diff options
| 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 /sp/src/game/server/physics_npc_solver.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 'sp/src/game/server/physics_npc_solver.cpp')
| -rw-r--r-- | sp/src/game/server/physics_npc_solver.cpp | 936 |
1 files changed, 468 insertions, 468 deletions
diff --git a/sp/src/game/server/physics_npc_solver.cpp b/sp/src/game/server/physics_npc_solver.cpp index 9284c5f7..ce7f8434 100644 --- a/sp/src/game/server/physics_npc_solver.cpp +++ b/sp/src/game/server/physics_npc_solver.cpp @@ -1,468 +1,468 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-
-#include "cbase.h"
-#include "physics_saverestore.h"
-#include "vphysics/friction.h"
-#include "ai_basenpc.h"
-#include "movevars_shared.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-
-class CPhysicsNPCSolver : public CLogicalEntity, public IMotionEvent
-{
- DECLARE_CLASS( CPhysicsNPCSolver, CLogicalEntity );
-public:
- CPhysicsNPCSolver();
- ~CPhysicsNPCSolver();
- DECLARE_DATADESC();
- void Init( CAI_BaseNPC *pNPC, CBaseEntity *pPhysicsObject, bool disableCollisions, float separationTime );
- static CPhysicsNPCSolver *Create( CAI_BaseNPC *pNPC, CBaseEntity *pPhysicsObject, bool disableCollisions, float separationTime );
-
- // CBaseEntity
- virtual void Spawn();
- virtual void UpdateOnRemove();
- virtual void Think();
- virtual void OnRestore()
- {
- BaseClass::OnRestore();
- if ( m_allowIntersection )
- {
- PhysDisableEntityCollisions( m_hNPC, m_hEntity );
- }
- }
-
- // IMotionEvent
- virtual simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular );
-
-public:
- CPhysicsNPCSolver *m_pNext;
-private:
- // locals
- void ResetCancelTime();
- void BecomePenetrationSolver();
- bool IsIntersecting();
- bool IsContactOnNPCHead( IPhysicsFrictionSnapshot *pSnapshot, IPhysicsObject *pPhysics, CAI_BaseNPC *pNPC );
- bool CheckTouching();
- friend bool NPCPhysics_SolverExists( CAI_BaseNPC *pNPC, CBaseEntity *pPhysicsObject );
-
- CHandle<CAI_BaseNPC> m_hNPC;
- EHANDLE m_hEntity;
- IPhysicsMotionController *m_pController;
- float m_separationDuration;
- float m_cancelTime;
- bool m_allowIntersection;
-};
-
-LINK_ENTITY_TO_CLASS( physics_npc_solver, CPhysicsNPCSolver );
-
-BEGIN_DATADESC( CPhysicsNPCSolver )
-
- DEFINE_FIELD( m_hNPC, FIELD_EHANDLE ),
- DEFINE_FIELD( m_hEntity, FIELD_EHANDLE ),
- DEFINE_FIELD( m_separationDuration, FIELD_FLOAT ),
- DEFINE_FIELD( m_cancelTime, FIELD_TIME ),
- DEFINE_FIELD( m_allowIntersection, FIELD_BOOLEAN ),
- DEFINE_PHYSPTR( m_pController ),
- //DEFINE_FIELD( m_pNext, FIELD_CLASSPTR ),
-
-END_DATADESC()
-
-CEntityClassList<CPhysicsNPCSolver> g_SolverList;
-template <> CPhysicsNPCSolver *CEntityClassList<CPhysicsNPCSolver>::m_pClassList = NULL;
-
-bool NPCPhysics_SolverExists( CAI_BaseNPC *pNPC, CBaseEntity *pPhysicsObject )
-{
- CPhysicsNPCSolver *pSolver = g_SolverList.m_pClassList;
- while ( pSolver )
- {
- if ( pSolver->m_hEntity == pPhysicsObject && pSolver->m_hNPC == pNPC )
- return true;
- pSolver = pSolver->m_pNext;
- }
-
- return false;
-}
-
-CPhysicsNPCSolver *CPhysicsNPCSolver::Create( CAI_BaseNPC *pNPC, CBaseEntity *pPhysicsObject, bool disableCollisions, float separationTime )
-{
