From f56bb35301836e56582a575a75864392a0177875 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B8rgen=20P=2E=20Tjern=C3=B8?= Date: Mon, 2 Dec 2013 19:31:46 -0800 Subject: Fix line endings. WHAMMY. --- mp/src/game/server/physconstraint.cpp | 3790 ++++++++++++++++----------------- 1 file changed, 1895 insertions(+), 1895 deletions(-) (limited to 'mp/src/game/server/physconstraint.cpp') diff --git a/mp/src/game/server/physconstraint.cpp b/mp/src/game/server/physconstraint.cpp index 3d1cc1f1..8fa25cdd 100644 --- a/mp/src/game/server/physconstraint.cpp +++ b/mp/src/game/server/physconstraint.cpp @@ -1,1895 +1,1895 @@ -//========= Copyright Valve Corporation, All rights reserved. ============// -// -// Purpose: Physics constraint entities -// -// $NoKeywords: $ -//===========================================================================// - -#include "cbase.h" -#include "physics.h" -#include "entityoutput.h" -#include "engine/IEngineSound.h" -#include "igamesystem.h" -#include "physics_saverestore.h" -#include "vcollide_parse.h" -#include "positionwatcher.h" -#include "fmtstr.h" -#include "physics_prop_ragdoll.h" - -#define HINGE_NOTIFY HL2_EPISODIC -#if HINGE_NOTIFY -#include "physconstraint_sounds.h" -#endif - -#include "physconstraint.h" - -// memdbgon must be the last include file in a .cpp file!!! -#include "tier0/memdbgon.h" - -#define SF_CONSTRAINT_DISABLE_COLLISION 0x0001 -#define SF_SLIDE_LIMIT_ENDS 0x0002 -#define SF_PULLEY_RIGID 0x0002 -#define SF_LENGTH_RIGID 0x0002 -#define SF_RAGDOLL_FREEMOVEMENT 0x0002 -#define SF_CONSTRAINT_START_INACTIVE 0x0004 -#define SF_CONSTRAINT_ASSUME_WORLD_GEOMETRY 0x0008 -#define SF_CONSTRAINT_NO_CONNECT_UNTIL_ACTIVATED 0x0010 // Will only check the two attached entities at activation - - -ConVar g_debug_constraint_sounds ( "g_debug_constraint_sounds", "0", FCVAR_CHEAT, "Enable debug printing about constraint sounds."); - -struct constraint_anchor_t -{ - Vector localOrigin; - EHANDLE hEntity; - int parentAttachment; - string_t name; - float massScale; -}; - -class CAnchorList : public CAutoGameSystem -{ -public: - CAnchorList( char const *name ) : CAutoGameSystem( name ) - { - } - void LevelShutdownPostEntity() - { - m_list.Purge(); - } - - void AddToList( CBaseEntity *pEntity, float massScale ) - { - int index = m_list.AddToTail(); - constraint_anchor_t *pAnchor = &m_list[index]; - - pAnchor->hEntity = pEntity->GetParent(); - pAnchor->parentAttachment = pEntity->GetParentAttachment(); - pAnchor->name = pEntity->GetEntityName(); - pAnchor->localOrigin = pEntity->GetLocalOrigin(); - pAnchor->massScale = massScale; - } - - constraint_anchor_t *Find( string_t name ) - { - for ( int i = m_list.Count()-1; i >=0; i-- ) - { - if ( FStrEq( STRING(m_list[i].name), STRING(name) ) ) - { - return &m_list[i]; - } - } - return NULL; - } - -private: - CUtlVector m_list; -}; - -static CAnchorList g_AnchorList( "CAnchorList" ); - -class CConstraintAnchor : public CPointEntity -{ - DECLARE_CLASS( CConstraintAnchor, CPointEntity ); -public: - CConstraintAnchor() - { - m_massScale = 1.0f; - } - void Spawn( void ) - { - if ( GetParent() ) - { - g_AnchorList.AddToList( this, m_massScale ); - UTIL_Remove( this ); - } - } - DECLARE_DATADESC(); - - float m_massScale; -}; - -BEGIN_DATADESC( CConstraintAnchor ) - DEFINE_KEYFIELD( m_massScale, FIELD_FLOAT, "massScale" ), -END_DATADESC() - -LINK_ENTITY_TO_CLASS( info_constraint_anchor, CConstraintAnchor ); - -class CPhysConstraintSystem : public CLogicalEntity -{ - DECLARE_CLASS( CPhysConstraintSystem, CLogicalEntity ); -public: - - void Spawn(); - IPhysicsConstraintGroup *GetVPhysicsGroup() { return m_pMachine; } - - DECLARE_DATADESC(); -private: - IPhysicsConstraintGroup *m_pMachine; - int m_additionalIterations; -}; - -BEGIN_DATADESC( CPhysConstraintSystem ) - DEFINE_PHYSPTR( m_pMachine ), - DEFINE_KEYFIELD( m_additionalIterations, FIELD_INTEGER, "additionaliterations" ), - -END_DATADESC() - - -void CPhysConstraintSystem::Spawn() -{ - constraint_groupparams_t group; - group.Defaults(); - group.additionalIterations = m_additionalIterations; - m_pMachine = physenv->CreateConstraintGroup( group ); -} - -LINK_ENTITY_TO_CLASS( phys_constraintsystem, CPhysConstraintSystem ); - -void PhysTeleportConstrainedEntity( CBaseEntity *pTeleportSource, IPhysicsObject *pObject0, IPhysicsObject *pObject1, const Vector &prevPosition, const QAngle &prevAngles, bool physicsRotate ) -{ - // teleport the other object - CBaseEntity *pEntity0 = static_cast (pObject0->GetGameData()); - CBaseEntity *pEntity1 = static_cast (pObject1->GetGameData()); - if ( !pEntity0 || !pEntity1 ) - return; - - // figure out which entity needs to be fixed up (the one that isn't pTeleportSource) - CBaseEntity *pFixup = pEntity1; - // teleport the other object - if ( pTeleportSource != pEntity0 ) - { - if ( pTeleportSource != pEntity1 ) - { - Msg("Bogus teleport notification!!\n"); - return; - } - pFixup = pEntity0; - } - - // constraint doesn't move this entity - if ( pFixup->GetMoveType() != MOVETYPE_VPHYSICS ) - return; - - if ( !pFixup->VPhysicsGetObject() || !pFixup->VPhysicsGetObject()->IsMoveable() ) - return; - - QAngle oldAngles = prevAngles; - - if ( !physicsRotate ) - { - oldAngles = pTeleportSource->GetAbsAngles(); - } - - matrix3x4_t startCoord, startInv, endCoord, xform; - AngleMatrix( oldAngles, prevPosition, startCoord ); - MatrixInvert( startCoord, startInv ); - ConcatTransforms( pTeleportSource->EntityToWorldTransform(), startInv, xform ); - QAngle fixupAngles; - Vector fixupPos; - - ConcatTransforms( xform, pFixup->EntityToWorldTransform(), endCoord ); - MatrixAngles( endCoord, fixupAngles, fixupPos ); - pFixup->Teleport( &fixupPos, &fixupAngles, NULL ); -} - -static void DrawPhysicsBounds( IPhysicsObject *pObject, int r, int g, int b, int a ) -{ - const CPhysCollide *pCollide = pObject->GetCollide(); - Vector pos; - QAngle angles; - pObject->GetPosition( &pos, &angles ); - Vector mins, maxs; - physcollision->CollideGetAABB( &mins, &maxs, pCollide, vec3_origin, vec3_angle ); - // don't fight the z-buffer - mins -= Vector(1,1,1); - maxs += Vector(1,1,1); - NDebugOverlay::BoxAngles( pos, mins, maxs, angles, r, g, b, a, 0 ); -} - -static void DrawConstraintObjectsAxes(CBaseEntity *pConstraintEntity, IPhysicsConstraint *pConstraint) -{ - if ( !pConstraint || !pConstraintEntity ) - return; - matrix3x4_t xformRef, xformAtt; - bool bXform = pConstraint->GetConstraintTransform( &xformRef, &xformAtt ); - IPhysicsObject *pRef = pConstraint->GetReferenceObject(); - - if ( pRef && !pRef->IsStatic() ) - { - if ( bXform ) - { - Vector pos, posWorld; - QAngle angles; - MatrixAngles( xformRef, angles, pos ); - pRef->LocalToWorld( &posWorld, pos ); - NDebugOverlay::Axis( posWorld, vec3_angle, 12, false, 0 ); - } - DrawPhysicsBounds( pRef, 0, 255, 0, 12 ); - } - IPhysicsObject *pAttach = pConstraint->GetAttachedObject(); - if ( pAttach && !pAttach->IsStatic() ) - { - if ( bXform ) - { - Vector pos, posWorld; - QAngle angles; - MatrixAngles( xformAtt, angles, pos ); - pAttach->LocalToWorld( &posWorld, pos ); - NDebugOverlay::Axis( posWorld, vec3_angle, 12, false, 0 ); - } - DrawPhysicsBounds( pAttach, 255, 0, 0, 12 ); - } -} - -void CPhysConstraint::ClearStaticFlag( IPhysicsObject *pObj ) -{ - if ( !pObj ) - return; - PhysClearGameFlags( pObj, FVPHYSICS_CONSTRAINT_STATIC ); -} - -void CPhysConstraint::Deactivate() -{ - if ( !m_pConstraint ) - return; - m_pConstraint->Deactivate(); - ClearStaticFlag( m_pConstraint->GetReferenceObject() ); - ClearStaticFlag( m_pConstraint->GetAttachedObject() ); - if ( m_spawnflags & SF_CONSTRAINT_DISABLE_COLLISION ) - { - // constraint may be getting deactivated because an object got deleted, so check them here. - IPhysicsObject *pRef = m_pConstraint->GetReferenceObject(); - IPhysicsObject *pAtt = m_pConstraint->GetAttachedObject(); - if ( pRef && pAtt ) - { - PhysEnableEntityCollisions( pRef, pAtt ); - } - } -} - -void CPhysConstraint::OnBreak( void ) -{ - Deactivate(); - if ( m_breakSound != NULL_STRING ) - { - CPASAttenuationFilter filter( this, ATTN_STATIC ); - - Vector origin = GetAbsOrigin(); - Vector refPos = origin, attachPos = origin; - - IPhysicsObject *pRef = m_pConstraint->GetReferenceObject(); - if ( pRef && (pRef != g_PhysWorldObject) ) - { - pRef->GetPosition( &refPos, NULL ); - attachPos = refPos; - } - IPhysicsObject *pAttach = m_pConstraint->GetAttachedObject(); - if ( pAttach && (pAttach != g_PhysWorldObject) ) - { - pAttach->GetPosition( &attachPos, NULL ); - if ( !pRef || (pRef == g_PhysWorldObject) ) - { - refPos = attachPos; - } - } - - VectorAdd( refPos, attachPos, origin ); - origin *= 0.5f; - - EmitSound_t ep; - ep.m_nChannel = CHAN_STATIC; - ep.m_pSoundName = STRING(m_breakSound); - ep.m_flVolume = VOL_NORM; - ep.m_SoundLevel = ATTN_TO_SNDLVL( ATTN_STATIC ); - ep.m_pOrigin = &origin; - - EmitSound( filter, entindex(), ep ); - } - m_OnBreak.FireOutput( this, this ); - // queue this up to be deleted at the end of physics - // The Deactivate() call should make sure we don't get more of these callbacks. - PhysCallbackRemove( this->NetworkProp() ); -} - -void CPhysConstraint::InputBreak( inputdata_t &inputdata ) -{ - if ( m_pConstraint ) - m_pConstraint->Deactivate(); - - OnBreak(); -} - -void CPhysConstraint::InputOnBreak( inputdata_t &inputdata ) -{ - OnBreak(); -} - -void CPhysConstraint::InputTurnOn( inputdata_t &inputdata ) -{ - if ( HasSpawnFlags( SF_CONSTRAINT_NO_CONNECT_UNTIL_ACTIVATED ) ) - { - ActivateConstraint(); - } - - if ( !m_pConstraint || !m_pConstraint->GetReferenceObject() || !m_pConstraint->GetAttachedObject() ) - return; - - m_pConstraint->Activate(); - m_pConstraint->GetReferenceObject()->Wake(); - m_pConstraint->GetAttachedObject()->Wake(); -} - -void CPhysConstraint::InputTurnOff( inputdata_t &inputdata ) -{ - Deactivate(); -} - -int CPhysConstraint::DrawDebugTextOverlays() -{ - int pos = BaseClass::DrawDebugTextOverlays(); - if ( m_pConstraint && (m_debugOverlays & OVERLAY_TEXT_BIT) ) - { - constraint_breakableparams_t params; - Q_memset(¶ms,0,sizeof(params)); - m_pConstraint->GetConstraintParams( ¶ms ); - - if ( (params.bodyMassScale[0] != 1.0f && params.bodyMassScale[0] != 0.0f) || (params.bodyMassScale[1] != 1.0f && params.bodyMassScale[1] != 0.0f) ) - { - CFmtStr str("mass ratio %.4f:%.4f\n", params.bodyMassScale[0], params.bodyMassScale[1] ); - NDebugOverlay::EntityTextAtPosition( GetAbsOrigin(), pos, str.Access(), 0, 255, 255, 0, 255 ); - } - pos++; - } - return pos; -} - -void CPhysConstraint::DrawDebugGeometryOverlays() -{ - if ( m_debugOverlays & (OVERLAY_BBOX_BIT|OVERLAY_PIVOT_BIT|OVERLAY_ABSBOX_BIT) ) - { - DrawConstraintObjectsAxes(this, m_pConstraint); - } - BaseClass::DrawDebugGeometryOverlays(); -} - -void CPhysConstraint::GetBreakParams( constraint_breakableparams_t ¶ms, const hl_constraint_info_t &info ) -{ - params.Defaults(); - params.forceLimit = lbs2kg(m_forceLimit); - params.torqueLimit = lbs2kg(m_torqueLimit); - params.isActive = HasSpawnFlags( SF_CONSTRAINT_START_INACTIVE ) ? false : true; - params.bodyMassScale[0] = info.massScale[0]; - params.bodyMassScale[1] = info.massScale[1]; -} - -BEGIN_DATADESC( CPhysConstraint ) - - DEFINE_PHYSPTR( m_pConstraint ), - - DEFINE_KEYFIELD( m_nameSystem, FIELD_STRING, "constraintsystem" ), - DEFINE_KEYFIELD( m_nameAttach1, FIELD_STRING, "attach1" ), - DEFINE_KEYFIELD( m_nameAttach2, FIELD_STRING, "attach2" ), - DEFINE_KEYFIELD( m_breakSound, FIELD_SOUNDNAME, "breaksound" ), - DEFINE_KEYFIELD( m_forceLimit, FIELD_FLOAT, "forcelimit" ), - DEFINE_KEYFIELD( m_torqueLimit, FIELD_FLOAT, "torquelimit" ), - DEFINE_KEYFIELD( m_minTeleportDistance, FIELD_FLOAT, "teleportfollowdistance" ), -// DEFINE_FIELD( m_teleportTick, FIELD_INTEGER ), - - DEFINE_OUTPUT( m_OnBreak, "OnBreak" ), - - DEFINE_INPUTFUNC( FIELD_VOID, "Break", InputBreak ), - DEFINE_INPUTFUNC( FIELD_VOID, "ConstraintBroken", InputOnBreak ), - - DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ), - DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ), - -END_DATADESC() - - -CPhysConstraint::CPhysConstraint( void ) -{ - m_pConstraint = NULL; - m_nameAttach1 = NULL_STRING; - m_nameAttach2 = NULL_STRING; - m_forceLimit = 0; - m_torqueLimit = 0; - m_teleportTick = 0xFFFFFFFF; - m_minTeleportDistance = 0.0f; -} - -CPhysConstraint::~CPhysConstraint() -{ - Deactivate(); - physenv->DestroyConstraint( m_pConstraint ); -} - -void CPhysConstraint::Precache( void ) -{ - if ( m_breakSound != NULL_STRING ) - { - PrecacheScriptSound( STRING(m_breakSound) ); - } -} - -void CPhysConstraint::Spawn( void ) -{ - BaseClass::Spawn(); - - Precache(); -} - -// debug function - slow, uses dynamic_cast<> - use this to query the attached objects -// physics_debug_entity toggles the constraint system for an object using this -bool GetConstraintAttachments( CBaseEntity *pEntity, CBaseEntity *pAttachOut[2], IPhysicsObject *pAttachVPhysics[2] ) -{ - CPhysConstraint *pConstraintEntity = dynamic_cast(pEntity); - if ( pConstraintEntity ) - { - IPhysicsConstraint *pConstraint = pConstraintEntity->GetPhysConstraint(); - if ( pConstraint ) - { - IPhysicsObject *pRef = pConstraint->GetReferenceObject(); - pAttachVPhysics[0] = pRef; - pAttachOut[0] = pRef ? static_cast(pRef->GetGameData()) : NULL; - IPhysicsObject *pAttach = pConstraint->GetAttachedObject(); - pAttachVPhysics[1] = pAttach; - pAttachOut[1] = pAttach ? static_cast(pAttach->GetGameData()) : NULL; - return true; - } - } - return false; -} - -void DebugConstraint(CBaseEntity *pEntity) -{ - CPhysConstraint *pConstraintEntity = dynamic_cast(pEntity); - if ( pConstraintEntity ) - { - IPhysicsConstraint *pConstraint = pConstraintEntity->GetPhysConstraint(); - if ( pConstraint ) - { - pConstraint->OutputDebugInfo(); - } - } -} - - -void FindPhysicsAnchor( string_t name, hl_constraint_info_t &info, int index, CBaseEntity *pErrorEntity ) -{ - constraint_anchor_t *pAnchor = g_AnchorList.Find( name ); - if ( pAnchor ) - { - CBaseEntity *pEntity = pAnchor->hEntity; - if ( pEntity ) - { - info.massScale[index] = pAnchor->massScale; - bool bWroteAttachment = false; - if ( pAnchor->parentAttachment > 0 ) - { - CBaseAnimating *pAnim = pAnchor->hEntity->GetBaseAnimating(); - if ( pAnim ) - { - IPhysicsObject *list[VPHYSICS_MAX_OBJECT_LIST_COUNT]; - int listCount = pAnchor->hEntity->VPhysicsGetObjectList( list, ARRAYSIZE(list) ); - int