// Copyright (C) 2004 Id Software, Inc. // #include "precompiled.h" #pragma hdrstop #include "../Game_local.h" CLASS_DECLARATION( idPhysics_Base, idPhysics_Actor ) END_CLASS //HUMANHEAD PCF mdl 04/30/06 - Added this in case last minute change below causes chaos #define LAST_MINUTE_HACK /* ================ idPhysics_Actor::idPhysics_Actor ================ */ idPhysics_Actor::idPhysics_Actor( void ) { clipModel = NULL; SetClipModelAxis(); mass = 100.0f; invMass = 1.0f / mass; masterEntity = NULL; masterYaw = 0.0f; masterDeltaYaw = 0.0f; // HUMANHEAD nla numTouch = 0; memset( &groundTrace, 0, sizeof(trace_t) ); hadGroundContacts = false; // HUMANHEAD END groundEntityPtr = NULL; } /* ================ idPhysics_Actor::~idPhysics_Actor ================ */ idPhysics_Actor::~idPhysics_Actor( void ) { if ( clipModel ) { delete clipModel; clipModel = NULL; } } /* ================ idPhysics_Actor::Save ================ */ void idPhysics_Actor::Save( idSaveGame *savefile ) const { savefile->WriteClipModel( clipModel ); savefile->WriteMat3( clipModelAxis ); savefile->WriteFloat( mass ); savefile->WriteFloat( invMass ); savefile->WriteObject( masterEntity ); savefile->WriteFloat( masterYaw ); savefile->WriteFloat( masterDeltaYaw ); groundEntityPtr.Save( savefile ); // HUMANHEAD mdl int i; savefile->WriteTrace( groundTrace ); savefile->WriteInt( numTouch ); for( i = 0; i < MAXTOUCH; i++ ) { savefile->WriteInt( touchEnts[i] ); } savefile->WriteBool( hadGroundContacts ); for( i = 0; i < c_iNumRotationTraces; i++ ) { savefile->WriteVec3( rotationTraceDirectionTable[i] ); } // HUMANHEAD END } /* ================ idPhysics_Actor::Restore ================ */ void idPhysics_Actor::Restore( idRestoreGame *savefile ) { savefile->ReadClipModel( clipModel ); savefile->ReadMat3( clipModelAxis ); savefile->ReadFloat( mass ); savefile->ReadFloat( invMass ); savefile->ReadObject( reinterpret_cast( masterEntity ) ); savefile->ReadFloat( masterYaw ); savefile->ReadFloat( masterDeltaYaw ); groundEntityPtr.Restore( savefile ); // HUMANHEAD mdl int i; savefile->ReadTrace( groundTrace ); savefile->ReadInt( numTouch ); for( i = 0; i < MAXTOUCH; i++ ) { savefile->ReadInt( touchEnts[i] ); } savefile->ReadBool( hadGroundContacts ); for( i = 0; i < c_iNumRotationTraces; i++ ) { savefile->ReadVec3( rotationTraceDirectionTable[i] ); } // HUMANHEAD END } /* ================ idPhysics_Actor::SetClipModelAxis ================ */ void idPhysics_Actor::SetClipModelAxis( void ) { idMat3 prevClipModelAxis = clipModelAxis; // HUMANHEAD JRM // align clip model to gravity direction if ( ( gravityNormal[2] == -1.0f ) || ( gravityNormal == vec3_zero ) ) { clipModelAxis.Identity(); } else { // HUMANHEAD JRM/PDM/NLA - To get the right clipmodel axis in gravity zones idVec3 newx; newx = prevClipModelAxis[0] - (prevClipModelAxis[0] * -gravityNormal)*-gravityNormal; if(newx.LengthSqr() < VECTOR_EPSILON) { gameLocal.Warning("idPhysics_Actor::SetClipModelAxis invalid newx"); if(prevClipModelAxis[0] * -gravityNormal > 0.0f) { newx = -prevClipModelAxis[2]; } else { newx = prevClipModelAxis[2]; } } newx.Normalize(); clipModelAxis[0] = newx; clipModelAxis[2] = -gravityNormal; clipModelAxis[1] = clipModelAxis[2].Cross(clipModelAxis[0]); // HUMANHEAD END } if ( clipModel ) { clipModel->Link( gameLocal.clip, self, 0, clipModel->GetOrigin(), clipModelAxis ); } } /* ================ idPhysics_Actor::GetGravityAxis ================ */ const idMat3 &idPhysics_Actor::GetGravityAxis( void ) const { return clipModelAxis; } /* ================ idPhysics_Actor::GetMasterDeltaYaw ================ */ float idPhysics_Actor::GetMasterDeltaYaw( void ) const { return masterDeltaYaw; } /* ================ idPhysics_Actor::GetGroundEntity ================ */ idEntity *idPhysics_Actor::GetGroundEntity( void ) const { return groundEntityPtr.GetEntity(); } /* ================ idPhysics_Actor::SetClipModel ================ */ void