sqwarmed/sdk_src/game/shared/physics_shared.cpp

1035 lines
33 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Game & Client shared functions moved from physics.cpp
//
//=============================================================================//
#include "cbase.h"
#include "vcollide_parse.h"
#include "filesystem.h"
#include "movevars_shared.h"
#include "engine/ivmodelinfo.h"
#include "physics_shared.h"
#include "solidsetdefaults.h"
#include "model_types.h"
#include "bone_setup.h"
#include "vphysics/object_hash.h"
#include "vphysics/friction.h"
#include "coordsize.h"
#include <KeyValues.h>
#include "decals.h"
#include "IEffects.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "particle_parse.h"
#include "physics_saverestore.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//
IPhysics *physics = NULL;
IPhysicsObject *g_PhysWorldObject = NULL;
IPhysicsCollision *physcollision = NULL;
IPhysicsEnvironment *physenv = NULL;
IPhysicsSurfaceProps *physprops = NULL;
// UNDONE: This hash holds both entity & IPhysicsObject pointer pairs
// UNDONE: Split into separate hashes?
IPhysicsObjectPairHash *g_EntityCollisionHash = NULL;
const char *SURFACEPROP_MANIFEST_FILE = "scripts/surfaceproperties_manifest.txt";
const objectparams_t g_PhysDefaultObjectParams =
{
NULL,
1.0, //mass
1.0, // inertia
0.1f, // damping
0.1f, // rotdamping
0.05f, // rotIntertiaLimit
"DEFAULT",
NULL,// game data
0.f, // volume (leave 0 if you don't have one or call physcollision->CollideVolume() to compute it)
1.0f, // drag coefficient
true,// enable collisions?
};
PRECACHE_REGISTER_BEGIN( GLOBAL, PhysFrictionEffect )
PRECACHE( PARTICLE_SYSTEM, "impact_physics_dust" )
PRECACHE( PARTICLE_SYSTEM, "impact_physics_sparks" )
PRECACHE_REGISTER_END()
void CSolidSetDefaults::SetDefaults( void *pData )
{
solid_t *pSolid = (solid_t *)pData;
pSolid->params = g_PhysDefaultObjectParams;
}
CSolidSetDefaults g_SolidSetup;
//-----------------------------------------------------------------------------
// Purpose:
// Input : &mins -
// &maxs -
// Output : CPhysCollide
//-----------------------------------------------------------------------------
CPhysCollide *PhysCreateBbox( const Vector &minsIn, const Vector &maxsIn )
{
// UNDONE: Track down why this causes errors for the player controller and adjust/enable
//float radius = 0.5 - DIST_EPSILON;
Vector mins = minsIn;// + Vector(radius, radius, radius);
Vector maxs = maxsIn;// - Vector(radius, radius, radius);
// VPHYSICS caches/cleans up these
CPhysCollide *pResult = physcollision->BBoxToCollide( mins, maxs );
g_pPhysSaveRestoreManager->NoteBBox( mins, maxs, pResult );
return pResult;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEntity -
// &mins -
// &maxs -
// &origin -
// isStatic -
// Output : static IPhysicsObject
//-----------------------------------------------------------------------------
IPhysicsObject *PhysModelCreateBox( CBaseEntity *pEntity, const Vector &mins, const Vector &maxs, const Vector &origin, bool isStatic )
{
int modelIndex = pEntity->GetModelIndex();
const char *pSurfaceProps = "flesh";
solid_t solid;
PhysGetDefaultAABBSolid( solid );
Vector dims = maxs - mins;
solid.params.volume = dims.x * dims.y * dims.z;
if ( modelIndex )
{
const model_t *model = modelinfo->GetModel( modelIndex );
if ( model )
{
CStudioHdr studioHdr( modelinfo->GetStudiomodel( model ), mdlcache );
if ( studioHdr.IsValid() )
{
pSurfaceProps = Studio_GetDefaultSurfaceProps( &studioHdr );
}
}
}
Q_strncpy( solid.surfaceprop, pSurfaceProps, sizeof( solid.surfaceprop ) );
CPhysCollide *pCollide = PhysCreateBbox( mins, maxs );
if ( !pCollide )
return NULL;
return PhysModelCreateCustom( pEntity, pCollide, origin, vec3_angle, STRING(pEntity->GetModelName()), isStatic, &solid );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEntity -
// &mins -
// &maxs -
// &origin -
// isStatic -
// Output : static IPhysicsObject
