503 lines
18 KiB
C++
503 lines
18 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef COLLISIONPROPERTY_H
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#define COLLISIONPROPERTY_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "networkvar.h"
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#include "engine/ICollideable.h"
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#include "mathlib/vector.h"
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#include "ispatialpartition.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class CBaseEntity;
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class IHandleEntity;
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class QAngle;
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class Vector;
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struct Ray_t;
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class IPhysicsObject;
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//-----------------------------------------------------------------------------
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// Force spatial partition updates (to avoid threading problems caused by lazy update)
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//-----------------------------------------------------------------------------
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void UpdateDirtySpatialPartitionEntities();
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//-----------------------------------------------------------------------------
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// Specifies how to compute the surrounding box
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//-----------------------------------------------------------------------------
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enum SurroundingBoundsType_t
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{
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USE_OBB_COLLISION_BOUNDS = 0,
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USE_BEST_COLLISION_BOUNDS, // Always use the best bounds (most expensive)
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USE_HITBOXES,
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USE_SPECIFIED_BOUNDS,
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USE_GAME_CODE,
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USE_ROTATION_EXPANDED_BOUNDS,
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USE_COLLISION_BOUNDS_NEVER_VPHYSICS,
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USE_ROTATION_EXPANDED_SEQUENCE_BOUNDS,
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SURROUNDING_TYPE_BIT_COUNT = 3
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};
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//-----------------------------------------------------------------------------
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// Encapsulates collision representation for an entity
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//-----------------------------------------------------------------------------
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class CCollisionProperty : public ICollideable
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{
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DECLARE_CLASS_NOBASE( CCollisionProperty );
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DECLARE_EMBEDDED_NETWORKVAR();
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DECLARE_PREDICTABLE();
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#ifdef GAME_DLL
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DECLARE_DATADESC();
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#endif
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public:
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CCollisionProperty();
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~CCollisionProperty();
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void Init( CBaseEntity *pEntity );
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// Methods of ICollideable
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virtual IHandleEntity *GetEntityHandle();
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virtual const Vector& OBBMins( ) const;
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virtual const Vector& OBBMaxs( ) const;
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virtual void WorldSpaceTriggerBounds( Vector *pVecWorldMins, Vector *pVecWorldMaxs ) const;
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virtual bool TestCollision( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr );
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virtual bool TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr );
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virtual int GetCollisionModelIndex();
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virtual const model_t* GetCollisionModel();
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virtual const Vector& GetCollisionOrigin() const;
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virtual const QAngle& GetCollisionAngles() const;
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virtual const matrix3x4_t& CollisionToWorldTransform() const;
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virtual SolidType_t GetSolid() const;
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virtual int GetSolidFlags() const;
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virtual IClientUnknown* GetIClientUnknown();
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virtual int GetCollisionGroup() const;
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virtual void WorldSpaceSurroundingBounds( Vector *pVecMins, Vector *pVecMaxs );
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virtual bool ShouldTouchTrigger( int triggerSolidFlags ) const;
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virtual const matrix3x4_t *GetRootParentToWorldTransform() const;
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public:
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// Spatial partition management
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void CreatePartitionHandle();
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void DestroyPartitionHandle();
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unsigned short GetPartitionHandle() const;
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// Marks the spatial partition dirty
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void MarkPartitionHandleDirty();
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// Sets the collision bounds + the size (OBB)
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void SetCollisionBounds( const Vector& mins, const Vector &maxs );
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// Sets special trigger bounds. The bloat amount indicates how much bigger the
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// trigger bounds should be beyond the bounds set in SetCollisionBounds
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// This method will also set the FSOLID flag FSOLID_USE_TRIGGER_BOUNDS
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void UseTriggerBounds( bool bEnable, float flBloat = 0.0f );
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// Sets the method by which the surrounding collision bounds is set
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// You must pass in values for mins + maxs if you select the USE_SPECIFIED_BOUNDS type.
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void SetSurroundingBoundsType( SurroundingBoundsType_t type, const Vector *pMins = NULL, const Vector *pMaxs = NULL );
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SurroundingBoundsType_t GetSurroundingBoundsType() const;
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// Sets the solid type (which type of collision representation)
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void SetSolid( SolidType_t val );
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// Methods related to size. The OBB here is measured in CollisionSpace
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// (specified by GetCollisionToWorld)
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const Vector& OBBSize( ) const;
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// Returns a radius (or the square of the radius) of a sphere
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// *centered at the world space center* bounding the collision representation
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// of the entity. NOTE: The world space center *may* move when the entity rotates.