idPhysics_Actor::SetClipModel( idClipModel *model, const float density, int id, bool freeOld ) { assert( self ); assert( model ); // a clip model is required assert( model->IsTraceModel() ); // and it should be a trace model assert( density > 0.0f ); // density should be valid if ( clipModel && clipModel != model && freeOld ) { delete clipModel; } clipModel = model; clipModel->Link( gameLocal.clip, self, 0, clipModel->GetOrigin(), clipModelAxis ); } /* ================ idPhysics_Actor::GetClipModel ================ */ idClipModel *idPhysics_Actor::GetClipModel( int id ) const { return clipModel; } /* ================ idPhysics_Actor::GetNumClipModels ================ */ int idPhysics_Actor::GetNumClipModels( void ) const { return 1; } /* ================ idPhysics_Actor::SetMass ================ */ void idPhysics_Actor::SetMass( float _mass, int id ) { assert( _mass > 0.0f ); mass = _mass; invMass = 1.0f / _mass; } /* ================ idPhysics_Actor::GetMass ================ */ float idPhysics_Actor::GetMass( int id ) const { return mass; } /* ================ idPhysics_Actor::SetClipMask ================ */ void idPhysics_Actor::SetContents( int contents, int id ) { clipModel->SetContents( contents ); } /* ================ idPhysics_Actor::SetClipMask ================ */ int idPhysics_Actor::GetContents( int id ) const { return clipModel->GetContents(); } /* ================ idPhysics_Actor::GetBounds ================ */ const idBounds &idPhysics_Actor::GetBounds( int id ) const { return clipModel->GetBounds(); } /* ================ idPhysics_Actor::GetAbsBounds ================ */ const idBounds &idPhysics_Actor::GetAbsBounds( int id ) const { return clipModel->GetAbsBounds(); } /* ================ idPhysics_Actor::IsPushable ================ */ bool idPhysics_Actor::IsPushable( void ) const { return ( masterEntity == NULL ); } /* ================ idPhysics_Actor::GetOrigin ================ */ const idVec3 &idPhysics_Actor::GetOrigin( int id ) const { return clipModel->GetOrigin(); } /* ================ idPhysics_Player::GetAxis ================ */ const idMat3 &idPhysics_Actor::GetAxis( int id ) const { return clipModel->GetAxis(); } /* ================ idPhysics_Actor::SetGravity ================ */ void idPhysics_Actor::SetGravity( const idVec3 &newGravity ) { if ( newGravity != gravityVector ) { idPhysics_Base::SetGravity( newGravity ); /* HUMANHEAD: aob - removed because InterativeRotateMove updates bbox SetClipModelAxis(); HUMANHEAD END*/ } } /* ================ idPhysics_Actor::ClipTranslation ================ */ void idPhysics_Actor::ClipTranslation( trace_t &results, const idVec3 &translation, const idClipModel *model ) const { if ( model ) { gameLocal.clip.TranslationModel( results, clipModel->GetOrigin(), clipModel->GetOrigin() + translation, clipModel, clipModel->GetAxis(), clipMask, model->Handle(), model->GetOrigin(), model->GetAxis() ); } else { gameLocal.clip.Translation( results, clipModel->GetOrigin(), clipModel->GetOrigin() + translation, clipModel, clipModel->GetAxis(), clipMask, self ); } } /* ================ idPhysics_Actor::ClipRotation ================ */ void idPhysics_Actor::ClipRotation( trace_t &results, const idRotation &rotation, const idClipModel *model ) const { if ( model ) { gameLocal.clip.RotationModel( results, clipModel->GetOrigin(), rotation, clipModel, clipModel->GetAxis(), clipMask, model->Handle(), model->GetOrigin(), model->GetAxis() ); } else { gameLocal.clip.Rotation( results, clipModel->GetOrigin(), rotation, clipModel, clipModel->GetAxis(), clipMask, self ); } } /* ================ idPhysics_Actor::ClipContents ================ */ int idPhysics_Actor::ClipContents( const idClipModel *model ) const { if ( model ) { return gameLocal.clip.ContentsModel( clipModel->GetOrigin(), clipModel, clipModel->GetAxis(), -1, model->Handle(), model->GetOrigin(), model->GetAxis() ); } else { return