iPhysicsBone = pAnim->GetPhysicsBone( pAnim->GetAttachmentBone( pAnchor->parentAttachment ) ); - if ( iPhysicsBone < listCount ) - { - Vector pos; - info.pObjects[index] = list[iPhysicsBone]; - pAnim->GetAttachment( pAnchor->parentAttachment, pos ); - list[iPhysicsBone]->WorldToLocal( &info.anchorPosition[index], pos ); - bWroteAttachment = true; - } - } - } - if ( !bWroteAttachment ) - { - info.anchorPosition[index] = pAnchor->localOrigin; - info.pObjects[index] = pAnchor->hEntity->VPhysicsGetObject(); - } - } - else - { - pAnchor = NULL; - } - } - if ( !pAnchor ) - { - info.anchorPosition[index] = vec3_origin; - info.pObjects[index] = FindPhysicsObjectByName( STRING(name), pErrorEntity ); - info.massScale[index] = 1.0f; - } -} - -void CPhysConstraint::OnConstraintSetup( hl_constraint_info_t &info ) -{ - if ( info.pObjects[0] && info.pObjects[1] ) - { - SetupTeleportationHandling( info ); - } - if ( m_spawnflags & SF_CONSTRAINT_DISABLE_COLLISION ) - { - PhysDisableEntityCollisions( info.pObjects[0], info.pObjects[1] ); - } -} - -void CPhysConstraint::SetupTeleportationHandling( hl_constraint_info_t &info ) -{ - CBaseEntity *pEntity0 = (CBaseEntity *)info.pObjects[0]->GetGameData(); - if ( pEntity0 ) - { - g_pNotify->AddEntity( this, pEntity0 ); - } - - CBaseEntity *pEntity1 = (CBaseEntity *)info.pObjects[1]->GetGameData(); - if ( pEntity1 ) - { - g_pNotify->AddEntity( this, pEntity1 ); - } -} - -static IPhysicsConstraintGroup *GetRagdollConstraintGroup( IPhysicsObject *pObj ) -{ - if ( pObj ) - { - CBaseEntity *pEntity = static_cast(pObj->GetGameData()); - ragdoll_t *pRagdoll = Ragdoll_GetRagdoll(pEntity); - if ( pRagdoll ) - return pRagdoll->pGroup; - } - return NULL; -} - -void CPhysConstraint::GetConstraintObjects( hl_constraint_info_t &info ) -{ - FindPhysicsAnchor( m_nameAttach1, info, 0, this ); - FindPhysicsAnchor( m_nameAttach2, info, 1, this ); - - // Missing one object, assume the world instead - if ( info.pObjects[0] == NULL && info.pObjects[1] ) - { - if ( Q_strlen(STRING(m_nameAttach1)) ) - { - Warning("Bogus constraint %s (attaches ENTITY NOT FOUND:%s to %s)\n", GetDebugName(), STRING(m_nameAttach1), STRING(m_nameAttach2)); -#ifdef HL2_EPISODIC - info.pObjects[0] = info.pObjects[1] = NULL; - return; -#endif // HL2_EPISODIC - } - info.pObjects[0] = g_PhysWorldObject; - info.massScale[0] = info.massScale[1] = 1.0f; // no mass scale on world constraint - } - else if ( info.pObjects[0] && !info.pObjects[1] ) - { - if ( Q_strlen(STRING(m_nameAttach2)) ) - { - Warning("Bogus constraint %s (attaches %s to ENTITY NOT FOUND:%s)\n", GetDebugName(), STRING(m_nameAttach1), STRING(m_nameAttach2)); -#ifdef HL2_EPISODIC - info.pObjects[0] = info.pObjects[1] = NULL; - return; -#endif // HL2_EPISODIC - } - info.pObjects[1] = info.pObjects[0]; - info.pObjects[0] = g_PhysWorldObject; // Try to make the world object consistently object0 for ease of implementation - info.massScale[0] = info.massScale[1] = 1.0f; // no mass scale on world constraint - info.swapped = true; - } - - info.pGroup = GetRagdollConstraintGroup(info.pObjects[0]); - if ( !info.pGroup ) - { - info.pGroup = GetRagdollConstraintGroup(info.pObjects[1]); - } -} - -void CPhysConstraint::Activate( void ) -{ - BaseClass::Activate(); - - if ( HasSpawnFlags( SF_CONSTRAINT_NO_CONNECT_UNTIL_ACTIVATED ) == false ) - { - if ( !ActivateConstraint() ) - { - UTIL_Remove(this); - } - } -} - -IPhysicsConstraintGroup *GetConstraintGroup( string_t systemName ) -{ - CBaseEntity *pMachine = gEntList.FindEntityByName( NULL, systemName ); - - if ( pMachine ) - { - CPhysConstraintSystem *pGroup = dynamic_cast(pMachine); - if ( pGroup ) - { - return pGroup->GetVPhysicsGroup(); - } - } - return NULL; -} - -bool CPhysConstraint::ActivateConstraint( void ) -{ - // A constraint attaches two objects to each other. - // The constraint is specified in the coordinate frame of the "reference" object - // and constrains the "attached" object - hl_constraint_info_t info; - if ( m_pConstraint ) - { - // already have a constraint, don't make a new one - info.pObjects[0] = m_pConstraint->GetReferenceObject(); - info.pObjects[1] = m_pConstraint->GetAttachedObject(); - OnConstraintSetup(info); - return true; - } - - GetConstraintObjects( info ); - if ( !info.pObjects[0] && !info.pObjects[1] ) - return false; - - if ( info.pObjects[0]->IsStatic() && info.pObjects[1]->IsStatic() ) - { - Warning("Constraint (%s) attached to two static objects (%s and %s)!!!\n", STRING(GetEntityName()), STRING(m_nameAttach1), m_nameAttach2 == NULL_STRING ? "world" : STRING(m_nameAttach2) ); - return false; - } - - if ( info.pObjects[0]->GetShadowController() && info.pObjects[1]->GetShadowController() ) - { - Warning("Constraint (%s) attached to two shadow objects (%s and %s)!!!\n", STRING(GetEntityName()), STRING(m_nameAttach1), m_nameAttach2 == NULL_STRING ? "world" : STRING(m_nameAttach2) ); - return false; - } - IPhysicsConstraintGroup *pGroup = GetConstraintGroup( m_nameSystem ); - if ( !pGroup ) - { - pGroup = info.pGroup; - } - m_pConstraint = CreateConstraint( pGroup, info ); - if ( !m_pConstraint ) - return false; - - m_pConstraint->SetGameData( (void *)this ); - - if ( pGroup ) - { - pGroup->Activate(); - } - - OnConstraintSetup(info); - - return true; -} - -void CPhysConstraint::NotifySystemEvent( CBaseEntity *pNotify, notify_system_event_t eventType, const notify_system_event_params_t ¶ms ) -{ - // don't recurse - if ( eventType != NOTIFY_EVENT_TELEPORT || (unsigned int)gpGlobals->tickcount == m_teleportTick ) - return; - - float distance = (params.pTeleport->prevOrigin - pNotify->GetAbsOrigin()).Length(); - - // no need to follow a small teleport - if ( distance <= m_minTeleportDistance ) - return; - - m_teleportTick = gpGlobals->tickcount; - - PhysTeleportConstrainedEntity( pNotify, m_pConstraint->GetReferenceObject(), m_pConstraint->GetAttachedObject(), params.pTeleport->prevOrigin, params.pTeleport->prevAngles, params.pTeleport->physicsRotate ); -} - -class CPhysHinge : public CPhysConstraint, public IVPhysicsWatcher -{ - DECLARE_CLASS( CPhysHinge, CPhysConstraint ); - -public: - void Spawn( void ); - IPhysicsConstraint *CreateConstraint( IPhysicsConstraintGroup *pGroup, const hl_constraint_info_t &info ) - { - if ( m_hinge.worldAxisDirection == vec3_origin ) - { - DevMsg("ERROR: Hinge with bad data!!!\n" ); - return NULL; - } - GetBreakParams( m_hinge.constraint, info ); - m_hinge.constraint.strength = 1.0; - // BUGBUG: These numbers are very hard to edit - // Scale by 1000 to make things easier - // CONSIDER: Unify the units of torque around something other - // than HL units (kg * in^2 / s ^2) - m_hinge.hingeAxis.SetAxisFriction( 0, 0, m_hingeFriction * 1000 ); - - int hingeAxis; - if ( IsWorldHinge( info, &hingeAxis ) ) - { - info.pObjects[1]->BecomeHinged( hingeAxis ); - } - else - { - RemoveSpawnFlags( SF_CONSTRAINT_ASSUME_WORLD_GEOMETRY ); - } - - return physenv->CreateHingeConstraint( info.pObjects[0], info.pObjects[1], pGroup, m_hinge ); - } - - void DrawDebugGeometryOverlays() - { - if ( m_debugOverlays & (OVERLAY_BBOX_BIT|OVERLAY_PIVOT_BIT|OVERLAY_ABSBOX_BIT) ) - { - NDebugOverlay::Line(m_hinge.worldPosition, m_hinge.worldPosition + 48 * m_hinge.worldAxisDirection, 0, 255, 0, false, 0 ); - } - BaseClass::DrawDebugGeometryOverlays(); - } - - void InputSetVelocity( inputdata_t &inputdata ) - { - if ( !m_pConstraint || !m_pConstraint->GetReferenceObject() || !m_pConstraint->GetAttachedObject() ) - return; - - float speed = inputdata.value.Float(); - float massLoad = 1; - int numMasses = 0; - if ( m_pConstraint->GetReferenceObject()->IsMoveable() ) - { - massLoad = m_pConstraint->GetReferenceObject()->GetInertia().Length(); - numMasses++; - m_pConstraint->GetReferenceObject()->Wake(); - } - if ( m_pConstraint->GetAttachedObject()->IsMoveable() ) - { - massLoad += m_pConstraint->GetAttachedObject()->GetInertia().Length(); - numMasses++; - m_pConstraint->GetAttachedObject()->Wake(); - } - if ( numMasses > 0 ) - { - massLoad /= (float)numMasses; - } - - float loadscale = m_systemLoadScale != 0 ? m_systemLoadScale : 1; - m_pConstraint->SetAngularMotor( speed, speed * loadscale * massLoad * loadscale * (1.0/TICK_INTERVAL) ); - } - - void InputSetHingeFriction( inputdata_t &inputdata ) - { - m_hingeFriction = inputdata.value.Float(); - Msg("Setting hinge friction to %f\n", m_hingeFriction ); - m_hinge.hingeAxis.SetAxisFriction( 0, 0, m_hingeFriction * 1000 ); - } - - virtual void Deactivate() - { - if ( HasSpawnFlags( SF_CONSTRAINT_ASSUME_WORLD_GEOMETRY ) ) - { - if ( m_pConstraint && m_pConstraint->GetAttachedObject() ) - { - // NOTE: RemoveHinged() is always safe - m_pConstraint->GetAttachedObject()->RemoveHinged(); - } - } - - BaseClass::Deactivate(); - } - - void NotifyVPhysicsStateChanged( IPhysicsObject *pPhysics, CBaseEntity *pEntity, bool bAwake ) - { -#if HINGE_NOTIFY - Assert(m_pConstraint); - if (!m_pConstraint) - return; - - // if something woke up, start thinking. If everything is asleep, stop thinking. - if ( bAwake ) - { - // Did something wake up when I was not thinking? - if ( GetNextThink() == TICK_NEVER_THINK ) - { - m_soundInfo.StartThinking(this, - VelocitySampler::GetRelativeAngularVelocity(m_pConstraint->GetAttachedObject(), m_pConstraint->GetReferenceObject()) , - m_hinge.worldAxisDirection - ); - - SetThink(&CPhysHinge::SoundThink); - SetNextThink(gpGlobals->curtime + m_soundInfo.getThinkRate()); - } - } - else - { - // Is everything asleep? If so, stop thinking. - if ( GetNextThink() != TICK_NEVER_THINK && - m_pConstraint->GetAttachedObject()->IsAsleep() && - m_pConstraint->GetReferenceObject()->IsAsleep() ) - { - m_soundInfo.StopThinking(this); - SetNextThink(TICK_NEVER_THINK); - } - } -#endif - } - - -#if HINGE_NOTIFY - virtual void OnConstraintSetup( hl_constraint_info_t &info ) - { - CBaseEntity *pEntity0 = info.pObjects[0] ? static_cast(info.pObjects[0]->GetGameData()) : NULL; - if ( pEntity0 && !info.pObjects[0]->IsStatic() ) - { - WatchVPhysicsStateChanges( this, pEntity0 ); - } - CBaseEntity *pEntity1 = info.pObjects[1] ? static_cast(info.pObjects[1]->GetGameData()) : NULL; - if ( pEntity1 && !info.pObjects[1]->IsStatic() ) - { - WatchVPhysicsStateChanges( this, pEntity1 ); - } - BaseClass::OnConstraintSetup(info); - } - - void SoundThink( void ); - // void Spawn( void ); - void Activate( void ); - void Precache( void ); -#endif - - DECLARE_DATADESC(); - - -#if HINGE_NOTIFY -protected: - ConstraintSoundInfo m_soundInfo; -#endif - -private: - constraint_hingeparams_t m_hinge; - float m_hingeFriction; - float m_systemLoadScale; - bool IsWorldHinge( const hl_constraint_info_t &info, int *pAxisOut ); -}; - -BEGIN_DATADESC( CPhysHinge ) - -// Quiet down classcheck -// DEFINE_FIELD( m_hinge, FIELD_??? ), - - DEFINE_KEYFIELD( m_hingeFriction, FIELD_FLOAT, "hingefriction" ), - DEFINE_FIELD( m_hinge.worldPosition, FIELD_POSITION_VECTOR ), - DEFINE_KEYFIELD( m_hinge.worldAxisDirection, FIELD_VECTOR, "hingeaxis" ), - DEFINE_KEYFIELD( m_systemLoadScale, FIELD_FLOAT, "systemloadscale" ), - DEFINE_INPUTFUNC( FIELD_FLOAT, "SetAngularVelocity", InputSetVelocity ), - DEFINE_INPUTFUNC( FIELD_FLOAT, "SetHingeFriction", InputSetHingeFriction ), - -#if HINGE_NOTIFY - DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_keyPoints[SimpleConstraintSoundProfile::kMIN_THRESHOLD] , FIELD_FLOAT, "minSoundThreshold" ), - DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_keyPoints[SimpleConstraintSoundProfile::kMIN_FULL] , FIELD_FLOAT, "maxSoundThreshold" ), - DEFINE_KEYFIELD( m_soundInfo.m_iszTravelSoundFwd, FIELD_SOUNDNAME, "slidesoundfwd" ), - DEFINE_KEYFIELD( m_soundInfo.m_iszTravelSoundBack, FIELD_SOUNDNAME, "slidesoundback" ), - - DEFINE_KEYFIELD( m_soundInfo.m_iszReversalSounds[0], FIELD_SOUNDNAME, "reversalsoundSmall" ), - DEFINE_KEYFIELD( m_soundInfo.m_iszReversalSounds[1], FIELD_SOUNDNAME, "reversalsoundMedium" ), - DEFINE_KEYFIELD( m_soundInfo.m_iszReversalSounds[2], FIELD_SOUNDNAME, "reversalsoundLarge" ), - - DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_reversalSoundThresholds[0] , FIELD_FLOAT, "reversalsoundthresholdSmall" ), - DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_reversalSoundThresholds[1], FIELD_FLOAT, "reversalsoundthresholdMedium" ), - DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_reversalSoundThresholds[2] , FIELD_FLOAT, "reversalsoundthresholdLarge" ), - - DEFINE_THINKFUNC( SoundThink ), -#endif - -END_DATADESC() - - -LINK_ENTITY_TO_CLASS( phys_hinge, CPhysHinge ); - - -void CPhysHinge::Spawn( void ) -{ - m_hinge.worldPosition = GetLocalOrigin(); - m_hinge.worldAxisDirection -= GetLocalOrigin(); - VectorNormalize(m_hinge.worldAxisDirection); - UTIL_SnapDirectionToAxis( m_hinge.worldAxisDirection ); - - m_hinge.hingeAxis.SetAxisFriction( 0, 0, 0 ); - - if ( HasSpawnFlags( SF_CONSTRAINT_ASSUME_WORLD_GEOMETRY ) ) - { - masscenteroverride_t params; - if ( m_nameAttach1 == NULL_STRING ) - { - params.SnapToAxis( m_nameAttach2, m_hinge.worldPosition, m_hinge.worldAxisDirection ); - PhysSetMassCenterOverride( params ); - } - else if ( m_nameAttach2 == NULL_STRING ) - { - params.SnapToAxis( m_nameAttach1, m_hinge.worldPosition, m_hinge.worldAxisDirection ); - PhysSetMassCenterOverride( params ); - } - else - { - RemoveSpawnFlags( SF_CONSTRAINT_ASSUME_WORLD_GEOMETRY ); - } - } - - Precache(); -} - -#if HINGE_NOTIFY -void CPhysHinge::Activate( void ) -{ - BaseClass::Activate(); - - m_soundInfo.OnActivate(this); - if (m_pConstraint) - { - m_soundInfo.StartThinking(this, - VelocitySampler::GetRelativeAngularVelocity(m_pConstraint->GetAttachedObject(), m_pConstraint->GetReferenceObject()) , - m_hinge.worldAxisDirection - ); - - SetThink(&CPhysHinge::SoundThink); - SetNextThink( gpGlobals->curtime + m_soundInfo.getThinkRate() ); - } -} - -void CPhysHinge::Precache( void ) -{ - BaseClass::Precache(); - return m_soundInfo.OnPrecache(this); -} - -#endif - - -static int GetUnitAxisIndex( const Vector &axis ) -{ - bool valid = false; - int index = -1; - - for ( int i = 0; i < 3; i++ ) - { - if ( axis[i] != 0 ) - { - if ( fabs(axis[i]) == 1 ) - { - if ( index < 0 ) - { - index = i; - valid = true; - continue; - } - } - valid = false; - } - } - return valid ? index : -1; -} - -bool CPhysHinge::IsWorldHinge( const hl_constraint_info_t &info, int *pAxisOut ) -{ - if ( HasSpawnFlags( SF_CONSTRAINT_ASSUME_WORLD_GEOMETRY ) && info.pObjects[0] == g_PhysWorldObject ) - { - Vector localHinge; - info.pObjects[1]->WorldToLocalVector( &localHinge, m_hinge.worldAxisDirection ); - UTIL_SnapDirectionToAxis( localHinge ); - int hingeAxis = GetUnitAxisIndex( localHinge ); - if ( hingeAxis >= 0 ) - { - *pAxisOut = hingeAxis; - return true; - } - } - return false; -} - - -#if HINGE_NOTIFY -void CPhysHinge::SoundThink( void ) -{ - Assert(m_pConstraint); - if (!m_pConstraint) - return; - - IPhysicsObject * pAttached = m_pConstraint->GetAttachedObject(), *pReference = m_pConstraint->GetReferenceObject(); - Assert( pAttached && pReference ); - if (pAttached && pReference) - { - Vector relativeVel = VelocitySampler::GetRelativeAngularVelocity(pAttached,pReference); - if (g_debug_constraint_sounds.GetBool()) - { - NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + (relativeVel), 255, 255, 0, true, 0.1f ); - } - m_soundInfo.OnThink( this, relativeVel ); - - SetNextThink(gpGlobals->curtime + m_soundInfo.getThinkRate()); - } -} -#endif - -class CPhysBallSocket : public CPhysConstraint -{ -public: - DECLARE_CLASS( CPhysBallSocket, CPhysConstraint ); - - IPhysicsConstraint *CreateConstraint( IPhysicsConstraintGroup *pGroup, const hl_constraint_info_t &info ) - { - constraint_ballsocketparams_t ballsocket; - - ballsocket.Defaults(); - - for ( int i = 0; i < 2; i++ ) - { - info.pObjects[i]->WorldToLocal( &ballsocket.constraintPosition[i], GetAbsOrigin() ); - } - GetBreakParams( ballsocket.constraint, info ); - ballsocket.constraint.torqueLimit = 0; - - return physenv->CreateBallsocketConstraint( info.pObjects[0], info.pObjects[1], pGroup, ballsocket ); - } -}; - -LINK_ENTITY_TO_CLASS( phys_ballsocket, CPhysBallSocket ); - -class CPhysSlideConstraint : public CPhysConstraint, public IVPhysicsWatcher -{ -public: - DECLARE_CLASS( CPhysSlideConstraint, CPhysConstraint ); - - DECLARE_DATADESC(); - IPhysicsConstraint *CreateConstraint( IPhysicsConstraintGroup *pGroup, const hl_constraint_info_t &info ); - void InputSetVelocity( inputdata_t &inputdata ) - { - if ( !m_pConstraint || !m_pConstraint->GetReferenceObject() || !m_pConstraint->GetAttachedObject() ) - return; - - float speed = inputdata.value.Float(); - float massLoad = 1; - int numMasses = 0; - if ( m_pConstraint->GetReferenceObject()->IsMoveable() ) - { - massLoad = m_pConstraint->GetReferenceObject()->GetMass(); - numMasses++; - m_pConstraint->GetReferenceObject()->Wake(); - } - if ( m_pConstraint->GetAttachedObject()->IsMoveable() ) - { - massLoad += m_pConstraint->GetAttachedObject()->GetMass(); - numMasses++; - m_pConstraint->GetAttachedObject()->Wake(); - } - if ( numMasses > 0 ) - { - massLoad /= (float)numMasses; - } - float loadscale = m_systemLoadScale != 0 ? m_systemLoadScale : 1; - m_pConstraint->SetLinearMotor( speed, speed * loadscale * massLoad * (1.0/TICK_INTERVAL) ); - } - - void DrawDebugGeometryOverlays() - { - if ( m_debugOverlays & (OVERLAY_BBOX_BIT|OVERLAY_PIVOT_BIT|OVERLAY_ABSBOX_BIT) ) - { - NDebugOverlay::Box( GetAbsOrigin(), -Vector(8,8,8), Vector(8,8,8), 0, 255, 0, 0, 0 ); - NDebugOverlay::Box( m_axisEnd, -Vector(4,4,4), Vector(4,4,4), 0, 0, 255, 0, 0 ); - NDebugOverlay::Line( GetAbsOrigin(), m_axisEnd, 255, 255, 0, false, 0 ); - } - BaseClass::DrawDebugGeometryOverlays(); - } - - void NotifyVPhysicsStateChanged( IPhysicsObject *pPhysics, CBaseEntity *pEntity, bool bAwake ) - { -#if HINGE_NOTIFY - Assert(m_pConstraint); - if (!m_pConstraint) - return; - - // if something woke up, start thinking. If everything is asleep, stop thinking. - if ( bAwake ) - { - // Did something wake up when I was not thinking? - if ( GetNextThink() == TICK_NEVER_THINK ) - { - Vector axisDirection = m_axisEnd - GetAbsOrigin(); - VectorNormalize( axisDirection ); - UTIL_SnapDirectionToAxis( axisDirection ); - - m_soundInfo.StartThinking(this, - VelocitySampler::GetRelativeVelocity(m_pConstraint->GetAttachedObject(), m_pConstraint->GetReferenceObject()), - axisDirection - ); - SetThink(&CPhysSlideConstraint::SoundThink); - SetNextThink(gpGlobals->curtime + m_soundInfo.getThinkRate()); - } - } - else - { - // Is everything asleep? If so, stop thinking. - if ( GetNextThink() != TICK_NEVER_THINK && - m_pConstraint->GetAttachedObject()->IsAsleep() && - m_pConstraint->GetReferenceObject()->IsAsleep() ) - { - m_soundInfo.StopThinking(this); - SetNextThink(TICK_NEVER_THINK); - } - } -#endif - } - - -#if HINGE_NOTIFY - virtual void OnConstraintSetup( hl_constraint_info_t &info ) - { - CBaseEntity *pEntity0 = info.pObjects[0] ? static_cast(info.pObjects[0]->GetGameData()) : NULL; - if ( pEntity0 && !info.pObjects[0]->IsStatic() ) - { - WatchVPhysicsStateChanges( this, pEntity0 ); - } - CBaseEntity *pEntity1 = info.pObjects[1] ? static_cast(info.pObjects[1]->GetGameData()) : NULL; - if ( pEntity1 && !info.pObjects[1]->IsStatic() ) - { - WatchVPhysicsStateChanges( this, pEntity1 ); - } - BaseClass::OnConstraintSetup(info); - } - - - void SoundThink( void ); - // void Spawn( void ); - void Activate( void ); - void Precache( void ); -#endif - - Vector m_axisEnd; - float m_slideFriction; - float m_systemLoadScale; - -#if HINGE_NOTIFY -protected: - ConstraintSoundInfo m_soundInfo; -#endif -}; - -LINK_ENTITY_TO_CLASS( phys_slideconstraint, CPhysSlideConstraint ); - -BEGIN_DATADESC( CPhysSlideConstraint ) - - DEFINE_KEYFIELD( m_axisEnd, FIELD_POSITION_VECTOR, "slideaxis" ), - DEFINE_KEYFIELD( m_slideFriction, FIELD_FLOAT, "slidefriction" ), - DEFINE_KEYFIELD( m_systemLoadScale, FIELD_FLOAT, "systemloadscale" ), - DEFINE_INPUTFUNC( FIELD_FLOAT, "SetVelocity", InputSetVelocity ), -#if HINGE_NOTIFY - DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_keyPoints[SimpleConstraintSoundProfile::kMIN_THRESHOLD] , FIELD_FLOAT, "minSoundThreshold" ), - DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_keyPoints[SimpleConstraintSoundProfile::kMIN_FULL] , FIELD_FLOAT, "maxSoundThreshold" ), - DEFINE_KEYFIELD( m_soundInfo.m_iszTravelSoundFwd, FIELD_SOUNDNAME, "slidesoundfwd" ), - DEFINE_KEYFIELD( m_soundInfo.m_iszTravelSoundBack, FIELD_SOUNDNAME, "slidesoundback" ), - - DEFINE_KEYFIELD( m_soundInfo.m_iszReversalSounds[0], FIELD_SOUNDNAME, "reversalsoundSmall" ), - DEFINE_KEYFIELD( m_soundInfo.m_iszReversalSounds[1], FIELD_SOUNDNAME, "reversalsoundMedium" ), - DEFINE_KEYFIELD( m_soundInfo.m_iszReversalSounds[2], FIELD_SOUNDNAME, "reversalsoundLarge" ), - - DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_reversalSoundThresholds[0] , FIELD_FLOAT, "reversalsoundthresholdSmall" ), - DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_reversalSoundThresholds[1], FIELD_FLOAT, "reversalsoundthresholdMedium" ), - DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_reversalSoundThresholds[2] , FIELD_FLOAT, "reversalsoundthresholdLarge" ), - - - DEFINE_THINKFUNC( SoundThink ), -#endif - -END_DATADESC() - - - -IPhysicsConstraint *CPhysSlideConstraint::CreateConstraint( IPhysicsConstraintGroup *pGroup, const hl_constraint_info_t &info ) -{ - constraint_slidingparams_t sliding; - sliding.Defaults(); - GetBreakParams( sliding.constraint, info ); - sliding.constraint.strength = 1.0; - - Vector axisDirection = m_axisEnd - GetAbsOrigin(); - VectorNormalize( axisDirection ); - UTIL_SnapDirectionToAxis( axisDirection ); - - sliding.InitWithCurrentObjectState( info.pObjects[0], info.pObjects[1], axisDirection ); - sliding.friction = m_slideFriction; - if ( m_spawnflags & SF_SLIDE_LIMIT_ENDS ) - { - Vector position; - info.pObjects[1]->GetPosition( &position, NULL ); - - sliding.limitMin = DotProduct( axisDirection, GetAbsOrigin() ); - sliding.limitMax = DotProduct( axisDirection, m_axisEnd ); - if ( sliding.limitMax < sliding.limitMin ) - { - ::V_swap( sliding.limitMin, sliding.limitMax ); - } - - // expand limits to make initial position of the attached object valid - float limit = DotProduct( position, axisDirection ); - if ( limit < sliding.limitMin ) - { - sliding.limitMin = limit; - } - else if ( limit > sliding.limitMax ) - { - sliding.limitMax = limit; - } - // offset so that the current position is 0 - sliding.limitMin -= limit; - sliding.limitMax -= limit; - } - - return physenv->CreateSlidingConstraint( info.pObjects[0], info.pObjects[1], pGroup, sliding ); -} - - -#if HINGE_NOTIFY -void CPhysSlideConstraint::SoundThink( void ) -{ - Assert(m_pConstraint); - if (!m_pConstraint) - return; - - IPhysicsObject * pAttached = m_pConstraint->GetAttachedObject(), *pReference = m_pConstraint->GetReferenceObject(); - Assert( pAttached && pReference ); - if (pAttached && pReference) - { - Vector relativeVel = VelocitySampler::GetRelativeVelocity(pAttached,pReference); - // project velocity onto my primary axis.: - - Vector axisDirection = m_axisEnd - GetAbsOrigin(); - relativeVel = m_axisEnd * relativeVel.Dot(m_axisEnd)/m_axisEnd.Dot(m_axisEnd); - - m_soundInfo.OnThink( this, relativeVel ); - - SetNextThink(gpGlobals->curtime + m_soundInfo.getThinkRate()); - } - -} - -void CPhysSlideConstraint::Activate( void ) -{ - BaseClass::Activate(); - - m_soundInfo.OnActivate(this); - - Vector axisDirection = m_axisEnd - GetAbsOrigin(); - VectorNormalize( axisDirection ); - UTIL_SnapDirectionToAxis( axisDirection ); - m_soundInfo.StartThinking(this, - VelocitySampler::GetRelativeVelocity(m_pConstraint->GetAttachedObject(), m_pConstraint->GetReferenceObject()), - axisDirection - ); - - SetThink(&CPhysSlideConstraint::SoundThink); - SetNextThink(gpGlobals->curtime + m_soundInfo.getThinkRate()); -} - -void CPhysSlideConstraint::Precache() -{ - m_soundInfo.OnPrecache(this); -} - -#endif - - - -LINK_ENTITY_TO_CLASS( phys_constraint, CPhysFixed ); - -//----------------------------------------------------------------------------- -// Purpose: Activate/create the constraint -//----------------------------------------------------------------------------- -IPhysicsConstraint *CPhysFixed::CreateConstraint( IPhysicsConstraintGroup *pGroup, const hl_constraint_info_t &info ) -{ - constraint_fixedparams_t fixed; - fixed.Defaults(); - fixed.InitWithCurrentObjectState( info.pObjects[0], info.pObjects[1] ); - GetBreakParams( fixed.constraint, info ); - - // constraining to the world means object 1 is fixed - if ( info.pObjects[0] == g_PhysWorldObject ) - { - PhysSetGameFlags( info.pObjects[1], FVPHYSICS_CONSTRAINT_STATIC ); - } - - return physenv->CreateFixedConstraint( info.pObjects[0], info.pObjects[1], pGroup, fixed ); -} - - -//----------------------------------------------------------------------------- -// Purpose: Breakable pulley w/ropes constraint -//----------------------------------------------------------------------------- -class CPhysPulley : public CPhysConstraint -{ - DECLARE_CLASS( CPhysPulley, CPhysConstraint ); -public: - DECLARE_DATADESC(); - - void DrawDebugGeometryOverlays() - { - if ( m_debugOverlays & (OVERLAY_BBOX_BIT|OVERLAY_PIVOT_BIT|OVERLAY_ABSBOX_BIT) ) - { - Vector origin = GetAbsOrigin(); - Vector refPos = origin, attachPos = origin; - IPhysicsObject *pRef = m_pConstraint->GetReferenceObject(); - if ( pRef ) - { - matrix3x4_t matrix; - pRef->GetPositionMatrix( &matrix ); - VectorTransform( m_offset[0], matrix, refPos ); - } - IPhysicsObject *pAttach = m_pConstraint->GetAttachedObject(); - if ( pAttach ) - { - matrix3x4_t matrix; - pAttach->GetPositionMatrix( &matrix ); - VectorTransform( m_offset[1], matrix, attachPos ); - } - NDebugOverlay::Line( refPos, origin, 0, 255, 0, false, 0 ); - NDebugOverlay::Line( origin, m_position2, 128, 128, 128, false, 0 ); - NDebugOverlay::Line( m_position2, attachPos, 0, 255, 0, false, 0 ); - NDebugOverlay::Box( origin, -Vector(8,8,8), Vector(8,8,8), 128, 255, 128, 32, 0 ); - NDebugOverlay::Box( m_position2, -Vector(8,8,8), Vector(8,8,8), 255, 128, 128, 32, 0 ); - } - BaseClass::DrawDebugGeometryOverlays(); - } - - IPhysicsConstraint *CreateConstraint( IPhysicsConstraintGroup *pGroup, const hl_constraint_info_t &info ); - -private: - Vector m_position2; - Vector m_offset[2]; - float m_addLength; - float m_gearRatio; -}; - -BEGIN_DATADESC( CPhysPulley ) - - DEFINE_KEYFIELD( m_position2, FIELD_POSITION_VECTOR, "position2" ), - DEFINE_AUTO_ARRAY( m_offset, FIELD_VECTOR ), - DEFINE_KEYFIELD( m_addLength, FIELD_FLOAT, "addlength" ), - DEFINE_KEYFIELD( m_gearRatio, FIELD_FLOAT, "gearratio" ), - -END_DATADESC() - - -LINK_ENTITY_TO_CLASS( phys_pulleyconstraint, CPhysPulley ); - - -//----------------------------------------------------------------------------- -// Purpose: Activate/create the constraint -//----------------------------------------------------------------------------- -IPhysicsConstraint *CPhysPulley::CreateConstraint( IPhysicsConstraintGroup *pGroup, const hl_constraint_info_t &info ) -{ - constraint_pulleyparams_t pulley; - pulley.Defaults(); - pulley.pulleyPosition[0] = GetAbsOrigin(); - pulley.pulleyPosition[1] = m_position2; - - matrix3x4_t matrix; - Vector world[2]; - - info.pObjects[0]->GetPositionMatrix( &matrix ); - VectorTransform( info.anchorPosition[0], matrix, world[0] ); - info.pObjects[1]->GetPositionMatrix( &matrix ); - VectorTransform( info.anchorPosition[1], matrix, world[1] ); - - for ( int i = 0; i < 2; i++ ) - { - pulley.objectPosition[i] = info.anchorPosition[i]; - m_offset[i] = info.anchorPosition[i]; - } - - pulley.totalLength = m_addLength + - (world[0] - pulley.pulleyPosition[0]).Length() + - ((world[1] - pulley.pulleyPosition[1]).Length() * m_gearRatio); - - if ( m_gearRatio != 0 ) - { - pulley.gearRatio = m_gearRatio; - } - GetBreakParams( pulley.constraint, info ); - if ( m_spawnflags & SF_PULLEY_RIGID ) - { - pulley.isRigid = true; - } - - return physenv->CreatePulleyConstraint( info.pObjects[0], info.pObjects[1], pGroup, pulley ); -} - -//----------------------------------------------------------------------------- -// Purpose: Breakable rope/length constraint -//----------------------------------------------------------------------------- -class CPhysLength : public CPhysConstraint -{ - DECLARE_CLASS( CPhysLength, CPhysConstraint ); -public: - DECLARE_DATADESC(); - - void DrawDebugGeometryOverlays() - { - if ( m_debugOverlays & (OVERLAY_BBOX_BIT|OVERLAY_PIVOT_BIT|OVERLAY_ABSBOX_BIT) ) - { - Vector origin = GetAbsOrigin(); - Vector refPos = origin, attachPos = origin; - IPhysicsObject *pRef = m_pConstraint->GetReferenceObject(); - if ( pRef ) - { - matrix3x4_t matrix; - pRef->GetPositionMatrix( &matrix ); - VectorTransform( m_offset[0], matrix, refPos ); - } - IPhysicsObject *pAttach = m_pConstraint->GetAttachedObject(); - if ( pAttach ) - { - matrix3x4_t matrix; - pAttach->GetPositionMatrix( &matrix ); - VectorTransform( m_offset[1], matrix, attachPos ); - } - Vector dir = attachPos - refPos; - - float len = VectorNormalize(dir); - if ( len > m_totalLength ) - { - Vector mid = refPos + dir * m_totalLength; - NDebugOverlay::Line( refPos, mid, 0, 255, 0, false, 0 ); - NDebugOverlay::Line( mid, attachPos, 255, 0, 0, false, 0 ); - } - else - { - NDebugOverlay::Line( refPos, attachPos, 0, 255, 0, false, 0 ); - } - } - BaseClass::DrawDebugGeometryOverlays(); - } - - IPhysicsConstraint *CreateConstraint( IPhysicsConstraintGroup *pGroup, const hl_constraint_info_t &info ); - -private: - Vector m_offset[2]; - Vector m_vecAttach; - float m_addLength; - float m_minLength; - float m_totalLength; -}; - -BEGIN_DATADESC( CPhysLength ) - - DEFINE_AUTO_ARRAY( m_offset, FIELD_VECTOR ), - DEFINE_KEYFIELD( m_addLength, FIELD_FLOAT, "addlength" ), - DEFINE_KEYFIELD( m_minLength, FIELD_FLOAT, "minlength" ), - DEFINE_KEYFIELD( m_vecAttach, FIELD_POSITION_VECTOR, "attachpoint" ), - DEFINE_FIELD( m_totalLength, FIELD_FLOAT ), -END_DATADESC() - - -LINK_ENTITY_TO_CLASS( phys_lengthconstraint, CPhysLength ); - - -//----------------------------------------------------------------------------- -// Purpose: Activate/create the constraint -//----------------------------------------------------------------------------- -IPhysicsConstraint *CPhysLength::CreateConstraint( IPhysicsConstraintGroup *pGroup, const hl_constraint_info_t &info ) -{ - constraint_lengthparams_t length; - length.Defaults(); - Vector position[2]; - position[0] = GetAbsOrigin(); - position[1] = m_vecAttach; - int index = info.swapped ? 