//-----------------------------------------------------------------------------
IPhysicsObject *PhysModelCreateOBB( CBaseEntity *pEntity, const Vector &mins, const Vector &maxs, const Vector &origin, const QAngle &angle, bool isStatic )
{
int modelIndex = pEntity->GetModelIndex();
const char *pSurfaceProps = "flesh";
solid_t solid;
PhysGetDefaultAABBSolid( solid );
Vector dims = maxs - mins;
solid.params.volume = dims.x * dims.y * dims.z;
if ( modelIndex )
{
const model_t *model = modelinfo->GetModel( modelIndex );
if ( model )
{
CStudioHdr studioHdr( modelinfo->GetStudiomodel( model ), mdlcache );
if (studioHdr.IsValid())
{
pSurfaceProps = Studio_GetDefaultSurfaceProps( &studioHdr );
}
}
}
Q_strncpy( solid.surfaceprop, pSurfaceProps, sizeof( solid.surfaceprop ) );
CPhysCollide *pCollide = PhysCreateBbox( mins, maxs );
if ( !pCollide )
return NULL;
return PhysModelCreateCustom( pEntity, pCollide, origin, angle, STRING(pEntity->GetModelName()), isStatic, &solid );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &solid -
// *pEntity -
// modelIndex -
// solidIndex -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool PhysModelParseSolidByIndex( solid_t &solid, CBaseEntity *pEntity, int modelIndex, int solidIndex )
{
vcollide_t *pCollide = modelinfo->GetVCollide( modelIndex );
if ( !pCollide )
return false;
bool parsed = false;
memset( &solid, 0, sizeof(solid) );
solid.params = g_PhysDefaultObjectParams;
IVPhysicsKeyParser *pParse = physcollision->VPhysicsKeyParserCreate( pCollide );
while ( !pParse->Finished() )
{
const char *pBlock = pParse->GetCurrentBlockName();
if ( !strcmpi( pBlock, "solid" ) )
{
solid_t tmpSolid;
memset( &tmpSolid, 0, sizeof(tmpSolid) );
tmpSolid.params = g_PhysDefaultObjectParams;
pParse->ParseSolid( &tmpSolid, &g_SolidSetup );
if ( solidIndex < 0 || tmpSolid.index == solidIndex )
{
parsed = true;
solid = tmpSolid;
// just to be sure we aren't ever getting a non-zero solid by accident
Assert( solidIndex >= 0 || solid.index == 0 );
break;
}
}
else
{
pParse->SkipBlock();
}
}
physcollision->VPhysicsKeyParserDestroy( pParse );
// collisions are off by default
solid.params.enableCollisions = true;
solid.params.pGameData = static_cast<void *>(pEntity);
solid.params.pName = STRING(pEntity->GetModelName());
return parsed;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &solid -
// *pEntity -
// modelIndex -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool PhysModelParseSolid( solid_t &solid, CBaseEntity *pEntity, int modelIndex )
{
return PhysModelParseSolidByIndex( solid, pEntity, modelIndex, -1 );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &solid -
// *pEntity -
// *pCollide -
// solidIndex -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool PhysModelParseSolidByIndex( solid_t &solid, CBaseEntity *pEntity, vcollide_t *pCollide, int solidIndex )
{
bool parsed = false;
memset( &solid, 0, sizeof(solid) );
solid.params = g_PhysDefaultObjectParams;
IVPhysicsKeyParser *pParse = physcollision->VPhysicsKeyParserCreate( pCollide );
while ( !pParse->Finished() )
{
const char *pBlock = pParse->GetCurrentBlockName();
if ( !strcmpi( pBlock, "solid" ) )
{
solid_t tmpSolid;
memset( &tmpSolid, 0, sizeof(tmpSolid) );
tmpSolid.params = g_PhysDefaultObjectParams;
pParse->ParseSolid( &tmpSolid, &g_SolidSetup );
if ( solidIndex < 0 || tmpSolid.index == solidIndex )
{
parsed = true;
solid = tmpSolid;
// just to be sure we aren't ever getting a non-zero solid by accident
Assert( solidIndex >= 0 || solid.index == 0 );
break;
}
}
else
{
pParse->SkipBlock();
}
}
physcollision->VPhysicsKeyParserDestroy( pParse );
// collisions are off by default
solid.params.enableCollisions = true;
solid.params.pGameData = static_cast<void *>(pEntity);
solid.params.pName = STRING(pEntity->GetModelName());
return parsed;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEntity -
// modelIndex -
// &origin -
// &angles -
// *pSolid -
// Output : IPhysicsObject
