SetAbsOrigin( m_rgMoved[ i ].m_vecStartAbsOrigin ); } } //----------------------------------------------------------------------------- // Purpose: This is a trace filter that only hits an exclusive list of entities //----------------------------------------------------------------------------- class CTraceFilterAgainstEntityList : public ITraceFilter { public: virtual bool ShouldHitEntity( IHandleEntity *pEntity, int contentsMask ) { for ( int i = m_entityList.Count()-1; i >= 0; --i ) { if ( m_entityList[i] == pEntity ) return true; } return false; } virtual TraceType_t GetTraceType() const { return TRACE_ENTITIES_ONLY; } void AddEntityToHit( IHandleEntity *pEntity ) { m_entityList.AddToTail(pEntity); } CUtlVector m_entityList; }; //----------------------------------------------------------------------------- // Generates a list of potential blocking entities //----------------------------------------------------------------------------- class CPushBlockerEnum : public IPartitionEnumerator { public: CPushBlockerEnum( CPhysicsPushedEntities *pPushedEntities ) : m_pPushedEntities(pPushedEntities) { // All elements are part of the same hierarchy, so they all have // the same root, so it doesn't matter which one we grab m_pRootHighestParent = m_pPushedEntities->m_rgPusher[0].m_pEntity->GetRootMoveParent(); ++s_nEnumCount; m_collisionGroupCount = 0; for ( int i = m_pPushedEntities->m_rgPusher.Count(); --i >= 0; ) { if ( !m_pPushedEntities->m_rgPusher[i].m_pEntity->IsSolid() ) continue; m_pushersOnly.AddEntityToHit( m_pPushedEntities->m_rgPusher[i].m_pEntity ); int collisionGroup = m_pPushedEntities->m_rgPusher[i].m_pEntity->GetCollisionGroup(); AddCollisionGroup(collisionGroup); } } virtual IterationRetval_t EnumElement( IHandleEntity *pHandleEntity ) { CBaseEntity *pCheck = GetPushableEntity( pHandleEntity ); if ( !pCheck ) return ITERATION_CONTINUE; // Mark it as seen pCheck->m_nPushEnumCount = s_nEnumCount; m_pPushedEntities->AddEntity( pCheck ); return ITERATION_CONTINUE; } private: inline void AddCollisionGroup(int collisionGroup) { for ( int i = 0; i < m_collisionGroupCount; i++ ) { if ( m_collisionGroups[i] == collisionGroup ) return; } if ( m_collisionGroupCount < ARRAYSIZE(m_collisionGroups) ) { m_collisionGroups[m_collisionGroupCount] = collisionGroup; m_collisionGroupCount++; } } bool IsStandingOnPusher( CBaseEntity *pCheck ) { CBaseEntity *pGroundEnt = pCheck->GetGroundEntity(); if ( pCheck->GetFlags() & FL_ONGROUND || pGroundEnt ) { for ( int i = m_pPushedEntities->m_rgPusher.Count(); --i >= 0; ) { if (m_pPushedEntities->m_rgPusher[i].m_pEntity == pGroundEnt) { return true; } } } return false; } bool IntersectsPushers( CBaseEntity *pTest ) { trace_t tr; ICollideable *pCollision = pTest->GetCollideable(); enginetrace->SweepCollideable( pCollision, pTest->GetAbsOrigin(), pTest->GetAbsOrigin(), pCollision->GetCollisionAngles(), pTest->PhysicsSolidMaskForEntity(), &m_pushersOnly, &tr ); return tr.startsolid; } CBaseEntity *GetPushableEntity( IHandleEntity *pHandleEntity ) { CBaseEntity *pCheck = gEntList.GetBaseEntity( pHandleEntity->GetRefEHandle() ); if ( !pCheck ) return NULL; // Don't bother if we've already seen this one... if (pCheck->m_nPushEnumCount == s_nEnumCount) return NULL; if ( !pCheck->IsSolid() ) return NULL; if ( pCheck->GetMoveType() == MOVETYPE_PUSH || pCheck->GetMoveType() == MOVETYPE_NONE || pCheck->GetMoveType() == MOVETYPE_VPHYSICS || pCheck->GetMoveType() == MOVETYPE_NOCLIP ) { return NULL; } bool bCollide = false; for ( int i = 0; i < m_collisionGroupCount; i++ ) { if ( g_pGameRules->ShouldCollide( pCheck->GetCollisionGroup(), m_collisionGroups[i] ) ) { bCollide = true; break; } } if ( !bCollide ) return NULL; // We're not pushing stuff we're hierarchically attached to CBaseEntity *pCheckHighestParent = pCheck->GetRootMoveParent(); if (pCheckHighestParent == m_pRootHighestParent) return NULL; // If we're standing on the pusher or any rigidly attached child // of the pusher, we don't need to bother checking for interpenetration if ( !IsStandingOnPusher(pCheck) ) { // Our surrounding boxes are touching. But we may well not be colliding.... // see if the ent's bbox is inside the pusher's final position if ( !IntersectsPushers( pCheck ) ) return NULL; } // NOTE: This is pretty tricky here. If a rigidly attached child comes into // contact with a pusher, we *cannot* push the child. Instead, we must push // the highest parent of that child. return pCheckHighestParent; } private: static int s_nEnumCount; CPhysicsPushedEntities *m_pPushedEntities; CBaseEntity *m_pRootHighestParent; CTraceFilterAgainstEntityList m_pushersOnly; int m_collisionGroups[8]; int m_collisionGroupCount; }; int CPushBlockerEnum::s_nEnumCount = 0; //----------------------------------------------------------------------------- // Generates a list of potential blocking entities //----------------------------------------------------------------------------- void CPhysicsPushedEntities::GenerateBlockingEntityList() { VPROF("CPhysicsPushedEntities::GenerateBlockingEntityList"); m_rgMoved.RemoveAll(); CPushBlockerEnum blockerEnum( this ); for ( int i = m_rgPusher.Count(); --i >= 0; ) { CBaseEntity *pPusher = m_rgPusher[i].m_pEntity; // Don't bother if the pusher isn't solid if ( !pPusher->IsSolid() || pPusher->IsSolidFlagSet( FSOLID_VOLUME_CONTENTS ) ) { continue; } Vector vecAbsMins, vecAbsMaxs; pPusher->CollisionProp()->WorldSpaceAABB( &vecAbsMins, &vecAbsMaxs ); partition->EnumerateElementsInBox( PARTITION_ENGINE_NON_STATIC_EDICTS, vecAbsMins, vecAbsMaxs, false, &blockerEnum ); //Go back throught the generated list. } } //----------------------------------------------------------------------------- // Generates a list of potential blocking entities //----------------------------------------------------------------------------- void CPhysicsPushedEntities::GenerateBlockingEntityListAddBox( const Vector &vecMoved ) { VPROF("CPhysicsPushedEntities::GenerateBlockingEntityListAddBox"); m_rgMoved.RemoveAll(); CPushBlockerEnum blockerEnum( this ); for ( int i = m_rgPusher.Count(); --i >= 0; ) { CBaseEntity *pPusher = m_rgPusher[i].m_pEntity; // Don't bother if the pusher isn't solid if ( !pPusher->IsSolid() || pPusher->IsSolidFlagSet( FSOLID_VOLUME_CONTENTS ) ) { continue; } Vector vecAbsMins, vecAbsMaxs; pPusher->CollisionProp()->WorldSpaceAABB( &vecAbsMins, &vecAbsMaxs ); for ( int iAxis = 0; iAxis < 3; ++iAxis ) { if ( vecMoved[iAxis] >= 0.0f ) { vecAbsMins[iAxis] -= vecMoved[iAxis]; } else { vecAbsMaxs[iAxis] -= vecMoved[iAxis]; } } partition->EnumerateElementsInBox( PARTITION_ENGINE_NON_STATIC_EDICTS, vecAbsMins, vecAbsMaxs, false, &blockerEnum ); //Go back throught the generated list. } } //----------------------------------------------------------------------------- // Purpose: Gets a list of all entities hierarchically attached to the root //----------------------------------------------------------------------------- void CPhysicsPushedEntities::SetupAllInHierarchy( CBaseEntity *pParent ) { if (!pParent) return; VPROF("CPhysicsPushedEntities::SetupAllInHierarchy"); // Make sure to snack the position +before+ relink because applying the // rotation (which occurs in relink) will put it at the final location // NOTE: The root object at this point is actually at its final position. // We'll fix that up later int i = m_rgPusher.AddToTail(); m_rgPusher[i].m_pEntity = pParent; m_rgPusher[i].m_vecStartAbsOrigin = pParent->GetAbsOrigin(); CBaseEntity *pChild; for ( pChild = pParent->FirstMoveChild(); pChild != NULL; pChild = pChild->NextMovePeer() ) { SetupAllInHierarchy( pChild ); } } //----------------------------------------------------------------------------- // Purpose: Rotates the root entity, fills in the pushmove structure //----------------------------------------------------------------------------- void CPhysicsPushedEntities::RotateRootEntity( CBaseEntity *pRoot, float movetime, RotatingPushMove_t &rotation ) { VPROF("CPhysicsPushedEntities::RotateRootEntity"); rotation.amove = pRoot->GetLocalAngularVelocity() * movetime; rotation.origin = pRoot->GetAbsOrigin(); // Knowing the initial + ending basis is needed for determining // which corner we're pushing MatrixCopy( pRoot->EntityToWorldTransform(), rotation.startLocalToWorld ); // rotate the pusher to it's final position QAngle angles = pRoot->GetLocalAngles(); angles += pRoot->GetLocalAngularVelocity() * movetime; pRoot->SetLocalAngles( angles ); // Compute the change in absangles MatrixCopy( pRoot->EntityToWorldTransform(), rotation.endLocalToWorld ); } //----------------------------------------------------------------------------- // Purpose: Tries to rotate an entity hierarchy, returns the blocker if any //----------------------------------------------------------------------------- CBaseEntity *CPhysicsPushedEntities::PerformRotatePush( CBaseEntity *pRoot, float movetime ) { VPROF("CPhysicsPushedEntities::PerformRotatePush"); m_bIsUnblockableByPlayer = (pRoot->GetFlags() & FL_UNBLOCKABLE_BY_PLAYER) ? true : false; // Build a list of this entity + all its children because we're going to try to move them all // This will also make sure each entity is linked in the appropriate place // with correct absboxes m_rgPusher.RemoveAll(); SetupAllInHierarchy( pRoot ); // save where we rotated from, in case we're blocked QAngle angPrevAngles = pRoot->GetLocalAngles(); // Apply the rotation RotatingPushMove_t rotPushMove; RotateRootEntity( pRoot, movetime, rotPushMove ); // Next generate a list of all entities that could potentially be intersecting with // any of the children in their new locations... GenerateBlockingEntityList( ); // Now we have a unique list of things that could potentially block our push // and need to be pushed out of the way. Lets try to push them all out of the way. // If we fail, undo it all if (!SpeculativelyCheckRotPush( rotPushMove, pRoot )) { CBaseEntity *pBlocker = RegisterBlockage(); pRoot->SetLocalAngles( angPrevAngles ); RestoreEntities( ); return pBlocker; } FinishPush( true, &rotPushMove ); return NULL; } //----------------------------------------------------------------------------- // Purpose: Linearly moves the root entity //----------------------------------------------------------------------------- void CPhysicsPushedEntities::LinearlyMoveRootEntity( CBaseEntity *pRoot, float movetime, Vector *pAbsPushVector ) { VPROF("CPhysicsPushedEntities::LinearlyMoveRootEntity"); // move the pusher to it's final position Vector move = pRoot->GetLocalVelocity() * movetime; Vector