mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-25 15:14:51 +01:00
1a2ccb8f50
Conflicts: Sources/Ecc/Parser.cpp Sources/Ecc/Scanner.cpp Sources/Engine/Base/Scanner.cpp Sources/Engine/GameAgent/GameAgent.cpp Sources/Engine/Graphics/Gfx_wrapper.h Sources/Engine/Network/Network.cpp Sources/Engine/Sound/SoundDecoder.h Sources/Engine/Templates/HashTableTemplate.cpp Sources/Engine/Terrain/Terrain.h Sources/EntitiesMP/ParticleCloudsHolder.es Sources/EntitiesMP/ParticleCloudsMarker.es Sources/SeriousSam/CDCheck.h Sources/SeriousSam/Menu.cpp Sources/SeriousSam/MenuGadgets.cpp Sources/SeriousSam/SeriousSam.cpp Sources/SeriousSam/SplashScreen.cpp Sources/SeriousSam/StdH.cpp Sources/SeriousSam/StdH.h Sources/Shaders/StdH.cpp
3120 lines
119 KiB
C++
3120 lines
119 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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/*
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* Entity that can move and obey physics.
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*/
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1
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%{
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#include <Engine/StdH.h>
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#include <Engine/Entities/InternalClasses.h>
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#include <Engine/World/PhysicsProfile.h>
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#include <Engine/Math/Geometry.inl>
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#include <Engine/Math/Float.h>
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#include <Engine/Base/Stream.h>
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#include <Engine/World/World.h>
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#include <Engine/Network/Network.h>
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#include <Engine/Entities/EntityCollision.h>
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#include <Engine/Templates/StaticArray.cpp>
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#include <Engine/Templates/BSP.h>
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#include <Engine/Base/ListIterator.inl>
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#include <Engine/World/WorldSettings.h>
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#include <Engine/World/WorldCollision.h>
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#include <Engine/Math/Clipping.inl>
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#include <Engine/Light/LightSource.h>
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#include <Engine/Entities/LastPositions.h>
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#include <Engine/Templates/StaticStackArray.cpp>
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#include <Engine/Templates/DynamicArray.cpp>
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#include <Engine/Base/Console.h>
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#include <Engine/Base/CRC.h>
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#include <Engine/Network/SessionState.h>
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#include <Engine/Terrain/TerrainMisc.h>
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#define CLEARMEM(var) memset(&var, 0, sizeof(var))
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%}
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%{
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#define ANYEXCEPTION ...
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template class CStaticStackArray<CBrushPolygon*>;
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#define MAXCOLLISIONRETRIES 4*4
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extern FLOAT phy_fCollisionCacheAhead;
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extern FLOAT phy_fCollisionCacheAround;
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extern FLOAT cli_fPredictionFilter;
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// force breakpoint (debug)
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extern INDEX dbg_bBreak;
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// must be in separate function to disable stupid optimizer
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extern void Breakpoint(void);
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CEntity *GetPredictedSafe(CEntity *pen)
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{
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if ((pen->en_ulFlags&(ENF_PREDICTOR|ENF_TEMPPREDICTOR)) == ENF_PREDICTOR) {
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return pen->GetPredicted();
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} else {
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return pen;
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}
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}
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// add acceleration to velocity
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static inline void AddAcceleration(
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FLOAT3D &vCurrentVelocity, const FLOAT3D &vDesiredVelocity,
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FLOAT fAcceleration, FLOAT fDecceleration)
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{
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// if desired velocity is smaller than current velocity
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if (vDesiredVelocity.Length()<vCurrentVelocity.Length()) {
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fAcceleration=fDecceleration;
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}
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// find difference between current and desired velocities
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FLOAT3D vDelta = vDesiredVelocity-vCurrentVelocity;
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// accelerate in the direction of the difference with given maximum acceleration
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FLOAT fDelta = vDelta.Length();
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if (fDelta>fAcceleration) {
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vCurrentVelocity += vDelta*(fAcceleration/fDelta);
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} else {
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vCurrentVelocity = vDesiredVelocity;
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}
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}
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// add gravity acceleration to velocity along an axis
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static inline void AddGAcceleration(
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FLOAT3D &vCurrentVelocity, const FLOAT3D &vGDir,
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FLOAT fGA, FLOAT fGV)
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{
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// disassemble speed
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FLOAT3D vCurrentParallel, vCurrentOrthogonal;
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GetParallelAndNormalComponents(vCurrentVelocity, vGDir, vCurrentOrthogonal, vCurrentParallel);
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/*
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IMPORTANT:
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This is how this piece of code should look like:
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// if not already going down at max speed
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if (! (vCurrentOrthogonal%vGDir>=fGV)) {
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// add accelleration to parallel speed
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vCurrentOrthogonal+=vGDir*fGA;
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// if going down at max speed
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if (vCurrentOrthogonal%vGDir>=fGV) {
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// clamp
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vCurrentOrthogonal = vGDir*fGV;
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}
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}
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But, due to need for compatibility with older versions and bad VC code generator, we use this kludge:
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*/
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// KLUDGE_BEGIN
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if (_pNetwork->ga_ulDemoMinorVersion<=2) {
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Swap(vCurrentOrthogonal, vCurrentParallel);
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}
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FLOAT3D vCurrentOrthogonalOrg=vCurrentOrthogonal;
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// add accelleration to parallel speed
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vCurrentOrthogonal+=vGDir*fGA;
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// if going down at max speed
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if (vCurrentOrthogonal%vGDir>=fGV) {
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// clamp
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vCurrentOrthogonal = vGDir*fGV;
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} else {
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vCurrentOrthogonalOrg = vCurrentOrthogonal;
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}
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if (_pNetwork->ga_ulDemoMinorVersion>2) {
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vCurrentOrthogonal=vCurrentOrthogonalOrg;
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}
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// KLUDGE_END
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// assemble speed back
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vCurrentVelocity = vCurrentParallel+vCurrentOrthogonal;
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}
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// NOTE:
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// this is pulled out into a separate function because, otherwise, VC6 generates
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// invalid code when optimizing this. no clue why is that so.
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#pragma inline_depth(0)
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static void CheckAndAddGAcceleration(CMovableEntity *pen, FLOAT3D &vTranslationAbsolute, FLOAT fTickQuantum)
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{
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// if there is forcefield involved
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if (pen->en_fForceA>0.01f) {
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// add force acceleration
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FLOAT fGV=pen->en_fForceV*fTickQuantum;
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FLOAT fGA=pen->en_fForceA*fTickQuantum*fTickQuantum;
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AddGAcceleration(vTranslationAbsolute, pen->en_vForceDir, fGA, fGV);
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}
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}
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#pragma inline_depth() // see important note above
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// add acceleration to velocity, but only along a plane
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static inline void AddAccelerationOnPlane(
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FLOAT3D &vCurrentVelocity, const FLOAT3D &vDesiredVelocity,
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FLOAT fAcceleration, FLOAT fDecceleration,
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const FLOAT3D &vPlaneNormal)
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{
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FLOAT3D vCurrentParallel, vCurrentOrthogonal;
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GetParallelAndNormalComponents(vCurrentVelocity, vPlaneNormal, vCurrentOrthogonal, vCurrentParallel);
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FLOAT3D vDesiredParallel;
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GetNormalComponent(vDesiredVelocity, vPlaneNormal, vDesiredParallel);
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AddAcceleration(vCurrentParallel, vDesiredParallel, fAcceleration, fDecceleration);
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vCurrentVelocity = vCurrentParallel+vCurrentOrthogonal;
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}
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// add acceleration to velocity, for roller-coaster slope -- slow!
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static inline void AddAccelerationOnPlane2(
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FLOAT3D &vCurrentVelocity, const FLOAT3D &vDesiredVelocity,
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FLOAT fAcceleration, FLOAT fDecceleration,
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const FLOAT3D &vPlaneNormal, const FLOAT3D &vGravity)
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{
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// get down and horizontal direction
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FLOAT3D vDn;
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GetNormalComponent(vGravity, vPlaneNormal, vDn);
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vDn.Normalize();
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FLOAT3D vRt = vPlaneNormal*vDn;
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vRt.Normalize();
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// add only horizontal acceleration
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FLOAT3D vCurrentParallel, vCurrentOrthogonal;
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GetParallelAndNormalComponents(vCurrentVelocity, vRt, vCurrentParallel, vCurrentOrthogonal);
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FLOAT3D vDesiredParallel;
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GetParallelComponent(vDesiredVelocity, vRt, vDesiredParallel);
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AddAcceleration(vCurrentParallel, vDesiredParallel, fAcceleration, fDecceleration);
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vCurrentVelocity = vCurrentParallel+vCurrentOrthogonal;
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}
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// max number of retries during movement
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static INDEX _ctTryToMoveCheckCounter;
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static INDEX _ctSliding;
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static FLOAT3D _vSlideOffDir; // move away direction for sliding
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static FLOAT3D _vSlideDir;
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static void InitTryToMove(void)
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{
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_ctTryToMoveCheckCounter = MAXCOLLISIONRETRIES;
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_ctSliding = 0;
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_vSlideOffDir = FLOAT3D(0,0,0);
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_vSlideDir = FLOAT3D(0,0,0);
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}
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// array of forces for current entity
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class CEntityForce {
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public:
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CEntityPointer ef_penEntity;
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INDEX ef_iForceType;
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FLOAT ef_fRatio; // how much of entity this force gets [0-1]
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inline void Clear(void) {
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ef_penEntity = NULL;
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};
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~CEntityForce(void) {
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Clear();
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};
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};
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static CStaticStackArray<CEntityForce> _aefForces;
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void ClearMovableEntityCaches(void)
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{
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_aefForces.Clear();
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}
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%}
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class export CMovableEntity : CRationalEntity {
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name "MovableEntity";
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thumbnail "";
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properties:
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// NOTE: all properties that are not marked as 'adjustable' should be threated read-only
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// translation and rotation speed that this entity would like to have (in relative system)
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1 FLOAT3D en_vDesiredTranslationRelative = FLOAT3D(0.0f,0.0f,0.0f),
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2 ANGLE3D en_aDesiredRotationRelative = ANGLE3D(0,0,0),
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// translation and rotation speed that this entity currently has in absolute system
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3 FLOAT3D en_vCurrentTranslationAbsolute = FLOAT3D(0.0f,0.0f,0.0f),
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4 ANGLE3D en_aCurrentRotationAbsolute = ANGLE3D(0,0,0),
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6 CEntityPointer en_penReference, // reference entity (for standing on)
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7 FLOAT3D en_vReferencePlane = FLOAT3D(0.0f,0.0f,0.0f), // reference plane (only for standing on)
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8 INDEX en_iReferenceSurface = 0, // surface on reference entity
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9 CEntityPointer en_penLastValidReference, // last valid reference entity (for impact damage)
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14 FLOAT en_tmLastSignificantVerticalMovement = 0.0f, // last time entity moved significantly up/down
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// swimming parameters
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10 FLOAT en_tmLastBreathed = 0, // last time when entity took some air
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11 FLOAT en_tmMaxHoldBreath = 5.0f, // how long can entity be without air (adjustable)
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12 FLOAT en_fDensity = 5000.0f, // density of the body [kg/m3] - defines buoyancy (adjustable)
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13 FLOAT en_tmLastSwimDamage = 0, // last time when entity was damaged by swimming
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// content immersion parameters
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20 INDEX en_iUpContent = 0,
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21 INDEX en_iDnContent = 0,
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22 FLOAT en_fImmersionFactor = 1.0f,
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// force parameters
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25 FLOAT3D en_vGravityDir = FLOAT3D(0,-1,0),
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26 FLOAT en_fGravityA = 0.0f,
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27 FLOAT en_fGravityV = 0.0f,
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66 FLOAT3D en_vForceDir = FLOAT3D(1,0,0),
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67 FLOAT en_fForceA = 0.0f,
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68 FLOAT en_fForceV = 0.0f,
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// jumping parameters
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30 FLOAT en_tmJumped = 0, // time when entity jumped
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31 FLOAT en_tmMaxJumpControl = 0.5f, // how long after jump can have control in the air [s] (adjustable)
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32 FLOAT en_fJumpControlMultiplier = 0.5f, // how good is control when jumping (adjustable)
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// movement parameters
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35 FLOAT en_fAcceleration = 200.0f, // acc/decc [m/s2] in ideal situation (adjustable)
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36 FLOAT en_fDeceleration = 40.0f,
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37 FLOAT en_fStepUpHeight = 1.0f, // how high can entity step upstairs (adjustable)
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42 FLOAT en_fStepDnHeight = -1.0f, // how low can entity step (negative means don't check) (adjustable)
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38 FLOAT en_fBounceDampParallel = 0.5f, // damping parallel to plane at each bounce (adjustable)
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39 FLOAT en_fBounceDampNormal = 0.5f, // damping normal to plane damping at each bounce (adjustable)
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// collision damage control
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40 FLOAT en_fCollisionSpeedLimit = 20.0f, // max. collision speed without damage (adjustable)
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41 FLOAT en_fCollisionDamageFactor = 20.0f, // collision damage ammount multiplier (adjustable)
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51 FLOATaabbox3D en_boxMovingEstimate = FLOATaabbox3D(FLOAT3D(0,0,0), 0.01f), // overestimate of movement in next few ticks
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52 FLOATaabbox3D en_boxNearCached = FLOATaabbox3D(FLOAT3D(0,0,0), 0.01f), // box in which the polygons are cached
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// intended movement in this tick
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64 FLOAT3D en_vIntendedTranslation = FLOAT3D(0,0,0), // can be read on receiving a touch event, holds last velocity before touch
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65 FLOATmatrix3D en_mIntendedRotation = FLOATmatrix3D(0),
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{
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// these are not saved via the property system
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CPlacement3D en_plLastPlacement; // placement in last tick (used for lerping) (not saved)
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CListNode en_lnInMovers; // node in list of moving entities (saved as bool)
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CBrushPolygon *en_pbpoStandOn; // cached last polygon standing on, just for optimization
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// used for caching near polygons of zoning brushes for fast collision detection
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CStaticStackArray<CBrushPolygon *> en_apbpoNearPolygons; // cached polygons
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FLOAT en_tmLastPredictionHead;
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FLOAT3D en_vLastHead;
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FLOAT3D en_vPredError;
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FLOAT3D en_vPredErrorLast;
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// these are really temporary - should never be used across ticks
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// next placement for collision detection
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FLOAT3D en_vNextPosition;
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FLOATmatrix3D en_mNextRotation;
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// delta for this movement
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FLOAT3D en_vMoveTranslation;
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FLOATmatrix3D en_mMoveRotation;
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// aplied movement in this tick
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FLOAT3D en_vAppliedTranslation;
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FLOATmatrix3D en_mAppliedRotation;
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}
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components:
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functions:
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void ResetPredictionFilter(void)
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{
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en_tmLastPredictionHead = -2;
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en_vLastHead = en_plPlacement.pl_PositionVector;
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en_vPredError = en_vPredErrorLast = FLOAT3D(0,0,0);
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}
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/* Constructor. */
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export void CMovableEntity(void)
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{
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en_pbpoStandOn = NULL;
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en_apbpoNearPolygons.SetAllocationStep(5);
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ResetPredictionFilter();
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}
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export void ~CMovableEntity(void)
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{
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}
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/* Initialization. */
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export void OnInitialize(const CEntityEvent &eeInput)
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{
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CRationalEntity::OnInitialize(eeInput);
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ClearTemporaryData();
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en_vIntendedTranslation = FLOAT3D(0,0,0);
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en_mIntendedRotation.Diagonal(1.0f);
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en_boxNearCached = FLOATaabbox3D();
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en_boxMovingEstimate = FLOATaabbox3D();
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en_pbpoStandOn = NULL;
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}
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/* Called before releasing entity. */
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export void OnEnd(void)
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{
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// remove from movers if active
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if (en_lnInMovers.IsLinked()) {
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en_lnInMovers.Remove();
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}
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ClearTemporaryData();
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en_boxNearCached = FLOATaabbox3D();
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en_boxMovingEstimate = FLOATaabbox3D();
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CRationalEntity::OnEnd();
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}
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export void Copy(CEntity &enOther, ULONG ulFlags)
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{
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CRationalEntity::Copy(enOther, ulFlags);
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CMovableEntity *pmenOther = (CMovableEntity *)(&enOther);
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if (ulFlags©_PREDICTOR) {
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en_plLastPlacement = pmenOther->en_plLastPlacement ;
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en_vNextPosition = pmenOther->en_vNextPosition ;
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en_mNextRotation = pmenOther->en_mNextRotation ;
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///*!*/ en_vIntendedTranslation = pmenOther->en_vIntendedTranslation ;
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///*!*/ en_mIntendedRotation = pmenOther->en_mIntendedRotation ;
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en_vAppliedTranslation = pmenOther->en_vAppliedTranslation ;
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en_mAppliedRotation = pmenOther->en_mAppliedRotation ;
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en_boxNearCached = pmenOther->en_boxNearCached ;
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en_boxMovingEstimate = pmenOther->en_boxMovingEstimate ;
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en_pbpoStandOn = pmenOther->en_pbpoStandOn ;
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en_apbpoNearPolygons = pmenOther->en_apbpoNearPolygons ;
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} else {
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ClearTemporaryData();
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en_boxNearCached = FLOATaabbox3D();
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en_boxMovingEstimate = FLOATaabbox3D();
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en_pbpoStandOn = NULL;
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}
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ResetPredictionFilter();
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en_plLastPlacement = pmenOther->en_plLastPlacement;
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if (pmenOther->en_lnInMovers.IsLinked()) {
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AddToMovers();
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}
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}
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void ClearTemporaryData(void)
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{
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en_plLastPlacement = en_plPlacement;
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// init moving parameters so that they are valid for collision if entity is not moving
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en_vNextPosition = en_plPlacement.pl_PositionVector;
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en_mNextRotation = en_mRotation;
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///*!*/ en_vIntendedTranslation = FLOAT3D(0,0,0);
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///*!*/ en_mIntendedRotation.Diagonal(1.0f);
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en_vAppliedTranslation = FLOAT3D(0,0,0);
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en_mAppliedRotation.Diagonal(1.0f);
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ResetPredictionFilter();
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// !!!! is this ok?