- CPhysicsNPCSolver *pSolver = (CPhysicsNPCSolver *)CBaseEntity::CreateNoSpawn( "physics_npc_solver", vec3_origin, vec3_angle, NULL );
- pSolver->Init( pNPC, pPhysicsObject, disableCollisions, separationTime );
- pSolver->Spawn();
- //NDebugOverlay::EntityBounds(pNPC, 255, 255, 0, 64, 0.5f );
- return pSolver;
-}
-
-CPhysicsNPCSolver::CPhysicsNPCSolver()
-{
- g_SolverList.Insert( this );
-}
-
-CPhysicsNPCSolver::~CPhysicsNPCSolver()
-{
- g_SolverList.Remove( this );
-}
-
-void CPhysicsNPCSolver::Init( CAI_BaseNPC *pNPC, CBaseEntity *pPhysicsObject, bool disableCollisions, float separationTime )
-{
- m_hNPC = pNPC;
- m_hEntity = pPhysicsObject;
- m_pController = NULL;
- m_separationDuration = separationTime;
- m_allowIntersection = disableCollisions;
-
-}
-
-void CPhysicsNPCSolver::ResetCancelTime()
-{
- m_cancelTime = gpGlobals->curtime + m_separationDuration;
- SetNextThink( m_cancelTime );
-}
-
-void CPhysicsNPCSolver::BecomePenetrationSolver()
-{
- CBaseEntity *pEntity = m_hEntity.Get();
- if ( pEntity )
- {
- m_allowIntersection = true;
- IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT];
- int listCount = pEntity->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) );
- PhysDisableEntityCollisions( m_hNPC, pEntity );
- m_pController = physenv->CreateMotionController( this );
- for ( int i = 0; i < listCount; i++ )
- {
- m_pController->AttachObject( pList[i], false );
- pList[i]->Wake();
- }
- m_pController->SetPriority( IPhysicsMotionController::HIGH_PRIORITY );
- }
-}
-
-void CPhysicsNPCSolver::Spawn()
-{
- if ( m_allowIntersection )
- {
- BecomePenetrationSolver();
- }
- else
- {
- m_hEntity->SetNavIgnore();
- }
- ResetCancelTime();
-}
-
-void CPhysicsNPCSolver::UpdateOnRemove()
-{
- if ( m_allowIntersection )
- {
- physenv->DestroyMotionController( m_pController );
- m_pController = NULL;
- PhysEnableEntityCollisions( m_hNPC, m_hEntity );
- }
- else
- {
- if ( m_hEntity.Get() )
- {
- m_hEntity->ClearNavIgnore();
- }
- }
- //NDebugOverlay::EntityBounds(m_hNPC, 0, 255, 0, 64, 0.5f );
- BaseClass::UpdateOnRemove();
-}
-
-bool CPhysicsNPCSolver::IsIntersecting()
-{
- CAI_BaseNPC *pNPC = m_hNPC.Get();
- CBaseEntity *pPhysics = m_hEntity.Get();
- if ( pNPC && pPhysics )
- {
- Ray_t ray;
- // bloated bounds to force slight separation
- Vector mins = pNPC->WorldAlignMins() - Vector(1,1,1);
- Vector maxs = pNPC->WorldAlignMaxs() + Vector(1,1,1);
-
- ray.Init( pNPC->GetAbsOrigin(), pNPC->GetAbsOrigin(), mins, maxs );
- trace_t tr;
- enginetrace->ClipRayToEntity( ray, pNPC->PhysicsSolidMaskForEntity(), pPhysics, &tr );
- if ( tr.startsolid )
- return true;
- }
- return false;
-}
-
-bool CPhysicsNPCSolver::IsContactOnNPCHead( IPhysicsFrictionSnapshot *pSnapshot, IPhysicsObject *pPhysics, CAI_BaseNPC *pNPC )
-{
- float heightCheck = pNPC->GetAbsOrigin().z + pNPC->GetHullMaxs().z;
- Vector vel, point;
- pPhysics->GetVelocity( &vel, NULL );
- pSnapshot->GetContactPoint( point );
- // don't care if the object is already moving away
- if ( vel.LengthSqr() < 10.0f*10.0f )
- {
- float topdist = fabs(point.z-heightCheck);
- if ( topdist < 2.0f )
- {
- return true;
- }
- }
- return false;
-}
-
-bool CPhysicsNPCSolver::CheckTouching()
-{
- CAI_BaseNPC *pNPC = m_hNPC.Get();
- if ( !pNPC )
- return false;
-