origin = pRoot->GetLocalOrigin(); origin += move; pRoot->SetLocalOrigin( origin ); // Store off the abs push vector *pAbsPushVector = pRoot->GetAbsVelocity() * movetime; } //----------------------------------------------------------------------------- // Purpose: Tries to linearly push an entity hierarchy, returns the blocker if any //----------------------------------------------------------------------------- CBaseEntity *CPhysicsPushedEntities::PerformLinearPush( CBaseEntity *pRoot, float movetime ) { VPROF("CPhysicsPushedEntities::PerformLinearPush"); m_flMoveTime = movetime; m_bIsUnblockableByPlayer = (pRoot->GetFlags() & FL_UNBLOCKABLE_BY_PLAYER) ? true : false; // Build a list of this entity + all its children because we're going to try to move them all // This will also make sure each entity is linked in the appropriate place // with correct absboxes m_rgPusher.RemoveAll(); SetupAllInHierarchy( pRoot ); // save where we started from, in case we're blocked Vector vecPrevOrigin = pRoot->GetLocalOrigin(); // Move the root (and all children) into its new position Vector vecAbsPush; LinearlyMoveRootEntity( pRoot, movetime, &vecAbsPush ); // Next generate a list of all entities that could potentially be intersecting with // any of the children in their new locations... GenerateBlockingEntityListAddBox( vecAbsPush ); // Now we have a unique list of things that could potentially block our push // and need to be pushed out of the way. Lets try to push them all out of the way. // If we fail, undo it all if (!SpeculativelyCheckLinearPush( vecAbsPush )) { CBaseEntity *pBlocker = RegisterBlockage(); pRoot->SetLocalOrigin( vecPrevOrigin ); RestoreEntities(); return pBlocker; } FinishPush( ); return NULL; } //----------------------------------------------------------------------------- // // CBaseEntity methods // //----------------------------------------------------------------------------- // create a macro that is true if we are allowed to debug traces during thinks, and compiles out to nothing otherwise. #define THINK_TRACE_COUNTER_COMPILE_FUNCTIONS_SERVER #include "engine/thinktracecounter.h" //----------------------------------------------------------------------------- // Purpose: Called when it's time for a physically moved objects (plats, doors, etc) // to run it's game code. // All other entity thinking is done during worldspawn's think //----------------------------------------------------------------------------- void CBaseEntity::PhysicsDispatchThink( BASEPTR thinkFunc ) { VPROF_ENTER_SCOPE( ( !vprof_scope_entity_thinks.GetBool() ) ? "CBaseEntity::PhysicsDispatchThink" : EntityFactoryDictionary()->GetCannonicalName( GetClassname() ) ); float thinkLimit = think_limit.GetFloat(); float startTime = 0.0; if ( IsDormant() ) { Warning( "Dormant entity %s (%s) is thinking!!\n", GetClassname(), GetDebugName() ); Assert(0); } if ( thinkLimit ) { startTime = Plat_FloatTime(); } if ( thinkFunc ) { #ifdef THINK_TRACE_COUNTER_COMPILED static ConVarRef think_trace_limit( "think_trace_limit" ); const int tracelimit = abs(think_trace_limit.GetInt()); const bool bThinkTraceAllowed = DEBUG_THINK_TRACE_COUNTER_ALLOWED(); if ( bThinkTraceAllowed ) { enginetrace->GetSetDebugTraceCounter( tracelimit, kTRACE_COUNTER_SET ); } (this->*thinkFunc)(); if ( bThinkTraceAllowed ) { enginetrace->GetSetDebugTraceCounter( 0, kTRACE_COUNTER_SET ); } #else (this->*thinkFunc)(); #endif } if ( thinkLimit ) { // calculate running time of the AI in milliseconds float time = ( Plat_FloatTime() - startTime ) * 1000.0f; if ( time > thinkLimit ) { #ifdef VPROF_ENABLED if ( vprof_think_limit.GetBool() ) { g_VProfSignalSpike = true; } #endif // If its an NPC print out the shedule/task that took so long CAI_BaseNPC *pNPC = MyNPCPointer(); if (pNPC && pNPC->GetCurSchedule()) { pNPC->ReportOverThinkLimit( time ); } else { #ifdef _WIN32 Msg( "%s(%s) thinking for %.02f ms!!!\n", GetClassname(), typeid(this).raw_name(), time ); #elif POSIX Msg( "%s(%s) thinking for %.02f ms!!!\n", GetClassname(), typeid(this).name(), time ); #else #error "typeinfo" #endif } } } VPROF_EXIT_SCOPE(); } //----------------------------------------------------------------------------- // Purpose: Does not change the entities velocity at all // Input : push - // Output : trace_t //----------------------------------------------------------------------------- void CBaseEntity::PhysicsCheckSweep( const Vector& vecAbsStart, const Vector &vecAbsDelta, trace_t *pTrace ) { ::PhysicsCheckSweep( this, vecAbsStart, vecAbsDelta, pTrace ); } #define MAX_CLIP_PLANES 5 //----------------------------------------------------------------------------- // Purpose: The basic solid body movement attempt/clip that slides along multiple planes // Input : time - Amount of time to try moving for // *steptrace - if not NULL, the trace results of any vertical wall hit will be stored // Output : int - the clipflags if the velocity was modified (hit something solid) // 1 = floor // 2 = wall / step // 4 = dead stop //----------------------------------------------------------------------------- int CBaseEntity::PhysicsTryMove( float flTime, trace_t *steptrace ) { VPROF("CBaseEntity::PhysicsTryMove"); int bumpcount, numbumps; Vector dir; float d; int numplanes; Vector