dhewm3/neo/d3xp/physics/Physics_Monster.cpp

807 lines
20 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "sys/platform.h"
#include "Entity.h"
#include "Actor.h"
#include "physics/Physics_Monster.h"
CLASS_DECLARATION( idPhysics_Actor, idPhysics_Monster )
END_CLASS
const float OVERCLIP = 1.001f;
/*
=====================
idPhysics_Monster::CheckGround
=====================
*/
void idPhysics_Monster::CheckGround( monsterPState_t &state ) {
trace_t groundTrace;
idVec3 down;
if ( gravityNormal == vec3_zero ) {
state.onGround = false;
groundEntityPtr = NULL;
return;
}
down = state.origin + gravityNormal * CONTACT_EPSILON;
gameLocal.clip.Translation( groundTrace, state.origin, down, clipModel, clipModel->GetAxis(), clipMask, self );
if ( groundTrace.fraction == 1.0f ) {
state.onGround = false;
groundEntityPtr = NULL;
return;
}
groundEntityPtr = gameLocal.entities[ groundTrace.c.entityNum ];
if ( ( groundTrace.c.normal * -gravityNormal ) < minFloorCosine ) {
state.onGround = false;
return;
}
state.onGround = true;
// let the entity know about the collision
self->Collide( groundTrace, state.velocity );
// apply impact to a non world floor entity
if ( groundTrace.c.entityNum != ENTITYNUM_WORLD && groundEntityPtr.GetEntity() ) {
impactInfo_t info;
groundEntityPtr.GetEntity()->GetImpactInfo( self, groundTrace.c.id, groundTrace.c.point, &info );
if ( info.invMass != 0.0f ) {
groundEntityPtr.GetEntity()->ApplyImpulse( self, 0, groundTrace.c.point, state.velocity / ( info.invMass * 10.0f ) );
}
}
}
/*
=====================
idPhysics_Monster::SlideMove
=====================
*/
monsterMoveResult_t idPhysics_Monster::SlideMove( idVec3 &start, idVec3 &velocity, const idVec3 &delta ) {
int i;
trace_t tr;
idVec3 move;
blockingEntity = NULL;
move = delta;
for( i = 0; i < 3; i++ ) {
gameLocal.clip.Translation( tr, start, start + move, clipModel, clipModel->GetAxis(), clipMask, self );
start = tr.endpos;
if ( tr.fraction == 1.0f ) {
if ( i > 0 ) {
return MM_SLIDING;
}
return MM_OK;
}
if ( tr.c.entityNum != ENTITYNUM_NONE ) {
blockingEntity = gameLocal.entities[ tr.c.entityNum ];
}
// clip the movement delta and velocity
move.ProjectOntoPlane( tr.c.normal, OVERCLIP );
velocity.ProjectOntoPlane( tr.c.normal, OVERCLIP );
}
return MM_BLOCKED;
}
/*
=====================
idPhysics_Monster::StepMove
move start into the delta direction
the velocity is clipped conform any collisions
=====================
*/
monsterMoveResult_t idPhysics_Monster::StepMove( idVec3 &start, idVec3 &velocity, const idVec3 &delta ) {
trace_t tr;
idVec3 up, down, noStepPos, noStepVel, stepPos, stepVel;
monsterMoveResult_t result1, result2;
float stepdist;
float nostepdist;
if ( delta == vec3_origin ) {
return MM_OK;
}
// try to move without stepping up
noStepPos = start;
noStepVel = velocity;
result1 = SlideMove( noStepPos, noStepVel, delta );
if ( result1 == MM_OK ) {
velocity = noStepVel;
if ( gravityNormal == vec3_zero ) {
start = noStepPos;
return MM_OK;
}
// try to step down so that we walk down slopes and stairs at a normal rate
down = noStepPos + gravityNormal * maxStepHeight;
gameLocal.clip.Translation( tr, noStepPos, down, clipModel, clipModel->GetAxis(), clipMask, self );
if ( tr.fraction < 1.0f ) {
start = tr.endpos;
return MM_STEPPED;
} else {
start = noStepPos;
return MM_OK;
}
}
if ( blockingEntity && blockingEntity->IsType( idActor::Type ) ) {
// try to step down in case walking into an actor while going down steps
down = noStepPos + gravityNormal * maxStepHeight;
gameLocal.clip.Translation( tr, noStepPos, down, clipModel, clipModel->GetAxis(), clipMask, self );
start = tr.endpos;
velocity = noStepVel;
return MM_BLOCKED;
}
if ( gravityNormal == vec3_zero ) {
return result1;
}
// try to step up
up = start - gravityNormal * maxStepHeight;