- CBaseEntity *pPhysicsEnt = m_hEntity.Get();
- if ( !pPhysicsEnt )
- return false;
-
- IPhysicsObject *pPhysics = pPhysicsEnt->VPhysicsGetObject();
- IPhysicsObject *pNPCPhysics = pNPC->VPhysicsGetObject();
- if ( !pNPCPhysics || !pPhysics )
- return false;
-
- IPhysicsFrictionSnapshot *pSnapshot = pPhysics->CreateFrictionSnapshot();
- bool found = false;
- bool penetrate = false;
-
- while ( pSnapshot->IsValid() )
- {
- IPhysicsObject *pOther = pSnapshot->GetObject(1);
- if ( pOther == pNPCPhysics )
- {
- found = true;
- if ( IsContactOnNPCHead(pSnapshot, pPhysics, pNPC ) )
- {
- penetrate = true;
- pSnapshot->MarkContactForDelete();
- }
- break;
- }
- pSnapshot->NextFrictionData();
- }
- pSnapshot->DeleteAllMarkedContacts( true );
- pPhysics->DestroyFrictionSnapshot( pSnapshot );
-
- // if the object is penetrating something, check to see if it's intersecting this NPC
- // if so, go ahead and switch over to penetration solver mode
- if ( !penetrate && (pPhysics->GetGameFlags() & FVPHYSICS_PENETRATING) )
- {
- penetrate = IsIntersecting();
- }
-
- if ( penetrate )
- {
- pPhysicsEnt->ClearNavIgnore();
- BecomePenetrationSolver();
- }
-
- return found;
-}
-
-void CPhysicsNPCSolver::Think()
-{
- bool finished = m_allowIntersection ? !IsIntersecting() : !CheckTouching();
-
- if ( finished )
- {
- UTIL_Remove(this);
- return;
- }
- if ( m_allowIntersection )
- {
- IPhysicsObject *pObject = m_hEntity->VPhysicsGetObject();
- if ( !pObject )
- {
- UTIL_Remove(this);
- return;
- }
- pObject->Wake();
- }
- ResetCancelTime();
-}
-
-IMotionEvent::simresult_e CPhysicsNPCSolver::Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject,
- float deltaTime, Vector &linear, AngularImpulse &angular )
-{
- if ( IsIntersecting() )
- {
- const float PUSH_SPEED = 150.0f;
-
- if ( pObject->GetGameFlags() & FVPHYSICS_PLAYER_HELD )
- {
- CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
- if ( pPlayer )
- {
- pPlayer->ForceDropOfCarriedPhysObjects( m_hEntity );
- }
- }
-
- ResetCancelTime();
- angular.Init();
- linear.Init();
-
- // Don't push on vehicles because they won't move
- if ( pObject->GetGameFlags() & FVPHYSICS_MULTIOBJECT_ENTITY )
- {
- if ( m_hEntity->GetServerVehicle() )
- return SIM_NOTHING;
- }
-
- Vector origin, vel;
- pObject->GetPosition( &origin, NULL );
- pObject->GetVelocity( &vel, NULL );
- Vector dir = origin - m_hNPC->GetAbsOrigin();
- dir.z = dir.z > 0 ? 0.1f : -0.1f;
- VectorNormalize(dir);
- AngularImpulse angVel;
- angVel.Init();
-
- // NOTE: Iterate this object's contact points
- // if it can't move in this direction, try sliding along the plane/crease
- Vector pushImpulse;
- PhysComputeSlideDirection( pObject, dir * PUSH_SPEED, angVel, &pushImpulse, NULL, 0 );
-
- dir = pushImpulse;
- VectorNormalize(dir);
-
- if ( DotProduct( vel, dir ) < PUSH_SPEED * 0.5f )
- {
- linear = pushImpulse;
- if ( pObject->GetContactPoint(NULL,NULL) )
- {
- linear.z += GetCurrentGravity();
- }
- }
- return SIM_GLOBAL_ACCELERATION;
- }
- return SIM_NOTHING;
-}
-
-
-CBaseEntity *NPCPhysics_CreateSolver( CAI_BaseNPC *pNPC, CBaseEntity *pPhysicsObject, bool disableCollisions, float separationDuration )
-{
- if ( disableCollisions )
- {
- if ( PhysEntityCollisionsAreDisabled( pNPC, pPhysicsObject ) )