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float BoundingRadius() const;
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float BoundingRadius2D() const;
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// Returns the center of the OBB in collision space
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const Vector & OBBCenter( ) const;
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// center point of entity measured in world space
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// NOTE: This point *may* move when the entity moves depending on
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// which solid type is being used.
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const Vector & WorldSpaceCenter( ) const;
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// Methods related to solid flags
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void ClearSolidFlags( void );
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void RemoveSolidFlags( int flags );
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void AddSolidFlags( int flags );
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bool IsSolidFlagSet( int flagMask ) const;
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void SetSolidFlags( int flags );
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bool IsSolid() const;
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// Updates the spatial partition
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void UpdatePartition( );
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// Are the bounds defined in entity space?
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bool IsBoundsDefinedInEntitySpace() const;
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// Transforms a point in OBB space to world space
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const Vector & CollisionToWorldSpace( const Vector &in, Vector *pResult ) const;
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// Transforms a point in world space to OBB space
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const Vector & WorldToCollisionSpace( const Vector &in, Vector *pResult ) const;
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// Transforms a direction in world space to OBB space
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const Vector & WorldDirectionToCollisionSpace( const Vector &in, Vector *pResult ) const;
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// Selects a random point in the bounds given the normalized 0-1 bounds
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void RandomPointInBounds( const Vector &vecNormalizedMins, const Vector &vecNormalizedMaxs, Vector *pPoint) const;
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// Is a worldspace point within the bounds of the OBB?
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bool IsPointInBounds( const Vector &vecWorldPt ) const;
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// Computes a bounding box in world space surrounding the collision bounds
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void WorldSpaceAABB( Vector *pWorldMins, Vector *pWorldMaxs ) const;
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// Computes a "normalized" point (range 0,0,0 - 1,1,1) in collision space
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// Useful for things like getting a point 75% of the way along z on the OBB, for example
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const Vector & NormalizedToCollisionSpace( const Vector &in, Vector *pResult ) const;
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// Computes a "normalized" point (range 0,0,0 - 1,1,1) in world space
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const Vector & NormalizedToWorldSpace( const Vector &in, Vector *pResult ) const;
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// Transforms a point in world space to normalized space
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const Vector & WorldToNormalizedSpace( const Vector &in, Vector *pResult ) const;
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// Transforms a point in collision space to normalized space
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const Vector & CollisionToNormalizedSpace( const Vector &in, Vector *pResult ) const;
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// Computes the nearest point in the OBB to a point specified in world space
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void CalcNearestPoint( const Vector &vecWorldPt, Vector *pVecNearestWorldPt ) const;
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// Computes the distance from a point in world space to the OBB
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float CalcDistanceFromPoint( const Vector &vecWorldPt ) const;
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float CalcSqrDistanceFromPoint( const Vector &vecWorldPt ) const;
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// Does a rotation make us need to recompute the surrounding box?
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bool DoesRotationInvalidateSurroundingBox( ) const;
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// Does VPhysicsUpdate make us need to recompute the surrounding box?
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bool DoesVPhysicsInvalidateSurroundingBox( ) const;
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// Does a sequence change make us need to recompute the surrounding box?
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bool DoesSequenceChangeInvalidateSurroundingBox( ) const;
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// Marks the entity has having a dirty surrounding box
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void MarkSurroundingBoundsDirty();
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// Compute the largest dot product of the OBB and the specified direction vector
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float ComputeSupportMap( const Vector &vecDirection ) const;
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private:
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// Transforms an AABB measured in collision space to a box that surrounds it in world space
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void CollisionAABBToWorldAABB( const Vector &entityMins, const Vector &entityMaxs, Vector *pWorldMins, Vector *pWorldMaxs ) const;
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// Expand trigger bounds..
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void ComputeVPhysicsSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs );
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// Expand trigger bounds..
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bool ComputeHitboxSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs );
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bool ComputeEntitySpaceHitboxSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs );
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// Computes the surrounding collision bounds based on the current sequence box
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void ComputeOBBBounds( Vector *pVecWorldMins, Vector *pVecWorldMaxs );
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// Computes the surrounding collision bounds from the current sequence box
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void ComputeRotationExpandedSequenceBounds( Vector *pVecWorldMins, Vector *pVecWorldMaxs );
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// Computes the surrounding collision bounds based on whatever algorithm we want...
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void ComputeCollisionSurroundingBox( bool bUseVPhysics, Vector *pVecWorldMins, Vector *pVecWorldMaxs );
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// Computes the surrounding collision bounds from the OBB (not vphysics)
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void ComputeRotationExpandedBounds( Vector *pVecWorldMins, Vector *pVecWorldMaxs );
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// Computes the surrounding collision bounds based on whatever algorithm we want...