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// en_pbpoStandOn = NULL;
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// en_apbpoNearPolygons.Clear();
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// en_apbpoNearPolygons.SetAllocationStep(5);
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}
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// create a checksum value for sync-check
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export void ChecksumForSync(ULONG &ulCRC, INDEX iExtensiveSyncCheck)
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{
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CRationalEntity::ChecksumForSync(ulCRC, iExtensiveSyncCheck);
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if (iExtensiveSyncCheck>0) {
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if (en_pbpoStandOn!=NULL) {
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CRC_AddLONG(ulCRC, en_pbpoStandOn->bpo_iInWorld);
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}
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CRC_AddFLOAT(ulCRC, en_apbpoNearPolygons.Count());
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if (iExtensiveSyncCheck>2) {
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for (INDEX i=0; i<en_apbpoNearPolygons.Count(); i++) {
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CRC_AddLONG(ulCRC, en_apbpoNearPolygons[i]->bpo_iInWorld);
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}
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}
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CRC_AddBlock(ulCRC, (UBYTE*)&en_vReferencePlane, sizeof(en_vReferencePlane));
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CRC_AddBlock(ulCRC, (UBYTE*)&en_vDesiredTranslationRelative, sizeof(en_vDesiredTranslationRelative));
|
|
CRC_AddBlock(ulCRC, (UBYTE*)&en_aDesiredRotationRelative, sizeof(en_aDesiredRotationRelative));
|
|
CRC_AddBlock(ulCRC, (UBYTE*)&en_vCurrentTranslationAbsolute, sizeof(en_vCurrentTranslationAbsolute));
|
|
CRC_AddBlock(ulCRC, (UBYTE*)&en_aCurrentRotationAbsolute, sizeof(en_aCurrentRotationAbsolute));
|
|
}
|
|
}
|
|
|
|
// dump sync data to text file
|
|
export void DumpSync_t(CTStream &strm, INDEX iExtensiveSyncCheck) // throw char *
|
|
{
|
|
CRationalEntity::DumpSync_t(strm, iExtensiveSyncCheck);
|
|
if (iExtensiveSyncCheck>0) {
|
|
strm.FPrintF_t("standon polygon: ");
|
|
if (en_pbpoStandOn!=NULL) {
|
|
strm.FPrintF_t("%d\n", en_pbpoStandOn->bpo_iInWorld);
|
|
} else {
|
|
strm.FPrintF_t("<none>\n");
|
|
}
|
|
strm.FPrintF_t("near polygons: %d - ", en_apbpoNearPolygons.Count());
|
|
if (iExtensiveSyncCheck>2) {
|
|
for (INDEX i=0; i<en_apbpoNearPolygons.Count(); i++) {
|
|
strm.FPrintF_t("%d, ", en_apbpoNearPolygons[i]->bpo_iInWorld);
|
|
}
|
|
}
|
|
strm.FPrintF_t("\n");
|
|
strm.FPrintF_t("desired translation: %g, %g, %g (%08X %08X %08X)\n",
|
|
en_vDesiredTranslationRelative(1),
|
|
en_vDesiredTranslationRelative(2),
|
|
en_vDesiredTranslationRelative(3),
|
|
(ULONG&)en_vDesiredTranslationRelative(1),
|
|
(ULONG&)en_vDesiredTranslationRelative(2),
|
|
(ULONG&)en_vDesiredTranslationRelative(3));
|
|
strm.FPrintF_t("desired rotation: %g, %g, %g (%08X %08X %08X)\n",
|
|
en_aDesiredRotationRelative(1),
|
|
en_aDesiredRotationRelative(2),
|
|
en_aDesiredRotationRelative(3),
|
|
(ULONG&)en_aDesiredRotationRelative(1),
|
|
(ULONG&)en_aDesiredRotationRelative(2),
|
|
(ULONG&)en_aDesiredRotationRelative(3));
|
|
strm.FPrintF_t("current translation: %g, %g, %g (%08X %08X %08X)\n",
|
|
en_vCurrentTranslationAbsolute(1),
|
|
en_vCurrentTranslationAbsolute(2),
|
|
en_vCurrentTranslationAbsolute(3),
|
|
(ULONG&)en_vCurrentTranslationAbsolute(1),
|
|
(ULONG&)en_vCurrentTranslationAbsolute(2),
|
|
(ULONG&)en_vCurrentTranslationAbsolute(3));
|
|
strm.FPrintF_t("current rotation: %g, %g, %g (%08X %08X %08X)\n",
|
|
en_aCurrentRotationAbsolute(1),
|
|
en_aCurrentRotationAbsolute(2),
|
|
en_aCurrentRotationAbsolute(3),
|
|
(ULONG&)en_aCurrentRotationAbsolute(1),
|
|
(ULONG&)en_aCurrentRotationAbsolute(2),
|
|
(ULONG&)en_aCurrentRotationAbsolute(3));
|
|
strm.FPrintF_t("reference plane: %g, %g, %g (%08X %08X %08X)\n",
|
|
en_vReferencePlane(1),
|
|
en_vReferencePlane(2),
|
|
en_vReferencePlane(3),
|
|
(ULONG&)en_vReferencePlane(1),
|
|
(ULONG&)en_vReferencePlane(2),
|
|
(ULONG&)en_vReferencePlane(3));
|
|
strm.FPrintF_t("reference surface: %d\n", en_iReferenceSurface);
|
|
strm.FPrintF_t("reference entity: ");
|
|
if (en_penReference!=NULL) {
|
|
strm.FPrintF_t("id: %08X\n", en_penReference->en_ulID);
|
|
} else {
|
|
strm.FPrintF_t("none\n");
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Read from stream. */
|
|
export void Read_t( CTStream *istr) // throw char *
|
|
{
|
|
CRationalEntity::Read_t(istr);
|
|
// last placement is not saved to disk - it is not neccessary!
|
|
ClearTemporaryData();
|
|
|
|
// old version didn't load this
|
|
if (istr->PeekID_t()==CChunkID("MENT")) { // 'movable entity'
|
|
istr->ExpectID_t("MENT"); // 'movable entity'
|
|
|
|
INDEX ibpo;
|
|
(*istr)>>ibpo;
|
|
en_pbpoStandOn = GetWorldPolygonPointer(ibpo);
|
|
|
|
BOOL bAnyNULLs = FALSE;
|
|
INDEX ctbpoNear;
|
|
(*istr)>>ctbpoNear;
|
|
if (ctbpoNear>0) {
|
|
en_apbpoNearPolygons.PopAll();
|
|
en_apbpoNearPolygons.Push(ctbpoNear);
|
|
for(INDEX i=0; i<ctbpoNear; i++) {
|
|
INDEX ibpo;
|
|
(*istr)>>ibpo;
|
|
en_apbpoNearPolygons[i] = GetWorldPolygonPointer(ibpo);
|
|
if (en_apbpoNearPolygons[i]==NULL) {
|
|
bAnyNULLs = TRUE;
|
|
}
|
|
}
|
|
if (bAnyNULLs) {
|
|
CPrintF("NULL saved for near polygon!\n");
|
|
en_apbpoNearPolygons.PopAll();
|
|
}
|
|
}
|
|
}
|
|
|
|
// if entity was in list of movers when saving
|
|
BOOL bWasMoving;
|
|
(*istr)>>bWasMoving;
|
|
if (bWasMoving) {
|
|
// add it to movers
|
|
AddToMovers();
|
|
}
|
|
}
|
|
/* Write to stream. */
|
|
export void Write_t( CTStream *ostr) // throw char *
|
|
{
|
|
CRationalEntity::Write_t(ostr);
|
|
|
|
ostr->WriteID_t("MENT"); // 'movable entity'
|
|
|
|
INDEX ibpo;
|
|
ibpo = GetWorldPolygonIndex(en_pbpoStandOn);
|
|
(*ostr)<<ibpo;
|
|
|
|
INDEX ctbpoNear = en_apbpoNearPolygons.Count();
|
|
(*ostr)<<ctbpoNear;
|
|
for(INDEX i=0; i<ctbpoNear; i++) {
|
|
INDEX ibpo;
|
|
ibpo = GetWorldPolygonIndex(en_apbpoNearPolygons[i]);
|
|
(*ostr)<<ibpo;
|
|
}
|
|
|
|
// last placement is not saved to disk - it is not neccessary!
|
|
// save linked state in list of movers
|
|
(*ostr)<<en_lnInMovers.IsLinked();
|
|
}
|
|
|
|
// this one is used in rendering - gets lerped placement between ticks
|
|
export CPlacement3D GetLerpedPlacement(void) const
|
|
{
|
|
// get the lerping factor
|
|
FLOAT fLerpFactor;
|
|
if (IsPredictor()) {
|
|
fLerpFactor = _pTimer->GetLerpFactor();
|
|
} else {
|
|
fLerpFactor = _pTimer->GetLerpFactor2();
|
|
}
|
|
CPlacement3D plLerped;
|
|
plLerped.Lerp(en_plLastPlacement, en_plPlacement, fLerpFactor);
|
|
CMovableEntity *penTail = (CMovableEntity *)GetPredictedSafe((CEntity*)this);
|
|
// if should filter predictions
|
|
extern BOOL _bPredictionActive;
|
|
if (_bPredictionActive) {
|
|
// add the smoothed error
|
|
FLOAT3D vError = penTail->en_vPredError;
|
|
vError*=pow(cli_fPredictionFilter, fLerpFactor);
|
|
// FLOAT fErrLen = vError.Length();
|
|
// if (fErrLen>0) {
|
|
// vError = vError/fErrLen*ClampDn(fErrLen-cli_fPredictionCorrection*fLerpFactor, 0.0f);
|
|
// }
|
|
plLerped.pl_PositionVector -= vError;
|
|
}
|
|
return plLerped;
|
|
}
|
|
/* Add yourself to list of movers. */
|
|
export void AddToMovers(void)
|
|
{
|
|
if (!en_lnInMovers.IsLinked()) {
|
|
en_pwoWorld->wo_lhMovers.AddTail(en_lnInMovers);
|
|
}
|
|
}
|
|
|
|
export void AddToMoversDuringMoving(void) // used for recursive adding
|
|
{
|
|
// if already added
|
|
if (en_lnInMovers.IsLinked()) {
|
|
// do nothing
|
|
return;
|
|
}
|
|
// add it
|
|
AddToMovers();
|
|
// mark that it was forced to add
|
|
en_ulPhysicsFlags|=EPF_FORCEADDED;
|
|
}
|
|
|
|
/* Set desired rotation speed of movable entity. */
|
|
export void SetDesiredRotation(const ANGLE3D &aRotation)
|
|
{
|
|
en_aDesiredRotationRelative = aRotation;
|
|
AddToMovers();
|
|
}
|
|
export const ANGLE3D &GetDesiredRotation(void) const { return en_aDesiredRotationRelative; };
|
|
|
|
/* Set desired translation speed of movable entity. */
|
|
export void SetDesiredTranslation(const FLOAT3D &vTranslation)
|
|
{
|
|
en_vDesiredTranslationRelative = vTranslation;
|
|
AddToMovers();
|
|
}
|
|
export const FLOAT3D &GetDesiredTranslation(void) const { return en_vDesiredTranslationRelative; };
|
|
|
|
/* Add an impulse to the current speed of the entity (used for instantaneous launching). */
|
|
export void GiveImpulseTranslationRelative(const FLOAT3D &vImpulseSpeedRelative)
|
|
{
|
|
CPlacement3D plImpulseSpeedAbsolute( vImpulseSpeedRelative, ANGLE3D(0,0,0));
|
|
plImpulseSpeedAbsolute.RelativeToAbsolute(
|
|
CPlacement3D(FLOAT3D(0.0f,0.0f,0.0f), en_plPlacement.pl_OrientationAngle));
|
|
en_vCurrentTranslationAbsolute += plImpulseSpeedAbsolute.pl_PositionVector;
|
|
AddToMovers();
|
|
}
|
|
export void GiveImpulseTranslationAbsolute(const FLOAT3D &vImpulseSpeed)
|
|
{
|
|
en_vCurrentTranslationAbsolute += vImpulseSpeed;
|
|
AddToMovers();
|
|
}
|
|
|
|
export void LaunchAsPropelledProjectile(const FLOAT3D &vImpulseSpeedRelative,
|
|
CMovableEntity *penLauncher)
|
|
{
|
|
en_vDesiredTranslationRelative = vImpulseSpeedRelative;
|
|
en_vCurrentTranslationAbsolute += vImpulseSpeedRelative*en_mRotation;
|
|
// en_vCurrentTranslationAbsolute += penLauncher->en_vCurrentTranslationAbsolute;
|
|
AddToMovers();
|
|
}
|
|
export void LaunchAsFreeProjectile(const FLOAT3D &vImpulseSpeedRelative,
|
|
CMovableEntity *penLauncher)
|
|
{
|
|
en_vCurrentTranslationAbsolute += vImpulseSpeedRelative*en_mRotation;
|
|
// en_vCurrentTranslationAbsolute += penLauncher->en_vCurrentTranslationAbsolute;
|
|
// en_fAcceleration = en_fDeceleration = 0.0f;
|
|
AddToMovers();
|
|
}
|
|
|
|
/* Stop all translation */
|
|
export void ForceStopTranslation(void) {
|
|
en_vDesiredTranslationRelative = FLOAT3D(0.0f,0.0f,0.0f);
|
|
en_vCurrentTranslationAbsolute = FLOAT3D(0.0f,0.0f,0.0f);
|
|
en_vAppliedTranslation = FLOAT3D(0.0f,0.0f,0.0f);
|
|
}
|
|
|
|
/* Stop all rotation */
|
|
export void ForceStopRotation(void) {
|
|
en_aDesiredRotationRelative = ANGLE3D(0,0,0);
|
|
en_aCurrentRotationAbsolute = ANGLE3D(0,0,0);
|
|
en_mAppliedRotation.Diagonal(1.0f);
|
|
}
|
|
|
|
/* Stop at once in place */
|
|
export void ForceFullStop(void) {
|
|
ForceStopTranslation();
|
|
ForceStopRotation();
|
|
}
|
|
|
|
/* Fake that the entity jumped (for jumppads) */
|
|
export void FakeJump(const FLOAT3D &vOrgSpeed, const FLOAT3D &vDirection, FLOAT fStrength,
|
|
FLOAT fParallelMultiplier, FLOAT fNormalMultiplier, FLOAT fMaxExitSpeed, TIME tmControl)
|
|
{
|
|
// fixup jump time for right control
|
|
en_tmJumped = _pTimer->CurrentTick()-en_tmMaxJumpControl+tmControl;
|
|
|
|
// apply parallel and normal component multipliers
|
|
FLOAT3D vCurrentNormal;
|
|
FLOAT3D vCurrentParallel;
|
|
GetParallelAndNormalComponents(vOrgSpeed, vDirection, vCurrentParallel, vCurrentNormal);
|
|
|
|
/*
|
|
CPrintF( "\nCurrent translation absolute before: %g, %g, %g\n",
|
|
vOrgSpeed(1),
|
|
vOrgSpeed(2),
|
|
vOrgSpeed(3));*/
|
|
|
|
// compile translation vector
|
|
en_vCurrentTranslationAbsolute =
|
|
vCurrentParallel*fParallelMultiplier +
|
|
vCurrentNormal*fNormalMultiplier +
|
|
vDirection*fStrength;
|
|
|
|
// clamp translation speed
|
|
FLOAT fLength = en_vCurrentTranslationAbsolute.Length();
|
|
if( fLength > fMaxExitSpeed)
|
|
{
|
|
en_vCurrentTranslationAbsolute =
|
|
en_vCurrentTranslationAbsolute/fLength*fMaxExitSpeed;
|
|
}
|
|
|
|
/*CPrintF( "Current translation absolute after: %g, %g, %g\n\n",
|
|
en_vCurrentTranslationAbsolute(1),
|
|
en_vCurrentTranslationAbsolute(2),
|
|
en_vCurrentTranslationAbsolute(3));*/
|
|
|
|
// no reference while bouncing
|
|
en_penReference = NULL;
|
|
en_pbpoStandOn = NULL;
|
|
en_vReferencePlane = FLOAT3D(0.0f, 0.0f, 0.0f);
|
|
en_iReferenceSurface = 0;
|
|
|
|
// add to movers
|
|
AddToMovers();
|
|
}
|
|
|
|
/* Get relative angles from direction angles. */
|
|
export ANGLE GetRelativeHeading(const FLOAT3D &vDirection) {
|
|
ASSERT(Abs(vDirection.Length()-1)<0.001f); // must be normalized!
|
|
// get front component of vector
|
|
FLOAT fFront =
|
|
-vDirection(1)*en_mRotation(1,3)
|
|
-vDirection(2)*en_mRotation(2,3)
|
|
-vDirection(3)*en_mRotation(3,3);
|
|
// get left component of vector
|
|
FLOAT fLeft =
|
|
-vDirection(1)*en_mRotation(1,1)
|
|
-vDirection(2)*en_mRotation(2,1)
|
|
-vDirection(3)*en_mRotation(3,1);
|
|
// relative heading is arctan of angle between front and left
|
|
return ATan2(fLeft, fFront);
|
|
}
|
|
export ANGLE GetRelativePitch(const FLOAT3D &vDirection) {
|
|
ASSERT(Abs(vDirection.Length()-1)<0.001f); // must be normalized!
|
|
// get front component of vector
|
|
FLOAT fFront =
|
|
-vDirection(1)*en_mRotation(1,3)
|
|
-vDirection(2)*en_mRotation(2,3)
|
|
-vDirection(3)*en_mRotation(3,3);
|
|
// get up component of vector
|
|
FLOAT fUp =
|
|
+vDirection(1)*en_mRotation(1,2)
|
|
+vDirection(2)*en_mRotation(2,2)
|
|
+vDirection(3)*en_mRotation(3,2);
|
|
// relative pitch is arctan of angle between front and up
|
|
return ATan2(fUp, fFront);
|
|
}
|
|
|
|
/* Get absolute direction for a heading relative to another direction. */
|
|
export void GetReferenceHeadingDirection(const FLOAT3D &vReference, ANGLE aH, FLOAT3D &vDirection) {
|
|
ASSERT(Abs(vReference.Length()-1)<0.001f); // must be normalized!
|
|
FLOAT3D vY(en_mRotation(1,2), en_mRotation(2,2), en_mRotation(3,2));
|
|
FLOAT3D vX = (vY*vReference).Normalize();
|
|
FLOAT3D vMZ = vY*vX;
|
|
vDirection = -vX*Sin(aH)+vMZ*Cos(aH);
|
|
}
|
|
|
|
/* Get absolute direction for a heading relative to current direction. */
|
|
export void GetHeadingDirection(ANGLE aH, FLOAT3D &vDirection) {
|
|
FLOAT3D vX(en_mRotation(1,1), en_mRotation(2,1), en_mRotation(3,1));
|
|
FLOAT3D vZ(en_mRotation(1,3), en_mRotation(2,3), en_mRotation(3,3));
|
|
vDirection = -vX*Sin(aH)-vZ*Cos(aH);
|
|
}
|
|
|
|
/* Get absolute direction for a pitch relative to current direction. */
|
|
export void GetPitchDirection(ANGLE aH, FLOAT3D &vDirection) {
|
|
FLOAT3D vY(en_mRotation(1,2), en_mRotation(2,2), en_mRotation(3,2));
|
|
FLOAT3D vZ(en_mRotation(1,3), en_mRotation(2,3), en_mRotation(3,3));
|
|
vDirection = -vZ*Cos(aH)+vY*Sin(aH);
|
|
}
|
|
|
|
// get a valid inflictor for misc damage (last brush or this)
|
|
CEntity *MiscDamageInflictor(void)
|
|
{
|
|
// NOTE: must be damaged by some brush if possible, because enemies are set up so
|
|
// that they cannot harm themselves.