gameLocal.clip.Translation( tr, start, up, clipModel, clipModel->GetAxis(), clipMask, self );
if ( tr.fraction == 0.0f ) {
start = noStepPos;
velocity = noStepVel;
return result1;
}
// try to move at the stepped up position
stepPos = tr.endpos;
stepVel = velocity;
result2 = SlideMove( stepPos, stepVel, delta );
if ( result2 == MM_BLOCKED ) {
start = noStepPos;
velocity = noStepVel;
return result1;
}
// step down again
down = stepPos + gravityNormal * maxStepHeight;
gameLocal.clip.Translation( tr, stepPos, down, clipModel, clipModel->GetAxis(), clipMask, self );
stepPos = tr.endpos;
// if the move is further without stepping up, or the slope is too steap, don't step up
nostepdist = ( noStepPos - start ).LengthSqr();
stepdist = ( stepPos - start ).LengthSqr();
if ( ( nostepdist >= stepdist ) || ( ( tr.c.normal * -gravityNormal ) < minFloorCosine ) ) {
start = noStepPos;
velocity = noStepVel;
return MM_SLIDING;
}
start = stepPos;
velocity = stepVel;
return MM_STEPPED;
}
/*
================
idPhysics_Monster::Activate
================
*/
void idPhysics_Monster::Activate( void ) {
current.atRest = -1;
self->BecomeActive( TH_PHYSICS );
}
/*
================
idPhysics_Monster::Rest
================
*/
void idPhysics_Monster::Rest( void ) {
current.atRest = gameLocal.time;
current.velocity.Zero();
self->BecomeInactive( TH_PHYSICS );
}
/*
================
idPhysics_Monster::PutToRest
================
*/
void idPhysics_Monster::PutToRest( void ) {
Rest();
}
/*
================
idPhysics_Monster::idPhysics_Monster
================
*/
idPhysics_Monster::idPhysics_Monster( void ) {
memset( &current, 0, sizeof( current ) );
current.atRest = -1;
saved = current;
delta.Zero();
maxStepHeight = 18.0f;
minFloorCosine = 0.7f;
moveResult = MM_OK;
forceDeltaMove = false;
fly = false;
useVelocityMove = false;
noImpact = false;
blockingEntity = NULL;
}
/*
================
idPhysics_Monster_SavePState
================
*/
void idPhysics_Monster_SavePState( idSaveGame *savefile, const monsterPState_t &state ) {
savefile->WriteVec3( state.origin );
savefile->WriteVec3( state.velocity );
savefile->WriteVec3( state.localOrigin );
savefile->WriteVec3( state.pushVelocity );
savefile->WriteBool( state.onGround );
savefile->WriteInt( state.atRest );
}
/*
================
idPhysics_Monster_RestorePState
================
*/
void idPhysics_Monster_RestorePState( idRestoreGame *savefile, monsterPState_t &state ) {
savefile->ReadVec3( state.origin );
savefile->ReadVec3( state.velocity );
savefile->ReadVec3( state.localOrigin );
savefile->ReadVec3( state.pushVelocity );
savefile->ReadBool( state.onGround );
savefile->ReadInt( state.atRest );
}
/*
================
idPhysics_Monster::Save
================
*/
void idPhysics_Monster::Save( idSaveGame *savefile ) const {
idPhysics_Monster_SavePState( savefile, current );
idPhysics_Monster_SavePState( savefile, saved );
savefile->WriteFloat( maxStepHeight );
savefile->WriteFloat( minFloorCosine );
savefile->WriteVec3( delta );
savefile->WriteBool( forceDeltaMove );
savefile->WriteBool( fly );
savefile->WriteBool( useVelocityMove );
savefile->WriteBool( noImpact );
savefile->WriteInt( (int)moveResult );
savefile->WriteObject( blockingEntity );
}
/*
================
idPhysics_Monster::Restore
================
*/
void idPhysics_Monster::Restore( idRestoreGame *savefile ) {
idPhysics_Monster_RestorePState( savefile, current );
idPhysics_Monster_RestorePState( savefile, saved );
savefile->ReadFloat( maxStepHeight );
savefile->ReadFloat( minFloorCosine );
savefile->ReadVec3( delta );
savefile->ReadBool( forceDeltaMove );
savefile->ReadBool( fly );
savefile->ReadBool( useVelocityMove );
savefile->ReadBool( noImpact );
savefile->ReadInt( (int &)moveResult );