//-----------------------------------------------------------------------------
IPhysicsObject *PhysModelCreate( CBaseEntity *pEntity, int modelIndex, const Vector &origin, const QAngle &angles, solid_t *pSolid )
{
vcollide_t *pCollide = modelinfo->GetVCollide( modelIndex );
if ( !pCollide || !pCollide->solidCount )
return NULL;
solid_t tmpSolid;
if ( !pSolid )
{
pSolid = &tmpSolid;
if ( !PhysModelParseSolidByIndex( tmpSolid, pEntity, pCollide, -1 ) )
return NULL;
}
int surfaceProp = -1;
if ( pSolid->surfaceprop[0] )
{
surfaceProp = physprops->GetSurfaceIndex( pSolid->surfaceprop );
}
IPhysicsObject *pObject = physenv->CreatePolyObject( pCollide->solids[pSolid->index], surfaceProp, origin, angles, &pSolid->params );
//PhysCheckAdd( pObject, STRING(pEntity->m_iClassname) );
if ( pObject )
{
if ( modelinfo->GetModelType(modelinfo->GetModel(modelIndex)) == mod_brush )
{
unsigned int contents = modelinfo->GetModelContents( modelIndex );
Assert(contents!=0);
// HACKHACK: contents is used to filter collisions
// HACKHACK: So keep solid on for water brushes since they should pass collision rules (as triggers)
if ( contents & MASK_WATER )
{
contents |= CONTENTS_SOLID;
}
if ( contents != pObject->GetContents() && contents != 0 )
{
pObject->SetContents( contents );
pObject->RecheckCollisionFilter();
}
}
g_pPhysSaveRestoreManager->AssociateModel( pObject, modelIndex);
}
return pObject;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEntity -
// modelIndex -
// &origin -
// &angles -
// Output : IPhysicsObject
//-----------------------------------------------------------------------------
IPhysicsObject *PhysModelCreateUnmoveable( CBaseEntity *pEntity, int modelIndex, const Vector &origin, const QAngle &angles )
{
vcollide_t *pCollide = modelinfo->GetVCollide( modelIndex );
if ( !pCollide || !pCollide->solidCount )
return NULL;
solid_t solid;
if ( !PhysModelParseSolidByIndex( solid, pEntity, pCollide, -1 ) )
return NULL;
// collisions are off by default
solid.params.enableCollisions = true;
//solid.params.mass = 1.0;
int surfaceProp = -1;
if ( solid.surfaceprop[0] )
{
surfaceProp = physprops->GetSurfaceIndex( solid.surfaceprop );
}
solid.params.pGameData = static_cast<void *>(pEntity);
solid.params.pName = STRING(pEntity->GetModelName());
IPhysicsObject *pObject = physenv->CreatePolyObjectStatic( pCollide->solids[0], surfaceProp, origin, angles, &solid.params );
//PhysCheckAdd( pObject, STRING(pEntity->m_iClassname) );
if ( pObject )
{
if ( modelinfo->GetModelType(modelinfo->GetModel(modelIndex)) == mod_brush )
{
unsigned int contents = modelinfo->GetModelContents( modelIndex );
Assert(contents!=0);
if ( contents != pObject->GetContents() && contents != 0 )
{
pObject->SetContents( contents );
pObject->RecheckCollisionFilter();
}
}
g_pPhysSaveRestoreManager->AssociateModel( pObject, modelIndex);
}
return pObject;
}
//-----------------------------------------------------------------------------
// Purpose: Create a vphysics object based on an existing collision model
// Input : *pEntity -
// *pModel -
// &origin -
// &angles -
// *pName -
// isStatic -
// *pSolid -
// Output : IPhysicsObject
//-----------------------------------------------------------------------------
IPhysicsObject *PhysModelCreateCustom( CBaseEntity *pEntity, const CPhysCollide *pModel, const Vector &origin, const QAngle &angles, const char *pName, bool isStatic, solid_t *pSolid )
{
solid_t tmpSolid;
if ( !pSolid )
{
PhysGetDefaultAABBSolid( tmpSolid );
pSolid = &tmpSolid;
}
int surfaceProp = physprops->GetSurfaceIndex( pSolid->surfaceprop );
pSolid->params.pGameData = static_cast<void *>(pEntity);
pSolid->params.pName = pName;
IPhysicsObject *pObject = NULL;
if ( isStatic )
{
pObject = physenv->CreatePolyObjectStatic( pModel, surfaceProp, origin, angles, &pSolid->params );
}
else
{
pObject = physenv->CreatePolyObject( pModel, surfaceProp, origin, angles, &pSolid->params );
}