|
|
if (en_penLastValidReference!=NULL) {
|
|
return en_penLastValidReference;
|
|
} else {
|
|
CBrushSector *pbsc = GetFirstSector();
|
|
if (pbsc==NULL) {
|
|
return this;
|
|
} else {
|
|
return pbsc->bsc_pbmBrushMip->bm_pbrBrush->br_penEntity;
|
|
}
|
|
}
|
|
}
|
|
|
|
// add the sector force
|
|
void UpdateOneSectorForce(CBrushSector &bsc, FLOAT fRatio)
|
|
{
|
|
// if not significantly
|
|
if (fRatio<0.01f) {
|
|
// just ignore it
|
|
return;
|
|
}
|
|
INDEX iForceType = bsc.GetForceType();
|
|
CEntity *penEntity = bsc.bsc_pbmBrushMip->bm_pbrBrush->br_penEntity;
|
|
|
|
/*
|
|
BOOL bAnyIn = FALSE;
|
|
CStaticArray<CMovingSphere> &absSpheres = en_pciCollisionInfo->ci_absSpheres;
|
|
// for each sphere
|
|
for(INDEX iSphere=0; iSphere<absSpheres.Count(); iSphere++) {
|
|
CMovingSphere &ms = absSpheres[iSphere];
|
|
// if the sphere is in field sector
|
|
if (bsc.bsc_bspBSPTree.TestSphere(
|
|
FLOATtoDOUBLE(ms.ms_vRelativeCenter0), ms.ms_fR)>=0) {
|
|
bAnyIn = TRUE;
|
|
break;
|
|
}
|
|
}
|
|
if (!bAnyIn) {
|
|
return;
|
|
}*/
|
|
|
|
// try to find the force in container
|
|
CEntityForce *pef = NULL;
|
|
for(INDEX iForce=0; iForce<_aefForces.Count(); iForce++) {
|
|
if (penEntity ==_aefForces[iForce].ef_penEntity
|
|
&&iForceType==_aefForces[iForce].ef_iForceType) {
|
|
pef = &_aefForces[iForce];
|
|
break;
|
|
}
|
|
}
|
|
|
|
// if field is not found
|
|
if (pef==NULL) {
|
|
// add a new one
|
|
pef = _aefForces.Push(1);
|
|
pef->ef_penEntity = penEntity;
|
|
pef->ef_iForceType = iForceType;
|
|
pef->ef_fRatio = 0.0f;
|
|
}
|
|
pef->ef_fRatio+=fRatio;
|
|
}
|
|
|
|
// test for field containment
|
|
void TestFields(INDEX &iUpContent, INDEX &iDnContent, FLOAT &fImmersionFactor)
|
|
{
|
|
// this works only for models
|
|
ASSERT(en_RenderType==RT_MODEL || en_RenderType==RT_EDITORMODEL || en_RenderType==RT_SKAMODEL || en_RenderType==RT_SKAEDITORMODEL);
|
|
iUpContent = 0;
|
|
iDnContent = 0;
|
|
FLOAT fUp = 0.0f;
|
|
FLOAT fDn = 0.0f;
|
|
|
|
FLOAT3D &vOffset = en_plPlacement.pl_PositionVector;
|
|
FLOATmatrix3D &mRotation = en_mRotation;
|
|
// project height min/max in the entity to absolute space
|
|
FLOAT3D vMin = FLOAT3D(0, en_pciCollisionInfo->ci_fMinHeight, 0);
|
|
FLOAT3D vMax = FLOAT3D(0, en_pciCollisionInfo->ci_fMaxHeight, 0);
|
|
vMin = vMin*mRotation+vOffset;
|
|
vMax = vMax*mRotation+vOffset;
|
|
// project all spheres in the entity to absolute space (for touch field testing)
|
|
CStaticArray<CMovingSphere> &absSpheres = en_pciCollisionInfo->ci_absSpheres;
|
|
FOREACHINSTATICARRAY(absSpheres, CMovingSphere, itms) {
|
|
itms->ms_vRelativeCenter0 = itms->ms_vCenter*mRotation+vOffset;
|
|
}
|
|
|
|
// clear forces
|
|
_aefForces.PopAll();
|
|
// for each sector that this entity is in
|
|
{FOREACHSRCOFDST(en_rdSectors, CBrushSector, bsc_rsEntities, pbsc)
|
|
CBrushSector &bsc = *pbsc;
|
|
// if this sector is not in first mip
|
|
if (!bsc.bsc_pbmBrushMip->IsFirstMip()) {
|
|
// skip it
|
|
continue;
|
|
}
|
|
// get entity of the sector
|
|
CEntity *penSector = bsc.bsc_pbmBrushMip->bm_pbrBrush->br_penEntity;
|
|
|
|
// if not real brush
|
|
if (penSector->en_RenderType!=RT_BRUSH) {
|
|
// skip it
|
|
continue;
|
|
}
|
|
|
|
// get min/max parameters of entity inside sector
|
|
double dMin, dMax;
|
|
bsc.bsc_bspBSPTree.FindLineMinMax(FLOATtoDOUBLE(vMin), FLOATtoDOUBLE(vMax), dMin, dMax);
|
|
|
|
// if sector content is not default
|
|
INDEX iContent = bsc.GetContentType();
|
|
if (iContent!=0) {
|
|
// if inside sector at all
|
|
if (dMax>0.0f && dMin<1.0f) {
|
|
//CPrintF("%s: %lf %lf ", bsc.bsc_strName, dMin, dMax);
|
|
// if minimum is small
|
|
if (dMin<0.01f) {
|
|
// update down content
|
|
iDnContent = iContent;
|
|
fDn = Max(fDn, FLOAT(dMax));
|
|
}
|
|
// if maximum is large
|
|
if (dMax>0.99f) {
|
|
// update up content
|
|
iUpContent = iContent;
|
|
fUp = Max(fUp, 1-FLOAT(dMin));
|
|
}
|
|
}
|
|
}
|
|
|
|
// add the sector force
|
|
UpdateOneSectorForce(bsc, dMax-dMin);
|
|
|
|
ENDFOR;}
|
|
//CPrintF("%f %d %f %d\n", fDn, iDnContent, fUp, iUpContent);
|
|
|
|
// if same contents
|
|
if (iUpContent == iDnContent) {
|
|
// trivial case
|
|
fImmersionFactor = 1.0f;
|
|
// if different contents
|
|
} else {
|
|
// calculate immersion factor
|
|
if (iUpContent==0) {
|
|
fImmersionFactor = fDn;
|
|
} else if (iDnContent==0) {
|
|
fImmersionFactor = 1-fUp;
|
|
} else {
|
|
fImmersionFactor = Max(fDn, 1-fUp);
|
|
}
|
|
// eliminate degenerate cases
|
|
if (fImmersionFactor<0.01f) {
|
|
fImmersionFactor = 1.0f;
|
|
iDnContent = iUpContent;
|
|
} else if (fImmersionFactor>0.99f) {
|
|
fImmersionFactor = 1.0f;
|
|
iUpContent = iDnContent;
|
|
}
|
|
}
|
|
|
|
// clear force container and calculate average forces
|
|
FLOAT3D vGravityA(0,0,0);
|
|
FLOAT3D vGravityV(0,0,0);
|
|
FLOAT3D vForceA(0,0,0);
|
|
FLOAT3D vForceV(0,0,0);
|
|
FLOAT fRatioSum = 0.0f;
|
|
|
|
{for(INDEX iForce=0; iForce<_aefForces.Count(); iForce++) {
|
|
CForceStrength fsGravity;
|
|
CForceStrength fsField;
|
|
_aefForces[iForce].ef_penEntity->GetForce(
|
|
_aefForces[iForce].ef_iForceType, en_plPlacement.pl_PositionVector,
|
|
fsGravity, fsField);
|
|
FLOAT fRatio = _aefForces[iForce].ef_fRatio;
|
|
fRatioSum+=fRatio;
|
|
vGravityA+=fsGravity.fs_vDirection*fsGravity.fs_fAcceleration*fRatio;
|
|
vGravityV+=fsGravity.fs_vDirection*fsGravity.fs_fVelocity*fRatio;
|
|
if (fsField.fs_fAcceleration>0) {
|
|
vForceA+=fsField.fs_vDirection*fsField.fs_fAcceleration*fRatio;
|
|
vForceV+=fsField.fs_vDirection*fsField.fs_fVelocity*fRatio;
|
|
}
|
|
_aefForces[iForce].Clear();
|
|
}}
|
|
if (fRatioSum>0) {
|
|
vGravityA/=fRatioSum;
|
|
vGravityV/=fRatioSum;
|
|
vForceA/=fRatioSum;
|
|
vForceV/=fRatioSum;
|
|
}
|
|
en_fGravityA = vGravityA.Length();
|
|
if (en_fGravityA<0.01f) {
|
|
en_fGravityA = 0;
|
|
} else {
|
|
en_fGravityV = vGravityV.Length();
|
|
en_vGravityDir = vGravityA/en_fGravityA;
|
|
}
|
|
en_fForceA = vForceA.Length();
|
|
if (en_fForceA<0.01f) {
|
|
en_fForceA = 0;
|
|
} else {
|
|
en_fForceV = vForceV.Length();
|
|
en_vForceDir = vForceA/en_fForceA;
|
|
}
|
|
_aefForces.PopAll();
|
|
}
|
|
|
|
// test entity breathing
|
|
void TestBreathing(CContentType &ctUp)
|
|
{
|
|
// if this entity doesn't breathe
|
|
if (!(en_ulPhysicsFlags&(EPF_HASLUNGS|EPF_HASGILLS))) {
|
|
// do nothing
|
|
return;
|
|
}
|
|
// find current breathing parameters
|
|
BOOL bCanBreathe =
|
|
(ctUp.ct_ulFlags&CTF_BREATHABLE_LUNGS) && (en_ulPhysicsFlags&EPF_HASLUNGS) ||
|
|
(ctUp.ct_ulFlags&CTF_BREATHABLE_GILLS) && (en_ulPhysicsFlags&EPF_HASGILLS);
|
|
TIME tmNow = _pTimer->CurrentTick();
|
|
TIME tmBreathDelay = tmNow-en_tmLastBreathed;
|
|
// if entity can breathe now
|
|
if (bCanBreathe) {
|
|
// update breathing time
|
|
en_tmLastBreathed = tmNow;
|
|
// if it was without air for some time
|
|
if (tmBreathDelay>_pTimer->TickQuantum*2) {
|
|
// notify entity that it has take air now
|
|
ETakingBreath eTakingBreath;
|
|
eTakingBreath.fBreathDelay = tmBreathDelay/en_tmMaxHoldBreath;
|
|
SendEvent(eTakingBreath);
|
|
}
|
|
// if entity can not breathe now
|
|
} else {
|
|
// if it was without air for too long
|
|
if (tmBreathDelay>en_tmMaxHoldBreath) {
|
|
// inflict drowning damage
|
|
InflictDirectDamage(this, MiscDamageInflictor(), DMT_DROWNING, ctUp.ct_fDrowningDamageAmount,
|
|
en_plPlacement.pl_PositionVector, -en_vGravityDir);
|
|
// prolongue breathing a bit, so not to come here every frame
|
|
en_tmLastBreathed = tmNow-en_tmMaxHoldBreath+ctUp.ct_tmDrowningDamageDelay;
|
|
}
|
|
}
|
|
}
|
|
void TestContentDamage(CContentType &ctDn, FLOAT fImmersion)
|
|
{
|
|
// if the content can damage by swimming
|
|
if (ctDn.ct_fSwimDamageAmount>0) {
|
|
TIME tmNow = _pTimer->CurrentTick();
|
|
// if there is a delay
|
|
if (ctDn.ct_tmSwimDamageDelay>0) {
|
|
// if not yet delayed
|
|
if (tmNow-en_tmLastSwimDamage>ctDn.ct_tmSwimDamageDelay+_pTimer->TickQuantum) {
|
|
// delay
|
|
en_tmLastSwimDamage = tmNow+ctDn.ct_tmSwimDamageDelay;
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (tmNow-en_tmLastSwimDamage>ctDn.ct_tmSwimDamageFrequency) {
|
|
// inflict drowning damage
|
|
InflictDirectDamage(this, MiscDamageInflictor(),
|
|
(DamageType)ctDn.ct_iSwimDamageType, ctDn.ct_fSwimDamageAmount*fImmersion,
|
|
en_plPlacement.pl_PositionVector, -en_vGravityDir);
|
|
en_tmLastSwimDamage = tmNow;
|
|
}
|
|
}
|
|
// if the content kills
|
|
if (ctDn.ct_fKillImmersion>0 && fImmersion>=ctDn.ct_fKillImmersion
|
|
&&(en_ulFlags&ENF_ALIVE)) {
|
|
// inflict killing damage
|
|
InflictDirectDamage(this, MiscDamageInflictor(),
|
|
(DamageType)ctDn.ct_iKillDamageType, GetHealth()*10.0f,
|
|
en_plPlacement.pl_PositionVector, -en_vGravityDir);
|
|
}
|
|
}
|
|
|
|
void TestSurfaceDamage(CSurfaceType &stDn)
|
|
{
|
|
// if the surface can damage by walking
|
|
if (stDn.st_fWalkDamageAmount>0) {
|
|
TIME tmNow = _pTimer->CurrentTick();
|
|
// if there is a delay
|
|
if (stDn.st_tmWalkDamageDelay>0) {
|
|
// if not yet delayed
|
|
if (tmNow-en_tmLastSwimDamage>stDn.st_tmWalkDamageDelay+_pTimer->TickQuantum) {
|
|
// delay
|
|
en_tmLastSwimDamage = tmNow+stDn.st_tmWalkDamageDelay;
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (tmNow-en_tmLastSwimDamage>stDn.st_tmWalkDamageFrequency) {
|
|
// inflict walking damage
|
|
InflictDirectDamage(this, MiscDamageInflictor(),
|
|
(DamageType)stDn.st_iWalkDamageType, stDn.st_fWalkDamageAmount,
|
|
en_plPlacement.pl_PositionVector, -en_vGravityDir);
|
|
en_tmLastSwimDamage = tmNow;
|
|
}
|
|
}
|
|
}
|
|
|
|
// send touch event to this entity and touched entity
|
|
void SendTouchEvent(const CClipMove &cmMove)
|
|
{
|
|
ETouch etouchThis;
|
|
ETouch etouchOther;
|
|
etouchThis.penOther = cmMove.cm_penHit;
|
|
etouchThis.bThisMoved = FALSE;
|
|
etouchThis.plCollision = cmMove.cm_plClippedPlane;
|
|
etouchOther.penOther = this;
|
|
etouchOther.bThisMoved = TRUE;
|
|
etouchOther.plCollision = cmMove.cm_plClippedPlane;
|
|
SendEvent(etouchThis);
|
|
cmMove.cm_penHit->SendEvent(etouchOther);
|
|
}
|
|
|
|
// send block event to this entity
|
|
void SendBlockEvent(CClipMove &cmMove)
|
|
{
|
|
EBlock eBlock;
|
|
eBlock.penOther = cmMove.cm_penHit;
|
|
eBlock.plCollision = cmMove.cm_plClippedPlane;
|
|
SendEvent(eBlock);
|
|
}
|
|
|
|
BOOL IsStandingOnPolygon(CBrushPolygon *pbpo)
|
|
{
|
|
_pfPhysicsProfile.StartTimer((INDEX) CPhysicsProfile::PTI_ISSTANDINGONPOLYGON);
|
|
// if cannot optimize for standing on handle
|
|
if (en_pciCollisionInfo==NULL
|
|
||!(en_pciCollisionInfo->ci_ulFlags&CIF_CANSTANDONHANDLE)) {
|
|
// not standing on polygon
|
|
_pfPhysicsProfile.StopTimer((INDEX) CPhysicsProfile::PTI_ISSTANDINGONPOLYGON);
|
|
return FALSE;
|
|
}
|
|
|
|
// if polygon is not valid for standing on any more (brush turned off collision)
|
|
if (en_pbpoStandOn->bpo_pbscSector->bsc_pbmBrushMip->bm_pbrBrush->br_penEntity->en_ulCollisionFlags==0) {
|
|
// not standing on polygon
|
|
return FALSE;
|
|
}
|
|
|
|
const FLOATplane3D &plPolygon = pbpo->bpo_pbplPlane->bpl_plAbsolute;
|
|
// get stand-on handle
|
|
FLOAT3D vHandle = en_plPlacement.pl_PositionVector;
|
|
vHandle(1)+=en_pciCollisionInfo->ci_fHandleY*en_mRotation(1,2);
|
|
vHandle(2)+=en_pciCollisionInfo->ci_fHandleY*en_mRotation(2,2);
|
|
vHandle(3)+=en_pciCollisionInfo->ci_fHandleY*en_mRotation(3,2);
|
|
vHandle-=((FLOAT3D&)plPolygon)*en_pciCollisionInfo->ci_fHandleR;
|
|
|
|
// if handle is not on the plane
|
|
if (plPolygon.PointDistance(vHandle)>0.01f) {
|
|
// not standing on polygon
|
|
_pfPhysicsProfile.StopTimer((INDEX) CPhysicsProfile::PTI_ISSTANDINGONPOLYGON);
|
|
return FALSE;
|
|
}
|
|
|
|
// find major axes of the polygon plane
|
|
INDEX iMajorAxis1, iMajorAxis2;
|
|
GetMajorAxesForPlane(plPolygon, iMajorAxis1, iMajorAxis2);
|
|
|
|
// create an intersector
|
|
CIntersector isIntersector(vHandle(iMajorAxis1), vHandle(iMajorAxis2));
|
|
// for all edges in the polygon
|
|
FOREACHINSTATICARRAY(pbpo->bpo_abpePolygonEdges, CBrushPolygonEdge, itbpePolygonEdge) {
|
|
// get edge vertices (edge direction is irrelevant here!)
|
|
const FLOAT3D &vVertex0 = itbpePolygonEdge->bpe_pbedEdge->bed_pbvxVertex0->bvx_vAbsolute;
|
|
const FLOAT3D &vVertex1 = itbpePolygonEdge->bpe_pbedEdge->bed_pbvxVertex1->bvx_vAbsolute;
|
|
// pass the edge to the intersector
|
|
isIntersector.AddEdge(
|
|
vVertex0(iMajorAxis1), vVertex0(iMajorAxis2),
|
|
vVertex1(iMajorAxis1), vVertex1(iMajorAxis2));
|
|
}
|
|
|
|
// if the point is inside polygon
|
|
if (isIntersector.IsIntersecting()) {
|
|
// entity is standing on polygon
|
|
_pfPhysicsProfile.StopTimer((INDEX) CPhysicsProfile::PTI_ISSTANDINGONPOLYGON);
|
|
return TRUE;
|
|
// if the point is outside polygon
|
|
} else {
|
|
// entity is not standing on polygon
|
|
_pfPhysicsProfile.StopTimer((INDEX) CPhysicsProfile::PTI_ISSTANDINGONPOLYGON);
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
// check whether a polygon is below given point, but not too far away
|
|
BOOL IsPolygonBelowPoint(CBrushPolygon *pbpo, const FLOAT3D &vPoint, FLOAT fMaxDist)
|
|
{
|
|
_pfPhysicsProfile.StartTimer((INDEX) CPhysicsProfile::PTI_ISSTANDINGONPOLYGON);
|
|
|
|
// if passable or not allowed as ground
|
|
if ((pbpo->bpo_ulFlags&BPOF_PASSABLE)
|
|
||!AllowForGroundPolygon(pbpo)) {
|
|
// it cannot be below
|
|
_pfPhysicsProfile.StopTimer((INDEX) CPhysicsProfile::PTI_ISSTANDINGONPOLYGON);
|
|
return FALSE;
|
|
}
|
|
|
|
// get polygon plane
|
|
const FLOATplane3D &plPolygon = pbpo->bpo_pbplPlane->bpl_plAbsolute;
|
|
|
|
// determine polygon orientation relative to gravity
|
|
FLOAT fCos = ((const FLOAT3D &)plPolygon)%en_vGravityDir;
|
|
// if polygon is vertical or upside down
|
|
if (fCos>-0.01f) {
|
|
// it cannot be below
|
|
_pfPhysicsProfile.StopTimer((INDEX) CPhysicsProfile::PTI_ISSTANDINGONPOLYGON);
|
|
return FALSE;
|
|
}
|
|
|
|
// if polygon's steepness is too high
|
|
CSurfaceType &stReference = en_pwoWorld->wo_astSurfaceTypes[pbpo->bpo_bppProperties.bpp_ubSurfaceType];
|
|
if (fCos>=-stReference.st_fClimbSlopeCos&&fCos<0
|
|
||stReference.st_ulFlags&STF_SLIDEDOWNSLOPE) {
|
|
// it cannot be below
|
|
_pfPhysicsProfile.StopTimer((INDEX) CPhysicsProfile::PTI_ISSTANDINGONPOLYGON);
|
|
return FALSE;
|
|
}
|
|
|
|
// get distance from point to the plane
|
|
FLOAT fD = plPolygon.PointDistance(vPoint);
|
|
// if the point is behind the plane
|
|
if (fD<-0.01f) {
|
|
// it cannot be below
|
|
_pfPhysicsProfile.StopTimer((INDEX) CPhysicsProfile::PTI_ISSTANDINGONPOLYGON);
|
|
return FALSE;
|
|
}
|
|
|
|
// find distance of point from the polygon along gravity vector
|
|
FLOAT fDistance = -fD/fCos;
|
|
// if too far away
|
|
if (fDistance > fMaxDist) {
|
|
// it cannot be below
|
|
_pfPhysicsProfile.StopTimer((INDEX) CPhysicsProfile::PTI_ISSTANDINGONPOLYGON);
|
|
return FALSE;
|
|
}
|
|
// project point to the polygon along gravity vector
|
|
FLOAT3D vProjected = vPoint + en_vGravityDir*fDistance;
|
|
|
|
// find major axes of the polygon plane
|
|
INDEX iMajorAxis1, iMajorAxis2;
|
|
GetMajorAxesForPlane(plPolygon, iMajorAxis1, iMajorAxis2);
|
|
|
|
// create an intersector
|
|
CIntersector isIntersector(vProjected(iMajorAxis1), vProjected(iMajorAxis2));
|
|
// for all edges in the polygon
|
|
FOREACHINSTATICARRAY(pbpo->bpo_abpePolygonEdges, CBrushPolygonEdge, itbpePolygonEdge) {
|
|
// get edge vertices (edge direction is irrelevant here!)