- return NULL;
- }
- else
- {
- if ( pPhysicsObject->IsNavIgnored() )
- return NULL;
- }
- return CPhysicsNPCSolver::Create( pNPC, pPhysicsObject, disableCollisions, separationDuration );
-}
-
-
-class CPhysicsEntitySolver : public CLogicalEntity//, public IMotionEvent
-{
- DECLARE_CLASS( CPhysicsEntitySolver, CLogicalEntity );
-public:
- DECLARE_DATADESC();
- void Init( CBaseEntity *pMovingEntity, CBaseEntity *pPhysicsBlocker, float separationTime );
- static CPhysicsEntitySolver *Create( CBaseEntity *pMovingEntity, CBaseEntity *pPhysicsBlocker, float separationTime );
-
- // CBaseEntity
- virtual void Spawn();
- virtual void UpdateOnRemove();
- virtual void Think();
-
- // IMotionEvent
- //virtual simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular );
-
-private:
- // locals
- void ResetCancelTime();
- void BecomePenetrationSolver();
- //bool IsIntersecting();
- //bool IsTouching();
-
- EHANDLE m_hMovingEntity;
- EHANDLE m_hPhysicsBlocker;
- //IPhysicsMotionController *m_pController;
- float m_separationDuration;
- float m_cancelTime;
- int m_savedCollisionGroup;
-};
-
-LINK_ENTITY_TO_CLASS( physics_entity_solver, CPhysicsEntitySolver );
-
-BEGIN_DATADESC( CPhysicsEntitySolver )
-
- DEFINE_FIELD( m_hMovingEntity, FIELD_EHANDLE ),
- DEFINE_FIELD( m_hPhysicsBlocker, FIELD_EHANDLE ),
- DEFINE_FIELD( m_separationDuration, FIELD_FLOAT ),
- DEFINE_FIELD( m_cancelTime, FIELD_TIME ),
- DEFINE_FIELD( m_savedCollisionGroup, FIELD_INTEGER ),
- //DEFINE_PHYSPTR( m_pController ),
-
-END_DATADESC()
-
-CPhysicsEntitySolver *CPhysicsEntitySolver::Create( CBaseEntity *pMovingEntity, CBaseEntity *pPhysicsBlocker, float separationTime )
-{
- CPhysicsEntitySolver *pSolver = (CPhysicsEntitySolver *)CBaseEntity::CreateNoSpawn( "physics_entity_solver", vec3_origin, vec3_angle, NULL );
- pSolver->Init( pMovingEntity, pPhysicsBlocker, separationTime );
- pSolver->Spawn();
- //NDebugOverlay::EntityBounds(pNPC, 255, 255, 0, 64, 0.5f );
- return pSolver;
-}
-
-void CPhysicsEntitySolver::Init( CBaseEntity *pMovingEntity, CBaseEntity *pPhysicsBlocker, float separationTime )
-{
- m_hMovingEntity = pMovingEntity;
- m_hPhysicsBlocker = pPhysicsBlocker;
- //m_pController = NULL;
- m_separationDuration = separationTime;
-}
-
-void CPhysicsEntitySolver::Spawn()
-{
- SetNextThink( gpGlobals->curtime + m_separationDuration );
- PhysDisableEntityCollisions( m_hMovingEntity, m_hPhysicsBlocker );
- m_savedCollisionGroup = m_hPhysicsBlocker->GetCollisionGroup();
- m_hPhysicsBlocker->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
- if ( m_hPhysicsBlocker->VPhysicsGetObject() )
- {
- m_hPhysicsBlocker->VPhysicsGetObject()->RecheckContactPoints();
- }
-}
-
-void CPhysicsEntitySolver::Think()
-{
- UTIL_Remove(this);
-}
-
-void CPhysicsEntitySolver::UpdateOnRemove()
-{
- //physenv->DestroyMotionController( m_pController );
- //m_pController = NULL;
- CBaseEntity *pEntity = m_hMovingEntity.Get();
- CBaseEntity *pPhysics = m_hPhysicsBlocker.Get();
- if ( pEntity && pPhysics )
- {
- PhysEnableEntityCollisions( pEntity, pPhysics );
- }
- if ( pPhysics )
- {
- pPhysics->SetCollisionGroup( m_savedCollisionGroup );
- }
- BaseClass::UpdateOnRemove();
-}
-
-