if ( pObject )
g_pPhysSaveRestoreManager->AssociateModel( pObject, pModel);
return pObject;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEntity -
// radius -
// &origin -
// &solid -
// Output : IPhysicsObject
//-----------------------------------------------------------------------------
IPhysicsObject *PhysSphereCreate( CBaseEntity *pEntity, float radius, const Vector &origin, solid_t &solid )
{
int surfaceProp = -1;
if ( solid.surfaceprop[0] )
{
surfaceProp = physprops->GetSurfaceIndex( solid.surfaceprop );
}
solid.params.pGameData = static_cast<void *>(pEntity);
IPhysicsObject *pObject = physenv->CreateSphereObject( radius, surfaceProp, origin, vec3_angle, &solid.params, false );
return pObject;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void PhysGetDefaultAABBSolid( solid_t &solid )
{
solid.params = g_PhysDefaultObjectParams;
solid.params.mass = 85.0f;
solid.params.inertia = 1e24f;
Q_strncpy( solid.surfaceprop, "default", sizeof( solid.surfaceprop ) );
}
//-----------------------------------------------------------------------------
// Purpose: Destroy a physics object
// Input : *pObject -
//-----------------------------------------------------------------------------
void PhysDestroyObject( IPhysicsObject *pObject, CBaseEntity *pEntity )
{
g_pPhysSaveRestoreManager->ForgetModel( pObject );
if ( pObject )
pObject->SetGameData( NULL );
g_EntityCollisionHash->RemoveAllPairsForObject( pObject );
if ( pEntity && pEntity->IsMarkedForDeletion() )
{
g_EntityCollisionHash->RemoveAllPairsForObject( pEntity );
}
physenv->DestroyObject( pObject );
}
void AddSurfacepropFile( const char *pFileName, IPhysicsSurfaceProps *pProps, IFileSystem *pFileSystem )
{
// Load file into memory
FileHandle_t file = pFileSystem->Open( pFileName, "rb", "GAME" );
if ( file )
{
int len = pFileSystem->Size( file );
// read the file
int nBufSize = len+1;
if ( IsXbox() )
{
nBufSize = AlignValue( nBufSize , 512 );
}
char *buffer = (char *)stackalloc( nBufSize );
pFileSystem->ReadEx( buffer, nBufSize, len, file );
pFileSystem->Close( file );
buffer[len] = 0;
pProps->ParseSurfaceData( pFileName, buffer );
// buffer is on the stack, no need to free
}
else
{
Error( "Unable to load surface prop file '%s' (referenced by manifest file '%s')\n", pFileName, SURFACEPROP_MANIFEST_FILE );
}
}
void PhysParseSurfaceData( IPhysicsSurfaceProps *pProps, IFileSystem *pFileSystem )
{
KeyValues *manifest = new KeyValues( SURFACEPROP_MANIFEST_FILE );
if ( manifest->LoadFromFile( pFileSystem, SURFACEPROP_MANIFEST_FILE, "GAME" ) )
{
for ( KeyValues *sub = manifest->GetFirstSubKey(); sub != NULL; sub = sub->GetNextKey() )
{
if ( !Q_stricmp( sub->GetName(), "file" ) )
{
// Add
AddSurfacepropFile( sub->GetString(), pProps, pFileSystem );
continue;
}
Warning( "surfaceprops::Init: Manifest '%s' with bogus file type '%s', expecting 'file'\n",
SURFACEPROP_MANIFEST_FILE, sub->GetName() );
}
}
else
{
Error( "Unable to load manifest file '%s'\n", SURFACEPROP_MANIFEST_FILE );
}
manifest->deleteThis();
}
void PhysCreateVirtualTerrain( CBaseEntity *pWorld, const objectparams_t &defaultParams )
{
char nameBuf[1024];
for ( int i = 0; i < MAX_MAP_DISPINFO; i++ )
{
CPhysCollide *pCollide = modelinfo->GetCollideForVirtualTerrain( i );
if ( pCollide )
{
solid_t solid;
solid.params = defaultParams;
solid.params.enableCollisions = true;
solid.params.pGameData = static_cast<void *>(pWorld);
Q_snprintf(nameBuf, sizeof(nameBuf), "vdisp_%04d", i );
solid.params.pName = nameBuf;
int surfaceData = physprops->GetSurfaceIndex( "default" );
// create this as part of the world
IPhysicsObject *pObject = physenv->CreatePolyObjectStatic( pCollide, surfaceData, vec3_origin, vec3_angle, &solid.params );
pObject->SetCallbackFlags( pObject->GetCallbackFlags() | CALLBACK_NEVER_DELETED );
pObject->SetCollisionHints( COLLISION_HINT_STATICSOLID );
}
}
}
IPhysicsObject *PhysCreateWorld_Shared( CBaseEntity *pWorld, vcollide_t *pWorldCollide, const objectparams_t &defaultParams )