|
|
const FLOAT3D &vVertex0 = itbpePolygonEdge->bpe_pbedEdge->bed_pbvxVertex0->bvx_vAbsolute;
|
|
const FLOAT3D &vVertex1 = itbpePolygonEdge->bpe_pbedEdge->bed_pbvxVertex1->bvx_vAbsolute;
|
|
// pass the edge to the intersector
|
|
isIntersector.AddEdge(
|
|
vVertex0(iMajorAxis1), vVertex0(iMajorAxis2),
|
|
vVertex1(iMajorAxis1), vVertex1(iMajorAxis2));
|
|
}
|
|
|
|
// if the point is inside polygon
|
|
if (isIntersector.IsIntersecting()) {
|
|
// it is below
|
|
_pfPhysicsProfile.StopTimer((INDEX) CPhysicsProfile::PTI_ISSTANDINGONPOLYGON);
|
|
return TRUE;
|
|
// if the point is outside polygon
|
|
} else {
|
|
// it is not below
|
|
_pfPhysicsProfile.StopTimer((INDEX) CPhysicsProfile::PTI_ISSTANDINGONPOLYGON);
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
// override this to make filtering for what can entity stand on
|
|
export virtual BOOL AllowForGroundPolygon(CBrushPolygon *pbpo)
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
// check whether any cached near polygon is below given point
|
|
BOOL IsSomeNearPolygonBelowPoint(const FLOAT3D &vPoint, FLOAT fMaxDist)
|
|
{
|
|
// otherwise, there is none
|
|
return FALSE;
|
|
}
|
|
|
|
// check whether any polygon in a sector is below given point
|
|
BOOL IsSomeSectorPolygonBelowPoint(CBrushSector *pbsc, const FLOAT3D &vPoint, FLOAT fMaxDist)
|
|
{
|
|
// for each polygon in the sector
|
|
FOREACHINSTATICARRAY(pbsc->bsc_abpoPolygons, CBrushPolygon, itbpo) {
|
|
CBrushPolygon *pbpo = itbpo;
|
|
// if it is below
|
|
if (IsPolygonBelowPoint(pbpo, vPoint, fMaxDist)) {
|
|
// there is some
|
|
return TRUE;
|
|
}
|
|
}
|
|
// otherwise, there is none
|
|
return FALSE;
|
|
}
|
|
|
|
// check whether entity would fall if standing on next position
|
|
BOOL WouldFallInNextPosition(void)
|
|
{
|
|
// if entity doesn't care for falling
|
|
if (en_fStepDnHeight<0) {
|
|
// don't check
|
|
return FALSE;
|
|
}
|
|
|
|
// if the stand-on polygon is near below
|
|
if (en_pbpoStandOn!=NULL &&
|
|
IsPolygonBelowPoint(en_pbpoStandOn, en_vNextPosition, en_fStepDnHeight)) {
|
|
// it won't fall
|
|
return FALSE;
|
|
}
|
|
|
|
// make empty list of extra sectors to check
|
|
CListHead lhActiveSectors;
|
|
|
|
CStaticStackArray<CBrushPolygon *> &apbpo = en_apbpoNearPolygons;
|
|
// for each cached near polygon
|
|
for(INDEX iPolygon=0; iPolygon<apbpo.Count(); iPolygon++) {
|
|
CBrushPolygon *pbpo = apbpo[iPolygon];
|
|
// if it is below
|
|
if (IsPolygonBelowPoint(pbpo, en_vNextPosition, en_fStepDnHeight)) {
|
|
// it won't fall
|
|
lhActiveSectors.RemAll();
|
|
return FALSE;
|
|
}
|
|
// if the polygon's sector is not added yet
|
|
if (!pbpo->bpo_pbscSector->bsc_lnInActiveSectors.IsLinked()) {
|
|
// add it
|
|
lhActiveSectors.AddTail(pbpo->bpo_pbscSector->bsc_lnInActiveSectors);
|
|
}
|
|
}
|
|
|
|
// NOTE: We add non-zoning reference first (if existing),
|
|
// to speed up cases when standing on moving brushes.
|
|
// if the reference is a non-zoning brush
|
|
if (en_penReference!=NULL && en_penReference->en_RenderType==RT_BRUSH
|
|
&&!(en_penReference->en_ulFlags&ENF_ZONING)
|
|
&& en_penReference->en_pbrBrush!=NULL) {
|
|
// get first mip of the brush
|
|
CBrushMip *pbmMip = en_penReference->en_pbrBrush->GetFirstMip();
|
|
// for each sector in the brush mip
|
|
FOREACHINDYNAMICARRAY(pbmMip->bm_abscSectors, CBrushSector, itbsc) {
|
|
// if it is not added yet
|
|
if (!itbsc->bsc_lnInActiveSectors.IsLinked()) {
|
|
// add it
|
|
lhActiveSectors.AddTail(itbsc->bsc_lnInActiveSectors);
|
|
}
|
|
}
|
|
}
|
|
|
|
// for each zoning sector that this entity is in
|
|
{FOREACHSRCOFDST(en_rdSectors, CBrushSector, bsc_rsEntities, pbsc);
|
|
// if it is not added yet
|
|
if (!pbsc->bsc_lnInActiveSectors.IsLinked()) {
|
|
// add it
|
|
lhActiveSectors.AddTail(pbsc->bsc_lnInActiveSectors);
|
|
}
|
|
ENDFOR;}
|
|
|
|
// for each active sector
|
|
BOOL bSupportFound = FALSE;
|
|
FOREACHINLIST(CBrushSector, bsc_lnInActiveSectors, lhActiveSectors, itbsc) {
|
|
CBrushSector *pbsc = itbsc;
|
|
// if the sector is zoning
|
|
if (pbsc->bsc_pbmBrushMip->bm_pbrBrush->br_penEntity->en_ulFlags&ENF_ZONING) {
|
|
// for non-zoning brush entities in the sector
|
|
{FOREACHDSTOFSRC(pbsc->bsc_rsEntities, CEntity, en_rdSectors, pen);
|
|
if (pen->en_RenderType==CEntity::RT_TERRAIN) {
|
|
if (IsTerrainBelowPoint(pen->en_ptrTerrain, en_vNextPosition, en_fStepDnHeight, en_vGravityDir)) {
|
|
bSupportFound = TRUE;
|
|
goto out;
|
|
}
|
|
continue;
|
|
}
|
|
if (pen->en_RenderType!=CEntity::RT_BRUSH&&
|
|
pen->en_RenderType!=CEntity::RT_FIELDBRUSH) {
|
|
break; // brushes are sorted first in list
|
|
}
|
|
// get first mip of the brush
|
|
CBrushMip *pbmMip = pen->en_pbrBrush->GetFirstMip();
|
|
// for each sector in the brush mip
|
|
FOREACHINDYNAMICARRAY(pbmMip->bm_abscSectors, CBrushSector, itbscInMip) {
|
|
// if it is not added yet
|
|
if (!itbscInMip->bsc_lnInActiveSectors.IsLinked()) {
|
|
// add it
|
|
lhActiveSectors.AddTail(itbscInMip->bsc_lnInActiveSectors);
|
|
}
|
|
}
|
|
ENDFOR;}
|
|
}
|
|
// if there is a polygon below in that sector
|
|
if (IsSomeSectorPolygonBelowPoint(itbsc, en_vNextPosition, en_fStepDnHeight)) {
|
|
// it won't fall
|
|
bSupportFound = TRUE;
|
|
break;
|
|
}
|
|
}
|
|
out:;
|
|
|
|
// clear list of active sectors
|
|
lhActiveSectors.RemAll();
|
|
|
|
// if no support, it surely would fall
|
|
return !bSupportFound;
|
|
}
|
|
|
|
// clear next position to current placement
|
|
void ClearNextPosition(void)
|
|
{
|
|
en_vNextPosition = en_plPlacement.pl_PositionVector;
|
|
en_mNextRotation = en_mRotation;
|
|
}
|
|
// set current placement from next position
|
|
void SetPlacementFromNextPosition(void)
|
|
{
|
|
_pfPhysicsProfile.StartTimer((INDEX) CPhysicsProfile::PTI_SETPLACEMENTFROMNEXTPOSITION);
|
|
|
|
_pfPhysicsProfile.IncrementTimerAveragingCounter((INDEX) CPhysicsProfile::PTI_SETPLACEMENTFROMNEXTPOSITION);
|
|
CPlacement3D plNew;
|
|
plNew.pl_PositionVector = en_vNextPosition;
|
|
DecomposeRotationMatrixNoSnap(plNew.pl_OrientationAngle, en_mNextRotation);
|
|
FLOATmatrix3D mRotation;
|
|
MakeRotationMatrixFast(mRotation, plNew.pl_OrientationAngle);
|
|
SetPlacement_internal(plNew, mRotation, TRUE /* try to optimize for small movements */);
|
|
|
|
// use this for collision code debugging only not useful in real conditions
|
|
/*
|
|
// check that we have not ended inside a wall
|
|
if (GetRenderType()==RT_MODEL) {
|
|
extern BOOL CanEntityChangeCollisionBox(CEntity *pen, INDEX iNewCollisionBox, CEntity **ppenObstacle);
|
|
CEntity *penObstacle;
|
|
if (!CanEntityChangeCollisionBox(this, GetCollisionBoxIndex(), &penObstacle)) {
|
|
CPrintF("*** COLLISION!!!!\n");
|
|
}
|
|
}
|
|
*/
|
|
|
|
_pfPhysicsProfile.StopTimer((INDEX) CPhysicsProfile::PTI_SETPLACEMENTFROMNEXTPOSITION);
|
|
}
|
|
|
|
BOOL TryToGoUpstairs(const FLOAT3D &vTranslationAbsolute, const CSurfaceType &stHit,
|
|
BOOL bHitStairsOrg)
|
|
{
|
|
_pfPhysicsProfile.StartTimer((INDEX) CPhysicsProfile::PTI_TRYTOGOUPSTAIRS);
|
|
_pfPhysicsProfile.IncrementTimerAveragingCounter((INDEX) CPhysicsProfile::PTI_TRYTOGOUPSTAIRS);
|
|
|
|
// use only horizontal components of the movement
|
|
FLOAT3D vTranslationHorizontal;
|
|
GetNormalComponent(vTranslationAbsolute, en_vGravityDir, vTranslationHorizontal);
|
|
|
|
//CPrintF("Trying: (%g) ", vTranslationHorizontal(3));
|
|
// if the movement has no substantial value
|
|
if(vTranslationHorizontal.Length()<0.001f) {
|
|
//CPrintF("no value\n");
|
|
// don't do it
|
|
_pfPhysicsProfile.StopTimer((INDEX) CPhysicsProfile::PTI_TRYTOGOUPSTAIRS);
|
|
return FALSE;
|
|
}
|
|
FLOAT3D vTranslationHorizontalOrg = vTranslationHorizontal;
|
|
// if the surface that is climbed on is not really stairs
|
|
if (!bHitStairsOrg) {
|
|
// keep minimum speed
|
|
vTranslationHorizontal.Normalize();
|
|
vTranslationHorizontal*=0.5f;
|
|
}
|
|
|
|
// remember original placement
|
|
CPlacement3D plOriginal = en_plPlacement;
|
|
|
|
// take stairs height
|
|
FLOAT fStairsHeight = 0;
|
|
if (stHit.st_fStairsHeight>0) {
|
|
fStairsHeight = Max(stHit.st_fStairsHeight, en_fStepUpHeight);
|
|
} else if (stHit.st_fStairsHeight<0) {
|
|
fStairsHeight = Min(stHit.st_fStairsHeight, en_fStepUpHeight);
|
|
}
|
|
|
|
CContentType &ctDn = en_pwoWorld->wo_actContentTypes[en_iDnContent];
|
|
CContentType &ctUp = en_pwoWorld->wo_actContentTypes[en_iUpContent];
|
|
|
|
// if in partially in water
|
|
BOOL bGettingOutOfWater = FALSE;
|
|
if ((ctDn.ct_ulFlags&CTF_SWIMABLE) && !(ctUp.ct_ulFlags&CTF_SWIMABLE)
|
|
&& en_fImmersionFactor>0.3f) {
|
|
// add immersion height to up step
|
|
if (en_pciCollisionInfo!=NULL) {
|
|
fStairsHeight=fStairsHeight*2+en_fImmersionFactor*
|
|
(en_pciCollisionInfo->ci_fMaxHeight-en_pciCollisionInfo->ci_fMinHeight);
|
|
// remember that we are trying to get out of water
|
|
bGettingOutOfWater = TRUE;
|
|
}
|
|
}
|
|
|
|
// calculate the 3 translation directions (up, forward and down)
|
|
FLOAT3D avTranslation[3];
|
|
avTranslation[0] = en_vGravityDir*-fStairsHeight;
|
|
avTranslation[1] = vTranslationHorizontal;
|
|
avTranslation[2] = en_vGravityDir*fStairsHeight;
|
|
|
|
// for each translation step
|
|
for(INDEX iStep=0; iStep<3; iStep++) {
|
|
BOOL bStepOK = TRUE;
|
|
// create new placement with the translation step
|
|
en_vNextPosition = en_plPlacement.pl_PositionVector+avTranslation[iStep];
|
|
en_mNextRotation = en_mRotation;
|
|
// clip the movement to the entity's world
|
|
CClipMove cm(this);
|
|
en_pwoWorld->ClipMove(cm);
|
|
|
|
// if not passed
|
|
if (cm.cm_fMovementFraction<1.0f) {
|
|
// find hit surface
|
|
INDEX iSurfaceHit = 0;
|
|
BOOL bHitStairsNow = FALSE;
|
|
if (cm.cm_pbpoHit!=NULL) {
|
|
bHitStairsNow = cm.cm_pbpoHit->bpo_ulFlags&BPOF_STAIRS;
|
|
iSurfaceHit = cm.cm_pbpoHit->bpo_bppProperties.bpp_ubSurfaceType;
|
|
}
|
|
CSurfaceType &stHit = en_pwoWorld->wo_astSurfaceTypes[iSurfaceHit];
|
|
|
|
|
|
// check if hit a slope while climbing stairs
|
|
const FLOAT3D &vHitPlane = cm.cm_plClippedPlane;
|
|
FLOAT fPlaneDotG = vHitPlane%en_vGravityDir;
|
|
FLOAT fPlaneDotGAbs = Abs(fPlaneDotG);
|
|
|
|
BOOL bSlidingAllowed = (fPlaneDotGAbs>-0.01f && fPlaneDotGAbs<0.99f)&&bHitStairsOrg;
|
|
|
|
BOOL bEarlyClipAllowed =
|
|
// going up or
|
|
iStep==0 ||
|
|
// going forward and hit stairs or
|
|
iStep==1 && bHitStairsNow ||
|
|
// going down and ends on something that is not high slope
|
|
iStep==2 &&
|
|
(vHitPlane%en_vGravityDir<-stHit.st_fClimbSlopeCos ||
|
|
bHitStairsNow);
|
|
|
|
// if early clip is allowed
|
|
if (bEarlyClipAllowed || bSlidingAllowed) {
|
|
// try to go to where it is clipped (little bit before)
|
|
en_vNextPosition = en_plPlacement.pl_PositionVector +
|
|
avTranslation[iStep]*(cm.cm_fMovementFraction*0.98f);
|
|
if (bSlidingAllowed && iStep!=2) {
|
|
FLOAT3D vSliding = cm.cm_plClippedPlane.ProjectDirection(
|
|
avTranslation[iStep]*(1.0f-cm.cm_fMovementFraction))+
|
|
vHitPlane*(ClampUp(avTranslation[iStep].Length(), 0.5f)/100.0f);
|
|
en_vNextPosition += vSliding;
|
|
}
|
|
CClipMove cm(this);
|
|
en_pwoWorld->ClipMove(cm);
|
|
// if it failed
|
|
if (cm.cm_fMovementFraction<=1.0f) {
|
|
// mark that this step is unsuccessful
|
|
bStepOK = FALSE;
|
|
}
|
|
// if early clip is not allowed
|
|
} else {
|
|
// mark that this step is unsuccessful
|
|
bStepOK = FALSE;
|
|
}
|
|
}
|
|
|
|
// if the step is successful
|
|
if (bStepOK) {
|
|
// use that position
|
|
SetPlacementFromNextPosition();
|
|
// if the step failed
|
|
} else {
|
|
// restore original placement
|
|
en_vNextPosition = plOriginal.pl_PositionVector;
|
|
SetPlacementFromNextPosition();
|
|
// move is unsuccessful
|
|
_pfPhysicsProfile.StopTimer((INDEX) CPhysicsProfile::PTI_TRYTOGOUPSTAIRS);
|
|
//CPrintF("FAILED\n");
|
|
return FALSE;
|
|
}
|
|
|
|
} // end of steps loop
|
|
|
|
// all steps passed, use the final position
|
|
|
|
// NOTE: must not keep the speed when getting out of water,
|
|
// or the player gets launched out too fast
|
|
if (!bGettingOutOfWater) {
|
|
en_vAppliedTranslation += vTranslationHorizontalOrg;
|
|
}
|
|
// move is successful
|
|
_pfPhysicsProfile.StopTimer((INDEX) CPhysicsProfile::PTI_TRYTOGOUPSTAIRS);
|
|
//CPrintF("done\n");
|
|
return TRUE;
|
|
}
|
|
|
|
/* Try to translate the entity. Slide, climb or push others if needed. */
|
|
BOOL TryToMove(CMovableEntity *penPusher, BOOL bTranslate, BOOL bRotate)
|
|
{
|
|
//CPrintF("TryToMove(%d)\n", _ctTryToMoveCheckCounter);
|
|
// decrement the recursion counter
|
|
if (penPusher!=NULL) {
|
|
_ctTryToMoveCheckCounter--;
|
|
} else {
|
|
_ctTryToMoveCheckCounter-=4;
|
|
}
|
|
// if recursing too deep
|
|
if (_ctTryToMoveCheckCounter<0) {
|
|
// fail the move
|
|
return FALSE;
|
|
}
|
|
_pfPhysicsProfile.StartTimer((INDEX) CPhysicsProfile::PTI_TRYTOTRANSLATE);
|
|
_pfPhysicsProfile.IncrementTimerAveragingCounter((INDEX) CPhysicsProfile::PTI_TRYTOTRANSLATE);
|
|
_pfPhysicsProfile.IncrementCounter((INDEX) CPhysicsProfile::PCI_TRYTOMOVE);
|
|
|
|
// create new placement with movement
|
|
if (bTranslate) {
|
|
en_vNextPosition = en_plPlacement.pl_PositionVector+en_vMoveTranslation;
|
|
/* STREAMDUMP START
|
|
if(GetRenderType()==RT_MODEL)
|
|
{
|
|
try
|
|
{
|
|
CTMemoryStream &strm = *GetDumpStream();
|
|
DUMPVECTOR2("Move transl:", en_vMoveTranslation);
|
|
DUMPVECTOR2("Next pos:", en_vNextPosition);
|
|
}
|
|
catch( char *strError)
|
|
{
|
|
strError;
|
|
}
|
|
}
|
|
STREAMDUMP END */
|
|
|
|
} else {
|
|
en_vNextPosition = en_plPlacement.pl_PositionVector;
|
|
}
|
|
if (bRotate) {
|
|
// CPrintF(" r:???\n");
|
|
en_mNextRotation = en_mMoveRotation*en_mRotation;
|
|
} else {
|
|
en_mNextRotation = en_mRotation;
|
|
}
|
|
|
|
// test if rotation can be ignored
|
|
ULONG ulCIFlags = en_pciCollisionInfo->ci_ulFlags;
|
|
BOOL bIgnoreRotation = !bRotate ||
|
|
((ulCIFlags&CIF_IGNOREROTATION)||
|
|
( (ulCIFlags&CIF_IGNOREHEADING) &&
|
|
(en_mMoveRotation(1,2)==0&&en_mMoveRotation(2,2)==1&&en_mMoveRotation(3,2)==0) ));
|
|
|
|
// create movement towards the new placement
|
|
CClipMove cmMove(this);
|
|
// clip the movement to the entity's world
|
|
if (!bTranslate && bIgnoreRotation) {
|
|
cmMove.cm_fMovementFraction = 2.0f;
|
|
_pfPhysicsProfile.IncrementCounter((INDEX) CPhysicsProfile::PCI_TRYTOMOVE_FAST);
|
|
} else {
|
|
en_pwoWorld->ClipMove(cmMove);
|
|
}
|
|
|
|
// if the move passes
|
|
if (cmMove.cm_fMovementFraction>1.0f) {
|
|
// CPrintF(" passed\n");
|
|
//CPrintF("%d\n", MAXCOLLISIONRETRIES-(_ctTryToMoveCheckCounter+1));
|
|
// if entity is in walking control now, but it might fall of an edge
|
|
if (bTranslate && en_penReference!=NULL &&
|
|
(en_ulPhysicsFlags&EPF_TRANSLATEDBYGRAVITY) &&
|
|
!(en_ulPhysicsFlags&(EPF_ONSTEEPSLOPE|EPF_ORIENTINGTOGRAVITY|EPF_FLOATING)) &&