planes[MAX_CLIP_PLANES]; Vector primal_velocity, original_velocity, new_velocity; int i, j; trace_t trace; Vector end; float time_left; int blocked; unsigned int mask = PhysicsSolidMaskForEntity(); new_velocity.Init(); numbumps = 4; Vector vecAbsVelocity = GetAbsVelocity(); blocked = 0; VectorCopy (vecAbsVelocity, original_velocity); VectorCopy (vecAbsVelocity, primal_velocity); numplanes = 0; time_left = flTime; for (bumpcount=0 ; bumpcount 0) { // actually covered some distance SetAbsOrigin( trace.endpos ); VectorCopy (vecAbsVelocity, original_velocity); numplanes = 0; } if (trace.fraction == 1) break; // moved the entire distance if (!trace.m_pEnt) { SetAbsVelocity( vecAbsVelocity ); Warning( "PhysicsTryMove: !trace.u.ent" ); Assert(0); return 4; } if (trace.plane.normal[2] > 0.7) { blocked |= 1; // floor if (CanStandOn( trace.m_pEnt )) { // keep track of time when changing ground entity if (GetGroundEntity() != trace.m_pEnt) { SetGroundChangeTime( gpGlobals->curtime + (flTime - (1 - trace.fraction) * time_left) ); } SetGroundEntity( trace.m_pEnt ); } } if (!trace.plane.normal[2]) { blocked |= 2; // step if (steptrace) *steptrace = trace; // save for player extrafriction } // run the impact function Vector vecCurrentVelocity = GetAbsVelocity(); PhysicsImpact( trace.m_pEnt, trace ); // Removed by the impact function if ( IsMarkedForDeletion() || IsEdictFree() ) break; time_left -= time_left * trace.fraction; // clipped to another plane if (numplanes >= MAX_CLIP_PLANES) { // this shouldn't really happen SetAbsVelocity(vec3_origin); return blocked; } VectorCopy (trace.plane.normal, planes[numplanes]); numplanes++; // if physics impact or entity's touch function changed our velocity, then update to use that if ( GetAbsVelocity() != vecCurrentVelocity ) { vecAbsVelocity = GetAbsVelocity(); original_velocity = GetAbsVelocity(); } else if ( GetMoveType() == MOVETYPE_WALK && (!(GetFlags() & FL_ONGROUND) || GetFriction()!=1) ) // reflect player velocity { // modify original_velocity so it parallels all of the clip planes for ( i = 0; i < numplanes; i++ ) { if ( planes[i][2] > 0.7 ) {// floor or slope PhysicsClipVelocity( original_velocity, planes[i], new_velocity, 1 ); VectorCopy( new_velocity, original_velocity ); } else { PhysicsClipVelocity( original_velocity, planes[i], new_velocity, 1.0 + sv_bounce.GetFloat() * (1-GetFriction()) ); } } VectorCopy( new_velocity, vecAbsVelocity ); VectorCopy( new_velocity, original_velocity ); } else { for (i=0 ; iframetime; SetAbsVelocity( vecAbsVelocity ); Vector vecNewBaseVelocity = GetBaseVelocity(); vecNewBaseVelocity[2] = 0; SetBaseVelocity( vecNewBaseVelocity ); // Bound velocity PhysicsCheckVelocity(); } //----------------------------------------------------------------------------- // Purpose: Does not change the entities velocity at all // Input : push - // Output : trace_t //----------------------------------------------------------------------------- void CBaseEntity::PhysicsPushEntity( const Vector& push, trace_t *pTrace ) { VPROF("CBaseEntity::PhysicsPushEntity"); if ( GetMoveParent() ) { Warning( "pushing entity (%s) that has parent (%s)!\n", GetDebugName(), GetMoveParent()->GetDebugName() ); Assert(0); } // NOTE: absorigin and origin must be equal because there is no moveparent Vector prevOrigin; VectorCopy( GetAbsOrigin(), prevOrigin ); ::PhysicsCheckSweep( this, prevOrigin, push, pTrace ); if ( pTrace->fraction ) { SetAbsOrigin( pTrace->endpos ); // FIXME(ywb): Should we try to enable this here // WakeRestingObjects(); } // Passing in the previous abs origin here will cause the relinker // to test the swept ray from previous to current location for trigger intersections PhysicsTouchTriggers( &prevOrigin ); if ( pTrace->m_pEnt ) { PhysicsImpact( pTrace->m_pEnt, *pTrace ); } } //----------------------------------------------------------------------------- // Purpose: See if entity is inside another entity, if so, returns true if so, fills in *ppEntity if ppEntity is not NULL // Input : **ppEntity - optional return pointer to entity we are inside of // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CBaseEntity::PhysicsTestEntityPosition( CBaseEntity **ppEntity /*=NULL*/ ) { VPROF("CBaseEntity::PhysicsTestEntityPosition"); trace_t trace; unsigned int mask = PhysicsSolidMaskForEntity(); Physics_TraceEntity( this, GetAbsOrigin(), GetAbsOrigin(), mask, &trace ); if ( trace.startsolid ) { if ( ppEntity ) { *ppEntity = trace.m_pEnt; } return true; } return false; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CBaseEntity *CBaseEntity::PhysicsPushMove( float movetime ) { VPROF("CBaseEntity::PhysicsPushMove"); // If this entity isn't moving, just update the time. IncrementLocalTime( movetime ); if ( GetLocalVelocity() == vec3_origin ) { return NULL; } // Now check that the entire hierarchy can rotate into the new location CBaseEntity *pBlocker = g_pPushedEntities->PerformLinearPush( this, movetime ); if ( pBlocker ) { IncrementLocalTime( -movetime ); } return pBlocker; } //----------------------------------------------------------------------------- // Purpose: Tries to rotate, returns success or failure // Input : movetime - // Output : bool //----------------------------------------------------------------------------- CBaseEntity *CBaseEntity::PhysicsPushRotate( float movetime ) { VPROF("CBaseEntity::PhysicsPushRotate"); IncrementLocalTime( movetime ); // Not rotating if ( GetLocalAngularVelocity() == vec3_angle ) { return NULL; } // Now check that the entire hierarchy can rotate into the new location CBaseEntity *pBlocker = g_pPushedEntities->PerformRotatePush( this, movetime ); if ( pBlocker ) { IncrementLocalTime( -movetime ); } return pBlocker; } //----------------------------------------------------------------------------- // Block of icky shared code from PhysicsParent + PhysicsPusher //----------------------------------------------------------------------------- void CBaseEntity::PerformPush( float movetime ) { VPROF("CBaseEntity::PerformPush"); // NOTE: Use handle index because the previous blocker could have been deleted int hPrevBlocker = m_pBlocker.ToInt(); CBaseEntity *pBlocker; g_pPushedEntities->BeginPush( this ); if (movetime > 0) { if ( GetLocalAngularVelocity() != vec3_angle ) { if ( GetLocalVelocity() != vec3_origin ) { // NOTE: Both PhysicsPushRotate + PhysicsPushMove // will attempt to advance local time. Choose the one that's // the greater of the two from push + move // FIXME: Should we really be doing them both simultaneously?? // FIXME: Choose the *greater* of the two?!? That's strange... float flInitialLocalTime = m_flLocalTime; // moving and rotating, so rotate first, then move pBlocker = PhysicsPushRotate( movetime ); if ( !pBlocker ) { float flRotateLocalTime = m_flLocalTime; // Reset the local time to what it was before we rotated m_flLocalTime = flInitialLocalTime; pBlocker = PhysicsPushMove( movetime ); if ( m_flLocalTime < flRotateLocalTime ) { m_flLocalTime = flRotateLocalTime; } } } else { // only rotating pBlocker = PhysicsPushRotate( movetime ); } } else { // only moving pBlocker = PhysicsPushMove( movetime ); } m_pBlocker = pBlocker; if (m_pBlocker.ToInt() != hPrevBlocker) { if (hPrevBlocker != INVALID_EHANDLE_INDEX) { EndBlocked(); } if (m_pBlocker) { StartBlocked( pBlocker ); } } if (m_pBlocker) { Blocked( m_pBlocker ); } // NOTE NOTE: This is here for brutal reasons. // For MOVETYPE_PUSH objects with VPhysics shadow objects, the move done time // is handled by CBaseEntity::VPhyicsUpdatePusher, which only gets called if // the physics system thinks the entity is awake. That will happen if the // shadow gets updated, but the push code above doesn't update unless the // move is successful or non-zero. So we must make sure it's awake if ( VPhysicsGetObject() ) { VPhysicsGetObject()->Wake(); } } // move done is handled by physics if it has any if ( VPhysicsGetObject() ) { // store the list of moved entities for later // if you actually did an unblocked push that moved entities, and you're using physics (which may block later) if ( movetime > 0 && !m_pBlocker && GetSolid() == SOLID_VPHYSICS && g_pPushedEntities->CountMovedEntities() > 0 ) { // UNDONE: Any reason to want to call this twice before physics runs? // If so, maybe just append to the list? Assert( !GetDataObject( PHYSICSPUSHLIST ) ); physicspushlist_t *pList = (physicspushlist_t *)CreateDataObject( PHYSICSPUSHLIST ); if ( pList ) { g_pPushedEntities->StoreMovedEntities( *pList ); } } } else { if ( m_flMoveDoneTime <= m_flLocalTime && m_flMoveDoneTime > 0 ) { SetMoveDoneTime( -1 ); MoveDone(); } } } //----------------------------------------------------------------------------- // Purpose: UNDONE: This is only different from PhysicsParent because of the callback to PhysicsVelocity() // Can we support that callback in push objects as well? //----------------------------------------------------------------------------- void CBaseEntity::PhysicsPusher( void ) { VPROF("CBaseEntity::PhysicsPusher"); // regular thinking if ( !PhysicsRunThink() ) return; m_flVPhysicsUpdateLocalTime = m_flLocalTime; float movetime = GetMoveDoneTime(); if (movetime > gpGlobals->frametime) { movetime = gpGlobals->frametime; } PerformPush( movetime ); } //----------------------------------------------------------------------------- // Purpose: Non moving objects can only think //----------------------------------------------------------------------------- void CBaseEntity::PhysicsNone( void ) { VPROF("CBaseEntity::PhysicsNone"); // regular thinking PhysicsRunThink(); } //----------------------------------------------------------------------------- // Purpose: A moving object that doesn't obey physics //----------------------------------------------------------------------------- void CBaseEntity::PhysicsNoclip( void ) { VPROF("CBaseEntity::PhysicsNoclip"); // regular thinking if ( !PhysicsRunThink() ) { return; } // Apply angular velocity SimulateAngles( gpGlobals->frametime ); Vector origin; VectorMA( GetLocalOrigin(), gpGlobals->frametime, GetLocalVelocity(), origin ); SetLocalOrigin( origin ); } void CBaseEntity::PerformCustomPhysics( Vector *pNewPosition, Vector *pNewVelocity, QAngle *pNewAngles, QAngle *pNewAngVelocity ) { // If you're going to use custom physics, you need to implement this! Assert(0); } //----------------------------------------------------------------------------- // Allows entities to describe their own physics //----------------------------------------------------------------------------- void