savefile->ReadObject( reinterpret_cast<idClass *&>( blockingEntity ) );
}
/*
================
idPhysics_Monster::SetDelta
================
*/
void idPhysics_Monster::SetDelta( const idVec3 &d ) {
delta = d;
if ( delta != vec3_origin ) {
Activate();
}
}
/*
================
idPhysics_Monster::SetMaxStepHeight
================
*/
void idPhysics_Monster::SetMaxStepHeight( const float newMaxStepHeight ) {
maxStepHeight = newMaxStepHeight;
}
/*
================
idPhysics_Monster::GetMaxStepHeight
================
*/
float idPhysics_Monster::GetMaxStepHeight( void ) const {
return maxStepHeight;
}
/*
================
idPhysics_Monster::OnGround
================
*/
bool idPhysics_Monster::OnGround( void ) const {
return current.onGround;
}
/*
================
idPhysics_Monster::GetSlideMoveEntity
================
*/
idEntity *idPhysics_Monster::GetSlideMoveEntity( void ) const {
return blockingEntity;
}
/*
================
idPhysics_Monster::GetMoveResult
================
*/
monsterMoveResult_t idPhysics_Monster::GetMoveResult( void ) const {
return moveResult;
}
/*
================
idPhysics_Monster::ForceDeltaMove
================
*/
void idPhysics_Monster::ForceDeltaMove( bool force ) {
forceDeltaMove = force;
}
/*
================
idPhysics_Monster::UseFlyMove
================
*/
void idPhysics_Monster::UseFlyMove( bool force ) {
fly = force;
}
/*
================
idPhysics_Monster::UseVelocityMove
================
*/
void idPhysics_Monster::UseVelocityMove( bool force ) {
useVelocityMove = force;
}
/*
================
idPhysics_Monster::EnableImpact
================
*/
void idPhysics_Monster::EnableImpact( void ) {
noImpact = false;
}
/*
================
idPhysics_Monster::DisableImpact
================
*/
void idPhysics_Monster::DisableImpact( void ) {
noImpact = true;
}
/*
================
idPhysics_Monster::Evaluate
================
*/
bool idPhysics_Monster::Evaluate( int timeStepMSec, int endTimeMSec ) {
idVec3 masterOrigin, oldOrigin;
idMat3 masterAxis;
float timeStep;
timeStep = MS2SEC( timeStepMSec );
moveResult = MM_OK;
blockingEntity = NULL;
oldOrigin = current.origin;
// if bound to a master
if ( masterEntity ) {
self->GetMasterPosition( masterOrigin, masterAxis );
current.origin = masterOrigin + current.localOrigin * masterAxis;
clipModel->Link( gameLocal.clip, self, 0, current.origin, clipModel->GetAxis() );
current.velocity = ( current.origin - oldOrigin ) / timeStep;
masterDeltaYaw = masterYaw;
masterYaw = masterAxis[0].ToYaw();
masterDeltaYaw = masterYaw - masterDeltaYaw;
return true;
}
// if the monster is at rest
if ( current.atRest >= 0 ) {
return false;
}
ActivateContactEntities();
// move the monster velocity into the frame of a pusher
current.velocity -= current.pushVelocity;
clipModel->Unlink();
// check if on the ground
idPhysics_Monster::CheckGround( current );
// if not on the ground or moving upwards
float upspeed;
if ( gravityNormal != vec3_zero ) {
upspeed = -( current.velocity * gravityNormal );
} else {
upspeed = current.velocity.z;
}
if ( fly || ( !forceDeltaMove && ( !current.onGround || upspeed > 1.0f ) ) ) {
if ( upspeed < 0.0f ) {
moveResult = MM_FALLING;
}
else {
current.onGround = false;
moveResult = MM_OK;
}
delta = current.velocity * timeStep;
if ( delta != vec3_origin ) {
moveResult = idPhysics_Monster::SlideMove( current.origin, current.velocity, delta );
delta.Zero();
}
if ( !fly ) {
current.velocity += gravityVector * timeStep;
}
} else {
if ( useVelocityMove ) {
delta = current.velocity * timeStep;
} else {
current.velocity = delta / timeStep;
}
current.velocity -= ( current.velocity * gravityNormal ) * gravityNormal;
if ( delta == vec3_origin ) {
Rest();
} else {
// try moving into the desired direction
moveResult = idPhysics_Monster::StepMove( current.origin, current.velocity, delta );