1 : 0; - length.InitWorldspace( info.pObjects[0], info.pObjects[1], position[index], position[!index] ); - length.totalLength += m_addLength; - length.minLength = m_minLength; - m_totalLength = length.totalLength; - if ( HasSpawnFlags(SF_LENGTH_RIGID) ) - { - length.minLength = length.totalLength; - } - - for ( int i = 0; i < 2; i++ ) - { - m_offset[i] = length.objectPosition[i]; - } - GetBreakParams( length.constraint, info ); - - return physenv->CreateLengthConstraint( info.pObjects[0], info.pObjects[1], pGroup, length ); -} - -//----------------------------------------------------------------------------- -// Purpose: Limited ballsocket constraint with toggle-able translation constraints -//----------------------------------------------------------------------------- -class CRagdollConstraint : public CPhysConstraint -{ - DECLARE_CLASS( CRagdollConstraint, CPhysConstraint ); -public: - DECLARE_DATADESC(); -#if 0 - void DrawDebugGeometryOverlays() - { - if ( m_debugOverlays & (OVERLAY_BBOX_BIT|OVERLAY_PIVOT_BIT|OVERLAY_ABSBOX_BIT) ) - { - NDebugOverlay::Line( refPos, attachPos, 0, 255, 0, false, 0 ); - } - BaseClass::DrawDebugGeometryOverlays(); - } -#endif - - IPhysicsConstraint *CreateConstraint( IPhysicsConstraintGroup *pGroup, const hl_constraint_info_t &info ); - -private: - float m_xmin; // constraint limits in degrees - float m_xmax; - float m_ymin; - float m_ymax; - float m_zmin; - float m_zmax; - - float m_xfriction; - float m_yfriction; - float m_zfriction; -}; - -BEGIN_DATADESC( CRagdollConstraint ) - - DEFINE_KEYFIELD( m_xmin, FIELD_FLOAT, "xmin" ), - DEFINE_KEYFIELD( m_xmax, FIELD_FLOAT, "xmax" ), - DEFINE_KEYFIELD( m_ymin, FIELD_FLOAT, "ymin" ), - DEFINE_KEYFIELD( m_ymax, FIELD_FLOAT, "ymax" ), - DEFINE_KEYFIELD( m_zmin, FIELD_FLOAT, "zmin" ), - DEFINE_KEYFIELD( m_zmax, FIELD_FLOAT, "zmax" ), - DEFINE_KEYFIELD( m_xfriction, FIELD_FLOAT, "xfriction" ), - DEFINE_KEYFIELD( m_yfriction, FIELD_FLOAT, "yfriction" ), - DEFINE_KEYFIELD( m_zfriction, FIELD_FLOAT, "zfriction" ), - -END_DATADESC() - - -LINK_ENTITY_TO_CLASS( phys_ragdollconstraint, CRagdollConstraint ); - -//----------------------------------------------------------------------------- -// Purpose: Activate/create the constraint -//----------------------------------------------------------------------------- -IPhysicsConstraint *CRagdollConstraint::CreateConstraint( IPhysicsConstraintGroup *pGroup, const hl_constraint_info_t &info ) -{ - constraint_ragdollparams_t ragdoll; - ragdoll.Defaults(); - - matrix3x4_t entityToWorld, worldToEntity; - info.pObjects[0]->GetPositionMatrix( &entityToWorld ); - MatrixInvert( entityToWorld, worldToEntity ); - ConcatTransforms( worldToEntity, EntityToWorldTransform(), ragdoll.constraintToReference ); - - info.pObjects[1]->GetPositionMatrix( &entityToWorld ); - MatrixInvert( entityToWorld, worldToEntity ); - ConcatTransforms( worldToEntity, EntityToWorldTransform(), ragdoll.constraintToAttached ); - - ragdoll.onlyAngularLimits = HasSpawnFlags( SF_RAGDOLL_FREEMOVEMENT ) ? true : false; - - // FIXME: Why are these friction numbers in different units from what the hinge uses? - ragdoll.axes[0].SetAxisFriction( m_xmin, m_xmax, m_xfriction ); - ragdoll.axes[1].SetAxisFriction( m_ymin, m_ymax, m_yfriction ); - ragdoll.axes[2].SetAxisFriction( m_zmin, m_zmax, m_zfriction ); - - if ( HasSpawnFlags( SF_CONSTRAINT_START_INACTIVE ) ) - { - ragdoll.isActive = false; - } - return physenv->CreateRagdollConstraint( info.pObjects[0], info.pObjects[1], pGroup, ragdoll ); -} - - - -class CPhysConstraintEvents : public IPhysicsConstraintEvent -{ - void ConstraintBroken( IPhysicsConstraint *pConstraint ) - { - CBaseEntity *pEntity = (CBaseEntity *)pConstraint->GetGameData(); - if ( pEntity ) - { - IPhysicsConstraintEvent *pConstraintEvent = dynamic_cast( pEntity ); - //Msg("Constraint broken %s\n", pEntity->GetDebugName() ); - if ( pConstraintEvent ) - { - pConstraintEvent->ConstraintBroken( pConstraint ); - } - else - { - variant_t emptyVariant; - pEntity->AcceptInput( "ConstraintBroken", NULL, NULL, emptyVariant, 0 ); - } - } - } -}; - -static CPhysConstraintEvents constraintevents; -// registered in physics.cpp -IPhysicsConstraintEvent *g_pConstraintEvents = &constraintevents; - - - - - -#if HINGE_NOTIFY -//----------------------------------------------------------------------------- -// Code for sampler -//----------------------------------------------------------------------------- - - -/// Call this in spawn(). (Not a constructor because those are difficult to use in entities.) -void VelocitySampler::Initialize(float samplerate) -{ - m_fIdealSampleRate = samplerate; -} - -// This is an old style approach to reversal sounds, from when there was only one. -#if 0 -bool VelocitySampler::HasReversed(const Vector &relativeVelocity, float thresholdAcceleration) -{ - // first, make sure the velocity has reversed (is more than 90deg off) from last time, or is zero now. - // float rVsq = relativeVelocity.LengthSqr(); - float vDot = relativeVelocity.Dot(m_prevSample); - if (vDot <= 0) // there is a reversal in direction. compute the magnitude of acceleration. - { - // find the scalar projection of the relative acceleration this fame onto the previous frame's - // velocity, and compare that to the threshold. - Vector accel = relativeVelocity - m_prevSample; - - float prevSampleLength = m_prevSample.Length(); - float projection = 0; - // divide through by dt to get the accel per sec - if (prevSampleLength) - { - projection = -(accel.Dot(m_prevSample) / prevSampleLength) / (gpGlobals->curtime - m_fPrevSampleTime); - } - else - { - projection = accel.Length() / (gpGlobals->curtime - m_fPrevSampleTime); - } - - if (g_debug_constraint_sounds.GetBool()) - { - Msg("Reversal accel is %f/%f\n",projection,thresholdAcceleration); - } - return ((projection) > thresholdAcceleration); // the scalar projection is negative because the acceleration is against vel - } - else - { - return false; - } -} -#endif - -/// Looks at the force of reversal and compares it to a ladder of thresholds. -/// Returns the index of the highest threshold exceeded by the reversal velocity. -int VelocitySampler::HasReversed(const Vector &relativeVelocity, const float thresholdAcceleration[], const unsigned short numThresholds) -{ - // first, make sure the velocity has reversed (is more than 90deg off) from last time, or is zero now. - // float rVsq = relativeVelocity.LengthSqr(); - float vDot = relativeVelocity.Dot(m_prevSample); - if (vDot <= 0) // there is a reversal in direction. compute the magnitude of acceleration. - { - // find the scalar projection of the relative acceleration this fame onto the previous frame's - // velocity, and compare that to the threshold. - Vector accel = relativeVelocity - m_prevSample; - - float prevSampleLength = m_prevSample.Length(); - float projection = 0; - // divide through by dt to get the accel per sec - if (prevSampleLength) - { - // the scalar projection is negative because the acceleration is against vel - projection = -(accel.Dot(m_prevSample) / prevSampleLength) / (gpGlobals->curtime - m_fPrevSampleTime); - } - else - { - projection = accel.Length() / (gpGlobals->curtime - m_fPrevSampleTime); - } - - if (g_debug_constraint_sounds.GetBool()) - { - Msg("Reversal accel is %f/%f\n", projection, thresholdAcceleration[0]); - } - - - // now find the threshold crossed. - int retval; - for (retval = numThresholds - 1; retval >= 0 ; --retval) - { - if (projection > thresholdAcceleration[retval]) - break; - } - - return retval; - } - else - { - return -1; - } -} - -/// small helper function used just below (technique copy-pasted from sound.cpp) -inline static bool IsEmpty (const string_t &str) -{ - return (!str || strlen(str.ToCStr()) < 1 ); -} - -void ConstraintSoundInfo::OnActivate( CPhysConstraint *pOuter ) -{ - m_pTravelSound = NULL; - m_vSampler.Initialize( getThinkRate() ); - - - ValidateInternals( pOuter ); - - // make sure sound filenames are not empty - m_bPlayTravelSound = !IsEmpty(m_iszTravelSoundFwd) || !IsEmpty(m_iszTravelSoundBack); - m_bPlayReversalSound = false; - for (int i = 0; i < SimpleConstraintSoundProfile::kREVERSAL_SOUND_ARRAY_SIZE ; ++i) - { - if ( !IsEmpty(m_iszReversalSounds[i]) ) - { - // if there is at least one filled sound field, we should try - // to play reversals - m_bPlayReversalSound = true; - break; - } - } - - - /* - SetThink(&CPhysSlideConstraint::SoundThink); - SetNextThink(gpGlobals->curtime + m_vSampler.getSampleRate()); - */ -} - -/// Maintain consistency of internal datastructures on start -void ConstraintSoundInfo::ValidateInternals( CPhysConstraint *pOuter ) -{ - // Make sure the reversal sound thresholds are strictly increasing. - for (int i = 1 ; i < SimpleConstraintSoundProfile::kREVERSAL_SOUND_ARRAY_SIZE ; ++i) - { - // if decreases from small to medium, promote small to medium and warn. - if (m_soundProfile.m_reversalSoundThresholds[i] < m_soundProfile.m_reversalSoundThresholds[i-1]) - { - Warning("Constraint reversal sounds for %s are out of order!", pOuter->GetDebugName() ); - m_soundProfile.m_reversalSoundThresholds[i] = m_soundProfile.m_reversalSoundThresholds[i-1]; - m_iszReversalSounds[i] = m_iszReversalSounds[i-1]; - } - } -} - -void ConstraintSoundInfo::OnPrecache( CPhysConstraint *pOuter ) -{ - pOuter->PrecacheScriptSound( m_iszTravelSoundFwd.ToCStr() ); - pOuter->PrecacheScriptSound( m_iszTravelSoundBack.ToCStr() ); - for (int i = 0 ; i < SimpleConstraintSoundProfile::kREVERSAL_SOUND_ARRAY_SIZE; ++i ) - { - pOuter->PrecacheScriptSound( m_iszReversalSounds[i].ToCStr() ); - } -} - -void ConstraintSoundInfo::OnThink( CPhysConstraint *pOuter, const Vector &relativeVelocity ) -{ - // have we had a hard reversal? - int playReversal = m_vSampler.HasReversed( relativeVelocity, m_soundProfile.m_reversalSoundThresholds, SimpleConstraintSoundProfile::kREVERSAL_SOUND_ARRAY_SIZE ); - float relativeVelMag = relativeVelocity.Length(); //< magnitude of relative velocity - - CBaseEntity *pChildEntity = static_cast(pOuter->GetPhysConstraint()->GetAttachedObject()->GetGameData()); - - // compute sound level - float soundVol = this->m_soundProfile.GetVolume(relativeVelMag); - - if (g_debug_constraint_sounds.GetBool()) - { - char tempstr[512]; - Q_snprintf(tempstr,sizeof(tempstr),"Velocity: %.3f", relativeVelMag ); - pChildEntity->EntityText( 0, tempstr, m_vSampler.getSampleRate() ); - - Q_snprintf(tempstr,sizeof(tempstr),"Sound volume: %.3f", soundVol ); - pChildEntity->EntityText( 1, tempstr, m_vSampler.getSampleRate() ); - - if (playReversal >= 0) - { - Q_snprintf(tempstr,sizeof(tempstr),"Reversal [%d]", playReversal ); - pChildEntity->EntityText(2,tempstr,m_vSampler.getSampleRate()); - } - } - - // if we loaded a travel sound - if (m_bPlayTravelSound) - { - if (soundVol > 0) - { - // if we want to play a sound... - if ( m_pTravelSound ) - { // if a sound exists, modify it - CSoundEnvelopeController::GetController().SoundChangeVolume( m_pTravelSound, soundVol, 0.1f ); - } - else - { // if a sound does not exist, create it - bool travellingForward = relativeVelocity.Dot(m_forwardAxis) > 0; - - CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); - CPASAttenuationFilter filter( pChildEntity ); - m_pTravelSound = controller.SoundCreate( filter, pChildEntity->entindex(), - (travellingForward ? m_iszTravelSoundFwd : m_iszTravelSoundBack).ToCStr() ); - controller.Play( m_pTravelSound, soundVol, 100 ); - } - } - else - { - // if we want to not play sound - if ( m_pTravelSound ) - { // and it exists, kill it - CSoundEnvelopeController::GetController().SoundDestroy( m_pTravelSound ); - m_pTravelSound = NULL; - } - } - } - - if (m_bPlayReversalSound && (playReversal >= 0)) - { - pChildEntity->EmitSound(m_iszReversalSounds[playReversal].ToCStr()); - } - - m_vSampler.AddSample( relativeVelocity ); - -} - - -void ConstraintSoundInfo::StartThinking( CPhysConstraint *pOuter, const Vector &relativeVelocity, const Vector &forwardVector ) -{ - m_forwardAxis = forwardVector; - m_vSampler.BeginSampling( relativeVelocity ); - - /* - IPhysicsConstraint *pConstraint = pOuter->GetPhysConstraint(); - Assert(pConstraint); - if (pConstraint) - { - IPhysicsObject * pAttached = pConstraint->GetAttachedObject(), *pReference = pConstraint->GetReferenceObject(); - m_vSampler.BeginSampling( VelocitySampler::GetRelativeVelocity(pAttached,pReference) ); - } - */ -} - -void ConstraintSoundInfo::StopThinking( CPhysConstraint *pOuter ) -{ - DeleteAllSounds(); -} - - -ConstraintSoundInfo::~ConstraintSoundInfo() -{ - DeleteAllSounds(); -} - -// Any sounds envelopes that are active, kill. -void ConstraintSoundInfo::DeleteAllSounds() -{ - if ( m_pTravelSound ) - { - CSoundEnvelopeController::GetController().SoundDestroy( m_pTravelSound ); - m_pTravelSound = NULL; - } -} - -#endif +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Physics constraint entities +// +// $NoKeywords: $ +//===========================================================================// + +#include "cbase.h" +#include "physics.h" +#include "entityoutput.h" +#include "engine/IEngineSound.h" +#include "igamesystem.h" +#include "physics_saverestore.h" +#include "vcollide_parse.h" +#include "positionwatcher.h" +#include "fmtstr.h" +#include "physics_prop_ragdoll.h" + +#define HINGE_NOTIFY HL2_EPISODIC +#if HINGE_NOTIFY +#include "physconstraint_sounds.h" +#endif + +#include "physconstraint.