{
solid_t solid;
fluid_t fluid;
int surfaceData = physprops->GetSurfaceIndex( "default" );
objectparams_t params = defaultParams;
params.pGameData = static_cast<void *>(pWorld);
params.pName = "world";
IPhysicsObject *pWorldPhysics = physenv->CreatePolyObjectStatic(
pWorldCollide->solids[0], surfaceData, vec3_origin, vec3_angle, &params );
// hint - saves vphysics some work
pWorldPhysics->SetCallbackFlags( pWorldPhysics->GetCallbackFlags() | CALLBACK_NEVER_DELETED );
//PhysCheckAdd( world, "World" );
// walk the world keys in case there are some fluid volumes to create
IVPhysicsKeyParser *pParse = physcollision->VPhysicsKeyParserCreate( pWorldCollide );
bool bCreateVirtualTerrain = false;
while ( !pParse->Finished() )
{
const char *pBlock = pParse->GetCurrentBlockName();
if ( !strcmpi( pBlock, "solid" ) || !strcmpi( pBlock, "staticsolid" ) )
{
solid.params = defaultParams;
pParse->ParseSolid( &solid, &g_SolidSetup );
solid.params.enableCollisions = true;
solid.params.pGameData = static_cast<void *>(pWorld);
solid.params.pName = "world";
int surfaceData = physprops->GetSurfaceIndex( "default" );
// already created world above
if ( solid.index == 0 )
continue;
if ( !pWorldCollide->solids[solid.index] )
{
// this implies that the collision model is a mopp and the physics DLL doesn't support that.
bCreateVirtualTerrain = true;
continue;
}
// create this as part of the world
IPhysicsObject *pObject = physenv->CreatePolyObjectStatic( pWorldCollide->solids[solid.index],
surfaceData, vec3_origin, vec3_angle, &solid.params );
// invalid collision model or can't create, ignore
if (!pObject)
continue;
pObject->SetCallbackFlags( pObject->GetCallbackFlags() | CALLBACK_NEVER_DELETED );
Assert( solid.contents != 0 );
pObject->SetContents( solid.contents );
if ( solid.contents & CONTENTS_SOLID )
{
pObject->SetCollisionHints(COLLISION_HINT_STATICSOLID);
}
if ( !pWorldPhysics )
{
pWorldPhysics = pObject;
}
}
else if ( !strcmpi( pBlock, "fluid" ) )
{
pParse->ParseFluid( &fluid, NULL );
// create a fluid for floating
if ( fluid.index > 0 )
{
solid.params = defaultParams; // copy world's params
solid.params.enableCollisions = true;
solid.params.pName = "fluid";
solid.params.pGameData = static_cast<void *>(pWorld);
fluid.params.pGameData = static_cast<void *>(pWorld);
int surfaceData = physprops->GetSurfaceIndex( fluid.surfaceprop );
// create this as part of the world
IPhysicsObject *pWater = physenv->CreatePolyObjectStatic( pWorldCollide->solids[fluid.index],
surfaceData, vec3_origin, vec3_angle, &solid.params );
pWater->SetCallbackFlags( pWater->GetCallbackFlags() | CALLBACK_NEVER_DELETED );
physenv->CreateFluidController( pWater, &fluid.params );
}
}
else if ( !strcmpi( pBlock, "materialtable" ) )
{
int surfaceTable[128];
memset( surfaceTable, 0, sizeof(surfaceTable) );
pParse->ParseSurfaceTable( surfaceTable, NULL );
physprops->SetWorldMaterialIndexTable( surfaceTable, 128 );
}
else if ( !strcmpi(pBlock, "virtualterrain" ) )
{
bCreateVirtualTerrain = true;
pParse->SkipBlock();
}
else
{
// unknown chunk???
pParse->SkipBlock();
}
}
physcollision->VPhysicsKeyParserDestroy( pParse );
if ( bCreateVirtualTerrain && physcollision->SupportsVirtualMesh() )
{
PhysCreateVirtualTerrain( pWorld, defaultParams );
}
return pWorldPhysics;
}
//=============================================================================
//
// Physics Game Trace
//
class CPhysicsGameTrace : public IPhysicsGameTrace
{
public:
void VehicleTraceRay( const Ray_t &ray, void *pVehicle, trace_t *pTrace );
void VehicleTraceRayWithWater( const Ray_t &ray, void *pVehicle, trace_t *pTrace );
bool VehiclePointInWater( const Vector &vecPoint );
};
CPhysicsGameTrace g_PhysGameTrace;
IPhysicsGameTrace *physgametrace = &g_PhysGameTrace;
//-----------------------------------------------------------------------------
// Purpose: Game ray-traces in vphysics.