delta.Zero();
}
}
clipModel->Link( gameLocal.clip, self, 0, current.origin, clipModel->GetAxis() );
// get all the ground contacts
EvaluateContacts();
// move the monster velocity back into the world frame
current.velocity += current.pushVelocity;
current.pushVelocity.Zero();
if ( IsOutsideWorld() ) {
gameLocal.Warning( "clip model outside world bounds for entity '%s' at (%s)", self->name.c_str(), current.origin.ToString(0) );
Rest();
}
return ( current.origin != oldOrigin );
}
/*
================
idPhysics_Monster::UpdateTime
================
*/
void idPhysics_Monster::UpdateTime( int endTimeMSec ) {
}
/*
================
idPhysics_Monster::GetTime
================
*/
int idPhysics_Monster::GetTime( void ) const {
return gameLocal.time;
}
/*
================
idPhysics_Monster::GetImpactInfo
================
*/
void idPhysics_Monster::GetImpactInfo( const int id, const idVec3 &point, impactInfo_t *info ) const {
info->invMass = invMass;
info->invInertiaTensor.Zero();
info->position.Zero();
info->velocity = current.velocity;
}
/*
================
idPhysics_Monster::ApplyImpulse
================
*/
void idPhysics_Monster::ApplyImpulse( const int id, const idVec3 &point, const idVec3 &impulse ) {
if ( noImpact ) {
return;
}
current.velocity += impulse * invMass;
Activate();
}
/*
================
idPhysics_Monster::IsAtRest
================
*/
bool idPhysics_Monster::IsAtRest( void ) const {
return current.atRest >= 0;
}
/*
================
idPhysics_Monster::GetRestStartTime
================
*/
int idPhysics_Monster::GetRestStartTime( void ) const {
return current.atRest;
}
/*
================
idPhysics_Monster::SaveState
================
*/
void idPhysics_Monster::SaveState( void ) {
saved = current;
}
/*
================
idPhysics_Monster::RestoreState
================
*/
void idPhysics_Monster::RestoreState( void ) {
current = saved;
clipModel->Link( gameLocal.clip, self, 0, current.origin, clipModel->GetAxis() );
EvaluateContacts();
}
/*
================
idPhysics_Player::SetOrigin
================
*/
void idPhysics_Monster::SetOrigin( const idVec3 &newOrigin, int id ) {
idVec3 masterOrigin;
idMat3 masterAxis;
current.localOrigin = newOrigin;
if ( masterEntity ) {
self->GetMasterPosition( masterOrigin, masterAxis );
current.origin = masterOrigin + newOrigin * masterAxis;
}
else {
current.origin = newOrigin;
}
clipModel->Link( gameLocal.clip, self, 0, newOrigin, clipModel->GetAxis() );
Activate();
}
/*
================
idPhysics_Player::SetAxis
================
*/
void idPhysics_Monster::SetAxis( const idMat3 &newAxis, int id ) {
clipModel->Link( gameLocal.clip, self, 0, clipModel->GetOrigin(), newAxis );
Activate();
}
/*
================
idPhysics_Monster::Translate
================
*/
void idPhysics_Monster::Translate( const idVec3 &translation, int id ) {
current.localOrigin += translation;
current.origin += translation;
clipModel->Link( gameLocal.clip, self, 0, current.origin, clipModel->GetAxis() );
Activate();
}
/*
================
idPhysics_Monster::Rotate
================
*/
void idPhysics_Monster::Rotate( const idRotation &rotation, int id ) {
idVec3 masterOrigin;
idMat3 masterAxis;
current.origin *= rotation;
if ( masterEntity ) {
self->GetMasterPosition( masterOrigin, masterAxis );
current.localOrigin = ( current.origin - masterOrigin ) * masterAxis.Transpose();
}
else {
current.localOrigin = current.origin;
}
clipModel->Link( gameLocal.clip, self, 0, current.origin, clipModel->GetAxis() * rotation.ToMat3() );
Activate();
}
/*
================
idPhysics_Monster::SetLinearVelocity
================
*/
void idPhysics_Monster::SetLinearVelocity( const idVec3 &newLinearVelocity, int id ) {
current.velocity = newLinearVelocity;
Activate();
}
/*
================
