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| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/physics_fx.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/physics_fx.cpp')
| -rw-r--r-- | mp/src/game/server/physics_fx.cpp | 476 |
1 files changed, 238 insertions, 238 deletions
diff --git a/mp/src/game/server/physics_fx.cpp b/mp/src/game/server/physics_fx.cpp index cd88d468..26043720 100644 --- a/mp/src/game/server/physics_fx.cpp +++ b/mp/src/game/server/physics_fx.cpp @@ -1,238 +1,238 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//
-//=============================================================================//
-#include "cbase.h"
-#include "physics.h"
-#include "te_effect_dispatch.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-static int BestAxisMatchingNormal( matrix3x4_t &matrix, const Vector &normal )
-{
- float bestDot = -1;
- int best = 0;
- for ( int i = 0; i < 3; i++ )
- {
- Vector tmp;
- MatrixGetColumn( matrix, i, tmp );
- float dot = fabs(DotProduct( tmp, normal ));
- if ( dot > bestDot )
- {
- bestDot = dot;
- best = i;
- }
- }
-
- return best;
-}
-
-void PhysicsSplash( IPhysicsFluidController *pFluid, IPhysicsObject *pObject, CBaseEntity *pEntity )
-{
- Vector normal;
- float dist;
- pFluid->GetSurfacePlane( &normal, &dist );
-
- matrix3x4_t &matrix = pEntity->EntityToWorldTransform();
-
- // Find the local axis that best matches the water surface normal
- int bestAxis = BestAxisMatchingNormal( matrix, normal );
-
- Vector tangent, binormal;
- MatrixGetColumn( matrix, (bestAxis+1)%3, tangent );
- binormal = CrossProduct( normal, tangent );
- VectorNormalize( binormal );
- tangent = CrossProduct( binormal, normal );
- VectorNormalize( tangent );
-
- // Now we have a basis tangent to the surface that matches the object's local orientation as well as possible
- // compute an OBB using this basis
-
- // Get object extents in basis
- Vector tanPts[2], binPts[2];
- tanPts[0] = physcollision->CollideGetExtent( pObject->GetCollide(), pEntity->GetAbsOrigin(), pEntity->GetAbsAngles(), -tangent );
- tanPts[1] = physcollision->CollideGetExtent( pObject->GetCollide(), pEntity->GetAbsOrigin(), pEntity->GetAbsAngles(), tangent );
- binPts[0] = physcollision->CollideGetExtent( pObject->GetCollide(), pEntity->GetAbsOrigin(), pEntity->GetAbsAngles(), -binormal );
- binPts[1] = physcollision->CollideGetExtent( pObject->GetCollide(), pEntity->GetAbsOrigin(), pEntity->GetAbsAngles(), binormal );
-
- // now compute the centered bbox
- float mins[2], maxs[2], center[2], extents[2];
- mins[0] = DotProduct( tanPts[0], tangent );
- maxs[0] = DotProduct( tanPts[1], tangent );
-
- mins[1] = DotProduct( binPts[0], binormal );
- maxs[1] = DotProduct( binPts[1], binormal );
-
- center[0] = 0.5 * (mins[0] + maxs[0]);
- center[1] = 0.5 * (mins[1] + maxs[1]);
-
- extents[0] = maxs[0] - center[0];
- extents[1] = maxs[1] - center[1];
-
- Vector centerPoint = center[0] * tangent + center[1] * binormal + dist * normal;
-
- Vector axes[2];
- axes[0] = (maxs[0] - center[0]) * tangent;
- axes[1] = (maxs[1] - center[1]) * binormal;
-
- // visualize OBB hit
- /*
- Vector corner1 = centerPoint - axes[0] - axes[1];
- Vector corner2 = centerPoint + axes[0] - axes[1];
- Vector corner3 = centerPoint + axes[0] + axes[1];
- Vector corner4 = centerPoint - axes[0] + axes[1];
- NDebugOverlay::Line( corner1, corner2, 0, 0, 255, false, 10 );