//-----------------------------------------------------------------------------
void CPhysicsGameTrace::VehicleTraceRay( const Ray_t &ray, void *pVehicle, trace_t *pTrace )
{
CBaseEntity *pBaseEntity = static_cast<CBaseEntity*>( pVehicle );
UTIL_TraceRay( ray, MASK_SOLID, pBaseEntity, COLLISION_GROUP_NONE, pTrace );
}
//-----------------------------------------------------------------------------
// Purpose: Game ray-traces in vphysics.
//-----------------------------------------------------------------------------
void CPhysicsGameTrace::VehicleTraceRayWithWater( const Ray_t &ray, void *pVehicle, trace_t *pTrace )
{
CBaseEntity *pBaseEntity = static_cast<CBaseEntity*>( pVehicle );
UTIL_TraceRay( ray, MASK_SOLID|MASK_WATER, pBaseEntity, COLLISION_GROUP_NONE, pTrace );
}
//-----------------------------------------------------------------------------
// Purpose: Test to see if a vehicle point is in water.
//-----------------------------------------------------------------------------
bool CPhysicsGameTrace::VehiclePointInWater( const Vector &vecPoint )
{
return ( ( UTIL_PointContents( vecPoint, MASK_WATER ) & MASK_WATER ) != 0 );
}
void PhysRecheckObjectPair( IPhysicsObject *pObject0, IPhysicsObject *pObject1 )
{
if ( !pObject0->IsStatic() )
{
pObject0->RecheckCollisionFilter();
}
if ( !pObject1->IsStatic() )
{
pObject1->RecheckCollisionFilter();
}
}
void PhysEnableEntityCollisions( IPhysicsObject *pObject0, IPhysicsObject *pObject1 )
{
if ( !pObject0 || !pObject1 )
return;
CBaseEntity *pEntity0 = static_cast<CBaseEntity *>(pObject0->GetGameData());
CBaseEntity *pEntity1 = static_cast<CBaseEntity *>(pObject1->GetGameData());
g_EntityCollisionHash->RemoveObjectPair( pEntity0, pEntity1 );
pEntity0->CollisionRulesChanged();
pEntity1->CollisionRulesChanged();
}
// disables collisions between entities (each entity may contain multiple objects)
void PhysDisableEntityCollisions( IPhysicsObject *pObject0, IPhysicsObject *pObject1 )
{
if ( !pObject0 || !pObject1 )
return;
CBaseEntity *pEntity0 = static_cast<CBaseEntity *>(pObject0->GetGameData());
CBaseEntity *pEntity1 = static_cast<CBaseEntity *>(pObject1->GetGameData());
g_EntityCollisionHash->AddObjectPair( pEntity0, pEntity1 );
pEntity0->CollisionRulesChanged();
pEntity1->CollisionRulesChanged();
}
void PhysDisableEntityCollisions( CBaseEntity *pEntity0, CBaseEntity *pEntity1 )
{
if ( !pEntity0 || !pEntity1 )
return;
g_EntityCollisionHash->AddObjectPair( pEntity0, pEntity1 );
pEntity0->CollisionRulesChanged();
pEntity1->CollisionRulesChanged();
}
void PhysEnableEntityCollisions( CBaseEntity *pEntity0, CBaseEntity *pEntity1 )
{
if ( !pEntity0 || !pEntity1 )
return;
g_EntityCollisionHash->RemoveObjectPair( pEntity0, pEntity1 );
pEntity0->CollisionRulesChanged();
pEntity1->CollisionRulesChanged();
}
bool PhysEntityCollisionsAreDisabled( CBaseEntity *pEntity0, CBaseEntity *pEntity1 )
{
return g_EntityCollisionHash->IsObjectPairInHash( pEntity0, pEntity1 );
}
void PhysEnableObjectCollisions( IPhysicsObject *pObject0, IPhysicsObject *pObject1 )
{
if ( !pObject0 || !pObject1 )
return;
g_EntityCollisionHash->RemoveObjectPair( pObject0, pObject1 );
PhysRecheckObjectPair( pObject0, pObject1 );
}
// disables collisions between entities (each entity may contain multiple objects)
void PhysDisableObjectCollisions( IPhysicsObject *pObject0, IPhysicsObject *pObject1 )
{
if ( !pObject0 || !pObject1 )
return;
g_EntityCollisionHash->AddObjectPair( pObject0, pObject1 );
PhysRecheckObjectPair( pObject0, pObject1 );