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +#define SF_CONSTRAINT_DISABLE_COLLISION 0x0001 +#define SF_SLIDE_LIMIT_ENDS 0x0002 +#define SF_PULLEY_RIGID 0x0002 +#define SF_LENGTH_RIGID 0x0002 +#define SF_RAGDOLL_FREEMOVEMENT 0x0002 +#define SF_CONSTRAINT_START_INACTIVE 0x0004 +#define SF_CONSTRAINT_ASSUME_WORLD_GEOMETRY 0x0008 +#define SF_CONSTRAINT_NO_CONNECT_UNTIL_ACTIVATED 0x0010 // Will only check the two attached entities at activation + + +ConVar g_debug_constraint_sounds ( "g_debug_constraint_sounds", "0", FCVAR_CHEAT, "Enable debug printing about constraint sounds."); + +struct constraint_anchor_t +{ + Vector localOrigin; + EHANDLE hEntity; + int parentAttachment; + string_t name; + float massScale; +}; + +class CAnchorList : public CAutoGameSystem +{ +public: + CAnchorList( char const *name ) : CAutoGameSystem( name ) + { + } + void LevelShutdownPostEntity() + { + m_list.Purge(); + } + + void AddToList( CBaseEntity *pEntity, float massScale ) + { + int index = m_list.AddToTail(); + constraint_anchor_t *pAnchor = &m_list[index]; + + pAnchor->hEntity = pEntity->GetParent(); + pAnchor->parentAttachment = pEntity->GetParentAttachment(); + pAnchor->name = pEntity->GetEntityName(); + pAnchor->localOrigin = pEntity->GetLocalOrigin(); + pAnchor->massScale = massScale; + } + + constraint_anchor_t *Find( string_t name ) + { + for ( int i = m_list.Count()-1; i >=0; i-- ) + { + if ( FStrEq( STRING(m_list[i].name), STRING(name) ) ) + { + return &m_list[i]; + } + } + return NULL; + } + +private: + CUtlVector m_list; +}; + +static CAnchorList g_AnchorList( "CAnchorList" ); + +class CConstraintAnchor : public CPointEntity +{ + DECLARE_CLASS( CConstraintAnchor, CPointEntity ); +public: + CConstraintAnchor() + { + m_massScale = 1.0f; + } + void Spawn( void ) + { + if ( GetParent() ) + { + g_AnchorList.AddToList( this, m_massScale ); + UTIL_Remove( this ); + } + } + DECLARE_DATADESC(); + + float m_massScale; +}; + +BEGIN_DATADESC( CConstraintAnchor ) + DEFINE_KEYFIELD( m_massScale, FIELD_FLOAT, "massScale" ), +END_DATADESC() + +LINK_ENTITY_TO_CLASS( info_constraint_anchor, CConstraintAnchor ); + +class CPhysConstraintSystem : public CLogicalEntity +{ + DECLARE_CLASS( CPhysConstraintSystem, CLogicalEntity ); +public: + + void Spawn(); + IPhysicsConstraintGroup *GetVPhysicsGroup() { return m_pMachine; } + + DECLARE_DATADESC(); +private: + IPhysicsConstraintGroup *m_pMachine; + int m_additionalIterations; +}; + +BEGIN_DATADESC( CPhysConstraintSystem ) + DEFINE_PHYSPTR( m_pMachine ), + DEFINE_KEYFIELD( m_additionalIterations, FIELD_INTEGER, "additionaliterations" ), + +END_DATADESC() + + +void CPhysConstraintSystem::Spawn() +{ + constraint_groupparams_t group; + group.Defaults(); + group.additionalIterations = m_additionalIterations; + m_pMachine = physenv->CreateConstraintGroup( group ); +} + +LINK_ENTITY_TO_CLASS( phys_constraintsystem, CPhysConstraintSystem ); + +void PhysTeleportConstrainedEntity( CBaseEntity *pTeleportSource, IPhysicsObject *pObject0, IPhysicsObject *pObject1, const Vector &prevPosition, const QAngle &prevAngles, bool physicsRotate ) +{ + // teleport the other object + CBaseEntity *pEntity0 = static_cast (pObject0->GetGameData()); + CBaseEntity *pEntity1 = static_cast (pObject1->GetGameData()); + if ( !pEntity0 || !pEntity1 ) + return; + + // figure out which entity needs to be fixed up (the one that isn't pTeleportSource) + CBaseEntity *pFixup = pEntity1; + // teleport the other object + if ( pTeleportSource != pEntity0 ) + { + if ( pTeleportSource != pEntity1 ) + { + Msg("Bogus teleport notification!!\n"); + return; + } + pFixup = pEntity0; + } + + // constraint doesn't move this entity + if ( pFixup->GetMoveType() != MOVETYPE_VPHYSICS ) + return; + + if ( !pFixup->VPhysicsGetObject() || !pFixup->VPhysicsGetObject()->IsMoveable() ) + return; + + QAngle oldAngles = prevAngles; + + if ( !physicsRotate ) + { + oldAngles = pTeleportSource->GetAbsAngles(); + } + + matrix3x4_t startCoord, startInv, endCoord, xform; + AngleMatrix( oldAngles, prevPosition, startCoord ); + MatrixInvert( startCoord, startInv ); + ConcatTransforms( pTeleportSource->EntityToWorldTransform(), startInv, xform ); + QAngle fixupAngles; + Vector fixupPos; + + ConcatTransforms( xform, pFixup->EntityToWorldTransform(), endCoord ); + MatrixAngles( endCoord, fixupAngles, fixupPos ); + pFixup->Teleport( &fixupPos, &fixupAngles, NULL ); +} + +static void DrawPhysicsBounds( IPhysicsObject *pObject, int r, int g, int b, int a ) +{ + const CPhysCollide *pCollide = pObject->GetCollide(); + Vector pos; + QAngle angles; + pObject->GetPosition( &pos, &angles ); + Vector mins, maxs; + physcollision->CollideGetAABB( &mins, &maxs, pCollide, vec3_origin, vec3_angle ); + // don't fight the z-buffer + mins -= Vector(1,1,1); + maxs += Vector(1,1,1); + NDebugOverlay::BoxAngles( pos, mins, maxs, angles, r, g, b, a, 0 ); +} + +static void DrawConstraintObjectsAxes(CBaseEntity *pConstraintEntity, IPhysicsConstraint *pConstraint) +{ + if ( !pConstraint || !pConstraintEntity ) + return; + matrix3x4_t xformRef, xformAtt; + bool bXform = pConstraint->GetConstraintTransform( &xformRef, &xformAtt ); + IPhysicsObject *pRef = pConstraint->GetReferenceObject(); + + if ( pRef && !pRef->IsStatic() ) + { + if ( bXform ) + { + Vector pos, posWorld; + QAngle angles; + MatrixAngles( xformRef, angles, pos ); + pRef->LocalToWorld( &posWorld, pos ); + NDebugOverlay::Axis( posWorld, vec3_angle, 12, false, 0 ); + } + DrawPhysicsBounds( pRef, 0, 255, 0, 12 ); + } + IPhysicsObject *pAttach = pConstraint->GetAttachedObject(); + if ( pAttach && !pAttach->IsStatic() ) + { + if ( bXform ) + { + Vector pos, posWorld; + QAngle angles; + MatrixAngles( xformAtt, angles, pos ); + pAttach->LocalToWorld( &posWorld, pos ); + NDebugOverlay::Axis( posWorld, vec3_angle, 12, false, 0 ); + } + DrawPhysicsBounds( pAttach, 255, 0, 0, 12 ); + } +} + +void CPhysConstraint::ClearStaticFlag( IPhysicsObject *pObj ) +{ + if ( !pObj ) + return; + PhysClearGameFlags( pObj, FVPHYSICS_CONSTRAINT_STATIC ); +} + +void CPhysConstraint::Deactivate() +{ + if ( !m_pConstraint ) + return; + m_pConstraint->Deactivate(); + ClearStaticFlag( m_pConstraint->GetReferenceObject() ); + ClearStaticFlag( m_pConstraint->GetAttachedObject() ); + if ( m_spawnflags & SF_CONSTRAINT_DISABLE_COLLISION ) + { + // constraint may be getting deactivated because an object got deleted, so check them here. + IPhysicsObject *pRef = m_pConstraint->GetReferenceObject(); + IPhysicsObject *pAtt = m_pConstraint->GetAttachedObject(); + if ( pRef && pAtt ) + { + PhysEnableEntityCollisions( pRef, pAtt ); + } + } +} + +void CPhysConstraint::OnBreak( void ) +{ + Deactivate(); + if ( m_breakSound != NULL_STRING ) + { + CPASAttenuationFilter filter( this, ATTN_STATIC ); + + Vector origin = GetAbsOrigin(); + Vector refPos = origin, attachPos = origin; + + IPhysicsObject *pRef = m_pConstraint->GetReferenceObject(); + if ( pRef && (pRef != g_PhysWorldObject) ) + { + pRef->GetPosition( &refPos, NULL ); + attachPos = refPos; + } + IPhysicsObject *pAttach = m_pConstraint->GetAttachedObject(); + if ( pAttach && (pAttach != g_PhysWorldObject) ) + { + pAttach->GetPosition( &attachPos, NULL ); + if ( !pRef || (pRef == g_PhysWorldObject) ) + { + refPos = attachPos; + } + } + + VectorAdd( refPos, attachPos, origin ); + origin *= 0.5f; + + EmitSound_t ep; + ep.m_nChannel = CHAN_STATIC; + ep.m_pSoundName = STRING(m_breakSound); + ep.m_flVolume = VOL_NORM; + ep.m_SoundLevel = ATTN_TO_SNDLVL( ATTN_STATIC ); + ep.m_pOrigin = &origin; + + EmitSound( filter, entindex(), ep ); + } + m_OnBreak.FireOutput( this, this ); + // queue this up to be deleted at the end of physics + // The Deactivate() call should make sure we don't get more of these callbacks. + PhysCallbackRemove( this->NetworkProp() ); +} + +void CPhysConstraint::InputBreak( inputdata_t &inputdata ) +{ + if ( m_pConstraint ) + m_pConstraint->Deactivate(); + + OnBreak(); +} + +void CPhysConstraint::InputOnBreak( inputdata_t &inputdata ) +{ + OnBreak(); +} + +void CPhysConstraint::InputTurnOn( inputdata_t &inputdata ) +{ + if ( HasSpawnFlags( SF_CONSTRAINT_NO_CONNECT_UNTIL_ACTIVATED ) ) + { + ActivateConstraint(); + } + + if ( !m_pConstraint || !m_pConstraint->GetReferenceObject() || !m_pConstraint->GetAttachedObject() ) + return; + + m_pConstraint->Activate(); + m_pConstraint->GetReferenceObject()->Wake(); + m_pConstraint->GetAttachedObject()->Wake(); +} + +void CPhysConstraint::InputTurnOff( inputdata_t &inputdata ) +{ + Deactivate(); +} + +int CPhysConstraint::DrawDebugTextOverlays() +{ + int pos = BaseClass::DrawDebugTextOverlays(); + if ( m_pConstraint && (m_debugOverlays & OVERLAY_TEXT_BIT) ) + { + constraint_breakableparams_t params; + Q_memset(¶ms,0,sizeof(params)); + m_pConstraint->GetConstraintParams( ¶ms ); + + if ( (params.bodyMassScale[0] != 1.0f && params.bodyMassScale[0] != 0.0f) || (params.bodyMassScale[1] != 1.0f && params.bodyMassScale[1] != 0.0f) ) + { + CFmtStr str("mass ratio %.4f:%.4f\n", params.bodyMassScale[0], params.bodyMassScale[1] ); + NDebugOverlay::EntityTextAtPosition( GetAbsOrigin(), pos, str.Access(), 0, 255, 255, 0, 255 ); + } + pos++; + } + return pos; +} + +void CPhysConstraint::DrawDebugGeometryOverlays() +{ + if ( m_debugOverlays & (OVERLAY_BBOX_BIT|OVERLAY_PIVOT_BIT|OVERLAY_ABSBOX_BIT) ) + { + DrawConstraintObjectsAxes(this, m_pConstraint); + } + BaseClass::DrawDebugGeometryOverlays(); +} + +void CPhysConstraint::GetBreakParams( constraint_breakableparams_t ¶ms, const hl_constraint_info_t &info ) +{ + params.Defaults(); + params.forceLimit = lbs2kg(m_forceLimit); + params.torqueLimit = lbs2kg(m_torqueLimit); + params.isActive = HasSpawnFlags( SF_CONSTRAINT_START_INACTIVE ) ? false : true; + params.bodyMassScale[0] = info.massScale[0]; + params.bodyMassScale[1] = info.massScale[1]; +} + +BEGIN_DATADESC( CPhysConstraint ) + + DEFINE_PHYSPTR( m_pConstraint ), + + DEFINE_KEYFIELD( m_nameSystem, FIELD_STRING, "constraintsystem" ), + DEFINE_KEYFIELD( m_nameAttach1, FIELD_STRING, "attach1" ), + DEFINE_KEYFIELD( m_nameAttach2, FIELD_STRING, "attach2" ), + DEFINE_KEYFIELD( m_breakSound, FIELD_SOUNDNAME, "breaksound" ), + DEFINE_KEYFIELD( m_forceLimit, FIELD_FLOAT, "forcelimit" ), + DEFINE_KEYFIELD( m_torqueLimit, FIELD_FLOAT, "torquelimit" ), + DEFINE_KEYFIELD( m_minTeleportDistance, FIELD_FLOAT, "teleportfollowdistance" ), +// DEFINE_FIELD( m_teleportTick, FIELD_INTEGER ), + + DEFINE_OUTPUT( m_OnBreak, "OnBreak" ), + + DEFINE_INPUTFUNC( FIELD_VOID, "Break", InputBreak ), + DEFINE_INPUTFUNC( FIELD_VOID, "ConstraintBroken", InputOnBreak ), + + DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ), + DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ), + +END_DATADESC() + + +CPhysConstraint::CPhysConstraint( void ) +{ + m_pConstraint = NULL; + m_nameAttach1 = NULL_STRING; + m_nameAttach2 = NULL_STRING; + m_forceLimit = 0; + m_torqueLimit = 0; + m_teleportTick = 0xFFFFFFFF; + m_minTeleportDistance = 0.0f; +} + +CPhysConstraint::~CPhysConstraint() +{ + Deactivate(); + physenv->DestroyConstraint( m_pConstraint ); +} + +void CPhysConstraint::Precache( void ) +{ + if ( m_breakSound != NULL_STRING ) + { + PrecacheScriptSound( STRING(m_breakSound) ); + } +} + +void CPhysConstraint::Spawn( void ) +{ + BaseClass::Spawn(); + + Precache(); +} + +// debug function - slow, uses dynamic_cast<> - use this to query the attached objects +// physics_debug_entity toggles the constraint system for an object using this +bool GetConstraintAttachments( CBaseEntity *pEntity, CBaseEntity *pAttachOut[2], IPhysicsObject *pAttachVPhysics[2] ) +{ + CPhysConstraint *pConstraintEntity = dynamic_cast(pEntity); + if ( pConstraintEntity ) + { + IPhysicsConstraint *pConstraint = pConstraintEntity->GetPhysConstraint(); + if ( pConstraint ) + { + IPhysicsObject *pRef = pConstraint->GetReferenceObject(); + pAttachVPhysics[0] = pRef; + pAttachOut[0] = pRef ? static_cast(pRef->GetGameData()) : NULL; + IPhysicsObject *pAttach = pConstraint->GetAttachedObject(); + pAttachVPhysics[1] = pAttach; + pAttachOut[1] = pAttach ? static_cast(pAttach->GetGameData()) : NULL; + return true; + } + } + return false; +} + +void DebugConstraint(CBaseEntity *pEntity) +{ + CPhysConstraint *pConstraintEntity = dynamic_cast(pEntity); + if ( pConstraintEntity ) + { + IPhysicsConstraint *pConstraint = pConstraintEntity->GetPhysConstraint(); + if ( pConstraint ) + { + pConstraint->OutputDebugInfo(); + } + } +} + + +void FindPhysicsAnchor( string_t name, hl_constraint_info_t &info, int index, CBaseEntity *pErrorEntity ) +{ + constraint_anchor_t *pAnchor = g_AnchorList.Find( name ); + if ( pAnchor ) + { + CBaseEntity *pEntity = pAnchor->hEntity; + if ( pEntity ) + { + info.massScale[index] = pAnchor->massScale; + bool bWroteAttachment = false; + if ( pAnchor->parentAttachment > 0 ) + { + CBaseAnimating *pAnim = pAnchor->hEntity->GetBaseAnimating(); + if ( pAnim ) + { + IPhysicsObject *list[VPHYSICS_MAX_OBJECT_LIST_COUNT]; + int listCount = pAnchor->hEntity->VPhysicsGetObjectList( list, ARRAYSIZE(list) ); + int iPhysicsBone = pAnim->GetPhysicsBone( pAnim->GetAttachmentBone( pAnchor->parentAttachment ) ); + if ( iPhysicsBone < listCount ) + { + Vector pos; + info.pObjects[index] = list[iPhysicsBone]; + pAnim->GetAttachment( pAnchor->parentAttachment, pos ); + list[iPhysicsBone]->WorldToLocal( &info.anchorPosition[index], pos ); + bWroteAttachment = true; + } + } + } + if ( !bWroteAttachment ) + { + info.anchorPosition[index] = pAnchor->localOrigin; + info.pObjects[index] = pAnchor->hEntity->VPhysicsGetObject(); + } + } + else + { + pAnchor = NULL; + } + } + if ( !pAnchor ) + { + info.anchorPosition[index] = vec3_origin; + info.pObjects[index] = FindPhysicsObjectByName( STRING(name), pErrorEntity ); + info.massScale[index] = 1.0f; + } +} + +void CPhysConstraint::OnConstraintSetup( hl_constraint_info_t &info ) +{ + if ( info.pObjects[0] && info.pObjects[1] ) + { + SetupTeleportationHandling( info ); + } + if ( m_spawnflags & SF_CONSTRAINT_DISABLE_COLLISION ) + { + PhysDisableEntityCollisions( info.pObjects[0], info.pObjects[1] ); + } +} + +void CPhysConstraint::SetupTeleportationHandling( hl_constraint_info_t &info ) +{ + CBaseEntity *pEntity0 = (CBaseEntity *)info.pObjects[0]->GetGameData(); + if ( pEntity0 ) + { + g_pNotify->AddEntity( this, pEntity0 ); + } + + CBaseEntity *pEntity1 = (CBaseEntity *)info.pObjects[1]->GetGameData(); + if ( pEntity1 ) + { + g_pNotify->AddEntity( this, pEntity1 ); + } +} + +static IPhysicsConstraintGroup *GetRagdollConstraintGroup( IPhysicsObject *pObj ) +{ + if ( pObj ) + { + CBaseEntity *pEntity = static_cast(pObj->GetGameData()); + ragdoll_t *pRagdoll = Ragdoll_GetRagdoll(pEntity); + if ( pRagdoll ) + return pRagdoll->pGroup; + } + return NULL; +} + +void CPhysConstraint::GetConstraintObjects( hl_constraint_info_t &info ) +{ + FindPhysicsAnchor( m_nameAttach1, info, 0, this ); + FindPhysicsAnchor( m_nameAttach2, info, 1, this ); + + // Missing one object, assume the world instead + if ( info.pObjects[0] == NULL && info.pObjects[1] ) + { + if ( Q_strlen(STRING(m_nameAttach1)) ) + { + Warning("Bogus constraint %s (attaches ENTITY NOT FOUND:%s to %s)\n", GetDebugName(), STRING(m_nameAttach1), STRING(m_nameAttach2)); +#ifdef HL2_EPISODIC + info.pObjects[0] = info.pObjects[1] = NULL; + return; +#endif // HL2_EPISODIC + } + info.pObjects[0] = g_PhysWorldObject; + info.massScale[0] = info.massScale[1] = 1.0f; // no mass scale on world constraint + } + else if ( info.pObjects[0] && !info.pObjects[1] ) + { + if ( Q_strlen(STRING(m_nameAttach2)) ) + { + Warning("Bogus constraint %s (attaches %s to ENTITY NOT FOUND:%s)\n", GetDebugName(), STRING(m_nameAttach1), STRING(m_nameAttach2)); +#ifdef HL2_EPISODIC + info.pObjects[0] = info.pObjects[1] = NULL; + return; +#endif // HL2_EPISODIC + } + info.pObjects[1] = info.pObjects[0]; + info.pObjects[0] = g_PhysWorldObject; // Try to make the world object consistently object0 for ease of implementation + info.massScale[0] = info.massScale[1] = 1.0f; // no mass scale on world constraint + info.swapped = true; + } + + info.pGroup = GetRagdollConstraintGroup(info.pObjects[0]); + if ( !info.pGroup ) + { + info.pGroup = GetRagdollConstraintGroup(info.pObjects[1]); + } +} + +void CPhysConstraint::Activate( void ) +{ + BaseClass::Activate(); + + if ( HasSpawnFlags( SF_CONSTRAINT_NO_CONNECT_UNTIL_ACTIVATED ) == false ) + { + if ( !ActivateConstraint() ) + { + UTIL_Remove(this); + } + } +} + +IPhysicsConstraintGroup *GetConstraintGroup( string_t systemName ) +{ + CBaseEntity *pMachine = gEntList.FindEntityByName( NULL, systemName ); + + if ( pMachine ) + { + CPhysConstraintSystem *pGroup = dynamic_cast(pMachine); + if ( pGroup ) + { + return pGroup->GetVPhysicsGroup(); + } + } + return NULL; +} + +bool CPhysConstraint::ActivateConstraint( void ) +{ + // A constraint attaches two objects to each other. + // The constraint is specified in the coordinate frame of the "reference" object + // and constrains the "attached" object + hl_constraint_info_t info; + if ( m_pConstraint ) + { + // already have a constraint, don't make a new one + info.pObjects[0] = m_pConstraint->GetReferenceObject(); + info.pObjects[1] = m_pConstraint->GetAttachedObject(); + OnConstraintSetup(info); + return true; + } + + GetConstraintObjects( info ); + if ( !info.pObjects[0] && !info.pObjects[1] ) + return false; + + if ( info.pObjects[0]->IsStatic() && info.pObjects[1]->IsStatic() ) + { + Warning("Constraint (%s) attached to two static objects (%s and %s)!!!\n", STRING(GetEntityName()), STRING(m_nameAttach1), m_nameAttach2 == NULL_STRING ? "world" : STRING(m_nameAttach2) ); + return false; + } + + if ( info.pObjects[0]->GetShadowController() && info.pObjects[1]->GetShadowController() ) + { + Warning("Constraint (%s) attached to two shadow objects (%s and %s)!!!\n", STRING(GetEntityName()), STRING(m_nameAttach1), m_nameAttach2 == NULL_STRING ? "world" : STRING(m_nameAttach2) ); + return false; + } + IPhysicsConstraintGroup *pGroup = GetConstraintGroup( m_nameSystem ); + if ( !pGroup ) + { + pGroup = info.pGroup; + } + m_pConstraint = CreateConstraint( pGroup, info ); + if ( !m_pConstraint ) + return false; + + m_pConstraint->SetGameData( (void *)this ); + + if ( pGroup ) + { + pGroup->Activate(); + } + + OnConstraintSetup(info); + + return true; +} + +void CPhysConstraint::NotifySystemEvent( CBaseEntity *pNotify, notify_system_event_t eventType, const notify_system_event_params_t ¶ms ) +{ + // don't recurse + if ( eventType != NOTIFY_EVENT_TELEPORT || (unsigned int)gpGlobals->tickcount == m_teleportTick ) + return; + + float distance = (params.pTeleport->prevOrigin - pNotify->GetAbsOrigin()).Length(); + + // no need to follow a small teleport + if ( distance <= m_minTeleportDistance ) + return; + + m_teleportTick = gpGlobals->tickcount; + + PhysTeleportConstrainedEntity( pNotify, m_pConstraint->GetReferenceObject(), m_pConstraint->GetAttachedObject(), params.pTeleport->prevOrigin, params.pTeleport->prevAngles, params.pTeleport->physicsRotate ); +} + +class CPhysHinge : public CPhysConstraint, public IVPhysicsWatcher +{ + DECLARE_CLASS( CPhysHinge, CPhysConstraint ); + +public: + void Spawn( void ); + IPhysicsConstraint *CreateConstraint( IPhysicsConstraintGroup *pGroup, const hl_constraint_info_t &info ) + { + if ( m_hinge.worldAxisDirection == vec3_origin ) + { + DevMsg("ERROR: Hinge with bad data!!!\n" ); + return NULL; + } + GetBreakParams( m_hinge.constraint, info ); + m_hinge.constraint.strength = 1.0; + // BUGBUG: These numbers are very hard to edit + // Scale by 1000 to make things easier + // CONSIDER: Unify the units of torque around something other + // than HL units (kg * in^2 / s ^2) + m_hinge.hingeAxis.SetAxisFriction( 0, 0, m_hingeFriction * 1000 ); + + int hingeAxis; + if ( IsWorldHinge( info, &hingeAxis ) ) + { + info.pObjects[1]->BecomeHinged( hingeAxis ); + } + else + { + RemoveSpawnFlags( SF_CONSTRAINT_ASSUME_WORLD_GEOMETRY ); + } + + return physenv->CreateHingeConstraint( info.pObjects[0], info.pObjects[1], pGroup, m_hinge ); + } + + void DrawDebugGeometryOverlays() + { + if ( m_debugOverlays & (OVERLAY_BBOX_BIT|OVERLAY_PIVOT_BIT|OVERLAY_ABSBOX_BIT) ) + { + NDebugOverlay::Line(m_hinge.worldPosition, m_hinge.worldPosition + 48 * m_hinge.worldAxisDirection, 0, 255, 0, false, 0 ); + } + BaseClass::DrawDebugGeometryOverlays(); + } + + void InputSetVelocity( inputdata_t &inputdata ) + { + if ( !m_pConstraint || !m_pConstraint->GetReferenceObject() || !m_pConstraint->GetAttachedObject() ) + return; + + float speed = inputdata.value.Float(); + float massLoad = 1; + int numMasses = 0; + if ( m_pConstraint->GetReferenceObject()->IsMoveable() ) + { + massLoad = m_pConstraint->GetReferenceObject()->GetInertia().Length(); + numMasses++; + m_pConstraint->GetReferenceObject()->Wake(); + } + if ( m_pConstraint->GetAttachedObject()->IsMoveable() ) + { + massLoad += m_pConstraint->GetAttachedObject()->GetInertia().Length(); + numMasses++; + m_pConstraint->GetAttachedObject()->Wake(); + } + if ( numMasses > 0 ) + { + massLoad /= (float)numMasses; + } + + float loadscale = m_systemLoadScale != 0 ? m_systemLoadScale : 1; + m_pConstraint->SetAngularMotor( speed, speed * loadscale * massLoad * loadscale * (1.0/TICK_INTERVAL) ); + } + + void InputSetHingeFriction( inputdata_t &inputdata ) + { + m_hingeFriction = inputdata.value.Float(); + Msg("Setting hinge friction to %f\n", m_hingeFriction ); + m_hinge.hingeAxis.SetAxisFriction( 0, 0, m_hingeFriction * 1000 ); + } + + virtual void Deactivate() + { + if ( HasSpawnFlags( SF_CONSTRAINT_ASSUME_WORLD_GEOMETRY ) ) + { + if ( m_pConstraint && m_pConstraint->GetAttachedObject() ) + { + // NOTE: RemoveHinged() is always safe + m_pConstraint->GetAttachedObject()->RemoveHinged(); + } + } + + BaseClass::Deactivate(); + } + + void NotifyVPhysicsStateChanged( IPhysicsObject *pPhysics, CBaseEntity *pEntity, bool bAwake ) + { +#if HINGE_NOTIFY + Assert(m_pConstraint); + if (!m_pConstraint) + return; + + // if something woke up, start thinking. If everything is asleep, stop thinking. + if ( bAwake ) + { + // Did something wake up when I was not thinking? + if ( GetNextThink() == TICK_NEVER_THINK ) + { + m_soundInfo.StartThinking(this, + VelocitySampler::GetRelativeAngularVelocity(m_pConstraint->GetAttachedObject(), m_pConstraint->GetReferenceObject()) , + m_hinge.worldAxisDirection + ); + + SetThink(&CPhysHinge::SoundThink); + SetNextThink(gpGlobals->curtime + m_soundInfo.getThinkRate()); + } + } + else + { + // Is everything asleep? If so, stop thinking. + if ( GetNextThink() != TICK_NEVER_THINK && + m_pConstraint->GetAttachedObject()->IsAsleep() && + m_pConstraint->GetReferenceObject()->IsAsleep() ) + { + m_soundInfo.StopThinking(this); + SetNextThink(TICK_NEVER_THINK); + } + } +#endif + } + + +#if HINGE_NOTIFY + virtual void OnConstraintSetup( hl_constraint_info_t &info ) + { + CBaseEntity *pEntity0 = info.pObjects[0] ? static_cast(info.pObjects[0]->GetGameData()) : NULL; + if ( pEntity0 && !info.pObjects[0]->IsStatic() ) + { + WatchVPhysicsStateChanges( this, pEntity0 ); + } + CBaseEntity *pEntity1 = info.pObjects[1] ? static_cast(info.pObjects[1]->GetGameData()) : NULL; + if ( pEntity1 && !info.pObjects[1]->IsStatic() ) + { + WatchVPhysicsStateChanges( this, pEntity1 ); + } + BaseClass::OnConstraintSetup(info); + } + + void SoundThink( void ); + // void Spawn( void ); + void Activate( void ); + void Precache( void ); +#endif + + DECLARE_DATADESC(); + + +#if HINGE_NOTIFY +protected: + ConstraintSoundInfo m_soundInfo; +#endif + +private: + constraint_hingeparams_t m_hinge; + float m_hingeFriction; + float m_systemLoadScale; + bool IsWorldHinge( const hl_constraint_info_t &info, int *pAxisOut ); +}; + +BEGIN_DATADESC( CPhysHinge ) + +// Quiet down classcheck +// DEFINE_FIELD( m_hinge, FIELD_??? ), + + DEFINE_KEYFIELD( m_hingeFriction, FIELD_FLOAT, "hingefriction" ), + DEFINE_FIELD( m_hinge.worldPosition, FIELD_POSITION_VECTOR ), + DEFINE_KEYFIELD( m_hinge.worldAxisDirection, FIELD_VECTOR, "hingeaxis" ), + DEFINE_KEYFIELD( m_systemLoadScale, FIELD_FLOAT, "systemloadscale" ), + DEFINE_INPUTFUNC( FIELD_FLOAT, "SetAngularVelocity", InputSetVelocity ), + DEFINE_INPUTFUNC( FIELD_FLOAT, "SetHingeFriction", InputSetHingeFriction ), + +#if HINGE_NOTIFY + DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_keyPoints[SimpleConstraintSoundProfile::kMIN_THRESHOLD] , FIELD_FLOAT, "minSoundThreshold" ), + DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_keyPoints[SimpleConstraintSoundProfile::kMIN_FULL] , FIELD_FLOAT, "maxSoundThreshold" ), + DEFINE_KEYFIELD( m_soundInfo.m_iszTravelSoundFwd, FIELD_SOUNDNAME, "slidesoundfwd" ), + DEFINE_KEYFIELD( m_soundInfo.m_iszTravelSoundBack, FIELD_SOUNDNAME, "slidesoundback" ), + + DEFINE_KEYFIELD( m_soundInfo.m_iszReversalSounds[0], FIELD_SOUNDNAME, "reversalsoundSmall" ), + DEFINE_KEYFIELD( m_soundInfo.m_iszReversalSounds[1], FIELD_SOUNDNAME, "reversalsoundMedium" ), + DEFINE_KEYFIELD( m_soundInfo.m_iszReversalSounds[2], FIELD_SOUNDNAME, "reversalsoundLarge" ), + + DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_reversalSoundThresholds[0] , FIELD_FLOAT, "reversalsoundthresholdSmall" ), + DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_reversalSoundThresholds[1], FIELD_FLOAT, "reversalsoundthresholdMedium" ), + DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_reversalSoundThresholds[2] , FIELD_FLOAT, "reversalsoundthresholdLarge" ), + + DEFINE_THINKFUNC( SoundThink ), +#endif + +END_DATADESC() + + +LINK_ENTITY_TO_CLASS( phys_hinge, CPhysHinge ); + + +void CPhysHinge::Spawn( void ) +{ + m_hinge.worldPosition = GetLocalOrigin(); + m_hinge.worldAxisDirection -= GetLocalOrigin(); + VectorNormalize(m_hinge.worldAxisDirection); + UTIL_SnapDirectionToAxis( m_hinge.worldAxisDirection ); + + m_hinge.hingeAxis.SetAxisFriction( 0, 0, 0 ); + + if ( HasSpawnFlags( SF_CONSTRAINT_ASSUME_WORLD_GEOMETRY ) ) + { + masscenteroverride_t params; + if ( m_nameAttach1 == NULL_STRING ) + { + params.SnapToAxis( m_nameAttach2, m_hinge.worldPosition, m_hinge.worldAxisDirection ); + PhysSetMassCenterOverride( params ); + } + else if ( m_nameAttach2 == NULL_STRING ) + { + params.SnapToAxis( m_nameAttach1, m_hinge.worldPosition, m_hinge.worldAxisDirection ); + PhysSetMassCenterOverride( params ); + } + else + { + RemoveSpawnFlags( SF_CONSTRAINT_ASSUME_WORLD_GEOMETRY ); + } + } + + Precache(); +} + +#if HINGE_NOTIFY +void CPhysHinge::Activate( void ) +{ + BaseClass::Activate(); + + m_soundInfo.OnActivate(this); + if (m_pConstraint) + { + m_soundInfo.StartThinking(this, + VelocitySampler::GetRelativeAngularVelocity(m_pConstraint->GetAttachedObject(), m_pConstraint->GetReferenceObject()) , + m_hinge.worldAxisDirection + ); + + SetThink(&CPhysHinge::SoundThink); + SetNextThink( gpGlobals->curtime + m_soundInfo.getThinkRate() ); + } +} + +void CPhysHinge::Precache( void ) +{ + BaseClass::Precache(); + return m_soundInfo.OnPrecache(this); +} + +#endif + + +static int GetUnitAxisIndex( const Vector &axis ) +{ + bool valid = false; + int index = -1; + + for ( int i = 0; i < 3; i++ ) + { + if ( axis[i] != 0 ) + { + if ( fabs(axis[i]) == 1 ) + { + if ( index < 0 ) + { + index = i; + valid = true; + continue; + } + } + valid = false; + } + } + return valid ? index : -1; +} + +bool CPhysHinge::IsWorldHinge( const hl_constraint_info_t &info, int *pAxisOut ) +{ + if ( HasSpawnFlags( SF_CONSTRAINT_ASSUME_WORLD_GEOMETRY ) && info.pObjects[0] == g_PhysWorldObject ) + { + Vector localHinge; + info.pObjects[1]->WorldToLocalVector( &localHinge, m_hinge.worldAxisDirection ); + UTIL_SnapDirectionToAxis( localHinge ); + int hingeAxis = GetUnitAxisIndex( localHinge ); + if ( hingeAxis >= 0 ) + { + *pAxisOut = hingeAxis; + return true; + } + } + return false; +} + + +#if HINGE_NOTIFY +void CPhysHinge::SoundThink( void ) +{ + Assert(m_pConstraint); + if (!m_pConstraint) + return; + + IPhysicsObject * pAttached = m_pConstraint->GetAttachedObject(), *pReference = m_pConstraint->GetReferenceObject(); + Assert( pAttached && pReference ); + if (pAttached && pReference) + { + Vector relativeVel = VelocitySampler::GetRelativeAngularVelocity(pAttached,pReference); + if (g_debug_constraint_sounds.GetBool()) + { + NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + (relativeVel), 255, 255, 0, true, 0.1f ); + } + m_soundInfo.OnThink( this, relativeVel ); + + SetNextThink(gpGlobals->curtime + m_soundInfo.getThinkRate()); + } +} +#endif + +class CPhysBallSocket : public CPhysConstraint +{ +public: + DECLARE_CLASS( CPhysBallSocket, CPhysConstraint ); + + IPhysicsConstraint *CreateConstraint( IPhysicsConstraintGroup *pGroup, const hl_constraint_info_t &info ) + { + constraint_ballsocketparams_t ballsocket; + + ballsocket.Defaults(); + + for ( int i = 0; i < 2; i++ ) + { + info.pObjects[i]->WorldToLocal( &ballsocket.constraintPosition[i], GetAbsOrigin() ); + } + GetBreakParams( ballsocket.constraint, info ); + ballsocket.constraint.torqueLimit = 0; + + return physenv->CreateBallsocketConstraint( info.pObjects[0], info.pObjects[1], pGroup, ballsocket ); + } +}; + +LINK_ENTITY_TO_CLASS( phys_ballsocket, CPhysBallSocket ); + +class CPhysSlideConstraint : public CPhysConstraint, public IVPhysicsWatcher +{ +public: + DECLARE_CLASS( CPhysSlideConstraint, CPhysConstraint ); + + DECLARE_DATADESC(); + IPhysicsConstraint *CreateConstraint( IPhysicsConstraintGroup *pGroup, const hl_constraint_info_t &info ); + void InputSetVelocity( inputdata_t &inputdata ) + { + if ( !m_pConstraint || !m_pConstraint->GetReferenceObject() || !m_pConstraint->GetAttachedObject() ) + return; + + float speed = inputdata.value.Float(); + float massLoad = 1; + int numMasses = 0; + if ( m_pConstraint->GetReferenceObject()->IsMoveable() ) + { + massLoad = m_pConstraint->GetReferenceObject()->GetMass(); + numMasses++; + m_pConstraint->GetReferenceObject()->Wake(); + } + if ( m_pConstraint->GetAttachedObject()->IsMoveable() ) + { + massLoad += m_pConstraint->GetAttachedObject()->GetMass(); + numMasses++; + m_pConstraint->GetAttachedObject()->Wake(); + } + if ( numMasses > 0 ) + { + massLoad /= (float)numMasses; + } + float loadscale = m_systemLoadScale != 0 ? m_systemLoadScale : 1; + m_pConstraint->SetLinearMotor( speed, speed * loadscale * massLoad * (1.0/TICK_INTERVAL) ); + } + + void DrawDebugGeometryOverlays() + { + if ( m_debugOverlays & (OVERLAY_BBOX_BIT|OVERLAY_PIVOT_BIT|OVERLAY_ABSBOX_BIT) ) + { + NDebugOverlay::Box( GetAbsOrigin(), -Vector(8,8,8), Vector(8,8,8), 0, 255, 0, 0, 0 ); + NDebugOverlay::Box( m_axisEnd, -Vector(4,4,4), Vector(4,4,4), 0, 0, 255, 0, 0 ); + NDebugOverlay::Line( GetAbsOrigin(), m_axisEnd, 255, 255, 0, false, 0 ); + } + BaseClass::DrawDebugGeometryOverlays(); + } + + void NotifyVPhysicsStateChanged( IPhysicsObject *pPhysics, CBaseEntity *pEntity, bool bAwake ) + { +#if HINGE_NOTIFY + Assert(m_pConstraint); + if (!m_pConstraint) + return; + + // if something woke up, start thinking. If everything is asleep, stop thinking. + if ( bAwake ) + { + // Did something wake up when I was not thinking? + if ( GetNextThink() == TICK_NEVER_THINK ) + { + Vector axisDirection = m_axisEnd - GetAbsOrigin(); + VectorNormalize( axisDirection ); + UTIL_SnapDirectionToAxis( axisDirection ); + + m_soundInfo.StartThinking(this, + VelocitySampler::GetRelativeVelocity(m_pConstraint->GetAttachedObject(), m_pConstraint->GetReferenceObject()), + axisDirection + ); + SetThink(&CPhysSlideConstraint::SoundThink); + SetNextThink(gpGlobals->curtime + m_soundInfo.getThinkRate()); + } + } + else + { + // Is everything asleep? If so, stop thinking. + if ( GetNextThink() != TICK_NEVER_THINK && + m_pConstraint->GetAttachedObject()->IsAsleep() && + m_pConstraint->GetReferenceObject()->IsAsleep() ) + { + m_soundInfo.StopThinking(this); + SetNextThink(TICK_NEVER_THINK); + } + } +#endif + } + + +#if HINGE_NOTIFY + virtual void OnConstraintSetup( hl_constraint_info_t &info ) + { + CBaseEntity *pEntity0 = info.pObjects[0] ? static_cast(info.pObjects[0]->GetGameData()) : NULL; + if ( pEntity0 && !info.pObjects[0]->IsStatic() ) + { + WatchVPhysicsStateChanges( this, pEntity0 ); + } + CBaseEntity *pEntity1 = info.pObjects[1] ? static_cast(info.pObjects[1]->GetGameData()) : NULL; + if ( pEntity1 && !info.pObjects[1]->IsStatic() ) + { + WatchVPhysicsStateChanges( this, pEntity1 ); + } + BaseClass::OnConstraintSetup(info); + } + + + void SoundThink( void ); + // void Spawn( void ); + void Activate( void ); + void Precache( void ); +#endif + + Vector m_axisEnd; + float m_slideFriction; + float m_systemLoadScale; + +#if HINGE_NOTIFY +protected: + ConstraintSoundInfo m_soundInfo; +#endif +}; + +LINK_ENTITY_TO_CLASS( phys_slideconstraint, CPhysSlideConstraint ); + +BEGIN_DATADESC( CPhysSlideConstraint ) + + DEFINE_KEYFIELD( m_axisEnd, FIELD_POSITION_VECTOR, "slideaxis" ), + DEFINE_KEYFIELD( m_slideFriction, FIELD_FLOAT, "slidefriction" ), + DEFINE_KEYFIELD( m_systemLoadScale, FIELD_FLOAT, "systemloadscale" ), + DEFINE_INPUTFUNC( FIELD_FLOAT, "SetVelocity", InputSetVelocity ), +#if HINGE_NOTIFY + DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_keyPoints[SimpleConstraintSoundProfile::kMIN_THRESHOLD] , FIELD_FLOAT, "minSoundThreshold" ), + DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_keyPoints[SimpleConstraintSoundProfile::kMIN_FULL] , FIELD_FLOAT, "maxSoundThreshold" ), + DEFINE_KEYFIELD( m_soundInfo.m_iszTravelSoundFwd, FIELD_SOUNDNAME, "slidesoundfwd" ), + DEFINE_KEYFIELD( m_soundInfo.m_iszTravelSoundBack, FIELD_SOUNDNAME, "slidesoundback" ), + + DEFINE_KEYFIELD( m_soundInfo.m_iszReversalSounds[0], FIELD_SOUNDNAME, "reversalsoundSmall" ), + DEFINE_KEYFIELD( m_soundInfo.m_iszReversalSounds[1], FIELD_SOUNDNAME, "reversalsoundMedium" ), + DEFINE_KEYFIELD( m_soundInfo.m_iszReversalSounds[2], FIELD_SOUNDNAME, "reversalsoundLarge" ), + + DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_reversalSoundThresholds[0] , FIELD_FLOAT, "reversalsoundthresholdSmall" ), + DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_reversalSoundThresholds[1], FIELD_FLOAT, "reversalsoundthresholdMedium" ), + DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_reversalSoundThresholds[2] , FIELD_FLOAT, "reversalsoundthresholdLarge" ), + + + DEFINE_THINKFUNC( SoundThink ), +#endif + +END_DATADESC() + + + +IPhysicsConstraint *CPhysSlideConstraint::CreateConstraint( IPhysicsConstraintGroup *pGroup, const hl_constraint_info_t &info ) +{ + constraint_slidingparams_t sliding; + sliding.Defaults(); + GetBreakParams( sliding.constraint, info ); + sliding.constraint.strength = 1.0; + + Vector axisDirection = m_axisEnd - GetAbsOrigin(); + VectorNormalize( axisDirection ); + UTIL_SnapDirectionToAxis( axisDirection ); + + sliding.InitWithCurrentObjectState( info.pObjects[0], info.pObjects[1], axisDirection ); + sliding.friction = m_slideFriction; + if ( m_spawnflags & SF_SLIDE_LIMIT_ENDS ) + { + Vector position; + info.pObjects[1]->GetPosition( &position, NULL ); + + sliding.limitMin = DotProduct( axisDirection, GetAbsOrigin() ); + sliding.limitMax = DotProduct( axisDirection, m_axisEnd ); + if ( sliding.limitMax < sliding.limitMin ) + { + ::V_swap( sliding.limitMin, sliding.limitMax ); + } + + // expand limits to make initial position of the attached object valid + float limit = DotProduct( position, axisDirection ); + if ( limit < sliding.limitMin ) + { + sliding.limitMin = limit; + } + else if ( limit > sliding.limitMax ) + { + sliding.limitMax = limit; + } + // offset so that the current position is 0 + sliding.limitMin -= limit; + sliding.limitMax -= limit; + } + + return physenv->CreateSlidingConstraint( info.pObjects[0], info.pObjects[1], pGroup, sliding ); +} + + +#if HINGE_NOTIFY +void CPhysSlideConstraint::SoundThink( void ) +{ + Assert(m_pConstraint); + if (!m_pConstraint) + return; + + IPhysicsObject * pAttached = m_pConstraint->GetAttachedObject(), *pReference = m_pConstraint->GetReferenceObject(); + Assert( pAttached && pReference ); + if (pAttached && pReference) + { + Vector relativeVel = VelocitySampler::GetRelativeVelocity(pAttached,pReference); + // project velocity onto my primary axis.: + + Vector axisDirection = m_axisEnd - GetAbsOrigin(); + relativeVel = m_axisEnd * relativeVel.Dot(m_axisEnd)/m_axisEnd.Dot(m_axisEnd); + + m_soundInfo.OnThink( this, relativeVel ); + + SetNextThink(gpGlobals->curtime + m_soundInfo.getThinkRate()); + } + +} + +void CPhysSlideConstraint::Activate( void ) +{ + BaseClass::Activate(); + + m_soundInfo.OnActivate(this); + + Vector axisDirection = m_axisEnd - GetAbsOrigin(); + VectorNormalize( axisDirection ); + UTIL_SnapDirectionToAxis( axisDirection ); + m_soundInfo.StartThinking(this, + VelocitySampler::GetRelativeVelocity(m_pConstraint->GetAttachedObject(), m_pConstraint->GetReferenceObject()), + axisDirection + ); + + SetThink(&CPhysSlideConstraint::SoundThink); + SetNextThink(gpGlobals->curtime + m_soundInfo.getThinkRate()); +} + +void CPhysSlideConstraint::Precache() +{ + m_soundInfo.OnPrecache(this); +} + +#endif + + + +LINK_ENTITY_TO_CLASS( phys_constraint, CPhysFixed ); + +//----------------------------------------------------------------------------- +// Purpose: Activate/create the constraint +//----------------------------------------------------------------------------- +IPhysicsConstraint *CPhysFixed::CreateConstraint( IPhysicsConstraintGroup *pGroup, const hl_constraint_info_t &info ) +{ + constraint_fixedparams_t fixed; + fixed.Defaults(); + fixed.InitWithCurrentObjectState( info.pObjects[0], info.pObjects[1] ); + GetBreakParams( fixed.constraint, info ); + + // constraining to the world means object 1 is fixed + if ( info.pObjects[0] == g_PhysWorldObject ) + { + PhysSetGameFlags( info.pObjects[1], FVPHYSICS_CONSTRAINT_STATIC ); + } + + return physenv->CreateFixedConstraint( info.pObjects[0], info.pObjects[1], pGroup, fixed ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Breakable pulley w/ropes constraint +//----------------------------------------------------------------------------- +class CPhysPulley : public CPhysConstraint +{ + DECLARE_CLASS( CPhysPulley, CPhysConstraint ); +public: + DECLARE_DATADESC(); + + void DrawDebugGeometryOverlays() + { + if ( m_debugOverlays & (OVERLAY_BBOX_BIT|OVERLAY_PIVOT_BIT|OVERLAY_ABSBOX_BIT) ) + { + Vector origin = GetAbsOrigin(); + Vector refPos = origin, attachPos = origin; + IPhysicsObject *pRef = m_pConstraint->GetReferenceObject(); + if ( pRef ) + { + matrix3x4_t matrix; + pRef->GetPositionMatrix( &matrix ); + VectorTransform( m_offset[0], matrix, refPos ); + } + IPhysicsObject *pAttach = m_pConstraint->GetAttachedObject(); + if ( pAttach ) + { + matrix3x4_t matrix; + pAttach->GetPositionMatrix( &matrix ); + VectorTransform( m_offset[1], matrix, attachPos ); + } + NDebugOverlay::Line( refPos, origin, 0, 255, 0, false, 0 ); + NDebugOverlay::Line( origin, m_position2, 128, 128, 128, false, 0 ); + NDebugOverlay::Line( m_position2, attachPos, 0, 255, 0, false, 0 ); + NDebugOverlay::Box( origin, -Vector(8,8,8), Vector(8,8,8), 128, 255, 128, 32, 0 ); + NDebugOverlay::Box( m_position2, -Vector(8,8,8), Vector(8,8,8), 255, 128, 128, 32, 0 ); + } + BaseClass::DrawDebugGeometryOverlays(); + } + + IPhysicsConstraint *CreateConstraint( IPhysicsConstraintGroup *pGroup, const hl_constraint_info_t &info ); + +private: + Vector m_position2; + Vector m_offset[2]; + float m_addLength; + float m_gearRatio; +}; + +BEGIN_DATADESC( CPhysPulley ) + + DEFINE_KEYFIELD( m_position2, FIELD_POSITION_VECTOR, "position2" ), + DEFINE_AUTO_ARRAY( m_offset, FIELD_VECTOR ), + DEFINE_KEYFIELD( m_addLength, FIELD_FLOAT, "addlength" ), + DEFINE_KEYFIELD( m_gearRatio, FIELD_FLOAT, "gearratio" ), + +END_DATADESC() + + +LINK_ENTITY_TO_CLASS( phys_pulleyconstraint, CPhysPulley ); + + +//----------------------------------------------------------------------------- +// Purpose: Activate/create the constraint +//----------------------------------------------------------------------------- +IPhysicsConstraint *CPhysPulley::CreateConstraint( IPhysicsConstraintGroup *pGroup, const hl_constraint_info_t &info ) +{ + constraint_pulleyparams_t pulley; + pulley.Defaults(); + pulley.pulleyPosition[0] = GetAbsOrigin(); + pulley.pulleyPosition[1] = m_position2; + + matrix3x4_t matrix; + Vector world[2]; + + info.pObjects[0]->GetPositionMatrix( &matrix ); + VectorTransform( info.anchorPosition[0], matrix, world[0] ); + info.pObjects[1]->GetPositionMatrix( &matrix ); + VectorTransform( info.anchorPosition[1], matrix, world[1] ); + + for ( int i = 0; i < 2; i++ ) + { + pulley.objectPosition[i] = info.anchorPosition[i]; + m_offset[i] = info.anchorPosition[i]; + } + + pulley.totalLength = m_addLength + + (world[0] - pulley.pulleyPosition[0]).Length() + + ((world[1] - pulley.pulleyPosition[1]).Length() * m_gearRatio); + + if ( m_gearRatio != 0 ) + { + pulley.gearRatio = m_gearRatio; + } + GetBreakParams( pulley.constraint, info ); + if ( m_spawnflags & SF_PULLEY_RIGID ) + { + pulley.isRigid = true; + } + + return physenv->CreatePulleyConstraint( info.pObjects[0], info.pObjects[1], pGroup, pulley ); +} + +//----------------------------------------------------------------------------- +// Purpose: Breakable rope/length constraint +//----------------------------------------------------------------------------- +class CPhysLength : public CPhysConstraint +{ + DECLARE_CLASS( CPhysLength, CPhysConstraint ); +public: + DECLARE_DATADESC(); + + void DrawDebugGeometryOverlays() + { + if ( m_debugOverlays & (OVERLAY_BBOX_BIT|OVERLAY_PIVOT_BIT|OVERLAY_ABSBOX_BIT) ) + { + Vector origin = GetAbsOrigin(); + Vector refPos = origin, attachPos = origin; + IPhysicsObject *pRef = m_pConstraint->GetReferenceObject(); + if ( pRef ) + { + matrix3x4_t matrix; + pRef->GetPositionMatrix( &matrix ); + VectorTransform( m_offset[0], matrix, refPos ); + } + IPhysicsObject *pAttach = m_pConstraint->GetAttachedObject(); + if ( pAttach ) + { + matrix3x4_t matrix; + pAttach->GetPositionMatrix( &matrix ); + VectorTransform( m_offset[1], matrix, attachPos ); + } + Vector dir = attachPos - refPos; + + float len = VectorNormalize(dir); + if ( len > m_totalLength ) + { + Vector mid = refPos + dir * m_totalLength; + NDebugOverlay::Line( refPos, mid, 0, 255, 0, false, 0 ); + NDebugOverlay::Line( mid, attachPos, 255, 0, 0, false, 0 ); + } + else + { + NDebugOverlay::Line( refPos, attachPos, 0, 255, 0, false, 0 ); + } + } + BaseClass::DrawDebugGeometryOverlays(); + } + + IPhysicsConstraint *CreateConstraint( IPhysicsConstraintGroup *pGroup, const hl_constraint_info_t &info ); + +private: + Vector m_offset[2]; + Vector m_vecAttach; + float m_addLength; + float m_minLength; + float m_totalLength; +}; + +BEGIN_DATADESC( CPhysLength ) + + DEFINE_AUTO_ARRAY( m_offset, FIELD_VECTOR ), + DEFINE_KEYFIELD( m_addLength, FIELD_FLOAT, "addlength" ), + DEFINE_KEYFIELD( m_minLength, FIELD_FLOAT, "minlength" ), + DEFINE_KEYFIELD( m_vecAttach, FIELD_POSITION_VECTOR, "attachpoint" ), + DEFINE_FIELD( m_totalLength, FIELD_FLOAT ), +END_DATADESC() + + +LINK_ENTITY_TO_CLASS( phys_lengthconstraint, CPhysLength ); + + +//----------------------------------------------------------------------------- +// Purpose: Activate/create the constraint +//----------------------------------------------------------------------------- +IPhysicsConstraint *CPhysLength::CreateConstraint( IPhysicsConstraintGroup *pGroup, const hl_constraint_info_t &info ) +{ + constraint_lengthparams_t length; + length.Defaults(); + Vector position[2]; + position[0] = GetAbsOrigin(); + position[1] = m_vecAttach; + int index = info.swapped ? 