|
|
penPusher==NULL && WouldFallInNextPosition()) {
|
|
// fail the movement
|
|
SendEvent(EWouldFall());
|
|
//CPrintF(" wouldfall\n");
|
|
return FALSE;
|
|
}
|
|
// make entity use its new placement
|
|
SetPlacementFromNextPosition();
|
|
if (bTranslate) {
|
|
en_vAppliedTranslation += en_vMoveTranslation;
|
|
}
|
|
if (bRotate) {
|
|
en_mAppliedRotation = en_mMoveRotation*en_mAppliedRotation;
|
|
}
|
|
// move is successful
|
|
_pfPhysicsProfile.IncrementCounter((INDEX) CPhysicsProfile::PCI_TRYTOMOVE_PASS);
|
|
_pfPhysicsProfile.StopTimer((INDEX) CPhysicsProfile::PTI_TRYTOTRANSLATE);
|
|
//CPrintF(" successful\n");
|
|
return TRUE;
|
|
|
|
// if the move is clipped
|
|
} else {
|
|
_pfPhysicsProfile.IncrementCounter((INDEX) CPhysicsProfile::PCI_TRYTOMOVE_CLIP);
|
|
|
|
/* STREAMDUMP START
|
|
if(GetRenderType()==RT_MODEL)
|
|
{
|
|
try
|
|
{
|
|
CTMemoryStream &strm = *GetDumpStream();
|
|
strm.FPrintF_t( "Movm Fract: %g\n", cmMove.cm_fMovementFraction);
|
|
strm.FPrintF_t( "En : ID:%08x %s\n", cmMove.cm_penHit->en_ulID, (const char*) GetName() );
|
|
DUMPVECTOR2("Pl col:", cmMove.cm_plClippedPlane);
|
|
}
|
|
catch( char *strError)
|
|
{
|
|
strError;
|
|
}
|
|
}
|
|
STREAMDUMP END */
|
|
|
|
// if must not retry
|
|
if (_ctTryToMoveCheckCounter<=0) {
|
|
// fail
|
|
_pfPhysicsProfile.StopTimer((INDEX) CPhysicsProfile::PTI_TRYTOTRANSLATE);
|
|
return FALSE;
|
|
}
|
|
|
|
// if hit brush
|
|
if (cmMove.cm_pbpoHit!=NULL) {
|
|
// if polygon is stairs, and the entity can climb stairs
|
|
if ((cmMove.cm_pbpoHit->bpo_ulFlags&BPOF_STAIRS)
|
|
&&((en_ulPhysicsFlags&EPF_ONBLOCK_MASK)==EPF_ONBLOCK_CLIMBORSLIDE)) {
|
|
// adjust against sliding upwards
|
|
cmMove.cm_plClippedPlane = FLOATplane3D(-en_vGravityDir, 0);
|
|
}
|
|
// if cannot be damaged by impact
|
|
INDEX iSurface = cmMove.cm_pbpoHit->bpo_bppProperties.bpp_ubSurfaceType;
|
|
if (en_pwoWorld->wo_astSurfaceTypes[iSurface].st_ulFlags&STF_NOIMPACT) {
|
|
// remember that
|
|
en_ulPhysicsFlags|=EPF_NOIMPACTTHISTICK;
|
|
}
|
|
}
|
|
|
|
// if entity is translated by gravity and
|
|
// the hit plane is more orthogonal to the gravity than the last one found
|
|
if ((en_ulPhysicsFlags&EPF_TRANSLATEDBYGRAVITY) && !(en_ulPhysicsFlags&EPF_FLOATING)
|
|
&& (
|
|
((en_vGravityDir%(FLOAT3D&)cmMove.cm_plClippedPlane)
|
|
<(en_vGravityDir%en_vReferencePlane)) ) ) {
|
|
// remember touched entity as stand-on reference
|
|
en_penReference = cmMove.cm_penHit;
|
|
// CPrintF(" newreference id%08x\n", en_penReference->en_ulID);
|
|
en_vReferencePlane = (FLOAT3D&)cmMove.cm_plClippedPlane;
|
|
en_pbpoStandOn = cmMove.cm_pbpoHit; // is NULL if not hit a brush
|
|
if (cmMove.cm_pbpoHit==NULL) {
|
|
en_iReferenceSurface = 0;
|
|
} else {
|
|
en_iReferenceSurface = cmMove.cm_pbpoHit->bpo_bppProperties.bpp_ubSurfaceType;
|
|
}
|
|
}
|
|
|
|
// send touch event to this entity and to touched entity
|
|
SendTouchEvent(cmMove);
|
|
|
|
// if cannot be damaged by impact
|
|
if (cmMove.cm_penHit->en_ulPhysicsFlags&EPF_NOIMPACT) {
|
|
// remember that
|
|
en_ulPhysicsFlags|=EPF_NOIMPACTTHISTICK;
|
|
}
|
|
|
|
// if entity bounces when blocked
|
|
FLOAT3D vBounce;
|
|
BOOL bBounce = FALSE;
|
|
if ( ((en_ulPhysicsFlags&EPF_ONBLOCK_MASK)==EPF_ONBLOCK_BOUNCE) && bTranslate) {
|
|
// create translation speed for bouncing off clipping plane
|
|
FLOAT3D vParallel, vNormal;
|
|
GetParallelAndNormalComponents(en_vMoveTranslation, cmMove.cm_plClippedPlane,
|
|
vNormal, vParallel);
|
|
vNormal *= -en_fBounceDampNormal;
|
|
vParallel *= +en_fBounceDampParallel;
|
|
vBounce = vNormal+vParallel;
|
|
// if not too small bounce
|
|
if (vNormal.Length()>0.1f) {
|
|
// do bounce
|
|
bBounce = TRUE;
|
|
}
|
|
// rotate slower
|
|
en_aDesiredRotationRelative *= en_fBounceDampParallel;
|
|
if (en_aDesiredRotationRelative.Length()<10) {
|
|
en_aDesiredRotationRelative = ANGLE3D(0,0,0);
|
|
}
|
|
}
|
|
|
|
// if entity pushes when blocked and the blocking entity is pushable
|
|
if (penPusher!=NULL&&(cmMove.cm_penHit->en_ulPhysicsFlags&EPF_PUSHABLE)) {
|
|
CMovableModelEntity *penBlocking = ((CMovableModelEntity *)cmMove.cm_penHit);
|
|
// create push translation to account for rotating radius
|
|
FLOAT3D vRadius = cmMove.cm_penHit->en_plPlacement.pl_PositionVector-
|
|
penPusher->en_plPlacement.pl_PositionVector;
|
|
FLOAT3D vPush=(vRadius*penPusher->en_mMoveRotation-vRadius);
|
|
//*(1.01f-cmMove.cm_fMovementFraction);
|
|
vPush += penPusher->en_vMoveTranslation;
|
|
//*(1.01f-cmMove.cm_fMovementFraction);
|
|
|
|
penBlocking->en_vMoveTranslation = vPush;
|
|
penBlocking->en_mMoveRotation = penPusher->en_mMoveRotation;
|
|
|
|
// make sure it is added to the movers list
|
|
penBlocking->AddToMoversDuringMoving();
|
|
// push the blocking entity
|
|
_pfPhysicsProfile.StopTimer((INDEX) CPhysicsProfile::PTI_TRYTOTRANSLATE);
|
|
BOOL bUnblocked = penBlocking->TryToMove(penPusher, bTranslate, bRotate);
|
|
_pfPhysicsProfile.StartTimer((INDEX) CPhysicsProfile::PTI_TRYTOTRANSLATE);
|
|
// if it has removed itself
|
|
if (bUnblocked) {
|
|
// retry the movement
|
|
ClearNextPosition();
|
|
_pfPhysicsProfile.StopTimer((INDEX) CPhysicsProfile::PTI_TRYTOTRANSLATE);
|
|
return TryToMove(penPusher, bTranslate, bRotate);
|
|
} else {
|
|
// move is unsuccessful
|
|
SendBlockEvent(cmMove);
|
|
ClearNextPosition();
|
|
_pfPhysicsProfile.StopTimer((INDEX) CPhysicsProfile::PTI_TRYTOTRANSLATE);
|
|
return FALSE;
|
|
}
|
|
// if entity slides if blocked
|
|
} else if (
|
|
((en_ulPhysicsFlags&EPF_ONBLOCK_MASK)==EPF_ONBLOCK_SLIDE)||
|
|
((en_ulPhysicsFlags&EPF_ONBLOCK_MASK)==EPF_ONBLOCK_BOUNCE)||
|
|
((en_ulPhysicsFlags&EPF_ONBLOCK_MASK)==EPF_ONBLOCK_CLIMBORSLIDE)||
|
|
((en_ulPhysicsFlags&EPF_ONBLOCK_MASK)==EPF_ONBLOCK_STOPEXACT) ){
|
|
|
|
// if translating
|
|
if (bTranslate) {
|
|
|
|
// create translation for sliding along clipping plane
|
|
FLOAT3D vSliding;
|
|
// if sliding along one plane
|
|
if (_ctSliding==0) {
|
|
// remember sliding parameters from the plane
|
|
_vSlideOffDir = cmMove.cm_plClippedPlane;
|
|
// get sliding velocity
|
|
vSliding = cmMove.cm_plClippedPlane.ProjectDirection(
|
|
en_vMoveTranslation*(1.0f-cmMove.cm_fMovementFraction));
|
|
_ctSliding++;
|
|
// if second plane
|
|
} else if (_ctSliding==1) {
|
|
// off direction is away from both planes
|
|
_vSlideOffDir+=cmMove.cm_plClippedPlane;
|
|
// sliding direction is along both planes
|
|
_vSlideDir = _vSlideOffDir*(FLOAT3D&)cmMove.cm_plClippedPlane;
|
|
if (_vSlideDir.Length()>0.001f) {
|
|
_vSlideDir.Normalize();
|
|
}
|
|
_ctSliding++;
|
|
// get sliding velocity
|
|
GetParallelComponent(en_vMoveTranslation*(1.0f-cmMove.cm_fMovementFraction),
|
|
_vSlideDir, vSliding);
|
|
// if more than two planes
|
|
} else {
|
|
// off direction is away from all planes
|
|
_vSlideOffDir+=cmMove.cm_plClippedPlane;
|
|
// sliding direction is along all planes
|
|
_vSlideDir = cmMove.cm_plClippedPlane.ProjectDirection(_vSlideDir);
|
|
_ctSliding++;
|
|
// get sliding velocity
|
|
GetParallelComponent(en_vMoveTranslation*(1.0f-cmMove.cm_fMovementFraction),
|
|
_vSlideDir, vSliding);
|
|
}
|
|
ASSERT(IsValidFloat(vSliding(1)));
|
|
ASSERT(IsValidFloat(_vSlideDir(1)));
|
|
ASSERT(IsValidFloat(_vSlideOffDir(1)));
|
|
|
|
// if entity hit a brush polygon
|
|
if (cmMove.cm_pbpoHit!=NULL) {
|
|
CSurfaceType &stHit = en_pwoWorld->wo_astSurfaceTypes[
|
|
cmMove.cm_pbpoHit->bpo_bppProperties.bpp_ubSurfaceType];
|
|
// if it is not being pushed, and it can climb stairs
|
|
if (penPusher==NULL
|
|
&&(en_ulPhysicsFlags&EPF_ONBLOCK_MASK)==EPF_ONBLOCK_CLIMBORSLIDE) {
|
|
// NOTE: originally, the polygon's plane was considered here.
|
|
// due to sphere-polygon collision algo, it is possible for the collision
|
|
// plane to be even orthogonal to the polygon plane.
|
|
// considering polygon's plane prevented climbing up the stairs.
|
|
// so now, the collision plane is considered.
|
|
// if there are any further problems, i recommend choosing
|
|
// the plane that is more orthogonal to the movement direction.
|
|
FLOAT3D &vHitPlane = (FLOAT3D&)cmMove.cm_plClippedPlane;//cmMove.cm_pbpoHit->bpo_pbplPlane->bpl_plAbsolute;
|
|
BOOL bHitStairs = cmMove.cm_pbpoHit->bpo_ulFlags&BPOF_STAIRS;
|
|
// if the plane hit is steep enough to climb on it
|
|
// (cannot climb low slopes as if those were stairs)
|
|
if ((vHitPlane%en_vGravityDir>-stHit.st_fClimbSlopeCos)
|
|
||bHitStairs) {
|
|
// if sliding along it would be mostly horizontal
|
|
// (i.e. cannot climb up the slope)
|
|
FLOAT fSlidingVertical2 = en_vMoveTranslation%en_vGravityDir;
|
|
fSlidingVertical2*=fSlidingVertical2;
|
|
FLOAT fSliding2 = en_vMoveTranslation%en_vMoveTranslation;
|
|
if ((2*fSlidingVertical2<=fSliding2)
|
|
// if can go upstairs
|
|
&& TryToGoUpstairs(en_vMoveTranslation, stHit, bHitStairs)) {
|
|
// movement is ok
|
|
_pfPhysicsProfile.StopTimer((INDEX) CPhysicsProfile::PTI_TRYTOTRANSLATE);
|
|
return FALSE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// entity shouldn't really slide
|
|
if ((en_ulPhysicsFlags&EPF_ONBLOCK_MASK)==EPF_ONBLOCK_STOPEXACT) {
|
|
// kill sliding
|
|
vSliding = FLOAT3D(0,0,0);
|
|
}
|
|
|
|
ASSERT(IsValidFloat(vSliding(1)));
|
|
|
|
// add a component perpendicular to the sliding plane
|
|
vSliding += _vSlideOffDir*
|
|
(ClampUp(en_vMoveTranslation.Length(), 0.5f)/100.0f);
|
|
|
|
// if initial movement has some substantial value
|
|
if(en_vMoveTranslation.Length()>0.001f && cmMove.cm_fMovementFraction>0.002f) {
|
|
// go to where it is clipped (little bit before)
|
|
vSliding += en_vMoveTranslation*(cmMove.cm_fMovementFraction*0.98f);
|
|
}
|
|
|
|
// ignore extremely small sliding
|
|
if (vSliding.ManhattanNorm()<0.001f) {
|
|
_pfPhysicsProfile.StopTimer((INDEX) CPhysicsProfile::PTI_TRYTOTRANSLATE);
|
|
return FALSE;
|
|
}
|
|
|
|
// recurse
|
|
en_vMoveTranslation = vSliding;
|
|
ClearNextPosition();
|
|
_pfPhysicsProfile.StopTimer((INDEX) CPhysicsProfile::PTI_TRYTOTRANSLATE);
|
|
TryToMove(penPusher, bTranslate, bRotate);
|
|
// if bouncer
|
|
if (bBounce) {
|
|
// remember bouncing speed for next tick
|
|
en_vAppliedTranslation = vBounce;
|
|
// no reference while bouncing
|
|
en_penReference = NULL;
|
|
en_vReferencePlane = FLOAT3D(0.0f, 0.0f, 0.0f);
|
|
en_iReferenceSurface = 0;
|
|
}
|
|
|
|
// move is not entirely successful
|
|
return FALSE;
|
|
|
|
// if rotating
|
|
} else if (bRotate) {
|
|
// if bouncing entity
|
|
if ((en_ulPhysicsFlags&EPF_ONBLOCK_MASK)==EPF_ONBLOCK_BOUNCE) {
|
|
// rotate slower
|
|
en_aDesiredRotationRelative *= en_fBounceDampParallel;
|
|
if (en_aDesiredRotationRelative.Length()<10) {
|
|
en_aDesiredRotationRelative = ANGLE3D(0,0,0);
|
|
}
|
|
_pfPhysicsProfile.StopTimer((INDEX) CPhysicsProfile::PTI_TRYTOTRANSLATE);
|
|
// move is not successful
|
|
return FALSE;
|
|
}
|
|
// create movement getting away from the collision point
|
|
en_vMoveTranslation = cmMove.cm_vClippedLine*-1.2f;
|
|
// recurse
|
|
ClearNextPosition();
|
|
_pfPhysicsProfile.StopTimer((INDEX) CPhysicsProfile::PTI_TRYTOTRANSLATE);
|
|
TryToMove(penPusher, TRUE, bRotate);
|
|
// move is not entirely successful
|
|
return FALSE;
|
|
}
|
|
// not translating and not rotating? - move is unsuccessful
|
|
_pfPhysicsProfile.StopTimer((INDEX) CPhysicsProfile::PTI_TRYTOTRANSLATE);
|
|
return FALSE;
|
|
|
|
// if entity has some other behaviour when blocked
|
|
} else {
|
|
// move is unsuccessful (EPF_ONBLOCK_STOP is assumed)
|
|
SendBlockEvent(cmMove);
|
|
ClearNextPosition();
|
|
_pfPhysicsProfile.StopTimer((INDEX) CPhysicsProfile::PTI_TRYTOTRANSLATE);
|
|
return FALSE;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/* STREAMDUMP START
|
|
void ExportEntityPlacementAndSpeed(CMovableEntity &en, CTString strDes)
|
|
{
|
|
try
|
|
{
|
|
CTMemoryStream &strm = *GetDumpStream();
|
|
strm.FPrintF_t("%s : %s .................\n", strDes, (const char*) GetName());
|
|
DUMPPLACEMENT("En pl:", en.en_plPlacement);
|
|
DUMPVECTOR2("DesTraRel:", en.en_vDesiredTranslationRelative);
|
|
DUMPVECTOR2("CurTraAbs:", en.en_vCurrentTranslationAbsolute);
|
|
DUMPVECTOR2("IntendTra:", en.en_vIntendedTranslation);
|
|
}
|
|
catch( char *strError)
|
|
{
|
|
strError;
|
|
}
|
|
}
|
|
STREAMDUMP END */
|
|
|
|
// clear eventual temporary variables that are not persistent
|
|
export void ClearMovingTemp(void)
|
|
{
|
|
// return;
|
|
// CLEARMEM(en_vIntendedTranslation);
|
|
// CLEARMEM(en_mIntendedRotation);
|
|
ClearNextPosition();
|
|
CLEARMEM(en_vMoveTranslation);
|
|
CLEARMEM(en_mMoveRotation);
|
|
CLEARMEM(en_vAppliedTranslation);
|
|
CLEARMEM(en_mAppliedRotation);
|
|
}
|
|
|
|
// prepare parameters for moving in this tick
|
|
export void PreMoving(void)
|
|
{
|
|
//
|
|
// NOTE:
|
|
// This is one more cludge for bad VC6 code generator creating sync errors in older demos.
|
|
// We are getting rid of the whole virtual actions system ASAP when the network is recoded.
|
|
//
|
|
// FOR LICENSEES: Since you don't need to replay old demos from SSam, you may remove the whole
|
|
// PreMovingOld() function.
|
|
//
|
|
if (_pNetwork->ga_ulDemoMinorVersion<=5) {
|
|
PreMovingOld();
|
|
} else {
|
|
PreMovingNew();
|
|
}
|
|
}
|
|
void PreMovingNew(void)
|
|
{
|
|
if (en_pciCollisionInfo==NULL) {
|
|
return;
|
|
}
|
|
|
|
/* STREAMDUMP START
|
|
ExportEntityPlacementAndSpeed( *(CMovableEntity *)this, "Pre moving (start of function)");
|
|
STREAMDUMP END */
|
|
|
|
_pfPhysicsProfile.StartTimer((INDEX) CPhysicsProfile::PTI_PREMOVING);
|
|
_pfPhysicsProfile.IncrementTimerAveragingCounter((INDEX) CPhysicsProfile::PTI_PREMOVING);
|
|
|
|
// remember old placement for lerping
|
|
en_plLastPlacement = en_plPlacement;
|
|
|
|
// for each child of the mover
|
|
{FOREACHINLIST(CEntity, en_lnInParent, en_lhChildren, itenChild) {
|
|
// if the child is movable, yet not in movers list
|
|
if ((itenChild->en_ulPhysicsFlags&EPF_MOVABLE)
|
|
&&!((CMovableEntity*)&*itenChild)->en_lnInMovers.IsLinked()) {
|
|
CMovableEntity *penChild = ((CMovableEntity*)&*itenChild);
|
|
// remember old placement for lerping
|
|
penChild->en_plLastPlacement = penChild->en_plPlacement;
|
|
}
|
|
}}
|
|
|
|
FLOAT fTickQuantum=_pTimer->TickQuantum; // used for normalizing from SI units to game ticks
|
|
|
|
// trig break point if required
|
|
if( dbg_bBreak) {
|
|
dbg_bBreak = FALSE; // auto turn off breakpoint when triggered
|
|
try {
|
|
Breakpoint();
|
|
} catch (ANYEXCEPTION) {
|
|
CPrintF("Breakpoint!\n");
|
|
};
|
|
}
|
|
|
|
// NOTE: this limits maximum velocity of any entity in game.
|
|
// it is absolutely neccessary in order to prevent extreme slowdowns in physics.
|
|
// if you plan to increase this one radically, consider decreasing
|
|
// collision grid cell size!