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void ComputeSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs );
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// Check for untouch
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void CheckForUntouch();
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// Updates the spatial partition
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void UpdateServerPartitionMask( );
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// Outer
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CBaseEntity *GetOuter();
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const CBaseEntity *GetOuter() const;
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private:
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CBaseEntity *m_pOuter;
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// BEGIN PREDICTION DATA COMPACTION (these fields are together to allow for faster copying in prediction system)
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CNetworkVector( m_vecMins );
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CNetworkVector( m_vecMaxs );
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CNetworkVar( unsigned short, m_usSolidFlags );
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// One of the SOLID_ defines. Use GetSolid/SetSolid.
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CNetworkVar( unsigned char, m_nSolidType );
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CNetworkVar( unsigned char , m_triggerBloat );
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// END PREDICTION DATA COMPACTION
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float m_flRadius;
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// Spatial partition
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SpatialPartitionHandle_t m_Partition;
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CNetworkVar( unsigned char, m_nSurroundType );
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// SUCKY: We didn't use to have to store this previously
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// but storing it here means that we can network it + avoid a ton of
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// client-side mismatch problems
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CNetworkVector( m_vecSpecifiedSurroundingMins );
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CNetworkVector( m_vecSpecifiedSurroundingMaxs );
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// Cached off world-aligned surrounding bounds
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#if 0
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short m_surroundingMins[3];
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short m_surroundingMaxs[3];
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#else
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Vector m_vecSurroundingMins;
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Vector m_vecSurroundingMaxs;
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#endif
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// pointer to the entity's physics object (vphysics.dll)
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//IPhysicsObject *m_pPhysicsObject;
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friend class CBaseEntity;
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};
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//-----------------------------------------------------------------------------
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// For networking this bad boy
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//-----------------------------------------------------------------------------
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#ifdef CLIENT_DLL
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EXTERN_RECV_TABLE( DT_CollisionProperty );
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#else
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EXTERN_SEND_TABLE( DT_CollisionProperty );
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#endif
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//-----------------------------------------------------------------------------
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// Inline methods
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//-----------------------------------------------------------------------------
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inline CBaseEntity *CCollisionProperty::GetOuter()
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{
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return m_pOuter;
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}
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inline const CBaseEntity *CCollisionProperty::GetOuter() const
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{
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return m_pOuter;
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}
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//-----------------------------------------------------------------------------
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// Spatial partition
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//-----------------------------------------------------------------------------
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inline unsigned short CCollisionProperty::GetPartitionHandle() const
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{
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return m_Partition;
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}
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inline SurroundingBoundsType_t CCollisionProperty::GetSurroundingBoundsType() const
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{
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return (SurroundingBoundsType_t)m_nSurroundType.Get();
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}
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//-----------------------------------------------------------------------------
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// Methods related to size
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//-----------------------------------------------------------------------------
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inline const Vector& CCollisionProperty::OBBSize( ) const
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{
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// NOTE: Could precache this, but it's not used that often..
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Vector &temp = AllocTempVector();
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VectorSubtract( m_vecMaxs, m_vecMins, temp );
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return temp;
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}
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//-----------------------------------------------------------------------------
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// Bounding radius size
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//-----------------------------------------------------------------------------
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inline float CCollisionProperty::BoundingRadius() const
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{
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return m_flRadius;
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}
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//-----------------------------------------------------------------------------
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// Methods relating to solid flags
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//-----------------------------------------------------------------------------
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inline bool CCollisionProperty::IsBoundsDefinedInEntitySpace() const
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{
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return (( m_usSolidFlags & FSOLID_FORCE_WORLD_ALIGNED ) == 0 ) &&
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( m_nSolidType != SOLID_BBOX ) && ( m_nSolidType != SOLID_NONE );
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}
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inline void CCollisionProperty::ClearSolidFlags( void )
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{
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SetSolidFlags( 0 );
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}
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inline void CCollisionProperty::RemoveSolidFlags( int flags )
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{
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SetSolidFlags( m_usSolidFlags & ~flags );
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}
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inline void CCollisionProperty::AddSolidFlags( int flags )
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{
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SetSolidFlags( m_usSolidFlags | flags );
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}
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inline int CCollisionProperty::GetSolidFlags( void ) const
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{
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return m_usSolidFlags;
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}
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inline bool CCollisionProperty::IsSolidFlagSet( int flagMask ) const
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{
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return (m_usSolidFlags & flagMask) != 0;
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}