1 : 0; + length.InitWorldspace( info.pObjects[0], info.pObjects[1], position[index], position[!index] ); + length.totalLength += m_addLength; + length.minLength = m_minLength; + m_totalLength = length.totalLength; + if ( HasSpawnFlags(SF_LENGTH_RIGID) ) + { + length.minLength = length.totalLength; + } + + for ( int i = 0; i < 2; i++ ) + { + m_offset[i] = length.objectPosition[i]; + } + GetBreakParams( length.constraint, info ); + + return physenv->CreateLengthConstraint( info.pObjects[0], info.pObjects[1], pGroup, length ); +} + +//----------------------------------------------------------------------------- +// Purpose: Limited ballsocket constraint with toggle-able translation constraints +//----------------------------------------------------------------------------- +class CRagdollConstraint : public CPhysConstraint +{ + DECLARE_CLASS( CRagdollConstraint, CPhysConstraint ); +public: + DECLARE_DATADESC(); +#if 0 + void DrawDebugGeometryOverlays() + { + if ( m_debugOverlays & (OVERLAY_BBOX_BIT|OVERLAY_PIVOT_BIT|OVERLAY_ABSBOX_BIT) ) + { + NDebugOverlay::Line( refPos, attachPos, 0, 255, 0, false, 0 ); + } + BaseClass::DrawDebugGeometryOverlays(); + } +#endif + + IPhysicsConstraint *CreateConstraint( IPhysicsConstraintGroup *pGroup, const hl_constraint_info_t &info ); + +private: + float m_xmin; // constraint limits in degrees + float m_xmax; + float m_ymin; + float m_ymax; + float m_zmin; + float m_zmax; + + float m_xfriction; + float m_yfriction; + float m_zfriction; +}; + +BEGIN_DATADESC( CRagdollConstraint ) + + DEFINE_KEYFIELD( m_xmin, FIELD_FLOAT, "xmin" ), + DEFINE_KEYFIELD( m_xmax, FIELD_FLOAT, "xmax" ), + DEFINE_KEYFIELD( m_ymin, FIELD_FLOAT, "ymin" ), + DEFINE_KEYFIELD( m_ymax, FIELD_FLOAT, "ymax" ), + DEFINE_KEYFIELD( m_zmin, FIELD_FLOAT, "zmin" ), + DEFINE_KEYFIELD( m_zmax, FIELD_FLOAT, "zmax" ), + DEFINE_KEYFIELD( m_xfriction, FIELD_FLOAT, "xfriction" ), + DEFINE_KEYFIELD( m_yfriction, FIELD_FLOAT, "yfriction" ), + DEFINE_KEYFIELD( m_zfriction, FIELD_FLOAT, "zfriction" ), + +END_DATADESC() + + +LINK_ENTITY_TO_CLASS( phys_ragdollconstraint, CRagdollConstraint ); + +//----------------------------------------------------------------------------- +// Purpose: Activate/create the constraint +//----------------------------------------------------------------------------- +IPhysicsConstraint *CRagdollConstraint::CreateConstraint( IPhysicsConstraintGroup *pGroup, const hl_constraint_info_t &info ) +{ + constraint_ragdollparams_t ragdoll; + ragdoll.Defaults(); + + matrix3x4_t entityToWorld, worldToEntity; + info.pObjects[0]->GetPositionMatrix( &entityToWorld ); + MatrixInvert( entityToWorld, worldToEntity ); + ConcatTransforms( worldToEntity, EntityToWorldTransform(), ragdoll.constraintToReference ); + + info.pObjects[1]->GetPositionMatrix( &entityToWorld ); + MatrixInvert( entityToWorld, worldToEntity ); + ConcatTransforms( worldToEntity, EntityToWorldTransform(), ragdoll.constraintToAttached ); + + ragdoll.onlyAngularLimits = HasSpawnFlags( SF_RAGDOLL_FREEMOVEMENT ) ? true : false; + + // FIXME: Why are these friction numbers in different units from what the hinge uses? + ragdoll.axes[0].SetAxisFriction( m_xmin, m_xmax, m_xfriction ); + ragdoll.axes[1].SetAxisFriction( m_ymin, m_ymax, m_yfriction ); + ragdoll.axes[2].SetAxisFriction( m_zmin, m_zmax, m_zfriction ); + + if ( HasSpawnFlags( SF_CONSTRAINT_START_INACTIVE ) ) + { + ragdoll.isActive = false; + } + return physenv->CreateRagdollConstraint( info.pObjects[0], info.pObjects[1], pGroup, ragdoll ); +} + + + +class CPhysConstraintEvents : public IPhysicsConstraintEvent +{ + void ConstraintBroken( IPhysicsConstraint *pConstraint ) + { + CBaseEntity *pEntity = (CBaseEntity *)pConstraint->GetGameData(); + if ( pEntity ) + { + IPhysicsConstraintEvent *pConstraintEvent = dynamic_cast( pEntity ); + //Msg("Constraint broken %s\n", pEntity->GetDebugName() ); + if ( pConstraintEvent ) + { + pConstraintEvent->ConstraintBroken( pConstraint ); + } + else + { + variant_t emptyVariant; + pEntity->AcceptInput( "ConstraintBroken", NULL, NULL, emptyVariant, 0 ); + } + } + } +}; + +static CPhysConstraintEvents constraintevents; +// registered in physics.cpp +IPhysicsConstraintEvent *g_pConstraintEvents = &constraintevents; + + + + + +#if HINGE_NOTIFY +//----------------------------------------------------------------------------- +// Code for sampler +//----------------------------------------------------------------------------- + + +/// Call this in spawn(). (Not a constructor because those are difficult to use in entities.) +void VelocitySampler::Initialize(float samplerate) +{ + m_fIdealSampleRate = samplerate; +} + +// This is an old style approach to reversal sounds, from when there was only one. +#if 0 +bool VelocitySampler::HasReversed(const Vector &relativeVelocity, float thresholdAcceleration) +{ + // first, make sure the velocity has reversed (is more than 90deg off) from last time, or is zero now. + // float rVsq = relativeVelocity.LengthSqr(); + float vDot = relativeVelocity.Dot(m_prevSample); + if (vDot <= 0) // there is a reversal in direction. compute the magnitude of acceleration. + { + // find the scalar projection of the relative acceleration this fame onto the previous frame's + // velocity, and compare that to the threshold. + Vector accel = relativeVelocity - m_prevSample; + + float prevSampleLength = m_prevSample.Length(); + float projection = 0; + // divide through by dt to get the accel per sec + if (prevSampleLength) + { + projection = -(accel.Dot(m_prevSample) / prevSampleLength) / (gpGlobals->curtime - m_fPrevSampleTime); + } + else + { + projection = accel.Length() / (gpGlobals->curtime - m_fPrevSampleTime); + } + + if (g_debug_constraint_sounds.GetBool()) + { + Msg("Reversal accel is %f/%f\n",projection,thresholdAcceleration); + } + return ((projection) > thresholdAcceleration); // the scalar projection is negative because the acceleration is against vel + } + else + { + return false; + } +} +#endif + +/// Looks at the force of reversal and compares it to a ladder of thresholds. +/// Returns the index of the highest threshold exceeded by the reversal velocity. +int VelocitySampler::HasReversed(const Vector &relativeVelocity, const float thresholdAcceleration[], const unsigned short numThresholds) +{ + // first, make sure the velocity has reversed (is more than 90deg off) from last time, or is zero now. + // float rVsq = relativeVelocity.LengthSqr(); + float vDot = relativeVelocity.Dot(m_prevSample); + if (vDot <= 0) // there is a reversal in direction. compute the magnitude of acceleration. + { + // find the scalar projection of the relative acceleration this fame onto the previous frame's + // velocity, and compare that to the threshold. + Vector accel = relativeVelocity - m_prevSample; + + float prevSampleLength = m_prevSample.Length(); + float projection = 0; + // divide through by dt to get the accel per sec + if (prevSampleLength) + { + // the scalar projection is negative because the acceleration is against vel + projection = -(accel.Dot(m_prevSample) / prevSampleLength) / (gpGlobals->curtime - m_fPrevSampleTime); + } + else + { + projection = accel.Length() / (gpGlobals->curtime - m_fPrevSampleTime); + } + + if (g_debug_constraint_sounds.GetBool()) + { + Msg("Reversal accel is %f/%f\n", projection, thresholdAcceleration[0]); + } + + + // now find the threshold crossed. + int retval; + for (retval = numThresholds - 1; retval >= 0 ; --retval) + { + if (projection > thresholdAcceleration[retval]) + break; + } + + return retval; + } + else + { + return -1; + } +} + +/// small helper function used just below (technique copy-pasted from sound.cpp) +inline static bool IsEmpty (const string_t &str) +{ + return (!str || strlen(str.ToCStr()) < 1 ); +} + +void ConstraintSoundInfo::OnActivate( CPhysConstraint *pOuter ) +{ + m_pTravelSound = NULL; + m_vSampler.Initialize( getThinkRate() ); + + + ValidateInternals( pOuter ); + + // make sure sound filenames are not empty + m_bPlayTravelSound = !IsEmpty(m_iszTravelSoundFwd) || !IsEmpty(m_iszTravelSoundBack); + m_bPlayReversalSound = false; + for (int i = 0; i < SimpleConstraintSoundProfile::kREVERSAL_SOUND_ARRAY_SIZE ; ++i) + { + if ( !IsEmpty(m_iszReversalSounds[i]) ) + { + // if there is at least one filled sound field, we should try + // to play reversals + m_bPlayReversalSound = true; + break; + } + } + + + /* + SetThink(&CPhysSlideConstraint::SoundThink); + SetNextThink(gpGlobals->curtime + m_vSampler.getSampleRate()); + */ +} + +/// Maintain consistency of internal datastructures on start +void ConstraintSoundInfo::ValidateInternals( CPhysConstraint *pOuter ) +{ + // Make sure the reversal sound thresholds are strictly increasing. + for (int i = 1 ; i < SimpleConstraintSoundProfile::kREVERSAL_SOUND_ARRAY_SIZE ; ++i) + { + // if decreases from small to medium, promote small to medium and warn. + if (m_soundProfile.m_reversalSoundThresholds[i] < m_soundProfile.m_reversalSoundThresholds[i-1]) + { + Warning("Constraint reversal sounds for %s are out of order!", pOuter->GetDebugName() ); + m_soundProfile.m_reversalSoundThresholds[i] = m_soundProfile.m_reversalSoundThresholds[i-1]; + m_iszReversalSounds[i] = m_iszReversalSounds[i-1]; + } + } +} + +void ConstraintSoundInfo::OnPrecache( CPhysConstraint *pOuter ) +{ + pOuter->PrecacheScriptSound( m_iszTravelSoundFwd.ToCStr() ); + pOuter->PrecacheScriptSound( m_iszTravelSoundBack.ToCStr() ); + for (int i = 0 ; i < SimpleConstraintSoundProfile::kREVERSAL_SOUND_ARRAY_SIZE; ++i ) + { + pOuter->PrecacheScriptSound( m_iszReversalSounds[i].ToCStr() ); + } +} + +void ConstraintSoundInfo::OnThink( CPhysConstraint *pOuter, const Vector &relativeVelocity ) +{ + // have we had a hard reversal? + int playReversal = m_vSampler.HasReversed( relativeVelocity, m_soundProfile.m_reversalSoundThresholds, SimpleConstraintSoundProfile::kREVERSAL_SOUND_ARRAY_SIZE ); + float relativeVelMag = relativeVelocity.Length(); //< magnitude of relative velocity + + CBaseEntity *pChildEntity = static_cast(pOuter->GetPhysConstraint()->GetAttachedObject()->GetGameData()); + + // compute sound level + float soundVol = this->m_soundProfile.GetVolume(relativeVelMag); + + if (g_debug_constraint_sounds.GetBool()) + { + char tempstr[512]; + Q_snprintf(tempstr,sizeof(tempstr),"Velocity: %.3f", relativeVelMag ); + pChildEntity->EntityText( 0, tempstr, m_vSampler.getSampleRate() ); + + Q_snprintf(tempstr,sizeof(tempstr),"Sound volume: %.3f", soundVol ); + pChildEntity->EntityText( 1, tempstr, m_vSampler.getSampleRate() ); + + if (playReversal >= 0) + { + Q_snprintf(tempstr,sizeof(tempstr),"Reversal [%d]", playReversal ); + pChildEntity->EntityText(2,tempstr,m_vSampler.getSampleRate()); + } + } + + // if we loaded a travel sound + if (m_bPlayTravelSound) + { + if (soundVol > 0) + { + // if we want to play a sound... + if ( m_pTravelSound ) + { // if a sound exists, modify it + CSoundEnvelopeController::GetController().SoundChangeVolume( m_pTravelSound, soundVol, 0.1f ); + } + else + { // if a sound does not exist, create it + bool travellingForward = relativeVelocity.Dot(m_forwardAxis) > 0; + + CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); + CPASAttenuationFilter filter( pChildEntity ); + m_pTravelSound = controller.SoundCreate( filter, pChildEntity->entindex(), + (travellingForward ? m_iszTravelSoundFwd : m_iszTravelSoundBack).ToCStr() ); + controller.Play( m_pTravelSound, soundVol, 100 ); + } + } + else + { + // if we want to not play sound + if ( m_pTravelSound ) + { // and it exists, kill it + CSoundEnvelopeController::GetController().SoundDestroy( m_pTravelSound ); + m_pTravelSound = NULL; + } + } + } + + if (m_bPlayReversalSound && (playReversal >= 0)) + { + pChildEntity->EmitSound(m_iszReversalSounds[playReversal].ToCStr()); + } + + m_vSampler.AddSample( relativeVelocity ); + +} + + +void ConstraintSoundInfo::StartThinking( CPhysConstraint *pOuter, const Vector &relativeVelocity, const Vector &forwardVector ) +{ + m_forwardAxis = forwardVector; + m_vSampler.BeginSampling( relativeVelocity ); + + /* + IPhysicsConstraint *pConstraint = pOuter->GetPhysConstraint(); + Assert(pConstraint); + if (pConstraint) + { + IPhysicsObject * pAttached = pConstraint->GetAttachedObject(), *pReference = pConstraint->GetReferenceObject(); + m_vSampler.BeginSampling( VelocitySampler::GetRelativeVelocity(pAttached,pReference) ); + } + */ +} + +void ConstraintSoundInfo::StopThinking( CPhysConstraint *pOuter ) +{ + DeleteAllSounds(); +} + + +ConstraintSoundInfo::~ConstraintSoundInfo() +{ + DeleteAllSounds(); +} + +// Any sounds envelopes that are active, kill. +void ConstraintSoundInfo::DeleteAllSounds() +{ + if ( m_pTravelSound ) + { + CSoundEnvelopeController::GetController().SoundDestroy( m_pTravelSound ); + m_pTravelSound = NULL; + } +} + +#endif -- cgit v1.2.3