|
|
// currently limited to a bit less than speed of sound (not that it is any specificaly
|
|
// relevant constant, but it is just handy)
|
|
const FLOAT fMaxSpeed = 300.0f;
|
|
en_vCurrentTranslationAbsolute(1)=Clamp(en_vCurrentTranslationAbsolute(1), -fMaxSpeed, +fMaxSpeed);
|
|
en_vCurrentTranslationAbsolute(2)=Clamp(en_vCurrentTranslationAbsolute(2), -fMaxSpeed, +fMaxSpeed);
|
|
en_vCurrentTranslationAbsolute(3)=Clamp(en_vCurrentTranslationAbsolute(3), -fMaxSpeed, +fMaxSpeed);
|
|
|
|
// if the entity is a model
|
|
if (en_RenderType==RT_MODEL || en_RenderType==RT_EDITORMODEL ||
|
|
en_RenderType==RT_SKAMODEL || en_RenderType==RT_SKAEDITORMODEL) {
|
|
// test for field containment
|
|
TestFields(en_iUpContent, en_iDnContent, en_fImmersionFactor);
|
|
// if entity has sticky feet
|
|
if (en_ulPhysicsFlags & EPF_STICKYFEET) {
|
|
// find gravity towards nearest polygon
|
|
FLOAT3D vPoint;
|
|
FLOATplane3D plPlane;
|
|
FLOAT fDistanceToEdge;
|
|
if (GetNearestPolygon(vPoint, plPlane, fDistanceToEdge)) {
|
|
en_vGravityDir = -(FLOAT3D&)plPlane;
|
|
}
|
|
}
|
|
}
|
|
CContentType &ctDn = en_pwoWorld->wo_actContentTypes[en_iDnContent];
|
|
CContentType &ctUp = en_pwoWorld->wo_actContentTypes[en_iUpContent];
|
|
|
|
// test entity breathing
|
|
TestBreathing(ctUp);
|
|
// test content damage
|
|
TestContentDamage(ctDn, en_fImmersionFactor);
|
|
// test surface damage
|
|
if (en_penReference!=NULL) {
|
|
CSurfaceType &stReference = en_pwoWorld->wo_astSurfaceTypes[en_iReferenceSurface];
|
|
TestSurfaceDamage(stReference);
|
|
}
|
|
|
|
// calculate content fluid factors
|
|
FLOAT fBouyancy = (1-
|
|
(ctDn.ct_fDensity/en_fDensity)*en_fImmersionFactor-
|
|
(ctUp.ct_fDensity/en_fDensity)*(1-en_fImmersionFactor));
|
|
FLOAT fSpeedModifier =
|
|
ctDn.ct_fSpeedMultiplier*en_fImmersionFactor+
|
|
ctUp.ct_fSpeedMultiplier*(1-en_fImmersionFactor);
|
|
FLOAT fFluidFriction =
|
|
ctDn.ct_fFluidFriction*en_fImmersionFactor+
|
|
ctUp.ct_fFluidFriction*(1-en_fImmersionFactor);
|
|
FLOAT fControlMultiplier =
|
|
ctDn.ct_fControlMultiplier*en_fImmersionFactor+
|
|
ctUp.ct_fControlMultiplier*(1-en_fImmersionFactor);
|
|
|
|
// transform relative desired translation into absolute
|
|
FLOAT3D vDesiredTranslationAbsolute = en_vDesiredTranslationRelative;
|
|
// relative absolute
|
|
if (!(en_ulPhysicsFlags & EPF_ABSOLUTETRANSLATE)) {
|
|
vDesiredTranslationAbsolute *= en_mRotation;
|
|
}
|
|
// transform translation and rotation into tick time units
|
|
vDesiredTranslationAbsolute*=fTickQuantum;
|
|
ANGLE3D aRotationRelative;
|
|
aRotationRelative(1) = en_aDesiredRotationRelative(1)*fTickQuantum;
|
|
aRotationRelative(2) = en_aDesiredRotationRelative(2)*fTickQuantum;
|
|
aRotationRelative(3) = en_aDesiredRotationRelative(3)*fTickQuantum;
|
|
// make absolute matrix rotation from relative angle rotation
|
|
FLOATmatrix3D mRotationAbsolute;
|
|
|
|
if ((en_ulPhysicsFlags&EPF_ONBLOCK_MASK)==EPF_ONBLOCK_PUSH) {
|
|
FLOATmatrix3D mNewRotation;
|
|
MakeRotationMatrixFast(mNewRotation, en_plPlacement.pl_OrientationAngle+aRotationRelative);
|
|
mRotationAbsolute = mNewRotation*!en_mRotation;
|
|
|
|
} else {
|
|
MakeRotationMatrixFast(mRotationAbsolute, aRotationRelative);
|
|
mRotationAbsolute = en_mRotation*(mRotationAbsolute*!en_mRotation);
|
|
}
|
|
|
|
// modify desired speed for fluid parameters
|
|
vDesiredTranslationAbsolute*=fSpeedModifier;
|
|
|
|
// remember jumping strength (if any)
|
|
FLOAT fJump = -en_mRotation.GetColumn(2)%vDesiredTranslationAbsolute;
|
|
|
|
BOOL bReferenceMovingInY = FALSE;
|
|
BOOL bReferenceRotatingNonY = FALSE;
|
|
// if we have a CMovableEntity for a reference entity
|
|
if (en_penReference!=NULL && (en_penReference->en_ulPhysicsFlags&EPF_MOVABLE)) {
|
|
CMovableEntity *penReference = (CMovableEntity *)(CEntity*)en_penReference;
|
|
// get reference deltas for this tick
|
|
const FLOAT3D &vReferenceTranslation = penReference->en_vIntendedTranslation;
|
|
const FLOATmatrix3D &mReferenceRotation = penReference->en_mIntendedRotation;
|
|
// calculate radius of this entity relative to reference
|
|
FLOAT3D vRadius = en_plPlacement.pl_PositionVector
|
|
-penReference->en_plPlacement.pl_PositionVector;
|
|
FLOAT3D vReferenceDelta = vReferenceTranslation + vRadius*mReferenceRotation - vRadius;
|
|
// add the deltas to this entity
|
|
vDesiredTranslationAbsolute += vReferenceDelta;
|
|
mRotationAbsolute = mReferenceRotation*mRotationAbsolute;
|
|
|
|
// remember if reference is moving in y
|
|
bReferenceMovingInY = (vReferenceDelta%en_vGravityDir != 0.0f);
|
|
bReferenceRotatingNonY = ((en_vGravityDir*mReferenceRotation)%en_vGravityDir)>0.01f;
|
|
}
|
|
|
|
FLOAT3D vTranslationAbsolute = en_vCurrentTranslationAbsolute*fTickQuantum;
|
|
|
|
// initially not orienting
|
|
en_ulPhysicsFlags&=~EPF_ORIENTINGTOGRAVITY;
|
|
// if the entity is rotated by gravity
|
|
if (en_ulPhysicsFlags&EPF_ORIENTEDBYGRAVITY) {
|
|
// find entity's down vector
|
|
FLOAT3D vDown;
|
|
vDown(1) = -en_mRotation(1,2);
|
|
vDown(2) = -en_mRotation(2,2);
|
|
vDown(3) = -en_mRotation(3,2);
|
|
|
|
// find angle entities down and gravity down
|
|
FLOAT fCos = vDown%en_vGravityDir;
|
|
// if substantial
|
|
if (fCos<0.99999f) {
|
|
// mark
|
|
en_ulPhysicsFlags|=EPF_ORIENTINGTOGRAVITY;
|
|
|
|
// limit the angle rotation
|
|
ANGLE a = ACos(fCos);
|
|
if (Abs(a)>20) {
|
|
a = 20*Sgn(a);
|
|
}
|
|
FLOAT fRad =RadAngle(a);
|
|
|
|
// make rotation axis
|
|
FLOAT3D vAxis = vDown*en_vGravityDir;
|
|
FLOAT fLen = vAxis.Length();
|
|
if (fLen<0.01f) {
|
|
vAxis(1) = en_mRotation(1,3);
|
|
vAxis(2) = en_mRotation(2,3);
|
|
vAxis(3) = en_mRotation(3,3);
|
|
// NOTE: must have this patch for smooth rocking on moving brushes
|
|
// (should infact do fRad/=fLen always)
|
|
} else if (!bReferenceRotatingNonY) {
|
|
fRad/=fLen;
|
|
}
|
|
vAxis*=fRad;
|
|
|
|
// make rotation matrix
|
|
FLOATmatrix3D mGRotation;
|
|
mGRotation(1,1) = 1; mGRotation(1,2) = -vAxis(3); mGRotation(1,3) = vAxis(2);
|
|
mGRotation(2,1) = vAxis(3); mGRotation(2,2) = 1; mGRotation(2,3) = -vAxis(1);
|
|
mGRotation(3,1) = -vAxis(2); mGRotation(3,2) = vAxis(1); mGRotation(3,3) = 1;
|
|
OrthonormalizeRotationMatrix(mGRotation);
|
|
|
|
// add the gravity rotation
|
|
mRotationAbsolute = mGRotation*mRotationAbsolute;
|
|
}
|
|
}
|
|
|
|
// initially not floating
|
|
en_ulPhysicsFlags&=~EPF_FLOATING;
|
|
|
|
FLOAT ACC=en_fAcceleration*fTickQuantum*fTickQuantum;
|
|
FLOAT DEC=en_fDeceleration*fTickQuantum*fTickQuantum;
|
|
// if the entity is not affected by gravity
|
|
if (!(en_ulPhysicsFlags&EPF_TRANSLATEDBYGRAVITY)) {
|
|
// accellerate towards desired absolute translation
|
|
if (en_ulPhysicsFlags&EPF_NOACCELERATION) {
|
|
vTranslationAbsolute = vDesiredTranslationAbsolute;
|
|
} else {
|
|
AddAcceleration(vTranslationAbsolute, vDesiredTranslationAbsolute,
|
|
ACC*fControlMultiplier,
|
|
DEC*fControlMultiplier);
|
|
}
|
|
// if swimming
|
|
} else if ((fBouyancy*en_fGravityA<0.5f && (ctDn.ct_ulFlags&(CTF_SWIMABLE|CTF_FLYABLE)))) {
|
|
// mark that
|
|
en_ulPhysicsFlags|=EPF_FLOATING;
|
|
// accellerate towards desired absolute translation
|
|
if (en_ulPhysicsFlags&EPF_NOACCELERATION) {
|
|
vTranslationAbsolute = vDesiredTranslationAbsolute;
|
|
} else {
|
|
AddAcceleration(vTranslationAbsolute, vDesiredTranslationAbsolute,
|
|
ACC*fControlMultiplier,
|
|
DEC*fControlMultiplier);
|
|
}
|
|
|
|
// add gravity acceleration
|
|
if (fBouyancy<-0.1f) {
|
|
FLOAT fGV=en_fGravityV*fTickQuantum*fSpeedModifier;
|
|
FLOAT fGA=(en_fGravityA*-fBouyancy)*fTickQuantum*fTickQuantum;
|
|
AddAcceleration(vTranslationAbsolute, en_vGravityDir*-fGV, fGA, fGA);
|
|
} else if (fBouyancy>+0.1f) {
|
|
FLOAT fGV=en_fGravityV*fTickQuantum*fSpeedModifier;
|
|
FLOAT fGA=(en_fGravityA*fBouyancy)*fTickQuantum*fTickQuantum;
|
|
AddAcceleration(vTranslationAbsolute, en_vGravityDir*fGV, fGA, fGA);
|
|
}
|
|
|
|
// if the entity is affected by gravity
|
|
} else {
|
|
BOOL bGravityAlongPolygon = TRUE;
|
|
// if there is no fixed remembered stand-on polygon or the entity is not on it anymore
|
|
if (en_pbpoStandOn==NULL || !IsStandingOnPolygon(en_pbpoStandOn) || bReferenceMovingInY
|
|
|| (en_ulPhysicsFlags&EPF_ORIENTINGTOGRAVITY)) {
|
|
// clear the stand on polygon
|
|
en_pbpoStandOn=NULL;
|
|
if (en_penReference == NULL || bReferenceMovingInY) {
|
|
bGravityAlongPolygon = FALSE;
|
|
}
|
|
}
|
|
|
|
// if gravity can cause the entity to fall
|
|
if (!bGravityAlongPolygon) {
|
|
_pfPhysicsProfile.IncrementCounter((INDEX) CPhysicsProfile::PCI_GRAVITY_NONTRIVIAL);
|
|
|
|
// add gravity acceleration
|
|
FLOAT fGV=en_fGravityV*fTickQuantum*fSpeedModifier;
|
|
FLOAT fGA=(en_fGravityA*fBouyancy)*fTickQuantum*fTickQuantum;
|
|
AddGAcceleration(vTranslationAbsolute, en_vGravityDir, fGA, fGV);
|
|
// if entity can only slide down its stand-on polygon
|
|
} else {
|
|
_pfPhysicsProfile.IncrementCounter((INDEX) CPhysicsProfile::PCI_GRAVITY_TRIVIAL);
|
|
|
|
// disassemble gravity to parts parallel and normal to plane
|
|
FLOAT3D vPolygonDir = -en_vReferencePlane;
|
|
// NOTE: normal to plane=paralel to plane normal vector!
|
|
FLOAT3D vGParallel, vGNormal;
|
|
GetParallelAndNormalComponents(en_vGravityDir, vPolygonDir, vGNormal, vGParallel);
|
|
// add gravity part parallel to plane
|
|
FLOAT fFactor = vGParallel.Length();
|
|
|
|
if (fFactor>0.001f) {
|
|
FLOAT fGV=en_fGravityV*fTickQuantum*fSpeedModifier;
|
|
FLOAT fGA=(en_fGravityA*fBouyancy)*fTickQuantum*fTickQuantum;
|
|
AddGAcceleration(vTranslationAbsolute, vGParallel/fFactor, fGA*fFactor, fGV*fFactor);
|
|
}
|
|
|
|
// kill your normal-to-polygon speed if towards polygon and small
|
|
FLOAT fPolyGA = (vPolygonDir%en_vGravityDir)*en_fGravityA;
|
|
FLOAT fYSpeed = vPolygonDir%vTranslationAbsolute;
|
|
if (fYSpeed>0 && fYSpeed < fPolyGA) {
|
|
vTranslationAbsolute -= vPolygonDir*fYSpeed;
|
|
}
|
|
|
|
// if a bouncer
|
|
if ((en_ulPhysicsFlags&EPF_ONBLOCK_MASK)==EPF_ONBLOCK_BOUNCE) {
|
|
// rotate slower
|
|
en_aDesiredRotationRelative *= en_fJumpControlMultiplier;
|
|
if (en_aDesiredRotationRelative.Length()<10) {
|
|
en_aDesiredRotationRelative = ANGLE3D(0,0,0);
|
|
}
|
|
}
|
|
}
|
|
|
|
CSurfaceType &stReference = en_pwoWorld->wo_astSurfaceTypes[en_iReferenceSurface];
|
|
|
|
// if it has a reference entity
|
|
if (en_penReference!=NULL) {
|
|
FLOAT fPlaneY = (en_vGravityDir%en_vReferencePlane);
|
|
FLOAT fPlaneYAbs = Abs(fPlaneY);
|
|
FLOAT fFriction = stReference.st_fFriction;
|
|
// if on a steep slope
|
|
if (fPlaneY>=-stReference.st_fClimbSlopeCos&&fPlaneY<0
|
|
||(stReference.st_ulFlags&STF_SLIDEDOWNSLOPE)&&fPlaneY>-0.99f) {
|
|
en_ulPhysicsFlags|=EPF_ONSTEEPSLOPE;
|
|
// accellerate horizontaly towards desired absolute translation
|
|
AddAccelerationOnPlane2(
|
|
vTranslationAbsolute,
|
|
vDesiredTranslationAbsolute,
|
|
ACC*fPlaneYAbs*fPlaneYAbs*fFriction*fControlMultiplier,
|
|
DEC*fPlaneYAbs*fPlaneYAbs*fFriction*fControlMultiplier,
|
|
en_vReferencePlane,
|
|
en_vGravityDir);
|
|
// if not on a steep slope
|
|
} else {
|
|
en_ulPhysicsFlags&=~EPF_ONSTEEPSLOPE;
|
|
// accellerate on plane towards desired absolute translation
|
|
AddAccelerationOnPlane(
|
|
vTranslationAbsolute,
|
|
vDesiredTranslationAbsolute,
|
|
ACC*fPlaneYAbs*fPlaneYAbs*fFriction*fControlMultiplier,
|
|
DEC*fPlaneYAbs*fPlaneYAbs*fFriction*fControlMultiplier,
|
|
en_vReferencePlane);
|
|
}
|
|
// if wants to jump and can jump
|
|
if (fJump<-0.01f && (fPlaneY<-stReference.st_fJumpSlopeCos
|
|
|| _pTimer->CurrentTick()>en_tmLastSignificantVerticalMovement+0.25f) ) {
|
|
// jump
|
|
vTranslationAbsolute += en_vGravityDir*fJump;
|
|
en_tmJumped = _pTimer->CurrentTick();
|
|
en_pbpoStandOn = NULL;
|
|
}
|
|
|
|
// if it doesn't have a reference entity
|
|
} else {//if (en_penReference==NULL)
|
|
// if can control after jump
|
|
if (_pTimer->CurrentTick()-en_tmJumped<en_tmMaxJumpControl) {
|
|
// accellerate horizontaly, but slower
|
|
AddAccelerationOnPlane(
|
|
vTranslationAbsolute,
|
|
vDesiredTranslationAbsolute,
|
|
ACC*fControlMultiplier*en_fJumpControlMultiplier,
|
|
DEC*fControlMultiplier*en_fJumpControlMultiplier,
|
|
FLOATplane3D(en_vGravityDir, 0));
|
|
}
|
|
|
|
// if wants to jump and can jump
|
|
if (fJump<-0.01f &&
|
|
_pTimer->CurrentTick()>en_tmLastSignificantVerticalMovement+0.25f) {
|
|
// jump
|
|
vTranslationAbsolute += en_vGravityDir*fJump;
|
|
en_tmJumped = _pTimer->CurrentTick();
|
|
en_pbpoStandOn = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
// check for force-field acceleration
|
|
// NOTE: pulled out because of a bug in VC code generator, see function comments above
|
|
CheckAndAddGAcceleration(this, vTranslationAbsolute, fTickQuantum);
|
|
|
|
// if there is fluid friction involved
|
|
if (fFluidFriction>0.01f) {
|
|
// slow down
|
|
AddAcceleration(vTranslationAbsolute, FLOAT3D(0.0f, 0.0f, 0.0f),
|
|
0.0f, DEC*fFluidFriction);
|
|
}
|
|
|
|
// if may slow down spinning
|
|
if ( (en_ulPhysicsFlags& EPF_CANFADESPINNING) &&
|
|
( (ctDn.ct_ulFlags&CTF_FADESPINNING) || (ctUp.ct_ulFlags&CTF_FADESPINNING) ) ) {
|
|
// reduce desired rotation
|
|
en_aDesiredRotationRelative *= (1-fSpeedModifier*0.05f);
|
|
if (en_aDesiredRotationRelative.Length()<10) {
|
|
en_aDesiredRotationRelative = ANGLE3D(0,0,0);
|
|
}
|
|
}
|
|
|
|
// discard reference entity (will be recalculated)
|
|
if (en_pbpoStandOn==NULL && (vTranslationAbsolute.ManhattanNorm()>1E-5f ||
|
|
en_vReferencePlane%en_vGravityDir<0.0f)) {
|
|
en_penReference = NULL;
|
|
en_vReferencePlane = FLOAT3D(0.0f, 0.0f, 0.0f);
|
|
en_iReferenceSurface = 0;
|
|
}
|
|
|
|
en_vIntendedTranslation = vTranslationAbsolute;
|
|
en_mIntendedRotation = mRotationAbsolute;
|
|
|
|
//-- estimate future movements for collision caching
|
|
|
|
// make box of the entity for its current rotation
|
|
FLOATaabbox3D box;
|
|
en_pciCollisionInfo->MakeBoxAtPlacement(FLOAT3D(0,0,0), en_mRotation, box);
|
|
// if it is a light source
|
|
{CLightSource *pls = GetLightSource();
|
|
if (pls!=NULL && !(pls->ls_ulFlags&LSF_LENSFLAREONLY)) {
|
|
// expand the box to be sure that it contains light range
|
|
ASSERT(!(pls->ls_ulFlags&LSF_DIRECTIONAL));
|
|
box |= FLOATaabbox3D(FLOAT3D(0,0,0), pls->ls_rFallOff);
|
|
}}
|
|
// add a bit around it
|
|
box.ExpandByFactor( phy_fCollisionCacheAround-1.0f);
|
|
// make box go few ticks ahead of the entity
|
|
box += en_plPlacement.pl_PositionVector;
|
|
en_boxMovingEstimate = box;
|
|
box += en_vIntendedTranslation*phy_fCollisionCacheAhead;
|
|
en_boxMovingEstimate |= box;
|
|
|
|
// clear applied movement to be updated during movement
|
|
en_vAppliedTranslation = FLOAT3D(0.0f, 0.0f, 0.0f);
|
|
en_mAppliedRotation.Diagonal(1.0f);
|
|
_pfPhysicsProfile.StopTimer((INDEX) CPhysicsProfile::PTI_PREMOVING);
|
|
// STREAMDUMP ExportEntityPlacementAndSpeed( *(CMovableEntity *)this, "Pre moving (end of function)");
|
|
}
|
|
|
|
// VC6 KLUDGE - do not change this function
|
|
// See note above in PreMoving()
|
|
/* old */ void PreMovingOld(void)
|
|
/* old */ {
|
|
/* old */ if (en_pciCollisionInfo==NULL) {
|
|
/* old */ return;
|
|
/* old */ }
|
|
/* old */
|
|
/* old */ //STREAMDUMP START
|
|
/* old */ // ExportEntityPlacementAndSpeed( *(CMovableEntity *)this, "Pre moving (start of function)");
|
|
/* old */ //STREAMDUMP END
|
|
/* old */
|
|
/* old */ _pfPhysicsProfile.StartTimer(CPhysicsProfile::PTI_PREMOVING);
|
|
/* old */ _pfPhysicsProfile.IncrementTimerAveragingCounter(CPhysicsProfile::PTI_PREMOVING);
|
|
/* old */
|
|
/* old */ // remember old placement for lerping
|
|
/* old */ en_plLastPlacement = en_plPlacement;
|
|
/* old */
|
|
/* old */ // for each child of the mover
|
|
/* old */ {FOREACHINLIST(CEntity, en_lnInParent, en_lhChildren, itenChild) {
|
|
/* old */ // if the child is movable, yet not in movers list
|
|
/* old */ if ((itenChild->en_ulPhysicsFlags&EPF_MOVABLE)
|
|
/* old */ &&!((CMovableEntity*)&*itenChild)->en_lnInMovers.IsLinked()) {
|
|
/* old */ CMovableEntity *penChild = ((CMovableEntity*)&*itenChild);
|
|
/* old */ // remember old placement for lerping
|
|
/* old */ penChild->en_plLastPlacement = penChild->en_plPlacement;
|
|
/* old */ }
|
|
/* old */ }}
|
|
/* old */
|
|
/* old */ FLOAT fTickQuantum=_pTimer->TickQuantum; // used for normalizing from SI units to game ticks
|
|
/* old */
|
|
/* old */ // trig break point if required
|
|
/* old */ if( dbg_bBreak) {
|
|
/* old */ dbg_bBreak = FALSE; // auto turn off breakpoint when triggered
|
|
/* old */ try {
|
|
/* old */ Breakpoint();
|
|
/* old */ } catch (ANYEXCEPTION) {
|
|
/* old */ CPrintF("Breakpoint!\n");
|
|
/* old */ };
|
|
/* old */ }
|
|
/* old */
|
|
/* old */ // NOTE: this limits maximum velocity of any entity in game.