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inline bool CCollisionProperty::IsSolid() const
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{
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return ::IsSolid( (SolidType_t)(unsigned char)m_nSolidType, m_usSolidFlags );
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}
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//-----------------------------------------------------------------------------
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// Returns the center in OBB space
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//-----------------------------------------------------------------------------
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inline const Vector& CCollisionProperty::OBBCenter( ) const
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{
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Vector &vecResult = AllocTempVector();
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VectorLerp( m_vecMins, m_vecMaxs, 0.5f, vecResult );
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return vecResult;
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}
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//-----------------------------------------------------------------------------
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// center point of entity
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//-----------------------------------------------------------------------------
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inline const Vector &CCollisionProperty::WorldSpaceCenter( ) const
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{
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Vector &vecResult = AllocTempVector();
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CollisionToWorldSpace( OBBCenter(), &vecResult );
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return vecResult;
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}
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//-----------------------------------------------------------------------------
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// Transforms a point in OBB space to world space
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//-----------------------------------------------------------------------------
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inline const Vector &CCollisionProperty::CollisionToWorldSpace( const Vector &in, Vector *pResult ) const
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{
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// Makes sure we don't re-use the same temp twice
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if ( !IsBoundsDefinedInEntitySpace() || ( GetCollisionAngles() == vec3_angle ) )
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{
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VectorAdd( in, GetCollisionOrigin(), *pResult );
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}
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else
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{
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VectorTransform( in, CollisionToWorldTransform(), *pResult );
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}
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return *pResult;
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}
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//-----------------------------------------------------------------------------
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// Transforms a point in world space to OBB space
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//-----------------------------------------------------------------------------
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inline const Vector &CCollisionProperty::WorldToCollisionSpace( const Vector &in, Vector *pResult ) const
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{
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if ( !IsBoundsDefinedInEntitySpace() || ( GetCollisionAngles() == vec3_angle ) )
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{
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VectorSubtract( in, GetCollisionOrigin(), *pResult );
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}
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else
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{
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VectorITransform( in, CollisionToWorldTransform(), *pResult );
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}
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return *pResult;
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}
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//-----------------------------------------------------------------------------
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// Transforms a direction in world space to OBB space
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//-----------------------------------------------------------------------------
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inline const Vector & CCollisionProperty::WorldDirectionToCollisionSpace( const Vector &in, Vector *pResult ) const
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{
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if ( !IsBoundsDefinedInEntitySpace() || ( GetCollisionAngles() == vec3_angle ) )
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{
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*pResult = in;
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}
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else
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{
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VectorIRotate( in, CollisionToWorldTransform(), *pResult );
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}
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return *pResult;
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}
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//-----------------------------------------------------------------------------
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// Computes a bounding box in world space surrounding the collision bounds
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//-----------------------------------------------------------------------------
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inline void CCollisionProperty::WorldSpaceAABB( Vector *pWorldMins, Vector *pWorldMaxs ) const
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{
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CollisionAABBToWorldAABB( m_vecMins, m_vecMaxs, pWorldMins, pWorldMaxs );
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}
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//-----------------------------------------------------------------------------
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// Does a rotation make us need to recompute the surrounding box?
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//-----------------------------------------------------------------------------
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inline bool CCollisionProperty::DoesSequenceChangeInvalidateSurroundingBox( ) const
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{
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return ( m_nSurroundType == USE_ROTATION_EXPANDED_SEQUENCE_BOUNDS );
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}
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//-----------------------------------------------------------------------------
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// Does a rotation make us need to recompute the surrounding box?
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//-----------------------------------------------------------------------------
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inline bool CCollisionProperty::DoesRotationInvalidateSurroundingBox( ) const
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{
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if ( IsSolidFlagSet(FSOLID_ROOT_PARENT_ALIGNED) )
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return true;
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switch ( m_nSurroundType )
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{
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case USE_COLLISION_BOUNDS_NEVER_VPHYSICS:
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case USE_OBB_COLLISION_BOUNDS:
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case USE_BEST_COLLISION_BOUNDS:
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return IsBoundsDefinedInEntitySpace();
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// In the case of game code, we don't really know, so we have to assume it does
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case USE_HITBOXES:
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case USE_GAME_CODE:
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return true;
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case USE_ROTATION_EXPANDED_BOUNDS:
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case USE_SPECIFIED_BOUNDS:
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case USE_ROTATION_EXPANDED_SEQUENCE_BOUNDS:
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return false;
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default:
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Assert(0);
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return true;
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}
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}
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#endif // COLLISIONPROPERTY_H
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