- NDebugOverlay::Line( corner2, corner3, 0, 0, 255, false, 10 );
- NDebugOverlay::Line( corner3, corner4, 0, 0, 255, false, 10 );
- NDebugOverlay::Line( corner4, corner1, 0, 0, 255, false, 10 );
- */
-
- Vector corner[4];
-
- corner[0] = centerPoint - axes[0] - axes[1];
- corner[1] = centerPoint + axes[0] - axes[1];
- corner[2] = centerPoint + axes[0] + axes[1];
- corner[3] = centerPoint - axes[0] + axes[1];
-
- CEffectData data;
-
- if ( pObject->GetGameFlags() & FVPHYSICS_PART_OF_RAGDOLL )
- {
- /*
- data.m_vOrigin = centerPoint;
- data.m_vNormal = normal;
- VectorAngles( normal, data.m_vAngles );
- data.m_flScale = random->RandomFloat( 8, 10 );
-
- DispatchEffect( "watersplash", data );
-
- int splashes = 4;
- Vector point;
-
- for ( int i = 0; i < splashes; i++ )
- {
- point = RandomVector( -32.0f, 32.0f );
- point[2] = 0.0f;
-
- point += corner[i];
-
- data.m_vOrigin = point;
- data.m_vNormal = normal;
- VectorAngles( normal, data.m_vAngles );
- data.m_flScale = random->RandomFloat( 4, 6 );
-
- DispatchEffect( "watersplash", data );
- }
- */
-
- //FIXME: This code will not work correctly given how the ragdoll/fluid collision is acting currently
- return;
- }
-
- Vector vel;
- pObject->GetVelocity( &vel, NULL );
- float rawSpeed = -DotProduct( normal, vel );
-
- // proportional to cross-sectional area times velocity squared (fluid pressure)
- float speed = rawSpeed * rawSpeed * extents[0] * extents[1] * (1.0f / 2500000.0f) * pObject->GetMass() * (0.01f);
-
- speed = clamp( speed, 0.f, 50.f );
-
- bool bRippleOnly = false;
-
- // allow the entity to perform a custom splash effect
- if ( pEntity->PhysicsSplash( centerPoint, normal, rawSpeed, speed ) )
- return;
-
- //Deny really weak hits
- //FIXME: We still need to ripple the surface in this case
- if ( speed <= 0.35f )
- {
- if ( speed <= 0.1f )
- return;
-
- bRippleOnly = true;
- }
-
- float size = RemapVal( speed, 0.35, 50, 8, 18 );
-
- //Find the surface area
- float radius = extents[0] * extents[1];
- //int splashes = clamp ( radius / 128.0f, 1, 2 ); //One splash for every three square feet of area
-
- //Msg( "Speed: %.2f, Size: %.2f\n, Radius: %.2f, Splashes: %d", speed, size, radius, splashes );
-
- Vector point;
-
- data.m_fFlags = 0;
- data.m_vOrigin = centerPoint;
- data.m_vNormal = normal;
- VectorAngles( normal, data.m_vAngles );
- data.m_flScale = size + random->RandomFloat( 0, 2 );
- if ( pEntity->GetWaterType() & CONTENTS_SLIME )
- {
- data.m_fFlags |= FX_WATER_IN_SLIME;
- }
-
- if ( bRippleOnly )
- {
- DispatchEffect( "waterripple", data );
- }
- else
- {
- DispatchEffect( "watersplash", data );
- }
-
- if ( radius > 500.0f )
- {
- int splashes = random->RandomInt( 1, 4 );
-
- for ( int i = 0; i < splashes; i++ )
- {
- point = RandomVector( -4.0f, 4.0f );
- point[2] = 0.0f;
-
- point += corner[i];
-
- data.m_fFlags = 0;
- data.m_vOrigin = point;
- data.m_vNormal = normal;
- VectorAngles( normal, data.m_vAngles );
- data.m_flScale = size + random->RandomFloat( -3, 1 );
- if ( pEntity->GetWaterType() & CONTENTS_SLIME )
- {
- data.m_fFlags |= FX_WATER_IN_SLIME;
- }
-
- if ( bRippleOnly )
- {
- DispatchEffect( "waterripple", data );
- }
- else
- {
- DispatchEffect( "watersplash", data );
- }
- }
- }
-
- /*
- for ( i = 0; i < splashes; i++ )
- {
- point = RandomVector( -8.0f, 8.0f );
- point[2] = 0.0f;
-
- point += centerPoint + axes[0] * random->RandomFloat( -1, 1 ) + axes[1] * random->RandomFloat( -1, 1 );
