//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #ifdef _WIN32 #pragma warning (disable:4127) #pragma warning (disable:4244) #endif #include "cbase.h" #include "ivp_controller.hxx" #include "physics_motioncontroller.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" struct vphysics_save_motioncontroller_t { CUtlVector m_objectList; int m_nPriority; DECLARE_SIMPLE_DATADESC(); }; BEGIN_SIMPLE_DATADESC( vphysics_save_motioncontroller_t ) DEFINE_VPHYSPTR_UTLVECTOR( m_objectList ), DEFINE_FIELD( m_nPriority, FIELD_INTEGER ), END_DATADESC() class CPhysicsMotionController : public IVP_Controller_Independent, public IPhysicsMotionController { public: CPhysicsMotionController( IMotionEvent *pHandler, CPhysicsEnvironment *pVEnv ); virtual ~CPhysicsMotionController( void ); virtual void do_simulation_controller(IVP_Event_Sim *event,IVP_U_Vector *core_list); virtual IVP_CONTROLLER_PRIORITY get_controller_priority(); virtual void core_is_going_to_be_deleted_event(IVP_Core *core) { m_coreList.FindAndRemove( core ); } virtual const char *get_controller_name() { return "vphysics:motion"; } virtual void SetEventHandler( IMotionEvent *handler ); virtual void AttachObject( IPhysicsObject *pObject, bool checkIfAlreadyAttached ); virtual void DetachObject( IPhysicsObject *pObject ); void RemoveCore( IVP_Core *pCore ); // Save/load void WriteToTemplate( vphysics_save_motioncontroller_t &controllerTemplate ); void InitFromTemplate( const vphysics_save_motioncontroller_t &controllerTemplate ); // returns the number of objects currently attached to the controller virtual int CountObjects( void ) { return m_coreList.Count(); } // NOTE: pObjectList is an array with at least CountObjects() allocated virtual void GetObjects( IPhysicsObject **pObjectList ) { for ( int i = 0; i < m_coreList.Count(); i++ ) { IVP_Core *pCore = m_coreList[i]; IVP_Real_Object *pivp = pCore->objects.element_at(0); IPhysicsObject *pPhys = static_cast(pivp->client_data); // copy out pObjectList[i] = pPhys; } } // detaches all attached objects virtual void ClearObjects( void ) { while ( m_coreList.Count() ) { int x = m_coreList.Count()-1; IVP_Core *pCore = m_coreList[x]; RemoveCore( pCore ); } } // wakes up all attached objects virtual void WakeObjects( void ) { for ( int i = 0; i < m_coreList.Count(); i++ ) { IVP_Core *pCore = m_coreList[i]; pCore->ensure_core_to_be_in_simulation(); } } virtual void SetPriority( priority_t priority ); private: IMotionEvent *m_handler; CUtlVector m_coreList; CPhysicsEnvironment *m_pVEnv; int m_priority; }; CPhysicsMotionController::CPhysicsMotionController( IMotionEvent *pHandler, CPhysicsEnvironment *pVEnv ) { m_handler = pHandler; m_pVEnv = pVEnv; SetPriority( MEDIUM_PRIORITY ); } CPhysicsMotionController::~CPhysicsMotionController( void ) { Assert( !m_pVEnv->IsInSimulation() ); for ( int i = 0; i < m_coreList.Count(); i++ ) { m_coreList[i]->rem_core_controller( (IVP_Controller *)this ); } } void CPhysicsMotionController::do_simulation_controller(IVP_Event_Sim *event,IVP_U_Vector *core_list) { if ( m_handler ) { for ( int i = 0; i < core_list->len(); i++ ) { IVP_U_Float_Point ivpSpeed, ivpRot; IVP_Core *pCore = core_list->element_at(i); IVP_Real_Object *pivp = pCore->objects.element_at(0); IPhysicsObject *pPhys = static_cast(pivp->client_data); if ( !pPhys->IsMoveable() ) continue; Vector speed; AngularImpulse rot; speed.Init(); rot.Init(); IMotionEvent::simresult_e ret = m_handler->Simulate( this, pPhys, event->delta_time, speed, rot ); switch( ret ) { case IMotionEvent::SIM_NOTHING: break; case IMotionEvent::SIM_LOCAL_ACCELERATION: { ConvertForceImpulseToIVP( speed, ivpSpeed ); ConvertAngularImpulseToIVP( rot, ivpRot ); const IVP_U_Matrix *m_world_f_core = pCore->get_m_world_f_core_PSI(); // transform to world space m_world_f_core->inline_vmult3( &ivpSpeed, &ivpSpeed ); // UNDONE: Put these values into speed change / rot_speed_change instead? pCore->speed.add_multiple( &ivpSpeed, event->delta_time ); pCore->rot_speed.add_multiple( &ivpRot, event->delta_time ); } break; case IMotionEvent::SIM_LOCAL_FORCE: { ConvertForceImpulseToIVP( speed, ivpSpeed ); ConvertAngularImpulseToIVP( rot, ivpRot ); const IVP_U_Matrix *m_world_f_core = pCore->get_m_world_f_core_PSI(); // transform to world space m_world_f_core->inline_vmult3( &ivpSpeed, &ivpSpeed ); pCore->center_push_core_multiple_ws( &ivpSpeed, event->delta_time ); pCore->rot_push_core_multiple_cs( &ivpRot, event->delta_time ); } break; case IMotionEvent::SIM_GLOBAL_ACCELERATION: { ConvertAngularImpulseToIVP( rot, ivpRot ); ConvertForceImpulseToIVP( speed, ivpSpeed ); pCore->speed.add_multiple( &ivpSpeed, event->delta_time ); pCore->rot_speed.add_multiple( &ivpRot, event->delta_time ); } break; case IMotionEvent::SIM_GLOBAL_FORCE: { ConvertAngularImpulseToIVP( rot, ivpRot ); ConvertForceImpulseToIVP( speed, ivpSpeed ); pCore->center_push_core_multiple_ws( &ivpSpeed, event->delta_time ); pCore->rot_push_core_multiple_cs( &ivpRot, event->delta_time ); } break; } pCore->apply_velocity_limit(); } } } IVP_CONTROLLER_PRIORITY CPhysicsMotionController::get_controller_priority() { return (IVP_CONTROLLER_PRIORITY) m_priority; } void CPhysicsMotionController::SetPriority( priority_t priority ) { switch ( priority ) { case LOW_PRIORITY: m_priority = IVP_CP_CONSTRAINTS_MIN; break; default: case MEDIUM_PRIORITY: m_priority = IVP_CP_MOTION; break; case HIGH_PRIORITY: m_priority = IVP_CP_FORCEFIELDS+1; break; } } void CPhysicsMotionController::SetEventHandler( IMotionEvent *handler ) { m_handler = handler; } void CPhysicsMotionController::AttachObject( IPhysicsObject *pObject, bool checkIfAlreadyAttached ) { // BUGBUG: Sometimes restore comes back with a NULL, REVISIT if ( !pObject || pObject->IsStatic() ) return; CPhysicsObject *pPhys = static_cast(pObject); IVP_Real_Object *pIVP = pPhys->GetObject(); IVP_Core *pCore = pIVP->get_core(); // UNDONE: On save/load, trigger-based motion controllers re-attach their objects. // UNDONE: Do something cheaper about this? // OPTIMIZE: Linear search here? if ( checkIfAlreadyAttached ) { int index = m_coreList.Find(pCore); if ( m_coreList.IsValidIndex(index) ) { DevMsg(1,"Attached core twice!!!\n"); return; } } m_coreList.AddToTail( pCore ); MEM_ALLOC_CREDIT(); pCore->add_core_controller( (IVP_Controller *)this ); } void CPhysicsMotionController::RemoveCore( IVP_Core *pCore ) { int index = m_coreList.Find(pCore); if ( !m_coreList.IsValidIndex(index) ) { #if DEBUG Msg("removed invalid core !!!\n"); #endif return; } //Assert( !m_pVEnv->IsInSimulation() ); m_coreList.Remove( index ); pCore->rem_core_controller( static_cast(this) ); } void CPhysicsMotionController::DetachObject( IPhysicsObject *pObject ) { CPhysicsObject *pPhys = static_cast(pObject); IVP_Real_Object *pIVP = pPhys->GetObject(); IVP_Core *core = pIVP->get_core(); RemoveCore(core); } // Save/load void CPhysicsMotionController::WriteToTemplate( vphysics_save_motioncontroller_t &controllerTemplate ) { controllerTemplate.m_nPriority = m_priority; int nObjectCount = CountObjects(); controllerTemplate.m_objectList.AddMultipleToTail( nObjectCount ); GetObjects( controllerTemplate.m_objectList.Base() ); } void CPhysicsMotionController::InitFromTemplate( const vphysics_save_motioncontroller_t &controllerTemplate ) { m_priority = controllerTemplate.m_nPriority; int nObjectCount = controllerTemplate.m_objectList.Count(); for ( int i = 0; i < nObjectCount; ++i ) { AttachObject( controllerTemplate.m_objectList[i], true ); } } IPhysicsMotionController *CreateMotionController( CPhysicsEnvironment *pPhysEnv, IMotionEvent *pHandler ) { if ( !pHandler ) return NULL; return new CPhysicsMotionController( pHandler, pPhysEnv ); } bool SavePhysicsMotionController( const physsaveparams_t ¶ms, IPhysicsMotionController *pMotionController ) { vphysics_save_motioncontroller_t controllerTemplate; memset( &controllerTemplate, 0, sizeof(controllerTemplate) ); CPhysicsMotionController *pControllerImp = static_cast(pMotionController); pControllerImp->WriteToTemplate( controllerTemplate ); params.pSave->WriteAll( &controllerTemplate ); return true; } bool RestorePhysicsMotionController( const physrestoreparams_t ¶ms, IPhysicsMotionController **ppMotionController ) { CPhysicsMotionController *pControllerImp = new CPhysicsMotionController( NULL, static_cast(params.pEnvironment) ); vphysics_save_motioncontroller_t controllerTemplate; memset( &controllerTemplate, 0, sizeof(controllerTemplate) ); params.pRestore->ReadAll( &controllerTemplate ); pControllerImp->InitFromTemplate( controllerTemplate ); *ppMotionController = pControllerImp; return true; }