|
|
/* old */ // it is absolutely neccessary in order to prevent extreme slowdowns in physics.
|
|
/* old */ // if you plan to increase this one radically, consider decreasing
|
|
/* old */ // collision grid cell size!
|
|
/* old */ // currently limited to a bit less than speed of sound (not that it is any specificaly
|
|
/* old */ // relevant constant, but it is just handy)
|
|
/* old */ const FLOAT fMaxSpeed = 300.0f;
|
|
/* old */ en_vCurrentTranslationAbsolute(1)=Clamp(en_vCurrentTranslationAbsolute(1), -fMaxSpeed, +fMaxSpeed);
|
|
/* old */ en_vCurrentTranslationAbsolute(2)=Clamp(en_vCurrentTranslationAbsolute(2), -fMaxSpeed, +fMaxSpeed);
|
|
/* old */ en_vCurrentTranslationAbsolute(3)=Clamp(en_vCurrentTranslationAbsolute(3), -fMaxSpeed, +fMaxSpeed);
|
|
/* old */
|
|
/* old */ // if the entity is a model
|
|
/* old */ if (en_RenderType==RT_MODEL || en_RenderType==RT_EDITORMODEL) {
|
|
/* old */ // test for field containment
|
|
/* old */ TestFields(en_iUpContent, en_iDnContent, en_fImmersionFactor);
|
|
/* old */ // if entity has sticky feet
|
|
/* old */ if (en_ulPhysicsFlags & EPF_STICKYFEET) {
|
|
/* old */ // find gravity towards nearest polygon
|
|
/* old */ FLOAT3D vPoint;
|
|
/* old */ FLOATplane3D plPlane;
|
|
/* old */ FLOAT fDistanceToEdge;
|
|
/* old */ if (GetNearestPolygon(vPoint, plPlane, fDistanceToEdge)) {
|
|
/* old */ en_vGravityDir = -(FLOAT3D&)plPlane;
|
|
/* old */ }
|
|
/* old */ }
|
|
/* old */ }
|
|
/* old */ CContentType &ctDn = en_pwoWorld->wo_actContentTypes[en_iDnContent];
|
|
/* old */ CContentType &ctUp = en_pwoWorld->wo_actContentTypes[en_iUpContent];
|
|
/* old */
|
|
/* old */ // test entity breathing
|
|
/* old */ TestBreathing(ctUp);
|
|
/* old */ // test content damage
|
|
/* old */ TestContentDamage(ctDn, en_fImmersionFactor);
|
|
/* old */ // test surface damage
|
|
/* old */ if (en_penReference!=NULL) {
|
|
/* old */ CSurfaceType &stReference = en_pwoWorld->wo_astSurfaceTypes[en_iReferenceSurface];
|
|
/* old */ TestSurfaceDamage(stReference);
|
|
/* old */ }
|
|
/* old */
|
|
/* old */ // calculate content fluid factors
|
|
/* old */ FLOAT fBouyancy = (1-
|
|
/* old */ (ctDn.ct_fDensity/en_fDensity)*en_fImmersionFactor-
|
|
/* old */ (ctUp.ct_fDensity/en_fDensity)*(1-en_fImmersionFactor));
|
|
/* old */ FLOAT fSpeedModifier =
|
|
/* old */ ctDn.ct_fSpeedMultiplier*en_fImmersionFactor+
|
|
/* old */ ctUp.ct_fSpeedMultiplier*(1-en_fImmersionFactor);
|
|
/* old */ FLOAT fFluidFriction =
|
|
/* old */ ctDn.ct_fFluidFriction*en_fImmersionFactor+
|
|
/* old */ ctUp.ct_fFluidFriction*(1-en_fImmersionFactor);
|
|
/* old */ FLOAT fControlMultiplier =
|
|
/* old */ ctDn.ct_fControlMultiplier*en_fImmersionFactor+
|
|
/* old */ ctUp.ct_fControlMultiplier*(1-en_fImmersionFactor);
|
|
/* old */
|
|
/* old */ // transform relative desired translation into absolute
|
|
/* old */ FLOAT3D vDesiredTranslationAbsolute = en_vDesiredTranslationRelative;
|
|
/* old */ // relative absolute
|
|
/* old */ if (!(en_ulPhysicsFlags & EPF_ABSOLUTETRANSLATE)) {
|
|
/* old */ vDesiredTranslationAbsolute *= en_mRotation;
|
|
/* old */ }
|
|
/* old */ // transform translation and rotation into tick time units
|
|
/* old */ vDesiredTranslationAbsolute*=fTickQuantum;
|
|
/* old */ ANGLE3D aRotationRelative;
|
|
/* old */ aRotationRelative(1) = en_aDesiredRotationRelative(1)*fTickQuantum;
|
|
/* old */ aRotationRelative(2) = en_aDesiredRotationRelative(2)*fTickQuantum;
|
|
/* old */ aRotationRelative(3) = en_aDesiredRotationRelative(3)*fTickQuantum;
|
|
/* old */ // make absolute matrix rotation from relative angle rotation
|
|
/* old */ FLOATmatrix3D mRotationAbsolute;
|
|
/* old */
|
|
/* old */ if ((en_ulPhysicsFlags&EPF_ONBLOCK_MASK)==EPF_ONBLOCK_PUSH) {
|
|
/* old */ FLOATmatrix3D mNewRotation;
|
|
/* old */ MakeRotationMatrixFast(mNewRotation, en_plPlacement.pl_OrientationAngle+aRotationRelative);
|
|
/* old */ mRotationAbsolute = mNewRotation*!en_mRotation;
|
|
/* old */
|
|
/* old */ } else {
|
|
/* old */ MakeRotationMatrixFast(mRotationAbsolute, aRotationRelative);
|
|
/* old */ mRotationAbsolute = en_mRotation*(mRotationAbsolute*!en_mRotation);
|
|
/* old */ }
|
|
/* old */
|
|
/* old */ // modify desired speed for fluid parameters
|
|
/* old */ vDesiredTranslationAbsolute*=fSpeedModifier;
|
|
/* old */
|
|
/* old */ // remember jumping strength (if any)
|
|
/* old */ FLOAT fJump = -en_mRotation.GetColumn(2)%vDesiredTranslationAbsolute;
|
|
/* old */
|
|
/* old */ BOOL bReferenceMovingInY = FALSE;
|
|
/* old */ BOOL bReferenceRotatingNonY = FALSE;
|
|
/* old */ // if we have a CMovableEntity for a reference entity
|
|
/* old */ if (en_penReference!=NULL && (en_penReference->en_ulPhysicsFlags&EPF_MOVABLE)) {
|
|
/* old */ CMovableEntity *penReference = (CMovableEntity *)(CEntity*)en_penReference;
|
|
/* old */ // get reference deltas for this tick
|
|
/* old */ const FLOAT3D &vReferenceTranslation = penReference->en_vIntendedTranslation;
|
|
/* old */ const FLOATmatrix3D &mReferenceRotation = penReference->en_mIntendedRotation;
|
|
/* old */ // calculate radius of this entity relative to reference
|
|
/* old */ FLOAT3D vRadius = en_plPlacement.pl_PositionVector
|
|
/* old */ -penReference->en_plPlacement.pl_PositionVector;
|
|
/* old */ FLOAT3D vReferenceDelta = vReferenceTranslation + vRadius*mReferenceRotation - vRadius;
|
|
/* old */ // add the deltas to this entity
|
|
/* old */ vDesiredTranslationAbsolute += vReferenceDelta;
|
|
/* old */ mRotationAbsolute = mReferenceRotation*mRotationAbsolute;
|
|
/* old */
|
|
/* old */ // remember if reference is moving in y
|
|
/* old */ bReferenceMovingInY = (vReferenceDelta%en_vGravityDir != 0.0f);
|
|
/* old */ bReferenceRotatingNonY = ((en_vGravityDir*mReferenceRotation)%en_vGravityDir)>0.01f;
|
|
/* old */ }
|
|
/* old */
|
|
/* old */ FLOAT3D vTranslationAbsolute = en_vCurrentTranslationAbsolute*fTickQuantum;
|
|
/* old */
|
|
/* old */ // initially not orienting
|
|
/* old */ en_ulPhysicsFlags&=~EPF_ORIENTINGTOGRAVITY;
|
|
/* old */ // if the entity is rotated by gravity
|
|
/* old */ if (en_ulPhysicsFlags&EPF_ORIENTEDBYGRAVITY) {
|
|
/* old */ // find entity's down vector
|
|
/* old */ FLOAT3D vDown;
|
|
/* old */ vDown(1) = -en_mRotation(1,2);
|
|
/* old */ vDown(2) = -en_mRotation(2,2);
|
|
/* old */ vDown(3) = -en_mRotation(3,2);
|
|
/* old */
|
|
/* old */ // find angle entities down and gravity down
|
|
/* old */ FLOAT fCos = vDown%en_vGravityDir;
|
|
/* old */ // if substantial
|
|
/* old */ if (fCos<0.99999f) {
|
|
/* old */ // mark
|
|
/* old */ en_ulPhysicsFlags|=EPF_ORIENTINGTOGRAVITY;
|
|
/* old */
|
|
/* old */ // limit the angle rotation
|
|
/* old */ ANGLE a = ACos(fCos);
|
|
/* old */ if (Abs(a)>20) {
|
|
/* old */ a = 20*Sgn(a);
|
|
/* old */ }
|
|
/* old */ FLOAT fRad =RadAngle(a);
|
|
/* old */
|
|
/* old */ // make rotation axis
|
|
/* old */ FLOAT3D vAxis = vDown*en_vGravityDir;
|
|
/* old */ FLOAT fLen = vAxis.Length();
|
|
/* old */ if (fLen<0.01f) {
|
|
/* old */ vAxis(1) = en_mRotation(1,3);
|
|
/* old */ vAxis(2) = en_mRotation(2,3);
|
|
/* old */ vAxis(3) = en_mRotation(3,3);
|
|
/* old */ // NOTE: must have this patch for smooth rocking on moving brushes
|
|
/* old */ // (should infact do fRad/=fLen always)
|
|
/* old */ } else if (!bReferenceRotatingNonY) {
|
|
/* old */ fRad/=fLen;
|
|
/* old */ }
|
|
/* old */ vAxis*=fRad;
|
|
/* old */
|
|
/* old */ // make rotation matrix
|
|
/* old */ FLOATmatrix3D mGRotation;
|
|
/* old */ mGRotation(1,1) = 1; mGRotation(1,2) = -vAxis(3); mGRotation(1,3) = vAxis(2);
|
|
/* old */ mGRotation(2,1) = vAxis(3); mGRotation(2,2) = 1; mGRotation(2,3) = -vAxis(1);
|
|
/* old */ mGRotation(3,1) = -vAxis(2); mGRotation(3,2) = vAxis(1); mGRotation(3,3) = 1;
|
|
/* old */ OrthonormalizeRotationMatrix(mGRotation);
|
|
/* old */
|
|
/* old */ // add the gravity rotation
|
|
/* old */ mRotationAbsolute = mGRotation*mRotationAbsolute;
|
|
/* old */ }
|
|
/* old */ }
|
|
/* old */
|
|
/* old */ // initially not floating
|
|
/* old */ en_ulPhysicsFlags&=~EPF_FLOATING;
|
|
/* old */
|
|
/* old */ FLOAT ACC=en_fAcceleration*fTickQuantum*fTickQuantum;
|
|
/* old */ FLOAT DEC=en_fDeceleration*fTickQuantum*fTickQuantum;
|
|
/* old */ // if the entity is not affected by gravity
|
|
/* old */ if (!(en_ulPhysicsFlags&EPF_TRANSLATEDBYGRAVITY)) {
|
|
/* old */ // accellerate towards desired absolute translation
|
|
/* old */ if (en_ulPhysicsFlags&EPF_NOACCELERATION) {
|
|
/* old */ vTranslationAbsolute = vDesiredTranslationAbsolute;
|
|
/* old */ } else {
|
|
/* old */ AddAcceleration(vTranslationAbsolute, vDesiredTranslationAbsolute,
|
|
/* old */ ACC*fControlMultiplier,
|
|
/* old */ DEC*fControlMultiplier);
|
|
/* old */ }
|
|
/* old */ // if swimming
|
|
/* old */ } else if ((fBouyancy*en_fGravityA<0.5f && (ctDn.ct_ulFlags&(CTF_SWIMABLE|CTF_FLYABLE)))) {
|
|
/* old */ // mark that
|
|
/* old */ en_ulPhysicsFlags|=EPF_FLOATING;
|
|
/* old */ // accellerate towards desired absolute translation
|
|
/* old */ if (en_ulPhysicsFlags&EPF_NOACCELERATION) {
|
|
/* old */ vTranslationAbsolute = vDesiredTranslationAbsolute;
|
|
/* old */ } else {
|
|
/* old */ AddAcceleration(vTranslationAbsolute, vDesiredTranslationAbsolute,
|
|
/* old */ ACC*fControlMultiplier,
|
|
/* old */ DEC*fControlMultiplier);
|
|
/* old */ }
|
|
/* old */
|
|
/* old */ // add gravity acceleration
|
|
/* old */ if (fBouyancy<-0.1f) {
|
|
/* old */ FLOAT fGV=en_fGravityV*fTickQuantum*fSpeedModifier;
|
|
/* old */ FLOAT fGA=(en_fGravityA*-fBouyancy)*fTickQuantum*fTickQuantum;
|
|
/* old */ AddAcceleration(vTranslationAbsolute, en_vGravityDir*-fGV, fGA, fGA);
|
|
/* old */ } else if (fBouyancy>+0.1f) {
|
|
/* old */ FLOAT fGV=en_fGravityV*fTickQuantum*fSpeedModifier;
|
|
/* old */ FLOAT fGA=(en_fGravityA*fBouyancy)*fTickQuantum*fTickQuantum;
|
|
/* old */ AddAcceleration(vTranslationAbsolute, en_vGravityDir*fGV, fGA, fGA);
|
|
/* old */ }
|
|
/* old */
|
|
/* old */ // if the entity is affected by gravity
|
|
/* old */ } else {
|
|
/* old */ BOOL bGravityAlongPolygon = TRUE;
|
|
/* old */ // if there is no fixed remembered stand-on polygon or the entity is not on it anymore
|
|
/* old */ if (en_pbpoStandOn==NULL || !IsStandingOnPolygon(en_pbpoStandOn) || bReferenceMovingInY
|
|
/* old */ || (en_ulPhysicsFlags&EPF_ORIENTINGTOGRAVITY)) {
|
|
/* old */ // clear the stand on polygon
|
|
/* old */ en_pbpoStandOn=NULL;
|
|
/* old */ if (en_penReference == NULL || bReferenceMovingInY) {
|
|
/* old */ bGravityAlongPolygon = FALSE;
|
|
/* old */ }
|
|
/* old */ }
|
|
/* old */
|
|
/* old */ // if gravity can cause the entity to fall
|
|
/* old */ if (!bGravityAlongPolygon) {
|
|
/* old */ _pfPhysicsProfile.IncrementCounter(CPhysicsProfile::PCI_GRAVITY_NONTRIVIAL);
|
|
/* old */
|
|
/* old */ // add gravity acceleration
|
|
/* old */ FLOAT fGV=en_fGravityV*fTickQuantum*fSpeedModifier;
|
|
/* old */ FLOAT fGA=(en_fGravityA*fBouyancy)*fTickQuantum*fTickQuantum;
|
|
/* old */ AddGAcceleration(vTranslationAbsolute, en_vGravityDir, fGA, fGV);
|
|
/* old */ // if entity can only slide down its stand-on polygon
|
|
/* old */ } else {
|
|
/* old */ _pfPhysicsProfile.IncrementCounter(CPhysicsProfile::PCI_GRAVITY_TRIVIAL);
|
|
/* old */
|
|
/* old */ // disassemble gravity to parts parallel and normal to plane
|
|
/* old */ FLOAT3D vPolygonDir = -en_vReferencePlane;
|
|
/* old */ // NOTE: normal to plane=paralel to plane normal vector!