-CBaseEntity *EntityPhysics_CreateSolver( CBaseEntity *pMovingEntity, CBaseEntity *pPhysicsObject, bool disableCollisions, float separationDuration )
-{
- if ( PhysEntityCollisionsAreDisabled( pMovingEntity, pPhysicsObject ) )
- return NULL;
-
- return CPhysicsEntitySolver::Create( pMovingEntity, pPhysicsObject, separationDuration );
-}
-
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "cbase.h" +#include "physics_saverestore.h" +#include "vphysics/friction.h" +#include "ai_basenpc.h" +#include "movevars_shared.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + + +class CPhysicsNPCSolver : public CLogicalEntity, public IMotionEvent +{ + DECLARE_CLASS( CPhysicsNPCSolver, CLogicalEntity ); +public: + CPhysicsNPCSolver(); + ~CPhysicsNPCSolver(); + DECLARE_DATADESC(); + void Init( CAI_BaseNPC *pNPC, CBaseEntity *pPhysicsObject, bool disableCollisions, float separationTime ); + static CPhysicsNPCSolver *Create( CAI_BaseNPC *pNPC, CBaseEntity *pPhysicsObject, bool disableCollisions, float separationTime ); + + // CBaseEntity + virtual void Spawn(); + virtual void UpdateOnRemove(); + virtual void Think(); + virtual void OnRestore() + { + BaseClass::OnRestore(); + if ( m_allowIntersection ) + { + PhysDisableEntityCollisions( m_hNPC, m_hEntity ); + } + } + + // IMotionEvent + virtual simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular ); + +public: + CPhysicsNPCSolver *m_pNext; +private: + // locals + void ResetCancelTime(); + void BecomePenetrationSolver(); + bool IsIntersecting(); + bool IsContactOnNPCHead( IPhysicsFrictionSnapshot *pSnapshot, IPhysicsObject *pPhysics, CAI_BaseNPC *pNPC ); + bool CheckTouching(); + friend bool NPCPhysics_SolverExists( CAI_BaseNPC *pNPC, CBaseEntity *pPhysicsObject ); + + CHandle<CAI_BaseNPC> m_hNPC; + EHANDLE m_hEntity; + IPhysicsMotionController *m_pController; + float m_separationDuration; + float m_cancelTime; + bool m_allowIntersection; +}; + +LINK_ENTITY_TO_CLASS( physics_npc_solver, CPhysicsNPCSolver ); + +BEGIN_DATADESC( CPhysicsNPCSolver ) + + DEFINE_FIELD( m_hNPC, FIELD_EHANDLE ), + DEFINE_FIELD( m_hEntity, FIELD_EHANDLE ), + DEFINE_FIELD( m_separationDuration, FIELD_FLOAT ), + DEFINE_FIELD( m_cancelTime, FIELD_TIME ), + DEFINE_FIELD( m_allowIntersection, FIELD_BOOLEAN ), + DEFINE_PHYSPTR( m_pController ), + //DEFINE_FIELD( m_pNext, FIELD_CLASSPTR ), + +END_DATADESC() + +CEntityClassList<CPhysicsNPCSolver> g_SolverList; +template <> CPhysicsNPCSolver *CEntityClassList<CPhysicsNPCSolver>::m_pClassList = NULL; + +bool NPCPhysics_SolverExists( CAI_BaseNPC *pNPC, CBaseEntity *pPhysicsObject ) +{ + CPhysicsNPCSolver *pSolver = g_SolverList.m_pClassList; + while ( pSolver ) + { + if ( pSolver->m_hEntity == pPhysicsObject && pSolver->m_hNPC == pNPC ) + return true; + pSolver = pSolver->m_pNext; + } + + return false; +} + +CPhysicsNPCSolver *CPhysicsNPCSolver::Create( CAI_BaseNPC *pNPC, CBaseEntity *pPhysicsObject, bool disableCollisions, float separationTime ) +{ + CPhysicsNPCSolver *pSolver = (CPhysicsNPCSolver *)CBaseEntity::CreateNoSpawn( "physics_npc_solver", vec3_origin, vec3_angle, NULL ); + pSolver->Init( pNPC, pPhysicsObject, disableCollisions, separationTime ); + pSolver->Spawn(); + //NDebugOverlay::EntityBounds(pNPC, 255, 255, 0, 64, 0.5f ); + return