CBaseEntity::PhysicsCustom() { VPROF("CBaseEntity::PhysicsCustom"); PhysicsCheckWater(); // regular thinking if ( !PhysicsRunThink() ) return; // Moving upward, off the ground, or resting on a client/monster, remove FL_ONGROUND if ( m_vecVelocity[2] > 0 || !GetGroundEntity() || !GetGroundEntity()->IsStandable() ) { SetGroundEntity( NULL ); } // NOTE: The entity must set the position, angles, velocity in its custom movement Vector vecNewPosition = GetAbsOrigin(); Vector vecNewVelocity = GetAbsVelocity(); QAngle angNewAngles = GetAbsAngles(); QAngle angNewAngVelocity = GetLocalAngularVelocity(); PerformCustomPhysics( &vecNewPosition, &vecNewVelocity, &angNewAngles, &angNewAngVelocity ); // Store off all of the new state information... SetAbsVelocity( vecNewVelocity ); SetAbsAngles( angNewAngles ); SetLocalAngularVelocity( angNewAngVelocity ); Vector move; VectorSubtract( vecNewPosition, GetAbsOrigin(), move ); if ( move.LengthSqr() > 1e-6f ) { // move origin trace_t trace; PhysicsPushEntity( move, &trace ); PhysicsCheckVelocity(); if (trace.allsolid) { // entity is trapped in another solid // UNDONE: does this entity needs to be removed? SetAbsVelocity(vec3_origin); SetLocalAngularVelocity(vec3_angle); return; } } if (IsEdictFree()) return; // check for in water PhysicsCheckWaterTransition(); } bool g_bTestMoveTypeStepSimulation = true; ConVar sv_teststepsimulation( "sv_teststepsimulation", "1", 0 ); //----------------------------------------------------------------------------- // Purpose: Until we remove the above cvar, we need to have the entities able // to dynamically deal with changing their simulation stuff here. //----------------------------------------------------------------------------- void CBaseEntity::CheckStepSimulationChanged() { if ( g_bTestMoveTypeStepSimulation != IsSimulatedEveryTick() ) { SetSimulatedEveryTick( g_bTestMoveTypeStepSimulation ); } bool hadobject = HasDataObjectType( STEPSIMULATION ); if ( g_bTestMoveTypeStepSimulation ) { if ( !hadobject ) { CreateDataObject( STEPSIMULATION ); } } else { if ( hadobject ) { DestroyDataObject( STEPSIMULATION ); } } } #define STEP_TELPORTATION_VEL_SQ ( 4096.0f * 4096.0f ) //----------------------------------------------------------------------------- // Purpose: Run regular think and latch off angle/origin changes so we can interpolate them on the server to fake simulation // Input : *step - //----------------------------------------------------------------------------- void CBaseEntity::StepSimulationThink( float dt ) { // See if we need to allocate, deallocate step simulation object CheckStepSimulationChanged(); StepSimulationData *step = ( StepSimulationData * )GetDataObject( STEPSIMULATION ); if ( !step ) { PhysicsStepRunTimestep( dt ); // Just call the think function directly PhysicsRunThink( THINK_FIRE_BASE_ONLY ); } else { // Assume that it's in use step->m_bOriginActive = true; step->m_bAnglesActive = true; // Reset networked versions of origin and angles step->m_nLastProcessTickCount = -1; step->m_vecNetworkOrigin.Init(); step->m_angNetworkAngles.Init(); // Remember old old values step->m_Previous2 = step->m_Previous; // Remember old values step->m_Previous.nTickCount = gpGlobals->tickcount; step->m_Previous.vecOrigin = GetStepOrigin(); QAngle stepAngles = GetStepAngles(); AngleQuaternion( stepAngles, step->m_Previous.qRotation ); // Run simulation PhysicsStepRunTimestep( dt ); // Call the actual think function... PhysicsRunThink( THINK_FIRE_BASE_ONLY ); // do any local processing that's needed if (GetBaseAnimating() != NULL) { GetBaseAnimating()->UpdateStepOrigin(); } // Latch new values to see if external code modifies our position/orientation step->m_Next.vecOrigin = GetStepOrigin(); stepAngles = GetStepAngles(); AngleQuaternion( stepAngles, step->m_Next.qRotation ); // Also store of non-Quaternion version for simple comparisons step->m_angNextRotation = GetStepAngles(); step->m_Next.nTickCount = GetNextThinkTick(); // Hack: Add a tick if we are simulating every other tick if ( CBaseEntity::IsSimulatingOnAlternateTicks() ) { ++step->m_Next.nTickCount; } // Check for teleportation/snapping of the origin if ( dt > 0.0f ) { Vector deltaorigin = step->m_Next.vecOrigin - step->m_Previous.vecOrigin; float velSq = deltaorigin.LengthSqr() / ( dt * dt ); if ( velSq >= STEP_TELPORTATION_VEL_SQ ) { // Deactivate it due to large origin change step->m_bOriginActive = false; step->m_bAnglesActive = false; } } } } //----------------------------------------------------------------------------- // Purpose: Monsters freefall when they don't have a ground entity, otherwise // all movement is done with discrete steps. // This is also used for objects that have become still on the ground, but // will fall if the floor is pulled out from under them. // JAY: Extended this to synchronize movement and thinking wherever possible. // This allows the client-side interpolation to interpolate animation and simulation // data at the same time. // UNDONE: Remove all other cases from this loop - only use MOVETYPE_STEP to simulate // entities that are currently animating/thinking. //----------------------------------------------------------------------------- void CBaseEntity::PhysicsStep() { // EVIL HACK: Force these to appear as if