}
void PhysComputeSlideDirection( IPhysicsObject *pPhysics, const Vector &inputVelocity, const AngularImpulse &inputAngularVelocity,
Vector *pOutputVelocity, Vector *pOutputAngularVelocity, float minMass )
{
Vector velocity = inputVelocity;
AngularImpulse angVel = inputAngularVelocity;
Vector pos;
IPhysicsFrictionSnapshot *pSnapshot = pPhysics->CreateFrictionSnapshot();
while ( pSnapshot->IsValid() )
{
IPhysicsObject *pOther = pSnapshot->GetObject( 1 );
if ( !pOther->IsMoveable() || pOther->GetMass() > minMass )
{
Vector normal;
pSnapshot->GetSurfaceNormal( normal );
// BUGBUG: Figure out the correct rotation clipping equation
if ( pOutputAngularVelocity )
{
angVel = normal * DotProduct( angVel, normal );
#if 0
pSnapshot->GetContactPoint( point );
Vector point, dummy;
AngularImpulse angularClip, clip2;
pPhysics->CalculateVelocityOffset( normal, point, dummy, angularClip );
VectorNormalize( angularClip );
float proj = DotProduct( angVel, angularClip );
if ( proj > 0 )
{
angVel -= angularClip * proj;
}
CrossProduct( angularClip, normal, clip2 );
proj = DotProduct( angVel, clip2 );
if ( proj > 0 )
{
angVel -= clip2 * proj;
}
//NDebugOverlay::Line( point, point - normal * 20, 255, 0, 0, true, 0.1 );
#endif
}
// Determine how far along plane to slide based on incoming direction.
// NOTE: Normal points away from this object
float proj = DotProduct( velocity, normal );
if ( proj > 0.0f )
{
velocity -= normal * proj;
}
}
pSnapshot->NextFrictionData();
}
pPhysics->DestroyFrictionSnapshot( pSnapshot );
//NDebugOverlay::Line( pos, pos + unitVel * 20, 0, 0, 255, true, 0.1 );
if ( pOutputVelocity )
{
*pOutputVelocity = velocity;
}
if ( pOutputAngularVelocity )
{
*pOutputAngularVelocity = angVel;
}
}
bool PhysHasContactWithOtherInDirection( IPhysicsObject *pPhysics, const Vector &dir )
{
bool hit = false;
void *pGameData = pPhysics->GetGameData();
IPhysicsFrictionSnapshot *pSnapshot = pPhysics->CreateFrictionSnapshot();
while ( pSnapshot->IsValid() )
{
IPhysicsObject *pOther = pSnapshot->GetObject( 1 );
if ( pOther->GetGameData() != pGameData )
{
Vector normal;
pSnapshot->GetSurfaceNormal( normal );
if ( DotProduct(normal,dir) > 0 )
{
hit = true;
break;
}
}
pSnapshot->NextFrictionData();
}
pPhysics->DestroyFrictionSnapshot( pSnapshot );
return hit;
}
void PhysForceClearVelocity( IPhysicsObject *pPhys )
{
IPhysicsFrictionSnapshot *pSnapshot = pPhys->CreateFrictionSnapshot();
// clear the velocity of the rigid body
Vector vel;
AngularImpulse angVel;
vel.Init();
angVel.Init();
pPhys->SetVelocity( &vel, &angVel );
// now clear the "strain" stored in the contact points
while ( pSnapshot->IsValid() )
{
pSnapshot->ClearFrictionForce();
pSnapshot->RecomputeFriction();
pSnapshot->NextFrictionData();
}
pPhys->DestroyFrictionSnapshot( pSnapshot );
}
void PhysFrictionEffect( Vector &vecPos, Vector vecVel, float energy, int surfaceProps, int surfacePropsHit )
{
QAngle angDirection;
VectorAngles( vecVel, angDirection );
surfacedata_t *psurf = physprops->GetSurfaceData( surfaceProps );
surfacedata_t *phit = physprops->GetSurfaceData( surfacePropsHit );
switch ( phit->game.material )
{
case CHAR_TEX_DIRT:
if ( energy < MASS10_SPEED2ENERGY(15) )
break;
DispatchParticleEffect( "impact_physics_dust", vecPos, angDirection );
break;
case CHAR_TEX_CONCRETE:
if ( energy < MASS10_SPEED2ENERGY(28) )
break;
DispatchParticleEffect( "impact_physics_dust", vecPos, angDirection );
break;
}
//Metal sparks
if ( energy > MASS10_SPEED2ENERGY(50) )
{
// make sparks for metal/concrete scrapes with enough energy