pSolver; +} + +CPhysicsNPCSolver::CPhysicsNPCSolver() +{ + g_SolverList.Insert( this ); +} + +CPhysicsNPCSolver::~CPhysicsNPCSolver() +{ + g_SolverList.Remove( this ); +} + +void CPhysicsNPCSolver::Init( CAI_BaseNPC *pNPC, CBaseEntity *pPhysicsObject, bool disableCollisions, float separationTime ) +{ + m_hNPC = pNPC; + m_hEntity = pPhysicsObject; + m_pController = NULL; + m_separationDuration = separationTime; + m_allowIntersection = disableCollisions; + +} + +void CPhysicsNPCSolver::ResetCancelTime() +{ + m_cancelTime = gpGlobals->curtime + m_separationDuration; + SetNextThink( m_cancelTime ); +} + +void CPhysicsNPCSolver::BecomePenetrationSolver() +{ + CBaseEntity *pEntity = m_hEntity.Get(); + if ( pEntity ) + { + m_allowIntersection = true; + IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT]; + int listCount = pEntity->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) ); + PhysDisableEntityCollisions( m_hNPC, pEntity ); + m_pController = physenv->CreateMotionController( this ); + for ( int i = 0; i < listCount; i++ ) + { + m_pController->AttachObject( pList[i], false ); + pList[i]->Wake(); + } + m_pController->SetPriority( IPhysicsMotionController::HIGH_PRIORITY ); + } +} + +void CPhysicsNPCSolver::Spawn() +{ + if ( m_allowIntersection ) + { + BecomePenetrationSolver(); + } + else + { + m_hEntity->SetNavIgnore(); + } + ResetCancelTime(); +} + +void CPhysicsNPCSolver::UpdateOnRemove() +{ + if ( m_allowIntersection ) + { + physenv->DestroyMotionController( m_pController ); + m_pController = NULL; + PhysEnableEntityCollisions( m_hNPC, m_hEntity ); + } + else + { + if ( m_hEntity.Get() ) + { + m_hEntity->ClearNavIgnore(); + } + } + //NDebugOverlay::EntityBounds(m_hNPC, 0, 255, 0, 64, 0.5f ); + BaseClass::UpdateOnRemove(); +} + +bool CPhysicsNPCSolver::IsIntersecting() +{ + CAI_BaseNPC *pNPC = m_hNPC.Get(); + CBaseEntity *pPhysics = m_hEntity.Get(); + if ( pNPC && pPhysics ) + { + Ray_t ray; + // bloated bounds to force slight separation + Vector mins = pNPC->WorldAlignMins() - Vector(1,1,1); + Vector maxs = pNPC->WorldAlignMaxs() + Vector(1,1,1); + + ray.Init( pNPC->GetAbsOrigin(), pNPC->GetAbsOrigin(), mins, maxs ); + trace_t tr; + enginetrace->ClipRayToEntity( ray, pNPC->PhysicsSolidMaskForEntity(), pPhysics, &tr ); + if ( tr.startsolid ) + return true; + } + return false; +} + +bool CPhysicsNPCSolver::IsContactOnNPCHead( IPhysicsFrictionSnapshot *pSnapshot, IPhysicsObject *pPhysics, CAI_BaseNPC *pNPC ) +{ + float heightCheck = pNPC->GetAbsOrigin().z + pNPC->GetHullMaxs().z; + Vector vel, point; + pPhysics->GetVelocity( &vel, NULL ); + pSnapshot->GetContactPoint( point ); + // don't care if the object is already moving away + if ( vel.LengthSqr() < 10.0f*10.0f ) + { + float topdist = fabs(point.z-heightCheck); + if ( topdist < 2.0f ) + { + return true; + } + } + return false; +} + +bool CPhysicsNPCSolver::CheckTouching() +{ + CAI_BaseNPC *pNPC = m_hNPC.Get(); + if ( !pNPC ) + return false; + + CBaseEntity *pPhysicsEnt = m_hEntity.Get(); + if ( !pPhysicsEnt ) + return false; + + IPhysicsObject *pPhysics = pPhysicsEnt->VPhysicsGetObject(); + IPhysicsObject *pNPCPhysics = pNPC->VPhysicsGetObject(); + if ( !pNPCPhysics || !pPhysics ) + return false; + + IPhysicsFrictionSnapshot *pSnapshot = pPhysics->CreateFrictionSnapshot(); + bool found = false; + bool penetrate = false; + + while ( pSnapshot->IsValid() ) + { + IPhysicsObject *pOther = pSnapshot->GetObject(1); + if ( pOther == pNPCPhysics ) + { + found = true; + if ( IsContactOnNPCHead(pSnapshot, pPhysics, pNPC ) ) + { + penetrate = true; + pSnapshot->MarkContactForDelete(); + } + break; + } + pSnapshot->NextFrictionData(); + } + pSnapshot->DeleteAllMarkedContacts( true ); + pPhysics->DestroyFrictionSnapshot( pSnapshot ); + + // if the object is penetrating something, check to see if it's intersecting this NPC + // if so, go ahead and switch over to penetration solver mode + if ( !penetrate && (pPhysics->GetGameFlags() & FVPHYSICS_PENETRATING) ) + { + penetrate = IsIntersecting(); + } + + if ( penetrate ) + { + pPhysicsEnt->ClearNavIgnore(); + BecomePenetrationSolver(); + } + + return found; +} + +void CPhysicsNPCSolver::Think() +{ + bool finished = m_allowIntersection ? !IsIntersecting() : !CheckTouching(); + + if ( finished ) + { + UTIL_Remove(this); + return; + } + if ( m_allowIntersection ) + { + IPhysicsObject *pObject = m_hEntity->VPhysicsGetObject(); + if ( !pObject ) + { + UTIL_Remove(this); + return; + } + pObject->Wake(); + } + ResetCancelTime(); +} + +IMotionEvent::simresult_e CPhysicsNPCSolver::Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, + float deltaTime, Vector &linear, AngularImpulse &angular ) +{ + if ( IsIntersecting() ) + { + const float PUSH_SPEED = 150.0f; + + if ( pObject->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) + { + CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); + if ( pPlayer ) + { + pPlayer->ForceDropOfCarriedPhysObjects( m_hEntity ); + } + } + + ResetCancelTime(); + angular.Init(); + linear.Init(); + + // Don't push on vehicles because they won't move + if ( pObject->GetGameFlags() & FVPHYSICS_MULTIOBJECT_ENTITY ) + { + if ( m_hEntity->GetServerVehicle() ) + return SIM_NOTHING; + } + + Vector origin, vel; + pObject->GetPosition( &origin, NULL ); + pObject->GetVelocity( &vel, NULL ); + Vector dir = origin - m_hNPC->GetAbsOrigin(); + dir.z = dir.z > 0 ? 0.1f : -0.1f; + VectorNormalize(dir); + AngularImpulse angVel; + angVel.Init(); + + // NOTE: Iterate this object's contact points + // if it can't move in this direction, try sliding along the plane/crease + Vector pushImpulse; + PhysComputeSlideDirection( pObject, dir * PUSH_SPEED, angVel, &pushImpulse, NULL, 0 ); + + dir = pushImpulse; + VectorNormalize(dir); + + if ( DotProduct( vel, dir ) < PUSH_SPEED * 0.5f ) + { + linear = pushImpulse; + if ( pObject->GetContactPoint(NULL,NULL) ) + { + linear.z += GetCurrentGravity(); + } + } + return SIM_GLOBAL_ACCELERATION; + } + return SIM_NOTHING; +} + + +CBaseEntity *NPCPhysics_CreateSolver( CAI_BaseNPC *pNPC, CBaseEntity *pPhysicsObject, bool disableCollisions, float separationDuration ) +{ + if ( disableCollisions ) + { + if ( PhysEntityCollisionsAreDisabled( pNPC, pPhysicsObject ) ) + return NULL; + } + else + { + if ( pPhysicsObject->IsNavIgnored() ) + return NULL; + } + return CPhysicsNPCSolver::Create( pNPC, pPhysicsObject, disableCollisions, separationDuration ); +} + + +class CPhysicsEntitySolver : public CLogicalEntity//, public IMotionEvent +{ + DECLARE_CLASS( CPhysicsEntitySolver, CLogicalEntity ); +public: + DECLARE_DATADESC(); + void Init( CBaseEntity *pMovingEntity, CBaseEntity *pPhysicsBlocker, float separationTime ); + static CPhysicsEntitySolver *Create( CBaseEntity *pMovingEntity, CBaseEntity *pPhysicsBlocker, float separationTime ); + + // CBaseEntity + virtual void Spawn(); + virtual void UpdateOnRemove(); + virtual void Think(); + + // IMotionEvent + //virtual simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular ); + +private: + // locals + void ResetCancelTime(); + void BecomePenetrationSolver(); + //bool IsIntersecting(); + //bool IsTouching(); + + EHANDLE m_hMovingEntity; + EHANDLE m_hPhysicsBlocker; + //IPhysicsMotionController *m_pController; + float m_separationDuration; + float m_cancelTime; + int m_savedCollisionGroup; +}; + +LINK_ENTITY_TO_CLASS( physics_entity_solver, CPhysicsEntitySolver ); + +BEGIN_DATADESC( CPhysicsEntitySolver ) + + DEFINE_FIELD( m_hMovingEntity, FIELD_EHANDLE ), + DEFINE_FIELD( m_hPhysicsBlocker, FIELD_EHANDLE ), + DEFINE_FIELD( m_separationDuration, FIELD_FLOAT ), + DEFINE_FIELD( m_cancelTime, FIELD_TIME ), + DEFINE_FIELD( m_savedCollisionGroup, FIELD_INTEGER ), + //DEFINE_PHYSPTR( m_pController ), + +END_DATADESC() + +CPhysicsEntitySolver *CPhysicsEntitySolver::Create( CBaseEntity *pMovingEntity, CBaseEntity *pPhysicsBlocker, float separationTime ) +{ + CPhysicsEntitySolver *pSolver = (CPhysicsEntitySolver *)CBaseEntity::CreateNoSpawn( "physics_entity_solver", vec3_origin, vec3_angle, NULL ); + pSolver->Init( pMovingEntity, pPhysicsBlocker, separationTime ); + pSolver->Spawn(); + //NDebugOverlay::EntityBounds(pNPC, 255, 255, 0, 64, 0.5f ); + return pSolver; +} + +void CPhysicsEntitySolver::Init( CBaseEntity *pMovingEntity, CBaseEntity *pPhysicsBlocker, float separationTime ) +{ + m_hMovingEntity = pMovingEntity; + m_hPhysicsBlocker = pPhysicsBlocker; + //m_pController = NULL; + m_separationDuration = separationTime; +} + +void CPhysicsEntitySolver::Spawn() +{ + SetNextThink( gpGlobals->curtime + m_separationDuration ); + PhysDisableEntityCollisions( m_hMovingEntity, m_hPhysicsBlocker ); + m_savedCollisionGroup = m_hPhysicsBlocker->GetCollisionGroup(); + m_hPhysicsBlocker->SetCollisionGroup( COLLISION_GROUP_DEBRIS ); + if ( m_hPhysicsBlocker->VPhysicsGetObject() ) + { + m_hPhysicsBlocker->VPhysicsGetObject()->RecheckContactPoints(); + } +} + +void CPhysicsEntitySolver::Think() +{ + UTIL_Remove(this); +} + +void CPhysicsEntitySolver::UpdateOnRemove() +{ + //physenv->DestroyMotionController( m_pController ); + //m_pController = NULL; + CBaseEntity *pEntity = m_hMovingEntity.Get(); + CBaseEntity *pPhysics = m_hPhysicsBlocker.Get(); + if ( pEntity && pPhysics ) + { + PhysEnableEntityCollisions( pEntity, pPhysics ); + } + if ( pPhysics ) + { + pPhysics->SetCollisionGroup( m_savedCollisionGroup ); + } + BaseClass::UpdateOnRemove(); +} + + +CBaseEntity *EntityPhysics_CreateSolver( CBaseEntity *pMovingEntity, CBaseEntity *pPhysicsObject, bool disableCollisions, float separationDuration ) +{ + if ( PhysEntityCollisionsAreDisabled( pMovingEntity, pPhysicsObject ) ) + return NULL; + + return CPhysicsEntitySolver::Create( pMovingEntity, pPhysicsObject, separationDuration ); +} + |