|
|
/* old */ FLOAT3D vGParallel, vGNormal;
|
|
/* old */ GetParallelAndNormalComponents(en_vGravityDir, vPolygonDir, vGNormal, vGParallel);
|
|
/* old */ // add gravity part parallel to plane
|
|
/* old */ FLOAT fFactor = vGParallel.Length();
|
|
/* old */
|
|
/* old */ if (fFactor>0.001f) {
|
|
/* old */ FLOAT fGV=en_fGravityV*fTickQuantum*fSpeedModifier;
|
|
/* old */ FLOAT fGA=(en_fGravityA*fBouyancy)*fTickQuantum*fTickQuantum;
|
|
/* old */ AddGAcceleration(vTranslationAbsolute, vGParallel/fFactor, fGA*fFactor, fGV*fFactor);
|
|
/* old */ }
|
|
/* old */
|
|
/* old */ // kill your normal-to-polygon speed if towards polygon and small
|
|
/* old */ FLOAT fPolyGA = (vPolygonDir%en_vGravityDir)*en_fGravityA;
|
|
/* old */ FLOAT fYSpeed = vPolygonDir%vTranslationAbsolute;
|
|
/* old */ if (fYSpeed>0 && fYSpeed < fPolyGA) {
|
|
/* old */ vTranslationAbsolute -= vPolygonDir*fYSpeed;
|
|
/* old */ }
|
|
/* old */
|
|
/* old */ // if a bouncer
|
|
/* old */ if ((en_ulPhysicsFlags&EPF_ONBLOCK_MASK)==EPF_ONBLOCK_BOUNCE) {
|
|
/* old */ // rotate slower
|
|
/* old */ en_aDesiredRotationRelative *= en_fJumpControlMultiplier;
|
|
/* old */ if (en_aDesiredRotationRelative.Length()<10) {
|
|
/* old */ en_aDesiredRotationRelative = ANGLE3D(0,0,0);
|
|
/* old */ }
|
|
/* old */ }
|
|
/* old */ }
|
|
/* old */
|
|
/* old */ CSurfaceType &stReference = en_pwoWorld->wo_astSurfaceTypes[en_iReferenceSurface];
|
|
/* old */
|
|
/* old */ // if it has a reference entity
|
|
/* old */ if (en_penReference!=NULL) {
|
|
/* old */ FLOAT fPlaneY = (en_vGravityDir%en_vReferencePlane);
|
|
/* old */ FLOAT fPlaneYAbs = Abs(fPlaneY);
|
|
/* old */ FLOAT fFriction = stReference.st_fFriction;
|
|
/* old */ // if on a steep slope
|
|
/* old */ if (fPlaneY>=-stReference.st_fClimbSlopeCos&&fPlaneY<0
|
|
/* old */ ||(stReference.st_ulFlags&STF_SLIDEDOWNSLOPE)&&fPlaneY>-0.99f) {
|
|
/* old */ en_ulPhysicsFlags|=EPF_ONSTEEPSLOPE;
|
|
/* old */ // accellerate horizontaly towards desired absolute translation
|
|
/* old */ AddAccelerationOnPlane2(
|
|
/* old */ vTranslationAbsolute,
|
|
/* old */ vDesiredTranslationAbsolute,
|
|
/* old */ ACC*fPlaneYAbs*fPlaneYAbs*fFriction*fControlMultiplier,
|
|
/* old */ DEC*fPlaneYAbs*fPlaneYAbs*fFriction*fControlMultiplier,
|
|
/* old */ en_vReferencePlane,
|
|
/* old */ en_vGravityDir);
|
|
/* old */ // if not on a steep slope
|
|
/* old */ } else {
|
|
/* old */ en_ulPhysicsFlags&=~EPF_ONSTEEPSLOPE;
|
|
/* old */ // accellerate on plane towards desired absolute translation
|
|
/* old */ AddAccelerationOnPlane(
|
|
/* old */ vTranslationAbsolute,
|
|
/* old */ vDesiredTranslationAbsolute,
|
|
/* old */ ACC*fPlaneYAbs*fPlaneYAbs*fFriction*fControlMultiplier,
|
|
/* old */ DEC*fPlaneYAbs*fPlaneYAbs*fFriction*fControlMultiplier,
|
|
/* old */ en_vReferencePlane);
|
|
/* old */ }
|
|
/* old */ // if wants to jump and can jump
|
|
/* old */ if (fJump<-0.01f && (fPlaneY<-stReference.st_fJumpSlopeCos
|
|
/* old */ || _pTimer->CurrentTick()>en_tmLastSignificantVerticalMovement+0.25f) ) {
|
|
/* old */ // jump
|
|
/* old */ vTranslationAbsolute += en_vGravityDir*fJump;
|
|
/* old */ en_tmJumped = _pTimer->CurrentTick();
|
|
/* old */ en_pbpoStandOn = NULL;
|
|
/* old */ }
|
|
/* old */
|
|
/* old */ // if it doesn't have a reference entity
|
|
/* old */ } else {//if (en_penReference==NULL)
|
|
/* old */ // if can control after jump
|
|
/* old */ if (_pTimer->CurrentTick()-en_tmJumped<en_tmMaxJumpControl) {
|
|
/* old */ // accellerate horizontaly, but slower
|
|
/* old */ AddAccelerationOnPlane(
|
|
/* old */ vTranslationAbsolute,
|
|
/* old */ vDesiredTranslationAbsolute,
|
|
/* old */ ACC*fControlMultiplier*en_fJumpControlMultiplier,
|
|
/* old */ DEC*fControlMultiplier*en_fJumpControlMultiplier,
|
|
/* old */ FLOATplane3D(en_vGravityDir, 0));
|
|
/* old */ }
|
|
/* old */
|
|
/* old */ // if wants to jump and can jump
|
|
/* old */ if (fJump<-0.01f &&
|
|
/* old */ _pTimer->CurrentTick()>en_tmLastSignificantVerticalMovement+0.25f) {
|
|
/* old */ // jump
|
|
/* old */ vTranslationAbsolute += en_vGravityDir*fJump;
|
|
/* old */ en_tmJumped = _pTimer->CurrentTick();
|
|
/* old */ en_pbpoStandOn = NULL;
|
|
/* old */ }
|
|
/* old */ }
|
|
/* old */ }
|
|
/* old */
|
|
/* old */ // check for force-field acceleration
|
|
/* old */ // NOTE: pulled out because of a bug in VC code generator, see function comments above
|
|
/* old */ CheckAndAddGAcceleration(this, vTranslationAbsolute, fTickQuantum);
|
|
/* old */
|
|
/* old */ // if there is fluid friction involved
|
|
/* old */ if (fFluidFriction>0.01f) {
|
|
/* old */ // slow down
|
|
/* old */ AddAcceleration(vTranslationAbsolute, FLOAT3D(0.0f, 0.0f, 0.0f),
|
|
/* old */ 0.0f, DEC*fFluidFriction);
|
|
/* old */ }
|
|
/* old */
|
|
/* old */ // if may slow down spinning
|
|
/* old */ if ( (en_ulPhysicsFlags& EPF_CANFADESPINNING) &&
|
|
/* old */ ( (ctDn.ct_ulFlags&CTF_FADESPINNING) || (ctUp.ct_ulFlags&CTF_FADESPINNING) ) ) {
|
|
/* old */ // reduce desired rotation
|
|
/* old */ en_aDesiredRotationRelative *= (1-fSpeedModifier*0.05f);
|
|
/* old */ if (en_aDesiredRotationRelative.Length()<10) {
|
|
/* old */ en_aDesiredRotationRelative = ANGLE3D(0,0,0);
|
|
/* old */ }
|
|
/* old */ }
|
|
/* old */
|
|
/* old */ // discard reference entity (will be recalculated)
|
|
/* old */ if (en_pbpoStandOn==NULL) {
|
|
/* old */ en_penReference = NULL;
|
|
/* old */ en_vReferencePlane = FLOAT3D(0.0f, 0.0f, 0.0f);
|
|
/* old */ en_iReferenceSurface = 0;
|
|
/* old */ }
|
|
/* old */
|
|
/* old */ en_vIntendedTranslation = vTranslationAbsolute;
|
|
/* old */ en_mIntendedRotation = mRotationAbsolute;
|
|
/* old */
|
|
/* old */ //-- estimate future movements for collision caching
|
|
/* old */
|
|
/* old */ // make box of the entity for its current rotation
|
|
/* old */ FLOATaabbox3D box;
|
|
/* old */ en_pciCollisionInfo->MakeBoxAtPlacement(FLOAT3D(0,0,0), en_mRotation, box);
|
|
/* old */ // if it is a light source
|
|
/* old */ {CLightSource *pls = GetLightSource();
|
|
/* old */ if (pls!=NULL && !(pls->ls_ulFlags&LSF_LENSFLAREONLY)) {
|
|
/* old */ // expand the box to be sure that it contains light range
|
|
/* old */ ASSERT(!(pls->ls_ulFlags&LSF_DIRECTIONAL));
|
|
/* old */ box |= FLOATaabbox3D(FLOAT3D(0,0,0), pls->ls_rFallOff);
|
|
/* old */ }}
|
|
/* old */ // add a bit around it
|
|
/* old */ box.ExpandByFactor( phy_fCollisionCacheAround-1.0f);
|
|
/* old */ // make box go few ticks ahead of the entity
|
|
/* old */ box += en_plPlacement.pl_PositionVector;
|
|
/* old */ en_boxMovingEstimate = box;
|
|
/* old */ box += en_vIntendedTranslation*phy_fCollisionCacheAhead;
|
|
/* old */ en_boxMovingEstimate |= box;
|
|
/* old */
|
|
/* old */ // clear applied movement to be updated during movement
|
|
/* old */ en_vAppliedTranslation = FLOAT3D(0.0f, 0.0f, 0.0f);
|
|
/* old */ en_mAppliedRotation.Diagonal(1.0f);
|
|
/* old */ _pfPhysicsProfile.StopTimer(CPhysicsProfile::PTI_PREMOVING);
|
|
/* old */// STREAMDUMP ExportEntityPlacementAndSpeed( *(CMovableEntity *)this, "Pre moving (end of function)");
|
|
/* old */ }
|
|
|
|
/* Calculate physics for moving. */
|
|
export void DoMoving(void)
|
|
{
|
|
if (en_pciCollisionInfo==NULL || (en_ulPhysicsFlags&EPF_FORCEADDED)) {
|
|
return;
|
|
}
|
|
// STREAMDUMP ExportEntityPlacementAndSpeed(*(CMovableEntity *)this, "Do moving (start of function)");
|
|
|
|
_pfPhysicsProfile.StartTimer((INDEX) CPhysicsProfile::PTI_DOMOVING);
|
|
_pfPhysicsProfile.IncrementTimerAveragingCounter((INDEX) CPhysicsProfile::PTI_DOMOVING);
|
|
|
|
_pfPhysicsProfile.IncrementCounter((INDEX) CPhysicsProfile::PCI_DOMOVING);
|
|
|
|
FLOAT fTickQuantum=_pTimer->TickQuantum; // used for normalizing from SI units to game ticks
|
|
|
|
// if rotation and translation are synchronized
|
|
if (en_ulPhysicsFlags&EPF_RT_SYNCHRONIZED) {
|
|
_pfPhysicsProfile.IncrementCounter((INDEX) CPhysicsProfile::PCI_DOMOVING_SYNC);
|
|
|
|
// move both in translation and rotation
|
|
en_vMoveTranslation = en_vIntendedTranslation-en_vAppliedTranslation;
|
|
en_mMoveRotation = en_mIntendedRotation*!en_mAppliedRotation;
|
|
|
|
InitTryToMove();
|
|
CMovableEntity *penPusher = NULL;
|
|
if ((en_ulPhysicsFlags&EPF_ONBLOCK_MASK)==EPF_ONBLOCK_PUSH) {
|
|
penPusher = this;
|
|
}
|
|
BOOL bMoveSuccessfull = TryToMove(penPusher, TRUE, TRUE);
|
|
|
|
// if rotation and translation are asynchronious
|
|
} else {
|
|
ASSERT((en_ulPhysicsFlags&EPF_ONBLOCK_MASK)!=EPF_ONBLOCK_PUSH);
|
|
_pfPhysicsProfile.IncrementCounter((INDEX) CPhysicsProfile::PCI_DOMOVING_ASYNC);
|
|
|
|
// if there is no reference
|
|
if (en_penReference == NULL) {
|
|
_pfPhysicsProfile.IncrementCounter((INDEX) CPhysicsProfile::PCI_DOMOVING_ASYNC_SYNCTRY);
|
|
|
|
// try to do simple move both in translation and rotation
|
|
en_vMoveTranslation = en_vIntendedTranslation-en_vAppliedTranslation;
|
|
en_mMoveRotation = en_mIntendedRotation*!en_mAppliedRotation;
|
|
InitTryToMove();
|
|
_ctTryToMoveCheckCounter = 4; // no retries
|
|
BOOL bMoveSuccessfull = TryToMove(NULL, TRUE, TRUE);
|
|
// if it passes
|
|
if (bMoveSuccessfull) {
|
|
// finish
|
|
_pfPhysicsProfile.IncrementCounter((INDEX) CPhysicsProfile::PCI_DOMOVING_ASYNC_SYNCPASS);
|
|
_pfPhysicsProfile.StopTimer((INDEX) CPhysicsProfile::PTI_DOMOVING);
|
|
// STREAMDUMP ExportEntityPlacementAndSpeed(*(CMovableEntity *)this, "Do moving (return: if it passes)");
|
|
return;
|
|
}
|
|
}
|
|
|
|
_pfPhysicsProfile.IncrementCounter((INDEX) CPhysicsProfile::PCI_DOMOVING_ASYNC_TRANSLATE);
|
|
// translate
|
|
en_vMoveTranslation = en_vIntendedTranslation-en_vAppliedTranslation;
|
|
InitTryToMove();
|
|
TryToMove(NULL, TRUE, FALSE);
|
|
|
|
// rotate
|
|
en_mMoveRotation = en_mIntendedRotation*!en_mAppliedRotation;
|
|
if (
|
|
en_mMoveRotation(1,1)!=1 || en_mMoveRotation(1,2)!=0 || en_mMoveRotation(1,3)!=0 ||
|
|
en_mMoveRotation(2,1)!=0 || en_mMoveRotation(2,2)!=1 || en_mMoveRotation(2,3)!=0 ||
|
|
en_mMoveRotation(3,1)!=0 || en_mMoveRotation(3,2)!=0 || en_mMoveRotation(3,3)!=1) {
|
|
_pfPhysicsProfile.IncrementCounter((INDEX) CPhysicsProfile::PCI_DOMOVING_ASYNC_ROTATE);
|
|
InitTryToMove();
|
|
TryToMove(NULL, FALSE, TRUE);
|
|
}
|
|
}
|
|
|
|
_pfPhysicsProfile.StopTimer((INDEX) CPhysicsProfile::PTI_DOMOVING);
|
|
// STREAMDUMP ExportEntityPlacementAndSpeed(*(CMovableEntity *)this, "Do moving (end of function)");
|
|
}
|
|
|
|
// calculate consequences of moving/not moving in this tick
|
|
export void PostMoving(void)
|
|
{
|
|
if (en_pciCollisionInfo==NULL) {
|
|
// mark for removing from list of movers
|
|
en_ulFlags |= ENF_INRENDERING;
|
|
return;
|
|
}
|
|
|
|
if (en_ulPhysicsFlags&EPF_FORCEADDED) {
|
|
en_ulPhysicsFlags&=~EPF_FORCEADDED;
|
|
return;
|
|
}
|
|
|
|
// STREAMDUMP ExportEntityPlacementAndSpeed(*(CMovableEntity *)this, "Post moving (start of function)");
|
|
|
|
_pfPhysicsProfile.StartTimer((INDEX) CPhysicsProfile::PTI_POSTMOVING);
|
|
_pfPhysicsProfile.IncrementTimerAveragingCounter((INDEX) CPhysicsProfile::PTI_POSTMOVING);
|
|
|
|
// remember valid reference if valid
|
|
if (en_penReference!=NULL) {
|
|
en_penLastValidReference = en_penReference;
|
|
}
|
|
|
|
// remember original translation
|
|
FLOAT3D vOldTranslation = en_vCurrentTranslationAbsolute;
|
|
FLOAT fTickQuantum=_pTimer->TickQuantum; // used for normalizing from SI units to game ticks
|
|
// calculate current velocity from movements applied in this tick
|
|
en_vCurrentTranslationAbsolute = en_vAppliedTranslation/fTickQuantum;
|
|
|
|
// remember significant movements
|
|
if (Abs(en_vCurrentTranslationAbsolute%en_vGravityDir)>0.1f) {
|
|
en_tmLastSignificantVerticalMovement = _pTimer->CurrentTick();
|
|
}
|
|
|
|
ClearNextPosition();
|
|
|
|
// calculate speed change between needed and possible (in m/s)
|
|
FLOAT3D vSpeedDelta = en_vIntendedTranslation - en_vAppliedTranslation;
|
|
FLOAT fSpeedDelta = vSpeedDelta.Length()/fTickQuantum;
|
|
|
|
// if it is large change and can be damaged by impact
|
|
if (fSpeedDelta>en_fCollisionSpeedLimit &&
|
|
!(en_ulPhysicsFlags&EPF_NOIMPACTTHISTICK)) {
|
|
// inflict impact damage
|
|
FLOAT fDamage = ((fSpeedDelta-en_fCollisionSpeedLimit)/en_fCollisionSpeedLimit)*en_fCollisionDamageFactor;
|
|
InflictDirectDamage(this, MiscDamageInflictor(), DMT_IMPACT, fDamage,
|
|
en_plPlacement.pl_PositionVector, -vSpeedDelta.Normalize());
|
|
}
|
|
en_ulPhysicsFlags&=~EPF_NOIMPACTTHISTICK;
|
|
|
|
// remember old speed for Touch reactions
|
|
en_vIntendedTranslation = vOldTranslation;
|
|
|
|
// if not moving anymore
|
|
if (en_vCurrentTranslationAbsolute.ManhattanNorm()<0.001f
|
|
&&(en_vDesiredTranslationRelative.ManhattanNorm()==0 || en_fAcceleration==0)
|
|
&&en_aDesiredRotationRelative.ManhattanNorm()==0) {
|
|
|
|
// if there is a reference
|
|
if (en_penReference!=NULL) {
|
|
// it the reference is movable
|
|
if (en_penReference->en_ulPhysicsFlags&EPF_MOVABLE) {
|
|
CMovableEntity *penReference = (CMovableEntity *)(CEntity*)en_penReference;
|
|
// if the reference is not in the list of movers
|
|
if (!penReference->en_lnInMovers.IsLinked()) {
|
|
// mark for removing from list of movers
|
|
en_ulFlags |= ENF_INRENDERING;
|
|
}
|
|
// if the reference is not movable
|
|
} else {
|
|
// mark for removing from list of movers
|
|
en_ulFlags |= ENF_INRENDERING;
|
|
}
|
|
|
|
// if there is no reference
|
|
} else {
|
|
// if no gravity and no forces can affect this entity
|
|
if (
|
|
(!(en_ulPhysicsFlags&(EPF_TRANSLATEDBYGRAVITY|EPF_ORIENTEDBYGRAVITY))
|
|
|| en_fGravityA==0.0f)) { // !!!! test for forces also when implemented
|
|
// mark for removing from list of movers
|
|
en_ulFlags |= ENF_INRENDERING;
|
|
}
|
|
}
|
|
|
|
// if should remove from movers list
|
|
if (en_ulFlags&ENF_INRENDERING) {
|
|
// clear last placement
|
|
en_plLastPlacement = en_plPlacement;
|
|
}
|
|
}
|
|
|
|
// remember new position for particles
|
|
if (en_plpLastPositions!=NULL) {
|
|
en_plpLastPositions->AddPosition(en_vNextPosition);
|
|
}
|
|
|
|
|
|
// if should filter predictions
|
|
extern BOOL _bPredictionActive;
|
|
if (_bPredictionActive && (IsPredictable() || IsPredictor())) {
|
|
CMovableEntity *penTail = (CMovableEntity *)GetPredictedSafe(this);
|
|
TIME tmNow = _pTimer->CurrentTick();
|
|
|
|
if (penTail->en_tmLastPredictionHead<-1) {
|
|
penTail->en_vLastHead = en_plPlacement.pl_PositionVector;
|
|
penTail->en_vPredError = FLOAT3D(0,0,0);
|
|
penTail->en_vPredErrorLast = FLOAT3D(0,0,0);
|
|
}
|
|
|
|
// if this is a predictor
|
|
if (IsPredictor()) {
|
|
// if a new prediction of old prediction head, or just started prediction
|
|
if (penTail->en_tmLastPredictionHead==tmNow || penTail->en_tmLastPredictionHead<0) {
|
|
// remember error
|
|
penTail->en_vPredErrorLast = penTail->en_vPredError;
|
|
penTail->en_vPredError +=
|
|
en_plPlacement.pl_PositionVector-penTail->en_vLastHead;
|
|
// remember last head
|
|
penTail->en_vLastHead = en_plPlacement.pl_PositionVector;
|
|
// if this is really head of prediction chain
|
|
if (IsPredictionHead()) {
|
|
// remember the time
|
|
penTail->en_tmLastPredictionHead = tmNow;
|
|
}
|
|
|
|
// if newer than last prediction head
|
|
} else if (tmNow>penTail->en_tmLastPredictionHead) {
|
|
// just remember head and time
|
|
penTail->en_vLastHead = en_plPlacement.pl_PositionVector;
|
|
penTail->en_tmLastPredictionHead = tmNow;
|
|
}
|
|
|
|
// if prediction is of for this entity
|
|
} else if (!(en_ulFlags&ENF_WILLBEPREDICTED)) {
|
|
// if it was on before
|
|
if (penTail->en_tmLastPredictionHead>0) {
|
|
// remember error
|
|
penTail->en_vPredErrorLast = penTail->en_vPredError;
|
|
penTail->en_vPredError +=
|
|
en_plPlacement.pl_PositionVector-penTail->en_vLastHead;
|
|
}
|
|
// remember this as head
|
|
penTail->en_vLastHead = en_plPlacement.pl_PositionVector;
|
|
penTail->en_tmLastPredictionHead = -1;
|
|
}
|
|
// if this is head of chain
|
|
if (IsPredictionHead()) {
|
|
// fade error
|
|
penTail->en_vPredErrorLast = penTail->en_vPredError;
|
|
penTail->en_vPredError *= cli_fPredictionFilter;
|
|
// FLOAT fErrLen = penTail->en_vPredError.Length();
|
|
// if (fErrLen>0) {
|
|
// penTail->en_vPredError=penTail->en_vPredError/fErrLen*ClampDn(fErrLen-cli_fPredictionCorrection, 0.0f);
|
|
// }
|
|
}
|
|
}
|
|
|
|
//CPrintF("\n%f", _pTimer->CurrentTick());
|
|
_pfPhysicsProfile.StopTimer((INDEX) CPhysicsProfile::PTI_POSTMOVING);
|
|
|
|
// STREAMDUMP ExportEntityPlacementAndSpeed(*(CMovableEntity *)this, "Post moving (end of function)");
|
|
}
|
|
|
|
// call this if you move without collision
|
|
export void CacheNearPolygons(void)
|
|
{
|
|
CClipMove cm(this);
|
|
cm.CacheNearPolygons();
|
|
}
|
|
|
|
|
|
// returns bytes of memory used by this object
|
|
SLONG GetUsedMemory(void)
|
|
{
|
|
// init
|
|
SLONG slUsedMemory = sizeof(CMovableEntity) - sizeof(CRationalEntity) + CRationalEntity::GetUsedMemory();
|
|
// add some more
|
|
slUsedMemory += en_apbpoNearPolygons.sa_Count * sizeof(CBrushPolygon*);
|
|
return slUsedMemory;
|
|
}
|
|
|
|
|
|
procedures:
|
|
|
|
|
|
// must have at least one procedure per class
|
|
Dummy() {};
|
|
};
|