idPhysics_Monster::GetLinearVelocity
================
*/
const idVec3 &idPhysics_Monster::GetLinearVelocity( int id ) const {
return current.velocity;
}
/*
================
idPhysics_Monster::SetPushed
================
*/
void idPhysics_Monster::SetPushed( int deltaTime ) {
// velocity with which the monster is pushed
current.pushVelocity += ( current.origin - saved.origin ) / ( deltaTime * idMath::M_MS2SEC );
}
/*
================
idPhysics_Monster::GetPushedLinearVelocity
================
*/
const idVec3 &idPhysics_Monster::GetPushedLinearVelocity( const int id ) const {
return current.pushVelocity;
}
/*
================
idPhysics_Monster::SetMaster
the binding is never orientated
================
*/
void idPhysics_Monster::SetMaster( idEntity *master, const bool orientated ) {
idVec3 masterOrigin;
idMat3 masterAxis;
if ( master ) {
if ( !masterEntity ) {
// transform from world space to master space
self->GetMasterPosition( masterOrigin, masterAxis );
current.localOrigin = ( current.origin - masterOrigin ) * masterAxis.Transpose();
masterEntity = master;
masterYaw = masterAxis[0].ToYaw();
}
ClearContacts();
}
else {
if ( masterEntity ) {
masterEntity = NULL;
Activate();
}
}
}
const float MONSTER_VELOCITY_MAX = 4000;
const int MONSTER_VELOCITY_TOTAL_BITS = 16;
const int MONSTER_VELOCITY_EXPONENT_BITS = idMath::BitsForInteger( idMath::BitsForFloat( MONSTER_VELOCITY_MAX ) ) + 1;
const int MONSTER_VELOCITY_MANTISSA_BITS = MONSTER_VELOCITY_TOTAL_BITS - 1 - MONSTER_VELOCITY_EXPONENT_BITS;
/*
================
idPhysics_Monster::WriteToSnapshot
================
*/
void idPhysics_Monster::WriteToSnapshot( idBitMsgDelta &msg ) const {
msg.WriteFloat( current.origin[0] );
msg.WriteFloat( current.origin[1] );
msg.WriteFloat( current.origin[2] );
msg.WriteFloat( current.velocity[0], MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
msg.WriteFloat( current.velocity[1], MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
msg.WriteFloat( current.velocity[2], MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
msg.WriteDeltaFloat( current.origin[0], current.localOrigin[0] );
msg.WriteDeltaFloat( current.origin[1], current.localOrigin[1] );
msg.WriteDeltaFloat( current.origin[2], current.localOrigin[2] );
msg.WriteDeltaFloat( 0.0f, current.pushVelocity[0], MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
msg.WriteDeltaFloat( 0.0f, current.pushVelocity[1], MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
msg.WriteDeltaFloat( 0.0f, current.pushVelocity[2], MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
msg.WriteInt( current.atRest );
msg.WriteBits( current.onGround, 1 );
}
/*
================
idPhysics_Monster::ReadFromSnapshot
================
*/
void idPhysics_Monster::ReadFromSnapshot( const idBitMsgDelta &msg ) {
current.origin[0] = msg.ReadFloat();
current.origin[1] = msg.ReadFloat();
current.origin[2] = msg.ReadFloat();
current.velocity[0] = msg.ReadFloat( MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
current.velocity[1] = msg.ReadFloat( MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
current.velocity[2] = msg.ReadFloat( MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
current.localOrigin[0] = msg.ReadDeltaFloat( current.origin[0] );
current.localOrigin[1] = msg.ReadDeltaFloat( current.origin[1] );
current.localOrigin[2] = msg.ReadDeltaFloat( current.origin[2] );
current.pushVelocity[0] = msg.ReadDeltaFloat( 0.0f, MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
current.pushVelocity[1] = msg.ReadDeltaFloat( 0.0f, MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
current.pushVelocity[2] = msg.ReadDeltaFloat( 0.0f, MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
current.atRest = msg.ReadLong();
current.onGround = msg.ReadBits( 1 ) != 0;
}