-
- data.m_vOrigin = point;
- data.m_vNormal = normal;
- VectorAngles( normal, data.m_vAngles );
- data.m_flScale = size + random->RandomFloat( -2, 4 );
-
- DispatchEffect( "watersplash", data );
- }
- */
-}
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//=============================================================================// +#include "cbase.h" +#include "physics.h" +#include "te_effect_dispatch.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +static int BestAxisMatchingNormal( matrix3x4_t &matrix, const Vector &normal ) +{ + float bestDot = -1; + int best = 0; + for ( int i = 0; i < 3; i++ ) + { + Vector tmp; + MatrixGetColumn( matrix, i, tmp ); + float dot = fabs(DotProduct( tmp, normal )); + if ( dot > bestDot ) + { + bestDot = dot; + best = i; + } + } + + return best; +} + +void PhysicsSplash( IPhysicsFluidController *pFluid, IPhysicsObject *pObject, CBaseEntity *pEntity ) +{ + Vector normal; + float dist; + pFluid->GetSurfacePlane( &normal, &dist ); + + matrix3x4_t &matrix = pEntity->EntityToWorldTransform(); + + // Find the local axis that best matches the water surface normal + int bestAxis = BestAxisMatchingNormal( matrix, normal ); + + Vector tangent, binormal; + MatrixGetColumn( matrix, (bestAxis+1)%3, tangent ); + binormal = CrossProduct( normal, tangent ); + VectorNormalize( binormal ); + tangent = CrossProduct( binormal, normal ); + VectorNormalize( tangent ); + + // Now we have a basis tangent to the surface that matches the object's local orientation as well as possible + // compute an OBB using this basis + + // Get object extents in basis + Vector tanPts[2], binPts[2]; + tanPts[0] = physcollision->CollideGetExtent( pObject->GetCollide(), pEntity->GetAbsOrigin(), pEntity->GetAbsAngles(), -tangent ); + tanPts[1] = physcollision->CollideGetExtent( pObject->GetCollide(), pEntity->GetAbsOrigin(), pEntity->GetAbsAngles(), tangent ); + binPts[0] = physcollision->CollideGetExtent( pObject->GetCollide(), pEntity->GetAbsOrigin(), pEntity->GetAbsAngles(), -binormal ); + binPts[1] = physcollision->CollideGetExtent( pObject->GetCollide(), pEntity->GetAbsOrigin(), pEntity->GetAbsAngles(), binormal ); + + // now compute the centered bbox + float mins[2], maxs[2], center[2], extents[2]; + mins[0] = DotProduct( tanPts[0], tangent ); + maxs[0] = DotProduct( tanPts[1], tangent ); + + mins[1] = DotProduct( binPts[0], binormal ); + maxs[1] = DotProduct( binPts[1], binormal ); + + center[0] = 0.5 * (mins[0] + maxs[0]); + center[1] = 0.5 * (mins[1] + maxs[1]); + + extents[0] = maxs[0] - center[0]; + extents[1] = maxs[1] - center[1]; + + Vector centerPoint = center[0] * tangent + center[1] * binormal + dist * normal; + + Vector axes[2]; + axes[0] = (maxs[0] - center[0]) * tangent; + axes[1] = (maxs[1] - center[1]) * binormal; + + // visualize OBB hit + /* + Vector corner1 = centerPoint - axes[0] - axes[1]; + Vector corner2 = centerPoint + axes[0] - axes[1]; + Vector corner3 = centerPoint + axes[0] + axes[1]; + Vector corner4 = centerPoint - axes[0] + axes[1]; + NDebugOverlay::Line( corner1, corner2, 0, 0, 255, false, 10 ); + NDebugOverlay::Line( corner2, corner3, 0, 0, 255, false, 10 ); + NDebugOverlay::Line( corner3, corner4, 0, 0, 255, false, 10 ); + NDebugOverlay::Line( corner4, corner1, 0, 0, 255, false, 10 ); + */ + + Vector corner[4]; + + corner[0] = centerPoint - axes[0] - axes[1]; + corner[1] = centerPoint + axes[0] - axes[1]; + corner[2] = centerPoint + axes[0] + axes[1]; + corner[3] = centerPoint - axes[0] + axes[1]; + + CEffectData data; + + if ( pObject->GetGameFlags() & FVPHYSICS_PART_OF_RAGDOLL ) + { + /* + data.m_vOrigin = centerPoint; + data.m_vNormal = normal; + VectorAngles( normal, data.m_vAngles ); + data.m_flScale = random->RandomFloat( 8, 10 ); + + DispatchEffect( "watersplash", data ); + + int splashes = 4; + Vector point; + + for ( int i = 0; i < splashes; i++ ) + { + point = RandomVector( -32.0f, 32.0f ); + point[2] = 0.0f; + + point += corner[i]; + + data.m_vOrigin = point; + data.m_vNormal = normal; + VectorAngles( normal, data.m_vAngles ); + data.m_flScale = random->RandomFloat( 4, 6 ); + + DispatchEffect( "watersplash", data ); + } + */ + + //FIXME: This code will not work correctly given how the ragdoll/fluid collision is acting currently + return; + } + + Vector vel; + pObject->GetVelocity( &vel, NULL ); + float rawSpeed = -DotProduct( normal, vel ); + + // proportional to cross-sectional area times velocity squared (fluid pressure) + float speed = rawSpeed * rawSpeed * extents[0] * extents[1] * (1.0f / 2500000.0f) * pObject->GetMass() * (0.01f); + + speed = clamp( speed, 0.f, 50.f ); + + bool bRippleOnly = false; + + // allow the entity to perform a custom splash effect + if ( pEntity->PhysicsSplash( centerPoint, normal, rawSpeed, speed ) ) + return; + + //Deny really weak hits + //FIXME: We still need to ripple the surface in this case + if ( speed <= 0.35f ) + { + if ( speed <= 0.1f ) + return; + + bRippleOnly = true; + } + + float size = RemapVal( speed, 0.35, 50, 8, 18 ); + + //Find the surface area + float radius = extents[0] * extents[1]; + //int splashes = clamp ( radius / 128.0f, 1, 2 ); //One splash for every three square feet of area + + //Msg( "Speed: %.2f, Size: %.2f\n, Radius: %.2f, Splashes: %d", speed, size, radius, splashes ); + + Vector point; + + data.m_fFlags = 0; + data.m_vOrigin = centerPoint; + data.m_vNormal = normal; + VectorAngles( normal, data.m_vAngles ); + data.m_flScale = size + random->RandomFloat( 0, 2 ); + if ( pEntity->GetWaterType() & CONTENTS_SLIME ) + { + data.m_fFlags |= FX_WATER_IN_SLIME; + } + + if ( bRippleOnly ) + { + DispatchEffect( "waterripple", data ); + } + else + { + DispatchEffect( "watersplash", data ); + } + + if ( radius > 500.0f ) + { + int splashes = random->RandomInt( 1, 4 ); + + for ( int i = 0; i < splashes; i++ ) + { + point = RandomVector( -4.0f, 4.0f ); + point[2] = 0.0f; + + point += corner[i]; + + data.m_fFlags = 0; + data.m_vOrigin = point; + data.m_vNormal = normal; + VectorAngles( normal, data.m_vAngles ); + data.m_flScale = size + random->RandomFloat( -3, 1 ); + if ( pEntity->GetWaterType() & CONTENTS_SLIME ) + { + data.m_fFlags |= FX_WATER_IN_SLIME; + } + + if ( bRippleOnly ) + { + DispatchEffect( "waterripple", data ); + } + else + { + DispatchEffect( "watersplash", data ); + } + } + } + + /* + for ( i = 0; i < splashes; i++ ) + { + point = RandomVector( -8.0f, 8.0f ); + point[2] = 0.0f; + + point += centerPoint + axes[0] * random->RandomFloat( -1, 1 ) + axes[1] * random->RandomFloat( -1, 1 ); + + data.m_vOrigin = point; + data.m_vNormal = normal; + VectorAngles( normal, data.m_vAngles ); + data.m_flScale = size + random->RandomFloat( -2, 4 ); + + DispatchEffect( "watersplash", data ); + } + */ +} |