if ( psurf->game.material == CHAR_TEX_METAL || psurf->game.material == CHAR_TEX_GRATE )
{
switch ( phit->game.material )
{
case CHAR_TEX_CONCRETE:
case CHAR_TEX_METAL:
DispatchParticleEffect( "impact_physics_sparks", vecPos, angDirection );
break;
}
}
}
}
void PhysFrictionSound( CBaseEntity *pEntity, IPhysicsObject *pObject, float energy, int surfaceProps, int surfacePropsHit )
{
if ( !pEntity || energy < 75.0f || surfaceProps < 0 )
return;
// don't make noise for hidden/invisible/sky materials
surfacedata_t *phit = physprops->GetSurfaceData( surfacePropsHit );
surfacedata_t *psurf = physprops->GetSurfaceData( surfaceProps );
if ( phit->game.material == 'X' || psurf->game.material == 'X' )
return;
// rescale the incoming energy
energy *= ENERGY_VOLUME_SCALE;
// volume of scrape is proportional to square of energy (steeper rolloff at low energies)
float volume = energy * energy;
unsigned short soundName = psurf->sounds.scrapeRough;
short *soundHandle = &psurf->soundhandles.scrapeRough;
if ( psurf->sounds.scrapeSmooth && phit->audio.roughnessFactor < psurf->audio.roughThreshold )
{
soundName = psurf->sounds.scrapeSmooth;
soundHandle = &psurf->soundhandles.scrapeRough;
}
const char *pSoundName = physprops->GetString( soundName );
PhysFrictionSound( pEntity, pObject, pSoundName, *soundHandle, volume );
}
//-----------------------------------------------------------------------------
// Purpose: Precaches a surfaceproperties string name if it's set.
// Input : idx -
// Output : static void
//-----------------------------------------------------------------------------
static HSOUNDSCRIPTHANDLE PrecachePhysicsSoundByStringIndex( int idx )
{
// Only precache if a value was set in the script file...
if ( idx != 0 )
{
return CBaseEntity::PrecacheScriptSound( physprops->GetString( idx ) );
}
return SOUNDEMITTER_INVALID_HANDLE;
}
//-----------------------------------------------------------------------------
// Purpose: Iterates all surfacedata sounds and precaches them
// Output : static void
//-----------------------------------------------------------------------------
void PrecachePhysicsSounds()
{
// precache the surface prop sounds
for ( int i = 0; i < physprops->SurfacePropCount(); i++ )
{
surfacedata_t *pprop = physprops->GetSurfaceData( i );
Assert( pprop );
pprop->soundhandles.walkStepLeft = PrecachePhysicsSoundByStringIndex( pprop->sounds.walkStepLeft );
pprop->soundhandles.walkStepRight = PrecachePhysicsSoundByStringIndex( pprop->sounds.walkStepRight );
pprop->soundhandles.runStepLeft = PrecachePhysicsSoundByStringIndex( pprop->sounds.runStepLeft );
pprop->soundhandles.runStepRight = PrecachePhysicsSoundByStringIndex( pprop->sounds.runStepRight );
pprop->soundhandles.impactSoft = PrecachePhysicsSoundByStringIndex( pprop->sounds.impactSoft );
pprop->soundhandles.impactHard = PrecachePhysicsSoundByStringIndex( pprop->sounds.impactHard );
pprop->soundhandles.scrapeSmooth = PrecachePhysicsSoundByStringIndex( pprop->sounds.scrapeSmooth );
pprop->soundhandles.scrapeRough = PrecachePhysicsSoundByStringIndex( pprop->sounds.scrapeRough );
pprop->soundhandles.bulletImpact = PrecachePhysicsSoundByStringIndex( pprop->sounds.bulletImpact );
pprop->soundhandles.rolling = PrecachePhysicsSoundByStringIndex( pprop->sounds.rolling );
pprop->soundhandles.breakSound = PrecachePhysicsSoundByStringIndex( pprop->sounds.breakSound );
pprop->soundhandles.strainSound = PrecachePhysicsSoundByStringIndex( pprop->sounds.strainSound );
}
}