they've changed!!! // The underlying values don't actually change, but we need the network sendproxy on origin/angles // to get triggered, and that only happens if NetworkStateChanged() appears to have occured. // Getting them for modify marks them as changed automagically. m_vecOrigin.GetForModify(); m_angRotation.GetForModify(); // HACK: Make sure that the client latches the networked origin/orientation changes with the current server tick count // so that we don't get jittery interpolation. All of this is necessary to mimic actual continuous simulation of the underlying // variables. SetSimulationTime( gpGlobals->curtime ); // Run all but the base think function PhysicsRunThink( THINK_FIRE_ALL_BUT_BASE ); int thinktick = GetNextThinkTick(); float thinktime = thinktick * TICK_INTERVAL; // Is the next think too far out, or non-existent? // BUGBUG: Interpolation is going to look bad in here. But it should only // be for dead things - and those should be ragdolls (client-side sim) anyway. // UNDONE: Remove this and assert? Force MOVETYPE_STEP objs to become MOVETYPE_TOSS when // they aren't thinking? // UNDONE: this happens as the first frame for a bunch of things like dynamically created ents. // can't remove until initial conditions are resolved float deltaThink = thinktime - gpGlobals->curtime; if ( thinktime <= 0 || deltaThink > 0.5 ) { PhysicsStepRunTimestep( gpGlobals->frametime ); PhysicsCheckWaterTransition(); SetLastThink( -1, gpGlobals->curtime ); UpdatePhysicsShadowToCurrentPosition(gpGlobals->frametime); PhysicsRelinkChildren(gpGlobals->frametime); return; } Vector oldOrigin = GetAbsOrigin(); // Feed the position delta back from vphysics if enabled bool updateFromVPhysics = npc_vphysics.GetBool(); if ( HasDataObjectType(VPHYSICSUPDATEAI) ) { vphysicsupdateai_t *pUpdate = static_cast(GetDataObject( VPHYSICSUPDATEAI )); if ( pUpdate->stopUpdateTime > gpGlobals->curtime ) { updateFromVPhysics = true; } else { float maxAngular; VPhysicsGetObject()->GetShadowController()->GetMaxSpeed( NULL, &maxAngular ); VPhysicsGetObject()->GetShadowController()->MaxSpeed( pUpdate->savedShadowControllerMaxSpeed, maxAngular ); DestroyDataObject(VPHYSICSUPDATEAI); } } if ( updateFromVPhysics && VPhysicsGetObject() && !GetParent() ) { Vector position; VPhysicsGetObject()->GetShadowPosition( &position, NULL ); float delta = (GetAbsOrigin() - position).LengthSqr(); // for now, use a tolerance of 1 inch for these tests if ( delta < 1 ) { // physics is really close, check to see if my current position is valid. // If so, ignore the physics result. trace_t tr; Physics_TraceEntity( this, GetAbsOrigin(), GetAbsOrigin(), PhysicsSolidMaskForEntity(), &tr ); updateFromVPhysics = tr.startsolid; } if ( updateFromVPhysics ) { SetAbsOrigin( position ); PhysicsTouchTriggers(); } //NDebugOverlay::Box( position, WorldAlignMins(), WorldAlignMaxs(), 255, 255, 0, 0, 0.0 ); } // not going to think, don't run game physics either if ( thinktick > gpGlobals->tickcount ) return; // Don't let things stay in the past. // it is possible to start that way // by a trigger with a local time. if ( thinktime < gpGlobals->curtime ) { thinktime = gpGlobals->curtime; } // simulate over the timestep float dt = thinktime - GetLastThink(); // Now run step simulator StepSimulationThink( dt ); PhysicsCheckWaterTransition(); if ( VPhysicsGetObject() ) { if ( !VectorCompare( oldOrigin, GetAbsOrigin() ) ) { VPhysicsGetObject()->UpdateShadow( GetAbsOrigin(), vec3_angle, (GetFlags() & FL_FLY) ? true : false, dt ); } } PhysicsRelinkChildren(dt); } void UTIL_TraceLineFilterEntity( CBaseEntity *pEntity, const Vector &vecAbsStart, const Vector &vecAbsEnd, unsigned int mask, const int nCollisionGroup, trace_t *ptr ); // Check to see what (if anything) this MOVETYPE_STEP entity is standing on void CBaseEntity::PhysicsStepRecheckGround() { unsigned int mask = PhysicsSolidMaskForEntity(); // determine if it's on solid ground at all Vector mins, maxs, point; int x, y; trace_t trace; VectorAdd (GetAbsOrigin(), WorldAlignMins(), mins); VectorAdd (GetAbsOrigin(), WorldAlignMaxs(), maxs); point[2] = mins[2] - 1; for (x=0 ; x<=1 ; x++) { for (y=0 ; y<=1 ; y++) { point[0] = x ? maxs[0] : mins[0]; point[1] = y ? maxs[1] : mins[1]; ICollideable *pCollision = GetCollideable(); if ( pCollision && IsNPC() ) { UTIL_TraceLineFilterEntity( this, point, point, mask, COLLISION_GROUP_NONE, &trace ); } else { UTIL_TraceLine( point, point, mask, this, COLLISION_GROUP_NONE, &trace ); } if ( trace.startsolid ) { SetGroundEntity( trace.m_pEnt ); return; } } } } //----------------------------------------------------------------------------- // Purpose: // Input : timestep - //----------------------------------------------------------------------------- void CBaseEntity::PhysicsStepRunTimestep( float timestep ) { bool wasonground; bool inwater; bool hitsound = false; float speed, newspeed, control; float friction; PhysicsCheckVelocity(); wasonground = ( GetFlags() & FL_ONGROUND ) ? true : false; // add gravity except: // flying monsters // swimming monsters who are in the water inwater = PhysicsCheckWater(); bool isfalling = false; float fFallingSpeed = GetAbsVelocity()[2]; if ( !wasonground ) { if ( !( GetFlags() & FL_FLY ) ) { if ( !