gameLocal.clip.Contents( clipModel->GetOrigin(), clipModel, clipModel->GetAxis(), -1, NULL ); } } /* ================ idPhysics_Actor::DisableClip ================ */ void idPhysics_Actor::DisableClip( void ) { clipModel->Disable(); } /* ================ idPhysics_Actor::EnableClip ================ */ void idPhysics_Actor::EnableClip( void ) { clipModel->Enable(); } /* ================ idPhysics_Actor::UnlinkClip ================ */ void idPhysics_Actor::UnlinkClip( void ) { clipModel->Unlink(); } /* ================ idPhysics_Actor::LinkClip ================ */ void idPhysics_Actor::LinkClip( void ) { clipModel->Link( gameLocal.clip, self, 0, clipModel->GetOrigin(), clipModel->GetAxis() ); } /* ================ idPhysics_Actor::EvaluateContacts ================ */ bool idPhysics_Actor::EvaluateContacts( void ) { // get all the ground contacts ClearContacts(); AddGroundContacts( clipModel ); AddContactEntitiesForContacts(); return ( contacts.Num() != 0 ); } // HUMANHEAD functions /* =============== idPhysics_Actor::AddTouchEnt HUMANHEAD nla =============== */ void idPhysics_Actor::AddTouchEnt( int entityNum ) { int i; if ( entityNum == ENTITYNUM_WORLD ) { return; } if ( numTouch == MAXTOUCH ) { return; } // see if it is already added for ( i = 0; i < numTouch; i++ ) { if ( touchEnts[ i ] == entityNum ) { return; } } // add it touchEnts[numTouch] = entityNum; numTouch++; } /* =============== idPhysics_Actor::AddTouchEntList HUMANHEAD nla =============== */ void idPhysics_Actor::AddTouchEntList( idList &list ) { int i; for ( i = 0; i < list.Num(); i++ ) { AddTouchEnt(list[i]); } } /* ================ idPhysics_Actor::GetNumTouchEnts HUMANHEAD nla ================ */ int idPhysics_Actor::GetNumTouchEnts( void ) const { return numTouch; } /* ================ idPhysics_Actor::GetTouchEnt HUMANHEAD nla ================ */ int idPhysics_Actor::GetTouchEnt( int i ) const { if ( i < 0 || i >= numTouch ) { return ENTITYNUM_NONE; } return touchEnts[i]; } /* =============== idPhysics_Actor::ResetNumTouchEnt HUMANHEAD nla =============== */ void idPhysics_Actor::ResetNumTouchEnt( int i ) { numTouch = i; } /* ================ hhPhysics_Player::HadGroundContacts HUMANHEAD: aob ================ */ bool idPhysics_Actor::HadGroundContacts() const { return hadGroundContacts; } /* ================ idPhysics_Actor::HadGroundContacts HUMANHEAD: aob ================ */ void idPhysics_Actor::HadGroundContacts( const bool hadGroundContacts ) { this->hadGroundContacts = hadGroundContacts; } /* ================ idPhysics_Actor::InterativeRotateMove HUMANHEAD: aob ================ */ bool idPhysics_Actor::IterativeRotateMove( const idVec3& upVector, const idVec3& idealUpVector, const idVec3& rotationOrigin, const idVec3& rotationCheckOrigin, int numIterations) { trace_t rotationTraceInfo; trace_t translationTraceInfo; idRotation rotator; idVec3 rotationVector; const idVec3 origPos( rotationOrigin ); idVec3 currentOrigin( rotationOrigin ); idMat3 currentAxis( GetAxis() ); idVec3 averageTranslationVector( vec3_origin ); float numTranslationVectors = 0.0f; if( idealUpVector.Compare(vec3_origin, VECTOR_EPSILON) ) {// For Zero G return false; } if( upVector.Compare(idealUpVector, VECTOR_EPSILON) ) { return false; } rotator.SetVec( DetermineRotationVector(upVector, idealUpVector, rotationCheckOrigin) ); rotator.SetAngle( RAD2DEG(idMath::ACos(upVector * idealUpVector)) ); rotator.ToMat3(); do { rotator.SetOrigin( currentOrigin ); gameLocal.clip.Rotation( rotationTraceInfo, currentOrigin, rotator, clipModel, currentAxis, clipMask, self ); currentAxis = rotationTraceInfo.endAxis; if( rotationTraceInfo.fraction < 1.0f ) { gameLocal.clip.Translation( translationTraceInfo, currentOrigin, currentOrigin + rotationTraceInfo.c.normal * p_iterRotMoveTransDist.GetFloat(), clipModel, currentAxis, clipMask, self ); currentOrigin = translationTraceInfo.endpos; averageTranslationVector += rotationTraceInfo.c.normal; numTranslationVectors += 1.0f; } } while( --numIterations && rotationTraceInfo.fraction < 1.0f ); if( numTranslationVectors > 0.0f ) { averageTranslationVector /= numTranslationVectors; averageTranslationVector.Normalize(); gameLocal.clip.Translation( translationTraceInfo, currentOrigin, currentOrigin + -averageTranslationVector * p_iterRotMoveTransDist.GetFloat(), clipModel, currentAxis, clipMask, self ); currentOrigin = translationTraceInfo.endpos; } //HUMANHEAD rww - do a translation test before using this origin/axis if (!gameLocal.clip.Translation( translationTraceInfo, currentOrigin, currentOrigin, clipModel, currentAxis, clipMask, self )) { SetOrigin( currentOrigin ); SetAxis( currentAxis ); } else { //HUMANHEAD rww - if we fail, try instantly rotating to the desired orientation //HUMANHEAD PCF mdl 04/30/06 - Added LAST_MINUTE_HACK in case we want to revert this #ifndef LAST_MINUTE_HACK if (groundTrace.fraction < 1.0f && fabsf(DotProduct(idealUpVector, groundTrace.c.normal)) > 0.8f) { //hitting ground const float fudge = 1.0f; currentOrigin = rotationCheckOrigin + (groundTrace.c.normal*(fabsf(GetBounds()[0].z)+fudge)); idMat3 m = idealUpVector.ToMat3(); currentAxis[0] = m[2]; currentAxis[2] = m[0]; currentAxis[1] = m[0].Cross(m[2]); if (!gameLocal.clip.Translation( translationTraceInfo, currentOrigin, currentOrigin, clipModel, currentAxis, clipMask, self )) { SetOrigin( currentOrigin ); SetAxis( currentAxis ); } } #else if (groundTrace.fraction < 1.0f && fabsf(DotProduct(idealUpVector, groundTrace.c.normal)) > 0.8f) { //hitting ground const float fudge = 1.0f; float safeD = (fabsf(GetBounds()[0].z)+fudge); currentOrigin = rotationCheckOrigin + (groundTrace.c.normal*safeD); idMat3 m = idealUpVector.ToMat3(); currentAxis[0] = m[2]; currentAxis[2] = m[0]; currentAxis[1] = m[0].Cross(m[2]); if (!gameLocal.clip.Translation( translationTraceInfo, currentOrigin, currentOrigin, clipModel, currentAxis, clipMask, self )) { //HUMANHEAD PCF rww 04/30/06 - trace back down on the normal once we have made sure we have a safe spot. const float downFudge = 16.0f; safeD = (fabsf(GetBounds()[1].z)+downFudge); idVec3 backDown = currentOrigin - (groundTrace.c.normal*safeD); gameLocal.clip.Translation( translationTraceInfo, currentOrigin, backDown, clipModel, currentAxis, clipMask, self ); SetOrigin( translationTraceInfo.endpos ); SetAxis( translationTraceInfo.endAxis ); } } #endif // LAST_MINUTE_HACK } return true; } /* ============= idPhysics_Actor::DetermineRotationVector HUMANHEAD: aob ============= */ idVec3 idPhysics_Actor::DetermineRotationVector( const idVec3& upVector, const idVec3& idealUpVector, const idVec3& checkOrigin ) { idVec3 rotationVector = idealUpVector.Cross( upVector ); if( rotationVector.LengthSqr() <= VECTOR_EPSILON ) { BuildRotationTraceDirectionTable( self->GetAxis() );//Actors return viewAxis and plain entities return physics axis for( int iIndex = 0; iIndex < c_iNumRotationTraces; ++iIndex ) { if( DirectionIsClear(checkOrigin, rotationTraceDirectionTable[iIndex]) ) { rotationVector = rotationTraceDirectionTable[iIndex]; break; } } } rotationVector.Normalize(); return rotationVector; } /* ============= idPhysics_Actor::DirectionIsClear HUMANHEAD: aob ============= */ #define ROTATION_TRACE_DISTANCE ((pm_bboxwidth.GetFloat() * 0.5f) + 10.0f) bool idPhysics_Actor::DirectionIsClear( const idVec3& checkOrigin, const idVec3& direction ) { trace_t traceInfo; gameLocal.clip.TracePoint( traceInfo, checkOrigin, checkOrigin + direction * ROTATION_TRACE_DISTANCE, clipMask, self ); return (traceInfo.fraction == 1.0f); } /* ============= idPhysics_Actor::BuildRotationTraceDirectionTable HUMANHEAD: aob ============= */ void idPhysics_Actor::BuildRotationTraceDirectionTable( const idMat3& Axis ) { rotationTraceDirectionTable[0] = Axis[0]; rotationTraceDirectionTable[1] = -Axis[0]; rotationTraceDirectionTable[2] = Axis[1]; rotationTraceDirectionTable[3] = -Axis[1]; }