( ( GetFlags() & FL_SWIM ) && ( GetWaterLevel() > 0 ) ) ) { if ( GetAbsVelocity()[2] < ( sv_gravity.GetFloat() * -0.1 ) ) { hitsound = true; } if ( !inwater ) { PhysicsAddHalfGravity( timestep ); isfalling = true; } } } } if ( !(GetFlags() & FL_STEPMOVEMENT) && (!VectorCompare(GetAbsVelocity(), vec3_origin) || !VectorCompare(GetBaseVelocity(), vec3_origin))) { Vector vecAbsVelocity = GetAbsVelocity(); SetGroundEntity( NULL ); // apply friction // let dead monsters who aren't completely onground slide if ( wasonground ) { speed = VectorLength( vecAbsVelocity ); if (speed) { friction = sv_friction.GetFloat() * GetFriction(); control = speed < sv_stopspeed.GetFloat() ? sv_stopspeed.GetFloat() : speed; newspeed = speed - timestep*control*friction; if (newspeed < 0) newspeed = 0; newspeed /= speed; vecAbsVelocity[0] *= newspeed; vecAbsVelocity[1] *= newspeed; } } vecAbsVelocity += GetBaseVelocity(); SetAbsVelocity( vecAbsVelocity ); // Apply angular velocity SimulateAngles( timestep ); PhysicsCheckVelocity(); PhysicsTryMove( timestep, NULL ); PhysicsCheckVelocity(); vecAbsVelocity = GetAbsVelocity(); vecAbsVelocity -= GetBaseVelocity(); SetAbsVelocity( vecAbsVelocity ); PhysicsCheckVelocity(); if ( !(GetFlags() & FL_ONGROUND) ) { PhysicsStepRecheckGround(); } PhysicsTouchTriggers(); } if (!( GetFlags() & FL_ONGROUND ) && isfalling) { PhysicsAddHalfGravity( timestep ); } // if we were falling before and now we're on the ground.. if ( isfalling && GetFlags() & FL_ONGROUND ) { PhysicsLandedOnGround( fFallingSpeed ); } } // After this long, if a player isn't updating, then return it's projectiles to server control #define PLAYER_PACKETS_STOPPED_SO_RETURN_TO_PHYSICS_TIME 1.0f void Physics_SimulateEntity( CBaseEntity *pEntity ) { VPROF( ( !vprof_scope_entity_gamephys.GetBool() ) ? "Physics_SimulateEntity" : EntityFactoryDictionary()->GetCannonicalName( pEntity->GetClassname() ) ); if ( pEntity->edict() ) { #if !defined( NO_ENTITY_PREDICTION ) // Player drives simulation of this entity if ( pEntity->IsPlayerSimulated() ) { // If the player is gone, dropped, crashed, then return // control to the game code. CBasePlayer *simulatingPlayer = pEntity->GetSimulatingPlayer(); if ( simulatingPlayer && ( simulatingPlayer->GetTimeBase() > gpGlobals->curtime - PLAYER_PACKETS_STOPPED_SO_RETURN_TO_PHYSICS_TIME ) ) { // Okay, the guy is still around return; } pEntity->UnsetPlayerSimulated(); } #endif #if !defined( NO_ENTITY_PREDICTION ) && defined( USE_PREDICTABLEID ) // If an object was at one point player simulated, but had that status revoked (as just // above when no packets have arrived in a while ), then we still will assume that the // owner/player will be predicting the entity locally (even if the game is playing like butt) // and so we won't spam that player with additional network data such as effects/sounds // that are theoretically being predicted by the player anyway. if ( pEntity->m_PredictableID->IsActive() ) { CBasePlayer *playerowner = ToBasePlayer( pEntity->GetOwnerEntity() ); if ( playerowner ) { CBasePlayer *pl = ToBasePlayer( UTIL_PlayerByIndex( pEntity->m_PredictableID->GetPlayer() + 1 ) ); // Is the player who created it still the owner? if ( pl == playerowner ) { // Set up to suppress sending events to owner player if ( pl->IsPredictingWeapons() ) { IPredictionSystem::SuppressHostEvents( playerowner ); } } } { VPROF( "pEntity->PhysicsSimulate" ); // Run entity physics pEntity->PhysicsSimulate(); } // Restore suppression filter IPredictionSystem::SuppressHostEvents( NULL ); } else #endif { // Run entity physics pEntity->PhysicsSimulate(); } } else { pEntity->PhysicsRunThink(); } } //----------------------------------------------------------------------------- // Purpose: Runs the main physics simulation loop against all entities ( except players ) //----------------------------------------------------------------------------- void Physics_RunThinkFunctions( bool simulating ) { MDLCACHE_CRITICAL_SECTION(); VPROF( "Physics_RunThinkFunctions"); g_bTestMoveTypeStepSimulation = sv_teststepsimulation.GetBool(); float starttime = gpGlobals->curtime; // clear all entites freed outside of this loop gEntList.CleanupDeleteList(); if ( !simulating ) { // only simulate players for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CBasePlayer *pPlayer = UTIL_PlayerByIndex( i ); if ( pPlayer ) { // Always reset clock to real sv.time gpGlobals->curtime = starttime; // Force usercmd processing even though gpGlobals->tickcount isn't incrementing pPlayer->ForceSimulation(); Physics_SimulateEntity( pPlayer ); } } } else { UTIL_DisableRemoveImmediate(); int listMax = SimThink_ListCount(); listMax = MAX(listMax,1); CBaseEntity **list = (CBaseEntity **)stackalloc( sizeof(CBaseEntity *) * listMax ); // iterate through all entities and have them think or simulate // UNDONE: This has problems with UTIL_RemoveImmediate() (now disabled during this loop). // Do we really need UTIL_RemoveImmediate()? int count = SimThink_ListCopy( list, listMax ); //DevMsg(1, "Count: %d\n", count ); for ( int i = 0; i < count; i++ ) { if ( !list[i] ) continue; // Always reset clock to real sv.time gpGlobals->curtime = starttime; Physics_SimulateEntity( list[i] ); } stackfree( list ); UTIL_EnableRemoveImmediate(); } gpGlobals->curtime = starttime; }